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Ops & Tactics


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

Credits
This book and system are made and written under a Creative Commons Attribution-NonCommercial-ShareAlike
4.0 International License.
All information was found using google from various firearms websites, my own knowledge, and Wikipedia.
The Ops and Tactics copyright belongs to Sweet Soul Bro !!H5XdMKmBv5G. All listed firearms are owned by
their respective companies, trademarks, copyrights and I do not take to claim any ownership of any. Please
don’t sue me, I have no monies.
i

1.2 Using Skills . . . . . . . . . . . . . . . . . . . . . 15


Ops & Tactics created by Sweet Soul Bro !!H5XdMKmBv5G
This document made by an anonymous editor, edited by 1 Acrobatics (DEX) 15
Sweet Soul Bro !!H5XdMKmBv5G
2 Animal Handling (CHA) 16
v6.19 Complete Edition | Compiled 2018/11/20 07:51:26pm
3 Athletics (STR) 17

4 Craft (INT) 19
Contents
5 Demolitions (INT) Trained Only 26
I The Basics 1 6 Disable Device (INT) 26
1 What is Ops and Tactics? 1 7 Drive (DEX) 27
2 Basic Task Resolution System 1 8 Knowledge (INT) Trained Only 28
3 Ability Scores 1 9 Linguistics (None) Trained Only 29
4 Creating Ability Scores 2 10 Perception (WIS) 30
5 Improving Ability Scores 3 11 Perform (CHA) 31

12 Pilot (DEX) Trained Only 32


II Characters 5
13 Presence (CHA) 33
1 Character Features 5
14 Ride (DEX) 34
2 Character Creation and Character Option Points 6
15 Stealth (DEX) 35
3 Creating a Character 6
16 Speechcraft (CHA) 35
4 Leveling Characters 8
17 Technology Use (INT) 37
5 Defining your Character 10
18 Treat Injury (WIS) 39
III Occupations 11
V Feats 41
1 Occupations 11
1.1 Academic . . . . . . . . . . . . . . . . . . . . . . 11 1 Archery And Crossbow Feats 41
1.2 Adventurer . . . . . . . . . . . . . . . . . . . . . 11 1.1 Archery Specialist . . . . . . . . . . . . . . . . . 41
1.3 Athlete . . . . . . . . . . . . . . . . . . . . . . . 11 1.2 Archery Master . . . . . . . . . . . . . . . . . . 41
1.4 Blue Collar . . . . . . . . . . . . . . . . . . . . . 11 1.3 Double Bowman . . . . . . . . . . . . . . . . . . 41
1.5 Celebrity . . . . . . . . . . . . . . . . . . . . . . 11
1.6 Creative . . . . . . . . . . . . . . . . . . . . . . . 12 2 Armor Feats 41
1.7 Criminal . . . . . . . . . . . . . . . . . . . . . . 12 2.1 Heavy Armor Proficiency . . . . . . . . . . . . . 41
1.8 Doctor . . . . . . . . . . . . . . . . . . . . . . . 12 2.2 Light Armor Proficiency . . . . . . . . . . . . . . 41
1.9 Emergency Services . . . . . . . . . . . . . . . . 12 2.3 Medium Armor Proficiency . . . . . . . . . . . . 41
1.10 Entrepreneur . . . . . . . . . . . . . . . . . . . . 12 2.4 Armor Mastery . . . . . . . . . . . . . . . . . . 41
1.11 Investigative . . . . . . . . . . . . . . . . . . . . 12 2.5 Armor Optimization . . . . . . . . . . . . . . . . 41
1.12 Law Enforcement . . . . . . . . . . . . . . . . . 13
1.13 Military . . . . . . . . . . . . . . . . . . . . . . . 13 3 Assault Rifle, Carbine Rifle, and SMG Feats 42
1.14 Religious . . . . . . . . . . . . . . . . . . . . . . 13 3.1 Rifle Specialist . . . . . . . . . . . . . . . . . . . 42
1.15 Rural . . . . . . . . . . . . . . . . . . . . . . . . 13 3.2 Compact SMG Gunner . . . . . . . . . . . . . . 42
1.16 Security . . . . . . . . . . . . . . . . . . . . . . . 13 3.3 Rifle Clubber . . . . . . . . . . . . . . . . . . . . 42
1.17 Student . . . . . . . . . . . . . . . . . . . . . . . 13 3.4 Rifle Expert . . . . . . . . . . . . . . . . . . . . . 42
1.18 Technician . . . . . . . . . . . . . . . . . . . . . 14 3.5 Rifle and SMG Reloader . . . . . . . . . . . . . . 42
1.19 Unemployed . . . . . . . . . . . . . . . . . . . . 14 3.6 Close Combat Rifleman . . . . . . . . . . . . . . 42
1.20 White Collar . . . . . . . . . . . . . . . . . . . . 14
4 Axe Feats 42
4.1 Axe Martial Arts . . . . . . . . . . . . . . . . . . 42
IV Skills 15 4.2 Axe Specialist . . . . . . . . . . . . . . . . . . . 42
1.1 Acquiring Skills . . . . . . . . . . . . . . . . . . . 15 4.3 Axe Mastery . . . . . . . . . . . . . . . . . . . . 42
ii

5 Automatic Weapons Feats 42 13.2 General Purpose Machine Gunner . . . . . . . . 46


5.1 Autofire Proficiency . . . . . . . . . . . . . . . . 42 13.3 Machine Gun Specialist . . . . . . . . . . . . . . 46
5.2 Autofire Mastery . . . . . . . . . . . . . . . . . . 42 13.4 Machine Gun Expert . . . . . . . . . . . . . . . . 46
5.3 Burst Fire Proficiency . . . . . . . . . . . . . . . 42 13.5 Machine Gun Reloader . . . . . . . . . . . . . . 46
5.4 Quickshot . . . . . . . . . . . . . . . . . . . . . . 43
5.5 Strafe . . . . . . . . . . . . . . . . . . . . . . . . 43 14 Melee Combat Feats 47
14.1 Cleave . . . . . . . . . . . . . . . . . . . . . . . 47
6 Combat Sword Feats 43 14.2 Combat Intuition . . . . . . . . . . . . . . . . . . 47
6.1 Sword Martial Arts . . . . . . . . . . . . . . . . . 43 14.3 Elusive Target . . . . . . . . . . . . . . . . . . . 47
6.2 Sword Specialist . . . . . . . . . . . . . . . . . . 43 14.4 Evasive Martial Arts . . . . . . . . . . . . . . . . 47
6.3 Sword Mastery . . . . . . . . . . . . . . . . . . . 43 14.5 Favored Type . . . . . . . . . . . . . . . . . . . . 47
14.6 Forgiving Damage . . . . . . . . . . . . . . . . . 47
7 Distance Rifle Feats 43 14.7 Forceful Strike . . . . . . . . . . . . . . . . . . . 47
7.1 Anti-materiel Rifle Expert . . . . . . . . . . . . . 43 14.8 Improved Disarm . . . . . . . . . . . . . . . . . 47
7.2 Controlled Shot . . . . . . . . . . . . . . . . . . 43 14.9 Improved Reflexive Martial Arts . . . . . . . . . 47
7.3 Distance Rifle Specialist . . . . . . . . . . . . . . 43 14.10 Power Attack . . . . . . . . . . . . . . . . . . . . 47
7.4 Designated Marksman Rifle Expert . . . . . . . 43 14.11 Reflexive Martial Arts . . . . . . . . . . . . . . . 47
7.5 Leading Target . . . . . . . . . . . . . . . . . . . 43 14.12 Sunder . . . . . . . . . . . . . . . . . . . . . . . 47
7.6 Recoil Management . . . . . . . . . . . . . . . . 43 14.13 Weapon Finesse . . . . . . . . . . . . . . . . . . 48
7.7 Sniper Rifle Expert . . . . . . . . . . . . . . . . . 44
15 Ranged Combat Feats 48
8 Explosive Weapons Feats 44 15.1 Dead Aim . . . . . . . . . . . . . . . . . . . . . . 48
8.1 Explosive Weapons Specialist . . . . . . . . . . . 44 15.2 Double Tap Proficiency . . . . . . . . . . . . . . 48
8.2 Explosive Weapons Expert . . . . . . . . . . . . 44 15.3 Failure Drill Master . . . . . . . . . . . . . . . . 48
15.4 Fanning Proficiency . . . . . . . . . . . . . . . . 48
9 Fencing Sword Feats 44 15.5 Fanning Expert . . . . . . . . . . . . . . . . . . . 48
9.1 Fencing Martial Arts . . . . . . . . . . . . . . . . 44 15.6 Far Shot . . . . . . . . . . . . . . . . . . . . . . . 48
9.2 Fencing Specialist . . . . . . . . . . . . . . . . . 44 15.7 Marksman Shot . . . . . . . . . . . . . . . . . . 48
9.3 Fencing Mastery . . . . . . . . . . . . . . . . . . 44 15.8 Favored Caliber . . . . . . . . . . . . . . . . . . 48
15.9 Manual Action Quickshot . . . . . . . . . . . . . 48
10 General Combat Feats 44 15.10 Point Blank Shot . . . . . . . . . . . . . . . . . . 48
10.1 Adrenaline Rush . . . . . . . . . . . . . . . . . . 44 15.11 Precise Shot . . . . . . . . . . . . . . . . . . . . 48
10.2 Blind Sense . . . . . . . . . . . . . . . . . . . . . 44 15.12 Sharpshooter . . . . . . . . . . . . . . . . . . . . 48
10.3 Combat Expertise . . . . . . . . . . . . . . . . . 44 15.13 Slamfire Proficiency . . . . . . . . . . . . . . . . 49
10.4 Danger Sense . . . . . . . . . . . . . . . . . . . 44 15.14 Slamfire Expert . . . . . . . . . . . . . . . . . . 49
10.5 Dodge . . . . . . . . . . . . . . . . . . . . . . . 44 15.15 Sling Steady . . . . . . . . . . . . . . . . . . . . 49
10.6 Emulation . . . . . . . . . . . . . . . . . . . . . . 45 15.16 Spotter . . . . . . . . . . . . . . . . . . . . . . . 49
10.7 Evasion . . . . . . . . . . . . . . . . . . . . . . . 45
10.8 Improved Initiative . . . . . . . . . . . . . . . . . 45 16 Shotgun Feats 49
10.9 Mobility . . . . . . . . . . . . . . . . . . . . . . . 45 16.1 Shotgun Expert . . . . . . . . . . . . . . . . . . 49
10.10 Quick Draw Attack . . . . . . . . . . . . . . . . . 45 16.2 Break Barrel Shotgunner . . . . . . . . . . . . . 49
10.11 Second Wind . . . . . . . . . . . . . . . . . . . . 45 16.3 Break Barrel Shotgun Expert . . . . . . . . . . . 49
10.12 Tactical Draw . . . . . . . . . . . . . . . . . . . . 45 16.4 Close Combat Shotgunner . . . . . . . . . . . . 49
10.13 Toughness . . . . . . . . . . . . . . . . . . . . . 45 16.5 Double Fire Proficiency . . . . . . . . . . . . . . 49
10.14 Weapon Focus . . . . . . . . . . . . . . . . . . . 45 16.6 Shotgun Specialist . . . . . . . . . . . . . . . . . 49
16.7 Shotgun Reloader . . . . . . . . . . . . . . . . . 49
11 Handgun Feats 45
11.1 Handgun Specialist . . . . . . . . . . . . . . . . 45 17 Simple Weapon Feats 49
11.2 Machine Pistoleer . . . . . . . . . . . . . . . . . 45 17.1 Blunt Specialist . . . . . . . . . . . . . . . . . . . 49
11.3 Pistol Expert . . . . . . . . . . . . . . . . . . . . 45 17.2 Club Expert . . . . . . . . . . . . . . . . . . . . . 49
11.4 Revolver Expert . . . . . . . . . . . . . . . . . . 46 17.3 Club Martial Arts . . . . . . . . . . . . . . . . . . 50
11.5 Skilled Pistol Magazine User . . . . . . . . . . . 46 17.4 Hammer Martial Arts . . . . . . . . . . . . . . . 50
11.6 Skilled Speedloader User . . . . . . . . . . . . . 46 17.5 Hammer Expert . . . . . . . . . . . . . . . . . . 50
11.7 Handgun Reloader . . . . . . . . . . . . . . . . . 46 17.6 Knife Martial Arts . . . . . . . . . . . . . . . . . 50
17.7 Shield Focus . . . . . . . . . . . . . . . . . . . . 50
12 Heavy Melee Weapon Feats 46 17.8 Shield Warrior . . . . . . . . . . . . . . . . . . . 50
12.1 Heavy Melee Weapon Martial Arts . . . . . . . 46 17.9 Simple Weapon Specialist . . . . . . . . . . . . . 50
12.2 Heavy Melee Weapon Specialist . . . . . . . . . 46
12.3 Heavy Melee Weapon Mastery . . . . . . . . . 46 18 Skill and Saving Throw Feats 50
18.1 Skill Focus . . . . . . . . . . . . . . . . . . . . . 50
13 Machine Gun Feats 46 18.2 Focused Saving Throw . . . . . . . . . . . . . . 50
13.1 Close Combat Machine Gunner . . . . . . . . . 46 18.3 Hobbyist . . . . . . . . . . . . . . . . . . . . . . 50
iii

18.4 Healing Knack . . . . . . . . . . . . . . . . . . . 50 1.4 Critical Strikes . . . . . . . . . . . . . . . . . . . 56


18.5 Instructor . . . . . . . . . . . . . . . . . . . . . . 50 1.5 Defense (DEF) . . . . . . . . . . . . . . . . . . . 56
18.6 Menacing . . . . . . . . . . . . . . . . . . . . . . 50 1.6 Touch Attacks . . . . . . . . . . . . . . . . . . . 56
18.7 Savant . . . . . . . . . . . . . . . . . . . . . . . 50
2 Injury and Death 56
19 Spear Feats 50 2.1 Non-lethal Damage . . . . . . . . . . . . . . . . 57
19.1 Spear Martial Arts . . . . . . . . . . . . . . . . . 50 2.2 Bleeding . . . . . . . . . . . . . . . . . . . . . . 57
19.2 Spear Specialist . . . . . . . . . . . . . . . . . . 51 2.3 Extremity Damage . . . . . . . . . . . . . . . . . 57
19.3 Spear Mastery . . . . . . . . . . . . . . . . . . . 51 2.4 Disabled (0 Hit Points) . . . . . . . . . . . . . . . 57
2.5 Dying (−1 to −9 Hit Points) . . . . . . . . . . . . . 57
20 Staff Feats 51 2.6 Dead (−10 hit points or lower) . . . . . . . . . . 58
20.1 Staff Martial Arts . . . . . . . . . . . . . . . . . . 51
20.2 Staff Specialist . . . . . . . . . . . . . . . . . . . 51 3 Healing 58
20.3 Staff Mastery . . . . . . . . . . . . . . . . . . . . 51 3.1 Natural Healing . . . . . . . . . . . . . . . . . . 58
3.2 Healing Ability Damage . . . . . . . . . . . . . . 58
21 Thrown Weapon Feats 51 3.3 Recovering from Extremity Wounds . . . . . . . 58
21.1 Brutal Throw . . . . . . . . . . . . . . . . . . . . 51
21.2 Grenadier . . . . . . . . . . . . . . . . . . . . . . 51 4 Temporary Hit Points 58
21.3 Power Throw . . . . . . . . . . . . . . . . . . . . 51
21.4 Quick Throw . . . . . . . . . . . . . . . . . . . . 51 5 Combat Points 58

22 Two Weapon Fighting Feats 51 6 Saving Throws 58


22.1 Daishō User . . . . . . . . . . . . . . . . . . . . 51
22.2 Daishō Master . . . . . . . . . . . . . . . . . . . 51 7 Initiative 59
22.3 Improved Two-Weapon Melee Fighting . . . . . 51
22.4 Improved Two-Weapon Ranged Fighting . . . . . 52 8 Surprise 59
22.5 Two Weapon Defense . . . . . . . . . . . . . . . 52
22.6 Two Weapon Melee Fighting . . . . . . . . . . . 52 9 Actions in Combat 59
22.7 Two Weapon Ranged Fighting . . . . . . . . . . 52
10 Attack Actions 61
23 Unarmed Combat Feats 52
23.1 Brawl . . . . . . . . . . . . . . . . . . . . . . . . 52 11 Move Actions 73
23.2 Combat Martial Arts . . . . . . . . . . . . . . . . 52
12 Speak Action 73
23.3 Combat Throw . . . . . . . . . . . . . . . . . . . 52
23.4 Defensive Martial Arts . . . . . . . . . . . . . . . 52
13 Miscellaneous Actions 73
23.5 Improved Brawl . . . . . . . . . . . . . . . . . . 52
13.1 Use Feat, Skill, or Talent . . . . . . . . . . . . . . 74
23.6 Improved Combat Martial Arts . . . . . . . . . . 52
13.2 Attacks of Opportunity . . . . . . . . . . . . . . 74
23.7 Improved Defensive Martial Arts . . . . . . . . . 52
13.3 Extra Effort . . . . . . . . . . . . . . . . . . . . . 74
23.8 Knockout Punch . . . . . . . . . . . . . . . . . . 52
23.9 Pressure Point Strike . . . . . . . . . . . . . . . . 52 14 Movement and Position 74
23.10 Slam Throw . . . . . . . . . . . . . . . . . . . . 53 14.1 Movement in Darkness . . . . . . . . . . . . . . 74
23.11 Street Fighting . . . . . . . . . . . . . . . . . . . 53 14.2 Diagonals . . . . . . . . . . . . . . . . . . . . . . 74
23.12 Unarmed Combat Specialist . . . . . . . . . . . 53 14.3 Passing Through . . . . . . . . . . . . . . . . . . 74
14.4 Combat Modifiers . . . . . . . . . . . . . . . . . 75
24 Vehicle Feats 53
14.5 Special Initiative Actions . . . . . . . . . . . . . 76
24.1 Aircraft Operations . . . . . . . . . . . . . . . . 53
14.6 Special Attacks . . . . . . . . . . . . . . . . . . . 77
24.2 Surface Vehicle Operation . . . . . . . . . . . . 53
14.7 Facing . . . . . . . . . . . . . . . . . . . . . . . . 79
25 Weapon Proficiency Feats 53 14.8 Normal Movement . . . . . . . . . . . . . . . . . 80
25.1 Archaic Weapons Proficiency . . . . . . . . . . . 53
25.2 Exotic Firearms Proficiency . . . . . . . . . . . . 53 15 Conditions Summary 80
25.3 Exotic Melee Weapons Proficiency . . . . . . . . 54 15.1 Ability Damaged . . . . . . . . . . . . . . . . . . 80
25.4 Personal Firearms Proficiency . . . . . . . . . . 54 15.2 Ability Drained . . . . . . . . . . . . . . . . . . . 80
25.5 Explosive Weapons Proficiency . . . . . . . . . . 54 15.3 Blinded . . . . . . . . . . . . . . . . . . . . . . . 80
25.6 Improvised Weapon Proficiency . . . . . . . . . 54 15.4 Confused . . . . . . . . . . . . . . . . . . . . . . 80
15.5 Dazed . . . . . . . . . . . . . . . . . . . . . . . . 80
15.6 Dead . . . . . . . . . . . . . . . . . . . . . . . . 81
VI Combat 55 15.7 Deafened . . . . . . . . . . . . . . . . . . . . . . 81
15.8 Disabled . . . . . . . . . . . . . . . . . . . . . . 81
1 Combat Statistics 55 15.9 Dying . . . . . . . . . . . . . . . . . . . . . . . . 81
1.1 Attack Roll . . . . . . . . . . . . . . . . . . . . . 55 15.10 Entangled . . . . . . . . . . . . . . . . . . . . . . 81
1.2 Attack Bonus . . . . . . . . . . . . . . . . . . . . 55 15.11 Exhausted . . . . . . . . . . . . . . . . . . . . . 81
1.3 Damage . . . . . . . . . . . . . . . . . . . . . . 55 15.12 Fatigued . . . . . . . . . . . . . . . . . . . . . . 81
iv

15.13 Flat-Footed . . . . . . . . . . . . . . . . . . . . . 81 2 Purchasing a License 93


15.14 Frightened . . . . . . . . . . . . . . . . . . . . . 81
15.15 Grappling . . . . . . . . . . . . . . . . . . . . . . 81 3 The Black Market 93
15.16 Helpless . . . . . . . . . . . . . . . . . . . . . . . 81
15.17 Inebriated . . . . . . . . . . . . . . . . . . . . . 81 4 New Vs. Used 93
15.18 Invisible . . . . . . . . . . . . . . . . . . . . . . . 81
5 Mastercraft Objects 94
15.19 Knocked Down . . . . . . . . . . . . . . . . . . . 81
15.20 Nauseated . . . . . . . . . . . . . . . . . . . . . 81 6 Carrying Capacity 94
15.21 Panicked . . . . . . . . . . . . . . . . . . . . . . 82
15.22 Paralyzed . . . . . . . . . . . . . . . . . . . . . . 82 7 Concealed Weapons and Objects 94
15.23 Pinned . . . . . . . . . . . . . . . . . . . . . . . 82 7.1 Waistband Carry . . . . . . . . . . . . . . . . . . 94
15.24 Prone . . . . . . . . . . . . . . . . . . . . . . . . 82 7.2 Stealth Checks . . . . . . . . . . . . . . . . . . . 94
15.25 Rattled . . . . . . . . . . . . . . . . . . . . . . . 82 7.3 Concealment . . . . . . . . . . . . . . . . . . . . 94
15.26 Shaken . . . . . . . . . . . . . . . . . . . . . . . 82 7.4 Spotting Concealed Objects . . . . . . . . . . . 94
15.27 Sickened . . . . . . . . . . . . . . . . . . . . . . 82 7.5 Spotting Concealable Armor . . . . . . . . . . . 94
15.28 Stable . . . . . . . . . . . . . . . . . . . . . . . . 82
15.29 Stunned . . . . . . . . . . . . . . . . . . . . . . . 82 8 Living in Luxury 94
15.30 Unconscious . . . . . . . . . . . . . . . . . . . . 82
15.31 Unnerved . . . . . . . . . . . . . . . . . . . . . . 82 9 General Equipment 95
9.1 Bags and Boxes . . . . . . . . . . . . . . . . . . 95
16 Environments 82 9.2 Clothing . . . . . . . . . . . . . . . . . . . . . . . 96
16.1 Darkness and Light . . . . . . . . . . . . . . . . 82 9.3 Eyewear . . . . . . . . . . . . . . . . . . . . . . 97
16.2 Heat and Cold . . . . . . . . . . . . . . . . . . . 83 9.4 MOLLE . . . . . . . . . . . . . . . . . . . . . . . 97
16.3 Catching on Fire . . . . . . . . . . . . . . . . . . 83 9.5 General Kits . . . . . . . . . . . . . . . . . . . . 99
16.4 Starvation and Thirst . . . . . . . . . . . . . . . 83 9.6 Specialty Kits . . . . . . . . . . . . . . . . . . . . 101
16.5 Suffocation and Drowning . . . . . . . . . . . . 83 9.7 Computers and Consumer Electronics . . . . . . 101
16.6 Smoke . . . . . . . . . . . . . . . . . . . . . . . 83 9.8 Weapon Accessories . . . . . . . . . . . . . . . . 102
16.7 Strangulation . . . . . . . . . . . . . . . . . . . . 83 9.9 Survival, Security and Professional Gear . . . . 105
16.8 Falling . . . . . . . . . . . . . . . . . . . . . . . . 83 9.10 Reloading Supplies . . . . . . . . . . . . . . . . 108
16.9 Falling Objects . . . . . . . . . . . . . . . . . . . 84 9.11 Food, Drink, and Recreational Equipment . . . . 110
16.10 Poison . . . . . . . . . . . . . . . . . . . . . . . . 84 9.12 Pharmaceutical Drugs, Medical supplies and
16.11 Disease . . . . . . . . . . . . . . . . . . . . . . . 84 Poisons . . . . . . . . . . . . . . . . . . . . . . . 112
16.12 Acid . . . . . . . . . . . . . . . . . . . . . . . . . 84 9.13 Narcotics . . . . . . . . . . . . . . . . . . . . . . 114
16.13 Electricity . . . . . . . . . . . . . . . . . . . . . . 85
16.14 Weightless & Microgravity . . . . . . . . . . . . 85 10 Armor 115
10.1 Light Armor . . . . . . . . . . . . . . . . . . . . 115
17 Vehicle Movement and Combat 85 10.2 Medium Armor . . . . . . . . . . . . . . . . . . . 116
17.1 Characters in Vehicles . . . . . . . . . . . . . . . 85 10.3 Heavy Armor . . . . . . . . . . . . . . . . . . . 116
17.2 Scale . . . . . . . . . . . . . . . . . . . . . . . . 85 10.4 Armor Plates . . . . . . . . . . . . . . . . . . . . 117
17.3 Vehicle Sizes . . . . . . . . . . . . . . . . . . . . 86 10.5 Helmets . . . . . . . . . . . . . . . . . . . . . . . 117
17.4 Facing and Firing Arcs . . . . . . . . . . . . . . . 86 10.6 Armor Upgrades . . . . . . . . . . . . . . . . . . 118
17.5 Getting Started . . . . . . . . . . . . . . . . . . . 86
17.6 Movement Phase . . . . . . . . . . . . . . . . . 86 11 Weapons 119
17.7 Attack Phase . . . . . . . . . . . . . . . . . . . . 86 11.1 Melee Weapons . . . . . . . . . . . . . . . . . . 119
17.8 Vehicle Speed . . . . . . . . . . . . . . . . . . . 86 11.2 Ranged Weapons . . . . . . . . . . . . . . . . . 125
17.9 Driving a Vehicle . . . . . . . . . . . . . . . . . . 87 11.2.1 Firearms . . . . . . . . . . . . . . . . 125
17.10 Simple Maneuvers . . . . . . . . . . . . . . . . . 87 11.3 Firearms Tables . . . . . . . . . . . . . . . . . . 125
17.11 Stunts . . . . . . . . . . . . . . . . . . . . . . . . 87 11.4 Handguns . . . . . . . . . . . . . . . . . . . . . 127
17.12 Terrain . . . . . . . . . . . . . . . . . . . . . . . 89 11.4.1 Modern Handguns . . . . . . . . . . . 128
17.13 Driver Options . . . . . . . . . . . . . . . . . . . 89 11.4.1.1 Modern Holdout Handguns . . . 128
17.14 Collisions and Ramming . . . . . . . . . . . . . 89 11.4.1.2 Modern Backup Handguns . . . 131
17.15 Losing Control . . . . . . . . . . . . . . . . . . . 90 11.4.1.3 Modern Full Size Handguns . . 141
17.16 Hide and Seek . . . . . . . . . . . . . . . . . . . 90 11.4.1.4 Modern Target Handguns and
17.17 Fighting from Vehicles . . . . . . . . . . . . . . . 90 Hunting Handguns . . . . . . . 150
17.18 Crew Quality . . . . . . . . . . . . . . . . . . . . 91 11.4.2 Early Modern Handguns . . . . . . . 154
17.19 Attack Options . . . . . . . . . . . . . . . . . . . 91 11.4.2.1 Early Modern Holdout Handguns 154
17.20 Damaging Vehicles . . . . . . . . . . . . . . . . 91 11.4.2.2 Early Modern Backup Handguns 154
11.4.2.3 Early Modern Full Size Handguns 155
11.4.3 Late Industrial Handguns . . . . . . . 155
VII Equipment 93 11.4.3.1 Late Industrial Holdout Handguns 155
11.4.3.2 Late Industrial Backup Handguns 156
1 Restricted Objects 93 11.4.3.3 Late Industrial Full Size Handguns 157
v

11.4.4 Industrial Handguns . . . . . . . . . . 158 11.8.3.1 Early Modern General Purpose


11.4.4.1 Industrial Holdout Handguns . . 158 Machine Guns . . . . . . . . . . 204
11.4.4.2 Industrial Full Size Handguns . . 159 11.8.4 Late Industrial Machine Guns . . . . . 205
11.5 Personal Defense Weapons . . . . . . . . . . . . 160 11.9 Grenade Launchers, Rocket Launchers, and Mortars206
11.5.1 Modern Personal Defense Weapons . 160 11.9.1 Modern Underbarrel Grenade Launchers206
11.5.1.1 Cheap Modern Machine Pistols 160 11.9.2 Modern Stand Alone Grenade Launchers207
11.5.1.2 Expensive Modern Machine Pistols 161 11.9.3 Modern Rocket Launchers . . . . . . 207
11.5.1.3 Cheap Modern SMGs . . . . . . 162 11.9.4 Modern Mortars . . . . . . . . . . . . 208
11.5.1.4 Expensive Modern SMGs . . . . 163 11.9.5 Early Modern Grenade Launchers . . 208
11.5.2 Early Modern PDWs . . . . . . . . . . 164 11.9.6 Early Modern Rocket Launchers . . . 208
11.5.2.1 Early Modern Machine Pistols . 164 11.10 Gunsmithing . . . . . . . . . . . . . . . . . . . . 209
11.5.2.2 Early Modern Sub-Machine Guns 165 11.11 Non-ballistic Ranged Weapons . . . . . . . . . . 224
11.5.3 Late Industrial PDWs . . . . . . . . . . 166 11.11.1 Bows and Crossbows . . . . . . . . . 224
11.5.3.1 Late Industrial Machine Pistols . 166 11.11.2 Flamethrower and Flamer . . . . . . 224
11.5.3.2 Late Industrial Sub-Machine Guns 166 11.11.3 Chemical Irritants . . . . . . . . . . . 224
11.6 Rifles . . . . . . . . . . . . . . . . . . . . . . . . 167 11.11.4 Spear Gun . . . . . . . . . . . . . . . 224
11.6.1 Modern Carbines . . . . . . . . . . . 167 11.11.5 Taser . . . . . . . . . . . . . . . . . . 224
11.6.1.1 Cheap Modern Carbines . . . . 167 11.11.6 Tranquilizer Gun . . . . . . . . . . . . 224
11.6.1.2 Mid-range Modern Carbines . . 169 11.11.7 Paintball Marker . . . . . . . . . . . . 225
11.6.1.3 Expensive Modern Carbines . . 171 11.11.8 Less Lethal Launcher . . . . . . . . . 225
11.6.2 Modern Assault, Battle, and Target Rifles 173 11.11.9 Ballistic Knife . . . . . . . . . . . . . . 225
11.6.2.1 Cheap Modern Assault, Battle, 11.11.10 Slingshot . . . . . . . . . . . . . . . . 225
and Target Rifles . . . . . . . . . 173 11.11.11 Bullwhip . . . . . . . . . . . . . . . . 225
11.6.2.2 Mid-range Modern Assault, Bat- 11.12 Thrown Weapons . . . . . . . . . . . . . . . . . 227
tle, and Target Rifles . . . . . . 175 11.12.1 Bolas . . . . . . . . . . . . . . . . . . 227
11.6.2.3 Expensive Modern Assault, Bat- 11.12.2 Boomerangs . . . . . . . . . . . . . . 227
tle, and Target Rifles . . . . . . 178 11.12.3 Brick . . . . . . . . . . . . . . . . . . 227
11.6.3 Designated Marksman Rifles . . . . . 180 11.12.4 Javelin . . . . . . . . . . . . . . . . . 227
11.6.3.1 Cheap Modern Designated 11.12.5 Throwing Axe . . . . . . . . . . . . . 227
Marksman Rifles . . . . . . . . . 180 11.12.6 Throwing Knives/Stars . . . . . . . . . 227
11.6.3.2 Expensive Modern Designated 11.12.7 Giant Throwing Star . . . . . . . . . . 227
Marksman Rifles . . . . . . . . . 181 11.13 Explosives . . . . . . . . . . . . . . . . . . . . . 227
11.6.4 Bolt Action and Sniper Rifles . . . . . 183 11.13.1 Explosives and Splash Weapons . . . 227
11.6.4.1 Cheap Modern Bolt Action and 11.13.2 Blast Radius . . . . . . . . . . . . . . 227
Sniper Rifles . . . . . . . . . . . 183 11.13.3 Grenades . . . . . . . . . . . . . . . . 228
11.6.4.2 Expensive Modern Bolt Action 11.13.4 Pre-made Charges . . . . . . . . . . . 229
and Sniper Rifles . . . . . . . . 184 11.13.5 Raw Explosive Material . . . . . . . . 231
11.6.5 Modern Anti-Materiel Rifles . . . . . . 185 11.13.6 Detonators . . . . . . . . . . . . . . . 231
11.6.6 Early Modern Rifles . . . . . . . . . . 186
11.6.6.1 Early Modern Battle Rifles . . . 186 12 Weapon Upgrades 232
11.6.6.2 Early Modern Sniper Rifles . . . 187 12.1 Melee Weapon Upgrades . . . . . . . . . . . . . 232
11.6.6.3 Early Modern Anti-Materiel Rifles 188 12.2 Ranged Weapon Upgrades . . . . . . . . . . . . 232
11.6.7 Late Industrial Rifles . . . . . . . . . . 189 12.2.1 Barrel Upgrades . . . . . . . . . . . . 233
11.6.8 Industrial Carbines and Long Rifles . 190 12.2.2 Optics and Sights Upgrades . . . . . 235
11.7 Shotguns . . . . . . . . . . . . . . . . . . . . . . 192 12.2.3 Ergonomics and Aesthetic Upgrades . 236
11.7.1 Modern Sporting Shotguns . . . . . . 192 12.2.4 Firing Mode Upgrades . . . . . . . . . 239
11.7.1.1 Cheap Modern Sporting Shotguns 192 12.2.5 Internal Upgrades . . . . . . . . . . . 240
11.7.1.2 Mid-range Modern Sporting 12.2.6 Tactical Upgrades . . . . . . . . . . . 240
Shotguns . . . . . . . . . . . . . 193
11.7.1.3 Expensive Modern Sporting 13 Ammunition 243
Shotguns . . . . . . . . . . . . . 195 13.1 .68 Paintball Ammunition . . . . . . . . . . . . . 243
11.7.2 Modern Combat Shotguns . . . . . . 196 13.2 18mm Less Lethal . . . . . . . . . . . . . . . . . 243
11.7.2.1 Cheap Modern Combat Shotguns 196 13.3 Crossbow Bolt Heads and Arrowheads . . . . . 243
11.7.2.2 Expensive Modern Combat Shot- 13.4 Cased Ammunition . . . . . . . . . . . . . . . . 244
guns . . . . . . . . . . . . . . . 198 13.4.1 Cased Ammunition Categories . . . . 245
11.7.3 Late Industrial Combat Shotguns . . . 200 13.4.2 Cased Ammunition Types . . . . . . . 247
11.7.4 Industrial Shotguns . . . . . . . . . . 200 13.5 Shell Ammunition . . . . . . . . . . . . . . . . . 248
11.8 Machine Guns . . . . . . . . . . . . . . . . . . . 201 13.5.1 Shell Ammunition Categories . . . . . 248
11.8.1 Modern Light Machine Guns . . . . . 201 13.5.2 Shell Ammunition Types . . . . . . . 249
11.8.2 Modern General Purpose Machine Guns203 13.6 Grenade Ammunition Types . . . . . . . . . . . 250
11.8.3 Early Modern Machine Guns . . . . . 204 13.6.1 Fragmentation . . . . . . . . . . . . . 250
vi

13.6.2 High Explosive (HE) . . . . . . . . . . 250 14.7 Standard Rotary Aircraft . . . . . . . . . . . . . 256
13.6.3 High Explosive Dual Purpose (HEDP) . 250 14.7.1 Utility Helicopter . . . . . . . . . . . . 256
13.6.4 Tear Gas . . . . . . . . . . . . . . . . 250 14.7.2 Gunship Helicopter . . . . . . . . . . 256
13.6.5 Smoke . . . . . . . . . . . . . . . . . 250 14.7.3 Transport Helicopter . . . . . . . . . . 256
13.6.6 Beehive . . . . . . . . . . . . . . . . . 250 14.8 Standard Fixed Wing Aircraft . . . . . . . . . . . 256
13.6.7 Foam Slug . . . . . . . . . . . . . . . 250 14.8.1 Standard Prop Aircraft . . . . . . . . . 256
13.6.8 Buckshot . . . . . . . . . . . . . . . . 250 14.8.2 Military Prop Aircraft . . . . . . . . . 256
13.6.9 Flare . . . . . . . . . . . . . . . . . . 251 14.8.3 Standard Jet Aircraft . . . . . . . . . . 256
13.6.10 Hornet’s Nest . . . . . . . . . . . . . . 251 14.8.4 Military Jet Aircraft . . . . . . . . . . . 256
13.6.11 Taser . . . . . . . . . . . . . . . . . . 251 14.9 Other Vehicles . . . . . . . . . . . . . . . . . . . 256
13.6.12 Airburst . . . . . . . . . . . . . . . . . 251 14.9.1 Moving Truck . . . . . . . . . . . . . . 256
13.6.13 Thermobaric . . . . . . . . . . . . . . 251 14.9.2 Bus . . . . . . . . . . . . . . . . . . . 256
13.6.14 Grapnel . . . . . . . . . . . . . . . . . 251 14.9.3 Armored Truck . . . . . . . . . . . . . 256
13.7 Rocket Launcher Ammunition Types . . . . . . . 251 14.9.4 Tow Truck . . . . . . . . . . . . . . . . 256
13.7.1 High Explosive Anti Tank (HEAT) . . . 251 14.9.5 Golf Cart . . . . . . . . . . . . . . . . 257
13.7.2 High Explosive Dual Purpose (HEDP) . 251 14.9.6 Semi Trailer Truck . . . . . . . . . . . 257
13.7.3 Fragmentation . . . . . . . . . . . . . 251 14.9.7 RV . . . . . . . . . . . . . . . . . . . . 257
13.7.4 Thermobaric . . . . . . . . . . . . . . 251 14.10 Military and Police Vehicles . . . . . . . . . . . . 257
13.8 Mortar Ammunition Types . . . . . . . . . . . . 251 14.10.1 Armored Personnel Carriers . . . . . 257
13.8.1 High Explosive (HE) . . . . . . . . . . 251 14.10.2 Infantry Fighting Vehicle . . . . . . . 257
13.8.2 Smoke . . . . . . . . . . . . . . . . . 251 14.10.3 Main Battle Tank . . . . . . . . . . . . 257
13.8.3 Airburst . . . . . . . . . . . . . . . . . 251 14.10.4 Multi-Use Vehicle . . . . . . . . . . . 257
13.9 Ammunition Upgrades and Reloading . . . . . . 251 14.11 Other Transportation . . . . . . . . . . . . . . . 257
13.9.1 Reloading . . . . . . . . . . . . . . . . 253 14.11.1 Horses . . . . . . . . . . . . . . . . . 257
14.11.2 Tripod . . . . . . . . . . . . . . . . . . 257
14 Vehicles 253 14.12 Vehicle Upgrades . . . . . . . . . . . . . . . . . 257
14.1 Standard Car Classifications . . . . . . . . . . . 253 14.12.1 Paint Job (Body) . . . . . . . . . . . . 258
14.1.1 Toy Car . . . . . . . . . . . . . . . . . 254 14.12.2 Convertible (Body) . . . . . . . . . . . 258
14.1.2 Microcar . . . . . . . . . . . . . . . . 254 14.12.3 Service Kit (Body) . . . . . . . . . . . 258
14.1.3 Compact Car . . . . . . . . . . . . . . 254 14.12.4 Police Kit (Body) . . . . . . . . . . . . 258
14.1.4 Mid-Sized Car . . . . . . . . . . . . . 254 14.12.5 Racing Kit (Body) . . . . . . . . . . . . 258
14.1.5 Entry Level Luxury Car . . . . . . . . 254 14.12.6 Light Armor Kit (Body) . . . . . . . . 258
14.1.6 Full-Size Car . . . . . . . . . . . . . . 254 14.12.7 Heavy Armor Kit (Body) . . . . . . . . 258
14.1.7 Full-Size Luxury Car . . . . . . . . . . 254 14.12.8 Weapon Pintle Upgrade (Body) . . . . 258
14.2 Sports Car Classifications . . . . . . . . . . . . . 254 14.12.9 Internal Hardpoint Upgrade (Body) . 258
14.2.1 Grand Tourer Car . . . . . . . . . . . 254 14.12.10 External Hardpoint Upgrade (Body) . 258
14.2.2 Supercar . . . . . . . . . . . . . . . . 254 14.12.11 Standard Tires (Wheel) . . . . . . . . 258
14.2.3 Muscle Cars . . . . . . . . . . . . . . 254 14.12.12 Racing Tires (Wheel) . . . . . . . . . . 258
14.3 Standard Van Classifications . . . . . . . . . . . 254 14.12.13 Snow and Ice Tires (Wheel) . . . . . . 258
14.3.1 Multi-Purpose Vehicle . . . . . . . . . 254 14.12.14 All Terrain Tires (Wheel) . . . . . . . . 258
14.3.2 Cargo Van . . . . . . . . . . . . . . . 254 14.12.15 Run-Flat Upgrade (Wheel) . . . . . . . 258
14.3.3 Passenger Van . . . . . . . . . . . . . 254 14.12.16 Racing Brakes (Wheel) . . . . . . . . . 259
14.4 Standard Truck Classifications . . . . . . . . . . 254 14.12.17 Turbocharger Kit (Powertrain) . . . . . 259
14.4.1 Mini Pickup Truck . . . . . . . . . . . 255 14.12.18 Nitrous Oxide Kit (Powertrain) . . . . 259
14.4.2 Mid-Sized Pickup Truck . . . . . . . . 255 14.12.19 Standard Transmission (Drivetrain) . . 259
14.4.3 Full-Sized Pickup Truck . . . . . . . . 255 14.12.20 Sprint Transmission (Drivetrain) . . . . 259
14.4.4 Heavy Duty Pickup Truck . . . . . . . 255 14.12.21 Long Distance Transmission (Drivetrain)259
14.5 Standard SUV Classifications . . . . . . . . . . . 255 14.12.22 Racing Transmission (Drivetrain) . . . 259
14.5.1 Mini SUV . . . . . . . . . . . . . . . . 255 14.12.23 All Wheel Drive Transmission (Drivetrain)259
14.5.2 Compact SUV . . . . . . . . . . . . . 255 14.12.24 Improved Suspension (Drivetrain) . . 259
14.5.3 Mid-sized SUV . . . . . . . . . . . . . 255
14.5.4 Full-Sized SUV . . . . . . . . . . . . . 255 15 Lifestyle and Services 259
14.6 Standard Motorcycle Classifications . . . . . . . 255 15.1 Housing . . . . . . . . . . . . . . . . . . . . . . . 259
14.6.1 Standard Motorcycle . . . . . . . . . 255 15.2 Entertainment . . . . . . . . . . . . . . . . . . . 261
14.6.2 Cruiser Motorcycle . . . . . . . . . . 255 15.3 Transportation . . . . . . . . . . . . . . . . . . . 261
14.6.3 Sport Bikes . . . . . . . . . . . . . . . 255 15.4 Auto Repair . . . . . . . . . . . . . . . . . . . . . 262
14.6.4 Touring Bikes . . . . . . . . . . . . . . 255 15.5 Bail Bonds and Legal Services . . . . . . . . . . 262
14.6.5 Dual Sport . . . . . . . . . . . . . . . 255 15.5.1 Legal Services . . . . . . . . . . . . . 262
14.6.6 Dirtbikes . . . . . . . . . . . . . . . . 255 15.5.2 Civil Crime . . . . . . . . . . . . . . . 262
14.6.7 ATV . . . . . . . . . . . . . . . . . . . 256 15.5.3 Property Crime . . . . . . . . . . . . . 262
14.6.8 Scooter . . . . . . . . . . . . . . . . . 256 15.5.4 Assault Crime . . . . . . . . . . . . . 262
vii

15.5.5 Death Crime . . . . . . . . . . . . . . 262 7.1 Race Building . . . . . . . . . . . . . . . . . . . . 301


15.6 Medical Services . . . . . . . . . . . . . . . . . . 262
15.6.1 Long-Term Care . . . . . . . . . . . . 262
15.6.2 Restore Hit Points . . . . . . . . . . . 262
List of Tables
15.6.3 Surgery . . . . . . . . . . . . . . . . . 262 1 Ability Modifiers . . . . . . . . . . . . . . . . . . . 1
15.6.4 Treat Poison/Disease . . . . . . . . . 262 2 Point Buy . . . . . . . . . . . . . . . . . . . . . . . 2
3 Carry Capacity & Different Sizes . . . . . . . . . . 6
4 Character Option Points . . . . . . . . . . . . . . . 6
VIII Game Mastering 264
5 Experience Point Cost . . . . . . . . . . . . . . . . 9
1 The Role of the Game Master 264 6 Aging Effects . . . . . . . . . . . . . . . . . . . . . 10
1.1 Craft a Story . . . . . . . . . . . . . . . . . . . . 264 7 Athletics, Swim TN . . . . . . . . . . . . . . . . . . 17
1.2 Create the world . . . . . . . . . . . . . . . . . . 264 8 Athletics, Climb TN . . . . . . . . . . . . . . . . . . 18
1.3 Adjudicate the Game . . . . . . . . . . . . . . . 264 9 Craft (Chemical), Acids & Bases . . . . . . . . . . 19
10 Craft (Chemical), Explosives . . . . . . . . . . . . 19
2 Frequently Asked Questions and Examples of Play 264 11 Craft (Chemical), Poisons . . . . . . . . . . . . . . 20
2.1 Frequently Asked Questions . . . . . . . . . . . 264 12 Craft (Electronics), Repairs . . . . . . . . . . . . . 20
2.2 Combat Examples . . . . . . . . . . . . . . . . . 264 13 Craft (Mechanical), Repairs . . . . . . . . . . . . . 21
14 Craft (Mechanical), Performing Upgrades . . . . . 21
3 NPCs 268 15 Craft (Pharmaceutical), Antibacterial/Antiviral . . . 22
3.1 Ordinaries . . . . . . . . . . . . . . . . . . . . . 268 16 Craft (Pharmaceutical), Painkillers . . . . . . . . . 22
17 Craft (Pharmaceutical), Hemostat . . . . . . . . . 22
4 Occupational Equipment 268 18 Craft (Pharmaceutical), Antiseptic . . . . . . . . . 22
19 Craft (Pharmaceutical), Antidote . . . . . . . . . . 22
5 Snipers 271 20 Craft (Structural), Simple Melee Weapon Crafting . 23
5.1 What is a Sniper? . . . . . . . . . . . . . . . . . 271 21 Craft (Structural), Melee and Thrown Weapon Crafting 24
5.2 Sniper Basics . . . . . . . . . . . . . . . . . . . . 271 22 Craft (Visual Art) Results . . . . . . . . . . . . . . . 25
5.3 Playing a Sniper and GMing for a Sniper . . . . 272 23 Craft (Visual Art), Forgery . . . . . . . . . . . . . . 25
24 Craft (Writing), Results . . . . . . . . . . . . . . . . 26
6 Setting Prices 272 25 Knowledge Check TN . . . . . . . . . . . . . . . . 28
6.1 Salary . . . . . . . . . . . . . . . . . . . . . . . . 272 26 Perception TN . . . . . . . . . . . . . . . . . . . . 30
27 Perception TN Modifiers . . . . . . . . . . . . . . . 30
7 Encounter Goals 272
28 Perform Check Results . . . . . . . . . . . . . . . 31
7.1 Battle Value . . . . . . . . . . . . . . . . . . . . 272
29 Presence, Disguise Modifiers . . . . . . . . . . . . 33
7.2 Determining Encounter Levels . . . . . . . . . . 272
30 Presence, Viewer’s Familiarity . . . . . . . . . . . 33
7.3 Hostile Environments . . . . . . . . . . . . . . . 273
31 Presence, Terrify . . . . . . . . . . . . . . . . . . . 33
7.4 Calculating XP Gain . . . . . . . . . . . . . . . . 273
32 Presence, Intimidate . . . . . . . . . . . . . . . . . 33
8 Firearms Manufacturers 274 33 Speechcraft, Lie Modifiers . . . . . . . . . . . . . 35
34 Speechcraft, Diplomacy TN and Modifiers . . . . 36
9 Firearm Functionality 279 35 Technology Use, Systems TN and Time . . . . . . 38
36 Size Modifier to Defense . . . . . . . . . . . . . . 56
10 Weapons in Use 292 37 Provoking Attacks of Opportunity . . . . . . . . . 60
38 Ranged Attack Actions . . . . . . . . . . . . . . . 61
39 Melee Attack Actions . . . . . . . . . . . . . . . . 61
IX Variant Rules 297 40 Recoil Penalty, Amount of Dice . . . . . . . . . . . 63
41 Recoil Penalty, Die Type . . . . . . . . . . . . . . . 63
1 Ultra Lethality 297 42 Miss Locations . . . . . . . . . . . . . . . . . . . . 66
1.1 Uses for this rule . . . . . . . . . . . . . . . . . 297 43 Explosive Extremity Damage Hit Location . . . . . 68
44 Grapple Modifier . . . . . . . . . . . . . . . . . . . 71
2 Fast Damage 297 45 Two-Weapon Fighting Penalties . . . . . . . . . . . 72
46 Move Actions . . . . . . . . . . . . . . . . . . . . . 73
3 Custom Occupations 297
47 Attack Roll Modifiers . . . . . . . . . . . . . . . . . 75
48 Defense Modifiers . . . . . . . . . . . . . . . . . . 75
4 Gridless Combat 297
49 Concealment . . . . . . . . . . . . . . . . . . . . . 75
5 Overpenetration and Missed Shots 297 50 Cover . . . . . . . . . . . . . . . . . . . . . . . . . 76
5.1 Missing the intended target . . . . . . . . . . . . 297 51 Object Size and Defense . . . . . . . . . . . . . . 77
5.2 Overpenetrating a target . . . . . . . . . . . . . 298 52 Object Hardness and HP . . . . . . . . . . . . . . 77
5.3 Uses for this rule . . . . . . . . . . . . . . . . . 299 53 Substance Hardness . . . . . . . . . . . . . . . . . 77
54 Light Sources . . . . . . . . . . . . . . . . . . . . . 82
6 Generic Firearms 300 57 Acid Damage . . . . . . . . . . . . . . . . . . . . 84
55 Falling Objects . . . . . . . . . . . . . . . . . . . . 85
7 Race Construction 301 56 Disease . . . . . . . . . . . . . . . . . . . . . . . . 85
viii

58 Electricity Damage . . . . . . . . . . . . . . . . . 86 118 Cheap Modern Backup Handguns, Cont. . . . . . 132


59 Vehicle Sizes . . . . . . . . . . . . . . . . . . . . . 86 119 Mid-range Modern Backup Handguns . . . . . . . 133
60 Vehicle Speed . . . . . . . . . . . . . . . . . . . . 86 120 Mid-range Modern Backup Handguns, Cont . . . 134
61 Avoid Hazard TN . . . . . . . . . . . . . . . . . . . 88 121 Mid-range Modern Backup Handguns, Cont . . . 135
62 Bootleg Turn TN . . . . . . . . . . . . . . . . . . . 88 122 Mid-range Modern Backup Handguns, Cont . . . 136
63 Vehicle Jump TN . . . . . . . . . . . . . . . . . . . 88 123 Mid-range Modern Backup Handguns, Cont . . . 137
64 Sideswipe . . . . . . . . . . . . . . . . . . . . . . 89 124 Expensive Modern Backup Handguns . . . . . . . 138
65 Collision Damage . . . . . . . . . . . . . . . . . . 89 125 Expensive Modern Backup Handguns, Cont . . . 139
66 Collision Direction . . . . . . . . . . . . . . . . . . 90 126 Expensive Modern Backup Handguns, Cont . . . 140
67 Occupant Collision Damage . . . . . . . . . . . . 90 127 Cheap Modern Full Size Handguns . . . . . . . . 141
68 Vehicle Spin . . . . . . . . . . . . . . . . . . . . . 90 128 Mid-range Modern Full Size Handguns . . . . . . 142
69 Crew Quality . . . . . . . . . . . . . . . . . . . . . 91 129 Mid-range Modern Full Size Handguns, Cont . . . 143
70 Equipment, Licenses . . . . . . . . . . . . . . . . . 93 130 Mid-range Modern Full Size Handguns, Cont . . . 144
71 The Black Market . . . . . . . . . . . . . . . . . . 93 131 Mid-range Modern Full Size Handguns, Cont . . . 145
72 Concealing Weapons & Objects . . . . . . . . . . 94 132 Expensive Modern Full Size Handguns . . . . . . 146
73 Equipment, Bags & Boxes . . . . . . . . . . . . . . 95 133 Expensive Modern Full Size Handguns, Cont . . . 147
74 Equipment, Clothing . . . . . . . . . . . . . . . . . 97 134 Expensive Modern Full Size Handguns, Cont . . . 148
75 Equipment, Eyewear . . . . . . . . . . . . . . . . 97 135 Expensive Modern Full Size Handguns, Cont . . . 149
76 Equipment, MOLLE . . . . . . . . . . . . . . . . . 98 136 Cheap Modern Target & Hunting Handguns . . . 150
77 Equipment, General Kits . . . . . . . . . . . . . . . 99 137 Midrange Modern Target & Hunting Handguns . . 151
78 Equipment, General Kits . . . . . . . . . . . . . . . 99 138 Expensive Modern Target & Hunting Handguns . 152
79 Equipment, General Kits . . . . . . . . . . . . . . . 99 139 Expensive Modern Target & Hunting Handguns . 153
80 Equipment, General Kits . . . . . . . . . . . . . . . 100 140 Early Modern Holdout Handguns . . . . . . . . . 154
81 Equipment, General Kits . . . . . . . . . . . . . . . 100 141 Early Modern Backup Handguns . . . . . . . . . . 154
82 Equipment, General Kits . . . . . . . . . . . . . . . 100 142 Early Modern Full Size Handguns . . . . . . . . . 155
83 Equipment, General Kits . . . . . . . . . . . . . . . 100 143 Late Industrial Holdout Handguns . . . . . . . . . 155
84 Equipment, General Kits . . . . . . . . . . . . . . . 100 144 Late Industrial Backup Handguns . . . . . . . . . 156
85 Equipment, General Kits . . . . . . . . . . . . . . . 101 145 Late Industrial Fullsize Handguns . . . . . . . . . . 157
86 Equipment, Specialty Kits . . . . . . . . . . . . . . 101 146 Industrial Holdout Handguns . . . . . . . . . . . . 158
87 Equipment, Consumer Electronics . . . . . . . . . 102 147 Industrial Full Size Handguns . . . . . . . . . . . . 159
88 Combat Sheath . . . . . . . . . . . . . . . . . . . 103 148 Cheap Modern Machine Pistols . . . . . . . . . . 160
89 Equipment, Linked Ammunition Box . . . . . . . . 104 149 Expensive Modern Machine Pistols . . . . . . . . 161
90 Equipment, Stripper Clips . . . . . . . . . . . . . . 105 150 Cheap Modern Sub-Machine Guns . . . . . . . . 162
91 Equipment, Weapon Accessories . . . . . . . . . . 105 151 Expensive Modern Sub-Machine Guns . . . . . . 163
92 Equipment, Survival, Security, & Professional Gear 107 152 Expensive Modern Sub-Machine Guns, Cont . . . 164
93 Equipment, Survival, Security, & Professional 153 Early Modern Machine Pistols . . . . . . . . . . . 164
Gear(Cont.) . . . . . . . . . . . . . . . . . . . . . . 108 154 Early Modern Sub-machine Guns . . . . . . . . . 165
94 Equipment, Reloading Supplies . . . . . . . . . . . 109 155 Early Modern Sub-machine Guns, Cont . . . . . . 166
95 Equipment, Food & Drink . . . . . . . . . . . . . . 112 156 Late Industrial Machine Pistols . . . . . . . . . . . 166
96 Equipment, Pharmaceuticals, Antibacterial/Antiviral 112 157 Late Industrial Sub-Machine Guns . . . . . . . . . 166
97 Equipment, Pharmaceuticals, Painkillers . . . . . . 112 158 Cheap Modern Carbines . . . . . . . . . . . . . . 167
98 Equipment, Pharmaceuticals, Hemostat . . . . . . 112 159 Cheap Modern Carbines, Cont . . . . . . . . . . . 168
99 Equipment, Pharmaceuticals, Antiseptics . . . . . 112 160 Mid-range Modern Carbines . . . . . . . . . . . . 169
100 Equipment, Pharmaceuticals, Antidote . . . . . . . 113 161 Mid-range Modern Carbines, Cont . . . . . . . . . 170
101 Equipment, Pharmaceutical Equipment . . . . . . 113 162 Expensive Modern Carbines . . . . . . . . . . . . 171
102 Equipment, Poisons . . . . . . . . . . . . . . . . . 113 163 Expensive Modern Carbines, Cont . . . . . . . . . 172
103 Cannabis Potency . . . . . . . . . . . . . . . . . . 114 164 Cheap Modern Assault, Battle, and Target Rifles . 173
104 Equipment, Narcotics . . . . . . . . . . . . . . . . 114 165 Cheap Modern Assault, Battle, and Target Rifles, Cont 174
105 Equipment, Armor . . . . . . . . . . . . . . . . . . 117 166 Midrange Modern Assault, Battle, and Target Rifles 175
106 Equipment, Armor Plates . . . . . . . . . . . . . . 117 167 Midrange Modern Assault, Battle, and Target Rifles,
107 Equipment, Armor, Helmets . . . . . . . . . . . . . 118 Cont . . . . . . . . . . . . . . . . . . . . . . . . . . 176
108 Equipment, Armor Upgrades . . . . . . . . . . . . 118 168 Midrange Modern Assault, Battle, and Target Rifles,
109 Pistol Whip Damage . . . . . . . . . . . . . . . . . 120 Cont . . . . . . . . . . . . . . . . . . . . . . . . . . 177
110 Simple Melee Weapons . . . . . . . . . . . . . . . 120 169 Expensive Modern Assault, Battle, and Target Rifles 178
111 Archaic Melee Weapons . . . . . . . . . . . . . . 122 170 Expensive Modern Assault, Battle, and Target Rifles,
112 Exotic Melee Weapons . . . . . . . . . . . . . . . 124 Cont . . . . . . . . . . . . . . . . . . . . . . . . . . 179
113 Error Range Natural Attack Rolls . . . . . . . . . . 125 171 Cheap Modern Designated Marksman Rifles . . . 180
114 Cheap Modern Holdout Handguns . . . . . . . . . 128 172 Expensive Modern Designated Marksman Rifles . 181
115 Mid-range Modern Holdout Handguns . . . . . . 129 173 Expensive Modern Designated Marksman Rifles,
116 Expensive Modern Holdout Handguns . . . . . . . 130 Cont . . . . . . . . . . . . . . . . . . . . . . . . . . 182
117 Cheap Modern Backup Handguns . . . . . . . . . 131 174 Cheap Modern Bolt Action and Sniper Rifles . . . 183
ix

175 Expensive Modern Bolt Action and Sniper Rifles . 184 233 Explosive Extremity Damage Hit Location . . . . . 228
176 Expensive Modern Bolt Action and Sniper Rifles, Cont 185 234 Equipment, Grenades . . . . . . . . . . . . . . . . 230
177 Modern Anti-Materiel Rifles . . . . . . . . . . . . . 185 235 Weapons - Pre-made charges . . . . . . . . . . . 230
178 Early Modern Battle Rifles . . . . . . . . . . . . . 186 237 Equipment, Explosive Detonators . . . . . . . . . 231
179 Early Modern Battle Rifles, Cont . . . . . . . . . . 187 236 Equipment, Raw Explosive Material . . . . . . . . 232
180 Early Modern Sniper Rifles . . . . . . . . . . . . . 187 238 Melee Weapon Upgrades . . . . . . . . . . . . . . 233
181 Early Modern Anti-Materiel Rifles . . . . . . . . . 188 239 Barrel Upgrades . . . . . . . . . . . . . . . . . . . 235
182 Late Industrial Battle Rifles . . . . . . . . . . . . . 189 240 Optics Upgrades . . . . . . . . . . . . . . . . . . . 237
183 Industrial Carbines and Long Rifles . . . . . . . . 190 241 Ergonomics and Aesthetics Upgrades . . . . . . . 239
184 Industrial Carbines and Long Rifles, Cont . . . . . 191 242 Firing Mode Upgrades . . . . . . . . . . . . . . . 240
185 Cheap Modern Sporting Shotguns . . . . . . . . . 192 243 Internal Upgrades . . . . . . . . . . . . . . . . . . 241
186 Midrange Modern Sporting Shotguns . . . . . . . 193 244 Tactical Upgrades . . . . . . . . . . . . . . . . . . 242
187 Midrange Modern Sporting Shotguns, Cont . . . . 194 245 Equipment, Ammunition . . . . . . . . . . . . . . . 243
188 Expensive Modern Sporting Shotguns . . . . . . . 195 246 Equipment, .68 Paintball Ammunition . . . . . . . 243
189 Cheap Modern Combat Shotguns . . . . . . . . . 196 247 Equipment, 18mm Less Lethal Ammunition . . . . 243
190 Cheap Modern Combat Shotguns, Cont . . . . . . 197 248 Equipment, Bolt & Arrowheads . . . . . . . . . . . 243
191 Expensive Modern Combat Shotguns . . . . . . . 198 249 Rimfire Ammunition . . . . . . . . . . . . . . . . . 245
192 Expensive Modern Combat Shotguns, Cont . . . . 199 250 Light Rimless Ammunition . . . . . . . . . . . . . . 245
193 Late Industrial Combat Shotguns . . . . . . . . . . 200 251 Intermediate Rimless Ammunition . . . . . . . . . 245
194 Industrial Shotguns . . . . . . . . . . . . . . . . . 200 252 Heavy Rimless Ammunition . . . . . . . . . . . . . 245
195 Modern Light Machine Guns . . . . . . . . . . . . 201 253 Light Rimmed Ammunition . . . . . . . . . . . . . 245
196 Modern Light Machine Guns, Cont . . . . . . . . . 202 254 Heavy Rimmed Ammunition . . . . . . . . . . . . 246
197 Modern General Purpose Machine Guns . . . . . 203 255 Light Rifle Ammunition . . . . . . . . . . . . . . . 246
198 Early Modern Light Machine Guns . . . . . . . . . 204 256 Intermediate Rifle Ammunition . . . . . . . . . . . 246
199 Early Modern General Purpose Machine Guns . . 204
257 Heavy Rifle Ammunition . . . . . . . . . . . . . . 246
200 Late Industrial Machine Guns . . . . . . . . . . . . 205
258 Superheavy Rifle Ammunition . . . . . . . . . . . 246
201 Modern Underbarrel Grenade Launchers . . . . . 206
259 Light Shotshell Ammunition . . . . . . . . . . . . . 248
202 Modern Standalone Grenade Launchers . . . . . 207
260 Intermediate Shotshell Ammunition . . . . . . . . 248
203 Modern Rocket Launchers . . . . . . . . . . . . . 207
261 Heavy Shotshell Ammunition . . . . . . . . . . . . 248
204 Modern Mortars . . . . . . . . . . . . . . . . . . . 208
262 Equipment, Grenade Ammunition . . . . . . . . . 252
205 Early Modern Rifle Grenade Launchers . . . . . . 208
263 Equipment, Rocket Ammunition . . . . . . . . . . 252
206 Early Modern Rocket Launchers . . . . . . . . . . 208
264 Equipment, Mortar Ammunition . . . . . . . . . . 252
207 Gunsmithing - Holdout Handgun . . . . . . . . . . 209
265 Equipment, Ammunition Upgrades . . . . . . . . . 252
208 Gunsmithing - Backup Handgun . . . . . . . . . . 210
209 Gunsmithing - Full-size Handgun . . . . . . . . . . 210 266 Craft (Mechanical), Ammunition Reloading . . . . 253
210 Gunsmithing - Target or Hunting Handgun . . . . 211 270 Equipment, Vehicle Upgrades . . . . . . . . . . . . 259
211 Gunsmithing - Machine Pistol . . . . . . . . . . . . 211 267 Equipment, Vehicles . . . . . . . . . . . . . . . . . 260
212 Gunsmithing - Sub-Machine Gun . . . . . . . . . . 212 268 Equipment, Vehicles (cont.) . . . . . . . . . . . . . 261
213 Gunsmithing - Carbine . . . . . . . . . . . . . . . 212 269 Equipment, Vehicle Weapons . . . . . . . . . . . . 261
214 Gunsmithing - Assault, Battle, or Target Rifle . . . 213 271 Lifestyle . . . . . . . . . . . . . . . . . . . . . . . 261
215 Gunsmithing - Designated Marksman Rifle . . . . 213 272 Services . . . . . . . . . . . . . . . . . . . . . . . 263
216 Gunsmithing - Bolt Action or Sniper Rifle . . . . . 214 273 Encounter Level . . . . . . . . . . . . . . . . . . . 272
217 Gunsmithing - Anti-Materiel Rifle . . . . . . . . . . 214 274 Occupational Option Points . . . . . . . . . . . . . 297
218 Gunsmithing - Sporting Shotgun . . . . . . . . . . 215 275 Rimfire Ammunition . . . . . . . . . . . . . . . . . 298
219 Gunsmithing - Combat Shotgun . . . . . . . . . . 216 276 Light Rimless Ammunition . . . . . . . . . . . . . . 298
220 Gunsmithing - Light Machine Gun . . . . . . . . . 216 277 Intermediate Rimless Ammunition . . . . . . . . . 298
221 Gunsmithing - General Purpose Machine Gun . . 216 278 Heavy Rimless Ammunition . . . . . . . . . . . . . 298
222 Gunsmithing - Underbarrel Grenade Launcher . . 217 279 Light Rimmed Ammunition . . . . . . . . . . . . . 298
223 Gunsmithing - Standalone Grenade Launcher . . 217 280 Heavy Rimmed Ammunition . . . . . . . . . . . . 299
224 Craft (Mechanical), Matchlocks & Flintlocks . . . . 218 281 Light Rifle Ammunition . . . . . . . . . . . . . . . 299
225 AR15 Lower Receivers . . . . . . . . . . . . . . . . 220 282 Intermediate Rifle Ammunition . . . . . . . . . . . 299
226 AR15 Upper Receivers . . . . . . . . . . . . . . . . 221 283 Heavy Rifle Ammunition . . . . . . . . . . . . . . 299
227 AR15 Upper Receivers(Cont.) . . . . . . . . . . . . 222 284 Light Shotshell Ammunition . . . . . . . . . . . . . 299
228 AR15 Upper Receivers(Cont.) . . . . . . . . . . . . 223 285 Intermediate Shotshell Ammunition . . . . . . . . 299
229 Equipment, Bows . . . . . . . . . . . . . . . . . . 225 286 Firearms . . . . . . . . . . . . . . . . . . . . . . . 302
230 Equipment, Crossbows . . . . . . . . . . . . . . . 225 287 Poison Ability . . . . . . . . . . . . . . . . . . . . . 304
231 Equipment, Non-Ballistic Ranged Weapons . . . . 226 288 Racial Abilities . . . . . . . . . . . . . . . . . . . . 305
232 Equipment, Thrown Weapons . . . . . . . . . . . . 228 289 Racial Handicaps . . . . . . . . . . . . . . . . . . 306
1

Chapter I Ability Modifiers

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

Score Mod Score Mod Score Mod


Ops and Tactics is a tabletop roleplaying game focused
around believable combat encounters, with an emphasis on 3 −4 8-9 −1 14-15 +2
modern weapons and equipment. Combat is in-depth and allows 4-5 −3 10-11 +0 16-17 +3
for more fluid sequences of actions based around a system where 6-7 −2 12-13 +1 18 +4
players spend chunks of time every round to build their turns
Table 1: Ability Modifiers
out of individual actions, packing each round with more choices
and activity. Taking inspirations from video games such as classic
XCOM, Metal Gear Solid, and Jagged Alliance, and films such as Ability Focus
John Wick, Heat and The Town, each round is also more dangerous
as a result a single bullet in the right place can end a fight as soon When a character assigns ability scores and determines
as it starts. A very extensive equipment and firearm list, with gun their ability modifiers, they then assign the ability modifier
capabilities modeled after their real-world abilities lets you stat up for STR into FOC & POW and DEX into MRK & AGL, equal
and run just about any combatant you can think of. Batons, tasers, to the total ability modifier for that ability.
anachronistic melee weapons like swords and flamethrowers, and
hundreds guns ranging from the wild west to the standard-issue Example: A modifier of +2 could be divided into
of today and more make it possible, and spoil you for choice. +2/+0, +1/+1, or +0/+2
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 their fabricated
3.1 Strength (STR)
firearms. Ops and Tactics is focused on modern combat, and is
suited for running games set in a world similar to our own with Strength measures your character’s muscle and physical power.
an emphasis on combat and action. Strength also limits the amount of equipment your character
can carry and determines the Recoil Modifier for the character.
Strength is split into two aspects,
2 Basic Task Resolution System • Focus (FOC), which represents a character’s hand-eye
coordination with a melee weapon.
These rules assume a standardized system for determining the
success or failure of any given task. That system is • Power (POW), which is the actual strength of the character.
3d6+Modifiers vs. Target Number
You use your character’s STR score to determine
The Modifiers and TN are determined by the type of task. If the
result equals or exceeds the TN, the test is successful. Any other • Recoil Reduction (STR SCORE - 10)
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. • Carrying Capacity (STR SCORE * 3 lbs)
You apply your character’s STR modifier to
2.1 Rounding Fractions • The skill that has STR as its key ability: Athletics.

If you end up with a fractional amount, round down unless • Strength checks (for breaking down doors and the like).
stated otherwise. Certain rolls have a minimum of 1.
You apply your character’s FOC modifier to

• Melee attack rolls.


2.2 Multiplying
You apply your character’s POW modifier to
Sometimes a special rule will make you multiply a number or
a die roll. As long as you’re applying a single multiplier, multiply • Damage rolls when using a melee weapon or a thrown
the number normally. When two or more multipliers apply, add weapon.
them together into a single multiple.

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

3.2 Dexterity (DEX) 3.6 Charisma (CHA)


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

• The skills that have DEX as their key ability: Acrobatics, 4 Creating Ability Scores
Drive, Pilot, and Ride.
3d6 Simply roll 3d6 and take the sum of the rolls.
You apply your character’s MRK modifier to
4d6 Roll 4d6, drop the lowest die, and then take the sum of the
• Ranged attack rolls. rolls.
You apply your character’s AGL modifier to
Point Buy The GM assigns a set number of points that the
• Defense Score. characters may use to purchase each separate ability score. The
average being 30 points. Each ability starts at 8 for free and then
• Reflex Saving Throws.
you must spend points to increase the ability score. No ability
• Initiative Score. score may be increased above 18 using this method.

Score Point Cost Score Point Cost


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

• Fortitude Saving Throws Grid Draw a 3×3 grid. Label the columns as STR, DEX, CON, and
the rows as INT, WIS, CHA. Use the 4d6 method, re-rolling any
ones, to generate nine scores and fill in the grid. Then for each
3.4 Intelligence (INT) ability, choose one score from the corresponding row or column.
Intelligence represents how well your character learns and Once you’ve picked a cell, you can’t use it again.
reasons. Intelligence is important for any character who wants
to have a wide assortment of skills. You apply your character’s Array The GM assigns a set array of 6 scores, and the players
Intelligence modifier to choose which score to assign to each attribute.

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


each level thereafter.

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


Demolitions, Disable Device, Knowledge, and Technology
Use.

3.5 Wisdom (WIS)


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

• Will Saving Throws

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

5 Improving Ability Scores number of points selected. No ability score may be increased
higher than 26 using this method. A character must maintain
A character’s ability scores can change in a multitude of these upgrades with regular practice, by taking at least two hours
ways, from poisons and diseases to training. A character may out of each week to practice and keep their skills up.
also improve their ability score by practicing the ability. In order
for a character to improve an ability they must practice it for one Example: A character increasing a score from 12 to 13 will
week per ability point they wish to improve, plus one additional take 3 weeks. Two weeks because 12-10=2, and 1 week to
week per point that the score you are attempting to improve is increase by one.
above 10. After they have practiced the number of weeks they
wish to study or practice for, their ability score goes up by the Common ways to practice to improve ability scores include

Strength Intelligence
• Weight training • Studying academic subjects
• Anaerobic gym exercise
• Studying debates, logic, and reasoning
• Melee weapon practice
Dexterity Wisdom

• Yoga and stretching • Situational awareness training


• Gymnastics • Meditation
• Marksmanship practice
Charisma
Constitution
• Cardiovascular training • Practice debating, arguing, and talking

• Aerobic gym exercise • Practice persuading, intimidating, and beguiling


4
5

Chapter II Feats A character may select any feat. Some feats have
prerequisites that must be met before a character can select
Characters them. All characters receive two feats every level. Humans gain
an additional feat at the 1st level.

1 Character Features Carry Capacity A character’s carrying capacity depends


directly on the character’s STR score. The formula for calculating
Character Option Points (COP) Character option points are the amount of pounds a character can carry is: (STR SCORE *
points that are given to a character every level that allow them to 3 lbs)
construct and shape the character as they gain levels. Character
option points can be spent on further increasing the character’s
Medium Load A character is medium encumbered when they
Extended Hit Points, Skill Points and Base Save Bonuses every level,
are carrying over their total carrying capacity but less than
beyond the default increase that is given A character receives 4
twice their carrying capacity. A medium encumbered character
COP per level, and can spend them however they like.
performs as if their AGL modifier were no higher than +3. In
addition, the character takes a −3 encumbrance penalty on attack
Extended Hit Points (XHP) Extended Hit Points are a measure of rolls and checks involving the following skills: Acrobatics, Athletics,
a character’s ability to turn a direct hit into a graze or a glancing and Stealth. This encumbrance penalty stacks with any armor
blow with less serious consequences. XHP goes up with level, penalty that may also apply. A medium encumbered character
giving high-level characters more ability to shrug off attacks. Most spends 2 Combat Points per 5’ to move.
types of damage reduce XHP. XHP increases as the character
gains levels. Heavy Load A character is heavily encumbered when they are
The Starting XHP formula is: ((3 + CON MODIFIER + COP carrying twice their total carrying capacity. A heavily encumbered
Increase) X 2) character performs as if their AGL modifier were no higher than
+1. In addition, the character takes a −6 encumbrance penalty on
attack rolls and checks involving the following skills: Acrobatics,
Core Hit Points (CHP) Core Hit Points measure how much serious Athletics, and Stealth. This encumbrance penalty stacks with
physical damage a character can withstand. Damage reduces any armor penalty that may also apply. A heavily encumbered
CHP only after all XHP are gone or when a character is struck by character spends 3 Combat Points per 5’ to move. No character
a Critical Strike. CHP is equal to CON+2,or uses the Racial Core can move or perform any other actions while carrying more than
Hit Point formula for all non-human characters. their heavy load.
The CHP formula is: CON SCORE + 2
Lifting and Dragging A character can lift their carrying capacity
Combat Points Combat Points are a measurement of how much load over their head. A character can lift up to six times their
a character can do in a single round. Each character has 15 carrying capacity off the ground, but they can only stagger
Combat Points per round, or uses their Racial Combat Point Score. around with it. While overloaded in this way, the character loses
any AGL bonus to DEF and can only move 5’ per round (for 12
Combat Points). A character can generally push or drag along the
Focused Skills This section of a character description denotes ground up to ten times their carrying capacity load. Favorable
how many skills a character can select as focused skills, applying conditions (smooth ground, dragging a slick object) can double
ranks to to them. A character only chooses these skills at 1st - these numbers, and bad circumstances (broken ground, pushing
level. A character gains at least 1 skill point per level, even if the an object that snags) can reduce them.
character has an INT modifier penalty. A 1st -level character starts
with 5 times the number of skill points they receive upon attaining Bigger and Smaller Creatures The Carry Capacity
each level beyond the 1st . formula is for Medium bipedal creatures. Larger and Smaller
The Starting Skill Point formula is: ((3 + INT Modifier + bipedal creatures can carry more or less depending on their size
Additional Points granted by COP) X 5) category. Quadrupeds, such as horses can carry heavier loads
The Leveling Skill Point formula is: (3 + INT Modifier + in general. Multiply the Carry Capacity amounts by the number
Additional Points granted by COP) given on the following table to determine the creature’s actual
The Maximum Skill Point ranks for focused skills is: (Level + carrying capacity, rounded up.
4)
The Maximum Skill Point ranks for unfocused skills is: ((Level
+ 4) ÷ 2)

Base Attack Bonus(BAB) The character’s Base Attack Bonus.


Base attack Bonuses start at +1. It increases every level.

Base Save Bonus (BSB) The character’s Base Save Bonus for
Fortitude, Reflex, and Will Saving Throw rolls. This does not
increase unless a character spends Character Option Points on it.
6

Size Bipedal Quadruped The formula for Recoil Reduction is: STR SCORE - 10
Fine .125 .25
Diminutive .25 .50
Tiny .50 .75 2 Character Creation and Character Op-
Small .75 1 tion Points
Medium 1 1.5
Large 2 3 A character gains Character Option Points every level, that they
Huge 4 6 can use to increase their XHP, Saving Throws, or Skill Points when
Gargantuan 8 16 they level.
Colossal 16 24 CHP Formula 2+CON Score or Racial CHP formula
XHP Formula per level 3+CON Modifier
Table 3: Carry Capacity & Different Sizes
Combat Points 15 or Racial Combat Point score
Focused Skills Choose 7. Each Knowledge, Craft, and Perform skill
Defense A character’s Defense represents how hard it is is singular. Linguistics and Knowledge (Pop Culture and Streetwise)
for opponents to land a solid, damaging blow on the are always focused. A character only chooses these skills at 1st
character. It is the attack roll result that an opponent needs level.
to achieve to hit the character. A character’s DEF is equal
Skill Points per level 3+INT Mod
to: 10 + AGL Mod + Equipment bonus + Size Mod
Character Option Points per level +4
+ Movement + Misc Mod
Cost Benefit
Agility Modifier If a character’s agility is high, they are
particularly adept at dodging blows or gunfire. If a character’s 1 COP +1 Base Save Bonus in one area
agility is low, they are particularly inept at it. Characters apply (Max twice per lvl, per save)
their AGL modifier to defense. Sometimes a character can’t use 1 COP +3 additional Skill Points
their DEX bonus, this is what is what is called being “Flat-Footed”. 1 COP +1 additional XHP

Table 4: Character Option Points


Equipment Bonus Armor provides Damage Reduction to
anyone who wears it, but a character who is proficient in the
use of a certain type of armor receives the bonus to DEF. This
bonus represents the armor’s ability to protect the character from
blows. Sometimes a character can’t use their equipment bonus to 3 Creating a Character
Defense, this is what is called “Touch Defense”. If an attack will
This is a step by step instructions for rolling a character
damage the character just by touching them, that character can’t
add their equipment bonus.
3.1 Step 1: Ability Scores
Size Modifier The bigger an opponent is, the easier it is to
hit in combat. The smaller it is, the harder it is to hit. Since this The first step is to acquire ability scores. This can be done in a
same modifier applies to attack rolls a creature doesn’t have a manner of ways, depending on how your GM decides to give
hard time attacking another creature of the same size. you scores. After acquiring your 6 ability scores, set your ability
scores. When setting ability scores, be sure to set your Strength
ability focuses; Power and Focus, and Dexterity ability focuses;
Movement Modifier When a combatant moves during
Marksmanship and Agility. After these are filled out, calculate the
combat, they become harder to hit. For every 10 feet beyond the
Core HP of the character.
first 30 feet a character moves they gain a +1 bonus to their DEF
until their next turn.
Ability Focuses
Miscellaneous Modifiers Other factors can add to a
character’s DEF, such as Feats, or dodge bonuses. Some feats give When a character assigns ability scores and determines their
a bonus to a character’s DEF. Some other DEF bonuses represent ability modifiers, they then assign the ability modifier for STR into
actively avoiding blows. These bonuses are called dodge bonuses. FOC & POW and DEX into MRK & AGL, equal to the total ability
Any situation that denies a character their AGL modifier also modifier for that ability.
denies their dodge bonuses.
Example: A modifier of +2 could be divided into +2/+0,
+1/+1, or +0/+2. A modifier of -2 could be divided into
Recoil Reduction Recoil reduction is the stat that determines
-2/+0, -1/-1, or +0/-2
how recoil affects you as a character. When performing various
firearm attacks, they may have what is called the “Recoil Penalty”,
which is governed by the Caliber Recoil Penalty of the caliber
that the character is firing. This is negated firstly by the Recoil Core Hit Points (CHP)
Reduction Statistic that the character has, then any bonuses, and
finally their attack bonus. It is possible for the Recoil Reduction to The CHP formula is: CON SCORE + 2 or the Racial Core Hit
be negative, adding penalties to recoil. Point formula.
7

Recoil Reduction The Starting Skill Point formula is: ((3 + INT MODIFIER +
COP Increase) X 5)
Recoil reduction is the stat that determines how recoil affects you
The Maximum Skill Point ranks for focused skills is: (Level +
as a character. When performing various firearm attacks, they
4)
may have what is called the “Recoil Penalty”, which is governed
The Maximum Skill Point ranks for unfocused skills is: ((Level
by the Caliber Recoil Penalty of the caliber that the character
+ 4) ÷ 2)
is firing. This is negated firstly by the Recoil Reduction Statistic
that the character has, then any bonuses, and finally their attack
bonus. It is possible for the Recoil Reduction to be negative, adding 3.4 Step 4: Occupations
penalties to recoil.
The formula for Recoil Reduction is: STR SCORE - 10 Occupations represent the current line of work that the character
is in, at least before or at the beginning of the campaign.
Occupations govern the starting wealth points, bi-weekly wealth
3.2 Step 2: Character Option Points points, and any additional skills or feats that are granted by that
occupation.
After setting your ability scores, the next step is to set the
Occupations are not supposed to be a hard representation of
Character Option points. Character option points should be
actual job titles, rather a general field of study or group of jobs
selected according to the character’s specifications, and how the
that the character is involved in. When creating a character, try to
player wishes to play or focus on the character. When playing
think of a specific job your character has, and try to place it in
a character that starts at a level higher than 1, it is best to do
one of the categories that you, and the GM best feel would fit.
the character option points level by level. Each character gains 4
Character Option Points per level.
Occupational Skills
Base Save Bonus Many occupations grant skills. The number in parenthesis denote
Base save bonuses are the basic ability for a character to resist how many skills a character gets from their occupation. If they
one of three kinds of sudden effects. Reflex is the measurement of select a skill that they have already chosen as a focused skill,
moving and avoiding things, and is influenced by Agility. Fortitude they gain a +1. Every level, they gain a +1 in the occupational
is the measurement of physical resistance, and is influenced by selected skills as well.
Constitution, and Will is the measurement of mental resistance,
and is influenced by Wisdom. A character can purchase no more Occupational Feats
than two base save bonuses per save type.
Select occupations grant feats. These feats are extra feats beyond
what the character’s race, and level grant. These feats are selected
Skill Points before the standard feats that a character gets.
Skill points are how a character is measured in the various skills in
Ops and Tactics; the more skillpoints you have, the more skillpoints Occupational Wealth and Equipment
you can spend. When rolling a character for level 1, this increase
in skill points is multiplied by 5. There is no limit on the amount All occupations give wealth, both starting and bi-weekly wealth.
of purchase a character can spend on these points. This wealth is meant to represent any assets and disposable
income that the character has, after things like bills, payments,
mortgages and taxes are paid.
Extended Hit Points (XHP) Plenty of occupations also issue equipment as a part of their
XHP is a measure of a character’s ability to turn a direct hit into a daily duties. Be sure to talk to your Game Master on any specific
graze or a glancing blow with less serious consequences. When changes they may want to make involving issued equipment.
rolling a character for level 1, this increase in XHP is included in
the formula. 3.5 Step 5: Feats
Feats are selected after Occupation, allowing a character to use
3.3 Step 3: Skills their occupational feats as a base for any feats that may require
After COP points have been spent, and the ability scores are any prerequisites. A character gains 2 feats per level, plus any
assigned, the next step of the character is to select 7 skills from feats they receive per their race.
the list of skills available as focused skills. A focused skill is a
skill that a character has focused in, and a character can spend 3.6 Step 6: Character Statistics
skill points on these skills at the rate of 1 skill point per rank. A
character can select any 7 skills, but they receive all of the Magic, After feats are selected, a character then fills out the rest of their
Invoking, and Psionic Skills, Linguistics, Knowledge (Pop Culture) values, such as Defense, Mental Limit, Combat Points, and attacks.
and Knowledge (Streetwise) as focused skills. Any skill that is not
selected or not apart of the skills that are automatically granted as Base Attack Bonus
focused skills are considered non-focused skills, and a character
can spend skill points on those skills at the rate of 2 skill points per Base attack bonus is the basic fighting ability of the character. It is
rank. After skills are selected, the character should then choose a base bonus that applies to all attacks that the character makes.
an occupation. Base attack bonus starts at +1 at level 1.
8

Defense Will is governed by the Will Base Save Bonus, the character’s
Wisdom modifier, and any miscellaneous modifiers.
Defense is the value an attacker must exceed to successfully
The Starting Reflex Saving Throw formula is: (AGI MODIFIER
complete an attack on the character.
+ COP Increase + MISCELLANEOUS MODIFIERS)
Defense is equal to: 10 + Agility Modifier + Equip-
The Starting Fortitude Saving Throw formula is: (CON
ment Bonuses + Size modifier + Miscellaneous
MODIFIER + COP Increase + MISCELLANEOUS MOD-
Bonuses.
IFIERS)
Defense also includes two other styles of Defense; Touch Defense
The Starting Will Saving Throw formula is: (WIS MODIFIER
and Flat-Footed Defense. Touch defense removes the armor
+ COP Increase + MISCELLANEOUS MODIFIERS)
modifier from the defense calculation, and Flat-Footed defense
removes the touch modifier from the defense calculation. These
two should also be calculated. Extended Hit Points (XHP)

XHP is a measure of a character’s ability to turn a direct hit into


Mental Limit a graze or a glancing blow with less serious consequences. XHP
Mental Limit is a representation of a character’s mental capacity goes up with level, giving high-level characters more ability to
to use Magic, Psionics, and Incantations. The value for Mental shrug off attacks. Most types of damage reduce XHP.
Limit can be effected by the character’s race, so be sure to verify The Starting XHP formula is: ((3 + CON MODIFIER + COP
that you are using the correct calculation. In games without Magic, Increase) X 2)
Psionics, or Incantations, Mental Limit should not be calculated.
The formula for the Mental Limit is:
3.7 Step 6: Miscellaneous Character information
((6+WIS mod)×Character Level)+30 or the Racial Men-
tal Limit formula. This step includes anything that may or may not affect the
character. Things such as descriptions, age, job history, likes
Combat Points and dislikes, and other things that flesh out the character.

Combat Points are a representation of how many actions a


character can perform in a single turn. In Ops and Tactics, every 4 Leveling Characters
action in combat has a Combat Point value, and a character can
perform as many actions, in any order, as they have Combat Points This is a step by step instructions for increasing a character’s level.
for. The value for Combat Points is effected by the character’s When playing a game that starts at a level higher than level 1, it
race, so be sure to verify that you are using the correct calculation. is highly recommended that you level the character a single level
A character has 15 Combat Points, or the Racial Combat Point at a time, going through the normal leveling procedures for each
value. level.

Carrying Capacity
4.1 Step 1: Character Option Points
Carrying capacity is a representation of how much a character can
carry. This is directly influenced by the character’s Strength Score. After setting your ability scores, the next step is to set the
The formula for calculating the amount of pounds a character can Character Option points. Character option points should be
carry is: (STR SCORE * 3 lbs) selected according to the character’s specifications, and how the
player wishes to play or focus on the character. When playing
a character that starts at a level higher than 1, it is best to do
Attack Bonuses the character option points level by level. Each character gains 4
Attack bonuses fall into two categories: Ranged and Melee. Ranged Character Option Points per level.
attack bonuses are governed by the base attack bonus of the
character, their Marksmanship modifier, and any miscellaneous Base Save Bonus
bonuses. Melee attack bonuses are governed by the attack bonus
of the character, their Focus modifier, and any miscellaneous Base save bonuses are the basic ability for a character to resist
bonuses. one of three kinds of sudden effects. Reflex is the measurement of
The Starting Melee Attack formula is: (FOC MODIFIER + moving and avoiding things, and is influenced by Agility. Fortitude
BASE ATTACK BONUS + MISCELLANEOUS MODIFIERS) is the measurement of physical resistance, and is influenced by
The Starting Ranged Attack formula is: (MARK MODIFIER + Constitution, and Will is the measurement of mental resistance,
BASE ATTACK BONUS + MISCELLANEOUS MODIFIERS) and is influenced by Wisdom. A character can purchase no more
than two base save bonuses per save type.
Saving Throws
Skill Points
Saving Throws are used to avoid or prevent status changes or
damage. Fortitude is governed by the Fortitude Base Save Bonus, Skill points are how a character is measured in the various skills
the character’s Constitution modifier, and any miscellaneous in Ops and Tactics; the more skillpoints you have, the more skill
modifiers. Reflex is governed by the Reflex Base Save Bonus, points you can spend. There is no limit on the amount of purchase
the character’s Agility modifier, and any miscellaneous modifiers. a character can spend on these points.
9

Extended Hit Points Attack Bonuses


Extended hit points are a measure of a character’s ability to Attack bonuses fall into two categories: Ranged and Melee. Ranged
turn a direct hit into a graze or a glancing blow with no serious attack bonuses are governed by the base attack bonus of the
consequences. character, their Marksmanship modifier, and any miscellaneous
bonuses. Melee attack bonuses are governed by the attack bonus
of the character, their Focus modifier, and any miscellaneous
4.2 Step 3: Skills bonuses.
After COP points have been spent, a character adds ranks to The Starting Melee Attack formula is: (FOC MODIFIER +
their focused and unfocused skills. A focused skill is a skill that a BASE ATTACK BONUS + MISCELLANEOUS MODIFIERS)
character has focused in, and a character can spend skill points The Starting Ranged Attack formula is: (MARK MODIFIER +
on these skills at the rate of 1 skill point per rank. Any skill that BASE ATTACK BONUS + MISCELLANEOUS MODIFIERS)
is not selected or not apart of the skills that are automatically
granted as focused skills are considered non-focused skills, and Saving Throws
a character can spend skill points on those skills at the rate of 2
skill points per rank. Saving Throws are used to avoid or prevent status changes or
The Skill Point formula is: (3 + INT MODIFIER + COP damage. Fortitude is governed by the Fortitude Base Save Bonus,
Increase) the character’s Constitution modifier, and any miscellaneous
The Maximum Skill Point ranks for focused skills is: (Level + modifiers. Reflex is governed by the Reflex Base Save Bonus,
4) the character’s Agility modifier, and any miscellaneous modifiers.
The Maximum Skill Point ranks for unfocused skills is: ((Level Will is governed by the Will Base Save Bonus, the character’s
+ 4) ÷ 2) Wisdom modifier, and any miscellaneous modifiers.
The Starting Reflex Saving Throw formula is: (AGI MODIFIER
+ COP Increase + MISCELLANEOUS MODIFIERS)
4.3 Step 4: Occupational Upgrades The Starting Fortitude Saving Throw formula is: (CON
MODIFIER + COP Increase + MISCELLANEOUS MOD-
Occupations represent the current line of work that the character
IFIERS)
is in, at least before or at the beginning of the campaign.
The Starting Will Saving Throw formula is: (WIS MODIFIER
Occupations govern the starting wealth points, bi-weekly wealth
+ COP Increase + MISCELLANEOUS MODIFIERS)
points, and any additional skills or feats that are granted by that
occupation.
Extended Hit Points (XHP)
Occupational Skills XHP are a measure of a character’s ability to turn a direct hit into
a graze or a glancing blow with no serious consequences. XHP
Every level, they gain a +1 in the occupational selected skills.
goes up with level, giving high-level characters more ability to
shrug off attacks. Most types of damage reduce XHP.
4.4 Step 5: Feats The XHP formula is: (3 + CON MODIFIER + COP In-
crease)
A character gains 2 feats per level, plus any feats they receive
per their race.
4.6 Experience Points
4.5 Step 6: Character Statistics Level EXP Required to Reach Level
1 0
After feats are selected, a character then fills out the rest of their
2 500
values, such as Mental limit and attacks.
3 2,000
4 4,500
Mental Limit 5 8,000
Mental limit is a representation of a character’s mental capacity to 6 12,500
use Magic, Psionics, and Incantations. The value for mental limit 7 18,000
can be effected by the character’s race, so be sure to verify that 8 24,500
you are using the correct calculation. In games without Magic, 9 32,000
Psionics, or Incantations, mental limit should not be calculated. 10 40,500
The formula for the Mental Limit is: 11+ ((Targeted level - 1) × (Targeted level - 1)) × 500
((6+WIS mod)×Character Level)+30 or the Racial Men-
tal Limit formula. Table 5: Experience Point Cost

Characters always start at 0 Experience Points, regardless of


Base Attack Bonus what level they start at. After every level, a character’s Experience
Base attack Bonus is the basic fighting ability of the character. It is Points return to 0, and they have to build up to the next level.
a base bonus that applies to all attacks that the character makes. Any Experience Points left over from leveling are applied to the
Base attack bonus starts at +1 at level 1 and increases every level character after they return to zero, rolling over from the last level.
by +1.
10

5 Defining your Character on the overall appearance of your character. You can also denote
any specific or unique markings on the character, such as tattoos,
Name A name helps you define your character’s background scars, moles, and freckles.
and ethnic origin. The name may fit your character’s abilities or
it may be dramatically different. A character’s name also proves
clues to his age and heritage. Character Level Examples

Age As the character ages, their physical ability scores decrease Below are some examples of various analogs to levels in
and their mental ability scores increase as detailed on the following Ops and Tactics. This is by no means an exhaustive list.
table. The GM can decide what age brackets are suitable for each Level 1-2 Lightly Skilled Combatants (Rookie Police
category, depending on the race of the character. Officers, Rank Private to Private First Class in Armed Forces)
Level 3-5 Moderately Skilled Combatants (Veteran Police
Age Category Ability Adjustments Officers and Field Training Officers, Rank Corporal to
Child −3 to STR and CON; −1 to DEX, INT, WIS and CHA Sergeant First Class in Armed Forces)
Young adult Original Scores Level 6-7 Very Skilled Combatants (S.W.A.T. Team Police
Adult Original Scores Officers, Rank Master Sergeant to Sergeant Major in Armed
Middle age –2 to STR, DEX, and CON; +2 to INT, WIS and CHA Forces, Special Forces Groups)
Old −3 to STR, DEX, and CON; +3 to INT, WIS and CHA Level 8-10 Highly Skilled Combatants (Black Ops Groups,
Venerable −4 to STR, DEX, and CON; +4 to INT, WIS and CHA John Wick, Solid Snake, Big Boss, Tequila Yuen, Vincent,
Barry Burton, Leon Kennedy, Nicholas J. Fury, Rally
Table 6: Aging Effects Vincent)
Level 11+ Extremely Skilled Combatants (Tier 1 Operator
Height and Weight When choosing your character’s height and Groups, Bean Bandit)
weight, try and keep his ability scores in mind, and what they say
11

Chapter III 1.2 Adventurer

Occupations Adventurers include professional daredevils, big game hunters,


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

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

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

1.6 Creative Biweekly Wealth Points 6d4 (Average 15)


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

Federal agents and police detectives are issued the badge


1.9 Emergency Services of their respective departments, a backup or full-sized
Rescue workers, firefighters, paramedics, hazardous material semi-automatic handgun in either 9x19mm, .38 Special,
handlers and emergency medical technicians all fall under this .357 Magnum, .357 Sig, .40 S&W, or .45 ACP that costs
category. 30 WP or less, a pair of steel handcuffs, and a tactical
Starting Requirements Age 18+ holster. They may take the WP given to them, and add
Job Change Requirements An Acrobatics or Athletics skill their own money, and purchase a more expensive firearm,
modifier of +10 or greater, a Treat Injury skill modifier of +10 as long as it meets the caliber requirements. The WP
or greater and a Drive, Knowledge (Earth and Life sciences or allocated for the issued firearm is for the firearm and extra
Technology) or Ride skill modifier of +10 or greater. magazines or speedloaders only, and does not cover any
Skills (2) Acrobatics, Athletics, Drive, Knowledge (Earth and Life upgrades. JHP ammunition is provided for this firearm
Sciences or Technology), Ride, or Treat Injury by the department. Federal agents or police detectives
Occupational Feats (1) Skill Focus (Treat Injury) or Skill Focus will only be issued a handgun if they have the Personal
(Technology Use) Firearms Proficiency feat.
Starting Wealth Points (1d4+1)×10 (Average 30)
13

1.12 Law Enforcement Starting Requirements Age 23+


Law enforcement personnel include uniformed state police, Job Change Requirements None
deputy sheriffs, state troopers, S.W.A.T. members, and military Skills (2) Knowledge (Arcane Lore, Behavioral Sciences, History,
police. or Theology and Philosophy), or Perception.
Starting Requirements Age 20+ Occupational Feats (1) Focused Saving Throw (Will) or Skill Focus
Job Change Requirements An Athletics or Acrobatics skill (Knowledge(Any))
modifier of +10 or greater, a Knowledge (Civics) skill modifier Starting Wealth Points 2d4×10 (Average 50)
of +10 or greater, a Drive skill modifier of +10 or greater, and
Biweekly Wealth Points 1d4×10 (Average 25)
a Knowledge (Streetwise) or Perception skill modifier of +10 or
greater.
Skills (2) Demolitions, Drive, Knowledge (Civics, Earth and Life
Sciences, or Streetwise), Perception, or Presence. 1.15 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+
Equipment Notes Job Change Requirements An Athletics or Acrobatics skill
modifier of +10 or greater and an Animal Handling or Ride skill
Police officers, state troopers, deputy sheriffs, and S.W.A.T. modifier of +12 or greater
members: see Investigative equipment notes.
Skills (2) Athletics, Acrobatics, Animal Handling, or Ride.
Occupational Feats (1) Personal Firearms Proficiency, Archaic
Standard Issue Vs. Player’s Choice Weapon Proficiency (Any), or Brawl.
Starting Wealth Points 8d4 (Average 20)
Choosing a sidearm can be an arduous choice. There are
many things to be considered, such as caliber, capacity, Biweekly Wealth Points 4d4 (Average 10)
and upgrade points, as well as cost. A good alternative to
this to have the GM select a firearm as a standard issue
sidearm for the police force. This guarantees uniformity 1.16 Security
in magazines, spare parts, and ammunition, as well as
familiarity. Popular firearms include the Glock 17, Glock Security includes private armed security, private military
19, Glock 22, Glock 23, Beretta 92FS, Smith and Wesson contractors, bodyguards, and armored car drivers, or anyone
M&P, and Springfield Armory GI 1911A1. who is paid money to protect an object, person, or location.
Starting Requirements Age 21+
Job Change Requirements An Athletics or Acrobatics skill
1.13 Military modifier of +10 or greater and a Knowledge (Streetwise) or
Perception skill modifier of +10 or greater.
Military covers any of the branches of the armed forces,
including the Army, Navy, Air Force, Marines, National Guard Skills (2) Drive, Knowledge (Streetwise or Tactics), Perception, or
and the Coast Guard, as well as the various elite training units. Presence.
Starting Requirements Age 18+ Occupational Feats (1) Brawl, Combat Martial Arts, or Simple
Job Change Requirements An Athletics or Acrobatics skill Weapon Specialist.
modifier of +10 or greater. Starting Wealth Points 2d4×10 (Average 50)
Skills (2) Acrobatics, Athletics, Drive, Demolitions, Pilot, Knowledge Biweekly Wealth Points 1d4×10 (Average 25)
(Tactics), Perception, or Stealth
Occupational Feats (1) Brawl, Combat Martial Arts, Evasive
Martial Arts, Light Armor Proficiency, Personal Fire Arms
Proficiency, or Weapon Focus. 1.17 Student
Equipment Notes Military personnel are issued Fatigues of their
branch, as well as a dress uniform. If a character is on active A student can be in high school, college, or graduate school. If
duty in a combat area or on assignment, the equipment for a you select this starting occupation, you must also pick an area of
study and the skills that go along with it.
character in the military profession is based on what branch, type
of classification, and country they belong to. Starting Requirements Age 15+
Starting Wealth Points (1d4+1)×10 (Average 35) Job Change Requirements None
Biweekly Wealth Points 6d4 (Average 15)
Skills (3) Craft (Visual Arts, Writing, Chemical, Electronics,
Mechanical, or Structural), Knowledge (Art, Arcane Lore, Behavioral
1.14 Religious Sciences, Business, Civics, History, Technology, Physical Sciences,
or Earth and Life Sciences), or Perform (Any)
Ordained clergy of all persuasions, as well as theological
scholars and experts on religious studies fall within the scope Starting Wealth Points 6d4 (Average 15)
of this occupation. Biweekly Wealth Points 3d4 (Average 8)
14

1.18 Technician Starting Requirements None


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

Chapter IV 1.2.3 Assisting

Skills A character can assist another character in their skill checks


when applicable. To assist a character, the DC of the task is
divided by 4, and the assisting character rolls their skill check in
Skills represent a wide variety of abilities, and a character the applicable skill. If the character succeeds, the original character
gets better at them as their ability score increases, or as they gain making the check gets a +1 bonus. For every full success beyond
levels. the original, the original character gains an additional +1 bonus.

Example: If the assist TN is 4 and the assisting character


1.1 Acquiring Skills rolls a 12, the original character gains a +3 bonus on the
At each level, a character gets skill points that are used to check from the assistance.
buy skills. How much COP a character spends and INT modifier
determine the number of points received. If the character buys a
focused skill, they get 1 rank in the skill for each skill point spent.
If the character buys a unfocused skill, they get ½ rank per skill 1 Acrobatics (DEX)
point. The rules assume that a character can always find a way
This skill allows a character to keep their balance while
to learn any skill. However, the GM may impose limits depending
traversing narrow or treacherous surfaces. The character can also
on the circumstances.
dive, flip, jump, and roll to overcome obstacles and twist their
body to escape.
1.2 Using Skills If you take damage while using Acrobatics, you must
immediately make another Acrobatics check at the same TN
To make a skill check, roll 3d6+skill modifier to avoid falling or being knocked prone.
The skill modifier is equal to the sum of the skill ranks, ability In addition, you can move through a threatened square
modifier, and any miscellaneous modifiers. without provoking an AoO from an enemy by using Acrobatics.
When moving in this way, you move at 1 Combat Point per 5’. You
• Skill Ranks A character’s rank in a skill is based on the cannot use Acrobatics to move past foes if your Combat Point cost
number of skill points the character has invested in the skill. is increased due to carrying a medium or heavy load or wearing
Some skills may be used even if the character has no ranks medium or heavy armor. The TNs listed are used to avoid an
in the skill; doing this is known as making an untrained skill AoO due to movement. This TN increases by 2 for each additional
check. When making a skill check, a character adds the opponent avoided in 1 round.
skill’s rank to the roll as part of the skill modifier. Ranks You can also use the Acrobatics skill to make jumps or to
indicate how much training or experience a character has soften a fall. The base TN to make a jump is equal to the horizontal
with a given skill. distance to be crossed or four times the vertical height. These
TNs double if you do not have at least 10 feet of space to get a
• Ability Modifier The ability modifier used in the skill check running start. The only Acrobatics modifiers that apply are those
is the modifier for the skill’s key ability (the ability associated concerning the surface you are jumping from. If you fail this check
with the skill’s use). The key ability of a skill is noted in its by 4 or less, you can attempt a Reflex Saving Throw [TN15] to grab
description. hold of the other side after having missed the jump. If you fail the
Reflex Saving Throw, you fail to make the jump completely and
• Miscellaneous Modifiers Miscellaneous modifiers include fall (or land prone, in the case of a vertical jump). For a running
bonuses provided by feats, and penalties such as the ones jump, the result of your Acrobatics check indicates the distance
associated with the non-proficient use of armor, among traveled in the jump (and if the check fails, the distance at which
others. you actually land and fall prone). Halve this result for a standing
long jump to determine where you land.
1.2.1 Opposed Checks You can also use the Acrobatics skill to to slip out of bonds
and escape from grapples.
Some skill checks are opposed checks. They are made against
a randomized number, usually another character’s skill check
result.
For ties on opposed checks, the character with the higher key
ability score wins. If those scores are the same, roll again.

1.2.2 Taking 10

When your character is not being threatened or distracted, you


may choose to take 10. Instead of rolling for the skill check,
calculate the result as if you had rolled a 10. For many routine
tasks, taking 10 makes them automatically successful. Distractions
or threats (such as combat) make it impossible for a character to
take 10.
16

Use TN 2.2 Push an Animal


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

Try Again? Down [TN15] The animal breaks off from combat or otherwise
backs down. An animal that doesn’t know this trick continues to
Varies. If the situation permits, you may make additional fight until it must flee (due to injury, a fear effect, or the like) or
checks, as long as you’re not being actively opposed. If the TN to its opponent is defeated.
escape from rope or bindings is higher than 18 + your Acrobatics
skill bonus, you can’t escape from the bonds using Acrobatics.
Fetch [TN15] The animal goes and retrieves an item or object. If
you do not point out a specific item, the animal fetches a random
Time object.
Making an Acrobatics check to escape from bindings requires
1 minute of work. Escaping from a grapple or pin costs 6 Combat Guard [TN20] The animal stays in place and prevents others
Points. All other Acrobatics check are made as part of another from approaching. The animal attacks any creature that steps
action or as a reaction to a situation. within 20’ of the object the animal is guarding, that has not been
authorized by the command giver to approach.

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

2.1 Handle an Animal Seek [TN15] The animal moves into an area and looks around
This task involves commanding an animal to perform a task for anything that is obviously alive or animate.
or trick that it knows. If the animal is wounded or has taken any
non-lethal damage or ability score damage, the TN increases by Stay [TN15] The animal stays in place, waiting for you to return.
2. If your check succeeds, the animal performs the task or trick It does not challenge other creatures that come by, though it still
on its next action. defends itself if it needs to.
17

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

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

Rather than teaching an animal individual tricks, you can simply


train it for a general purpose. Essentially, an animal’s purpose Time
represents a preselected set of known tricks that fit into a common
scheme, such as guarding or heavy labor. The animal must meet Varies. Handling an animal costs 6 Combat Points, while pushing
all the normal prerequisites for all tricks included in the training an animal is 12 Combat Points. For tasks with specific time frames
package. If the package includes more than three tricks, the noted above, you must spend half this time (at the rate of 3 hours
animal must have an INT score of 2 or higher. per day per animal being handled) working toward completion
An animal can be trained for only one general purpose, though of the task before you attempt the Animal Handling check. If
if the creature is capable of learning additional tricks (above the check fails, your attempt to teach, rear, or train the animal
and beyond those included in its general purpose), it may do fails and you need not complete the teaching, rearing, or training
so. Training an animal for a purpose requires fewer checks than time. If the check succeeds, you must invest the remainder of the
teaching individual tricks does, but no less time. time to complete the teaching, rearing, or training. If the time is
interrupted or the task is not followed through to completion, the
attempt to teach, rear, or train the animal automatically fails.
Combat Training [TN20] An animal trained to bear a rider into
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. Suitable mounts are trained in this way.

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


the tricks attack, down, and stay. Training an animal for fighting
takes 3 weeks. Make an Athletics check once per round while you are in the
water. Success means you may swim at 5’ per 3 Combat Points.
If you fail by 4 or less, you make no progress. If you fail by 5 or
Guarding [TN20] An animal trained to guard knows the tricks more, you 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 you
the tricks come and work. Training an animal for heavy labor spend less than 4 Combat Points during your turn. If you spend
takes 2 weeks. more than 4 Combat Points, that round counts as you having been
underwater for 2 turns. After this period of time you must make
Hunting [TN20] An animal trained for hunting knows the tricks a CON check [TN10] to continue holding your breath. For every
attack, down, fetch, heel, seek, and track. Training an animal for round you pass this check the TN is increased by 1. If this check
hunting takes 6 weeks. is failed, the character begins to drown. The TN for the check
depends on the water, as given on the table below.
Each hour that you swim, you must make an Athletics check
Performance [TN15] An animal trained for performance knows [TN20] or take 1d6 points of non-lethal damage from fatigue.
the tricks come, fetch, heel, perform, and stay. Training an animal
for performance takes 5 weeks.
Swim TN
Riding [TN15] An animal trained to bear a rider knows the tricks Calm Water 10
come, heel, and stay. Training an animal for riding takes 3 weeks. Rough Water 15
Stormy Water 201

2.5 Rear a Wild Animal


1 You can’t take 10 on a Swim check in stormy water, even if you aren’t
To rear an animal means to raise a wild creature from infancy otherwise being threatened or distracted.
so that it becomes domesticated. A handler can rear as many as
three creatures of the same kind at once. Table 7: Athletics, Swim TN
18

3.2 Climbing Climbing TN


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

Table 8: Athletics, Climb TN


3.2.1 Creating Handholds and Footholds
1 These modifiers are cumulative; use all that apply.
You can make your own handholds and footholds by pounding
pitons into a wall. Doing so takes 1 minute per piton, and one
piton is needed per 5’ of distance. As with any surface that offers Try Again?
handholds and footholds, a wall with pitons in it has a TN of 15. Yes, if the situation permits.
In the same way, a climber with a hand axe or similar implement
can cut handholds in an ice wall.
Time

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

3.2.3 Catch a Falling Character While Climbing


If someone climbing above or adjacent to you falls, you can
attempt to catch the falling character if they are within your
reach. Doing so requires a successful melee touch attack against
the falling character (though they can voluntarily forgo any DEX
bonus to DEF if desired). If you hit, you must immediately make a
Athletics check [TN(10+wall TN)]. Success indicates that you catch
the falling character, but his total weight, including equipment,
cannot exceed your heavy load limit or you lose your grip and
fall. If you fail the Athletics check by 4 or less, you fail to stop the
character’s fall but don’t lose your grip on the wall. If you fail it
by 5 or more, you fail to stop the character’s fall and lose your
grip on the wall as well.

Special
Creatures that are adapted to swimming can swim through
water without making Athletics checks. The creature gains a +8
racial bonus on any Athletics check to perform a special action
or avoid a hazard. The creature can always choose to take 10
on an Athletics check, even if distracted or endangered when
swimming. You can use a rope to haul a character upward (or
lower a character) through sheer strength. You can lift double
your maximum load in this manner.
19

4 Craft (INT) fails by 5 or more, the explosive compound detonates as it is


being made, dealing half of its intended damage to the builder
You are skilled at making various objects and substances. and anyone else in the blast radius.
This skill encompasses several categories, each of them If the Craft check succeeds, the final product is a unit of the
treated as a separate skill: Chemical, Electronics, Mechanical, intended explosive. An explosive compound does not include
Pharmaceutical, Structural, Visual Arts, and Writing. a fuse or detonator. Connecting a fuse or detonator requires a
Craft skills are specifically focused on creating objects. To Demolitions check.
use a Craft skill effectively, a character must have a kit or some
other set of basic tools. The WP cost of this equipment varies Item Cost Craft Time Yield
according to the particular Craft skill. TN
To use Craft, first decide what the character is trying to make ANFO 1 10 1 hour 100 lbs
and consult the category descriptions below. If the character has Black Powder 1 15 15 minutes 5 lbs
enough WP to purchase the raw materials, make the Craft check Dynamite 1 20 4 hours 4.5 lbs
against the given TN for the object in question. If the character Nitroglycerin 2 15 3 hours 1 lbs
fails the check, they do not make the object, and the raw materials Plastic Explosives 1 25 1 day 1 lbs
are wasted (unless otherwise noted). Tannerite 3 8 15 minutes 5 lbs
Generally, a character may take 10, when using a Craft skill Thermite 1 9 5 minutes 8 lbs
to construct an object. A character may take 10 on a repair TNT 5 25 1 day 1 lbs
check or accomplish a jury-rig repair. Multiple attempts may be
attempted, stacking on the previous attempt, each time using the Table 10: Craft (Chemical), Explosives
same amount of raw materials each time, taking the same amount
of time and adding each subsequent roll together, until the TN is 4.1.3 Poisonous Substances
achieved or the character chooses to stop.
The character may try as many times as they like, as long Solid poisons are usually ingested. Liquid poisons are most
as they can afford the raw materials cost for each attempt. effective when injected directly into the bloodstream. Gaseous
poisons must be inhaled to be effective. The table summarizes
the characteristics of various poisons.
4.1 Craft (Chemical) Trained Only
If the Craft check succeeds, the final product is a synthesized
This skill allows a character to mix chemicals to create acids, solid or liquid poison stored in a bottle (containing 5 doses) or a
bases, explosives, and poisonous substances. gas stored in a pressurized cylinder. When released, the gas is
A character without a chemistry kit takes a −6 penalty on Craft sufficient to fill a 10’-radius area and takes 1 round to fill the area.
(Chemical) checks.
A character with 7 ranks in Knowledge (Earth and Life Sciences) Craft TN The TN of the Craft check to create the given quantity
can choose Craft (Chemical) to receive a +2 synergy bonus. If of acid/base, explosive, or poison.
the character chooses Craft (Chemical), they cannot apply the
synergy bonus to any other skill. Time The amount of time required for the Craft check.

4.1.1 Acids and Bases


Raw Material Wealth Point Cost The WP cost represents the
Acids are corrosive substances that react with metals and cost of the raw materials to craft the desired acid/base, explosive,
carbonates. Bases can be thought of as the chemical opposites of or poison. To purchase a bottle of pre-crafted acid/base, add
acids, that neutralize acids but are not as strong as acids. A base 5 to this cost. To purchase one bottle of solid or liquid poison
of a certain type counteracts an acid of the same or less potent or one high-pressure cylinder of gaseous poison, add 5 to the
type. A character may use Craft (Pharmaceutical) instead of Craft wealth point cost. A bottle holds four doses, while a cylinder holds
(Chemical) when creating acids or bases. enough gas to fill a 10’-radius area.
Item Cost Craft Time Yield
Save TN The Target Number of the Fortitude Saving Throw to
TN
halve the effects of the poison, rounded up.
Mild Acid 2 15 15 minutes 32 units
Mild Base 2 10 15 minutes 32 units
Primary Damage The damage a character takes immediately
Potent Acid 4 20 20 minutes 16 units
upon failing their Fortitude Saving Throw. This damage is halved
Potent Base 4 15 20 minutes 16 units
upon a successful Fortitude Saving Throw.
Concentrated Acid 8 30 30 minutes 8 units
Concentrated Base 8 25 30 minutes 8 units
Secondary Damage The damage a character takes after 30
Table 9: Craft (Chemical), Acids & Bases seconds of being exposed to the poison if the character fails
a second Fortitude Saving Throw. This damage is halved upon
a successful Fortitude Saving Throw, rounded up. Ability score
4.1.2 Explosives
damage is temporary, unless marked with an asterisk, in which
Building an explosive from scratch is dangerous. If the Craft case the damage is a permanent ability drain. Multiple entries
(Chemical) check fails, the raw materials are wasted. If the check notate that this is checked every 30 seconds.
20

Poisons Material Type Save Craft Damage Restr Time


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

Table 11: Craft (Chemical), Poisons

4.2 Craft (Electronics) 4.2.4 Advanced

This skill allows a character to build electronic equipment from This category includes items such as server towers, the wiring
scratch, such as audio and video equipment, timers and listening system for a automobile, and the electrical system for a robot.
devices, or radios and communication devices. When building an The TN for these items is 30, the WP cost for a complex device
electronic device from scratch, the character describes the kind will not exceed 500, and the time taken to build it will not exceed
of device they want to construct; then the GM decides whether 60 hours.
the device fits the definition of a simple, moderate, complex, or
advanced device compared to current technology. 4.2.5 Repairing
A character without an electronics tool kit takes a −6 penalty
Most Repair checks are made to fix complex or advanced
on Craft (Electronics) 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 (Electronics) checks. If the character minutes to accomplish. More complex repair work has a TN
chooses Craft (Electronics), they cannot apply the synergy bonus of 20 or higher and can require an hour or more to complete.
to any other skill. Making repairs also involves a monetary cost when spare parts
or new components are needed, represented by either buying
4.2.1 Simple or procuring them. If the GM decides this isn’t necessary for the
type of repair the character is attempting, then the parts are not
This category includes items such as clocks, timers, simple required.
circuits, single mode detonators, and other simple electronics. The A character can choose to attempt to jury-rig, or make
TN for these items is 15, the WP cost for a simple device will not temporary repairs. Doing this reduces the Repair check TN by 5,
exceed 4, and the time taken to build it will not exceed 2 hours. and allows the character to make the checks for 12 Combat Points.
However, a jury-rigged repair can only fix a single problem with
a check, and the temporary repair only lasts until the end of the
4.2.2 Moderate current scene or encounter. The jury-rigged object must be fully
This category includes items such as electronic locks, radios, repaired thereafter.
televisions, and remote controls. The TN for these items is 20, the A character can also jury-rig and jump-start an electronic device.
WP cost for a moderate device will not exceed 20, and the time The TN for this is at least 15 and it can be higher depending on
taken to build it will not exceed 12 hours. 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 12: Craft (Electronics), Repairs
21

4.3 Craft (Mechanical) A character can also jury-rig and hot-wire a car or jump-start
an engine. The TN for this is at least 15, and it can be higher
This skill allows a character to build mechanical devices from depending on the presence of security devices.
scratch, including engines and engine parts, weapons, and other
gadgets. When building a mechanical device from scratch, the Repair Task Example Cost Repair TN Time
character describes the kind of device they want to construct,
Simple 1 10 1 minutes
then the GM decides whether the device fits the definition of a
Moderate 3 15 10 minutes
simple, moderate, complex, or advanced device compared to
Complex 6 20 1 hour
current technology.
Advanced 12 25 10 hours

4.3.1 Simple Table 13: Craft (Mechanical), Repairs


This category includes items such as simple mechanical
components, single mode detonators, and simple tools. The TN for 4.3.6 Performing Upgrades
these items is 15, the WP cost for a simple device will not exceed A character may perform their own upgrades for their weapons,
4, and the time taken to build it will not exceed 2 hours. saving on the cost of sending the weapons out for service and
This category can also be used to combine two firearm magazines in the case of more illegal upgrades, attracting the attention of
into one larger magazine, adding the capacity of the magazines police.
together. Any firearm that uses this magazine has a -6 to Stealth.
Classification Upgrade Time Craft TN
Cost
4.3.2 Moderate
15 + 5 per barrel
This category includes items such as mechanical locks, Barrel upgrade already
components for an engine, Single/Double shot and Bolt action 50% 100%
Upgrades performed on
firearms, and complex tools. The TN for these items is 20, the WP the firearm
cost for a moderate device will not exceed 11, and the time taken Optics
to build it will not exceed 12 hours. 80% 100% 10
Upgrades
Ergonomics 13 + 5 per frame
4.3.3 Complex and upgrade already
50% 80%
Aesthetics performed on
This category includes items such as car engines, and Upgrades the firearm
Lever/Pump/Single action firearms, and. The TN for these items is 17 + 10 per firing
25, the WP cost for a complex device will not exceed 25, and the mode upgrade
time taken to build it will not exceed 24 hours. Firing Mode
30% 100% already
Upgrades
performed on
4.3.4 Advanced the firearm
40 for Precision
This category includes items such as jet engines, complete Upgrade and
automobiles, and Semi-automatic, Automatic, and select-fire Internal Clockwork action
firearms. The TN for these items is 30, the WP cost for a complex 60% 100%
Upgrades 15 for Sawed-Off
device will not exceed 500, and the time taken to build it will not and Tighten
exceed 60 hours. Drawstring
Tactical
50% 100% 15
4.3.5 Repairing Upgrades

Most repair checks are made to fix complex or advanced Table 14: Craft (Mechanical), Performing Upgrades
mechanical devices. The TN is set by the GM. In general, simple
repairs have a TN of 10 to 15 and require no more than a few Special
minutes to accomplish. More complex repair work has a TN
of 20 or higher and can require an hour or more to complete. A character without a mechanics tool kit takes a −6 penalty on
Making repairs also involves a monetary cost when spare parts Craft (Mechanical) checks.
or new components are needed, represented by either buying A character with 7 ranks in Knowledge (Physical Sciences) can
or procuring them. If the GM decides this isn’t necessary for the choose Craft (Mechanical) to receive a +2 synergy bonus. If
type of repair the character is attempting, then the parts are not the character chooses Craft (Mechanical), they cannot apply the
required. synergy bonus to any other skill.
A character can choose to attempt to jury-rig, or make
temporary repairs. Doing this reduces the repair check TN by 5,
and allows the character to make the checks for 12 Combat Points.
However, a jury-rigged repair can only fix a single problem with
a check, and the temporary repair only lasts until the end of the
current scene or encounter. The jury-rigged object must be fully
repaired thereafter.
22

4.4 Craft (Pharmaceutical) Trained Only Name Mat Cost Craft TN Effect
Weak Antiseptics 1 8 +1 bonus
This skill allows a character to compound medicinal drugs to
Standard Antiseptics 4 14 +3 bonus
aid in recovery from treatable illnesses, and aid in recovering
Strong Antiseptics 8 18 +5 bonus
health.
Concentrated Antiseptics 12 25 +8 bonus

Antibacterial/Antiviral These are medicines that help combat Table 18: Craft (Pharmaceutical), Antiseptic
disease. An antibacterial/antiviral drug gives a bonus on Fortitude
Saving Throws made to resist the effects of a disease. The amount Antidote Antidotes are substances that are used to counteract
listed is for five doses. poison. A specific antidote is used for a specific poison, and the
character must figure out what kind of poison was used by using
Material Cost Craft TN Effect Knowledge (Earth and Life Sciences) [TN22]. The amount listed is
3 15 +1 to Fort Save for disease for a single dose.
6 20 +2 to Fort Save for disease
9 25 +3 to Fort Save for disease
12 30 +4 to Fort Save for disease Name Material Cost Base Craft TN
15 35 +5 to Fort Save for disease Antidote Poison’s WP cost + 8 Craft TN of poison + 5
18 40 +6 to Fort Save for disease
21 45 +7 to Fort Save for disease Table 19: Craft (Pharmaceutical), Antidote

Table 15: Craft (Pharmaceutical), Antibacterial/Antiviral Special


A character without a chemistry kit takes a −6 penalty on Craft
Analgesics/Painkillers These medicines allow a character to (Pharmaceutical) checks.
ignore pain and continue fighting, but only for a limited time. A character with 7 ranks in Knowledge (Earth and Life Sciences)
When the effects wear off, the healing effect of the painkillers go can choose Craft (Pharmaceutical) to receive a +2 synergy bonus.
with it. Painkillers can only be given to a character with at least 1 If the character chooses Craft (Pharmaceutical), they cannot apply
XHP. A player who has 0 or less CHP has suffered serious injuries the synergy bonus to any other skill.
and must receive medical attention, and can not use painkillers.
Painkillers only affect XHP. Painkillers can be crafted to last longer,
heal more XHP, or both. Each upgrade increases the raw material
WP cost by 3. The amount listed is for one dose.

Name Base Craft TN Length Strength


Painkillers 10 +4 TN and +3 +2 TN and +3
WP per 1d3 WP per 1d4
hours XHP
restoration

Table 16: Craft (Pharmaceutical), Painkillers

Hemostat Medicine These medicines promote the clotting of


blood. They reduce the bleed damage based on the level of the
hemostat.
Hemostats can be crafted to last longer, heal more bleed
damage, or both. Each upgrade increases the raw material WP
cost by 2. The amount listed is for two doses.

Name Base Craft TN Length Strength


Hemostat 12 +2 TN and +2 +1 TN and +2
WP per 1d4 WP per bleed
hours decrease

Table 17: Craft (Pharmaceutical), Hemostat

Antiseptic Medicine Antiseptics are substances that are applied


to destroy microorganisms that are living on objects. These
medicines give a bonus to all Treat Injury checks when used.
The amount listed is for four doses.
23

4.5 Craft (Structural) Weapon Craft TN Mat Cost Time


Simple Melee Weapons
This skill allows a character to build wooden, concrete, or metal Brass Knuckles 13 1 1 day
structures from scratch, including bookcases, desks, walls, houses, Push Blade/Punch 16 1 1 day
and so forth, and includes handyman skills like plumbing, house Dagger
painting, drywall, laying cement, and building cabinets, as well
Field Knife 17 1 3 days
as craft and repair armor and the structural integrity of vehicles.
Survival Knife 15 1 2 days
When building a structural device from scratch, the character
Pocket Knife 12 1 2 days
describes the kind of device they want to construct, then the
Escape Knife 9 1 1 day
GM decides whether the device fits the definition of a simple,
Light Club 8 1 3 hours
moderate, complex, or advanced device based on the difficulty.
Medium Club 9 1 3 Hours
Heavy Club 10 1 3 hours
4.5.1 Simple Tool Hammer 14 2 1 day
Sledgehammer 16 2 1 day
This category includes items such as bookshelves, chairs, small Sap 13 2 4 hours
tables, and Simple Melee Weapons*. The TN for these items is 15, Riot Shield 15 4 2 hours
the WP cost for a simple device will not exceed 4, and the time Entry Shield 18 11 10 hours
taken to build it will not exceed 2 hours.
Table 20: Craft (Structural), Simple Melee Weapon Crafting

4.5.2 Moderate

This category includes items such as decks, small boats, sheds,


and Archaic Melee Weapons*. The TN for these items is 20, the
WP cost for a moderate device will not exceed 20, and the time
taken to build it will not exceed 12 hours.

4.5.3 Complex

This category includes items such as bunkers, armories, and


some Exotic Melee Weapons*. The TN for these items is 25, the
WP cost for a complex device will not exceed 25, and the time
taken to build it will not exceed 60 hours.

4.5.4 Advanced

This category includes houses of all types. The TN for these


items is 30, the WP cost for a complex device will not exceed 500,
and the time taken to build it will not exceed 600 hours.
*The Craft TN for a melee weapon fluctuates with the complexity
of the melee weapon.

4.5.5 Weaponsmithing

Weaponsmithing is the process of repairing, building, designing


and modifying melee and thrown weapons. It encompasses
both woodworking and metalworking to create functional, strong
weapons.

Crafting a brand new melee weapon When crafting a new


weapon, a character must first pick what current category the
weapon would fit into, as well as the type of weapon. Variations
on a weapon can quickly change a weapon’s category and type.
Crafting a melee weapon has the advantage of losing the
improvised weapon penalties, including the error range for
breaking.
The time listed when crafting the weapons is the average,
different factors can change the time required.
24

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

Table 21: Craft (Structural), Melee and Thrown Weapon Crafting

Personalized Weapons A personalized weapon is a weapon


built from the ground up for a particular individual, based on
the user’s preference, size, and other specifications. A character
may craft a personalized weapon for anyone at their request,
but the user must be proficient in the weapon in order to gain
the benefit. A personalized weapon grants a +4 to attack, a +1
25

4.6 Craft (Visual Art) Document Type Modifier Time Taken


Simple (Business Card, +0 10 minutes
Name Tag, Typed
Letter)
Moderate (Letterhead, −2 20 minutes
This skill allows a character to create paintings or drawings, Business Form)
take photographs, use a video camera, or in some other way Complex (Stock −4 1 hour
create a work of visual art. When attempting to create a work of Certificate, Driver’s
visual art, the character simply makes a Craft (Visual Art) check, License)
the result of which determines the quality of the work. Unless the Difficult (Passport) −8 4 hours
effort is particularly elaborate or the character must acquire an Impossible (Military/Law −15 1 day
expensive piece of equipment, the basic components have a WP Enforcement ID)
cost of 4. Modifier
Familiarity
Document includes −4
Creating a work of visual art requires at least 12 Combat Points, specific insignia or
but usually takes an hour, a day, or more, depending on the scope signature
of the project. Forger is unfamiliar −4
with document
Forger is slightly +0
familiar with document
Forger is very familiar +4
with document
Forger has experience +6
in type of document
Modifier
Forgery Check Modifier
Type of document −4
unknown to examiner
Skill Check Result Effort Achieved Type of document −2
0-9 Untalented Amateur somewhat known to
10-19 Talented Amateur examiner
20-24 Professional Type of document well +0
25-30 Expert known to examiner
31+ Master Examiner only casually −2
reviews the document
Table 22: Craft (Visual Art) Results Document is put +4
through additional tests

Table 23: Craft (Visual Art), Forgery

Special
To forge documents and detect forgeries, one must be able to
read and write the language in question.
A character can take 10 when making a Forgery check.
The character can also use Craft (Visual Art) to create false A character without a forgery kit takes a −6 penalty on
documents. The complexity of the document, the character’s Forgery checks to create a document, and a character without
degree of familiarity with it, and whether the character needs to an authentication kit takes a −6 on Forgery checks to detect a
reproduce the signature or handwriting of a specific individual, forgery.
provide modifiers to the Craft check. A character with 7 ranks in Knowledge (Art) can choose Craft
(Visual Art) to receive a +2 synergy bonus. If the character chooses
Craft (Visual Art), they cannot apply the synergy bonus to any
The Craft (Visual Art) skill is also used to detect someone else’s other skill.
forgery. The result of the original Craft (Visual Art) check that
created the document is opposed by a Craft check by the person
who examines the document to check its authenticity. If the
examiner’s check result is equal to or higher than the original
check, the document is determined to be fraudulent. The examiner
gains bonuses or penalties on their check. A character can not
try again since the forger isn’t sure of the quality of the original
forgery.
26

4.7 Craft (Writing) detonator after the 1st one increases the Demolitions Check by +6.
The character then selects the type of explosive they wish to use.
This skill allows a character to create short stories, novels, The TN is [Explosive TN + Detonator Modifier]. Failure means the
scripts and screenplays, newspaper articles and columns, and supplies are wasted. Failure by 10 or more means the explosive
similar works of writing. When creating a work of writing, the goes off immediately.
player simply makes a Craft (Writing) check, the result of which
determines the quality of the work. The WP cost is negligible.
Creating a work of writing requires at least 1 hour, but usually 5.4 Place Explosive Device
takes a day, a week, or more, depending on the scope of the
Carefully placing an explosive against a fixed structure (a
project.
stationary, unattended inanimate object) can maximize the
damage dealt by exploiting vulnerabilities in the structure’s
Skill Check Result Effort Achieved
construction. The GM makes the check (so that the character
0-9 Untalented Amateur doesn’t know exactly how well they have done). On a result of
10-19 Talented Amateur 15 or higher, the explosive deals double damage to the structure
20-24 Professional against which it is placed. On a result of 25 or higher, it deals triple
25-30 Expert damage to the structure. In all cases, it deals normal damage to
31+ Master all other targets within its blast radius.
Table 24: Craft (Writing), Results
5.5 Disarm Explosive Device
Special Disarming an explosive that has been set to go off requires a
Demolitions check. The check is usually TN10, unless the person
A character with 7 ranks in Knowledge (Art), Knowledge
who set the detonator chose a higher disarm TN. If the character
(Behavioral Sciences), Knowledge (Arcane Lore), Knowledge
fails the check, they do not disarm the explosive. If the character
(Business), Knowledge (Civics), Knowledge (History), Knowledge
fails by more than 5, the explosive goes off.
(Theology and Philosophy), or Knowledge (Pop Culture) can choose
Craft (Writing) to receive a +2 synergy bonus. If the character
chooses Craft (Writing), they cannot apply the synergy bonus to Special
any other skill.
A character can take 10 when using the Demolitions skill.
A character without a demolitions kit takes a −6 penalty on
5 Demolitions (INT) Trained Only Demolitions checks.

The character is trained in arming, planting, and preparing Try again?


an explosive device for detonation.
If time permits and the explosive has not gone off, yes.

5.1 Check
Time
Setting a simple explosive to blow up at a certain spot doesn’t
Setting a detonator costs 10 Combat Points. Placing an explosive
require a check, but connecting and setting a detonator does.
device takes 1 minute, possibly longer depending on the scope of
Also, placing an explosive for maximum effect against a structure
the job.
calls for a check, as does disarming an explosive device.

5.2 Set Detonator 6 Disable Device (INT)


Most explosives require a detonator to go off. Connecting a The character is skilled at disarming security devices and
detonator to an explosive requires a Demolitions check [TN10]. opening locks. In addition, this skill lets you sabotage simple
Failure means that the explosive fails to go off as planned. Failure mechanical devices, such as locks, and firearms.
by 10 or more means the explosive goes off as the detonator is
being installed.
A character can make an explosive difficult to disarm. To do so, 6.1 Open Lock
the character chooses the disarm TN before making their check A character can pick conventional locks, finesse combination
to set the detonator (it must be higher than 10). The character’s locks, and bypass electronic locks. The character must have a
TN to set the detonator is equal to the disarm TN. lockpicking kit (for a mechanical lock) or an electronics kit (for an
electronic lock). The TN depends on the quality of the lock.
5.3 Create Pre-made Explosives
This skill also includes creating pre-made explosives from raw Cheap Locks [TN20] Examples of cheap locks include briefcase
explosive materials and detonators. The character chooses the locks, combination locks, and weak padlocks.
type of detonators they wish to use for the explosive, as well as
any pre-set weights, or timing required. A character may have Average Locks [TN25] Examples of average locks include home
an explosive with more than one kind of detonator, but each deadbolt locks, standard padlocks, keypad locks, and RFID locks.
27

High Quality Locks [TN30] Examples of high quality locks Time


include business deadbolt locks, high quality padlocks, and
Opening a lock and disabling a device takes 1 minute per
encrypted card readers.
attempt. Sabotaging a device takes 1 minute per attempt.

High Security Locks [TN35] Examples of high security locks


include bank branch vaults, and biometric locks. 7 Drive (DEX)
Ultra-High Security Locks [TN50] Examples of ultra-high The character is trained how to drive in unusual circumstances,
security locks include bank headquarters vault, or locks to a such as inclement weather, or during a dramatic situation, such
government high security area. as being chased, or attempting to reach a location quickly. A
character does not need any ranks in drive in order to drive a
civilian car, truck, or motorcycle. When driving, the character can
6.2 Disable Security Device attempt simple maneuvers or stunts.
A character can disable a security device, such as an electric
fence, motion sensors, or security cameras. The character must Special
be able to reach the actual device. If the device is monitored, the
A character can take 10 when driving.
fact that the character attempted to disable it will probably be
There is no penalty for operating a general-purpose motor
noticed. When disabling a monitored device, the character can
vehicle. Other types of motor vehicles (heavy wheeled, powerboat,
prevent their tampering from being noticed. Doing so requires 10
sailboat, ship, and tracked) require the corresponding Surface
minutes and an electrical kit, and increases the TN of the check
Vehicle Operation feat, or the character takes a −4 penalty on
by +5.
Drive checks.

Cheap Device [TN21] Examples of cheap security devices Try Again?


include home door alarms, barbed wire, and improvised alarms
such as noisemakers or tripwires. Most driving checks have consequences for failure that make
trying again impossible.
Average Device [TN25] Examples of average security devices
include store security cameras, razor wire, and simple motion Time
detectors.
A Drive check costs 6 Combat Points.

High Quality Devices [TN30] Examples of high security


devices include infrared security cameras, advanced motion
detectors, and electric fences.

High Security Devices [TN40] Examples of high security


devices include alarms to a bank vault, land mines, and glass
sensors.

Ultra-high Security Devices [TN50] Examples of ultrahigh


security devices include military motion detectors.

6.3 Sabotage Device


A character can sabotage a mechanical or electrical device,
such as a firearm, a piece of electrical equipment, or a tool. The
skill check is made to see how well the sabotage attempt is made
versus Perception checks, and the Disable Device check sets the
TN for the repair check.

Special
A character can take 10 when using the Disable Device skill.

Try again?
If the character does not succeed on the first attempt, they can
continue their attempt, taking another minute to attempt, so as
long as they are not interrupted. They can make another attempt,
adding the value of the first attempt to the current attempt. They
can do this as long as they have time to perform the check.
28

8 Knowledge (INT) Trained Only • Popular Culture Popular music and personalities, genres
of films and books, urban legends, comics, science fiction,
This skill allows a character to be knowledgeable in a and gaming, among others. Recognize pop culture trends.
particular area of lore.
A character makes a Knowledge check to see if the character • Streetwise Street and urban culture, local underworld
knows something. When trying to determine what Knowledge personalities and events. Identify commonly used weapons
skill a particular question or field of expertise falls under, use a and signatures.
broad interpretation of the existing categories. When answering • Tactics Techniques and strategies for disposing and
a question, the TN for answering within the character’s field of maneuvering forces in combat. Know the historic and
study varies by the difficulty of the question asked. modern use of military tactics, identify weapons, and their
Knowledge checks can also be used to create opportunities intended uses and applications.
that would otherwise not exist, if the character was not
knowledgeable in the area. • Technology Current developments in cutting-edge devices,
as well as the background necessary to identify various
Question/Opportunity TN technological devices. Understand the inter-workings of
Question/Opportunity TN
Very Easy 5 various technologies, their uses, protocols, and functions.
Hard 25
Easy 10
Very Hard 30 • Theology and Philosophy The study of religious faith,
Basic 15
Nearly Impossible 40 practice, and experience as well as liberal arts, ethics, and
Difficult 20
philosophical concepts. Understand theological lore and
Table 25: Knowledge Check TN logically achievable epistemological concepts.

The thirteen Knowledge categories and the topics each one Special
encompasses are as follows:
An untrained Knowledge check is simply an INT check. Without
• Arcane Lore Astrology, numerology, the occult, magic, the actual training, a character only knows common knowledge about
supernatural, and similar topics. Understand the behaviors a given subject.
of magic and supernatural beings, as well as informational A character can take 10 when making a Knowledge check.
tidbits on anything involving Magic, Psionics, or Incantations. Certain Knowledge skills give synergy bonuses to other skills.

• Art Fine arts and graphic arts, including art history and Try Again?
artistic techniques. Antiques, modern art, photography, and
performance art forms such as music and dance, among No. The check represents what a character knows and thinking
others. about a topic a second time doesn’t let the character know
something they never knew in the first place.
• Behavioral Sciences Psychology, sociology, and criminol-
ogy. Understand the personal thoughts and feelings of Time
people, their behaviors due to multiple factors and explain
the reasoning for their actions. A Knowledge check can be a reaction, but otherwise costs 12
Combat Points.
• Business Business procedures, investment strategies, and
corporate structures. Bureaucratic procedures and how to
navigate them. Understand business concepts, procedures,
terms, and best practices, as well as all of the exploitative
loopholes in business.

• Civics Law, legislation, litigation, and legal rights and


obligations. Political and governmental institutions and
processes. Understand the basic workings of all types of
governments and laws, how to navigate the legal system,
and serve as a lawyer.

• Earth and Life Sciences Understand the workings of


biological and geometrical sciences such as organic
chemistry, pharmacology, genetics, geology, paleontology,
biology, and botany.

• History Events, personalities, and cultures of the past.


Archaeology and antiquities. Know and recite historical
events and their influence on the present.

• Physical Sciences Astronomy, chemistry, mathematics,


physics, and engineering. Understand the workings of
physical sciences and the behavior of the universe.
29

9 Linguistics (None) Trained Only


This skill allows a character to speak, read, and write a
language. The Linguistics skill doesn’t work like a standard skill.
• A character automatically knows how to read and write their
native language; the character does not need ranks to do
so.
• To read, write and speak a language costs 1 rank.
• A character never makes Linguistics checks. A character
either knows how to read and write a specific language or
doesn’t.

• A character may choose any language, modern or ancient.


The GM may rule that a character can’t learn a specific
language due to the circumstances of the campaign.

9.1 Language Groups


There are thousands of languages to choose from when a
character buys ranks in Linguistics. A few are listed here, sorted
into their general language groups. A language’s group doesn’t
matter when a character is buying ranks in Linguistics. This list is
by no means exhaustive—there are many more language groups
and most groups contain more languages than those listed here.
• Greek
• Gaelic

• Chinese Cantonese, Mandarin,


• Germanic English, German
• Indic Hindi, Punjabi

• Pashto
• Japanese
• Korean
• Romantic French, Italian, Latin*, Portuguese, Spanish

• Semitic Arabic, Hebrew


• Slavic Czech, Polish, Russian
• Turkish

*This is an ancient language. In the modern world it is spoken only


by scholars, or in some cases by small populations in isolated
corners of the world.
30

10 Perception (WIS) engine for TNs involving hearing, and an overpowering stench
covering the area for TNs involving scent.
This skill allows a character to notice fine details and alert
them to danger. Perception covers all five senses, including sight, Special
hearing, touch, taste, and smell.
Perception has a number of uses, the most common of which Creatures with the scent special quality have a +8 bonus on
is an opposed check versus an opponent’s Stealth check to notice Perception checks made to detect a scent.
the opponent and avoid being surprised. If you are successful,
you notice the opponent and can react accordingly. If you fail, Try Again
your opponent can take a variety of actions, including sneaking
past you and attacking you. Yes. You can try to sense something you missed the first time,
Perception is also used to notice fine details in the so long as the stimulus is still present.
environment. The TN to notice such details varies depending
upon distance, the environment, and how noticeable the detail is. Time
The following table gives a number of guidelines.
Most Perception checks are reactive, made in response to
observable stimulus. Intentionally searching for stimulus costs 6
Perception TN Combat Points.
Gunfire −40
Hear the sound of battle −20
Notice the stench of rotting garbage −15
Detect the smell of smoke 0
Hear the details of a conversation 0
Notice a visible creature 0
Determine if food is spoiled 5
Hear the sound of footsteps 10
Hear a gun being loaded and/or cocked 10
Hear the details of a whispered conversation 15
Find the average concealed door 15
Hear the sound of a key being turned in a lock 20
Notice a typical secret compartment or a 20
simple trap
Opposed by
Notice a pickpocket
Stealth
Opposed by
Notice a creature using Stealth
Stealth

Table 26: Perception TN

Perception Modifiers TN
+3 per 10
Distance to the source, object, or creature
feet
Through a closed door +5
+10 per foot
Through a wall
of thickness
Favorable conditions −2
Unfavorable conditions +5
Terrible conditions +10
Creature making the check is distracted +5
Creature making the check is asleep +10
Creature or object is camouflaged +15

Table 27: Perception TN Modifiers


Favorable and unfavorable conditions depend upon the sense
being used to make the check. For example, bright light might
increase the TN of checks involving sight, while torchlight or
moonlight might give a penalty. Background noise might reduce a
TN involving hearing, while competing odors might penalize any
TN involving scent.
Terrible conditions are like unfavorable conditions, but more
extreme. For example, candlelight for TNs involving sight, a roaring
31

11 Perform (CHA) Special


A character can take 10 when making a Perform check.
The character is skilled in a form of entertainment. This
A character without an appropriate instrument automatically
skill encompasses several categories, each of them treated as a
fails any Perform (Keyboard), Perform (Percussion), Perform
separate skill. These categories are identified and defined below.
(Stringed), or Perform (Wind) check they attempt. At the GM’s
The number of Perform categories is purposefully kept finite.
discretion, impromptu instruments may be employed, but the
When trying to determine what Perform skill a particular type of
performer must take a −6 penalty on the check because their
performance falls under, use a broad interpretation of the existing
equipment, although usable, is inappropriate for the skill.
categories.

Try Again?
11.1 Check
Not for the same performance and audience.
The character is accomplished in some type of artistic
expression and knows how to put on a performance. The character Time
can impress audiences with their talent and skill. The quality of
the character’s performance depends on their check result. A Perform check usually requires at least several minutes to an
The eight Perform categories and the qualities each one hour or more.
encompasses are as follows:

• Act The character is capable of performing drama, comedy,


or action-oriented roles with some level of skill.

• Dance The character is capable of performing rhythmic


and patterned bodily movements to music.

• Keyboards The character is a musician gifted with a talent


for playing keyboard musical instruments, such as piano,
organ, and synthesizer.

• Percussion Instruments The character is a musician gifted


with a talent for playing percussion musical instruments,
such as drums, cymbals, triangle, xylophone, and
tambourine.

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


producing musical tones with their voice.

• Stand-up The character is capable of performing a stand-


up routine before an audience.

• Stringed Instruments The character is a musician gifted


with a talent for playing stringed musical instruments, such
as banjo, guitar, harp, lute, sitar, and violin.

• Wind Instruments The character is a musician gifted with


a talent for playing wind musical instruments, such as flute,
bugle, trumpet, tuba, bagpipes, and trombone.

Skill Check Effort Achieved Audience Reaction


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

Table 28: Perform Check Results


32

12 Pilot (DEX) Trained Only


This skill allows a character to successfully pilot aircraft of
various types.
Typical piloting tasks don’t require checks. Checks are
required during combat, for special maneuvers, in other extreme
circumstances, or when the pilot wants to attempt something
outside the normal parameters of the vehicle. When flying, the
character can attempt simple maneuvers and stunts (actions in
which the pilot attempts to do something complex very quickly or
in a limited space). Each vehicle’s description includes a maneuver
modifier that applies to Pilot checks made by the operator of the
vehicle.

Normal
A pilot can fly attack helicopters and military prop aircraft but
can not use any of the weapons or countermeasures.

Special
A character can take 10 when making a Pilot check.
There is no penalty for operating a general-purpose fixed-wing
aircraft. Other types of aircraft (heavy aircraft, attack helicopters,
and attack planes) require the corresponding Aircraft Operation
feat, or else the character takes a −4 penalty on Pilot checks.

Time
A Pilot check costs 6 Combat Points.

Try again?
Most Pilot checks have consequences for failure that make
trying again impossible.
33

13 Presence (CHA) If successful, all targets within range are considered Shaken for
1d6 rounds.
The character is skilled at threatening and persuading others, The effect ends immediately if the target is attacked. The
and changing their appearance. character cannot take 10 on this check.

13.1 Disguise 13.3 Intimidate


You can also use Presence to disguise your appearance. Your
Finally, the Presence skill can be used to frighten your opponents
Presence check result determines how good the disguise is, and it
or to get them to act in a way that benefits you. This skill includes
is opposed by others’ Perception check results. If you don’t draw
displays of prowess.
any attention to yourself, others do not get to make Perception
You can use Presence to force an opponent to act friendly
checks. If you come to the attention of people who are suspicious
toward you for 1d6×10 minutes with a successful check.
(such as a security guard who is observing people), it can be
The TN of this check is equal to 10 + the target’s level + the
assumed that such observers are taking 10 on their Perception
target’s WIS modifier + Miscellaneous modifiers.
checks.
You get only one Presence check per use of the skill, even if
several people are making Perception checks against it. Intimidation Modifiers
The Disguise check is made secretly, so that you can’t be sure PC’s are Armed +5
how good the result is. Target is Armed −5
The effectiveness of your disguise depends in part on how PC’s possess visible authority of a higher +10
much you’re attempting to change your appearance, and any power
behavior associated with it. (police, FBI, CIA, crime family, etc.)
Target possesses authority of a higher power −10
Disguise Check Modifiers
Minor details only +5 Table 32: Presence, Intimidate
Disguised as different gender −5
Disguised as different race −10 If successful, the opponent will
Disguised as different age category −5
• Give you information you desire.
Table 29: Presence, Disguise Modifiers
• Take actions that do not endanger it.
If you are impersonating a particular individual, those who know
what that person looks like get a bonus on their Perception checks • Offer other limited assistance.
according to the table below. Furthermore, they are automatically
considered to be suspicious of you, so opposed checks are always After the intimidate expires, the target treats you as unfriendly
called for. and may report you to local authorities. If you fail this check
by 5 or more, the target attempts to deceive you or otherwise
Familiarity Bonus hinder your activities. The Speechcraft skill may also be used for
Recognizes on sight +6 intimidation.
Friends or associates +8
Close friends +10 Special
Intimate +15
A character without a disguise kit takes a −6 penalty on Presence
Table 30: Presence, Viewer’s Familiarity checks to disguise themselves.

13.2 Terrify Time


You can also use Presence to scare hostile targets in combat. To influence a creature’s attitude takes 1 minute of continuous
The targets must be within 60’ of the character. interaction. To change an opponent’s attitude by intimidating
The TN of this check is equal to 10 + the target’s level + the them requires 1 minute of conversation. Making a request of a
target’s WIS modifier + Miscellaneous modifiers. creature takes 1 or more rounds of interaction, depending upon
the complexity of the request. Disguising oneself requires 1d4×10
Terrify Modifiers minutes of preparation. Terrifying takes 8 Combat Points.
PC’s are Armed +5
Target is Armed −5
Try again?
PC’s possess visible authority of a higher +10
power You may try to redo a failed disguise, but once others know
(police, FBI, CIA, crime family, etc.) that a disguise was attempted they’ll be more suspicious. You
Target possesses authority of a higher power −10 can attempt to intimidate or terrify an opponent again, but each
additional check increases the TN by +5. This increase resets after
Table 31: Presence, Terrify one hour has passed.
34

14 Ride (DEX) Time

The character is skilled at riding mounts, usually a horse, but Ride costs 6 Combat Points, except when otherwise noted for
possibly something more exotic, like an elephant or camel. the special tasks listed above.
Typical riding actions don’t require checks. You can saddle,
mount, ride, and dismount from a mount without a problem. The
following tasks do require checks. If you attempt to ride a creature
that is ill suited as a mount, you take a −5 penalty on your Ride
checks. In addition, attempting trick riding or commanding the
animal to perform an unusual technique also requires a check.

Guide with Knees [TN5] The character can react instantly to


guide their mount with their knees so that the character can use
both hands in combat or to perform some other action. Make the
check at the start of the character’s round. If the character fails,
they can only use one hand this round because the character
needs to use the other to control their mount.

Stay in Saddle [TN5] The character can react instantly to try


to avoid falling when their mount rears or bolts unexpectedly or
when the character takes damage.

Fight while Mounted [TN20] While in combat, the character


can attempt to control a mount that is not trained in combat riding.
If the character succeeds they use only 6 Combat Points and the
character can use their remaining Combat Points to do something
else. If the character fails, they can do nothing else that round. If
the character fails by more than 5, they lose control of the animal.
For animals trained in combat riding, the character does not
need to make this check. Instead, the character can use 6 Combat
Points to have the animal perform a trick (commonly, to attack).
The character can use the rest of their Combat Points normally.

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


and hang alongside their mount, using it as ½ cover. The character
can’t attack while using their mount as cover. If the character fails,
they don’t get the cover benefit.

Soft Fall [TN15] The character reacts instantly when they fall
off a mount, such as when it is killed or when it falls, to try to
avoid taking damage. If the character fails, they take 1d6 points
of fall damage.

Leap [TN15] The character can get their mount to leap obstacles
as part of its movement. Use the character’s Ride modifier or the
mount’s Athletics modifier (whichever is lower) when the mount
makes its Athletics check. The character makes a TN15 Ride check
to stay on the mount when it leaps.

Fast Mount or Dismount [TN20]; armor penalty applies The


character can mount or dismount by using 2 Combat Points. If the
character fails the check mounting or dismounting costs 6 Combat
Points. A character can’t attempt a fast mount or dismount unless
they can perform the mount or dismount by spending 6 Combat
Points this round, should the check fail.

Special
If the character is riding bareback (Without a saddle), they take
a −5 penalty on Ride checks.
A character can take 10 when making a Ride check.
35

15 Stealth (DEX) 16 Speechcraft (CHA)


The character is skilled at avoiding detection, allowing them
to slip past foes or strike from an unseen position, and pick pockets, The character is skilled at detecting falsehoods and true
draw hidden weapons, and take a variety of actions without being intentions, threaten and persuade others, solve arguments, and
noticed. This skill covers hiding and moving silently. gather valuable information from people.

15.1 Movement
Your Stealth check is opposed by the Perception check of anyone 16.1 Lying
who might notice you. You can move at 2 Combat Points per 5’ and
still use Stealth at no penalty. When moving at normal Combat
Point cost, you take a −5 penalty. It is impossible to use Stealth With a successful Speechcraft check, you can convince your
while attacking or running. If people are observing you using any opponent that what you are saying is true. Speechcraft checks to
of their senses (typically sight) you can’t use Stealth. lie are modified depending upon the plausibility of the lie. The TN
for lying is [TN20 + Modifiers].

15.2 Pocketing an item


A Stealth check [TN10] lets you palm a coin-sized, unattended Lie Modifier
object. Performing a minor feat of legerdemain, such as making
a coin disappear, is also TN10 unless an observer is determined The target wants to believe −5
to note where the item went. you, and the lie is plausible
When you use this skill under close observation, your skill check to them
is opposed by the observer’s Perception check. The observer’s The lie is believable +0
success doesn’t prevent you from performing the action, just from The lie is unlikely +5
doing it unnoticed. The lie is far-fetched +15
The lie is impossible +25
The target is drunk or −5
15.3 Conceal impaired
You can hide a small object (including a Medium or smaller You possess convincing up to −10
weapon) on your body. Your Stealth check is opposed by the proof
Perception check of anyone observing you or of anyone frisking
you. In the latter case, the searcher gains a +4 bonus on the Table 33: Speechcraft, Lie Modifiers
Perception check, since it is generally easier to find such an object
than to hide it. Heavy or baggy clothing (such as an overcoat)
grants you a +2 bonus on the check.
Drawing a hidden weapon is dependent on how it is holstered 16.2 Secret message
or sheathed, but doesn’t provoke an AoO.
You can use the Speechcraft skill to pass a hidden message
15.4 Pickpocket to another character without others understanding your true
If you try to take something from a creature, you must make meaning. This check is TN15 for simple messages and TN20 for
a Stealth check [TN20]. The opponent makes a Perception check complex messages. If you are successful, the target automatically
to detect the attempt, opposed by the Stealth check result you understands you, assuming you are speaking in a language that
achieved when you tried to grab the item. An opponent who it understands. If your check fails by 5 or more, you deliver
succeeds on this check notices the attempt, regardless of whether the wrong message. Other creatures that hear the message can
you got the item. You cannot use this skill to take an object from decipher the message by succeeding at an opposed Speechcraft
another creature during combat if the creature is aware of your check against your Speechcraft result.
presence.
You can use Presence to allow you to use Stealth. A successful
Presence check can give you the momentary diversion you need
to attempt a Stealth check while people are aware of you. 16.3 Diplomacy

Time You can also use this skill to persuade others to agree with
Normally, you make a Stealth check to hide or move silently as your arguments, to resolve differences, and to gather valuable
part of movement, but the Combat Point cost to move is doubled. information or rumors from people. This skill is also used to
Using Stealth to hide or move silently immediately after a ranged negotiate conflicts by using the proper etiquette and manners
attack costs 6 Combat Points. Any Stealth check to conceal, or suitable to the problem.
take an object costs 5 Combat Points. However, you may perform You can change the initial attitudes of non-player characters with
this Stealth check for 2 Combat Points by taking a −10 penalty on a successful check. The TN of this check depends on the creature’s
the check. starting attitude toward you, adjusted by its CHA modifier.
36

Starting Attitude Diplomacy TN considered Stunned, and receive a -4 to all Perception checks for
Hostile 30 + character’s 1d3 rounds. The effect ends immediately if the target is attacked.
CHA modifier The character cannot take 10 on this check.
Unfriendly 25 + character’s
CHA modifier 16.6 Bolster
Indifferent 20
Friendly 15 You can also use this skill to restore the morale of those who
Helpful 5 can hear you. All friendly targets within 50’ of the character, who
Diplomacy Modifiers have a have an INT score above 2, and are able to see, hear, and
understand the character are affected. To bolster, the character
Give simple advice or directions −5
makes a Speechcraft check [TN18]. If they succeed, all friendly
Give detailed advice +0
and neutral targets that are shaken, rattled, stunned, unnerved,
Give simple aid +0
dazed, frightened, or panicked return to normal. The character
Reveal an unimportant secret +5
cannot take 10 on this check.
Give lengthy or complicated aid +5
Give dangerous aid +10
Time
Reveal secret knowledge +10 or more
Give aid that could result in Attempting to deceive someone takes at least 1 round, but can
+15 or more
punishment possibly take longer if the lie is elaborate (as determined by
the GM on a case-by-case basis). Delivering a secret message
Table 34: Speechcraft, Diplomacy TN and Modifiers generally takes twice as long as the message would otherwise
take to relay. To influence a creature’s attitude takes 1 minute of
If you succeed, the character’s attitude toward you is improved continuous interaction. Making a request of a creature takes 1 or
by one step. For every 5 by which your check result exceeds more rounds of interaction, depending upon the complexity of
the TN, the character’s attitude toward you increases by one the request. Confusing, Captivating, and Bolstering targets takes 8
additional step. A creature’s attitude cannot be shifted more than Combat Points.
two steps up in this way, although the GM can override this rule in
some situations. If you fail the check by 4 or less, the character’s
Try again?
attitude toward you is unchanged. If you fail by 5 or more, the
character’s attitude toward you is decreased by one step. If you fail to deceive someone, any further checks made to
If a creature’s attitude toward you is at least indifferent, you can deceive them are made at a −10 penalty and may be impossible
make requests of the creature. This is an additional Speechcraft (GM discretion). Secret messages can be relayed again if the first
check, using the creature’s current attitude to determine the base attempt fails. You cannot use Speechcraft to influence a given
TN, with one of the following modifiers. Once a creature’s attitude creature’s attitude more than once in a 24 hour period. If a
has shifted to helpful, the creature gives in to most requests without request is refused, the result does not change with additional
a check, unless the request is against its nature or puts it in serious checks, although other requests might be made. You can attempt
peril. Some requests automatically fail if the request goes against to Intimidate, Confuse, or Captivate an opponent again, but each
the creature’s values or its nature, subject to GM discretion. additional check increases the TN by 5.You can attempt to bolster
again, but each additional check increases the TN by 2 This
increase resets after one hour has passed.
16.4 Confuse
You can also use this skill to utterly puzzle all targets through
the use of words and bearings. All hostile targets within 50’ of
the character, who have a have an INT score above 2, and are
able to see, hear, and understand the character are affected. To
confuse, the character makes a Speechcraft check [TN18]. If they
succeed, the target can try to resist by making a Will Saving Throw
[TN (10 + 1 for every 1 point the character succeeded over the
Confuse TN]. If the targets fail, they are considered Confused for
1d6 rounds. The effect ends immediately if the target is attacked.
The character cannot take 10 on this check.

16.5 Captivate
You can also use this skill to captivate targets through sheer
force of personality, a winning smile, and fast talking. All targets
within 50’ of the character, who have a have an INT score above
2, and are able to see, hear, and understand the character are
affected. To captivate, the character makes a Speechcraft check
[TN14]. If they succeed, the target can try to resist by making
a Will Saving Throw [TN (10 + 1 for every 1 point the character
succeeded over the Captivate TN]. If the targets fail, they are
37

17 Technology Use (INT) 17.3.1 Covering Tracks


This step is optional. By making a Technology Use check [TN20],
Your character is skilled at using computers and technology
a character can alter their identifying information. This imposes a
to bypass security systems, destroy and create programs.
−5 penalty on any attempt made to identify the character if their
Most normal computer operations don’t require a Technology
activity is detected.
Use check. However, searching an unfamiliar network for
a particular file, writing computer programs, altering existing
programs to perform differently (better or worse), and breaking 17.3.2 Access the Site
through computer security are all relatively difficult and require There are two ways to do this: physically or over the Internet.
skill checks. A character without a computer (either a laptop or
desktop) cannot use Technology Use.
Physical Access A character gains physical access to the
computer or a computer connected to the site. If the site being
17.1 Find File 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
This skill can be used for finding files or data on an unfamiliar required depending on the method used to gain access.
system. The TN for the check and the time required are determined
by the size of the site on which the character is searching. Finding Internet Access Reaching a site over the net requires two
public information on the internet does not fall under this category. Technology Use checks. The first check [TN10] is needed to find
This application of the Technology Use skill only pertains to finding the site on the net. The second is a check to defeat computer
files on private systems with which the character is not familiar. security. Once a character has succeeded in both checks, the
character has accessed the site.
17.2 Defeat Computer Security
17.3.3 Locate What You’re Looking For
This application of Technology Use can’t be used untrained. The
To find the data (or application, or remote device) the character
TN is determined by the quality of the security program installed
wants, make a Technology Use check. See Find File under the skill
to defend the system. If the check is failed by 5 or more, the
description.
security system immediately alerts its administrator that there
has been an unauthorized entry. An alerted administrator may
attempt to identify the character or cut off the character’s access 17.3.4 Defeat File Security
to the system. Many networks have additional file security. If that’s the case,
Sometimes, when accessing a difficult site, the character has the character needs to make another check to defeat computer
to defeat security at more than one stage of the operation. If security.
the character beats the TN by 10 or more when attempting to
defeat computer security, the character automatically succeeds
17.3.5 Execute Your Plans
at all subsequent security checks at that site until the end of the
character’s session (see Computer Hacking below). Finally, the character can actually do what they came to do. If
the character just wants to look at records, no additional check is
needed. A character can also download data, although that often
17.3 Computer Hacking takes several rounds—or even several minutes, for especially
Breaking into a secure computer or network is often called large amounts of information—to complete. Altering or deleting
hacking. When a character hacks, they attempt to invade a site. A records sometimes requires yet another check to defeat computer
site is a virtual location containing files, data, or applications. A site security. Other operations can be carried out according to the
can be as small as a single computer, or as large as a corporate Technology Use skill description.
network connecting computers and data archives all over the
world—the important thing is that access to the site connects the 17.4 Defend Security
user to everything within it. Some sites can be accessed via the
If the character is the system administrator for a site (which may
internet; others are not connected to any outside network and
be as simple as being the owner of a laptop), they can defend the
can only be tapped into by a user who physically accesses a
site against intruders. If the site alerts the character to an intruder,
computer connected to the site.
the character can attempt to cut off the intruder’s access (end the
Every site is overseen by a system administrator—the person
intruder’s session), or even to identify the intruder.
in charge of the site, and who maintains its security. Often, the
To cut off access, make an opposed Technology Use check
system administrator is the only person with access to all of a
against the intruder. If the character succeeds, the intruder’s
site’s functions and data. A site can have more than one system
session is ended. The intruder might be able to defeat the
administrator; large sites have a system administrator on duty at
character’s security and access their site again, but the intruder
all times. A character is the system administrator of their personal
will have to start the hacking process all over. Attempting to cut
computer.
off access takes all Combat Points.
When a character hacks into a site, the visit is called a session.
Once a character stops accessing the site, the session is over. The
character can go back to the site in the future; when they do, it is
a new session. Several steps are required to hack into a site.
38

One surefire way to prevent further access is to simply shut the Level of Security TN
site down. With a single computer, that’s often no big deal—but Minimum 15
on a large site with many computers (or computers controlling Average 20
functions that can’t be interrupted), it may be time-consuming or Exceptional 30
even impossible. Maximum 35
To identify the intruder, make an opposed Technology Use Size of Site for file TN
Time
check against the intruder. If the character succeeds, the character Personal Computer 15 1 minute
learns the site from which the intruder is operating (if it is a single Small office network 19 5 minutes
computer, the character learns the name of the computer’s owner). Large office network 23 15 minutes
Identifying the intruder requires 1 minute and is a separate check
Massive corporate network 35 30
from cutting off access. This check can only be made if the
minutes
intruder is accessing the character’s site for the entire length of
Program Degradation Scope TN
the check—if the intruder’s session ends before the character Time
finishes the check, the character automatically fails. Crash Computer 19 1 minute
Destroy programming 23 10 minutes
Damage programming 35 10 minutes
Remote Operation Device TN
17.5 Degrade Programming Time
Shut down passive remote
A character can destroy or alter applications on a computer (including cameras and door
to make use of that computer harder or impossible. The TN locks) 15 30
for the attempt depends on what the character tries to do. seconds
Crashing a computer simply shuts it down. Its user may restart it per
without making a skill check (however, restarting takes 1 minute). remote
Destroying programming makes the computer unusable until the Shut down active remote
programming is repaired. Damaging programming imposes a −4 (including motion detectors and
penalty on all Technology Use checks made with the computer alarms) 20 30
(sometimes this is preferable to destroying the programming, since seconds
the user might not know that anything is wrong, and won’t simply per
decide to use a different computer). remote
A character can degrade the programming of multiple Reset parameters 25 1 minute
computers at a single site; doing so adds +2 to the TN for each per
additional computer. remote
Change passcodes 8 2 minutes
Fixing the degraded programming requires 1 hour and a
Minimum security −5 —
Technology Use check against a TN equal to the TN for degrading
it +5. Exceptional security +5 —
Maximum security +10 —

Table 35: Technology Use, Systems TN and Time


17.6 Write Program
Special
A character can create a program to help with a specific task. A character can take 10 when using the Technology Use skill.
Doing so grants the character a +2 circumstance bonus to the
task. Time
A specific task, in this case, is one type of operation with one
target. Technology Use requires 12 Combat Points. The GM may
determine that some tasks require several rounds, a few minutes,
The TN to write a program is 20; the time required is 1 hour. or longer, as described above.

17.7 Operate Remote Device

Many devices are computer-operated via remote links. If the


character has access to the computer that controls such systems,
the character can either shut them off or change their operating
parameters. The TN depends on the nature of the operation. If the
character fails the check by 5 or more, the system immediately
alerts its administrator that there has been an unauthorized use of
the equipment. An alerted administrator may attempt to identify
the character or cut off their access to the system.
39

18 Treat Injury (WIS)


The character knows how to use first aid kits to restore health, treat poison, and stabilize characters.

Long Term Care [TN20] With a first aid kit this check allows a patient to restore CHP, XHP, and Ability Points at an advanced rate,
3HP/3AP extra per full day of rest. A new check is required each day. You can tend to as many patients as you have ranks. The
patient must spend all their time resting and the user must dedicate 30 minutes of care per day per patient.

Restore Hit Points [TN20] With a first aid kit you can restore 1d4 CHP or XHP to a character. XHP is always restored first. This may
be done only once per day per character. This costs 12 Combat Points.

Stop Bleeding [TN10] With a first aid kit or applicable supplies you can stop a character from bleeding. This removes 2 bleed dice.
For every 4 points the character achieves beyond the TN, they heal an additional bleed dice. This costs 8 Combat Points.

Revive a Dazed, Stunned, or Unconscious Character [TN17] With a first aid kit you can remove the Dazed, Stunned, or Unconscious
condition from a character. You can’t revive a character that is at −1 or lower CHP without stabilizing them first. This costs 8 Combat
Points.

Stabilize Dying Character [TN15] With a first aid kit you can tend to a dying character. The character stops losing HP. This costs 8
Combat Points. Unlike the other actions, this action cannot be performed without a first aid kit.

Surgery [TN25] With a surgery kit you can conduct field surgery, allowing you to realign broken bones, remove bullets or shrapnel,
and stitch up grievous wounds. Surgery restores 1d6 CHP or XHP per 2 skill modifiers the character has in Treat Injury, heals all
extremity damage, and removes all bleed damage. XHP is always restored first. Undergoing surgery causes fatigue for 24 hours,
minus 2 hours for every point above the TN the surgeon achieves. Surgery requires 1d4 hours plus one hour for each point the
character’s CHP has fallen below 0.

Treat Poison [TN15] With a first aid kit, you make a check when a poisoned character makes a Fortitude Saving Throw against a
poison’s secondary effect. If you succeed, you add your Treat Injury rank as a bonus to their Fortitude Saving Throw. This costs 8
Combat Points.

Try Again?
Yes for restoring HP, reviving Dazed, Stunned, or Unconscious characters, stabilizing dying characters, stop bleeding and surgery.
No for all other uses of the skill.

Time
Treat Injury checks take different amounts of time based on the task at hand.
40
41

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

Time 1 day
1.2 Archery Master Benefit Can gain up to +2 to Defense when wearing
medium armor
Prerequisites Archaic Weapons Proficiency (Bows), Archery
Specialist
Benefit Reloading a crossbow or bow costs 0 Combat Points.
2.4 Armor Mastery
1.3 Double Bowman Prerequisites Light Armor Proficiency, Medium Armor Profi-
ciency, or Heavy Armor Proficiency, and Armor Optimization
Prerequisite Archaic Weapon Proficiency (Bows) Benefit The character reduces the Combat Points penalty by
Benefit When already making an attack with a bow, the half rounded up, and receives a +1 to the maximum AGL limit for
character may fire a second arrow at the same target with a armor they are proficient in. They also receive a +5 to the AP
−4 penalty to attack. If the attack is successful, it deals +2 damage score of the armor they are wearing. This bonus only applies
die to that target . while the character is wearing the armor and the character is
proficient in that armor, and once he removes the armor, the
armor loses this bonus.
2 Armor Feats
2.5 Armor Optimization
2.1 Heavy Armor Proficiency
Prerequisites Light Armor Proficiency, Medium Armor Profi-
Benefit When the character wears heavy armor, they can add ciency, or Heavy Armor Proficiency
the armor’s equipment bonus to their DEF, and the armor’s skill Benefit When the character wears their selected level of armor
penalty only applies to the following skills: Acrobatics, Athletics, they are proficient in, they gain a +1 to the DEF equipment bonus,
and Stealth. and reduce the armor penalty by 1.
42

3 Assault Rifle, Carbine Rifle, and SMG 3.6 Close Combat Rifleman
Feats Prerequisites Personal Firearms Proficiency, Rifle Specialist
Benefit When targeting an adjacent opponent with an assault,
3.1 Rifle Specialist battle, or target rifle the character takes no ranged attack penalties,
and when using a carbine as a melee weapon the Combat Point
Prerequisite Personal Firearms Proficiency cost is reduced by 1.
Benefit When firing an assault, battle, carbine, or target rifle, Normal When using an assault, battle, or target rifle against
or sub-machine gun the Combat Point cost is 1 less, and character an adjacent opponent, the character takes a −6 penalty on all
receives a +1 to all attacks. ranged attacks.

3.2 Compact SMG Gunner


4 Axe Feats
Prerequisite Personal Firearms Proficiency, Rifle Specialist
Benefit When firing a sub-machine gun with a folded folding 4.1 Axe Martial Arts
stock or a pistol grip, the character does not take any penalties
to their attack from the stock. Prerequisite Archaic Weapon Proficiency (Axes)
Normal A character without this feat has the range increment Benefit When wielding a battle-axe, broadaxe, or hand axe,
penalty doubled for all attacks with a folded folding stock or a the character gains +1 damage die.
pistol grip.
4.2 Axe Specialist
3.3 Rifle Clubber Prerequisites Archaic Weapon Proficiency (Axes), Axe Martial
Arts
Prerequisites Personal Firearms Proficiency, Rifle Specialist
Benefit When wielding a battle-axe, broadaxe, or hand axe, the
Benefit When executing a buttstroke attack with an assault,
character gains an additional +1 damage die, and the character
battle, carbine, or target rifle the character’s damage is 1d8+POW
gains a +2 bonus to all attacks.
modifier lethal damage.
Normal Buttstroke attacks have a damage of 1d6+POW modifier
damage. 4.3 Axe Mastery
Choose battle-axe, broadaxe, or hand axe.
3.4 Rifle Expert Prerequisites Archaic Weapon Proficiency (Axes), Axe Martial
Arts, Axe Specialist
Prerequisites Personal Firearms Proficiency, Rifle Specialist Benefit When wielding the chosen weapon, the character gains
Benefit When firing an assault, battle, carbine, or target rifle, an additional +1 damage die, and the character may treat any
or sub-machine gun the Combat Point cost is 1 less, when clearing damage as bludgoning as well, for the purpose of getting around
a jammed assault, battle, carbine, or target rifle, or sub-machine armor.
gun the Combat Point cost is 10 less, and when attempting to repair Special A character may take this feat up to three times. Each
an assault, battle, carbine, or target rifle, or sub-machine gun the time a character takes the feat, they select a different weapon.
character receives a +6 bonus. Also, when a character with this
feat reduces a creature to 0 CHP or less with an assault, battle,
carbine, or target rifle, the character immediately gains 5 Combat 5 Automatic Weapons Feats
Points that can be used for attacks or reloading. The Combat
Points that are given must be used on attacks or reloading only, 5.1 Autofire Proficiency
and only attacks with the same rifle that reduced the creature to
0 CHP must be used. The character may not move any distance Prerequisite Personal Firearms Proficiency
and if the bonus Combat Points are not used immediately after Benefit The character gains a +4 attack bonus when performing
the attack, the character loses them. Also, a character receives autofire attacks, a +1 attack bonus when performing bump fire
+2 damage dice when performing an autofire, burst fire, sprayfire, attacks, and a +3 attack bonus when performing sweepfire and
or sweepfire attack with a sub-machine gun. sprayfire attacks.

3.5 Rifle and SMG Reloader 5.2 Autofire Mastery


Prerequisites Personal Firearms Proficiency Prerequisites Personal Firearm Proficiency, Autofire Proficiency,
Benefit Reloading any rifle or sub-machine gun with a Burst Fire Proficiency
magazine or full stripper clip costs 2 Combat Points. Reloading Benefit The character gains an additional +4 attack bonus when
any rifle or sub-machine gun from loose rounds or refilling a performing autofire, sprayfire, and sweepfire attacks.
magazine or stripper clip costs 1 Combat Points per round loaded.
Refilling a magazine with a stripper clip costs 1 Combat Points per 5.3 Burst Fire Proficiency
clip. Once per round, the character may reload a single round
into a bolt action or sniper rifle for no Combat Points, ejecting the Prerequisites Personal Firearms Proficiency, Autofire Profi-
chambered round on the ground. ciency
43

Benefit The character gains a +4 attack bonus when performing 7 Distance Rifle Feats
burst fire attacks.
7.1 Anti-materiel Rifle Expert
5.4 Quickshot Prerequisites Personal Firearms Proficiency, Distance Rifle
Specialist, Recoil Management
Prerequisites Personal Firearms Proficiency, Autofire Profi- Benefit When firing an anti-materiel rifle with a magnified optic,
ciency the Combat Point cost is 3 less, when clearing a jammed anti-
Benefit The character can treat an automatic-only weapon as materiel rifle, the Combat Point cost is 10 less, and when attempting
if it has a semi-automatic rate of fire. to repair an anti-materiel rifle, the character gains a +6 bonus.
Normal Automatic weapons can only be used to make burstfire, Also, when firing an anti-materiel rifle with a magnified optic, the
suppressive fire, and autofire attacks. recoil penalty is reduced by ½.

7.2 Controlled Shot


5.5 Strafe
Prerequisites Personal Firearms Proficiency, Distance Rifle
Prerequisites Personal Firearms Proficiency, Autofire Profi- Specialist
ciency Benefit Once per round, when making a single shot attack with
Benefit When making an autofire attack, the character can a bolt action or sniper rifle, the character gains a +8 bonus to
choose an area of any four 5’ squares as long as they are attack. This attack must be the only attack the character makes
connected. The character gains a +2 attack bonus when this round.
performing sweepfire attacks. Special This feat can also be used with the bonuses from the
Normal An autofire attack can only be used on a 10’ by 10’ Dead Aim, and Marksman Shot.
area.
Special A character can only strafe a weapon with autofire, not 7.3 Distance Rifle Specialist
bumpfire.
Prerequisite Personal Firearms Proficiency
Benefit When firing an anti-materiel, bolt action, designated
marksman rifle, or sniper rifle, the Combat Point cost is 1 less and
6 Combat Sword Feats the character receives a +1 to all attacks.

6.1 Sword Martial Arts 7.4 Designated Marksman Rifle Expert


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

Prerequisites Archaic Weapon Proficiency (Combat Swords),


Sword Martial Arts 7.5 Leading Target
Benefit When wielding a shortsword, bastard sword, Prerequisites Personal Firearms Proficiency, Distance Rifle
broadsword, or longsword the character gains +1 damage die. Specialist
Benefit When attacking, a character may ignore the opponent’s
DEF bonuses due to movement.
6.3 Sword Mastery Special All other defense bonuses due to armor, Agility, and
size still apply unless otherwise noted.
Choose shortsword, bastard sword, broadsword, or
longsword.
Prerequisites Archaic Weapon Proficiency (Combat Swords), 7.6 Recoil Management
Sword Martial Arts, Sword Specialist Prerequisites Personal Firearms Proficiency, Distance Rifle
Benefit When wielding the chosen weapon the Critical Threat Specialist
range is 12-18 and any natural roll of a 15-18 is an automatic hit. Benefit When firing a anti-materiel rifle with a deployed bipod,
Special A character may take this feat up to four times. Each a character may brace the rifle for an additional +2 bonus to all
time a character takes the feat, they select a different weapon. attacks.
Normal 16-18 are automatic hits without this feat. Special Bracing costs no Combat Points.
44

7.7 Sniper Rifle Expert 9.3 Fencing Mastery


Prerequisites Personal Firearms Proficiency, Distance Rifle Choose Sabre, Cutlass, or Rapier.
Specialist Prerequisites Archaic Weapon Proficiency (Fencing Swords),
Benefit When firing a bolt action or sniper rifle with a magnified Fencing Martial Arts, Fencing Specialist
optic, the Combat Point cost is reduced by 4. When attempting Benefit When wielding the chosen weapon, the Critical Threat
to repair a bolt action or sniper rifle, the character receives a +6 range for the selected weapon is 12-18, and any natural roll of a
bonus. Also, a character with this feat can increase or decrease 15-18 is an automatic hit. The character can also make a touch
their range increment by 100’ when using a bolt action or sniper attack with the chosen weapon for no additional Combat Points.
rifle with a magnified optic. This change is after any equipment, Special A character may take this feat multiple times. Each time
racial abilities, or feats that increase or decrease range. a character takes the feat, they select a different weapon.
Normal 16-18 are automatic hits without this feat.

8 Explosive Weapons Feats


10 General Combat Feats
8.1 Explosive Weapons Specialist
10.1 Adrenaline Rush
Prerequisites Personal Firearms Proficiency, Explosive Weapons
Proficiency Prerequisite Toughness, CON 13
Benefit When firing a grenade launcher, rocket launcher, or Benefit Once per hour, the character may gain extra CHP equal
mortar the Combat Point cost is 1 less. to their CON score / 2 for 5 rounds.
Special When the effect ends, and the character would be dying
if the hit points were removed, the character instead drops to 0
8.2 Explosive Weapons Expert CHP, in stabilized condition.
Prerequisites Personal Firearms Proficiency, Explosive Weapons
Proficiency, Explosive Weapon Specialist 10.2 Blind Sense
Benefit When firing a grenade launcher, rocket launcher, or
mortar, the Combat Point cost is 1 less. Reloading a grenade Benefit In melee combat, every time the character misses
launcher or rocket launcher with a filled box magazine costs 2 because of concealment, the character can re-roll the miss chance
Combat Points. Reloading a grenade launcher or rocket launcher roll once to see if they actually hit. The character takes only ½
that uses linked ammunition with a new link costs 3 Combat the usual penalties for being unable to see. Darkness does not
Points. Reloading a grenade launcher or rocket launcher from decrease the character’s Combat Point cost to move.
loose rounds, or refilling a box magazine costs 1 Combat Points
per round loaded. 10.3 Combat Expertise
Benefit On your turn, before making any attack rolls, the
9 Fencing Sword Feats character can choose to subtract a number from your attack roll
and add the same number to your defense score. This penalty
9.1 Fencing Martial Arts may not exceed the character’s BAB. The penalty on attack rolls
and the bonus on defense score applies until your next turn. The
Prerequisite Archaic Weapon Proficiency (Fencing Swords) bonus to the character’s defense is a dodge bonus.
Benefit When wielding a sabre, cutlass, rapier, or parrying Normal A character without the Combat Expertise feat can fight
dagger, the character receives a +2 bonus against all Disarm defensively by spending 9 Combat Points to take a −4 penalty on
attempts to disarm the wielder and a +1 bonus against all Sunder attacks and gain a +2 dodge bonus to DEF.
attempts against their weapon. The character also gains a +2
attack bonus to all called shot attacks against arms and legs made
when attacking with a sabre, cutlass, rapier, or parrying dagger
10.4 Danger Sense
and the Critical Threat range for any of these weapons is 13-18. Prerequisite Improved Initiative
Normal The Critical Threat range for a sabre, cutlass, rapier, or Benefit Before combat starts, the character may reroll an
parrying dagger is 14-18. Initiative check the character have just made. The character
uses the better of your two rolls. The character must decide to
9.2 Fencing Specialist reroll before the first round starts.

Prerequisites Archaic Weapon Proficiency (Fencing Swords),


10.5 Dodge
Fencing Martial Arts
Benefit When wielding a sabre, cutlass, rapier, or parrying Prerequisite AGL +1
dagger, the character receives a +4 bonus to all Disarm attempts Benefit During the character’s action, the character designates
and a +4 bonus to all Sunder attempts. The character can also an opponent and receives a +3 dodge bonus to DEF against any
increase the Combat Point cost of an attack with made with a subsequent attacks from that opponent. The character can select
sabre, cutlass, rapier or parrying dagger by 2 Combat Points and a new opponent on their action.
make a touch attack with the weapon. Special A condition that makes the character lose their AGL
Normal Fencing swords can only make normal attacks. bonus to defense also makes the character lose dodge bonuses.
45

10.6 Emulation of similar build, such as full-sized 1911s and revolvers of similar
caliber and capacity, may interchange this feat at the discretion
Benefit Once per hour, the character can gain the benefits
of the GM.
from a single proficiency feat for 5 rounds, that any non-hostile
character within 40’ possesses.
Special For the purpose of this feat, “Combat Martial Arts” is 10.13 Toughness
considered a proficiency feat.
Benefit The character gains +4 XHP and +1 CHP.
Special A character may take this feat multiple times. Each
10.7 Evasion
time the character takes this feat they receive the same bonuses.
Prerequisites AGL +1
Benefit When making a Reflex Saving Throw, the character
takes ¼ damage with a successful Saving Throw. This feat may 10.14 Weapon Focus
only be used when wearing no armor, light armor, or medium
Choose a specific weapon. A character can choose unarmed
armor.
strike or grapple for your weapon for purposes of this feat.
Normal Successful Reflex Saving Throws reduce damage by ½.
Prerequisite Proficient with weapon
Benefit The character gains a +3 bonus on all attack rolls they
10.8 Improved Initiative make using the selected weapon.
Benefit The character gains a +3 circumstance bonus on Special A character may take this feat multiple times. Each time
Initiative checks. the character takes the feat, the character must select a different
weapon. Weapons that are of similar build, such as full sized 1911s
and revolvers of similar caliber and capacity, may interchange
10.9 Mobility this feat at the discretion of the GM.
Prerequisites AGL +1, Dodge
Benefit The character no longer provokes AoO when moving
out of a threatened square. 11 Handgun Feats
Normal Characters provoke AoO when moving out of a
threatened square. 11.1 Handgun Specialist
Prerequisite Personal Firearms Proficiency
10.10 Quick Draw Attack Benefit When firing a holdout, backup, full-size, or target
Prerequisites Tactical Draw (selected weapon), Proficient with handgun or a machine pistol, the Combat Point cost is 1 less,
weapon and the character gains a +1 to all attacks.
Benefit A character may draw a model of weapon from a
holster or sheath and immediately make a single attack for 4
Combat Points. The weapon used must be the same model that 11.2 Machine Pistoleer
the character has a Tactical Draw feat for. This may only be done Prerequisite Personal Firearms Proficiency, Handgun Specialist
once per combat encounter.
Benefit Once per turn, the character can perform a burst fire,
Special Any feats or equipment that reduce the Combat Point
sprayfire or sweepfire attack with a handgun with full auto or
cost for a single attack or for drawing a weapon also reduce the
burst fire firing modes or a machine pistol for half their normal
Combat Point cost for this attack. The weapon must be in a holster
Combat Point cost, rounded up.
or a sheath.

10.11 Second Wind 11.3 Pistol Expert


Prerequisite Toughness Prerequisites Personal Firearms Proficiency, Handgun Special-
Benefit Once per hour, the character can restore a number of ist, Handgun Reloader, Skilled Pistol Magazine User
XHP equal to his CON score. Benefit When firing a holdout, backup, full-size, or target
handgun that uses magazines or has an internal magazine, or
10.12 Tactical Draw machine pistol, the Combat Point cost is 2 less. When clearing a
jammed holdout, backup, full-size, or target handgun that uses
Prerequisite Proficient with weapon magazines, or machine pistol, the Combat Point cost is 9 less.
Benefit Choose a specific model of weapon. The character can When attempting to repair a holdout, backup, full-size, or target
draw that model of weapon from a holster or sheath for 1 Combat handgun that uses magazines, or a machine pistol, the character
Points and from Waistband carry for 3 Combat Points, and holster receives a +6 bonus. Also, a character can perform a 3 round burst
it for 1 Combat Points. fire attack with any holdout, backup, full-size, or target handgun
Normal A character can draw a weapon from a holster or that uses magazines. This can be done even without the burst fire
sheath for 3 Combat Points and from Waistband carry for 6 or full auto upgrade, and uses the same rules, and effects as a
Combat Points, and holster a weapon for 4 Combat Points. 3 round burst. Also, a character receives +2 damage dice when
Special This feat may be taken multiple times. Each time it is performing an autofire, burst fire, sprayfire, or sweepfire attack
taken, it applies to a different weapon model. Weapons that are with a machine pistol.
46

11.4 Revolver Expert 12.3 Heavy Melee Weapon Mastery


Prerequisites Personal Firearms Proficiency, Handgun Special- Choose Light Mace, Heavy Mace, Light Pick, or Heavy Pick.
ist, Handgun Reloader, Skilled Speedloader User Prerequisites Archaic Weapon Proficiency (Mace) or Archaic
Benefit When firing a holdout, backup, full-size, or target Weapon Proficiency (Pick), Heavy Melee Weapon Martial Arts,
handgun that has a cylinder the Combat Point cost is reduced Heavy Melee Weapon Specialist
by 3. When attempting a potshot attack with a holdout, backup, Benefit When wielding the selected weapon, the Critical Threat
full-size, or target handgun that has a cylinder the penalty is range for the selected weapon is 12-18, and any natural roll of a
lowered to a −4, and when attempting to repair a holdout, backup, 15-18 is an automatic hit. Also, the selected weapon ignores up to
full-size, or target handgun that has a cylinder the character 3 points of Damage Reduction.
receives a +6 bonus. Also, when a character with this feat reduces Special A character may take this feat up to four times. Each
a creature to 0 CHP or less with a holdout, backup, full-size, or time a character takes the feat, they select a different weapon.
target handgun that has a cylinder, the character immediately Normal 16-18 are automatic hits without this feat.
reloads the handgun that reduced the creature for free. This
reload can be with any rounds the character has on their person,
regardless of their location, as long as they are compatible with 13 Machine Gun Feats
the handgun.
13.1 Close Combat Machine Gunner
11.5 Skilled Pistol Magazine User
Prerequisites Personal Firearms Proficiency, Machine Gun
Prerequisites Personal Firearms Proficiency, Handgun Reloader, Specialist, General Purpose Machine Gunner
Handgun Specialist Benefit When targeting an adjacent opponent with an LMG or
Benefit Once per turn a character can reload a holdout, backup, GPMG the character takes no ranged attack penalties.
full-size, or target pistol with a magazine for no Combat Points. Normal When using a machine gun against an adjacent
opponent, the character takes a −6 penalty on all ranged attacks.
11.6 Skilled Speedloader User
13.2 General Purpose Machine Gunner
Prerequisites Personal Firearms Proficiency, Handgun Reloader,
Handgun Specialist Prerequisites Personal Firearm Proficiency, Machine Gun
Benefit Once per turn a character can reload a holdout, backup, Specialist
full-size, or target handgun that has a cylinder with a speedloader Benefit The character can fire any GPMG without penalty.
for no Combat Points. Normal Characters without this feat take a −4 penalty to attacks
made with GPMGs.
11.7 Handgun Reloader
Prerequisites Personal Firearms Proficiency 13.3 Machine Gun Specialist
Benefit Reloading any handgun or machine pistol with a Prerequisite Personal Firearms Proficiency
magazine or speedloader costs 2 Combat Points. Reloading any Benefit When firing or reloading an LMG or GPMG the Combat
handgun from loose rounds or refilling a magazine or speedloader Point cost is 1 less.
costs 1 Combat Points per round loaded.

13.4 Machine Gun Expert


12 Heavy Melee Weapon Feats Prerequisites Personal Firearms Proficiency, Machine Gun
Specialist, General Purpose Machine Gunner, Close Quarters
12.1 Heavy Melee Weapon Martial Arts Machine Gunner, Machine Gun Reloader
Prerequisite Archaic Weapon Proficiency (Mace) or Archaic Benefit When clearing a jammed LMG or GPMG the Combat
Weapon Proficiency (Pick) Point cost is 7 less, when attempting to repair an LMG or GPMG the
Benefit When wielding a light mace, heavy mace, light pick, or character receives a +2 bonus, and the Recoil Penalty is reduced
heavy pick, the character receives +1 damage die of bludgeoning by 2.
damage.
13.5 Machine Gun Reloader
12.2 Heavy Melee Weapon Specialist
Prerequisites Personal Firearms Proficiency, Machine Gun
Prerequisites Archaic Weapon Proficiency (Mace) or Archaic Specialist, General Purpose Machine Gunner, Close Combat
Weapons Proficiency (Pick), Heavy Melee Weapon Martial Arts Machine Gunner
Martial Arts Benefit Reloading an LMG with a magazine costs 2 Combat
Benefit When wielding a light mace, heavy mace, light pick, or Points. Reloading an LMG or GPMG that uses linked ammunition
heavy pick, the character receives +1 damage die when Sundering with a new link costs 3 Combat Points. Refilling a magazine costs
an object, and when attacking a target with armor that defends 1 Combat Points per round loaded. Refilling a magazine with a
against the damage given, the AP loss for armor is doubled. stripper clip costs 2 Combat Points per clip.
47

14 Melee Combat Feats Special A character may take this feat multiple times. Each
time the character takes the feat, they select a different type of
14.1 Cleave damage.

Prerequisite Power Attack


Benefit Once per round, if the character reduces a creature 14.7 Forceful Strike
to 0 CHP or less, the character may immediately make a melee
attack against another creature within reach for no Combat Points. Benefit When the character calculates melee damage or uses
The character may move up to 10’ before making this extra attack, a small or smaller melee weapon two-handed, they add 1½×
but the character must have enough Combat Points to move this their POW modifier to the damage. When wielding a two-handed
distance, and the character must move directly towards another weapon, they add 2× their POW modifier.
enemy creature to take this attack. The extra attack is with the Normal Using a two-handed weapon only grants a 1½× POW
same weapon as the attack that dropped the previous creature. modifier, and using a small or smaller melee weapon two-handed
grants a 1× POW modifier.

14.2 Combat Intuition


Prerequisites Archaic Weapon Proficiency (any), Combat 14.8 Improved Disarm
Martial Arts, or Exotic Melee Weapons Proficiency Prerequisites Combat Expertise
Benefit When engaged in melee combat with an enemy the Benefit The character does not provoke an AoO when the
character made a successful melee attack on in the previous character attempts to Disarm an opponent, nor does the opponent
round, the character gains a +3 melee attack bonus to the current get a chance to Disarm the character.
round, when attacking that enemy.
Special This bonus only applies to the last enemy the character
attacked successfully. 14.9 Improved Reflexive Martial Arts
Prerequisites Reflexive Martial Arts
14.3 Elusive Target Benefit In melee combat, if an opponent attacks and misses
Prerequisites AGL +2, Evasive Martial Arts the character, the character may immediately make a free Disarm
Benefit When fighting an opponent or multiple opponents in or Trip attack against them, at a −4 attack penalty. This attack
melee, other opponents attempting to target the character with does not provoke an AoO.
ranged attacks take a −2 penalty. This penalty is in addition to
the normal −4 penalty for firing into melee, making the penalty
to target to character −6. 14.10 Power Attack
Special An opponent with the Precise Shot feat has the penalty
Benefit On the character’s turn, before making any attacks,
lessened to −4 when targeting the character.
the character may choose to take a penalty on all melee attack
rolls and add the same number multiplied by 2 as a bonus to all
14.4 Evasive Martial Arts melee damage rolls. This number may not exceed the character’s
BAB. The penalty on attacks and bonus on damage applies until
Benefit The character gains a +2 Dodge bonus to AGL against the character’s next turn.
melee attacks.
Special A condition that makes the character lose their AGL
bonus to defense also makes the character lose Dodge bonuses. 14.11 Reflexive Martial Arts

Benefit In melee combat if an opponent attacks and hits the


14.5 Favored Type character, the character may immediately make a free standard
unarmed attack against them at a −4 penalty. This attack is taken
Choose Bludgeoning, Piercing, Unarmed, or Slashing
after the character struck takes their damage. This attack does
damage.
not provoke an AoO.
Benefit The character gains a +1 attack bonus on all melee
attack rolls they make using a weapon with the chosen type of
damage. 14.12 Sunder
Special A character may take this feat multiple times. Each
time the character takes the feat, they select a different type of Prerequisites FOC +1, Power Attack
damage. Benefit When the character strikes an object held or carried by
an opponent, such as a weapon, the character does not provoke
14.6 Forgiving Damage an AoO. The character gains a +4 bonus on any attack roll made
to attack an object held or carried by another character. The
Choose Piercing, Slashing, Bludgeoning, or Unarmed character deals double normal damage to objects, whether they
damage. are held or carried or not.
Benefit When attacked with the selected damage, the character Normal A character without this feat incurs an AoO when they
gains a +2 Dodge AGL bonus against all attacks with this damage. strike at an object held or carried by another character.
48

14.13 Weapon Finesse 15.6 Far Shot


Choose a small or smaller melee weapon. A character may Benefit When the character uses a firearm, paintball marker,
choose unarmed strike as a weapon for the purposes of this feat. bow, or crossbow, its range increment increases by 1½.
Prerequisites Proficient with weapon Special For the purpose of weapons with telescopic sights, a
Benefit With the selected melee weapon, the character may character can choose to use the original range increment for the
use their MRK modifier instead of their FOC modifier on attack purpose of avoiding the 1st range increment penalty.
rolls.
Special A character may take this feat multiple times. Each
time the character takes the feat, the character must select a
15.7 Marksman Shot
different weapon. There are special weapons that can take benefit Prerequisites Far Shot, Dead Aim
from this feat. They are indicated in their description. Benefit The circumstance bonus from Dead Aim may be stacked
each round the character spends aiming, up to a maximum of
five rounds. Each round spent aiming beyond the first round also
15 Ranged Combat Feats grants a +3 attack bonus instead of a +2.

15.1 Dead Aim


15.8 Favored Caliber
Prerequisite Far Shot
Benefit Before making a ranged attack, the character may Choose a specific caliber. Crossbow bolts, arrows, spear gun
spend 7 Combat Points to line up their shot. This grants the spears, .68 caliber paintball rounds, 18mm less lethal rounds, and
character a +2 circumstance bonus on their next attack roll. The taser cartridges may be selected for purposes of this feat.
attack must be a single shot attack. Any other attack besides Prerequisite Proficient with weapon that fires selected caliber
a single shot does not gain the bonuses for this attack, and Benefit The character gains a +1 attack bonus on all ranged
the character loses the benefit of aiming. If the character takes attack rolls they make using a weapon firing the selected caliber.
damage or is effected by a status effect before they attack, the When using the caliber, the CRP is multiplied by 0.5 , rounded up.
character loses the benefit of aiming. All movement costs are Special A character may take this feat multiple times. Each
doubled if the character uses the benefits of this feat, until they time the character takes the feat, they select a different caliber.
either forgo the bonus to attack, or perform any attack. The effect
does not stack between rounds.
15.9 Manual Action Quickshot
Prerequisites Personal Firearms Proficiency
15.2 Double Tap Proficiency
Benefit When using a lever action or pump action firearm, a
Prerequisite Point Blank Shot character can perform double tap attacks with the firearm.
Benefit The character gains a +4 attack bonus when performing Normal Lever action and pump action firearms can only
double tap attacks. perform single shot and potshot attacks.

15.3 Failure Drill Master 15.10 Point Blank Shot


Prerequisite Point Blank Shot, Double Tap Proficiency Benefit The character gains a +1 bonus on attack rolls with
Benefit Up to twice per round, when a character executes a ranged weapons against opponents within 30 feet, and when
successful double tap attack, they can make a single shot attack performing a potshot attack with any weapon without a stock, or
for 0 Combat Points. Normal penalties and bonuses apply for with an integral or folding stock in the folded position within 30
this attack. This attack takes an additional round of ammunition feet, the Combat Point cost is 1 less.
beyond the two rounds used for double tap, and can not be
performed if the firearm does not have it to use. This attack must
15.11 Precise Shot
be taken before the character’s turn ends.
Prerequisite Point Blank Shot
Benefit The character can shoot or throw ranged weapons at
15.4 Fanning Proficiency
an opponent engaged in melee without penalty.
Prerequisite Point Blank Shot Normal A character takes a −4 penalty when using a ranged
Benefit The character gains a +2 attack bonus when performing weapon to attack an opponent who is engaged in melee combat.
fanning attacks.
15.12 Sharpshooter
15.5 Fanning Expert
Prerequisites Point Blank Shot, Precise Shot
Prerequisites Fanning Proficiency, Point Blank Shot Benefit Your target only receives half of the bonus to DEF due
Benefit The character gains an additional +3 attack bonus and to cover. This feat has no effect against foes with no cover or
may make a single fanning attack for 0 Combat Point Cost per total cover.
turn. This attack takes additional rounds of ammunition. This Normal Cover gives the full bonus to defense depending on
attack must be taken before the character’s turn ends. how much cover the target currently has.
49

15.13 Slamfire Proficiency that reduced the creature to 0 CHP must be used. The character
may not move any distance and if the bonus Combat Points are
Prerequisite Point Blank Shot
not used immediately after the attack, the character loses them.
Benefit The character gains a +2 attack bonus when performing
slamfire attacks.
16.4 Close Combat Shotgunner
15.14 Slamfire Expert
Prerequisites Personal Firearms Proficiency, Shotgun Specialist
Prerequisites Slamfire Proficiency, Point Blank Shot Benefit When targeting an adjacent opponent with any shotgun
Benefit The character gains an additional +3 attack bonus may the character takes no ranged attack penalties, and when firing a
make a single slamfire attack for 0 Combat Point Cost per turn. shotgun with a folded folding stock or a pistol grip, the character
Normal penalties and bonuses apply for this attack. This attack does not take any penalties to their attack from the stock.
takes additional rounds of ammunition. This attack must be taken Normal When using most shotguns against an adjacent
before the character’s turn ends. opponent, the character takes a −6 penalty on all ranged attacks.
A character without this feat has the range increment penalty
15.15 Sling Steady doubled for all attacks with a folded folding stock or a pistol grip.

Prerequisite Personal Firearms Proficiency


Benefit When using a weapon with a sling attached the 16.5 Double Fire Proficiency
character gains a +2 to all ranged attacks using that weapon.
Prerequisite Personal Firearms Proficiency, Break Barrel
Shotgunner
15.16 Spotter
Benefit The character gains a +4 attack bonus when performing
Prerequisite Far Shot doublefire attacks.
Benefit The character may sight in a target using a telescopic
sight for 3 Combat Points.
16.6 Shotgun Specialist

16 Shotgun Feats Prerequisite Personal Firearms Proficiency


Benefit When firing a shotgun the Combat Point cost is reduced
16.1 Shotgun Expert by 1 and the character gains a +1 to all attacks.

Prerequisites Personal Firearms Proficiency, Shotgun Specialist


Benefit When firing a semi- or fully automatic shotgun, the 16.7 Shotgun Reloader
Combat Point cost is 1 less, when clearing a jammed semi- or fully
automatic shotgun the Combat Point cost is 11 less, there is no Prerequisites Personal Firearms Proficiency
Combat Point cost to cycle a bolt, pump, or lever action shotgun Benefit Reloading any shotgun with a magazine costs 2 Combat
and when attempting to repair a bolt, pump, lever semi- or fully Points. Reloading any shotgun from loose rounds or refilling a
automatic shotgun the character receives a +6 bonus. Also, when magazine costs 1 Combat Points per round loaded. Once per turn,
performing a potshot attack with a semi- or fully automatic, bolt, a character may load a shell directly into the barrel of a semi-
pump or lever action shotgun, the character gains a +4 attack automatic, pump, bolt, or lever action shotgun for no Combat
bonus. Points, ejecting the chambered round on the ground.

16.2 Break Barrel Shotgunner


17 Simple Weapon Feats
Prerequisites Personal Firearms Proficiency, Shotgun Specialist
Benefit When firing a single or double-barrel shotgun, the 17.1 Blunt Specialist
character receives a +3 to attack.
Prerequisite Simple Weapon Specialist
16.3 Break Barrel Shotgun Expert Benefit When wielding a light club, medium club, heavy club,
tool hammer, or sledgehammer, the Critical Threat range is 14-18.
Prerequisites Personal Firearms Proficiency, Shotgun Specialist, Normal The Critical Threat range for a light club, medium club,
Break Barrel Shotgunner, heavy club, tool hammer, or sledgehammer is 16-18.
Benefit When firing a single or double-barrel shotgun with
a single shot attack the Combat Point cost is 4 less, and when
firing a single or double-barrel shotgun with a doublefire attack, 17.2 Club Expert
the Combat Point cost is 3 less, and when attempting to repair
a single or double-barrel shotgun, the character receives a +6 Choose light club, medium club, or heavy club.
bonus. Also, when a character with this feat reduces a creature to Prerequisites Simple Weapon Specialist, Blunt Specialist
0 CHP or less with a single or double-barrel shotgun, the character Benefit When wielding the chosen weapon, the Critical Threat
immediately gains 5 Combat Points that can be used for attacks range for the selected weapon is 13-18.
or reloading. The Combat Points that are given must be used on Special A character may take this feat up to three times. Each
attacks or reloading only, and only attacks with the same shotgun time a character takes the feat, they select a different weapon.
50

17.3 Club Martial Arts 18.2 Focused Saving Throw


Prerequisites Simple Weapon Specialist, Blunt Specialist Benefit Select Fortitude, Will, or Reflex The character gains a
Benefit When wielding a light club, medium club, or a heavy +4 bonus on the selected Saving Throw.
club, the character gains a +2 attack bonus to all attacks. Special This feat can be taken multiple times. Each time it is
taken, it applies to a different Saving Throw.

17.4 Hammer Martial Arts


18.3 Hobbyist
Select tool hammer or sledgehammer.
Prerequisites Simple Weapon Specialists, Blunt Specialist Benefit A character may select any two unfocused skills. They
Benefit When wielding tool hammer or sledgehammer, the are now considered focused skills.
Critical Threat range is 13-18. Special The character may take this feat multiple times,
Special A character may take this feat up to two times. Each selecting two different unfocused skills each time.
time a character takes the feat, they select a different weapon.

18.4 Healing Knack


17.5 Hammer Expert
Prerequisite Treat Injury 5 Ranks
Prerequisites Simple Weapon Specialist, Blunt Specialist, Benefit The character does not require a first aid kit to stop
Hammer Martial Arts bleeding, stabilize a dying character or to revive a dazed, stunned
Benefit When wielding a tool hammer or sledgehammer, the or unconscious character.
Critical Threat range is 12-18.

18.5 Instructor
17.6 Knife Martial Arts
Prerequisite Any Skill 1 Rank
Prerequisite Simple Weapon Specialist Benefit The character may instruct any other character when
Benefit When wielding an escape, combat, field, or pocket knife they attempt to use a skill, as long as they possess at least one
a character receives +1 damage die. rank in the skill they are instructing in. The instructed character
gets a bonus equal to ¼ of the instructor’s modifier to the skill.

17.7 Shield Focus


18.6 Menacing
Prerequisite Simple Weapon Specialist
Benefit When wielding a shield the Critical Threat range is 15-18. Prerequisite CON 13
Benefit The character may use their CON modifier on Presence
checks to intimidate.
17.8 Shield Warrior
Prerequisite STR 13, Archaic Weapon Proficiency (Any), Simple
18.7 Savant
Weapon Specialist, Shield Focus
Benefit When using a shield in melee combat, a character gains Choose a focused skill.
a +3 equipment bonus to DEF. Prerequisite Known Skill (Any) 1 Rank.
Benefit The character gains a bonus equal to their Character
Level for that skill immediately. This feat may be taken multiple
17.9 Simple Weapon Specialist times, each time selecting a different skill. When the character
Benefit When attacking with a simple melee weapon the gains a level, they also receive a +1 miscellaneous bonus to the
Combat Point cost to attack is reduced by 1. chosen skill.
Special A character may take this feat multiple times. Each
time a character takes the feat, they select a different focused
18 Skill and Saving Throw Feats skill.

18.1 Skill Focus


19 Spear Feats
Benefit Select a skill. If the character does not have the selected
skill as a focused skill, they gain it as one, and have a +2 bonus 19.1 Spear Martial Arts
to all checks involving that skill. If the character already has the
selected skill as a focused skill, they gain a +4 bonus to all checks Prerequisite Archaic Weapon Proficiency (Spears)
involving that skill instead. Benefit When wielding a long spear, rifle bayonet, or short
Special When selecting Craft skills, Perform skills, or Knowledge spear the Critical Threat range is 14-18.
skills, a single specific skill is selected. This feat can be taken Normal The Critical Threat range for a long spear, rifle bayonet,
multiple times. Each time it is taken, it applies to a different skill. or short spear is 16-18.
51

19.2 Spear Specialist Normal A character attacking with thrown weapons adds his
MRK modifiers to the attack roll, and all thrown weapons have a
Prerequisites Archaic Weapon Proficiency (Spears), Spear range increment of 10’.
Martial Arts
Benefit When wielding a long spear, rifle bayonet, or short
spear, the character gains an additional 5 feet of reach with the 21.2 Grenadier
weapon and can strike adjacent foes with the weapon. Benefit The character gains a +3 attack bonus on all attacks
made using a thrown explosive or splash weapon.
19.3 Spear Mastery
Choose long spear, rifle bayonet, or short spear. 21.3 Power Throw
Prerequisites Archaic Weapon Proficiency (Spears), Spear Prerequisites Pow +1 , Brutal Throw
Martial Arts, Spear Specialist Benefit On the character’s turn, before making any attacks,
Benefit When wielding the chosen weapon the Critical Threat the character may choose to take a penalty on all thrown
range is 12-18 and any natural roll of a 15-18 is an automatic hit. weapon attack rolls and add the same number as a bonus to all
Special A character may take this feat up to three times. Each thrown weapon damage rolls. This number may not exceed the
time a character takes the feat, they select a different weapon. character’s BAB. The penalty on attacks and bonus on damage
Normal 16-18 are automatic hits without this feat. applies until the character’s next turn.

20 Staff Feats 21.4 Quick Throw


Prerequisites Brutal Throw
20.1 Staff Martial Arts Benefit The character can throw thrown weapons, grenades,
and other objects for 3 Combat Points. When a character throws
Prerequisite Archaic Weapon Proficiency (Staffs)
for this reduced cost, the range increment is reduced by 5’.
Benefit When wielding a long, quarter, or short staff the Critical
Normal Throwing a weapon, grenade, or object costs 5 Combat
Threat range is 14-18.
Points.
Normal The Critical Threat range for a long, quarter, or short
staff is 16-18.
22 Two Weapon Fighting Feats
20.2 Staff Specialist
22.1 Daishō User
Prerequisite Archaic Weapon Proficiency (Staffs), Staff Martial
Arts Prerequisites STR 13, Archaic Weapon Proficiency (Any), Two
Benefit When wielding a long, quarter, or short staff as a Weapon Melee Fighting
double weapon, the character does not have to pay the additional Benefit A character may wield a weapon they are proficient
+1 Combat Point Cost when fighting with two weapons. Additionally, with in their primary hand and a small or smaller weapon in their
the offhand is treated as a light weapon. off hand. When wielding two weapons in this manner, the primary
Normal Attacking with two weapons weapon has a +2 attack bonus.
Special The benefits of the Two Weapons Melee Fighting Feat
apply when using this feat.
20.3 Staff Mastery
Choose long staff, quarter staff, or short staff. 22.2 Daishō Master
Prerequisite Archaic Weapon Proficiency (Staffs), Staff Martial
Arts, Staff Specialist Prerequisites STR 13, Archaic Weapon Proficiency (Any), Two
Benefit When wielding the chosen weapon, the Critical Threat Weapon Melee Fighting, Two Weapon Defense, Improved Two
range is 12-18 and any natural roll of a 15-18 is an automatic hit. Weapon Melee Fighting, Daishō User
Additionally, a character can attack up to two targets within their Benefit A character may wield a weapon they are proficient
range for the combat point cost of one attack. with in their primary hand and a small or smaller weapon in their
Special A character may take this feat up to three times. Each off hand. Both weapons receive a +3 attack bonus when they are
time a character takes the feat, they select a different weapon. wielded in this manner.
Normal 16-18 are automatic hits without this feat. Special The benefits of the Improved Two Weapon Melee
Fighting feat apply when using this feat.

21 Thrown Weapon Feats 22.3 Improved Two-Weapon Melee Fighting


21.1 Brutal Throw Prerequisites STR 13, Two-Weapon Melee Fighting
Benefit The character’s penalties for fighting with two melee
Benefit The character may add your POW modifier (instead weapons are reduced by 4 for the primary hand and 8 for the
of your MRK modifier) to attack rolls with thrown weapons. Also, off hand.
when the character throws a weapon, its range increment is Special If the character has the Two Weapon Ranged Fighting
doubled, increasing the thrown weapon range increment to 20’. feat, they can mix both Ranged and Melee weapons.
52

22.4 Improved Two-Weapon Ranged Fighting 23.3 Combat Throw


Prerequisites DEX 13, Two-Weapon Ranged Fighting, Proficient Prerequisite Evasive Martial Arts
with weapon Benefit The character gains a +3 bonus on opposed STR and
Benefit The character’s penalties for fighting with two ranged DEX checks any time the character attempts Trip or Grapple
weapons are reduced by 2 for the primary hand and 6 for the attacks, or when the character tries to avoid a Trip or Grapple
off hand. attack made against him or her.
Special If the character has the Two Weapon Melee Fighting
feat, they can mix both Ranged and Melee weapons. 23.4 Defensive Martial Arts
Prerequisite CON 13
22.5 Two Weapon Defense Benefit The character gains 2/Unarmed Strike DR and
1/Bludgeoning DR.
Prerequisites STR 13, Two Weapon Melee Fighting
Benefit When wielding a double weapon or two weapons (not 23.5 Improved Brawl
including unarmed strikes), the character gain a +1 equipment
bonus to DEF. Prerequisites Brawl
Benefit When making an unarmed attack, the character
receives a +2 bonus on their attack roll, and the character deals
22.6 Two Weapon Melee Fighting non-lethal damage equal to 2d6+POW.
Normal Unarmed attacks normally deal non-lethal damage
Prerequisite STR 13 equal to 1d3+POW.
Benefit The character’s penalties for fighting with two melee
weapons are reduced by 2 for the primary hand and 6 for the 23.6 Improved Combat Martial Arts
off hand.
Special If the character has the Two Weapon Ranged Fighting Prerequisites Combat Martial Arts
feat, they can mix both Ranged and Melee weapons. Benefit The character’s unarmed strike Critical Threat range
improves to 15-18.
Normal A character’s unarmed strike Critical Threat range is
22.7 Two Weapon Ranged Fighting 16-18 without this feat.

Prerequisites DEX 13, Proficient with weapon


23.7 Improved Defensive Martial Arts
Benefit The character’s penalties for fighting with two ranged
weapons are reduced by 1 for the primary hand and 3 for the off Prerequisites CON 13, Defensive Martial Arts
hand. Benefit The character gains 4/Unarmed Strike DR and
Special If the character has the Two Weapon Melee feat, they 1/Bludgeoning DR.
can mix both Ranged and Melee weapons. Special This DR is added to the original feat.

23.8 Knockout Punch


23 Unarmed Combat Feats Prerequisites Brawl
Benefit A character can spend 12 Combat Points to make a
23.1 Brawl single unarmed melee attack with a −2 penalty. If this attack is
successful the character gains +4 damage dice. After the attack is
Benefit When making an unarmed attack, the character
made the character is considered Flat-Footed for a single round.
receives a +1 bonus on attack rolls, and the character deals non-
This damage is non-lethal damage.
lethal damage equal to 1d6+POW modifier.
Special Even if the character has the ability to treat unarmed
Normal Unarmed attacks normally deal non-lethal damage damage as lethal damage, the damage from a knockout punch is
equal to 1d3+POW modifier. always non-lethal.

23.2 Combat Martial Arts 23.9 Pressure Point Strike


Benefit With an unarmed strike, the character deals lethal or Prerequisites Combat Martial Arts
non-lethal damage (character’s choice) equal to 1d4+POW. The Benefit When performing an unarmed strike, a character may
character’s unarmed attacks count as armed, which means that use their AGL modifier for damage instead of their POW Modifier.
opponents do not get AoO when the character attacks them
unarmed. The character may make AoO against opponents who
provoke such attacks. Any feat that increases unarmed attack
damage can be used for lethal or non-lethal attacks.
Normal A character deals only 1d3 points of non-lethal damage.
Unarmed attacks normally provoke AoO and unarmed combatants
cannot normally make AoO.
53

23.10 Slam Throw Powerboats are engine-powered water vessels designed for
operation by a single person and usually no more than 100 feet
Prerequisites Evasive Martial Arts, Combat Throw in length.
Benefit A successful trip attempt by the character deals Sailboats are wind-powered water vessels.
1d3+POW non-lethal damage to the target. Ships are large, multi-crewed water vessels.
Special If a character that has any feats that turn non-lethal Tracked vehicles include bulldozers and tanks and other
damage into lethal or increase the damage that unarmed attacks military vehicles.
cause, these increase the damage done by this feat. Prerequisite Drive 5+
Benefit The character takes no penalty on Drive checks or
23.11 Street Fighting attack rolls made when operating a surface vehicle of the selected
class.
Prerequisites Brawl Normal Characters without this feat take a −4 penalty on Drive
Benefit Once per round, if the character makes a successful checks made to operate a surface vehicle that falls under any of
melee attack with an unarmed strike or a small or smaller weapon, these classes, and to attacks made with vehicle weapons. There
the character deals an extra 2 damage dice of lethal or non-lethal is no penalty for operating a general-purpose surface vehicle.
damage. This damage dice is the same size and type as the one Special A character may take this feat up to five times. Each
used for the weapon used. time the character takes the feat, they select a different class of
surface vehicle.
23.12 Unarmed Combat Specialist
Prerequisite Brawl 25 Weapon Proficiency Feats
Benefit When making an unarmed called shot attack, the
character receives a +4 competence bonus on their attack rolls,
25.1 Archaic Weapons Proficiency
and can cause extremity damage with unarmed attacks. Choose a weapon group from the following list: bows, combat
Normal Unarmed called shot attacks fall under normal called swords, fencing swords, axes, staffs, spears, picks, or maces.
shot rules, and the penalties that are associated with them. Benefit The character makes attack rolls with the weapon
normally.
Normal A character who uses a weapon without being proficient
24 Vehicle Feats with it takes a −4 penalty on attack rolls.
Special A character may take this feat up to eight times. Each
24.1 Aircraft Operations time a character takes the feat, they select a different weapon
group.
Select a class of aircraft (heavy aircraft, attack helicopters, or
attack planes). The character is proficient at operating that class Tutoring
of aircraft.
The heavy aircraft class includes jumbo passenger airplanes, Categories Bows, Combat Swords, Fencing Swords, Axes,
large cargo planes, heavy bombers, and any other aircraft with Staves, Spears, Picks, and Maces
three or more engines or jet engines. Time 1 day
Attack helicopters include any helicopter with weapons. Benefit Attack penalty is reduced to −2
Attack planes include military fighter and ground attack
planes.
Prerequisite Pilot 5+ 25.2 Exotic Firearms Proficiency
Benefit The character takes no penalty on Pilot checks or attack
rolls made when operating an aircraft of the selected class. Choose either Cannons or Flamethrowers.
Normal Characters without this feat take a −4 penalty on Pilot Prerequisites Personal Firearms Proficiency, Autofire Profi-
checks made to operate an aircraft that falls in any of these ciency
classes, and on attacks made with aircraft weapons. There is no Benefit The character makes attack rolls with the weapon
penalty when the character operates a general purpose aircraft. normally.
Special The character may gain this feat multiple times. Each Normal A character who uses a weapon without being proficient
time the character takes the feat, the character selects a different with it takes a −4 penalty on attack rolls.
class of aircraft. Special A character may take this feat up to two times. Each
time a character takes the feat, they select a different weapon
group. The flamethrower or flamer can not be used without this
24.2 Surface Vehicle Operation feat.
Select a class of surface vehicle (heavy wheeled, powerboat,
sailboat, ship, or tracked). The character is proficient at operating
that class of vehicle.
Heavy wheeled class includes all kinds of semi-trucks and
tractor-trailers, as well as wheeled construction vehicles (such
as earth movers) and wheeled armored vehicles (such as some
armored personnel carriers).
54

25.3 Exotic Melee Weapons Proficiency 25.5 Explosive Weapons Proficiency


Choose any two exotic melee weapons. Prerequisite Personal Firearms Proficiency
Benefit When using a chosen exotic weapon, the character
Benefit When using a grenade launcher, rocket launcher, or
makes attack rolls with the weapon normally.
mortar the character makes attack rolls with the weapon normally.
Normal A character who uses a weapon without being proficient
with it takes a −4 penalty to attack. Normal A character who uses a weapon without being proficient
Special A character may take this feat multiple times. Each with it takes a −4 penalty on attack rolls.
time the character takes the feat, they select two different exotic
melee weapons.
25.6 Improvised Weapon Proficiency
25.4 Personal Firearms Proficiency
Prerequisite Proficient with weapon
Benefit The character can fire any personal firearm without Benefit The character is considered proficient with all
penalty and may use the attack bonuses a firearm receives from improvised weapons that the character would not be proficient with
upgrades. under normal means. The GM decides which improvised weapon
Normal Characters without this feat take a −4 penalty on attack fits into which category. Also, the chance for an improvised
rolls made with personal firearms, and may not use attack bonuses weapon to break is reduced to 20%.
given by firearm upgrades.
Special The character with this feat can use black powder
Example: Someone with Archaic Weapon Proficiency (Axes)
firearms without penalty, but cannot reload them.
might be able to pick up a camp axe and use it as a hand
Tutoring axe with no penalty.

Time 1 day
Benefit Can reload firearms and attack penalty is reduced Normal Without this feat, a character takes a −2 non-proficient
to −3 penalty with all improvised weapons. Improvised weapons have
a 50% chance of breaking.
55

Chapter VI Size Modifier

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

1. The GM determines which characters are aware of their Range Increment and the Range Penalty
opponents at the start of the battle. If some but not all of the
The range penalty for a ranged weapon depends on what
combatants are aware of their opponents, a surprise round
weapon the character is using and how far away the target is. All
happens before regular rounds begin. The combatants who
ranged weapons and thrown weapons have a range increment.
are aware of their opponents can act in the surprise round,
Any attack from a distance of less than one range increment
so they roll for Initiative. In Initiative order (highest to lowest),
is not penalized for range. However, each full range increment
combatants who started the battle aware of their opponents
causes a cumulative −2 penalty on the attack roll. When a weapon
each spend half of their Combat Points. Combatants who
uses shotgun shells, the range increment affects both its attack
were unaware don’t get to act in the surprise round. If no
roll and its damage roll, providing a cumulative −2 penalty for
one or everyone starts the battle aware, there is no surprise
each. A thrown weapon has a maximum range of five range
round.
increments. Ranged weapons that fire projectiles can shoot up to
2. Combatants who have not yet rolled Initiative do so. All ten increments.
combatants are now ready to begin their first regular round.
1.3 Damage
3. Combatants act in Initiative order.
When a character hits with a weapon they deal damage
4. When everyone has had a turn, the combatant with the according to the type of weapon. Effects that modify weapon
highest Initiative acts again, and steps 2 and 3 repeat until damage also apply to unarmed strikes and the natural physical
combat ends. attack forms of creatures. Damage is deducted from the target’s
current HP.
Weapons with multiple damages that appear with a slash
1 Combat Statistics provide the listed damages at the same time. Weapons with
multiple damage without the slash can apply one of the damages,
This section summarizes the fundamental combat statistics. at the discretion of the attacker. The type of damage must be
declared before the attack.
1.1 Attack Roll
Minimum Weapon Damage
An attack roll represents a character’s attempts to strike an
opponent on the character’s turn in a round. When a character If penalties to damage would bring the damage result below
makes an attack roll, they roll 3d6 and add their attack bonus. 1, a hit still deals 1 point of damage. Sufficient DR can, however,
If the result beats the target’s DEF, the character hits and deals reduce the amount of damage taken by the target hit, to zero.
damage. Many modifiers can affect the attack roll.
A natural 3 on the attack roll is always a miss. A natural 18 Strength Bonus
is always a hit. A natural 16-18 is also always a critical threat (a
possible critical strike) unless stated otherwise. If the character is When a character hits with a melee weapon or thrown weapon,
not proficient in the weapon they are attacking with, that character add their POW modifier to the damage.
takes a −4 penalty on the attack roll. When a character deals damage with a weapon in their off
hand, add only ½ of the character’s POW modifier.
1.2 Attack Bonus
Wielding a Weapon Two-Handed Medium or smaller sized
A character’s attack bonus with a melee weapon is weapons can be used with one hand. Large or larger sized
BAB + FOC modifier + Size modifier weapons require two hands to use.
A character’s attack bonus with a ranged weapon is A small or smaller sized weapon is easier to use in a character’s
BAB + MRK modifier + Size modifier − Range penalty off-hand.
When a character deals damage with a weapon that they are
Focus and Marksmanship Modifier wielding two-handed, add 1½ times the character’s POW modifier.

Focus in STR helps a character swing a weapon harder and Multiplying Damage
faster, so a character’s FOC modifier applies to melee attack rolls.
Marksmanship in DEX measures coordination and steadiness, Sometimes damage is multiplied by some factor. In this case,
so a character’s MRK modifier applies when the character attacks roll the damage (with all modifiers) and multiply the damage by
with a ranged weapon. the multiplier.
56

1.4 Critical Strikes Size Modifier


When a character makes an attack roll and receives a natural The bigger an opponent is, the easier it is to hit in combat.
16-18, the character hits regardless of the target’s DEF and the The smaller it is, the harder it is to hit. Since this same modifier
character has scored a critical threat. applies to attack rolls a creature doesn’t have a hard time attacking
A critical strike immediately targets a character’s CHP, regardless another creature of the same size.
of whether they have any XHP remaining. If a character has no
XHP remaining, then the damage done by the attack is multiplied Size Size Modifier
by 1.5, rounded up. A critical strike is scored when you roll
within your critical threat range and are able to successfully hit Colossal −8
the character. Some weapons have an expanded critical threat Gargantuan −4
range, making a critical strike more likely. However, even with Huge −2
these weapons, only an 16-18 is an automatic hit unless otherwise Large −1
noted. Objects (including vehicles) and some types of creatures Medium +0
are immune to critical strikes. A 16-18 is always a successful hit, Small +1
but does not affect the CHP unless it is a critical strike. All firearms Tiny +2
have a critical range of 16-18. Critical strikes ignore any armor Diminutive +4
that the character is wearing. Fine +8

Table 36: Size Modifier to Defense


1.5 Defense (DEF)
A character’s Defense represents how hard it is for opponents Movement Modifier
to land a solid, damaging blow on the character. It is the attack
roll result that an opponent needs to achieve to hit the character. When a combatant moves during combat, they become harder
The average unarmored civilian has a DEF of 10. A character’s to hit. For every 10 feet beyond the first 30 feet a character moves
DEF is equal to they gain a +1 bonus to their DEF until their next turn.
10+AGL+Equipment bonus+Size+Movement+Misc

Agility Modifier(AGL) Miscellaneous Modifiers

If a character’s agility is high, they are particularly adept at Other factors can add to a character’s DEF.
dodging blows or gunfire. If a character’s agility is low, they are
particularly inept at it. Characters apply their AGL modifier to DEF.
Feats Some feats give a bonus to a character’s DEF.
Sometimes a character can’t use their AGL Modifier. If a character
can’t react to a blow, that character can’t use their AGL bonus to
Defense. Natural Armor Some creatures have natural armor which
usually consists of scales, fur, or layers of thick muscle.
Equipment Bonus
Armor provides Damage Reduction to anyone who wears it, Dodge Bonuses Some other DEF bonuses represent actively
but a character who is proficient in the use of a certain type avoiding blows. These bonuses are called dodge bonuses. Any
of armor receives the bonus to DEF. This bonus represents the situation that denies a character their AGL modifier also denies
armor’s ability to protect the character from blows. Sometimes a their dodge bonuses.
character can’t use their equipment bonus to Defense. If an attack
will damage the character just by touching them, that character
can’t add their equipment bonus. 1.6 Touch Attacks
Some attacks disregard armor. In these cases, the attacker
makes a touch attack roll (either a ranged touch attack roll or a
melee touch attack roll). The attacker makes their attack roll as
normal, but a character’s DEF does not include any equipment
or armor bonus. Any other modifiers such as AGL, Size, and
Movement apply normally.

2 Injury and Death


There are two types of HP, Core and Extended. CHP measures
how much true physical damage a character can take and XHP
measures a character’s ability to turn a more serious hit into a
graze or glancing blow. A character’s XHP are always deducted
first unless a character is affected by a critical strike.
57

2.1 Non-lethal Damage • If the character is hit in the hand they take a −12 penalty to
any skill or ability check using that hand and cannot use
Non-lethal damage is dealt by unarmed attacks and some weapons in that hand.
weapons. Melee weapons that deal lethal damage can be wielded
so as to deal non-lethal damage, but the attacker takes a −4 • If the character is hit in the leg the Combat Point cost to
penalty on attack rolls for trying to deal non-lethal damage move is doubled.
instead of lethal damage. A ranged weapon that deals lethal
damage can’t be made to deal non-lethal damage (unless it is – If both legs are hit they drop prone, can only spend
used as an improvised melee weapon). enough Combat Points to move 5’ every round, and
Non-lethal damage affects the target’s XHP only. If the non- cannot pick themselves up, but can otherwise spend
lethal damage equals or exceeds the XHP score, the target must Combat Points as normal.
make a Fortitude Saving Throw [TN15]. If the target succeeds on
the Saving Throw, the target is dazed for 1 round and they fall to • If the character is hit in the foot the Combat Point cost to
1 XHP. If the target fails, they are knocked unconscious for 1d4+1 move is tripled.
rounds.
– If both feet are hit they drop prone, can only spend
If the non-lethal damage from a single hit equals or exceeds
enough Combat Points to move 5’ every round, and
half or more of the target’s current CHP, the target must make a
cannot pick themselves up, but can otherwise spend
Fortitude Saving Throw [TN18]. If the target fails the Saving Throw,
Combat Points as normal.
they are stunned for 1d4 rounds and drop any held weapon.
• If a character is hit in the head and is not wearing a helmet
2.2 Bleeding that protects against the damage, the attack is automatically
considered to be a critical strike and they are stunned for
When a character takes more than 3 points of slashing, piercing, 1d3 rounds.
or ballistic damage to CHP or XHP in a single attack, and they
are not wearing armor to stop the type of damage, they are now These penalties and damage stay until the character undergoes
bleeding. When a character is bleeding, they lose HP at the rate successful surgery and receives at least two weeks of long term
of 1d3 per 3 points of applicable damage taken per attack. Bleed care.
damage will stack with any bleed damage the character already
has. 2.4 Disabled (0 Hit Points)
Example: A character already has 1d3 bleed damage and When a character’s current CHP drop to exactly 0 the character
takes another 5 damage, they now bleed 2d3 per round. is disabled. The character is not unconscious, but they are close to
it. The character can only spend 5 Combat Points. If the character
attacks or perform any other action the GM deems as strenuous,
Bleed damage is accounted for after the player has finished the character takes 1 point of CHP damage after completing the
their turn. In order to stop bleeding, they must receive first aid act. Unless the activity increased the character’s CHP the character
(Treat Injury check [TN10]). is now at −1 CHP and is dying. Healing that raises the character
Bleeding does not stop if a character is considered disabled, or above 0 CHP makes them fully functional again, just as if the
dying. character had never been reduced to 0 or lower. A character can
also become disabled when recovering from dying. In this case
Embedding it is a step up along the road to recovery and the character can
have fewer than 0 CHP.
Objects that can be embedded cause a rather nasty wound.
Any weapon that causes bleed damage from a ranged attack and 2.5 Dying (−1 to −9 Hit Points)
can be embedded gains +1 bleed dice for that attack.
When a character’s current CHP drop below 0, the character is
Example: A character is hit with a throwing knife (which dying. A dying character has a current CHP total between −1 and
can be embedded) to his CHP for 3 damage. They bleed −9.
2d3 per round instead of 1d3. A dying character immediately falls unconscious and can take
no actions.
A dying character still takes bleed damage at the end of their
turn.
2.3 Extremity Damage
Recovering without Help
If a character is hit anywhere during a called shot attack with a
piercing, bludgeoning, slashing, plasma, or ballistic weapon and Each round a dying character makes a Fortitude Saving Throw
that weapon does more than 3 points of damage to that extremity, [TN20]. If the Saving Throw fails the character is still considered
then the character takes extremity damage. A character can both dying and must make another Saving Throw on their turn the next
bleed and take extremity damage. round.
If the Saving Throw succeeds the character becomes stable. A
• If the character is hit in the arm they take a −6 penalty to stable character regains consciousness, becoming disabled. The
any skill or ability check using that arm. character’s current CHP total remains where it is unless otherwise
58

affected, however, even though it is negative. If the Saving Throw 3.2 Healing Ability Damage
fails the character remains unconscious. A dying character still
Ability damage returns at the rate of 1 point per evening of
takes bleed damage at the end of their turn.
rest (8 hours of sleep). A character undergoing complete bed rest
An unaided stable, conscious character who has negative CHP
(doing nothing for an entire day) recovers 2 points instead.
(and is disabled) doesn’t heal naturally. Instead, the character
makes a Fortitude Saving Throw [TN20] each day to start
recovering HP naturally that day; if the Saving Throw fails, they 3.3 Recovering from Extremity Wounds
lose 1 CHP. Once an unaided character starts recovering HP
When a character is hit in the extremity, they lose all ability
naturally the character is no longer in danger of losing additional
to use that extremity successfully. A character recovering from
CHP (even if their current CHP total is still negative).
extremity damage needs at least two weeks of long term care to
be partially functional. For every two weeks beyond the initial
Recovering with Help two weeks of care the character recovers 2 HP that were lost by
A dying character can be made stable with a Treat Injury check being hit in an extremity.
[TN15]. If successful, the character becomes disabled. Even while
disabled the character recovers HP naturally and they can return
to normal activity when their CHP goes above 0. 4 Temporary Hit Points
Certain effects can give a character temporary HP. When a
2.6 Dead (−10 hit points or lower) character gains temporary HP make a note of their current HP
before adding the temporary HP. When the temporary HP goes
When a character’s current CHP drop to −10 or lower they are
away, the character’s HP drop to that score. If the character’s HP
dead. A character can also die if their CON is reduced to 0. Dead
are already below that score, all the temporary HP have already
characters can perform no actions, have 0 Combat Points, and
been lost and the character’s HP total does not drop. When
may take no actions.
temporary HP are lost, they can’t be restored as real HP can be,
Massive Damages and the "Chunky Salsa" rule even with medical treatment.
CON Increases & Current HP
There are times where rolling damage would be
completely superfluous and pointless due to the number An increase in a character’s CON score, even a temporary
of damage dice rolled. At the discretion of the GM, If any one, can give the character more CHP and XHP but
character or creature would be damaged by an attack these are not temporary HP. They can be restored
or action that has 1.5x or more damage dice than the through normal healing. When a character’s CON
character has both CHP and XHP combined, the GM can goes back to normal after a temporary increase or is
immediately reduce this character or creature’s XHP and permanently reduced the character’s full normal HP go
CHP to 0. If a GM does want to apply bleed damage in down accordingly.
this case, treat each damage dice as if it rolled the lowest
possible value per dice. Also, if any character or creature
would be damaged by an attack or action that has more
than 2x damage dice than the character or creature has 5 Combat Points
in both CHP and XHP combined, the GM can immediately
consider this character dead. Bleed damage is usually A character’s Combat Point score determines how many
unnecessary in this case, but can be applied in the same actions a character can perform during their turn. A character
manner as stated before. If an object or vehicle would can perform as many actions as they have Combat Points. Any
be damaged by an attack or action that has more than Combat Points left over do not cycle over between rounds. Every
2x damage dice than the object or vehicle has in HP, the character has 15 Combat Points to spend per round.
GM can immediately consider the object destroyed, and
blown to pieces.
6 Saving Throws
Generally, when a character is subject to an unusual attack,
3 Healing they receive a Saving Throw to avoid or reduce the effect. A
Saving Throw is a 3d6 roll plus a bonus based on the character’s
After taking damage, a character can recover HP through level (the character’s Base Save Bonus) and an ability modifier. A
natural healing (over the course of days) or through medical natural 3 on a Saving Throw is always a failure. A natural 18 is
technology (somewhat faster). In any case, a character can’t always a success. A character’s Saving Throw bonus is:
regain HP past their full normal total. A character’s CHP heal first BSB+Ability modifier+Misc. modifiers
and then their XHP. The TN for a Saving Throw is determined by the attack itself.

3.1 Natural Healing


A character recovers 1 HP per level per evening of rest (8 hours
of sleep). A character undergoing complete bed rest (doing nothing
for an entire day) recovers 2 HP per level instead.
59

6.1 Saving Throw Types Unaware Combatants


The three kinds of Saving Throws are: Combatants who are unaware at the start of battle do not get
to act in the surprise round. Unaware combatants are Flat-Footed.
Fortitude Saving Throw These Saving Throws measure a Because of this, they lose any AGI bonus to Defense.
character’s ability to stand up to massive physical punishment
or attacks against their vitality and health such as poison and 9 Actions in Combat
paralysis. Apply a character’s CON modifier to their Fortitude
Saving Throws. The fundamental actions of moving and attacking cover most
of what a character wants to do in a battle. They are described
Reflex Saving Throw These Saving Throws test a character’s here.
ability to dodge massive attacks such as explosions or car wrecks.
Often, when damage is inevitable, a character receives a Reflex 9.1 The Combat Round
Saving Throw to take only half damage. Apply the character’s
AGL modifier to their Reflex Saving Throw. Each round represents 6 seconds in the game world. A round is
an opportunity for each character involved in a combat to take an
action. Anything that a person could reasonably do in 6 seconds,
Will Saving Throw These Saving Throws reflect a character’s a character can do in 1 round. Each round’s activity begins with
resistance to mental influence and domination effects. Apply the the character with the highest Initiative result and then proceeds, in
character’s WIS modifier to their Will Saving Throw. order from there. Each round of a combat uses the same Initiative
order. When a character’s turn comes up in the Initiative sequence
that character use their Combat Points to perform actions. For
7 Initiative exceptions, see AoO and Special Initiative Actions. For almost all
purposes there is no special meaning to the beginning or end of
Each combatant can do something every round. The
a round. A round can be a segment of game time starting with
combatants’ Initiative checks, from highest to lowest, determine
the first character to act and ending with the last, but it usually
the order in which they act, from first to last. If characters enter a
means a span of time from a certain round to the same Initiative
battle after it has begun, they roll Initiative at that time and act
number in the next round. Effects that last a certain number of
whenever their turn comes up in the existing order.
rounds end just before the same Initiative count that they began
on.
7.1 Initiative Checks
Combat Points
At the start of a battle, each combatant makes a single Initiative
check. An Initiative check is a DEX check. Each character applies Combat Points are a measurement of how much a character
their AGL modifier to the roll, plus any other modifiers. The GM can do in a single round. A character may spend as many Combat
finds out what order characters are acting in, counting down from Points as they possess, but once they spend all of their Combat
highest result to lowest, and each character acts in turn. On all Points their turn is over.
following rounds the characters act in the same order unless a
character takes an action that results in their Initiative changing Action Types
(see Special Initiative Actions). If two or more combatants have
the same Initiative check result, the combatants who are tied go The three types of actions are attack, move, and speak actions.
in order of total Initiative modifier (including DEX modifier and In a normal round, a character can perform as many actions as
Improved Initiative bonus, if applicable). If there is still a tie, the they’d like, as long as they have enough Combat Points for all of
character with the highest DEX goes first. If there is still a tie, the their actions. In some situations (such as in the surprise round) a
characters who tie reroll for the position. character may be limited to a certain amount of Combat Points
they can spend.

8 Surprise Attack Action An attack action is an action where a character


attacks something. During a combat round, a character can make
When a combat starts, if a character was not aware of his as many attacks as they have Combat Points to spend. A character
enemies and they were aware of the character, that character can physically move some distance before or after performing
is surprised. Likewise, a character can surprise their enemies an attack action.
if the character knows about them before they’re aware of the
character. Move Action A move action is an action where a character
If some but not all of the combatants are aware of their moves in some way. This includes running and walking, drawing
opponents, a surprise round happens before regular rounds begin. or stowing a weapon or other object, standing up, sitting down,
The combatants who are aware of the opponents can act in or picking up or manipulating an object.
the surprise round, so they roll for Initiative. In Initiative order
(highest to lowest) combatants who started the battle aware of Speak Action A speak action allows a character to convey
their opponents each can spend half of their Combat Points during information in the form of words to those around him. A character
the surprise round. If no one or everyone is surprised, the surprise can say 15 words during this action and it is usually spoken all
round does not occur. the while he performs his actions.
60

Attack Actions AoO1


Attack (melee) Maybe
Attack (ranged) Yes6
Attack (unarmed) Yes
Attack (aid another) No
Escape a grapple No
Ready (triggers an attack action) No
Attack a weapon Yes
Attack an object Maybe2
Call a Shot No
Coup de Grâce Yes

Move Actions AoO1


Move actual distance Yes
Use a piece of equipment No
Retrieve a stored object from a MOLLE Yes
pouch
Climb No
Climb, accelerated No
Crawl No
Draw a weapon from a holster or No
sheath3
Holster a weapon Yes
Move a heavy object Yes
Open a door No
Pick up an object Yes
Reload Yes
Stand up from prone, sitting, or kneeling Yes
Swim No
Use a skill that requires movement Usually
Make a dying character stable Yes
Withdraw No
Reaction No

Speak Action AoO1


Speak No

Action Type Varies AoO1


Disarm4 Yes
Grapple4 Yes
Trip an opponent4 No
Use a feat5 Varies

No Action AoO1
Delay No
Ready No

1 Regardless of the action, if a character moves out of a threatened square, the character usually provokes an AoO. This column indicates whether
the action itself, not moving, provokes an AoO.
2 If the object is being held, carried, or worn by a creature, yes. If not, no.
3 If the character has the Two-Weapon Melee Fighting or Two-Weapon Ranged Fighting feat, they can draw two light or one-handed weapons in the
Combat Point cost it would normally take to draw one.
4 These attack forms substitute for a melee attack, not an action. As melee attacks they can be used in a normal melee attack, or even as an AoO.
5 The description of a feat defines its effect.
6 The AoO happens after the original attack has been complete.

Table 37: Provoking Attacks of Opportunity


61

10 Attack Actions 10.1 Ranged Attacks


With a ranged weapon, a character can shoot or throw at any
Action CP Cost target that is within the ranged weapon’s maximum range and
Fire a Slingshot 6 in line of sight. A target is in line of sight if there are no solid
Fire a Crossbow or Speargun 5 obstructions between the character and the target. The maximum
Fire a Bow, Light Pull 5 range for a thrown weapon is five range increments. For weapons
Fire a Bow, Medium Pull 6 that fire projectiles, it is ten range increments.
Fire a Bow, Heavy Pull 7
Shooting or Throwing into a Melee
Fire a Flamethrower or Flamer 8
Spray Chemical Irritants 4 If a character shoots or throws a ranged weapon at a target
Fire Taser 6 that is engaged in melee with an ally, the character takes
Fire Ballistic Knife 4 a −4 penalty on their attack roll because the character has
Swing Whip 3 to aim carefully to avoid hitting the ally. Two characters
Fire Mortar 12 are engaged in melee if they are enemies and they are
Throw a thrown/splash weapon or grenade 5 adjacent to one another. An unconscious or otherwise
Single Shot, Diminutive to Small firearm 7 immobilized character is not considered engaged unless
Single Shot, Medium to Huge firearm 8 they are actually being attacked. If the target is so big
Single Shot, Gargantuan and larger firearms 9 that part of it is 10’ or farther from the nearest ally the
No-miss Shot 12 character can avoid the −4 penalty even if it is engaged
Double Fire 6 in melee with an ally.
Autofire 6
Potshot 4
Ranged weapons and Telescopic Sights
Double Tap 6
Burst Fire 5 Attaching a telescopic sight to a weapon changes how
Bump Fire 5 attacks are made. To use a telescopic sight, a character
Suppressive Fire 5 must spend 6 Combat Points acquiring their target. If the
Sweepfire 4 character changes targets or otherwise loses sight of the
Sprayfire 4 target, they must reacquire the target to gain the benefit
Fanning, Two Round 5 of the scope. Any character attempting to attack a target
Fanning, Three Round 6 within the weapon’s first range increment suffers a −4
Slamfire, Two Round 5 penalty to their attack roll.
Slamfire, Three Round 6

Table 38: Ranged Attack Actions


10.1.1 Bows
A bow can be pulled back and readied in three different
strengths,
Action CP Cost
Standard Melee Attack, Diminutive to Small 3 • Light Pull Light pulls have −1 damage die and the range is
Weapons reduced by 5’.
Standard Melee Attack, Medium to Large 4
Weapons • Medium Pull Medium pulls have no bonuses or penalties
to damage.
Standard Melee Attack, Huge and larger 5
Weapons • Heavy Pull Heavy pulls have +1 damage die and the range
Trip Attack 8 is increased by 10’.
Knockout Blow 12
Disarm Attack 9
Coup de Grâce 12
Melee Attack Modifiers
Fighting Defensively +1
Light Attack −1
Heavy Attack +2
Full Attack +7
Aggressive Attack +2
Thrust Attack +1
Swipe Attack +1
Other Attack Actions
Reaction 7

Table 39: Melee Attack Actions


62

10.1.2 Firearms Point. Bolt action firearms can perform single shot and potshot
attacks.
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
proficient in personal firearms they take a −4 penalty on attacks Self Loading Each pull of the trigger reloads the firearm. It is
with that type of weapon. A multi-shot attack is any attack that synonymous with semi-automatic, and self-loading firearms are
fires more than one round or shell. As with all forms of ranged considered semi-automatic firearms.
weapons, attacking with a firearm while within a threatened square
provokes an AoO. All firearms deal ballistic damage and have a
critical threat range of 16-18 unless otherwise noted.

Burst fire (2RB/3RB) Stands for burst fire, in 2RB and 3RB
SA Single Action requires the hammer to be pulled back before variants. 2RB Stands for 2 round burst, which allows the firearm
firing again. Single action firearms that take box magazines or to perform 2 round burst fire attacks, and 3RB stands for 3 round
have internal magazines are considered semi-automatic firearms. burst, which allows the firearm to perform 3 round burst fire
All Single Action firearms without cylinders gain a +1 attack bonus attacks.
on all single shot and potshot attacks. Single Action firearms with
cylinders cost +1 Combat Points when performing a single shot
attack.

DA/SA Double Action/Single Action where the first shot is a Auto Stands for fully automatic where the firearm will continue
heavy double action pull and the second is a crisp single action to fire as long as the trigger is pressed down. The firearm can
pull. DA/SA firearms are considered semi-automatic firearms. All perform autofire, suppressive fire, sweepfire, sprayfire, or burst
fire attacks. Slow autofire means the weapon has a slow rate of
single shot attacks after the first gain a +1 attack bonus. The first
shot has no bonus or penalty, but the hammer may be cocked fire. Slow autofire fires less rounds per second, giving a more
back for 1 Combat Points, giving a +1 attack bonus for the first controllable rate of fire. Slow autofire can perform single shot
shot. attacks or potshot attacks. Medium autofire has a standard rate
of fire. It has no penalties or bonuses to its attacks. Fast autofire
fires more rounds per second, putting more bullets downrange.
DA Double Action is similar to DA/SA but every shot is a heavy It has a -2 attack penalty to all autofire, suppressive fire, burst
double action pull. Double Action firearms are considered semi- fire, sweepfire, and sprayfire attacks, but gains +1 dice damage
automatic firearms. The hammer is exposed and can be cocked on all autofire, suppressive fire, burst fire, sweepfire and sprayfire
back for 1 Combat Points, gaining a +1 attack bonus on single shot attacks.
attacks. S Slow / M Medium / F Fast

DAO Double Action Only is similar to DA but the hammer can


not be cocked back. Double Action Only firearms are considered
semi-automatic firearms.
Single The firearm can only hold a single round and must be
reloaded after every shot. Single shot firearms can perform single
PA Preset Action, the action is at half-cock giving a light trigger shot and potshot attacks.
pull. Preset Action firearms are considered semi-automatic
firearms. All single shot attacks have a +1 attack bonus.

Lever Action The firearm has a lever that must be worked after
each shot. Attacks cost +3 Combat Points when firing from a prone Double The firearm has two triggers that can be depressed at
position, but −1 Combat Points when performing single shot attacks. the same time, to perform a double-fire attack, or one at a time
Lever action firearms can perform single shot and potshot attacks. to perform two single attacks, such as single shot or potshots.

Pump Action The firearm has a pump on the forearm that is


worked back and forth to cycle a new round. Pump action firearms
can perform single shot and potshot attacks. OB The bolt locks back and slams forward with every pull of
the trigger. Open bolt firearms have a −2 attack penalty for single
Slam A subset of pump action. Firearms with this have no shot attacks, a −1 penalty for all multi-shot attacks and -1 Combat
disconnect and will discharge if pumped while the trigger is held Point when reloading. They can’t have a round chambered and
down. can’t be cycled without firing a round.

Bolt Action The firearm has a bolt that must be worked after
each shot, expending the empty round and reloading a new round.
All single shot attacks have a +1 attack bonus, but cost +1 Combat CB The bolt is closed on a full chamber.
63

Recoil Penalty Close Combat & Firearms

Multishot attacks have an attack penalty based on the Firearms are anything but close ranged weapons,
caliber’s damage. For every +2 or −2 to damage a caliber they’re designed with range, and the benefits that come
has, it has a −1 or +1 added to its recoil penalty. with it, in mind. Because of this, many firearms are
unwieldy to use in close quarters. A character takes a −6
Example: 10mm Auto FMJ does 2d6+4 damage and penalty on all ranged attacks against an adjacent creature
has a recoil penalty of −4. Two from the number when any of the below situations are met:
of dice, one for each +2 damage, and zero from
• Shotguns
the die size.
– Choke, removable choke or slug barrel and
any stock that isn’t a pistol grip, or folded
Damage Penalty Damage Penalty
folding stock.
1d −1 7d −9
2d −2 8d −10 • Assault, Battle, Target, Sniper, Anti-Material, Or
3d −4 9d −12 Designated Marsksman Rifles
4d −5 10d −15
– Any stock that isn’t a pistol grip, or folded
5d −6 11d −16 folding stock.
6d −8 12d −18
• Machine Guns
Table 40: Recoil Penalty, Amount of Dice
– Any
Damage Penalty Damage Penalty
• Rocket Launchers and Grenade Launchers
None/d1 +5 d6 +0
d2 +3 d8 −1 – Any
d3 +2 d10 −2
d4 +1 d12 −3
10.1.3 Multiple and Alternate Types of Ammunition and
Table 41: Recoil Penalty, Die Type
Damage
When calculating recoil penalties, a character uses Often a character will have two or more different types
(Strength Score - 10) to add or subtract from the of ammunition in a single magazine or gun out of personal
caliber recoil penalty, before coming up with the final preference or necessity. The error range from ammunition only
penalty. Regardless of circumstances the maximum value applies when it is the ammunition you’re firing. As a general rule
for the recoil penalty is +0. the last round put into the magazine or firearm is the first out.
For the purpose of damage dice increases and decreases, the
damage that possesses the most damage dice is the one that is
modified. In the case of a tie, the non-ballistic damage is the one
that is modified. All damage dice are counted for the purpose of
determining how many dice to use.

Example: 5.7x28mm AP does 2d4-1 ballistic damage and


2d4 piercing damage. If you were to perform a 3, 4, 5
or 6 round burst fire attack using this caliber, the attack
would gain +3 piercing damage dice.

Some fire modes can increase the amount of damage dice that
are given. When calculating this, the current base damage dice
for the caliber, including any modifiers from ammunition types,
are used to calculate. These damage dice are added onto the
base damage the caliber has, and not included in any calculations
for when calculating bonuses to damage or damage dice from
ammunition.
64

10.1.4 Single Shot 10.1.6 No-Miss Shot


A single shot is the firing of a weapon at center mass of a A no-miss shot is an attack where the character places the
target. On most sentient, upright creatures, this is the chest area.
barrel of the firearm against the target so that the muzzle is
If a ranged weapon has a semi-automatic or single rate of fire it directly in front of the item to be shot, and then pulls the trigger.
may be used to single shot. With firearms, the size of the firearm When performing a no-miss shot against a target, the defending
affects how many Combat Points it takes to perform a single shot character gets an AoO. If this AoO is successful the no-miss shot
attack. is thwarted and the attacker wastes the Combat Points spent on
the attack, but the firearm is not fired. If the AoO is unsuccessful
• Diminutive to Small sized Firearms 7 Combat Points
the character can roll damage. A character must be adjacent to
• Medium to Huge sized Firearms 8 Combat Points the target in order to perform a no-miss shot.
When a character wishes to use a called shot action in
• Gargantuan and Larger sized 9 Combat Points conjunction with the no-miss shot attack, the defending character
Upgrades, such as stocks, can affect the Combat Point cost of gains an attack roll bonus equal to the penalty of the called shot
a single shot attack. In addition to stocks, the type of action of when they perform their AoO.
the firearm can have effects on the Combat Point cost of a single
shot attack. 10.1.7 Double-fire

• Single Action (SA) All single action firearms without If a ranged weapon has two barrels that can be fired
cylinders gain a +1 attack bonus on all single shot and simultaneously the weapon can be used for double-fire. The
potshot attacks. Single action firearms with cylinders cost firearm is fired as if it were a single shot and if the attack succeeds,
+1 Combat Point when performing a single shot attack. the character rolls the damage twice. Double-fire uses 2 rounds
of ammunition and can only be used if the weapon has 2 rounds
• Double Action/Single Action (DA/SA) All single shot of ammunition in it. Double-fire can also be used for underbarrel
attacks with double action/single action firearms after the grenade launchers, mounted tasers and underbarrel firearms.
first attack gain a +1 attack bonus. The first shot has no When double-firing using them, there is a −4 to the attack roll for
bonus or penalty, but the hammer may be cocked back for each weapon and each attack is rolled separately.
1 Combat Point, giving a +1 attack bonus for the first shot.
• Double Action (DA) Double action firearms can have their 10.1.8 Autofire
hammer cocked back for 1 Combat Point, gaining a +1 attack Autofiring is firing a loosely controlled burst of automatic fire at
bonus on single shot attacks. a specific area from an automatic weapon. If a ranged weapon
• Preset Action (PA) All single shot attacks with a preset action has an automatic rate of fire a character may set it on autofire.
have a +1 attack bonus. Autofire affects an area and everyone and all objects in it, not a
specific creature or object. The character targets a 10’ by 10’ area
• Lever Action Attacks with a lever action cost 3 Combat and makes an attack roll; the targeted area has an effective DEF
Points more when firing from a prone position, but 1 Combat of 10. The recoil penalty for autofire is the CRP−7. If the attack
Point less when performing single shot attacks. succeeds, every creature within the affected area must make a
Reflex Saving Throw [TN15]. If they succeed they take half of the
• Bolt Action All single shot attacks with a bolt action have a
weapon’s damage. Autofire uses a number of rounds dependent
+1 attack bonus, but cost 1 Combat Point more.
on the rate of fire of the gun. Slow ROF consumes 8 rounds,
• Open Bolt Open bolt firearms have a −2 attack penalty Medium ROF consumes 10 rounds, and Fast ROF consumes 12
for single shot attacks, a −1 attack penalty for all multi-shot rounds and can only be used if the weapon has enough rounds
attacks, and cost 1 Combat Point less when reloading. They in it. Fast ROF gains +1 damage dice when attacking.
can’t have a round chambered and can’t be cycled without
firing a round. Bump Fire Bump firing a firearm is using the recoil of a semi-
automatic firearm in order to simulate automatic fire. The recoil
• Telescopic Sights Telescopic sights require 6 Combat Points
penalty for bump fire is the CRP−8. In all other respects, bump
to acquire the sight before they can fire.
firing is the same as autofire using Medium ROF.

10.1.5 Potshot
Suppressive Fire Suppressive fire is firing a tight controlled
A potshot is the firing a single shot of a weapon in the general burst of automatic fire at a specific area for an extended period
direction of the intended target without careful aim. If a ranged of time from an automatic weapon. If a ranged weapon has an
weapon has a semi-automatic or single rate of fire it may be automatic rate of fire, a character may use it for suppressive fire.
used to potshot. The character targets a specific creature and The character makes an autofire attack as normal. If the attack
makes an attack roll with a −6 penalty. If the attack is successful succeeds they can elect to continue firing in that specific area.
the character may roll the standard damage. Using this attack Any creature that enters the area immediately takes the weapon’s
fires a single round or shell and can only be done if the weapon damage for every 5’ square they step into that is currently being
has at least one in it. Potshots, for the purpose of feats, attacks, suppressed. Every creature that steps within the affected area
and other effects, are considered single shot attacks. The Combat must make a Will Saving Throw [TN18]. If they succeed they
Point cost for potshot attacks can not be reduced below 1 Combat are Shaken for 1d3 rounds. If they fail they are Rattled for 1d3
Point cost. rounds. The character performing suppressive fire can shift the
65

area suppressed at 5’ per 3 Combat Points and it takes 9 Combat • 3 or 5 Round Burst For damage with two or less dice the
Points to either sustain the suppressive fire or end it. Suppressive character gains +2 dice. For three or more dice the character
fire uses a number of rounds dependent on the rate of fire of the gains +3 dice plus 1 extra die for every three dice beyond
gun. Slow ROF consumes 8 rounds, Medium ROF consumes 10 the first three.
rounds, and Fast ROF consumes 12 rounds and can only be used
if the weapon has enough rounds in it for two consecutive uses • 6 Round Burst For damage with two or less dice the
of an autofire attack. When giving suppressive fire to an area, a character gains +3 dice. For three or more dice the character
character is considered flat footed. Fast ROF gains +1 damage gains +4 dice plus 1 extra die for every three dice beyond
dice when attacking. the first three.

Ammunition that increases or decreases damage dice should be


10.1.9 Sweeping Fire included when calculating the damage of the weapon for the
Sweeping fire is firing a loosely controlled burst of automatic fire purpose of how many damage dice the weapon has.
in a 90° arc from an automatic weapon. If a ranged weapon has
an automatic rate of fire a character may use it to sweeping fire. 10.1.12 Double Tap
The character fires in a cone, with the total length of the cone
being the ½ range increment of the weapon, rounded down to Double tapping is quickly firing two bullets from a semi
the nearest 5’ up to 40’ total. The recoil penalty for sweepfire automatic weapon at a specific target. If a ranged weapon has
is the CRP−10. If the attack succeeds against any targets caught a semi-automatic rate of fire it may be used to double tap. The
in the arc the character may roll their damage as normal on all character targets a specific creature and makes an attack roll.
characters hit. Sweeping fire uses a number of rounds dependent The recoil penalty for a double tap is the CRP−3. If the attack is
on the rate of fire of the gun. Slow ROF consumes 12 rounds, successful the character gains extra damage dice based on the
Medium ROF consumes 15 rounds, and Fast ROF consumes 18 amount of damage dice they roll originally. For damage with two
rounds and can only be used if the weapon has enough rounds or less dice the character gains +1 die. For three or more dice
in it. Fast ROF gains +1 damage die when attacking. the character gains +2 dice, plus 1 extra die for every three dice
beyond the first three. The dice are always the same type as
used in the original damage. Using this attack fires two bullets
10.1.10 Sprayfire
or shells and can only be done if the weapon has two bullets or
Sprayfiring is firing a loosely controlled burst of automatic fire at shells in it. Ammunition that increases or decreases damage dice
a specific target, from an automatic weapon. If a ranged weapon should be included when calculating the damage of the weapon
has an automatic rate of fire, a character may use it to sprayfire. for the purpose of how many damage dice the weapon has.
The character targets a specific creature. The recoil penalty for
sprayfire is the CRP−10. If the attack succeeds, the character gains 10.1.13 Fanning
+4 damage dice for the attack. Sprayfire uses a number of rounds
dependent on the rate of fire of the gun.Slow ROF consumes 8 Fanning is a revolver shooting technique in which one hand
rounds, Medium ROF consumes 10 rounds, and Fast ROF consumes holds the trigger and the other hits the hammer repeatedly. This
12 rounds and can only be used if the weapon has enough rounds turns the cylinder and hits the firing pin, in that order, allowing
in it. Fast ROF gains +1 damage dice when attacking. for rapid fire of a single action weapon. If a weapon has a single
action rate of fire it can be used to perform a fanning attack. The
10.1.11 Burst Fire character targets a specific creature, declares if they’re going to
use two or three bullets or shells, and makes an attack roll. The
Burst fire is firing a small burst of bullets at a specific target. If recoil penalty for a two-round fan is the CRP−2. The recoil penalty
a ranged weapon has an automatic rate of fire a character may for a three-round fan is the CRP−4. If the attack is successful
use it to burst fire. The character targets a specific creature and the character may roll their damage with extra damage dice
makes an attack roll. The recoil penalty for a two-round burst depending on the damage of the round and how many rounds
is the CRP−2. The recoil penalty for a burst with three or more they fired. The dice are always the same type as used in the
rounds is the CRP−4. If the attack succeeds the character may roll original damage. Using this attack fires two or three bullets or
their damage with extra damage dice depending on how many shells and can only be done if the weapon has two or three bullets
damage dice were rolled originally and the type of burst fire. or shells in it.
The dice are always the same type as used in the original
damage. Burst fire uses a number of rounds dependent on the • 2 Round Fan For damage with two or less dice the character
rate of fire of the gun. Medium ROF consumes 5 rounds, and Fast gains +1 die. For three or more dice the character gains +2
ROF consumes 6 rounds and can only be used if the weapon has dice plus 1 extra die for every three dice beyond the first
enough rounds in it. However, if the firearm has a 2 or 3 round three.
burst setting, firing a burst expends two or three rounds or shells
instead of the ROF round requirements and can be used if the • 3 Round Fan For damage with two or less dice the character
weapon has two or three rounds or shells in it. Slow ROF is not gains +2 dice. For three or more dice the character gains
able to burst fire. +3 dice plus 1 extra die for every three dice beyond the first
three.
• 2 Round Burst For damage with two or less dice the
character gains +1 die. For three or more dice the character Ammunition that increases or decreases damage dice should be
gains +2 dice plus 1 extra die for every three dice beyond included when calculating the damage of the weapon for the
the first three. purpose of how many damage dice the weapon has.
66

10.1.14 Slamfire 10.1.16 Splash Weapons

A slamfire is a premature discharge of a firearm that occurs A splash weapon is a ranged weapon that breaks apart on
as a round is being loaded into the chamber. Any weapon that impact, splashing or scattering its contents over its target and
has the slamfire rate of fire can perform a slamfire attack. The nearby creatures or objects. Most splash weapons consist of
character targets a specific creature, declares if they’re going to liquids in breakable containers. To attack with a splash weapon,
use two or three bullets or shells, and makes an attack roll. The make a ranged touch attack against the target. Thrown splash
recoil penalty for a two-round slamfire is the CRP−4. The recoil weapons require no weapon proficiency. A hit deals damage to
penalty for a three-round slamfire is the CRP−5. If the attack is the target twice and splash damage to all other creatures within 5’
successful, the character may roll their damage with extra dice of the target. A character can instead target a specific 5’ square,
depending on the damage of the round and how many rounds including a square occupied by a creature. Use the rules for
they fired. The dice are always the same type as used in the thrown explosives. However, if a character targets a square, all
original damage. Using this attack fires two or three bullets or creatures within 5’ are dealt the splash damage. If the character
shells and can only be done if the weapon has two or three bullets misses the target (whether aiming at a creature or a square)
or shells in it. check to see where the weapon lands using the rules for thrown
explosives. After determining where the object landed, it deals
• 2 Round Slamfire For damage with two or less dice the splash damage to all creatures within 5’.
character gains +1 die. For three or more dice the character
gains +2 dice plus 1 extra die for every three dice beyond
the first three.
10.1.17 Thrown Explosives
• 3 Round Slamfire For damage with two or less dice the
An attack with a thrown explosive is a ranged attack made
character gains +2 dice. For three or more dice the character
against a specific 5’ square. Throwing the explosive is an attack
gains +3 dice plus 1 extra die for every three dice beyond
action. If the square is within one range increment (thrown
the first three.
weapons have a range increment of 10’), you do not need to
make an attack roll. If the target square is more than one range
Ammunition that increases or decreases damage dice should be
increment away make an attack roll. The square has an effective
included when calculating the damage of the weapon for the
DEF of 10. Thrown explosives require no weapon proficiency. If
purpose of how many damage dice the weapon has.
the attack succeeds the explosive lands in the targeted square. If
the character misses the target the explosive lands in a square
nearby in a random direction. Roll a d12 and consult the diagram
10.1.15 Grenades and Explosives
below to determine where the explosive lands.
An explosive is a weapon that effects all creatures and objects
within its blast radius by means of shrapnel, heat, or massive
concussion when detonated. Its effect is broad enough that it can
1 6 2
hurt characters just by going off close to them. Some explosives,
such as grenades, can be thrown and explode when they land.
Others are planted with fuses or timers and go off after a preset
amount of time elapses.
11
Aimed Grenade Launchers and Rocket Launchers

Grenade launchers and rocket launchers can be used to


attack a specific 5’ square just like thrown grenades or
they can be used to target a specific target. If a specific
5 12 Target 10 7
target is targeted the defense of the target will be used
and the attacker takes a −2 to their attack roll. If the target
is hit it takes 1d6 Bludgeoning damage as well as any
damage the grenade or rocket does. If the target is missed
by a grenade the grenade continues for a single range 9
increment in the direction it was fired until it either reaches
the single range increment or collides with an object. If
the target is missed with a rocket the rocket continues for
three range increments in the direction it was fired or until
it collides with an object. When either of these happen the 4 8 3
grenade or rocket explodes as normal. All targets beyond
the intended target get a Reflex Saving Throw [TN16] to
Table 42: Miss Locations
dodge the grenade and a Reflex Saving Throw [TN40] to
dodge the rocket. If the target fails the Reflex Saving Throw
they are hit with the grenade or rocket.
After the explosive’s landing point is determined, it deals its
damage to all targets within the blast radius of the weapon.
67

Wounding Radius for Explosives

Explosives often reach out past their original blast radius


and are still effective. This is called the wounding radius,
and is 5’ outside of the blast radius per 10’. Any target
caught in the wounding radius must make a Fortitude
Saving Throw [TN16 (+1 per 10’ of blast radius)] or be
knocked prone, and a Reflex Saving Throw [TN15 (+1 per
10’ of blast radius)] or take full damage. If the character
passes the Reflex Saving Throw, they take half of the
damage of the explosive. Only explosives that cause
damage can have a wounding radius.

Cooking off Grenades

Grenades normally take 1 turn to detonate after they are


thrown, but a character can cook off a grenade instead.
A character can spend the Combat Points it would take to
throw a grenade to instead hold it at the ready, throwing
it at the very beginning of their next turn. Regardless of
if they throw the grenade or not, it still goes off where
it is. A character can not perform any other actions but
movement while they are cooking off a grenade.
68

10.1.18 Blast Radius


The blast radius shows the range of squares that an explosive affects. To determine the area affected by a blast or cone, treat the
effect as “moving” from the targeted square following the same rules as characters for diagonal movement, with the first square
counting for the first 5’ of that “movement”. Below are references for both cones and blast radius.

Explosives and Extremity damage 10.1.19 Mortars


An attack with a mortar is a ranged attack made against a
Unlike aimed weapons, explosives generally hit multiple
specific 5’ square. A character can also target a square occupied
areas of a character. If a character is caught in an explosive
by a creature. If the square is within the first range increment
blast, the GM rolls a d% to determine the locations the
the mortar takes 5 rounds to land. Every range increment after
character is hit. The d% is rolled for every damage die that
the first reduces the rounds it takes to land by 1 to a minimum of
is given by the explosive to a maximum of 10. Regardless
1. The square has an effective DEF of 10. If the attack succeeds
of the rolls, the character is always hit in the chest. Do not
the shell lands in the targeted square. If the character misses the
reroll if the character is hit in the same place more than
target the shell lands in a square nearby in a random direction.
once.
Consult Table: Miss Locations. Mortars have a maximum range
Location D% roll increment of 5.
Chest 1-10
Left Arm and Hand 11-32 10.2 Melee Attacks
Right Arm and Hand 33-54
Left Leg and Foot 55-76 With a normal melee weapon, a character can strike any
enemy within 5’. Enemies within 5’ are considered adjacent to the
Right Leg and Foot 77-98
character. The Combat Point cost for attacking with a weapon is
Head 99-100
dependent on the size of the weapon.
Table 43: Explosive Extremity Damage Hit Location
10.2.1 Trip
When calculating Extremity damage, treat the damage
from the explosive as if it hit the determined locations of A character can try to trip an opponent or otherwise knock
a character at the exact same time. The damage amount him or her down as an unarmed melee attack. A character can
is not multiplied by the amount of locations hit. only trip an opponent who is one size category larger than the
character, the same size, or smaller.
69

Making a Trip Attack Make an unarmed melee touch attack Grabbing Objects A character can also use disarm to snatch
against the target. If the attack succeeds, make a STR check away an object worn by a target. Doing this works the same as a
opposed by the target’s AGL check or STR check (whichever has disarm attempt (see above), except for the following.
the higher modifier). If the attacker and the target are different
sizes, the larger combatant receives a bonus on the STR check
Attack of Opportunity If the target’s AoO inflicts any damage,
of +4 per difference in size category. The target receives a +4
the attempt to grab the object automatically fails.
stability bonus on their check if they have more than two legs or
is otherwise exceptionally stable. If the attacker wins, they trip
the target. If the attacker loses, the target may immediately react Modifiers If the object is well secured or otherwise difficult to
and make a STR check opposed by the character’s AGL check or grab from the target, the target receives a +4 bonus. On the other
STR check to try to trip the character. A tripped target is prone. hand, if the object is poorly secured or otherwise easy to snatch
or cut away, the attacker gets a +4 bonus.
Tripping with a Weapon Some weapons, such as the chain
and the whip, can be used to make trip attacks. If the character is Failed Attempts Failing an attempt to grab an object doesn’t
tripped during their own trip attempt the character can drop the allow the target to attempt to disarm the character.
weapon to avoid being tripped.
10.2.3 Fighting Defensively
10.2.2 Disarm A character can choose to fight defensively while making a
As a melee attack, a character may attempt to disarm their melee attack. If the character does so they take a −4 penalty on
opponent without injury. If the character does so with a weapon their attack in a round to gain a +2 dodge bonus to DEF against
they knock the opponent’s weapon out of their hands and to the all melee attacks in the same round.
ground. If the character attempting to disarm is unarmed, the
character will end up with the weapon in their hand. If a character 10.2.4 Light Attack
is attempting to disarm the wielder of a melee weapon, follow the
steps outlined here. Disarming the wielder of a ranged weapon is A character can choose to attack lightly when making a melee
slightly different. attack, sacrificing hitting power for speed. If the character does
so they reduce the Combat Point cost by 1 and take a −3 damage
penalty on the attack.
Step One The attacker provokes an AoO from the target they
are trying to disarm.
10.2.5 Heavy Attack

Step Two The attacker and the target make opposed attack A character can choose to attack heavily, throwing more of their
rolls with their respective weapons. If the weapons are different weight behind an attack. If the character does so they increase
sizes, the combatant with the larger weapon receives a bonus on the Combat Point cost by 2 and gains a +2 damage bonus to the
the attack roll of +4 per difference in size category. If the target attack.
is using a weapon in two hands they get an additional +4 bonus.
Also, if the combatants are different sizes the larger combatant 10.2.6 Full Attack
receives a bonus on the attack roll of +4 per difference in size
category. A character can choose to full attack, throwing nearly all of their
weight behind an attack. If the character does so, they increase
the Combat Point cost by +7. This attack provokes an AoO against
Step Three If the attacker beats the target’s attack roll the all enemies within range and grants 2 additional damage dice
target is disarmed. If the attacker attempted the disarm action and a +4 bonus to damage.
unarmed, they have the weapon now. If the attacker was armed,
the target’s weapon is on the ground at the target’s feet. If the
attacker fails the disarm attempt the target may immediately react 10.2.7 Aggressive Attack
and attempt to disarm the character with the same sort of opposed
A character can choose to attack aggressively, where their
melee attack roll. The opponent’s attempt does not provoke an
primary goal is to force the character to move instead of cause
AoO from the character. If the opponent fails to disarm, the
damage. If the attack is successful the struck character must move
attacker does not get a free disarm attempt against the opponent.
to any adjacent space of their choosing that is not adjacent to
their attacker. Moving like this does not provoke any AoO. The
Ranged Weapons To disarm an opponent wielding a ranged attack also suffers a −2 attack penalty.
weapon the character makes a melee or unarmed attack to strike
the weapon in the opponent’s hand (see Attack an Object). If the 10.2.8 Thrust Attack
weapon is held in two hands, it receives a +2 bonus to its DEF.
If the character’s attack succeeds, the ranged weapon falls to A character can choose to make a thrusting attack with a
the ground or winds up in the character’s hands (if the character slashing weapon. When a character thrusts with a weapon, the
made the attack unarmed). This kind of disarm attempt provokes weapon deals piercing damage instead of slashing damage but
an AoO, but if the character fails the target does not get to make takes a −2 damage penalty to the attack. Only swords and knives
a disarm attempt against him or her. may use this attack.
70

10.2.9 Swipe Attack get adjacent to the target, and treat them as helpless. If the target
is in combat or some other tense situation and therefore in a state
A character can choose to make a swiping attack with a piercing
of acute awareness and readiness or if the target can use their
weapon. When a character swipes with a weapon, the weapon
AGL bonus to DEF then that target can’t be considered unaware.
deals slashing damage instead of piercing damage but takes a
Any reasonable precaution taken by a target including stationing
−2 damage penalty to the attack. Only spears, rapiers and knives
bodyguards, placing their back to a wall, or being able to make
may use this attack.
Perception checks also precludes catching that target unaware
and helpless.
10.2.10 Reaction
A reaction is an action where a character prepares for an
10.2.12.1 Regular Attack A helpless defender has an
oncoming melee attack. A character has the choice of Parrying,
effective DEF of 5 + their size modifier. If a character is attacking
Bracing, Stumbling, or Predicting an enemy’s melee attack. The
with a ranged weapon and is not adjacent to the target, the
character declares which reaction they will prepare, and against
character can attack as normal and gain a +2 bonus on the attack
which enemy. After they declare what kind of reaction and against
roll. If the character is attacking with a melee weapon, or with
which enemy, their turn immediately ends, and they are unable
a ranged weapon from an adjacent square, the character can
to make any more actions for that turn. If they are attacked by
attack as normal.
the selected enemy’s melee attack, they roll a Saving Throw that
corresponds with the action. The TN is Opposing Attack Roll − 5.
10.2.12.2 Coup de Grâce A character can use a melee
Parry Parrying is a reaction where where a character uses weapon to deliver a coup de grâce to a helpless foe. A character
their weapons or their body to glance off a blow. On a successful can also use a ranged weapon provided that they are adjacent to
Reflex Saving Throw the character is granted a +1 to their DEF, perthe target. The character automatically hits and scores a critical
Reflex Saving Throw Result/2, rounded down. The bonus lasts for strike. If the defender survives the damage they still must make a
all melee attacks until the next turn. Fortitude Saving Throw [TN10 + damage dealt] or die. Delivering
a coup de grâce provokes AoO from threatening foes because it
Brace Bracing is a reaction where a character prepares for involves focused concentration and methodical action. A character
the oncoming strike. On a successful Fortitude Saving Throw can’t deliver a coup de grâce against a creature that is immune
the character is granted Damage Reduction to a single type of to critical strikes.
damage of their choice, equal to 1 per Fortitude Saving Throw
Score/2, rounded down. The bonus lasts for all melee attacks until
the next turn. 10.2.13 Knockout Blow

A character can make an unarmed attack or use a melee


Predict Predicting is a reaction where a character anticipates weapon that deals non-lethal damage to deliver a knockout blow
an attack and follows through by striking back quickly. On a to a helpless foe. A character can also use a melee weapon that
successful Will Saving Throw the character gains one AoO against deals lethal damage but the character takes a −4 penalty on any
the attacking opponent per two attacks the opponent attempts attempt to deal non-lethal damage with the weapon. The target
immediately after the opponent is done attacking. has an effective DEF of 5 + their size modifier. If the character
hits, the target immediately loses all of their XHP due to a non-
Stumble Stumbling is a reaction where where a character lethal attack. Delivering a knockout blow provokes an AoO from
uses a shield or a weapon, to destabilize an attacker and cause threatening foes because it involves focused concentration and
them to lose footing. On a successful Reflex Saving Throw, the methodical action. A character can’t deliver a knockout blow
character knocks the opposing attacking opponent to a kneeling against a creature that is immune to critical strikes.
position if they are standing, or to a prone position if they are
kneeling. A character can choose which attack on which they
stumble, but can only attempt to stumble once per round. 10.2.14 Grapple

Grappling means wrestling and struggling hand-to-hand. There


10.2.11 Unarmed Attacks
are three stages to grappling: grabbing, holding, and pinning.
Striking for damage with punches, kicks, and head butts is
much like attacking with a melee weapon except that an unarmed
attack deals non-lethal damage and unarmed strikes use touch 10.2.14.1 Grabbing Normally a grab is just the first step to
attack defense, instead of normal defense. Unarmed strikes count starting a grapple. If the character grabs an opponent but fails
as small melee weapons for purposes of two-weapon attack to go on to hold him or her the character doesn’t actually start a
penalties and so on. An unarmed attack is considered an attack grapple. However, sometimes all a character wants to do is grab
made with a small weapon. the target.

10.2.12 Helpless Defenders


10.2.14.2 Holding Once a character has established a hold
A helpless foe, who is bound, sleeping, unconscious, or they are involved in a grapple. From a hold a character can
otherwise at the attacker’s mercy is an easy target. A character can attempt a number of actions, including damaging the opponent
sometimes approach a target who is unaware of their presence, or pinning the opponent.
71

10.2.14.3 Grapple Checks When a character is involved in 10.2.14.7 If the Character is Grappling When a character
a grapple they will need to make opposed grapple checks against is grappling (regardless of who started the grapple) they can
an opponent, often repeatedly. A grapple check is something attempt any of several actions on their turn. Unless otherwise
like a melee attack roll. A character’s attack bonus on a grapple noted each of these options is equivalent to a melee touch attack
check: and cost Combat Points equal to the normal cost. The character is
BAB + FOC modifier + AGL modifier + Grapple modifier limited to these options only, and cannot take any other actions.

10.2.14.4 Grapple Modifier A creature’s size works in its Damage the Opponent Make an opposed grapple check; if
favor when grappling if that creature is Large or larger in size. the character succeeds, they deal damage and as they would
Conversely, a creature of Small or smaller size is at a disadvantage with an unarmed strike.
because of its size when grappling. Instead of using a creature’s
size modifier on a grapple check (as would be done for a melee Pin Make an opposed grapple check; if the character succeeds,
or ranged attack roll), use the appropriate grapple modifier from both characters are now prone. The opponent takes a −4 defense
Table: Grapple modifier. penalty for all attacks; however, the opponent is not considered
helpless. A pinned character can’t take any action except to
Size (Example) Grapple Modifier attempt to escape from the pin. A character can’t pin any creature
Colossal (blue whale [90’ long]) +16 more than two size categories larger than itself.
Gargantuan (gray whale [40’ long]) +12
Huge (elephant) +8 Escape from Grapple Make an opposed grapple check. If
Large (lion) +4 the character succeeds, they can escape the grapple. If more
Medium-size (person) +0 than one opponent is grappling the character, the grapple check
Small (German shepherd) −4 result has to beat all their individual check results to escape.
Tiny (housecat) −8 Opponents don’t have to try to hold a character if they don’t
Diminutive (rat) −12 want to. Alternatively, the character can make an Athletics check
Fine (horsefly) −16 opposed by the opponent’s grapple check to escape from the
grapple. This is an attack action that the character may only
Table 44: Grapple Modifier attempt once per round.

10.2.14.5 Starting a Grapple To start a grapple a characterEscape from Pin Make an opposed grapple check. If the
first needs to grab and hold their target. Attempting to start a character succeeds, they can escape from being pinned, and
grapple is the equivalent of making an unarmed melee attack. are no longer being grappled. Opponents don’t have to try to
Follow these steps: keep the character pinned if they don’t want to. The character is
considered prone. Alternatively, a character can make an Athletics
check opposed by the opponent’s grapple check to escape from
Step 1: Attack of Opportunity and Grab A character provokes the pin. This is an attack action that the character may only
an AoO from the target they are trying to grapple. Regardless of attempt once per round.
if the AoO is sucessful or not, proceed to step 2.

Draw a Small or smaller Weapon or Object A character can


Step 2: Hold Make an opposed grapple check. If the character draw a small or smaller weapon or object for the normal Combat
succeeds, he has started the grapple. If the character loses he Point cost.
fails to start the grapple.
Attack with a Small or smaller Weapon or use a Small or
Step 3: Execute an action Once the grapple has been smaller Object A character can attack with a Small or smaller
established, the character can execute one of a few actions, weapon while grappling but not while pinned. A character can’t
spending Combat Points. attack with two weapons while grappling. A character can also use
small or smaller objects against a character they are grappling
against, which requires an opposed grapple check. If the opponent
10.2.14.6 Grappling Consequences While a character is is pinned, they can use the object against the opponent without
grappling, their ability to attack others and defend themselves is an opposed grapple check.
limited.

10.2.14.8 Joining a Grapple If the target is already


No Threatened Squares A character doesn’t threaten any grappling someone else a character can use an attack to start a
squares while grappling. grapple, as above, except that the target doesn’t get an AoO
against the character and the character’s grab automatically
succeeds. The character still has to make a successful opposed
Flat-footed A character is considered flat-footed while they are
grapple check and move in to be part of the grapple.
in a grapple.
If multiple enemies are already involved in the grapple the
character picks one against whom to make the opposed grapple
No Movement A character cannot move while held in a grapple. check.
72

10.2.14.9 Multiple Grapplers Several combatants can be only has to spend the Combat Points as if attacking with one
in a single grapple. Up to four combatants can grapple a single weapon, but the Combat Point cost is increased by 1, for the
opponent. Creatures that are one size category smaller than the largest weapon used.
character count as a half creature each; creatures that are one size
category larger than the character count as two creatures; and Circumstances Primary Primary Off Hand
creatures two or more size categories larger than the character Hand Hand
count as four creatures. Melee Ranged
When involved in a grapple with multiple opponents, the Weapon Weapon
character chooses one opponent to make an opposed check Normal penalties −6 −6 −10
against. The exception is an attempt to escape from the grapple; to Off-hand melee −4 −5 −8
escape, a character’s grapple check must beat the check individual weapon is small or
results of all opponents. smaller
Two-Weapon Melee −4 −6 −4
10.2.15 Attacks of Opportunity Fighting feat
Two-Weapon Ranged −6 −5 −7
Making an unarmed attack against an armed opponent Fighting feat
provokes an AoO from the character attacked. The AoO comes Improved −2 −6 −4
before the character’s attack. An unarmed attack does not provoke Two-Weapon Melee
AoO from other foes, nor does it provoke an AoO from an unarmed Fighting feat
foe.
Improved −6 −4 −4
Two-Weapon Ranged
10.3 “Armed” Unarmed Attacks Fighting feat
Off-hand melee −2 −4 −2
Sometimes a character or creature attacks unarmed but the
weapon a is small or
attack still counts as armed. A creature with claws, fangs, or
smaller and
similar natural physical weapons, for example, counts as armed.
Two-Weapon Melee
Being armed counts for both offense and defense; not only does
Fighting feat
a creature not provoke an AoO when attacking an armed foe, but
Off-hand melee 0 −2 0
a character provokes an AoO from that creature if the character
weapon is Small or
makes an unarmed attack against it. An “armed” unarmed attack
smaller and
is considered an attack made with a small weapon.
Improved
Two-Weapon Melee
10.3.1 Unarmed Strike Damage Fighting feat
An unarmed strike from a Medium-size character deals
Table 45: Two-Weapon Fighting Penalties
1d3+POW modifier of non-lethal damage. A character can specify
that their unarmed strike will deal lethal damage before the
character makes their attack roll, but the character takes a −4
penalty on the attack roll because they have to strike a particularly
vulnerable spot to deal lethal damage.

10.4 Called Shot


When a character attacks they are usually targeting center
mass which is the chest and torso region. If a character wishes to
target a specific extremity, such as an arm or leg, they may do
so. Making a called shot invokes a −6 penalty for an arm or leg,
a −7 penalty for a hand or foot, or a −9 penalty for the head.
If the character is hit anywhere during a called shot attack with
a Piercing, Bludgeoning, Slashing, Plasma, or Ballistic weapon and
that weapon does more than 3 points of damage to that extremity
then the character takes extremity damage. Called shot attacks
ignore all armor Damage Reduction unless the targeted area is
armored.

10.5 Attacking with Two Weapons


If the character wields a second weapon in their off hand the
character can attack with it like normal. Fighting this way is very
difficult, however. The character takes a −6 penalty on the regular
attack or attacks with their primary hand and a −10 penalty on the
attack with their off hand. A character fighting with two weapons
73

11 Move Actions 11.3 Cycle a weapon


Cycling a weapon is the act of purposely cocking the weapon
Move Actions are actions that involve moving of some type.
without firing it, ejecting an unused shell or cartridge and readying
the next one in the magazine, or letting the cylinder rotate without
Action CP Cost firing. This is often done for dramatic effect or to ready alternate
Walking and Running 1 per 5’ ammunition in a firearm. Only weapons with a capacity of three
Moving while Crouched 2 per 5’ or more rounds may be cycled.
Moving while Prone; Accelerated Climbing 3 per 5’
Climbing 4 per 5’ 11.4 Standing Up
Swimming 5 per 5’
Withdraw 4× normal Standing up from a prone position provokes an AoO from
opponents who threaten the character.
Draw a weapon from a holster or sheath 3
Draw a weapon from Waistband carry 6
Holster a weapon 4 11.5 Reload or unload a weapon
Retrieve or store an item in a pocket, bag, 4 The cost to reload or unload a weapon is dependent on how it
or pouch is reloaded. Using magazines, speedloaders, or stripper clips is
Retrieve or store an item in a MOLLE vest 3 much faster than reloading a weapon by hand. Reloading includes
or LBE gear charging the weapon so that it is ready for use. You need at least
Pick up an object from the ground or 3 one functional hand free to reload or unload a weapon.
manipulate an object
Drop an item 0
Drop to a kneeling, sitting, or prone 0 11.6 Withdraw
posture Withdrawing from melee combat is when a character retreats
Cycle a weapon 1 from melee combat without incurring AoO penalties. When a
Stand up from kneeling, prone, or sitting 6 character withdraws the Combat Point cost to move is multiplied
Clear a jammed firearm 12 by 4. The square the character starts from is not considered
Reload a bow 1 threatened for purposes of withdrawing and therefore enemies
Reload a crossbow or speargun 2 do not get AoO against the character when they move from that
Reload a slingshot 3 square. A character may not withdraw using a form of movement
Reload a Taser 3 for which that character must make a skill check.
Reload a tranquilizer gun 9
Reload a paintball hopper 3
Reload or unload a weapon by hand; Refill 3 per round or 12 Speak Action
or unload a magazine, speedloader, or shell
With the exception of specific speaking-related abilities,
stripper clip
speaking doesn’t cost any Combat Points. Speaking allows the
Reload a firearm using a new magazine, 4
character convey 6 seconds of information, which is about 15
speedloader, or stripper clip
words. These words can be conveyed in any language the
Reload a link fed weapon with a new link 6
character can speak. Characters can also make any noises that
Refill a magazine using a stripper clip 3 per clip
they wish to produce and that their vocal cords can handle.
Reload a black powder weapon 12 per barrel or
chamber
13 Miscellaneous Actions
Table 46: Move Actions
Some actions don’t fit neatly into the above categories. Some
of the options described below are actions that take the place of
11.1 Movement or are variations on the actions described earlier. For actions not
covered in any of this material, the GM determines how long such
The simplest move action is moving. Many nonstandard modes an action takes to perform and whether doing so provokes AoO
of movement are also covered under this category, including from threatening enemies.
climbing and swimming, crawling, and entering a vehicle. For
every 10’ beyond the first 30’ a character moves, they gain a +1
to their DEF until their next turn.

11.2 Manipulating Objects


This move action includes drawing or holstering a weapon,
retrieving a weapon or object out of a MOLLE pouch, pocket, or
bag, picking up an object, moving a heavy object, and opening a
door.
74

13.1 Use Feat, Skill, or Talent does not have to make an AoO if they don’t want to. Making an
AoO takes no Combat Points.
Certain feats let a character take special actions in combat.
Other feats are not actions in themselves but they give a character
a bonus when attempting something they can already do. Some 13.3 Extra Effort
feats aren’t meant to be used within the framework of combat.
The individual feat descriptions tell a character what they need to An Extra Effort action is an action where a character pushes
know about them. themselves beyond their limits using a burst of energy to get
Most uses of skills or talents in a combat situation are attack more accomplished in a single round. The character receives 5
actions but some might be move actions. When appropriate the extra Combat Points for the round. The following round they are
description of a talent or a skill provides the time required to use considered flat-footed, have a −4 attack penalty for all attacks,
it. receive half their normal Combat Points (rounded down), and may
not take the extra effort action. After the character goes through
one round in this state, they return to normal.
13.2 Attacks of Opportunity
The melee combat rules assume that combatants are actively
avoiding attacks. A player doesn’t have to declare anything special 14 Movement and Position
for their character to be on the defensive. Sometimes, however, a
combatant in a melee lets their guard down and doesn’t maintain When using a grid to represent character’s movement, the
a defensive posture as usual. In this case combatants near him standard scale equates one inch (or a one square) to five feet in
or her can take advantage of this lapse in defense to attack for the game world. One round is six seconds.
free. These attacks are called AoO.
14.1 Movement in Darkness
13.2.1 Weapon Type
If a character moves when they can’t see, such as in total
A character can use a melee weapon to make AoO whenever darkness, their Combat Point cost to move is doubled.
the conditions for such an attack are met. In addition, a character
can make AoO with unarmed attacks if the character’s unarmed
attacks count as armed. 14.2 Diagonals
When measuring distance, the first diagonal counts as 1 square,
13.2.2 Threatened Squares the second counts as 2 squares, the third counts as 1, the fourth
as 2, and so on.
A character threatens the squares into which they can make a
You can’t move diagonally past a corner. You can move
melee attack even when it is not the character’s action. Generally,
diagonally past a creature, even an opponent.
that’s all squares adjacent to the character’s position. An enemy
You can also move diagonally past other impassable obstacles
that takes certain actions while in a threatened square provokes
such as pits.
an AoO from the character. A character can only make AoO
with melee weapons, never with ranged weapons. Facing and the
penalty that comes with it apply with AoO. 14.3 Passing Through
Sometimes a character can pass through an area occupied by
13.2.3 Provoking an Attack of Opportunity
another character or creature.
Two actions can provoke an AoO:

• Moving out of a Threatened Square When a character 14.3.1 Friendly Character


moves out of a threatened square that character generally A character can move through a square occupied by a friendly
provokes an AoO. There are two important exceptions. character.
A character doesn’t provoke an AoO if the character
withdraws. If the character doesn’t start in a threatened
square, but moves into one, the character may stop there 14.3.2 Unfriendly Character
without provoking an AoO, although further movement does
There are two ways to move through a square occupied by an
provoke an AoO.
enemy:
• Performing an Action that Distracts the Character Some A character can attempt to slip through a square occupied by
actions when performed in a threatened square provoke a resisting enemy using the Acrobatics skill.
AoO because they make a character divert their attention A character can move through a square occupied by an
from the fight at hand. Using a ranged weapon, in particular, unfriendly character who chooses not to or is unable to resist as
provokes AoO. if the character was friendly.

13.2.4 Making an Attack of Opportunity 14.3.3 Square Occupied by Larger or Smaller Creature
An attack of opportunity is a single unmodified melee attack, Any creature can move through a square occupied by a creature
and a character can only make one AoO per round. A character three size categories larger or three categories smaller than it is.
75

14.4 Combat Modifiers


Concealment (Example) Miss Chance
This section covers offensive and defensive modifiers provided One-quarter (light fog; light foliage) 10%
by position. One-Half (shadows; dense fog at 5’) 20%
Three-quarters (dense foliage, fighting 30%
around a corner)
Nine-tenths (near total darkness) 40%
14.4.1 Favorable and Unfavorable Conditions Total (attacker blind; total darkness; 50% and must guess
smoke grenade; dense fog at 10’, target’s location
Generally speaking, any situational modifier created by the
behind a drywall wall)
attacker’s position or tactics applies to the attack roll, while any
situational modifier created by the defender’s position, state, or Table 49: Concealment
tactics applies to the defender’s DEF. The GM judges what bonuses
and penalties apply using Table: Defense Modifiers and Table:
Degree of Concealment Concealment is subjectively measured
Attack Roll Modifiers as guides.
as to how well concealed the defender is. Examples of what might
qualify as concealment of various degrees are given in Table:
Concealment. Concealment always depends on the point of view
Circumstance Melee Range
of the attacker.
Attacker flanking defender +2 +2
Attacker to the rear of defender +4 +4
Concealment Miss Chance Concealment gives the subject of a
Attacker on higher ground +1 +0
successful attack a chance that the attacker missed because of the
Attacker sitting or kneeling −2 +1
concealment. If the attacker hits, the defender must make a miss
Attacker prone −4 +2
chance d% roll to avoid being struck. When multiple concealment
Attacker has not been seen yet +21 +21 conditions apply to a defender, use the one that would produce
the highest miss chance. Do not add the miss chances together.
1 The defender loses any AGL bonus to Defense.
Attacking Through Concealment When attacking through
Table 47: Attack Roll Modifiers concealment, the GM rolls a d% dice. If the value is at or below
the concealment miss chance, the attack misses. If the d% is
higher than the concealment miss chance, the attack is successful
Circumstance Melee Ranged as normal.
Defender prone −2 +41
Defender sitting or kneeling −4 +41 14.4.3 Cover
Defender stunned −22 −22 Cover is specifically provided by objects that would reasonably
Defender climbing −22 −22 stop an attack, such as thick trees, solid stone walls, or sandbags.
Defender flat-footed +02 +02 Cover provides a bonus to Defense. The more cover a character
Defender grappling (attacker not) +02 +03 has, the bigger the bonus. In a melee, if a character has cover
Defender pinned −44 +04 against an opponent, that opponent probably has cover against
Defender helpless (such as +02 +02 the character too. With ranged weapons, however, it is easy to
paralyzed, sleeping, or bound) have better cover than the opponent. The GM may impose other
Defender has cover — See Cover — penalties or restrictions on attacks depending on the details of
Defender concealed or invisible – See Concealment – the cover.

Degree of Cover Cover is assessed in subjective measurements


1 Does not apply if target is adjacent to attacker. This circumstance may of how much protection it offers. The GM determines the value
instead improve bonus to Defense granted by cover. See Cover, below. of cover. This measure is not a strict mathematical calculation
2 The defender loses any AGL bonus to Defense. because a character gains more value from covering the parts of
3 Roll randomly to see which grappling combatant the character strikes.
their body that are more likely to be struck. If the bottom half of
That defender loses any Dexterity bonus to Defense.
a character’s body is covered, that only gives ¼ cover because
4 Treat the defender’s AGL as 0 (-5 modifier).
most vital areas are still fully exposed. If one side or the other of
Table 48: Defense Modifiers a character’s body is covered, the
character receives ½ cover.

14.4.2 Concealment

Concealment includes circumstances in which nothing substan-


tially physical blocks a blow or shot but something interferes with
an attacker’s accuracy. Things that substantially physically blocks
a blow can also provide concealment.
76

14.5 Special Initiative Actions


Degree of Cover Cover Reflex Concealment
(Example) Bonus to Sav- Usually a character acts as soon as they can in combat, but
Defense ing sometimes a character wants to act later, at a better time, or in
Throws response to the actions of someone else.
One-quarter (standing +3 +2 —
behind a 3’ high wall) 14.5.1 Delay
One-half (fighting from +6 +4 10% By choosing to delay, the character takes no action and then
around a corner or a acts normally at whatever point in the Initiative count the character
tree; standing at an decides to act. When a character delays they voluntarily reduce
open window; behind a their own Initiative result for the rest of the combat. When the
creature of same size) character’s new, lower Initiative count comes up later in the same
Three-quarters +9 +61 20% round, the character can act normally. The character can specify
(peering around a this new Initiative result or just wait until some time later in the
corner or a big tree) round and act then, thus fixing the character’s new Initiative count
Nine-tenths (standing +15 +81 30% at that point. A character cannot interrupt anyone’s action with
at an arrow slit; behind a delayed action (as a character can with a readied action; see
a door that’s slightly below).
ajar)
Total (on the other side — — — Delaying Limits The longest a character can delay before
of a solid wall) taking an action is until after everyone else has acted in the
round. At that point, the delaying character must act or else forfeit
1 Half damage if save is failed; no damage if successful. any action in that round. If multiple characters are delaying, the
one with the highest Initiative modifier (or highest AGL in case
Table 50: Cover
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
Cover Defense Bonus Table: Cover gives the Defense bonuses
characters are trying to go after one another, the one with the
for different degrees of cover. Add the relevant number to the
highest Initiative modifier can go last; the others must go first or
character’s Defense.
lose their action for the round. If a character loses an action due
to delaying, they may act on any count on the next turn. Again,
Cover Reflex Saving Throw Bonus Table: Cover gives the the character cannot interrupt an action.
Reflex Saving Throw bonuses for different degrees of cover. Add
this bonus to Reflex Saving Throws against attacks that affect an 14.5.2 Ready
area. This bonus only applies to attacks that originate or burst
The ready action lets a character prepare to take an action
out from a point on the other side of the cover.
later to interrupt another character. On the character’s turn they
prepare to take an action later if a specific trigger is met. Later
Cover Concealment Bonus Table: Cover gives concealment in the round, if the readied action is triggered, the character
when a character is behind an object. This concealment works takes their action before the triggering action. Readying does not
exactly as regular concealment. provoke an AoO.

Readying an Action A character can ready an attack action.


Striking the Cover Instead of a Missed Target If it ever To do so the character specifies the action they will take and the
becomes important to know whether the cover was actually struck conditions under which the character will take it. Then, any time
by an incoming attack that misses the intended target, the GM before the character’s next action, the character may take the
should determine if the attack roll would have hit the protected readied attack action in response to those conditions. The readied
target without the cover. If the attack roll falls within a range low action occurs just before the event that triggers it. If the trigger is
enough to miss the target with cover but high enough to strike part of another character’s actions, the readied action interrupts
the target if there had been no cover, the object used for cover the other character. The other character continues their actions
was struck. This can be particularly important to know in cases once the readied action is completed. The waiting character acts
when a character uses another character as cover. In such a case, immediately ahead of the character whose action triggered the
if the cover is struck and the attack roll exceeds the Defense of readied action. A character can move as normal, but only as
the covering character, the covering character takes the damage long as the character doesn’t spend the Combat Points needed to
intended for the target. If the covering character has a AGL bonus accomplish the readied action. A character may only ready one
to Defense or a dodge bonus, and this bonus keeps the covering attack action. If the character comes to their next action and has
character from being hit, then the original target is hit instead. The not yet performed the readied action, the character doesn’t get
covering character has dodged out of the way and didn’t provide to take the readied action (though the character can ready the
cover after all. A covering character can choose not to apply their same action again). If the character takes their readied action in
AGL bonus to Defense and/or their dodge bonus if the character the next round before their regular turn comes up the character’s
so desires. Initiative count doesn’t change.
77

14.6 Special Attacks Hardness Each object has hardness, a number that represents
how well it resists damage. Whenever an object takes damage,
This section covers firearms, grappling, explosives, attacking subtract its hardness from the damage. Only damage in excess
objects, and an assortment of other special attacks. of its hardness is deducted from the object’s hit points (see Table:
Substance Hardness and Hit Points and Table: Object Hardness
14.6.1 Aid Another and Hit Points).

In combat, a character can help a friend attack or defend by


Hit Points An object’s HP total depends on what it is made of
distracting or interfering with an opponent. If the character is in
or how big it is.
position to attack an opponent with which a friend of the character
is engaged in melee combat, the character can attempt to aid the
Object Hardness HP Break TN
friend. The character makes an attack roll against DEF 10. If the
character succeeds, they don’t actually damage the opponent, Lock
but the character’s friend gains either a +2 circumstance bonus Cheap 0 1 10
against that opponent or a +2 circumstance bonus to DEF against Average 3 5 15
that opponent (aiding character’s choice) on the friend’s next turn. High quality 5 10 20
High security 10 120 35
Ultrahigh security 20 150 10
14.6.2 Planted Explosives Manufactured Objects1
A planted explosive is set in place with a timer or fuse Fine 0 1 10
determining when it goes off. No attack roll is necessary to Diminutive 0 1 10
plant an explosive; the explosive sits where it is placed until it is Tiny 1 2 10
moved or goes off. When a planted explosive detonates, it deals Small 3 3 12
its damage to all targets within the blast radius of the weapon. Medium 5 5 15
Large 5 10 15
Huge 8 10 20
14.6.3 Attack an Object
Gargantuan 8 20 30
Sometimes a character needs to attack or break an object. Colossal 10 30 50
Firearm, medium-size 3 5 17
Rope 0 2 23
Strike an Object Objects are easier to hit than characters
Simple wooden door 5 10 13
because they usually don’t move, but many are tough enough to
Strong wooden door 5 20 23
shrug off some damage from each blow.
Steel door 10 120 35
Cinderblock wall 8 90 35
Object Defense and Bonuses to Attack Objects are harder Chain 10 5 26
or easier to hit depending on their size and whether they are Handcuffs 10 10 30
immobile or being held, carried, or worn by opponents. The base Metal bars 10 15 30
Defense of objects is shown on Table: Size and Defense of Objects.
1 Figures for manufactured objects are minimum values. The GM may
Size (Example) Defense adjust these upward to account for objects with more strength and
Colossal (jetliner) −3 durability.
Gargantuan (army tank) 1 Table 52: Object Hardness and HP
Huge (typical car) 3
Large (big door) 4 Substance Hardness Hit Points
Medium (dirt bike) 5
Paper 0 2/inch of thickness
Small (chair) 6
Rope 0 2/inch of thickness
Tiny (College textbook) 7
Plastic, soft 0 3/inch of thickness
Diminutive (paperback book) 9
Glass 1 1/inch of thickness
Fine (pencil) 13
Ceramic 1 2/inch of thickness
Table 51: Object Size and Defense Ice 0 3/inch of thickness
Plastic, hard 2 5/inch of thickness
If a character attempts to make an attack against an inanimate, Wood 5 10/inch of thickness
immobile object the character receives an automatic hit with a Aluminum 6 10/inch of thickness
melee weapon, or a +5 bonus on their attack roll with a ranged Concrete 8 15/inch of thickness
weapon (all ranged weapons are firing single shot). An object Steel 10 30/inch of thickness
being held, carried, or worn has a Defense equal to the above
figure + 5 + the opponent’s AGL modifier. Striking a held, carried, Table 53: Substance Hardness
or worn object provokes an AoO from the character who holds it.
If a character has the Sunder feat, they don’t incur an AoO for Energy Attacks Acid and Concussive attacks deal normal
making the attempt. damage to most objects. Electricity and fire attacks deal half
78

damage to most objects; divide the damage by 2 before applying


the hardness. Cold attacks deal ¼ damage to most objects; divide
the damage by 4 before applying the hardness.

Ineffective Weapons The GM may determine that certain


weapons just can’t deal damage effectively to certain objects.

Immunities Objects are immune to non-lethal damage.

Saving Throws Unattended objects never make Saving Throws.


They are considered to have failed their Saving Throws. An
object attended by a character (being grasped, touched, or worn)
receives a Saving Throw just as if the character herself were
making the Saving Throw.

Breaking Objects When a character tries to break something


with sudden force rather than by dealing damage, use a STR
check to see whether they succeed. The TN depends more on
the construction of the object than on the material. If an object
has lost half or more of its hit points, the TN to break it decreases
by 2.

Repairing Objects Repairing damage to an object takes a full


hour of work and appropriate tools. Without the proper tools, a
character takes a −6 penalty on their Craft check. At the end of
the hour, make a Craft (Structural) check [TN20]. Success restores
2d6 HP. If damage remains, the character may continue to make
repairs for as many hours as it takes to restore all the object’s HP.
79

14.7 Facing
All characters have a facing: the direction to the adjacent square the character or creature is pointing toward. This means that a
Medium creature standing in a given square has eight possible facings. The three squares a Small or Medium character is pointing
toward are its front area. The three squares behind it are its rear area. The squares to its left and right are its flanks. Larger characters
have more squares to deal with, but they still face toward one of eight directions. Their front areas remain the squares in front of
them (including those on the front corners); their rear areas remain the squares behind them (including those on the rear corners);
and their flanks remain the squares directly to their sides.

5’ square flank area creature area

front front front front

rear rear
rear rear

Small & Medium Large

front front front front

rear rear
rear rear

Huge
Gargantuan

front front

rear rear
Colossal
80

Changing facing turning), but you can ready an action for a sound-based trigger
(such as the click of latch opening).
As you move, you can freely change your facing, rotating your
token before you step into each new square. In addition, you can
change facing at the end of your move. 15 Conditions Summary
If you do not move during your turn, you may change facing
once at any point during your turn for free. You can turn to face If more than one condition affects a character, apply them
any direction you like but you cannot change facing more than all. If certain effects can’t combine, apply the most severe effect.
once. If a character is already suffering from an identical summary, the
new summary’s length will not add to previous one unless the
14.8 Normal Movement duration is greater, and only the difference in duration will be
added.
You can move into any square in your front area at the normal
movement cost. As you move you may change your facing as
you enter each new square. Make it clear which way you’re 15.1 Ability Damaged
facing as you move if it matters (such as when enemies are near), The character has temporarily lost 1 or more ability score points.
and set your miniature’s facing when you’re done moving. Lost points return at a rate of 1 per day unless noted otherwise by
the condition dealing the damage. A character with STR 0 falls to
Moving Backward or Sideways the ground and is helpless. A character with DEX 0 is paralyzed.
A character with CON 0 is dead. A character with INT, WIS, or CHA
You’ll usually turn your character in the direction of movement
0 is unconscious. Ability damage is different from penalties to
before making a move. As described above, you may freely make
ability scores, which go away when the conditions causing them
such changes in facing during movement. However, sometimes
go away.
you’ll want to move without changing your facing to avoid
exposing your flank or rear area to an AoO while you move.
It costs two squares of movement to enter a square on your flank 15.2 Ability Drained
or in your rear area. The character has permanently lost 1 or more ability score
points. A character with STR 0 falls to the ground and is helpless.
Facing And Attacking A character with DEX 0 is paralyzed. A character with CON 0 is
In general, a character can attack into any square in his front dead. A character with INT, WIS, or CHA 0 is unconscious.
area without penalty. Characters who don’t want to change their
facing to point toward a foe can attack into their flank areas at a 15.3 Blinded
−5 penalty and into their rear areas at a −10 penalty.
Characters can make ranged attacks into any square beyond The character cannot see. He takes a −2 penalty to Defense,
their front area without penalty. The penalties for making ranged loses his DEX bonus to Defense (if any), movement cost is doubled,
attacks into flank and rear areas are the same as for melee and takes a −4 penalty on Perception checks and on most STR
combat. and DEX based skill checks. All checks and activities that rely on
vision automatically fail. All opponents are considered to have
total concealment to the blinded character. Characters who remain
Opponent Facing
blinded for a long time grow accustomed to these drawbacks and
Not only does your facing matter when you’re attacking, but can overcome some of them.
the facing of your opponent does as well. If you’re attacking from
a foe’s flank area (or the squares beyond it, if you have a reach 15.4 Confused
or ranged weapon), you get a +2 bonus on the attack roll. You
don’t need anyone opposite you on the other side of your foe. If The character is puzzled by something they have seen or heard,
you’re attacking from a foe’s rear area (or the squares beyond and are therefore hesitant on completing actions. All of a confused
it), you get a +4 bonus on the attack roll. character’s action costs are increased by 3 Combat Points.

Faceless Creatures Some creatures have no real facing 15.5 Dazed


because they can move, attack, and perceive foes equally well in
every direction. Faceless creatures can move or attack into any The creature is unable to act normally. A dazed creature can
adjacent square and they can’t be flanked or attacked from the take no actions but has no penalty to Defense. A dazed condition
rear because they don’t have flanks or rears. typically lasts 1 round.

Tiny and Smaller Creatures Tiny and smaller creatures don’t


have facing. They can move or attack in any direction and are
otherwise treated as faceless.

Readied Actions
You can’t ready an action to respond to a trigger that occurs in
your rear area if you have to see it happen (such as a doorknob
81

15.6 Dead 15.13 Flat-Footed


The character’s CHP have been reduced to −10, his CON is A character who has not yet acted during a combat is flat-footed
reduced to 0, or he is killed outright by an effect. The character’s and is not yet reacting normally to the situation. A flat-footed
soul/aura/nothing leaves his body. Dead characters cannot benefit character loses his DEX bonus to Defense (if any) and cannot
from normal healing. A dead body decays normally unless make an AoO.
preserved.

15.14 Frightened
15.7 Deafened
A frightened creature flees from the source of its fear as best
A deafened character cannot hear. They take a −4 penalty on it can. If unable to flee, it may fight. A frightened creature takes
Initiative checks and automatically fails Perception checks that a −2 penalty on all attack rolls, Saving Throws, skill checks, and
involve hearing. Characters who remain deafened for a long time ability checks. A frightened creature can use special abilities, to
grow accustomed to these drawbacks and can overcome some flee; indeed, the creature must use such means if they are the
of them. only way to escape. Frightened is like Shaken, except that the
creature must flee if possible. Panicked is a more extreme state
of fear.
15.8 Disabled
A character with 0 CHP, or one who has negative core hit points
but has become stable and conscious, is disabled. The character 15.15 Grappling
can only spend 5 Combat Points. Performing any action the Engaged in wrestling or some other form of hand-to-hand
game master deems strenuous deals 1 point of damage after the struggle with one or more attackers. A grappling character can
completion of the act. Unless the action increased the disabled undertake only a limited number of actions. He does not threaten
character’s hit points, they are now in negative CHP and dying. any squares and loses his DEX bonus to Defense (if any) against
A disabled character with negative CHP recovers CHP naturally opponents he isn’t grappling. See Grapple.
if they are being helped. Otherwise, each day they have a 10%
chance to start recovering CHP naturally (starting with that day);
otherwise, they lose 1 CHP. Once an unaided character starts 15.16 Helpless
recovering CHP naturally they are no longer in danger of losing
A helpless character is paralyzed, held, bound, sleeping,
hit points (even if their current hit points are negative).
unconscious, or otherwise completely at an opponent’s mercy.
A helpless target is treated as having a DEX of 0 (−5 modifier).
15.9 Dying Melee attacks against a helpless target get a +4 bonus (equivalent
to attacking a prone target). Ranged attacks receive no special
A dying character is unconscious and near death. They have bonus against helpless targets.
between −1 and −9 CHP. A dying character can take no actions
and is unconscious. At the end of each round (starting with the
round in which the character dropped below 0 CHP), the character 15.17 Inebriated
loses 1 HP. If a dying character reaches −10 CHP they are dead.
Drunken and consumed too much alcohol. An inebriated
character takes a −4 on all attack rolls and their Combat Point
15.10 Entangled cost to move is doubled.
The character is ensnared. Being entangled impedes movement,
but does not entirely prevent it unless the bonds are anchored 15.18 Invisible
to an immobile object or tethered by an opposing force. An
entangled creature moves at twice the Combat Point cost and Visually undetectable. An invisible creature gains a +2 bonus on
takes a −2 penalty on all attack rolls and a −4 penalty to DEX. attack rolls against sighted opponents and ignores its opponent’s
DEX bonuses to Defense (if any).

15.11 Exhausted
15.19 Knocked Down
An exhausted character moves at twice the Combat Point
cost and takes a −6 penalty to STR and DEX. After 1 hour of Depending on their size, creatures can be knocked down by
complete rest an exhausted character becomes fatigued. A winds of high velocity. Creatures on the ground are knocked
fatigued character becomes exhausted by doing something else prone by the force of the wind. Flying creatures are instead blown
that would normally cause fatigue. back 1d6×10’.

15.12 Fatigued 15.20 Nauseated


A fatigued character takes a −2 penalty to STR and DEX. Doing Experiencing stomach distress. Nauseated creatures are unable
anything that would normally cause fatigue causes the fatigued to spend Combat Points on attacks, speaking, or do anything else
character to become exhausted. After 8 hours of complete rest, requiring attention. The only action such a character can spend
fatigued characters are no longer fatigued. Combat Points on are move actions.
82

15.21 Panicked disabled (even though his hit points are still negative). If the
character became stable on his own and hasn’t had help he is
A panicked creature must drop anything it holds and flee at top
still at risk of losing hit points. Each hour, he has a 10% chance of
speed from the source of its fear, as well as any other dangers it
becoming conscious and disabled. Otherwise he loses 1 hit point.
encounters, along a random path. It can’t take any other actions.
In addition, the creature takes a −2 penalty on all Saving Throws,
skill checks, and ability checks. If cornered, a panicked creature 15.29 Stunned
cowers. A panicked creature can use special abilities to flee;
A stunned creature can only spend half of their Combat Points,
indeed, the creature must use such means if they are the only
rounded down, takes a −2 penalty to Defense, and loses his DEX
way to escape. Panicked is a more extreme state of fear than
bonus to Defense (if any).
shaken or frightened.

15.22 Paralyzed 15.30 Unconscious


A paralyzed character is frozen in place and unable to move or Knocked out and helpless. Unconsciousness can result from
act. A paralyzed character has effective DEX and STR scores of having current CHP between −1 and −9 or from losing all XHP due
0 and is helpless, but can take purely mental actions. A winged to a non-lethal attack.
creature flying in the air at the time that it becomes paralyzed
cannot flap its wings and falls. A paralyzed swimmer can’t swim 15.31 Unnerved
and may drown. A creature can move through a space occupied
by a paralyzed creature—ally or not. Each square occupied by a An unnerved character has lost their demeanor. They take a
paralyzed creature, however, counts as 2 squares. −1 penalty on attack rolls, Saving Throws, skill checks, and ability
checks. Unnerved is a less severe state of fear than shaken,
frightened, or panicked.
15.23 Pinned
Held immobile (but not helpless) in a grapple.
16 Environments
15.24 Prone 16.1 Darkness and Light
The character is on the ground. An attacker who is prone has
It’s a rare mission that doesn’t end up in the dark somewhere
a −4 penalty on melee attack rolls, but a +2 to ranged attack rolls.
and characters need a way to see. See Table: Light Sources for
A defender who is prone gains a +4 bonus to Defense against
the radius that a light source illuminates and how long it lasts. The
ranged attacks, but takes a −4 penalty to Defense against melee
light sources listed are for light being broadcast in a circle from
attacks.
their origin.

15.25 Rattled Item Light Duration


A rattled character is visibly disturbed, and can barely function. Candle 10’ 12 hours
A rattled character takes a −4 penalty on attack rolls, Saving Torch 20’ 2 hours
Throws, skill checks, and ability checks. Halogen lantern 40’ 1 day
Match 10’ 1 round
Lighter 10’ 1 hour
15.26 Shaken Road Flare 40’ 1 hour
A shaken character takes a −2 penalty on attack rolls, Saving Chemical Light Stick 10’ 6 hours
Throws, skill checks, and ability checks. Shaken is a less severe
state of fear than frightened, rattled or panicked, but worse than Table 54: Light Sources
unnerved.
Darkness and light levels are sectioned off into four levels, stated
below.
15.27 Sickened
• Fully Illuminated Fully illuminated light means everything
The character takes a −2 penalty on all attack rolls, melee in the area or room is relatively visible, with a adequate light
weapon damage rolls, Saving Throws, skill checks, and ability source. There are no penalties when in a fully illuminated
checks. environment.

15.28 Stable • Shadows Shadow light means that there are shadows that
are cast, usually by a singular, weak light source. All targets
A character who was dying but who has stopped losing hit within shadow light have 20% concealment.
points and still has negative hit points is stable. The character
is no longer dying, but is still unconscious. If the character has • Near Total Darkness Near total darkness means that there
become stable because of aid from another character (such as a is a light source, but it may be far away, or extremely
Treat Injury check), then the character no longer loses hit points. weak. All targets within near total darkness light have 40%
He has a 10% chance each hour of becoming conscious and concealment.
83

• Total Darkness Total darkness means there is no light 16.5 Suffocation and Drowning
source whatsoever to illuminate the area. All targets within
A character in an airless environment (underwater, vacuum) can
total darkness light have 50% concealment, and their
hold their breath for a number of rounds equal to their CON score.
location must be guessed.
After this period of time the character must make a CON check
[TN10] every round to continue holding their breath. Each round,
16.2 Heat and Cold the TN of the CON check increases by 1. When the character fails
one of these CON checks they begin to suffocate or drown. In the
Temperature Ranges: Extremely Cold, Very Cold, Cold, Mild, Hot, next round the character falls unconscious. In the following round,
Very Hot, Extremely Hot the character is considered dying. In the third round after failing
A character’s clothing and armor may protect them from certain the check the 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
Saving Throw [TN15 (+1 for each previous check)] depending 16.6 Smoke
on how many steps away from their counteracted range the Characters breathing heavy smoke or similar toxic gases must
environment is. For one step removed, the Saving Throw must be make a Fortitude Saving throw [TN10 (+1 for each previous check)],
attempted every hour and the character loses 1d4 XHP or CHP each round or spend that round choking and coughing. Characters
on failure. For two steps removed, the Saving Throw must be who choke for 2 consecutive rounds take 1d6 points of damage.
attempted every ten minutes and the character loses 1d6 XHP Smoke also obscures vision, giving one-half concealment (20%
or CHP on failure. For three or more steps removed, the Saving miss chance) to characters within it.
Throw must be attempted every minute and the character loses
2d6 XHP or CHP on failure. Damage taken from Hot and Cold
environments cannot be recovered until the character counteracts 16.7 Strangulation
or escapes from the inclement temperature, and as soon as they When a character is strangled by an instrument or an attacker,
suffer it they are considered fatigued. If a character takes no use the rules below. A character can strangle or choke a target of
action besides counteracting the heat or cold, by sitting in the the same size category or one size category larger or smaller. The
shade or huddling for warmth or other such activities, they can strangling attempt incurs an Attack of Opportunity. To begin the
reduce the severity of the environmental damage by one step. choke, the attacker must succeed at an opposed grapple check.
If the grapple succeeds, the attacker can choose to deal normal
16.3 Catching on Fire unarmed damage as well as choke the target. The target can hold
his of her breath for a number of rounds equal to their CON score.
Characters exposed to open flames might find their clothes, hair, After this period of time, the target must make a CON check [TN10
or equipment on fire. Characters at risk of catching fire are allowed ( +1 for each previous check)] every round to continue holding
a Reflex Saving Throw [TN15] to avoid this fate. If a character’s their breath. The target begins to suffocate on a failed check (see
clothes or hair catch fire, they take 2d6 points of fire damage Suffocation and Drowning). If at any time the target breaks free or
immediately. In each subsequent round, the burning character slips free of the grapple the stranglehold is broken (although any
must make another Reflex Saving Throw. Failure means they take damage that was dealt remains). Note that a grappled target who
another 2d6 points of fire damage that round. Success means is not pinned can use a melee attack to strangle their attacker.
that the fire has gone out. That is, once the character succeeds at
the Saving Throw, they are no longer on fire. A character on fire 16.8 Falling
may automatically extinguish the flames by jumping into enough
water to douse him or herself. If no body of water is at hand, A character takes 1d6 points of damage for every 10’ of a fall,
rolling on the ground or smothering the fire with blankets or the to a maximum of 100d6 points. If the character succeeds on a
like permits the character another Saving Throw with a +4 bonus. Reflex Saving Throw [TN10 (, +1 for each 10’ fallen)], this damage
is halved. If the Saving Throw fails full damage is applied. A
character can make an Acrobatics check [TN15] to treat a fall as
16.4 Starvation and Thirst if it were 10’ shorter when determining the damage and Reflex
Sometimes characters might find themselves without food and Saving Throw TN required by the fall.
water. In normal climates characters need at least ½ gallon of
fluids and 8NV worth of food per day to avoid the threat of
starvation. In very hot climates characters need two or three
times as much water to avoid dehydration. A character can go
without water for one day plus a number of hours equal to their
CON score. After this, the character must make a CON check each
hour [TN10 (+1 for each previous check)] or take 1d6 points of
CHP damage. A character can go without food for six days, in
growing discomfort. After this, the character must make a CON
check each day [TN10 ( +1 for each previous check)] or sustain
1d3 points of CHP damage. If a character eats at least 8NV worth
of food during this time, this time is reset. Damage from thirst or
starvation cannot be recovered until the character receives water
or food, as needed.
84

16.9 Falling Objects has no effect on them—the character’s immune system fights off
the infection. If the character fails the Saving Throw they take
Objects that fall upon characters (or creatures or vehicles) deal
damage after an incubation period; once per day thereafter, the
damage based on their size and the distance fallen as noted
character must succeed at a Fortitude Saving Throw to avoid
on Table: Damage from Falling Objects. Objects deal the initial
secondary damage. Two successful Saving Throws in a row
damage given in Table: Damage from Falling Objects if they fall
indicate that the character has fought off the disease and recovers,
10’ or less. An object deals an additional 1d6 points of damage
taking no more damage.
for every 10’ increment it falls beyond the first (to a maximum
The characteristics of some treatable diseases are summarized
of 200d6 points of damage). Objects of Fine size are too small
below.
to deal damage, regardless of the distance fallen. A successful
Reflex Saving Throw indicates that the target takes half damage.
The size of the falling object determines the Saving Throw TN. If
the Saving Throw fails by 10 or more, and the object is at least
16.11.1 Type
three size categories larger than the character, the character is
pinned under the fallen object. A pinned character cannot move The disease’s method of delivery—ingested, inhaled, or via an
but is not helpless. The character can make a STR check to lift the injection—and the TN needed to save. Most diseases that are
object off of themselves or an Acrobatics check [TN25] to get out inhaled can also be ingested (and vice versa).
from underneath. The GM can modify the TNs for these checks
based on the circumstances. 16.11.2 Incubation Period
The amount of time before initial damage takes effect if the
victim fails their Fortitude Saving Throw.
16.10 Poison
16.11.3 Initial Damage
When a character takes damage from an attack with a poisoned
weapon, consumes a poisonous substance, inhales a poisonous The damage the victim takes after the incubation period.
gas, or is otherwise poisoned the character must make a Fortitude
Saving Throw. If the character fails, they take the poison’s full 16.11.4 Secondary Damage
initial damage (usually ability damage). If they succeed, they
take half of the initial damage, rounded up. The character faces The amount of damage the character takes one day after taking
secondary damage 30 seconds later. This secondary damage initial damage if they fail a second Saving Throw. This damage is
also requires a Fortitude Saving Throw to avoid by half. taken each day the Saving Throw fails.
Poisons are detailed in the Craft (Chemical) Skill description.
Poisonous liquids are usually administered through injection or by 16.12 Acid
application to a weapon. Poisonous gases must be inhaled to be
effective. Poisonous solids are usually ingested with food or drink. Corrosive acids deal damage each round of exposure. The
amount of damage varies depending on the acid’s strength as
noted below.
16.10.1 Perils of Using Poison
Acid Strength Splash Attack* Total Immersion*
A character has a 5% chance (roll a d%) to expose themselves
to a poison whenever the character applies it to a weapon or Mild 2d6 4d6
otherwise readies it for use. Additionally, a character who rolls a Potent 4d6 8d6
3 on an attack roll with a poisoned weapon must succeed at a Concentrated 6d6 12d6
Reflex Saving Throw [TN15] or accidentally poison him or herself
with the weapon. *Damage per round of exposure.

Table 57: Acid Damage


16.10.2 Poison Immunity Acid damage from an attack reduces hit points. A character
Creatures with natural poison attacks are immune to their own fully immersed in acid takes potentially more damage per round
poison. Nonliving creatures and creatures without metabolisms of exposure than a character splashed with acid. The fumes from
are immune to poison. Certain kinds of creatures are immune to most acids are inhaled poisons. Those who come within 5’ of a
poison, as detailed in their descriptions, though it is conceivable large body of acid must make a Fortitude Saving Throw [TN15] or
that a special poison could be synthesized specifically to harm take 1 point of temporary CON damage. A second Saving Throw
them. must succeed 1 minute later to avoid taking another 1d4 points of
CON damage.

16.11 Disease
When a character is exposed to a treatable disease, the
character must make an immediate Fortitude Saving Throw. The
victim must make this roll when they come into contact with an
infectious carrier, touches an item smeared with diseased matter,
consumes food or drink tainted with a disease, or suffers damage
from a contaminated attack. If the character succeeds the disease
85

Object Size Examples Initial Damage Reflex Save TN STR Check TN


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

Table 55: Falling Objects

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

Table 56: Disease

16.13 Electricity Driver The driver of the vehicle controls its movement. Most
vehicles have only one position from where the vehicle can be
Electrical hazards come in many forms, including stun guns,
driven, so the person seated there is the driver. Driving a vehicle
downed power lines, and electric security fences. Table: Electricity
costs a minimum of 6 Combat Points, which means that the driver
Damage gives damage values for various electrical hazards based
may be able to do something else with their Combat Points. There
on relative voltage. A character can make a Fortitude Saving Throw
can be only one driver in a vehicle at one time.
to reduce the damage by half. If that character is grounded or is
Copilot A copilot can help the driver by taking an aid another
otherwise insulated from the current, a successful Saving Throw
action. The copilot must be seated in a location where they can
indicates that no damage is suffered.
see the road and advise the driver (in a car, this generally means
the front passenger seat). Aiding the driver costs 6 Combat Points.
A vehicle can have only one copilot at a time. A copilot can also
16.14 Weightless & Microgravity drive the vehicle if the driver cannot or chooses not to, provided
there is a second set of controls at the copilot’s seat (usually true
Weightless and microgravity environments function very in aircraft, but not ground vehicles).
differently from normal gravity areas. Regardless of how much Gunner Some vehicles have built-in weapons. If such a weapon
weight a character is carrying in a weightless or microgravity is controlled from a location other than the driver’s position, a
environment, they are never encumbered. Their movement cost character can man that position and become the gunner. A vehicle
is doubled. can have as many gunners as it has gunner positions.
Passenger All other personnel aboard the vehicle are
considered passengers. Passengers have no specific role in the
17 Vehicle Movement and Combat vehicle’s operation, but may be able to fire weapons from the
vehicle or take other actions.
For simply traveling from point to point, the vehicle used
is largely a matter of personal style and finances. Skill checks
are only required in extraordinary circumstances. These rules
are primarily focused on ground vehicles: cars, trucks, and light
military vehicles. The rules can be modified for heavier armored
vehicles, and aircraft. 17.2 Scale

These rules use two scales. If the encounter involves both


17.1 Characters in Vehicles
vehicles and characters on foot, use character scale. If the scene
A character in a vehicle fills one of several possible roles, which involves only vehicles and they’re likely to move at much higher
determines what the character can do. speeds than characters or creatures on foot, use vehicle scale.
86

Type Examples Damage Fort Save TN


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

Table 58: Electricity Damage

17.2.1 Character Scale 17.5 Getting Started


Character scale is identical to the standard scale: It’s carried out Most vehicles can be entered with 4 Combat Points and started
on a grid in which each square equals 5 feet. In character scale, with 4 more Combat Points. An exception is noted in a vehicle’s
most vehicles are large enough to occupy multiple squares on the description when it applies.
map grid. How many squares a vehicle occupies is specified in Vehicle combat differs from Character combat, in that there are
the vehicle’s description. two phases per round, the Movement Phase and the Attack Phase.
When moving a vehicle, count the squares from the vehicle’s
rear. When turning, pivot the vehicle on the rear square toward the 17.5.1 Initiative
direction which it is turning. When firing weapons, count squares
from the location of the weapon. In character scale, more than Initiative is determined by rolling Initiative for each vehicle, using
one ground vehicle cannot occupy the same square. the vehicle’s Initiative modifier.

17.6 Movement Phase


17.2.2 Vehicle Scale
The movement phase is the phase where the vehicles move.
In Vehicle scale, grids are not used. Instead the GM will describe The driver spends 6 Combat Points moving the Vehicle’s speed,
the location of objects and obstacles, in reference to the character’s increasing or decreasing the speed category, and performing
location. It is important to use numerical feet values for anything maneuvers. Initiative order goes as normal, and once every
the characters will target, and reference how long it will take the vehicle in combat has moved, the Attack Phase begins.
characters to reach a particular obstacle, based on their speed.

17.7 Attack Phase


17.3 Vehicle Sizes The attack phase is the phase that allows both the vehicle and
Vehicles use the same size categories as characters and its occupants to attack. The characters may use as many Combat
creatures, as shown on Table: Vehicle Sizes. The vehicle’s size Points as they possess attacking or shifting within the vehicle.
modifier applies to its Initiative modifier, maneuver modifier, and
Defense. The size modifier is already included in the vehicle 17.8 Vehicle Speed
statistics.
Vehicle speed is expressed in eight categories: Stationary,
Vehicle Size Size Mod. Examples Observing Speed, Cruising Speed, Alley Speed, Avenue Speed,
Street Speed, Highway Speed, and All Out Speed. Each of these
Colossal −8 Jumbo Jets, Semi-trucks
speed categories represents a range of possible movement (see
Gargantuan −4 IFVs, APCs, and most aircraft
Table: Vehicle Speeds and Modifiers). Each movement phase, a
Huge −2 Mid-sized cars, Luxury cars
vehicle moves according to its current speed category.
Large −1 Compact cars, Compact trucks
Medium +0 Motorcycles, Toy cars, and Mini cars Speed Req Turn Dist Def Mod Check/Roll Mod
Table 59: Vehicle Sizes Stationary — +0 —
Observing — +0 +0
Cruising 5’ +1 +0
17.4 Facing and Firing Arcs Alley 10’ +1 −1
Avenue 15’ +2 −2
When dealing with vehicles, the vehicle’s facing (the direction Street 20’ +3 −4
it’s pointing) is important. Facing indicates the direction in which Highway 30’ +5 −6
the vehicle is traveling, assuming it isn’t moving in reverse. It can All Out 35’ +7 −8
also determine which weapons aboard the vehicle can be brought
to bear on a target. Table 60: Vehicle Speed
A weapon built into a vehicle can be mounted to fire in one of
four directions: forward, aft (rear), right, or left, or be built into a
Declaring Speed
partial or full turret. A partial turret lets a weapon fire into three
adjacent fire arcs (such as forward, left, and right), while a full At the beginning of their action, a driver must declare their
turret lets it fire in any direction. For vehicles with weapons, a speed category for the round. The driver can choose to go one
weapon’s arc of fire is given in the vehicle’s description. category faster or slower than the vehicle’s speed category at
87

the end of the previous round. A stationary vehicle can change Stunts
to observing speed in either forward or reverse. Most vehicles
Stunts are difficult and sometimes daring maneuvers that enable
cannot go faster than alley speed in reverse. Not all vehicles
a driver to change their vehicle’s speed or heading more radically
can reach all speeds, and some vehicles can skip speeds with
than a simple maneuver allows. A stunt costs 6 Combat Points.
upgrades.
Stunts always require Drive checks.
• Stationary The vehicle is motionless.
17.10 Simple Maneuvers
• Observing Speed The vehicle is rolling at a very slow
speed, usually used to survey areas. It tops out at about 15 During a vehicle’s movement, the driver can perform any one
miles per hour. of the following maneuvers:

• Cruising Speed The vehicle is moving at a brisk pace, faster


45° Turn
than what would be moved to observe, often used in parking
lots and school zones. This speed tops out at about 30 miles Any vehicle can make a simple 45° turn as part of its movement.
per hour. The vehicle must move forward at least a number of feet equal
to its required turn distance (shown on Table: Vehicle Speeds and
• Alley Speed This speed is used for safely maneuvering a Modifiers) before it can turn. After the turn, the vehicle must move
vehicle in tight spaces, such as alleys and parking garages. at least a number of feet equal to its required turn distance.
It tops out at about 45 miles per hour.

• Avenue Speed This speed is for open roads at a decent Ram


speed, up to about 60 miles per hour. At character scale, a driver does not have to perform a
maneuver to ram another vehicle, the driver only needs to drive
• Street Speed The vehicle is traveling at a moderate speed,
the vehicle into the other vehicle, and a collision occurs (see
up to about 75 miles per hour.
Collisions and Ramming).
• Highway Speed The vehicle is moving at a typical highway At vehicle scale, however, more than one vehicle can occupy the
speed, up to about 90 miles per hour. same square and not collide, so ramming another vehicle requires
a simple maneuver. The driver moves their vehicle into the other
• All Out Speed The vehicle is traveling extremely fast, more vehicle and states that they are attempting to ram. Resolve the
than 110 miles per hour. ram as a collision except that the driver of the target vehicle can
make a Reflex Saving Throw [TN15] to reduce the damage to both
vehicles by half.
The Effects of Speed
A fast-moving vehicle is harder to hit than a stationary one but 17.11 Stunts
is also harder to control and to attack from. As shown on Table:
Vehicle Speeds and Modifiers, when a vehicle travels at street Stunts are maneuvers that require a Drive check to perform
speed or faster, it gains a bonus to Defense. However, that speed successfully. Unsuccessful stunts often result in the vehicle ending
brings along with it a penalty on all skill checks and attack rolls up someplace other than where the driver intended. When this
made by characters aboard the vehicle, including Drive checks to happens, the vehicle collides with any objects that are in its path.
control the vehicle and attacks made from it. Remember that the check/roll modifier from Table: Vehicle Speeds
and Modifiers affects all Drive checks made by the driver and
attack rolls made by all occupants of the vehicle.
17.9 Driving a Vehicle
Driving a vehicle cost 6 Combat Points, taken by the vehicle’s Avoid Hazard
driver. During their move action the driver moves the vehicle
a distance within its speed category. The driver can attempt Vehicle combat rarely occurs on a perfectly flat, featureless
maneuvers to change the vehicle’s course or speed. These plain. When a vehicle tries to move through a square occupied
maneuvers can be attempted at any point along the vehicle’s by a hazard the driver must succeed on a Drive check to avoid
route. the hazard and continue moving.
The two kinds of vehicle movement are simple maneuvers and Structures simply cannot be avoided. Also, if a driver cannot
stunts: make a check (if they have used all their Combat Points for the
round in performing other stunts) they automatically fail to avoid
the hazard. In such cases, a collision occurs.
Simple Maneuvers The TN to avoid a hazard varies with the nature of the hazard.
A simple maneuver, such as a 45-degree turn, is easy to On a failed check, the vehicle hits the obstacle. An oil slick
perform. Each is free and can be taken as many times as the forces the drive to make a Drive check [TN18] to retain control of
driver likes while they move the vehicle for no Combat Point cost. the vehicle. Failing to avoid an object results in a collision with the
However, simple maneuvers do cost movement, so a vehicle that object.
makes a lot of simple maneuvers will not get as far as one going
in a straight line. Simple maneuvers do not require the driver to Caltrops Caltrops are four-pronged steel spikes designed so
make skill checks. that one prong is pointing up when the caltrop rests on a surface.
88

If a vehicle fails its avoid hazard check, the caltrops make an The TN for a hard brake is 15. The driver can only succeed at
attack against the vehicle with a +2 attack bonus. If the attack is one hard break per round. On a failed check, the vehicle does
successful, the vehicle’s tires are destroyed and the driver is forced not change speed categories. Make a Drive check [TN15] to retain
to make a Drive check [TN19] to retain control. The vehicle’s max control (see Losing Control).
speed is reduced to observing speed until the tires are changed.
Hard Turn
Oil Slick An oil slick is a large pool of oil (or any hydrophobic,
slippery fluid). If the driver fails to avoid this hazard, they are A hard turn allows a vehicle to make a turn in a short distance
forced to make a Drive check [TN18] to retain control of the vehicle. without losing speed.
A hard turn functions like a 45° turn simple maneuver, except
Hazard TN that the vehicle only needs to move forward a number of feet
Caltrops 16 equal to half its required turn distance (rounded down).
Oil Slick 18 The TN for a hard turn is 15.
Small Object (tire, light debris) 8 On a failed check the vehicle continues to move forward a
Medium Object (crate) 12 number of feet equal to its required turn distance before turning,
Large Object (pile of wreckage) 19 just as with a simple 45° turn. Make a Drive check [TN15] to retain
Structure — control.

Table 61: Avoid Hazard TN Jump

Bootleg Turn A driver can attempt to jump their vehicle across a gap in their
path.
By making a bootleg turn a driver can radically change direction To make a jump the vehicle must move in a straight line a
without turning in a loop. However, in doing so, the vehicle comes number of feet equal to its required turn distance.
to a stop. The TN for a jump depends on the width of the gap modified
Before a vehicle can make a bootleg turn it must move in a by the vehicle’s speed category.
straight line at least a number of squares equal to its required turn On a failed check, the vehicle fails to clear the gap, and instead
distance. To make a bootleg turn, simply change the vehicle’s falls into it (or collides with the far side). Determine damage as
facing to the desired direction. The vehicle ends its movement in for a collision (see Collisions and Ramming).
that location, at stationary speed.
The TN for a bootleg turn depends on the change in facing. Gap Width TN
On a failed check, instead of facing the desired direction, the 1-3’ (ditch) 15
vehicle only changes facing by 45 degrees. Make a Drive check 4-7’ (culvert) 20
to retain control against a TN equal to the TN for the bootleg turn 8-15’ (creek, small ravine) 25
attempted.
16-25’ (narrow road, small pond) 30
Facing Change TN 26-40’ (wide road, small river) 35
Vehicle Speed Category TN Mod
45° 5
Observational +20
90° 10
Cruising +15
135° 15
Alley +10
180° 20
Avenue +5
Table 62: Bootleg Turn TN Street +0
Highway −5
All Out −10
Dash
With a dash stunt, a driver can increase the vehicle’s speed by Table 63: Vehicle Jump TN
one category. This increase is in addition to any speed change
made at the beginning of the driver’s action; if the driver increased A shallow gap (1 to 3 feet deep) is equivalent to a Medium-size
speed at that time, they can accelerate a total of two categories object; the vehicle may be able to avoid taking collision damage
in the same round. from the failed jump by treating the far side as a hazard and then
The TN for a dash is 15. The driver can only succeed at one continue moving (see Avoid Hazard, above).
dash per round. A moderately deep gap (4 to 10 feet deep) is equivalent to a
On a failed check the vehicle does not change speed categories. Huge object. The vehicle can only drive out of the gap if the walls
are not too steep.
A deeper gap (11 feet or deeper) is equivalent to a Colossal
Hard Brake
object. The vehicle can only drive out of the gap if the walls are
With a hard brake stunt, a driver can reduce the vehicle’s speed not too steep.
by up to one category. This is in addition to any speed change If the gap is filled with water, the vehicle takes only half damage
made at the beginning of his action; if the driver reduced speed from the collision with the ground. However, if the water is too
at that time, they can drop a total of two categories in the same deep or the bottom is too soft (GM’s discretion), the vehicle might
round. The vehicle’s movement for the round ends immediately. not be able to move.
89

Sideswipe • Choose the Vehicle’s Speed The driver may increase or


decrease their vehicle’s speed category by one (or keep it
During a vehicle’s movement, a driver can attempt to sideswipe
the same).
a vehicle or other target, either to deal damage without fully
ramming it or to cause another driver to lose control of their
vehicle.
At character scale, a vehicle must be side by side with its target • Movement Move and maneuver, and attempt a single stunt
(that is, occupying the square or squares directly to its side) and as part of the movement.
moving in the same direction. Attempting a sideswipe costs 1
square of movement.
If the stunt is successful the sideswiping vehicle and the target
both take damage as if they had collided (see Collisions and 17.14 Collisions and Ramming
Ramming), except that the collision multiplier is ¼, and the target
(or driver of the target vehicle) can make a Reflex Saving Throw A collision occurs when a vehicle strikes another vehicle or a
[TN15] to reduce the damage to both by half. If the target is solid object. Generally, when a vehicle collides with a creature
another vehicle the driver must succeed at a Drive check [TN15] or other moving vehicle, the target can attempt a Reflex Saving
at the beginning of their next action or lose control of the vehicle. Throw [TN15] to reduce the damage by half.
The TN for a sideswipe is 15 and is modified by the relative size
and speed of the target.

Target Condition TN Modifier Resolving Collisions


Each size category larger −5 The base damage dealt by a vehicle collision depends on the
Each size category smaller +5 speed and size of the objects involved. Use the highest speed
Each speed category of difference −2 and the largest size of the two colliding objects and refer to Table:
Collision Damage.
Table 64: Sideswipe

On a failed check, both vehicles take damage as though the


sideswipe attempt was a success. However, the other driver does Highest Speed Damage Die
not need to make a check to retain control. Observational 1
Cruising d2
Alley d4
17.12 Terrain
Avenue d6
The terrain a vehicle is driving on can also change how a vehicle Street d8
is controlled, and how fast it can go. Highway d10
All Out d12
• Paved Road Paved roads are roads made of cement,
Smallest Object or Creature Size # of Dice
asphalt, or any other kind of standard paving. They have
Colossal 20
no special rules.
Gargantuan 16
• Semi-Paved Road These roads include gravel, hard Huge 12
compacted dirt roads, and any other kind of road where Large 8
traditional paving is not used. They grant a −1 penalty to all Medium 4
Drive checks. Small 2
Tiny 1
• Wilderness Wilderness includes loose dirt roads, sand, or
Smaller than Tiny 0
any kind of road off the beaten path. When driving on
this type of surface, the maximum speed is reduced by 4 Table 65: Collision Damage
categories.
• Icy and Snow Modifier Ice and snow remove traction from
the road, making it harder to steer and gain control. When After finding the base damage, determine the collision’s damage
driving on any kind of road that is considered icy or snowy, multiplier based on how the colliding vehicle struck the other
there is a −4 penalty to Drive checks. vehicle or object. For vehicles moving in reverse, consider the
back end to be the vehicle’s “front” for determining the collision
• Rain Modifier Rain makes it somewhat more difficult to multiplier. Consult Table: Collision Direction for a multiplier.
drive, with the loss of traction. When driving on any kind of Once the damage has been determined, apply it to both vehicles
road that has been rained on, there is a −2 penalty to Drive (or objects or creatures) involved in the collision. Both vehicles
checks. reduce their speed by two speed categories. If the colliding vehicle
moved the minimum number of feet for its new speed category
before the collision it ends its movement immediately. If not, it
17.13 Driver Options
pushes the other vehicle or object aside, if possible, and continues
Here is what a vehicle driver can do during the Movement until it has moved the minimum number of feet for its new speed
Phase: category.
90

Colliding Vehicle’s Target Multiplier Roll


A stationary object ×1
A moving vehicle, The vehicle tumbles, taking damage.
×2 At character scale, the vehicle rolls in a straight line in its current
striking head-on or 45° from head-on
direction for a number of feet equal to the required turn distance
A moving vehicle, striking perpendicular ×1
for its speed, then ends its movement. At the end of the vehicle’s
A moving vehicle,
×½ roll, reorient the vehicle perpendicular to its original direction of
striking from the rear or 45° from the rear
travel (determine left or right randomly).
A vehicle being sideswiped (see Sideswipe) ×¼
At vehicle scale, the vehicle rolls 5’ before stopping and
Table 66: Collision Direction reorienting.
At either scale, a vehicle takes damage equal to 2d6 x the
The driver of the vehicle that caused the collision must character scale required turn distance for its speed (use the
immediately make a Drive check [TN15] or lose control of the required turn distance from character scale even at vehicle scale).
vehicle (see Losing Control, below). The driver of the other vehicle The vehicle’s occupants take damage equal to 2d4 x the character
must succeed on a Drive check [TN15] at the beginning of their scale required turn distance for its speed (Reflex Saving Throw
next action or lose control of their vehicle. [TN15] for half damage).

Damage to Vehicles Occupants


When a vehicle takes damage from a collision its occupants 17.16 Hide and Seek
may take damage as well. The base amount of damage depends
When being pursued, a driver can attempt a Stealth check to
on the cover offered by the vehicle.
lose the pursuer in heavy traffic, or a Presence check to misdirect
Cover Damage the pursuer before turning onto an off-ramp or a side street.
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, but
¼ ½ damage taken by vehicle
because the driver is hiding among other vehicles, most of which
½ ¼ damage taken by vehicle
are size Large or Huge, they gain a +8 bonus on the check. This
¾ or more None 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 penalty
Table 67: Occupant Collision Damage
to the check.
Each of the occupants may make a Reflex Saving Throw [TN15] A driver can use Presence to make a pursuer think they are
to take half damage. going a different direction from what the driver intends. Just before
making a turn onto an off-ramp or side street, make a Presence
check opposed by the pursuer’s Presence check. If the driver is
17.15 Losing Control successful the pursuer takes a −5 penalty on any Drive check
A collision or a failed stunt can cause a driver to lose control needed to make the turn to follow the driver. If the other driver
of his vehicle. In these cases, the driver must make a Drive check can make the turn using only simple maneuvers and does not
have to make a Drive check the Presence attempt has no effect.
to retain control of the vehicle. If this check is successful the driver
maintains control of the vehicle.
If the check fails the vehicle goes into a spin. If it fails by 10
or more, the vehicle rolls. Remember that the check/roll modifier 17.17 Fighting from Vehicles
from Table: Vehicle Speeds and Modifiers applies to all Drive
checks. The following rules provide a further framework for combat
An out-of-control vehicle may strike an object or other vehicle. involving vehicles.
When that happens, a collision occurs. Actions during the Attack Phase of vehicle combat are handled
the same way as actions during personal combat.
Spin
The vehicle skids, spinning wildly.
At character scale, the vehicle moves in its current direction a 17.17.1 Move Actions
number of feet equal to the required turn distance for its speed,
Changing position within a vehicle is usually 5 Combat Points,
then ends its movement. Once it stops, roll 1d8 to determine its
especially if the character has to trade places with another
new facing.
character. If the character’s movement is short and unobstructed,
At vehicle scale, the vehicle moves 5’ and stops. Roll to
the character can do it at the cost of regular movement.
determine its new facing as indicated above.

1 no change 5 180°
2 right 45° 6 left 135° 17.17.2 Attack Actions
3 right 90° 7 left 90°
4 right 135° 8 left 45° Anyone aboard a vehicle can make an attack with a personal
weapon, and drivers and gunners can make attacks with any
Table 68: Vehicle Spin vehicle-mounted weapons controlled from their positions.
91

17.18 Crew Quality 17.20 Damaging Vehicles


Rather than force the GM to create, or remember, statistics for All vehicles have Hit Points which are roughly equivalent to a
everyone aboard a vehicle, vehicle statistics include a general character’s Hit Points. Like most inanimate objects, vehicles also
“crew quality” descriptor. This indicates a typical crew’s aptitude have hardness. Whenever a vehicle takes damage, subtract the
with the vehicle’s systems. Table: Crew Quality shows the five vehicle’s hardness from the damage dealt.
levels of crew quality for GM-controlled vehicle crews, along with When a vehicle is reduced to 0 Hit Points, it is disabled. Although
the appropriate check modifier. Use the check modifier for all it might be repairable it ceases functioning. A vehicle that is
skill checks related to the operation of the vehicle (including Drive disabled while moving drops one speed category each round until
and Craft (Mechanical, Electronic, or Structural) checks). Use the it comes to a stop. The driver cannot attempt any maneuvers
attack bonus for all attack rolls performed by the crew. For quick except a 45-degree turn.
reference, Table: Crew Quality shows the typical crew quality, and A vehicle is destroyed when it loses Hit Points equal to twice its
the crew’s total Initiative and maneuver modifiers, for the vehicles full normal total. A destroyed vehicle cannot be repaired.
covered in this book.
This by no means restricts the GM from creating unique Tires
vehicles where the crew’s statistics are included or from using GM
characters’ abilities when they drive or attack from vehicles. It’s Most ground vehicles need tires to move. Targeting a tire is a
merely a shortcut to save time if the GM doesn’t have particular called shot at a −4 to hit the tire. If a vehicle’s tire is hit the driver
characters behind the wheel. must make a Drive check [TN16] or lose control of the vehicle. For
every tire lost, the vehicle loses one-quarter of its speed.
Crew Quality Check Modifier Attack Bonus
Energy Attacks
Untrained −4 −2
Normal +2 +0 Vehicles are treated as objects when subjected to energy attacks.
Skilled +4 +2
Expert +8 +4 Exploding Vehicles
Ace +12 +6
If the attack that disables a vehicle deals damage equal to
Table 69: Crew Quality half its full Hit Points points or more, the vehicle explodes after
1d6 rounds. This explosion deals 15d6 points of Fire damage
to everyone within the vehicle (Reflex Saving Throw [TN20] for
half damage) and half that much to everyone and everything
17.19 Attack Options
within 30 feet of the explosion (Reflex Saving Throw [TN15] for
Firing a vehicle’s weapon requires the use of Combat Points, half damage).
dependent on how it is fired, and uses the driver’s or gunner’s
ranged attack modifier. Repairing Damage
A driver with 5 or more ranks in the Drive skill gains a +2 synergy
Repairing damage to a vehicle takes a full hour of work, a
bonus when firing vehicle-mounted weapons while driving.
mechanical tool kit, and a garage or some other suitable facility.
Some military vehicles are equipped with fire-control computers.
Without the tool kit, a character takes a −4 penalty on their
These systems grant equipment bonuses on attack rolls with the
Craft check. At the end of the hour, make a Craft (Structural)
vehicle-mounted weapons to which they apply.
check [TN20]. Success restores 2d6 HP. If damage remains, the
Driving Defensively Just as in melee combat, one can fight
character may continue to make repairs for as many hours as it
defensively while driving a vehicle, which grants a +2 dodge
takes to restore all of the vehicle’s HP.
bonus to the vehicle’s Defense and applies a −4 penalty on attack
rolls made by occupants of the vehicle. It has the same Combat
Point cost as normal.

17.19.1 Targeting Occupants

An attack made against a vehicle uses the vehicle’s Defense


modified by its speed category. Attackers can choose instead to
target specific vehicle occupants.
An attack against a vehicle occupant is made like any other
attack. Remember, however, that a character in a vehicle gains
bonuses to Defense from both the vehicle’s speed and any cover
it provides.

17.19.2 Cover

When a character fires from a vehicle, objects or other vehicles


in the way can provide cover for the target.
92
93

Chapter VII purchase the item with the upgrades that would reduce it’s level,
but they must purchase the item at the “New in Box” price.
Equipment
Registration Rating Knowledge Time Cost
1 Restricted Objects (Business) TN Required
Licensed 15 5 days 5
Some objects require licenses to own or operate, or are
Restricted 20 1 week 10
restricted in use to qualifying organizations or individuals. In such
Military & Police 25 2 weeks 20
cases, a character must purchase a license or pay a fee to legally
Illegal 30 3 weeks 35
own the object. A license or fee is a separate item, purchased
in addition to (and usually before) the object to which it applies.
Table 70: Equipment, Licenses
The four levels of restriction are as follows. When dealing with
licenses and weapons, the license type includes any papers or
cards necessary to carry the weapon, open or concealed, without
being hassled by law enforcement.
3 The Black Market
• None No license or restriction is required to own or operate Sometimes a character wants to obtain an object without
the object. going through the hassle of getting a license first. Almost anything
is available on the black market. Knowledge (Streetwise) checks
• Licensed The owner must obtain a license to own or operate can be used to locate a black market merchant. The TN is based
the object legally. Generally, the license is not expensive, on where the character is searching: 15 in a big city, 20 in small
and obtaining it has few if any additional legal requirements. towns, 25 or higher in rural areas. Objects purchased on the black
market are more expensive than those purchased legally. Add
• Restricted Only specially qualified individuals or organiza-
the black market purchase percentage increase to the object’s
tions are technically allowed to own the object. However, the
cost. Obtaining an object on the black market takes a number of
real obstacles to ownership are time and money; anyone
days according to the Time Required column on Table: Licenses.
with sufficient patience and cash can eventually acquire the
The process can be hurried, but each day cut out of the process
necessary license.
(to a minimum of one day) increases the purchase cost by an
• Military & Police The object is sold primarily to legitimate additional 25%.
police and military organizations. An M&P restriction is
essentially the same as Restricted, except that manufacturers Registration Rating Black Market
and dealers are generally under tight government scrutiny Price Increase
and are therefore especially wary of selling to private Licensed 25%
individuals. Restricted 50%
Military & Police 100%
• Illegal The object is illegal in all but specific, highly regulated Illegal 200%
circumstances.
Table 71: The Black Market
2 Purchasing a License
To purchase a license or pay necessary fees, a character pays
4 New Vs. Used
the fee on the chart, and waits the appropriate time. To expedite
The prices listed for the various objects are the price you’d
the process, the character may attempt a Knowledge (Business)
pay for something NIB (New in Box), but often characters will
check at the listed TN. Success results in the license being issued
either try to purchase something used or try to sell extra gear.
in 1d4 days. During character creation, a character only needs
When purchasing or selling something used, use these rates.
to purchase the license or pay the fee; the time required takes
place before game play begins, however a character can only • New in Box 100% of normal price. Object has never seen
purchase a Licensed or Restricted license at character gneeration, use and even still comes with the receipt.
unless a GM says otherwise. As a general rule, a character must
obtain the appropriate license before buying a restricted object. • Like New 90% of normal price. No major problems, gear
When a character has purchased the appropriate license once, works as advertised and includes most, if not all of the listed
it is applicable for all items with the same rating, so a character equipment.
does not have to purchase a license for each item of the same
level. A higher license grants the ability to purchase any object at • Good 75% of normal price. Object shows some wear, but
the same restriction level or lower. Legitimate dealers will not sell still works as advertised, does not include any of the extra
restricted objects to a character who does not have the necessary listed gear outside of what’s attached to it.
license. However, a character may be able to turn to the black
market to obtain restricted objects without a license • Fair 50% of normal price. Object shows wear and has light
In some cases, a player may want to purchase an item that damage, firearms would have to be cleaned in this state,
is above their license level. If the item in question is able to have and cars may have to have minor repairs (15% HP lost or
it’s license level lowered through any upgrades, the player may less).
94

• Usable 25% of normal price. Objects need repair to use when others might see, or under other unusual constraints. Stealth
functionally, firearms considered damaged and need to be may be used untrained in this instance, but the character must
repaired before use, cars would need major repairs (16-25% take 10.
HP lost).

• Poor 10% of normal price. Objects are basically junk at 7.3 Concealment
this point. Firearms are no more than spare parts (or a
The object’s size affects the check result, as shown below. The
spare magazine), a vehicle would have to be rebuilt from
type of holster used or clothing worn and any attempt to make a
this stage (50% or more HP lost).
weapon easier to draw can also affect the check.

Condition Stealth Modifier


5 Mastercraft Objects
Clothing is tight or small −4
Weapons, armor, and some other types of equipment can Clothing is especially loose or +2
be constructed as mastercraft objects. The exceptional quality of bulky
these objects provides the user a bonus on attack rolls, defense, Clothing is specifically modified +2
or some other characteristic that improves when the object is used. for concealing objects
A mastercraft object that provides a +1 bonus and can usually be Size of weapon or object
purchased on the open market as a custom version of a common Fine +12
object. The increased cost of this item is 75% of the item’s cost. Diminutive +8
A rare few objects are of mastercraft quality even without Tiny +4
customization. The off-the-shelf version of the object is of such Small +0
high quality that it is always provides a +1 bonus. In these cases, Medium −4
the cost is not increased, as such objects are already priced higher Large −8
than similar objects of lower quality. Huge or larger Can’t conceal
Mastercraft objects with a bonus of +2 or +3 are considered
grandmastercraft and are not common and are generally not Table 72: Concealing Weapons & Objects
for sale. If a grandmastercraft +2 object could be found for
purchase, its cost would add 125% to the normal cost. The cost
of a grandmastercraft +3 object would add 200% to the normal 7.4 Spotting Concealed Objects
cost. Noticing a concealed weapon or other object requires a
Perception check. The TN varies: If the target made a roll when
concealing an object, the TN of the Perception check to notice the
6 Carrying Capacity object is the same as the target’s check result (an opposed check,
A character’s carrying capacity depends directly on the character’s in other words). If the target took 10 on their Stealth check, use
STR score. The formula for calculating the amount of pounds a this formula:
character can carry is: (STR SCORE * 3 lbs) Target’s Stealth skill modifier (including modifiers from
the above table) + 10 = Perception TN
An observer attempting to spot a concealed object receives a
7 Concealed Weapons and Objects −1 penalty for every 10’ between him or herself and the target,
and a −5 penalty if distracted. Patting someone down for a hidden
It is assumed that when attempting to conceal a weapon or weapon requires a similar check. However, the skill employed is
other object, a character is wearing appropriate clothing. Drawing Perception, and the searcher receives a +4 circumstance bonus for
a concealed weapon is more difficult than drawing a regularly the hands-on act of frisking the target. Some devices may also
holstered weapon. Keeping the weapon in an easier-to-draw offer bonuses under certain circumstances (a metal detector offers
position makes concealing it more difficult. a bonus to Perception checks to find metal objects, for example).

7.1 Waistband Carry 7.5 Spotting Concealable Armor


Waistband carry is holstering a weapon in the waistband without Concealable armor can be worn under clothing if the wearer
a proper holster. When carrying a weapon in this manner, it isn’t wants it to go unnoticed. Don’t use the modifiers from Table:
properly secured, and will fall out under any strenuous movement. Concealing weapons and objects when wearing concealable
When waistband carrying, a character must make a Reflex Saving armor. Instead, anyone attempting to notice the armor must
Throw [TN15] to keep their weapon in their belt when doing any make a Perception check [TN30].
actions that cause them to roll an attack roll or a DEX or STR
based skill. If they fail this check, the weapon falls to the ground.
8 Living in Luxury
7.2 Stealth Checks
The prices given are for average quality items. It is possible
To conceal a weapon or other object, make a Stealth check. A to purchase similar items with luxury features, generally by
character concealing an object before they head out into public increasing the cost by 20%. Although such items are more
can usually take 10 unless they are rushed, trying to conceal it expensive, they offer no additional features or game benefits.
95

9 General Equipment Duffel Bag A simple bag with either zipper or draw sting
closures and a strap, duffel bags come in all different sizes and
Liquid Volume shapes. The small bag can hold about 20 lbs of objects that are
Medium sized or smaller , while the large can hold up to 100 lbs
Units are a general representation of liquid volume. of objects that are Large sized or smaller .
For any liquids not listed in the book, a GM or player can
use this formula for calculating the amount of units of an Waist Pack This small zippered pouch is fitted with an integral
liquid: 1 Unit = 8 fl. oz/236ml belt and is designed to be fastened around the waist. It holds 3
lbs of objects that are Small or smaller comfortably.

9.1 Bags and Boxes Object Sz Wt Cost Restr


With the wide variety of equipment available, it is quite often Backpack M 2.0 6 None
critical to have something to store the equipment or carry it around Small Aluminum Travel Case, 30 lb. M 4.4 2 None
in. cap
Large Aluminum Travel Case, 120 L 10.0 4 None
lb. cap
Aluminum Travel Case A travel case is a reinforced metal Aluminum Travel Case, 45 lb. cap L 15.0 7 None
box with foam inserts. Wing-style clamps keep it from opening
Briefcase M 2.0 2 None
accidentally. The small case can hold 30 lbs of objects that are
Contractor’s Field Bag M 1.1 1 None
Medium or smaller size, and the large case can hold 120 lbs of
Day Pack S 1.0 1 None
objects that are Large or smaller.
Handbag S 0.6 1 None
Range Pack, Standard M 2.0 7 None
Backpack This is a good-sized backpack, made of tough water- Range Pack, Oversized L 8.0 11 None
resistant material. It has one or two central sections, as well as Duffel Bag, Small M 0.8 1 None
several exterior pockets and straps for attaching tents, bedrolls, or Duffel Bag, Large L 2.0 2 None
other gear. It can carry up to 60 lbs of objects that are medium or Waist Pack S 0.5 2 None
smaller. A backpack gives a character a +3 lbs carrying capacity
bonus. Table 73: Equipment, Bags & Boxes

Briefcase A briefcase can carry up to 12 lbs worth of objects


that are Small size or smaller. A briefcase can be locked, but
its cheap lock is not very secure; the lock can be picked with a
Disable Device check [TN15], break [TN10].

Contractor’s Field Bag A combination tool bag and notebook


computer case, this has pockets for tools, pens, notepads, and cell
phones. It even has a clear plastic flap for maps or plans. Made
of durable fabric, it holds 10 lbs worth of objects that are small
size or smaller and comes with a shoulder strap.

Day Pack This is a small backpack, the sort often used by


students to carry their books around, or by outdoor enthusiasts
on short hikes. It holds 15 lbs worth of objects that are Medium size
or smaller, and fits comfortably over one shoulder in a messenger
type style or on both shoulders in a traditional pack type.

Handbag Handbags provide another way to carry 2 lbs of


objects that are Small sized or smaller. The wealth point cost
shown is for a basic bag; high-fashion purses can be exponentially
expensive.

Range Pack This lightweight black bag has a spacious inner


compartment capable of holding roughly 14 lbs of objects that are
Medium sized or smaller and two zippered components that can
hold 2 lbs of Small objects or smaller each. The larger version has
a internal compartment that can hold 25 lbs of objects that are
Large sized or smaller and another 6 lbs in the zippered external
pouch. A range pack gives a character a +3 lbs carrying capacity
bonus.
96

9.2 Clothing wearer. Wearing a uniform grants a +2 circumstance bonus on all


applicable Presence checks. The price of the uniform is based on
The items described here represent special clothing types or
what particular uniform a character is trying to acquire and is set
unusual outfits that a character might need to acquire. For the
by the GM.
most part, clothing choice is based on character concept. It is
assumed that a character owns a reasonable wardrobe of the
sorts of clothes that fit their lifestyle. Sometimes, however, a Ghillie Suit The ultimate in camouflage, a ghillie suit is a loose
character might need something out of the ordinary. When that’s mesh over garment covered in strips of burlap in camouflage of the
the case, they will have to purchase it like any other piece of gear. purchaser’s choice. Other camouflaging elements can easily be
Clothes have three effects on game mechanics: one on Presence added. A figure under a ghillie suit is nearly impossible to discern.
checks, one on Stealth checks, and one on environmental factors. A character wearing a ghillie suit with appropriate coloration gains
First, clothing is part of a disguise. a +10 bonus on Stealth checks. It takes 20 minutes to change the
See the Presence skill description for more on how appropriate suit’s coloration. However, the bulky suit imposes a penalty of −4
dress affects Presence checks. Clothes also help to hide firearms, on all DEX checks, DEX-based skill checks (except Stealth), and
body armor, and small objects. Tightly tailored clothing imposes melee attack rolls.
a penalty on an attempt to conceal an object; clothing purposely
tailored to conceal objects provides a bonus. Clothing also includes 9.2.1 Outerwear
worn accessories, such as holsters, sheathes, and armor.
An outfit of clothing represents everything a character needs In addition to keeping a character warm and dry, coats and jackets
to dress a part: pants or skirt, shirt, undergarments, appropriate provide additional concealment for things a character is carrying
shoes or boots, socks or stockings, and any necessary belt or (they often qualify as loose or bulky clothing; see Concealed
suspenders. The clothes a character wears does not count against Weapons and Objects).
the weight limit for encumbrance. Each outfit has a level that is
appropriate for a given temperature range (very hot, hot, mild, Coat An outer garment worn on the upper body. Its length and
cold, or very cold), and the wearer can remove layers or roll up style vary according to fashion and use. It grants the wearer a
cuffs to make it acceptable, if not completely comfortable, for the +1 to Fortitude Saving Throws made to resist the effects of cold
next higher range. The price listed is for the base set of clothes, weather. The price listed is for a simple coat or hoodie, high-
high-fashion clothing can be exponentially expensive. fashion clothing can be exponentially expensive. Coats have two
Clothing can also hold equipment. As a general rule, a set of pockets than can hold 1.5 lbs of equipment that is Tiny sized or
clothing has two side pockets that can hold 2 lbs of equipment smaller each.
that is tiny or smaller, per pocket. Different styles and clothing
configurations can change this, up to the GM’s discretion. Clothing Fatigue Jacket A lightweight outer garment fashioned after the
itself, and any items or equipment that is carried within clothing fatigue uniforms worn by military personnel when performing
is not counted against a character’s total carrying capacity. Any their standard duties.
weapons carried within a pocket without a holster or sheath, are
considered waistband carried.
Overcoat A warm coat worn over a suit jacket or indoor clothing.
The price listed is for a simple overcoat, high-fashion clothing can
Business A business outfit generally includes a jacket or blazer,
be exponentially expensive. Overcoats have two pockets than
but can incorporate everything up to, and including three piece
can hold 2.0 lbs of equipment that is Tiny sized or smaller each,
suits. Business clothing tends to look sharp and well groomed
and an internal pocket that can hold 1 lbs of equipment that is
without being overly formal.
Diminutive sized or smaller.

Casual Casual clothes range from cut-off jeans and a T-shirt to


neatly pressed khakis and a hand-knit sweater. Parka This winter coat grants the wearer a +2 to Fortitude Saving
Throws made to resist the effects of cold weather. Parkas have
four pockets than can hold 4 lbs of equipment that is Small sized
Formal From a little black dress to a fully appointed tuxedo, or smaller each
formal clothes are appropriate for “black tie” occasions. Special
designer creations can have a cost much higher than shown on
the table. Work Gloves These gloves are thick leather working gloves,
protecting from heat, cold, and generally corrosive or sharp
objects, allowing someone to work comfortably with these objects
Fatigues Called “battle dress uniforms” (or BDUs) in the United
and elements.
States Armed Forces, these are worn by hardened veterans and
wannabes alike. They’re rugged, comfortable, and provide lots
of pockets. They are also printed in various camouflage patterns: Utility Belts Tool belts and police gun belts fall into this category.
woodland, desert, winter, urban (gray patterned), and black are They can comfortably hold 10 lbs of objects of small or smaller
available. When worn in an appropriate setting, fatigues grant a size and keep them on hand at all times. They can also attach
+2 bonus on Stealth checks. tactical holsters and tactical holders to them.

Uniform From the cable guy to a senior Air Force officer, people Flotation Vest A character wearing a flotation vest need not
on the job tend to wear uniforms, making such clothing an essential make Athletics checks to stay afloat, and their encumbrance load
part of some disguises since a uniform inclines people to trust the is considered 50 lbs. lighter for the purpose of determining weight
97

penalties with Athletics checks to swimming. A flotation vest can Night Vision Goggles Night vision goggles are goggles that use
be worn over normal clothing and light to medium armor. passive light gathering to improve vision in near-dark and dark
conditions. They grant the user the ability to see in darkness,
Gas Mask The gas mask provides full protection against the but because of the restricted view, grant a −5 penalty to all sight
effects of tear gas, pepper balls, and chemical irritants and grants based perception checks made by someone wearing them. When
the wearer a +6 bonus to Fortitude Saving Throws made to resist in complete darkness, NVGs must either be used with an infrared
inhaled contaminants. The character can also purchase filters that illuminator (+8 to the cost), or use another source of infrared light.
can protect against a single specific type of inhaled poison for 2 Mounts can be purchased to mount the NVGs to a combat helmet,
WP. at +1 to the cost.

Object Sz Wt Cost Restr Object Sz Wt Cost Restr


Business, Hot M 3.0 5 None Flash Goggles T 0.4 1 None
Business, Mild M 2.0 5 None Sunglasses T 0.4 4 None
Business, Cold M 4.0 6 None IRGs S 1.3 40 None
Casual, Very Hot M 1.8 2 None NVGs S 1.6 7 None
Casual, Hot M 3.0 2 None
Table 75: Equipment, Eyewear
Casual, Mild M 2.0 3 None
Casual, Cold M 4.0 4 None
Formal, Hot M 3.0 6 None 9.4 MOLLE
Formal, Mild M 2.0 7 None Modular Lightweight Load-carrying Equipment (MOLLE) is
Formal, Cold M 3.0 8 None customizable load-bearing equipment utilized by various armed
Fatigues, Hot M 3.0 7 None forces. MOLLE can be configured to the user’s specifications, based
Fatigues, Mild M 2.0 6 None on the needs of the user. MOLLE has a number of attachment
Fatigues, Cold M 4.0 9 None slots, that can be filled by various pouches.
Uniform M 3.0 See text None
Ghillie Suit M 6.0 6 None Kit Pouch (1 slot per 5 pounds) This pouch can hold a small
Coat M 2.0 2 None kit, keeping it on hand at all times for quick use.
Fatigue Jacket M 1.8 3 None
Overcoat M 3.1 3 None Holster Pouch (2 slots) This pouch encompasses a holster that
Parka M 5.0 7 None holds a firearm of Medium or smaller size.
Work Gloves S 0.4 1 None
Utility Belt S 1.8 2 None Single Large Magazine Pouch (1 slot) This pouch can hold a
Flotation Vest M 1.0 1 None single rifle, machine pistol, or SMG magazine with a capacity of
Gas Mask M 1.5 4 None 60 rounds or less.
Filters, Gas Mask T 0.3 2 None

Table 74: Equipment, Clothing Dual Large Magazine Pouch (1 slot) This pouch can hold two
rifle, machine pistol, or SMG magazines with a capacity of 60
rounds or less.
9.3 Eyewear
Eyewear encompass everything from basic sunglasses, to the Quad Large Magazine Pouch (3 slot) This pouch can hold
most covering night vision goggles. A character can have only four rifle, machine pistol, or SMG magazines with a capacity of
one pair of eyewear on at one time. 60 rounds or less.

Flash Goggles These eye coverings provide total protection Sextuple Large Magazine Pouch (4 slot) This pouch can hold
against blinding light. They negate all Will Saving Throws against six rifle, machine pistol, or SMG magazines with a capacity of 60
blindness, but the wearer suffers a −4 ranged attack roll while rounds or less.
wearing them.
Small Magazine/Speedloader Pouch (1 slot) This pouch can
Sunglasses Sunglasses are tinted glasses that block UV rays hold up to two handgun magazines or two speedloaders.
and bright light. They grant a +1 to all Will Saving Throws against
blindness. Shell Pouch (1 slot) This pouch can hold twenty five shotgun
shells of any caliber.
Infared Goggles Infared goggles are goggles that use heat
signatures to locate targets. They grant the user the ability to see Cased Ammunition Pouch (1 slot) This pouch can hold fifty
any target that is warmer than their surroundings in darkness, but rounds of cased ammunition, either in stripper clips or loose
because of the restricted view, grant a −5 penalty to all sight based rounds.
perception checks made by someone wearing them. Mounts can
be purchased to mount the IRGs to a combat helmet, at +1 WP to Grenade Pouch (1 slot) This pouch can hold two grenades,
the cost. either hand grenades or grenade launcher grenades.
98

Shell Loops (1 slot) This pouch is a simple group of elastic loops Object Sz Wt Cost Restr
made to hold shotgun shells. The loops can hold six shells of any Kit Pouch S 0.5 3/slot None
gauge. Using shell loops negates the necessity to spend CP to Holster Pouch S 0.5 2 None
reach into a pack to retrieve ammunition. Single Large Magazine Pouch S 0.5 1 None
Dual Large Magazine Pouch S 0.7 2 None
Quad Large Magazine Pouch S 0.8 3 None
Sextuple Large Magazine Pouch S 1.0 3 None
Cartridge Loops (1 slot) This pouch is a simple group of elastic Small Magazine/Speedloader Pouch S 0.5 1 None
loops made to hold cased rounds. The loops can hold ten rounds Shell Pouch S 0.5 1 None
of any caliber. Using cartridge loops negates the necessity to Cased Ammo Pouch S 0.5 1 None
spend CP to reach into a pack to retrieve ammunition. Grenade Pouch S 0.6 1 None
Shell Loops S 0.3 1 None
Cartridge Loops S 0.3 1 None
Utility Pouch S 0.7 1 None
Utility Pouch (2 slots) This general purpose pouch can hold Plate Carrier Pouch L 1.1 5 None
small electronic devices, such as a radio, GPS, cell phone, or other Weapon Carrier Loops M 0.7 4 None
devices. Utility pouches can also be used to carry 100 round Quiver Pouch M 1.0 2 None
linked belts of ammunition. It can comfortably hold 4 lbs of gear Sheath Pouch S 0.6 1 None
that is small sized or smaller. Canteen Pouch S 1.0 1 None
Backpack Pouch M 2 2 None
Hydration Pouch M 2.5 4 None

Table 76: Equipment, MOLLE


Plate Carrier Pouch (6 slots) This pouch is specially built to
hold trauma plates that can help decrease damage taken.

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


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

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


bolts.

Sheath Pouch (1 slot) This pouch encompasses a sheath that


holds a melee weapon of Small or smaller size.

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


for easy use and access.

Backpack Pouch (5 slots) This pouch can hold up to 30 lbs of


any gear that is sized Medium or smaller.

Hydration Pouch (4 slots)

This pouch carries a hydration bladder that holds 16 units of


desired liquid, usually water.
99

9.5 General Kits Small Construction Kit Sledgehammer (non-weapons grade),


power drill, power saw, nail gun, caulking gun, shovel, hard hat,
General kits are professional gear packages that support skill work gloves, safety goggles, tool belt, trowel, steel-toe boots,
checks. Each kit is presented in 3 sizes, and though the contents stud finder, duct tape, sand paper, tape measure, and building
of each set of kits is widely varied, all kits share the same rules. supplies (cement and drywall mix, lumber, glass, and so on as
The kits list everything that comes with the selected kit. needed), paint and painting supplies (brushes, mixing tins, etc.),
Kit Sizes Do-It-Yourself handbook.

Small Kit This bare essentials kit reduces the penalty to


a −2 with skill checks. Standard Construction Kit Small construction kit plus drill press,
Standard Kit This specialized field package confers the grinder, lathe, table saw, sawhorse, cutting torch, shop vacuum
benefits of the small kit and grants a +2 equipment bonus cleaner, woodworking tools, and metalworking tools.
with skill checks.
Deluxe Kit This expert tool suite confers the benefits of Deluxe Construction Kit Standard construction kit plus anvil,
the small and standard kits, and grants a +4 equipment cement mixer, furnace, grinders and electric sharpening/grinding
bonus with skill checks. Often, however, deluxe kits are stones, power hammer, portable generator,
too large or bulky for easy transport.
Object Sz Wt Cost Restr
Using Supplies & Replenishing Kits Construction Kit, Small H 50.0 25 None
Construction Kit, Standard G 500.0 35 None
Generally, most kits can be used multiple times without Construction Kit, Deluxe C — 200 None
worrying about supplies. When using a first aid or surgery
kit, however, the bandages, disinfectant, and disposable Table 78: Equipment, General Kits
medical supplies are to be disposed of and will eventually
need to be replenished.
Small Demolitions Kit Dentist’s mirror, non-conductive simple
• A small first aid kit can be used 4 times and costs 1 tools (sticks, tweezers, dull blades), wire crimper/cutter/stripper,
WP to replenish. needle-nose pliers, pocket knife, cigarette lighter or waterproof
matches, tape (duct, masking, and electrical, 25’ each), grease
• A standard first aid kit can be used 10 times and pencils, chem-lights, pen flashlight, good-luck charm.
costs 3 WP to replenish.
• A deluxe first aid kit can be used 25 times and costs Standard Demolitions Kit Small demolitions kit plus hand-held
9 WP to replenish. blasting machine, electrical wire, non-electric fuse (75’), marker
flags.
• A surgery kit can be used 12 times and costs 9 WP
to replenish.
Deluxe Demolitions Kit Standard demolitions kit plus fiber optic
probe, spectrometer, geiger counter, explosives reference manuals
(DVD-ROM or hard copy).
Small Chemistry Kit Personal microscope, scale, test tube
stand, analytical and precision balances, multiple various volume
Object Sz Wt Cost Restr
beakers and styrene cylinders, alcohol lamp, digital multimeter, 12”
thermometer, ten shallow 4” dishes, plastic funnel, legal chemical Demolitions Kit, Small S 5.0 6 None
samples. Demolitions Kit, Standard L 50.0 20 R
Demolitions Kit, Deluxe L 60.0 25 R
Standard Chemistry Kit Small chemistry kit plus professional Table 79: Equipment, General Kits
burner, professional microscope with integral camera, ultraviolet
examination lamp, personal centrifuge, water bath, flash
evaporator, licensed chemical samples. Small Disguise Kit Makeup base (flesh tones, shadows,
highlights, rouge, etc.), pigments, makeup binding compound
(to prevent sweating off of the disguise), putty and liquid latex
Deluxe Chemistry Kit Standard chemistry kit plus wide-angle
compound (for sculpting scars, boils, warts, etc.), spirit gum
dissection microscope, electric muffle furnace, draft and vacuum
adhesive, clear adhesive surgical tape, assorted fake facial
ovens, chromatogram viewer, professional centrifuge, illegal
hair, makeup brushes and sponges, facial cleanser, general
chemical samples.
personal grooming items (hairbrush, comb, toothbrush, nail
clippers, tweezers, razor), lighted makeup mirror.
Object Sz Wt Cost Restr
Chemistry Kit, Small H 30.0 70 None
Chemistry Kit, Standard H 75.0 140 L Standard Disguise Kit Small disguise kit plus 2 or 3 changes
Chemistry Kit, Deluxe G — 210 R of casual clothing, colored contact lenses, wigs, incidental props
(eye patches, gold teeth, glasses, etc.), hair net or bandanna, soap
Table 77: Equipment, General Kits and hand towels, hair dyes and colors (whitener, highlights, etc.).
100

Deluxe Disguise Kit Standard disguise kit plus wound and Small Lockpicking Kit Picks and shims (assorted sizes and
deformity prostheses with fake blood, full-face latex mask shapes), tweezers, stethoscope, screwdrivers (assorted small sizes),
molds, detailed photographic records of potential subjects, minor penlight.
props (canes, height-altering shoes, etc.), digital photo makeover
software.
Object Sz Wt Cost Restr Standard Lockpicking Kit Small lockpicking kit plus slim jim
Disguise Kit, Small M 20.0 6 None auto entry tools, keyhole saw, glass cutter, power drill, ball-peen
Disguise Kit, Standard M 35.0 10 None hammer, metal files, stethoscope.
Disguise Kit, Deluxe H 50.0 20 None

Table 80: Equipment, General Kits Deluxe Lockpicking Kit Standard lockpicking kit, plus key
blanks, key grinder, lock samples (for practice, disassemble, and
Small Electronics Kit Wire crimper/cutter/stripper, screwdrivers analysis), fiber optic probe, library of lock manufacturer’s catalogs.
(assorted small sizes), needle-nose pliers, soldering iron and roll of
solder, flux, electrical tape (40’), epoxy glue, voltage meter, circuit
tester, compressed air duster, wire (varying lengths and widths), Object Sz Wt Cost Restr
assorted spare components (resistors, capacitors, screws, LEDs, Lockpicking Kit, Small S 2.0 2 None
etc.), assorted spare batteries, pocket reference of component Lockpicking Kit, Standard L 25.0 7 None
color codes and mathematical conversions. Lockpicking Kit, Deluxe H 150.0 15 L

Standard Electronics Kit Small electronics kit plus electrostatic Table 83: Equipment, General Kits
mat, de-soldering iron/vacuum, personal oscilloscope, signal
generator, table arm lamp with magnifying glass, common
schematic manuals. Small Mechanics Kit Tool box, car jack, screwdrivers (assorted
sizes), wrenches (assorted sizes), socket set, pliers (regular and
Deluxe Electronics Kit Standard electronics kit plus 2-person needle-nose), metal file, hammer, measuring tape, flashlight,
clean room, EPROM burner, oscilloscope, microscope, RF meter. pressure gauge, waterproof markers, baling wire, epoxy glue,
tape (duct, masking, and electrical), machine oil, wax, work gloves,
Object Sz Wt Cost Restr safety goggles, professional solvents/cleaners, rubber gaskets,
Electronics Kit, Small L 20.0 7 None tarp, electrical wires and tubing, clamps, tap and die set.
Electronics Kit, Standard H 200.0 15 None
Electronics Kit, Deluxe C — 40 None
Standard Mechanics Kit Small mechanics kit, plus diagnostic
Table 81: Equipment, General Kits machine, timing light, electric drill, hacksaw, shop lights, hot glue
gun, air blower, crowbar, snake light, paint sprayer.
Small First Aid Kit Adhesive bandages (various shapes and
sizes), gauze (pads and rolls), elastic compress bandages, blister
pads, wooden splints, latex gloves, thermometer, tweezers, razor
blades, safety pins, cotton swabs (dry and alcohol-saturated), Deluxe Mechanics Kit Standard mechanics kit, plus 1-ton crane,
antibacterial soap, bottle of weak antiseptic solution, antibiotic hydraulic car lift, bench lathe, bench vise, rotary saw, welding
cream, surgical tape, two 1d4 painkiller pills, antihistamine pills, torch, air compressor, angle grinder, block and tackle.
antacid pills, salt tablets.
Object Sz Wt Cost Restr
Standard First Aid Kit Small first aid kit plus CPR mask, Mechanics Kit, Small L 30.0 7 None
stethoscope, shears, forceps, surgical needles and roll of suturing Mechanics Kit, Standard H 100.0 15 None
thread, burn gel, sedative pills, folding stretcher, antivenin solution, Mechanics Kit, Deluxe G — 50 None
disposable syringes, blankets, stuffed animal, medical reporting
forms and waterproof marker. Table 84: Equipment, General Kits

Deluxe First Aid Kit Standard first aid kit plus portable
defibrillator, intravenous blood expander and fluid packs, oxygen
Small Visual Art Kit Sketchpads of various sizes, colored chalk,
tank and mask, backboard, cervical collar, local anesthetic solution,
art gum, pencils of various hardness and colors, a small watercolor
field surgical tools. This kit can be used as a small surgery kit.
set including 12 colors, various small brushes.
Object Sz Wt Cost Restr
First Aid Kit, Small S 5.0 2 None
First Aid Kit, Standard M 20.0 6 None Standard Visual Art Kit Small visual art kit, plus pose-able
First Aid Kit, Deluxe L 80.0 15 None wooden model, small cloth canvas, easel, set of various oil based
paints with a color chart, calligraphy paper with brushes and
Table 82: Equipment, General Kits various bottles of colored ink, and medium sized brushes.
101

Deluxe Visual Art Kit Standard visual art kit, plus plaster mix, magnifying glass, a disposable camera, a scale, calipers, tweezers,
pure pigments, mortar and pestle, water based paints, digital fine-grain sandpaper, a document scanner, a laminator, a foil
color analyzer, large cloth canvas, large brushes, paper of various press, a shrink wrapper, a table arm lamp with magnifying glass,
textures and materials, hammer and chisel, and a beret. holographic film, currency/document manual, a display case, a
personal printing press, and casting supplies and various molding
Object Sz Wt Cost Restr materials (plaster, plastic, etc.). It grants a +6 equipment bonus
Visual Art Kit, Small L 5.0 3 None while creating forgeries.
Visual Art Kit, Standard L 10.0 10 None
Visual Art Kit, Deluxe G 25.0 25 None Climbing Kit A climbing kit is a kit used to scale tall landmarks,
such as buildings, rocks, or other objects. It contains a backpack
Table 85: Equipment, General Kits
or waist pack, rope (150 feet, rated for 1,200 pounds), a wristwatch
altimeter, climbing harness, leather gloves and finger tape, rock
9.6 Specialty Kits shoes or crampons, carabiners, various markers, belayers, cams,
quickdraws, ascenders, cordlettes, a chalk bag, pitons and a
While the kits listed provide bonuses to general aspects of skills, hammer, crampons, and an ice ax. It grants a +4 to Athletics
the specialty kits focus on a specific, but useful aspect of a skill. checks while climbing.
Specialty kits provide a bonus to a specific aspect of a skill.

Authentication Kit An authentication kit is a kit used to verify


Firearm Cleaning Kit A firearm cleaning kit contains various
the authenticity of documents, money, gold, and other types of
brushes, oils, bore cleaners, and polishes, that allow the
valuable or important artifacts or objects. It includes a hand-
maintaining of a firearm. Without one, it is impossible to maintain
held microscope, a magnifying glass, personal standard and
and clean a firearm. One cleaning kit will work for all types
black lights, an infrared viewer, a document scanner, a chemical
of firearms. A cleaning kit grants a +4 equipment bonus when
analyzer, 3D modeling and comparison software, signature
restoring a weapon’s unreliability level due to age.
analysis software (DVD-ROM or flash drive), a video spectral
comparator (with built-in microscope, video camera, and high-
Gunsmithing Kit Most gunsmiths assemble their toolkits resolution color printer), and a back-illuminated comparison table.
gradually as their skills grow. This kit represents a complete It grants a +6 while checking for forgeries.
collection typical for an experienced gunsmith, including
watchmaker’s screwdrivers, metal files, clamps, punches, a small Object Sz Wt Cost Restr
hammer, and a micrometer calipers. It also contains a firearm Firearm Cleaning Kit S 3.0 3 None
cleaning kit (above) with brushes and rods suitable for all calibers
Gunsmithing Kit L 20.0 20 None
and barrel lengths. A gunsmithing kit grants a +4 equipment bonus
Reloading Kit H 50.0 25 None
when repairing a firearm or when performing upgrades on any
Surgery Kit L 35.0 40 None
firearm.
Forgery Kit G — 20 None
Climbing Kit H 30.0 18 None
Reloading Kit A reloading kit contains all of the tools necessary Authentication Kit G — 40 None
for reloading small arms ammunition, including powder measures,
a reloading press, a small digital scale, a case cleaner, and ballistics Table 86: Equipment, Specialty Kits
reference manuals, as well as the various dies needed to reload all
kinds of ammunition. It allows a character to reload ammunition.
9.7 Computers and Consumer Electronics
Surgery Kit A surgery kit is a kit used for performing surgery, Rules for operating computers appear under the Technology Use
such as pulling out bullets and closing up wounds. It contains a skill. Some of the items in this section have monthly subscription
box of latex gloves, surgical scissors, scalpels and extra blades, costs as well as initial purchase costs. The Wealth Point cost
surgical needles and suturing thread, forceps, a small box of 20 accounts for both costs; once a character has obtained the item,
disposable syringes, gauze (pads and rolls), sponges, surgical tape, they don’t have to worry about ongoing subscription costs.
cotton swabs (dry and alcohol-saturated), disinfectant solution,
sedative pills, head-mounted flashlight, a small pack of surgical
Cameras Still and video cameras let a character capture a
masks, sterile draping cloth, plastic safety goggles, surgical staple
record of what they have seen. A camera is needed to use
gun, local anesthetic and antibiotics, blood coagulant solution,
the photography aspect of the Craft (Visual Art) skill.
suction bulb, clamps, intravenous blood expander, fluid packs, a rib
spreader, bone saws, a heart monitor, a defibrillator, intravenous
Commercial Grade Encompassing hundreds of “brick”
blood packs, an anesthesia tank and mask, and an oxygen tank
digital cameras and flash video cameras, these cameras are
and mask. A surgery kit grants a +4 equipment bonus while
quick point and shoot, and can take hundreds of pictures
performing a surgery.
before needing to be downloaded.

Forgery Kit A forgery kit is used in the finer points of creating Professional Grade These DSLR cameras and High
fake documents, for creating borders, stamps, and papers. Definition Video Cameras are used by professional
It includes a fine-edge knife set, ink pads with various inks, photographers for their high detail, granting a +1 to Craft
blank stamps, colored pens, paint and fine brushes, stencils, a (Visual Art) skill checks.
102

Disposable A 35mm camera with film built in can be Object Sz Wt Cost Restr
purchased from vending machines, tourist traps, drugstores, Camera, Commercial T 0.8 5 None
and hundreds of other places. Once the film is used, the Camera, Professional S 2.0 15 None
entire camera is turned in to have the film developed. Camera, Disposable (2) T 1.3 1 None
Cell Phone, Standard D 0.9 1 None
Cell Phone A digital communications device that comes in a Cell Phone, Smartphone D 1.1 12 None
hand-held model, a cell phone works in any area covered by Desktop Computer L 10.0 16 None
cellular service. Notebook Computer M 2.2 20 None
Tablet S 1.3 20 None
Standard This cell phone is the standard slide or flip phone, Radio, Basic T 1.3 1 None
that can call, send and receive text messages. This phone Radio, Professional T 2.1 4 None
has a battery life of five days before it needs recharging.
Table 87: Equipment, Consumer Electronics
Smartphone These modern marvels are packed with all
the latest features. Besides calling, receiving and sending
9.8 Weapon Accessories
text messages, these phones can also take pictures (at a −3
if using the Craft (Visual Art) skill), record sounds, use the Weapon accessories include holsters and sheaths to hold
internet and look up things (at a −4 if using the Technology weapons, quivers and ammo pouches to keep ammunition close
Use Skill) and play music. This phone has a battery life of by, as well as cases to store larger weapons.
two days before it needs recharging.
Holsters A device used to hold or restrict the undesired
Computer Whether a desktop or notebook model, a computer movement of a firearm, most commonly in a location where
includes a keyboard, a mouse, a monitor, speakers (or it can be easily withdrawn for immediate use. Holsters allow a
headphones), a BW-RE/DVD-RW drive, a network card, and character to draw a firearm for 3 Combat Points. Holsters are
the latest processor. A character needs a computer to make generally available for all Medium or smaller firearms.
Technology Use checks.
Belt Holster A simple, no-frills holster that slips through a
Desktop Bulky but powerful, these machines are common belt and is usually made of leather or kydex. It holds any
on desks everywhere. Medium or smaller firearm. Because of its placement, it can
only be concealed with outerwear and even then it grants
Notebook Slim, lightweight, and portable, notebook a −4 penalty to all Stealth checks to hide the gun.
computers have most of the functions available on desktop
computers. Notebooks also have a wireless network card in Concealed Carry Holster This holster is worn on the belt
addition to their wired network card. inside the waistband or in the small of the back. This holster
grants a +2 bonus to Stealth checks to hide all Small or
Tablet A tablet computer is a computer that consists of smaller guns.
nothing but a touch screen. They interface completely
wirelessly, and usually only contain two slots: the charging Pocket Holster This holster may be a fake wallet or a
port and the headphone jack. They are significantly smaller formed stiff cloth that helps to break up the pattern of a
than even the smallest of laptops, and are extremely firearm in a pocket. This holster grants a +3 bonus to Stealth
portable. checks to hide all Tiny or smaller guns.

Ankle Holster This holster is a holster that attaches to


Upgrade A character can upgrade a desktop or notebook
the ankle, providing concealment for the weapon without
computer’s processor to provide a +1 equipment bonus on
worrying about printing or showing the weapon accidentally.
Technology Use checks, for a maximum of +5. Upgrades
This holster grants a +4 bonus to Stealth checks to hide all
cost 4 WP per increment for a desktop and 8 WP per
Tiny or smaller guns, but the Combat Point cost to draw the
increment for a notebook.
firearm is 3 points more.

Radio This hand-held radio transceiver communicates with any Tactical Holster and Holder This holster is worn on the
similar device operating on the same frequency and within range. thigh, with a strap attaching it to the belt, or on the
hip, attached to a belt. It also comes with a tactical
Basic This dime-store variety has only a few channels. holder, which can be purchased in any combination to
Anyone else using a similar radio within range can listen in hold handgun magazines, speedloaders, taser cartridges,
on the character’s conversations. It has a range of 2 miles. standard flashlights, three shotgun shells, or pairs of
handcuffs. A tactical holder can be purchased to hold
Professional This high-end civilian model allows a character a single handgun magazine and a pair of handcuffs, for
to have a wide selection of channels, making it likely that example. A tactical holder can also be purchased to hold a
the character can find a frequency that’s not being used by single PDW or rifle magazine that holds 20 rounds or less.
anyone else within range. The device can be used with or Using a tactical holder eliminates the need to spend CP to
without a voice-activated headset (included). It has a range reach into a pocket or bag to retrieve the holstered items.
of 15 miles. A tactical holder can also be purchased by itself for 1 WP.
103

Shoulder Holster This holster uses a set of straps around Tactical Sheath This sheath is worn either on the back
both of the wearer’s shoulders to stash the gun under attached to a strap or on the hip attached to a belt. A
one armpit, with pouches for two handgun magazines or tactical sheath can fit any Large or smaller melee weapon.
speedloaders, a second gun, a small melee weapon, nine
loose shotgun shells, fifteen loose cased rounds, or a single Undercover Sheath This sheath is padded to break up the
PDW or Rifle magazine that holds 30 rounds or less, under outline of a weapon, and is usually worn on the small of the
the opposite armpit to balance the weight. Using a shoulder back or in a pocket. It grants a +6 bonus to Stealth checks
holster eliminates the need to spend CP to reach into a to hide all Small or smaller weapons, however it costs +6
pocket or bag to retrieve the holstered items, but not to Combat Points to draw a weapon from this sheath.
unholster a weapon. This holster grants a +1 bonus to Combat Sheath This sheath is reinforced with a steel lining
Stealth checks to hide all small and smaller guns and melee on the outside of the sheath, allowing it to be used as an
weapons when worn with outerwear. improvised weapon, if need be. Sheaths are considered the
same size as the weapons they carry. The damage of a
Undercover Holster This holster is padded to break up
combat sheath is determined by the size of the weapon it
the outline of a firearm, usually worn on the small of the
carries.
back. It grants a +6 stealth to hide all Small or smaller guns,
however it costs 6 additional Combat Points to draw the Size Damage Wt Cost Restr
firearm from this holster. Tiny and Smaller 1d3 0.9 3 None
Small 1d4 1.1 4 None
Tummy Holster An elastic band worn under a shirt that
holds a firearm, as well as two spare magazines, right Medium 1d6 1.4 6 None
against the abdomen region. It grants a +4 bonus to Stealth Large 2d4 1.8 9 None
checks to hide all Small or smaller guns, but the Combat Huge and larger 2d6 2.0 11 None
Point cost to draw the firearm is 4 points more.
Table 88: Combat Sheath
Quick Draw Holster This holster, worn on the belt or hip,
is designed for characters who wish to have a faster draw LBE Gear Load Bearing Equipment is equipment used to carry
with their weapon. A quick draw holster is designed for a a fighting load, and keep it handy at all times. When using a LBE
rig, the weight of all weapons and equipment in the rig is halved.
specific firearm, and can not be used with any other firearm
but the one it was designed for. A quick draw holster can LBE gear can be worn over any armor that doesn’t have any
be purchased for all Medium or smaller firearms. When MOLLE slots or attachments. They are also printed in camouflage
drawing from a quick draw holster the Combat Point cost patterns: woodland, desert, winter, urban (gray patterned), and
to draw the firearm is 1 point less. black are available. When worn in an appropriate setting, LBE gear
grants a +2 bonus on Stealth checks. Using LBE gear eliminates
Gun Belt A loose leather holster that allows the gun to the need to spend CP to reach into a pocket or bag to retrieve
sit comfortably in the holster, commonly used with single ammunition or magazines/speedloaders stored on the LBE gear,
action revolvers, but it can be purchased for any Medium but not holstered weapons or items.
or smaller gun. The single gun holster holds one gun and
36 extra cartridges on the belt, and the dual gun holster Pistol Rig A pistol rig has a tactical holster, spaces for six
holds two guns and 24 extra cartridges on the belt. The handgun magazines or speedloaders, a grenade loop that
shotgun version of this holster can hold a single gun, and can hold a single grenade and two utility pouches, that can
15 shotgun shells. comfortably hold 6 lbs of Small or smaller objects each.

PDW Rig A PDW rig has spaces for six SMG or machine
Sheaths A sheath is a device used to restrict the movement of pistol magazines with a capacity of 60 rounds or less, two
a melee weapon, most commonly located where it can easily grenade loops that can hold a single grenade each, and a
withdrawn for immediate use, and kept out of the way when utility pouch that can comfortably hold 6 lbs of Small or
not being used. Sheaths are generally available for all large or smaller objects.
smaller melee weapons.
Shotgun Rig A shotgun rig has shell loops that can hold forty
Concealed Sheath This sheath is a worn on the inside of the shotgun shells, two grenade loops that can hold a single
waistband. This sheath grants a +2 bonus to Stealth checks grenade each and two utility pouches that can comfortably
to hide all Small or smaller melee or thrown weapons. hold 6 lbs of Small or smaller objects.

Shoulder Sheath This sheath uses a set of straps around Rifle Rig A rifle rig has spaces for four rifle magazines with
both of the wearer’s shoulders to stash two melee weapons, a capacity of 60 rounds or less , two grenade loops that
one under each armpit. This holster grants a +1 bonus to can hold a single grenade each, and a utility pouch that
Stealth checks to hide all Small or smaller weapons, when can comfortably hold 6 lbs of Small or smaller objects.
worn with outerwear.
Concealment Case A case disguised as an inconspicuous object,
Holdout Sheath This sheath is an ankle strap or thigh clip. such as a guitar case, violin case or sports bag, that has a
Grants a +2 bonus to Stealth checks to hide all Tiny or secret compartment for storing a Large or smaller weapon. A
smaller melee or thrown weapons. concealment case can comfortably hold a single Large weapon,
104

two Medium weapons, four Small weapons, eight Tiny weapons, a shell bag eliminates the need to spend CP to reach into a pack
or sixteen Diminutive weapons. The case grants a +10 bonus to to retrieve ammunition.
Stealth checks when hiding a Large or smaller weapon within it.

Shell Caddy A small metal caddy worn on the belt, that


Roll Case A soft case designed to be rolled up while carried. It
discreetly holds 4 shotgun shells for quick access. Because of its
allows for the storing of both weapons and ammunition in the
size, it is easily concealable and grants a +3 to all Stealth checks
same place securely. A small roll case can hold a single firearm
to hide it. Using a shell caddy eliminates the need to spend CP to
of Medium size or smaller and 40 rounds of ammunition, with
reach into a pack to retrieve ammunition.
the larger version holding two Medium sized weapons or smaller
and 100 rounds of ammunition.
Magazine Caddy A small metal or plastic caddy worn on the
Quiver A container for arrows or crossbow bolts worn either on belt and holds a single rifle or SMG magazine with a capacity of
the back attached to a strap, or on the hip attached to a belt. A 30 rounds or less. Using a magazine caddy eliminates the need
quiver can hold 20 arrows or crossbow bolts. to spend CP to reach into a pack to retrieve ammunition.

Removable Magazine A device that stores cartridges in an Cartridge Belt A cartridge belt is a belt that is specially made to
encasing, that is removable from the firearm. The magazine hold 55 cased rounds for quick access, but disallows the wearing
functions by moving the cartridges stored in the magazine into a of a belt holster, quick draw holster, tactical holster, concealed
position where they may be loaded into the chamber by the action carry holster, undercover holster, or a gunbelt when worn. Using
of the firearm. For weapons that use a removable magazine, a a cartridge belt eliminates the need to spend CP to reach into a
character can purchase extras. Loading these extra magazines pack to retrieve ammunition.
ahead of time and keeping them in a handy place makes it easy
to reload a weapon in combat. The price and capacity of a
removable magazine is listed with the weapon’s statistics. Bandolier A strap of leather or nylon webbing that is worn
around the shoulder and holds ammunition or objects. Commonly
Double-Magazine Clip Sometimes referred to as a “jungle- worn when hunting or to carry more items readily available. Using
style magazine”, this accessory binds two machine pistol, rifle, a bandolier eliminates the need to spend CP to reach into a pack
SMG, machine gun, or shotgun box magazines together for quicker to retrieve a stored object but also makes it clearly visible.
reloading, allowing the user to perform one reload at 1 less Combat
Point, and negates the need to reach into a pack to retrieve Shell Bandolier Holds 60 shotgun shells.
the stored magazine. The character must be proficient in the
weapon he is using in order to take advantage of this accessory. Cased Round Bandolier Holds 45 rounds of cased
A character may also duct tape two magazines together for the ammunition.
same effect but the weapon gets a −5 penalty to Stealth checks
to hide the weapon when using this method. The clip must be Grenade Bandolier Holds 8 grenades of either the thrown
purchased for a specific type of magazine, and is not compatible or fired variety.
with any other magazine.

Speedloader A speedloader holds a number of cartridges in a Refill Tube A plastic tube that holds 100 paintballs for quick
ring, in a position that mirrors the chambers in a revolver cylinder. reloading. Comes with a harness to hold the tubes on one’s belt
Using a speedloader saves time in reloading a revolver, since a for easy access
character can insert all the cartridges at once. Speedloaders come
in sizes from five to nine rounds, in various calibers. Speedloaders
Linked Ammunition Box This is a plastic, cloth, or metal box
can be purchased in any size and any caliber, and cost 1 WP per
that is used to hold linked ammunition. These boxes come in
2 speedloaders in that configuration.
various sizes.

Cartridge Wallet A wallet made of cloth or leather and keeps


ammunition dry and separated. Cartridge wallets can be made for Stripper Clips Stripper clips are used to keep ammunition
any caliber and hold 10 cartridges. They are often used for special together in order to facilitate faster reloading of magazines or
ammunition that is best kept away from general ammunition. firearms with internal magazines.

Shell Belt A belt that is specially made to hold 25 shotgun Box Capacity WP Restr
shells for quick access but disallows the wearing of any holster 75 Rounds 1 None
or gunbelt when worn. Using a shell belt eliminates the need to 100 Rounds 2 None
spend CP to reach into a pack to retrieve ammunition. 150 Rounds 3 None
200 Rounds 3 None
Shell Bag A canvas bag worn on the waist that holds up to 250 Rounds 4 None
45 shotgun shells for quick access. It doesn’t keep the shells
separated and multiple shells will often mix up in the bag. Using Table 89: Equipment, Linked Ammunition Box
105

Caliber Capacity Clips/WP Restr 9.9 Survival, Security and Professional Gear
5.56x45mm 10 40 None
This is a list of gear that can be useful to characters. While this
7.62x51mm 5 20 None
book is not here to catalog every single item a character can use,
7.62x51mm 10 40 None
it is a guide. If a character wishes to purchase something not in
.30-06 Springfield 5 10 None
the book, the GM can simply set a wealth point cost based on the
M1 Garand Enbloc 8 10 None real cost of the item, where 1 WP is equal to 20 USD.
Berthier Enbloc 5 3 None
7.62x39mm 10 40 None
7.62x54mmR 5 20 None
Metal Detector This handheld device provides a +10 bonus on
all Perception checks involving metal objects.
.303 British 5 15 None
7.63x25mm Mauser/7.62x25mm Tokarev 8 20 None
7.92x57mm Mauser 5 20 None Flare Gun When fired into the air at night, a flare illuminates
7.63 Mannlicher 8 10 None a 60’ radius as if lit by daylight for 10 rounds. When used as
7.7x58mm Arisaka 5 20 None a signal, a flare may be spotted at a distance of 5 miles with
6.5x50mm Arisaka 5 15 None a successful Perception check, [TN20] during the day or [TN15]
Carcano Enbloc 6 5 None at night. A flare gun may also be used as a weapon, having a
Fusil Enbloc 5 5 None maximum range of 40’ and doing 1d4 Fire damage. Anyone shot
with a flare gun must make a Reflex Saving Throw [TN15] or be
Table 90: Equipment, Stripper Clips caught on fire. A flare gun can also ignite flammable material and
fluids.

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
Double Magazine clip T 0.3 4 None requires a STR check [TN10].
Speedloader (2) T 0.5 1 None
Shell Belt M 1.0 3 None
Duct Tape The usefulness of duct tape is limited only by a
Cartridge Belt M 1.0 3 None character’s imagination. Duct tape can support up to 200 pounds
Bandolier, Shell M 2.0 2 None indefinitely or up to 300 pounds for 1d6 rounds. Characters bound
Bandolier, Cased Round M 2.0 4 None with duct tape must make a STR check [TN20] to free themselves.
Bandolier, Grenade M 2.0 1 None A roll provides 70 feet of 2 inch wide tape.
Shell Bag S 1.0 1 None
Shell Caddy D 0.4 1 None
Bluetooth headset Cheap and promiscuously available, these
Magazine Caddy D 0.4 2 None
headsets allow you to communicate hands-free. All cell phones
Cartridge Wallet S 0.4 1 None
and professional-level radios can sync with them.
Refill Tube (4) S 6.0 1 None
Concealment Case L 4.0 5 None
Quiver S 0.9 1 None Musical Instruments A musical instrument is a device created
Roll Case, Small L 2.0 2 None or adapted for the purpose of making musical sounds. A character
Roll Case, Large L 2.8 4 None cannot use any Perform skills that involve instruments without a
Holster, Belt S 1.0 1 None musical instrument.
Holster, Pocket T 0.5 2 None
Holster, Concealed Carry S 0.6 2 None Keyboard A portable keyboard or Keytar needed to use
the Perform (Keyboard Instrument) Skill.
Holster, Ankle T 0.6 4 None
Holster, Tactical S 1.2 2 None Percussion A set of drums needed to use the Perform
Holster, Shoulder M 1.0 3 None (Percussion Instrument) Skill.
Holster, Quick Draw S 2.0 9 None
Holster, Tummy S 0.6 3 None Stringed An electric or acoustic guitar, a harp, a sitar,
Holster, Undercover S 0.8 6 None or various other stringed instruments needed to use the
Holster, Gunbelt M 3.0 4 None Perform (Stringed Instrument) Skill.
Sheath, Concealed S 0.5 1 None
Sheath, Holdout T 0.4 1 None Wind A flute, trumpet, french horn, saxophone or various
Sheath, Tactical — 0.8 1 None wind instruments needed to use the Perform (Wind
Sheath, Shoulder M 0.8 3 None Instrument) skill.
Sheath, Undercover S 0.4 5 None
LBE Gear, Pistol Rig M 2.0 3 None Shovel A shovel is a tool for lifting and moving loose material
LBE Gear, PDW Rig M 2.0 2 None such as coal, gravel, snow, soil, or sand. This particular variant
LBE Gear, Shotgun Rig M 2.0 2 None is an entrenching tool, a compact version of the full sized shovel.
LBE Gear, Rifle Rig M 2.0 2 None When pressed into battle as a weapon, it carries the same stats as
a shortsword, but always has a −2 to attack as it is an improvised
Table 91: Equipment, Weapon Accessories weapon.
106

Caltrops Caltrops are four-pronged steel spikes designed so that Flashlight Flashlights come in a wide variety of sizes and quality
one prong is pointing up when the caltrop rests on a surface. A levels. Those covered here are professional heavy-duty models
character scatters caltrops on the ground to injure opponents, or rugged enough to withstand the rigors of heavy modern use.
at least slow them down. One bag of twenty-five caltrops covers Flashlights negate penalties for darkness within their illuminated
a single 5’ square. Each time a creature moves through a square areas.
containing caltrops at any rate greater than 15 feet a turn or each
round a creature spends fighting in such an area, the caltrops Penlight This small flashlight can be carried on a key ring.
make a touch attack roll (BAB +0). A caltrop deals 1 point of It projects a beam of light 10’ long and 5’ wide at its end.
damage on a successful hit, and the injury reduces foot speed
to 2 Combat Points per 5’ (a successful Treat Injury check [TN15]
Standard This heavy metal flashlight projects a beam 30’
or one day’s rest removes this penalty). Improvised versions of
long and 15’ across at its end. There are wearable versions
this weapon include jacks and d4 gaming dice. These improvised
of these flashlights that can be clipped to clothing to facilitate
weapons do not work on vehicles, however. A running creature
hands free usage, which cost +1 WP of the listed price.
(Moving more than 30’ per turn) must immediately stop if it steps
on a caltrop. See the avoid hazard stunt for the effect of caltrops
on vehicles. Battery Flood Practically a handheld spotlight, this item
projects a bright beam 100’ long and 50’ across at its end.
Ball Bearings Ball bearings are little metal balls, often used to
maintain the separation between bearing races, for bearings. One Rope 200 feet of paracord that can support up to 500 pounds.
bag of 100 ball bearings covers a single 5’ square thoroughly.
Each time a creature moves through a square containing ball
bearings or each round a creature spends fighting in such an area, Tent A tent keeps a character warm and dry in severe weather,
the character makes a Reflex Saving Throw [TN16] or be knocked providing a +2 equipment bonus on Fortitude Saving Throws
prone. Improvised versions of this weapon include marbles. against the effects of cold weather.

Binoculars Binoculars are useful for watching opponents, wild


game, and sporting events from a long distance. Multipurpose Tool This device contains several different
screwdrivers, a knife blade or two, a can opener, a bottle opener,
Standard Standard binoculars reduce the range penalty for a file, a short ruler, scissors, tweezers, and wire cutters. The whole
Perception checks to −1 for every 50’ (instead of −1 for every thing unfolds into a handy pair of pliers. A multipurpose tool can
10’). Using binoculars for Perception checks takes five times lessen the penalty for making Craft (Mechanical), Craft (Electronics),
as long as making the check unaided. Craft (Structural), Demolitions, or Disable Device checks without
appropriate tools to −4 instead of the normal −6. The tool is useful
Rangefinding In addition to the benefit of standard for certain tasks as determined by the GM, but may not be useful
binoculars, rangefinding binoculars include a digital readout in all situations.
that indicates the exact distance to the object on which they
are focused.
Canteen A water bottle designed to be used by hikers, campers,
Night Vision Binoculars Night vision binoculars function the soldiers, and workers in the field. Holds 2 quarts of liquid.
same as standard binoculars in normal light. In darkness,
however, users looking through them see as if they were
using night vision goggles. Fire Extinguisher This portable apparatus uses a chemical
spray to extinguish small fires. The typical fire extinguisher ejects
Camp Axe This axe can be used to chop down small trees, as enough extinguishing chemicals to put out a fire in a 10’-by-10’
an impromptu weapon, or to hammer in stakes for a tent. area and contains enough material for two such uses. It does 1d4
Cold damage when sprayed.

Flare A flare is a bright chemical burning reaction in a stick,


that negates penalties for darkness within its illuminated areas. It Handcuffs Handcuffs are restraints designed to lock two
projects light in a 40’ circle from itself, and lasts for 1 hour per limbs—normally the wrists—of a prisoner together. They fit
flare. Once activated, it can’t be turned off or reused. It can also any Medium-size or Small human or other creature that has an
be used to immediately set any flammable material or substances appropriate body structure.
ablaze.
Steel These heavy-duty cuffs have Hardness 10, 10 HP,
Compass A compass relies on the Earth’s magnetic field to Break [TN30], and require a Disable Device check [TN25]
determine the direction of magnetic north. or Acrobatics check [TN35] to remove without the key.

Chemical Light Stick This disposable plastic stick, when Zip-Tie These are single-use disposable handcuffs, much
activated, uses a chemical reaction to create light for 6 hours. It like heavy-duty cable ties. They have Hardness 0, 4 HP,
projects light in a 10’ circle from itself. Once activated, it can’t be Break [TN25]. They can only be removed by cutting them
turned off or reused. off, Disable Device and Acrobatics checks automatically fail.
107

Map While a compass or GPS receiver can help characters find Object Sz Wt Cost Restr
their way through the wilderness, a map can tell a character where Metal Detector S 14.0 2 None
they’re going and what to expect when they get there. Bluetooth Headset D 0.1 2 None
Bolt cutter M 5.0 1 None
Road Atlas Road atlases are available for the entire Country Multipurpose tool T 1.0 3 None
and show all major roads in each state/providence/territory. Shovel S 2.0 2 None
They can also be purchased for most major metropolitan Caltrops (25) S 0.1 2 None
areas and detail every street in the entire region.
Ball Bearings(100) S 0.4 1 None
Tactical Map A tactical map covers a small area—usually Duct tape T 2.0 1 None
a few miles on a side—in exacting detail. Generally, every Canteen (2) S 1.0 1 None
building is represented, along with all roads, trails, and areas Parachute, Military L 6.0 22 None
of vegetation. Tactical maps are not available for all areas Parachute, Reserve M 1.0 30 None
and generally need to be ordered from federal mapping Parachute, Sports L 8.0 25 None
agencies, while not expensive they can take a week or Parachute, BASE Jumping L 10.0 28 None
longer to obtain. Handcuffs, Steel T 1.0 2 None
Handcuffs, Zip-tie (10) D 0.5 1 None
Lighter This is either an oil or butane cigarette lighter that can Instrument, Keyboard L 12.3 13 None
be used to create fire at a moment’s notice. Percussion Instruments H 50.0 14 None
Stringed Instruments L 7.0 10 None
Wind Instruments T 1.0 8 None
Matches For the cigar connoisseur or one who simply likes to Camp Axe S 2.0 2 None
strike wood to seem dramatic, these matches come in a large
Flare (2) T 0.5 1 None
batch. The price listed is for one hundred boxes of twenty matches.
Binoculars, Standard S 2.0 2 None
Binoculars, Rangefinding S 3.0 8 None
Sleeping Bag This lightweight sleeping bag rolls up compactly. Binoculars, Night Vision S 4.0 12 None
It can keep a character warm even in severe weather, providing a Chemical Light Sticks (5) T 0.2 1 None
+1 equipment bonus on Fortitude Saving Throws against the effects Compass D 0.1 2 None
of cold weather. Fire Extinguisher M 2.0 2 None
Flashlight, Penlight D 0.6 1 None
Parachute A parachute is a device used to slow down an object Flashlight, Standard T 0.9 5 None
in free fall through an atmosphere. They come in various types, Flashlight, Battery Flood S 2.0 5 None
based on use, but all stop fall damage from heights greater Road Atlas T 0.6 3 None
than 100’ and reduce falling damage by 1 die per round spent Tactical Map T 0.5 5 None
descending. Rope (200’) L 12 1 None

Military Parachute A typical circular canopy used for Table 92: Equipment, Survival, Security, & Professional Gear
static line jumps. A standard military chute has limited
maneuverability, being designed for simplicity and reliability. Band-It The band-it is an elastic sleeve that is placed on
These parachutes fall straight down. prisoners leg or arm, that has a remote transmitter with a matching
remote. When activated, it sends a strong electrical pulse through
Reserve Parachute A small emergency parachute designed
the wearer’s body, that incapacitate the person wearing it. When
to be worn on the chest and used if the jumper’s main chute
Activated, the band-it, the wearer of the band-it must make a
fails. A reserve chute is a lifesaving, rather than aerobatic
Fortitude Saving Throw [TN17] or be paralyzed for 1d4 rounds. The
device, and do not possess the maneuverability that sports
band-it comes with one remote that has a 200 foot range.
parachutes have. These parachutes fall straight down.

Sports Parachute A rectangular aerobatic parachute. Spotting Scope A spotting scope is a highly magnified scope
Consumer models tend to be brightly-colored for aesthetic that is used for target identification, hit confirmation, and assisting
appeal and emergency visibility, but a character can a sniper in acquiring a target. When used by a spotter who is
purchase a darker parachute at request. Sports parachutes within hearing range of a sniper, and is able to see the same
allow a character to glide at 200 feet per round forward as targets the sniper can see using the spotting scope, the sniper
they fall, as well as make a turn after moving 100 feet. gains a bonus to all ranged attacks equal to the spotter’s ranged
attack bonus, as long as the spotter is spotting for that sniper.
BASE Jumping Parachute A high drag parachute used Spotting for a sniper uses all of the character’s combat points per
for jumping off of static structures such as bridges and round. Only one sniper can take advantage of a spotter and their
skyscrapers. These parachutes fall straight down at 10 feet scope at a time.
per round.

Battering Ram A battering ram is rather self explanatory, a


heavy metal ram used to knock down doors. When using it to
break down a door, the character is considered to have +4 STR.
108

Hearing Protection Hearing protection are plugs, earmuffs, or 9x19mm 7.63 Mannlicher
molded inserts that protect the wearer against loud noises, often .38 Special 7.63x25mm Mauser
.38 Long Colt 7.62x25mm Tokarev
worn by people firing firearms or working with heavy machinery. .38/200 .38 ACP
As a general rule, hearing loss due to gunfire is not modeled .38 S&W .38 Super
in Ops and Tactics, but wearing hearing protection can protect .380 ACP .22 TCM
against unexpected loud noises. Only basic protection can be 8x22mm Nambu .327 Federal Magnum
9x18mm PM 7.65 Longue
worn under helmets. .40 S&W .38 Winchester
.41 Long Colt 7.62x38mmR
Basic Hearing Protection Encompasses foam plugs, wax 9mm Japanese Revolver
balls, and fingers stuck in ears. When worn, they grant a +2
bonus to all Will Saving Throws against being deafened. Large pistol Large pistol calibers include

Passive Hearing Protection Encompasses large sound .45 ACP 7.62x38mmR


.45 GAP .50 Action Express
dampening earmuffs, that completely seal all sound out. .455 Webley 9x23mm Steyr
When worn, the wearer will automatically succeed against .44 American .454 Casull
all Will Saving Throws against being deafened, but take a .44 Russian .50 GI
-15 penalty to all Perception checks involving sound. .44 Special .460 Rowland
.44 Magnum .44 AMP
.44-40 Winchester .45 Winchester Magnum
Active Hearing Protection Encompasses thin electronic .45 Long Colt .500 S&W Special
active sound dampening earmuffs, that completely seal all .357 Magnum .500 S&W Magnum
sound out when it hears loud noises, but otherwise allows .357 SIG .500 WE
10mm Auto .476 Enfield
for the wearer to hear as normal through microphones
and speakers in the earmuffs. When worn, the wearer will
automatically succeed against all Will Saving Throws against Tiny Rifle Tiny rifle calibers include
being deafened, and the user can hear as normal.
5.7x28mm 4.6x30mm

Object Sz Wt Cost Restr


Small Rifle Small rifle calibers include
Sleeping Bag M 4.0 2 None .30 Carbine
Tent, 2-person dome M 4.0 2 None
Tent, 4-person dome M 7.0 4 None Medium Rifle Medium rifle calibers include
Tent, 8-person dome L 10.0 8 None
Lighter D 0.1 1 None 5.56x45mm 6mm Lee Navy
Matches F 0.1 1 None 5.8x42mm .300 AAC Blackout
6.5x50mm Arisaka .17 Remington
Battering Ram M 17.6 13 None 5.45x39mm 6.8mm Remington SPC
Band-It S 0.2 30 R .243 Winchester
Spotting Scope M 1.5 25 None
Flare Gun S 0.6 2 None Large Rifle Large Rifle calibers include
Hearing Protection, Basic(500) S 0.1 1 None
Hearing Protection, Passive S 0.5 1 None 7.62x51mm 8mm Lebel
Hearing Protection, Active S 0.9 3 None .303 British 7.62x39mm
7.92x57mm Mauser .458 SOCOM
.30-06 Springfield 7.5x55mm Swiss
Table 93: Equipment, Survival, Security, & Professional Gear(Cont.) .30-40 Krag 7.5x54mm French
7.7x58mm Arisaka 7x57mm Mauser
.300 Winchester Magnum 7.92x33mm Kurz
9.10 Reloading Supplies .45-70 Government .30-30 Winchester
7.62x54mmR 6mm Lee Navy
Reloading supplies span everything from the powder to the 6.5x52 Carcano
cases, that are needed to reload ammunition.
Huge Rifle Huge Rifle calibers include
Cases Cases are split into eight different categories, based on .338 Lapua 14.5x114mm 13.9x99mmB
the type of ammunition. Each category’s price is listed for a single .50 BMG 20x125mm 20x102mm
unit, which is enough to create a single batch of ammunition. When .56-56 Spencer 20x105mm
.50-70 Government 12.7x108mm
purchasing a unit of cases, a specific caliber must be specified.

Shotgun Shell Shotgun shells include


Tiny Pistol Tiny pistol calibers include
.410 Bore 16 Gauge 10 Gauge
20 Gauge 12 Gauge
.25 ACP .32-20 Winchester

Powder The powder listed here is modern smokeless powder


Small pistol Small pistol calibers include and provides enough for one batch of any caliber of ammunition.
109

Payloads Payloads are split into two categories, cased and shell, Wood These are wooden dowels cut to fit in the selected
and the types available for each vary differently. Each listing is shell. They deal Bludgeoning damage instead of Ballistic
enough for a single batch of ammunition, but a specific caliber and reduce the range increment of the firearm by half.
must be specified.

Cased Ammunition Payloads


Hardball These are plain cast lead bullets with a rounded Buckshot/Birdshot Mix This load is a mixture of both
nose. They have no special rules. birdshot and buckshot, allowing for a better spread pattern
as well as the solid punch of buckshot. They grant a +2 to
Semi-Wadcutters These are plain cast lead bullets with a attack rolls at −1 damage die.
tapered nose and sharp edges. It grants a +2 damage per
damage dice within the first two range increments, against
unarmored targets and a +10% error range.
Steel Core These are lead bullets with a hardened steel core. Silver These are cast silver pellets. They come in slug, 00
It removes half of all damage and damage dice, replacing buckshot, #4 buckshot, and #3, #6, and #9 birdshot.
them with piercing damage, rounded down.
JHP, Light These are light Jacketed Hollow Points. They grant
a +1 damage bonus plus +1 damage bonus per damage dice
over 4, against unarmored targets, and reduce the Recoil
Penalty by 1. Primers This is a box of either pistol, rifle, or shotgun primers.
It contains 1,000 primers of the selected type.
JHP, Standard These are standard Jacketed Hollow Points.
They grant a +2 damage bonus plus +1 damage bonus per
damage dice over 3, against unarmored targets.
JHP, Heavy These are heavy Jacketed Hollow Points. They Object Sz Wt Cost Restr
grant a +2 damage bonus plus +1 damage bonus per Cases, Tiny Pistol S 2.0 1 None
damage dice over 2, against unarmored targets. Cases, Small Pistol S 2.0 2 None
JHP, Match These are match Jacketed Hollow Points, Cases, Large Pistol S 2.0 3 None
designed for accuracy and weight distribution over Cases, Tiny Rifle S 2.0 2 None
expansion. They grant a +3 attack bonus when used with Cases, Small Rifle S 2.0 3 None
a match barrel and a +2 attack bonus when used with a Cases, Medium Rifle S 2.0 3 None
precision barrel. Cases, Large Rifle S 2.0 4 None
Cases, Huge Rifle M 2.0 5 None
JHP, Supermatch These are supermatch Jacketed Hollow Hulls, Shotgun Shells M 2.0 3 None
Points, designed for the highest of accuracy at the loss Payload, Cased, Hardball S 3.0 2 None
of power. They grant a +5 attack bonus when used with Payload, Cased, Wadcutter S 3.0 2 None
a match barrel and a +2 attack bonus when used with Payload, Cased, Steel Core S 3.0 4 None
precision barrel, but -1 damage dice. Payload, Cased, JHP, Light S 3.0 5 None
SP, Standard These are standard Soft Points. It provides a Payload, Cased, JHP, Standard S 3.0 5 None
+2 damage bonus per damage dice and +5% error range. Payload, Cased, JHP, Heavy S 3.0 5 None
Payload, Cased, JHP, Match S 3.0 6 None
SP, Heavy These are heavy Soft Points. It provides a +3 Payload, Cased, JHP, Supermatch S 3.0 7 None
damage bonus per damage dice and +10% error range. Payload, Cased, SP, Standard S 3.0 4 None
Payload, Cased, SP, Heavy S 3.0 4 None
Tungsten These heavy rounds are the best penetrators
available. All damage and damage dice are changed to Payload, Cased, Tungsten S 3.0 6 None
piercing damage. Payload, Cased, Silver S 3.0 15 None
Payload, Shell, Lead S 3.0 2 None
Silver These are cast silver bullets, suited for would-be Payload, Shell, Glass S 3.0 3 None
vampire hunters and dispensers of justice alike. They affect Payload, Shell, Wood S 3.0 1 None
certain creatures in certain ways, but otherwise perform as Payload, Shell, Buck/Bird Mix S 3.0 4 None
lead bullets. Payload, Shell, Silver S 3.0 15 None
Powder S 4.0 3 None
Shell Ammunition Payloads Primers S 1.0 3 None
Lead These are simple lead balls. They come in slug, 00 Table 94: Equipment, Reloading Supplies
buckshot, #4 buckshot, and #3, #6 and #9 birdshot.
Glass These are glass marbles in 00 buckshot and slug
sizes. They deal Slashing damage instead of Ballistic.
110

9.11 Food, Drink, and Recreational Equipment Hard Cheese Aged cheddar, aged gouda, and parmigiano
reggiano are some of the most common cheeses kept and eaten
Food and drink range from fine wine with a nice Italian meal
due to their long keep time without refrigeration. The price listed
to powdered orange drink with an MRE. The food listed here is
is for 2 lbs of cheese, and 0.2 lb of cheese will feed a character
more representative of what a character would encounter out
3 NV.
in the field. All food provides Nutritional Value (NV). A character
must consume at least 8 NV worth of food every day to sustain
themselves. Dried Grains These are a multitude of various grains, such as
Starvation and Thirst in Games rice, oats, barley, ground corn, millet, buckwheat, and quinoa, that
can be boiled with water and eaten with a variety of additions.
Generally, a GM can assume that their players are eating The price listed is for 20 lbs, and 0.5 lb will feed a character 3 NV.
and drinking normally, and do not have to bother with
recording food consumption if they are within any kind
Jerky Jerky is lean meat that has been trimmed of fat, cut into
of civilization that has some kind of established way
strips, and then dried to prevent spoilage. Nearly any muscle
to receive sustenance. This can range from fast food
meat can be made into jerky and is often carried by outdoorsmen,
restaurants all the way to a place to purchase ingredients
hikers, and campers as a source of low fat, high protein food. The
and make home cooked meals. GMs should only worry
packaging listed is for six 0.5 lb bags. A single bag will feed a
about Nutritional Values, starvation, and thirst if the players
character 3 NV.
do not have a readily available way to continuously
consume meals. Also, it is assumed that character are
spending some of their non-received salaries on food, Dried Noodles These are freeze dried instant noodles that come
and do not have to spend any of their given incomes on in a pack. They can be eaten raw, though somewhat unpalatable
food, unless they otherwise want to purchase something when eaten this way, or they can be boiled with water, and
specific. the flavor package added for a simple, decently tasting meal,
especially when coupled with dried vegetables. Due to their low
cost, they can sustain someone for very low price, though they
also lack in nutritional value. The price listed is for 4 packs of 10
MRE A MRE (Meal, Ready to Eat) is a self contained individual
each. A single pack of noodles will feed a character 4 NV. The
field ration issued by militaries to feed their soldiers while away
weight listed is per pack.
from organized food facilities. They are also popular with
survivalists and hikers for their compact size and filling nature.
Dried Vegetables These are freeze dried vegetables that have
Military The Military MRE has enough food to feed a single had moisture removed from them to increase their dry storage life.
character 8 NV, even if they don’t taste all that great. They can be re-hydrated with water and consumed, or used as an
ingredient. The price listed is for 6 lbs of mixed dried vegetables.
Civilian The Civilian MRE is more focused on taste and loses 1 lb of re-hydrated vegetables will feed a character for 2 NV.
calories, feeding a character 5 NV.

Trail Rations A trail ration is a mix of high calorie content foods, Fresh Vegetables Fresh vegetables include fresh produce, fruit,
usually containing dried fruit and nuts. The price listed is for a and leafy greens. The price listed is for 5 lbs of various vegetables,
box of twelve. Trail rations will feed a character 1 NV. and 1 lb of fresh vegetables will feed a character for 4 NV.

Food Bars A food bar is a solid baked bar, consumed by people Fresh Meat Fresh meat includes freshly slaughtered meats of
on the go as meal replacements. The price listed is for a box of various animals, as well as frozen meat. The price listed is for 4
five. A food bar will feed a character 2 NV. lbs of meat, and 1 lb of cooked fresh meat will feed a character
for 4 NV.
Candy Bars A candy bar is a bar, usually coated in chocolate,
that contains a variety of ingredients, such as wafers, cookies, Preserved Meat Preserved meat includes meat that has been
caramel, or toffee. They are poor in nutrients, but taste very good. cured or smoked, and stored in a cool dry place. The price listed
The price listed is for a box of fifteen. A candy bar will feed a is for 2 lb of meat, and 1 lb of preserved meat will feed a character
character 1 NV. for 5 NV.

Dried Sausages These are sausages that don’t require Canned Food This food encompasses both manufactured
refrigeration, usually made of chopped pork and spices. The canning, where the food product is placed into a steel can and
price listed is for 1 lb of sausage and 0.2 lb of sausage will feed a
capped, or home canning method where the food is preserved
character 2 NV. and placed into a glass jar. Canned food contents can vary greatly,
anything from canned vegetables or meats to complete meals in
Pouch Bread This is bread in a sealed plastic pouch, capable a jar. Canned food will feed a character for anywhere from 1 NV
of keeping without refrigeration for a long time, while maintaining to 8 NV, depending on the contents of the can. The price listed is
it’s freshness. The price listed is for a 4 pack of pouch bread. for 10 cans. It is recommended that a GM roll 1d8 to determine
Each pouch will feed a character 3 NV. the NV of the can.
111

Bottled Water Water is the transparent, tasteless, odorless, and Liqueur Liqueur is a type of distilled alcoholic beverage that
nearly colorless chemical substance that is required for life to is flavored with a variety of flavors, and usually has some
survive. This water is in 16 oz/2 units plastic bottles. The price kind of sugar or sweetener added. It is often used for mixed
listed is for 4 cases of 30 bottles of water per case. The weight drinks, but can be consumed by itself. Common liqueur
listed is per bottle. examples include triple sec, schnapps, campari, chocolate
liqueur, and amaretto. The price listed is for a single bottle,
Powdered Drinks Including both hot drinks like powdered cocoa which contains about 20 servings.
and instant coffee, and cold drinks such as carbohydrate drinks
and sports drinks. The price listed is for 5 boxes of 20 per box. Cigarettes and Cigars A cigarette is a small roll of finely cut
The weight listed is per pack. tobacco leaves wrapped in a cylinder of thin paper for smoking. A
cigar is a tightly-rolled bundle of dried and fermented tobacco that
Canned Soda Canned soda is a 12 oz aluminum can. These is ignited so that its smoke may be drawn into the mouth. Smoking
serve as tasty drinks on a cool day, or as ammunition for the a pack of cigarettes or a single cigar causes 1 XHP damage per
X-Products Can-Cannon. The price listed is for 4 cases of 12 cans pack smoked. If a character loses their last non-lethal hit point
per case. The weight listed is per can. due to smoking, they are nauseated for two hours and gain that
hit point back after those two hours. The price listed is for a box of
Drinks Drinks are a wide variety of flavors and types, all having twenty cigars, or a carton of cigarettes, which contains ten packs
their effects. When a character drinks, they must make a Fortitude of twenty cigarettes each.
Saving Throw [TN10 + number of servings they have had at a
time], or become inebriated. Electronic Cigarettes An electronic cigarette, also known as
an e-cig, is a battery powered device that simulates smoking. It
Beer Beer is the world’s most widely consumed and delivers nicotine into the lungs via a nicotine, propylene glycol,
probably oldest alcoholic beverage; it is the third most and flavoring mixture, designed to look like, but be much healthier
popular drink overall, after water and tea. It is produced by than, cigarettes, as instead of smoke, it produces water vapor as its
the brewing and fermentation of sugars, typically derived byproduct. Electronic cigarettes come in a massive array of flavors,
from malted cereal grains, particularly barley and wheat. from regular tobacco flavor to things such as mint, key lime pie,
The price for beer is for a pack of twelve. Each beer is a and even cinnamon roll. They take on a variety of appearances
serving. as well, from a thin cigarette like look, to a customizable tank and
battery. The price listed is for a full kit that includes one tank, one
Wine Wine is an alcoholic beverage made of fermented
battery with charging apparatus, and two flavors.
fruit juice, usually from grapes. The price listed is for a
single bottle, which contains 6 servings.
Brandy Brandy is a spirit produced by distilling wine,
typically taken as an after-dinner drink. The price listed is
for a single bottle, which contains about 30 servings.
Gin Gin is a spirit which derives its predominant flavor from
juniper berries, used in drinks such as martinis, and gin and
tonics. The price listed is for a single bottle, which contains
about 30 servings.
Rum Rum is a distilled spirit made from sugarcane by-
products such as molasses, or directly from sugarcane juice,
by a process of fermentation and distillation. It is used in
drinks such as rum punch, mojitos, and pina coladas. The
price listed is for a single bottle, which contains about 35
servings.
Tequila Tequila is a spirit made from the blue agave plant.
The price listed is for a single bottle, which contains about
20 servings.
Vodka Vodka is a distilled beverage composed primarily of
water and ethanol with traces of impurities and flavorings.
Vodka is made by distillation of fermented substances such
as grains, potatoes, or sometimes fruits. The price listed is
for a single bottle, which contains about 25 servings.
Whiskey Whiskey is a type of distilled alcoholic beverage
made from fermented grain mash. Different grains are used
for different varieties, including barley, malted barley, rye,
malted rye, wheat, and maize (corn). The price listed is for
a single bottle, which contains about 15 servings.
112

Object Sz Wt Cost Restr Table 96: Equipment, Pharmaceuticals, Antibacterial/Antiviral


MRE, Civilian S 1.0 1 None
MRE, Military (2) S 1.0 1 None Analgesics/Painkillers These medicines allow a character to
Trail Rations (12) S 0.5 1 None ignore pain, and allow them to continue fighting, but only for a
Food Bars (5) S 0.4 1 None limited time. When the effects wear off, the healing affect of the
Candy Bars (15) S 0.4 1 None painkillers go with it. Painkillers can only be given to a character
Dried Sausages S 1.0 1 None with at least 1 CHP. A player who has 0 or less CHP has suffered
Pouch Bread (4) S 1.5 1 None serious injuries and must receive medical attention and can not
Hard Cheese S 2.0 1 None use painkillers. The price listed is for one dose, and each dose
Dried Grains S 20.0 1 None lasts for 1d3 hours. The dosage can come in the form of digestible
Jerky S 3.0 1 None pills or an injectable liquid.
Dried Noodles (40) S 0.2 1 None
Dried Vegetables S 6.0 1 None Object Sz Wt Cost Restr
Fresh Vegetables S 5.0 1 None Restore 1d4 XHP F 0.1 1 None
Fresh Meat S 4.0 1 None Restore 2d4 XHP F 0.1 2 None
Preserved Meat S 42.0 1 None Restore 3d4 XHP F 0.1 3 L
Canned Food (10) S 10.0 1 None Restore 4d4 XHP F 0.1 4 L
Bottled Water(120) T 1.1 1 None Restore 5d4 XHP F 0.1 5 R
Powdered Drinks(100) D 0.1 1 None
Canned Soda (48) T 0.8 1 None Table 97: Equipment, Pharmaceuticals, Painkillers
Beer S 1.0 1 None
Wine S 1.0 2 None Hemostat These medicines promote the clotting of blood. They
Brandy S 1.0 4 None reduce the bleed damage based on the level of the hemostat. The
Gin S 1.0 2 None price listed is for two doses.
Rum S 2.0 2 None
Tequila S 2.0 2 None Object Sz Wt Cost Restr
Vodka S 2.0 2 None Remove 3 bleed damage F 0.1 1 None
Whiskey S 2.0 2 None Remove 5 bleed damage F 0.1 3 None
Liquer S 2.0 1 None Remove 8 bleed damage F 0.1 7 None
Cigarettes F 0.1 2 None Remove 13 bleed damage F 0.1 11 None
Cigars D 0.2 3 None Remove All bleed damage F 0.1 20 None
E-cig Kit S 0.8 1 None
E-cig, Additional Flavors (4) T 0.1 1 None Table 98: Equipment, Pharmaceuticals, Hemostat

Table 95: Equipment, Food & Drink Antiseptics Antiseptics are substances that are applied to
destroy microorganisms that are living on objects. These
9.12 Pharmaceutical Drugs, Medical supplies and medicines give a bonus to all Treat Injury checks when used,
Poisons but the user must have at least 1 rank in the Treat Injury skill. The
amount listed is for four doses.
Pharmaceutical drugs, also referred to as medicine, can be
loosely defined as any chemical substance intended for use in Weak Antiseptic These include distilled spirits, as well as
the medical diagnosis, cure, treatment, or prevention of disease. watered down isopropyl alcohol. They grant a +1 to Treat
When using medicine, only the highest modifier applies. Injury.

Antibacterials and Antivirals An antibacterial is a compound or Standard Antiseptics These include grain alcohol and
substance that kills or slows down the growth of bacteria. Antiviral proper strength isopropyl alcohol. They grant a +3 to Treat
drugs are a class of medication used specifically for treating viral Injury.
infections. Both are used to combat against diseases, and grant
Strong Antiseptics This includes iodine. They grant a +5 to
a bonus to Fortitude Saving Throws toward disease. The cost of
Treat Injury.
the drug is dependent on the actual Fortitude Saving Throw of the
disease. The price listed is for five doses. Concentrated Antiseptics This includes hydrogen peroxide.
Object Sz Wt Cost Restr They grant a +8 to Treat Injury.
+1 bonus F 0.1 2 None Object Sz. Wt. Cost Restr.
+2 bonus F 0.1 4 None
Weak F 0.2 1 None
+3 bonus F 0.1 6 None
Standard F 0.2 4 None
+4 bonus F 0.1 8 None
Strong F 0.2 7 None
+5 bonus F 0.1 10 None
Concentrated F 0.2 13 None
+6 bonus F 0.1 12 None
+7 bonus F 0.1 14 None Table 99: Equipment, Pharmaceuticals, Antiseptics
113

Antidote Antidote is a substance used to counteract a specific Object Sz Wt Cost Restr


poison. The cost per antidote is the raw material cost for the Arsenic S 1.0 8 R
poison + 15, and the character purchasing must know the specific Atropine (2) S 1.0 3 R
poison used. The cost is for a single dose. The dosage can come Blue Vitriol (2) S 1.0 3 R
in the form of digestable pills or an injectable liquid. Chloral Hydrate S 1.0 15 R
Cyanide S 1.0 35 M&P
Object Sz Wt Cost Restr Cyanogen S 1.0 12 M&P
DDT S 1.0 13 I
Antidote F 0.2 See text None
Lead Arsenate (Gas) S 1.0 2 R
Table 100: Equipment, Pharmaceuticals, Antidote Lead Arsenate (Solid) S 1.0 2 R
Mustard Gas S 1.0 3 M&P
Paris Green (Gas) S 1.0 8 None
Paris Green (Solid) S 1.0 8 None
Cold Pack A cold pack is a strong plastic bag filled with water Sarin S 1.0 35 I
and a packet of ammonium nitrate that is suspended within it. Strychnine S 1.0 12 R
When broken, it becomes very cold. It heals 2d3 damage per 10 Tear Gas S 1.0 8 R
minutes and can only be used to restore XHP that was lost by Tranquilizer S 1.0 4 R
bludgeoning, fire, or non-lethal damage. The price listed is for VX S 1.0 300 I
eight packs, and the packs last for 1 hour.
Table 102: Equipment, Poisons

Spray-on Bandage Spray-on bandage is antiseptic and


bandage all in one convenient little bottle used for small nicks
and scratches. It heals 1d3 damage per use and can only be used
to restore XHP that was lost by by Slashing or Piercing damage.
The price listed is for four, 20 dose bottles.

Tourniquet A tourniquet is a constricting device used to control


bleeding on appendages. Tourniquets allow a character to ignore
all penalties from extremity damage for 2d3 rounds, and reduces
all bleed dice by 3 on that appendage for 2d3 minutes. Tourniquets
can only be applied on arms or legs.

Field Dressing Field dressing are bandages used to control


bleeding in general. Field dressings can be used to stop 1 bleed
damage per bandage. Field dressings can also be used in
conjunction with the Treat Injury skill when stopping bleeding.
When used in this manner, they stop an additional 3 bleed damage
per field dressing used, up to a maximum of 4 field dressing.

Object Sz Wt Cost Restr


Cold Pack(8) T 0.4 1 None
Spray-on Bandage(4) T 0.2 1 None
Tourniquet T 0.3 2 None
Field Dressing(4) T 0.1 1 None

Table 101: Equipment, Pharmaceutical Equipment

Poisons Poisons are chemical substances that can cause


disturbances to organisms, usually by chemical reaction or other
activity on the molecular scale, when a sufficient quantity is
absorbed by an organism. While nearly any substance ingested,
injected, or inhaled into the body technically counts as a poison,
the poisons listed here are specifically listed for their effects. The
price listed is for 5 doses in a synthesized solid, liquid poison
stored in a bottle, or a gas stored in a pressurized cylinder.
114

9.13 Narcotics the effects wear off, the healing effect of the opioid goes with it.
Opioids can be given to a character with at least 1 CHP. Opioids will
Cannabis A genus of flowering plants that has long been used
restore both CHP and XHP, but will always restore CHP before XHP.
for fiber (hemp), seed and seed oils, medicinal purposes, and as a
The price listed is for one dose and each dose lasts for 1d3 hours.
recreational drug. A character may smoke one dose of cannabis
After taking a single dose, the character takes 1 CON damage that
and roll a set of dice dependent on the potency. This roll is both
heals normally.
the penalty to Will Saving Throws and their AGL modifier and
a bonus to their XHP. The effect lasts for 5d12 minutes. Should
the AGL penalty exceed the character’s DEX score, it is treated Hallucinogens These vary in presentation, type, and duration,
as 0 until the drug’s effect wears off. There are 50 doses in 0.1 but they all do the same thing—make the character hallucinate.
lbs of cannabis. Any amount less than 50 doses is considered When a character takes a single dose of a hallucinogen, they take
weightless. 3d3 WIS damage. This effect lasts 2d2 hours and the damage
lasts as long as the effect.
Potency Dice Rolled
Object Sz Wt Cost Restr
Weak 1d2
Normal 1d3 Cannabis, Weak T − 1 I
Strong 2d3 Cannabis, Normal T − 2 I
Concentrated 2d3+1 Cannabis, Strong T − 4 I
Cannabis, Concentrated T − 8 I
Table 103: Cannabis Potency Coca Leaf (16) T 0.1 2 R
Cocaine T − 80 I
Coca Leaf The leafy part of the coca plant, chewed to reduce Adderall (10) D 0.1 4 L
tiredness and encourage recuperation. A character may chew a MDMA D 0.1 2 I
leaf for up to 1 hour. If a character is exhausted, they are now Opioid, Restore 2d10+1 HP F 0.1 5 L
fatigued. If a character is fatigued, it takes half the amount of Opioid, Restore 3d10+1 HP F 0.1 10 R
time to become well rested. Sold in packs of 16 leaves. Opioid, Restore 4d10+1 HP F 0.1 15 I
Hallucinogens F 0.2 1d6 I
Cocaine Cocaine is the processed version of the coca plant, used
Table 104: Equipment, Narcotics
as a strong stimulant. It is primarily used as a recreational drug.
A character may ingest, inject, or inhale one dose of cocaine (0.01
lb) to gain 5 additional Combat Points every round for 1 minute.
The character may ingest, inject, or inhale subsequent doses to
lengthen the time this bonus lasts by 1 minute, but it does not
grant any additional Combat Points. After each dose is ingested,
injected, or inhaled, a character immediately makes a Fortitude
Saving Throw [TN25]. If a character fails this Saving Throw, they
take CHP damage equal to the Combat Point bonus they received.
The TN increases by 5 for each dose of Cocaine taken within 6
weeks of the first dose. There are 8 doses in 0.1 lbs of cocaine.
Any amount less than 8 doses is considered weightless.

Adderall A pharmaceutical pill marketed as a treatment for


ADHD, ADD, and other similar disorders. A character can consume
a single pill, which reduces Craft checks of 24 hours in length or
more by 1d4 hours, and Craft checks of 1 week in length or more
by 1d3 days. This effect lasts for one week. Adderall is packaged
in a small bottle containing 10 pills.

MDMA An empathogenic drug that causes euphoria, a


diminished sense of anxiety, and mild psychedelia. A character
can consume a single pill which grants a +2 bonus to all Reflex
and Will Saving Throws. This bonus lasts for 30 minutes. After
the effect wears off the character is considered Exhausted. A
character can consume at least 4 units of water to halve the time
it takes to recover from their exhaustion. MDMA is is packaged in
a small bottle containing 10 pills.

Opioids These medicines allow a character to ignore pain, and


allow them to continue fighting, but only for a limited time. These
are much stronger versions of the over the counter painkillers
and as such require proper documentation to possess. When
115

10 Armor 10.1 Light Armor


Armor comes in three different types: Light Football Pads This suit of armor is worn by professional
Impromptu armor includes items that provide protection even and amateur players alike, and includes shoulder, leg, and
though they were not designed for that purpose, such as leather arm pads. This type is normally worn by running backs and
biker’s jackets and football pads. quarterbacks, sacrificing extra armor for range of motion.
Concealable armor is modern body armor designed to fit Special Notes This armor protects the arms and legs of the
underneath regular clothing. It can be worn for extended periods wearer, providing DR and Defense to all listed areas.
of time without fatiguing the wearer. Concealable armor can also
be worn under Impromptu or Tactical armor. Motorcycle Jacket This is the bare minimum for the modern
Tactical armor is modern body armor that fits over clothing motorcyclist and consists of leather gloves and a leather
and can’t be easily concealed. Its weight and bulk make it motorcycle jacket. It grants the wearer a +1 to Fortitude Saving
impractical to wear all the time and is generally only donned Throws made to resist the effects of cold weather. Motorcycle
when a specific dangerous confrontation is likely. Because it is Jackets have two pockets than can hold 1.5 lbs of equipment that
worn over clothing in tactical situations, tactical armor often has is Tiny sized or smaller each.
pockets, clips, and MOLLE attachment points for carrying weapons, Special Notes This armor protects the arms of the wearer,
grenades, ammunition, flashlights, first aid kits, and other items. providing DR and Defense to all listed areas.

• Equipment Bonus The equipment bonus is the bonus toMotorcycle Cut This is a thick leather vest worn by motorcyclists,
DEF a character gets if they are proficient in the armor, and
a particular common sight on motorcycle club members. They
it has not run out of AP. The equipment bonus only applies
have hidden pockets that contain a holster-sheath that will hold
to areas it protects. one Small or smaller sized weapon, and a pouch that can hold 2
magazines or speedloaders. Any objects in these pockets gain a
• Maximum AGL Bonus The maximum AGL bonus you can
+1 to Stealth checks to hide these objects.
apply toward your defense, when wearing the armor.

• Armor Penalty This penalty applies to the following skills if Light Undercover Shirt Designed for deep undercover work
the character isn’t proficient in the worn armor: Acrobatics, where the user must not appear to be armed or armored, this
Athletics, Craft (All), Demolitions, Disable Device, Drive, garment consist of a t-shirt with a band of Kevlar sewn in around
Perform, Pilot, Ride, and Stealth. If a character is proficient in the torso.
the armor, the penalty only applies to Athletics, Acrobatics,
and Stealth. Flak Vest A flak vest is a light vest worn by aircraft personnel
to protect against flak cannons, but can also be used to protect
• CP Loss How much the armor slows a character down when against grenades.
worn. The character has to spend this amount of Combat
Points from their Combat Point pool before they can move.
Low-Profile Armor This set of body armor is visually
indistinguishable from a common vest, sweater, pullover, suit coat,
• Damage Reduction This represents how much damage
or jacket. Often used by employees of corporations, particularly
the armor negates, and what type of damage is reduced.
those employed as security or bodyguard personnel.
Any slashing, piercing, ballistic, or concussive damage that
exceeds the damage reduction of the armor is considered
bludgeoning damage. Undercover Vest Covering a larger area of the torso, this vest
provides better protection than the light undercover shirt and low-
– Sl Slashing | Pi Piercing | Bl Bludgeoning | Ba Ballistic profile armor but is also more easily noticed. It is best used when
the armor should remain unseen but the wearer doesn’t expect
– F Fire | C Concussion to face much scrutiny.
Special Notes Grants a +2 bonus to Stealth checks when hiding
• AP Armor points are a representation of how much damage the armor.
armor can take. When armor protects a character from
damage using its damage reduction, it subtracts the damage Turnout Coat This fireman’s coat is made of a thick, flame
done from its AP score. Armor points are only subtracted resistant and waterproof material.
to applicable damage. Armor can be repaired at 1 WP per Special Notes This armor protects the arms of the wearer,
armor point. Armor only protects against certain types of providing DR and Defense to all listed areas. This clothing cannot
damage. If a character is attacked and the character’s armor catch fire.
does not cover the certain type of damage, the Damage
Reduction for the armor does not apply, and the character
take the full damage to their hit points. When an armor has Corrections Vest This armor is designed for use in prisons,
run out of AP, it also stops providing an Equipment Bonus where firearms are less of a threat than improvised melee
to DEF. weapons.

• Weight The weight of the armor. Unlike clothing, Armor MOLLE Vest This tactical gear is covered in MOLLE, which
is counted as equipment, and goes against your carrying allows different accessories to be mounted according to the user’s
capacity. specifications. This armor has 12 MOLLE slots.
116

Plastron Fencers wear this quilted canvas armor, which protects Motorcycle Suit This suit of modern armor is worn by
the torso, arms, and groin against parries, thrust, and swipes from motorcyclist to protect from falls. It includes gloves, pants, a
foils, epees, and sabres. spine protector, and an armored jacket. It grants the wearer a
Special Notes This armor protects the arms of the wearer, +1 to Fortitude Saving Throws made to resist the effects of cold
providing DR and Defense to all listed areas. weather.
Special Notes This armor protects the arms and hands of the
wearer, providing DR and Defense to all listed areas.
10.2 Medium Armor
Concealable Vest This standard Kevlar vest is worn by most
law enforcement officers under their uniform shirts.
Special Notes Grants a +4 bonus to Stealth checks when hiding
the armor.
Special Response Vest Built like the tactical vest, but
Concealable Fight Vest This is a variation on the standard incorporating groin and neck protection as well as a trauma plates
Kevlar vest is worn by most law enforcement officers under their over the chest and back. This tactical gear is covered in MOLLE,
uniform shirts, sacrificing some ballistic damage protection to which allows different accessories to be mounted according to the
protect against swords and arrows. user’s specifications. This armor has 7 MOLLE slots.
Special Notes Grants a +4 bonus to Stealth checks when hiding
the armor.

Motorcycle Armor This suit of modern armor is worn by


motorcyclist to protect from falls. It includes gloves and a
motorcycle jacket. It grants the wearer a +1 to Fortitude Saving Forced Entry Unit This armor consist of heavy torso jacket, with
Throws made to resist the effects of cold weather. trauma plate holders that cover the chest and back, neck and
Special Notes This armor protects the arms and hands of the groin guards, and arm protection. This tactical gear is covered in
wearer, providing DR and Defense to all listed areas. MOLLE, which allows different accessories to be mounted on to
the user’s specifications. This armor has 8 MOLLE slots.
Special Notes This armor protects the arms and hands of the
Light Duty Vest A lightweight tactical vest with Kevlar designed
wearer, providing DR and Defense to all listed areas. This Armor
for extend use by riot police and forces on alert for potential attack.
can accept a single set of Armor Plates.
This tactical gear is covered in MOLLE, which allows different
accessories to be mounted according to the user’s specifications.
This armor has 5 MOLLE slots.

Riot Vest This vest is a variation on the light duty vest,


designed for more melee combat confrontations over ballistic
Crash Rescue Suit This reflective, full-body suit is exclusive to
threats. This tactical gear is covered in MOLLE, which allows
fire departments expecting to deal with high radiant heat or savage
different accessories to be mounted on according to the user’s
burning liquids. It is rated to protect against sustained exposure
specifications. This armor has 5 MOLLE slots.
to temperatures of 1,500°F and short exposure to 2,000°F, and
includes a hood with a reflective faceplate, mittens, and boots. A
Tactical Vest The standard body armor for police tactical units, crash rescue suit contains a 30 minute air supply.
this vest provides full torso protection in the toughest flexible Special Notes This clothing cannot catch fire.
protective materials available. This tactical gear is covered
in MOLLE, which allows different accessories to be mounted
according to the user’s specifications. This armor has 6 MOLLE
slots.

Heavy Football Pads This suit of armor is worn by professional EOD Suit This armor consists of a complete anti-explosive
and amateur players alike, and includes shoulder, leg, and arm armor setup, used by bomb disposal technicians to diffuse live
pads. This type is normally worn by linebackers and “heavy hitter” bombs. It includes heavy ballistic armor, as well as a see-through
positions, sacrificing movement for extra padding and armor. ballistic visor and helmet.
Special Notes This armor protects the arms, legs, feet and Special Notes This armor protects the head, arms, legs, feet,
hands of the wearer, providing DR and Defense to all listed areas. and hands of the wearer, providing DR and Defense to all listed
areas.
10.3 Heavy Armor
Red Man Suit This heavily padded suit is used primarily for
unarmed and blunt-weapon melee combat training, allowing
opponents to throw full-force blows without injuring their training
partners.
117

Type Equipment Max AGL Armor CP Damage Reduction AP Wt Cost


Bonus Bonus Penalty Loss
MOLLE Vest Lt.T +0 +6 +0 0 0/None — 3.0 8
Motorcycle Jacket Lt.I +0 +6 +0 0 2/Sl 10 2.0 6
Motorcycle Cut Lt.I +0 +6 +0 0 2/Sl 8 1.3 5
Flak Vest Lt.T +0 +5 +0 0 3/Sl 12 2.0 3
Light Football Pads Lt.I +1 +6 +0 0 3/Bl 15 4.0 5
Turnout Coat Lt.I +1 +5 +0 0 2/F 1/Pi, S 10 10.0 10
Light Undercover Shirt Lt.C +1 +4 −1 0 4/Ba 8 2.0 13
Undercover Vest Lt.C +1 +4 −1 0 10/Ba 30 3.0 16
Low-Profile Armor Lt.C +2 +4 −1 0 6/Ba 18 2.0 18
Corrections Vest Lt.C +2 +3 −2 1 6/Sl, Pi 18 4.0 17
Plastron Lt.I +2 +4 −1 0 4/Sl, Pi 16 3.0 10
Motorcycle Armor Md.I +2 +5 −1 1 4/Bl, Sl 20 5.0 11
Concealable Vest Md.C +2 +3 −2 2 11/Ba 2/Sl 35 4.0 20
Concealable Fight Vest Md.C +2 +3 −2 2 4/Ba, Sl, Pi 45 4.0 20
Light Duty Vest Md.T +3 +2 −3 2 12/Ba, Bl 3/Sl 38 7.0 30
Riot Vest Md.T +3 +2 −3 2 7/Sl, Pi 4/Ba 45 7.0 30
Tactical Vest Md.T +4 +2 −3 2 13/Ba 4/Sl 45 9.0 32
Heavy Football Pads Md.I +1 +4 +0 1 5/Bl 25 8.0 5
Red Man Suit Hv.T +3 +1 −5 3 10/Bl 9/Unarmed 50 12.0 24
Motorcycle Suit Hv.I +3 +4 −2 1 7/Bl, Sl 35 8.1 20
Crash Rescue Suit Hv.T +4 +2 −4 3 25/F 50 25.0 40
Special Response Vest Hv.T +4 +1 −5 3 18/Ba, Pi 6/Sl 65 17.0 45
Forced Entry Unit Hv.T +3 +0 −5 4 21/Ba, Pi, Sl 80 22.0 50
EOD Suit Hv.T +4 +0 −7 4 40/C, Pi, Sl 50 35.0 95

Table 105: Equipment, Armor

10.4 Armor Plates 10.5 Helmets


These trauma plates can be placed in armor, either by being Helmets keep the most important part of most creature’s body
built in, or placed in a MOLLE attachment, to increase its safe: the head. When calculating the damage for a called shot to
effectiveness against bullets and shells. Trauma plates cannot the head, use the damage reduction (if any) for the hat or helmet.
be repaired, and must be replaced after they are used up. The
price and listing are for a set of plates that protect the center mass
area, which includes the back and torso. Only one set of plates
Motorcycle Helmet These helmets come in various sizes and
may be used at a time.
colors and protect the wearer from wind and small objects when
moving at a fast pace, as well as when falling.
Trauma Plates These plates are made from kevlar, designed to
give additional ballistic protection.
Sports Helmet Used in various sporting events to protect the
Titanium Plates These plates are made from high grade wearer’s head.
titanium, and provide decent protection with the added comfort
of light weight.
Ballistic Combat Helmet The standard helmet usually issued
Ceramic Plates These are ballistic ceramic plates, built for a to combat forces in the military that protects against shrapnel and
compromise between strength and weight. glancing bullets.

Steel Plates These are heavy steel inserts, used for multiple
rifle round hits, at the cost of weight. Steel Combat Helmet A surplus helmet from wars gone by,
having fallen out of favor in light of new lighter and sturdier
Plate Type CP Loss DR AP Wt Cost options. They can be found in thrift stores and army-navy stores
Trauma 0 8/Ba 32 1.8 7 alike.
Titanium 0 6/Ba, Pi 18 3.0 8
Ceramic 1 18/Ba, Pi 36 4.0 15
Steel 2 9/Ba, Pi 54 5.5 10 Riot Helmet Used by police forces when containing a
disturbance or riot. It has a clear Plexiglas shield on the front that
Table 106: Equipment, Armor Plates protects against thrown objects and chemical weapons.
118

Helmet Type Type DR Wt Cost AP


Motorcycle I 6/Bl, Sl 1.9 5 12
Sports I 4/Bl 2.0 2 15
Combat, Ballistic T 5/Ba, Bl, 3.0 10 20
Sl
Combat, Steel T 2/Ba, Bl 3.0 3 25
Riot T 8/Bl 1.9 3 18

Table 107: Equipment, Armor, Helmets

10.6 Armor Upgrades


Armor can be customized to grant additional bonuses toward
armor, or increase the armor rating of normal clothing.

Camouflage Patterning This upgrade covers a piece of armor


or clothing in camouflage paint or cloth, which gives a +2 to Stealth
when worn in the applicable setting.

MOLLE Fitting This upgrade fits armor or clothing with MOLLE


slots, which allows different accessories to be mounted according
to the user’s specifications. Gives 2 MOLLE slots per upgrade.
Armor or clothing can have no more than 20 MOLLE slots.

Hidden Compartment Fitting This upgrade fits armor or


clothing with a hidden compartment that gives a +4 to Stealth to
hide an object. An object of tiny or smaller size may be hidden
in the compartment.

Custom Fitting This upgrade fits the armor to a specific wearer,


granting the wearer +1 maximum AGL bonus, a 50% increase in
AP, and a +1 equipment bonus to DEF.

Limb Protections This upgrade fits the armor with limb


protectors that protect either the arms or the legs from damage.
Limb protectors can be installed on any armor that lacks limb
protection for that area. The character selects either arm
protection, or leg protection with the protectors providing DR
and Defense that the original armor grants to all selected areas.
Limb protectors can also only be installed on the same or higher
level of armor, and can only be installed on armor that has Armor
Points.
Light Increases the Armor Points by 10, but reduces the
Maximum Agility bonus by 1.
Medium Increases the Armor Points by 15, but reduces the
Maximum Agility bonus by 2.
Heavy Increases the Armor Points by 25, but reduces the
Maximum Agility bonus by 4.
Armor Upgrade Cost
Camouflage Patterning 2
MOLLE Fitting 1
Hidden Compartment Fitting 3
Custom Fitting 100%
Limb Protectors, Light 6
Limb Protectors, Medium 14
Limb Protectors, Heavy 31

Table 108: Equipment, Armor Upgrades


119

11 Weapons Brass Knuckles These pieces of molded metal fit over the
outside of a character’s fingers and allow him or her to deal lethal
The weapons covered here are grouped into categories based damage with an unarmed strike instead of nonlethal damage. A
on their general utility: melee weapons and ranged weapons. strike with brass knuckles is otherwise considered an unarmed
Weapons are classified by size. Medium or smaller sized attack. When used by a character with the Brawl, Improved Brawl,
weapons can be used with one hand. Large or larger sized or Street Fighting feat, brass knuckles increase the base damage
weapons require two hands to use. dealt by an unarmed strike by +2. An improvised version of this
weapon is a set of heavy finger rings.

11.1 Melee Weapons Wrist Wraps These are cloth wrist wraps with padding and a
Melee weapon damages are classified according to type: velcro strap that is used to secure them to the wearer, often used
bludgeoning (weapons with a blunt striking surface), energy (of a for all types of fighting while still allowing use of the hands for
specific type), piercing (weapons with a sharp point), and slashing other issues, or even use other weapons while wearing them.
(weapons with an edged blade). Certain types of armor only Wrist wraps only provide non-lethal damage, unless otherwise
protect against particular forms of damage. granted by a feat. When used by a character with the Brawl,
Improved Brawl, or Street Fighting feat, wrist wraps increase the
Improvised Weapons base damage dealt by an unarmed strike by +1. An improvised
version of these are tightly wrapped cloth bandages. Wrist wraps
Any improvised weapon does the same amount of damage have no upgrade points.
as a real weapon in its class, but unlike real weapons,
improvised weapons are not designed to take the amount Push Blade/Punch Dagger This blade extends in line with the
of stress a real weapon can take. An improvised weapon wielder’s arm when held in a clenched fist. An improvised version
has a −2 attack penalty and a 50% chance of breaking is a corkscrew.
each time it is used.
Field Knife A field knife is a larger knife, usually with a thick,
Melee Weapons as Thrown Weapons hearty blade that is used in the field, for camping. Improvised
versions of this weapon include cleavers and large kitchen knives.
It’s not uncommon for a character to need to use a melee Field knives come with a tactical sheath.
weapon as a thrown weapon. Use the below statistics
when using a melee weapon in a thrown role. Survival Knife A typical fighting knife and also represents a
variety of field weapons like daggers and bayonets. Improvised
• Spears Treat as an improvised javelin
versions of this weapon include broken bottles and large kitchen
• Hand Axe Treat as an improvised throwing axe knives. Survival knives come with a tactical sheath.

• Light Club, Medium Club, and Tool Hammer Treat Pocket Knife A pocket knife is a knife that is deposited in the
as an improvised brick for range and penalties and pocket, or in a small sheath that is usually worn all day or carried
using the weapon’s melee damage as damage. all day. A pocket knife is 3-6” long. Examples are numberous
• Knives Treat as an improvised throwing knife. Push in nature. Improvised versions of this weapon include ice picks,
daggers and injection knives can not be thrown. letter openers, straight razors, and screwdrivers. Pocket knives
come with a tactical sheath.
All weapons not listed are not able to be used as thrown
weapons. Escape Knife An easily hidden blade, commonly stashed in a
place where the owner might be able to grab it when tied up.
Improvised versions of this weapon include prison shivs, throwing
knives, and pieces of broken glass. Escape knives come with a
11.1.1 Simple Melee Weapons tactical sheath.
Generally inexpensive and light in weight, simple weapons
Light Club A light club is less than 8” long, lighter than 3
nevertheless get the job done. Any sentient character can use
pounds, and easily used with one hand. There are countless
simple melee weapons without penalty.
examples, including such deliberately crafted items as escrime
sticks, kubatons and metal batons. Improvised versions of this
Unarmed Strikes This encompasses kicks, punches, elbows, weapon include chair legs, broken pool cues, tire irons, and small
knees, and headbutts. This is not a weapon in the traditional sense, tree branches.
but rather a way for a character to attack without any weapons
at all. Unarmed strikes only provide non-lethal damage, unless Medium Club A medium club is between 8” and 12” long, lighter
otherwise granted by a feat. Unarmed strikes are touch attacks, than 3 pounds, and can be used with one hand. There are
and use touch defense instead of normal defense. Unarmed countless examples, including such deliberately crafted items as
attacks are considered attacks made with a small weapon. escrime sticks, metal batons, and police clubs. Improvised versions
Unarmed strikes are not considered simple weapons for the of this weapon include chair legs, frying pans, pool cues, framing
purpose of feats, and have no upgrade points. hammers, tire irons, and small tree branches.
120

Heavy Club A heavy club is between 12-24” long, weighs Handgun Weight Damage
between 3-6 pounds, and requires the use of two hands. The 0.0 to 1.0 lbs 1d2
classic modern example is the wooden baseball bat. Improvised 1.1 to 2.5 lbs 1d3
versions of this weapon include chairs, table legs, crowbars, heavy 2.6 to 4.0 lbs 1d4
tree branches, and lengths of thick cable. 4.1 to 5.0 lbs 1d4+2
5.1 lbs and heavier 2d4+1
Sap This weapon consists of a soft leather sack loaded with lead
shot. It is typically brought down on the back of an opponent’s
head, knocking him out cold. Improvised versions of this weapon Table 109: Pistol Whip Damage
include sweat socks stuffed with rolls of quarters or marbles. This
weapon does non-lethal damage only.
Buttstroke A buttstroke is not a melee weapon in the traditional
Tool Hammer A household hammer that can be found in any sense, rather using the butt of a longarm to strike a target.
hardware store in the world. Improvised versions of this weapon While buttstroking is an improvised weapon, it does not incur the
include short lengths of pipe, stone statuettes, and tire irons. penalties for being one, nor will it break if used as a weapon. All
weapons with a fixed stock can be used to buttstroke. If a character
provokes an AoO on a character wielding a longarm that can
Sledgehammer A common rock-breaking implement and is
buttstroke, that character can use the buttstroke to perform their
stunningly effective, though slow and cumbersome to use.
AoO. A buttstroke can not be upgraded with any melee upgrades.
Improvised versions of this weapon include CD racks, iron
crowbars, and table lamps with heavy bases. Weapon Dmg Critical Type Sz Wt Cost
Unarmed 1d3 16-18 Nl — — —
Stun Gun Although the name suggests a ranged weapon, a stun
Strikes
gun requires physical contact to affect its target. The Taser is
Brass 1d4 16-18 Bl T 1.1 2
a ranged weapon with a similar effect. On a successful hit, the
Knuckles
stun gun deals 1d3 Electricity damage (do not add the character’s
Wrist Wraps 1d3+1 16-18 Bl T 0.3 1
POW bonus), and the target must make a Fortitude Saving Throw
Push Blade 1d3 16-18 Pi T 1.0 2
[TN15] or be paralyzed for 1d6 rounds. Improvised versions of
this weapon include cattle prods and electric cords with stripped Pistol Whip See 16-18 Bl — — —
insulation. text
Buttstroke 1d6 16-18 Bl — — —
Field Knife 2d2 14-18 Sl M 2.0 5
Stun Shield A shield composed of high impact plastic, complete
Survival Knife 1d4 14-18 Sl S 1.5 3
with inlaid electrical contacts, that when the shield is activated, will
Pocket Knife 1d4 15-18 Pi T 1.0 2
shock and incapacitate the person struck. A stun shield provides
Escape Knife 1d2 16-18 Pi D 0.4 4
one-quarter cover in one direction. A stun shield has to be
activated, which costs 2 Combat Points. On a successful hit with Light Club 1d6 16-18 Bl S 1.2 2
an activated shield, the stun shield deals 1d3 points of Electricity Medium Club 2d3 16-18 Bl M 1.8 2
damage (do not add the character’s POW bonus) and the target Heavy Club 1d8 16-18 Bl L 2.0 3
must make a Fortitude Saving Throw [TN13] or be paralyzed for Tool Hammer 2d4 16-18 Bl S 1.6 1
1d2 rounds. Sledgehammer 3d4 16-18 Bl L 10.0 3
Sap 1d6 16-18 Bl S 2.0 1
Riot Shield A shield composed of high impact plastic, often used Stun Gun 1d3 16-18 Elec T 1.1 2
in riot situations by law enforcement. A riot shield provides one- Riot Shield 1d4 16-18 Bl M 3.0 6
quarter cover in one direction. Improvised versions of riot shields Entry Shield 1d6 16-18 Bl L 13.0 75
include end tables, trash-can lids, and low quality, homemade Stun Shield 1d4 16-18 Bl M 3.0 14
versions. Riot shields do not provide cover against any weapons
Table 110: Simple Melee Weapons
that provide Plasma or Ballistic damage.

Entry Shield A shield used in high risk situations to protect


against gunfire. An entry shield provides three-quarters cover in
one direction. A shield may be used to melee attack. Improvised
versions of entry shields include heavy steel plates.

Pistol Whip Not a melee weapon in the traditional sense, rather


using the side of a handgun to strike a target. While pistol whipping
is an improvised weapon, it does not incur the penalties for being
one, nor will it break if used as a weapon. If a character provokes
an AoO on a character wielding a handgun that can pistol whip,
that character can use the pistol whip to perform their AoO. A
pistol whip can not be upgraded with any melee upgrades. Adds
the character’s POW modifier to the damage as normal.
121

11.1.2 Archaic Melee Weapons Sabre A sword that has a curved, single-edged blade and a
rather large handguard, covering the knuckles of the hand as
Most of these weapons deal damage by means of a blade or a well as the thumb and forefinger. Sabres may be used to slash
sharp point. Some of them are moderately expensive, reflecting or thrust, and as such the user may select what kind of damage
their archaic nature in modern society. they wish to use before attacking. A character may select this
Archaic Melee Weapon Proficiency Groups weapon for the Weapon Finesse feat. An improvised version of
this weapon would be extremely unlikely. Sabres come with a
Combat Swords Shortsword, bastard sword, broadsword, tactical sheath.
and longsword.
Fencing Swords Rapier, sabre, cutlass, and parrying Cutlass A short, broad sabre with a straight or slightly curved
dagger. blade sharpened on the cutting edge and a hilt often featuring
Axes Battle-axe, broadaxe, and hand axe. a solid cupped or basket shaped guard. A character may select
Staffs Long staff, quarterstaff, and short staff. this weapon for the Weapon Finesse feat. An improvised version
Bows Compound bow, recurve bow, crossbow and spear of this weapon would be extremely unlikely. Cutlasses come with
gun. a tactical sheath.
Spears Spears and attached bayonet, halberds.
Maces Light and heavy mace.
Parrying Dagger Parrying daggers are a category of small
Picks Light and heavy pick.
handheld knives, designed to be used as off-hand weapons in
conjunction with a single-handed sword such as a rapier or sabre.
As the name implies they were designed to parry or defend. An
improvised version of this weapon is extremely unlikely. Parrying
Battle-axe A battle-axe is generally a double-bladed axe,
daggers come with a tactical sheath.
swung heavily to cut deep into objects. An improvised version is
When used by a character with the Two Weapon Defense feat,
a fire axe.
a parrying dagger grants a +2 equipment bonus to DEF, and when
fighting defensively or using the parry reaction, the character gets
Broadaxe A broadaxe is a heavy single-bladed axe is intended an additional +2 to DEF.
for heavy chopping projects. An improvised version is a lumber
axe. Short Staff A short staff is roughly waist- to chest-high on its
wielder. A classic example is the jo stick. Improvised versions of
Hand Axe A hand axe is a light single-bladed axe normally used this weapon include ski poles and the remains of a long staff cut
in one hand. An improvised version of this is a hatchet, throwing in two. Short staffs can be used to perform trip attacks. Shortstaffs
axe or a camp axe. are considered double weapons and can be used to two weapon
fight.

Shortsword A shortsword is a short-bladed sword is heavily


Quarterstaff A quarterstaff is roughly the same height as
weighted toward the handle and primarily used to slash opponents.
its wielder. Improvised versions of this weapon include
A classic example is a wakizashi. A modern version is a machete
broom handles, handy tree branches, skis, and walking sticks.
and an improvised version is a garden spade.
Quarterstaffs can be used to perform trip attacks. Quarterstaffs
are considered double weapons and can be used to two weapon
Bastard Sword A bastard sword is a long, narrow one-handed fight.
sword which often features a handle designed for easy two-
handed use. A classic example is a katana. An improvised version Long Staff A long staff ranges from 1-2’ taller than its wielder.
of this weapon is a lumber saw. Bastard swords come with a A classic example is the bo stick. Improvised versions of this
tactical sheath. weapon include flagpoles and long pipes. A character can strike
opponents up to 10’ away with a long staff. Long staffs can be
Broadsword A broadsword features a slightly shorter and used to perform trip attacks. Long staffs are considered double
heavier blade than a bastard sword. An arming sword is a classic weapons and can be used to two weapon fight
example. An improvised version is the blade of a paper cutter.
Broadswords come with a tactical sheath. Rifle Bayonet The statistics given describe a bayonet fixed at
the end of a longarm with an appropriate mount. With the bayonet
fixed, the longarm becomes a double weapon, club-like at one
Longsword A longsword is narrow-bladed sword is often longer
end and spear-like at the other. A character can fight with it as if
than the wielder is tall. Classic examples include a Scottish
fighting with two weapons, but if the character does so, they incur
claymore and Japanese ōdachi. An improvised version might
all the normal attack penalties associated with fighting with two
be a piece of rebar. Longswords come with a tactical sheath.
weapons, as if using a one-handed weapon and a Small weapon.
Any survival knife or field knife can be used as a bayonet, taking
Rapier A lightweight sword with a thin blade. A character may the damage of the selected knife with a +1 damage die, and any
select this weapon for the Weapon Finesse feat. Improvised contact upgrades that were placed on the knife transfer over to
versions of this weapon are uncommon. Rapiers come with a the rifle bayonet. The clublike end of a rifle bayonet is a buttstroke
tactical sheath. and incurs all the bonuses and penalties of one. A character can
122

strike opponents up to 10’ away with the blade end of a rifle


bayonet, but can’t use it against an adjacent foe. Weapon Dmg Critical Type Sz Wt Cost
Battle-axe 1d10 15-18 Sl L 8.0 4
Broadaxe 1d8 15-18 Sl L 5.0 3
Hand Axe 1d6 15-18 Sl M 3.0 2
Shortsword 1d6 15-18 Sl M 2.0 2
Bastard 2d6 15-18 Sl L 4.5 6
Short Spear A short spear is roughly waist- to chest-high on
Sword
its wielder. A classic example is the hasta. Improvised versions of
Broadsword 1d6 13-18 Sl M 2.0 6
this weapon include hiking poles and the remains of a long spear
Longsword 1d8 14-18 Sl L 3.1 7
cut in two. A character can strike opponents up to 10’ away with a
Rapier 1d6 14-18 Pi M 3.0 6
short spear, but can’t use it against an adjacent foe. Short spears
Sabre 1d8 14-18 Sl Pi M 3.1 6
can be used to perform trip attacks.
Cutlass 1d6 14-18 Sl M 2.5 7
Parrying 1d3 14-18 Sl S 1.1 3
Dagger
Long Staff 1d10 16-18 Bl L 4.0 5
Quarterstaff 1d8 16-18 Bl L 3.0 4
Long Spear A long spear ranges from 1-2’ taller than its wielder. Short Staff 1d6 16-18 Bl M 2.0 3
Classic examples are pike or naginata. Improvised versions of this Rifle Bayonet See 16-18 Pi L — 2
weapon include flagpoles with points and long pipes with sharp Text Bl
ends. A character can strike opponents up to 15’ away with a long 1d6
spear, but can’t use it against an adjacent foe. Long spears can Long Spear 2d8 15-18 Pi L 6.0 5
be used to perform trip attacks. 1d8 Bl
Short Spear 2d4 15-18 Pi M 4.0 4
1d4 Bl
Light Mace 1d12 16-18 Bl M 5.0 6
Heavy Mace 2d12 16-18 Bl L 9.0 8
Light Pick 1d10 13-18 Pi M 3.0 7
Halberd A halberd consists of an axe blade topped with a spike
Heavy Pick 3d6 13-18 Pi L 8.0 15
mounted on a long shaft very much like a spear. Has a hook on
Halberd 2d8 16-18 Pi Sl L 6.0 11
the opposite end, for grasping long reaching enemies. Halberds
1d4 Bl
may be used to bash, slash or thrust, and as such the user may
select what kind of damage they wish to use before attacking. Table 111: Archaic Melee Weapons
A character 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.

Light/Heavy Mace A light mace is a development of the club


weighted with flanges to deal more damage to the target. A heavy
mace is just as a light mace, but must be wielded with two hands.
This weapon does bludgeoning damage. Improvised versions of
this weapon would include baseball bats with nails or rivets.

Light Pick A weapon designed to concentrate its force on a


small penetrating point in order to defeat armor. It is a small,
one-handed instrument that includes a single point. An improvised
version of this weapon might include rock cutting picks.

Heavy Pick A larger, two-handed version of the light pick. An


improvised version of this weapon might include a miner’s pickaxe.
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11.1.3 Exotic Melee Weapons Injection Knife An injection knife is a knife that has a CO2
cartridge in the handle. When stabbed into an object, a small
Most exotic weapons are either atypical in form or improved
button can be pressed (for 1 Combat Points) that will inject freezing
variations of other melee weapons. The Exotic Melee Weapons
cold CO2 into its target. It has an internal magazine of one and
Proficiency feat is required in order to avoid the −4 non-proficient
requires a new CO2 cartridge for every use. Improvised versions of
penalty.
this unique weapon do not exist. Critical Strikes from this weapon
only change the initial blade damage and not the Cold damage.
Great Sword A great sword is a massive two-handed sword is Injection knives come with a tactical sheath.
reminiscent of an iron beam with a handle and a cutting edge. A
character can strike opponents up to 10’ away with a great sword.
A classic example is the German zweihänder. Improvised versions Kama A kama is a wooden shaft with a scythe blade extending
of this unique weapon are extremely unlikely. For the purpose of at a right angle out from the shaft. The character receives a
attacks and feats, this weapon is considered a longsword. Great +1 bonus when using a kama to disarm an enemy. Improvised
swords come with a tactical sheath. versions of this unique weapon are extremely unlikely.

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 can not be tripped when
the weights. An improvised version of this weapon is a pair of using a khepesh to trip. For the purpose of attacks and feats,
horseshoes tied to the ends of a rope. The weighted chain can be this weapon is considered a broadsword. Khpeshes come with a
used as a double weapon. A character can fight with it as if fighting tactical sheath.
with two weapons, incurring all the normal attack penalties as if
using a one-handed weapon and a Small weapon. In this case, Kukri This heavy, curved dagger has its sharp edge on the
the character can only strike at an adjacent opponent. A weighted inside of the curve. Improvised versions of this unique weapon
chain has a maximum range of of 10’. A character may select are extremely unlikely. For the purpose of attacks and feats, this
this weapon for the Weapon Finesse feat. weapon is considered a knife. Kukris come with a tactical sheath.

Whip Chain A whip chain is a flexible weapon is similar to a Maquahuitl A maquahuitl is a weapon shaped like a wooden
three-section staff, featuring 8-10 short metal bars, connected by sword, that has its sides embedded with prismatic blades made
3-4 links of chain. It is wielded much like a whip, with a single from obsidian. It was similar to a large wooden club with cuts
handle at one end. An improvised version of this weapon might in the side to hold the sharpened obsidian, and can be used to
consist of links of steel cable. both inflict ripping slashing damage, or bludgeoning damage.
The whip chain can be used as a reach weapon. If a character When using a maquahuitl, the player must declare what kind of
uses the chain as a reach weapon, they can strike opponents up damage they are attempting to inflict. This weapon has two sets
to 10 feet away. In addition, unlike other weapons with reach, the of damage types, damage values and Critical Threat levels, which
character can use it against an adjacent foe. Because a chain can is determined by which damage the character chooses to inflict.
wrap around an enemy’s leg or other limb, a character can make
a trip attack with it. If the character is tripped during their own trip
attempt, the character can drop the chain to avoid being tripped. Nunchaku A popular martial arts weapon, the nunchaku is made
When using a chain, the character receives a +2 equipment bonus of two wooden shafts connected by a short length of rope or
when attempting to trip, or disarm (including the roll to avoid chain. Improvised versions of this unique weapon are extremely
being disarmed if the character fails to disarm the opponent). A unlikely. A character can strike opponents up to 10’ away with
weighted chain has a range increment of 10’. A character may nunchaku.
select this weapon for the Weapon Finesse feat.
Sai and Jitte A sai is a weapon that has a pointed, prong shaped
Flail This weapon consists of a spiked iron ball attached to an metal baton, with two curved prongs called yoku projecting from
iron or wooden rod by a long piece of chain. When attacking a the handle, that are used to trapping strikes and blocking attacks.
A jitte is a single shafted sai with a small hook protruding upward,
target using a shield, the target gains no benefits from the shield.
No improvised weapons mimic this unique weapon. used to block, catch, and even break swords. The character
receives a +2 bonus when using a sai or jitte to disarm an enemy
Garrote This weapon consists of a short cord, often with handles using a Combat or Fencing Sword.
at each end. It is used to improve leverage when choking someone
from behind and grants a +2 equipment bonus to all grapple checks Three-Section Staff Originally a farm implement for threshing
to strangle. Improvised versions of this weapon include shoelaces grain, this weapon is composed of three sections of wood of
and lengths of extension cord. equal lengths, joined at the ends by chain, leather, or rope. The
three-section staff requires two hands to use. Improvised versions
Chainsaw Military and police units use powered saws to cut of this unique weapon are extremely unlikely. A character can
through fences and open doors rapidly. They are sometimes strike opponents up to 15’ away with a three-section staff.
pressed into service as weapons, often by people who watch too The three-section staff is a double weapon. A character can
many movies. Improvised versions of this unique weapon do not fight with it as if fighting with two weapons, but if they do, the
exist. character incurs all the normal attack penalties associated with
124

fighting with two weapons, as if using a one-handed weapon and


a Small weapon.

Weapon Dmg Critical Type Sz Wt Cost


Weighted 1d6 16-18 Bl L 5.3 6
Chain
Whip Chain 1d6 16-18 Bl L 4.3 7
Great Sword 2d10 14-18 Sl H 8.0 11
Garrote Special — — T 8.0 2
Injection Knife 1d4 16-18 Pi S 1.2 21
8d4 Cold
Chainsaw 4d6 16-18 Sl L 11.0 6
Flail 3d4 16-18 Pi/Bl L 9.0 8
Kama 2d6 16-18 Sl S 2.5 2
Khepesh 1d12 15-18 Sl L 3.8 21
Kukri 1d4 12-18 Sl S 1.1 5
Maquahuitl 1d6 15-18 Bl M 3.1 14
2d6+1 16-18 Sl
Nunchaku 1d6 16-18 Bl S 1.0 3
Sai/Jitte 1d4 16-18 Bl S 1.5 5
Three-Section 1d12 16-18 Bl L 6.3 4
Staff

Table 112: Exotic Melee Weapons


125

11.2 Ranged Weapons if the change had a negative or positive effect on the weapon’s
possibility of jamming.
Ranged weapons are classified into three categories: firearms, Error Range can be removed from weapons that are
non-ballistic, and thrown. When using any ranged weapon the manufactured with it by upgrading the weapon with Clockwork
wielder applies their MRK modifier to the attack roll. Action, or a Precision Upgrade. There are many things that can
Range Increment & Range Penalty increase the Error Range in a weapon, and make it unreliable to
use.
All ranged weapons have a range increment. The range
penalty for a ranged weapon depends on what weapon Age Age and heavy use can render a weapon unreliable. While
the character is using and how far away the target is. Any this should never be a factor through the degree of time and
attack from a distance of less than one full range increment use typical to a normal campaign, the GM can determine that an
is not penalized for range. However, each full range older weapon obtained by the characters is already unreliable
increment causes a cumulative −2 penalty on the attack roll. due to age. A weapon that has been sitting in a museum might
When a weapon uses shells, the range increment affects not become unreliable for fifty years, but one that has sat in the
both its attack and damage roll, providing a cumulative −2 leaky trunk of an abandoned car for a couple of months might be
penalty for each. Ranged weapons that fire projectiles can unreliable. This grants a +40 towards the weapon’s error range
shoot at ranges up to ten increments. Thrown weapons and only goes away if the weapon is repaired and cleaned (Craft
have a maximum range of five range increments. (Mechanical) repair [TN20] check).

Damage Any firearm that has taken 1 point or more of damage


is unreliable. This grants a +15 toward the weapon’s error range
11.2.1 Firearms and only goes away if the weapon is repaired (Craft (Mechanical)
repair [TN22] check ).
Handguns, machine pistols, sub-machine guns, carbines,
shotguns, rifles, grenade launchers, machine guns and some
rocket launchers are all personal firearms. A personal firearm is Immersion Immersion in water, mud, or other liquids can affect
any firearm designed to be carried and used by a single person. reliability. Any time a weapon is immersed in a liquid it gains a
Firearms are cartridge weapons. A cartridge is a self-contained +20 toward the weapon’s error range. Slight wetness, such as that
package consisting of the projectile, the propellant, a primer, and caused by rain, is not sufficient to affect the weapon. The error
a casing to hold it all together. The projectile is the bullet or shot range increase goes away when the weapon is dried out, which
that the weapon fires. The propellant is a charge of gunpowder. takes 1 minute if the weapon is disassembled and dried by hand,
When the round is fired, the propellant charge burns up very or 6 hours if it is left to dry on its own.
quickly; in a tiny fraction of a second. In doing so, it expands to
many times its original volume. This creates tremendous pressure Unreliable Ammunition Alternate forms of ammunition can
within the weapon, which forces the bullet or shot down the gun’s cause a weapon’s error range to increase and affect the
barrel and out toward the target. The primer is a small explosive weapon’s overall reliability. The error range goes away when the
cap in the base of the cartridge. When the primer is struck by the ammunition is removed or is no longer used.
weapon’s hammer or firing pin, it explodes. This, in turn, ignites Error Range Attack Roll Error Range Attack Roll
the propellant and fires the weapon. The casing is a cylindrical
5-15% 3 50% 3-10
shell that holds the various components together. The bullet goes
at one end, and the primer goes at the other. The propellant 20% 3-4 55% 3-11
charge goes in between. In high-powered weapons, such as rifles, 25% 3-5 60% 3-12
casings are often necked, meaning that the casing is wider than 30% 3-6 65% 3-13
the bullet. This configuration allows more propellant to be loaded, 35% 3-7 70% 3-14
which results in a more powerful blast when the weapon is fired. 40% 3-8 75% 3-16
Casings are usually made out of metal (brass is the most common 45% 3-9 80-100% Any
material). Shotgun shells are often made from paper or plastic
instead. Table 113: Error Range Natural Attack Rolls
All firearms are ballistic damage weapons and have a Critical
Threat range of 16-18, unless otherwise noted. 11.2.1.2 Recoil Recoil is the reaction of the projectile firing out
of the barrel of a firearm. In single shots, recoil is not an issue;
enough time is given between shots so that recoil can be absorbed
11.2.1.1 Error Range Error Range represents the likelihood a and aim reacquired. In multi-shots, recoil can affect aim and throw
firearm will fail when used. When combat starts, the GM secretly off shots. All calibers have a recoil modifier, that will modify all
rolls a d% for every weapon that has error range. If the roll is firearm attacks that take use of the Caliber Recoil Penalty. The
equal to or less than the weapon’s total error range then the strength score of a character will modify the recoil of a firearm,
weapon has the possibility to jam during this combat. Combat at the rate of STR−10. While the strength score can eliminate the
proceeds as normal, but if a character using an affected firearm recoil penalty, it can never provide a bonus to ranged attacks.
rolls a specific natural attack roll, the firearm has become jammed;
the weapon can’t be fired until the shooter spends 12 Combat
11.3 Firearms Tables
Points to clear the jam. Anytime a weapon’s error range changes
during combat, the GM rerolls using the new error range to see Firearm The name and model of the firearm.
126

Caliber The caliber the firearm fires. Multiple listings with an All Single Action firearms without cylinders gain a +1 attack bonus
“or” means that the firearm can chamber and fire any of the listed on all single shot and potshot attacks. Single Action firearms with
calibers. Multiple listings with an “and” means that the weapon cylinders cost +1 Combat Points when performing a single shot
can chamber both rounds at the same time. The value in the attack.
parentheses is the standard dice damage for the caliber and the
Caliber Recoil Penalty for that caliber.
DA/SA Double Action/Single Action where the first shot is a
heavy double action pull and the second is a crisp single action
Magazine The size of all available magazines for the firearm, pull. DA/SA firearms are considered semi-automatic firearms. All
how much each one costs, and what kind of feeding mechanism single shot attacks after the first gain a +1 attack bonus. The first
the firearm uses. Listings of specific firearms means that this shot has no bonus or penalty, but the hammer may be cocked
firearm uses that type of magazine, and they are interchangeable, back for 1 Combat Points, giving a +1 attack bonus for the first
if the magazine size, firearm model, and caliber match on both shot.
firearms.
Magazine listings are given as Type:Size:Cost. Size listings
separated with a | indicate that multiple sizes are available for that DA Double Action is similar to DA/SA but every shot is a heavy
price. Listings separated with a / indicate a new size:cost pair. double action pull. Double Action firearms are considered semi-
automatic firearms. The hammer is exposed and can be cocked
Bigger Magazines in Guns
back for 1 Combat Points, gaining a +1 attack bonus on single shot
It’s not uncommon for a character to use a larger attacks.
magazine than the firearm is equipped with. When doing
so it makes the firearm harder to conceal. DAO Double Action Only is similar to DA but the hammer can
The following rules are for firearms that are Small size or not be cocked back. Double Action Only firearms are considered
smaller: semi-automatic firearms.
• When using a magazine that holds up to 3 more
rounds than the standard equipment magazine, PA Preset Action, the action is at half-cock giving a light trigger
there is no change. pull. Preset Action firearms are considered semi-automatic
• When using a magazine that holds 4 or more firearms. All single shot attacks have a +1 attack bonus.
rounds than the standard equipment magazine, the
character gains a -1 to Stealth to conceal that firearm Lever Action The firearm has a lever that must be worked after
for every 4 rounds that magazine holds beyond the each shot. Attacks cost +3 Combat Points when firing from a prone
standard equipment magazine. position, but −1 Combat Points when performing single shot attacks.
The following rules are for firearms that are Medium size Lever action firearms can perform single shot and potshot attacks.
or larger:

• When using a magazine that holds 4 or less Pump Action The firearm has a pump on the forearm that is
rounds than the standard equipment magazine, worked back and forth to cycle a new round. Pump action firearms
the character gains a +1 to Stealth to conceal that can perform single shot and potshot attacks.
firearm.
Slam A subset of pump action. Firearms with this have no
disconnect and will discharge if pumped while the trigger is held
Upgrade Points (Upg) The type of upgrades the firearm can down.
accept.
F Frame / B Barrel / O Optics / T Tactical
Bolt Action The firearm has a bolt that must be worked after
each shot, expending the empty round and reloading a new round.
Range Increment (Rng) The range increment for the firearm. All single shot attacks have a +1 attack bonus, but cost +1 Combat
All shotgun range increments effects both their damage and range. Point. Bolt action firearms can perform single shot and potshot
All benefits from upgrades have been already calculated in the attacks.
weapon’s range increment.
The number in parenthesis is the range of the firearm without
the optical attachments. When putting on a different optic, use Self Loading Each pull of the trigger reloads the firearm. It is
this number. synonymous with semi-automatic, and self-loading firearms are
considered semi-automatic firearms.
Rate of Fire (RoF) The rate of fire for the firearm or the action
of the firearm. Burst fire (2RB/3RB) Stands for burst fire, in 2RB and 3RB
variants. 2RB Stands for 2 round burst, which allows the firearm
SA Single Action requires the hammer to be pulled back before to perform 2 round burst fire attacks, and 3RB stands for 3 round
firing again. Single action firearms that take box magazines or burst, which allows the firearm to perform 3 round burst fire
have internal magazines are considered semi-automatic firearms. attacks.
127

Auto Stands for fully automatic where the firearm will continue replaced with a reinforced version. And it meshes perfectly
to fire as long as the trigger is pressed down. The firearm can with the frame. The frame itself has been iron-welded
perform autofire, suppressive fire, sweepfire, sprayfire, or burst and scraped down multiple times for maximum precision.
fire attacks. Slow autofire means the weapon has a slow rate of The front strap part of the frame has been checkered to
fire. Slow autofire fires less rounds per second, giving a more make it dig into the hand. That prevents any slipping. The
controllable rate of fire. Slow autofire can perform single shot sight system’s original, too. It’s a 3-dot type. It’s got
attacks, double tap attacks and potshot attacks, but can’t perform an enlarged front sight, giving it superior target sighting
burst fire attacks. Medium autofire has a standard rate of fire. It capability. The regular hammer’s been replaced with a ring
has no penalties or bonuses to its attacks. Fast autofire fires more hammer. That enhances the cocking control and increases
rounds per second, putting more bullets downrange. It has a -2 the hammer-down speed. They also reworked the grip
attack penalty to all autofire, suppressive fire, burst fire, sweepfire, safety to accommodate the ring hammer. Looks like they
and sprayfire attacks, but gains +1 dice damage on all autofire, eliminated it altogether. This is a tool for pros. The thumb
suppressive fire, burst fire, sweepfire and sprayfire attacks. safety and the slide stop are extended to allow for more
S Slow / M Medium / F Fast precise handling. The base of the trigger guard is whittled
down, so you can use a high grip. And the trigger itself is a
Single The firearm can only hold a single round and must be long type for easy finger access. The trigger pull is about
reloaded after every shot. Single shot firearms can perform single 3.5 pounds. That’s about a pound and a half lighter than
shot and potshot attacks. normal. The magazine well has been widened to make it
easier to put in a new magazine. The magazine catch button
Double The firearm has two triggers that can be depressed at has been cut down low to make it harder to hit by accident.
the same time, to perform a double-fire attack, or one at a time The mainspring housing has been changed to a flat type
to perform two single attacks, such as single shot or potshots. to increase grip. And it’s even been fitted with stepping so
that it doesn’t slip from the recoil when firing. On top of
that, they added cocking serrations to the front part of the
OB The bolt locks back and slams forward with every pull of
slide. That lets you load and eject cartridges faster in an
the trigger. Open bolt firearms have a −2 attack penalty for single
emergency. Whoever did this is a professional. No question
shot attacks, a −1 penalty for all multi-shot attacks and -1 Combat
- this thing could shoot a one-hole at 25 yards in a machine
Point when reloading. They can’t have a round chambered and
rest.” —John
can’t be cycled without firing a round.
A handgun is a firearm designed to have the potential to be
held and operated by one hand, although not necessarily used
CB The bolt is closed on a full chamber. that way. This characteristic differentiates handguns as a general
class of firearms from long guns such as rifles and shotguns
Size (Sz) The size of the firearm. The smaller size denotes (which are usually mounted against the shoulder). Major handgun
how large the weapon is when it is folded up, while the larger size subtypes are the revolver and pistol, and are split into various
denotes how large the weapon is fully extended, or assembled. subtypes based on size and use.
There are handguns that are available to suit nearly any
Weight (Wt) How much the firearm weighs with all of the budget. Low-cost models featuring simple operating systems,
accessories attached that are listed. The weight is in lbs. crude manufacturing, and low-quality materials are widely
produced, while more reliable and sophisticated service weapons
Wealth Point Cost The cost of the firearm to purchase, not that are suitable for more active use form the middle of the
including the license. market. At the high end are advanced custom pistols, produced
for Olympic-class target shooting, exclusive private collections, or
specialized forces, such as SWAT.
Error Range (Err) The range of error the firearm possesses
Handguns differ from long guns in the fact that they are
when purchased brand new.
generally regarded as more personal weapons: The style, model,
and even caliber, can tell quite a lot about a character, and they
Standard Equipment
are generally selected by hand, rather than issued. Handgun
What you receive when you purchase the firearm, fully
selection generally mirrors personal preference out in combat,
assembled. If the firearm has a permanent piece of equipment,
more so than long guns as a handgun is generally always worn,
that equipment cannot be removed or modified. These listings
and only drawn when needed. They are also easier to conceal
only include anything above and beyond the empty firearm. The
than a long gun, allowing for a seemingly unarmed appearance
listings also modify any statistics to the firearm, and have already
when worn with the correct holster and clothing. A handgun
been calculated into any changes.
should always be chosen carefully, the character’s personality,
backstory, and preference should definitely have some sway and
11.4 Handguns appearance in their choice.
“First of all, the feeding ramp is polished to a mirror sheen.
It’s not going to have any feeding problems. The slide’s been
128

11.4.1 Modern Handguns


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

11.4.1.1 Modern Holdout Handguns A holdout handgun is a handgun designed as a last ditch defensive weapon, to be drawn
when all other weapons are compromised. Holdout handguns go well with a pocket holster, conceal carry holster, ankle holster, or
tummy holster, but can also be stuck in a belt holster if one wishes.
Holdout handguns generally make poor sidearms, because of low capacity, weak calibers, or lack of barrel length to get the
desired accuracy at a distance one would use a sidearm. They are generally reserved for people who need a handgun, but they
don’t need it to be big, flashy, or often times, expensive, or if one needs to stow a handgun in a small area, such as under the seat of
a car, or in a glove compartment.

Cheap Modern Holdout Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Cobra Derringer See Text Int:2 F 10’ SA D 0.9 7 5% L
This firearm can be purchased in one of the following calibers: .22 Long Rifle (1d4/+0), .38 Special (2d4+1/-1), 9x19mm (2d6/-2), or .380 ACP
(2d4/-1)
Cobray Side by Side .45 Long Colt (2d6+1/-2) or Int:2 F 10’ SA T 0.8 8 0% L
Derringer .410 Bore (3d4+1/-3)
Cobray FMJ 410/22 Derringer .22 Long Rifle (1d4/+0) and .45 Long Int:1 F 10’ SA T 0.9 9 0% L
Colt (2d6+1/-2) or Int:1
.410 Bore (3d4+1/-3)
Cobray 45/410 Single Shot .45 Long Colt (2d6+1/-2) or Int:1 F 10’ SA T 0.8 5 0% L
Derringer .410 Bore (3d4+1/-3)
Davis Derringer See Text Int:2 F 10’ SA D 0.6 4 10% L
This firearm can be purchased in one of the following calibers: .22 Long Rifle (1d4/+0), .25 ACP (1d3/+0), or .32 ACP (1d6/-1). Not affected by Error
Range due to ammunition.
Intratec TEC-38 .38 Special (2d4+1/-1) Int:2 F 20’ DAO D 0.8 5 15% L
Jimenez J.A. 22 .22 Long Rifle (1d4/+0) Box:6:1 FB 20’ PA D 0.8 3 20% L
Two 6 round magazines.
Jimenez J.A. 25 .25 ACP (1d3/+0) Box:6:1 FB 20’ PA D 0.8 4 20% L
Two 6 round magazines.
Jimenez J.A. 380 .380 ACP (2d4/-1) Box:6:1 FB 20’ PA T 0.8 4 20% L
Two 6 round magazines.
Jimenez J.A. 32 .32 ACP (1d6/-1) Box:6:1 FB 20’ PA D 0.8 4 20% L
Two 6 round magazines
North American Arms Mini .22 WMR (2d4+2/-2) Cyl:5 F 15’ SA D 0.3 8 0% L
Revolver
Not affected by Error Range due to ammunition.
North American Arms Mini .22 Long Rifle (1d4/+0) or Cyl:5 F 15’ SA D 0.3 6 0% L
Revolver .22 Short (1d2/+0)
Not affected by Error Range due to ammunition.
P-64 9x18mm PM (2d4+1/-1) Box:6:1 FB 25’ DA/SA T 1.4 8 0% L
Two 6 round magazines, +2 to Stealth to hide weapon.
Raven Arms MP-25 .25 ACP (1d3/+0) Box:6:1 F 15’ SA D 0.6 3 15% L
One 6 round magazine.

Table 114: Cheap Modern Holdout Handguns


129

Mid-range Modern Holdout Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Beretta 21 Bobcat .22 Long Rifle (1d4/+0) Box:7:1 F 25’ DA/SA T 0.7 15 0% L
Two 7 round magazines.
Beretta 21 Bobcat .25 ACP (1d3/+0) Box:8:1 F 20’ DA/SA T 0.7 14 0% L
Two 8 round magazines.
Beretta 3032 Tomcat .32 ACP (1d6/-1) Box:7:1 F 20’ DA/SA T 0.9 16 0% L
Two 7 round magazines.
Downsizer WSP .357 Magnum (3d4+3/-4) or Int:1 F 15’ Single D 0.4 16 0% L
.38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition.
Downsizer WSP See Text Int:1 F 15’ Single D 0.4 16 0% L
This firearm can be purchased in one of the following calibers: .40 S&W (3d4/-3), .45 ACP (3d4+2/-4) or 9x19mm (2d6/-2). Not affected by Error
Range due to ammunition.
Kel-Tec P-32 .32 ACP (1d6/-1) Box:7:1 FB 20’ DAO T 0.5 13 0% L
Two 7 round magazines
North American Arms Guardian .32 ACP (1d6/-1) Box:6:1/10:2 FB 20’ DAO T 0.9 15 0% L
Two 6 round magazines.
Taurus P22 .22 Long Rifle (1d4/+0) Box:8:1 FB 20’ DAO T 0.8 11 0% L
Two 8 round magazines.
Taurus PT25 .25 ACP (1d3/+0) Box:9:1 FB 20’ DAO T 0.8 11 0% L
Two 9 round magazines.

Table 115: Mid-range Modern Holdout Handguns


130

Expensive Modern Holdout Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
American Derringer COP .357 Magnum (3d4+3/-4) or Int:4 F 20’ DAO T 1.8 21 0% L
4-Shot .38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition.
Bond Arms Texas Defender See Text Int:2 F 25’ SA S 1.3 20 0% L
This firearm can be purchased in one of the following calibers: .357 Magnum (3d4+3/-4) or .38 Special (2d4+1/-1), .45 Long Colt (2d6+1/-2) or .410
Bore (3d4+1/-3), 10mm Auto (2d6+4/-4), .22 Long Rifle (1d4/+0), .22 WMR (2d4+2/-2), .45 ACP (3d4+2/-4), .45 GAP (3d4+2/-4), 9x19mm (2d6/-2), .380
ACP (2d4/-1), .44-40 Winchester (1d10+5/-5), .327 Fed Mag (2d6+1/-2), or .40 S&W (3d4/-3). +2 to Stealth to hide weapon. Not affected by Error
Range due to ammunition.
+2 to Stealth to hide weapon. Not affected by Error Range due to ammunition.
Colt Mustang .380 ACP (2d4/-1) Box:6|7|10:1 FB 20’ SA T 1.1 25 0% L
One 6 round magazine. Uses Mustang magazines.
Colt Mustang XSP .380 ACP (2d4/-1) Box:6|7|10:1 F B 1T 20’ SA T 1.1 35 0% L
One 6 round magazine. Uses Mustang magazines.
CZ 92 .25 ACP (1d3/+0) Box:8:1 F 15’ DAO T 0.6 19 0% L
One 8 round magazine.
Double Tap Tactical Pistol See Text Int:2 F 20’ DAO T 0.8 25 0% L
This firearm can be purchased in one of the following calibers: 9x19mm (2d6/-2) or .45 ACP (3d4+2/-4). Not affected by Error Range due to
ammunition.
Heizer Defense PS1 .45 Long Colt (2d6+1/-2) or Int:1 F 15’ DAO T 1.3 20 0% L
.410 Bore (3d4+1/-3)
Not affected by Error Range due to ammunition.
IMI Micro Desert Eagle .380 ACP (2d4/-1) Box:6:2 F 20’ DAO D 0.9 22 0% L
Two 6 round magazines.
North American Arms .380 ACP (2d4/-1) Box:6:1/10:2 FB 20’ DAO D 1.1 17 0% L
Guardian
Two 6 round magazines.
Precision Small Arms PSP-25 .25 ACP (1d3/+0) Box:6:2 F 20’ PA D 0.8 24 0% L
One 6 round magazines.
Rohrbaugh R9 9x19mm (2d6/-2) Box:6:3 F 20’ DAO D 0.8 55 0% L
One 6 round magazine. +1 Mastercraft.
Ruger LCP .380 ACP (2d4/-1) Box:6:1 FB 25’ PA D 0.6 17 0% L
Two 6 round magazines.
Sig-Sauer P238 .380 ACP (2d4/-1) Box:6|7|10:1 FB 20’ SA T 0.9 26 0% L
Two 6 round magazine, Uses Mustang magazines.
Sig-Sauer P290 9x19mm (2d6/-2) Box:6:1 FB 20’ DAO T 1.2 28 0% L
Two 6 round magazines.
Sig-Sauer P938 9x19mm (2d6/-2) Box:6|7:1 FB 20’ SA T 1.0 32 0% L
Two 6 round magazines.
Semmerling LM4 .45 ACP (3d4+2/-4) Box:4:2 FB 15’ DAO T 1.1 45 0% L
Two 4 round magazines, This weapon must be cycled after each shot. Not affected by Error Range due to ammunition.
Stealth-1 .45 ACP (3d4+2/-4) Box:7|8|10:1/4:3 FB 20’ SA T 1.0 35 0% L
Two 4 round magazines, Uses 1911 magazines, +2 to Stealth to hide weapon.
Taurus 732 TCP .32 ACP (1d6/-1) Box:6:1 FB 25’ DAO D 0.6 17 0% L
Two 6 round magazines.
Taurus 738 TCP .380 ACP (2d4/-1) Box:6:1 FB 25’ DAO D 0.6 18 0% L
Two 6 round magazines.

Table 116: Expensive Modern Holdout Handguns


131

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

Cheap Modern Backup Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
AMT Backup See Text Box:5:1 FB 20’ DAO S 1.1 12 10% L
This firearm can be purchased in one of the following calibers: 9x19mm (2d6/-2) or .45 ACP (3d4+2/-4). One 5 round magazine. +2 to Stealth
to hide weapon.
Accu Tek 380 II .380 ACP (2d4/-1) Box:6:1 FB 25’ SA T 1.4 7 10% L
Two 6 round magazines.
Bersa Thunder 380 .380 ACP (2d4/-1) Box:7|8|9:1 FB 25’ DA/SA T 1.3 10 0% L
One 7 round magazine.
Canik Stingray-C 9x19mm (2d6/-2) Box:15:1 F B 1T 25’ DA/SA S 1.8 11 0% L
Two 15 round magazines.
Canik Stingray-C .40 S&W (3d4/-3) Box:11:1 F B 1T 25’ DA/SA S 1.8 11 0% L
Two 11 round magazines.
Canik TP40 .40 S&W (3d4/-3) Box:13:1 F B 1T 30’ PA S 1.4 12 0% L
Two 13 round magazines.
Canik TP9 9x19mm (2d6/-2) Box:15:1 F B 1T 30’ PA S 1.4 12 0% L
Two 15 round magazines.
Charter Arms Mag .357 Magnum (3d4+3/-4) or Cyl:5 FB 30’ DA S 1.4 12 5% L
Pug .38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition.
CZ-82 9x18mm PM (2d4+1/-1) Box:12:1 FB 25’ DA/SA S 1.9 11 0% L
Two 12 round magazines.
Hi-Point Model .40 S&W (3d4/-3) Box:10:1 FB 25’ PA S 2.2 6 10% L
34010
Two 10 round magazines. -2 to Stealth to hide weapon. Uses Hi-point .40 magazines.
Hi-Point Model 915 9x19mm (2d6/-2) Box:8|10:1/20:2 FB 25’ PA S 1.8 5 10% L
Two 8 round magazines. -1 to Stealth to hide weapon. Uses Hi-point 9mm magazines.
Hi-Point Model .45 ACP (3d4+2/-4) Box:9:1 FB 25’ PA S 2.1 6 10% L
34510
Two 9 round magazines. -2 to Stealth to hide weapon. Uses Hi-point .45 magazines.
Jimenez J.A. NINE 9x19mm (2d6/-2) Box:12:1 FB 30’ SA S 1.9 5 20% L
Two 12 round magazines.
Jimenez LC380 .380 ACP (2d4/-1) Box:13:1 FB 25’ SA S 1.9 4 20% L
Two 13 round magazines.
Kel-Tec P-11 9x19mm (2d6/-2) Box:10|12|15:1/20:2/30:5 FB 25’ DAO S 0.9 11 5% L
One 10 round magazine. Uses 6906 magazines. +2 to Stealth to hide weapon

Table 117: Cheap Modern Backup Handguns


132

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Kel-Tec P-40 .40 S&W (3d4/-3) Box:7:1 FB 25’ DAO S 0.9 11 5% L
One 7 round magazine. +2 to Stealth to hide weapon.
Kel-Tec PF-9 9x19mm (2d6/-2) Box:7:1 FB 20’ DAO T 0.8 10 5% L
One 7 round magazine. +2 to Stealth to hide weapon.
Kel-Tec PF-357 .357 SIG Box:7:1 FB 20’ DAO T 0.8 12 5% L
(2d6+2/-3)
One 7 round magazine. +2 to Stealth to hide weapon.
Norinco Type 59 .380 ACP (2d4/-1) Box:8:1 FB 25’ DA/SA S 1.6 8 5% L
One 8 round magazine. +2 to Stealth to hide weapon.
Norinco Type 59 9x18mm PM Box:8:1 FB 25’ DA/SA S 1.6 12 5% L
(2d4+1/-1)
One 8 round magazine. Uses Makarov magazines. +2 to Stealth to hide weapon.
PM 9x18mm PM Box:8:1 FB 25’ DA/SA S 1.6 10 0% L
(2d4+1/-1)
One 8 round magazine. Uses Makarov magazines. +2 to Stealth to hide weapon.
SCCY CPX-2 9x19mm (2d6/-2) Box:10:1 FB 25’ DAO S 0.9 12 5% L
One 10 round magazine. +2 to Stealth to hide weapon
Taurus Model 327 .327 Fed Mag Cyl:6 FB 20’ DA T 1.3 12 10% L
(2d6+1/-2)
Not affected by Error Range due to ammunition.
Taurus Model 85 .38 Special Cyl:5 FB 20’ DA T 1.3 10 5% L
(2d4+1/-1)
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition.
Taurus Model 94 .22 Long Rifle Cyl:9 FB 25’ DA S 1.5 12 5% L
(1d4/+0)
Taurus Model 941 .22 WMR Cyl:8 FB 25’ DA S 1.5 10 5% L
(2d4+2/-2)

Table 118: Cheap Modern Backup Handguns, Cont.


133

Mid-range Modern Backup Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
AMT Backup .357 Magnum (3d4+3/-4) or Box:5:1 FB 20’ DAO S 1.1 15 10% L
.38 Special (2d4+1/-1)
One 5 round magazine. +3 to Stealth to hide weapon.
ATI Fat Boy .45 ACP (3d4+2/-4) Box:12:2 FB 20’ SA S 2.2 22 5% L
One 12 round magazine. +1 to Stealth to hide weapon.
ATI Titan .45 ACP (3d4+2/-4) Box:6|7|8|10:1 FB 20’ SA S 1.8 19 5% L
One 6 round magazine. Uses 1911 magazines. +2 to Stealth to hide weapon.
Beretta 84 .380 ACP (2d4/-1) Box:13:1 FB 30’ DA/SA S 1.4 19 0% L
Two 13 round magazines. +2 to Stealth to hide weapon.
Beretta 86 .380 ACP (2d4/-1) Box:8:1 FB 30’ DA/SA S 1.4 22 0% L
Two 8 round magazines. +3 to Stealth to hide weapon.
Beretta 9000D .40 S&W (3d4/-3) Box:10:1 FB 25’ DAO S 1.7 22 0% L
Two 10 round magazines. Uses .40 9000 magazines. +3 to Stealth to hide weapon.
Beretta 9000D 9x19mm (2d6/-2) Box:12:1 FB 25’ DAO S 1.6 22 0% L
Two 12 round magazines. Uses 9mm 9000 magazines, +3 to Stealth to hide weapon.
Beretta 9000F .40 S&W (3d4/-3) Box:10:1 FB 25’ DA/SA S 1.6 24 0% L
Two 10 round magazines. Uses .40 9000 magazines, +3 to Stealth to hide weapon.
Beretta 9000F 9x19mm (2d6/-2) Box:12:1 FB 25’ DA/SA S 1.6 24 0% L
Two 12 round magazines. Uses 9mm 9000 magazines. +3 to Stealth to hide weapon.
Beretta 92L Compact 9x19mm (2d6/-2) Box:13|15|17:1/30:2/20:3 FB 30’ DA/SA S 2.0 20 0% L
Two 13 round magazines. Uses 92FS magazines. +1 to Stealth to hide weapon.
Beretta Px4 Storm .40 S&W (3d4/-3) Box:10|12|14|17:2 F B 1T 20’ DA/SA T 1.6 25 0% L
Subcompact
Two 10 round magazines. Uses Px4 .40 magazines.
Beretta Px4 Storm 9x19mm (2d6/-2) Box:13|15|17:2/20:3 F B 1T 20’ DA/SA T 1.6 25 0% L
Subcompact
Two 13 round magazines. Uses Px4 9mm magazines.
Beretta Px4 Storm .40 S&W (3d4/-3) Box:12|14|17:2 F B 1T 25’ DA/SA S 1.6 25 0% L
Compact
Two 12 round magazine. Uses Px4 .40 magazines.
Beretta Px4 Storm 9x19mm (2d6/-2) Box:15|17:2/20:3 F B 1T 25’ DA/SA S 1.6 25 0% L
Compact
Two 15 round magazines. Uses Px4 9mm magazines.
Bersa Firestorm .38 Special (2d4+1/-1) Cyl:6 FB 25’ DA T 1.2 16 0% L
Not affected by Error Range due to ammunition.
Bersa Thunder 22 .22 Long Rifle (1d4/+0) Box:10:1 FB 25’ DA/SA T 1.1 15 0% L
Two 10 round magazines.
Bersa Thunder 380 .380 ACP (2d4/-1) Box:15:2 FB 25’ DA/SA S 1.2 17 0% L
Plus
One 15 round magazine, +3 to Stealth to hide weapon
Bersa Thunder Pro .40 S&W (3d4/-3) Box:10:1 F B 1T 25’ DA/SA S 1.4 19 0% L
Ultra Compact
One 10 round magazine. +2 to Stealth to hide weapon.
Bersa Thunder Pro .45 ACP (3d4+2/-4) Box:7:1 F B 1T 20’ DA/SA S 1.7 19 0% L
Ultra Compact
One 7 round magazine. +2 to Stealth to hide weapon.
Bersa Thunder Pro 9x19mm (2d6/-2) Box:13:1 F B 1T 25’ DA/SA S 1.4 19 0% L
Ultra Compact
One 13 round magazine. +2 to Stealth to hide weapon.
Charter Arms Bulldog .44 Special (1d6+4/-3) Cyl:5 FB 30’ DA S 1.3 18 0% L
Not affected by Error Range due to ammunition. +3 to Stealth to hide weapon.
Charter Arms Bulldog .44 Special (1d6+4/-3) Cyl:5 FB 30’ DAO S 1.3 19 0% L
Not affected by Error Range due to ammunition. +3 to Stealth to hide weapon.

Table 119: Mid-range Modern Backup Handguns


134

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Charter Arms Off Duty .38 Special (2d4+1/-1) Cyl:5 FB 25’ DAO T 1.0 13 0% L
Not affected by Error Range due to ammunition.
Charter Arms Pathfinder .22 Long Rifle (1d4/+0) Cyl:6 FB 20’ DA T 0.9 15 0% L
Charter Arms Pathfinder .22 WMR (2d4+2/-2) Cyl:6 FB 20’ DA T 1.2 15 0% L
Charter Arms Patriot .327 Fed Mag (2d6+1/-2) Cyl:6 FB 25’ DA T 1.1 15 0% L
Not affected by Error Range due to ammunition.
Charter Arms Police .38 Special (2d4+1/-1) Cyl:6 FB 25’ DAO S 1.0 14 0% L
Undercover
Not affected by Error Range due to ammunition. +3 to Stealth to hide weapon
Charter Arms Undercover .38 Special (2d4+1/-1) Cyl:5 FB 25’ DA S 1.0 15 0% L
Not affected by Error Range due to ammunition. +3 to Stealth to hide weapon.
Charter Arms Pitbull 9x19mm (2d6/-2) Cyl:5 FB 25’ DA S 1.4 21 0% L
Not affected by Error Range due to ammunition. +2 to Stealth to hide weapon.
Charter Arms Pitbull .40 S&W (3d4/-3) Cyl:5 FB 25’ DA S 1.3 21 0% L
Not affected by Error Range due to ammunition. +2 to Stealth to hide weapon.
Charter Arms Pitbull .45 ACP (3d4+2/-4) Cyl:5 FB 25’ DA S 1.4 21 0% L
Not affected by Error Range due to ammunition. +2 to Stealth to hide weapon.
Colt Detective Special .38 Special (2d4+1/-1) Cyl:6 FB 25’ DA S 1.1 24 0% L
Not affected by Error Range due to ammunition. +3 to Stealth to hide weapon.
CZ 75 Compact 9x19mm (2d6/-2) Box:14|16:1/19|25:2 FB 30’ DA/SA S 2.0 24 0% L
Two 14 round magazines. Uses CZ 75 magazines.
CZ-82 9x18mm PM (2d4+1/-1) Box:12:1 FB 25’ DA/SA S 1.9 11 0% L
Two 12 round magazine. +3 to Stealth to hide weapon.
CZ-83 .32 ACP (1d6/-1) Box:15:1 FB 20’ DA/SA S 1.9 15 0% L
Two 15 round magazines. +3 to Stealth to hide weapon.
CZ-83 .380 ACP (2d4/-1) Box:13:1 FB 25’ DA/SA S 1.9 16 0% L
Two 13 round magazines. +3 to Stealth to hide weapon.
CZ 100 .40 S&W (3d4/-3) Box:10:1 FB 30’ PA S 1.4 17 0% L
Two 10 round magazines.
CZ 100 9x19mm (2d6/-2) Box:13:1 FB 30’ PA S 1.4 17 0% L
Two 13 round magazines.
Glock 26 9x19mm (2d6/-2) Box:10|12|15|17|19|27:1/33:2 FB 20’ PA T 1.2 20 0% L
Two 10 round magazines.
Glock 27 .40 S&W (3d4/-3) Box:9|11|13|15|17|19|24:1/31:2 FB 20’ PA T 1.2 20 0% L
Two 9 round magazines.
Glock 28 .380 ACP (2d4/-1) Box:10|15:1 FB 20’ PA T 1.3 20 0% L
Two 10 round magazines.
Glock 29 10mm Auto (2d6+4/-4) Box:10|15|17:1 F B 1T 20’ PA T 1.5 22 0% L
Two 10 round magazines.
Glock 30 .45 ACP (3d4+2/-4) Box:10|13:1/27:2 F B 1T 20’ PA T 1.5 22 0% L
Two 10 round magazines.
Glock 33 .357 SIG (2d6+2/-3) Box:9|13|15:1 FB 20’ PA T 1.2 20 0% L
Two 9 round magazines.
Glock 36 .45 ACP (3d4+2/-4) Box:6:1 FB 20’ PA T 1.3 19 0% L
Two 6 round magazines. +2 to Stealth to hide weapon.
Glock 39 .45 GAP (3d4+2/-3) Box:6|8|10:1 FB 20’ PA T 1.2 19 0% L
Two 6 round magazines.
Glock 42 .380 ACP (2d4/-1) Box:6|7:1/9|12:2 FB 25’ PA T 1.1 24 0% L
Two 6 round magazines. +2 to Stealth to hide weapon.
IMI Jericho 941FB 9x19mm (2d6/-2) Box:13:1 FB 25’ DA/SA T 1.9 20 0% L
Two 13 round magazines.
IMI Jericho 941FB .40 S&W (3d4/-3) Box:10:1 FB 25’ DA/SA T 1.9 20 0% L
Two 10 round magazines.
Kahr K9 9x19mm (2d6/-2) Box:7:2/8:3 FB 30’ PA T 1.6 21 0% L
Two 7 round magazines. Uses MK9 magazines.
Kahr MK9 9x19mm (2d6/-2) Box:6|7:2/8:3 FB 25’ PA T 1.4 15 0% L
One 6 round magazine and one 7 round magazine.

Table 120: Mid-range Modern Backup Handguns, Cont


135

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Kahr TP9 9x19mm (2d6/-2) Box:8:3 FB 35’ PA S 1.1 20 0% L
Two 8 round magazines. Uses MK9 magazines.
Kahr P9 9x19mm (2d6/-2) Box:7:2/8:3 FB 30’ PA T 1.0 18 0% L
Two 7 round magazines. Uses MK9 magazines.
Kahr PM9 9x19mm (2d6/-2) Box:6|7:2/8:3 FB 25’ PA T 0.9 13 0% L
One 6 round magazine and one 7 round magazine. Uses MK9 magazines
Kahr P380 .380 ACP (2d4/-1) Box:6:2 FB 30’ PA T 0.6 20 0% L
Two 6 round magazines. +1 to Stealth to hide weapon.
Kahr MK40 .40 S&W (3d4/-3) Box:5|6:2 FB 25’ PA T 1.5 24 0% L
One 5 round magazine and one 6 round magazine.
Kahr TP40 .40 S&W (3d4/-3) Box:7:3 FB 30’ PA S 1.3 21 0% L
Two 7 round magazines. Uses MK40 magazines.
Kahr P40 .40 S&W (3d4/-3) Box:6:2/7:3 FB 30’ PA S 1.1 20 0% L
Two 6 round magazines. Uses MK40 magazines.
Kahr PM40 .40 S&W (3d4/-3) Box:5|6:2 FB 25’ PA T 1.0 18 0% L
One 5 round magazine and one 6 round magazine. Uses MK40 magazines.
Kahr PM45 .45 ACP (3d4+2/-4) Box:5|6|7:2 FB 30’ PA T 1.2 24 0% L
Two 5 round magazines.
PMM 9x18mm PM (2d4+1/-1) Box:8|12:1 FB 25’ DA/SA S 1.6 16 0% L
Two 12 round magazines. +1 to Stealth to hide weapon.
P-83 Wanad 9x18mm PM (2d4+1/-1) Box:8:2 FB 30’ DA/SA S 1.6 15 0% L
Two 8 round magazines. +3 to Stealth to hide weapon.
RIA Baby Rock .380 ACP (2d4/-1) Box:7:1 FB 25’ SA S 1.5 22 0% L
Two 7 round magazines. +1 to Stealth to hide weapon.
RIA Standard CS 9x19mm (2d6/-2) Box:8|9|10:1 FB 25’ SA S 2.1 19 0% L
One 8 round magazine. Uses 1911 9mm magazines. +2 to Stealth to hide weapon.
RIA Standard CS .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 25’ SA S 2.1 19 0% L
One 7 round magazine. Uses 1911 magazines. +2 to Stealth to hide weapon.
Ruger LC9 9x19mm (2d6/-2) Box:7:1 FB 25’ DAO T 1.1 20 0% L
Two 7 round magazines. +2 to Stealth to hide weapon.
Ruger SP101 .357 Magnum Cyl:5 FB 25’ DA S 1.8 21 0% L
(3d4+3/-4) or .38
Special (2d4+1/-1)
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition. +1 to Stealth to hide weapon.
Ruger SP101 9x19mm (2d6/-2) Cyl:5 FB 25’ DA S 1.8 21 0% L
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition. +1 to Stealth to hide weapon.
Ruger SP101 .22 Long Rifle (1d4/+0) Cyl:6 FB 25’ DA S 1.8 21 0% L
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition. +1 to Stealth to hide weapon.
Ruger SP101 .327 Fed Mag Cyl:6 FB 25’ DA S 1.8 20 0% L
(2d6+1/-2)
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition. +1 to Stealth to hide weapon.
Ruger 944 .40 S&W (3d4/-3) Box:10:1 FB 30’ DA/SA S 2.1 17 0% L
Two 10 round magazines. Will not explode from overpressure ammunition.
Ruger KP345 .45 ACP (3d4+2/-4) Box:8:1 FB 30’ DA/SA S 1.8 21 0% L
Two 8 round magazines. Will not explode from overpressure ammunition.
S&W Model 317 AirLite .22 Long Rifle (1d4/+0) Cyl:8 FB 30’ DA T 0.7 19 0% L
S&W Model 36 .38 Special (2d4+1/-1) Cyl:5 FB 30’ DA T 1.2 19 0% L
Not affected by Error Range due to ammunition.
S&W Model 642 .38 Special (2d4+1/-1) Cyl:5 FB 25’ DAO T 0.9 24 0% L
Ladysmith
Not affected by Error Range due to ammunition.
S&W Model 3906 9x19mm (2d6/-2) Box:8:1 FB 30’ DA/SA S 1.9 20 0% L
Two 8 round magazines. +1 to Stealth to hide weapon.
S&W Model 6906 9x19mm (2d6/-2) Box:12|15:1/20:2/30:5 FB 25’ DA/SA S 1.7 22 0% L
Two 12 round magazines.
S&W Model 6946 9x19mm (2d6/-2) Box:12|15:1/20:2/30:5 FB 25’ DAO S 1.7 20 0% L
Two 12 round magazines. Uses 6906 magazines.

Table 121: Mid-range Modern Backup Handguns, Cont


136

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
S&W Model 4013 .40 S&W (3d4/-3) Box:8:1 FB 25’ DA/SA S 1.6 25 0% L
Two 8 round magazines. +1 to Stealth to hide weapon.
S&W Model 4053 .40 S&W (3d4/-3) Box:8:1 FB 25’ DAO S 1.6 23 0% L
Two 8 round magazines. Uses 4013 magazines. +1 to Stealth to hide weapon.
S&W Model 4516 .45 ACP (3d4+2/-4) Box:7|8:1 FB 25’ DA/SA S 2.1 24 0% L
Two 7 round magazines. +1 to Stealth to hide weapon.
S&W Model 4546 .45 ACP (3d4+2/-4) Box:7|8:1 FB 25’ DAO S 2.1 24 0% L
Two 7 round magazines. Uses 4516 magazines. +1 to Stealth to hide weapon.
S&W M&P SHIELD 9mm 9x19mm (2d6/-2) Box:7|8:2 FB 20’ PA T 1.2 23 0% L
One 7 round magazine and one 8 round magazine. +1 to Stealth to hide weapon.
S&W M&P SHIELD .40 S&W .40 S&W (3d4/-3) Box:6|7:2 FB 20’ PA T 1.2 23 0% L
One 6 round magazine and one 7 round magazine. +1 to Stealth to hide weapon.
S&W Model 10 2” .38 Special (2d4+1/-1) Cyl:6 FB 25’ DA S 1.6 22 0% L
Not affected by Error Range due to ammunition. +1 to Stealth to hide weapon.
S&W Model 19 2½” .357 Magnum (3d4+3/-4) or Cyl:6 FB 25’ DA S 1.9 25 0% L
.38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition.
Sig-Sauer P230 .32 ACP (1d6/-1) Box:8:2 FB 25’ DA/SA S 1.1 19 0% L
Two 8 round magazines. +1 to Stealth to hide weapon.
Sig-Sauer P232 .380 ACP (2d4/-1) Box:7:2 FB 25’ DA/SA S 1.1 19 0% L
Two 7 round magazines. +1 to Stealth to hide weapon.
Star Firestar M/43 9x19mm (2d6/-2) Box:7:1 FB 30’ SA T 1.9 15 5% L
One 7 round magazine. +1 to Stealth to hide weapon.
Star Firestar M/40 .40 S&W (3d4/-3) Box:6:1 FB 30’ SA T 1.9 15 5% L
One 6 round magazine. +1 to Stealth to hide weapon.
Star Firestar M/45 .45 ACP (3d4+2/-4) Box:6:1 FB 30’ SA T 1.6 15 5% L
One 6 round magazine.
Springfield Armory GI .45 ACP (3d4+2/-4) Box:6|7|8|10:1 FB 25’ SA T 2.1 21 0% L
Micro-Compact
Two 6 round magazines. Uses 1911 magazines.
Springfield Armory XD .45 ACP (3d4+2/-4) Box:9|13:1 F B 1T 30’ PA S 1.9 20 0% L
Sub-Compact
One 9 round magazine and one 13 round magazine. +3 to Stealth to hide weapon.
Springfield Armory XD 9x19mm (2d6/-2) Box:13|16:1 F B 1T 25’ PA T 1.7 20 0% L
Sub-Compact
One 13 round magazine and one 16 round magazine.
Springfield Armory XD .40 S&W (3d4/-3) Box:9|12:2 F B 1T 25’ PA T 1.7 20 0% L
Sub-Compact
One 9 round magazine and one 12 round magazine.
Springfield Armory XDS 3.3 9x19mm (2d6/-2) Box:7:1/8:2 F B 1T 30’ PA T 1.4 25 0% L
One 7 round magazine and one 8 round magazine. +2 to Stealth to hide weapon.
Springfield Armory XDS 3.3 .45 ACP (3d4+2/-4) Box:5:1/6:2 F B 1T 30’ PA T 1.4 25 0% L
One 5 round magazine and one 6 round magazine. +2 to Stealth to hide weapon.
Taurus Millennium Pro Model 9x19mm (2d6/-2) Box:12:2 FB 25’ DA/SA T 1.1 15 5% L
111
One 12 round magazine. +1 to Stealth to hide weapon.

Table 122: Mid-range Modern Backup Handguns, Cont


137

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Taurus Millennium Pro Model .32 ACP (1d6/-1) Box:12:2 FB 25’ DA/SA T 1.1 14 5% L
132
One 12 round magazine. +1 to Stealth to hide weapon.
Taurus Millennium Pro Model .380 ACP (2d4/-1) Box:10:2 FB 25’ DA/SA T 1.1 15 5% L
138
One 10 round magazine. +1 to Stealth to hide weapon.
Taurus Millennium Pro Model .40 S&W (3d4/-3) Box:10:2 FB 25’ DA/SA T 1.1 16 5% L
140
One 10 round magazine. +1 to Stealth to hide weapon.
Taurus Millennium Pro Model .45 ACP (3d4+2/-4) Box:10:2 FB 25’ DA/SA S 1.4 16 5% L
145
One 10 round magazine. +2 to Stealth to hide weapon.
Taurus Model 709 Slim 9x19mm (2d6/-2) Box:7:2 FB 25’ DAO T 1.2 14 5% L
One 7 round magazine. +1 to Stealth to hide weapon.
Taurus Model 738 .380 ACP (2d4/-1) Box:6:2 FB 25’ DAO T 1.2 17 5% L
One 6 round magazine. +3 to Stealth to hide weapon.
Taurus Model 740 Slim .40 S&W (3d4/-3) Box:6:2 FB 25’ DAO T 1.2 20 5% L
One 6 round magazine. +1 to Stealth to hide weapon.
Taurus Model 17 .17 HMR (1d4+2/-1) Cyl:8 FB 20’ DA S 1.4 14 5% L
Taurus Model 856 .38 Special (2d4+1/-1) Cyl:6 FB 20’ DA S 1.4 15 5% L
Not affected by Error Range due to ammunition.
Taurus Model 605 .357 Magnum (3d4+3/-4) or Cyl:5 FB 20’ DA T 1.5 14 5% L
.38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition.Will not explode from overpressure ammunition.
Taurus Model 651 .357 Magnum (3d4+3/-4) or Cyl:5 FB 20’ DAO S 1.6 16 5% L
.38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition. +2 to Stealth to hide weapon.
Taurus Model 455 .45 ACP (3d4+2/-4) Cyl:5 FB 25’ DA S 1.4 20 5% L
Not affected by Error Range due to ammunition.
Taurus Model 405 .40 S&W (3d4/-3) Cyl:5 FB 30’ DA T 1.4 20 5% L
Not affected by Error Range due to ammunition.
Taurus Model 905 9x19mm (2d6/-2) Cyl:5 FB 30’ DA T 1.4 17 5% L
Not affected by Error Range due to ammunition.
Walther PPK\S .32 ACP (1d6/-1) Box:8:1 FB 25’ DA/SA T 1.4 21 0% L
Two 8 round magazines.
Walther PPK\S .380 ACP (2d4/-1) Box:7:1 FB 25’ DA/SA T 1.4 21 0% L
Two 7 round magazines.
Walther P22 .22 Long Rifle (1d4/+0) Box:10:1 F B 1T 30’ PA S 0.9 15 0% L
Two 10 round magazines, +2 to Stealth to hide weapon.

Table 123: Mid-range Modern Backup Handguns, Cont


138

Expensive Modern Backup Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
American Derringer M4 .45-70 Government Int:1 None 15’ SA T 1.0 28 0% L
Alaskan Survival (3d10/-6) and .45 Long Int:1
Colt (2d6+1/-2) or .410
Bore (3d4+1/-3)
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition.
Browning 1911-380 .380 ACP (2d4/-1) Box:7:1 FB 25’ SA S 1.1 33 0% L
Two 7 round magazines. +2 to Stealth to hide weapon.
Colt Defender 9x19mm (2d6/-2) Box:8|9|10:1 FB 25’ SA S 1.5 34 0% L
Two 8 round magazines. Uses 1911 9mm magazines. +2 to Stealth to hide weapon.
Colt Defender .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 25’ SA S 1.6 34 0% L
Two 7 round magazines. Uses 1911 magazines. +2 to Stealth to hide weapon.
Colt Officer’s ACP .45 ACP (3d4+2/-4) Box:6|7|8|10:1 FB 25’ SA S 2.1 37 0% L
Two 6 round magazines. Uses 1911 magazines. +3 to Stealth to hide weapon. +1 Mastercraft.
Colt New Agent .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 25’ SA S 1.4 40 0% L
Two 7 round magazines. Uses 1911 magazines. +2 to Stealth to hide weapon.
Coonan Compact .357 Magnum Box:6:3 FB 35’ SA S 2.6 60 0% L
(3d4+3/-4)
Not affected by Error Range due to ammunition. Two 6 round magazines. +1 to Stealth to hide weapon. +1 Mastercraft.
Dan Wesson ECO .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 25’ SA S 1.6 75 0% L
Precision Barrel and two 7 round magazines. Uses 1911 magazines. +2 Mastercraft.
Dan Wesson ECO 9x19mm (2d6/-2) Box:8|9|10:1 FB 25’ SA S 1.6 75 0% L
Precision Barrel and two 8 round magazines. Uses 1911 9mm magazines. +2 Mastercraft.
Detonics Combatmaster .45 ACP (3d4+2/-4) Box:6|7|8|10:1 FB 20’ SA S 1.9 30 0% L
Two 6 round magazines. Uses 1911 magazines. +3 to Stealth to hide weapon.
Glock 43 9x19mm (2d6/-2) Box:6|7:1/9|12:2 FB 25’ PA T 1.2 30 0% L
Two 6 round magazines. +3 to Stealth to hide weapon.
H&K P30sk 9x19mm (2d6/-2) Box:10:2 F B 1T 30’ DA/SA S 1.4 35 0% L
Two 10 round magazines. +2 to Stealth to hide weapon.+1 Mastercraft.
H&K P7 9x19mm (2d6/-2) Box:10:1 FB 30’ DAO S 1.7 35 0% L
Two 10 round magazines. +1 to Stealth to hide weapon.
H&K P9 9x19mm (2d6/-2) Box:9:1 FB 30’ DA/SA S 1.9 33 0% L
Two 9 round magazines.
H&K USP 40 Compact .40 S&W (3d4/-3) Box:12:2 F B 1T 30’ DA/SA S 1.5 33 0% L
Two 12 round magazines.
H&K USP 9 Compact 9x19mm (2d6/-2) Box:13:2 F B 1T 30’ DA/SA S 1.4 30 0% L
Two 13 round magazines.
H&K USP 45 Compact .45 ACP (3d4+2/-4) Box:8:2 F B 1T 30’ DA/SA S 1.6 32 0% L
Two 8 round magazines.
H&K USP 357 Compact .357 SIG (2d6+2/-3) Box:12:2 F B 1T 30’ DA/SA S 1.5 35 0% L
Two 12 round magazines. Uses USP 40 Compact magazines.
Kahr T9 9x19mm (2d6/-2) Box:8:3 FB 35’ PA S 1.8 26 0% L
Two 8 round magazines. Uses MK9 magazines.
Kahr T40 .40 S&W (3d4/-3) Box:7:3 FB 30’ PA S 1.8 27 0% L
Two 8 round magazines. Uses MK40 magazines.
Kahr K40 .40 S&W (3d4/-3) Box:6:2/7:3 FB 30’ PA S 1.6 26 0% L
Two 6 round magazines. Uses MK40 magazines.
Kahr TP45 .45 ACP (3d4+2/-4) Box:7:3 FB 30’ PA S 1.4 28 0% L
Two 7 round magazines. Uses PM45 magazines.
Kahr P45 .45 ACP (3d4+2/-4) Box:6:2/7:3 FB 30’ PA S 1.3 26 0% L
Two 6 round magazines. Uses PM45 magazines. +1 to Stealth to hide weapon.
Para-Ordnance Executive .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 25’ SA S 1.9 48 0% L
Carry
Precision Barrel and two 8 round magazines. Uses 1911 magazines. +1 to Stealth to hide weapon. +1 Mastercraft.

Table 124: Expensive Modern Backup Handguns


139

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Para-Ordnance Expert Carry .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 25’ SA S 2.5 30 0% L
Precision Barrel and two 8 round magazines. Uses 1911 magazines.
Para-Ordnance Elite Carry .45 ACP (3d4+2/-4) Box:6|7|8|10:1 FB 25’ SA T 2.4 39 0% L
Precision Barrel and two 6 round magazines. Uses 1911 magazines. +1 Mastercraft.
Para-Ordnance Warthog .45 ACP (3d4+2/-4) Box:10:2 FB 25’ SA T 1.5 42 0% L
Two 10 round magazines. +1 Mastercraft.
Para-Ordnance LDA Carry .45 ACP (3d4+2/-4) Box:6|7|8|10:1 FB 25’ DAO T 1.9 50 0% L
Two 6 round magazines. Uses 1911 magazines. +1 Mastercraft.
PB 9x18mm PM (2d4+1/-1) Box:8:1 FB 25’ DA/SA S 1.6 32 0% R
Threaded barrel, Lv. 2 suppressor, and one 8 round magazine. Uses Makarov magazines.
Ruger LCR-22 .22 Long Rifle (1d4/+0) Cyl:8 FB 25’ DAO T 0.9 26 0% L
Ruger LCRx-22 .22 Long Rifle (1d4/+0) Cyl:8 FB 25’ DA T 0.9 26 0% L
Ruger LCRx-22 .22 WMR (2d4+2/-2) Cyl:6 FB 25’ DA T 0.9 28 0% L
Ruger LCR .38 Special (2d4+1/-1) Cyl:5 FB 25’ DAO T 0.8 32 0% L
Not affected by Error Range due to ammunition.
Ruger LCRx .38 Special (2d4+1/-1) Cyl:5 FB 25’ DA T 0.8 32 0% L
Not affected by Error Range due to ammunition.
Ruger KLCR-357 .357 Magnum Cyl:5 FB 25’ DAO T 1.1 40 0% L
(3d4+3/-4) or
.38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition.
Ruger KLCRx-357 .357 Magnum Cyl:5 FB 25’ DA T 1.1 40 0% L
(3d4+3/-4) or
.38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition.
S&W M&P Compact 9mm 9x19mm (2d6/-2) Box:12|17:1 F B 1T 25’ PA S 1.3 30 0% L
Two 12 round magazines. Uses M&P 9mm magazines. +3 to Stealth to hide weapon.
S&W M&P Compact 45 ACP .45 ACP (3d4+2/-4) Box:8:2 F B 1T 25’ PA S 1.6 33 0% L
Two 8 round magazines.
S&W M&P Compact 40 S&W .40 S&W (3d4/-3) Box:10|15:2 F B 1T 25’ PA S 1.3 28 0% L
Two 10 round magazines. Uses M&P .40 magazines. +3 to Stealth to hide weapon.
S&W M&P Compact 357 SIG .357 SIG (2d6+2/-3) Box:10|15:2 F B 1T 30’ PA S 1.4 35 0% L
Two 10 round magazines. Uses M&P .40 magazines. +3 to Stealth to hide weapon.
S&W M&P 340 .357 Magnum Cyl:5 FB 25’ DAO T 0.9 42 0% L
(3d4+3/-4) or
.38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition.
Smith & Wesson Model 632 .327 Fed Mag Cyl:6 FB 30’ DA S 1.5 35 0% L
(2d6+1/-2)
Not affected by Error Range due to ammunition.
Sig-Sauer P224 9x19mm (2d6/-2) Box:12:2/14:3 FB 25’ DA/SA T 2.1 30 0% L
Two 12 round magazines. +1 Mastercraft.
Sig-Sauer P224 .40 S&W (3d4/-3) Box:10:2/12:3 FB 25’ DA/SA T 2.1 30 0% L
This firearm can be purchased in one of the following calibers: .40 S&W (3d4/-3) or .357 SIG (2d6+2/-3). Two 10 round magazines. Uses
P224 .40 magazines. +1 Mastercraft.
Sig-Sauer P245 .45 ACP (3d4+2/-4) Box:6|8|10:2 FB 25’ DA/SA T 1.8 28 0% L
Two 6 round magazines. +1 Mastercraft.

Table 125: Expensive Modern Backup Handguns, Cont


140

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Sig-Sauer P320 Subcompact 9x19mm (2d6/-2) Box:12|15|17:2/21:3 F B 30’ PA S 1.6 36 0% L
Two 12 round magazines. Uses P320 9mm magazines. This weapon is built from a kit, where any 9mm P320 can be constructed
using the kit, but only one at a time. This change takes 15 minutes. +2 to Stealth to hide weapon.
Sig-Sauer P320 Subcompact .40 S&W (3d4/-3) Box:10|13|14:2 FB 30’ PA S 1.6 36 0% L
Two 10 round magazines. Uses P320 .40 magazines. This weapon is built from a kit, where any .40 P320 can be constructed using
the kit, but only one at a time. This change takes 15 minutes. +2 to Stealth to hide weapon.
Sig-Sauer P320 Subcompact .45 ACP (3d4+2/-4) Box:6|9|10:2 FB 25’ PA S 1.6 36 0% L
Two 6 round magazines. Uses P320 .45 magazines. This weapon is built from a kit, where any .45 P320 can be constructed using
the kit, but only one at a time. This change takes 15 minutes. +2 to Stealth to hide weapon.
Sig-Sauer Ultra .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 25’ SA S 1.8 44 0% L
Two 7 round magazines. Uses 1911 magazines. +3 to Stealth to hide weapon. +1 Mastercraft.
Springfield Armory 1911 EMP 9x19mm (2d6/-2) Box:9:1 FB 35’ SA S 1.6 40 0% L
Three 9 round magazines. +1 to Stealth to hide weapon.
Springfield Armory 1911 EMP .40 S&W (3d4/-3) Box:8:1 FB 35’ SA S 1.6 40 0% L
Three 8 round magazines. +1 to Stealth to hide weapon.
Springfield Armory Range .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 30’ SA S 2.2 32 0% L
Officer Compact
Two 7 round magazines. Uses 1911 magazines. +3 to Stealth to hide weapon.
Springfield Armory Range 9x19mm (2d6/-2) Box:8|9|10:1 FB 30’ SA S 2.2 32 0% L
Officer Compact
Two 8 round magazines. Uses 1911 9mm magazines. +3 to Stealth to hide weapon.
Taurus Model 454, 2” .454 Casull (3d6+2/-5) Cyl:5 FB 25’ DA S 3.0 45 0% L
or .45 Long Colt
(2d6+1/-2)
Taurus Public Defender .45 Long Colt Cyl:5 FB 20’ DA S 1.8 32 0% L
(2d6+1/-2) or .410 Bore
(3d4+1/-3)
+1 to Stealth to hide weapon.
Walther PPS 9x19mm (2d6/-2) Box:6:1/7:2/8:3 FB 25’ PA S 1.2 30 0% L
Two 6 round magazines. +3 to Stealth to hide weapon.
Walther PPS .40 S&W (3d4/-3) Box:5:1/6:2/7:3 FB 25’ PA S 1.3 30 0% L
Two 5 round magazines. +3 to Stealth to hide weapon.
Wilson Combat Sentinel 9x19mm (2d6/-2) Box:8|9|10:1 FB 30’ SA S 1.9 160 0% L
Precision Barrel and two 8 round magazines. Uses 1911 9mm magazines. +2 Mastercraft.
Wilson Combat Super .38 Super (3d4+4/-5) Box:8|9|10:1 FB 30’ SA S 1.6 180 0% L
Sentinel or
.38 ACP (2d6+1/-3)
Precision Barrel and two 8 round magazines. Uses 1911 .38 magazines.+2 Mastercraft.
Wilson Combat Ms. Sentinel 9x19mm (2d6/-2) Box:8|9|10:1 FB 30’ SA S 1.6 189 0% L
Precision Barrel and two 8 round magazines. Uses 1911 9mm magazines. +2 Mastercraft.

Table 126: Expensive Modern Backup Handguns, Cont


141

11.4.1.3 Modern Full Size Handguns Full-size handguns usually serve as the duty weapons of most military forces and law
enforcement officers around the world. They’re built for effectiveness over concealment, with bulky utilitarian frames, heavy grips,
and high ammunition capacities. Full-size handguns go well with any holster that they can fit in, but generally are put in belt holsters,
tactical holsters, and shoulder holsters
Full-size handguns do not necessarily have to meet the concealable issue that backup and holdout handguns have, therefore are
generally larger and possess plenty of ammunition to have an extended fight with. The downsides are that they do shoot handgun
ammunition, and are weak when compared to rifles and shotguns. Full sized handguns should be used when concealment is not a
large issue, but a full sized rifle or shotgun would be unwieldy to use, or too heavy to carry. When used with longarms, they should
supplement the weapon, particularity as a backup gun.

Cheap Modern-day Full Size Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
AMT Hardballer Government .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 35’ SA S 2.4 15 10% L
Two 7 round magazines. Uses 1911 magazines.
Arcus DAC 9x19mm (2d6/-2) Box:13:3 FB 30’ SA S 2.1 14 5% L
Two 13 round magazines. Uses Browning Hi-Power magazines.
Canik MKEK 9x19mm (2d6/-2) Box:17:2 FB 30’ DA/SA S 3.0 16 5% L
Two 17 round magazines.
Canik MKEK .40 S&W (3d4/-3) Box:13:2 FB 30’ DA/SA S 3.0 16 5% L
Two 13 round magazines.
Rock Island Armory 1911-A1FS .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 30’ SA S 2.4 15 5% L
Two 8 round magazines. Uses 1911 magazines.
Ruger P89 9x19mm (2d6/-2) Box:15:1/20:2/30:3 FB 35’ DA/SA S 2.0 15 5% L
Two 15 round magazines. Uses P89 magazines. Will not explode from overpressure ammunition.
Ruger 9E 9x19mm (2d6/-2) Box:17:1 F B 1T 30’ PA S 1.7 16 0% L
One 17 round magazine.
Ruger Security Six .357 Magnum Cyl:6 FB 30’ DA S 2.1 15 0% L
(3d4+3/-4) or
.38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition.
S&W Model 13 .357 Magnum Cyl:6 FB 30’ DA S 1.9 12 0% L
(3d4+3/-4) or
.38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition.
S&W SD9VE 9x19mm (2d6/-2) Box:16:1 F B 1T 35’ PA S 1.5 16 5% L
Two 16 round magazines.
S&W SD40VE .40 S&W (3d4/-3) Box:14:1 F B 1T 30’ PA S 1.5 16 5% L
Two 14 round magazines.
Taurus Model 65 .357 Magnum Cyl:6 FB 30’ DA S 2.4 12 5% L
(3d4+3/-4) or
.38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition.

Table 127: Cheap Modern Full Size Handguns


142

Mid-range Modern Full Size Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Benelli Model B-76 9x19mm (2d6/-2) Box:8:2 FB 35’ DA/SA S 2.1 25 0% L
One 8 round magazine. +1 to Stealth to hide weapon.
Beretta 92FS 9x19mm (2d6/-2) Box:15|17:1/30:2/20:3 FB 35’ DA/SA S 2.1 22 0% L
Two 15 round magazines. Uses 92FS magazines. -1 to Stealth to hide weapon.
Beretta 92A1 9x19mm (2d6/-2) Box:15|17:1/30:2/20:3 F B 1T 35’ DA/SA S 2.1 30 0% L
Two 15 round magazines. Uses 92FS magazines. -1 to Stealth to hide weapon.
Beretta 96FS .40 S&W (3d4/-3) Box:11|13:1/15:2 FB 30’ DA/SA S 2.1 22 0% L
Two 11 round magazines. Uses 96FS magazines. -1 to Stealth to hide weapon.
Beretta 96A1 .40 S&W (3d4/-3) Box:11|13:1/15:2 F B 1T 30’ DA/SA S 2.1 30 0% L
Two 11 round magazines. Uses 96FS magazines. -1 to Stealth to hide weapon.
Beretta 8000 Cougar 9x19mm (2d6/-2) Box:15:1 FB 35’ DA/SA S 1.9 25 0% L
Two 15 round magazines.
Beretta 8357 Cougar .357 SIG (2d6+2/-3) Box:11:1 FB 40’ DA/SA S 2.1 26 0% L
Two 11 round magazines. Uses 8040 magazines.
Beretta 8040 Cougar .40 S&W (3d4/-3) Box:11:1 FB 30’ DA/SA S 2.1 26 0% L
Two 11 round magazines. Uses 8040 magazines.
Beretta 8045 Cougar .45 ACP (3d4+2/-4) Box:8:1 FB 30’ DA/SA S 2.2 26 0% L
Two 8 round magazines. Uses 8045 magazines.
Beretta Px4 Storm 9x19mm (2d6/-2) Box:17:2/20:3 F B 1T 35’ DA/SA S 1.9 25 0% L
Two 17 round magazines. Uses Px4 9mm magazines.
Beretta Px4 Storm .40 S&W (3d4/-3) Box:14|17:2 F B 1T 30’ DA/SA S 1.9 25 0% L
Two 14 round magazines. Uses Px4 .40 magazines.
Beretta Px4 Storm .45 ACP (3d4+2/-4) Box:9|10:2 F B 1T 30’ DA/SA S 1.9 25 0% L
Two 9 round magazines.
Bersa Thunder Pro High Capacity 9x19mm (2d6/-2) Box:17:1 F B 1T 35’ DA/SA S 1.9 22 0% L
Two 17 round magazines.
Bersa Thunder Pro High Capacity .40 S&W (3d4/-3) Box:13:1 F B 1T 30’ DA/SA S 1.9 22 0% L
Two 13 round magazines.
Browning Hi-Power 9x19mm (2d6/-2) Box:13:3 FB 35’ SA S 2.2 25 0% L
Two 13 round magazines. Uses Browning Hi-Power magazines.
Browning Hi-Power .40 S&W (3d4/-3) Box:10:3 FB 30’ SA S 2.2 25 0% L
Two 10 round magazines. Uses Browning Hi-Power .40 Magazines.
Browning Hi-Power .357 SIG (2d6+2/-3) Box:10:3 FB 30’ SA S 2.2 27 0% L
Two 10 round magazines. Uses Browning Hi-Power .40 Magazines.
Colt Delta Elite 10mm Auto (2d6+4/-4) Box:8:2 FB 30’ SA S 2.4 26 0% L
Two 8 round magazines. Uses 1911 10mm magazines.
Colt Government 70 .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 30’ SA S 2.4 25 0% L
One 7 round magazine. Uses 1911 magazines.
Colt Government 70 .38 Super (3d4+4/-5) Box:9:1/10:2 FB 35’ SA S 2.4 35 0% L
One 9 round magazine. Uses 1911 .38 magazines.
CZ 75 9x19mm (2d6/-2) Box:16:1/19|25:2 FB 35’ DA/SA S 2.4 25 0% L
Two 16 round magazines. Uses CZ 75 magazines.
CZ 75 .40 S&W (3d4/-3) Box:12:1/14:2 FB 30’ DA/SA S 2.4 26 0% L
Two 12 round magazines. Uses CZ 75 .40 magazines.
CZ 97 .45 ACP (3d4+2/-4) Box:10:1 FB 30’ DA/SA S 2.5 26 0% L
Two 10 round magazines.
FN FNS-9 Compact 9x19mm (2d6/-2) Box:12|17:1 F B 1T 30’ PA S 1.5 26 0% L
Three 12 round magazines. Uses FNS/FNX-9 magazines. +3 to Stealth to hide weapon.
FN FNX-9 9x19mm (2d6/-2) Box:17:2 F B 1T 35’ DA/SA S 1.3 30 0% L
Three 17 round magazines. Uses FNS/FNX-9 magazines.
FN FNS-9 9x19mm (2d6/-2) Box:17:2 F B 1T 35’ PA S 1.6 29 0% L
Three 17 round magazines. Uses FNS/FNX-9 magazines.
FN FNX-40 .40 S&W (3d4/-3) Box:14:1 F B 1T 30’ DA/SA S 1.6 26 0% L
Three 14 round magazines. Uses FNS/FNX-40 magazines.
FN FNS-40 .40 S&W (3d4/-3) Box:14:1 F B 1T 30’ PA S 1.7 29 0% L
Three 14 round magazines. Uses FNS/FNX-40 magazines.

Table 128: Mid-range Modern Full Size Handguns


143

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
FN FNS-40 Compact .40 S&W (3d4/-3) Box:10|14:1 F B 1T 30’ PA S 1.4 27 0% L
Three 10 round magazines. Uses FNS/FNX-40 magazines. +3 to Stealth to hide weapon.
FN FNX-45 .45 ACP (3d4+2/-4) Box:15:1 F B 1T 30’ DA/SA S 2.0 28 0% L
Three 15 round magazines. Uses FNX-45 magazines. -2 to Stealth to hide weapon.
Glock 17 9x19mm (2d6/-2) Box:17|19:1/33:2 F B 1T 35’ PA S 1.4 20 0% L
Two 17 round magazines. Uses Glock 26 magazines.
Glock 19 9x19mm (2d6/-2) Box:15|17|19:1/33:2 F B 1T 35’ PA S 1.3 19 0% L
Two 15 round magazines. Uses Glock 26 magazines. +1 to Stealth to hide weapon.
Glock 20 10mm Auto (2d6+4/-4) Box:15|17:1 F B 1T 40’ PA S 1.7 21 0% L
Two 15 round magazines. Uses Glock 29 magazines. -1 to Stealth to hide weapon.
Glock 21 .45 ACP (3d4+2/-4) Box:13:1/27:2 F B 1T 30’ PA S 1.6 21 0% L
Two 13 round magazines. Uses Glock 30 magazines. -1 to Stealth to hide weapon.
Glock 22 .40 S&W (3d4/-3) Box:15|17|19|24:1/31:2 F B 1T 30’ PA S 1.4 22 0% L
Two 15 round magazines. Uses Glock 27 magazines.
Glock 23 .40 S&W (3d4/-3) Box:15|17|19|24:1/31:2 F B 1T 30’ PA S 1.3 22 0% L
Two 15 round magazines. Uses Glock 27 magazines. +1 to Stealth to hide weapon.
Glock 25 .380 ACP (2d4/-1) Box:15:1 F B 1T 30’ PA S 1.3 21 0% L
Two 15 round magazines. Uses Glock 28 magazines. +1 to Stealth to hide weapon.
Glock 31 .357 SIG (2d6+2/-3) Box:15:1 F B 1T 35’ PA S 1.4 21 0% L
Two 15 round magazines. Uses Glock 33 magazines.
Glock 32 .357 SIG (2d6+2/-3) Box:13|15:1 F B 1T 35’ PA S 1.3 24 0% L
Two 13 round magazines. Uses Glock 33 magazines. +1 to Stealth to hide weapon.
Glock 37 .45 GAP (3d4+2/-3) Box:10:1 F B 1T 30’ PA S 1.6 19 0% L
Two 10 round magazines. Uses Glock 39 magazines.
Glock 38 .45 GAP (3d4+2/-3) Box:8|10:1 F B 1T 30’ PA S 1.5 19 0% L
Two 8 round magazines. Uses Glock 39 magazines. +1 to Stealth to hide weapon.
IMI Jericho 941 “Baby Eagle” .40 S&W (3d4/-3) Box:12:1/14:2 FB 30’ DA/SA S 2.0 20 0% L
Two 12 round magazines. Uses CZ 75 .40 magazines.
IMI Jericho 941 “Baby Eagle” 9x19mm (2d6/-2) Box:16:1/19|25:2 FB 30’ DA/SA S 2.2 20 0% L
Two 16 round magazines. Uses CZ 75 magazines.
Rock Island Armory 1911-A1 .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 35’ SA S 2.5 18 0% L
Tactical
One 8 round magazine. Uses 1911 magazines.
Rock Island Armory 1911-A1FS .38 Super (3d4+4/-5) Box:9:1 FB 35’ SA S 2.4 24 5% L
One 9 round magazine. Uses 1911 .38 magazines.
Ruger GP100 .357 Magnum Cyl:6 FB 35’ DA S 2.2 19 0% L
(3d4+3/-4) or .38
Special (2d4+1/-1)
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition.
Ruger P90 .45 ACP (3d4+2/-4) Box:8:1 FB 30’ DA/SA S 2.3 18 5% L
Two 8 round magazines. Will not explode from overpressure ammunition.
Ruger P91 .40 S&W (3d4/-3) Box:10:1 FB 30’ DA/SA S 2.0 17 5% L
Two 10 round magazines. Will not explode from overpressure ammunition.
Ruger Single Seven .327 Fed Mag Cyl:7 FB 35’ SA S 2.1 30 0% L
(2d6+1/-2)
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition.
S&W Model 686 .357 Magnum Cyl:6 FB 35’ DA S 2.4 24 0% L
(3d4+3/-4) or .38
Special (2d4+1/-1)
Not affected by Error Range due to ammunition. +1 Mastercraft.
S&W Model 1006 10mm Auto (2d6+4/-4) Box:9:1 FB 40’ DA/SA S 2.8 28 0% L
Two 9 round magazines. Uses 1006 magazines. Will not explode from overpressure ammunition.
S&W Model 4006 .40 S&W (3d4/-3) Box:11:1 FB 30’ DA/SA S 2.5 25 0% L
Two 11 round magazines. Uses 4006 magazines. Will not explode from overpressure ammunition.
S&W Model 4046 .40 S&W (3d4/-3) Box:11:1 FB 30’ DAO S 2.5 25 0% L
Two 11 round magazines. Uses 4006 magazines. Will not explode from overpressure ammunition.
S&W Model 4506 .45 ACP (3d4+2/-4) Box:8:1 FB 30’ DA/SA S 2.6 24 0% L
Two 8 round magazines. Uses 4516 magazines. Will not explode from overpressure ammunition.

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


144

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
S&W Model 4516 .45 ACP (3d4+2/-4) Box:7|8:1 FB 30’ DA/SA S 2.4 24 0% L
Two 7 round magazines. Uses 4516 magazines. Will not explode from overpressure ammunition.
S&W Model 5906 9x19mm (2d6/-2) Box:15:1/20:2/30:5 FB 35’ DA/SA S 2.4 23 0% L
Two 15 round magazines. Uses 6906 magazines. Will not explode from overpressure ammunition.
S&W Model 5946 9x19mm (2d6/-2) Box:15:1/20:2/30:5 FB 35’ DAO S 2.4 23 0% L
Two 15 round magazines. Uses 6906 magazines. Will not explode from overpressure ammunition.
S&W M&P 9mm 9x19mm (2d6/-2) Box:17:1 F B 1T 35’ PA S 1.5 28 0% L
Two 17 round magazines. Uses M&P 9mm magazines.
S&W M&P 40 .40 S&W (3d4/-3) Box:15:1 F B 1T 30’ PA S 1.5 28 0% L
Two 15 round magazines. Uses M&P .40 magazines.
S&W Model 696 .44 Special (1d6+4/-3) Cyl:5 FB 30’ DA S 2.4 30 0% L
Not affected by Error Range due to ammunition.
S&W Model 19 4” .357 Magnum Cyl:6 FB 35’ DA S 2.4 30 0% L
(3d4+3/-4) or
.38 Special
(2d4+1/-1)
Not affected by Error Range due to ammunition.
Sig-Sauer P220 .45 ACP (3d4+2/-4) Box:8|10:2 FB 30’ DA/SA S 1.8 27 0% L
Two 8 round magazines.
Sig-Sauer P220 10mm Auto (2d6+4/-4) Box:8|10:2 FB 30’ DA/SA S 1.8 29 0% L
Two 8 round magazines.
Sig-Sauer P225 9x19mm (2d6/-2) Box:8:2 FB 30’ DA/SAS S 1.6 29 0% L
Two 8 round magazines. +1 to Stealth to hide weapon.
Sig-Sauer P226 9x19mm (2d6/-2) Box:15|20:2 F B 1T 35’ DA/SA S 2.0 30 0% L
Two 15 round magazines. Uses P226 9mm magazines. -1 to Stealth to hide weapon.
Sig-Sauer P226 See Text Box:12|15:2 F B 1T 35’ DA/SA S 2.0 30 0% L
This firearm can be purchased in one of the following calibers: .40 S&W (3d4/-3) or .357 SIG (2d6+2/-3). Two 15 round magazines. Uses P226 .40
magazines. -1 to Stealth to hide weapon.
Sig-Sauer P228 9x19mm (2d6/-2) Box:13|15:2 FB 30’ DA/SA S 1.8 28 0% L
Two 13 round magazines.
Sig-Sauer P229 9x19mm (2d6/-2) Box:15:2 FB 30’ DA/SA S 2.1 30 0% L
Two 15 round magazines.
Sig-Sauer P229 See Text Box:12:2 FB 30’ DA/SA S 2.1 30 0% L
This firearm can be purchased in one of the following calibers: .40 S&W (3d4/-3) or .357 SIG (2d6+2/-3). Two 12 round magazines. Uses P229 .40
magazines.
Springfield Armory XD, 4” 9x19mm (2d6/-2) Box:16:1 F B 1T 35’ PA S 1.8 20 0% L
Two 16 round magazines.
Springfield Armory XD, 4” See Text Box:12:1 F B 1T 30’ PA S 1.8 20 0% L
This firearm can be purchased in one of the following calibers: .40 S&W (3d4/-3) or .357 SIG (2d6+2/-3). Two 12 round magazines.
Uses XD .40 magazines.
Springfield Armory XD, 4.5” 10mm Auto (2d6+4/-4) Box:15:1 F B 1T 35’ PA S 1.8 20 0% L
Two 12 round magazines. Uses XD 10mm magazines.
Springfield Armory XD, 4” .45 ACP (3d4+2/-4) Box:13:1 F B 1T 30’ PA S 1.9 20 0% L
Two 13 round magazines. -1 to Stealth to hide weapon.
Steyr Model M40 .40 S&W (3d4/-3) Box:12:1 F B 1T 30’ PA S 1.7 22 0% L
Two 12 round magazines. +1 to Stealth to hide weapon.
Steyr Model M357 .357 SIG (2d6+2/-3) Box:12:1 F B 1T 30’ PA S 1.7 22 0% L
Two 12 round magazines. Uses Steyr M40 magazines. +1 to Stealth to hide weapon.
Steyr Model M9 9x19mm (2d6/-2) Box:14:1 F B 1T 35’ PA S 1.6 22 0% L
Two 14 round magazines. +1 to Stealth to hide weapon.
Taurus PT92AF 9x19mm (2d6/-2) Box:15|17:1/30:2 FB 30’ DA/SA S 2.1 17 5% L
Two 15 round magazines. -1 to Stealth to hide weapon.

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


145

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Taurus PT100 .40 S&W (3d4/-3) Box:11:1/15:2 FB 30’ DA/SA S 2.1 20 5% L
Two 11 round magazines. -1 to Stealth to hide weapon.
Taurus Model 1911 .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 30’ SA S 2.4 23 0% L
Two 8 round magazines. Uses 1911 magazines.
Taurus Model 450 .45 Long Colt Cyl:5 FB 35’ DA S 1.2 17 0% L
(2d6+1/-2)
Not affected by Error Range due to ammunition.
Taurus Model 454, 4” .454 Casull Cyl:5 FB 40’ DA S 3.2 25 0% L
(3d6+2/-5) or .45
Long Colt (2d6+1/-2)
Not affected by Error Range due to ammunition.
Taurus Judge .45 Long Colt Cyl:5 FB 30’ DA S 1.8 24 0% L
(2d6+1/-2) or .410
Bore (3d4+1/-3)
Not affected by Error Range due to ammunition.
Taurus Model 66 .357 Magnum Cyl:7 FB 35’ DA S 2.4 25 0% L
(3d4+3/-4) or .38
Special (2d4+1/-1)
Not affected by Error Range due to ammunition. -1 to Stealth to hide weapon.
Taurus Model 82 .38 Special (2d4+1/-1) Cyl:6 FB 35’ DA S 2.0 19 0% L
Not affected by Error Range due to ammunition.
Taurus Model 617 .357 Magnum Cyl:7 FB 25’ DA S 1.8 19 0% L
(3d4+3/-4) or .38
Special (2d4+1/-1)
Not affected by Error Range due to ammunition. -1 to Stealth to hide weapon.
Taurus Model 817 .38 Special (2d4+1/-1) Cyl:7 FB 25’ DA S 1.3 22 0% L
Not affected by Error Range due to ammunition. -1 to Stealth to hide weapon.
Walther P99 9x19mm (2d6/-2) Box:16:1 F B 1T 30’ PA S 1.4 27 0% L
Two 16 round magazines.
Walther P99 .40 S&W (3d4/-3) Box:12:1 F B 1T 30’ PA S 1.4 27 0% L
Two 12 round magazines.
MP-433 Grach 9x19mm (2d6/-2) Box:18:4 FB 30’ DAO S 2.1 28 0% L
Two 18 round magazines. Will not explode from overpressure ammunition.

Table 131: Mid-range Modern Full Size Handguns, Cont


146

Expensive Modern-day Full Size Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Bren 10 Special Forces 10mm Auto (2d6+4/-4) Box:11:4 FB 40’ SA S 2.4 60 0% L
One 11 round magazine. +1 Mastercraft.
Coonan Classic .357 Magnum (3d4+3/-4) or Box:7:3 FB 35’ SA S 2.6 60 0% L
.38 Special (2d4+1/-1)
One 7 round magazine. +1 Mastercraft.
Colt Python, 2½” .357 Magnum (3d4+3/-4) or Cyl:6 FB 25’ DA S 2.0 42 0% L
.38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition. +1 Mastercraft.
Colt Python, 4” .357 Magnum (3d4+3/-4) or Cyl:6 FB 40’ DA M 2.6 42 0% L
.38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition. +1 Mastercraft.
Colt Python, 6” .357 Magnum (3d4+3/-4) or Cyl:6 FB 50’ DA M 3.0 42 0% L
.38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition. +1 Mastercraft.
Colt Rail Gun .45 ACP (3d4+2/-4) Box:7|8|10:1 F B 1T 30’ SA S 2.4 45 0% L
One 7 round magazine. Uses 1911 magazines.
FN Five-seveN 5.7x28mm (3d4-1/-1) Box:20:3/30:4 F B 1T 30’ PA S 1.5 50 0% L
Three 20 round magazines.
FN FNX-45 Tactical .45 ACP (3d4+2/-4) Box:15:1 F B 1T 1O 35’ DA/SA S 2.8 40 0% L
Three 15 round magazines. Uses FNX-45 magazines. -2 to Stealth to hide weapon.
Freedom Arms Model 83 .500 WE (4d6+2/-6) Cyl:5 FB 50’ SA M 2.9 70 0% L
Not affected by Error Range due to ammunition. +2 to Stealth to hide weapon.
Guncrafter Industries Model .50 GI (6d3+2/-7) Box:7:2 FB 45’ SA S 2.4 140 0% L
No. 1
One 7 round magazine, Uses 50GI magazines, -1 to Stealth to hide weapon
Guncrafter Industries Model .50 GI (6d3+2/-7) Box:7:2 F B 1T 45’ SA S 2.4 145 0% L
No. 2
One 7 round magazine, Uses 50GI magazines, -1 to Stealth to hide weapon
H&K HK45 .45 ACP (3d4+2/-4) Box:10:2 F B 1T 35’ DA/SA S 1.7 60 0% L
Two 10 round magazines. -1 to Stealth to hide weapon.
H&K HK45 Compact .45 ACP (3d4+2/-4) Box:8|10:2 F B 1T 30’ DA/SA S 1.6 58 0% L
Two 8 round magazines.
H&K UCP 4.6x30mm (3d4-1/-3) Box:20:3 F B 1T 30’ DA/SA S 1.8 40 0% L
Two 20 round magazines.
H&K USP 45 .45 ACP (3d4+2/-4) Box:12:2 F B 1T 30’ DA/SA S 1.9 40 0% L
Two 12 round magazines, -2 to Stealth to hide weapon.
H&K USP 40 .40 S&W (3d4/-3) Box:13:2 F B 1T 30’ DA/SA S 1.8 35 0% L
Two 13 round magazines.
H&K USP 9 9x19mm (2d6/-2) Box:15:2 F B 1T 35’ DA/SA S 1.6 32 0% L
Two 15 round magazines.
H&K USP 45 Compact .45 ACP (3d4+2/-4) Box:8:2 F B 1T 30’ DA/SA S 1.8 38 0% L
Two 8 round magazines. +1 to Stealth to hide weapon.
H&K USP 9 Compact 9x19mm (2d6/-2) Box:13:2 F B 1T 30’ DA/SA S 1.6 31 0% L
Two 13 round magazines. +1 to Stealth to hide weapon.
H&K P2000 9x19mm (2d6/-2) Box:13:2 F B 1T 35’ DA/SA S 1.5 45 0% L
Two 13 round magazines. +1 to Stealth to hide weapon.
H&K P2000 .40 S&W (3d4/-3) Box:12:2 F B 1T 30’ DA/SA S 1.5 45 0% L
Two 12 round magazines. +1 to Stealth to hide weapon.
H&K P2000 .357 SIG (2d6+2/-3) Box:12:2 F B 1T 30’ DA/SA S 1.5 45 0% L
Two 12 round magazines. Uses P2000 .40 magazines. +1 to Stealth to hide weapon.
Korth Pistol 9x19mm (2d6/-2) Box:10:8 FB 60’ SA S 2.1 250 0% L
One 10 round magazine. +1 Mastercraft.
Korth Revolver .357 Magnum (3d4+3/-4) or Cyl:6 FB 65’ DA S 2.3 195 0% L
.38 Special (2d4+1/-1)
Two 6 round speedloaders for .357 Magnum (3d4+3/-4)/.38 Special (2d4+1/-1). Not affected by Error Range due to ammunition. +1 Mastercraft.
Korth Revolver 9x19mm (2d6/-2) Cyl:6 FB 65’ DA S 2.3 195 0% L
Two 6 round speedloaders for 9x19mm. Not affected by Error Range due to ammunition. +1 Mastercraft.
147

Table 132: Expensive Modern Full Size Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Mateba Model 6 Unica .357 Magnum (3d4+3/-4) Cyl:6 FB 35’ DA S 1.9 50 0% L
or
.38 Special (2d4+1/-1)
Compensator and two 6 round speedloaders for .357 Magnum/.38 Special. +1 Mastercraft.
Mateba Model 6 Unica .44 Magnum (3d6/-4) or Cyl:6 FB 35’ DA S 1.9 50 0% L
.44 Special (1d6+4/-3)
Compensator and two 6 round speedloaders for .44 Magnum/.44 Special. +1 Mastercraft.
Mateba Model 6 Unica .454 Casull (3d6+2/-5) or Cyl:6 FB 35’ DA S 1.9 50 0% L
.45 Long Colt (2d6+1/-2)
Compensator and two 6 round speedloaders for .454 Casull/.45 Long Colt. +1 Mastercraft.
Naked Snake’s Custom 1911A1 .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 35’ SA S 2.6 180 0% L
Threaded precision barrel, high visibility sights, custom grip and one 7 round magazine. Uses 1911 magazines. +3 Grandmastercraft.
Norinco QSZ-92 9x19mm (2d6/-2) Box:15:2 FB 30’ DAO S 1.6 45 0% L
One 15 round magazine
Para-Ordnance Black Ops .45 ACP (3d4+2/-4) Box:7|8|10:1 F B 1T 35’ SA S 39 48 0% L
Two 8 round magazines. Uses 1911 magazines.
Para-Ordnance Black Ops 9x19mm (2d6/-2) Box:18:1 F B 1T 35’ SA S 2.4 48 0% L
Recon
Two 18 round magazines. Uses P18 magazines. -2 to Stealth to hide weapon.
Para-Ordnance P14.45 .45 ACP (3d4+2/-4) Box:14:2 FB 30’ SA S 2.5 48 0% L
Limited
Two 14 round magazines. Uses P14 magazines. -2 to Stealth to hide weapon.
Para-Ordnance P18.9 Limited 9x19mm (2d6/-2) Box:18:2 FB 35’ SA S 2.5 48 0% L
Two 18 round magazines. Uses P18 magazines. -2 to Stealth to hide weapon.
Para-Ordnance P16.40 .40 S&W (3d4/-3) Box:16:2 FB 30’ SA S 2.5 48 0% L
Limited
Two 16 round magazines. Uses P16 magazines. -2 to Stealth to hide weapon.
Para-Ordnance P14.45 .45 ACP (3d4+2/-4) Box:14:2 F B 1T 30’ SA S 2.6 71 0% L
Tactical
Two 14 round magazines, Uses P14 magazines. -2 to Stealth to hide weapon.
Para-Ordnance Elite .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 35’ SA S 2.4 60 0% L
Precision barrel and two 8 round magazines. Uses 1911 magazines. +1 Mastercraft.
Para-Ordnance GI Expert .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 35’ SA S 2.4 34 0% L
Two 8 round magazines. Uses 1911 magazines.
Para-Ordnance GI Expert 9x19mm (2d6/-2) Box:8|10:1 FB 35’ SA S 2.4 34 0% L
Two 10 round magazines. Uses 1911 9mm magazines.
RIA Ultra FS 10mm Auto (2d6+4/-4) Box:8|9:2 FB 40’ SA S 2.4 33 0% L
Two 8 round magazines. Uses 1911 10mm magazines.
Rock Island Armory 22 TCM .22 TCM (2d3+3/-1) or Box:17:2 F B 1T 35’ SA S 2.5 35 0% L
Standard 9x19mm (2d6/-2)*
9x19mm barrel and one 17 round magazine. Uses .22 TCM magazines. This weapon can also use 9mm with a barrel change. It takes 1
minute to change barrels. -2 to Stealth to hide weapon.
Rock Island Armory 22 TCM .22 TCM (2d3+3/-1) or Box:17:2 F B 1T 30’ SA S 2.5 32 0% L
Midsized 9x19mm (2d6/-2)*
9x19mm barrel and one 17 round magazine. Uses .22 TCM magazines. This weapon can also use 9mm with a barrel
change. It takes 1 minute to change barrels. -1 to Stealth to hide weapon.
Ruger GP100 .327 Fed Mag (2d6+1/-2) Cyl:7 FB 35’ DA S 2.2 22 0% L
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition.
Ruger Vaquero .357 Magnum (3d4+3/-4) Cyl:6 FB 40’ SA S 2.8 34 0% L
or .38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition.
Ruger Vaquero .45 Long Colt (2d6+1/-2) Cyl:6 FB 40’ SA S 2.5 36 0% L
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition.

Table 133: Expensive Modern Full Size Handguns, Cont


148

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Ruger Super Blackhawk, 4” .44 Magnum (3d6/-4) Cyl:6 FB 35’ SA S 2.8 36 0% L
or .44 Special
(1d6+4/-3)
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition. Can not use speed loaders.
Ruger SR1911 .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 35’ SA S 2.4 40 0% L
Two 7 round magazines.
S&W Model 29, 4” .44 Magnum (3d6/-4) Cyl:6 FB 45’ DA S 2.5 50 0% L
or .44 Special
(1d6+4/-3)
Not affected by Error Range due to ammunition.
S&W Model 625 .45 ACP (3d4+2/-4) Cyl:6 FB 30’ DA S 2.8 35 0% L
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition.
S&W Model 627 .357 Magnum Cyl:8 FB 30’ DA S 2.4 47 0% L
(3d4+3/-4) or .38
Special (2d4+1/-1)
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition.
S&W Model 4506 TSW .45 ACP (3d4+2/-4) Box:8:1 F B 1T 30’ DA/SA S 2.6 44 0% L
Two 8 round magazines. Uses 4516 magazines. Will not explode from overpressure ammunition.
S&W Model 4516 TSW .45 ACP (3d4+2/-4) Box:7|8:1 F B 1T 30’ DA/SA S 2.4 44 0% L
Two 15 round magazines. Uses 4516 magazines,. Will not explode from overpressure ammunition.
S&W Model 4006 TSW .40 S&W (3d4/-3) Box:11:1 F B 1T 30’ DA/SA S 2.5 45 0% L
Two 11 round magazines. Uses 4006 magazines. Will not explode from overpressure ammunition.
S&W Model 4046 TSW .40 S&W (3d4/-3) Box:11:1 F B 1T 30’ DAO S 2.5 45 0% L
Two 11 round magazines. Uses 4006 magazines. Will not explode from overpressure ammunition.
S&W Model 5906 TSW 9x19mm (2d6/-2) Box:15:1/20:2/30:5 F B 1T 35’ DA/SA S 2.5 43 0% L
Two 15 round magazines. Uses 6906 magazines. Will not explode from overpressure ammunition.
S&W Model 5946 TSW 9x19mm (2d6/-2) Box:15:1/20:2/30:5 F B 1T 35’ DAO S 2.5 43 0% L
Two 15 round magazines. Uses 6906 magazines. Will not explode from overpressure ammunition.
S&W M&P357 SIG .357 SIG (2d6+2/-3) Box:15:1 F B 1T 30’ PA S 1.6 32 0% L
Two 15 round magazines. Uses M&P .40 magazines
S&W M&P45 .45 ACP (3d4+2/-4) Box:10:1 F B 1T 30’ PA S 1.8 34 0% L
Two 10 round magazines.
Sig-Sauer Tacops .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 35’ SA S 2.4 59 0% L
Four 8 round magazines. Uses 1911 magazines
Sig-Sauer Nitron .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 35’ SA S 2.4 50 0% L
Four 8 round magazines. Uses 1911 magazines
Sig-Sauer P320 Compact 9x19mm (2d6/-2) Box:15|17:2/21:3 F B 1T 35’ PA S 1.6 38 0% L
Two 15 round magazines. Uses P320 9mm magazines. This weapon is built from a kit, where any 9mm P320 can be constructed using the kit,
but only one at a time. This change takes 15 minutes. +1 to Stealth to hide weapon.
Sig-Sauer P320 Compact .40 S&W (3d4/-3) Box:13|14:2/21:3 F B 1T 35’ PA S 1.6 38 0% L
Two 13 round magazines. Uses P320 .40 magazines. This weapon is built from a kit, where any .40 P320 can be constructed using the kit, but
only one at a time. This change takes 15 minutes. +1 to Stealth to hide weapon
Sig-Sauer P320 Compact .357 SIG (2d6+2/-3) Box:13|14:2 F B 1T 35’ PA S 1.6 38 0% L
Two 13 round magazines. Uses P320 .357 magazines. This weapon is built from a kit, where any .357 P320 can be constructed using the kit, but
only one at a time. This change takes 15 minutes. +1 to Stealth to hide weapon.
Sig-Sauer P320 Compact .45 ACP (3d4+2/-4) Box:9|10:2 F B 1T 30’ PA S 1.6 38 0% L
Two 9 round magazines. Uses P320 .45 magazines. This weapon is built from a kit, where any .45 P320 can be constructed using the kit, but
only one at a time. This change takes 15 minutes. +1 to Stealth to hide weapon.
Sig-Sauer P320 Full Size 9x19mm (2d6/-2) Box:17:2/21:3 F B 1T 35’ PA S 1.8 38 0% L
Two 17 round magazines. Uses P320 9mm magazines. This weapon is built from a kit, where any 9mm P320 can be constructed using the kit,
but only one at a time. This change takes 15 minutes.

Table 134: Expensive Modern Full Size Handguns, Cont


149

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Sig-Sauer P320 Full Size .40 S&W (3d4/-3) Box:14:2 F B 1T 35’ PA S 1.8 38 0% L
Two 14 round magazines. Uses P320 .40 magazines. This weapon is built from a kit, where any .40 P320 can be constructed using the kit, but
only one at a time. This change takes 15 minutes.
Sig-Sauer P320 Full Size .357 SIG (2d6+2/-3) Box:14:2 F B 1T 35’ PA S 1.8 38 0% L
Two 14 round magazines. Uses P320 .357 magazines. This weapon is built from a kit, where any .357 P320 can be constructed using the kit, but
only one at a time. This change takes 15 minutes.
Sig-Sauer P320 Full Size .45 ACP (3d4+2/-4) Box:10:2 F B 1T 30’ PA S 1.8 38 0% L
Two 10 round magazines. Uses P320 .45 magazines. This weapon is built from a kit, where any .45 P320 can be constructed using the kit, but
only one at a time. This change takes 15 minutes.
Springfield Armory 1911A1 .45 ACP (3d4+2/-4) Box:7|8|10:1 F B 1T 30’ SA S 2.6 42 0% L
Loaded Operator
Two 7 round magazines. Uses 1911 magazines.
Taurus Model 444 Ultra .44 Magnum (3d6/-4) Cyl:6 FB 30’ DA S 1.8 32 0% L
or .44 Special
(1d6+4/-3)
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition.
Wilson Combat CQB .45 ACP (3d4+2/-4) Box:7|8|10:1 F B 1T 35’ SA S 2.8 160 0% L
Light-Rail Lightweight
Tactical flashlight, precision barrel and two 8 round magazines. Uses 1911 magazines. +2 Mastercraft.
Wilson Combat CQB 9x19mm (2d6/-2) Box:8|10:1 F B 1T 35’ SA S 2.8 160 0% L
Light-Rail Lightweight
Tactical flashlight, precision barrel and two 10 round magazines. Uses 1911 9mm magazines. +2 Mastercraft.
Wilson Combat CQB .38 Super (3d4+4/-5) Box:9:1/10:2 F B 1T 35’ SA S 2.8 160 0% L
Light-Rail Lightweight or .38 ACP (2d6+1/-2)
Tactical flashlight, precision barrel and two 9 round magazines. Uses 1911 .38 magazines. +2 Mastercraft.
Wilson Combat Classic 9x19mm (2d6/-2) Box:8|10:1 FB 35’ SA S 2.4 150 0% L
Precision barrel and two 10 round magazines. Uses 1911 9mm magazines. +2 Mastercraft.
Wilson Combat Classic .38 Super (3d4+4/-5) Box:9:1/10:2 FB 35’ SA S 2.4 150 0% L
or .38 ACP (2d6+1/-2)
Precision barrel and two 9 round magazines. Uses 1911 .38 magazines. +2 Mastercraft.
Wilson Combat Classic .40 S&W (3d4/-3) Box:9:1 FB 35’ SA S 2.4 150 0% L
Precision barrel and two 9 round magazines. Uses 1911 .40 magazines. +2 Mastercraft.
Wilson Combat Classic .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 35’ SA S 2.4 150 0% L
Precision barrel and two 8 round magazines. Uses 1911 magazines. +2 Mastercraft.
Wilson Combat Pinnacle .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 55’ SA S 2.8 400 0% L
Box of.45 ACP match grade ammo, match barrel, detailing and three 8 round magazines. Uses 1911 magazines. +3 Grandmastercraft.
M47 Medusa See Text Cyl:6 F 25’ DA S 2.4 200 15% L
This firearm can chamber the following calibers: 9x19mm, .380 ACP, .38 ACP, .38 Super, .357 magnum, .38 Long Colt, .38 S&W, .32
ACP, 7.62 Tok, 7.63 Mau, .38 Special, and 9mm Japanese Revolver.

Table 135: Expensive Modern Full Size Handguns, Cont


150

11.4.1.4 Modern Target Handguns and Hunting Handguns A target handgun is a handgun that is built specifically for long
or short range target shooting, usually chambered in an inexpensive caliber, such as .22 Long Rifle. A hunting handgun is a large
handgun that shoots a large caliber bullet, usually used for hunting large game. Target handguns and hunting handguns are too big
to conceal, and go well with tactical holsters, and some slings.
Target handguns should not be pushed into service as a combat weapon unless absolutely necessary, as the calibers they fire are
generally weak in nature. Hunting handguns, on the other hand, are generally larger versions of full sized handguns, and can make
suitable combat handguns, even if somewhat unwieldy.
Some target handguns are simply cut down lever action rifles, that have extremely short barrels (for a rifle, but long for a handgun),
but still fire a full powered handgun cartridge.

Cheap Modern-day Target and Hunting Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Beretta U22 Neos, 4½” .22 Long Rifle (1d4/+0) Box:10:1 FBO 35’ SA S 1.9 11 0% L
Two 10 round magazines. Uses Neos magazines, -1 to Stealth to hide weapon.
Beretta U22 Neos, 6” .22 Long Rifle (1d4/+0) Box:10:1 FBO 45’ SA S 2.2 13 0% L
Two 10 round magazines. Uses Neos magazines, -2 to Stealth to hide weapon.
Beretta U22 Neos, 7½” .22 Long Rifle (1d4/+0) Box:10:1 FBO 60’ SA M 2.5 16 0% L
Two 10 round magazines. Uses Neos magazines.
Mosin-Nagant Obrez 7.62x54mmR (5d6+2/-7) Int:5 F 25’ Bolt M 3.8 8 0% L
A pair of earplugs. Not affected by Error Range due to ammunition.
Phoenix Arms HP22A .22 Long Rifle (1d4/+0) Box:10:1 F 30’ SA S 1.3 7 15% L
One 10 round magazine. Uses HP22 magazines.
Phoenix Arms HP22A Rangekit .22 Long Rifle (1d4/+0) Box:10:1 F 45’ SA S 1.4 10 15% L
One 10 round magazine. Uses HP22 magazines. -1 to Stealth to hide weapon.
Ruger Mark III MK6 .22 Long Rifle (1d4/+0) Box:10:1 FB 35’ SA S 2.3 13 0% L
Two 10 round magazines. -2 to Stealth to hide weapon.
Ruger 22/45 Mark III P4 .22 Long Rifle (1d4/+0) Box:10:1 FB 35’ SA S 1.9 15 0% L
Two 10 round magazines. -2 to Stealth to hide weapon.

Table 136: Cheap Modern Target & Hunting Handguns


151

Mid-range Modern-day Target and Hunting Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
AMT Hardballer Long Slide .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 40’ SA M 2.9 25 5% L
One 7 round magazine. Uses 1911 magazines.
Beretta 87 .22 Long Rifle (1d4/+0) Box:10:1 FB 30’ DA/SA S 1.3 21 0% L
Two 10 round magazines. Uses Beretta 87 magazines.
Beretta 87 Target .22 Long Rifle (1d4/+0) Box:10:1 FB 30’ SA S 1.8 32 0% L
Two 10 round magazines. Uses Beretta 87 magazines. -2 to Stealth to hide weapon.
Cobray Lady’s Home Companion .45-70 Government Int:12 F 30’ SA M 7.5 30 5% L
(3d10/-6) or
.410 Bore (3d4+1/-3)
Glock 34 9x19mm (2d6/-2) Box:17|19|27:1/33:2 F B 1T 45’ PA M 1.4 23 0% L
Two 17 round magazines. Uses Glock 26 magazines.
Glock 35 .40 S&W (3d4/-3) Box:15|17|19|24:1/31:2 F B 1T 45’ PA M 1.5 25 0% L
Two 15 round magazines. Uses Glock 27 magazines.
Glock 40 10mm Auto (2d6+4/-4) Box:15|17:1 F B 1T 50’ PA M 1.8 32 0% L
Two 15 round magazines. Uses Glock 29 magazines. -1 to Stealth to hide weapon.
Glock 41 .45 ACP (3d4+2/-4) Box:13:1/27:2 F B 1T 45’ PA M 1.7 30 0% L
Two 13 round magazines, Uses Glock 30 magazines, -1 to Stealth to hide weapon.
Kel-Tec PMR-30 .22 WMR (2d4+2/-2) Box:30:1 F B O 40’ SA M 0.9 20 5% L
One 30 round magazine.
Rossi Shotgun Pistol 12 Gauge (5d6/-6) Int: 1 FBO 10’ SA M 3.2 27 0% L
This firearm can take shotgun barrel upgrades, and can not take handgun barrel upgrades. Not affected by Error Range due to ammunition.
Rossi Ranch Hand Lever Action Pistol .357 Magnum (3d4+3/-4) Int:6 FB 60’ Lever M 4.0 26 0% L
or .38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition.
Rossi Ranch Hand Lever Action Pistol .44 Magnum (3d6/-4) or Int:6 FB 65’ Lever M 4.0 30 0% L
.44 Special (1d6+4/-3)
Not affected by Error Range due to ammunition.
Rossi Ranch Hand Lever Action Pistol .45 Long Colt (2d6+1/-2) Int:6 FB 65’ Lever M 4.0 28 0% L
Not affected by Error Range due to ammunition.
Ruger Blackhawk .44 Magnum (3d6/-4) or Cyl:6 FB 30’ SA S 3.2 24 0% L
.44 Special (1d6+4/-3)
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition. Can not use speed loaders.
Springfield Armory XD Tactical, 5” 9x19mm (2d6/-2) Box:16:1 F B 1T 45’ PA M 1.9 22 0% L
Two 16 round magazines. Uses XD 9mm magazines.
Springfield Armory XD Tactical, 5” See Text Box:12:1 F B 1T 40’ PA M 2.0 22 0% L
This firearm can be purchased in one of the following calibers: .40 S&W (3d4/-3) or .357 SIG (2d6+2/-3). Two 12 round magazines. Uses XD .40
magazines.
Springfield Armory XD Tactical, 5.25” 10mm Auto (2d6+4/-4) Box:15:1 F B 1T 45’ PA M 2.0 30 0% L
Three 15 round magazines. Uses XD 10mm magazines.
Springfield Armory XD Tactical, 5” .45 ACP (3d4+2/-4) Box:13:1 F B 1T 40’ PA M 2.0 22 0% L
Two 13 round magazines. Uses XD .45 magazines.
Taurus Raging Bull .454 Casull (3d6+2/-5) or Cyl:5 FB 40’ DA M 3.2 25 0% L
.45 Long Colt (2d6+1/-2)
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition.
Taurus Model 608 .357 Magnum (3d4+3/-4) Cyl:8 F B 1T 40’ DA M 3.2 35 0% L
or .38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition.
Taurus Model 44 .44 Magnum (3d6/-4) or Cyl:6 FB 45’ DA M 3.9 32 0% L
.44 Special (1d6+4/-3)
Not affected by Error Range due to ammunition.

Table 137: Midrange Modern Target & Hunting Handguns


152

Expensive Modern Target and Hunting Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Automag .44 AMP (3d6/-4) Box:7:2 FB 40’ SA S 3.6 50 0% L
Two 7 round magazines.
Benelli MP90S .22 Long Rifle (1d4/+0) Box:5|8:2 FB 40’ SA M 2.4 40 0% L
Two 5 round magazines.
Colt Anaconda, 4” .44 Magnum (3d6/-4) or .44 Cyl:6 FB 35’ DA M 2.9 45 0% L
Special (1d6+4/-3)
Not affected by Error Range due to ammunition. +1 Mastercraft.
Colt Anaconda, 6” .44 Magnum (3d6/-4) or .44 Cyl:6 FB 50’ DA M 3.3 48 0% L
Special (1d6+4/-3)
Not affected by Error Range due to ammunition. +1 Mastercraft.
Colt Anaconda, 8” .44 Magnum (3d6/-4) or .44 Cyl:6 FB 65’ DA M 3.3 52 0% L
Special (1d6+4/-3)
Not affected by Error Range due to ammunition. +1 Mastercraft.
FN FNS-9 Longslide 9x19mm (2d6/-2) Box:17:2 F B 1T 55’ PA M 2.0 36 0% L
Three 17 round magazines. Uses FNS/FNX-9 magazines.
FN FNS-40 Longslide .40 S&W (3d4/-3) Box:14:1 F B 1T 50’ PA M 2.0 36 0% L
Three 14 round magazines. Uses FNS/FNX-40 magazines.
Glock 40 MOS 10mm Auto (2d6+4/-4) Box:15|17:1 F B 1T 50’ PA M 1.8 39 0% L
Two 15 round magazines. Uses Glock 29 magazines.
Hämmerli 150 .22 Long Rifle (1d4/+0) Int:1 FB 45’ SA M 2.5 50 0% L
Match barrel. Not affected by Error Range due to ammunition. +1 Mastercraft.
H&K Mk23 SOCOM .45 ACP (3d4+2/-4) Box:12:2 F B 1T 35’ DA/SA M 3.0 80 0% L
Threaded barrel. two 12 round magazines. +1 Mastercraft.
IMI Desert Eagle Mark VII .50 Action Express (3d6+2/-5) Box:7:2 FB 50’ SA M 4.4 45 0% L
Two 7 round magazines.
IMI Desert Eagle Mark VII .44 Magnum (3d6/-4) Box:8:2 FB 45’ SA M 3.9 45 0% L
Two 8 round magazines.
IMI Desert Eagle Mark VII .357 Magnum (3d4+3/-4) Box:9:2 FB 35’ SA M 3.9 45 0% L
Two 9 round magazines.
LAR Grizzly .45 Win Mag (3d6+1/-4) Box:7:4 FB 55’ SA M 3.2 38 0% L
Two 7 round magazines.
LAR Grizzly Mark I .357 Magnum (3d4+3/-4) Box:7:2 FB 35’ SA M 3.1 48 0% L
Two 7 round magazines.
LAR Grizzly Mark V .50 Action Express (3d6+2/-5) Box:7:2 FB 45’ SA M 3.1 57 0% L
Two 7 round magazines.
Magnum Research BFR .45-70 Government (3d10/-6) Cyl:5 FB 55’ SA M 4.3 50 0% L
Not affected by Error Range due to ammunition, +1 Mastercraft.
Magnum Research BFR .30-30 Winchester (4d6+1/-5) Cyl:5 FB 60’ SA L 4.3 60 0% L
Not affected by Error Range due to ammunition, +1 Mastercraft.
Magnum Research BFR .500 S&W Mag (7d6/-9) or Cyl:5 FB 60’ SA M 3.5 54 0% L
.500 S&W Spc (5d6+4/-8)
Not affected by Error Range due to ammunition, +1 Mastercraft.
Magnum Research BFR .454 Casull (3d6+2/-5) or .45 Long Cyl:5 FB 55’ SA M 4.3 57 0% L
Colt (2d6+1/-2)
Not affected by Error Range due to ammunition, +1 Mastercraft.
Magnum Research BFR .50 Action Express (3d6+2/-5) Cyl:5 FB 55’ SA M 4.3 60 0% L
Not affected by Error Range due to ammunition, +1 Mastercraft.
Sig-Sauer P210 9x19mm (2d6/-2) Box:8:5 FB 55’ SA S 1.9 75 0% L
Two 8 round magazines, +2 Mastercraft.
Para Ordnance TS Elite 10mm Auto (2d6+4/-4) Box:8|9:2 F B 1T 45’ SA S 2.9 65 0% L
Hunter
Precision barrel and two 9 round magazines. Uses 1911 10mm magazines. +1 Mastercraft.
Pedersoli Howda .45 Long Colt (2d6+1/-2) or .410 Int:2 FB 35’ SxS: M 3.0 80 0% L
Bore (3d4+1/-3) Single/Double
Not affected by Error Range due to ammunition. Can be considered a break barrel shotgun for the purpose of feats. +1 Mastercraft.

Table 138: Expensive Modern Target & Hunting Handguns


153

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Ruger Redhawk, 6” .44 Magnum (3d6/-4) or .44 Cyl:6 FB 50’ DA M 3.4 40 0% L
Special (1d6+4/-3)
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition.
Ruger Redhawk, 2” .44 Magnum (3d6/-4) or .44 Cyl:6 FB 30’ DA M 2.8 44 0% L
Special (1d6+4/-3)
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition. +2 to Stealth to hide weapon.
Ruger Redhawk, 4” .45 Long Colt (2d6+1/-2) Cyl:6 FB 40’ DA M 2.9 39 0% L
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition.
Ruger Redhawk, 4” .45 ACP (3d4+2/-4) Cyl:6 FB 40’ DA M 2.9 42 0% L
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition.
S&W Model 500, 4” .500 S&W Mag (7d6/-9) or Cyl:5 FB 55’ DA M 3.5 45 0% L
.500 S&W Spc (5d6+4/-8)
Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition.
S&W Model 500, 8” .500 S&W Mag (7d6/-9) or Cyl:5 FB 80’ DA M 3.8 52 0% L
.500 S&W Spc (5d6+4/-8)
Compensator. Not affected by Error Range due to ammunition. Will not explode from overpressure ammunition.
S&W Model 986, 5” 9x19mm (2d6/-2) Cyl:7 FB 65’ DA M 2.1 47 0% L
Not affected by Error Range due to ammunition.
S&W Governor .45 ACP (3d4+2/-4) or .45 Long Cyl:6 FB 30’ DA M 1.8 41 0% L
Colt (2d6+1/-2)/ or .410 Bore
(3d4+1/-3)
Not affected by Error Range due to ammunition.
S&W Model 27 83/8” .357 Magnum (3d4+3/-4) or Cyl:6 FB 70’ DA M 2.4 52 0% L
.38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition. +1 Mastercraft.
S&W Model 27 6” .357 Magnum (3d4+3/-4) or Cyl:6 FB 55’ DA S 2.3 49 0% L
.38 Special (2d4+1/-1)
Not affected by Error Range due to ammunition. +1 Mastercraft.
Taurus Model 990 .22 Long Rifle (1d4/+0) Cyl:9 FB 40’ DA M 2.8 40 0% L
Tracker
Taurus Model 991 .22 WMR (2d4+2/-2) Cyl:9 FB 45’ DA M 2.8 40 0% L
Tracker
Ported Barrel.
Thompson Center G2 .45 Long Colt (2d6+1/-2) or Int:1 FB 60’ Single M 3.5 40 0% L
Contender .410 Bore (3d4+1/-3)
Thompson Center G2 .30-30 Winchester (4d6+1/-5) Int:1 FB 65’ Single M 3.5 40 0% L
Contender
Thompson Center G2 .45-70 Government (3d10/-6) Int:1 FB 70’ Single M 3.5 40 0% L
Contender
Thompson Center G2 .44 Magnum (3d6/-4) Int:1 FB 65’ Single M 3.5 40 0% L
Contender
Wildey .475 Wildey Magnum Box:7:3 FB 45’ SA M 4.0 90 0% L
(3d6+5/-6)
One 7 round magazine. +1 Mastercraft.
Wilson Combat Hunter .460 Rowland (4d4+2/-5) Box:7|8|10:1 FB 50’ SA S 3.0 200 0% L
Two 7 round magazines. Uses 1911 magazines. +3 Grandmastercraft.
Wilson Combat Hunter 10mm Auto (2d6+4/-4) Box:8|9:2 FB 50’ SA S 3.0 200 0% L
One 9 round magazine. Uses 1911 10mm magazines. +3 Grandmastercraft.
Maxim 9 9x19mm (2d6/-2) Box:17|19|27:1/33:2 FB 35’ PA S 2.1 75 0% R
Two 17 round magazines, and a permanent Lvl 2 suppressor. Uses Glock 26 magazines.

Table 139: Expensive Modern Target & Hunting Handguns


154

11.4.2 Early Modern Handguns


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

11.4.2.1 Early Modern Holdout Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
FP-45 Liberator .45 ACP (3d4+2/-4) Int:1 — 5’ SA T 1.0 1 (for 4) 0% L
3 .45 ACP FMJ rounds. Takes 14 CP to reload.

Table 140: Early Modern Holdout Handguns

11.4.2.2 Early Modern Backup Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Beretta M1934 .380 ACP (2d4/-1) Box:7:1 FB 25’ SA T 1.4 20 0% L
One 7 round magazine, +1 to Stealth to hide weapon.
Beretta M1935 .32 ACP (1d6/-1) Box:8:1 FB 25’ SA T 1.4 23 0% L
One 8 round magazine, +1 to Stealth to hide weapon.
CZ vz. 27 .32 ACP (1d6/-1) Box:8:1 FB 25’ SA S 1.5 18 0% L
One 8 round magazine, +1 to Stealth to hide weapon.
Walther PP .32 ACP (1d6/-1) Box:8:1 FB 25’ DA T 1.4 5 0% L
One 8 round magazine, +1 Mastercraft, +1 to Stealth to hide weapon.
Walther PPK .380 ACP (2d4/-1) Box:6:1 FB 25’ DA T 1.4 6 0% L
One 6 round magazine. +1 Mastercraft, +1 to Stealth to hide weapon.
Walther P38 9x19mm (2d6/-2) Box:8:1 F B 30’ DA S 1.8 5 0% L
One 8 round magazine. +1 Mastercraft, +2 to Stealth to hide weapon.

Table 141: Early Modern Backup Handguns


155

11.4.2.3 Early Modern Full Size Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Lahti L-35 9x19mm (2d6/-2) Box:8:1 FB 30’ SA S 2.6 11 0% L
One 8 round magazine.
Mauser C96 7.63x25mm Mauser Int:10 FB 40’ SA M 2.5 32 0% L
(2d8/-3)
Detatchable stock. -3 to Stealth to hide weapon.
Mauser C96 “Red 9” 9x19mm (2d6/-2) Int:10 FB 40’ SA M 2.5 30 0% L
Detatchable stock. -3 to Stealth to hide weapon.
S&W Model 27 Registered Magnum .357 Magnum Cyl: 6 FB 35’ DA S 2.6 40 0% L
(3d4+3/-4)
Not affected by Error Range due to ammunition. +1 Mastercraft.
Shanxi Type 17 .45 ACP (3d4+2/-4) Int:10 FB 40’ SA M 2.9 65 0% L
Detatchable stock. -3 to Stealth to hide weapon.
TT-33 7.62x25mm Tokarev Box:8:1 FB 30’ SA S 1.9 10 0% L
(2d8+2/-4) or
7.63x25mm Mauser
(2d8/-3)
One 8 round magazine. +2 to Stealth to hide weapon.
Vis 9x19mm (2d6/-2) Box:8:1 FB 30’ SA S 2.4 12 0% L
One 8 round magazine.
Welrod 9x19mm (2d6/-2) Box:6:2 B 20’ Bolt S 3.4 20 0% R
Permanent Lvl. 2 Suppressor and one 6 round magazine.
Welrod .32 ACP (1d6/-1) Box:8:2 B 20’ Bolt S 2.3 20 0% R
Permanent Lvl. 1 Suppressor, one 8 round magazine.

Table 142: Early Modern Full Size Handguns

11.4.3 Late Industrial Handguns


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

11.4.3.1 Late Industrial Holdout Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Baby Browning .25 ACP (1d3/+0) Box:6:1 F 20’ SA T 0.6 15 0% L
One 6 round magazine. Uses Baby Browning magazines. +3 to Stealth to hide weapon
Colt Model 1908 Vest Pocket .25 ACP (1d3/+0) Box:6:1 F 20’ SA T 0.8 14 0% L
One 6 round magazine. Uses Baby Browning magazines. +3 to Stealth to hide weapon.

Table 143: Late Industrial Holdout Handguns


156

11.4.3.2 Late Industrial Backup Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Colt Model 1903 Hammerless .32 ACP (1d6/-1) Box:8:1 FB 25’ SA T 1.5 4 0% L
One 8 round magazine. +1 to Stealth to hide weapon.
Colt Model 1908 Hammerless .380 ACP (2d4/-1) Box:7:1 FB 25’ SA T 1.5 4 0% L
One 7 round magazine. +1 to Stealth to hide weapon.
Mauser HSc .32 ACP (1d6/-1) Box:8:1 FB 25’ SA T 1.6 8 0% L
One 8 round magazine. -1 to Stealth to hide weapon.
Mauser HSc .380 ACP (2d4/-1) Box:7:1 FB 30’ SA T 1.6 7 0% L
One 7 round magazine. -1 to Stealth to hide weapon.
Ruby .32 ACP (1d6/-1) Box:8:1 FB 25’ SA T 1.8 3 0% L
One 8 round magazine. -1 to Stealth to hide weapon.
Sauer 38H .32 ACP (1d6/-1) Box:8:1 FB 30’ SA T 1.5 7 0% L
One 8 round magazine. -1 to Stealth to hide weapon.
Star Model 14 Troop .32 ACP (1d6/-1) Box:9:1 FB 25’ SA S 2.0 4 0% L
One 9 round magazine. +2 to Stealth to hide weapon.
Star Model 14 Officer .32 ACP (1d6/-1) Box:9:1 FB 25’ SA S 1.9 4 0% L
One 9 round magazine. +2 to Stealth to hide weapon.

Table 144: Late Industrial Backup Handguns


157

11.4.3.3 Late Industrial Full Size Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Colt 1917 Revolver .45 ACP (3d4+2/-4) Cyl:6 FB 30’ DA S 2.5 23 0% L
Not affected by Error Range due to ammunition.
Colt New Service .45 Long Colt (2d6+1/-2) Cyl:6 FB 30’ DA S 2.4 22 0% L
Not affected by Error Range due to ammunition.
Colt M1892 .38 Long Colt (1d4/+0) Cyl:6 FB 30’ DA S 2.1 22 0% L
Not affected by Error Range due to ammunition.
Colt 1911 .455 Webley (3d4+1/-3) Box:7:3 FB 30’ SA S 2.4 40 0% L
One 7 round magazine.
Colt 1911A1 .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 30’ SA S 2.4 25 0% L
One 7 round magazine. Uses 1911 magazines
Colt Official Police .38 Special (2d4+1/-1) Cyl:6 FB 30’ DA S 2.1 26 0% L
Not affected by Error Range due to ammunition.
Colt Police Positive .38 Special (2d4+1/-1) Cyl:6 FB 35’ DA S 2.1 22 0% L
Not affected by Error Range due to ammunition.
Dreyse M1907 .32 ACP (1d6/-1) Box:7:1 FB 25’ SA S 1.6 20 0% L
One 7 round magazine. +2 to Stealth to hide weapon.
FN Model 1910 .32 ACP (1d6/-1) Box:7:1 FB 25’ SA S 1.6 24 0% L
One 7 round magazine. +2 to Stealth to hide weapon.
FN Model 1910 .380 ACP (2d4/-1) Box:6:1 FB 25’ SA S 1.6 21 0% L
One 6 round magazine. +2 to Stealth to hide weapon.
Glisenti Model 1910 9x19mm (2d6/-2) Box:7:1 B 25’ SA S 1.6 25 15% L
One 7 round magazine.
Luger Lange P.08 9x19mm (2d6/-2) Box:8|32:1 FB 40’ SA M/L 2.3 85 5% L
Detatchable stock and one 8 round magazine. Uses Luger magazines.
Luger P.08 9x19mm (2d6/-2) Box:8|32:1 FB 30’ SA S 1.9 60 5% L
One 8 round magazine. Uses Luger magazines.
Nagant M1895 7.62x38mmR (1d8+2/-3) Cyl:7 FB 35’ SA S 1.8 10 0% L
Revolver Private’s
Model
Not affected by Error Range due to ammunition. Can use suppressors. Can not use speed loaders.
Nagant M1895 7.62x38mmR (1d8+2/-3) Cyl:7 FB 35’ DA S 1.8 10 0% L
Revolver Officer’s
Model
Not affected by Error Range due to ammunition. Can use suppressors. Can not use speed loaders.
Smith & Wesson .38 Special (2d4+1/-1) Cyl:6 F B 30’ DA S 2.1 13 0% L
Model 10
Not affected by Error Range due to ammunition.
Steyr M1912 9x23mm Steyr (2d6+3/-3) Int:8 FB 30’ SA S 2.6 19 0% L
Steyr M1912 9x19mm (2d6/-2) Int:8 FB 30’ SA S 2.6 22 0% L
Steyr Mannlicher 7.63mm Mannlicher (1d6+4/-3) Int:6 FB 30’ SA S 2.8 23 35% L
M1894
Steyr Mannlicher 7.63mm Mannlicher (1d6+4/-3) Int:8 FB 30’ SA S 2.6 44 10% L
M1901
Type 14 Nambu 8x22mm Nambu (2d4/-1) Box:8:1 FB 25’ SA S 1.9 25 20% L
One 8 round magazine.
Type 26 Revolver 9mm Japanese Revolver (1d6+2/-2) Cyl:6 FB 25’ DAO S 2.3 33 0% L
Not affected by Error Range due to ammunition.
Enfield No. 2 Mk I .38/200 (1d4+3/-1) Cyl:6 FB 30’ DA S 1.7 38 0% L
Revolver
Not affected by Error Range due to ammunition.
Webley Mk VI .455 Webley (3d4+1/-3) Cyl:6 FB 35’ DA S 2.4 20 0% L
Revolver
Not affected by Error Range due to ammunition.
Webley Mk IV .38/200 (1d4+3/-1) Cyl:6 FB 30’ DA S 2.4 23 0% L
Service Revolver
Not affected by Error Range due to ammunition.

Table 145: Late Industrial Fullsize Handguns


158

11.4.4 Industrial Handguns


These handguns were created and used during the Wild West frontier era, as well as the American Civil War.
All weapons listed here have a 90% Error range due to age, and must be cleaned, repaired, and oiled to remove said error range.

11.4.4.1 Industrial Holdout Handguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
American Arms Model 1 Derringer .45 Long Colt (2d6+1/-2) Int:2 F 10’ SA T 1.8 3 0% L
Not affected by Error Range due to ammunition.
Colt 3rd Model Derringer .41 Rimfire (1/+0) Int:1 F 5’ Single D 0.4 3 0% L
Colt 4th Model Derringer .22 Short (1d2/+0) Int:1 F 10’ Single D 0.4 2 0% L
Colt Cloverleaf .41 Rimfire (1/+0) Cyl:4 F 10’ SA T 0.6 4 0% L
Can not use speed loaders.
James Reid “Knuckle-Duster” .22 Short (1d2/+0) Cyl:7 — 10’ SA D 0.5 3 0% L
Can not use speed loaders.
Remington Model 95 .41 Rimfire (1/+0) Int:2 — 10’ SA D 0.7 2 0% L
Remington Elliott 4 shot Pepperbox .32 Rimfire (2d3/+0) Int:4 — 10’ SA D 0.6 3 0% L
Sharps 4 shot Derringer .32 Rimfire (2d3/+0) Int:4 — 15’ SA D 0.6 4 0% L

Table 146: Industrial Holdout Handguns


159

11.4.4.2 Industrial Full Size Handguns


Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Colt New Line .22 Long Rifle (1d4/+0) Cyl:5 F 20’ SA S 1.4 30 0% L
Can not use speed loaders. +1 to Stealth to hide weapon..45 Winchester Magnum
Colt Single Action Army Cavalry .45 Long Colt (2d6+1/-2) or .45 Cyl:6 FB 40’ SA S 2.3 35 0% L
Schofield (2d4+3/-2)
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Single Action Army Artillery .45 Long Colt (2d6+1/-2) or .45 Cyl:6 FB 35’ SA M 2.5 40 0% L
Schofield (2d4+3/-2)
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Single Action Army Gunfighter .45 Long Colt (2d6+1/-2) or .45 Cyl:6 FB 30’ SA S 2.1 30 0% L
Schofield (2d4+3/-2)
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Single Action Army Banker’s Special .45 Long Colt (2d6+1/-2) or .45 Cyl:6 FB 20’ SA S 1.9 28 0% L
Schofield (2d4+3/-2)
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Single Action Army Cavalry .44 Special (1d6+4/-3) Cyl:6 FB 40’ SA S 2.3 35 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Single Action Army Artillery .44 Special (1d6+4/-3) Cyl:6 FB 35’ SA M 2.5 40 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Single Action Army Gunfighter .44 Special (1d6+4/-3) Cyl:6 FB 30’ SA S 2.1 30 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Single Action Army Banker’s Special .44 Special (1d6+4/-3) Cyl:6 FB 20’ SA S 1.9 28 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Frontier Cavalry .44-40 Winchester (1d10+5/-5) Cyl:6 FB 40’ SA S 2.3 35 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Fronter Artillery .44-40 Winchester (1d10+5/-5) Cyl:6 FB 35’ SA M 2.5 40 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Frontier Gunfighter .44-40 Winchester (1d10+5/-5) Cyl:6 FB 30’ SA S 2.1 30 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Frontier Banker’s Special .44-40 Winchester (1d10+5/-5) Cyl:6 FB 20’ SA S 1.9 28 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Frontier Artillery .44 Henry (2d6+1/-2) Cyl:6 FB 40’ SA M 2.3 35 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Bisley .41 Long Colt (3d4+1/-3) Cyl:6 FB 40’ SA S 2.3 22 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Bisley .45 Long Colt (2d6+1/-2) Cyl:6 FB 40’ SA S 2.3 29 0% L
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Flat Top .45 Long Colt (2d6+1/-2) or .45 Cyl:6 FB 35’ SA M 2.5 32 0% L
Schofield (2d4+3/-2)
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Lightning .38 Long Colt (1d4/+0) Cyl:6 FB 30’ DA S 2.3 23 15% L
Not affected by Error Range due to ammunition. Can not use speed loaders.
Colt Thunderer .41 Long Colt (3d4+1/-3) Cyl:6 FB 30’ DA S 2.4 28 15% L
Not affected by Error Range due to ammunition. Can not use speed loaders.
Enfield Mk II Revolver .476 Enfield (1d4/+0) Cyl:6 FB 30’ DA S 1.7 39 0% L
Not affected by Error Range due to ammunition.
Smith & Wesson Model 3 .44 American (1d6+3/-2) Cyl:6 FB 30’ SA M 2.9 45 0% L
Not affected by Error Range due to ammunition.
Smith & Wesson Model 3 .44 Russian (1d6+3/-2) Cyl:6 FB 30’ SA M 2.9 55 0% L
Not affected by Error Range due to ammunition.
Smith & Wesson Schofield Revolver .45 Schofield (2d4+3/-2) Cyl:6 FB 30’ SA M 2.9 45 0% L
Not affected by Error Range due to ammunition.
Smith & Wesson 44DA Frontier .44 Russian (1d6+3/-2) Cyl:6 FB 30’ DA S 2.0 45 0% L
Not affected by Error Range due to ammunition.
Smith & Wesson DA Second Model .38 S&W (1d4+3/-1) Cyl:6 FB 25’ DA S 2.3 40 0% L
Not affected by Error Range due to ammunition.
Webley Mk I Revolver .455 Webley (3d4+1/-3) Cyl:6 FB 35’ DA S 2.1 24 0% L
Not affected by Error Range due to ammunition.

Table 147: Industrial Full Size Handguns


160

11.5 Personal Defense Weapons


“You don’t need to be a better shot—you just need to shoot MORE BULLETS!” —Marcus Kincaid
A personal defense weapon (PDW) is a compact semi-automatic or fully automatic firearm similar in most respects to a
sub-machine gun, but firing a (often proprietary) rifle round, giving a PDW better range, accuracy and armor-penetrating capability
than sub-machine guns, which fire pistol-caliber cartridges. The class of weapon as it exists today evolved as a hybrid between a
sub-machine gun and a carbine, retaining the compact size and ammunition capacity of the former while adding the ammunition
power, accuracy and penetration of the latter. For the context of this book, PDWs include sub-machine guns as well as machine pistols.
A machine pistol is a handgun-style, often magazine-fed and self-loading firearm, capable of fully automatic or burst fire, and
normally chambered for pistol cartridges.
A sub-machine gun is an automatic carbine, designed to fire pistol cartridges. It combines the automatic fire of a machine gun
with the cartridge of a pistol, which allows for controllable automatic fire in a close setting. Sub-machine guns almost always have
stocks, and are used like close ranged rifles.

11.5.1 Modern Personal Defense Weapons


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

11.5.1.1 Cheap Modern Machine Pistols

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
AEK-919K 9x18mm PM (2d4+1/-1) Box:20:1/30:2 FB 20’ CB: SL/Auto(F) M 2.8 14 0% M&P
“Kashtan”
Integral Stock and one 20 round magazine.
APS 9x18mm PM (2d4+1/-1) Box:20:2 FB 20’ CB: DA/SA/Auto(F) S 2.7 23 5% M&P
Removable stock and two 20 round magazines.
Cobray M-11/9 9x19mm (2d6/-2) Box:10|20|32:1/50:2 FB 35’ CB: SL M 5.0 10 10% L
Threaded barrel and two 10 round magazines. Uses MAC-10 9mm magazines.
Cobray M-12 .380 ACP (2d4/-1) Box:10|16|32:1 FB 35’ CB: SL M 5.0 9 0% L
Threaded barrel and two 10 round magazines Uses MAC-11 magazines.
Glock 18 9x19mm (2d6/-2) Box:17|19|27:1/33:2 F B 1T 30’ CB: PA/Auto(F) S 1.3 25 0% M&P
Two 17 round magazines. Uses Glock 26 magazines. -2 to Stealth to hide weapon.
Ingram MAC-10 9x19mm (2d6/-2) Box:10|20|32:1/50:2 FB 30’ OB: SL/Auto(F) M 6.3 20 5% M&P
Integral stock, threaded barrel and one 32 round magazines. Uses MAC-10 9mm magazines.
Ingram MAC-10 .45 ACP (3d4+2/-4) Box:30:1/42:2 FB 30’ OB: SL/Auto(F) M 6.3 20 5% M&P
Integral stock, threaded barrel and one 30 round magazines. Uses MAC-10 magazines.
Ingram MAC-11 .380 ACP (2d4/-1) Box:10|16|32:1 FB 30’ OB: SL/Auto(F) M 3.5 25 5% M&P
Integral stock, threaded barrel and one 16 round magazines. Uses MAC-11 magazines.
Intratec TEC-9 9x19mm (2d6/-2) Box:10|20|32|36:1/50:2 FB 35’ OB: SL L 3.1 10 25% L
Threaded barrel and one 32 round magazine. Uses TEC-9 magazines.
Intratec TEC-9M 9x19mm (2d6/-2) Box:10|20|32|36:1/50:2 FB 30’ OB: SL M 3.7 10 25% L
Threaded barrel and one 32 round magazine. Uses TEC-9 magazines.
Masterpiece 5.7x28mm (3d4-1/-3) Box:10:2/20:3/30:4 FBO 35’ CB: SL M 2.4 18 0% L
Arms 5.7 Pistol
One 20 round magazine. Uses Five-seveN magazines.
Masterpiece 9x19mm (2d6/-2) Box:15|17|19|27:1/33:2 FBO 35’ CB: SL M 2.4 18 0% L
Arms 930
One 15 round magazine. Uses Glock 26 magazines.
MAT-49 9x19mm (2d6/-2) Box:20:1/32:2 FB 25’ OB: Auto(M) M/L 6.3 14 15% M&P
Integral stock and one 20 round magazine. Must be folded out to use for 5 CP.
Škorpion vz. 61S .32 ACP (1d6/-1) Box:10:1/20:2 FB 30’ CB: SL M 2.8 24 0% L
Two 20 round magazines. Uses Skorpion magazines.

Table 148: Cheap Modern Machine Pistols


161

11.5.1.2 Expensive Modern Machine Pistols

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
APB 9x18mm PM (2d4+1/-1) Box:20:2 FB 20’ CB: DA/SA/Auto(F) S 3.6 30 5% M&P
Lvl. 2 suppressor, detachable stock, and two 20 round magazines. -3 to Stealth to hide weapon.
Beretta 93R 9x19mm (2d6/-2) Box:10|15:1/17|20|30:2 FB 40’ CB: DA/SA/3RB S 2.6 45 0% R
Ported barrel, permanent vertical foregrip, detachable stock, and two 20 round magazines. Uses 92FS magazines. -3 to Stealth to hide weapon.
Brugger and Thomet 9x19mm (2d6/-2) Box:15:1/30:2 FBO 40’ CB: SL/Auto(F) M 3.1 60 0% M&P
MP9
Integral stock, permanent vertical foregrip, and two 30 round magazines. Uses SPP magazines.
Brugger and Thomet 9x19mm (2d6/-2) Box:15:1/30:2 F B 1T 40’ CB: SL M 2.8 52 0% L
TP9
One 15 round magazine, Uses SPP magazines
CZ 75 Automatic 9x19mm (2d6/-2) Box:16:1/19|25:2 F B 1T 30’ CB: DA/SA/Auto(F) S 3.1 40 0% M&P
Magazine grip, ported barrel, and two 25 round magazines. Uses CZ 75 magazines. -2 to Stealth to hide weapon.
H&K VP70M 9x19mm (2d6/-2) Box:18:2 FB 30’ CB: PA/3RB* S 1.8 35 0% R
Detachable Stock and two 18 round magazines. *3RB only available when stock is attached. -4 to Stealth to hide weapon.
H&K MP7A1 4.6x30mm (3d4-1/-3) Box:20:2/30:3/40:4 F B O 2T 45’ CB: PA/3RB/Auto(F) M 2.6 60 0% M&P
Integral stock, permanent vertical foregrip, and two 20 round magazines.
IMI Uzi Pistol 9x19mm (2d6/-2) Box:20|32:1/50:2 FB 30’ CB: SL S 3.7 45 0% L
One 20 round magazine. Uses Uzi magazines. -4 to Stealth to hide weapon.
IMI Micro-Uzi 9x19mm (2d6/-2) Box:20|32:1/50:2 FB 30’ OB: SL/Auto(F) M 3.3 39 0% M&P
Integral stock and one 20 round magazine. Uses Uzi magazines.
IWI Uzi Pro 9x19mm (2d6/-2) Box:20|32:1/50:2 F B O 2T 30’ CB: SL/Auto(F) M 5.1 59 0% M&P
Integral stock and one 20 round magazine. Uses Uzi magazines.
OTs-33 “Pernach” 9x18mm PM (2d4+1/-1) Box:18:2/27:4 FB 35’ CB: SL/Auto(F) M 2.6 30 0% M&P
Removable stock and three 18 round magazines.
PP-2000 9x19mm (2d6/-2) Box:20:2/44:3 FBO 40’ CB: SL/Auto(M) M 2.8 30 0% M&P
Integral stock, one 20 round and one 44 round magazine. Can store a magazine in the stock that doesn’t require CP to retrieve.
Ruger MP-9 9x19mm (2d6/-2) Box:32:2 FB 45’ CB: SL/Auto(M) M 6.6 30 0% M&P
Integral stock and one 32 round magazine.
Škorpion vz. 61 .32 ACP (1d6/-1) Box:10:1/20:2 FB 30’ CB: SL/Auto(F) M 2.8 30 0% M&P
Integral stock and two 10 round magazines. Uses Skorpion magazines.
Steyr TMP 9x19mm (2d6/-2) Box:15:1/30:2 FB 40’ CB: SL/Auto(F) M 2.9 44 0% M&P
Permanent vertical foregrip, one 15 round and one 30 round magazine. Uses SPP magazines.
Steyr SPP 9x19mm (2d6/-2) Box:15:1/30:2 FB 35’ CB: SL M 2.5 38 0% L
Two 15 round magazines. Uses SPP magazines.
Jatimatic 9x19mm (2d6/-2) Box:20:2/40:3 FB 30’ OB:SL/Auto(F) M 3.3 51 0% M&P
Permanent vertical foregrip and two 20 round magazines. Reduces the Caliber Recoil Penalty by 1 for all attacks.

Table 149: Expensive Modern Machine Pistols


162

11.5.1.3 Cheap Modern SMGs

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Agram 2000 9x19mm (2d6/-2) Box:15|22:1/32:2 FB 35’ OB: SL/Auto(M) M 3.9 14 15% M&P
Permanet angled foregrip and two 22 round magazines.
Beretta Mx4 9x19mm (2d6/-2) Box:10|15|17:1/30:2/20:3 F B O 1T 60’ CB: SL/Auto(M) L 5.4 28 0% M&P
Storm (92FS)
Fixed Stock and two 30 round magazines. Uses 92FS magazines.
Beretta Mx4 9x19mm (2d6/-2) Box:17:2/20:3 F B O 1T 60’ CB: SL/Auto(M) L 5.4 28 0% M&P
Storm (Px4)
Fixed Stock and two 17 round magazines. Uses Px4 9mm magazines.
Calico M951-A 9x19mm (2d6/-2) Box:50:3 FB 45’ CB: SL/Auto(M) L 4.8 29 0% M&P
Folding stock and one 50 round magazine.
CZ Model 25 7.62x25mm Tokarev Box:32:1 FB 30’ CB: SL/Auto(S) M 7.2 18 5% M&P
(2d8+2/-4)
Folding stock and one 32 round magazine.
Kommando LDP 9x19mm (2d6/-2) Box:20|32:1/50:2 FB 30’ CB: SL/Auto(M) M 5.9 15 5% M&P
Folding stock and one 20 round magazine. Uses Uzi magazines.
Kel-Tec PLR-22 .22 Long Rifle (1d4/+0) Box:26:2 F B O 1T 50’ CB: SL M 2.8 20 5% L
Pistol Grip. One 26 round magazine.
OTs-02 “Kiparis” 9x18mm PM (2d4+1/-1) Box:10:1/20:2/30:3 FB 20’ CB: SL/Auto(F) S 3.5 20 0% M&P
Folding stock and one 20 round magazine.
PP-90 9x18mm PM (2d4+1/-1) Box:30:3 F 30’ OB: Auto(F) S 4.4 30 15% M&P
Folding stock and one 30 round magazine. Gun must be folded out for 5 CP to be used.
PP-91 KEDR 9x18mm PM (2d4+1/-1) Box:20:1/30:2 FB 20’ CB: SL/Auto(F) S 3.5 20 0% M&P
Folding stock and one 20 round magazine.
PM-63 9x18mm PM (2d4+1/-1) Box:15:1/25:2 FB 20’ OB: SL/Auto(F) S 3.5 18 0% M&P
Permanent vertical foregrip, folding stock and one 15 round magazine.
Ruger Charger .22 Long Rifle (1d4/+0) Box:10|25|30:1/50:4 FB 75’ CB: SL M 5.0 20 0% L
Pistol grip, bipod and one 25 round magazine. Uses 10/22 magazines.

Table 150: Cheap Modern Sub-Machine Guns


163

11.5.1.4 Expensive Modern SMGs

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Auto Ordinance .45 ACP (3d4+2/-4) Box:10|20|30:1 FB 45’ CB: SL L 5.9 66 0% L
TA510D Box:50:2/100:4
Pistol Grip and a 20 round magazine. Uses Thompson magazines.
Beretta Model 12 9x19mm (2d6/-2) Box:20:2/32|40:3 FB 40’ OB: SL/Auto(S) M 6.6 35 0% M&P
Folding stock, permanent vertical foregrip, and two 20 round magazines.
Colt RO635 9x19mm (2d6/-2) Box:20|32:1/50:2 FB 45’ CB: SL/Auto(F) L 6.0 45 0% M&P
Synthetic stock and two 20 round magazines. Uses Uzi magazines.
CZ Scorpion EVO 3 9x19mm (2d6/-2) Box:10|20|30:1 F B O 3T 50’ CB: SL/3RB/Auto(F) L 5.6 55 0% M&P
SMG
Folding stock and two 30 round magazines. Uses EVO3 magazines.
CZ Scorpion EVO 3 9x19mm (2d6/-2) Box:10|20|30:1 F B O 3T 50’ CB: SL L 5.6 40 0% L
Pistol
Pistol grip and two 20 round magazines. Uses EVO3 magazines.
Century Arms 7.62x39mm (4d6+2/-6) Box:10|20|30:1 FB 55’ CB: SL L 5.5 28 0% L
Draco Pistol Box:40:2/75:5
Pistol grip and one 20 round magazines. Uses 7.62 AK magazines.
FAL SA58 Pistol 7.62x51mm (5d6/-6) Box:10:1/20:2/30:3 FB 60’ CB: SL L 9.5 65 0% L
Pistol grip and one 10 round magazine. Uses FAL magazines.
PTR-91 PDW 7.62x51mm (5d6/-6) Box:20:1/50:7 FB 85’ CB: SL/3RB/Auto(S) L 9.3 55 0% M&P
Pistol grip and one 20 round magazine. Uses G3 magazines
FN P90 5.7x28mm (3d4-1/-1) Box:30:1/50:2 FB 60’ CB: SL/Auto(F) M 6.0 55 0% M&P
Permanent fixed stock and one 50 round magazine. Uses P90 magazines.
H&K MP5A2 9x19mm (2d6/-2) Box:15:1/30:2/100:10 FBO 50’ CB: SL/Auto(M) L 5.5 40 0% M&P
Fixed stock and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5A3 9x19mm (2d6/-2) Box:15:1/30:2/100:10 FBO 50’ CB: SL/Auto(M) L 6.8 40 0% M&P
Folding stock and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5A4 9x19mm (2d6/-2) Box:15:1/30:2/100:10 FBO 50’ CB: SL/3RB/Auto(M) L 6.4 45 0% M&P
Fixed stock and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5A5 9x19mm (2d6/-2) Box:15:1/30:2/100:10 FBO 50’ CB: SL/3RB/Auto(M) L 6.8 45 0% M&P
Folding stock and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5A4 9x19mm (2d6/-2) Box:15:1/30:2/100:10 FBO 50’ CB: SL/2RB/Auto(M) L 6.4 45 0% M&P
Fixed stock and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5A5 9x19mm (2d6/-2) Box:15:1/30:2/100:10 FBO 50’ CB: SL/2RB/Auto(M) L 6.8 45 0% M&P
Folding stock and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5K 9x19mm (2d6/-2) Box:15:1/30:2/100:10 FBO 40’ CB: SL/Auto(F) M 4.4 48 0% M&P
Permanent vertical foregrip, pistol grip, and one 15 round magazine. +1 Mastercraft.
H&K MP5KA4 9x19mm (2d6/-2) Box:15:1/30:2/100:10 FBO 40’ CB: SL/3RB/Auto(F) M 4.4 52 0% M&P
Permanent vertical foregrip, pistol grip, and one 15 round magazine. +1 Mastercraft.
H&K MP5K-PDW 9x19mm (2d6/-2) Box:15:1/30:2/100:10 FBO 40’ CB: SL/3RB/Auto(F) M 5.3 55 0% M&P
Folding stock, permanent vertical foregrip, threaded barrel and one 15 round magazine. +1 Mastercraft.
H&K MP5SD5 9x19mm (2d6/-2) Box:15:1/30:2/100:10 FBO 50’ CB: SL/3RB L 6.8 65 0% M&P
Folding stock and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5SD6 9x19mm (2d6/-2) Box:15:1/30:2/100:10 FBO 50’ CB: SL/3RB L 7.5 65 0% M&P
Fixed stock, Lvl 2 suppressor, and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5SD-N1 9x19mm (2d6/-2) Box:15:1/30:2/100:10 FBO 50’ CB: SL/3RB/Auto(S) L 6.8 75 0% M&P
Fixed stock, Lvl. 2 suppressor, and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5SD-N2 9x19mm (2d6/-2) Box:15:1/30:2/100:10 FBO 50’ CB: SL/3RB/Auto(S) L 7.5 75 0% M&P
Folding stock, Lvl. 2 suppressor, and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5/10A2 10mm Auto (2d6+4/-4) Box:15:1/30:2 FBO 55’ CB: SL/Auto(M) L 5.5 50 0% M&P
Fixed stock and one 30 round magazine. Uses MP5/10 magazines. +1 Mastercraft.
H&K MP5/10A3 10mm Auto (2d6+4/-4) Box:15:1/30:2 FBO 55’ CB: SL/Auto(M) L 6.8 50 0% M&P
Folding stock and one 30 round magazine. Uses MP5/10 magazines. +1 Mastercraft.
H&K MP5/10A4 10mm Auto (2d6+4/-4) Box:15:1/30:2 FBO 55’ CB: SL/3RB/Auto(M) L 6.4 55 0% M&P
Fixed stock and one 30 round magazine. Uses MP5/10 magazines. +1 Mastercraft.
H&K MP5/10A5 10mm Auto (2d6+4/-4) Box:15:1/30:2 FBO 55’ CB: SL/3RB/Auto(M) L 6.8 55 0% M&P
Folding stock and one 30 round magazine. Uses MP5/10 magazines. +1 Mastercraft.

Table 151: Expensive Modern Sub-Machine Guns


164

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
H&K MP5/40A2 .40 S&W (3d4/-3) Box:15:1/30:2 FBO 50’ CB: SL/Auto(M) L 5.8 45 0% M&P
Fixed stock and one 30 round magazine. Uses MP5/40 magazines. +1 Mastercraft.
H&K MP5/40A3 .40 S&W (3d4/-3) Box:15:1/30:2 FBO 50’ CB: SL/Auto(M) L 6.8 45 0% M&P
Folding stock and one 30 round magazine. Uses MP5/40 magazines. +1 Mastercraft.
H&K MP5/40A4 .40 S&W (3d4/-3) Box:15:1/30:2 FBO 50’ CB: SL/3RB/Auto(M) L 6.4 50 0% M&P
Fixed stock and one 30 round magazine. Uses MP5/40 magazines. +1 Mastercraft.
H&K MP5/40A5 .40 S&W (3d4/-3) Box:15:1/30:2 FBO 50’ CB: SL/3RB/Auto(M) L 6.8 50 0% M&P
Folding stock and one 30 round magazine. Uses MP5/40 magazines. +1 Mastercraft.
H&K UMP45 .45 ACP (3d4+2/-4) Box:25:2 F B O 1T 45’ CB: SL/2RB/Auto(S) L 5.8 40 0% M&P
Folding stock and two 25 round magazines.
H&K UMP9 9x19mm (2d6/-2) Box:30:2 F B O 1T 45’ CB: SL/2RB/Auto(S) L 5.2 40 0% M&P
Folding stock and two 30 round magazines.
H&K UMP40 .40 S&W (3d4/-3) Box:30:2 F B O 1T 45’ CB: SL/2RB/Auto(S) L 5.2 40 0% M&P
Folding stock and two 30 round magazines.
KRISS Vector .45 ACP (3d4+2/-4) Box:13:1/27:2 F B O 1T 45’ CB: SL/2RB/Auto(F) L 6.0 40 0% M&P
Folding stock, threaded barrel and two 13 round magazines. Uses Glock 30 magazines. Reduces CRP by 2 when multishot attacking.
Kel-Tec PLR-16 5.56x45mm Box:5|10|20|30:1 F B O 1T 55’ CB: SL M 3.4 33 0% L
(5d4/-5) Box:100:8
Pistol grip and one 10 round magazine. Uses M16/AR-15 magazines.
Bizon 9x18mm PM Box:64:2 FB 40’ CB: SL/Auto(M) L 4.6 35 5% M&P
(2d4+1/-1)
Folding stock and one 64 round magazine.
IMI Uzi 9x19mm (2d6/-2) Box:20|32:1/50:2 FB 40’ CB: SL/Auto(S) M 7.2 35 0% M&P
Folding stock and one 32 round magazine. Uses Uzi magazines.
IMI Mini-Uzi 9x19mm (2d6/-2) Box:20|32:1/50:2 FB 35’ OB: SL/Auto(F) M 5.9 38 0% M&P
Integral stock and one 32 round magazine. Uses Uzi Magazines.
SITES Spectre M4 9x19mm (2d6/-2) Box:30:1/50:3 FB 40’ CB: SL/Auto(F) M 6.4 45 5% M&P
Folding stock, permanent vertical foregrip, and two 30 round magazines.
Steyr AUG Para 9x19mm (2d6/-2) Box:25|32:1 FB 50’ CB: SL/Auto(M) L 7.3 57 0% M&P
Permanent fixed stock, permanent vertical foregrip, permanent 1.5x telescopic sight and two 25 round magazines.
SIG MPX 9x19mm (2d6/-2) Box:10|20|30:3 F B O 3T 45’ CB: SL/Auto(F) L 8.8 68 0% M&P
Integral stock and two 30 round magazines.
SIG MPX 9x19mm (2d6/-2) Box:10|20|30:3 F B O 3T 45’ CB: SL M 6.1 60 0% L
Pistol grip and two 20 round magazines. Uses MPX magazines.
L2A1 Sterling 9x19mm (2d6/-2) Box:32:1/34:2 FB 40’ OB: SL/Auto(S) L 5.9 32 0% M&P
Folding Stock and one 32 round magazine. Uses Sten magazines.
L34A1 Sterling 9x19mm (2d6/-2) Box:32:1/34:2 FB 40’ OB: SL/Auto(S) L 5.9 32 0% M&P
Folding stock, Lvl. 2 suppressor, and one 32 round magazine. Uses Sten magazines.
Vityaz-SN 9x19mm (2d6/-2) Box:30:1 F B O 4T 30’ CB: SL/Auto(S) L 6.4 40 0% M&P
Folding stock and two 30 round magazines.
AAC Honey Badger .300 AAC BLK Box:5|10|20|30:1 F B O 4T 50’ CB: SL/Auto(F) L 6.5 70 0% M&P
(4d6/-5) Box:100:8
Folding stock, permanent level 4 suppressor, and two 30 round magazines. Uses M16/AR-15 magazines.
Magpul PDR 5.56x45mm Box:5|10|20|30:1 F B O 1T 45’ CB: SL/Auto(F) M 4.4 55 0% M&P
(5d4/-5)
Permanent fixed stock and two 20 round magazines. Uses M16/AR-15 magazines.

Table 152: Expensive Modern Sub-Machine Guns, Cont

11.5.2 Early Modern PDWs


11.5.2.1 Early Modern Machine Pistols

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Mauser M712 Schnellfeuer 7.63x25mm Mauser (2d8/-3) Box:10|20:1 FB 40’ SL/Auto(M) M 4.5 45 15% M&P
Detachable stock and one 20 round magazine.

Table 153: Early Modern Machine Pistols


165

11.5.2.2 Early Modern Sub-Machine Guns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
K-50M 7.62x25mm Tokarev Box:35:1 FB 40’ OB: SL/Auto(M) L 9.7 60 20% M&P
(2d8+2/-4) or
7.63x25mm Mauser
(2d8/-3)
Fixed stock and one 35 round magazine. Uses PPSh magazines.
Sten Mk V 9x19mm (2d6/-2) Box:28|32:1 B 40’ OB: SL/Auto(S) L 7.1 80 10% M&P
Fixed stock, baoynet lug, vertical foregrip, and two 32 round magazines. Uses Sten Magazines.
Austen 9x19mm (2d6/-2) Box:28:1 B 45’ OB: SL/Auto(S) L 7.5 4 10% M&P
Folding stock, permanent vertical foregrip, and two 28 round magazines. Uses Sten magazines
Beretta Model 1938A 9x19mm (2d6/-2) Box:10:1/20/30:2 FB 45’ OB: SL/Auto(S) L 9.3 65 5% M&P
Box:40:3
Fixed stock, bayonet lug, and one 30 round magazines. Uses Model 38 magazines. +1 Mastercraft.
Beretta Model 38/49 9x19mm (2d6/-2) Box:10:1/20/30:2 FB 45’ OB: SL/Auto(S) L 7.1 70 5% M&P
Box:40:3
Fixed stock, bayonet lug, and one 30 round magazines. Uses Model 38 magazines.
Lanchester Mk1 9x19mm (2d6/-2) Box:32|50:1 FB 45’ OB: Auto(M) L 9.5 70 0% M&P
Fixed stock, bayonet lug, and one 32 round magazine. +1 Mastercraft.
M3 “Grease Gun” .45 ACP (3d4+2/-4) Box:30:1 FB 40’ OB: Auto(S) L 8.1 35 10% M&P
Folding stock, permanent vertical foregrip, and two 30 round magazines.
M3 “Grease Gun” 9x19mm (2d6/-2) Box:32:1 FB 40’ OB: Auto(S) L 8.1 30 10% M&P
Folding stock, permanent vertical foregrip, and two 32 round magazines.
M50 Reising .45 ACP (3d4+2/-4) Box:12|20:1 FB 50’ CB: SL/Auto(M) L 6.8 13 20% M&P
Fixed stock and one 20 round magazine. Uses Reising magazines. Using the 12 round magazine decreases error range by 10%
M55 Reising .45 ACP (3d4+2/-4) Box:12|20:1 FB 50’ CB: SL/Auto(M) M 6.2 14 20% M&P
Folding stock and one 20 round magazine. Uses Reising magazines. Using the 12 round magazine decreases error range by 10%
M60 Reising .45 ACP (3d4+2/-4) Box:12|20:1 FB 50’ CB: SL L 6.8 14 20% L
Fixed stock and one 20 round magazine. Uses Reising magazines. Using the 12 round magazine decreases error range by 10%
M65 Reising .22 Long Rifle Box:12|20:1 FB 50’ CB: SL L 5.6 20 20% L
(1d4/+0)
Fixed stock and one 20 round magazine. Using the 12 round magazine decreases error range by 10%
MAS-38 7.65 Longue Box:32:1 FB 40’ OB: SL/Auto(M) L 7.8 32 5% M&P
(1d4+2/-1)
Fixed stock and one 32 round magazine.
MP-40 9x19mm (2d6/-2) Box:32:1 FB 40’ OB: SL/Auto(M) L 8.8 65 5% M&P
Folding stock and two 32 round magazines.
Owen 9x19mm (2d6/-2) Box:32:1 FB 40’ OB: SL/Auto(M) L 9.3 5 0% M&P
Fixed stock, vertical foregrip, and one 32 round magazine.
PPD-40 7.62x25mm Tokarev Box:25|71:1 FB 45’ OB: SL/Auto(F) L 7.0 9 5% M&P
(2d8+2/-4) or
7.63x25mm Mauser
(2d8/-3)
Fixed stock and one 25 round magazine.
PPS-42 7.62x25mm Tokarev Box:35:1 FB 40’ OB: Auto(F) L 6.5 15 10% M&P
(2d8+2/-4) or
7.63x25mm Mauser
(2d8/-3)
Folding stock, permanent vertical foregrip, and two 35 round magazines. Uses PPSh magazines.
PPSh-41 7.62x25mm Tokarev Box:35|71:1 FB 40’ OB: SL/Auto(F) L 8.0 23 20% M&P
(2d8+2/-4) or
7.63x25mm Mauser
(2d8/-3)
Fixed stock and one 71 round magazine. Uses PPSh magazines.
Sa vz. 48b 9x19mm (2d6/-2) Box:24:1/40:3 FB 30’ CB: SL/Auto(M) M 7.2 15 5% M&P
Folding stock and one 24 round magazine.
Sten Mk II 9x19mm (2d6/-2) Box:28|32:1 B 40’ OB: SL/Auto(S) L 7.1 1 10% M&P
Fixed Stock and two 32 round magazines. Uses Sten magazines.

Table 154: Early Modern Sub-machine Guns


166

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Suomi KP/-31 9x19mm (2d6/-2) Box:20|36:1 FB 40’ CB: Auto(F) L 10.1 15 5% M&P
Box:40|50:2/71:3
Fixed stock and one 50 round magazine.
Thompson M1928A1 .45 ACP (3d4+2/-4) Box:20|30:1 FB 45’ OB: SL/Auto(F) L 10.8 66 0% M&P
Box:50:2/100:4
Fixed stock, vertical foregrip, and two 20 round magazines. Uses Thompson magazines.
Thompson M1 .45 ACP (3d4+2/-4) Box:20|30:1 FB 45’ OB: SL/Auto(F) L 10.6 60 5% M&P
Fixed stock and two 20 round magazines. Uses Thompson magazines.
Thompson M1A1 .45 ACP (3d4+2/-4) Box:20|30:1 FB 45’ OB: SL/Auto(F) L 10.6 65 5% M&P
Fixed stock and two 20 round magazines. Uses Thompson magazines.
Type 100 SMG 8x22mm Nambu Box:30:1 FB 30’ OB: Auto(S) L 8.0 5 5% M&P
(2d4/-1)
Fixed stock, bayonet lug, and one 30 round magazine.
United Defense M42 9x19mm (2d6/-2) Box:25:1 FB 45’ CB: SL/Auto(M) L 10.0 2 10% M&P
Fixed stock, vertical foregrip, and two 25 round magazines.

Table 155: Early Modern Sub-machine Guns, Cont

11.5.3 Late Industrial PDWs


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

11.5.3.1 Late Industrial Machine Pistols


WeaponKahr Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Steyr M.12/P.16 9x23mm Steyr (2d6+3/-3) Int:16 FB 30’ CB: SL/Auto(F) M/L 2.6 14 10% M&P
Detachable stock.

Table 156: Late Industrial Machine Pistols

11.5.3.2 Late Industrial Sub-Machine Guns


Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
MP-18.1 9x19mm (2d6/-2) Box:20|30|50:1 FB 40’ OB: Auto(S) L 9.2 22 5% M&P
Fixed stock and two 20 round magazines.
Thompson M1921 .45 ACP (3d4+2/-4) Box:20|30:1/50:2/100:4 FB 45’ OB: SL/Auto(F) L 10.8 60 5% M&P
Fixed stock, vertical foregrip, and two 20 round magazines. Uses Thompson magazines. +1 Mastercraft.
Thompson M1928 .45 ACP (3d4+2/-4) Box:20|30:1/50:2/100:4 FB 45’ OB: SL/Auto(F) L 10.8 55 5% M&P
Fixed stock, vertical foregrip, and two 20 round magazines. Uses Thompson magazines. +1 Mastercraft.

Table 157: Late Industrial Sub-Machine Guns


167

11.6 Rifles
“This is my rifle. There are many like it, but this one is mine. My rifle is my best friend. It is my life. I must master it as
I must master my life. My rifle, without me, is useless. Without my rifle, I am useless. I must fire my rifle true. I must
shoot straighter than my enemy who is trying to kill me. I must shoot him before he shoots me. I will.” —Excerpt from the
Rifleman’s Creed
Rifles are split into categories by their size, accessories, actions, and use.
When selecting a rifle, a character should always consider many things, such as what the role they plan to play with that rifle,
the ammunition type, caliber, and accessories they will take use of. Rifles are best complimented with a variety of upgrades, and
should take full use of them. Rifles are less personal weapons, more utilitarian weapons that are used and employed when needed,
and stowed away when not.

11.6.1 Modern Carbines


A carbine is a longarm similar to, but shorter than, a rifle. Many carbines are shortened versions of full rifles, firing the same
ammunition at a lower velocity due to a shorter barrel length, and as such, the range for carbines is usually less than their rifle
counterparts.

11.6.1.1 Cheap Modern Carbines

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


(Dam/Rec)
AKS-74U 5.45x39mm Box:30:1/45:2/100:4 FB 75’ SL/Auto(M) L 6.0 25 0% M&P
(4d4/-4)
Folding stock, threaded barrel, patrol sling, bayonet (Survival Knife), and two 30 round magazines. Uses 5.45 AK magazines.
ArmaLite AR-7 .22 Long Rifle Box:8|10:1/15:2/20:3 B 55’ SL M 2.6 13 5% L
(1d4/+0)
Synthetic stock and two 10 round magazines. Must be assembled to use, which takes 5 minutes.
Calico Liberty 50 9x19mm Box:50:3 FB 45’ SL L 5.5 20 15% L
(2d6/-2)
Pistol grip and one 50 round magazine. Can not use magazine clips.
Calico Liberty 100 9x19mm Box:100:4 FB 45’ SL L 7.2 20 15% L
(2d6/-2)
Pistol grip and one 100 round magazine. Can not use magazine clips.
Henry Repeating Arms .22 Long Rifle Int:15 FB 85’ Lever L 5.3 19 0% L
Lever (1d4/+0)
Fixed stock.
Henry Repeating Arms .22 Long Rifle Int:10 FB 55’ Lever M 4.4 15 0% L
Lever Mare’s Leg (1d4/+0)
Pistol Grip.
Henry Repeating Arms Big .357 Magnum Int:10 FB 80’ Lever L 8.6 24 0% L
Boy (3d4+3/-4)
Fixed stock. Not affected by Error Range due to ammunition.
Henry Repeating Arms Big .45 Long Colt Int:7 FB 55’ Lever M 5.8 24 0% L
Boy Mare’s Leg (2d6+1/-2)
Pistol Grip. Not affected by Error Range due to ammunition.
Hi-Point 995 9x19mm Box:10:1/20:2 FB 60’ SL L 6.3 10 5% L
(2d6/-2)
Fixed stock and one 10 round magazine. Uses Hi-point 9mm magazines.
Hi-Point 4095 .40 S&W Box:10:1 FB 55’ SL L 7.0 10 5% L
(3d4/-3)
Fixed stock and one 10 round magazine. Uses Hi-point .40 magazines.
Hi-Point 4595 .45 ACP Box:9:1 FB 55’ SL L 7.0 11 5% L
(3d4+2/-4)
Fixed stock and one 9 round magazine. Uses Hi-point .45 magazines.
Hi-Point 1095 10mm Auto Box:10:1 FB 60’ SL L 7.0 15 5% L
(2d6+4/-4)
Fixed stock and one 10 round magazine.

Table 158: Cheap Modern Carbines


168

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Hi-Point 3895 .380 ACP (2d4/-1) Box:10:1 FB 60’ SL L 6.3 15 5% L
Fixed stock and one 10 round magazine.
Kel-Tec Sub 2000 9x19mm (2d6/-2) Box:15|17|19:1/33:2 FB 50’ SL M/L 4.0 15 5% L
Fixed stock and one 15 round magazine. Uses Glock 26 magazines. Must be assembled to use, which takes 7 CP. When disassembled, it is the smaller
size.
Kel-Tec Sub 2000 9x19mm (2d6/-2) Box:15|17:1/30:2/20:3 FB 50’ SL M/L 4.0 15 5% L
Fixed stock and one 15 round magazine. Uses 92FS magazines. Must be assembled to use, which takes 7 CP. When disassembled, it is the smaller size.
Kel-Tec Sub 2000 9x19mm (2d6/-2) Box:15|20:2 FB 50’ SL M/L 4.0 15 5% L
Fixed stock and one 15 round magazine. Uses P226 9mm magazines. Must be assembled to use, which takes 7 CP. When disassembled, it is the
smaller size.
Kel-Tec Sub 2000 9x19mm (2d6/-2) Box:17:1 FB 50’ SL M/L 4.0 15 5% L
Fixed stock and one 17 round magazine. Uses M&P 9mm magazines. Must be assembled to use, which takes 7 CP. When disassembled, it is the
smaller size.
Kel-Tec Sub 2000 .40 S&W (3d4/-3) Box:11|13:1/15:2 FB 50’ SL M/L 4.0 15 5% L
Fixed stock and one 11 round magazine. Uses 96FS magazines. Must be assembled to use, which takes 7 CP. When disassembled, it is the smaller size.
Kel-Tec Sub 2000 .40 S&W (3d4/-3) Box:12|15:2 FB 50’ SL M/L 4.0 15 5% L
Fixed stock and one 12 round magazine. Uses P226 .40 magazines. Must be assembled to use, which takes 7 CP. When disassembled, it is the smaller
size.
Kel-Tec Sub 2000 .40 S&W (3d4/-3) Box:15:1 FB 50’ SL M/L 4.0 15 5% L
Fixed stock and one 15 round magazine. Uses M&P .40 magazines. Must be assembled to use, which takes 7 CP. When disassembled, it is the smaller
size.
Kel-Tec Sub 2000 .40 S&W (3d4/-3) Box:15|17|19|24:1/31:2 FB 50’ SL M/L 4.0 15 5% L
Fixed stock and one 13 round magazine. Uses Glock 27 magazines. Must be assembled to use, which takes 7 CP. When disassembled, it is the smaller
size.
Marlin 1894 CP .357 Magnum Int:7 FB 60’ Lever L 6.5 22 0% L
(3d4+3/-4)
Fixed stock. Not affected by Error Range due to ammunition.
Marlin Camp Carbine 9x19mm (2d6/-2) Box:15:1/20:2/30:5 FB 55’ SL L 6.8 24 0% L
Fixed stock and two 15 round magazines. Uses 6906 magazines.
Marlin Camp Carbine .45 ACP (3d4+2/-4) Box:7|8|10:1 FB 50’ SL L 6.8 24 0% L
Fixed stock and two 7 round magazines. Uses 1911 magazines.
M6 Scout .410 Bore (3d4+1/-3) Int:1 Int:1 FB 25’ Single L 4.7 22 0% L
and 50’
.22 Long Rifle (1d4/+0)
Fixed stock. Not affected by Error Range due to ammunition.
Ruger Carbine 9 9x19mm (2d6/-2) Box:15:1/20:2/30:3 FB 60’ SL L 6.4 25 0% L
Fixed stock and one 15 round magazine. Uses P89 magazines.
Zastava M85 5.56x45mm (5d4/-5) Box:30:1 FB 45’ SL/Auto(M) L 7.7 24 0% M&P
Folding stock, threaded barrel, and two 30 round magazines.
Zastava M92 7.62x39mm (4d6+2/-6) Box:10|20|30:1/40:2/75:5 FB 50’ SL/Auto(M) L 7.7 25 0% M&P
Folding stock, threaded barrel, and two 30 round magazines. Uses 7.62 AK magazines.

Table 159: Cheap Modern Carbines, Cont


169

11.6.1.2 Mid-range Modern Carbines

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


(Dam/Rec)
9A-91 9x39mm Box:20:2 FBO 40’ SL/Auto(F) M 4.6 43 0% M&P
(4d4+4/-6)
Folding stock and one 20 round magazine.
AK-102 5.56x45mm Box:20|30:1 FBO 60’ SL/Auto(M) L 6.6 30 0% M&P
(5d4/-5)
Folding stock, threaded barrel, patrol sling, bayonet (Survival Knife), bayonet lug, and two 30 round magazines. Uses 5.56 AK magazines.
AK-104 7.62x39mm Box:10|20|30:1/40:2/75:5 FBO 55’ SL/Auto(M) L 6.6 30 0% M&P
(4d6+2/-6)
Folding stock, threaded barrel, patrol sling, bayonet (Survival Knife), bayonet lug, and two 30 round magazines.
Uses 7.62 AK magazines.
Beretta SCP 70/90 5.56x45mm Box:5|10|20|30:1/100:8 FBO 55’ SL/3RB L 9.2 40 0% M&P
(5d4/-5) /Auto(M)
Fixed stock, threaded barrel, and one 30 round magazine. Uses M16/AR-15 magazines.
Beretta Cx4 Storm 9x19mm Box:15|17:1/30:2/20:3 F B O 1T 60’ SL L 5.6 28 0% L
(2d6/-2)
Fixed stock and two 15 round magazines. Uses 92FS magazines.
Beretta Cx4 Storm 9x19mm Box:17:2/20:3 F B O 1T 60’ SL L 5.6 28 0% L
(Px4) (2d6/-2)
Fixed stock and two 17 round magazines. Uses Px4 9mm magazines.
Beretta Cx4 Storm .40 S&W Box:14|17:2 F B O 1T 60’ SL L 5.6 28 0% L
(3d4/-3)
Fixed stock and two 14 round magazines. Uses Px4 .40 magazines.
Beretta Cx4 Storm .45 ACP Box:8:1 F B O 1T 55’ SL L 5.6 28 0% L
(8045) (3d4+2/-4)
Fixed stock and two 8 round magazines. Uses 8045 magazines.
Beretta Cx4 Storm .45 ACP Box:9|10:2 F B O 1T 55’ SL L 5.6 28 0% L
(Px4) (3d4+2/-4)
Fixed stock and two 9 round magazines. Uses Px4 .45 magazines.
Daewoo K1A1 5.56x45mm Box:5|10|20|30:1/100:8 FB 60’ SL/Auto(F) L 6.3 45 0% M&P
Carbine (5d4/-5)
Folding stock, threaded barrel, and one 30 round magazine. Uses M16/AR-15 magazines.
FN FAL 50.63 7.62x51mm Box:10:1/20:2/30:3 FB 65’ SL/Auto(M) L 8.4 45 0% M&P
(5d6/-6)
Folding stock, threaded barrel, and one 20 round magazine. Uses FAL magazines.
Henry Repeating .44 Magnum Int:10 FB 80’ Lever L 8.6 29 0% L
Arms Big Boy (3d6/-4) or .44
Special
(1d6+4/-3)
Fixed stock. Not affected by Error Range due to ammunition.
Henry Repeating .45 Long Colt Int:10 FB 85’ Lever L 8.6 29 0% L
Arms Big Boy (2d6+1/-2)
Fixed stock. Not affected by Error Range due to ammunition.
Henry Repeating .327 Fed Mag Int:10 FB 85’ Lever L 8.6 38 0% L
Arms Big Boy (2d6+1/-2)
Fixed stock. Not affected by Error Range due to ammunition.
Henry Repeating .22 WMR Int:12 FB 85’ Pump L 8.6 38 0% L
Arms Octagon (2d4+2/-2)
Fixed stock.
H&K USC .45 ACP Box:10:1 FBO 55’ SL L 5.9 45 0% L
(3d4+2/-4)
Fixed stock and two 10 round magazines.
H&K HK53 5.56x45mm Box:25:2/30:3/40:4 FB 45’ SL/3RB M 6.7 45 0% M&P
(5d4/-5) /Auto(M)
Folding stock, threaded barrel and one 25 round magazine. Uses HK33 magazines.

Table 160: Mid-range Modern Carbines


170

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


(Dam/Rec)
H&K MP5A2 9x19mm Box:15:1/30:2/100:10 F B O 50’ CB: SL L 5.5 40 0% L
(2d6/-2)
Fixed stock, short barrel rifle upgrade, and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5A3 9x19mm Box:15:1/30:2/100:10 F B O 50’ CB: SL L 6.8 40 0% L
(2d6/-2)
Folding stock, short barrel rifle upgrade, and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5/40A3 .40 S&W Box:15:1/30:2 F B O 50’ CB: SL L 6.8 45 0% L
(3d4/-3)
Fixed stock, short barrel rifle upgrade, and one 30 round magazine. Uses MP5/40 magazines. +1 Mastercraft.
H&K UMP45 .45 ACP Box:25:2 F B O 45’ CB: SL L 5.8 45 0% L
(3d4+2/-4)
Folding stock and two 25 round magazines.
H&K UMP9 9x19mm Box:30:2 F B O 45’ CB: SL L 5.2 40 0% L
(2d6/-2)
Folding stock, short barrel rifle upgrade, and two 30 round magazines.
H&K UMP40 .40 S&W Box:30:2 F B O 45’ CB: SL L 5.2 40 0% L
(3d4/-3)
Folding stock, short barrel rifle upgrade, and two 30 round magazines.
IMI Uzi Carbine 9x19mm Box:20|32:1/50:2 FB 45’ SL L 8.0 45 0% L
(2d6/-2)
Folding stock and one 20 round magzine. Uses Uzi magazines.
Kel-Tec SU-16D 5.56x45mm Box:5|10|20|30:1/100:8 FB 55’ SL M/L 4.7 40 5% L
(5d4/-5)
Folding stock, bipod, bayonet lug, threaded barrel, and one 20 round magazine. Uses M16/AR-15 magazines.
Norinco QBZ Type 5.8x42mm Box:30:3/75:10 FB 75’ SL/Auto(F) L 6.4 40 0% M&P
95 Carbine (5d4/-5)
Permanent fixed stock and and three 30 round magazines. Uses QBZ magazines.
Remington Model 7.62x51mm Box:5:1/10:2 FB 55’ SL L 7.3 33 0% L
750 Carbine (5d6/-6)
Fixed stock and one 5 round magazine.
Remington Model .30-06 Box:5:1/10:2 FB 65’ SL L 7.3 33 0% L
750 Carbine Springfield
(6d6/-8)
Fixed stock and one 5 round magazine.
Ruger Carbine 4 .40 S&W Box:10:1 FB 55’ SL L 6.4 26 0% L
(3d4/-3)
Fixed stock and one 10 round magazine.
Stoner 63A Carbine 5.56x45mm Box:20|30:1 F B O 60’ SL/Auto(F) M/L 8.0 38 0% M&P
(5d4/-5)
Folding stock, bayonet lug, threaded barrel, bayonet lug, and one 30 round magazine. Uses Stoner 63 magazines.

Table 161: Mid-range Modern Carbines, Cont


171

11.6.1.3 Expensive Modern Carbines

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


(Dam/Rec)
Big Horn Armory .500 S&W Mag Int:7 FB 65’ Lever L 7.6 125 0% L
Model 89 Carbine (7d6/-9) or
.500 S&W Spc
(5d6+4/-8)
Fixed stock. Not affected by Error Range due to ammunition. +3 Grandmastercraft.
Bushmaster Carbon 9x19mm Box:30:1 FBO 60’ SL L 5.7 50 0% L
15 9mm Carbine (2d6/-2)
Synthetic stock, patrol sling, threaded barrel, and one 30 round magazine. +1 Mastercraft.
Colt 6920 5.56x45mm Box:5|10|20|30:1 F B O 4T 70’ SL L 6.3 45 0% L
(5d4/-5) Box:100:8
Synthetic stock, patrol sling, bayonet lug, threaded barrel, and one 30 round magazine. Uses M16/AR-15 Magazines.
Colt M4 5.56x45mm Box:5|10|20|30:1 F B O 4T 70’ SL/3RB L 6.3 58 0% R
(5d4/-5) Box:100:8
Synthetic stock, patrol sling, bayonet lug, threaded barrel, and one 30 round magazine. Uses M16/AR-15 Magazines.
Colt M4A1 5.56x45mm Box:5|10|20|30:1 F B O 4T 70’ SL/Auto(F) L 6.3 58 0% M&P
(5d4/-5) Box:100:8
Synthetic stock, patrol sling, bayonet lug, threaded barrel, and one 30 round magazine. Uses M16/AR-15 Magazines.
FN PS90 5.7x28mm Box:30:1/50:2 FB 70’ SL L 6.3 50 0% L
(3d4-1/-1)
Permanent fixed stock and one 50 round magazine. Uses P90 magazines.
FN SCAR-H CQB 7.62x51mm Box:20:2 F B O 3T 70’ SL/Auto(M) L 7.7 80 0% M&P
(5d6/-6)
Folding stock, threaded barrel, and one 20 round magazine. Uses .308 SCAR magazines. +1 Mastercraft.
FN SCAR-L CQB 5.56x45mm Box:5|10|20|30:1 F B O 3T 75’ SL/Auto(M) L 6.7 80 0% M&P
(5d4/-5) Box:100:8
Folding stock, threaded barrel, and one 30 round magazine. Uses M16/AR-15 magazines. +1 Mastercraft.
FN SCAR PDW 5.56x45mm Box:5|10|20|30:1 F B O 3T 55’ SL/Auto(M) M 5.6 72 0% M&P
(5d4/-5) Box:100:8
Folding stock, threaded barrel, and one 30 round magazine. Uses M16/AR-15 magazines. +1 Mastercraft.
FN FNC Carbine 5.56x45mm Box:5|10|20|30:1 FBO 60’ SL/3RB/Auto(M) L 8.2 50 0% M&P
(5d4/-5) Box:100:8
Folding stock, patrol sling, threaded barrel, and two 30 round magazines. Uses M16/AR-15 magazines.
H&K G36K 5.56x45mm Box:30:2/100:6 FBO 70’ SL/Auto(M) L 7.3 55 0% M&P
(5d4/-5)
Folding stock, patrol sling, permanent advanced combat sight (3x), threaded barrel, and two 30 round magazines. Uses G36 magazines.
H&K HK33KA3 5.56x45mm Box:25:2/30:3/40:4 FB 60’ SL/3RB/Auto(M) L 8.6 50 0% M&P
(5d4/-5)
Fixed stock and one 30 round magazine. Uses HK33 magazines.
H&K MP5K 9x19mm Box:15:1/30:2 FBO 40’ CB: SL M 4.4 48 0% L
(2d6/-2) Box:100:10
Pistol grip, permanent vertical foregrip, short barrel rifle upgrade, and one 15 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5K-PDW 9x19mm Box:15:1/30:2 FBO 40’ CB: SL M 5.3 55 0% L
(2d6/-2) Box:100:10
Folding stock, short barrel rifle upgrade, permanent vertical foregrip, threaded barrel, and one 15 round magazine. Uses MP5 magazines. +1
Mastercraft.
H&K MP5SD5 9x19mm Box:15:1/30:2 FBO 50’ CB: SL L 6.8 65 0% R
(2d6/-2) Box:100:10
Fixed stock, short barrel rifle upgrade, lvl. 2 suppressor, and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5SD6 9x19mm Box:15:1/30:2 FBO 50’ CB: SL L 7.5 65 0% R
(2d6/-2) Box:100:10
Folding stock, short barrel rifle upgrade, lvl. 2 suppressor, and one 30 round magazine. Uses MP5 magazines. +1 Mastercraft.
H&K MP5/10A2 10mm Auto Box:15:1/30:2 FBO 55’ CB: SL L 5.5 50 0% L
(2d6+4/-4)
Folding stock, short barrel rifle upgrade, and one 30 round magazine. Uses MP5/10 magazines. +1 Mastercraft.

Table 162: Expensive Modern Carbines


172

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


(Dam/Rec)
H&K MP5/10A3 10mm Auto Box:15:1/30:2 FBO 55’ CB: SL L 6.8 50 0% L
(2d6+4/-4)
Fixed stock, short barrel rifle upgrade, and one 30 round magazine. Uses MP5/10 magazines. +1 Mastercraft.
IMI Galil ACE 21 5.56x45mm Box:35:2/50:4 F B O 4T 65’ SL/Auto(M) L 6.1 63 0% M&P
(5d4/-5)
Folding stock, threaded barrel, and two 35 round magazines. Uses 5.56 Galil magazines.
IMI Galil ACE 31 7.62x39mm Box:10|20|30:1 F B O 4T 60’ SL/Auto(M) L 6.5 75 0% M&P
(4d6+2/-6) Box:40:2/75:5
Folding stock, threaded barrel, and two 30 round magazines. Uses 7.62 AK magazines.
IMI Galil MAR 5.56x45mm Box:35:2/50:4 FB 70’ SL/Auto(M) L 6.6 62 0% M&P
(5d4/-5)
Folding stock, threaded barrel, and two 35 round magazines. Uses 5.56 Galil magazines.
IMI Galil MAR 7.62x51mm Box:25:2 FB 70’ SL/Auto(M) L 6.5 64 0% M&P
(5d6/-6)
Folding stock, threaded barrel, and two 25 round magazines. Uses 7.62 Galil magazines.
IMI Tavor CTAR-21 5.56x45mm Box:5|10|20|30:1 FBO 75’ SL/3RB/Auto(F) L 7.0 70 0% M&P
(5d4/-5) Box:100:8
Permanent fixed stock and two 30 round magazines. Uses M16/AR-15 magazines.
Kel-Tec RFB Carbine 7.62x51mm Box:10:1/20:2/30:3 FBO 45’ SL L 8.0 70 0% L
(5d6/-6)
Permanent fixed stock and one 20 round magazine. Uses FAL magazines.
L22 Carbine 5.56x45mm Box:5|10|20|30:1 FBO 75’ SL/Auto(F) L 9.7 55 0% M&P
(5d4/-5) Box:100:8
Permanent fixed stock, red dot sight, permanent vertical foregrip, and one 30 round magazine. Uses M16/AR-15 magazines.
RRA Entry Tactical 5.56x45mm Box:5|10|20|30:1 FBO 70’ SL L 6.3 48 0% L
(5d4/-5) Box:100:8
Synthetic stock and one 30 round magazine. Uses M16/AR-15 magazines.
RRA CAR A4 Tactical 5.56x45mm Box:5|10|20|30:1 FBO 70’ SL L 6.3 55 0% L
(5d4/-5) Box:100:8
Synthetic stock, red dot sight, and one 30 round magazine. Uses M16/AR-15 magazines.
RRA LAR-6.8 CAR A2 6.8mm SPC Box:10|20:2/30:4 FB 65’ SL L 6.4 60 0% L
(5d4+3/-6)
Fixed stock and one 10 round magazine. Uses 6.8 AR magazines.
RRA LAR-6.8 CAR A4 6.8mm SPC Box:10|20:2/30:4 FBO 65’ SL L 6.6 65 0% L
(5d4+3/-6)
Synthetic stock and one 10 round magazine. Uses 6.8 AR magazines.
SIG SG 551 5.56x45mm Box:5|20:1/30:2 FB 70’ SL/3RB/Auto(F) L 7.5 68 0% M&P
(5d4/-5)
Folding stock and one 20 round magazine. Uses SIG magazines.
SIG SG 552 5.56x45mm Box:5|20:1/30:2 FB 65’ SL/3RB/Auto(F) L 7.1 70 0% M&P
Commando (5d4/-5)
Folding stock and one 20 round magazine. Uses SIG magazines.
Steyr AUG Carbine 5.56x45mm Box:30:3 FB 85’ SL/Auto(F) L 7.3 100 0% M&P
(5d4/-5)
Permanent fixed stock, permanent 3× telescopic sight, and one 30 round magazine. Uses AUG magazines. +1 Mastercraft.
SR-3M “Vikhr” 9x39mm Box:20:2/30:3 FBO 40’ SL/Auto(F) M 7.0 52 0% M&P
(4d4+4/-6)
Folding stock, vertical foregrip, and one 30 round magazine. Uses VSS magazines.

Table 163: Expensive Modern Carbines, Cont


173

11.6.2 Modern Assault, Battle, and Target Rifles


An assault rifle is an automatic rifle that Uses an intermediate cartridge and a detachable magazine. Assault rifles are the standard
infantry weapons in most modern armies. Assault rifles are categorized in between light machine guns, which are intended more for
sustained automatic fire in a light support role, and sub-machine guns, which fire a pistol cartridge rather than a rifle cartridge.
A battle rifle is a military service rifle that fires a full power rifle cartridge.
Target rifles are semi-automatic rifles that use a varying degrees of cartridges, from the lighter assault rifle cartridges, to the
heavier battle rifle cartridges. Target rifles may retain and appear to be exactly like assault and battle rifles, even down to having
part and magazine compatibility, but target rifles have a semi-automatic rate of fire only.
Assault rifles, battle rifles, and target rifles go well with a multitude of upgrades based on their use, and can take advantage of a
wide variety of upgrades.

11.6.2.1 Cheap Modern Assault, Battle, and Target Rifles

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
AK-47 7.62x39mm (4d6+2/-6) Box:10|20|30:1/40:2/75:5 FB 70’ SL/ L 7.9 20 0% M&P
Auto(M)
Fixed stock, threaded barrel, patrol sling, bayonet (survival knife), bayonet lug, and two 30 round magazines. Uses 7.62 AK magazines.
AKS-47 7.62x39mm (4d6+2/-6) Box:10|20|30:1/40:2/75:5 FB 70’ SL/ L 7.2 20 0% M&P
Auto(M)
Folding stock, threaded barrel, patrol sling, bayonet (survival knife), bayonet lug, and two 30 round magazines. Uses 7.62 AK magazines.
AK-74 5.45x39mm (4d4/-4) Box:30:1/45:2/100:4 FB 75’ SL/ L 7.3 25 0% M&P
Auto(M)
Fixed stock, threaded barrel, patrol sling, bayonet (survival knife), bayonet lug, and two 30 round magazines. Uses 5.45 AK magazines.
AKS-74 5.45x39mm (4d4/-4) Box:30:1/45:2/100:4 FB 75’ SL/ L 7.3 25 0% M&P
Auto(M)
Folding stock, threaded barrel, patrol sling, bayonet (survival knife), bayonet lug, and two 30 round magazines. Uses 5.45 AK magazines.
AKM 7.62x39mm (4d6+2/-6) Box:10|20|30:1/40:2/75:5 FB 70’ SL/ L 7.7 28 0% M&P
Auto(M)
Fixed stock, threaded barrel, patrol sling, bayonet (survival knife), bayonet lug, and two 30 round magazines. Uses 7.62 AK magazines.
AKMS 7.62x39mm (4d6+2/-6) Box:10|20|30:1/40:2/75:5 FB 70’ SL/ L 7.0 28 0% M&P
Auto(M)
Folding stock, threaded barrel, patrol sling, bayonet (survival knife), bayonet lug, and two 30 round magazines. Uses 7.62 AK magazines.
AK-101 5.56x45mm (5d4/-5) Box:20|30:1 F B O 80’ SL/ L 8.5 30 0% M&P
Auto(M)
Folding stock, threaded barrel, patrol sling, bayonet (survival knife), bayonet lug, and two 30 round magazines. Uses 5.56 AK magazines.
AK-103 7.62x39mm (4d6+2/-6) Box:10|20|30:1/40:2/75:5 F B O 70’ SL/ L 7.5 30 0% M&P
Auto(M)
Folding stock, threaded barrel, patrol sling, bayonet (survival knife), bayonet lug, and two 30 round magazines. Uses 7.62 AK magazines.
ArmaLite AR-18 5.56x45mm (5d4/-5) Box:20|30:1/40:2 F B O 80’ SL/ M 7.0 23 0% M&P
Auto(M)
Folding stock, bayonet lug, patrol sling, and one 20 round magazine.
Century Arms AK-47 7.62x39mm (4d6+2/-6) Box:10|20|30:1/40:2/75:5 FB 80’ SL L 7.7 28 0% L
Fixed stock, threaded barrel, patrol sling, bayonet lug, and two 30 round magazines. Uses 7.62 AK magazines.
Marlin Model 336C .30-30 Winchester (4d6+1/-5) Int:6 FB 95’ Lever L 7.0 28 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Marlin Model 1895GBL .45-70 Government (3d10/-6) Int:6 FB 75’ Lever L 7.0 30 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Marlin Model 1895 .45-70 Government (3d10/-6) Int:4 FB 75’ Lever L 7.0 25 0% L
Fixed stock. Not affected by Error Range due to ammunition.

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


174

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Remington Model 572 .22 Long Rifle (1d4/+0) Int:15 FB 85’ Pump L 5.0 26 0% L
Fixed stock.
Remington Model 597 .22 Long Rifle (1d4/+0) Box:10:1/30:2 FB 70’ SL L 5.0 10 0% L
Fixed stock and one 10 round magazine.
Remington Model 597 .22 WMR (2d4+2/-2) Box:10:1/30:2 FB 75’ SL L 5.0 11 0% L
Fixed stock and one 10 round magazine.
Remington Model 7600 .243 Winchester Box:4:1/10:2 FB 95’ Pump L 7.5 25 0% L
(4d6+2/-6)
Fixed stock and one 4 round magazine. Not affected by Error Range due to ammunition.
Remington Model 7600 7.62x51mm (5d6/-6) Box:4:1/10:2 FB 90’ Pump L 7.5 25 0% L
Fixed stock and one 4 round magazine. Not affected by Error Range due to ammunition.
Remington Model 7600 .30-06 Springfield Box:4:1/10:2 FB 100’ Pump L 8.5 25 0% L
(6d6/-8)
Fixed stock and one 4 round magazine. Not affected by Error Range due to ammunition.
Remington Model 7600P 5.56x45mm (5d4/-5) Box:5|10|20|30:1/100:8 FB 80’ Pump L 8.0 30 0% L
Fixed stock and one 5 round magazine. Not affected by Error Range due to ammunition. Uses M16/AR-15 magazines
RK-62 7.62x39mm (4d6+2/-6) Box:10|20|30:1/40:2/75:5 FB 70’ SL/ L 7.9 30 0% M&P
Auto(M)
Fixed stock, threaded barrel, patrol sling, bayonet lug, and two 30 round magazines. Uses 7.62 AK magazines.
Rossi Lever Carbine .454 Casull (3d6+2/-5) Int:10 FB 70’ Lever L 7.0 26 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Rossi Lever Carbine .45 Long Colt Int:8 FB 70’ Lever L 4.8 26 0% L
(2d6+1/-2)
Fixed stock. Not affected by Error Range due to ammunition.
Rossi Lever Carbine .357 Magnum Int:10 FB 70’ Lever L 7.0 26 0% L
(3d4+3/-4) or .38
Special (2d4+1/-1)
Fixed stock. Not affected by Error Range due to ammunition.
Ruger Mini-14 5.56x45mm (5d4/-5) Box:5|10|20:1/30:2/100:5 FB 80’ SL L 6.4 27 0% L
Fixed stock and one 10 round magazine. Uses Mini-14 magazines.
Ruger Mini-30 7.62x39mm (4d6+2/-6) Box:5|10|20:1/30:2 FB 80’ SL L 6.8 22 0% L
Fixed stock and one 10 round magazine. Uses Mini-30 magazines.
Ruger 10/22 .22 Long Rifle (1d4/+0) Box:10|25|30:1/50:4 FB 75’ SL L 5.0 12 0% L
Fixed stock and one 10 round magazine. Uses 10/22 magazines.
Saiga 7.62 7.62x39mm (4d6+2/-6) Box:5|10|15:1/20:2/30:3 FB 65’ SL L 8.3 23 0% L
Fixed stock and one 5 round magazine.
Saiga .223 5.56x45mm (5d4/-5) Box:5|10|15:1/20|30:2 FB 70’ SL L 8.2 25 0% L
Fixed stock and one 5 round magazine.
Saiga 5.45 5.45x39mm (4d4/-4) Box:5|10|15:1/20|30:2 FB 75’ SL L 8.2 22 0% L
Fixed stock and one 5 round magazine.
Saiga 308 7.62x51mm (5d6/-6) Box:5|10|15:1/20|25:2 FB 90’ SL L 8.4 22 0% L
Fixed stock and one 5 round magazine.
Saiga 30-06 .30-06 Springfield Box:3|10:1 FB 90’ SL L 8.8 30 0% L
(6d6/-8)
Fixed stock and one 3 round magazine.
SKS-45 7.62x39mm (4d6+2/-6) Int:10 FB 70’ SL L 8.5 11 0% L
Fixed stock and a folding bayonet. Capable of being reloaded with stripper clips.
Taurus Thunderbolt .45 Long Colt Int:14 FB 80’ Pump L 8.0 26 0% L
(2d6+1/-2)
Fixed stock.
vz. 58 V 7.62x39mm (4d6+2/-6) Box:10|20|30:1 FB 65’ SL/ M 6.8 20 0% M&P
Auto(F)
Folding stock, patrol sling, bayonet lug, and four 30 round magazines. Capable of being reloaded with stripper clips without
removing magazine.
WASR-10/63 7.62x39mm (4d6+2/-6) Box:10|20|30:1/40:2/75:5 FB 70’ SL L 8.8 21 10% L
Fixed stock, bayonet lug, threaded barrel, and two 10 round magazines. Uses 7.62 AK magazines.
Waffen Werks AK-74 5.45x39mm (4d4/-4) Box:30:1/40:2/100:4 FB 75’ SL L 7.3 30 5% L
Fixed stock, bayonet lug, threaded barrel, and two 30 round magazines. Uses 5.45AK magazines.

Table 165: Cheap Modern Assault, Battle, and Target Rifles, Cont
175

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

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


(Dam/Rec)
AK-12 5.45x39mm Box:30:1/45:2/100:4 F B O 4T 80’ SL/2RB/Auto(F) L 7.3 48 0% M&P
(4d4/-4)
Folding stock, bayonet lug, bayonet(survival knife), threaded barrel, and two 30 round magazines. Uses 5.45AK magazines.
AK-15 7.62x39mm Box:10|20|30:1/40:2/75:5 F B O 4T 70’ SL/2RB/ L 7.3 49 0% M&P
(4d6+2/-6) Auto(F)
Folding stock, threaded barrel, patrol sling, bayonet(survival knife), bayonet lug, and two 30 round magazines. Uses 7.62 AK magazines.
AK-105 5.45x39mm Box:30:1/45:2/100:4 FBO 80’ SL/Auto(M) L 6.6 32 0% M&P
(4d4/-4)
Fixed stock, bayonet lug, bayonet(survival knife), threaded barrel, and two 30 round magazines. Uses 5.45AK magazines.
ArmaLite 7.62x51mm Box:10|20:1/25:2/50:5 FBO 80’ SL/Auto(M) L 8.5 60 0% M&P
AR-10 (5d6/-6)
Fixed stock, threaded barrel, bayonet lug, and one 20 round magazine. Uses AR-10 magazines.
ArmaLite 5.56x45mm Box:5|10|20|30:1/100:8 FBO 80’ SL L 7.0 50 0% L
AR-15 (5d4/-5)
Fixed stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines.
AS Val 9x39mm Box:10:1/20:2/30:3 FBO 65’ SL/Auto(F) L 5.5 50 0% M&P
(4d4+4/-6)
Fixed stock, permanent lvl. 4 suppressor, and one 20 round magazine. Uses VSS magazines.
Beretta AR 5.56x45mm Box:5|10|20|30:1/100:8 FBO 70’ SL/3RB/Auto(M) L 8.9 45 0% M&P
70/90 (5d4/-5)
Fixed stock, threaded barrel, and one 30 round magazine. Uses M16/AR-15 magazines.
Browning BLR .30-06 Box:4:3 FB 90’ Lever L 7.3 48 0% L
Springfield
(6d6/-8)
Fixed stock and one 4 round magazine. Not affected by Error Range due to ammunition. +2 Mastercraft.
Browning BLR .300 Win Box:3:3 FB 95’ Lever L 7.8 48 0% L
Mag
(7d6/-9)
Fixed stock and one 3 round magazine. Not affected by Error Range due to ammunition. +2 Mastercraft.
Browning BLR .243 Box:4:3 FB 75’ Lever L 6.5 48 0% L
Winchester
(4d6+2/-6)
Fixed stock and one 4 round magazine. Not affected by Error Range due to ammunition. +2 Mastercraft.
Browning BLR 7.62x51mm Box:4:3 FB 90’ Lever L 6.5 48 0% L
(5d6/-6)
Fixed stock and one 4 round magazine. Not affected by Error Range due to ammunition. +2 Mastercraft.
Browning BLR 5.56x45mm Box:5:3 FB 85’ Lever L 6.8 48 0% L
(5d4/-5)
Fixed stock and one 5 round magazine. Not affected by Error Range due to ammunition. +2 Mastercraft.
Colt M16A1 5.56x45mm Box:5|10|20|30:1/100:8 FB 80’ SL/Auto(F) L 8.9 50 0% M&P
(5d4/-5)
Fixed stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines.
Colt M16A3 5.56x45mm Box:5|10|20|30:1/100:8 FBO 80’ SL/Auto(F) L 8.9 55 0% M&P
(5d4/-5)
Fixed stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines.
Colt M16A4 5.56x45mm Box:5|10|20|30:1/100:8 F B O 4T 80’ SL/3RB L 8.9 55 0% R
(5d4/-5)
Fixed stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines.
Daewoo K2 5.56x45mm Box:5|10|20|30:1/100:8 FB 80’ SL/Auto(F) L 7.1 45 0% M&P
(5d4/-5)
Folding stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines.
FN F2000 5.56x45mm Box:5|10|20|30:1/100:8 FB 80’ (100’) SL/Auto(F) L 7.9 60 0% M&P
(5d4/-5)
Permanent fixed stock, threaded barrel, permanent 1.6x advanced combat sight, and one 30 round magazine. Uses M16/AR-15 magazines.

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


176

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


(Dam/Rec)
FN FAL 7.62x51mm Box:10:1/20:2/30:3 FB 80’ SL/Auto(M) L 9.4 45 0% M&P
(5d6/-6)
Fixed stock, bipod, threaded barrel, and one 20 round magazine. Uses FAL magazines.
L1A1 FAL 7.62x51mm Box:10:1/20:2/30:3 FB 80’ SL L 9.4 35 0% L
(5d6/-6)
Fixed stock, bipod, threaded barrel, and one 20 round magazine. Uses FAL magazines.
FN FNC 5.56x45mm Box:5|10|20|30:1/100:8 FBO 80’ SL/3RB/Auto(F) L 8.4 55 0% M&P
(5d4/-5)
Fixed stock, patrol sling, threaded barrel, bayonet lug, and two 30 round magazines. Uses M16/AR-15 magazines.
FAMAS G2 5.56x45mm Box:10|20|30:1/100:8 FB 75’ SL/Auto(F) L 8.4 40 0% M&P
(5d4/-5)
Permanent fixed stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines.
H&K G36 5.56x45mm Box:30:2/100:6 FBO 80’ SL/Auto(M) L 8.0 55 0% M&P
(5d4/-5)
Folding stock, patrol sling, permanent advanced combat sight(3x), threaded barrel, and two 30 round magazines. Uses G36 magazines.
H&K SL8 5.56x45mm Box:10:2/30:3 FBO 80’ SL L 8.6 60 0% L
(5d4/-5)
Fixed stock and one 10 round magazine.
H&K G3A3 7.62x51mm Box:20:1/50:7 FB 85’ SL/3RB/Auto(M) L 9.1 55 0% M&P
(5d6/-6)
Fixed stock, threaded barrel, bayonet lug, and two 20 round magazines. Uses G3 magazines.
H&K G3A4 7.62x51mm Box:20:1/50:7 FB 85’ SL/3RB/Auto(M) L 10.0 55 0% M&P
(5d6/-6)
Folding stock, threaded barrel, bayonet lug, and two 20 round magazines. Uses G3 magazines.
H&K HK33A2 5.56x45mm Box:25:2/30:3/40:4 FB 80’ SL/3RB/Auto(M) L 8.0 50 0% M&P
(5d4/-5)
Fixed stock, threaded barrel, and two 25 round magazines. Uses HK33 magazines.
H&K HK33A3 5.56x45mm Box:25:2/30:3/40:4 FB 80’ SL/3RB/Auto(M) L 8.8 50 0% M&P
(5d4/-5)
Folding stock, threaded barrel, and two 25 round magazines. Uses HK33 magazines.
Henry .30/30 .30-30 Int:5 FB 100’ Lever L 7.0 35 0% L
Winchester
(4d6+1/-5)
Fixed stock. Not affected by Error Range due to ammunition.
IMI Galil ARM 5.56x45mm Box:35:2/50:4 FB 85’ SL/Auto(M) L 9.5 60 0% M&P
(5d4/-5)
Fixed stock, threaded barrel, bipod, and two 35 round magazines. Uses 5.56 Galil magazines.
Kel-Tec SU-16A 5.56x45mm Box:5|10|20|30:1/100:8 FBO 75’ SL M/L 5.0 32 5% L
(5d4/-5)
Folding stock, threaded barrel, bipod, and one 10 round magazine. Uses M16/AR-15 magazines.
Kel-Tec SU-16C 5.56x45mm Box:5|10|20|30:1/100:8 FBO 75’ SL M/L 4.7 32 5% L
(5d4/-5)
Folding stock, threaded barrel, bipod, and one 10 round magazine. Uses M16/AR-15 magazines.
L85A1 5.56x45mm Box:5|10|20|30:1/100:8 FBO 85’ SL/Auto(M) L 8.3 55 30% M&P
(5d4/-5)
Permanent fixed stock, threaded barrel, and one 30 round magazine. Uses M16/AR-15 magazines.
L85A2 5.56x45mm Box:5|10|20|30:1/100:8 FBO 85’ SL/Auto(M) L 8.3 55 0% M&P
(5d4/-5)
Permanent fixed stock, threaded barrel, and one 30 round magazine. Uses M16/AR-15 magazines.
Springfield Armory 7.62x51mm Box:5:1/10:2/20:3 FB 85’ SL L 11.6 55 0% L
M1A (5d6/-6)
Fixed stock, threaded barrel, patrol sling, and one 5 round magazine. Uses M14 magazines. Capable of being reloaded with stripper clips without
removing magazine.

Table 167: Midrange Modern Assault, Battle, and Target Rifles, Cont
177

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


(Dam/Rec)
Norinco QBZ Type 95 5.8x42mm Box:30:3/75:10 FB 85’ SL/Auto(F) L 7.2 40 0% M&P
Rifle (5d4/-5)
Permanent fixed stock, bayonet lug, and three 30 round magazines. Uses QBZ magazines.
Remington Model 750 .243 Box:5:1/10:2 FB 85’ SL L 8.5 35 0% L
Winchester
(4d6+2/-6)
Fixed stock and one 5 round magazine.
Remington Model 750 7.62x51mm Box:5:1/10:2 FB 70’ SL L 7.5 35 0% L
(5d6/-6)
Fixed stock and one 5 round magazine.
Remington Model 750 .30-06 Box:5:1/10:2 FB 80’ SL L 7.5 35 0% L
Springfield
(6d6/-8)
Fixed stock and one 5 round magazine.
RRA Standard A2 5.56x45mm Box:5|10|20|30:1/100:8 FB 85’ SL L 7.0 40 0% L
(5d4/-5)
Fixed stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines.
RRA Standard A4 5.56x45mm Box:5|10|20|30:1/100:8 FBO 85’ SL L 7.0 48 0% L
(5d4/-5)
Fixed stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines.
RRA Mid-length A2 5.56x45mm Box:5|10|20|30:1/100:8 FB 70’ SL L 6.8 50 0% L
(5d4/-5)
Fixed stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines.
RRA Mid-length A4 5.56x45mm Box:5|10|20|30:1/100:8 F B O 2T 70’ SL L 6.8 58 0% L
(5d4/-5)
Fixed stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines.
Ruger AC-556 5.56x45mm Box:5|10|20|30:1/100:8 FB 80’ SL/3RB/Auto(M) L 6.4 35 0% M&P
(5d4/-5)
Folding stock and one 30 round magazine. Uses Mini-14 magazines.
Stoner 63A Rifle 5.56x45mm Box:20/30:1 FBO 85’ SL/Auto(F) L 8.1 40 0% M&P
(5d4/-5)
Fixed stock, threaded barrel, bayonet lug, patrol sling, and one 30 round magazine. Uses Stoner 63A magazines.

Table 168: Midrange Modern Assault, Battle, and Target Rifles, Cont
178

11.6.2.3 Expensive Modern Assault, Battle, and Target Rifles

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
ArmaLite AR-10A3 7.62x51mm (5d6/-6) Box:10|20:1/25:2/50:5 FBO 80’ SL L 8.5 62 0% L
Fixed stock, threaded barrel, and one 20 round magazine. Uses AR-10 magazines.
FN SCAR-H 7.62x51mm (5d6/-6) Box:20:3 F B O 3T 80’ SL/Auto(M) L 7.9 80 0% M&P
Folding stock, threaded barrel, bayonet lug, and one 20 round magazine. Uses .308 SCAR magazines. +1 Mastercraft.
FN SCAR-L 5.56x45mm (5d4/-5) Box:10|20|30:1/100:8 F B O 3T 85’ SL/Auto(M) L 7.3 80 0% M&P
Folding stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines. +1 Mastercraft.
FN SCAR 17S 7.62x51mm (5d6/-6) Box:20:3 F B O 3T 80’ SL L 7.3 85 0% L
Folding stock, threaded barrel, bayonet lug, and one 20 round magazine. Uses .308 SCAR magazines. +1 Mastercraft.
FN SCAR 16S 5.56x45mm (5d4/-5) Box:10|20|30:1/100:8 F B O 3T 85’ SL L 8.0 85 0% L
Folding stock, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines. +1 Mastercraft.
FN FNAR H 7.62x51mm (5d6/-6) Box:5|10:2/20:3 FBO 110’ SL L 10.0 81 0% L
Fixed stock, heavy barrel, precision barrel, and two 5 round magazines. Uses FNAR magazines.
FN FNAR L 7.62x51mm (5d6/-6) Box:5|10:2/20:3 FBO 90’ SL L 9.0 70 0% L
Fixed stock, precision barrel, and two 5 round magazines. Uses FNAR magazines.
H&K 91A2 7.62x51mm (5d6/-6) Box:20:1/50:7 FB 85’ SL L 8.8 100 0% L
Fixed stock, threaded barrel, bayonet lug, and one 20 round magazine. Uses G3 magazines.
H&K 91A3 7.62x51mm (5d6/-6) Box:20:1/50:7 FB 85’ SL L 8.0 100 0% L
Folding stock, threaded barrel, bayonet lug, and one 20 round magazine. Uses G3 magazines.
IMI Galil ACE 22 5.56x45mm (5d4/-5) Box:35:2/50:4 F B O 4T 85’ SL/Auto(M) L 7.3 75 0% M&P
Synthetic stock, threaded barrel, bayonet lug, and two 35 round magazines. Uses 5.56 Galil magazines.
IMI Galil ACE 32 7.62x39mm (4d6+2/-6) Box:10|20|30:1/40:2/75:5 F B O 4T 85’ SL/Auto(M) L 7.4 75 0% M&P
Synthetic stock, threaded barrel, bayonet lug, and two 30 round magazines. Uses 7.62 AK magazines.
IMI Galil ACE 52 7.62x51mm (5d6/-6) Box:25:2 F B O 4T 85’ SL/Auto(M) L 7.8 75 0% M&P
Synthetic stock, threaded barrel, bayonet lug, and two 25 round magazines. Uses 7.62 Galil magazines.

Table 169: Expensive Modern Assault, Battle, and Target Rifles


179

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
IMI Galil SAR 5.56x45mm (5d4/-5) Box:35:2/50:4 FB 80’ SL/Auto(M) L 8.2 63 0% M&P
Synthetic stock, threaded barrel, bayonet lug, and two 35 round magazines. Uses 5.56 Galil magazines.
IMI Galil SAR 7.62x51mm (5d6/-6) Box:25:2 FB 80’ SL/Auto(M) L 8.5 66 0% M&P
Synthetic stock, threaded barrel, bayonet lug, and two 25 round magazines. Uses 7.62 Galil magazines.
IMI Galil ARM 7.62x51mm (5d6/-6) Box:25:2 FB 85’ SL/Auto(M) L 9.8 65 0% M&P
Synthetic stock, threaded barrel, bayonet lug, and two 25 round magazines. Uses 7.62 Galil magazines.
IMI Tavor 5.56x45mm (5d4/-5) Box:5|10|20|30:1/100:8 FBO 80’ SL/3RB L 6.5 68 0% M&P
TAR-21 /Auto(F)
Permanent fixed stock, threaded barrel, bayonet lug, and two 30 round magazines. Uses M16/AR-15 magazines.
HCAR Rifle .30-06 Springfield (6d6/-8) Box:20:1/30:3 F B O 2T 95’ SL L 14.0 160 0% L
Fixed stock and three 30 round magazines. Uses BAR magazines. +2 Mastercraft.
Kel-Tec RFB 7.62x51mm (5d6/-6) Box:10:1/20:2/30:3 FBO 70’ SL L 11.3 70 0% L
Permanent fixed stock, threaded barrel, and two 30 round magazines. Uses FAL magazines.
M14 7.62x51mm (5d6/-6) Box:5:1/10:2/20:3 FB 85’ SL/Auto(F) L 11.5 65 0% M&P
Fixed stock, threaded barrel, patrol sling, bayonet lug, and two 20 round magazines. Uses M14 magazines. Capable of being
reloaded with stripper clips without removing magazine.
RRA LAR-6.8 6.8mm SPC (5d4+3/-6) Box:10|20:2/30:4 FB 85’ SL L 6.9 70 0% L
Mid-length A2
Fixed stock, threaded barrel, bayonet lug, and two 10 round magazines. Uses 6.8 AR magazines.
RRA LAR-6.8 6.8mm SPC (5d4+3/-6) Box:10|20:2/30:4 FBO 85’ SL L 6.9 75 0% L
Mid-length A4
Synthetic stock, threaded barrel, bayonet lug, and two 10 round magazines. Uses 6.8 AR magazines.
SIG SG 550 5.56x45mm (5d4/-5) Box:5|20:1/30:2 FB 80’ SL/3RB L 9.0 65 0% M&P
/Auto(F)
Folding stock, threaded barrel, bayonet lug, and two 30 round magazines. Uses SIG magazines.
SIG SG 556 5.56x45mm (5d4/-5) Box:5|10|20|30:1/100:8 FB 80’ SL L 9.0 80 0% L
Folding stock, threaded barrel, bayonet lug, and two 30 round magazines. Uses M16/AR-15 magazines.
SIG SG 510 7.5x55mm Swiss (5d6+5/-8) Box:20:3/30:5 FB 90’ SL/Auto(M) L 12.6 97 0% M&P
Fixed Stock, bayonet lug, and two 20 round magazines.
SG 510-4 7.62x51mm (5d6/-6) Box:20:3/30:5 FB 90’ SL/Auto(M) L 12.6 97 0% M&P
Fixed Stock, bayonet lug, and two 20 round magazines.
Steyr AUG 5.56x45mm (5d4/-5) Box:30:3 FB 105’ SL/Auto(M) L 7.9 100 0% M&P
Permanent fixed stock, threaded barrel, bayonet lug, permanent 3× telescopic sight, and one 30 round magazine. Uses AUG magazines. +1
Mastercraft.
Steyr USR 5.56x45mm (5d4/-5) Box:30:3 FB 105’ SL L 7.9 130 0% L
Permanent fixed stock, threaded barrel, bayonet lug, permanent 3× telescopic sight, and one 30 round magazine. Uses AUG
magazines. +1 Mastercraft.

Table 170: Expensive Modern Assault, Battle, and Target Rifles, Cont
180

11.6.3 Designated Marksman Rifles


A designated marksman rifle (DMR) is the weapon used by soldiers in the designated marksman role. The DM role fills the gap
between a regular infantryman and a sniper and DMRs have been developed with this middle ground in mind.

11.6.3.1 Cheap Modern Designated Marksman Rifles

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


(Dam/Rec)
SVD 7.62x54mmR Box:10:2 FBO 115’ SL L 9.4 55 0% L
(5d6+2/-7)
Fixed stock, bayonet lug, threaded barrel, and one 10 round magazine.
H&K G3SG/1 7.62x51mm Box:20:1/50:7 FBO (105’) 130’-155’ SL/3RB/Auto(M) L 12.2 50 0% M&P
(5d6/-6)
Fixed stock, bayonet lug, bipod, 1.5-6× adjustable telescopic sight, and two 20 round magazines. Uses G3 magazines.
H&K HK33SG1 5.56x45mm Box:25:2/30:3/40:4 FBO (100’) 125’-150’ SL/3RB/Auto(M) L 12.4 45 0% M&P
(5d4/-5)
Fixed stock, bayonet lug, bipod, 1.5-6× adjustable telescopic sight, and two 25 round magazines. Uses HK33 magazines.
IMI Galil ACE 23 5.56x45mm Box:35:2/50:4 F B O 4T 95’ SL/Auto(M) L 7.6 75 0% M&P
(5d4/-5)
Synthetic stock, threaded barrel, bayonet lug, and two 25 round magazines. Uses 5.56 Galil magazines.
IMI Galil ACE 53 7.62x51mm Box:25:2 F B O 4T 95’ SL/Auto(M) L 8.1 75 0% M&P
(5d6/-6)
Synthetic stock, threaded barrel, bayonet lug, and two 25 round magazines. Uses 7.62 Galil magazines.
IMI Galil Marksman 5.56x45mm Box:35:2/50:4 FBO 90’ SL/Auto(M) L 9.0 65 0% M&P
(5d4/-5)
Synthetic stock, threaded barrel, bipod, bayonet lug, and two 35 round magazines. Uses 5.56 Galil magazines.
IMI Galil Sniper 7.62x51mm Box:25:2 FBO (95’) 165’ SL/Auto(M) L 14.0 65 0% M&P
(5d6/-6)
Synthetic stock, threaded barrel, bayonet lug, 8× telescopic sight, and two 25 round magazines. Uses 7.62 Galil magazines.
VSK-94 9x39mm Box:10:1/20:2/30:3 FBO (70’) 105’ SL/Auto(M) L 6.1 48 0% M&P
(4d4+4/-6)
Fixed stock, threaded barrel, lvl. 4 suppressor, 4× telescopic sight, and one 10 round magazine. Uses VSS magazines.
VSS 9x39mm Box:10:1/20:2/30:3 FBO (60’) 90’ SL/Auto(M) L 5.5 62 0% M&P
(4d4+4/-6)
Fixed stock, permanent lvl. 4 suppressor, 4× telescopic sight, and one 10 round magazine. Uses VSS magazines.
SVU 7.62x54mmR Box:10:1/20:2/30:3 FBO 95’ SL/Auto(M) L 9.4 64 0% M&P
(5d6+2/-7)
Permanent fixed stock, threaded barrel, bipod, and one 10 round magazine.
Zastava M76 7.92x57mm Box:10:2 FBO 130’ SL L 10.1 60 0% L
Mauser
(5d6+5/-8)
Fixed stock, bayonet lug, threaded barrel, and one 10 round magazine.

Table 171: Cheap Modern Designated Marksman Rifles


181

11.6.3.2 Expensive Modern Designated Marksman Rifles

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


(Dam/Rec)
Benelli R1 .300 Win Mag Box:3:4 FBO 140’ SL L 7.0 58 0% L
(7d6/-9)
Fixed stock, precision barrel, and one 3 round magazine. +1 Mastercraft.
Benelli R1 .30-06 Box:4:4/10:5 FBO 110’ SL L 7.0 55 0% L
Springfield
(6d6/-8)
Fixed Stock, precision barrel, and one 4 round magazine. +1 Mastercraft.
Benelli MR1 5.56x45mm Box:5:4 FBO 100’ SL L 7.0 58 0% L
(5d4/-5)
Fixed stock, precision barrel, and one 5 round magazine. +1 Mastercraft.
Browning BAR Stalker .243 Int:4 FBO 125’ SL L 7.0 63 0% L
Winchester
(4d6+2/-6)
Fixed stock and a precision barrel. +1 Mastercraft.
Browning BAR Stalker .300 Win Mag Int:4 FBO 145’ SL L 7.0 63 0% L
(7d6/-9)
Fixed stock and a precision barrel. +1 Mastercraft.
Browning BAR Stalker 7.62x51mm Int:4 FBO 140’ SL L 7.0 63 0% L
(5d6/-6)
Fixed stock and a precision barrel. +1 Mastercraft.
Browning Bar DBM 7.62x51mm Box:10:4 FBO 140’ SL L 7.0 67 0% L
(5d6/-6)
Fixed stock, precision barrel, and one 10 round magazine. +1 Mastercraft.
FN SCAR-H LB 7.62x51mm Box:20:3 F B O 3T 90’ SL/Auto(M) L 7.7 90 0% M&P
(5d6/-6)
Folding stock, extended barrel, threaded barrel, bayonet lug, and one 20 round magazine. Uses .308 SCAR magazines. +1 Mastercraft.
FN SCAR-H TPR 7.62x51mm Box:20:3 F B O 3T 120’ SL L 8.8 110 0% L
(5d6/-6)
Folding stock, threaded barrel, precision barrel, bayonet lug, and one 20 round magazine. Uses .308 SCAR magazines. +1 Mastercraft.
FN SCAR-H SSR 7.62x51mm Box:20:3 F B O 3T 145’ SL L 10.0 150 0% L
(5d6/-6)
Ergonomic stock, threaded barrel, match barrel, bayonet lug, and one 20 round magazine. Uses .308 SCAR magazines. +1 Mastercraft.
FN SCAR-L LB 5.56x45mm Box:10|20|30:1/100:8 F B O 3T 95’ SL/Auto(M) L 8.2 90 0% M&P
(5d4/-5)
Folding stock, extended barrel, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines. +1 Mastercraft.
H&K PSG1 7.62x51mm Box:5|20:1 FBO (110’) SL L 15.8 625 0% L
(5d6/-6) 165’
Ergonomic stock, threaded barrel, 6× telescopic sight, and two 5 round magazines. Uses G3 magazines. +1 Mastercraft.
HCAR DMR .30-06 Box:20:1/30:3 F B O 2T 180’ SL L 14.0 175 0% L
Springfield
(6d6/-8)
Fixed Stock and three 30 round magazines. Uses BAR magazines. +2 Mastercraft.
M21 SWS 7.62x51mm Box:5:1/10:2/20:3 FBO (110’) SL L 11.6 155 0% L
(5d6/-6) 190’
Fixed stock,threaded barrel, bayonet lug, bipod, 9× telescopic sight, and one 20 round magazine. Uses M14 magazines. +1 Mastercraft.
Capable of being reloaded with stripper clips without removing magazine.

Table 172: Expensive Modern Designated Marksman Rifles


182

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


(Dam/Rec)
M110 SASS 7.62x51mm Box:10|20:1/25:2/50:5 F B O 3T (120’) SL L 15.6 300 0% L
(5d6/-6) 210’
Synthetic stock, threaded barrel, bipod, bayonet lug, 9× telescopic sight, and one 10 round magazine. Uses AR-10 magazines. Not affected by
Error Range due to ammunition. +1 Mastercraft.
Norinco QBU-88 5.8x42mm Box:10:3 FBO (85’) SL L 9.0 100 0% L
(5d4/-5) 150’
Permanent fixed stock, bipod, 9× telescopic sight, and two 10 round magazines.
SIG SSG 550 Sniper 5.56x45mm Box:5|20:1/30:2 FBO 100’ SL L 7.8 114 0% L
(5d4/-5)
Fixed stock, bipod, threaded barrel, bayonet lug, and two 5 round magazines. Uses SIG magazines.
SDM-R 5.56x45mm Box:10|20|30:1/100:8 FB 95’ SL L 10.6 140 0% L
(5d4/-5)
Fixed stock, bipod, threaded barrel, bayonet lug, and one 30 round magazine. Uses M16/AR-15 magazines.
Walther WA2000 .300 Win Mag Box:6:50 FBO 150’ SL L 17.0 3750 0% L
(7d6/-9)
Permanent fixed stock, permanent bipod, and one 6 round magazine. +3 Grandmastercraft.

Table 173: Expensive Modern Designated Marksman Rifles, Cont


183

11.6.4 Bolt Action and Sniper Rifles


In military and law enforcement terminology, a sniper rifle is a precision rifle used to ensure more accurate placement of bullets at
longer ranges than other small arms.
Bolt action rifles and sniper rifles, because of their use, will almost always use a scope of high magnification (at least x3),and a
bipod. Accessories such as lasers, custom built stocks, and modified barrels are often built in as well, to achieve the best possible shot.

11.6.4.1 Cheap Modern Bolt Action and Sniper Rifles

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Alejandro Sniper Rifle 7.62x54mmR (5d6+2/-7) Box:8:3 F B O 130’ Bolt L 8.1 38 0% L
Fixed stock and one 8 round magazine. Not affected by Error Range due to ammunition.
Browning A-Bolt II .30-06 Springfield (6d6/-8) Box:4:1 F B O 100’ Bolt L 6.6 30 0% L
Composite Stalker
Fixed stock and one 4 round magazine. Not affected by Error Range due to ammunition.
CZ 452 American .22 Long Rifle (1d4/+0) Box:5:1 FBO 85’ Bolt L 5.9 22 0% L
Fixed stock and one 5 round magazine.
CZ 453 American .17 HMR (1d4+2/-1) Box:5:1 FBO 90’ Bolt L 5.9 28 0% L
Fixed stock and one 5 round magazine.
CZ 528 7.62x39mm (4d6+2/-6) Box:5:1 FBO 85’ Bolt L 5.9 30 0% L
Fixed stock, canted sights, and one 5 round magazine. Not affected by Error Range due to ammunition..
Enfield K 7.62x39mm (4d6+2/-6) Box:10|20|30:1/40:2/75:5 FB 95’ Bolt L 7.5 35 0% L
Fixed Stock and one 10 round magazine. Uses 7.62 AK magazines.
Marlin Model X7 .30-06 Springfield (6d6/-8) Int:5 F B O 130’ Bolt L 6.3 22 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Marlin Model X7 .243 Winchester (4d6+2/-6) Int:5 FBO 95’ Bolt L 6.3 19 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Marlin Model X7 7.62x51mm (5d6/-6) Int:5 FBO 110’ Bolt L 6.3 20 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Remington M700 .30-06 Springfield (6d6/-8) Int:5 F B O 130’ Bolt L 6.0 40 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Remington M700 .243 Winchester (4d6+2/-6) Int:5 FBO 90’ Bolt L 6.0 40 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Remington M700 .17 Remington (2d6/-2) Int:5 FBO 115’ Bolt L 6.0 30 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Remington M700 7.62x51mm (5d6/-6) Int:4 F B O 120’ Bolt L 6.0 38 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Remington M700 5.56x45mm (5d4/-5) Int:5 F B O 125’ Bolt L 6.0 40 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Remington M700P 7.62x51mm (5d6/-6) Int:4 F B O 150’ Bolt L 6.0 50 0% L
Fixed stock. Not affected by Error Range due to ammunition. +1 Mastercraft.
Ruger M77 Mark 1 5.56x45mm (5d4/-5) Int:5 F B O 100’ Bolt L 7.3 26 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Ruger M77 Mark 1 7.62x51mm (5d6/-6) Int:5 F B O 100’ Bolt L 7.0 26 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Ruger Scout 7.62x51mm (5d6/-6) Box:10:2 FBO 110’ Bolt L 7.0 45 0% L
Fixed stock and one 10 round magazine. Not affected by Error Range due to ammunition.
Ruger Scout 5.56x45mm (5d4/-5) Box:10:2 F B O 100’ Bolt L 7.0 44 0% L
Fixed stock and one 10 round magazine. Not affected by Error Range due to ammunition.
Ruger American 7.62x39mm (4d6+2/-6) Box:5|10|20:1/30:2 F B O 105’ Bolt L 5.9 30 0% L
Ranch
Fixed stock and one 5 round magazine. Not affected by Error Range due to ammunition. Uses Mini-30 magazines.
Ruger American .300 AAC BLK (4d6/-5) Box:5|10|20|30:1 FBO 95’ Bolt L 5.9 30 0% L
Ranch
Fixed stock and one 5 round magazine. Not affected by Error Range due to ammunition. Uses M16/AR-15 magazines.
Summit Frontier .45-70 .45-70 Government (3d10/-6) Int:3 FBO 90’ Bolt L 8.8 45 0% L
Fixed stock. Not affected by Error Range due to ammunition.

Table 174: Cheap Modern Bolt Action and Sniper Rifles


184

11.6.4.2 Expensive Modern Bolt Action and Sniper Rifles

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Accuracy International 7.62x51mm (5d6/-6) Box:5:4 FBO 130’ Bolt L 14.3 100 0% L
AWP
Fixed stock, threaded barrel, and one 5 round magazine. Not affected by Error Range due to ammunition. +1 Mastercraft.
Accuracy International .338 Lapua Magnum Box:5:4 FBO 130’ Bolt L 14.3 100 0% L
AWM (7d8/-10)
Fixed stock, threaded barrel, and one 5 round magazine. Not affected by Error Range due to ammunition. +1 Mastercraft.
Accuracy International .300 Win Mag (7d6/-9) Box:10:12 F B O 2T 180’ Bolt L 13.8 400 0% L
AXMC
Folding stock, threaded barrel, and one 10 round magazine. Not affected by Error Range due to ammunition. +1 Mastercraft.
Barrett M98B .338 Lapua Magnum Box:10:14 FBO 135’ Bolt L 13.5 200 0% L
(7d8/-10)
Fixed stock, threaded barrel, and one 10 round magazine. Not affected by Error Range due to ammunition. +1 Mastercraft.
SV-98 7.62x54mmR Box:10:3 FBO 110’ Bolt L 12.8 60 0% L
(5d6+2/-7)
Fixed stock, threaded barrel, and one 10 round magazine. Not affected by Error Range due to ammunition. +1 Mastercraft.
FR F1 7.5x54mm (4d6+4/-7) Box:10:4 FBO (130’) 195’ Bolt L 12.8 150 0% L
Fixed stock, bipod, heavy barrel, 6× telescopic sight, and one 10 round magazine. Not affected by Error Range due to ammunition. +1 Mastercraft.
FR F2 7.62x51mm (5d6/-6) Box:10:4 FBO (130’) 195’ Bolt L 12.8 150 0% L
Fixed stock, bipod, heavy barrel, 6× telescopic sight, and one 10 round magazine. Not affected by Error Range due to ammunition. +1
Mastercraft.
FN Ballista .300 Win Mag (7d6/-9) Box:5:4/8:7 F B O 1T 190’ Bolt L 12.0 375 0% L
Folding stock, bipod, match barrel, heavy barrel, and one 5 round magazine. Not affected by Error Range due to ammunition. +2 Mastercraft.
FN Ballista .338 Lapua Magnum Box:6:4/10:7 F B O 1T 195’ Bolt L 12.0 375 0% L
(7d8/-10)
Folding stock, bipod, match barrel, heavy barrel, and one 6 round magazine. Not affected by Error Range due to ammunition. +2 Mastercraft.
FN Ballista 7.62x51mm (5d6/-6) Box:8:4/15:7 F B O 1T 175’ Bolt L 12.0 375 0% L
Folding stock, bipod, match barrel, heavy barrel, and one 8 round magazine. Not affected by Error Range due to ammunition. +2 Mastercraft.
M40A3 7.62x51mm (5d6/-6) Int:5 FBO (135’) 270’ Bolt L 16.5 136 0% L
Fixed stock, bipod, heavy barrel, and a 10× telescopic sight. Not affected by Error Range due to ammunition. +1 Mastercraft.
M24A3 SWS .338 Lapua Magnum Box:5:2 FBO (165’) 330’ Bolt L 11.9 124 0% L
(7d8/-10)
Fixed stock, bipod, heavy barrel, 10× telescopic sight, and one 5 round magazine. Not affected by Error Range due to ammunition. +1 Mastercraft.
M2010 ESR .300 Win Mag (7d6/-9) Box:5:2 F B O 2T (155’) Bolt L 12.0 150 0% L
270’ - 425’
Fixed stock, threaded barrel, bipod, 6.5-20× adjustable telescopic sight, and two 5 round magazines. Not affected by Error Range due to
ammunition. +1 Mastercraft
Mossberg MVP 5.56x45mm (5d4/-5) Box:10|20|30:1/100:8 FBO 95’ Bolt L 7.5 56 0% L
Fixed stock and one 10 round magazine. Not affected by Error Range due to ammunition. Uses M16/AR-15 magazines.

Table 175: Expensive Modern Bolt Action and Sniper Rifles


185

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Remington M700P 5.56x45mm (5d4/-5) Int:5 FBO 135’ Bolt L 6.0 52 0% L
Fixed stock. Not affected by Error Range due to ammunition. +1 Mastercraft.
Ruger Precision Rifle 7.62x51mm (5d6/-6) Box: See Text F B O 4T 140’ Bolt L 9.7 60 0% L
Folding stock, threaded barrel. Uses M14, AR-10, and AWP magazines. Not affected by Error Range due to ammunition. +1 Mastercraft.
Ruger Precision Rifle .300 Win Mag (7d6/-9) Box:5:2 F B O 4T 165’ Bolt L 9.7 100 0% L
Folding stock, threaded barrel. Not affected by Error Range due to ammunition. +1 Mastercraft.
Ruger Precision Rifle .338 Lapua Magnum (7d8/-10) Box:5:2 F B O 4T 175’ Bolt L 9.7 100 0% L
Folding stock, threaded barrel. Not affected by Error Range due to ammunition. +1 Mastercraft.
SIG SSG 3000 7.62x51mm (5d6/-6) Box:4:2 FBO 100’ Bolt L 11.9 100 0% L
Fixed stock and one 4 round magazine. Not affected by Error Range due to ammunition. +1 Mastercraft.
Steyr Scout 5.56x45mm (5d4/-5) Box:5:2/10:5 FBO 105’ Bolt L 6.6 100 0% L
Fixed stock and two 5 round magazines. One magazine can be stored in the stock. Not affected by Error Range due to ammunition. +1 Mastercraft.
Steyr Scout 7.62x51mm (5d6/-6) Box:5:2/10:5 FBO 105’ Bolt L 6.6 100 0% L
Fixed stock and two 5 round magazines. One magazine can be stored in the stock. Not affected by Error Range due to ammunition. +1
Mastercraft.
Steyr Scout .243 Winchester (4d6+2/-6) Box:5:2/10:5 FBO 105’ Bolt L 6.6 100 0% L
Fixed stock and two 5 round magazines. One magazine can be stored in the stock. Not affected by Error Range due to ammunition. +1 Mastercraft.

Table 176: Expensive Modern Bolt Action and Sniper Rifles, Cont

11.6.5 Modern Anti-Materiel Rifles


An Anti-materiel rifle is a rifle designed to destroy at hard targets, such as equipment, vehicles, and weapons, rather than at other
combatants.
Bipods are mandatory, and various telescopic sights, tactical slings, patrol slings, and ergonomic stocks are all suitable for
anti-materiel rifles.
Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Accuracy International AW50 .50 BMG (10d8/-16) Box:5:12 FBO 270’ Bolt H 33.0 300 0% R
Fixed stock, threaded barrel, bipod, and one 5 round magazine. Not affected by Error Range due to ammunition.
Anzio Ironworks Single Shot 50 .50 BMG (10d8/-16) Int:1 FBO 190’ Bolt H 21.0 125 0% R
Fixed stock, threaded barrel, and bipod. Not affected by Error Range due to ammunition.
Anzio Ironworks 50 .50 BMG (10d8/-16) Box:3:4 FBO 200’ Bolt H 23.0 200 0% R
Fixed stock, threaded barrel, bipod, and one 3 round magazine. Not affected by Error Range due to ammunition.
Anzio Ironworks Mag-fed 20mm 20x102mm (12d10/-20) Box:3:12 FBO 450’ Bolt G 60.0 600 0% R
Fixed stock, threaded barrel, bipod, and one 3 round magazine. Not affected by Error Range due to ammunition.
Barrett M95 .50 BMG (10d8/-16) Box:5:10 FBO 260’ Bolt H 23.5 240 0% R
Fixed stock, threaded barrel, bipod, and one 5 round magazine. Not affected by Error Range due to ammunition.
Barrett M82A1 “Light Fifty” .50 BMG (10d8/-16) Box:10:10 FBO 220’ SL H 30.9 300 0% R
Fixed stock, threaded barrel, bipod and one 10 round magazine.
Lynx GM6 12.7x108mm (10d8/-16) Box:5:13 F B O 1T 235’ SL L 24.3 285 0% R
Fixed stock, threaded barrel, bipod, and two 5 round magazines.
Zastava M12 Black Spear 12.7x108mm (10d8/-16) Box:5:9 FBO 250’ Bolt H 28.7 180 0% R
Fixed stock, threaded barrel, bipod, and two 5 round magazines.
PGM Hécate II .50 BMG (10d8/-16) Box:7:5 FBO 245’ Bolt H 30.0 190 0% R
Fixed stock, threaded barrel, bipod, and two 7 round magazines.
Mambi AMR 14.5x114mm (10d10/-17) Box:5:4 FBO 270’ SL H 28.2 274 0% R
Permanent fixed stock, threaded barrel, bipod, and two 5 round magazines.
MK-18 Mod 1 Mjolinr .338 Lapua Magnum (7d8/-10) Box:10:5 F B O 1T 260’ SL L 13.0 350 0% L
Synthetic stock, threaded barrel, precision barrel, and one 10 round magazine. +3 Grandmastercraft.

Table 177: Modern Anti-Materiel Rifles


186

11.6.6 Early Modern Rifles


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

11.6.6.1 Early Modern Battle Rifles

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Type 99 Rifle 7.7x58mm Arisaka (5d6+4/-8) Int:5 FB 110’ Bolt L 8.1 34 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition.
AVS-36 7.62x54mmR (5d6+2/-7) Box:15:1 FB 80’ SL/Auto(F) L 9.5 66 5% M&P
Fixed stock, bayonet lug, bayonet (survival knife), and two 15 round magazines.
Colt Monitor .30-06 Springfield (6d6/-8) Box:20:1/30:3 FB 80’ SL/Auto(M) L 19.0 75 5% M&P
Fixed stock, permanent muzzle brake, and one 20 round magazine. Uses BAR magazines.
Carcano Mod. 91/38 6.5x52mm Carcano (4d6+2/-6) Clip:6 FB 155’ Bolt L 8.6 20 0% L
Fixed stock, two 6 round enbloc clips, and a bayonet lug. Not affected by Error Range due to ammunition.
Carcano Carbine 6.5x52mm Carcano (4d6+2/-6) Clip:6 FB 125’ Bolt L 6.9 16 0% L
Fixed stock, two 6 round enbloc clips, and a folding integral bayonet. Not affected by Error Range due to ammunition. Considered a carbine for
the purpose of combat.
De Lisle carbine .45 ACP (3d4+2/-4) Box:7:1 — 80’ Bolt L 8.5 9 0% R
Folding stock, permanent lvl. 3 suppressor, and two 7 round magazines. Uses 1911 magazines. Not affected by Error Range due to ammunition.
Considered a carbine for the purpose of combat.
FG42 7.92x57mm Mauser (5d6+5/-8) Box:10:2/20:5 F B O 95’ SL/Auto(F) L 9.3 80 0% M&P
Fixed stock, bipod and one 20 round magazine.
Gewehr 41 7.92x57mm Mauser (5d6+5/-8) Int:10 FB 90’ SL L 11.0 9 20% L
Fixed stock.
Karabiner 98 kurz 7.92x57mm Mauser (5d6+5/-8) Int:5 FB 160’ Bolt L 8.2 21 0% L
Fixed stock, and a bayonet lug. Not affected by Error Range due to ammunition.
SMLE No. 1 Mk III* .303 British (5d6+3/-7) Box:10:2 FB 140’ Bolt L 8.8 20 0% L
Fixed stock, bayonet lug, a bayonet (survival knife), and one 10 round magazine. This weapon’s magazines are not interchangeable between
different guns of the same model, and when reloading with magazines, the error range increases by 25%. Not affected by Error Range due to
ammunition.
Lee-Enfield No. 4 Mk I .303 British (5d6+3/-7) Box:10:2 FB 150’ Bolt L 8.8 11 0% L
Fixed stock, bayonet lug, a bayonet (survival knife), and one 10 round magazine. This weapon’s magazines are not interchangeable between
different guns of the same model, and when reloading with magazines, the error range increases by 25%. Not affected by Error Range due to
ammunition.
Lee-Enfield No. 5 Mk I .303 British (5d6+3/-7) Box:10:2 FB 130’ Bolt L 6.0 14 0% L
“Jungle Carbine”
Fixed stock, bayonet lug, a bayonet(survival knife), and one 10 round magazine. This weapon’s magazines are not interchangeable between
different guns of the same model, and when reloading with magazines, the error range increases by 25%. Not affected by Error Range due to
ammunition.
M1 Carbine .30 Carbine (3d6+1/-4) Box:15|30:1 FB 80’ SL L 5.2 25 5% L
Fixed stock and two 15 round magazines. Uses M1 Carbine magazines. Considered a carbine for the purpose of combat.
M1A1 Carbine .30 Carbine (3d6+1/-4) Box:15|30:1 FB 80’ SL L 4.5 33 5% L
Folding stock and two 15 round magazines. Uses M1 Carbine magazines. Considered a carbine for the purpose of combat.
M2 Carbine .30 Carbine (3d6+1/-4) Box:15|30:1 FB 80’ SL/Auto(F) L 5.2 30 5% M&P
Fixed stock and two 15 round magazines. Uses M1 Carbine magazines. Considered a carbine for the purpose of combat.
M1 Garand .30-06 Springfield (6d6/-8) Clip:8 FB 120’ SL L 9.5 45 0% L
Fixed stock, patrol sling, bayonet lug, and one 8 round clip. This weapon requires the use of it’s clip to function. 1 WP purchases 10 clips.

Table 178: Early Modern Battle Rifles


187

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
M1903A1 Springfield .30-06 Springfield (6d6/-8) Int:5 FB 150’ Bolt L 8.8 6 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition.
M1903A3 Springfield .30-06 Springfield (6d6/-8) Int:5 FB 150’ Bolt L 8.6 6 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition.
MAS 36 CR39 7.5x54mm (4d6+4/-7) Int:5 FB 145’ Bolt L 8.2 6 0% L
Fixed stock and a bayonet lug. Not affected by Error Range due to ammunition.
Mosin-Nagant M1891/30 7.62x54mmR (5d6+2/-7) Int:5 FB 140’ Bolt L 8.8 4 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition.
Mosin-Nagant M1938 7.62x54mmR (5d6+2/-7) Int:5 FB 130’ Bolt L 7.5 4 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition.
Mosin-Nagant M1944 7.62x54mmR (5d6+2/-7) Int:5 FB 130’ Bolt L 9.0 4 0% L
Fixed stock, bayonet lug, and a permanent bayonet. Not affected by Error Range due to ammunition.
Sturmgewehr 44 7.92x33mm Kurz (3d8/-5) Box:30:1 FB 70’ SL/Auto(M) L 11.5 12 10% M&P
Fixed stock and one 30 round magazine.
SVT-40 7.62x54mmR (5d6+2/-7) Box:10:1 F B O 90’ SL L 8.5 8 5% L
Fixed stock, bayonet lug, and a bayonet (Survival Knife).

Table 179: Early Modern Battle Rifles, Cont

11.6.6.2 Early Modern Sniper Rifles

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Type 97 Sniper Rifle 6.5x50mm Arisaka (4d6/-5) Int:5 FBO (110’) 135’ Bolt L 8.7 60 0% L
Fixed stock and 2× telescopic sight. Not affected by Error Range due to ammunition.
SMLE No. 1 Mk III* .303 British (5d6+3/-7) Box:10:2 FB (140’) 175’ Bolt L 10.0 55 0% L
Fixed stock, bayonet lug, 3× telescopic sight, and one 10 round magazine. This weapon’s magazines are not interchangeable between different
guns of the same model, and when reloading with magazines, the error range increases by 25%. Not affected by Error Range due to
ammunition. Can not use stripper clips. +1 Mastercraft.
Lee-Enfield No. 4 Mk I (T) .303 British (5d6+3/-7) Box:10:2 FB (150’) 185’ Bolt L 10.0 65 0% L
Fixed stock, bayonet lug, 3× telescopic sight, and one 10 round magazine. This weapon’s magazines are not interchangeable between different
guns of the same model, and when reloading with magazines, the error range increases by 25%. Not affected by Error Range due to
ammunition. Can not use stripper clips. +1 Mastercraft.
Gewehr 43 7.92x57mm Mauser (5d6+5/-8) Box:10:1 FB (95’) 120’ SL L 9.7 54 5% L
Fixed stock, 3× telescopic sight, and two 10 round magazines.
Karabiner 98 kurz 7.92x57mm Mauser (5d6+5/-8) Int:5 FB (160’) 200’ Bolt L 10.3 54 0% L
Fixed stock, bayonet lug, and 3× telescopic sight. Not affected by Error Range due to ammunition. Can not use stripper clips. +1
Mastercraft.
MAS 36 7.5x54mm (4d6+4/-7) Int:5 FB (145’) 180’ Bolt L 9.8 45 0% L
Fixed stock, bayonet lug, and 3× telescopic sight. Not affected by Error Range due to ammunition.
M1C Garand .30-06 Springfield (6d6/-8) Int:8 FB (120’) 150’ SL L 9.4 62 0% L
Fixed stock, 2× telescopic sight, bayonet lug, and one 8 round clip. This weapon requires the use of it’s clip to function. 1 WP
purchases 10 clips.
M1D Garand .30-06 Springfield (6d6/-8) Int:8 F B O (120’) 150’ SL L 10.0 72 0% L
Fixed stock, 2× telescopic sight, bayonet lug, and one 8 round clip. This weapon requires the use of it’s clip to function. 1 WP purchases 10 clips.
M1903A4 Springfield .30-06 Springfield (6d6/-8) Int:5 FBO (150’) 185’ Bolt L 10.8 70 0% L
Fixed stock and a 2× telescopic sight. Not affected by Error Range due to ammunition. Can not use stripper clips.
Mosin-Nagant M1891/30 7.62x54mmR (5d6+2/-7) Int:5 F B O (140’) 210’ Bolt L 8.8 30 0% L
Fixed stock, bayonet lug, and a 4× telescopic sight. Not affected by Error Range due to ammunition. Can not use stripper clips.
Mosin-Nagant M1938 7.62x54mmR (5d6+2/-7) Int:5 F B O (130’) 160’ Bolt L 8.8 33 0% L
Fixed stock, bayonet lug, and a 3× telescopic sight. Not affected by Error Range due to ammunition. Can not use stripper clips.
Mosin-Nagant M1944 7.62x54mmR (5d6+2/-7) Int:5 F B O (130’) 160’ Bolt L 9.0 32 0% L
Fixed stock and a 3× telescopic sight. Not affected by Error Range due to ammunition. Can not use stripper clips.
SVT-40 7.62x54mmR (5d6+2/-7) Box:10:1 FBO (90’) 110’ SL L 10.1 56 5% L
Fixed stock, 3× telescopic sight, bayonet lug, and one 10 round magazine.

Table 180: Early Modern Sniper Rifles


188

11.6.6.3 Early Modern Anti-Materiel Rifles

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Boys Anti-tank Rifle 13.9x99mmB (12d8/-19) Box:5:1 FB 170’ Bolt H 35.0 30 0% R
Fixed stock, bipod, and one 5 round magazine. Not affected by Error Range due to ammunition.
Panzerbüchse 39 7.92x94mm (7d8/-10) Int:1 FB 140’ Bolt H 25.0 23 0% R
Folding stock and a bipod. Not affected by Error Range due to ammunition.
PTRD-41 14.5x114mm (10d10/-17) Int:1 FB 220’ Single H 38.0 25 0% R
Fixed stock and a bipod. Not affected by Error Range due to ammunition
PTRS-41 14.5x114mm (10d10/-17) Box:5:1 FB 230’ SL H 47.7 26 0% R
Fixed stock and a bipod.
Type 97 Automatic Cannon 20x125mm (12d10/-20) Box:7:2 FB 430’ SL H 130.0 43 0% R
Fixed stock and a bipod.
Solothurn S-18/100 20x105mm (12d10/-20) Box:10:2 FB 320’ SL H 99.0 40 0% R
Fixed stock and a bipod.

Table 181: Early Modern Anti-Materiel Rifles


189

11.6.7 Late Industrial Rifles


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

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Arisaka Type 30 Rifle 6.5x50mm Arisaka (4d6/-5) Int:5 FB 100’ Bolt L 8.7 30 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition.
Arisaka Type 30 Carbine 6.5x50mm Arisaka (4d6/-5) Int:5 FB 80’ Bolt L 7.9 30 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition.
Arisaka Type 38 6.5x50mm Arisaka (4d6/-5) Int:5 FB 90’ Bolt L 7.9 30 0% L
Fixed stock, bayonet lug, and a bayonet(survival knife). Not affected by Error Range due to ammunition.
Arisaka Type 38 Carbine 6.5x50mm Arisaka (4d6/-5) Int:5 FB 75’ Bolt L 7.3 30 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition.
Arisaka Type 44 Carbine 6.5x50mm Arisaka (4d6/-5) Int:5 FB 80’ Bolt L 7.3 38 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition.
Fusil Automatique Modele 8mm Lebel (5d6+1/-6) Clip:5 FB 70’ SL L 8.0 10 0% L
1917
Fixed stock and one 5 round clip. This weapon requires the use of it’s clip to function. 1 WP purchases 5 clips.
Gewehr 88 7.92x57mm Mauser (5d6+5/-8) Int:5 FB 120’ Bolt L 8.4 5 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition.
Gewehr 98 7.92x57mm Mauser (5d6+5/-8) Int:5 FB 160’ Bolt L 9.0 7 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition.
KB wz. 98A 7.92x57mm Mauser (5d6+5/-8) Int:5 FB 160’ Bolt L 9.6 7 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition.
Krag-Jørgensen .30-40 Krag (5d6+4/-8) Int:5 FB 140’ Bolt L 8.4 60 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition. Weapon can have +1 round when reloading.
Lebel Model 1886 8mm Lebel (5d6+1/-6) Int:8 FB 130’ Bolt L 9.7 8 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition.
M1895 Lee Navy 6mm Lee Navy (5d4+2/-6) Int:5 FB 120’ Bolt L 8.3 60 0% L
Fixed stock and a bayonet lug. Not affected by Error Range due to ammunition.
M1903 Springfield .30-06 Springfield (6d6/-8) Int:5 FB 150’ Bolt L 9.5 25 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition.
M1917 Enfield .30-06 Springfield (6d6/-8) Int:6 FB 140’ Bolt L 11.1 34 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition.
Mondragón rifle M1908 7x57mm Mauser (5d6+2/-7) Box:8:1/10:2/20:3 FB 90’ SL L 9.2 16 0% L
Box:30:4
Fixed stock, bayonet lug, and one 10 round magazine. Not affected by Error Range due to ammunition.
Pattern 1914 Enfield .303 British (5d6+3/-7) Int:5 FB 150’ Bolt L 9.4 6 0% L
Fixed stock. Not affected by Error Range due to ammunition. +1 Mastercraft.
Springfield M1892 Rifle .30-40 Krag (5d6+4/-8) Int:5 FB 140’ Bolt L 10.0 60 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition. Weapon can have +1 round when reloading.
Springfield M1898 Rifle .30-40 Krag (5d6+4/-8) Int:5 FB 160’ Bolt L 8.4 8 0% L
Fixed stock, bayonet lug, and a bayonet (survival knife). Not affected by Error Range due to ammunition. Weapon can have +1 round when reloading.
Ross Rifle .303 British (5d6+3/-7) Int:5 FB 140’ Bolt L 8.6 9 20% L
Fixed stock. Not affected by Error Range due to ammunition. +1 Mastercraft.
Berthier Rifle 8mm Lebel (5d6+1/-6) Clip:5 FB 135’ Bolt L 9.0 7 0% L
Fixed stock and one 5 round clip. This weapon requires the use of it’s clip to function. Not affected by Error Range due to ammunition. 1 WP
purchases 3 clips.
Schimdt-Rubin Model 1911 7.5x55mm Swiss (5d6+5/-8) Int:11 FB 135’ Bolt L 9.0 15 0% L
Rifle
Fixed stock and a bayonet lug. Not affected by Error Range due to ammunition. +1 Mastercraft.
Schimdt-Rubin Model 1911 7.5x55mm Swiss (5d6+5/-8) Int:11 FB 135’ Bolt L 9.0 16 0% L
Carbine
Fixed stock and a bayonet lug. Not affected by Error Range due to ammunition. +1 Mastercraft.
Winchester 1895 See Text Int:5 FB 120’ Lever L 9.0 16 0% L
This firearm can be purchased in one of the following calibers: 7.62x54mmR (5d6+2/-7), .303 British (5d6+3/-7), .30-40 Krag (5d6+4/-8), 7.92x57mm
Mauser (5d6+5/-8) or .30-06 Springfield (6d6/-8). Fixed stock. Not affected by Error Range due to ammunition. Can use stripper clips to reload.

Table 182: Late Industrial Battle Rifles


190

11.6.8 Industrial Carbines and Long Rifles


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

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Henry Rifle (Long Rifle) .44 Henry (2d6+1/-2) Int:15 F 70’ Lever L 9.3 22 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Remington Rolling Block (Long Rifle) .45-70 Government (3d10/-6) Int:1 FB 60’ Single L 9.3 16 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Sharps 1863 Carbine (Carbine Rifle) .50-70 Government Int:1 FB 65’ Single L 9.5 45 0% L
(3d10+5/-8)
Fixed stock. Not affected by Error Range due to ammunition.
Sharps 1873 Rifle (Long Rifle) .45-70 Government (3d10/-6) Int:1 FB 70’ Single L 10.0 44 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Sharps 1874 Long Range Rifle (Long .45-70 Government (3d10/-6) Int:1 FB 85’ Single L 10.8 40 0% L
Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Spencer Repeating Rifle (Long Rifle) .56-56 Spencer (2d10+5/-6) Int:7 FB 80’ Lever L 10.0 85 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Spencer Repeating Carbine (Carbine .56-56 Spencer (2d10+5/-6) Int:7 FB 60’ Lever L 9.0 70 0% L
Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Springfield M1871 Rolling Block (Long .50-70 Government Int:1 FB 90’ Single L 10.0 70 0% L
Rifle) (3d10+5/-8)
Fixed stock. Not affected by Error Range due to ammunition.
Springfield M1873 (Long Rifle) .45-70 Government (3d10/-6) Int:1 FB 90’ Single L 9.8 65 0% L
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1873 Carbine .32-20 Winchester (1d10/-3) Int:12 FB 60’ Lever L 8.0 35 0% L
(Carbine Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1873 Carbine .38-40 Winchester (1d6+5/-5) Int:12 FB 60’ Lever L 8.0 35 0% L
(Carbine Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1873 Carbine .44-40 Winchester (1d10+5/-5) Int:12 FB 60’ Lever L 8.0 35 0% L
(Carbine Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1873 Rifle (Long .32-20 Winchester (1d10/-3) Int:15 FB 70’ Lever L 8.0 40 0% L
Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1873 Rifle (Long .38-40 Winchester (1d6+5/-5) Int:15 FB 70’ Lever L 9.0 40 0% L
Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1873 Rifle (Long .44-40 Winchester (1d10+5/-5) Int:15 FB 70’ Lever L 9.0 40 0% L
Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1866 Carbine .44 Henry (2d6+1/-2) Int:12 FB 60’ Lever L 9.0 35 0% L
(Carbine Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1866 Rifle (Long .44 Henry (2d6+1/-2) Int:15 FB 70’ Lever L 9.0 40 0% L
Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1892 Rifle (Long .44-40 Winchester (1d10+5/-5) Int:15 FB 70’ Lever L 9.0 40 0% L
Rifle)
Fixed stock. Not affected by Error Range due to ammunition.

Table 183: Industrial Carbines and Long Rifles


191

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Winchester Model 1892 .44-40 Winchester (1d10+5/-5) Int:12 FB 60’ Lever L 9.0 35 0% L
Carbine (Carbine Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1892 Rifle .32-20 Winchester (1d10/-3) Int:15 FB 70’ Lever L 9.0 40 0% L
(Long Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1892 .32-20 Winchester (1d10/-3) Int:12 FB 60’ Lever L 9.0 35 0% L
Carbine (Carbine Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1894 (Long .30-30 Winchester (4d6+1/-5) Int: 8 FB 80’ Lever L 6.8 29 0% L
Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1894 .30-30 Winchester (4d6+1/-5) Int: 6 FB 65’ Lever L 6.8 29 0% L
(Carbine Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1892 Rifle .38-40 Winchester (1d6+5/-5) Int:15 FB 70’ Lever L 9.0 40 0% L
(Long Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1892 .38-40 Winchester (1d6+5/-5) Int:12 FB 60’ Lever L 9.0 35 0% L
Carbine (Carbine Rifle)
Fixed stock. Not affected by Error Range due to ammunition.
Winchester Model 1886 Rifle .45-70 Government (3d10/-6) Int:9 FB 85’ Lever L 9.0 50 0% L
(Long Rifle)
Fixed stock. Not affected by Error Range due to ammunition.

Table 184: Industrial Carbines and Long Rifles, Cont


192

11.7 Shotguns
“Over the centuries, mankind has tried many ways of combating the forces of evil... prayer, fasting, good works and so
on. Up until Doom, no one seemed to have thought about the double-barrel shotgun. Eat leaden death, demon.” —Terry
Pratchett
A shotgun (also known as a scattergun and peppergun, or historically as a fowling piece) is a firearm that is usually designed to
be fired from the shoulder, which uses the energy of a fixed shell to fire a number of small spherical pellets called shot, or a solid
projectile called a slug.

11.7.1 Modern Sporting Shotguns


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

11.7.1.1 Cheap Modern Sporting Shotguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Harrington & Richardson Pardner Turkey 10 Gauge (7d6/-9) Int:1 FB 50’ Single L 9.0 11 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Harrington & Richardson Single Barrel Shotgun 12 Gauge (5d6/-6) Int:1 FB 50’ Single L 5.8 5 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Harrington & Richardson Topper 12 Gauge (5d6/-6) Int:1 FB 50’ Single L 5.8 5 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Harrington & Richardson Topper 20 Gauge (4d6/-5) Int:1 FB 55’ Single L 5.8 5 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Harrington & Richardson Topper .410 Bore (3d4+1/-3) Int:1 FB 55’ Single L 5.8 5 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Maverick 88 Slug 12 Gauge (5d6/-6) Int:5 FB 45’ Pump L 7.0 13 10% L
Fixed stock and a slug barrel. Not affected by Error Range due to ammunition.
Maverick 88 Field 12 Gauge (5d6/-6) Int:5 FB 45’ Pump L 7.0 11 10% L
Fixed stock and a choked barrel. Not affected by Error Range due to ammunition.
Mossberg 505 Youth .410 Bore (3d4+1/-3) Int:4 FB 35’ Pump L 5.0 15 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.

Table 185: Cheap Modern Sporting Shotguns


193

11.7.1.2 Mid-range Modern Sporting Shotguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Adler A110 Hunter See Text Int:7 FB 55’ Lever L 8.5 26 0% L
This firearm can be purchased in one of the following calibers: 12 Gauge (5d6/-6) or 20 Gauge (4d6/-5). Fixed stock and a removable choke
barrel. Not affected by Error Range due to ammunition.
Adler A110 Hunter .410 Bore (3d4+1/-3) Int:8 FB 55’ Lever L 8.5 26 0% L
Fixed stock and a removable choke barrel. Not affected by Error Range due to ammunition.
Benelli Black Eagle 12 Gauge (5d6/-6) Int:4 FB 60’ SL L 7.3 30 5% L
Fixed stock and a straight barrel.
Benelli Nova Pump Field 12 Gauge (5d6/-6) Int:4 FB 60’ Pump L 8.0 23 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Benelli Nova Pump Field 20 Gauge (4d6/-5) Int:4 FB 60’ Pump L 6.6 22 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Benelli Supernova 12 Gauge (5d6/-6) Int:4 FB 65’ Pump L 8.0 22 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition. +1 Mastercraft.
Benelli Supernova Slug 12 Gauge (5d6/-6) Int:4 FB 60’ Pump L 8.0 30 0% L
Fixed stock and a slug barrel. Not affected by Error Range due to ammunition.
Mossberg 500 12 Gauge (5d6/-6) Int:5 FB 45’ Pump L 7.0 21 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Mossberg 505 Youth 20 Gauge (4d6/-5) Int:4 FB 40’ Pump L 5.6 18 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Mossberg 535 Slugster 12 Gauge (5d6/-6) Int:5 FB 50’ Pump L 7.0 20 0% L
Fixed stock and a slug barrel. Not affected by Error Range due to ammunition.
Mossberg 535 Waterfowl 12 Gauge (5d6/-6) Int:5 FB 40’ Pump L 8.0 20 0% L
Fixed stock and a choked barrel. Not affected by Error Range due to ammunition.
Mossberg 930 12 Gauge (5d6/-6) Int:5 FB 45’ SL L 8.0 25 5% L
Fixed stock and a straight barrel.
Mossberg 930 Slugster 12 Gauge (5d6/-6) Int:5 FB 50’ SL L 8.0 28 5% L
Fixed stock and a slug barrel.
Mossberg 930 Waterfowl 12 Gauge (5d6/-6) Int:5 FB 40’ SL L 7.8 28 5% L
Fixed stock and a choked barrel.
Mossberg SA20 Autoloader 20 Gauge (4d6/-5) Int:5 FB 50’ SL L 8.0 20 10% L
Fixed stock and a straight barrel.
Maverick Arms Hunter Field 12 Gauge (5d6/-6) Int:2 F 2B 55’ OxU: Single/Double L 8.0 20 0% L
Over & Under
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition.
MTs255-12 12 Gauge (5d6/-6) Cyl:5 FB 45’ SL L 8.1 16 0% L
Fixed stock and a choked barrel. Not affected by Error Range due to ammunition.
MTs255-20 20 Gauge (4d6/-5) Cyl:5 FB 45’ SL L 7.4 16 0% L
Fixed stock and a choked barrel. Not affected by Error Range due to ammunition.
MTs255-.410 .410 Bore (3d4+1/-3) Cyl:5 FB 45’ SL L 6.8 16 0% L
Fixed stock and a choked barrel. Not affected by Error Range due to ammunition.
Remington 870 Express 12 Gauge (5d6/-6) Int:4 FB 45’ Pump L 7.2 21 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.

Table 186: Midrange Modern Sporting Shotguns


194

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Remington 870 Express Slug 12 Gauge (5d6/-6) Int:4 FB 45’ Pump L 7.0 23 0% L
Fixed stock and a slug barrel. Not affected by Error Range due to ammunition.
Remington 870 Express Turkey 12 Gauge (5d6/-6) Int:4 FB 45’ Pump L 7.0 23 0% L
Fixed stock and a choked barrel. Not affected by Error Range due to ammunition.
Remington 870 Express 20 Gauge (4d6/-5) Int:4 FB 40’ Pump L 7.0 18 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Remington 870 Express Slug 20 Gauge (4d6/-5) Int:4 FB 40’ Pump L 7.0 19 0% L
Fixed stock and a slug barrel. Not affected by Error Range due to ammunition.
Remington 870 Express Turkey 20 Gauge (4d6/-5) Int:4 FB 45’ Pump L 7.0 19 0% L
Fixed stock and a choked barrel. Not affected by Error Range due to ammunition.
Rossi Rio Grande .410 Bore (3d4+1/-3) Int:6 F B O 55’ Lever L 6.8 23 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Stoeger Coach Gun 12 Gauge (5d6/-6) Int:2 F 2B 55’ SxS: Single/Double L 6.5 20 0% L
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition.
Stoeger Coach Gun 20 Gauge (4d6/-5) Int:2 F 2B 50’ SxS: Single/Double L 6.4 20 0% L
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition.
Stoeger Coach Gun .410 Bore (3d4+1/-3) Int:2 F 2B 40’ SxS: Single/Double L 6.3 20 0% L
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition.
Stoeger Coach Gun Single 12 Gauge (5d6/-6) Int:2 F 2B 55’ SxS: SL L 6.5 20 0% L
Trigger
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition.
Stoeger Coach Gun Single 20 Gauge (4d6/-5) Int:2 F 2B 50’ SxS: SL L 6.4 20 0% L
Trigger
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition.
TOZ-105 20 Gauge (4d6/-5) Box:2:1/4:2 FB 45’ Bolt M 5.5 22 0% L
Folding stock, straight barrel, and one 2 round magazine. Not affected by Error Range due to ammunition.
Universal Wing Goose Gun 10 Gauge (7d6/-9) Int:2 F 2B 55’ SxS: Single/Double L 9.5 18 0% L
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition.
Winchester Model 1887 12 Gauge (5d6/-6) Int:4 FB 45’ Lever L 8.1 30 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Winchester Model 1200 12 Gauge (5d6/-6) Int:4 FB 40’ Pump L 9.5 18 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Winchester Model 1200 20 Gauge (4d6/-5) Int:4 FB 40’ Pump L 9.5 18 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Winchester Model 1200 16 Gauge (4d6+3/-6) Int:4 FB 40’ Pump L 9.5 18 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Hi Standard Flite King K100 See Text Int:3 FB 50’ Pump L 10.0 15 0% L
This firearm can be purchased in one of the following calibers: 12 Gauge (5d6/-6), 20 Gauge (4d6/-5), 16 Gauge (4d6+3/-6) or .410 Bore (3d4+1/-3).
Fixed stock and a choked barrel. Not affected by Error Range due to ammunition.

Table 187: Midrange Modern Sporting Shotguns, Cont


195

11.7.1.3 Expensive Modern Sporting Shotguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Benelli M2 Field 12 Gauge (5d6/-6) Int:5 FB 50’ SL L 7.2 40 0% L
Fixed stock and a straight barrel.
Benelli M2 Field Slug 12 Gauge (5d6/-6) Int:5 FB 60’ SL L 7.2 40 0% L
Fixed stock and a slug barrel.
Benelli Super Sport 12 Gauge (5d6/-6) Int:5 FB 65’ SL L 7.3 100 0% L
Fixed stock and a straight barrel. +1 Mastercraft.
Beretta Silver Pigeon 12 Gauge (5d6/-6) Int:2 F 2B 70’ OxU: SL/Double L 7.5 150 0% L
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition. +3 Grandmastercraft.
Beretta 686 Sporting 12 Gauge (5d6/-6) Int:2 F 2B 60’ OxU: SL/Double L 8.3 75 0% L
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition. +2 Grandmastercraft.
Browning BPS 10 Gauge 10 Gauge (7d6/-9) Int:4 FB 45’ Pump L 10.6 35 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Browning Gold Micro 20 Gauge (4d6/-5) Int:6 FB 50’ SL L 7.4 34 0% L
Fixed stock and a straight barrel.
Browning Gold Upland 12 Gauge (5d6/-6) Int:5 FB 50’ SL L 6.8 40 0% L
Fixed stock and a straight barrel.
Browning A-Bolt 12 Gauge (5d6/-6) Int:3 FB 60’ Bolt L 7.0 56 0% L
Fixed stock and a straight barrel. +1 Mastercraft.
Henry Lever Action Shotgun .410 Bore (3d4+1/-3) Int:5 FB 45’ Lever L 7.3 45 0% L
Fixed stock and a straight barrel.
Ithaca Mag-10 10 Gauge (7d6/-9) Int:2 FB 60’ SL L 11.3 60 0% L
Fixed stock and a straight barrel.
Ithaca Model 37 Deerslayer 12 Gauge (5d6/-6) Int:4 FB 55’ Pump/Slam L 9.0 40 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Mossberg Onyx Side By Side Field 12 Gauge (5d6/-6) Int:2 F 2B 55’ SxS: SL L 8.0 41 0% L
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition. +1 Mastercraft.
Remington 1100 Sporting 12 Gauge (5d6/-6) Int:4 FB 60’ SL L 8.0 45 5% L
Fixed stock and a straight barrel. +1 Mastercraft.
Remington 1100 Sporting 16 Gauge (4d6+3/-6) Int:4 FB 60’ SL L 8.0 45 5% L
Fixed stock and a straight barrel. +1 Mastercraft.
Remington 1100 Sporting 20 Gauge (4d6/-5) Int:4 FB 60’ SL L 8.0 45 5% L
Fixed stock and a straight barrel. +1 Mastercraft.
Remington 1100 Sporting .410 Bore (3d4+1/-3) Int:4 FB 50’ SL L 7.0 45 5% L
Fixed stock and a straight barrel. +1 Mastercraft.
Remington Model SP-10 10 Gauge (7d6/-9) Int:3 FB 65’ SL L 8.9 48 5% L
Fixed stock and a straight barrel.

Table 188: Expensive Modern Sporting Shotguns


196

11.7.2 Modern Combat Shotguns


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

11.7.2.1 Cheap Modern Combat Shotguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Benelli Nova Pump Tactical 12 Gauge (5d6/-6) Int:4 FB 45’ Pump L 6.9 20 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Harrington & Richardson 12 Gauge (5d6/-6) Int:5 FB 40’ Pump L 7.5 10 5% L
Pardner Pump Protector
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Harrington & Richardson 20 Gauge (4d6/-5) Int:5 FB 40’ Pump L 7.5 10 5% L
Pardner Pump Protector
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Ithaca 37 Defense 12 Gauge (5d6/-6) Int:5 FB 45’ Pump/Slam L 6.5 12 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Ithaca 37 Defense 20 Gauge (4d6/-5) Int:5 FB 45’ Pump/Slam L 6.5 11 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Ithaca 37 Shockwave 12 Gauge (5d6/-6) Int:4 FB 25’ Pump/Slam M 5.9 24 0% L
Pistol grip and a combat cut straight barrel. Not affected by Error Range due to ammunition. -4 to Stealth to hide weapon.
Maverick 88 Security 12 Gauge (5d6/-6) Int:5 FB 45’ Pump L 7.0 10 10% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Mossberg 590 Shockwave See Text Int:5 FB 30’ Pump M 5.3 22 0% L
This firearm can be purchased in one of the following calibers: 12 Gauge (5d6/-6), 20 Gauge (4d6/-5) or .410 Bore (3d4+1/-3). Pistol grip and a
combat cut straight barrel. Not affected by Error Range due to ammunition. -4 to Stealth to hide weapon.
Winchester 1300 Defender 12 Gauge (5d6/-6) Int:7 FB 50’ Pump L 10.3 20 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Hi Standard Flite King K1200 12 Gauge (5d6/-6) Int:6 FB 45’ Pump L 10.6 17 0% L
Riot
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Mossberg 500 Tactical 12 Gauge (5d6/-6) Int:8 FB 45’ Pump M 7.8 24 0% L
Cruiser
Pistol grip and a straight barrel. Not affected by Error Range due to ammunition. -7 to Stealth to hide weapon.
Mossberg 500 Tactical 12 Gauge (5d6/-6) Int:8 FB 45’ Pump L 8.1 24 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.

Table 189: Cheap Modern Combat Shotguns


197

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Norinco M98 12 Gauge (5d6/-6) Int:5 FB 45’ Pump L 7.5 8 10% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Stoeger M3000 Defense 12 Gauge (5d6/-6) Int:5 FB 45’ SL L 7.5 8 15% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Saiga 410 .410 Bore (3d4+1/-3) Box:2|4|10:1/15:2/30:5 FB 40’ SL L 7.5 12 0% L
Fixed stock, straight barrel and two 2 round magazines.
Stoeger Double Defense 12 Gauge (5d6/-6) Int:2 F 2B O 1T 45’ SxS: SL L 4.1 20 0% L
Fixed stock and two combat cut straight barrels. Not affected by Error Range due to ammunition.
Stoeger Double Defense 20 Gauge (4d6/-5) Int:2 F 2B O 1T 40’ SxS: SL L 4.1 20 0% L
Fixed stock and two combat cut straight barrels. Not affected by Error Range due to ammunition.
Stoeger Double Defense 12 Gauge (5d6/-6) Int:2 F 2B O 2T 45’ OxU: SL L 7.1 19 0% L
Fixed stock and two combat cut straight barrels. Not affected by Error Range due to ammunition.
Stoeger Double Defense 20 Gauge (4d6/-5) Int:2 F 2B O 2T 40’ OxU: SL L 6.6 17 0% L
Fixed stock and two combat cut straight barrels. Not affected by Error Range due to ammunition.

Table 190: Cheap Modern Combat Shotguns, Cont


198

11.7.2.2 Expensive Modern Combat Shotguns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
AA-12 12 Gauge (5d6/-6) Box:8:2/20:4/32:6 FB 45’ OB: L 15.0 55 5% M&P
SL/Auto(S)
Fixed stock, straight barrel, and one 8 round magazine.
Adler A110 Shorty See Text Int:4 FB 35’ Lever M 6.2 30 0% L
This firearm can be purchased in one of the following calibers: 12 Gauge (5d6/-6) or 20 Gauge (4d6/-5). Pistol grip and a straight barrel. Not
affected by Error Range due to ammunition.
Armsel Protecta Bulldog 12 Gauge (5d6/-6) Int:12 FB 40’ SL L 9.4 30 10% L
Pistol grip, vertical foregrip, and a straight barrel
Benelli M1 Super 90 12 Gauge (5d6/-6) Int:7 FB 50’ SL L 7.0 50 0% L
Fixed stock and a straight barrel.
Benelli M1 Super 90 20 Gauge (4d6/-5) Int:7 FB 50’ SL L 7.0 50 0% L
Fixed stock and a straight barrel.
Benelli M2 Tactical See Text Int:5 FB 45’ SL L 6.7 40 0% L
This firearm can be purchased in one of the following calibers: 12 Gauge (5d6/-6) or 20 Gauge (4d6/-5). Fixed stock and a straight barrel.
Benelli M2 Tactical NFA See Text Int:5 FB 30’ SL L 6.4 65 0% L
This firearm can be purchased in one of the following calibers: 12 Gauge (5d6/-6) or 20 Gauge (4d6/-5). Fixed stock and a combat cut
straight barrel.
Benelli M3 Super 90 See Text Int:7 FB 50’ SL/Pump L 7.2 50 0% L
This firearm can be purchased in one of the following calibers: 12 Gauge (5d6/-6) or 20 Gauge (4d6/-5). Fixed stock and a straight barrel.
Not affected by Error Range due to ammunition when using pump mode.
Benelli M4 Super 90 Short 12 Gauge (5d6/-6) Int:5 FB 50’ SL L 7.8 58 0% L
Fixed stock and a combat cut straight barrel.
Benelli M1014 12 Gauge (5d6/-6) Int:8 FB 50’ SL L 7.8 60 0% L
Folding stock and a straight barrel.
Benelli Nova Tactical NFA 12 Gauge (5d6/-6) Int:4 FB 30’ Pump L 6.9 30 0% L
Fixed stock and a combat cut straight barrel. Not affected by Error Range due to ammunition.
DP-12 12 Gauge (5d6/-6) Int:8 Int:8 F 2B O 40’ Pump L 9.8 70 0% L
Permanent fixed stock, vertical foregrip, and two straight barrels. This weapon has two separate tubes that can be loaded independent of
one another, fired one then the other. Can perform double taps. Not affected by Error Range due to ammunition. No penalty when fighting
adjacent opponents.
Daewoo USAS-12 12 Gauge (5d6/-6) Box:10:2/20:3 FB 50’ SL/Auto(S) L 13.6 100 0% M&P
Fixed stock, straight barrel, and two 10 round magazines.
FN SLP MK I Tactical 12 Gauge (5d6/-6) Int:8 FBO 50’ SL L 8.2 48 0% L
Folding stock and a straight barrel. +1 Mastercraft.
Franchi SPAS-12 12 Gauge (5d6/-6) Int:8 FB 45’ SL/Pump L 8.8 50 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition when using pump mode.
Franchi SPAS-15 12 Gauge (5d6/-6) Box:6:3 FB 45’ SL/Pump L 8.5 55 0% L
Fixed stock, straight barrel, and two 6 round magazines. Not affected by Error Range due to ammunition when using pump mode.
Franchi PA3 12 Gauge (5d6/-6) Int:3 FB 25’ Pump M 5.9 60 0% L
Folding stock, vertical foregrip, and a coach gun straight barrel. Not affected by Error Range due to ammunition.
Kel-Tec KSG-25 12 Gauge (5d6/-6) Int:10 Int:10 F B O 1T 55’ Pump L 8.9 40 0% L
Permanent fixed stock and a straight barrel. This weapon has two separate tubes that can be loaded independent of one another and
switched for 1 CP. Not affected by Error Range due to ammunition.
Kel-Tec KSG 12 Gauge (5d6/-6) Int:7 Int:7 F B O 1T 45’ Pump L 8.6 40 0% L
Permanent fixed stock and a straight barrel. This weapon has two separate tubes that can be loaded independent of one another and
switched for 1 CP. Not affected by Error Range due to ammunition.

Table 191: Expensive Modern Combat Shotguns


199

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
M26 MASS Standalone 12 Gauge (5d6/-6) Box:3:1/5:2 F B O 1T 20’ Bolt L 4.3 30 0% L
Folding stock, coach gun straight barrel, and one 3 round magazine. This weapon can be disassembled and used as a firearm upgrade.
Mossberg 590A1 12 Gauge (5d6/-6) Int:8 FB 45’ Pump L 7.5 32 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Mossberg 590A1 NFA 12 Gauge (5d6/-6) Int:5 FB 25’ Pump L 6.0 30 0% L
Fixed stock and a combat cut straight barrel. Not affected by Error Range due to ammunition.
Mossberg Cruiser 590A1 NFA 12 Gauge (5d6/-6) Int:5 FB 25’ Pump M 5.0 34 0% L
Pistol Grip and a combat cut straight barrel. Not affected by Error Range due to ammunition.
Mossberg 930 Tactical 12 Gauge (5d6/-6) Int:7 F B 1T 45’ SL L 7.5 40 5% L
Fixed stock and a straight barrel.
MTs255-12 Tactical 12 Gauge (5d6/-6) Cyl:5 FBO 35’ SL L 8.1 31 0% L
Folding stock and a straight barrel. Not affected by Error Range due to ammunition.
MTs255-20 Tactical 20 Gauge (4d6/-5) Cyl:5 FBO 35’ SL L 7.4 31 0% L
Folding stock and a straight barrel. Not affected by Error Range due to ammunition.
MTs255-.410 Tactical .410 Bore (3d4+1/-3) Cyl:5 FBO 30’ SL L 6.8 28 0% L
Folding stock and a straight barrel. Not affected by Error Range due to ammunition.
Remington 11-87P 12 Gauge (5d6/-6) Int:4 FB 45’ SL L 6.4 53 0% L
Fixed stock and a combat cut straight barrel.
Remington 870, 14” 12 Gauge (5d6/-6) Int:4 FB 30’ Pump L 6.4 29 0% L
Fixed stock and a combat cut straight barrel. Not affected by Error Range due to ammunition.
Remington 870 Express Tactical 12 Gauge (5d6/-6) Int:6 FBO 45’ Pump L 7.0 25 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Remington 870 MCS 12 Gauge (5d6/-6) Int:6 F B O 2T 45’ Pump L 8.9 55 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition. This weapon is built from a kit, where any
Remington MCS can be constructed using the kit, but only one at a time. This change takes 15 minutes. +1 Mastercraft.
Remington MCS Breaching 12 Gauge (5d6/-6) Int:3 FBO 35’ Pump M 5.8 55 0% L
Pistol grip and a coach gun straight barrel. Not affected by Error Range due to ammunition. This weapon is built from a kit, where any
Remington MCS can be constructed using the kit, but only one at a time. This change takes 15 minutes.+1 Mastercraft.
Remington 870 MCS CQB 12 Gauge (5d6/-6) Int:5 F B O 2T 40’ Pump L 7.3 55 0% L
Fixed stock and a combat cut straight barrel. Not affected by Error Range due to ammunition. This weapon is built from a kit, where any
Remington MCS can be constructed using the kit, but only one at a time. This change takes 15 minutes. +1 Mastercraft.
Remington 870 Police 12 Gauge (5d6/-6) Int:7 FBO 45’ Pump L 7.0 32 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Remington 1100 Tactical See Text Int:6 FB 45’ SL L 7.0 27 0% L
This firearm can be purchased in one of the following calibers: 12 Gauge (5d6/-6) or 20 Gauge (4d6/-5). Fixed stock and a straight barrel.
Remington 1100 Competition 12 Gauge (5d6/-6) Int:7 FB 45’ SL L 8.3 30 0% L
Fixed stock and a straight barrel.
Remington Versamax Tactical 12 Gauge (5d6/-6) Int:8 F B O 2T 55’ SL L 7.8 60 0% L
Fixed stock and a straight barrel.
Saiga 12 12 Gauge (5d6/-6) Box:2|5:1/10:2/20:3 FB 45’ SL L 7.9 28 0% L
Fixed stock, straight barrel and two 5 round magazines.
Saiga 20 20 Gauge (4d6/-5) Box:5|12:1 FB 45’ SL L 7.7 26 0% L
Fixed stock, straight barrel and two 5 round magazines.
Serbu Super-Shorty 12 Gauge (5d6/-6) Int:2 FB 20’ Pump M 4.0 35 0% L
Pistol grip and a down to the nub straight barrel.
SIX12 Full Stock 12 Gauge (5d6/-6) Cyl:6:2 FBO 40’ SL L 6.9 70 0% L
Fixed stock, a combat cut straight barrel and two 6 round cylinders. Not affected by Error Range due to ammunition. This weapon is built from a
kit, where any SIX12 can be constructed using the kit, but only one at a time. This kit can also construct a SIX12 Mounted Tactical upgrade. This
change takes 15 minutes. Uses removable cylinders that function identical to magazines.
SIX12 Pistol Grip 12 Gauge (5d6/-6) Cyl:6:2 FB 25’ SL M 4.6 70 0% L
Fixed stock, a coach gun straight barrel, vertical foregrip, and two 6 round cylinders. Not affected by Error Range due to ammunition. This
weapon is built from a kit, where any SIX12 can be constructed using the kit, but only one at a time. This kit can also construct a SIX12 Mounted
Tactical upgrade. This change takes 15 minutes. Uses removable cylinders that function identical to magazines.

Table 192: Expensive Modern Combat Shotguns, Cont


200

11.7.3 Late Industrial Combat Shotguns


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

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Browning Auto-5 12 Gauge (5d6/-6) Int:5 FB 40’ SL L 9.0 40 10% L
Fixed stock and a straight barrel.
Browning Auto-5 “Sweet Sixteen” 16 Gauge (4d6+3/-6) Int:5 FB 40’ SL L 9.0 40 10% L
Fixed stock and a straight barrel.
Burgess Folding Shotgun 12 Gauge (5d6/-6) Int:6 FB 30’ Pump M 5.0 23 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition. Must be folded out to use. When unfolded, it is Large sized.
Ithaca Auto & Burglar 20 Gauge (4d6/-5) Int:2 FB 25’ SxS:Single/Double M 4.5 31 0% L
Pistol grip and two straight barrels. Not affected by Error Range due to ammunition.
Ithaca Auto & Burglar 16 Gauge (4d6+3/-6) Int:2 FB 25’ SxS:Single/Double M 4.5 31 0% L
Pistol Grip and two straight barrels. Not affected by Error Range due to ammunition.
Remington Model 10 12 Gauge (5d6/-6) Int:5 FB 40’ Pump/Slam L 8.0 44 0% L
Fixed stock, bayonet lug, and a straight barrel. Not affected by Error Range due to ammunition.
Winchester Model 12 Trench Gun 12 Gauge (5d6/-6) Int:6 FB 40’ Pump/Slam L 8.1 18 0% L
Fixed stock, bayonet lug, and a straight barrel. Not affected by Error Range due to ammunition.
Winchester Model 1897 12 Gauge (5d6/-6) Int:5 FB 40’ Pump/Slam L 8.0 34 0% L
Fixed stock, bayonet lug, and a straight barrel. Not affected by Error Range due to ammunition.
Winchester Model 1897 16 Gauge (4d6+3/-6) Int:5 FB 40’ Pump/Slam L 8.0 32 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Winchester Model 1912 12 Gauge (5d6/-6) Int:6 FB 45’ Pump/Slam L 8.1 40 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Winchester Model 1912 16 Gauge (4d6+3/-6) Int:6 FB 45’ Pump/Slam L 8.1 36 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.

Table 193: Late Industrial Combat Shotguns

11.7.4 Industrial Shotguns


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

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Baker Drilling Rifle/Shotgun 12 Gauge (5d6/-6) Int:2 F 50’ SxS:Single/Double L 9.0 130 0% L
and Int:1 60’ Single
.44-40 Winchester
(1d10+5/-5)
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition. +1 Mastercraft.
Colt 1883 12 Gauge (5d6/-6) Int:2 F 45’ SxS:Single/Double L 9.0 45 0% L
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition.
L.C. Smith No. 0 12 Gauge (5d6/-6) Int:2 F 55’ SxS:Single/Double L 9.0 60 0% L
Fixed stock and two straight barrels. Not affected by Error Range due to ammunition.
Winchester Model 1887 12 Gauge (5d6/-6) Int:4 FB 45’ Lever L 8.0 35 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Winchester Model 1887 10 Gauge (7d6/-9) Int:4 FB 45’ Lever L 8.0 40 0% L
Fixed stock and a straight barrel. Not affected by Error Range due to ammunition.
Winchester Model 1897 12 Gauge (5d6/-6) Int:5 FB 40’ Pump/Slam L 8.0 42 0% L
Fixed stock, and a straight barrel. Not affected by Error Range due to ammunition.

Table 194: Industrial Shotguns


201

11.8 Machine Guns


[Reading what McClane wrote on the dead terrorist’s shirt] “Now I have a machine gun. Ho ho ho.” —Hans Gruber
A machine gun is a fully automatic mounted or portable firearm, usually designed to fire rounds in quick succession from an
ammunition belt or large-capacity magazine, typically at a rate of several hundred rounds per minute.
Machine guns that used linked ammunition can sometimes equip ammo boxes to hold the rounds.

11.8.1 Modern Light Machine Guns


A light machine gun is a machine gun designed to be employed by an individual soldier, with or without an assistant, as an infantry
support weapon. Light machine guns are often used as squad automatic weapons. They often use belts of linked ammunition, instead
of loose rounds or magazines.
Modern light machine guns often fire smaller-caliber cartridges than medium machine guns, and are usually lighter and more
compact.

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Ares Defense 5.56x45mm (5d4/-5) Linked F B O 3T 110’ Auto(F) L 7.5 160 0% M&P
Shrike 5.56 Box:5|10|20|30:1
Box:100:8
Fixed stock, bipod, and one 200 round ammo box. Uses 100, or 200 round ammo boxes, or M16/AR-15 magazines.
FN MINIMI 5.56x45mm (5d4/-5) Linked F B O 2T 100’ Auto(F) L 15.1 95 5% M&P
Box:5|10|20|30:1
Fixed stock, bipod, and one 100 round ammo box. Uses 100, or 200 round ammo boxes, or M16/AR-15 magazines. When using
magazines, error range increases by 25%.
FN MINIMI Para 5.56x45mm (5d4/-5) Linked F B O 2T 100’ Auto(F) L 14.5 100 5% M&P
Box:5|10|20|30:1
Fixed stock, bipod, and one 100 round ammo box. Uses 100, or 200 round ammo boxes, or M16/AR-15 magazines. When using
magazines, error range increases by 25%.
H&K HK11E 7.62x51mm (5d6/-6) Linked FB 95’ SL/Auto(F) L 16.8 75 0% M&P
Box:20:1/50:7/80:9
Fixed stock, bipod, and one 80 round magazine. Uses G3 magazines.

Table 195: Modern Light Machine Guns


202

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
H&K HK13E 5.56x45mm (5d4/-5) Linked FB 95’ SL/Auto(F) L 17.6 70 0% M&P
Box:25:2/30:3
Box:40:4/100:9
Fixed stock, bipod, and one 100 round magazine. Uses HK33 magazines.
H&K MG36 5.56x45mm (5d4/-5) Box:30:2/100:6 FBO (110’) 135’ SL/3RB/Auto(F) L 8.4 110 5% M&P
Fixed stock, permanent advanced combat sight (3×), permanent bipod, and one 100 round magazine. Uses G36 magazines.
H&K MG4 5.56x45mm (5d4/-5) Linked FBO 100’ Auto(F) L 18.9 150 5% M&P
Fixed stock, bipod, and one 100 round ammo box. Can use 100 round ammo boxes.
IMI Negev 5.56x45mm (5d4/-5) Linked FBO 100’ SL/Auto(F) L 16.3 100 5% M&P
Box:35:2/50:4
Folding stock, bipod, and one 100 round ammo box. Uses 100 round ammo boxes, or 5.56 Galil magazines.
L86 LSW 5.56x45mm (5d4/-5) Box:5|10|20|30:1 FBO (100’) 125’ SL/Auto(F) L 14.5 90 0% M&P
Box:100:8
Permanent fixed stock, bipod, 3× telescopic sight, and two 30 round magazines. Uses M16/AR-15 magazines.
FN M249 5.56x45mm (5d4/-5) Linked F B O 2T 100’ Auto(F) L 20.0 105 5% M&P
Box:5|10|20|30:1
Box:100:8
Fixed stock, bipod, and one 100 round ammo box. Uses 100, or 200 round ammo boxes, or M16/AR-15 magazines. When using magazines, error
range increases by 25%.
FN M249S 5.56x45mm (5d4/-5) Linked F B O 2T 100’ SL L 20.0 350 5% L
Box:5|10|20|30:1
Box:100:8
Fixed stock, bipod, and one 100 round ammo box. Uses 100, or 200 round ammo boxes, or M16/AR-15 magazines. When using magazines,
error range increases by 5%
H&K M27 IAR 5.56x45mm (5d4/-5) Box:5|10|20|30:1 F B O 4T 100’ SL/Auto(F) L 7.9 105 5% M&P
Box:100:8
Fixed stock and one 100 round magazine. Uses M16/AR-15 magazines. +1 Mastercraft
Norinco QBB 5.8x42mm (5d4/-5) Box:30:3/75:10 FBO 100’ SL/Auto(F) L 8.6 85 5% M&P
Type 95
Permanent fixed stock, bipod, and one 75 round magazine. Uses QBZ magazines.
RPK 7.62x39mm (4d6+2/-6) Box:10|20|30:1 FB 90’ SL/Auto(M) L 10.6 55 10% M&P
Box:40:2/75:5
Fixed stock, bipod, and one 75 round magazine. Uses 7.62 AK magazines.
RPKS 7.62x39mm (4d6+2/-6) Box:10|20|30:1 FB 90’ SL/Auto(M) L 11.0 58 10% M&P
Box:40:2/75:5
Folding stock, bipod, and one 75 round magazine. Uses 7.62 AK magazines.
RPK-74 5.45x39mm (4d4/-4) Box:30:1/45:2/75:4 FB 95’ SL/Auto(M) L 10.0 63 5% M&P
Fixed stock, bipod, and one 75 round magazine. Uses 5.45 AK magazines.
RPKS-74 5.45x39mm (4d4/-4) Box:30:1/45:2/75:4 FB 95’ SL/Auto(M) L 10.7 65 5% M&P
Folding stock, bipod, and one 75 round magazine. Uses 5.45 AK magazines.
RPD 7.62x39mm (4d6+2/-6) Linked FB 95’ Auto(M) L 16.3 60 5% M&P
Fixed stock, bipod, and one 100 round ammo box. Uses 100 round ammo boxes.
CETME Ameli 5.56x45mm (5d4/-5) Linked FB 85’ Auto(F) L 11.0 38 10% M&P
Fixed stock, bipod, and one 250 round ammo box. Uses 250 round ammo boxes.
Stoner 63A 5.56x45mm (5d4/-5) Box:20|30:1 FBO 100’ Auto(F) L 11.9 50 5% M&P
Automatic Rifle
Fixed stock, bipod, and one 30 round magazine. Uses Stoner 63A magazines.
Stoner 63A 5.56x45mm (5d4/-5) Linked FBO 100’ Auto(F) L 10.6 62 5% M&P
Commando
Fixed stock, bipod, and one 100 round ammo box. Uses 75, 100, or 150 round ammo boxes.
Stoner 63A 5.56x45mm (5d4/-5) Linked FBO 100’ Auto(F) L 12.6 65 5% M&P
LMG
Fixed stock, bipod and one 75 round ammo box. Uses 75, 100, or 150 round ammo boxes.
Bren L4 7.62x51mm (5d6/-6) Box:10:1/20:2/30:3 FB 90’ Auto(M) L 24.0 52 5% M&P
Fixed stock, bipod, and three 30 round magazines. Uses FAL magazines.

Table 196: Modern Light Machine Guns, Cont


203

11.8.2 Modern General Purpose Machine Guns


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

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz. Wt Cost Err Lic
AA-52 7.5x54mm (4d6+4/-7) Linked FB 115’ Auto(F) L 21.9 60 5% M&P
Fixed stock, bipod, and one 100 round ammo box. Uses 100 or 150 round ammo boxes.
FN MAG 7.62x51mm (5d6/-6) Linked F B O 120’ Auto(F) L 27.5 65 10% M&P
Fixed stock, bipod, and one 100 round ammo box. Uses 100 or 150 round ammo boxes.
H&K HK21 7.62x51mm (5d6/-6) Linked FB 90’ SL/Auto(F) L 27.0 80 5% M&P
Fixed stock, bipod, and one 100 round ammo box. Uses 100 or 150 round ammo boxes.
Rheinmetall MG3 7.62x51mm (5d6/-6) Linked FB 125’ Auto(F) L 23.1 100 5% M&P
Fixed stock and bipod.
M60 7.62x51mm (5d6/-6) Linked FB 120’ Auto(M) L 23.1 85 10% M&P
Fixed stock and bipod. Uses 100 or 200 round ammo boxes.
M60E4 7.62x51mm (5d6/-6) Linked F B O 120’ Auto(M) L 23.1 90 10% M&P
Fixed stock, bipod, and vertical foregrip. Uses 100 or 200 round ammo boxes.
FN M240B 7.62x51mm (5d6/-6) Linked F B O 120’ Auto(F) L 27.1 115 10% M&P
Fixed stock, bipod, and one 100 round ammo box. Uses 100 or 150 round ammo boxes.
PKM 7.62x54mmR (5d6+2/-7) Linked FB 100’ Auto(M) L 16.5 65 15% M&P
Fixed stock, bipod and one 100 round ammo box. Uses 100, 200, or 250 round ammo boxes.
PKP “Pecheneg” 7.62x54mmR (5d6+2/-7) Linked FB 100’ Auto(M) L 16.5 65 15% M&P
Fixed stock, permanent bipod, and one 100 round ammo box. Uses 100, 200, or 250 round ammo boxes.
Norinco Type 67 7.62x54mmR (5d6+2/-7) Linked FB 100’ Auto(M) L 24.3 72 5% M&P
Fixed stock, bipod, and one 100 round ammo box. Uses 100, 200, or 250 round ammo boxes.
IMI Negev NG-7 7.62x51mm (5d6/-6) Linked FB 125’ SL/Auto(F) L 17.5 85 5% M&P
Box:25:2
Folding stock, bipod, and one 100 round ammo box. Uses 100 or 200 round ammo boxes, or 7.62 Galil magazines.

Table 197: Modern General Purpose Machine Guns


204

11.8.3 Early Modern Machine Guns


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

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Bren Mk 2 .303 British (5d6+3/-7) Box:30:1/100:3 FB 90’ Auto(M) L 24.0 52 5% M&P
Fixed stock, bipod, and one 30 round magazine.
Charlton Automatic .303 British (5d6+3/-7) Box:10:2/30:1 FB 70’ Auto(F) L 16.0 32 10% M&P
Rifle
Fixed stock, vertical foregrip, and one 10 round magazine.
M1941 Johnson .30-06 Springfield (6d6/-8) Box:20:1 FB 75’ SL/Auto(M) L 13.0 44 0% M&P
Machine Gun
Fixed stock, bipod, and one 20 round magazine.
M1918A2 BAR .30-06 Springfield (6d6/-8) Box:20:1/30:3 FB 80’ SL/Auto(M) L 19.0 70 5% M&P
Fixed stock, bipod, and one 20 round magazine.
Type 11 Light Machine 6.5x50mm Arisaka (4d6/-5) Int:30 FB 80’ Auto(S) L 22.4 55 15% M&P
Gun
Fixed stock and bipod. This weapon uses stripper clips and loose rounds to reload.
Type 96 Light 6.5x50mm Arisaka (4d6/-5) Box:30:1 FBO 85’ Auto(S) L 19.8 50 10% M&P
Machine Gun
Fixed stock and one 30 round magazine.
Type 99 Light 7.7x58mm Arisaka (5d6+4/-8) Box:30:1 FBO 95’ Auto(M) L 23.0 72 10% M&P
Machine Gun
Fixed stock, bayonet lug, bipod, and one 30 round magazine.

Table 198: Early Modern Light Machine Guns

11.8.3.1 Early Modern General Purpose Machine Guns

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
M1919A4 .30-06 Springfield (6d6/-8) Linked B 165’ Auto(S) L 31.0 54 10% M&P
Pistol grip, heavy barrel, and a bipod.
M1919A6 .30-06 Springfield (6d6/-8) Linked B 140’ Auto(S) L 31.0 54 10% M&P
Fixed stock, heavy barrel, and a bipod.
MG34 7.92x57mm Mauser (5d6+5/-8) Linked FB 90’ SL/Auto(F) L 26.7 53 10% M&P
Fixed stock and bipod.
MG42 7.92x57mm Mauser (5d6+5/-8) Linked FB 125’ Auto(F) L 25.5 53 10% M&P
Fixed stock and bipod.
SG-43 7.62x54mmR (5d6+2/-7) Linked FB 160’ Auto(S) L 30.0 34 10% M&P
Pistol grip and bipod.

Table 199: Early Modern General Purpose Machine Guns


205

11.8.4 Late Industrial Machine Guns


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

Weapon Caliber (Dam/Rec) Magazine Upg Rng RoF Sz Wt Cost Err Lic
Fedorov Avtomat 6.5x50mm Arisaka (4d6/-5) Box: 25:2 F B 90’ SL/Auto(S) L 11.4 60 20% M&P
Fixed stock, permanent vertical foregrip, and one 25 round magazine.
Bergmann MG14 7.92x57mm Mauser (5d6+5/-8) Linked FB 75’ Auto(M) H 28.0 89 10% M&P
Fixed stock and bipod.
Chauchat 8mm Lebel (5d6+1/-6) Box:20:2 FB 70’ SL/Auto(S) L 20.0 55 20% M&P
Fixed stock, bipod, and one 20 round magazine.
Chauchat .30-06 Springfield (6d6/-8) Box:20:2 F B 80’ SL/Auto(S) L 20.0 30 60% M&P
Fixed stock, bipod, and one 20 round magazine.
DP 7.62x54mmR (5d6+2/-7) Box:47:1 FB 75’ Auto(S) L 20.1 14 0% M&P
Fixed stock, bipod, and one 47 round magazine.
Hotchkiss M1909 .303 British (5d6+3/-7) Linked F B 80’ Auto(S) L 26.4 65 10% M&P
Box:30:1
Fixed stock and bipod.
Hotchkiss M1909 8mm Lebel (5d6+1/-6) Linked F B 80’ Auto(S) L 26.4 65 10% M&P
Box:30:1
Fixed stock and bipod.
Hotchkiss M1909 .30-06 Springfield (6d6/-8) Linked F B 80’ Auto(S) L 26.4 65 10% M&P
Box:30:1
Fixed stock and bipod.
Lewis Gun .30-06 Springfield (6d6/-8) Box:47:5 FB 85’ Auto(M) L 28.0 25 5% M&P
Box:97:9
Fixed stock, bipod, and one 47 round magazine.
Lewis Gun .303 British (5d6+3/-7) Box:47:5 FB 85’ Auto(M) L 28.0 65 5% M&P
Box:97:9
Fixed stock, bipod, and one 47 round magazine.
M1918 BAR .30-06 Springfield (6d6/-8) Box:20:1 F B 80’ SL/Auto(S) L 19.0 70 5% M&P
Fixed stock and one 20 round magazine.
Madsen See Text Box:30:2/40:4 F B 90’ Auto(S) L 20.0 80 5% M&P
This firearm can be purchased in one of the following calibers: 7x57mm Mauser (5d6+2/-7), 7.92x57mm Mauser (5d6+5/-8),
7.62x54mmR (5d6+2/-7), 7.62x51mm (5d6/-6) or .30-06 Springfield (6d6/-8). Fixed stock, bipod, and two 30 round magazines. Uses
Madsen Magazines.

Table 200: Late Industrial Machine Guns


206

11.9 Grenade Launchers, Rocket Launchers, and Mortars


“A bullet may have your name one it, but a grenade is labeled ’To whom it may concern’ ” —U.S. Military mantra
A grenade launcher or grenade discharger is a weapon that launches a grenade with more accuracy, higher velocity, and to
greater distances than a soldier could throw it by hand. Grenade launchers can either come in the form of standalone weapons
(either single-shot or repeating) or attachments mounted under the barrel of a rifle. Some rifles have been designed to fire rifle
grenades, either from their muzzle or from a detachable muzzle-mounted launcher.
A rocket launcher is any device that launches a rocket-propelled projectile. All rocket launchers when fired, create a 10’ cone
directly behind them that deals 4d6 fire damage to anyone standing in it.
A mortar is an indirect fire weapon that fires explosive projectiles known as mortar bombs at low velocities, short ranges, and
high-arcing ballistic trajectories.

11.9.1 Modern Underbarrel Grenade Launchers


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

Weapon Caliber Magazine Upgrade Rng RoF Sz Wt Cost Err Lic


FN GL1 40x46mm Int:1 Attaches to F2000 65’ Single S 3.0 30 0% M&P
FN40GL 40x46mm Int:1 Attaches to all SCAR 70’ Single S 3.0 35 0% M&P
patterns
GP-30 40mm Caseless Int:1 Attaches to All AK 80’ Single S 2.9 12 0% M&P
patterns
This grenade launcher may be attached to any rifle that can accept 7.62/5.45/5.56 AK magazines.
H&K AG36 40x46mm Int:1 Attaches to G36 & 70’ Single S 3.3 18 0% M&P
L85A2
H&K HK79 40x46mm Int:1 Attaches to G3/HK33 70’ Single S 2.5 20 0% M&P
patterns
Colt M203 40x46mm Int:1 Attaches to 70’ Single S 3.0 15 0% M&P
M4/M16/AR-15
patterns
This grenade launcher may be attached to any rifle that can accept M4/M16/AR-15 magazines.
Cobray 37mm 37mm Int:1 Attaches to 50’ Single S 2.5 10 0% L
Flare Launcher M4/M16/AR-15
patterns
This grenade launcher can only fire smoke grenades, and flare grenades. Attempting to fire any other type of grenade causes the
launcher and grenade to explode.

Table 201: Modern Underbarrel Grenade Launchers


207

11.9.2 Modern Stand Alone Grenade Launchers


A stand alone grenade launcher is a grenade launcher that can be used without attaching it to any weapon. Stand alone grenade
launchers require the Explosive Weapons Proficiency feat in order to be used without a –4 attack penalty.
Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic
China Lake Grenade 40x46mm Int:3 F 80’ Pump L 10.2 76 0% M&P
Launcher
Fixed stock.
FN40GL-S 40x46mm Int:1 O 2T 70’ Single L 4.4 40 0% M&P
Folding stock. If the stock is removed this may be attached to any SCAR pattern rifle.
H&K M320 40x46mm Int:1 O 80’ Single M 3.3 35 0% M&P
Folding stock. If the stock is removed this may be attached to any M4/M16/AR-15 rifle.
H&K AG36 Standalone 40x46mm Int:1 None 70’ Single L 5.1 25 0% M&P
Folding stock. If the stock is removed this may be attached to any G36 or L85 rifle.
KAC M203 Standalone 40x46mm Int:1 None 70’ Single L 4.5 25 0% M&P
Folding stock. If the stock is removed this may be attached to any M4/M16/AR-15 rifle.
M79 40x46mm Int:1 FB 70’ Single L 6.4 30 0% M&P
Fixed stock.
Milkor MGL-140 40x46mm Int:6 FBO 80’ SL L 11.6 50 0% M&P
Synthetic stock.
RG-6 40mm Caseless Int:6 F 60’ SL L 13.6 40 0% M&P
Folding stock.
H&K XM25 25x40mm Box:6:12 F O 1T 90’ SL L 14.0 1000 0% M&P
Fixed Stock and a Thermal Sight.
Norinco QLZ-87B 35x32mm SR Box:6:15/9:18 FBO 75’ SL L 26.0 200 0% M&P
Box:12:20
Fixed stock.
Cobray 37mm Flare 37mm Int:1 O 50’ Single S 3.5 18 0% L
Launcher Standalone
Fixed Stock. This grenade launcher can only fire smoke grenades, and flare grenades. Attempting to fire any other type of
grenade causes the launcher and grenade to explode. If the stock is removed this may be attached to any M4/M16/AR-15 rifle.

Table 202: Modern Standalone Grenade Launchers

11.9.3 Modern Rocket Launchers


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

Weapon Damage Magazine Upg Rng RoF Sz Wt Cost Err Lic


AT4 30d12 Concussion Int:1 Unreloadable None 250’ Single L 14.8 74 0% M&P
This weapon has a splash damage of 30’
ERYX 38d12 Concussion Int:1:1000/Missile None 400’ Single L 35.3 6000 0% M&P
This weapon has a splash damage of 30’ and ignores 25 points of hardness.
M47 Dragon 32d12 Concussion Int:1:400/Missile None 220’ Single H 30.0 650 0% M&P
This weapon has a splash damage of 30’.
M72 LAW 26d12 Concussion Int:1 Unreloadable None 200’ Single L 5.0 52 0% M&P
This weapon has a splash damage of 30’ and ignores 10 points of hardness.
FGM-148 Javelin 40d12 Concussion Int:1:2000/Missile None 400’ Single L 26.0 6250 0% M&P
This weapon has a splash damage of 30’ and ignores 25 points of hardness.
SMAW Payload Int:1 O 375’ Single L 16.9 650 0 M&P
This weapon uses HEDP, HEAT and Thermobaric Rockets.
Panzerfaust 3 35d12 Concussion Int:1:90/Rocket None (350’) 435’ Single L 28.0 600 0% M&P
2.5× telescopic sight. This weapon has a splash damage of 30’ and ignores 25 points of hardness.
RPG-7N2/RPG-7USA Payload Int:1 O 150’ Single L 15.0 150 0% M&P
This weapon uses HEAT, Fragmentation and Thermobaric Rockets.
RPG-22 28d12 Concussion Int:1 Unreloadable None 200’ Single L 6.0 40 0% M&P
This weapon has a splash damage of 30’ and ignores 25 points of hardness.

Table 203: Modern Rocket Launchers


208

11.9.4 Modern Mortars


A mortar is an indirect fire weapon that fires shells at low velocities, short ranges, and high-arcing ballistic trajectories. It is typically
muzzle-loading and has a barrel length less than 15 times its caliber. Mortars require the Exotic Firearms Proficiency (Cannons) feat in
order to be used without a −4 attack penalty. Mortars have a maximum range increment of 5, and must be set up and stationary to
use.
All Modern Mortars come standard with mounting equipment.

Weapon Caliber Magazine Upg Rng RoF Sz Wt Cost Err Lic


M224 60mm Int:1 None 250’ Single L 47.0 30 0% M&P
L9A1 51mm Int:1 None 140’ Single H 13.0 28 0% M&P

Table 204: Modern Mortars

11.9.5 Early Modern Grenade Launchers


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

M7 Grenade Launcher
This grenade launcher requires the use of blank rounds. If regular rounds are used, the grenade immediately explodes.
Attaches to the M1 Garand.
Weapon Damage Magazine Upg Rng RoF Sz Wt Cost Err Lic
M7 Grenade Launcher 8d6 Concussion Int:1:3/Grenade None 50’ Single L 3.0 2 0% M&P
Requires the use of blank rounds. Attaches to the M1 Garand. 20’ Burst radius.

Table 205: Early Modern Rifle Grenade Launchers

11.9.6 Early Modern Rocket Launchers


All Early Modern Rocket Launchers come standard with two rockets.

Weapon Damage Magazine Upg Rng RoF Sz Wt Cost Err Lic


M1A1 Bazooka 10d12 Concussion Int:1:10/Rocket None 110’ Single L 12.0 23 0% M&P
This weapon has a splash damage of 20’ and ignores 15 points of hardness
Panzerschreck 11d12 Concussion Int:1:3/Rocket None 130’ Single L 24.0 30 0% M&P
This weapon has a splash damage of 30’ and ignores 20 points of hardness
PIAT 9d12 Concussion Int:1:4/Rocket None 90’ Single L 32.0 45 0% M&P
This weapon has a splash damage of 20’ and ignores 15 points of hardness
M20 Super Bazooka/Type 51 15d12 Concussion Int:1:10/Rocket None 140’ Single L 16.0 300 0% M&P
This weapon has a splash damage of 30’ and ignores 15 points of hardness
RPG-2 14d12 Concussion Int:1:5/Rocket None 145’ Single L 10.0 280 0% M&P
This weapon has a splash damage of 20’ and ignores 20 points of hardness

Table 206: Early Modern Rocket Launchers


209

11.10 Gunsmithing
A gunsmith is a person who repairs, modifies, designs, or builds firearms. This occupation is different from an armorer. The armorer
primarily maintains (disassembly, cleaning) weapons and performs limited repairs involving parts replacement and possibly work
involving accurization. A gunsmith does factory level repairs, renovation (such as applying metal finishes), and makes modifications
and alterations for special uses. Gunsmiths may also apply carvings, engravings, and other decorative features to an otherwise
finished gun. Gunsmithing falls under Craft (Mechanical), and all the rolls and TNs are for that skill.

Crafting a brand new firearm When crafting a new firearm, a character must first pick what current category the firearm would
fit into, or the best case that the firearm would fit into. Aspects such as caliber, magazine size, feed type, barrel length and range, and
size, can all play into this.
When crafting a firearm, a character must meet the minimum requirements for each category.
A firearm may use preexisting magazines for no increase to the TN, but the firearm must use the same caliber of ammunition that
the corresponding magazine and firearm uses.
The GM decides, based on the firearm the players want to craft, what the size and weight of it would be.
Crafting any firearm has a base TN of 5, with an error range of 40% and cost equal to the total TN. For every 4 points the Craft
check beats the DC by, the error range is reduced by 5%.

Holdout Handguns
Holdout handguns are generally no bigger than Small sized, with a +2 bonus to Stealth. Most holdout handguns use small, weak
calibers, such as .22 Long Rifle and .25 ACP. These typically use removable magazines, while larger calibers, such as 9x19mm and .45
ACP are typically single or double shot weapons. They can be either revolvers, or semi-automatic pistols. Because of their size, they
usually use either Single Action, or Double Action Only. Because of their size and barrel length, they rarely get past 25 feet per range
increment.
Type Magazine Caliber Range
+2 TN per category +2 TN per every 5’ over
Single Shot Internal: 1
(Max 5th category) 10’ (Max 20’)
+2 TN per category +2 TN per every 5’ over
Double Shot Internal: 2
(Max 5th category) 10’ (Max 20’)
Cylinder: 5 for 2nd category +3 TN per category +2 TN per every 5’ over
Single Action Revolver
3 for 3rd category (2nd-3rd category) 10’ (Max 20’)
Box Mag: +2 TN for every 2 +4 TN per category +2 TN per every 5’ over
DAO Pistol1
rounds over 4 (Max 8 rounds) (2nd-3rd category) 10’ (Max 20’)
Box Mag: +2 TN for every 2 +3 TN per category +2 TN per every 5’ over
DA/SA Pistol1
rounds over 4 (Max 8 rounds) (2nd-3rd category) 10’ (Max 20’)
Box Mag: +2 TN for every 2 +5 TN per category +2 TN per every 5’ over
Preset Action Pistol1
rounds over 4 (Max 8 rounds) (2nd-3rd category) 10’ (Max 20’)

Table 207: Gunsmithing - Holdout Handgun


1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Holdout Handgun. If the character does this, they
do not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding magazine
and firearm uses.
210

Backup Handguns
Backup Handguns are between Small sized with a +3 bonus to Stealth, to small sized. Backup handguns, being larger, have a more
choices for calibers, using the same calibers that full-sized handguns use, such as .38 Special, 9x19mm, and .40 S&W., though at a
diminished capacity. They can also be revolvers or semi-automatic pistols, using a number of actions such as Double Action Only,
Double Action/Single Action, and Double Action, as well as Preset Action. Their range increment is usually between 25 and 30 feet.
Type Magazine Caliber Range
Cylinder: 6 for 2nd-3rd category +3 TN per category +2 TN per every 5’ over
DAO Revolver
5 for 4th category (2nd-4th category) 10’ (Max 35’)
Cylinder: 6 for 2nd-3rd category +2 TN per category +2 TN per every 5’ over
Single Action Revolver
5 for 4th category (2nd-4th category) 10’ (Max 35’)
Cylinder: 6 for 2nd-3rd category +3 TN per category +2 TN per every 5’ over
Double Action Revolver
5 for 4th category (2nd-4th category) 10’ (Max 35’)
Box Mag: +2 TN for every 2 +3 TN per category +1 TN per every 5’ over 10’
Single Action Pistol1
rounds over 6 (Max 12 Rounds) (2nd-5th category) (Max 35’)
1 Box Mag: +2 TN for every 2 +4 TN per category +1 TN per every 5’ over 10’
DA/SA Pistol
rounds over 6 (Max 12 Rounds) (2nd-5th category) (Max 35’)
1 Box Mag: +2 TN for every 2 +3 TN per category +1 TN per every 5’ over 10’
DAO Pistol
rounds over 6 (Max 12 Rounds) (2nd-5th category) (Max 35’)
1 Box Mag: +2 TN for every 2 +5 TN per category +1 TN per every 5’ over 10’
Preset Action Pistol
rounds over 6 (Max 12 Rounds) (2nd-5th category) (Max 35’)
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Backup Handgun. If the character does this, they
do not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding magazine
and firearm uses.

Table 208: Gunsmithing - Backup Handgun

Full-Sized Handguns
Full-sized handguns are usually Small size. They take your typical handgun cartridges, such as .38 Special, .357 Magnum, and .45
ACP, usually at their full capacity. They sometimes share magazines with their backup handgun counterparts. Because size is not a
real factor, any action can be used, but Double Action/Single Action, Double Action, and Preset Actions are most common. Their
range increment are usually between 30 and 35 feet, but having longer ranges is not unheard of.
Type Magazine Caliber Range
Cylinder: 7 for 2nd-3rd category
+3 TN per category +2 TN per every 5’ over
DAO Revolver 6 for 4th category
(2nd-5th category) 10’ (Max 35’)
5 for 5th category
Cylinder: 7 for 2nd-3rd category
+2 TN per category +2 TN per every 5’ over
Single Action Revolver 6 for 4th category
(2nd-5th category) 10’ (Max 35’)
5 for 5th category
Cylinder: 7 for 2nd-3rd category
+3 TN per category +2 TN per every 5’ over
Double Action Revolver 6 for 4th category
(2nd-5th category) 10’ (Max 35’)
5 for 5th category
Box Mag: +1 TN for every 2 +3 TN per category +1 TN per every 5’ over 10’
Single Action Pistol1
rounds over 6 (Max 20 Rounds) (2nd-5th category) (Max 35’)
Box Mag: +1 TN for every 2 +4 TN per category +1 TN per every 5’ over 10’
DA/SA Pistol1
rounds over 6 (Max 20 Rounds) (2nd-5th category) (Max 35’)
Box Mag: +1 TN for every 2 +3 TN per category +1 TN per every 5’ over 10’
DAO Pistol1
rounds over 6 (Max 20 Rounds) (2nd-5th category) (Max 35’)
Box Mag: +1 TN for every 2 +5 TN per category +1 TN per every 5’ over 10’
Preset Action Pistol1
rounds over 6 (Max 20 Rounds) (2nd-5th category) (Max 35’)
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Full-sized handgun. If the character does this, they
do not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding magazine
and firearm uses.

Table 209: Gunsmithing - Full-size Handgun


211

Target and Hunting Handguns


Target Handguns can be anywhere from Small to Medium sized, and can span a wide variety of cartridges, all the way from .22 Long
Rifle, up to rifle cartridges such as the 5.56x45mm. Hunting handguns are generally larger caliber, usually calibers such as the .44
Magnum and .50 Action Express. Ranges are usually from 30 feet all the way up to 50 feet.
Type Magazine Caliber Range
Internal: +1 TN for every round
over 5 (Max 15) +3 TN per category +1 TN for every 5’ over 20’
Bolt Action Pistol1
Box Mag: +2 TN for every round (2nd-8th category) (Max 50’)
over 10 (Max 15)
Internal: +1 TN for every round
over 5 (Max 8) +3 TN per category +1 TN for every 5’ over 20’
Lever Action Pistol1
Box Mag: +2 TN for every round (2nd-8th category) (Max 50’)
over 10 (Max 15)
Internal: +1 TN for every round
over 5 (Max 8) +3 TN per category +1 TN for every 5’ over 20’
Pump Action Pistol1
Box Mag: +2 TN for every round (2nd-8th category) (Max 50’)
over 10 (Max 15)
Box Mag: +1 TN for every 2 +4 TN per category +2 TN for every 5’ over
Single Action Pistol1
rounds over 5 (Max 30) (2nd-8th category) 20’ (Max 50’)
Box Mag: +1 TN for every 2 +4 TN per category +2 TN for every 5’ over
Preset Action Pistol1
rounds over 5 (Max 30) (2nd-8th category) 20’ (Max 50’)
1 Box Mag: +1 TN for every 2 +4 TN per category +2 TN for every 5’ over
DA/SA Pistol
rounds over 5 (Max 30) (2nd-8th category) 20’ (Max 50’)
Cylinder: 9 for 2nd category
7 for 3rd-5th category +5 TN per category +2 TN for every 5’ over
Double Action Revolver
6 for 6th category (2nd-8th category) 20’ (Max 50’)
5 for 7th-8th category
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Target and Hunting Sized Handgun. If the
character does this, they do not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the
corresponding magazine and firearm uses.

Table 210: Gunsmithing - Target or Hunting Handgun

Machine Pistols
Machine Pistols are usually Small to Medium sized, and are generally chambered in calibers that full-sized handguns are chambered
in. A few share magazines with their full-sized handgun counterparts, but this is rare. Machine pistols generally have an automatic
fire, but that’s hardly a requirement. They do, however, have large magazines. They also tend to have removable stocks, or vertical
foregrips, to control their automatic fire. They are generally fired in closed bolt position. Ranges generally span the same as full-sized
handguns, but they are considered a scale of firepower, because
of their automatic rate of fire. When crafting a weapon with automatic fire, the creator can choose what rate of fire the automatic fires at.
Type Magazine Caliber Range Firing Modes
Semi-automatic +8 TN
Box Mag: +1 TN for every +2 TN per category +1 TN for every 5’ Fully Automatic Free
Open Bolt Machine Pistol1
round over 15 (Max 40) (2nd-5th category) over 15’ (Max 45’) 2 Round Burst +10 TN
3 Round Burst +12 TN
Semi-automatic Free
Box Mag: +1 TN for every +2 TN per category +1 TN for every 5’ Fully Automatic +7 TN
Closed Bolt Machine Pistol1
round over 15 (Max 40) (2nd-5th category) over 15’ (Max 45’) 2 Round Burst +12 TN
3 Round Burst +13 TN
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Machine Pistol. If the character does this, they do
not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding magazine and
firearm uses.

Table 211: Gunsmithing - Machine Pistol


212

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

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

Type Magazine Caliber Range Firing Modes


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

Table 212: Gunsmithing - Sub-Machine Gun

Carbines
Carbine rifles are almost always Large, chambered in intermediate rifle cartridges, such as 5.56x45mm, or full power rifle cartridges
such as 7.62x51mm, with magazines ranging from 10 to 35 rounds. There also exists a subsection called the pistol caliber carbine,
which shoots pistol caliber rounds, such as the 9x19mm, and is always semi-automatic, as a fully automatic pistol carbine is a
sub-machine gun. All carbine rifles are crafted with a fixed stock. When crafting a weapon with automatic fire, the creator can choose
what rate of fire the automatic fires at.
Type Magazine Caliber Range Firing Modes
Internal: +1 TN for every
1 round over 5 (Max 8) +2 TN per category +1 TN for every 5’
Pump Action Carbine —
Box Mag: +2 TN for every (2nd-9th category) over 25’ (Max 80’)
round over 10 (Max 40)
Internal: +1 TN for every
round over 5 (Max 8) +2 TN per category +1 TN for every 5’
Lever Action Carbine1 —
Box Mag: +2 TN for every (2nd-9th category) over 25’ (Max 80’)
round over 10 (Max 40)
Internal: +1 TN for every Semi-automatic Free
1 round over 5 (Max 8) +2 TN per category +1 TN for every 5’ Fully Automatic +9 TN
Self-loading Carbine
Box Mag: +2 TN for every (2nd-9th category) over 25’ (Max 75’) 2 Round Burst +12 TN
round over 10 (Max 40) 3 Round Burst +14 TN
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Carbine Rifle. If the character does this, they do
not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding magazine and
firearm uses.

Table 213: Gunsmithing - Carbine


213

Assault, Battle, and Target Rifles


Assault rifles are Large firearms, chambered in intermediate rifle cartridges such as 5.56x45mm or 7.62x39mm, that have an
automatic rate of fire and a stock. Battle rifles are Large weapons chambered in a full power rifle cartridge, such as the 7.62x51mm,
that have an automatic rate of fire, and a stock. Target rifles fall into both of these categories, but lack the automatic firepower.
Ranges are conclusive to rifles, spanning from 65-110’. All assault, battle, and target rifles are crafted with a fixed stock.When crafting
a weapon with automatic fire, the creator can choose what rate of fire the automatic fires at.
Type Magazine Caliber Range Firing Modes
Internal: +1 TN for every
round over 5 (Max 8) +2 TN per category +1 TN for every 5’
Pump Action Rifle1 —
Box Mag: +2 TN for every (6th-9th category) over 45’ (Max 120’)
round over 10 (Max 40)
Internal: +1 TN for every
round over 5 (Max 8) +2 TN per category +1 TN for every 5’
Lever Action Rifle1 —
Box Mag: +2 TN for every (6th-9th category) over 45’ (Max 120’)
round over 10 (Max 40)
Internal: +1 TN for every Semi-automatic Free
round over 5 (Max 8) +2 TN per category +1 TN for every 5’ Fully Automatic +9 TN
Self-loading Rifle1
Box Mag: +2 TN for every (6th-9th category) over 45’ (Max 120’) 2 Round Burst +12 TN
round over 10 (Max 40) 3 Round Burst +14 TN
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Assault, Battle, or Target Rifles. If the character
does this, they do not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding
magazine and firearm uses.

Table 214: Gunsmithing - Assault, Battle, or Target Rifle

Designated Marksman Rifles


Designated marksman rifles are semi-automatic or selective fire rifles that have been optimized for long range engagement. As such,
they generally have optics, bipods, and a stock that allows them to steady, as well as being chambered in a full-sized rifle cartridge.
All designated marksman rifles are crafted with a fixed stock. When crafting a weapon with automatic fire, the creator can choose
what rate of fire the automatic fires at.
Type Magazine Caliber Range Firing Modes
Semi-automatic Free
Box Mag: +2 TN for every +2 TN per category +4 TN per every 5’ over Fully Automatic +10 TN
DMR1
round over 10 (Max 30) (7th-9th category) 85’ (Max 130 feet) 2 Round Burst +13 TN
3 Round Burst +16 TN
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Designated Marksman Rifles. If the character does
this, they do not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding
magazine and firearm uses.

Table 215: Gunsmithing - Designated Marksman Rifle


214

Bolt Action and Sniper Rifles


Sniper rifles and bolt action rifles are nearly identical in construction, being bolt action rifles purpose built for long range target
engagement. Where they differ is deployment. All sniper rifles will have optics. Ranges vary widely, but they are at least 80 feet. Bolt
action and sniper rifles are crafted with a fixed stock.
Type Magazine Caliber Range
Internal: +1 TN for every round
Bolt Action or over 3 (Max 10) +2 TN per category +1 TN per every 5’ over 80’ (Max
Sniper Rifle1 Box Mag: +2 TN for every round (2nd-9th category) 170’)
over 3 (Max 10)
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Bolt Action or Sniper Rifles. If the character does
this, they do not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding
magazine and firearm uses.

Table 216: Gunsmithing - Bolt Action or Sniper Rifle

Anti-materiel Rifles
Anti-materiel rifles are semi-automatic rifles chambered in a heavy caliber, such as .50 BMG or 20mm. These weapons are almost
always Huge in size and require bipods in order to use properly. They can be bolt action or semi -automatic, but ranges are at least
150 feet. All anti-materiel rifles are crafted with a bipod and a fixed stock. When crafting a weapon with automatic fire, the creator
can choose what rate of fire the automatic fires at.
Type Magazine Caliber Range Firing Modes
Bolt Action Free
Internal: +5 TN for every
+1 TN per every 10’ Semi-automatic Free
round over 2 (Max 5) +1 TN per category
Anti-materiel Rifle1 over 120’ (Max Fully Automatic +15 TN
Box Mag: +2 TN for every (10th-11th category)
450’) 2 Round Burst +20 TN
round over 3 (Max 10)
3 Round Burst +25 TN
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Anti-Materiel Rifles. If the character does this, they
do not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding magazine
and firearm uses.

Table 217: Gunsmithing - Anti-Materiel Rifle


215

Sporting Shotguns
Sporting shotguns are shotguns that are used for hunting, or other shooting related sports, such as clay pigeons. As such, they may
have low capacities, and are either pump action or semi-automatic. They generally come with stocks, and usually have a ton of
accessories to help the user hit their mark, including recoil reducing stocks, and sights. Ranges vary, but most are between 45 to 55
feet. All sporting shotguns are crafted with a fixed stock.
Type Magazine Caliber Range Barrel
Slug +3 TN
+1 TN per every 5’ over 15’ Removable Choke +2 TN
Single Shot Internal: 1 1st category
(Max 60’) Choked Free
Straight Free
Slug +3 TN
+1 TN per every 5’ over 15’ Removable Choke +2 TN
SxS Double Shot Internal: 2 1st category
(Max 60’) Choked Free
Straight Free
Slug +3 TN
+1 TN per every 5’ over 15’ Removable Choke +2 TN
OxU Double Shot Internal: 2 1st category
(Max 60’) Choked Free
Straight Free
Internal: +1 TN for every Slug +3 TN
round over 3 (Max 7) +1 TN per every 5’ over 15’ Removable Choke +2 TN
Bolt Action1 1st category
Box Mag: +2 TN for every (Max 60’) Choked Free
round over 3 (Max 8) Straight Free
Internal: +1 TN for every Slug +3 TN
round over 4 (Max 7) +1 TN per every 5’ over 15’ Removable Choke +2 TN
Lever Action1 1st category
Box Mag: +2 TN for every (Max 60’) Choked Free
round over 3 (Max 10) Straight Free
Internal: +1 TN for every Slug +3 TN
round over 3 (Max 9) +1 TN per every 5’ over 15’ Removable Choke +2 TN
Pump Action1 1st category
Box Mag: +2 TN for every (Max 60’) Choked Free
round over 3 (Max 10) Straight Free
Internal: +1 TN for every Slug +3 TN
round over 4 (Max 9) +1 TN per every 5’ over 15’ Removable Choke +2 TN
Self-Loading1 1st category
Box Mag: +2 TN for every (Max 60’) Choked Free
round over 3 (Max 20) Straight Free
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Sporting Shotgun. If the character does this, they
do not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding magazine
and firearm uses.

Table 218: Gunsmithing - Sporting Shotgun


216

Combat Shotguns
Combat shotguns are almost exclusively in 12 Gauge, and are equipped with high capacity tubes. They will have straight barrels, and
take advantage of combat sights and study stocks. Ranges are somewhat shorter, ranging from 45 to 50 feet. All combat shotguns
are crafted with a straight barrel and a fixed stock.
Type Magazine Caliber Range
+1 TN per every 5’ over 15’ (Max
SxS Double Shot Internal: 2 1st Category
60’)
+1 TN per every 5’ over 15’ (Max
OxU Double Shot Internal: 2 1st Category
60’)
Internal: +1 TN for every round
over 4 (Max 7) +1 TN per every 5’ over 15’ (Max
Lever Action1 1st Category
Box Mag: +2 TN for every round 60’)
over 3 (Max 10)
Internal: +1 TN for every round
1 over 3 (Max 9) +1 TN per every 5’ over 15’ (Max
Pump Action 1st Category
Box Mag: +2 TN for every round 60’)
over 3 (Max 10)
Internal: +1 TN for every round
over 4 (Max 9) +1 TN per every 5’ over 15’ (Max
Self Loading1 1st Category
Box Mag: +2 TN for every round 60’)
over 3 (Max 20)
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting Combat Shotguns. If the character does this, they
do not have to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding magazine
and firearm uses.

Table 219: Gunsmithing - Combat Shotgun

Light Machine Guns


Light machine guns are machine guns that fire an intermediate rifle cartridge, usually from a belt or a high capacity magazine. They
are almost always equipped with bipods and stocks, to help steady the firearm in its automatic fire. Because of their intended use,
they rarely have a semi-automatic rate of fire. Their ranges can vary, but are generally between 80-120’. When crafting a weapon
with automatic fire, the creator can choose what rate of fire the automatic fires at.
Type Magazine Caliber Range Firing Modes
Linked: +5 TN Semi-automatic +10 TN
Box Mag: +1 TN for every +2 TN per category +3 TN per every 5’ over Fully Automatic Free
LMG1
5 rounds over 25 (Max (7th-9th category) 85’ (Max 150’) 2 Round Burst +11 TN
100) 3 Round Burst +12 TN
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting rifles. If the character does this, they do not have
to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding magazine and firearm
uses. A character can also choose to have a Light Machine Gun accept magazines as well as linked ammunition. This increases the TN by 10.

Table 220: Gunsmithing - Light Machine Gun

General Purpose Machine Guns


General purpose machine guns are machine guns that fire either an intermediate or full powered rifle cartridge, usually from a belt
or a high capacity magazine. They are almost always equipped with bipods and stocks, to help steady the firearm in its automatic
fire. Because of their intended use, they rarely have a semi-automatic rate of fire. Their ranges can vary, but are generally between
100 to 150 feet. When crafting a weapon with automatic fire, the creator can choose what rate of fire the automatic fires at.
Type Magazine Caliber Range Firing Modes
Linked: +4 TN Semi-automatic +13 TN
Box Mag: +2 TN for every +2 TN per category +3 TN per every 5’ over Fully Automatic Free
GPMG1
5 rounds over 25 (Max (7th-9th category) 85’ (Max 150’) 2 Round Burst +14 TN
100) 3 Round Burst +15 TN
1 A character can choose to craft a firearm to take the same kind of magazines from a preexisting rifles. If the character does this, they do not have
to add the TN to the firearm’s total level, but the firearm must use the same caliber of ammunition that the corresponding magazine and firearm uses.
A character can also choose to have a General Purpose Machine Gun accept magazines as well as linked ammunition. This increases the TN by 14.

Table 221: Gunsmithing - General Purpose Machine Gun


217

Underbarrel Grenade Launcher


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

Table 222: Gunsmithing - Underbarrel Grenade Launcher

Standalone Grenade Launcher


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

Table 223: Gunsmithing - Standalone Grenade Launcher


218

Weapon Craft TN Mat. Cost Time


Matchlock Pistol 9 8 2 days
Double Barrel Matchlock 10 9 2 days
Pistol
Matchlock Carbine 14 10 2 days
Matchlock Musket 17 10 2 days
Flintlock Pistol 10 10 2 days
Double Barrel Flintlock Pistol 10 11 2 days
Flintlock Pistol, Rifled 12 10 2 days
Double Barrel Flintlock Pistol, 12 11 2 days
Rifled
Blunderbuss Pistol 9 10 1 day
Flintlock Carbine 12 10 2 days
Flintlock Carbine, Rifled 13 12 2 days
Flintlock Musket 13 12 2 days
Flintlock Musket, Rifled 19 15 2 days
Blunderbuss 11 12 1 day

Table 224: Craft (Mechanical), Matchlocks & Flintlocks

Categories These are the categories of ammunition for crafting


a firearm.

1st .45 GAP 6.5mm Grendel


.357 Magnum 7.62x39mm
.410 Bore 7.5x55mm Swiss
7.63x25mm Mauser
20 Gauge 7.5x54mm French
16 Gauge 7.62x51mm
12 Gauge 5th 8mm Lebel
7x57mm Mauser
10 Gauge 7.62x54mmR
.44 Special
5.7x28mm .303 British
2nd 7.63mm Mannlicher .30-40 Krag
.38-40 Winchester 7.7x58mm Arisaka
4.6x30mm 7.92x57mm Mauser
.41 Rimfire
.22 Short .32-20 Winchester .30-06 Springfield
.25 ACP .44-40 Winchester
.22 Long Rifle .357 SIG
.17 HMR 10mm Auto 9th
.32 ACP .44 Magnum
.32 Rimfire .44 AMP .56-56 Spencer
.380 ACP 7.62x25mm Tokarev .45-70 Government
8x22mm Nambu .45 Winchester Magnum .50-70 Government
.22 WMR .50 GI .458 SOCOM
.17 Remington .475 Wildey Magnum .300 Winchester Magnum
.44 Henry .338 Lapua Magnum
6th
3rd 10th
.460 Rowland
.38 Long Colt .30 Carbine
.454 Casull 7.92x94mm
7.65 Longue .50 BMG
.38/200 .50 Action Express
.38 S&W .500 S&W Special 13.9x99mmB
.38 Special
9x18mm PM
.40 S&W 7th 11th
9x19mm
.38 ACP 9x23mm Steyr 12.7x108mm
5.45x39mm 14.5x114mm
.38 Super
5.8x42mm 20x102mm
6.5x50mm Arisaka 20x105mm
4th 5.56x45mm
20x125mm
7.92x33mm Kurz
.44 American .243 Winchester
9mm Japanese Revolver .500 Wyoming Express 12th
.22 TCM .500 S&W Magnum
.44 Russian 35x32mm SR
.476 Enfield 40x46mm
7.62x38mmR 8th
.45 Schofield 40mm Caseless
.327 Federal Magnum 9x39mm
.41 Long Colt 6mm Lee Navy
.45 Long Colt .300 AAC Blackout 13th
.455 Webley .30-30 Winchester
.45 ACP 6.5x52 Carcano 25x40mm
219

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


rifles to exist, with tons of accessories made for it. Because of
its design, it is very easy to switch out large parts, and design a Upper Receiver Types
customized, personal rifle.
An AR is comprised of two major parts; an upper receiver, which Pistol A pistol upper receiver is a receiver intended to be paired
includes the barrel and chamber, bolt, gas system, tactical rails, with a pistol lower. They typically have barrels about 6-7” long,
optics and optics mount. Because this part has the actual barrel which limits the gun’s ability to be effectively engage in any long
and chamber, this is the part that actually determines the rifle’s range fights. These are also mated with carbine rifle lowers, for
caliber, and a lower receiver, which encompasses the magazine those who need stabilized, high firepower, in a small configuration,
well, the frame, the stock, and the trigger group. and accuracy at longer ranges is not an issue. Because of its
length, it skirts the penalties that are associated with using a rifle
adjacently to someone.
Lower Receiver Types

CQB Rifle This upper has a barrel length between 10-12”,


Pistol A pistol lower receiver is a stripped down receiver,
primarily used by special operations forces in urban, indoor, or
containing the bare necessities for a fully functioning firearm,
other tight quarter locations. They have a good balance between
but not much else. Pistol lowers are equipped with a pistol grip.
maneuverability and range, but are still easily outclassed by the
These lowers are generally marketed at the civilian market, and
shortest of carbines. They go well with carbine lowers, to make a
usually come in semi-automatic only. Pistol lower receivers are
light, effective rifle with good firepower. Because of its length, it
considered SMGs for the purpose of feats, upgrades, and combat.
skirts the penalties that are associated with using a rifle adjacently
to someone.
Carbine A carbine rifle lower receiver is a receiver that has
a synthetic stock for weight, while still providing some support.
Carbine This upper has a barrel length between 14-16”, and
These are the most common AR lowers, as they can be swapped
is the general size for soldiers who don’t need a full-sized rifle,
out for a different stock, or used bare with a carbine length upper
such as those in vehicles. It is a good compromise between range
receiver. These lowers are the lowers found on the M4A1 and
and maneuverability, being the largest upper that doesn’t receive
M4, and can be purchased with 3 round burst or fully automatic
penalties for fighting adjacent to an enemy. They are normally
firing modes (but not both), in addition to semi-automatic, or semi-
paired with carbine lowers, or less often, assault rifle uppers.
automatic only. Carbine lower receivers are considered carbine
rifles for the purpose of feats, upgrades, and combat.
Assault Rifle At 18-20”, this upper has good range, at the loss
of weight and maneuverability. These rifles are very common
Assault Rifle An assault rifle lower receiver is a receiver with
and popular with hunters, action shooter sport enthusiasts, and
the standard fixed stock. They are balanced for accuracy, but
multiple law enforcement agencies. The are commonly paired
lack a bit on the weight aspect. These lowers are the lowers found
with carbine rifle lowers and assault rifle lowers, but have also
on the M16 series of rifles, and can be purchased with 3 round
been paired with designated marksman rifle lowers.
burst or fully automatic firing modes (but not both), in addition
All Upper Receivers do not come with any magazines.
to semi-automatic, or semi-automatic only. Assault rifle lower
The X Products Can-Cannon uses 5.56 blanks to fire 12 oz soda
receivers are considered assault rifles for the purpose of feats,
cans. This weapon can also be used to launch thrown smoke,
upgrades, and combat.
tear gas, stun and sting grenades. This weapon must be used
with blanks only. Using any other rounds in the Can-Cannon
Designated Marksman Rifle A designated marksman rifle destroys the weapon. This weapon must be loaded with a new
lower receiver is a receiver that has been optimized for long range can or grenade after each shot, which takes 3 Combat Points. The
shooting, including a precision upgrade and either a synthetic Can-Cannon can not take advantage of any magnified optic.
stock, or a fixed stock. Because of their nature and intended The Noveske Diplomat and SPR uppers come with the Heavy
purpose, they are usually semi-automatic only. Designated Barrel and Match Barrel upgrades.
marksman rifle lower receivers are considered DMRs for the
purpose of feats, upgrades, and combat.
220

Lower Size Upg RoF Sz. Wt Cost Restr Included Upgrades


Pistol F Semi M 2.0 10 L Pistol grip
Carbine F Semi L 2.5 13 L Synthetic stock
Carbine F Semi/3RB L 2.5 26 R Synthetic stock
Carbine F Semi/Auto(F) L 2.5 28 M&P Synthetic stock
Assault Rifle F Semi L 3.0 12 L Fixed stock
Assault Rifle F Semi/3RB L 3.0 25 R Fixed stock
Assault Rifle F Semi/Auto(F) L 3.0 27 M&P Fixed stock
Designated Marksman Rifle F Semi L 3.3 30 L Precision upgrade, Fixed stock
Designated Marksman Rifle F Semi/3RB L 3.3 45 R Precision upgrade, Fixed stock

Table 225: AR15 Lower Receivers


221

Weapon Caliber/Recoil Magazine Upg Rng Upper Sz Wt Cost Err Restr


Alexander Arms 6.5mm Box:10|15:2/25:3 BO 70’ Assault L 4.2 40 0% L
Incursion Grendel
(4d6+1/-5)
Alexander Arms 6.5mm Box:10|15:2/25:3 BO 90’ Assault L 5.6 46 0% L
Overwatch A3 Grendel
(4d6+1/-5)
Alexander Arms HMR .17 Box:10:2 BO 70’ Assault L 4.3 27 0% L
HMR(1d4+2/-
1)
Del-Ton AR-15 Flat 5.56x45mm M4/M16 BO 75’ Assault L 6.3 13 10% L
Top (5d4/-5) Box:5|10|20|30:1/100:8
Del-Ton AR-15 5.56x45mm M4/M16 B 75’ Assault L 6.3 11 10% L
Mil-Spec A2 (5d4/-5) Box:5|10|20|30:1/100:8
Del-Ton 16” Rifle Kit 5.56x45mm M4/M16 BO 60’ Carbine L 4.5 11 10% L
(5d4/-5) Box:5|10|20|30:1/100:8
DPMS .22 Long Rifle .22 Long AR .22LR Box:26:1/50:4 BO 45’ Assault L 6.3 16 5% L
Assembly Rifle (1d4/-0)
DPMS Oracle 5.56 Kit 5.56x45mm M4/M16 BO 75’ Assault L 6.3 18 0% L
(5d4/-5) Box:5|10|20|30:1/100:8
Noveske Diplomat 6.8 AR 6.8 Box:10|20:2/30:4 B O 4T 60’ Pistol L 2.5 80 0% L
Remington
SPC
(5d4+3/-6)
Noveske Light GPR 5.56x45mm M4/M16 B O 4T 70’ CQB L 3.9 68 0% L
(5d4/-5) Box:5|10|20|30:1/100:8
Noveske Light Recce 5.56x45mm M4/M16 B O 4T 85’ Carbine L 4.5 70 0% L
(5d4/-5) Box:5|10|20|30:1/100:8
Noveske Light Recce .300 AAC M4/M16 BO 75’ Carbine L 4.5 35 0% L
BLK (4d6/-5) Box:5|10|20|30:1/100:8
Noveske Recon 6.8 AR 6.8 Box:10|20:2/30:4 B O 4T 90’ Carbine L 4.5 75 0% L
Remington
SPC
(5d4+3/-6)
Noveske Rogue .300 AAC M4/M16 B O 4T 80’ Assault L 4.5 65 0% L
Hunter BLK (4d6/-5) Box:5|10|20|30:1/100:8
Noveske SPR 6.8 AR 6.8 Box:10|20:2/30:4 B O 4T 120’ Assault L 6.3 140 0% L
Remington
SPC
(5d4+3/-6)
Olympic Arms 10mm 10mm Auto Box:18:2 B 65’ Carbine L 4.5 32 0% L
(2d6+4/-4)
Olympic Arms .40 .40 S&W Box:20:2 B 60’ Carbine L 4.5 32 0% L
S&W (3d4/-3)
Olympic Arms .45 .45 ACP Box:18:2 B 65’ Carbine L 4.5 32 0% L
ACP (3d4+2/-4)
Olympic Arms .30 .30 Carbine M1 Carbine B O 4T 70’ Carbine L 4.5 32 0% L
Carbine (3d6+1/-4) Box:15|30:1
PWA PDW AR57 5.7x28mm P90 Box:30:1/50:2 BO 60’ CQB L 3.9 30 0% L
(3d4-1/-3)
PWA PDW AR57 5.7x28mm P90 Box:30:1/50:2 BO 80’ Carbine L 4.5 30 0% L
(3d4-1/-3)
RRA .458 SOCOM .458 SOCOM M4/M16 Box:10:1 BO 75’ Carbine L 4.5 45 0% L
(3d12/-7)
RRA CAR-47 A4 7.62x39mm AK-47 BO 75’ Carbine L 4.5 50 0% L
(4d6+2/-6) Box:10|20|30:1/40:2/75:5

Table 226: AR15 Upper Receivers


222

Weapon Caliber/Recoil Magazine Upg Rng Upper Sz Wt Cost Err Restr


RA CAR-6.8 SPC A2 6.8 AR 6.8 B 65’ Carbine L 4.5 42 0% L
Remington Box:10|20:2/30:4
SPC
(5d4+3/-6)
RRA CAR-6.8 SPC A2 6.8 AR 6.8 BO 65’ Carbine L 4.5 42 0% L
Remington Box:10|20:2/30:4
SPC
(5d4+3/-6)
RRA CAR-6.8 SPC A2 6.8 AR 6.8 B 85’ Assault L 6.3 45 0% L
Remington Box:10|20:2/30:4
SPC
(5d4+3/-6)
RRA LAR-6.8 SPC A2 6.8 AR 6.8 BO 85’ Assault L 6.3 45 0% L
Remington Box:10|20:2/30:4
SPC
(5d4+3/-6)
RRA Pistol-9 A2 9x19mm Uzi Box:20|32:1/50:2 B 40’ Pistol M 2.5 31 0% L
(2d6/-2)
RRA Pistol-9 A2 9x19mm Uzi Box:20|32:1/50:2 B 40’ Pistol M 2.5 31 0% L
(2d6/-2)
RRA Pistol-9 A4 9x19mm Uzi Box:20|32:1/50:2 BO 40’ Pistol M 2.5 32 0% L
(2d6/-2)
RRA CAR-9 A2 9x19mm Uzi Box:20|32:1/50:2 B 55’ Carbine L 4.5 25 0% L
(2d6/-2)
RRA CAR-9 A4 9x19mm Uzi Box:20|32:1/50:2 BO 55’ Carbine L 4.5 27 0% L
(2d6/-2)
RRA Mid Length-9 A2 9x19mm Uzi Box:20|32:1/50:2 B 70’ Assault L 6.3 28 0% L
(2d6/-2)
RRA Mid Length-9 A4 9x19mm Uzi Box:20|32:1/50:2 BO 70’ Assault L 6.3 31 0% L
(2d6/-2)
RRA Pistol-15 A2 5.56x45mm M4/M16 B 50’ Pistol M 2.5 30 0% L
(5d4/-5) Box:5|10|20|30:1/100:8
RRA Pistol-15 A4 5.56x45mm M4/M16 BO 50’ Pistol M 2.5 30 0% L
(5d4/-5) Box:5|10|20|30:1/100:8
S&W M&P15PSX 5.56x45mm M4/M16 B O 4T 80’ Carbine L 4.5 38 0% L
(5d4/-5) Box:5|10|20|30:1/100:8
S&W M&P15R 5.45x39mm Box:30:2 B O 4T 75’ Carbine L 4.5 45 0% L
(4d4/-4)
Taclite T1 .50 BMG Int:1 B O 4T 190’ Assault L 12.0 75 0% L
(10d8/-16)
Taclite T1 .338 Lapua Int:1 B O 4T 120’ Assault L 12.0 75 0% L
Magnum
(7d8/-10)
Taclite T2 .50 BMG AW50 Box:5:12 B O 4T 190’ Assault L 15.0 125 0% L
(10d8/-16)
T14 .410 Bore Box:10:2 B 45’ Carbine L 4.5 30 0% L
(3d4+1/-3)

Table 227: AR15 Upper Receivers(Cont.)


223

Weapon Caliber/Recoil Magazine Upg Rng Upper Sz Wt Cost Err Restr


PSA 8.5” .300 AAC M4/M16 BO 50’ Pistol M 3.1 15 0% L
BLK (4d6/-5) Box:5|10|20|30:1/100:8
PSA 10” .300 AAC M4/M16 B O 2T 65’ Carbine L 4.3 17 0% L
BLK (4d6/-5) Box:5|10|20|30:1/100:8
PSA 16” .300 AAC M4/M16 B O 4T 80’ Assault L 4.5 18 0% L
BLK (4d6/-5) Box:5|10|20|30:1/100:8
PSA 8.5” 9x19mm Glock 26 BO 40’ Pistol M 3.1 15 0% L
(2d6/-2) Box:15|17|19|27:1/33:2
PSA 10” 9x19mm Glock 26 B O 2T 55’ Carbine L 4.3 17 0% L
(2d6/-2) Box:15|17|19|27:1/33:2
PSA 16” 9x19mm Glock 26 B O 4T 70’ Assault L 4.5 18 0% L
(2d6/-2) Box:15|17|19|27:1/33:2
PSA 8.5” .45 ACP Glock 30 BO 40’ Pistol M 3.1 15 0% L
(3d4+2/-4) Box:13:1/27:2
PSA 10” .45 ACP Glock 30 B O 2T 55’ Carbine L 4.3 17 0% L
(3d4+2/-4) Box:13:1/27:2
PSA 16” .45 ACP Glock 30 B O 4T 70’ Assault L 4.5 18 0% L
(3d4+2/-4) Box:13:1/27:2
PSA 8.5” 10mm Auto Glock 29 BO 40’ Pistol M 3.1 15 0% L
(2d6+4/-4) Box:10|15|17:1
PSA 10” 10mm Auto Glock 29 B O 2T 55’ Carbine L 4.3 17 0% L
(2d6+4/-4) Box:10|15|17:1
PSA 16” 10mm Auto Glock 29 B O 4T 70’ Assault L 4.5 18 0% L
(2d6+4/-4) Box:10|15|17:1
PSA 8.5” .40 S&W Glock 27 BO 40’ Pistol M 3.1 15 0% L
(3d4/-3) Box:15|17|19|24:1/31:2
PSA 10” .40 S&W Glock 27 B O 2T 55’ Carbine L 4.3 17 0% L
(3d4/-3) Box:15|17|19|24:1/31:2
PSA 16” .40 S&W Glock 27 B O 4T 70’ Assault L 4.5 18 0% L
(3d4/-3) Box:15|17|19|24:1/31:2
X Products 2d6 M4/M16 O 45’ Carbine L 4.4 16 0% L
Can-Cannon Bludgeoning Box:5|10|20|30:1/100:8

Table 228: AR15 Upper Receivers(Cont.)


224

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

Crossbow Still used by hunters for silent kills, not much has
changed in hundreds of years. A crossbow has an an internal 11.11.5 Taser
magazine of 1, and loading a crossbow costs 4 Combat Points and A taser is a weapon that uses springs or compressed air to
provokes AoO. fire a pair of darts at a target. On impact, the darts release a
powerful electrical current. On a successful hit, the darts deal
electricity damage and the target must make a Fortitude Saving
Throw [TN15] or be paralyzed for 1d6 rounds. Reloading a taser
11.11.2 Flamethrower and Flamer costs 3 Combat Points that provokes AoO. All tasers come with 3
A flamethrower consists of a pressurized backpack containing extra cartridges. Tasers can also be used as stun gun by removing
fuel, which is connected to a tube with a nozzle. It shoots a 5- the cartridge, which cost 1 CP. When using them in this manner,
foot wide, 60-foot long line of flame that deals 3d6 points of fire they are considered simple melee weapons, and have the same
damage to all creatures and objects in its path. No attack roll is damage and effect as if it were used as a ranged weapon. Tasers
necessary. Any creature caught in the line of flame can make a cannot provoke a critical strike.
Reflex Saving Throw [TN15] to take half damage. Creatures with
cover get a bonus on their Reflex Saving Throw. A flamethrower’s 11.11.6 Tranquilizer Gun
backpack has hardness 5 and 20 HP. When worn, the backpack
has a DEF equal to 9 + the wearer’s AGL modifier. A backpack A tranquilizer gun is an airgun that fires a hypodermic needle-
reduced to 0 HP ruptures and explodes, dealing 8d6 points of fire like dart, that injects a target with one dose of tranquilizer agent.
damage to the wearer (no Saving Throw allowed) and 3d6 points Tranquilizer guns do no damage on their own, but rather the
of fire damage to creatures and objects within a 10’ burst radius damage is derived from the poison in the dart. A tranquilizer
(Reflex Saving Throw [TN15] for half damage). dart can house one dose of any ingested or injected poison. A
A flamer is a hand-held version of the flamethrower, putting the tranquilizer gun comes with 10 empty darts. Tranquilizer guns can
fuel in a canister. It shoots a 5-foot wide, 25-foot long line of flame not provoke critical. Reloading a tranquilizer gun costs 9 Combat
that deals 3d3 points of fire damage to all creatures and objects Points and provokes AoO.
225

Weapon Damage Critical Rng RoF Sz Wt Cost STR Mod Restr


Light Recurve Bow 1d4+2 16-18 25’ Single L 3.0 4 −1 None
Light Compound Bow 1d4+2 16-18 55’ Single L 3.0 9 −3 None
Medium Recurve Bow 2d4+2 16-18 30’ Single L 3.0 7 +0 None
Medium Compound Bow 2d4+2 16-18 60’ Single L 3.0 13 −2 None
Heavy Recurve Bow 3d4+2 16-18 35’ Single L 3.0 9 +1 None
Heavy Compound Bow 3d4+2 16-18 70’ Single L 3.0 16 −1 None
Super Heavy Recurve Bow 4d4+3 16-18 40’ Single L 3.0 11 +2 None
Super-Heavy Compound Bow 4d4+3 16-18 80’ Single L 3.0 25 +0 None
Dreadnought Recurve Bow 5d4+4 16-18 45’ Single L 4.0 13 +4 None
Dreadnought Compound Bow 5d4+4 16-18 90’ Single L 4.0 30 +2 None
Juggernaut Recurve Bow 6d4+4 16-18 50’ Single L 5.0 15 +6 None
Juggernaut Compound Bow 6d4+4 16-18 100’ Single L 5.0 40 +3 None

Table 229: Equipment, Bows

Weapon Damage Critical Rng RoF Upg Sz Wt Cost Restr


Light 2d3 14-18 25’ Single FO M 4.0 10 None
Medium 3d3 15-18 35’ Single FO L 5.0 14 None
Heavy 5d3 15-18 50’ Single FO L 7.0 16 None
Super-Heavy 6d3 16-18 60’ Single FO L 8.0 20 None

Table 230: Equipment, Crossbows

11.11.7 Paintball Marker provokes AoO. When it isn’t fired it functions like a combat knife.
The damage listed is for when the blade is launched. It is limited
A paintball marker is a marker that is used to mark targets from
to 2 range increments. A ballistic knife requires the Exotic Melee
a long range. Its original use was to mark trees or wandering cattle.
Weapons Proficiency feat in order to be used without a −4 attack
They are also used for paintball games and by law enforcement
penalty. Ballistic knives can be embedded.
for non-lethal short range engagement. Paintball markers require
CO2 or NO2 tanks to fire, which is calculated into the price of the
paintball ammunition. Paintball marker’s damage is determined 11.11.10 Slingshot
by the ammunition it projects. A paintball marker is a simple
A slingshot is a small hand powered weapon that uses rubber
weapon and requires no proficiency to use without penalty and
bands or tubing to fling a small projectile. The classic form consists
paintball markers cannot provoke a critical strike. Reloading a
of a Y-shaped frame held in the off hand, with two rubber strips
paintball marker costs 4 Combat Points and provokes AoO. Unlike
attached to the uprights. The other ends of the strips lead back to a
most non-ballistic weapons, a paintball marker can be used to
pocket which holds the projectile. The pocket is grasped by the off-
make double-tap attacks at the normal Combat Point cost for a
hand and drawn back to the desired extent to provide power for
firearm.
the projectile. Slingshots are simple weapons and require no feats
to use. They are limited to three range increments. Ammunition
11.11.8 Less Lethal Launcher for slings usually encompasses rocks, small marbles, lead and
A less lethal launcher is a dedicated launcher that fires cartridges steel balls and any generally any Fine sized object. Slingshots
primarily made to disable or mark targets. It is primarily used can fire lead ball ammunition, as well as all paintball ammunition.
by law enforcement for non-lethal medium and long range The damage listed is for lead balls and rocks. When calculating
engagement. Less lethal launchers require CO2 or NO2 tanks damage, a character adds 1½ times their POW modifier. Slingshots
to fire, which is calculated into the price of the ammunition.A Less must be used with two hands.
lethal launcher’s damage is determined by the ammunition it is
firing. A less lethal launchers is a simple weapon and requires no 11.11.11 Bullwhip
proficiency to use without penalty and cannot provoke a critical
strike. Reloading a less lethal launchers costs 4 Combat Points and Treat a whip as a ranged weapon with a maximum range of
provokes AoO. Unlike most non-ballistic weapons, a less lethal 15’ and no range penalties.
launcher can be used to make double-tap attacks at the normal A character can make a trip attack with it by succeeding at a
Combat Point cost for a firearm. ranged touch attack. The character does not provoke an AoO
when using a whip in this way. If the character is tripped during
their own trip attempt, the character can drop the whip to avoid
11.11.9 Ballistic Knife
being tripped.
A ballistic knife is a specialized combat knife with a detachable When using a whip, a character receives a +2 bonus on their
blade that can be expelled from the handle/frame as a projectile opposed attack roll when attempting to disarm an opponent,
by means of a spring-operated mechanism. All ballistic knives including the roll to keep from being disarmed if the character
come with two blades, and require 4 Combat Points to reload and fails to disarm the opponent.
226

Weapon Damage Critical Damage Type Rng RoF Magazine Sz Wt Cost Restr
Flamer 3d3 — Fire 25’ max Semi Int:8 L 5.0 22 L
Flamethrower 3d6 — Fire 60’ max Semi Int:20 L 50.0 35 L
Chemical Irritants, Pepper Special — Special 5’ Single Int:1 T 0.5 1 None
Spray
Chemical Irritants, Bear Special — Special 5’ Single Int:1 S 0.8 4 None
Fogger
Spear Gun 1d10 16-18 Piercing 25’ Single Int:1 L 5.0 4 None
C2 Taser 1d4 — Electricity 5’ Single Int:1 S 1.1 20 None
X26 Taser 1d6 — Electricity 10’ Single Int:1 S 1.1 18 L
X2 Taser 1d6 — Electricity 10’ Single Int:2 S 1.3 25 L
X3 Taser 1d6 — Electricity 10’ Single Int:3 S 1.5 30 L
Tranquilizer Gun — — Special 25’ Single Int:1 S 2.0 12 None
Tippman 98 Custom .68PB — Special 40’ Semi Int:200 L 3.0 20 None
Tippman TPX .68PB — Special 20’ Semi Box:7:1 S 1.1 15 None
FN303 18mm LL — Special 65’ Semi Box:15:1 L 3.0 37 None
FN303P 18mm LL — Special 35’ Semi Box:7:1 S 1.1 24 None
Ballistic Knife 3d4 16-18 Piercing 20’ Single Int:1 S 2.0 20 None
Slingshot 1d2 16-18 Bludgeoning 25’ Single Int:1 S 1.0 1 None
Bullwhip 1d2 16-18 Slashing 15’ — — S 2.0 1 None

Table 231: Equipment, Non-Ballistic Ranged Weapons


227

11.12 Thrown Weapons 11.12.4 Javelin


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

These sleek and fast throwing stars and knives are omnipresent
in classic martial arts movies and nearly synonymous with ninja.
11.12.1 Bolas Throwing stars and throwing knives require the Exotic Melee
Bolas are throwing weapons made of weights on the ends of Weapons Proficiency feat in order to be used without a −4 attack
interconnected cords designed to capture animals by entangling penalty. Throwing knives and stars can be embedded.
their legs. Improvised versions of this weapon would include an
extension cord tied up with weights at the end. Bolas can be used
to make a ranged trip attempt. You cannot be tripped during your
own trip attempt when using them. A bola is an exotic weapon 11.12.7 Giant Throwing Star
and requires an Exotic Melee Weapons Proficiency feat to be used
without a −4 attack penalty. This is a scaled up version of a throwing star, multiplying the
range and damage of a thrown weapon. Giant throwing stars
11.12.2 Boomerangs require the Exotic Melee Weapons Proficiency feat in order to be
used without a −4 attack penalty. Giant throwing stars can be
A thrown weapon, typically constructed as a flat aerofoil, that embedded.
is designed to spin about an axis perpendicular to the direction
of its flight. Boomerangs are unique in throwing weapons as
they’re able to curve around objects and still strike their target.
A boomerang can only curve in one direction when it is thrown,
and for every 5’ it curves from the original starting axis, it must
move 10’. This is likewise for throwing a boomerang at distance.

Example: Curving a boomerang 15’ from the axis would 11.13 Explosives
require 30’ of forward travel. Throwing a boomerang 40’
away would require it to curve out 20’. 11.13.1 Explosives and Splash Weapons

The area for the boomerang to curve must be clear of These weapons explode, dealing damage to creatures or objects
obstructions, otherwise it will strike the first object that it hits within an area. Explosives can be thrown or set off in place,
and stop there. A boomerang is an exotic weapon and thus depending on the type of explosive device. All explosives must be
requires an Exotic Melee Weapons Proficiency feat to use without detonated. Some, such as grenades, include built-in detonators.
penalty. A boomerang can be thrown out to a maximum of three Others require timers or other devices to set them off.
range increments.

11.12.3 Brick
11.13.2 Blast Radius
Any blunt improvised weapon that is fist sized and primarily
thrown. These weapons are special in that they don’t incur The blast radius shows the range of squares that an explosive
the improvised weapon penalty when thrown. Examples of this destroys. A 5’ blast radius affects a single 5’ square, while a 10’
weapon are numerous, including rocks, paperweights, actual bricks, blast radius affects every adjacent square to where the explosives
staplers, thrown bottles, or any similar object. were planted or detonated.
228

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


Bolas 1d4 16-18 Bludgeoning 10’ Single M 1.5 6 None
Boomerang, Light 1d6 16-18 Bludgeoning 30’ Single S 1.0 3 None
Boomerang, Medium 2d4 16-18 Bludgeoning 15’ Single M 1.1 5 None
Boomerang, Heavy 3d4 16-18 Bludgeoning 10’ Single M 1.5 8 None
Brick (4) 1d4 16-18 Bludgeoning 10’ Single S 1.0 1 None
Javelin 2d6 16-18 Piercing 30’ Single M 2.3 3 None
Throwing Axe 1d6+2 16-18 Slashing 10’ Single S 0.6 2 None
Throwing Knives/Stars 1d3+2 16-18 Piercing 10’ Single T 0.5 1 None
Giant Throwing Star 3d4+2 16-18 Slashing 20’ Single M 1.0 3 None

Table 232: Equipment, Thrown Weapons

Explosives and Extremity damage Concussion These grenades rely on their explosive power to
inflict injury. Any target caught in the blast must make a Fortitude
Unlike aimed weapons, explosives generally hit multiple Saving Throw [TN17] or be knocked prone.
areas of a character. If a character is caught in an explosive
blast, the GM rolls a d% to determine the locations the
character is hit. The d% is rolled for every damage die that Fragmentation This is the most common style of hand grenade.
is given by the explosive to a maximum of 10. Regardless It uses a small explosive charge to fling shards of metal in all
of the rolls, the character is always hit in the chest. Do not directions. Any target caught in the blast must make a Fortitude
reroll if the character is hit in the same place more than Saving Throw [TN15] or be knocked prone.
once.
Location D% roll
Impact This grenade is a fragmentation grenade equipped with
Chest 1-10 an impact fuse. The grenade detonates on impact of any hard
Left Arm and Hand 11-32 surface. Any target caught in the blast must make a Fortitude
Right Arm and Hand 33-54 Saving Throw [TN17] or be knocked prone.
Left Leg and Foot 55-76
Right Leg and Foot 77-98
Head 99-100 Defensive These grenades are used for defensive purposes, as
they have a rather large blast radius for grenades. They are more
Table 233: Explosive Extremity Damage Hit Location
suited to making traps than they are for being thrown. Any target
When calculating Extremity damage, treat the damage caught in the blast must make a Fortitude Saving Throw [TN15] or
from the explosive as if it hit the determined locations of be knocked prone.
a character at the exact same time. The damage amount
is not multiplied by the amount of locations hit.
Smoke These hand grenades create smoke to signal or to
conceal. When thrown a smoke grenade has an effective burst
radius of 15’. On the following round it fills all squares within 20’,
Cooking off Grenades
and on the third round it fills all squares within 25’. The smoke
obscures all sight, including night vision goggles. Anyone within
Grenades normally take 1 turn to detonate after they are
the area has total concealment. The smoke disperses after 10
thrown, but a character can cook off a grenade instead.
rounds. Smoke grenades are available in several colors, including
A character can spend the Combat Points it would take to
white, red, yellow, green, blue, orange, and purple.
throw a grenade to instead hold it at the ready, throwing
it at the very beginning of their next turn. Regardless of
if they throw the grenade or not, it still goes off where
it is. A character can not perform any other actions but Stun Also known as flashbangs, these grenades create a loud
movement while they are cooking off a grenade. flash and bang when they are released. Any target caught in the
blast must make a Will Saving Throw [TN16] or be blinded for
1d6 rounds and a Fortitude Saving Throw [TN16] to avoid being
deafened for 1d6 rounds.

11.13.3 Grenades Sting These hand grenades are based on the design of the
fragmentation grenade but instead of using a metal casing to
Grenades come in different types, usually triggered by pulling produce shrapnel, it has a hard rubber shell and small rubber
the pin and releasing the spoon, which starts the fuse. Pulling the balls. Any target caught in the blast must make a Will Saving
pin on a grenade costs no Combat Points. All grenades take a full Throw [TN11] and a Fortitude Saving Throw [TN13]. If the character
round in order to detonate unless noted otherwise. fails either Saving Throw, they are stunned for 1d3 rounds.
229

Tear Gas These hand grenades are used to disperse crowds 11.13.4 Pre-made Charges
and smoke out hostage takers. When the grenade is thrown, a tear
Pre-made charges are complete products with a detonator and
gas grenade has a blast radius of 15’. On the following round it
explosive material.
fills all squares within 20’, and on the third round it fills all squares
within 25’. Any target caught in the cloud of tear gas must make
a fortitude Saving Throw every round they spend in the tear gas Anti-Tank Mine An anti-tank mine is a shaped charge with a
[TN15 + 1 per round staying in the gas] or be blinded and stunned pressure detonator set by default to 400 pounds. It is designed
for 2d4 rounds. A gas mask renders the target immune to the to disable armored vehicles by wrecking their treads. Anti-tank
effects, and a wet cloth held over the eyes, nose, and mouth mines ignore 20 hardness.
provides a +2 to the Fortitude Saving Throw.
Bounding Mine A bounding mine is an anti-personnel mine that
includes a tripwire detonator. When triggered, it springs up 4 feet
Thermite This grenade has no blasting charge or explosive
in the air before exploding and spraying its fragmented contents
capability. It is used to destroy rugged equipment, often reducing
over the unfortunates who stumbled over it.
it to useless slag with its intense heat. It burns in a single 5’ square.

Breaching Charge A breaching charge is a shaped charge


White Phosphorus This grenade employs a small explosive consisting of 0.5 lb of plastic explosive and an electrical detonator
charge to disperse burning phosphorus particles in all directions. in an adhesive frame. It can ignore up to 10 points of hardness
They can be devastatingly effective against people with a and has a range increment of 10 feet.
gruesome tendency to cling to human flesh. Any target that takes
damage from a white phosphorus grenade is dealt an additional Directional Mine A directional mine is a mine that consists of a
1d6 Fire damage in the following round and risks catching on fire.
curved steel backing plate, a layer of plastic explosive, and several
hundred ball bearings. Its folding feet are dug into the ground
Anti-Armor This grenade employs a shaped charge in order to or it can be stood up anywhere and when it goes off—either by
defeat armor. It detonates on contact with any hard surface and remote using its electric blasting cap or by the included tripwire
ignores up to 10 points of hardness. detonator—it sprays the ball bearings in one direction, leaving
the anyone to its sides or rear unscathed. It fires in a 30’ cone.

Pipe Bomb This homemade device is usually assembled with


Fire Jar A Fire jar is essentially the mine version of a molotov
a quantity of black powder and metal fragments inside a metal
cocktail. It is set behind doors or set with trip wires so that when it
pipe. Pipe bombs can be extremely dangerous to build. Making a
is tipped on its side, it bursts into flames and ignites a large area
pipe bomb is a Demolitions check [TN15].
with burning gasoline.

Propane Bomb This is a homemade explosive device consisting Satchel Charge A satchel charge is a canvas bag containing
of a widely available propane fuel bottle duct-taped to a highway 1.0 lb of plastic explosive and a timed detonator. It has a range
flare. Making a propane bomb is a Demolitions check [TN12]. increment of 10 feet.

Dynamite Stick This is a stick of dynamite with a fuse stuck in Tannerite Jar Tannerite is a binary mixture of explosives that
it. It requires a source of fire to be lit before being used, such as a explodes only upon a violent shock, such as being shot, or an
lighter or a flare. Making a dynamite stick is a Demolitions check explosive going off near it. Tannerite will only explode when the
[TN10]. jar receives 8 points of ballistic or concussive damage in one
attack. This is a small 0.5 lb jar filled with premixed Tannerite,
and comes in packs of 4.
Molotov Cocktail This homemade explosive device is common
on the street and consists of a glass bottle filled with a flammable Shockwave Taser A shockwave taser is an area denial device
liquid (usually gasoline) and an oily rag for a wick. It shatters that works much like a large version of a directional mine. The
when it hits a hard surface, spraying flaming gasoline over the shockwave is set down and then deployed by a remote attached to
immediate area. Anyone hit with a Molotov cocktail takes 1d6 the device. When fired, it fires off 12 standard taser cartridges, that
slashing damage, as well as any applicable fire damage. Making strike all targets within a 15’ cone in front of the device. Everyone
Molotov cocktails is a Demolitions check [TN10]. caught within firing range takes electricity damage and must make
a Fortitude Saving Throw [TN15] or be paralyzed for 1d6 rounds. It
Breakable Beaker A breakable beaker is a breakable glass costs 5 Combat Points to deploy the shockwave taser for use and
beaker and capped off with a rubber stopper or wood cork that 5 Combat Points to fire it. Reloading the shockwave taser cost 12
can be filled with any volatile liquid. The damage is based on Combat Points.
what kind of liquid is put into the beaker. It shatters when it hits a
hard surface, spraying volatile chemicals over the burst radius. A Detonating (“Det”) Cord This flexible explosive consists of PETN
beaker can hold up to 2 units of a liquid, and needs at least 1 unit (pentaerythritol tetranitrate) encased in flexible ¼” plastic cord. It
of a liquid to cause any damage. is commonly used to trigger other explosives, as well as a primary
explosive to blow open doors by wrapping it around objects or
laying it down on the ground. Det cord can be used to set off
230

Name Damage Damage Type Blast Radius Rng Size Wt Cost Restr
Concussion Grenade 4d6 Concussion 20’ 10’ T 1.0 3 M&P
Fragmentation Grenade 5d6 Slashing 15’ 10’ T 1.0 2 M&P
Impact Grenade 5d6 Slashing 15’ 10’ T 1.0 3 M&P
Defensive Grenade 3d4 Slashing 25’ 10’ T 1.0 1 M&P
Smoke Grenade (2) — — Special 10’ T 1.0 1 None
Stun Grenade — Special 25’ 10’ T 1.0 4 M&P
Sting Grenade 4d6 Bludgeoning 15’ 10’ T 1.0 3 R
Tear Gas Grenade Special Special 15’ 10’ T 1.0 3 M&P
Thermite Grenade 8d6 Fire — 10’ T 1.0 6 M&P
WP Grenade 4d6 Fire 15’ 10’ T 1.0 12 M&P
Anti-Armor Grenade 6d6 Concussion/Fire 5’ 10’ T 1.5 16 M&P
Pipe Bomb 4d8 Slashing 15’ 10’ S 2.0 2 I
Propane Bomb 5d4 Fire 15’ 10’ S 2.5 1 I
Dynamite Stick 2d12 Concussion 20’ 10’ T 0.3 1 R
Molotov Cocktail (4) 1d6 Fire 10’ 10’ S 1.0 1 I
Breakable Beaker (6) See text See text 10’ 10’ S 0.5 1 None

Table 234: Equipment, Grenades

Name Damage Type Blast Radius Sz Wt Cost Restr


Anti-Tank Mine 6d10 Concussion 5’ L 20.0 20 M&P
Bounding Mine 5d4 Slashing 5’ S 8.0 6 M&P
Breaching Charge 3d10 Concussion 5’ S 2.0 4 M&P
Directional Mine 3d12 Slashing 30’ Cone S 2.0 6 M&P
Fire Jar 1d6 Fire 10’ S 1.0 1 I
Satchel Charge 7d10 Concussion 5’ M 5.0 15 M&P
Tannerite(4) 3d6 Concussion 10’ T 2.0 1 L
Shockwave Taser 1d8 Electricity 15’ Cone M 1.9 38 M&P
Detonating Cord 3d4 Concussion 5’ S 2.0 4 M&P

Table 235: Weapons - Pre-made charges


231

explosives. The listing for det cord is for 5 feet worth of cord. Det TNT (Trinitrotoluene) One of the first stable military explosives.
cord can be rolled out in a straight line and ignited, with the entire Commonly packaged in 0.3, 0.5, and 1.0 lb blocks.
line immediately exploding when it is triggered.

11.13.5 Raw Explosive Material 11.13.6 Detonators


Raw explosives may be used to create a bomb. In Detonators are used to trigger an explosive device through
order to make a bomb, a detonator and a unit of the raw chemical, mechanical, or electrical means.
explosive materials are required. Constructing a bomb requires a
Demolitions check. The weight listed is the smallest unit available
to be effective. When calculating the increase in blast radius and
damage for multiple units, the new larger blast radius takes twice Dual Mode This detonator functions as both a pressure and a
as much material as the smaller blast radius, and the damage tripwire detonator.
increases per unit used.

Example: To increase the blast radius of thermite by 5’ Fuse Fuses burn at 1 round per two inches and are marked every
requires an additional 1 lb (1 unit) of thermite. To increase two inches for hasty measuring. Underwater fuses are sheathed
the blast radius an additonal 5’ from a 10’ blast radius in plastic. The listed amount is for 5 feet of fuse.
requires an additional 2 lbs (2 units) of thermite. A 15’ blast
radius would cost a total of 4 lbs (4 units) and the damage
would be 32d6. Pressure This detonator is typically used in land mines. It is
pre-set to detonate a non-electric blasting cap when subjected
to a specific weight. This detonator can also be set to detonate
when the set weight is placed on it and removed.
ANFO (Ammonium Nitrate and Fuel Oil) The most common
commercial explosive in use today for large-scale demolitions
work such as mining. The explosive of choice for rural terrorists
Radio This detonator is triggered by a coded radio signal on a
due to the widespread availability of ammonium nitrate in farm
set frequency.
fertilizer. ANFO may be mixed in solid or liquid (“ANFO slurry”)
form.

Timer This detonator may be set for up to 60 hours in 1-second


Black Powder The first commercial explosive. Consists of sulfur, increments.
charcoal, and saltpeter in a roughly 12/13/75 mixture. Also includes
modern gunpowders.
Tripwire This detonator may be attached to up to 3 taut hair-
Dynamite Nitroglycerin absorbed into diatomaceous earth (or thin wires, each of which can be up to 50’ long. It is triggered by
other porous material such as clay or sawdust) and wrapped in a any pressure over 2 pounds. This detonator can also be set to
protective coating. detonate when pressure coming from a set weight on the wires is
removed.
Nitroglycerin A highly shock-sensitive combination of glycerol
with nitric and sulfuric acids. The slightest bump can set it off
while in liquid form. Movement This detonator is triggered by any movement of
the object. Once this detonator is armed, it may not be moved
or it risk setting off the explosive. It increases the TN to disarm
Plastic Explosives A stable and flexible explosive with the explosives by 15.
consistency of modeling clay. Modern versions are made with
a high-yield TNT derivative mixed with wax or other plasticizers,
and is most commonly packaged in 0.3, 0.5, and 1.0 lb blocks. Name Sz Wt Cost Restr
Dual Mode S 0.5 5 M&P
Thermite A mixture of powdered iron oxide and aluminum that Fuse T 0.3 1 M&P
burns at over 5,400°F. Technically, an incendiary rather than an Pressure S 0.5 2 M&P
explosive. Radio T 1.0 4 M&P
Timer T 0.5 2 M&P
Tripwire S 1.0 1 M&P
Tannerite Tannerite is a binary mixture of explosive that Movement S 0.1 1 M&P
explodes only upon a violent shock, such as being shot, or an
explosive going off near it. Tannerite will only explode when Table 237: Equipment, Explosive Detonators
the container it is in receives 8 points of ballistic or concussive
damage in one attack.
232

Name Damage TN Type Blast Radius Sz Wt Cost Restr


ANFO 5d6 18 Concussion 20’ H 50.0 2 I
Black Powder 1d8 12 Concussion 5’ S 0.5 1 None
Dynamite 4d12 10 Concussion 10’ S 0.5 3 R
Nitroglycerin 6d6 10 Concussion 5’ S 0.3 3 I
Plastic Explosives 3d10 15 Concussion 10’ S 0.3 1 M&P
Thermite 8d6 13 Fire 5’ S 1.0 12 M&P
Tannerite 3d6 19 Concussion 15’ S 4.0 1 L
TNT 3d6 15 Concussion 5’ S 0.3 3 R

Table 236: Equipment, Raw Explosive Material

12 Weapon Upgrades Combat Point cost for any action involving the weapon is reduced
by 1 for the intended user. Anyone who is not the weapon’s
When calculating cost as a percentage, use the weapon’s original intended user does not receive any of these upgrades. The user
cost. When calculating weight as a percentage, use the weapon’s must be proficient in the weapon in order to gain the benefits of
original weight. the upgrades. Any upgrades performed on the weapon before
it undergoes this upgrade will have to be re-performed, as it
12.1 Melee Weapon Upgrades removes all upgrades performed on the weapon.

There are 2 locations where an upgrade may be place. The


Razor Sharp (Contact) The weapon’s blade is made as sharp
handle and the contact. Each melee weapon can accept up to two
as possible, granting a +3 damage bonus. This upgrade may only
upgrades per location. Certain upgrades can only be performed
be performed on weapons with blades or points.
on certain types of weapons.

Composite (Contact/Handle) The weapon is upgraded with Retractable (Contact) This upgrade allows the weapon to be
non-ferrous materials, which allow a character to slip it through folded down to one size category smaller than standard. Folding
metal detecting devices. It grants a +10 bonus on Stealth checks or unfolding the weapon requires 1 Combat Point.
against metal detectors, but only for the part upgraded.
Weighted (Contact) This upgrade adds weight to the contact of
Custom Handle (Handle) The weapon’s hilt or handle is fitted a blunt weapon, increasing its lethality, but making it unwieldy.
to a mold of the purchaser’s hand, granting them a +1 bonus with It grants a −2 attack penalty, +1 damage die, and increases the
all attack rolls made with the weapon. The purchaser can also weapon’s weight by 50%. Only weapons that deal bludgeoning
have the weapon’s grip enlarged or reduced, making the weapon damage may be weighted.
one size larger or smaller when using, but not concealing. Anyone
else who tries to use the weapon suffers a −2 penalty to their Jagged (Contact) This upgrade adds ridges and serrations to
attack rolls. the knife or sword, that rip and tear as they move through an
object. When hit with a weapon with the jagged upgrade, the
Concealed (Contact) This upgrade disguises the weapon as an creature is immediately considered bleeding (as if they had taken
everyday, inconspicuous object, granting a +10 bonus to Stealth 3 damage) as long as they are not wearing protective armor.
checks to hide the weapon. Only swords or knives of Medium or
smaller size may use this upgrade.
Reinforced (Handle) This upgrade reinforces the handle of any
staff or spear, making it more durable and heavier by inserting
Detailing (Contact/Handle) Gives the weapon an engraved or a steel rod into the center. It grants a +2 damage bonus for all
precious metal inlay, granting its wielder a +2 equipment bonus bludgeoning attacks, and increases the weapon’s weight by 10%.
with Presence checks while the target has line of sight to it. This Only staffs or spears may be reinforced.
upgrade also increases the weapon’s worth by 75%. The weapon
loses this quality if it suffers any damage, though it may be
restored with a successful Craft (Structural) repair check.

Practice Weapon (Contact) The weapon’s contact is replaced 12.2 Ranged Weapon Upgrades
with a wooden, softened, or blunted version that inflicts non-lethal Ranged weapons can be customized with plenty of upgrades,
damage equal to the weapon’s standard damage. whether for form, or fashion. There are 4 locations where an
upgrade may be placed. The Optic mount, the Tactical mount, the
Personalized Weapon (See Text) This upgrade completely Barrel, and the Frame. Each ranged weapon listed has a certain
rebuilds the weapon from the ground up, personalizing it to a amount of mounts, and some upgrades can only be performed
specific person. The upgrade costs 500% the cost of the weapon on certain types of weapons. A character can only benefit from
plus 2 WP per Craft (Structural) TN the weapon costs to make. ranged weapon upgrades, if they are proficient in the ranged
The weapon has a +4 attack bonus, a +1 damage bonus, and the weapon the upgrade is performed on.
233

Upgrade Available for Loc Cost Time Wt Restr


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

Table 238: Melee Weapon Upgrades

Optic Mount The optic mount is a mount that can accept lasers, Threaded Barrel (Barrel) This replacement barrel is machined
flashlights, and optics. A ranged weapon can have no more than with screw threads on its tip, granting the firearm a threaded barrel.
one upgrade per optic point. A threaded barrel may accept only one accessory at a time. If
a barrel is ported, it cannot be threaded. Only rifles, handguns,
Tactical Mount The tactical mount is a system of rails that can machine guns, machine pistols, and SMGs may use this upgrade.
accept lasers, flashlights, bipods, and secondary weapons such as
under-barrel shotguns or grenade launchers. A ranged weapon Match Barrel (Barrel) This replacement barrel is machined to
can have no more than one upgrade per tactical point. tight specifications and tolerance for the best accuracy. A match
barrel provides a +3 attack bonus when used with match grade and
Barrel The barrel can be modified to accept suppressors, muzzle a +5 attack bonus when used with supermatch grade ammunition.
brakes, bayonet lugs, or be upgraded itself. A ranged weapon Only rifles, handguns, machine pistols, SMGs, and machine guns
can have no more than three upgrades per barrel at one time. may use this upgrade.

Frame Ranged weapons typically are built around a frame. This Precision Barrel (Barrel) This barrel is machined to specifica-
frame may be built or modified to accept extra rails, different grips tions to provide a benefit when using standard ammunition or
and stocks, attach slings, or permit modified internal workings. It match ammunition. It provides a +1 attack bonus when using
can also be customized to fit the user’s style. A ranged weapon all non-match ammo and a +2 attack bonus when using match
can have no more than four upgrades on its frame at one time. or supermatch grade ammunition. Only rifles, handguns, SMGs,
machine pistols, and machine guns may use this upgrade.
None Upgrades with no requirements take up no slots, and don’t
require any slots to use this upgrade. Straight Barrel (Barrel) This replacement barrel is the standard
smooth barrel for a shotgun. When using the straight barrel, a
shotgun’s range penalty applies to both its attack and damage,
12.2.1 Barrel Upgrades but it does not take the ranged attack penalty when attacking an
Extended Barrel (Barrel) This longer replacement barrel adjacent opponent. Only shotguns may use this upgrade.
increases accuracy but adds weight and makes the weapon more
noticeable. The firearm’s range increment increases by 10’ but Slug Barrel (Barrel) This replacement barrel is machined with
the Perception TN to detect it decreases by 2. This upgrade also rifling made specifically for slug ammunition in shotguns. The
increases the weapon’s weight by 5%, (rounded up to the nearest firearm gains a +2 attack bonus when using slugs or saboted
0.1 lb). If this upgrade is placed on a carbine, assault, target, or slugs but takes a −4 attack penalty when using any other type of
battle rifle with a self loading rate of fire, the character can change ammunition. Also, when using the slug barrel with slug or saboted
it’s designation to DMR for the purpose of feats. A firearm can slug ammunition the range increments for the shotgun only affect
only have one designation at a time, and conversion removes it’s the attack roll, not the damage roll. Only shotguns may use this
previous designation. 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. The firearm gains a +2
increases its weight by 15% (rounded up to the nearest 0.1 lb). attack bonus when using birdshot or buckshot ammunition. Only
Only rifles and machine guns may use this upgrade. shotguns may use this upgrade.

Ported Barrel (Barrel) This replacement barrel has large Threaded Straight Barrel (Barrel) This replacement barrel is
grooves or holes in the upper side of its tip, through which the a straight barrel that has been threaded on the end, granting the
muzzle blast is vented. A ported barrel reduces the Caliber Recoil firearm a threaded barrel. A threaded barrel may accept only
Penalty by 1. If a barrel is threaded, it cannot be ported. one accessory at a time. Only shotguns may use this upgrade.
234

Compact Barrel (Barrel) This replacement barrel is a shortened change the type of spread by changing out the choke tubes. The
version of the original barrel made for a handgun. The firearm barrel comes with 5 types of choke tubes, as listed below.
gains a +5 Stealth check bonus to conceal, but decreases the
handgun’s range increment by 20%, rounded to the nearest 5’. • Rifled Choke Grants a +2 attack bonus when using slugs
The weapon is also unable to take any other barrel upgrades and or saboted slugs but takes a −4 attack penalty when using
all other barrel upgrades are removed. Only handguns may use any other type of ammunition.
this upgrade.

• Extra Full Choke Increases a shotgun’s range by 35’ when


Short Barrel Rifle (Barrel) This upgrade turns a target rifle,
using birdshot.
assault rifle, or battle rifle into a short barreled rifle (SBR) of the
same kind of rifle it was before. A SBR loses 15% of its range
increment, rounded to the nearest 5’, but can be used against an • Full Choke Grants a +2 to attack rolls and increases a
adjacent opponent with any stock for no penalty. Only target, shotgun’s range by 20’ when using birdshot.
battle, and assault rifles, SMGs, and DMRs can use this upgrade.
If this upgrade is placed on an assault, target, or battle rifle or
• Modified Choke Increases a shotgun’s range by 10’ when
SMG with a self loading rate of fire, the character can change it’s
using birdshot or buckshot.
designation to carbine rifle for the purpose of feats. If this upgrade
is placed on a DMR, the character can change it’s designation
to battle rifle for the purpose of feats. A firearm can only have • Improved Cylinder Choke Grants a +1 attack bonus when
one designation at a time, and conversion removes it’s previous using birdshot or buckshot.
designation.

• Cylinder Choke Retains all the bonuses, penalties, and


Bayonet Lug (Barrel) This upgrade installs a bayonet mount
features of a Straight Barrel.
which can be used to attach a bayonet. Attaching or removing
the bayonet requires 10 Combat Points. Only rifles and shotguns
may use this upgrade. • Breaching Choke Retains all the bonuses, penalties, and
features of a Straight Barrel, reduces a shotgun’s range by
Muzzle Brake (None) This accessory attaches to the tip of a 15’, and gives the shotgun’s buttstroke attack an additional
firearm’s barrel, reducing the Caliber Recoil Penalty by 3. The damage die of slashing damage.
barrel must be threaded in order to use the muzzle brake. It may
be removed for 10 Combat Points. If the shotgun is fired without a choke the barrel is completely
destroyed and the user takes 2d8 slashing damage. Only cylinder
Suppressor (None) A suppressor is a device attached to or part chokes, rifled chokes, and breaching chokes may fire anything
of the barrel of a firearm to reduce the amount of noise and flash other than buckshot or birdshot. Changing a choke costs 8 Combat
generated by firing the weapon. The barrel must be threaded in Points. Only shotguns may use this upgrade.
order to use the suppressor. When the suppressor is attached,
each Perception check made to hear this weapon firing suffers a
−10 penalty. This penalty increases to −15 if subsonic ammunition Insert (Barrel) An insert is a piece of rifled metal, usually steel,
is used. Suppressors are rated by how many damage dice a that allows the use of smaller caliber ammunition in a firearm
caliber has, and by any modifications that the ammunition makes chambered for larger ammunition. They come in various calibers
to those dice damage. A suppressor’s level must meet or exceed in both reduction and original calibers. Below are the listings for
the amount of damage dice it is rated for in order to suppress the the original calibers, and their available reductions. Only single
firearm successfully. Attaching a suppressor to a weapon with a shot weapons, shotguns with 2 or more barrels, and cylinder
restriction rating below Restricted raises it’s restriction rating to firearms may use this upgrade.
Restricted, and removing it reduces it back to the highest restriction
rating on the weapon.
10 Gauge .22 Long Rifle / .22 Short
20 Gauge 20 Gauge
Example: A level 2 suppressor can suppress 9x19mm, .45 ACP .45 ACP
which uses 2d6, and .22 Long Rifle, which uses 1d4. .44 Magnum / .44 Special .410 Bore
9x19mm .44 Magnum / .44 Special
12 Gauge .357 Magnum / .38 Special
20 Gauge 9x19mm
Compensator (Barrel) A compensator is a weighted attach- 16 Gauge .22 Long Rifle / .22 Short
.45 ACP .410 Bore
ment that helps offset the recoil when firing multiple shots. It
.410 Bore .22 Long Rifle / .22 Short
reduces the Caliber Recoil Penalty by 2, but gives a −2 to all Stealth .44 Magnum / .44 Special 37mm
checks made to hide the firearm. If a firearm has a compensator, .357 Magnum / .38 Special 12 Gauge
it may not be threaded or ported. Only handguns and machine 9x19mm
pistols may use this upgrade.

Removable Choke Barrel (Barrel) This replacement barrel is


threaded for different types of chokes, allowing a character to
235

Upgrade Available for Loc Cost Time Wt Restr


Extended Barrel Any firearm B 15 1 hour See text None
Heavy Barrel Any rifle or machine gun B 8 1 hour See text None
Ported Barrel Any firearm B 3 2 hours — None
Threaded Barrel Any rifle, handgun, machine B 10 1 hour — None
pistol, machine gun, or SMG
Match Barrel Any rifle, handgun, machine B 20 1 day — None
pistol, machine gun, or SMG
Precision Barrel Any rifle, handgun, machine B 15 1 day — None
pistol, machine gun, or SMG
Straight Barrel Any shotgun B 4 30 min. — None
Slug Barrel Any shotgun B 5 30 min. — None
Choked Barrel Any shotgun B 5 30 min. — None
Threaded Straight Barrel Any shotgun B 6 30 min. — None
Compact Barrel Any handgun B 3 15 min. — None
Short Barrel Rifle Any target, battle, or assault rifle, B 26 1 week — None
DMR, or SMG
Bayonet Lug Any rifle or shotgun B 1 2 hours — None
Muzzle Brake Any firearm B 12 12 CP 1.0 None
Suppressor Any rifle, SMG, machine pistol, B 7/Lv 12 CP 1.0 R
machine gun, shotgun, or
non-cylinder handgun
Compensator Any handgun or machine pistol B 9 4 hours 1.0 None
Removable Choke Barrel Any shotgun B 12 30 min. — None
Inserts Single shot weapons, shotguns B 1 ea. 13 CP — None
with 2 or more barrels, and
cylinder firearms

Table 239: Barrel Upgrades

12.2.2 Optics and Sights Upgrades of view, making it difficult to use at close range. The telescopic
sight increases the range increment for a ranged weapon. To
Optic Mount (Frame) The firearm or crossbow gains an optic use a scoped weapon, a character must spend 6 Combat Points
upgrade location if it doesn’t have one. A firearm or crossbow acquiring their target. If the character changes targets or otherwise
may only have one optic mount. loses sight of the target, they must spend 6 Combat Points to
reacquire the target. Any character attempting to attack a target
Advanced Combat Sight (Optics) This accessory combines the within the weapon’s first range increment suffers a −4 attack
benefits of a red dot sight and telescopic sight of 1.5-3×, or 3.1-6× penalty. Shotguns, grenade launchers, machine-pistols, bows,
magnification. When using this sight, a character does not suffer crossbows, and handguns do not gain the benefit of using any
the −4 penalty for the first range increment, as would be on the telescopic sight stronger than 3×, SMGs and rocket launchers do
normal telescopic sight, and they must spend 3 Combat Points to not gain the benefit of using any telescopic sight stronger than
acquire their target. Shotguns, grenade launchers, machine-pistols, 6×, and carbine rifles do not gain the benefit from using any
bows, crossbows, and handguns do not gain the benefit of using telescopic sight stronger than 9×.
any telescopic sight stronger than 3×. All ranges are rounded up to the nearest 5’

• 1.5×-3× Multiply range increment by 1.25


Day/Night Sight (Optics) This accessory combines the benefits
of a night vision sight and a telescopic sight. Switching between
• 3.1×-6× Multiply range increment by 1.5
nighttime and daytime modes costs 12 Combat Points.
• 6.1×-9× Multiply range increment by 1.75
Red Dot Sight (Optics) This accessory projects an illuminated
red dot onto a piece of glass or plastic, superimposing it over the • 9.1×-12× Multiply range increment by 2
shooter’s field of vision as he looks through the sight. It visually
resembles a laser sight to the shooter, but no actual dot is projected • 12.1×-15× Multiply range increment by 2.25
downrange. A red dot sight grants a +1 attack bonus to all attack
rolls made within the weapon’s first 5 range increments. • 15.1×-18× Multiply range increment by 2.5

Telescopic Sight (Optics) A telescopic sight is a sighting device • 18.1×-21× Multiply range increment by 2.75
that makes it easier to hit targets at long range. However, although
a scope magnifies the image of the target it has a very limited field • 21.1×+ Multiply range increment by 3
236

Adjustable Telescopic Sight (Optics) This accessory is an Canted Sights (Tactical) These are sights that are at a 45° cant,
adjustable telescopic sight, allowing for multiple magnification allowing for a weapon with a telescopic sight to be used with
levels in a single sight. It can be purchased in a variety of different its iron sights. When using these sights, the weapon can use
magnifications. Switching between magnification levels costs 12 its standard range even if it has a telescopic sight, but using
Combat Points. these sights grants a −10’ range penalty on any weapon they are
attached to.
Thermal Sight (Optics) This accessory literally sees heat. It
negates all vision penalties for darkness and smoke with regard Killflash (None) This is an adapter for telescopic sights that
to people, creatures, and objects warmer than the surrounding makes them more difficult to detect due to the reflection from the
scenery, but only when looking at sources of heat—ambient glass in any telescopic sight. When installed, it grants a +2 bonus
or otherwise—between 60-120°F (outside this range, everything to all Stealth checks to hide any weapon with a telescopic sight.
appears cold blue or white hot). Further, a thermal sight cannot This upgrade is installed on any telescopic sight. This upgrade
register warmth through heat-shielded scenery or through any does not take up any upgrade slots.
scenery over 2 inches thick. If the accessory is purchased with
magnification it operates like an equivalent telescopic sight.

12.2.3 Ergonomics and Aesthetic Upgrades


Night Vision Sight (Optics) Night vision optics amplify existing
low levels of visible and near-infrared light and convert them Custom Grip (Frame) The weapon’s grip is fitted to a mold of
to a monochrome visual image. In twilight or brighter lighting the purchaser’s hand, granting them a +1 attack bonus to all attack
conditions, a night vision sight is useless as the electronics shut rolls made with the weapon. The purchaser can also have the
down to prevent damage. So long as at least Dim light is available, weapon’s grip enlarged or reduced, making the weapon one size
this accessory negates the vision penalties applied by low ambient larger or smaller when using, but not concealing. Anyone else
light. The accessory can be purchased with magnification and who tries to use the weapon suffers a −2 attack penalty. Only
operates like an equivalent telescopic sight. handguns may use this upgrade.

Standard Laser Sight (Optics/Tactical) This accessory projects Grip Sight (Frame) This upgrade is a laser sight built into the
a visible-frequency laser beam, usually red, parallel to the grip of the weapon, forgoing the extra bulk of a normal laser sight,
weapon’s barrel. It grants a +1 attack bonus to all single shot but at a higher cost. It grants a +1 attack bonus to all single shot
attack rolls and a +2 attack bonus to all potshot attack rolls made attack rolls and a +2 attack bonus to all potshot attack rolls made
against any target within 40’. A laser sight can also be purchased against any target within 40’. A grip sight can also be purchased
in blue, green, or purple, but these cost 3 more than the original in blue, green, or purple, but these cost 6 more than the original
WP cost. WP cost. Only handguns may use this upgrade.

Infrared Laser Sight (Optics/Tactical) This accessory operates Detailing (Frame) This upgrade gives the weapon an engraved
like a standard laser sight but projects an infrared dot, visible only or a precious metal inlay, granting its wielder a +5 bonus to
with night-vision equipment. It grants a +1 attack bonus to all single all Presence checks while the target has line of sight to it. This
shot and potshot attack rolls made against any target within 120’. upgrade also increases the weapon’s worth by 75%. The weapon
loses this quality if it suffers any damage. Though it may be
restored by repairing it with a successful Craft (Mechanical) check.
Multi-Mode Laser Sight (Optics/Tactical) This accessory
combines a standard laser sight and an IR laser sight in one
housing. Switching between modes requires 2 Combat Points. Finish (None) This upgrade changes the finish to either blued (a
dark finish), chrome (a shiny, light finish), camouflage (woodland,
desert, or winter), or rainbow (any color not black, chrome or a
Ghost Ring Sight (Optics) This accessory is a 1-2 inch long
camo pattern). To change the finish of the gun to a camouflage
tube, with the post mounted at the inside end of the tube, or a
color, it costs 6 more than the original WP cost. When used in the
ring on the optics mount that still utilizes the standard end sight.
appropriate setting, camouflage gives a +10 to all Stealth checks
It reduces the range increment of the weapon by 25%, rounded
for all Large and larger firearms. This upgrade does not take up
to the nearest 5’, but grants a +2 attack bonus to all attack rolls
any upgrade slots.
made within the weapon’s first 4 range increments.
Bipod (Tactical/Frame) A bipod gives a weapon additional
High Visibility Sights (None) These are sights with a built-in stability and improves aim under the right circumstances. To
glowing insert, usually tritium, that allow sight acquisition even in use a bipod, a character must be able to place it on a solid
zero light. This upgrade reduces all concealment due to darkness surface at roughly shoulder height. The most common method of
by ½. This upgrade does not take up any upgrade slots. using a bipod is to fire from the prone position, so that the user’s
shoulder, like the weapon and the bipod, is close to the ground.
Adjustable Iron Sights (Frame) These are sights that can be However, a weapon with a bipod can be used from a crouched
adjusted to fire at a longer range, while still maintaining the or even standing position if the bipod is set on a suitable surface.
combat effectiveness and sleek design of combat styled sights. Only Medium or larger weapons can benefit from a bipod. A
This upgrade grants a +2 attack bonus on the weapon’s second bipod used with a Medium or larger weapon grants the user a +3
range increment. attack bonus. Any Huge or larger weapon must be used with a
237

Upgrade Available for Loc Cost Time Wt Restr


Optic Mount Any firearm or F 2 30 min. — None
crossbow
Advanced Combat Sight, 1.5-3× Any ranged weapon O 50 30 min. 1.5 None
Advanced Combat Sight, 3.1-6× Any ranged weapon O 80 30 min. 1.5 None
Adjustable Telescopic Sight Any ranged weapon O 10 per category 30 min. 2.0 None
Day/Night Sight, 1.5-3× Any ranged weapon O 150 30 min. 2.0 None
Day/Night Sight, 3.1-6× Any ranged weapon O 200 30 min. 2.0 None
Day/Night Sight, 6.1-9× Any ranged weapon O 250 30 min. 2.0 None
Red Dot Sight Any ranged weapon O 12 30 min. 0.9 None
Telescopic Sight, 1.5-3× Any ranged weapon O 4 30 min. 0.9 None
Telescopic Sight, 3.1-6× Any ranged weapon O 8 30 min. 1.0 None
Telescopic Sight, 6.1-9× Any ranged weapon O 12 30 min. 1.1 None
Telescopic Sight, 9.1-12× Any ranged weapon O 16 30 min. 1.3 None
Telescopic Sight, 12.1-15× Any ranged weapon O 20 30 min. 1.4 None
Telescopic Sight, 15.5-18× Any ranged weapon O 24 30 min. 1.5 None
Telescopic Sight, 18.5-21× Any ranged weapon O 28 30 min. 1.6 None
Telescopic Sight, 21.1×+ Any ranged weapon O 32 30 min. 1.6 None
Thermal Sight, no magnification Any ranged weapon O 240 30 min. 3.0 None
Thermal Sight, 1.5-3× Any ranged weapon O 320 30 min. 4.0 None
Night Vision Sight, no magnification Any ranged weapon O 100 30 min. 2.0 None
Night Vision Sight, 1.5-3× Any ranged weapon O 150 30 min. 2.0 None
Night Vision Sight, 3.1-6× Any ranged weapon O 200 30 min. 2.1 None
Standard Laser Sight Any ranged weapon OT 3 30 min. 0.1 None
Infrared Laser Sight Any ranged weapon OT 28 30 min. 0.5 None
Multi-Mode Laser Sight Any ranged weapon OT 32 30 min. 0.8 None
Ghost Ring Sight Any ranged weapon O 4 20 min. 0.2 None
High Visibility Sights Any ranged weapon — 14 4 hours — None
Adjustable Iron Sights Any ranged weapon F 12 4 hours — None
Canted Sights Any rifle, shotgun, T 10 5 min. — None
SMG, machine pistol,
or machine gun
Killflash Any weapon with a — 4 1 min. — None
telescopic sight

Table 240: Optics Upgrades

bipod or other type of mount. Most bipods can be folded up for with a stock its size rating increases to Large. A weapon can only
ease of transport. Deploying a folded bipod costs 1 Combat Point. have one stock upgrade at a time. Only rifles, SMGs, machine
pistols, shotguns, stand alone grenade launchers, and machine
guns may use this upgrade.
Ergonomic Stock (Frame) This upgrade is usually seen on
sniper rifles and competition shotguns. It requires precise
measurements of the intended wielder’s upper body (which takes
1d3 hours to acquire) to ensure that the gun perfectly matches
his shooting posture. It grants the intended wielder a +3 attack
bonus on all single shot attack rolls made using the firearm and
decreases the Combat Point cost to perform a single shot attack
by 1. Anyone else who tries to use the weapon suffers a −4 attack
Pistol Grip (Frame) This upgrade removes the stock and gives
penalty, unless it is readjusted for that user, which also takes 1d3
the weapon a pistol like grip that allows the weapon to be more
hours. When a Medium or smaller weapon is upgraded with a
concealable, but at a loss of accuracy. It grants a +3 to Stealth
stock its size rating increases to large. A weapon can only have
checks to hide the weapon, doubles the range increment attack
one stock upgrade at a time. Only rifles, SMGs, shotguns, and
penalty, decreases the Combat Point cost to perform all multi-shot
machine guns may use this upgrade.
attacks by 1, and removes penalties when fighting an adjacent
enemy. When a Large or larger weapon is upgraded with a pistol
Fixed Stock (Frame) This upgrade gives the weapon a fixed grip, its size rating decreases by one size category. A pistol grip
stock that increases accuracy and while allowing the stock to be may not be used to buttstroke. This upgrade is considered a stock
used as a secondary weapon. It reduces the Caliber Recoil Penalty upgrade, and a weapon can only have one stock upgrade at a
by 2 and decreases the Combat Point cost to perform a single time. Only rifles, SMGs, shotguns, and machine guns may use
shot attack by 1. When a Medium or smaller weapon is upgraded this upgrade.
238

Folding Stock (Frame) This upgrade gives the weapon a can only have one stock upgrade at one time. Only handguns,
collapsible stock that increases accuracy while allowing the stock and machine pistols may use this upgrade.
to be folded up for quick carry. When the stock is extended, it
reduces the Caliber Recoil Penalty by 2 and decreases the Combat
Point cost to perform a single shot attack by 1. A folding stock
may not be used to buttstroke. When it is folded, it doubles the
range increment attack penalty, decreases the Combat Point cost
to perform all multi-shot attacks by 1 and removes penalties when Speedfeed Stock (Frame) This upgrade gives the weapon a
fighting an adjacent enemy. When folded, the weapon’s size rating stock with built in shell holders. It reduces the Caliber Recoil Penalty
is reduced to Medium, or goes back to it’s original size rating as by 2, decreases the Combat Point cost to perform a single shot
if it did not have the stock attached, whichever size is smaller. A attack by 1, and stores 4 shotgun shells for use without needing to
weapon can only have one stock upgrade at a time. Only rifles, reach into a pack to retrieve ammunition. A speedfeed stock may
SMGs, machine pistols, shotguns, stand alone grenade launchers, not be used to buttstroke. When a Medium or smaller weapon is
and machine guns may use this upgrade. upgraded with a stock, its size rating increases to Large. A weapon
can only have one stock upgrade at one time. Only shotguns
Synthetic Stock (Frame) This upgrade gives the weapon a may use this upgrade.
synthetic stock that increases accuracy while saving on weight. It
decreases the Combat Point cost to perform a single shot attack
by 2 and decreases a weapon’s weight by 30%. A synthetic
stock may not be used to buttstroke. When a Medium or smaller
weapon is upgraded with a stock its size rating increases to Large.
A weapon can only have one stock upgrade at a time. Only rifles, Stock Mag Pouch (None) This upgrade adds a small pouch on
SMGs, machine pistols, shotguns, stand alone grenade launchers, the stock that may be used to hold one magazine that holds 40
and machine guns may use this upgrade. rounds or less. Using a stock mag pouch negates the necessity to
reach into a pack to retrieve ammunition. A stock mag pouch can
only be attached to a stock and if the stock is removed, the mag
Buffer Stock (Frame) This upgrade gives the weapon a stock pouch is as well. A stock can only have one pouch at a time. This
with a recoil tube spring, which allows for greatly reduced recoil upgrade does not take up any upgrade slots. This upgrade can
when firing multiple rounds. It reduces the Caliber Recoil Penalty not be used with the Pistol Grip stock.
by 5. A buffer stock may not be used to buttstroke. When a
Medium or smaller weapon is upgraded with a stock its size rating
increases to Large. A weapon can only have one stock upgrade at
a time. Only rifles, SMGs, machine pistols, shotguns, and machine
guns may use this upgrade.
Stock Cartridge Holder (None) This upgrade adds small pouch
Bumpfire Stock (Frame) This upgrade gives the weapon a stock on the stock that may be used to hold 12 cartridges. Using a stock
that recesses back as the user fires which allows for more control cartridge holder negates the necessity to reach into a pack to
while bumpfiring. It grants a +4 attack bonus to all bumpfire attack retrieve ammunition. A stock cartridge holder can only be attached
rolls but a −2 attack penalty to all single shot and double tap attack to a stock and if the stock is removed, the mag pouch is as well.
rolls. A bumpfire stock may not be used to buttstroke. When a A stock can only have one pouch at a time. This upgrade does
Medium or smaller weapon is upgraded with a stock its size rating not take up any upgrade slots. This upgrade can not be used with
increases to Large. A weapon can only have one stock upgrade the Pistol Grip stock.
at a time. Only rifles, machine pistols, and shotguns may use this
upgrade.

Detachable Stock (Frame) This upgrade gives the weapon a


stock that may be removed from weapon. When attached it
reduces the Caliber Recoil Penalty by 2 and decreases the Combat Buttpad (None) This upgrade adds a soft padding to the butt of
Point cost to perform a single shot attack by 1. When attached a stock of a weapon to give increased recoil control. This upgrade
to a weapon a detachable stock always increases the size rating gives a +1 attack bonus when double tapping, slamfiring, or burst
of the weapon to Medium. A detachable stock may not be used firing. A buttpad can only be attached to a stock and if the stock
to buttstroke. Attaching or removing a detachable stock cost 6 is removed, the buttpad is as well. This upgrade does not take up
Combat Points. A weapon can only have one stock upgrade at a any upgrade slots. This upgrade can not be used with the Pistol
time. Only handguns and machine pistols may use this upgrade. Grip stock.

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


built into the weapon, minimizing the space it takes up, but still
allowing for a balancing stock to be pulled out if needed. When
the stock is extended, it reduces the Caliber Recoil Penalty by 1 and
decreases the Combat Point cost to perform a single shot attack
by 1. An integral stock may not be used to buttstroke. A weapon
239

Upgrade Available for Loc Cost Time Wt Restr


Custom Grip Any handgun F 12 8 hours — None
Grip Sight Any handgun F 10 20 min. — None
Detailing Any ranged weapon F 70% 1 week — None
Finish Any ranged weapon F 5 4 hours — None
Bipod Any Medium or larger ranged FT 6 25 min. 2.0 None
weapon
Ergonomic Stock Any rifle, shotgun, SMG, or F 50 3 days — None
machine gun
Fixed Stock Any rifle, shotgun, SMG, machine F 3 30 min. 2.0 None
pistol, stand alone grenade
launcher, or machine gun
Pistol Grip Any rifle, shotgun, SMG, or F 1 30 min. 0.5 None
machine gun
Folding Stock Any rifle, shotgun, SMG, machine F 6 30 min. 2.0 None
pistol, stand alone grenade
launcher, or machine gun
Synthetic Stock Any rifle, shotgun, SMG, machine F 13 30 min. 1.0 None
pistol, stand alone grenade
launcher, or machine gun
Buffer Stock Any rifle, shotgun, SMG, machine F 20 30 min. 2.0 None
pistol, or machine gun
Bumpfire Stock Any rifle, shotgun, or machine F 17 30 min. 2.0 None
pistol
Detachable Stock Any handgun or machine pistol F 5 1 day 1.1 None
Integral Stock Any handgun or machine pistol F 6 2 hours 1.0 None
Speedfeed Stock Any shotgun F 5 30 min. 1.8 None
Stock Mag Pouch Any weapon with a stock — 2 5 min. — None
Stock Cartridge Holder Any weapon with a stock — 1 5 min. — None
Buttpad Any weapon with a stock — 3 5 min. — None

Table 241: Ergonomics and Aesthetics Upgrades

12.2.4 Firing Mode Upgrades Single Action Modification (Frame) This upgrade turns a
double action revolver into a SAO revolver, granting a +1 attack
Full Auto Upgrade (Frame) This upgrade allows the weapon bonus to all fanning attacks, but removing the ability to perform
to fire in full auto mode, fitting it with parts designed to take the double tap attacks.
stress of automatic fire. This upgrade lets the person performing
the upgrade choose their rate of fire, either slow, medium, or fast.
This upgrade raises the weapon’s restriction rating to Military and
Police. You can also use this upgrade to remove full auto mode
from a firearm, reducing it’s restriction rating down to Licensed if
it has no other upgrades, or down to Restricted if it has a Burst
Fire feature.

Burst Fire Upgrade (Frame) This upgrade allows the weapon


to fire in three or two round burst fire mode, fitting it with parts
designed to take the stress of automatic fire. This upgrade raises
the weapon’s restriction rating to Restricted, if it is the only firing
mode upgrade installed. If it is not, then the weapon restriction
rating defaults to the highest on the weapon. You can also use
this upgrade to remove burst fire mode from a firearm, reducing
it’s restriction rating to Licensed if it has no other upgrades.

Slamfire Modification (Frame) This upgrade removes the


trigger disconnect of a pump action firearm, allowing the weapon
to fire in slamfire mode. This upgrade increases the weapon’s
error range by 15%.
240

Upgrade Available for Loc Cost Time Wt Restr


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

Table 242: Firing Mode Upgrades

12.2.5 Internal Upgrades Stripper Clip Guide (Frame) This upgrade gives a rifle with a
box magazine the ability to load it’s magazine without removing
Precision Upgrade (None) These upgrades improve the the magazine from the firearm, using stripper clips. Only
weapon’s accuracy by competitive degrees. Each upgrade has magazine fed rifles may take this upgrade.
the following effects. This upgrade does not take up any upgrade
slots.

• If the weapon has an error range from manufacturing or Tightened Drawstring (Frame) This upgrade makes the
modification, it becomes mastercraft +1 firearm. drawstring of a bow, or crossbow stronger, giving it more power.
When calculating the bonus to damage from POW for bows, use
• If the weapon doesn’t have an error range from
POW×2. When calculating damage for the upgraded crossbow,
manufacturing or modification, it becomes a mastercraft +2
the crossbow gains a +1 damage bonus per damage dice. Only
firearm.
bows and crossbows may accept this upgrade.
• If the weapon is considered to be mastercraft +1 or +2, it
becomes a grandmastercraft +3 firearm.

Clockwork Action (Frame) This upgrade completely tears down


and examines the gun’s inner workings, reconditioning and
replacing any parts as necessary, and treating the weapon for 12.2.6 Tactical Upgrades
durability and resilience. The weapon’s error range due to the
manufacture or modification of the weapon is removed. This Extra Rail (Frame) The firearm, bow or crossbow gains 1
upgrade takes no frame upgrades. additional tactical rail upgrade location. No firearm may possess
more than 4 tactical rail locations.

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


to one of the following 4 lengths. Any shotgun with more than
one barrel must have all barrels cut off. Taser Mount (Tactical) This accessory is an M26 Taser that
attaches to the bottom rail of a rifle’s tactical rail, much like a
• Combat Cut (13-20”) The weapon’s range increment grenade launcher, and is used similarly to one. It may be attached
decreases by 5’ and it does not take the ranged attack or removed with 12 Combat Points. Only rifles and SMGs may use
penalty when fighting an adjacent opponent. this upgrade.

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


decreases by 10’ and gains a +2 bonus to Stealth checks
to hide it. It does not take the ranged attack penalty when KAC Masterkey (Tactical) This accessory is a shortened
fighting an adjacent opponent. Remington 870 Express shotgun that attaches to the bottom rail
of a rifle’s tactical rail, much like a grenade launcher. It may be
• Down to the Nub (6” standard minimum) The weapon’s attached or removed with 12 Combat Points. The masterkey has
range increment decreases by half (rounded down, an internal magazine of 3, a range increment of 20’, uses 12
minimum 10’), its size becomes Medium, and its weight Gauge shells, and does not gain error range due to ammunition.
decreases by 40%. If a shotgun is a semi-automatic Only rifles and SMGs may use this upgrade.
or pump action with an internal magazine, its capacity
decreases by 50%. Only semi-automatic, pump action,
single- or double-fire shotguns may use this upgrade. It
does not take the ranged attack penalty when fighting an M26 Modular Accessory Shotgun System (Tactical) This
adjacent opponent. accessory is a standalone bolt action shotgun, that attaches to the
bottom rail of a rifle’s tactical rail, much like a grenade launcher.
• Nebraska (less than 6” of barrel and a pistol grip) The It may be attached, or removed with 12 Combat Points. The M26
weapon’s range increment decreases to 5’, its size becomes has a box magazine of either 3 rounds, or 5 rounds, a range
small and its weight decreases by 60%. Only shotguns increment of 20’, uses 12 Gauge shells and does not gain error
with single or doublefire may use this upgrade. It does not range due to ammunition. The 3 round magazines cost 1 WP, and
take the ranged attack penalty when fighting an adjacent the 5 round magazines cost 2 WP. Only rifles and SMGs may use
opponent. this upgrade.
241

Upgrade Available for Loc Cost Time Wt Restr


Precision Upgrade Any ranged weapon — 25 2 weeks — None
Clockwork Action Any firearm F 10 2 days — None
Sawed-off Shotguns (see text) F/B — 5 min. — None
Stripper Clip guide Magazine Fed Rifles F 15 1 day 0.3 None
Tightened Drawstring Bows and Crossbows F 4 5 min. — None

Table 243: Internal Upgrades

SIX12 Mounted (Tactical) This accessory is a standalone semi use. It can hold up to 6 shells of its caliber. Using a shotshell holder
automatic shotgun, that attaches to the bottom rail of a rifle’s negates the necessity to reach into a pack to retrieve ammunition.
tactical rail, much like a grenade launcher. It may be attached,
or removed with 12 Combat Points. The SIX12 has a removable
cylinder that holds 6 rounds, a range increment of 25’, uses 12 Secure-Clip (Frame) A secure-clip is a metal clip mounted on
Gauge shells and does not gain error range due to ammunition. the frame of a handgun, allowing for Waistband carry without a
This weapon is made from the SIX12 kit, which must be purchased chance of the firearm falling out from rough movement. While
in order to build this upgrade. The SIX12 can use it’s cylinders like using a secure-clip a character does not have to roll a Reflex
magazines, and each cylinder cost 2 WP. Only rifles and SMGs Saving Throw to catch their firearm while Waistband carrying it.
may use this upgrade. Only Small or smaller firearms may use this upgrade.

Flamer Mounted (Tactical) This accessory is a standalone Cartridge Holder (Frame/Tactical) This accessory mounts on
miniature flamethrower, that attaches to the bottom rail of a rifle’s the frame or tactical mount of a rifle, carbine, or SMG to hold
or shotgun’s tactical rail, much like a grenade launcher. It may be cartridges for quick use. It can hold up to 10 cartridges of its
attached, or removed with 12 Combat Points. The flamer has a caliber. Using a cartridge holder negates the necessity to reach
fuel cylinder that holds 5 shots. It shoots a 5-foot wide, 15-foot into a pack to retrieve ammunition.
long line of flame or a 10’ cone of flame that deals 2d3 points of
fire damage to all creatures and objects in its path. No attack roll
is necessary. Any creature caught in the line of flame can make a Mounted Quiver (Frame) This accessory mounts a quiver onto
Reflex Saving Throw [TN15] to take half damage. Any creature or the crossbow or bow to hold crossbow bolts or arrows for quick
flammable object that takes damage from a flamer catches on fire, use. It can hold up to 5 crossbow bolts or arrows. Using a
taking 1d6 points of fire damage each subsequent round until the mounted quiver negates the necessity to reach into a pack to
flames are extinguished. A flamer can shoot 5 times before the retrieve ammunition.
fuel supply is depleted and the fuel canister must be replaced for
4 Combat Points.. The Exotic Firearms Proficiency (Flamethrowers) Tactical Flashlight (Tactical/Optics/Frame) This accessory
feat is required to use this weapon without penalty. Only rifles, projects light out to 20 feet in front of the firearm. Switching
shotguns, and SMGs may use this upgrade. the light on or off costs 1 Combat Point. It can also be purchased
with infrared or ultraviolet modes increasing the WP cost by 5 per
Patrol Sling (None) This item allows the wielder to hang a extra mode.
weapon from his shoulder, allowing him the use of his hands
having to set it down. The weapon is considered holstered when
hanging off of the wielder’s shoulder. Only shotguns, rifles, SMGs, Vertical Foregrip (Frame/Tactical) This accessory offers a
machine guns, grenade launchers, and crossbows may use this shooter more leverage than a standard foregrip. It reduces the
upgrade. This upgrade does not take up any upgrade slots. Caliber Recoil Penalty by 2. Only rifles, shotguns, SMGs, machine
pistols, and machine guns may use this upgrade.

Shotgun Sling (None) This item works just as a patrol sling, but
also holds 15 shotgun shells, which are considered ready. Only Vertical Grippod (Frame/Tactical) This accessory offers a
shotguns may use this upgrade. Using a shotgun sling negates shooter less leverage than a standard foregrip, but comes with
the necessity to reach into a pack to retrieve ammunition. This the added bonus of having a portable bipod in additon. It reduces
upgrade does not take up any upgrade slots. the Caliber Recoil Penalty by 1, and grants a +1 attack bonus when
the bipod is deployed and used. When deployed, this upgrade
Tactical Sling (None) This item holds a firearm or crossbow uses the same rules and requirements that a standard bipod has.
across the wearer’s body, keeping its grip within a foot of his It costs 4 Combat Points to deploy or retract the bipod. Only rifles,
normal hand position. The wielder is always considered armed shotguns, SMGs, machine pistols, and machine guns may use this
with the weapon, but it cannot be concealed. Only shotguns, rifles, upgrade.
SMGs, machine guns, grenade launchers, and crossbows may use
this upgrade. This upgrade does not take up any upgrade slots. Angled Foregrip (Frame/Tactical) This accessory offers a
shooter more leverage than a standard foregrip. It grants a +2
Shotshell Holder (Frame/Tactical) This accessory mounts on attack bonus on all single shot and double tap attacks. Only rifles,
the frame or tactical mount of a shotgun to hold shells for quick shotguns, SMGs, and machine guns may use this upgrade.
242

Lanyard (None) This accessory is a coiled lanyard for Pistol Bayonet (Tactical) This accessory is an escape knife
handguns, that allows a character to always keep their handgun attached to the tactical rail of a handgun. It may be removed or
within reach if it is dropped. The lanyard can stretch a maximum attached for 2 Combat Points, or used while still attached to the
of 5’ from the person or object its attached to and can be used to gun. Only handguns may use this upgrade.
retrieve or pull back the pistol if it is dropped without dropping
to kneeling or prone to pick it up. Only handguns and machine
pistols may use this upgrade. This upgrade does not take up any
upgrade slots. Magazine Foregrip (Tactical) This accessory fits the tactical rail
with a clip that may be slipped on and off, allowing the shooter to
Handgun Mount (Frame|Handgun/Tactical|Rifle) This acces- use a handgun magazine as a vertical foregrip, giving a shooter
sory is a mount for a handgun to mount it on one of the tactical more leverage. Attaching a magazine from or to the grip costs
rails of a rifle. It allows for doublefire attacks. Mounting a handgun 7 Combat Points. When a magazine is attached, it reduces the
on the mount costs 12 Combat Points. Only rifles may use this Caliber Recoil Penalty by 1. Only handguns and machine pistols
upgrade, and only handguns may be mounted. may use this upgrade.

Upgrade Available for Loc Cost Time Wt Restr


Extra Rail Any firearm, bow, or crossbow F 2 2 hours — None
Taser Mount Any rifle or SMG T 18 12 CP 0.9 L
KAC Masterkey Any rifle or SMG T 15 12 CP 3.1 L
M26 MASS Any rifle or SMG T 22 12 CP 2.7 L
SIX12 Mounted Any rifle or SMG T — 12 CP 3.4 L
Flamer Any rifle, shotgun, or SMG T 16 12 CP 1.9 L
Patrol Sling Any rifle, shotgun, SMG, machine — 1 5 min. 0.3 None
gun, or crossbow
Shotgun Sling Any shotgun — 3 5 min. 0.6 None
Secure-Clip Any Small or smaller firearm F 2 25 min. 0.1 None
Tactical Sling Any rifle, shotgun, SMG, machine — 4 5 min. 0.5 None
gun, or crossbow
Shotshell Holder Any shotgun F 4 10 min. 0.2 None
Cartridge Holder Any rifle F 4 10 min. 0.2 None
Mounted Quiver Crossbows and bows F 2 10 CP 0.8 None
Tactical Flashlight Any ranged weapon FOT 1 5 min. 0.6 None
Vertical Foregrip Any Medium or larger firearm FT 5 5 min. 0.5 None
Vertical Grippod Any rifle, shotguns, machine FT 9 5 min. 0.8 None
pistol, machine gun, or SMG
Angled Foregrip Any rifle, shotguns, machine gun, FT 5 5 min. 0.9 None
or SMG
Lanyard Any handgun or machine pistol — 1 10 min. 0.1 None
Handgun Mount See text See text 20 10 min. 0.3 None
Pistol Bayonet Any handgun T 10 12 CP 0.5 None
Magazine Foregrip Any handgun or machine pistol T 8 5 min. — None

Table 244: Tactical Upgrades


243

13 Ammunition 13.2 18mm Less Lethal


Ammunition consists of the items required for ranged 18mm Less Lethal ammunition is used in the FN 303 series Less
weapons to function. Lethal Launchers. Ammunition cost includes the propellant that
Less Lethal Launchers use.
Type Cost
Spear gun Spears (5) 1 OC This ammunition is an 18mm capsules filled with OC chemical
CO2 Cartridges (40) 1 irritant. When hit, the target must make a Fortitude Saving Throw
Taser Cartridge 2 [TN19] or be blinded for 4d2 rounds. A gas mask renders the
Flamer Fuel Cartridge (2) 1 target immune to the effects and a wet cloth held over the eyes,
nose, and mouth provides a +2 to the Fortitude Saving Throw.
Table 245: Equipment, Ammunition If a character is already blinded due to an effect that would
be ineffective due to a gas mask, the original blinding effect is
removed, and the new effect immediately takes place.
13.1 .68 Paintball Ammunition
Paintball ammunition is used in paintball markers. Ammunition Marker This ammunition is an 18mm capsules filled with a high
cost includes the propellant that paintball markers use. visible, non-toxic food grade coloring. It leaves a splotch of paint
on whatever it strikes. Marker ammunition is available in various
Pepperball This ammunition is paintball capsules filled with OC colors.
chemical irritant. When hit, the target must make a Fortitude
Saving Throw [TN15] or be blinded for 1d4 rounds. A gas mask Impact This ammunition is an 18mm capsules filled with an inert
renders the target immune to the effects and a wet cloth held powder. It does 2d8 non-lethal damage.
over the eyes, nose, and mouth provides a +2 to the Fortitude
Saving Throw. If a character is already blinded due to an effect Type Cost #/box Restr
that would be ineffective due to a gas mask, the original blinding OC 3 25 None
effect is removed, and the new effect immediately takes place. Marker 3 25 None
Impact 3 25 None
Pava Round This ammunition is paintball capsules filled with
extra strength Pava chemical irritant. When hit, the target must Table 247: Equipment, 18mm Less Lethal Ammunition
make a Fortitude Saving Throw [TN20] or be blinded for 2d3
rounds. If a character is already blinded due to an effect that 13.3 Crossbow Bolt Heads and Arrowheads
would be ineffective due to a gas mask, the original blinding effect
is removed, and the new effect immediately takes place. Crossbow bolts and arrowheads are used with bows and
crossbows.

Marker This ammunition is paintball capsules filled with a highly


Fieldpoint These heads are the standard heads for arrows and
visible, non-toxic food grade coloring. It leaves a splotch of paint
crossbow bolts. They have no special rules.
on whatever it strikes. Marker ammunition is available in various
colors.
Blunt These heads are rounded and made of plastic. They do
non-lethal damage.
Glass Breaker This ammunition is a hollow ball of nylon, used
to break glass at a safe distance. It does 1d2 bludgeoning damage.
Bodkin These heads are hardened and tapered for maximum
penetration. They add +2 damage dice, but only for armored
Self Defense This ammunition is a hard rubber ball used targets.
primarily as a self defense weapon. It does 1d3 non-lethal damage.
The rounds are reusable, if collected.
Broadhead These heads are wide and sharpened for maximum
damage upon impact. They add +1 damage die.
Practice This ammunition is a soft rubber ball used to practice
by both paintball players and law enforcement. It does no damage Type Cost/20
and the rounds are reusable, if collected. Practice ammunition is
Fieldpoint 2
available in various colors.
Blunt 2
Type Cost #/box Restr Bodkin 4
Broadhead 5
Pepperball 1 20 None
Pava Round 1 10 R Table 248: Equipment, Bolt & Arrowheads
Marker 1 500 None
Glass Breaker 1 100 None
Self Defense 1 50 None
Practice 1 100 None

Table 246: Equipment, .68 Paintball Ammunition


244

13.4 Cased Ammunition Type Cost #/box Restr


Heavy Rimmed Handgun
Cased ammunition is ammunition that uses a metal case to
FMJ/Lead 1 50 None
hold all of the components of the ammunition together, normally
Surplus 1 100 None
made of brass, steel, or aluminum. All calibers within a category
JHP 1 20 None
have the same cost for the type of rounds listed.
Ratshot 1 10 None
Frangible 1 20 None
Type Cost #/box Restr
Armor Piercing 1 5 M&P
Rimfire Tracer 1 10 None
FMJ/Lead 1 500 None Blank 1 100 None
JHP 1 400 None SJHP 1 20 None
Explosive 1 20 None SJSP 1 20 None
Match Grade 1 50 None Wadcutter 1 50 None
Tracer 1 100 None Semi-Wadcutter 1 50 None
Frangible 1 50 None Solid 1 5 None
Blank 1 200 None Light Rifle
Light Rimless Handgun FMJ/Lead 1 40 None
FMJ/Lead 1 50 None Surplus 1 160 None
Surplus 1 200 None JHP 1 20 None
JHP 1 50 None Tracer 1 20 None
Frangible 1 10 None Blank 1 100 None
Match Grade 1 25 None Armor Piercing 1 10 M&P
Blank 1 50 None Match Grade 1 20 None
Intermediate Rimless Handgun Intermediate Rifle
FMJ/Lead 1 100 None FMJ/Lead 1 40 None
Surplus 1 400 None Surplus 1 160 None
JHP 1 50 None JHP 1 20 None
Ratshot 1 10 None Solid 1 10 None
Frangible 1 25 None Frangible 1 20 None
Armor Piercing 1 5 M&P Incendiary 1 5 M&P
Non-Lethal 1 20 None Armor Piercing 1 10 M&P
Match Grade 1 25 None Match Grade 1 20 None
Tracer 1 10 None Tracer 1 20 None
Blank 1 200 None Blank 1 100 None
Heavy Rimless Handgun SJSP 1 20 None
FMJ/Lead 1 50 None Heavy Rifle
Surplus 1 200 None FMJ/Lead 1 20 None
JHP 1 25 None Surplus 1 100 None
Ratshot 1 10 None JHP 1 20 None
Frangible 1 25 None Frangible 1 20 None
Armor Piercing 1 5 M&P Match Grade 1 10 None
Non-Lethal 1 20 None Incendiary 1 10 M&P
Match Grade 1 25 None Armor Piercing 1 10 M&P
Tracer 1 10 None Tracer 1 30 None
Blank 1 200 None Blank 1 100 None
Semi-Wadcutter 1 50 None SJSP 1 20 None
Solid 1 5 None SJHP 1 20 None
Light Rimmed Handgun Explosive 1 5 M&P
FMJ/Lead 1 50 None Solid 1 5 None
Surplus 1 100 None Super Heavy Rifle
JHP 1 30 None FMJ/Lead 1 10 None
Ratshot 1 10 None Surplus 1 40 None
Frangible 1 30 None JHP 1 10 None
Armor Piercing 1 5 M&P Frangible 1 10 None
Tracer 1 10 None Match Grade 1 5 None
Blank 1 100 None Incendiary 1 5 M&P
SJHP 1 30 None Armor Piercing 1 5 M&P
SJSP 1 30 None Blank 1 20 None
Wadcutter 1 50 None Explosive 1 1 M&P
Semi-Wadcutter 1 50 None Solid 1 5 None
245

13.4.1 Cased Ammunition Categories Caliber Damage Recoil Craft Category


Mod
Rimfire Ammunition .45 ACP 3d4+2 -4 4th
A box of rimfire ammunition weighs 0.4 lb per 50 rounds.
.45 GAP 3d4+2 -4 4th
10mm Auto 2d6+4 -4 5th
Caliber Damage Recoil Craft Category
.44 AMP 3d6 -4 5th
Mod
.45 3d6+1 -4 5th
.41 Rimfire 1 +0 2nd Winchester
.22 Short 1d2 +0 2nd Magnum
.22 Long Rifle 1d4 +0 2nd .50 GI 6d3+2 -7 5th
.32 Rimfire 2d3 +0 2nd .475 Wildey 3d6+5 -6 5th
.17 HMR 1d4+2 -1 2nd Magnum
.22 WMR 2d4+2 -2 2nd .460 4d4+2 -5 6th
.44 Henry 2d6+1 -2 2nd Rowland
.50 Action 3d6+2 -5 6th
Table 249: Rimfire Ammunition Express

Table 252: Heavy Rimless Ammunition


Light Rimless Ammunition
A box of light rimless ammunition weighs 0.5 lb per 50 rounds.

Caliber Damage Recoil Craft Category


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

Table 250: Light Rimless Ammunition

Intermediate Rimless Ammunition


A box of intermediate rimless ammunition weighs 0.6 lb per 50
Light Rimmed Ammunition
rounds.
A box of light rimmed ammunition weighs 0.6 lb per 50 rounds.
Caliber Damage Recoil Craft Category
Mod
.380 ACP 2d4 -1 2nd
8x22mm 2d4 -1 2nd
Nambu
9x18mm PM 2d4+1 -1 3rd
9x19mm 2d6 -2 3rd Caliber Damage Recoil Craft Category
.40 S&W 3d4 -3 3rd Mod
.38 ACP 2d6+1 -2 3rd .38 Long Colt 1d4 +0 3rd
.38 Super 3d4+4 -5 3rd .38/200 1d4+3 -1 3rd
7.63x25mm 2d8 -3 4th .38 S&W 1d4+3 -1 3rd
Mauser .38 Special 2d4+1 -1 3rd
.22 TCM 2d3+3 -1 4th .476 Enfield 1d4 +0 4th
7.63mm 1d6+4 -3 5th 9mm 1d6+2 -2 4th
Mannlicher Japanese
.357 SIG 2d6+2 -3 5th Revolver
7.62x25mm 2d8+2 -4 5th 7.62x38mmR 1d8+2 -3 4th
Tokarev
9x23mm 2d6+3 -3 7th Table 253: Light Rimmed Ammunition
Steyr

Table 251: Intermediate Rimless Ammunition

Heavy Rimless Ammunition


A box of heavy rimless ammunition weighs 0.9 lb per 50 rounds.
246

Heavy Rimmed Ammunition Heavy Rifle Ammunition


A box of heavy rimmed ammunition weighs 1.0 lb per 50 rounds. A box of heavy rifle ammunition weighs 0.8 lb per 20 rounds.
Caliber Damage Recoil Craft Category
Mod
.44 American 1d6+3 -2 4th Caliber Damage Recoil Craft
.44 Russian 1d6+3 -2 4th Mod Category
.45 Schofield 2d4+3 -2 4th 6.5x50mm Arisaka 4d6 -5 7th
.327 Federal 2d6+1 -2 4th 7.92x33mm Kurz 3d8 -5 7th
Magnum .243 Winchester 4d6+2 -6 7th
.45 Long Colt 2d6+1 -2 4th .300 AAC Blackout 4d6 -5 8th
.41 Long Colt 3d4+1 -3 4th .30-30 Winchester 4d6+1 -5 8th
.455 Webley 3d4+1 -3 4th 6.5mm Grendel 4d6+1 -5 8th
.357 3d4+3 -4 4th 6.5x52mm Carcano 4d6+2 -6 8th
Magnum 7.62x39mm 4d6+2 -6 8th
.32-20 1d10 -3 5th 7.5x54mm French 4d6+4 -7 8th
Winchester 7.62x51mm 5d6 -6 8th
.44 Special 1d6+4 -3 5th 8mm Lebel 5d6+1 -6 8th
.38-40 1d6+5 -3 5th 7x57mm Mauser 5d6+2 -7 8th
Winchester 7.62x54mmR 5d6+2 -7 8th
.44-40 1d10+5 -5 5th .303 British 5d6+3 -7 8th
Winchester .30-40 Krag 5d6+4 -8 8th
.44 Magnum 3d6 -4 5th 7.7x58mm Arisaka 5d6+4 -8 8th
.454 Casull 3d6+2 -5 6th 7.5x55mm Swiss 5d6+4 -8 8th
.500 S&W 5d6+4 -8 6th 7.92x57mm Mauser 5d6+5 -8 8th
Special .30-06 Springfield 6d6 -8 8th
.500 4d6+2 -6 7th .56-56 Spencer 2d10+5 -6 9th
Wyoming .45-70 Government 3d10 -6 9th
Express .50-70 Government 3d10+5 -8 9th
.500 S&W 7d6 -9 7th .458 SOCOM 3d12 -7 9th
Magnum
Table 257: Heavy Rifle Ammunition
Table 254: Heavy Rimmed Ammunition

Light Rifle Ammunition


A box of light rifle ammunition weighs 0.3 lb per 20 rounds.
Caliber Damage Recoil Craft Category
Superheavy Rifle Ammunition
Mod
A box of super heavy rifle ammunition weighs 1.9 lb per 20 rounds.
.17 2d6 -2 2nd
Remington
4.6x30mm 3d4−1 -3 5th
Caliber Damage Recoil Craft Category
5.7x28mm 3d4−1 -3 5th
Mod
Table 255: Light Rifle Ammunition .300 7d6 -9 9th
Winchester
Intermediate Rifle Ammunition Magnum
A box of intermediate rifle ammunition weighs 0.5 lb per 20 .338 Lapua 7d8 -10 9th
rounds. Magnum
7.92x94mm 7d8 -10 10th
.50 BMG 10d8 -16 10th
Caliber Damage Recoil Craft Category
Mod 12.7x108mm 10d8 -16 10th
13.9x99mmB 12d8 -19 11th
.30 Carbine 3d6+1 -4 6th
14.5x114mm 10d10 -17 11th
5.45x39mm 4d4 -4 7th
20x102mm 12d10 -20 11th
5.8x42mm 5d4 -5 7th
20x105mm 12d10 -20 11th
5.56x45mm 5d4 -5 7th
20x125mm 12d10 -20 11th
9x39mm 4d4+4 -6 8th
6mm Lee Navy 5d4+2 -6 8th Table 258: Superheavy Rifle Ammunition
6.8mm Remington SPC 5d4+3 -6 9th

Table 256: Intermediate Rifle Ammunition


247

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

Surplus This ammunition consists of plain lead bullets that lacks


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

Jacketed Hollow Point (JHP) This ammunition contains a conical


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

Semi Jacketed Hollow Point (SJHP) This ammunition contains a


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

Armor Piercing This ammunition is specifically constructed to


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

Frangible This ammunition is designed not to pierce solid


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

Match Grade This ammunition is of high quality, used for


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

Tracer This ammunition leaves a string of light when fired, Rat Shot This ammunition is a bullet with a plastic cap filled with
allowing for correcting when firing multiple shots. It provides birdshot, turning any firearm loaded with it into an impromptu
a +1 attack bonus for all multi-shot attack rolls as long as 50% of shotgun. It grants a −8 damage penalty and a +2 attack bonus,
the fired rounds are tracers. but is only effective for 50’.
248

13.5 Shell Ammunition Type Cost #/box Restr


Heavy Shotshell
00 Buckshot 1 25 None
Shell ammunition is ammunition that uses a plastic, brass, or #4 Buckshot 1 30 None
paper shell to hold all of the components of the ammunition #9 Birdshot 1 100 None
together. All calibers within a category have the same cost for the #6 Birdshot 1 50 None
type of rounds listed. #3 Birdshot 1 25 None
Slug 1 20 None
Magnum 00 Buckshot 1 10 None
Magnum #4 Buckshot 1 10 None
Magnum #9 Birdshot 1 50 None
Type Cost #/box Restr
Magnum #6 Birdshot 1 25 None
Light Shotshell Magnum #3 Birdshot 1 15 None
00 Buckshot 1 25 None Magnum Slug 1 5 None
#4 Buckshot 1 25 None
#6 Birdshot 1 40 None
#3 Birdshot 1 20 None
Non-Lethal, rock salt 1 50 None
Slug 1 10 None 13.5.1 Shell Ammunition Categories
Frangible 00 Buckshot 1 10 None
Frangible #3 Birdshot 1 20 None Light Shotshell Ammunition
Saboted Slug 1 25 None A box of light shotshells weighs 0.4 lb per 25 rounds.
Wax Slug 1 20 None
Blank Shell 1 20 None
Marker 1 25 None Caliber Damage Caliber Craft Category
Intermediate Shotshell Recoil
Mod
00 Buckshot 1 25 None
#4 Buckshot 1 30 None .410 Bore 3d4+1 -3 1st
#9 Birdshot 1 100 None
Table 259: Light Shotshell Ammunition
#6 Birdshot 1 100 None
#3 Birdshot 1 100 None
Non-Lethal, beanbag 1 5 None
Non-Lethal, rubber ball 1 20 None
Non-Lethal, rock salt 1 200 None Intermediate Shotshell Ammunition
Slug 1 20 None A box of intermediate shotshells weighs 0.8 lb per 25 rounds.
OC Shell 1 10 R
Saboted Slug 1 10 None
Blank Shell 1 20 None Caliber Damage Caliber Craft Category
Tracer 1 10 None Recoil
Taser 1 5 R Mod
Frangible 00 Buckshot 1 5 None 20 Gauge 4d6 -5 1st
Frangible #6 Birdshot 1 10 None 16 Gauge 4d6+3 -6 1st
Frangible #3 Birdshot 1 10 None 12 Gauge 5d6 -6 1st
Breaching 1 5 None
Explosive 4 1 M&P Table 260: Intermediate Shotshell Ammunition
Flamethrower 2 3 None
Flare 1 3 None
Stun 1 2 R
Strung Buck 1 4 None Heavy Shotshell Ammunition
Magnum 00 Buckshot 1 10 None A box of heavy shotshells weighs 0.8 lb per 25 rounds.
Magnum #4 Buckshot 1 10 None
Magnum #9 Birdshot 1 50 None
Magnum #6 Birdshot 1 25 None Caliber Damage Caliber Craft Category
Magnum #3 Birdshot 1 15 None Recoil
Magnum Slug 1 5 None Mod
Mini 00 Buckshot 1 25 None 10 Gauge 7d6 -9 1st
Mini Slug 1 25 None
Wax Slug 1 25 None Table 261: Heavy Shotshell Ammunition
Marker 1 25 None
Flechette 1 5 None
249

13.5.2 Shell Ammunition Types when using it with any shotguns with an internal magazine above
3, they gain 1 round of capacity per 3 when using mini ammunition.
00 Buckshot This ammunition consists of .33 caliber heavy lead 00 Buckshot Provides a −5 damage penalty, reduces the
balls fired simultaneously from a single shell. It has no special Recoil Penalty by 2 and provides a +25% error range.
rules. Slug Provides a +1 damage dice, a −2 attack penalty, reduces
the Recoil Penalty by 3, and provides a +25% error range.
#4 Buckshot This ammunition consists of .24 caliber heavy
lead balls fired simultaneously from a single shell. It is weaker Non-lethal This ammunition converts all damage to non-lethal
than buckshot, but still an effective defensive load. It grants a +2 damage and provides a +20% error range increase.
attack bonus within the first 2 range increments and a −4 damage Rubber Ball This shot consists of eight rubber balls and has
penalty. no special rules.
Beanbag Provides a −2 attack penalty and +2 damage dice.
Birdshot This ammunition is similar in design to buckshot, except Rock salt Provides a +1 attack bonus and −3 damage dice.
that the pellets are much smaller and more numerous. Different
sizes of shot provide different bonuses and penalties. Stun Ammunition This ammunition is a shotgun-launchable
#9 Birdshot Provides a +6 attack bonus and −3 damage flashbang shell, that works exactly like its thrown counterpart. It
dice. has a maximum range of 45’ and a blast radius of 15’. Any target
#6 Birdshot Provides a +4 attack bonus and −2 damage caught in the blast must make a Will Saving Throw [TN16] or be
dice. blinded for 1d4 rounds, and a Fortitude Saving Throw [TN16] to
#3 Birdshot Provides a +2 attack bonus and −1 damage die. avoid being deafened for 1d4 rounds. It provides a +55% error
range.
Slug This ammunition consists of a single massive cylinder of
lead. It provides a −2 attack penalty and +2 damage dice. Frangible This ammunition is designed not to pierce solid
surfaces, such as schoolhouse walls or aircraft bulkheads. It
provides a +20% error range, regardless of the type of shot. Any
Wax Slug This ammunition consists of birdshot that has been object with a hardness of 2 or greater immediately defeats this
solidified in wax. It grants +1 damage die. It cannot take the ammunition. It comes in various shot configurations
benefits of a slug barrel. #6 Birdshot Provides a +4 attack bonus, a −12 damage
penalty against armored targets, and a +1 damage bonus against
Saboted Slug This ammunition increases a shotgun’s range. unarmored targets.
This ammunition multiples a shotgun’s range increment by 1.5 #3 Birdshot Provides a +2 attack bonus, a −9 damage
rounded up to the nearest 5’, and provides +1 damage die. penalty against armored targets, and a +3 damage bonus against
unarmored targets.
00 Buckshot Provides a −6 damage penalty against armored
Magnum This ammunition is comprised of larger shells that
targets and a +6 damage bonus against unarmored targets.
allow for more powder and shot. Different sizes of shot provide
different bonuses and penalties, but still retain any non bonus or
penalty benefits and properties that come with the ammunition. Blank This ammunition lacks any projectile, simply creating a
All modern-day shotguns with internal magazines can chamber loud bang and a muzzle flash. It converts all damage to no
magnum shells, but when using it with any shotguns with an damage and provides a +40% error range. If blank ammunition
internal magazine above 3, they lose 1 round of capacity per 3 makes up more than one-fifth of the rounds fired, the firearm
when using magnum ammunition. does no damage.
00 Buckshot Provides a +1 damage die, a +3 damage bonus
and increases the Recoil Penalty by 2. Breaching This ammunition is specially made for the purposes
#4 Buckshot Provides a +2 attack bonus, and increases the of door breaching. These shells contain a metallic powder that
Recoil Penalty by 2. disperses on contact. When fired at an object it ignores 10 points
#9 Birdshot Provides a −3 damage dice, a +6 attack bonus, of hardness, provides −2 damage dice, and +30% error range.
a +2 damage bonus, and increases the Recoil Penalty by 2. They have a maximum range of 20’.
#6 Birdshot Provides a −2 damage dice, a +4 attack bonus,
a +3 damage bonus, and increases the Recoil Penalty by 2. Flechette This ammunition is a bundle of flechette darts packed
#3 Birdshot Provides a −1 damage die, a +2 attack bonus, a into a shell. When fired, the flechettes rip and shred their target. It
+4 damage bonus, and increases the Recoil Penalty by 2. converts all ballistic damage to piercing damage.
Slug Provides a +2 damage dice, a −2 attack penalty, a +6
damage bonus, and increases the Recoil Penalty by 3. Tracer This ammunition leaves a string of light when fired,
allowing for corrections when firing multiple shots. It provides a
Mini This ammunition is comprised of smaller shells that allow +1 attack bonus for all multi-shot attack rolls as long as 50% of
for more shells to be placed in a shotgun tube, at the cost of both the fired rounds are tracers.
powder and shot. Different sizes of shot provide different bonuses
and penalties, but still retain any non bonus or penalty benefits Marker This ammunition is a homemade round, replacing the
and properties that come with the ammunition. All modern-day shot with a highly visible, non-toxic, light refracting powder, that
shotguns with internal magazines can chamber mini shells, but allows targets to be marked for future identification. It does no
250

damage, and is limited to 1 range increment. It provides a +60% Any target caught in the blast must make a Fortitude Saving Throw
error range. [TN12] or be knocked prone An HE grenade ignores 15 points of
hardness.
Explosive This ammunition is a small shotgun grenade that
works like a small grenade launcher grenade. When fired at an
object it ignores 6 points of hardness. It provides a −1 attack penalty 13.6.3 High Explosive Dual Purpose (HEDP)
and −1 damage die, but all damage is converted to concussion
These grenades combine high explosive and fragmentation
and fire damage and it affects a 5’ blast radius.
grenades and are suitable for use on armored or soft targets.
An HEDP grenade ignores 10 points of hardness. Any target
OC Shell A shell that consists of tightly packed irritant powder. It caught in the blast must make a Fortitude Saving Throw [TN14] or
shoots a 5-foot wide, 20-foot long line of OC powder that causes be knocked prone.
all those caught in the blast to make a Fortitude Saving Throw
[TN15] or be blinded for 1d4 rounds. If a character is already
blinded due to an effect that would be ineffective due to a gas 13.6.4 Tear Gas
mask, the original blinding effect is removed, and the new effect
immediately takes place. No attack roll is necessary. A gas mask These grenades are used to disperse crowds and smoke out
renders the target immune to the effects and a wet cloth held over hostage takers. When the grenade is launched, a tear gas grenade
the eyes, nose, and mouth provides a +2 bonus to the Fortitude fills all squares within 10’ with tear gas and on the second round
Saving Throw. It provides a +50% error range. it fills all squares within 15’ with tear gas. Any target caught in the
cloud of tear gas must make a Fortitude Saving Throw [TN15] or
Flamethrower A shell that consists of tightly packed magnesium be blinded and stunned for 2d4 rounds. A gas mask renders the
powder. It shoots a 5-foot wide, 20-foot long line of flame that target immune to this effect, and a wet cloth held over the eyes,
deals 2d6 points of fire damage to all creatures and objects in its nose, and mouth provides a +2 to the Fortitude Saving Throw.
path. No attack roll is necessary. A flamethrower shell can also
ignite flammable material and fluids. Any creature caught in the
line of flame can make a Reflex Saving Throw [TN15] to take half 13.6.5 Smoke
damage. It provides a +50% error range.
These grenades create smoke to serve as signals or concealment.
When the grenade strikes a hard surface, it bursts and fills all
Flare A flare that illuminates a 30’ radius as if it were lit by
squares within 15’ with smoke. On the following round it fills all
daylight for 7 rounds. When used as a signal, a flare round may
squares within 20’ and on the third round it fills all squares within
be spotted at a distance of 3 miles with a successful Perception
25’. The smoke obscures all sight, including night vision goggles.
check, [TN20] during the day or [TN15] at night. A flare may also
Anyone within the area has total concealment. It disperses after 10
be used as a weapon, with a maximum range of 30’ and the
rounds. Smoke grenades are available in several colors including
potential to do 2d4 fire damage. Anyone shot with a flare round
white, red, yellow, green, blue, orange, and purple.
must make a Reflex Saving Throw [TN18] or be caught on fire.
A flare shell can also ignite flammable material and fluids. This
ammunition provides a +45% error range.
13.6.6 Beehive

Taser A miniaturized taser unit packed into a shell that releases These grenades fire a bundle of flechette darts that rip and shred
a powerful electrical current on impact. On a successful hit the their target. Beehive grenades have a −2 damage penalty for
shell deals 1d3 electricity damage and 1 non-lethal damage die. every range increment. This grenade must be used against a
The target must make a Fortitude Saving Throw [TN15] or be specific target, and does not gain the bludgeoning damage or
paralyzed for 1d6 rounds. incur the attack penalty from normally firing a grenade at a target.

Strung Buck This ammunition consists of two heavy lead balls


connected with a steel cable. It provides a +8 damage bonus and 13.6.7 Foam Slug
a −4 attack penalty.
These grenades consists of a large foam slug, used when non-
lethal force is necessary. This grenade must be used against a
13.6 Grenade Ammunition Types specific target and does not gain the bludgeoning damage or incur
the attack penalty from normally firing a grenade at a target.
13.6.1 Fragmentation
The most common type of launched grenade. Uses a small
explosive charge to fling shards of metal in all directions. Any 13.6.8 Buckshot
target caught in the blast must make a Fortitude Saving Throw
[TN18] or be knocked prone. These grenades fire a bundle of buckshot rounds that penetrate
the target, turning the grenade launcher into a large shotgun. Has
the same damage penalty for range as shotguns. This grenade
13.6.2 High Explosive (HE)
must be used against a specific target, and does not gain the
These grenades are packed with a shaped charge that detonates bludgeoning damage or incur the attack penalty from normally
on impact, intended for use against armored targets and buildings. firing a grenade at a target.
251

13.6.9 Flare both armor and personnel. A HEDP rocket ignores 15 points of
Hardness.
These grenades illuminates a 60’ radius as if it were lit by daylight
for 10 rounds. When used as a signal, a flare round may be
13.7.3 Fragmentation
spotted at a distance of 5 miles with a successful Perception check
[TN20] during the day or [TN15] at night. Anyone shot with a These rockets are packed with fragmentation shrapnel, primarily
flare round must make a Reflex Saving Throw [TN18] or be caught focused around eliminating personnel.
on fire. A flare round can also ignite flammable material and
fluids. Does not gain the bludgeoning damage or incur the attack 13.7.4 Thermobaric
penalty from normally firing a grenade at a specific target.
These rockets are a fuel-air explosive, that use the surrounding air
13.6.10 Hornet’s Nest in order to keep the fire and explosion running. Anything caught
in the burst fire radius of the explosion is immediately set on fire.
An insert that holds 10 .22 Long Rifle 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.
This grenade must be used against a specific target, and does not 13.8 Mortar Ammunition Types
gain the bludgeoning damage or incur the attack penalty from 13.8.1 High Explosive (HE)
normally firing a grenade at a target.
These shells are packed with a shaped charge, that when impacted,
13.6.11 Taser destroy armored targets and buildings. An HE shell ignores 35
points of Hardness.
These are an upscaled version of taser shells capable of being fired
from a standalone or underbarrel grenade launcher. Designed 13.8.2 Smoke
for military use, they easily outrange the standard taser offerings
allowing for a long distance takedown. On a successful hit, the These shells create smoke to serve as signals or concealment.
darts deal electricity damage and the target must make a Fortitude When the mortar strikes a hard surface, it bursts and fills all
Saving Throw [TN20] or be paralyzed for 2d4 rounds. Only usable squares within 20’ with smoke. On the following round it fills all
with 40x46mm launchers. This grenade must be used against squares within 25’, and on the third round it fills all squares within
a specific target and does not gain the bludgeoning damage or 30’. The smoke obscures all sight, including night vision goggles.
incur the attack penalty from normally firing a grenade at a target. Anyone within the area has total concealment. It disperses after
10 rounds. Smoke shells are available in several colors, including
white, red, yellow, green, blue, orange, and purple.
13.6.12 Airburst
These grenades are fused to explode before they hit the ground, 13.8.3 Airburst
thereby causing the maximum amount of damage to soft targets.
These mortars are fused to explode before they hit the ground,
thereby causing the maximum amount of damage to soft targets.
13.6.13 Thermobaric
These grenades are a fuel-air explosive, that use the surrounding
air in order to keep the fire and explosion running. Anything
caught in the burst radius of the explosion is immediately set on 13.9 Ammunition Upgrades and Reloading
fire. Linked This ammunition upgrade links ammunition to be fired
by weapons that used linked ammunition. Any cased ammo may
13.6.14 Grapnel be linked. The price listed is for 100 rounds of any ammunition.
These grenades come with 120’ of paracord, and a hook built into
Overpressure This ammunition upgrade loads the ammunition
the grenade. These grenades can fire 80’ straight up, or 120’ at a
to a higher internal pressure than standard for the ammunition of
specific target or square.
its caliber. It provides a +6 damage bonus and +20% error range
to ammunition, but if a character rolls a natural 3 while using this
ammo, it explodes, causing 1d6 slashing damage and completely
destroying the firearm. This affects all firearms unless otherwise
13.7 Rocket Launcher Ammunition Types noted that it will not explode due to overpressure ammunition.
13.7.1 High Explosive Anti Tank (HEAT) Any cased ammunition may be overpressured.

These rockets are packed with a shaped charge, that when Subsonic This ammunition upgrade loads the ammunition with
impacted, destroy armored targets and buildings. A HEAT rocket a reduced propellant charge so that the bullets do not exceed the
ignores 20 points of Hardness. speed of sound. It provides a −5 damage penalty, a −15 penalty
to the Perception check to hear the weapon when used with a
13.7.2 High Explosive Dual Purpose (HEDP) suppressor, and +25% error range to ammunition. Any cased
ammunition may be subsonic.
These rockets are packed with a shaped charge as well as
fragmentation shrapnel, allowing them a dual purpose use against
252

Grenade Type Damage Damage Type Blast Radius Rng. Sz. Wt. Cost Restr.
Fragmentation 5d6 Slashing 20’ — T 1.0 6 M&P
High Explosive 10d6 Concussion 15’ — T 1.0 10 M&P
HEDP 7d6 Slashing/Concussion 20’ — T 1.0 8 M&P
Tear Gas Special Special Special — T 1.0 5 M&P
Smoke — — Special — T 0.8 2 L
Beehive 8d6 Slashing — 20’ T 1.0 8 M&P
Foam Slug 4d6 Non-lethal Bludgeoning — — T 0.5 9 M&P
Buckshot 3d10 Ballistic — 25’ T 0.9 4 M&P
Flare 2d4 Fire — 60’ Max T 1.0 1 L
Hornet’s Nest 6d4 Ballistic — 10’ T 1.3 25 M&P
Taser Grenade 2d6 Electric — — T 1.3 34 M&P
Airburst 6d8 Slashing 25’ — T 1.0 14 M&P
Thermobaric 4d6 Concussion/Fire 30’ — T 1.0 10 M&P
Grapnel — — — — T 2.8 15 R

Table 262: Equipment, Grenade Ammunition

Rocket Type Damage Damage Type Blast Radius Sz Wt Cost Restr


HEAT 19d12 Concussion 10’ M 5.7 23 M&P
HEDP 22d12 Concussion/Slashing 15’ M 7.2 34 M&P
Fragmentation 10d12 Slashing 20’ M 4.0 18 M&P
Thermobaric 13d12 Fire 25’ M 9.9 30 M&P

Table 263: Equipment, Rocket Ammunition

Mortar Type Damage Damage Type Blast Radius Sz Wt Cost Restr


High Explosive 20d6 Concussion/Fire 30’ S 2.0 100 M&P
Smoke — — Special S 2.0 80 M&P
Airburst 18d6 Concussion/Slashing 45’ S 2.0 120 M&P

Table 264: Equipment, Mortar Ammunition

Type Cost Time Restr


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

Table 265: Equipment, Ammunition Upgrades


253

13.9.1 Reloading 14 Vehicles


Reloading is the act of creating complete ammunition from Vehicles are described by a number of statistics:
components. A single round of ammunition has four parts: the
casing, the primer, the powder, and the payload. • Crew The standard number of crew. In most cases, only one
person is needed to drive the vehicle; other crew members
Casing The casing is the part of the ammunition that holds all of serve as gunners or copilots.
the components together. This is the piece that is ejected after it
is fired, and can be used again, if it is undamaged. The casing for • Passengers The number of passengers (in addition to the
cased ammunition is usually composed of brass, or less frequently, crew) the vehicle is designed to carry. Vehicles that carry
aluminum or steel. passengers can use that space to carry additional cargo
when passengers aren’t present. Each unused passenger
slot allows the vehicle to carry an additional 100 pounds of
Primer The primer is a small metal cup containing the primary
cargo.
explosive for the round of ammunition. When the firing pin strikes
the primer, it ignites the explosive, which in turn ignites the powder
• Cargo Capacity The amount of cargo the vehicle is
and sends the payload on its way. Primers are a one-time use
designed to carry. Many vehicles can carry extra
object, but are generally inexpensive. There are certain types of
passengers instead of cargo, but doing so is usually a
ammunition where the primer is actually embedded in the casing.
cramped, uncomfortable, and unsafe experience for those
These types of ammo are unreloadable, as they require massive,
passengers. As a rule of thumb, one additional passenger
complex manufacturing equipment.
can be carried for every 200 pounds of unused cargo
capacity.
Powder The powder is the main explosive for ammunition, and
is the explosive that propels the bullet down the barrel of a firearm. • Initiative The modifier added to the driver’s or pilot’s
Powder spans from the archaic black powder, still in use by some Initiative check when operating the vehicle.
handloaders, to modern smokeless powder which is used in nearly
all modern ammunition. Since the powder is burnt up when the • Maneuver (Man) The modifier added to any Drive or Pilot
ammunition is fired, it is impossible to reuse (as there isn’t any to checks attempted with the vehicle.
reuse). One pound of powder is enough to create a single batch
of ammunition. • Top Speed The highest speed category the vehicle can
reach.
Payload
• Defense The vehicle’s Defense.
The payload is the object fired from the firearm, which can range
from plain lead bullets to rubber buckshot. The payload is almost • Hardness The vehicle’s hardness. Subtract this number
always destroyed or deformed too much to be reusable, if it can from any damage dealt to the vehicle.
even be found.
• Hit Points The vehicle’s full normal Hit Points.
Creating a batch of ammunition requires a full batch of each
component, and the amount created in every batch is dependent • Size Vehicle size categories are defined differently from the
on the type of ammunition created. It takes about 4 hours to size categories for weapons and other objects.
create a batch of ammunition. If a character fails the Craft check
the ammunition is still made, but for every point below the Craft • Cost This is the Wealth Point cost to acquire the vehicle.
TN, 10% of the ammunition is unusable and unrecoverable and This number reflects the base price and doesn’t include any
should be thrown out. If any of this ammunition is used, the modifiers for purchasing the vehicle on the black market.
firearm will explode, dealing the caliber’s damage to the user and
destroying the firearm in the process. • Restriction The restriction rating for the vehicle, if any.
Reloading can not be done without a reloading kit and any
attempt to reload without one will result in a failure, ruining all of
the components in the process. 14.1 Standard Car Classifications
Most new standard cars include such standard features as air
Ammunition Category Craft TN Rounds/Batch conditioning, air bags, anti-lock brakes, cruise control, keyless
Tiny Pistol 15 500 entry, and an AM/FM radio with CD player. Luxury vehicles
Small Pistol 20 400 often also include extras such as heated side mirrors, power
Large Pistol 23 300 seats, leather upholstery, and sunroofs. In general, these luxury
Tiny Rifle 18 300 amenities can be added to a non-luxury car with an increase of
Small Rifle 20 250 10% to the Wealth Point cost. It takes 4 Combat Points to enter or
Medium Rifle 20 200 exit a car. It takes 1 Combat Point to start or stop the engine of a
Large Rifle 20 100 car.
Huge Rifle 25 50 Unless otherwise noted, civilian cars provide three-quarters
Shotgun Shell 13 300 cover for their occupants (although passengers who lean out of
windows or sunroofs, perhaps to fire weapons, may be reduced
Table 266: Craft (Mechanical), Ammunition Reloading to one-half or even one-quarter cover).
254

14.1.1 Toy Car 14.2.1 Grand Tourer Car


A toy car is any kind of single passenger recreational vehicle, A Grand Tourer is a luxury vehicle, capable of both long distance
meant for private roads such as road tracks. It lacks any covering and high speed driving. They are usually expensive, finely tuned
at all and does not provide cover of any type for its occupant. machines that can be driven as a normal car, or driven on
Examples include go-karts of various makes and models. Toy a racetrack. Examples include the Maserati GranTurismo, The
cars are a single 5’ square. Porsche 911 GT, the Nissan Skyline and GT-R, and the Ford GT.
Grand Tourer cars are 20’ long and 10’ wide.
14.1.2 Microcar
14.2.2 Supercar
A micro car is a tiny car, built to hold two passengers, used
mostly in crowded cities. They have very little cargo space, but Supercars are even more expensive versions of Grand Tourers.
can fit in spaces that would be otherwise impossible for other cars. They are usually marketed as limited production, elite vehicles,
Examples include the Ford Fiesta and the Smart TwoFor. Microcars or are vehicles that are custom built for power and performance.
are 10’ long and 10’ wide. Examples include the Bugatti Veyron and the Lamborghini
Reventon. Supercars are 20’ long and 10’ wide.
14.1.3 Compact Car
14.2.3 Muscle Cars
A compact car is a car that is not as small as a microcar, but not
as big as a mid-sized car. These cars make up a large majority of Muscle cars are the American version of a Grand Tourer, but
vehicles on the road, hailed for their adequate passenger space, instead of being built for performance and long distance, these
cargo room, and fuel efficiency. Examples include the Ford Focus, cars are built for torque and drag racing, with high horsepower
Honda Civic, and the Toyota Corolla. Compact cars are 15’ long, engines. Examples include the Dodge Challenger and Charger,
and 10’ wide. the Pontiac GTO, and the Chevrolet Camaro. Muscle cars are 20’
long and 10’ wide.
14.1.4 Mid-Sized Car
Mid-sized cars are larger than compact cars, usually boasting
14.3 Standard Van Classifications
roomy interior, advanced features such as moon roof and enlarged Vans include transport and cargo vans of all types. They are
cargo space over a compact car. Examples include the Chevrolet encapsulated all around, and unlike pickup trucks, give cover to
Malibu and the Ford Fusion. Mid-sized cars are 15’ long and 10’ their cargo as well. They also have the same standard features
wide. that cars have, such as anti-lock brakes, air bags, and AM/FM
radio with CD player. Unless otherwise noted, vans provide three-
14.1.5 Entry Level Luxury Car quarters cover to their occupants.

Entry level luxury cars are cars that are the size of a mid-sized
14.3.1 Multi-Purpose Vehicle
car, but have luxurious additions, such as heated seats and power
seating. They also tend to have a slightly more powerful engine. A Multi-purpose vehicle is a van designed for personal use,
Examples include the BMW 3, the Audi A4, and the Mercedes-Benz usually transporting passengers. Examples include the Ford C-
C-Class. Entry level luxury cars are 15’ long and 10’ wide. Max, Chevrolet Orlando, Chrysler Town and Country, the Ford
Galaxy, and the Volkswagen Touran. Multi-purpose vehicles are
14.1.6 Full-Size Car 20’ long and 10’ wide.

Full-size cars are cars with a wide body, a very large,


14.3.2 Cargo Van
comfortable interior, with lots of cargo space. For this purpose,
they are often used as police cars. Examples include the Chevrolet Cargo vans are large vans that have a large opening in the rear
Impala, Ford Taurus, and the Ford Crown Victoria. Full-sized cars for transporting cargo. In addition to the single side door, they
are 20’ long and 10’ wide. usually have two rear doors that can be opened. Any cargo or
passengers that are in the cargo area have full cover. Examples
14.1.7 Full-Size Luxury Car include the Chevrolet Express 150, Ford e350 van, and the GMC
Vandura. Cargo vans are 20’ long and 10’ wide.
These are roomy, comfortable towncars, often driven by car
services and people wanting to make a statement. Examples of
14.3.3 Passenger Van
these cars include the Audi A8, BMW 7 Series, Lexus LS, and the
Mercedes-Benz S Class. Full-size luxury cars are 20’ long and 10’ Passenger vans are vans used to transport large amounts of
wide. people, usually upwards of 12 to 15, with little room for cargo.
Examples include Chevrolet Express 1500 and the Ford E350
14.2 Sports Car Classifications Wagon. Passenger vans are 25’ long and 10’ wide.

Sports cars are cars made for the sole purpose of racing; they
14.4 Standard Truck Classifications
are fast, agile, and powerful. They also have the same amenities
as luxury cars such as heated side mirrors, power seats, and Trucks include pickups of all types. They generally have the
leather upholstery. same features as cars. Like cars, trucks generally provide three-
255

quarters cover to their occupants. The rear bed of a pickup truck, 14.5.4 Full-Sized SUV
however, provides only one-half cover.
A full sized SUV is the largest of SUVs, usually including a large
amount of cargo room and passenger space. Examples include
14.4.1 Mini Pickup Truck the Cadillac Escalade, Chevrolet Suburban, and the Ford Explorer:
Full-sized SUVs are 20’ long and 10’ wide.
A mini pickup truck is a compact pickup truck, usually used
for light duty. Examples include the Toyota Hilux, the Chevrolet
Montana and the Volkswagen Saveiro. Mini pickup trucks are 15’ 14.6 Standard Motorcycle Classifications
long and 10’ wide.
Unlike getting into a vehicle, mounting a motorcycle cost 3
Combat Points. It takes 1 Combat Point to start or stop the
14.4.2 Mid-Sized Pickup Truck
engine of a motorcycle. Motorcycles tend to perform better than
A mid-sized pickup truck is a pickup truck with a larger cab automobiles in the terms of acceleration and maneuverability, but
than a mini pickup truck, but still has the same bed. Examples they provide no cover to their occupants. All motorcycles are 10’
include the Ford Ranger, the Chevrolet Colorado, and the Nissan long and 5ft wide.
Navara. Mid-sized pickup trucks are 15’ long and 10’ wide.
14.6.1 Standard Motorcycle
14.4.3 Full-Sized Pickup Truck
A standard bike is a general use motorcycle, with a natural
Full sized pickup trucks are trucks that have a large bed and posture and are often used as general purpose street bikes. They
a roomy cabin, most often used for hauling large amounts of have good speed and good handling. Examples include the Suzuki
material. Examples include the Dodge Ram, the Ford F150, and GS500E and a Honda Hornet 599.
the Toyota Tundra. Full-sized pickup trucks are 20’ long and 10’
wide.
14.6.2 Cruiser Motorcycle

14.4.4 Heavy Duty Pickup Truck These bikes are styled after american machines from the 1930s
to the 1960s, with a relaxed posture, extended handle bars, and lots
Heavy duty trucks are large trucks made for hauling the of torque and power. Examples include various Harley-Davidsons,
heaviest of cargo. Examples include the Chevrolet Silverado, Indians and Excelsior-Hendersons.
the Dodge Ram Heavy Duty, and the Ford Superduty. Heavy duty
pickup trucks are 20’ long and 10’ wide.
14.6.3 Sport Bikes

14.5 Standard SUV Classifications These bikes emphasize speed, acceleration, braking and
cornering on paved roads, being made for racing and flash.
Sport utility vehicles are vehicles that are made for both on Examples include the Kawaski Ninja and the Suzuki GSX.
road and off-road work, usually possessing 4x4 Drive to tackle
tough terrain. Like trucks, they usually have the same amenities
as cars. Unless otherwise noted, they provide their passengers 14.6.4 Touring Bikes
with three-fourths cover.
Touring bikes are bikes designed for long distance riding, offer
good weather and wind protection, as well as large capacity fuel
14.5.1 Mini SUV tanks and expansive luggage. Examples include the BMW R1200RT
and K1600GL, and the Honda Gold Wing.
A mini SUV is a small, but powerful SUV, built for compactness.
It sacrifices cargo space for comfort. Examples include the Jeep
Wrangler, and the ford EcoSport. Mini SUVs are 15’ long and 10’ 14.6.5 Dual Sport
wide.
Dual sport bikes are dirtbikes that have street legal tires, mirrors,
lights and signals, horn, muffler, and fairings. These bikes are built
14.5.2 Compact SUV for dual purpose and have the ability to drive off road, as well as
A compact SUV is a small SUV, larger than a mini SUV that on road with no issues. Examples include the Honda XRV series,
incorporates some cargo space. Examples include the Ford Escape, the Yamaha XT series, and the Kawasaki KLR series.
the Jeep Compass, and the Chevrolet Equinox. Compact SUVs are
15’ long and 10’ wide.
14.6.6 Dirtbikes

14.5.3 Mid-sized SUV Dirtbikes are off-road motorcycles used primarily for recreation,
and not usually ridden on roads. They lack the necessary fairings,
A mid-sized SUV is a large SUV, complete with good cargo space mirrors, or lights to be driven safely on roads, and the tires are
and ample room for passengers. Examples include the Ford Edge, usually knobby and built for dirt. Dirtbikes come equipped with all
the Jeep Grand Cherokee, and the Volkswagen Touareg. Mid-sized terrain tires. Examples include the Yamaha YZ250F and Kawasaki
SUVs are 15’ long and 10’ wide. KDX220.
256

14.6.7 ATV 14.8.2 Military Prop Aircraft


All terrain vehicles, or ATVs are off-road vehicles used primarily This is an aircraft built for military specifications. It is equipped
for recreation, and not usually ridden on roads. They have four with two .50 BMG machine guns and has 5 external hardpoints
wheels instead of two, making them more stable at slower speeds. that can accept rockets, missiles, or guns. Examples include the
They lack the necessary fairings, mirrors, or lights to be driven A-29 Super Tucano and the P51 Mustang. It is 80’ long and 20’
safely on roads, and the tires are usually knobby and built for dirt, wide at the cabin, with a 140’ wingspan.
but their wider size gives them the ability to carry cargo at the
cost of speed. ATVs come equipped with all terrain tires. Examples
14.8.3 Standard Jet Aircraft
include the Yamaha YZ450R and Kawasaki Brute Force 300.
These aircraft are similar in size to prop aircraft, but instead
14.6.8 Scooter have a jet engine, allowing them increased speed, often used for
transportation. It is 120’ long and 30’ wide at the cabin, with a
Scooters are two wheeled vehicles with a step through frame, 150’ wingspan.
usually with an engine size smaller than a motorcycle. They are
ridden in a sitting posture. While not being as fast as a motorcycle,
they are more economic, usually ridden around town for light 14.8.4 Military Jet Aircraft
travel. Examples include the Vespa PX and Yamaha Vino. These aircraft are jet aircraft built for military specifications.
They are equipped with a single heavy machine gun and have
14.7 Standard Rotary Aircraft 6 external and 2 internal hardpoints for rockets, missiles or guns.
Examples include the F/A-18, the F-16, and the F-15. It is 150’ long
A rotary-wing aircraft is a heavier-than-air flying machine that and 30’ wide at the cabin, with a 140’ wingspan.
uses lift generated by wings, called rotary wings or rotor blades,
that revolve around a mast. They are called helicopters. It takes 4
Combat Points to enter or exit a rotary aircraft. It takes 15 minutes 14.9 Other Vehicles
to start the engine of a rotary aircraft, and 10 combat points to
A few types of vehicles don’t fit neatly into the categories
stop it.
covered above. Many of these (such as the armored truck and the
bus) are usually custom built, so the model name isn’t specified
14.7.1 Utility Helicopter as it is with most other vehicles in this section. The description
and stats reflect a typical model.
This is a general all purpose helicopter, that has an average
range, decent maneuverability, which can fulfill a various set of
roles. Examples include the Bell JetRanger. It is 40’ long and 15’ 14.9.1 Moving Truck
wide.
This is a large cargo truck used to move furniture or deliver
freight. Trucks of this sort are often available as rentals. It provides
14.7.2 Gunship Helicopter three-quarters cover for occupants in the cab and full cover for
This is a helicopter that has a primary role of engaging ground any in the back. It is 25’ long and 10’ wide.
targets. It is equipped with a 30mm autocannon, and has 4
external hardpoints that can mount rockets, missiles or guns. It is 14.9.2 Bus
60’ long and 15’ wide.
This is a large vehicle for transporting large amounts of people.
It has a door at the front and a second door about halfway down
14.7.3 Transport Helicopter
the right-hand side or a door at the rear. It provides three-quarters
This is a large helicopter who’s sole purpose is to transport cover for crew and passengers. It is 60’ long and 10’ wide.
a large amount of troops, cargo, or supplies from one area to
another. It is 65’ long and 15’ wide. 14.9.3 Armored Truck
Used to transport money between businesses and financial
14.8 Standard Fixed Wing Aircraft institutions, armored trucks are designed to deter would-be thieves.
A fixed-wing aircraft is an aircraft capable of flight using wings The truck has three doors and firing ports that allow the crew to
that generate lift caused by the vehicle’s forward airspeed and use their firearms without leaving the vehicle. It provides nine-
the shape of the wings. It takes 4 Combat Points to enter or exit tenths cover for its occupants. It is equipped with run-flat tires. It
a fixed wing aircraft. It takes 5 minutes to start the engine of a Is 20’ long and 10’ wide.
fixed wing aircraft, and 10 combat points to stop it.
14.9.4 Tow Truck
14.8.1 Standard Prop Aircraft
This is a vehicle specifically made to hook up, and transport
This is a standard aircraft that is powered by a single propeller. vehicles either with or without the owner’s consent. It can tow any
It makes up the bulk of all civilian aircraft. Examples include the vehicle of the same size or smaller, but when towing a vehicle it
Cessna 172. It is 60’ long and 20’ wide at the cabin, with a 100’ incurs a −5 to Maneuverability. It provides three-quarters cover
wingspan. for crew and passengers. It is 40’ long and 10’ wide.
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14.9.5 Golf Cart 14.10.3 Main Battle Tank

This electrical vehicle is primarily used for light transport work, A main battle tank is a tank that fills the heavy direct fire role
such as moving around on a golf course, or through paved areas and the secondary infantry and IFV support. Examples include
such as shopping plazas. It provides no cover for crew and the M1 Abrams and T90. Main battle tanks have a tank gun, a
passengers. It is 10’ long and 10’ wide. general purpose machine gun mounted on the same axis as the
Tank Gun, and a secondary machine gun of its choice. MBTs are
40’ long and 15’ wide. MBTs do not lose speed due to terrain.
14.9.6 Semi Trailer Truck
14.10.4 Multi-Use Vehicle
Used to transport all sorts of cargo long distances, this truck
includes both the cab and an attached full-sized trailer. All A multi-use vehicle is a vehicle that is used when armored
occupants in the trailer have full cover, while those in the cab transport is not necessary, or would cause too much attraction.
have three-quarters cover. The cab can hold 1,000 lbs of cargo, This version can be configured in a variety of ways, including
while the trailer can hold 80,000 lbs of cargo. It Is 80’ long and a two-door pickup, a four-door pickup with a short bed, and a
15’ wide. completely enclosed, SUV-like body with a hatchback and four
doors, and a heavy machine gun mount on the top. This position
provides one-half cover. When the MUV is configured with the
14.9.7 RV machine gun, it has one less passenger, and one more additional
crew. It is equipped with Run flat tires. A MUV is 20’ long and 10’
Recreational Vehicles, or RVs, are motor vehicles equipped with
wide.
living space and amenities. They are often used for long distance
travel, long term vacations, and for comfortable living in remote
areas. RVs contain a bathroom, two bedrooms, and a small 14.11 Other Transportation
kitchenette. All occupants in the RV have full cover, while those in
14.11.1 Horses
the driving and passenger seats have three-quarters cover. It Is
50’ long and 10’ wide. A horse is a hooved, quadrupedal mammal that has been
domesticated for work and riding. There are many different
breeds of horses, the one listed representing the average work
14.10 Military and Police Vehicles horse. The cost listed includes two saddle bags, and a saddle.
Unlike other vehicles, horses die if their hit points reach −10, and
Several military and police vehicles are covered here. In are disabled like characters if their Hit Points reach 0. They can
addition, a number of the standard vehicles covered above are be healed using the Treat Injury skill. Mounting a horse costs 3
commonly seen in military and police service. Combat Points.

14.10.1 Armored Personnel Carriers 14.11.2 Tripod


A tripod is a stationary mounted pintle, that is used for mounting
Armored personnel carriers are vehicles designed to carry
weapons. It is not a vehicle in the tradational sene. All tripods have
troops into various conflicts and protect them from small arms fire.
the weapon pintle upgrade built in. Tripods must be constructed.
Some are equipped with a full turret mounted General Purpose
When they are in their deconstructed form, they are considered a
Machine gun, while others are unarmed, usually those in police
Huge object. Tripods take 10 minutes to construct. When they are
roles. APCs provide full cover for all of the occupants and the
constructed, they can be used in any direction, but the user must
driver, and three-quarters cover for the gunner, if applicable. It
be standing on the opposite direction of the tripod when using the
takes 12 Combat Points to enter the driver or gunner seat of an
mounted weapon. Tripods can not accept any vehicle upgrades.
APC and another 12 Combat Points to start it moving. It takes 4
Combat Points to Enter the passenger seat of an APC. Examples
include the M113, BMP-2, Lenco Bearcat, and Cougar. APCs are 20’ 14.12 Vehicle Upgrades
long and 10’ wide. APCs do not lose speed due to terrain.
A vehicle can be upgraded with various upgrades to make them
faster, more resilient to attacks, or mount weapons. Vehicles can
be upgraded in a number of slots.
14.10.2 Infantry Fighting Vehicle
• Body The frame, the plating, and any other superficial
Infantry fighting vehicles are vehicles designed to carry troops
equipment such as the lighting, windshields, paint job, and
into battle and support them. They differ themselves from APCs
interior.
by the weaponry they carry, built for more heavy fighting. They
have a 30mm cannon and a secondary machinegun, mounted • Wheels The tires, rims, and the brakes of a vehicle.
on the same axis as the 30mm cannon. IFVs provide full cover for
all of the occupants, the driver and the gunner. It takes 12 Combat • Powertrain The engine and any auxiliary equipment
Points to enter the driver or gunner seat of an IFV and another hooked up to it, such as a turbocharger.
12 Combat Points to start it moving. It takes 4 Combat Points to • Drivetrain The transmission and the suspension.
Enter the passenger seat of an IFV. Examples include the BMP-3
and M1126 ICV Stryker. APCs are 20’ long and 10’ wide. IFVs are Unless otherwise noted, a vehicle can have as many upgrades
25’ long and 15’ wide. IFVs do not lose speed due to terrain. of each type as the owner can afford.
258

14.12.1 Paint Job (Body) the vehicle has one, and gains only the firing arc of the opening
doors. A vehicle can only have one weapon pintle mount.
This upgrade gives the vehicle a brand new color, tint, and hue.
The car can be painted any color the character wishes.
14.12.9 Internal Hardpoint Upgrade (Body)
14.12.2 Convertible (Body) This upgrade fits the vehicle with an internal hardpoint that can
This upgrade gives the vehicle either a hard top or soft top accept a single missile, a rocket pod bay, or a large or larger
convertible, allowing the top to retract or extend at the push of a weapon. These can be fired by the driver, or wired to a gunner
button. It takes 1 round for the top to retract or extend. When the position. If it is wired to a gunner position, remove one passenger
top is retracted, all characters in the vehicle have one-half cover. location and add one crew location to the vehicle, and increase
Only cars, trucks, SUVs, and vans may take this upgrade. the cost by 25 WP. Only cars, trucks, vans, SUVs, and military and
police vehicles may take this upgrade, and this upgrade may be
taken a maximum of six times. Because of its internal nature, it is
14.12.3 Service Kit (Body) impossible to detect when not in use. When taking this upgrade,
This upgrade is used for Fire, EMS, and auxiliary vehicles to a firing arc must be selected.
change their looks to be more visible. This upgrade gives the
vehicle lights, sirens, and markings for the selected use. Cars 14.12.10 External Hardpoint Upgrade (Body)
receive space for a standard equipment kit, and trucks, vans, and
SUVs receive space for a deluxe equipment kit. This upgrade fits the vehicle with external hardpoints, that can
accept a single missile, a rocket pod bay, or a large or larger
14.12.4 Police Kit (Body) weapon. These can be fired by the driver, or wired to a gunner
position. If it is wired to a gunner position, remove one passenger
This upgrade gives the vehicle lights and sirens, markings (if a location and add one crew location to the vehicle, and increase
marked unit), a professional radio, and a spotlight. Cars, trucks, the cost by 20 WP. This upgrade may be taken a maximum of six
SUVs, and vans also receive two long-gun mounts, capable of times. When taking this upgrade, a firing arc must be selected.
securely storing two large firearms in a lock (Handcuff Lock). APCs,
IFVs and MBTs that take this kit have all of their weapons removed.
14.12.11 Standard Tires (Wheel)

14.12.5 Racing Kit (Body) This upgrade is the standard, general use tires. They grant no
bonuses or penalties.
This upgrade adds a spoiler, and removes all non-essential
parts in the car for racing, such as the rear seats, radio and CD
player, and the AC and heat. This upgrade reduces the passenger 14.12.12 Racing Tires (Wheel)
rating to 1, and reduces the weight of the vehicle by 20%. The This upgrade changes the standard tires for high performance
racing kit also reduces damage given to occupants, due to rolling racing tires, that grant a +4 bonus to Maneuverability while on
or collisions, by half. any paved roads, but grants a -3 penalty when driving on any
other kind of surface, and when driving on wilderness, the car
14.12.6 Light Armor Kit (Body) becomes stuck immediately and can not move.
This upgrade fits the car with bullet resistant windows, and
plating under the doors. Visibly, it looks identical to an unmodified 14.12.13 Snow and Ice Tires (Wheel)
vehicle. It increases the HP of the vehicle by 10%, and the hardness
This upgrade changes the standard tires for knobby snow tires,
of the vehicle by 2 points. Only cars, trucks, SUVs, vans, and
that have metal studs in the rubber. They grant a +5 bonus to
military and police vehicles may take this upgrade.
maneuverability while on any ice or snow terrain, but grant a −5
penalty to maneuvering when driving on paved roads, and a −3
14.12.7 Heavy Armor Kit (Body) penalty when driving on any other kind of surface.
This upgrade fits the vehicle with heavy plating and thick,
reinforced bullet resistant windows. It increases the HP of the 14.12.14 All Terrain Tires (Wheel)
vehicle by 30%, the hardness of the vehicle by 10 points, but
reduces the max speed category by 1. Only cars, trucks, SUVs, This upgrade changes the standard tires for off-roading tires,
vans and military and police vehicles may take this upgrade. fitted with knobby rubber studs that dig into soft ground. When
driving on wilderness, or semi-paved roads, the vehicle’s speed
loss due to terrain is reduced by 2 categories.
14.12.8 Weapon Pintle Upgrade (Body)
This upgrade fits the vehicle with a mount that allows for a 14.12.15 Run-Flat Upgrade (Wheel)
large or larger weapon to mount onto a vehicle. When mounted,
the weapon gets a +6 attack bonus to all multi-shot attacks. Only This upgrade will upgrade any set of tires to their run-flat variant.
trucks and vans can use this upgrade. When used on trucks this Any attack or action that would cause the tires to be destroyed,
upgrade puts the mount in the bed of the truck, and the pintle and the penalties incurred from that is negated for 45 minutes.
has full range of motion. When this upgrade is placed on vans, After 45 minutes, the tires are damaged as normal, and any skill
the mount is put either at the rear doors or on the side doors, if checks or Saving Throws are then completed, if necessary.
259

14.12.16 Racing Brakes (Wheel)


This upgrade replaces the standard brakes with a set of high
performance racing brakes. The vehicle can reduce its speed by Upgrade Time Cost
two levels every round. Paint Job 2 hours 20
Convertible 4 hours 50
14.12.17 Turbocharger Kit (Powertrain) Service Kit 4 hours 20
Police Kit 3 hours 25
This upgrade fits the vehicle with a turbocharger and an Racing Kit 4 hours 30
intercooler, which work together to increase the overall output of Light Armor Kit 6 hours 45
a vehicle’s engine. It increases the maximum speed category of Heavy Armor Kit 8 hours 65
a vehicle by 1. Weapon Pintle 2 hours 10
Internal Hardpoint 8 hours 22
14.12.18 Nitrous Oxide Kit (Powertrain) External Hardpoint 3 hours 10
This upgrade fits the vehicle with a single nitrous oxide tank, Standard Tires 20 min. 10
used by racers to gain a sudden boost of speed. A driver activates Racing Tires 20 min. 30
the tank for 2 Combat Points, and the vehicle immediately gains Snow and Ice Tires 20 min. 12
two speed categories. Each tank can be activated only once All Terrain Tires 20 min. 15
before it must be refilled, spare nitrous costing 4 WP per refill. Run-Flat Upgrade 20 min. 5
The vehicle must not be stationary in order to gain this benefit. Racing Brakes 10 min. 15
This upgrade can be taken up to three times, each time giving an Nitrous Oxide Kit 1 hour 8
additional tank. Turbocharger Kit 2 hours 18
Standard Transmission 1 day 100
14.12.19 Standard Transmission (Drivetrain) Sprint Transmission 1 day 150
Long Distance Transmission 1 day 150
This transmission is the standard transmission installed in Racing Transmission 1 day 300
vehicles. It grans no bonuses or penalties. All Wheel Drive Transmission 1 day 180
Improved Suspension 1 day 50
14.12.20 Sprint Transmission (Drivetrain)
Table 270: Equipment, Vehicle Upgrades
This transmission reduces the overall speed of a vehicle, but
helps it get off the line faster. When using this upgrade, a vehicle
can immediately go from stationary to Avenue speed, but has a
maximum speed of Street speed. 15 Lifestyle and Services
14.12.21 Long Distance Transmission (Drivetrain) 15.1 Housing
This transmission reduces the acceleration of a vehicle, but A number of types of homes are mentioned on Table: Lifestyle.
increases the gear ratio to help increase its overall speed. When The WP cost covers the down payment and financing, not the total
using this upgrade, it takes two rounds to increase to the next cost of the home. A character buying a home does not have to
speed, but the maximum speed is increased by 3. worry about mortgage payments.
The small apartment is a one- or two bedroom apartment
14.12.22 Racing Transmission (Drivetrain) complete with a small kitchen, and out-front parking. The large
apartments are three to four bedrooms, and generally include a
This transmission is a customizable transmission, allowing for parking lot. The small house and condo are one- or two-bedroom
variable gear ratios. It can be set to either Sprint, Standard, or Long homes, probably with curbside parking. The large condo and
Distance, and uses the same rules as the selected transmission. medium house are three-bedroom homes with garage or carport
parking for one or two cars. The large house is a four-bedroom
14.12.23 All Wheel Drive Transmission (Drivetrain) home with a two-car garage, while the mansion is a five- or six-
bedroom home with an extra den, spacious rooms throughout, and
This transmission ties all of the wheels together to increase
a three-car garage. All of these homes are of typical construction;
its traction and reduce loss of speed on loose and rough terrain.
luxury appointments with high art design is available with a 25%
When driving on wilderness or semi-paved roads, the vehicle’s
increase to the wealth point cost, rounded up.
speed loss due to terrain is reduced by 1 category.
A house grants certain luxuries like the ability to store deluxe
kits and have them on call for use, as well as giving the character
14.12.24 Improved Suspension (Drivetrain) a place to rest without paying for temporary lodging.
This upgrade increases the effectiveness of the suspension, Location dramatically affects a home’s value. The given Wealth
making the vehicle easier to handle. It grants a +2 to Maneuver. Point cost assumes a typical suburban location. An undesirable
location, such as a bad neighborhood or a remote rural site,
reduces the Wealth Point cost by 10%, rounded up. A particularly
good location in an upscale neighborhood or city center increases
the wealth point cost by 15%, rounded up.
260

Name Crew Pass Cargo Init Maneu Top Speed Defense Hardness HP Size Cost
Standard Car Categories
Toy Car 1 0 0 lb. −3 +0 Alley 12 0 25 M 12
Microcar 1 1 50 lb. −2 −1 Street 9 3 40 L 180
Compact Car 1 3 125 lb. −2 −2 Highway 8 5 45 H 200
Mid-Sized Car 1 4 145 lb. −2 −2 Highway 8 5 45 H 450
Entry Level Luxury Car 1 4 190 lb. −1 −2 Highway 8 5 48 H 1,100
Full-Sized Car 1 4 225 lb. −1 −3 Highway 7 5 50 H 750
Full Size Luxury Car 1 4 235 lb. −1 −3 Highway 7 5 55 H 2,000
Standard Van Categories
Multi-Purpose Van 1 7 280 lb. −1 −2 Highway 7 6 55 H 400
Cargo Van 1 1 2,800 lb. +0 −2 Highway 6 6 48 H 500
Passenger Van 1 12 250 lb. −2 −2 Street 6 6 46 G 650
Standard Truck Categories
Mini Pickup Truck 1 1 1,200 lb. −1 −1 Highway 8 5 38 L 220
Mized-sized Pickup Truck 1 2 1,600 lb. −1 −2 Highway 8 5 45 H 310
Full-Sized Pickup Truck 1 3 2,000 lb. −1 −2 Highway 7 5 60 H 380
Heavy Duty Pickup Truck 1 4 2,500 lb. −2 −3 Highway 7 5 70 G 420
Standard SUV Categories
Mini SUV 1 3 280 lb. −1 −1 Highway 7 5 50 L 220
Compact SUV 1 4 320 lb. −1 −2 Highway 7 5 60 H 310
Mid-Sized SUV 1 4 430 lb. −1 −2 Highway 6 5 70 H 380
Full-Sized SUV 1 5 650 lb. −2 −3 Highway 6 5 80 G 420
Standard Motorcycle Categories
Standard Bike 1 1 100 lb. +2 +2 Highway 10 2 25 M 500
Cruiser Bike 1 1 150 lb. +1 +1 Highway 9 2 45 M 700
Sport Bike 1 1 0 lb. +3 +3 All Out 10 2 26 M 725
Touring Bike 1 1 300 lb. +1 +2 Highway 8 2 28 M 800
Dual Sport 1 1 50 lb. +1 +2 Highway 10 2 25 M 650
Dirt Bike 1 0 0 lb. +0 +4 Street 11 0 19 M 250
ATV 1 0 225 lb. +0 -1 Alley 9 0 22 M 245
Scooter 1 1 20 lb. +0 +1 Alley 10 0 14 M 100
Standard Rotary Aircraft
Utility Helicopter 2 3 250 lb. −3 −4 All Out 4 5 45 G 8,750
Gunship Helicopter 2 0 50 lb. −2 −3 All Out 5 20 90 G 12,000
Transport Helicopter 2 10 6,000 lb. −4 −4 All Out 4 5 50 G 9,000
Standard Fixed Wing Aircraft
Standard Prop Aircraft 2 2 150 lb. −6 +0 All Out 3 5 23 C 7,000
Military Prop Aircraft 1 0 0 lb. −6 +0 All Out 3 12 40 C 11,000
Standard Jet Aircraft 2 8 500 lb. −5 −2 All Out 2 5 25 C 150K
Military Jet Aircraft 2 0 0 lb. −5 −2 All Out 2 18 60 C 300K
Other Vehicles
Moving Truck 1 2 33,000 lb. −4 −4 Avenue 6 5 44 G 400
Bus 1 39 50,000 lb. −4 −4 Avenue 6 5 48 G 5,000
Armored Truck 2 0 3,600 lb. −2 −2 Street 8 10 36 H 520
Tow Truck 1 2 300 lb. −4 −2 Street 8 6 52 H 900
Golf Cart 1 3 250 lb. −2 +1 Alley 11 0 21 L 250
Semi-Trailer Truck 1 1 81,000 lb. −5 −7 Street 5 7 60 G 2,000
RV 1 7 4,000 lb. −3 −5 Highway 8 4 40 H 720
Military & Police Vehicles
APC 2 8 250 lb. −3 −3 Street 6 25 180 H 6,000
IFV 2 8 280 lb. −4 −3 Street 6 30 190 H 12,000
MBT 4 0 50 lb. −6 −4 Avenue 2 50 240 G 100K
MUV, 2-Door Pickup 1 1 1,800 lb. −2 −2 Street 7 10 55 H 5,000
MUV, 4-Door Pickup 1 3 1,000 lb. −2 −2 Street 7 10 55 H 5,000
MUV, SUV w/o Gun 1 4 250 lb. −2 −2 Street 7 10 55 H 5,000
MUV, SUV w/ Gun 2 3 100 lb. −2 −2 Street 7 10 55 H 5,000

Table 267: Equipment, Vehicles


261

Name Crew Pass. Cargo Init Maneu Top Speed Defense Hardness HP Size Cost
Sports Car Categories
Grand Tourer Car 1 1 50 lb. −1 −2 All Out 7 3 40 H 5,000
Supercar 1 1 75 lb. +0 −2 All Out 7 3 55 H 8,000
Muscle Car 1 1 250 lb. −2 −2 All Out 7 5 62 H 1,800
Other Transportation
Horse 1 1 100 lb. +1 +2 Crusing 12 0 25 L 250
Tripod 1 0 0 lb. +1 N/a N/a 0 3 10 L 60

Table 268: Equipment, Vehicles (cont.)

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

Table 269: Equipment, Vehicle Weapons

Renting Lifestyle Cost


Housing, Small Apartment 150
A character (or group of characters) can always decide Housing, Large Apartment 250
to rent instead of purchasing their own house, albeit at a Housing, Small Condo 560
monthly cost. It costs 10% of the price of the domicile to Housing, Large Condo 650
rent it for a month. Housing, Small House 620
Housing, Medium House 740
Housing, Large House 800
Housing, Mansion 1000
Entertainment, Movie Ticket 1
Entertainment, Theater Ticket 2
Entertainment, Sporting Event Ticket 2
Entertainment, Target Practice 2
15.2 Entertainment Meals, Fast Food 1
Meals, Family Restaurant 2
Meals, Upscale Restaurant 4
Costs are given for several entertainment options. They Meals, Fancy Restaurant 6
represent the purchase of a single ticket or session. Transportation, Airfare, Domestic, Coach 6
Transportation, Airfare, Domestic, First Class 12
Transportation, Airfare, Int’l, Coach 15
Transportation, Airfare, Int’l, First Class 30
Transportation, Car Rental, Economy Car 4
Transportation, Car Rental, Mid-size Car or Truck 6
15.3 Transportation Transportation, Car Rental, Luxury Car 10
Lodging, Budget Motel 2
Lodging, Average Motel 4
Airfare tickets are for a single passenger round trip. One-way
Lodging, Upscale Hotel 10
tickets are available, but only reduce WP costs by 30%, rounded
up. Car rentals and lodging rates are per day.
262

Table 271: Lifestyle 15.5.3 Property Crime


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

15.5.5 Death Crime


15.5 Bail Bonds and Legal Services
Someone died as a result of the crime.
Characters jailed for crimes can seek bail. Bail is a monetary
guarantee that the suspect will show up for his trial. The bail
amount is set by a judge or magistrate, sometimes immediately
15.6 Medical Services
following arrest (for minor crimes) and sometimes days later (for
serious crimes). If bail is granted, a character can arrange for a A character’s medical insurance is built into their salary; the
bail bond, a loan that covers bail. The costs represent the fees cost represents the ancillary expenses not covered or only partly
associated with the loan; the bond itself is paid back to the bond covered by insurance. Medical services must be paid for in full
agency when the character shows up for trial. If the character regardless of whether they are successful. See the Treat Injury skill
fails to show up, the agency loses the bail loan and may send for more information on the medical services described below. In
bounty hunters or other thugs after the character. a hospital setting the necessary Treat Injury checks are always
Bail amounts vary dramatically, depending on the serious- successful. The Wealth Point cost is per check.
ness of the crime, the suspect’s criminal history, their role in
society, their family life, and other factors the judge believes
indicate that the character will or will not flee (or commit other 15.6.1 Long-Term Care
crimes) before the trial. An upstanding citizen with a good job The cost represents treatment for regaining HP or ability score
and a family who has never before been charged with a crime points more quickly than normal on a given day.
gets minimal bail; a career criminal with nothing to lose receives
maximum bail or may not be granted bail at all. The WP cost
shown assumes the suspect is viewed positively by the court. If 15.6.2 Restore Hit Points
not, increase the cost by as much as 25%, rounded up. Whatever
the base cost, a successful Presence check [TN15] by the suspect The cost represents treatment for HP damage from wounds or
reduces the purchase price by 10%, rounded up. injuries on a given day.

15.5.1 Legal Services 15.6.3 Surgery


The cost of legal services is 15 + the lawyer’s Knowledge (Civics) The cost represents a single surgical procedure.
rank.

15.5.2 Civil Crime 15.6.4 Treat Poison/Disease


This crime involved civil matters, no one was threatened or hurt Represents one application of treatment for a poison or disease.
physically as a part of the crime. The cost is 10 + cost of antidote.
263

Service Cost
Auto Repair, 1-10 HP Damage 10
Auto Repair, 11-20 HP Damage 15
Auto Repair, 21-30 HP Damage 20
Auto Repair, 30+ HP Damage 35
Auto Repair, Towing 5
Bail Bonds, Civil Crime 15
Bail Bonds, Property Crime 25
Bail Bonds, Assault Crime 120
Bail Bonds, Death Crime 250
Bribery, Bouncer 2
Bribery, Bureaucrat 25
Bribery, Informant 5
Bribery, Police Officer 10
Legal Services See text
Medical Services, Long-Term Care 10
Medical Services, Restore HP 12
Medical Services, Surgery 15
Medical Services, Treat Poison/Disease See text

Table 272: Services


264

Chapter VIII are always rolled after their turn has completed, never before or
during, even if they acquired the bleed dice during that turn.
Game Mastering
When do I need to specify a called shot? Answer: Called
shots should be specified before an attack roll is made, so that the
1 The Role of the Game Master necessary modifiers can be applied to the roll, and so that there
The Game Master is a storyteller and a referee, creator of is no confusion between the GM and the players on what the
terrible threats against humanity, secret master of the villainous, player is attempting to attack. If you don’t specify a called shot, it
criminal and insane, and hidden protector of the brave. The GM’s is assumed you are aiming for “Center mass” or the chest-pelvis
responsibilities include three important tasks. region.

Can I throw (Object)? Answer: Usually yes. Any object that isn’t
1.1 Craft a Story outright listed to be thrown follows the standard rules for throwing
First and foremost, a game session is a story. It should make objects (10’ range, 5 range increments), and is considered a “Brick”
sense and hang together, complete with a beginning, middle, and for damages.
an ending. After you set the adventure in motion, the players
help provide what happens in the middle and how the conclusion Do ammunition types change the caliber recoil penalty from
plays out. damage alone? Answer: No, recoil is only increased if the
particular ammunition specifically dictates that it is increased by
that ammunition type. If it does not specify that the specified
1.2 Create the world
ammunition type increases the caliber recoil penalty, it does not.
The GM develops the campaign world, either using one from
a preexisting one, or creating all their own. The campaign provides Do I have to roll all this damage for something I know will
the backdrop and the story that unfolds. be killed by the attack? Answer: No. At the discretion of the
GM, If any character or creature would be damaged by an attack
1.3 Adjudicate the Game or action that has 1.5x or more damage dice than the character
has both CHP and XHP combined, the GM can immediately reduce
Finally, the GM decides to add a few enemies to keep the this character or creature’s XHP and CHP to 0. If a GM does want
characters in danger and actually referees the use of the rules to apply bleed damage in this case, treat each damage dice as if
contained in this book. The players must be able to count on you it rolled the lowest possible value per dice. Also, if any character
to run the game fairly and in everyone’s interest. or creature would be damaged by an attack or action that has
more than 2x damage dice than the character or creature has in
both CHP and XHP combined, the GM can immediately consider
2 Frequently Asked Questions and Exam- this character dead. Bleed damage is usually unnecessary in this
ples of Play case, but can be applied in the same manner as stated before. If
an object or vehicle would be damaged by an attack or action
2.1 Frequently Asked Questions that has more than 2x damage dice than the object or vehicle
has in HP, the GM can immediately consider the object destroyed,
Does armor Stack? Answer: Yes, armor does stack. If the DR and blown to pieces.
of one upper armor is depleted, and the target is wearing armor
underneath that that does stop the same kind of damage of Does increasing ability scores through training or some other
that was given, the left over damage is transferred to the armor means also improve prior level values? Answer: Sometimes.
underneath, and that damage goes to the new armor’s armor Increases of Strength, Dexterity, Constitution, Wisdom, and
point score. Charisma immediately improve any values that rely on them
or use them to derive a value, such as attack bonuses, damage
Do unspent combat points roll over to the next round? bonuses, HP, Mental Limit, and their associated ability score skill
Answer: No. Any unspent combat points are lost once the next modifiers. Intelligence does as well, but a player does not gain
round begins. A character can ready an action, or hold their retroactive skill points for prior levels they did not have when they
action, but they must use those points by the end of the round,leveled up, because they did not have that level of intelligence
otherwise they are lost and the point values are reset. when they leveled up. Going forward, their current Intelligence
score would be used, which would result in more skill points. A GM
When does a grenade explode if it doesn’t explode when I can, however, award these skill points they would have missed,
throw it? Answer: Unless otherwise noted, grenades take a full as they see fit.
round to explode. Everyone gets a single turn to react to the
grenade, and the grenade explodes at the beginning of the turn 2.2 Combat Examples
of the person who originally threw it.
2.2.1 Ranged Attack Example
I’m bleeding, when do I roll my bleed dice? Answer: Bleed Henry Example
dice are rolled after the person that is bleeding ends their turn, Medium Human
or has run out of combat points to continue their turn. They CHP 15
265

XHP 16
Initiative +1
Combat Points 15 (−2 when moving)
Defense 13, touch 11, flat-footed 12 (+2 Armor, +1 Dex)
Armor Concealable Vest (11/Ballistic, 2/Slashing; AP 35)
BAB +2
Grapple +4
Attack +5 Melee (1d6+2; Unarmed Strike) or +4 Melee (1d6+2/
Bludgeoning; Light Club) or +3 Ranged (Glock 17 (9x19mm) (PA)
35ft, 17r 2d6/16-18 +2 against Unarmored (JHP)) or +3 Ranged
(Pepper Spray (Single) 5ft, 1r Special (see text))
Reach 5’
Fighting Space 5’ by 5’
Saves Fort +2, Ref +2, Will +2
Ability Scores Str 14, Dex 12, Con 13, Int 12, Wis 13, Cha 10
Skills Acrobatics +4, Athletics +6, Drive +4, Knowledge (Civics) +5,
Knowledge (Streetwise) +4, Perception +10, Presence +2 (+4 with
police uniform)
Feats Brawl, Personal Firearms Proficiency, Alert, Handgun
Specialist, Rifle Specialist, Medium Armor Proficiency
Possessions Police Uniform, Police Badge, Utility Belt with Tactical
Holster, Concealable Vest, Police Baton (with Retractable upgrade) ,
Glock 17 (with a Tactical Flashlight), Pepper Spray, 3 17 round Glock
26 magazines loaded with 17 rounds of 9x19mm JHP, Smartphone,
Professional Radio, Standard Flashlight, Steel Handcuffs.
266

Larry Example critical threat range of 16-18 natural roll) , and because it is above
Medium Human the defender’s defense of 13, the attack is successful. Because it is
CHP 16 a critical strike, the attack ignores armor and Extended Hit Points,
XHP 21 going straight to Henry’s Core Hit Points. Larry rolls his damage,
Initiative +0 rolling a 10(3d4: 4, 3, 3), and does 10 ballistic damage to Henry’s
Combat Points 15 Core Hit Points, leaving him with 5. Because it bypassed his armor,
Defense 10, touch 10, flat-footed 10 Henry now has 3 bleed damage and will take 3d3 bleed dice at
Armor None the end of his turn.
BAB +2 Larry finally backs up 15’ (3 CP), increasing the distance between
Grapple +4 the two to 35’. Larry has spent all 15 of his CP, and ends his turn.
Attack +5 Melee (1d6+2; Unarmed Strike) or +2 (+3 within the first At the end of his turn, Larry rolls his bleed dice, receiving 7
30ft) Ranged (S&W SD40 (.40 S&W) (PA) 30ft, 14r 3d4/16-18) damage (4d3:3, 1, 2, 1,), which is subtracted from his Extended HP
Reach 5’ first, leaving him with with 2 Extended HP.
Fighting Space 5’ by 5’
Saves Fort +4, Ref +0, Will +1 Turn 2, Henry’s actions Henry immediately returns fire at Larry,
Ability Scores Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 10 performing a Double Tap Attack(6 CP - 1 CP for Handgun Specialist
Skills Athletics +6, Drive +3, Knowledge (Streetwise) +6, Perception Feat = 5 CP cost). Henry’s 14 Strength Score (+4 to recoil) mostly
+2, Presence +3 (+5 when intimidating), Stealth +4 offsets the -5 Caliber Recoil penalty( -3 + -2 for 9x19mm), giving the
Feats Brawl, Street Fighting, Personal Firearms Proficiency, Point attack a -1 total penalty. Henry rolls his attack, rolling a 14(3d6:
Blank Shot, Menacing, Improvised Weapon Proficiency 5, 2, 5, +3 -1 Recoil), and successfully attacks Larry. Because
Possessions Track suit, S&W SD40 (.40 S&W), 14 round SD40 9x19mm has 2 or less damage dice as standard (2d6), it gains +1
magazine loaded with 14 rounds of .40 S&W FMJ (3d4), 2d4 WP damage dice. Henry rolls his damage, rolling 12 (3d6:2,3,5, +2 for
in cash unarmored due to JHPs), and does 12 ballistic damage to Larry.
Larry is completely out of Extended Hit Points, taking 2 damage to
Turn 0, Pre-combat actions Henry and Larry are both standing his extended HP, and the remaining 10 damage going to his Core
on a street, 30’ away from one another. Henry rolls a perception Hit Points instead. Larry has 6 Core Hit Points left now. Larry also
check against the concealed handgun that Larry has concealed has received 4 bleed damage, bringing his total bleed damage to
in his waistband. Larry took 10 to conceal that handgun, so the 8.
TN to detect it is 14(10 + 4 Stealth Ranks). Henry rolls a 26 (3d6: 6, Henry performs another Double Tap Attack (5CP) at Larry, rolling
6, 4, +10 Perception) and easily spots the handgun carried in the a 13(3d6: 5, 1, 5, +3 -1 Recoil), successfully attacking Larry again.
waistband of Larry. Henry inquires about the handgun he spotted Henry rolls his damage, rolling 11 (3d6: 4, 4, 1, +2 for unarmored
in Larry’s waistband to Larry, who immediately yells obscenities due to JHPs), and does 11 ballistic damage to Larry. Larry is now
and threats at Henry. The GM calls the start of combat. Because at -4 Core HP, and falls unconscious immediately. He also receives
neither character has surprised the other, there is no surprise 3 more bleed damage, bringing his total bleed damage to 11.
round, so both characters roll initiative. Henry rolls a 7 (3d6: 2, 2, Henry uses the remainder of his turn radioing in the situation, and
2 +1) and Larry rolls a 3 (3d6: 1, 1, 1, +0). ends his turn.
At the end of his turn, Henry rolls his bleed dice, receiving 5
Turn 1, Henry’s actions Henry wins the initiative so he goes damage (3d3: 2, 1, 2,), which is subtracted from his Extended HP
first. Henry draws his Glock 17 handgun from his Tactical Holster first, leaving him with with 11 Extended HP.
(3 CP) and gives Henry a command to put his hands up, reading
an action that if Larry makes a move for his waistband, he will Turn 2, Larry’s actions Larry is currently unconscious, at -4
immediately take a single shot attack(7 CP - 1 CP for Handgun Core Hit Points. He first attempts a Fortitude Saving Throw to
Specialist Feat = 6 CP cost). stabilize himself, rolling a 15(3d6: 4, 6, 1, +4), which is less than
Henry also walks 10’ closer (2 CP at 1 CP per 5’ + 2 CP cost to the TN20 required to stabilize. For this, he loses 1 Core Hit Point,
move for wearing armor = 4 CP cost) standing 20’ away from putting him at -5. Because he is unable to stabilize himself, his
Larry now. Henry has spent 13 CP total during his turn and ends turn ends.
his turn. At the end of his turn, Larry rolls his bleed dice, receiving 26
damage (11d3: 3, 1, 3, 3, 3, 1, 3, 3, 2, 1, 3), putting him at -31, killing
Turn 1, Larry’s actions Larry begins his turn by immediately him. This ends the combat.
drawing his handgun from his waistband (6 CP).
When Larry does this, Henry’s readied action trips, and Henry
takes his single shot. Henry rolls a 12 (3d6: 4, 2, 3, +3) which is
over Larry’s 10 Defense, and strikes Larry in the chest. Because
Henry did not specify where he was shooting, the shot was aimed
at center mass by default. Henry rolls his damage, rolling a 12
(2d6: 5,5, +2 for unarmored due to JHPs), and does 12 Ballistic
damage to Larry. Larry immediately takes this 12 damage to his
Extended Hit Points, reducing them down to 9. Larry also now has
4 bleed damage, and takes 4d3 bleed dice at the end of his turn.
Larry takes a single shot (7 CP) at Henry with his S&W SD40, rolling
a 19 (3d6: 6, 4, 6, +3). This is a critical attack (All firearms have a
267

2.2.2 Melee Combat Example Turn 1, John’s actions John immediately draws his shortsword
(3 CP) and advances 15’ (3 CP at 1 CP per 5’ + 1 CP cost to move
Bruce Example for wearing armor = 4 CP cost) toward Bruce. John is currently in
Medium Human Bruce’s threatened square, as he is standing 10’ away from Bruce.
CHP 12 Because he started out of a threatened square
XHP 6 John takes an additional 5’ (1 CP) toward Bruce, stepping out of
Initiative +1 Bruce’s threatened square, as short spears can attack up to 10’
Combat Points 15 away from the target, but not attack adjacent targets. Because of
Defense 11, touch 11, flat-footed 10 (+1 Dex) this, this provokes an attack of opportunity.
Armor None Bruce makes his Attack of Opportunity, rolling a 14 (3d6: 4,2,6,
BAB +1 +2), which is over John’s 13 defense. He rolls his damage and
Grapple +4 receives 5 (2d4: 3,1,+1) piercing damage. John is wearing a leather
Attack +2 Melee (1d3+1; Unarmed Strike) or +2 Melee (2d4+1/15-18 vest, which protects him from 2 of the piercing damage. His armor
Piercing or 2d6+1/15-18 Bludgeoning; Short Spear) loses 2 Armor Points, leaving him with 6 Armor Points left, and he
Reach 5’ (10’ when attacking with Short Spear, cannot strike takes 3 points to his Extended Hit points, leaving him with 12. He
adjacent foes with this weapon) does not take any bleed damage as he was wearing armor that
Fighting Space 5’ by 5’ protected him from the damage he received.
Saves Fort +0, Ref +1, Will -1 He swings his sword at Bruce (3 CP), rolling a 13 (3d6: 3,3,4, +3 )
Ability Scores Str 12, Dex 12, Con 10, Int 9, Wis 8, Cha 8 for his attack. This is well above Bruce’s 11 defense. He rolls his
Skills Acrobatics +3, Athletics +3, Drive +4, Ride +3, Perception +2 damage, getting 6(1d6:5, +1) and dealing 6 slashing damage to
Feats Simple Weapon Specialist, Archaic Weapons Proficiency Bruce. Bruce takes this damage firstly to his Extended hit points,
(Spears), Improvised Weapon Proficiency leaving him with 0. Bruce also has 2 bleed damage, and will take
Possessions Peasant Clothes, Short Spear, flask (Mediocre Quality 2d3 bleed dice at the end of his turn.
Water), dried beef strips John swings his sword a second time, choosing to swing lightly(3
CP - 1 CP Light attack modifier = 2 CP cost), swinging at a reduced
cost. He rolls a 14 (3d6: 5, 5, 1, +3) for his attack, striking Bruce
John Example again. He rolls his damage, getting 4 (1d6: 6, -2), and applying
Medium Human this to Bruce’s Core Hit Points now. Bruce takes 4 damage to his
CHP 14 Core Hit Points, leaving him with 8 Core Hit points. Bruce also
XHP 15 takes an additional 1 bleed damage, for a total of 3 now.
Initiative +2 John has spent 13 Combat Points, and ends his turn.
Combat Points 15 (−1 when moving)
Defense 13, touch 12, flat-footed 11 (+1 Armor, +2 Dex)
Armor Leather Vest (2/Bludgeoning, Piercing, Slashing; AP 8),
Leather Helmet (2/Slashing; AP 6)
BAB +2
Grapple +3
Attack +2 Melee (1d3+1; Unarmed Strike) or +3 Melee (1d6+1/15-18
Slashing; Shortsword) or +3 Melee (1d4+1/14-18 Slashing; Dagger)
Reach 5’ Turn 1, Bruce’s actions Bruce immediately withdraws from
Fighting Space 5’ by 5’ John’s attack and moves back by 5’ (4x CP cost to move * 1
Saves Fort +2, Ref +4, Will +1 CP per 5’ = 4 CP cost)
Ability Scores Str 12, Dex 14, Con 12, Int 9, Wis 8, Cha 8 Bruce is now in his weapon’s reach range, and makes an attack
Skills Acrobatics +4 (+6), Athletics +4 (+6), Knowledge (Tactics) +1, with his spear (4 CP), choosing to target John’s arm. He declares
Perception +2, Ride +2, Stealth +2 (+4) that he’s targeting John’s sword arm, taking the -6 Penalty to his
Feats Archaic Weapons Proficiency (Combat Swords), Light Armor attack. He rolls a 9 (3d6: 5,5,3, -4), and misses John’s arm.
Proficiency, Acrobat, Sword Martial Arts, Simple Weapon Specialist, Bruce attacks again, forgoing targeting John’s arm and makes a
Shield Focus standard attack attacking his center mass (4 CP), rolling a 13 (3d6:
Possessions Soldier Clothing, Leather Vest, Leather Helmet, 6, 1, 4, +2). John’s defense is also 13, and defenders always win
Shortsword, Dagger, Concealed Sheath, Tactical Sheath, Bedding, ties, so Bruce barely misses John with his attack.
flask (Mediocre Quality Water), dried beef strips Bruce declares that he’s going to extra effort, immediately gaining
5 extra Combat Points. He uses these combat points to throw
down his spear( 0 CP) and hightail it in the opposite direction,
Turn 0, Pre-combat actions John and Bruce are both standing screaming for his life. Bruce runs 40’ (8 CP) feet before he runs
in a field, 30’ away from one another. Bruce is already holding out of combat points and ends his turn.
his spear in his hand, and John is standing with his arms crossed. At the end of his turn, Bruce rolls his bleed dice, receiving 5
John takes a single 5’ step towards Bruce, which prompts Bruce to damage (3d3: 3, 1, 1,), which is subtracted from his Core Hit Points,
grasp and ready his spear. They are standing 25’ away from one leaving him with with 3 Core Hit points.
another now. The GM calls the start of combat. Because neither As Bruce has left the normal range for melee combat, and with
character has surprised the other, there is no surprise round, so John having no form of ranged combat, the GM considers this
both characters roll initiative. Bruce rolls a 9 (3d6: 2, 4, 2 +1) and combat to be complete. Bruce will quickly bleed out without any
John rolls a 10 (3d6: 1, 6, 1, +2). kind of medical assistance.
268

3 NPCs 1 Aloof 25 Even Tempered


2 Bad breath 26 Exacting
3 Bald 27 Eyeglasses
3.1 Ordinaries 4 Bookish 28 Eye patch
5 Braces or dentures 29 Fanatical
“Ordinaries” are supporting characters and extras. Ordinaries 6 Brave 30 Fast talker
are built using the standard character creation rules and have 7 Capricious 31 Fidgets nervously
occupations, skills, and feats. As they gain levels, ordinaries 8 Careless 32 Foppish
increase their skill points, BAB, and Saving Throw modifiers. 9 Clean 33 Forgiving
However, ordinaries differ from characters in three ways. An 10 Collector 34 Forging
ordinary character has 11 Condescending 35 Foul-mouthed
12 Cowardly 36 Hacking cough
13 Unusually Straight Teeth 37 Hard of hearing
• The standard starting ability score package. 14 Crooked Teeth 38 Helpful
15 Cruel 39 Hot tempered
16 Cryptic, evasive, or secretive 40 Hyperactive
17 Dirty and unkempt 41 Impeccably dressed
• No ability focuses. 18 Distinctive jewelry 42 Inquisitive
19 Distinctive nose 43 Jealous
20 Distinctive scar 44 Jokester
• No COP to spend on any upgrades. 21 Doesn’t like to be touched 45 Jumpy
22 Drunkard 46 Lazy
23 Easy going 47 Loquacious
24 Enunciates very clearly

3.1.1 Starting Ability Scores

Ordinaries do not roll their ability scores. They start with the 48 Melancholy 75 Sexist, Racist, etc.
standard score package: 15, 12, 12, 10, 10, 8. The GM can assign 49 Missing tooth 76 Promiscuous
the scores as they see fit. At 3rd level and 6th character level, an 50 Missing finger 77 Shaky hands
ordinary adds 1 point to one ability score. 51 Moody 78 Sings or hums a lot
52 Multiple piercings 79 Talks a lot
53 Nasal voice 80 Stooped back
54 Nervous twitch 81 Strong body odor
55 Neurotic 82 Stutters lisps or slurs
3.1.2 Hit Points
56 Never shuts up 83 Suave
57 No sense of humor 84 Suspicious
Ordinaries receive the standard set Hit Points as if they did not 58 Not very observant 85 Sweaty
purchase any using COP. 59 Obsequious 86 Theatrical
60 Obese 87 Unfeeling
61 Opinionated 88 Unusual hair style or color
62 Optimistic 89 Uses big words
3.1.3 Children 63 Overbearing 90 Uses expressive hand gestures
64 Particularly high voice 91 Very short
Children (newborns to age 11) are handled differently from other 65 Particularly long hair 92 Very tall
characters. They do not have levels. They begin with the same 66 Particularly low voice 93 Visible birthmark
ability score package as ordinaries, but their ability scores are 67 Passionate artist or hobbyist 94 Visible tattoo
68 Perfect teeth 95 Walks with a limp
reduced as follows: −3 STR, −1 DEX, −3 CON, −1 INT, −1 WIS, −1 CHA.
69 Pessimistic or cynical 96 Wears flamboyant or outlandish
Children have 1d4 CHP plus their CON modifier (minimum 1 CHP). 70 Pleasant-smelling attire
They have no skills, feats, or occupations. Their BAB is +0, and 71 Preachy 97 Wears toupee or wig
they have a +0 modifier on all Saving Throws (plus any ability 72 Reclusive 98 Well-read
score modifiers). Children have a +0 modifier to Defense and 10 73 Self destructive 99 Well-mannered
Combat Points. Children have no effective attacks and should be 74 Self glorifying 100 Whistles
treated as noncombatants.
When a child turns 12, they are considered a young adult and
takes their first level. At that point, the character becomes an
ordinary (or character, in some cases).
4 Occupational Equipment
Character occupations can determine the personality,
3.1.4 Battle Value background, and even the preferred equipment of the character.
Below are notes on equipment, based on the occupation of the
An ordinary character has a BV based on their Character Level. character. This is usually in addition to the normal equipment
Children have a BV of 0 and characters receive no experience nearly all people carry, such as writing utensils, wallets and
points for murdering them. identification, and currency.
269

4.1 Academic 4.8 Doctor


Academics of all types are often nearby computers, and usually
Doctors of all types on call will always have plenty of medical
have various writing materials and text on hand. Academics with
supplies; however, when out of the office, their supplies will be
specific focuses will have small to standard kits available at their
limited to a small first aid kit.
disposal, for instructional purposes. They also have access to
Pharmacists would have access to a deluxe chemistry kit while
non-internet sources for information in the form of white papers,
at their main place of work.
private college research networks, contacts within their chosen
form of field of study.

4.2 Adventurer
4.9 Emergency Services
Adventurers such as daredevils and extreme sports enthusiasts
have some type of equipment that suits their thrill of choice, such Rescue workers, firefighters, paramedics, hazardous material
as a motorcycle, sports equipment, or parachute. This should be handlers and emergency medical technicians all fall under this
given to them instead of required for them to buy outright, due category.
to the cost involved. GMs are encouraged to talk with the player Firefighters and rescue workers are issued a turnout coat
about this equipment as standard issue, with access to fire axes, fire extinguishers,
Big game hunters will always have a high powered assault sledgehammers, and other gear necessary to complete rescue
rifle, battle rifle, or sniper rifle for hunting, usually in 5.56x45mm, operations in burning buildings.
7.62x39mm, 7.62x51mm, .30-06 Springfield, or .243 Winchester. EMTs and Paramedics are issued what is called a “Red Bag”,
Explorers and field scientists will always have camping which is a bag that contains multiple supplies for everything they
equipment, as well as adequate equipment to do calculations may have to deal with as an EMT/Paramedic. Below is an example
and equations in the field. Small kits are usually brought with of a bag.
them.

• Large Duffel Bag(Red Colored)


4.3 Athlete
Athletes, regardless of type, are always nearby their athletic
equipment of choice. Small first aid kits are also common, due to
the inherent danger of competing. – Standard First aid Kit (10/10 uses)

– 3x Tourniquets
4.4 Blue Collar
A blue collar character’s equipment can vary wildly based on – 8x Cold Packs
the job they perform. Blue collar workers will almost always have
some kind of mechanical kit available to them, as well as a small
first aid kit for on-the-job injuries. – 10x Field Dressings

4.5 Celebrity – 2x Spray On Bandages

A celebrity always has a smartphone, a camera, and any other


– 2x 3 Bleed hemostats
indulgences they prefer, as well as any instruments they may
need to perform.
– 5x 2d4 XHP Painkillers
4.6 Creative
– 2x Standard Antispetics
Creative characters always have their medium of choice nearby
whether that’s paper, pens and pencils, a laptop, or a good DSLR
– 3x 2d10+1 HP Opioids
camera.

– 1x 3d10+1 HP Opioids
4.7 Criminal
Criminals such as bank robbers, crime family soldiers, gang – 6x Candybars
members, and drug dealers usually carry their weapon of choice,
which is usually cheap, concealable, and powerful, as well as a
kit that suits their job, such as a lockpicking kit for burglars and
thieves, or a forgery kit for con artists. Pirates, regardless of the
locale, are often armed with heavy automatic weapons. 4.10 Entrepreneur
Hitmen usually keep .22 Long Rifle, .32 ACP, or .25 ACP Pistols
on hand, equipped with a threaded barrel and a suppressor, as Entrepreneurs always have some form of computer on their
well as sub-sonic ammunition. person at one time, whether it be a smartphone or a laptop.
270

4.11 Investigative buckshot and non-lethal rounds. The armory also has X26 tasers,
taser cartridges, and extendable batons (light club) for issue.
Federal agents and police detectives are issued the badge
S.W.A.T. team members have access to much heavier weapons,
of their respective departments, a backup or full-sized semi-
including sub-machine guns such as the H&K MP5A4 and MP5A5,
automatic handgun in either 9x19mm, .38 Special, .357 Magnum,
UMP9, UMP40, UMP45, and FN P90, assault rifles such as the
.357 Sig, .40 S&W, or .45 ACP that costs 30 Wealth Points or less,
FN SCAR-L and SCAR-H, carbines such as the Colt M4A1, and
a pair of steel handcuffs and a tactical holster. They may take
M4, shotguns such as the Benelli M1, M2, M1014, Mossberg JIT
the Wealth Points given to them, and add their own money to
and 590A1, Remington 870 Express Tactical and Remington 1100
purchase a more expensive firearm, as long as it meets the caliber
Tactical, and sniper rifles such as the Remington 700 and the
requirements. The WP allocated for the issued firearm is for the
Accuracy International AWM. They also have grenades, such as
firearm only, and does not cover any upgrades. Ammunition is
tear gas, stun, sting, and concussion.
provided for this firearm by the department, either FMJ/Lead or
A concealable vest is issue for all police officers, state troopers,
JHP (GM choice). Federal agents or police detectives will only be
deputy sheriffs, and S.W.A.T. members while on duty and is turned
issued a handgun if they take the Personal Firearm Proficiency feat.
in when off duty.
The issued weapon does come with a condition however; that
Military police are issued a uniform, a badge, and a sidearm
they act and perform in the role becoming of a proper agent or
based on their country and only possess this sidearm while on
officer. A serious break to this code could result in consequences
active duty.
such as the weapon and position being revoked, the character
being demoted in position, or in the most severe cases, the firing
of the agent or officer. United States Sig-Sauer P320 Full Size with three 17 round
Federal agents and police detectives have the Military and Police magazines.
license for free, but any purchases using it must be approved by
their superior officer (the GM). United Kingdom Glock 17 with three 17 round magazines.
Private investigators also carry firearms, usually sticking to
either a backup or full-sized handgun.
Photojournalist and investigative reporters always have a Canada Browning Hi-Power with three 13 round magazines.
camera of some type, such as a DSLR camera for photojournalists
or a camcorder for investigative reporters. Israel Jericho 941 with three 16 round magazines.
Espionage agents are a special case. Because of the nature of
their work most of the weapons they carry are procured during
assignment, making any weapon a potential weapon. Espionage China Norinco QSZ-92 with three 15 round magazines.
agents prefer smaller, more easily concealed weapons as a Law enforcement personnel have the Military and Police license
general rule. for free, but any purchases that require this license must be
approved by their superior officer (the GM).
4.12 Law Enforcement
Police officers, state troopers, deputy sheriffs, and S.W.A.T. 4.13 Military
members are issued the badge and uniform of their respective
Military personnel are issued fatigues of their branch, as well as
departments, a backup or full-sized semi-automatic handgun in
a dress uniform, regardless of whether they are on or off duty. If
either 9x19mm,.38 Special, .357 Magnum, .357 Sig, .40 S&W,
a character is on active duty in a combat area or on assignment,
or .45 ACP that costs 30 Wealth Points or less, a pair of steel
the equipment for a character in the military profession is based
handcuffs and a tactical holster. They may take the Wealth Points
on what branch, type of classification, and country they belong to.
given to them, and add their own money, and purchase a more
While on active duty in a combat area or on assignment military
expensive firearm, as long as it meets the caliber requirements.
personnel have the Military and Police license for free.
The Wealth Points allocated for the issued firearm are for the
firearm and extra magazines or speedloaders only, and does not
cover any upgrades. Ammunition is provided for this firearm by 4.14 Religious
the department, either FMJ/Lead or JHP (GM choice). Police officers,
state troopers, deputy sheriffs, or S.W.A.T. members will only be Ordained clergymen own traditional garb and text of their
issued a handgun if they take the Personal Firearm Proficiency religion, while scholars and experts would be equipped just as
feat. The issued weapon does come with a condition however; academics would be.
that they perform in the role becoming to an officer. A serious
break to this code could have the weapon and position revoked, 4.15 Rural
a demoted position, or in the most severe cases, the firing of the
agent or officer. Farm workers, hunters, and others who make a living in rural
In addition to the service handgun officers are issued, police communities fall under this category.
officers have access to the police armory, which will normally Farm workers favor target and heavy handguns, lever action
include ArmaLite AR-15s and Remington 700 rifles, Remington 870 rifles, and shotguns of various gauges and types.
Express Tactical shotguns, and Mossberg 590A1 and JIT model The preference of a hunter depends on what he is hunting. For
shotguns, as well as a well stocked ammunition depot, with boxes small to medium game, a pistol caliber carbine or a .22 caliber
of 9x19mm, .38 Special, .357 Magnum, .40 S&W, .45 ACP, and rifle is more than sufficient. For medium to large game, a larger
5.56x45mm FMJ/Lead and JHP rounds, and boxes of 12 gauge 00 caliber rifle or a shotgun would be more suited.
271

4.16 Student without being tracked, deep survival, and most importantly,
patience, are heavily trained and have strict requirements that
Students will always have a computer of some type, their text
must be passed in training before a soldier can be called a sniper.
of study, and a backpack to carry it all around in.
Military snipers are required work with others. A military sniper
often attached to a unit, with a spotter. In addition to their rifle,
4.17 Security they carry any other military equipment that would aid them in
completing their mission. Most also carry a sidearm.
Security personnel usually have at least a flashlight and radio to
accompany their gear, and, if they deal with threats on a constant
basis, a firearm. They also have handcuffs, to keep suspects Police Snipers Police snipers are a much newer breed of sniper,
secured so they do not attack innocents or them. Lesser security compared to military. Instead of the focus on snipercraft, they
personnel will keep non-lethal weapons such as chemical irritants instead focus on intelligence, and high risk engagements. They
or tasers. are usually covered by other officers when they are engaging a
target, which negates the necessity for a lot of aspects that military
snipers focus on. What they do focus on is marksmanship, and
4.18 Technician neutralizing a target in high risk situations. Another aspect that
A technician’s equipment depends on what kind of technician is unique to police snipers is the fact that they are often patrol
they are. A chemical engineer would have access to a deluxe officers, who perform all of the duties expected of a patrol officer,
chemistry kit on site, and a small chemical kit at their home. A in addition their S.W.A.T. and sniper duties when they are called
mechanical engineer would have access to a deluxe mechanics kit on.
on site, and a small mechanics kit at home. An electrical engineer Police snipers, when on duty, often carry their policing
would have access to a deluxe electronics kit on site, and a small equipment, with their S.W.A.T. gear in the trunk of their patrol car.
electronics kit at home. A programmer or computer technician
would have a laptop. A civil engineer would have his sketching 5.2 Sniper Basics
and surveying equipment.
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
4.19 Unemployed an off-the-shelf model, instead tuned and customized to that
particular sniper’s requirements and taste. It will have at least a
An unemployed character doesn’t have any other resource
3× telescopic sight. It can be bolt action or semi-automatic, with
besides free time, the library computer, and the local want ads.
semi-automatic becoming more popular. It is also chambered
in a common, high-powered cartridge, such as the 7.62x51mm,
4.20 White collar 5.56x45mm, .338 Lapua Magnum, or .300 Winchester Magnum.
Snipers should also invest in upgrades that increase the range and
White collar workers would always have access to a computer,
accuracy of their rifle, such as the heavy barrel upgrade, match
as well as any text that may be relevant to their job, as well as a
barrel upgrade, and ergonomic stock upgrade.
company car.
Snipers should also invest in a good sidearm, since the main
firearm is a long distance rife that performs poorly at close ranges.
5 Snipers A good handgun or compact machine pistol makes a proper
sidearm.
These rules are instructions and hints involved with playing A sniper should place themselves and strive to have a majority
a sniper, that includes focus and duties, types of snipers and of the engagement area to be within their second range increment,
the applicable gear they should and do use, and the aspects of to maximize their effectiveness.
snipers in games from both a player and GM standpoint.

5.1 What is a Sniper?


A sniper is a highly trained marksman who operates alone,
in a pair, or with a sniper team to maintain close visual contact
with the enemy and engage targets from concealed positions or
distances exceeding the detection capabilities of enemy personnel.
These sniper teams operate independently, with little combat asset
support from their parent units.
Snipers come in two forms: Military Snipers and Police Snipers.

Military Snipers Military snipers are the generators of the


definition of sniper. Military snipers are marked with high discipline,
teamwork, and expert knowledge in snipercraft. Marksmanship
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,
such as stealth, camouflage, movement, tracking and moving
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5.3 Playing a Sniper and GMing for a Sniper to indicating challenge level, the BV is also used to determine
the amount of experience characters get for succeeding in those
Playing a sniper is vastly different from any other style of play. encounters.
Snipers should only play their role when there is at least some
time to setup and prepare for the oncoming battle. Instead of
choosing a spot within the battlefield, a sniper will sit off-grid, at
a specified distance from the battlefield, usually at a high vantage
point if possible. For the purpose of ranging shots, a token will be
placed on the corner of the battle map that represents the sniper’s
location, from that distance. Any shots taken by the sniper will be
calculated from that spot, adding the distance the sniper is away
from that point to the total range.
Snipers and spotters are also not apart of the standard Initiative.
Instead of rolling for Initiative, Snipers and their spotters can 7.2 Determining Encounter Levels
choose to either be placed at the top of the Initiative, or the
bottom, acting either before everyone else, or after everyone has.
Game Masters should be encouraged to give snipers plenty to Determining the level of an encounter involves four steps:
do; spotting, relaying information about enemy location, taking determining the amount of opponents or hazards; calculating
out hard to reach or difficult targets. Sniping and spotting can be the overall Battle Value from those individual BVs; considering
a boring but important job and it’s the job of the GM to make the threat level of the encounter; and considering the encounter
sniping interesting and fun. circumstances.

6 Setting Prices
Ops & Tactics uses a wealth system called Wealth Points,
where 1 WP is equal to about 20 USD. This makes the setting of
prices very easy. If a character wishes to purchase something Character Enemy
that isn’t in the book, you can set the price for it, based on Wealth Modifier BV Worth
Points. If it falls somewhere in the middle, always round up for Character level 1×Level
the price. If the cost of the item is less than half a single Wealth Character is armed with. . .
Point, then the character can purchase multiples of the object, for A Simple Melee Weapon +1
a single Wealth Point. An Archaic Melee Weapon +2
An Exotic Melee Weapon +4
6.1 Salary An Improvised Weapon +2
A Single Shot Firearm +1
Every character has a a profession, and that profession provides A Semi-Automatic Firearm1 +2
them with a salary. Every two weeks in game time or when the A Firearm with Burst fire1 +3
GM thinks it’s applicable, the players get to roll their salary. This is 1
A Fully Automatic Firearm +4
added to their total wealth point pool. It is assumed that when the
A Bow or Crossbow +3
characters are not adventuring, the are off doing their respective
A taser or chemical irritant +1
jobs, in the background.
A Ranged Thrown Weapon +2
An Explosive +3
7 Encounter Goals Character is wearing. . .
Light armor +2
Players receive experience points for overcoming obstacles Medium armor +3
that stand in the way of achieving the goals of the adventure. Feel Heavy armor +4
free, however, to adjust the experience awards depending on how Environments
easily the players achieve an encounter goal. Slightly Hostile Total BV×1.10
Moderately Hostile Total BV×1.25
Severely Hostile Total BV×1.50
7.1 Battle Value Extremely Hostile Total BV×2.00
Every encounter is rated with a Battle Value (BV), that indicates
how challenging the encounter is expected to be. In general, an
encounter with a Battle Value around the same as the characters is
moderately challenging; difficult or dangerous enough to make the
characters pay attention, but probably not life threatening if they’re
reasonably careful. A Battle Value of two to three times higher
than the characters is a much more dangerous. On the other 1 These bonuses stack for multiple firing modes for a firearm
hand, minor encounters throughout the adventure might have a
BV of two to three times lower than the characters. In addition Table 273: Encounter Level
273

7.3 Hostile Environments


A hostile environment is an environment that does not promote
itself for combat, that can possess anything from distractions to
an actively hostile hazards such as land mines. An example of a
slightly hostile environment would be fighting out on populated
city streets. A moderately hostile environment would be fighting
in a densely populated mall. An example of a severely hostile
environment would be fighting in the middle of a sandstorm. An
example of an extremely hostile environment would be fighting
in the middle of an active warzone.

7.4 Calculating XP Gain


There is one form of experience points: party experience. Party
experience is given to all characters who participated in the battle,
and is what they learn from being in combat.
• Party (Total Enemy BV)d2×25xp
Fractional BV is treated as 1 BV, for the purpose of XP gain.
Fractional BV for the combat should be added up, and if the total
amount is less than 1 BV, it should be rounded up to 1 BV.
274

8 Firearms Manufacturers 8.7 Barrett Firearms Manufacturing

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


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

8.3 American Derringer


American Derringer Corp is a Texas company, reviving the old 8.8 Benelli Arms
style Remington .41 over under rimfire derringers and putting them
into modern calibers, such as .38 Special and .357 Magnum. The Benelli Arms is an Italian firearm manufacturer founded in 1967,
derringers are highly prized by collectors as each one is crafted located in Urbino, Italy, best known for high quality shotguns
by hand. used by military, law enforcement, and civilians all over the world.
Particularly famous is the Benelli M3 12 gauge, used extensively
by American SWAT teams, and the Benelli M4, used extensively
8.4 AMT by various organizations, including the USMC and the U.S. Army.
Arcadia Machine & Tool was a firearms manufacturer from Benelli also manufactures target pistols and shotguns for hunting
Irwindale, California. The company produced several weapons, and competition use, which are considered to be some of the best
often clones of existing firearms. Plagued by quality and reliability shotguns made.
problems, the company went bankrupt and the assets and
trademark were acquired by IAI (Irwindale Arms Incorporated).

8.5 ArmaLite
ArmaLite is the name of a small arms engineering facility 8.9 Pietro Beretta
founded in the early 1950s, and once associated with the Fairchild
Engine and Airplane Corporation. ArmaLite was responsible for
small arm designs that evolved into many of the infantry weapons Beretta is an Italian firearms manufacturer founded in 1526.
in service worldwide today, including the M16 assault rifles and Their firearms are used worldwide for a variety of civilian,
the M4 carbine. The original ArmaLite ceased all operations in the law enforcement, and military purposes. It is also known for
early 1980s, and ArmaLite’s successor, ArmaLite, Inc. is currently manufacturing shooting clothes and accessories. Beretta is the
located in Geneseo, Illinois. The company changed many hands, oldest active firearms manufacturer in the world. Beretta is known
before landing in the hands of a former U.S. Army Ordnance for its broad range of firearms: side-by-side shotguns, over-and-
officer, who now manufacturers a number of AR-15 and AR-10 under shotguns, hunting rifles, assault rifles, sub-machine guns,
based rifles, as well as a .50 caliber anti-materiel rifle. lever and bolt action rifles, single and double action revolvers and
semi-automatic pistols. The model Beretta 92FS was the primary
sidearm of the United States Army, Marine Corps, Air Force, the
8.6 Astra United States Border Patrol and the United States Immigration and
Naturalization Services, designated the M9 pistol, and was the
Astra was a Spanish weapons manufacturer founded on July 17, former sidearm of various large police departments, including
1908 under the name of Esperanza y Unceta by Juan Esperanza the Los Angeles Police Department and the Los Angeles Sheriff’s
and Pedro Unceta. First located in the city of Eibar, the stronghold Department, as well as fictional organizations, such as the Raccoon
of the Basque arms industry, the company moved in 1913 to City Police Department. Other famous models include their newer
Guernica. They produced various copies of more famous guns, line of handguns, the Px4 series, its carbine counterpart, the
such as the Mauser Broomhandle and the Browning Vest pocket Cx4, and the machine pistol variant of the 92FS, the 93R. Beretta
pistol. currently owns Benelli Firearms as well as their subsidiary Stoeger.
275

8.10 Bersa released its first production weapon in 1985. Calico was sold in
1990 but remained in Bakersfield. The company was sold again
Bersa is an Argentine arms manufacturer located in the city
in 1991 to the original concept designer, and in 1998 operations
of Ramos Mejia in Argentina. The company is well known
were moved to Sparks, Nevada, where replacement parts for
among firearm enthusiasts for producing high quality guns at
existing weapons were produced. In 2006, Calico was sold once
very reasonable prices and it spends very little money on
again, and moved to Hillsboro, Oregon, where full production of
advertisement. While strong and well built, nicely engineered,
firearms resumed. Calico implemented a CNC machining process
accurate, visually appealing and very reliable, Bersa handguns
and upgraded materials used in manufacture. Additionally, there
are not on par with the most prestigious brands (such as SIG or
were minor redesigns of some production models to increase
Beretta) when it comes to finishing. However, firearms made by
durability and reliability. Calico produces a line of pistols and
such companies can cost twice as much or more compared to
pistol-caliber carbines which feature a top-mounted, helical-feed,
a Bersa pistol in the same caliber and with similar features. The
high-capacity (50 or 100 round) magazine that ejects spent shells
Argentine company is often influenced by the German firearms
from a port in the bottom.
manufacturer Walther in the design of its handguns; the Thunder
22, 32 and 380 are basically clones of the famous Walther PP
and PPK, while the Thunder 9 and 40 are somewhat similar in 8.15 Charter Arms
appearance and some mechanical aspects to the Walther P88.
Charter Arms Co. is an American manufacturer of revolvers that
are relatively inexpensive yet serviceable handguns. The original
8.11 Bond Arms Charter Arms produced revolvers chambered in calibers .22 Long
Bond Arms Inc. is a firearms manufacturer located in Granbury, Rifle, .22 Winchester Magnum, .32 Long, .32 H&R Magnum, .327
Texas. Bond Arms was founded by longtime tool and die maker, Federal Magnum, .357 Magnum, .38 Special and .44 Special. The
Greg Bond. The company became incorporated as Bond Arms in most famous revolvers manufactured by Charter Arms are the
1995 and was licensed by the BATFE as a firearms manufacturer .44 Special Bulldog and .38 Special Bulldog Pug.
and dealer. Bond Arms is the largest manufacturer of derringers
in the firearms industry, popular for having two-shot derringers
in calibers from .22 Long Rifle and .25 ACP up to .410 Bore and 8.16 Cobray
.45 Long Colt. The Cobray Company was a manufacturer of sub-machine
guns and semi-automatic carbines, handguns and shotguns as
8.12 Browning Arms Company well as non-lethal 37 mm launchers. They produced a copy of
the Armsel Striker 12, the MAC-10, and MAC-11, in both full and
Browning Arms Company is a maker of firearms, bows and semi-automatic only firing modes.
fishing gear. Founded in Utah in 1927, it offers a wide variety of
firearms, including shotguns, rifles, pistols, and rimfire firearms
and sport bows, as well as fishing rods and reels. 8.17 Colt
The company was founded to market the sporting designs of
John Browning, one of the world’s most prolific firearms inventors. Colt’s Manufacturing Company is a US firearms manufacturer,
Nearly all of John Browning’s designs have been manufactured by whose first predecessor corporation was founded in 1836 by
other companies, including Winchester, Colt, Remington, Fabrique Samuel Colt. Colt is best known for the engineering, production,
Nationale de Herstal of Belgium, and Miroku. Browning is currently and marketing of firearms over the later half of the 19th and the
a fully owned subsidiary of Fabrique Nationale de Herstal (FN). 20th century. Colt’s earliest designs played a major role in the
Browning Arms Company is best known for the Browning BPS popularization of the revolver and the shift away from earlier
shotgun, the A-Bolt rifle, X-Bolt rifle, the Auto-5 semi-automatic single-shot pistols. While Sam Colt did not invent the revolver
shotgun, the BAR semi-automatic rifle, and the Hi-Power 9mm concept, his designs resulted in the first very successful ones.
pistol. Browning also manufactures a set of trap shotguns in the The most famous Colt products include the Walker Colt, Single
Cynergy series. Action Army or Peacemaker, and the Colt Python. John Browning
worked for Colt for a time, and came up with a design for a
semiautomatic pistol, which debuted as the Colt M1900 pistol and
8.13 Bushmaster Firearms eventually evolved into the Colt M1911 pistol. Though they did not
Bushmaster Firearms International is a manufacturer and develop it, for a long time Colt was primarily responsible for all
distributor of guns which is based in Madison, North Carolina in M16 rifle production, as well as of many derivative firearms. The
the United States. Bushmaster’s product line revolves around semi- most successful and famous of these are numerous M16 carbines,
automatic pistol and rifle variants of the AR-15 design. Bushmaster including the Colt Commando family and the M4.
is currently the best-selling brand for AR type firearms in the
United States. Bushmaster is part of the Freedom Group, owned 8.18 CZ
by Cerberus Capital Management.
CZUB (Ceská zbrojovka Uherský Brod) was established in 1936
as a branch of the Ceská zbrojovka armament firm in the small
8.14 Calico
Moravian town of Uherský Brod in Czechoslovakia, now in the
Calico Light Weapons Inc. is a privately held firearms Czech Republic. They manufacture a wide line of handguns and
manufacturing company based in Cornelius, Oregon. The machine pistols, the most popular being the Cz 75 9mm pistol, as
company was established in 1982 in Bakersfield, California, and well as a number of surplus handguns, such as the CZ-82 pistol.
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8.19 Daewoo HK has a history of innovation in firearms, such as the use of


polymers in weapon designs and the use of an integral rail for
S&T Daewoo (formerly Daewoo Precision Industries) is a South flashlights on handguns. HK also developed modern polygonal
Korean firearms and auto parts manufacturer founded in 1981. Its rifling, noted for its high accuracy, increased muzzle velocity, and
firearms equip most frontline units of the Republic of Korea Armed barrel life. Not all of its technologically ambitious designs have
Forces. They produce licensed copies of the M1911 handgun, the translated into commercially successful products (for instance,
USAS-12 automatic shotgun, and the K1, 2, and 3 series of rifles. the advanced but now abandoned G11 assault rifle, which fired
caseless high-velocity ammunition). HK produces a whole range
8.20 FN of small arms, from pistols to grenade launchers and machine
guns. In its extensive product range, HK has used most of the
Fabrique Nationale d’Herstal—self identified as FN Herstal and operating systems for small arms: blowback operation, short-
often referred to as Fabrique Nationale or simply FN—is a firearms recoil, roller-delayed blowback, gas-delayed blowback, and gas
manufacturer located in Herstal, Belgium. FN is a subsidiary operation.
of the Belgian Herstal Group, which also owns U.S. Repeating
Arms Company (Winchester) and Browning Arms Company. FN
Herstal is the parent company of two United States entities:
FN Manufacturing and FNH USA. FN Manufacturing, located in
Columbia, South Carolina, is the manufacturing branch of FN 8.24 Hämmerli
Herstal in the United States, producing firearms such as the M249
and M240 machine guns and M16 rifle, among others. FNH USA, Hämmerli is a Swiss manufacturer of firearms aimed mostly at
located in McLean, Virginia, is the sales and marketing branch sport shooting. Their firearms are praised for their accuracy and
of FN Herstal in the United States. Firearms designed and/or ergonomics, but these come at a high price.
manufactured by FN include the Browning Hi-Power, Five-seveN,
FAL, FNC, F2000, P90, M2 Browning, MAG, and Minimi. FN Herstal’s
firearms are used by the armed forces of over 100 countries.
8.25 Henry Repeating Arms
8.21 Franchi
Henry Repeating Arms is a firearms manufacturing company
Luigi Franchi S.p.A. is an Italian manufacturer of firearms, most that leads in the manufacture of lever action firearms. Henry
notably various shotguns. Notable Franchi products include the Repeating Arms takes its name from Benjamin Tyler Henry, the
military SPAS-12 and SPAS-15 and the sporting-type long-recoil inventor who patented the first repeating rifle in 1860. The
action AL-48. Franchi are renowned for their semi-automatic company also produces bolt action and pump-action rimfire
shotguns and are a division of Benelli. Franchi remained a family rifles as well as a new generation of the AR-7 takedown rifle,
business since its founding until 1987, when it was acquired by now known as the Henry US Survival rifle, which was originally
the industrial conglomerate Socimi, based in Milan; with the designed for the United States Air Force. The Henry Golden Boy
bankruptcy of Socimi in 1993, Franchi was acquired by the Beretta is the company’s signature model, featuring a Brasslight receiver
Holdings which is the current owner. and octagonal barrel. A larger caliber centerfire version is known
as the Henry Big Boy.
8.22 Glock
Glock Ges.m.b.H. (trademarked as GLOCK) is a weapons
manufacturer headquartered in Deutsch-Wagram, Austria, named
after its founder, Gaston Glock. While the company is best known 8.26 Hi-Point
for its line of striker-fired polymer-framed pistols, it also produces
field knives, entrenching tools, and apparel. Hi-Point Firearms is a firearms manufacturer based in Mansfield,
Glock handguns are used by armed forces and law enforcement Ohio. They manufacture low-cost pistols and carbines, in 9x19mm,
organizations worldwide, including a majority of US law .380 ACP, .40 S&W and .45 ACP. The semi-automatic pistols are
enforcement agencies. Glock handguns are also very popular polymer-framed and generally regarded as simple, inexpensive
with civilians for personal protection and practical shooting, and handguns, which trade-off aesthetics for lower manufacturing
the company sponsors a competitive shooting team which travels cost, and ruggedness.
worldwide. Glock produces more than two dozen models of
handguns in seven different calibers.

8.23 HK 8.27 Israel Military Industries

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


Kahr K9 is a popular backup weapon with the New York City
Intratec was a firearms company based in Miami, Florida. The
police officers, even to this day. Popular firearms include the
company’s most famous product was the TEC-9. Intratec began as
aforementioned Kahr K9 and K40, as well as their various polymer
Interdynamic USA, an offshoot of Swedish firearms manufacturer
versions of their handguns, the PM Series.
Interdynamic AB. Due to the lack of firearm market in Sweden,
Interdynamic AB set up a subsidiary in the United States to sell the
KG-9. This company eventually became Intratec and continued to
sell variants of the KG-9 which was renamed to TEC-9. It went out 8.34 Kel-Tec
of business in 2001 under pressure of lawsuits and the anti-gun
movement. Kel-Tec is a US manufacturer of firearms based in Cocoa, Florida,
the company has manufactures semi-automatic pistols, rifles and
shotguns, touted as the third largest manufacturer of handguns
8.29 Ithaca Gun Company in all of the United States. Notable firearms include the P-11, the
The Ithaca Gun Company is a firearms manufacturer of rifles Sub-2000, and the SU-16 Series of rifles, as well as the PLR-16, a
and shotguns based in Ithaca, New York. Ithaca became famous long range rifle based on the SU 16, and the PMR30 handgun, the
for building firearms based on expired Remington patents, as well RFB rifle and the KSG Shotgun.
as their model of the M1911 .45 ACP handgun and M3 grease gun
for the US during World War II. Its 12 gauge shotguns were the
standard and are still in use today by some departments. Popular 8.35 Korth
firearms include the various versions of the Ithaca 37 pump action
shotgun and the M3 Grease Gun. Korth is a manufacturer of high end revolvers, and autoloading
handguns, made by renowned German gunmaker Willie Korth.
These handguns are very limited and are high end, custom, usually
8.30 IZHMASH one of a kind pieces of work.
The Izhevsk Machine building Plant is a Russian weapons
manufacturer based in Izhevsk, founded in 1807 at the decree of
Tsar Alexander I, and is now one of the largest corporations in its 8.36 Marlin Firearms
field. It manufactures the famous Kalashnikov series of assault
rifle, along with a host of other Russian arms, including medium Marlin Firearms Co. formerly of North Haven, Connecticut, was
cannons, missiles, and guided shell. They have manufactured a manufacturer of high power, center fire, lever action, and .22
such iconic arms as the Mosin-Nagant, SKS-45, SVT-40, the Saiga caliber rimfire rifles. In the past, the company made shotguns,
series of rifles and shotguns, and the entire series of AK rifles, derringers and revolvers. Marlin owned the firearm manufacturer
including the AK-47, AKM, AK-101, AK-103, and AK-12. H & R Firearms, and was owned by Remington Arms, part of the
Freedom Group.
Marlin Firearms was issued a patent for their specialty
8.31 IZHMEKH
MicroGroove rifling, which has multiple, small rifling grooves
The Izhevsk Mechanical Plant is a major russian firearms instead of the standard ballard or cut rifling. This has lead to their
manufacturer founded in Izhevsk in 1942 for manufacturing small increased accuracy with factory ammunition, but on the downside,
arms. After the end of World War II it continued producing firearms, makes them less accurate with handloaded ammunition, because
both for military and hunting applications, and later high-tech of the bullet diameter. Popular firearms include the Marlin Model
weapons and civilian machinery. Notable and popular firearms 20 bolt action rifle, the Marlin 1879 and the Marlin Model 336
include the “Baikal” shotguns and the Makarov pistol. lever action rifles.

8.32 Jimenez Arms, Bryco Arms, Jennings


Firearms 8.37 O.F. Mossberg & Sons
Jimenez Arms, also known as “J.A.”, is an American firearms O.F. Mossberg & Sons (commonly known as Mossberg) is an
manufacturer based in Henderson, Nevada. The company was American firearms manufacturer, specializing in shotguns, rifles,
started in August 2004 using the molds and machinery from scopes and firearm accessories. From the 1940s through the 1960s,
bankrupt Bryco Arms and currently makes five models of firearm, it also produced a line of .22 caliber target and sporting rifles.
the J.A.-NINE a, J.A.-380, J.A.-22, J.A.-32 ,and the J.A.-25, which Mossberg also soon produced gun racks, golf clubs, campers and
are all low cost, affordable firearms. sailboats, while maintaining the core sporting firearms business.
The company has remained a family-owned business to this day,
and is the oldest family-owned firearms manufacturer in America.
8.33 Kahr Arms
Popular firearms include their flagship products, the Mossberg
Kahr Arms is an American small arms manufacturer specializing 500 and 590 pump action shotguns, the both being used currently
in compact and mid-size semi-automatic pistols chambered for by the U.S. Marine Corp and the U.S. Army, and the Mossberg
popular cartridges, including .380 ACP, 9x19mm, .40 S&W, and .45 930 semi-auto shotgun.
ACP. Kahr pistols feature polymer or stainless steel frames, single- Mossberg also owns a subsidiary called Maverick Arms, aimed
stack magazines, and double-action-only striker firing actions. at a selling fordable, budget-level shotguns, the most popular of
Company headquarters is in Blauvelt, New York and the Kahr these being the Maverick 88 pump action shotgun.
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8.38 Norinco quality components for small arms in addition to heavy weapon
production.
Norinco (China North Industries Corporation) is a multi-market Popular weapons include the MG3 machine gun and the 120mm
manufacturer, based in Beijing, China. Norinco manufactures M1 Abrams main gun.
vehicles (trucks, cars, and motorcycles), machinery, optical-
electronic products, oil field equipment, chemicals, light industrial
products, explosives and blast materials, civil and military firearms 8.43 Royal Small Arms Factory Enfield
and ammunition, known for producing copies of popular firearms.
Popular firearms include their copies of the 1911A1, Sig P226 and The Royal Small Arms Factory (RSAF) was a UK government-
P220, AK-47 and AKM, M14, Cz75, as well as their own production owned rifle factory in the London Borough of Enfield in an area
firearms, the QBZ series of assault rifles, made for the People’s generally known as the Lea Valley. The factory produced British
Liberation Army. military rifles, muskets, and swords from 1816. It closed in 1988,
but some of its work was transferred to other sites. Popular and
famous firearms include the FAL battle rifle, L85 assault rifle, Sten
8.39 North American Arms sub-machine gun, and the Lee-Enfield bolt action rifle.
North American Arms is a US company, headquartered in Provo,
Utah, that manufactures small pistols and mini-revolvers. They 8.44 Sturm, Ruger & Co., Inc.
specialize in pocket pistols that are barely three to four inches in
length. Popular firearms include the NAA mini revolver, and the Sturm, Ruger & Company was founded by William B. Ruger and
NAA Guardian. Alexander McCormick Sturm in 1949 in a small rented machine
shop in Southport, Connecticut. Just prior to their partnership, Bill
Ruger had successfully duplicated two Baby Nambu pistols in his
8.40 Para-Ordnance garage, from a captured Nambu that he acquired from a returning
Para-Ordnance is a Canadian firearms manufacturer founded US Marine, at the close of World War II. When it came to designing
in Toronto in 1985 by two childhood friends. Para-Ordnance has a their first auto pistol, Ruger decided to incorporate the looks of
factory in Scarborough, Ontario, Canada. The company originally the German 9mm Luger and the American Colt Woodsman into
started out manufacturing sub-machine gun paintball guns, but their first commercially produced .22 caliber pistol, which became
soon transitioned to the manufacturing of handguns. so successful that it launched the entire company.
Para-Ordnance is the originator of the high magazine capacity Ruger has been under fire with the firearms community for
M1911-style pistol. Para-Ordnance offers a wide range of products his personal beliefs when it came to firearms, stating that “No
for the law enforcement, military, and civilian markets. The honest man needs more than ten rounds” and would not sell high
company has created a true double-stack 1911 pistol, in addition capacity magazines to civilians. Despite this, Ruger firearms are
to single- and double-stack pistols in .45 ACP, .40 S&W, 9mm, still some of the most prized firearms to this day. Popular firearms
and .38 super calibers. Para pistols have found a variety of uses, include the Ruger Mark II and III, SP101, 10/22, and the famous
including competition, law enforcement, concealed carry, and Mini-14.
general target shooting. Popular firearms include the P14-45, the
P18-9, and the P16-40 handguns.
8.45 Smith & Wesson
Smith & Wesson a manufacturer of handguns and rifles in
8.41 Remington Arms the United States. The corporate headquarters is in Springfield,
Remington Arms Company, Inc. was founded in 1816 by Massachusetts. Founded in 1852, Smith & Wesson’s pistols and
Eliphalet Remington in Ilion, New York, as E. Remington and revolvers have become standard issue to police and armed forces
Sons. It is the oldest company in the United States which still throughout the world. They are also used by sport shooters and
makes its original product, and is the oldest continuously operating have been featured in numerous Hollywood movies. Smith &
manufacturer in North America. It is the only U.S. company which Wesson has been known for the many types of ammunition it
produces both firearms and ammunition domestically, and is the has introduced over the years, and many cartridges bear the
largest U.S. producer of shotguns and rifles. company’s name.
Remington has produced a number of iconic firearms, such Popular firearms are numerous, including the Model 10, Model
as the Model 870 series of pump action shotguns, popular with 36, the Sigma and M&P, as well as the first, second, and third
various law enforcement agencies, the Model 700 bolt action rifle, series of autoloading S&W handguns, such as the 59, 669, and
the basis for the M24 SWS, used by the United States Army as their the 5906.
standard sniper rifle, and the Model 1100 series of Semi-automatic
Shotguns.
8.46 SIG Sauer

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


based manufacturing firm Swiss Arms AG, which was spun off from
Rheinmetall AG is a German automotive and defense company Schweizerische Industrie Gesellschaft (SIG) in 2000. SIG Sauer Inc.
with factories in Düsseldorf, Kassel and Unterlüß. The company was established in 1985 with the name Sigarms to import and
has a long tradition of making guns and artillery pieces. The distribute SIG firearms into the United States, although it now also
company is also involved in a variety of advanced metal-working has some manufacturing capabilities. Since 2000 it has been a
and milling technologies, allowing it to provide special high- separate entity.
279

8.47 Springfield Armory, Inc. 9 Firearm Functionality


Springfield Armory, Inc. is a firearms manufacturer and
importer based in Geneseo, Illinois, founded in 1974. It is one of 9.1 Firearm Basics
the largest firearms marketers of imported firearms in the United
States. They import the HS2000, which they market as the XD Different types of firearms accept ammunition in different ways.
series of handguns, and produce semi-automatic copies of the M14 The box magazine is the most common method for loading
rifle, named the M1A, as well as copies of the M1911A1 handgun, modern firearms. The box magazine is essentially a detachable
in various calibers. box that holds a number of ammunition cartridges. The magazine
is inserted into a well on the weapon to load it. When the weapon
is fired, it takes a cartridge from the magazine and sends the
8.48 Stoeger Industries bullet down range. After firing, the action is cycled to load the
next cartridge. In automatic weapons, this occurs mechanically
Stoeger Industries is a manufacturer and importer of firearms as part of the firing cycle. When the magazine is empty, it is
into the United States, specializing in shotguns. Stoeger Industries’ removed and replaced with a loaded one. Secondly, there are
headquarters are in Accokeek, Maryland, United States. Stoeger revolvers. Instead of getting ammunition from a box magazine, a
is a wholly owned subsidiary of Benelli, which in turn is owned revolver has a rotating cylinder that holds the ready ammunition.
by Italian firearms manufacturer Beretta. Popular firearms include As the weapon is fired, the chamber revolves to advance the
the Stoeger Cougar, a licensed copy of the Beretta 8000, and the next cartridge to the firing position. Thirdly, there are belt fed
M2000, a semi-automatic shotgun. weapons, which fire ammunition from interlinked belts. As the
weapon is fired, the old belt link is moved to the side, and the
link with the new ammunition comes forward. Finally, there is the
8.49 Steyr Mannlicher internal magazine, holding ammunition in a non-detachable part
of the weapon. Internal magazines include tubular magazines,
Steyr Mannlicher is a firearms manufacturer based in the city which consists of a metal tube running along the barrel, usually
of Steyr, Austria. Originally a part of the Steyr-Daimler-Puch underneath it, that holds the ready ammunition. As each bullet or
manufacturing conglomerate, it became independent when the shell is fired, a spring pushes the next cartridge in the tube back
conglomerate was broken in 1990. to be fed into the firing chamber. There are also blind magazines.
Steyr has produced the AUG for the Austrian army, and is quite Blind magazines are similar to a box magazines, except that they
famous for its short overall size while still having a full length are built into the weapon and are not removed. Instead, the action
barrel. is opened and cartridges are inserted directly into it. Tubular
magazines are most common in shotguns, and blind magazines
are used on some precision-target rifles or sniper rifles. After the
8.50 Taurus weapon is loaded with ammunition, it must be cocked. This means
that the bolt or hammer is drawn back into position and the first
Forjas Taurus is a manufacturing conglomerate based in cartridge is loaded from the magazine into the firing chamber.
Porto Alegre, Brazil. Beginning as a tool and die manufacturer, The weapon is then ready to be fired.
the company now consists of divisions focusing on firearms, Once the gun is loaded, the shooter pulls the trigger to fire
metals manufacturing, plastics, body armor, helmets, and civil it. Pulling the trigger sets the firing cycle in motion. The trigger
construction. mechanism moves an internal arm or lever, called the sear, which
Taurus produces a number of variants on popular manufactur- releases the weapon’s hammer or firing pin. The hammer springs
ers, including Beretta, Colt, and Smith and Wesson. They are forward, striking the back of the cartridge where the primer is
known in the firearms industry for pushing the envelope on located. The impact detonates the primer, which in turn ignites
designs, producing a 5 shot revolver that fires .410 bore shotgun the propellant and fires the projectile. With single shot weapons,
shells, and the first revolver with a polymer frame, as well as that is all that happens. The user must then manually cycle the
various revolvers chambered for rounds traditionally thought of action, which accomplishes three things. First, the empty cartridge
as autoloader rounds, such as 9x19mm, .40 S&W, .45 ACP, and case is extracted and ejected from the weapon. Then, the next
even some rifle rounds, such as the .30 Carbine. cartridge in the magazine feeds into the firing chamber, or the
Popular firearms include their variant on the 1911, the PT92, user reloads the firearm by hand. Finally, the bolt closes on the
a Beretta 92F copy with a frame mounted safety, and the 24/7 chamber, which seals it, cocks the firing pin back, and readies the
series of handguns, as well as their revolver that fires both .410 weapon for firing again. Double shot weapons can be fired twice,
bore shotgun shells and .45 Long Colt rounds, the Taurus Judge. one for each barrel, before this must take place. On auto-loading
weapons (those that operate semi-automatically or automatically),
this process of cycling is carried out by the mechanical action
8.51 Walther Arms of the weapon. The action cycles by itself, driven either by the
recoil force or the pressure from the propellant gases. For semi-
Carl Walther GmbH Sportwaffen or Walther is a German arms automatics, the user simply pulls the trigger again to fire another
manufacturer. Walther has made major breakthroughs in the shot and repeat the cycle, until the magazine is emptied and the
development of pistols. weapon must be reloaded. On automatic designs, the action will
Popular firearms include the PPK and the P99—both pistols continue to cycle and fire as long as the trigger is held down or
carried by the fictional character James Bond—and the P38, the until the weapon runs out of ammunition. Select-fire weapons
standard-issue sidearm of the German military in World War II. are those capable of firing in either semi-automatic or automatic
280

mode, as desired. Bolt, Pump, and Lever action weapons require a revolver can be as little as 3 rounds, and as many as 10, but 5
the user to work the action themselves, to remove the used casing, and 6 round cylinders are the most common. Revolvers predated
and chamber a new round into the barrel, to be fired again. Single semi-automatic pistols, praised in their time for their ability to fire
Action firearms require the hammer to be pulled back manually, multiple shots without reloading, nor resorting to having multiple
which prepares for the next shot to be fired. barrels to do as such. Revolvers provide an advantage in the
Any firearm that uses a box magazine, or any lever action or fact that a misfiring cartridge does not put a gunfighter out of
pump action weapon can carry an extra cartridge in the chamber. commission; only a trigger pull is needed to advance to the next
To put a cartridge in the chamber, the weapon is loaded as normal. round. Revolvers are also generally less complicated on an end
(Chambering a round is part of the normal loading process.) user level, being easier to maintain and operate, but much harder
Then the magazine is removed, an extra bullet or shell is added to repair. Revolvers, however, usually have low capacities, when
(to replace the one that was chambered), and the magazine is compared to autoloading pistols (the highest capacity revolver at
reinserted. This process takes 12 Combat Points. For lever action 10 rounds, is only the mid-level for an autoloading pistol), and
and pump action weapons, the weapon is loaded as normal. nearly all models are unable to effectively use suppressors.
(Chambering a round is part of the normal loading process). Then Revolvers themselves fall into various categories based on
an extra bullet or shell is added (to replace the one that was how they are cocked, and how they are loaded.
chambered), this process takes 4 Combat Points.
Generally, the closer a target is to the shooter, the easier it is
to score a hit. The farther away a target is, the smaller it appears 9.2.1.1 Single Action, Double Action, and Double Action
and the more difficult it is to hit. To counteract this difficulty, the Only With a single action revolver (SA), the hammer is
use of telescopic scopes has become popular. A telescopic scope manually cocked, usually with the thumb of the firing or supporting
gives the shooter a magnified view of a distant target, facilitating hand. This action advances the cylinder to the next round and
aim. It also uses a targeting reticule or cross hair to identify the locks the cylinder in place with the chamber aligned with the
bullet’s point of impact. When a scope is fitted to a rifle, it must be barrel. The trigger, when pulled, releases the hammer, which fires
zeroed, meaning that it must be adjusted so that the cross hairs the round in the chamber. To fire again, the hammer must be
accurately show the actual impact point at a given range. This manually cocked again. This is called “single action” because the
process requires the Personal Weapons Proficiency feat, and 5 trigger only performs a single action, of releasing the hammer.
bullets or shells, as well as somewhere to test fire the weapon. Because only a single action is performed and trigger pull is
lightened, firing a revolver in this way allows most shooters to
achieve greater accuracy. Additionally, the need to cock the
9.2 Handguns hammer manually acts as a safety. The Colt Paterson Revolver,
A handgun is a firearm designed to have the potential to be the Walker Colt, the Colt Dragoon and the Colt Single Action
held and operated by one hand, although not necessarily used Army pistol of the American Frontier era are all good examples
that way. This characteristic differentiates handguns as a general of this system. A single action revolver can be used to perform
class of firearms from long guns such as rifles and shotguns fanning attacks, where the supporting hand rapidly cocks the
(which are usually mounted against the shoulder). Major handgun hammer back and the primary hand simply holds the trigger
subtypes are the revolver and pistol, and are split into various down, allowing for a volley of lead at a cost of accuracy.
subtypes based on size and use. With a double action (DA) revolver, the stroke of the trigger
There are handguns that are available to suit nearly any pull generates three actions: the hammer is pulled back to the
budget. Low-cost models featuring simple operating systems, cocked position, the cylinder begins to be indexed to the next
crude manufacturing, and low-quality materials are widely round, and then the hammer is released to strike the firing pin.
produced, while more reliable and sophisticated service weapons Thus double action means that a cocking action separate from
that are suitable for more active use form the middle of the the trigger pull is unnecessary; and every trigger pull will result in
market. At the high end are advanced custom pistols, produced a complete cycle. This allows uncocked carry while also allowing
for Olympic-class target shooting, exclusive private collections, or draw-and-fire using only the trigger. A longer and harder trigger
specialized forces, such as SWAT. stroke is the trade-off, but this drawback can also be viewed as a
Handguns differ from long guns in the fact that they are safety feature, as the gun is safer against accidental discharges
generally regarded as more personal weapons: The style, model, from being dropped.
and even caliber, can tell quite a lot about a character, and they Most double-action revolvers may be fired in two ways. The
are generally selected by hand, rather than issued. Handgun first way is single-action, exactly the same as a single-action
selection generally mirrors personal preference out in combat, revolver; the hammer is cocked with the thumb, which indexes the
more so than long guns as a handgun is generally always worn, cylinder, and when the trigger is pulled, the hammer is tripped.
and only drawn when needed. They are also easier to conceal The second way is double action.
than a long gun, allowing for a seemingly unarmed appearance Certain revolvers, called double action only (DAO), lack the
when worn with the correct holster and clothing. A handgun latch that enables the hammer to be locked to the rear, and thus
should always be chosen carefully, the character’s personality, can only be fired in the double action mode. With no way to
backstory, and preference should definitely have some sway and lock the hammer back, DAO designs tend to have bobbed or
appearance in their choice. spurless hammers, and may even have the hammer completely
covered by the revolver’s frame. These are generally intended for
concealed carrying, where a hammer spur could snag when the
9.2.1 Revolvers
revolver is drawn. The potential reduction in accuracy in aimed
A revolver is a repeating firearm that has a cylinder containing fire or the ability to perform a fanning attack is offset by the
multiple chambers and at least one barrel for firing. Capacity for increased capability for concealment.
281

9.2.1.2 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 fixed-
out of line with the barrel, and charged from the front with loose frame revolvers, especially with the aid of speedloaders. However,
powder and an oversized bullet. Next, the chamber was aligned this design is much weaker and cannot handle high pressure
with the ramming lever underneath the barrel. Pulling the lever rounds. While this design is mostly obsolete today, supplanted
would drive a rammer into the chamber, which sealed it and held by the stronger yet equally convenient swing out design,
the ball and powder securely in place. Finally, the user would manufacturers have begun making reproductions of late 19th
place percussion caps on the nipples on the rear face of the century designs for use in cowboy action shooting.
cylinder.
After each shot, a user was advised to raise his revolver
9.2.1.5 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, wax,
push all fired rounds free simultaneously (as in top break models,
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
9.2.1.3 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 design provides a more secure bond between cylinder and frame, and
is employed in some modern “micro-revolvers” (usually in .22 allows the use of larger, more powerful cartridges. Swing out
caliber), in order to simplify their design. These weapons are cylinders are rather strong, but not as strong as fixed cylinders,
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
loading while on horseback; with the revolver held in the left hand, 9.2.2 Single Shot and Semi-Automatic Pistols
the cartridges can easily be ejected and loaded with the right. A single shot pistol is a type of handgun which uses a single
Since the cylinder in these revolvers is firmly attached at the chamber and barrel, where the shot or cartridge is loaded in
front and rear of the frame, and since the frame is typically and then fired. A single shot pistol must be reloaded after every
full thickness all the way around, fixed cylinder revolvers are shot. Single shot handguns have generally fallen out of favor
inherently strong designs. Because of this, many modern large for revolvers and semi-automatic handguns because of their
caliber hunting revolvers tend to be based on the fixed cylinder increased capacity and ease of loading, but still hold some value
design. Fixed cylinder revolvers can fire the strongest and most as last ditch and backup weapons. A semi-automatic pistol is a
powerful cartridges, but at the price of being the slowest to load type of handgun which uses a single chamber and barrel, with a
and cannot use speedloaders for loading, as one chamber is mechanism powered by the previous shot to load a fresh cartridge
exposed at a time to the loading gate. into the chamber. One round is fired each time the trigger of a
semi-automatic pistol is pulled. A semi-automatic pistol harnesses
9.2.1.4 Top Break Revolvers The next method used for the energy of one shot to reload the chamber for the next, typically
loading and unloading cartridge revolvers was the top break via recoil operation, blowback, or gas operation. After a round
design. In a top break revolver, the frame is hinged at the bottom is fired, the spent casing is ejected and a new round from the
front of the cylinder. Releasing the lock and pushing the barrel magazine is loaded into the chamber, allowing another shot to
down exposes the rear face of the cylinder. In most top break be fired as soon as the trigger is again pulled.Revolvers
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A revolver is a repeating firearm that has a cylinder containing fire or the ability to perform a fanning attack is offset by the
multiple chambers and at least one barrel for firing. Capacity for increased capability for concealment.
a revolver can be as little as 3 rounds, and as many as 10, but 5
and 6 round cylinders are the most common. Revolvers predated 9.2.2.2 Front Loading Revolvers The first revolvers were
semi-automatic pistols, praised in their time for their ability to fire front loading, and were a bit like muskets in that the powder and
multiple shots without reloading, nor resorting to having multiple bullet were loaded separately. These were caplocks or “cap and
barrels to do as such. Revolvers provide an advantage in the ball” revolvers, because the percussion cap method of priming
fact that a misfiring cartridge does not put a gunfighter out of was the first to be compact enough to make a practical revolver
commission; only a trigger pull is needed to advance to the next feasible. When loading, each chamber in the cylinder was rotated
round. Revolvers are also generally less complicated on an end out of line with the barrel, and charged from the front with loose
user level, being easier to maintain and operate, but much harder powder and an oversized bullet. Next, the chamber was aligned
to repair. Revolvers, however, usually have low capacities, when with the ramming lever underneath the barrel. Pulling the lever
compared to autoloading pistols (the highest capacity revolver at would drive a rammer into the chamber, which sealed it and held
10 rounds, is only the mid-level for an autoloading pistol), and the ball and powder securely in place. Finally, the user would
nearly all models are unable to effectively use suppressors. place percussion caps on the nipples on the rear face of the
Revolvers themselves fall into various categories based on cylinder.
how they are cocked, and how they are loaded. After each shot, a user was advised to raise his revolver
vertically while cocking back the hammer so as to allow the
9.2.2.1 Single Action, Double Action, and Double Action fragments of the spent percussion cap to fall out safely. Otherwise,
Only With a single action revolver (SA), the hammer is the fragments could fall into the revolver’s mechanism and jam it.
manually cocked, usually with the thumb of the firing or supporting Caplock revolvers were also vulnerable to “chain fires”, wherein
hand. This action advances the cylinder to the next round and hot gas from a shot ignited the powder in the other chambers.
locks the cylinder in place with the chamber aligned with the This could be prevented by sealing the chambers with cotton, wax,
barrel. The trigger, when pulled, releases the hammer, which fires or grease.
the round in the chamber. To fire again, the hammer must be Loading a cylinder in this manner was a slow and awkward
manually cocked again. This is called “single action” because the process and generally could not be done in the midst of battle.
trigger only performs a single action, of releasing the hammer. Some soldiers solved this by carrying multiple revolvers in the
Because only a single action is performed and trigger pull is field. Another solution was to use a revolver with a detachable
lightened, firing a revolver in this way allows most shooters to cylinder design. These revolvers allowed the shooter to quickly
achieve greater accuracy. Additionally, the need to cock the remove a cylinder and replace it with a full one, much like how
hammer manually acts as a safety. The Colt Paterson Revolver, modern pistols use magazines.
the Walker Colt, the Colt Dragoon and the Colt Single Action
Army pistol of the American Frontier era are all good examples 9.2.2.3 Fixed Cylinder Revolvers In many of the first
of this system. A single action revolver can be used to perform generation of cartridge revolvers (especially those that were
fanning attacks, where the supporting hand rapidly cocks the converted after manufacture), the pin on which the cylinder
hammer back and the primary hand simply holds the trigger revolved was removed, and the cylinder taken from the gun
down, allowing for a volley of lead at a cost of accuracy. for loading. Later models used a loading gate at the rear of the
With a double action (DA) revolver, the stroke of the trigger cylinder that allowed one cartridge at a time to be accessed for
pull generates three actions: the hammer is pulled back to the loading, while a rod under the barrel could be pressed backwards
cocked position, the cylinder begins to be indexed to the next to extract the fired case. Most revolvers using this method of
round, and then the hammer is released to strike the firing pin. loading are single action revolvers. The removable-cylinder design
Thus double action means that a cocking action separate from is employed in some modern “micro-revolvers” (usually in .22
the trigger pull is unnecessary; and every trigger pull will result in caliber), in order to simplify their design. These weapons are
a complete cycle. This allows uncocked carry while also allowing small enough to fit in the palm of the hand.
draw-and-fire using only the trigger. A longer and harder trigger The loading gate on the original Colt designs (and on nearly
stroke is the trade-off, but this drawback can also be viewed as a all single action revolvers since, such as the famous Colt Single
safety feature, as the gun is safer against accidental discharges Action Army) is on the right side, which was done to facilitate
from being dropped. loading while on horseback; with the revolver held in the left hand,
Most double-action revolvers may be fired in two ways. The the cartridges can easily be ejected and loaded with the right.
first way is single-action, exactly the same as a single-action Since the cylinder in these revolvers is firmly attached at the
revolver; the hammer is cocked with the thumb, which indexes the front and rear of the frame, and since the frame is typically
cylinder, and when the trigger is pulled, the hammer is tripped. full thickness all the way around, fixed cylinder revolvers are
The second way is double action. inherently strong designs. Because of this, many modern large
Certain revolvers, called double action only (DAO), lack the caliber hunting revolvers tend to be based on the fixed cylinder
latch that enables the hammer to be locked to the rear, and thus design. Fixed cylinder revolvers can fire the strongest and most
can only be fired in the double action mode. With no way to powerful cartridges, but at the price of being the slowest to load
lock the hammer back, DAO designs tend to have bobbed or and cannot use speedloaders for loading, as one chamber is
spurless hammers, and may even have the hammer completely exposed at a time to the loading gate.
covered by the revolver’s frame. These are generally intended for
concealed carrying, where a hammer spur could snag when the 9.2.2.4 Top Break Revolvers The next method used for
revolver is drawn. The potential reduction in accuracy in aimed loading and unloading cartridge revolvers was the top break
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design. In a top break revolver, the frame is hinged at the bottom chamber, allowing another shot to be fired as soon as the trigger
front of the cylinder. Releasing the lock and pushing the barrel is again pulled.
down exposes the rear face of the cylinder. In most top break Most types of semi-automatic pistols rely on a removable
revolvers, this act also operates an extractor that pushes the magazine to store ammunition before it is fired, usually inserted
cartridges in the chambers back far enough that they will fall free, inside the grip. These magazines can hold anywhere from 3 to 100
or can be removed easily. Fresh rounds are then inserted into rounds, though magazines between 5 and 20 are most common.
the cylinder. The barrel and cylinder are then rotated back and Semi-automatic pistols provide an advantage in capacity, as they
locked in place, and the revolver is ready to fire. hold two to three times more than a revolver of similar size. Semi-
Top break revolvers can be loaded more rapidly than fixed- automatic pistols are generally more complex to operate and
frame revolvers, especially with the aid of speedloaders. However, maintain on an end user level, but easier to repair.
this design is much weaker and cannot handle high pressure Semi-automatic pistols fall into various categories based on
rounds. While this design is mostly obsolete today, supplanted how they are cocked, and what kind of magazine they posses.
by the stronger yet equally convenient swing out design,
manufacturers have begun making reproductions of late 19th
century designs for use in cowboy action shooting. 9.2.2.7 Single Action, Double Action/Single Action, Double
Action Only, and Preset Action Typically, the first round is
manually loaded into the chamber by pulling back and releasing
9.2.2.5 Swing Out Cylinder Revolvers The last and most (“racking”) the slide mechanism. After the trigger is pulled and the
modern method of loading and unloading is the swing out cylinder. round is fired, the recoil operation of the handgun automatically
The cylinder is mounted on a pivot that is coaxial with the extracts and ejects the shell casing and reloads the chamber. This
chambers, and the cylinder swings out and down (to the left mode of operation generally allows for faster reloading, although
in most cases). An extractor is fitted, operated by a rod projecting semi-automatic pistols are potentially more prone to malfunctions
from the front of the cylinder assembly. When pressed, it will than revolvers due to their more complex design and mechanism.
push all fired rounds free simultaneously (as in top break models, A single action (SA) semi-automatic pistol must be cocked by
the travel is designed to not completely extract longer, unfired first operating the slide or bolt, or, if a round is already chambered,
rounds). The cylinder may then be loaded, singly or again with a by cocking the hammer manually. The famed Colt M1911 is an
speedloader, closed, and latched in place. example of this style of action. All SA semi-automatic pistols
The pivoting part that supports the cylinder is called the crane; it exhibit this feature, and automatically cock the hammer when
is the weak point of swing out cylinder designs. Using the method the slide is first “racked” to chamber a round. A round can also
often portrayed in movies and television of flipping the cylinder be manually inserted in the chamber with the slide locked back.
open and closed with a flick of the wrist can in fact cause the Then the safety can be applied.
crane to bend over time, throwing the cylinder out of alignment Standard modern semi-automatic pistols are usually double
with the barrel. Lack of alignment between chamber and barrel action/single action (DA/SA). In this design, the hammer or striker
is a dangerous condition, as it can impede the bullet’s transition may be either thumb-cocked or activated by pulling the trigger
from chamber to barrel. This gives rise to higher pressures in the when firing the first shot. The hammer or striker is re-cocked
chamber, bullet damage, and the potential for an explosion if the automatically during each firing cycle. In double-action/single-
bullet becomes stuck. action (DA/SA) pistols, the first pull of the trigger requires roughly
The shock of firing can also put a great deal of stress on the twice as much pressure as subsequent firings, since the first pull
crane, as in most designs the cylinder is only held closed at one of the trigger also cocks the hammer (if not already cocked by
point, the rear of the cylinder. Stronger designs use a lock in the hand). The Beretta 92FS, a full-sized, service, semi-automatic
crane as well as the lock at the rear of the cylinder. This latch pistol is an example of this style of action. A common mode of
provides a more secure bond between cylinder and frame, and carry for DA/SA semi-automatic pistols is with the magazine full,
allows the use of larger, more powerful cartridges. Swing out a round chambered, and the gun holstered and uncocked with
cylinders are rather strong, but not as strong as fixed cylinders, the external safety off.
and great care must be taken with the cylinder when loading, so A Preset Action (PA) is a blend of Single Action (SA), and Double
as not to damage the crane. Action/Single Action (DA/SA). Upon firing a cartridge or loading
the chamber, the hammer or striker will rest in a partially cocked
9.2.2.6 Single Shot and Semi-Automatic Pistols A position. The trigger serves the function of completing the cocking
single shot pistol is a type of handgun which uses a single chamber cycle and then releasing the striker or hammer. While technically
and barrel, where the shot or cartridge is loaded in and then fired. two actions, it differs from a double action trigger in that the trigger
A single shot pistol must be reloaded after every shot. Single shot is not capable of fully cocking the striker or hammer. It differs
handguns have generally fallen out of favor for revolvers and from single action in that if the striker or hammer were to release,
semi-automatic handguns because of their increased capacity and it would generally not be capable of igniting the primer. Preset
ease of loading, but still hold some value as last ditch and backup actions also benefit in the fact that the first shot has the same
weapons. A semi-automatic pistol is a type of handgun which trigger pressure as the subsequent shots, but have a downside
uses a single chamber and barrel, with a mechanism powered by where the slide must be racked if the round fails to fire, in order
the previous shot to load a fresh cartridge into the chamber. One to reset the action.
round is fired each time the trigger of a semi-automatic pistol is Some modern semi-automatic pistols are double action only
pulled. A semi-automatic pistol harnesses the energy of one shot (DAO); that is, once a round is chambered, each trigger pull
to reload the chamber for the next, typically via recoil operation, will cock the hammer, striker, or firing pin, and will additionally
blowback, or gas operation. After a round is fired, the spent casing release the same to fire a cartridge in one continuous motion.
is ejected and a new round from the magazine is loaded into the Each pull of the trigger on a DAO semi-automatic pistol requires
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the same amount of pressure. The Kel-Tec P-32 is an example twice as much pressure as subsequent firings, since the first pull
of a DAO action. DAO semi-automatic pistols are most generally of the trigger also cocks the hammer (if not already cocked by
recommended only in the smaller, self-defense, concealable hand). The Beretta 92FS, a full-sized, service, semi-automatic
pistols, rather than in target or hunting pistols. A notable exception pistol is an example of this style of action. A common mode of
are Glock pistols which optimize preset triggers (similar to DAO) but carry for DA/SA semi-automatic pistols is with the magazine full,
the striker is partially cocked back as the slide closes. This allows a round chambered, and the gun holstered and uncocked with
for significantly shorter trigger pulls than DAO. The trigger spring the external safety off.
can be replaced with a lighter one and paired with a low-strength A Preset Action (PA) is a blend of Single Action (SA), and Double
sear connector resulting in lightened trigger pulls to improve a Action/Single Action (DA/SA). Upon firing a cartridge or loading
shooter’s accuracy. the chamber, the hammer or striker will rest in a partially cocked
position. The trigger serves the function of completing the cocking
9.2.2.8 Fixed and Removable Magazine Nearly all semi-cycle and then releasing the striker or hammer. While technically
automatic pistols use a removable magazine, which can be taken two actions, it differs from a double action trigger in that the trigger
from the magazine well, reloaded, and then replaced in the pistol. is not capable of fully cocking the striker or hammer. It differs
This facilitates a much quicker reload time by carrying around from single action in that if the striker or hammer were to release,
more magazines that have been prefilled with ammunition. In it would generally not be capable of igniting the primer. Preset
most handguns, even with the magazine removed, it can still be actions also benefit in the fact that the first shot has the same
fired if there is a round in the chamber. trigger pressure as the subsequent shots, but have a downside
The fixed pistol magazine generally uses stripper clips or loose where the slide must be racked if the round fails to fire, in order
rounds to reload a handgun, which is pushed into the internal to reset the action.
magazine, and then stowed or tossed away. These are generally Some modern semi-automatic pistols are double action only
slower than removable magazine pistols, as the action generally (DAO); that is, once a round is chambered, each trigger pull
has to be locked back before reloading, and if a character is will cock the hammer, striker, or firing pin, and will additionally
caught in the middle of reloading, they can not fire. Reloading release the same to fire a cartridge in one continuous motion.
also has to be done after the firearm has completely expended Each pull of the trigger on a DAO semi-automatic pistol requires
all of its ammunition (or all of the ammunition has been removed), the same amount of pressure. The Kel-Tec P-32 is an example
which doesn’t allow for topping off rounds in a timely manner. of a DAO action. DAO semi-automatic pistols are most generally
Most types of semi-automatic pistols rely on a removable recommended only in the smaller, self-defense, concealable
magazine to store ammunition before it is fired, usually inserted pistols, rather than in target or hunting pistols. A notable exception
inside the grip. These magazines can hold anywhere from 3 to 100 are Glock pistols which optimize preset triggers (similar to DAO) but
rounds, though magazines between 5 and 20 are most common. the striker is partially cocked back as the slide closes. This allows
Semi-automatic pistols provide an advantage in capacity, as they for significantly shorter trigger pulls than DAO. The trigger spring
hold two to three times more than a revolver of similar size. Semi- can be replaced with a lighter one and paired with a low-strength
automatic pistols are generally more complex to operate and sear connector resulting in lightened trigger pulls to improve a
maintain on an end user level, but easier to repair. shooter’s accuracy.
Semi-automatic pistols fall into various categories based on
how they are cocked, and what kind of magazine they posses. 9.2.2.10 Fixed and Removable Magazine Nearly all semi-
automatic pistols use a removable magazine, which can be taken
9.2.2.9 Single Action, Double Action/Single Action, Double from the magazine well, reloaded, and then replaced in the pistol.
Action Only, and Preset Action Typically, the first round is This facilitates a much quicker reload time by carrying around
manually loaded into the chamber by pulling back and releasing more magazines that have been prefilled with ammunition. In
(“racking”) the slide mechanism. After the trigger is pulled and the most handguns, even with the magazine removed, it can still be
round is fired, the recoil operation of the handgun automatically fired if there is a round in the chamber.
extracts and ejects the shell casing and reloads the chamber. This The fixed pistol magazine generally uses stripper clips or loose
mode of operation generally allows for faster reloading, although rounds to reload a handgun, which is pushed into the internal
semi-automatic pistols are potentially more prone to malfunctions magazine, and then stowed or tossed away. These are generally
than revolvers due to their more complex design and mechanism. slower than removable magazine pistols, as the action generally
A single action (SA) semi-automatic pistol must be cocked by has to be locked back before reloading, and if a character is
first operating the slide or bolt, or, if a round is already chambered, caught in the middle of reloading, they can not fire. Reloading
by cocking the hammer manually. The famed Colt M1911 is an also has to be done after the firearm has completely expended
example of this style of action. All SA semi-automatic pistols all of its ammunition (or all of the ammunition has been removed),
exhibit this feature, and automatically cock the hammer when which doesn’t allow for topping off rounds in a timely manner.
the slide is first “racked” to chamber a round. A round can also
be manually inserted in the chamber with the slide locked back. 9.3 Personal Defense Weapons
Then the safety can be applied.
Standard modern semi-automatic pistols are usually double A personal defense weapon (PDW) is a compact semi-
action/single action (DA/SA). In this design, the hammer or striker automatic or fully automatic firearm similar in most respects to a
may be either thumb-cocked or activated by pulling the trigger sub-machine gun, but firing a (often proprietary) rifle round, giving
when firing the first shot. The hammer or striker is re-cocked a PDW better range, accuracy and armor-penetrating capability
automatically during each firing cycle. In double-action/single- than sub-machine guns, which fire pistol-caliber cartridges. The
action (DA/SA) pistols, the first pull of the trigger requires roughly class of weapon as it exists today evolved as a hybrid between a
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sub-machine gun and a carbine, retaining the compact size and Open vs. Closed Bolt
ammunition capacity of the former while adding the ammunition
A semi or full automatic firearm is said to fire from an open
power, accuracy and penetration of the latter. For the context of
bolt if, when ready to fire, the bolt and working parts are held to
this book, PDWs include sub-machine guns as well as machine
the rear. When the trigger is pulled the bolt goes forward, feeding
pistols.
a round from the magazine into the chamber and firing it. Like any
A machine pistol is a handgun-style, often magazine-fed and
other self-loading design without an external power supply, the
self-loading firearm, capable of fully automatic or burst fire, and
action is cycled by the energy of the shot; this sends the bolt back
normally chambered for pistol cartridges. The term is a literal
to the rear, ejecting the empty cartridge case and preparing for
translation of Maschinenpistole, the German term for a hand-held
the next shot. Generally, open bolt is used for automatic weapons
automatic weapon. While the dividing line between machine pistols
and not for semi-automatic weapons.
and compact sub-machine guns is hard to draw, the term “sub-
Compared to a closed-bolt design, open bolt weapons
machine gun” usually refers to larger automatic firearms scaled
generally have fewer moving parts. The firing pin is usually part
down from a full-sized machine gun to fire handgun rounds, while
of the bolt, saving on manufacturing costs. In automatic weapons
the term “machine pistol” usually refers to a weapon built up
an open bolt helps eliminate the dangerous phenomenon known
from a semi-automatic pistol design. Machine pistols, however,
as “cook-off”, wherein the firing chamber becomes so hot that
break away from this definition with the new arrival of rifle
rounds spontaneously fire without trigger input. Open-bolt designs
caliber handguns, that are extremely cut down rifles, with a semi-
typically operate much cooler than closed-bolt designs, making
automatic rate of fire, and lacking a stock.
them more suitable for constant full automatic weapons such as
In a law enforcement context, machine pistols are used by
machine guns.
tactical police units such as SWAT teams or hostage rescue teams
Open bolt weapons are more prone to fire when dropped,
which are operating inside buildings and other cramped spaces,
and the open mechanism is more subject to picking up dirt when
who need a small, concealable weapon with a high rate of fire.
in the ready position, and so may require an additional ejector
Bodyguards from police or government agencies sometimes carry
door or similar mechanism to exclude dust and dirt. Some open
concealed machine pistols when they are protecting high-risk
bolt designs can suffer “slamfire”, in which bolt retention fails and
VIPs. Criminal gang members such as narcotics traffickers also
the weapon discharges even with no trigger input. Open bolt
use machine pistols, typically guns which have been illegally
weapons can not chamber a round in the barrel, and thus are
converted to fire in a fully automatic fashion.
restricted to the amount of the rounds in the magazines. Accuracy
In a military setting, some countries issue machine pistols
can suffer somewhat in an open bolt design, but this is generally
as personal defense side arms to infantry, paratroopers, artillery
less of a concern in automatic weapons.
crews, helicopter crews, or tank crews. They have also been
A semi or full-automatic firearm which is said to fire from
used in close quarters combat settings where a small weapon is
a closed bolt is one where, when ready to fire, a round is in the
needed.
chamber and the bolt and working parts are forward. When the
A sub-machine gun is an automatic carbine, designed to fire
trigger is pulled the firing pin or striker fires the round, the action
pistol cartridges. It combines the automatic fire of a machine
is cycled by the energy of the shot sending the bolt to the rear
gun with the cartridge of a pistol, which allows for controllable
which extracts and ejects the empty cartridge case, the bolt then
automatic fire in a close setting. Sub-machine guns almost always
goes forward feeding a fresh round from the magazine into the
have stocks, and are used like close ranged rifles.
chamber, ready for the next shot.
In the early 20th century, experiments were made by
Closed bolt designs are more accurate for the first round and
converting stocked pistols from semi to fully automatic, thereby
for semi-automatic fire, and don’t have the movement of working
making machine pistols. Stocked automatic weapons firing pistol
parts to inhibit accuracy. The first round sits consistently in the
rounds were developed around the same time during World War
chamber, which allows the topping off of a magazine, for +1 round.
I, by Italy, Germany, and the United States. The first dedicated
The action remaining closed the majority of the time prevents
designs were developed in the latter stages of World War I both as
foreign debris from entering the gun.
improvements on earlier stocked pistols, and to offer an advantage
Closed bolt weapons are generally more expensive to make,
in trench warfare. They were popularized in the 1920s and 1930s
and they can suffer from cook-off. Closed bolt designs are typically
as weapon of choice of American gangsters and police. Sub-
seen in semi-automatic weapons, such as handguns, shotguns,
machine guns rose to prominence as a front line close-quarters
and rifles.
combat weapon and commando firearm during World War II.
They are now widely used by police SWAT, military commando,
paramilitary, and counter-terrorism team members for a variety of 9.4 Rifles
situations. Sub-machine guns are highly effective in close quarters;
their lower-powered pistol cartridges make them generally more A rifle is a firearm designed to be fired from the shoulder, with
controllable in fully automatic fire compared to assault rifles, a barrel that has a helical groove or pattern of grooves (“rifling”)
while their small size and light weight grant maneuverability. cut into the barrel walls. The raised areas of the rifling are called
However, pistol cartridges generally have low effectiveness against “lands,” which make contact with the projectile, imparting spin
targets protected by body armor or cover, and are short-ranged around an axis corresponding to the orientation of the weapon.
compared to intermediate and rifle cartridges. When the projectile leaves the barrel, this spin lends gyroscopic
stability to the projectile and prevents tumbling, in the same way
that a properly thrown American football or rugby ball behaves.
This allows the use of aerodynamically-efficient pointed bullets
(as opposed to the spherical balls used in muskets and shotguns)
and thus improves range and accuracy. The word “rifle” originally
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referred to the grooving, and a rifle was called a “rifled gun.” 9.4.0.2 Lever Action Lever action is a type of firearm
Rifles are used in warfare, hunting and shooting sports. action which uses a lever located around the trigger guard area,
The rifle is the backbone of every modern infantry army, and (often including the trigger guard itself) to load fresh cartridges
nearly all countries have used them since the mid-1800s, which into the chamber of the barrel when the lever is worked. Most
were a massive upgrade from the smoothbore muskets, which lever action firearms are rifles, but lever action shotguns and
had troubles with accurate, precise fire because of their barrels. a few pistols have also been made. One of the most famous
Rifles were initially single shot, muzzle-loading weapons. During lever action firearm is undoubtedly the Winchester rifle, but many
the 18th century, breech-loading weapons were designed, which manufacturers—notably Marlin and Savage—also produce lever
allowed the rifleman to reload while under cover, but defects in action rifles.
manufacturing and the difficulty in forming a reliable gas-tight seal While lever action rifles were (and are) popular with hunters
prevented widespread adoption. During the 19th century, multi- and sporting shooters, they were not widely accepted by the
shot repeating rifles using lever, pump or bolt actions became military. One significant reason for this was that it is harder to
standard, further increasing the rate of fire and minimizing the fire a lever action from the prone position (compared to a bolt-
fuss involved in loading a firearm. The problem of proper seal action rifle), and while nominally possessing a greater rate of fire
creation had been solved with the use of brass cartridge cases, than bolt-action rifles, lever action firearms are also generally fed
which expanded in an elastic fashion at the point of firing and from a tubular magazine, which limits the ammunition that can
effectively sealed the breech while the pressure remained high, be used in them. Pointed center fire Spitzer bullets, for example,
then relaxed back enough to allow for easy removal. By the end can cause explosions in a tubular magazine, as the point of each
of the 19th century, the leading bolt action design was that of Paul cartridge’s projectile rests on the primer of the next cartridge in
Mauser, whose action—wedded to a reliable design possessing a the magazines. The tubular magazine may also have a negative
five-shot magazine—became a world standard through two world impact on the harmonics of the barrel, which limits the theoretical
wars and beyond. The Mauser rifle was paralleled by Britain’s accuracy of the rifle. A tubular magazine under the barrel also
ten-shot Lee-Enfield and America’s 1903 Springfield rifle models. pushes the center of gravity forward, which alters the balance of
Rifles are split into categories by their size, accessories, the rifle in ways that are undesirable to some shooters. However
actions, and use. there are some lever rifles, such as the Winchester Model 1895
When selecting a rifle, a character should always consider which saw service with the Russian Army in World War I, that use
many things, such as what the role they plan to play with that a box magazines.
rifle, the ammunition type, caliber, and accessories they will take
use of. Rifles are best complimented with a variety of upgrades,
and should take full use of them. Rifles are less personal weapons,
more utilitarian weapons that are used and employed when
needed, and stowed away when not.

9.4.0.1 Bolt Action Bolt action is a type of firearm action


in which the weapon’s bolt is operated manually by the opening
and closing of the breech (barrel) with a small handle, most
commonly placed on the right-hand side of the weapon. As the
handle is operated, the bolt is unlocked, the breech is opened,
the spent cartridge case is withdrawn and ejected, the firing pin
is cocked (this occurs either on the opening or closing of the
bolt, depending on design), and finally a new round/cartridge is
placed into the breech and the bolt closed. Bolt action firearms
are most often rifles, but there are some bolt action shotguns
as well. Examples of this system date as far back as the early
19th century, notably in the Dreyse needle gun. From the late
19th century, all the way through both World Wars, the bolt action
rifle was the standard infantry firearm for most of the world’s
militaries.
In military and law enforcement use, the bolt action has been
mostly replaced by semi-automatic and selective fire weapons,
though the bolt action remains the dominant design in sniper rifles.
Bolt action firearms are still very popular for hunting and target
shooting. Compared to most other manually operated firearm
actions, it offers an excellent balance of strength (allowing powerful
chamberings), ruggedness, reliability, and potential accuracy, all
with light weight and low cost. The major disadvantage is a
marginally lower practical rate of fire than other manual repeating
firearms, such as lever action and pump action, and a far lower
practical rate of fire than semi-automatic weapons, but this is not
an important factor in many types of hunting and target shooting.
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Due to the higher rate of fire and shorter overall length than The disadvantage are that a self loading weapon is almost
most bolt action rifles, lever actions have remained popular to this always more mechanically complex than any other type of action,
day for sporting use, especially short- and medium-range hunting and requires more maintenance.
in forests, scrub, or bushland. Lever action firearms have also
been used in some quantity by prison guards in the United States, 9.4.1 Carbines
as well as by wildlife authorities/game wardens in many parts of
the world. An additional advantage over typical bolt-action rifles A carbine is a longarm similar to, but shorter than, a rifle.
is the lack of handedness: lever actions like pump-actions are Many carbines are shortened versions of full rifles, firing the same
frequently recommended as ambidextrous in sporting guidebooks. ammunition at a lower velocity due to a shorter barrel length,
and as such, the range for carbines is usually less than their rifle
counterparts.
9.4.0.3 Pump Action A pump action rifle is one in which
The smaller size and lighter weight of carbines makes them
the handgrip can be pumped back and forth in order to eject
easier to handle in close-quarter situations such as urban or
a spent round of ammunition and to chamber a fresh one. It is
jungle warfare, or when deploying from military vehicles. The
much faster than a bolt-action and somewhat faster than a lever
disadvantages of carbines relative to rifles include inferior long-
action, as it does not require the trigger hand to be removed from
range accuracy and a shorter effective range. Being larger than a
the trigger whilst reloading.
submachine gun, they are harder to maneuver in tight encounters
The cycling time of a pump action is quite short, often less
where superior range and stopping power at distance are not
than that of some semi-automatic designs. The manual operation
great considerations. Firing the same ammunition as rifles gives
gives a pump action the ability to cycle rounds of widely varying
carbines the advantage of standardization over those personal
power that a gas or recoil operated firearm would fail to cycle.
defense weapons (PDWs) that require proprietary cartridges.
The simplicity of the pump action relative to a semi-automatic
One of the more unusual classes of carbine is the pistol caliber
design also leads to improved durability and lower cost. It has
carbine. These first appeared soon after metallic cartridges
also been noticed that the time taken to work the action allows the
became common. These were developed as "companions" to
operator to identify and aim on a new target, avoiding a “spray
the popular revolvers of the day, firing the same cartridge but
and pray” usage. An advantage of the pump action over the
allowing more velocity and accuracy than the revolver.
bolt-action is its ease of use by both left- and right-handed users:
The primary advantages of a pistol caliber carbine are increased
like lever actions, pump-actions are frequently recommended as
accuracy due to the buttstock and longer barrel (and with it, sight
ambidextrous in sporting guidebooks.
radius), relatively low muzzle blast/flash/recoil, higher muzzle
Like most lever action rifles, most pump action rifles do not
velocity and energy of a longer barrel for increased wounding
use a detachable magazines. This makes for slow reloading, as
potential and penetration (depending on the particular load used),
the cartridges have to be inserted individually into the firearm,
and greater adaptability for easily accepting accessories such as
which can take more time to reload.
optics, weapon lights, and lasers.
One less-noted advantage of PCCs is their lower muzzle report
9.4.0.4 Self Loading A semi-automatic, or self-loading compared to more powerful rifles; because they are less noisy
rifle is a weapon which performs all steps necessary to prepare when fired, they are less likely to cause permanent hearing
the weapon to fire again after firing—assuming cartridges remain damage when fired indoor without hearing protection - this can
in the weapon’s feed device or magazines. Typically, this includes be an important consideration during home defense situations.
extracting and ejecting the spent cartridge case from the weapon’s Compared to "regular" carbines/rifles (such as those in .223
firing chamber, re-cocking the firing mechanism, and loading Rem and 7.62x39mm), pistol-caliber carbines may suffer from a
a new cartridge into the firing chamber. Although automatic shorter effective range, more pronounced trajectory, less power,
weapons and selective fire firearms do the same tasks, semi- and less effectiveness against body armor.
automatic firearms do not automatically fire an additional round Carbines are issued to high-mobility troops such as special-
until the trigger is released and re-pressed by the person firing operations soldiers and paratroopers, as well as to mounted,
the weapon. supply, or other non-infantry personnel whose roles do not require
While all basic firearm actions require the action to be cycled full-sized rifles. Carbine rifles go well with tactical slings, or patrol
manually before the first shot, semi-automatic as well as automatic slings, and the same accessories that would be outfitted on a full
and selective fire actions are differentiated from other forms such size rifle.
as pump-action, bolt action, or lever action firearms by eliminating
the need to manually cycle the weapon after each shot. For
9.4.2 Assault, Battle, and Target Rifles
example, to fire ten rounds from a semi-automatic firearm or a
selective fire weapon set to fire semi-automatically, the action An assault rifle is an automatic rifle that Uses an intermediate
would initially be cycled to load the first round and the trigger cartridge and a detachable magazine. Assault rifles are the
would need to be pulled ten times (once for each round fired). standard infantry weapons in most modern armies. Assault rifles
For the other forms, the weapon’s mechanism would require are categorized in between light machine guns, which are intended
cycling manually prior to firing the next round. An automatic or a more for sustained automatic fire in a light support role, and sub-
selective fire weapon set to fire automatically would be able to machine guns, which fire a pistol cartridge rather than a rifle
fire continuously as long as the trigger is held until the magazine cartridge.
or feed device runs out of ammunition. The term assault rifle is a translation of the German word
Advantages of this type of action is that the weapon can Sturmgewehr (literally "storm rifle", as in "to storm a position"). The
fire much faster than any other type of action, without having to name was coined by Adolf Hitler to describe the Maschinenpistole
break sights on the target in order to ready another round. 43, subsequently renamed Sturmgewehr 44, the firearm generally
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considered the first assault rifle that served to popularize the 9.4.3 Designated Marksman Rifles
concept and form the basis for today’s modern assault rifles.
A designated marksman rifle (DMR) is the weapon used by
The translation assault rifle gradually became the common
soldiers in the designated marksman role. The DM role fills the
term for similar firearms sharing the same technical definition as
gap between a regular infantryman and a sniper and DMRs have
the StG 44. In a strict definition, a firearm must have at least the
been developed with this middle ground in mind.
following characteristics to be considered an assault rifle: it must
These rifles have to be effective, in terms of accuracy and
be an individual weapon with provision to fire from the shoulder
terminal ballistics, at ranges exceeding those of ordinary assault
(i.e. a buttstock); It must be capable of selective fire, It must have
rifles, but do not require the extended range of a dedicated sniper
an intermediate-power cartridge: more power than a pistol but
rifle.
less than a standard rifle or battle rifle, its ammunition must be
DMRs, however, often share some basic characteristics with
supplied from a detachable magazine rather than a feed-belt, and
sniper rifles in difference to the weapons carried by others in the
it should at least have a firing range of 300 meters (1000 feet).
DMs unit. DMRs may have an attached telescopic sight, quickly
Rifles that meet most of these criteria, but not all, are technically
deployed stabilizing bipod to allow optimized accuracy and low-
not assault rifles despite frequently being considered as such.
recoil in temporarily fixed situations or an adjustable stock. They
For example, semi-automatic-only rifles that share designs with
will, though, generally retain semi-automatic firing capability (more
assault rifles are not assault rifles, as they are not capable of
rapid than bolt-action sniper rifles) and a larger magazine capacity
switching to automatic fire and thus are not selective fire capable,
of 10, 20, or 30 rounds depending on the firearm in question.
and are noted as target rifles. Belt-fed weapons or rifles with
fixed magazines are likewise not assault rifles because they do
not have detachable box magazines. 9.4.4 Bolt Action and Sniper Rifles
The term "assault rifle" is often more loosely used for In military and law enforcement terminology, a sniper rifle is a
commercial or political reasons to include other types of arms, precision rifle used to ensure more accurate placement of bullets
particularly arms that fall under a strict definition of the battle at longer ranges than other small arms. A typical sniper rifle is
rifle, or semi-automatic variant of military rifles such as AR-15s. built for optimal levels of accuracy, fitted with a telescopic sight
The US Army defines assault rifles as “short, compact, selective- and chambered for a military centerfire cartridge. The term is
fire weapons that fire a cartridge intermediate in power between often used in the media to describe any type of accurized firearm
sub-machinegun and rifle cartridges.” fitted with a telescopic sight that is employed against human
A battle rifle is a military service rifle that fires a full power targets, although "sniping rifle" or "sniper’s rifle" is the technically
rifle cartridge, such as 7.62x51mm. While the designation of battle correct fashion to refer to such a rifle.
rifle is usually given to post-World War II select fire infantry rifles The military role of a sniper, dates back to the turn of
such as the H&K G3, the FN FAL, or the M14, this term can also the 18th century, but the true sniper rifle is a much more
apply to older military bolt action or semi-automatic rifles such recent development. Advances in technology, specifically that
as the Mauser 98k or the M1 Garand. The battle rifle’s power of telescopic sights and more accurate manufacturing, allowed
and long-range accuracy are intended to engage targets at long armies to equip specially trained soldiers with rifles that enable
distances, but this comes with a trade-off of length and weight them to deliver precise shots over greater distances than regular
that make it relatively cumbersome in close-quarter combat. infantry weapons. The rifle itself could be based on a standard rifle
Recently, however, there has been a general backlash against (at first, a bolt action rifle); however, when fitted with a telescopic
carbines and light rifles in many armies around the world due to sight, it becomes a sniper rifle.
their having less range, penetration, and power than battle rifles. Modern Sniper Rifles can be divided into two classes: Military
Recent conflicts in desert environments have underscored the and Law Enforcement
need for greater range while developments in body armor have
created a need for more powerful munitions. A consequence of • Military Sniper rifles aimed at military service are
this was the creation of the Squad Designated Marksman program often designed for very high durability, range, reliability,
in the U.S. Army and the Squad Advanced Marksman in the U.S. sturdiness, serviceability, and repairability under adverse
Marine Corps. The role of the designated marksman is to fill the environmental and combat conditions, at the sacrifice
"marksmanship gap" between the rifleman and the sniper. Instead of a small degree of accuracy. Military snipers and
of relying on the use of smaller, lighter weapons with a higher sharpshooters may also be required to carry their rifles and
rate of fire to hit a target, these programs place greater emphasis other equipment for long distances, making it important
on marksmanship training, allowing the squad to take advantage to minimize weight. Military organizations often operate
of the greater range and power of heavier weapons. This has under strict budget constraints, which influences the type
marked the return of battle rifles in the form of marksman rifles, and quality of sniper rifles they purchase.
which are discussed next section.
Target rifles are semi-automatic rifles that use a varying degrees • Law Enforcement Sniper rifles built or modified for use
of cartridges, from the lighter assault rifle cartridges, to the heavier in law enforcement are generally required to have the
battle rifle cartridges. Target rifles may retain and appear to be greatest possible accuracy, more than military rifles, but
exactly like assault and battle rifles, even down to having part and do not need to have as long a range. As law enforcement-
magazine compatibility, but target rifles have a semi-automatic specific rifles are usually used in non-combat (often urban)
rate of fire only. environments, they do not have the requirement to be as
Assault rifles, battle rifles, and target rifles go well with a hardy or portable as military versions; nevertheless they
multitude of upgrades based on their use, and can take advantage may be smaller, as they do not need very long range. Some
of a wide variety of upgrades. of the first sniper rifles designed specifically to meet police
and other law-enforcement requirements were developed
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for West German police after the Munich massacre at the substantial power. However, in the 19th century, these weapons
1972 Summer Olympics. Many police services and law were largely replaced on the battlefield with breechloading rifled
enforcement organizations (such as the U.S. Secret Service) firearms, which were more accurate over longer ranges. The
now use rifles designed for law enforcement purposes. military value of shotguns was rediscovered in the First World War,
when American forces used 12 Gauge pump action shotguns in
Bolt action rifles and sniper rifles, because of their use, will close-quarters trench fighting to great effect. Since then, it has
almost always use a scope of high magnification (at least x3),and been used in a variety of roles in civilian, law enforcement, and
a bipod. Accessories such as lasers, custom built stocks, and military applications.
modified barrels are often built in as well, to achieve the best The shot pellets from a shotgun spread upon leaving the
possible shot. barrel, and the power of the burning charge is divided among the
pellets, which means that the energy of any one ball of shot is fairly
9.4.5 Anti-Materiel Rifles low. In a hunting context, this makes shotguns useful primarily for
hunting birds and other small game. However, in a military or law
An Anti-materiel rifle is a rifle designed to destroy at hard
enforcement context, the large number of projectiles makes the
targets, such as equipment, vehicles, and weapons, rather than
shotgun useful as a close quarters combat weapon or a defensive
at other combatants. Anti-materiel rifles are similar in form and
weapon. Shotguns are also used for target shooting sports such
appearance to modern sniper rifles and can often serve in that
as skeet, trap, and sporting clays.
role, though they are usually chambered for cartridges more
Shotguns are widely used as a support weapon by police
powerful than are normally required for neutralizing a human
forces. One of the rationales for issuing shotguns is that even
and can operate at a greater range. In general, anti-materiel rifles
without much training, an officer will probably be able to hit targets
are chambered for 12.7x99mm NATO (.50 BMG), 12.7x108mm
at close to intermediate range, due to the “spreading” effect of
Russian, 14.5x114mm Russian, and 20mm cartridges. The large
buckshot. This is mainly a myth, due to the fact that the spread
cartridges are required to be able to fire projectiles containing
of shotgun at 25 feet, averages 8 inches, being very capable of
usable payloads such as explosives, armor-piercing cores, and
missing a target. Some police forces are replacing shotguns in
incendiaries.
this role with carbine rifles such as AR-15s. Shotguns are also used
Due to the considerable size and weight of anti-materiel rifles
in roadblock situations, where police are blocking a highway to
and other support equipment, sniper cells operating in 2- or 3-
search cars for suspects. Law enforcement agencies often use
man or larger teams become a necessity. The recoil produced
riot shotguns, especially for crowd and riot control where they
by the employed cartridges dictates that these rifles are designed
may be loaded with less-lethal rounds. Shotguns are also often
to be fired from the prone position. Bipods and muzzle brakes
used as breaching devices to defeat locks.
are used as accessories to employ these rifles as comfortably
The downside to shotguns, is that the shot quickly expends
and accurately as possible. Firing several 12.7x99mm NATO,
its energy as the pellets fly farther, making them poor long range
12.7x108mm Russian, or larger calibers from the standing position
weapons, and even less-than-desirable medium range weapons.
or in a kneeling position would be very uncomfortable for the
Shotguns, unlike any other weapon in Ops and Tactics, have their
operator.
range penalties affect both their total damage, as well as their
Bipods are mandatory, and various telescopic sights, tactical
attack bonus.
slings, patrol slings, and ergonomic stocks are all suitable for
Shotguns, like rifles, are separated by their actions.
anti-materiel rifles.

9.5.0.1 Break Action For most of the history of the


9.5 Shotguns
shotgun, the break action breech loading double was the most
“Over the centuries, mankind has tried many ways of common type, typically divided into three subtypes: the traditional
combating the forces of evil... prayer, fasting, good works “side-by-side” shotgun features two barrels mounted one beside
and so on. Up until Doom, no one seemed to have thought the other (as the name suggests), the “over-and-under” shotgun
about the double-barrel shotgun. Eat leaden death, demon.” has the two barrels mounted one on top of the other, and the single
—Terry Pratchett barrel shotgun. Side-by-side shotguns were traditionally used for
A shotgun (also known as a scattergun and peppergun, or hunting and other sporting pursuits (early long barreled side-by-
historically as a fowling piece) is a firearm that is usually designed side shotguns were known as Fowling Pieces for their use hunting
to be fired from the shoulder, which uses the energy of a fixed ducks and other birds), whereas over and under shotguns are more
shell to fire a number of small spherical pellets called shot, or a commonly associated with sporting use (such as clay pigeon/skeet
solid projectile called a slug. Shotguns come in a wide variety of shooting). Both types of double-barrel shotgun are used for
sizes, ranging from .22 inch bore up to 2 inch bore, and in a range hunting and sporting use, with the individual configuration largely
of firearm operating mechanisms, including breech loading, single- being a matter of personal preference. Single barrel shotguns can
barreled, double or combination gun, pump action, bolt, and lever be used for either use as well, but the single shot doesn’t permit
action, semi-automatic, and even fully automatic variants. a user to participate in certain types of clay shooting.
A shotgun is generally a smoothbore firearm, which means Most break action shotguns have two triggers, allowing the
that the inside of the barrel is not rifled. Preceding smoothbore user to fire the barrel they prefer, which each may be loaded with
firearms, such as the musket, were widely used by armies in the different loads, or fire both barrels at the same time, for twice the
18th century. The direct ancestor to the shotgun, the blunderbuss, load at a target. The downside to having two separate triggers is
was also used in a similar variety of roles from self defense to riot that the user must shift their hand in order to be able to manipulate
control. It was often used by cavalry troops due to its generally each trigger. A newer style is to have a single trigger that fires
shorter length and ease of use, as well as by coachmen for its one barrel first, then the other, in a predetermined sequence, that
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is reset when the action is broken and reloaded. The advantage Pump action shotguns lacking a trigger disconnector can be
to this is that the user doesn’t have to shift their grip in order to slamfired, on purpose or otherwise, if the trigger is kept depressed
fire quickly, but looses the ability to fire both barrels at once. whilst cycling the action. This permits a user to rapidly spray shells
onto a target area and perform slamfire attacks.
• Side-by-Side (SxS) shotguns have −1 attack penalty when Pump action shotguns have no attack bonus or penalty.
aiming at the same target on the second shot, but a +1 attack
bonus when aiming at a target adjacent to the first.
9.5.0.3 Lever Action Early attempts at repeating shot-
guns invariably centered around either bolt or lever action designs,
• Over-and-Under (OxU) shotguns have no attack bonus or drawing inspiration from contemporary repeating rifles, with the
penalty. earliest successful repeating shotgun bein.44 Specialg the lever
action Winchester M1887, designed by John Browning at the behest
9.5.0.2 Pump Action In pump action shotguns, a sliding of the Winchester Repeating Arms Company.
forearm handle (the pump) works the action, extracting the spent Lever shotguns, while less common, were popular in the late
shell and inserting a new one while cocking the hammer or striker 19th century with the Winchester Model 1887 and Model 1901
as the pump is worked. A pump gun is typically fed from a tubular being prime examples. Initially very popular, demand waned
magazine underneath the barrel, which also serves as a guide for after the introduction of pump action shotguns at the turn of the
the pump. The rounds are fed in one by one through a port in the century, and production was eventually discontinued in 1920.
receiver, where they are lifted by a lever called the elevator and One major issue with lever actions (and to a lesser extent
pushed forward into the chamber by the bolt. A pair of latches at pump actions) was that early shotgun shells were often made
the rear of the magazine hold the rounds in place and facilitate of paper or similar fragile materials (modern hulls are plastic or
feeding of one shell at a time. If it is desired to load the gun fully, metal). As a result the loading of shells, or working of the action
a round may be loaded through the ejection port directly into the of the shotgun, could often result in cartridges getting crushed
chamber, or cycled from the magazine, which is then topped off and becoming unusable, or even damaging the gun.
with another round. Well-known examples include the Winchester Lever shotguns have seen a return to the gun market in
Model 1897, Remington 870, and Mossberg 500/590. recent years, however, with Winchester producing the Model 9410
Pump action shotguns are common hunting, fowling, and (chambering the .410 bore shotgun shell and using the action
sporting shotguns. Hunting models generally have a barrel of the Winchester Model 94 series lever action rifle, hence the
between 24 and 28 inches. They can also easily be used with an name), and a handful of other firearm manufacturers producing
empty magazine as a single shot weapon, by simply dropping versions of the Winchester Model 1887/1901 designed for modern
the next round to be fired into the open ejection port after the 12 Gauge smokeless shotshells with more durable plastic casings.
spent round is ejected. Pump action shotguns with shorter barrels
and no barrel choke (or very little) are highly popular for use in 9.5.0.4 Autoloading Gas, inertia, or recoil operated
home defense, military and law enforcement, and are commonly actions are other popular methods of increasing the rate of fire
known as riot guns. The minimum barrel length for shotguns of a shotgun; these are generally referred to as autoloaders or
in most of the U.S. is 18” and this barrel length is the primary semi-automatics. Instead of having the action manually operated
choice for riot shotguns. The shorter barrel makes the weapon by a pump or lever, the action automatically cycles each time
easier to maneuver around corners and in tight spaces, though the shotgun is fired, ejecting the spent shell and reloading a
slightly longer barrels are sometimes used outdoors for a tighter fresh one into the chamber. The first successful semi-automatic
spread pattern or increased accuracy of slug projectiles. Home shotgun was John Browning’s Auto-5, first produced by Fabrique
defense/law enforcement shotguns are usually chambered for Nationale beginning in 1902. Other well-known examples include
12 gauge shells, providing maximum shot power and the use of the Remington 1100, Benelli M1, and Saiga-12.
a variety of projectiles such as 00 Buckshot, rubber, beanbag, Some, such as the Franchi SPAS-12 and Benelli M3, are
and slug shells, but 20 gauge (common in bird-hunting shotguns) capable of switching between semi-automatic and pump action.
or .410 (common in youth-size shotguns) are also available in These are popular for two reasons; first, some jurisdictions forbid
defense-type shotgun models allowing easier use by novice the use of semi-automatic actions for hunting, and second, lower-
shooters. powered rounds, like many less lethal cartridges, have insufficient
A riot shotgun has many advantages over a handgun or power to reliably cycle a semi-automatic shotgun.
rifle. Compared to “defense-caliber” handguns (chambered for Autoloading shotguns also encompasses shotguns that are
9x19mm Parabellum, .38 Special, .357 Magnum, .40 S&W, .45 ACP fully automatic, such as the Daewoo USAS-12 and the AA-12.
and similar), a shotgun has far more power and damage potential,
allowing a “one-shot stop” that is more difficult to achieve with
9.6 Machine Guns
typical handgun loads. Compared to a rifle, riot shotguns are
easier to maneuver due to the shorter barrel, still provide better A machine gun is a fully automatic mounted or portable
damage potential at indoor distances (generally 3-5 meters/yards), firearm, usually designed to fire rounds in quick succession from
and reduce the risk of “overpenetration”; that is, the bullet or shot an ammunition belt or large-capacity magazine, typically at a
passing completely through the target and continuing beyond, rate of several hundred rounds per minute.
which poses a risk to those behind the target through walls. The Machine guns are generally categorized as machine guns or
wide spread of the shot reduces the importance of shot placement autocannons. Machine guns are often portable to a certain degree,
compared to a single projectile, which increases the effectiveness but is generally used when mounted on a stand or fired from the
of “point shooting” - rapidly aiming simply by pointing the weapon ground on a bipod. Light machine guns are small enough to be
in the direction of the target. This allows easy, fast use by novices. fired and hand held like a rifle, but the gun is more effective when
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fired from a prone position, while general purpose machineguns and high-arcing ballistic trajectories. It is typically muzzleloading.
are almost always too heavy to be fired and held like a rifle, A mortar is relatively simple and easy to operate. A modern
and are near required to be fired with support. The difference mortar consists of a tube into which gunners drop a purpose-
between machine guns and autocannons is based on caliber, with designed bomb. The tube is generally set at between 45 and 85
autocannons using calibers larger than 16mm. degrees angle to the ground, with the higher angle giving shorter
Man-portable machine guns are split into two categories: firing distances. The bomb has no cartridge case; the propellant
light and general purpose. Light machine guns are often used is attached to the bomb’s fins. When it reaches the base of the
as squad automatic weapons, automatic weapons used to give tube it hits a firing pin, which detonates the propellant and fires
infantry squads a portable source of automatic, focused fire, that the projectile.
can be carried and maintained by one member of the unit, while Mortars are portable, and usually used by infantry units. The
general purpose machine guns, which can be used by one person, chief advantage a mortar section has over an artillery battery is
usually benefit greatly by having other soldiers help in the aspect the flexibility of small numbers, and mobility. Mortars are able to
of reloading, barrel changing, and carrying ammunition, because fire from the protection of a trench. In these aspects the mortar
of the weight. is an excellent infantry support weapon, as it can be transported
The machine gun’s primary role in modern ground combat is over any terrain and is not burdened by the logistical support
to provide suppressive fire on an opposing force’s position, forcing needed for artillery.
the enemy to take cover and reducing the effectiveness of his Backblast is a cone-shaped area behind a rocket launcher
fire. This either halts an enemy attack or allows friendly forces where hot gases are expelled when the rocket is fired. The
to attack enemy positions with less risk. Because of this, most backblast area is dangerous to others, who may be burned by
machine guns do not even posses a selector switch, and fire in the gases or exposed to overpressure caused by the explosion. In
automatic only mode. confined spaces, common in urban warfare, even the operators
Machine guns that used linked ammunition can sometimes themselves may be at risk.
equip ammo boxes to hold the rounds. All rocket launchers when fired, create a 10’ cone directly
behind them that deals 4d6 fire damage to anyone standing in it.

9.7 Grenade Launchers, Rocket Launchers, and


Mortars
A grenade launcher or grenade discharger is a weapon that
launches a grenade with more accuracy, higher velocity, and to
greater distances than a soldier could throw it by hand. Grenade
launchers can either come in the form of standalone weapons
(either single-shot or repeating) or attachments mounted under
the barrel of a rifle. Some rifles have been designed to fire rifle
grenades, either from their muzzle or from a detachable muzzle-
mounted launcher.
Most grenade launchers are man-portable, shoulder-fired
weapons issued on a squad level, though larger launchers are
sometimes mounted on armored vehicles. The most common
grenade round in use by modern militaries is the 40 mm
fragmentation grenade, which is effective against a wide range of
targets including infantry and lightly armored vehicles. The ability
of the grenade launcher to loft payloads in a high arc has resulted
in many specialty grenades such as less-lethal sponge grenades.
A rocket launcher is any device that launches a rocket-
propelled projectile, although the term is often used in reference to
mechanisms that are portable and capable of being operated by
an individual. Weapon systems that fall into this category include
the shoulder-launched missile weapon, the wider international
term for any weapon that fires a rocket-propelled projectile at a
target, yet is small enough to be carried by a single person, and
fired while held on one’s shoulder. However, the term bazooka, is
also often used for any shoulder-launched rocket weapon.
Specific types of rocket launchers within this group include
the rocket-propelled grenade, better known as the RPG, which
is a type of shoulder-launched anti-tank weapon designed by
the Soviet Union; the anti-tank guided missile, a guided missile
primarily designed to hit and destroy heavily-armored tanks and
other armored fighting vehicles; and the man-portable air-defense
systems, which provides shoulder-launched surface-to-air missiles.
A mortar is an indirect fire weapon that fires explosive
projectiles known as mortar bombs at low velocities, short ranges,
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10 Weapons in Use Glock series in 9x19mm, .45 ACP, and .40 S&W, the Smith and
Wesson 59 Series and the M&P Series in 9x19mm and .40 S&W,
This chapter talks about the general trends that firearms have The SIG P229 in .40 S&W, the Springfield Armory GI 1911A1 in .45
followed throughout the years, as well as trends that generally APC, and the XD in .40 S&W and .45 ACP, and the Beretta 92FS in
follow for the armed citizen. In most campaigns, players should 9x19mm and the Px4 in 9x19mm, .40 S&W and .45 ACP. In addition
be free to choose the weapons for their characters; however, if to their sidearm, they often carry an expendable or fixed baton,
they don’t know what to choose, this section can provide some pepper spray or for more well funded departments, a taser, at least
useful advice depending on what kind of campaign or setting is two reloads for their sidearm, a multitool or pocket knife, a small
being played. The information in this chapter, and more broadly, flashlight, a pair of handcuffs, and a radio. They are also issued
this book, focuses on the United States and its firearm laws. For a ballistic vest, or receive a stipend to pay for one. Detectives
other countries, similar firearms should be used, but they might and investigators will generally carry the same firearms issued
not be as common for some types of characters. For instance, to the officers, though older detectives grandfathered in before
in the UK, a bartender might have a bat over a shotgun, but an the widespread use of automatics will carry their .38 Special and
armored car guard will probably be armed along the same lines .357 Magnum revolvers, such as the Colt Detective Special and the
as their US counterpart. Smith and Wesson Model 36, as well as a pair of handcuffs. Higher
This chapter also covers what kinds of ammunition and officers, such as the captains, majors and chiefs, pull double duty
reserve weapons various organizations would have on hand, if and are out on the street just as much as they are in the office,
need called for them. carrying what suits them.
The SWAT team is usually comprised of various officers who
10.1 Local and State Law Enforcement work their normal duty work until their services are needed.
Unlike the standard officers, SWAT team members generally carry
Local and State Law Enforcement encompasses the major personalized handguns, that have been fitted to their specific
uniformed officers who deal with local and state crime, needs. The SWAT team, when on a mission is equipped with
investigating everything from petty thief and indecency calls, shotguns such as the Mossberg 590A1 and Remington 870 Police,
all the way to statewide drug rings and murder sprees. They sub-machine guns such as the HK MP5A4 and MP5A5, UMP9,
generally do not contact federal agencies (or are contacted by UMP40, and UMP 45, and bolt action rifles such as the Remington
federal agencies), unless the case becomes a federal case, that 700P, as well as a single entry shield. A SWAT team in a department
is, crosses state lines. They will often call in federal agencies for of this size will also have tear gas and smoke grenades.
guidance and assistance on things that are out of their scope, The armory will have 10-15 extra boxes of JHP ammunition for
such as profiling. 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 12
10.1.1 Small Police Station or Sheriff’s Department Gauge non-lethal beanbag and rubber ball ammo. The armory
will also have between 5-25 spare handguns that have not been
A small police station is a station that has less than 20 sworn in issued or are spares, with extra magazines for these handguns,
officers or deputies. Because of this, service handgun restrictions as well as 6-10 12 Gauge pump action shotguns, usually of an
are generally lax, usually consisting of caliber requirement for unformed nature, the most common being the Mossberg 500 and
the selected handgun (from 9x19mm up to .45 ACP), and the the Remington 870 Express.
requirement that the officer or deputy be able to qualify and Examples of these police stations and sheriff’s departments
display proper use and maintenance of their weapon. Because include a state patrol, large town police force or campus police at
of their size, officers and deputies are heavily stressed to carry a large university.
a backup weapon. Police stations and sheriffs departments of
this size generally do not have their own SWAT team, and usually
have to ask a larger, nearby department, for assistance. Service 10.1.3 Large Police Station or Sheriff’s Department
handgun habits for departments of this size span the entire
department, from the rookie patrol officer or deputy, all the way A large police station is a station that has over 100 sworn
up to the chief or sheriff. in officers or deputies. These stations or departments are
The armory may include between 1-5 extra boxes of JHP generally stringent on their specific firearms, sticking to strictly
ammunition for duty work, 6-8 boxes of 12 Gauge 00 Buckshot issued firearms for its personnel. They follow the same trends a
ammunition, and 3-5 12 Gauge pump action shotguns of assorted medium-sized police station would in choice of firearms and issued
manufacturer. equipment, though the requirement that the officer or deputy be
Examples of these police stations and sheriff’s departments able to qualify and display proper use and maintenance of their
include small town sheriff’s department or campus police at a weapon still applies. Detectives and investigators will generally
small college. carry the same firearms issued to the officers. Higher officers,
such as the captains, majors and chiefs, are usually confined to
clerical and managerial work, and as such, do not make it a habit
10.1.2 Medium Police Station or Sheriff’s Department
to carry a weapon while on duty.
A medium police station is a station that has between 21- The SWAT team in a large station is comprised of dedicated
100 sworn in officers or deputies. They generally issue specific officers who are solely on the SWAT team and do not do patrol
firearms, though the requirement that the officer or deputy be work. Because of their area of coverage, they are mostly active
able to qualify and display proper use and maintenance of their answering calls where their forces are needed, and when not
weapon still applies. Popular firearms for police stations and doing so, are undergoing training to keep their skills sharp until
sheriff’s departments for their officers and deputies include the their services are needed. SWAT team members generally are
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relaxed from the strict requirements that other officers are imposed The current issued sidearm for special agents is the Glock 22
about their sidearms, allowing to choose a sidearm to fit their or Glock 23 if they pass their first qualification. If they fail their
specific needs. The SWAT team would have the same equipment first qualification, they will be issued either a Glock 17 or Glock
as a medium-sized department, just more of it, but would also 19 to aid in their next qualification. The Glock 26, Glock 23, and
possess shotguns such as the Mossberg 930 Tactical, Remington Glock 27 are authorized as backup weapons. Special agents are
1100, and Benelli M1014, carbine rifles such as the Colt M4, H&K authorized to purchase and qualify with the Glock 21 for duty
G36K, designated marksman rifles such as the H&K PSG1 and carry.
M14 SWS, and even grenade launchers such as the H&K M320, Special agents of the FBI Hostage Rescue Team and FBI SWAT
as well as multiple entry shields and riot shields. A SWAT team teams are issued the Springfield Armory 1911A1 Loaded Operator
in a department of this size will also have tear gas, smoke, sting, in .45 ACP.
stun and even concussion grenades. Departments such as these The HRT and SWAT team maintains a stock of H&K MP5/10A3
also have weapons dedicated for purely non-lethal engagement, and MP5SD6 SMGs that have been outfitted with laser sights,
and will have multiple .68 Cal. paintball markers and 18mm LL tactical flashlights, red dot sights, and a vertical foregrip, as well
for subduing a subject without firearms. as Colt M16A3, M4 and M4A1, M14, and M40A1 rifles. They also
The armory for a large police department will have hundreds have access to Barret M82A1 Anti-materiel rifles, M79 grenade
of boxes of various types of ammunition, though a bulk of their launcher, Tasers, and stun grenades when needed.
ammunition will be JHP issued for duty. The armory will also
not only have a multitude of spare firearms and magazines,
10.2.2 Bureau of Alcohol, Tobacco, Firearms, and Explo-
but will possess its own staff of armorers dedicated to repairing,
sives
maintaining, and cataloging said firearms.
Examples of these police stations and sheriff’s departments The Bureau of Alcohol, Tobacco, Firearms, and Explosives (ATF)
include police forces of metropolises, such as the New York is a federal law enforcement organization within the United States
City Police Department, the Los Angeles Police Department, the Department of Justice. Its responsibilities include the investigation
Chiciago Police Department, the Atlanta Police Department, and and prevention of federal offenses involving the unlawful use,
the Los Angeles County Sheriff’s Department. manufacture, and possession of firearms and explosives; acts of
arson and bombings; and illegal trafficking of alcohol and tobacco
10.1.4 Park Rangers products. The ATF also regulates via licensing the sale, possession,
and transportation of firearms, ammunition, and explosives in
Park rangers hold a special place in law enforcement, in the fact interstate commerce.
that they perform more than just the standard duties associated The currently issued sidearm for special agents is the Glock 22
with law enforcement. In addition to enforcing park regulations or Glock 23.
and laws, they are charged with educating the various visitors of
the parks which can be as simple as weather forecast and giving
directions, to complex as giving full guided tours that talk about 10.2.3 United States Marshals Service
the park’s ecology, history, and demonstrations. They are also The United States Marshals Service (USMS) is a United
charged with watching for forest fires and answering emergency States federal law enforcement agency within the United States
calls and dispatching help to those in need. Department of Justice. The Marshals Service is part of the
Because of their somewhat remote nature, most park rangers executive branch of government, and is the enforcement arm of
carry weapons that would be considered heavy or excessive in the United States federal courts. The U.S. Marshals are responsible
a civilian setting, with revolvers chambered in .44 Magnum or for the protection of court officers and buildings and the effective
.454 Casull, or autoloaders chambered in .45 ACP or 10mm Auto, operation of the judiciary. The service also assists with court
to stop large animals such as bears and mountain lions. They security and prisoner transport, serves arrest warrants, and seeks
also generally have a shotgun or rifle in their vehicle, as well as fugitives.
a complete medical kit, a map of the area, a compass, flashlight, The current issued sidearm for Marshals is the Glock 22 or
blankets, water and food rations. Glock 23, chambered in .40 S&W, but a Marshal may choose to
carry any 9x19mm, .40 S&W, .45 ACP, or .357 Magnum backup
or full sized handgun, providing they pay the full cost and qualify
10.2 Federal Agencies
with it.
Federal agencies are agencies that investigate crimes that are While on assignment, Marshals will also carry ArmaLite AR-15
either attempted against the entire United States of America or that and Colt M4A1 rifles, and Mossberg 500 and Remington 870 Police
involve multiple states. They generally do not bother themselves shotguns.
with local petty crime, but will get involved with larger crimes, as The Special Operations Group (SOG) is issued the Springfield
well as lend assistance, manpower, and firepower to local agencies Armory 1911A1 Loaded Operator in .45 ACP.
who need it.
10.2.4 Federal Air Marshal Service
10.2.1 Federal Bureau of Investigation
The Federal Air Marshal Service (FAMS) is a United States
The Federal Bureau of Investigation (FBI) is a governmental federal law enforcement agency under the supervision of the
agency belonging to the United States Department of Justice that Transportation Security Administration (TSA) of the United States
serves as both a federal criminal investigative body and an internal Department of Homeland Security (DHS). The Air Marshal Service
intelligence agency (counter intelligence). is meant to promote confidence in civil aviation by effectively
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deploying federal air marshals (FAMs) to detect, deter, and defeat 5.7x28mm FN. Agents are also trained on the H&K MP5K, MP5K-
hostile acts targeting the United States. PDW, MP5A4 and MP5A5 sub-machine gun, the Remington 870
The current issued sidearm for Air Marshals is the SIG P229, Police shotgun, and the FN P90 Sub-machine gun.
chambered in .357 SIG.
10.2.8 United States Postal Inspection Service
10.2.5 Drug Enforcement Agency The United States Postal Inspection Service (USPIS) is the law
The Drug Enforcement Administration (DEA) is a federal law enforcement arm of the United States Postal Service. Its jurisdiction
enforcement agency under the United States Department of is defined as "crimes that may adversely affect or fraudulently
Justice, tasked with combating drug smuggling and use within use the U.S. Mail, the postal system, or postal employees." The
the United States. Not only is the DEA the lead agency for mission of the U.S. Postal Inspection Service is to support and
domestic enforcement of the Controlled Substances Act, sharing protect the U.S. Postal Service, its employees, infrastructure, and
concurrent jurisdiction with the Federal Bureau of Investigation customers by enforcing the laws that defend the nation’s mail
(FBI) and Immigration and Customs Enforcement (ICE), it also system from illegal or dangerous use.
has sole responsibility for coordinating and pursuing U.S. drug Postal Inspectors are issued the SIG P229, chambered in .40
investigations abroad. S&W as a primary sidearm. Unique to the Postal Inspection Service,
The current issued sidearm for Special Agents is the Glock 22 Postal Inspectors are issued a Remington 870 Police shotgun along
or Glock 23, chambered in .40 S&W, but they can qualify with with their service sidearm.
the S&W M&P chambered in .40 S&W as well. The Glock 23, and
Glock 27 in .40 S&W are authorized as backup weapons. The H&K 10.3 The Underworld
UMP40 is the standard SMG, and the Remington 870 Police is the
standard shotgun. Agents also have begun to use the RRA CAR The underworld encompasses the world of crime that exists as
A4 Tactical, that has been upgraded to fire fully automatic as well. a whole, spanning everything from petty drug dealers to crime
Special Agents can also use their personal firearms, but all must lords, mafia bosses, and set leaders, who control and run the
be approved by the DEA firearms office before use. lower soldiers and gang members.

10.3.1 Petty Criminals


10.2.6 Immigration and Customs Enforcement
This group encompasses singular criminals, petty thieves, con-
U.S. Immigration and Customs Enforcement (ICE) is a federal men, and singular drug dealers. These criminals have their
law enforcement agency under the United States Department of fingers directly in the crime, though most of their crime is either
Homeland Security (DHS), responsible for identifying, investigating, opportunistic, or for profit.
and dismantling vulnerabilities regarding the nation’s border, Low level criminals don’t have a specific group of firearms:
economic, transportation, and infrastructure security. The largest they can quite literally be caught with anything from a single shot
components within ICE are Homeland Security Investigations (HSI) pistol from World War 2 to a fully automatic assault rifle. As a
and Enforcement & Removal Operations (ERO). general rule, these criminals generally use melee weapons for
ICE HSI Special Agents and ERO Officers and Agents are issued their ease of acquisition, lack of restriction, simplicity in use, and
the SIG P229 pistol, chambered in .40 S&W, as their primary sometimes their added benefit of plausible deniability. When they
sidearm. They also may be assigned the Remington Model do carry firearms, they prefer any gun that can be concealed,
870 Police shotgun, the Steyr AUG rifle, or the Colt M4 carbine. and is available. Because of their criminal records, they can not
Agents and officers assigned to a Special Response Team (SRT) are go and purchase a firearm from a legal dealer, instead opting for
specifically assigned the Colt M4 Carbine while some operators illegal street deals, or stealing a firearm. Poor quality firearms are
may also carry the H&K MP5A4 or MP5A5 sub-machine gun, common.
although these are being replaced by the H&K UMP40 chambered
in .40 S&W.
10.3.2 Street Gangs

10.2.7 United States Secret Service This group is a level above the unstructured criminal, and
includes street gangs with an identifiable power structure and
The United States Secret Service is a United States federal law leader. These groups generally deal purely in profit, often coming
enforcement agency that is part of the United States Department from the same neighborhood or of a similar race, creed, or
of Homeland Security. The sworn members are divided among lifestyle. They usually also have a mutualistic interest: money,
the Special Agents and the Uniformed Division. Until March 1, and work together because of it, and the chaos and criminalistic
2003, the Service was part of the United States Department of activity they cause is merely a byproduct. They usually wear
the Treasury. The U.S. Secret Service has two distinct areas of identifying colors or pieces of clothing, such as certain colors, or
responsibility; Treasury roles, covering missions such as prevention even leather jackets or vest with the club’s insignia.
and investigation of counterfeiting of U.S. currency and U.S. Outlaw motorcycle gangs are atypical of this behavior, as the
treasury securities, and investigation of major fraud, and protective chaos and criminalistic behavior are the desired ways of life, and
roles, ensuring the safety of current and former national leaders the criminal enterprise is a means to live, in order to continue the
and their families, such as the President, past Presidents, Vice life of chaos.
Presidents, presidential candidates, and foreign embassies. Smaller street gangs are generally equipped with concealable
Secret Service Special Agents are issued the SIG P229, handguns and pump action shotguns, as these are the cheapest
chambered in .357 SIG, or the FN Five-seveN chambered in to acquire, use, and replace, while the larger gangs may possess
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heavier firepower such as automatic weapons such as assault 10.3.7 Insurgents and Terrorists
rifles, and even anti-materiel rifles.
Insurgents and terrorist armament depends completely on their
funding, and their supporters. Underfunded insurgents will use
10.3.3 Gang Leaders and Crime Bosses crude, homemade firearms, while well-funded and equipped
insurgents will use everything from fully automatic rifles to rocket
Gang leaders generally prefer to keep their hands clean of any launchers. Because of their nature, any weapon is viable for a
actual violence or drugs, preferring to delegate those tasks to terrorist or insurgent.
lower ranking gang members, but will generally carry a smaller
concealable handgun of decent to high quality, such as the Kahr
handgun series, the Walther PP Series, the SIG P290 and P238,
10.4 Civilian Forces
and the Glock 26, 27, and 28. These are usually tucked away Civilian forces encompass regular people who have a mind to
inside briefcases, bags, and under suit jackets. carry a firearm for protection, specifically those who have to do
so as a part of a job, but are not law enforcement, or regular
citizens who prefer to have their protection and safety in their
10.3.4 Drug Cartels hands.
A drug cartel is a criminal organization developed with the
primary purpose of promoting and controlling drug trafficking 10.4.1 Armored Car Drivers
operations. They can range from an agreement between two
Armored cars are popular target for professional bank thieves,
street gangs to work together, all the way up to interstate and
and as such, their drivers are armed. Armored car drivers are
even international, multi-billion dollar formal industries.
generally equipped with a ballistic vest, a uniform, and a handgun,
While they have a similar structure to a common street gang,
that they must purchase themselves, but do receive a stipend for
their size, funding and training rivals legitimate governmental
it. Popular firearms span far and wide, but they most often keep
agencies. Most soldiers in a drug cartel are trained in the
full-sized handguns in a tactical holster, with a pump action or
various arts of asymmetrical warfare, close-quarters combat,
automatic shotgun in the truck.
weapons handling and maintenance, and some have even
received explosives handing and training. Most of this training
comes from legitimate state training, which the knowledge is then 10.4.2 Bartenders
passed down from a dissenting police officer. Bars are often the starting scenes for rowdy behavior, and as
Weapons carried by the cartel include, but are by no means such, the bartender is often armed. They often keep a shotgun,
limited to, M16, M4, AK-47 and AKM assault rifles, shotguns of such as a Mossberg 500 or Remington 870 Police under the bar
every make and model, AT4 and M72 LAW rocket launchers, M79 for serious altercations, but many bartenders have begun to opt
grenade launchers, and even Barret M82B anti-materiel rifles. for a full sized handgun, because of their maneuverability and
size. They also will have melee weapons, such as a bat, to deal
with less rowdy, but still problematic, patrons.
10.3.5 Assassins and Hitmen
Assassins are people who commit a targeted murder. Hitmen 10.4.3 Shopkeepers
are assassins for hire.
Assassins and hitmen’s method of killing can range from Shopkeepers generally follow the same rules as bartenders,
poisoning to blowing up an entire car, but when firearms are but their weapons are more used for people attempting a quick
involved, they prefer to either fire from a long distance, using a stickup job. The level of armament of the shop is completely
high-powered rifle with a scope and possibly a suppressor, or dependent on the shopkeeper’s views, as well as what they sell.
close range with a suppressed handgun, or machine pistol. They A gun store is guaranteed to have an armed shopkeeper, while
also use a melee weapon, a knife usually, for truly quiet kills. a fine china store in a wealthy neighborhood may go without
firearms, electing to call the authorities instead.

10.3.6 Gunrunners and Arms Traffickers 10.4.4 Mercenaries


Gunrunners and arms traffickers are people who smuggle A mercenary is a person who takes part in an armed conflict,
contraband weapons and ammunition for a profit. They sell who is not a national or a party to the conflict, and is “motivated
their arms, acquired legally or otherwise, to anyone who has the to take part in the hostilities essentially by the desire for private
cash and need. Arms traffickers and gunrunners should not be gain and, in fact, is promised, by or on behalf of a party to the
confused with people who sell firearms for legal commerce, such conflict, material compensation substantially in excess of that
as a legally operating gun store. promised or paid to combatants of similar ranks and functions in
Because of their nature of business, they have the best selection the armed forces of that party”. Most mercenaries in the modern
and quantity of weapons: it’s their business to have as such. age are employees of private security firms such as Blackwater,
Gunrunners are generally heavily armed, either by choice or Xe Services, Triple Canopy, Armour Group, PBE, and Dyncorp.
simply by having stock, usually with a few handguns and an Mercenaries are generally armed the same, or more usually,
assault rifle or two, as well as grenades, explosives, magazines, better than their soldier counterparts, equipped with the best
ammunition, and anything else their customers would like to body armor, weapons, vehicles, and ammunition, provided by
sample. They also have a tendency to wear body armor, in order the company they work for. This equipment is generally on loan
to avoid getting killed by their own merchandise. from the company while they perform their services, though it
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isn’t uncommon for a mercenary to carry their own personal handguns that are used by select groups, but these weapons
sidearm. The type of handgun a mercenary carries is completely are few and far in-between, often given to special forces groups.
dependant on their personal preference but .45 ACP, .40 S&W, and The Criminal Investigations divisions such as CID and NCIS are
.357 Magnum are the most popular calibers. issued Sig-Sauer P228 handguns in 9x19mm, while military police
are issued M9s or M17s. Mossberg 590A1 and Remington 870
10.4.5 Bodyguards shotguns are often used both by military police for response, and
by infantry for breaching. The M1014 is also issued for breaching,
Bodyguards are equipped just as mercenaries, though because but this is primarily used by the USMC. Various types of grenades
of their dealings in the states, they will bypass fully automatic are used by all branches, with fragmentation, smoke and stun
weapons in lieu of semi-automatic rifles and carbines, as well as grenades being the most common. Survival knives are issued as
concealed handguns. well.

10.4.6 Hunters 10.5.2 Canadian Armed Forces


The weapon a hunter carries depends on the personal The armed forces of Canada issue M4A1s and M16A4s with iron
preference of the hunter, and what they are hunting. For birds, sights, red dot sights, or 1.5x telescopic sights depending on the
or small animals, a light birdshot is generally preferred in a soldier’s duties. Specialty units and soldiers are issued FN Minimi
shotgun, modified with a choked barrel. Varmint hunters will light machine guns, M320 and M203 grenade launchers, M110
choose something with a smaller caliber, such as .22 Long Rifle SASS designated marksman rifles, M40A3 and M24A3 Sniper rifles,
or .17 HMR. Hunters of larger game will prefer high powered rifles M82 Anti-materiel rifles, AT4 and Javelin rocket launchers, MP5
chambered in calibers such as 7.62x51mm or .30-06 Springfield, sub-machine guns. Soldiers are also issued Browning Hi-Power
or shotguns with slug barrels, loaded with slugs. A hunter may handguns. Various types of grenades are used by the Canadian
also choose to carry a crossbow, or bow and arrow, for a silent Armed Forces, with fragmentation, smoke and stun grenades being
kill. the most common. Survival knives are issued as well.

10.4.7 Security Guards 10.5.3 United States Coast Guard


Security guards are charged with over-watching an area, usually The United States Coast Guard issues M4A1s with various optics
an office building or dock. They are generally not given firearms, and Remington 870s for boarding action, as well as Sig-Sauer
rather to observe and report, and call the authorities if anything P229 handguns chambered in .40 S&W. Flare guns and flotation
does happen. They are usually given a flashlight and possibly a vests are also standard issue due to their work in and around the
can of pepper spray. water.

10.4.8 Militia Members 10.5.4 People’s Liberation Army Ground Forces


Local militia members are armed depending on their funding, The PLA Ground forces issues the Norinco QBZ Type 95 rifle
and location. Militia groups in the United States will normally be and the Norinco QBU Type-88 rifle, with Norinco QSZ Type 95
armed with self-loading rifles such as the Ruger Mini 14, and Mini LSW is used as a squad automatic weapon. They also issue the
30, while well-funded militias will have AR-15s and FALs. Because Norinco QSZ 92 handgun, but these handguns are primarily for
of their semi-organized nature, firearms will rarely be universal officers.
across the members, many using what they can afford or even
get their hands on.
10.5.5 Israeli Defense Force

10.5 Militaries Around the World The Israeli Defense Force primarily issues the IMI Tavor series
of rifles for a multitude of tasks, but still will issue the M16A4 for
This section covers the basic issued equipment for the various various secondary roles such as security duty and conscription
armies listed. In addition to the equipment listed, militaries often duty. They also issue the M24A3 to snipers, and have the IMI
issue a host of other support equipment, such as MREs, MOLLE Negev as their squad automatic weapon. Galils are also common
gear, and tools to achieve their missions. in both secondary roles and primary roles. Jericho 941 handguns
are also issued to select personnel. Various types of grenades are
10.5.1 United States Marine Corps, United States Army, used by the IDF, with fragmentation, smoke and stun grenades
United States Airforce and the United States Navy being the most common. Survival knives are issued as well.
The armed forces of the United States all issue M4A1s and
10.5.6 British Army and the Special Air Service
M16A4s with iron sights, red dot sights, or 1.5x telescopic sights
depending on the soldier’s duties. Specialty units and soldiers The British Army and the SAS are both issued the L85A2 rifle, as
are issued M249 light machine guns, M320 and M203 grenade well as the FN Minimi squad automatic weapon, and the L86 LSW.
launchers, M110 SASS designated marksman rifles, M40A3 and Specialist roles will receive the Accuracy International AWP rifle.
M24A3 sniper rifles, M82 anti-materiel rifles, AT4 and Javelin Their issued handgun is the Browning Hi-Hower, usually given to
rocket launchers, and MP5 sub-machine guns. Soldiers are also officers. AT4 anti-tank weapons and M320 grenade launchers are
issued M9 handguns, which are functionally identical to Beretta also common. Various types of grenades are used by both the
92FS handguns, but they are being phased out for the newer British Army and the SAS, with fragmentation, smoke, and stun
M17 handguns, which are Sig-Sauer P320 full-size handguns in grenades being the most common. Survival knives are issued as
9x19mm. The USMC also has a store of M1911 and Glock 19 well.
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Chapter IX Skills Occupations have 1 skill by default. This can be any skill.
Wealth Occupations have 4d4 WP as their starting Wealth Points.
Variant Rules The bi-weekly wealth point is half of this.

Cost Benefit
1 Ultra Lethality 2 OOP +1 Feat
This variant rule changes how Extended Hit Points are 2 OOP +1 Skill
accumulated by characters, making the game much more lethal 1 OOP +4d4 Wealth
and dangerous at all levels.
Table 274: Occupational Option Points
Game Masters should be heavily cautioned when using this
variant rule, as it greatly increase the lethality of combat, since
Extended HP is not increased, giving the characters less of a buffer
against attacks. 4 Gridless Combat
Game Masters should re-evaluate Battle Value for monsters
and enemies, putting characters against enemies with 3-10 less Tactical affairs such as movement are best handled on a grid,
Battle Value than their current battle value. but for players who prefer the wargame type of movement, or
For 1st level, a character is created as normal, following the who do not want to be tied to a grid-like movement, this variant
standard rules. Every level after 1st level, a character no longer rule gives them options.
gains any Extended HP, can not purchase Extended HP points with The primary advantage of this variant is that it eliminates the
Character Option Points, and the character’s pool of character grid and the issues that come with it, such as moving diagonally,
option points is reduced by 2, giving the character 2 Character and complicated aiming and throwing distances. It also makes
Option Points per level after 1st level. All other effects, features, creating organic scenes using props much easier. All distance is
and rules of leveling a character still apply. measured in a straight line.
Any other method of increasing Extended Hit Points, such as 5 feet in game is equivalent to 1 inch, and the recommended
through feats, or temporary Hit Points, still applies. miniature sizes is 22mm. It is highly recommended that a tape
measure is on hand, and string and circular cutouts with 1 inch
notations. All ranges are rounded up to the nearest inch, when
1.1 Uses for this rule needed.
Grenades, explosives, and any weapons with a blast radius
This rule can be used if you want to add a more simulation
work as normal. The blast radius is calculated as a diameter (a 5’
type of play, where players will need to be very mindful of armor,
blast radius will be a circle 1 inch across, a 10’ radius will have a
cover, concealment, reacting, and danger in general.
circle 2 inches across, etc). The diameter of the explosive must
only touch the miniature in order for it to be affected. For the
purpose of this variant rule, wounding radius is removed.
2 Fast Damage All creatures sized Medium and less should be able to fit
This variant rule Created by Twixman. Thank him for it! into a 1 inch diameter circle, Large creatures will fit into a 2 inch
Fast damage simplifies the damage rules of Ops and Tactics diameter circle, Huge creatures will fit into a 3 inch diameter circle,
by limiting the amount of dice rolled for damages. When Gargantuan creatures will fit into a 4 inch diameter circle, and
calculating the damage for weapons, the amount of dice rolled is Colossal creatures will fit into a 5 inch or larger circle.
instead multiplied by the roll, instead of all of the dice are rolled,
with the bonuses applied after the roll.
5 Overpenetration and Missed Shots
Example: .45 ACP has a damage of 3d4+2. Using the Fast
Damage rules, you would roll 1d4, multiply it by 3, and On a base level, Ops and Tactics ignores the aftereffects of
then add 2 to the calculated number. using improper ammunition when in combat, or when one misses
their shot. This variant rule adds the notion of missing or shooting
through your target.
Fast damage can make the game faster, but at the cost of
unbalancing some weapons and damages. GMs are encouraged
to weigh the options when using this variant rule. 5.1 Missing the intended target
If an attack roll results in a missed attack by a ranged weapon,
3 Custom Occupations the projectile does not simply disappear. The projectile continues
on for 5 range increments in the direction it was fired until it loses
Custom occupations replaces the standard occupations of momentum force and lands on the ground or collides with another
Ops and Tactics, allowing players and GMs to build their own object.
occupation instead of using the prebuilt occupations. If an object or target is within the line of fire of the projectile,
Occupations have three values, Feats, Skills, and Wealth. A the original attack roll is used to see if it collides with that target,
character has 6 Occupational Option points that they can spend but the target is considered flat-footed, as they are unaware that
on any of these three values. the attack is even coming for them. If the roll succeeds, then it is
Feats Occupations have 0 feats by default. A character can considered a hit and damage is rolled as it would be if it were a
choose any feat that does not have any prerequisites. normal attack.
298

5.2 Overpenetrating a target Caliber Damage Half Damage


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

– Slug Table 277: Intermediate Rimless Ammunition


– Magnum Slug

• Caseless Rounds

– FMJ
– Match Grade Caliber Damage Half Damage
– Armor Piercing .45 ACP 3d4+2 7
.45 GAP 3d4+2 7
– Tracer 10mm Auto 2d6+4 8
.44 AMP 3d6 9
• Black Powder
.45 3d6+1 9
– All rounds Winchester
Magnum
Refer to the rules for missing a target to handle what target was .50 GI 6d3+2 10
hit. If a secondary target is hit, that target takes half the damage .475 Wildey 3d6+5 11
the original target received. If the target is wearing armor that Magnum
provides DR to the attack, the rounds do not over-penetrate. .460 4d4+2 9
When using Armor Piercing ammunition or Saboted Slug Rowland
ammunition, the ammunition always ovepenetrates the first target, .50 Action 3d6+2 10
without exception. Express

Caliber Damage Half Damage Table 278: Heavy Rimless Ammunition


.41 Rimfire 1 0
.22 Short 1d2 1
.22 Long Rifle 1d4 2
.32 Rimfire 2d3 3
.17 HMR 1d4+2 3
.22 WMR 2d4+2 5 Caliber Damage Half Damage
.44 Henry 2d6+1 6 .38 Long Colt 1d4 2
.38/200 1d4+3 3
Table 275: Rimfire Ammunition .38 S&W 1d4+3 3
.38 Special 2d4+1 4
Caliber Damage Half Damage .476 Enfield 1d4 2
.25 ACP 1d3 1 9mm 1d6+2 4
.32 ACP 1d6 3 Japanese
7.65mm 1d4+2 3 Revolver
Longue 7.62x38mmR 1d8+2 5

Table 276: Light Rimless Ammunition Table 279: Light Rimmed Ammunition
299

Caliber Damage Half Damage Caliber Damage Half Damage


.44 American 1d6+3 4 6.5x50mm Arisaka 4d6 12
.44 Russian 1d6+3 4 7.92x33mm Kurz 3d8 12
.45 Schofield 2d4+3 5 .243 Winchester 4d6+2 13
.327 Federal 2d6+1 6 .300 AAC Blackout 4d6 12
Magnum .30-30 Winchester 4d6+1 12
.45 Long Colt 2d6+1 6 6.5mm Grendel 4d6+1 12
.41 Long Colt 3d4+1 6 7.62x39mm 4d6+2 13
.455 Webley 3d4+1 6 7.5x54mm French 4d6+4 14
.357 3d4+3 7 7.62x51mm 5d6 15
Magnum 8mm Lebel 5d6+1 15
.32-20 1d10 5 7x57mm Mauser 5d6+2 16
Winchester 7.62x54mmR 5d6+2 16
.44 Special 1d6+4 5 .303 British 5d6+3 16
.38-40 1d6+5 5 .30-40 Krag 5d6+4 17
Winchester 7.7x58mm Arisaka 5d6+4 17
.44-40 1d10+5 7 7.5x55mm Swiss 5d6+4 17
Winchester 7.92x57mm Mauser 5d6+5 17
.44 Magnum 3d6 9 .30-06 Springfield 6d6 18
.454 Casull 3d6+2 10 .56-56 Spencer 2d10+5 12
.500 S&W 5d6+4 17 .45-70 Government 3d10 15
Special .50-70 Government 3d10+5 17
.500 4d6+2 13 .458 SOCOM 3d12 18
Wyoming
Express Table 283: Heavy Rifle Ammunition
.500 S&W 7d6 21
Magnum Caliber Damage Half Damage
.300 7d6 21
Table 280: Heavy Rimmed Ammunition Winchester
Magnum
.338 Lapua 7d8 28
Magnum
7.92x94mm 7d8 28
.50 BMG 10d8 40
12.7x108mm 10d8 40
13.9x99mmB 12d8 48
Caliber Damage Half Damage 14.5x114mm 10d10 50
.17 2d6 6 20x102mm 12d10 60
Remington 20x105mm 12d10 60
4.6x30mm 3d4−1 5 20x125mm 12d10 60
5.7x28mm 3d4−1 5
Caliber Damage Half Damage
Table 281: Light Rifle Ammunition
.410 Bore 3d4+1 6

Table 284: Light Shotshell Ammunition

Caliber Damage Half Damage


20 Gauge 4d6 12
16 Gauge 4d6+3 13
12 Gauge 5d6 15
Caliber Damage Half Damage
.30 Carbine 3d6+1 9 Table 285: Intermediate Shotshell Ammunition
5.45x39mm 4d4 8
5.8x42mm 5d4 10 Caliber Damage Half Damage
5.56x45mm 5d4 10 10 Gauge 7d6 21
9x39mm 4d4+4 10
6mm Lee Navy 5d4+2 11 5.3 Uses for this rule
6.8mm Remington SPC 5d4+3 11
This rule can be used if you want to add a more simulation
Table 282: Intermediate Rifle Ammunition type of play, where players will need to watch their crossfire and
300

be mindful of what’s behind their target, as well as not act as Pump Action The firearm has a pump on the forearm that is
recklessly with the wrong kinds of ammunition, and gives more worked back and forth to cycle a new round.
incentive for anti-personnel ammunition purchases.

Slam A subset of Pump Action. Firearms with this have no


6 Generic Firearms disconnecter and will discharge if pumped while the trigger is
held down.
Firearm The name and model of the firearm.

Damage(Dam) and Recoil Penalty(RP) The Amount of damage


Bolt Action The firearm has a bolt that must be worked after
the firearm causes, and the Recoil Penalty of the Firearm.
each shot, expending the empty shell and reloading a new round.
All single shot attacks have a +1 attack bonus, but cost +1 Combat
Magazine Size, Cost, and Type The size of all available Point.
magazines for the firearm and what type of device the firearm
uses.
Self Loading (SL) Each pull of the trigger reloads the firearm.
Upgrade Points (Upg) The type of upgrades the firearm can It is synonymous with semi-automatic, and Self-Loading firearms
accept. are considered semi-automatic firearms.
F Frame / B Barrel / O Optics / T Tactical

Range Increment (Rng) The range increment for the firearm. Burst fire (2RB/3RB) Stands for burst fire, in 2RB and 3RB
All shotgun range increments affects both their damage and range. variants. 2RB Stands for 2 round burst, which allows the firearm
All benefits from upgrades have been already calculated in the to perform 2 round burst fire attacks, and 3RB stands for 3 round
weapon’s range increment. burst, which allows the firearm to perform 3 round burst fire
attacks.
Rate of Fire (RoF) The rate of fire for the firearm or the action
of the firearm.
Auto Stands for fully automatic where the firearm will continue
SA Single Action requires the hammer to be pulled back before to fire as long as the trigger is pressed down. The firearm can
firing again. Single Action firearms that take box magazines or perform autofire, suppressive fire, sweepfire, sprayfire, or five
have internal magazines are considered semi-automatic firearms. round burst fire attacks.
All Single Action firearms gain a +1 attack bonus on all single shot
and potshot attacks. Single Action firearms with cylinders cost +1
Combat Point when performing a single shot attack. Single The firearm can only hold a single round and must be
reloaded after every shot.
DA/SA Double Action/Single Action where the first shot is a
heavy double action pull and the second is a crisp single action
pull. DA/SA firearms are considered semi-automatic firearms. All Double The firearm has two triggers that can be depressed at
single shot and potshot attacks after the first gain a +1 attack the same time, to perform a double-fire attack, or one at a time
bonus. The first shot has no bonus or penalty, but the hammer to perform two single attacks.
may be cocked back for 1 Combat Point, giving a +1 attack bonus
for the first shot.
Size (Sz) The size of the firearm. The smaller size denotes
DA Double Action is similar to DA/SA but every shot is a heavy how large the weapon is when it is folded up, while the larger size
double action pull. Double Action firearms are considered semi- denotes how large the weapon is fully extended, or assembled.
automatic firearms. The hammer is exposed and can be cocked
back for 1 Combat Point, gaining a +1 attack bonus on single shot
and potshot attacks. Weight (Wt) How much the firearm weighs with all of the
accessories it comes standard with.
DAO Double Action Only is similar to DA but the hammer can
not be cocked back. Double Action Only firearms are considered
semi-automatic firearms. Wealth Point Cost The cost of the firearm to purchase, not
including the license.
PA Preset Action, the action is at half-cock giving a light trigger
pull. Preset Action firearms are considered semi-automatic
firearms. All single shot attacks have a +1 attack bonus. Standard Equipment What you receive when you purchase
the firearm, fully assembled. If the firearm has a permanent piece
Lever Action The firearm has a lever that must be worked after of equipment, that equipment cannot be removed or modified.
each shot. Attacks cost +3 Combat Points when firing from a prone All firearms and magazines are unloaded and empty when
position, but −2 Combat Points when performing potshot attacks. purchased.
301

6.0.1 Simple Firearms and Ammo police officers and other LE agencies, often as a police cruiser
gun.
When your players don’t know or don’t care about the
All Shotguns come standard with a fixed stock and have Straight
differences between a Beretta 92FS and a Glock 19 and want
Barrels. Any firearm that uses magazines comes with 1 magazine.
to simply jump into the action without worrying about the finer
points of firearms, these firearms may be substituted. Firearms
are split into major categories, and all categories use the same Rifles Rifles are split into three different types: Assault Rifles,
ammunition and magazines of their type unless otherwise noted. Battle Rifles, and Hunting Rifles.Assault rifles share common ammo
Upgrades work exactly the same as regular firearms. Eample with Light Sniper Rifles and Light Machine Guns, while Battle Rifles
models of firearms are listed, for reference. and Hunting rifles share Common ammo with Heavy Sniper Rifles
and Heavy Machine Guns.Assault rifles are light and maneuverable
Type Ammo Cost and hold more ammo, but fire weaker rounds. Battle rifles
Light Pistol 1 WP per 50 are unwieldy, but sturdy and powerful, however holding less
Standard Pistol 2 WP per 50 ammunition. Hunting rifles boast increased accuracy at the loss
Heavy Pistol 2 WP per 50 of automatic fire.
Light Revolver 1 WP per 50 The Assault Rifle, Battle Rifle and Hunting Rifle all come standard
Heavy Revolver 4 WP per 50 with one magazine and a fixed stock.
Shotgun 2 WP per 50
Light Rifle 2 WP per 50 Machine Guns Machine Guns are split into two different types:
Heavy Rifle 5 WP per 50 Light and Medium. Light Machine Guns share common ammo
Grenade Launcher 6 WP each with Light Sniper Rifles and Light Assault Rifles, while Medium
Machine Guns share common ammo with Heavy Sniper Rifles,
Handguns Handguns are split into eight different types: Light Battle Rifles, and Hunting Rifles. Light Machine Guns are light and
Pistol, Standard Pistol, Service Pistol, Heavy Pistol, Backup Revolver, maneuverable, but fire weaker rounds and don’t punch through
Service Revolver, and Heavy Revolver. Light handguns are pocket cover as well. Heavy Machine Guns are unwieldy, but sturdy and
handguns, with a small magazine or cylinder size and a small powerful, useful for heavy cover.
punch, but good for hiding away. Standard and service handguns Both Machine Guns come standard with one empty ammo box,
are service weapons used by various law enforcement agencies, a bipod, and a fixed stock.
as well as your common thugs, at times. Heavy Handguns are
pistols and revolvers chambered in large, wide caliber handguns, Sniper Rifles Sniper Rifles are split into two different types:
carried by few and used by even less. Light Sniper Rifle and Heavy Sniper Rifle. Light Sniper Rifles share
The Light Pistols comes with one magazine. common ammo with Light Machine Guns and Light Assault Rifles,
The Standard, Service, and Heavy Pistols come with two while Heavy Sniper Rifles share Common ammo with Heavy
magazines. Machine Guns, Battle Rifles and Hunting Rifles. Both rifles are
accurate and do the job well, but one is lighter and easier to carry
Machine Pistols Machine Pistols are split into two different while one is heavier and packs a bigger punch.
types: Light Machine pistols and Heavy Machine Pistols. Light Both Sniper Rifles come standard with a 10× telescopic sight
Machine Pistols use Light Pistol Ammo, and sport a 25 round and a fixed stock.
magazine. Heavy Machine Pistols use Standard Pistol Ammo, and
can take Standard Pistol Magazines as well as their own 32 Round
Explosive Launchers Explosive Launchers are split into two
magazines. Machine Pistols lack the stock of SMG, but still have
different types: Grenade Launcher and Rocket Launcher. Neither
the full auto power.
use the same ammunition, but both can be devastating against a
The Light Machine Pistol comes with one magazine.
group of enemies. Grenade launcher lobs a loaded grenade at a
The Heavy Machine Pistol comes with two magazines.
single square. The rocket launcher is a single use rocket, meant
to be discarded after each use. Rocket Launchers deal fire and
SMGs Sub-Machine Guns are split into two different types: Light concussion damage.
SMG and Heavy SMG. Light SMGs use Light Pistol ammo, and
while small, don’t pack as much as a punch. Heavy SMGs use
Standard Pistol ammo, and are bulkier, but pack more of a punch.
Non-automatic/burst versions of these rifles can be purchased for
−3 WP cost, and a licensed restriction. 7 Race Construction
The Light SMG comes standard with one magazine and a folding
stock. This variant rule adds the ability for players and GMs to build
The Heavy SMG comes standard with two magazines and a their own races.
fixed stock.
7.1 Race Building
Shotguns Shotguns are split into two different types: Hunting
Shotgun and Tactical Shotgun. While both shotguns use the same This is a template for a GM and players to build their own races
type of ammunition, the application is vastly different. Hunting for games. All races are sentient beings, capable of some form
shotguns are long barreled, small capacity weapons that are of independent thought and have some way to manipulate tools
primarily used for hunting game. Tactical Shotguns are used by and weapons.
302

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


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

Table 286: Firearms


303

When designing a race, be sure to think of how they look as 1 Specific Feat This ability grants the race a single preselected
well. What do the males and females look like (if there are males feat. This feat must have no prerequisites in order to be taken.
and females)?, What are their cultural norms? What languages do
they speak? What places are they from and what is the geometry
of their homelands? Do they generally prefer one form of combat Any 1 Feat This ability grants the race the ability to select any
or area of study over another? These are just a few questions one feat at character generation.
you can ask yourself, and your players in order to flesh out the
created races. No Encumbrance Penalty to CP This ability allows the race to
ignore all Combat Point reductions due to being encumbered.
7.1.1 Dominant and Recessive Traits
A race’s Dominant Traits are its Combat Point Score and Core Extra Effort Doesn’t Flatfoot/AoO This ability allows the race
Hit Point Formula, and its Recessive Traits can be selected from to not become flatfooted or provoke AoO when using the Extra
its abilities. A race can have up to 9 Racial Ability Points worth of Effort action.
Racial Abilities, and can have as many handicaps as they wish.

−1 Size Category with Melee Weapons This ability allows the


7.1.2 Base Racial Values race to treat all melee weapons as one size smaller when using
Medium Sized Races them. This applies only to using, not concealing.
This race is of Medium size, being the standard size.

• The race has a base Combat Point score of 12. −1 Size Category with Ranged Weapons This ability allows
the race to treat all ranged weapons as one size smaller when
• The race has a base CHP formula of CON−1. using them. This applies only to using, not concealing.

• The race receives two feats.


1.5× Multiplier on one Saving Throw This ability gives the race
• The race receives 9 Racial Ability Points, which they can a new formula for a single Saving Throw, which is: (Base Selected
spend on abilities. Each ability can only be taken once, Saving Throw Score×1.5)+Ability Modifier+Misc. Modifiers.
unless otherwise specified. This ability may be taken a maximum of 3 times, each time
applying to a different Saving Throw.
Small Sized Races
This race is of a smaller stature, being harder to hit but having
less health and having more difficulty using larger weapons. Racial Recoil Bonus This ability grants a +1 to the Recoil Modifier
Formula. It can be taken a maximum of 6 times.
• The race gains a +1 size bonus to Defense, for their size.

• The race gains a −1 size penalty to melee attacks, for their Blindsight Ability This ability grants the race the ability to use
size. non-visual senses, such as sensitivity to vibrations, scent, acute
hearing, or echolocation, the race maneuvers and fights as well
• The race has a base Combat Point Score of 14.
as a sighted creature. Invisibility and darkness are irrelevant. This
• The race has a base CHP Formula of CON−2. ability has a 35’ range.

• The race has the Small Frame Handicap but does not receive
the bonus points from the handicap. Constrict Ability This ability gives the race the ability to crush
their opponents after making a successful grapple check, dealing
• The race is not allowed to take the Large Frame Handicap. 1d8+POW damage, and will continue to deal 1d8+POW damage
for every round the grapple lasts.
• The race receives two feats.

• The race receives 9 Racial Ability Points, which they can Darkvision Ability This ability grants the race the ability to see
spend on abilities. Each ability can only be taken once, in total darkness, out to 50 feet. Darkvision is black-and-white
unless otherwise specified. only, but is otherwise like normal light.

7.1.3 Racial Abilities


Fast Healing Ability This ability grants the race the ability to
+1 CHP This ability grants a +1 to the CHP formula. It can beregenerate 1 CHP per round. Fast Healing stops working when
taken a maximum of 5 times. the race is reduced to −10 HP or fewer. Fast Healing also doesn’t
restore HP lost to starvation, thirst, or suffocation, and it doesn’t
+1 Combat Point This ability grants a +1 to the Combat Point allow a creature to regrow or reattach severed body parts.
score. It can be taken a maximum of 5 times.
Low-Light Vision Ability This ability grants the race the ability
+10 Mental Limit This ability grants a +10 bonus to the Mental to see twice as far as normal in poor lightning conditions. The
Limit Formula. It can be taken a maximum of 3 times. creature can still distinguish colors, even in dim lighting.
304

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 Athletics check. It
poison through a non-lethal, non damaging bite which must be gains a +8 bonus on any swim check to perform some special
accomplished after a successful grapple attack or spits it which action or avoid a hazard. The race always can choose to take 10,
is a ranged attack that cost 3 Combat Points with a total range even if distracted or endangered when swimming.
of 10’. A race with natural weapons can, on a successful attack,
poison the target. Natural Melee Weapons This ability grants the race a natural
melee weapon that has a damage of 1d6+POW, that does either
Poison Damage piercing, slashing, or bludgeoning damage, and has a critical
Neurotoxin 1d4 CON / 1d8 CON range of 16-18. This weapon is considered a small simple melee
Dendrotoxin 1d4 DEX / 1d8 DEX weapon, that the race is proficient in using. This ability can be
Cardiotoxin 1d4 STR / 1d8 STR taken a maximum of 3 times, each time choosing a different kind
Hemotoxin 1d6 CHP / 2d6 CHP of damage. A race with the poison ability can also use this attack
to poison a target.
Table 287: Poison Ability
Natural Ranged Weapons This ability grants the race a natural
Poison attacks deal initial damage to the opponent on a failed
ranged weapon that has a damage of 1d6, that does either
Fortitude Saving Throw. Unless otherwise noted, another Saving
piercing, slashing, or bludgeoning damage, has a range of 30’
Throw is required 1 minute later (regardless of the first save’s
and has a critical range of 16-18. This weapon costs 5 Combat
result) to avoid secondary damage. Select one kind of poison.
Points to use. The race is proficient in using this weapon. This
The race’s poison provides this initial and secondary damage. A
ability can be taken a maximum of 3 times, each time choosing a
race is immune to its own poison, and can not poison itself, even
different kind of damage. A race with the poison ability can also
purposely.
use this attack to poison a target.
The Fortitude Saving Throw against poison is [TN10 + poisoning
character’s CON Mod]. A successful Saving Throw negates the
damage. Cybernetic Mental Limit Reduction Exclusion This ability
grants the race the ability to ignore any Mental Limit reductions
due to cybernetics.
Regeneration Ability This ability grants the race the ability
to regrow and reattach severed body parts, allows extremity
damage to be healed as normal, and stop bleeding at the rate of 1 Combat Point Reduction With Any Type of Magic This ability
bleed damage per 5 rounds. Severed parts that aren’t reattached grants the race a permanent −1 Combat Point cost when the race
wither and die normally. Regeneration doesn’t restore HP lost to releases a spell, recites an incantation, or uses psionics.
starvation, thirst, or suffocation. Regeneration stops working when
the race is reduced to -10 CHP or fewer. Non-Verbal Complete Communication This ability grants the
race the ability to complete completely without any kind of overt
verbal communication. Such communications can take the form
Scent Ability This ability allows the race to detect approaching
of anything as small as facial twitches to as overt as dances.
enemies, sniff out hidden foes, and track by sense of smell. Races
This communication is complete, in the fact that all forms of
with the Scent ability can identify familiar odors. The creature
communication (literal words, tone, context, etc.) are passed
can detect any object or creature that has an odor within 150
through it, requiring no verbal clarification. This functions as a
feet by sense of smell. If the object or creature is upwind, the
second, spoken-only language, that the race receives at creation.
range increases to 300 feet; if downwind, it drops to 75 feet.
Strong odors can be detected at twice the ranges noted above.
Overpowering odors can be detected at triple normal range. Environment Immunity This ability grants the race immunity
When an odor is detected, the exact location is not to a single environment, as listed below, as well as the benefits
revealed—only its presence somewhere within range. If the listed with that environment.
detector moves within 30 feet of the source, the creature can • Cold Do not have to make a Saving Throw against cold
pinpoint that source. environments.
This ability can also be used to follow tracks by smell, making
a WIS check to find or follow a track. The TN for a fresh trail • Hot Do not have to make a Saving Throw against hot
is 10 (no matter what kind of surface holds the scent). This TN environments.
increases or decreases depending on the strength of the odor, the
• Wet Do not have to make a Saving Throw against diseases.
number of objects or creatures being tracked, and the age of the
trail. For each hour that the trail is cold, the TN increases by 2. • Dry Do not require additional water beyond the normal
Every additional object or creature reduces the TN by 1. Strong amount in hot or very hot climates.
odors decrease the TN by half rounded down, and overpowering
odors decrease the TN to a third rounded down. Preferred Racial Damage This ability grants a race a bonus to
all attacks equal to their character level of a selected damage,
Water Breathing Ability This ability grants the race the ability with any weapon, spell, psionics, or incantation that they are
to breathe underwater, as if they were on land. The race can not proficient in. The available damages for this ability are cold, fire,
drown in water, and does not have to make CON checks in order electricity, concussion, or acid. This ability may be taken multiple
to hold their breath in water. times, each time selecting a different damage.
305

Natural Energy Resistance This ability grants the race natural Environment Bound This handicap grants a −4 Combat Point
energy resistance of 1 against cold, fire, electricity, concussive, or penalty to the race when not in specified environment. The
acid damage. This ability can be taken a maximum of 5 times. available environments for this ability are cold, hot, specific gas
rich (such as oxygen, nitrogen, hydrogen, helium, etc.), a specific
atmospheric pressure, light, or dark.
Receptive Healing Ability This ability grants the race the ability
to heal at a quickened rate. The race heals at twice the normal
amount from all medicinal and magical healing, and heals twice Mental Limit Reduction This handicap grants a −5 Mental Limit
as fast through normal healing. reduction to the race. This handicap may be taken a maximum
of 5 times.

Point Cost Benefit


1 +1 CHP (+5 max) Key Gear This handicap reduces two ability scores of a race
1 +1 CP (+5 max) by 3 when the race lacks a key piece of equipment. The piece
1 +10 Mental Limit (+30 max) of equipment is free at creation, and must cost 3 WP or less to
2 1 specific feat replace if lost or broken. The racial creator may choose what
3 any 1 feat effects happen if the key gear is not possessed.
1 No encumbrance penalty to CP
1 Extra Effort does not flatfoot/AoO Substance Vulnerability This handicap makes the race weak
1 −1 size category with melee weapons to a specific substance, causing them 1d4 damage per minute of
2 −1 size category with ranged weapons contact, if they come in physical contact with the substance. The
2 1.5× on one Saving Throw amount of points gained from this handicap depends on the rarity
1 +1 Natural Recoil Bonus (Maximum increase of +6) of the substance.
3 Blindsight
2 Constrict • Very Common (+5) Water, sunlight, dirt/earth, any plant or
2 Darkvision animal matter, any metal.
2 Fast Healing
1 Low-Light Vision • Common (+4) Precious metals, or wood.
4 Poison
2 Regeneration • Uncommon (+3) Specific metals or materials.
2 Scent
2 Water Breathing • Rare (+2) Specific precious metals.
2 Swim
2 Natural Melee Weapons • Very Rare (+1) Specific radioactive materials, a singular rare
3 Natural Ranged Weapons specimen of tree.
2 ML Cybernetic Exclusion
2 1 CP reduction with all Magic types
Environment Vulnerability This handicap makes the race
2 Non-verbal complete communication weak to a specific environment. Whenever the race is in that
2 Environment Immunity environment, they take the listed penalties as long as they are
3 Racial Damage Preference in that environment. A race can not be vulnerable to the same
3 Natural Energy Resistance environment they are immune to.
1 Receptive Healing Ability
• Cold The Fortitude Saving Throw to resist cold environments
Table 288: Racial Abilities is doubled.

7.1.4 Racial Handicaps • Hot The Fortitude Saving Throw to resist hot environments
is doubled.
Handicaps are negative restrictions that can offset a race’s
positive benefits, allowing them to gain more abilities. Handicaps • Wet The Fortitude Saving Throw to resist diseases is doubled.
grant racial ability points equal to their value. A race can only
gain +5 points worth of racial ability points from handicaps. • Dry Requires double the normal water intake in dry
environments.
Small Frame This handicap disallows the race to use
Gargantuan sized weapons, requires that Huge weapons be used
Damage Vulnerability This handicap makes the race weak
only while prone, inflicts a −2 attack penalty to all Large weapons,
to a specific kind of damage. Whenever the race receives the
and inflicts a −1 attack penalty to all Medium weapons.
selected damage from any weapon, spell, incantation or power,
they take 1.5× the damage, rounded up. The available damages
Large Frame This handicap disallows the race to use Fine, for this handicap are cold, fire, electricity, concussion, or acid.
Diminutive, or Tiny sized weapons and inflicts a −2 attack penalty This handicap may be taken multiple times, each time selecting a
to all Small weapons. different damage.
306

Specific Diet This handicap limits what the race can eat for medicines, drugs, and pharmaceuticals cost twice as much and
substance. The bonus given to racial ability points is determined when crafting pharmaceuticals for the race, the TN is increased
by how restrictive the diet is. Consuming food out of diet will by +6
sustain the race, but it makes them sick, and the character is
considered sickened until they eat food from their selected diet. Light Blindness This handicap makes the creature blind in any
Below are listed diets and their point values. bright light, or direct sunlight, causing them to become blind unless
• Herbivore or Carnivore (+1) Any kind of plants, or any they are wearing some kind of dimming glasses or goggles.
kinds of flesh/animals.
Racial Recoil Penalty This ability grants a −1 to the Recoil
• Light Monophagous Herbivore or Carnivore (+2) Specific
Modifier Formula. It can be taken a maximum of 6 times.
subset of plants, such as any kinds of leaves or fruits, or
specific subset of animals, such as any kind of fish or birds.
• Heavy Monophagous Herbivore or Carnivore (+3) Point Gain Benefit
Specific plant, such as the eucalyptus plant or a specific +1 Small Frame
animal, such as the rainbow trout. +1 Large Frame
+1 Environment Bound
• Scavenger (+4) Carnivore, but the meat must be dead for
+1 Mental Limit Reduction
more than 24 hours.
+3 Key Gear
+1-5 Substance Vulnerability
Verbal Non-Communication This handicap disallows a race to +2 Environment Vulnerability
communicate through verbal means. All communication must be +1 Damage Vulnerability
written, or communication must occur through a different mean. +1-4 Specific Diet
+2 Verbal Non-Communication
Slow Healing This handicap slows the rate at which a race heals. +2 Slow Healing
A race takes twice as much time to heal wounds. The race can +4 Alternate Biochemistry
not take this handicap and have the fast healing ability. +2 Light Blindness
+1 -1 Natural Recoil Penalty (maximum decrease of -6)
Alternate Biochemistry This handicap changes how a race’s
biochemistry is, for the purposes of medicines. This race gets no Table 289: Racial Handicaps
benefit from using standard medicines and pharmaceuticals, and
instead must have specific pharmaceuticals made for them. All

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