Weapons: Difference between revisions

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| [[Descriptions_of_Explosives#Fragmentation_Grenade|Fragmentation Grenade]] || 4d6 || Kinetic || Yes || Circle || (1)5ft || Tiny || 1 lbs || +0 || $400
| [[Descriptions_of_Explosives#Fragmentation_Grenade|Fragmentation Grenade]] || 4d6 || Kinetic || Yes || Circle || (1)5ft || Tiny || 1 lbs || +0 || $400
|-
|-
| [[Descriptions_of_Explosives#C4.2FSemtex|C4/Semtex]] || 4d6 || Kinetic/Thermal || No || Circle/Cone || (2)10ft || Small || 1 lbs || +1 || $350
| [[Descriptions_of_Explosives#C4.2FSemtex|C4/Semtex]] || 4d6 || Kinetic/Thermal || No || Circle/Cone || (2)10ft || Small || 1 lbs || +1 || $800
|-
|-
| [[Descriptions_of_Explosives#Dynamite|Dynamite]] || 3d6 || Kinetic || No || Circle || (2)10ft || Small || 1 lbs || +0 || $300
| [[Descriptions_of_Explosives#Dynamite|Dynamite]] || 3d6 || Kinetic || No || Circle || (2)10ft || Small || 1 lbs || +0 || $300

Revision as of 23:09, 10 June 2015

Weapons in Future Path are not static like in other Pen & Paper games. There isn't just a list of different weapons that you have to choose from and cannot branch off of. In Future Path you can choose a weapon from a list if you are in a hurry or simply don't feel particularly creative. However if your fav. side arm from real life isn't on the starting list feel free to create your own using the custom weapon rules set. The set is an attempt at being balanced while allowing for a large amount of melee and ranged weapons from both the past, present and future.

Below we will go over what makes up a Future Path Weapon and how to build your own customized weapon. How much damage it can deal. How much it will cost. How difficult it might be to purchase. And all sorts of other characteristics.

Weapon Categories

Weapons have multiple stats that change how effective they are in different engagements.

There are 3 categories of weapons in Future Path:

  1. Archaic
  2. Simple
  3. Exotic
  • Archaic: is anything that is so old is it never really used except by people who love to mess with old type of stuff. Take for example the bow/arrow, an old style projectile weapon that appears simple at first glance but is actually difficult to master.
    • Arcane weapons require the Arcane Weapon Proficiency Feat or you take a -4 and cannot use Ability/Affinity bonuses for hit checks. They also have a rare/antique price increase of $500
  • Simple: weapons are weapons that are common place for your Character. They usually follow a standard and design and are intuitive too use. Take for example a pistol or rifle. Both still require time to master but the basic principle of handle/trigger/end with hole point toward bad guy concept is common knowledge.
    • Simple weapons require no feat to use without penalty, however you still cannot apply Affinity bonus to a weapon you do not have a proficiency with.
  • Exotic: are weapons that are notoriously difficult to get use too. They do not necessarily follow the simple model that most weapons follow and/or they have unique properties that make them less intuitive too use. The Flamethrower or Grenade Launcher are examples, and perhaps a Portal Gun as well.
    • Exotic weapons like Arcane weapons require the Exotic Weapon Proficiency Feat or you take a -4 and cannot use Ability/Affinity Bonuses for hit checks. They also have a price increase of $1000 to represent their unique properties.

Future Path Weapon Tech Levels

Future Path is all about a fantasy universe similar to our own except with an alternate history. So of course we are going to have not only weapons from our past but also our present and all sorts of neat advanced weapons of the future. The Tech level system which co-insides with the Civilization Tech Level helps to categorize futuristic weapons. The higher the tech level the more advanced technology and science it took to make the weapon. It also means that it is more difficult and expensive to get your hands on it. It will also acquire a character to have the same tech level or higher to work on it. Upgrade it with newer gadgets and so on.

Weapons have a level limit depending on the tech level as tech levels also come with a price and a procure difficulty.

Table: Weapon Tech Levels
Tech Levels Level Limit/Max Hit Die Extra Cost Extra Procure Diff
Tech Level 0 4 Levels / 1d10 $0 +1
Tech Level 1 5 Levels / 1d12 $0 0
Tech Level 2 6 Levels / 2d8 $250 0
Tech Level 3 7 Levels / 2d10 $1000 +1
Tech Level 4 8 Levels / 2d12 $2500 +2


Future Path Custom Weapons

Table: Weapon Levels/Hit Die
Level Hit Die Avg. $ Avg. Weight
Level 0 1d2 $100 1lb
Level 1 1d4 $250 1lb
Level 2 1d6 $500 1lb
Level 3 1d8 $750 10lb
Level 4 1d10 $1250 10lb
Level 5 1d12 $1800 10lb
Level 6 2d8 $2400 30lb
Level 7 2d10 $3200 30lb
Level 8 2d12 $4500 30lb

Making rules for creating player made weapons has its advantages and disadvantages. The goal is to make as limitless a supply of weapons as the player's imaginations can handle. However this also means adding an extra level of complexity that players may not always appreciate. In order to compensation we have also made a table of weapons for both ranged and melee and low and high tech levels so you do not have to go create your own if you do not want too.

Another problem with weapon creation rules is that all weapons are made under equal rules. These means that in some cases a Future Path version of a real world weapon may not exactly represent its physical version. These rules are designed with game balance taking precedent over realism.

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

  1. First imagine what type of weapon you actually want. To do that here are a few questions to help you.
    1. Is the weapon melee or ranged?
    2. Does the weapon have a real world equivalent?
    3. Is the weapon archaic in nature? Or perhaps Futuristic? Tech Level?
    4. Is there anything special about this weapon that makes it stand out among its peers.
    5. Is there a specific purpose or use for the weapon. IE: Hunting rifle, sniper rifle, urban warfare.
  2. Now take this weapon idea and try to ask what The power level and speed it has. See below in the Weapon Levels category.
  3. Now look at the Advance Customizations category to add future customize the weapon. Adjust its range or give it a special feature.
  4. From here look at options like special amo.
  5. Lastly there is Gadgets. Technically not part of the weapon itself Gadgets are another level of customization and improvements for any weapon.
Table: Weapon Examples
Tech Level 0
Weapon Size/Speed Lvls
(Total lvl)
Hit Die
Melee Weapons
Short Sword Medium/Manual (lvl 2) 1d6
Broad Sword Large/Manual (lvl 3) 1d8
Knife Small/Manual (lvl 1) 1d4
Quarter-Staff Medium/Manual (lvl 2) 1d6
Spear Large/Manual* (lvl 2) 1d8
Ranged Weapons
Throwing Knife/Star Small/Single-Fire (lvl 0) 1d2
Simple Bow Medium/Single-Fire (lvl 1) 1d4
Long Bow Large/Single-Fire (lvl 2) 1d6
Compound Bow Large/Single-Fire (lvl 2) 1d6
Tech Level 1
Weapon Size/Speed Hit Die
Melee Weapons
Improved Steal Sword Large/Manual (lvl 3) 1d8
Improved Steal Combat Knife Medium/Manual (lvl 2) 1d6
Riot Baton Medium/Manual (lvl 2) 1d6
Ranged Weapons
Composite Hunting Bow Large/Single-Fire (lvl 2) 1d6
Revolver Medium/Manual (lvl 2) 1d6
9mm Pistol Small/Semi-Auto (lvl 2) 1d6
Hunting Rifle Medium/Single Fire (lvl 3) 1d8
Sniper Rifle Large/Semi-Auto (lvl 4) 1d10
Assault Rifle Medium/Semi-Auto (lvl 3) 1d8
Assault Weapon Medium/Fully Auto (lvl 4) 1d10
Light Machine Gun Large/Fully Auto (lvl 5) 1d12
Simple CQB Small/Super Fast* (lvl 3) 1d8
Tech Level 2
Weapon Size/Speed Hit Die
Melee Weapons
Powered Sword Large/Manual (lvl 3) 1d8
Frequency Sword Large/Manual (lvl 3) 1d8
Superior Steal Knife Medium/Manual (lvl 2) 1d6
Electric Baton Medium/Manual (lvl 2) 1d6
Ranged Weapons
Laser Pistol Medium / Semi-Auto (lvl 3) 1d8
Laser Rifle Large/Fully Autoc (lvl 5) 1d12
Fully Auto Grenade Launcher Gigantic/Fully Auto (lvl 6) 2d8
Tangler Gun Small/Semi-Auto (lvl 2) ?
Pulse Rifle Large/Fully Auto (lvl 5) 1d12
CQB Hybrid Sub Gun Medium/Super Fast (lvl 5) 1d12
Sniper Laser Rifle Gigantic/Semi-Auto (lvl 5) 1d12
Particle Shotgun Large/Semi-Auto (lvl 4) 1d12
Heavy Laser Cannon Large/Full Auto (lvl 5) 1d12
Tech Level 3
Weapon Size/Speed Hit Die
Melee Weapons
Plasma Sword Gigantic/Manual (lvl 4) 1d10
Ranged Weapons
Plasma Pistol Large/Semi-Auto (lvl 4) 1d10
Plasma Rifle Large/Fully Auto (lvl 5) 1d12
Micro Plasma Rapid Pistol Large/Super-Fast (lvl 6) 2d8
Rail Gun Gigantic/Semi-Auto (lvl 5) 1d12
Cryonic Rifle Large/Fully Auto (lvl 5) 2d8
Particle Auto Gun Large/Full Auto (lvl 5) 1d12
Hybrid Auto Cannon Gigantic / Full Auto (lvl 6) 2d8
Plasma/Hybrid Sniper Rifle Gigantic / Semi Auto (lvl 5) 1d12
Tech Level 4
Weapon Size/Speed Hit Die
Melee Weapons
Beam Sword Gigantic/Manual (lvl 4) 1d10
Ranged Weapons
Gravity Pulse Rifle Large/Fully Auto (lvl 5) 1d12
Charged Rapid Rail Cannon Gigantic/Full Auto (lvl 6) 2d8
Hybrid Accelerated Rail Gun Gigantic/Semi-Auto (lvl 5) 1d12
Singularity Cannon Gigantic/Super-Fast* (lvl 7) 2d10
Sonic Beam Large/Fully Auto (lvl 5) 1d12
Anti-Matter Blaster Gigantic/Semi Auto (lvl 5) 1d12
Anti-Matter Shotgun Gigantic/Semi Auto (lvl 5) 1d12
Anti-Matter Rifle Gigantic/Fully Auto (lvl 6) 2d8
The prices listed may currently be off

Weapon Levels

Weapons have multiple attributes, but perhaps the must significant aspect is its hit die. Weapons have a hit die level as shown below. There are two different characteristics that can give a weapon its total Weapon Die level: its Size and its Speed (see below).

  • 4 Power Levels:
    • Small - 0 level point
    • Medium - 1 level points
    • Large - 2 level points
    • Gigantic* - 3 level points

The Power level represents the Kinetic/Electric/Thermal/Chemical Energy of the Ammunition. For example, a bullet has Kinetic energy, and the size/speed of the bullet determines its energy. For a more futuristic weapon it could be Electric or Thermal energy instead of just Kinetic, or even a hybrid of different energy types. For an older weapon this would represent the blade size and how easy it is to apply the maximum amount of force. All Gigantic Size weapons are considered Exotic.

  • 4 Speeds:
    • Single Fire - 0 level points
    • Manual - 1 level point
    • Semi-Auto - 2 level points
    • Fully Automatic - 3 level points
    • Super Fast* - 4 level points

This is the speed or rate of fire of which a gun is capable. All Melee is considered Manual, whereas all Archaic ranged weapons are considered Single-Fire. There will be Feats/Talents that may help improve that stat. All Super Fast Speed weapons are considered Exotic.


Advance Customizations

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

There are two ways to get Customization points. Firstly your tech level. Your tech level determines how many customization points to start with. Tech level 0 you get 0 points to spend. Tech level 2 you get 2 points to spend. The second way to get Customization points is to take a negative to an attribute. For each pair of negative strikes against the weapon you get one Customization point to spend to positively effect the weapon. The negatives can be paired up from different attributes.

Just like for Character in Future Path here there is a focus on bringing out the strengths and weaknesses of weapons. Weapons can either be plain/simple or be focused for a specific task with clear disadvantages and advantages.

Below all the attributes that can help you customize your weapon there is a list of "Weapon Arch-Types". You can view these options and a sort of template for different styles of weapons. However it is best to review all the options here to understand the arch-types better.

Attributes list (Not all apply to every weapon):

  • Critical Range:
The Crit Range of the Weapon
All weapons start with a default Crit range of just 20. Meaning that the only way to have a critical hit is if a natural Twenty is rolled when doing an accuracy check. The range can be increased. However the limit to how much it can be increased by is based on the weapon speed. Single Fire and Manual's Max is the default 20. Semi-Auto is 19-20. Full Auto is 18-20 and Super-Fast is 17-20. However these are the limit that a Crit range can be. Simply what a weapon can be brought to via customizations on the gun itself. Character options/gadgets/amo can adjust this further. This customization costs 1 customization point. The Player cannot take a negative in this Attribute. This instantly increases the cost of the weapon. 19-20 range is an additional $100. 18-20 + $250. 17-20 + $1000 and requires Master-worked status.
  • Critical Damage:
The Crit Damage Multiplier
All weapons start with a default Crit multiplier of X2. However this can be increase to as high as X4. A limit is imposed by what Power Level the weapon is. Small and Medium are the default X2. Large is X3 and Gigantic is X4. 1 customization point is required to upgrade this. The Player cannot take a negative in this Attribute. This instantly increases the cost of the weapon. X3 is + $500. X4 + $1000.
  • Weight:

The Weight and thus clumsiness of the gun.
The average weight of a weapon is determined by its Total Level/Hit Die. Levels 0 - 2/1lb, Levels 3 - 5/10lbs, Levels 6 - 8/30lbs. However if the weapon has taken the Gigantic power level then it automatically is a 30lb weapon and also takes the attribute "clunky" by default. You can choose to increase the weapon weight above 30lbs to an average 60lbs weight for a negative point which also then gives the "clunky" attribute by default. However if you weapon is of a lower weight you cannot increase the weight for a negative point unless you give the weapon the clunky attribute. You can also lower the weapon weight in order to help make easier to carry around. Remember a character can only carry a certain amount of weight around dependent on there STR Ability score.
  • Range:

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

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

It is likely that you will not be able to get the weapon to exactly match its real world range. Possibly not even close. However please keep in mind that this limitation exists for all weapons created within the fictional game.

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

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

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

  • Reload speed:

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

The weapon can now reduce some of the DR the target may have.
If the weapon has a 1d6/DR2 then that means if the target has DR, it will absorb 2 less points. No weapon by default has DR Damage. For every point spent you get 1 point of DR Damage.
  • Hit Die Increase:

The weapon can use a different level of hit die.
In order to increase the hit die of the weapon you have to spend 2 customization points. Each point worth 2 negative points. The weapon can only increase the hit die to a higher level within the allowed levels for the weapons Tech level. So if the weapon is a Tech 1 you cannot use it to go above 1d12. However you can reduce the weapon hit die and gain 3 negative points instead of 1.
  • Masterwork Construction:

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

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

  • Accuracy:

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

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

Example: (+1)1d6 would be a range of 2 - 6. A roll of 2 you would actually have 3. However a roll of 6 would still be 6. Example (negative point): (-1)1d6 would be a range of 1 - 5. A roll of 2 would give you 1. However a roll of 1 would still be 1.

  • Bonus Damage:

A bonus to the total of the Weapon Die roll.
Similar to Base Damage accept the bonus is added to the total of the roll. In order to get a point to spend on Bonus Damage you have to take 3 negative points instead of 2.

Example: 1d6(+1) would mean a range of 2 - 7. A roll of 2 would be 3. However a roll of 6 would be a 7.

  • Bonus Ability:

Gives the weapon an ability or special attribute.
There are two types of Bonus Abilities. First there is a table below that shows a list of extra special abilities that apply. Some abilities you get by default depending on what weapon levels the weapon has. Others you can choose from. The other Bonus Ability is a custom one. (Yes you can customize customizations) You can pick anything listed in this Attribute section and remove/add it by spending a point here. The extra bonus will count as an ability of the weapon. (Remember abilities can only be used, even if passive, if you have taken the weapon specialization feat for the weapon). If you take Base Damage you do not need Masterwork attribute if you do it as a Bonus Ability. If you take Bonus Damage you do not need to spend two points to gain a + 1. Just a single point.
Table: Extra Attributes.
Burst Fire: Any weapon that has a speed of fully auto can gain the burst fire feature. This gives them a +2 moderate advantage to accuracy on the first Attack. (Ranged only, Archaic weapons do not apply) (Cannot be used for extra attacks).
Switch Firing Modes: If the weapon speed is fully auto then this Attribute can be applied. The ability will allow the character to choose between Single-Auto or fully-auto. If single-auto the weapon hit damage goes down a hit die level. However it takes twice as many uses before requiring reloading and extra attacks do not have as much of an accuracy penalty. (Ranged only, Archaic weapons do not apply)
Fully Unload: This ability requires the gun have semi-auto or full-auto speeds. The clip must have more then 1/2 of its uses left. This requires a full round action. This also takes a -4 major disadvantage and the range of the weapon is halved. The character has a choice. Focus on a single target for rolling twice the number of hit die. Or selecting the number of targets in front of the character (180degrees of view in the direction the character is facing) that the gun has uses left and roll damage for each target using hit die of a lower level. (Ranged only, Archaic weapons do not apply)
Swift Reload: The gun is configured in a way to make it extremely easy to quickly remove and replace an emptied mag. Making the process seam almost completely effortless. This allows the player to reload as a swift action. (Ranged only, only Archaic weapons like crossbows)
Special Ammunition: Some guns have to be modified and handled carefully to be able to load any other amo except the one specifically designed for it. However exceptions can be made. This allows the character to be able to apply special amo to the weapon *if* the character has the necessary feat. (Actually not ranged only. Melee weapons can have this application as a representation of exotic materials used make the weapon more deadly. However taking this ability makes any melee weapon exotic)
Enhanced Combat Options: This is a vague ability that is used to describe a couple of different types of enhancements. There are a list of combat maneuvers a character can do. To read up on them please review Combat rules. This gives the weapon an ability bonus for these combat maneuvers if the weapon is used to assist in the maneuver. You can acquire this ability multiple times for different maneuvers or the same one. Each one provides a major +4 advantage to a maneuver. However the same rules for advantage stacking apply here. To review read the rules here. Also remember that abilities require the necessary feat for your weapon type to be usable.
Suppressive Fire: This ability when declared requires a full round action. It takes twice the uses out of the gun. However creates a wall of bullets/lazers or other deadly things that the target will have to subject itself to in order to move. Giving the player an ranged attack of opportunity to *any* target moving through the suppression. The character also gains a major +4 advantage bonus to accuracy if the attack of opportunity occurs. If the target is in plain site when the Suppressive fire is declared the accuracy check doesn't happen until it is the targets turn. The target would have to teleport out of the line of fire to avoid a Ranged AoO.
  • Default Attributes:

Adjust the default attributes a weapon may inherit.
Below is a list of attributes that weapons will inherit under certain circumstances. For example if you pick your weapon to be Super-Fast the weapon instantly becomes exotic. You can remove the attribute that attribute by spending a point. However you cannot spend a point to gain an attribute or apply an attribute that may seam negative to count towards a customization point. You can *ONLY* remove default attributes inherited.
Table: List of attributes that may apply to a weapon.
Archaic: This attribute CANNOT BE REVOKED. It is gained if the technology used is considered level 0. These kinda of weapons are only intuitive to people use are interested and practice with them.
Exotic: This attribute applies to any weapon that has the 'Super-Fast' Speed or 'Gigantic' Power level. Also if the weapon is deemed in anyway difficult to master or unintuitive to use.
Clunky: The weapon is over weight and reload speed is instantly slower. The weapon must also now be used via two handed only. Cannot even be fired without two hands. That doesn't mean you can fire it with one hand just with a penalty but that is *CANNOT* be used without both hands holding it.
Two-Handed: A requirement for any weapon Level 3 or higher. If a character attempts to use the weapon with only one hand they take a -4 major disadvantage to accuracy.

Weapon Arch-Types


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

Table: Weapon Styles
Hunting Rifle: Any weapon declared as a Hunting Rifle can freely choose this Arch-Type. Disadvantages: The range cannot be higher then Large but also automatically gets Large range. The weapon cannot use special ammunition. And cannot customize damage types/bonus/DR. Advantages: Extra Use before reloading. Reduced cost -$150 and procure difficulty -1. Extra negative point to spend customizing.
Personal Firearm: This is basically a commercially available weapon for civilian self defense or hobbyist. Disadvantages: The range cannot be higher then Small but is also automatically given Small. The weapon cannot use special ammunition. And cannot customize damage types/bonus/DR. Advantages: Reduced cost -$150 and procure difficulty -1. Extra negative point to spend customizing.
Side Arm: This is a military grade pistol designed as a secondary weapon for troops in combat situations. Disadvantages: The range cannot be higher then Medium but is also automatically given Medium. The cost is increased by $100 and procure difficulty by +1. Advantages: The weapon gets a +1 bonus too accuracy and +1 to Base Damage.
Shotgun: Any weapon declared as a shotgun can freely choose this Arch-Type. Disadvantages: This, (when using the correct amo), will reduce the range of the weapon to 30ft. 31-60ft takes a Major/Minor -6 disadvantage to accuracy and looses two hit die level if the weapon still hits a target. The advantages however is that the weapon goes up a hit die level (if the tech level allows it) and a single accuracy roll is used to determine if all targets within the area of a 30ft cone starting at the character. To learn about cone areas in combat go here.
Sniper Rifle: Any weapon declared as a sniper Rifle can freely choose this attribute. Disadvantages: The weapon cannot have a speed higher then semi-auto. The weapon's accuracy penalty for extra attacks increases twice as fast as normal. Advantages: The weapon's range is instantly tripled. The accuracy penalty for going over the weapon's range is decreased by half. The Crit Range is now increased by one.
Close Quarters Specialized Weapon: Any weapon considered to be designed especially for Urban warfare, especially indoors and close combat situations, can be freely gain this attribute. Disadvantages: The weapons range is reduced to 100ft. Your weapon is more likely to be considered illegal. The price of the weapon is also increased by $1000. Advantages: You gain the 'Fully Unload' ability and one 'Enhanced Combat Options' ability. The Crit Multiplier is now increased by one.
DMR Specialized Weapon: Any weapon considered to be used for DMR. (Designated Marksmen Rifle). Disadvantages: Weapon cannot gain a 'Enhanced Combat Options' or 'Fully Unload'. Also the weapon is more likely to be considered illegal. The price of the weapon is also increased by $1000. Advantages: The weapon gains the 'Switch Firing Modes' ability. The weapon's ranged accuracy decreases by 1/2 now.
Assault Specialized Weapon: Any weapon considered to be designed specifically for general purpose military combat. (it couldn't be easily description as fitting any other specialization and it would have to be currently in use as a standard weapon of a military near the location its being sold(same planet/solar system). Disadvantages: The weapon is more likely to be considered illegal. The price of the weapon is also increased by $250. Advantages: In some places (depending on GM) the weapon due to is mass production may actually be cheaper. The player can choose between 'Enhanced Combat Options' ability or 'Switch Firing Modes'.
Light Machine Weapon: Any weapon that is considered to be used as a Support class weapon or light machine gun can freely choose this option. Disadvantage: The weapon is more likely illegal. The price is $1250 more. Amo mags cost twice as much. No 'Burst Fire' ability or 'Enhanced Combat Options' options. Has the 'clunky' attribute. Advantage: Gains the 'Suppressive Fire' ability. Triples the amount of uses each Mag has. Gains the 'Custom Ammunition' ability.

Weapon Accessories

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

Weapon Accessories
Object Size Weight Cost
Box magazine Tiny 0.5 lb. $5
Holster, Hip Tiny 1 lb. $35
Holster, Concealed Tiny 0.5 lb. $40
Illuminator Tiny 0.5 lb. $85
Laser sight Tiny 0.5 lb. $25
Scope, Standard Tiny 0.5 lb. $70
Scope, Electro-Optical Small 3 lb. $110
Speed loader Tiny 0.5 lb. $25
Suppressor, Pistol Tiny 1 lb. $250
Suppressor, Rifle Small 4 lb. $400

Ammunition

Ammunition cost is based on what the Weapon power level is. The price is based on how much it costs on average to buy enough for a full magazine of the weapon.

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

There are different types of special amo. Not all weapons can use special amo. The use of special amo is a Weapon Ability. Special Amo can do a variety of things. The list below is different Special Amo types are available and there prices. Special Ammunition prices are calculated by adding the Special Amo price increase show in the above 'Ammunition Stats' chart and then adding the custom price associated below if it specifies.

Table: Special Ammunition Types
Damage Type Change: There are 4 damage types Ranged weapons can use. Kinetic/Electric/Thermal(Radiation)/Chemical. The default weapon damage type is Kinetic.
Bonus Damage: The amo is in someway changed to provide the most about of possible damage to the target. This can range from +1 point of damage to +5. The price is calculated by: Base Price + Bonus price + $10 * Bonus Damage amount = Cost.
Bonus Damage by Type: The amo packs an additional package of either Kinetic/Electric/Thermal(Radiation)/Chemical damage. The damage is determined by a dice roll. The Hit die level starts with 1d4 (Level 1) and goes as high has 1d10 (Level 4). The price is calculated by: Base Price + Bonus price + $20 * Hit Die Level = Cost.
Bonus Chance to do Damage: The amo is more likely to hit the target effectively. This requires a minimal of Tech Level 2 in order to craft and the likelihood of this appearing in a society that is Tech 1 or below is low. The bonus is applied to the accuracy check. It can go from +1 to +5. The price is calculated by: Base Price + Bonus price * Accuracy Check Bonus = Cost.
DR Bonus: The amo can shred through armor more effectively. Negating DR. The can go from -1 to Armor DR to -10. However anything past -5 requires Tech Level 2 or higher to craft. The price is calculated by: Base Price + (Bonus Price * the DR Bonus) = Cost.

Explosives

These weapons explode or burst, dealing damage to individuals or objects within an area. The area can be either circular in nature or a cone shape.

Explosives can be thrown or set off in place, depending on the type of explosive device. Dynamite and hand grenades are examples of these weapons.

All explosives must be detonated. Some, such as grenades, include built-in detonators. (Pulling the pin on a grenade is a free action.) Others require timers or other devices to set them off. Detonators are covered in Weapon Accessories.

Explosives require no proficiency to use normally.

Thrown Explosives

Make a ranged attack against a 5ft square area. The accuracy check is against the squares AC. The AC is: 5 + Range Penalties. The Range Penalty is for ever 10ft after the first 10ft add an additional 5 AC. So 1 - 10ft would be +0, 11 - 20ft would be +5 and so on. The Character is able to add there Dex modifier too the ranged attack like normal. And for every 2 points in Str modifier a Character has the Character can extend the starting throwing range by another 10ft. So if a Character with a Str Mod of +2 and a Dex Mod of +2 attempts to through an explosive to a target 40ft away the target AC would be 15 and the Character would get a +2 to the accuracy roll.

When a Character throws the explosive he/she can either miss or hit.

  • Hit: Individuals in the target square and all adjacent squares within the damage area are dealt damage.
  • Miss:
  1. First, roll 1d8 to determine the miss direction of the throw. 1 - Falls short (straight line towards the thrower). 2 through 8 - Count around the target individual or grid intersection in a clockwise direction.
  2. Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target.
  3. Finally, the item deals damage to all individuals in the square it lands in and in all adjacent squares.

Planted Explosives

A planted explosive is set in place, with a timer or fuse determining when it goes off. No attack roll is necessary to plant an explosive; the explosive sits where it is placed until it is moved or goes off. This is considered a Trap so rules for making traps apply. More rules on traps in the combat section.

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

For a the full list of Explosives with explanations go here. The type of explosive can be found no longer then the tech level shown in the table below. However a Tech level 1 explosive can also show up in any higher Tech level. If the description doesn't specify otherwise this simply increases the number of d6s use to determine damage by 1. The cost is also increased by %50 the base cost per Tech level.

Table Columns Details

Weapon: This column is the weapon name or basic type.

Damage: The damage dealt by the weapon expressed by Hit Die. Example: 1d6. There is also extra incremental damage that can happen for a certain amount of turns after hit by the weapon. For example extra chemical/thermal damage for 1d4 would be expressed like so: 1d6 +(1d4). Incremental damage is expressed in parentheses.

Damage Type: There are 4 damage types that weapons have. Kinetic/Electric/Thermal(Radiation)/Chemical.

Throw-able: This is either Yes or No. No means that the explosive can only ever be used if planted somewhere first. Yes means that the explosive can be used as a grenade or be customized by a Character with the correct skills as a planted explosive.

Range Increment: This is the range that the explosive has a damaging effect. It is the number of 5ft squares out of the target square that objects may receive damage.

Size: Tiny/Small/Med is the sizes. Anything Large would not be Throw-able. Med takes a -4 to accuracy.

Weight: This column gives the weapon's weight.

Procure Diff: Please review the rules for procure difficulty.

Cost: This is the purchase cost to acquire the weapon. This number reflects the base price and doesn't include any modifier for purchasing the weapon on the black market.

Please note that '?' and/or '-' means that extra rules may apply. The Weapon Column should have links to the weapon descriptions.

Grenades/Explosives Table

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

Explosive Accessories

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

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

Melee/Martial Arts Combat

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

Combat with fits is a little different then traditional Melee weapons. However here are some rules for combat via "fist-a-cuffs".

First to determine the Hit Die we need to determine the Weapon Power and Speed. 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
  • 14-15(2) : Manual
  • 16 -17(3) : Semi-Auto
  • 18-19(4) : Fully-Auto
  • 20-21(5) : Super-Fast

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

  • 10-15(0-2) : Small
  • 16-17(3) : Medium
  • 18-19(4) : Large
  • 20-21(5) : Gigantic

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 had 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.

OLD RULES WORK IN PROGRESS

Link: Weapon Old Rules