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Weapons in Future Path are not static like in other Pen & Paper games. There isn't just a list of different weapons that you have to choose from and cannot branch off of. In Future Path you can choose a weapon from a list if you are in a hurry or simply don't feel particularly creative. However if your fav. side arm from real life isn't on the starting list feel free to create your own using the custom weapon rules set. The set is an attempt at being balanced while allowing for a large amount of melee and ranged weapons from both the past, present and future.  
<div class="toclimit-1"><div style="float:left; margin-right: 20px">__TOC__</div></div>
{{Template:Weapon_Table}}
Weapons in Future Path are not static like in other Pen & Paper games. In FuturePath you can choose a weapon from a list if you are in a hurry there is a partial list of weapons in a table to the right of this page titled 'Table: Weapon Examples' or you can visit the [[Full_Weapon_List|Full Weapon List]] page for an extensive list of weapon examples. However, if you have a creative itch feel free to create your own using the custom weapon rules set.


Below we will go over what makes up a Future Path Weapon and how to build your own customized weapon. How much damage it can deal. How much it will cost. How difficult it might be to purchase. And all sorts of other characteristics.
This page is dedicated to learning how to make weapons, ammo, grenades, and traps. The rules for customizing and crafting them can be found here. If you wish to simply pick from a list of weapons visit the [[Full_Weapon_List|Full Weapon List]] page. Skip below to [[Weapons#Ammunition|Ammunition]] for rules on ammo. Also skip below to [[Weapons#Explosives_.28Grenades.2FTraps.29|Grenades and Traps]].
 
==Weapon Categories==
Weapons have multiple stats that change how effective they are in different engagements.
 
There are 3 categories of weapons in Future Path:
#Archaic
#Simple
#Exotic
 
* '''Archaic''': is anything that is so old is it never really used except by people who love to mess with old type of stuff.  Take for example the bow/arrow, an old style projectile weapon that appears simple at first glance but is actually difficult to master.
** Arcane weapons require the Arcane Weapon Proficiency Feat or you take a -4 and cannot use Ability/Affinity Die for hit checks. They also have a rare/antique price increase of x2 cost. There Procure Difficulty is increased by 1.
* '''Simple''': weapons are weapons that are common place for your Character. They usually follow a standard design and are intuitive too use. Take for example a pistol or rifle. Both still require time to master but the basic principle of handle/trigger/end with hole point toward bad guy concept is common knowledge.
**Simple weapons require no feat to use without penalty, however you still cannot apply Affinity Die to a weapon you do not have a proficiency with.
* '''Exotic''': are weapons that are notoriously difficult to get use too. They do not necessarily follow the simple model that most weapons follow and/or they have unique properties that make them less intuitive too use. The Flamethrower or Grenade Launcher are examples, and perhaps a Portal Gun as well.
** Exotic weapons like Arcane weapons require the Exotic Weapon Proficiency Feat or you take a disadvantage and cannot use Ability/Affinity Die for hit checks. They also have a price increase of x2 cost to represent their unique properties. There Procure Difficulty is increased by 1.


==Future Path Weapon Tech Levels==
==Future Path Weapon Tech Levels==
Future Path is all about a fantasy universe similar to our own except with an alternate history. So of course we are going to have not only weapons from our past but also our present and all sorts of neat advanced weapons of the future. The [[Tech|Tech]] level system which co-insides with the [[Tech_Level_and_Civ_Progress|Civilization Tech Level]] helps to categorize futuristic weapons. The higher the tech level the more advanced technology and science it took to make the weapon. It also means that it is more difficult and expensive to get your hands on it. It will also acquire a character to have the same tech level or higher to work on it. Upgrade it with newer gadgets and so on.
{| class="wikitable" style="float:right; margin-left: 10px; margin-right: 10px;"
Weapons have a level limit depending on the tech level as tech levels also come with a price and a [[#Procure Difficulty|procure difficulty]].
{| class="wikitable" style="margin-left: 10px;"
|+ Table: Weapon Tech Levels
|+ Table: Weapon Tech Levels
! style="text-algin:left;"| Tech Levels
! style="text-algin:left;"| Tech Levels
! Level Limit/Max Hit Die
! Level Limit/Max Hit Die
! Customization Pts.
! Extra Procure Diff
! Extra Procure Diff
|-
|-
| Tech Level 0 ||  4 Levels / 1d10 || +1
| Tech Level 0 ||  4 Levels / 1d10 || 0 || +1
|-
|-
| Tech Level 1 ||  5 Levels / 1d12 || 0
| Tech Level 1 ||  5 Levels / 1d12 || 1 || 0
|-
|-
| Tech Level 2 || 6 Levels / 2d8  || 0
| Tech Level 2 || 6 Levels / 2d8  || 2 || 0
|-
|-
| Tech Level 3 || 7 Levels / 2d10 || 0
| Tech Level 3 || 7 Levels / 2d10 || 3 || 0
|-
|-
| Tech Level 4 || 8 Levels / 2d12 || +1
| Tech Level 4 || 8 Levels / 2d12 || 4 || +1
|}
|}


==Future Path Custom Weapons==
Making rules for creating player made weapons has its advantages and disadvantages. The goal is to make as limitless a supply of weapons as the player's imaginations can handle. However this also means adding an extra level of complexity that players may not always appreciate. In order to compensation we have also made a table of weapons for both ranged and melee and low and high tech levels so you do not have to go create your own if you do not want too.


{| class="wikitable" style="float:right; margin-left: 10px;"
The Tech Level of a Weapon is based on the [[Tech|Tech]] system which co-insides with the [[Tech_Level_and_Civ_Progress|Civilization Tech Level]] and it helps to categorize futuristic weapons. The higher the '''Tech Level''', the more advanced technology, and science it took to make the weapon. It also means that it is more difficult and expensive to get your hands on it. It will also acquire a character to have the same tech level or higher to work on it. Upgrade it with newer gadgets and so on.
|+ Table: Weapon Levels/Hit Die
 
! style="text-algin:left;"|Level
Weapons have a Weapon Level limit depending on the Tech Level. Tech Levels also provides customization points that can improve the weapon. Tech Levels also come with a [[Wealth_and_Money#Procure_Difficulty|procure difficulty]] increase.
! Hit Die
 
! Avg. $
== Buying a Weapon ==
! Avg. Weight
 
! Feat Requirement
You do not need to create an advanced customized weapon or even a simple one. You can pick a weapon from the list of weapon examples to the right of this page. Or you can visit the [[Full Weapon List]] page.
|-
 
| Level 0 || 1d2 || $55 || 1lb || Simple
The Weapon Examples table is organized first by '''Tech Level''', then by wither or not the Weapon is '''Melee''' or '''Ranged''' and lastly by [[Weapons#Weapon_Levels|'''Weapon Level''']]. The '''Cost''' is the average expected price for the weapon, but the GM is free to adjust that based on game circumstances. The '''Proc Diff''' is shorthand for [[Wealth_and_Money#Procure_Difficulty|Procure Difficulty]] which helps explain how hard it is to find and purchase the item. The '''Size/Speed Lvls''' and '''(Total lvl)''' is detailing the '''Weapon Level''' and how it got its level which also determines its Damage Die. Finally, the weapon itself is a link to another page that not only shows the full details of the weapon but also may list other weapons of a similar style.
|-
 
| Level 1 || 1d4 || $220 || 1lb || Simple
The GM may say that only specific Tech Levels and Procure Difficulty of weapons is sold at a particular location. You can use this information to narrow your choice of weapons helping to make quick purchases. This is also the same for [[Armor]] and [[General Equipment]].
|-
 
| Level 2 || 1d6 || $800 || 1lb || Simple
== Simple Weapon Creation==
|-
Now how do you create your own custom Future Path Weapon!? Here is a summary of the steps to help.
| Level 3 || 1d8 || $1,750 || 10lb || Simple
|-
| Level 4 || 1d10 || $3,500 || 10lb || Advanced
|-
| Level 5 || 1d12 || $5,300 || 10lb || Advanced
|-
| Level 6 || 2d8 || $8,600 || 30lb || Advanced
|-
| Level 7 || 2d10 || $10,800 || 30lb || Heavy
|-
| Level 8 || 2d12 || $14,600 || 30lb || Heavy
|}


Another problem with weapon creation rules is that all weapons are made under equal rules. These means that in some cases a Future Path version of a real world weapon may not exactly represent its physical version. These rules are designed with game balance taking precedent over realism.  
# The best way to start isn't to jump to how much damage or what Hit Die the weapon will have but instead to focus on what the weapon style or purpose is. Review the "Weapon Styles" table below in the [[Weapons#Weapon_Styles|Weapon Styles]] section. Ask the question "What is the purpose of the design of the weapon?" For example, it is for close courters room to room combat or is it for hunting or sniping?
# Second you may want to think about how the weapon deals damage. Does it use Lasers or normal bullets? This is a weapon's [[Weapons#Weapon_Arch_Types|Arch Type]].
# Next you can review the [[#Weapon Levels|Weapon Levels]]. A Weapon Level determines the Hit Die of a Weapon, (although that can be adjusted). It also determines all other default attributes.
## Hint: The table "Weapon Power/Speed Level Matrix" has links in every cell that goes to a page that describes that weapon's default attributes. These attributes can then be adjusted based on the Weapon Style and Arch Type.
## Another Hint: Power Level and Speed Level are combined to create Weapon Level making the Hit Die an emergent property. Attempt to find the power and speed that best fits your weapon first before seeing what the Hit Die is. Then if the Hit Die or if some other attribute isn't quite what you want you can always further customize it by following the [[#Advance Customizations|Advance Customizations]] rules.
# Then you will need to review the different [[Weapons#Default_Attributes|Default Attributes]]. These can range from Two-Handed to Exotic. The Style, Arch Type, and Level may specify an attribute already but picking a Default Attribute is free and may be useful.
# Finally you can calculate the cost of the weapon. In the [[Weapons#Weapon_Cost|Weapon Cost]] section there is a table titled: "Weapon Cost Matrix (Melee/Ranged)". You can match the Tech Level of the Weapon with the actual Weapon Level to determine its cost. The table provides the base cost of both Melee and Range as well as the cost of adding customizations to that weapon.
## Hint: At this point, if you have not already you will need to determine the Tech Level of the Weapon. The easiest choice is the Tech Level of the character that will be using it which usually defaults to Tech 2. Keep in mind that the higher the Tech level the more expensive and possibly more difficult the weapon is to acquire. Also, keep in mind that a higher tech level weapon will result in a higher proficiency requirement if the user of the weapon has a lower Tech level.


Now how do you create your own custom Future Path Weapon!? Here is a summary of steps to help.
=== Weapon Styles ===
# First imagine what type of weapon you actually want. To do that here are a few questions to help you.
----
## Is the weapon melee or ranged?
## Does the weapon have a real world equivalent?
## Is the weapon archaic in nature? Or perhaps Futuristic? Tech Level?
## Is there anything special about this weapon that makes it stand out among its peers.
## Is there a specific purpose or use for the weapon. IE: Hunting rifle, sniper rifle, urban warfare.
# Now take this weapon idea and try to ask what The power level and speed it has. See below in the [[#Weapon Levels|Weapon Levels]] category.
# Now look at the [[#Advance Customizations|Advance Customizations]] category to add future customize the weapon. Adjust its range or give it a special feature.
# From here look at options like special amo.
# Lastly there is Gadgets. Technically not part of the weapon itself Gadgets are another level of customization and improvements for any weapon.


===Weapon Levels===
You can pick a style to follow. A shotgun, pistol, Sniper rifle or Chemical Thrower. If your weapon doesn't necessarily conform to one of the below styles you can choose 'No Style' as a style. The Weapon Style helps define the gun and adjust the default stats to better fit a particular role.


Weapons have multiple attributes, but perhaps the must significant aspect is its hit die. Weapons have a hit die level as shown below. There are two different characteristics that can give a weapon its total Weapon Die level: its Size and its Speed (see below).  
:* '''Note''': The Weapon Style name doesn't always have too fit the description of the weapon but what it provides may be more in line with how the weapon is meant to be used.


{{Template:Weapon Examples}}
{{Template:Weapon_Styles}}


*'''4 Power Levels''':
=== Weapon Arch Types ===
**Small - 0 level point
**Medium - 1 level points
**Large - 2 level points
**Gigantic* - 3 level points


The Power level represents the Kinetic/Electric/Thermal/Chemical Energy of the Ammunition. For example, a bullet has Kinetic energy, and the size/speed of the bullet determines its energy. For a more futuristic weapon it could be Electric or Thermal energy instead of just Kinetic, or even a hybrid of different energy types. For an older weapon this would represent the blade size and how easy it is to apply the maximum amount of force. All Gigantic Size weapons are considered Exotic.
Below are Weapon Arch Types. These are different commonly used weapon themes such as the Laser or Plasma weapon. The default Arch Type is Kinetic which is also the default weapon damage. Changing the Weapon Arch Type is one way to adjust the damage type. However, changing the Weapon Arch type can also provide other bonuses. If the weapon design doesn't conform to one of the below Weapon Arch types you can specify 'Custom Arch Type' which simply allows for a free Customization Point to be spent in the Damage Type Attribute as per the [[#Advance Customizations|Advance Customizations]] rules.


*'''4 Speeds''':
Some things to note:
**Single Fire - 0 level points
* If the weapon doesn't qualify for one of the disadvantages, then a customization point has to be spent to convert the weapon to that Style this includes Tech Level although this can only account for 1 tech level.
**Manual - 1 level point
* If the Weapon Arch Type changes the Weapon Damage Type the Weapon cannot lose that Damage Type or else it will no longer be that Arch Type. Changing a weapon Damage Type to be a Hybrid of two damages doesn't count against the Arch Type as long as one of the weapon damages is still the Damage Type provided by the Arch Type.
**Semi-Auto - 2 level points
**Fully Automatic - 3 level points
**Super Fast* - 4 level points


This is the speed or rate of fire of which a gun is capable. All Melee is considered Manual, whereas all Archaic ranged weapons are considered Single-Fire. There will be Feats/Talents that may help improve that stat. All Super Fast Speed weapons are considered Exotic.
{{Template:Weapon_Arch_Types}}


=== Weapon Arch-Types ===
===Weapon Levels===
----
A Weapon's Level is equal to the Power Level combined with the Speed Level. Both Power and Speed have an effect on different attributes of the Weapon. For example, Power Level directly affects the Range of the weapon while Speed directly affects the Ammunition amount. You can see how they are affected in the [[#Advance Customizations|Advance Customizations]] section below, however, the table "Weapon Power/Speed Level Matrix" includes links to the default attributes of every possible Power/Speed Weapon combination so it isn't necessary to know every single rule.


You can pick a style to follow. A shutgun or pistol. A Sniper rifle or DMR. You do not need to pick one of these. They are free attributes that your gun can take on. (You cannot have more then one weapon specialization attribute.) Further customization are shown below in the Advance Customizations section.  
;Levels of Power: There are 4 Power Levels and they start at level 0 with Small and then Medium, Large and Gigantic. Gigantic being the Level 3 Power level. The Power level represents the Kinetic/Electric/Thermal/Chemical Energy of a single round of Ammunition that is capable of being fired from the weapon.  
:* '''NOTE:''' All Gigantic Size weapons are considered 'Clunky'.


{| class="wikitable" style=" margin-left: 10px;"
;Levels of Speed: There are 5 Speed Levels and they start at level 0 with Single Fire and then Manual, Semi-Auto, Full Auto, Super-Faster. Super-Faster being the Level 4 Power level. This represents the '''rate of fire''' for the weapon. The difference between Single-Fire and Manual is that Single-Fire implies the weapon Ammunition is 1 which means it will need to be reloaded every time it is fired like a musket while Manual means that although it can only fire one round of Ammunition it can have a magazine which holds more rounds. A good example of this would be a revolver. All Melee is considered Manual, whereas all Archaic ranged weapons are considered Single-Fire.
|+ Table: Weapon Arch Types
:* '''NOTE:''' All Super Fast Speed weapons are considered Exotic.
{| class="wikitable" style="margin-right: 10px; text-algin:center;"
|+ Table: Weapon Power/Speed Level Matrix (Includes: Level / Hit Die / Weight Classification)
|-
! scope="col" | Power => <br /> v=Speed=v
! scope="col" | Small
! scope="col" | Medium
! scope="col" | Large
! scope="col" | Gigantic*
|-
! scope="row" | Single Fire <br /> Level / Hit Die / Class
| style="text-align:center;"| [[Default_Weapon_Stats_Power0_Speed0|Small/Single-Fire]] <br /> Level 0 / 1d2 / Light
| style="text-align:center;"| [[Default_Weapon_Stats_Power1_Speed0|Medium/Single-Fire]] <br /> Level 1 / 1d4 / Light
| style="text-align:center;"| [[Default_Weapon_Stats_Power2_Speed0|Large/Single-Fire]] <br /> Level 2 / 1d6 / Light
| style="text-align:center;"| [[Default_Weapon_Stats_Power3_Speed0|Gigantic/Single-Fire]] <br /> Level 3 / 1d8 / Medium
|-
|-
| '''Hunting Rifle''': Any weapon declared as a Hunting Rifle can freely choose this Arch-Type. Disadvantages: The range cannot be higher then Large but also automatically gets Large range. The weapon cannot use special ammunition. And cannot customize damage types/bonus/DR. Gains the Two Handed default attribute. Advantages: Extra Use before reloading. Reduced cost -$150 and procure difficulty -1. Extra negative point to spend customizing.
! scope="row" | Manual <br /> Level / Hit Die / Class
| style="text-align:center;"| [[Default_Weapon_Stats_Power0_Speed1|Small/Manual]] <br /> Level 1 / 1d4 / Light
| style="text-align:center;"| [[Default_Weapon_Stats_Power1_Speed1|Medium/Manual]] <br /> Level 2 / 1d6 / Light
| style="text-align:center;"| [[Default_Weapon_Stats_Power2_Speed1|Large/Manual]] <br /> Level 3 / 1d8 / Medium
| style="text-align:center;"| [[Default_Weapon_Stats_Power3_Speed1|Gigantic/Manual]] <br /> Level 4 / 1d10 / Medium
|-
|-
| '''Personal Firearm''': This is basically a commercially available weapon for civilian self defense or hobbyist. Disadvantages: The range cannot be higher then Small but is also automatically given Small. The weapon cannot use special ammunition. And cannot customize damage bonus or DR. Advantages: Reduced cost -$150 and procure difficulty -1. Extra negative point to spend customizing. Removes the 'Two Handed' Default requirement if it applies.
! scope="row" | Semi-Auto <br /> Level / Hit Die / Class
| style="text-align:center;"| [[Default_Weapon_Stats_Power0_Speed2|Small/Semi-Auto]] <br /> Level 2 / 1d6 / Light
| style="text-align:center;"| [[Default_Weapon_Stats_Power1_Speed2|Medium/Semi-Auto]] <br /> Level 3 / 1d8 / Medium
| style="text-align:center;"| [[Default_Weapon_Stats_Power2_Speed2|Large/Semi-Auto]] <br /> Level 4 / 1d10 / Medium
| style="text-align:center;"| [[Default_Weapon_Stats_Power3_Speed2|Gigantic/Semi-Auto]] <br /> Level 5 / 1d12 / Medium
|-
|-
| '''Side Arm''': This is a military grade pistol designed as a secondary weapon for troops in combat situations. Disadvantages: The range cannot be higher then Medium but is also automatically given Medium. The cost is increased by $100 and procure difficulty by +1. Advantages: The weapon gets a +1 bonus too accuracy and +1 to Base Damage.
! scope="row" | Fully Automatic <br /> Level / Hit Die / Class
| style="text-align:center;"| [[Default_Weapon_Stats_Power0_Speed3|Small/Fully Automatic]] <br /> Level 3 / 1d8 / Medium
| style="text-align:center;"| [[Default_Weapon_Stats_Power1_Speed3|Medium/Fully Automatic]] <br /> Level 4 / 1d10 / Medium
| style="text-align:center;"| [[Default_Weapon_Stats_Power2_Speed3|Large/Fully Automatic]] <br /> Level 5 / 1d12 / Medium
| style="text-align:center;"| [[Default_Weapon_Stats_Power3_Speed3|Gigantic/Fully Automatic]] <br /> Level 6 / 2d8 / Heavy
|-
|-
| '''Shotgun''': Any weapon declared as a shotgun can freely choose this Arch-Type. Disadvantages: Pellet ammo will reduce the range of the weapon to 30ft. 31-60ft takes a double disadvantage to accuracy and looses two hit die level if the weapon still hits a target. The advantages however is that the weapon goes up a hit die level (if the tech level allows it) and a single accuracy roll is used to determine if all targets within the area of a 30ft cone starting at the character. To learn about cone areas in combat go [[Combat|here]]. For all targets that got hit they receive half damage unless they are hit within 10 feet then they take full damage. The Shotgun can also use slugs. With slug ammo the range increment is 'Small' or 100ft. The damage die is still up a level. The range penalty is also double.
! scope="row" | Super Fast** <br /> Level / Hit Die / Class
| style="text-align:center;"| [[Default_Weapon_Stats_Power0_Speed4|Small/Super Fast]] <br /> Level 4 / 1d10 / Heavy
| style="text-align:center;"| [[Default_Weapon_Stats_Power1_Speed4|Medium/Super Fast]] <br /> Level 5 / 1d12 / Heavy
| style="text-align:center;"| [[Default_Weapon_Stats_Power2_Speed4|Large/Super Fast]] <br /> Level 6 / 2d8 / Heavy
| style="text-align:center;"| [[Default_Weapon_Stats_Power3_Speed4|Gigantic/Super Fast]] <br /> Level 7 / 2d10 / Heavy
|-
|-
| '''Sniper Rifle''':  Any weapon declared as a sniper Rifle can freely choose this attribute. Disadvantages: The weapon cannot benefit from a speed higher then semi-auto. The weapon's procure difficulty is increased by 1 and its price is doubled. Advantages: The weapon's range is instantly tripled. The accuracy penalty for going over the weapon's range is decreased by half. The Crit Range is now increased by one.
| colspan="5" | *This requires that the weapon take the 'Clunky' default attribute
|-
|-
| '''Close Quarters Specialized Weapon''': Any weapon considered to be designed especially for Urban warfare, especially indoors and close combat situations, can be freely gain this attribute. Disadvantages: The weapons range is reduced to 100ft. Your weapon is more likely to be considered illegal. The price of the weapon is also increased by $1000. Advantages: You gain the 'Fully Unload' ability. The Crit Multiplier is now increased by one.
| colspan="5" | **This requires the 'Exotic' default attribute
|-
|-
| '''Chemical Thrower(Flame Thrower)''': Any weapon that sprays weapons grade chemicals burning or otherwise. Disadvantages: The default damage type is Chemical and it can only be changed to Thermal. The range is down to -1 25ft. Max range is 75ft. So if you upgrade range to 'Small' it is 75ft instead of 100ft. Ammunition is halved and by default takes a full round action to reload. The damage die is reduced by one. Advantages: The weapon can be used to target an individual or a 5ft square. If the target is an enemy and they hit the damage is dealt but a 1d3 is also rolled (1d6 halved). This roll determines for how many rounds the damage will continue. This round of damage doesn't count as the first round. If the target is an area then the user doesn't have to roll for accuracy and can choose to keep spraying onto adjacent 5ft squares for each ammunition they have left. Any person that steps into the 5ft square that has been spared for the next 1d3 rounds gets damaged. If a critical is scored then roll 1d3 twice or the multiplier for Critical Damage (x2 thru x4).
|}
 
:* '''Note''': Do not forget to adjust the default stats of the weapon for the Weapon Style and Weapon Arch Type.  
:* '''Note''': If the weapon stats are not up to snuff then you can still adjust the weapon under the [[#Advance Customizations|Advance Customizations]] rules.
 
=== Default Attributes ===
 
Default attributes are attributes that are earned under the right circumstances. For example, if you pick your weapon to be Super-Fast the weapon instantly becomes exotic. Some of these default attributes can be affected by customization points. You will learn more about earning and spending customization points on weapons in the sections below.
 
{| class="mw-collapsible mw-collapsed wikitable"
! Table: List of attributes that may apply to a weapon.
|-
|-
| '''DMR Specialized Weapon''': Any weapon considered to be used for DMR. (Designated Marksmen Rifle). Disadvantages: Weapon cannot gain a 'Enhanced Combat Options' or 'Fully Unload'. Also the weapon is more likely to be considered illegal. The price of the weapon is also increased by $1000. Advantages: The weapon gains the 'Switch Firing Modes' ability. The weapon's ranged accuracy decreases by 1/2 now.
| '''Archaic''': is anything that is so old is it never really used except by people who love to mess with the old type of stuffTake for example the bow/arrow, an old style projectile weapon that appears simple at first glance but is actually difficult to master.
* Arcane weapons require the Character to have one more level higher in there Proficiency Branch then the weapon's level in order to use it. They also have a rare/antique price increase of x2 cost. There Procure Difficulty is increased by 1.
|-
|-
| '''Assault Specialized Weapon''': Any weapon considered to be designed specifically for general purpose military combat. (it couldn't be easily description as fitting any other specialization and it would have to be currently in use as a standard weapon of a military near the location its being sold(same planet/solar system). Disadvantages: The weapon is more likely to be considered illegal. The price of the weapon is also increased by $250. Advantages: In some places (depending on GM) the weapon due to is mass production may actually be cheaper. The player can choose between 'Enhanced Combat Options' ability or 'Switch Firing Modes'.
| '''Exotic''': are weapons that are notoriously difficult to get used too. They do not necessarily follow the simple model that most weapons follow and/or they have unique properties that make them less intuitive to use. The Flamethrower or Grenade Launcher are examples, and perhaps a Portal Gun as well.
* Exotic weapons like Arcane weapons require the Character to have one more level higher in there Proficiency Branch then the weapon's level in order to use it. They also have a price increase of x2 cost to represent their unique properties. There Procure Difficulty is increased by 1.
|-
|-
| '''Light Machine Weapon''': Any weapon that is considered to be used as a Support class weapon or light machine gun can freely choose this option. Disadvantage: The weapon is more likely illegal. The price is $1250 more. Amo mags cost twice as much. No 'Burst Fire' ability or 'Enhanced Combat Options' options. Has the 'clunky' attribute. Advantage: Gains the 'Suppressive Fire' ability. Triples the amount of uses each Mag has. Gains the 'Custom Ammunition' ability.
| '''Intuitive''': are weapons that are commonplace for your Character or are extremely easy to use. They usually follow a standard design and are simple to learn. Take for example a pistol or rifle. Both still require time to master but the basic principle of handle/trigger/end with hole point toward bad guy concept is common knowledge. This Attribute reduces the Weapon Proficiency requirement by 1. However, this weapon '''cannot''' be masterworked, above Weapon Level 5, Tech Level 4 or higher, have any other Default Attribute, have a Bonus Ability. If the weapon meets any of those blockers it loses the Intuitive Attribute.  
|-
|-
| '''Melee Weapon''': Any weapon that is expressly used for melee combat. Such as a club or sword can be considered the 'Melee Weapon' Arch Type. Disadvantage: The weapon cannot have a faster speed then manual and cannot take on any special attributes associated with firing a weapon or ranged combat. Advance: Can gain the versatile attribute with only one negative point instead of two.
| '''Clunky''': The weapon is overweight and reloads speed is instantly slower. The weapon must also now be used via two-handed only. Cannot even be fired without two hands. That doesn't mean you can fire it with one hand just with a penalty but that is *CANNOT* be used without both hands holding it.
|-
|-
| '''Archaic Ranged Weapons''': These are either old style ranged weapons or modern versions of them. Disadvantage: They cannot have a speed faster then 'Single-Fire' and the reload speed can never be increased. Advantage: They get a single customization point however that point cannot be spent on the following: Range/Accuracy Bonus/Bonus Damage/Reload Speed.
| '''Two-Handed''': A requirement for any weapon Level 3 or higher. If a character attempts to use the weapon with only one hand they take disadvantage to accuracy. This Default Attribute can be removed and certain Arch-Types remove or add them by default such as Personal Firearm which removes it or Hunting Rifle which adds it. This attribute can be ignored on Medium (level 3 to 5) weapons using the 'Versatile' Bonus Ability.
|-
| '''Reach''': This attribute can be given to any melee weapon and it allows the wielder of the weapon to have a larger 'threat' range and able to do melee attacks against targets that are not adjacent to them. For example, someone with a spear can have a reach of 5ft. That means they are able to hit any target that is one square/5ft away. IE: There is a square/5ft space between them. Each customization point spent on Reach increases the range by another 5ft with a max of 20ft. At the 15ft mark, the weapon gains the 'clunky' attribute. No matter the weapon level the weapon is also given the 'Two-Handed' attribute once it has Reached and you cannot remove 'Two-Handed' if it is gained this way.
|-
| '''Throw-able''': This attribute can be applied to any melee weapon and it means that the weapon can also be used as a single use ranged weapon. Like a spear or knife. If given to the weapon for free the throwing damage is one die level lower then the melee damage. If you spend a point on this Attribute the damage die is the same for both melee and ranged.
|-
|-
| '''Specialized Attack Weapon''': These are weapons that do no or little damage but there main purpose is to preform some technique on the enemy. The most common are Combat Techniques but Tech 2 and higher weapons can be used to preform techniques listed in the [[Techniques]] page.
|}
|}


=== Weapon Cost ===
=== Weapon Cost ===
The table below shows all the base costs for all Weapon Levels for all Tech Levels for both Melee and Ranged. It also includes the customization point cost. Match the Weapon's Tech Level with the Weapon Level and the base cost of the Weapon is provided including the cost of each additional customization done to the weapon.


Each Customization Point spent on an Weapon increases the price of the weapon by 25% of the weapons base price round to the nearest $5. The base price is the price indicated by the Weapon Level + any price increase for Tech Level. This does not include the Procure Difficulty Price increase. This increase is added after all other price modifications are considered.
{{Template:Weapon_Cost}}


The table below shows all the base costs for all Weapon Levels for all Tech Levels for both Melee and Ranged. It also includes the customization point cost.  
Each Customization Point spent on a Weapon increases the price of the weapon by 25% of the weapons base price round to the nearest $5. The base price is the price indicated by the Weapon Level + any price increase for Tech Level. This does not include the Procure Difficulty Price increase. This increase is added after all other price modifications are considered.


{{Template:Weapon_Cost}}
== Advance Weapon Creation ==  
 
More things can be done to customize a weapon in Future Path. There are multiple characteristics, and they can be affected positively and negatively.  
=== Advance Customization ===  
There are more things that can be done too customize a weapon in Future Path. There are multiple characteristics and they can be effected positively and negatively.  


To make changes a Player needs to spend Customizations points. Customization points are gained by Tech Level, Masterworked Level, and by taking negative attributes.
To make changes a Player needs to spend Customizations points. Customization points are gained by Tech Level, Masterworked Level, and by taking negative attributes.
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* Tech Level Customization Points:  Your Tech Level determines how many customization points to start with. Tech level 0 you get 0 points to spend. Tech level 2 you get 2 points to spend.
* Tech Level Customization Points:  Your Tech Level determines how many customization points to start with. Tech level 0 you get 0 points to spend. Tech level 2 you get 2 points to spend.
* Master worked Customization Points: Each Masterworked level provides an additional point. +1 Masterwork provides 1 customization point. The maximum Masterwork level is 5.
* Master worked Customization Points: Each Masterworked level provides an additional point. +1 Masterwork provides 1 customization point. The maximum Masterwork level is 5.
* Earning Points by taking negative attributes: Taking a negative in a certain attribute earns you a Negative point. 2 Negative points can be turned into a Customization point. Some attributes you cannot take negatives in or they take more points to level up or provide more negative points. Each attribute should state any special cases if they apply.
* Earning Points by taking negative attributes: Taking a negative in a particular attribute earns you a Negative point. 2 Negative points can be turned into a Customization point. Some attributes you cannot take negatives in, or they take more points to level up or provide more negative points. Each attribute should state any special cases if they apply.


Just like for Character in Future Path here there is a focus on bringing out the strengths and weaknesses of weapons. Weapons can either be plain/simple or be focused for a specific task with clear disadvantages and advantages.
Just like for Character in Future Path here there is a focus on bringing out the strengths and weaknesses of weapons. Weapons can either be plain/simple or be focused on a specific task with clear disadvantages and advantages.
 
Below all the attributes that can help you customize your weapon there is a list of "Weapon Arch-Types". You can view these options as a sort of template for different styles of weapons. However it is best to review all the options here to understand the arch-types better.


'''Attributes list (Not all apply to every weapon)''':
'''Attributes list (Not all apply to every weapon)''':
* '''Critical Range''':
* '''Critical Range''':
----
{| class="mw-collapsible mw-collapsed wikitable"
{| class="mw-collapsible mw-collapsed wikitable"
! The Crit Range of the Weapon
! The Crit Range of the Weapon
|-
|-
| All weapons start with a default Crit range of just 20. Meaning that the only way to have a critical hit is if a natural Twenty is rolled when doing an accuracy check. The range can be increased. However the limit to how much it can be increased by is based on the weapon speed unless it is a Melee Weapon then the max crit range is 17-20. However for ranged weapons it's based on speed: Single Fire and Manual's Max is the default 20. Semi-Auto is 19-20. Full Auto is 18-20 and Super-Fast is 17-20. However these are the limit that a Crit range can be. Simply what a weapon can be brought to via customizations on the gun itself. Character options/gadgets/amo can adjust this further. This customization costs 1 customization point. The Player cannot take a negative in this Attribute. This instantly increases the cost of the weapon. 19-20 range is an additional $100. 18-20 + $250. 17-20 + $1000 and requires Master-worked status.
| All weapons start with a default Crit range of just 20. Meaning that the only way to have a critical hit is if a natural Twenty is rolled when doing an accuracy check. The range can be increased. However the limit to how much it can be increased by is based on the weapon speed unless it is a Melee Weapon then the max crit range is 17-20. However, for ranged weapons it's based on speed: Single Fire and Manual's Max is the default 20. Semi-Auto is 19-20. Full Auto is 18-20 and Super-Fast is 17-20. However these are the limit that a Crit range can be. Simply what a weapon can be brought to via customizations on the gun itself. Character options/gadgets/amo can adjust this further. This customization costs 1 customization point. The Player cannot take a negative in this Attribute. This instantly increases the cost of the weapon by adding its Base Cost for each time this is improved.


Default: The Crit of a ALL weapons is 20.  
Default: Normally the Crit of a ALL weapons is 20.  
|}
|}
* '''Critical Damage''':  
* '''Critical Multiplier''':  
----
{| class="mw-collapsible mw-collapsed wikitable"
{| class="mw-collapsible mw-collapsed wikitable"
! The Crit Damage Multiplier
! The Crit Damage Multiplier
|-
|-
| All weapons start with a default Crit multiplier of X2. However this can be increase to as high as X4. A limit is imposed by what Power Level the weapon is. Small and Medium are the default X2. Large is X3 and Gigantic is X4. 1 customization point is required to upgrade this. The Player cannot take a negative in this Attribute. This instantly increases the cost of the weapon. X3 is + 10%. X4 + 20%.
| All weapons start with a default Crit multiplier of X2. However this can be increase to as high as X4. A limit is imposed by what Power Level the weapon is. Small and Medium are the default X2. Large is X3 and Gigantic is X4. 1 customization point is required to upgrade this. The Player cannot take a negative in this Attribute. This instantly increases the cost of the weapon by adding its Base Cost for each time this is improved.
 
Default: Normally all weapons have a Critical Multiplier of X2.
|}
* '''Critical Special Affects'''
----
{| class="mw-collapsible mw-collapsed wikitable"
! The Critical Special Affects
|-
| When a weapon has a critical hit it can do more then simply add more damage. It can affect the target and/or the wielder in different ways. Below is an expandable table with a list of possible special critical abilities. All of the below abilities only activate if a critical happens. Special Affects from a Weapon Style or Arch-Type can be removed for 2 Negative points. However only 1 Critical Special Affect can exist on an item unless it is Legendary or Mythic.


Default: All weapons have a crit of X2 normally.
Default: Normally all weapons have no Critical Special Affects.
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Table: Critical Specials
|-
| '''Bane''': At creation the weapon is designed to be effect against a specific type of target. This target is usually a Species, Alien Monster Type, Targets with Cybernetics, and so on. When a critical happens against this target the Character instantly gets Max critical damage.
|-
| '''Bleeding''': This weapon causes the target to do bleed damage for 1d4 turns with 1d4 damage per turn which ignores DR. This effect can be taken multiple times each time improving the die level of either the duration or the damage.
|-
| '''Burning''': This weapon causes the target to catch on fire for 1d4 turns with 1d6 Thermal Damage and DR still can affect the damage. This effect can be taken times each time improving the die level of either the duration or the damage.
|-
| '''Disarming''': This weapon can cause a target to drop there own weapon. This only counts for there main weapon unless the only weapon they are holding is there off hand weapon. The target rolls a Strength Saving throw DC15 to avoid letting go. If they fail they drop the weapon where they stand. If they critical fail the weapon is thrown 10ft from there person if possible.
|-
| '''Frosted''': This weapon causes the target to freeze up with 1d8 Thermal (Cold) Damage and DR still can affect the damage. The target has to roll a Constitution Save DC15 or else be [[Conditions#Entangled|Entangled]] for 1d4 turns as they thaw.
|-
| '''Shocking''': This weapon causes the target to take a bolt of electric damage with 1d6 Electric Damage and DR still can effect the damage. The target has to roll a Constitution Save DC15 or else be [[Conditions#Shaken|Shaken]] for 1d4 turns. This can worsen to the next level of the Condition if they already are shocked.
|-
| '''Overwhelming''': This weapons force is so overwhelming that is knocks the target off there feat. They will be pushed back 5ft if possible and knocked [[Conditions#Prone|Prone]].
|-
| '''Knock Out Blow''': This bonus ability is for melee weapons only. This adds an effect of possibly knocking the target out if a critical hit is successful. The target must roll for a constitution save of DC14 or be [[Conditions#Helpless.2FIncapacitated.2FUnconscious|unconscious]] for 1d4 rounds.
|-
|}
|}
* '''Weight''':
* '''Weight''':
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! The Weight and thus clumsiness of the gun.
! The Weight and thus clumsiness of the gun.
|-
|-
| The average weight of a weapon is determined by its Total Level/Hit Die. Levels 0 - 2/1lb, Levels 3 - 5/10lbs, Levels 6 - 8/30lbs. However if the weapon has taken the Gigantic power level then it automatically is a 30lb weapon and also takes the attribute "clunky" by default. You can choose to increase the weapon weight above 30lbs to an average 60lbs weight for a negative point which also then gives the "clunky" attribute by default. However if you weapon is of a lower weight you cannot increase the weight for a negative point unless you give the weapon the clunky attribute. You can also lower the weapon weight in order to help make easier to carry around. Remember a character can only carry a certain amount of weight around dependent on there STR Ability score.
| The average weight of a weapon is determined by its Power Levels Small/1lb, Medium/5-10lbs, Large/15-25lbs, Gigantic 30+lbs. However if the weapon has taken the Gigantic power level then it takes the attribute "clunky" by default. You can choose to increase the weapon weight above 30lbs to an average 60lbs weight for a negative point which also then gives the "clunky" attribute by default. However if you weapon is of a lower weight you cannot increase the weight for a negative point unless you give the weapon the clunky attribute. You can also lower the weapon weight in order to help make easier to carry around. Remember a character can only carry a certain amount of weight around dependent on there STR Ability score.


Default: By default all weapons except for 'Gigantic' weapons weigh 30lbs or less. By default any weapon that ways more then 30lbs or is gigantic also has the 'clunky' attribute.
Default: By default all weapons except for 'Gigantic' weapons weigh 30lbs or less. By default any weapon that ways more then 30lbs or is gigantic also has the 'clunky' attribute.
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|}
|}
* '''Damage Type''':
* '''Damage Type''':
----
{| class="mw-collapsible mw-collapsed wikitable"
{| class="mw-collapsible mw-collapsed wikitable"
! The damage type of the weapon.
! The damage type of the weapon.
|-
|-
| All ranged weapons can only change there damage type by changing AMO. If this option is used then the weapon has to be considered Melee. Which means the speed has to be Manual or Single-Fire. The damage type options are: Kinetic, Chemical, Electrical, Thermal.  This can be selected more then once but only twice. The weapon becomes a hybrid of the two options. You cannot select this once and declare the item is a Hybrid of Kinetic and the other option. In order to be a hybrid Damage type this option has to be selected twice. 1 point per selection. A certain damage type can be selected twice. When done so The weapon is Thermal-Thermal or Kinetic-Kinetic. It cannot be a hybrid but if the target is weak against that damage type they take triple damage instead of double. Kinetic is both the most common damage type and the least common weakness so it stands that both the default damage type is Kinetic and it only takes 1 customization to make a weapon Kinetic-Kinetic.
| All ranged weapons can only change there damage type by changing AMO. To learn more about all the different damage types go [[Damage_Types|here]]. If this option is used then the weapon has to be considered Melee. Which means the speed has to be Manual or Single-Fire. The damage type options are: Kinetic, Chemical, Electrical, Thermal.  This can be selected more then once but only twice. The weapon becomes a hybrid of the two options. You cannot select this once and declare the item is a Hybrid of Kinetic and the other option. In order to be a hybrid Damage type this option has to be selected twice. 1 point per selection. A certain damage type can be selected twice. When done so The weapon is Thermal-Thermal or Kinetic-Kinetic. It cannot be a hybrid but if the target is weak against that damage type they take triple damage instead of double. Kinetic is both the most common damage type and the least common weakness so it stands that both the default damage type is Kinetic and it only takes 1 customization to make a weapon Kinetic-Kinetic.


Default: All weapons are considered Kinetic unless specified otherwise.
Default: All weapons are considered Kinetic unless specified otherwise.
|}
|}
* '''DR Damage''':
* '''AP Damage (DR Damage)''':
----
----
{| class="mw-collapsible mw-collapsed wikitable"
{| class="mw-collapsible mw-collapsed wikitable"
! The weapon can now reduce some of the DR the target may have.
! The weapon can now reduce some of the DR the target may have.
|-
|-
| If the weapon has a "DRX" after the damage dice i.e: 1d6/DR2 then that means if the target has DR, it will absorb 2 less points. Normally DR on a Character allows them too absorb points of damage instead of it going toward there hit points. A DR of 2 would normally mean that if the enemy dealt 3 points of damage the Character would only take 1 point. However with DR2 on the weapon that means that it negates 2 of DR meaning that the Character would take the full 3 points of damage to there hit points. For every point spent you get 1 point of DR Damage. You cannot have Negative DR points. Which means you cannot take away from this.  
| If the weapon has a "APX" after the damage dice i.e: 1d6/AP2 then that means if the target has DR (Damage Reduction), it will absorb 2 less points. Normally DR on a Character allows them too absorb points of damage instead of it going toward there hit points. A DR of 2 would normally mean that if the enemy dealt 3 points of damage the Character would only take 1 point. However with AP2 (Armor Piercing) on the weapon that means that it negates 2 of DR meaning that the Character would take the full 3 points of damage to there hit points. For every point spent you get 1 point of AP Damage. You cannot have Negative DR points. Which means you cannot take away from this.  


Default:  No weapon by default has DR Damage.  
Default:  No weapon by default has AP Damage.  
|}
|}
* '''Hit Die Increase''':
* '''Hit Die Increase''':
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! The weapon can use a different level of hit die.
! The weapon can use a different level of hit die.
|-
|-
| In order to increase the hit die of the weapon you have to spend 2 customization points. Each point worth 2 negative points. The weapon can only increase the hit die to a higher level within the allowed levels for the weapons Tech level. So if the weapon is a Tech 1 you cannot use it to go above 1d12. However you can reduce the weapon hit die and gain 3 negative points instead of 1.
| In order to increase the hit die of the weapon you have to spend 2 customization points. Each Hit Die reduction is worth 3 negative points. The weapon can only increase it's Hit Die to highest level allowed for it's Tech level. So if the weapon is a Tech 1 you cannot use it to go above 1d12. This doesn't change the Weapon Level as it doesn't directly effect the Weapon Power or Speed. However, this does change the Proficiency Level requirement. It will go up by one for each time you increase this. Also the Base Price is  effected and the cost of all the other modifications. The Base is now whatever the Weapon Level that is associated with the Hit Die. Consult the [[Weapons#Weapon_Cost|Weapon Cost Table]] for more information.


Default: The Weapon simply has the hit die associated with its power level. For more information review the [[Weapons#Weapon_Levels|Weapon Level rules]].
Default: The Weapon simply has the hit die associated with its Weapon Level. For more information review the [[Weapons#Weapon_Levels|Weapon Level rules]].
|}
|}
* '''Masterwork Construction''':
* '''Masterwork Construction''':
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! Determines how well the weapon is constructed.
! Determines how well the weapon is constructed.
|-
|-
| This is FREE. This attribute does not require spending a point to get. However Masterwork instantly doubles the price of the product and increases it difficulty to acquire by 2. The advantages to Masterwork construction however is that it unlocks the Accuracy, and Bonus Damage attributes of the weapon. You cannot add points (although you can take away) to Base/Bonus Damage without first declaring the weapon to be Masterwork.  
| This is FREE. This attribute does not require spending a point to get. The advantages to Masterwork construction is that it unlocks the ability to apply additional Customization points from a Crafter's Crafting Rank. If the Crafter can craft Masterworked weapon's then they have at least a 3 Ranks in the correct Crafting skill. (By default this is the Mechanical Crafting Skill) 3 Ranks would allow for a +1 Masterworked weapon. The max bonus is +5. Each Rank starting at 3 provides a +1 to the weapon which allows for 1 free customization point. However in order to gain this the Base Price of the weapon is instantly double and the Procure Difficulty is increased by 1.


Masterwork implies that the weapon was crafted with expert skill and care using the best possible parts/material even when unnecessary to make a working version. In other words: "Spared not expense".   
Masterwork implies that the weapon was crafted with expert skill and care using the best possible parts/material even when unnecessary to make a working version. In other words: "Spared not expense".   
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| By default a weapon has not bonus to the accuracy check. To clarify you can review the [[Combat|Combat]] section. Summary: An accuracy check is a d20 + (Mods if applicable) against a targets AC score to see if the character was successful as scoring a damaging hit. For every point spent on Accuracy yields a + 1. There is a maximum of + 5 to accuracy. You cannot remove accuracy to gain negative points.
| By default a weapon has not bonus to the accuracy check. To clarify you can review the [[Combat|Combat]] section. Summary: An accuracy check is a d20 + (Mods if applicable) against a targets AC score to see if the character was successful as scoring a damaging hit. For every point spent on Accuracy yields a + 1. There is a maximum of + 5 to accuracy. You cannot remove accuracy to gain negative points.


Default: There are no Accuracy bonuses for weapon. To gain access to this option the weapon must first be Master worked.
Default: There are no Accuracy bonuses for weapon.
|}
|}
* '''Bonus Damage''':
* '''Bonus Damage''':
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! A bonus to the total of the Weapon Die roll.
! A bonus to the total of the Weapon Die roll.
|-
|-
| Similar to Base Damage accept the bonus is added to the total of the roll. In order to get a point to spend on Bonus Damage you have to take 3 negative points instead of 2.
| This adds additional damage to the finial result of the Hit Die per each Hit Die, in other words per each Attack/Extra Damage. You cannot take negatives in Bonus Damage. Bonus Damage costs the default 1 customization point.
Example: 1d6(+1) would mean a range of 2 - 7. A roll of 2 would be 3. However a roll of 6 would be a 7.
Example: 1d6(+1) would mean a range of 2 - 7. A roll of 2 would be 3. However a roll of 6 would be a 7.


Default: A weapon has no bonus damage. To gain access to this customization the weapon must first be Master worked.
Default: A weapon has no bonus damage.
|}
|}
* '''Bonus Ability''':
* '''Bonus Ability''':
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! Table: Bonus Abilities.
! Table: Bonus Abilities.
|-
|-
| '''Burst Fire''': Any weapon that has a speed of fully auto can gain the burst fire feature. This gives them a +2 moderate advantage to accuracy on the first Attack. (Ranged only, Archaic weapons do not apply) (Cannot be used for extra attacks).  
| '''Burst Fire''': The weapon has to have a speed of Fully Auto or faster to gain the Burst Fire feature. The Weapons Ammunition Amount must be 4 or higher. The Weapon must have at least 1/2 its ammo left, round down. This uses 1/2 the weapon's Ammunition Amount, round down. This is like a partial 'Fully Unload'. This provides a +1 to accuracy for ever Attack/Extra Damage the Character has. This increases the Critical Multiplier by 1, max x4. This increases the Critical Range by 1, max 17-20. (Ranged only, Archaic weapons do not apply) (Cannot be used for Bonus Attacks).  
|-
| '''Switch Firing Modes''': If the weapon speed is fully auto then this Attribute can be applied. The ability will allow the character to choose between Single-Auto or fully-auto. If single-auto the weapon hit damage goes down a hit die level. However it takes twice as many uses before requiring reloading and extra attacks do not have as much of an accuracy penalty. (Ranged only, Archaic weapons do not apply)
|-
|-
| '''Fully Unload''': This ability requires the gun have semi-auto or full-auto speeds. The clip must have more then 1/2 of its uses left. This requires a full round action. This also takes a -4 major disadvantage and the range of the weapon is halved. The character has a choice. Focus on a single target for rolling twice the number of hit die. Or selecting the number of targets in front of the character (180degrees of view in the direction the character is facing) that the gun has uses left and roll damage for each target using hit die of a lower level. (Ranged only, Archaic weapons do not apply)
| '''Switch Firing Modes''': The weapon has to have a speed of Fully Auto or faster to gain the Switch Firing Modes feature. The ability will allow the character to choose between Single Fire or Fully Auto. The default behavior of the weapon is Fully Auto/Super Fast and the is no change. If the weapon is switched to  Single Fire mode then weapon gains the following stats. It gains a +2 to accuracy with an additional +1 for its size. Medium +1, Large +2, and Gigantic +3. The Critical Range goes up by 1, max 17-20. The Ammunition amount for the gun is considered doubled. However the weapon gets these penalties: The Critical Damage can only be x2 in this mode. The Hit Die goes down level if its seed is Fully Auto and two levels if its Super Faster. (Ranged only, Archaic weapons do not apply)
|-
|-
| '''Swift Reload''': The gun is configured in a way to make it extremely easy to quickly remove and replace an emptied mag. Making the process seam almost completely effortless. This allows the player to reload as a swift action. (Ranged only, only Archaic weapons like crossbows)
| '''Fully Unload''': The weapon has to have a speed of Semi-Auto or faster to gain the Fully Unload feature. The clip must have more than 1/2, round up, of its uses left. And the Ammunition amount for the Weapon must be at least 2. This requires a Full Round action. The character has a choice. Focus on a single target for an automatic critical as long as the accuracy check was successful. Or shooting at targets in front of the character, with a 180degrees of view in the direction the character is facing, with the max number that can be hit equal to the ammunition that is left. The damage with this choice is the Hit Die one lower level of the weapon against each target. The weapon's ranged is halved. The weapon's Ammunition is completely spent. The weapon cannot preform this move again for 1d4 turns. Fully Unloading requires that the Character stand in front of the enemy and hold tight to there gun as it empties all its ammunition. This gives all enemies within range to have an advantage on accuracy checks against the Character for 1 round. (Ranged only, Archaic weapons do not apply)  
|-
|-
| '''Special Ammunition''': Some guns have to be modified and handled carefully to be able to load any other amo except the one specifically designed for it. However exceptions can be made. This allows the character to be able to apply special amo to the weapon *if* the character has the necessary feat. (Actually not ranged only. Melee weapons can have this application as a representation of exotic materials used make the weapon more deadly. However taking this ability makes any melee weapon exotic)
| '''Swift Reload''': The gun is configured in a way to make it extremely easy to quickly remove and replace an emptied mag. Making the process seam almost completely effortless. This allows the player to reload as a Simple action. (Ranged only, only Archaic weapons like crossbows)
|-
|-
| '''Enhanced Combat Options''': This is a vague ability that is used to describe a couple of different types of enhancements. There are a list of combat maneuvers a character can do. To read up on them please review [[Combat|Combat]] rules. This gives the weapon an ability bonus for these combat maneuvers if the weapon is used to assist in the maneuver. You can acquire this ability multiple times for different maneuvers or the same one. Each one provides a major +4 advantage to a maneuver. However the same rules for advantage stacking apply here. To review read the rules [[Combat#Determining_Advantages_and_Disadvantages_.28Step_3.29|here]]. Also remember that abilities require the necessary feat for your weapon type to be usable.
| '''Special Ammunition''': Some guns have to be modified and handled carefully to be able to load any other amo except the one specifically designed for it. However, exceptions can be made. This allows the character to be able to apply special amo to the weapon. (Actually not ranged only. Melee weapons can have this application as a representation of exotic materials used to make the weapon more deadly. However, taking this ability makes any Melee weapon Exotic)
|-
|-
| '''Suppression Fire''': This ability when declared requires a full round action. It takes twice the uses out of the gun. However creates a wall of bullets/lazers or other deadly things that the target will have to subject itself to in order to move. Giving the player an ranged attack of opportunity to *any* target moving through the suppression. The character also gains advantage to accuracy if the attack of opportunity occurs. If the target is in plain site when the Suppressive fire is declared the accuracy check doesn't happen until it is the targets turn. The target would have to teleport out of the line of fire to avoid a Ranged AoO.  
| '''Enhanced Combat Options''': This is a vague ability that is used to describe a couple of different types of enhancements. There is a list of combat techniques a character can do. To read up on them please review [[Techniques#Combat_Techniques|Combat Techniques]] rules. This gives the weapon an ability bonus for these combat maneuvers if the weapon is used to assist in the maneuver. You can acquire this ability multiple times for different maneuvers or the same one. Each one provides an advantage while performing the maneuver. However, the same rules for advantage stacking apply here. To review read the rules [[Combat#Determining_Advantages_and_Disadvantages_.28Step_3.29|here]]. Also remember that abilities require the necessary feat for your weapon type to be usable.
|-
|-
| '''Versatile''': This ability is only for Melee weapons. This allows Medium sized Melee Weapons to be two handed and thus while being held in both hands gain the damage dice as if it was a Large weapon. This also allows Large weapons to be held with just one hand however there damage dice while being used with only one hand is as if they where medium weapons. This also works with Gigantic sized weapons as long as it doesn't have the 'clunky' default attribute. However this doesn't allow small weapons to gain any bonus from being held with two hands.
| '''Suppression Fire''': Also known as Suppressive or Covering Fire. This ability when declared requires a delayed action. It takes 3 times the uses out of the gun's Ammunition and thus the weapon must have at least 3 rounds left. However creates a wall of bullets/lazers or other deadly things that the target will have to subject itself to in order to move. The target would have to teleport out of the line of fire to avoid a Ranged delayed attack. The Character can choose to focus on a single target to help keep them from moving. Or they can declare a cone like area effect. A 90 degree cone with a range of weapon. Any enemy that moves within this cone is subject to a delayed attack action, up to 3 targets. The Character gains advantage to the accuracy check and a +1 for Bonus Damage per Weapon Level. If it is a single target then the Hit Die goes up a level. If it is a cone then the Hit Die goes down a level. Like Fully Unload however the Character is exposed. Any enemy not effected by the Suppression Fire gains advantage to accuracy checks while the Character is using this ability.
|-
|-
| '''Throw-able Weapon''': This attribute is only for melee weapons. This is a weapon that can be thrown. Its Speed must be Single-Fire. However it can also be used as a melee weapon. As a Melee weapon its speed is manual. With this weapon when using it as a Ranged weapon the user can add there Strength Modifier bonus to the attack damage.
| '''Versatile''': This allows Medium weighted weapons (Levels 3 thru 5) to no longer require two hands. This also allows them to be used as Off Handed weapons although penalties may still apply. This can also counter the Clunky status if it was gained because of its Gigantic Power level. This removes the 'Two Handed' requirement for Medium Weighted weapons and the 'Clunky' Gigantic Power level weapons.
|-
|-
| '''Knock Out Blow''': This bonus ability is for melee weapons only. This adds an effect of possibly knocking the target out if a critical hit is successful. The target must roll for a constitution save of DC14 or be unconscious for 1d4 rounds.
|}
* '''Default Attributes''':
----
{| class="mw-collapsible mw-collapsed wikitable"
! Adjust the default attributes a weapon may inherit.
|-
| Below is a list of attributes that weapons will inherit under certain circumstances. For example if you pick your weapon to be Super-Fast the weapon instantly becomes exotic. You can remove the attribute that attribute by spending a point. However you cannot spend a point to gain an attribute or apply an attribute that may seam negative to count towards a customization point. You can *ONLY* remove default attributes inherited.
Default: Default Attributes are earned biased on there criteria. Certain attributes or power/speed levels may force a weapon to take on a Default Attribute.
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Table: List of attributes that may apply to a weapon.
|-
| '''Archaic''': This attribute CANNOT BE REVOKED. It is gained if the technology used is considered level 0. These kinda of weapons are only intuitive to people use are interested and practice with them.
|-
| '''Exotic''': This attribute applies to any weapon that has the 'Super-Fast' Speed or 'Gigantic' Power level. Also if the weapon is deemed in anyway difficult to master or unintuitive to use.
|-
| '''Clunky''': The weapon is over weight and reload speed is instantly slower. The weapon must also now be used via two handed only. Cannot even be fired without two hands. That doesn't mean you can fire it with one hand just with a penalty but that is *CANNOT* be used without both hands holding it.
|-
| '''Two-Handed''': A requirement for any weapon Level 3 or higher. If a character attempts to use the weapon with only one hand they take disadvantage to accuracy. This Default Attribute can be removed and certain Arch-Types remove or add them by default such as Personal Firearm which removes it or Hunting Rifle which adds it.
|-
| '''Laser Based''': This is an attribute much like an Arch-Type however it can be declared of any ranged weapon at construction. If the weapon is laser based it changes a few things. It automatically looses 1 Ammunition Amount. It also by default has Thermal as the Damage Type.
|-
| '''Plasma Based''': This is an attribute much like an Arch-Type however it can be declared of any weapon at construction. If the weapon uses plasma it changes a few things. Firstly it cannot also be Laser Based. This item automatically looses 1 ammunition amount. The default damage type is also Thermal. If the weapon is ranged the range is reduced by one increment but the damage dice is increased by 1.
|-
| '''Gravity Based''': If this attribute is taken no other 'Based' attribute can be taken. The weapon instantly becomes 3 times more expensive and has +2 to the procure diff. The weapon also gains an area of effect base attack. The radius is based on the weapon power level: Small 5ft, Medium 10ft, Large 15ft, Gigantic 30ft. The weapon also gets +1 DR and -1 to its ammunition amount.
|}
=== Weapon Accessories ===
These are items you can add too your weapon that are not necessary considered gadgets. They can add minor improvements to the way a character interacts with the weapon.
{| class="wikitable"
|+ Weapon Accessories
! style="text-algin:left;"|Object
! Size
! Weight
! Cost
|-
|[[Magazine|Magazine]] ||Tiny ||0.5 lb. ||$15
|-
|[[Hip_Holster|Holster, Hip]] ||Tiny ||1 lb. ||$35
|-
|[[Concealed_Holster|Holster, Concealed]] ||Tiny ||0.5 lb. ||$40
|-
|[[Illumination|Illumination]] ||Tiny ||0.5 lb. ||$85
|-
|[[Laser_sight|Laser sight]] ||Tiny ||0.5 lb. ||$25
|-
|[[Standard_Scope|Scope, Standard]] ||Tiny ||0.5 lb. ||$70
|-
|[[ElectroOptical_Scope|Scope, Electro-Optical]] ||Small ||3 lb. ||$250
|-
|[[Speed_loader|Speed loader]] ||Tiny ||0.5 lb. ||$45
|-
|[[Pistol_Suppressor|Suppressor, Pistol]] ||Tiny ||1 lb. ||$550
|-
|[[Rilfe_Suppressor|Suppressor, Rifle]] ||Small ||4 lb. ||$1000
|}
|}


==  Ammunition ==
==  Ammunition ==


Ammunition cost is based on what the Weapon power level is. The price is based on how much it costs on average to buy enough for a full magazine of the weapon.  
Ammunition cost is based on what the Weapon power level is. The price is based on the average cost of ammo for a full magazine.  


{| class="wikitable" style="margin-left: 10px;"
{| class="wikitable" style="margin-left: 10px;"
Line 403: Line 379:
|}
|}


There are different types of special amo. Not all weapons can use special amo. The use of special amo is a Weapon Ability. Special Amo can do a variety of things. The list below is different Special Amo types are available and there prices. Special Ammunition prices are calculated by adding the Special Amo price increase show in the above 'Ammunition Stats' chart and then adding the custom price associated below if it specifies.  
There are different types of special ammo. Not all weapons can use special ammo, for example, Laser or Gravity Arch-Type weapons are unable to use Special Ammo. Special Ammo can change the Damage Type and provide a bonus to damage. If the Weapon Style or Arch-Type already requires the Special Ammo price, then any ammo that has unique attributes are simply double the normal special cost.


{| class="wikitable" style=" margin-left: 10px;"
{| class="wikitable" style=" margin-left: 10px;"
|+ Table: Special Ammunition Types
|+ Table: Special Ammunition Types
|-
|-
| '''Damage Type Change''': There are 4 damage types Ranged weapons can use. Kinetic/Electric/Thermal(Radiation)/Chemical. The default weapon damage type is Kinetic.  
| '''Damage Type Change''': There are 4 damage types Ranged weapons can use. Kinetic/Electric/Thermal(Radiation)/Chemical. The default weapon damage type is Kinetic. If the weapon damage type is anything other then the default Kinetic then it cannot use this type of special ammo.  
|-
| '''Bonus Damage''': The amo is in someway changed to provide the most about of possible damage to the target. This can range from +1 point of damage to +5. The price is calculated by: Base Price + Bonus price + $10 * Bonus Damage amount = Cost.
|-
|-
| '''Bonus Damage by Type''': The amo packs an additional package of either Kinetic/Electric/Thermal(Radiation)/Chemical damage. The damage is determined by a dice roll. The Hit die level starts with 1d4 (Level 1) and goes as high has 1d10 (Level 4). The price is calculated by: Base Price + Bonus price + $20 * Hit Die Level = Cost.  
| '''Bonus Damage''': The ammo is in someway changed to provide the most about of possible damage to the target. This can only be increased by +1.  
|-
|-
| '''Bonus Chance to do Damage''': The amo is more likely to hit the target effectively. This requires a minimal of Tech Level 2 in order to craft and the likelihood of this appearing in a society that is Tech 1 or below is low. The bonus is applied to the accuracy check. It can go from +1 to +5. The price is calculated by: Base Price + Bonus price * Accuracy Check Bonus = Cost.
| '''Bonus Damage by Type''': The ammo packs an additional package of either Kinetic/Electric/Thermal(Radiation)/Chemical damage. The damage is determined by a dice roll. The Hit die level starts with 1d4 (Level 1) and goes as high has 1d10 (Level 4). The price is calculated by: Base Price + Bonus price + $20 * Hit Die Level = Cost.  
|-
|-
| '''DR Bonus''': The amo can shred through armor more effectively. Negating DR. The can go from -1 to Armor DR to -10. However anything past -5 requires Tech Level 2 or higher to craft. The price is calculated by: Base Price + (Bonus Price * the DR Bonus) = Cost.
| '''AP Bonus''': Armor Piercing bonus damage. The ammo can shred through armor more effectively. This provides a +1 to AP damage. Similar to 'Bonus Damage' this can only be increased by +1.
|}
|}


== Explosives ==
=== Ammo Crafting ===


These weapons explode or burst, dealing damage to individuals or objects within an area. The area can be either circular in nature or a cone shape.
Normal Ammo Crafting requires that the crafter have a rank of 2 in the required crafting skill. The correct skill is based on the weapon damage. Kinetic is [[-_Mechanical|Mechanical]], Electric is [[-_Electronic|Electronics]], Thermal(Radiation) is both ([[-_Electronic|Electronic]] and [[-_Chemical|Chemical]]), Chemical is either [[-_Chemical|Chemical]] or [[-_Pharmaceutical|Pharmaceutical]].


Explosives can be thrown or set off in place, depending on the type of explosive device. Dynamite and hand grenades are examples of these weapons.
Special Ammo [[Craft|crafting]] requires that you at least 3 ranks in the correct crafting skill.  You can only craft ammo to masterworked level. That means it can only receive a signal +1 bonus. With the exception to 'Bonus Damage By Type' which can go up to +4 and requires the crafter to craft at +4 masterworked level.


All explosives must be detonated. Some, such as grenades, include built-in detonators. (Pulling the pin on a grenade is a free action.) Others require timers or other devices to set them off. Detonators are covered in Weapon Accessories.
== Explosives (Grenades/Traps) ==
These deal damage to anything within an area of effect. The area can be either circular or cone-shaped. Explosives can be put into throw-able objects or set in places like a mine or trap. Explosives require no proficiency to use normally.


Explosives require no proficiency to use normally.
Combat rules for thrown explosives in located in the combat section [[Combat#Thrown_Explosives|here]]. Planted explosive sits where it is placed until it is moved or goes off. This is considered a Trap so rules for making traps apply. More rules on traps in the [[Combat#Using_Traps.2FMines|Combat: Traps/Mines]] section.
=== Thrown Explosives ===


Make a ranged attack against a 5ft square area. The accuracy check is against the squares AC. The AC is: 5 + Range Penalties. The Range Penalty is for ever 10ft after the first 10ft add an additional 5 AC. So 1 - 10ft would be +0, 11 - 20ft would be +5 and so on. The Character is able to add there Dex modifier too the ranged attack like normal. And for every 2 points in Str modifier a Character has the Character can extend the starting throwing range by another 10ft. So if a Character with a Str Mod of +2 and a Dex Mod of +2 attempts to through an explosive to a target 40ft away the target AC would be 15 and the Character would get a +2 to the accuracy roll.
Below is a graph with commonly used explosives in the FuturePath Universe. Below that is the 'Making your Own Explosives' section which has common components that can be mix and matched to create your explosives.


When a Character throws the explosive he/she can either miss or hit.
=== Grenades/Explosives Table ===
 
*    Hit: Individuals in the target square and all adjacent squares within the damage area are dealt damage.
*    Miss:
#    First, roll 1d8 to determine the miss direction of the throw. 1 - Falls short (straight line towards the thrower). 2 through 8 - Count around the target individual or grid intersection in a clockwise direction.
#    Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target.
#    Finally, the item deals damage to all individuals in the square it lands in and in all adjacent squares.
 
=== Planted Explosives ===
 
A planted explosive is set in place, with a timer or fuse determining when it goes off. No attack roll is necessary to plant an explosive; the explosive sits where it is placed until it is moved or goes off. This is considered a Trap so rules for making traps apply. More rules on traps in the [[Combat|combat]] section.
 
When a planted explosive detonates, it deals its damage to all targets within the damage area of the weapon. The targets may make Reflex saves (DC varies according to the explosive type) for half damage.
 
For a the full list of Explosives with explanations go [[Descriptions of Explosives|here]]. The type of explosive can be found no longer then the tech level shown in the table below. However a Tech level 1 explosive can also show up in any higher Tech level. If the description doesn't specify otherwise this simply increases the number of d6s use to determine damage by 1. The cost is also increased by %50 the base cost per Tech level.
 
=== Table Columns Details ===
 
'''Weapon''': This column is the weapon name or basic type.
 
'''Damage''': The damage dealt by the weapon expressed by Hit Die. Example: 1d6. There is also extra incremental damage that can happen for a certain amount of turns after hit by the weapon. For example extra chemical/thermal damage for 1d4 would be expressed like so: 1d6 +(1d4). Incremental damage is expressed in parentheses.
 
'''Damage Type''': There are 4 damage types that weapons have. Kinetic/Electric/Thermal(Radiation)/Chemical.


'''Throw-able''': This is either Yes or No. No means that the explosive can only ever be used if planted somewhere first. Yes means that the explosive can be used as a grenade or be customized by a Character with the correct skills as a planted explosive.
Columns in table are explained below the table.


'''Range Increment''': This is the range that the explosive has a damaging effect. It is the number of 5ft squares out of the target square that objects may receive damage.
'''Size''': Tiny/Small/Med is the sizes. Anything Large would not be Throw-able. Med takes a -4 to accuracy.
'''Weight''': This column gives the weapon's weight.
'''Procure Diff''': Please review the rules for procure difficulty.
'''Cost''': This is the purchase cost to acquire the weapon. This number reflects the base price and doesn't include any modifier for purchasing the weapon on the black market.
Please note that '?' and/or '-' means that extra rules may apply. The Weapon Column should have links to the weapon descriptions.
=== Grenades/Explosives Table ===
{| class="wikitable"
{| class="wikitable"
|+Grenades and Explosives
|+Grenades and Explosives
! colspan="10" | Tech Level 0
|-
! style="text-algin:left;"|Weapon
! Damage
! Damage Type
! Throw-able
! Area Type
! Range Increment
! Size
! Weight
! Procure Diff
! Cost
|-
| [[Descriptions_of_Explosives#Greek_Fire_Grenade|Greek Fire Grenade]] || 2d6 || Thermal || Yes || Circle || (1)5ft || Small || 3 lbs || +1 || $50
|-
| [[Descriptions_of_Explosives#Gun_Powder_Explosive|Gun Powder Explosive(With shrapnel)]] || 2d6(3d6) || Kinetic || No || Circle/Cone || (1)5ft || Small || 2 lbs || +0 || $45
|-
! colspan="10" | Tech Level 1
! colspan="10" | Tech Level 1
|-
|-
! style="text-algin:left;"|Weapon
! style="text-algin:left;"|Explosives
! Components
! Damage  
! Damage  
! Damage Type  
! Damage Type  
Line 498: Line 421:
! Area Type
! Area Type
! Range Increment  
! Range Increment  
! Size
! Cost / Procure Diff
! Weight
! Procure Diff  
! Cost
|-
|-
| [[Descriptions_of_Explosives#Fragmentation_Grenade|Fragmentation Grenade]] || 4d6 || Kinetic || Yes || Circle || (1)5ft || Tiny || 1 lbs || +0 || $400
| [[Descriptions_of_Explosives#Fragmentation_Grenade|Fragmentation Grenade]] || TNT/Grenade/Time Delay || 3d6 || Kinetic || Yes || Circle || (1)5ft || $365 / 1
|-
|-
| [[Descriptions_of_Explosives#C4.2FSemtex|C4/Semtex]] || 4d6 || Kinetic/Thermal || No || Circle/Cone || (2)10ft || Small || 1 lbs || +1 || $800
| [[Descriptions_of_Explosives#C4.2FSemtex|C4/Semtex]] || Semtex/Simple Land Mine/Remote || 4d6 || Kinetic || No || Circle || (2)10ft || $470 / 1
|-
|-
| [[Descriptions_of_Explosives#Dynamite|Dynamite]] || 3d6 || Kinetic || No || Circle || (2)10ft || Small || 1 lbs || +0 || $300
| [[Descriptions_of_Explosives#Dynamite|Dynamite]] || TNT/Simple Land Mine/Time Delay || 3d6 || Kinetic || No || Circle || (1)5ft || $370 / 0
|-
|-
| [[Descriptions_of_Explosives#Molotov_Cocktail|Molotov Cocktail]] || 1d6 +(1d4) || Thermal || Yes || Circle || (1)5ft || Small || 1lbs || +0 || $15
| [[Descriptions_of_Explosives#Molotov_Cocktail|Molotov Cocktail]] || Napalm/Class Bottle/Contact || 2d6 || Thermal || Yes || Circle || (1)5ft || $155 / 0
|-
|-
| [[Descriptions_of_Explosives#Thermite_Grenade|Thermite Grenade]] || 5d6 || Thermal || Yes || Circle || (2)10ft || Small || 2 lbs|| +1 || $800
| [[Descriptions_of_Explosives#Thermite_Grenade|Thermite Grenade]] || Thermite/Grenade/Contact || 3d6 || Thermal || Yes || Circle || (1)5ft || $360 / 1
|-
|-
| [[Descriptions_of_Explosives#White_Phosphorus_Grenade|White Phosphorus Grenade]] || 6d6 || Thermal/Chemical || Yes || Circle || (1)5ft || Small || 2 lbs || +1 || $850
| [[Descriptions_of_Explosives#White_Phosphorus_Grenade|White Phosphorus Grenade]] || White Phosphorus/Grenade/Contact || 3d4 || Chemical || Yes || Circle || (1)5ft || $420 / 1
|-
|-
| [[Descriptions_of_Explosives#Smoke_Grenade|Smoke Grenade]] || - || - || Yes || Circle || (4)20ft || Small || 1 lbs || +0 || $100
| [[Descriptions_of_Explosives#Smoke_Grenade|Smoke Grenade]] || Smoke/Grenade/Contact || - || - || Yes || Circle || (3)15ft || $120 / 0
|-
|-
| [[Descriptions_of_Explosives#Tear_Gas_Grenade|Tear Gas Grenade]] || - || - || Yes || Circle || (3)15ft || Small || 1 lbs || +1 || $150
| [[Descriptions_of_Explosives#Tear_Gas_Grenade|Tear Gas Grenade]] || Tear/Grenade/Contact || - || - || Yes || Circle || (3)15ft || $120 / 0
|-
|-
| [[Descriptions_of_Explosives#Concussion_Grenade|Concussion Grenade]] || - || - || Yes || Circle || (1)5ft || Small || 1 lbs || +1 || $200
| [[Descriptions_of_Explosives#Concussion_Grenade|Concussion Grenade]] || Concussion/Grenade/Contact || - || - || Yes || Circle || (3)15ft || $120 / 0
|-
|-
! colspan="10" | Tech Level 2
! colspan="10" | Tech Level 2
|-
|-
! style="text-algin:left;"|Weapon
! style="text-algin:left;"|Explosives
! Components
! Damage  
! Damage  
! Damage Type  
! Damage Type  
Line 529: Line 450:
! Area Type
! Area Type
! Range Increment  
! Range Increment  
! Size
! Cost / Procure Diff
! Weight
! Procure Diff  
! Cost
|-
|-
| [[Descriptions_of_Explosives#EMP_Explosive|EMP Explosive]] || 5d6? || Electric || Yes || Circle || (2)10ft || Medium || 2 lbs || +1 || $600
| [[Descriptions_of_Explosives#EMP_Explosive|EMP Explosive]] || Energized Compound/Grenade T2/Time Delay || 4d6 || Electric || Yes || Circle || (2)15ft || $625 / 1
|-
|-
| [[Descriptions_of_Explosives#Fireflash_Explosive|Fireflash Explosive]] || 4d6 +(1d4) || Thermal/Chemical || Yes || Circle || (2)10ft || Small || 1 lbs || +1 || $1,000
| [[Descriptions_of_Explosives#Fireflash_Explosive|Fireflash Explosive]] || ThermitX+Agent X/Containerized Mine/Motion 2 || 2d8 + 1d6 || Thermal + Chemical || No || Circle || (2)10ft || $555 / 1
|-
|-
| [[Descriptions_of_Explosives#Tangler_Explosive|Tangler Explosive]] || - || - || Yes || Circle || (1)5ft || Small || 2 lbs || +0 || $400
| [[Descriptions_of_Explosives#Tangler_Explosive|Tangler Explosive]] || C-T/Curved-Nade/Contact || - || - || Yes || Circle || (2)10ft || $710 / 2
|-
|-
! colspan="9" | Tech Level 3
! colspan="9" | Tech Level 3
|-
|-
! style="text-algin:left;"|Weapon
! style="text-algin:left;"|Explosives
! Components
! Damage  
! Damage  
! Damage Type  
! Damage Type  
Line 548: Line 467:
! Area Type
! Area Type
! Range Increment  
! Range Increment  
! Size
! Cost / Procure Diff
! Weight
! Procure Diff  
! Cost
|-
|-
| [[Descriptions_of_Explosives#Dis-solver_Explosive|Dis-solver Explosive]] || (2d6) || Chemical || Yes || Circle || (2)10ft || Small || 2 lbs || +1 || $1,000
| [[Descriptions_of_Explosives#Dis-solver_Explosive|Dis-solver Explosive]] || Xoctic/Packed-Nade/Contact 3 || 6d6 || Chemical || Yes || Circle || (6)30ft || $2,270 / 2
|-
|-
| [[Descriptions_of_Explosives#Gravimetric_Explosive|Gravimetric Explosive]] || 6d6 || Kinetic || Yes || Circle || (3)15ft || Med || 3 lbs || +2 || $1,500
| [[Descriptions_of_Explosives#Cryonic_Explosive|Cryonic Explosive]] || Neg-H/Hybrid-Nade/Contact 3 || 5d8 || Thermal (Cold) || Both || Circle || (2)10ft || $1,850 / 2
|-
|-
| [[Descriptions_of_Explosives#Stunner|Stunner]] || - || - || Yes || Circle || (3)15ft || Tiny || 0.5 lbs || +1 || $800
| [[Descriptions_of_Explosives#Stunner|Stunner]] || Hyper-Concuss/Clocked-Mine/Smart Sense || - || - || No || Circle || (4)20ft || $1,470 / 2
|-
|-
! colspan="10" | Tech Level 4
! colspan="10" | Tech Level 4
|-
|-
! style="text-algin:left;"|Weapon
! style="text-algin:left;"|Explosives
! Components
! Damage  
! Damage  
! Damage Type  
! Damage Type  
Line 567: Line 484:
! Area Type
! Area Type
! Range Increment  
! Range Increment  
! Cost / Procure Diff
|-
| [[Descriptions_of_Explosives#Psionic_Wave_Explosive|Psionic Wave Explosive]] || Psionic/Transporting Mine/Gravity Sense || 6d8 || - || No || Circle || (3)15ft || $12,550 / 4
|-
| [[Descriptions_of_Explosives#Singularity_Implosion_Device|Singularity Implosion Device]] || H-S-EX/Transporting Mine/Gravity Sense || 6d12 || Gravity || No || Circle || (6)30ft || $6,550 / 3
|-
| [[Descriptions_of_Explosives#Gravimetric_Explosive|Gravimetric Explosive]] || H-S-EX/Gravity-Packed Nade/Contact 3 || 7d12 || Gravity || Yes || Circle || (6)30ft || $7,500 / 4
|-
|}
=== Making your Own Explosives ===
==== The Charge ====
This shows what the damage die will be. For example: Xd6 or Xd10. It doesn't say how many of that die. This also tells the user what the damage type will be. IE: Thermal or Chemical or etc. This also informs the user what the damage range is. There can also be Charge Attributes that can effect the explosion.
{| class="mw-collapsible mw-collapsed wikitable"
! colspan="6" | Table: Charges Listed by Tech Level
|-
! colspan="6" | Tech Level 1 (Limit d6)
|-
! Charge
! Damage Die
! Damage Type
! Range
! Attributes
! Cost/Proc Diff
|-
| TNT || Xd6 || Kinetic || 5ft || None || $100 / 1
|-
| Semtex || Xd6 || Kinetic || 10ft || [[Casing_not_required|Casing not Required]] || $120 / 1
|-
| White Phosphorus || Xd4 || Chemical || 10ft || None || $120 / 2
|-
| Black Powder || Xd4 || Kinetic || 5ft || None || $75 / 0
|-
| Agent Orange || Xd6 || Chemical || 10ft || None || $135 / 2
|-
| Napalm  || Xd6 || Thermal || 5ft || None || $130 / 2
|-
| Thermite || xd4 || Thermal || Tiny 1ft || [[Lingers|Lingers]] (1d4 rnds) ||$100 / 0
|-
| Smoke || N/A || N/A || 15ft || [[Fogs|Fogs]] x1 DisAdv, [[Lingers|Lingers]] (1d4 rnds), [[Charge_Tech|Tech]] ||$100 / 0
|-
| Tear || N/A || N/A || 15ft || x1 DisAdv, [[Lingers|Lingers]] (1d4 rnds), [[Charge_Tech|Tech]] ||$100 / 0
|-
| Concussion || N/A || N/A || 15ft || [[Conditions#-_Stunned|Stuns]] (d4 rounds), [[Charge_Tech|Tech]] || $110 / 1
|-
! colspan="6" | Tech Level 2 (Limit d8)
|-
! Charge
! Damage Die
! Damage Type
! Range
! Attributes
! Cost/Proc Diff
|-
| Agent X || Xd6 || Chemical || 10ft || [[Lingers|Lingers]] (1d4 rounds) || $160 /  2
|-
| Energized Compound || Xd6 || Electrical || 15ft || [[EMP_Effect|EMP Effect]], [[Charge_Tech|Tech]] || $140 / 1
|-
| RDX2 || Xd8 || Kinetic || 10ft || [[Casing_not_required|Casing not Required]] || $120 / 1
|-
| ThermitX || Xd8 || Thermal || 5ft || [[Lingers|Lingers]] (1d3 rounds) || $120 / 1
|-
| Hyper-Concuss || N/A || N/A || 20ft || [[Conditions#-_Stunned|Stuns]] (d6 rounds) || $170 / 1
|-
| Cl-d || N/A || N/A || 60ft || [[Fogs|Fogs]] x1 DisAdv, [[Lingers|Lingers]] (1d4 rnds) || $155 / 1
|-
| M-A-D || N/A || N/A || 30ft || Confusion (1d4 rnds) || $220 / 2
|-
| S-S-T || N/A || N/A || N/A || [[SS_Techniques|Shield Splicer Techniques]], [[Charge_Tech|Tech]] || $750 / 3
|-
| T-M-T || N/A || N/A || N/A || [[Techniques|Technomancer Techniques]], [[Charge_Tech|Tech]] || $750 / 3
|-
| C-T || N/A || N/A || N/A || [[Techniques|Combat Technique]], [[Charge_Tech|Tech]] || $600 / 2
|-
! colspan="6" | Tech Level 3 (Limit d10)
|-
! Charge
! Damage Die
! Damage Type
! Range
! Attributes
! Cost/Proc Diff
|-
| HMXXX || Xd10 || Kinetic || 15ft || None || $300 / 2
|-
| Temperist-3 || Xd8 || Thermal || 10ft || None || $300 / 1
|-
| Xoctic || Xd6 || Chemical || 30ft || [[Lingers|Lingers]] (2d4 rnds) [[Fogs|Fogs]] 1x DisAdv ||  $320 / 2
|-
| ELT || Xd8 || Electrical || 20ft || [[EMP_Effect|EMP Effect]] || $300 / 1
|-
| Thickened Smoke || N/A || N/A || 20ft || [[Fogs|Fogs]] x2 DisAdv, [[Lingers|Lingers]] (1d6 rnds) || $310 / 1
|-
| Neg-H || Xd8 || Thermal(Cold) || 5ft || None || $300 / 1
|-
| Mind-X || N/A || N/A || 20ft || [[Alter_Emotion|Alter Emotion]] (Hate,Love,Fear) || $400 / 2
|-
| Teleporting || N/A || N/A || 5ft || [[Teleport|Teleports]] || $750 / 2
|-
| Psionic || N/A || N/A || N/A || [[Psionic_Techniques|Psionic Techniques]], [[Charge_Tech|Tech]] || $2,000 / 4
|-
! colspan="6" | Tech Level 4 (Limit d12)
|-
! Charge
! Damage Die
! Damage Type
! Range
! Attributes
! Cost/Proc Diff
|-
| Ice 9 || Xd12 || Thermal (Cold) || 5ft || [[Contagious|Contagious]], [[Lingers|Lingers]] (1d6 turns) || $1,000 / 4
|-
| H-S-EX || Xd12 || Gravity || 30ft || None || $1,000 / 3
|-
| M-Nuke || Xd12 || Kinetic/Thermal(Rads) || 30ft || None || $1,000 / 3
|-
| Black-50 || N/A || N/A || 30ft || Fog 100%, [[Lingers|Lingers]] (1d6 rnds) || $500 / 2
|-
|}
==== The Casing ====
This tells the user the maximum amount of charge can be used. IE: The number of damage die like 2d6 or 4d10. This also informs the user if the device is throw-able or place-able or both. If the device is place-able then the Casing also provides what the default DC for a Perception skill check to notice the device. This also informs the user what the area of effect will be either circular or cone shaped. It also can provide additional attributes for weapon use such as 'Sticky'.
{| class="mw-collapsible mw-collapsed wikitable"
! colspan="6" | Table: Casings (Sorted by Tech Level)
|-
! colspan="6" | Tech Level 1
|-
! Casings
! Max Charge
! Throw/Place-able
! Circular/Cone
! Attributes
! Cost/Proc Diff
|-
| Grenade || x3 || Throw-able || Circular || None || $50 / 0
|-
| Simple Land Mine || x4 || Place-able || Circular || None || $50 / 1
|-
| Clay-more || x3 || Place-able || Cone || None || $50 / 1
|-
| Class Bottle || x2 || Throw-able || Circular || Thermal/Chemical Charge Types Only || $10 / 0
|-
| Jumping Mine || x3 || Place-able || Circular || +5ft Range || $100 / 2
|-
! colspan="6" | Tech Level 2
|-
! Casings
! Max Charge
! Throw/Place-able
! Circular/Cone
! Attributes
! Cost/Proc Diff
|-
| Mag-Casing || x4 || Throw-able || Circular || +1 Accuracy || $75 / 1
|-
| Stealth Mine || x5 || Place-able || Circular || +2 Perception DC || $120 / 2
|-
| Positioned Trap || x4 || Place-able || Cone || +1 Damage || $120 / 2
|-
| Curved-Nade || x4 || Throw-able || Circular || +10ft Throwing Range || $100 / 1
|-
| Containerized Mine || x3 || Place-able || Circular || [[Containerized|Containerized]] || $120 / 1
|-
! colspan="6" | Tech Level 3
|-
! Casings
! Max Charge
! Throw/Place-able
! Circular/Cone
! Attributes
! Cost/Proc Diff
|-
| Walking-Mine || x5 || Place-able || Circular || [[Chasing|Chasing]] 30ft || $250 / 2
|-
| Clocked-Mine || x6 || Place-able || Circular || +5 Perception DC || $350 / 2
|-
| Directed-Mine || x5 || Place-able || Cone || +2 Damage || $200 / 1
|-
| Packed-Nade || x6 || Throw-able || Circular || None || $150 / 1
|-
| Hybrid-Nade || x5 || Both || Circular || None || $150 / 2
|-
| Containerized Mine Adv || x5 || Place-able || Circular || [[Containerized|Containerized]] || $220 / 1
|-
| Containerized Grenade || x4 || Throw-able || Circular || [[Containerized|Containerized]] || $240 / 1
|-
! colspan="6" | Tech Level 4
|-
! Casings
! Max Charge
! Throw/Place-able
! Circular/Cone
! Attributes
! Cost/Proc Diff
|-
| Transporting Mine || x6 || Place-able || Circular || [[Chasing|Chasing]] 45ft || $350 / 2
|-
| Transporting Nade || x6 || Throw-able || Circular || +5 Accuracy || $500 / 2
|-
| Directed-Trans Mine || x6 || Place-able || Cone || [[Chasing|Chasing]] 30ft || $1,000 / 3
|-
| Gravity-Packed Nade || x7 || Throw-able || Circular || None || $350 / 2
|-
| Containerized Casing || x6 || Both || Circular/Cone || [[Containerized|Containerized]] || $320 / 1
|-
|}
==== The Detonator ====
This controls when and how the device is activated. For throw-able devices this can include attributes such as 'On Contact' or 'Chasing'. For Place-able devices this can include attributes such as 'Laser trip wire', 'Motion Sensitive', or 'Remote Controlled'. This can also provide a bonus to the DC check against Disable Device skill checks making it harder to disable.
{| class="mw-collapsible mw-collapsed wikitable"
! colspan="4" | Table: Detonators (Sorted by Tech Level)
|-
! colspan="4" | Tech Level 1
|-
! Detonators
! Attributes
! Description
! Cost/Proc Diff
|-
| Contact || On Contact || || $10 / 0
|-
| Motion || Motion Sensitive 10ft || || $25 / 0
|-
| Remote || Remote Controlled 150ft || || $20 / 0
|-
| Time Delay || Delay 1-900 Sec || || $15 / 0
|-
| Trip Wire || Trip Wire || || $10 / 0
|-
! colspan="4" | Tech Level 2
|-
! Detonators
! Attributes
! Description
! Cost/Proc Diff
|-
| Walker || [[Chasing|Chasing]] 15ft || || $100 / 1
|-
| Laser Wire || Trip Wire || || $15 / 0
|-
| Motion 2 || Motion Sensitive 20ft || || $35 / 0 
|-
| Electronic Sense || Sense Electronics 20ft || || $50 / 1
|-
! colspan="4" | Tech Level 3
|-
! Detonators
! Attributes
! Description
! Cost/Proc Diff
|-
| Smart Sense || [[Programmable_Sensor|Programmable Sensor]] 30ft || || $100 / 1
|-
| Invisible Wire || Trip Wire (clocked) || || $150 / 1
|-
| Contact 3 || [[Chasing|Chasing]] (throw-able only) 10ft || || $200 / 2
|-
! colspan="4" | Tech Level 4
|-
! Detonators
! Attributes
! Description
! Cost/Proc Diff
|-
| Gravity Sense || [[Sense_Micro_Gravity|Sense Mirco Gravity]] 50ft || || $200 / 1
|-
|}
==== Combing Explosive Components ====
If the components already exist then they do not require a crafting skill to make an explosive. But the Demolitions skill instead. Some restrictions apply when combining components.
# You cannot mix multiple types of Charges in the same Casing unless the Casing specifies.
# You can have more then one type of Detonator per Casing but the Explosive cannot be throw-able and can still only be detonated once unless specified differently by the Casing.
It takes 10 minutes to safely combine components together. If rushed the Player must make a Demolitions skill check of DC10 + 1 for every minute less. If the Player fails the check the GM can decide the negative consequences. IE: Explosive device blows up in there face or becomes a dud and so on.
== Weapon/Explosive Accessories ==
;These rules are going to change. They will be associated with rules for gadgets which is incomplete.
These are items you can add too your weapon that are not necessary considered gadgets. They can add minor improvements to the way a character interacts with the weapon.
{| class="wikitable"
|+ Weapon Accessories
! style="text-algin:left;"|Object
! Size  
! Size  
! Weight
! Weight  
! Procure Diff
! Cost
! Cost
|-
|-
| [[Descriptions_of_Explosives#Cryonic_Explosive|Cryonic Explosive]] || 8d6 || Thermal || Yes || Circle || (2)10ft || Small || 2 lbs || +3 || $3,400
|[[Magazine|Magazine]] ||Tiny ||0.5 lb. ||$15
|-
|[[Hip_Holster|Holster, Hip]] ||Tiny ||1 lb. ||$35
|-
|[[Concealed_Holster|Holster, Concealed]] ||Tiny ||0.5 lb. ||$40
|-
|[[Illumination|Illumination]] ||Tiny ||0.5 lb. ||$85
|-
|[[Laser_sight|Laser sight]] ||Tiny ||0.5 lb. ||$25
|-
|[[Standard_Scope|Scope, Standard]] ||Tiny ||0.5 lb. ||$70
|-
|-
| [[Descriptions_of_Explosives#Psionic_Wave_Explosive|Psionic Wave Explosive]] || 5d6? || - || Yes || Circle || (3)15ft || Small || 1 lbs || +3 || $2,500
|[[ElectroOptical_Scope|Scope, Electro-Optical]] ||Small ||3 lb. ||$250
|-
|-
| [[Descriptions_of_Explosives#Singularity_Implosion_Device|Singularity Implosion Device]] || 12d6 || - || Yes? || Circle || (3)15ft || Med || 4 lbs || +4 || $10,000
|[[Speed_loader|Speed loader]] ||Tiny ||0.5 lb. ||$45
|-
|-
|[[Pistol_Suppressor|Suppressor, Pistol]] ||Tiny ||1 lb. ||$550
|-
|[[Rilfe_Suppressor|Suppressor, Rifle]] ||Small ||4 lb. ||$1000
|}
|}
=== Explosive Accessories ===


These accessories below are used for setting traps with explosives or uses to help carry and effectively use explosives as grenades.  
These accessories below are used for setting traps with explosives or uses to help carry and effectively use explosives as grenades.  
Line 618: Line 838:
| Gravity Sensor ||Tiny ||0.5 lb. || 3 || $500
| Gravity Sensor ||Tiny ||0.5 lb. || 3 || $500
|}
|}


== Melee/Martial Arts Combat ==
== Melee/Martial Arts Combat ==

Latest revision as of 17:36, 21 April 2019

Table: Weapon Examples
Please go to the Full Weapon List for a complete list of examples.
Tech Level 0
Weapon Size/Speed Lvls
(Total lvl)
Hit Die Cost /
Proc Diff
Melee Weapons
Knife Small/Manual (lvl 1) 1d4 $120 / 1
Short Sword Medium/Manual (lvl 2) 1d6 $480 / 1
Quarter-Staff Medium/Manual (lvl 2) 1d6 $480 / 1
Broad Sword Large/Manual (lvl 3) 1d8 $960 / 1
Spear Large/Manual* (lvl 2) 1d8 $960 / 1
Ranged Weapons
Throwing Knife/Star Small/Single-Fire (lvl 0) 1d2 $35 / 1
Simple Bow Medium/Single-Fire (lvl 1) 1d4 $360 / 1
Long Bow Large/Single-Fire (lvl 2) 1d6 $1,620 / 1
Tech Level 1
Weapon Size/Speed Hit Die Cost /
Proc Diff
Melee Weapons
Improved Sword Large/Manual (lvl 3) 1d8 $620 / 0
Improved Knife Medium/Manual (lvl 2) 1d6 $320 / 0
Riot Baton Medium/Manual (lvl 2) 1d6 $320 / 0
Ranged Weapons
Improved Bow Large/Single-Fire (lvl 2) 1d6 $800 / 0
Pistol Medium/Manual (lvl 2) 1d6 $800 / 0
Side Arm Medium/Semi-Auto (lvl 3) 1d8 $1,700 / 1
Hunting Rifle Medium/Single Fire (lvl 3) 1d8 $1,450 / 0
Sniper Rifle Large/Semi-Auto (lvl 4) 1d10 $4,800 / 1
Assault Weapon Medium/Fully Auto (lvl 4) 1d10 $3,450 / 0
Simple LMG Large/Fully Auto (lvl 5) 1d12 $6,050 / 1
Simple CQB Small/Super Fast* (lvl 3) 1d8 $2,600 / 1
Tech Level 2
Weapon Size/Speed Hit Die Cost /
Proc Diff
Melee Weapons
Advanced Sword Large/Manual (lvl 3) 1d8 $800 / 0
Advanced Knife Medium/Manual (lvl 2) 1d6 $400 / 0
Energy Baton Medium/Manual (lvl 2) 1d6 $600 / 0
Ranged Weapons
Laser Pistol Medium / Semi-Auto (lvl 3) 1d8 $1,610 / 0
Laser Rifle Large/Fully Autoc (lvl 5) 1d12 $5,280 / 0
Grenade Launcher Gigantic/Fully Auto (lvl 6) 2d8 $16,560 / 0
Tangler Gun Small/Semi-Auto (lvl 2) ? $880 / 0
Laser QCB Medium/Super Fast (lvl 5) 1d12 $6,280 / 0
Laser Sniper Rifle Gigantic/Semi-Auto (lvl 5) 1d12 $7,920 / 1
Laser Shotgun Large/Semi-Auto (lvl 4) 1d12 $3,520 / 0
Laser LMG Large/Full Auto (lvl 5) 1d12 $9,170 / 1
Tech Level 3
Weapon Size/Speed Hit Die Cost /
Proc Diff
Melee Weapons
Plasma Sword Gigantic/Manual (lvl 4) 1d10* $1,920 / 0
Ranged Weapons
Plasma Pistol Large/Semi-Auto (lvl 4) 1d10* $3,690 / 0
Plasma Rifle Large/Fully Auto (lvl 5) 2d8* $6,010 / 0
Plasma QCB Large / Super-Fast (lvl 6) 2d10* $8,640 / 1
Rail Gun Gigantic/Semi-Auto (lvl 5) 1d12 $12,960 / 2
Plasma Shotgun Large/Full Auto (lvl 5) 1d12 $5,760 / 0
Plasma LMG Gigantic / Full Auto (lvl 6) 2d8* $9,910 / 0
Plasma Sniper Rifle Gigantic / Semi Auto (lvl 5) *2d8 $8,640 / 1
Tech Level 4
Weapon Size/Speed Hit Die Cost /
Proc Diff
Melee Weapons
Particle Sword Gigantic/Manual (lvl 4) 1d12* $2,240 / 1
Superior Knife Medium/Manual (lvl 2) 1d8 $1,120 / 1
Ranged Weapons
Gravity Rifle Large/Fully Auto (lvl 5) 1d12 $4,160 / 2
Energy Rail Cannon Gigantic/Full Auto (lvl 6) 2d8 $14,120 / 1
Singularity Cannon Gigantic/Super-Fast* (lvl 7) 2d10 $46,800 / 3
Sonic Beam Large/Fully Auto (lvl 5) 1d12 $7,240 / 1
Anti-Matter Pistol Gigantic/Semi Auto (lvl 5) 2d8 $12,460 / 2
Anti-Matter Shotgun Gigantic/Semi Auto (lvl 5) 2d10** $23,040 / 2
Anti-Matter Rifle Gigantic/Fully Auto (lvl 6) 2d10* $28,080 / 2
Please go to the Full Weapon List for a complete list of examples.

Weapons in Future Path are not static like in other Pen & Paper games. In FuturePath you can choose a weapon from a list if you are in a hurry there is a partial list of weapons in a table to the right of this page titled 'Table: Weapon Examples' or you can visit the Full Weapon List page for an extensive list of weapon examples. However, if you have a creative itch feel free to create your own using the custom weapon rules set.

This page is dedicated to learning how to make weapons, ammo, grenades, and traps. The rules for customizing and crafting them can be found here. If you wish to simply pick from a list of weapons visit the Full Weapon List page. Skip below to Ammunition for rules on ammo. Also skip below to Grenades and Traps.

Future Path Weapon Tech Levels

Table: Weapon Tech Levels
Tech Levels Level Limit/Max Hit Die Customization Pts. Extra Procure Diff
Tech Level 0 4 Levels / 1d10 0 +1
Tech Level 1 5 Levels / 1d12 1 0
Tech Level 2 6 Levels / 2d8 2 0
Tech Level 3 7 Levels / 2d10 3 0
Tech Level 4 8 Levels / 2d12 4 +1


The Tech Level of a Weapon is based on the Tech system which co-insides with the Civilization Tech Level and it helps to categorize futuristic weapons. The higher the Tech Level, the more advanced technology, and science it took to make the weapon. It also means that it is more difficult and expensive to get your hands on it. It will also acquire a character to have the same tech level or higher to work on it. Upgrade it with newer gadgets and so on.

Weapons have a Weapon Level limit depending on the Tech Level. Tech Levels also provides customization points that can improve the weapon. Tech Levels also come with a procure difficulty increase.

Buying a Weapon

You do not need to create an advanced customized weapon or even a simple one. You can pick a weapon from the list of weapon examples to the right of this page. Or you can visit the Full Weapon List page.

The Weapon Examples table is organized first by Tech Level, then by wither or not the Weapon is Melee or Ranged and lastly by Weapon Level. The Cost is the average expected price for the weapon, but the GM is free to adjust that based on game circumstances. The Proc Diff is shorthand for Procure Difficulty which helps explain how hard it is to find and purchase the item. The Size/Speed Lvls and (Total lvl) is detailing the Weapon Level and how it got its level which also determines its Damage Die. Finally, the weapon itself is a link to another page that not only shows the full details of the weapon but also may list other weapons of a similar style.

The GM may say that only specific Tech Levels and Procure Difficulty of weapons is sold at a particular location. You can use this information to narrow your choice of weapons helping to make quick purchases. This is also the same for Armor and General Equipment.

Simple Weapon Creation

Now how do you create your own custom Future Path Weapon!? Here is a summary of the steps to help.

  1. The best way to start isn't to jump to how much damage or what Hit Die the weapon will have but instead to focus on what the weapon style or purpose is. Review the "Weapon Styles" table below in the Weapon Styles section. Ask the question "What is the purpose of the design of the weapon?" For example, it is for close courters room to room combat or is it for hunting or sniping?
  2. Second you may want to think about how the weapon deals damage. Does it use Lasers or normal bullets? This is a weapon's Arch Type.
  3. Next you can review the Weapon Levels. A Weapon Level determines the Hit Die of a Weapon, (although that can be adjusted). It also determines all other default attributes.
    1. Hint: The table "Weapon Power/Speed Level Matrix" has links in every cell that goes to a page that describes that weapon's default attributes. These attributes can then be adjusted based on the Weapon Style and Arch Type.
    2. Another Hint: Power Level and Speed Level are combined to create Weapon Level making the Hit Die an emergent property. Attempt to find the power and speed that best fits your weapon first before seeing what the Hit Die is. Then if the Hit Die or if some other attribute isn't quite what you want you can always further customize it by following the Advance Customizations rules.
  4. Then you will need to review the different Default Attributes. These can range from Two-Handed to Exotic. The Style, Arch Type, and Level may specify an attribute already but picking a Default Attribute is free and may be useful.
  5. Finally you can calculate the cost of the weapon. In the Weapon Cost section there is a table titled: "Weapon Cost Matrix (Melee/Ranged)". You can match the Tech Level of the Weapon with the actual Weapon Level to determine its cost. The table provides the base cost of both Melee and Range as well as the cost of adding customizations to that weapon.
    1. Hint: At this point, if you have not already you will need to determine the Tech Level of the Weapon. The easiest choice is the Tech Level of the character that will be using it which usually defaults to Tech 2. Keep in mind that the higher the Tech level the more expensive and possibly more difficult the weapon is to acquire. Also, keep in mind that a higher tech level weapon will result in a higher proficiency requirement if the user of the weapon has a lower Tech level.

Weapon Styles


You can pick a style to follow. A shotgun, pistol, Sniper rifle or Chemical Thrower. If your weapon doesn't necessarily conform to one of the below styles you can choose 'No Style' as a style. The Weapon Style helps define the gun and adjust the default stats to better fit a particular role.

  • Note: The Weapon Style name doesn't always have too fit the description of the weapon but what it provides may be more in line with how the weapon is meant to be used.
Table: Weapon Styles

No Style: The Weapon design is of no precise purpose.

  • Advantages:
    • None
  • Disadvantages:
    • None
  • Requirements:
    • None

Hunting Rifle: A two handed projectile weapon commonly used to hunt wildlife. Not used in professional militaries.

  • Advantages:
    • Ammunition Amount +1
    • Reduced cost of -$150
    • Reduced Procure Difficulty of -1
    • Extra Negative point for customizing.
    • Automatically gets the same range of Large.
  • Disadvantages:
    • Range cannot be higher then Large.
    • Weapon cannot use special ammunition.
    • Cannot customize damage type/bonus damage/AP damage.
    • Gain the Two-Handed default attribute.
  • Requirements:
    • Power Level must at least be Medium

Personal Firearm: This is a commercially available weapon for civilian self-defense or hobbyist. Usually a pistol.

  • Advantages:
    • Extra negative point to spend customizing.
    • Gains the Versatile Bonus Ability
    • Reduce cost of -$150
    • Reduce Procure Diff -1
    • Gains the range of Small
  • Disadvantages:
    • The range cannot be higher then Small
    • The weapon cannot use special ammunition
    • The weapon cannot customize bonus damage or AP damage.

Side Arm: This is a military grade pistol designed as a secondary weapon for troops in combat situations.

  • Advantages:
    • Automatically given the Medium range.
    • Gains a +1 to Bonus Damage.
    • Gains the Versatile Bonus Ability
  • Disadvantages:
    • The range cannot be higher then Medium
    • Price increase by $100
    • Procure Diff increase +1
    • Looses 1 customization Point.

Shotgun: A gun 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.

  • Advantages:
    • Hit Die is increased by one Weapon Level. (This doesn't affect the actual weapon level of the gun just the damage die)
  • Disadvantages:
    • Pellet/shot ammo will reduce the range of the weapon to 30ft. While a slug is at normal range however the range penalty is doubled.
  • Misc:
    • Rules Modification: Pellet/shot ammo changes the rules for this weapon. Pellet ammo changes the range to just 30ft. To hit a target at 31-60ft the wielder takes disadvantage to accuracy and looses two Hit Die level. You cannot hit a target beyond 60ft. If within the 30ft then an accuracy check for all targets within a 30ft cone need to be rolled. Advantage goes to the target that the Character was aiming for. To learn about cone areas in combat go here.

Sniper Rifle: Is a portable, high precision, shoulder-fired rifle, for military or law enforcement use, designed to ensure more accurate shooting at longer ranges than other weapons.

  • Advantages:
    • Weapon's effective range is tripled.
    • The accuracy penalty is decreased by half.*
  • Disadvantages:
    • The weapon cannot benefit from a speed higher then semi-auto.
    • The weapon's procure diff is +1
    • The price is increased by %50.
  • Requirements:
    • Power Level must at least be Medium
  • Misc:
    • Accuracy Penalty Summary: Each increment past the initial 'effective' range of a weapon the Character has to take a disadvantage that subtracts from there role. Normally the player would roll the Advantage die (for example a d6) and then subtract that from there accuracy check. In this case, they would roll a d6 and subtract halve round down from the accuracy check. If the Character has an advantage then instead of the disadvantage canceling out the advantage the player adds half of there Advantage roll to the accuracy check. To learn about advantages/disadvantages go here or Range increments go here.

Close Quarters Specialized Weapon: Any weapon considered to be designed especially for Urban warfare, especially indoors and close combat situations.

  • Advantages:
    • Gain the 'Fully Unload' ability.
    • The Critical Multiplier is now increased by one.
  • Disadvantages:
    • The weapons range is reduced to 75ft.
    • Procure Difficulty +1
    • The price of the weapon is also increased by $1,000

Chemical Thrower(Flame Thrower): Any weapon that sprays a weapons-grade chemical gas or liquid for a burning or other negative effect.

  • Advantages:
    • The default damage type is chemical.
  • Disadvantages:
    • The only other Damage Type allowed is Thermal.
    • The range is down to -1 at 25ft. The max range is only 75ft.
    • Ammunition amount is halved.
    • Reload Speed is a Dull Round action.
    • The Hit Die is reduced by one.
    • This weapon is considered 'Clunky' at Tech levels 0,1,2 and 'Exotic' at Tech levels 3,4.
  • Misc:
    • Rules Modification: The weapon can be used to target an individual or a 5ft square. If the target is an enemy and they hit the damage is dealt but a 1d3 is also rolled (1d6 halved). This roll determines for how many rounds the damage will continue. This round of damage doesn't count as the first round. If the target is an area then the user doesn't have to roll for accuracy and can choose to keep spraying onto adjacent 5ft squares for each ammunition they have left. Any person that steps into the 5ft square that has been spared for the next 1d3 rounds gets damaged. If a critical is scored then roll 1d3 twice or the multiplier for Critical Damage (x2 thru x4).

DMR Specialized Weapon: Any weapon considered to be used for DMR. (Designated Marksmen Rifle).

  • Advantages:
    • The weapon gains the 'Switch Firing Modes' ability.
    • The weapon's ranged penalty decreases by 1/2 now.
  • Disadvantages:
    • Cannot gain an 'Enhanced Combat Options' or 'Fully Unload'.
    • Procure Difficulty +1
    • The weapon price is increased by $1,000
  • Requirements:
    • Power Level must at least be Medium

Assault Specialized Weapon: Any weapon considered to be designed specifically for general purpose military combat. (it couldn't be easily described as fitting any other specialization and it would have to be currently in use as a standard weapon of military near the location it's being sold(same planet/solar system).

  • Advantages:
    • The weapon can either have 'Enhanced Combat Options' or 'Switch Firing Modes'.
  • Disadvantages:
    • The price of the weapon is increased by $250
    • Procure Difficulty +1

Light Machine Weapon: Any weapon that is considered to be used as a Support class weapon.

  • Advantages:
    • Gains the 'Suppression Fire' Bonus Ability
    • Triples the amount of Ammunition
    • Gains the 'Special Ammunition' Bonus Ability.
  • Disadvantages:
    • Procure Difficulty +1
    • The price is $1,250 more.
    • Ammunition rounds cost twice as much.
    • Cannot have 'Burst Fire' ability or 'Enhanced Combat Options'.
    • Has the 'clunky' attribute.
  • Requirements:
    • Power Level must at least be Medium

Melee Weapon: Any weapon that is expressly used for melee combat. Such as a club or sword can be considered the 'Melee Weapon' Style.

  • Advantages:
    • Can gain the 'Versatile' attribute with a single Negative Point instead of a Customization Point. If you spend a Customization Point to gain Versatile then automatically gain a single Negative Point.
  • Disadvantages:
    • The weapon Speed Level is Manual.
    • Cannot take on any special attributes associated with firing a weapon.

Throwing Weapon: Any weapon that is expressly used by throwing it.

  • Advantages:
    • Gains the Throw-able Default Attribute but doesn't lose a Damage Die Level.
    • If the weapon is Gigantic it doesn't gain the 'Clunky' status.
    • A Single Customization Point can optionally be spent to improve the Hit Die once and the Weapon gains the status Expendable implying that it can only be used once.
    • Is treated like a Melee Weapon for both Cost and Proficiency
    • If given the Archaic Default Attribute and is Tech Level 0 then gain 1 Customization Point.
  • Disadvantages:
    • All Throwing Weapons are Speed Single-Fire. A Customization Point can be spent to increase it to Manual however the weapon still can only be thrown once. (It can be thrown again if the weapon is picked up)
    • The weapon Power Level now has a strength requirement. Gigantic requires a Strength score of 16+, Large requires a Strength score of 14+, Medium requires 12+, Small requires 10+. The weapon can be thrown if the Character doesn't meet the Strength requirement the damage just goes down a Die Level for point of Strength behind they are.
    • If for some reason the weapon gains the 'Clunky' status it loses a Die Level of damage.
  • Misc:
    • The range of the Weapon is based on how far the Character can throw which is 30ft + 5ft per Str Mod and Dex Mod.

Archaic Ranged Weapons: These are either old style ranged weapons or modern replica of them.

  • Advantages:
    • They get a single customization point that cannot be spent on Range, Accuracy Bonus, Damage Bonus or Reload Speed.
  • Disadvantages:
    • The Speed Level is 'Single-Fire'
    • Customization point cannot be spent to improve the Reload Speed above Standard Action. However, a Feat can still be used.

Specialized Attack Weapon: These are weapons where the main purpose is to perform some technique on the enemy.

  • Requirements:
    • This required a Tech 2 or higher weapon.
    • This Weapon must be Weapon Level 2 or higher.
  • Misc:
    • Rules Modification: They can be used to perform techniques listed on the Techniques page. The level of Technique that the weapon can cast is determined by (Masterwork Level + Tech Level) - 1. The Level at which the Technique is cast is determined by Masterwork Level + Tech Level + Weapon Level. Max Level 10.

Weapon Arch Types

Below are Weapon Arch Types. These are different commonly used weapon themes such as the Laser or Plasma weapon. The default Arch Type is Kinetic which is also the default weapon damage. Changing the Weapon Arch Type is one way to adjust the damage type. However, changing the Weapon Arch type can also provide other bonuses. If the weapon design doesn't conform to one of the below Weapon Arch types you can specify 'Custom Arch Type' which simply allows for a free Customization Point to be spent in the Damage Type Attribute as per the Advance Customizations rules.

Some things to note:

  • If the weapon doesn't qualify for one of the disadvantages, then a customization point has to be spent to convert the weapon to that Style this includes Tech Level although this can only account for 1 tech level.
  • If the Weapon Arch Type changes the Weapon Damage Type the Weapon cannot lose that Damage Type or else it will no longer be that Arch Type. Changing a weapon Damage Type to be a Hybrid of two damages doesn't count against the Arch Type as long as one of the weapon damages is still the Damage Type provided by the Arch Type.
Table: Weapon Arch Types

Kinetic Base: (Tech 0 thru 4) This is the default weapon type. No advantages or disadvantages.

Custom Arch Type: (Tech 1 thru 4) This is designed too allow for new player designed Weapon Arch Type

  • Advantages:
    • Provides 1 Customization Point to be spent soley on the Damage Type attribute according to the rules in the Advance Customizations section. This implies that the weapon starts out with the default Damage Type of Kinetic.
  • Disadvantages:
    • This weapon cannot benefit from the Intuitive Default Attribute.

Energy: (Tech 1 thru 4) This uses pure electric energy to add a kick to the damage dealt.

  • Advantages:
    • Damage type is Electric
    • +1 Damage
  • Disadvantages:
    • It automatically looses 1 Ammunition Amount.

Laser: (Tech 2 thru 4) This uses a laser beam to strike the enemy.

  • Advantages:
    • Damage type is Thermal
    • +1 Accuracy
  • Disadvantages:
    • It automatically looses 1 Ammunition Amount.

Plasma: (Tech 3 thru 4) This weapon uses the 4th state of matter to deal extreme damage to targets.

  • Advantages:
    • Damage type is Thermal
    • Damage Die level increased by one. This doesn't effect the actual level of the weapon and by extension the base price. However, this does increase the Proficiency Level Requirement by 1.
  • Disadvantages:
    • Range is reduced by one range increment
    • This item automatically looses 1 ammunition amount.
    • Ammunition costs as if it was special amo.
    • Increase the Proficiency Level Requirement by 1.

Gravity: (Tech 3 thru 4) This uses one of the 4 fundamental forces of physics to deal difficult to avoid damage

  • Advantages:
    • Damage type is None. There is no weakness or strength associated with Gravity
    • The weapon gains +1 AP damage.
    • The weapon also gains an area of effect base attack. The radius is based on the weapon power level: Small 5ft, Medium 10ft, Large 15ft, Gigantic 30ft. This only counts if the attacker doesn't misses more then 5. All units including the target have to roll a saving throw to only take half damage. DC15
  • Disadvantages:
    • Add 3 times the base price of the weapon to the weapon total.
    • The Procure Diff goes up by 1.
    • The ammunition amount is reduced by 1
    • Increase the Proficiency Level Requirement by 1.

Particle: (Tech 3 thru 4) Similar to plasma except this weapon uses sub-atomic particles. The reaction is similar to chemical damage.

  • Advantages:
    • Damage type is Chemical/Kinetic
    • +1 Accuracy
    • +1 Damage
  • Disadvantages:
    • Add 2 times the base price of the weapon to the weapon total.
    • Ammunition costs as if it was special amo.

Anti-Matter: (Tech 4) This uses the extremely volatile substance that is anti-matter.

  • Advantages:
    • Damage type is Thermal/Kinetic
    • Damage Die level increased by one. This doesn't effect the actual level of the weapon and by extension the base price. However, this does increase the Proficiency Level Requirement by 1.
    • +3 AP Damage
  • Disadvantages:
    • Range is reduced by one range increment
    • Add 2 times the base price of the weapon to the weapon total.
    • The ammunition amount is reduced by 2
    • The Procure Diff goes up by 1.
    • Increase the Proficiency Level Requirement by 1.

Weapon Levels

A Weapon's Level is equal to the Power Level combined with the Speed Level. Both Power and Speed have an effect on different attributes of the Weapon. For example, Power Level directly affects the Range of the weapon while Speed directly affects the Ammunition amount. You can see how they are affected in the Advance Customizations section below, however, the table "Weapon Power/Speed Level Matrix" includes links to the default attributes of every possible Power/Speed Weapon combination so it isn't necessary to know every single rule.

Levels of Power
There are 4 Power Levels and they start at level 0 with Small and then Medium, Large and Gigantic. Gigantic being the Level 3 Power level. The Power level represents the Kinetic/Electric/Thermal/Chemical Energy of a single round of Ammunition that is capable of being fired from the weapon.
  • NOTE: All Gigantic Size weapons are considered 'Clunky'.
Levels of Speed
There are 5 Speed Levels and they start at level 0 with Single Fire and then Manual, Semi-Auto, Full Auto, Super-Faster. Super-Faster being the Level 4 Power level. This represents the rate of fire for the weapon. The difference between Single-Fire and Manual is that Single-Fire implies the weapon Ammunition is 1 which means it will need to be reloaded every time it is fired like a musket while Manual means that although it can only fire one round of Ammunition it can have a magazine which holds more rounds. A good example of this would be a revolver. All Melee is considered Manual, whereas all Archaic ranged weapons are considered Single-Fire.
  • NOTE: All Super Fast Speed weapons are considered Exotic.
Table: Weapon Power/Speed Level Matrix (Includes: Level / Hit Die / Weight Classification)
Power =>
v=Speed=v
Small Medium Large Gigantic*
Single Fire
Level / Hit Die / Class
Small/Single-Fire
Level 0 / 1d2 / Light
Medium/Single-Fire
Level 1 / 1d4 / Light
Large/Single-Fire
Level 2 / 1d6 / Light
Gigantic/Single-Fire
Level 3 / 1d8 / Medium
Manual
Level / Hit Die / Class
Small/Manual
Level 1 / 1d4 / Light
Medium/Manual
Level 2 / 1d6 / Light
Large/Manual
Level 3 / 1d8 / Medium
Gigantic/Manual
Level 4 / 1d10 / Medium
Semi-Auto
Level / Hit Die / Class
Small/Semi-Auto
Level 2 / 1d6 / Light
Medium/Semi-Auto
Level 3 / 1d8 / Medium
Large/Semi-Auto
Level 4 / 1d10 / Medium
Gigantic/Semi-Auto
Level 5 / 1d12 / Medium
Fully Automatic
Level / Hit Die / Class
Small/Fully Automatic
Level 3 / 1d8 / Medium
Medium/Fully Automatic
Level 4 / 1d10 / Medium
Large/Fully Automatic
Level 5 / 1d12 / Medium
Gigantic/Fully Automatic
Level 6 / 2d8 / Heavy
Super Fast**
Level / Hit Die / Class
Small/Super Fast
Level 4 / 1d10 / Heavy
Medium/Super Fast
Level 5 / 1d12 / Heavy
Large/Super Fast
Level 6 / 2d8 / Heavy
Gigantic/Super Fast
Level 7 / 2d10 / Heavy
*This requires that the weapon take the 'Clunky' default attribute
**This requires the 'Exotic' default attribute
  • Note: Do not forget to adjust the default stats of the weapon for the Weapon Style and Weapon Arch Type.
  • Note: If the weapon stats are not up to snuff then you can still adjust the weapon under the Advance Customizations rules.

Default Attributes

Default attributes are attributes that are earned under the right circumstances. For example, if you pick your weapon to be Super-Fast the weapon instantly becomes exotic. Some of these default attributes can be affected by customization points. You will learn more about earning and spending customization points on weapons in the sections below.

Table: List of attributes that may apply to a weapon.
Archaic: is anything that is so old is it never really used except by people who love to mess with the old type of stuff. Take for example the bow/arrow, an old style projectile weapon that appears simple at first glance but is actually difficult to master.
  • Arcane weapons require the Character to have one more level higher in there Proficiency Branch then the weapon's level in order to use it. They also have a rare/antique price increase of x2 cost. There Procure Difficulty is increased by 1.
Exotic: are weapons that are notoriously difficult to get used too. They do not necessarily follow the simple model that most weapons follow and/or they have unique properties that make them less intuitive to use. The Flamethrower or Grenade Launcher are examples, and perhaps a Portal Gun as well.
  • Exotic weapons like Arcane weapons require the Character to have one more level higher in there Proficiency Branch then the weapon's level in order to use it. They also have a price increase of x2 cost to represent their unique properties. There Procure Difficulty is increased by 1.
Intuitive: are weapons that are commonplace for your Character or are extremely easy to use. They usually follow a standard design and are simple to learn. Take for example a pistol or rifle. Both still require time to master but the basic principle of handle/trigger/end with hole point toward bad guy concept is common knowledge. This Attribute reduces the Weapon Proficiency requirement by 1. However, this weapon cannot be masterworked, above Weapon Level 5, Tech Level 4 or higher, have any other Default Attribute, have a Bonus Ability. If the weapon meets any of those blockers it loses the Intuitive Attribute.
Clunky: The weapon is overweight and reloads speed is instantly slower. The weapon must also now be used via two-handed only. Cannot even be fired without two hands. That doesn't mean you can fire it with one hand just with a penalty but that is *CANNOT* be used without both hands holding it.
Two-Handed: A requirement for any weapon Level 3 or higher. If a character attempts to use the weapon with only one hand they take disadvantage to accuracy. This Default Attribute can be removed and certain Arch-Types remove or add them by default such as Personal Firearm which removes it or Hunting Rifle which adds it. This attribute can be ignored on Medium (level 3 to 5) weapons using the 'Versatile' Bonus Ability.
Reach: This attribute can be given to any melee weapon and it allows the wielder of the weapon to have a larger 'threat' range and able to do melee attacks against targets that are not adjacent to them. For example, someone with a spear can have a reach of 5ft. That means they are able to hit any target that is one square/5ft away. IE: There is a square/5ft space between them. Each customization point spent on Reach increases the range by another 5ft with a max of 20ft. At the 15ft mark, the weapon gains the 'clunky' attribute. No matter the weapon level the weapon is also given the 'Two-Handed' attribute once it has Reached and you cannot remove 'Two-Handed' if it is gained this way.
Throw-able: This attribute can be applied to any melee weapon and it means that the weapon can also be used as a single use ranged weapon. Like a spear or knife. If given to the weapon for free the throwing damage is one die level lower then the melee damage. If you spend a point on this Attribute the damage die is the same for both melee and ranged.

Weapon Cost

The table below shows all the base costs for all Weapon Levels for all Tech Levels for both Melee and Ranged. It also includes the customization point cost. Match the Weapon's Tech Level with the Weapon Level and the base cost of the Weapon is provided including the cost of each additional customization done to the weapon.

Weapon Cost Matrix (Melee/Ranged)
Weapon Levels =>
v=Tech Levels=v
lvl 0 (1d2) - lvl 1 (1d4) x4 lvl 2 (1d6) x4 lvl 3 (1d8) x2 lvl 4 (1d10) x2 lvl 5 (1d12) %50 lvl 6 (2d8) %50 lvl 7 (2d10) %25 lvl 8 (2d12) %25
($15/$45) ($60/$180) ($240/$720) ($480/$1,440) ($960/$2,880) ($1,440/$4,320) ($2,160/$6,480) ($2,700/$8,100) ($3,374/$10,125)
Tech lvl 0 +$0
+Custom Cost
$15 / $45
+$5 / +$10
$60 / $180
+$15 / +$45
$240 / $720
+$60 / +$180
$480 / $1,440
+$120 / +$360
$960 / $2,880
+$240 / +$720
- / - - / - - / - - / -
Tech lvl 1 +$5
+Custom Cost
$20 / $50
+$5 / +$10
$80 / $200
+$20 / +$50
$320 / $800
+$80 / +$200
$620 / $1,600
+$160 / +$400
$1,380 / $3,200
+$345 / +$800
$2,020 / $4,800
+$505 / +$1,200
- / - - / - - / -
Tech lvl 2 +$10
+Custom Cost
$25 / $55
+$5 / +$15
$100 / $220
+$25 / +$55
$400 / $880
+$100 / +$220
$800 / $1,760
+$200 / +$440
$1,600 / $3,520
+$400 / +$880
$2,400 / $5,280
+$600 / +$1,320
$3,700 / $8,280
+$925 / +$2,070
- / - - / -
Tech lvl 3 +$15
+Custom Cost
$30 / $60
+$5 / +$15
$120 / $240
+$30 / +$60
$480 / $960
+$120 / +$240
$960 / $1,920
+$240 / +$480
$1,920 / $3,840
+$480 / +$960
$2,880 / $5,760
+$720 / +$1,440
$4,320 / $8,640
+$1,080 / +$2,160
$5,400 / $10,800
+$1,350 / +$2,700
- / -
Tech lvl 4 +$20
+Custom Cost
$35 / $65
+$10 / +$15
$140 / $260
+$35 / +$65
$560 / $1,040
+$140 / +$260
$1,120 / $2,080
+$280 / +$520
$2,240 / $4,160
+$560 / +$1,040
$3,360 / $6,240
+$840 / +$1,560
$5,040 / $9,360
+$1,260 / +$2,340
$6,300 / $11,700
+$1,575 / +$2,925
$7,875 / $14,625
+$1,970 / +$3,655
The '/' between costs is (Melee/Ranged) as Melee has a different cost then Ranged.

Each Customization Point spent on a Weapon increases the price of the weapon by 25% of the weapons base price round to the nearest $5. The base price is the price indicated by the Weapon Level + any price increase for Tech Level. This does not include the Procure Difficulty Price increase. This increase is added after all other price modifications are considered.

Advance Weapon Creation

More things can be done to customize a weapon in Future Path. There are multiple characteristics, and they can be affected positively and negatively.

To make changes a Player needs to spend Customizations points. Customization points are gained by Tech Level, Masterworked Level, and by taking negative attributes.

  • Tech Level Customization Points: Your Tech Level determines how many customization points to start with. Tech level 0 you get 0 points to spend. Tech level 2 you get 2 points to spend.
  • Master worked Customization Points: Each Masterworked level provides an additional point. +1 Masterwork provides 1 customization point. The maximum Masterwork level is 5.
  • Earning Points by taking negative attributes: Taking a negative in a particular attribute earns you a Negative point. 2 Negative points can be turned into a Customization point. Some attributes you cannot take negatives in, or they take more points to level up or provide more negative points. Each attribute should state any special cases if they apply.

Just like for Character in Future Path here there is a focus on bringing out the strengths and weaknesses of weapons. Weapons can either be plain/simple or be focused on a specific task with clear disadvantages and advantages.

Attributes list (Not all apply to every weapon):

  • Critical Range:

The Crit Range of the Weapon
All weapons start with a default Crit range of just 20. Meaning that the only way to have a critical hit is if a natural Twenty is rolled when doing an accuracy check. The range can be increased. However the limit to how much it can be increased by is based on the weapon speed unless it is a Melee Weapon then the max crit range is 17-20. However, for ranged weapons it's based on speed: Single Fire and Manual's Max is the default 20. Semi-Auto is 19-20. Full Auto is 18-20 and Super-Fast is 17-20. However these are the limit that a Crit range can be. Simply what a weapon can be brought to via customizations on the gun itself. Character options/gadgets/amo can adjust this further. This customization costs 1 customization point. The Player cannot take a negative in this Attribute. This instantly increases the cost of the weapon by adding its Base Cost for each time this is improved.

Default: Normally the Crit of a ALL weapons is 20.

  • Critical Multiplier:

The Crit Damage Multiplier
All weapons start with a default Crit multiplier of X2. However this can be increase to as high as X4. A limit is imposed by what Power Level the weapon is. Small and Medium are the default X2. Large is X3 and Gigantic is X4. 1 customization point is required to upgrade this. The Player cannot take a negative in this Attribute. This instantly increases the cost of the weapon by adding its Base Cost for each time this is improved.

Default: Normally all weapons have a Critical Multiplier of X2.

  • Critical Special Affects

The Critical Special Affects
When a weapon has a critical hit it can do more then simply add more damage. It can affect the target and/or the wielder in different ways. Below is an expandable table with a list of possible special critical abilities. All of the below abilities only activate if a critical happens. Special Affects from a Weapon Style or Arch-Type can be removed for 2 Negative points. However only 1 Critical Special Affect can exist on an item unless it is Legendary or Mythic.

Default: Normally all weapons have no Critical Special Affects.

Table: Critical Specials
Bane: At creation the weapon is designed to be effect against a specific type of target. This target is usually a Species, Alien Monster Type, Targets with Cybernetics, and so on. When a critical happens against this target the Character instantly gets Max critical damage.
Bleeding: This weapon causes the target to do bleed damage for 1d4 turns with 1d4 damage per turn which ignores DR. This effect can be taken multiple times each time improving the die level of either the duration or the damage.
Burning: This weapon causes the target to catch on fire for 1d4 turns with 1d6 Thermal Damage and DR still can affect the damage. This effect can be taken times each time improving the die level of either the duration or the damage.
Disarming: This weapon can cause a target to drop there own weapon. This only counts for there main weapon unless the only weapon they are holding is there off hand weapon. The target rolls a Strength Saving throw DC15 to avoid letting go. If they fail they drop the weapon where they stand. If they critical fail the weapon is thrown 10ft from there person if possible.
Frosted: This weapon causes the target to freeze up with 1d8 Thermal (Cold) Damage and DR still can affect the damage. The target has to roll a Constitution Save DC15 or else be Entangled for 1d4 turns as they thaw.
Shocking: This weapon causes the target to take a bolt of electric damage with 1d6 Electric Damage and DR still can effect the damage. The target has to roll a Constitution Save DC15 or else be Shaken for 1d4 turns. This can worsen to the next level of the Condition if they already are shocked.
Overwhelming: This weapons force is so overwhelming that is knocks the target off there feat. They will be pushed back 5ft if possible and knocked Prone.
Knock Out Blow: This bonus ability is for melee weapons only. This adds an effect of possibly knocking the target out if a critical hit is successful. The target must roll for a constitution save of DC14 or be unconscious for 1d4 rounds.
  • Weight:

The Weight and thus clumsiness of the gun.
The average weight of a weapon is determined by its Power Levels Small/1lb, Medium/5-10lbs, Large/15-25lbs, Gigantic 30+lbs. However if the weapon has taken the Gigantic power level then it takes the attribute "clunky" by default. You can choose to increase the weapon weight above 30lbs to an average 60lbs weight for a negative point which also then gives the "clunky" attribute by default. However if you weapon is of a lower weight you cannot increase the weight for a negative point unless you give the weapon the clunky attribute. You can also lower the weapon weight in order to help make easier to carry around. Remember a character can only carry a certain amount of weight around dependent on there STR Ability score.

Default: By default all weapons except for 'Gigantic' weapons weigh 30lbs or less. By default any weapon that ways more then 30lbs or is gigantic also has the 'clunky' attribute.

  • Range:

The average distance before accuracy becomes a problem:
Distance of a weapon is first determined by the Power level of the weapon. If the range does not actually represent the gun then you can adjust. The table below shows the ranges for each power level. If you spend a point you can increase guns range as if it was the next highest power level. If you want the range higher then 'Gigantic' the rule is simply to times it by 3. You can also subtract the range to gain a point that can be spent else where.

Also any range 20ft or below is no longer considered range combat but a weapon with a 20ft or less reach.

It is likely that you will not be able to get the weapon to exactly match its real world range. Possibly not even close. However please keep in mind that this limitation exists for all weapons created within the fictional game. You can also look at Weapon Arch Types to see if one of those fits the role.

If the range exceeds your weapons range then you take a disadvantage. If it exceeds it by more then one range increment then you cannot hit the target.

Default: The default range of the weapon is noted in the below table.

Effective Range as per Power Level:
-1 25ft
0 50ft
Small 100ft
Medium 300ft
Large 900ft
Gigantic 2700ft
  • Ammunition Amount:

Number uses for you have to reload a magazine/clip.
This effects how many times a weapon is useable before the Character has to reload, which is usually a move action. This is not how many rounds are actually in a clip. But how many times the gun can be used (how many times a hit check can be rolled before a reload has to happen. This is useless for Single-Fire as it has to be reloaded after every use. You can not use this to increase Single-Fire status of the weapon. For Manual this does actually imply how many rounds are in a clip. The point is to decrease how ofter a release is required because that can cause your character to lose a turn otherwise used to move/shoot/deal damage.

Default: The weapon speed determines this Attribute. Manual/8 uses, Semi-Auto/7 uses, Full-Auto/6 uses, Super-Fast/3 uses.

  • Reload speed:

A Move action (See Combat for more info).
All weapon reload speeds are the same. It requires a move action to preform. However spending a point in this Attribute will give your gun the 'swift reload' ability. Abilities cannot be used unless you have taken the weapon specialization feat for this weapon. However without the 'swift reload' ability you will have to take both weapon specialization and swift reload feat in order to reload this weapon as a free action. You can also choose to take a point away from this as a negative. This will give the weapon the 'clunky' attribute. This means it takes a full round action to reload the weapon and it will require both weapon specialization feat and swift reload feat just to reload this weapon as a move action and it will never be any faster then that.

Default: Reloading a weapon requires a Move/Standard action to preform. However this is not the only place that can be effected to improve this speed. There are items and/or feats.

  • Damage Type:

The damage type of the weapon.
All ranged weapons can only change there damage type by changing AMO. To learn more about all the different damage types go here. If this option is used then the weapon has to be considered Melee. Which means the speed has to be Manual or Single-Fire. The damage type options are: Kinetic, Chemical, Electrical, Thermal. This can be selected more then once but only twice. The weapon becomes a hybrid of the two options. You cannot select this once and declare the item is a Hybrid of Kinetic and the other option. In order to be a hybrid Damage type this option has to be selected twice. 1 point per selection. A certain damage type can be selected twice. When done so The weapon is Thermal-Thermal or Kinetic-Kinetic. It cannot be a hybrid but if the target is weak against that damage type they take triple damage instead of double. Kinetic is both the most common damage type and the least common weakness so it stands that both the default damage type is Kinetic and it only takes 1 customization to make a weapon Kinetic-Kinetic.

Default: All weapons are considered Kinetic unless specified otherwise.

  • AP Damage (DR Damage):

The weapon can now reduce some of the DR the target may have.
If the weapon has a "APX" after the damage dice i.e: 1d6/AP2 then that means if the target has DR (Damage Reduction), it will absorb 2 less points. Normally DR on a Character allows them too absorb points of damage instead of it going toward there hit points. A DR of 2 would normally mean that if the enemy dealt 3 points of damage the Character would only take 1 point. However with AP2 (Armor Piercing) on the weapon that means that it negates 2 of DR meaning that the Character would take the full 3 points of damage to there hit points. For every point spent you get 1 point of AP Damage. You cannot have Negative DR points. Which means you cannot take away from this.

Default: No weapon by default has AP Damage.

  • Hit Die Increase:

The weapon can use a different level of hit die.
In order to increase the hit die of the weapon you have to spend 2 customization points. Each Hit Die reduction is worth 3 negative points. The weapon can only increase it's Hit Die to highest level allowed for it's Tech level. So if the weapon is a Tech 1 you cannot use it to go above 1d12. This doesn't change the Weapon Level as it doesn't directly effect the Weapon Power or Speed. However, this does change the Proficiency Level requirement. It will go up by one for each time you increase this. Also the Base Price is effected and the cost of all the other modifications. The Base is now whatever the Weapon Level that is associated with the Hit Die. Consult the Weapon Cost Table for more information.

Default: The Weapon simply has the hit die associated with its Weapon Level. For more information review the Weapon Level rules.

  • Masterwork Construction:

Determines how well the weapon is constructed.
This is FREE. This attribute does not require spending a point to get. The advantages to Masterwork construction is that it unlocks the ability to apply additional Customization points from a Crafter's Crafting Rank. If the Crafter can craft Masterworked weapon's then they have at least a 3 Ranks in the correct Crafting skill. (By default this is the Mechanical Crafting Skill) 3 Ranks would allow for a +1 Masterworked weapon. The max bonus is +5. Each Rank starting at 3 provides a +1 to the weapon which allows for 1 free customization point. However in order to gain this the Base Price of the weapon is instantly double and the Procure Difficulty is increased by 1.

Masterwork implies that the weapon was crafted with expert skill and care using the best possible parts/material even when unnecessary to make a working version. In other words: "Spared not expense".

Default: By default no weapon is master worked.

  • Accuracy:

The likelihood that the weapon will inflict some amount of lethal damage each time is used.
By default a weapon has not bonus to the accuracy check. To clarify you can review the Combat section. Summary: An accuracy check is a d20 + (Mods if applicable) against a targets AC score to see if the character was successful as scoring a damaging hit. For every point spent on Accuracy yields a + 1. There is a maximum of + 5 to accuracy. You cannot remove accuracy to gain negative points.

Default: There are no Accuracy bonuses for weapon.

  • Bonus Damage:

A bonus to the total of the Weapon Die roll.
This adds additional damage to the finial result of the Hit Die per each Hit Die, in other words per each Attack/Extra Damage. You cannot take negatives in Bonus Damage. Bonus Damage costs the default 1 customization point.

Example: 1d6(+1) would mean a range of 2 - 7. A roll of 2 would be 3. However a roll of 6 would be a 7.

Default: A weapon has no bonus damage.

  • Bonus Ability:

Gives the weapon an ability or special attribute.
There are two types of Bonus Abilities. First there is a table below that shows a list of extra special abilities that apply. Some abilities you get by default depending on what weapon levels the weapon has. Others you can choose from. The other Bonus Ability is a custom one. (Yes you can customize customizations) You can pick anything listed in this Attribute section and remove/add it by spending a point here. The extra bonus will count as an ability of the weapon. (Remember abilities can only be used, even if passive, if you have taken the weapon specialization feat for the weapon). If you take Base Damage you do not need Masterwork attribute if you do it as a Bonus Ability. If you take Bonus Damage you do not need to spend two points to gain a + 1. Just a single point.

Default: Normally stock weapons have no special abilities.

Table: Bonus Abilities.
Burst Fire: The weapon has to have a speed of Fully Auto or faster to gain the Burst Fire feature. The Weapons Ammunition Amount must be 4 or higher. The Weapon must have at least 1/2 its ammo left, round down. This uses 1/2 the weapon's Ammunition Amount, round down. This is like a partial 'Fully Unload'. This provides a +1 to accuracy for ever Attack/Extra Damage the Character has. This increases the Critical Multiplier by 1, max x4. This increases the Critical Range by 1, max 17-20. (Ranged only, Archaic weapons do not apply) (Cannot be used for Bonus Attacks).
Switch Firing Modes: The weapon has to have a speed of Fully Auto or faster to gain the Switch Firing Modes feature. The ability will allow the character to choose between Single Fire or Fully Auto. The default behavior of the weapon is Fully Auto/Super Fast and the is no change. If the weapon is switched to Single Fire mode then weapon gains the following stats. It gains a +2 to accuracy with an additional +1 for its size. Medium +1, Large +2, and Gigantic +3. The Critical Range goes up by 1, max 17-20. The Ammunition amount for the gun is considered doubled. However the weapon gets these penalties: The Critical Damage can only be x2 in this mode. The Hit Die goes down level if its seed is Fully Auto and two levels if its Super Faster. (Ranged only, Archaic weapons do not apply)
Fully Unload: The weapon has to have a speed of Semi-Auto or faster to gain the Fully Unload feature. The clip must have more than 1/2, round up, of its uses left. And the Ammunition amount for the Weapon must be at least 2. This requires a Full Round action. The character has a choice. Focus on a single target for an automatic critical as long as the accuracy check was successful. Or shooting at targets in front of the character, with a 180degrees of view in the direction the character is facing, with the max number that can be hit equal to the ammunition that is left. The damage with this choice is the Hit Die one lower level of the weapon against each target. The weapon's ranged is halved. The weapon's Ammunition is completely spent. The weapon cannot preform this move again for 1d4 turns. Fully Unloading requires that the Character stand in front of the enemy and hold tight to there gun as it empties all its ammunition. This gives all enemies within range to have an advantage on accuracy checks against the Character for 1 round. (Ranged only, Archaic weapons do not apply)
Swift Reload: The gun is configured in a way to make it extremely easy to quickly remove and replace an emptied mag. Making the process seam almost completely effortless. This allows the player to reload as a Simple action. (Ranged only, only Archaic weapons like crossbows)
Special Ammunition: Some guns have to be modified and handled carefully to be able to load any other amo except the one specifically designed for it. However, exceptions can be made. This allows the character to be able to apply special amo to the weapon. (Actually not ranged only. Melee weapons can have this application as a representation of exotic materials used to make the weapon more deadly. However, taking this ability makes any Melee weapon Exotic)
Enhanced Combat Options: This is a vague ability that is used to describe a couple of different types of enhancements. There is a list of combat techniques a character can do. To read up on them please review Combat Techniques rules. This gives the weapon an ability bonus for these combat maneuvers if the weapon is used to assist in the maneuver. You can acquire this ability multiple times for different maneuvers or the same one. Each one provides an advantage while performing the maneuver. However, the same rules for advantage stacking apply here. To review read the rules here. Also remember that abilities require the necessary feat for your weapon type to be usable.
Suppression Fire: Also known as Suppressive or Covering Fire. This ability when declared requires a delayed action. It takes 3 times the uses out of the gun's Ammunition and thus the weapon must have at least 3 rounds left. However creates a wall of bullets/lazers or other deadly things that the target will have to subject itself to in order to move. The target would have to teleport out of the line of fire to avoid a Ranged delayed attack. The Character can choose to focus on a single target to help keep them from moving. Or they can declare a cone like area effect. A 90 degree cone with a range of weapon. Any enemy that moves within this cone is subject to a delayed attack action, up to 3 targets. The Character gains advantage to the accuracy check and a +1 for Bonus Damage per Weapon Level. If it is a single target then the Hit Die goes up a level. If it is a cone then the Hit Die goes down a level. Like Fully Unload however the Character is exposed. Any enemy not effected by the Suppression Fire gains advantage to accuracy checks while the Character is using this ability.
Versatile: This allows Medium weighted weapons (Levels 3 thru 5) to no longer require two hands. This also allows them to be used as Off Handed weapons although penalties may still apply. This can also counter the Clunky status if it was gained because of its Gigantic Power level. This removes the 'Two Handed' requirement for Medium Weighted weapons and the 'Clunky' Gigantic Power level weapons.

Ammunition

Ammunition cost is based on what the Weapon power level is. The price is based on the average cost of ammo for a full magazine.

Table: Ammunition Stats
Power Level Avg. $ Bonus $ for
special amo
Small $5 + $10
Medium $10 + $20
Large $15 + $50
Gigantic $50 + $100

There are different types of special ammo. Not all weapons can use special ammo, for example, Laser or Gravity Arch-Type weapons are unable to use Special Ammo. Special Ammo can change the Damage Type and provide a bonus to damage. If the Weapon Style or Arch-Type already requires the Special Ammo price, then any ammo that has unique attributes are simply double the normal special cost.

Table: Special Ammunition Types
Damage Type Change: There are 4 damage types Ranged weapons can use. Kinetic/Electric/Thermal(Radiation)/Chemical. The default weapon damage type is Kinetic. If the weapon damage type is anything other then the default Kinetic then it cannot use this type of special ammo.
Bonus Damage: The ammo is in someway changed to provide the most about of possible damage to the target. This can only be increased by +1.
Bonus Damage by Type: The ammo packs an additional package of either Kinetic/Electric/Thermal(Radiation)/Chemical damage. The damage is determined by a dice roll. The Hit die level starts with 1d4 (Level 1) and goes as high has 1d10 (Level 4). The price is calculated by: Base Price + Bonus price + $20 * Hit Die Level = Cost.
AP Bonus: Armor Piercing bonus damage. The ammo can shred through armor more effectively. This provides a +1 to AP damage. Similar to 'Bonus Damage' this can only be increased by +1.

Ammo Crafting

Normal Ammo Crafting requires that the crafter have a rank of 2 in the required crafting skill. The correct skill is based on the weapon damage. Kinetic is Mechanical, Electric is Electronics, Thermal(Radiation) is both (Electronic and Chemical), Chemical is either Chemical or Pharmaceutical.

Special Ammo crafting requires that you at least 3 ranks in the correct crafting skill. You can only craft ammo to masterworked level. That means it can only receive a signal +1 bonus. With the exception to 'Bonus Damage By Type' which can go up to +4 and requires the crafter to craft at +4 masterworked level.

Explosives (Grenades/Traps)

These deal damage to anything within an area of effect. The area can be either circular or cone-shaped. Explosives can be put into throw-able objects or set in places like a mine or trap. Explosives require no proficiency to use normally.

Combat rules for thrown explosives in located in the combat section here. Planted explosive sits where it is placed until it is moved or goes off. This is considered a Trap so rules for making traps apply. More rules on traps in the Combat: Traps/Mines section.

Below is a graph with commonly used explosives in the FuturePath Universe. Below that is the 'Making your Own Explosives' section which has common components that can be mix and matched to create your explosives.

Grenades/Explosives Table

Columns in table are explained below the table.

Grenades and Explosives
Tech Level 1
Explosives Components Damage Damage Type Throw-able Area Type Range Increment Cost / Procure Diff
Fragmentation Grenade TNT/Grenade/Time Delay 3d6 Kinetic Yes Circle (1)5ft $365 / 1
C4/Semtex Semtex/Simple Land Mine/Remote 4d6 Kinetic No Circle (2)10ft $470 / 1
Dynamite TNT/Simple Land Mine/Time Delay 3d6 Kinetic No Circle (1)5ft $370 / 0
Molotov Cocktail Napalm/Class Bottle/Contact 2d6 Thermal Yes Circle (1)5ft $155 / 0
Thermite Grenade Thermite/Grenade/Contact 3d6 Thermal Yes Circle (1)5ft $360 / 1
White Phosphorus Grenade White Phosphorus/Grenade/Contact 3d4 Chemical Yes Circle (1)5ft $420 / 1
Smoke Grenade Smoke/Grenade/Contact - - Yes Circle (3)15ft $120 / 0
Tear Gas Grenade Tear/Grenade/Contact - - Yes Circle (3)15ft $120 / 0
Concussion Grenade Concussion/Grenade/Contact - - Yes Circle (3)15ft $120 / 0
Tech Level 2
Explosives Components Damage Damage Type Throw-able Area Type Range Increment Cost / Procure Diff
EMP Explosive Energized Compound/Grenade T2/Time Delay 4d6 Electric Yes Circle (2)15ft $625 / 1
Fireflash Explosive ThermitX+Agent X/Containerized Mine/Motion 2 2d8 + 1d6 Thermal + Chemical No Circle (2)10ft $555 / 1
Tangler Explosive C-T/Curved-Nade/Contact - - Yes Circle (2)10ft $710 / 2
Tech Level 3
Explosives Components Damage Damage Type Throw-able Area Type Range Increment Cost / Procure Diff
Dis-solver Explosive Xoctic/Packed-Nade/Contact 3 6d6 Chemical Yes Circle (6)30ft $2,270 / 2
Cryonic Explosive Neg-H/Hybrid-Nade/Contact 3 5d8 Thermal (Cold) Both Circle (2)10ft $1,850 / 2
Stunner Hyper-Concuss/Clocked-Mine/Smart Sense - - No Circle (4)20ft $1,470 / 2
Tech Level 4
Explosives Components Damage Damage Type Throw-able Area Type Range Increment Cost / Procure Diff
Psionic Wave Explosive Psionic/Transporting Mine/Gravity Sense 6d8 - No Circle (3)15ft $12,550 / 4
Singularity Implosion Device H-S-EX/Transporting Mine/Gravity Sense 6d12 Gravity No Circle (6)30ft $6,550 / 3
Gravimetric Explosive H-S-EX/Gravity-Packed Nade/Contact 3 7d12 Gravity Yes Circle (6)30ft $7,500 / 4

Making your Own Explosives

The Charge

This shows what the damage die will be. For example: Xd6 or Xd10. It doesn't say how many of that die. This also tells the user what the damage type will be. IE: Thermal or Chemical or etc. This also informs the user what the damage range is. There can also be Charge Attributes that can effect the explosion.

Table: Charges Listed by Tech Level
Tech Level 1 (Limit d6)
Charge Damage Die Damage Type Range Attributes Cost/Proc Diff
TNT Xd6 Kinetic 5ft None $100 / 1
Semtex Xd6 Kinetic 10ft Casing not Required $120 / 1
White Phosphorus Xd4 Chemical 10ft None $120 / 2
Black Powder Xd4 Kinetic 5ft None $75 / 0
Agent Orange Xd6 Chemical 10ft None $135 / 2
Napalm Xd6 Thermal 5ft None $130 / 2
Thermite xd4 Thermal Tiny 1ft Lingers (1d4 rnds) $100 / 0
Smoke N/A N/A 15ft Fogs x1 DisAdv, Lingers (1d4 rnds), Tech $100 / 0
Tear N/A N/A 15ft x1 DisAdv, Lingers (1d4 rnds), Tech $100 / 0
Concussion N/A N/A 15ft Stuns (d4 rounds), Tech $110 / 1
Tech Level 2 (Limit d8)
Charge Damage Die Damage Type Range Attributes Cost/Proc Diff
Agent X Xd6 Chemical 10ft Lingers (1d4 rounds) $160 / 2
Energized Compound Xd6 Electrical 15ft EMP Effect, Tech $140 / 1
RDX2 Xd8 Kinetic 10ft Casing not Required $120 / 1
ThermitX Xd8 Thermal 5ft Lingers (1d3 rounds) $120 / 1
Hyper-Concuss N/A N/A 20ft Stuns (d6 rounds) $170 / 1
Cl-d N/A N/A 60ft Fogs x1 DisAdv, Lingers (1d4 rnds) $155 / 1
M-A-D N/A N/A 30ft Confusion (1d4 rnds) $220 / 2
S-S-T N/A N/A N/A Shield Splicer Techniques, Tech $750 / 3
T-M-T N/A N/A N/A Technomancer Techniques, Tech $750 / 3
C-T N/A N/A N/A Combat Technique, Tech $600 / 2
Tech Level 3 (Limit d10)
Charge Damage Die Damage Type Range Attributes Cost/Proc Diff
HMXXX Xd10 Kinetic 15ft None $300 / 2
Temperist-3 Xd8 Thermal 10ft None $300 / 1
Xoctic Xd6 Chemical 30ft Lingers (2d4 rnds) Fogs 1x DisAdv $320 / 2
ELT Xd8 Electrical 20ft EMP Effect $300 / 1
Thickened Smoke N/A N/A 20ft Fogs x2 DisAdv, Lingers (1d6 rnds) $310 / 1
Neg-H Xd8 Thermal(Cold) 5ft None $300 / 1
Mind-X N/A N/A 20ft Alter Emotion (Hate,Love,Fear) $400 / 2
Teleporting N/A N/A 5ft Teleports $750 / 2
Psionic N/A N/A N/A Psionic Techniques, Tech $2,000 / 4
Tech Level 4 (Limit d12)
Charge Damage Die Damage Type Range Attributes Cost/Proc Diff
Ice 9 Xd12 Thermal (Cold) 5ft Contagious, Lingers (1d6 turns) $1,000 / 4
H-S-EX Xd12 Gravity 30ft None $1,000 / 3
M-Nuke Xd12 Kinetic/Thermal(Rads) 30ft None $1,000 / 3
Black-50 N/A N/A 30ft Fog 100%, Lingers (1d6 rnds) $500 / 2

The Casing

This tells the user the maximum amount of charge can be used. IE: The number of damage die like 2d6 or 4d10. This also informs the user if the device is throw-able or place-able or both. If the device is place-able then the Casing also provides what the default DC for a Perception skill check to notice the device. This also informs the user what the area of effect will be either circular or cone shaped. It also can provide additional attributes for weapon use such as 'Sticky'.

Table: Casings (Sorted by Tech Level)
Tech Level 1
Casings Max Charge Throw/Place-able Circular/Cone Attributes Cost/Proc Diff
Grenade x3 Throw-able Circular None $50 / 0
Simple Land Mine x4 Place-able Circular None $50 / 1
Clay-more x3 Place-able Cone None $50 / 1
Class Bottle x2 Throw-able Circular Thermal/Chemical Charge Types Only $10 / 0
Jumping Mine x3 Place-able Circular +5ft Range $100 / 2
Tech Level 2
Casings Max Charge Throw/Place-able Circular/Cone Attributes Cost/Proc Diff
Mag-Casing x4 Throw-able Circular +1 Accuracy $75 / 1
Stealth Mine x5 Place-able Circular +2 Perception DC $120 / 2
Positioned Trap x4 Place-able Cone +1 Damage $120 / 2
Curved-Nade x4 Throw-able Circular +10ft Throwing Range $100 / 1
Containerized Mine x3 Place-able Circular Containerized $120 / 1
Tech Level 3
Casings Max Charge Throw/Place-able Circular/Cone Attributes Cost/Proc Diff
Walking-Mine x5 Place-able Circular Chasing 30ft $250 / 2
Clocked-Mine x6 Place-able Circular +5 Perception DC $350 / 2
Directed-Mine x5 Place-able Cone +2 Damage $200 / 1
Packed-Nade x6 Throw-able Circular None $150 / 1
Hybrid-Nade x5 Both Circular None $150 / 2
Containerized Mine Adv x5 Place-able Circular Containerized $220 / 1
Containerized Grenade x4 Throw-able Circular Containerized $240 / 1
Tech Level 4
Casings Max Charge Throw/Place-able Circular/Cone Attributes Cost/Proc Diff
Transporting Mine x6 Place-able Circular Chasing 45ft $350 / 2
Transporting Nade x6 Throw-able Circular +5 Accuracy $500 / 2
Directed-Trans Mine x6 Place-able Cone Chasing 30ft $1,000 / 3
Gravity-Packed Nade x7 Throw-able Circular None $350 / 2
Containerized Casing x6 Both Circular/Cone Containerized $320 / 1

The Detonator

This controls when and how the device is activated. For throw-able devices this can include attributes such as 'On Contact' or 'Chasing'. For Place-able devices this can include attributes such as 'Laser trip wire', 'Motion Sensitive', or 'Remote Controlled'. This can also provide a bonus to the DC check against Disable Device skill checks making it harder to disable.

Table: Detonators (Sorted by Tech Level)
Tech Level 1
Detonators Attributes Description Cost/Proc Diff
Contact On Contact $10 / 0
Motion Motion Sensitive 10ft $25 / 0
Remote Remote Controlled 150ft $20 / 0
Time Delay Delay 1-900 Sec $15 / 0
Trip Wire Trip Wire $10 / 0
Tech Level 2
Detonators Attributes Description Cost/Proc Diff
Walker Chasing 15ft $100 / 1
Laser Wire Trip Wire $15 / 0
Motion 2 Motion Sensitive 20ft $35 / 0
Electronic Sense Sense Electronics 20ft $50 / 1
Tech Level 3
Detonators Attributes Description Cost/Proc Diff
Smart Sense Programmable Sensor 30ft $100 / 1
Invisible Wire Trip Wire (clocked) $150 / 1
Contact 3 Chasing (throw-able only) 10ft $200 / 2
Tech Level 4
Detonators Attributes Description Cost/Proc Diff
Gravity Sense Sense Mirco Gravity 50ft $200 / 1

Combing Explosive Components

If the components already exist then they do not require a crafting skill to make an explosive. But the Demolitions skill instead. Some restrictions apply when combining components.

  1. You cannot mix multiple types of Charges in the same Casing unless the Casing specifies.
  2. You can have more then one type of Detonator per Casing but the Explosive cannot be throw-able and can still only be detonated once unless specified differently by the Casing.

It takes 10 minutes to safely combine components together. If rushed the Player must make a Demolitions skill check of DC10 + 1 for every minute less. If the Player fails the check the GM can decide the negative consequences. IE: Explosive device blows up in there face or becomes a dud and so on.

Weapon/Explosive Accessories

These rules are going to change. They will be associated with rules for gadgets which is incomplete.

These are items you can add too your weapon that are not necessary considered gadgets. They can add minor improvements to the way a character interacts with the weapon.

Weapon Accessories
Object Size Weight Cost
Magazine Tiny 0.5 lb. $15
Holster, Hip Tiny 1 lb. $35
Holster, Concealed Tiny 0.5 lb. $40
Illumination Tiny 0.5 lb. $85
Laser sight Tiny 0.5 lb. $25
Scope, Standard Tiny 0.5 lb. $70
Scope, Electro-Optical Small 3 lb. $250
Speed loader Tiny 0.5 lb. $45
Suppressor, Pistol Tiny 1 lb. $550
Suppressor, Rifle Small 4 lb. $1000

These accessories below are used for setting traps with explosives or uses to help carry and effectively use explosives as grenades.

Explosive Accessories
Object Size Weight Tech Level Cost
Grenade Pouch Small 0.1 lbs 0 $15
Molly Pockets Small 0.1 lbs 1 $25
Automatic Retrieval Medium 5 lbs 2 $450
Detantors/Sensors for planting explosives
Wire Tiny 1 lb. 0 $10
Blasting Cap Tiny 0.5 lb. 1 $20
Radio Controlled Tiny 0.5 lb. 1 $30
Timed Detonator Tiny 0.5 lb. 1 $30
Weight Sensor Tiny 0.5 lb. 1 $40
Light Sensor Tiny 0.5 lb. 1 $40
Thermal Sensor Tiny 0.5 lb. 1 $50
Biological Sensor Tiny 0.5 lb. 2 $250
Gravity Sensor Tiny 0.5 lb. 3 $500


Melee/Martial Arts Combat

"I do not need a weapon. I am a weapon!" - Martial Artist... before being shot.

Combat with fists is a little different then traditional Melee weapons. However here are some rules for combat via "fist-a-cuffs". Also known as an unarmed strike.

First to determine the Hit Die we need to determine the Weapon Power and Speed. However with the organic body the faster one is the less likely they are to have body type for massive muscles and vice-a-verses. So the higher you are at one level the higher the limit is for the other level.

Unlike other Melee weapons a characters fists are not always manual. They are ranked based on the Characters Dexterity score.

  • 10-13(0-1) : Single-Fire - No Limit
  • 14-15(2) : Manual - No Limit
  • 16 -17(3) : Semi-Auto - No Limit
  • 18-19(4) : Fully-Auto - Large
  • 20-21(5) : Super-Fast - Medium

The Power level of a Character's punch is based on the Strength Modifier.

  • 10-15(0-2) : Small - No Limit
  • 16-17(3) : Medium - Fully-Auto
  • 18-19(4) : Large - Semi-Auto
  • 20-21(5) : Gigantic - Manual

The Hit Die is the total of the two combined. Also the Character can add his Str Mod just as in any Melee attack. However the damage rolled is considered Non-lethal and still has to go through DR if there is anything. To review Non-lethal please visit the Combat page.

To convert the damage from Non-Lethal to Lethal the Character must wear gloves that can provide damage. Such as metal gloves or Powered Gloves. This will reduce the Hit die of the Character's punch by one level but convert the Damage to Lethal. So if a Character has a Str Mod of +2 and a Dex Mod of +3 His Non-Lethal damage would be 1d8+2. However if he wears metal gloves his Hit Die would be 1d6+2. If the Character's Non-lethal Hit Die Level is already Level 0 (1d2) it simply will not go any lower. So the lethal damage will also be 1d2.

Exceptions

Alien races may have exceptions too this rule.

Melee/Martial Arts Combat Accessories

Table: Accessories Examples
Weapon Tech Level Bonus Damage Cost/Proc Diff
Metal Gloves Tech Lvl 1 +1 $100 / 0
Powered Gloves Tech Lvl 2 +2 $300 / 1
High Feq Cloves Tech Lvl 3 +3 $2,500 / 2