Weapons
Please go to the Full Weapon List for a complete list of examples. | |||
Tech Level 0 | |||
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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.
Tech Levels | Level Limit/Max Hit Die | Extra Procure Diff |
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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.
- First imagine what type of weapon you actually want. To do that here are a few questions to help you.
- Is the weapon melee or ranged?
- Does the weapon have a real world equivalent?
- Is the weapon archaic in nature? Or perhaps Futuristic? Tech Level?
- Is there anything special about this weapon that makes it stand out among its peers.
- Is there a specific purpose or use for the weapon. IE: Hunting rifle, sniper rifle, urban warfare.
- Now take this weapon idea and try to ask what The Power Level and Speed it has. See below in the Weapon Levels category. 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.
- Review the Weapon Styles section and ask yourself if the weapon follows a particular common style. IE: A Hunting Rifle or a Sniper Rifle.
- 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?
- Review the Default Attributes section. Your weapon may require you to take one of these attributes on.
- 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.
- Look at the Advance Customizations category to add future customize the weapon. IE: Adjust its range or give it a special feature.
- You may be interested in Weapon Accessories.
- Look here at options like special amo.
- Lastly there is Gadgets. Technically not part of the weapon itself Gadgets are another level of customization and improvements for any weapon.
Weapon Levels
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.
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.
Expand
No Style: The Weapon design is of no precise purpose. |
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Hunting Rifle: A two handed projectile weapon commonly used to hunt wildlife. Not used in professional militaries. |
Expand
Personal Firearm: This is a commercially available weapon for civilian self-defense or hobbyist. Usually a pistol. |
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Side Arm: This is a military grade pistol designed as a secondary weapon for troops in combat situations. |
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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. |
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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. |
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Close Quarters Specialized Weapon: Any weapon considered to be designed especially for Urban warfare, especially indoors and close combat situations. |
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Chemical Thrower(Flame Thrower): Any weapon that sprays a weapons-grade chemical gas or liquid for a burning or other negative effect. |
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DMR Specialized Weapon: Any weapon considered to be used for DMR. (Designated Marksmen Rifle). |
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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). |
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Light Machine Weapon: Any weapon that is considered to be used as a Support class weapon. |
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Melee Weapon: Any weapon that is expressly used for melee combat. Such as a club or sword can be considered the 'Melee Weapon' Style. |
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Throwing Weapon: Any weapon that is expressly used by throwing it. |
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Archaic Ranged Weapons: These are either old style ranged weapons or modern replica of them. |
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Specialized Attack Weapon: These are weapons where the main purpose is to perform some technique on the enemy. |
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.
ExpandKinetic Base: (Tech 0 thru 4) This is the default weapon type. No advantages or disadvantages. |
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ExpandEnergy: (Tech 1 thru 4) This uses pure electric energy to add a kick to the damage dealt. |
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ExpandLaser: (Tech 2 thru 4) This style is only for ranged weapons. |
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ExpandPlasma: (Tech 3 thru 4) This weapon uses the 4th state of matter to deal extreme damage to targets. |
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ExpandGravity: (Tech 3 thru 4) This uses one of the 4 fundamental forces of physics to deal difficult to avoid damage |
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ExpandParticle: (Tech 3 thru 4) Similar to plasma except this weapon uses sub-atomic particles. The reaction is similar to chemical damage. |
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ExpandAnti-Matter: (Tech 4) This uses the extremely volatile substance that is anti-matter. |
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Default Attributes
Default attributes are attributes that are earned under the right circumstances. For example if you pick your weapon to be Super-Fast the weapon instantly becomes exotic. Some of these default attributes can be 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.
ExpandTable: List of attributes that may apply to a weapon. |
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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 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:
ExpandThe Crit Range of the Weapon |
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- Critical Damage:
ExpandThe Crit Damage Multiplier |
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- Weight:
ExpandThe Weight and thus clumsiness of the gun. |
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- Range:
ExpandThe average distance before accuracy becomes a problem: |
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ExpandEffective Range as per Power Level: |
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- Ammunition Amount:
ExpandNumber uses for you have to reload a magazine/clip. |
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- Reload speed:
ExpandA Move action (See Combat for more info). |
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- Damage Type:
ExpandThe damage type of the weapon. |
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- AP Damage (DR Damage):
ExpandThe weapon can now reduce some of the DR the target may have. |
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- Hit Die Increase:
ExpandThe weapon can use a different level of hit die. |
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- Masterwork Construction:
ExpandDetermines how well the weapon is constructed. |
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- Accuracy:
ExpandThe likelihood that the weapon will inflict some amount of lethal damage each time is used. |
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- Bonus Damage:
ExpandA bonus to the total of the Weapon Die roll. |
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- Bonus Ability:
ExpandGives the weapon an ability or special attribute. |
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ExpandTable: Bonus Abilities. |
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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.
Power Level | Avg. $ | Bonus $ for special amo |
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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.
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.
Combat rules for thrown explosives in located in the combat section here. Planted explosive sits where it is placed until it is moved or goes off. This is considered a Trap so rules for making traps apply. More rules on traps in the Combat: Traps/Mines section.
Below is a graph with commonly used explosives in the FuturePath Universe. Below that is the 'Making your Own Explosives' section which has common components that can be mix and matched to create your own explosives.
Grenades/Explosives Table
Columns in table are explained below the table.
Tech Level 1 | |||||||||
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Weapon | Components | Damage | Damage Type | Throw-able | Area Type | Range Increment | Cost / Procure Diff | ||
Fragmentation Grenade | TNT/Grenade/Time Delay | 3d6 | Kinetic | Yes | Circle | (1)5ft | $365 / 1 | ||
C4/Semtex | Semtex/Simple Land Mine/Remote | 4d6 | Kinetic | No | Circle | (2)10ft | $470 / 1 | ||
Dynamite | TNT/Simple Land Mine/Time Delay | 3d6 | Kinetic | No | Circle | 5ft | $370 / 0 | ||
Molotov Cocktail | Napalm/Class Bottle/Contact | 2d6 | Thermal | Yes | Circle | (1)5ft | $155 / 0 | ||
Thermite Grenade | Thermite/Grenade/Contact | 3d6 | Thermal | Yes | Circle | (1)5ft | $360 / 1 | ||
White Phosphorus Grenade | White Phosphorus/Grenade/Contact | 3d4 | Chemical | Yes | Circle | (1)5ft | $420 / 1 | ||
Smoke Grenade | Smoke/Grenade/Contact | - | - | Yes | Circle | (3)15ft | $120 / 0 | ||
Tear Gas Grenade | Tear/Grenade/Contact | - | - | Yes | Circle | (3)15ft | $120 / 0 | ||
Concussion Grenade | Concussion/Grenade/Contact | - | - | Yes | Circle | (3)15ft | $120 / 0 | ||
Tech Level 2 | |||||||||
Weapon | Components | Damage | Damage Type | Throw-able | Area Type | Range Increment | Cost / Procure Diff | ||
EMP Explosive | Energized Compound/Grenade T2/Time Delay | 4d6 | Electric | Yes | Circle | (2)15ft | $625 / 1 | ||
Fireflash Explosive | ThermitX+Agent X/Containerized Mine/Motion 2 | 2d8 + 1d6 | Thermal + Chemical | No | Circle | (2)10ft | $555 / 1 | ||
Tangler Explosive | C-T/Curved-Nade/Contact | - | - | Yes | Circle | (2)10ft | $710 / 2 | ||
Tech Level 3 | |||||||||
Weapon | Components | Damage | Damage Type | Throw-able | Area Type | Range Increment | Cost / Procure Diff | ||
Dis-solver Explosive | Xoctic/Packed-Nade/Contact 3 | 6d6 | Chemical | Yes | Circle | (6)30ft | $2,270 / 2 | ||
Cryonic Explosive | Neg-H/Hybrid-Nade/Contact 3 | 5d8 | Thermal (Cold) | Both | Circle | (2)10ft | $1,850 / 2 | ||
Stunner | Hyper-Concuss/Clocked-Mine/Smart Sense | - | - | No | Circle | (4)20ft | $1,470 / 2 | ||
Tech Level 4 | |||||||||
Weapon | Components | Damage | Damage Type | Throw-able | Area Type | Range Increment | Cost / Procure Diff | ||
Psionic Wave Explosive | Psionic/Transporting Mine/Gravity Sense | 6d8 | - | No | Circle | (3)15ft | $12,550 / 4 | ||
Singularity Implosion Device | H-S-EX/Transporting Mine/Gravity Sense | 6d12 | Gravity | No | Circle | (6)30ft | $6,550 / 3 | ||
Gravimetric Explosive | H-S-EX/Gravity-Packed Nade/Contact 3 | 7d12 | Gravity | Yes | Circle | (6)30ft | $7,500 / 4 |
Making your Own Explosives
The Charge
This shows what the damage die will be. For example: Xd6 or Xd10. It doesn't say how many of that die. This also tells the user what the damage type will be. IE: Thermal or Chemical or etc. This also informs the user what the damage range is. There can also be Charge Attributes that can effect the explosion.
ExpandTable: Charges Listed by Tech Level |
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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'.
ExpandTable: Casings (Sorted by Tech Level) |
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The Detonator
This controls when and how the device is activated. For throw-able devices this can include attributes such as 'On Contact' or 'Chasing'. For Place-able devices this can include attributes such as 'Laser trip wire', 'Motion Sensitive', or 'Remote Controlled'. This can also provide a bonus to the DC check against Disable Device skill checks making it harder to disable.
ExpandTable: Detonators (Sorted by Tech Level) |
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Combing Explosive Components
If the components already exist then they do not require a crafting skill to make an explosive. But the Demolitions skill instead. Some restrictions apply when combining components.
- You cannot mix multiple types of Charges in the same Casing unless the Casing specifies.
- You can have more then one type of Detonator per Casing but the Explosive cannot be throw-able and can still only be detonated once unless specified differently by the Casing.
It takes 10 minutes to safely combine components together. If rushed the Player must make a Demolitions skill check of DC10 + 1 for every minute less. If the Player fails the check the GM can decide the negative consequences. IE: Explosive device blows up in there face or becomes a dud and so on.
Weapon/Explosive Accessories
- These rules are going to change. They will be associated with rules for gadgets which is incomplete.
These are items you can add too your weapon that are not necessary considered gadgets. They can add minor improvements to the way a character interacts with the weapon.
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.
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
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 |