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		<title>Weapons</title>
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		<updated>2015-05-22T02:53:08Z</updated>

		<summary type="html">&lt;p&gt;Nod: /* Weapon Technology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons in Future Path are not static like in other Pen &amp;amp; Paper games. There isn&#039;t just a list of different weapons that you have to choose from and cannot branch off of. In Future Path you can choose a weapon from a list if you are in a hurry or simply don&#039;t feel particularly creative. However if your fav. side arm from real life isn&#039;t on the starting list feel free to create your own using the custom weapon rules set. The set is an attempt at being balanced while allowing for a wide ranged of melee and ranged weapons from both the past, present and future. &lt;br /&gt;
&lt;br /&gt;
Below we will go over what makes up a Future Path Weapon and how to build your own customized weapon. How much damage it can deal. How much it will cost. How difficult it might be to purchase. And all sorts of other characteristics. &lt;br /&gt;
&lt;br /&gt;
==Weapon Categories==&lt;br /&gt;
Weapons have multiple 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 except by people who love to mess with old type of stuff.  Take for example the bow/arrow, an old style projectile weapon that appears simple at first glance but is actually difficult to master. &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. They also have a rare/antique price increase of $500&lt;br /&gt;
* &#039;&#039;&#039;Simple&#039;&#039;&#039;: weapons are weapons that are common place for your Character. They usually follow a standard and design and are intuitive too use. Take for example a pistol or rifle. Both still require time to master but the basic principle of handle/trigger/end with hole point toward bad guy concept is common knowledge. &lt;br /&gt;
**Simple weapons require no feat to use without penalty, however you still cannot apply Affinity bonus to a weapon you do not have a proficiency with.&lt;br /&gt;
* &#039;&#039;&#039;Exotic&#039;&#039;&#039;: are weapons that are notoriously difficult to get use too. They do not necessarily follow the simple model that most weapons follow and/or they have unique properties that make them less intuitive too use. The Flamethrower or Grenade Launcher are examples, and perhaps a Portal Gun as well.&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. They also have a price increase of $1000 to represent their unique properties.&lt;br /&gt;
&lt;br /&gt;
==Future Path Weapon Tech Levels==&lt;br /&gt;
Future Path is all about a fantasy universe similar to our own except with an alternate history. So of course we are going to have not only weapons from our past but also our present and all sorts of neat advanced weapons of the future. The [[Tech|Tech]] level system which coincides with [[Tech_Level_and_Civ_Progress|here]]&lt;br /&gt;
Weapons have a level limit depending on the tech level. &lt;br /&gt;
&lt;br /&gt;
* Tech Level 0: 3 Levels&lt;br /&gt;
* Tech Level 1: 4 Levels&lt;br /&gt;
* Tech Level 2: 5 Levels&lt;br /&gt;
* Tech Level 3: 6 Levels&lt;br /&gt;
* Tech Level 4: 7 Levels&lt;br /&gt;
&lt;br /&gt;
==Future Path Custom Weapons==&lt;br /&gt;
Weapons have multiple attributes, but perhaps the must significant aspect is its hit die. Weapons have a hit die level as shown below. There are two different characteristics that can give a weapon its total Weapon Die level: its Size and its Speed (see below). &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;
&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 of which a gun is capable. All Melee is considered Manual, whereas all Archaic ranged weapons are considered Single-Fire. There will be Feats/Talents that may help improve that stat. All Super Fast Speed weapons are considered Exotic. &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 || 1d6&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 multiple 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;
* &#039;&#039;&#039;Range&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The average distance before accuracy becomes a problem.&lt;br /&gt;
|-&lt;br /&gt;
| This  content is hidden&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Accuracy&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The likelihood that the weapon will inflict some amount of lethal damage each time is used.&lt;br /&gt;
|-&lt;br /&gt;
| This  content is hidden&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Ammunition Amount&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Number of rounds of ammunition are in a magazine/clip.&lt;br /&gt;
|-&lt;br /&gt;
| This effects how many times a weapon is useable before the Character has to reload, which is usually a move action.&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Reload speed&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! A Move action (See [[Combat|Combat]] for more info).&lt;br /&gt;
|-&lt;br /&gt;
| This  content is hidden&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Masterwork Construction&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Determines how well the weapon is constructed.&lt;br /&gt;
|-&lt;br /&gt;
| 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;
|}&lt;br /&gt;
* &#039;&#039;&#039;Base Damage&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! A bonus to the low end of the Weapon Die roll.&lt;br /&gt;
|-&lt;br /&gt;
| 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;
|}&lt;br /&gt;
* &#039;&#039;&#039;Bonus Damage&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! A bonus to the total of the Weapon Die roll.&lt;br /&gt;
|-&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;
|}&lt;br /&gt;
* &#039;&#039;&#039;Bonus Ability&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Gives the weapon an ability or special attribute.&lt;br /&gt;
|-&lt;br /&gt;
| An example is a bonus to the Trip combat maneuver.&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;DR Damage&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The weapon can now reduce some of the DR the target may have.&lt;br /&gt;
|-&lt;br /&gt;
| If the weapon has a 1d6/DR2 then that means if the target has DR, it will absorb 2 less points.&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Tech Level&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The Tech level of the gun.&lt;br /&gt;
|-&lt;br /&gt;
| This grants additional abilities for higher tech levels.&lt;br /&gt;
|}&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 always have a tech level: 0 - 4. All 0 tech level weapons are considered Archaic. If you use a weapon of a tech level higher than that of your character for that weapon, then your character cannot apply their affinity bonus when using it until you increase your tech skill to that level. Weapons of a higher tech level gain additional features but do not necessarily 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 have to deal with Range and ammo issues. Outside of combat they may have to account for the weight of their weapons interfering with their ability to carry equipment, resources, and/or loot. A lightweight, high capacity firearm that also has excellent range is hard to come by. More advance civilizations will be concerned with these attributes more then simply considering &#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 the like.&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>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Weapons&amp;diff=1299</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Weapons&amp;diff=1299"/>
		<updated>2015-05-22T02:47:33Z</updated>

		<summary type="html">&lt;p&gt;Nod: /* Advance Customizations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons in Future Path are not static like in other Pen &amp;amp; Paper games. There isn&#039;t just a list of different weapons that you have to choose from and cannot branch off of. In Future Path you can choose a weapon from a list if you are in a hurry or simply don&#039;t feel particularly creative. However if your fav. side arm from real life isn&#039;t on the starting list feel free to create your own using the custom weapon rules set. The set is an attempt at being balanced while allowing for a wide ranged of melee and ranged weapons from both the past, present and future. &lt;br /&gt;
&lt;br /&gt;
Below we will go over what makes up a Future Path Weapon and how to build your own customized weapon. How much damage it can deal. How much it will cost. How difficult it might be to purchase. And all sorts of other characteristics. &lt;br /&gt;
&lt;br /&gt;
==Weapon Categories==&lt;br /&gt;
Weapons have multiple 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 except by people who love to mess with old type of stuff.  Take for example the bow/arrow, an old style projectile weapon that appears simple at first glance but is actually difficult to master. &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. They also have a rare/antique price increase of $500&lt;br /&gt;
* &#039;&#039;&#039;Simple&#039;&#039;&#039;: weapons are weapons that are common place for your Character. They usually follow a standard and design and are intuitive too use. Take for example a pistol or rifle. Both still require time to master but the basic principle of handle/trigger/end with hole point toward bad guy concept is common knowledge. &lt;br /&gt;
**Simple weapons require no feat to use without penalty, however you still cannot apply Affinity bonus to a weapon you do not have a proficiency with.&lt;br /&gt;
* &#039;&#039;&#039;Exotic&#039;&#039;&#039;: are weapons that are notoriously difficult to get use too. They do not necessarily follow the simple model that most weapons follow and/or they have unique properties that make them less intuitive too use. The Flamethrower or Grenade Launcher are examples, and perhaps a Portal Gun as well.&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. They also have a price increase of $1000 to represent their unique properties.&lt;br /&gt;
&lt;br /&gt;
==Future Path Weapon Tech Levels==&lt;br /&gt;
Future Path is all about a fantasy universe similar to our own except with an alternate history. So of course we are going to have not only weapons from our past but also our present and all sorts of neat advanced weapons of the future. The [[Tech|Tech]] level system which coincides with [[Tech_Level_and_Civ_Progress|here]]&lt;br /&gt;
Weapons have a level limit depending on the tech level. &lt;br /&gt;
&lt;br /&gt;
* Tech Level 0: 3 Levels&lt;br /&gt;
* Tech Level 1: 4 Levels&lt;br /&gt;
* Tech Level 2: 5 Levels&lt;br /&gt;
* Tech Level 3: 6 Levels&lt;br /&gt;
* Tech Level 4: 7 Levels&lt;br /&gt;
&lt;br /&gt;
==Future Path Custom Weapons==&lt;br /&gt;
Weapons have multiple attributes, but perhaps the must significant aspect is its hit die. Weapons have a hit die level as shown below. There are two different characteristics that can give a weapon its total Weapon Die level: its Size and its Speed (see below). &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;
&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 of which a gun is capable. All Melee is considered Manual, whereas all Archaic ranged weapons are considered Single-Fire. There will be Feats/Talents that may help improve that stat. All Super Fast Speed weapons are considered Exotic. &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 || 1d6&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 multiple 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;
* &#039;&#039;&#039;Range&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The average distance before accuracy becomes a problem.&lt;br /&gt;
|-&lt;br /&gt;
| This  content is hidden&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Accuracy&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The likelihood that the weapon will inflict some amount of lethal damage each time is used.&lt;br /&gt;
|-&lt;br /&gt;
| This  content is hidden&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Ammunition Amount&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Number of rounds of ammunition are in a magazine/clip.&lt;br /&gt;
|-&lt;br /&gt;
| This effects how many times a weapon is useable before the Character has to reload, which is usually a move action.&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Reload speed&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! A Move action (See [[Combat|Combat]] for more info).&lt;br /&gt;
|-&lt;br /&gt;
| This  content is hidden&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Masterwork Construction&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Determines how well the weapon is constructed.&lt;br /&gt;
|-&lt;br /&gt;
| 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;
|}&lt;br /&gt;
* &#039;&#039;&#039;Base Damage&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! A bonus to the low end of the Weapon Die roll.&lt;br /&gt;
|-&lt;br /&gt;
| 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;
|}&lt;br /&gt;
* &#039;&#039;&#039;Bonus Damage&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! A bonus to the total of the Weapon Die roll.&lt;br /&gt;
|-&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;
|}&lt;br /&gt;
* &#039;&#039;&#039;Bonus Ability&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Gives the weapon an ability or special attribute.&lt;br /&gt;
|-&lt;br /&gt;
| An example is a bonus to the Trip combat maneuver.&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;DR Damage&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The weapon can now reduce some of the DR the target may have.&lt;br /&gt;
|-&lt;br /&gt;
| If the weapon has a 1d6/DR2 then that means if the target has DR, it will absorb 2 less points.&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Tech Level&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The Tech level of the gun.&lt;br /&gt;
|-&lt;br /&gt;
| This grants additional abilities for higher tech levels.&lt;br /&gt;
|}&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>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Weapons&amp;diff=1298</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Weapons&amp;diff=1298"/>
		<updated>2015-05-22T02:42:19Z</updated>

		<summary type="html">&lt;p&gt;Nod: /* Advance Customizations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons in Future Path are not static like in other Pen &amp;amp; Paper games. There isn&#039;t just a list of different weapons that you have to choose from and cannot branch off of. In Future Path you can choose a weapon from a list if you are in a hurry or simply don&#039;t feel particularly creative. However if your fav. side arm from real life isn&#039;t on the starting list feel free to create your own using the custom weapon rules set. The set is an attempt at being balanced while allowing for a wide ranged of melee and ranged weapons from both the past, present and future. &lt;br /&gt;
&lt;br /&gt;
Below we will go over what makes up a Future Path Weapon and how to build your own customized weapon. How much damage it can deal. How much it will cost. How difficult it might be to purchase. And all sorts of other characteristics. &lt;br /&gt;
&lt;br /&gt;
==Weapon Categories==&lt;br /&gt;
Weapons have multiple 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 except by people who love to mess with old type of stuff.  Take for example the bow/arrow, an old style projectile weapon that appears simple at first glance but is actually difficult to master. &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. They also have a rare/antique price increase of $500&lt;br /&gt;
* &#039;&#039;&#039;Simple&#039;&#039;&#039;: weapons are weapons that are common place for your Character. They usually follow a standard and design and are intuitive too use. Take for example a pistol or rifle. Both still require time to master but the basic principle of handle/trigger/end with hole point toward bad guy concept is common knowledge. &lt;br /&gt;
**Simple weapons require no feat to use without penalty, however you still cannot apply Affinity bonus to a weapon you do not have a proficiency with.&lt;br /&gt;
* &#039;&#039;&#039;Exotic&#039;&#039;&#039;: are weapons that are notoriously difficult to get use too. They do not necessarily follow the simple model that most weapons follow and/or they have unique properties that make them less intuitive too use. The Flamethrower or Grenade Launcher are examples, and perhaps a Portal Gun as well.&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. They also have a price increase of $1000 to represent their unique properties.&lt;br /&gt;
&lt;br /&gt;
==Future Path Weapon Tech Levels==&lt;br /&gt;
Future Path is all about a fantasy universe similar to our own except with an alternate history. So of course we are going to have not only weapons from our past but also our present and all sorts of neat advanced weapons of the future. The [[Tech|Tech]] level system which coincides with [[Tech_Level_and_Civ_Progress|here]]&lt;br /&gt;
Weapons have a level limit depending on the tech level. &lt;br /&gt;
&lt;br /&gt;
* Tech Level 0: 3 Levels&lt;br /&gt;
* Tech Level 1: 4 Levels&lt;br /&gt;
* Tech Level 2: 5 Levels&lt;br /&gt;
* Tech Level 3: 6 Levels&lt;br /&gt;
* Tech Level 4: 7 Levels&lt;br /&gt;
&lt;br /&gt;
==Future Path Custom Weapons==&lt;br /&gt;
Weapons have multiple attributes, but perhaps the must significant aspect is its hit die. Weapons have a hit die level as shown below. There are two different characteristics that can give a weapon its total Weapon Die level: its Size and its Speed (see below). &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;
&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 of which a gun is capable. All Melee is considered Manual, whereas all Archaic ranged weapons are considered Single-Fire. There will be Feats/Talents that may help improve that stat. All Super Fast Speed weapons are considered Exotic. &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 || 1d6&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 multiple 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;
* &#039;&#039;&#039;Range&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The average distance before accuracy becomes a problem.&lt;br /&gt;
|-&lt;br /&gt;
| This  content is hidden&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Accuracy&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The likely hood that the weapon will inflict some amount of lethal damage each time is used&lt;br /&gt;
|-&lt;br /&gt;
| This  content is hidden&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Ammunition Amount&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! How many rounds of ammunition are in a magazine/clip &lt;br /&gt;
|-&lt;br /&gt;
| This effects how many times a weapon is useable before the Character has to reload. Which is usually a move action&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Reload speed&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! A Move action (See [[Combat|Combat]] for more info)&lt;br /&gt;
|-&lt;br /&gt;
| This  content is hidden&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Master Worked Construction&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Determines how well the weapon is constructed&lt;br /&gt;
|-&lt;br /&gt;
| 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;
|}&lt;br /&gt;
* &#039;&#039;&#039;Base Damage&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! A bonus to low end of the Weapon Die roll&lt;br /&gt;
|-&lt;br /&gt;
| 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;
|}&lt;br /&gt;
* &#039;&#039;&#039;Bonus Damage&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! A bonus to the total of the Weapon Die roll&lt;br /&gt;
|-&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;
|}&lt;br /&gt;
* &#039;&#039;&#039;Bonus Ability&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Gives the weapon an ability or special attribute&lt;br /&gt;
|-&lt;br /&gt;
| For example a bonus to the Trip combat manoeuvre.&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;DR Damage&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The weapon can now reduce some of the DR the target may have&lt;br /&gt;
|-&lt;br /&gt;
| If the weapon has a 1d6/DR2 then that means if the target has DR it will absorb 2 less points.&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Tech Level&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The Tech level of the gun&lt;br /&gt;
|-&lt;br /&gt;
| This grants additional abilities for higher tech levels.&lt;br /&gt;
|}&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>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Weapons&amp;diff=1297</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Weapons&amp;diff=1297"/>
		<updated>2015-05-22T02:41:43Z</updated>

		<summary type="html">&lt;p&gt;Nod: /* Future Path Custom Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons in Future Path are not static like in other Pen &amp;amp; Paper games. There isn&#039;t just a list of different weapons that you have to choose from and cannot branch off of. In Future Path you can choose a weapon from a list if you are in a hurry or simply don&#039;t feel particularly creative. However if your fav. side arm from real life isn&#039;t on the starting list feel free to create your own using the custom weapon rules set. The set is an attempt at being balanced while allowing for a wide ranged of melee and ranged weapons from both the past, present and future. &lt;br /&gt;
&lt;br /&gt;
Below we will go over what makes up a Future Path Weapon and how to build your own customized weapon. How much damage it can deal. How much it will cost. How difficult it might be to purchase. And all sorts of other characteristics. &lt;br /&gt;
&lt;br /&gt;
==Weapon Categories==&lt;br /&gt;
Weapons have multiple 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 except by people who love to mess with old type of stuff.  Take for example the bow/arrow, an old style projectile weapon that appears simple at first glance but is actually difficult to master. &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. They also have a rare/antique price increase of $500&lt;br /&gt;
* &#039;&#039;&#039;Simple&#039;&#039;&#039;: weapons are weapons that are common place for your Character. They usually follow a standard and design and are intuitive too use. Take for example a pistol or rifle. Both still require time to master but the basic principle of handle/trigger/end with hole point toward bad guy concept is common knowledge. &lt;br /&gt;
**Simple weapons require no feat to use without penalty, however you still cannot apply Affinity bonus to a weapon you do not have a proficiency with.&lt;br /&gt;
* &#039;&#039;&#039;Exotic&#039;&#039;&#039;: are weapons that are notoriously difficult to get use too. They do not necessarily follow the simple model that most weapons follow and/or they have unique properties that make them less intuitive too use. The Flamethrower or Grenade Launcher are examples, and perhaps a Portal Gun as well.&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. They also have a price increase of $1000 to represent their unique properties.&lt;br /&gt;
&lt;br /&gt;
==Future Path Weapon Tech Levels==&lt;br /&gt;
Future Path is all about a fantasy universe similar to our own except with an alternate history. So of course we are going to have not only weapons from our past but also our present and all sorts of neat advanced weapons of the future. The [[Tech|Tech]] level system which coincides with [[Tech_Level_and_Civ_Progress|here]]&lt;br /&gt;
Weapons have a level limit depending on the tech level. &lt;br /&gt;
&lt;br /&gt;
* Tech Level 0: 3 Levels&lt;br /&gt;
* Tech Level 1: 4 Levels&lt;br /&gt;
* Tech Level 2: 5 Levels&lt;br /&gt;
* Tech Level 3: 6 Levels&lt;br /&gt;
* Tech Level 4: 7 Levels&lt;br /&gt;
&lt;br /&gt;
==Future Path Custom Weapons==&lt;br /&gt;
Weapons have multiple attributes, but perhaps the must significant aspect is its hit die. Weapons have a hit die level as shown below. There are two different characteristics that can give a weapon its total Weapon Die level: its Size and its Speed (see below). &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;
&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 of which a gun is capable. All Melee is considered Manual, whereas all Archaic ranged weapons are considered Single-Fire. There will be Feats/Talents that may help improve that stat. All Super Fast Speed weapons are considered Exotic. &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 || 1d6&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;
* &#039;&#039;&#039;Range&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The average distance before accuracy becomes a problem.&lt;br /&gt;
|-&lt;br /&gt;
| This  content is hidden&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Accuracy&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The likely hood that the weapon will inflict some amount of lethal damage each time is used&lt;br /&gt;
|-&lt;br /&gt;
| This  content is hidden&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Ammunition Amount&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! How many rounds of ammunition are in a magazine/clip &lt;br /&gt;
|-&lt;br /&gt;
| This effects how many times a weapon is useable before the Character has to reload. Which is usually a move action&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Reload speed&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! A Move action (See [[Combat|Combat]] for more info)&lt;br /&gt;
|-&lt;br /&gt;
| This  content is hidden&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Master Worked Construction&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Determines how well the weapon is constructed&lt;br /&gt;
|-&lt;br /&gt;
| 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;
|}&lt;br /&gt;
* &#039;&#039;&#039;Base Damage&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! A bonus to low end of the Weapon Die roll&lt;br /&gt;
|-&lt;br /&gt;
| 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;
|}&lt;br /&gt;
* &#039;&#039;&#039;Bonus Damage&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! A bonus to the total of the Weapon Die roll&lt;br /&gt;
|-&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;
|}&lt;br /&gt;
* &#039;&#039;&#039;Bonus Ability&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Gives the weapon an ability or special attribute&lt;br /&gt;
|-&lt;br /&gt;
| For example a bonus to the Trip combat manoeuvre.&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;DR Damage&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The weapon can now reduce some of the DR the target may have&lt;br /&gt;
|-&lt;br /&gt;
| If the weapon has a 1d6/DR2 then that means if the target has DR it will absorb 2 less points.&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Tech Level&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The Tech level of the gun&lt;br /&gt;
|-&lt;br /&gt;
| This grants additional abilities for higher tech levels.&lt;br /&gt;
|}&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>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Weapons&amp;diff=1296</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Weapons&amp;diff=1296"/>
		<updated>2015-05-22T02:40:30Z</updated>

		<summary type="html">&lt;p&gt;Nod: /* Future Path Custom Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons in Future Path are not static like in other Pen &amp;amp; Paper games. There isn&#039;t just a list of different weapons that you have to choose from and cannot branch off of. In Future Path you can choose a weapon from a list if you are in a hurry or simply don&#039;t feel particularly creative. However if your fav. side arm from real life isn&#039;t on the starting list feel free to create your own using the custom weapon rules set. The set is an attempt at being balanced while allowing for a wide ranged of melee and ranged weapons from both the past, present and future. &lt;br /&gt;
&lt;br /&gt;
Below we will go over what makes up a Future Path Weapon and how to build your own customized weapon. How much damage it can deal. How much it will cost. How difficult it might be to purchase. And all sorts of other characteristics. &lt;br /&gt;
&lt;br /&gt;
==Weapon Categories==&lt;br /&gt;
Weapons have multiple 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 except by people who love to mess with old type of stuff.  Take for example the bow/arrow, an old style projectile weapon that appears simple at first glance but is actually difficult to master. &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. They also have a rare/antique price increase of $500&lt;br /&gt;
* &#039;&#039;&#039;Simple&#039;&#039;&#039;: weapons are weapons that are common place for your Character. They usually follow a standard and design and are intuitive too use. Take for example a pistol or rifle. Both still require time to master but the basic principle of handle/trigger/end with hole point toward bad guy concept is common knowledge. &lt;br /&gt;
**Simple weapons require no feat to use without penalty, however you still cannot apply Affinity bonus to a weapon you do not have a proficiency with.&lt;br /&gt;
* &#039;&#039;&#039;Exotic&#039;&#039;&#039;: are weapons that are notoriously difficult to get use too. They do not necessarily follow the simple model that most weapons follow and/or they have unique properties that make them less intuitive too use. The Flamethrower or Grenade Launcher are examples, and perhaps a Portal Gun as well.&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. They also have a price increase of $1000 to represent their unique properties.&lt;br /&gt;
&lt;br /&gt;
==Future Path Weapon Tech Levels==&lt;br /&gt;
Future Path is all about a fantasy universe similar to our own except with an alternate history. So of course we are going to have not only weapons from our past but also our present and all sorts of neat advanced weapons of the future. The [[Tech|Tech]] level system which coincides with [[Tech_Level_and_Civ_Progress|here]]&lt;br /&gt;
Weapons have a level limit depending on the tech level. &lt;br /&gt;
&lt;br /&gt;
* Tech Level 0: 3 Levels&lt;br /&gt;
* Tech Level 1: 4 Levels&lt;br /&gt;
* Tech Level 2: 5 Levels&lt;br /&gt;
* Tech Level 3: 6 Levels&lt;br /&gt;
* Tech Level 4: 7 Levels&lt;br /&gt;
&lt;br /&gt;
==Future Path Custom Weapons==&lt;br /&gt;
Weapons have multiple attributes, but perhaps the must significant aspect is its hit die. Weapons have a hit die level as shown below. There are two different characteristics that can give a weapon its total Weapon Die level: its Size and its Speed (see below). &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;
&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 || 1d6&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;
* &#039;&#039;&#039;Range&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The average distance before accuracy becomes a problem.&lt;br /&gt;
|-&lt;br /&gt;
| This  content is hidden&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Accuracy&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The likely hood that the weapon will inflict some amount of lethal damage each time is used&lt;br /&gt;
|-&lt;br /&gt;
| This  content is hidden&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Ammunition Amount&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! How many rounds of ammunition are in a magazine/clip &lt;br /&gt;
|-&lt;br /&gt;
| This effects how many times a weapon is useable before the Character has to reload. Which is usually a move action&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Reload speed&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! A Move action (See [[Combat|Combat]] for more info)&lt;br /&gt;
|-&lt;br /&gt;
| This  content is hidden&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Master Worked Construction&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Determines how well the weapon is constructed&lt;br /&gt;
|-&lt;br /&gt;
| 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;
|}&lt;br /&gt;
* &#039;&#039;&#039;Base Damage&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! A bonus to low end of the Weapon Die roll&lt;br /&gt;
|-&lt;br /&gt;
| 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;
|}&lt;br /&gt;
* &#039;&#039;&#039;Bonus Damage&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! A bonus to the total of the Weapon Die roll&lt;br /&gt;
|-&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;
|}&lt;br /&gt;
* &#039;&#039;&#039;Bonus Ability&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Gives the weapon an ability or special attribute&lt;br /&gt;
|-&lt;br /&gt;
| For example a bonus to the Trip combat manoeuvre.&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;DR Damage&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The weapon can now reduce some of the DR the target may have&lt;br /&gt;
|-&lt;br /&gt;
| If the weapon has a 1d6/DR2 then that means if the target has DR it will absorb 2 less points.&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Tech Level&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The Tech level of the gun&lt;br /&gt;
|-&lt;br /&gt;
| This grants additional abilities for higher tech levels.&lt;br /&gt;
|}&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>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Weapons&amp;diff=1295</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Weapons&amp;diff=1295"/>
		<updated>2015-05-22T02:39:30Z</updated>

		<summary type="html">&lt;p&gt;Nod: /* Future Path Custom Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons in Future Path are not static like in other Pen &amp;amp; Paper games. There isn&#039;t just a list of different weapons that you have to choose from and cannot branch off of. In Future Path you can choose a weapon from a list if you are in a hurry or simply don&#039;t feel particularly creative. However if your fav. side arm from real life isn&#039;t on the starting list feel free to create your own using the custom weapon rules set. The set is an attempt at being balanced while allowing for a wide ranged of melee and ranged weapons from both the past, present and future. &lt;br /&gt;
&lt;br /&gt;
Below we will go over what makes up a Future Path Weapon and how to build your own customized weapon. How much damage it can deal. How much it will cost. How difficult it might be to purchase. And all sorts of other characteristics. &lt;br /&gt;
&lt;br /&gt;
==Weapon Categories==&lt;br /&gt;
Weapons have multiple 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 except by people who love to mess with old type of stuff.  Take for example the bow/arrow, an old style projectile weapon that appears simple at first glance but is actually difficult to master. &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. They also have a rare/antique price increase of $500&lt;br /&gt;
* &#039;&#039;&#039;Simple&#039;&#039;&#039;: weapons are weapons that are common place for your Character. They usually follow a standard and design and are intuitive too use. Take for example a pistol or rifle. Both still require time to master but the basic principle of handle/trigger/end with hole point toward bad guy concept is common knowledge. &lt;br /&gt;
**Simple weapons require no feat to use without penalty, however you still cannot apply Affinity bonus to a weapon you do not have a proficiency with.&lt;br /&gt;
* &#039;&#039;&#039;Exotic&#039;&#039;&#039;: are weapons that are notoriously difficult to get use too. They do not necessarily follow the simple model that most weapons follow and/or they have unique properties that make them less intuitive too use. The Flamethrower or Grenade Launcher are examples, and perhaps a Portal Gun as well.&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. They also have a price increase of $1000 to represent their unique properties.&lt;br /&gt;
&lt;br /&gt;
==Future Path Weapon Tech Levels==&lt;br /&gt;
Future Path is all about a fantasy universe similar to our own except with an alternate history. So of course we are going to have not only weapons from our past but also our present and all sorts of neat advanced weapons of the future. The [[Tech|Tech]] level system which coincides with [[Tech_Level_and_Civ_Progress|here]]&lt;br /&gt;
Weapons have a level limit depending on the tech level. &lt;br /&gt;
&lt;br /&gt;
* Tech Level 0: 3 Levels&lt;br /&gt;
* Tech Level 1: 4 Levels&lt;br /&gt;
* Tech Level 2: 5 Levels&lt;br /&gt;
* Tech Level 3: 6 Levels&lt;br /&gt;
* Tech Level 4: 7 Levels&lt;br /&gt;
&lt;br /&gt;
==Future Path Custom Weapons==&lt;br /&gt;
Weapons have multiple attributes, but perhaps the must significant aspect is its hit die. Weapons have a hit die level as shown below. There are two different characteristics that can give a weapon its total Weapon Die level: its Size and its Speed (see below). &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;
&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 || 1d6&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;
* &#039;&#039;&#039;Range&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The average distance before accuracy becomes a problem.&lt;br /&gt;
|-&lt;br /&gt;
| This  content is hidden&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Accuracy&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The likely hood that the weapon will inflict some amount of lethal damage each time is used&lt;br /&gt;
|-&lt;br /&gt;
| This  content is hidden&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Ammunition Amount&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! How many rounds of ammunition are in a magazine/clip &lt;br /&gt;
|-&lt;br /&gt;
| This effects how many times a weapon is useable before the Character has to reload. Which is usually a move action&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Reload speed&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! A Move action (See [[Combat|Combat]] for more info)&lt;br /&gt;
|-&lt;br /&gt;
| This  content is hidden&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Master Worked Construction&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Determines how well the weapon is constructed&lt;br /&gt;
|-&lt;br /&gt;
| 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;
|}&lt;br /&gt;
* &#039;&#039;&#039;Base Damage&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! A bonus to low end of the Weapon Die roll&lt;br /&gt;
|-&lt;br /&gt;
| 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;
|}&lt;br /&gt;
* &#039;&#039;&#039;Bonus Damage&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! A bonus to the total of the Weapon Die roll&lt;br /&gt;
|-&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;
|}&lt;br /&gt;
* &#039;&#039;&#039;Bonus Ability&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Gives the weapon an ability or special attribute&lt;br /&gt;
|-&lt;br /&gt;
| For example a bonus to the Trip combat manoeuvre.&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;DR Damage&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The weapon can now reduce some of the DR the target may have&lt;br /&gt;
|-&lt;br /&gt;
| If the weapon has a 1d6/DR2 then that means if the target has DR it will absorb 2 less points.&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Tech Level&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The Tech level of the gun&lt;br /&gt;
|-&lt;br /&gt;
| This grants additional abilities for higher tech levels.&lt;br /&gt;
|}&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>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Weapons&amp;diff=1294</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Weapons&amp;diff=1294"/>
		<updated>2015-05-22T02:37:56Z</updated>

		<summary type="html">&lt;p&gt;Nod: /* Weapon Categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons in Future Path are not static like in other Pen &amp;amp; Paper games. There isn&#039;t just a list of different weapons that you have to choose from and cannot branch off of. In Future Path you can choose a weapon from a list if you are in a hurry or simply don&#039;t feel particularly creative. However if your fav. side arm from real life isn&#039;t on the starting list feel free to create your own using the custom weapon rules set. The set is an attempt at being balanced while allowing for a wide ranged of melee and ranged weapons from both the past, present and future. &lt;br /&gt;
&lt;br /&gt;
Below we will go over what makes up a Future Path Weapon and how to build your own customized weapon. How much damage it can deal. How much it will cost. How difficult it might be to purchase. And all sorts of other characteristics. &lt;br /&gt;
&lt;br /&gt;
==Weapon Categories==&lt;br /&gt;
Weapons have multiple 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 except by people who love to mess with old type of stuff.  Take for example the bow/arrow, an old style projectile weapon that appears simple at first glance but is actually difficult to master. &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. They also have a rare/antique price increase of $500&lt;br /&gt;
* &#039;&#039;&#039;Simple&#039;&#039;&#039;: weapons are weapons that are common place for your Character. They usually follow a standard and design and are intuitive too use. Take for example a pistol or rifle. Both still require time to master but the basic principle of handle/trigger/end with hole point toward bad guy concept is common knowledge. &lt;br /&gt;
**Simple weapons require no feat to use without penalty, however you still cannot apply Affinity bonus to a weapon you do not have a proficiency with.&lt;br /&gt;
* &#039;&#039;&#039;Exotic&#039;&#039;&#039;: are weapons that are notoriously difficult to get use too. They do not necessarily follow the simple model that most weapons follow and/or they have unique properties that make them less intuitive too use. The Flamethrower or Grenade Launcher are examples, and perhaps a Portal Gun as well.&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. They also have a price increase of $1000 to represent their unique properties.&lt;br /&gt;
&lt;br /&gt;
==Future Path Weapon Tech Levels==&lt;br /&gt;
Future Path is all about a fantasy universe similar to our own except with an alternate history. So of course we are going to have not only weapons from our past but also our present and all sorts of neat advanced weapons of the future. The [[Tech|Tech]] level system which coincides with [[Tech_Level_and_Civ_Progress|here]]&lt;br /&gt;
Weapons have a level limit depending on the tech level. &lt;br /&gt;
&lt;br /&gt;
* Tech Level 0: 3 Levels&lt;br /&gt;
* Tech Level 1: 4 Levels&lt;br /&gt;
* Tech Level 2: 5 Levels&lt;br /&gt;
* Tech Level 3: 6 Levels&lt;br /&gt;
* Tech Level 4: 7 Levels&lt;br /&gt;
&lt;br /&gt;
==Future Path Custom Weapons==&lt;br /&gt;
Weapons have multiple 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 Weapon 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;
&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 || 1d6&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;
* &#039;&#039;&#039;Range&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The average distance before accuracy becomes a problem.&lt;br /&gt;
|-&lt;br /&gt;
| This  content is hidden&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Accuracy&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The likely hood that the weapon will inflict some amount of lethal damage each time is used&lt;br /&gt;
|-&lt;br /&gt;
| This  content is hidden&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Ammunition Amount&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! How many rounds of ammunition are in a magazine/clip &lt;br /&gt;
|-&lt;br /&gt;
| This effects how many times a weapon is useable before the Character has to reload. Which is usually a move action&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Reload speed&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! A Move action (See [[Combat|Combat]] for more info)&lt;br /&gt;
|-&lt;br /&gt;
| This  content is hidden&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Master Worked Construction&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Determines how well the weapon is constructed&lt;br /&gt;
|-&lt;br /&gt;
| 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;
|}&lt;br /&gt;
* &#039;&#039;&#039;Base Damage&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! A bonus to low end of the Weapon Die roll&lt;br /&gt;
|-&lt;br /&gt;
| 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;
|}&lt;br /&gt;
* &#039;&#039;&#039;Bonus Damage&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! A bonus to the total of the Weapon Die roll&lt;br /&gt;
|-&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;
|}&lt;br /&gt;
* &#039;&#039;&#039;Bonus Ability&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Gives the weapon an ability or special attribute&lt;br /&gt;
|-&lt;br /&gt;
| For example a bonus to the Trip combat manoeuvre.&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;DR Damage&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The weapon can now reduce some of the DR the target may have&lt;br /&gt;
|-&lt;br /&gt;
| If the weapon has a 1d6/DR2 then that means if the target has DR it will absorb 2 less points.&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Tech Level&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The Tech level of the gun&lt;br /&gt;
|-&lt;br /&gt;
| This grants additional abilities for higher tech levels.&lt;br /&gt;
|}&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>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Weapons&amp;diff=1293</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Weapons&amp;diff=1293"/>
		<updated>2015-05-22T02:37:38Z</updated>

		<summary type="html">&lt;p&gt;Nod: /* Future Path Custom Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons in Future Path are not static like in other Pen &amp;amp; Paper games. There isn&#039;t just a list of different weapons that you have to choose from and cannot branch off of. In Future Path you can choose a weapon from a list if you are in a hurry or simply don&#039;t feel particularly creative. However if your fav. side arm from real life isn&#039;t on the starting list feel free to create your own using the custom weapon rules set. The set is an attempt at being balanced while allowing for a wide ranged of melee and ranged weapons from both the past, present and future. &lt;br /&gt;
&lt;br /&gt;
Below we will go over what makes up a Future Path Weapon and how to build your own customized weapon. How much damage it can deal. How much it will cost. How difficult it might be to purchase. And all sorts of other characteristics. &lt;br /&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 except by people who love to mess with old type of stuff.  Take for example the bow/arrow, an old style projectile weapon that appears simple at first glance but is actually difficult to master. &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. They also have a rare/antique price increase of $500&lt;br /&gt;
* &#039;&#039;&#039;Simple&#039;&#039;&#039;: weapons are weapons that are common place for your Character. They usually follow a standard and design and are intuitive too use. Take for example a pistol or rifle. Both still require time to master but the basic principle of handle/trigger/end with hole point toward bad guy concept is common knowledge. &lt;br /&gt;
**Simple weapons require no feat to use without penalty, however you still cannot apply Affinity bonus to a weapon you do not have a proficiency with.&lt;br /&gt;
* &#039;&#039;&#039;Exotic&#039;&#039;&#039;: are weapons that are notoriously difficult to get use too. They do not necessarily follow the simple model that most weapons follow and/or they have unique properties that make them less intuitive too use. The Flamethrower or Grenade Launcher are examples, and perhaps a Portal Gun as well.&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. They also have a price increase of $1000 to represent their unique properties.&lt;br /&gt;
&lt;br /&gt;
==Future Path Weapon Tech Levels==&lt;br /&gt;
Future Path is all about a fantasy universe similar to our own except with an alternate history. So of course we are going to have not only weapons from our past but also our present and all sorts of neat advanced weapons of the future. The [[Tech|Tech]] level system which coincides with [[Tech_Level_and_Civ_Progress|here]]&lt;br /&gt;
Weapons have a level limit depending on the tech level. &lt;br /&gt;
&lt;br /&gt;
* Tech Level 0: 3 Levels&lt;br /&gt;
* Tech Level 1: 4 Levels&lt;br /&gt;
* Tech Level 2: 5 Levels&lt;br /&gt;
* Tech Level 3: 6 Levels&lt;br /&gt;
* Tech Level 4: 7 Levels&lt;br /&gt;
&lt;br /&gt;
==Future Path Custom Weapons==&lt;br /&gt;
Weapons have multiple 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 Weapon 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;
&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 || 1d6&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;
* &#039;&#039;&#039;Range&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The average distance before accuracy becomes a problem.&lt;br /&gt;
|-&lt;br /&gt;
| This  content is hidden&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Accuracy&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The likely hood that the weapon will inflict some amount of lethal damage each time is used&lt;br /&gt;
|-&lt;br /&gt;
| This  content is hidden&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Ammunition Amount&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! How many rounds of ammunition are in a magazine/clip &lt;br /&gt;
|-&lt;br /&gt;
| This effects how many times a weapon is useable before the Character has to reload. Which is usually a move action&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Reload speed&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! A Move action (See [[Combat|Combat]] for more info)&lt;br /&gt;
|-&lt;br /&gt;
| This  content is hidden&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Master Worked Construction&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Determines how well the weapon is constructed&lt;br /&gt;
|-&lt;br /&gt;
| 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;
|}&lt;br /&gt;
* &#039;&#039;&#039;Base Damage&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! A bonus to low end of the Weapon Die roll&lt;br /&gt;
|-&lt;br /&gt;
| 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;
|}&lt;br /&gt;
* &#039;&#039;&#039;Bonus Damage&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! A bonus to the total of the Weapon Die roll&lt;br /&gt;
|-&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;
|}&lt;br /&gt;
* &#039;&#039;&#039;Bonus Ability&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Gives the weapon an ability or special attribute&lt;br /&gt;
|-&lt;br /&gt;
| For example a bonus to the Trip combat manoeuvre.&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;DR Damage&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The weapon can now reduce some of the DR the target may have&lt;br /&gt;
|-&lt;br /&gt;
| If the weapon has a 1d6/DR2 then that means if the target has DR it will absorb 2 less points.&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Tech Level&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The Tech level of the gun&lt;br /&gt;
|-&lt;br /&gt;
| This grants additional abilities for higher tech levels.&lt;br /&gt;
|}&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>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Weapons&amp;diff=1292</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Weapons&amp;diff=1292"/>
		<updated>2015-05-22T02:37:13Z</updated>

		<summary type="html">&lt;p&gt;Nod: /* Weapon Categories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons in Future Path are not static like in other Pen &amp;amp; Paper games. There isn&#039;t just a list of different weapons that you have to choose from and cannot branch off of. In Future Path you can choose a weapon from a list if you are in a hurry or simply don&#039;t feel particularly creative. However if your fav. side arm from real life isn&#039;t on the starting list feel free to create your own using the custom weapon rules set. The set is an attempt at being balanced while allowing for a wide ranged of melee and ranged weapons from both the past, present and future. &lt;br /&gt;
&lt;br /&gt;
Below we will go over what makes up a Future Path Weapon and how to build your own customized weapon. How much damage it can deal. How much it will cost. How difficult it might be to purchase. And all sorts of other characteristics. &lt;br /&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 except by people who love to mess with old type of stuff.  Take for example the bow/arrow, an old style projectile weapon that appears simple at first glance but is actually difficult to master. &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. They also have a rare/antique price increase of $500&lt;br /&gt;
* &#039;&#039;&#039;Simple&#039;&#039;&#039;: weapons are weapons that are common place for your Character. They usually follow a standard and design and are intuitive too use. Take for example a pistol or rifle. Both still require time to master but the basic principle of handle/trigger/end with hole point toward bad guy concept is common knowledge. &lt;br /&gt;
**Simple weapons require no feat to use without penalty, however you still cannot apply Affinity bonus to a weapon you do not have a proficiency with.&lt;br /&gt;
* &#039;&#039;&#039;Exotic&#039;&#039;&#039;: are weapons that are notoriously difficult to get use too. They do not necessarily follow the simple model that most weapons follow and/or they have unique properties that make them less intuitive too use. The Flamethrower or Grenade Launcher are examples, and perhaps a Portal Gun as well.&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. They also have a price increase of $1000 to represent their unique properties.&lt;br /&gt;
&lt;br /&gt;
==Future Path Weapon Tech Levels==&lt;br /&gt;
Future Path is all about a fantasy universe similar to our own except with an alternate history. So of course we are going to have not only weapons from our past but also our present and all sorts of neat advanced weapons of the future. The [[Tech|Tech]] level system which coincides with [[Tech_Level_and_Civ_Progress|here]]&lt;br /&gt;
Weapons have a level limit depending on the tech level. &lt;br /&gt;
&lt;br /&gt;
* Tech Level 0: 3 Levels&lt;br /&gt;
* Tech Level 1: 4 Levels&lt;br /&gt;
* Tech Level 2: 5 Levels&lt;br /&gt;
* Tech Level 3: 6 Levels&lt;br /&gt;
* Tech Level 4: 7 Levels&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 Weapon 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;
&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 || 1d6&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;
* &#039;&#039;&#039;Range&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The average distance before accuracy becomes a problem.&lt;br /&gt;
|-&lt;br /&gt;
| This  content is hidden&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Accuracy&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The likely hood that the weapon will inflict some amount of lethal damage each time is used&lt;br /&gt;
|-&lt;br /&gt;
| This  content is hidden&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Ammunition Amount&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! How many rounds of ammunition are in a magazine/clip &lt;br /&gt;
|-&lt;br /&gt;
| This effects how many times a weapon is useable before the Character has to reload. Which is usually a move action&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Reload speed&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! A Move action (See [[Combat|Combat]] for more info)&lt;br /&gt;
|-&lt;br /&gt;
| This  content is hidden&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Master Worked Construction&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Determines how well the weapon is constructed&lt;br /&gt;
|-&lt;br /&gt;
| 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;
|}&lt;br /&gt;
* &#039;&#039;&#039;Base Damage&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! A bonus to low end of the Weapon Die roll&lt;br /&gt;
|-&lt;br /&gt;
| 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;
|}&lt;br /&gt;
* &#039;&#039;&#039;Bonus Damage&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! A bonus to the total of the Weapon Die roll&lt;br /&gt;
|-&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;
|}&lt;br /&gt;
* &#039;&#039;&#039;Bonus Ability&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Gives the weapon an ability or special attribute&lt;br /&gt;
|-&lt;br /&gt;
| For example a bonus to the Trip combat manoeuvre.&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;DR Damage&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The weapon can now reduce some of the DR the target may have&lt;br /&gt;
|-&lt;br /&gt;
| If the weapon has a 1d6/DR2 then that means if the target has DR it will absorb 2 less points.&lt;br /&gt;
|}&lt;br /&gt;
* &#039;&#039;&#039;Tech Level&#039;&#039;&#039;:&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! The Tech level of the gun&lt;br /&gt;
|-&lt;br /&gt;
| This grants additional abilities for higher tech levels.&lt;br /&gt;
|}&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>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/Inceptums&amp;diff=1215</id>
		<title>User:Nod/Inceptums</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/Inceptums&amp;diff=1215"/>
		<updated>2015-05-14T05:38:43Z</updated>

		<summary type="html">&lt;p&gt;Nod: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;INCEPTUMS (Beginnings)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Most relevant stats are listed in order of importance.  It is not required that the player have these stats, this is simply a guideline to the origin most suited to the players stats.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
INCEPTUM REQISITIS (Beginning Requirements)&lt;br /&gt;
&#039;&#039;Listed directly below each inceptum&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
INCEPTUM PROFECTUS (Beginning Effects)&lt;br /&gt;
&#039;&#039;Listed below each reqisitis&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Brawler&#039;&#039;&#039; (P) (Power, Toughness, Quickness) - warrior specializing in unarmed and grappling combat&lt;br /&gt;
        +5 pow (p)&lt;br /&gt;
        -5 tough (m)&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Weapon Master&#039;&#039;&#039; (P) (Power, Prowess, Toughness) - warrior specializing in one or many weapons&lt;br /&gt;
        &#039;&#039;prow (p) &amp;gt;= 15, prow (m) &amp;gt;= 12&#039;&#039;&lt;br /&gt;
        -2 tough (p)&lt;br /&gt;
        +2 sense (c)&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Agent&#039;&#039;&#039; (P) (Prowess, Quickness, Senses) - assassin with a defined code of honor - may be bound by contract (paper or blood) to a party or government&lt;br /&gt;
        Limited by contract&lt;br /&gt;
        &#039;&#039;sense (c) &amp;gt;= 18&#039;&#039;&lt;br /&gt;
        -5 tough (p)&lt;br /&gt;
        +3 social&lt;br /&gt;
        +2 quick (p)&lt;br /&gt;
&lt;br /&gt;
        &#039;&#039;&#039;Freelancer&#039;&#039;&#039; (Agent) (Coolness) - services for hire to the highest bidder&lt;br /&gt;
            Not Purity (except Corruption)&lt;br /&gt;
            &#039;&#039;sense (c) &amp;gt;= 19&#039;&#039;&lt;br /&gt;
            -2 tough (p)&lt;br /&gt;
            +3 quick (p)&lt;br /&gt;
            +2 quick (m)&lt;br /&gt;
            -3 social&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Sniper&#039;&#039;&#039; (P/M) (Hit, Coolness, Senses) - assassin not bound by code specializing in long range combat&lt;br /&gt;
        Though hit is listed first, coolness is perhaps more useful since you can&#039;t hit a target when you&#039;re flustered no matter how good a shot you are&lt;br /&gt;
        No Magic&lt;br /&gt;
        No Purity&lt;br /&gt;
        +2 prow (p)&lt;br /&gt;
        +1 sense (c)&lt;br /&gt;
        -1 sense (s)&lt;br /&gt;
        -4 social&lt;br /&gt;
&lt;br /&gt;
        &#039;&#039;&#039;Cowboy&#039;&#039;&#039; (Sniper)&lt;br /&gt;
            +3 sense (c)&lt;br /&gt;
            -3 social&lt;br /&gt;
&lt;br /&gt;
        &#039;&#039;&#039;Hitman&#039;&#039;&#039; (Sniper)&lt;br /&gt;
            +4 quick (p)&lt;br /&gt;
            -4 pow (p)&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Naturalist&#039;&#039;&#039; (M) (Sixth Sense) - what little natural flora there is has life energy you use or consume&lt;br /&gt;
        Bolsters lack of physical talents with attunement to nature&lt;br /&gt;
        Not Technical&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Adept&#039;&#039;&#039; (M/P) (Quickness, Prowess, Sixth Sense) - honing your natural mental and physical ability has allowed you to quickly master most things you attempt&lt;br /&gt;
        Purity&lt;br /&gt;
        Technical (subdermal enhancements to your natural parts only)&lt;br /&gt;
        Magic (blood only)&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Natural Caster&#039;&#039;&#039; (M) (Prowess, Quickness, Toughness) - born with magic - effortless to cast&lt;br /&gt;
        Magic (low to mid level only)&lt;br /&gt;
        &#039;&#039;sense (s) &amp;gt;= 15&#039;&#039;&lt;br /&gt;
        +2 prow (m)&lt;br /&gt;
        +2 quick (m)&lt;br /&gt;
        -5 pow (p)&lt;br /&gt;
&lt;br /&gt;
        &#039;&#039;&#039;Infused&#039;&#039;&#039; (Natural Caster)&lt;br /&gt;
            &#039;&#039;pow (m) &amp;gt;= 18&#039;&#039;&lt;br /&gt;
            +1 tough (p)&lt;br /&gt;
            -4 social&lt;br /&gt;
            +1 tough (m)&lt;br /&gt;
            +1 sense (c)&lt;br /&gt;
&lt;br /&gt;
        &#039;&#039;&#039;Gifted&#039;&#039;&#039; (Natural Caster)&lt;br /&gt;
            &#039;&#039;prow (m) &amp;gt;= 18&#039;&#039;&lt;br /&gt;
            +1 social&lt;br /&gt;
            -2 tough (m)&lt;br /&gt;
            +1 sense (c)&lt;br /&gt;
            +1 sense (s)&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Study&#039;&#039;&#039; (M) (Prowess, Power) - schooled and practiced in the way of magic&lt;br /&gt;
        Not Alchemical&lt;br /&gt;
        &#039;&#039;prow (m) &amp;gt;= 12, quick (m) &amp;gt;= 14&#039;&#039;&lt;br /&gt;
        +2 pow (m)&lt;br /&gt;
        -4 tough (p)&lt;br /&gt;
        +2 social&lt;br /&gt;
&lt;br /&gt;
        &#039;&#039;&#039;Scholar&#039;&#039;&#039; (Prestige, Study) (M) (Prowess, Toughness) - focused and diligent study has made you mentally quicker and tougher through knowledge of countless scenarios&lt;br /&gt;
          Purity&lt;br /&gt;
          Magic&lt;br /&gt;
          Technical (memory and mental enhancements only)&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Pure Acolyte&#039;&#039;&#039; (P) (Prowess, Toughness, Quickness) - completely in tune with yourself - able to draw on your own soul for magic - penalty for enhancements&lt;br /&gt;
        Magic&lt;br /&gt;
        Purity&lt;br /&gt;
        &#039;&#039;All physical and mental stats &amp;gt;= 14&#039;&#039;&lt;br /&gt;
        +1 all stats&lt;br /&gt;
        Cannot wear armor or use weapons&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Arcane Acolyte&#039;&#039;&#039; (P/M) (Quickness, Prowess, Power) - practiced in hand to hand combat magic and short range magic&lt;br /&gt;
        Touch and short range spells&lt;br /&gt;
        No other restrictions&lt;br /&gt;
        &#039;&#039;tough (m) &amp;gt;= 18&#039;&#039;&lt;br /&gt;
        -2 quick (m)&lt;br /&gt;
        +2 pow (m)&lt;br /&gt;
        -2 sense (s)&lt;br /&gt;
        +2 prow (m)&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Pinnacle&#039;&#039;&#039; (Or as prestige class for any caster class) (M) (Sixth Sense, Prowess, Power) - your mind has transcended the boundaries of others - able to cast thoughts as magic&lt;br /&gt;
        Not Biogenic&lt;br /&gt;
        &#039;&#039;all senses &amp;gt;= 16&#039;&#039;&lt;br /&gt;
        +1 quick (m)&lt;br /&gt;
        +1 prow (m)&lt;br /&gt;
        +1 pow (m)&lt;br /&gt;
        -3 tough (p)&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Phase Radist&#039;&#039;&#039; (M) (Prowess, Prowess, Prowess, and did I mention Prowess?) - bending time, space, and reality is possible for you - even time is at your mercy&lt;br /&gt;
        Magic&lt;br /&gt;
        Biogenic (low level enhancements only)&lt;br /&gt;
        Technical (low level enhancements only)&lt;br /&gt;
        &#039;&#039;tough (m) &amp;gt;= 18&#039;&#039;&lt;br /&gt;
        -2 tough (p)&lt;br /&gt;
        +2 sense (s)&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Steam Shaper&#039;&#039;&#039; (M/P or P/M) (Prowess, Prowess, Prowess, oh yeah, and Prowess) - nothing created by others is quite good enough it seems - specialize in mods to gear and enhancements&lt;br /&gt;
        Not Purity&lt;br /&gt;
        &#039;&#039;prow (m) &amp;gt;= 13&#039;&#039;&lt;br /&gt;
        +3 prow (m)&lt;br /&gt;
        -3 social&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Technoist&#039;&#039;&#039; (M) (Prowess, Common Sense) - cyborg enhancements and anything technical is your specialty&lt;br /&gt;
        Technical&lt;br /&gt;
        &#039;&#039;prow (m) &amp;gt;= 14, prow (p) &amp;gt;= 14&#039;&#039;&lt;br /&gt;
        +4 sense (c)&lt;br /&gt;
        -2 tough (m)&lt;br /&gt;
        -2 social&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Binary Augment&#039;&#039;&#039; (P) (Toughness) - a combination of genetic and cyborg enhancements have made you strong - heavy upkeep&lt;br /&gt;
        Not Magic&lt;br /&gt;
        -1 to all physical stats&lt;br /&gt;
&lt;br /&gt;
        &#039;&#039;&#039;Street Soldier&#039;&#039;&#039; (P) - government funded - many illegal enhancements are legal and available to you&lt;br /&gt;
            Not Magic&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Swelterpik&#039;&#039;&#039; (M and/or P) - drug addicted alchemist - upkeep to prevent withdrawal - bonuses when on substances&lt;br /&gt;
        Not Purity&lt;br /&gt;
        &#039;&#039;tough (m) &amp;gt;= 12&#039;&#039;&lt;br /&gt;
        sixth sense reduced to 6&lt;br /&gt;
        -4 social&lt;br /&gt;
        -2 prow (m)&lt;br /&gt;
        Can survive and stand to fight until below 4x max soak before dead (normal is limit is soak)&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Enrichist&#039;&#039;&#039; (M) (Toughness) - specialize in enriching weaponry with magic, either temporarily or permanently, and weapon use&lt;br /&gt;
        Not Biogenic&lt;br /&gt;
        +1 social&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Scrapteller&#039;&#039;&#039; (M) (Prowess, Common Sense) - jack of all trades who can make anything out of anything - collect parts and components&lt;br /&gt;
        Not Magic&lt;br /&gt;
        Not Purity&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Scum&#039;&#039;&#039; (P) (Common Sense, Quickness, Prowess) - you thrive in the wake of the raw streets - underground is like home&lt;br /&gt;
        Not Purity&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Mob Kid&#039;&#039;&#039; (P/M) (Senses, Social, Coolness) - brought up using guns, drugs, and enhancements whether quality or shoddy&lt;br /&gt;
        Not Purity&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Outcast&#039;&#039;&#039; (P and/or M) (Coolness) - you&#039;ve had to survive outside society so you found ways to exist within it - specializing in control, illusion and manipulation&lt;br /&gt;
        Not Purity (except Corruption and Survival)&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Spoiled&#039;&#039;&#039; (Social) - you&#039;ve had a taste of everything - either jaded or consumed with an idea temporarily until you are good enough to move on to the next big thing&lt;br /&gt;
        Not Purity&lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Cameleton&#039;&#039;&#039; (M) (Social, Coolness, Senses) - telepathic diplomat&lt;br /&gt;
        &#039;&#039;socian &amp;gt;= 18&#039;&#039;&lt;br /&gt;
        -4 tough (p)&lt;br /&gt;
        -4 prow (p)&lt;br /&gt;
        -4 pow (p)&lt;br /&gt;
        +8 quick (m)&lt;br /&gt;
        +4 quick (m)&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/Origins&amp;diff=1214</id>
		<title>User:Nod/Origins</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/Origins&amp;diff=1214"/>
		<updated>2015-05-14T04:57:05Z</updated>

		<summary type="html">&lt;p&gt;Nod: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ORIGINS&lt;br /&gt;
&lt;br /&gt;
    Origins roughly equate to a character&#039;s race and have an impact on the overall character build.&lt;br /&gt;
&lt;br /&gt;
 Human&lt;br /&gt;
        +2 to your main basic stat&lt;br /&gt;
        -1 to any other basic stat&lt;br /&gt;
&lt;br /&gt;
 Cross Breed&lt;br /&gt;
  Get the following and the largest numerical bonus from the base origin - all stats are physical unless noted otherwise&lt;br /&gt;
    Dragon&lt;br /&gt;
        +2 social&lt;br /&gt;
        -1 common&lt;br /&gt;
    Tiger&lt;br /&gt;
        +2 prow&lt;br /&gt;
        -2 dodge&lt;br /&gt;
    Ferret&lt;br /&gt;
        +2 quick&lt;br /&gt;
        -1 common&lt;br /&gt;
    Mongoose&lt;br /&gt;
        +1 sixth&lt;br /&gt;
        +1 quick&lt;br /&gt;
        -1 pow&lt;br /&gt;
    Bear&lt;br /&gt;
        +2 pow&lt;br /&gt;
        +3 grip&lt;br /&gt;
        -1 quick&lt;br /&gt;
        -2 dodge&lt;br /&gt;
    Human&lt;br /&gt;
        +1 to any basic stat other than your main basic stat&lt;br /&gt;
    Roach&lt;br /&gt;
        +1 tough&lt;br /&gt;
        +2 soak&lt;br /&gt;
        -2 damage&lt;br /&gt;
    Hawk&lt;br /&gt;
        +1 prow&lt;br /&gt;
        +1 hit&lt;br /&gt;
        +1 crit&lt;br /&gt;
        -1 tough&lt;br /&gt;
    Shark&lt;br /&gt;
        +2 pow&lt;br /&gt;
        +1 prow&lt;br /&gt;
        +2 crit&lt;br /&gt;
        -2 common&lt;br /&gt;
        -1 social&lt;br /&gt;
    Aquatic&lt;br /&gt;
        +1 cool&lt;br /&gt;
        -4 grip&lt;br /&gt;
    Telepathic (M)&lt;br /&gt;
        +4 sixth&lt;br /&gt;
        +2 crit&lt;br /&gt;
        -3 pow&lt;br /&gt;
        -2 dodge&lt;br /&gt;
    Silicone based&lt;br /&gt;
        +3 tough&lt;br /&gt;
        -2 social&lt;br /&gt;
    Star Born (M)&lt;br /&gt;
        +4 social&lt;br /&gt;
        +2 sixth&lt;br /&gt;
        -3 cool&lt;br /&gt;
    Rodent (Animal)&lt;br /&gt;
        +1 dodge&lt;br /&gt;
        +1 common&lt;br /&gt;
        -1 damage&lt;br /&gt;
    Predator (Animal)&lt;br /&gt;
        +1 prow&lt;br /&gt;
        +1 grip&lt;br /&gt;
        -1 dodge&lt;br /&gt;
    Survivor (Animal)&lt;br /&gt;
        +2 soak&lt;br /&gt;
        +1 tough&lt;br /&gt;
        -1 pow&lt;br /&gt;
&lt;br /&gt;
 Undead&lt;br /&gt;
    Skeleton&lt;br /&gt;
        +1d3 to any stat other than main stat&lt;br /&gt;
    Vampire&lt;br /&gt;
        +2 quick&lt;br /&gt;
        +1 tough&lt;br /&gt;
        +4 sixth&lt;br /&gt;
        -4 common&lt;br /&gt;
        -1 soak&lt;br /&gt;
        -1d3 to any other stat&lt;br /&gt;
    Lich&lt;br /&gt;
        +4 sixth&lt;br /&gt;
        -8 common&lt;br /&gt;
        +1 prow&lt;br /&gt;
        +1d3 to any stat other than main stat&lt;br /&gt;
    Revenant&lt;br /&gt;
        +1d3 to any 2 stats other than main stat&lt;br /&gt;
        -1d3 to main stat&lt;br /&gt;
    Zombie&lt;br /&gt;
        -4 quick&lt;br /&gt;
        -2 prow&lt;br /&gt;
        +2 tough&lt;br /&gt;
        +4 soak&lt;br /&gt;
&lt;br /&gt;
 Archane Infused (M)&lt;br /&gt;
    Power Mad&lt;br /&gt;
        +2 pow&lt;br /&gt;
        +2 tough&lt;br /&gt;
        +4 damage&lt;br /&gt;
        +4 grip&lt;br /&gt;
        -2 quick&lt;br /&gt;
        -2 prow&lt;br /&gt;
        -4 hit&lt;br /&gt;
        -4 dodge&lt;br /&gt;
    Balancer&lt;br /&gt;
        +1 to any mental stat&lt;br /&gt;
    Squelchist (Pacifist)&lt;br /&gt;
        +2 bonus to all non-damage spells&lt;br /&gt;
        -2 to all damage spells&lt;br /&gt;
&lt;br /&gt;
 Wild Magic&lt;br /&gt;
    Born Wild&lt;br /&gt;
        -2 social&lt;br /&gt;
        -2 common&lt;br /&gt;
    Tribal&lt;br /&gt;
        +3 prow&lt;br /&gt;
    Shamanist&lt;br /&gt;
        +1 sixth&lt;br /&gt;
        +1 prow (M)&lt;br /&gt;
        +2 crit (M)&lt;br /&gt;
&lt;br /&gt;
 Cyborg&lt;br /&gt;
    start with base class and build from cyborg and/or bionic enhancements below&lt;br /&gt;
&lt;br /&gt;
 Android&lt;br /&gt;
    no base class, built from cyborg enhancements below with points&lt;br /&gt;
&lt;br /&gt;
 Test Tube Baby (Engineered)&lt;br /&gt;
    same as android except only genetic enhancements&lt;br /&gt;
&lt;br /&gt;
 X-Gen&lt;br /&gt;
    TBD&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/Origins&amp;diff=1213</id>
		<title>User:Nod/Origins</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/Origins&amp;diff=1213"/>
		<updated>2015-05-14T04:53:21Z</updated>

		<summary type="html">&lt;p&gt;Nod: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ORIGINS&lt;br /&gt;
&lt;br /&gt;
    Origins roughly equate to a character&#039;s race and have an impact on the overall character build.&lt;br /&gt;
&lt;br /&gt;
 Human&lt;br /&gt;
        +2 to your main basic stat&lt;br /&gt;
        -1 to any other basic stat&lt;br /&gt;
&lt;br /&gt;
 Cross Breed&lt;br /&gt;
  Get the following and the largest numerical bonus from the base origin - all stats are physical unless noted otherwise&lt;br /&gt;
    Dragon&lt;br /&gt;
        +2 social&lt;br /&gt;
        -1 common&lt;br /&gt;
    Tiger&lt;br /&gt;
        +2 prow&lt;br /&gt;
        -2 dodge&lt;br /&gt;
    Ferret&lt;br /&gt;
        +2 quick&lt;br /&gt;
        -1 common&lt;br /&gt;
    Mongoose&lt;br /&gt;
        +1 sixth&lt;br /&gt;
        +1 quick&lt;br /&gt;
        -1 pow&lt;br /&gt;
    Bear&lt;br /&gt;
        +2 pow&lt;br /&gt;
        +3 grip&lt;br /&gt;
        -1 quick&lt;br /&gt;
        -2 dodge&lt;br /&gt;
    Human&lt;br /&gt;
        +1 to any basic stat other than your main basic stat&lt;br /&gt;
    Roach&lt;br /&gt;
        +1 tough&lt;br /&gt;
        +2 soak&lt;br /&gt;
        -2 damage&lt;br /&gt;
    Hawk&lt;br /&gt;
        +1 prow&lt;br /&gt;
        +1 hit&lt;br /&gt;
        +1 crit&lt;br /&gt;
        -1 tough&lt;br /&gt;
    Shark&lt;br /&gt;
        +2 pow&lt;br /&gt;
        +1 prow&lt;br /&gt;
        +2 crit&lt;br /&gt;
        -2 common&lt;br /&gt;
        -1 social&lt;br /&gt;
    Aquatic&lt;br /&gt;
        +1 cool&lt;br /&gt;
        -4 grip&lt;br /&gt;
    Telepathic (M)&lt;br /&gt;
        +4 sixth&lt;br /&gt;
        +2 crit&lt;br /&gt;
        -3 pow&lt;br /&gt;
        -2 dodge&lt;br /&gt;
    Silicone based&lt;br /&gt;
        +3 tough&lt;br /&gt;
        -2 social&lt;br /&gt;
    Star Born (M)&lt;br /&gt;
        +4 social&lt;br /&gt;
        +2 sixth&lt;br /&gt;
        -3 cool&lt;br /&gt;
    Rodent (Animal)&lt;br /&gt;
        +1 dodge&lt;br /&gt;
        +1 common&lt;br /&gt;
        -1 damage&lt;br /&gt;
    Predator (Animal)&lt;br /&gt;
        +1 prow&lt;br /&gt;
        +1 grip&lt;br /&gt;
        -1 dodge&lt;br /&gt;
    Survivor (Animal)&lt;br /&gt;
        +2 soak&lt;br /&gt;
        +1 tough&lt;br /&gt;
        -1 pow&lt;br /&gt;
&lt;br /&gt;
 Undead&lt;br /&gt;
    Skeleton&lt;br /&gt;
        +1d3 to any stat other than main stat&lt;br /&gt;
    Vampire&lt;br /&gt;
        +2 quick&lt;br /&gt;
        +1 tough&lt;br /&gt;
        +4 sixth&lt;br /&gt;
        -4 common&lt;br /&gt;
        -1 soak&lt;br /&gt;
        -1d3 to any other stat&lt;br /&gt;
    Lich&lt;br /&gt;
        +4 sixth&lt;br /&gt;
        -8 common&lt;br /&gt;
        +1 prow&lt;br /&gt;
        +1d3 to any stat other than main stat&lt;br /&gt;
    Revenant&lt;br /&gt;
        +1d3 to any 2 stats other than main stat&lt;br /&gt;
        -1d3 to main stat&lt;br /&gt;
    Zombie&lt;br /&gt;
        -4 quick&lt;br /&gt;
        -2 prow&lt;br /&gt;
        +2 tough&lt;br /&gt;
        +4 soak&lt;br /&gt;
&lt;br /&gt;
 Archane Infused (M)&lt;br /&gt;
    Power Mad&lt;br /&gt;
        +2 pow&lt;br /&gt;
        +2 tough&lt;br /&gt;
        +4 damage&lt;br /&gt;
        +4 grip&lt;br /&gt;
        -2 quick&lt;br /&gt;
        -2 prow&lt;br /&gt;
        -4 hit&lt;br /&gt;
        -4 dodge&lt;br /&gt;
    Balancer&lt;br /&gt;
        +1 to any mental stat&lt;br /&gt;
    Squelchist (Pacifist)&lt;br /&gt;
        +2 bonus to all non-damage spells&lt;br /&gt;
        -2 to all damage spells&lt;br /&gt;
&lt;br /&gt;
 Wild Magic&lt;br /&gt;
    Born Wild&lt;br /&gt;
        -2 social&lt;br /&gt;
        -2 common&lt;br /&gt;
    Tribal&lt;br /&gt;
        +3 prow&lt;br /&gt;
    Shamanist&lt;br /&gt;
        +1 sixth&lt;br /&gt;
        +1 prow (M)&lt;br /&gt;
        +2 crit (M)&lt;br /&gt;
&lt;br /&gt;
 Cyborg&lt;br /&gt;
    start with base class and build from cyborg and/or bionic enhancements below&lt;br /&gt;
&lt;br /&gt;
 Android&lt;br /&gt;
    no base class, built from cyborg enhancements below with points&lt;br /&gt;
&lt;br /&gt;
 Test Tube Baby (Engineered)&lt;br /&gt;
    same as android except only genetic enhancements&lt;br /&gt;
&lt;br /&gt;
 Born Wild&lt;br /&gt;
    +5 to all senses&lt;br /&gt;
    +1 to any physical stat&lt;br /&gt;
    -12 social&lt;br /&gt;
&lt;br /&gt;
 Scholar&lt;br /&gt;
    +1 to all mental stats&lt;br /&gt;
    -1 to all physical stats&lt;br /&gt;
&lt;br /&gt;
 Spoiled&lt;br /&gt;
    -1 to any 2 physical stats&lt;br /&gt;
    +1 to any mental stat&lt;br /&gt;
    +1 social&lt;br /&gt;
&lt;br /&gt;
 Scum&lt;br /&gt;
    +3 to all senses&lt;br /&gt;
    -3 social&lt;br /&gt;
    -1 to any 2 mental stats&lt;br /&gt;
    no ill effects from any drugs&lt;br /&gt;
&lt;br /&gt;
 Mod Kid&lt;br /&gt;
    +1 to any sense&lt;br /&gt;
    +1 tough&lt;br /&gt;
    -2 social&lt;br /&gt;
&lt;br /&gt;
 X-Gen&lt;br /&gt;
    TBD&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/Origins&amp;diff=1212</id>
		<title>User:Nod/Origins</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/Origins&amp;diff=1212"/>
		<updated>2015-05-14T04:48:34Z</updated>

		<summary type="html">&lt;p&gt;Nod: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ORIGINS&lt;br /&gt;
&lt;br /&gt;
    Origins roughly equate to a character&#039;s race and have an impact on the overall character build.&lt;br /&gt;
&lt;br /&gt;
 Human&lt;br /&gt;
        +2 to your main basic stat&lt;br /&gt;
        -1 to any other basic stat&lt;br /&gt;
&lt;br /&gt;
 Cross Breed&lt;br /&gt;
  Get the following and the largest numerical bonus from the base origin - all stats are physical unless noted otherwise&lt;br /&gt;
    Dragon&lt;br /&gt;
        +2 social&lt;br /&gt;
        -1 common&lt;br /&gt;
    Tiger&lt;br /&gt;
        +2 prow&lt;br /&gt;
        -2 dodge&lt;br /&gt;
    Ferret&lt;br /&gt;
        +2 quick&lt;br /&gt;
        -1 common&lt;br /&gt;
    Mongoose&lt;br /&gt;
        +1 sixth&lt;br /&gt;
        +1 quick&lt;br /&gt;
        -1 pow&lt;br /&gt;
    Bear&lt;br /&gt;
        +2 pow&lt;br /&gt;
        +3 grip&lt;br /&gt;
        -1 quick&lt;br /&gt;
        -2 dodge&lt;br /&gt;
    Human&lt;br /&gt;
        +1 to any basic stat other than your main basic stat&lt;br /&gt;
    Roach&lt;br /&gt;
        +1 tough&lt;br /&gt;
        +2 soak&lt;br /&gt;
        -2 damage&lt;br /&gt;
    Hawk&lt;br /&gt;
        +1 prow&lt;br /&gt;
        +1 hit&lt;br /&gt;
        +1 crit&lt;br /&gt;
        -1 tough&lt;br /&gt;
    Shark&lt;br /&gt;
        +2 pow&lt;br /&gt;
        +1 prow&lt;br /&gt;
        +2 crit&lt;br /&gt;
        -2 common&lt;br /&gt;
        -1 social&lt;br /&gt;
    Aquatic&lt;br /&gt;
        +1 cool&lt;br /&gt;
        -4 grip&lt;br /&gt;
    Telepathic (M)&lt;br /&gt;
        +4 sixth&lt;br /&gt;
        +2 crit&lt;br /&gt;
        -3 pow&lt;br /&gt;
        -2 dodge&lt;br /&gt;
    Silicone based&lt;br /&gt;
        +3 tough&lt;br /&gt;
        -2 social&lt;br /&gt;
    Star Born (M)&lt;br /&gt;
        +4 social&lt;br /&gt;
        +2 sixth&lt;br /&gt;
        -3 cool&lt;br /&gt;
    Rodent (Animal)&lt;br /&gt;
        +1 dodge&lt;br /&gt;
        +1 common&lt;br /&gt;
        -1 damage&lt;br /&gt;
    Predator (Animal)&lt;br /&gt;
        +1 prow&lt;br /&gt;
        +1 grip&lt;br /&gt;
        -1 dodge&lt;br /&gt;
    Survivor (Animal)&lt;br /&gt;
        +2 soak&lt;br /&gt;
        +1 tough&lt;br /&gt;
        -1 pow&lt;br /&gt;
&lt;br /&gt;
 Undead&lt;br /&gt;
    Skeleton&lt;br /&gt;
        +1d3 to any stat other than main stat&lt;br /&gt;
    Vampire&lt;br /&gt;
        +2 quick&lt;br /&gt;
        +1 tough&lt;br /&gt;
        +4 sixth&lt;br /&gt;
        -4 common&lt;br /&gt;
        -1 soak&lt;br /&gt;
        -1d3 to any other stat&lt;br /&gt;
    Lich&lt;br /&gt;
        +4 sixth&lt;br /&gt;
        -8 common&lt;br /&gt;
        +1 prow&lt;br /&gt;
        +1d3 to any stat other than main stat&lt;br /&gt;
    Revenant&lt;br /&gt;
        +1d3 to any 2 stats other than main stat&lt;br /&gt;
        -1d3 to main stat&lt;br /&gt;
    Zombie&lt;br /&gt;
        -4 quick&lt;br /&gt;
        -2 prow&lt;br /&gt;
        +2 tough&lt;br /&gt;
        +4 soak&lt;br /&gt;
&lt;br /&gt;
 Archane Infused (M)&lt;br /&gt;
    Power Mad&lt;br /&gt;
        +2 pow&lt;br /&gt;
        +2 tough&lt;br /&gt;
        +4 damage&lt;br /&gt;
        +4 grip&lt;br /&gt;
        -2 quick&lt;br /&gt;
        -2 prow&lt;br /&gt;
        -4 hit&lt;br /&gt;
        -4 dodge&lt;br /&gt;
    Balancer&lt;br /&gt;
        +1 to any mental stat&lt;br /&gt;
    Squelchist (Pacifist)&lt;br /&gt;
        +2 bonus to all non-damage spells&lt;br /&gt;
        -2 to all damage spells&lt;br /&gt;
&lt;br /&gt;
 Wild Magic&lt;br /&gt;
    Born Wild&lt;br /&gt;
        -2 social&lt;br /&gt;
        -2 common&lt;br /&gt;
    Tribal&lt;br /&gt;
        +3 prow&lt;br /&gt;
    Shamanist&lt;br /&gt;
        +1 sixth&lt;br /&gt;
        +1 prow (M)&lt;br /&gt;
        +2 crit (M)&lt;br /&gt;
&lt;br /&gt;
 Cyborg&lt;br /&gt;
    start with base class and build from cyborg and/or bionic enhancements below&lt;br /&gt;
&lt;br /&gt;
 Android&lt;br /&gt;
    no base class, built from cyborg enhancements below with points&lt;br /&gt;
&lt;br /&gt;
 Test Tube Baby (Engineered)&lt;br /&gt;
    same as android except only genetic enhancements&lt;br /&gt;
&lt;br /&gt;
 X-Gen&lt;br /&gt;
    TBD&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/Disciplines&amp;diff=1211</id>
		<title>User:Nod/Disciplines</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/Disciplines&amp;diff=1211"/>
		<updated>2015-05-13T06:58:39Z</updated>

		<summary type="html">&lt;p&gt;Nod: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DISCIPLINES&lt;br /&gt;
&lt;br /&gt;
Biogenic&lt;br /&gt;
&lt;br /&gt;
    levels required are parallel to other genetic skills&lt;br /&gt;
&lt;br /&gt;
    Gene therapy - keep gene manipulation stable - too low a level may only slow the process of degredation - ensure the engineered abilities never totally fade&lt;br /&gt;
        Gene conditioning - retrain the genes and promote favorable conditions to retain and hold the engineered abilities&lt;br /&gt;
        Gene hardening - allow the generation of bonds among the genes to further strengthen the abilities retention time&lt;br /&gt;
        Gene repair - requires supernatural ability or equipment - top level of gene therapy - recreate the natural bonds and forms so the genes can retain the most powerful abilities&lt;br /&gt;
        Gene replication - stimuldate the recreation of the exact genes, clusters, and bonds needed from stem cells of the existing organism furthering the magnitude of the abilities or the time they are retained - can grant permanency allowing maintenance to not be needed&lt;br /&gt;
    Genic Engineering - prepare genes for use in genetic plans and experiments&lt;br /&gt;
        Genic regrowth - replicate body parts from stem cells&lt;br /&gt;
        Genic reorganization - slightly boost natural ability of the parts during growth for use afterward by ensuring perfect growth and development&lt;br /&gt;
        Genic substitution - substitute better genes or those of other organisms to enhance the ability during/after growth - only the weakest abilities are retained since the species/organisms are at odds&lt;br /&gt;
        Genic melding - merge the genes from multiple organisms into the growth retaining the abilities of the creator&#039;s choise&lt;br /&gt;
    Genetic creation - create simple organisms from scratch genes such as mice and domestic animals&lt;br /&gt;
        Genetic nurtering - create toughened organisms from prepared genes such as wolves and eagles - does not grant the ability to prepare the genes (that comes from engineering)&lt;br /&gt;
        Genetic influence - create simple minded minions from prepared genes&lt;br /&gt;
        Genetic control - create intelligent minions from prepared genes&lt;br /&gt;
        Genetic mastery - recreate any organism from prepared genes - perfect cloning&lt;br /&gt;
    God complex - top level genetic discipline - not available until all others have been taken and maxed out&lt;br /&gt;
        - create custom organisms from combinations of prepared genes&lt;br /&gt;
Magic&lt;br /&gt;
    Brutal - requires life energy to cast spells - far more potent than other forms - requires peak physical condition - bonus to power&lt;br /&gt;
    Neuro - science magic - requires years of study - requires greater focus than other forms - bonus to crit range&lt;br /&gt;
    Attunement - attuned to the natural forces around you - plants and natural things boost its abilities - tribal or monk like&lt;br /&gt;
    Natural - magic comes naturally - weaker but far easier to cast and more spells&lt;br /&gt;
    Rife - offworld magic - alien race or granted by an alien race - spells limited to energy and control/affect&lt;br /&gt;
Technical&lt;br /&gt;
    Repair - repair simple machinery&lt;br /&gt;
    Fabrication - ability to create the parts required rather than purchase them&lt;br /&gt;
    Subrigging - ability to use substitute parts and materials if those required are not available (Mac Guyver)&lt;br /&gt;
        Mechanical - large mechanics like vehicles&lt;br /&gt;
        Cyborg - cyborg enhancements&lt;br /&gt;
        Bionic - bionic enhancements&lt;br /&gt;
Purity&lt;br /&gt;
    Self Perfection - purity in body and mind - the only true purity is to rid yourself of the corrupt flesh and trancend through melding permenant genetics and cyborg implants&lt;br /&gt;
    Mental - quick and sharp thinking - outwit and out master all others - no need for physical abilities&lt;br /&gt;
        Silver tongue&lt;br /&gt;
    Physical - there is nothing without the physical self and your mind must realize this and allow its influence to dwindle - very primal, instinctive, impulsive&lt;br /&gt;
        Acrobat&lt;br /&gt;
        Light step&lt;br /&gt;
        Keen senses&lt;br /&gt;
    Corruption - personal gain is the most pure of motives - manipulation of others the most effective means&lt;br /&gt;
        forked tongue&lt;br /&gt;
    Spiritual - the good of others is paramount and leads to cleansing oneself&lt;br /&gt;
        Healing&lt;br /&gt;
    Survivalist - reliance on oneself perfects the body and clears the mind of worries&lt;br /&gt;
        Survival&lt;br /&gt;
Alchemical&lt;br /&gt;
    Mixing - combining basic chemicals, reagents, and ingredients to make a useful product&lt;br /&gt;
    Infusing - use of a catalyst, base, substrate, or other ingredient(s) during the process to produce a more potent, augmented product&lt;br /&gt;
    Reverse convalescence - deconstruct chemical compounds to produce basic chemicals&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod&amp;diff=1210</id>
		<title>User:Nod</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod&amp;diff=1210"/>
		<updated>2015-05-13T06:22:03Z</updated>

		<summary type="html">&lt;p&gt;Nod: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here you will find links to pages for an original system, unlike others described in this wiki.  These sections are highly incomplete, but there is enough here to get a game going for a few sessions, with a bit of imagination and impromptu thinking on the part of the GM.&lt;br /&gt;
&lt;br /&gt;
[[User:Nod/System|System]]&lt;br /&gt;
&lt;br /&gt;
[[User:Nod/System/Stats|System/Stats]]&lt;br /&gt;
&lt;br /&gt;
[[User:Nod/System/Combat|System/Combat]]&lt;br /&gt;
&lt;br /&gt;
[[User:Nod/Inceptums|Inceptums]]&lt;br /&gt;
&lt;br /&gt;
[[User:Nod/Disciplines|Disciplines]]&lt;br /&gt;
&lt;br /&gt;
[[User:Nod/Inceptums/Disciplines|Inceptums by Discipline]]&lt;br /&gt;
&lt;br /&gt;
[[User:Nod/Origins|Origins]]&lt;br /&gt;
&lt;br /&gt;
[[User:Nod/Skills|Skills]]&lt;br /&gt;
&lt;br /&gt;
[[User:Nod/Traits|Traits]]&lt;br /&gt;
&lt;br /&gt;
[[User:Nod/Enhancements|Enhancements]]&lt;br /&gt;
&lt;br /&gt;
[[User:Nod/Flavor Text|Flavor Text]]&lt;br /&gt;
&lt;br /&gt;
[[User:Nod/Auto Character Generator And Dice Roller|Auto Character Generator And Dice Roller]]&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/Enhancements&amp;diff=1209</id>
		<title>User:Nod/Enhancements</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/Enhancements&amp;diff=1209"/>
		<updated>2015-05-13T06:21:22Z</updated>

		<summary type="html">&lt;p&gt;Nod: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ENHANCEMENTS  (Far from usable yet...)&lt;br /&gt;
&lt;br /&gt;
Legal and underground (black market)&lt;br /&gt;
  -Muscles&lt;br /&gt;
  -Skin&lt;br /&gt;
  -Brain&lt;br /&gt;
  -Basic senses&lt;br /&gt;
&lt;br /&gt;
Genetic&lt;br /&gt;
    Gene manipulation&lt;br /&gt;
        Skin thickening&lt;br /&gt;
        Skin soaking&lt;br /&gt;
    Grafting and replacement&lt;br /&gt;
        Additional/replaced body parts&lt;br /&gt;
Bionic&lt;br /&gt;
    Super stimulated muscles&lt;br /&gt;
    Muscle tightening&lt;br /&gt;
    Laced muscles&lt;br /&gt;
    Merged skin&lt;br /&gt;
    Layered skin&lt;br /&gt;
    Fused bones&lt;br /&gt;
    Coated bones&lt;br /&gt;
    Reinforced bones&lt;br /&gt;
Cyborg&lt;br /&gt;
    Replacements&lt;br /&gt;
    Augments&lt;br /&gt;
    Memory implants&lt;br /&gt;
    Superconductive neurons&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/Skills&amp;diff=1208</id>
		<title>User:Nod/Skills</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/Skills&amp;diff=1208"/>
		<updated>2015-05-13T06:20:09Z</updated>

		<summary type="html">&lt;p&gt;Nod: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SKILLS&lt;br /&gt;
&lt;br /&gt;
Intuition (Practical knowledge)&lt;br /&gt;
    Combat (hand to hand, situational awareness, &amp;quot;feeling&amp;quot; the shot)&lt;br /&gt;
    City (urban landscape, transportation)&lt;br /&gt;
    Underground (sewers, clubs, street smarts)&lt;br /&gt;
    Magic (recognize spells, recognize magic items and activities)&lt;br /&gt;
    Medicine (natural healer, know sickness)&lt;br /&gt;
    Hardware (plug and play, identify parts and functions, basic connectivity)&lt;br /&gt;
    Software (avoid user end bugs, understand purpose)&lt;br /&gt;
    Wetware (basic biocompatibility, recognize upgrades)&lt;br /&gt;
    Metalware (basic quality, purpose recognition)&lt;br /&gt;
Knowledge (Schooled)&lt;br /&gt;
    Legend (mythos, supernatural)&lt;br /&gt;
    Combat (tactics, strategy)&lt;br /&gt;
    City (urban landscape)&lt;br /&gt;
    Underground (black market, crime)&lt;br /&gt;
    Magic (choose type(s)) - any artificial parts reduce abilities&lt;br /&gt;
    Medicine (choose race(s))&lt;br /&gt;
    Hardware (electrical, assembly/disassembly)&lt;br /&gt;
    Software (creation, hacking, reverse engineering)&lt;br /&gt;
    Bloodware (bioengineering, biomanipulation)&lt;br /&gt;
    Metalware (Mechware)&lt;br /&gt;
    Mechanics/Electronics (simple)&lt;br /&gt;
    Mechanics/Electronics (complex)&lt;br /&gt;
Strategy&lt;br /&gt;
    Political (posturing, brown nosing, advertising)&lt;br /&gt;
    Social (persuasion, intuition, empathy)&lt;br /&gt;
    Battle (tactics, units, chain of command)&lt;br /&gt;
Piloting&lt;br /&gt;
    Aircraft&lt;br /&gt;
    Seafaring&lt;br /&gt;
    Mecharmor&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/Origins&amp;diff=1207</id>
		<title>User:Nod/Origins</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/Origins&amp;diff=1207"/>
		<updated>2015-05-13T06:04:58Z</updated>

		<summary type="html">&lt;p&gt;Nod: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ORIGINS&lt;br /&gt;
&lt;br /&gt;
    Origins roughly equate to a character&#039;s race and have an impact on the overall character build.&lt;br /&gt;
&lt;br /&gt;
 Human&lt;br /&gt;
        +2 to your main basic stat&lt;br /&gt;
        -1 to any other basic stat&lt;br /&gt;
&lt;br /&gt;
 Cross Breed&lt;br /&gt;
  Get the following and the largest numerical bonus from the base origin - all stats are physical unless noted otherwise&lt;br /&gt;
    Dragon&lt;br /&gt;
        +2 social&lt;br /&gt;
        -1 common&lt;br /&gt;
    Tiger&lt;br /&gt;
        +2 prow&lt;br /&gt;
        -2 dodge&lt;br /&gt;
    Ferret&lt;br /&gt;
        +2 quick&lt;br /&gt;
        -1 common&lt;br /&gt;
    Mongoose&lt;br /&gt;
        +1 sixth&lt;br /&gt;
        +1 quick&lt;br /&gt;
        -1 pow&lt;br /&gt;
    Bear&lt;br /&gt;
        +2 pow&lt;br /&gt;
        +3 grip&lt;br /&gt;
        -1 quick&lt;br /&gt;
        -2 dodge&lt;br /&gt;
    Human&lt;br /&gt;
        +1 to any basic stat other than your main basic stat&lt;br /&gt;
    Roach&lt;br /&gt;
        +1 tough&lt;br /&gt;
        +2 soak&lt;br /&gt;
        -2 damage&lt;br /&gt;
    Hawk&lt;br /&gt;
        +1 prow&lt;br /&gt;
        +1 hit&lt;br /&gt;
        +1 crit&lt;br /&gt;
        -1 tough&lt;br /&gt;
    Shark&lt;br /&gt;
        +2 pow&lt;br /&gt;
        +1 prow&lt;br /&gt;
        +2 crit&lt;br /&gt;
        -2 common&lt;br /&gt;
        -1 social&lt;br /&gt;
    Aquatic&lt;br /&gt;
        +1 cool&lt;br /&gt;
        -4 grip&lt;br /&gt;
    Telepathic (M)&lt;br /&gt;
        +4 sixth&lt;br /&gt;
        +2 crit&lt;br /&gt;
        -3 pow&lt;br /&gt;
        -2 dodge&lt;br /&gt;
    Silicone based&lt;br /&gt;
        +3 tough&lt;br /&gt;
        -2 social&lt;br /&gt;
    Star Born (M)&lt;br /&gt;
        +4 social&lt;br /&gt;
        +2 sixth&lt;br /&gt;
        -3 cool&lt;br /&gt;
    Rodent (Animal)&lt;br /&gt;
        +1 dodge&lt;br /&gt;
        +1 common&lt;br /&gt;
        -1 damage&lt;br /&gt;
    Predator (Animal)&lt;br /&gt;
        +1 prow&lt;br /&gt;
        +1 grip&lt;br /&gt;
        -1 dodge&lt;br /&gt;
    Survivor (Animal)&lt;br /&gt;
        +2 soak&lt;br /&gt;
        +1 tough&lt;br /&gt;
        -1 pow&lt;br /&gt;
&lt;br /&gt;
 Undead&lt;br /&gt;
    Skeleton&lt;br /&gt;
    Vampire&lt;br /&gt;
    Lich&lt;br /&gt;
    Revenant&lt;br /&gt;
    Zombie&lt;br /&gt;
&lt;br /&gt;
 Archane Infused (M)&lt;br /&gt;
    Power Mad&lt;br /&gt;
        +2 pow&lt;br /&gt;
        +2 tough&lt;br /&gt;
        +4 damage&lt;br /&gt;
        +4 grip&lt;br /&gt;
        -2 quick&lt;br /&gt;
        -2 prow&lt;br /&gt;
        -4 hit&lt;br /&gt;
        -4 dodge&lt;br /&gt;
    Balancer&lt;br /&gt;
        +1 to any mental stat&lt;br /&gt;
    Squelchist (Pacifist)&lt;br /&gt;
        +2 bonus to all non-damage spells&lt;br /&gt;
        -2 to all damage spells&lt;br /&gt;
&lt;br /&gt;
 Wild Magic&lt;br /&gt;
    Born Wild&lt;br /&gt;
        -2 social&lt;br /&gt;
        -2 common&lt;br /&gt;
    Tribal&lt;br /&gt;
        +3 prow&lt;br /&gt;
    Shamanist&lt;br /&gt;
        +1 sixth&lt;br /&gt;
        +1 prow (M)&lt;br /&gt;
        +2 crit (M)&lt;br /&gt;
&lt;br /&gt;
 Cyborg&lt;br /&gt;
    start with base class and build from cyborg and/or bionic enhancements below&lt;br /&gt;
&lt;br /&gt;
 Android&lt;br /&gt;
    no base class, built from cyborg enhancements below with points&lt;br /&gt;
&lt;br /&gt;
 Test Tube Baby (Engineered)&lt;br /&gt;
    same as android except only genetic enhancements&lt;br /&gt;
&lt;br /&gt;
 X-Gen&lt;br /&gt;
    TBD&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/Gear&amp;diff=999</id>
		<title>User:Nod/Gear</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/Gear&amp;diff=999"/>
		<updated>2015-01-19T02:47:37Z</updated>

		<summary type="html">&lt;p&gt;Nod: Created page with &amp;quot;Weapons (Under development)  &amp;#039;&amp;#039;&amp;#039;Hand to hand&amp;#039;&amp;#039;&amp;#039;  Knives   Leatherman Combat Shiv  ColdSteel Hand Patas     This pair of small swords attached to gauntlets are concealable and...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons (Under development)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hand to hand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Knives&lt;br /&gt;
&lt;br /&gt;
 Leatherman Combat Shiv&lt;br /&gt;
 ColdSteel Hand Patas&lt;br /&gt;
    This pair of small swords attached to gauntlets are concealable and retractable, and can be extended instantly like a switchblade at the user&#039;s control.&lt;br /&gt;
 Global Cutlery Punch Claws (brass knuckles with attached swiping claws)&lt;br /&gt;
 Smith and Wesson Machete&lt;br /&gt;
 Masahiro Tanto (katana knife)&lt;br /&gt;
 Strider Slash Set (set of butterfly swords)&lt;br /&gt;
&lt;br /&gt;
Swords&lt;br /&gt;
&lt;br /&gt;
Exotic&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged weapons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pistols&lt;br /&gt;
&lt;br /&gt;
Precision Arms&lt;br /&gt;
&lt;br /&gt;
Assault Arms&lt;br /&gt;
&lt;br /&gt;
Heavy Arms&lt;br /&gt;
&lt;br /&gt;
Experimental&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blade enhancements&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Surgical sharpening (+1 to damage)&lt;br /&gt;
 Symmetrical Balancing (+1 to hit in melee, +1 to hit when thrown)&lt;br /&gt;
 Monoatomic fortification (one atom thick across the blade, +2 to damage)&lt;br /&gt;
    This special process fortifies the blade and allows it to hold an edge down to one atom thick at the thinnest point.&lt;br /&gt;
 Rotary chain and installed micromotor (+1 to damage, +1 to crit)&lt;br /&gt;
    This includes the install of a track and bladed chain around the entire perimeter of the blade, and an install of a micromotor to power and allow the chain to slide with ease, enhancing the ability of the blade to cut through dense materials with ease.  This is akin to the 20th century chainsaw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General weapon enhancements&#039;&#039;&#039;&lt;br /&gt;
 Wired automation&lt;br /&gt;
    This directly connects the weapon to the user via hardware connection.  It allows combat actions that would normally require the user to manually make an action or multiple actions (such as dropping a clip or extending a blade) to be activated by a thought or minor gesture that may be unrelated to the weapon or combat situation.  Due to the nature of this enhancement, it requires somewhat extensive sub or exo dermal modification to the user.  However, it is not subject to interference.&lt;br /&gt;
 Wireless automation&lt;br /&gt;
    This functions just like wired automation except there are only very minor, if any, modifications required to the user.  If the user already has an enhancement that allows for a wireless automation system then it merely needs to have this capability added to it.  This, however is subject to interference and can be disabled or redirected by wireless hacking.&lt;br /&gt;
  Automations&lt;br /&gt;
    Hands free arming&lt;br /&gt;
      This allows the user to reload and arm the weapon by a mere thought.&lt;br /&gt;
    Autoreloading&lt;br /&gt;
      This allows a firearm to be reload as a swift action.  Normal reloading usually requires an entire combat round.&lt;br /&gt;
    Jam monitoring&lt;br /&gt;
      This adds a monitor to the software directly responsible for the firearm&#039;s operation.  It check to ensure the weapon is in no danger of jamming, and makes appropriate compensation and corrects any potential jams before they happen.  Normal unjamming of a weapon takes a combat round.&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod&amp;diff=998</id>
		<title>User:Nod</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod&amp;diff=998"/>
		<updated>2015-01-19T01:01:47Z</updated>

		<summary type="html">&lt;p&gt;Nod: Created page with &amp;quot;Here you will find links to pages for an original system, unlike others described in this wiki.  These sections are highly incomplete, but there is enough here to get a game g...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here you will find links to pages for an original system, unlike others described in this wiki.  These sections are highly incomplete, but there is enough here to get a game going for a few sessions, with a bit of imagination and impromptu thinking.&lt;br /&gt;
&lt;br /&gt;
[[User:Nod/System|System]]&lt;br /&gt;
&lt;br /&gt;
[[User:Nod/System/Stats|System/Stats]]&lt;br /&gt;
&lt;br /&gt;
[[User:Nod/System/Combat|System/Combat]]&lt;br /&gt;
&lt;br /&gt;
[[User:Nod/Inceptums|Inceptums]]&lt;br /&gt;
&lt;br /&gt;
[[User:Nod/Disciplines|Disciplines]]&lt;br /&gt;
&lt;br /&gt;
[[User:Nod/Inceptums/Disciplines|Inceptums by Discipline]]&lt;br /&gt;
&lt;br /&gt;
[[User:Nod/Origins|Origins]]&lt;br /&gt;
&lt;br /&gt;
[[User:Nod/Skills|Skills]]&lt;br /&gt;
&lt;br /&gt;
[[User:Nod/Traits|Traits]]&lt;br /&gt;
&lt;br /&gt;
[[User:Nod/Enhancements|Enhancements]]&lt;br /&gt;
&lt;br /&gt;
[[User:Nod/Flavor Text|Flavor Text]]&lt;br /&gt;
&lt;br /&gt;
[[User:Nod/Auto Character Generator And Dice Roller|Auto Character Generator And Dice Roller]]&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/System/Combat&amp;diff=995</id>
		<title>User:Nod/System/Combat</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/System/Combat&amp;diff=995"/>
		<updated>2015-01-16T08:56:15Z</updated>

		<summary type="html">&lt;p&gt;Nod: Created page with &amp;quot;There is no initiative roll.  Combat progresses at the DM&amp;#039;s discretion and/or using the suggestions in other parts of these rules.  (DM eyes only!) =&amp;gt; Generally, combat can pr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is no initiative roll.  Combat progresses at the DM&#039;s discretion and/or using the suggestions in other parts of these rules.  (DM eyes only!) =&amp;gt; Generally, combat can progress according to which player queued up their action(s) first, taking coolness, quickness, sixth sense, and/or prowess, for example, into account.&lt;br /&gt;
&lt;br /&gt;
Attack and Defense&lt;br /&gt;
 The attacking character makes an opposed hit roll against the defender&#039;s dodge roll.  If the attacker rolls higher than the defender the attack hits its mark.&lt;br /&gt;
 If the crit threshold is exceeded for the attacking character&#039;s crit score, then the attack is a critical hit and damage is modified appropriately.&lt;br /&gt;
 Grip can used instead of hit for starting, maintaining and changing grapples.&lt;br /&gt;
&lt;br /&gt;
Damage&lt;br /&gt;
 Armor adds raw points on top on a character&#039;s toughness score.  Damage is rolled by the attacker using the appropriate mental or physical damage stat dice.  The defender then rolls dice according to their soak score and modifies the incoming damage 1:1 such that one point of damage is negated by one point rolled on the defender&#039;s soak.  If there is damage remaining for the defender to take, it is subtracted from the defender&#039;s appropriate toughness score according to the attack (i.e. spell eats mental, Colt .45 eats physical).  Once damage equal to the defender&#039;s toughness is taken, that character falls unconscious and any remaining damage subtracts from that character&#039;s soak score.  Once damage equal or greater than the defender&#039;s toughness + soak is taken by the defender, that character is dead and cannot be normally revived.&lt;br /&gt;
&lt;br /&gt;
A critical failure results in some adverse effect ideally, such as the attacker&#039;s weapon being knocked into another character or the defender leaning into the blow in an ill fated attempt to dodge.  Damage need not be modified, but can at the DM&#039;s discretion or according to the adverse effect.  This is generally more fun or fair if rolled randomly, to avoid complaints of favoritism.  This is another area where coolness can come into play at the player&#039;s or DM&#039;s choice, and sixth sense, prowess, or quickness can be argued, for example.&lt;br /&gt;
&lt;br /&gt;
Note:&lt;br /&gt;
 Initiative can be rolled using any of the stats listed at the beginning of this section if the group so desires.&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/System/Stats&amp;diff=994</id>
		<title>User:Nod/System/Stats</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/System/Stats&amp;diff=994"/>
		<updated>2015-01-16T08:34:16Z</updated>

		<summary type="html">&lt;p&gt;Nod: Created page with &amp;quot;Basic stat details  Physical Power  This is raw strength.  Physical Quickness  This is the quickness with which the character can move, for example hand movements, such as sli...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Basic stat details&lt;br /&gt;
&lt;br /&gt;
Physical Power&lt;br /&gt;
 This is raw strength.&lt;br /&gt;
&lt;br /&gt;
Physical Quickness&lt;br /&gt;
 This is the quickness with which the character can move, for example hand movements, such as slight of hand or punching.&lt;br /&gt;
&lt;br /&gt;
Physical Toughness&lt;br /&gt;
 This measures how tough the character is in terms of raw physical punishment.  Generally, the higher this stat, the more damage the character can take.&lt;br /&gt;
&lt;br /&gt;
Physical Prowess&lt;br /&gt;
 This is the ability of the character to become comfortable in a given physical situation or confrontation, and their level of practice and adaptability within and to that situation.  Characters naturally gain this stat as they level up, and by encountering certain types of situations often, as well a constant practice in dealing with a given situation.&lt;br /&gt;
&lt;br /&gt;
Mental Power&lt;br /&gt;
 This is the ability of the character to gather and focus their mental energy on a task.  This affects the damage of spells as well as the speed at which a character can learn new things and pick up on new concepts.&lt;br /&gt;
&lt;br /&gt;
Mental Quickness&lt;br /&gt;
 This is the ability of the character to think well on their feet.  The higher this stat, the more quickly the character can adapt to an unfamiliar situation or emergency.  This stat is important to conserve coolness.&lt;br /&gt;
&lt;br /&gt;
Mental Toughness&lt;br /&gt;
 A character with a high stat in this can endure mental punishment up to and beyond the point when their will breaks.  Fatigue, spells, and coolness are affected by this.&lt;br /&gt;
&lt;br /&gt;
Mental Prowess&lt;br /&gt;
 This allows the character to instantly know the answer to a given question, or immediately have a solution to a given problem before anyone else has a chance to react.  This is important in many situations for many reasons, but probably most significant in face to face dealings with people or during an emergency situation.&lt;br /&gt;
&lt;br /&gt;
Dodge, Grip, and Crit&lt;br /&gt;
 These are all thresholds that allow the character to perform an action or augment an action if that threshold is surpassed on the relevant skill check or action.&lt;br /&gt;
&lt;br /&gt;
Common Sense&lt;br /&gt;
 This is the character&#039;s street smarts and their intuitive knowledge of the situation and their surroundings.  This is every man&#039;s knowledge and the ability to glide through any situation related to the day to day in a familiar or common environment.  The DM can often use this to move the game along.&lt;br /&gt;
&lt;br /&gt;
Sixth Sense&lt;br /&gt;
 This allows the character to anticipate their opponent&#039;s actions, size up a situation while in the middle of it without an overview, and their ability to overall size up a situation site unseen.  These characters this stat high seem to have the uncanny ability to move through any given situation purely be feeling it out, unless of course everyone knows how to to do it.&lt;br /&gt;
&lt;br /&gt;
Social&lt;br /&gt;
 This is the character&#039;s suave and silver tongue when hob nobbing with the brass or a hobo on the street.  These characters intuitively know what to say and what their body language should convey in order to get their point across, diffuse a situation, convince that other character to pick his nose because there&#039;s gold up there somewhere, or generally size up a situation or person before they ever open their pie hole.&lt;br /&gt;
&lt;br /&gt;
Coolness&lt;br /&gt;
 This is the character&#039;s ability to remain cool in any given situation.  After all, you can&#039;t hit your target if you&#039;re too busy thinking about that itch on your nose.  This can be tracked several different ways and is left largely up to the DM, and some of the suggested ways are listed below.  This is essentially a bonus stat in most cases players can use to bolster deficient checks or rolls at their discretion.  The regular use for this stat is to help determine initiative by being the sole determining factor, being added to the appropriate quickness, or as a guideline as players state their actions each round before and during combat at the DM&#039;s discretion.&lt;br /&gt;
    Can decrease for each hour in the day each character is awake, replenishing fully after a long rest or one point per hour of rest.&lt;br /&gt;
    The DM adds and subtracts points for each character based on their individual or party related actions.&lt;br /&gt;
    Decreases with each round of combat and replenishes after each battle, or each round, depending on the tracking.&lt;br /&gt;
    Can be allocated to large player &#039;cheats&#039; that allow cheating death, automatic critical hits or successes, extra dice or rerolls, with the DM assigning point values in all cases.&lt;br /&gt;
&lt;br /&gt;
Hit, Damage, Soak (augmented stats, work in progress)&lt;br /&gt;
 Hit is an opposed check player hit v. enemy dodge.&lt;br /&gt;
 Damage is an opposed check as player damage v. enemy soak where the defender can negate all damage by rolling equal to or higher than the offender.  Damage overflow is modified by soak.&lt;br /&gt;
 Soak relieves damage taken up front and can fully negate damage caused by an attacker that breaks through prior to that damage removing points from the player&#039;s toughness.&lt;br /&gt;
&lt;br /&gt;
When a character reaches 0 toughness, they become unconscious and bleeding.  Each turn the character has a chance to regain consciousness by making a toughness check against their soak stat.  If a player receives negative their toughness in damage, they cannot regain consciousness on their own.  If a character takes damage equal to or more than their toughness + soak scores, then they are dead and cannot be revived by any normal means.&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/Auto_Character_Generator_And_Dice_Roller&amp;diff=993</id>
		<title>User:Nod/Auto Character Generator And Dice Roller</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/Auto_Character_Generator_And_Dice_Roller&amp;diff=993"/>
		<updated>2015-01-16T07:51:31Z</updated>

		<summary type="html">&lt;p&gt;Nod: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;This is source code for a nicely formatted automatic character generator for use on Windows (Yeah, I know...).&lt;br /&gt;
&#039;Copy and paste this into a plain text document like notepad and save as chargen.vbs.&lt;br /&gt;
&#039;Open a command windows and cd to the directory where this file resides.&lt;br /&gt;
&#039;Type the below.&lt;br /&gt;
&#039;For help:&lt;br /&gt;
&#039;cscript chargen.vbs&lt;br /&gt;
&#039;To roll a new character:&lt;br /&gt;
&#039;cscript chargen.vbs new&lt;br /&gt;
&#039;To roll a die (Only recognizes one die at a time):&lt;br /&gt;
&#039;cscript chargen.vbs &amp;lt;integer of the number of sides on the die you would like to roll&amp;gt;&lt;br /&gt;
&#039;Example: cscript chargen.vbs 12&lt;br /&gt;
&lt;br /&gt;
On Error Resume Next&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dim die&lt;br /&gt;
Set die = Wscript.Arguments&lt;br /&gt;
&#039;Wscript.Echo Err.Number &amp;amp; &amp;quot; - &amp;quot; &amp;amp; Err.description&lt;br /&gt;
&lt;br /&gt;
If die.Count = 0 Then&lt;br /&gt;
    Wscript.Echo &amp;quot;To roll a die, type the number of sides for that die 2-20&amp;quot;&lt;br /&gt;
    Wscript.Echo &amp;quot;To roll a character, type &amp;quot;&amp;quot;new&amp;quot;&amp;quot;&amp;quot;&lt;br /&gt;
    Wscript.Quit 0&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
Cool = Nothing&lt;br /&gt;
&lt;br /&gt;
&#039;New change to get the modifier for each stat by dividing by the number of dice used to roll?&lt;br /&gt;
&#039;Seems like the outcome would basically the same if the player just rolled a D12...&lt;br /&gt;
If die(0) = &amp;quot;new&amp;quot; Then&lt;br /&gt;
    Wscript.Echo &amp;quot;MAIN STATS&amp;quot;&lt;br /&gt;
    PhysicalPower = Int(stats(Cool))&lt;br /&gt;
    PhysicalQuickness = Int(stats(Cool))&lt;br /&gt;
    PhysicalToughness = Int(stats(Cool))&lt;br /&gt;
    PhysicalProwess = Int(stats(Cool))&lt;br /&gt;
    MentalPower = Int(stats(Cool))&lt;br /&gt;
    MentalQuickness = Int(stats(Cool))&lt;br /&gt;
    MentalToughness = Int(stats(Cool))&lt;br /&gt;
    MentalProwess = Int(stats(Cool))&lt;br /&gt;
    CommonSense = Int(stats(Cool))&lt;br /&gt;
    SixthSense = Int(stats(Cool))&lt;br /&gt;
    Social = Int(stats(Cool))&lt;br /&gt;
    Cool = &amp;quot;coolness&amp;quot;&lt;br /&gt;
    Coolness = Int(stats(Cool))&lt;br /&gt;
&lt;br /&gt;
    Wscript.Echo &amp;quot;          ---Physical---  ---Mental---&amp;quot;&lt;br /&gt;
    Wscript.Echo &amp;quot;  Power         &amp;quot; &amp;amp; PhysicalPower &amp;amp; &amp;quot;             &amp;quot; &amp;amp; MentalPower&lt;br /&gt;
    Wscript.Echo &amp;quot;  Quick         &amp;quot; &amp;amp; PhysicalQuickness &amp;amp; &amp;quot;             &amp;quot; &amp;amp; MentalQuickness&lt;br /&gt;
    Wscript.Echo &amp;quot;  Tough         &amp;quot; &amp;amp; PhysicalToughness &amp;amp; &amp;quot;             &amp;quot; &amp;amp; MentalToughness&lt;br /&gt;
    Wscript.Echo &amp;quot;  Prowess       &amp;quot; &amp;amp; PhysicalProwess &amp;amp; &amp;quot;             &amp;quot; &amp;amp; MentalProwess&lt;br /&gt;
&lt;br /&gt;
    Wscript.Echo &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
    Wscript.Echo &amp;quot;COMBAT (DERIVED) STATS&amp;quot;&lt;br /&gt;
&lt;br /&gt;
    PhysicalHit = Int((PhysicalProwess              +   ((PhysicalQuickness +   CommonSense)        /   2))  /   2)&lt;br /&gt;
    PhysicalDamage = Int((PhysicalPower             +   ((PhysicalProwess   +   CommonSense)        /   2))  /   2)&lt;br /&gt;
    PhysicalSoak = Int((PhysicalToughness           +   ((PhysicalQuickness +   CommonSense)        /   2))  /   2)&lt;br /&gt;
    PhysicalHitRange = Int((PhysicalProwess         +   ((PhysicalQuickness +   PhysicalPower)      /   2))  /   2)&lt;br /&gt;
    PhysicalDamageRange = Int((PhysicalQuickness    +   ((PhysicalProwess   +   PhysicalPower)      /   2))  /   2)&lt;br /&gt;
    PhysicalSoakRange = Int((PhysicalToughness      +   ((PhysicalProwess   +   PhysicalQuickness)  /   2))  /   2)&lt;br /&gt;
    MentalHit = Int((MentalProwess                  +   ((MentalQuickness   +   SixthSense)         /   2))  /   2)&lt;br /&gt;
    MentalDamage = Int((MentalPower                 +   ((MentalProwess     +   SixthSense)         /   2))  /   2)&lt;br /&gt;
    MentalSoak = Int((MentalToughness               +   ((MentalQuickness   +   SixthSense)         /   2))  /   2)&lt;br /&gt;
    MentalHitRange = Int((MentalQuickness           +   ((MentalProwess     +   MentalPower)        /   2))  /   2)&lt;br /&gt;
    MentalDamageRange = Int((MentalPower            +   ((MentalProwess     +   MentalQuickness)    /   2))  /   2)&lt;br /&gt;
    MentalSoakRange = Int((MentalProwess            +   ((MentalToughness   +   MentalQuickness)    /   2))  /   2)&lt;br /&gt;
    PhysicalDodge = Int((PhysicalQuickness          +   ((PhysicalProwess   +   SixthSense)         /   2))  /   2)&lt;br /&gt;
    PhysicalGrip = Int((((PhysicalPower             +   PhysicalToughness)  /   3)                  +   ((PhysicalSoak  +   PhysicalDodge)  /   4)))&lt;br /&gt;
    PhysicalCrit = Int((PhysicalProwess             +   ((PhysicalPower     +   SixthSense)         /   2))  /   2)&lt;br /&gt;
    MentalDodge = Int((MentalQuickness              +   ((MentalProwess     +   CommonSense)        /   2))  /   2)&lt;br /&gt;
    MentalGrip = Int((((MentalPower                 +   MentalToughness)    /   3)                  +   ((MentalSoak    +   MentalDodge)    /   4)))&lt;br /&gt;
    MentalCrit = Int((MentalProwess                 +   ((MentalPower       +   CommonSense)        /   2))  /   2)&lt;br /&gt;
&lt;br /&gt;
    &#039;PhysicalHit = Int((PhysicalProwess             +   ((PhysicalQuickness +   CommonSense)        /   2))/3)&lt;br /&gt;
    &#039;PhysicalDamage = Int((PhysicalPower            +   ((PhysicalProwess   +   CommonSense)        /   2))/3)&lt;br /&gt;
    &#039;PhysicalSoak = Int((PhysicalToughness          +   ((PhysicalQuickness +   CommonSense)        /   2))/3)&lt;br /&gt;
    &#039;PhysicalHitRange = Int((PhysicalProwess        +   ((PhysicalQuickness +   PhysicalPower)      /   2))/3)&lt;br /&gt;
    &#039;PhysicalDamageRange = Int((PhysicalQuickness   +   ((PhysicalProwess   +   PhysicalPower)      /   2))/3)&lt;br /&gt;
    &#039;PhysicalSoakRange = Int((PhysicalToughness     +   ((PhysicalProwess   +   PhysicalQuickness)  /   2))/3)&lt;br /&gt;
    &#039;MentalHit = Int((MentalProwess                 +   ((MentalQuickness   +   SixthSense)         /   2))/3)&lt;br /&gt;
    &#039;MentalDamage = Int((MentalPower                +   ((MentalProwess     +   SixthSense)         /   2))/3)&lt;br /&gt;
    &#039;MentalSoak = Int((MentalToughness              +   ((MentalQuickness   +   SixthSense)         /   2))/3)&lt;br /&gt;
    &#039;MentalHitRange = Int((MentalQuickness          +   ((MentalProwess     +   MentalPower)        /   2))/3)&lt;br /&gt;
    &#039;MentalDamageRange = Int((MentalPower           +   ((MentalProwess     +   MentalQuickness)    /   2))/3)&lt;br /&gt;
    &#039;MentalSoakRange = Int((MentalProwess           +   ((MentalToughness   +   MentalQuickness)    /   2))/3)&lt;br /&gt;
    &#039;PhysicalDodge = Int((PhysicalQuickness         +   ((PhysicalProwess   +   SixthSense)         /   2))/3)&lt;br /&gt;
    &#039;PhysicalGrip = Int((((PhysicalPower            +   PhysicalToughness)  /   2)                  +   ((PhysicalSoak  +   PhysicalDodge)  /   3))/4)&lt;br /&gt;
    &#039;PhysicalCrit = Int((PhysicalProwess            +   ((PhysicalPower     +   SixthSense)         /   2))/3)&lt;br /&gt;
    &#039;MentalDodge = Int((MentalQuickness             +   ((MentalProwess     +   CommonSense)        /   2))/3)&lt;br /&gt;
    &#039;MentalGrip = Int((((MentalPower                +   MentalToughness)    /   2)                  +   ((MentalSoak    +   MentalDodge)    /   3))/4)&lt;br /&gt;
    &#039;MentalCrit = Int((MentalProwess                +   ((MentalPower       +   CommonSense)        /   2))/3)&lt;br /&gt;
&lt;br /&gt;
    Wscript.Echo &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
    Wscript.Echo &amp;quot;  Dodge         &amp;quot; &amp;amp; PhysicalDodge &amp;amp; &amp;quot;             &amp;quot; &amp;amp; MentalDodge&lt;br /&gt;
    Wscript.Echo &amp;quot;  Grip          &amp;quot; &amp;amp; PhysicalGrip &amp;amp; &amp;quot;             &amp;quot; &amp;amp; MentalGrip&lt;br /&gt;
    Wscript.Echo &amp;quot;  Crit          &amp;quot; &amp;amp; PhysicalCrit &amp;amp; &amp;quot;             &amp;quot; &amp;amp; MentalCrit&lt;br /&gt;
&lt;br /&gt;
    Wscript.Echo &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
    Wscript.Echo &amp;quot;      ----Melee--Range--  --Melee--Range----&amp;quot;&lt;br /&gt;
    Wscript.Echo &amp;quot;  Hit      &amp;quot; &amp;amp; PhysicalHit &amp;amp; &amp;quot;     &amp;quot; &amp;amp; PhysicalDamage &amp;amp; &amp;quot;         &amp;quot; &amp;amp; MentalHit &amp;amp; &amp;quot;     &amp;quot; &amp;amp; MentalDamage&lt;br /&gt;
    Wscript.Echo &amp;quot;  Damage   &amp;quot; &amp;amp; PhysicalDamage &amp;amp; &amp;quot;     &amp;quot; &amp;amp; PhysicalDamageRange &amp;amp; &amp;quot;         &amp;quot; &amp;amp; MentalDamage &amp;amp; &amp;quot;     &amp;quot; &amp;amp; MentalDamageRange&lt;br /&gt;
    Wscript.Echo &amp;quot;  Soak     &amp;quot; &amp;amp; PhysicalSoak &amp;amp; &amp;quot;     &amp;quot; &amp;amp; PhysicalSoakRange &amp;amp; &amp;quot;         &amp;quot; &amp;amp; MentalSoak &amp;amp; &amp;quot;     &amp;quot; &amp;amp; MentalSoakRange&lt;br /&gt;
&lt;br /&gt;
    Wscript.Echo &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
    Wscript.Echo &amp;quot;OTHER STATS&amp;quot;&lt;br /&gt;
&lt;br /&gt;
    Wscript.Echo &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
    Wscript.Echo &amp;quot;  Common Sense          &amp;quot; &amp;amp; CommonSense&lt;br /&gt;
    Wscript.Echo &amp;quot;  Sixth Sense           &amp;quot; &amp;amp; SixthSense&lt;br /&gt;
    Wscript.Echo &amp;quot;  Coolness              &amp;quot; &amp;amp; Int(Coolness    /   3)&lt;br /&gt;
    Wscript.Echo &amp;quot;  Social                &amp;quot; &amp;amp; Social&lt;br /&gt;
&lt;br /&gt;
    Wscript.Echo &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
Function stats(coolStat)&lt;br /&gt;
    If coolStat = &amp;quot;coolness&amp;quot; Then&lt;br /&gt;
        roll1 = Int(Dice12)&lt;br /&gt;
        roll2 = Int(Dice12)&lt;br /&gt;
        roll3 = Int(Dice12)&lt;br /&gt;
        roll4 = Int(Dice12)&lt;br /&gt;
        allRolls = Array(roll1, roll2, roll3, roll4)&lt;br /&gt;
    Else&lt;br /&gt;
        roll1 = Int(Dice12)&lt;br /&gt;
        roll2 = Int(Dice12)&lt;br /&gt;
        allRolls = Array(roll1, roll2)&lt;br /&gt;
        If roll1 = 1 And roll2 = 1 Then&lt;br /&gt;
            finalRoll = 25&lt;br /&gt;
            stats = finalRoll&lt;br /&gt;
            Exit Function&lt;br /&gt;
        End If&lt;br /&gt;
    End If&lt;br /&gt;
    For Each eachRoll in allRolls&lt;br /&gt;
        While eachRoll &amp;lt; 3&lt;br /&gt;
            eachRoll = Int(Dice12)&lt;br /&gt;
        Wend&lt;br /&gt;
        finalRoll = Int(finalRoll + eachRoll)&lt;br /&gt;
    Next&lt;br /&gt;
    stats = finalroll&lt;br /&gt;
    &#039;New change (divide final roll by 2) to use only one D12 rather than 2 for the final stat result&lt;br /&gt;
    &#039;stats = Int(finalroll/2)&lt;br /&gt;
End Function&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;2&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int(Dice2)&lt;br /&gt;
    If die(1) Then Wscript.Echo Int(Dice2 * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;3&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int(Dice3)&lt;br /&gt;
    If die(1) Then Wscript.Echo Int(Dice3 * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;4&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int(Dice4)&lt;br /&gt;
    If die(1) Then Wscript.Echo Int(Dice4 * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;5&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int(Dice2 + Dice3)&lt;br /&gt;
    If die(1) Then Wscript.Echo Int((Dice2 + Dice3) * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;6&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int(Dice6)&lt;br /&gt;
    If die(1) Then Wscript.Echo Int(Dice6 * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;7&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int(Dice3 + Dice4)&lt;br /&gt;
    If die(1) Then Wscript.Echo Int((Dice3 + Dice4) * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;8&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int(Dice8)&lt;br /&gt;
    If die(1) Then Wscript.Echo Int(Dice8 * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;9&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int(Dice4 + (Dice2 + Dice3))&lt;br /&gt;
    If die(1) Then Wscript.Echo Int((Dice4 + (Dice2 + Dice3)) * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;10&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int(Dice10)&lt;br /&gt;
    If die(1) Then Wscript.Echo Int(Dice10 * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;11&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int((Dice3 + Dice2) + Dice6)&lt;br /&gt;
    If die(1) Then Wscript.Echo Int(((Dice3 + Dice2) + Dice6) * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;12&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int(Dice12)&lt;br /&gt;
    If die(1) Then Wscript.Echo Int(Dice12 * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;13&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int((Dice3 + Dice4) + Dice6)&lt;br /&gt;
    If die(1) Then Wscript.Echo Int(((Dice3 + Dice4) + Dice6) * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;14&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int((Dice3 + Dice4) + (Dice3 + Dice4))&lt;br /&gt;
    If die(1) Then Wscript.Echo Int(((Dice3 + Dice4) + (Dice3 + Dice4)) * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;15&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int((Dice3 + Dice4) + Dice8)&lt;br /&gt;
    If die(1) Then Wscript.Echo Int(((Dice3 + Dice4) + Dice8) * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;16&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int(Dice8 + Dice8)&lt;br /&gt;
    If die(1) Then Wscript.Echo Int((Dice8 + Dice8) * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;17&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int(Dice8 + (Dice4 + (Dice2 + Dice3)))&lt;br /&gt;
    If die(1) Then Wscript.Echo Int((Dice8 + (Dice4 + (Dice2 + Dice3))) * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;18&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int((Dice4 + (Dice2 + Dice3)) + (Dice4 + (Dice2 + Dice3)))&lt;br /&gt;
    If die(1) Then Wscript.Echo Int(((Dice4 + (Dice2 + Dice3)) + (Dice4 + (Dice2 + Dice3))) * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;19&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int((Dice4 + (Dice2 + Dice3)) + Dice10)&lt;br /&gt;
    If die(1) Then Wscript.Echo Int(((Dice4 + (Dice2 + Dice3)) + Dice10) * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;20&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int(Dice20)&lt;br /&gt;
    If die(1) Then Wscript.Echo Int(Dice20 * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
Function Dice2&lt;br /&gt;
Dim Die2&lt;br /&gt;
Randomize&lt;br /&gt;
Die2 = Int((2 * Rnd) + 1)&lt;br /&gt;
&#039;Wscript.Echo Die2&lt;br /&gt;
Dice2 = Die2&lt;br /&gt;
Set Die2 = Nothing&lt;br /&gt;
End Function&lt;br /&gt;
&lt;br /&gt;
Function Dice3&lt;br /&gt;
Dim Die3&lt;br /&gt;
Randomize&lt;br /&gt;
Die3 = Int((3 * Rnd) + 1)&lt;br /&gt;
&#039;Wscript.Echo Die3&lt;br /&gt;
Dice3 = Die3&lt;br /&gt;
Set Die3 = Nothing&lt;br /&gt;
End Function&lt;br /&gt;
&lt;br /&gt;
Function Dice4&lt;br /&gt;
Dim Die4&lt;br /&gt;
Randomize&lt;br /&gt;
Die4 = Int((4 * Rnd) + 1)&lt;br /&gt;
&#039;Wscript.Echo Die4&lt;br /&gt;
Dice4 = Die4&lt;br /&gt;
Set Die4 = Nothing&lt;br /&gt;
End Function&lt;br /&gt;
&lt;br /&gt;
Function Dice6&lt;br /&gt;
Dim Die6&lt;br /&gt;
Randomize&lt;br /&gt;
Die6 = Int((6 * Rnd) + 1)&lt;br /&gt;
&#039;Wscript.Echo Die6&lt;br /&gt;
Dice6 = Die6&lt;br /&gt;
Set Die6 = Nothing&lt;br /&gt;
End Function&lt;br /&gt;
&lt;br /&gt;
Function Dice8&lt;br /&gt;
Dim Die8&lt;br /&gt;
Randomize&lt;br /&gt;
Die8 = Int((8 * Rnd) + 1)&lt;br /&gt;
&#039;Wscript.Echo Die8&lt;br /&gt;
Dice8 = Die8&lt;br /&gt;
Set Die8 = Nothing&lt;br /&gt;
End Function&lt;br /&gt;
&lt;br /&gt;
Function Dice10&lt;br /&gt;
Dim Die10&lt;br /&gt;
Randomize&lt;br /&gt;
Die10 = Int((10 * Rnd) + 1)&lt;br /&gt;
&#039;Wscript.Echo Die10&lt;br /&gt;
Dice10 = Die10&lt;br /&gt;
Set Die10 = Nothing&lt;br /&gt;
End Function&lt;br /&gt;
&lt;br /&gt;
Function Dice12&lt;br /&gt;
Dim Die12&lt;br /&gt;
Randomize&lt;br /&gt;
Die12 = Int((12 * Rnd) + 1)&lt;br /&gt;
&#039;Wscript.Echo Die12&lt;br /&gt;
Dice12 = Die12&lt;br /&gt;
Set Die12 = Nothing&lt;br /&gt;
End Function&lt;br /&gt;
&lt;br /&gt;
Function Dice20&lt;br /&gt;
Dim Die20&lt;br /&gt;
Randomize&lt;br /&gt;
Die20 = Int((20 * Rnd) + 1)&lt;br /&gt;
&#039;Wscript.Echo Die20&lt;br /&gt;
Dice20 = Die20&lt;br /&gt;
Set Die20 = Nothing&lt;br /&gt;
End Function&lt;br /&gt;
&lt;br /&gt;
Error.Clear&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set die = Nothing&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/System&amp;diff=992</id>
		<title>User:Nod/System</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/System&amp;diff=992"/>
		<updated>2015-01-16T07:48:08Z</updated>

		<summary type="html">&lt;p&gt;Nod: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the basis of the d12 system.  It uses a sort of mean such that the highest and lowest possible values are truly the most unlikely.  Below is the best working version to date.  This was designed to roll with 2d12 per stat, but also seems to work fairly well with just 1d12 or 2d12.  Any roll that lands on double ones should be considered above the highest possible roll, thereby resulting in a total of 25.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that &#039;+ Cool&#039; is is listed on virtually every stat, coolness is not actually added to the stat.  This is a symbolic representation of how the stat may change based on the coolness of each character at a given time.  Coolness is controlled by the DM and influenced by the player, and is the basis for morale and initiative.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Suggested rolling rules:&lt;br /&gt;
&lt;br /&gt;
Depending on the difficulty of the campaign and the experience of the players, it is admissible to reroll any die that lands on a one, two, or three, or roll 3d12 and drop the lowest, or any other house rules the group wishes to use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When gaining a level, the player chooses the dice that will be used for all checks associated with that stat going forward according to the max roll of each die and the number of the stat, such that the maximum number that can be rolled on all dice chosen cannot exceed the number listed on that stat.  If at all possible, no specific die type can be used more than once, with a maximum of twice at the DM&#039;s discretion, for a dice set for a given stat.  Example: A stat of 12 gives the choices from standard dice of 1d4+1d8 or 1d12, 2d6 with DM permission, but not 3d4 since other combinations are possible.  Non-standard dice are legal if the physical die can be rolled, such as d2, d3, d5, d7, d9, d11, etc...  IF the DM allows (against the recommendation of this writer), dice chosen can be comprised of other dice, thereby allowing a loophole in the multiple dice ruling above.  Example: A stat of 12 may allow for a check 1d3+1d9; the d9 can be comprised of 1d4+1d2+1d3, thereby providing 2d3 despite the fact that other options are available.  This is how the character generator (chargen.vbs) works (So sue me. :P).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
D20 translation and compatibility:&lt;br /&gt;
&lt;br /&gt;
Basic compatibility table (see computations and caveats below):&lt;br /&gt;
  Physical Power = Strength&lt;br /&gt;
  (Physical Quickness + Physical Prowess) / 2 = Dexterity&lt;br /&gt;
  (Physical Toughness + Physical Prowess) / 2 = Constitution&lt;br /&gt;
  (Mental Power + Mental Quickness + Mental Toughness + Mental Prowess) / 4 = Intelligence&lt;br /&gt;
  (Sixth Sense + Common Sense) / 2 = Wisdom&lt;br /&gt;
  Social = Charisma&lt;br /&gt;
&lt;br /&gt;
At the discretion of the DM, the first stat listed in the formula for each d20 stat may be used rather than the calculation, except for Wisdom, where the player can choose one or the other stat listed in the formula above.&lt;br /&gt;
&lt;br /&gt;
Most basic stats max out at 25 starting, as do most derived stats.  The exception to basic stats is coolness, which maxes out at 16, and exceptions to derived stats include mental and physical grip, which max out at 29.  Straight compatibility can be achieved in modern d20 rules by taking any stat greater than or equal to 18 to 18 and setting it equal to 18, and leaving all other stats as is.  Older systems, such as AD&amp;amp;D, should follow the table below for strength and reduce all other stats, except coolness, as noted previously.  Coolness should be discarded when translating this to any other system.&lt;br /&gt;
&lt;br /&gt;
 25 = 18 / 00&lt;br /&gt;
 24 = 18 / 91 - 99&lt;br /&gt;
 23 = 18 / 90&lt;br /&gt;
 22 = 18 / 76 - 89&lt;br /&gt;
 21 = 18 / 75&lt;br /&gt;
 20 = 18 / 51 - 74&lt;br /&gt;
 19 = 18 / 50&lt;br /&gt;
 18 = 18 or 18 / 01 - 49&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BASIC STATS&lt;br /&gt;
&lt;br /&gt;
 Power&lt;br /&gt;
 Quickness&lt;br /&gt;
 Toughness&lt;br /&gt;
 Prowess&lt;br /&gt;
 Common Sense&lt;br /&gt;
 Sixth Sense&lt;br /&gt;
 Social&lt;br /&gt;
&lt;br /&gt;
Coolness&lt;br /&gt;
 4d12  /   3&lt;br /&gt;
&lt;br /&gt;
MELEE&lt;br /&gt;
&lt;br /&gt;
  PHYSICAL&lt;br /&gt;
    Hit     ((Prow   +   ((Quick +   Common) /   2)) /   2) +   Cool&lt;br /&gt;
    Damage  ((Power  +   ((Prow  +   Common) /   2)) /   2) +   Cool&lt;br /&gt;
    Soak    ((Tough  +   ((Quick +   Common) /   2)) /   2) +   Cool&lt;br /&gt;
&lt;br /&gt;
RANGE&lt;br /&gt;
&lt;br /&gt;
  PHYSICAL&lt;br /&gt;
    Hit     ((Prow   +   ((Quick +   Power)  /   2)) /   2) +   Cool&lt;br /&gt;
    Damage  ((Quick  +   ((Prow  +   Power)  /   2)) /   2) +   Cool&lt;br /&gt;
    Soak    ((Tough  +   ((Prow  +   Quick)  /   2)) /   2) +   Cool&lt;br /&gt;
&lt;br /&gt;
MELEE&lt;br /&gt;
&lt;br /&gt;
  MEMTAL&lt;br /&gt;
    Hit     ((Prow   +   ((Quick +   Sixth)  /   2)) /   2) +   Cool&lt;br /&gt;
    Damage  ((Power  +   ((Prow  +   Sixth)  /   2)) /   2) +   Cool&lt;br /&gt;
    Soak    ((Tough  +   ((Quick +   Sixth)  /   2)) /   2) +   Cool&lt;br /&gt;
&lt;br /&gt;
RANGE&lt;br /&gt;
&lt;br /&gt;
  MENTAL&lt;br /&gt;
    Hit     ((Quick  +   ((Prow  +   Power)  /   2)) /   2) +   Cool&lt;br /&gt;
    Damage  ((Power  +   ((Prow  +   Quick)  /   2)) /   2) +   Cool&lt;br /&gt;
    Soak    ((Prow   +   ((Tough +   Quick)  /   2)) /   2) +   Cool&lt;br /&gt;
&lt;br /&gt;
PHYSICAL&lt;br /&gt;
&lt;br /&gt;
    Dodge   ((Quick  +   ((Prow  +   Sixth)  /   2)) /   2) +   Cool&lt;br /&gt;
    Crit    ((Prow   +   ((Pow   +   Sixth)  /   2)) /   2) +   Cool&lt;br /&gt;
    Grip    (((Pow  +   Tough)  /   3)  +   ((Soak  +   Dodge)  /   4)) +   Cool&lt;br /&gt;
&lt;br /&gt;
MENTAL&lt;br /&gt;
&lt;br /&gt;
    Dodge   ((Quick  +   ((Prow  +   Sixth)  /   2)) /   2) +   Cool&lt;br /&gt;
    Crit    ((Prow   +   ((Pow   +   Sixth)  /   2)) /   2) +   Cool&lt;br /&gt;
    Grip    (((Pow  +   Tough)  /   3)  +   ((Soak  +   Dodge)  /   4)) +   Cool&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/System&amp;diff=991</id>
		<title>User:Nod/System</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/System&amp;diff=991"/>
		<updated>2015-01-16T07:45:10Z</updated>

		<summary type="html">&lt;p&gt;Nod: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the basis of the d12 system.  It uses a sort of mean such that the highest and lowest possible values are truly the most unlikely.  Below is the best working version to date.  This was designed to roll with 2d12 per stat, but also seems to work fairly well with just 1d12 or 2d12.  Any roll that lands on double ones should be considered above the highest possible roll, thereby resulting in a total of 25.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that &#039;+ Cool&#039; is is listed on virtually every stat, coolness is not actually added to the stat.  This is a symbolic representation of how the stat may change based on the coolness of each character at a given time.  Coolness is controlled by the DM and influenced by the player, and is the basis for morale and initiative.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Suggested rolling rules:&lt;br /&gt;
&lt;br /&gt;
Depending on the difficulty of the campaign and the experience of the players, it is admissible to reroll any die that lands on a one, two, or three, or roll 3d12 and drop the lowest, or any other house rules the group wishes to use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When gaining a level, the player chooses the dice that will be used for all checks associated with that stat going forward according to the max roll of each die and the number of the stat, such that the maximum number that can be rolled on all dice chosen cannot exceed the number listed on that stat.  If at all possible, no specific die type can be used more than once, with a maximum of twice at the DM&#039;s discretion, for a dice set for a given stat.  Example: A stat of 12 gives the choices from standard dice of 1d4+1d8 or 1d12, 2d6 with DM permission, but not 3d4 since other combinations are possible.  Non-standard dice are legal if the physical die can be rolled, such as d2, d3, d5, d7, d9, d11, etc...  IF the DM allows (against the recommendation of this writer), dice chosen can be comprised of other dice, thereby allowing a loophole in the multiple dice ruling above.  Example: A stat of 12 may allow for a check 1d3+1d9; the d9 can be comprised of 1d4+1d2+1d3, thereby providing 2d3 despite the fact that other options are available.  This is how the character generator (chargen.vbs) works (So sue me. :P).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
D20 translation and compatibility:&lt;br /&gt;
&lt;br /&gt;
Basic compatibility table (see computations and caveats below):&lt;br /&gt;
  Physical Power = Strength&lt;br /&gt;
  (Physical Quickness + Physical Prowess) / 2 = Dexterity&lt;br /&gt;
  (Physical Toughness + Physical Prowess) / 2 = Constitution&lt;br /&gt;
  (Mental Power + Mental Quickness + Mental Toughness + Mental Prowess) / 4 = Intelligence&lt;br /&gt;
  (Sixth Sense + Common Sense) / 2 = Wisdom&lt;br /&gt;
  Social = Charisma&lt;br /&gt;
&lt;br /&gt;
At the discretion of the DM, the first stat listed in the formula for each d20 stat may be used rather than the calculation, except for Wisdom, where the player can choose one or the other stat listed in the formula above.&lt;br /&gt;
&lt;br /&gt;
Most basic stats max out at 25 starting, as do most derived stats.  The exception to basic stats is coolness, which maxes out at 16, and exceptions to derived stats include mental and physical grip, which max out at 29.  Straight compatibility can be achieved in modern d20 rules by taking any stat greater than or equal to 18 to 18 and setting it equal to 18, and leaving all other stats as is.  Older systems, such as AD&amp;amp;D, should follow the table below for strength and reduce all other stats, except coolness, as noted previously.  Coolness should be discarded when translating this to any other system.&lt;br /&gt;
&lt;br /&gt;
 25 = 18 / 00&lt;br /&gt;
 24 = 18 / 91 - 99&lt;br /&gt;
 23 = 18 / 90&lt;br /&gt;
 22 = 18 / 76 - 89&lt;br /&gt;
 21 = 18 / 75&lt;br /&gt;
 20 = 18 / 51 - 74&lt;br /&gt;
 19 = 18 / 50&lt;br /&gt;
 18 = 18 or 18 / 01 - 49&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BASIC STATS&lt;br /&gt;
&lt;br /&gt;
 Power&lt;br /&gt;
 Quickness&lt;br /&gt;
 Toughness&lt;br /&gt;
 Prowess&lt;br /&gt;
 Common Sense&lt;br /&gt;
 Sixth Sense&lt;br /&gt;
 Social&lt;br /&gt;
&lt;br /&gt;
Coolness&lt;br /&gt;
 4d12  /   3&lt;br /&gt;
&lt;br /&gt;
MELEE&lt;br /&gt;
&lt;br /&gt;
  PHYSICAL&lt;br /&gt;
    Hit     (Prow   +   ((Quick +   Common) /   2)) +   Cool&lt;br /&gt;
    Damage  (Power  +   ((Prow  +   Common) /   2)) +   Cool&lt;br /&gt;
    Soak    (Tough  +   ((Quick +   Common) /   2)) +   Cool&lt;br /&gt;
&lt;br /&gt;
RANGE&lt;br /&gt;
&lt;br /&gt;
  PHYSICAL&lt;br /&gt;
    Hit     (Prow   +   ((Quick +   Power)  /   2)) +   Cool&lt;br /&gt;
    Damage  (Quick  +   ((Prow  +   Power)  /   2)) +   Cool&lt;br /&gt;
    Soak    (Tough  +   ((Prow  +   Quick)  /   2)) +   Cool&lt;br /&gt;
&lt;br /&gt;
MELEE&lt;br /&gt;
&lt;br /&gt;
  MEMTAL&lt;br /&gt;
    Hit     (Prow   +   ((Quick +   Sixth)  /   2)) +   Cool&lt;br /&gt;
    Damage  (Power  +   ((Prow  +   Sixth)  /   2)) +   Cool&lt;br /&gt;
    Soak    (Tough  +   ((Quick +   Sixth)  /   2)) +   Cool&lt;br /&gt;
&lt;br /&gt;
RANGE&lt;br /&gt;
&lt;br /&gt;
  MENTAL&lt;br /&gt;
    Hit     (Quick  +   ((Prow  +   Power)  /   2)) +   Cool&lt;br /&gt;
    Damage  (Power  +   ((Prow  +   Quick)  /   2)) +   Cool&lt;br /&gt;
    Soak    (Prow   +   ((Tough +   Quick)  /   2)) +   Cool&lt;br /&gt;
&lt;br /&gt;
PHYSICAL&lt;br /&gt;
&lt;br /&gt;
    Dodge   (Quick  +   ((Prow  +   Sixth)  /   2)) +   Cool&lt;br /&gt;
    Crit    (Prow   +   ((Pow   +   Sixth)  /   2)) +   Cool&lt;br /&gt;
    Grip    (((Pow  +   Tough)  /   2)  +   ((Soak  +   Dodge)  /   3)) +   Cool&lt;br /&gt;
&lt;br /&gt;
MENTAL&lt;br /&gt;
&lt;br /&gt;
    Dodge   (Quick  +   ((Prow  +   Sixth)  /   2)) +   Cool&lt;br /&gt;
    Crit    (Prow   +   ((Pow   +   Sixth)  /   2)) +   Cool&lt;br /&gt;
    Grip    (((Pow  +   Tough)  /   2)  +   ((Soak  +   Dodge)  /   3)) +   Cool&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/Inceptums&amp;diff=990</id>
		<title>User:Nod/Inceptums</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/Inceptums&amp;diff=990"/>
		<updated>2015-01-16T05:35:31Z</updated>

		<summary type="html">&lt;p&gt;Nod: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;INCEPTUMS (Beginnings)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Most relevant stats are listed in order of importance.  It is not required that the player have these stats, this is simply a guideline to the origin most suited to the players stats.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
    Brawler (P) (Power, Toughness, Quickness) - warrior specializing in unarmed and grappling combat&lt;br /&gt;
&lt;br /&gt;
    Weapon Master (P) (Power, Prowess, Toughness) - warrior specializing in one or many weapons&lt;br /&gt;
&lt;br /&gt;
    Arcane Acolyte (P/M) (Quickness, Prowess, Power) - practiced in hand to hand combat magic and short range magic&lt;br /&gt;
        Touch and short range spells&lt;br /&gt;
        No other restrictions&lt;br /&gt;
&lt;br /&gt;
    Street Soldier (P) - government funded - many illegal enhancements are legal and available to you&lt;br /&gt;
        Not Magic&lt;br /&gt;
&lt;br /&gt;
    Agent (P) (Prowess, Quickness, Senses) - assassin with a defined code of honor - may be bound by contract (paper or blood) to a party or government&lt;br /&gt;
        Limited by contract&lt;br /&gt;
&lt;br /&gt;
    Sniper (P/M) (Hit, Coolness, Senses) - assassin not bound by code specializing in long range combat&lt;br /&gt;
        Though hit is listed first, coolness is perhaps more useful since you can&#039;t hit a target when you&#039;re flustered no matter how good a shot you are&lt;br /&gt;
        No Magic&lt;br /&gt;
        No Purity&lt;br /&gt;
&lt;br /&gt;
    Naturalist (M) (Sixth Sense) - what little natural flora there is has life energy you use or consume&lt;br /&gt;
        Bolsters lack of physical talents with attunement to nature&lt;br /&gt;
        Not Technical&lt;br /&gt;
&lt;br /&gt;
    Adept (M/P) (Quickness, Prowess, Sixth Sense) - honing your natural mental and physical ability has allowed you to quickly master most things you attempt&lt;br /&gt;
        Purity&lt;br /&gt;
        Technical (subdermal enhancements to your natural parts only)&lt;br /&gt;
        Magic (blood only)&lt;br /&gt;
&lt;br /&gt;
    Natural Caster (M) (Prowess, Quickness, Toughness) - born with magic - effortless to cast&lt;br /&gt;
        Magic (low to mid level only)&lt;br /&gt;
&lt;br /&gt;
    Study (M) (Prowess, Power) - schooled and practiced in the way of magic&lt;br /&gt;
        Not Alchemical&lt;br /&gt;
      Scholar (Prestige) (M) (Prowess, Toughness) - focused and diligent study has made you mentally quicker and tougher through knowledge of countless scenarios&lt;br /&gt;
          Purity&lt;br /&gt;
          Magic&lt;br /&gt;
          Technical (memory and mental enhancements only)&lt;br /&gt;
&lt;br /&gt;
    Pure Acolyte (P) (Prowess, Toughness, Quickness) - completely in tune with yourself - able to draw on your own soul for magic - penalty for enhancements&lt;br /&gt;
        Magic&lt;br /&gt;
        Purity&lt;br /&gt;
&lt;br /&gt;
    Pinnacle (Or as prestige class for any caster class) (M) (Sixth Sense, Prowess, Power) - your mind has transcended the boundaries of others - able to cast thoughts as magic&lt;br /&gt;
        Not Biogenic&lt;br /&gt;
&lt;br /&gt;
    Phase Radist (M) (Prowess, Prowess, Prowess, and did I mention Prowess?) - bending time, space, and reality is possible for you - even time is at your mercy&lt;br /&gt;
        Magic&lt;br /&gt;
        Biogenic (low level enhancements only)&lt;br /&gt;
        Technical (low level enhancements only)&lt;br /&gt;
&lt;br /&gt;
    Steam Shaper (M/P or P/M) (Prowess, Prowess, Prowess, oh yeah, and Prowess) - nothing created by others is quite good enough it seems - specialize in mods to gear and enhancements&lt;br /&gt;
        Not Purity&lt;br /&gt;
&lt;br /&gt;
    Technoist (M) (Prowess, Common Sense) - cyborg enhancements and anything technical is your specialty&lt;br /&gt;
        Technical&lt;br /&gt;
&lt;br /&gt;
    Binary Augment (P) (Toughness) - a combination of genetic and cyborg enhancements have made you strong - heavy upkeep&lt;br /&gt;
        Not Magic&lt;br /&gt;
&lt;br /&gt;
    Swelterpik (M and/or P) - drug addicted alchemist - upkeep to prevent withdrawal - bonuses when on substances&lt;br /&gt;
        Not Purity&lt;br /&gt;
&lt;br /&gt;
    Enrichist (M) (Toughness) - specialize in enriching weaponry with magic, either temporarily or permanently, and weapon use&lt;br /&gt;
        Not Biogenic&lt;br /&gt;
&lt;br /&gt;
    Scrapteller (M) (Prowess, Common Sense) - jack of all trades who can make anything out of anything - collect parts and components&lt;br /&gt;
        Not Magic&lt;br /&gt;
        Not Purity&lt;br /&gt;
&lt;br /&gt;
    Scum (P) (Common Sense, Quickness, Prowess) - you thrive in the wake of the raw streets - underground is like home&lt;br /&gt;
        Not Purity&lt;br /&gt;
&lt;br /&gt;
    Mob Kid (P/M) (Senses, Social, Coolness) - brought up using guns, drugs, and enhancements whether quality or shoddy&lt;br /&gt;
        Not Purity&lt;br /&gt;
&lt;br /&gt;
    Freelancer (Coolness) - services for hire to the highest bidder&lt;br /&gt;
        Not Purity (except Corruption)&lt;br /&gt;
&lt;br /&gt;
    Outcast (P and/or M) (Coolness) - you&#039;ve had to survive outside society so you found ways to exist within it - specializing in control, illusion and manipulation&lt;br /&gt;
        Not Purity (except Corruption and Survival)&lt;br /&gt;
&lt;br /&gt;
    Spoiled (Social) - you&#039;ve had a taste of everything - either jaded or consumed with an idea temporarily until you are good enough to move on to the next big thing&lt;br /&gt;
        Not Purity&lt;br /&gt;
&lt;br /&gt;
    Cameleton (M) (Social, Coolness, Senses) - telepathic diplomat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
INCEPTUM PROFECTUS (Beginnings Effects)&lt;br /&gt;
&lt;br /&gt;
    TBD&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/Origins&amp;diff=989</id>
		<title>User:Nod/Origins</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/Origins&amp;diff=989"/>
		<updated>2015-01-16T04:55:03Z</updated>

		<summary type="html">&lt;p&gt;Nod: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ORIGINS&lt;br /&gt;
&lt;br /&gt;
 Human&lt;br /&gt;
        +2 to your main basic stat&lt;br /&gt;
        -1 to any other basic stat&lt;br /&gt;
&lt;br /&gt;
 Cross Breed&lt;br /&gt;
  Get the following and the largest numerical bonus from the base origin - all stats are physical unless noted otherwise&lt;br /&gt;
    Dragon&lt;br /&gt;
        +2 social&lt;br /&gt;
        -1 common&lt;br /&gt;
    Tiger&lt;br /&gt;
        +2 prow&lt;br /&gt;
        -2 dodge&lt;br /&gt;
    Ferrett&lt;br /&gt;
        +2 quick&lt;br /&gt;
        -1 common&lt;br /&gt;
    Mongoose&lt;br /&gt;
        +1 sixth&lt;br /&gt;
        +1 quick&lt;br /&gt;
        -1 pow&lt;br /&gt;
    Bear&lt;br /&gt;
        +2 pow&lt;br /&gt;
        +3 grip&lt;br /&gt;
        -1 quick&lt;br /&gt;
        -2 dodge&lt;br /&gt;
    Human&lt;br /&gt;
        +1 to any basic stat other than your main basic stat&lt;br /&gt;
    Roach&lt;br /&gt;
        +1 tough&lt;br /&gt;
        +2 soak&lt;br /&gt;
        -2 damage&lt;br /&gt;
    Hawk&lt;br /&gt;
        +1 prow&lt;br /&gt;
        +1 hit&lt;br /&gt;
        +1 crit&lt;br /&gt;
        -1 tough&lt;br /&gt;
    Shark&lt;br /&gt;
        +2 pow&lt;br /&gt;
        +1 prow&lt;br /&gt;
        +2 crit&lt;br /&gt;
        -2 common&lt;br /&gt;
        -1 social&lt;br /&gt;
    Aquatic&lt;br /&gt;
        +1 cool&lt;br /&gt;
        -4 grip&lt;br /&gt;
    Telepathic (M)&lt;br /&gt;
        +4 sixth&lt;br /&gt;
        +2 crit&lt;br /&gt;
        -3 pow&lt;br /&gt;
        -2 dodge&lt;br /&gt;
    Silicone based&lt;br /&gt;
        +3 tough&lt;br /&gt;
        -2 social&lt;br /&gt;
    Star Born (M)&lt;br /&gt;
        +4 social&lt;br /&gt;
        +2 sixth&lt;br /&gt;
        -3 cool&lt;br /&gt;
    Rodent (Animal)&lt;br /&gt;
        +1 dodge&lt;br /&gt;
        +1 common&lt;br /&gt;
        -1 damage&lt;br /&gt;
    Predator (Animal)&lt;br /&gt;
        +1 prow&lt;br /&gt;
        +1 grip&lt;br /&gt;
        -1 dodge&lt;br /&gt;
    Survivor (Animal)&lt;br /&gt;
        +2 soak&lt;br /&gt;
        +1 tough&lt;br /&gt;
        -1 pow&lt;br /&gt;
&lt;br /&gt;
 Undead&lt;br /&gt;
    Skeleton&lt;br /&gt;
    Vampire&lt;br /&gt;
    Lich&lt;br /&gt;
    Revenant&lt;br /&gt;
    Zombie&lt;br /&gt;
&lt;br /&gt;
 Archane Infused (M)&lt;br /&gt;
    Power Mad&lt;br /&gt;
        +2 pow&lt;br /&gt;
        +2 tough&lt;br /&gt;
        +4 damage&lt;br /&gt;
        +4 grip&lt;br /&gt;
        -2 quick&lt;br /&gt;
        -2 prow&lt;br /&gt;
        -4 hit&lt;br /&gt;
        -4 dodge&lt;br /&gt;
    Balancer&lt;br /&gt;
        +1 to any mental stat&lt;br /&gt;
    Squelchist (Pacifist)&lt;br /&gt;
        +2 bonus to all non-damage spells&lt;br /&gt;
        -2 to all damage spells&lt;br /&gt;
&lt;br /&gt;
 Wild Magic&lt;br /&gt;
    Born Wild&lt;br /&gt;
        -2 social&lt;br /&gt;
        -2 common&lt;br /&gt;
    Tribal&lt;br /&gt;
        +3 prow&lt;br /&gt;
    Shamanist&lt;br /&gt;
        +1 sixth&lt;br /&gt;
        +1 prow (M)&lt;br /&gt;
        +2 crit (M)&lt;br /&gt;
&lt;br /&gt;
 Cyborg&lt;br /&gt;
    start with base class and build from cyborg and/or bionic enhancements below&lt;br /&gt;
&lt;br /&gt;
 Android&lt;br /&gt;
    no base class, built from cyborg enhancements below with points&lt;br /&gt;
&lt;br /&gt;
 Test Tube Baby (Engineered)&lt;br /&gt;
    same as android except only genetic enhancements&lt;br /&gt;
&lt;br /&gt;
 X-Gen&lt;br /&gt;
    TBD&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/Flavor_Text&amp;diff=988</id>
		<title>User:Nod/Flavor Text</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/Flavor_Text&amp;diff=988"/>
		<updated>2015-01-15T08:26:16Z</updated>

		<summary type="html">&lt;p&gt;Nod: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Assassin Technologist:&amp;#039;&amp;#039;&amp;#039;   This quaint village showed its age with cracked rounded adobe houses and huts, steam and the sounds of machinery echoed in the thick open air....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Assassin Technologist:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This quaint village showed its age with cracked rounded adobe houses and huts, steam and the sounds of machinery echoed in the thick open air.  As awareness surrounded him, so did the glances from the dirty people in brown robes; he must be very conspicuous in his shimmering black garb of tempered surreocule weave.  He vanished more quickly than he had come to this place, just beyond to the thick of machinery and haze, so visibility he would be hindered unto the crowd.  &lt;br /&gt;
&lt;br /&gt;
He slowed to a blur to take in the construction of these hulking boxes of gear and smoke that churned endlessly with a timeless hypnotic hum.  Each of the four largest structures stood billowing smog from a towering stack as a monstrosity of slowly churning, massive external gears and tubes audibly transferring thick liquid to its own innards.  Bundles of cords and wires laced the exterior and buzzed with power.  Directly above a web surging of blue and red bolts streaked amongst the four tower stacks in a thick sea of writhing jagged serpents blinding the sun and providing an eerie glow to the baked and cracked soil below.&lt;br /&gt;
&lt;br /&gt;
He chose a smaller, more concealed location along the side of the rock face narrowly adjacent to the huge cluster.  He stopped and activated the shimmer as he entered the building through the doorless entryway, then moved to the left to avoid a hovering drone swooping down to meet him.  It stopped just outside this threshold and blinked with a soft blue light for a few seconds before a hypersonic pulse scanned the area, inaudible to most creatures but nearly deafening to him.  Fortunately, the shimmer had accounted for this, and his heightened senses compensated for these eventualities.  The probe moved away slowly across the room through a curtain at the back of the dim room.  This place seemed to surge with power, but it was different from the chaos outside, smooth and controlled, and the waves waves assaulting his ears were regular and balanced.  He knew what he was looking for, and this place seemed to have the potential of technology beyond the ancient facade.  &lt;br /&gt;
&lt;br /&gt;
He took his time examining each aspect of the main room.  He found a phase transducer, two transwave harmonizers, a host of microquantum packs of various compression levels, and a strangely locked ornate box.  It was made from a very light, very strong substance that resembled an organic material he’d heard about once.  There were deliberate patterns burned into every side, and, although he popped the lock effortlessly, it still would not open.  Were it a just a bit smaller he would have taken it with him, but he had no way to conceal something of that size, so he relocked it and placed it back exactly into the bare spot it left in the dust.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jumping on the ENet:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The gleam and color of the ENet was absent.  He knew that he was fused, but he did not feel the fling.  Everything seemed to fragment and fizz like the snow on an old tube television.  He could move only as though he was walking through hot tar.  He could have been blanked and trapped here as his body was disposed of, but he still felt the attachment to tangibility.  Maybe it was just an after effect of his mind not letting go of the real world.  In any event, he was trapped and unable to launch for an exit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purity quest:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It had been eight days and he could not fathom why he had not reached the edge of the island.  The blizzard had never ceased or even decreased its fury upon him.  He walked through unfamiliar territory on an island he had traveled by sun and moon a thousand times.  He remembered the last meager meal of snow rabbit, and salivated.  Food was nonexistent and anything with a brain was hibernating, except him, cursed to wander until he had mastered himself.  &lt;br /&gt;
&lt;br /&gt;
Different from the rocky and mountainous terrain, the land became flat where he walked except for some mounds about two meters in diameter and slightly taller than him.  They seemed to move with the wind and the direction of the snow but remained in essence stationary.  He lightened himself and moved as swiftly as he could among the piles of snow.  The ground beneath his feet gave way and he slipped face first into a drift.  He felt sharp scaly protrusions and began to panic, thrusting himself upward with all available limbs to a height of thirty meters, gaining a better vantage point.  The frozen landscape below him exploded like an icy volcano, blinding him and throwing him countless meters from where he started.  He saw the storm surge of ice rushing toward him like a tsunami, and he blanked.  His presence and all else became surreal, and he saw himself emit a fiercely distorting pulse across reality as the creature passed through his body.  Through the chaos his anomalous perception designed a spectacular and rusty display of beast pieces being flung in great trails of freezing blood across the snow as the beast’s body imploded upon itself, spraying a crimson mist as thick as the blizzard to contaminate all white completely with red.  He returned to himself, unscathed, and at the end of the island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Technologist encounter with a Steam Shaper:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was impossible for him to catch his breath in the murky atmosphere.  He had surfaced in the Turbine Field, a gigantic powerhouse maintained by a group of eccentric engineers who achieved nearly legendary status for their ability to fix damn near anything with next to nothing.  However, if these fix-it gurus came across a new piece of tech, they’d be liable to trade their own mother for it, and he had plenty of off world tech all over him.  They’d not hesitate to take him clean apart to get it.  He heard the hum of an approaching flight stand and hoped that the rider was not wearing spectral goggles.&lt;br /&gt;
&lt;br /&gt;
As it came upon him, he saw the distortion aura created by its antipolar eminators and some of the modifications made to the stand.  The emilators had been hardwired to a glowing appendage jutting from the main console bypassing the secondary computer stabilization.  It looked to him like a slew of high compression microquantum packs had been mounted on the eminators and wired to this same system.  He also noticed that the aura surrounding the propulsion system was much denser than he was used to seeing from a Seir Flight Stand, so much so that it seemed like he was staring through refractive lenses.  All images behind it were a mess of color like a thin sheet of oil on some water&#039;s surface swirling and swimming in complete distortion.  The normally sloshy, somewhat boat like stand stopped on a dime and remained stock still as the MechHand stared at him with his goggles hanging from the glowing addition to the craft.  &lt;br /&gt;
&lt;br /&gt;
“What a ya got boyo?  Ya don’t look!”  said the man, gruffly.  “Well? … Ain much, eh?”  He yelled over the roar of the turbines through the burnt bronze filter covering his mouth and nose that muffled his consonants.  “Look like ya ain long a way.  Say I give breath for that box.  Not fair me but you got get.  Eh?”&lt;br /&gt;
&lt;br /&gt;
The MechHand stared at the man coldly as the man strove to breathe, his lungs burning, and throat choking.  He could not conceive why he could not release the box, and he had nothing else to trade.  If he killed the MechHand he’d be swarmed by others and certainly killed himself.  Through this, he surmised that the custom addition to the craft may be organic in nature due to its rounded shape and apparent lack of any type of metal component.  The surface was smooth and bore no mark of any kind save the connections from the twisted bundle of dirty wires.  He cautiously reached toward the device as the MechHand drew his Mode 5 Dephazon and pointed it directly at the aggressor’s head.  The man looked directly into the barrel of the weapon as he moved forward, showing no fear.  The MechHand stood silent training the gun to the man’s every step.  It was the MechHand&#039;s code to not kill until someone made a real and present attempt to take tech from them.  This suited their lifestyle and allowed them to interact and work together freely rather than become protective of their possessions when someone tinkered with a piece.  &lt;br /&gt;
&lt;br /&gt;
As he approached the stand the MechHand began to see the man’s body distort in the slithering writhing mess of the eminators, but he still knew where the man’s head was.  The MechHand saw the man’s hand emerge from the visual mess and rest slowly on the dull glow of the mod attached to his control panel.  The glow flickered and brightened with increasing intensity.  The man’s image started to come into focus with a slow ripple and then quickly, as though through a lens donned only slightly misshapen.  The man removed his hand and backed away.&lt;br /&gt;
&lt;br /&gt;
“Oy!  You did focus flow bet me gear!  Monk!  Have breath!”  The MechHand excitedly tossed the man a burnt bronze respirator much like the one he was wearing and flew away at speeds far beyond those with which he had approached, and vanished from sight almost instantly.&lt;br /&gt;
&lt;br /&gt;
He quickly strapped on the mask and took a breath of fresh air.  It was the sweetest thing he had tasted for a year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bio/Purity fights Biogenetic:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He resented the unnatural to his core as his master had taught him, but his master had also said that one&#039;s path can lead him to accept abhorrent things.  This faction had manipulated him into submission.  The massive city structure was sealed and controlled utterly by the Great Manipulator.  This entity was largely a mystery, and what little there was to know was all hearsay.&lt;br /&gt;
Even in the shifting gravity, he felt the bounds of the arena constrict around him as his opponents closed from below and behind.  The gravity field was off now as he waited for the other augments to be just out of arm&#039;s reach.  He collapsed the atmosphere around him, then pushed just out of reach one opponent grasped at air, and prematurely lit into the grasp of another before the fool was prepared.  He stole that moment and abused the ascending combatant&#039;s momentum with a downward thrust of speed with a driving force that allowed him to take the aug&#039;s arm as a prize, separating it from the unwitting host.  In stride this uninjured fighter caught the fleeting challenger on both sides of his head, inverted himself, and brought his knee smartly to the face of the injured combatant.  His helmet disintegrated as a blood trail marked his descent to the arena floor.&lt;br /&gt;
Just then the lights flickered signifying a gravity change as the G board registered twenty six times terran norm.  His back hit the floor, forcing all breath from him and pinning the grotesque arm across his chest.  When his opponent landed he could feel the arena shake as though the planet were protesting this affair, accompanied by a crunchy splat from the deceased corpse.  While his remaining attacker methodically trudged toward him, he assessed the damage: broken ribs, dislocated hip, concussion, whiplash.  He could remember worse injuries in the past, but none produced this level of pain.  His eyes watered as he felt his opponent&#039;s approach through the floor.  Despite the immense gravity and injuries, he pushed up with one fist, keeping the other close to his chest, catching a hook from the oncoming foot, and twisting his body away from his attacker, applying pressure to the knee and thigh.  The creature was pulled forward hit the alloy floor face first.  The man snatched the severed arm and wrapped it around the neck of the aggressor, pulling until he lay still.  He wasted no time drilling the final stomp into his skull.  The rush of hyper-pressurized blood rang in his ears, his muscles burned like hellfire, and the lights dimmed as his grasp went limp to match the rag doll he he still held with the severed arm.  He exhaled finally, and blood ran from his nose and mouth, quietly pooling beneath him.  He too now lay still atop the fallen adversary amidst the gongs and alarm as the arena opened the combat floor for cleanup and retrieval.&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/Inceptums/Disciplines&amp;diff=987</id>
		<title>User:Nod/Inceptums/Disciplines</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/Inceptums/Disciplines&amp;diff=987"/>
		<updated>2015-01-15T07:03:52Z</updated>

		<summary type="html">&lt;p&gt;Nod: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DISCIPLINES&lt;br /&gt;
&lt;br /&gt;
Biogenic&lt;br /&gt;
    Street Soldier - government funded - many illegal enhancements are legal and available to you&lt;br /&gt;
    Naturalist - what little natural flora there is has life energy you use or consume&lt;br /&gt;
    Swelterpik - drug addicted alchemist - upkeep to prevent withderawl - bonuses when on substances&lt;br /&gt;
Magic&lt;br /&gt;
    Street Soldier - government funded - many illegal enhancements are legal and available to you&lt;br /&gt;
    Natural Caster - born with magic - effortless to cast&lt;br /&gt;
    Archane Acolyte - practiced in hand to hand combat magic and short range magic&lt;br /&gt;
    Study - schooled and practiced in the way of magic&lt;br /&gt;
    Pure Acholyte - completely in tune with yourself - able to draw on your own soul for magic - penalty for enhancements&lt;br /&gt;
    Pinnacle - your mind has trancended the boundaries of others - able to cast thoughts as magic&lt;br /&gt;
    Phase Radist - bending time, space, and reality is possible for you - even time is at your mercy&lt;br /&gt;
    Enrichist - specialize in enriching weaponry with magic, either temporarily or permenantly, and weapon use&lt;br /&gt;
    Naturalist - what little natural flora there is has life energy you use or consume&lt;br /&gt;
    Scholar - focused and dilligent study has made you mentally quicker and tougher through knowlede of countless scenarios (memory and mental enhancements only)&lt;br /&gt;
    Swelterpik - drug addicted alchemist - upkeep to prevent withderawl - bonuses when on substances&lt;br /&gt;
Purity&lt;br /&gt;
    Street Soldier - government funded - many illegal enhancements are legal and available to you&lt;br /&gt;
    Enrichist - specialize in enriching weaponry and enhancements with magic, either temporarily or permenantly, and weapon use&lt;br /&gt;
    Archane Acolyte - practiced in hand to hand combat magic and short range magic&lt;br /&gt;
    Weapon Master - warrior specalizing in one or many weapons&lt;br /&gt;
    Agent - assasin with a defined code of honor - may be boound by contract (paper or blood) to a party or government&lt;br /&gt;
    Scholar - focused and dilligent study has made you mentally quicker and tougher through knowlede of countless scenarios&lt;br /&gt;
    Adept - honing your natural mental and physical ability has allowed you to quickly master most things you attempt&lt;br /&gt;
    Naturalist - what little natural flora there is has life energy you use or consume&lt;br /&gt;
Technical&lt;br /&gt;
    Agent - assasin with a defined code of honor - may be boound by contract (paper or blood) to a party or government&lt;br /&gt;
    Adept - honing your natural mental and physical ability has allowed you to quickly master most things you attempt&lt;br /&gt;
    Weapon Master - warrior specalizing in one or many weapons&lt;br /&gt;
    Brawler - warrior specializing in unarmed and grappling combat&lt;br /&gt;
    Scholar - focused and dilligent study has made you mentally quicker and tougher through knowlede of countless scenarios (memory and mental enhancements only)&lt;br /&gt;
    Enrichist - specialize in enriching weaponry and enhancements with magic, either temporarily or permenantly, and weapon use&lt;br /&gt;
    Steam Shaper - nothing created by others is quite good enough it seems - specialize in mods to gear and enhancements&lt;br /&gt;
    Technoist - cyborg enhancements and anything technical is your specialty&lt;br /&gt;
    Binary Augment - a combination of genetic and cyborg enhancements have made you strong - heavy upkeep&lt;br /&gt;
    Scrapteller - jack of all trades who can make anything out of anything - collect parts and components&lt;br /&gt;
Alchemical&lt;br /&gt;
    Agent - assasin with a defined code of honor - may be boound by contract (paper or blood) to a party or government&lt;br /&gt;
    Swelterpik - drug addicted alchemist - upkeep to prevent withderawl - bonuses when on substances&lt;br /&gt;
    Weapon Master - warrior specalizing in one or many weapons&lt;br /&gt;
    Brawler - warrior specializing in unarmed and grappling combat&lt;br /&gt;
    Scholar - focused and dilligent study has made you mentally quicker and tougher through knowlede of countless scenarios (memory and mental enhancements only)&lt;br /&gt;
Unrestricted&lt;br /&gt;
    Brawler - warrior specializing in unarmed and grappling combat&lt;br /&gt;
    Cameleton - telepathic diplomat&lt;br /&gt;
    Sniper - assasin not bound by code specializing in long range combat&lt;br /&gt;
    Scum - you thrive in the wake of the raw streets - underground is like home&lt;br /&gt;
    Mob Kid - brought up using guns, drugs, and enhancements whether quality or shoddy&lt;br /&gt;
    Freelancer - services for hire to the highest bidder&lt;br /&gt;
    Outcast - you&#039;ve had to survive outside society so you found ways to exist within it - specalizing in control, illusion and manipulation&lt;br /&gt;
    Spoiled - you&#039;ve had a taste of everything - either jaded or consumed with an idea temporarily until you are good enough to move on to the next big thing&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/Auto_Character_Generator_And_Dice_Roller&amp;diff=986</id>
		<title>User:Nod/Auto Character Generator And Dice Roller</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/Auto_Character_Generator_And_Dice_Roller&amp;diff=986"/>
		<updated>2015-01-15T06:23:02Z</updated>

		<summary type="html">&lt;p&gt;Nod: Created page with &amp;quot;&amp;#039;This is source code for a nicely formatted automatic character generator for use on Windows (Yeah, I know...). &amp;#039;Copy and paste this into a plain text document like notepad an...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;This is source code for a nicely formatted automatic character generator for use on Windows (Yeah, I know...).&lt;br /&gt;
&#039;Copy and paste this into a plain text document like notepad and save as chargen.vbs.&lt;br /&gt;
&#039;DO NOT COPY any of this block of single quoted lines.&lt;br /&gt;
&#039;Open a command windows and cd to the directory where this file resides.&lt;br /&gt;
&#039;Type the below.&lt;br /&gt;
&#039;For help:&lt;br /&gt;
&#039;cscript chargen.vbs&lt;br /&gt;
&#039;To roll a new character:&lt;br /&gt;
&#039;cscript chargen.vbs new&lt;br /&gt;
&#039;To roll a die (Only recognizes one die at a time):&lt;br /&gt;
&#039;cscript chargen.vbs &amp;lt;integer of the number of sides on the die you would like to roll&amp;gt;&lt;br /&gt;
&#039;Example: cscript chargen.vbs 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On Error Resume Next&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dim die&lt;br /&gt;
Set die = Wscript.Arguments&lt;br /&gt;
&lt;br /&gt;
If die.Count = 0 Then&lt;br /&gt;
    Wscript.Echo &amp;quot;To roll a die, type the number of sides for that die 2-20&amp;quot;&lt;br /&gt;
    Wscript.Echo &amp;quot;To roll a character, type &amp;quot;&amp;quot;new&amp;quot;&amp;quot;&amp;quot;&lt;br /&gt;
    Wscript.Quit 0&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
Cool = Nothing&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;new&amp;quot; Then&lt;br /&gt;
    Wscript.Echo &amp;quot;MAIN STATS&amp;quot;&lt;br /&gt;
    PhysicalPower = Int(stats(Cool))&lt;br /&gt;
    PhysicalQuickness = Int(stats(Cool))&lt;br /&gt;
    PhysicalToughness = Int(stats(Cool))&lt;br /&gt;
    PhysicalProwess = Int(stats(Cool))&lt;br /&gt;
    MentalPower = Int(stats(Cool))&lt;br /&gt;
    MentalQuickness = Int(stats(Cool))&lt;br /&gt;
    MentalToughness = Int(stats(Cool))&lt;br /&gt;
    MentalProwess = Int(stats(Cool))&lt;br /&gt;
    CommonSense = Int(stats(Cool))&lt;br /&gt;
    SixthSense = Int(stats(Cool))&lt;br /&gt;
    Social = Int(stats(Cool))&lt;br /&gt;
    Cool = &amp;quot;coolness&amp;quot;&lt;br /&gt;
    Coolness = Int(stats(Cool))&lt;br /&gt;
&lt;br /&gt;
    Wscript.Echo &amp;quot;                  ---Physical--------Mental------&amp;quot;&lt;br /&gt;
    Wscript.Echo &amp;quot;  Power       &amp;quot; &amp;amp; PhysicalPower &amp;amp; &amp;quot;       &amp;quot; &amp;amp; MentalPower&lt;br /&gt;
    Wscript.Echo &amp;quot;  Quick       &amp;quot; &amp;amp; PhysicalQuickness &amp;amp; &amp;quot;       &amp;quot; &amp;amp; MentalQuickness&lt;br /&gt;
    Wscript.Echo &amp;quot;  Tough       &amp;quot; &amp;amp; PhysicalToughness &amp;amp; &amp;quot;       &amp;quot; &amp;amp; MentalToughness&lt;br /&gt;
    Wscript.Echo &amp;quot;  Prowess     &amp;quot; &amp;amp; PhysicalProwess &amp;amp; &amp;quot;     &amp;quot; &amp;amp; MentalProwess&lt;br /&gt;
&lt;br /&gt;
    Wscript.Echo &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
    Wscript.Echo &amp;quot;  Common Sense        &amp;quot; &amp;amp; CommonSense&lt;br /&gt;
    Wscript.Echo &amp;quot;  Sixth Sense     &amp;quot; &amp;amp; SixthSense&lt;br /&gt;
    Wscript.Echo &amp;quot;  Coolness        &amp;quot; &amp;amp; Int(Coolness    /   3)&lt;br /&gt;
    Wscript.Echo &amp;quot;  Social          &amp;quot; &amp;amp; Social&lt;br /&gt;
&lt;br /&gt;
    Wscript.Echo &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
    Wscript.Echo &amp;quot;COMBAT STATS&amp;quot;&lt;br /&gt;
&lt;br /&gt;
    PhysicalHit = Int((PhysicalProwess     +   ((PhysicalQuickness +   CommonSense)        /   2)))&lt;br /&gt;
    PhysicalDamage = Int((PhysicalPower        +   ((PhysicalProwess   +   CommonSense)        /   2)))&lt;br /&gt;
    PhysicalSoak = Int((PhysicalToughness      +   ((PhysicalQuickness +   CommonSense)        /   2)))&lt;br /&gt;
    PhysicalHitRange = Int((PhysicalProwess        +   ((PhysicalQuickness +   PhysicalPower)      /   2)))&lt;br /&gt;
    PhysicalDamageRange = Int((PhysicalQuickness   +   ((PhysicalProwess   +   PhysicalPower)      /   2)))&lt;br /&gt;
    PhysicalSoakRange = Int((PhysicalToughness +   ((PhysicalProwess   +   PhysicalQuickness)  /   2)))&lt;br /&gt;
    MentalHit = Int((MentalProwess         +   ((MentalQuickness   +   SixthSense)     /   2)))&lt;br /&gt;
    MentalDamage = Int((MentalPower            +   ((MentalProwess     +   SixthSense)     /   2)))&lt;br /&gt;
    MentalSoak = Int((MentalToughness      +   ((MentalQuickness   +   SixthSense)     /   2)))&lt;br /&gt;
    MentalHitRange = Int((MentalQuickness      +   ((MentalProwess     +   MentalPower)        /   2)))&lt;br /&gt;
    MentalDamageRange = Int((MentalPower       +   ((MentalProwess     +   MentalQuickness)    /   2)))&lt;br /&gt;
    MentalSoakRange = Int((MentalProwess       +   ((MentalToughness   +   MentalQuickness)    /   2)))&lt;br /&gt;
    PhysicalDodge = Int((PhysicalQuickness     +   ((PhysicalProwess   +   SixthSense)     /   2)))&lt;br /&gt;
    PhysicalGrip = Int((((PhysicalPower        +   PhysicalToughness)  /   2)          +   ((PhysicalSoak  +   PhysicalDodge)  /   3)))&lt;br /&gt;
    PhysicalCrit = Int((PhysicalProwess        +   ((PhysicalPower     +   SixthSense)     /   2)))&lt;br /&gt;
    MentalDodge = Int((MentalQuickness     +   ((MentalProwess     +   CommonSense)        /   2)))&lt;br /&gt;
    MentalGrip = Int((((MentalPower            +   MentalToughness)    /   2)          +   ((MentalSoak    +   MentalDodge)    /   3)))&lt;br /&gt;
    MentalCrit = Int((MentalProwess            +   ((MentalPower       +   CommonSense)        /   2)))&lt;br /&gt;
&lt;br /&gt;
    &#039;PhysicalHit = Int((PhysicalProwess      +   ((PhysicalQuickness +   CommonSense)        /   2))/3)&lt;br /&gt;
    &#039;PhysicalDamage = Int((PhysicalPower     +   ((PhysicalProwess   +   CommonSense)        /   2))/3)&lt;br /&gt;
    &#039;PhysicalSoak = Int((PhysicalToughness       +   ((PhysicalQuickness +   CommonSense)        /   2))/3)&lt;br /&gt;
    &#039;PhysicalHitRange = Int((PhysicalProwess     +   ((PhysicalQuickness +   PhysicalPower)      /   2))/3)&lt;br /&gt;
    &#039;PhysicalDamageRange = Int((PhysicalQuickness    +   ((PhysicalProwess   +   PhysicalPower)      /   2))/3)&lt;br /&gt;
    &#039;PhysicalSoakRange = Int((PhysicalToughness  +   ((PhysicalProwess   +   PhysicalQuickness)  /   2))/3)&lt;br /&gt;
    &#039;MentalHit = Int((MentalProwess          +   ((MentalQuickness   +   SixthSense)     /   2))/3)&lt;br /&gt;
    &#039;MentalDamage = Int((MentalPower         +   ((MentalProwess     +   SixthSense)     /   2))/3)&lt;br /&gt;
    &#039;MentalSoak = Int((MentalToughness       +   ((MentalQuickness   +   SixthSense)     /   2))/3)&lt;br /&gt;
    &#039;MentalHitRange = Int((MentalQuickness       +   ((MentalProwess     +   MentalPower)        /   2))/3)&lt;br /&gt;
    &#039;MentalDamageRange = Int((MentalPower        +   ((MentalProwess     +   MentalQuickness)    /   2))/3)&lt;br /&gt;
    &#039;MentalSoakRange = Int((MentalProwess        +   ((MentalToughness   +   MentalQuickness)    /   2))/3)&lt;br /&gt;
    &#039;PhysicalDodge = Int((PhysicalQuickness      +   ((PhysicalProwess   +   SixthSense)     /   2))/3)&lt;br /&gt;
    &#039;PhysicalGrip = Int((((PhysicalPower     +   PhysicalToughness)  /   2)          +   ((PhysicalSoak  +   PhysicalDodge)  /   3))/4)&lt;br /&gt;
    &#039;PhysicalCrit = Int((PhysicalProwess     +   ((PhysicalPower     +   SixthSense)     /   2))/3)&lt;br /&gt;
    &#039;MentalDodge = Int((MentalQuickness      +   ((MentalProwess     +   CommonSense)        /   2))/3)&lt;br /&gt;
    &#039;MentalGrip = Int((((MentalPower         +   MentalToughness)    /   2)          +   ((MentalSoak    +   MentalDodge)    /   3))/4)&lt;br /&gt;
    &#039;MentalCrit = Int((MentalProwess         +   ((MentalPower       +   CommonSense)        /   2))/3)&lt;br /&gt;
&lt;br /&gt;
    Wscript.Echo &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
    Wscript.Echo &amp;quot;  Dodge       &amp;quot; &amp;amp; PhysicalDodge &amp;amp; &amp;quot;       &amp;quot; &amp;amp; MentalDodge&lt;br /&gt;
    Wscript.Echo &amp;quot;  Grip        &amp;quot; &amp;amp; PhysicalGrip &amp;amp; &amp;quot;        &amp;quot; &amp;amp; MentalGrip&lt;br /&gt;
    Wscript.Echo &amp;quot;  Crit        &amp;quot; &amp;amp; PhysicalCrit &amp;amp; &amp;quot;        &amp;quot; &amp;amp; MentalCrit&lt;br /&gt;
&lt;br /&gt;
    Wscript.Echo &amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
    Wscript.Echo &amp;quot;                  ---Melee--Range--Melee--Range&amp;quot;&lt;br /&gt;
    Wscript.Echo &amp;quot;  Hit       &amp;quot; &amp;amp; PhysicalHit &amp;amp; &amp;quot;     &amp;quot; &amp;amp; PhysicalDamage &amp;amp; &amp;quot;     &amp;quot; &amp;amp; MentalHit &amp;amp; &amp;quot;     &amp;quot; &amp;amp; MentalDamage&lt;br /&gt;
    Wscript.Echo &amp;quot;  Damage        &amp;quot; &amp;amp; PhysicalDamage &amp;amp; &amp;quot;     &amp;quot; &amp;amp; PhysicalDamageRange &amp;amp; &amp;quot;     &amp;quot; &amp;amp; MentalDamage &amp;amp; &amp;quot;     &amp;quot; &amp;amp; MentalDamageRange&lt;br /&gt;
    Wscript.Echo &amp;quot;  Soak          &amp;quot; &amp;amp; PhysicalSoak &amp;amp; &amp;quot;     &amp;quot; &amp;amp; PhysicalSoakRange &amp;amp; &amp;quot;     &amp;quot; &amp;amp; MentalSoak &amp;amp; &amp;quot;     &amp;quot; &amp;amp; MentalSoakRange&lt;br /&gt;
&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
Function stats(coolStat)&lt;br /&gt;
    If coolStat = &amp;quot;coolness&amp;quot; Then&lt;br /&gt;
        roll1 = Int(Dice12)&lt;br /&gt;
        roll2 = Int(Dice12)&lt;br /&gt;
        roll3 = Int(Dice12)&lt;br /&gt;
        roll4 = Int(Dice12)&lt;br /&gt;
        allRolls = Array(roll1, roll2, roll3, roll4)&lt;br /&gt;
    Else&lt;br /&gt;
        roll1 = Int(Dice12)&lt;br /&gt;
        roll2 = Int(Dice12)&lt;br /&gt;
        allRolls = Array(roll1, roll2)&lt;br /&gt;
        If roll1 = 1 And roll2 = 1 Then&lt;br /&gt;
            finalRoll = 25&lt;br /&gt;
            stats = finalRoll&lt;br /&gt;
            Exit Function&lt;br /&gt;
        End If&lt;br /&gt;
    End If&lt;br /&gt;
    For Each eachRoll in allRolls&lt;br /&gt;
        While eachRoll &amp;lt; 3&lt;br /&gt;
            eachRoll = Int(Dice12)&lt;br /&gt;
        Wend&lt;br /&gt;
        finalRoll = Int(finalRoll + eachRoll)&lt;br /&gt;
    Next&lt;br /&gt;
    stats = finalroll&lt;br /&gt;
    &#039;New change (divide final roll by 2) to use only one D12 rather than 2 for the final stat result&lt;br /&gt;
    &#039;stats = Int(finalroll/2)&lt;br /&gt;
End Function&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;2&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int(Dice2)&lt;br /&gt;
    If die(1) Then Wscript.Echo Int(Dice2 * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;3&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int(Dice3)&lt;br /&gt;
    If die(1) Then Wscript.Echo Int(Dice3 * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;4&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int(Dice4)&lt;br /&gt;
    If die(1) Then Wscript.Echo Int(Dice4 * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;5&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int(Dice2 + Dice3)&lt;br /&gt;
    If die(1) Then Wscript.Echo Int((Dice2 + Dice3) * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;6&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int(Dice6)&lt;br /&gt;
    If die(1) Then Wscript.Echo Int(Dice6 * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;7&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int(Dice3 + Dice4)&lt;br /&gt;
    If die(1) Then Wscript.Echo Int((Dice3 + Dice4) * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;8&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int(Dice8)&lt;br /&gt;
    If die(1) Then Wscript.Echo Int(Dice8 * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;9&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int(Dice4 + (Dice2 + Dice3))&lt;br /&gt;
    If die(1) Then Wscript.Echo Int((Dice4 + (Dice2 + Dice3)) * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;10&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int(Dice10)&lt;br /&gt;
    If die(1) Then Wscript.Echo Int(Dice10 * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;11&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int((Dice3 + Dice2) + Dice6)&lt;br /&gt;
    If die(1) Then Wscript.Echo Int(((Dice3 + Dice2) + Dice6) * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;12&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int(Dice12)&lt;br /&gt;
    If die(1) Then Wscript.Echo Int(Dice12 * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;13&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int((Dice3 + Dice4) + Dice6)&lt;br /&gt;
    If die(1) Then Wscript.Echo Int(((Dice3 + Dice4) + Dice6) * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;14&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int((Dice3 + Dice4) + (Dice3 + Dice4))&lt;br /&gt;
    If die(1) Then Wscript.Echo Int(((Dice3 + Dice4) + (Dice3 + Dice4)) * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;15&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int((Dice3 + Dice4) + Dice8)&lt;br /&gt;
    If die(1) Then Wscript.Echo Int(((Dice3 + Dice4) + Dice8) * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;16&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int(Dice8 + Dice8)&lt;br /&gt;
    If die(1) Then Wscript.Echo Int((Dice8 + Dice8) * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;17&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int(Dice8 + (Dice4 + (Dice2 + Dice3)))&lt;br /&gt;
    If die(1) Then Wscript.Echo Int((Dice8 + (Dice4 + (Dice2 + Dice3))) * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;18&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int((Dice4 + (Dice2 + Dice3)) + (Dice4 + (Dice2 + Dice3)))&lt;br /&gt;
    If die(1) Then Wscript.Echo Int(((Dice4 + (Dice2 + Dice3)) + (Dice4 + (Dice2 + Dice3))) * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;19&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int((Dice4 + (Dice2 + Dice3)) + Dice10)&lt;br /&gt;
    If die(1) Then Wscript.Echo Int(((Dice4 + (Dice2 + Dice3)) + Dice10) * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
If die(0) = &amp;quot;20&amp;quot; Then&lt;br /&gt;
    If die(0) and die(1) = Null Then Wscript.Echo Int(Dice20)&lt;br /&gt;
    If die(1) Then Wscript.Echo Int(Dice20 * die(1))&lt;br /&gt;
End If&lt;br /&gt;
&lt;br /&gt;
Function Dice2&lt;br /&gt;
Dim Die2&lt;br /&gt;
Randomize&lt;br /&gt;
Die2 = Int((2 * Rnd) + 1)&lt;br /&gt;
&#039;Wscript.Echo Die2&lt;br /&gt;
Dice2 = Die2&lt;br /&gt;
Set Die2 = Nothing&lt;br /&gt;
End Function&lt;br /&gt;
&lt;br /&gt;
Function Dice3&lt;br /&gt;
Dim Die3&lt;br /&gt;
Randomize&lt;br /&gt;
Die3 = Int((3 * Rnd) + 1)&lt;br /&gt;
&#039;Wscript.Echo Die3&lt;br /&gt;
Dice3 = Die3&lt;br /&gt;
Set Die3 = Nothing&lt;br /&gt;
End Function&lt;br /&gt;
&lt;br /&gt;
Function Dice4&lt;br /&gt;
Dim Die4&lt;br /&gt;
Randomize&lt;br /&gt;
Die4 = Int((4 * Rnd) + 1)&lt;br /&gt;
&#039;Wscript.Echo Die4&lt;br /&gt;
Dice4 = Die4&lt;br /&gt;
Set Die4 = Nothing&lt;br /&gt;
End Function&lt;br /&gt;
&lt;br /&gt;
Function Dice6&lt;br /&gt;
Dim Die6&lt;br /&gt;
Randomize&lt;br /&gt;
Die6 = Int((6 * Rnd) + 1)&lt;br /&gt;
&#039;Wscript.Echo Die6&lt;br /&gt;
Dice6 = Die6&lt;br /&gt;
Set Die6 = Nothing&lt;br /&gt;
End Function&lt;br /&gt;
&lt;br /&gt;
Function Dice8&lt;br /&gt;
Dim Die8&lt;br /&gt;
Randomize&lt;br /&gt;
Die8 = Int((8 * Rnd) + 1)&lt;br /&gt;
&#039;Wscript.Echo Die8&lt;br /&gt;
Dice8 = Die8&lt;br /&gt;
Set Die8 = Nothing&lt;br /&gt;
End Function&lt;br /&gt;
&lt;br /&gt;
Function Dice10&lt;br /&gt;
Dim Die10&lt;br /&gt;
Randomize&lt;br /&gt;
Die10 = Int((10 * Rnd) + 1)&lt;br /&gt;
&#039;Wscript.Echo Die10&lt;br /&gt;
Dice10 = Die10&lt;br /&gt;
Set Die10 = Nothing&lt;br /&gt;
End Function&lt;br /&gt;
&lt;br /&gt;
Function Dice12&lt;br /&gt;
Dim Die12&lt;br /&gt;
Randomize&lt;br /&gt;
Die12 = Int((12 * Rnd) + 1)&lt;br /&gt;
&#039;Wscript.Echo Die12&lt;br /&gt;
Dice12 = Die12&lt;br /&gt;
Set Die12 = Nothing&lt;br /&gt;
End Function&lt;br /&gt;
&lt;br /&gt;
Function Dice20&lt;br /&gt;
Dim Die20&lt;br /&gt;
Randomize&lt;br /&gt;
Die20 = Int((20 * Rnd) + 1)&lt;br /&gt;
&#039;Wscript.Echo Die20&lt;br /&gt;
Dice20 = Die20&lt;br /&gt;
Set Die20 = Nothing&lt;br /&gt;
End Function&lt;br /&gt;
&lt;br /&gt;
Error.Clear&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set die = Nothing&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/System&amp;diff=985</id>
		<title>User:Nod/System</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/System&amp;diff=985"/>
		<updated>2015-01-15T06:08:48Z</updated>

		<summary type="html">&lt;p&gt;Nod: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the basis of the d12 system.  Below is the best working version to date.  This was designed to roll with 2d12 per stat, but also seems to work fairly well with 1d12 as well as 2d12 / 2.&lt;br /&gt;
&lt;br /&gt;
When gaining a level, the player chooses the dice that will be used for all checks associated with that stat going forward according to the max roll of each die and the number of the stat, such that the maximum number that can be rolled on all dice chosen cannot exceed the number listed on that stat.  If at all possible, no specific die type can be used more than once, with a maximum of twice at the DM&#039;s discretion, for a dice set for a given stat.  Example: A stat of 12 gives the choices from standard dice of 1d4+1d8 or 1d12, 2d6 with DM permission, but not 3d4 since other combinations are possible.  Non-standard dice are legal if the physical die can be rolled, such as d2, d3, d5, d7, d9, d11, etc...  IF the DM allows (against the recommendation of this writer), dice chosen can be comprised of other dice, thereby allowing a loophole in the multiple dice ruling above.  Example: A stat of 12 may allow for a check 1d3+1d9; the d9 can be comprised of 1d4+1d2+1d3, thereby providing 2d3 despite the fact that other options are available.  This is how the character generator (chargen.vbs) works (So sue me. :P).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BASIC STATS&lt;br /&gt;
&lt;br /&gt;
 Power&lt;br /&gt;
 Quickness&lt;br /&gt;
 Toughness&lt;br /&gt;
 Prowess&lt;br /&gt;
 Common Sense&lt;br /&gt;
 Sixth Sense&lt;br /&gt;
 Social&lt;br /&gt;
&lt;br /&gt;
Coolness&lt;br /&gt;
 4d12  /   3&lt;br /&gt;
&lt;br /&gt;
MELEE&lt;br /&gt;
&lt;br /&gt;
  PHYSICAL&lt;br /&gt;
    Hit     (Prow   +   ((Quick +   Common) /   2)) +   Cool&lt;br /&gt;
    Damage  (Power  +   ((Prow  +   Common) /   2)) +   Cool&lt;br /&gt;
    Soak    (Tough  +   ((Quick +   Common) /   2)) +   Cool&lt;br /&gt;
&lt;br /&gt;
RANGE&lt;br /&gt;
&lt;br /&gt;
  PHYSICAL&lt;br /&gt;
    Hit     (Prow   +   ((Quick +   Power)  /   2)) +   Cool&lt;br /&gt;
    Damage  (Quick  +   ((Prow  +   Power)  /   2)) +   Cool&lt;br /&gt;
    Soak    (Tough  +   ((Prow  +   Quick)  /   2)) +   Cool&lt;br /&gt;
&lt;br /&gt;
MELEE&lt;br /&gt;
&lt;br /&gt;
  MEMTAL&lt;br /&gt;
    Hit     (Prow   +   ((Quick +   Sixth)  /   2)) +   Cool&lt;br /&gt;
    Damage  (Power  +   ((Prow  +   Sixth)  /   2)) +   Cool&lt;br /&gt;
    Soak    (Tough  +   ((Quick +   Sixth)  /   2)) +   Cool&lt;br /&gt;
&lt;br /&gt;
RANGE&lt;br /&gt;
&lt;br /&gt;
  MENTAL&lt;br /&gt;
    Hit     (Quick  +   ((Prow  +   Power)  /   2)) +   Cool&lt;br /&gt;
    Damage  (Power  +   ((Prow  +   Quick)  /   2)) +   Cool&lt;br /&gt;
    Soak    (Prow   +   ((Tough +   Quick)  /   2)) +   Cool&lt;br /&gt;
&lt;br /&gt;
PHYSICAL&lt;br /&gt;
&lt;br /&gt;
    Dodge   (Quick  +   ((Prow  +   Sixth)  /   2)) +   Cool&lt;br /&gt;
    Crit    (Prow   +   ((Pow   +   Sixth)  /   2)) +   Cool&lt;br /&gt;
    Grip    (((Pow  +   Tough)  /   2)  +   ((Soak  +   Dodge)  /   3)) +   Cool&lt;br /&gt;
&lt;br /&gt;
MENTAL&lt;br /&gt;
&lt;br /&gt;
    Dodge   (Quick  +   ((Prow  +   Sixth)  /   2)) +   Cool&lt;br /&gt;
    Crit    (Prow   +   ((Pow   +   Sixth)  /   2)) +   Cool&lt;br /&gt;
    Grip    (((Pow  +   Tough)  /   2)  +   ((Soak  +   Dodge)  /   3)) +   Cool&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/System&amp;diff=984</id>
		<title>User:Nod/System</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/System&amp;diff=984"/>
		<updated>2015-01-15T06:07:23Z</updated>

		<summary type="html">&lt;p&gt;Nod: Created page with &amp;quot;This is the basis of the d12 system.  Below is the best working version to date.  This was designed to roll with 2d12 per stat, but also seems to work fairly well with 1d12 as...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the basis of the d12 system.  Below is the best working version to date.  This was designed to roll with 2d12 per stat, but also seems to work fairly well with 1d12 as well as 2d12 / 2.&lt;br /&gt;
&lt;br /&gt;
When gaining a level, the player chooses the dice that will be used for all checks associated with that stat going forward according to the max roll of each die and the number of the stat, such that the maximum number that can be rolled on all dice chosen cannot exceed the number listed on that stat.  If at all possible, no specific die type can be used more than once, with a maximum of twice at the DM&#039;s discretion, for a dice set for a given stat.  Example: A stat of 12 gives the choices from standard dice of 1d4+1d8 or 1d12, 2d6 with DM permission, but not 3d4 since other combinations are possible.  Non-standard dice are legal if the physical die can be rolled, such as d2, d3, d5, d7, d9, d11, etc...  IF the DM allows (against the recommendation of this writer), dice chosen can be comprised of other dice, thereby allowing a loophole in the multiple dice ruling above.  Example: A stat of 12 may allow for a check 1d3+1d9; the d9 can be comprised of 1d4+1d2+1d3, thereby providing 2d3 despite the fact that other options are available.  This is how the character generator (chargen.vbs) works (So sue me. :P).&lt;br /&gt;
&lt;br /&gt;
BASIC STATS&lt;br /&gt;
&lt;br /&gt;
 Power&lt;br /&gt;
 Quickness&lt;br /&gt;
 Toughness&lt;br /&gt;
 Prowess&lt;br /&gt;
 Common Sense&lt;br /&gt;
 Sixth Sense&lt;br /&gt;
 Social&lt;br /&gt;
&lt;br /&gt;
Coolness&lt;br /&gt;
 4d12    /   3&lt;br /&gt;
&lt;br /&gt;
MELEE&lt;br /&gt;
&lt;br /&gt;
  PHYSICAL&lt;br /&gt;
    Hit     (Prow   +   ((Quick +   Common) /   2)) +   Cool&lt;br /&gt;
    Damage  (Power  +   ((Prow  +   Common) /   2)) +   Cool&lt;br /&gt;
    Soak    (Tough  +   ((Quick +   Common) /   2)) +   Cool&lt;br /&gt;
&lt;br /&gt;
RANGE&lt;br /&gt;
&lt;br /&gt;
  PHYSICAL&lt;br /&gt;
    Hit     (Prow   +   ((Quick +   Power)  /   2)) +   Cool&lt;br /&gt;
    Damage  (Quick  +   ((Prow  +   Power)  /   2)) +   Cool&lt;br /&gt;
    Soak    (Tough  +   ((Prow  +   Quick)  /   2)) +   Cool&lt;br /&gt;
&lt;br /&gt;
MELEE&lt;br /&gt;
&lt;br /&gt;
  MEMTAL&lt;br /&gt;
    Hit     (Prow   +   ((Quick +   Sixth)  /   2)) +   Cool&lt;br /&gt;
    Damage  (Power  +   ((Prow  +   Sixth)  /   2)) +   Cool&lt;br /&gt;
    Soak    (Tough  +   ((Quick +   Sixth)  /   2)) +   Cool&lt;br /&gt;
&lt;br /&gt;
RANGE&lt;br /&gt;
&lt;br /&gt;
  MENTAL&lt;br /&gt;
    Hit     (Quick  +   ((Prow  +   Power)  /   2)) +   Cool&lt;br /&gt;
    Damage  (Power  +   ((Prow  +   Quick)  /   2)) +   Cool&lt;br /&gt;
    Soak    (Prow   +   ((Tough +   Quick)  /   2)) +   Cool&lt;br /&gt;
&lt;br /&gt;
PHYSICAL&lt;br /&gt;
&lt;br /&gt;
    Dodge   (Quick  +   ((Prow  +   Sixth)  /   2)) +   Cool&lt;br /&gt;
    Grip    (((Pow  +   Tough)  /   2)  +   ((Soak  +   Dodge)  /   3)) +   Cool&lt;br /&gt;
    Crit    (Prow   +   ((Pow   +   Sixth)  /   2)) +   Cool&lt;br /&gt;
&lt;br /&gt;
MENTAL&lt;br /&gt;
&lt;br /&gt;
    Dodge   (Quick  +   ((Prow  +   Sixth)  /   2)) +   Cool&lt;br /&gt;
    Grip    (((Pow  +   Tough)  /   2)  +   ((Soak  +   Dodge)  /   3)) +   Cool&lt;br /&gt;
    Crit    (Prow   +   ((Pow   +   Sixth)  /   2)) +   Cool&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/Enhancements&amp;diff=983</id>
		<title>User:Nod/Enhancements</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/Enhancements&amp;diff=983"/>
		<updated>2015-01-15T05:44:13Z</updated>

		<summary type="html">&lt;p&gt;Nod: Created page with &amp;quot;ENHANCEMENTS  (Far from usable yet...)  legal and underground (black market)   -Muscles   -Skin   -Brain   -Basic senses  Genetic     Gene manipulation         Skin thickening...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ENHANCEMENTS  (Far from usable yet...)&lt;br /&gt;
&lt;br /&gt;
legal and underground (black market)&lt;br /&gt;
  -Muscles&lt;br /&gt;
  -Skin&lt;br /&gt;
  -Brain&lt;br /&gt;
  -Basic senses&lt;br /&gt;
&lt;br /&gt;
Genetic&lt;br /&gt;
    Gene manipulation&lt;br /&gt;
        Skin thickening&lt;br /&gt;
        Skin soaking&lt;br /&gt;
    Grafting and replacement&lt;br /&gt;
        Additional/replaced body parts&lt;br /&gt;
Bionic&lt;br /&gt;
    Super stimulated muscles&lt;br /&gt;
    Muscle tightening&lt;br /&gt;
    Laced muscles&lt;br /&gt;
    Merged skin&lt;br /&gt;
    Layered skin&lt;br /&gt;
    Fused bones&lt;br /&gt;
    Coated bones&lt;br /&gt;
    Reinforced bones&lt;br /&gt;
Cyborg&lt;br /&gt;
    Replacements&lt;br /&gt;
    Augments&lt;br /&gt;
    Memory implants&lt;br /&gt;
    Superconductive neurons&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/Traits&amp;diff=982</id>
		<title>User:Nod/Traits</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/Traits&amp;diff=982"/>
		<updated>2015-01-15T05:41:53Z</updated>

		<summary type="html">&lt;p&gt;Nod: Created page with &amp;quot;TRAITS  (These still need costs associated with them.)  M=Mental, P=Physical, m=melee, r=range, /=or, +=and  Training     Physical     Mental  Deadeye     (P+r)     +2 Hit +2...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TRAITS  (These still need costs associated with them.)&lt;br /&gt;
&lt;br /&gt;
M=Mental, P=Physical, m=melee, r=range, /=or, +=and&lt;br /&gt;
&lt;br /&gt;
Training&lt;br /&gt;
    Physical&lt;br /&gt;
    Mental&lt;br /&gt;
&lt;br /&gt;
Deadeye&lt;br /&gt;
    (P+r)&lt;br /&gt;
    +2 Hit +2 Crit&lt;br /&gt;
Lithe&lt;br /&gt;
    (P)+(m/r)&lt;br /&gt;
    +1 Dodge, -2 Opponent crit chance&lt;br /&gt;
Jack of all trades&lt;br /&gt;
    (all)&lt;br /&gt;
    +12 skill points, -1 power, tough, quick&lt;br /&gt;
Adaptability&lt;br /&gt;
    Reroll any roll once per encounter&lt;br /&gt;
Well built&lt;br /&gt;
    (P)&lt;br /&gt;
    +1 to all basic physical abilities, -12 skill points&lt;br /&gt;
Keen mind&lt;br /&gt;
    (M)&lt;br /&gt;
    +1 to all basic mental abilities, -12 skill points&lt;br /&gt;
Pain tolerance&lt;br /&gt;
    (P/M)+(m/r)&lt;br /&gt;
    +3 toughness, -1 prowess&lt;br /&gt;
Active&lt;br /&gt;
    (P/M)+(m/r)&lt;br /&gt;
    +3 quickness, -1 toughness&lt;br /&gt;
Quick study&lt;br /&gt;
    (P/M)+(m/r)&lt;br /&gt;
    +3 prowess, -1 power&lt;br /&gt;
Muscle brain&lt;br /&gt;
    (P+m)&lt;br /&gt;
    +3 power, -1 quickness&lt;br /&gt;
Focused&lt;br /&gt;
    (M)+(m/r)&lt;br /&gt;
    +3 power, -1 quickness&lt;br /&gt;
Level headed&lt;br /&gt;
    +3 coolness, -1 sixth sense&lt;br /&gt;
Nimble&lt;br /&gt;
    (P/M)+(m/r)&lt;br /&gt;
    +3 dodge, -1 grip&lt;br /&gt;
People person&lt;br /&gt;
    (both)&lt;br /&gt;
    +6 social, -1 crit&lt;br /&gt;
Street smart&lt;br /&gt;
    +3 common sense, -1 social&lt;br /&gt;
Aloof&lt;br /&gt;
    +3 sixth sense, -1 common sense&lt;br /&gt;
Separation anxiety&lt;br /&gt;
    (M)+(m/r)&lt;br /&gt;
    +3 grip, -1 damage&lt;br /&gt;
Roughhouser&lt;br /&gt;
    (P)+(m/r)&lt;br /&gt;
    +3 grip, -1 hit&lt;br /&gt;
Perfectionist&lt;br /&gt;
    (P/M)+(m/r)&lt;br /&gt;
    +3 crit, -1 grip&lt;br /&gt;
Unphased&lt;br /&gt;
    Reroll one coolness check once per day&lt;br /&gt;
Unshakable&lt;br /&gt;
    Reroll one coolness check once per encounter&lt;br /&gt;
Jaded&lt;br /&gt;
    Reroll a number of coolness checks per day equal to 1/2 your toughness bonus&lt;br /&gt;
Indominable&lt;br /&gt;
    Reroll any coolness check you fail the first time only&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/Skills&amp;diff=981</id>
		<title>User:Nod/Skills</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/Skills&amp;diff=981"/>
		<updated>2015-01-15T05:31:49Z</updated>

		<summary type="html">&lt;p&gt;Nod: Created page with &amp;quot;SKILLS  Intuition (Practical)     Combat     City     Underground     Magic     Medicine     Hardware     Software     Wetware     Metalware Knowledge (Schooled)     Legend (m...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SKILLS&lt;br /&gt;
&lt;br /&gt;
Intuition (Practical)&lt;br /&gt;
    Combat&lt;br /&gt;
    City&lt;br /&gt;
    Underground&lt;br /&gt;
    Magic&lt;br /&gt;
    Medicine&lt;br /&gt;
    Hardware&lt;br /&gt;
    Software&lt;br /&gt;
    Wetware&lt;br /&gt;
    Metalware&lt;br /&gt;
Knowledge (Schooled)&lt;br /&gt;
    Legend (mythos, supernatural)&lt;br /&gt;
    Combat (tactics, strategy)&lt;br /&gt;
    City (urban landscape)&lt;br /&gt;
    Underground (black market, crime)&lt;br /&gt;
    Magic (choose type(s)) - any artifical parts reduce abilities&lt;br /&gt;
    Medicine (choose race(s))&lt;br /&gt;
    Hardware (electrical)&lt;br /&gt;
    Software (creation, hacking)&lt;br /&gt;
    Bloodware (bioengineering, biomanipulation)&lt;br /&gt;
    Metalware (Mechware)&lt;br /&gt;
    Mechanics (simple)&lt;br /&gt;
    Mechanics (complex)&lt;br /&gt;
Strategy&lt;br /&gt;
    Political&lt;br /&gt;
    Social&lt;br /&gt;
    Battle&lt;br /&gt;
Piloting&lt;br /&gt;
    Aircraft&lt;br /&gt;
    Seafaring&lt;br /&gt;
    Mecharmor&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/Origins&amp;diff=980</id>
		<title>User:Nod/Origins</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/Origins&amp;diff=980"/>
		<updated>2015-01-15T05:28:49Z</updated>

		<summary type="html">&lt;p&gt;Nod: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ORIGINS&lt;br /&gt;
Human&lt;br /&gt;
    +2 to your main basic stat&lt;br /&gt;
    -1 to any other basic stat&lt;br /&gt;
Cross Breed - get the following and the largest numerical bonus from the base origin - all stats are physical unless noted otherwise&lt;br /&gt;
    Dragon&lt;br /&gt;
        +2 social&lt;br /&gt;
        -1 common&lt;br /&gt;
    Tiger&lt;br /&gt;
        +2 prow&lt;br /&gt;
        -2 dodge&lt;br /&gt;
    Ferrett&lt;br /&gt;
        +2 quick&lt;br /&gt;
        -1 common&lt;br /&gt;
    Mongoose&lt;br /&gt;
        +1 sixth&lt;br /&gt;
        +1 quick&lt;br /&gt;
        -1 pow&lt;br /&gt;
    Bear&lt;br /&gt;
        +2 pow&lt;br /&gt;
        +3 grip&lt;br /&gt;
        -1 quick&lt;br /&gt;
        -2 dodge&lt;br /&gt;
    Human&lt;br /&gt;
        +1 to any basic stat other than your main basic stat&lt;br /&gt;
    Roach&lt;br /&gt;
        +1 tough&lt;br /&gt;
        +2 soak&lt;br /&gt;
        -2 damage&lt;br /&gt;
    Hawk&lt;br /&gt;
        +1 prow&lt;br /&gt;
        +1 hit&lt;br /&gt;
        +1 crit&lt;br /&gt;
        -1 tough&lt;br /&gt;
    Shark&lt;br /&gt;
        +2 pow&lt;br /&gt;
        +1 prow&lt;br /&gt;
        +2 crit&lt;br /&gt;
        -2 common&lt;br /&gt;
        -1 social&lt;br /&gt;
    Aquatic&lt;br /&gt;
        +1 cool&lt;br /&gt;
        -4 grip&lt;br /&gt;
    Telepathic (M)&lt;br /&gt;
        +4 sixth&lt;br /&gt;
        +2 crit&lt;br /&gt;
        -3 pow&lt;br /&gt;
        -2 dodge&lt;br /&gt;
    Silicone based&lt;br /&gt;
        +3 tough&lt;br /&gt;
        -2 social&lt;br /&gt;
    Star Born (M)&lt;br /&gt;
        +4 social&lt;br /&gt;
        +2 sixth&lt;br /&gt;
        -3 cool&lt;br /&gt;
    Rodent (Animal)&lt;br /&gt;
        +1 dodge&lt;br /&gt;
        +1 common&lt;br /&gt;
        -1 damage&lt;br /&gt;
    Predator (Animal)&lt;br /&gt;
        +1 prow&lt;br /&gt;
        +1 grip&lt;br /&gt;
        -1 dodge&lt;br /&gt;
    Survivor (Animal)&lt;br /&gt;
        +2 soak&lt;br /&gt;
        +1 tough&lt;br /&gt;
        -1 pow&lt;br /&gt;
&lt;br /&gt;
Undead&lt;br /&gt;
    Skeleton&lt;br /&gt;
    Vampire&lt;br /&gt;
    Lich&lt;br /&gt;
    Revenant&lt;br /&gt;
    Zombie&lt;br /&gt;
Archane Infused (M)&lt;br /&gt;
    Power Mad&lt;br /&gt;
        +2 pow&lt;br /&gt;
        +2 tough&lt;br /&gt;
        +4 damage&lt;br /&gt;
        +4 grip&lt;br /&gt;
        -2 quick&lt;br /&gt;
        -2 prow&lt;br /&gt;
        -4 hit&lt;br /&gt;
        -4 dodge&lt;br /&gt;
    Balancer&lt;br /&gt;
        +1 to any mental stat&lt;br /&gt;
    Squelchist (Pacifist)&lt;br /&gt;
        +2 bonus to all non-damage spells&lt;br /&gt;
        -2 to all damage spells&lt;br /&gt;
Born Wild&lt;br /&gt;
    -2 social&lt;br /&gt;
    -2 common&lt;br /&gt;
    Tribal&lt;br /&gt;
        +3 prow&lt;br /&gt;
    Shamanist&lt;br /&gt;
        +1 sixth&lt;br /&gt;
        +1 prow (M)&lt;br /&gt;
        +2 crit (M)&lt;br /&gt;
&lt;br /&gt;
Cyborg&lt;br /&gt;
    start with base class and build from cyborg and/or bionic enhancements below&lt;br /&gt;
&lt;br /&gt;
Android&lt;br /&gt;
    no base class, built from cyborg enhancements below with points&lt;br /&gt;
&lt;br /&gt;
Test Tube Baby (Engineered)&lt;br /&gt;
    same as android except only genetic enhancements&lt;br /&gt;
&lt;br /&gt;
X-Gen&lt;br /&gt;
    TBD&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/Inceptums&amp;diff=979</id>
		<title>User:Nod/Inceptums</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/Inceptums&amp;diff=979"/>
		<updated>2015-01-15T05:28:12Z</updated>

		<summary type="html">&lt;p&gt;Nod: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;INCEPTUMS (Beginnings)&lt;br /&gt;
    Brawler - warrior specializing in unarmed and grappling combat&lt;br /&gt;
    Weapon Master - warrior specalizing in one or many weapons&lt;br /&gt;
    Archane Acolyte - practiced in hand to hand combat magic and short range magic&lt;br /&gt;
        Touch and short range spells&lt;br /&gt;
        No other restrictions&lt;br /&gt;
    Street Soldier - government funded - many illegal enhancements are legal and available to you&lt;br /&gt;
        Not Magic&lt;br /&gt;
    Agent - assasin with a defined code of honor - may be boound by contract (paper or blood) to a party or government&lt;br /&gt;
        Limited by contract&lt;br /&gt;
    Sniper - assasin not bound by code specializing in long range combat&lt;br /&gt;
        No Magic&lt;br /&gt;
        No Purity&lt;br /&gt;
    Scholar - focused and dilligent study has made you mentally quicker and tougher through knowlede of countless scenarios&lt;br /&gt;
        Purity&lt;br /&gt;
        Magic&lt;br /&gt;
        Technical (memory and mental enhancements only)&lt;br /&gt;
    Naturalist - what little natural flora there is has life energy you use or consume&lt;br /&gt;
        Not Technical&lt;br /&gt;
    Adept - honing your natural mental and physical ability has allowed you to quickly master most things you attempt&lt;br /&gt;
        Purity&lt;br /&gt;
        Technical (subdermal enhancements to your natural parts only)&lt;br /&gt;
        Magic (blood only)&lt;br /&gt;
    Natural Caster - born with magic - effortless to cast&lt;br /&gt;
        Magic (low to mid level only)&lt;br /&gt;
    Study - schooled and practiced in the way of magic&lt;br /&gt;
        Not Alchemical&lt;br /&gt;
    Pure Acholyte - completely in tune with yourself - able to draw on your own soul for magic - penalty for enhancements&lt;br /&gt;
        Magic&lt;br /&gt;
        Purity&lt;br /&gt;
    Pinnacle - your mind has trancended the boundaries of others - able to cast thoughts as magic&lt;br /&gt;
        Not Biogenic&lt;br /&gt;
    Phase Radist - bending time, space, and reality is possible for you - even time is at your mercy&lt;br /&gt;
        Magic&lt;br /&gt;
        Biogenic (low level enhancements only)&lt;br /&gt;
        Technical (low level enhancements only)&lt;br /&gt;
    Steam Shaper - nothing created by others is quite good enough it seems - specialize in mods to gear and enhancements&lt;br /&gt;
        Not Purity&lt;br /&gt;
    Technoist - cyborg enhancements and anything technical is your specialty&lt;br /&gt;
        Technical&lt;br /&gt;
    Binary Augment - a combination of genetic and cyborg enhancements have made you strong - heavy upkeep&lt;br /&gt;
        Not Magic&lt;br /&gt;
    Swelterpik - drug addicted alchemist - upkeep to prevent withderawl - bonuses when on substances&lt;br /&gt;
        Not Purity&lt;br /&gt;
    Enrichist - specialize in enriching weaponry with magic, either temporarily or permenantly, and weapon use&lt;br /&gt;
        Not Biogenic&lt;br /&gt;
    Scrapteller - jack of all trades who can make anything out of anything - collect parts and components&lt;br /&gt;
        Not Magic&lt;br /&gt;
        Not Purity&lt;br /&gt;
    Scum - you thrive in the wake of the raw streets - underground is like home&lt;br /&gt;
        Not Purity&lt;br /&gt;
    Mob Kid - brought up using guns, drugs, and enhancements whether quality or shoddy&lt;br /&gt;
        Not Purity&lt;br /&gt;
    Freelancer - services for hire to the highest bidder&lt;br /&gt;
        Not Purity (except Corruption)&lt;br /&gt;
    Outcast - you&#039;ve had to survive outside society so you found ways to exist within it - specalizing in control, illusion and manipulation&lt;br /&gt;
        Not Purity (except Corruption and Survival)&lt;br /&gt;
    Spoiled - you&#039;ve had a taste of everything - either jaded or consumed with an idea temporarily until you are good enough to move on to the next big thing&lt;br /&gt;
        Not Purity&lt;br /&gt;
    Cameleton - telepathic diplomat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
INCEPTUM PROFECTUS (Beginnings Effects)&lt;br /&gt;
&lt;br /&gt;
    TBD&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/Disciplines&amp;diff=978</id>
		<title>User:Nod/Disciplines</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/Disciplines&amp;diff=978"/>
		<updated>2015-01-15T05:27:27Z</updated>

		<summary type="html">&lt;p&gt;Nod: Created page with &amp;quot;DISCIPLINES  Biogenic      levels required are parallel to other genetic skills      Gene therapy - keep gene manipulation stable - too low a level may only slow the process o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DISCIPLINES&lt;br /&gt;
&lt;br /&gt;
Biogenic&lt;br /&gt;
&lt;br /&gt;
    levels required are parallel to other genetic skills&lt;br /&gt;
&lt;br /&gt;
    Gene therapy - keep gene manipulation stable - too low a level may only slow the process of degredation - ensure the engineered abilities never totally fade&lt;br /&gt;
        Gene conditioning - retrain the genes and promote favorable conditions to retain and hold the engineered abilities&lt;br /&gt;
        Gene hardening - allow the generation of bonds among the genes to further strengthen the abilities retention time&lt;br /&gt;
        Gene repair - requires supernatural ability or equipment - top level of gene therapy - recreate the natural bonds and forms so the genes can retain the most powerful abilities&lt;br /&gt;
        Gene replication - stimuldate the recreation of the exact genes, clusters, and bonds needed from stem cells of the existing organism furthering the magnitude of the abilities or the time they are retained - can grant permanency allowing maintenance to not be needed&lt;br /&gt;
    Genic Engineering - prepare genes for use in genetic plans and experiments&lt;br /&gt;
        Genic regrowth - replicate body parts from stem cells&lt;br /&gt;
        Genic reorganization - slightly boost natural ability of the parts during growth for use afterward by ensuring perfect growth and development&lt;br /&gt;
        Genic substitution - substitute better genes or those of other organisms to enhance the ability during/after growth - only the weakest abilities are retained since the species/organisms are at odds&lt;br /&gt;
        Genic melding - merge the genes from multiple organisms into the growth retaining the abilities of the creator&#039;s choise&lt;br /&gt;
    Genetic creation - create simple organisms from scratch genes such as mice and domestic animals&lt;br /&gt;
        Genetic nurtering - create toughened organisms from prepared genes such as wolves and eagles - does not grant the ability to prepare the genes (that comes from engineering)&lt;br /&gt;
        Genetic influence - create simple minded minions from prepared genes&lt;br /&gt;
        Genetic control - create intelligent minions from prepared genes&lt;br /&gt;
        Genetic mastery - recreate any organism from prepared genes - perfect cloning&lt;br /&gt;
    God complex - top level genetic discipline - not available until all others have been taken and maxed out&lt;br /&gt;
        - create custom organisms from combinations of prepared genes&lt;br /&gt;
Magic&lt;br /&gt;
    Brutal - requires life energy to cast spells - far more potent than other forms - requires peak physical condition - bonus to power&lt;br /&gt;
    Neuro - science magic - requires years of study - requires greater focus than other forms - bonus to crit range&lt;br /&gt;
    Attunement - attuned to the natural forces around you - plants and natural things boost its abilities - tribal or monk like&lt;br /&gt;
    Natural - magic comes naturally - weaker but far easier to cast and more spells&lt;br /&gt;
    Rife - offworld magic - alien race or granted by an alien race - spells limited to energy and control/affect&lt;br /&gt;
Technical&lt;br /&gt;
    Repair - repair simple machinery&lt;br /&gt;
    Fabrication - ability to create the parts required rather than purchase them&lt;br /&gt;
    Subrigging - ability to use substitute parts and materials if those required are not available (Mac Guyver)&lt;br /&gt;
        Mechanical - large mechanics like vehicles&lt;br /&gt;
        Cyborg - cyborg enhancements&lt;br /&gt;
        Bionic - bionic enahncements&lt;br /&gt;
Purity&lt;br /&gt;
    Self Perfection - purity in body and mind - the only true purity is to rid yourself of the corrupt flesh and trancend through melding permenant genetics and cyborg implants&lt;br /&gt;
    Mental - quick and sharp thinking - outwit and out master all others - no need for physical abilities&lt;br /&gt;
        Silver tongue&lt;br /&gt;
    Physical - there is nothing without the physical self and your mind must realize this and allow its influence to dwindle - very primal, instinctive, impulsive&lt;br /&gt;
        Acrobat&lt;br /&gt;
        Light step&lt;br /&gt;
        Keen senses&lt;br /&gt;
    Corruption - personal gain is the most pure of motives - manipulation of others the most effective means&lt;br /&gt;
        forked tongue&lt;br /&gt;
    Spiritual - the good of others is paramount and leads to cleansing oneself&lt;br /&gt;
        Healing&lt;br /&gt;
    Survivalist - reliance on oneself perfects the body and clears the mind of worries&lt;br /&gt;
        Survival&lt;br /&gt;
Alchemical&lt;br /&gt;
    TBD&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/Origins&amp;diff=977</id>
		<title>User:Nod/Origins</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/Origins&amp;diff=977"/>
		<updated>2015-01-15T05:24:30Z</updated>

		<summary type="html">&lt;p&gt;Nod: Created page with &amp;quot;ORIGINS Human     +2 to your main basic stat     -1 to any other basic stat Cross Breed - get the following and the largest numerical bonus from the base origin - all stats ar...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ORIGINS&lt;br /&gt;
Human&lt;br /&gt;
    +2 to your main basic stat&lt;br /&gt;
    -1 to any other basic stat&lt;br /&gt;
Cross Breed - get the following and the largest numerical bonus from the base origin - all stats are physical unless noted otherwise&lt;br /&gt;
    Dragon&lt;br /&gt;
        +2 social&lt;br /&gt;
        -1 common&lt;br /&gt;
    Tiger&lt;br /&gt;
        +2 prow&lt;br /&gt;
        -2 dodge&lt;br /&gt;
    Ferrett&lt;br /&gt;
        +2 quick&lt;br /&gt;
        -1 common&lt;br /&gt;
    Mongoose&lt;br /&gt;
        +1 sixth&lt;br /&gt;
        +1 quick&lt;br /&gt;
        -1 pow&lt;br /&gt;
    Bear&lt;br /&gt;
        +2 pow&lt;br /&gt;
        +3 grip&lt;br /&gt;
        -1 quick&lt;br /&gt;
        -2 dodge&lt;br /&gt;
    Human&lt;br /&gt;
        +1 to any basic stat other than your main basic stat&lt;br /&gt;
    Roach&lt;br /&gt;
        +1 tough&lt;br /&gt;
        +2 soak&lt;br /&gt;
        -2 damage&lt;br /&gt;
    Hawk&lt;br /&gt;
        +1 prow&lt;br /&gt;
        +1 hit&lt;br /&gt;
        +1 crit&lt;br /&gt;
        -1 tough&lt;br /&gt;
    Shark&lt;br /&gt;
        +2 pow&lt;br /&gt;
        +1 prow&lt;br /&gt;
        +2 crit&lt;br /&gt;
        -2 common&lt;br /&gt;
        -1 social&lt;br /&gt;
    Aquatic&lt;br /&gt;
        +1 cool&lt;br /&gt;
        -4 grip&lt;br /&gt;
    Telepathic (M)&lt;br /&gt;
        +4 sixth&lt;br /&gt;
        +2 crit&lt;br /&gt;
        -3 pow&lt;br /&gt;
        -2 dodge&lt;br /&gt;
    Silicone based&lt;br /&gt;
        +3 tough&lt;br /&gt;
        -2 social&lt;br /&gt;
    Star Born (M)&lt;br /&gt;
        +4 social&lt;br /&gt;
        +2 sixth&lt;br /&gt;
        -3 cool&lt;br /&gt;
    Rodent (Animal)&lt;br /&gt;
        +1 dodge&lt;br /&gt;
        +1 common&lt;br /&gt;
        -1 damage&lt;br /&gt;
    Predator (Animal)&lt;br /&gt;
        +1 prow&lt;br /&gt;
        +1 grip&lt;br /&gt;
        -1 dodge&lt;br /&gt;
    Survivor (Animal)&lt;br /&gt;
        +2 soak&lt;br /&gt;
        +1 tough&lt;br /&gt;
        -1 pow&lt;br /&gt;
&lt;br /&gt;
Undead&lt;br /&gt;
    Skeleton&lt;br /&gt;
    Vampire&lt;br /&gt;
    Lich&lt;br /&gt;
    Revenant&lt;br /&gt;
    Zombie&lt;br /&gt;
Archane Infused (M)&lt;br /&gt;
    Power Mad&lt;br /&gt;
        +2 pow&lt;br /&gt;
        +2 tough&lt;br /&gt;
        +4 damage&lt;br /&gt;
        +4 grip&lt;br /&gt;
        -2 quick&lt;br /&gt;
        -2 prow&lt;br /&gt;
        -4 hit&lt;br /&gt;
        -4 dodge&lt;br /&gt;
    Balancer&lt;br /&gt;
        +1 to any mental stat&lt;br /&gt;
    Squelchist (Pacifist)&lt;br /&gt;
        +2 bonus to all non-damage spells&lt;br /&gt;
        -2 to all damage spells&lt;br /&gt;
Born Wild&lt;br /&gt;
    -2 social&lt;br /&gt;
    -2 common&lt;br /&gt;
    Tribal&lt;br /&gt;
        +3 prow&lt;br /&gt;
    Shamanist&lt;br /&gt;
        +1 sixth&lt;br /&gt;
        +1 prow (M)&lt;br /&gt;
        +2 crit (M)&lt;br /&gt;
&lt;br /&gt;
Cyborg&lt;br /&gt;
    start with base class and build from cyborg and/or bionic enhancements below&lt;br /&gt;
&lt;br /&gt;
Android&lt;br /&gt;
    no base class, built from cyborg enhancements below with points&lt;br /&gt;
&lt;br /&gt;
Test Tube Baby (Engineered)&lt;br /&gt;
    same as android except only genetic enhancements&lt;br /&gt;
&lt;br /&gt;
X-Gen&lt;br /&gt;
    ?&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/Inceptums/Disciplines&amp;diff=976</id>
		<title>User:Nod/Inceptums/Disciplines</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/Inceptums/Disciplines&amp;diff=976"/>
		<updated>2015-01-15T05:21:37Z</updated>

		<summary type="html">&lt;p&gt;Nod: Created page with &amp;quot;DISCIPLINES Biogenic     Street Soldier - government funded - many illegal enhancements are legal and available to you     Naturalist - what little natural flora there is has...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DISCIPLINES&lt;br /&gt;
Biogenic&lt;br /&gt;
    Street Soldier - government funded - many illegal enhancements are legal and available to you&lt;br /&gt;
    Naturalist - what little natural flora there is has life energy you use or consume&lt;br /&gt;
    Swelterpik - drug addicted alchemist - upkeep to prevent withderawl - bonuses when on substances&lt;br /&gt;
Magic&lt;br /&gt;
    Street Soldier - government funded - many illegal enhancements are legal and available to you&lt;br /&gt;
    Natural Caster - born with magic - effortless to cast&lt;br /&gt;
    Archane Acolyte - practiced in hand to hand combat magic and short range magic&lt;br /&gt;
    Study - schooled and practiced in the way of magic&lt;br /&gt;
    Pure Acholyte - completely in tune with yourself - able to draw on your own soul for magic - penalty for enhancements&lt;br /&gt;
    Pinnacle - your mind has trancended the boundaries of others - able to cast thoughts as magic&lt;br /&gt;
    Phase Radist - bending time, space, and reality is possible for you - even time is at your mercy&lt;br /&gt;
    Enrichist - specialize in enriching weaponry with magic, either temporarily or permenantly, and weapon use&lt;br /&gt;
    Naturalist - what little natural flora there is has life energy you use or consume&lt;br /&gt;
    Scholar - focused and dilligent study has made you mentally quicker and tougher through knowlede of countless scenarios (memory and mental enhancements only)&lt;br /&gt;
    Swelterpik - drug addicted alchemist - upkeep to prevent withderawl - bonuses when on substances&lt;br /&gt;
Purity&lt;br /&gt;
    Street Soldier - government funded - many illegal enhancements are legal and available to you&lt;br /&gt;
    Enrichist - specialize in enriching weaponry and enhancements with magic, either temporarily or permenantly, and weapon use&lt;br /&gt;
    Archane Acolyte - practiced in hand to hand combat magic and short range magic&lt;br /&gt;
    Weapon Master - warrior specalizing in one or many weapons&lt;br /&gt;
    Agent - assasin with a defined code of honor - may be boound by contract (paper or blood) to a party or government&lt;br /&gt;
    Scholar - focused and dilligent study has made you mentally quicker and tougher through knowlede of countless scenarios&lt;br /&gt;
    Adept - honing your natural mental and physical ability has allowed you to quickly master most things you attempt&lt;br /&gt;
    Naturalist - what little natural flora there is has life energy you use or consume&lt;br /&gt;
Technical&lt;br /&gt;
    Agent - assasin with a defined code of honor - may be boound by contract (paper or blood) to a party or government&lt;br /&gt;
    Adept - honing your natural mental and physical ability has allowed you to quickly master most things you attempt&lt;br /&gt;
    Weapon Master - warrior specalizing in one or many weapons&lt;br /&gt;
    Brawler - warrior specializing in unarmed and grappling combat&lt;br /&gt;
    Scholar - focused and dilligent study has made you mentally quicker and tougher through knowlede of countless scenarios (memory and mental enhancements only)&lt;br /&gt;
    Enrichist - specialize in enriching weaponry and enhancements with magic, either temporarily or permenantly, and weapon use&lt;br /&gt;
    Steam Shaper - nothing created by others is quite good enough it seems - specialize in mods to gear and enhancements&lt;br /&gt;
    Technoist - cyborg enhancements and anything technical is your specialty&lt;br /&gt;
    Binary Augment - a combination of genetic and cyborg enhancements have made you strong - heavy upkeep&lt;br /&gt;
    Scrapteller - jack of all trades who can make anything out of anything - collect parts and components&lt;br /&gt;
Alchemical&lt;br /&gt;
    Agent - assasin with a defined code of honor - may be boound by contract (paper or blood) to a party or government&lt;br /&gt;
    Swelterpik - drug addicted alchemist - upkeep to prevent withderawl - bonuses when on substances&lt;br /&gt;
    Weapon Master - warrior specalizing in one or many weapons&lt;br /&gt;
    Brawler - warrior specializing in unarmed and grappling combat&lt;br /&gt;
    Scholar - focused and dilligent study has made you mentally quicker and tougher through knowlede of countless scenarios (memory and mental enhancements only)&lt;br /&gt;
Unrestricted&lt;br /&gt;
    Brawler - warrior specializing in unarmed and grappling combat&lt;br /&gt;
    Cameleton - telepathic diplomat&lt;br /&gt;
    Sniper - assasin not bound by code specializing in long range combat&lt;br /&gt;
    Scum - you thrive in the wake of the raw streets - underground is like home&lt;br /&gt;
    Mob Kid - brought up using guns, drugs, and enhancements whether quality or shoddy&lt;br /&gt;
    Freelancer - services for hire to the highest bidder&lt;br /&gt;
    Outcast - you&#039;ve had to survive outside society so you found ways to exist within it - specalizing in control, illusion and manipulation&lt;br /&gt;
    Spoiled - you&#039;ve had a taste of everything - either jaded or consumed with an idea temporarily until you are good enough to move on to the next big thing&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/Inceptums&amp;diff=975</id>
		<title>User:Nod/Inceptums</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/Inceptums&amp;diff=975"/>
		<updated>2015-01-15T05:11:06Z</updated>

		<summary type="html">&lt;p&gt;Nod: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;INCEPTUMS (Beginnings)&lt;br /&gt;
    Brawler - warrior specializing in unarmed and grappling combat&lt;br /&gt;
    Weapon Master - warrior specalizing in one or many weapons&lt;br /&gt;
    Archane Acolyte - practiced in hand to hand combat magic and short range magic&lt;br /&gt;
        Touch and short range spells&lt;br /&gt;
        No other restrictions&lt;br /&gt;
    Street Soldier - government funded - many illegal enhancements are legal and available to you&lt;br /&gt;
        Not Magic&lt;br /&gt;
    Agent - assasin with a defined code of honor - may be boound by contract (paper or blood) to a party or government&lt;br /&gt;
        Limited by contract&lt;br /&gt;
    Sniper - assasin not bound by code specializing in long range combat&lt;br /&gt;
        No Magic&lt;br /&gt;
        No Purity&lt;br /&gt;
    Scholar - focused and dilligent study has made you mentally quicker and tougher through knowlede of countless scenarios&lt;br /&gt;
        Purity&lt;br /&gt;
        Magic&lt;br /&gt;
        Technical (memory and mental enhancements only)&lt;br /&gt;
    Naturalist - what little natural flora there is has life energy you use or consume&lt;br /&gt;
        Not Technical&lt;br /&gt;
    Adept - honing your natural mental and physical ability has allowed you to quickly master most things you attempt&lt;br /&gt;
        Purity&lt;br /&gt;
        Technical (subdermal enhancements to your natural parts only)&lt;br /&gt;
        Magic (blood only)&lt;br /&gt;
    Natural Caster - born with magic - effortless to cast&lt;br /&gt;
        Magic (low to mid level only)&lt;br /&gt;
    Study - schooled and practiced in the way of magic&lt;br /&gt;
        Not Alchemical&lt;br /&gt;
    Pure Acholyte - completely in tune with yourself - able to draw on your own soul for magic - penalty for enhancements&lt;br /&gt;
        Magic&lt;br /&gt;
        Purity&lt;br /&gt;
    Pinnacle - your mind has trancended the boundaries of others - able to cast thoughts as magic&lt;br /&gt;
        Not Biogenic&lt;br /&gt;
    Phase Radist - bending time, space, and reality is possible for you - even time is at your mercy&lt;br /&gt;
        Magic&lt;br /&gt;
        Biogenic (low level enhancements only)&lt;br /&gt;
        Technical (low level enhancements only)&lt;br /&gt;
    Steam Shaper - nothing created by others is quite good enough it seems - specialize in mods to gear and enhancements&lt;br /&gt;
        Not Purity&lt;br /&gt;
    Technoist - cyborg enhancements and anything technical is your specialty&lt;br /&gt;
        Technical&lt;br /&gt;
    Binary Augment - a combination of genetic and cyborg enhancements have made you strong - heavy upkeep&lt;br /&gt;
        Not Magic&lt;br /&gt;
    Swelterpik - drug addicted alchemist - upkeep to prevent withderawl - bonuses when on substances&lt;br /&gt;
        Not Purity&lt;br /&gt;
    Enrichist - specialize in enriching weaponry with magic, either temporarily or permenantly, and weapon use&lt;br /&gt;
        Not Biogenic&lt;br /&gt;
    Scrapteller - jack of all trades who can make anything out of anything - collect parts and components&lt;br /&gt;
        Not Magic&lt;br /&gt;
        Not Purity&lt;br /&gt;
    Scum - you thrive in the wake of the raw streets - underground is like home&lt;br /&gt;
        Not Purity&lt;br /&gt;
    Mob Kid - brought up using guns, drugs, and enhancements whether quality or shoddy&lt;br /&gt;
        Not Purity&lt;br /&gt;
    Freelancer - services for hire to the highest bidder&lt;br /&gt;
        Not Purity (except Corruption)&lt;br /&gt;
    Outcast - you&#039;ve had to survive outside society so you found ways to exist within it - specalizing in control, illusion and manipulation&lt;br /&gt;
        Not Purity (except Corruption and Survival)&lt;br /&gt;
    Spoiled - you&#039;ve had a taste of everything - either jaded or consumed with an idea temporarily until you are good enough to move on to the next big thing&lt;br /&gt;
        Not Purity&lt;br /&gt;
    Cameleton - telepathic diplomat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
INCEPTUM PROFECTUS (Beginnings Effects)&lt;br /&gt;
&lt;br /&gt;
TBD...&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=User:Nod/Inceptums&amp;diff=974</id>
		<title>User:Nod/Inceptums</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=User:Nod/Inceptums&amp;diff=974"/>
		<updated>2015-01-15T04:57:37Z</updated>

		<summary type="html">&lt;p&gt;Nod: Created page with &amp;quot;INCEPTUMS (Beginnings) 	Brawler - warrior specializing in unarmed and grappling combat 	Weapon Master - warrior specalizing in one or many weapons 	Archane Acolyte - practiced...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;INCEPTUMS (Beginnings)&lt;br /&gt;
	Brawler - warrior specializing in unarmed and grappling combat&lt;br /&gt;
	Weapon Master - warrior specalizing in one or many weapons&lt;br /&gt;
	Archane Acolyte - practiced in hand to hand combat magic and short range magic&lt;br /&gt;
		Touch and short range spells&lt;br /&gt;
		No other restrictions&lt;br /&gt;
	Street Soldier - government funded - many illegal enhancements are legal and available to you&lt;br /&gt;
		Not Magic&lt;br /&gt;
	Agent - assasin with a defined code of honor - may be boound by contract (paper or blood) to a party or government&lt;br /&gt;
		Limited by contract&lt;br /&gt;
	Sniper - assasin not bound by code specializing in long range combat&lt;br /&gt;
		No Magic&lt;br /&gt;
		No Purity&lt;br /&gt;
	Scholar - focused and dilligent study has made you mentally quicker and tougher through knowlede of countless scenarios&lt;br /&gt;
		Purity&lt;br /&gt;
		Magic&lt;br /&gt;
		Technical (memory and mental enhancements only)&lt;br /&gt;
	Naturalist - what little natural flora there is has life energy you use or consume&lt;br /&gt;
		Not Technical&lt;br /&gt;
	Adept - honing your natural mental and physical ability has allowed you to quickly master most things you attempt&lt;br /&gt;
		Purity&lt;br /&gt;
		Technical (subdermal enhancements to your natural parts only)&lt;br /&gt;
		Magic (blood only)&lt;br /&gt;
	Natural Caster - born with magic - effortless to cast&lt;br /&gt;
		Magic (low to mid level only)&lt;br /&gt;
	Study - schooled and practiced in the way of magic&lt;br /&gt;
		Not Alchemical&lt;br /&gt;
	Pure Acholyte - completely in tune with yourself - able to draw on your own soul for magic - penalty for enhancements&lt;br /&gt;
		Magic&lt;br /&gt;
		Purity&lt;br /&gt;
	Pinnacle - your mind has trancended the boundaries of others - able to cast thoughts as magic&lt;br /&gt;
		Not Biogenic&lt;br /&gt;
	Phase Radist - bending time, space, and reality is possible for you - even time is at your mercy&lt;br /&gt;
		Magic&lt;br /&gt;
		Biogenic (low level enhancements only)&lt;br /&gt;
		Technical (low level enhancements only)&lt;br /&gt;
	Steam Shaper - nothing created by others is quite good enough it seems - specialize in mods to gear and enhancements&lt;br /&gt;
		Not Purity&lt;br /&gt;
	Technoist - cyborg enhancements and anything technical is your specialty&lt;br /&gt;
		Technical&lt;br /&gt;
	Binary Augment - a combination of genetic and cyborg enhancements have made you strong - heavy upkeep&lt;br /&gt;
		Not Magic&lt;br /&gt;
	Swelterpik - drug addicted alchemist - upkeep to prevent withderawl - bonuses when on substances&lt;br /&gt;
		Not Purity&lt;br /&gt;
	Enrichist - specialize in enriching weaponry with magic, either temporarily or permenantly, and weapon use&lt;br /&gt;
		Not Biogenic&lt;br /&gt;
	Scrapteller - jack of all trades who can make anything out of anything - collect parts and components&lt;br /&gt;
		Not Magic&lt;br /&gt;
		Not Purity&lt;br /&gt;
	Scum - you thrive in the wake of the raw streets - underground is like home&lt;br /&gt;
		Not Purity&lt;br /&gt;
	Mob Kid - brought up using guns, drugs, and enhancements whether quality or shoddy&lt;br /&gt;
		Not Purity&lt;br /&gt;
	Freelancer - services for hire to the highest bidder&lt;br /&gt;
		Not Purity (except Corruption)&lt;br /&gt;
	Outcast - you&#039;ve had to survive outside society so you found ways to exist within it - specalizing in control, illusion and manipulation&lt;br /&gt;
		Not Purity (except Corruption and Survival)&lt;br /&gt;
	Spoiled - you&#039;ve had a taste of everything - either jaded or consumed with an idea temporarily until you are good enough to move on to the next big thing&lt;br /&gt;
		Not Purity&lt;br /&gt;
	Cameleton - telepathic diplomat&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
INCEPTUM PROFECTUS (Beginnings Effects)&lt;br /&gt;
	&lt;br /&gt;
TBD...&lt;/div&gt;</summary>
		<author><name>Nod</name></author>
	</entry>
</feed>