Weapons

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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.

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 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.

Table: Weapon Tech Levels
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

Procure Difficulty

Table: Procure Difficulty Levels
Level Extra Cost Explanation
Level 0 $0 In most cases the item will be common and can be found with little difficulty
in stores as long as its in the same tech level.
Level 1 $100 The item is not common however usually not illegal. Larger stores and cites,
popular places of trade or places that specialize in having it.
Level 2 $250 The characters will likely have to work to find the item. Sometimes it can be
illegal. You will have to go to places known to have it. It will be rare to see
it anywhere else.
Level 3 $500 Almost always illegal or simply extremely rare and probably unknown to the
average person unless the character is familiar with the items field.
Level 4 $1000 Probably illegal. Highly unlikely to be found anywhere except in hidden markets
or extremely expensive public ones.
Level 5 $2500 Usually not for sale precious items. Or extremely illegal or both. If its not
highly illegal then it is a niche item that few people would ever know about.

This is mainly a tool for the GM to help in deciding how easy it is for players to procure weapons. Many factors can come into play and effect this. Here are some basic rules to help avoid arguments over wither not a shop keeper or gun store would have the item in question. To the right is a table explaining in a rough summary what each level can mean. The levels or more like a guideline or a scale to be able to easily communicate the difficultly of procuring any item in the game to other players.

There are 6 levels of difficulty 0 through 5. Although it doesn't always have to do with legality of the item that usually has something to do with it. Zero is the easiest and means that the item is not illegal and is fairly common. 5 means that it is usually illegal and can mean extreme consequences if caught buying, selling or simply having it in your procession. It also implies doing so is time consuming and difficult.

The rules here are very loose. They are designed more as a ground work. To provide a scale to work off so that GMs have a way to explaining/defending how hard it may be to acquire an item even if the player character has enough money and is at the right store. The GM can add the difficulty number too rolls associated with bluff/diplomacy/intimidate or any other skill/ability check that has to do with acquiring it. It also lays the ground work on how populated/popular/powerful the civilization or city or station or store has to be to have said item in stock. If you walk into a shoddy shop located in a small unpopular space station then likely you are not going to find a +4 or +5 item and probably not even a +3 unless they specialize in having it and then they likely charge an arm and a leg for it.

Below is a chart with a few basic scenarios to help get an idea on what can increase an item's Procure Difficulty.

Table: Procure Difficulty Scenarios
Scenario Difficulty increase Explanation
Illegal +2 The item is considered illegal by the society the player is attempting to purchase it from.
Highly Illegal +4 The item is considered highly illegal meaning that the punishment for being associated with it can be extremely severe.
MasterWorked +1 The item is constructed with better then normal materials making it more valuable and rare.
Off World Merch +1/2 This means the item was not manufactured on the planet/space-station the character is attempting to buy it on. However the amount difficulty increase is dependent on how far away the item is and how easy it is for that society to travel that distance. A Tech Level 4 civilization can easily traverse a much larger range and thus the item would have to be in a very very distance solar-system.
Ancient Alien Tech +2/4 Looking for ancient tech? It may be hard. Depending if you are looking for it on the planet it originated from or some other location.
Taboo Item +1 You are looking for something that the society you are in finds distasteful or perhaps superstitious about.

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.

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.

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

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).

Table: Hit Dice Level
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
  • 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.

Table: Weapon Examples
Tech Level 0
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

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:
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. 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.
  • Critical Damage:
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 + $500. X4 + $1000.
  • Weight:

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.
  • 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.

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.

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.
  • 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. No weapon by default has DR Damage. For every point spent you get 1 point of DR 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 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.
  • Masterwork Construction:

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, Base Damage 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.

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".

  • 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.
  • Base Damage:

A bonus to the low end of the Weapon Die roll.
For ever point spent you get a +1 to Base Damage. For ever point taken away you get a - 1 to Max Damage.

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. Example (negative point): (-1)1d6 would be a range of 1 - 5. A roll of 2 would give you 1. However a roll of 1 would still be 1.

  • 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. In order to get a point to spend on Bonus Damage you have to take 3 negative points instead of 2.

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.

  • 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.
Table: Extra Attributes.
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).
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)
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)
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)
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 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 here. Also remember that abilities require the necessary feat for your weapon type to be usable.
Suppressive 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 a major +4 advantage bonus 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.
  • Default Attributes:

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.
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 a -4 major disadvantage to accuracy.

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.

Table: Weapon Styles
Shotgun: (You cannot have more then one weapon specialization attribute.) Any weapon declared as a shotgun can freely choose this attribute. 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: (You cannot have more then one weapon specialization attribute.) 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.
Close Quarters Specialized Weapon: (You cannot have more then one weapon specialization attribute.) 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.
DMR Specialized Weapon: (You cannot have more then one weapon specialization attribute) 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: (You cannot have more then one weapon specialization attribute) 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: (You cannot have more then one weapon specialization attribute) 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.

Weapon Accessories
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.

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 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.

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.
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:
  1. 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.
  2. 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.
  3. 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.

Explosives Table


Columns Explained below:

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 and Explosives
Tech Level 0
Weapon Damage Damage Type Throw-able Area Type Range Increment Size Weight Procure Diff Cost
Greek Fire Grenade 3d6 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 $350
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.

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

OLD RULES WORK IN PROGRESS

Link: Weapon Old Rules

Weapon Technology

Weapons evolve with technology, and at different tech levels will have adjustments to their stats. Weapons always have a tech level: 0 - 4. All 0 tech level weapons are considered Archaic. If you use a weapon of a tech level higher than that of your character for that weapon, then your character cannot apply their affinity bonus when using it until you increase your tech skill to that level. Weapons of a higher tech level gain additional features but do not necessarily 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 have to deal with Range and ammo issues. Outside of combat they may have to account for the weight of their weapons interfering with their ability to carry equipment, resources, and/or loot. A lightweight, high capacity firearm that also has excellent range is hard to come by. More advance civilizations will be concerned with these attributes more then simply considering '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 the like.

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 OLD

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 20 Splash 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.

Accessories OLD

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