Weapons

From FuturePath
Jump to navigation Jump to search

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 wide ranged 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:

  1. Archaic
  2. Simple
  3. 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 coincides with here Weapons have a level limit depending on the tech level.

  • Tech Level 0: 3 Levels
  • Tech Level 1: 4 Levels
  • Tech Level 2: 5 Levels
  • Tech Level 3: 6 Levels
  • Tech Level 4: 7 Levels

Future Path Custom Weapons

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).

Table: Hit Dice Level
Level Hit Die Average $
Level 0 1d2 $100
Level 1 1d4 $250
Level 2 1d6 $500
Level 3 1d8 $750
Level 4 1d10 $1250
Level 5 1d12 $1750
Level 6 2d8 $2300
Level 7 2d10 $3000
Level 8 2d12 $4000


  • 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 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.

Table: Weapon Examples
Weapon Size/Speed Hit Die
Revolver Medium Amo/Manual 1d6
9mm Pistol Small Amo/Semi-Auto 1d6
Hunting Rifle Medium Amo/Single Fire 1d8
Sniper Rifle Large Amo/Semi-Auto 1d10
Assault Rifle Medium Amo/Semi-Auto 1d8
Assault Weapon Medium Amo/Fully Automatic 1d10
Light Machine Gun Large Amo/Fully Automatic 1d12
Uzi Small Amo/Super Fast* 1d8
Archaic weapon examples
Short Sword Medium/Manual 1d6
Broad Sword Large/Manual 1d8
Knife Small/Manual 1d4
Throwing Knife/Star Small/Single-Fire 1d2
Bow Medium/Single-Fire 1d4
Composite Box Large/Single-Fire 1d6

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.

Attributes list (Not all apply to every weapon):

  • Range:

The average distance before accuracy becomes a problem.
This content is hidden
  • Accuracy:

The likelihood that the weapon will inflict some amount of lethal damage each time is used.
This content is hidden
  • Ammunition Amount:

Number of rounds of ammunition are in a magazine/clip.
This effects how many times a weapon is useable before the Character has to reload, which is usually a move action.
  • Reload speed:

A Move action (See Combat for more info).
This content is hidden
  • Masterwork Construction:

Determines how well the weapon is constructed.
It gives a bonus to accuracy of the weapon as well as more 'gadgets' that can be applied to it.
  • Base Damage:

A bonus to the low end of the Weapon Die roll.
Example: (+1)1d6 would be a range of 2 - 6. A roll of 2 you would actually have 3. However a roll of 6 would still be 6.
  • Bonus Damage:

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. 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.
  • Bonus Ability:

Gives the weapon an ability or special attribute.
An example is a bonus to the Trip combat maneuver.
  • DR Damage:

The weapon can now reduce some of the DR the target may have.
If the weapon has a 1d6/DR2 then that means if the target has DR, it will absorb 2 less points.
  • Tech Level:

The Tech level of the gun.
This grants additional abilities for higher tech levels.

Weapon Technology

Weapons evolve with technology and at different tech levels will have adjustments to their stats. Weapons have a tech level. 0 - 4. All 0 tech level weapons are considered Archaic. If you handle a weapon of a hirer tech level then your character you cannot apply your affinity bonus to use it until you increase your tech skill to that level. Weapons of higher tech level gain additional features but do not necessary increase the hit die unless specified. Here are some common attributes higher tech level weapons will see increased.

  • Accuracy (Bonus to hit)
  • Base damage (A new low limit to damage. IE: (+1)1d6 can do between 2 and 6 points of damage.
  • DR piercing (Can remove some of the DR that Armour can provide)
  • Weight, capacity of ammunition, range

Most people think that a better weapon implies more damage. But if the rules of combat are followed correctly players will have to be dealing with Range and amo issues. And out side of combat they may have to deal with the weight of their weapons interfering with their ability to carry of equipment/resources/loot. A light weight high capacity firearm that also happens to have excellent range is hard to come by. More advance civilizations will be concerned with these matters more then simply 'does it do more damage?'. This doesn't mean there cannot be weapons that do extreme amounts of damage but most are restricted to robots/space ships/tanks and alike.

Weapon Attributes

Capacity A firearm's capacity is the number of shots it can hold at one time. When making a full-attack action, you may fire a firearm as many times in a round as you have attacks, up to this limit, unless you can reload the weapon as a swift or free action while making a full-attack action.

Loading a Firearm

You need at least one hand free to load one-handed and two-handed firearms. In the case of two-handed firearms, you hold the weapon in one hand and load it with the other—you only need to hold it in two hands to aim and shoot the firearm.

The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms.

Loading any firearm provokes attacks of opportunity.

Advanced firearms that are chamber (Cylinder or Internal) loaded use a move action to load a one-handed or a two-handed advanced firearm to its full capacity.

Reloading a firearm with an already filled box magazine or speed loader is a swift action.

These reloading actions are move actions: refilling a box magazine or speed-loader, reloading a revolver without a speed-loader, or reloading any internal magazine.

Loading a belt of linked ammunition is an immediate action. Linking two belts together is a swift action.

Kick

Many modern firearms have a powerful kick after being shot. This can interfere with your aim. If a firearm has a damage bonus that is greater than your strength bonus, you subtract the difference from your attack roll.

If a firearm has a tripod, you subtract reduce this penalty by [1] in the attack modifier.

If a firearm is mounted, you subtract reduce this penalty by [2] in the attack modifier.

Misfires

All modern firearms misfire on a natural roll of 1 and that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition, suffering the normal penalties and its misfire value increases by 4.

Range and Penetration

Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full-range increment. Advanced firearms have a maximum range of 10 range increments.

Firearm Ammunition

Ammunition for firearms and other ranged weapons is covered below.

Ammunition Type (Quantity) Cost Damage Modifier
5.56mm (20) $7.50 +0
7.62mm (20) $7.50 +1
7.62mmR (20) $7.50 +1
.444 caliber (20) $15 +2
.50 caliber (20) $15 +3
9mm (50) $10 +2
10mm (50) $10 +3
.22 caliber (50) $7.50 +0
.32 caliber (50) $20 +0
.38 special (50) $20 +1
.357 caliber (50) $20 +1
.44 caliber (50) $20 +2
.45 caliber (50) $20 +2
.50AE caliber (50) $20 +3
10-gauge buckshot (10) $20 +3
12-gauge buckshot (10) $20 +2

Purchase Notes

5.56mm, 7.62mm, 7.62mmR, .444, .50
These calibers of ammunition are generally used in rifles, assault rifles, or machine guns and are sold in boxes of 20 rounds each.
9mm, 10mm, .22, .32, .38 S, .357, .44, .45, .50AE
These calibers are generally used in pistols or submachine guns and are sold in boxes of 50 rounds each.
10-gauge Buckshot, 12-gauge Buckshot

Shotgun shells are sold in boxes of ten.

Special Ammunition

A special, Magnum, or AE ammunition round will increase the critical threat range by one.

Firearm Types

Handguns

Handguns can be broken down into three smaller groups: autoloaders, revolvers and machine pistols.

Autoloaders (sometimes called “automatics”) feature removable box magazines and some models hold quite a lot of ammunition.

Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder

Machine pistols are automatic weapons small enough to be fired with one hand.

Handguns can be broken down into two smaller groups - revolvers and autoloaders.

Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder

Autoloaders (frequently called “automatics”) feature removable box magazines and some models hold quite a lot of ammunition. While most autoloaders are semi-automatic, firing one round for each pull of the trigger, some specialty models exist which are capable of Autofire. These are referred to as Machine Pistols

Longarms

Longarms are personal firearms that require two hands to be fired without penalty. If fired with only one hand, there is a -4 to attack. This group includes hunting and sniping rifles, assault rifles and most submachine guns.

Machine Guns

Machine guns are belt-fed weapons that typically fire rifle cartridges or light cannon rounds. Lighter guns are frequently carried by dismounted troops and fired from a bipod or occasionally a tripod, while heavier machine guns are found on either a tripod or a vehicle mount. Most are only capable of autofire, with a few examples (such as the German MG-34, MG-42and MG-3) being capable of single-shot firing.

Shotguns

Shotguns are large-bore weapons that have the Scatter Weapon Quality.

If a slug is used to attack then increase the critical hit modifier to x4. Slugs can only target one individual.

If pellets are used, the shot gun fires in a cone (15'). All individuals within the cone are targets and each must be rolled separately, with a modifier of -2. In addition, targets are unable to use any concealment abilities. This will affect all targets within the cone, each with a -2 to hit.

Firearm Rate of Fire

Single Shot

This is a single shot per each attack granted by the PC's Base Attack Bonus.

Semi-Automatic

This is a full-attack action, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using semi-automatic.

Burst Fire

As a standard action, the character fires 3 – 10 rounds. On a successful attack, the first round will hit and for every 5 points above the target's Armor Class, the character gains an additional hit.

Automatic Fire

Automatic is a full round action and a character can fire in a cone (see below). All individuals within the cone (30') are targets and each must be rolled separately, with a modifier of -4. In addition, targets are unable to use any concealment abilities.

Machine guns only have autofire settings and can't normally fire single shots. These weapons can fire as cone (60') attack, each with a -4 to hit.

If there is only one target aimed at, as a full round action on a successful attack, the first round will hit and for every 5 points above the targets Armor Class the character gains an additional hit.

Note: A critical hit or sneak attack damage is only applied to the first bullet-strike, regardless of how many rounds end up hitting the target.

More information on firearms can be found in The Pathfinder Role Playing Game: Ultimate Combat and for enhanced rules see; Super Genius Games: Anachronistic Adventurers: The Enforcer.

Ranged Weapons Table

Ranged weapons are described by a number of statistics, as shown on Table: Ranged Weapons.

Damage: The damage the weapon deals on a successful hit.

Critical: The threat range for a critical hit.

Damage Type: Ranged weapon damage is classified as Piercing.

Range: Modern firearm attacks are against the target's touch AC for the first 5 range increments and have a full 10 range increments.

Rate of Fire: How many rounds the firearm fires per round.

Capacity: The weapon's magazine capacity and type are given in this column.

  • Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.
  • Cylinder: A revolver keeps its ammunition in a cylinder.
  • Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand.
  • Belt Feed: Machine guns use linked ammunition.

Size: A Small or smaller weapon is considered a light weapon. A Medium-size or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands. A Huge weapon requires two hands and a bipod or other mount.

Weight: This column gives the weapon's weight when fully loaded.

Cost: This is the purchase cost to acquire the weapon.

No Proficiency Required - Ranged
Weapon Damage Critical Damage Type Range Increment Rate of Fire Cap Size Wt Cost
Pepper spray Special Special 5 ft. 1 1 int. Tiny 0.5 lb. $10
Taser 1d4 Electricity 5 ft. 1 1 int. Small 2 lb. $50
Simple Weapons
Weapon Damage Critical Damage Type Range Increment Rate Cap Size Wt Cost
Benelli 121 M1
12-gague Shotgun 2d8+2 19-20 x2 P 40 ft. S 7 int Large 8 lb. $500
Beretta 92F
9mm Autoloader 2d6+2 x4 P 40 ft. S 15 box Small 3 lb. $450
Beretta M3P
12-gauge Shotgun 2d8+2 19-20 x2 P 30 ft. S 5 box Large 9 lb $650
Browning BPS
10-gauge Shotgun 2d10 +3 19-20 x2 P 30 ft Single 5 int. Large 11 lb. $700
Colt Double Eagle 10 mm Autoloader 2d6+3 x4 P 30 ft. S 9 box Small 3 lb. $750
Colt M1
.45 Autoloader 2d6+2 x4 P 30 ft. S 7 box Small 3 lb. $700
Colt Python
.357 Revolver 2d6+1 x4 P 40 ft. S 6 cyl. Med 3 lb. $700
Compound Bow 2d8 20 P 40 ft. 1 Large 3 lb. $150
Derringer .45 2d6+2 x4 P 10 ft. Single 2 int. Tiny 1 lb. $500
Desert Eagle
.50AE Autoloader 2d8+3 x4 P 40 ft. S 8 box Med 4 lb. $1,500
Gloc.
9mm Autoloader 2d6+2 x4 P 30 ft. S 17 box Small 2 lb. $500
Gloc.
10mm Autoloader 2d6+3 x4 P 40 ft. S 15 box Small 3 lb. $600
Mossberg
12-gauge Shotgun 2d8+2 x2 P 30 ft. Single 6 int. Large 7 lb. $350
Pathfinder
.22 Revolver 2d4 20 x4 P 20 ft. S 6 cyl. Tiny 1 lb. $475
Remington 700 7.62mm Hunting Rifle 2d10+1 x4 P 300 ft. Single 5 int. Large 8 lb. $900
Ruger Service-Six .38S Revolver 2d6+1 x4 P 30 ft. S 6 cyl. Small 2 lbs $500
S&W M29
.44 Magnum Revolver 2d8+2 x4 P 30 ft. S 6 cyl. Med 3 lb. $850
Sawed-off
12-ga Shotgun 2d8+3 19-20 x2 P 10 ft. S 2 int. Med 4 lb. $575
SITES M9
9mm Autoloader 2d6+2 x4 P 30 ft. S 8 box Tiny 2 lb. $500
Walther PPK
.32 Autoloader 2d4 x4 P 10 ft. S 7 box Small 1 lb. $500
Winchester 2d10+1 x4 P 300 ft. Single 6 int. Large 7 lb. $575
Martial Ranged Weapons
Weapon Damage Critical Damage Type Range Increment Rate of Fire Cap Size Wt Cost
AKM/AK-47 7.62x39mm
Assault Rifle 2d8+1 19-20 x4 P 70 ft. S, A 30 box Large 10 lb. $575
Barrett Light Fifty
.50 Sniper Rifle 2d12+3 19-20 x4 P 600 ft. S 11 box Huge 35 lb. $8,000
Beretta 93R
9mm Machine Pistol 2d6+2 19-20 x4 P 30 ft. S,A 20 box Med 3 lb. $825
HK G3
7.62mm Assault Rifle 2d10+1 19-20 x4 P 300 ft. S, A 20 box Large 11 lb. $925
HK MP5 9mm 2d6+2 19-20 x4 P 50 ft. S,B, A 30 box Large 7 lb. $1,000
HK MP5K
9mm Submachine Gun 2d6+2 19-20 x4 P 40 ft. S, B,A 15 box Med 5 lb. $925
HK PSG1
7.62mm Sniper Rifle 2d10+1 19-20 x4 P 300 ft. S 5 box Large 16 lb. $9,000
M16
5.56mm Assault Rifle 2d8 19-20 x4 P 100 ft. S, B or A 30 box Large 8 lb. $650
M4 Carbine
5.56mm Assault Rifle 2d8 19-20 x4 P 100 ft. S,,B,A 30 box Large 7 lb. $650
M-60
7.62 Machine Gun 2d10+1 19-20 x4 P 300 ft. A belt feed Huge 22 lb. $15,000
MAC Ingram M10
.45 Machine Pistol 2d6+2 19-20 x4 P 40 ft. S, A 30 box Med 6 lb. $575
Skorpion
.32 Machine Pistol 2d4 19-20 x4 P 40 ft. S, A 20 box Med 4 lb. $750
Steyr AUG
5.56mm Assault Rifle 2d8 19-20
X4 P 150 ft. S,B, A 30 box Large 9 lb $925
TEC-9
9mm Machine Pistol 2d6+2 19-20 x4 P 40 ft. S, A 32 box Med 4 lb. $475
Uzi
9mm Submachine Gun 2d6+2 19-20 x4 P 40 ft. S, A 20 box Large 8 lb. $825
Exotic Ranged Weapons
Weapon Damage Critical Damage Type Range Increment Rate of Fire Cap Size Wt Cost
Flamethrower 3d6 x4 Fire 1 10 int. Large 50 lb. $750
M2HB
Heavy Machine Gun 1d12+3 19-20 x4 P 200 ft. A belt feed Huge 75 lb $17,000
M72A3 LAW
Rocket Launcher 10d6 19-20 x4 150 ft. 1 1 int. Large 5 lb. $575
M79
Grenade Launcher Varies 70 ft. 1 1 int. Large 7 lb. $475

Weapon Descriptions

No Proficiency Required - Ranged

Ranged weapons that are not firearms, there is no proficiency feat required to use these weapons.

  • Pepper Spray

A chemical irritant that can temporarily blind a target, pepper spray comes in a single-shot container. To use it, make a ranged touch attack against the target. The target must make a Fortitude saving throw (DC 15) or be blinded for 1d4 rounds. This has a max-range of 20 feet for the small canisters and 50 feet for large canisters.

  • Taser

On a successful hit, the darts deal 1d4 points of electrical damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds.

Simple Ranged Weapons
  • Benelli 121 M1

The Benelli 121 M1 semiautomatic shotgun is reliable, simple and sturdy.

  • Beretta 92F

The standard service Pistol of the United States military

  • Beretta M3P

Designed for police and security work, the M3P can fire either single shots or on semiautomatic. The 12-gauge shotgun M3P comes equipped with a tubular steel stock that folds over the top of the weapon to form a carrying handle and its ammunition feeds from a box magazine—an uncommon feature in a shotgun.

  • Browning BPS

This heavy shotgun fires the largest shotgun round available, the 10-gauge hell.

  • Colt Double Eagle

Based on the M1911 mechanism, this pistol is an updated civilian version that fires a 10mm round.

  • Colt M1911

This .45 semiautomatic pistol was used by the United States military for decades.

  • Colt Python

The Python has a well-deserved reputation for accuracy. Due to its high quality of manufacture, the Colt Python is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.

  • Compound Bow

Bow hunting remains a popular sport in North America. A character's strength modifier applies to damage rolls made when using this weapon.

  • Derringer

This Pistol breaks open at the breech like a double-barreled shotgun. The two-shot weapon has one barrel atop the other and is barely 5 inches long, making it easy to conceal. Derringers can also be found in any pistol caliber.

  • Desert Eagle

Manufactured by Israeli Military Industries, the Desert Eagle is the king of large-frame, heavy-caliber autoloaders. This version fires the massive .50 Action Express round. The Desert Eagle also comes in .357 Magnum and .44 Magnum models.

  • Glock 17

The Glock is typical of 9mm self-loading pistols carried by many police officers and military personnel. Due to its high quality of manufacture, the Glock 17 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.

  • Glock 20

This slightly larger version of the Glock 17 is chambered for the slightly more powerful 10mm round.

Due to its high quality of manufacture, the Glock 20 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.

  • Mossberg

The Mossberg Model 500 ATP6C is a pump-action shotgun designed for military and police work.

  • Pathfinder

The Pathfinder is a high-quality weapon used as a concealed backup weapon by police officers or for personal defense. The Pathfinder is typical of a number of short-barreled (3 inches) small-caliber revolvers.

  • Remington 700

A bolt-action rifle with a reputation for accuracy, the Remington 700 has been popular with hunters and target shooters since its introduction in the 1940s.

  • Ruger Service-Six

This revolver, designed specifically for police use, fires the .38 Special rounds.

  • S&W M29

The Smith & Wesson Model 29 .44 Magnum revolver fires one of the most powerful Pistol cartridges in the world. The M29 is known for its deafening sound, bright muzzle flash and powerful recoil.

  • Sawed-Off Shotgun

This is a 12-gauge, double-barreled shotgun with the stock and barrels sawed short. All that's left of the stock is a Pistol grip and the barrels are roughly 12 inches long. If this weapon is fully-loaded, a character can fire both barrels at once. The character receives a –2 penalty on the attack but deals +1 to damage with a successful hit. Attacking this way uses both shotgun shells.

  • SITES M9 Resolver

The compact SITES weapon is very narrow, making it easy to conceal.

  • Walther PPK

The PPK is a small, simple and reliable autoloader with a design that dates back to the 1930s. It remains in widespread service among European police, military and government agencies.

  • Winchester 94

The Winchester Model 94 Big Bore is a lever-action rifle typical of big-bore hunting rifles found around the world.

Martial Ranged Weapons
  • AKM/AK-47

This assault rifle of the old Soviet Union is one of the most popular firearms in the world, having found common use in scores of bush wars and insurrections—on all sides of such conflicts.

The AKM is a slightly more modern version of the AK-47, but functions essentially the same.

  • Barrett Light Fifty

The heavy but rugged Light Fifty is an incredibly powerful weapon for its size. Although it's a sniper rifle, it fires a .50-caliber machine gun round, a round much more powerful than any other rifle ammunition. Note: Technically classed as an “anti-material rifle” rather than a “sniper rifle,” thus the use of a machine gun round rather than a standard rifle round.

  • Beretta 93R

This close relative of the Beretta 92F looks like a large autoloader but can fire on automatic. It sports a fold-down grip in front of the trigger guard, an extendable steel shoulder stock that is attached to the butt of the Pistol and an extended magazine.

This weapon features a three-round burst setting.

  • HK G3

The G3 fires the powerful 7.62 mm cartridge, a round used in many light machine guns but increasingly uncommon in assault rifles. At one time, over sixty of the world's armies used this rifle.

  • HK MP5

The Heckler & Koch MP5 family of weapons is among the most recognizable in the world. Many different designs exist; described here is the most basic model.

Due to its high quality of manufacture, the MP5 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.

This weapon features a three-round burst setting.

  • HK MP5K

A radically shortened version of the MP5, this weapon is optimized to be concealable. The steps taken to reduce the weapon's size and weight negate the benefits of the parent weapon's extraordinary quality and as a result the MP5K is not a mastercraft weapon.

Although it comes with a 15-round magazine, the MP5K can also accept the same 30-round magazine as the MP5 (use of the larger magazine increases the weapon's size to Large, though).

This weapon features a three-round burst setting.

  • HK PSG1

This high-precision sniper rifle, based on the design of the HK G3, has a fully adjustable trigger and stock for individual users. The PSG1 comes with a standard scope.

Due to its high quality of manufacture, the PSG1 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.

  • M16A2

Typical of the assault rifles used by militaries around the world, the Colt M16A2 is the current service rifle of the United States military and is common with other armies and in the civilian world.

The A3 has a three-round burst setting, with a ROF: S, B.

The A4 does not have the three-round burst setting, with a ROF: S, A

  • M4 Carbine

This is a cut-down version of the Colt M16A2, shortened by about a third by means of a telescoping stock and a shorter barrel.

  • M-60

Introduced in the Vietnam War era, this medium machine gun is still in widespread use with the U.S. military and that of several other armies.

  • MAC Ingram M10

No longer in production, about 10,000 of these small submachine guns were made and supplied to United States police forces, the U.S. Army, Cuba and Peru. Light pressure on the trigger produces single shots, while increased pressure brings automatic fire.

The M10 accepts a suppressor without modification.

  • Skorpion

The CZ61 Skorpion is a Czech machine Pistol seen increasingly in the West since the collapse of the Soviet Union. Originally intended for military vehicle crews who don't have space for an unwieldy longarms, it was widely distributed to Communist countries and in central Africa and can now be found anywhere in the world.

  • Steyr AUG

An unusual and exotic-looking weapon, the bull pup AUG is the standard rifle of the Austrian and Australian armies. It's completely ambidextrous components make it equally convenient for left- and right-handed users. It features a built-in optical sight gaining a +1 to attack rolls. This weapon features a three-round burst setting.

  • TEC-9

The Intratec TEC-9 is an inexpensive machine pistol popular with Infiltrators because it can be modified with a Craft (mechanical) check DC 15 to fire on automatic. The Pistol only works on semiautomatic fire or, if modified, only on automatic. Once modified to fire on automatic, the TEC-9 cannot be changed back to semiautomatic.

  • Uzi

Designed in the 1950s for the Israeli army, the Uzi has become the most popular submachine gun in the world. It features a collapsible stock, making it extremely compact.

Exotic Ranged Weapons
  • Flamethrower

A flamethrower consists of a pressurized backpack containing fuel, connected to a tube with a nozzle. It shoots a 5-foot-wide, 30-foot-long line of flame that deals 3d6 points of fire damage to all individuals and objects in its path. No attack roll is necessary. Any individual caught in the line of flame can make a Reflex save (DC 15) to take half damage. Individuals with cover get a bonus on their Reflex save.

A flamethrower's backpack has hardness 5 and 5 hit points. When worn, the backpack has a AC equal to 9 + the wearer's Dexterity modifier + the wearer's class bonus. A backpack reduced to 0 hit points ruptures and explodes, dealing 6d6 points of fire damage to the wearer (no save allowed) and 3d6 points of splash damage to individuals and objects in adjacent 5-foot squares (Reflex save, DC 15, for half damage).

Any individual or flammable object that takes damage from a flamethrower catches on fire; taking 1d6 points of fire damage each subsequent round until the flames are extinguished. A fire engulfing a single individual or object can be doused or smothered as a full-round action. Discharging a fire extinguisher is a move action and instantly smothers flames in a 10-foot-by-10-foot area.

A flamethrower can shoot 10 times before the fuel supply is depleted.

  • M2HB

This heavy-duty .50-caliber machine gun has been in service since World War II and remains a very common vehicle-mounted military weapon around the world.

  • M72A3 LAW

The LAW (light antitank weapon) is a disposable, one-shot rocket launcher. It comes as a short, telescoped fiberglass and aluminum tube. Before using the weapon, the firer must first arm and extend the tube, which is a move action.

When the LAW hits its target, it explodes like a grenade or other explosive, dealing its 10d6 points of damage to all individuals within a 10-foot radius (Reflex save DC 18 for half damage).

The LAW ignores up to 10 points of hardness if it strikes a vehicle, building, or object. However, this only applies to the target struck, not to other objects within the burst radius.

The M72 has a minimum range of 30 feet. If fired against a target closer than 30 feet away, it does not arm and will not explode.

  • M79

This weapon is a single-shot grenade launcher. It fires 40mm grenades (see under Grenades and Explosives). These grenades look like huge rounds an inch and a half across; they can't be used as hand grenades and the M79 can't shoot hand grenades.

Attacking with an M79 is identical to throwing an explosive: you make a ranged attack against a specific 5-foot square (instead of targeting a person or individual). The differences between using the M79 and throwing an explosive lie in the range of the weapon (which far exceeds the distance a hand grenade can be thrown) and the fact that the M79 requires a weapon proficiency to operate without penalty.

Explosives

These weapons explode or burst, dealing damage to individuals or objects within an area.

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 an unoccupied grid intersection (AC 5 plus range penalties.)

    • Hit: Individuals in all adjacent squares 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.

When a planted explosive detonates, it deals its damage to all targets within the burst radius of the weapon. The targets may make Reflex saves (DC varies according to the explosive type) for half damage.

  • Explosives Table

Damage: The damage dealt by the weapon.

Burst Radius/Splash Damage: All individuals or objects within the burst radius take damage from the explosive.

Damage Type: Damage from explosives and splash weapons is classified according to type.

Critical: The threat range for a critical hit.

Reflex DC: Any individual caught within the burst radius of an explosive may make a Reflex save against the DC given in this column for half damage.

Range Increment: If the weapon can be thrown, its range increment is shown in this column. Explosives with no range increment must be set in place before being detonated.

Size: A Small or smaller weapon is considered a light weapon. Medium-size or smaller weapon can be used one-handed or two-handed.

Weight: This column gives the weapon's weight.

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.

Grenades and Explosives
Weapon Damage Critical Damage Type Burst Radius Reflex DC Range Increment Size Weight Cost
40mm Fragmentation Grenade 6d6 19-20 x4 Slashing 10 ft. 15 Tiny 1 lb. $650
C4/Semtex 4d6 19-20 x4 Bludgeoning 10 ft. 18 Small 1 lb. $300
Det Cord 2d6 20x4 Fire See text 12 Med 2 lb. $100
Dynamite 2d6 19-20/x4 Bludgeoning 5 ft. 15 10 ft. Tiny 1 lb. $300
Fragmentation Grenade 6d6 19-20/x4 Slashing 20 ft. 15 10 ft. Tiny 1 lb. $575
Molotov Cocktail 1d6/
1d4 Splash
20 Fire 5 ft 12 10 ft Small 1 lb $10
Smoke Grenade See text See text 10 ft. Small 2 lb. $50
Tear gas Grenade See text See text 10 ft. Small 2 lb. $300
Thermite Grenade 8d6 19-20/x4 Fire 5 ft. 12 10 ft. Small 2 lb. $850
White Phosphorus Grenade 8d6 19-20 x4 Fire 20 ft. 12 10 ft. Small 2 lb. $625


Grenades and Explosives

Many explosives require detonators, which are described in Weapon Accessories.

No feat is required to use these thrown weapons.

  • 40mm Fragmentation Grenade

This small explosive device must be fired from a 40mm grenade launcher, such as the M79. It sprays shrapnel in all directions when it explodes.

The cost given is for a box of 6 grenades.

  • C4/Semtex

So-called “plastic” explosives resemble slabs of wax and can take various shapes. The information on the table represents a 1-pound block. Additional blocks can be wired together, increasing the damage and burst radius; each additional block increases the damage by +2d6 and the burst radius by 2 feet and requires a Craft (explosives) check (DC 15) to link them.

The cost given represents a package of 4 blocks.

C4/Semtex requires a detonator to set off.

  • Det Cord

Det cord is an explosive in a rope-like form. Technically, det cord doesn't explode—but it burns so fast (4,000 yards per second) that it might as well be exploding. Normally used to string multiple explosive charges together for simultaneous detonation (allowing a single detonator to set them all off) det cord can also be looped around a tree or post or other object to cut it neatly in half.

The information on the table represents a 50-foot length. A length of det cord can be spread out to pass through up to ten 5-foot squares. When this is the case, it deals the indicated damage to all individuals in each 5-foot square through which it passes.

It can also be doubled up; for each additional 5 feet of cord within a single 5-foot square, increase the damage by +1d6.

Det cord requires a detonator to set it off.

  • Dynamite

Perhaps one of the most common and straightforward explosives, dynamite is very stable under normal conditions. A stick of dynamite requires a fuse or detonator to set it off. Additional sticks can be set off at the same time if they are within the burst radius of the first stick, increasing the damage and burst radius of the explosion. Each additional stick increases the damage by +1d6 (maximum 10d6) and the burst radius by 5 feet (maximum 20 feet).

It's possible to wire together several sticks of dynamite for even greater explosive effect. Doing so requires a Craft (explosives) (DC 10 + 1 per stick). If the character succeeds on the check, the damage or the burst radius of the explosion increases by 50% (the character's choice).

Dynamite is sold in boxes of 12 sticks.

To set off dynamite using a fuse, the fuse must first be lit, requiring a move action (and a lighter or other source of flame). The amount of time until the dynamite explodes depends on the length of the fuse—a fuse can be cut short enough for the dynamite to detonate in the same round (allowing it to be used much like a grenade) or long enough to take several minutes to detonate. Cutting the fuse to the appropriate length requires a move action.

  • Fragmentation Grenade

The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.

The cost given is for a box of 6 grenades.

  • Molotov Cocktail

A Molotov cocktail is a flask containing a flammable liquid, plugged with a rag. A Molotov cocktail is easily made by hand with a Craft (explosives) DC 10 or Intelligence check DC 15.

To use it, the rag must first be lit, requiring a move action (and a lighter or other source of flame). The cocktail detonates in 2 rounds or on impact with a solid object, whichever comes first.

A target that takes a direct hit is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire.

  • Smoke Grenade

On the round when it is thrown, a smoke grenade fills the four squares around it with smoke. On the following round, it fills all squares within 10 feet and on the third round it fills all squares within 15 feet. The smoke obscures all sight, including the darkvision ability granted by night vision goggles. Any individual within the area has total concealment. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round. Smoke grenades are available in several colors, including white, red, yellow, green and purple. As such, they can be used as signal devices.

The cost given is for a box of 6 grenades.

  • Tear Gas Grenade

On the round that it is thrown, a tear gas grenade fills a 5-foot radius with a cloud of irritant that causes eyes to fill with tears. On the following round, it fills a 10-foot radius and on the third round it fills a 15-foot radius. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round.

A character caught in a cloud of tear gas must make a Fortitude save (DC 15) or be nauseated. This effect lasts as long as the character is in the cloud and for 1d6 rounds after he or he leaves the cloud. A gas mask renders the target immune to the effects. A wet cloth held over the eyes, nose and mouth provides a +2 bonus on the Fortitude save.

The cost given is for a box of 6 grenades.

  • Thermite Grenade

Thermite does not technically explode. Instead, it creates intense heat meant to burn or melt through an object upon which the grenade is set. Military forces use thermite grenades to quickly destroy key pieces of equipment.

The cost given is for a box of 6 grenades.

  • White Phosphorus Grenade

White phosphorus grenades use an explosive charge to distribute burning phosphorus across the burst radius. Any target that takes damage from a White Phosphorus grenade is dealt an additional 2d6 points of fire damage in the following round and risks catching on fire.

In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade.

The cost given is for a box of 6 grenades.

Melee Weapons

Melee weapons are used in close combat and they are generally among the simplest types of weapons.

Melee Weapons Table

Melee weapons are described by a number of statistics, as shown on Table: Melee Weapons.

Damage: The damage the weapon deals on a successful hit.

Critical: The threat range for a critical hit.

Damage Type: Melee weapon damage is classified according to type: bludgeoning, energy, piercing and slashing.

Range Increment: Melee weapons that are designed to be thrown can be used to make ranged attacks.

Size: A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in a character's off hand.

A Medium-size or smaller weapon can be used one-handed or two-handed.

A Large weapon requires two hands.

Weight: This column gives the weapon's weight.

Cost: This is the purchase cost to acquire the weapon.

Simple Melee Weapons
Weapon Damage Critical Damage Type Range Increment Size Weight Cost
Cleaver 1d6 19–20 Slashing 10 ft. Small 2 lb. $10
Knife 1d4 19–20 Piercing 10 ft. Tiny 1 lb. $15
Metal Baton 1d6 19–20 Bludgeoning Med 2 lb. $25
Exotic Melee Weapons
Weapon Damage Critical Damage Type Range Increment Size Weight Cost
Chain saw 3d6 18–20 x4 Slashing Large 10 lb. $150
No Feat Required Melee Weapons
Weapon Damage Critical Damage Type Range Increment Size Weight Cost
Pistol Whip 1d4 20 Bludgeoning Small
Rifle Butt 1d6 20 Bludgeoning Large
Straight Razor 1d3 18–20 Slashing Tiny 0.5 lb. $5
Stun Gun 1d3 20 Electricity Tiny 1 lb. $40
Simple Melee Weapons

Generally inexpensive and light in weight, simple weapons get the job done nevertheless.

  • Cleaver

Heavy kitchen knives can be snatched up for use as weapons in homes and restaurants.

  • Knife

This category of weapon includes hunting knives, butterfly knives and switchblades.

  • Metal Baton

This weapon can be collapsed to reduce its size and increase its conceal-ability. Extending or collapsing the baton is a free action.

Exotic Melee Weapons.
  • Chain Saw

Military and police units use powered saws to cut through fences and open doors rapidly.

No Proficiency Required Melee Weapons
  • Pistol Whip

Using a Pistol as a melee weapon can deal greater damage than attacking unarmed.

  • Rifle Butt

The butt of a rifle can be used as an impromptu club.

  • Straight Razor

Favored by old-school organized crime “mechanics,” this item can still be found in some barbershops and shaving kits.

  • Stun Gun

Although the name suggests a ranged weapon, a stun gun requires physical contact to affect its target. The stun gun deals 1d3 points of electricity damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds.

Weapon Accessories
Object Size Weight Cost
Box magazine Tiny 0.5 lb. $5
Detonator, Blasting Cap Tiny 0.5 lb. $20
Detonator, Radio Controlled Tiny 0.5 lb. $40
Detonator, Timed Tiny 0.5 lb. $30
Detonator, Wired Tiny 1 lb. $20
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