Weapons

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

Weapons in Future Path are not static like in other Pen & Paper games. 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.

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.

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 from 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 Weapon Level limit depending on the tech level as tech levels also come with a price and a procure difficulty. Learn more about Weapon Levels in the next section.

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

Basic Weapon Creation

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. Don't worry if things do not appear to completely fit. The Power and Speed levels are relative to the world that they are in. And Style/Arch-Types can further adjust the weapon more to your liking.
  3. Review the Weapon Styles section and ask yourself if the weapon follows a particular common style. IE: A Hunting Rifle or a Sniper Rifle.
  4. Review the Weapon Arch Types section and see if your gun fits one of those arch types. IE: What damage does it do? Does it fire a laser or plasma? Does it harness the power of gravity or anti-matter?
  5. Review the Default Attributes section. Your weapon may require you to take one of these attributes on.
  6. Finally review the Weapon Cost table as it will tell you exactly what the price of your weapon is including any additional costs for customization.

Above are the steps for making a basic weapon. However there are additional options that allow you to further customize and modify your gun. Espeically useful if the weapon is a high tech level and/or you can masterwork craft a weapon.

  1. Look at the Advance Customizations category to add future customize the weapon. IE: Adjust its range or give it a special feature.
  2. You may be interested in Weapon Accessories.
  3. Look here at options like special amo.
  4. 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 in the 'Weapon Levels/Hit Die' Table. The hit die is based on the Weapon Level. The weapon level is determined by the two main characteristics. When added together the 'Power Level' and 'Weapon Speed' make the Weapon Level which in turn decieds things like price and damage die. However the individual Power and Speed levels can also help determine other aspects of the weapon such as its Ammunition amount or Range.

  • 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 'Clunky'.

  • 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. All Super Fast Speed weapons are considered Exotic.

Below is a convent table with all the different combinations and there default values. Under the Advance Weapon Creation section there is a more in-depth explanation of all the customization attributes of a weapon. For starters you can just pick the weapon Power and Speed Level. Later you may pick the Weapon Style if one fits and also a Weapon Arch Type if one fits. Styles and Arch Types effect the different customization attributes of a weapon.

Table: Weapon Power/Speed Level Matrix (Includes: Level / Hit Die / Feat Requirement)
Power =>
v=Speed=v
Small Medium Large Gigantic*
Single Fire
Level / Hit Die / Feat Req.
Small/Single-Fire
Level 0 / 1d2 / Simple
Medium/Single-Fire
Level 1 / 1d4 / Simple
Large/Single-Fire
Level 2 / 1d6 / Simple
Gigantic/Single-Fire
Level 3 / 1d8 / Advance
Manual
Level / Hit Die / Feat Req.
Small/Manual
Level 1 / 1d4 / Simple
Medium/Manual
Level 2 / 1d6 / Simple
Large/Manual
Level 3 / 1d8 / Simple
Gigantic/Manual
Level 4 / 1d10 / Advance
Semi-Auto
Level / Hit Die / Feat Req.
Small/Semi-Auto
Level 2 / 1d6 / Simple
Medium/Semi-Auto
Level 3 / 1d8 / Simple
Large/Semi-Auto
Level 4 / 1d10 / Advance
Gigantic/Semi-Auto
Level 5 / 1d12 / Advance
Fully Automatic
Level / Hit Die / Feat Req.
Small/Fully Automatic
Level 3 / 1d8 / Advance
Medium/Fully Automatic
Level 4 / 1d10 / Advance
Large/Fully Automatic
Level 5 / 1d12 / Advance
Gigantic/Fully Automatic
Level 6 / 2d8 / Heavy
Super Fast**
Level / Hit Die / Feat Req.
Small/Super Fast
Level 4 / 1d10 / Advance
Medium/Super Fast
Level 5 / 1d12 / Advance
Large/Super Fast
Level 6 / 2d8 / Heavy
Gigantic/Super Fast
Level 7 / 2d10 / Heavy
*This requires that the weapon take the 'clunky' default attribute
**This requires the 'exotic' default attribute

Weapon Styles


You can pick a style to follow. A shutgun or pistol. A Sniper rifle or DMR. You do not need to pick one of these. They are free attributes that your gun can take on. (You cannot have more then one weapon specialization attribute.) Further customization are shown below in the Advance Customizations section.

Table: Weapon Styles

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

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

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

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

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

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

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

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

Shotgun: A gun usually designed to be fired from the shoulder, which uses the energy of a fixed shell to fire a number of small spherical pellets called shot, or a solid projectile called a slug.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Weapon Arch Types

Below are weapon arch types. These are different types of commonly used weapon systems such as the Laser or Plasma weapon. The default base type is Kinetic which is also the default weapon damage type of all weapons. Changing the Weapon Base is one way to adjust the damage type. However a weapon can inflect damage of different types using customization or special amo.

If the weapon doesn't qualify for one of the disadvantages then a customization point has to be spent to convert the weapon to that Style.

Kinetic Base: (Tech 0 thru 4) This is the default weapon type. No advantages or disadvantages.
Laser: (Tech 2 thru 4) This style is only for ranged weapons.
  • Advantages:
    • Damage type is Thermal
    • +1 Accuracy
  • Disadvantages:
    • It automatically looses 1 Ammunition Amount.
Energy: (Tech 2 thru 4) This uses pure electric energy to add a kick to the damage dealt.
  • Advantages:
    • Damage type is Electric
    • +1 Damage
  • Disadvantages:
    • It automatically looses 1 Ammunition Amount.
Plasma: (Tech 3 thru 4) This weapon uses the 4th state of matter to deal extreme damage to targets.
  • Advantages:
    • Damage type is Thermal
    • Damage Die level increased by one. (This doesn't effect the actual level of the weapon and by extension the base price)
  • Disadvantages:
    • Range is reduced by one range increment
    • This item automatically looses 1 ammunition amount.
    • Ammunition costs as if it was special amo.
Gravity: (Tech 3 thru 4) This uses one of the 4 fundamental forces of physics to deal difficult to avoid damage
  • Advantages:
    • Damage type is None. There is no weakness or strength associated with Gravity
    • The weapon gains +1 AP damage.
    • The weapon also gains an area of effect base attack. The radius is based on the weapon power level: Small 5ft, Medium 10ft, Large 15ft, Gigantic 30ft. This only counts if the attacker doesn't misses more then 5. All units including the target have to roll a saving throw to only take half damage. DC15
  • Disadvantages:
    • Add 3 times the base price of the weapon to the weapon total.
    • The Procure Diff goes up by 1.
    • The ammunition amount is reduced by 1
Particle: (Tech 3 thru 4) Similar to plasma except this weapon uses sub-atomic particles. The reaction is similar to chemical damage.
  • Advantages:
    • Damage type is Chemical/Kinetic
    • +1 Accuracy
    • +1 Damage
  • Disadvantages:
    • Add 2 times the base price of the weapon to the weapon total.
    • Ammunition costs as if it was special amo.
Anti-Matter: (Tech 4) This uses the extremely volatile substance that is anti-matter.
  • Advantages:
    • Damage type is Thermal/Kinetic
    • Damage Die level increased by one. (This doesn't effect the actual level of the weapon and by extension the base price)
    • +3 AP Damage
  • Disadvantages:
    • Range is reduced by one range increment
    • Add 2 times the base price of the weapon to the weapon total.
    • The ammunition amount is reduced by 2
    • The Procure Diff goes up by 1.

Default Attributes

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

Default Attributes are earned biased on there criteria. Certain attributes or power/speed levels may force a weapon to take on a Default Attribute.

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

Weapon Cost

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

The table below shows all the base costs for all Weapon Levels for all Tech Levels for both Melee and Ranged. It also includes the customization point cost.

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

Advance Weapon Creation

There are more things that can be done too customize a weapon in Future Path. There are multiple characteristics and they can be effected positively and negatively.

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

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

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 as a sort of template for different styles of weapons. However it is best to review all the options here to understand the arch-types better.

Attributes list (Not all apply to every weapon):

  • Critical Range:

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

Default: The Crit of a ALL weapons is 20.

  • 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 + 10%. X4 + 20%.

Default: All weapons have a crit of X2 normally.

  • Weight:

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

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

  • Range:

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

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

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

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

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

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

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

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

  • Reload speed:

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

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

  • Damage Type:

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

Default: All weapons are considered Kinetic unless specified otherwise.

  • AP Damage (DR Damage):

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

Default: No weapon by default has AP Damage.

  • Hit Die Increase:

The weapon can use a different level of hit die.
In order to increase the hit die of the weapon you have to spend 2 customization points. Each 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.

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

  • Masterwork Construction:

Determines how well the weapon is constructed.
This is FREE. This attribute does not require spending a point to get. However Masterwork instantly doubles the price of the product and increases it difficulty to acquire by 2. The advantages to Masterwork construction however is that it unlocks the Accuracy, and Bonus Damage attributes of the weapon. You cannot add points (although you can take away) to Base/Bonus Damage without first declaring the weapon to be Masterwork.

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

Default: By default no weapon is master worked.

  • Accuracy:

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

Default: There are no Accuracy bonuses for weapon. To gain access to this option the weapon must first be Master worked.

  • 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.

Default: A weapon has no bonus damage. To gain access to this customization the weapon must first be Master worked.

  • Bonus Ability:

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

Default: Normally stock weapons have no special abilities.

Table: Bonus Abilities.
Burst Fire: 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.
Suppression Fire: This ability when declared requires a full round action. It takes twice the uses out of the gun. However creates a wall of bullets/lazers or other deadly things that the target will have to subject itself to in order to move. Giving the player an ranged attack of opportunity to *any* target moving through the suppression. The character also gains advantage to accuracy if the attack of opportunity occurs. If the target is in plain site when the Suppressive fire is declared the accuracy check doesn't happen until it is the targets turn. The target would have to teleport out of the line of fire to avoid a Ranged AoO.
Versatile: This ability is only for Melee weapons. This allows Medium sized Melee Weapons to be two handed and thus while being held in both hands gain the damage dice as if it was a Large weapon. This also allows Large weapons to be held with just one hand however there damage dice while being used with only one hand is as if they where medium weapons. This also works with Gigantic sized weapons as long as it doesn't have the 'clunky' default attribute. However this doesn't allow small weapons to gain any bonus from being held with two hands.
Knock Out Blow: This bonus ability is for melee weapons only. This adds an effect of possibly knocking the target out if a critical hit is successful. The target must roll for a constitution save of DC14 or be unconscious for 1d4 rounds.

Ammunition

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

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

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

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

Ammo Crafting

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

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

Explosives (Grenades/Traps)

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

There are 3 main components that make up an explosive device. The Charge, Casing and Detonator. A Character that can craft explosives can combine different Charges, Casings and Detonators together to make a variety of explosive devices for all sorts of encounters. A Player can also simply look at the table below for commonly manufactured explosives.

The Charge

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

Table: Charges Listed by Tech Level
Tech Level 1 (Limit d6)
Charge Damage Die Damage Type Range Attributes Cost/Proc Diff
TNT Xd6 Kinetic None 5ft $100 / 1
White Phosphorus Xd4 Chemical None 10ft $120 / 2
Black Powder Xd4 Kinetic None 5ft $75 / 0
Agent Orange Xd6 Chemical None 10ft $135 / 2
Napalm Xd6 Thermal None 5ft $130 / 2
Tech Level 2 (Limit d8)
Charge Damage Die Damage Type Range Attributes Cost/Proc Diff
Agent X Xd6 Chemical Lingers (1d4 rounds) 10ft $140 / 2
Energized Compound Xd6 Electrical EMP Effect 15ft $120 / 1
RDX2 Xd8 Kinetic None 10ft $100 / 1
ThermitX Xd8 Thermal Lingers (1d3 rounds) 5ft $100 / 1
Tech Level 3 (Limit d10)
Charge Damage Die Damage Type Range Attributes Cost/Proc Diff
HMXXX Xd10 Kinetic None 15ft $250 / 2
Temperist-3 Xd8 Thermal None 10ft $200 / 1
Xoctic Xd6 Chemical Lingers(2d4 turns), Fogs(50%) 30ft $220 / 2
ELT Xd8 Electrical EMP Effect 20ft $200 / 1
Tech Level 4 (Limit d12)
Charge Damage Die Damage Type Range Attributes Cost/Proc Diff
Ice 9 Xd12 Thermal (Cold) Contagious, Lingers (1d6 turns) 5ft $1,000 / 4
H-S-EX Xd12 Gravity None 30ft $1,000 / 3
M-Nuke Xd12 Kinetic/Thermal(Rads) None 30ft $1,000 / 3

The Casing

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

Table: Casings
Tech Level 1
Casings Max Charge Throw/Place-able Circular/Cone Attributes Cost/Proc Diff
Tech Level 2
Casings Max Charge Throw/Place-able Circular/Cone Attributes Cost/Proc Diff
Tech Level 3
Casings Max Charge Throw/Place-able Circular/Cone Attributes Cost/Proc Diff
Tech Level 4
Casings Max Charge Throw/Place-able Circular/Cone Attributes Cost/Proc Diff

Detonator

This controls when and how the device is activated. For throw-able devices this can include attributes such as 'On Contract' or 'Chasing'. For Place-able devices this can include attributes such as 'Laser trip wire', 'Motion Sensitive', or 'Remote Controlled'.

Table: Detonators
Tech Level 1
Detonators Attributes Cost/Proc Diff
Tech Level 2
Detonators Attributes Cost/Proc Diff
Tech Level 3
Detonators Attributes Cost/Proc Diff
Tech Level 4
Detonators Attributes Cost/Proc Diff

Combing Explosive Components

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

  1. You cannot put a Detonator of a lower Tech level on a device with a higher Tech level Charge.
  2. You cannot mix multiple types of Charges in the same Casing unless the Casing specifies.
  3. You can have more then one type of Detonator per Casing but the Explosive cannot be throw-able and can still only be detonated once unless specified differently by the Casing.

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


Thrown Explosives (Grenades)

Combat rules for thrown explosives in located in the combat section here.

Planted Explosives (Traps)

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: Traps/Mines 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.

Grenades/Explosives Table

Columns in table are explained below the table.

Grenades and Explosives
Tech Level 0
Weapon Damage Damage Type Throw-able Area Type Range Increment Size Weight Procure Diff Cost
Greek Fire Grenade 2d6 Thermal Yes Circle (1)5ft Small 3 lbs +1 $50
Gun Powder Explosive(With shrapnel) 2d6(3d6) Kinetic No Circle/Cone (1)5ft Small 2 lbs +0 $45
Tech Level 1
Weapon Damage Damage Type Throw-able Area Type Range Increment Size Weight Procure Diff Cost
Fragmentation Grenade 4d6 Kinetic Yes Circle (1)5ft Tiny 1 lbs +0 $400
C4/Semtex 4d6 Kinetic/Thermal No Circle/Cone (2)10ft Small 1 lbs +1 $800
Dynamite 3d6 Kinetic No Circle (2)10ft Small 1 lbs +0 $300
Molotov Cocktail 1d6 +(1d4) Thermal Yes Circle (1)5ft Small 1lbs +0 $15
Thermite Grenade 5d6 Thermal Yes Circle (2)10ft Small 2 lbs +1 $800
White Phosphorus Grenade 6d6 Thermal/Chemical Yes Circle (1)5ft Small 2 lbs +1 $850
Smoke Grenade - - Yes Circle (4)20ft Small 1 lbs +0 $100
Tear Gas Grenade - - Yes Circle (3)15ft Small 1 lbs +1 $150
Concussion Grenade - - Yes Circle (1)5ft Small 1 lbs +1 $200
Tech Level 2
Weapon Damage Damage Type Throw-able Area Type Range Increment Size Weight Procure Diff Cost
EMP Explosive 5d6? Electric Yes Circle (2)10ft Medium 2 lbs +1 $600
Fireflash Explosive 4d6 +(1d4) Thermal/Chemical Yes Circle (2)10ft Small 1 lbs +1 $1,000
Tangler Explosive - - Yes Circle (1)5ft Small 2 lbs +0 $400
Tech Level 3
Weapon Damage Damage Type Throw-able Area Type Range Increment Size Weight Procure Diff Cost
Dis-solver Explosive (2d6) Chemical Yes Circle (2)10ft Small 2 lbs +1 $1,000
Gravimetric Explosive 6d6 Kinetic Yes Circle (3)15ft Med 3 lbs +2 $1,500
Stunner - - Yes Circle (3)15ft Tiny 0.5 lbs +1 $800
Tech Level 4
Weapon Damage Damage Type Throw-able Area Type Range Increment Size Weight Procure Diff Cost
Cryonic Explosive 8d6 Thermal Yes Circle (2)10ft Small 2 lbs +3 $3,400
Psionic Wave Explosive 5d6? - Yes Circle (3)15ft Small 1 lbs +3 $2,500
Singularity Implosion Device 12d6 - Yes? Circle (3)15ft Med 4 lbs +4 $10,000

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.

Weapon/Explosive Accessories

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

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

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

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

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


Melee/Martial Arts Combat

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

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

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

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

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

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

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

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

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

Exceptions

Alien races may have exceptions too this rule.

Melee/Martial Arts Combat Accessories

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