Weapons
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.
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.
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 bonuses for hit checks. They also have a rare/antique price increase of $500
- Simple: weapons are weapons that are common place for your Character. They usually follow a standard and 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 bonus 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 -4 and cannot use Ability/Affinity Bonuses for hit checks. They also have a price increase of $1000 to represent their unique properties.
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 level system which co-insides with the 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.
Weapons have a level limit depending on the tech level as tech levels also come with a price and a procure difficulty.
Tech Levels | Level Limit/Max Hit Die | Extra Cost | Extra Procure Diff |
---|---|---|---|
Tech Level 0 | 4 Levels / 1d10 | $0 | +1 |
Tech Level 1 | 5 Levels / 1d12 | $0 | 0 |
Tech Level 2 | 6 Levels / 2d8 | $250 | 0 |
Tech Level 3 | 7 Levels / 2d10 | $1000 | +1 |
Tech Level 4 | 8 Levels / 2d12 | $2500 | +2 |
Future Path Custom Weapons
Level | Hit Die | Avg. $ | Avg. Weight |
---|---|---|---|
Level 0 | 1d2 | $100 | 1lb |
Level 1 | 1d4 | $250 | 1lb |
Level 2 | 1d6 | $500 | 1lb |
Level 3 | 1d8 | $750 | 10lb |
Level 4 | 1d10 | $1250 | 10lb |
Level 5 | 1d12 | $1800 | 10lb |
Level 6 | 2d8 | $2400 | 30lb |
Level 7 | 2d10 | $3200 | 30lb |
Level 8 | 2d12 | $4500 | 30lb |
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.
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.
Now how do you create your own custom Future Path Weapon!? Here is a summary of steps to help.
- 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 category.
- Now look at the 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.
Tech Level 0 | ||
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Weapon | Size/Speed Lvls (Total lvl) |
Hit Die |
Melee Weapons | ||
Short Sword | Medium/Manual (lvl 2) | 1d6 |
Broad Sword | Large/Manual (lvl 3) | 1d8 |
Knife | Small/Manual (lvl 1) | 1d4 |
Quarter-Staff | Medium/Manual (lvl 2) | 1d6 |
Spear | Large/Manual* (lvl 2) | 1d8 |
Ranged Weapons | ||
Throwing Knife/Star | Small/Single-Fire (lvl 0) | 1d2 |
Simple Bow | Medium/Single-Fire (lvl 1) | 1d4 |
Long Bow | Large/Single-Fire (lvl 2) | 1d6 |
Compound Bow | Large/Single-Fire (lvl 2) | 1d6 |
Tech Level 1 | ||
Weapon | Size/Speed | Hit Die |
Melee Weapons | ||
Improved Steal Sword | Large/Manual (lvl 3) | 1d8 |
Improved Steal Combat Knife | Medium/Manual (lvl 2) | 1d6 |
Riot Baton | Medium/Manual (lvl 2) | 1d6 |
Ranged Weapons | ||
Composite Hunting Bow | Large/Single-Fire (lvl 2) | 1d6 |
Revolver | Medium/Manual (lvl 2) | 1d6 |
9mm Pistol | Small/Semi-Auto (lvl 2) | 1d6 |
Hunting Rifle | Medium/Single Fire (lvl 3) | 1d8 |
Sniper Rifle | Large/Semi-Auto (lvl 4) | 1d10 |
Assault Rifle | Medium/Semi-Auto (lvl 3) | 1d8 |
Assault Weapon | Medium/Fully Auto (lvl 4) | 1d10 |
Light Machine Gun | Large/Fully Auto (lvl 5) | 1d12 |
Simple CQB | Small/Super Fast* (lvl 3) | 1d8 |
Tech Level 2 | ||
Weapon | Size/Speed | Hit Die |
Melee Weapons | ||
Powered Sword | Large/Manual (lvl 3) | 1d8 |
Frequency Sword | Large/Manual (lvl 3) | 1d8 |
Superior Steal Knife | Medium/Manual (lvl 2) | 1d6 |
Electric Baton | Medium/Manual (lvl 2) | 1d6 |
Ranged Weapons | ||
Laser Pistol | Medium / Semi-Auto (lvl 3) | 1d8 |
Laser Rifle | Large/Fully Autoc (lvl 5) | 1d12 |
Fully Auto Grenade Launcher | Gigantic/Fully Auto (lvl 6) | 2d8 |
Tangler Gun | Small/Semi-Auto (lvl 2) | ? |
Pulse Rifle | Large/Fully Auto (lvl 5) | 1d12 |
CQB Hybrid Sub Gun | Medium/Super Fast (lvl 5) | 1d12 |
Sniper Laser Rifle | Gigantic/Semi-Auto (lvl 5) | 1d12 |
Particle Shotgun | Large/Semi-Auto (lvl 4) | 1d12 |
Heavy Laser Cannon | Large/Full Auto (lvl 5) | 1d12 |
Tech Level 3 | ||
Weapon | Size/Speed | Hit Die |
Melee Weapons | ||
Plasma Sword | Gigantic/Manual (lvl 4) | 1d10 |
Ranged Weapons | ||
Plasma Pistol | Large/Semi-Auto (lvl 4) | 1d10 |
Plasma Rifle | Large/Fully Auto (lvl 5) | 1d12 |
Micro Plasma Rapid Pistol | Large/Super-Fast (lvl 6) | 2d8 |
Rail Gun | Gigantic/Semi-Auto (lvl 5) | 1d12 |
Cryonic Rifle | Large/Fully Auto (lvl 5) | 2d8 |
Particle Auto Gun | Large/Full Auto (lvl 5) | 1d12 |
Hybrid Auto Cannon | Gigantic / Full Auto (lvl 6) | 2d8 |
Plasma/Hybrid Sniper Rifle | Gigantic / Semi Auto (lvl 5) | 1d12 |
Tech Level 4 | ||
Weapon | Size/Speed | Hit Die |
Melee Weapons | ||
Beam Sword | Gigantic/Manual (lvl 4) | 1d10 |
Ranged Weapons | ||
Gravity Pulse Rifle | Large/Fully Auto (lvl 5) | 1d12 |
Charged Rapid Rail Cannon | Gigantic/Full Auto (lvl 6) | 2d8 |
Hybrid Accelerated Rail Gun | Gigantic/Semi-Auto (lvl 5) | 1d12 |
Singularity Cannon | Gigantic/Super-Fast* (lvl 7) | 2d10 |
Sonic Beam | Large/Fully Auto (lvl 5) | 1d12 |
Anti-Matter Blaster | Gigantic/Semi Auto (lvl 5) | 1d12 |
Anti-Matter Shotgun | Gigantic/Semi Auto (lvl 5) | 1d12 |
Anti-Matter Rifle | Gigantic/Fully Auto (lvl 6) | 2d8 |
The prices listed may currently be off |
Weapon Levels
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).
- 4 Power Levels:
- 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.
- 4 Speeds:
- Single Fire - 0 level points
- Manual - 1 level point
- 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.
Advance Customizations
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.
There are two ways to get Customization points. Firstly your tech level. 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. The second way to get Customization points is to take a negative to an attribute. For each pair of negative strikes against the weapon you get one Customization point to spend to positively effect the weapon. The negatives can be paired up from different attributes.
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.
Below all the attributes that can help you customize your weapon there is a list of "Weapon Arch-Types". You can view these options and 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):
- Critical Range:
ExpandThe Crit Range of the Weapon |
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- Critical Damage:
ExpandThe Crit Damage Multiplier |
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- Weight:
ExpandThe Weight and thus clumsiness of the gun. |
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- Range:
ExpandThe average distance before accuracy becomes a problem: |
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ExpandEffective Range as per Power Level: |
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- Ammunition Amount:
ExpandNumber uses for you have to reload a magazine/clip. |
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- Reload speed:
ExpandA Move action (See Combat for more info). |
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- DR Damage:
ExpandThe weapon can now reduce some of the DR the target may have. |
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- Hit Die Increase:
ExpandThe weapon can use a different level of hit die. |
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- Masterwork Construction:
ExpandDetermines how well the weapon is constructed. |
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- Accuracy:
ExpandThe likelihood that the weapon will inflict some amount of lethal damage each time is used. |
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- Base Damage:
ExpandA bonus to the low end of the Weapon Die roll. |
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- Bonus Damage:
ExpandA bonus to the total of the Weapon Die roll. |
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- Bonus Ability:
ExpandGives the weapon an ability or special attribute. |
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ExpandTable: Extra Attributes. |
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- Default Attributes:
ExpandAdjust the default attributes a weapon may inherit. |
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ExpandTable: List of attributes that may apply to a weapon. |
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Weapon Arch-Types
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.)
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. Advantages: Extra Use before reloading. Reduced cost -$150 and procure difficulty -1. Extra negative point to spend customizing. |
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 types/bonus/DR. Advantages: Reduced cost -$150 and procure difficulty -1. Extra negative point to spend customizing. |
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. |
Shotgun: Any weapon declared as a shotgun can freely choose this Arch-Type. Disadvantages: This, (when using the correct amo), will reduce the range of the weapon to 30ft. 31-60ft takes a Major/Minor -6 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 here. |
Sniper Rifle: Any weapon declared as a sniper Rifle can freely choose this attribute. Disadvantages: The weapon cannot have a speed higher then semi-auto. The weapon's accuracy penalty for extra attacks increases twice as fast as normal. 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. |
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 and one 'Enhanced Combat Options' ability. The Crit Multiplier is now increased by one. |
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. |
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'. |
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. |
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.
Object | Size | Weight | Cost |
---|---|---|---|
Box magazine | Tiny | 0.5 lb. | $5 |
Holster, Hip | Tiny | 1 lb. | $35 |
Holster, Concealed | Tiny | 0.5 lb. | $40 |
Illuminator | 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. | $110 |
Speed loader | Tiny | 0.5 lb. | $25 |
Suppressor, Pistol | Tiny | 1 lb. | $250 |
Suppressor, Rifle | Small | 4 lb. | $400 |
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.
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 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.
Damage Type Change: There are 4 damage types Ranged weapons can use. Kinetic/Electric/Thermal(Radiation)/Chemical. The default weapon damage type is Kinetic. |
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 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. |
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. |
Explosives
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.
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.
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 require no proficiency to use normally.
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.
When a Character throws the explosive he/she can either miss or hit.
- 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 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 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.
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
Tech Level 0 | |||||||||
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Weapon | Damage | Damage Type | Throw-able | Area Type | Range Increment | Size | Weight | Procure Diff | Cost |
Greek Fire Grenade | 2d6 | Thermal | Yes | Circle | (1)5ft | Small | 3 lbs | +1 | $50 |
Gun Powder Explosive(With shrapnel) | 2d6(3d6) | Kinetic | No | Circle/Cone | (1)5ft | Small | 2 lbs | +0 | $45 |
Tech Level 1 | |||||||||
Weapon | Damage | Damage Type | Throw-able | Area Type | Range Increment | Size | Weight | Procure Diff | Cost |
Fragmentation Grenade | 4d6 | Kinetic | Yes | Circle | (1)5ft | Tiny | 1 lbs | +0 | $400 |
C4/Semtex | 4d6 | Kinetic/Thermal | No | Circle/Cone | (2)10ft | Small | 1 lbs | +1 | $800 |
Dynamite | 3d6 | Kinetic | No | Circle | (2)10ft | Small | 1 lbs | +0 | $300 |
Molotov Cocktail | 1d6 +(1d4) | Thermal | Yes | Circle | (1)5ft | Small | 1lbs | +0 | $15 |
Thermite Grenade | 5d6 | Thermal | Yes | Circle | (2)10ft | Small | 2 lbs | +1 | $800 |
White Phosphorus Grenade | 6d6 | Thermal/Chemical | Yes | Circle | (1)5ft | Small | 2 lbs | +1 | $850 |
Smoke Grenade | - | - | Yes | Circle | (4)20ft | Small | 1 lbs | +0 | $100 |
Tear Gas Grenade | - | - | Yes | Circle | (3)15ft | Small | 1 lbs | +1 | $150 |
Concussion Grenade | - | - | Yes | Circle | (1)5ft | Small | 1 lbs | +1 | $200 |
Tech Level 2 | |||||||||
Weapon | Damage | Damage Type | Throw-able | Area Type | Range Increment | Size | Weight | Procure Diff | Cost |
EMP Explosive | 5d6? | Electric | Yes | Circle | (2)10ft | Medium | 2 lbs | +1 | $600 |
Fireflash Explosive | 4d6 +(1d4) | Thermal/Chemical | Yes | Circle | (2)10ft | Small | 1 lbs | +1 | $1,000 |
Tangler Explosive | - | - | Yes | Circle | (1)5ft | Small | 2 lbs | +0 | $400 |
Tech Level 3 | |||||||||
Weapon | Damage | Damage Type | Throw-able | Area Type | Range Increment | Size | Weight | Procure Diff | Cost |
Dis-solver Explosive | (2d6) | Chemical | Yes | Circle | (2)10ft | Small | 2 lbs | +1 | $1,000 |
Gravimetric Explosive | 6d6 | Kinetic | Yes | Circle | (3)15ft | Med | 3 lbs | +2 | $1,500 |
Stunner | - | - | Yes | Circle | (3)15ft | Tiny | 0.5 lbs | +1 | $800 |
Tech Level 4 | |||||||||
Weapon | Damage | Damage Type | Throw-able | Area Type | Range Increment | Size | Weight | Procure Diff | Cost |
Cryonic Explosive | 8d6 | Thermal | Yes | Circle | (2)10ft | Small | 2 lbs | +3 | $3,400 |
Psionic Wave Explosive | 5d6? | - | Yes | Circle | (3)15ft | Small | 1 lbs | +3 | $2,500 |
Singularity Implosion Device | 12d6 | - | Yes? | Circle | (3)15ft | Med | 4 lbs | +4 | $10,000 |
Explosive Accessories
These accessories below are used for setting traps with explosives or uses to help carry and effectively use explosives as grenades.
Object | Size | Weight | Tech Level | Cost |
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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".
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.
OLD RULES WORK IN PROGRESS
Link: Weapon Old Rules