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Modern firearms are considered “Advanced Firearms” in regards to any rules involving firearms. Firearms evolve with technology and at different tech levels will have adjustments to their stats. For example; older firearms of the same type might have an increased damage dice, but less critical threat and damage range.
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Capacity
{{Template:Weapon_Table}}
Weapons in Future Path are not static like in other Pen & Paper games. In FuturePath you can choose a weapon from a list if you are in a hurry there is a partial list of weapons in a table to the right of this page titled 'Table: Weapon Examples' or you can visit the [[Full_Weapon_List|Full Weapon List]] page for an extensive list of weapon examples. However, if you have a creative itch feel free to create your own using the custom weapon rules set.


A firearm's capacity is the number of shots it can hold at one time. When making a full-attack action, you may fire a firearm as many times in a round as you have attacks, up to this limit, unless you can reload the weapon as a swift or free action while making a full-attack action.
This page is dedicated to learning how to make weapons, ammo, grenades, and traps. The rules for customizing and crafting them can be found here. If you wish to simply pick from a list of weapons visit the [[Full_Weapon_List|Full Weapon List]] page. Skip below to [[Weapons#Ammunition|Ammunition]] for rules on ammo. Also skip below to [[Weapons#Explosives_.28Grenades.2FTraps.29|Grenades and Traps]].
Loading a Firearm


You need at least one hand free to load one-handed and two-handed firearms. In the case of two-handed firearms, you hold the weapon in one hand and load it with the other—you only need to hold it in two hands to aim and shoot the firearm.
==Future Path Weapon Tech Levels==
{| class="wikitable" style="float:right; margin-left: 10px; margin-right: 10px;"
|+ Table: Weapon Tech Levels
! style="text-algin:left;"| Tech Levels
! Level Limit/Max Hit Die
! Customization Pts.
! Extra Procure Diff
|-
| Tech Level 0 ||  4 Levels / 1d10 || 0 || +1
|-
| Tech Level 1 ||  5 Levels / 1d12 || 1 || 0
|-
| Tech Level 2 || 6 Levels / 2d8  || 2 || 0
|-
| Tech Level 3 || 7 Levels / 2d10 || 3 || 0
|-
| Tech Level 4 || 8 Levels / 2d12 || 4 || +1
|}


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


Loading any firearm provokes attacks of opportunity.
The Tech Level of a Weapon is based on the [[Tech|Tech]] system which co-insides with the [[Tech_Level_and_Civ_Progress|Civilization Tech Level]] and it 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.


Advanced firearms that are chamber (Cylinder or Internal) loaded use a move action to load a one-handed or a two-handed advanced firearm to its full capacity.
Weapons have a Weapon Level limit depending on the Tech Level. Tech Levels also provides customization points that can improve the weapon. Tech Levels also come with a [[Wealth_and_Money#Procure_Difficulty|procure difficulty]] increase.


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


These reloading actions are move actions: refilling a box magazine or speed-loader, reloading a revolver without a speed-loader, or reloading any internal magazine.
You do not need to create an advanced customized weapon or even a simple one. You can pick a weapon from the list of weapon examples to the right of this page. Or you can visit the [[Full Weapon List]] page.


Loading a belt of linked ammunition is an immediate action. Linking two belts together is a swift action.
The Weapon Examples table is organized first by '''Tech Level''', then by wither or not the Weapon is '''Melee''' or '''Ranged''' and lastly by [[Weapons#Weapon_Levels|'''Weapon Level''']]. The '''Cost''' is the average expected price for the weapon, but the GM is free to adjust that based on game circumstances. The '''Proc Diff''' is shorthand for [[Wealth_and_Money#Procure_Difficulty|Procure Difficulty]] which helps explain how hard it is to find and purchase the item. The '''Size/Speed Lvls''' and '''(Total lvl)''' is detailing the '''Weapon Level''' and how it got its level which also determines its Damage Die. Finally, the weapon itself is a link to another page that not only shows the full details of the weapon but also may list other weapons of a similar style.
Kick


Many modern firearms have a powerful kick after being shot. This can interfere with your aim. If a firearm has a damage bonus that is greater than your strength bonus, you subtract the difference from your attack roll.
The GM may say that only specific Tech Levels and Procure Difficulty of weapons is sold at a particular location. You can use this information to narrow your choice of weapons helping to make quick purchases. This is also the same for [[Armor]] and [[General Equipment]].


If a firearm has a tripod, you subtract reduce this penalty by [1] in the attack modifier.
== Simple Weapon Creation==
Now how do you create your own custom Future Path Weapon!? Here is a summary of the steps to help.  


If a firearm is mounted, you subtract reduce this penalty by [2] in the attack modifier.
# The best way to start isn't to jump to how much damage or what Hit Die the weapon will have but instead to focus on what the weapon style or purpose is. Review the "Weapon Styles" table below in the [[Weapons#Weapon_Styles|Weapon Styles]] section. Ask the question "What is the purpose of the design of the weapon?" For example, it is for close courters room to room combat or is it for hunting or sniping?
Misfires
# Second you may want to think about how the weapon deals damage. Does it use Lasers or normal bullets? This is a weapon's [[Weapons#Weapon_Arch_Types|Arch Type]].
# Next you can review the [[#Weapon Levels|Weapon Levels]]. A Weapon Level determines the Hit Die of a Weapon, (although that can be adjusted). It also determines all other default attributes.
## Hint: The table "Weapon Power/Speed Level Matrix" has links in every cell that goes to a page that describes that weapon's default attributes. These attributes can then be adjusted based on the Weapon Style and Arch Type.
## Another Hint: Power Level and Speed Level are combined to create Weapon Level making the Hit Die an emergent property. Attempt to find the power and speed that best fits your weapon first before seeing what the Hit Die is. Then if the Hit Die or if some other attribute isn't quite what you want you can always further customize it by following the [[#Advance Customizations|Advance Customizations]] rules.
# Then you will need to review the different [[Weapons#Default_Attributes|Default Attributes]]. These can range from Two-Handed to Exotic. The Style, Arch Type, and Level may specify an attribute already but picking a Default Attribute is free and may be useful.
# Finally you can calculate the cost of the weapon. In the [[Weapons#Weapon_Cost|Weapon Cost]] section there is a table titled: "Weapon Cost Matrix (Melee/Ranged)". You can match the Tech Level of the Weapon with the actual Weapon Level to determine its cost. The table provides the base cost of both Melee and Range as well as the cost of adding customizations to that weapon.
## Hint: At this point, if you have not already you will need to determine the Tech Level of the Weapon. The easiest choice is the Tech Level of the character that will be using it which usually defaults to Tech 2. Keep in mind that the higher the Tech level the more expensive and possibly more difficult the weapon is to acquire. Also, keep in mind that a higher tech level weapon will result in a higher proficiency requirement if the user of the weapon has a lower Tech level.


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


Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full-range increment. Advanced firearms have a maximum range of 10 range increments.
You can pick a style to follow. A shotgun, pistol, Sniper rifle or Chemical Thrower. If your weapon doesn't necessarily conform to one of the below styles you can choose 'No Style' as a style. The Weapon Style helps define the gun and adjust the default stats to better fit a particular role.  
Firearm Ammunition


Ammunition for firearms and other ranged weapons is covered below.
:* '''Note''': The Weapon Style name doesn't always have too fit the description of the weapon but what it provides may be more in line with how the weapon is meant to be used.
Ammunition Type (Quantity) Cost Damage Modifier
5.56mm (20) $7.50 +0
7.62mm (20) $7.50 +1
7.62mmR (20) $7.50 +1
.444 caliber (20) $15 +2
.50 caliber (20) $15 +3
9mm (50) $10 +2
10mm (50) $10 +3
.22 caliber (50) $7.50 +0
.32 caliber (50) $20 +0
.38 special (50) $20 +1
.357 caliber (50) $20 +1
.44 caliber (50) $20 +2
.45 caliber (50) $20 +2
.50AE caliber (50) $20 +3
10-gauge buckshot (10) $20 +3
12-gauge buckshot (10) $20 +2
Purchase Notes


5.56mm, 7.62mm, 7.62mmR, .444, .50
{{Template:Weapon_Styles}}


These calibers of ammunition are generally used in rifles, assault rifles, or machine guns and are sold in boxes of 20 rounds each.
=== Weapon Arch Types ===


9mm, 10mm, .22, .32, .38 S, .357, .44, .45, .50AE
Below are Weapon Arch Types. These are different commonly used weapon themes such as the Laser or Plasma weapon. The default Arch Type is Kinetic which is also the default weapon damage. Changing the Weapon Arch Type is one way to adjust the damage type. However, changing the Weapon Arch type can also provide other bonuses. If the weapon design doesn't conform to one of the below Weapon Arch types you can specify 'Custom Arch Type' which simply allows for a free Customization Point to be spent in the Damage Type Attribute as per the [[#Advance Customizations|Advance Customizations]] rules.


These calibers are generally used in pistols or submachine guns and are sold in boxes of 50 rounds each.
Some things to note:
* 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 this includes Tech Level although this can only account for 1 tech level.
* If the Weapon Arch Type changes the Weapon Damage Type the Weapon cannot lose that Damage Type or else it will no longer be that Arch Type. Changing a weapon Damage Type to be a Hybrid of two damages doesn't count against the Arch Type as long as one of the weapon damages is still the Damage Type provided by the Arch Type.


10-gauge Buckshot, 12-gauge Buckshot Shotgun shells are sold in boxes of ten.
{{Template:Weapon_Arch_Types}}
Special Ammunition


A special, Magnum, or AE ammunition round will increase the critical threat range by one.
===Weapon Levels===
Firearm Types
A Weapon's Level is equal to the Power Level combined with the Speed Level. Both Power and Speed have an effect on different attributes of the Weapon. For example, Power Level directly affects the Range of the weapon while Speed directly affects the Ammunition amount. You can see how they are affected in the [[#Advance Customizations|Advance Customizations]] section below, however, the table "Weapon Power/Speed Level Matrix" includes links to the default attributes of every possible Power/Speed Weapon combination so it isn't necessary to know every single rule.
Handguns


Handguns can be broken down into three smaller groups: autoloaders, revolvers and machine pistols.
;Levels of Power: There are 4 Power Levels and they start at level 0 with Small and then Medium, Large and Gigantic. Gigantic being the Level 3 Power level. The Power level represents the Kinetic/Electric/Thermal/Chemical Energy of a single round of Ammunition that is capable of being fired from the weapon.
:* '''NOTE:''' All Gigantic Size weapons are considered 'Clunky'.


Autoloaders (sometimes called “automatics”) feature removable box magazines and some models hold quite a lot of ammunition.
;Levels of Speed: There are 5 Speed Levels and they start at level 0 with Single Fire and then Manual, Semi-Auto, Full Auto, Super-Faster. Super-Faster being the Level 4 Power level. This represents the '''rate of fire''' for the weapon. The difference between Single-Fire and Manual is that Single-Fire implies the weapon Ammunition is 1 which means it will need to be reloaded every time it is fired like a musket while Manual means that although it can only fire one round of Ammunition it can have a magazine which holds more rounds. A good example of this would be a revolver. All Melee is considered Manual, whereas all Archaic ranged weapons are considered Single-Fire.
:* '''NOTE:''' All Super Fast Speed weapons are considered Exotic.
{| class="wikitable" style="margin-right: 10px; text-algin:center;"
|+ Table: Weapon Power/Speed Level Matrix (Includes: Level / Hit Die / Weight Classification)
|-
! scope="col" | Power => <br /> v=Speed=v
! scope="col" | Small
! scope="col" | Medium
! scope="col" | Large
! scope="col" | Gigantic*
|-
! scope="row" | Single Fire <br /> Level / Hit Die / Class
| style="text-align:center;"| [[Default_Weapon_Stats_Power0_Speed0|Small/Single-Fire]] <br /> Level 0 / 1d2 / Light
| style="text-align:center;"| [[Default_Weapon_Stats_Power1_Speed0|Medium/Single-Fire]] <br /> Level 1 / 1d4 / Light
| style="text-align:center;"| [[Default_Weapon_Stats_Power2_Speed0|Large/Single-Fire]] <br /> Level 2 / 1d6 / Light
| style="text-align:center;"| [[Default_Weapon_Stats_Power3_Speed0|Gigantic/Single-Fire]] <br /> Level 3 / 1d8 / Medium
|-
! scope="row" | Manual <br /> Level / Hit Die / Class
| style="text-align:center;"| [[Default_Weapon_Stats_Power0_Speed1|Small/Manual]] <br /> Level 1 / 1d4 / Light
| style="text-align:center;"| [[Default_Weapon_Stats_Power1_Speed1|Medium/Manual]] <br /> Level 2 / 1d6 / Light
| style="text-align:center;"| [[Default_Weapon_Stats_Power2_Speed1|Large/Manual]] <br /> Level 3 / 1d8 / Medium
| style="text-align:center;"| [[Default_Weapon_Stats_Power3_Speed1|Gigantic/Manual]] <br /> Level 4 / 1d10 / Medium
|-
! scope="row" | Semi-Auto <br /> Level / Hit Die / Class
| style="text-align:center;"| [[Default_Weapon_Stats_Power0_Speed2|Small/Semi-Auto]] <br /> Level 2 / 1d6 / Light
| style="text-align:center;"| [[Default_Weapon_Stats_Power1_Speed2|Medium/Semi-Auto]] <br /> Level 3 / 1d8 / Medium
| style="text-align:center;"| [[Default_Weapon_Stats_Power2_Speed2|Large/Semi-Auto]] <br /> Level 4 / 1d10 / Medium
| style="text-align:center;"| [[Default_Weapon_Stats_Power3_Speed2|Gigantic/Semi-Auto]] <br /> Level 5 / 1d12 / Medium
|-
! scope="row" | Fully Automatic <br /> Level / Hit Die / Class
| style="text-align:center;"| [[Default_Weapon_Stats_Power0_Speed3|Small/Fully Automatic]] <br /> Level 3 / 1d8 / Medium
| style="text-align:center;"| [[Default_Weapon_Stats_Power1_Speed3|Medium/Fully Automatic]] <br /> Level 4 / 1d10 / Medium
| style="text-align:center;"| [[Default_Weapon_Stats_Power2_Speed3|Large/Fully Automatic]] <br /> Level 5 / 1d12 / Medium
| style="text-align:center;"| [[Default_Weapon_Stats_Power3_Speed3|Gigantic/Fully Automatic]] <br /> Level 6 / 2d8 / Heavy
|-
! scope="row" | Super Fast** <br /> Level / Hit Die / Class
| style="text-align:center;"| [[Default_Weapon_Stats_Power0_Speed4|Small/Super Fast]] <br /> Level 4 / 1d10 / Heavy
| style="text-align:center;"| [[Default_Weapon_Stats_Power1_Speed4|Medium/Super Fast]] <br /> Level 5 / 1d12 / Heavy
| style="text-align:center;"| [[Default_Weapon_Stats_Power2_Speed4|Large/Super Fast]] <br /> Level 6 / 2d8 / Heavy
| style="text-align:center;"| [[Default_Weapon_Stats_Power3_Speed4|Gigantic/Super Fast]] <br /> Level 7 / 2d10 / Heavy
|-
| colspan="5" | *This requires that the weapon take the 'Clunky' default attribute
|-
| colspan="5" | **This requires the 'Exotic' default attribute
|-
|}


Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder
:* '''Note''': Do not forget to adjust the default stats of the weapon for the Weapon Style and Weapon Arch Type.
:* '''Note''': If the weapon stats are not up to snuff then you can still adjust the weapon under the [[#Advance Customizations|Advance Customizations]] rules.


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


Handguns can be broken down into two smaller groups - revolvers and autoloaders.
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 affected by customization points. You will learn more about earning and spending customization points on weapons in the sections below.


Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder
{| class="mw-collapsible mw-collapsed wikitable"
! 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 the 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 Character to have one more level higher in there Proficiency Branch then the weapon's level in order to use it. 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 used too. They do not necessarily follow the simple model that most weapons follow and/or they have unique properties that make them less intuitive to use. The Flamethrower or Grenade Launcher are examples, and perhaps a Portal Gun as well.
* Exotic weapons like Arcane weapons require the Character to have one more level higher in there Proficiency Branch then the weapon's level in order to use it. They also have a price increase of x2 cost to represent their unique properties. There Procure Difficulty is increased by 1.
|-
| '''Intuitive''': are weapons that are commonplace for your Character or are extremely easy to use. They usually follow a standard design and are simple to learn. 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. This Attribute reduces the Weapon Proficiency requirement by 1. However, this weapon '''cannot''' be masterworked, above Weapon Level 5, Tech Level 4 or higher, have any other Default Attribute, have a Bonus Ability. If the weapon meets any of those blockers it loses the Intuitive Attribute.
|-
| '''Clunky''': The weapon is overweight and reloads 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. This attribute can be ignored on Medium (level 3 to 5) weapons using the 'Versatile' Bonus Ability.
|-
| '''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 Reached 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.
|-
|}


Autoloaders (frequently called “automatics”) feature removable box magazines and some models hold quite a lot of ammunition. While most autoloaders are semi-automatic, firing one round for each pull of the trigger, some specialty models exist which are capable of Autofire. These are referred to as Machine Pistols
=== Weapon Cost ===
Longarms
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. Match the Weapon's Tech Level with the Weapon Level and the base cost of the Weapon is provided including the cost of each additional customization done to the weapon.  


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


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


Shotguns are large-bore weapons that have the Scatter Weapon Quality.
== Advance Weapon Creation ==
More things can be done to customize a weapon in Future Path. There are multiple characteristics, and they can be affected positively and negatively.  


If a slug is used to attack then increase the critical hit modifier to x4. Slugs can only target one individual.
To make changes a Player needs to spend Customizations points. Customization points are gained by Tech Level, Masterworked Level, and by taking negative attributes.


If pellets are used, the shot gun fires in a cone (15'). All individuals within the cone are targets and each must be rolled separately, with a modifier of -2. In addition, targets are unable to use any concealment abilities. This will affect all targets within the cone, each with a -2 to hit.
* 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.
Firearm Rate of Fire
* Master worked Customization Points: Each Masterworked level provides an additional point. +1 Masterwork provides 1 customization point. The maximum Masterwork level is 5.
Single Shot
* Earning Points by taking negative attributes: Taking a negative in a particular 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.


This is a single shot per each attack granted by the PC's Base Attack Bonus.
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 on a specific task with clear disadvantages and advantages.
Semi-Automatic


This is a full-attack action, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using semi-automatic.
'''Attributes list (Not all apply to every weapon)''':
Burst Fire
* '''Critical Range''':
----
{| class="mw-collapsible mw-collapsed wikitable"
! 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 by adding its Base Cost for each time this is improved.


As a standard action, the character fires 3 – 10 rounds. On a successful attack, the first round will hit and for every 5 points above the target's Armor Class, the character gains an additional hit.
Default: Normally the Crit of a ALL weapons is 20.
Automatic Fire
|}
* '''Critical Multiplier''':
----
{| class="mw-collapsible mw-collapsed wikitable"
! 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 by adding its Base Cost for each time this is improved.


Automatic is a full round action and a character can fire in a cone (see below). All individuals within the cone (30') are targets and each must be rolled separately, with a modifier of -4. In addition, targets are unable to use any concealment abilities.
Default: Normally all weapons have a Critical Multiplier of X2.
|}
* '''Critical Special Affects'''
----
{| class="mw-collapsible mw-collapsed wikitable"
! The Critical Special Affects
|-
| When a weapon has a critical hit it can do more then simply add more damage. It can affect the target and/or the wielder in different ways. Below is an expandable table with a list of possible special critical abilities. All of the below abilities only activate if a critical happens. Special Affects from a Weapon Style or Arch-Type can be removed for 2 Negative points. However only 1 Critical Special Affect can exist on an item unless it is Legendary or Mythic.


Machine guns only have autofire settings and can't normally fire single shots. These weapons can fire as cone (60') attack, each with a -4 to hit.
Default: Normally all weapons have no Critical Special Affects.
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Table: Critical Specials
|-
| '''Bane''': At creation the weapon is designed to be effect against a specific type of target. This target is usually a Species, Alien Monster Type, Targets with Cybernetics, and so on. When a critical happens against this target the Character instantly gets Max critical damage.
|-
| '''Bleeding''': This weapon causes the target to do bleed damage for 1d4 turns with 1d4 damage per turn which ignores DR. This effect can be taken multiple times each time improving the die level of either the duration or the damage.
|-
| '''Burning''': This weapon causes the target to catch on fire for 1d4 turns with 1d6 Thermal Damage and DR still can affect the damage. This effect can be taken times each time improving the die level of either the duration or the damage.
|-
| '''Disarming''': This weapon can cause a target to drop there own weapon. This only counts for there main weapon unless the only weapon they are holding is there off hand weapon. The target rolls a Strength Saving throw DC15 to avoid letting go. If they fail they drop the weapon where they stand. If they critical fail the weapon is thrown 10ft from there person if possible.
|-
| '''Frosted''': This weapon causes the target to freeze up with 1d8 Thermal (Cold) Damage and DR still can affect the damage. The target has to roll a Constitution Save DC15 or else be [[Conditions#Entangled|Entangled]] for 1d4 turns as they thaw.
|-
| '''Shocking''': This weapon causes the target to take a bolt of electric damage with 1d6 Electric Damage and DR still can effect the damage. The target has to roll a Constitution Save DC15 or else be [[Conditions#Shaken|Shaken]] for 1d4 turns. This can worsen to the next level of the Condition if they already are shocked.
|-
| '''Overwhelming''': This weapons force is so overwhelming that is knocks the target off there feat. They will be pushed back 5ft if possible and knocked [[Conditions#Prone|Prone]].
|-
| '''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 [[Conditions#Helpless.2FIncapacitated.2FUnconscious|unconscious]] for 1d4 rounds.
|-
|}
* '''Weight''':
----
{| class="mw-collapsible mw-collapsed wikitable"
! 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.


If there is only one target aimed at, as a full round action on a successful attack, the first round will hit and for every 5 points above the targets Armor Class the character gains an additional hit.
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''':
----
{| class="mw-collapsible mw-collapsed wikitable"
! 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.  


Note: A critical hit or sneak attack damage is only applied to the first bullet-strike, regardless of how many rounds end up hitting the target.
Also any range 20ft or below is no longer considered range combat but a weapon with a 20ft or less reach.


More information on firearms can be found in The Pathfinder Role Playing Game: Ultimate Combat and for enhanced rules see; Super Genius Games: Anachronistic Adventurers: The Enforcer.
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 [[Weapons#Weapon_Arch-Types|Weapon Arch Types]] to see if one of those fits the role.
Ranged Weapons Table


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


Damage: The damage the weapon deals on a successful hit.
Default: The default range of the weapon is noted in the below table.
|}
{| class="mw-collapsible mw-collapsed wikitable"
! colspan="2"|Effective Range as per Power Level:
|-
| -1 || 25ft
|-
| 0 || 50ft
|-
| Small || 100ft
|-
| Medium || 300ft
|-
| Large || 900ft
|-
| Gigantic || 2700ft
|-
|}
* '''Ammunition Amount''':
----
{| class="mw-collapsible mw-collapsed wikitable"
! 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.  


Critical: The threat range for a critical hit.
Default: The weapon speed determines this Attribute. Manual/8 uses, Semi-Auto/7 uses, Full-Auto/6 uses, Super-Fast/3 uses.
|}
* '''Reload speed''':
----
{| class="mw-collapsible mw-collapsed wikitable"
! A Move action (See [[Combat|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.


Damage Type: Ranged weapon damage is classified as Piercing.
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''':
----
{| class="mw-collapsible mw-collapsed wikitable"
! The damage type of the weapon.
|-
| All ranged weapons can only change there damage type by changing AMO. To learn more about all the different damage types go [[Damage_Types|here]]. 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.


Range: Modern firearm attacks are against the target's touch AC for the first 5 range increments and have a full 10 range increments.
Default: All weapons are considered Kinetic unless specified otherwise.
|}
* '''AP Damage (DR Damage)''':
----
{| class="mw-collapsible mw-collapsed wikitable"
! 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.  


Rate of Fire: How many rounds the firearm fires per round.
Default:  No weapon by default has AP Damage.
|}
* '''Hit Die Increase''':
----
{| class="mw-collapsible mw-collapsed wikitable"
! 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 Hit Die reduction is worth 3 negative points. The weapon can only increase it's Hit Die to highest level allowed for it's Tech level. So if the weapon is a Tech 1 you cannot use it to go above 1d12. This doesn't change the Weapon Level as it doesn't directly effect the Weapon Power or Speed. However, this does change the Proficiency Level requirement. It will go up by one for each time you increase this. Also the Base Price is  effected and the cost of all the other modifications. The Base is now whatever the Weapon Level that is associated with the Hit Die. Consult the [[Weapons#Weapon_Cost|Weapon Cost Table]] for more information.


Capacity: The weapon's magazine capacity and type are given in this column.
Default: The Weapon simply has the hit die associated with its Weapon Level. For more information review the [[Weapons#Weapon_Levels|Weapon Level rules]].
|}
* '''Masterwork Construction''':
----
{| class="mw-collapsible mw-collapsed wikitable"
! Determines how well the weapon is constructed.
|-
| This is FREE. This attribute does not require spending a point to get. The advantages to Masterwork construction is that it unlocks the ability to apply additional Customization points from a Crafter's Crafting Rank. If the Crafter can craft Masterworked weapon's then they have at least a 3 Ranks in the correct Crafting skill. (By default this is the Mechanical Crafting Skill) 3 Ranks would allow for a +1 Masterworked weapon. The max bonus is +5. Each Rank starting at 3 provides a +1 to the weapon which allows for 1 free customization point. However in order to gain this the Base Price of the weapon is instantly double and the Procure Difficulty is increased by 1.


Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.
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".


Cylinder: A revolver keeps its ammunition in a cylinder.
Default: By default no weapon is master worked.
|}
* '''Accuracy''':
----
{| class="mw-collapsible mw-collapsed wikitable"
! 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|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.


Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand.
Default: There are no Accuracy bonuses for weapon.
|}
* '''Bonus Damage''':
----
{| class="mw-collapsible mw-collapsed wikitable"
! A bonus to the total of the Weapon Die roll.
|-
| This adds additional damage to the finial result of the Hit Die per each Hit Die, in other words per each Attack/Extra Damage. You cannot take negatives in Bonus Damage. Bonus Damage costs the default 1 customization point.
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.


Belt Feed: Machine guns use linked ammunition.
Default: A weapon has no bonus damage.
|}
* '''Bonus Ability''':
----
{| class="mw-collapsible mw-collapsed wikitable"
! 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.


Size: A Small or smaller weapon is considered a light weapon. A Medium-size or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands. A Huge weapon requires two hands and a bipod or other mount.
Default: Normally stock weapons have no special abilities.
|}
{| class="mw-collapsible mw-collapsed wikitable"
! Table: Bonus Abilities.
|-
| '''Burst Fire''': The weapon has to have a speed of Fully Auto or faster to gain the Burst Fire feature. The Weapons Ammunition Amount must be 4 or higher. The Weapon must have at least 1/2 its ammo left, round down. This uses 1/2 the weapon's Ammunition Amount, round down. This is like a partial 'Fully Unload'. This provides a +1 to accuracy for ever Attack/Extra Damage the Character has. This increases the Critical Multiplier by 1, max x4. This increases the Critical Range by 1, max 17-20. (Ranged only, Archaic weapons do not apply) (Cannot be used for Bonus Attacks).
|-
| '''Switch Firing Modes''': The weapon has to have a speed of Fully Auto or faster to gain the Switch Firing Modes feature. The ability will allow the character to choose between Single Fire or Fully Auto. The default behavior of the weapon is Fully Auto/Super Fast and the is no change. If the weapon is switched to  Single Fire mode then weapon gains the following stats. It gains a +2 to accuracy with an additional +1 for its size. Medium +1, Large +2, and Gigantic +3. The Critical Range goes up by 1, max 17-20. The Ammunition amount for the gun is considered doubled. However the weapon gets these penalties: The Critical Damage can only be x2 in this mode. The Hit Die goes down level if its seed is Fully Auto and two levels if its Super Faster. (Ranged only, Archaic weapons do not apply)
|-
| '''Fully Unload''': The weapon has to have a speed of Semi-Auto or faster to gain the Fully Unload feature. The clip must have more than 1/2, round up, of its uses left. And the Ammunition amount for the Weapon must be at least 2. This requires a Full Round action. The character has a choice. Focus on a single target for an automatic critical as long as the accuracy check was successful. Or shooting at targets in front of the character, with a 180degrees of view in the direction the character is facing, with the max number that can be hit equal to the ammunition that is left. The damage with this choice is the Hit Die one lower level of the weapon against each target. The weapon's ranged is halved. The weapon's Ammunition is completely spent. The weapon cannot preform this move again for 1d4 turns. Fully Unloading requires that the Character stand in front of the enemy and hold tight to there gun as it empties all its ammunition. This gives all enemies within range to have an advantage on accuracy checks against the Character for 1 round.  (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 Simple 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. (Actually not ranged only. Melee weapons can have this application as a representation of exotic materials used to 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 is a list of combat techniques a character can do. To read up on them please review [[Techniques#Combat_Techniques|Combat Techniques]] 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 an advantage while performing the maneuver. However, the same rules for advantage stacking apply here. To review read the rules [[Combat#Determining_Advantages_and_Disadvantages_.28Step_3.29|here]]. Also remember that abilities require the necessary feat for your weapon type to be usable.
|-
| '''Suppression Fire''': Also known as Suppressive or Covering Fire. This ability when declared requires a delayed action. It takes 3 times the uses out of the gun's Ammunition and thus the weapon must have at least 3 rounds left. However creates a wall of bullets/lazers or other deadly things that the target will have to subject itself to in order to move. The target would have to teleport out of the line of fire to avoid a Ranged delayed attack. The Character can choose to focus on a single target to help keep them from moving. Or they can declare a cone like area effect. A 90 degree cone with a range of weapon. Any enemy that moves within this cone is subject to a delayed attack action, up to 3 targets. The Character gains advantage to the accuracy check and a +1 for Bonus Damage per Weapon Level. If it is a single target then the Hit Die goes up a level. If it is a cone then the Hit Die goes down a level. Like Fully Unload however the Character is exposed. Any enemy not effected by the Suppression Fire gains advantage to accuracy checks while the Character is using this ability.
|-
| '''Versatile''': This allows Medium weighted weapons (Levels 3 thru 5) to no longer require two hands. This also allows them to be used as Off Handed weapons although penalties may still apply. This can also counter the Clunky status if it was gained because of its Gigantic Power level. This removes the 'Two Handed' requirement for Medium Weighted weapons and the 'Clunky' Gigantic Power level weapons.
|-
|}


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


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


Ranged weapons that are not firearms, there is no proficiency feat required to use these weapons.
{| class="wikitable" style="margin-left: 10px;"
Pepper Spray
|+ Table: Ammunition Stats
! style="text-algin:left;"| Power Level
! Avg. $
! Bonus $ for <br/>special amo
|-
| Small || $5 || + $10
|-
| Medium || $10 || + $20
|-
| Large || $15 || + $50
|-
| Gigantic || $50 || + $100
|}


A chemical irritant that can temporarily blind a target, pepper spray comes in a single-shot container. To use it, make a ranged touch attack against the target. The target must make a Fortitude saving throw (DC 15) or be blinded for 1d4 rounds. This has a max-range of 20 feet for the small canisters and 50 feet for large canisters.
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 provide a bonus to damage. If the Weapon Style or Arch-Type already requires the Special Ammo price, then any ammo that has unique attributes are simply double the normal special cost.
Taser


On a successful hit, the darts deal 1d4 points of electrical damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds.
{| class="wikitable" style=" margin-left: 10px;"
Simple Ranged Weapons
|+ Table: Special Ammunition Types
Benelli 121 M1
|-
| '''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.
|}


The Benelli 121 M1 semiautomatic shotgun is reliable, simple and sturdy.
=== Ammo Crafting ===
Beretta 92F


The standard service Pistol of the United States military
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|Mechanical]], Electric is [[-_Electronic|Electronics]], Thermal(Radiation) is both ([[-_Electronic|Electronic]] and [[-_Chemical|Chemical]]), Chemical is either [[-_Chemical|Chemical]] or [[-_Pharmaceutical|Pharmaceutical]].
Beretta M3P


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


This heavy shotgun fires the largest shotgun round available, the 10-gauge hell.
== Explosives (Grenades/Traps) ==
Colt Double Eagle
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 places like a mine or trap. Explosives require no proficiency to use normally.


Based on the M1911 mechanism, this pistol is an updated civilian version that fires a 10mm round.
Combat rules for thrown explosives in located in the combat section [[Combat#Thrown_Explosives|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#Using_Traps.2FMines|Combat: Traps/Mines]] section.
Colt M1911


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


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


Bow hunting remains a popular sport in North America. A character's strength modifier applies to damage rolls made when using this weapon.
Columns in table are explained below the table.
Derringer


This Pistol breaks open at the breech like a double-barreled shotgun. The two-shot weapon has one barrel atop the other and is barely 5 inches long, making it easy to conceal. Derringers can also be found in any pistol caliber.
{| class="wikitable"
Desert Eagle
|+Grenades and Explosives
! colspan="10" | Tech Level 1
|-
! style="text-algin:left;"|Explosives
! Components
! Damage
! Damage Type
! Throw-able
! Area Type
! Range Increment
! Cost / Procure Diff
|-
| [[Descriptions_of_Explosives#Fragmentation_Grenade|Fragmentation Grenade]] || TNT/Grenade/Time Delay || 3d6 || Kinetic || Yes || Circle || (1)5ft || $365 / 1
|-
| [[Descriptions_of_Explosives#C4.2FSemtex|C4/Semtex]] || Semtex/Simple Land Mine/Remote || 4d6 || Kinetic || No || Circle || (2)10ft || $470 / 1
|-
| [[Descriptions_of_Explosives#Dynamite|Dynamite]] || TNT/Simple Land Mine/Time Delay || 3d6 || Kinetic || No || Circle || (1)5ft || $370 / 0
|-
| [[Descriptions_of_Explosives#Molotov_Cocktail|Molotov Cocktail]] || Napalm/Class Bottle/Contact || 2d6 || Thermal || Yes || Circle || (1)5ft || $155 / 0
|-
| [[Descriptions_of_Explosives#Thermite_Grenade|Thermite Grenade]] || Thermite/Grenade/Contact || 3d6 || Thermal || Yes || Circle || (1)5ft || $360 / 1
|-
| [[Descriptions_of_Explosives#White_Phosphorus_Grenade|White Phosphorus Grenade]] || White Phosphorus/Grenade/Contact || 3d4 || Chemical || Yes || Circle || (1)5ft || $420 / 1
|-
| [[Descriptions_of_Explosives#Smoke_Grenade|Smoke Grenade]] || Smoke/Grenade/Contact || - || - || Yes || Circle || (3)15ft || $120 / 0
|-
| [[Descriptions_of_Explosives#Tear_Gas_Grenade|Tear Gas Grenade]] || Tear/Grenade/Contact || - || - || Yes || Circle || (3)15ft || $120 / 0
|-
| [[Descriptions_of_Explosives#Concussion_Grenade|Concussion Grenade]] || Concussion/Grenade/Contact || - || - || Yes || Circle || (3)15ft || $120 / 0
|-
! colspan="10" | Tech Level 2
|-
! style="text-algin:left;"|Explosives
! Components
! Damage
! Damage Type
! Throw-able
! Area Type
! Range Increment
! Cost / Procure Diff
|-
| [[Descriptions_of_Explosives#EMP_Explosive|EMP Explosive]] || Energized Compound/Grenade T2/Time Delay || 4d6 || Electric || Yes || Circle || (2)15ft || $625 / 1
|-
| [[Descriptions_of_Explosives#Fireflash_Explosive|Fireflash Explosive]] || ThermitX+Agent X/Containerized Mine/Motion 2 || 2d8 + 1d6 || Thermal + Chemical || No || Circle || (2)10ft || $555 / 1
|-
| [[Descriptions_of_Explosives#Tangler_Explosive|Tangler Explosive]] || C-T/Curved-Nade/Contact || - || - || Yes || Circle || (2)10ft || $710 / 2
|-
! colspan="9" | Tech Level 3
|-
! style="text-algin:left;"|Explosives
! Components
! Damage
! Damage Type
! Throw-able
! Area Type
! Range Increment
! Cost / Procure Diff
|-
| [[Descriptions_of_Explosives#Dis-solver_Explosive|Dis-solver Explosive]] || Xoctic/Packed-Nade/Contact 3 || 6d6 || Chemical || Yes || Circle || (6)30ft || $2,270 / 2
|-
| [[Descriptions_of_Explosives#Cryonic_Explosive|Cryonic Explosive]] || Neg-H/Hybrid-Nade/Contact 3 || 5d8 || Thermal (Cold) || Both || Circle || (2)10ft || $1,850 / 2
|-
| [[Descriptions_of_Explosives#Stunner|Stunner]] || Hyper-Concuss/Clocked-Mine/Smart Sense || - || - || No || Circle || (4)20ft || $1,470 / 2
|-
! colspan="10" | Tech Level 4
|-
! style="text-algin:left;"|Explosives
! Components
! Damage
! Damage Type
! Throw-able
! Area Type
! Range Increment
! Cost / Procure Diff
|-
| [[Descriptions_of_Explosives#Psionic_Wave_Explosive|Psionic Wave Explosive]] || Psionic/Transporting Mine/Gravity Sense || 6d8 || - || No || Circle || (3)15ft || $12,550 / 4
|-
| [[Descriptions_of_Explosives#Singularity_Implosion_Device|Singularity Implosion Device]] || H-S-EX/Transporting Mine/Gravity Sense || 6d12 || Gravity || No || Circle || (6)30ft || $6,550 / 3
|-
| [[Descriptions_of_Explosives#Gravimetric_Explosive|Gravimetric Explosive]] || H-S-EX/Gravity-Packed Nade/Contact 3 || 7d12 || Gravity || Yes || Circle || (6)30ft || $7,500 / 4
|-
|}


Manufactured by Israeli Military Industries, the Desert Eagle is the king of large-frame, heavy-caliber autoloaders. This version fires the massive .50 Action Express round. The Desert Eagle also comes in .357 Magnum and .44 Magnum models.
=== Making your Own Explosives ===
Glock 17


The Glock is typical of 9mm self-loading pistols carried by many police officers and military personnel. Due to its high quality of manufacture, the Glock 17 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.
==== The Charge ====
Glock 20


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


Due to its high quality of manufacture, the Glock 20 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.
{| class="mw-collapsible mw-collapsed wikitable"
Mossberg
! colspan="6" | Table: Charges Listed by Tech Level
|-
! colspan="6" | Tech Level 1 (Limit d6)
|-
! Charge
! Damage Die
! Damage Type
! Range
! Attributes
! Cost/Proc Diff
|-
| TNT || Xd6 || Kinetic || 5ft || None || $100 / 1
|-
| Semtex || Xd6 || Kinetic || 10ft || [[Casing_not_required|Casing not Required]] || $120 / 1
|-
| White Phosphorus || Xd4 || Chemical || 10ft || None || $120 / 2
|-
| Black Powder || Xd4 || Kinetic || 5ft || None || $75 / 0
|-
| Agent Orange || Xd6 || Chemical || 10ft || None || $135 / 2
|-
| Napalm  || Xd6 || Thermal || 5ft || None || $130 / 2
|-
| Thermite || xd4 || Thermal || Tiny 1ft || [[Lingers|Lingers]] (1d4 rnds) ||$100 / 0
|-
| Smoke || N/A || N/A || 15ft || [[Fogs|Fogs]] x1 DisAdv, [[Lingers|Lingers]] (1d4 rnds), [[Charge_Tech|Tech]] ||$100 / 0
|-
| Tear || N/A || N/A || 15ft || x1 DisAdv, [[Lingers|Lingers]] (1d4 rnds), [[Charge_Tech|Tech]] ||$100 / 0
|-
| Concussion || N/A || N/A || 15ft || [[Conditions#-_Stunned|Stuns]] (d4 rounds), [[Charge_Tech|Tech]] || $110 / 1
|-
! colspan="6" | Tech Level 2 (Limit d8)
|-
! Charge
! Damage Die
! Damage Type
! Range
! Attributes
! Cost/Proc Diff
|-
| Agent X || Xd6 || Chemical || 10ft || [[Lingers|Lingers]] (1d4 rounds) || $160 /  2
|-
| Energized Compound || Xd6 || Electrical || 15ft || [[EMP_Effect|EMP Effect]], [[Charge_Tech|Tech]] || $140 / 1
|-
| RDX2 || Xd8 || Kinetic || 10ft || [[Casing_not_required|Casing not Required]] || $120 / 1
|-
| ThermitX || Xd8 || Thermal || 5ft || [[Lingers|Lingers]] (1d3 rounds) || $120 / 1
|-
| Hyper-Concuss || N/A || N/A || 20ft || [[Conditions#-_Stunned|Stuns]] (d6 rounds) || $170 / 1
|-
| Cl-d || N/A || N/A || 60ft || [[Fogs|Fogs]] x1 DisAdv, [[Lingers|Lingers]] (1d4 rnds) || $155 / 1
|-
| M-A-D || N/A || N/A || 30ft || Confusion (1d4 rnds) || $220 / 2
|-
| S-S-T || N/A || N/A || N/A || [[SS_Techniques|Shield Splicer Techniques]], [[Charge_Tech|Tech]] || $750 / 3
|-
| T-M-T || N/A || N/A || N/A || [[Techniques|Technomancer Techniques]], [[Charge_Tech|Tech]] || $750 / 3
|-
| C-T || N/A || N/A || N/A || [[Techniques|Combat Technique]], [[Charge_Tech|Tech]] || $600 / 2
|-
! colspan="6" | Tech Level 3 (Limit d10)
|-
! Charge
! Damage Die
! Damage Type
! Range
! Attributes
! Cost/Proc Diff
|-
| HMXXX || Xd10 || Kinetic || 15ft || None || $300 / 2
|-
| Temperist-3 || Xd8 || Thermal || 10ft || None || $300 / 1
|-
| Xoctic || Xd6 || Chemical || 30ft || [[Lingers|Lingers]] (2d4 rnds) [[Fogs|Fogs]] 1x DisAdv ||  $320 / 2
|-
| ELT || Xd8 || Electrical || 20ft || [[EMP_Effect|EMP Effect]] || $300 / 1
|-
| Thickened Smoke || N/A || N/A || 20ft || [[Fogs|Fogs]] x2 DisAdv, [[Lingers|Lingers]] (1d6 rnds) || $310 / 1
|-
| Neg-H || Xd8 || Thermal(Cold) || 5ft || None || $300 / 1
|-
| Mind-X || N/A || N/A || 20ft || [[Alter_Emotion|Alter Emotion]] (Hate,Love,Fear) || $400 / 2
|-
| Teleporting || N/A || N/A || 5ft || [[Teleport|Teleports]] || $750 / 2
|-
| Psionic || N/A || N/A || N/A || [[Psionic_Techniques|Psionic Techniques]], [[Charge_Tech|Tech]] || $2,000 / 4
|-
! colspan="6" | Tech Level 4 (Limit d12)
|-
! Charge
! Damage Die
! Damage Type
! Range
! Attributes
! Cost/Proc Diff
|-
| Ice 9 || Xd12 || Thermal (Cold) || 5ft || [[Contagious|Contagious]], [[Lingers|Lingers]] (1d6 turns) || $1,000 / 4
|-
| H-S-EX || Xd12 || Gravity || 30ft || None || $1,000 / 3
|-
| M-Nuke || Xd12 || Kinetic/Thermal(Rads) || 30ft || None || $1,000 / 3
|-
| Black-50 || N/A || N/A || 30ft || Fog 100%, [[Lingers|Lingers]] (1d6 rnds) || $500 / 2
|-
|}


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


The Pathfinder is a high-quality weapon used as a concealed backup weapon by police officers or for personal defense. The Pathfinder is typical of a number of short-barreled (3 inches) small-caliber revolvers.
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'.
Remington 700


A bolt-action rifle with a reputation for accuracy, the Remington 700 has been popular with hunters and target shooters since its introduction in the 1940s.
{| class="mw-collapsible mw-collapsed wikitable"
Ruger Service-Six
! colspan="6" | Table: Casings (Sorted by Tech Level)
|-
! colspan="6" | Tech Level 1
|-
! Casings
! Max Charge
! Throw/Place-able
! Circular/Cone
! Attributes
! Cost/Proc Diff
|-
| Grenade || x3 || Throw-able || Circular || None || $50 / 0
|-
| Simple Land Mine || x4 || Place-able || Circular || None || $50 / 1
|-
| Clay-more || x3 || Place-able || Cone || None || $50 / 1
|-
| Class Bottle || x2 || Throw-able || Circular || Thermal/Chemical Charge Types Only || $10 / 0
|-
| Jumping Mine || x3 || Place-able || Circular || +5ft Range || $100 / 2
|-
! colspan="6" | Tech Level 2
|-
! Casings
! Max Charge
! Throw/Place-able
! Circular/Cone
! Attributes
! Cost/Proc Diff
|-
| Mag-Casing || x4 || Throw-able || Circular || +1 Accuracy || $75 / 1
|-
| Stealth Mine || x5 || Place-able || Circular || +2 Perception DC || $120 / 2
|-
| Positioned Trap || x4 || Place-able || Cone || +1 Damage || $120 / 2
|-
| Curved-Nade || x4 || Throw-able || Circular || +10ft Throwing Range || $100 / 1
|-
| Containerized Mine || x3 || Place-able || Circular || [[Containerized|Containerized]] || $120 / 1
|-
! colspan="6" | Tech Level 3
|-
! Casings
! Max Charge
! Throw/Place-able
! Circular/Cone
! Attributes
! Cost/Proc Diff
|-
| Walking-Mine || x5 || Place-able || Circular || [[Chasing|Chasing]] 30ft || $250 / 2
|-
| Clocked-Mine || x6 || Place-able || Circular || +5 Perception DC || $350 / 2
|-
| Directed-Mine || x5 || Place-able || Cone || +2 Damage || $200 / 1
|-
| Packed-Nade || x6 || Throw-able || Circular || None || $150 / 1
|-
| Hybrid-Nade || x5 || Both || Circular || None || $150 / 2
|-
| Containerized Mine Adv || x5 || Place-able || Circular || [[Containerized|Containerized]] || $220 / 1
|-
| Containerized Grenade || x4 || Throw-able || Circular || [[Containerized|Containerized]] || $240 / 1
|-
! colspan="6" | Tech Level 4
|-
! Casings
! Max Charge
! Throw/Place-able
! Circular/Cone
! Attributes
! Cost/Proc Diff
|-
| Transporting Mine || x6 || Place-able || Circular || [[Chasing|Chasing]] 45ft || $350 / 2
|-
| Transporting Nade || x6 || Throw-able || Circular || +5 Accuracy || $500 / 2
|-
| Directed-Trans Mine || x6 || Place-able || Cone || [[Chasing|Chasing]] 30ft || $1,000 / 3
|-
| Gravity-Packed Nade || x7 || Throw-able || Circular || None || $350 / 2
|-
| Containerized Casing || x6 || Both || Circular/Cone || [[Containerized|Containerized]] || $320 / 1
|-
|}


This revolver, designed specifically for police use, fires the .38 Special rounds.
==== The Detonator ====
S&W M29


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


This is a 12-gauge, double-barreled shotgun with the stock and barrels sawed short. All that's left of the stock is a Pistol grip and the barrels are roughly 12 inches long. If this weapon is fully-loaded, a character can fire both barrels at once. The character receives a –2 penalty on the attack but deals +1 to damage with a successful hit. Attacking this way uses both shotgun shells.
{| class="mw-collapsible mw-collapsed wikitable"
SITES M9 Resolver
! colspan="4" | Table: Detonators (Sorted by Tech Level)
|-
! colspan="4" | Tech Level 1
|-
! Detonators
! Attributes
! Description
! Cost/Proc Diff
|-
| Contact || On Contact || || $10 / 0
|-
| Motion || Motion Sensitive 10ft || || $25 / 0
|-
| Remote || Remote Controlled 150ft || || $20 / 0
|-
| Time Delay || Delay 1-900 Sec || || $15 / 0
|-
| Trip Wire || Trip Wire || || $10 / 0
|-
! colspan="4" | Tech Level 2
|-
! Detonators
! Attributes
! Description
! Cost/Proc Diff
|-
| Walker || [[Chasing|Chasing]] 15ft || || $100 / 1
|-
| Laser Wire || Trip Wire || || $15 / 0
|-
| Motion 2 || Motion Sensitive 20ft || || $35 / 0 
|-
| Electronic Sense || Sense Electronics 20ft || || $50 / 1
|-
! colspan="4" | Tech Level 3
|-
! Detonators
! Attributes
! Description
! Cost/Proc Diff
|-
| Smart Sense || [[Programmable_Sensor|Programmable Sensor]] 30ft || || $100 / 1
|-
| Invisible Wire || Trip Wire (clocked) || || $150 / 1
|-
| Contact 3 || [[Chasing|Chasing]] (throw-able only) 10ft || || $200 / 2
|-
! colspan="4" | Tech Level 4
|-
! Detonators
! Attributes
! Description
! Cost/Proc Diff
|-
| Gravity Sense || [[Sense_Micro_Gravity|Sense Mirco Gravity]] 50ft || || $200 / 1
|-
|}


The compact SITES weapon is very narrow, making it easy to conceal.
==== Combing Explosive Components ====
Walther PPK


The PPK is a small, simple and reliable autoloader with a design that dates back to the 1930s. It remains in widespread service among European police, military and government agencies.
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.
Winchester 94
# 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.


The Winchester Model 94 Big Bore is a lever-action rifle typical of big-bore hunting rifles found around the world.
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.
Martial Ranged Weapons
AKM/AK-47


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


The AKM is a slightly more modern version of the AK-47, but functions essentially the same.
;These rules are going to change. They will be associated with rules for gadgets which is incomplete.  
Barrett Light Fifty


The heavy but rugged Light Fifty is an incredibly powerful weapon for its size. Although it's a sniper rifle, it fires a .50-caliber machine gun round, a round much more powerful than any other rifle ammunition. Note: Technically classed as an “anti-material rifle” rather than a “sniper rifle,” thus the use of a machine gun round rather than a standard rifle round.
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.  
Beretta 93R


This close relative of the Beretta 92F looks like a large autoloader but can fire on automatic. It sports a fold-down grip in front of the trigger guard, an extendable steel shoulder stock that is attached to the butt of the Pistol and an extended magazine.
{| class="wikitable"
|+ Weapon Accessories
! style="text-algin:left;"|Object
! Size
! Weight
! Cost
|-
|[[Magazine|Magazine]] ||Tiny ||0.5 lb. ||$15
|-
|[[Hip_Holster|Holster, Hip]] ||Tiny ||1 lb. ||$35
|-
|[[Concealed_Holster|Holster, Concealed]] ||Tiny ||0.5 lb. ||$40
|-
|[[Illumination|Illumination]] ||Tiny ||0.5 lb. ||$85
|-
|[[Laser_sight|Laser sight]] ||Tiny ||0.5 lb. ||$25
|-
|[[Standard_Scope|Scope, Standard]] ||Tiny ||0.5 lb. ||$70
|-
|[[ElectroOptical_Scope|Scope, Electro-Optical]] ||Small ||3 lb. ||$250
|-
|[[Speed_loader|Speed loader]] ||Tiny ||0.5 lb. ||$45
|-
|[[Pistol_Suppressor|Suppressor, Pistol]] ||Tiny ||1 lb. ||$550
|-
|[[Rilfe_Suppressor|Suppressor, Rifle]] ||Small ||4 lb. ||$1000
|}


This weapon features a three-round burst setting.
These accessories below are used for setting traps with explosives or uses to help carry and effectively use explosives as grenades.  
HK G3


The G3 fires the powerful 7.62 mm cartridge, a round used in many light machine guns but increasingly uncommon in assault rifles. At one time, over sixty of the world's armies used this rifle.
{| class="wikitable"
HK MP5
|+ Explosive Accessories
! style="text-algin:left;"|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
|-
! colspan="5" | 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
|}


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


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


This weapon features a three-round burst setting.
"I do not need a weapon. I am a weapon!" - Martial Artist... before being shot.  
HK MP5K


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


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


This weapon features a three-round burst setting.
Unlike other Melee weapons a characters fists are not always manual. They are ranked based on the Characters Dexterity score.
HK PSG1
* 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


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


Due to its high quality of manufacture, the PSG1 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.
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|Combat]] page.
M16A2


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


The A3 has a three-round burst setting, with a ROF: S, B.
;Exceptions:
Alien races may have exceptions too this rule.


The A4 does not have the three-round burst setting, with a ROF: S, A
=== Melee/Martial Arts Combat Accessories === 
M4 Carbine
{| class="wikitable" style="margin-left: 10px;"
 
|+ Table: Accessories Examples
This is a cut-down version of the Colt M16A2, shortened by about a third by means of a telescoping stock and a shorter barrel.
! Weapon
M-60
! Tech Level
 
! Bonus Damage
Introduced in the Vietnam War era, this medium machine gun is still in widespread use with the U.S. military and that of several other armies.
! Cost/Proc Diff
MAC Ingram M10
|-
 
| [[Metal Gloves]] || Tech Lvl 1 || +1 || $100 / 0
No longer in production, about 10,000 of these small submachine guns were made and supplied to United States police forces, the U.S. Army, Cuba and Peru. Light pressure on the trigger produces single shots, while increased pressure brings automatic fire.
|-  
 
| [[Powered Gloves]] || Tech Lvl 2 || +2 || $300 / 1
The M10 accepts a suppressor without modification.
|-
Skorpion
| [[High Feq Cloves]] || Tech Lvl 3 || +3 || $2,500 / 2
 
|}
The CZ61 Skorpion is a Czech machine Pistol seen increasingly in the West since the collapse of the Soviet Union. Originally intended for military vehicle crews who don't have space for an unwieldy longarms, it was widely distributed to Communist countries and in central Africa and can now be found anywhere in the world.
Steyr AUG
 
An unusual and exotic-looking weapon, the bull pup AUG is the standard rifle of the Austrian and Australian armies. It's completely ambidextrous components make it equally convenient for left- and right-handed users. It features a built-in optical sight gaining a +1 to attack rolls. This weapon features a three-round burst setting.
TEC-9
 
The Intratec TEC-9 is an inexpensive machine pistol popular with Infiltrators because it can be modified with a Craft (mechanical) check DC 15 to fire on automatic. The Pistol only works on semiautomatic fire or, if modified, only on automatic. Once modified to fire on automatic, the TEC-9 cannot be changed back to semiautomatic.
Uzi
 
Designed in the 1950s for the Israeli army, the Uzi has become the most popular submachine gun in the world. It features a collapsible stock, making it extremely compact.
Exotic Ranged Weapons
Flamethrower
 
A flamethrower consists of a pressurized backpack containing fuel, connected to a tube with a nozzle. It shoots a 5-foot-wide, 30-foot-long line of flame that deals 3d6 points of fire damage to all individuals and objects in its path. No attack roll is necessary. Any individual caught in the line of flame can make a Reflex save (DC 15) to take half damage. Individuals with cover get a bonus on their Reflex save.
 
A flamethrower's backpack has hardness 5 and 5 hit points. When worn, the backpack has a AC equal to 9 + the wearer's Dexterity modifier + the wearer's class bonus. A backpack reduced to 0 hit points ruptures and explodes, dealing 6d6 points of fire damage to the wearer (no save allowed) and 3d6 points of splash damage to individuals and objects in adjacent 5-foot squares (Reflex save, DC 15, for half damage).
 
Any individual or flammable object that takes damage from a flamethrower catches on fire; taking 1d6 points of fire damage each subsequent round until the flames are extinguished. A fire engulfing a single individual or object can be doused or smothered as a full-round action. Discharging a fire extinguisher is a move action and instantly smothers flames in a 10-foot-by-10-foot area.
 
A flamethrower can shoot 10 times before the fuel supply is depleted.
M2HB
 
This heavy-duty .50-caliber machine gun has been in service since World War II and remains a very common vehicle-mounted military weapon around the world.
M72A3 LAW
 
The LAW (light antitank weapon) is a disposable, one-shot rocket launcher. It comes as a short, telescoped fiberglass and aluminum tube. Before using the weapon, the firer must first arm and extend the tube, which is a move action.
 
When the LAW hits its target, it explodes like a grenade or other explosive, dealing its 10d6 points of damage to all individuals within a 10-foot radius (Reflex save DC 18 for half damage).
 
The LAW ignores up to 10 points of hardness if it strikes a vehicle, building, or object. However, this only applies to the target struck, not to other objects within the burst radius.
 
The M72 has a minimum range of 30 feet. If fired against a target closer than 30 feet away, it does not arm and will not explode.
M79
 
This weapon is a single-shot grenade launcher. It fires 40mm grenades (see under Grenades and Explosives). These grenades look like huge rounds an inch and a half across; they can't be used as hand grenades and the M79 can't shoot hand grenades.
 
Attacking with an M79 is identical to throwing an explosive: you make a ranged attack against a specific 5-foot square (instead of targeting a person or individual). The differences between using the M79 and throwing an explosive lie in the range of the weapon (which far exceeds the distance a hand grenade can be thrown) and the fact that the M79 requires a weapon proficiency to operate without penalty.
Explosives
 
These weapons explode or burst, dealing damage to individuals or objects within an area.
 
Explosives can be thrown or set off in place, depending on the type of explosive device. Dynamite and hand grenades are examples of these weapons.
 
All explosives must be detonated. Some, such as grenades, include built-in detonators. (Pulling the pin on a grenade is a free action.) Others require timers or other devices to set them off. Detonators are covered in Weapon Accessories.
 
Explosives require no proficiency to use normally.
Thrown Explosives
 
Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)
 
    Hit: Individuals in all adjacent squares are dealt damage.
    Miss: First, roll 1d8 to determine the miss direction of the throw.
    1 - Falls short (straight line towards the thrower).
    2 through 8 - Count around the target individual or grid intersection in a clockwise direction.
 
Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target.
 
Finally, the item deals damage to all individuals in the square it lands in and in all adjacent squares.
Planted Explosives
 
A planted explosive is set in place, with a timer or fuse determining when it goes off. No attack roll is necessary to plant an explosive; the explosive sits where it is placed until it is moved or goes off.
 
When a planted explosive detonates, it deals its damage to all targets within the burst radius of the weapon. The targets may make Reflex saves (DC varies according to the explosive type) for half damage.
Explosives Table
 
Damage: The damage dealt by the weapon.
 
Burst Radius/Splash Damage: All individuals or objects within the burst radius take damage from the explosive.
 
Damage Type: Damage from explosives and splash weapons is classified according to type.
 
Critical: The threat range for a critical hit.
 
Reflex DC: Any individual caught within the burst radius of an explosive may make a Reflex save against the DC given in this column for half damage.
 
Range Increment: If the weapon can be thrown, its range increment is shown in this column. Explosives with no range increment must be set in place before being detonated.
 
Size: A Small or smaller weapon is considered a light weapon. Medium-size or smaller weapon can be used one-handed or two-handed.
 
Weight: This column gives the weapon's weight.
 
Cost: This is the purchase cost to acquire the weapon. This number reflects the base price and doesn't include any modifier for purchasing the weapon on the black market.
Grenades and Explosives
Weapon Damage Critical Damage Type Burst Radius Reflex DC Range Increment Size Weight Cost
40mm Fragmentation Grenade 6d6 19-20 x4 Slashing 10 ft. 15 — Tiny 1 lb. $650
C4/Semtex 4d6 19-20 x4 Bludgeoning 10 ft. 18 — Small 1 lb. $300
Det Cord 2d6 20x4 Fire See text 12 — Med 2 lb. $100
Dynamite 2d6 19-20/x4 Bludgeoning 5 ft. 15 10 ft. Tiny 1 lb. $300
Fragmentation Grenade 6d6 19-20/x4 Slashing 20 ft. 15 10 ft. Tiny 1 lb. $575
Molotov Cocktail 1d6/
 
1d4 Splash
20 Fire 5 ft 12 10 ft Small 1 lb $10
Smoke Grenade See text — — See text — 10 ft. Small 2 lb. $50
Tear gas Grenade See text — — See text — 10 ft. Small 2 lb. $300
Thermite Grenade 8d6 19-20/x4 Fire 5 ft. 12 10 ft. Small 2 lb. $850
White Phosphorus Grenade 8d6 19-20 x4 Fire 20 ft. 12 10 ft. Small 2 lb. $625
Grenades and Explosives
 
Many explosives require detonators, which are described in Weapon Accessories.
 
No feat is required to use these thrown weapons.
40mm Fragmentation Grenade
 
This small explosive device must be fired from a 40mm grenade launcher, such as the M79. It sprays shrapnel in all directions when it explodes.
 
The cost given is for a box of 6 grenades.
C4/Semtex
 
So-called “plastic” explosives resemble slabs of wax and can take various shapes. The information on the table represents a 1-pound block. Additional blocks can be wired together, increasing the damage and burst radius; each additional block increases the damage by +2d6 and the burst radius by 2 feet and requires a Craft (explosives) check (DC 15) to link them.
 
The cost given represents a package of 4 blocks.
 
C4/Semtex requires a detonator to set off.
Det Cord
 
Det cord is an explosive in a rope-like form. Technically, det cord doesn't explode—but it burns so fast (4,000 yards per second) that it might as well be exploding. Normally used to string multiple explosive charges together for simultaneous detonation (allowing a single detonator to set them all off) det cord can also be looped around a tree or post or other object to cut it neatly in half.
 
The information on the table represents a 50-foot length. A length of det cord can be spread out to pass through up to ten 5-foot squares. When this is the case, it deals the indicated damage to all individuals in each 5-foot square through which it passes.
 
It can also be doubled up; for each additional 5 feet of cord within a single 5-foot square, increase the damage by +1d6.
 
Det cord requires a detonator to set it off.
Dynamite
 
Perhaps one of the most common and straightforward explosives, dynamite is very stable under normal conditions. A stick of dynamite requires a fuse or detonator to set it off. Additional sticks can be set off at the same time if they are within the burst radius of the first stick, increasing the damage and burst radius of the explosion. Each additional stick increases the damage by +1d6 (maximum 10d6) and the burst radius by 5 feet (maximum 20 feet).
 
It's possible to wire together several sticks of dynamite for even greater explosive effect. Doing so requires a Craft (explosives) (DC 10 + 1 per stick). If the character succeeds on the check, the damage or the burst radius of the explosion increases by 50% (the character's choice).
 
Dynamite is sold in boxes of 12 sticks.
 
To set off dynamite using a fuse, the fuse must first be lit, requiring a move action (and a lighter or other source of flame). The amount of time until the dynamite explodes depends on the length of the fuse—a fuse can be cut short enough for the dynamite to detonate in the same round (allowing it to be used much like a grenade) or long enough to take several minutes to detonate. Cutting the fuse to the appropriate length requires a move action.
Fragmentation Grenade
 
The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.
 
The cost given is for a box of 6 grenades.
Molotov Cocktail
 
A Molotov cocktail is a flask containing a flammable liquid, plugged with a rag. A Molotov cocktail is easily made by hand with a Craft (explosives) DC 10 or Intelligence check DC 15.
 
To use it, the rag must first be lit, requiring a move action (and a lighter or other source of flame). The cocktail detonates in 2 rounds or on impact with a solid object, whichever comes first.
 
A target that takes a direct hit is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire.
Smoke Grenade
 
On the round when it is thrown, a smoke grenade fills the four squares around it with smoke. On the following round, it fills all squares within 10 feet and on the third round it fills all squares within 15 feet. The smoke obscures all sight, including the darkvision ability granted by night vision goggles. Any individual within the area has total concealment. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round. Smoke grenades are available in several colors, including white, red, yellow, green and purple. As such, they can be used as signal devices.
 
The cost given is for a box of 6 grenades.
Tear Gas Grenade
 
On the round that it is thrown, a tear gas grenade fills a 5-foot radius with a cloud of irritant that causes eyes to fill with tears. On the following round, it fills a 10-foot radius and on the third round it fills a 15-foot radius. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round.
 
A character caught in a cloud of tear gas must make a Fortitude save (DC 15) or be nauseated. This effect lasts as long as the character is in the cloud and for 1d6 rounds after he or he leaves the cloud. A gas mask renders the target immune to the effects. A wet cloth held over the eyes, nose and mouth provides a +2 bonus on the Fortitude save.
 
The cost given is for a box of 6 grenades.
Thermite Grenade
 
Thermite does not technically explode. Instead, it creates intense heat meant to burn or melt through an object upon which the grenade is set. Military forces use thermite grenades to quickly destroy key pieces of equipment.
 
The cost given is for a box of 6 grenades.
White Phosphorus Grenade
 
White phosphorus grenades use an explosive charge to distribute burning phosphorus across the burst radius. Any target that takes damage from a White Phosphorus grenade is dealt an additional 2d6 points of fire damage in the following round and risks catching on fire.
 
In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade.
 
The cost given is for a box of 6 grenades.
Melee Weapons
 
Melee weapons are used in close combat and they are generally among the simplest types of weapons.
Melee Weapons Table
 
Melee weapons are described by a number of statistics, as shown on Table: Melee Weapons.
 
Damage: The damage the weapon deals on a successful hit.
 
Critical: The threat range for a critical hit.
 
Damage Type: Melee weapon damage is classified according to type: bludgeoning, energy, piercing and slashing.
 
Range Increment: Melee weapons that are designed to be thrown can be used to make ranged attacks.
 
Size: A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in a character's off hand.
 
A Medium-size or smaller weapon can be used one-handed or two-handed.
 
A Large weapon requires two hands.
 
Weight: This column gives the weapon's weight.
 
Cost: This is the purchase cost to acquire the weapon.
Simple Melee Weapons
Weapon Damage Critical Damage Type Range Increment Size Weight Cost
Cleaver 1d6 19–20 Slashing 10 ft. Small 2 lb. $10
Knife 1d4 19–20 Piercing 10 ft. Tiny 1 lb. $15
Metal Baton 1d6 19–20 Bludgeoning — Med 2 lb. $25
Exotic Melee Weapons
Weapon Damage Critical Damage Type Range Increment Size Weight Cost
Chain saw 3d6 18–20 x4 Slashing — Large 10 lb. $150
No Feat Required Melee Weapons
Weapon Damage Critical Damage Type Range Increment Size Weight Cost
Pistol Whip 1d4 20 Bludgeoning — Small — —
Rifle Butt 1d6 20 Bludgeoning — Large — —
Straight Razor 1d3 18–20 Slashing — Tiny 0.5 lb. $5
Stun Gun 1d3 20 Electricity — Tiny 1 lb. $40
Simple Melee Weapons
 
Generally inexpensive and light in weight, simple weapons get the job done nevertheless.
Cleaver
 
Heavy kitchen knives can be snatched up for use as weapons in homes and restaurants.
Knife
 
This category of weapon includes hunting knives, butterfly knives and switchblades.
Metal Baton
 
This weapon can be collapsed to reduce its size and increase its conceal-ability. Extending or collapsing the baton is a free action.
Exotic Melee Weapons.
Chain Saw
 
Military and police units use powered saws to cut through fences and open doors rapidly.
No Proficiency Required Melee Weapons
Pistol Whip
 
Using a Pistol as a melee weapon can deal greater damage than attacking unarmed.
Rifle Butt
 
The butt of a rifle can be used as an impromptu club.
Straight Razor
 
Favored by old-school organized crime “mechanics,” this item can still be found in some barbershops and shaving kits.
Stun Gun
 
Although the name suggests a ranged weapon, a stun gun requires physical contact to affect its target. The stun gun deals 1d3 points of electricity damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds.
Weapon Accessories
Object Size Weight Cost
Box magazine Tiny 0.5 lb. $5
Detonator, Blasting Cap Tiny 0.5 lb. $20
Detonator, Radio Controlled Tiny 0.5 lb. $40
Detonator, Timed Tiny 0.5 lb. $30
Detonator, Wired Tiny 1 lb. $20
Holster, Hip Tiny 1 lb. $35
Holster, Concealed Tiny 0.5 lb. $40
Illuminator Tiny 0.5 lb. $85
Laser sight Tiny 0.5 lb. $25
Scope, Standard Tiny 0.5 lb. $70
Scope, Electro-Optical Small 3 lb. $110
Speed loader Tiny 0.5 lb. $25
Suppressor, Pistol Tiny 1 lb. $250
Suppressor, Rifle Small 4 lb. $400

Latest revision as of 17:36, 21 April 2019

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. In FuturePath you can choose a weapon from a list if you are in a hurry there is a partial list of weapons in a table to the right of this page titled 'Table: Weapon Examples' or you can visit the Full Weapon List page for an extensive list of weapon examples. However, if you have a creative itch feel free to create your own using the custom weapon rules set.

This page is dedicated to learning how to make weapons, ammo, grenades, and traps. The rules for customizing and crafting them can be found here. If you wish to simply pick from a list of weapons visit the Full Weapon List page. Skip below to Ammunition for rules on ammo. Also skip below to Grenades and Traps.

Future Path Weapon Tech Levels

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


The Tech Level of a Weapon is based on the Tech system which co-insides with the Civilization Tech Level and it 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. Tech Levels also provides customization points that can improve the weapon. Tech Levels also come with a procure difficulty increase.

Buying a Weapon

You do not need to create an advanced customized weapon or even a simple one. You can pick a weapon from the list of weapon examples to the right of this page. Or you can visit the Full Weapon List page.

The Weapon Examples table is organized first by Tech Level, then by wither or not the Weapon is Melee or Ranged and lastly by Weapon Level. The Cost is the average expected price for the weapon, but the GM is free to adjust that based on game circumstances. The Proc Diff is shorthand for Procure Difficulty which helps explain how hard it is to find and purchase the item. The Size/Speed Lvls and (Total lvl) is detailing the Weapon Level and how it got its level which also determines its Damage Die. Finally, the weapon itself is a link to another page that not only shows the full details of the weapon but also may list other weapons of a similar style.

The GM may say that only specific Tech Levels and Procure Difficulty of weapons is sold at a particular location. You can use this information to narrow your choice of weapons helping to make quick purchases. This is also the same for Armor and General Equipment.

Simple Weapon Creation

Now how do you create your own custom Future Path Weapon!? Here is a summary of the steps to help.

  1. The best way to start isn't to jump to how much damage or what Hit Die the weapon will have but instead to focus on what the weapon style or purpose is. Review the "Weapon Styles" table below in the Weapon Styles section. Ask the question "What is the purpose of the design of the weapon?" For example, it is for close courters room to room combat or is it for hunting or sniping?
  2. Second you may want to think about how the weapon deals damage. Does it use Lasers or normal bullets? This is a weapon's Arch Type.
  3. Next you can review the Weapon Levels. A Weapon Level determines the Hit Die of a Weapon, (although that can be adjusted). It also determines all other default attributes.
    1. Hint: The table "Weapon Power/Speed Level Matrix" has links in every cell that goes to a page that describes that weapon's default attributes. These attributes can then be adjusted based on the Weapon Style and Arch Type.
    2. Another Hint: Power Level and Speed Level are combined to create Weapon Level making the Hit Die an emergent property. Attempt to find the power and speed that best fits your weapon first before seeing what the Hit Die is. Then if the Hit Die or if some other attribute isn't quite what you want you can always further customize it by following the Advance Customizations rules.
  4. Then you will need to review the different Default Attributes. These can range from Two-Handed to Exotic. The Style, Arch Type, and Level may specify an attribute already but picking a Default Attribute is free and may be useful.
  5. Finally you can calculate the cost of the weapon. In the Weapon Cost section there is a table titled: "Weapon Cost Matrix (Melee/Ranged)". You can match the Tech Level of the Weapon with the actual Weapon Level to determine its cost. The table provides the base cost of both Melee and Range as well as the cost of adding customizations to that weapon.
    1. Hint: At this point, if you have not already you will need to determine the Tech Level of the Weapon. The easiest choice is the Tech Level of the character that will be using it which usually defaults to Tech 2. Keep in mind that the higher the Tech level the more expensive and possibly more difficult the weapon is to acquire. Also, keep in mind that a higher tech level weapon will result in a higher proficiency requirement if the user of the weapon has a lower Tech level.

Weapon Styles


You can pick a style to follow. A shotgun, pistol, Sniper rifle or Chemical Thrower. If your weapon doesn't necessarily conform to one of the below styles you can choose 'No Style' as a style. The Weapon Style helps define the gun and adjust the default stats to better fit a particular role.

  • Note: The Weapon Style name doesn't always have too fit the description of the weapon but what it provides may be more in line with how the weapon is meant to be used.
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 commonly used weapon themes such as the Laser or Plasma weapon. The default Arch Type is Kinetic which is also the default weapon damage. Changing the Weapon Arch Type is one way to adjust the damage type. However, changing the Weapon Arch type can also provide other bonuses. If the weapon design doesn't conform to one of the below Weapon Arch types you can specify 'Custom Arch Type' which simply allows for a free Customization Point to be spent in the Damage Type Attribute as per the Advance Customizations rules.

Some things to note:

  • 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 this includes Tech Level although this can only account for 1 tech level.
  • If the Weapon Arch Type changes the Weapon Damage Type the Weapon cannot lose that Damage Type or else it will no longer be that Arch Type. Changing a weapon Damage Type to be a Hybrid of two damages doesn't count against the Arch Type as long as one of the weapon damages is still the Damage Type provided by the Arch Type.
Table: Weapon Arch Types

Kinetic Base: (Tech 0 thru 4) This is the default weapon type. No advantages or disadvantages.

Custom Arch Type: (Tech 1 thru 4) This is designed too allow for new player designed Weapon Arch Type

  • Advantages:
    • Provides 1 Customization Point to be spent soley on the Damage Type attribute according to the rules in the Advance Customizations section. This implies that the weapon starts out with the default Damage Type of Kinetic.
  • Disadvantages:
    • This weapon cannot benefit from the Intuitive Default Attribute.

Energy: (Tech 1 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.

Laser: (Tech 2 thru 4) This uses a laser beam to strike the enemy.

  • Advantages:
    • Damage type is Thermal
    • +1 Accuracy
  • 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. However, this does increase the Proficiency Level Requirement by 1.
  • Disadvantages:
    • Range is reduced by one range increment
    • This item automatically looses 1 ammunition amount.
    • Ammunition costs as if it was special amo.
    • Increase the Proficiency Level Requirement by 1.

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
    • Increase the Proficiency Level Requirement 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. However, this does increase the Proficiency Level Requirement by 1.
    • +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.
    • Increase the Proficiency Level Requirement by 1.

Weapon Levels

A Weapon's Level is equal to the Power Level combined with the Speed Level. Both Power and Speed have an effect on different attributes of the Weapon. For example, Power Level directly affects the Range of the weapon while Speed directly affects the Ammunition amount. You can see how they are affected in the Advance Customizations section below, however, the table "Weapon Power/Speed Level Matrix" includes links to the default attributes of every possible Power/Speed Weapon combination so it isn't necessary to know every single rule.

Levels of Power
There are 4 Power Levels and they start at level 0 with Small and then Medium, Large and Gigantic. Gigantic being the Level 3 Power level. The Power level represents the Kinetic/Electric/Thermal/Chemical Energy of a single round of Ammunition that is capable of being fired from the weapon.
  • NOTE: All Gigantic Size weapons are considered 'Clunky'.
Levels of Speed
There are 5 Speed Levels and they start at level 0 with Single Fire and then Manual, Semi-Auto, Full Auto, Super-Faster. Super-Faster being the Level 4 Power level. This represents the rate of fire for the weapon. The difference between Single-Fire and Manual is that Single-Fire implies the weapon Ammunition is 1 which means it will need to be reloaded every time it is fired like a musket while Manual means that although it can only fire one round of Ammunition it can have a magazine which holds more rounds. A good example of this would be a revolver. All Melee is considered Manual, whereas all Archaic ranged weapons are considered Single-Fire.
  • NOTE: All Super Fast Speed weapons are considered Exotic.
Table: Weapon Power/Speed Level Matrix (Includes: Level / Hit Die / Weight Classification)
Power =>
v=Speed=v
Small Medium Large Gigantic*
Single Fire
Level / Hit Die / Class
Small/Single-Fire
Level 0 / 1d2 / Light
Medium/Single-Fire
Level 1 / 1d4 / Light
Large/Single-Fire
Level 2 / 1d6 / Light
Gigantic/Single-Fire
Level 3 / 1d8 / Medium
Manual
Level / Hit Die / Class
Small/Manual
Level 1 / 1d4 / Light
Medium/Manual
Level 2 / 1d6 / Light
Large/Manual
Level 3 / 1d8 / Medium
Gigantic/Manual
Level 4 / 1d10 / Medium
Semi-Auto
Level / Hit Die / Class
Small/Semi-Auto
Level 2 / 1d6 / Light
Medium/Semi-Auto
Level 3 / 1d8 / Medium
Large/Semi-Auto
Level 4 / 1d10 / Medium
Gigantic/Semi-Auto
Level 5 / 1d12 / Medium
Fully Automatic
Level / Hit Die / Class
Small/Fully Automatic
Level 3 / 1d8 / Medium
Medium/Fully Automatic
Level 4 / 1d10 / Medium
Large/Fully Automatic
Level 5 / 1d12 / Medium
Gigantic/Fully Automatic
Level 6 / 2d8 / Heavy
Super Fast**
Level / Hit Die / Class
Small/Super Fast
Level 4 / 1d10 / Heavy
Medium/Super Fast
Level 5 / 1d12 / Heavy
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
  • Note: Do not forget to adjust the default stats of the weapon for the Weapon Style and Weapon Arch Type.
  • Note: If the weapon stats are not up to snuff then you can still adjust the weapon under the Advance Customizations rules.

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 affected by customization points. You will learn more about earning and spending customization points on weapons in the sections below.

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 the 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 Character to have one more level higher in there Proficiency Branch then the weapon's level in order to use it. 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 used too. They do not necessarily follow the simple model that most weapons follow and/or they have unique properties that make them less intuitive to use. The Flamethrower or Grenade Launcher are examples, and perhaps a Portal Gun as well.
  • Exotic weapons like Arcane weapons require the Character to have one more level higher in there Proficiency Branch then the weapon's level in order to use it. They also have a price increase of x2 cost to represent their unique properties. There Procure Difficulty is increased by 1.
Intuitive: are weapons that are commonplace for your Character or are extremely easy to use. They usually follow a standard design and are simple to learn. 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. This Attribute reduces the Weapon Proficiency requirement by 1. However, this weapon cannot be masterworked, above Weapon Level 5, Tech Level 4 or higher, have any other Default Attribute, have a Bonus Ability. If the weapon meets any of those blockers it loses the Intuitive Attribute.
Clunky: The weapon is overweight and reloads 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. This attribute can be ignored on Medium (level 3 to 5) weapons using the 'Versatile' Bonus Ability.
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 Reached 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

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. Match the Weapon's Tech Level with the Weapon Level and the base cost of the Weapon is provided including the cost of each additional customization done to the weapon.

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.

Each Customization Point spent on a 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.

Advance Weapon Creation

More things can be done to customize a weapon in Future Path. There are multiple characteristics, and they can be affected 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 particular 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 on a specific task with clear disadvantages and advantages.

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 by adding its Base Cost for each time this is improved.

Default: Normally the Crit of a ALL weapons is 20.

  • Critical Multiplier:

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 by adding its Base Cost for each time this is improved.

Default: Normally all weapons have a Critical Multiplier of X2.

  • Critical Special Affects

The Critical Special Affects
When a weapon has a critical hit it can do more then simply add more damage. It can affect the target and/or the wielder in different ways. Below is an expandable table with a list of possible special critical abilities. All of the below abilities only activate if a critical happens. Special Affects from a Weapon Style or Arch-Type can be removed for 2 Negative points. However only 1 Critical Special Affect can exist on an item unless it is Legendary or Mythic.

Default: Normally all weapons have no Critical Special Affects.

Table: Critical Specials
Bane: At creation the weapon is designed to be effect against a specific type of target. This target is usually a Species, Alien Monster Type, Targets with Cybernetics, and so on. When a critical happens against this target the Character instantly gets Max critical damage.
Bleeding: This weapon causes the target to do bleed damage for 1d4 turns with 1d4 damage per turn which ignores DR. This effect can be taken multiple times each time improving the die level of either the duration or the damage.
Burning: This weapon causes the target to catch on fire for 1d4 turns with 1d6 Thermal Damage and DR still can affect the damage. This effect can be taken times each time improving the die level of either the duration or the damage.
Disarming: This weapon can cause a target to drop there own weapon. This only counts for there main weapon unless the only weapon they are holding is there off hand weapon. The target rolls a Strength Saving throw DC15 to avoid letting go. If they fail they drop the weapon where they stand. If they critical fail the weapon is thrown 10ft from there person if possible.
Frosted: This weapon causes the target to freeze up with 1d8 Thermal (Cold) Damage and DR still can affect the damage. The target has to roll a Constitution Save DC15 or else be Entangled for 1d4 turns as they thaw.
Shocking: This weapon causes the target to take a bolt of electric damage with 1d6 Electric Damage and DR still can effect the damage. The target has to roll a Constitution Save DC15 or else be Shaken for 1d4 turns. This can worsen to the next level of the Condition if they already are shocked.
Overwhelming: This weapons force is so overwhelming that is knocks the target off there feat. They will be pushed back 5ft if possible and knocked Prone.
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.
  • 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. To learn more about all the different damage types go here. 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 Hit Die reduction is worth 3 negative points. The weapon can only increase it's Hit Die to highest level allowed for it's Tech level. So if the weapon is a Tech 1 you cannot use it to go above 1d12. This doesn't change the Weapon Level as it doesn't directly effect the Weapon Power or Speed. However, this does change the Proficiency Level requirement. It will go up by one for each time you increase this. Also the Base Price is effected and the cost of all the other modifications. The Base is now whatever the Weapon Level that is associated with the Hit Die. Consult the Weapon Cost Table for more information.

Default: The Weapon simply has the hit die associated with its Weapon 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. The advantages to Masterwork construction is that it unlocks the ability to apply additional Customization points from a Crafter's Crafting Rank. If the Crafter can craft Masterworked weapon's then they have at least a 3 Ranks in the correct Crafting skill. (By default this is the Mechanical Crafting Skill) 3 Ranks would allow for a +1 Masterworked weapon. The max bonus is +5. Each Rank starting at 3 provides a +1 to the weapon which allows for 1 free customization point. However in order to gain this the Base Price of the weapon is instantly double and the Procure Difficulty is increased by 1.

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.

  • Bonus Damage:

A bonus to the total of the Weapon Die roll.
This adds additional damage to the finial result of the Hit Die per each Hit Die, in other words per each Attack/Extra Damage. You cannot take negatives in Bonus Damage. Bonus Damage costs the default 1 customization point.

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.

  • 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: The weapon has to have a speed of Fully Auto or faster to gain the Burst Fire feature. The Weapons Ammunition Amount must be 4 or higher. The Weapon must have at least 1/2 its ammo left, round down. This uses 1/2 the weapon's Ammunition Amount, round down. This is like a partial 'Fully Unload'. This provides a +1 to accuracy for ever Attack/Extra Damage the Character has. This increases the Critical Multiplier by 1, max x4. This increases the Critical Range by 1, max 17-20. (Ranged only, Archaic weapons do not apply) (Cannot be used for Bonus Attacks).
Switch Firing Modes: The weapon has to have a speed of Fully Auto or faster to gain the Switch Firing Modes feature. The ability will allow the character to choose between Single Fire or Fully Auto. The default behavior of the weapon is Fully Auto/Super Fast and the is no change. If the weapon is switched to Single Fire mode then weapon gains the following stats. It gains a +2 to accuracy with an additional +1 for its size. Medium +1, Large +2, and Gigantic +3. The Critical Range goes up by 1, max 17-20. The Ammunition amount for the gun is considered doubled. However the weapon gets these penalties: The Critical Damage can only be x2 in this mode. The Hit Die goes down level if its seed is Fully Auto and two levels if its Super Faster. (Ranged only, Archaic weapons do not apply)
Fully Unload: The weapon has to have a speed of Semi-Auto or faster to gain the Fully Unload feature. The clip must have more than 1/2, round up, of its uses left. And the Ammunition amount for the Weapon must be at least 2. This requires a Full Round action. The character has a choice. Focus on a single target for an automatic critical as long as the accuracy check was successful. Or shooting at targets in front of the character, with a 180degrees of view in the direction the character is facing, with the max number that can be hit equal to the ammunition that is left. The damage with this choice is the Hit Die one lower level of the weapon against each target. The weapon's ranged is halved. The weapon's Ammunition is completely spent. The weapon cannot preform this move again for 1d4 turns. Fully Unloading requires that the Character stand in front of the enemy and hold tight to there gun as it empties all its ammunition. This gives all enemies within range to have an advantage on accuracy checks against the Character for 1 round. (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 Simple 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. (Actually not ranged only. Melee weapons can have this application as a representation of exotic materials used to 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 is a list of combat techniques a character can do. To read up on them please review Combat Techniques 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 an advantage while performing the 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: Also known as Suppressive or Covering Fire. This ability when declared requires a delayed action. It takes 3 times the uses out of the gun's Ammunition and thus the weapon must have at least 3 rounds left. However creates a wall of bullets/lazers or other deadly things that the target will have to subject itself to in order to move. The target would have to teleport out of the line of fire to avoid a Ranged delayed attack. The Character can choose to focus on a single target to help keep them from moving. Or they can declare a cone like area effect. A 90 degree cone with a range of weapon. Any enemy that moves within this cone is subject to a delayed attack action, up to 3 targets. The Character gains advantage to the accuracy check and a +1 for Bonus Damage per Weapon Level. If it is a single target then the Hit Die goes up a level. If it is a cone then the Hit Die goes down a level. Like Fully Unload however the Character is exposed. Any enemy not effected by the Suppression Fire gains advantage to accuracy checks while the Character is using this ability.
Versatile: This allows Medium weighted weapons (Levels 3 thru 5) to no longer require two hands. This also allows them to be used as Off Handed weapons although penalties may still apply. This can also counter the Clunky status if it was gained because of its Gigantic Power level. This removes the 'Two Handed' requirement for Medium Weighted weapons and the 'Clunky' Gigantic Power level weapons.

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 provide a bonus to damage. If the Weapon Style or Arch-Type already requires the Special Ammo price, then any ammo that has unique 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 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 places 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 explosives.

Grenades/Explosives Table

Columns in table are explained below the table.

Grenades and Explosives
Tech Level 1
Explosives 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 (1)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
Explosives 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
Explosives 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
Explosives 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.

Table: Charges Listed by Tech Level
Tech Level 1 (Limit d6)
Charge Damage Die Damage Type Range Attributes Cost/Proc Diff
TNT Xd6 Kinetic 5ft None $100 / 1
Semtex Xd6 Kinetic 10ft Casing not Required $120 / 1
White Phosphorus Xd4 Chemical 10ft None $120 / 2
Black Powder Xd4 Kinetic 5ft None $75 / 0
Agent Orange Xd6 Chemical 10ft None $135 / 2
Napalm Xd6 Thermal 5ft None $130 / 2
Thermite xd4 Thermal Tiny 1ft Lingers (1d4 rnds) $100 / 0
Smoke N/A N/A 15ft Fogs x1 DisAdv, Lingers (1d4 rnds), Tech $100 / 0
Tear N/A N/A 15ft x1 DisAdv, Lingers (1d4 rnds), Tech $100 / 0
Concussion N/A N/A 15ft Stuns (d4 rounds), Tech $110 / 1
Tech Level 2 (Limit d8)
Charge Damage Die Damage Type Range Attributes Cost/Proc Diff
Agent X Xd6 Chemical 10ft Lingers (1d4 rounds) $160 / 2
Energized Compound Xd6 Electrical 15ft EMP Effect, Tech $140 / 1
RDX2 Xd8 Kinetic 10ft Casing not Required $120 / 1
ThermitX Xd8 Thermal 5ft Lingers (1d3 rounds) $120 / 1
Hyper-Concuss N/A N/A 20ft Stuns (d6 rounds) $170 / 1
Cl-d N/A N/A 60ft Fogs x1 DisAdv, Lingers (1d4 rnds) $155 / 1
M-A-D N/A N/A 30ft Confusion (1d4 rnds) $220 / 2
S-S-T N/A N/A N/A Shield Splicer Techniques, Tech $750 / 3
T-M-T N/A N/A N/A Technomancer Techniques, Tech $750 / 3
C-T N/A N/A N/A Combat Technique, Tech $600 / 2
Tech Level 3 (Limit d10)
Charge Damage Die Damage Type Range Attributes Cost/Proc Diff
HMXXX Xd10 Kinetic 15ft None $300 / 2
Temperist-3 Xd8 Thermal 10ft None $300 / 1
Xoctic Xd6 Chemical 30ft Lingers (2d4 rnds) Fogs 1x DisAdv $320 / 2
ELT Xd8 Electrical 20ft EMP Effect $300 / 1
Thickened Smoke N/A N/A 20ft Fogs x2 DisAdv, Lingers (1d6 rnds) $310 / 1
Neg-H Xd8 Thermal(Cold) 5ft None $300 / 1
Mind-X N/A N/A 20ft Alter Emotion (Hate,Love,Fear) $400 / 2
Teleporting N/A N/A 5ft Teleports $750 / 2
Psionic N/A N/A N/A Psionic Techniques, Tech $2,000 / 4
Tech Level 4 (Limit d12)
Charge Damage Die Damage Type Range Attributes Cost/Proc Diff
Ice 9 Xd12 Thermal (Cold) 5ft Contagious, Lingers (1d6 turns) $1,000 / 4
H-S-EX Xd12 Gravity 30ft None $1,000 / 3
M-Nuke Xd12 Kinetic/Thermal(Rads) 30ft None $1,000 / 3
Black-50 N/A N/A 30ft Fog 100%, Lingers (1d6 rnds) $500 / 2

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 (Sorted by Tech Level)
Tech Level 1
Casings Max Charge Throw/Place-able Circular/Cone Attributes Cost/Proc Diff
Grenade x3 Throw-able Circular None $50 / 0
Simple Land Mine x4 Place-able Circular None $50 / 1
Clay-more x3 Place-able Cone None $50 / 1
Class Bottle x2 Throw-able Circular Thermal/Chemical Charge Types Only $10 / 0
Jumping Mine x3 Place-able Circular +5ft Range $100 / 2
Tech Level 2
Casings Max Charge Throw/Place-able Circular/Cone Attributes Cost/Proc Diff
Mag-Casing x4 Throw-able Circular +1 Accuracy $75 / 1
Stealth Mine x5 Place-able Circular +2 Perception DC $120 / 2
Positioned Trap x4 Place-able Cone +1 Damage $120 / 2
Curved-Nade x4 Throw-able Circular +10ft Throwing Range $100 / 1
Containerized Mine x3 Place-able Circular Containerized $120 / 1
Tech Level 3
Casings Max Charge Throw/Place-able Circular/Cone Attributes Cost/Proc Diff
Walking-Mine x5 Place-able Circular Chasing 30ft $250 / 2
Clocked-Mine x6 Place-able Circular +5 Perception DC $350 / 2
Directed-Mine x5 Place-able Cone +2 Damage $200 / 1
Packed-Nade x6 Throw-able Circular None $150 / 1
Hybrid-Nade x5 Both Circular None $150 / 2
Containerized Mine Adv x5 Place-able Circular Containerized $220 / 1
Containerized Grenade x4 Throw-able Circular Containerized $240 / 1
Tech Level 4
Casings Max Charge Throw/Place-able Circular/Cone Attributes Cost/Proc Diff
Transporting Mine x6 Place-able Circular Chasing 45ft $350 / 2
Transporting Nade x6 Throw-able Circular +5 Accuracy $500 / 2
Directed-Trans Mine x6 Place-able Cone Chasing 30ft $1,000 / 3
Gravity-Packed Nade x7 Throw-able Circular None $350 / 2
Containerized Casing x6 Both Circular/Cone Containerized $320 / 1

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.

Table: Detonators (Sorted by Tech Level)
Tech Level 1
Detonators Attributes Description Cost/Proc Diff
Contact On Contact $10 / 0
Motion Motion Sensitive 10ft $25 / 0
Remote Remote Controlled 150ft $20 / 0
Time Delay Delay 1-900 Sec $15 / 0
Trip Wire Trip Wire $10 / 0
Tech Level 2
Detonators Attributes Description Cost/Proc Diff
Walker Chasing 15ft $100 / 1
Laser Wire Trip Wire $15 / 0
Motion 2 Motion Sensitive 20ft $35 / 0
Electronic Sense Sense Electronics 20ft $50 / 1
Tech Level 3
Detonators Attributes Description Cost/Proc Diff
Smart Sense Programmable Sensor 30ft $100 / 1
Invisible Wire Trip Wire (clocked) $150 / 1
Contact 3 Chasing (throw-able only) 10ft $200 / 2
Tech Level 4
Detonators Attributes Description Cost/Proc Diff
Gravity Sense Sense Mirco Gravity 50ft $200 / 1

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 mix multiple types of Charges in the same Casing unless the Casing specifies.
  2. 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.

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