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	<id>https://d20futurepath.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=72.32.146.52</id>
	<title>FuturePath - User contributions [en]</title>
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	<updated>2026-05-03T17:58:20Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.3</generator>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Introduction&amp;diff=2838</id>
		<title>Introduction</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Introduction&amp;diff=2838"/>
		<updated>2016-01-27T21:04:49Z</updated>

		<summary type="html">&lt;p&gt;72.32.146.52: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Sarah strained to look at her reflection in the cracked mirror. Hoping to see something else, someone braver. Instead she just saw the same dirty hair, brown eyes, chapped limps and rangy clothing. This seamed to be the fate of most humans who left there home planet. A place she never saw as she was born in space. Her parents left Earth a while back. &amp;quot;It wasn&#039;t safe.&amp;quot; That&#039;s what she remembers her parents saying anyway. But nothing seams safe. When Sarah was 7 her parents got caught up in a labour camp as they where struggling to get by. For most of her life the last 10 years she&#039;s worked tireless for the profit of some alien&#039;s who cared little for others and even less for Humans. However that was then and this is now. Now she looks at herself in the mirror of a ship flying across the stars once again freed by a man named Bosch. Perhaps it was because he was also human and didn&#039;t like the way she was being treated. Or more likely it was because her owners stiff Bosch of his pay. Either case he took her from her cruel life and into another. Either case she had no intention of living like she once had. She was going to be her own woman and somehow prove to this crew of pirates and the whole of space her worth. The ship bumped a little bit and shook Sarah from her gaze. She turned around and left her tiny quarters to join the rest of the crew on the flight deck.&lt;br /&gt;
&lt;br /&gt;
A opaque panel seamed to effortlessly protect Sarah from the dead cold reach of space. From her view she saw the destination planet where the distress beacon was suppose to be coming from. The communications console lights up. An electronic voice comes through the speaker informing the ships crew of the decent path. Sarah looks at her new found peers. An odd group of desperadoes. She seamed to fit right in poor, desperate and not a care in the Ring for law. This was a crew who knew that credits are what talks and it can also feed those who are willing to listen. There was a lot of Credits being offered accorded to this distress beacon. She knew little else about the crew. She after all just joined them a week ago. She and Bosch where the only humans. The pilot is named Volar a species she never seen before. Dark green leafy hair and pale green spotted skin the species was called Victarians and they eat through there skin and hair like a planet. Sarah quickly realized that they wear as little clothing that is hygienically possible and do not like being touched without permission. A very award first meet. But after a while Volar and her have become friends. Volar gets the captain&#039;s quarters because its the only one with a window and they would sit and watch the stars go by to pass the time. The captain Bosch didn&#039;t mind the small cramped quarters. He says it reminds him of his time in the Soviet Navy whatever that is or was. The ship bumped again.. this time it jerked the crew around causing many to fall over.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good Lord keep this ship steady!&amp;quot; Spouted Bosch with an angry Russian accent. The Volar seamed to ignore her captain as she concentrated on the many lights flashing red on her console. Sarah was no pilot and in fact had spent the better part of the last 10 years under ground but still she noticed that things did not appear to be going as planed. The opaque panel was now hot and it was impossible to see beyond a big red blur. The Pilot turns to the rest of the crew. &amp;quot;Hold on this is going to only get worse!&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Sarah was shacked awake by a crew member. &amp;quot;Here quickly the air here is not good for most species!&amp;quot; and he shoved a mask on Sarah&#039;s bloody face. She struggled to stay conscience and held onto a familiar voice. Bosch yelling somewhere off in the distance. &amp;quot;Of all the dammed places! All the places in the Ring it has to be this planet! This system!&amp;quot;. &amp;quot;Its not all bad sir!&amp;quot; Another far off voice said. &amp;quot;We got our lives at least and they know where he landed&amp;quot;. &amp;quot;Don&#039;t you get it you idiot! This planet is well known for its violet atmosphere and beasts!&amp;quot;. &amp;quot;But sure what about the people that told use the decent path? They must know we crashed!? Right?&amp;quot;. &amp;quot;That was an automated voice. Its likely that the people who sent that distress call are dead or at the very least unable to help.&amp;quot; His voice become much more clear and Sarah&#039;s eyes opened again to see Bosch&#039;s bearded face directly in front of hers. He lifted her up after checking her mask. Turned and faced the rest of the crew. &amp;quot;Listen up! They say strange life forms appear, strange monsters appear on this planet. We where suppose to land in a safe zone in the middle of the colony. We gotta get there by foot and we gotta do it quick before these creatures appear. Lets move out!&amp;quot;&lt;/div&gt;</summary>
		<author><name>72.32.146.52</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Weapons&amp;diff=1267</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Weapons&amp;diff=1267"/>
		<updated>2015-05-20T16:18:36Z</updated>

		<summary type="html">&lt;p&gt;72.32.146.52: /* Future Path Custom Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Weapon Categories==&lt;br /&gt;
Weapons have multi stats that change how effective they are in different engagements. &lt;br /&gt;
&lt;br /&gt;
There are 3 categories of weapons in Future Path:&lt;br /&gt;
#Archaic&lt;br /&gt;
#Simple&lt;br /&gt;
#Exotic&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Archaic&#039;&#039;&#039;: is anything that is so old is it never really used unless by people who love to mess with old type of stuff. For example the bow/arrow. And old style projectile weapon that appears simple at first glance but is actually difficult to master. &lt;br /&gt;
** Arcane weapons require the Arcane Weapon Proficiency Feat or you take a -4 and cannot use Ability/Affinity bonuses for hit checks.&lt;br /&gt;
* &#039;&#039;&#039;Simple&#039;&#039;&#039;: weapons are weapons that are common place for your Character. They usual follow a standard and design and are intuitive too use. 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. &lt;br /&gt;
**Simple weapons require not feat to use without penalty however you still cannot apply Affinity bonus to a weapon you do not have a proficiency with.&lt;br /&gt;
* &#039;&#039;&#039;Exotic&#039;&#039;&#039;: are weapons that are notorious to get use too. They do not necessarily follow the simple model that most weapons follow and/or they have uniq properties that make it less intuitive too use. The Flamethrower or Grenade Launcher are examples. Perhaps a Portal Gun as well.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
==Future Path Custom Weapons==&lt;br /&gt;
Weapons have multi attributes but perhaps the must significant aspect is its hit die. Weapon have a hit die level as shown below. There is two different characteristics that can give a weapon&lt;br /&gt;
its total hit die level. Its Size and its Speed see below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Hit Dice Level&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Level&lt;br /&gt;
! Hit Die&lt;br /&gt;
! Average $&lt;br /&gt;
|-&lt;br /&gt;
| Level 0 || 1d2 || $100&lt;br /&gt;
|-&lt;br /&gt;
| Level 1 || 1d4 || $250&lt;br /&gt;
|-&lt;br /&gt;
| Level 2 || 1d6 || $500&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 || 1d8 || $750&lt;br /&gt;
|-&lt;br /&gt;
| Level 4 || 1d10 || $1250&lt;br /&gt;
|-&lt;br /&gt;
| Level 5 || 1d12 || $1750&lt;br /&gt;
|-&lt;br /&gt;
| Level 6 || 2d8 || $2300&lt;br /&gt;
|-&lt;br /&gt;
| Level 7 || 2d10 || $3000&lt;br /&gt;
|-&lt;br /&gt;
| Level 8 || 2d12 || $4000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4 Power Levels&#039;&#039;&#039;:&lt;br /&gt;
**Small - 0 level point&lt;br /&gt;
**Medium - 1 level points&lt;br /&gt;
**Large - 2 level points&lt;br /&gt;
**Gigantic* - 3 level points&lt;br /&gt;
&lt;br /&gt;
The Power level represents the Kinetic/Electric/Thermal 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4 Speeds&#039;&#039;&#039;:&lt;br /&gt;
**Single Fire - 0 level points&lt;br /&gt;
**Manual - 1 level point&lt;br /&gt;
**Semi-Auto - 2 level points&lt;br /&gt;
**Fully Automatic - 3 level points&lt;br /&gt;
**Super Fast* - 4 level points&lt;br /&gt;
&lt;br /&gt;
This is the speed or rate of fire a gun is able to do. All Melee is considered Manual where is 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. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Weapon Examples&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon&lt;br /&gt;
! Size/Speed&lt;br /&gt;
! Hit Die&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || Medium Amo/Manual || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Pistol || Small Amo/Semi-Auto || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Hunting Rifle ||  Medium Amo/Single Fire || 1d8&lt;br /&gt;
|- &lt;br /&gt;
| Sniper Rifle || Large Amo/Semi-Auto || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || Medium Amo/Semi-Auto || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Assault Weapon || Medium Amo/Fully Automatic || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Light Machine Gun || Large Amo/Fully Automatic || 1d12&lt;br /&gt;
|-&lt;br /&gt;
| Uzi || Small Amo/Super Fast* || 1d8&lt;br /&gt;
|-&lt;br /&gt;
|+ Archaic weapon examples&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword || Medium/Manual || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Broad Sword || Large/Manual || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Knife || Small/Manual || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Throwing Knife/Star || Small/Single-Fire || 1d2&lt;br /&gt;
|-&lt;br /&gt;
| Bow || Medium/Single-Fire || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Composite Box || Large/Single-Fire || 1d8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advance Customizations === &lt;br /&gt;
There are more things that can be done too customize a weapon in Future Path. There are multi characteristics and they can be effected positively and negatively.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Attributes list (Not all apply to every weapon)&#039;&#039;&#039;:&lt;br /&gt;
* Range:&lt;br /&gt;
** The average distance before accuracy becomes a problem.&lt;br /&gt;
* Accuracy:&lt;br /&gt;
** The likely hood that the weapon will inflict some amount of lethal damage each time is used &lt;br /&gt;
* Ammunition Amount:&lt;br /&gt;
** How many times a weapon is useable before the Character has to reload. Which is usually a move action.&lt;br /&gt;
* Reload speed:&lt;br /&gt;
** A Move action (See [[Combat|Combat]] for more info)&lt;br /&gt;
* Master Worked Construction:&lt;br /&gt;
** Determines how well the weapon is constructed. It gives a bonus to accuracy of the weapon as well as more &#039;gadgets&#039; that can be applied to it. &lt;br /&gt;
* Base Damage:&lt;br /&gt;
** A bonus to low end of the Weapon Die roll. 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.&lt;br /&gt;
* Bonus Damage:&lt;br /&gt;
** Similar to Base Damage accept the bonus is added to the total of the roll. 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. &lt;br /&gt;
* Bonus Ability:&lt;br /&gt;
** Gives the weapon an ability or special attribute. For example a bonus to the Trip combat manoeuvre. &lt;br /&gt;
* DR Damage:&lt;br /&gt;
** 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.&lt;br /&gt;
* Tech Level:&lt;br /&gt;
** The Tech level of the gun. This grants additional abilities for higher tech levels.&lt;br /&gt;
&lt;br /&gt;
==Weapon Technology==&lt;br /&gt;
Weapons evolve with technology and at different tech levels will have adjustments to their stats. Weapons have a tech level.  0 - 4. All 0 tech level weapons are considered Archaic. If you handle a weapon of a hirer tech level then your character you cannot apply your affinity bonus to use it until you increase your tech skill to that level. Weapons of higher tech level gain additional features but do not necessary increase the hit die unless specified. Here are some common attributes higher tech level weapons will see increased.&lt;br /&gt;
* Accuracy (Bonus to hit)&lt;br /&gt;
* Base damage (A new low limit to damage. IE: (+1)1d6 can do between 2 and 6 points of damage.&lt;br /&gt;
* DR piercing (Can remove some of the DR that Armour can provide)&lt;br /&gt;
* Weight, capacity of ammunition, range&lt;br /&gt;
&lt;br /&gt;
Most people think that a better weapon implies more damage. But if the rules of combat are followed correctly players will have to be dealing with Range and amo issues. And out side of combat they may have to deal with the weight of their weapons interfering with their ability to carry of equipment/resources/loot. A light weight high capacity firearm that also happens to have excellent range is hard to come by. More advance civilizations will be concerned with these matters more then simply &#039;does it do more damage?&#039;. This doesn&#039;t mean there cannot be weapons that do extreme amounts of damage but most are restricted to robots/space ships/tanks and alike.&lt;br /&gt;
&lt;br /&gt;
== Weapon Attributes ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;&lt;br /&gt;
A firearm&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loading a Firearm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms.&lt;br /&gt;
&lt;br /&gt;
Loading any firearm provokes attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reloading a firearm with an already filled box magazine or speed loader is a swift action.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Loading a belt of linked ammunition is an immediate action. Linking two belts together is a swift action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If a firearm has a tripod, you subtract reduce this penalty by [1] in the attack modifier.&lt;br /&gt;
&lt;br /&gt;
If a firearm is mounted, you subtract reduce this penalty by [2] in the attack modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misfires&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range and Penetration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
== Firearm Ammunition ==&lt;br /&gt;
&lt;br /&gt;
Ammunition for firearms and other ranged weapons is covered below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Ammunition Type (Quantity) &lt;br /&gt;
! Cost &lt;br /&gt;
! Damage Modifier&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm (20) ||$7.50 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm (20) ||$7.50 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|7.62mmR (20) ||$7.50 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.444 caliber (20) ||$15 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.50 caliber (20) ||$15 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|9mm (50) ||$10 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|10mm (50) ||$10 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|.22 caliber (50) ||$7.50 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|.32 caliber (50) ||$20 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|.38 special (50) ||$20 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.357 caliber (50) ||$20 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.44 caliber (50) ||$20 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.45 caliber (50) ||$20 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.50AE caliber (50) ||$20 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|10-gauge buckshot (10) ||$20 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge buckshot (10) ||$20 ||+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;5.56mm, 7.62mm, 7.62mmR, .444, .50&lt;br /&gt;
&lt;br /&gt;
:These calibers of ammunition are generally used in rifles, assault rifles, or machine guns and are sold in boxes of 20 rounds each.&lt;br /&gt;
&lt;br /&gt;
;9mm, 10mm, .22, .32, .38 S, .357, .44, .45, .50AE&lt;br /&gt;
&lt;br /&gt;
:These calibers are generally used in pistols or submachine guns and are sold in boxes of 50 rounds each.&lt;br /&gt;
&lt;br /&gt;
;10-gauge Buckshot, 12-gauge Buckshot &lt;br /&gt;
&lt;br /&gt;
Shotgun shells are sold in boxes of ten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Ammunition&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A special, Magnum, or AE ammunition round will increase the critical threat range by one.&lt;br /&gt;
== Firearm Types ==&lt;br /&gt;
&#039;&#039;&#039;Handguns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Handguns can be broken down into three smaller groups: autoloaders, revolvers and machine pistols.&lt;br /&gt;
&lt;br /&gt;
Autoloaders (sometimes called “automatics”) feature removable box magazines and some models hold quite a lot of ammunition.&lt;br /&gt;
&lt;br /&gt;
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder&lt;br /&gt;
&lt;br /&gt;
Machine pistols are automatic weapons small enough to be fired with one hand.&lt;br /&gt;
&lt;br /&gt;
Handguns can be broken down into two smaller groups - revolvers and autoloaders.&lt;br /&gt;
&lt;br /&gt;
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longarms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Guns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotguns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shotguns are large-bore weapons that have the Scatter Weapon Quality.&lt;br /&gt;
&lt;br /&gt;
If a slug is used to attack then increase the critical hit modifier to x4. Slugs can only target one individual.&lt;br /&gt;
&lt;br /&gt;
If pellets are used, the shot gun fires in a cone (15&#039;). 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.&lt;br /&gt;
 &lt;br /&gt;
== Firearm Rate of Fire ==&lt;br /&gt;
&#039;&#039;&#039;Single Shot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a single shot per each attack granted by the PC&#039;s Base Attack Bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Semi-Automatic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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&#039;s Armor Class, the character gains an additional hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automatic Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Automatic is a full round action and a character can fire in a cone (see below). All individuals within the cone (30&#039;) are targets and each must be rolled separately, with a modifier of -4. In addition, targets are unable to use any concealment abilities.&lt;br /&gt;
&lt;br /&gt;
Machine guns only have autofire settings and can&#039;t normally fire single shots. These weapons can fire as cone (60&#039;) attack, each with a -4 to hit.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapons Table ==&lt;br /&gt;
&lt;br /&gt;
Ranged weapons are described by a number of statistics, as shown on Table: Ranged Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Ranged weapon damage is classified as Piercing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Modern firearm attacks are against the target&#039;s touch AC for the first 5 range increments and have a full 10 range increments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rate of Fire&#039;&#039;&#039;: How many rounds the firearm fires per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: The weapon&#039;s magazine capacity and type are given in this column.&lt;br /&gt;
&lt;br /&gt;
* Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.&lt;br /&gt;
&lt;br /&gt;
* Cylinder: A revolver keeps its ammunition in a cylinder.&lt;br /&gt;
&lt;br /&gt;
* Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand.&lt;br /&gt;
&lt;br /&gt;
* Belt Feed: Machine guns use linked ammunition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight when fully loaded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+No Proficiency Required - Ranged&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pepper spray ||Special ||— ||Special ||5 ft. ||1 ||1 int. ||Tiny ||0.5 lb. ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Taser ||1d4 ||— ||Electricity ||5 ft. ||1 ||1 int. ||Small ||2 lb. ||$50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Benelli 121 M1&lt;br /&gt;
|-&lt;br /&gt;
|12-gague Shotgun ||2d8+2 ||19-20 x2 ||P ||40 ft. ||S ||7 int ||Large ||8 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Beretta 92F&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||40 ft. ||S ||15 box ||Small ||3 lb. ||$450&lt;br /&gt;
|-&lt;br /&gt;
|Beretta M3P&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge Shotgun ||2d8+2 ||19-20 x2 ||P ||30 ft. ||S ||5 box ||Large ||9 lb ||$650&lt;br /&gt;
|-&lt;br /&gt;
|Browning BPS&lt;br /&gt;
|-&lt;br /&gt;
|10-gauge Shotgun ||2d10 +3 ||19-20 x2 ||P ||30 ft ||Single ||5 int. ||Large ||11 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Colt Double Eagle 10 mm Autoloader ||2d6+3 ||x4 ||P ||30 ft. ||S ||9 box ||Small ||3 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Colt M1&lt;br /&gt;
|-&lt;br /&gt;
|.45 Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||7 box ||Small ||3 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Colt Python&lt;br /&gt;
|-&lt;br /&gt;
|.357 Revolver ||2d6+1 ||x4 ||P ||40 ft. ||S ||6 cyl. ||Med ||3 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Compound Bow ||2d8 ||20 ||P ||40 ft. ||1 ||— ||Large ||3 lb. ||$150&lt;br /&gt;
|-&lt;br /&gt;
|Derringer .45 ||2d6+2 ||x4 ||P ||10 ft. ||Single ||2 int. ||Tiny ||1 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Desert Eagle&lt;br /&gt;
|-&lt;br /&gt;
|.50AE Autoloader ||2d8+3 ||x4 ||P ||40 ft. ||S ||8 box ||Med ||4 lb. ||$1,500&lt;br /&gt;
|-&lt;br /&gt;
|Gloc.&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||17 box ||Small ||2 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Gloc.&lt;br /&gt;
|-&lt;br /&gt;
|10mm Autoloader ||2d6+3 ||x4 ||P ||40 ft. ||S ||15 box ||Small ||3 lb. ||$600&lt;br /&gt;
|-&lt;br /&gt;
|Mossberg&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge Shotgun ||2d8+2 ||x2 ||P ||30 ft. ||Single ||6 int. ||Large ||7 lb. ||$350&lt;br /&gt;
|-&lt;br /&gt;
|Pathfinder&lt;br /&gt;
|-&lt;br /&gt;
|.22 Revolver ||2d4 ||20 x4 ||P ||20 ft. ||S ||6 cyl. ||Tiny ||1 lb. ||$475&lt;br /&gt;
|-&lt;br /&gt;
|Remington 700 7.62mm Hunting Rifle ||2d10+1 ||x4 ||P ||300 ft. ||Single ||5 int. ||Large ||8 lb. ||$900&lt;br /&gt;
|-&lt;br /&gt;
|Ruger Service-Six .38S Revolver ||2d6+1 ||x4 ||P ||30 ft. ||S ||6 cyl. ||Small ||2 lbs ||$500&lt;br /&gt;
|-&lt;br /&gt;
|S&amp;amp;W M29&lt;br /&gt;
|-&lt;br /&gt;
|.44 Magnum Revolver ||2d8+2 ||x4 ||P ||30 ft. ||S ||6 cyl. ||Med ||3 lb. ||$850&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-off&lt;br /&gt;
|-&lt;br /&gt;
|12-ga Shotgun ||2d8+3 ||19-20 x2 ||P ||10 ft. ||S ||2 int. ||Med ||4 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|SITES M9&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||8 box ||Tiny ||2 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Walther PPK&lt;br /&gt;
|-&lt;br /&gt;
|.32 Autoloader ||2d4 ||x4 ||P ||10 ft. ||S ||7 box ||Small ||1 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Winchester ||2d10+1 ||x4 ||P ||300 ft. ||Single ||6 int. ||Large ||7 lb. ||$575&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Martial Ranged Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AKM/AK-47 7.62x39mm&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle ||2d8+1 ||19-20 x4 ||P ||70 ft. ||S, A ||30 box ||Large ||10 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Barrett Light Fifty&lt;br /&gt;
|-&lt;br /&gt;
|.50 Sniper Rifle ||2d12+3 ||19-20 x4 ||P ||600 ft. ||S ||11 box ||Huge ||35 lb. ||$8,000&lt;br /&gt;
|-&lt;br /&gt;
|Beretta 93R&lt;br /&gt;
|-&lt;br /&gt;
|9mm Machine Pistol ||2d6+2 ||19-20 x4 ||P ||30 ft. ||S,A ||20 box ||Med ||3 lb. ||$825&lt;br /&gt;
|-&lt;br /&gt;
|HK G3&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm Assault Rifle ||2d10+1 ||19-20 x4 ||P ||300 ft. ||S, A ||20 box ||Large ||11 lb. ||$925&lt;br /&gt;
|-&lt;br /&gt;
|HK MP5 9mm ||2d6+2 ||19-20 x4 ||P ||50 ft. ||S,B, A ||30 box ||Large ||7 lb. ||$1,000&lt;br /&gt;
|-&lt;br /&gt;
|HK MP5K&lt;br /&gt;
|-&lt;br /&gt;
|9mm Submachine Gun ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, B,A ||15 box ||Med ||5 lb. ||$925&lt;br /&gt;
|-&lt;br /&gt;
|HK PSG1&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm Sniper Rifle ||2d10+1 ||19-20 x4 ||P ||300 ft. ||S ||5 box ||Large ||16 lb. ||$9,000&lt;br /&gt;
|-&lt;br /&gt;
|M16&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20 x4 ||P ||100 ft. ||S, B or A ||30 box ||Large ||8 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|M4 Carbine&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20 x4 ||P ||100 ft. ||S,,B,A ||30 box ||Large ||7 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|M-60&lt;br /&gt;
|-&lt;br /&gt;
|7.62 Machine Gun ||2d10+1 ||19-20 x4 ||P ||300 ft. ||A ||belt feed ||Huge ||22 lb. ||$15,000&lt;br /&gt;
|-&lt;br /&gt;
|MAC Ingram M10&lt;br /&gt;
|-&lt;br /&gt;
|.45 Machine Pistol ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||30 box ||Med ||6 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Skorpion&lt;br /&gt;
|-&lt;br /&gt;
|.32 Machine Pistol ||2d4 ||19-20 x4 ||P ||40 ft. ||S, A ||20 box ||Med ||4 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Steyr AUG&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20&lt;br /&gt;
|-&lt;br /&gt;
|X4 ||P ||150 ft. ||S,B, A ||30 box ||Large ||9 lb ||$925&lt;br /&gt;
|-&lt;br /&gt;
|TEC-9&lt;br /&gt;
|-&lt;br /&gt;
|9mm Machine Pistol ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||32 box ||Med ||4 lb. ||$475&lt;br /&gt;
|-&lt;br /&gt;
|Uzi&lt;br /&gt;
|-&lt;br /&gt;
|9mm Submachine Gun ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||20 box ||Large ||8 lb. ||$825&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Exotic Ranged Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Flamethrower ||3d6 ||x4 ||Fire ||— ||1 ||10 int. ||Large ||50 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|M2HB&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Machine Gun ||1d12+3 ||19-20 x4 ||P ||200 ft. ||A ||belt feed ||Huge ||75 lb ||$17,000&lt;br /&gt;
|-&lt;br /&gt;
|M72A3 LAW&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher ||10d6 ||19-20 x4 ||— ||150 ft. ||1 ||1 int. ||Large ||5 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|M79&lt;br /&gt;
|-&lt;br /&gt;
|Grenade Launcher ||Varies ||— ||— ||70 ft. ||1 ||1 int. ||Large ||7 lb. ||$475&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Descriptions ==&lt;br /&gt;
;No Proficiency Required - Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged weapons that are not firearms, there is no proficiency feat required to use these weapons.&lt;br /&gt;
* Pepper Spray&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Taser&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Simple Ranged Weapons&lt;br /&gt;
* Benelli 121 M1&lt;br /&gt;
&lt;br /&gt;
The Benelli 121 M1 semiautomatic shotgun is reliable, simple and sturdy.&lt;br /&gt;
* Beretta 92F&lt;br /&gt;
&lt;br /&gt;
The standard service Pistol of the United States military&lt;br /&gt;
* Beretta M3P&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Browning BPS&lt;br /&gt;
&lt;br /&gt;
This heavy shotgun fires the largest shotgun round available, the 10-gauge hell.&lt;br /&gt;
* Colt Double Eagle&lt;br /&gt;
&lt;br /&gt;
Based on the M1911 mechanism, this pistol is an updated civilian version that fires a 10mm round.&lt;br /&gt;
* Colt M1911&lt;br /&gt;
&lt;br /&gt;
This .45 semiautomatic pistol was used by the United States military for decades.&lt;br /&gt;
* Colt Python&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Compound Bow&lt;br /&gt;
&lt;br /&gt;
Bow hunting remains a popular sport in North America. A character&#039;s strength modifier applies to damage rolls made when using this weapon.&lt;br /&gt;
* Derringer&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Desert Eagle&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Glock 17&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Glock 20&lt;br /&gt;
&lt;br /&gt;
This slightly larger version of the Glock 17 is chambered for the slightly more powerful 10mm round.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Mossberg&lt;br /&gt;
&lt;br /&gt;
The Mossberg Model 500 ATP6C is a pump-action shotgun designed for military and police work.&lt;br /&gt;
* Pathfinder&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Remington 700&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Ruger Service-Six&lt;br /&gt;
&lt;br /&gt;
This revolver, designed specifically for police use, fires the .38 Special rounds.&lt;br /&gt;
* S&amp;amp;W M29&lt;br /&gt;
&lt;br /&gt;
The Smith &amp;amp; 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.&lt;br /&gt;
* Sawed-Off Shotgun&lt;br /&gt;
&lt;br /&gt;
This is a 12-gauge, double-barreled shotgun with the stock and barrels sawed short. All that&#039;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.&lt;br /&gt;
* SITES M9 Resolver&lt;br /&gt;
&lt;br /&gt;
The compact SITES weapon is very narrow, making it easy to conceal.&lt;br /&gt;
* Walther PPK&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Winchester 94&lt;br /&gt;
&lt;br /&gt;
The Winchester Model 94 Big Bore is a lever-action rifle typical of big-bore hunting rifles found around the world.&lt;br /&gt;
;Martial Ranged Weapons&lt;br /&gt;
* AKM/AK-47&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The AKM is a slightly more modern version of the AK-47, but functions essentially the same.&lt;br /&gt;
* Barrett Light Fifty&lt;br /&gt;
&lt;br /&gt;
The heavy but rugged Light Fifty is an incredibly powerful weapon for its size. Although it&#039;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.&lt;br /&gt;
* Beretta 93R&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK G3&lt;br /&gt;
&lt;br /&gt;
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&#039;s armies used this rifle.&lt;br /&gt;
* HK MP5&lt;br /&gt;
&lt;br /&gt;
The Heckler &amp;amp; Koch MP5 family of weapons is among the most recognizable in the world. Many different designs exist; described here is the most basic model.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK MP5K&lt;br /&gt;
&lt;br /&gt;
A radically shortened version of the MP5, this weapon is optimized to be concealable. The steps taken to reduce the weapon&#039;s size and weight negate the benefits of the parent weapon&#039;s extraordinary quality and as a result the MP5K is not a mastercraft weapon.&lt;br /&gt;
&lt;br /&gt;
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&#039;s size to Large, though).&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK PSG1&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M16A2&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The A3 has a three-round burst setting, with a ROF: S, B.&lt;br /&gt;
&lt;br /&gt;
The A4 does not have the three-round burst setting, with a ROF: S, A&lt;br /&gt;
* M4 Carbine&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M-60&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* MAC Ingram M10&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The M10 accepts a suppressor without modification.&lt;br /&gt;
* Skorpion&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
* Steyr AUG&lt;br /&gt;
&lt;br /&gt;
An unusual and exotic-looking weapon, the bull pup AUG is the standard rifle of the Austrian and Australian armies. It&#039;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.&lt;br /&gt;
* TEC-9&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Uzi&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Exotic Ranged Weapons&lt;br /&gt;
* Flamethrower&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
A flamethrower&#039;s backpack has hardness 5 and 5 hit points. When worn, the backpack has a AC equal to 9 + the wearer&#039;s Dexterity modifier + the wearer&#039;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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
A flamethrower can shoot 10 times before the fuel supply is depleted.&lt;br /&gt;
* M2HB&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M72A3 LAW&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M79&lt;br /&gt;
&lt;br /&gt;
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&#039;t be used as hand grenades and the M79 can&#039;t shoot hand grenades.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
;Explosives&lt;br /&gt;
&lt;br /&gt;
These weapons explode or burst, dealing damage to individuals or objects within an area.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Explosives require no proficiency to use normally.&lt;br /&gt;
* Thrown Explosives&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)&lt;br /&gt;
&lt;br /&gt;
**    Hit: Individuals in all adjacent squares are dealt damage.&lt;br /&gt;
**    Miss: First, roll 1d8 to determine the miss direction of the throw.&lt;br /&gt;
**    1 - Falls short (straight line towards the thrower).&lt;br /&gt;
**    2 through 8 - Count around the target individual or grid intersection in a clockwise direction.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Finally, the item deals damage to all individuals in the square it lands in and in all adjacent squares.&lt;br /&gt;
* Planted Explosives&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Explosives Table&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage dealt by the weapon.&lt;br /&gt;
&lt;br /&gt;
Burst Radius/Splash Damage: All individuals or objects within the burst radius take damage from the explosive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Damage from explosives and splash weapons is classified according to type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reflex DC&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Increment&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: A Small or smaller weapon is considered a light weapon. Medium-size or smaller weapon can be used one-handed or two-handed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon. This number reflects the base price and doesn&#039;t include any modifier for purchasing the weapon on the black market.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Grenades and Explosives&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Burst Radius &lt;br /&gt;
! Reflex DC &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40mm Fragmentation Grenade ||6d6 ||19-20 x4 ||Slashing ||10 ft. ||15 ||— ||Tiny ||1 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|C4/Semtex ||4d6 ||19-20 x4 ||Bludgeoning ||10 ft. ||18 ||— ||Small ||1 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Det Cord ||2d6 ||20x4 ||Fire ||See text ||12 ||— ||Med ||2 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
|Dynamite ||2d6 ||19-20/x4 ||Bludgeoning ||5 ft. ||15 ||10 ft. ||Tiny ||1 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Fragmentation Grenade ||6d6 ||19-20/x4 ||Slashing ||20 ft. ||15 ||10 ft. ||Tiny ||1 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Molotov Cocktail ||1d6/&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1d4 Splash&lt;br /&gt;
|-&lt;br /&gt;
|||20 ||Fire ||5 ft ||12 ||10 ft ||Small ||1 lb ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade ||See text ||— ||— ||See text ||— ||10 ft. ||Small ||2 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
|Tear gas Grenade ||See text ||— ||— ||See text ||— ||10 ft. ||Small ||2 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Thermite Grenade ||8d6 ||19-20/x4 ||Fire ||5 ft. ||12 ||10 ft. ||Small ||2 lb. ||$850&lt;br /&gt;
|-&lt;br /&gt;
|White Phosphorus Grenade ||8d6 ||19-20 x4 ||Fire ||20 ft. ||12 ||10 ft. ||Small ||2 lb. ||$625&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Grenades and Explosives&lt;br /&gt;
&lt;br /&gt;
Many explosives require detonators, which are described in Weapon Accessories.&lt;br /&gt;
&lt;br /&gt;
No feat is required to use these thrown weapons.&lt;br /&gt;
* 40mm Fragmentation Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* C4/Semtex&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given represents a package of 4 blocks.&lt;br /&gt;
&lt;br /&gt;
C4/Semtex requires a detonator to set off.&lt;br /&gt;
* Det Cord&lt;br /&gt;
&lt;br /&gt;
Det cord is an explosive in a rope-like form. Technically, det cord doesn&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It can also be doubled up; for each additional 5 feet of cord within a single 5-foot square, increase the damage by +1d6.&lt;br /&gt;
&lt;br /&gt;
Det cord requires a detonator to set it off.&lt;br /&gt;
* Dynamite&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
It&#039;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&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
Dynamite is sold in boxes of 12 sticks.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Fragmentation Grenade&lt;br /&gt;
&lt;br /&gt;
The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Molotov Cocktail&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Smoke Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Tear Gas Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Thermite Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* White Phosphorus Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
Melee weapons are used in close combat and they are generally among the simplest types of weapons.&lt;br /&gt;
;Melee Weapons Table&lt;br /&gt;
&lt;br /&gt;
Melee weapons are described by a number of statistics, as shown on Table: Melee Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Melee weapon damage is classified according to type: bludgeoning, energy, piercing and slashing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Increment&#039;&#039;&#039;: Melee weapons that are designed to be thrown can be used to make ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: 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&#039;s off hand.&lt;br /&gt;
&lt;br /&gt;
A Medium-size or smaller weapon can be used one-handed or two-handed.&lt;br /&gt;
&lt;br /&gt;
A Large weapon requires two hands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Cleaver ||1d6 ||19–20 ||Slashing ||10 ft. ||Small ||2 lb. ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Knife ||1d4 ||19–20 ||Piercing ||10 ft. ||Tiny ||1 lb. ||$15&lt;br /&gt;
|-&lt;br /&gt;
|Metal Baton ||1d6 ||19–20 ||Bludgeoning ||— ||Med ||2 lb. ||$25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Exotic Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Chain saw ||3d6 ||18–20 x4 ||Slashing ||— ||Large ||10 lb. ||$150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+No Feat Required Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pistol Whip ||1d4 ||20 ||Bludgeoning ||— ||Small ||— ||—&lt;br /&gt;
|-&lt;br /&gt;
|Rifle Butt ||1d6 ||20 ||Bludgeoning ||— ||Large ||— ||—&lt;br /&gt;
|-&lt;br /&gt;
|Straight Razor ||1d3 ||18–20 ||Slashing ||— ||Tiny ||0.5 lb. ||$5&lt;br /&gt;
|-&lt;br /&gt;
|Stun Gun ||1d3 ||20 ||Electricity ||— ||Tiny ||1 lb. ||$40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Simple Melee Weapons&lt;br /&gt;
&lt;br /&gt;
Generally inexpensive and light in weight, simple weapons get the job done nevertheless.&lt;br /&gt;
* Cleaver&lt;br /&gt;
&lt;br /&gt;
Heavy kitchen knives can be snatched up for use as weapons in homes and restaurants.&lt;br /&gt;
* Knife&lt;br /&gt;
&lt;br /&gt;
This category of weapon includes hunting knives, butterfly knives and switchblades.&lt;br /&gt;
* Metal Baton&lt;br /&gt;
&lt;br /&gt;
This weapon can be collapsed to reduce its size and increase its conceal-ability. Extending or collapsing the baton is a free action.&lt;br /&gt;
;Exotic Melee Weapons.&lt;br /&gt;
* Chain Saw&lt;br /&gt;
&lt;br /&gt;
Military and police units use powered saws to cut through fences and open doors rapidly.&lt;br /&gt;
;No Proficiency Required Melee Weapons&lt;br /&gt;
* Pistol Whip&lt;br /&gt;
&lt;br /&gt;
Using a Pistol as a melee weapon can deal greater damage than attacking unarmed.&lt;br /&gt;
* Rifle Butt&lt;br /&gt;
&lt;br /&gt;
The butt of a rifle can be used as an impromptu club.&lt;br /&gt;
* Straight Razor&lt;br /&gt;
&lt;br /&gt;
Favored by old-school organized crime “mechanics,” this item can still be found in some barbershops and shaving kits.&lt;br /&gt;
* Stun Gun&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Accessories&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Box magazine ||Tiny ||0.5 lb. ||$5&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Blasting Cap ||Tiny ||0.5 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Radio Controlled ||Tiny ||0.5 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Timed ||Tiny ||0.5 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Wired ||Tiny ||1 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Holster, Hip ||Tiny ||1 lb. ||$35&lt;br /&gt;
|-&lt;br /&gt;
|Holster, Concealed ||Tiny ||0.5 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Illuminator ||Tiny ||0.5 lb. ||$85&lt;br /&gt;
|-&lt;br /&gt;
|Laser sight ||Tiny ||0.5 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Scope, Standard ||Tiny ||0.5 lb. ||$70&lt;br /&gt;
|-&lt;br /&gt;
|Scope, Electro-Optical ||Small ||3 lb. ||$110&lt;br /&gt;
|-&lt;br /&gt;
|Speed loader ||Tiny ||0.5 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Suppressor, Pistol ||Tiny ||1 lb. ||$250&lt;br /&gt;
|-&lt;br /&gt;
|Suppressor, Rifle ||Small ||4 lb. ||$400&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>72.32.146.52</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Weapons&amp;diff=1266</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Weapons&amp;diff=1266"/>
		<updated>2015-05-19T23:40:18Z</updated>

		<summary type="html">&lt;p&gt;72.32.146.52: /* Advance Customizations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Weapon Categories==&lt;br /&gt;
Weapons have multi stats that change how effective they are in different engagements. &lt;br /&gt;
&lt;br /&gt;
There are 3 categories of weapons in Future Path:&lt;br /&gt;
#Archaic&lt;br /&gt;
#Simple&lt;br /&gt;
#Exotic&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Archaic&#039;&#039;&#039;: is anything that is so old is it never really used unless by people who love to mess with old type of stuff. For example the bow/arrow. And old style projectile weapon that appears simple at first glance but is actually difficult to master. &lt;br /&gt;
** Arcane weapons require the Arcane Weapon Proficiency Feat or you take a -4 and cannot use Ability/Affinity bonuses for hit checks.&lt;br /&gt;
* &#039;&#039;&#039;Simple&#039;&#039;&#039;: weapons are weapons that are common place for your Character. They usual follow a standard and design and are intuitive too use. 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. &lt;br /&gt;
**Simple weapons require not feat to use without penalty however you still cannot apply Affinity bonus to a weapon you do not have a proficiency with.&lt;br /&gt;
* &#039;&#039;&#039;Exotic&#039;&#039;&#039;: are weapons that are notorious to get use too. They do not necessarily follow the simple model that most weapons follow and/or they have uniq properties that make it less intuitive too use. The Flamethrower or Grenade Launcher are examples. Perhaps a Portal Gun as well.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
==Future Path Custom Weapons==&lt;br /&gt;
Weapons have multi attributes but perhaps the must significant aspect is its hit die. Weapon have a hit die level as shown below. There is two different characteristics that can give a weapon&lt;br /&gt;
its total hit die level. Its Size and its Speed see below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Hit Dice Level&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Level&lt;br /&gt;
! Hit Die&lt;br /&gt;
|-&lt;br /&gt;
| Level 0 || 1d2&lt;br /&gt;
|-&lt;br /&gt;
| Level 1 || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Level 2 || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Level 4 || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Level 5 || 1d12&lt;br /&gt;
|-&lt;br /&gt;
| Level 6 || 2d8&lt;br /&gt;
|-&lt;br /&gt;
| Level 7 || 2d10&lt;br /&gt;
|-&lt;br /&gt;
| Level 8 || 2d12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4 Power Levels&#039;&#039;&#039;:&lt;br /&gt;
**Small - 0 level point&lt;br /&gt;
**Medium - 1 level points&lt;br /&gt;
**Large - 2 level points&lt;br /&gt;
**Gigantic* - 3 level points&lt;br /&gt;
&lt;br /&gt;
The Power level represents the Kinetic/Electric/Thermal 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4 Speeds&#039;&#039;&#039;:&lt;br /&gt;
**Single Fire - 0 level points&lt;br /&gt;
**Manual - 1 level point&lt;br /&gt;
**Semi-Auto - 2 level points&lt;br /&gt;
**Fully Automatic - 3 level points&lt;br /&gt;
**Super Fast* - 4 level points&lt;br /&gt;
&lt;br /&gt;
This is the speed or rate of fire a gun is able to do. All Melee is considered Manual where is 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. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Weapon Examples&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon&lt;br /&gt;
! Size/Speed&lt;br /&gt;
! Hit Die&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || Medium Amo/Manual || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Pistol || Small Amo/Semi-Auto || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Hunting Rifle ||  Medium Amo/Single Fire || 1d8&lt;br /&gt;
|- &lt;br /&gt;
| Sniper Rifle || Large Amo/Semi-Auto || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || Medium Amo/Semi-Auto || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Assault Weapon || Medium Amo/Fully Automatic || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Light Machine Gun || Large Amo/Fully Automatic || 1d12&lt;br /&gt;
|-&lt;br /&gt;
| Uzi || Small Amo/Super Fast* || 1d8&lt;br /&gt;
|-&lt;br /&gt;
|+ Archaic weapon examples&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword || Medium/Manual || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Broad Sword || Large/Manual || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Knife || Small/Manual || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Throwing Knife/Star || Small/Single-Fire || 1d2&lt;br /&gt;
|-&lt;br /&gt;
| Bow || Medium/Single-Fire || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Composite Box || Large/Single-Fire || 1d8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advance Customizations === &lt;br /&gt;
There are more things that can be done too customize a weapon in Future Path. There are multi characteristics and they can be effected positively and negatively.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Attributes list (Not all apply to every weapon)&#039;&#039;&#039;:&lt;br /&gt;
* Range:&lt;br /&gt;
** The average distance before accuracy becomes a problem.&lt;br /&gt;
* Accuracy:&lt;br /&gt;
** The likely hood that the weapon will inflict some amount of lethal damage each time is used &lt;br /&gt;
* Ammunition Amount:&lt;br /&gt;
** How many times a weapon is useable before the Character has to reload. Which is usually a move action.&lt;br /&gt;
* Reload speed:&lt;br /&gt;
** A Move action (See [[Combat|Combat]] for more info)&lt;br /&gt;
* Master Worked Construction:&lt;br /&gt;
** Determines how well the weapon is constructed. It gives a bonus to accuracy of the weapon as well as more &#039;gadgets&#039; that can be applied to it. &lt;br /&gt;
* Base Damage:&lt;br /&gt;
** A bonus to low end of the Weapon Die roll. 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.&lt;br /&gt;
* Bonus Damage:&lt;br /&gt;
** Similar to Base Damage accept the bonus is added to the total of the roll. 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. &lt;br /&gt;
* Bonus Ability:&lt;br /&gt;
** Gives the weapon an ability or special attribute. For example a bonus to the Trip combat manoeuvre. &lt;br /&gt;
* DR Damage:&lt;br /&gt;
** 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.&lt;br /&gt;
* Tech Level:&lt;br /&gt;
** The Tech level of the gun. This grants additional abilities for higher tech levels.&lt;br /&gt;
&lt;br /&gt;
==Weapon Technology==&lt;br /&gt;
Weapons evolve with technology and at different tech levels will have adjustments to their stats. Weapons have a tech level.  0 - 4. All 0 tech level weapons are considered Archaic. If you handle a weapon of a hirer tech level then your character you cannot apply your affinity bonus to use it until you increase your tech skill to that level. Weapons of higher tech level gain additional features but do not necessary increase the hit die unless specified. Here are some common attributes higher tech level weapons will see increased.&lt;br /&gt;
* Accuracy (Bonus to hit)&lt;br /&gt;
* Base damage (A new low limit to damage. IE: (+1)1d6 can do between 2 and 6 points of damage.&lt;br /&gt;
* DR piercing (Can remove some of the DR that Armour can provide)&lt;br /&gt;
* Weight, capacity of ammunition, range&lt;br /&gt;
&lt;br /&gt;
Most people think that a better weapon implies more damage. But if the rules of combat are followed correctly players will have to be dealing with Range and amo issues. And out side of combat they may have to deal with the weight of their weapons interfering with their ability to carry of equipment/resources/loot. A light weight high capacity firearm that also happens to have excellent range is hard to come by. More advance civilizations will be concerned with these matters more then simply &#039;does it do more damage?&#039;. This doesn&#039;t mean there cannot be weapons that do extreme amounts of damage but most are restricted to robots/space ships/tanks and alike.&lt;br /&gt;
&lt;br /&gt;
== Weapon Attributes ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;&lt;br /&gt;
A firearm&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loading a Firearm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms.&lt;br /&gt;
&lt;br /&gt;
Loading any firearm provokes attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reloading a firearm with an already filled box magazine or speed loader is a swift action.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Loading a belt of linked ammunition is an immediate action. Linking two belts together is a swift action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If a firearm has a tripod, you subtract reduce this penalty by [1] in the attack modifier.&lt;br /&gt;
&lt;br /&gt;
If a firearm is mounted, you subtract reduce this penalty by [2] in the attack modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misfires&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range and Penetration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
== Firearm Ammunition ==&lt;br /&gt;
&lt;br /&gt;
Ammunition for firearms and other ranged weapons is covered below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Ammunition Type (Quantity) &lt;br /&gt;
! Cost &lt;br /&gt;
! Damage Modifier&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm (20) ||$7.50 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm (20) ||$7.50 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|7.62mmR (20) ||$7.50 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.444 caliber (20) ||$15 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.50 caliber (20) ||$15 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|9mm (50) ||$10 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|10mm (50) ||$10 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|.22 caliber (50) ||$7.50 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|.32 caliber (50) ||$20 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|.38 special (50) ||$20 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.357 caliber (50) ||$20 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.44 caliber (50) ||$20 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.45 caliber (50) ||$20 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.50AE caliber (50) ||$20 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|10-gauge buckshot (10) ||$20 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge buckshot (10) ||$20 ||+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;5.56mm, 7.62mm, 7.62mmR, .444, .50&lt;br /&gt;
&lt;br /&gt;
:These calibers of ammunition are generally used in rifles, assault rifles, or machine guns and are sold in boxes of 20 rounds each.&lt;br /&gt;
&lt;br /&gt;
;9mm, 10mm, .22, .32, .38 S, .357, .44, .45, .50AE&lt;br /&gt;
&lt;br /&gt;
:These calibers are generally used in pistols or submachine guns and are sold in boxes of 50 rounds each.&lt;br /&gt;
&lt;br /&gt;
;10-gauge Buckshot, 12-gauge Buckshot &lt;br /&gt;
&lt;br /&gt;
Shotgun shells are sold in boxes of ten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Ammunition&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A special, Magnum, or AE ammunition round will increase the critical threat range by one.&lt;br /&gt;
== Firearm Types ==&lt;br /&gt;
&#039;&#039;&#039;Handguns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Handguns can be broken down into three smaller groups: autoloaders, revolvers and machine pistols.&lt;br /&gt;
&lt;br /&gt;
Autoloaders (sometimes called “automatics”) feature removable box magazines and some models hold quite a lot of ammunition.&lt;br /&gt;
&lt;br /&gt;
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder&lt;br /&gt;
&lt;br /&gt;
Machine pistols are automatic weapons small enough to be fired with one hand.&lt;br /&gt;
&lt;br /&gt;
Handguns can be broken down into two smaller groups - revolvers and autoloaders.&lt;br /&gt;
&lt;br /&gt;
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longarms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Guns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotguns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shotguns are large-bore weapons that have the Scatter Weapon Quality.&lt;br /&gt;
&lt;br /&gt;
If a slug is used to attack then increase the critical hit modifier to x4. Slugs can only target one individual.&lt;br /&gt;
&lt;br /&gt;
If pellets are used, the shot gun fires in a cone (15&#039;). 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.&lt;br /&gt;
 &lt;br /&gt;
== Firearm Rate of Fire ==&lt;br /&gt;
&#039;&#039;&#039;Single Shot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a single shot per each attack granted by the PC&#039;s Base Attack Bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Semi-Automatic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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&#039;s Armor Class, the character gains an additional hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automatic Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Automatic is a full round action and a character can fire in a cone (see below). All individuals within the cone (30&#039;) are targets and each must be rolled separately, with a modifier of -4. In addition, targets are unable to use any concealment abilities.&lt;br /&gt;
&lt;br /&gt;
Machine guns only have autofire settings and can&#039;t normally fire single shots. These weapons can fire as cone (60&#039;) attack, each with a -4 to hit.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapons Table ==&lt;br /&gt;
&lt;br /&gt;
Ranged weapons are described by a number of statistics, as shown on Table: Ranged Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Ranged weapon damage is classified as Piercing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Modern firearm attacks are against the target&#039;s touch AC for the first 5 range increments and have a full 10 range increments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rate of Fire&#039;&#039;&#039;: How many rounds the firearm fires per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: The weapon&#039;s magazine capacity and type are given in this column.&lt;br /&gt;
&lt;br /&gt;
* Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.&lt;br /&gt;
&lt;br /&gt;
* Cylinder: A revolver keeps its ammunition in a cylinder.&lt;br /&gt;
&lt;br /&gt;
* Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand.&lt;br /&gt;
&lt;br /&gt;
* Belt Feed: Machine guns use linked ammunition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight when fully loaded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+No Proficiency Required - Ranged&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pepper spray ||Special ||— ||Special ||5 ft. ||1 ||1 int. ||Tiny ||0.5 lb. ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Taser ||1d4 ||— ||Electricity ||5 ft. ||1 ||1 int. ||Small ||2 lb. ||$50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Benelli 121 M1&lt;br /&gt;
|-&lt;br /&gt;
|12-gague Shotgun ||2d8+2 ||19-20 x2 ||P ||40 ft. ||S ||7 int ||Large ||8 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Beretta 92F&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||40 ft. ||S ||15 box ||Small ||3 lb. ||$450&lt;br /&gt;
|-&lt;br /&gt;
|Beretta M3P&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge Shotgun ||2d8+2 ||19-20 x2 ||P ||30 ft. ||S ||5 box ||Large ||9 lb ||$650&lt;br /&gt;
|-&lt;br /&gt;
|Browning BPS&lt;br /&gt;
|-&lt;br /&gt;
|10-gauge Shotgun ||2d10 +3 ||19-20 x2 ||P ||30 ft ||Single ||5 int. ||Large ||11 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Colt Double Eagle 10 mm Autoloader ||2d6+3 ||x4 ||P ||30 ft. ||S ||9 box ||Small ||3 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Colt M1&lt;br /&gt;
|-&lt;br /&gt;
|.45 Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||7 box ||Small ||3 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Colt Python&lt;br /&gt;
|-&lt;br /&gt;
|.357 Revolver ||2d6+1 ||x4 ||P ||40 ft. ||S ||6 cyl. ||Med ||3 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Compound Bow ||2d8 ||20 ||P ||40 ft. ||1 ||— ||Large ||3 lb. ||$150&lt;br /&gt;
|-&lt;br /&gt;
|Derringer .45 ||2d6+2 ||x4 ||P ||10 ft. ||Single ||2 int. ||Tiny ||1 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Desert Eagle&lt;br /&gt;
|-&lt;br /&gt;
|.50AE Autoloader ||2d8+3 ||x4 ||P ||40 ft. ||S ||8 box ||Med ||4 lb. ||$1,500&lt;br /&gt;
|-&lt;br /&gt;
|Gloc.&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||17 box ||Small ||2 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Gloc.&lt;br /&gt;
|-&lt;br /&gt;
|10mm Autoloader ||2d6+3 ||x4 ||P ||40 ft. ||S ||15 box ||Small ||3 lb. ||$600&lt;br /&gt;
|-&lt;br /&gt;
|Mossberg&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge Shotgun ||2d8+2 ||x2 ||P ||30 ft. ||Single ||6 int. ||Large ||7 lb. ||$350&lt;br /&gt;
|-&lt;br /&gt;
|Pathfinder&lt;br /&gt;
|-&lt;br /&gt;
|.22 Revolver ||2d4 ||20 x4 ||P ||20 ft. ||S ||6 cyl. ||Tiny ||1 lb. ||$475&lt;br /&gt;
|-&lt;br /&gt;
|Remington 700 7.62mm Hunting Rifle ||2d10+1 ||x4 ||P ||300 ft. ||Single ||5 int. ||Large ||8 lb. ||$900&lt;br /&gt;
|-&lt;br /&gt;
|Ruger Service-Six .38S Revolver ||2d6+1 ||x4 ||P ||30 ft. ||S ||6 cyl. ||Small ||2 lbs ||$500&lt;br /&gt;
|-&lt;br /&gt;
|S&amp;amp;W M29&lt;br /&gt;
|-&lt;br /&gt;
|.44 Magnum Revolver ||2d8+2 ||x4 ||P ||30 ft. ||S ||6 cyl. ||Med ||3 lb. ||$850&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-off&lt;br /&gt;
|-&lt;br /&gt;
|12-ga Shotgun ||2d8+3 ||19-20 x2 ||P ||10 ft. ||S ||2 int. ||Med ||4 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|SITES M9&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||8 box ||Tiny ||2 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Walther PPK&lt;br /&gt;
|-&lt;br /&gt;
|.32 Autoloader ||2d4 ||x4 ||P ||10 ft. ||S ||7 box ||Small ||1 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Winchester ||2d10+1 ||x4 ||P ||300 ft. ||Single ||6 int. ||Large ||7 lb. ||$575&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Martial Ranged Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AKM/AK-47 7.62x39mm&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle ||2d8+1 ||19-20 x4 ||P ||70 ft. ||S, A ||30 box ||Large ||10 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Barrett Light Fifty&lt;br /&gt;
|-&lt;br /&gt;
|.50 Sniper Rifle ||2d12+3 ||19-20 x4 ||P ||600 ft. ||S ||11 box ||Huge ||35 lb. ||$8,000&lt;br /&gt;
|-&lt;br /&gt;
|Beretta 93R&lt;br /&gt;
|-&lt;br /&gt;
|9mm Machine Pistol ||2d6+2 ||19-20 x4 ||P ||30 ft. ||S,A ||20 box ||Med ||3 lb. ||$825&lt;br /&gt;
|-&lt;br /&gt;
|HK G3&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm Assault Rifle ||2d10+1 ||19-20 x4 ||P ||300 ft. ||S, A ||20 box ||Large ||11 lb. ||$925&lt;br /&gt;
|-&lt;br /&gt;
|HK MP5 9mm ||2d6+2 ||19-20 x4 ||P ||50 ft. ||S,B, A ||30 box ||Large ||7 lb. ||$1,000&lt;br /&gt;
|-&lt;br /&gt;
|HK MP5K&lt;br /&gt;
|-&lt;br /&gt;
|9mm Submachine Gun ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, B,A ||15 box ||Med ||5 lb. ||$925&lt;br /&gt;
|-&lt;br /&gt;
|HK PSG1&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm Sniper Rifle ||2d10+1 ||19-20 x4 ||P ||300 ft. ||S ||5 box ||Large ||16 lb. ||$9,000&lt;br /&gt;
|-&lt;br /&gt;
|M16&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20 x4 ||P ||100 ft. ||S, B or A ||30 box ||Large ||8 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|M4 Carbine&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20 x4 ||P ||100 ft. ||S,,B,A ||30 box ||Large ||7 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|M-60&lt;br /&gt;
|-&lt;br /&gt;
|7.62 Machine Gun ||2d10+1 ||19-20 x4 ||P ||300 ft. ||A ||belt feed ||Huge ||22 lb. ||$15,000&lt;br /&gt;
|-&lt;br /&gt;
|MAC Ingram M10&lt;br /&gt;
|-&lt;br /&gt;
|.45 Machine Pistol ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||30 box ||Med ||6 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Skorpion&lt;br /&gt;
|-&lt;br /&gt;
|.32 Machine Pistol ||2d4 ||19-20 x4 ||P ||40 ft. ||S, A ||20 box ||Med ||4 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Steyr AUG&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20&lt;br /&gt;
|-&lt;br /&gt;
|X4 ||P ||150 ft. ||S,B, A ||30 box ||Large ||9 lb ||$925&lt;br /&gt;
|-&lt;br /&gt;
|TEC-9&lt;br /&gt;
|-&lt;br /&gt;
|9mm Machine Pistol ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||32 box ||Med ||4 lb. ||$475&lt;br /&gt;
|-&lt;br /&gt;
|Uzi&lt;br /&gt;
|-&lt;br /&gt;
|9mm Submachine Gun ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||20 box ||Large ||8 lb. ||$825&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Exotic Ranged Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Flamethrower ||3d6 ||x4 ||Fire ||— ||1 ||10 int. ||Large ||50 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|M2HB&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Machine Gun ||1d12+3 ||19-20 x4 ||P ||200 ft. ||A ||belt feed ||Huge ||75 lb ||$17,000&lt;br /&gt;
|-&lt;br /&gt;
|M72A3 LAW&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher ||10d6 ||19-20 x4 ||— ||150 ft. ||1 ||1 int. ||Large ||5 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|M79&lt;br /&gt;
|-&lt;br /&gt;
|Grenade Launcher ||Varies ||— ||— ||70 ft. ||1 ||1 int. ||Large ||7 lb. ||$475&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Descriptions ==&lt;br /&gt;
;No Proficiency Required - Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged weapons that are not firearms, there is no proficiency feat required to use these weapons.&lt;br /&gt;
* Pepper Spray&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Taser&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Simple Ranged Weapons&lt;br /&gt;
* Benelli 121 M1&lt;br /&gt;
&lt;br /&gt;
The Benelli 121 M1 semiautomatic shotgun is reliable, simple and sturdy.&lt;br /&gt;
* Beretta 92F&lt;br /&gt;
&lt;br /&gt;
The standard service Pistol of the United States military&lt;br /&gt;
* Beretta M3P&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Browning BPS&lt;br /&gt;
&lt;br /&gt;
This heavy shotgun fires the largest shotgun round available, the 10-gauge hell.&lt;br /&gt;
* Colt Double Eagle&lt;br /&gt;
&lt;br /&gt;
Based on the M1911 mechanism, this pistol is an updated civilian version that fires a 10mm round.&lt;br /&gt;
* Colt M1911&lt;br /&gt;
&lt;br /&gt;
This .45 semiautomatic pistol was used by the United States military for decades.&lt;br /&gt;
* Colt Python&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Compound Bow&lt;br /&gt;
&lt;br /&gt;
Bow hunting remains a popular sport in North America. A character&#039;s strength modifier applies to damage rolls made when using this weapon.&lt;br /&gt;
* Derringer&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Desert Eagle&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Glock 17&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Glock 20&lt;br /&gt;
&lt;br /&gt;
This slightly larger version of the Glock 17 is chambered for the slightly more powerful 10mm round.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Mossberg&lt;br /&gt;
&lt;br /&gt;
The Mossberg Model 500 ATP6C is a pump-action shotgun designed for military and police work.&lt;br /&gt;
* Pathfinder&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Remington 700&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Ruger Service-Six&lt;br /&gt;
&lt;br /&gt;
This revolver, designed specifically for police use, fires the .38 Special rounds.&lt;br /&gt;
* S&amp;amp;W M29&lt;br /&gt;
&lt;br /&gt;
The Smith &amp;amp; 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.&lt;br /&gt;
* Sawed-Off Shotgun&lt;br /&gt;
&lt;br /&gt;
This is a 12-gauge, double-barreled shotgun with the stock and barrels sawed short. All that&#039;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.&lt;br /&gt;
* SITES M9 Resolver&lt;br /&gt;
&lt;br /&gt;
The compact SITES weapon is very narrow, making it easy to conceal.&lt;br /&gt;
* Walther PPK&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Winchester 94&lt;br /&gt;
&lt;br /&gt;
The Winchester Model 94 Big Bore is a lever-action rifle typical of big-bore hunting rifles found around the world.&lt;br /&gt;
;Martial Ranged Weapons&lt;br /&gt;
* AKM/AK-47&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The AKM is a slightly more modern version of the AK-47, but functions essentially the same.&lt;br /&gt;
* Barrett Light Fifty&lt;br /&gt;
&lt;br /&gt;
The heavy but rugged Light Fifty is an incredibly powerful weapon for its size. Although it&#039;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.&lt;br /&gt;
* Beretta 93R&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK G3&lt;br /&gt;
&lt;br /&gt;
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&#039;s armies used this rifle.&lt;br /&gt;
* HK MP5&lt;br /&gt;
&lt;br /&gt;
The Heckler &amp;amp; Koch MP5 family of weapons is among the most recognizable in the world. Many different designs exist; described here is the most basic model.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK MP5K&lt;br /&gt;
&lt;br /&gt;
A radically shortened version of the MP5, this weapon is optimized to be concealable. The steps taken to reduce the weapon&#039;s size and weight negate the benefits of the parent weapon&#039;s extraordinary quality and as a result the MP5K is not a mastercraft weapon.&lt;br /&gt;
&lt;br /&gt;
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&#039;s size to Large, though).&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK PSG1&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M16A2&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The A3 has a three-round burst setting, with a ROF: S, B.&lt;br /&gt;
&lt;br /&gt;
The A4 does not have the three-round burst setting, with a ROF: S, A&lt;br /&gt;
* M4 Carbine&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M-60&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* MAC Ingram M10&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The M10 accepts a suppressor without modification.&lt;br /&gt;
* Skorpion&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
* Steyr AUG&lt;br /&gt;
&lt;br /&gt;
An unusual and exotic-looking weapon, the bull pup AUG is the standard rifle of the Austrian and Australian armies. It&#039;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.&lt;br /&gt;
* TEC-9&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Uzi&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Exotic Ranged Weapons&lt;br /&gt;
* Flamethrower&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
A flamethrower&#039;s backpack has hardness 5 and 5 hit points. When worn, the backpack has a AC equal to 9 + the wearer&#039;s Dexterity modifier + the wearer&#039;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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
A flamethrower can shoot 10 times before the fuel supply is depleted.&lt;br /&gt;
* M2HB&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M72A3 LAW&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M79&lt;br /&gt;
&lt;br /&gt;
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&#039;t be used as hand grenades and the M79 can&#039;t shoot hand grenades.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
;Explosives&lt;br /&gt;
&lt;br /&gt;
These weapons explode or burst, dealing damage to individuals or objects within an area.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Explosives require no proficiency to use normally.&lt;br /&gt;
* Thrown Explosives&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)&lt;br /&gt;
&lt;br /&gt;
**    Hit: Individuals in all adjacent squares are dealt damage.&lt;br /&gt;
**    Miss: First, roll 1d8 to determine the miss direction of the throw.&lt;br /&gt;
**    1 - Falls short (straight line towards the thrower).&lt;br /&gt;
**    2 through 8 - Count around the target individual or grid intersection in a clockwise direction.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Finally, the item deals damage to all individuals in the square it lands in and in all adjacent squares.&lt;br /&gt;
* Planted Explosives&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Explosives Table&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage dealt by the weapon.&lt;br /&gt;
&lt;br /&gt;
Burst Radius/Splash Damage: All individuals or objects within the burst radius take damage from the explosive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Damage from explosives and splash weapons is classified according to type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reflex DC&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Increment&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: A Small or smaller weapon is considered a light weapon. Medium-size or smaller weapon can be used one-handed or two-handed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon. This number reflects the base price and doesn&#039;t include any modifier for purchasing the weapon on the black market.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Grenades and Explosives&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Burst Radius &lt;br /&gt;
! Reflex DC &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40mm Fragmentation Grenade ||6d6 ||19-20 x4 ||Slashing ||10 ft. ||15 ||— ||Tiny ||1 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|C4/Semtex ||4d6 ||19-20 x4 ||Bludgeoning ||10 ft. ||18 ||— ||Small ||1 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Det Cord ||2d6 ||20x4 ||Fire ||See text ||12 ||— ||Med ||2 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
|Dynamite ||2d6 ||19-20/x4 ||Bludgeoning ||5 ft. ||15 ||10 ft. ||Tiny ||1 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Fragmentation Grenade ||6d6 ||19-20/x4 ||Slashing ||20 ft. ||15 ||10 ft. ||Tiny ||1 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Molotov Cocktail ||1d6/&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1d4 Splash&lt;br /&gt;
|-&lt;br /&gt;
|||20 ||Fire ||5 ft ||12 ||10 ft ||Small ||1 lb ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade ||See text ||— ||— ||See text ||— ||10 ft. ||Small ||2 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
|Tear gas Grenade ||See text ||— ||— ||See text ||— ||10 ft. ||Small ||2 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Thermite Grenade ||8d6 ||19-20/x4 ||Fire ||5 ft. ||12 ||10 ft. ||Small ||2 lb. ||$850&lt;br /&gt;
|-&lt;br /&gt;
|White Phosphorus Grenade ||8d6 ||19-20 x4 ||Fire ||20 ft. ||12 ||10 ft. ||Small ||2 lb. ||$625&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Grenades and Explosives&lt;br /&gt;
&lt;br /&gt;
Many explosives require detonators, which are described in Weapon Accessories.&lt;br /&gt;
&lt;br /&gt;
No feat is required to use these thrown weapons.&lt;br /&gt;
* 40mm Fragmentation Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* C4/Semtex&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given represents a package of 4 blocks.&lt;br /&gt;
&lt;br /&gt;
C4/Semtex requires a detonator to set off.&lt;br /&gt;
* Det Cord&lt;br /&gt;
&lt;br /&gt;
Det cord is an explosive in a rope-like form. Technically, det cord doesn&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It can also be doubled up; for each additional 5 feet of cord within a single 5-foot square, increase the damage by +1d6.&lt;br /&gt;
&lt;br /&gt;
Det cord requires a detonator to set it off.&lt;br /&gt;
* Dynamite&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
It&#039;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&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
Dynamite is sold in boxes of 12 sticks.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Fragmentation Grenade&lt;br /&gt;
&lt;br /&gt;
The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Molotov Cocktail&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Smoke Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Tear Gas Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Thermite Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* White Phosphorus Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
Melee weapons are used in close combat and they are generally among the simplest types of weapons.&lt;br /&gt;
;Melee Weapons Table&lt;br /&gt;
&lt;br /&gt;
Melee weapons are described by a number of statistics, as shown on Table: Melee Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Melee weapon damage is classified according to type: bludgeoning, energy, piercing and slashing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Increment&#039;&#039;&#039;: Melee weapons that are designed to be thrown can be used to make ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: 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&#039;s off hand.&lt;br /&gt;
&lt;br /&gt;
A Medium-size or smaller weapon can be used one-handed or two-handed.&lt;br /&gt;
&lt;br /&gt;
A Large weapon requires two hands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Cleaver ||1d6 ||19–20 ||Slashing ||10 ft. ||Small ||2 lb. ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Knife ||1d4 ||19–20 ||Piercing ||10 ft. ||Tiny ||1 lb. ||$15&lt;br /&gt;
|-&lt;br /&gt;
|Metal Baton ||1d6 ||19–20 ||Bludgeoning ||— ||Med ||2 lb. ||$25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Exotic Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Chain saw ||3d6 ||18–20 x4 ||Slashing ||— ||Large ||10 lb. ||$150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+No Feat Required Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pistol Whip ||1d4 ||20 ||Bludgeoning ||— ||Small ||— ||—&lt;br /&gt;
|-&lt;br /&gt;
|Rifle Butt ||1d6 ||20 ||Bludgeoning ||— ||Large ||— ||—&lt;br /&gt;
|-&lt;br /&gt;
|Straight Razor ||1d3 ||18–20 ||Slashing ||— ||Tiny ||0.5 lb. ||$5&lt;br /&gt;
|-&lt;br /&gt;
|Stun Gun ||1d3 ||20 ||Electricity ||— ||Tiny ||1 lb. ||$40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Simple Melee Weapons&lt;br /&gt;
&lt;br /&gt;
Generally inexpensive and light in weight, simple weapons get the job done nevertheless.&lt;br /&gt;
* Cleaver&lt;br /&gt;
&lt;br /&gt;
Heavy kitchen knives can be snatched up for use as weapons in homes and restaurants.&lt;br /&gt;
* Knife&lt;br /&gt;
&lt;br /&gt;
This category of weapon includes hunting knives, butterfly knives and switchblades.&lt;br /&gt;
* Metal Baton&lt;br /&gt;
&lt;br /&gt;
This weapon can be collapsed to reduce its size and increase its conceal-ability. Extending or collapsing the baton is a free action.&lt;br /&gt;
;Exotic Melee Weapons.&lt;br /&gt;
* Chain Saw&lt;br /&gt;
&lt;br /&gt;
Military and police units use powered saws to cut through fences and open doors rapidly.&lt;br /&gt;
;No Proficiency Required Melee Weapons&lt;br /&gt;
* Pistol Whip&lt;br /&gt;
&lt;br /&gt;
Using a Pistol as a melee weapon can deal greater damage than attacking unarmed.&lt;br /&gt;
* Rifle Butt&lt;br /&gt;
&lt;br /&gt;
The butt of a rifle can be used as an impromptu club.&lt;br /&gt;
* Straight Razor&lt;br /&gt;
&lt;br /&gt;
Favored by old-school organized crime “mechanics,” this item can still be found in some barbershops and shaving kits.&lt;br /&gt;
* Stun Gun&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Accessories&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Box magazine ||Tiny ||0.5 lb. ||$5&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Blasting Cap ||Tiny ||0.5 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Radio Controlled ||Tiny ||0.5 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Timed ||Tiny ||0.5 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Wired ||Tiny ||1 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Holster, Hip ||Tiny ||1 lb. ||$35&lt;br /&gt;
|-&lt;br /&gt;
|Holster, Concealed ||Tiny ||0.5 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Illuminator ||Tiny ||0.5 lb. ||$85&lt;br /&gt;
|-&lt;br /&gt;
|Laser sight ||Tiny ||0.5 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Scope, Standard ||Tiny ||0.5 lb. ||$70&lt;br /&gt;
|-&lt;br /&gt;
|Scope, Electro-Optical ||Small ||3 lb. ||$110&lt;br /&gt;
|-&lt;br /&gt;
|Speed loader ||Tiny ||0.5 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Suppressor, Pistol ||Tiny ||1 lb. ||$250&lt;br /&gt;
|-&lt;br /&gt;
|Suppressor, Rifle ||Small ||4 lb. ||$400&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>72.32.146.52</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Weapons&amp;diff=1265</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Weapons&amp;diff=1265"/>
		<updated>2015-05-19T23:39:31Z</updated>

		<summary type="html">&lt;p&gt;72.32.146.52: /* Advance Customizations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Weapon Categories==&lt;br /&gt;
Weapons have multi stats that change how effective they are in different engagements. &lt;br /&gt;
&lt;br /&gt;
There are 3 categories of weapons in Future Path:&lt;br /&gt;
#Archaic&lt;br /&gt;
#Simple&lt;br /&gt;
#Exotic&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Archaic&#039;&#039;&#039;: is anything that is so old is it never really used unless by people who love to mess with old type of stuff. For example the bow/arrow. And old style projectile weapon that appears simple at first glance but is actually difficult to master. &lt;br /&gt;
** Arcane weapons require the Arcane Weapon Proficiency Feat or you take a -4 and cannot use Ability/Affinity bonuses for hit checks.&lt;br /&gt;
* &#039;&#039;&#039;Simple&#039;&#039;&#039;: weapons are weapons that are common place for your Character. They usual follow a standard and design and are intuitive too use. 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. &lt;br /&gt;
**Simple weapons require not feat to use without penalty however you still cannot apply Affinity bonus to a weapon you do not have a proficiency with.&lt;br /&gt;
* &#039;&#039;&#039;Exotic&#039;&#039;&#039;: are weapons that are notorious to get use too. They do not necessarily follow the simple model that most weapons follow and/or they have uniq properties that make it less intuitive too use. The Flamethrower or Grenade Launcher are examples. Perhaps a Portal Gun as well.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
==Future Path Custom Weapons==&lt;br /&gt;
Weapons have multi attributes but perhaps the must significant aspect is its hit die. Weapon have a hit die level as shown below. There is two different characteristics that can give a weapon&lt;br /&gt;
its total hit die level. Its Size and its Speed see below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Hit Dice Level&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Level&lt;br /&gt;
! Hit Die&lt;br /&gt;
|-&lt;br /&gt;
| Level 0 || 1d2&lt;br /&gt;
|-&lt;br /&gt;
| Level 1 || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Level 2 || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Level 4 || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Level 5 || 1d12&lt;br /&gt;
|-&lt;br /&gt;
| Level 6 || 2d8&lt;br /&gt;
|-&lt;br /&gt;
| Level 7 || 2d10&lt;br /&gt;
|-&lt;br /&gt;
| Level 8 || 2d12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4 Power Levels&#039;&#039;&#039;:&lt;br /&gt;
**Small - 0 level point&lt;br /&gt;
**Medium - 1 level points&lt;br /&gt;
**Large - 2 level points&lt;br /&gt;
**Gigantic* - 3 level points&lt;br /&gt;
&lt;br /&gt;
The Power level represents the Kinetic/Electric/Thermal 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4 Speeds&#039;&#039;&#039;:&lt;br /&gt;
**Single Fire - 0 level points&lt;br /&gt;
**Manual - 1 level point&lt;br /&gt;
**Semi-Auto - 2 level points&lt;br /&gt;
**Fully Automatic - 3 level points&lt;br /&gt;
**Super Fast* - 4 level points&lt;br /&gt;
&lt;br /&gt;
This is the speed or rate of fire a gun is able to do. All Melee is considered Manual where is 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. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Weapon Examples&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon&lt;br /&gt;
! Size/Speed&lt;br /&gt;
! Hit Die&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || Medium Amo/Manual || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Pistol || Small Amo/Semi-Auto || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Hunting Rifle ||  Medium Amo/Single Fire || 1d8&lt;br /&gt;
|- &lt;br /&gt;
| Sniper Rifle || Large Amo/Semi-Auto || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || Medium Amo/Semi-Auto || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Assault Weapon || Medium Amo/Fully Automatic || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Light Machine Gun || Large Amo/Fully Automatic || 1d12&lt;br /&gt;
|-&lt;br /&gt;
| Uzi || Small Amo/Super Fast* || 1d8&lt;br /&gt;
|-&lt;br /&gt;
|+ Archaic weapon examples&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword || Medium/Manual || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Broad Sword || Large/Manual || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Knife || Small/Manual || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Throwing Knife/Star || Small/Single-Fire || 1d2&lt;br /&gt;
|-&lt;br /&gt;
| Bow || Medium/Single-Fire || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Composite Box || Large/Single-Fire || 1d8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advance Customizations === &lt;br /&gt;
There are more things that can be done too customize a weapon in Future Path. There are multi characteristics and they can be effected positively and negatively.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Attributes list (Not all apply to every weapon)&#039;&#039;&#039;:&lt;br /&gt;
* Range&lt;br /&gt;
** The average distance before accuracy becomes a problem.&lt;br /&gt;
* Accuracy&lt;br /&gt;
** The likely hood that the weapon will inflict some amount of lethal damage each time is used &lt;br /&gt;
* Ammunition Amount&lt;br /&gt;
** How many times a weapon is useable before the Character has to reload. Which is usually a move action.&lt;br /&gt;
* Reload speed&lt;br /&gt;
** A Move action (See [[Combat|Combat]] for more info)&lt;br /&gt;
* Master Worked Construction&lt;br /&gt;
** Determines how well the weapon is constructed. It gives a bonus to accuracy of the weapon as well as more &#039;gadgets&#039; that can be applied to it. &lt;br /&gt;
* Base Damage&lt;br /&gt;
** A bonus to low end of the Weapon Die roll. 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.&lt;br /&gt;
* Bonus Damage&lt;br /&gt;
** Similar to Base Damage accept the bonus is added to the total of the roll. 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. &lt;br /&gt;
* Bonus Ability&lt;br /&gt;
** Gives the weapon an ability or special attribute. For example a bonus to the Trip combat manoeuvre. &lt;br /&gt;
* DR Damage&lt;br /&gt;
** 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.&lt;br /&gt;
* Tech Level&lt;br /&gt;
** The Tech level of the gun. This grants additional abilities for higher tech levels.&lt;br /&gt;
&lt;br /&gt;
==Weapon Technology==&lt;br /&gt;
Weapons evolve with technology and at different tech levels will have adjustments to their stats. Weapons have a tech level.  0 - 4. All 0 tech level weapons are considered Archaic. If you handle a weapon of a hirer tech level then your character you cannot apply your affinity bonus to use it until you increase your tech skill to that level. Weapons of higher tech level gain additional features but do not necessary increase the hit die unless specified. Here are some common attributes higher tech level weapons will see increased.&lt;br /&gt;
* Accuracy (Bonus to hit)&lt;br /&gt;
* Base damage (A new low limit to damage. IE: (+1)1d6 can do between 2 and 6 points of damage.&lt;br /&gt;
* DR piercing (Can remove some of the DR that Armour can provide)&lt;br /&gt;
* Weight, capacity of ammunition, range&lt;br /&gt;
&lt;br /&gt;
Most people think that a better weapon implies more damage. But if the rules of combat are followed correctly players will have to be dealing with Range and amo issues. And out side of combat they may have to deal with the weight of their weapons interfering with their ability to carry of equipment/resources/loot. A light weight high capacity firearm that also happens to have excellent range is hard to come by. More advance civilizations will be concerned with these matters more then simply &#039;does it do more damage?&#039;. This doesn&#039;t mean there cannot be weapons that do extreme amounts of damage but most are restricted to robots/space ships/tanks and alike.&lt;br /&gt;
&lt;br /&gt;
== Weapon Attributes ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;&lt;br /&gt;
A firearm&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loading a Firearm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms.&lt;br /&gt;
&lt;br /&gt;
Loading any firearm provokes attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reloading a firearm with an already filled box magazine or speed loader is a swift action.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Loading a belt of linked ammunition is an immediate action. Linking two belts together is a swift action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If a firearm has a tripod, you subtract reduce this penalty by [1] in the attack modifier.&lt;br /&gt;
&lt;br /&gt;
If a firearm is mounted, you subtract reduce this penalty by [2] in the attack modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misfires&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range and Penetration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
== Firearm Ammunition ==&lt;br /&gt;
&lt;br /&gt;
Ammunition for firearms and other ranged weapons is covered below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Ammunition Type (Quantity) &lt;br /&gt;
! Cost &lt;br /&gt;
! Damage Modifier&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm (20) ||$7.50 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm (20) ||$7.50 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|7.62mmR (20) ||$7.50 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.444 caliber (20) ||$15 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.50 caliber (20) ||$15 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|9mm (50) ||$10 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|10mm (50) ||$10 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|.22 caliber (50) ||$7.50 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|.32 caliber (50) ||$20 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|.38 special (50) ||$20 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.357 caliber (50) ||$20 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.44 caliber (50) ||$20 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.45 caliber (50) ||$20 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.50AE caliber (50) ||$20 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|10-gauge buckshot (10) ||$20 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge buckshot (10) ||$20 ||+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;5.56mm, 7.62mm, 7.62mmR, .444, .50&lt;br /&gt;
&lt;br /&gt;
:These calibers of ammunition are generally used in rifles, assault rifles, or machine guns and are sold in boxes of 20 rounds each.&lt;br /&gt;
&lt;br /&gt;
;9mm, 10mm, .22, .32, .38 S, .357, .44, .45, .50AE&lt;br /&gt;
&lt;br /&gt;
:These calibers are generally used in pistols or submachine guns and are sold in boxes of 50 rounds each.&lt;br /&gt;
&lt;br /&gt;
;10-gauge Buckshot, 12-gauge Buckshot &lt;br /&gt;
&lt;br /&gt;
Shotgun shells are sold in boxes of ten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Ammunition&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A special, Magnum, or AE ammunition round will increase the critical threat range by one.&lt;br /&gt;
== Firearm Types ==&lt;br /&gt;
&#039;&#039;&#039;Handguns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Handguns can be broken down into three smaller groups: autoloaders, revolvers and machine pistols.&lt;br /&gt;
&lt;br /&gt;
Autoloaders (sometimes called “automatics”) feature removable box magazines and some models hold quite a lot of ammunition.&lt;br /&gt;
&lt;br /&gt;
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder&lt;br /&gt;
&lt;br /&gt;
Machine pistols are automatic weapons small enough to be fired with one hand.&lt;br /&gt;
&lt;br /&gt;
Handguns can be broken down into two smaller groups - revolvers and autoloaders.&lt;br /&gt;
&lt;br /&gt;
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longarms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Guns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotguns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shotguns are large-bore weapons that have the Scatter Weapon Quality.&lt;br /&gt;
&lt;br /&gt;
If a slug is used to attack then increase the critical hit modifier to x4. Slugs can only target one individual.&lt;br /&gt;
&lt;br /&gt;
If pellets are used, the shot gun fires in a cone (15&#039;). 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.&lt;br /&gt;
 &lt;br /&gt;
== Firearm Rate of Fire ==&lt;br /&gt;
&#039;&#039;&#039;Single Shot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a single shot per each attack granted by the PC&#039;s Base Attack Bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Semi-Automatic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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&#039;s Armor Class, the character gains an additional hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automatic Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Automatic is a full round action and a character can fire in a cone (see below). All individuals within the cone (30&#039;) are targets and each must be rolled separately, with a modifier of -4. In addition, targets are unable to use any concealment abilities.&lt;br /&gt;
&lt;br /&gt;
Machine guns only have autofire settings and can&#039;t normally fire single shots. These weapons can fire as cone (60&#039;) attack, each with a -4 to hit.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapons Table ==&lt;br /&gt;
&lt;br /&gt;
Ranged weapons are described by a number of statistics, as shown on Table: Ranged Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Ranged weapon damage is classified as Piercing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Modern firearm attacks are against the target&#039;s touch AC for the first 5 range increments and have a full 10 range increments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rate of Fire&#039;&#039;&#039;: How many rounds the firearm fires per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: The weapon&#039;s magazine capacity and type are given in this column.&lt;br /&gt;
&lt;br /&gt;
* Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.&lt;br /&gt;
&lt;br /&gt;
* Cylinder: A revolver keeps its ammunition in a cylinder.&lt;br /&gt;
&lt;br /&gt;
* Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand.&lt;br /&gt;
&lt;br /&gt;
* Belt Feed: Machine guns use linked ammunition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight when fully loaded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+No Proficiency Required - Ranged&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pepper spray ||Special ||— ||Special ||5 ft. ||1 ||1 int. ||Tiny ||0.5 lb. ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Taser ||1d4 ||— ||Electricity ||5 ft. ||1 ||1 int. ||Small ||2 lb. ||$50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Benelli 121 M1&lt;br /&gt;
|-&lt;br /&gt;
|12-gague Shotgun ||2d8+2 ||19-20 x2 ||P ||40 ft. ||S ||7 int ||Large ||8 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Beretta 92F&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||40 ft. ||S ||15 box ||Small ||3 lb. ||$450&lt;br /&gt;
|-&lt;br /&gt;
|Beretta M3P&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge Shotgun ||2d8+2 ||19-20 x2 ||P ||30 ft. ||S ||5 box ||Large ||9 lb ||$650&lt;br /&gt;
|-&lt;br /&gt;
|Browning BPS&lt;br /&gt;
|-&lt;br /&gt;
|10-gauge Shotgun ||2d10 +3 ||19-20 x2 ||P ||30 ft ||Single ||5 int. ||Large ||11 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Colt Double Eagle 10 mm Autoloader ||2d6+3 ||x4 ||P ||30 ft. ||S ||9 box ||Small ||3 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Colt M1&lt;br /&gt;
|-&lt;br /&gt;
|.45 Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||7 box ||Small ||3 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Colt Python&lt;br /&gt;
|-&lt;br /&gt;
|.357 Revolver ||2d6+1 ||x4 ||P ||40 ft. ||S ||6 cyl. ||Med ||3 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Compound Bow ||2d8 ||20 ||P ||40 ft. ||1 ||— ||Large ||3 lb. ||$150&lt;br /&gt;
|-&lt;br /&gt;
|Derringer .45 ||2d6+2 ||x4 ||P ||10 ft. ||Single ||2 int. ||Tiny ||1 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Desert Eagle&lt;br /&gt;
|-&lt;br /&gt;
|.50AE Autoloader ||2d8+3 ||x4 ||P ||40 ft. ||S ||8 box ||Med ||4 lb. ||$1,500&lt;br /&gt;
|-&lt;br /&gt;
|Gloc.&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||17 box ||Small ||2 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Gloc.&lt;br /&gt;
|-&lt;br /&gt;
|10mm Autoloader ||2d6+3 ||x4 ||P ||40 ft. ||S ||15 box ||Small ||3 lb. ||$600&lt;br /&gt;
|-&lt;br /&gt;
|Mossberg&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge Shotgun ||2d8+2 ||x2 ||P ||30 ft. ||Single ||6 int. ||Large ||7 lb. ||$350&lt;br /&gt;
|-&lt;br /&gt;
|Pathfinder&lt;br /&gt;
|-&lt;br /&gt;
|.22 Revolver ||2d4 ||20 x4 ||P ||20 ft. ||S ||6 cyl. ||Tiny ||1 lb. ||$475&lt;br /&gt;
|-&lt;br /&gt;
|Remington 700 7.62mm Hunting Rifle ||2d10+1 ||x4 ||P ||300 ft. ||Single ||5 int. ||Large ||8 lb. ||$900&lt;br /&gt;
|-&lt;br /&gt;
|Ruger Service-Six .38S Revolver ||2d6+1 ||x4 ||P ||30 ft. ||S ||6 cyl. ||Small ||2 lbs ||$500&lt;br /&gt;
|-&lt;br /&gt;
|S&amp;amp;W M29&lt;br /&gt;
|-&lt;br /&gt;
|.44 Magnum Revolver ||2d8+2 ||x4 ||P ||30 ft. ||S ||6 cyl. ||Med ||3 lb. ||$850&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-off&lt;br /&gt;
|-&lt;br /&gt;
|12-ga Shotgun ||2d8+3 ||19-20 x2 ||P ||10 ft. ||S ||2 int. ||Med ||4 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|SITES M9&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||8 box ||Tiny ||2 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Walther PPK&lt;br /&gt;
|-&lt;br /&gt;
|.32 Autoloader ||2d4 ||x4 ||P ||10 ft. ||S ||7 box ||Small ||1 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Winchester ||2d10+1 ||x4 ||P ||300 ft. ||Single ||6 int. ||Large ||7 lb. ||$575&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Martial Ranged Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AKM/AK-47 7.62x39mm&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle ||2d8+1 ||19-20 x4 ||P ||70 ft. ||S, A ||30 box ||Large ||10 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Barrett Light Fifty&lt;br /&gt;
|-&lt;br /&gt;
|.50 Sniper Rifle ||2d12+3 ||19-20 x4 ||P ||600 ft. ||S ||11 box ||Huge ||35 lb. ||$8,000&lt;br /&gt;
|-&lt;br /&gt;
|Beretta 93R&lt;br /&gt;
|-&lt;br /&gt;
|9mm Machine Pistol ||2d6+2 ||19-20 x4 ||P ||30 ft. ||S,A ||20 box ||Med ||3 lb. ||$825&lt;br /&gt;
|-&lt;br /&gt;
|HK G3&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm Assault Rifle ||2d10+1 ||19-20 x4 ||P ||300 ft. ||S, A ||20 box ||Large ||11 lb. ||$925&lt;br /&gt;
|-&lt;br /&gt;
|HK MP5 9mm ||2d6+2 ||19-20 x4 ||P ||50 ft. ||S,B, A ||30 box ||Large ||7 lb. ||$1,000&lt;br /&gt;
|-&lt;br /&gt;
|HK MP5K&lt;br /&gt;
|-&lt;br /&gt;
|9mm Submachine Gun ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, B,A ||15 box ||Med ||5 lb. ||$925&lt;br /&gt;
|-&lt;br /&gt;
|HK PSG1&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm Sniper Rifle ||2d10+1 ||19-20 x4 ||P ||300 ft. ||S ||5 box ||Large ||16 lb. ||$9,000&lt;br /&gt;
|-&lt;br /&gt;
|M16&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20 x4 ||P ||100 ft. ||S, B or A ||30 box ||Large ||8 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|M4 Carbine&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20 x4 ||P ||100 ft. ||S,,B,A ||30 box ||Large ||7 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|M-60&lt;br /&gt;
|-&lt;br /&gt;
|7.62 Machine Gun ||2d10+1 ||19-20 x4 ||P ||300 ft. ||A ||belt feed ||Huge ||22 lb. ||$15,000&lt;br /&gt;
|-&lt;br /&gt;
|MAC Ingram M10&lt;br /&gt;
|-&lt;br /&gt;
|.45 Machine Pistol ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||30 box ||Med ||6 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Skorpion&lt;br /&gt;
|-&lt;br /&gt;
|.32 Machine Pistol ||2d4 ||19-20 x4 ||P ||40 ft. ||S, A ||20 box ||Med ||4 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Steyr AUG&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20&lt;br /&gt;
|-&lt;br /&gt;
|X4 ||P ||150 ft. ||S,B, A ||30 box ||Large ||9 lb ||$925&lt;br /&gt;
|-&lt;br /&gt;
|TEC-9&lt;br /&gt;
|-&lt;br /&gt;
|9mm Machine Pistol ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||32 box ||Med ||4 lb. ||$475&lt;br /&gt;
|-&lt;br /&gt;
|Uzi&lt;br /&gt;
|-&lt;br /&gt;
|9mm Submachine Gun ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||20 box ||Large ||8 lb. ||$825&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Exotic Ranged Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Flamethrower ||3d6 ||x4 ||Fire ||— ||1 ||10 int. ||Large ||50 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|M2HB&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Machine Gun ||1d12+3 ||19-20 x4 ||P ||200 ft. ||A ||belt feed ||Huge ||75 lb ||$17,000&lt;br /&gt;
|-&lt;br /&gt;
|M72A3 LAW&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher ||10d6 ||19-20 x4 ||— ||150 ft. ||1 ||1 int. ||Large ||5 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|M79&lt;br /&gt;
|-&lt;br /&gt;
|Grenade Launcher ||Varies ||— ||— ||70 ft. ||1 ||1 int. ||Large ||7 lb. ||$475&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Descriptions ==&lt;br /&gt;
;No Proficiency Required - Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged weapons that are not firearms, there is no proficiency feat required to use these weapons.&lt;br /&gt;
* Pepper Spray&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Taser&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Simple Ranged Weapons&lt;br /&gt;
* Benelli 121 M1&lt;br /&gt;
&lt;br /&gt;
The Benelli 121 M1 semiautomatic shotgun is reliable, simple and sturdy.&lt;br /&gt;
* Beretta 92F&lt;br /&gt;
&lt;br /&gt;
The standard service Pistol of the United States military&lt;br /&gt;
* Beretta M3P&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Browning BPS&lt;br /&gt;
&lt;br /&gt;
This heavy shotgun fires the largest shotgun round available, the 10-gauge hell.&lt;br /&gt;
* Colt Double Eagle&lt;br /&gt;
&lt;br /&gt;
Based on the M1911 mechanism, this pistol is an updated civilian version that fires a 10mm round.&lt;br /&gt;
* Colt M1911&lt;br /&gt;
&lt;br /&gt;
This .45 semiautomatic pistol was used by the United States military for decades.&lt;br /&gt;
* Colt Python&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Compound Bow&lt;br /&gt;
&lt;br /&gt;
Bow hunting remains a popular sport in North America. A character&#039;s strength modifier applies to damage rolls made when using this weapon.&lt;br /&gt;
* Derringer&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Desert Eagle&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Glock 17&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Glock 20&lt;br /&gt;
&lt;br /&gt;
This slightly larger version of the Glock 17 is chambered for the slightly more powerful 10mm round.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Mossberg&lt;br /&gt;
&lt;br /&gt;
The Mossberg Model 500 ATP6C is a pump-action shotgun designed for military and police work.&lt;br /&gt;
* Pathfinder&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Remington 700&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Ruger Service-Six&lt;br /&gt;
&lt;br /&gt;
This revolver, designed specifically for police use, fires the .38 Special rounds.&lt;br /&gt;
* S&amp;amp;W M29&lt;br /&gt;
&lt;br /&gt;
The Smith &amp;amp; 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.&lt;br /&gt;
* Sawed-Off Shotgun&lt;br /&gt;
&lt;br /&gt;
This is a 12-gauge, double-barreled shotgun with the stock and barrels sawed short. All that&#039;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.&lt;br /&gt;
* SITES M9 Resolver&lt;br /&gt;
&lt;br /&gt;
The compact SITES weapon is very narrow, making it easy to conceal.&lt;br /&gt;
* Walther PPK&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Winchester 94&lt;br /&gt;
&lt;br /&gt;
The Winchester Model 94 Big Bore is a lever-action rifle typical of big-bore hunting rifles found around the world.&lt;br /&gt;
;Martial Ranged Weapons&lt;br /&gt;
* AKM/AK-47&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The AKM is a slightly more modern version of the AK-47, but functions essentially the same.&lt;br /&gt;
* Barrett Light Fifty&lt;br /&gt;
&lt;br /&gt;
The heavy but rugged Light Fifty is an incredibly powerful weapon for its size. Although it&#039;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.&lt;br /&gt;
* Beretta 93R&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK G3&lt;br /&gt;
&lt;br /&gt;
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&#039;s armies used this rifle.&lt;br /&gt;
* HK MP5&lt;br /&gt;
&lt;br /&gt;
The Heckler &amp;amp; Koch MP5 family of weapons is among the most recognizable in the world. Many different designs exist; described here is the most basic model.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK MP5K&lt;br /&gt;
&lt;br /&gt;
A radically shortened version of the MP5, this weapon is optimized to be concealable. The steps taken to reduce the weapon&#039;s size and weight negate the benefits of the parent weapon&#039;s extraordinary quality and as a result the MP5K is not a mastercraft weapon.&lt;br /&gt;
&lt;br /&gt;
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&#039;s size to Large, though).&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK PSG1&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M16A2&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The A3 has a three-round burst setting, with a ROF: S, B.&lt;br /&gt;
&lt;br /&gt;
The A4 does not have the three-round burst setting, with a ROF: S, A&lt;br /&gt;
* M4 Carbine&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M-60&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* MAC Ingram M10&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The M10 accepts a suppressor without modification.&lt;br /&gt;
* Skorpion&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
* Steyr AUG&lt;br /&gt;
&lt;br /&gt;
An unusual and exotic-looking weapon, the bull pup AUG is the standard rifle of the Austrian and Australian armies. It&#039;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.&lt;br /&gt;
* TEC-9&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Uzi&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Exotic Ranged Weapons&lt;br /&gt;
* Flamethrower&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
A flamethrower&#039;s backpack has hardness 5 and 5 hit points. When worn, the backpack has a AC equal to 9 + the wearer&#039;s Dexterity modifier + the wearer&#039;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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
A flamethrower can shoot 10 times before the fuel supply is depleted.&lt;br /&gt;
* M2HB&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M72A3 LAW&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M79&lt;br /&gt;
&lt;br /&gt;
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&#039;t be used as hand grenades and the M79 can&#039;t shoot hand grenades.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
;Explosives&lt;br /&gt;
&lt;br /&gt;
These weapons explode or burst, dealing damage to individuals or objects within an area.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Explosives require no proficiency to use normally.&lt;br /&gt;
* Thrown Explosives&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)&lt;br /&gt;
&lt;br /&gt;
**    Hit: Individuals in all adjacent squares are dealt damage.&lt;br /&gt;
**    Miss: First, roll 1d8 to determine the miss direction of the throw.&lt;br /&gt;
**    1 - Falls short (straight line towards the thrower).&lt;br /&gt;
**    2 through 8 - Count around the target individual or grid intersection in a clockwise direction.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Finally, the item deals damage to all individuals in the square it lands in and in all adjacent squares.&lt;br /&gt;
* Planted Explosives&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Explosives Table&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage dealt by the weapon.&lt;br /&gt;
&lt;br /&gt;
Burst Radius/Splash Damage: All individuals or objects within the burst radius take damage from the explosive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Damage from explosives and splash weapons is classified according to type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reflex DC&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Increment&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: A Small or smaller weapon is considered a light weapon. Medium-size or smaller weapon can be used one-handed or two-handed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon. This number reflects the base price and doesn&#039;t include any modifier for purchasing the weapon on the black market.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Grenades and Explosives&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Burst Radius &lt;br /&gt;
! Reflex DC &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40mm Fragmentation Grenade ||6d6 ||19-20 x4 ||Slashing ||10 ft. ||15 ||— ||Tiny ||1 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|C4/Semtex ||4d6 ||19-20 x4 ||Bludgeoning ||10 ft. ||18 ||— ||Small ||1 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Det Cord ||2d6 ||20x4 ||Fire ||See text ||12 ||— ||Med ||2 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
|Dynamite ||2d6 ||19-20/x4 ||Bludgeoning ||5 ft. ||15 ||10 ft. ||Tiny ||1 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Fragmentation Grenade ||6d6 ||19-20/x4 ||Slashing ||20 ft. ||15 ||10 ft. ||Tiny ||1 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Molotov Cocktail ||1d6/&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1d4 Splash&lt;br /&gt;
|-&lt;br /&gt;
|||20 ||Fire ||5 ft ||12 ||10 ft ||Small ||1 lb ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade ||See text ||— ||— ||See text ||— ||10 ft. ||Small ||2 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
|Tear gas Grenade ||See text ||— ||— ||See text ||— ||10 ft. ||Small ||2 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Thermite Grenade ||8d6 ||19-20/x4 ||Fire ||5 ft. ||12 ||10 ft. ||Small ||2 lb. ||$850&lt;br /&gt;
|-&lt;br /&gt;
|White Phosphorus Grenade ||8d6 ||19-20 x4 ||Fire ||20 ft. ||12 ||10 ft. ||Small ||2 lb. ||$625&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Grenades and Explosives&lt;br /&gt;
&lt;br /&gt;
Many explosives require detonators, which are described in Weapon Accessories.&lt;br /&gt;
&lt;br /&gt;
No feat is required to use these thrown weapons.&lt;br /&gt;
* 40mm Fragmentation Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* C4/Semtex&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given represents a package of 4 blocks.&lt;br /&gt;
&lt;br /&gt;
C4/Semtex requires a detonator to set off.&lt;br /&gt;
* Det Cord&lt;br /&gt;
&lt;br /&gt;
Det cord is an explosive in a rope-like form. Technically, det cord doesn&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It can also be doubled up; for each additional 5 feet of cord within a single 5-foot square, increase the damage by +1d6.&lt;br /&gt;
&lt;br /&gt;
Det cord requires a detonator to set it off.&lt;br /&gt;
* Dynamite&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
It&#039;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&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
Dynamite is sold in boxes of 12 sticks.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Fragmentation Grenade&lt;br /&gt;
&lt;br /&gt;
The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Molotov Cocktail&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Smoke Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Tear Gas Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Thermite Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* White Phosphorus Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
Melee weapons are used in close combat and they are generally among the simplest types of weapons.&lt;br /&gt;
;Melee Weapons Table&lt;br /&gt;
&lt;br /&gt;
Melee weapons are described by a number of statistics, as shown on Table: Melee Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Melee weapon damage is classified according to type: bludgeoning, energy, piercing and slashing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Increment&#039;&#039;&#039;: Melee weapons that are designed to be thrown can be used to make ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: 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&#039;s off hand.&lt;br /&gt;
&lt;br /&gt;
A Medium-size or smaller weapon can be used one-handed or two-handed.&lt;br /&gt;
&lt;br /&gt;
A Large weapon requires two hands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Cleaver ||1d6 ||19–20 ||Slashing ||10 ft. ||Small ||2 lb. ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Knife ||1d4 ||19–20 ||Piercing ||10 ft. ||Tiny ||1 lb. ||$15&lt;br /&gt;
|-&lt;br /&gt;
|Metal Baton ||1d6 ||19–20 ||Bludgeoning ||— ||Med ||2 lb. ||$25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Exotic Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Chain saw ||3d6 ||18–20 x4 ||Slashing ||— ||Large ||10 lb. ||$150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+No Feat Required Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pistol Whip ||1d4 ||20 ||Bludgeoning ||— ||Small ||— ||—&lt;br /&gt;
|-&lt;br /&gt;
|Rifle Butt ||1d6 ||20 ||Bludgeoning ||— ||Large ||— ||—&lt;br /&gt;
|-&lt;br /&gt;
|Straight Razor ||1d3 ||18–20 ||Slashing ||— ||Tiny ||0.5 lb. ||$5&lt;br /&gt;
|-&lt;br /&gt;
|Stun Gun ||1d3 ||20 ||Electricity ||— ||Tiny ||1 lb. ||$40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Simple Melee Weapons&lt;br /&gt;
&lt;br /&gt;
Generally inexpensive and light in weight, simple weapons get the job done nevertheless.&lt;br /&gt;
* Cleaver&lt;br /&gt;
&lt;br /&gt;
Heavy kitchen knives can be snatched up for use as weapons in homes and restaurants.&lt;br /&gt;
* Knife&lt;br /&gt;
&lt;br /&gt;
This category of weapon includes hunting knives, butterfly knives and switchblades.&lt;br /&gt;
* Metal Baton&lt;br /&gt;
&lt;br /&gt;
This weapon can be collapsed to reduce its size and increase its conceal-ability. Extending or collapsing the baton is a free action.&lt;br /&gt;
;Exotic Melee Weapons.&lt;br /&gt;
* Chain Saw&lt;br /&gt;
&lt;br /&gt;
Military and police units use powered saws to cut through fences and open doors rapidly.&lt;br /&gt;
;No Proficiency Required Melee Weapons&lt;br /&gt;
* Pistol Whip&lt;br /&gt;
&lt;br /&gt;
Using a Pistol as a melee weapon can deal greater damage than attacking unarmed.&lt;br /&gt;
* Rifle Butt&lt;br /&gt;
&lt;br /&gt;
The butt of a rifle can be used as an impromptu club.&lt;br /&gt;
* Straight Razor&lt;br /&gt;
&lt;br /&gt;
Favored by old-school organized crime “mechanics,” this item can still be found in some barbershops and shaving kits.&lt;br /&gt;
* Stun Gun&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Accessories&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Box magazine ||Tiny ||0.5 lb. ||$5&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Blasting Cap ||Tiny ||0.5 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Radio Controlled ||Tiny ||0.5 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Timed ||Tiny ||0.5 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Wired ||Tiny ||1 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Holster, Hip ||Tiny ||1 lb. ||$35&lt;br /&gt;
|-&lt;br /&gt;
|Holster, Concealed ||Tiny ||0.5 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Illuminator ||Tiny ||0.5 lb. ||$85&lt;br /&gt;
|-&lt;br /&gt;
|Laser sight ||Tiny ||0.5 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Scope, Standard ||Tiny ||0.5 lb. ||$70&lt;br /&gt;
|-&lt;br /&gt;
|Scope, Electro-Optical ||Small ||3 lb. ||$110&lt;br /&gt;
|-&lt;br /&gt;
|Speed loader ||Tiny ||0.5 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Suppressor, Pistol ||Tiny ||1 lb. ||$250&lt;br /&gt;
|-&lt;br /&gt;
|Suppressor, Rifle ||Small ||4 lb. ||$400&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>72.32.146.52</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Weapons&amp;diff=1264</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Weapons&amp;diff=1264"/>
		<updated>2015-05-19T23:38:31Z</updated>

		<summary type="html">&lt;p&gt;72.32.146.52: /* Advance Customizations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Weapon Categories==&lt;br /&gt;
Weapons have multi stats that change how effective they are in different engagements. &lt;br /&gt;
&lt;br /&gt;
There are 3 categories of weapons in Future Path:&lt;br /&gt;
#Archaic&lt;br /&gt;
#Simple&lt;br /&gt;
#Exotic&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Archaic&#039;&#039;&#039;: is anything that is so old is it never really used unless by people who love to mess with old type of stuff. For example the bow/arrow. And old style projectile weapon that appears simple at first glance but is actually difficult to master. &lt;br /&gt;
** Arcane weapons require the Arcane Weapon Proficiency Feat or you take a -4 and cannot use Ability/Affinity bonuses for hit checks.&lt;br /&gt;
* &#039;&#039;&#039;Simple&#039;&#039;&#039;: weapons are weapons that are common place for your Character. They usual follow a standard and design and are intuitive too use. 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. &lt;br /&gt;
**Simple weapons require not feat to use without penalty however you still cannot apply Affinity bonus to a weapon you do not have a proficiency with.&lt;br /&gt;
* &#039;&#039;&#039;Exotic&#039;&#039;&#039;: are weapons that are notorious to get use too. They do not necessarily follow the simple model that most weapons follow and/or they have uniq properties that make it less intuitive too use. The Flamethrower or Grenade Launcher are examples. Perhaps a Portal Gun as well.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
==Future Path Custom Weapons==&lt;br /&gt;
Weapons have multi attributes but perhaps the must significant aspect is its hit die. Weapon have a hit die level as shown below. There is two different characteristics that can give a weapon&lt;br /&gt;
its total hit die level. Its Size and its Speed see below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Hit Dice Level&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Level&lt;br /&gt;
! Hit Die&lt;br /&gt;
|-&lt;br /&gt;
| Level 0 || 1d2&lt;br /&gt;
|-&lt;br /&gt;
| Level 1 || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Level 2 || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Level 4 || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Level 5 || 1d12&lt;br /&gt;
|-&lt;br /&gt;
| Level 6 || 2d8&lt;br /&gt;
|-&lt;br /&gt;
| Level 7 || 2d10&lt;br /&gt;
|-&lt;br /&gt;
| Level 8 || 2d12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4 Power Levels&#039;&#039;&#039;:&lt;br /&gt;
**Small - 0 level point&lt;br /&gt;
**Medium - 1 level points&lt;br /&gt;
**Large - 2 level points&lt;br /&gt;
**Gigantic* - 3 level points&lt;br /&gt;
&lt;br /&gt;
The Power level represents the Kinetic/Electric/Thermal 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4 Speeds&#039;&#039;&#039;:&lt;br /&gt;
**Single Fire - 0 level points&lt;br /&gt;
**Manual - 1 level point&lt;br /&gt;
**Semi-Auto - 2 level points&lt;br /&gt;
**Fully Automatic - 3 level points&lt;br /&gt;
**Super Fast* - 4 level points&lt;br /&gt;
&lt;br /&gt;
This is the speed or rate of fire a gun is able to do. All Melee is considered Manual where is 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. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Weapon Examples&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon&lt;br /&gt;
! Size/Speed&lt;br /&gt;
! Hit Die&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || Medium Amo/Manual || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Pistol || Small Amo/Semi-Auto || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Hunting Rifle ||  Medium Amo/Single Fire || 1d8&lt;br /&gt;
|- &lt;br /&gt;
| Sniper Rifle || Large Amo/Semi-Auto || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || Medium Amo/Semi-Auto || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Assault Weapon || Medium Amo/Fully Automatic || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Light Machine Gun || Large Amo/Fully Automatic || 1d12&lt;br /&gt;
|-&lt;br /&gt;
| Uzi || Small Amo/Super Fast* || 1d8&lt;br /&gt;
|-&lt;br /&gt;
|+ Archaic weapon examples&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword || Medium/Manual || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Broad Sword || Large/Manual || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Knife || Small/Manual || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Throwing Knife/Star || Small/Single-Fire || 1d2&lt;br /&gt;
|-&lt;br /&gt;
| Bow || Medium/Single-Fire || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Composite Box || Large/Single-Fire || 1d8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advance Customizations === &lt;br /&gt;
There are more things that can be done too customize a weapon in Future Path. There are multi characteristics and they can be effected positively and negatively.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Attributes list (Not all apply to every weapon)&#039;&#039;&#039;:&lt;br /&gt;
# Range&lt;br /&gt;
::: The average distance before accuracy becomes a problem.&lt;br /&gt;
# Accuracy&lt;br /&gt;
::: The likely hood that the weapon will inflict some amount of lethal damage each time is used &lt;br /&gt;
# Ammunition Amount&lt;br /&gt;
::: How many times a weapon is useable before the Character has to reload. Which is usually a move action.&lt;br /&gt;
# Reload speed&lt;br /&gt;
::: A Move action (See [[Combat|Combat]] for more info)&lt;br /&gt;
# Master Worked Construction&lt;br /&gt;
::: Determines how well the weapon is constructed. It gives a bonus to accuracy of the weapon as well as more &#039;gadgets&#039; that can be applied to it. &lt;br /&gt;
# Base Damage&lt;br /&gt;
::: A bonus to low end of the Weapon Die roll. 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.&lt;br /&gt;
# Bonus Damage&lt;br /&gt;
::: Similar to Base Damage accept the bonus is added to the total of the roll. 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. &lt;br /&gt;
# Bonus Ability&lt;br /&gt;
::: Gives the weapon an ability or special attribute. For example a bonus to the Trip combat manoeuvre. &lt;br /&gt;
# DR Damage&lt;br /&gt;
::: 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.&lt;br /&gt;
# Tech Level&lt;br /&gt;
::: The Tech level of the gun. This grants additional abilities for higher tech levels.&lt;br /&gt;
&lt;br /&gt;
==Weapon Technology==&lt;br /&gt;
Weapons evolve with technology and at different tech levels will have adjustments to their stats. Weapons have a tech level.  0 - 4. All 0 tech level weapons are considered Archaic. If you handle a weapon of a hirer tech level then your character you cannot apply your affinity bonus to use it until you increase your tech skill to that level. Weapons of higher tech level gain additional features but do not necessary increase the hit die unless specified. Here are some common attributes higher tech level weapons will see increased.&lt;br /&gt;
* Accuracy (Bonus to hit)&lt;br /&gt;
* Base damage (A new low limit to damage. IE: (+1)1d6 can do between 2 and 6 points of damage.&lt;br /&gt;
* DR piercing (Can remove some of the DR that Armour can provide)&lt;br /&gt;
* Weight, capacity of ammunition, range&lt;br /&gt;
&lt;br /&gt;
Most people think that a better weapon implies more damage. But if the rules of combat are followed correctly players will have to be dealing with Range and amo issues. And out side of combat they may have to deal with the weight of their weapons interfering with their ability to carry of equipment/resources/loot. A light weight high capacity firearm that also happens to have excellent range is hard to come by. More advance civilizations will be concerned with these matters more then simply &#039;does it do more damage?&#039;. This doesn&#039;t mean there cannot be weapons that do extreme amounts of damage but most are restricted to robots/space ships/tanks and alike.&lt;br /&gt;
&lt;br /&gt;
== Weapon Attributes ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;&lt;br /&gt;
A firearm&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loading a Firearm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms.&lt;br /&gt;
&lt;br /&gt;
Loading any firearm provokes attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reloading a firearm with an already filled box magazine or speed loader is a swift action.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Loading a belt of linked ammunition is an immediate action. Linking two belts together is a swift action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If a firearm has a tripod, you subtract reduce this penalty by [1] in the attack modifier.&lt;br /&gt;
&lt;br /&gt;
If a firearm is mounted, you subtract reduce this penalty by [2] in the attack modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misfires&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range and Penetration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
== Firearm Ammunition ==&lt;br /&gt;
&lt;br /&gt;
Ammunition for firearms and other ranged weapons is covered below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Ammunition Type (Quantity) &lt;br /&gt;
! Cost &lt;br /&gt;
! Damage Modifier&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm (20) ||$7.50 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm (20) ||$7.50 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|7.62mmR (20) ||$7.50 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.444 caliber (20) ||$15 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.50 caliber (20) ||$15 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|9mm (50) ||$10 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|10mm (50) ||$10 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|.22 caliber (50) ||$7.50 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|.32 caliber (50) ||$20 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|.38 special (50) ||$20 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.357 caliber (50) ||$20 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.44 caliber (50) ||$20 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.45 caliber (50) ||$20 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.50AE caliber (50) ||$20 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|10-gauge buckshot (10) ||$20 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge buckshot (10) ||$20 ||+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;5.56mm, 7.62mm, 7.62mmR, .444, .50&lt;br /&gt;
&lt;br /&gt;
:These calibers of ammunition are generally used in rifles, assault rifles, or machine guns and are sold in boxes of 20 rounds each.&lt;br /&gt;
&lt;br /&gt;
;9mm, 10mm, .22, .32, .38 S, .357, .44, .45, .50AE&lt;br /&gt;
&lt;br /&gt;
:These calibers are generally used in pistols or submachine guns and are sold in boxes of 50 rounds each.&lt;br /&gt;
&lt;br /&gt;
;10-gauge Buckshot, 12-gauge Buckshot &lt;br /&gt;
&lt;br /&gt;
Shotgun shells are sold in boxes of ten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Ammunition&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A special, Magnum, or AE ammunition round will increase the critical threat range by one.&lt;br /&gt;
== Firearm Types ==&lt;br /&gt;
&#039;&#039;&#039;Handguns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Handguns can be broken down into three smaller groups: autoloaders, revolvers and machine pistols.&lt;br /&gt;
&lt;br /&gt;
Autoloaders (sometimes called “automatics”) feature removable box magazines and some models hold quite a lot of ammunition.&lt;br /&gt;
&lt;br /&gt;
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder&lt;br /&gt;
&lt;br /&gt;
Machine pistols are automatic weapons small enough to be fired with one hand.&lt;br /&gt;
&lt;br /&gt;
Handguns can be broken down into two smaller groups - revolvers and autoloaders.&lt;br /&gt;
&lt;br /&gt;
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longarms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Guns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotguns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shotguns are large-bore weapons that have the Scatter Weapon Quality.&lt;br /&gt;
&lt;br /&gt;
If a slug is used to attack then increase the critical hit modifier to x4. Slugs can only target one individual.&lt;br /&gt;
&lt;br /&gt;
If pellets are used, the shot gun fires in a cone (15&#039;). 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.&lt;br /&gt;
 &lt;br /&gt;
== Firearm Rate of Fire ==&lt;br /&gt;
&#039;&#039;&#039;Single Shot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a single shot per each attack granted by the PC&#039;s Base Attack Bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Semi-Automatic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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&#039;s Armor Class, the character gains an additional hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automatic Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Automatic is a full round action and a character can fire in a cone (see below). All individuals within the cone (30&#039;) are targets and each must be rolled separately, with a modifier of -4. In addition, targets are unable to use any concealment abilities.&lt;br /&gt;
&lt;br /&gt;
Machine guns only have autofire settings and can&#039;t normally fire single shots. These weapons can fire as cone (60&#039;) attack, each with a -4 to hit.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapons Table ==&lt;br /&gt;
&lt;br /&gt;
Ranged weapons are described by a number of statistics, as shown on Table: Ranged Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Ranged weapon damage is classified as Piercing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Modern firearm attacks are against the target&#039;s touch AC for the first 5 range increments and have a full 10 range increments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rate of Fire&#039;&#039;&#039;: How many rounds the firearm fires per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: The weapon&#039;s magazine capacity and type are given in this column.&lt;br /&gt;
&lt;br /&gt;
* Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.&lt;br /&gt;
&lt;br /&gt;
* Cylinder: A revolver keeps its ammunition in a cylinder.&lt;br /&gt;
&lt;br /&gt;
* Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand.&lt;br /&gt;
&lt;br /&gt;
* Belt Feed: Machine guns use linked ammunition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight when fully loaded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+No Proficiency Required - Ranged&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pepper spray ||Special ||— ||Special ||5 ft. ||1 ||1 int. ||Tiny ||0.5 lb. ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Taser ||1d4 ||— ||Electricity ||5 ft. ||1 ||1 int. ||Small ||2 lb. ||$50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Benelli 121 M1&lt;br /&gt;
|-&lt;br /&gt;
|12-gague Shotgun ||2d8+2 ||19-20 x2 ||P ||40 ft. ||S ||7 int ||Large ||8 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Beretta 92F&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||40 ft. ||S ||15 box ||Small ||3 lb. ||$450&lt;br /&gt;
|-&lt;br /&gt;
|Beretta M3P&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge Shotgun ||2d8+2 ||19-20 x2 ||P ||30 ft. ||S ||5 box ||Large ||9 lb ||$650&lt;br /&gt;
|-&lt;br /&gt;
|Browning BPS&lt;br /&gt;
|-&lt;br /&gt;
|10-gauge Shotgun ||2d10 +3 ||19-20 x2 ||P ||30 ft ||Single ||5 int. ||Large ||11 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Colt Double Eagle 10 mm Autoloader ||2d6+3 ||x4 ||P ||30 ft. ||S ||9 box ||Small ||3 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Colt M1&lt;br /&gt;
|-&lt;br /&gt;
|.45 Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||7 box ||Small ||3 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Colt Python&lt;br /&gt;
|-&lt;br /&gt;
|.357 Revolver ||2d6+1 ||x4 ||P ||40 ft. ||S ||6 cyl. ||Med ||3 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Compound Bow ||2d8 ||20 ||P ||40 ft. ||1 ||— ||Large ||3 lb. ||$150&lt;br /&gt;
|-&lt;br /&gt;
|Derringer .45 ||2d6+2 ||x4 ||P ||10 ft. ||Single ||2 int. ||Tiny ||1 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Desert Eagle&lt;br /&gt;
|-&lt;br /&gt;
|.50AE Autoloader ||2d8+3 ||x4 ||P ||40 ft. ||S ||8 box ||Med ||4 lb. ||$1,500&lt;br /&gt;
|-&lt;br /&gt;
|Gloc.&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||17 box ||Small ||2 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Gloc.&lt;br /&gt;
|-&lt;br /&gt;
|10mm Autoloader ||2d6+3 ||x4 ||P ||40 ft. ||S ||15 box ||Small ||3 lb. ||$600&lt;br /&gt;
|-&lt;br /&gt;
|Mossberg&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge Shotgun ||2d8+2 ||x2 ||P ||30 ft. ||Single ||6 int. ||Large ||7 lb. ||$350&lt;br /&gt;
|-&lt;br /&gt;
|Pathfinder&lt;br /&gt;
|-&lt;br /&gt;
|.22 Revolver ||2d4 ||20 x4 ||P ||20 ft. ||S ||6 cyl. ||Tiny ||1 lb. ||$475&lt;br /&gt;
|-&lt;br /&gt;
|Remington 700 7.62mm Hunting Rifle ||2d10+1 ||x4 ||P ||300 ft. ||Single ||5 int. ||Large ||8 lb. ||$900&lt;br /&gt;
|-&lt;br /&gt;
|Ruger Service-Six .38S Revolver ||2d6+1 ||x4 ||P ||30 ft. ||S ||6 cyl. ||Small ||2 lbs ||$500&lt;br /&gt;
|-&lt;br /&gt;
|S&amp;amp;W M29&lt;br /&gt;
|-&lt;br /&gt;
|.44 Magnum Revolver ||2d8+2 ||x4 ||P ||30 ft. ||S ||6 cyl. ||Med ||3 lb. ||$850&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-off&lt;br /&gt;
|-&lt;br /&gt;
|12-ga Shotgun ||2d8+3 ||19-20 x2 ||P ||10 ft. ||S ||2 int. ||Med ||4 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|SITES M9&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||8 box ||Tiny ||2 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Walther PPK&lt;br /&gt;
|-&lt;br /&gt;
|.32 Autoloader ||2d4 ||x4 ||P ||10 ft. ||S ||7 box ||Small ||1 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Winchester ||2d10+1 ||x4 ||P ||300 ft. ||Single ||6 int. ||Large ||7 lb. ||$575&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Martial Ranged Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AKM/AK-47 7.62x39mm&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle ||2d8+1 ||19-20 x4 ||P ||70 ft. ||S, A ||30 box ||Large ||10 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Barrett Light Fifty&lt;br /&gt;
|-&lt;br /&gt;
|.50 Sniper Rifle ||2d12+3 ||19-20 x4 ||P ||600 ft. ||S ||11 box ||Huge ||35 lb. ||$8,000&lt;br /&gt;
|-&lt;br /&gt;
|Beretta 93R&lt;br /&gt;
|-&lt;br /&gt;
|9mm Machine Pistol ||2d6+2 ||19-20 x4 ||P ||30 ft. ||S,A ||20 box ||Med ||3 lb. ||$825&lt;br /&gt;
|-&lt;br /&gt;
|HK G3&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm Assault Rifle ||2d10+1 ||19-20 x4 ||P ||300 ft. ||S, A ||20 box ||Large ||11 lb. ||$925&lt;br /&gt;
|-&lt;br /&gt;
|HK MP5 9mm ||2d6+2 ||19-20 x4 ||P ||50 ft. ||S,B, A ||30 box ||Large ||7 lb. ||$1,000&lt;br /&gt;
|-&lt;br /&gt;
|HK MP5K&lt;br /&gt;
|-&lt;br /&gt;
|9mm Submachine Gun ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, B,A ||15 box ||Med ||5 lb. ||$925&lt;br /&gt;
|-&lt;br /&gt;
|HK PSG1&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm Sniper Rifle ||2d10+1 ||19-20 x4 ||P ||300 ft. ||S ||5 box ||Large ||16 lb. ||$9,000&lt;br /&gt;
|-&lt;br /&gt;
|M16&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20 x4 ||P ||100 ft. ||S, B or A ||30 box ||Large ||8 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|M4 Carbine&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20 x4 ||P ||100 ft. ||S,,B,A ||30 box ||Large ||7 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|M-60&lt;br /&gt;
|-&lt;br /&gt;
|7.62 Machine Gun ||2d10+1 ||19-20 x4 ||P ||300 ft. ||A ||belt feed ||Huge ||22 lb. ||$15,000&lt;br /&gt;
|-&lt;br /&gt;
|MAC Ingram M10&lt;br /&gt;
|-&lt;br /&gt;
|.45 Machine Pistol ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||30 box ||Med ||6 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Skorpion&lt;br /&gt;
|-&lt;br /&gt;
|.32 Machine Pistol ||2d4 ||19-20 x4 ||P ||40 ft. ||S, A ||20 box ||Med ||4 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Steyr AUG&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20&lt;br /&gt;
|-&lt;br /&gt;
|X4 ||P ||150 ft. ||S,B, A ||30 box ||Large ||9 lb ||$925&lt;br /&gt;
|-&lt;br /&gt;
|TEC-9&lt;br /&gt;
|-&lt;br /&gt;
|9mm Machine Pistol ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||32 box ||Med ||4 lb. ||$475&lt;br /&gt;
|-&lt;br /&gt;
|Uzi&lt;br /&gt;
|-&lt;br /&gt;
|9mm Submachine Gun ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||20 box ||Large ||8 lb. ||$825&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Exotic Ranged Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Flamethrower ||3d6 ||x4 ||Fire ||— ||1 ||10 int. ||Large ||50 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|M2HB&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Machine Gun ||1d12+3 ||19-20 x4 ||P ||200 ft. ||A ||belt feed ||Huge ||75 lb ||$17,000&lt;br /&gt;
|-&lt;br /&gt;
|M72A3 LAW&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher ||10d6 ||19-20 x4 ||— ||150 ft. ||1 ||1 int. ||Large ||5 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|M79&lt;br /&gt;
|-&lt;br /&gt;
|Grenade Launcher ||Varies ||— ||— ||70 ft. ||1 ||1 int. ||Large ||7 lb. ||$475&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Descriptions ==&lt;br /&gt;
;No Proficiency Required - Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged weapons that are not firearms, there is no proficiency feat required to use these weapons.&lt;br /&gt;
* Pepper Spray&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Taser&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Simple Ranged Weapons&lt;br /&gt;
* Benelli 121 M1&lt;br /&gt;
&lt;br /&gt;
The Benelli 121 M1 semiautomatic shotgun is reliable, simple and sturdy.&lt;br /&gt;
* Beretta 92F&lt;br /&gt;
&lt;br /&gt;
The standard service Pistol of the United States military&lt;br /&gt;
* Beretta M3P&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Browning BPS&lt;br /&gt;
&lt;br /&gt;
This heavy shotgun fires the largest shotgun round available, the 10-gauge hell.&lt;br /&gt;
* Colt Double Eagle&lt;br /&gt;
&lt;br /&gt;
Based on the M1911 mechanism, this pistol is an updated civilian version that fires a 10mm round.&lt;br /&gt;
* Colt M1911&lt;br /&gt;
&lt;br /&gt;
This .45 semiautomatic pistol was used by the United States military for decades.&lt;br /&gt;
* Colt Python&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Compound Bow&lt;br /&gt;
&lt;br /&gt;
Bow hunting remains a popular sport in North America. A character&#039;s strength modifier applies to damage rolls made when using this weapon.&lt;br /&gt;
* Derringer&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Desert Eagle&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Glock 17&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Glock 20&lt;br /&gt;
&lt;br /&gt;
This slightly larger version of the Glock 17 is chambered for the slightly more powerful 10mm round.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Mossberg&lt;br /&gt;
&lt;br /&gt;
The Mossberg Model 500 ATP6C is a pump-action shotgun designed for military and police work.&lt;br /&gt;
* Pathfinder&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Remington 700&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Ruger Service-Six&lt;br /&gt;
&lt;br /&gt;
This revolver, designed specifically for police use, fires the .38 Special rounds.&lt;br /&gt;
* S&amp;amp;W M29&lt;br /&gt;
&lt;br /&gt;
The Smith &amp;amp; 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.&lt;br /&gt;
* Sawed-Off Shotgun&lt;br /&gt;
&lt;br /&gt;
This is a 12-gauge, double-barreled shotgun with the stock and barrels sawed short. All that&#039;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.&lt;br /&gt;
* SITES M9 Resolver&lt;br /&gt;
&lt;br /&gt;
The compact SITES weapon is very narrow, making it easy to conceal.&lt;br /&gt;
* Walther PPK&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Winchester 94&lt;br /&gt;
&lt;br /&gt;
The Winchester Model 94 Big Bore is a lever-action rifle typical of big-bore hunting rifles found around the world.&lt;br /&gt;
;Martial Ranged Weapons&lt;br /&gt;
* AKM/AK-47&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The AKM is a slightly more modern version of the AK-47, but functions essentially the same.&lt;br /&gt;
* Barrett Light Fifty&lt;br /&gt;
&lt;br /&gt;
The heavy but rugged Light Fifty is an incredibly powerful weapon for its size. Although it&#039;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.&lt;br /&gt;
* Beretta 93R&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK G3&lt;br /&gt;
&lt;br /&gt;
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&#039;s armies used this rifle.&lt;br /&gt;
* HK MP5&lt;br /&gt;
&lt;br /&gt;
The Heckler &amp;amp; Koch MP5 family of weapons is among the most recognizable in the world. Many different designs exist; described here is the most basic model.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK MP5K&lt;br /&gt;
&lt;br /&gt;
A radically shortened version of the MP5, this weapon is optimized to be concealable. The steps taken to reduce the weapon&#039;s size and weight negate the benefits of the parent weapon&#039;s extraordinary quality and as a result the MP5K is not a mastercraft weapon.&lt;br /&gt;
&lt;br /&gt;
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&#039;s size to Large, though).&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK PSG1&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M16A2&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The A3 has a three-round burst setting, with a ROF: S, B.&lt;br /&gt;
&lt;br /&gt;
The A4 does not have the three-round burst setting, with a ROF: S, A&lt;br /&gt;
* M4 Carbine&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M-60&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* MAC Ingram M10&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The M10 accepts a suppressor without modification.&lt;br /&gt;
* Skorpion&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
* Steyr AUG&lt;br /&gt;
&lt;br /&gt;
An unusual and exotic-looking weapon, the bull pup AUG is the standard rifle of the Austrian and Australian armies. It&#039;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.&lt;br /&gt;
* TEC-9&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Uzi&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Exotic Ranged Weapons&lt;br /&gt;
* Flamethrower&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
A flamethrower&#039;s backpack has hardness 5 and 5 hit points. When worn, the backpack has a AC equal to 9 + the wearer&#039;s Dexterity modifier + the wearer&#039;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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
A flamethrower can shoot 10 times before the fuel supply is depleted.&lt;br /&gt;
* M2HB&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M72A3 LAW&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M79&lt;br /&gt;
&lt;br /&gt;
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&#039;t be used as hand grenades and the M79 can&#039;t shoot hand grenades.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
;Explosives&lt;br /&gt;
&lt;br /&gt;
These weapons explode or burst, dealing damage to individuals or objects within an area.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Explosives require no proficiency to use normally.&lt;br /&gt;
* Thrown Explosives&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)&lt;br /&gt;
&lt;br /&gt;
**    Hit: Individuals in all adjacent squares are dealt damage.&lt;br /&gt;
**    Miss: First, roll 1d8 to determine the miss direction of the throw.&lt;br /&gt;
**    1 - Falls short (straight line towards the thrower).&lt;br /&gt;
**    2 through 8 - Count around the target individual or grid intersection in a clockwise direction.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Finally, the item deals damage to all individuals in the square it lands in and in all adjacent squares.&lt;br /&gt;
* Planted Explosives&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Explosives Table&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage dealt by the weapon.&lt;br /&gt;
&lt;br /&gt;
Burst Radius/Splash Damage: All individuals or objects within the burst radius take damage from the explosive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Damage from explosives and splash weapons is classified according to type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reflex DC&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Increment&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: A Small or smaller weapon is considered a light weapon. Medium-size or smaller weapon can be used one-handed or two-handed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon. This number reflects the base price and doesn&#039;t include any modifier for purchasing the weapon on the black market.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Grenades and Explosives&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Burst Radius &lt;br /&gt;
! Reflex DC &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40mm Fragmentation Grenade ||6d6 ||19-20 x4 ||Slashing ||10 ft. ||15 ||— ||Tiny ||1 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|C4/Semtex ||4d6 ||19-20 x4 ||Bludgeoning ||10 ft. ||18 ||— ||Small ||1 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Det Cord ||2d6 ||20x4 ||Fire ||See text ||12 ||— ||Med ||2 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
|Dynamite ||2d6 ||19-20/x4 ||Bludgeoning ||5 ft. ||15 ||10 ft. ||Tiny ||1 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Fragmentation Grenade ||6d6 ||19-20/x4 ||Slashing ||20 ft. ||15 ||10 ft. ||Tiny ||1 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Molotov Cocktail ||1d6/&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1d4 Splash&lt;br /&gt;
|-&lt;br /&gt;
|||20 ||Fire ||5 ft ||12 ||10 ft ||Small ||1 lb ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade ||See text ||— ||— ||See text ||— ||10 ft. ||Small ||2 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
|Tear gas Grenade ||See text ||— ||— ||See text ||— ||10 ft. ||Small ||2 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Thermite Grenade ||8d6 ||19-20/x4 ||Fire ||5 ft. ||12 ||10 ft. ||Small ||2 lb. ||$850&lt;br /&gt;
|-&lt;br /&gt;
|White Phosphorus Grenade ||8d6 ||19-20 x4 ||Fire ||20 ft. ||12 ||10 ft. ||Small ||2 lb. ||$625&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Grenades and Explosives&lt;br /&gt;
&lt;br /&gt;
Many explosives require detonators, which are described in Weapon Accessories.&lt;br /&gt;
&lt;br /&gt;
No feat is required to use these thrown weapons.&lt;br /&gt;
* 40mm Fragmentation Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* C4/Semtex&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given represents a package of 4 blocks.&lt;br /&gt;
&lt;br /&gt;
C4/Semtex requires a detonator to set off.&lt;br /&gt;
* Det Cord&lt;br /&gt;
&lt;br /&gt;
Det cord is an explosive in a rope-like form. Technically, det cord doesn&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It can also be doubled up; for each additional 5 feet of cord within a single 5-foot square, increase the damage by +1d6.&lt;br /&gt;
&lt;br /&gt;
Det cord requires a detonator to set it off.&lt;br /&gt;
* Dynamite&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
It&#039;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&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
Dynamite is sold in boxes of 12 sticks.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Fragmentation Grenade&lt;br /&gt;
&lt;br /&gt;
The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Molotov Cocktail&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Smoke Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Tear Gas Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Thermite Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* White Phosphorus Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
Melee weapons are used in close combat and they are generally among the simplest types of weapons.&lt;br /&gt;
;Melee Weapons Table&lt;br /&gt;
&lt;br /&gt;
Melee weapons are described by a number of statistics, as shown on Table: Melee Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Melee weapon damage is classified according to type: bludgeoning, energy, piercing and slashing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Increment&#039;&#039;&#039;: Melee weapons that are designed to be thrown can be used to make ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: 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&#039;s off hand.&lt;br /&gt;
&lt;br /&gt;
A Medium-size or smaller weapon can be used one-handed or two-handed.&lt;br /&gt;
&lt;br /&gt;
A Large weapon requires two hands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Cleaver ||1d6 ||19–20 ||Slashing ||10 ft. ||Small ||2 lb. ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Knife ||1d4 ||19–20 ||Piercing ||10 ft. ||Tiny ||1 lb. ||$15&lt;br /&gt;
|-&lt;br /&gt;
|Metal Baton ||1d6 ||19–20 ||Bludgeoning ||— ||Med ||2 lb. ||$25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Exotic Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Chain saw ||3d6 ||18–20 x4 ||Slashing ||— ||Large ||10 lb. ||$150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+No Feat Required Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pistol Whip ||1d4 ||20 ||Bludgeoning ||— ||Small ||— ||—&lt;br /&gt;
|-&lt;br /&gt;
|Rifle Butt ||1d6 ||20 ||Bludgeoning ||— ||Large ||— ||—&lt;br /&gt;
|-&lt;br /&gt;
|Straight Razor ||1d3 ||18–20 ||Slashing ||— ||Tiny ||0.5 lb. ||$5&lt;br /&gt;
|-&lt;br /&gt;
|Stun Gun ||1d3 ||20 ||Electricity ||— ||Tiny ||1 lb. ||$40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Simple Melee Weapons&lt;br /&gt;
&lt;br /&gt;
Generally inexpensive and light in weight, simple weapons get the job done nevertheless.&lt;br /&gt;
* Cleaver&lt;br /&gt;
&lt;br /&gt;
Heavy kitchen knives can be snatched up for use as weapons in homes and restaurants.&lt;br /&gt;
* Knife&lt;br /&gt;
&lt;br /&gt;
This category of weapon includes hunting knives, butterfly knives and switchblades.&lt;br /&gt;
* Metal Baton&lt;br /&gt;
&lt;br /&gt;
This weapon can be collapsed to reduce its size and increase its conceal-ability. Extending or collapsing the baton is a free action.&lt;br /&gt;
;Exotic Melee Weapons.&lt;br /&gt;
* Chain Saw&lt;br /&gt;
&lt;br /&gt;
Military and police units use powered saws to cut through fences and open doors rapidly.&lt;br /&gt;
;No Proficiency Required Melee Weapons&lt;br /&gt;
* Pistol Whip&lt;br /&gt;
&lt;br /&gt;
Using a Pistol as a melee weapon can deal greater damage than attacking unarmed.&lt;br /&gt;
* Rifle Butt&lt;br /&gt;
&lt;br /&gt;
The butt of a rifle can be used as an impromptu club.&lt;br /&gt;
* Straight Razor&lt;br /&gt;
&lt;br /&gt;
Favored by old-school organized crime “mechanics,” this item can still be found in some barbershops and shaving kits.&lt;br /&gt;
* Stun Gun&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Accessories&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Box magazine ||Tiny ||0.5 lb. ||$5&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Blasting Cap ||Tiny ||0.5 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Radio Controlled ||Tiny ||0.5 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Timed ||Tiny ||0.5 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Wired ||Tiny ||1 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Holster, Hip ||Tiny ||1 lb. ||$35&lt;br /&gt;
|-&lt;br /&gt;
|Holster, Concealed ||Tiny ||0.5 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Illuminator ||Tiny ||0.5 lb. ||$85&lt;br /&gt;
|-&lt;br /&gt;
|Laser sight ||Tiny ||0.5 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Scope, Standard ||Tiny ||0.5 lb. ||$70&lt;br /&gt;
|-&lt;br /&gt;
|Scope, Electro-Optical ||Small ||3 lb. ||$110&lt;br /&gt;
|-&lt;br /&gt;
|Speed loader ||Tiny ||0.5 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Suppressor, Pistol ||Tiny ||1 lb. ||$250&lt;br /&gt;
|-&lt;br /&gt;
|Suppressor, Rifle ||Small ||4 lb. ||$400&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>72.32.146.52</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Weapons&amp;diff=1263</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Weapons&amp;diff=1263"/>
		<updated>2015-05-19T23:36:47Z</updated>

		<summary type="html">&lt;p&gt;72.32.146.52: /* Advance Customizations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Weapon Categories==&lt;br /&gt;
Weapons have multi stats that change how effective they are in different engagements. &lt;br /&gt;
&lt;br /&gt;
There are 3 categories of weapons in Future Path:&lt;br /&gt;
#Archaic&lt;br /&gt;
#Simple&lt;br /&gt;
#Exotic&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Archaic&#039;&#039;&#039;: is anything that is so old is it never really used unless by people who love to mess with old type of stuff. For example the bow/arrow. And old style projectile weapon that appears simple at first glance but is actually difficult to master. &lt;br /&gt;
** Arcane weapons require the Arcane Weapon Proficiency Feat or you take a -4 and cannot use Ability/Affinity bonuses for hit checks.&lt;br /&gt;
* &#039;&#039;&#039;Simple&#039;&#039;&#039;: weapons are weapons that are common place for your Character. They usual follow a standard and design and are intuitive too use. 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. &lt;br /&gt;
**Simple weapons require not feat to use without penalty however you still cannot apply Affinity bonus to a weapon you do not have a proficiency with.&lt;br /&gt;
* &#039;&#039;&#039;Exotic&#039;&#039;&#039;: are weapons that are notorious to get use too. They do not necessarily follow the simple model that most weapons follow and/or they have uniq properties that make it less intuitive too use. The Flamethrower or Grenade Launcher are examples. Perhaps a Portal Gun as well.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
==Future Path Custom Weapons==&lt;br /&gt;
Weapons have multi attributes but perhaps the must significant aspect is its hit die. Weapon have a hit die level as shown below. There is two different characteristics that can give a weapon&lt;br /&gt;
its total hit die level. Its Size and its Speed see below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Hit Dice Level&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Level&lt;br /&gt;
! Hit Die&lt;br /&gt;
|-&lt;br /&gt;
| Level 0 || 1d2&lt;br /&gt;
|-&lt;br /&gt;
| Level 1 || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Level 2 || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Level 4 || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Level 5 || 1d12&lt;br /&gt;
|-&lt;br /&gt;
| Level 6 || 2d8&lt;br /&gt;
|-&lt;br /&gt;
| Level 7 || 2d10&lt;br /&gt;
|-&lt;br /&gt;
| Level 8 || 2d12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4 Power Levels&#039;&#039;&#039;:&lt;br /&gt;
**Small - 0 level point&lt;br /&gt;
**Medium - 1 level points&lt;br /&gt;
**Large - 2 level points&lt;br /&gt;
**Gigantic* - 3 level points&lt;br /&gt;
&lt;br /&gt;
The Power level represents the Kinetic/Electric/Thermal 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4 Speeds&#039;&#039;&#039;:&lt;br /&gt;
**Single Fire - 0 level points&lt;br /&gt;
**Manual - 1 level point&lt;br /&gt;
**Semi-Auto - 2 level points&lt;br /&gt;
**Fully Automatic - 3 level points&lt;br /&gt;
**Super Fast* - 4 level points&lt;br /&gt;
&lt;br /&gt;
This is the speed or rate of fire a gun is able to do. All Melee is considered Manual where is 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. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Weapon Examples&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon&lt;br /&gt;
! Size/Speed&lt;br /&gt;
! Hit Die&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || Medium Amo/Manual || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Pistol || Small Amo/Semi-Auto || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Hunting Rifle ||  Medium Amo/Single Fire || 1d8&lt;br /&gt;
|- &lt;br /&gt;
| Sniper Rifle || Large Amo/Semi-Auto || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || Medium Amo/Semi-Auto || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Assault Weapon || Medium Amo/Fully Automatic || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Light Machine Gun || Large Amo/Fully Automatic || 1d12&lt;br /&gt;
|-&lt;br /&gt;
| Uzi || Small Amo/Super Fast* || 1d8&lt;br /&gt;
|-&lt;br /&gt;
|+ Archaic weapon examples&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword || Medium/Manual || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Broad Sword || Large/Manual || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Knife || Small/Manual || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Throwing Knife/Star || Small/Single-Fire || 1d2&lt;br /&gt;
|-&lt;br /&gt;
| Bow || Medium/Single-Fire || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Composite Box || Large/Single-Fire || 1d8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advance Customizations === &lt;br /&gt;
There are more things that can be done too customize a weapon in Future Path. There are multi characteristics and they can be effected positively and negatively.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Attributes list (Not all apply to every weapon)&#039;&#039;&#039;:&lt;br /&gt;
# Range&lt;br /&gt;
::: The average distance before accuracy becomes a problem.&lt;br /&gt;
# Accuracy&lt;br /&gt;
::: The likely hood that the weapon will inflict some amount of lethal damage each time is used &lt;br /&gt;
# Ammunition Amount&lt;br /&gt;
::: How many times a weapon is useable before the Character has to reload. Which is usually a move action.&lt;br /&gt;
# Reload speed&lt;br /&gt;
::: A Move action (See [[Combat|Combat]] for more info)&lt;br /&gt;
# Master Worked Construction&lt;br /&gt;
::: Determines how well the weapon is constructed. It gives a bonus to accuracy of the weapon as well as more &#039;gadgets&#039; that can be applied to it. &lt;br /&gt;
# Base Damage&lt;br /&gt;
::: A bonus to low end of the Weapon Die roll. Example: (+1)1d6 would mean a range of 2 - 6. If you rolled a 2 you would actually have 3. However if you rolled a 6 it would still be a six.&lt;br /&gt;
# Bonus Damage&lt;br /&gt;
::: Similar to Base Damage accept this bonus is added to the total of the roll. 1d6(+1) would mean a range of 2 - 7. If you rolled a 2 if would total out to be 3. However if you rolled a 6 it would be a 7. &lt;br /&gt;
# Bonus Ability&lt;br /&gt;
::: Gives the weapon an ability or special attribute. For example a bonus to the Trip combat manoeuvre. &lt;br /&gt;
# DR Damage&lt;br /&gt;
::: 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.&lt;br /&gt;
# Tech Level&lt;br /&gt;
::: The Tech level of the gun. This grants additional abilities for higher tech levels.&lt;br /&gt;
&lt;br /&gt;
==Weapon Technology==&lt;br /&gt;
Weapons evolve with technology and at different tech levels will have adjustments to their stats. Weapons have a tech level.  0 - 4. All 0 tech level weapons are considered Archaic. If you handle a weapon of a hirer tech level then your character you cannot apply your affinity bonus to use it until you increase your tech skill to that level. Weapons of higher tech level gain additional features but do not necessary increase the hit die unless specified. Here are some common attributes higher tech level weapons will see increased.&lt;br /&gt;
* Accuracy (Bonus to hit)&lt;br /&gt;
* Base damage (A new low limit to damage. IE: (+1)1d6 can do between 2 and 6 points of damage.&lt;br /&gt;
* DR piercing (Can remove some of the DR that Armour can provide)&lt;br /&gt;
* Weight, capacity of ammunition, range&lt;br /&gt;
&lt;br /&gt;
Most people think that a better weapon implies more damage. But if the rules of combat are followed correctly players will have to be dealing with Range and amo issues. And out side of combat they may have to deal with the weight of their weapons interfering with their ability to carry of equipment/resources/loot. A light weight high capacity firearm that also happens to have excellent range is hard to come by. More advance civilizations will be concerned with these matters more then simply &#039;does it do more damage?&#039;. This doesn&#039;t mean there cannot be weapons that do extreme amounts of damage but most are restricted to robots/space ships/tanks and alike.&lt;br /&gt;
&lt;br /&gt;
== Weapon Attributes ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;&lt;br /&gt;
A firearm&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loading a Firearm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms.&lt;br /&gt;
&lt;br /&gt;
Loading any firearm provokes attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reloading a firearm with an already filled box magazine or speed loader is a swift action.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Loading a belt of linked ammunition is an immediate action. Linking two belts together is a swift action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If a firearm has a tripod, you subtract reduce this penalty by [1] in the attack modifier.&lt;br /&gt;
&lt;br /&gt;
If a firearm is mounted, you subtract reduce this penalty by [2] in the attack modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misfires&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range and Penetration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
== Firearm Ammunition ==&lt;br /&gt;
&lt;br /&gt;
Ammunition for firearms and other ranged weapons is covered below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Ammunition Type (Quantity) &lt;br /&gt;
! Cost &lt;br /&gt;
! Damage Modifier&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm (20) ||$7.50 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm (20) ||$7.50 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|7.62mmR (20) ||$7.50 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.444 caliber (20) ||$15 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.50 caliber (20) ||$15 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|9mm (50) ||$10 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|10mm (50) ||$10 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|.22 caliber (50) ||$7.50 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|.32 caliber (50) ||$20 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|.38 special (50) ||$20 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.357 caliber (50) ||$20 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.44 caliber (50) ||$20 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.45 caliber (50) ||$20 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.50AE caliber (50) ||$20 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|10-gauge buckshot (10) ||$20 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge buckshot (10) ||$20 ||+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;5.56mm, 7.62mm, 7.62mmR, .444, .50&lt;br /&gt;
&lt;br /&gt;
:These calibers of ammunition are generally used in rifles, assault rifles, or machine guns and are sold in boxes of 20 rounds each.&lt;br /&gt;
&lt;br /&gt;
;9mm, 10mm, .22, .32, .38 S, .357, .44, .45, .50AE&lt;br /&gt;
&lt;br /&gt;
:These calibers are generally used in pistols or submachine guns and are sold in boxes of 50 rounds each.&lt;br /&gt;
&lt;br /&gt;
;10-gauge Buckshot, 12-gauge Buckshot &lt;br /&gt;
&lt;br /&gt;
Shotgun shells are sold in boxes of ten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Ammunition&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A special, Magnum, or AE ammunition round will increase the critical threat range by one.&lt;br /&gt;
== Firearm Types ==&lt;br /&gt;
&#039;&#039;&#039;Handguns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Handguns can be broken down into three smaller groups: autoloaders, revolvers and machine pistols.&lt;br /&gt;
&lt;br /&gt;
Autoloaders (sometimes called “automatics”) feature removable box magazines and some models hold quite a lot of ammunition.&lt;br /&gt;
&lt;br /&gt;
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder&lt;br /&gt;
&lt;br /&gt;
Machine pistols are automatic weapons small enough to be fired with one hand.&lt;br /&gt;
&lt;br /&gt;
Handguns can be broken down into two smaller groups - revolvers and autoloaders.&lt;br /&gt;
&lt;br /&gt;
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longarms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Guns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotguns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shotguns are large-bore weapons that have the Scatter Weapon Quality.&lt;br /&gt;
&lt;br /&gt;
If a slug is used to attack then increase the critical hit modifier to x4. Slugs can only target one individual.&lt;br /&gt;
&lt;br /&gt;
If pellets are used, the shot gun fires in a cone (15&#039;). 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.&lt;br /&gt;
 &lt;br /&gt;
== Firearm Rate of Fire ==&lt;br /&gt;
&#039;&#039;&#039;Single Shot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a single shot per each attack granted by the PC&#039;s Base Attack Bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Semi-Automatic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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&#039;s Armor Class, the character gains an additional hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automatic Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Automatic is a full round action and a character can fire in a cone (see below). All individuals within the cone (30&#039;) are targets and each must be rolled separately, with a modifier of -4. In addition, targets are unable to use any concealment abilities.&lt;br /&gt;
&lt;br /&gt;
Machine guns only have autofire settings and can&#039;t normally fire single shots. These weapons can fire as cone (60&#039;) attack, each with a -4 to hit.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapons Table ==&lt;br /&gt;
&lt;br /&gt;
Ranged weapons are described by a number of statistics, as shown on Table: Ranged Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Ranged weapon damage is classified as Piercing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Modern firearm attacks are against the target&#039;s touch AC for the first 5 range increments and have a full 10 range increments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rate of Fire&#039;&#039;&#039;: How many rounds the firearm fires per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: The weapon&#039;s magazine capacity and type are given in this column.&lt;br /&gt;
&lt;br /&gt;
* Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.&lt;br /&gt;
&lt;br /&gt;
* Cylinder: A revolver keeps its ammunition in a cylinder.&lt;br /&gt;
&lt;br /&gt;
* Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand.&lt;br /&gt;
&lt;br /&gt;
* Belt Feed: Machine guns use linked ammunition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight when fully loaded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+No Proficiency Required - Ranged&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pepper spray ||Special ||— ||Special ||5 ft. ||1 ||1 int. ||Tiny ||0.5 lb. ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Taser ||1d4 ||— ||Electricity ||5 ft. ||1 ||1 int. ||Small ||2 lb. ||$50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Benelli 121 M1&lt;br /&gt;
|-&lt;br /&gt;
|12-gague Shotgun ||2d8+2 ||19-20 x2 ||P ||40 ft. ||S ||7 int ||Large ||8 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Beretta 92F&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||40 ft. ||S ||15 box ||Small ||3 lb. ||$450&lt;br /&gt;
|-&lt;br /&gt;
|Beretta M3P&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge Shotgun ||2d8+2 ||19-20 x2 ||P ||30 ft. ||S ||5 box ||Large ||9 lb ||$650&lt;br /&gt;
|-&lt;br /&gt;
|Browning BPS&lt;br /&gt;
|-&lt;br /&gt;
|10-gauge Shotgun ||2d10 +3 ||19-20 x2 ||P ||30 ft ||Single ||5 int. ||Large ||11 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Colt Double Eagle 10 mm Autoloader ||2d6+3 ||x4 ||P ||30 ft. ||S ||9 box ||Small ||3 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Colt M1&lt;br /&gt;
|-&lt;br /&gt;
|.45 Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||7 box ||Small ||3 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Colt Python&lt;br /&gt;
|-&lt;br /&gt;
|.357 Revolver ||2d6+1 ||x4 ||P ||40 ft. ||S ||6 cyl. ||Med ||3 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Compound Bow ||2d8 ||20 ||P ||40 ft. ||1 ||— ||Large ||3 lb. ||$150&lt;br /&gt;
|-&lt;br /&gt;
|Derringer .45 ||2d6+2 ||x4 ||P ||10 ft. ||Single ||2 int. ||Tiny ||1 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Desert Eagle&lt;br /&gt;
|-&lt;br /&gt;
|.50AE Autoloader ||2d8+3 ||x4 ||P ||40 ft. ||S ||8 box ||Med ||4 lb. ||$1,500&lt;br /&gt;
|-&lt;br /&gt;
|Gloc.&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||17 box ||Small ||2 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Gloc.&lt;br /&gt;
|-&lt;br /&gt;
|10mm Autoloader ||2d6+3 ||x4 ||P ||40 ft. ||S ||15 box ||Small ||3 lb. ||$600&lt;br /&gt;
|-&lt;br /&gt;
|Mossberg&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge Shotgun ||2d8+2 ||x2 ||P ||30 ft. ||Single ||6 int. ||Large ||7 lb. ||$350&lt;br /&gt;
|-&lt;br /&gt;
|Pathfinder&lt;br /&gt;
|-&lt;br /&gt;
|.22 Revolver ||2d4 ||20 x4 ||P ||20 ft. ||S ||6 cyl. ||Tiny ||1 lb. ||$475&lt;br /&gt;
|-&lt;br /&gt;
|Remington 700 7.62mm Hunting Rifle ||2d10+1 ||x4 ||P ||300 ft. ||Single ||5 int. ||Large ||8 lb. ||$900&lt;br /&gt;
|-&lt;br /&gt;
|Ruger Service-Six .38S Revolver ||2d6+1 ||x4 ||P ||30 ft. ||S ||6 cyl. ||Small ||2 lbs ||$500&lt;br /&gt;
|-&lt;br /&gt;
|S&amp;amp;W M29&lt;br /&gt;
|-&lt;br /&gt;
|.44 Magnum Revolver ||2d8+2 ||x4 ||P ||30 ft. ||S ||6 cyl. ||Med ||3 lb. ||$850&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-off&lt;br /&gt;
|-&lt;br /&gt;
|12-ga Shotgun ||2d8+3 ||19-20 x2 ||P ||10 ft. ||S ||2 int. ||Med ||4 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|SITES M9&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||8 box ||Tiny ||2 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Walther PPK&lt;br /&gt;
|-&lt;br /&gt;
|.32 Autoloader ||2d4 ||x4 ||P ||10 ft. ||S ||7 box ||Small ||1 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Winchester ||2d10+1 ||x4 ||P ||300 ft. ||Single ||6 int. ||Large ||7 lb. ||$575&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Martial Ranged Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AKM/AK-47 7.62x39mm&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle ||2d8+1 ||19-20 x4 ||P ||70 ft. ||S, A ||30 box ||Large ||10 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Barrett Light Fifty&lt;br /&gt;
|-&lt;br /&gt;
|.50 Sniper Rifle ||2d12+3 ||19-20 x4 ||P ||600 ft. ||S ||11 box ||Huge ||35 lb. ||$8,000&lt;br /&gt;
|-&lt;br /&gt;
|Beretta 93R&lt;br /&gt;
|-&lt;br /&gt;
|9mm Machine Pistol ||2d6+2 ||19-20 x4 ||P ||30 ft. ||S,A ||20 box ||Med ||3 lb. ||$825&lt;br /&gt;
|-&lt;br /&gt;
|HK G3&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm Assault Rifle ||2d10+1 ||19-20 x4 ||P ||300 ft. ||S, A ||20 box ||Large ||11 lb. ||$925&lt;br /&gt;
|-&lt;br /&gt;
|HK MP5 9mm ||2d6+2 ||19-20 x4 ||P ||50 ft. ||S,B, A ||30 box ||Large ||7 lb. ||$1,000&lt;br /&gt;
|-&lt;br /&gt;
|HK MP5K&lt;br /&gt;
|-&lt;br /&gt;
|9mm Submachine Gun ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, B,A ||15 box ||Med ||5 lb. ||$925&lt;br /&gt;
|-&lt;br /&gt;
|HK PSG1&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm Sniper Rifle ||2d10+1 ||19-20 x4 ||P ||300 ft. ||S ||5 box ||Large ||16 lb. ||$9,000&lt;br /&gt;
|-&lt;br /&gt;
|M16&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20 x4 ||P ||100 ft. ||S, B or A ||30 box ||Large ||8 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|M4 Carbine&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20 x4 ||P ||100 ft. ||S,,B,A ||30 box ||Large ||7 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|M-60&lt;br /&gt;
|-&lt;br /&gt;
|7.62 Machine Gun ||2d10+1 ||19-20 x4 ||P ||300 ft. ||A ||belt feed ||Huge ||22 lb. ||$15,000&lt;br /&gt;
|-&lt;br /&gt;
|MAC Ingram M10&lt;br /&gt;
|-&lt;br /&gt;
|.45 Machine Pistol ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||30 box ||Med ||6 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Skorpion&lt;br /&gt;
|-&lt;br /&gt;
|.32 Machine Pistol ||2d4 ||19-20 x4 ||P ||40 ft. ||S, A ||20 box ||Med ||4 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Steyr AUG&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20&lt;br /&gt;
|-&lt;br /&gt;
|X4 ||P ||150 ft. ||S,B, A ||30 box ||Large ||9 lb ||$925&lt;br /&gt;
|-&lt;br /&gt;
|TEC-9&lt;br /&gt;
|-&lt;br /&gt;
|9mm Machine Pistol ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||32 box ||Med ||4 lb. ||$475&lt;br /&gt;
|-&lt;br /&gt;
|Uzi&lt;br /&gt;
|-&lt;br /&gt;
|9mm Submachine Gun ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||20 box ||Large ||8 lb. ||$825&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Exotic Ranged Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Flamethrower ||3d6 ||x4 ||Fire ||— ||1 ||10 int. ||Large ||50 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|M2HB&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Machine Gun ||1d12+3 ||19-20 x4 ||P ||200 ft. ||A ||belt feed ||Huge ||75 lb ||$17,000&lt;br /&gt;
|-&lt;br /&gt;
|M72A3 LAW&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher ||10d6 ||19-20 x4 ||— ||150 ft. ||1 ||1 int. ||Large ||5 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|M79&lt;br /&gt;
|-&lt;br /&gt;
|Grenade Launcher ||Varies ||— ||— ||70 ft. ||1 ||1 int. ||Large ||7 lb. ||$475&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Descriptions ==&lt;br /&gt;
;No Proficiency Required - Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged weapons that are not firearms, there is no proficiency feat required to use these weapons.&lt;br /&gt;
* Pepper Spray&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Taser&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Simple Ranged Weapons&lt;br /&gt;
* Benelli 121 M1&lt;br /&gt;
&lt;br /&gt;
The Benelli 121 M1 semiautomatic shotgun is reliable, simple and sturdy.&lt;br /&gt;
* Beretta 92F&lt;br /&gt;
&lt;br /&gt;
The standard service Pistol of the United States military&lt;br /&gt;
* Beretta M3P&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Browning BPS&lt;br /&gt;
&lt;br /&gt;
This heavy shotgun fires the largest shotgun round available, the 10-gauge hell.&lt;br /&gt;
* Colt Double Eagle&lt;br /&gt;
&lt;br /&gt;
Based on the M1911 mechanism, this pistol is an updated civilian version that fires a 10mm round.&lt;br /&gt;
* Colt M1911&lt;br /&gt;
&lt;br /&gt;
This .45 semiautomatic pistol was used by the United States military for decades.&lt;br /&gt;
* Colt Python&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Compound Bow&lt;br /&gt;
&lt;br /&gt;
Bow hunting remains a popular sport in North America. A character&#039;s strength modifier applies to damage rolls made when using this weapon.&lt;br /&gt;
* Derringer&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Desert Eagle&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Glock 17&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Glock 20&lt;br /&gt;
&lt;br /&gt;
This slightly larger version of the Glock 17 is chambered for the slightly more powerful 10mm round.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Mossberg&lt;br /&gt;
&lt;br /&gt;
The Mossberg Model 500 ATP6C is a pump-action shotgun designed for military and police work.&lt;br /&gt;
* Pathfinder&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Remington 700&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Ruger Service-Six&lt;br /&gt;
&lt;br /&gt;
This revolver, designed specifically for police use, fires the .38 Special rounds.&lt;br /&gt;
* S&amp;amp;W M29&lt;br /&gt;
&lt;br /&gt;
The Smith &amp;amp; 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.&lt;br /&gt;
* Sawed-Off Shotgun&lt;br /&gt;
&lt;br /&gt;
This is a 12-gauge, double-barreled shotgun with the stock and barrels sawed short. All that&#039;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.&lt;br /&gt;
* SITES M9 Resolver&lt;br /&gt;
&lt;br /&gt;
The compact SITES weapon is very narrow, making it easy to conceal.&lt;br /&gt;
* Walther PPK&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Winchester 94&lt;br /&gt;
&lt;br /&gt;
The Winchester Model 94 Big Bore is a lever-action rifle typical of big-bore hunting rifles found around the world.&lt;br /&gt;
;Martial Ranged Weapons&lt;br /&gt;
* AKM/AK-47&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The AKM is a slightly more modern version of the AK-47, but functions essentially the same.&lt;br /&gt;
* Barrett Light Fifty&lt;br /&gt;
&lt;br /&gt;
The heavy but rugged Light Fifty is an incredibly powerful weapon for its size. Although it&#039;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.&lt;br /&gt;
* Beretta 93R&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK G3&lt;br /&gt;
&lt;br /&gt;
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&#039;s armies used this rifle.&lt;br /&gt;
* HK MP5&lt;br /&gt;
&lt;br /&gt;
The Heckler &amp;amp; Koch MP5 family of weapons is among the most recognizable in the world. Many different designs exist; described here is the most basic model.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK MP5K&lt;br /&gt;
&lt;br /&gt;
A radically shortened version of the MP5, this weapon is optimized to be concealable. The steps taken to reduce the weapon&#039;s size and weight negate the benefits of the parent weapon&#039;s extraordinary quality and as a result the MP5K is not a mastercraft weapon.&lt;br /&gt;
&lt;br /&gt;
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&#039;s size to Large, though).&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK PSG1&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M16A2&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The A3 has a three-round burst setting, with a ROF: S, B.&lt;br /&gt;
&lt;br /&gt;
The A4 does not have the three-round burst setting, with a ROF: S, A&lt;br /&gt;
* M4 Carbine&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M-60&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* MAC Ingram M10&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The M10 accepts a suppressor without modification.&lt;br /&gt;
* Skorpion&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
* Steyr AUG&lt;br /&gt;
&lt;br /&gt;
An unusual and exotic-looking weapon, the bull pup AUG is the standard rifle of the Austrian and Australian armies. It&#039;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.&lt;br /&gt;
* TEC-9&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Uzi&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Exotic Ranged Weapons&lt;br /&gt;
* Flamethrower&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
A flamethrower&#039;s backpack has hardness 5 and 5 hit points. When worn, the backpack has a AC equal to 9 + the wearer&#039;s Dexterity modifier + the wearer&#039;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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
A flamethrower can shoot 10 times before the fuel supply is depleted.&lt;br /&gt;
* M2HB&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M72A3 LAW&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M79&lt;br /&gt;
&lt;br /&gt;
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&#039;t be used as hand grenades and the M79 can&#039;t shoot hand grenades.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
;Explosives&lt;br /&gt;
&lt;br /&gt;
These weapons explode or burst, dealing damage to individuals or objects within an area.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Explosives require no proficiency to use normally.&lt;br /&gt;
* Thrown Explosives&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)&lt;br /&gt;
&lt;br /&gt;
**    Hit: Individuals in all adjacent squares are dealt damage.&lt;br /&gt;
**    Miss: First, roll 1d8 to determine the miss direction of the throw.&lt;br /&gt;
**    1 - Falls short (straight line towards the thrower).&lt;br /&gt;
**    2 through 8 - Count around the target individual or grid intersection in a clockwise direction.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Finally, the item deals damage to all individuals in the square it lands in and in all adjacent squares.&lt;br /&gt;
* Planted Explosives&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Explosives Table&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage dealt by the weapon.&lt;br /&gt;
&lt;br /&gt;
Burst Radius/Splash Damage: All individuals or objects within the burst radius take damage from the explosive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Damage from explosives and splash weapons is classified according to type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reflex DC&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Increment&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: A Small or smaller weapon is considered a light weapon. Medium-size or smaller weapon can be used one-handed or two-handed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon. This number reflects the base price and doesn&#039;t include any modifier for purchasing the weapon on the black market.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Grenades and Explosives&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Burst Radius &lt;br /&gt;
! Reflex DC &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40mm Fragmentation Grenade ||6d6 ||19-20 x4 ||Slashing ||10 ft. ||15 ||— ||Tiny ||1 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|C4/Semtex ||4d6 ||19-20 x4 ||Bludgeoning ||10 ft. ||18 ||— ||Small ||1 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Det Cord ||2d6 ||20x4 ||Fire ||See text ||12 ||— ||Med ||2 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
|Dynamite ||2d6 ||19-20/x4 ||Bludgeoning ||5 ft. ||15 ||10 ft. ||Tiny ||1 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Fragmentation Grenade ||6d6 ||19-20/x4 ||Slashing ||20 ft. ||15 ||10 ft. ||Tiny ||1 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Molotov Cocktail ||1d6/&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1d4 Splash&lt;br /&gt;
|-&lt;br /&gt;
|||20 ||Fire ||5 ft ||12 ||10 ft ||Small ||1 lb ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade ||See text ||— ||— ||See text ||— ||10 ft. ||Small ||2 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
|Tear gas Grenade ||See text ||— ||— ||See text ||— ||10 ft. ||Small ||2 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Thermite Grenade ||8d6 ||19-20/x4 ||Fire ||5 ft. ||12 ||10 ft. ||Small ||2 lb. ||$850&lt;br /&gt;
|-&lt;br /&gt;
|White Phosphorus Grenade ||8d6 ||19-20 x4 ||Fire ||20 ft. ||12 ||10 ft. ||Small ||2 lb. ||$625&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Grenades and Explosives&lt;br /&gt;
&lt;br /&gt;
Many explosives require detonators, which are described in Weapon Accessories.&lt;br /&gt;
&lt;br /&gt;
No feat is required to use these thrown weapons.&lt;br /&gt;
* 40mm Fragmentation Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* C4/Semtex&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given represents a package of 4 blocks.&lt;br /&gt;
&lt;br /&gt;
C4/Semtex requires a detonator to set off.&lt;br /&gt;
* Det Cord&lt;br /&gt;
&lt;br /&gt;
Det cord is an explosive in a rope-like form. Technically, det cord doesn&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It can also be doubled up; for each additional 5 feet of cord within a single 5-foot square, increase the damage by +1d6.&lt;br /&gt;
&lt;br /&gt;
Det cord requires a detonator to set it off.&lt;br /&gt;
* Dynamite&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
It&#039;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&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
Dynamite is sold in boxes of 12 sticks.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Fragmentation Grenade&lt;br /&gt;
&lt;br /&gt;
The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Molotov Cocktail&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Smoke Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Tear Gas Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Thermite Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* White Phosphorus Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
Melee weapons are used in close combat and they are generally among the simplest types of weapons.&lt;br /&gt;
;Melee Weapons Table&lt;br /&gt;
&lt;br /&gt;
Melee weapons are described by a number of statistics, as shown on Table: Melee Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Melee weapon damage is classified according to type: bludgeoning, energy, piercing and slashing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Increment&#039;&#039;&#039;: Melee weapons that are designed to be thrown can be used to make ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: 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&#039;s off hand.&lt;br /&gt;
&lt;br /&gt;
A Medium-size or smaller weapon can be used one-handed or two-handed.&lt;br /&gt;
&lt;br /&gt;
A Large weapon requires two hands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Cleaver ||1d6 ||19–20 ||Slashing ||10 ft. ||Small ||2 lb. ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Knife ||1d4 ||19–20 ||Piercing ||10 ft. ||Tiny ||1 lb. ||$15&lt;br /&gt;
|-&lt;br /&gt;
|Metal Baton ||1d6 ||19–20 ||Bludgeoning ||— ||Med ||2 lb. ||$25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Exotic Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Chain saw ||3d6 ||18–20 x4 ||Slashing ||— ||Large ||10 lb. ||$150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+No Feat Required Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pistol Whip ||1d4 ||20 ||Bludgeoning ||— ||Small ||— ||—&lt;br /&gt;
|-&lt;br /&gt;
|Rifle Butt ||1d6 ||20 ||Bludgeoning ||— ||Large ||— ||—&lt;br /&gt;
|-&lt;br /&gt;
|Straight Razor ||1d3 ||18–20 ||Slashing ||— ||Tiny ||0.5 lb. ||$5&lt;br /&gt;
|-&lt;br /&gt;
|Stun Gun ||1d3 ||20 ||Electricity ||— ||Tiny ||1 lb. ||$40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Simple Melee Weapons&lt;br /&gt;
&lt;br /&gt;
Generally inexpensive and light in weight, simple weapons get the job done nevertheless.&lt;br /&gt;
* Cleaver&lt;br /&gt;
&lt;br /&gt;
Heavy kitchen knives can be snatched up for use as weapons in homes and restaurants.&lt;br /&gt;
* Knife&lt;br /&gt;
&lt;br /&gt;
This category of weapon includes hunting knives, butterfly knives and switchblades.&lt;br /&gt;
* Metal Baton&lt;br /&gt;
&lt;br /&gt;
This weapon can be collapsed to reduce its size and increase its conceal-ability. Extending or collapsing the baton is a free action.&lt;br /&gt;
;Exotic Melee Weapons.&lt;br /&gt;
* Chain Saw&lt;br /&gt;
&lt;br /&gt;
Military and police units use powered saws to cut through fences and open doors rapidly.&lt;br /&gt;
;No Proficiency Required Melee Weapons&lt;br /&gt;
* Pistol Whip&lt;br /&gt;
&lt;br /&gt;
Using a Pistol as a melee weapon can deal greater damage than attacking unarmed.&lt;br /&gt;
* Rifle Butt&lt;br /&gt;
&lt;br /&gt;
The butt of a rifle can be used as an impromptu club.&lt;br /&gt;
* Straight Razor&lt;br /&gt;
&lt;br /&gt;
Favored by old-school organized crime “mechanics,” this item can still be found in some barbershops and shaving kits.&lt;br /&gt;
* Stun Gun&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Accessories&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Box magazine ||Tiny ||0.5 lb. ||$5&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Blasting Cap ||Tiny ||0.5 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Radio Controlled ||Tiny ||0.5 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Timed ||Tiny ||0.5 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Wired ||Tiny ||1 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Holster, Hip ||Tiny ||1 lb. ||$35&lt;br /&gt;
|-&lt;br /&gt;
|Holster, Concealed ||Tiny ||0.5 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Illuminator ||Tiny ||0.5 lb. ||$85&lt;br /&gt;
|-&lt;br /&gt;
|Laser sight ||Tiny ||0.5 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Scope, Standard ||Tiny ||0.5 lb. ||$70&lt;br /&gt;
|-&lt;br /&gt;
|Scope, Electro-Optical ||Small ||3 lb. ||$110&lt;br /&gt;
|-&lt;br /&gt;
|Speed loader ||Tiny ||0.5 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Suppressor, Pistol ||Tiny ||1 lb. ||$250&lt;br /&gt;
|-&lt;br /&gt;
|Suppressor, Rifle ||Small ||4 lb. ||$400&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>72.32.146.52</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Weapons&amp;diff=1262</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Weapons&amp;diff=1262"/>
		<updated>2015-05-19T23:26:57Z</updated>

		<summary type="html">&lt;p&gt;72.32.146.52: /* Advance Customizations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Weapon Categories==&lt;br /&gt;
Weapons have multi stats that change how effective they are in different engagements. &lt;br /&gt;
&lt;br /&gt;
There are 3 categories of weapons in Future Path:&lt;br /&gt;
#Archaic&lt;br /&gt;
#Simple&lt;br /&gt;
#Exotic&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Archaic&#039;&#039;&#039;: is anything that is so old is it never really used unless by people who love to mess with old type of stuff. For example the bow/arrow. And old style projectile weapon that appears simple at first glance but is actually difficult to master. &lt;br /&gt;
** Arcane weapons require the Arcane Weapon Proficiency Feat or you take a -4 and cannot use Ability/Affinity bonuses for hit checks.&lt;br /&gt;
* &#039;&#039;&#039;Simple&#039;&#039;&#039;: weapons are weapons that are common place for your Character. They usual follow a standard and design and are intuitive too use. 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. &lt;br /&gt;
**Simple weapons require not feat to use without penalty however you still cannot apply Affinity bonus to a weapon you do not have a proficiency with.&lt;br /&gt;
* &#039;&#039;&#039;Exotic&#039;&#039;&#039;: are weapons that are notorious to get use too. They do not necessarily follow the simple model that most weapons follow and/or they have uniq properties that make it less intuitive too use. The Flamethrower or Grenade Launcher are examples. Perhaps a Portal Gun as well.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
==Future Path Custom Weapons==&lt;br /&gt;
Weapons have multi attributes but perhaps the must significant aspect is its hit die. Weapon have a hit die level as shown below. There is two different characteristics that can give a weapon&lt;br /&gt;
its total hit die level. Its Size and its Speed see below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Hit Dice Level&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Level&lt;br /&gt;
! Hit Die&lt;br /&gt;
|-&lt;br /&gt;
| Level 0 || 1d2&lt;br /&gt;
|-&lt;br /&gt;
| Level 1 || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Level 2 || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Level 4 || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Level 5 || 1d12&lt;br /&gt;
|-&lt;br /&gt;
| Level 6 || 2d8&lt;br /&gt;
|-&lt;br /&gt;
| Level 7 || 2d10&lt;br /&gt;
|-&lt;br /&gt;
| Level 8 || 2d12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4 Power Levels&#039;&#039;&#039;:&lt;br /&gt;
**Small - 0 level point&lt;br /&gt;
**Medium - 1 level points&lt;br /&gt;
**Large - 2 level points&lt;br /&gt;
**Gigantic* - 3 level points&lt;br /&gt;
&lt;br /&gt;
The Power level represents the Kinetic/Electric/Thermal 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4 Speeds&#039;&#039;&#039;:&lt;br /&gt;
**Single Fire - 0 level points&lt;br /&gt;
**Manual - 1 level point&lt;br /&gt;
**Semi-Auto - 2 level points&lt;br /&gt;
**Fully Automatic - 3 level points&lt;br /&gt;
**Super Fast* - 4 level points&lt;br /&gt;
&lt;br /&gt;
This is the speed or rate of fire a gun is able to do. All Melee is considered Manual where is 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. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Weapon Examples&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon&lt;br /&gt;
! Size/Speed&lt;br /&gt;
! Hit Die&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || Medium Amo/Manual || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Pistol || Small Amo/Semi-Auto || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Hunting Rifle ||  Medium Amo/Single Fire || 1d8&lt;br /&gt;
|- &lt;br /&gt;
| Sniper Rifle || Large Amo/Semi-Auto || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || Medium Amo/Semi-Auto || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Assault Weapon || Medium Amo/Fully Automatic || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Light Machine Gun || Large Amo/Fully Automatic || 1d12&lt;br /&gt;
|-&lt;br /&gt;
| Uzi || Small Amo/Super Fast* || 1d8&lt;br /&gt;
|-&lt;br /&gt;
|+ Archaic weapon examples&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword || Medium/Manual || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Broad Sword || Large/Manual || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Knife || Small/Manual || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Throwing Knife/Star || Small/Single-Fire || 1d2&lt;br /&gt;
|-&lt;br /&gt;
| Bow || Medium/Single-Fire || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Composite Box || Large/Single-Fire || 1d8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advance Customizations === &lt;br /&gt;
There are more things that can be done too customize a weapon in Future Path. There are multi characteristics and they can be effected positively and negatively.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Attributes list (Not all apply to every weapon)&#039;&#039;&#039;:&lt;br /&gt;
# Range&lt;br /&gt;
::: The average distance before accuracy becomes a problem.&lt;br /&gt;
# Accuracy&lt;br /&gt;
# Ammunition Amount&lt;br /&gt;
# Reload speed&lt;br /&gt;
# Master Worked Construction&lt;br /&gt;
# Base Damage&lt;br /&gt;
# Bonus Damage&lt;br /&gt;
# Bonus Ability&lt;br /&gt;
# DR Damage&lt;br /&gt;
# Tech Level&lt;br /&gt;
&lt;br /&gt;
==Weapon Technology==&lt;br /&gt;
Weapons evolve with technology and at different tech levels will have adjustments to their stats. Weapons have a tech level.  0 - 4. All 0 tech level weapons are considered Archaic. If you handle a weapon of a hirer tech level then your character you cannot apply your affinity bonus to use it until you increase your tech skill to that level. Weapons of higher tech level gain additional features but do not necessary increase the hit die unless specified. Here are some common attributes higher tech level weapons will see increased.&lt;br /&gt;
* Accuracy (Bonus to hit)&lt;br /&gt;
* Base damage (A new low limit to damage. IE: (+1)1d6 can do between 2 and 6 points of damage.&lt;br /&gt;
* DR piercing (Can remove some of the DR that Armour can provide)&lt;br /&gt;
* Weight, capacity of ammunition, range&lt;br /&gt;
&lt;br /&gt;
Most people think that a better weapon implies more damage. But if the rules of combat are followed correctly players will have to be dealing with Range and amo issues. And out side of combat they may have to deal with the weight of their weapons interfering with their ability to carry of equipment/resources/loot. A light weight high capacity firearm that also happens to have excellent range is hard to come by. More advance civilizations will be concerned with these matters more then simply &#039;does it do more damage?&#039;. This doesn&#039;t mean there cannot be weapons that do extreme amounts of damage but most are restricted to robots/space ships/tanks and alike.&lt;br /&gt;
&lt;br /&gt;
== Weapon Attributes ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;&lt;br /&gt;
A firearm&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loading a Firearm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms.&lt;br /&gt;
&lt;br /&gt;
Loading any firearm provokes attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reloading a firearm with an already filled box magazine or speed loader is a swift action.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Loading a belt of linked ammunition is an immediate action. Linking two belts together is a swift action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If a firearm has a tripod, you subtract reduce this penalty by [1] in the attack modifier.&lt;br /&gt;
&lt;br /&gt;
If a firearm is mounted, you subtract reduce this penalty by [2] in the attack modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misfires&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range and Penetration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
== Firearm Ammunition ==&lt;br /&gt;
&lt;br /&gt;
Ammunition for firearms and other ranged weapons is covered below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Ammunition Type (Quantity) &lt;br /&gt;
! Cost &lt;br /&gt;
! Damage Modifier&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm (20) ||$7.50 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm (20) ||$7.50 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|7.62mmR (20) ||$7.50 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.444 caliber (20) ||$15 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.50 caliber (20) ||$15 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|9mm (50) ||$10 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|10mm (50) ||$10 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|.22 caliber (50) ||$7.50 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|.32 caliber (50) ||$20 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|.38 special (50) ||$20 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.357 caliber (50) ||$20 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.44 caliber (50) ||$20 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.45 caliber (50) ||$20 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.50AE caliber (50) ||$20 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|10-gauge buckshot (10) ||$20 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge buckshot (10) ||$20 ||+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;5.56mm, 7.62mm, 7.62mmR, .444, .50&lt;br /&gt;
&lt;br /&gt;
:These calibers of ammunition are generally used in rifles, assault rifles, or machine guns and are sold in boxes of 20 rounds each.&lt;br /&gt;
&lt;br /&gt;
;9mm, 10mm, .22, .32, .38 S, .357, .44, .45, .50AE&lt;br /&gt;
&lt;br /&gt;
:These calibers are generally used in pistols or submachine guns and are sold in boxes of 50 rounds each.&lt;br /&gt;
&lt;br /&gt;
;10-gauge Buckshot, 12-gauge Buckshot &lt;br /&gt;
&lt;br /&gt;
Shotgun shells are sold in boxes of ten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Ammunition&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A special, Magnum, or AE ammunition round will increase the critical threat range by one.&lt;br /&gt;
== Firearm Types ==&lt;br /&gt;
&#039;&#039;&#039;Handguns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Handguns can be broken down into three smaller groups: autoloaders, revolvers and machine pistols.&lt;br /&gt;
&lt;br /&gt;
Autoloaders (sometimes called “automatics”) feature removable box magazines and some models hold quite a lot of ammunition.&lt;br /&gt;
&lt;br /&gt;
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder&lt;br /&gt;
&lt;br /&gt;
Machine pistols are automatic weapons small enough to be fired with one hand.&lt;br /&gt;
&lt;br /&gt;
Handguns can be broken down into two smaller groups - revolvers and autoloaders.&lt;br /&gt;
&lt;br /&gt;
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longarms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Guns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotguns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shotguns are large-bore weapons that have the Scatter Weapon Quality.&lt;br /&gt;
&lt;br /&gt;
If a slug is used to attack then increase the critical hit modifier to x4. Slugs can only target one individual.&lt;br /&gt;
&lt;br /&gt;
If pellets are used, the shot gun fires in a cone (15&#039;). 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.&lt;br /&gt;
 &lt;br /&gt;
== Firearm Rate of Fire ==&lt;br /&gt;
&#039;&#039;&#039;Single Shot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a single shot per each attack granted by the PC&#039;s Base Attack Bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Semi-Automatic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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&#039;s Armor Class, the character gains an additional hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automatic Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Automatic is a full round action and a character can fire in a cone (see below). All individuals within the cone (30&#039;) are targets and each must be rolled separately, with a modifier of -4. In addition, targets are unable to use any concealment abilities.&lt;br /&gt;
&lt;br /&gt;
Machine guns only have autofire settings and can&#039;t normally fire single shots. These weapons can fire as cone (60&#039;) attack, each with a -4 to hit.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapons Table ==&lt;br /&gt;
&lt;br /&gt;
Ranged weapons are described by a number of statistics, as shown on Table: Ranged Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Ranged weapon damage is classified as Piercing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Modern firearm attacks are against the target&#039;s touch AC for the first 5 range increments and have a full 10 range increments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rate of Fire&#039;&#039;&#039;: How many rounds the firearm fires per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: The weapon&#039;s magazine capacity and type are given in this column.&lt;br /&gt;
&lt;br /&gt;
* Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.&lt;br /&gt;
&lt;br /&gt;
* Cylinder: A revolver keeps its ammunition in a cylinder.&lt;br /&gt;
&lt;br /&gt;
* Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand.&lt;br /&gt;
&lt;br /&gt;
* Belt Feed: Machine guns use linked ammunition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight when fully loaded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+No Proficiency Required - Ranged&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pepper spray ||Special ||— ||Special ||5 ft. ||1 ||1 int. ||Tiny ||0.5 lb. ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Taser ||1d4 ||— ||Electricity ||5 ft. ||1 ||1 int. ||Small ||2 lb. ||$50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Benelli 121 M1&lt;br /&gt;
|-&lt;br /&gt;
|12-gague Shotgun ||2d8+2 ||19-20 x2 ||P ||40 ft. ||S ||7 int ||Large ||8 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Beretta 92F&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||40 ft. ||S ||15 box ||Small ||3 lb. ||$450&lt;br /&gt;
|-&lt;br /&gt;
|Beretta M3P&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge Shotgun ||2d8+2 ||19-20 x2 ||P ||30 ft. ||S ||5 box ||Large ||9 lb ||$650&lt;br /&gt;
|-&lt;br /&gt;
|Browning BPS&lt;br /&gt;
|-&lt;br /&gt;
|10-gauge Shotgun ||2d10 +3 ||19-20 x2 ||P ||30 ft ||Single ||5 int. ||Large ||11 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Colt Double Eagle 10 mm Autoloader ||2d6+3 ||x4 ||P ||30 ft. ||S ||9 box ||Small ||3 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Colt M1&lt;br /&gt;
|-&lt;br /&gt;
|.45 Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||7 box ||Small ||3 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Colt Python&lt;br /&gt;
|-&lt;br /&gt;
|.357 Revolver ||2d6+1 ||x4 ||P ||40 ft. ||S ||6 cyl. ||Med ||3 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Compound Bow ||2d8 ||20 ||P ||40 ft. ||1 ||— ||Large ||3 lb. ||$150&lt;br /&gt;
|-&lt;br /&gt;
|Derringer .45 ||2d6+2 ||x4 ||P ||10 ft. ||Single ||2 int. ||Tiny ||1 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Desert Eagle&lt;br /&gt;
|-&lt;br /&gt;
|.50AE Autoloader ||2d8+3 ||x4 ||P ||40 ft. ||S ||8 box ||Med ||4 lb. ||$1,500&lt;br /&gt;
|-&lt;br /&gt;
|Gloc.&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||17 box ||Small ||2 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Gloc.&lt;br /&gt;
|-&lt;br /&gt;
|10mm Autoloader ||2d6+3 ||x4 ||P ||40 ft. ||S ||15 box ||Small ||3 lb. ||$600&lt;br /&gt;
|-&lt;br /&gt;
|Mossberg&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge Shotgun ||2d8+2 ||x2 ||P ||30 ft. ||Single ||6 int. ||Large ||7 lb. ||$350&lt;br /&gt;
|-&lt;br /&gt;
|Pathfinder&lt;br /&gt;
|-&lt;br /&gt;
|.22 Revolver ||2d4 ||20 x4 ||P ||20 ft. ||S ||6 cyl. ||Tiny ||1 lb. ||$475&lt;br /&gt;
|-&lt;br /&gt;
|Remington 700 7.62mm Hunting Rifle ||2d10+1 ||x4 ||P ||300 ft. ||Single ||5 int. ||Large ||8 lb. ||$900&lt;br /&gt;
|-&lt;br /&gt;
|Ruger Service-Six .38S Revolver ||2d6+1 ||x4 ||P ||30 ft. ||S ||6 cyl. ||Small ||2 lbs ||$500&lt;br /&gt;
|-&lt;br /&gt;
|S&amp;amp;W M29&lt;br /&gt;
|-&lt;br /&gt;
|.44 Magnum Revolver ||2d8+2 ||x4 ||P ||30 ft. ||S ||6 cyl. ||Med ||3 lb. ||$850&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-off&lt;br /&gt;
|-&lt;br /&gt;
|12-ga Shotgun ||2d8+3 ||19-20 x2 ||P ||10 ft. ||S ||2 int. ||Med ||4 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|SITES M9&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||8 box ||Tiny ||2 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Walther PPK&lt;br /&gt;
|-&lt;br /&gt;
|.32 Autoloader ||2d4 ||x4 ||P ||10 ft. ||S ||7 box ||Small ||1 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Winchester ||2d10+1 ||x4 ||P ||300 ft. ||Single ||6 int. ||Large ||7 lb. ||$575&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Martial Ranged Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AKM/AK-47 7.62x39mm&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle ||2d8+1 ||19-20 x4 ||P ||70 ft. ||S, A ||30 box ||Large ||10 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Barrett Light Fifty&lt;br /&gt;
|-&lt;br /&gt;
|.50 Sniper Rifle ||2d12+3 ||19-20 x4 ||P ||600 ft. ||S ||11 box ||Huge ||35 lb. ||$8,000&lt;br /&gt;
|-&lt;br /&gt;
|Beretta 93R&lt;br /&gt;
|-&lt;br /&gt;
|9mm Machine Pistol ||2d6+2 ||19-20 x4 ||P ||30 ft. ||S,A ||20 box ||Med ||3 lb. ||$825&lt;br /&gt;
|-&lt;br /&gt;
|HK G3&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm Assault Rifle ||2d10+1 ||19-20 x4 ||P ||300 ft. ||S, A ||20 box ||Large ||11 lb. ||$925&lt;br /&gt;
|-&lt;br /&gt;
|HK MP5 9mm ||2d6+2 ||19-20 x4 ||P ||50 ft. ||S,B, A ||30 box ||Large ||7 lb. ||$1,000&lt;br /&gt;
|-&lt;br /&gt;
|HK MP5K&lt;br /&gt;
|-&lt;br /&gt;
|9mm Submachine Gun ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, B,A ||15 box ||Med ||5 lb. ||$925&lt;br /&gt;
|-&lt;br /&gt;
|HK PSG1&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm Sniper Rifle ||2d10+1 ||19-20 x4 ||P ||300 ft. ||S ||5 box ||Large ||16 lb. ||$9,000&lt;br /&gt;
|-&lt;br /&gt;
|M16&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20 x4 ||P ||100 ft. ||S, B or A ||30 box ||Large ||8 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|M4 Carbine&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20 x4 ||P ||100 ft. ||S,,B,A ||30 box ||Large ||7 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|M-60&lt;br /&gt;
|-&lt;br /&gt;
|7.62 Machine Gun ||2d10+1 ||19-20 x4 ||P ||300 ft. ||A ||belt feed ||Huge ||22 lb. ||$15,000&lt;br /&gt;
|-&lt;br /&gt;
|MAC Ingram M10&lt;br /&gt;
|-&lt;br /&gt;
|.45 Machine Pistol ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||30 box ||Med ||6 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Skorpion&lt;br /&gt;
|-&lt;br /&gt;
|.32 Machine Pistol ||2d4 ||19-20 x4 ||P ||40 ft. ||S, A ||20 box ||Med ||4 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Steyr AUG&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20&lt;br /&gt;
|-&lt;br /&gt;
|X4 ||P ||150 ft. ||S,B, A ||30 box ||Large ||9 lb ||$925&lt;br /&gt;
|-&lt;br /&gt;
|TEC-9&lt;br /&gt;
|-&lt;br /&gt;
|9mm Machine Pistol ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||32 box ||Med ||4 lb. ||$475&lt;br /&gt;
|-&lt;br /&gt;
|Uzi&lt;br /&gt;
|-&lt;br /&gt;
|9mm Submachine Gun ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||20 box ||Large ||8 lb. ||$825&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Exotic Ranged Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Flamethrower ||3d6 ||x4 ||Fire ||— ||1 ||10 int. ||Large ||50 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|M2HB&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Machine Gun ||1d12+3 ||19-20 x4 ||P ||200 ft. ||A ||belt feed ||Huge ||75 lb ||$17,000&lt;br /&gt;
|-&lt;br /&gt;
|M72A3 LAW&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher ||10d6 ||19-20 x4 ||— ||150 ft. ||1 ||1 int. ||Large ||5 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|M79&lt;br /&gt;
|-&lt;br /&gt;
|Grenade Launcher ||Varies ||— ||— ||70 ft. ||1 ||1 int. ||Large ||7 lb. ||$475&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Descriptions ==&lt;br /&gt;
;No Proficiency Required - Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged weapons that are not firearms, there is no proficiency feat required to use these weapons.&lt;br /&gt;
* Pepper Spray&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Taser&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Simple Ranged Weapons&lt;br /&gt;
* Benelli 121 M1&lt;br /&gt;
&lt;br /&gt;
The Benelli 121 M1 semiautomatic shotgun is reliable, simple and sturdy.&lt;br /&gt;
* Beretta 92F&lt;br /&gt;
&lt;br /&gt;
The standard service Pistol of the United States military&lt;br /&gt;
* Beretta M3P&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Browning BPS&lt;br /&gt;
&lt;br /&gt;
This heavy shotgun fires the largest shotgun round available, the 10-gauge hell.&lt;br /&gt;
* Colt Double Eagle&lt;br /&gt;
&lt;br /&gt;
Based on the M1911 mechanism, this pistol is an updated civilian version that fires a 10mm round.&lt;br /&gt;
* Colt M1911&lt;br /&gt;
&lt;br /&gt;
This .45 semiautomatic pistol was used by the United States military for decades.&lt;br /&gt;
* Colt Python&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Compound Bow&lt;br /&gt;
&lt;br /&gt;
Bow hunting remains a popular sport in North America. A character&#039;s strength modifier applies to damage rolls made when using this weapon.&lt;br /&gt;
* Derringer&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Desert Eagle&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Glock 17&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Glock 20&lt;br /&gt;
&lt;br /&gt;
This slightly larger version of the Glock 17 is chambered for the slightly more powerful 10mm round.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Mossberg&lt;br /&gt;
&lt;br /&gt;
The Mossberg Model 500 ATP6C is a pump-action shotgun designed for military and police work.&lt;br /&gt;
* Pathfinder&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Remington 700&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Ruger Service-Six&lt;br /&gt;
&lt;br /&gt;
This revolver, designed specifically for police use, fires the .38 Special rounds.&lt;br /&gt;
* S&amp;amp;W M29&lt;br /&gt;
&lt;br /&gt;
The Smith &amp;amp; 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.&lt;br /&gt;
* Sawed-Off Shotgun&lt;br /&gt;
&lt;br /&gt;
This is a 12-gauge, double-barreled shotgun with the stock and barrels sawed short. All that&#039;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.&lt;br /&gt;
* SITES M9 Resolver&lt;br /&gt;
&lt;br /&gt;
The compact SITES weapon is very narrow, making it easy to conceal.&lt;br /&gt;
* Walther PPK&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Winchester 94&lt;br /&gt;
&lt;br /&gt;
The Winchester Model 94 Big Bore is a lever-action rifle typical of big-bore hunting rifles found around the world.&lt;br /&gt;
;Martial Ranged Weapons&lt;br /&gt;
* AKM/AK-47&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The AKM is a slightly more modern version of the AK-47, but functions essentially the same.&lt;br /&gt;
* Barrett Light Fifty&lt;br /&gt;
&lt;br /&gt;
The heavy but rugged Light Fifty is an incredibly powerful weapon for its size. Although it&#039;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.&lt;br /&gt;
* Beretta 93R&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK G3&lt;br /&gt;
&lt;br /&gt;
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&#039;s armies used this rifle.&lt;br /&gt;
* HK MP5&lt;br /&gt;
&lt;br /&gt;
The Heckler &amp;amp; Koch MP5 family of weapons is among the most recognizable in the world. Many different designs exist; described here is the most basic model.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK MP5K&lt;br /&gt;
&lt;br /&gt;
A radically shortened version of the MP5, this weapon is optimized to be concealable. The steps taken to reduce the weapon&#039;s size and weight negate the benefits of the parent weapon&#039;s extraordinary quality and as a result the MP5K is not a mastercraft weapon.&lt;br /&gt;
&lt;br /&gt;
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&#039;s size to Large, though).&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK PSG1&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M16A2&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The A3 has a three-round burst setting, with a ROF: S, B.&lt;br /&gt;
&lt;br /&gt;
The A4 does not have the three-round burst setting, with a ROF: S, A&lt;br /&gt;
* M4 Carbine&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M-60&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* MAC Ingram M10&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The M10 accepts a suppressor without modification.&lt;br /&gt;
* Skorpion&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
* Steyr AUG&lt;br /&gt;
&lt;br /&gt;
An unusual and exotic-looking weapon, the bull pup AUG is the standard rifle of the Austrian and Australian armies. It&#039;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.&lt;br /&gt;
* TEC-9&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Uzi&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Exotic Ranged Weapons&lt;br /&gt;
* Flamethrower&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
A flamethrower&#039;s backpack has hardness 5 and 5 hit points. When worn, the backpack has a AC equal to 9 + the wearer&#039;s Dexterity modifier + the wearer&#039;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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
A flamethrower can shoot 10 times before the fuel supply is depleted.&lt;br /&gt;
* M2HB&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M72A3 LAW&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M79&lt;br /&gt;
&lt;br /&gt;
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&#039;t be used as hand grenades and the M79 can&#039;t shoot hand grenades.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
;Explosives&lt;br /&gt;
&lt;br /&gt;
These weapons explode or burst, dealing damage to individuals or objects within an area.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Explosives require no proficiency to use normally.&lt;br /&gt;
* Thrown Explosives&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)&lt;br /&gt;
&lt;br /&gt;
**    Hit: Individuals in all adjacent squares are dealt damage.&lt;br /&gt;
**    Miss: First, roll 1d8 to determine the miss direction of the throw.&lt;br /&gt;
**    1 - Falls short (straight line towards the thrower).&lt;br /&gt;
**    2 through 8 - Count around the target individual or grid intersection in a clockwise direction.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Finally, the item deals damage to all individuals in the square it lands in and in all adjacent squares.&lt;br /&gt;
* Planted Explosives&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Explosives Table&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage dealt by the weapon.&lt;br /&gt;
&lt;br /&gt;
Burst Radius/Splash Damage: All individuals or objects within the burst radius take damage from the explosive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Damage from explosives and splash weapons is classified according to type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reflex DC&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Increment&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: A Small or smaller weapon is considered a light weapon. Medium-size or smaller weapon can be used one-handed or two-handed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon. This number reflects the base price and doesn&#039;t include any modifier for purchasing the weapon on the black market.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Grenades and Explosives&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Burst Radius &lt;br /&gt;
! Reflex DC &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40mm Fragmentation Grenade ||6d6 ||19-20 x4 ||Slashing ||10 ft. ||15 ||— ||Tiny ||1 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|C4/Semtex ||4d6 ||19-20 x4 ||Bludgeoning ||10 ft. ||18 ||— ||Small ||1 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Det Cord ||2d6 ||20x4 ||Fire ||See text ||12 ||— ||Med ||2 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
|Dynamite ||2d6 ||19-20/x4 ||Bludgeoning ||5 ft. ||15 ||10 ft. ||Tiny ||1 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Fragmentation Grenade ||6d6 ||19-20/x4 ||Slashing ||20 ft. ||15 ||10 ft. ||Tiny ||1 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Molotov Cocktail ||1d6/&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1d4 Splash&lt;br /&gt;
|-&lt;br /&gt;
|||20 ||Fire ||5 ft ||12 ||10 ft ||Small ||1 lb ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade ||See text ||— ||— ||See text ||— ||10 ft. ||Small ||2 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
|Tear gas Grenade ||See text ||— ||— ||See text ||— ||10 ft. ||Small ||2 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Thermite Grenade ||8d6 ||19-20/x4 ||Fire ||5 ft. ||12 ||10 ft. ||Small ||2 lb. ||$850&lt;br /&gt;
|-&lt;br /&gt;
|White Phosphorus Grenade ||8d6 ||19-20 x4 ||Fire ||20 ft. ||12 ||10 ft. ||Small ||2 lb. ||$625&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Grenades and Explosives&lt;br /&gt;
&lt;br /&gt;
Many explosives require detonators, which are described in Weapon Accessories.&lt;br /&gt;
&lt;br /&gt;
No feat is required to use these thrown weapons.&lt;br /&gt;
* 40mm Fragmentation Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* C4/Semtex&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given represents a package of 4 blocks.&lt;br /&gt;
&lt;br /&gt;
C4/Semtex requires a detonator to set off.&lt;br /&gt;
* Det Cord&lt;br /&gt;
&lt;br /&gt;
Det cord is an explosive in a rope-like form. Technically, det cord doesn&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It can also be doubled up; for each additional 5 feet of cord within a single 5-foot square, increase the damage by +1d6.&lt;br /&gt;
&lt;br /&gt;
Det cord requires a detonator to set it off.&lt;br /&gt;
* Dynamite&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
It&#039;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&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
Dynamite is sold in boxes of 12 sticks.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Fragmentation Grenade&lt;br /&gt;
&lt;br /&gt;
The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Molotov Cocktail&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Smoke Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Tear Gas Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Thermite Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* White Phosphorus Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
Melee weapons are used in close combat and they are generally among the simplest types of weapons.&lt;br /&gt;
;Melee Weapons Table&lt;br /&gt;
&lt;br /&gt;
Melee weapons are described by a number of statistics, as shown on Table: Melee Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Melee weapon damage is classified according to type: bludgeoning, energy, piercing and slashing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Increment&#039;&#039;&#039;: Melee weapons that are designed to be thrown can be used to make ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: 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&#039;s off hand.&lt;br /&gt;
&lt;br /&gt;
A Medium-size or smaller weapon can be used one-handed or two-handed.&lt;br /&gt;
&lt;br /&gt;
A Large weapon requires two hands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Cleaver ||1d6 ||19–20 ||Slashing ||10 ft. ||Small ||2 lb. ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Knife ||1d4 ||19–20 ||Piercing ||10 ft. ||Tiny ||1 lb. ||$15&lt;br /&gt;
|-&lt;br /&gt;
|Metal Baton ||1d6 ||19–20 ||Bludgeoning ||— ||Med ||2 lb. ||$25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Exotic Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Chain saw ||3d6 ||18–20 x4 ||Slashing ||— ||Large ||10 lb. ||$150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+No Feat Required Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pistol Whip ||1d4 ||20 ||Bludgeoning ||— ||Small ||— ||—&lt;br /&gt;
|-&lt;br /&gt;
|Rifle Butt ||1d6 ||20 ||Bludgeoning ||— ||Large ||— ||—&lt;br /&gt;
|-&lt;br /&gt;
|Straight Razor ||1d3 ||18–20 ||Slashing ||— ||Tiny ||0.5 lb. ||$5&lt;br /&gt;
|-&lt;br /&gt;
|Stun Gun ||1d3 ||20 ||Electricity ||— ||Tiny ||1 lb. ||$40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Simple Melee Weapons&lt;br /&gt;
&lt;br /&gt;
Generally inexpensive and light in weight, simple weapons get the job done nevertheless.&lt;br /&gt;
* Cleaver&lt;br /&gt;
&lt;br /&gt;
Heavy kitchen knives can be snatched up for use as weapons in homes and restaurants.&lt;br /&gt;
* Knife&lt;br /&gt;
&lt;br /&gt;
This category of weapon includes hunting knives, butterfly knives and switchblades.&lt;br /&gt;
* Metal Baton&lt;br /&gt;
&lt;br /&gt;
This weapon can be collapsed to reduce its size and increase its conceal-ability. Extending or collapsing the baton is a free action.&lt;br /&gt;
;Exotic Melee Weapons.&lt;br /&gt;
* Chain Saw&lt;br /&gt;
&lt;br /&gt;
Military and police units use powered saws to cut through fences and open doors rapidly.&lt;br /&gt;
;No Proficiency Required Melee Weapons&lt;br /&gt;
* Pistol Whip&lt;br /&gt;
&lt;br /&gt;
Using a Pistol as a melee weapon can deal greater damage than attacking unarmed.&lt;br /&gt;
* Rifle Butt&lt;br /&gt;
&lt;br /&gt;
The butt of a rifle can be used as an impromptu club.&lt;br /&gt;
* Straight Razor&lt;br /&gt;
&lt;br /&gt;
Favored by old-school organized crime “mechanics,” this item can still be found in some barbershops and shaving kits.&lt;br /&gt;
* Stun Gun&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Accessories&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Box magazine ||Tiny ||0.5 lb. ||$5&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Blasting Cap ||Tiny ||0.5 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Radio Controlled ||Tiny ||0.5 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Timed ||Tiny ||0.5 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Wired ||Tiny ||1 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Holster, Hip ||Tiny ||1 lb. ||$35&lt;br /&gt;
|-&lt;br /&gt;
|Holster, Concealed ||Tiny ||0.5 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Illuminator ||Tiny ||0.5 lb. ||$85&lt;br /&gt;
|-&lt;br /&gt;
|Laser sight ||Tiny ||0.5 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Scope, Standard ||Tiny ||0.5 lb. ||$70&lt;br /&gt;
|-&lt;br /&gt;
|Scope, Electro-Optical ||Small ||3 lb. ||$110&lt;br /&gt;
|-&lt;br /&gt;
|Speed loader ||Tiny ||0.5 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Suppressor, Pistol ||Tiny ||1 lb. ||$250&lt;br /&gt;
|-&lt;br /&gt;
|Suppressor, Rifle ||Small ||4 lb. ||$400&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>72.32.146.52</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Weapons&amp;diff=1261</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Weapons&amp;diff=1261"/>
		<updated>2015-05-19T23:26:47Z</updated>

		<summary type="html">&lt;p&gt;72.32.146.52: /* Advance Customizations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Weapon Categories==&lt;br /&gt;
Weapons have multi stats that change how effective they are in different engagements. &lt;br /&gt;
&lt;br /&gt;
There are 3 categories of weapons in Future Path:&lt;br /&gt;
#Archaic&lt;br /&gt;
#Simple&lt;br /&gt;
#Exotic&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Archaic&#039;&#039;&#039;: is anything that is so old is it never really used unless by people who love to mess with old type of stuff. For example the bow/arrow. And old style projectile weapon that appears simple at first glance but is actually difficult to master. &lt;br /&gt;
** Arcane weapons require the Arcane Weapon Proficiency Feat or you take a -4 and cannot use Ability/Affinity bonuses for hit checks.&lt;br /&gt;
* &#039;&#039;&#039;Simple&#039;&#039;&#039;: weapons are weapons that are common place for your Character. They usual follow a standard and design and are intuitive too use. 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. &lt;br /&gt;
**Simple weapons require not feat to use without penalty however you still cannot apply Affinity bonus to a weapon you do not have a proficiency with.&lt;br /&gt;
* &#039;&#039;&#039;Exotic&#039;&#039;&#039;: are weapons that are notorious to get use too. They do not necessarily follow the simple model that most weapons follow and/or they have uniq properties that make it less intuitive too use. The Flamethrower or Grenade Launcher are examples. Perhaps a Portal Gun as well.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
==Future Path Custom Weapons==&lt;br /&gt;
Weapons have multi attributes but perhaps the must significant aspect is its hit die. Weapon have a hit die level as shown below. There is two different characteristics that can give a weapon&lt;br /&gt;
its total hit die level. Its Size and its Speed see below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Hit Dice Level&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Level&lt;br /&gt;
! Hit Die&lt;br /&gt;
|-&lt;br /&gt;
| Level 0 || 1d2&lt;br /&gt;
|-&lt;br /&gt;
| Level 1 || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Level 2 || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Level 4 || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Level 5 || 1d12&lt;br /&gt;
|-&lt;br /&gt;
| Level 6 || 2d8&lt;br /&gt;
|-&lt;br /&gt;
| Level 7 || 2d10&lt;br /&gt;
|-&lt;br /&gt;
| Level 8 || 2d12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4 Power Levels&#039;&#039;&#039;:&lt;br /&gt;
**Small - 0 level point&lt;br /&gt;
**Medium - 1 level points&lt;br /&gt;
**Large - 2 level points&lt;br /&gt;
**Gigantic* - 3 level points&lt;br /&gt;
&lt;br /&gt;
The Power level represents the Kinetic/Electric/Thermal 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4 Speeds&#039;&#039;&#039;:&lt;br /&gt;
**Single Fire - 0 level points&lt;br /&gt;
**Manual - 1 level point&lt;br /&gt;
**Semi-Auto - 2 level points&lt;br /&gt;
**Fully Automatic - 3 level points&lt;br /&gt;
**Super Fast* - 4 level points&lt;br /&gt;
&lt;br /&gt;
This is the speed or rate of fire a gun is able to do. All Melee is considered Manual where is 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. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Weapon Examples&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon&lt;br /&gt;
! Size/Speed&lt;br /&gt;
! Hit Die&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || Medium Amo/Manual || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Pistol || Small Amo/Semi-Auto || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Hunting Rifle ||  Medium Amo/Single Fire || 1d8&lt;br /&gt;
|- &lt;br /&gt;
| Sniper Rifle || Large Amo/Semi-Auto || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || Medium Amo/Semi-Auto || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Assault Weapon || Medium Amo/Fully Automatic || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Light Machine Gun || Large Amo/Fully Automatic || 1d12&lt;br /&gt;
|-&lt;br /&gt;
| Uzi || Small Amo/Super Fast* || 1d8&lt;br /&gt;
|-&lt;br /&gt;
|+ Archaic weapon examples&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword || Medium/Manual || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Broad Sword || Large/Manual || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Knife || Small/Manual || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Throwing Knife/Star || Small/Single-Fire || 1d2&lt;br /&gt;
|-&lt;br /&gt;
| Bow || Medium/Single-Fire || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Composite Box || Large/Single-Fire || 1d8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advance Customizations === &lt;br /&gt;
There are more things that can be done too customize a weapon in Future Path. There are multi characteristics and they can be effected positively and negatively.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Attributes list (Not all apply to every weapon)&#039;&#039;&#039;:&lt;br /&gt;
# Range&lt;br /&gt;
:: The average distance before accuracy becomes a problem.&lt;br /&gt;
# Accuracy&lt;br /&gt;
# Ammunition Amount&lt;br /&gt;
# Reload speed&lt;br /&gt;
# Master Worked Construction&lt;br /&gt;
# Base Damage&lt;br /&gt;
# Bonus Damage&lt;br /&gt;
# Bonus Ability&lt;br /&gt;
# DR Damage&lt;br /&gt;
# Tech Level&lt;br /&gt;
&lt;br /&gt;
==Weapon Technology==&lt;br /&gt;
Weapons evolve with technology and at different tech levels will have adjustments to their stats. Weapons have a tech level.  0 - 4. All 0 tech level weapons are considered Archaic. If you handle a weapon of a hirer tech level then your character you cannot apply your affinity bonus to use it until you increase your tech skill to that level. Weapons of higher tech level gain additional features but do not necessary increase the hit die unless specified. Here are some common attributes higher tech level weapons will see increased.&lt;br /&gt;
* Accuracy (Bonus to hit)&lt;br /&gt;
* Base damage (A new low limit to damage. IE: (+1)1d6 can do between 2 and 6 points of damage.&lt;br /&gt;
* DR piercing (Can remove some of the DR that Armour can provide)&lt;br /&gt;
* Weight, capacity of ammunition, range&lt;br /&gt;
&lt;br /&gt;
Most people think that a better weapon implies more damage. But if the rules of combat are followed correctly players will have to be dealing with Range and amo issues. And out side of combat they may have to deal with the weight of their weapons interfering with their ability to carry of equipment/resources/loot. A light weight high capacity firearm that also happens to have excellent range is hard to come by. More advance civilizations will be concerned with these matters more then simply &#039;does it do more damage?&#039;. This doesn&#039;t mean there cannot be weapons that do extreme amounts of damage but most are restricted to robots/space ships/tanks and alike.&lt;br /&gt;
&lt;br /&gt;
== Weapon Attributes ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;&lt;br /&gt;
A firearm&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loading a Firearm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms.&lt;br /&gt;
&lt;br /&gt;
Loading any firearm provokes attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reloading a firearm with an already filled box magazine or speed loader is a swift action.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Loading a belt of linked ammunition is an immediate action. Linking two belts together is a swift action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If a firearm has a tripod, you subtract reduce this penalty by [1] in the attack modifier.&lt;br /&gt;
&lt;br /&gt;
If a firearm is mounted, you subtract reduce this penalty by [2] in the attack modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misfires&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range and Penetration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
== Firearm Ammunition ==&lt;br /&gt;
&lt;br /&gt;
Ammunition for firearms and other ranged weapons is covered below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Ammunition Type (Quantity) &lt;br /&gt;
! Cost &lt;br /&gt;
! Damage Modifier&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm (20) ||$7.50 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm (20) ||$7.50 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|7.62mmR (20) ||$7.50 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.444 caliber (20) ||$15 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.50 caliber (20) ||$15 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|9mm (50) ||$10 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|10mm (50) ||$10 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|.22 caliber (50) ||$7.50 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|.32 caliber (50) ||$20 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|.38 special (50) ||$20 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.357 caliber (50) ||$20 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.44 caliber (50) ||$20 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.45 caliber (50) ||$20 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.50AE caliber (50) ||$20 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|10-gauge buckshot (10) ||$20 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge buckshot (10) ||$20 ||+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;5.56mm, 7.62mm, 7.62mmR, .444, .50&lt;br /&gt;
&lt;br /&gt;
:These calibers of ammunition are generally used in rifles, assault rifles, or machine guns and are sold in boxes of 20 rounds each.&lt;br /&gt;
&lt;br /&gt;
;9mm, 10mm, .22, .32, .38 S, .357, .44, .45, .50AE&lt;br /&gt;
&lt;br /&gt;
:These calibers are generally used in pistols or submachine guns and are sold in boxes of 50 rounds each.&lt;br /&gt;
&lt;br /&gt;
;10-gauge Buckshot, 12-gauge Buckshot &lt;br /&gt;
&lt;br /&gt;
Shotgun shells are sold in boxes of ten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Ammunition&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A special, Magnum, or AE ammunition round will increase the critical threat range by one.&lt;br /&gt;
== Firearm Types ==&lt;br /&gt;
&#039;&#039;&#039;Handguns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Handguns can be broken down into three smaller groups: autoloaders, revolvers and machine pistols.&lt;br /&gt;
&lt;br /&gt;
Autoloaders (sometimes called “automatics”) feature removable box magazines and some models hold quite a lot of ammunition.&lt;br /&gt;
&lt;br /&gt;
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder&lt;br /&gt;
&lt;br /&gt;
Machine pistols are automatic weapons small enough to be fired with one hand.&lt;br /&gt;
&lt;br /&gt;
Handguns can be broken down into two smaller groups - revolvers and autoloaders.&lt;br /&gt;
&lt;br /&gt;
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longarms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Guns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotguns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shotguns are large-bore weapons that have the Scatter Weapon Quality.&lt;br /&gt;
&lt;br /&gt;
If a slug is used to attack then increase the critical hit modifier to x4. Slugs can only target one individual.&lt;br /&gt;
&lt;br /&gt;
If pellets are used, the shot gun fires in a cone (15&#039;). 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.&lt;br /&gt;
 &lt;br /&gt;
== Firearm Rate of Fire ==&lt;br /&gt;
&#039;&#039;&#039;Single Shot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a single shot per each attack granted by the PC&#039;s Base Attack Bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Semi-Automatic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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&#039;s Armor Class, the character gains an additional hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automatic Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Automatic is a full round action and a character can fire in a cone (see below). All individuals within the cone (30&#039;) are targets and each must be rolled separately, with a modifier of -4. In addition, targets are unable to use any concealment abilities.&lt;br /&gt;
&lt;br /&gt;
Machine guns only have autofire settings and can&#039;t normally fire single shots. These weapons can fire as cone (60&#039;) attack, each with a -4 to hit.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapons Table ==&lt;br /&gt;
&lt;br /&gt;
Ranged weapons are described by a number of statistics, as shown on Table: Ranged Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Ranged weapon damage is classified as Piercing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Modern firearm attacks are against the target&#039;s touch AC for the first 5 range increments and have a full 10 range increments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rate of Fire&#039;&#039;&#039;: How many rounds the firearm fires per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: The weapon&#039;s magazine capacity and type are given in this column.&lt;br /&gt;
&lt;br /&gt;
* Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.&lt;br /&gt;
&lt;br /&gt;
* Cylinder: A revolver keeps its ammunition in a cylinder.&lt;br /&gt;
&lt;br /&gt;
* Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand.&lt;br /&gt;
&lt;br /&gt;
* Belt Feed: Machine guns use linked ammunition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight when fully loaded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+No Proficiency Required - Ranged&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pepper spray ||Special ||— ||Special ||5 ft. ||1 ||1 int. ||Tiny ||0.5 lb. ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Taser ||1d4 ||— ||Electricity ||5 ft. ||1 ||1 int. ||Small ||2 lb. ||$50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Benelli 121 M1&lt;br /&gt;
|-&lt;br /&gt;
|12-gague Shotgun ||2d8+2 ||19-20 x2 ||P ||40 ft. ||S ||7 int ||Large ||8 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Beretta 92F&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||40 ft. ||S ||15 box ||Small ||3 lb. ||$450&lt;br /&gt;
|-&lt;br /&gt;
|Beretta M3P&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge Shotgun ||2d8+2 ||19-20 x2 ||P ||30 ft. ||S ||5 box ||Large ||9 lb ||$650&lt;br /&gt;
|-&lt;br /&gt;
|Browning BPS&lt;br /&gt;
|-&lt;br /&gt;
|10-gauge Shotgun ||2d10 +3 ||19-20 x2 ||P ||30 ft ||Single ||5 int. ||Large ||11 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Colt Double Eagle 10 mm Autoloader ||2d6+3 ||x4 ||P ||30 ft. ||S ||9 box ||Small ||3 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Colt M1&lt;br /&gt;
|-&lt;br /&gt;
|.45 Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||7 box ||Small ||3 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Colt Python&lt;br /&gt;
|-&lt;br /&gt;
|.357 Revolver ||2d6+1 ||x4 ||P ||40 ft. ||S ||6 cyl. ||Med ||3 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Compound Bow ||2d8 ||20 ||P ||40 ft. ||1 ||— ||Large ||3 lb. ||$150&lt;br /&gt;
|-&lt;br /&gt;
|Derringer .45 ||2d6+2 ||x4 ||P ||10 ft. ||Single ||2 int. ||Tiny ||1 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Desert Eagle&lt;br /&gt;
|-&lt;br /&gt;
|.50AE Autoloader ||2d8+3 ||x4 ||P ||40 ft. ||S ||8 box ||Med ||4 lb. ||$1,500&lt;br /&gt;
|-&lt;br /&gt;
|Gloc.&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||17 box ||Small ||2 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Gloc.&lt;br /&gt;
|-&lt;br /&gt;
|10mm Autoloader ||2d6+3 ||x4 ||P ||40 ft. ||S ||15 box ||Small ||3 lb. ||$600&lt;br /&gt;
|-&lt;br /&gt;
|Mossberg&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge Shotgun ||2d8+2 ||x2 ||P ||30 ft. ||Single ||6 int. ||Large ||7 lb. ||$350&lt;br /&gt;
|-&lt;br /&gt;
|Pathfinder&lt;br /&gt;
|-&lt;br /&gt;
|.22 Revolver ||2d4 ||20 x4 ||P ||20 ft. ||S ||6 cyl. ||Tiny ||1 lb. ||$475&lt;br /&gt;
|-&lt;br /&gt;
|Remington 700 7.62mm Hunting Rifle ||2d10+1 ||x4 ||P ||300 ft. ||Single ||5 int. ||Large ||8 lb. ||$900&lt;br /&gt;
|-&lt;br /&gt;
|Ruger Service-Six .38S Revolver ||2d6+1 ||x4 ||P ||30 ft. ||S ||6 cyl. ||Small ||2 lbs ||$500&lt;br /&gt;
|-&lt;br /&gt;
|S&amp;amp;W M29&lt;br /&gt;
|-&lt;br /&gt;
|.44 Magnum Revolver ||2d8+2 ||x4 ||P ||30 ft. ||S ||6 cyl. ||Med ||3 lb. ||$850&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-off&lt;br /&gt;
|-&lt;br /&gt;
|12-ga Shotgun ||2d8+3 ||19-20 x2 ||P ||10 ft. ||S ||2 int. ||Med ||4 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|SITES M9&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||8 box ||Tiny ||2 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Walther PPK&lt;br /&gt;
|-&lt;br /&gt;
|.32 Autoloader ||2d4 ||x4 ||P ||10 ft. ||S ||7 box ||Small ||1 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Winchester ||2d10+1 ||x4 ||P ||300 ft. ||Single ||6 int. ||Large ||7 lb. ||$575&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Martial Ranged Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AKM/AK-47 7.62x39mm&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle ||2d8+1 ||19-20 x4 ||P ||70 ft. ||S, A ||30 box ||Large ||10 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Barrett Light Fifty&lt;br /&gt;
|-&lt;br /&gt;
|.50 Sniper Rifle ||2d12+3 ||19-20 x4 ||P ||600 ft. ||S ||11 box ||Huge ||35 lb. ||$8,000&lt;br /&gt;
|-&lt;br /&gt;
|Beretta 93R&lt;br /&gt;
|-&lt;br /&gt;
|9mm Machine Pistol ||2d6+2 ||19-20 x4 ||P ||30 ft. ||S,A ||20 box ||Med ||3 lb. ||$825&lt;br /&gt;
|-&lt;br /&gt;
|HK G3&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm Assault Rifle ||2d10+1 ||19-20 x4 ||P ||300 ft. ||S, A ||20 box ||Large ||11 lb. ||$925&lt;br /&gt;
|-&lt;br /&gt;
|HK MP5 9mm ||2d6+2 ||19-20 x4 ||P ||50 ft. ||S,B, A ||30 box ||Large ||7 lb. ||$1,000&lt;br /&gt;
|-&lt;br /&gt;
|HK MP5K&lt;br /&gt;
|-&lt;br /&gt;
|9mm Submachine Gun ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, B,A ||15 box ||Med ||5 lb. ||$925&lt;br /&gt;
|-&lt;br /&gt;
|HK PSG1&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm Sniper Rifle ||2d10+1 ||19-20 x4 ||P ||300 ft. ||S ||5 box ||Large ||16 lb. ||$9,000&lt;br /&gt;
|-&lt;br /&gt;
|M16&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20 x4 ||P ||100 ft. ||S, B or A ||30 box ||Large ||8 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|M4 Carbine&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20 x4 ||P ||100 ft. ||S,,B,A ||30 box ||Large ||7 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|M-60&lt;br /&gt;
|-&lt;br /&gt;
|7.62 Machine Gun ||2d10+1 ||19-20 x4 ||P ||300 ft. ||A ||belt feed ||Huge ||22 lb. ||$15,000&lt;br /&gt;
|-&lt;br /&gt;
|MAC Ingram M10&lt;br /&gt;
|-&lt;br /&gt;
|.45 Machine Pistol ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||30 box ||Med ||6 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Skorpion&lt;br /&gt;
|-&lt;br /&gt;
|.32 Machine Pistol ||2d4 ||19-20 x4 ||P ||40 ft. ||S, A ||20 box ||Med ||4 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Steyr AUG&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20&lt;br /&gt;
|-&lt;br /&gt;
|X4 ||P ||150 ft. ||S,B, A ||30 box ||Large ||9 lb ||$925&lt;br /&gt;
|-&lt;br /&gt;
|TEC-9&lt;br /&gt;
|-&lt;br /&gt;
|9mm Machine Pistol ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||32 box ||Med ||4 lb. ||$475&lt;br /&gt;
|-&lt;br /&gt;
|Uzi&lt;br /&gt;
|-&lt;br /&gt;
|9mm Submachine Gun ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||20 box ||Large ||8 lb. ||$825&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Exotic Ranged Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Flamethrower ||3d6 ||x4 ||Fire ||— ||1 ||10 int. ||Large ||50 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|M2HB&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Machine Gun ||1d12+3 ||19-20 x4 ||P ||200 ft. ||A ||belt feed ||Huge ||75 lb ||$17,000&lt;br /&gt;
|-&lt;br /&gt;
|M72A3 LAW&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher ||10d6 ||19-20 x4 ||— ||150 ft. ||1 ||1 int. ||Large ||5 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|M79&lt;br /&gt;
|-&lt;br /&gt;
|Grenade Launcher ||Varies ||— ||— ||70 ft. ||1 ||1 int. ||Large ||7 lb. ||$475&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Descriptions ==&lt;br /&gt;
;No Proficiency Required - Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged weapons that are not firearms, there is no proficiency feat required to use these weapons.&lt;br /&gt;
* Pepper Spray&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Taser&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Simple Ranged Weapons&lt;br /&gt;
* Benelli 121 M1&lt;br /&gt;
&lt;br /&gt;
The Benelli 121 M1 semiautomatic shotgun is reliable, simple and sturdy.&lt;br /&gt;
* Beretta 92F&lt;br /&gt;
&lt;br /&gt;
The standard service Pistol of the United States military&lt;br /&gt;
* Beretta M3P&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Browning BPS&lt;br /&gt;
&lt;br /&gt;
This heavy shotgun fires the largest shotgun round available, the 10-gauge hell.&lt;br /&gt;
* Colt Double Eagle&lt;br /&gt;
&lt;br /&gt;
Based on the M1911 mechanism, this pistol is an updated civilian version that fires a 10mm round.&lt;br /&gt;
* Colt M1911&lt;br /&gt;
&lt;br /&gt;
This .45 semiautomatic pistol was used by the United States military for decades.&lt;br /&gt;
* Colt Python&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Compound Bow&lt;br /&gt;
&lt;br /&gt;
Bow hunting remains a popular sport in North America. A character&#039;s strength modifier applies to damage rolls made when using this weapon.&lt;br /&gt;
* Derringer&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Desert Eagle&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Glock 17&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Glock 20&lt;br /&gt;
&lt;br /&gt;
This slightly larger version of the Glock 17 is chambered for the slightly more powerful 10mm round.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Mossberg&lt;br /&gt;
&lt;br /&gt;
The Mossberg Model 500 ATP6C is a pump-action shotgun designed for military and police work.&lt;br /&gt;
* Pathfinder&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Remington 700&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Ruger Service-Six&lt;br /&gt;
&lt;br /&gt;
This revolver, designed specifically for police use, fires the .38 Special rounds.&lt;br /&gt;
* S&amp;amp;W M29&lt;br /&gt;
&lt;br /&gt;
The Smith &amp;amp; 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.&lt;br /&gt;
* Sawed-Off Shotgun&lt;br /&gt;
&lt;br /&gt;
This is a 12-gauge, double-barreled shotgun with the stock and barrels sawed short. All that&#039;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.&lt;br /&gt;
* SITES M9 Resolver&lt;br /&gt;
&lt;br /&gt;
The compact SITES weapon is very narrow, making it easy to conceal.&lt;br /&gt;
* Walther PPK&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Winchester 94&lt;br /&gt;
&lt;br /&gt;
The Winchester Model 94 Big Bore is a lever-action rifle typical of big-bore hunting rifles found around the world.&lt;br /&gt;
;Martial Ranged Weapons&lt;br /&gt;
* AKM/AK-47&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The AKM is a slightly more modern version of the AK-47, but functions essentially the same.&lt;br /&gt;
* Barrett Light Fifty&lt;br /&gt;
&lt;br /&gt;
The heavy but rugged Light Fifty is an incredibly powerful weapon for its size. Although it&#039;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.&lt;br /&gt;
* Beretta 93R&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK G3&lt;br /&gt;
&lt;br /&gt;
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&#039;s armies used this rifle.&lt;br /&gt;
* HK MP5&lt;br /&gt;
&lt;br /&gt;
The Heckler &amp;amp; Koch MP5 family of weapons is among the most recognizable in the world. Many different designs exist; described here is the most basic model.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK MP5K&lt;br /&gt;
&lt;br /&gt;
A radically shortened version of the MP5, this weapon is optimized to be concealable. The steps taken to reduce the weapon&#039;s size and weight negate the benefits of the parent weapon&#039;s extraordinary quality and as a result the MP5K is not a mastercraft weapon.&lt;br /&gt;
&lt;br /&gt;
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&#039;s size to Large, though).&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK PSG1&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M16A2&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The A3 has a three-round burst setting, with a ROF: S, B.&lt;br /&gt;
&lt;br /&gt;
The A4 does not have the three-round burst setting, with a ROF: S, A&lt;br /&gt;
* M4 Carbine&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M-60&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* MAC Ingram M10&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The M10 accepts a suppressor without modification.&lt;br /&gt;
* Skorpion&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
* Steyr AUG&lt;br /&gt;
&lt;br /&gt;
An unusual and exotic-looking weapon, the bull pup AUG is the standard rifle of the Austrian and Australian armies. It&#039;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.&lt;br /&gt;
* TEC-9&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Uzi&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Exotic Ranged Weapons&lt;br /&gt;
* Flamethrower&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
A flamethrower&#039;s backpack has hardness 5 and 5 hit points. When worn, the backpack has a AC equal to 9 + the wearer&#039;s Dexterity modifier + the wearer&#039;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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
A flamethrower can shoot 10 times before the fuel supply is depleted.&lt;br /&gt;
* M2HB&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M72A3 LAW&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M79&lt;br /&gt;
&lt;br /&gt;
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&#039;t be used as hand grenades and the M79 can&#039;t shoot hand grenades.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
;Explosives&lt;br /&gt;
&lt;br /&gt;
These weapons explode or burst, dealing damage to individuals or objects within an area.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Explosives require no proficiency to use normally.&lt;br /&gt;
* Thrown Explosives&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)&lt;br /&gt;
&lt;br /&gt;
**    Hit: Individuals in all adjacent squares are dealt damage.&lt;br /&gt;
**    Miss: First, roll 1d8 to determine the miss direction of the throw.&lt;br /&gt;
**    1 - Falls short (straight line towards the thrower).&lt;br /&gt;
**    2 through 8 - Count around the target individual or grid intersection in a clockwise direction.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Finally, the item deals damage to all individuals in the square it lands in and in all adjacent squares.&lt;br /&gt;
* Planted Explosives&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Explosives Table&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage dealt by the weapon.&lt;br /&gt;
&lt;br /&gt;
Burst Radius/Splash Damage: All individuals or objects within the burst radius take damage from the explosive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Damage from explosives and splash weapons is classified according to type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reflex DC&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Increment&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: A Small or smaller weapon is considered a light weapon. Medium-size or smaller weapon can be used one-handed or two-handed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon. This number reflects the base price and doesn&#039;t include any modifier for purchasing the weapon on the black market.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Grenades and Explosives&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Burst Radius &lt;br /&gt;
! Reflex DC &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40mm Fragmentation Grenade ||6d6 ||19-20 x4 ||Slashing ||10 ft. ||15 ||— ||Tiny ||1 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|C4/Semtex ||4d6 ||19-20 x4 ||Bludgeoning ||10 ft. ||18 ||— ||Small ||1 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Det Cord ||2d6 ||20x4 ||Fire ||See text ||12 ||— ||Med ||2 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
|Dynamite ||2d6 ||19-20/x4 ||Bludgeoning ||5 ft. ||15 ||10 ft. ||Tiny ||1 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Fragmentation Grenade ||6d6 ||19-20/x4 ||Slashing ||20 ft. ||15 ||10 ft. ||Tiny ||1 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Molotov Cocktail ||1d6/&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1d4 Splash&lt;br /&gt;
|-&lt;br /&gt;
|||20 ||Fire ||5 ft ||12 ||10 ft ||Small ||1 lb ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade ||See text ||— ||— ||See text ||— ||10 ft. ||Small ||2 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
|Tear gas Grenade ||See text ||— ||— ||See text ||— ||10 ft. ||Small ||2 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Thermite Grenade ||8d6 ||19-20/x4 ||Fire ||5 ft. ||12 ||10 ft. ||Small ||2 lb. ||$850&lt;br /&gt;
|-&lt;br /&gt;
|White Phosphorus Grenade ||8d6 ||19-20 x4 ||Fire ||20 ft. ||12 ||10 ft. ||Small ||2 lb. ||$625&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Grenades and Explosives&lt;br /&gt;
&lt;br /&gt;
Many explosives require detonators, which are described in Weapon Accessories.&lt;br /&gt;
&lt;br /&gt;
No feat is required to use these thrown weapons.&lt;br /&gt;
* 40mm Fragmentation Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* C4/Semtex&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given represents a package of 4 blocks.&lt;br /&gt;
&lt;br /&gt;
C4/Semtex requires a detonator to set off.&lt;br /&gt;
* Det Cord&lt;br /&gt;
&lt;br /&gt;
Det cord is an explosive in a rope-like form. Technically, det cord doesn&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It can also be doubled up; for each additional 5 feet of cord within a single 5-foot square, increase the damage by +1d6.&lt;br /&gt;
&lt;br /&gt;
Det cord requires a detonator to set it off.&lt;br /&gt;
* Dynamite&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
It&#039;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&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
Dynamite is sold in boxes of 12 sticks.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Fragmentation Grenade&lt;br /&gt;
&lt;br /&gt;
The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Molotov Cocktail&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Smoke Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Tear Gas Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Thermite Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* White Phosphorus Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
Melee weapons are used in close combat and they are generally among the simplest types of weapons.&lt;br /&gt;
;Melee Weapons Table&lt;br /&gt;
&lt;br /&gt;
Melee weapons are described by a number of statistics, as shown on Table: Melee Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Melee weapon damage is classified according to type: bludgeoning, energy, piercing and slashing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Increment&#039;&#039;&#039;: Melee weapons that are designed to be thrown can be used to make ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: 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&#039;s off hand.&lt;br /&gt;
&lt;br /&gt;
A Medium-size or smaller weapon can be used one-handed or two-handed.&lt;br /&gt;
&lt;br /&gt;
A Large weapon requires two hands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Cleaver ||1d6 ||19–20 ||Slashing ||10 ft. ||Small ||2 lb. ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Knife ||1d4 ||19–20 ||Piercing ||10 ft. ||Tiny ||1 lb. ||$15&lt;br /&gt;
|-&lt;br /&gt;
|Metal Baton ||1d6 ||19–20 ||Bludgeoning ||— ||Med ||2 lb. ||$25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Exotic Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Chain saw ||3d6 ||18–20 x4 ||Slashing ||— ||Large ||10 lb. ||$150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+No Feat Required Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pistol Whip ||1d4 ||20 ||Bludgeoning ||— ||Small ||— ||—&lt;br /&gt;
|-&lt;br /&gt;
|Rifle Butt ||1d6 ||20 ||Bludgeoning ||— ||Large ||— ||—&lt;br /&gt;
|-&lt;br /&gt;
|Straight Razor ||1d3 ||18–20 ||Slashing ||— ||Tiny ||0.5 lb. ||$5&lt;br /&gt;
|-&lt;br /&gt;
|Stun Gun ||1d3 ||20 ||Electricity ||— ||Tiny ||1 lb. ||$40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Simple Melee Weapons&lt;br /&gt;
&lt;br /&gt;
Generally inexpensive and light in weight, simple weapons get the job done nevertheless.&lt;br /&gt;
* Cleaver&lt;br /&gt;
&lt;br /&gt;
Heavy kitchen knives can be snatched up for use as weapons in homes and restaurants.&lt;br /&gt;
* Knife&lt;br /&gt;
&lt;br /&gt;
This category of weapon includes hunting knives, butterfly knives and switchblades.&lt;br /&gt;
* Metal Baton&lt;br /&gt;
&lt;br /&gt;
This weapon can be collapsed to reduce its size and increase its conceal-ability. Extending or collapsing the baton is a free action.&lt;br /&gt;
;Exotic Melee Weapons.&lt;br /&gt;
* Chain Saw&lt;br /&gt;
&lt;br /&gt;
Military and police units use powered saws to cut through fences and open doors rapidly.&lt;br /&gt;
;No Proficiency Required Melee Weapons&lt;br /&gt;
* Pistol Whip&lt;br /&gt;
&lt;br /&gt;
Using a Pistol as a melee weapon can deal greater damage than attacking unarmed.&lt;br /&gt;
* Rifle Butt&lt;br /&gt;
&lt;br /&gt;
The butt of a rifle can be used as an impromptu club.&lt;br /&gt;
* Straight Razor&lt;br /&gt;
&lt;br /&gt;
Favored by old-school organized crime “mechanics,” this item can still be found in some barbershops and shaving kits.&lt;br /&gt;
* Stun Gun&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Accessories&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Box magazine ||Tiny ||0.5 lb. ||$5&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Blasting Cap ||Tiny ||0.5 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Radio Controlled ||Tiny ||0.5 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Timed ||Tiny ||0.5 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Wired ||Tiny ||1 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Holster, Hip ||Tiny ||1 lb. ||$35&lt;br /&gt;
|-&lt;br /&gt;
|Holster, Concealed ||Tiny ||0.5 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Illuminator ||Tiny ||0.5 lb. ||$85&lt;br /&gt;
|-&lt;br /&gt;
|Laser sight ||Tiny ||0.5 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Scope, Standard ||Tiny ||0.5 lb. ||$70&lt;br /&gt;
|-&lt;br /&gt;
|Scope, Electro-Optical ||Small ||3 lb. ||$110&lt;br /&gt;
|-&lt;br /&gt;
|Speed loader ||Tiny ||0.5 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Suppressor, Pistol ||Tiny ||1 lb. ||$250&lt;br /&gt;
|-&lt;br /&gt;
|Suppressor, Rifle ||Small ||4 lb. ||$400&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>72.32.146.52</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Weapons&amp;diff=1260</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Weapons&amp;diff=1260"/>
		<updated>2015-05-19T23:26:34Z</updated>

		<summary type="html">&lt;p&gt;72.32.146.52: /* Advance Customizations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Weapon Categories==&lt;br /&gt;
Weapons have multi stats that change how effective they are in different engagements. &lt;br /&gt;
&lt;br /&gt;
There are 3 categories of weapons in Future Path:&lt;br /&gt;
#Archaic&lt;br /&gt;
#Simple&lt;br /&gt;
#Exotic&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Archaic&#039;&#039;&#039;: is anything that is so old is it never really used unless by people who love to mess with old type of stuff. For example the bow/arrow. And old style projectile weapon that appears simple at first glance but is actually difficult to master. &lt;br /&gt;
** Arcane weapons require the Arcane Weapon Proficiency Feat or you take a -4 and cannot use Ability/Affinity bonuses for hit checks.&lt;br /&gt;
* &#039;&#039;&#039;Simple&#039;&#039;&#039;: weapons are weapons that are common place for your Character. They usual follow a standard and design and are intuitive too use. 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. &lt;br /&gt;
**Simple weapons require not feat to use without penalty however you still cannot apply Affinity bonus to a weapon you do not have a proficiency with.&lt;br /&gt;
* &#039;&#039;&#039;Exotic&#039;&#039;&#039;: are weapons that are notorious to get use too. They do not necessarily follow the simple model that most weapons follow and/or they have uniq properties that make it less intuitive too use. The Flamethrower or Grenade Launcher are examples. Perhaps a Portal Gun as well.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
==Future Path Custom Weapons==&lt;br /&gt;
Weapons have multi attributes but perhaps the must significant aspect is its hit die. Weapon have a hit die level as shown below. There is two different characteristics that can give a weapon&lt;br /&gt;
its total hit die level. Its Size and its Speed see below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Hit Dice Level&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Level&lt;br /&gt;
! Hit Die&lt;br /&gt;
|-&lt;br /&gt;
| Level 0 || 1d2&lt;br /&gt;
|-&lt;br /&gt;
| Level 1 || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Level 2 || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Level 4 || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Level 5 || 1d12&lt;br /&gt;
|-&lt;br /&gt;
| Level 6 || 2d8&lt;br /&gt;
|-&lt;br /&gt;
| Level 7 || 2d10&lt;br /&gt;
|-&lt;br /&gt;
| Level 8 || 2d12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4 Power Levels&#039;&#039;&#039;:&lt;br /&gt;
**Small - 0 level point&lt;br /&gt;
**Medium - 1 level points&lt;br /&gt;
**Large - 2 level points&lt;br /&gt;
**Gigantic* - 3 level points&lt;br /&gt;
&lt;br /&gt;
The Power level represents the Kinetic/Electric/Thermal 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4 Speeds&#039;&#039;&#039;:&lt;br /&gt;
**Single Fire - 0 level points&lt;br /&gt;
**Manual - 1 level point&lt;br /&gt;
**Semi-Auto - 2 level points&lt;br /&gt;
**Fully Automatic - 3 level points&lt;br /&gt;
**Super Fast* - 4 level points&lt;br /&gt;
&lt;br /&gt;
This is the speed or rate of fire a gun is able to do. All Melee is considered Manual where is 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. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Weapon Examples&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon&lt;br /&gt;
! Size/Speed&lt;br /&gt;
! Hit Die&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || Medium Amo/Manual || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Pistol || Small Amo/Semi-Auto || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Hunting Rifle ||  Medium Amo/Single Fire || 1d8&lt;br /&gt;
|- &lt;br /&gt;
| Sniper Rifle || Large Amo/Semi-Auto || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || Medium Amo/Semi-Auto || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Assault Weapon || Medium Amo/Fully Automatic || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Light Machine Gun || Large Amo/Fully Automatic || 1d12&lt;br /&gt;
|-&lt;br /&gt;
| Uzi || Small Amo/Super Fast* || 1d8&lt;br /&gt;
|-&lt;br /&gt;
|+ Archaic weapon examples&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword || Medium/Manual || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Broad Sword || Large/Manual || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Knife || Small/Manual || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Throwing Knife/Star || Small/Single-Fire || 1d2&lt;br /&gt;
|-&lt;br /&gt;
| Bow || Medium/Single-Fire || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Composite Box || Large/Single-Fire || 1d8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advance Customizations === &lt;br /&gt;
There are more things that can be done too customize a weapon in Future Path. There are multi characteristics and they can be effected positively and negatively.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Attributes list (Not all apply to every weapon)&#039;&#039;&#039;:&lt;br /&gt;
# Range&lt;br /&gt;
## The average distance before accuracy becomes a problem.&lt;br /&gt;
# Accuracy&lt;br /&gt;
# Ammunition Amount&lt;br /&gt;
# Reload speed&lt;br /&gt;
# Master Worked Construction&lt;br /&gt;
# Base Damage&lt;br /&gt;
# Bonus Damage&lt;br /&gt;
# Bonus Ability&lt;br /&gt;
# DR Damage&lt;br /&gt;
# Tech Level&lt;br /&gt;
&lt;br /&gt;
==Weapon Technology==&lt;br /&gt;
Weapons evolve with technology and at different tech levels will have adjustments to their stats. Weapons have a tech level.  0 - 4. All 0 tech level weapons are considered Archaic. If you handle a weapon of a hirer tech level then your character you cannot apply your affinity bonus to use it until you increase your tech skill to that level. Weapons of higher tech level gain additional features but do not necessary increase the hit die unless specified. Here are some common attributes higher tech level weapons will see increased.&lt;br /&gt;
* Accuracy (Bonus to hit)&lt;br /&gt;
* Base damage (A new low limit to damage. IE: (+1)1d6 can do between 2 and 6 points of damage.&lt;br /&gt;
* DR piercing (Can remove some of the DR that Armour can provide)&lt;br /&gt;
* Weight, capacity of ammunition, range&lt;br /&gt;
&lt;br /&gt;
Most people think that a better weapon implies more damage. But if the rules of combat are followed correctly players will have to be dealing with Range and amo issues. And out side of combat they may have to deal with the weight of their weapons interfering with their ability to carry of equipment/resources/loot. A light weight high capacity firearm that also happens to have excellent range is hard to come by. More advance civilizations will be concerned with these matters more then simply &#039;does it do more damage?&#039;. This doesn&#039;t mean there cannot be weapons that do extreme amounts of damage but most are restricted to robots/space ships/tanks and alike.&lt;br /&gt;
&lt;br /&gt;
== Weapon Attributes ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;&lt;br /&gt;
A firearm&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loading a Firearm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms.&lt;br /&gt;
&lt;br /&gt;
Loading any firearm provokes attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reloading a firearm with an already filled box magazine or speed loader is a swift action.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Loading a belt of linked ammunition is an immediate action. Linking two belts together is a swift action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If a firearm has a tripod, you subtract reduce this penalty by [1] in the attack modifier.&lt;br /&gt;
&lt;br /&gt;
If a firearm is mounted, you subtract reduce this penalty by [2] in the attack modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misfires&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range and Penetration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
== Firearm Ammunition ==&lt;br /&gt;
&lt;br /&gt;
Ammunition for firearms and other ranged weapons is covered below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Ammunition Type (Quantity) &lt;br /&gt;
! Cost &lt;br /&gt;
! Damage Modifier&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm (20) ||$7.50 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm (20) ||$7.50 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|7.62mmR (20) ||$7.50 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.444 caliber (20) ||$15 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.50 caliber (20) ||$15 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|9mm (50) ||$10 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|10mm (50) ||$10 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|.22 caliber (50) ||$7.50 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|.32 caliber (50) ||$20 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|.38 special (50) ||$20 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.357 caliber (50) ||$20 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.44 caliber (50) ||$20 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.45 caliber (50) ||$20 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.50AE caliber (50) ||$20 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|10-gauge buckshot (10) ||$20 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge buckshot (10) ||$20 ||+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;5.56mm, 7.62mm, 7.62mmR, .444, .50&lt;br /&gt;
&lt;br /&gt;
:These calibers of ammunition are generally used in rifles, assault rifles, or machine guns and are sold in boxes of 20 rounds each.&lt;br /&gt;
&lt;br /&gt;
;9mm, 10mm, .22, .32, .38 S, .357, .44, .45, .50AE&lt;br /&gt;
&lt;br /&gt;
:These calibers are generally used in pistols or submachine guns and are sold in boxes of 50 rounds each.&lt;br /&gt;
&lt;br /&gt;
;10-gauge Buckshot, 12-gauge Buckshot &lt;br /&gt;
&lt;br /&gt;
Shotgun shells are sold in boxes of ten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Ammunition&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A special, Magnum, or AE ammunition round will increase the critical threat range by one.&lt;br /&gt;
== Firearm Types ==&lt;br /&gt;
&#039;&#039;&#039;Handguns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Handguns can be broken down into three smaller groups: autoloaders, revolvers and machine pistols.&lt;br /&gt;
&lt;br /&gt;
Autoloaders (sometimes called “automatics”) feature removable box magazines and some models hold quite a lot of ammunition.&lt;br /&gt;
&lt;br /&gt;
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder&lt;br /&gt;
&lt;br /&gt;
Machine pistols are automatic weapons small enough to be fired with one hand.&lt;br /&gt;
&lt;br /&gt;
Handguns can be broken down into two smaller groups - revolvers and autoloaders.&lt;br /&gt;
&lt;br /&gt;
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longarms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Guns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotguns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shotguns are large-bore weapons that have the Scatter Weapon Quality.&lt;br /&gt;
&lt;br /&gt;
If a slug is used to attack then increase the critical hit modifier to x4. Slugs can only target one individual.&lt;br /&gt;
&lt;br /&gt;
If pellets are used, the shot gun fires in a cone (15&#039;). 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.&lt;br /&gt;
 &lt;br /&gt;
== Firearm Rate of Fire ==&lt;br /&gt;
&#039;&#039;&#039;Single Shot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a single shot per each attack granted by the PC&#039;s Base Attack Bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Semi-Automatic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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&#039;s Armor Class, the character gains an additional hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automatic Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Automatic is a full round action and a character can fire in a cone (see below). All individuals within the cone (30&#039;) are targets and each must be rolled separately, with a modifier of -4. In addition, targets are unable to use any concealment abilities.&lt;br /&gt;
&lt;br /&gt;
Machine guns only have autofire settings and can&#039;t normally fire single shots. These weapons can fire as cone (60&#039;) attack, each with a -4 to hit.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapons Table ==&lt;br /&gt;
&lt;br /&gt;
Ranged weapons are described by a number of statistics, as shown on Table: Ranged Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Ranged weapon damage is classified as Piercing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Modern firearm attacks are against the target&#039;s touch AC for the first 5 range increments and have a full 10 range increments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rate of Fire&#039;&#039;&#039;: How many rounds the firearm fires per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: The weapon&#039;s magazine capacity and type are given in this column.&lt;br /&gt;
&lt;br /&gt;
* Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.&lt;br /&gt;
&lt;br /&gt;
* Cylinder: A revolver keeps its ammunition in a cylinder.&lt;br /&gt;
&lt;br /&gt;
* Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand.&lt;br /&gt;
&lt;br /&gt;
* Belt Feed: Machine guns use linked ammunition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight when fully loaded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+No Proficiency Required - Ranged&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pepper spray ||Special ||— ||Special ||5 ft. ||1 ||1 int. ||Tiny ||0.5 lb. ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Taser ||1d4 ||— ||Electricity ||5 ft. ||1 ||1 int. ||Small ||2 lb. ||$50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Benelli 121 M1&lt;br /&gt;
|-&lt;br /&gt;
|12-gague Shotgun ||2d8+2 ||19-20 x2 ||P ||40 ft. ||S ||7 int ||Large ||8 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Beretta 92F&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||40 ft. ||S ||15 box ||Small ||3 lb. ||$450&lt;br /&gt;
|-&lt;br /&gt;
|Beretta M3P&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge Shotgun ||2d8+2 ||19-20 x2 ||P ||30 ft. ||S ||5 box ||Large ||9 lb ||$650&lt;br /&gt;
|-&lt;br /&gt;
|Browning BPS&lt;br /&gt;
|-&lt;br /&gt;
|10-gauge Shotgun ||2d10 +3 ||19-20 x2 ||P ||30 ft ||Single ||5 int. ||Large ||11 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Colt Double Eagle 10 mm Autoloader ||2d6+3 ||x4 ||P ||30 ft. ||S ||9 box ||Small ||3 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Colt M1&lt;br /&gt;
|-&lt;br /&gt;
|.45 Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||7 box ||Small ||3 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Colt Python&lt;br /&gt;
|-&lt;br /&gt;
|.357 Revolver ||2d6+1 ||x4 ||P ||40 ft. ||S ||6 cyl. ||Med ||3 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Compound Bow ||2d8 ||20 ||P ||40 ft. ||1 ||— ||Large ||3 lb. ||$150&lt;br /&gt;
|-&lt;br /&gt;
|Derringer .45 ||2d6+2 ||x4 ||P ||10 ft. ||Single ||2 int. ||Tiny ||1 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Desert Eagle&lt;br /&gt;
|-&lt;br /&gt;
|.50AE Autoloader ||2d8+3 ||x4 ||P ||40 ft. ||S ||8 box ||Med ||4 lb. ||$1,500&lt;br /&gt;
|-&lt;br /&gt;
|Gloc.&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||17 box ||Small ||2 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Gloc.&lt;br /&gt;
|-&lt;br /&gt;
|10mm Autoloader ||2d6+3 ||x4 ||P ||40 ft. ||S ||15 box ||Small ||3 lb. ||$600&lt;br /&gt;
|-&lt;br /&gt;
|Mossberg&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge Shotgun ||2d8+2 ||x2 ||P ||30 ft. ||Single ||6 int. ||Large ||7 lb. ||$350&lt;br /&gt;
|-&lt;br /&gt;
|Pathfinder&lt;br /&gt;
|-&lt;br /&gt;
|.22 Revolver ||2d4 ||20 x4 ||P ||20 ft. ||S ||6 cyl. ||Tiny ||1 lb. ||$475&lt;br /&gt;
|-&lt;br /&gt;
|Remington 700 7.62mm Hunting Rifle ||2d10+1 ||x4 ||P ||300 ft. ||Single ||5 int. ||Large ||8 lb. ||$900&lt;br /&gt;
|-&lt;br /&gt;
|Ruger Service-Six .38S Revolver ||2d6+1 ||x4 ||P ||30 ft. ||S ||6 cyl. ||Small ||2 lbs ||$500&lt;br /&gt;
|-&lt;br /&gt;
|S&amp;amp;W M29&lt;br /&gt;
|-&lt;br /&gt;
|.44 Magnum Revolver ||2d8+2 ||x4 ||P ||30 ft. ||S ||6 cyl. ||Med ||3 lb. ||$850&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-off&lt;br /&gt;
|-&lt;br /&gt;
|12-ga Shotgun ||2d8+3 ||19-20 x2 ||P ||10 ft. ||S ||2 int. ||Med ||4 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|SITES M9&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||8 box ||Tiny ||2 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Walther PPK&lt;br /&gt;
|-&lt;br /&gt;
|.32 Autoloader ||2d4 ||x4 ||P ||10 ft. ||S ||7 box ||Small ||1 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Winchester ||2d10+1 ||x4 ||P ||300 ft. ||Single ||6 int. ||Large ||7 lb. ||$575&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Martial Ranged Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AKM/AK-47 7.62x39mm&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle ||2d8+1 ||19-20 x4 ||P ||70 ft. ||S, A ||30 box ||Large ||10 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Barrett Light Fifty&lt;br /&gt;
|-&lt;br /&gt;
|.50 Sniper Rifle ||2d12+3 ||19-20 x4 ||P ||600 ft. ||S ||11 box ||Huge ||35 lb. ||$8,000&lt;br /&gt;
|-&lt;br /&gt;
|Beretta 93R&lt;br /&gt;
|-&lt;br /&gt;
|9mm Machine Pistol ||2d6+2 ||19-20 x4 ||P ||30 ft. ||S,A ||20 box ||Med ||3 lb. ||$825&lt;br /&gt;
|-&lt;br /&gt;
|HK G3&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm Assault Rifle ||2d10+1 ||19-20 x4 ||P ||300 ft. ||S, A ||20 box ||Large ||11 lb. ||$925&lt;br /&gt;
|-&lt;br /&gt;
|HK MP5 9mm ||2d6+2 ||19-20 x4 ||P ||50 ft. ||S,B, A ||30 box ||Large ||7 lb. ||$1,000&lt;br /&gt;
|-&lt;br /&gt;
|HK MP5K&lt;br /&gt;
|-&lt;br /&gt;
|9mm Submachine Gun ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, B,A ||15 box ||Med ||5 lb. ||$925&lt;br /&gt;
|-&lt;br /&gt;
|HK PSG1&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm Sniper Rifle ||2d10+1 ||19-20 x4 ||P ||300 ft. ||S ||5 box ||Large ||16 lb. ||$9,000&lt;br /&gt;
|-&lt;br /&gt;
|M16&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20 x4 ||P ||100 ft. ||S, B or A ||30 box ||Large ||8 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|M4 Carbine&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20 x4 ||P ||100 ft. ||S,,B,A ||30 box ||Large ||7 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|M-60&lt;br /&gt;
|-&lt;br /&gt;
|7.62 Machine Gun ||2d10+1 ||19-20 x4 ||P ||300 ft. ||A ||belt feed ||Huge ||22 lb. ||$15,000&lt;br /&gt;
|-&lt;br /&gt;
|MAC Ingram M10&lt;br /&gt;
|-&lt;br /&gt;
|.45 Machine Pistol ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||30 box ||Med ||6 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Skorpion&lt;br /&gt;
|-&lt;br /&gt;
|.32 Machine Pistol ||2d4 ||19-20 x4 ||P ||40 ft. ||S, A ||20 box ||Med ||4 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Steyr AUG&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20&lt;br /&gt;
|-&lt;br /&gt;
|X4 ||P ||150 ft. ||S,B, A ||30 box ||Large ||9 lb ||$925&lt;br /&gt;
|-&lt;br /&gt;
|TEC-9&lt;br /&gt;
|-&lt;br /&gt;
|9mm Machine Pistol ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||32 box ||Med ||4 lb. ||$475&lt;br /&gt;
|-&lt;br /&gt;
|Uzi&lt;br /&gt;
|-&lt;br /&gt;
|9mm Submachine Gun ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||20 box ||Large ||8 lb. ||$825&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Exotic Ranged Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Flamethrower ||3d6 ||x4 ||Fire ||— ||1 ||10 int. ||Large ||50 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|M2HB&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Machine Gun ||1d12+3 ||19-20 x4 ||P ||200 ft. ||A ||belt feed ||Huge ||75 lb ||$17,000&lt;br /&gt;
|-&lt;br /&gt;
|M72A3 LAW&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher ||10d6 ||19-20 x4 ||— ||150 ft. ||1 ||1 int. ||Large ||5 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|M79&lt;br /&gt;
|-&lt;br /&gt;
|Grenade Launcher ||Varies ||— ||— ||70 ft. ||1 ||1 int. ||Large ||7 lb. ||$475&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Descriptions ==&lt;br /&gt;
;No Proficiency Required - Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged weapons that are not firearms, there is no proficiency feat required to use these weapons.&lt;br /&gt;
* Pepper Spray&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Taser&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Simple Ranged Weapons&lt;br /&gt;
* Benelli 121 M1&lt;br /&gt;
&lt;br /&gt;
The Benelli 121 M1 semiautomatic shotgun is reliable, simple and sturdy.&lt;br /&gt;
* Beretta 92F&lt;br /&gt;
&lt;br /&gt;
The standard service Pistol of the United States military&lt;br /&gt;
* Beretta M3P&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Browning BPS&lt;br /&gt;
&lt;br /&gt;
This heavy shotgun fires the largest shotgun round available, the 10-gauge hell.&lt;br /&gt;
* Colt Double Eagle&lt;br /&gt;
&lt;br /&gt;
Based on the M1911 mechanism, this pistol is an updated civilian version that fires a 10mm round.&lt;br /&gt;
* Colt M1911&lt;br /&gt;
&lt;br /&gt;
This .45 semiautomatic pistol was used by the United States military for decades.&lt;br /&gt;
* Colt Python&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Compound Bow&lt;br /&gt;
&lt;br /&gt;
Bow hunting remains a popular sport in North America. A character&#039;s strength modifier applies to damage rolls made when using this weapon.&lt;br /&gt;
* Derringer&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Desert Eagle&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Glock 17&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Glock 20&lt;br /&gt;
&lt;br /&gt;
This slightly larger version of the Glock 17 is chambered for the slightly more powerful 10mm round.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Mossberg&lt;br /&gt;
&lt;br /&gt;
The Mossberg Model 500 ATP6C is a pump-action shotgun designed for military and police work.&lt;br /&gt;
* Pathfinder&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Remington 700&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Ruger Service-Six&lt;br /&gt;
&lt;br /&gt;
This revolver, designed specifically for police use, fires the .38 Special rounds.&lt;br /&gt;
* S&amp;amp;W M29&lt;br /&gt;
&lt;br /&gt;
The Smith &amp;amp; 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.&lt;br /&gt;
* Sawed-Off Shotgun&lt;br /&gt;
&lt;br /&gt;
This is a 12-gauge, double-barreled shotgun with the stock and barrels sawed short. All that&#039;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.&lt;br /&gt;
* SITES M9 Resolver&lt;br /&gt;
&lt;br /&gt;
The compact SITES weapon is very narrow, making it easy to conceal.&lt;br /&gt;
* Walther PPK&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Winchester 94&lt;br /&gt;
&lt;br /&gt;
The Winchester Model 94 Big Bore is a lever-action rifle typical of big-bore hunting rifles found around the world.&lt;br /&gt;
;Martial Ranged Weapons&lt;br /&gt;
* AKM/AK-47&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The AKM is a slightly more modern version of the AK-47, but functions essentially the same.&lt;br /&gt;
* Barrett Light Fifty&lt;br /&gt;
&lt;br /&gt;
The heavy but rugged Light Fifty is an incredibly powerful weapon for its size. Although it&#039;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.&lt;br /&gt;
* Beretta 93R&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK G3&lt;br /&gt;
&lt;br /&gt;
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&#039;s armies used this rifle.&lt;br /&gt;
* HK MP5&lt;br /&gt;
&lt;br /&gt;
The Heckler &amp;amp; Koch MP5 family of weapons is among the most recognizable in the world. Many different designs exist; described here is the most basic model.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK MP5K&lt;br /&gt;
&lt;br /&gt;
A radically shortened version of the MP5, this weapon is optimized to be concealable. The steps taken to reduce the weapon&#039;s size and weight negate the benefits of the parent weapon&#039;s extraordinary quality and as a result the MP5K is not a mastercraft weapon.&lt;br /&gt;
&lt;br /&gt;
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&#039;s size to Large, though).&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK PSG1&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M16A2&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The A3 has a three-round burst setting, with a ROF: S, B.&lt;br /&gt;
&lt;br /&gt;
The A4 does not have the three-round burst setting, with a ROF: S, A&lt;br /&gt;
* M4 Carbine&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M-60&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* MAC Ingram M10&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The M10 accepts a suppressor without modification.&lt;br /&gt;
* Skorpion&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
* Steyr AUG&lt;br /&gt;
&lt;br /&gt;
An unusual and exotic-looking weapon, the bull pup AUG is the standard rifle of the Austrian and Australian armies. It&#039;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.&lt;br /&gt;
* TEC-9&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Uzi&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Exotic Ranged Weapons&lt;br /&gt;
* Flamethrower&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
A flamethrower&#039;s backpack has hardness 5 and 5 hit points. When worn, the backpack has a AC equal to 9 + the wearer&#039;s Dexterity modifier + the wearer&#039;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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
A flamethrower can shoot 10 times before the fuel supply is depleted.&lt;br /&gt;
* M2HB&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M72A3 LAW&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M79&lt;br /&gt;
&lt;br /&gt;
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&#039;t be used as hand grenades and the M79 can&#039;t shoot hand grenades.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
;Explosives&lt;br /&gt;
&lt;br /&gt;
These weapons explode or burst, dealing damage to individuals or objects within an area.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Explosives require no proficiency to use normally.&lt;br /&gt;
* Thrown Explosives&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)&lt;br /&gt;
&lt;br /&gt;
**    Hit: Individuals in all adjacent squares are dealt damage.&lt;br /&gt;
**    Miss: First, roll 1d8 to determine the miss direction of the throw.&lt;br /&gt;
**    1 - Falls short (straight line towards the thrower).&lt;br /&gt;
**    2 through 8 - Count around the target individual or grid intersection in a clockwise direction.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Finally, the item deals damage to all individuals in the square it lands in and in all adjacent squares.&lt;br /&gt;
* Planted Explosives&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Explosives Table&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage dealt by the weapon.&lt;br /&gt;
&lt;br /&gt;
Burst Radius/Splash Damage: All individuals or objects within the burst radius take damage from the explosive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Damage from explosives and splash weapons is classified according to type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reflex DC&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Increment&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: A Small or smaller weapon is considered a light weapon. Medium-size or smaller weapon can be used one-handed or two-handed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon. This number reflects the base price and doesn&#039;t include any modifier for purchasing the weapon on the black market.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Grenades and Explosives&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Burst Radius &lt;br /&gt;
! Reflex DC &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40mm Fragmentation Grenade ||6d6 ||19-20 x4 ||Slashing ||10 ft. ||15 ||— ||Tiny ||1 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|C4/Semtex ||4d6 ||19-20 x4 ||Bludgeoning ||10 ft. ||18 ||— ||Small ||1 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Det Cord ||2d6 ||20x4 ||Fire ||See text ||12 ||— ||Med ||2 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
|Dynamite ||2d6 ||19-20/x4 ||Bludgeoning ||5 ft. ||15 ||10 ft. ||Tiny ||1 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Fragmentation Grenade ||6d6 ||19-20/x4 ||Slashing ||20 ft. ||15 ||10 ft. ||Tiny ||1 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Molotov Cocktail ||1d6/&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1d4 Splash&lt;br /&gt;
|-&lt;br /&gt;
|||20 ||Fire ||5 ft ||12 ||10 ft ||Small ||1 lb ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade ||See text ||— ||— ||See text ||— ||10 ft. ||Small ||2 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
|Tear gas Grenade ||See text ||— ||— ||See text ||— ||10 ft. ||Small ||2 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Thermite Grenade ||8d6 ||19-20/x4 ||Fire ||5 ft. ||12 ||10 ft. ||Small ||2 lb. ||$850&lt;br /&gt;
|-&lt;br /&gt;
|White Phosphorus Grenade ||8d6 ||19-20 x4 ||Fire ||20 ft. ||12 ||10 ft. ||Small ||2 lb. ||$625&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Grenades and Explosives&lt;br /&gt;
&lt;br /&gt;
Many explosives require detonators, which are described in Weapon Accessories.&lt;br /&gt;
&lt;br /&gt;
No feat is required to use these thrown weapons.&lt;br /&gt;
* 40mm Fragmentation Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* C4/Semtex&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given represents a package of 4 blocks.&lt;br /&gt;
&lt;br /&gt;
C4/Semtex requires a detonator to set off.&lt;br /&gt;
* Det Cord&lt;br /&gt;
&lt;br /&gt;
Det cord is an explosive in a rope-like form. Technically, det cord doesn&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It can also be doubled up; for each additional 5 feet of cord within a single 5-foot square, increase the damage by +1d6.&lt;br /&gt;
&lt;br /&gt;
Det cord requires a detonator to set it off.&lt;br /&gt;
* Dynamite&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
It&#039;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&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
Dynamite is sold in boxes of 12 sticks.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Fragmentation Grenade&lt;br /&gt;
&lt;br /&gt;
The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Molotov Cocktail&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Smoke Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Tear Gas Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Thermite Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* White Phosphorus Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
Melee weapons are used in close combat and they are generally among the simplest types of weapons.&lt;br /&gt;
;Melee Weapons Table&lt;br /&gt;
&lt;br /&gt;
Melee weapons are described by a number of statistics, as shown on Table: Melee Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Melee weapon damage is classified according to type: bludgeoning, energy, piercing and slashing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Increment&#039;&#039;&#039;: Melee weapons that are designed to be thrown can be used to make ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: 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&#039;s off hand.&lt;br /&gt;
&lt;br /&gt;
A Medium-size or smaller weapon can be used one-handed or two-handed.&lt;br /&gt;
&lt;br /&gt;
A Large weapon requires two hands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Cleaver ||1d6 ||19–20 ||Slashing ||10 ft. ||Small ||2 lb. ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Knife ||1d4 ||19–20 ||Piercing ||10 ft. ||Tiny ||1 lb. ||$15&lt;br /&gt;
|-&lt;br /&gt;
|Metal Baton ||1d6 ||19–20 ||Bludgeoning ||— ||Med ||2 lb. ||$25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Exotic Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Chain saw ||3d6 ||18–20 x4 ||Slashing ||— ||Large ||10 lb. ||$150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+No Feat Required Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pistol Whip ||1d4 ||20 ||Bludgeoning ||— ||Small ||— ||—&lt;br /&gt;
|-&lt;br /&gt;
|Rifle Butt ||1d6 ||20 ||Bludgeoning ||— ||Large ||— ||—&lt;br /&gt;
|-&lt;br /&gt;
|Straight Razor ||1d3 ||18–20 ||Slashing ||— ||Tiny ||0.5 lb. ||$5&lt;br /&gt;
|-&lt;br /&gt;
|Stun Gun ||1d3 ||20 ||Electricity ||— ||Tiny ||1 lb. ||$40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Simple Melee Weapons&lt;br /&gt;
&lt;br /&gt;
Generally inexpensive and light in weight, simple weapons get the job done nevertheless.&lt;br /&gt;
* Cleaver&lt;br /&gt;
&lt;br /&gt;
Heavy kitchen knives can be snatched up for use as weapons in homes and restaurants.&lt;br /&gt;
* Knife&lt;br /&gt;
&lt;br /&gt;
This category of weapon includes hunting knives, butterfly knives and switchblades.&lt;br /&gt;
* Metal Baton&lt;br /&gt;
&lt;br /&gt;
This weapon can be collapsed to reduce its size and increase its conceal-ability. Extending or collapsing the baton is a free action.&lt;br /&gt;
;Exotic Melee Weapons.&lt;br /&gt;
* Chain Saw&lt;br /&gt;
&lt;br /&gt;
Military and police units use powered saws to cut through fences and open doors rapidly.&lt;br /&gt;
;No Proficiency Required Melee Weapons&lt;br /&gt;
* Pistol Whip&lt;br /&gt;
&lt;br /&gt;
Using a Pistol as a melee weapon can deal greater damage than attacking unarmed.&lt;br /&gt;
* Rifle Butt&lt;br /&gt;
&lt;br /&gt;
The butt of a rifle can be used as an impromptu club.&lt;br /&gt;
* Straight Razor&lt;br /&gt;
&lt;br /&gt;
Favored by old-school organized crime “mechanics,” this item can still be found in some barbershops and shaving kits.&lt;br /&gt;
* Stun Gun&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Accessories&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Box magazine ||Tiny ||0.5 lb. ||$5&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Blasting Cap ||Tiny ||0.5 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Radio Controlled ||Tiny ||0.5 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Timed ||Tiny ||0.5 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Wired ||Tiny ||1 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Holster, Hip ||Tiny ||1 lb. ||$35&lt;br /&gt;
|-&lt;br /&gt;
|Holster, Concealed ||Tiny ||0.5 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Illuminator ||Tiny ||0.5 lb. ||$85&lt;br /&gt;
|-&lt;br /&gt;
|Laser sight ||Tiny ||0.5 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Scope, Standard ||Tiny ||0.5 lb. ||$70&lt;br /&gt;
|-&lt;br /&gt;
|Scope, Electro-Optical ||Small ||3 lb. ||$110&lt;br /&gt;
|-&lt;br /&gt;
|Speed loader ||Tiny ||0.5 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Suppressor, Pistol ||Tiny ||1 lb. ||$250&lt;br /&gt;
|-&lt;br /&gt;
|Suppressor, Rifle ||Small ||4 lb. ||$400&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>72.32.146.52</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Weapons&amp;diff=1259</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Weapons&amp;diff=1259"/>
		<updated>2015-05-19T23:26:25Z</updated>

		<summary type="html">&lt;p&gt;72.32.146.52: /* Advance Customizations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Weapon Categories==&lt;br /&gt;
Weapons have multi stats that change how effective they are in different engagements. &lt;br /&gt;
&lt;br /&gt;
There are 3 categories of weapons in Future Path:&lt;br /&gt;
#Archaic&lt;br /&gt;
#Simple&lt;br /&gt;
#Exotic&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Archaic&#039;&#039;&#039;: is anything that is so old is it never really used unless by people who love to mess with old type of stuff. For example the bow/arrow. And old style projectile weapon that appears simple at first glance but is actually difficult to master. &lt;br /&gt;
** Arcane weapons require the Arcane Weapon Proficiency Feat or you take a -4 and cannot use Ability/Affinity bonuses for hit checks.&lt;br /&gt;
* &#039;&#039;&#039;Simple&#039;&#039;&#039;: weapons are weapons that are common place for your Character. They usual follow a standard and design and are intuitive too use. 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. &lt;br /&gt;
**Simple weapons require not feat to use without penalty however you still cannot apply Affinity bonus to a weapon you do not have a proficiency with.&lt;br /&gt;
* &#039;&#039;&#039;Exotic&#039;&#039;&#039;: are weapons that are notorious to get use too. They do not necessarily follow the simple model that most weapons follow and/or they have uniq properties that make it less intuitive too use. The Flamethrower or Grenade Launcher are examples. Perhaps a Portal Gun as well.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
==Future Path Custom Weapons==&lt;br /&gt;
Weapons have multi attributes but perhaps the must significant aspect is its hit die. Weapon have a hit die level as shown below. There is two different characteristics that can give a weapon&lt;br /&gt;
its total hit die level. Its Size and its Speed see below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Hit Dice Level&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Level&lt;br /&gt;
! Hit Die&lt;br /&gt;
|-&lt;br /&gt;
| Level 0 || 1d2&lt;br /&gt;
|-&lt;br /&gt;
| Level 1 || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Level 2 || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Level 4 || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Level 5 || 1d12&lt;br /&gt;
|-&lt;br /&gt;
| Level 6 || 2d8&lt;br /&gt;
|-&lt;br /&gt;
| Level 7 || 2d10&lt;br /&gt;
|-&lt;br /&gt;
| Level 8 || 2d12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4 Power Levels&#039;&#039;&#039;:&lt;br /&gt;
**Small - 0 level point&lt;br /&gt;
**Medium - 1 level points&lt;br /&gt;
**Large - 2 level points&lt;br /&gt;
**Gigantic* - 3 level points&lt;br /&gt;
&lt;br /&gt;
The Power level represents the Kinetic/Electric/Thermal 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4 Speeds&#039;&#039;&#039;:&lt;br /&gt;
**Single Fire - 0 level points&lt;br /&gt;
**Manual - 1 level point&lt;br /&gt;
**Semi-Auto - 2 level points&lt;br /&gt;
**Fully Automatic - 3 level points&lt;br /&gt;
**Super Fast* - 4 level points&lt;br /&gt;
&lt;br /&gt;
This is the speed or rate of fire a gun is able to do. All Melee is considered Manual where is 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. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Weapon Examples&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon&lt;br /&gt;
! Size/Speed&lt;br /&gt;
! Hit Die&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || Medium Amo/Manual || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Pistol || Small Amo/Semi-Auto || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Hunting Rifle ||  Medium Amo/Single Fire || 1d8&lt;br /&gt;
|- &lt;br /&gt;
| Sniper Rifle || Large Amo/Semi-Auto || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || Medium Amo/Semi-Auto || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Assault Weapon || Medium Amo/Fully Automatic || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Light Machine Gun || Large Amo/Fully Automatic || 1d12&lt;br /&gt;
|-&lt;br /&gt;
| Uzi || Small Amo/Super Fast* || 1d8&lt;br /&gt;
|-&lt;br /&gt;
|+ Archaic weapon examples&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword || Medium/Manual || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Broad Sword || Large/Manual || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Knife || Small/Manual || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Throwing Knife/Star || Small/Single-Fire || 1d2&lt;br /&gt;
|-&lt;br /&gt;
| Bow || Medium/Single-Fire || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Composite Box || Large/Single-Fire || 1d8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advance Customizations === &lt;br /&gt;
There are more things that can be done too customize a weapon in Future Path. There are multi characteristics and they can be effected positively and negatively.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Attributes list (Not all apply to every weapon)&#039;&#039;&#039;:&lt;br /&gt;
# Range&lt;br /&gt;
** The average distance before accuracy becomes a problem.&lt;br /&gt;
# Accuracy&lt;br /&gt;
# Ammunition Amount&lt;br /&gt;
# Reload speed&lt;br /&gt;
# Master Worked Construction&lt;br /&gt;
# Base Damage&lt;br /&gt;
# Bonus Damage&lt;br /&gt;
# Bonus Ability&lt;br /&gt;
# DR Damage&lt;br /&gt;
# Tech Level&lt;br /&gt;
&lt;br /&gt;
==Weapon Technology==&lt;br /&gt;
Weapons evolve with technology and at different tech levels will have adjustments to their stats. Weapons have a tech level.  0 - 4. All 0 tech level weapons are considered Archaic. If you handle a weapon of a hirer tech level then your character you cannot apply your affinity bonus to use it until you increase your tech skill to that level. Weapons of higher tech level gain additional features but do not necessary increase the hit die unless specified. Here are some common attributes higher tech level weapons will see increased.&lt;br /&gt;
* Accuracy (Bonus to hit)&lt;br /&gt;
* Base damage (A new low limit to damage. IE: (+1)1d6 can do between 2 and 6 points of damage.&lt;br /&gt;
* DR piercing (Can remove some of the DR that Armour can provide)&lt;br /&gt;
* Weight, capacity of ammunition, range&lt;br /&gt;
&lt;br /&gt;
Most people think that a better weapon implies more damage. But if the rules of combat are followed correctly players will have to be dealing with Range and amo issues. And out side of combat they may have to deal with the weight of their weapons interfering with their ability to carry of equipment/resources/loot. A light weight high capacity firearm that also happens to have excellent range is hard to come by. More advance civilizations will be concerned with these matters more then simply &#039;does it do more damage?&#039;. This doesn&#039;t mean there cannot be weapons that do extreme amounts of damage but most are restricted to robots/space ships/tanks and alike.&lt;br /&gt;
&lt;br /&gt;
== Weapon Attributes ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;&lt;br /&gt;
A firearm&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loading a Firearm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms.&lt;br /&gt;
&lt;br /&gt;
Loading any firearm provokes attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reloading a firearm with an already filled box magazine or speed loader is a swift action.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Loading a belt of linked ammunition is an immediate action. Linking two belts together is a swift action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If a firearm has a tripod, you subtract reduce this penalty by [1] in the attack modifier.&lt;br /&gt;
&lt;br /&gt;
If a firearm is mounted, you subtract reduce this penalty by [2] in the attack modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misfires&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range and Penetration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
== Firearm Ammunition ==&lt;br /&gt;
&lt;br /&gt;
Ammunition for firearms and other ranged weapons is covered below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Ammunition Type (Quantity) &lt;br /&gt;
! Cost &lt;br /&gt;
! Damage Modifier&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm (20) ||$7.50 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm (20) ||$7.50 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|7.62mmR (20) ||$7.50 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.444 caliber (20) ||$15 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.50 caliber (20) ||$15 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|9mm (50) ||$10 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|10mm (50) ||$10 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|.22 caliber (50) ||$7.50 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|.32 caliber (50) ||$20 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|.38 special (50) ||$20 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.357 caliber (50) ||$20 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.44 caliber (50) ||$20 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.45 caliber (50) ||$20 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.50AE caliber (50) ||$20 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|10-gauge buckshot (10) ||$20 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge buckshot (10) ||$20 ||+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;5.56mm, 7.62mm, 7.62mmR, .444, .50&lt;br /&gt;
&lt;br /&gt;
:These calibers of ammunition are generally used in rifles, assault rifles, or machine guns and are sold in boxes of 20 rounds each.&lt;br /&gt;
&lt;br /&gt;
;9mm, 10mm, .22, .32, .38 S, .357, .44, .45, .50AE&lt;br /&gt;
&lt;br /&gt;
:These calibers are generally used in pistols or submachine guns and are sold in boxes of 50 rounds each.&lt;br /&gt;
&lt;br /&gt;
;10-gauge Buckshot, 12-gauge Buckshot &lt;br /&gt;
&lt;br /&gt;
Shotgun shells are sold in boxes of ten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Ammunition&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A special, Magnum, or AE ammunition round will increase the critical threat range by one.&lt;br /&gt;
== Firearm Types ==&lt;br /&gt;
&#039;&#039;&#039;Handguns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Handguns can be broken down into three smaller groups: autoloaders, revolvers and machine pistols.&lt;br /&gt;
&lt;br /&gt;
Autoloaders (sometimes called “automatics”) feature removable box magazines and some models hold quite a lot of ammunition.&lt;br /&gt;
&lt;br /&gt;
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder&lt;br /&gt;
&lt;br /&gt;
Machine pistols are automatic weapons small enough to be fired with one hand.&lt;br /&gt;
&lt;br /&gt;
Handguns can be broken down into two smaller groups - revolvers and autoloaders.&lt;br /&gt;
&lt;br /&gt;
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longarms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Guns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotguns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shotguns are large-bore weapons that have the Scatter Weapon Quality.&lt;br /&gt;
&lt;br /&gt;
If a slug is used to attack then increase the critical hit modifier to x4. Slugs can only target one individual.&lt;br /&gt;
&lt;br /&gt;
If pellets are used, the shot gun fires in a cone (15&#039;). 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.&lt;br /&gt;
 &lt;br /&gt;
== Firearm Rate of Fire ==&lt;br /&gt;
&#039;&#039;&#039;Single Shot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a single shot per each attack granted by the PC&#039;s Base Attack Bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Semi-Automatic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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&#039;s Armor Class, the character gains an additional hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automatic Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Automatic is a full round action and a character can fire in a cone (see below). All individuals within the cone (30&#039;) are targets and each must be rolled separately, with a modifier of -4. In addition, targets are unable to use any concealment abilities.&lt;br /&gt;
&lt;br /&gt;
Machine guns only have autofire settings and can&#039;t normally fire single shots. These weapons can fire as cone (60&#039;) attack, each with a -4 to hit.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapons Table ==&lt;br /&gt;
&lt;br /&gt;
Ranged weapons are described by a number of statistics, as shown on Table: Ranged Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Ranged weapon damage is classified as Piercing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Modern firearm attacks are against the target&#039;s touch AC for the first 5 range increments and have a full 10 range increments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rate of Fire&#039;&#039;&#039;: How many rounds the firearm fires per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: The weapon&#039;s magazine capacity and type are given in this column.&lt;br /&gt;
&lt;br /&gt;
* Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.&lt;br /&gt;
&lt;br /&gt;
* Cylinder: A revolver keeps its ammunition in a cylinder.&lt;br /&gt;
&lt;br /&gt;
* Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand.&lt;br /&gt;
&lt;br /&gt;
* Belt Feed: Machine guns use linked ammunition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight when fully loaded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+No Proficiency Required - Ranged&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pepper spray ||Special ||— ||Special ||5 ft. ||1 ||1 int. ||Tiny ||0.5 lb. ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Taser ||1d4 ||— ||Electricity ||5 ft. ||1 ||1 int. ||Small ||2 lb. ||$50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Benelli 121 M1&lt;br /&gt;
|-&lt;br /&gt;
|12-gague Shotgun ||2d8+2 ||19-20 x2 ||P ||40 ft. ||S ||7 int ||Large ||8 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Beretta 92F&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||40 ft. ||S ||15 box ||Small ||3 lb. ||$450&lt;br /&gt;
|-&lt;br /&gt;
|Beretta M3P&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge Shotgun ||2d8+2 ||19-20 x2 ||P ||30 ft. ||S ||5 box ||Large ||9 lb ||$650&lt;br /&gt;
|-&lt;br /&gt;
|Browning BPS&lt;br /&gt;
|-&lt;br /&gt;
|10-gauge Shotgun ||2d10 +3 ||19-20 x2 ||P ||30 ft ||Single ||5 int. ||Large ||11 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Colt Double Eagle 10 mm Autoloader ||2d6+3 ||x4 ||P ||30 ft. ||S ||9 box ||Small ||3 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Colt M1&lt;br /&gt;
|-&lt;br /&gt;
|.45 Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||7 box ||Small ||3 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Colt Python&lt;br /&gt;
|-&lt;br /&gt;
|.357 Revolver ||2d6+1 ||x4 ||P ||40 ft. ||S ||6 cyl. ||Med ||3 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Compound Bow ||2d8 ||20 ||P ||40 ft. ||1 ||— ||Large ||3 lb. ||$150&lt;br /&gt;
|-&lt;br /&gt;
|Derringer .45 ||2d6+2 ||x4 ||P ||10 ft. ||Single ||2 int. ||Tiny ||1 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Desert Eagle&lt;br /&gt;
|-&lt;br /&gt;
|.50AE Autoloader ||2d8+3 ||x4 ||P ||40 ft. ||S ||8 box ||Med ||4 lb. ||$1,500&lt;br /&gt;
|-&lt;br /&gt;
|Gloc.&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||17 box ||Small ||2 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Gloc.&lt;br /&gt;
|-&lt;br /&gt;
|10mm Autoloader ||2d6+3 ||x4 ||P ||40 ft. ||S ||15 box ||Small ||3 lb. ||$600&lt;br /&gt;
|-&lt;br /&gt;
|Mossberg&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge Shotgun ||2d8+2 ||x2 ||P ||30 ft. ||Single ||6 int. ||Large ||7 lb. ||$350&lt;br /&gt;
|-&lt;br /&gt;
|Pathfinder&lt;br /&gt;
|-&lt;br /&gt;
|.22 Revolver ||2d4 ||20 x4 ||P ||20 ft. ||S ||6 cyl. ||Tiny ||1 lb. ||$475&lt;br /&gt;
|-&lt;br /&gt;
|Remington 700 7.62mm Hunting Rifle ||2d10+1 ||x4 ||P ||300 ft. ||Single ||5 int. ||Large ||8 lb. ||$900&lt;br /&gt;
|-&lt;br /&gt;
|Ruger Service-Six .38S Revolver ||2d6+1 ||x4 ||P ||30 ft. ||S ||6 cyl. ||Small ||2 lbs ||$500&lt;br /&gt;
|-&lt;br /&gt;
|S&amp;amp;W M29&lt;br /&gt;
|-&lt;br /&gt;
|.44 Magnum Revolver ||2d8+2 ||x4 ||P ||30 ft. ||S ||6 cyl. ||Med ||3 lb. ||$850&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-off&lt;br /&gt;
|-&lt;br /&gt;
|12-ga Shotgun ||2d8+3 ||19-20 x2 ||P ||10 ft. ||S ||2 int. ||Med ||4 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|SITES M9&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||8 box ||Tiny ||2 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Walther PPK&lt;br /&gt;
|-&lt;br /&gt;
|.32 Autoloader ||2d4 ||x4 ||P ||10 ft. ||S ||7 box ||Small ||1 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Winchester ||2d10+1 ||x4 ||P ||300 ft. ||Single ||6 int. ||Large ||7 lb. ||$575&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Martial Ranged Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AKM/AK-47 7.62x39mm&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle ||2d8+1 ||19-20 x4 ||P ||70 ft. ||S, A ||30 box ||Large ||10 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Barrett Light Fifty&lt;br /&gt;
|-&lt;br /&gt;
|.50 Sniper Rifle ||2d12+3 ||19-20 x4 ||P ||600 ft. ||S ||11 box ||Huge ||35 lb. ||$8,000&lt;br /&gt;
|-&lt;br /&gt;
|Beretta 93R&lt;br /&gt;
|-&lt;br /&gt;
|9mm Machine Pistol ||2d6+2 ||19-20 x4 ||P ||30 ft. ||S,A ||20 box ||Med ||3 lb. ||$825&lt;br /&gt;
|-&lt;br /&gt;
|HK G3&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm Assault Rifle ||2d10+1 ||19-20 x4 ||P ||300 ft. ||S, A ||20 box ||Large ||11 lb. ||$925&lt;br /&gt;
|-&lt;br /&gt;
|HK MP5 9mm ||2d6+2 ||19-20 x4 ||P ||50 ft. ||S,B, A ||30 box ||Large ||7 lb. ||$1,000&lt;br /&gt;
|-&lt;br /&gt;
|HK MP5K&lt;br /&gt;
|-&lt;br /&gt;
|9mm Submachine Gun ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, B,A ||15 box ||Med ||5 lb. ||$925&lt;br /&gt;
|-&lt;br /&gt;
|HK PSG1&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm Sniper Rifle ||2d10+1 ||19-20 x4 ||P ||300 ft. ||S ||5 box ||Large ||16 lb. ||$9,000&lt;br /&gt;
|-&lt;br /&gt;
|M16&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20 x4 ||P ||100 ft. ||S, B or A ||30 box ||Large ||8 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|M4 Carbine&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20 x4 ||P ||100 ft. ||S,,B,A ||30 box ||Large ||7 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|M-60&lt;br /&gt;
|-&lt;br /&gt;
|7.62 Machine Gun ||2d10+1 ||19-20 x4 ||P ||300 ft. ||A ||belt feed ||Huge ||22 lb. ||$15,000&lt;br /&gt;
|-&lt;br /&gt;
|MAC Ingram M10&lt;br /&gt;
|-&lt;br /&gt;
|.45 Machine Pistol ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||30 box ||Med ||6 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Skorpion&lt;br /&gt;
|-&lt;br /&gt;
|.32 Machine Pistol ||2d4 ||19-20 x4 ||P ||40 ft. ||S, A ||20 box ||Med ||4 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Steyr AUG&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20&lt;br /&gt;
|-&lt;br /&gt;
|X4 ||P ||150 ft. ||S,B, A ||30 box ||Large ||9 lb ||$925&lt;br /&gt;
|-&lt;br /&gt;
|TEC-9&lt;br /&gt;
|-&lt;br /&gt;
|9mm Machine Pistol ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||32 box ||Med ||4 lb. ||$475&lt;br /&gt;
|-&lt;br /&gt;
|Uzi&lt;br /&gt;
|-&lt;br /&gt;
|9mm Submachine Gun ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||20 box ||Large ||8 lb. ||$825&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Exotic Ranged Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Flamethrower ||3d6 ||x4 ||Fire ||— ||1 ||10 int. ||Large ||50 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|M2HB&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Machine Gun ||1d12+3 ||19-20 x4 ||P ||200 ft. ||A ||belt feed ||Huge ||75 lb ||$17,000&lt;br /&gt;
|-&lt;br /&gt;
|M72A3 LAW&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher ||10d6 ||19-20 x4 ||— ||150 ft. ||1 ||1 int. ||Large ||5 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|M79&lt;br /&gt;
|-&lt;br /&gt;
|Grenade Launcher ||Varies ||— ||— ||70 ft. ||1 ||1 int. ||Large ||7 lb. ||$475&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Descriptions ==&lt;br /&gt;
;No Proficiency Required - Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged weapons that are not firearms, there is no proficiency feat required to use these weapons.&lt;br /&gt;
* Pepper Spray&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Taser&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Simple Ranged Weapons&lt;br /&gt;
* Benelli 121 M1&lt;br /&gt;
&lt;br /&gt;
The Benelli 121 M1 semiautomatic shotgun is reliable, simple and sturdy.&lt;br /&gt;
* Beretta 92F&lt;br /&gt;
&lt;br /&gt;
The standard service Pistol of the United States military&lt;br /&gt;
* Beretta M3P&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Browning BPS&lt;br /&gt;
&lt;br /&gt;
This heavy shotgun fires the largest shotgun round available, the 10-gauge hell.&lt;br /&gt;
* Colt Double Eagle&lt;br /&gt;
&lt;br /&gt;
Based on the M1911 mechanism, this pistol is an updated civilian version that fires a 10mm round.&lt;br /&gt;
* Colt M1911&lt;br /&gt;
&lt;br /&gt;
This .45 semiautomatic pistol was used by the United States military for decades.&lt;br /&gt;
* Colt Python&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Compound Bow&lt;br /&gt;
&lt;br /&gt;
Bow hunting remains a popular sport in North America. A character&#039;s strength modifier applies to damage rolls made when using this weapon.&lt;br /&gt;
* Derringer&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Desert Eagle&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Glock 17&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Glock 20&lt;br /&gt;
&lt;br /&gt;
This slightly larger version of the Glock 17 is chambered for the slightly more powerful 10mm round.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Mossberg&lt;br /&gt;
&lt;br /&gt;
The Mossberg Model 500 ATP6C is a pump-action shotgun designed for military and police work.&lt;br /&gt;
* Pathfinder&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Remington 700&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Ruger Service-Six&lt;br /&gt;
&lt;br /&gt;
This revolver, designed specifically for police use, fires the .38 Special rounds.&lt;br /&gt;
* S&amp;amp;W M29&lt;br /&gt;
&lt;br /&gt;
The Smith &amp;amp; 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.&lt;br /&gt;
* Sawed-Off Shotgun&lt;br /&gt;
&lt;br /&gt;
This is a 12-gauge, double-barreled shotgun with the stock and barrels sawed short. All that&#039;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.&lt;br /&gt;
* SITES M9 Resolver&lt;br /&gt;
&lt;br /&gt;
The compact SITES weapon is very narrow, making it easy to conceal.&lt;br /&gt;
* Walther PPK&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Winchester 94&lt;br /&gt;
&lt;br /&gt;
The Winchester Model 94 Big Bore is a lever-action rifle typical of big-bore hunting rifles found around the world.&lt;br /&gt;
;Martial Ranged Weapons&lt;br /&gt;
* AKM/AK-47&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The AKM is a slightly more modern version of the AK-47, but functions essentially the same.&lt;br /&gt;
* Barrett Light Fifty&lt;br /&gt;
&lt;br /&gt;
The heavy but rugged Light Fifty is an incredibly powerful weapon for its size. Although it&#039;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.&lt;br /&gt;
* Beretta 93R&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK G3&lt;br /&gt;
&lt;br /&gt;
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&#039;s armies used this rifle.&lt;br /&gt;
* HK MP5&lt;br /&gt;
&lt;br /&gt;
The Heckler &amp;amp; Koch MP5 family of weapons is among the most recognizable in the world. Many different designs exist; described here is the most basic model.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK MP5K&lt;br /&gt;
&lt;br /&gt;
A radically shortened version of the MP5, this weapon is optimized to be concealable. The steps taken to reduce the weapon&#039;s size and weight negate the benefits of the parent weapon&#039;s extraordinary quality and as a result the MP5K is not a mastercraft weapon.&lt;br /&gt;
&lt;br /&gt;
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&#039;s size to Large, though).&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK PSG1&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M16A2&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The A3 has a three-round burst setting, with a ROF: S, B.&lt;br /&gt;
&lt;br /&gt;
The A4 does not have the three-round burst setting, with a ROF: S, A&lt;br /&gt;
* M4 Carbine&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M-60&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* MAC Ingram M10&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The M10 accepts a suppressor without modification.&lt;br /&gt;
* Skorpion&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
* Steyr AUG&lt;br /&gt;
&lt;br /&gt;
An unusual and exotic-looking weapon, the bull pup AUG is the standard rifle of the Austrian and Australian armies. It&#039;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.&lt;br /&gt;
* TEC-9&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Uzi&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Exotic Ranged Weapons&lt;br /&gt;
* Flamethrower&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
A flamethrower&#039;s backpack has hardness 5 and 5 hit points. When worn, the backpack has a AC equal to 9 + the wearer&#039;s Dexterity modifier + the wearer&#039;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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
A flamethrower can shoot 10 times before the fuel supply is depleted.&lt;br /&gt;
* M2HB&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M72A3 LAW&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M79&lt;br /&gt;
&lt;br /&gt;
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&#039;t be used as hand grenades and the M79 can&#039;t shoot hand grenades.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
;Explosives&lt;br /&gt;
&lt;br /&gt;
These weapons explode or burst, dealing damage to individuals or objects within an area.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Explosives require no proficiency to use normally.&lt;br /&gt;
* Thrown Explosives&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)&lt;br /&gt;
&lt;br /&gt;
**    Hit: Individuals in all adjacent squares are dealt damage.&lt;br /&gt;
**    Miss: First, roll 1d8 to determine the miss direction of the throw.&lt;br /&gt;
**    1 - Falls short (straight line towards the thrower).&lt;br /&gt;
**    2 through 8 - Count around the target individual or grid intersection in a clockwise direction.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Finally, the item deals damage to all individuals in the square it lands in and in all adjacent squares.&lt;br /&gt;
* Planted Explosives&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Explosives Table&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage dealt by the weapon.&lt;br /&gt;
&lt;br /&gt;
Burst Radius/Splash Damage: All individuals or objects within the burst radius take damage from the explosive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Damage from explosives and splash weapons is classified according to type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reflex DC&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Increment&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: A Small or smaller weapon is considered a light weapon. Medium-size or smaller weapon can be used one-handed or two-handed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon. This number reflects the base price and doesn&#039;t include any modifier for purchasing the weapon on the black market.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Grenades and Explosives&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Burst Radius &lt;br /&gt;
! Reflex DC &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40mm Fragmentation Grenade ||6d6 ||19-20 x4 ||Slashing ||10 ft. ||15 ||— ||Tiny ||1 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|C4/Semtex ||4d6 ||19-20 x4 ||Bludgeoning ||10 ft. ||18 ||— ||Small ||1 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Det Cord ||2d6 ||20x4 ||Fire ||See text ||12 ||— ||Med ||2 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
|Dynamite ||2d6 ||19-20/x4 ||Bludgeoning ||5 ft. ||15 ||10 ft. ||Tiny ||1 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Fragmentation Grenade ||6d6 ||19-20/x4 ||Slashing ||20 ft. ||15 ||10 ft. ||Tiny ||1 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Molotov Cocktail ||1d6/&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1d4 Splash&lt;br /&gt;
|-&lt;br /&gt;
|||20 ||Fire ||5 ft ||12 ||10 ft ||Small ||1 lb ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade ||See text ||— ||— ||See text ||— ||10 ft. ||Small ||2 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
|Tear gas Grenade ||See text ||— ||— ||See text ||— ||10 ft. ||Small ||2 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Thermite Grenade ||8d6 ||19-20/x4 ||Fire ||5 ft. ||12 ||10 ft. ||Small ||2 lb. ||$850&lt;br /&gt;
|-&lt;br /&gt;
|White Phosphorus Grenade ||8d6 ||19-20 x4 ||Fire ||20 ft. ||12 ||10 ft. ||Small ||2 lb. ||$625&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Grenades and Explosives&lt;br /&gt;
&lt;br /&gt;
Many explosives require detonators, which are described in Weapon Accessories.&lt;br /&gt;
&lt;br /&gt;
No feat is required to use these thrown weapons.&lt;br /&gt;
* 40mm Fragmentation Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* C4/Semtex&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given represents a package of 4 blocks.&lt;br /&gt;
&lt;br /&gt;
C4/Semtex requires a detonator to set off.&lt;br /&gt;
* Det Cord&lt;br /&gt;
&lt;br /&gt;
Det cord is an explosive in a rope-like form. Technically, det cord doesn&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It can also be doubled up; for each additional 5 feet of cord within a single 5-foot square, increase the damage by +1d6.&lt;br /&gt;
&lt;br /&gt;
Det cord requires a detonator to set it off.&lt;br /&gt;
* Dynamite&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
It&#039;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&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
Dynamite is sold in boxes of 12 sticks.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Fragmentation Grenade&lt;br /&gt;
&lt;br /&gt;
The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Molotov Cocktail&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Smoke Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Tear Gas Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Thermite Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* White Phosphorus Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
Melee weapons are used in close combat and they are generally among the simplest types of weapons.&lt;br /&gt;
;Melee Weapons Table&lt;br /&gt;
&lt;br /&gt;
Melee weapons are described by a number of statistics, as shown on Table: Melee Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Melee weapon damage is classified according to type: bludgeoning, energy, piercing and slashing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Increment&#039;&#039;&#039;: Melee weapons that are designed to be thrown can be used to make ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: 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&#039;s off hand.&lt;br /&gt;
&lt;br /&gt;
A Medium-size or smaller weapon can be used one-handed or two-handed.&lt;br /&gt;
&lt;br /&gt;
A Large weapon requires two hands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Cleaver ||1d6 ||19–20 ||Slashing ||10 ft. ||Small ||2 lb. ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Knife ||1d4 ||19–20 ||Piercing ||10 ft. ||Tiny ||1 lb. ||$15&lt;br /&gt;
|-&lt;br /&gt;
|Metal Baton ||1d6 ||19–20 ||Bludgeoning ||— ||Med ||2 lb. ||$25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Exotic Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Chain saw ||3d6 ||18–20 x4 ||Slashing ||— ||Large ||10 lb. ||$150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+No Feat Required Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pistol Whip ||1d4 ||20 ||Bludgeoning ||— ||Small ||— ||—&lt;br /&gt;
|-&lt;br /&gt;
|Rifle Butt ||1d6 ||20 ||Bludgeoning ||— ||Large ||— ||—&lt;br /&gt;
|-&lt;br /&gt;
|Straight Razor ||1d3 ||18–20 ||Slashing ||— ||Tiny ||0.5 lb. ||$5&lt;br /&gt;
|-&lt;br /&gt;
|Stun Gun ||1d3 ||20 ||Electricity ||— ||Tiny ||1 lb. ||$40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Simple Melee Weapons&lt;br /&gt;
&lt;br /&gt;
Generally inexpensive and light in weight, simple weapons get the job done nevertheless.&lt;br /&gt;
* Cleaver&lt;br /&gt;
&lt;br /&gt;
Heavy kitchen knives can be snatched up for use as weapons in homes and restaurants.&lt;br /&gt;
* Knife&lt;br /&gt;
&lt;br /&gt;
This category of weapon includes hunting knives, butterfly knives and switchblades.&lt;br /&gt;
* Metal Baton&lt;br /&gt;
&lt;br /&gt;
This weapon can be collapsed to reduce its size and increase its conceal-ability. Extending or collapsing the baton is a free action.&lt;br /&gt;
;Exotic Melee Weapons.&lt;br /&gt;
* Chain Saw&lt;br /&gt;
&lt;br /&gt;
Military and police units use powered saws to cut through fences and open doors rapidly.&lt;br /&gt;
;No Proficiency Required Melee Weapons&lt;br /&gt;
* Pistol Whip&lt;br /&gt;
&lt;br /&gt;
Using a Pistol as a melee weapon can deal greater damage than attacking unarmed.&lt;br /&gt;
* Rifle Butt&lt;br /&gt;
&lt;br /&gt;
The butt of a rifle can be used as an impromptu club.&lt;br /&gt;
* Straight Razor&lt;br /&gt;
&lt;br /&gt;
Favored by old-school organized crime “mechanics,” this item can still be found in some barbershops and shaving kits.&lt;br /&gt;
* Stun Gun&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Accessories&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Box magazine ||Tiny ||0.5 lb. ||$5&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Blasting Cap ||Tiny ||0.5 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Radio Controlled ||Tiny ||0.5 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Timed ||Tiny ||0.5 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Wired ||Tiny ||1 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Holster, Hip ||Tiny ||1 lb. ||$35&lt;br /&gt;
|-&lt;br /&gt;
|Holster, Concealed ||Tiny ||0.5 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Illuminator ||Tiny ||0.5 lb. ||$85&lt;br /&gt;
|-&lt;br /&gt;
|Laser sight ||Tiny ||0.5 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Scope, Standard ||Tiny ||0.5 lb. ||$70&lt;br /&gt;
|-&lt;br /&gt;
|Scope, Electro-Optical ||Small ||3 lb. ||$110&lt;br /&gt;
|-&lt;br /&gt;
|Speed loader ||Tiny ||0.5 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Suppressor, Pistol ||Tiny ||1 lb. ||$250&lt;br /&gt;
|-&lt;br /&gt;
|Suppressor, Rifle ||Small ||4 lb. ||$400&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>72.32.146.52</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Weapons&amp;diff=1258</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Weapons&amp;diff=1258"/>
		<updated>2015-05-19T23:25:29Z</updated>

		<summary type="html">&lt;p&gt;72.32.146.52: /* Advance Customizations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Weapon Categories==&lt;br /&gt;
Weapons have multi stats that change how effective they are in different engagements. &lt;br /&gt;
&lt;br /&gt;
There are 3 categories of weapons in Future Path:&lt;br /&gt;
#Archaic&lt;br /&gt;
#Simple&lt;br /&gt;
#Exotic&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Archaic&#039;&#039;&#039;: is anything that is so old is it never really used unless by people who love to mess with old type of stuff. For example the bow/arrow. And old style projectile weapon that appears simple at first glance but is actually difficult to master. &lt;br /&gt;
** Arcane weapons require the Arcane Weapon Proficiency Feat or you take a -4 and cannot use Ability/Affinity bonuses for hit checks.&lt;br /&gt;
* &#039;&#039;&#039;Simple&#039;&#039;&#039;: weapons are weapons that are common place for your Character. They usual follow a standard and design and are intuitive too use. 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. &lt;br /&gt;
**Simple weapons require not feat to use without penalty however you still cannot apply Affinity bonus to a weapon you do not have a proficiency with.&lt;br /&gt;
* &#039;&#039;&#039;Exotic&#039;&#039;&#039;: are weapons that are notorious to get use too. They do not necessarily follow the simple model that most weapons follow and/or they have uniq properties that make it less intuitive too use. The Flamethrower or Grenade Launcher are examples. Perhaps a Portal Gun as well.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
==Future Path Custom Weapons==&lt;br /&gt;
Weapons have multi attributes but perhaps the must significant aspect is its hit die. Weapon have a hit die level as shown below. There is two different characteristics that can give a weapon&lt;br /&gt;
its total hit die level. Its Size and its Speed see below. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Hit Dice Level&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Level&lt;br /&gt;
! Hit Die&lt;br /&gt;
|-&lt;br /&gt;
| Level 0 || 1d2&lt;br /&gt;
|-&lt;br /&gt;
| Level 1 || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Level 2 || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Level 4 || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Level 5 || 1d12&lt;br /&gt;
|-&lt;br /&gt;
| Level 6 || 2d8&lt;br /&gt;
|-&lt;br /&gt;
| Level 7 || 2d10&lt;br /&gt;
|-&lt;br /&gt;
| Level 8 || 2d12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4 Power Levels&#039;&#039;&#039;:&lt;br /&gt;
**Small - 0 level point&lt;br /&gt;
**Medium - 1 level points&lt;br /&gt;
**Large - 2 level points&lt;br /&gt;
**Gigantic* - 3 level points&lt;br /&gt;
&lt;br /&gt;
The Power level represents the Kinetic/Electric/Thermal 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4 Speeds&#039;&#039;&#039;:&lt;br /&gt;
**Single Fire - 0 level points&lt;br /&gt;
**Manual - 1 level point&lt;br /&gt;
**Semi-Auto - 2 level points&lt;br /&gt;
**Fully Automatic - 3 level points&lt;br /&gt;
**Super Fast* - 4 level points&lt;br /&gt;
&lt;br /&gt;
This is the speed or rate of fire a gun is able to do. All Melee is considered Manual where is 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. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Weapon Examples&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon&lt;br /&gt;
! Size/Speed&lt;br /&gt;
! Hit Die&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || Medium Amo/Manual || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| 9mm Pistol || Small Amo/Semi-Auto || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Hunting Rifle ||  Medium Amo/Single Fire || 1d8&lt;br /&gt;
|- &lt;br /&gt;
| Sniper Rifle || Large Amo/Semi-Auto || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Assault Rifle || Medium Amo/Semi-Auto || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Assault Weapon || Medium Amo/Fully Automatic || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Light Machine Gun || Large Amo/Fully Automatic || 1d12&lt;br /&gt;
|-&lt;br /&gt;
| Uzi || Small Amo/Super Fast* || 1d8&lt;br /&gt;
|-&lt;br /&gt;
|+ Archaic weapon examples&lt;br /&gt;
|-&lt;br /&gt;
| Short Sword || Medium/Manual || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Broad Sword || Large/Manual || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Knife || Small/Manual || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Throwing Knife/Star || Small/Single-Fire || 1d2&lt;br /&gt;
|-&lt;br /&gt;
| Bow || Medium/Single-Fire || 1d4&lt;br /&gt;
|-&lt;br /&gt;
| Composite Box || Large/Single-Fire || 1d8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advance Customizations === &lt;br /&gt;
There are more things that can be done too customize a weapon in Future Path. There are multi characteristics and they can be effected positively and negatively.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Attributes list (Not all apply to every weapon)&#039;&#039;&#039;:&lt;br /&gt;
# Range&lt;br /&gt;
# Accuracy&lt;br /&gt;
# Ammunition Amount&lt;br /&gt;
# Reload speed&lt;br /&gt;
# Master Worked Construction&lt;br /&gt;
# Base Damage&lt;br /&gt;
# Bonus Damage&lt;br /&gt;
# Bonus Ability&lt;br /&gt;
# DR Damage&lt;br /&gt;
# Tech Level&lt;br /&gt;
&lt;br /&gt;
==Weapon Technology==&lt;br /&gt;
Weapons evolve with technology and at different tech levels will have adjustments to their stats. Weapons have a tech level.  0 - 4. All 0 tech level weapons are considered Archaic. If you handle a weapon of a hirer tech level then your character you cannot apply your affinity bonus to use it until you increase your tech skill to that level. Weapons of higher tech level gain additional features but do not necessary increase the hit die unless specified. Here are some common attributes higher tech level weapons will see increased.&lt;br /&gt;
* Accuracy (Bonus to hit)&lt;br /&gt;
* Base damage (A new low limit to damage. IE: (+1)1d6 can do between 2 and 6 points of damage.&lt;br /&gt;
* DR piercing (Can remove some of the DR that Armour can provide)&lt;br /&gt;
* Weight, capacity of ammunition, range&lt;br /&gt;
&lt;br /&gt;
Most people think that a better weapon implies more damage. But if the rules of combat are followed correctly players will have to be dealing with Range and amo issues. And out side of combat they may have to deal with the weight of their weapons interfering with their ability to carry of equipment/resources/loot. A light weight high capacity firearm that also happens to have excellent range is hard to come by. More advance civilizations will be concerned with these matters more then simply &#039;does it do more damage?&#039;. This doesn&#039;t mean there cannot be weapons that do extreme amounts of damage but most are restricted to robots/space ships/tanks and alike.&lt;br /&gt;
&lt;br /&gt;
== Weapon Attributes ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;&lt;br /&gt;
A firearm&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loading a Firearm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms.&lt;br /&gt;
&lt;br /&gt;
Loading any firearm provokes attacks of opportunity.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Reloading a firearm with an already filled box magazine or speed loader is a swift action.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Loading a belt of linked ammunition is an immediate action. Linking two belts together is a swift action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kick&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If a firearm has a tripod, you subtract reduce this penalty by [1] in the attack modifier.&lt;br /&gt;
&lt;br /&gt;
If a firearm is mounted, you subtract reduce this penalty by [2] in the attack modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Misfires&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range and Penetration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
== Firearm Ammunition ==&lt;br /&gt;
&lt;br /&gt;
Ammunition for firearms and other ranged weapons is covered below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Ammunition Type (Quantity) &lt;br /&gt;
! Cost &lt;br /&gt;
! Damage Modifier&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm (20) ||$7.50 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm (20) ||$7.50 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|7.62mmR (20) ||$7.50 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.444 caliber (20) ||$15 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.50 caliber (20) ||$15 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|9mm (50) ||$10 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|10mm (50) ||$10 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|.22 caliber (50) ||$7.50 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|.32 caliber (50) ||$20 ||+0&lt;br /&gt;
|-&lt;br /&gt;
|.38 special (50) ||$20 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.357 caliber (50) ||$20 ||+1&lt;br /&gt;
|-&lt;br /&gt;
|.44 caliber (50) ||$20 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.45 caliber (50) ||$20 ||+2&lt;br /&gt;
|-&lt;br /&gt;
|.50AE caliber (50) ||$20 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|10-gauge buckshot (10) ||$20 ||+3&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge buckshot (10) ||$20 ||+2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purchase Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;5.56mm, 7.62mm, 7.62mmR, .444, .50&lt;br /&gt;
&lt;br /&gt;
:These calibers of ammunition are generally used in rifles, assault rifles, or machine guns and are sold in boxes of 20 rounds each.&lt;br /&gt;
&lt;br /&gt;
;9mm, 10mm, .22, .32, .38 S, .357, .44, .45, .50AE&lt;br /&gt;
&lt;br /&gt;
:These calibers are generally used in pistols or submachine guns and are sold in boxes of 50 rounds each.&lt;br /&gt;
&lt;br /&gt;
;10-gauge Buckshot, 12-gauge Buckshot &lt;br /&gt;
&lt;br /&gt;
Shotgun shells are sold in boxes of ten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Ammunition&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A special, Magnum, or AE ammunition round will increase the critical threat range by one.&lt;br /&gt;
== Firearm Types ==&lt;br /&gt;
&#039;&#039;&#039;Handguns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Handguns can be broken down into three smaller groups: autoloaders, revolvers and machine pistols.&lt;br /&gt;
&lt;br /&gt;
Autoloaders (sometimes called “automatics”) feature removable box magazines and some models hold quite a lot of ammunition.&lt;br /&gt;
&lt;br /&gt;
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder&lt;br /&gt;
&lt;br /&gt;
Machine pistols are automatic weapons small enough to be fired with one hand.&lt;br /&gt;
&lt;br /&gt;
Handguns can be broken down into two smaller groups - revolvers and autoloaders.&lt;br /&gt;
&lt;br /&gt;
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longarms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Machine Guns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shotguns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shotguns are large-bore weapons that have the Scatter Weapon Quality.&lt;br /&gt;
&lt;br /&gt;
If a slug is used to attack then increase the critical hit modifier to x4. Slugs can only target one individual.&lt;br /&gt;
&lt;br /&gt;
If pellets are used, the shot gun fires in a cone (15&#039;). 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.&lt;br /&gt;
 &lt;br /&gt;
== Firearm Rate of Fire ==&lt;br /&gt;
&#039;&#039;&#039;Single Shot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a single shot per each attack granted by the PC&#039;s Base Attack Bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Semi-Automatic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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&#039;s Armor Class, the character gains an additional hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automatic Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Automatic is a full round action and a character can fire in a cone (see below). All individuals within the cone (30&#039;) are targets and each must be rolled separately, with a modifier of -4. In addition, targets are unable to use any concealment abilities.&lt;br /&gt;
&lt;br /&gt;
Machine guns only have autofire settings and can&#039;t normally fire single shots. These weapons can fire as cone (60&#039;) attack, each with a -4 to hit.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapons Table ==&lt;br /&gt;
&lt;br /&gt;
Ranged weapons are described by a number of statistics, as shown on Table: Ranged Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Ranged weapon damage is classified as Piercing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range&#039;&#039;&#039;: Modern firearm attacks are against the target&#039;s touch AC for the first 5 range increments and have a full 10 range increments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rate of Fire&#039;&#039;&#039;: How many rounds the firearm fires per round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity&#039;&#039;&#039;: The weapon&#039;s magazine capacity and type are given in this column.&lt;br /&gt;
&lt;br /&gt;
* Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.&lt;br /&gt;
&lt;br /&gt;
* Cylinder: A revolver keeps its ammunition in a cylinder.&lt;br /&gt;
&lt;br /&gt;
* Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand.&lt;br /&gt;
&lt;br /&gt;
* Belt Feed: Machine guns use linked ammunition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight when fully loaded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+No Proficiency Required - Ranged&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pepper spray ||Special ||— ||Special ||5 ft. ||1 ||1 int. ||Tiny ||0.5 lb. ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Taser ||1d4 ||— ||Electricity ||5 ft. ||1 ||1 int. ||Small ||2 lb. ||$50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Benelli 121 M1&lt;br /&gt;
|-&lt;br /&gt;
|12-gague Shotgun ||2d8+2 ||19-20 x2 ||P ||40 ft. ||S ||7 int ||Large ||8 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Beretta 92F&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||40 ft. ||S ||15 box ||Small ||3 lb. ||$450&lt;br /&gt;
|-&lt;br /&gt;
|Beretta M3P&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge Shotgun ||2d8+2 ||19-20 x2 ||P ||30 ft. ||S ||5 box ||Large ||9 lb ||$650&lt;br /&gt;
|-&lt;br /&gt;
|Browning BPS&lt;br /&gt;
|-&lt;br /&gt;
|10-gauge Shotgun ||2d10 +3 ||19-20 x2 ||P ||30 ft ||Single ||5 int. ||Large ||11 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Colt Double Eagle 10 mm Autoloader ||2d6+3 ||x4 ||P ||30 ft. ||S ||9 box ||Small ||3 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Colt M1&lt;br /&gt;
|-&lt;br /&gt;
|.45 Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||7 box ||Small ||3 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Colt Python&lt;br /&gt;
|-&lt;br /&gt;
|.357 Revolver ||2d6+1 ||x4 ||P ||40 ft. ||S ||6 cyl. ||Med ||3 lb. ||$700&lt;br /&gt;
|-&lt;br /&gt;
|Compound Bow ||2d8 ||20 ||P ||40 ft. ||1 ||— ||Large ||3 lb. ||$150&lt;br /&gt;
|-&lt;br /&gt;
|Derringer .45 ||2d6+2 ||x4 ||P ||10 ft. ||Single ||2 int. ||Tiny ||1 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Desert Eagle&lt;br /&gt;
|-&lt;br /&gt;
|.50AE Autoloader ||2d8+3 ||x4 ||P ||40 ft. ||S ||8 box ||Med ||4 lb. ||$1,500&lt;br /&gt;
|-&lt;br /&gt;
|Gloc.&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||17 box ||Small ||2 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Gloc.&lt;br /&gt;
|-&lt;br /&gt;
|10mm Autoloader ||2d6+3 ||x4 ||P ||40 ft. ||S ||15 box ||Small ||3 lb. ||$600&lt;br /&gt;
|-&lt;br /&gt;
|Mossberg&lt;br /&gt;
|-&lt;br /&gt;
|12-gauge Shotgun ||2d8+2 ||x2 ||P ||30 ft. ||Single ||6 int. ||Large ||7 lb. ||$350&lt;br /&gt;
|-&lt;br /&gt;
|Pathfinder&lt;br /&gt;
|-&lt;br /&gt;
|.22 Revolver ||2d4 ||20 x4 ||P ||20 ft. ||S ||6 cyl. ||Tiny ||1 lb. ||$475&lt;br /&gt;
|-&lt;br /&gt;
|Remington 700 7.62mm Hunting Rifle ||2d10+1 ||x4 ||P ||300 ft. ||Single ||5 int. ||Large ||8 lb. ||$900&lt;br /&gt;
|-&lt;br /&gt;
|Ruger Service-Six .38S Revolver ||2d6+1 ||x4 ||P ||30 ft. ||S ||6 cyl. ||Small ||2 lbs ||$500&lt;br /&gt;
|-&lt;br /&gt;
|S&amp;amp;W M29&lt;br /&gt;
|-&lt;br /&gt;
|.44 Magnum Revolver ||2d8+2 ||x4 ||P ||30 ft. ||S ||6 cyl. ||Med ||3 lb. ||$850&lt;br /&gt;
|-&lt;br /&gt;
|Sawed-off&lt;br /&gt;
|-&lt;br /&gt;
|12-ga Shotgun ||2d8+3 ||19-20 x2 ||P ||10 ft. ||S ||2 int. ||Med ||4 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|SITES M9&lt;br /&gt;
|-&lt;br /&gt;
|9mm Autoloader ||2d6+2 ||x4 ||P ||30 ft. ||S ||8 box ||Tiny ||2 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Walther PPK&lt;br /&gt;
|-&lt;br /&gt;
|.32 Autoloader ||2d4 ||x4 ||P ||10 ft. ||S ||7 box ||Small ||1 lb. ||$500&lt;br /&gt;
|-&lt;br /&gt;
|Winchester ||2d10+1 ||x4 ||P ||300 ft. ||Single ||6 int. ||Large ||7 lb. ||$575&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Martial Ranged Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|AKM/AK-47 7.62x39mm&lt;br /&gt;
|-&lt;br /&gt;
|Assault Rifle ||2d8+1 ||19-20 x4 ||P ||70 ft. ||S, A ||30 box ||Large ||10 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Barrett Light Fifty&lt;br /&gt;
|-&lt;br /&gt;
|.50 Sniper Rifle ||2d12+3 ||19-20 x4 ||P ||600 ft. ||S ||11 box ||Huge ||35 lb. ||$8,000&lt;br /&gt;
|-&lt;br /&gt;
|Beretta 93R&lt;br /&gt;
|-&lt;br /&gt;
|9mm Machine Pistol ||2d6+2 ||19-20 x4 ||P ||30 ft. ||S,A ||20 box ||Med ||3 lb. ||$825&lt;br /&gt;
|-&lt;br /&gt;
|HK G3&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm Assault Rifle ||2d10+1 ||19-20 x4 ||P ||300 ft. ||S, A ||20 box ||Large ||11 lb. ||$925&lt;br /&gt;
|-&lt;br /&gt;
|HK MP5 9mm ||2d6+2 ||19-20 x4 ||P ||50 ft. ||S,B, A ||30 box ||Large ||7 lb. ||$1,000&lt;br /&gt;
|-&lt;br /&gt;
|HK MP5K&lt;br /&gt;
|-&lt;br /&gt;
|9mm Submachine Gun ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, B,A ||15 box ||Med ||5 lb. ||$925&lt;br /&gt;
|-&lt;br /&gt;
|HK PSG1&lt;br /&gt;
|-&lt;br /&gt;
|7.62mm Sniper Rifle ||2d10+1 ||19-20 x4 ||P ||300 ft. ||S ||5 box ||Large ||16 lb. ||$9,000&lt;br /&gt;
|-&lt;br /&gt;
|M16&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20 x4 ||P ||100 ft. ||S, B or A ||30 box ||Large ||8 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|M4 Carbine&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20 x4 ||P ||100 ft. ||S,,B,A ||30 box ||Large ||7 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|M-60&lt;br /&gt;
|-&lt;br /&gt;
|7.62 Machine Gun ||2d10+1 ||19-20 x4 ||P ||300 ft. ||A ||belt feed ||Huge ||22 lb. ||$15,000&lt;br /&gt;
|-&lt;br /&gt;
|MAC Ingram M10&lt;br /&gt;
|-&lt;br /&gt;
|.45 Machine Pistol ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||30 box ||Med ||6 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Skorpion&lt;br /&gt;
|-&lt;br /&gt;
|.32 Machine Pistol ||2d4 ||19-20 x4 ||P ||40 ft. ||S, A ||20 box ||Med ||4 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|Steyr AUG&lt;br /&gt;
|-&lt;br /&gt;
|5.56mm Assault Rifle ||2d8 ||19-20&lt;br /&gt;
|-&lt;br /&gt;
|X4 ||P ||150 ft. ||S,B, A ||30 box ||Large ||9 lb ||$925&lt;br /&gt;
|-&lt;br /&gt;
|TEC-9&lt;br /&gt;
|-&lt;br /&gt;
|9mm Machine Pistol ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||32 box ||Med ||4 lb. ||$475&lt;br /&gt;
|-&lt;br /&gt;
|Uzi&lt;br /&gt;
|-&lt;br /&gt;
|9mm Submachine Gun ||2d6+2 ||19-20 x4 ||P ||40 ft. ||S, A ||20 box ||Large ||8 lb. ||$825&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Exotic Ranged Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Rate of Fire &lt;br /&gt;
! Cap &lt;br /&gt;
! Size &lt;br /&gt;
! Wt &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Flamethrower ||3d6 ||x4 ||Fire ||— ||1 ||10 int. ||Large ||50 lb. ||$750&lt;br /&gt;
|-&lt;br /&gt;
|M2HB&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Machine Gun ||1d12+3 ||19-20 x4 ||P ||200 ft. ||A ||belt feed ||Huge ||75 lb ||$17,000&lt;br /&gt;
|-&lt;br /&gt;
|M72A3 LAW&lt;br /&gt;
|-&lt;br /&gt;
|Rocket Launcher ||10d6 ||19-20 x4 ||— ||150 ft. ||1 ||1 int. ||Large ||5 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|M79&lt;br /&gt;
|-&lt;br /&gt;
|Grenade Launcher ||Varies ||— ||— ||70 ft. ||1 ||1 int. ||Large ||7 lb. ||$475&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Descriptions ==&lt;br /&gt;
;No Proficiency Required - Ranged&lt;br /&gt;
&lt;br /&gt;
Ranged weapons that are not firearms, there is no proficiency feat required to use these weapons.&lt;br /&gt;
* Pepper Spray&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Taser&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Simple Ranged Weapons&lt;br /&gt;
* Benelli 121 M1&lt;br /&gt;
&lt;br /&gt;
The Benelli 121 M1 semiautomatic shotgun is reliable, simple and sturdy.&lt;br /&gt;
* Beretta 92F&lt;br /&gt;
&lt;br /&gt;
The standard service Pistol of the United States military&lt;br /&gt;
* Beretta M3P&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Browning BPS&lt;br /&gt;
&lt;br /&gt;
This heavy shotgun fires the largest shotgun round available, the 10-gauge hell.&lt;br /&gt;
* Colt Double Eagle&lt;br /&gt;
&lt;br /&gt;
Based on the M1911 mechanism, this pistol is an updated civilian version that fires a 10mm round.&lt;br /&gt;
* Colt M1911&lt;br /&gt;
&lt;br /&gt;
This .45 semiautomatic pistol was used by the United States military for decades.&lt;br /&gt;
* Colt Python&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Compound Bow&lt;br /&gt;
&lt;br /&gt;
Bow hunting remains a popular sport in North America. A character&#039;s strength modifier applies to damage rolls made when using this weapon.&lt;br /&gt;
* Derringer&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Desert Eagle&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Glock 17&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Glock 20&lt;br /&gt;
&lt;br /&gt;
This slightly larger version of the Glock 17 is chambered for the slightly more powerful 10mm round.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Mossberg&lt;br /&gt;
&lt;br /&gt;
The Mossberg Model 500 ATP6C is a pump-action shotgun designed for military and police work.&lt;br /&gt;
* Pathfinder&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Remington 700&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Ruger Service-Six&lt;br /&gt;
&lt;br /&gt;
This revolver, designed specifically for police use, fires the .38 Special rounds.&lt;br /&gt;
* S&amp;amp;W M29&lt;br /&gt;
&lt;br /&gt;
The Smith &amp;amp; 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.&lt;br /&gt;
* Sawed-Off Shotgun&lt;br /&gt;
&lt;br /&gt;
This is a 12-gauge, double-barreled shotgun with the stock and barrels sawed short. All that&#039;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.&lt;br /&gt;
* SITES M9 Resolver&lt;br /&gt;
&lt;br /&gt;
The compact SITES weapon is very narrow, making it easy to conceal.&lt;br /&gt;
* Walther PPK&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Winchester 94&lt;br /&gt;
&lt;br /&gt;
The Winchester Model 94 Big Bore is a lever-action rifle typical of big-bore hunting rifles found around the world.&lt;br /&gt;
;Martial Ranged Weapons&lt;br /&gt;
* AKM/AK-47&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The AKM is a slightly more modern version of the AK-47, but functions essentially the same.&lt;br /&gt;
* Barrett Light Fifty&lt;br /&gt;
&lt;br /&gt;
The heavy but rugged Light Fifty is an incredibly powerful weapon for its size. Although it&#039;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.&lt;br /&gt;
* Beretta 93R&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK G3&lt;br /&gt;
&lt;br /&gt;
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&#039;s armies used this rifle.&lt;br /&gt;
* HK MP5&lt;br /&gt;
&lt;br /&gt;
The Heckler &amp;amp; Koch MP5 family of weapons is among the most recognizable in the world. Many different designs exist; described here is the most basic model.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK MP5K&lt;br /&gt;
&lt;br /&gt;
A radically shortened version of the MP5, this weapon is optimized to be concealable. The steps taken to reduce the weapon&#039;s size and weight negate the benefits of the parent weapon&#039;s extraordinary quality and as a result the MP5K is not a mastercraft weapon.&lt;br /&gt;
&lt;br /&gt;
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&#039;s size to Large, though).&lt;br /&gt;
&lt;br /&gt;
This weapon features a three-round burst setting.&lt;br /&gt;
* HK PSG1&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M16A2&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The A3 has a three-round burst setting, with a ROF: S, B.&lt;br /&gt;
&lt;br /&gt;
The A4 does not have the three-round burst setting, with a ROF: S, A&lt;br /&gt;
* M4 Carbine&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M-60&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* MAC Ingram M10&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The M10 accepts a suppressor without modification.&lt;br /&gt;
* Skorpion&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
* Steyr AUG&lt;br /&gt;
&lt;br /&gt;
An unusual and exotic-looking weapon, the bull pup AUG is the standard rifle of the Austrian and Australian armies. It&#039;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.&lt;br /&gt;
* TEC-9&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Uzi&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
;Exotic Ranged Weapons&lt;br /&gt;
* Flamethrower&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
A flamethrower&#039;s backpack has hardness 5 and 5 hit points. When worn, the backpack has a AC equal to 9 + the wearer&#039;s Dexterity modifier + the wearer&#039;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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
A flamethrower can shoot 10 times before the fuel supply is depleted.&lt;br /&gt;
* M2HB&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M72A3 LAW&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* M79&lt;br /&gt;
&lt;br /&gt;
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&#039;t be used as hand grenades and the M79 can&#039;t shoot hand grenades.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
;Explosives&lt;br /&gt;
&lt;br /&gt;
These weapons explode or burst, dealing damage to individuals or objects within an area.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Explosives require no proficiency to use normally.&lt;br /&gt;
* Thrown Explosives&lt;br /&gt;
&lt;br /&gt;
Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)&lt;br /&gt;
&lt;br /&gt;
**    Hit: Individuals in all adjacent squares are dealt damage.&lt;br /&gt;
**    Miss: First, roll 1d8 to determine the miss direction of the throw.&lt;br /&gt;
**    1 - Falls short (straight line towards the thrower).&lt;br /&gt;
**    2 through 8 - Count around the target individual or grid intersection in a clockwise direction.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Finally, the item deals damage to all individuals in the square it lands in and in all adjacent squares.&lt;br /&gt;
* Planted Explosives&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Explosives Table&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage dealt by the weapon.&lt;br /&gt;
&lt;br /&gt;
Burst Radius/Splash Damage: All individuals or objects within the burst radius take damage from the explosive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Damage from explosives and splash weapons is classified according to type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reflex DC&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Increment&#039;&#039;&#039;: 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: A Small or smaller weapon is considered a light weapon. Medium-size or smaller weapon can be used one-handed or two-handed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon. This number reflects the base price and doesn&#039;t include any modifier for purchasing the weapon on the black market.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Grenades and Explosives&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Burst Radius &lt;br /&gt;
! Reflex DC &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|40mm Fragmentation Grenade ||6d6 ||19-20 x4 ||Slashing ||10 ft. ||15 ||— ||Tiny ||1 lb. ||$650&lt;br /&gt;
|-&lt;br /&gt;
|C4/Semtex ||4d6 ||19-20 x4 ||Bludgeoning ||10 ft. ||18 ||— ||Small ||1 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Det Cord ||2d6 ||20x4 ||Fire ||See text ||12 ||— ||Med ||2 lb. ||$100&lt;br /&gt;
|-&lt;br /&gt;
|Dynamite ||2d6 ||19-20/x4 ||Bludgeoning ||5 ft. ||15 ||10 ft. ||Tiny ||1 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Fragmentation Grenade ||6d6 ||19-20/x4 ||Slashing ||20 ft. ||15 ||10 ft. ||Tiny ||1 lb. ||$575&lt;br /&gt;
|-&lt;br /&gt;
|Molotov Cocktail ||1d6/&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1d4 Splash&lt;br /&gt;
|-&lt;br /&gt;
|||20 ||Fire ||5 ft ||12 ||10 ft ||Small ||1 lb ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Grenade ||See text ||— ||— ||See text ||— ||10 ft. ||Small ||2 lb. ||$50&lt;br /&gt;
|-&lt;br /&gt;
|Tear gas Grenade ||See text ||— ||— ||See text ||— ||10 ft. ||Small ||2 lb. ||$300&lt;br /&gt;
|-&lt;br /&gt;
|Thermite Grenade ||8d6 ||19-20/x4 ||Fire ||5 ft. ||12 ||10 ft. ||Small ||2 lb. ||$850&lt;br /&gt;
|-&lt;br /&gt;
|White Phosphorus Grenade ||8d6 ||19-20 x4 ||Fire ||20 ft. ||12 ||10 ft. ||Small ||2 lb. ||$625&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Grenades and Explosives&lt;br /&gt;
&lt;br /&gt;
Many explosives require detonators, which are described in Weapon Accessories.&lt;br /&gt;
&lt;br /&gt;
No feat is required to use these thrown weapons.&lt;br /&gt;
* 40mm Fragmentation Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* C4/Semtex&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given represents a package of 4 blocks.&lt;br /&gt;
&lt;br /&gt;
C4/Semtex requires a detonator to set off.&lt;br /&gt;
* Det Cord&lt;br /&gt;
&lt;br /&gt;
Det cord is an explosive in a rope-like form. Technically, det cord doesn&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It can also be doubled up; for each additional 5 feet of cord within a single 5-foot square, increase the damage by +1d6.&lt;br /&gt;
&lt;br /&gt;
Det cord requires a detonator to set it off.&lt;br /&gt;
* Dynamite&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
It&#039;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&#039;s choice).&lt;br /&gt;
&lt;br /&gt;
Dynamite is sold in boxes of 12 sticks.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Fragmentation Grenade&lt;br /&gt;
&lt;br /&gt;
The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Molotov Cocktail&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Smoke Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Tear Gas Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* Thermite Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
* White Phosphorus Grenade&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade.&lt;br /&gt;
&lt;br /&gt;
The cost given is for a box of 6 grenades.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
&lt;br /&gt;
Melee weapons are used in close combat and they are generally among the simplest types of weapons.&lt;br /&gt;
;Melee Weapons Table&lt;br /&gt;
&lt;br /&gt;
Melee weapons are described by a number of statistics, as shown on Table: Melee Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical&#039;&#039;&#039;: The threat range for a critical hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Type&#039;&#039;&#039;: Melee weapon damage is classified according to type: bludgeoning, energy, piercing and slashing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range Increment&#039;&#039;&#039;: Melee weapons that are designed to be thrown can be used to make ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size&#039;&#039;&#039;: 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&#039;s off hand.&lt;br /&gt;
&lt;br /&gt;
A Medium-size or smaller weapon can be used one-handed or two-handed.&lt;br /&gt;
&lt;br /&gt;
A Large weapon requires two hands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weight&#039;&#039;&#039;: This column gives the weapon&#039;s weight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: This is the purchase cost to acquire the weapon.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Simple Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Cleaver ||1d6 ||19–20 ||Slashing ||10 ft. ||Small ||2 lb. ||$10&lt;br /&gt;
|-&lt;br /&gt;
|Knife ||1d4 ||19–20 ||Piercing ||10 ft. ||Tiny ||1 lb. ||$15&lt;br /&gt;
|-&lt;br /&gt;
|Metal Baton ||1d6 ||19–20 ||Bludgeoning ||— ||Med ||2 lb. ||$25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Exotic Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Chain saw ||3d6 ||18–20 x4 ||Slashing ||— ||Large ||10 lb. ||$150&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+No Feat Required Melee Weapons&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Weapon &lt;br /&gt;
! Damage &lt;br /&gt;
! Critical &lt;br /&gt;
! Damage Type &lt;br /&gt;
! Range Increment &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Pistol Whip ||1d4 ||20 ||Bludgeoning ||— ||Small ||— ||—&lt;br /&gt;
|-&lt;br /&gt;
|Rifle Butt ||1d6 ||20 ||Bludgeoning ||— ||Large ||— ||—&lt;br /&gt;
|-&lt;br /&gt;
|Straight Razor ||1d3 ||18–20 ||Slashing ||— ||Tiny ||0.5 lb. ||$5&lt;br /&gt;
|-&lt;br /&gt;
|Stun Gun ||1d3 ||20 ||Electricity ||— ||Tiny ||1 lb. ||$40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Simple Melee Weapons&lt;br /&gt;
&lt;br /&gt;
Generally inexpensive and light in weight, simple weapons get the job done nevertheless.&lt;br /&gt;
* Cleaver&lt;br /&gt;
&lt;br /&gt;
Heavy kitchen knives can be snatched up for use as weapons in homes and restaurants.&lt;br /&gt;
* Knife&lt;br /&gt;
&lt;br /&gt;
This category of weapon includes hunting knives, butterfly knives and switchblades.&lt;br /&gt;
* Metal Baton&lt;br /&gt;
&lt;br /&gt;
This weapon can be collapsed to reduce its size and increase its conceal-ability. Extending or collapsing the baton is a free action.&lt;br /&gt;
;Exotic Melee Weapons.&lt;br /&gt;
* Chain Saw&lt;br /&gt;
&lt;br /&gt;
Military and police units use powered saws to cut through fences and open doors rapidly.&lt;br /&gt;
;No Proficiency Required Melee Weapons&lt;br /&gt;
* Pistol Whip&lt;br /&gt;
&lt;br /&gt;
Using a Pistol as a melee weapon can deal greater damage than attacking unarmed.&lt;br /&gt;
* Rifle Butt&lt;br /&gt;
&lt;br /&gt;
The butt of a rifle can be used as an impromptu club.&lt;br /&gt;
* Straight Razor&lt;br /&gt;
&lt;br /&gt;
Favored by old-school organized crime “mechanics,” this item can still be found in some barbershops and shaving kits.&lt;br /&gt;
* Stun Gun&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weapon Accessories&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot;|Object &lt;br /&gt;
! Size &lt;br /&gt;
! Weight &lt;br /&gt;
! Cost&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Box magazine ||Tiny ||0.5 lb. ||$5&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Blasting Cap ||Tiny ||0.5 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Radio Controlled ||Tiny ||0.5 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Timed ||Tiny ||0.5 lb. ||$30&lt;br /&gt;
|-&lt;br /&gt;
|Detonator, Wired ||Tiny ||1 lb. ||$20&lt;br /&gt;
|-&lt;br /&gt;
|Holster, Hip ||Tiny ||1 lb. ||$35&lt;br /&gt;
|-&lt;br /&gt;
|Holster, Concealed ||Tiny ||0.5 lb. ||$40&lt;br /&gt;
|-&lt;br /&gt;
|Illuminator ||Tiny ||0.5 lb. ||$85&lt;br /&gt;
|-&lt;br /&gt;
|Laser sight ||Tiny ||0.5 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Scope, Standard ||Tiny ||0.5 lb. ||$70&lt;br /&gt;
|-&lt;br /&gt;
|Scope, Electro-Optical ||Small ||3 lb. ||$110&lt;br /&gt;
|-&lt;br /&gt;
|Speed loader ||Tiny ||0.5 lb. ||$25&lt;br /&gt;
|-&lt;br /&gt;
|Suppressor, Pistol ||Tiny ||1 lb. ||$250&lt;br /&gt;
|-&lt;br /&gt;
|Suppressor, Rifle ||Small ||4 lb. ||$400&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>72.32.146.52</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Whats_Different&amp;diff=1139</id>
		<title>Whats Different</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Whats_Different&amp;diff=1139"/>
		<updated>2015-05-05T21:24:58Z</updated>

		<summary type="html">&lt;p&gt;72.32.146.52: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What whats different about Future Path? What sets it about from Future d20 or for that matter any other Pen and Paper game? Well glad you asked! The biggest goal is to create a game system where Characters will have more well defined strengths and weaknesses. Balanced is achieved by groups/teams of characters. Another major goal is to help speed up combat to make it feel more action packed and involved. Here is a list of things different from Future d20 and what we strive to make uniq about our game system. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Wealth System&#039;&#039;&#039;: &lt;br /&gt;
:: A lot of P&amp;amp;P (Pen and Paper) game systems use a simplified way of handling wealth. The goal is to stream line game play and make it more about the story then about epic shopping. However this forces the GM and the Player to roll play in a certain way. What if you want to play out attempting to pay for the illegal substance or for your new Star Ship. Buying a ship can be a major commitment and achievement for a Player. So why not have Players manage there money? Well... its difficult when you get into modern finance. Things are more complicated. There needs to be a middle ground. We believe that our [[Wealth_and_Money|Wealth System]] is a good middle ground that helps to express a Players Wealth in a way that represents modern money without bogging down game play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. MA/MD &#039;&#039;&#039;:&lt;br /&gt;
:: MA stands for Melee Attack and MD stands for Melee Defense. This is inspired by rules from [http://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers d20pfsrd.com]. Except we change it up a little. Our take on it is simple. In Future settings its more about epic laser battles and space ships. Not swords or melee combat. This isn&#039;t to say there isn&#039;t melee. But you don&#039;t bring a knife to a gun fight. So we take all melee style fighting and got it into Combat Melee System. That includes the classical maneuvers like trip and grapple. But also means punching or pistol whipping and even the use of a sword or knife. Our goal here is to make melee combat smooth and quick. You roll the same d20 dice and you already know your modifiers because they are on your Character sheet. Combat should be able to transition quickly into melee and back into use of a ranged weapon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Campaign Setting&#039;&#039;&#039;:&lt;br /&gt;
:: What originally inspired this was the serious lack of a Campaign Setting to explore for d20 Future/Modern. There was no Forgotten Realms or Golarion to explore. Although not completely a bad thing it kept the d20 Modern/Future game from feeling whole. Although it did make some sense. d20 Future is simply an expansion/module for d20 Modern. And Modern didn&#039;t really need a full Campaign Setting. It could be easily based in real world today. Maybe with just a few twists in it. d20 Future never had the attention it needed. It was too tied to its base on which it was founded on. The first thing that inspired this whole project was simply to give d20 Future a galaxy to run around in. Still largely unknown with possible mysteries or dangers at every star system but at the same time a home to go back to. Large amounts of explored space with civilizations all striving to prove themselves. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Tech Level&#039;&#039;&#039;:&lt;br /&gt;
:: The Progress levels explained in d20 Future seamed over simplified yet also possibly over complicated. On one end there was not a lot of restrictions laid out on characters Progress Level. There civilizations progress level doesn&#039;t effect a Players Knowledge/Crafting and general experience with items of different levels. On the other end there was a lot of different levels. 9 to be exact. When Playing a d20 Future game rarely did we bring in Progress Levels with any relevance. But technology is so cool! Sci-Fi is surrounded by neat tech that unlocks wondrous impossibles and brings them into the palm of a Characters hand. They can bring power and awe. People of lower understanding may simply view someone with advance Technology as a god. Or at least someone of great power that should be feared. Technology is the fuel source of Sci-Fi story plot and can be used to empower GMs and Players alike. In Future Path Player Characters inherit the Tech Level of the civilization they grow up in. The Tech Level effects what level of items a player can repair/modify/craft. And penalties are given for the use of items with Tech Levels to high for a character to understand. More on Tech Level [[Tech_Level_and_Civ_Progress|here]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Attack Bonus&#039;&#039;&#039;:&lt;br /&gt;
:: Taking a page from D&amp;amp;D Next while also attempting to better balance Classes and levels we have separated the amount of attacks per turn a Class gets from its Attack Bonus. Now extra attacks are special abilities awarded at certain levels. Also the term &amp;quot;Base Attack Bonus&amp;quot; has been replaced with &amp;quot;Efficiency Bonus&amp;quot;. Although similar to D&amp;amp;D Next its not quite the same. Your Efficiency Bonus goes towards your Melee and Ranged attacks with weapons you are trained to use. It also is a modifier for saving throws with Attributes you have an affinity with. D&amp;amp;D Next doesn&#039;t stop there and applies the bonus to other things. Also how you determine Attributes you have an affinity with differ slightly. And even more different is you can have different &amp;quot;Efficiency Bonus&amp;quot; for each class. So you have a Base Class Efficiency and your Advance Class also has an Efficiency Bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6. Skills&#039;&#039;&#039;:&lt;br /&gt;
:: Our approach to handling Skills may seem at first glance to be the same old same old. However there are several major differences. There are 3 types of skills. UnTrained, Trained, and Rank Dependent. The &amp;quot;Rank Dependent&amp;quot; is a new addition to our rule set. The idea is that the rank of the skill determines the best possible outcome. Instead of it just helping to beat a DC by adding a modifier to your d20 roll it also predetermines how good your success is if you do indeed succeed. The best example is with Language. Now Language is handled by having a skill rank for each Language you know. If you have a rank of just 1 in say &amp;quot;Common Human&amp;quot; then your best possible outcome is just being able to tell that what you are reading/listening too is indeed Human speech and maybe a few words here and there. Even if you succeed with a natural 20. Your Character is just learning the language. Higher the rank the better the best possible outcome will be. &lt;br /&gt;
&lt;br /&gt;
:: We also add more rules on how to add more ranks to untrained skills. All skills wither they be trained or untrained are &#039;locked&#039;. Class skills are automatically unlocked at level 1. However in order to apply the Character&#039;s ability modifier to an untrained non-class skill it must first be unlocked. This doesn&#039;t mean the player cannot attempt a roll they simply do not add any bonuses too it. In order to apply any ability modifier or even to simply use a trained skill you must first unlock AND add a rank too the skill. Unlocking costs 2 skill points. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7. Language&#039;&#039;&#039;:&lt;br /&gt;
:: As noted above in the Skill&#039;s section we treat language differently. You simply do not add a language once you level up and instantly are fluent in it. There is a Language skill. This skill determines the amount of languages a character can have. It also is added to any check that evolves comprehending a foreign language. Each language you use has its own skill and skill rank. The rank of that skill predetermines the best possible outcome. Your roll is simply to see if you succeed or fail to achieve that outcome. At rank 1 of a specific language skill a player is just learning that language. The rank is 1 through 6. 6 being that they are fluent in the language so much so they the appear to speak and write it as if it was there first language and they are able to manipulate accents. Each language skill is considered a &amp;quot;Trained&amp;quot; skill and to move up a rank in it costs 2 skill points instead of just one. That also goes for the primary Language skill itself. &lt;br /&gt;
&lt;br /&gt;
:: For the Campaign Setting another twist is added. A lot of different pen and paper games have different philosophies on how to handle language. We want to make a system that can be flexible for both major scenarios. One is that there is a common language and all Players speak it and most NPCs and other characters in the story does as well. Language barriers are rarely brought up. The other side of the fence is a more gritty/realistic approach and has language barriers be a common problem and even used as a plot device. Our approach will be to introduce a common language but have it up to the GM and Players on just how &amp;quot;common&amp;quot; it is in the universe. The the official Campaign setting there will be two common languages. Low Common and High Common. Low being a very simple and easy to learn language thats only confusing part is its many different ways of expressing meaning in order to facilitate species biological differences. Its simple in that it is used to convey only the most basic ideas. High Common is far more complicated with far more exceptions however with complexity you also gain the ability to express much more. Of course there will be other languages but these two are the best way to communicate to the average alien. Will you use this setup? Its honestly up too the GM. But more rules on language skill can be find in the [[Skills|Skills]] section and more about Low/High common can be found in the Campaign Section.&lt;/div&gt;</summary>
		<author><name>72.32.146.52</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Whats_Different&amp;diff=1138</id>
		<title>Whats Different</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Whats_Different&amp;diff=1138"/>
		<updated>2015-05-05T21:17:27Z</updated>

		<summary type="html">&lt;p&gt;72.32.146.52: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What whats different about Future Path? What sets it about from Future d20 or for that matter any other Pen and Paper game? Well glad you asked! Here is a list of things different from Future d20 and what we strive to make uniq about our game system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Wealth System&#039;&#039;&#039;: &lt;br /&gt;
:: A lot of P&amp;amp;P (Pen and Paper) game systems use a simplified way of handling wealth. The goal is to stream line game play and make it more about the story then about epic shopping. However this forces the GM and the Player to roll play in a certain way. What if you want to play out attempting to pay for the illegal substance or for your new Star Ship. Buying a ship can be a major commitment and achievement for a Player. So why not have Players manage there money? Well... its difficult when you get into modern finance. Things are more complicated. There needs to be a middle ground. We believe that our [[Wealth_and_Money|Wealth System]] is a good middle ground that helps to express a Players Wealth in a way that represents modern money without bogging down game play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. MA/MD &#039;&#039;&#039;:&lt;br /&gt;
:: MA stands for Melee Attack and MD stands for Melee Defense. This is inspired by rules from [http://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers d20pfsrd.com]. Except we change it up a little. Our take on it is simple. In Future settings its more about epic laser battles and space ships. Not swords or melee combat. This isn&#039;t to say there isn&#039;t melee. But you don&#039;t bring a knife to a gun fight. So we take all melee style fighting and got it into Combat Melee System. That includes the classical maneuvers like trip and grapple. But also means punching or pistol whipping and even the use of a sword or knife. Our goal here is to make melee combat smooth and quick. You roll the same d20 dice and you already know your modifiers because they are on your Character sheet. Combat should be able to transition quickly into melee and back into use of a ranged weapon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Campaign Setting&#039;&#039;&#039;:&lt;br /&gt;
:: What originally inspired this was the serious lack of a Campaign Setting to explore for d20 Future/Modern. There was no Forgotten Realms or Golarion to explore. Although not completely a bad thing it kept the d20 Modern/Future game from feeling whole. Although it did make some sense. d20 Future is simply an expansion/module for d20 Modern. And Modern didn&#039;t really need a full Campaign Setting. It could be easily based in real world today. Maybe with just a few twists in it. d20 Future never had the attention it needed. It was too tied to its base on which it was founded on. The first thing that inspired this whole project was simply to give d20 Future a galaxy to run around in. Still largely unknown with possible mysteries or dangers at every star system but at the same time a home to go back to. Large amounts of explored space with civilizations all striving to prove themselves. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Tech Level&#039;&#039;&#039;:&lt;br /&gt;
:: The Progress levels explained in d20 Future seamed over simplified yet also possibly over complicated. On one end there was not a lot of restrictions laid out on characters Progress Level. There civilizations progress level doesn&#039;t effect a Players Knowledge/Crafting and general experience with items of different levels. On the other end there was a lot of different levels. 9 to be exact. When Playing a d20 Future game rarely did we bring in Progress Levels with any relevance. But technology is so cool! Sci-Fi is surrounded by neat tech that unlocks wondrous impossibles and brings them into the palm of a Characters hand. They can bring power and awe. People of lower understanding may simply view someone with advance Technology as a god. Or at least someone of great power that should be feared. Technology is the fuel source of Sci-Fi story plot and can be used to empower GMs and Players alike. In Future Path Player Characters inherit the Tech Level of the civilization they grow up in. The Tech Level effects what level of items a player can repair/modify/craft. And penalties are given for the use of items with Tech Levels to high for a character to understand. More on Tech Level [[Tech_Level_and_Civ_Progress|here]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Attack Bonus&#039;&#039;&#039;:&lt;br /&gt;
:: Taking a page from D&amp;amp;D Next while also attempting to better balance Classes and levels we have separated the amount of attacks per turn a Class gets from its Attack Bonus. Now extra attacks are special abilities awarded at certain levels. Also the term &amp;quot;Base Attack Bonus&amp;quot; has been replaced with &amp;quot;Efficiency Bonus&amp;quot;. Although similar to D&amp;amp;D Next its not quite the same. Your Efficiency Bonus goes towards your Melee and Ranged attacks with weapons you are trained to use. It also is a modifier for saving throws with Attributes you have an affinity with. D&amp;amp;D Next doesn&#039;t stop there and applies the bonus to other things. Also how you determine Attributes you have an affinity with differ slightly. And even more different is you can have different &amp;quot;Efficiency Bonus&amp;quot; for each class. So you have a Base Class Efficiency and your Advance Class also has an Efficiency Bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6. Skills&#039;&#039;&#039;:&lt;br /&gt;
:: Our approach to handling Skills may seem at first glance to be the same old same old. However there are several major differences. There are 3 types of skills. UnTrained, Trained, and Rank Dependent. The &amp;quot;Rank Dependent&amp;quot; is a new addition to our rule set. The idea is that the rank of the skill determines the best possible outcome. Instead of it just helping to beat a DC by adding a modifier to your d20 roll it also predetermines how good your success is if you do indeed succeed. The best example is with Language. Now Language is handled by having a skill rank for each Language you know. If you have a rank of just 1 in say &amp;quot;Common Human&amp;quot; then your best possible outcome is just being able to tell that what you are reading/listening too is indeed Human speech and maybe a few words here and there. Even if you succeed with a natural 20. Your Character is just learning the language. Higher the rank the better the best possible outcome will be. &lt;br /&gt;
&lt;br /&gt;
:: We also add more rules on how to add more ranks to untrained skills. All skills wither they be trained or untrained are &#039;locked&#039;. Class skills are automatically unlocked at level 1. However in order to apply the Character&#039;s ability modifier to an untrained non-class skill it must first be unlocked. This doesn&#039;t mean the player cannot attempt a roll they simply do not add any bonuses too it. In order to apply any ability modifier or even to simply use a trained skill you must first unlock AND add a rank too the skill. Unlocking costs 2 skill points. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7. Language&#039;&#039;&#039;:&lt;br /&gt;
:: As noted above in the Skill&#039;s section we treat language differently. You simply do not add a language once you level up and instantly are fluent in it. There is a Language skill. This skill determines the amount of languages a character can have. It also is added to any check that evolves comprehending a foreign language. Each language you use has its own skill and skill rank. The rank of that skill predetermines the best possible outcome. Your roll is simply to see if you succeed or fail to achieve that outcome. At rank 1 of a specific language skill a player is just learning that language. The rank is 1 through 6. 6 being that they are fluent in the language so much so they the appear to speak and write it as if it was there first language and they are able to manipulate accents. Each language skill is considered a &amp;quot;Trained&amp;quot; skill and to move up a rank in it costs 2 skill points instead of just one. That also goes for the primary Language skill itself. &lt;br /&gt;
&lt;br /&gt;
:: For the Campaign Setting another twist is added. A lot of different pen and paper games have different philosophies on how to handle language. We want to make a system that can be flexible for both major scenarios. One is that there is a common language and all Players speak it and most NPCs and other characters in the story does as well. Language barriers are rarely brought up. The other side of the fence is a more gritty/realistic approach and has language barriers be a common problem and even used as a plot device. Our approach will be to introduce a common language but have it up to the GM and Players on just how &amp;quot;common&amp;quot; it is in the universe. The the official Campaign setting there will be two common languages. Low Common and High Common. Low being a very simple and easy to learn language thats only confusing part is its many different ways of expressing meaning in order to facilitate species biological differences. Its simple in that it is used to convey only the most basic ideas. High Common is far more complicated with far more exceptions however with complexity you also gain the ability to express much more. Of course there will be other languages but these two are the best way to communicate to the average alien. Will you use this setup? Its honestly up too the GM. But more rules on language skill can be find in the [[Skills|Skills]] section and more about Low/High common can be found in the Campaign Section.&lt;/div&gt;</summary>
		<author><name>72.32.146.52</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=1011</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=1011"/>
		<updated>2015-04-21T23:37:13Z</updated>

		<summary type="html">&lt;p&gt;72.32.146.52: /* Choose Feats and Talents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often over looked but also important is a simple idea of what you want to roll play. If roll playing is new too you or just not your thing you can roll play yourself or simply yourself in a much more &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; persona. &lt;br /&gt;
&lt;br /&gt;
You also do not need to go over board. Some people love to talk about their character ideas. Backstories, history, family history, that one time they ran into that one guy on that one planet and shins ensued. You can start your character off at whatever level of detail you want as long as the important bits of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Its nice to ask a few questions. &lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment? Is he good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
# What is your Character&#039;s sex?&lt;br /&gt;
# What may your Character&#039;s appearance be like on a normal day? &lt;br /&gt;
&lt;br /&gt;
You can go as deep into these questions as your like.. or just simply answer it as quickly as possible to move on. Either is fine. But Alignment/Name/Sex are things that need to be recorded on your Character sheet for it to be complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Alignment/Name/Sex)&#039;&#039;&#039;: At the top of the Character sheet to the right of the &amp;quot;Future Path&amp;quot; title is a series of fields with the titles directly below each field. The first few fields you may want to file out now. &amp;quot;Character Name&amp;quot; &amp;quot;Alignment&amp;quot; and &amp;quot;Player Name&amp;quot; (Thats your name in case you lose or sheet at a group event or something). There is also a bunch of other details such as &amp;quot;Sex&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
If you feel stuck here. Getting a creative block that is ok. If you already think you know what Class you want to play as go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Scores)&#039;&#039;&#039;: You only will want to read the sections below for different choices and more details on setting up your ability scores. The short summary is roll 4d6 (four six sided die) remove the lowest roll and add the other 3. Do this 6 times so you end up with 6 total scores. The numbers will range from 3 - 18. Reroll the dice for any total below 7. The Ability Scores section of the Character sheet is on the first page near the top just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column starting with STR and ending with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to file out the SCORE for now. &lt;br /&gt;
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Below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. If not skip to: [[Character_Creation_and_Advancement#Choose_A_Species|Choose A Species]]&lt;br /&gt;
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There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average are going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
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The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
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# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
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In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
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Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Ability Modifier)&#039;&#039;&#039;: Below is a list of what a Ability Score&#039;s modifier is. The math for this is also: &amp;quot;(ability/2) -5 [round result down]&amp;quot;. Normally we wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score. &lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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==Choose A Species==&lt;br /&gt;
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At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
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==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
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The choices in summary are as follows:&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
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Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Path)&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
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===Advance Classes===&lt;br /&gt;
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Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
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You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
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==Allocate Skill Ranks==&lt;br /&gt;
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Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
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On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
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Once you have identified what your Class Skills are you can spend your first set of points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. This is under the &amp;quot;Skill Points&amp;quot; section just before the Class table. To summarize spending points: To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending two additional points. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Skill Ranks)&#039;&#039;&#039;: Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simple add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.&lt;br /&gt;
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==Choose Feats and Talents==&lt;br /&gt;
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Talents and Feats are extraordinary abilities that can be either passive (always active like Spier-Man&#039;s Spidy Sense) or active (Must be declared by the Player to the GM and the rest of group). Or in some cases it can have aspects of both. You will need to read the descriptions located on the [[Feats]] page. Talents are based on Class and Talents are available for both Base and Advance Classes. Some Talents are based on a theme of sorts and are in &amp;quot;trees&amp;quot;. Talent Trees are simply groups of Talents that are grouped together under a specific theme and sometimes require Talents from the same Talent Tree.  Ever Hero starts with at least one Talent at level one and must pick from the Base Class they choose. Most characters will not start out with any feats but gain them as they level up. They are exceptions based on what Species you pick. &lt;br /&gt;
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===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with, (usually one) which is based on the class level. And pick one from that classes available Talents. You will see them listed below a the Base Class or Advance Class table. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Talents)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime. &lt;br /&gt;
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===Feats===&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]].&lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Feats)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime.&lt;br /&gt;
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==Determining Wealth and Getting Equipment==&lt;br /&gt;
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===Determining Wealth===&lt;br /&gt;
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I have yet to finish writing the rules on how to determine starting wealth and accumulating wealth thru work via the &amp;quot;Profession&amp;quot; skill. I will be playing around with the idea of Professions/Jobs that have certain Ability and Skill requirements. Depending on what Profession you pick and how many ranks you have in your Profession determines your wealth. NOT your base or advance classes. &lt;br /&gt;
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More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Wealth)&#039;&#039;&#039;: On the second page at the bottom left hand corner is the &amp;quot;Wealth&amp;quot; panel. In this box is &amp;quot;CREDIT SCORE&amp;quot; and &amp;quot;BONUS INCOME&amp;quot;. &lt;br /&gt;
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===Getting Equipment===&lt;br /&gt;
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I have not yet finished finalizing items.. especially advance technology items. Never the less there is a list of Armor/Weapons/Equipment under the &amp;quot;Wealth and Equipment&amp;quot; category to the left of the Future Path Wiki.&lt;br /&gt;
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==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
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===Initiative===&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Characters quick ability to react and how often they will attempt to react. Using a bit a luck with a d20 check a person with a high initiative is more likely to go before another Player or opponents in combat rounds. You can read up more about how initiative is involved in game play in the [[Combat]] page. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Initiative)&#039;&#039;&#039;: Your Initiative is located below the &amp;quot;HP&amp;quot;, &amp;quot;Wounds/Current HP&amp;quot;, &amp;quot;Non-lethal Damage&amp;quot; sections. Your Initiative is normally your Dexterity and Wisdom Modifier.&lt;br /&gt;
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===Attack Values===&lt;br /&gt;
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There are two primary Attack values. One for Ranged and one for Melee. To learn more about both you can read up on the [[Combat]] page.&lt;br /&gt;
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====Ranged Attack====&lt;br /&gt;
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Ranged Attack is based on your Affinity Bonus and your Dexterity Modifier bonus. So Range Base Attack Bonus = Affinity + Dex. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Ranged Attack)&#039;&#039;&#039;: You record what your Ranged Attack bonus currently under &amp;quot;Base Attack Bonux&amp;quot; However this will change as the character sheet is under going changes.&lt;br /&gt;
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====Melee Attack====&lt;br /&gt;
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Melee Attack is based on your Affinity Bonus and your Strength Modifier bonus. So Melee Attack Bonus = Affinity + Str.&lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Melee Attack)&#039;&#039;&#039;: You record this under CMO (Combat Melee Offense) which I will be changed to MA (Melee Attack). &lt;br /&gt;
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===Defense Values===&lt;br /&gt;
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There are two primary Defense values. One for Ranged and one for Melee just like Attack values. To learn more about both you can read up on both the [[Defense]] and [[Combat]] pages.&lt;br /&gt;
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====Ranged Defense====&lt;br /&gt;
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Ranged Defense is based on a lot of different things. Currently this is called. AC (Armor Class) and it represents not only how hard it is to hit you but how hard it is to have a hit that is capable of doing damage, (penetrating armor/shields). It is a base of 10 + Armor Bonus + Shield Bonus + Dexterity Modifier + Size Modifier + Natural Armor (If Any) + Deflection Modifier + Misc Modifiers. &lt;br /&gt;
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There are also states that you can be in that change your Defense. There is your &amp;quot;TOUCH&amp;quot; defense. This is the how easy it is to simply be touched. Normally this is used in Melee. And there is also &amp;quot;Flat-Footed&amp;quot; representing that the Character is for whatever reason unable to move. (Chained down, force field, surprise attack)&lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Range Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Ranged Defense&amp;quot; in the &amp;quot;AC&amp;quot; Section of the Character sheet and below that is the &amp;quot;TOUCH&amp;quot; and &amp;quot;Flat-Footed&amp;quot;. &lt;br /&gt;
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====Melee Defense====&lt;br /&gt;
&lt;br /&gt;
Melee Defense is similar to Ranged defense but removed the Armor and Shield Bonuses. It how effect the person is to avoid Melee of any kind. However Armor and Shield still come into the equation as DR (Damage Reduction). You get your Melee Defense by 10 + Melee Attack Base + Dexterity Modifier + Size Modifier + Misc Modifiers. And DR is: (Armor Bonus + Shield Bonus + Natural Armor + Misc Modifiers) / 2 (Round up). &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Melee Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Melee Defense&amp;quot; in the CMD (Combat Melee Defense) section. However this will change to MD when changing CMO to MA.&lt;br /&gt;
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==Finial Description and Personalities==&lt;br /&gt;
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One of the most exciting parts of making a Character is helping to describe it and breath life into it. Some people would argu that you need to do this first before making the character at all. Even though this is probably a better approach it isn&#039;t very &amp;quot;noob&amp;quot; friendly. In other words, new players to Table Top games probably dont think as much about that aspect or do not know how far fetch to imagine the character without first playing in the universe and seeing how it all fits together. &lt;br /&gt;
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Once people get into a genre or style of Table Top they probably find it easier to make back stories. So for that reason I have left this step for the very end. &lt;br /&gt;
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So why bother writing this down on a character sheet? There are no rules for this right? Well there are [[Traits]] and [[Difficulties]]. Which help add more personality as well as better describe to a Player how to roll play the Character. Forcing a Player to pretend they are afraid of something or pretend to be a kleptomaniac.&lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Description/Personalities)&#039;&#039;&#039;:  On the 3rd page of the Character sheet is a section dedicated too the description of your character and any personality traits or difficulties. Also there is a section for writing a brief back story.&lt;br /&gt;
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==Advancement==&lt;br /&gt;
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Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc... The GM usually assigns experience at the end of each game and can even give out bonuses for game play, roll play and/or epic moments. Below is a chart that details the experience a Player much have to reach the next level. There is 3 columns for XP. Labeled Slow, Medium, and Fast. These repersent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; rowspan=&amp;quot;2&amp;quot; | Character Level&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Experience Point Total&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Feats &amp;lt;br /&amp;gt; Talents* &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ability Score &lt;br /&gt;
|-&lt;br /&gt;
! Slow &lt;br /&gt;
! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st || —  || —  || —  ||Talent  || —  &lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||3,000  ||2,000  ||1,300  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 3rd ||7,500  ||5,000  ||3,300  ||Feat ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 4th ||14,000  ||9,000  ||6,000  ||—  ||1st  &lt;br /&gt;
|-&lt;br /&gt;
| 5th ||23,000  ||15,000  ||10,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 6th ||35,000  ||23,000  ||15,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 7th ||53,000  ||35,000  ||23,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 8th ||77,000  ||51,000  ||34,000  ||—  ||2nd  &lt;br /&gt;
|-&lt;br /&gt;
| 9th ||115,000  ||75,000  ||50,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 10th ||160,000  ||105,000  ||71,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 11th ||235,000  ||155,000  ||105,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 12th ||330,000  ||220,000  ||145,000  ||—  ||3rd  &lt;br /&gt;
|-&lt;br /&gt;
| 13th ||475,000  ||315,000  ||210,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 14th ||665,000  ||445,000  ||295,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 15th ||955,000  ||635,000  ||425,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 16th ||1,350,000  ||890,000  ||600,000  ||—  ||4th  &lt;br /&gt;
|-&lt;br /&gt;
| 17th ||1,900,000  ||1,300,000  ||850,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 18th ||2,700,000  ||1,800,000  ||1,200,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 19th ||3,850,000  ||2,550,000  ||1,700,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 20th ||5,350,000  ||3,600,000  ||2,400,000  ||—  ||5th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *The Talents and Feats are for Base Classes Only and do not show other Talents/Feats gained by other means&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each level a Character gets new skill points to spend as well as more HP. Also depending on Character level you are leveling up to you may also get, an ability score bonus, Feat, Talent, or Special Ability associated with your Advance Class.&lt;br /&gt;
&lt;br /&gt;
Your Base Class lets you know how many skill points you get at each level. This should be the same number of skill points that you got to spend at level 1. &lt;br /&gt;
&lt;br /&gt;
Your Base Class also lets you know how much HP you get. There are multi ways to add HP and your GM usually will state which type which will probably be inspired by either its a Low,Regular,High Fantasy setting.&lt;br /&gt;
&lt;br /&gt;
# Low: You roll for your HP at each level. Using the &amp;quot;Hit Die&amp;quot; and then you add your CON modifier for the total amount you get to add to your HP.&lt;br /&gt;
# Regular: You automatically take 1/2 of your maximum roll using the &amp;quot;Hit Die&amp;quot;. For example if you hit die is a d8 then you automatically take a 4 and then add your CON modifier for the total amount you add to your HP.&lt;br /&gt;
# High: You automatically take your maximum roll using the &amp;quot;Hit Die&amp;quot;. Just like regular except you now you do not have to divide by two. For example if your hit die is d6 you get 6 + CON Modifier for the total amount you add to your HP.&lt;br /&gt;
&lt;br /&gt;
If you get a Talent you have to select a talent associated with your Base Class. &lt;br /&gt;
&lt;br /&gt;
If you get a Feat you must select from the [[Feats]] page and follow all the prerequisites.&lt;br /&gt;
&lt;br /&gt;
If you get a specially ability usually it is just automatically added. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Advancement)&#039;&#039;&#039;: All the above things have there place on the character sheet. As they where described in the sections above regarding Character Creation. Make sure to add all this too your Character sheet. A common moto among GM&#039;s is: &amp;quot;If it isn&#039;t on your sheet... it isn&#039;t on your Character&amp;quot;.&lt;/div&gt;</summary>
		<author><name>72.32.146.52</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=1010</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=1010"/>
		<updated>2015-04-21T23:12:56Z</updated>

		<summary type="html">&lt;p&gt;72.32.146.52: /* Initiative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often over looked but also important is a simple idea of what you want to roll play. If roll playing is new too you or just not your thing you can roll play yourself or simply yourself in a much more &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; persona. &lt;br /&gt;
&lt;br /&gt;
You also do not need to go over board. Some people love to talk about their character ideas. Backstories, history, family history, that one time they ran into that one guy on that one planet and shins ensued. You can start your character off at whatever level of detail you want as long as the important bits of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Its nice to ask a few questions. &lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment? Is he good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
# What is your Character&#039;s sex?&lt;br /&gt;
# What may your Character&#039;s appearance be like on a normal day? &lt;br /&gt;
&lt;br /&gt;
You can go as deep into these questions as your like.. or just simply answer it as quickly as possible to move on. Either is fine. But Alignment/Name/Sex are things that need to be recorded on your Character sheet for it to be complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Alignment/Name/Sex)&#039;&#039;&#039;: At the top of the Character sheet to the right of the &amp;quot;Future Path&amp;quot; title is a series of fields with the titles directly below each field. The first few fields you may want to file out now. &amp;quot;Character Name&amp;quot; &amp;quot;Alignment&amp;quot; and &amp;quot;Player Name&amp;quot; (Thats your name in case you lose or sheet at a group event or something). There is also a bunch of other details such as &amp;quot;Sex&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
If you feel stuck here. Getting a creative block that is ok. If you already think you know what Class you want to play as go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Scores)&#039;&#039;&#039;: You only will want to read the sections below for different choices and more details on setting up your ability scores. The short summary is roll 4d6 (four six sided die) remove the lowest roll and add the other 3. Do this 6 times so you end up with 6 total scores. The numbers will range from 3 - 18. Reroll the dice for any total below 7. The Ability Scores section of the Character sheet is on the first page near the top just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column starting with STR and ending with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to file out the SCORE for now. &lt;br /&gt;
&lt;br /&gt;
Below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. If not skip to: [[Character_Creation_and_Advancement#Choose_A_Species|Choose A Species]]&lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average are going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Modifier)&#039;&#039;&#039;: Below is a list of what a Ability Score&#039;s modifier is. The math for this is also: &amp;quot;(ability/2) -5 [round result down]&amp;quot;. Normally we wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Path)&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
&lt;br /&gt;
You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
&lt;br /&gt;
On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
&lt;br /&gt;
Once you have identified what your Class Skills are you can spend your first set of points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. This is under the &amp;quot;Skill Points&amp;quot; section just before the Class table. To summarize spending points: To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending two additional points. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Skill Ranks)&#039;&#039;&#039;: Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simple add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive (always active like Spier-Man&#039;s Spidy Sense) or active (Must be declared by the Player to the GM and the rest of group). Or in some cases it can have aspects of both. You will need to read the descriptions located on the [[Feats]] page. Talents are based on Class and Talents are available for both Base and Advance Classes. Some Talents are based on a theme of sorts and are in &amp;quot;trees&amp;quot;. Talent Trees are simply groups of Talents that are grouped together under a specific theme and sometimes require Talents from the same Talent Tree.  Ever Hero starts with at least one Talent at level one and must pick from the Base Class they choose. Most characters will not start out with any feats but gain them as they level up. They are exceptions based on what Species you pick. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with, (usually one) which is based on the class level. And pick one from that classes available Talents. You will see them listed below a the Base Class or Advance Class table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Talents)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime. &lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Feats)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime.&lt;br /&gt;
&lt;br /&gt;
==Determining Wealth and Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Determining Wealth===&lt;br /&gt;
&lt;br /&gt;
I have yet to finish writing the rules on how to determine starting wealth and accumulating wealth thru work via the &amp;quot;Profession&amp;quot; skill. I will be playing around with the idea of Professions/Jobs that have certain Ability and Skill requirements. Depending on what Profession you pick and how many ranks you have in your Profession determines your wealth. NOT your base or advance classes. &lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Wealth)&#039;&#039;&#039;: On the second page at the bottom left hand corner is the &amp;quot;Wealth&amp;quot; panel. In this box is &amp;quot;CREDIT SCORE&amp;quot; and &amp;quot;BONUS INCOME&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
I have not yet finished finalizing items.. especially advance technology items. Never the less there is a list of Armor/Weapons/Equipment under the &amp;quot;Wealth and Equipment&amp;quot; category to the left of the Future Path Wiki.&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
===Initiative===&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Characters quick ability to react and how often they will attempt to react. Using a bit a luck with a d20 check a person with a high initiative is more likely to go before another Player or opponents in combat rounds. You can read up more about how initiative is involved in game play in the [[Combat]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Initiative)&#039;&#039;&#039;: Your Initiative is located below the &amp;quot;HP&amp;quot;, &amp;quot;Wounds/Current HP&amp;quot;, &amp;quot;Non-lethal Damage&amp;quot; sections. Your Initiative is normally your Dexterity and Wisdom Modifier.&lt;br /&gt;
&lt;br /&gt;
===Attack Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Attack values. One for Ranged and one for Melee. To learn more about both you can read up on the [[Combat]] page.&lt;br /&gt;
&lt;br /&gt;
====Ranged Attack====&lt;br /&gt;
&lt;br /&gt;
Ranged Attack is based on your Affinity Bonus and your Dexterity Modifier bonus. So Range Base Attack Bonus = Affinity + Dex. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ranged Attack)&#039;&#039;&#039;: You record what your Ranged Attack bonus currently under &amp;quot;Base Attack Bonux&amp;quot; However this will change as the character sheet is under going changes.&lt;br /&gt;
&lt;br /&gt;
====Melee Attack====&lt;br /&gt;
&lt;br /&gt;
Melee Attack is based on your Affinity Bonus and your Strength Modifier bonus. So Melee Attack Bonus = Affinity + Str.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Attack)&#039;&#039;&#039;: You record this under CMO (Combat Melee Offense) which I will be changed to MA (Melee Attack). &lt;br /&gt;
&lt;br /&gt;
===Defense Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Defense values. One for Ranged and one for Melee just like Attack values. To learn more about both you can read up on both the [[Defense]] and [[Combat]] pages.&lt;br /&gt;
&lt;br /&gt;
====Ranged Defense====&lt;br /&gt;
&lt;br /&gt;
Ranged Defense is based on a lot of different things. Currently this is called. AC (Armor Class) and it represents not only how hard it is to hit you but how hard it is to have a hit that is capable of doing damage, (penetrating armor/shields). It is a base of 10 + Armor Bonus + Shield Bonus + Dexterity Modifier + Size Modifier + Natural Armor (If Any) + Deflection Modifier + Misc Modifiers. &lt;br /&gt;
&lt;br /&gt;
There are also states that you can be in that change your Defense. There is your &amp;quot;TOUCH&amp;quot; defense. This is the how easy it is to simply be touched. Normally this is used in Melee. And there is also &amp;quot;Flat-Footed&amp;quot; representing that the Character is for whatever reason unable to move. (Chained down, force field, surprise attack)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Range Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Ranged Defense&amp;quot; in the &amp;quot;AC&amp;quot; Section of the Character sheet and below that is the &amp;quot;TOUCH&amp;quot; and &amp;quot;Flat-Footed&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
====Melee Defense====&lt;br /&gt;
&lt;br /&gt;
Melee Defense is similar to Ranged defense but removed the Armor and Shield Bonuses. It how effect the person is to avoid Melee of any kind. However Armor and Shield still come into the equation as DR (Damage Reduction). You get your Melee Defense by 10 + Melee Attack Base + Dexterity Modifier + Size Modifier + Misc Modifiers. And DR is: (Armor Bonus + Shield Bonus + Natural Armor + Misc Modifiers) / 2 (Round up). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Melee Defense&amp;quot; in the CMD (Combat Melee Defense) section. However this will change to MD when changing CMO to MA.&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;br /&gt;
&lt;br /&gt;
One of the most exciting parts of making a Character is helping to describe it and breath life into it. Some people would argu that you need to do this first before making the character at all. Even though this is probably a better approach it isn&#039;t very &amp;quot;noob&amp;quot; friendly. In other words, new players to Table Top games probably dont think as much about that aspect or do not know how far fetch to imagine the character without first playing in the universe and seeing how it all fits together. &lt;br /&gt;
&lt;br /&gt;
Once people get into a genre or style of Table Top they probably find it easier to make back stories. So for that reason I have left this step for the very end. &lt;br /&gt;
&lt;br /&gt;
So why bother writing this down on a character sheet? There are no rules for this right? Well there are [[Traits]] and [[Difficulties]]. Which help add more personality as well as better describe to a Player how to roll play the Character. Forcing a Player to pretend they are afraid of something or pretend to be a kleptomaniac.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Description/Personalities)&#039;&#039;&#039;:  On the 3rd page of the Character sheet is a section dedicated too the description of your character and any personality traits or difficulties. Also there is a section for writing a brief back story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
&lt;br /&gt;
Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc... The GM usually assigns experience at the end of each game and can even give out bonuses for game play, roll play and/or epic moments. Below is a chart that details the experience a Player much have to reach the next level. There is 3 columns for XP. Labeled Slow, Medium, and Fast. These repersent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; rowspan=&amp;quot;2&amp;quot; | Character Level&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Experience Point Total&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Feats &amp;lt;br /&amp;gt; Talents* &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ability Score &lt;br /&gt;
|-&lt;br /&gt;
! Slow &lt;br /&gt;
! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st || —  || —  || —  ||Talent  || —  &lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||3,000  ||2,000  ||1,300  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 3rd ||7,500  ||5,000  ||3,300  ||Feat ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 4th ||14,000  ||9,000  ||6,000  ||—  ||1st  &lt;br /&gt;
|-&lt;br /&gt;
| 5th ||23,000  ||15,000  ||10,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 6th ||35,000  ||23,000  ||15,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 7th ||53,000  ||35,000  ||23,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 8th ||77,000  ||51,000  ||34,000  ||—  ||2nd  &lt;br /&gt;
|-&lt;br /&gt;
| 9th ||115,000  ||75,000  ||50,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 10th ||160,000  ||105,000  ||71,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 11th ||235,000  ||155,000  ||105,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 12th ||330,000  ||220,000  ||145,000  ||—  ||3rd  &lt;br /&gt;
|-&lt;br /&gt;
| 13th ||475,000  ||315,000  ||210,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 14th ||665,000  ||445,000  ||295,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 15th ||955,000  ||635,000  ||425,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 16th ||1,350,000  ||890,000  ||600,000  ||—  ||4th  &lt;br /&gt;
|-&lt;br /&gt;
| 17th ||1,900,000  ||1,300,000  ||850,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 18th ||2,700,000  ||1,800,000  ||1,200,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 19th ||3,850,000  ||2,550,000  ||1,700,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 20th ||5,350,000  ||3,600,000  ||2,400,000  ||—  ||5th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *The Talents and Feats are for Base Classes Only and do not show other Talents/Feats gained by other means&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each level a Character gets new skill points to spend as well as more HP. Also depending on Character level you are leveling up to you may also get, an ability score bonus, Feat, Talent, or Special Ability associated with your Advance Class.&lt;br /&gt;
&lt;br /&gt;
Your Base Class lets you know how many skill points you get at each level. This should be the same number of skill points that you got to spend at level 1. &lt;br /&gt;
&lt;br /&gt;
Your Base Class also lets you know how much HP you get. There are multi ways to add HP and your GM usually will state which type which will probably be inspired by either its a Low,Regular,High Fantasy setting.&lt;br /&gt;
&lt;br /&gt;
# Low: You roll for your HP at each level. Using the &amp;quot;Hit Die&amp;quot; and then you add your CON modifier for the total amount you get to add to your HP.&lt;br /&gt;
# Regular: You automatically take 1/2 of your maximum roll using the &amp;quot;Hit Die&amp;quot;. For example if you hit die is a d8 then you automatically take a 4 and then add your CON modifier for the total amount you add to your HP.&lt;br /&gt;
# High: You automatically take your maximum roll using the &amp;quot;Hit Die&amp;quot;. Just like regular except you now you do not have to divide by two. For example if your hit die is d6 you get 6 + CON Modifier for the total amount you add to your HP.&lt;br /&gt;
&lt;br /&gt;
If you get a Talent you have to select a talent associated with your Base Class. &lt;br /&gt;
&lt;br /&gt;
If you get a Feat you must select from the [[Feats]] page and follow all the prerequisites.&lt;br /&gt;
&lt;br /&gt;
If you get a specially ability usually it is just automatically added. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Advancement)&#039;&#039;&#039;: All the above things have there place on the character sheet. As they where described in the sections above regarding Character Creation. Make sure to add all this too your Character sheet. A common moto among GM&#039;s is: &amp;quot;If it isn&#039;t on your sheet... it isn&#039;t on your Character&amp;quot;.&lt;/div&gt;</summary>
		<author><name>72.32.146.52</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=1009</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=1009"/>
		<updated>2015-04-21T23:09:36Z</updated>

		<summary type="html">&lt;p&gt;72.32.146.52: /* Determining, Initiative, Attack Values, Defense Values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often over looked but also important is a simple idea of what you want to roll play. If roll playing is new too you or just not your thing you can roll play yourself or simply yourself in a much more &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; persona. &lt;br /&gt;
&lt;br /&gt;
You also do not need to go over board. Some people love to talk about their character ideas. Backstories, history, family history, that one time they ran into that one guy on that one planet and shins ensued. You can start your character off at whatever level of detail you want as long as the important bits of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Its nice to ask a few questions. &lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment? Is he good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
# What is your Character&#039;s sex?&lt;br /&gt;
# What may your Character&#039;s appearance be like on a normal day? &lt;br /&gt;
&lt;br /&gt;
You can go as deep into these questions as your like.. or just simply answer it as quickly as possible to move on. Either is fine. But Alignment/Name/Sex are things that need to be recorded on your Character sheet for it to be complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Alignment/Name/Sex)&#039;&#039;&#039;: At the top of the Character sheet to the right of the &amp;quot;Future Path&amp;quot; title is a series of fields with the titles directly below each field. The first few fields you may want to file out now. &amp;quot;Character Name&amp;quot; &amp;quot;Alignment&amp;quot; and &amp;quot;Player Name&amp;quot; (Thats your name in case you lose or sheet at a group event or something). There is also a bunch of other details such as &amp;quot;Sex&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
If you feel stuck here. Getting a creative block that is ok. If you already think you know what Class you want to play as go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Scores)&#039;&#039;&#039;: You only will want to read the sections below for different choices and more details on setting up your ability scores. The short summary is roll 4d6 (four six sided die) remove the lowest roll and add the other 3. Do this 6 times so you end up with 6 total scores. The numbers will range from 3 - 18. Reroll the dice for any total below 7. The Ability Scores section of the Character sheet is on the first page near the top just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column starting with STR and ending with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to file out the SCORE for now. &lt;br /&gt;
&lt;br /&gt;
Below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. If not skip to: [[Character_Creation_and_Advancement#Choose_A_Species|Choose A Species]]&lt;br /&gt;
&lt;br /&gt;
There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average are going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
&lt;br /&gt;
The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
&lt;br /&gt;
In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Modifier)&#039;&#039;&#039;: Below is a list of what a Ability Score&#039;s modifier is. The math for this is also: &amp;quot;(ability/2) -5 [round result down]&amp;quot;. Normally we wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Choose A Species==&lt;br /&gt;
&lt;br /&gt;
At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
&lt;br /&gt;
==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
&lt;br /&gt;
The choices in summary are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
&lt;br /&gt;
Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Path)&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Advance Classes===&lt;br /&gt;
&lt;br /&gt;
Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
&lt;br /&gt;
You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
&lt;br /&gt;
==Allocate Skill Ranks==&lt;br /&gt;
&lt;br /&gt;
Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
&lt;br /&gt;
On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
&lt;br /&gt;
Once you have identified what your Class Skills are you can spend your first set of points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. This is under the &amp;quot;Skill Points&amp;quot; section just before the Class table. To summarize spending points: To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending two additional points. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Skill Ranks)&#039;&#039;&#039;: Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simple add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.&lt;br /&gt;
&lt;br /&gt;
==Choose Feats and Talents==&lt;br /&gt;
&lt;br /&gt;
Talents and Feats are extraordinary abilities that can be either passive (always active like Spier-Man&#039;s Spidy Sense) or active (Must be declared by the Player to the GM and the rest of group). Or in some cases it can have aspects of both. You will need to read the descriptions located on the [[Feats]] page. Talents are based on Class and Talents are available for both Base and Advance Classes. Some Talents are based on a theme of sorts and are in &amp;quot;trees&amp;quot;. Talent Trees are simply groups of Talents that are grouped together under a specific theme and sometimes require Talents from the same Talent Tree.  Ever Hero starts with at least one Talent at level one and must pick from the Base Class they choose. Most characters will not start out with any feats but gain them as they level up. They are exceptions based on what Species you pick. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with, (usually one) which is based on the class level. And pick one from that classes available Talents. You will see them listed below a the Base Class or Advance Class table. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Talents)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime. &lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Feats)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime.&lt;br /&gt;
&lt;br /&gt;
==Determining Wealth and Getting Equipment==&lt;br /&gt;
&lt;br /&gt;
===Determining Wealth===&lt;br /&gt;
&lt;br /&gt;
I have yet to finish writing the rules on how to determine starting wealth and accumulating wealth thru work via the &amp;quot;Profession&amp;quot; skill. I will be playing around with the idea of Professions/Jobs that have certain Ability and Skill requirements. Depending on what Profession you pick and how many ranks you have in your Profession determines your wealth. NOT your base or advance classes. &lt;br /&gt;
&lt;br /&gt;
More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Wealth)&#039;&#039;&#039;: On the second page at the bottom left hand corner is the &amp;quot;Wealth&amp;quot; panel. In this box is &amp;quot;CREDIT SCORE&amp;quot; and &amp;quot;BONUS INCOME&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Getting Equipment===&lt;br /&gt;
&lt;br /&gt;
I have not yet finished finalizing items.. especially advance technology items. Never the less there is a list of Armor/Weapons/Equipment under the &amp;quot;Wealth and Equipment&amp;quot; category to the left of the Future Path Wiki.&lt;br /&gt;
&lt;br /&gt;
==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
&lt;br /&gt;
===Initiative===&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Characters quick ability to react and how often they will attempt to react. Using a bit a luck with a d20 check a person with a high initiative is more likely to go before another Player or opponents in combat rounds. You can read up more about how initiative is involved in game play in the [[Combat]] page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Initiative)&#039;&#039;&#039;: Your Initiative is located below the &amp;quot;HP&amp;quot;, &amp;quot;Wounds/Current HP&amp;quot;, &amp;quot;Non-lethal Damage&amp;quot; sections. Your Initiative is normally just your Dexterity modifier. &lt;br /&gt;
&lt;br /&gt;
===Attack Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Attack values. One for Ranged and one for Melee. To learn more about both you can read up on the [[Combat]] page.&lt;br /&gt;
&lt;br /&gt;
====Ranged Attack====&lt;br /&gt;
&lt;br /&gt;
Ranged Attack is based on your Affinity Bonus and your Dexterity Modifier bonus. So Range Base Attack Bonus = Affinity + Dex. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ranged Attack)&#039;&#039;&#039;: You record what your Ranged Attack bonus currently under &amp;quot;Base Attack Bonux&amp;quot; However this will change as the character sheet is under going changes.&lt;br /&gt;
&lt;br /&gt;
====Melee Attack====&lt;br /&gt;
&lt;br /&gt;
Melee Attack is based on your Affinity Bonus and your Strength Modifier bonus. So Melee Attack Bonus = Affinity + Str.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Attack)&#039;&#039;&#039;: You record this under CMO (Combat Melee Offense) which I will be changed to MA (Melee Attack). &lt;br /&gt;
&lt;br /&gt;
===Defense Values===&lt;br /&gt;
&lt;br /&gt;
There are two primary Defense values. One for Ranged and one for Melee just like Attack values. To learn more about both you can read up on both the [[Defense]] and [[Combat]] pages.&lt;br /&gt;
&lt;br /&gt;
====Ranged Defense====&lt;br /&gt;
&lt;br /&gt;
Ranged Defense is based on a lot of different things. Currently this is called. AC (Armor Class) and it represents not only how hard it is to hit you but how hard it is to have a hit that is capable of doing damage, (penetrating armor/shields). It is a base of 10 + Armor Bonus + Shield Bonus + Dexterity Modifier + Size Modifier + Natural Armor (If Any) + Deflection Modifier + Misc Modifiers. &lt;br /&gt;
&lt;br /&gt;
There are also states that you can be in that change your Defense. There is your &amp;quot;TOUCH&amp;quot; defense. This is the how easy it is to simply be touched. Normally this is used in Melee. And there is also &amp;quot;Flat-Footed&amp;quot; representing that the Character is for whatever reason unable to move. (Chained down, force field, surprise attack)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Range Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Ranged Defense&amp;quot; in the &amp;quot;AC&amp;quot; Section of the Character sheet and below that is the &amp;quot;TOUCH&amp;quot; and &amp;quot;Flat-Footed&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
====Melee Defense====&lt;br /&gt;
&lt;br /&gt;
Melee Defense is similar to Ranged defense but removed the Armor and Shield Bonuses. It how effect the person is to avoid Melee of any kind. However Armor and Shield still come into the equation as DR (Damage Reduction). You get your Melee Defense by 10 + Melee Attack Base + Dexterity Modifier + Size Modifier + Misc Modifiers. And DR is: (Armor Bonus + Shield Bonus + Natural Armor + Misc Modifiers) / 2 (Round up). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Melee Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Melee Defense&amp;quot; in the CMD (Combat Melee Defense) section. However this will change to MD when changing CMO to MA.&lt;br /&gt;
&lt;br /&gt;
==Finial Description and Personalities==&lt;br /&gt;
&lt;br /&gt;
One of the most exciting parts of making a Character is helping to describe it and breath life into it. Some people would argu that you need to do this first before making the character at all. Even though this is probably a better approach it isn&#039;t very &amp;quot;noob&amp;quot; friendly. In other words, new players to Table Top games probably dont think as much about that aspect or do not know how far fetch to imagine the character without first playing in the universe and seeing how it all fits together. &lt;br /&gt;
&lt;br /&gt;
Once people get into a genre or style of Table Top they probably find it easier to make back stories. So for that reason I have left this step for the very end. &lt;br /&gt;
&lt;br /&gt;
So why bother writing this down on a character sheet? There are no rules for this right? Well there are [[Traits]] and [[Difficulties]]. Which help add more personality as well as better describe to a Player how to roll play the Character. Forcing a Player to pretend they are afraid of something or pretend to be a kleptomaniac.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Description/Personalities)&#039;&#039;&#039;:  On the 3rd page of the Character sheet is a section dedicated too the description of your character and any personality traits or difficulties. Also there is a section for writing a brief back story.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
&lt;br /&gt;
Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc... The GM usually assigns experience at the end of each game and can even give out bonuses for game play, roll play and/or epic moments. Below is a chart that details the experience a Player much have to reach the next level. There is 3 columns for XP. Labeled Slow, Medium, and Fast. These repersent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; rowspan=&amp;quot;2&amp;quot; | Character Level&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Experience Point Total&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Feats &amp;lt;br /&amp;gt; Talents* &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ability Score &lt;br /&gt;
|-&lt;br /&gt;
! Slow &lt;br /&gt;
! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st || —  || —  || —  ||Talent  || —  &lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||3,000  ||2,000  ||1,300  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 3rd ||7,500  ||5,000  ||3,300  ||Feat ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 4th ||14,000  ||9,000  ||6,000  ||—  ||1st  &lt;br /&gt;
|-&lt;br /&gt;
| 5th ||23,000  ||15,000  ||10,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 6th ||35,000  ||23,000  ||15,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 7th ||53,000  ||35,000  ||23,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 8th ||77,000  ||51,000  ||34,000  ||—  ||2nd  &lt;br /&gt;
|-&lt;br /&gt;
| 9th ||115,000  ||75,000  ||50,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 10th ||160,000  ||105,000  ||71,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 11th ||235,000  ||155,000  ||105,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 12th ||330,000  ||220,000  ||145,000  ||—  ||3rd  &lt;br /&gt;
|-&lt;br /&gt;
| 13th ||475,000  ||315,000  ||210,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 14th ||665,000  ||445,000  ||295,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 15th ||955,000  ||635,000  ||425,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 16th ||1,350,000  ||890,000  ||600,000  ||—  ||4th  &lt;br /&gt;
|-&lt;br /&gt;
| 17th ||1,900,000  ||1,300,000  ||850,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 18th ||2,700,000  ||1,800,000  ||1,200,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 19th ||3,850,000  ||2,550,000  ||1,700,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 20th ||5,350,000  ||3,600,000  ||2,400,000  ||—  ||5th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *The Talents and Feats are for Base Classes Only and do not show other Talents/Feats gained by other means&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each level a Character gets new skill points to spend as well as more HP. Also depending on Character level you are leveling up to you may also get, an ability score bonus, Feat, Talent, or Special Ability associated with your Advance Class.&lt;br /&gt;
&lt;br /&gt;
Your Base Class lets you know how many skill points you get at each level. This should be the same number of skill points that you got to spend at level 1. &lt;br /&gt;
&lt;br /&gt;
Your Base Class also lets you know how much HP you get. There are multi ways to add HP and your GM usually will state which type which will probably be inspired by either its a Low,Regular,High Fantasy setting.&lt;br /&gt;
&lt;br /&gt;
# Low: You roll for your HP at each level. Using the &amp;quot;Hit Die&amp;quot; and then you add your CON modifier for the total amount you get to add to your HP.&lt;br /&gt;
# Regular: You automatically take 1/2 of your maximum roll using the &amp;quot;Hit Die&amp;quot;. For example if you hit die is a d8 then you automatically take a 4 and then add your CON modifier for the total amount you add to your HP.&lt;br /&gt;
# High: You automatically take your maximum roll using the &amp;quot;Hit Die&amp;quot;. Just like regular except you now you do not have to divide by two. For example if your hit die is d6 you get 6 + CON Modifier for the total amount you add to your HP.&lt;br /&gt;
&lt;br /&gt;
If you get a Talent you have to select a talent associated with your Base Class. &lt;br /&gt;
&lt;br /&gt;
If you get a Feat you must select from the [[Feats]] page and follow all the prerequisites.&lt;br /&gt;
&lt;br /&gt;
If you get a specially ability usually it is just automatically added. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Advancement)&#039;&#039;&#039;: All the above things have there place on the character sheet. As they where described in the sections above regarding Character Creation. Make sure to add all this too your Character sheet. A common moto among GM&#039;s is: &amp;quot;If it isn&#039;t on your sheet... it isn&#039;t on your Character&amp;quot;.&lt;/div&gt;</summary>
		<author><name>72.32.146.52</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=1008</id>
		<title>Character Creation and Advancement</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Character_Creation_and_Advancement&amp;diff=1008"/>
		<updated>2015-04-21T22:13:13Z</updated>

		<summary type="html">&lt;p&gt;72.32.146.52: /* Ability Scores */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What you need==&lt;br /&gt;
&lt;br /&gt;
Great! You made it. Time to take the character from your imagination and put it to paper! A few things you may need first.&lt;br /&gt;
&lt;br /&gt;
# Dice! You need to get a d20 Dice set. Here is a URL to help get you started [http://goo.gl/vpKjzc Google Search for &amp;quot;d20 Dice Set&amp;quot;]&lt;br /&gt;
# A Character Sheet. We have one for free [http://future.orceph.com/FuturePathv04c.pdf here]!&lt;br /&gt;
&lt;br /&gt;
==A Character Idea==&lt;br /&gt;
Often over looked but also important is a simple idea of what you want to roll play. If roll playing is new too you or just not your thing you can roll play yourself or simply yourself in a much more &amp;quot;ideal&amp;quot; or &amp;quot;ridiculous&amp;quot; persona. &lt;br /&gt;
&lt;br /&gt;
You also do not need to go over board. Some people love to talk about their character ideas. Backstories, history, family history, that one time they ran into that one guy on that one planet and shins ensued. You can start your character off at whatever level of detail you want as long as the important bits of the Character sheet get filled out. &lt;br /&gt;
&lt;br /&gt;
Its nice to ask a few questions. &lt;br /&gt;
&lt;br /&gt;
# What is your Character&#039;s alignment? Is he good or evil? More on this on the [[Alignment]] page.&lt;br /&gt;
# What is your Character&#039;s dream, big objective or end game?&lt;br /&gt;
# What is your Character&#039;s name?&lt;br /&gt;
# What is your Character&#039;s sex?&lt;br /&gt;
# What may your Character&#039;s appearance be like on a normal day? &lt;br /&gt;
&lt;br /&gt;
You can go as deep into these questions as your like.. or just simply answer it as quickly as possible to move on. Either is fine. But Alignment/Name/Sex are things that need to be recorded on your Character sheet for it to be complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Alignment/Name/Sex)&#039;&#039;&#039;: At the top of the Character sheet to the right of the &amp;quot;Future Path&amp;quot; title is a series of fields with the titles directly below each field. The first few fields you may want to file out now. &amp;quot;Character Name&amp;quot; &amp;quot;Alignment&amp;quot; and &amp;quot;Player Name&amp;quot; (Thats your name in case you lose or sheet at a group event or something). There is also a bunch of other details such as &amp;quot;Sex&amp;quot;, &amp;quot;Weight&amp;quot;, and &amp;quot;Height&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
If you feel stuck here. Getting a creative block that is ok. If you already think you know what Class you want to play as go ahead with the rest of the steps and come back to this one when you are done.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+Table; Ability Score Costs &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Score&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| 7||–4&lt;br /&gt;
|-&lt;br /&gt;
| 8||–2&lt;br /&gt;
|-&lt;br /&gt;
| 9||–1&lt;br /&gt;
|-&lt;br /&gt;
| 10||0&lt;br /&gt;
|-&lt;br /&gt;
| 11||1&lt;br /&gt;
|-&lt;br /&gt;
| 12||2&lt;br /&gt;
|-&lt;br /&gt;
| 13||3&lt;br /&gt;
|-&lt;br /&gt;
| 14||5&lt;br /&gt;
|-&lt;br /&gt;
| 15||7&lt;br /&gt;
|-&lt;br /&gt;
| 16||10&lt;br /&gt;
|-&lt;br /&gt;
| 17||13&lt;br /&gt;
|-&lt;br /&gt;
| 18||17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The next step is the foundation of your Hero. There ability scores. These scores are explained in more detail [[Ability_Scores|here]]. They are a suppose to sum up a Characters generic abilities ranging from Strength too Charisma. They are also used to to decide a wide variety of details and stats for your all your characters future interactions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Ability Scores)&#039;&#039;&#039;: You only will want to read the sections below for different choices and more details on setting up your ability scores. The short summary is roll 4d6 (four six sided die) remove the lowest roll and add the other 3. Do this 6 times so you end up with 6 total scores. The numbers will range from 3 - 18. Reroll the dice for any total below 7. The Ability Scores section of the Character sheet is on the first page near the top just below the &amp;quot;Future Path&amp;quot; title. It is a vertical column starting with STR and ending with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to file out the SCORE for now. &lt;br /&gt;
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Below is a description of how to get your Ability Scores filled out on your Character Sheet. However ultimately the GM can decide how Characters choose ability scores. So the below section is more for the GM to read then a player. If want to be the GM or just want to roll up some Character sheets for fun then by all means read ahead. If not skip to: [[Character_Creation_and_Advancement#Choose_A_Species|Choose A Species]]&lt;br /&gt;
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There is two primary ways to decide Ability Scores. But of course table top games and the d20 system has been around for a while and so naturally over time there has been lot of additional rules added. In gaming the GM may want to create a &amp;quot;High Fantasy&amp;quot; or &amp;quot;Low Fantasy&amp;quot; like setting. &amp;quot;High Fantasy&amp;quot; simply means the stats are on average are going to be higher. Big epic battles with Characters that are well above the cut. Where as &amp;quot;Low Fantasy&amp;quot; you may have a less powerful character that is closer to the average Joe, although some may argue that having a lower fantasy hero have to overcome greater odds is even more epic. It all depends on the style the GM and Players want to play. &lt;br /&gt;
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The two different systems below accommodate for both &amp;quot;Low&amp;quot; and &amp;quot;High&amp;quot; fantasy play styles. They are just different ways of pretty much doing the same thing. &lt;br /&gt;
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# &#039;&#039;&#039;Dice roll&#039;&#039;&#039;. Like all things table top dice roll decides all. In this case 4d6 (4 six sided dice). For each Ability score roll 4d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.  &lt;br /&gt;
## You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most. &lt;br /&gt;
## The GM may want players to re-roll totals that are too low. Or perhaps totals that are too high. &lt;br /&gt;
## The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.&lt;br /&gt;
# &#039;&#039;&#039;Point Buy&#039;&#039;&#039;. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 which is considered &amp;quot;average&amp;quot; or &amp;quot;normal&amp;quot; level for that ability. &lt;br /&gt;
## The amount of points given to the player to spend can change depending if the GM wants to play in a &amp;quot;Low&amp;quot;,&amp;quot;Standard&amp;quot;,&amp;quot;High&amp;quot;,&amp;quot;Epic&amp;quot; level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.&lt;br /&gt;
## You can have players start out at 9 or 8 instead of 10. The ability score isn&#039;t just a score that provides modifiers when rolling. It also is suppose to represent rolling playing aspects of a character. Perhaps your character isn&#039;t that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Points&lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Campaign Type&lt;br /&gt;
! Points&lt;br /&gt;
|-&lt;br /&gt;
| Low Fantasy||10&lt;br /&gt;
|-&lt;br /&gt;
| Standard Fantasy||15&lt;br /&gt;
|-&lt;br /&gt;
| High Fantasy||20&lt;br /&gt;
|-&lt;br /&gt;
| Epic Fantasy||25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Both &amp;quot;Dice roll&amp;quot; and &amp;quot;Point Buy&amp;quot; have there advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look to much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand this gives the Player the most control of there character and can avoid Players that may &amp;quot;Power Roll&amp;quot; super high scores. But on the other hand this removes a certain amount of individuality by creating a more &amp;quot;cookie cutter&amp;quot; character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to roll playing. &lt;br /&gt;
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In the end its up for the GM to deiced. &amp;quot;Dice Roll&amp;quot; or &amp;quot;Point Buy&amp;quot;.&lt;br /&gt;
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Once you roll or buy up your ability scores you will want to record them on your Character Sheet. Your ability score may also be modified by [[Species|Species]] you pick. You pick a species in the next section. But don&#039;t forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. Below is a table with the modifiers per ability score.&lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Ability Modifier)&#039;&#039;&#039;: Below is a list of what a Ability Score&#039;s modifier is. The math for this is also: &amp;quot;(ability/2) -5 [round result down]&amp;quot;. Normally we wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score. &lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Ability Score Modifiers &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; | Ability Score &lt;br /&gt;
!  Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 1  || –5                                                                                                                                                                                 &lt;br /&gt;
|-&lt;br /&gt;
| 2–3  || –4                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 4–5  || –3                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 6–7  || –2                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 8–9  || –1                                                                                                                                                                               &lt;br /&gt;
|-&lt;br /&gt;
| 10–11  || 0                                                                                                                                                                              &lt;br /&gt;
|-&lt;br /&gt;
| 12–13  || 1 &lt;br /&gt;
|-&lt;br /&gt;
| 14–15  || 2 &lt;br /&gt;
|-&lt;br /&gt;
| 16–17  || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 18–19  || 4 &lt;br /&gt;
|-&lt;br /&gt;
| 20–21  || 5 &lt;br /&gt;
|-&lt;br /&gt;
| 22–23  || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 24–25  || 7 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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==Choose A Species==&lt;br /&gt;
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At the moment we do not have a list of playable species. We are working on that. For the time being we will just use humans. And because we are still working out all the specie rules lest have them not make any changes. &lt;br /&gt;
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==Choose A Base Class==&lt;br /&gt;
Base Classes are in the [[Future_Hero_Base_Class|Future Hero Base Class]] section. You can review your choices there. Base class represents a Characters starting point. Nobody starts out instantly a Soldier, Dogfighter or Diplomat. It takes time to perfect ones abilities and understand your strength and weaknesses. Your Base class is your foundation and each one represents a Characters strong suits and what that character best attribute is. &lt;br /&gt;
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The choices in summary are as follows:&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Strength|Path of Strength]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Dexterity|Path of Dexterity]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Constitution|Path of Constitution]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Intelligence|Path of Intelligence]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Wisdom|Path of Wisdom]]&lt;br /&gt;
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* [[Future_Hero_Base_Class#Path_of_Charisma|Path of Charisma]]&lt;br /&gt;
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Picking a Base path helps define your Character&#039;s path and direction. However this isn&#039;t a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strength base class, however its not a requirement. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Path)&#039;&#039;&#039;: Near the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: &amp;quot;Character Classes and Levels&amp;quot;. Here you will put what Path you take and your level in it. For example: &amp;quot;Path of Strength - Lvl1&amp;quot; &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (HP)&#039;&#039;&#039;: The Base class informs the character a lot about how a Character is to advance including there &amp;quot;Hit Die&amp;quot;. This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. A level one you take your maximum which means you just take whatever your highest possible number from the roll is. For a d8 that is 8, for a d6 its 6 and so on. However a character does get a modifier for there HP. And that is the Characters Constitution modifier. A Character gets to add the CON modifier to the Hit Die for your total HP.  You can now take your Base Classes Hit Die&#039;s maximum and add the CON modifier to get the your Character&#039;s total HP at level one and then record that to the right of the black &amp;quot;HP&amp;quot; square where it says &amp;quot;Total&amp;quot;. &lt;br /&gt;
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===Advance Classes===&lt;br /&gt;
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Advance Classes are a more specialized Class that better defines your Character. Think of it almost like a career choice. It adds more specific Talents and special abilities too your character. However Advance Classes have requirements that usually are not met until your Character is also at level 3 or 4. Also some Advance Classes are easier to get to then others depending on the Base Class/Path you took.  &lt;br /&gt;
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You can read up more on choosing an Advance Class below in the Character Advancement section.&lt;br /&gt;
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==Allocate Skill Ranks==&lt;br /&gt;
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Skill rules can be exampled in the [[SkillsBasics|Skills Basics]] page and the skill list can be found on the [[Skills]] page. &lt;br /&gt;
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On the [[Future_Hero_Base_Class|Future Hero Base Class]] page each Base Class has a list of skills. These are your class skills. They will never change from level 1 onward. However you may add ranks into these skills the fact that they are your starting out class skills will not change. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Class Skills Box)&#039;&#039;&#039;: Too the right of the first page of the Character Sheet there is the Skills list. Notable the largest section of the sheet. The Skills list has multi columns starting with two check boxes and then the Skill Name, Total Bonus, Ability Mod, Rank, Misc Mod. At this point we care only for the first square check box. You can check these off as your class skills. &lt;br /&gt;
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Once you have identified what your Class Skills are you can spend your first set of points. Again in your Base class you picked it tells you how many skill points you get to spend on each level. This is under the &amp;quot;Skill Points&amp;quot; section just before the Class table. To summarize spending points: To add a rank in a class skill you spend 1 point. To add a rank in a non-class skill you spend two points. In order to add ranks in any skill you first need to &amp;quot;unlock&amp;quot; it which requires spending two additional points. You can not have more ranks in a skill then you have in player levels with the exception of Language Skills and Tech skill. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Skill Ranks)&#039;&#039;&#039;: Skill points are based on what your Characters Base Class plus there INT modifier. So Path of Strength Hero that has a 12 in INT would get 4 skill points to spend. You simple add a rank to whatever skill you desire following the correct rules for spending points which you can read up on the [[SkillsBasics|Skills Basics]] page. Do not forget that you get a bonus 3 to any Class Skill you have at least one rank in signifying your predetermined affinity with those skills. Normally the best place to put this skill is in the &amp;quot;Misc&amp;quot; column as it is not actually a rank. You may also want to note that the second column square check box is to signify unlocked skills and that all Class skills are unlocked by default.&lt;br /&gt;
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==Choose Feats and Talents==&lt;br /&gt;
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Talents and Feats are extraordinary abilities that can be either passive (always active like Spier-Man&#039;s Spidy Sense) or active (Must be declared by the Player to the GM and the rest of group). Or in some cases it can have aspects of both. You will need to read the descriptions located on the [[Feats]] page. Talents are based on Class and Talents are available for both Base and Advance Classes. Some Talents are based on a theme of sorts and are in &amp;quot;trees&amp;quot;. Talent Trees are simply groups of Talents that are grouped together under a specific theme and sometimes require Talents from the same Talent Tree.  Ever Hero starts with at least one Talent at level one and must pick from the Base Class they choose. Most characters will not start out with any feats but gain them as they level up. They are exceptions based on what Species you pick. &lt;br /&gt;
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===Talents===&lt;br /&gt;
Determine how many Talents your Character starts out with, (usually one) which is based on the class level. And pick one from that classes available Talents. You will see them listed below a the Base Class or Advance Class table. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Talents)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime. &lt;br /&gt;
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===Feats===&lt;br /&gt;
Determine how many feats your character receives, based on his class and level, and select them from those presented in [[Feats]].&lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Feats)&#039;&#039;&#039;: Located on the second page of the Character Sheet underneath the panel for &amp;quot;AC Items&amp;quot; and slightly to the right is the &amp;quot;Feats and Talents&amp;quot; section. Here you can record both Talents and Feats that your character gains overtime.&lt;br /&gt;
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==Determining Wealth and Getting Equipment==&lt;br /&gt;
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===Determining Wealth===&lt;br /&gt;
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I have yet to finish writing the rules on how to determine starting wealth and accumulating wealth thru work via the &amp;quot;Profession&amp;quot; skill. I will be playing around with the idea of Professions/Jobs that have certain Ability and Skill requirements. Depending on what Profession you pick and how many ranks you have in your Profession determines your wealth. NOT your base or advance classes. &lt;br /&gt;
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More about using and spending wealth on the [[Wealth_and_Money|Wealth]] page. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Wealth)&#039;&#039;&#039;: On the second page at the bottom left hand corner is the &amp;quot;Wealth&amp;quot; panel. In this box is &amp;quot;CREDIT SCORE&amp;quot; and &amp;quot;BONUS INCOME&amp;quot;. &lt;br /&gt;
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===Getting Equipment===&lt;br /&gt;
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I have not yet finished finalizing items.. especially advance technology items. Never the less there is a list of Armor/Weapons/Equipment under the &amp;quot;Wealth and Equipment&amp;quot; category to the left of the Future Path Wiki.&lt;br /&gt;
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==Determining, Initiative, Attack Values, Defense Values==&lt;br /&gt;
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===Initiative===&lt;br /&gt;
&lt;br /&gt;
Your initiative shows your Characters quick ability to react and how often they will attempt to react. Using a bit a lock with a d20 check a person with a high initiative is more likely to go before another Player or opponents in combat rounds. You can read up more about how initiative is involved in game play in the [[Combat]] page. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Initiative)&#039;&#039;&#039;: Your Initiative is located below the &amp;quot;HP&amp;quot;, &amp;quot;Wounds/Current HP&amp;quot;, &amp;quot;Non-lethal Damage&amp;quot; sections. Your Initiative is normally just your Dexterity modifier. &lt;br /&gt;
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===Attack Values===&lt;br /&gt;
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There are two primary Attack values. One for Ranged and one for Melee. To learn more about both you can read up on the [[Combat]] page.&lt;br /&gt;
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====Ranged Attack====&lt;br /&gt;
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Ranged Attack is based on your Affinity Bonus and your Dexterity Modifier bonus. So Range Base Attack Bonus = Affinity + Dex. &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Ranged Attack)&#039;&#039;&#039;: You record what your Ranged Attack bonus currently under &amp;quot;Base Attack Bonux&amp;quot; However this will change as the character sheet is under going changes.&lt;br /&gt;
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====Melee Attack====&lt;br /&gt;
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Melee Attack is based on your Affinity Bonus and your Strength Modifier bonus. So Melee Attack Bonus = Affinity + Str.&lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Melee Attack)&#039;&#039;&#039;: You record this under CMO (Combat Melee Offense) which I will be changed to MA (Melee Attack). &lt;br /&gt;
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===Defense Values===&lt;br /&gt;
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There are two primary Defense values. One for Ranged and one for Melee just like Attack values. To learn more about both you can read up on both the [[Defense]] and [[Combat]] pages.&lt;br /&gt;
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====Ranged Defense====&lt;br /&gt;
&lt;br /&gt;
Ranged Defense is based on a lot of different things. Currently this is called. AC (Armor Class) and it represents not only how hard it is to hit you but how hard it is to have a hit that is capable of doing damage, (penetrating armor/shields). It is a base of 10 + Armor Bonus + Shield Bonus + Dexterity Modifier + Size Modifier + Natural Armor (If Any) + Deflection Modifier + Misc Modifiers. &lt;br /&gt;
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There are also states that you can be in that change your Defense. There is your &amp;quot;TOUCH&amp;quot; defense. This is the how easy it is to simply be touched. Normally this is used in Melee. And there is also &amp;quot;Flat-Footed&amp;quot; representing that the Character is for whatever reason unable to move. (Chained down, force field, surprise attack)&lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Range Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Ranged Defense&amp;quot; in the &amp;quot;AC&amp;quot; Section of the Character sheet and below that is the &amp;quot;TOUCH&amp;quot; and &amp;quot;Flat-Footed&amp;quot;. &lt;br /&gt;
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====Melee Defense====&lt;br /&gt;
&lt;br /&gt;
Melee Defense is similar to Ranged defense but removed the Armor and Shield Bonuses. It how effect the person is to avoid Melee of any kind. However Armor and Shield still come into the equation as DR (Damage Reduction). You get your Melee Defense by 10 + Melee Attack Base + Dexterity Modifier + Size Modifier + Misc Modifiers. And DR is: (Armor Bonus + Shield Bonus + Natural Armor + Misc Modifiers) / 2 (Round up). &lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Melee Defense)&#039;&#039;&#039;: Currently you can edit the &amp;quot;Melee Defense&amp;quot; in the CMD (Combat Melee Defense) section. However this will change to MD when changing CMO to MA.&lt;br /&gt;
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==Finial Description and Personalities==&lt;br /&gt;
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One of the most exciting parts of making a Character is helping to describe it and breath life into it. Some people would argu that you need to do this first before making the character at all. Even though this is probably a better approach it isn&#039;t very &amp;quot;noob&amp;quot; friendly. In other words, new players to Table Top games probably dont think as much about that aspect or do not know how far fetch to imagine the character without first playing in the universe and seeing how it all fits together. &lt;br /&gt;
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Once people get into a genre or style of Table Top they probably find it easier to make back stories. So for that reason I have left this step for the very end. &lt;br /&gt;
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So why bother writing this down on a character sheet? There are no rules for this right? Well there are [[Traits]] and [[Difficulties]]. Which help add more personality as well as better describe to a Player how to roll play the Character. Forcing a Player to pretend they are afraid of something or pretend to be a kleptomaniac.&lt;br /&gt;
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&#039;&#039;&#039;Editing Character Sheet (Description/Personalities)&#039;&#039;&#039;:  On the 3rd page of the Character sheet is a section dedicated too the description of your character and any personality traits or difficulties. Also there is a section for writing a brief back story.&lt;br /&gt;
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==Advancement==&lt;br /&gt;
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Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc... The GM usually assigns experience at the end of each game and can even give out bonuses for game play, roll play and/or epic moments. Below is a chart that details the experience a Player much have to reach the next level. There is 3 columns for XP. Labeled Slow, Medium, and Fast. These repersent the speed at which the GM wants the Player Characters to progress. &lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;10px;&amp;quot;&lt;br /&gt;
|+ Table: Character Advancement &lt;br /&gt;
! style=&amp;quot;text-algin:left;&amp;quot; rowspan=&amp;quot;2&amp;quot; | Character Level&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Experience Point Total&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Feats &amp;lt;br /&amp;gt; Talents* &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ability Score &lt;br /&gt;
|-&lt;br /&gt;
! Slow &lt;br /&gt;
! Medium &lt;br /&gt;
! Fast&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1st || —  || —  || —  ||Talent  || —  &lt;br /&gt;
|-&lt;br /&gt;
| 2nd ||3,000  ||2,000  ||1,300  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 3rd ||7,500  ||5,000  ||3,300  ||Feat ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 4th ||14,000  ||9,000  ||6,000  ||—  ||1st  &lt;br /&gt;
|-&lt;br /&gt;
| 5th ||23,000  ||15,000  ||10,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 6th ||35,000  ||23,000  ||15,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 7th ||53,000  ||35,000  ||23,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 8th ||77,000  ||51,000  ||34,000  ||—  ||2nd  &lt;br /&gt;
|-&lt;br /&gt;
| 9th ||115,000  ||75,000  ||50,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 10th ||160,000  ||105,000  ||71,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 11th ||235,000  ||155,000  ||105,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 12th ||330,000  ||220,000  ||145,000  ||—  ||3rd  &lt;br /&gt;
|-&lt;br /&gt;
| 13th ||475,000  ||315,000  ||210,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 14th ||665,000  ||445,000  ||295,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 15th ||955,000  ||635,000  ||425,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 16th ||1,350,000  ||890,000  ||600,000  ||—  ||4th  &lt;br /&gt;
|-&lt;br /&gt;
| 17th ||1,900,000  ||1,300,000  ||850,000  ||Talent  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 18th ||2,700,000  ||1,800,000  ||1,200,000  ||—  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 19th ||3,850,000  ||2,550,000  ||1,700,000  ||Feat  ||—  &lt;br /&gt;
|-&lt;br /&gt;
| 20th ||5,350,000  ||3,600,000  ||2,400,000  ||—  ||5th&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:70%;align=&amp;quot;left&amp;quot; colspan=&amp;quot;6&amp;quot; | *The Talents and Feats are for Base Classes Only and do not show other Talents/Feats gained by other means&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each level a Character gets new skill points to spend as well as more HP. Also depending on Character level you are leveling up to you may also get, an ability score bonus, Feat, Talent, or Special Ability associated with your Advance Class.&lt;br /&gt;
&lt;br /&gt;
Your Base Class lets you know how many skill points you get at each level. This should be the same number of skill points that you got to spend at level 1. &lt;br /&gt;
&lt;br /&gt;
Your Base Class also lets you know how much HP you get. There are multi ways to add HP and your GM usually will state which type which will probably be inspired by either its a Low,Regular,High Fantasy setting.&lt;br /&gt;
&lt;br /&gt;
# Low: You roll for your HP at each level. Using the &amp;quot;Hit Die&amp;quot; and then you add your CON modifier for the total amount you get to add to your HP.&lt;br /&gt;
# Regular: You automatically take 1/2 of your maximum roll using the &amp;quot;Hit Die&amp;quot;. For example if you hit die is a d8 then you automatically take a 4 and then add your CON modifier for the total amount you add to your HP.&lt;br /&gt;
# High: You automatically take your maximum roll using the &amp;quot;Hit Die&amp;quot;. Just like regular except you now you do not have to divide by two. For example if your hit die is d6 you get 6 + CON Modifier for the total amount you add to your HP.&lt;br /&gt;
&lt;br /&gt;
If you get a Talent you have to select a talent associated with your Base Class. &lt;br /&gt;
&lt;br /&gt;
If you get a Feat you must select from the [[Feats]] page and follow all the prerequisites.&lt;br /&gt;
&lt;br /&gt;
If you get a specially ability usually it is just automatically added. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Editing Character Sheet (Advancement)&#039;&#039;&#039;: All the above things have there place on the character sheet. As they where described in the sections above regarding Character Creation. Make sure to add all this too your Character sheet. A common moto among GM&#039;s is: &amp;quot;If it isn&#039;t on your sheet... it isn&#039;t on your Character&amp;quot;.&lt;/div&gt;</summary>
		<author><name>72.32.146.52</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Basics&amp;diff=1007</id>
		<title>Basics</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Basics&amp;diff=1007"/>
		<updated>2015-04-21T20:39:33Z</updated>

		<summary type="html">&lt;p&gt;72.32.146.52: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Playing the Game ==&lt;br /&gt;
You will need dice, a character sheet, (more on this later) and a place to meet up with friends to start out with. One person can be the Game Master while the others are Players. &lt;br /&gt;
&lt;br /&gt;
The Game Master or GM describes events that occur in the game universe. Players take turns acting on what they hear from the GM by sharing what their characters do in the universe. However unlike simple storytelling, the actions Player Characters take are not certain. The success of an action is left to some degree of chance according to dice rolls. Some actions are more challenging than others. Players choose different paths for their Characters that help define them. These paths help make Characters better at some things, and not as good at others. Players usually go on adventures with other Players exploring the Story and world the GM describes. The GM can also have other made up Characters (usually called NPCs, or non-player characters) to help with Storing telling and to give the Player Characters someone to interact with such as a Villain! &lt;br /&gt;
&lt;br /&gt;
Well how to I start? If you have never played a Pen and Paper game before, then I recommend finishing the rest of this page before moving on to what is listed below, as it helps to explain a few things.&lt;br /&gt;
&lt;br /&gt;
* If you are a Player read through all the Web Pages under the &amp;quot;Rules&amp;quot; section and then on to creating your first Character in the [[Character_Creation_and_Advancement|Character Creation and Advancement]] page. &lt;br /&gt;
&lt;br /&gt;
* If you are a DM then also start with all the Web Pages under the &amp;quot;Rules&amp;quot; section and move onward to the &amp;quot;Campaign Setting&amp;quot; and &amp;quot;Monsters and Menaces&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
== The Most Important Rule ==&lt;br /&gt;
&lt;br /&gt;
Have fun! Seriously its a game! Not all the rules listed on this site may fit your adventure. If changing them allows for fun, fair play for all Players then why not? And why not share those changes online with the community? Keep in mind that following a set of rules helps build the imaginary world that can be shared with all players. If you suggest a change to a rule everybody needs to be aware of it. Often, the GM may have his/her own &amp;quot;house rules.&amp;quot; But again... Have fun! Don&#039;t worry too much if one rule doesn&#039;t make as much sense as another. Its a game. Feel free to try out new ideas. Think of it as a different game mode. As long as there is continuity between Players and GMs understanding of the rules, feel free to experiment.&lt;br /&gt;
&lt;br /&gt;
This doesn&#039;t mean these rules are meaningless, only that they have a place. They are here to help build a fun adventure for everyone. If they have not succeeded at that, then either this game is not for you or perhaps the rules need work. Also we picked these rules and built this system intentionally for the purpose of playing and having fun. If you haven&#039;t tried our particular rule set please at least attempt to use it in its whole and original state before passing judgment and making your own tweaks.&lt;br /&gt;
&lt;br /&gt;
== Definitions ==&lt;br /&gt;
&lt;br /&gt;
Definitions! Why so much reading when this is supposed to be a game of the imagination? Well, a game needs its rules, and creativity needs borders and a foundation or starting point if it is to be understood by others. All the rules for Future Path exist to help define a starting point for adventure, for you to take your first step into a world of your imagination, and to be able to share those steps with others! To do so without defining a structure means you cannot share your experience and relationship between the Story Teller and the Player. It may for some seam lame or tedious, but the pay off is all together worth it.&lt;br /&gt;
&lt;br /&gt;
Below are a few things you will need to know in order to understand the rest of the rules. &lt;br /&gt;
&lt;br /&gt;
== DM/GM/Story Teller? ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A Dungeon Master? Uh... Wait maybe I am getting into something I don&#039;t want too!&amp;quot; you say to the eager friend across the table who quickly replies, &amp;quot;Its... huh.. not what is sounds like... well it kinda is... I mean... just don&#039;t say those words to your Mom. She will totally freak!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
That was just about how my first introduction to D&amp;amp;D and Pen and Paper/Table Top gaming in general started. Over time people got less excited about calling the person that tells the story the DM. Many Players wanted to make it more general and not just about Dungeons, and to help avoid parental freak outs. People now use a more game agnostic term: GM. Some people prefer &amp;quot;Story Teller&amp;quot; because the name better relates to the roll. &lt;br /&gt;
&lt;br /&gt;
So that&#039;s neat but what is a DM... rrr GM... I mean Story Teller? Well, in Future Path we refer this position as the GM. The role of GM is to tell a story and guide the Players through an Adventure! In Future Path that story is in the realm of Science Fiction where anything can be possible through SCIENCE! The GM helps provide a foundation for the Players to start. Depending on how the GM or Players want to play they can use these rules to explore whole new realms or jump into the busy ever expanding universe of the official [[Campaign_Setting|Campaign Setting]]&lt;br /&gt;
&lt;br /&gt;
== Dice Notation ==&lt;br /&gt;
A &#039;d&#039; what? There are more than 6 sides to dice!? Yes! There are all sorts of dice out there! The most common type people are used too is the six sided die, usually having numbers represented by dots. In many pen and paper games, and especially in the d20 system, there are a lot of different types of dice that are used. To quickly say what type of die is required, someone may say, &amp;quot;Roll a d20,&amp;quot; or &amp;quot;Use a d12&amp;quot;. They are simply using a notation. The &#039;d&#039; is for die, and the number is the number of sides on the die. Like so:&lt;br /&gt;
:d4 = four sided die&lt;br /&gt;
:d6 = six sided die&lt;br /&gt;
:d8 = eight sided die&lt;br /&gt;
:d10 = ten sided die&lt;br /&gt;
:d12 = twelve sided die&lt;br /&gt;
:d20 = twenty sided die&lt;br /&gt;
&lt;br /&gt;
Why so many dice!? Well, lots of reasons, but the end result is that they can represent different weapons or percent of chance for an action. Don&#039;t worry, the majority of the time you will only use two dice: the very common &#039;d20&#039; on which the whole d20 System is named for, and the die your weapon of choice requires. The d20 is the most common die and is used to determine almost all outcomes. &lt;br /&gt;
&lt;br /&gt;
There is one other die notation:&lt;br /&gt;
&lt;br /&gt;
:d% = percentile dice (a number between 1 and 100 is generated by rolling two different ten-sided dice. One (designated before rolling) is the tens digit, and the other is the ones digit. Two 0s represent 100.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Die rolls are expressed in the format:&lt;br /&gt;
[#] die type [+/- modifiers]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Example&amp;lt;/u&amp;gt;: 3d6+2 means: &amp;quot;Roll 3 six sided dice. Add the result of the three dice together, then add 2 for the total.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Math? ==&lt;br /&gt;
&lt;br /&gt;
Hate math? Well I would lie if I said I do too... buuuut in gaming it can be a bore. We want gaming to be swift and action packed, and not represent homework. So in general, if you wind up with a fraction, round down, even if the fraction is one-half or larger. A fairly simple rule, and one we hope you never have to use. In short, you should almost never deal with a fraction. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Exception&amp;lt;/u&amp;gt;: Certain rolls, such as damage and hit points, have a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
Sometimes a special rule makes you multiply a number or a die roll. As long as you’re applying a single multiplier, multiply the number normally. When two or more multipliers apply however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (x2) and a double (x2) applied to the same number results in a triple (x3, because 2 + 1 = 3). Again we hope to avoid unnecessary extra arithmetic. &#039;&#039;&#039;&amp;lt;=(Unsure about this, as it seems that x2 + x2 == x4.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Basic Task Resolution System ==&lt;br /&gt;
&lt;br /&gt;
As you read on, you will learn about game play and the way in which it revolves around the GM/Story Telling informing Players about their surroundings, and the Players acting on that information. In many cases those Player actions require die rolls that add the aforementioned element of randomness to the adventure. [[Combat|Combat]] has the largest and most involved set of rules explaining what to roll and when, but what about the day to day stuff? Honestly, the amount of role playing in these events depends greatly on your style and on the GM. Whenever there is a conflict or simply any other choice/task where there is a reasonable possibility for some degree of failure, Players should roll. That sounds kinda open to interpretation, and that&#039;s because it is. It&#039;s designed in such a way as to give freedom to the GM and Players alike.&lt;br /&gt;
&lt;br /&gt;
There is a standardized system for determining the success or failure of any given task:&lt;br /&gt;
&lt;br /&gt;
:d20 + Modifiers vs. Target Number&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Modifiers&amp;lt;/u&amp;gt;: A modifier is anything you add on top of your die roll, usually to boost it and help your chances for success. In almost all cases this is an [[Ability_Scores|Ability Scores]] modifier, but there are exceptions. Those are explained later or when you come cross them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Target Number&amp;lt;/u&amp;gt;: In combat the Target Number is usually the enemies &#039;AC&#039; or &amp;quot;Armor Class&amp;quot;. It can also be a &#039;DC&#039; or &amp;quot;Difficulty Check&amp;quot;. These will be explained later, but for now here is example: a character is trying to disarm a bomb. The bomb has a &amp;quot;DC&amp;quot; or Difficulty of 20. The Player&#039;s Target Number that they must beat when doing the roll is 20. &lt;br /&gt;
&lt;br /&gt;
The Modifiers and Target Number are determined by the type of task. If the result of the d20 roll + the Modifiers equals or exceeds the Target Number, the test is successful. Any other result is a failure. A &amp;quot;natural 20&amp;quot; on the die roll is not an automatic success. A &amp;quot;natural 1&amp;quot; on the die roll is not an automatic failure, unless the rules state otherwise. &#039;&#039;&#039;&amp;lt;=(My house rules state that a roll of a natural &#039;1&#039; that results in a failure is a critical failure, the outcome of which is determined by a table or phone app, the latter of which is streamlined and works best. This adds an element of uncertainty and excitement to the combat. These &#039;critical failures&#039; may result in just a normal failure, in something unexpected, or in something catastrophic occurring. I&#039;ve found that my players tend to ask for this if I&#039;ve forgotten or omitted it, perhaps since enemies are prone to these as well.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;natural&amp;quot; anything is when you roll a d20, in which case you get that number, as apposed to unnatural, meaning that the number was only reached after adding modifiers too it. So a &amp;quot;natural 20&amp;quot; would mean you rolled a d20 and got the number 20 before you added your modifiers.&lt;/div&gt;</summary>
		<author><name>72.32.146.52</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Basics&amp;diff=1006</id>
		<title>Basics</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Basics&amp;diff=1006"/>
		<updated>2015-04-21T20:36:33Z</updated>

		<summary type="html">&lt;p&gt;72.32.146.52: /* Playing the Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Playing the Game ==&lt;br /&gt;
You will need dice, a character sheet, (more on this later) and a place to meet up with friends to start out with. One person can be the Game Master while the others are Players. &lt;br /&gt;
&lt;br /&gt;
The Game Master or GM describes events that occur in the game universe. Players take turns acting on what they hear from the GM by sharing what their characters do in the universe. However unlike simple storytelling, the actions Player Characters take are not certain. The success of an action is left to some degree of chance according to dice rolls. Some actions are more challenging than others. Players choose different paths for their Characters that help define them. These paths help make Characters better at some things, and not as good at others. Players usually go on adventures with other Players exploring the Story and world the GM describes. The GM can also have other made up Characters (usually called NPCs, or non-player characters) to help with Storing telling and to give the Player Characters someone to interact with such as a Villain! &lt;br /&gt;
&lt;br /&gt;
Well how to I start? If you have never played a Pen and Paper game before, then I recommend finishing the rest of this page before moving on to what is listed below, as it helps to explain a few things.&lt;br /&gt;
&lt;br /&gt;
* If you are a Player read through all the Web Pages under the &amp;quot;Rules&amp;quot; section and then on to creating your first Character in the [[Character_Creation_and_Advancement|Character Creation and Advancement]] page. &lt;br /&gt;
&lt;br /&gt;
* If you are a DM then also start with all the Web Pages under the &amp;quot;Rules&amp;quot; section and move onward to the &amp;quot;Campaign Setting&amp;quot; and &amp;quot;Monsters and Menaces&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
== The Most Important Rule ==&lt;br /&gt;
&lt;br /&gt;
Have fun! Seriously its a game! Not all the rules listed on this site may fit your adventure. If changing them allows for fun, fair play for all Players then why not? And why not share those changes online with the community? Keep in mind that following a set of rules helps build the imaginary world that can be shared with all players. If you suggest a change to a rule everybody needs to be aware of it. Often, the GM may have his/her own &amp;quot;house rules.&amp;quot; But again... Have fun! Don&#039;t worry too much if one rule doesn&#039;t make as much sense as another. Its a game. Feel free to try out new ideas. Think of it as a different game mode. As long as there is continuity between Players and GMs understanding of the rules, feel free to experiment.&lt;br /&gt;
&lt;br /&gt;
This doesn&#039;t mean these rules are meaningless, only that they have a place. They are here to help build a fun adventure for everyone. If they have not succeeded at that, then either this game is not for you or perhaps the rules need work. Also we picked these rules and built this system intentionally for the purpose of playing and having fun. If you haven&#039;t tried our particular rule set please at least attempt to use it in its whole and original state before passing judgment and making your own tweaks.&lt;br /&gt;
&lt;br /&gt;
== Definitions ==&lt;br /&gt;
&lt;br /&gt;
Definitions! Why so much reading when this is supposed to be a game of the imagination? Well, a game needs its rules, and creativity needs borders and a foundation or starting point if it is to be understood by others. All the rules for Future Path exist to help define a starting point for adventure, for you to take your first step into a world of your imagination, and to be able to share those steps with others! To do so without defining a structure means you cannot share your experience and relationship between the Story Teller and the Player. It may for some seam lame or tedious, but the pay off is all together worth it.&lt;br /&gt;
&lt;br /&gt;
Below are a few things you will need to know in order to understand the rest of the rules. &lt;br /&gt;
&lt;br /&gt;
=== DM/GM/Story Teller? ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A Dungeon Master? Uh... Wait maybe I am getting into something I don&#039;t want too!&amp;quot; you say to the eager friend across the table who quickly replies, &amp;quot;Its... huh.. not what is sounds like... well it kinda is... I mean... just don&#039;t say those words to your Mom. She will totally freak!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
That was just about how my first introduction to D&amp;amp;D and Pen and Paper/Table Top gaming in general started. Over time people got less excited about calling the person that tells the story the DM. Many Players wanted to make it more general and not just about Dungeons, and to help avoid parental freak outs. People now use a more game agnostic term: GM. Some people prefer &amp;quot;Story Teller&amp;quot; because the name better relates to the roll. &lt;br /&gt;
&lt;br /&gt;
So that&#039;s neat but what is a DM... rrr GM... I mean Story Teller? Well, in Future Path we refer this position as the GM. The role of GM is to tell a story and guide the Players through an Adventure! In Future Path that story is in the realm of Science Fiction where anything can be possible through SCIENCE! The GM helps provide a foundation for the Players to start. Depending on how the GM or Players want to play they can use these rules to explore whole new realms or jump into the busy ever expanding universe of the official [[Campaign_Setting|Campaign Setting]]&lt;br /&gt;
&lt;br /&gt;
=== Dice Notation ===&lt;br /&gt;
A &#039;d&#039; what? There are more than 6 sides to dice!? Yes! There are all sorts of dice out there! The most common type people are used too is the six sided die, usually having numbers represented by dots. In many pen and paper games, and especially in the d20 system, there are a lot of different types of dice that are used. To quickly say what type of die is required, someone may say, &amp;quot;Roll a d20,&amp;quot; or &amp;quot;Use a d12&amp;quot;. They are simply using a notation. The &#039;d&#039; is for die, and the number is the number of sides on the die. Like so:&lt;br /&gt;
:d4 = four sided die&lt;br /&gt;
:d6 = six sided die&lt;br /&gt;
:d8 = eight sided die&lt;br /&gt;
:d10 = ten sided die&lt;br /&gt;
:d12 = twelve sided die&lt;br /&gt;
:d20 = twenty sided die&lt;br /&gt;
&lt;br /&gt;
Why so many dice!? Well, lots of reasons, but the end result is that they can represent different weapons or percent of chance for an action. Don&#039;t worry, the majority of the time you will only use two dice: the very common &#039;d20&#039; on which the whole d20 System is named for, and the die your weapon of choice requires. The d20 is the most common die and is used to determine almost all outcomes. &lt;br /&gt;
&lt;br /&gt;
There is one other die notation:&lt;br /&gt;
&lt;br /&gt;
:d% = percentile dice (a number between 1 and 100 is generated by rolling two different ten-sided dice. One (designated before rolling) is the tens digit, and the other is the ones digit. Two 0s represent 100.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Die rolls are expressed in the format:&lt;br /&gt;
[#] die type [+/- modifiers]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Example&amp;lt;/u&amp;gt;: 3d6+2 means: &amp;quot;Roll 3 six sided dice. Add the result of the three dice together, then add 2 for the total.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Math? ===&lt;br /&gt;
&lt;br /&gt;
Hate math? Well I would lie if I said I do too... buuuut in gaming it can be a bore. We want gaming to be swift and action packed, and not represent homework. So in general, if you wind up with a fraction, round down, even if the fraction is one-half or larger. A fairly simple rule, and one we hope you never have to use. In short, you should almost never deal with a fraction. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Exception&amp;lt;/u&amp;gt;: Certain rolls, such as damage and hit points, have a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
Sometimes a special rule makes you multiply a number or a die roll. As long as you’re applying a single multiplier, multiply the number normally. When two or more multipliers apply however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (x2) and a double (x2) applied to the same number results in a triple (x3, because 2 + 1 = 3). Again we hope to avoid unnecessary extra arithmetic. &#039;&#039;&#039;&amp;lt;=(Unsure about this, as it seems that x2 + x2 == x4.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Basic Task Resolution System ===&lt;br /&gt;
&lt;br /&gt;
As you read on, you will learn about game play and the way in which it revolves around the GM/Story Telling informing Players about their surroundings, and the Players acting on that information. In many cases those Player actions require die rolls that add the aforementioned element of randomness to the adventure. [[Combat|Combat]] has the largest and most involved set of rules explaining what to roll and when, but what about the day to day stuff? Honestly, the amount of role playing in these events depends greatly on your style and on the GM. Whenever there is a conflict or simply any other choice/task where there is a reasonable possibility for some degree of failure, Players should roll. That sounds kinda open to interpretation, and that&#039;s because it is. It&#039;s designed in such a way as to give freedom to the GM and Players alike.&lt;br /&gt;
&lt;br /&gt;
There is a standardized system for determining the success or failure of any given task:&lt;br /&gt;
&lt;br /&gt;
:d20 + Modifiers vs. Target Number&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Modifiers&amp;lt;/u&amp;gt;: A modifier is anything you add on top of your die roll, usually to boost it and help your chances for success. In almost all cases this is an [[Ability_Scores|Ability Scores]] modifier, but there are exceptions. Those are explained later or when you come cross them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Target Number&amp;lt;/u&amp;gt;: In combat the Target Number is usually the enemies &#039;AC&#039; or &amp;quot;Armor Class&amp;quot;. It can also be a &#039;DC&#039; or &amp;quot;Difficulty Check&amp;quot;. These will be explained later, but for now here is example: a character is trying to disarm a bomb. The bomb has a &amp;quot;DC&amp;quot; or Difficulty of 20. The Player&#039;s Target Number that they must beat when doing the roll is 20. &lt;br /&gt;
&lt;br /&gt;
The Modifiers and Target Number are determined by the type of task. If the result of the d20 roll + the Modifiers equals or exceeds the Target Number, the test is successful. Any other result is a failure. A &amp;quot;natural 20&amp;quot; on the die roll is not an automatic success. A &amp;quot;natural 1&amp;quot; on the die roll is not an automatic failure, unless the rules state otherwise. &#039;&#039;&#039;&amp;lt;=(My house rules state that a roll of a natural &#039;1&#039; that results in a failure is a critical failure, the outcome of which is determined by a table or phone app, the latter of which is streamlined and works best. This adds an element of uncertainty and excitement to the combat. These &#039;critical failures&#039; may result in just a normal failure, in something unexpected, or in something catastrophic occurring. I&#039;ve found that my players tend to ask for this if I&#039;ve forgotten or omitted it, perhaps since enemies are prone to these as well.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;natural&amp;quot; anything is when you roll a d20, in which case you get that number, as apposed to unnatural, meaning that the number was only reached after adding modifiers too it. So a &amp;quot;natural 20&amp;quot; would mean you rolled a d20 and got the number 20 before you added your modifiers.&lt;/div&gt;</summary>
		<author><name>72.32.146.52</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Wealth_and_Money&amp;diff=1005</id>
		<title>Wealth and Money</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Wealth_and_Money&amp;diff=1005"/>
		<updated>2015-04-21T00:13:41Z</updated>

		<summary type="html">&lt;p&gt;72.32.146.52: /* Loans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Money use to be such a simple thing. People use to trade items for other items that they needed. And in order to help facilitate that currency was created. Now with gold/silver stamped coins people could trade items for value without having to receive something they didn&#039;t find as valuable. Our wealth was dependent on how many coins you had. To help insure your money banks where formed. They kept your coins safe while also allowing people to buy things with money they didn&#039;t have. They just needed to go into debt with the banks. &lt;br /&gt;
&lt;br /&gt;
Things quickly started to get more complicated from there Banks/Credit/Debt. And all that was before advancing technologies such as the internet with electronic transfers, interest rates, credit limits. This wealth system is an attempt to simplify managing money and wealth while still representing some of the complicated aspects of our modern and possibly future economy without compromising game play and story telling. &lt;br /&gt;
&lt;br /&gt;
All things revolve around Credit. Credit is two fold. It sets your monthly Budget and it also tells you your loaning power. You also have Bonus Wealth. This income comes from things outside your profession and can provide a temporary boost too your Credit rating. Budgets show how much money you can spend in a one month time frame. You can also choose to save your income and add it to your Bonus Income with a DC check of 1d20 + Wisdom Modifier and your score will depend upon the amount saved. Review the chart titled &amp;quot;Saving&amp;quot; for more information.&lt;br /&gt;
&lt;br /&gt;
== Credit ==&lt;br /&gt;
&lt;br /&gt;
The Credit Level tells how much your budget is. It can start at 0 which means you have no spare cash to afford anything. It also means you cannot buy anything on loan. The only money you may have is whats on you or in other words your Bonus income. At a Credit score of 1 you have $250 IGC (Inter-Galatia Currency) as a budget. And for ever point higher you had an additional 250 IGC. However at level 11 you start to add $500 too the budget instead of $250. The increase that happens every 10 steps is to represent that it is easier to increase wealth when one has more wealth. At level 21 this occures again and now you add an additional $1000. You add $500 more to what you grow each level for ever 10 levels. A full chart of this process is shown below to help explain. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Credit Rating to Budget amount&lt;br /&gt;
! Credit Rating&lt;br /&gt;
! Budget&lt;br /&gt;
|-&lt;br /&gt;
| 0 || $0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || $250 +250&lt;br /&gt;
|-&lt;br /&gt;
| 2 || $500&lt;br /&gt;
|-&lt;br /&gt;
| 3 || $750&lt;br /&gt;
|-&lt;br /&gt;
| 4 || $1000&lt;br /&gt;
|-&lt;br /&gt;
| 5 || $1250&lt;br /&gt;
|-&lt;br /&gt;
| 6 || $1500&lt;br /&gt;
|-&lt;br /&gt;
| 7 || $1750&lt;br /&gt;
|-&lt;br /&gt;
| 8 || $2000&lt;br /&gt;
|-&lt;br /&gt;
| 9 || $2250&lt;br /&gt;
|-&lt;br /&gt;
| 10 || $2500&lt;br /&gt;
|-&lt;br /&gt;
| 11 || $3000 +500&lt;br /&gt;
|-&lt;br /&gt;
| 12 || $3500&lt;br /&gt;
|-&lt;br /&gt;
| 13 || $4000&lt;br /&gt;
|-&lt;br /&gt;
| 14 || $4500&lt;br /&gt;
|-&lt;br /&gt;
| 15 || $5000&lt;br /&gt;
|-&lt;br /&gt;
| 16 || $5500&lt;br /&gt;
|-&lt;br /&gt;
| 17 || $6000&lt;br /&gt;
|-&lt;br /&gt;
| 18 || $6500&lt;br /&gt;
|-&lt;br /&gt;
| 19 || $7000&lt;br /&gt;
|-&lt;br /&gt;
| 20 || $7500&lt;br /&gt;
|-&lt;br /&gt;
| 21 || $8500 +1000&lt;br /&gt;
|-&lt;br /&gt;
| 22 || $9500&lt;br /&gt;
|-&lt;br /&gt;
| 23 || $10500&lt;br /&gt;
|-&lt;br /&gt;
| 24 || $11500&lt;br /&gt;
|-&lt;br /&gt;
| 25 || $12500&lt;br /&gt;
|-&lt;br /&gt;
| 26 || $13500&lt;br /&gt;
|-&lt;br /&gt;
| 27 || $14500&lt;br /&gt;
|-&lt;br /&gt;
| 28 || $15500&lt;br /&gt;
|-&lt;br /&gt;
| 29 || $16500&lt;br /&gt;
|-&lt;br /&gt;
| 30 || $17500&lt;br /&gt;
|-&lt;br /&gt;
| 31 || $19000 +1500&lt;br /&gt;
|-&lt;br /&gt;
| 32 || $20500&lt;br /&gt;
|-&lt;br /&gt;
| 33 || $22000&lt;br /&gt;
|-&lt;br /&gt;
| 34 || $23500&lt;br /&gt;
|-&lt;br /&gt;
| 35 || $25000&lt;br /&gt;
|-&lt;br /&gt;
| 36 || $26500&lt;br /&gt;
|-&lt;br /&gt;
| 37 || $28000&lt;br /&gt;
|-&lt;br /&gt;
| 38 || $29500&lt;br /&gt;
|-&lt;br /&gt;
| 39 || $31000&lt;br /&gt;
|-&lt;br /&gt;
| 40 || $32500&lt;br /&gt;
|-&lt;br /&gt;
| 41 || $34500 +2000&lt;br /&gt;
|-&lt;br /&gt;
| 42 || $36500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your Credit score is determined by your Profession and Archetype.&lt;br /&gt;
&lt;br /&gt;
== Saving ==&lt;br /&gt;
&lt;br /&gt;
Saving can be hard. To represent the struggle of maintaining a budget and attempting to Save income for later there is a DC that must be beat with a roll. 1d20 + Wisdom. Adding Wisdom modifier is to represent that a wiser person may have more self control or foresight to be in a position to save some income. If a player chooses that they want to save their Budget for this month of game play they can make this roll. If they succeed they can choose to save that amount and deduct it from there budget. If they roll higher then what they wanted to save they do not need to save that exact amount. They can only deduct up to the max that there roll allows. The below table shows the DC range for the maxim amount savable. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Credit Rating to Budget amount&lt;br /&gt;
! DC Range &lt;br /&gt;
! Saved %&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 5 || 0% &lt;br /&gt;
|-&lt;br /&gt;
| 6 - 10 || 25% - 1/4&lt;br /&gt;
|-&lt;br /&gt;
| 11 - 15 || 50% - 2/4&lt;br /&gt;
|-&lt;br /&gt;
| 16 - 19 || 75% - 3/4&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 100%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loans ==&lt;br /&gt;
&lt;br /&gt;
Buying something that you can not normally afford via a Loan is one of the defining things of modern society. A Future Path hero will also need to make large purchases sometimes much bigger then they can normally afford. They can accomplish this by getting Loans. Loans take away from your total Credit. This emulates the idea that part of your monthly budget now goes towards paying off that loan. A characters Credit score determines the amount of the Loan one can get. Loans are not permanent adjustments too Credit. However they do last a while. The GameMaster can have some say in how long the the Time frame for the loan is. The Player can attempt to get a better Time by rolling 1d20 + Int or 1d20 + Cha against a DC of 15 to lower the loan below the minimal amount of time. Lowering however will take another -1 hit too the credit score sense you are attempting to pay the loan off faster. The player can do the same roll with a DC of 20 to have the time raised so that the players credit score is not so adversely effected. More on that after the chart below. &lt;br /&gt;
&lt;br /&gt;
Here is a table showing Credit score ranges and the amount of Loan associated with them:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Credit Score and Loan Size&lt;br /&gt;
! Credit Score Range&lt;br /&gt;
! Loan Amount&lt;br /&gt;
! Time In Years&lt;br /&gt;
|-&lt;br /&gt;
| 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 5 || $10,000 || 1-2y&lt;br /&gt;
|-&lt;br /&gt;
| 6 - 10 || $50,000 || 2-4y&lt;br /&gt;
|- &lt;br /&gt;
| 11 - 15 || $120,000 || 4-10y&lt;br /&gt;
|-&lt;br /&gt;
| 16 - 20 || $250,000 || 15-30y&lt;br /&gt;
|-&lt;br /&gt;
| 21 - 25 || $500,000 || 30y&lt;br /&gt;
|-&lt;br /&gt;
| 26 - 30 || $1,000,000 || 30y&lt;br /&gt;
|-&lt;br /&gt;
| 31 - 35 || $2,5000,000 || 30-45y&lt;br /&gt;
|-&lt;br /&gt;
| 36 - 40 || $6,500,000 || 30-45y&lt;br /&gt;
|- &lt;br /&gt;
| 41 - 45 || $10,000,000 || 45y&lt;br /&gt;
|- &lt;br /&gt;
| 46 - 50 || $20,000,000 || 45y&lt;br /&gt;
|-&lt;br /&gt;
| 51 - 59 || $45,000,000 || 45-60y&lt;br /&gt;
|-&lt;br /&gt;
| 60 - 69 || $100,000,000 || 45-60y&lt;br /&gt;
|-&lt;br /&gt;
| 70 - 79 || $250,000,000 || 60y&lt;br /&gt;
|-&lt;br /&gt;
| 80 - 89 || $500,000,000 || 60y&lt;br /&gt;
|-&lt;br /&gt;
| 90 - 99 || 1,000,000,000 || 60+y&lt;br /&gt;
|-&lt;br /&gt;
| 100+ || 1+ Billion || 100+y&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A player may choose to buy a product on loan as long as that product doesn&#039;t cost more then there credit rating or one range above. For example say the Player wants a new hoover bike. The bike costs $25,000 and the player has a credit rating of 7. If the player wants to buy the bike on loan and he can as the cost of 25,000 is between 10,000 and 50,000 which means only players with Credit score between 6 and 10 can get a loan of that size. (Please review above chart) The player buys the bike on loan and takes a -1 to his credit rating for the next 2 years a time frame negotiated in game with the GameMaster roll playing the seller of the bike.  &lt;br /&gt;
&lt;br /&gt;
A player can attempt to get a loan for an item that the cost is in a range above the players credit. Lets go back to the previous example except this time the player only has a credit score of 4. It would be a massive strain on that player&#039;s budget to buy the $25,000 hoover bike. However not impossible. The loan can still be made. Except now the player takes a -4 penalty on his credit score. The player can attempt to negotiate a longer loan time with a 1d20 + Int or 1d20 + Cha against a DC 20. This can lengthen the amount of Time for the loan or get a better rate or what scenario best fits according to the GM and the Player can reduce the penalty to his credit score to only -4. A player cannot attempt to get a loan any higher then one range above. A player cannot attempt a loan scenario that could lead to a negative credit. &lt;br /&gt;
&lt;br /&gt;
Other players can assist in buying an object. Say two players want to join forces and buy a new cargo ship to take on intergalactic trade. When doing so each extra player adds 1/2 of there Credit score to the total score to buy the ship. If the item is within the range of the total credit score each player takes a -1 to there credit score and they now have the cargo ship. Or if its one range above their current range they can still buy the ship but both have to take the -4. Basically this works the same as if it was a single person except the penalty is copied to each participating member. For example If Player1 has a score of 10 and Player2 has a score of 12 there combined score would be 16. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Using Bonus Wealth on Loans&#039;&#039;&#039;&amp;lt;/u&amp;gt;: A player can use his Bonus Wealth to act as &amp;quot;down payment&amp;quot; on a loan. You can use your Bonus Wealth to bring down the loan into a lower credit range to make it easier to afford. For example lets say a Player wants to buy a small ship. He has a credit rating of 17 but has 500,000 in Bonus Wealth. He wants to by a Ship that costs 1,000,000. Normally that ship would be in the 26 - 30 loan range. But he can subtract his Bonus Wealth to bring the ship price automatically down to 500,000. Now the loan range is 21 - 25. The Player can now afford this as long as he accepts the -4 hit to his credit. He buys and ship and now his new credit score is 13 and he has no Bonus Wealth to spend but he owns the $1,000,000 ship.&lt;br /&gt;
&lt;br /&gt;
== Additional Sources of Income ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus&#039;&#039;&#039;: While on the job your employer may recognize your good work and give you a bonus. This may be a reward that the GM gives a player. Or the player may roll a profession check (1d20 + Profession Skill Rank) and get a natural 20. The bonus can be anything the GM decides fits. However an easy quick calculation would be to simply take a Credit Score of the player minus 3 and take that Wealth value as the bonus. If you cannot go down 3 ranks because it would end up at 0 or a negative number then you can simply use 1 or $250 as the bonus. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rewards&#039;&#039;&#039;: When a player completes a task or favor for someone they may want to compensate them for the favor. Or perhaps that is the only source of income for a player is to live from job to job. Doing a mission will likely also provide some finical compensation. All this is considered rewards and go to your Bonus Income. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Market&#039;&#039;&#039;: The Stock Market is confusing and massively complex. Depending on the campaign setting the GM doesn&#039;t need to bother with it. In the official Campaign setting for Future Path the Galaxy does has a Market Trading system. Which will be explained in more detail in the Campaign Setting section of the site. Here we will try to set the foundation rule set for both a Modern and Futuristic setting and make it as simple as possible.&lt;br /&gt;
&lt;br /&gt;
There are two types of trading a Player can do in the Market. Short Term Investments and Long Term Investestments. The difference is the DC rating and where the profits if any actually go. To invest you will need to use Wealth from either your Budget or your Bonus Income. If you invest into Short Term then the DC is 20 and the check is &amp;quot;1d20 + Wis&amp;quot;. The profits go directly into your Bonus Income and appear within a month of the players check. Long Term investments on the other hand have a DC of 15 and the check is &amp;quot;1d20 + Wis&amp;quot;. The profits are in the form of an increase of your Credit Score. You must invest the total amount of your current Credit Score&#039;s Budget to qualify for a Long Term Investment. &lt;br /&gt;
&lt;br /&gt;
How much profit goes too your Bonus Income from a Short Term Investment? How much is your credit raised from a Long Term Investment? This depends on how well you beat the DC. Below are two tables that explain.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Short Term Investments (Base DC is 20)&lt;br /&gt;
! Roll Check Outcome&lt;br /&gt;
! Bonus Income&lt;br /&gt;
|-&lt;br /&gt;
| 20 (after Mod) || Break even&lt;br /&gt;
|-&lt;br /&gt;
| 20 (Natural) || Investment + 100%&lt;br /&gt;
|-&lt;br /&gt;
| 21 - 25 || Investment + 20%&lt;br /&gt;
|- &lt;br /&gt;
| 26 - 30 || Investment + 50%&lt;br /&gt;
|-&lt;br /&gt;
| 31 - 35 || Investment + 100%&lt;br /&gt;
|-&lt;br /&gt;
| 36+ || Investment + 200%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Long Term Investments (Base DC is 15)&lt;br /&gt;
! Roll Check Outcome&lt;br /&gt;
! Bonus Income&lt;br /&gt;
|-&lt;br /&gt;
| 15 - 20 || Break even no bonus&lt;br /&gt;
|-&lt;br /&gt;
| 20 (Natural) || +1 Credit Score&lt;br /&gt;
|-&lt;br /&gt;
| 21 - 30 || +1 Credit Score&lt;br /&gt;
|-&lt;br /&gt;
| 31 - 40 || +2 Credit Score&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: You can only make one investment a month. Although you may have a talent/feat that can increase that amount. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gambling&#039;&#039;&#039;: Gambling has the risk of causing debt and thus can subtract from your credit score. The Gambling has a DC 25 and a check of 1d20 + Chra. If you fail the check with a 1 you get 1 subtracted from your credit score. If you simply fail it you get no money back. If you beat it by more then 5 you get what you gambled back +10%. If you get a natural 20 you get a +100%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Customized Income&#039;&#039;&#039;&amp;lt;/u&amp;gt;: Any source of steady wealth that is legal can be translated as an increase to your credit score. The Player may have an anonymous supporter of her work and provides donations monthly as an example. The bonus to credit is calculated by finding how much it takes to go up to the next Credit level and subtracting that from the extra income while adding a level to your credit. Keep doing this until you can no longer go up credit. For example if a Player has a credit level of 9 and they are getting $1000 a month from some anonymous supporter. To calculate that players new credit score you take the amount of $ it is required to go to level 10 which is $250 and subtract it from the $1000 which makes $750. You now have $750 a month and a credit level of 10. You can repeat this again but you will now need to subtract $500 from the remanding $750 to go from level 10 to level 11. Now the Player has a credit score of 11 and $250 extra income or Bonus income. She cannot go up any more levels because $250 is not enough to go from level 11 to level 12. &lt;br /&gt;
&lt;br /&gt;
Why is that important if all that means is your Budget is higher which it technically is anyway. Loaning power. The Player went from the 6 - 10 range to 11 - 15 range and is now able to qualify for a larger purchase.&lt;/div&gt;</summary>
		<author><name>72.32.146.52</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Wealth_and_Money&amp;diff=1004</id>
		<title>Wealth and Money</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Wealth_and_Money&amp;diff=1004"/>
		<updated>2015-04-21T00:11:54Z</updated>

		<summary type="html">&lt;p&gt;72.32.146.52: /* Loans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Money use to be such a simple thing. People use to trade items for other items that they needed. And in order to help facilitate that currency was created. Now with gold/silver stamped coins people could trade items for value without having to receive something they didn&#039;t find as valuable. Our wealth was dependent on how many coins you had. To help insure your money banks where formed. They kept your coins safe while also allowing people to buy things with money they didn&#039;t have. They just needed to go into debt with the banks. &lt;br /&gt;
&lt;br /&gt;
Things quickly started to get more complicated from there Banks/Credit/Debt. And all that was before advancing technologies such as the internet with electronic transfers, interest rates, credit limits. This wealth system is an attempt to simplify managing money and wealth while still representing some of the complicated aspects of our modern and possibly future economy without compromising game play and story telling. &lt;br /&gt;
&lt;br /&gt;
All things revolve around Credit. Credit is two fold. It sets your monthly Budget and it also tells you your loaning power. You also have Bonus Wealth. This income comes from things outside your profession and can provide a temporary boost too your Credit rating. Budgets show how much money you can spend in a one month time frame. You can also choose to save your income and add it to your Bonus Income with a DC check of 1d20 + Wisdom Modifier and your score will depend upon the amount saved. Review the chart titled &amp;quot;Saving&amp;quot; for more information.&lt;br /&gt;
&lt;br /&gt;
== Credit ==&lt;br /&gt;
&lt;br /&gt;
The Credit Level tells how much your budget is. It can start at 0 which means you have no spare cash to afford anything. It also means you cannot buy anything on loan. The only money you may have is whats on you or in other words your Bonus income. At a Credit score of 1 you have $250 IGC (Inter-Galatia Currency) as a budget. And for ever point higher you had an additional 250 IGC. However at level 11 you start to add $500 too the budget instead of $250. The increase that happens every 10 steps is to represent that it is easier to increase wealth when one has more wealth. At level 21 this occures again and now you add an additional $1000. You add $500 more to what you grow each level for ever 10 levels. A full chart of this process is shown below to help explain. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Credit Rating to Budget amount&lt;br /&gt;
! Credit Rating&lt;br /&gt;
! Budget&lt;br /&gt;
|-&lt;br /&gt;
| 0 || $0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || $250 +250&lt;br /&gt;
|-&lt;br /&gt;
| 2 || $500&lt;br /&gt;
|-&lt;br /&gt;
| 3 || $750&lt;br /&gt;
|-&lt;br /&gt;
| 4 || $1000&lt;br /&gt;
|-&lt;br /&gt;
| 5 || $1250&lt;br /&gt;
|-&lt;br /&gt;
| 6 || $1500&lt;br /&gt;
|-&lt;br /&gt;
| 7 || $1750&lt;br /&gt;
|-&lt;br /&gt;
| 8 || $2000&lt;br /&gt;
|-&lt;br /&gt;
| 9 || $2250&lt;br /&gt;
|-&lt;br /&gt;
| 10 || $2500&lt;br /&gt;
|-&lt;br /&gt;
| 11 || $3000 +500&lt;br /&gt;
|-&lt;br /&gt;
| 12 || $3500&lt;br /&gt;
|-&lt;br /&gt;
| 13 || $4000&lt;br /&gt;
|-&lt;br /&gt;
| 14 || $4500&lt;br /&gt;
|-&lt;br /&gt;
| 15 || $5000&lt;br /&gt;
|-&lt;br /&gt;
| 16 || $5500&lt;br /&gt;
|-&lt;br /&gt;
| 17 || $6000&lt;br /&gt;
|-&lt;br /&gt;
| 18 || $6500&lt;br /&gt;
|-&lt;br /&gt;
| 19 || $7000&lt;br /&gt;
|-&lt;br /&gt;
| 20 || $7500&lt;br /&gt;
|-&lt;br /&gt;
| 21 || $8500 +1000&lt;br /&gt;
|-&lt;br /&gt;
| 22 || $9500&lt;br /&gt;
|-&lt;br /&gt;
| 23 || $10500&lt;br /&gt;
|-&lt;br /&gt;
| 24 || $11500&lt;br /&gt;
|-&lt;br /&gt;
| 25 || $12500&lt;br /&gt;
|-&lt;br /&gt;
| 26 || $13500&lt;br /&gt;
|-&lt;br /&gt;
| 27 || $14500&lt;br /&gt;
|-&lt;br /&gt;
| 28 || $15500&lt;br /&gt;
|-&lt;br /&gt;
| 29 || $16500&lt;br /&gt;
|-&lt;br /&gt;
| 30 || $17500&lt;br /&gt;
|-&lt;br /&gt;
| 31 || $19000 +1500&lt;br /&gt;
|-&lt;br /&gt;
| 32 || $20500&lt;br /&gt;
|-&lt;br /&gt;
| 33 || $22000&lt;br /&gt;
|-&lt;br /&gt;
| 34 || $23500&lt;br /&gt;
|-&lt;br /&gt;
| 35 || $25000&lt;br /&gt;
|-&lt;br /&gt;
| 36 || $26500&lt;br /&gt;
|-&lt;br /&gt;
| 37 || $28000&lt;br /&gt;
|-&lt;br /&gt;
| 38 || $29500&lt;br /&gt;
|-&lt;br /&gt;
| 39 || $31000&lt;br /&gt;
|-&lt;br /&gt;
| 40 || $32500&lt;br /&gt;
|-&lt;br /&gt;
| 41 || $34500 +2000&lt;br /&gt;
|-&lt;br /&gt;
| 42 || $36500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your Credit score is determined by your Profession and Archetype.&lt;br /&gt;
&lt;br /&gt;
== Saving ==&lt;br /&gt;
&lt;br /&gt;
Saving can be hard. To represent the struggle of maintaining a budget and attempting to Save income for later there is a DC that must be beat with a roll. 1d20 + Wisdom. Adding Wisdom modifier is to represent that a wiser person may have more self control or foresight to be in a position to save some income. If a player chooses that they want to save their Budget for this month of game play they can make this roll. If they succeed they can choose to save that amount and deduct it from there budget. If they roll higher then what they wanted to save they do not need to save that exact amount. They can only deduct up to the max that there roll allows. The below table shows the DC range for the maxim amount savable. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Credit Rating to Budget amount&lt;br /&gt;
! DC Range &lt;br /&gt;
! Saved %&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 5 || 0% &lt;br /&gt;
|-&lt;br /&gt;
| 6 - 10 || 25% - 1/4&lt;br /&gt;
|-&lt;br /&gt;
| 11 - 15 || 50% - 2/4&lt;br /&gt;
|-&lt;br /&gt;
| 16 - 19 || 75% - 3/4&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 100%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loans ==&lt;br /&gt;
&lt;br /&gt;
Buying something that you can not normally afford via a Loan is one of the defining things of modern society. A Future Path hero will also need to make large purchases sometimes much bigger then they can normally afford. They can accomplish this by getting Loans. Loans take away from your total Credit. This emulates the idea that part of your monthly budget now goes towards paying off that loan. A characters Credit score determines the amount of the Loan one can get. Loans are not permanent adjustments too Credit. However they do last a while. The GameMaster can have some say in how long the the Time frame for the loan is. The Player can attempt to get a better Time by rolling 1d20 + Int or 1d20 + Cha against a DC of 15 to lower the loan below the minimal amount of time. Lowering however will take another -1 hit too the credit score sense you are attempting to pay the loan off faster. The player can do the same roll with a DC of 20 to have the time raised so that the players credit score is not so adversely effected. More on that after the chart below. &lt;br /&gt;
&lt;br /&gt;
Here is a table showing Credit score ranges and the amount of Loan associated with them:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Credit Score and Loan Size&lt;br /&gt;
! Credit Score Range&lt;br /&gt;
! Loan Amount&lt;br /&gt;
! Time In Years&lt;br /&gt;
|-&lt;br /&gt;
| 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 5 || $10,000 || 1-2y&lt;br /&gt;
|-&lt;br /&gt;
| 6 - 10 || $50,000 || 2-4y&lt;br /&gt;
|- &lt;br /&gt;
| 11 - 15 || $120,000 || 4-10y&lt;br /&gt;
|-&lt;br /&gt;
| 16 - 20 || $250,000 || 15-30y&lt;br /&gt;
|-&lt;br /&gt;
| 21 - 25 || $500,000 || 30y&lt;br /&gt;
|-&lt;br /&gt;
| 26 - 30 || $1,000,000 || 30y&lt;br /&gt;
|-&lt;br /&gt;
| 31 - 35 || $2,5000,000 || 30-45y&lt;br /&gt;
|-&lt;br /&gt;
| 36 - 40 || $6,500,000 || 30-45y&lt;br /&gt;
|- &lt;br /&gt;
| 41 - 45 || $10,000,000 || 45y&lt;br /&gt;
|- &lt;br /&gt;
| 46 - 50 || $20,000,000 || 45y&lt;br /&gt;
|-&lt;br /&gt;
| 51 - 59 || $45,000,000 || 45-60y&lt;br /&gt;
|-&lt;br /&gt;
| 60 - 69 || $100,000,000 || 45-60y&lt;br /&gt;
|-&lt;br /&gt;
| 70 - 79 || $250,000,000 || 60y&lt;br /&gt;
|-&lt;br /&gt;
| 80 - 89 || $500,000,000 || 60y&lt;br /&gt;
|-&lt;br /&gt;
| 90 - 99 || 1,000,000,000 || 60+y&lt;br /&gt;
|-&lt;br /&gt;
| 100+ || 1+ Billion || 100+y&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A player may choose to buy a product on loan as long as that product doesn&#039;t cost more then there credit rating or one range above. For example say the Player wants a new hoover bike. The bike costs $25,000 and the player has a credit rating of 7. If the player wants to buy the bike on loan and he can as the cost of 25,000 is between 10,000 and 50,000 which means only players with Credit score between 6 and 10 can get a loan of that size. (Please review above chart) The player buys the bike on loan and takes a -1 to his credit rating for the next 2 years a time frame negotiated in game with the GameMaster roll playing the seller of the bike.  &lt;br /&gt;
&lt;br /&gt;
A player can attempt to get a loan for an item that the cost is in a range above the players credit. Lets go back to the previous example except this time the player only has a credit score of 4. It would be a massive strain on that player&#039;s budget to buy the $25,000 hoover bike. However not impossible. The loan can still be made. Except now the player takes a -4 penalty on his credit score. The player can attempt to negotiate a longer loan time with a 1d20 + Int or 1d20 + Cha against a DC 20. This can lengthen the amount of Time for the loan or get a better rate or what scenario best fits according to the GM and the Player can reduce the penalty to his credit score to only -4. A player cannot attempt to get a loan any higher then one range above. A player cannot attempt a loan scenario that could lead to a negative credit. &lt;br /&gt;
&lt;br /&gt;
Other players can assist in buying an object. Say two players want to join forces and buy a new cargo ship to take on intergalactic trade. When doing so each extra player adds 1/2 of there Credit score to the total score to buy the ship. If the item is within the range of the total credit score each player takes a -1 to there credit score and they now have the cargo ship. Or if its one range above their current range they can still buy the ship but both have to take the -4. Basically this works the same as if it was a single person except the penalty is copied to each participating member. For example If Player1 has a score of 10 and Player2 has a score of 12 there combined score would be 16. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Using Bonus Wealth on Loans&#039;&#039;&#039;&amp;lt;/u&amp;gt;: A player can use his Bonus Wealth to act as &amp;quot;down payment&amp;quot; on a loan. You can use your Bonus Wealth to bring down the loan into a lower credit range to make it easier to afford. For example lets say a Player wants to buy a small ship. He has a credit rating of 17 but has 500,000 in Bonus Wealth. He wants to by a Ship that costs 1,000,000. Normally that ship would be in the 26 - 30 loan range. But he can subtract his Bonus Wealth to bring the ship price automatically down to 500,000. Now the loan range is 21 - 25. The Player can now afford this as long as he accepts the -5 hit to his credit. He buys and ship and now his new credit score is 14 and he has no Bonus Wealth to spend but he owns the $1,000,000 ship.&lt;br /&gt;
&lt;br /&gt;
== Additional Sources of Income ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus&#039;&#039;&#039;: While on the job your employer may recognize your good work and give you a bonus. This may be a reward that the GM gives a player. Or the player may roll a profession check (1d20 + Profession Skill Rank) and get a natural 20. The bonus can be anything the GM decides fits. However an easy quick calculation would be to simply take a Credit Score of the player minus 3 and take that Wealth value as the bonus. If you cannot go down 3 ranks because it would end up at 0 or a negative number then you can simply use 1 or $250 as the bonus. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rewards&#039;&#039;&#039;: When a player completes a task or favor for someone they may want to compensate them for the favor. Or perhaps that is the only source of income for a player is to live from job to job. Doing a mission will likely also provide some finical compensation. All this is considered rewards and go to your Bonus Income. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Market&#039;&#039;&#039;: The Stock Market is confusing and massively complex. Depending on the campaign setting the GM doesn&#039;t need to bother with it. In the official Campaign setting for Future Path the Galaxy does has a Market Trading system. Which will be explained in more detail in the Campaign Setting section of the site. Here we will try to set the foundation rule set for both a Modern and Futuristic setting and make it as simple as possible.&lt;br /&gt;
&lt;br /&gt;
There are two types of trading a Player can do in the Market. Short Term Investments and Long Term Investestments. The difference is the DC rating and where the profits if any actually go. To invest you will need to use Wealth from either your Budget or your Bonus Income. If you invest into Short Term then the DC is 20 and the check is &amp;quot;1d20 + Wis&amp;quot;. The profits go directly into your Bonus Income and appear within a month of the players check. Long Term investments on the other hand have a DC of 15 and the check is &amp;quot;1d20 + Wis&amp;quot;. The profits are in the form of an increase of your Credit Score. You must invest the total amount of your current Credit Score&#039;s Budget to qualify for a Long Term Investment. &lt;br /&gt;
&lt;br /&gt;
How much profit goes too your Bonus Income from a Short Term Investment? How much is your credit raised from a Long Term Investment? This depends on how well you beat the DC. Below are two tables that explain.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Short Term Investments (Base DC is 20)&lt;br /&gt;
! Roll Check Outcome&lt;br /&gt;
! Bonus Income&lt;br /&gt;
|-&lt;br /&gt;
| 20 (after Mod) || Break even&lt;br /&gt;
|-&lt;br /&gt;
| 20 (Natural) || Investment + 100%&lt;br /&gt;
|-&lt;br /&gt;
| 21 - 25 || Investment + 20%&lt;br /&gt;
|- &lt;br /&gt;
| 26 - 30 || Investment + 50%&lt;br /&gt;
|-&lt;br /&gt;
| 31 - 35 || Investment + 100%&lt;br /&gt;
|-&lt;br /&gt;
| 36+ || Investment + 200%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Long Term Investments (Base DC is 15)&lt;br /&gt;
! Roll Check Outcome&lt;br /&gt;
! Bonus Income&lt;br /&gt;
|-&lt;br /&gt;
| 15 - 20 || Break even no bonus&lt;br /&gt;
|-&lt;br /&gt;
| 20 (Natural) || +1 Credit Score&lt;br /&gt;
|-&lt;br /&gt;
| 21 - 30 || +1 Credit Score&lt;br /&gt;
|-&lt;br /&gt;
| 31 - 40 || +2 Credit Score&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: You can only make one investment a month. Although you may have a talent/feat that can increase that amount. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gambling&#039;&#039;&#039;: Gambling has the risk of causing debt and thus can subtract from your credit score. The Gambling has a DC 25 and a check of 1d20 + Chra. If you fail the check with a 1 you get 1 subtracted from your credit score. If you simply fail it you get no money back. If you beat it by more then 5 you get what you gambled back +10%. If you get a natural 20 you get a +100%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Customized Income&#039;&#039;&#039;&amp;lt;/u&amp;gt;: Any source of steady wealth that is legal can be translated as an increase to your credit score. The Player may have an anonymous supporter of her work and provides donations monthly as an example. The bonus to credit is calculated by finding how much it takes to go up to the next Credit level and subtracting that from the extra income while adding a level to your credit. Keep doing this until you can no longer go up credit. For example if a Player has a credit level of 9 and they are getting $1000 a month from some anonymous supporter. To calculate that players new credit score you take the amount of $ it is required to go to level 10 which is $250 and subtract it from the $1000 which makes $750. You now have $750 a month and a credit level of 10. You can repeat this again but you will now need to subtract $500 from the remanding $750 to go from level 10 to level 11. Now the Player has a credit score of 11 and $250 extra income or Bonus income. She cannot go up any more levels because $250 is not enough to go from level 11 to level 12. &lt;br /&gt;
&lt;br /&gt;
Why is that important if all that means is your Budget is higher which it technically is anyway. Loaning power. The Player went from the 6 - 10 range to 11 - 15 range and is now able to qualify for a larger purchase.&lt;/div&gt;</summary>
		<author><name>72.32.146.52</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Wealth_and_Money&amp;diff=1003</id>
		<title>Wealth and Money</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Wealth_and_Money&amp;diff=1003"/>
		<updated>2015-04-21T00:09:55Z</updated>

		<summary type="html">&lt;p&gt;72.32.146.52: /* Loans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Money use to be such a simple thing. People use to trade items for other items that they needed. And in order to help facilitate that currency was created. Now with gold/silver stamped coins people could trade items for value without having to receive something they didn&#039;t find as valuable. Our wealth was dependent on how many coins you had. To help insure your money banks where formed. They kept your coins safe while also allowing people to buy things with money they didn&#039;t have. They just needed to go into debt with the banks. &lt;br /&gt;
&lt;br /&gt;
Things quickly started to get more complicated from there Banks/Credit/Debt. And all that was before advancing technologies such as the internet with electronic transfers, interest rates, credit limits. This wealth system is an attempt to simplify managing money and wealth while still representing some of the complicated aspects of our modern and possibly future economy without compromising game play and story telling. &lt;br /&gt;
&lt;br /&gt;
All things revolve around Credit. Credit is two fold. It sets your monthly Budget and it also tells you your loaning power. You also have Bonus Wealth. This income comes from things outside your profession and can provide a temporary boost too your Credit rating. Budgets show how much money you can spend in a one month time frame. You can also choose to save your income and add it to your Bonus Income with a DC check of 1d20 + Wisdom Modifier and your score will depend upon the amount saved. Review the chart titled &amp;quot;Saving&amp;quot; for more information.&lt;br /&gt;
&lt;br /&gt;
== Credit ==&lt;br /&gt;
&lt;br /&gt;
The Credit Level tells how much your budget is. It can start at 0 which means you have no spare cash to afford anything. It also means you cannot buy anything on loan. The only money you may have is whats on you or in other words your Bonus income. At a Credit score of 1 you have $250 IGC (Inter-Galatia Currency) as a budget. And for ever point higher you had an additional 250 IGC. However at level 11 you start to add $500 too the budget instead of $250. The increase that happens every 10 steps is to represent that it is easier to increase wealth when one has more wealth. At level 21 this occures again and now you add an additional $1000. You add $500 more to what you grow each level for ever 10 levels. A full chart of this process is shown below to help explain. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Credit Rating to Budget amount&lt;br /&gt;
! Credit Rating&lt;br /&gt;
! Budget&lt;br /&gt;
|-&lt;br /&gt;
| 0 || $0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || $250 +250&lt;br /&gt;
|-&lt;br /&gt;
| 2 || $500&lt;br /&gt;
|-&lt;br /&gt;
| 3 || $750&lt;br /&gt;
|-&lt;br /&gt;
| 4 || $1000&lt;br /&gt;
|-&lt;br /&gt;
| 5 || $1250&lt;br /&gt;
|-&lt;br /&gt;
| 6 || $1500&lt;br /&gt;
|-&lt;br /&gt;
| 7 || $1750&lt;br /&gt;
|-&lt;br /&gt;
| 8 || $2000&lt;br /&gt;
|-&lt;br /&gt;
| 9 || $2250&lt;br /&gt;
|-&lt;br /&gt;
| 10 || $2500&lt;br /&gt;
|-&lt;br /&gt;
| 11 || $3000 +500&lt;br /&gt;
|-&lt;br /&gt;
| 12 || $3500&lt;br /&gt;
|-&lt;br /&gt;
| 13 || $4000&lt;br /&gt;
|-&lt;br /&gt;
| 14 || $4500&lt;br /&gt;
|-&lt;br /&gt;
| 15 || $5000&lt;br /&gt;
|-&lt;br /&gt;
| 16 || $5500&lt;br /&gt;
|-&lt;br /&gt;
| 17 || $6000&lt;br /&gt;
|-&lt;br /&gt;
| 18 || $6500&lt;br /&gt;
|-&lt;br /&gt;
| 19 || $7000&lt;br /&gt;
|-&lt;br /&gt;
| 20 || $7500&lt;br /&gt;
|-&lt;br /&gt;
| 21 || $8500 +1000&lt;br /&gt;
|-&lt;br /&gt;
| 22 || $9500&lt;br /&gt;
|-&lt;br /&gt;
| 23 || $10500&lt;br /&gt;
|-&lt;br /&gt;
| 24 || $11500&lt;br /&gt;
|-&lt;br /&gt;
| 25 || $12500&lt;br /&gt;
|-&lt;br /&gt;
| 26 || $13500&lt;br /&gt;
|-&lt;br /&gt;
| 27 || $14500&lt;br /&gt;
|-&lt;br /&gt;
| 28 || $15500&lt;br /&gt;
|-&lt;br /&gt;
| 29 || $16500&lt;br /&gt;
|-&lt;br /&gt;
| 30 || $17500&lt;br /&gt;
|-&lt;br /&gt;
| 31 || $19000 +1500&lt;br /&gt;
|-&lt;br /&gt;
| 32 || $20500&lt;br /&gt;
|-&lt;br /&gt;
| 33 || $22000&lt;br /&gt;
|-&lt;br /&gt;
| 34 || $23500&lt;br /&gt;
|-&lt;br /&gt;
| 35 || $25000&lt;br /&gt;
|-&lt;br /&gt;
| 36 || $26500&lt;br /&gt;
|-&lt;br /&gt;
| 37 || $28000&lt;br /&gt;
|-&lt;br /&gt;
| 38 || $29500&lt;br /&gt;
|-&lt;br /&gt;
| 39 || $31000&lt;br /&gt;
|-&lt;br /&gt;
| 40 || $32500&lt;br /&gt;
|-&lt;br /&gt;
| 41 || $34500 +2000&lt;br /&gt;
|-&lt;br /&gt;
| 42 || $36500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your Credit score is determined by your Profession and Archetype.&lt;br /&gt;
&lt;br /&gt;
== Saving ==&lt;br /&gt;
&lt;br /&gt;
Saving can be hard. To represent the struggle of maintaining a budget and attempting to Save income for later there is a DC that must be beat with a roll. 1d20 + Wisdom. Adding Wisdom modifier is to represent that a wiser person may have more self control or foresight to be in a position to save some income. If a player chooses that they want to save their Budget for this month of game play they can make this roll. If they succeed they can choose to save that amount and deduct it from there budget. If they roll higher then what they wanted to save they do not need to save that exact amount. They can only deduct up to the max that there roll allows. The below table shows the DC range for the maxim amount savable. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Credit Rating to Budget amount&lt;br /&gt;
! DC Range &lt;br /&gt;
! Saved %&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 5 || 0% &lt;br /&gt;
|-&lt;br /&gt;
| 6 - 10 || 25% - 1/4&lt;br /&gt;
|-&lt;br /&gt;
| 11 - 15 || 50% - 2/4&lt;br /&gt;
|-&lt;br /&gt;
| 16 - 19 || 75% - 3/4&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 100%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loans ==&lt;br /&gt;
&lt;br /&gt;
Buying something that you can not normally afford via a Loan is one of the defining things of modern society. A Future Path hero will also need to make large purchases sometimes much bigger then they can normally afford. They can accomplish this by getting Loans. Loans take away from your total Credit. This emulates the idea that part of your monthly budget now goes towards paying off that loan. A characters Credit score determines the amount of the Loan one can get. Loans are not permanent adjustments too Credit. However they do last a while. The GameMaster can have some say in how long the the Time frame for the loan is. The Player can attempt to get a better Time by rolling 1d20 + Int or 1d20 + Cha against a DC of 15 to lower the loan below the minimal amount of time. Lowering however will take another -1 hit too the credit score sense you are attempting to pay the loan off faster. The player can do the same roll with a DC of 20 to have the time raised so that the players credit score is not so adversely effected. More on that after the chart below. &lt;br /&gt;
&lt;br /&gt;
Here is a table showing Credit score ranges and the amount of Loan associated with them:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Credit Score and Loan Size&lt;br /&gt;
! Credit Score Range&lt;br /&gt;
! Loan Amount&lt;br /&gt;
! Time In Years&lt;br /&gt;
|-&lt;br /&gt;
| 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 5 || $10,000 || 1-2y&lt;br /&gt;
|-&lt;br /&gt;
| 6 - 10 || $50,000 || 2-4y&lt;br /&gt;
|- &lt;br /&gt;
| 11 - 15 || $120,000 || 4-10y&lt;br /&gt;
|-&lt;br /&gt;
| 16 - 20 || $250,000 || 15-30y&lt;br /&gt;
|-&lt;br /&gt;
| 21 - 25 || $500,000 || 30y&lt;br /&gt;
|-&lt;br /&gt;
| 26 - 30 || $1,000,000 || 30y&lt;br /&gt;
|-&lt;br /&gt;
| 31 - 35 || $2,5000,000 || 30-45y&lt;br /&gt;
|-&lt;br /&gt;
| 36 - 40 || $6,500,000 || 30-45y&lt;br /&gt;
|- &lt;br /&gt;
| 41 - 45 || $10,000,000 || 45y&lt;br /&gt;
|- &lt;br /&gt;
| 46 - 50 || $20,000,000 || 45y&lt;br /&gt;
|-&lt;br /&gt;
| 51 - 59 || $45,000,000 || 45-60y&lt;br /&gt;
|-&lt;br /&gt;
| 60 - 69 || $100,000,000 || 45-60y&lt;br /&gt;
|-&lt;br /&gt;
| 70 - 79 || $250,000,000 || 60y&lt;br /&gt;
|-&lt;br /&gt;
| 80 - 89 || $500,000,000 || 60y&lt;br /&gt;
|-&lt;br /&gt;
| 90 - 99 || 1,000,000,000 || 60+y&lt;br /&gt;
|-&lt;br /&gt;
| 100+ || 1+ Billion || 100+y&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A player may choose to buy a product on loan as long as that product doesn&#039;t cost more then there credit rating or one range above. For example say the Player wants a new hoover bike. The bike costs $25,000 and the player has a credit rating of 7. If the player wants to buy the bike on loan and he can as the cost of 25,000 is between 10,000 and 50,000 which means only players with Credit score between 6 and 10 can get a loan of that size. (Please review above chart) The player buys the bike on loan and takes a -1 to his credit rating for the next 2 years a time frame negotiated in game with the GameMaster roll playing the seller of the bike.  &lt;br /&gt;
&lt;br /&gt;
A player can attempt to get a loan for an item that the cost is in a range above the players credit. Lets go back to the previous example except this time the player only has a credit score of 4. It would be a massive strain on that player&#039;s budget to buy the $25,000 hoover bike. However not impossible. The loan can still be made. Except now the player takes a -5 penalty on his credit score. The player can attempt to negotiate a longer loan time with a 1d20 + Int or 1d20 + Cha against a DC 20. This can lengthen the amount of Time for the loan or get a better rate or what scenario best fits according to the GM and the Player can reduce the penalty to his credit score to only -4. A player cannot attempt to get a loan any higher then one range above. A player cannot attempt a loan scenario that could lead to a negative credit. &lt;br /&gt;
&lt;br /&gt;
Other players can assist in buying an object. Say two players want to join forces and buy a new cargo ship to take on intergalactic trade. When doing so each extra player adds 1/2 of there Credit score to the total score to buy the ship. If the item is within the range of the total credit score each player takes a -1 to there credit score and they now have the cargo ship. Or if its one range above their current range they can still buy the ship but both have to take the -5. Basically this works the same as if it was a single person except the penalty is copied to each participating member. For example If Player1 has a score of 10 and Player2 has a score of 12 there combined score would be 16. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Using Bonus Wealth on Loans&#039;&#039;&#039;&amp;lt;/u&amp;gt;: A player can use his Bonus Wealth to act as &amp;quot;down payment&amp;quot; on a loan. You can use your Bonus Wealth to bring down the loan into a lower credit range to make it easier to afford. For example lets say a Player wants to buy a small ship. He has a credit rating of 17 but has 500,000 in Bonus Wealth. He wants to by a Ship that costs 1,000,000. Normally that ship would be in the 26 - 30 loan range. But he can subtract his Bonus Wealth to bring the ship price automatically down to 500,000. Now the loan range is 21 - 25. The Player can now afford this as long as he accepts the -5 hit to his credit. He buys and ship and now his new credit score is 14 and he has no Bonus Wealth to spend but he owns the $1,000,000 ship.&lt;br /&gt;
&lt;br /&gt;
== Additional Sources of Income ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus&#039;&#039;&#039;: While on the job your employer may recognize your good work and give you a bonus. This may be a reward that the GM gives a player. Or the player may roll a profession check (1d20 + Profession Skill Rank) and get a natural 20. The bonus can be anything the GM decides fits. However an easy quick calculation would be to simply take a Credit Score of the player minus 3 and take that Wealth value as the bonus. If you cannot go down 3 ranks because it would end up at 0 or a negative number then you can simply use 1 or $250 as the bonus. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rewards&#039;&#039;&#039;: When a player completes a task or favor for someone they may want to compensate them for the favor. Or perhaps that is the only source of income for a player is to live from job to job. Doing a mission will likely also provide some finical compensation. All this is considered rewards and go to your Bonus Income. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Market&#039;&#039;&#039;: The Stock Market is confusing and massively complex. Depending on the campaign setting the GM doesn&#039;t need to bother with it. In the official Campaign setting for Future Path the Galaxy does has a Market Trading system. Which will be explained in more detail in the Campaign Setting section of the site. Here we will try to set the foundation rule set for both a Modern and Futuristic setting and make it as simple as possible.&lt;br /&gt;
&lt;br /&gt;
There are two types of trading a Player can do in the Market. Short Term Investments and Long Term Investestments. The difference is the DC rating and where the profits if any actually go. To invest you will need to use Wealth from either your Budget or your Bonus Income. If you invest into Short Term then the DC is 20 and the check is &amp;quot;1d20 + Wis&amp;quot;. The profits go directly into your Bonus Income and appear within a month of the players check. Long Term investments on the other hand have a DC of 15 and the check is &amp;quot;1d20 + Wis&amp;quot;. The profits are in the form of an increase of your Credit Score. You must invest the total amount of your current Credit Score&#039;s Budget to qualify for a Long Term Investment. &lt;br /&gt;
&lt;br /&gt;
How much profit goes too your Bonus Income from a Short Term Investment? How much is your credit raised from a Long Term Investment? This depends on how well you beat the DC. Below are two tables that explain.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Short Term Investments (Base DC is 20)&lt;br /&gt;
! Roll Check Outcome&lt;br /&gt;
! Bonus Income&lt;br /&gt;
|-&lt;br /&gt;
| 20 (after Mod) || Break even&lt;br /&gt;
|-&lt;br /&gt;
| 20 (Natural) || Investment + 100%&lt;br /&gt;
|-&lt;br /&gt;
| 21 - 25 || Investment + 20%&lt;br /&gt;
|- &lt;br /&gt;
| 26 - 30 || Investment + 50%&lt;br /&gt;
|-&lt;br /&gt;
| 31 - 35 || Investment + 100%&lt;br /&gt;
|-&lt;br /&gt;
| 36+ || Investment + 200%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Long Term Investments (Base DC is 15)&lt;br /&gt;
! Roll Check Outcome&lt;br /&gt;
! Bonus Income&lt;br /&gt;
|-&lt;br /&gt;
| 15 - 20 || Break even no bonus&lt;br /&gt;
|-&lt;br /&gt;
| 20 (Natural) || +1 Credit Score&lt;br /&gt;
|-&lt;br /&gt;
| 21 - 30 || +1 Credit Score&lt;br /&gt;
|-&lt;br /&gt;
| 31 - 40 || +2 Credit Score&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: You can only make one investment a month. Although you may have a talent/feat that can increase that amount. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gambling&#039;&#039;&#039;: Gambling has the risk of causing debt and thus can subtract from your credit score. The Gambling has a DC 25 and a check of 1d20 + Chra. If you fail the check with a 1 you get 1 subtracted from your credit score. If you simply fail it you get no money back. If you beat it by more then 5 you get what you gambled back +10%. If you get a natural 20 you get a +100%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Customized Income&#039;&#039;&#039;&amp;lt;/u&amp;gt;: Any source of steady wealth that is legal can be translated as an increase to your credit score. The Player may have an anonymous supporter of her work and provides donations monthly as an example. The bonus to credit is calculated by finding how much it takes to go up to the next Credit level and subtracting that from the extra income while adding a level to your credit. Keep doing this until you can no longer go up credit. For example if a Player has a credit level of 9 and they are getting $1000 a month from some anonymous supporter. To calculate that players new credit score you take the amount of $ it is required to go to level 10 which is $250 and subtract it from the $1000 which makes $750. You now have $750 a month and a credit level of 10. You can repeat this again but you will now need to subtract $500 from the remanding $750 to go from level 10 to level 11. Now the Player has a credit score of 11 and $250 extra income or Bonus income. She cannot go up any more levels because $250 is not enough to go from level 11 to level 12. &lt;br /&gt;
&lt;br /&gt;
Why is that important if all that means is your Budget is higher which it technically is anyway. Loaning power. The Player went from the 6 - 10 range to 11 - 15 range and is now able to qualify for a larger purchase.&lt;/div&gt;</summary>
		<author><name>72.32.146.52</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Wealth_and_Money&amp;diff=1002</id>
		<title>Wealth and Money</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Wealth_and_Money&amp;diff=1002"/>
		<updated>2015-04-21T00:08:47Z</updated>

		<summary type="html">&lt;p&gt;72.32.146.52: /* Loans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Money use to be such a simple thing. People use to trade items for other items that they needed. And in order to help facilitate that currency was created. Now with gold/silver stamped coins people could trade items for value without having to receive something they didn&#039;t find as valuable. Our wealth was dependent on how many coins you had. To help insure your money banks where formed. They kept your coins safe while also allowing people to buy things with money they didn&#039;t have. They just needed to go into debt with the banks. &lt;br /&gt;
&lt;br /&gt;
Things quickly started to get more complicated from there Banks/Credit/Debt. And all that was before advancing technologies such as the internet with electronic transfers, interest rates, credit limits. This wealth system is an attempt to simplify managing money and wealth while still representing some of the complicated aspects of our modern and possibly future economy without compromising game play and story telling. &lt;br /&gt;
&lt;br /&gt;
All things revolve around Credit. Credit is two fold. It sets your monthly Budget and it also tells you your loaning power. You also have Bonus Wealth. This income comes from things outside your profession and can provide a temporary boost too your Credit rating. Budgets show how much money you can spend in a one month time frame. You can also choose to save your income and add it to your Bonus Income with a DC check of 1d20 + Wisdom Modifier and your score will depend upon the amount saved. Review the chart titled &amp;quot;Saving&amp;quot; for more information.&lt;br /&gt;
&lt;br /&gt;
== Credit ==&lt;br /&gt;
&lt;br /&gt;
The Credit Level tells how much your budget is. It can start at 0 which means you have no spare cash to afford anything. It also means you cannot buy anything on loan. The only money you may have is whats on you or in other words your Bonus income. At a Credit score of 1 you have $250 IGC (Inter-Galatia Currency) as a budget. And for ever point higher you had an additional 250 IGC. However at level 11 you start to add $500 too the budget instead of $250. The increase that happens every 10 steps is to represent that it is easier to increase wealth when one has more wealth. At level 21 this occures again and now you add an additional $1000. You add $500 more to what you grow each level for ever 10 levels. A full chart of this process is shown below to help explain. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Credit Rating to Budget amount&lt;br /&gt;
! Credit Rating&lt;br /&gt;
! Budget&lt;br /&gt;
|-&lt;br /&gt;
| 0 || $0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || $250 +250&lt;br /&gt;
|-&lt;br /&gt;
| 2 || $500&lt;br /&gt;
|-&lt;br /&gt;
| 3 || $750&lt;br /&gt;
|-&lt;br /&gt;
| 4 || $1000&lt;br /&gt;
|-&lt;br /&gt;
| 5 || $1250&lt;br /&gt;
|-&lt;br /&gt;
| 6 || $1500&lt;br /&gt;
|-&lt;br /&gt;
| 7 || $1750&lt;br /&gt;
|-&lt;br /&gt;
| 8 || $2000&lt;br /&gt;
|-&lt;br /&gt;
| 9 || $2250&lt;br /&gt;
|-&lt;br /&gt;
| 10 || $2500&lt;br /&gt;
|-&lt;br /&gt;
| 11 || $3000 +500&lt;br /&gt;
|-&lt;br /&gt;
| 12 || $3500&lt;br /&gt;
|-&lt;br /&gt;
| 13 || $4000&lt;br /&gt;
|-&lt;br /&gt;
| 14 || $4500&lt;br /&gt;
|-&lt;br /&gt;
| 15 || $5000&lt;br /&gt;
|-&lt;br /&gt;
| 16 || $5500&lt;br /&gt;
|-&lt;br /&gt;
| 17 || $6000&lt;br /&gt;
|-&lt;br /&gt;
| 18 || $6500&lt;br /&gt;
|-&lt;br /&gt;
| 19 || $7000&lt;br /&gt;
|-&lt;br /&gt;
| 20 || $7500&lt;br /&gt;
|-&lt;br /&gt;
| 21 || $8500 +1000&lt;br /&gt;
|-&lt;br /&gt;
| 22 || $9500&lt;br /&gt;
|-&lt;br /&gt;
| 23 || $10500&lt;br /&gt;
|-&lt;br /&gt;
| 24 || $11500&lt;br /&gt;
|-&lt;br /&gt;
| 25 || $12500&lt;br /&gt;
|-&lt;br /&gt;
| 26 || $13500&lt;br /&gt;
|-&lt;br /&gt;
| 27 || $14500&lt;br /&gt;
|-&lt;br /&gt;
| 28 || $15500&lt;br /&gt;
|-&lt;br /&gt;
| 29 || $16500&lt;br /&gt;
|-&lt;br /&gt;
| 30 || $17500&lt;br /&gt;
|-&lt;br /&gt;
| 31 || $19000 +1500&lt;br /&gt;
|-&lt;br /&gt;
| 32 || $20500&lt;br /&gt;
|-&lt;br /&gt;
| 33 || $22000&lt;br /&gt;
|-&lt;br /&gt;
| 34 || $23500&lt;br /&gt;
|-&lt;br /&gt;
| 35 || $25000&lt;br /&gt;
|-&lt;br /&gt;
| 36 || $26500&lt;br /&gt;
|-&lt;br /&gt;
| 37 || $28000&lt;br /&gt;
|-&lt;br /&gt;
| 38 || $29500&lt;br /&gt;
|-&lt;br /&gt;
| 39 || $31000&lt;br /&gt;
|-&lt;br /&gt;
| 40 || $32500&lt;br /&gt;
|-&lt;br /&gt;
| 41 || $34500 +2000&lt;br /&gt;
|-&lt;br /&gt;
| 42 || $36500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your Credit score is determined by your Profession and Archetype.&lt;br /&gt;
&lt;br /&gt;
== Saving ==&lt;br /&gt;
&lt;br /&gt;
Saving can be hard. To represent the struggle of maintaining a budget and attempting to Save income for later there is a DC that must be beat with a roll. 1d20 + Wisdom. Adding Wisdom modifier is to represent that a wiser person may have more self control or foresight to be in a position to save some income. If a player chooses that they want to save their Budget for this month of game play they can make this roll. If they succeed they can choose to save that amount and deduct it from there budget. If they roll higher then what they wanted to save they do not need to save that exact amount. They can only deduct up to the max that there roll allows. The below table shows the DC range for the maxim amount savable. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Credit Rating to Budget amount&lt;br /&gt;
! DC Range &lt;br /&gt;
! Saved %&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 5 || 0% &lt;br /&gt;
|-&lt;br /&gt;
| 6 - 10 || 25% - 1/4&lt;br /&gt;
|-&lt;br /&gt;
| 11 - 15 || 50% - 2/4&lt;br /&gt;
|-&lt;br /&gt;
| 16 - 19 || 75% - 3/4&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 100%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loans ==&lt;br /&gt;
&lt;br /&gt;
Buying something that you can not normally afford via a Loan is one of the defining things of modern society. A Future Path hero will also need to make large purchases sometimes much bigger then they can normally afford. They can accomplish this by getting Loans. Loans take away from your total Credit. This emulates the idea that part of your monthly budget now goes towards paying off that loan. A characters Credit score determines the amount of the Loan one can get. Loans are not permanent adjustments too Credit. However they do last a while. The GameMaster can have some say in how long the the Time frame for the loan is. The Player can attempt to get a better Time by rolling 1d20 + Int or 1d20 + Cha against a DC of 15 to lower the loan below the minimal amount of time. Lowering however will take another -1 hit too the credit score sense you are attempting to pay the loan off faster. The player can do the same roll with a DC of 20 to have the time raised so that the players credit score is not so adversely effected. More on that after the chart below. &lt;br /&gt;
&lt;br /&gt;
Here is a table showing Credit score ranges and the amount of Loan associated with them:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Credit Score and Loan Size&lt;br /&gt;
! Credit Score Range&lt;br /&gt;
! Loan Amount&lt;br /&gt;
! Time In Years&lt;br /&gt;
|-&lt;br /&gt;
| 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 5 || $10,000 || 1-2y&lt;br /&gt;
|-&lt;br /&gt;
| 6 - 10 || $50,000 || 2-4y&lt;br /&gt;
|- &lt;br /&gt;
| 11 - 15 || $120,000 || 4-10y&lt;br /&gt;
|-&lt;br /&gt;
| 16 - 20 || $250,000 || 15-30y&lt;br /&gt;
|-&lt;br /&gt;
| 21 - 25 || $500,000 || 30y&lt;br /&gt;
|-&lt;br /&gt;
| 26 - 30 || $1,000,000 || 30y&lt;br /&gt;
|-&lt;br /&gt;
| 31 - 35 || $2,5000,000 || 30-45y&lt;br /&gt;
|-&lt;br /&gt;
| 36 - 40 || $6,500,000 || 30-45y&lt;br /&gt;
|- &lt;br /&gt;
| 41 - 45 || $10,000,000 || 45y&lt;br /&gt;
|- &lt;br /&gt;
| 46 - 50 || $20,000,000 || 45y&lt;br /&gt;
|-&lt;br /&gt;
| 51 - 59 || $45,000,000 || 45-60y&lt;br /&gt;
|-&lt;br /&gt;
| 60 - 69 || $100,000,000 || 45-60y&lt;br /&gt;
|-&lt;br /&gt;
| 70 - 79 || $250,000,000 || 60y&lt;br /&gt;
|-&lt;br /&gt;
| 80 - 89 || $500,000,000 || 60y&lt;br /&gt;
|-&lt;br /&gt;
| 90 - 99 || 1,000,000,000 || 60+y&lt;br /&gt;
|-&lt;br /&gt;
| 100+ || 1+ Billion || 100+y&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A player may choose to buy a product on loan as long as that product doesn&#039;t cost more then there credit rating or one range above. For example say the Player wants a new hoover bike. The bike costs $25,000 and the player has a credit rating of 7. If the player wants to buy the bike on loan and he can as the cost of 25,000 is between 10,000 and 30,000 which means only players with Credit score between 6 and 10 can get a loan of that size. (Please review above chart) The player buys the bike on loan and takes a -1 to his credit rating for the next 2 years a time frame negotiated in game with the GameMaster roll playing the seller of the bike.  &lt;br /&gt;
&lt;br /&gt;
A player can attempt to get a loan for an item that the cost is in a range above the players credit. Lets go back to the previous example except this time the player only has a credit score of 4. It would be a massive strain on that player&#039;s budget to buy the $25,000 hoover bike. However not impossible. The loan can still be made. Except now the player takes a -5 penalty on his credit score. The player can attempt to negotiate a longer loan time with a 1d20 + Int or 1d20 + Cha against a DC 20. This can lengthen the amount of Time for the loan or get a better rate or what scenario best fits according to the GM and the Player can reduce the penalty to his credit score to only -4. A player cannot attempt to get a loan any higher then one range above. A player cannot attempt a loan scenario that could lead to a negative credit. &lt;br /&gt;
&lt;br /&gt;
Other players can assist in buying an object. Say two players want to join forces and buy a new cargo ship to take on intergalactic trade. When doing so each extra player adds 1/2 of there Credit score to the total score to buy the ship. If the item is within the range of the total credit score each player takes a -1 to there credit score and they now have the cargo ship. Or if its one range above their current range they can still buy the ship but both have to take the -5. Basically this works the same as if it was a single person except the penalty is copied to each participating member. For example If Player1 has a score of 10 and Player2 has a score of 12 there combined score would be 16. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Using Bonus Wealth on Loans&#039;&#039;&#039;&amp;lt;/u&amp;gt;: A player can use his Bonus Wealth to act as &amp;quot;down payment&amp;quot; on a loan. You can use your Bonus Wealth to bring down the loan into a lower credit range to make it easier to afford. For example lets say a Player wants to buy a small ship. He has a credit rating of 17 but has 500,000 in Bonus Wealth. He wants to by a Ship that costs 1,000,000. Normally that ship would be in the 26 - 30 loan range. But he can subtract his Bonus Wealth to bring the ship price automatically down to 500,000. Now the loan range is 21 - 25. The Player can now afford this as long as he accepts the -5 hit to his credit. He buys and ship and now his new credit score is 14 and he has no Bonus Wealth to spend but he owns the $1,000,000 ship.&lt;br /&gt;
&lt;br /&gt;
== Additional Sources of Income ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus&#039;&#039;&#039;: While on the job your employer may recognize your good work and give you a bonus. This may be a reward that the GM gives a player. Or the player may roll a profession check (1d20 + Profession Skill Rank) and get a natural 20. The bonus can be anything the GM decides fits. However an easy quick calculation would be to simply take a Credit Score of the player minus 3 and take that Wealth value as the bonus. If you cannot go down 3 ranks because it would end up at 0 or a negative number then you can simply use 1 or $250 as the bonus. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rewards&#039;&#039;&#039;: When a player completes a task or favor for someone they may want to compensate them for the favor. Or perhaps that is the only source of income for a player is to live from job to job. Doing a mission will likely also provide some finical compensation. All this is considered rewards and go to your Bonus Income. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Market&#039;&#039;&#039;: The Stock Market is confusing and massively complex. Depending on the campaign setting the GM doesn&#039;t need to bother with it. In the official Campaign setting for Future Path the Galaxy does has a Market Trading system. Which will be explained in more detail in the Campaign Setting section of the site. Here we will try to set the foundation rule set for both a Modern and Futuristic setting and make it as simple as possible.&lt;br /&gt;
&lt;br /&gt;
There are two types of trading a Player can do in the Market. Short Term Investments and Long Term Investestments. The difference is the DC rating and where the profits if any actually go. To invest you will need to use Wealth from either your Budget or your Bonus Income. If you invest into Short Term then the DC is 20 and the check is &amp;quot;1d20 + Wis&amp;quot;. The profits go directly into your Bonus Income and appear within a month of the players check. Long Term investments on the other hand have a DC of 15 and the check is &amp;quot;1d20 + Wis&amp;quot;. The profits are in the form of an increase of your Credit Score. You must invest the total amount of your current Credit Score&#039;s Budget to qualify for a Long Term Investment. &lt;br /&gt;
&lt;br /&gt;
How much profit goes too your Bonus Income from a Short Term Investment? How much is your credit raised from a Long Term Investment? This depends on how well you beat the DC. Below are two tables that explain.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Short Term Investments (Base DC is 20)&lt;br /&gt;
! Roll Check Outcome&lt;br /&gt;
! Bonus Income&lt;br /&gt;
|-&lt;br /&gt;
| 20 (after Mod) || Break even&lt;br /&gt;
|-&lt;br /&gt;
| 20 (Natural) || Investment + 100%&lt;br /&gt;
|-&lt;br /&gt;
| 21 - 25 || Investment + 20%&lt;br /&gt;
|- &lt;br /&gt;
| 26 - 30 || Investment + 50%&lt;br /&gt;
|-&lt;br /&gt;
| 31 - 35 || Investment + 100%&lt;br /&gt;
|-&lt;br /&gt;
| 36+ || Investment + 200%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Long Term Investments (Base DC is 15)&lt;br /&gt;
! Roll Check Outcome&lt;br /&gt;
! Bonus Income&lt;br /&gt;
|-&lt;br /&gt;
| 15 - 20 || Break even no bonus&lt;br /&gt;
|-&lt;br /&gt;
| 20 (Natural) || +1 Credit Score&lt;br /&gt;
|-&lt;br /&gt;
| 21 - 30 || +1 Credit Score&lt;br /&gt;
|-&lt;br /&gt;
| 31 - 40 || +2 Credit Score&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: You can only make one investment a month. Although you may have a talent/feat that can increase that amount. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gambling&#039;&#039;&#039;: Gambling has the risk of causing debt and thus can subtract from your credit score. The Gambling has a DC 25 and a check of 1d20 + Chra. If you fail the check with a 1 you get 1 subtracted from your credit score. If you simply fail it you get no money back. If you beat it by more then 5 you get what you gambled back +10%. If you get a natural 20 you get a +100%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Customized Income&#039;&#039;&#039;&amp;lt;/u&amp;gt;: Any source of steady wealth that is legal can be translated as an increase to your credit score. The Player may have an anonymous supporter of her work and provides donations monthly as an example. The bonus to credit is calculated by finding how much it takes to go up to the next Credit level and subtracting that from the extra income while adding a level to your credit. Keep doing this until you can no longer go up credit. For example if a Player has a credit level of 9 and they are getting $1000 a month from some anonymous supporter. To calculate that players new credit score you take the amount of $ it is required to go to level 10 which is $250 and subtract it from the $1000 which makes $750. You now have $750 a month and a credit level of 10. You can repeat this again but you will now need to subtract $500 from the remanding $750 to go from level 10 to level 11. Now the Player has a credit score of 11 and $250 extra income or Bonus income. She cannot go up any more levels because $250 is not enough to go from level 11 to level 12. &lt;br /&gt;
&lt;br /&gt;
Why is that important if all that means is your Budget is higher which it technically is anyway. Loaning power. The Player went from the 6 - 10 range to 11 - 15 range and is now able to qualify for a larger purchase.&lt;/div&gt;</summary>
		<author><name>72.32.146.52</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Wealth_and_Money&amp;diff=1001</id>
		<title>Wealth and Money</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Wealth_and_Money&amp;diff=1001"/>
		<updated>2015-04-21T00:06:02Z</updated>

		<summary type="html">&lt;p&gt;72.32.146.52: /* Saving */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Money use to be such a simple thing. People use to trade items for other items that they needed. And in order to help facilitate that currency was created. Now with gold/silver stamped coins people could trade items for value without having to receive something they didn&#039;t find as valuable. Our wealth was dependent on how many coins you had. To help insure your money banks where formed. They kept your coins safe while also allowing people to buy things with money they didn&#039;t have. They just needed to go into debt with the banks. &lt;br /&gt;
&lt;br /&gt;
Things quickly started to get more complicated from there Banks/Credit/Debt. And all that was before advancing technologies such as the internet with electronic transfers, interest rates, credit limits. This wealth system is an attempt to simplify managing money and wealth while still representing some of the complicated aspects of our modern and possibly future economy without compromising game play and story telling. &lt;br /&gt;
&lt;br /&gt;
All things revolve around Credit. Credit is two fold. It sets your monthly Budget and it also tells you your loaning power. You also have Bonus Wealth. This income comes from things outside your profession and can provide a temporary boost too your Credit rating. Budgets show how much money you can spend in a one month time frame. You can also choose to save your income and add it to your Bonus Income with a DC check of 1d20 + Wisdom Modifier and your score will depend upon the amount saved. Review the chart titled &amp;quot;Saving&amp;quot; for more information.&lt;br /&gt;
&lt;br /&gt;
== Credit ==&lt;br /&gt;
&lt;br /&gt;
The Credit Level tells how much your budget is. It can start at 0 which means you have no spare cash to afford anything. It also means you cannot buy anything on loan. The only money you may have is whats on you or in other words your Bonus income. At a Credit score of 1 you have $250 IGC (Inter-Galatia Currency) as a budget. And for ever point higher you had an additional 250 IGC. However at level 11 you start to add $500 too the budget instead of $250. The increase that happens every 10 steps is to represent that it is easier to increase wealth when one has more wealth. At level 21 this occures again and now you add an additional $1000. You add $500 more to what you grow each level for ever 10 levels. A full chart of this process is shown below to help explain. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Credit Rating to Budget amount&lt;br /&gt;
! Credit Rating&lt;br /&gt;
! Budget&lt;br /&gt;
|-&lt;br /&gt;
| 0 || $0&lt;br /&gt;
|-&lt;br /&gt;
| 1 || $250 +250&lt;br /&gt;
|-&lt;br /&gt;
| 2 || $500&lt;br /&gt;
|-&lt;br /&gt;
| 3 || $750&lt;br /&gt;
|-&lt;br /&gt;
| 4 || $1000&lt;br /&gt;
|-&lt;br /&gt;
| 5 || $1250&lt;br /&gt;
|-&lt;br /&gt;
| 6 || $1500&lt;br /&gt;
|-&lt;br /&gt;
| 7 || $1750&lt;br /&gt;
|-&lt;br /&gt;
| 8 || $2000&lt;br /&gt;
|-&lt;br /&gt;
| 9 || $2250&lt;br /&gt;
|-&lt;br /&gt;
| 10 || $2500&lt;br /&gt;
|-&lt;br /&gt;
| 11 || $3000 +500&lt;br /&gt;
|-&lt;br /&gt;
| 12 || $3500&lt;br /&gt;
|-&lt;br /&gt;
| 13 || $4000&lt;br /&gt;
|-&lt;br /&gt;
| 14 || $4500&lt;br /&gt;
|-&lt;br /&gt;
| 15 || $5000&lt;br /&gt;
|-&lt;br /&gt;
| 16 || $5500&lt;br /&gt;
|-&lt;br /&gt;
| 17 || $6000&lt;br /&gt;
|-&lt;br /&gt;
| 18 || $6500&lt;br /&gt;
|-&lt;br /&gt;
| 19 || $7000&lt;br /&gt;
|-&lt;br /&gt;
| 20 || $7500&lt;br /&gt;
|-&lt;br /&gt;
| 21 || $8500 +1000&lt;br /&gt;
|-&lt;br /&gt;
| 22 || $9500&lt;br /&gt;
|-&lt;br /&gt;
| 23 || $10500&lt;br /&gt;
|-&lt;br /&gt;
| 24 || $11500&lt;br /&gt;
|-&lt;br /&gt;
| 25 || $12500&lt;br /&gt;
|-&lt;br /&gt;
| 26 || $13500&lt;br /&gt;
|-&lt;br /&gt;
| 27 || $14500&lt;br /&gt;
|-&lt;br /&gt;
| 28 || $15500&lt;br /&gt;
|-&lt;br /&gt;
| 29 || $16500&lt;br /&gt;
|-&lt;br /&gt;
| 30 || $17500&lt;br /&gt;
|-&lt;br /&gt;
| 31 || $19000 +1500&lt;br /&gt;
|-&lt;br /&gt;
| 32 || $20500&lt;br /&gt;
|-&lt;br /&gt;
| 33 || $22000&lt;br /&gt;
|-&lt;br /&gt;
| 34 || $23500&lt;br /&gt;
|-&lt;br /&gt;
| 35 || $25000&lt;br /&gt;
|-&lt;br /&gt;
| 36 || $26500&lt;br /&gt;
|-&lt;br /&gt;
| 37 || $28000&lt;br /&gt;
|-&lt;br /&gt;
| 38 || $29500&lt;br /&gt;
|-&lt;br /&gt;
| 39 || $31000&lt;br /&gt;
|-&lt;br /&gt;
| 40 || $32500&lt;br /&gt;
|-&lt;br /&gt;
| 41 || $34500 +2000&lt;br /&gt;
|-&lt;br /&gt;
| 42 || $36500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your Credit score is determined by your Profession and Archetype.&lt;br /&gt;
&lt;br /&gt;
== Saving ==&lt;br /&gt;
&lt;br /&gt;
Saving can be hard. To represent the struggle of maintaining a budget and attempting to Save income for later there is a DC that must be beat with a roll. 1d20 + Wisdom. Adding Wisdom modifier is to represent that a wiser person may have more self control or foresight to be in a position to save some income. If a player chooses that they want to save their Budget for this month of game play they can make this roll. If they succeed they can choose to save that amount and deduct it from there budget. If they roll higher then what they wanted to save they do not need to save that exact amount. They can only deduct up to the max that there roll allows. The below table shows the DC range for the maxim amount savable. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Credit Rating to Budget amount&lt;br /&gt;
! DC Range &lt;br /&gt;
! Saved %&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 5 || 0% &lt;br /&gt;
|-&lt;br /&gt;
| 6 - 10 || 25% - 1/4&lt;br /&gt;
|-&lt;br /&gt;
| 11 - 15 || 50% - 2/4&lt;br /&gt;
|-&lt;br /&gt;
| 16 - 19 || 75% - 3/4&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 100%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loans ==&lt;br /&gt;
&lt;br /&gt;
Buying something that you can not normally afford via a Loan is one of the defining things of modern society. A Future Path hero will also need to make large purchases sometimes much bigger then they can normally afford. They can accomplish this by getting Loans. Loans take away from your total Credit. This emulates the idea that part of your monthly budget now goes towards paying off that loan. A characters Credit score determines the amount of the Loan one can get. Loans are not permanent adjustments too Credit. However they do last a while. The GameMaster can have some say in how long the the Time frame for the loan is. The Player can attempt to get a better Time by rolling 1d20 + Int or 1d20 + Cha against a DC of 15 to lower the loan below the minimal amount of time. Lowering however will take another -1 hit too the credit score sense you are attempting to pay the loan off faster. The player can do the same roll with a DC of 20 to have the time raised so that the players credit score is not so adversely effected. More on that after the chart below. &lt;br /&gt;
&lt;br /&gt;
Here is a table showing Credit score ranges and the amount of Loan associated with them:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Credit Score and Loan Size&lt;br /&gt;
! Credit Score Range&lt;br /&gt;
! Loan Amount&lt;br /&gt;
! Time In Years&lt;br /&gt;
|-&lt;br /&gt;
| 0 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 5 || $10,000 || 1-2y&lt;br /&gt;
|-&lt;br /&gt;
| 6 - 10 || $30,000 || 2-4y&lt;br /&gt;
|- &lt;br /&gt;
| 11 - 15 || $80,000 || 4-10y&lt;br /&gt;
|-&lt;br /&gt;
| 16 - 20 || $250,000 || 15-30y&lt;br /&gt;
|-&lt;br /&gt;
| 21 - 25 || $500,000 || 30y&lt;br /&gt;
|-&lt;br /&gt;
| 26 - 30 || $1,000,000 || 30y&lt;br /&gt;
|-&lt;br /&gt;
| 31 - 35 || $2,5000,000 || 30-45y&lt;br /&gt;
|-&lt;br /&gt;
| 36 - 40 || $6,500,000 || 30-45y&lt;br /&gt;
|- &lt;br /&gt;
| 41 - 45 || $10,000,000 || 45y&lt;br /&gt;
|- &lt;br /&gt;
| 46 - 50 || $20,000,000 || 45y&lt;br /&gt;
|-&lt;br /&gt;
| 51 - 59 || $45,000,000 || 45-60y&lt;br /&gt;
|-&lt;br /&gt;
| 60 - 69 || $100,000,000 || 45-60y&lt;br /&gt;
|-&lt;br /&gt;
| 70 - 79 || $250,000,000 || 60y&lt;br /&gt;
|-&lt;br /&gt;
| 80 - 89 || $500,000,000 || 60y&lt;br /&gt;
|-&lt;br /&gt;
| 90 - 99 || 1,000,000,000 || 60+y&lt;br /&gt;
|-&lt;br /&gt;
| 100+ || 1+ Billion || 100+y&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A player may choose to buy a product on loan as long as that product doesn&#039;t cost more then there credit rating or one range above. For example say the Player wants a new hoover bike. The bike costs $25,000 and the player has a credit rating of 7. If the player wants to buy the bike on loan and he can as the cost of 25,000 is between 10,000 and 30,000 which means only players with Credit score between 6 and 10 can get a loan of that size. (Please review above chart) The player buys the bike on loan and takes a -1 to his credit rating for the next 2 years a time frame negotiated in game with the GameMaster roll playing the seller of the bike.  &lt;br /&gt;
&lt;br /&gt;
A player can attempt to get a loan for an item that the cost is in a range above the players credit. Lets go back to the previous example except this time the player only has a credit score of 4. It would be a massive strain on that player&#039;s budget to buy the $25,000 hoover bike. However not impossible. The loan can still be made. Except now the player takes a -5 penalty on his credit score. The player can attempt to negotiate a longer loan time with a 1d20 + Int or 1d20 + Cha against a DC 20. This can lengthen the amount of Time for the loan or get a better rate or what scenario best fits according to the GM and the Player can reduce the penalty to his credit score to only -4. A player cannot attempt to get a loan any higher then one range above. A player cannot attempt a loan scenario that could lead to a negative credit. &lt;br /&gt;
&lt;br /&gt;
Other players can assist in buying an object. Say two players want to join forces and buy a new cargo ship to take on intergalactic trade. When doing so each extra player adds 1/2 of there Credit score to the total score to buy the ship. If the item is within the range of the total credit score each player takes a -1 to there credit score and they now have the cargo ship. Or if its one range above their current range they can still buy the ship but both have to take the -5. Basically this works the same as if it was a single person except the penalty is copied to each participating member. For example If Player1 has a score of 10 and Player2 has a score of 12 there combined score would be 16. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Using Bonus Wealth on Loans&#039;&#039;&#039;&amp;lt;/u&amp;gt;: A player can use his Bonus Wealth to act as &amp;quot;down payment&amp;quot; on a loan. You can use your Bonus Wealth to bring down the loan into a lower credit range to make it easier to afford. For example lets say a Player wants to buy a small ship. He has a credit rating of 17 but has 500,000 in Bonus Wealth. He wants to by a Ship that costs 1,000,000. Normally that ship would be in the 26 - 30 loan range. But he can subtract his Bonus Wealth to bring the ship price automatically down to 500,000. Now the loan range is 21 - 25. The Player can now afford this as long as he accepts the -5 hit to his credit. He buys and ship and now his new credit score is 14 and he has no Bonus Wealth to spend but he owns the $1,000,000 ship.&lt;br /&gt;
&lt;br /&gt;
== Additional Sources of Income ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus&#039;&#039;&#039;: While on the job your employer may recognize your good work and give you a bonus. This may be a reward that the GM gives a player. Or the player may roll a profession check (1d20 + Profession Skill Rank) and get a natural 20. The bonus can be anything the GM decides fits. However an easy quick calculation would be to simply take a Credit Score of the player minus 3 and take that Wealth value as the bonus. If you cannot go down 3 ranks because it would end up at 0 or a negative number then you can simply use 1 or $250 as the bonus. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rewards&#039;&#039;&#039;: When a player completes a task or favor for someone they may want to compensate them for the favor. Or perhaps that is the only source of income for a player is to live from job to job. Doing a mission will likely also provide some finical compensation. All this is considered rewards and go to your Bonus Income. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stock Market&#039;&#039;&#039;: The Stock Market is confusing and massively complex. Depending on the campaign setting the GM doesn&#039;t need to bother with it. In the official Campaign setting for Future Path the Galaxy does has a Market Trading system. Which will be explained in more detail in the Campaign Setting section of the site. Here we will try to set the foundation rule set for both a Modern and Futuristic setting and make it as simple as possible.&lt;br /&gt;
&lt;br /&gt;
There are two types of trading a Player can do in the Market. Short Term Investments and Long Term Investestments. The difference is the DC rating and where the profits if any actually go. To invest you will need to use Wealth from either your Budget or your Bonus Income. If you invest into Short Term then the DC is 20 and the check is &amp;quot;1d20 + Wis&amp;quot;. The profits go directly into your Bonus Income and appear within a month of the players check. Long Term investments on the other hand have a DC of 15 and the check is &amp;quot;1d20 + Wis&amp;quot;. The profits are in the form of an increase of your Credit Score. You must invest the total amount of your current Credit Score&#039;s Budget to qualify for a Long Term Investment. &lt;br /&gt;
&lt;br /&gt;
How much profit goes too your Bonus Income from a Short Term Investment? How much is your credit raised from a Long Term Investment? This depends on how well you beat the DC. Below are two tables that explain.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Short Term Investments (Base DC is 20)&lt;br /&gt;
! Roll Check Outcome&lt;br /&gt;
! Bonus Income&lt;br /&gt;
|-&lt;br /&gt;
| 20 (after Mod) || Break even&lt;br /&gt;
|-&lt;br /&gt;
| 20 (Natural) || Investment + 100%&lt;br /&gt;
|-&lt;br /&gt;
| 21 - 25 || Investment + 20%&lt;br /&gt;
|- &lt;br /&gt;
| 26 - 30 || Investment + 50%&lt;br /&gt;
|-&lt;br /&gt;
| 31 - 35 || Investment + 100%&lt;br /&gt;
|-&lt;br /&gt;
| 36+ || Investment + 200%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Long Term Investments (Base DC is 15)&lt;br /&gt;
! Roll Check Outcome&lt;br /&gt;
! Bonus Income&lt;br /&gt;
|-&lt;br /&gt;
| 15 - 20 || Break even no bonus&lt;br /&gt;
|-&lt;br /&gt;
| 20 (Natural) || +1 Credit Score&lt;br /&gt;
|-&lt;br /&gt;
| 21 - 30 || +1 Credit Score&lt;br /&gt;
|-&lt;br /&gt;
| 31 - 40 || +2 Credit Score&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: You can only make one investment a month. Although you may have a talent/feat that can increase that amount. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gambling&#039;&#039;&#039;: Gambling has the risk of causing debt and thus can subtract from your credit score. The Gambling has a DC 25 and a check of 1d20 + Chra. If you fail the check with a 1 you get 1 subtracted from your credit score. If you simply fail it you get no money back. If you beat it by more then 5 you get what you gambled back +10%. If you get a natural 20 you get a +100%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Customized Income&#039;&#039;&#039;&amp;lt;/u&amp;gt;: Any source of steady wealth that is legal can be translated as an increase to your credit score. The Player may have an anonymous supporter of her work and provides donations monthly as an example. The bonus to credit is calculated by finding how much it takes to go up to the next Credit level and subtracting that from the extra income while adding a level to your credit. Keep doing this until you can no longer go up credit. For example if a Player has a credit level of 9 and they are getting $1000 a month from some anonymous supporter. To calculate that players new credit score you take the amount of $ it is required to go to level 10 which is $250 and subtract it from the $1000 which makes $750. You now have $750 a month and a credit level of 10. You can repeat this again but you will now need to subtract $500 from the remanding $750 to go from level 10 to level 11. Now the Player has a credit score of 11 and $250 extra income or Bonus income. She cannot go up any more levels because $250 is not enough to go from level 11 to level 12. &lt;br /&gt;
&lt;br /&gt;
Why is that important if all that means is your Budget is higher which it technically is anyway. Loaning power. The Player went from the 6 - 10 range to 11 - 15 range and is now able to qualify for a larger purchase.&lt;/div&gt;</summary>
		<author><name>72.32.146.52</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Whats_Different&amp;diff=1000</id>
		<title>Whats Different</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Whats_Different&amp;diff=1000"/>
		<updated>2015-04-20T23:38:09Z</updated>

		<summary type="html">&lt;p&gt;72.32.146.52: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What whats different about Future Path? What sets it about from d20 Future or for that matter any other Pen and Paper game? Well glad you asked! Here is a list of things different from d20 Future and what we strive to make uniq about our game system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Wealth System&#039;&#039;&#039;: &lt;br /&gt;
:: A lot of P&amp;amp;P (Pen and Paper) game systems use a simplified way of handling wealth. The goal is to stream line game play and make it more about the story then about epic shopping. However this forces the GM and the Player to roll play in a certain way. What if you want to play out attempting to pay for the illegal substance or for your new Star Ship. Buying a ship can be a major commitment and achievement for a Player. So why not have Players manage there money? Well... its difficult when you get into modern finance. Things are more complicated. There needs to be a middle ground. We believe that our [[Wealth_and_Money|Wealth System]] is a good middle ground that helps to express a Players Wealth in a way that represents modern money without bogging down game play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. MA/MD &#039;&#039;&#039;:&lt;br /&gt;
:: MA stands for Melee Attack and MD stands for Melee Defense. This is inspired by rules from [http://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers d20pfsrd.com]. Except we change it up a little. Our take on it is simple. In Future settings its more about epic laser battles and space ships. Not swords or melee combat. This isn&#039;t to say there isn&#039;t melee. But you don&#039;t bring a knife to a gun fight. So we take all melee style fighting and got it into Combat Melee System. That includes the classical maneuvers like trip and grapple. But also means punching or pistol whipping and even the use of a sword or knife. Our goal here is to make melee combat smooth and quick. You roll the same d20 dice and you already know your modifiers because they are on your Character sheet. Combat should be able to transition quickly into melee and back into use of a ranged weapon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Campaign Setting&#039;&#039;&#039;:&lt;br /&gt;
:: What originally inspired this was the serious lack of a Campaign Setting to explore for d20 Future/Modern. There was no Forgotten Realms or Golarion to explore. Although not completely a bad thing it kept the d20 Modern/Future game from feeling whole. Although it did make some sense. d20 Future is simply an expansion/module for d20 Modern. And Modern didn&#039;t really need a full Campaign Setting. It could be easily based in real world today. Maybe with just a few twists in it. d20 Future never had the attention it needed. It was too tied to its base on which it was founded on. The first thing that inspired this whole project was simply to give d20 Future a galaxy to run around in. Still largely unknown with possible mysteries or dangers at every star system but at the same time a home to go back to. Large amounts of explored space with civilizations all striving to prove themselves. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Tech Level&#039;&#039;&#039;:&lt;br /&gt;
:: The Progress levels explained in d20 Future seamed over simplified yet also possibly over complicated. On one end there was not a lot of restrictions laid out on characters Progress Level. There civilizations progress level doesn&#039;t effect a Players Knowledge/Crafting and general experience with items of different levels. On the other end there was a lot of different levels. 9 to be exact. When Playing a d20 Future game rarely did we bring in Progress Levels with any relevance. But technology is so cool! Sci-Fi is surrounded by neat tech that unlocks wondrous impossibles and brings them into the palm of a Characters hand. They can bring power and awe. People of lower understanding may simply view someone with advance Technology as a god. Or at least someone of great power that should be feared. Technology is the fuel source of Sci-Fi story plot and can be used to empower GMs and Players alike. In Future Path Player Characters inherit the Tech Level of the civilization they grow up in. The Tech Level effects what level of items a player can repair/modify/craft. And penalties are given for the use of items with Tech Levels to high for a character to understand. More on Tech Level [[Tech_Level_and_Civ_Progress|here]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Attack Bonus&#039;&#039;&#039;:&lt;br /&gt;
:: Taking a page from D&amp;amp;D Next while also attempting to better balance Classes and levels we have separated the amount of attacks per turn a Class gets from its Attack Bonus. Now extra attacks are special abilities awarded at certain levels. Also the term &amp;quot;Base Attack Bonus&amp;quot; has been replaced with &amp;quot;Efficiency Bonus&amp;quot;. Although similar to D&amp;amp;D Next its not quite the same. Your Efficiency Bonus goes towards your Melee and Ranged attacks with weapons you are trained to use. It also is a modifier for saving throws with Attributes you have an affinity with. D&amp;amp;D Next doesn&#039;t stop there and applies the bonus to other things. Also how you determine Attributes you have an affinity with differ slightly. And even more different is you can have different &amp;quot;Efficiency Bonus&amp;quot; for each class. So you have a Base Class Efficiency and your Advance Class also has an Efficiency Bonus.&lt;br /&gt;
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&#039;&#039;&#039;6. Skills&#039;&#039;&#039;:&lt;br /&gt;
:: Our approach to handling Skills may seem at first glance to be the same old same old. However there are several major differences. There are 3 types of skills. UnTrained, Trained, and Rank Dependent. The &amp;quot;Rank Dependent&amp;quot; is a new addition to our rule set. The idea is that the rank of the skill determines the best possible outcome. Instead of it just helping to beat a DC by adding a modifier to your d20 roll it also predetermines how good your success is if you do indeed succeed. The best example is with Language. Now Language is handled by having a skill rank for each Language you know. If you have a rank of just 1 in say &amp;quot;Common Human&amp;quot; then your best possible outcome is just being able to tell that what you are reading/listening too is indeed Human speech and maybe a few words here and there. Even if you succeed with a natural 20. Your Character is just learning the language. Higher the rank the better the best possible outcome will be. &lt;br /&gt;
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:: We also add more rules on how to add more ranks to untrained skills. All skills wither they be trained or untrained are &#039;locked&#039;. Class skills are automatically unlocked at level 1. However in order to apply the Character&#039;s ability modifier to an untrained non-class skill it must first be unlocked. This doesn&#039;t mean the player cannot attempt a roll they simply do not add any bonuses too it. In order to apply any ability modifier or even to simply use a trained skill you must first unlock AND add a rank too the skill. Unlocking costs 2 skill points. &lt;br /&gt;
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&#039;&#039;&#039;7. Language&#039;&#039;&#039;:&lt;br /&gt;
:: As noted above in the Skill&#039;s section we treat language differently. You simply do not add a language once you level up and instantly are fluent in it. There is a Language skill. This skill determines the amount of languages a character can have. It also is added to any check that evolves comprehending a foreign language. Each language you use has its own skill and skill rank. The rank of that skill predetermines the best possible outcome. Your roll is simply to see if you succeed or fail to achieve that outcome. At rank 1 of a specific language skill a player is just learning that language. The rank is 1 through 6. 6 being that they are fluent in the language so much so they the appear to speak and write it as if it was there first language and they are able to manipulate accents. Each language skill is considered a &amp;quot;Trained&amp;quot; skill and to move up a rank in it costs 2 skill points instead of just one. That also goes for the primary Language skill itself. &lt;br /&gt;
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:: For the Campaign Setting another twist is added. A lot of different pen and paper games have different philosophies on how to handle language. We want to make a system that can be flexible for both major scenarios. One is that there is a common language and all Players speak it and most NPCs and other characters in the story does as well. Language barriers are rarely brought up. The other side of the fence is a more gritty/realistic approach and has language barriers be a common problem and even used as a plot device. Our approach will be to introduce a common language but have it up to the GM and Players on just how &amp;quot;common&amp;quot; it is in the universe. The the official Campaign setting there will be two common languages. Low Common and High Common. Low being a very simple and easy to learn language thats only confusing part is its many different ways of expressing meaning in order to facilitate species biological differences. Its simple in that it is used to convey only the most basic ideas. High Common is far more complicated with far more exceptions however with complexity you also gain the ability to express much more. Of course there will be other languages but these two are the best way to communicate to the average alien. Will you use this setup? Its honestly up too the GM. But more rules on language skill can be find in the [[Skills|Skills]] section and more about Low/High common can be found in the Campaign Section.&lt;/div&gt;</summary>
		<author><name>72.32.146.52</name></author>
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