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MMtPO - Annexes
MMtPO - Annexes
1
PISTOLS (2/2)
Manufacturer Model Range Dmg AP RoF Shots Weight Notes
Deals Elemental Damage. The Shooting Mode Improvement cannot be The weapon is considered a Revolver. It can’t
rolled for this weapon. Rapid Attacks, Double Tap use Double Tap, 3 Round Burst and Full Auto ma-
and 3 Round Burst manoeuvers are not available. noeuvers, but it allows the use of Rapid Attacks.
d20 Damage Type
1-5 Corrosive
Reloading Grenade Stability
6-10 Incendiary
Throw weapon like a grenade to reload. Deals Shooting in Full Auto mode is done at -1 in-
11-15 Shock
the same damage as shooting the weapon in a stead of -2.
16-20 Slag Small Burst Template.
2
SUBMACHINE GUNS (1/1)
Manufacturer Model Range Dmg RoF Shots Weight Notes
Deals Elemental Damage. Throw weapon like a grenade to reload. Deals +1 to Shooting roll at Medium Range or higher
the same damage as shooting the weapon in a when not moving during the turn.
Small Burst Template.
d20 Damage Type
1-5 Corrosive
Stability
6-10 Incendiary
Shooting in Full Auto mode is done at -1 in-
11-15 Shock
stead of -2.
16-20 Slag
3
ASSAULT RIFLES (1/2)
Manufacturer Model Range Dmg AP RoF Shots Weight Notes
5
ASSAULT RIFLES (2/2)
Low Rate of Fire Stability Zoom
The Shooting Mode Improvement cannot be Shooting in Full Auto mode is done at -1 in- +1 to Shooting roll at Medium Range and high-
rolled for this weapon. Rapid Attacks, Double Tap stead of -2. er when not moving during the turn.
and 3 Round Burst manoeuvers are not available.
Revolver
6
SNIPER RIFLES (1/2)
Manufacturer Model Range Dmg AP RoF Sh Wgt Notes
7
SNIPER RIFLES (2/2)
Elemental Damage Heavy Weapon Semi-auto
The weapon deals Elemental Damage. The weapon can affect vehicles or other devic- The weapon fires on semi-auto and can take
es with Heavy Armor. advantage of the double-tap rules.
8
SHOTGUNS (1/2)
Manufacturer Model Range Dmg AP RoF Shots Wgt Notes
9
SHOTGUNS (2/2)
2/3 Barrels Reloading Grenade Stability
All barrels must be shot at the same time. Can- Throw weapon like a grenade to reload. Deals Rapid Attacks are made at -1 (only applicable if
cels the shotgun’s +2 Shooting bonus. the same damage as shooting the weapon in a the shotgun has the Auto-Shotgun Improvement).
Small Burst Template.
10
ROCKET LAUNCHERS (1/2)
Manufacturer Model Range Dmg AP RoF Shots Weight Notes
11
ROCKET LAUNCHERS (2/2)
Missed shots result in dispersion rolls to de-
Common Properties Elemental Damage termine where the projectile lands.
Rocket Launchers’ AP only works against hard, d20 Damage Type Reloading a Rocket Launcher takes the number
physical armor. It is useless against Shields. of turns indicated inside the parenthesis. During
1-5 Corrosive
these turns, if the character takes any other ac-
6-10 Incendiary tion, the reloading time is increased by one turn.
Heavy Weapon (HW)
11-15 Shock
The weapon can affect vehicles or other devic- 16-20 Slag Reloading Grenade
es with Heavy Armor.
Throw the weapon like a grenade to reload.
Deals the same damage as shooting the weapon
Snapfire Penalty High Explosive (MBT / LBT) in a Small Burst Template.
- 2 to Shooting roll if moving and shooting The weapon’s damage affects either a Medium
during the same turn. or a Large Burst Template. Creatures inside the Zoom
Burst Template may make an Agility roll at -2 to
get out of the way if their Pace allows them to do +1 to Shooting roll at Medium Range or higher
so. when not moving during the turn.
12
ENERGY SHIELDS (1/1)
Manufacturer Model Cap Reac RR Wgt Notes
Anshin Adaptive 4 d4 1 2 +1 Toughness. 1 level of protection against the last elemental damage suffered.
Bandit Roid 4 d4 1 2 +2 to close combat damage as long as shield’s Capacity is 0.
Dahl Booster 4 d4 1 2 Drops a booster when hit for more than the shield’s current Capacity.
Hyperion Amplify 4 d4 1 2 +1 bonus to damage when shield full. -1 to current Capacity when property is used.
Maliwan Nova 4 d4 1 2 3d6 damage + 1 level of elemental damage to adjacent enemies when Capacity hits 0.
Maliwan Spike 4 d4 1 2 2d6 damage + 1 level of elemental damage to enemies dealing close combat damage.
Pangolin Turtle 5 d4 1 2 -1 Toughness.
Tediore Shield 4 d4+1 2 2
Torgue Nova 4 d4 1 2 3d6 damage to adjacent enemies when Capacity hits 0.
Torgue Spike 4 d4 1 2 2d6 damage to enemies dealing close combat damage.
Vladof Absorption 4 d4 1 2 Roll 1d10, ignore damage on 10.
13
GRENADE MODS (1/1)
Manufacturer Model Deliv Range Dmg AoE Wgt Notes
d4 Damage Type
1 Corrosive
2 Explosive
3 Incendiary
4 Shock
14
RANDOM GEAR GENERATION (1/7)
1. Rolling (or choosing) the item’s 3. Rolling the item’s base model and manufacturer
category
Pistols
Roll when there’s no time or the environment
is unfavorable, choose when the environment is
favorable to finding the just right item. d20 Models
d20 Quality
1-12 Green
13-17 Blue / Pink
18-19 Purple
20 Orange
15
RANDOM GEAR GENERATION (2/7)
Submachine guns Assault Rifles
16
RANDOM GEAR GENERATION (3/7)
Sniper rifles Shotguns
17
RANDOM GEAR GENERATION (4/7)
Rocket launchers 4. Determining the item’s number of
Improvements
d20 Models
The Item’s Rank is fixed by the GM, according
1-4 Basic (d20)
to the party’s Rank and the way the item has been
1-4 Bandit Launcher 5-8 Maliwan Projectile 9-12 Tediore Launcher 13-16 Torgue boom found. Add the Quality’s score to the Rank’s one
17-20 Vladof RPG and you get the number of Improvements to roll
for the item.
5-8 Basic 2 (d20)
1-4 Bandit bombabarbardeer 5-8 Maliwan Prowler 9-12 Tediore Dispatch 13-16 Torgue Dee
17-20 Vladof Vanquisher Quality Score
Good (green) 1
9-12 Powerful (d20)
1-4 Bandit Zooka! 5-8 Maliwan Punishment 9-12 Tediore Bazooka 13-16 Torgue Duuurp! Premium (blue/pink) 2
17-20 Vladof Hero Rare (purple) 3
Rank Score
Seasoned 1
Shields Grenade mods Veteran 2
Heroic 3
d20 Models d20 Models d20 Models Legendary 4
1-2 Anshin Adaptive 13-14 Pangolin Turtle Standard (d20)
3-4 Bandit Roid 15-16 Tediore Shield 1-10 Bandit 11-20 Tediore
9-10 Maliwan Nova 19-20 Vladof Absorption 5-8 Dahl Bouncing Betty
11-12 Maliwan Spike 9-12 Vladof Area of Effect
13-16 Hyperion Singularity
18
17-20 Maliwan Transfusion
RANDOM GEAR GENERATION (5/7)
5. Rolling the item’s Improvements
Roll on item specific table. When hitting the limit (L), check the more (M) column and go to the corresponding dice result.
19
RANDOM GEAR GENERATION (6/7)
Sniper rifles Shotguns Rocket launchers
Shields
d20 Improvements L M
1-5 Capacity 12 11
6-10 Reactivity d12 1
11-15 Recharging rate Cap/2 1
16-20 Special property - 1
20
RANDOM GEAR GENERATION (7/7)
Grenade mods
21
ITEM PREFIXES (1/10)
How to pick the right prefix
Gun prefixes depend on three things: the For shields, the method to find the right prefix Grenade mod prefixes are dependent on the
gun’s type, its manufacturer and its features. To is almost the same, except for one thing: there are mod’s element, delivery type and stickiness. They
determine a weapon’s prefix, find the table cor- multiple prefixes available for each combination are formed as follows: Stickiness + delivery type +
responding to its type and look at the “Improve- of manufaturer and Improvement. This is because elemental (when other than explosive) prefix.
ments” column. Select the line corresponding to shield prefixes evolve according to the power and
the weapon’s rolled Improvement, and choose quality of the shield. To keep it simple, just choose Grenade mod names examples:
the prefix indicated in the column with the man- the prefix corresponding to the shield’s Rank. • Hyperion Homing Incendiary Singularity
ufacturer’s name. If a weapon has more than
one Improvement, choose the one that has been • Maliwan Sticky Homing Slag Transfusion
rolled the most for this weapon. If there is a draw • Torgue Longbow MIRV
between sevral Improvements, just choose the • Vladof Lobbed Corrosive Cloud
one you want among them.
23
ITEM PREFIXES (2/10)
List of prefixes
Pistol prefixes
Aiming / Range misles Floated Earnest Straight Shootin' Punctilious Dependable Explicit Righteous
AP / Damage / HW murduerer’s Neutralizing Win-Win Dastardly Potent Super Hard Purging
Bayonet Baynaneted Close Quarters Action Bowie Evisceration Permasharp Thrusting Patriot's
Clip capacity Extendified Loaded Maximized Loaded Surfeit Jam Packed Crammed Unending
Damage: corrosive Crudy Corrosive Base - Trenchant Pine Fresh - Caustic
Damage: incendiary Fire Fire Incendiary Hot Button - Inflammatory Red Hot - Burning
Damage: shock Zapper Sapping Energizing - Electrified Energizing - Discharge
Damage: slag Slaged Amped Amplified - Scoria Disinfecting - Slag
Double barrel Dubble Twin Redundant Two Fer Binary Two for One Double Penetrating Dva
Shooting mode Rapider React Dynamic Trick Shot Expeditious Peppy Intense Vengeful
Stability Marxmans Tactical Core Gunstock Elegant Clean Stiff Resolute
24
ITEM PREFIXES (3/10)
Submachine gun prefixes
25
ITEM PREFIXES (4/10)
Assault rifle prefixes
26
ITEM PREFIXES (5/10)
Sniper rifle prefixes
27
ITEM PREFIXES (6/10)
Shotgun prefixes
28
ITEM PREFIXES (7/10)
Rocket launcher prefixes
29
ITEM PREFIXES (8/10)
Shield prefixes (1/2)
30
ITEM PREFIXES (9/10)
Shield prefixes (2/2)
31
ITEM PREFIXES (10/10)
Grenade mod prefixes
Sticky Stiky
Sticky + Lobbed Throw’n Stik
Rubberized Bowncy
Lobbed Throwin
Longbow Lungbomm
Homing Hummin
Corrosive Asidy
Incendiary burnin
Shock Lectrik
Slag sluj
32
GUN IMPROVEMENTS (1/3)
Aiming Barrels Bayonet
33
GUN IMPROVEMENTS (2/3)
Damage Rockets Low Rate of Fire (Hindrance)
34
GUN IMPROVEMENTS (3/3)
Shooting Mode Special Damage Stability
Special damage level is increased by one. The first time this Improvement is rolled for a
Semi-automatic weapon, shooting it full auto only results in a -1
3 round burst Explosive and Slag damage only have one level. penalty instead of the usual -2.
Full auto - RoF 2 Incendiary damage follows the scale below. The second time it is rolled, or if the weapon
Full auto - RoF 3 already has the full auto penalty reduction, rap-
Full auto - RoF 4 id attack rolls made using this weapon are now
+1d4 made at -2 instead of the usual -4.
Full auto - RoF 5
+1d4+1
+1d6 Weight
Revolvers can’t roll this Improvement. +1d6+1
+1d8 The weapon’s weight is halved (round up).Ab-
sorption (Vladof)
Snapfire Penalty
When someone carrying an Absorption shield
If the weapon is a SMG, its name changes ac- is hit, he rolls 1d10 before figuring out the dam-
-2 cording to the table below. age. If he gets a 10, the damage is simply ignored.
-1
0
35
SHIELD SPECIAL PROPERTIES (1/1)
Adaptive (Anshin) Nova (Maliwan or Torgue) Spike (Maliwan or Torgue)
+1 Toughness. Also, when the character is hit When a Nova Shield’s Capacity is reduced to As long as a Spike Shield is enabled, all enemies
with special damage, he will ignore one level of zero, all enemies adjacent to the character car- suffer 2d6 damage every time they inflict close
the same damage starting from the next time he rying it suffer 3d6 damage. If the Nova Shield is combat damage to the character carrying it. If
is hit and ending when he is hit by another type of a Maliwan, the enemies also suffer one level of the Spike Shield is a Maliwan, enemies also suffer
special damage. special damage corresponding to the shield’s ele- one lever of special damage corresponding to the
ment (roll a d4 on the table below to know which shield’s element (roll a d4 on the table for Nova
one). shields to know which one).
Amplify (Hyperion)
When fully charged, grants a +1 bonus to dam- d4 Damage Type Tediore (Tediore)
age to the character carrying it. When this addi-
1 Corrosive
tional damage is inflicted, the shield’s Capacity is The base stats of a Tediore shield are simply
temporarily reduced by 1, and the shield is con- 2 Incendiary different from the Standard Shield:
sidered Disabled.
3 Shock
Reactivity +1 (for example, d4 becomes d4+1).
4 Slag
Booster (Dahl) Recharging Rate +1.
37
SHIELD IMPROVEMENTS (1/2)
Damage: Nova damage increases by one step.
Capacity Adaptive
39
SHIELD IMPROVEMENTS (2/2)
Each increase in the damage level also increas-
Roid es by one level the elemental damage inflicted by
the spike. The level of elemental damage dealt by
Close combat damage +1 when the shield is the spike can never increase beyond 5.
empty. Maximum: +4.
Special Damage Resistance: as long as the
shield’s current Capacity is above 0, the character
Spike ignores special damage of the shield’s nova type
up to the number of levels indicated in the table.
Turtle
2d6
2d6+1
Toughness Capacity
2d8
-1 +1
2d8+1
-1 +2
2d10
-2 +4
2d10+1
2d12
Maximum Capacity: 12.
40
GRENADE MOD SPECIAL PROPERTIES (1/1)
Area of Effect (Vladof) Bouncing Betty (Dahl) Singularity (Hyperion)
When a grenade with this Mod is used, all The grenade uses Savage Worlds’ rules for Evade rolls made by the targets of this kind of
creatures ending their turn or moving inside the bouncing betties. See page 50 of Savage Worlds grenade suffer an additional -1 penalty, for a to-
zone covered by the Burst Template suffer the Deluxe. tal of -3 (if no other specific modifier comes into
grenade’s damage again. When this happens, add play).
one level of special damage to the grenade’s stan-
dard damage. The special damage type must be MIRV (Bandit, Torgue)
rolled on the table below when the Mod gets this Transfusion (Maliwan)
Special Property. The grenade’s area of effect is improved by one
step on the following scale: When a Transfusion grenade deals at least
This effect lasts until the start of the thrower’s one wound to a target, the character who threw
next turn. it may make a Vigor check. If he succeeds, he in-
Small Burst Template stantly heals one of his own wounds.
Medium Burst Template
d6 Damage Name
Large Burst Template
1-2 Corrosive Cloud
3-4 Shock Tesla
5-6 Incendiary Fire Burst
41
GRENADE MOD IMPROVEMENTS (1/1)
Area of Effect Rubberized Fuse
There must be a clear line between the char- -1 penalty to the evasion roll of the targets.
Small Burst Template acter throwing the grenade and his target, as if
Medium Burst Template he were shooting a gun. Targets inside the Burst
Large Burst Template Template are granted a +1 bonus to their dive for Special Damage
cover roll.
One additional level of special damage.
When a random generation roll affects this
throw to a grenade mod, any future Improvement
Damage roll resulting in a throw Improvement must be Sticky
considered as a damage Improvement instead.
+1 bonus to Throwing roll. Can be attached to
3d6 Regardless of this, the grenade mod also gets any surface, whether manually or when thrown-
3d6+2 two additional rolls on the Improvement table. ing them.
3d8
3d8+2 Standard
3d10
The grenade is thrown normally, using the
standard rules.
Delivery
Longbow
Rubberized The grenade’s range is increased by one step
Standard on the Guns Range Improvement table (see page
64).
Longbow
Homing
Homing
42