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Written By: Paul Williams (gammahammer@yahoo.

com )

Presented By: The Post Apocalyptic Forge

The PAForge Compendium of D20 Weapons


Written by: Paul Williams ( gammahammer@yahoo.com ) Presented by: The Post Apocalyptic Forge

Introduction General Weapons Rules Weapon Special Effects Natural Attack Forms Misc. Melee Weapons Bladed Weapons Primitive Missile Weapons Muzzle Loaders Muzzle Loaded Cannon Shotguns Revolvers Automatic Pistols Submachine Guns Sport/Sniper Rifles Auto Rifle/Carbine Assault Rifle

Table of Contents 1 Light Machine Guns 1 Crewed/Support Weapons 3 Heavy Weapons 4 Explosives/Bombs/Mines 4 Handgrenades 5 Ultra-Modern Melee Weapons 5 Ultra-Modern Pistols 6 Ultra-Modern Rifles 6 Ultra-Modern Support Weapons 7 Ultra-Modern Heavy Weapons 7 Ultra-Modern Explosives/Bombs/Mines 8 Ultra-Modern Handgrenades 8 Supplemental Ammunition Information 9 Supplemental Weapons Information 9 Weapons Accessories 9 Vehicle Racks and Mounts

10 10 11 12 14 14 15 16 17 18 19 21 22 24 25 26

INTRODUCTION INTRODUCTION
This isnt just another D20 weapons list, it is an entire weapons system. This work offers an alternative to the generic D20 Modern Weapons list Ive provided at an earlier date. Where as that work used broad categories of weapon types, this work tends to be a bit more in-depth, plus offering a great deal more information. For those who desire an easier and less complicated weapons list the previous weapons document may be more to your tastes. For those whod like a bit more flavor and exacting detail, then this document is for you. The weapon categories are arbitrary distinctions that I assigned to make navigation easier. They are pretty much universal distinctions, so most of you will have no trouble. This document is intended for entertainment purposes only in support of the post-apocalyptic role-playing game genre. The statistics for the various weapons and ammunition may or may not accurately reflect real world equivalents, and probably wont. Ive previously made extensive lists of weapon types and weapons for my own use in various modern/post-modern campaigns, but Ive never taken the time to sit down and really consolidate all the material. This document represents that effort, plus an addition of as much material as I could find the time to include. Some may note that my weapons damage are on average, smaller than standards set by other notable D20 sources. I felt for the most part that weapon damage, especially those given for modern firearms were excessive for my own campaign purposes. Weapons in my system are no less deadly after the slight reductions as I have added new special effects that more than compensate for this change.

GENERAL WEAPONS RULES AND NOTATIONS


Blunt Weapons All blunt melee weapons attacks have the stunned special effect in addition to the damage indicated in the weapon damage column on a critical hit. The reason for this is, common sense, and a reason to want and need the armor item helmet, from the armor system. Helmets only provide protection against the special effects of bludgeoning damage but do not provide a bonus to Defense. Weapon Special Effects Unless specified, weapons special effects apply for every successful attack. Those that apply only on a critical hit will be indicated or prefaced by the word crit: in the effects column.

Critical Hits Unless noted a critical hit causes X2 damage in addition to any special effects. Use the critical hits system found in the Physicians Handbook when critical hits are designated for even more flavor and terror. Fire Arms Most firearms, due to kinetic energy transfer and/or concussive force to targets have a stun special effect. This is determined by the ammunition type, generally, 9mm and above. Some cause stun effects only on a critical hit, others with every hit. Attacks The # of Attacks column: Also includes ranged weapons total shots before a reload or recharge is required (#). Format = # (#) = # of attacks (# of shots). You will also see the notation # - # . This indicates a weapon may be used for attack in a single round either the first number or the second number of times. Ex: 1-2 = either one(1) attack or two(2) attacks at the discretion of the user. Multiple Attacks: Some firearms have burst and full-auto capabilities. In this system this bestows extra attacks at the cost of ammunition. The feat Burst Attack is also a requirement. 1/2/D2+2 attacks = Format = # / # / #+# (which indicates the number of attacks achieved). 1st # = Single Shot = 1 round used / 2n d # = Burst Shot = 3 rounds used / 3rd # = Full Auto Shot = 8 rounds used / AF designation. All multi-attacks from a firearm use the initial to-hit modifiers for all subsequent attacks from a single firing action. Those characters with multiple attack capabilities can fire another burst or full auto burst on their second attack as well, at the to-hit modifiers for that attack. Some weapons do not have a single shot capability, such as submachine guns. These weapons can still be fired by characters whom do not have the Burst Attack Feat. The appropriate amount of ammunition is still used up, but the PC only gets a single attack, regardless of how many bullets fly out of the barrel. Some ranged weapon types have an Area Effect rating expressed as AF20-20 after the auto-fire attack column. This is an indication that the weapon uses 20 rounds of ammunition per attack and in addition to the attacks from auto-fire, it has the area effect of SUPPRESSION in an area 20 square. Weapons so designated with this feature may be used even without the Suppression Fire feat, though the extra attacks from auto-fire are not gained. Reload RELOAD NOTATION = Move/Standard/Full/Free [type of action or time period involved in a numbered reload action] + (#) = (the number of rounds that may be reloaded in the given time period or type of action) + Feed Code. Example: Move(1)CY = It is a move action to reload 1 round of ammunition for that weapon type and uses a cylinder type feed mechanism. A character may reload twice as many rounds in a full round action than in a move or standard action. Example: If a pc is capable of reloading 1 round in a move action, he may reload 2 for the round as a move action and a standard action or two standard actions or a full round action. If the pc is allowed more than one standard action per round, he may load the listed reload amount per allowed action. PRELOADED AMMO CONTAINERS: To reload a weapon with a pre-loaded clip, magazine, speed loader or power supply is a MOVE action. Typically, clips for auto-weapons or speed loader for revolvers, or Belts or Boxes for machine guns may not be reloaded during combat rounds. These reload tasks are generally handled between combat rounds as they take a significant amount of time. For frame of reference, it is a full round action to load a single round in a belt or a standard action to load a single round into a clip, which then takes a move action to load into a readied weapon. FEED CODES and Typical RELOAD RATES
B-Belt : Typical of crew served machine guns. Full(1) C-Clip or Energy Cell: Typical of most handheld autoloading pistols and rifles of today. Move(1) BX -Box : Box, Cassette or Drum fed weapons systems. Full(1) S-Single : Single shot. Standard(1) CY-Cylinder : typical of revolvers and some shotgun or grenade launchers. Move(1) P-Portal Magazine : an internal port fed magazine typical of some hunting and sport rifles. Move(1) M-Muzzle : Typical of muzzle loaded firearms. Full(1)

Recharge Some ultra-modern weapons that use vehicle or facility power as their power source use a recharge period instead of a reload as above. Those weapons designated as light in the Notes section require a 1(one) round cool-down or recharge period and those designated as heavy require a 2(two) round period in order to fire again, up to their listed reload rates (#) in the # of Attack column. Then the recharge or cool-down cycle begins again. NOTATION: Light(1) or Heavy(2) Reach/Range Also includes area of effect where appropriate. Reach is for handheld melee weapons generally, range is for ranged weapons and area is for weapons that have an area of effect or more than a single target.

Area Fire Weapons with this designation will have an area of effect, opponents in the area of effect are SUPPRESSED. Misses are handled as per the D20 OGC material of your choice. Weapons with the full-auto capability may be used to SUPPRESS opponents in certain cases. Refer to the Attacks entry and the SUPPRESS FIRE feat for particulars. Spaces There are two types of spaces each referring to a different aspect. Internal spaces, allow for a set amount of sub-munitions, and the alternative merely indicates how much space the item takes when stored or carried. Each type is clearly indicated when appropriate. Misc. Notation If an ammunition type has no AP or HE type designation, assume it is a ball round
mm = millimeter CS = caseless (a form of ammo whos cartridge is also its propellant and so consumed) Shot = multiple bullets or flichettes fired from a single cartridge or canister MG = Machine Gun SEC = Small Energy Cell SPC = Small Plasma Cell AT = Anti-Tank/Armor/Vehicle MEC = Medium Energy Cell MPC = Medium Plasma Cell AA = Anti-Air LEC = Large Energy Cell LPC = Large Plasma Cell GL = Grenade Launcher AF = Area Fire (some weapons are able to effect an area instead of a single target) FA = Full-Auto (often the weapon system will be considered an AF type in addition) FAE = Fuel Air Explosive (napalm, explosive mists and similar) CAL= Caliber AP= Armor Piercing (ignores hardness, hardness ratings are NOT deducted from damage, +1 PEN) HE= High Explosive (this should be considered an AF type and has an associated area of effect)

Indirect Fire Weapons Characters using these weapon types suffer a 4 attack penalty. Aircraft Bombs Low altitude bombing draws an attack of opportunity, but only receives a 2 to hit penalty. High altitude bombing draws no attack of opportunity, but suffers a 4 to hit penalty. Low altitude is defined for game purposes as anything below 500 feet. Penetration If using this optional rule, most projectiles will have an associated Penetration value. When given, the penetration value subtracts from the targets AC/Defense value. Shorthand = PEN. Energy Weapons All energy weapons ignore hardness unless specified.

WEAPON SPECIAL EFFECTS


This section details certain weapons special effects as indicated in the effects column. Only those that have been modified from D20 or D20Modern standard and new effects will be listed. Refer to the Extended D20 Conditions document for the full list. - Knockback: Target is knocked 10 back for every size category the same or smaller than the attacker. In instances where a weapon has no size category associated with it, assume a 10 knockback per assigned multiplier. (ex: Two medium sized opponents, one attacking with a weapon that does knockback and the target. The target was successfully hit by the attacker. The defender then must make a strength check vs the attackers previous to hit roll as the DC (all to-hit modifiers included). If he fails he is knocked back a distance as previously stated. In addition the defender must then make a reflex save or fall down prone, with all the drawbacks of that condition). All ammunition types of 40mm or greater cause the knockback effect on a successful attack. - Disintegrate: The molecular bond that ties the target together has been undone. The material appears to simply disappear. This damage cannot be healed normally. Regeneration of these parts is possible. If not using the critical hit system in Physicians Handbook, for every hit points lost in this manner a limb is lost. Roll randomly, unless a called shot. Called shots that hit the head or other critical function control centers cause death. - Suppressed: Characters or opponents that are SUPPRESSED suffer a 4 penalty to all attack and defense rolls for the duration of the SUPPRESSION attack. This condition is most often caused by area effect weapons or weapons with auto-fire capability used by characters with the SUPPRESSION FIRE feat. Those with at least cover can avoid the SUPPRESSED condition. In addition to, or instead of the listed special effects of each weapon or ammunition type, critical hits, may at GM option, indicate a roll on the critical hits tables provided in the Physicians Handbook. Additional damage is still applied, then special effects are assigned by the critical hits tables of the Physicians Handbook instead of or in addition to those listed by weapon or ammunition type here.

WEAPONS SYSTEMS
If a GM does not find a specific weapon type or system here, feel free to extrapolate using the closest given system. The reader will note that there are no manufacturer information provided for weapon types. I have opted to use more generic designations, but often, I will provide additional or supplemental information in the form of external documentation through links in the appropriate sections. This can take on the form of additional weapons notes, information or flavor names, which are specific manufactured weapons s ystems. Natural Attack Forms These include any attack form that originates from an animals natural attack forms. Anything that is a naturally occurring body part of an animal or man and not made or fabricated or external to the body.
Attack Form Hands Feet Head Tentacles Horns/Antlers Teeth Claws Damage/Effects D4(crit:stun) D4(crit:stun) D4(crit:stun) D6 D6(+knockback if charging) D6 D6 # Attacks 2(2) 2(2) 1 1 1 1 2(2 or 4)

1 Misc.Spikes D6 Creatures possessing horns or antlers that use a c harge attack in combination with this natural attack weapon gain the benefits of a potential knockback and/or prone effect, where the target is knocked 10 back and/or off their feet into a prone position. Add Strength Modifiers to damage

Miscellane ous Melee Weapons Handheld melee weapons that do not fit in any other specific category. Add strength modifiers to damage.
*Weapon Brass, Knuckles Caltrops Club/Cudgel/Tonfa Flail Garrote Damage +1 hand D2 D6 D8 D2+D10sub Effect/Notes -1 target save vs knockout. Crit: save vs knockout Critical 19-20 20 20 19-20 19-20 19-20 20 20 20/x3 19-20 20 20 18-20 18-20 18-20 20 20 19-20 20 19-20 20 20 20 18-20 # of Attack 2 D4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 1 1 1 1 Reach / Range 5 5/Str 5 5 5 5 5 10 10 5 5 10 10 10 10 10 15 5 10 5 5 5 5 5 15 Weight .5 .5/10 3 8 8 5 3 7 8 2 10 12 18 15 15 4 5 7 3 2 10 12 5 2

Touch Attack: Opposed Str checks to break, target -4. Damage listed is /round automatically. Crit: save vs knockout

Hammer, War D8 Improvised Blunt Any item or tool not originally intended as a weapon. D4+1 Weapon Crit:save vs knockout Javelin D6 Lance D8 Target saves vs knockback Morning Star D8 Nanchaku D4 Save vs disarm Net Save vs entangled Net, Spiked D4 Save vs entangled Pole Arm, D10 Bardiche Pole Arm, Glaive D10 Pole Arm, Halberd D10 Rope Save vs entagled Spear, Boar D6 Spear, Trident D6+1 Sai D4 Save vs disarm Sap 1+d8sub Save vs knockout Shield D4-1 Save vs knockback w/ a charge attack Shield, Spiked D4 Save vs knockback w/ a charge attack Staff D6 Whip D4 Crit: Save vs entangle or disarm, attacker chooses. * Reminder: All blunt/bludgeoning weapons do the stunned special effect on a critical hit.

Bladed Weapons Weapons that have a cutting edge (some may have a primary damage application of piercing, but for my purposes count as bladed weapons). Add strength modifiers to damage.
*Weapon Axe, Battle Axe, Hand Bayonet Duo-Sword Improvised Bladed Weapon Knife, Hunting /Combat Knife, Pocket Knife, Switch Blade /Folding Knife, Throwing Hatchet Machete Sickle, Battle Sword, 2-Handed Sword, Broad Sword, Fencing Sword, Long (Bastard) Sword, Saber (Cutlass/Scimitar) Sword, Short Damage D8 D4 D4 D6 D4 D4 D4-2 D4-2 D4-1 D4 D6 D6 D10 D6 D4 D8(D8+2) D8 D6 Effect/Notes Crit:Save vs sever Two-bladed Any item or tool not originally intended as a weapon Crit: Save vs sever Crit: Save vs sever Crit: Save vs disarm Critical 19-20 20 20 20 20 20 20 20 20 20 20 20 19-20 20 18-20 20(19) 19-20 20 # of Attack Reach / Range 5 5/Str 5 5 5 5 5 5 5/Str 5/Str 5 10 5 5 5 5 5 5 Weight 7 5 2 15 1 1 .5 .5 .5 3 5 3 15 6 3 6/10 5 4

1 or 2 1 1 2 2 2 2 1 1 1 1 2 1 1 1

Primitive Missile Weapons Piercing or cutting weapons that are thrown by mechanical means. As in all my missile or projectile weapons, only the ammunition has a damage rating, since the weapon itself does not cause damage unless used as an ineffectual club.
*Weapon Blowgun Bola Bow, Composite Bow, Long Bow, Short Crossbow, Hand Crossbow, Heavy Crossbow, Light Crossbow, Composite Improvised Thrown Weapon Misc. Melee Weapon Shuriken Sling Sling Shot Arrow, Forked Arrow, Blunt Arrow, Hunting Arrow, Stone Arrow, Target Bolt, Blunt Bolt, Hunting Bolt, Target Bullet, Metal Bullet, Stone Dart Damage D4-1 As type D4-2 Primitive Missile Weapon Ammunition D4+1 D4-2 D6 D6-2 D4 D4-2 D6 D4 D4 D4-1 D4-2 Save vs stunned called shot head only 4/20 2/20 3/20 4/20 3/20 1/20 2/20 2/20 2/20 1/20 2/20 Effect/Notes Save vs entangled Critical 20 19-20 18-20 19-20 20 20 19-20 20 18-20 20 As type 20 19-20 19-20 # of Attack 1(1) 1(1) 1(1) 1(1) 1(1) 1(1) 1(1) 1(1) 1(1) As type 2(2) 1(1) 2(1) Reach / Range Str Weight 1 3 3 3 2 3 9 6 4 3 As Type 1/20 .5 1

Any object or tool not originally intended as a weapon As type

Str Type / Str - / Str

Save vs stunned called shot head only

Muzzle Loading Firearms Early firearms that were loaded and/or primed from the barrel of the weapon and did not use or used a limited form of black powder cartridge. range for Pistol variants, 2 from damage, weight. Muzzle loaders are defined by their ignition method. Rifled barrel variants add +5 to their base range.
*Weapon Blunderbuss Matchlock Wheel Lock Flintlock Percussion/Caplock Damage (shot) Effect/Notes Critical # of Attack Reach / Range 10 25 45 45 45 Weight 10 9 9 8 8 .12 .12 .1 .08 .06

Reload: Full(1)M 20 1/2r (1) Reload: Full(1)M 20 1/2r (1) Reload: Full(1)M 20 1/2r (1) Reload: Full(1)M 20 1/2r (1) Reload: Full(1)M 19-20 1 (1) Muzzle Loading Firearms Ammunition Shot 4xD4 .54caliber 1d10+1 Crit: Stun .50caliber 1d10 Crit: Stun .36caliber 1d8 Crit: Stun .32caliber 1d8 Crit: Stun * Click Here for flavor names for the muzzle loaders Click Here for muzzleloader information

Muzzle Loaded Cannon Early cannon that were loaded and/or primed from the barrel of the weapon and did not use or used a limited form of black powder cartridge. In some historical cases the diameter of the barrel of the cannon roughly correlated with the weight of the ammunition. As a simplification I have adopted this as a standard. i.e. a 3-inch gun fired a 3 pound ball. For weight, add to a base of 200lbs for the 1.5inch gun +50lbs for each bore diameter increment. i.e. a rifled, heavy 12 inch gun would weigh in at 500lbs because it has 6 bore increments. Generally speaking, a 9lb ball would require 9lbs of powder or charge, etc. There were a few muzzle loaded cannon of greater size than the 100-pounder, you may add them as you like using the existing stats as guides.
*Weapon Smooth, Light Smooth, Heavy Rifled, Light Rifled, Heavy Mortar, Light Mortar, Heavy Ball 1.5 pound 2 pound 3 pound 4 pound 6 pound 9 pound 12 pound 24 pound 32 pound 100 pound Exploding Shot Shaped Damage 9lb 12lb 9lb 12lb 12lb 24/32lb 1d8 1d8 1d8+1 1d8+2 1d10 1d10+2 1d12+2 2d10 3d10 4d12 -2 +2 person +2 armor Effect Reload: Full(1)M Reload: Full(1)M Reload: Full(1)M Reload: Full(1)M Reload: Full(1)M, counts as indirect fire Reload: Full(1)M, counts as indirect fire ML Cannon Ammunition Crew 4 5 4 5 4 4 Critical 20 19-20 20 19-20 19-20 19-20 # of Attack 1(1) 1(1) 1(1) 1(1) 1(1) 1(1) Reach / Range 60 60 70 70 100 200 5+bounce 5+bounce 5+bounce 5+bounce 5+bounce 5+bounce 5+bounce 5+bounce 5+bounce 5+bounce +15 area 30 5 Weight 200+ 500+ 200+ 500+ 500 1000+ 1.5 2 3 4 6 9 12 24 32 100 ball ball Same

-2 damage to armor or fortifications For piercing armor and fortifications -2 damage to armor or fortifications. Also used for Chain +2 person 10+bounce ball wooden structural destruction as on ships. Incendiary Sustained damage 1d6 over d4 rounds 20 ball - Ball ammunition was typically used against fortifications. Occasionally it was used against most any target. The ball would strike where its trajectory intended then bounce in a random compass direction (other Click Here for more information on the ML Cannon and a Glossary than back) for d6x5 feet causing its damage rating to any target in of terms those squares before coming to a rest.

Shotguns Firearms that were designed to shoot large charges of shot encased in paper, metal or plastic cartridges.
*Weapon .410, Single Shot .20g, Single Shot .12g, Single Shot .10g, Single Shot .410, Double .20g, Double .12g, Double .10g, Double .410, Pump .20g, Pump .12g, Pump .10g, Pump .410, Auto .20g, Auto .12g, Auto .10g, Auto .12g, Full-Auto .10g, Full-Auto Damage Effect/Notes Reload: Standard(1)S Reload: Standard(1)S Reload: Standard(1)S Reload: Standard(1)S Reload: Standard(2)S Reload: Standard(2)S Reload: Standard(2)S Reload: Standard(2)S Reload: Move(1)P Reload: Move(1)P Reload: Move(1)P Reload: Move(1)P Reload: Move(1)P Reload: Move(1)P Reload: Move(1)P Reload: Move(1)P Reload: Full(1)BX or Standard(1)C Reload: Full(1)BX or Standard(1)C Shotguns Ammunition Critical 20 20 19-20 19-20 20 20 19-20 19-20 20 20 19-20 19-20 20 20 19-20 19-20 19-20 19-20 # of Attack Reach / Range 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 Weight

1 (1) 8 1 (1) 10 1 (1) 12 1 (1) 12 1-2 (2) 8 1-2 (2) 10 1-2 (2) 12 1-2 (2) 12 1 (8) 8 1 (8) 10 1 (8) 12 1 (8) 12 1 (8) 8 1 (8) 10 1 (8) 12 1 (8) 12 1/2/D2+2 (16) 12 1/2/D2+2 (16) 12 .410cal shot 4xD2 .1 .20gauge shot 4xD4 Crit: Stun .15 .12gauge shot 4xD4+1 Crit: Stun .2 .10gauge shot 4xD4+2 Crit: Stun .2 .410cal slug 1d6 Crit: Stun .1 .20gauge slug 1d6+1 Crit: Stun .2 .12gauge slug 1d8 Crit: Stun .25 .10gauge slug 1d8+1 Crit: Stun .25 - Double barreled shotguns come in two general flavors, side-by-side and over-under. If you care to differentiate simply roll a d2 to select type. - 28gauge is not represented here, it is an uncommon light hunting shotgun produced by many manufacturers. It is equivalent to the .410cal Click Here for Shotgun Manufacturers Click Here for Shotgun Action Types

Revolvers Pistols, usually with rotating chambers for ammunition. These weapons are divided by cylinder type and then by ammunition type.
*Weapon Snap Out Swing Out Portal Revolver, Pocket .22 Damage Effect/Notes Reload: Move(1)CY + Move(as clip) Reload: Move(1)CY Reload: Move(1)CY Small size/concealable Reload: Move(1) Revolver Ammunition Critical 19-20 19-20 19-20 20 # of Attack 1 (6) 1 (6) 1 (6) 1 (1to2) Reach / Range 20 20 20 10 Weight 3 3 3 1

1d4 .02 1d4 .02 .38 1d4+1 .05 9mm 1d6 Crit: Stun .05 .357 1d6+1 Crit: Stun .05 .40 1d8 Crit: Stun .05 10mm 1d8 Crit: Stun .05 .44 1d8 Crit: Stun .1 .45 1d8+1 Crit: Stun .1 11mm 1d8+1 Crit: Stun .1 .50 12.7mm 1d10 Crit: Stun .15 13mm 1d10 Crit: Stun .2 - not represented are the different actions available (i.e. single, double or both), as this may be considered irrelevant for game purposes. Click Here for a list of Handgun Manufacturers Click Here for Information on Handgun Types 5mm

Automatic Pistols Pistols that use one of several types of removable clips that ammunition is preloaded into. It is not advisable to reload a clip during combat. The key to auto pistols is preparation.
*Weapon Autopistol Autopistol, Pocket .22 .25 Damage Effect/Notes Reload: Standard(1)C + Move(as clip) Small size/concealable Reload: Standard(1)C + Move(as clip) Automatic Pistol Ammunition Critical 20 20 # of Attack 1 (14) 1 (7) Reach / Range 15 10 Weight 2.5 1

1d4 .02 1d4 .03 6mm 1d4 .03 .308 1d4 .05 .32 1d4 .05 .38 1d4+1 .05 9mm 1d6 Crit: Stun .05 .40 1d8 Crit: Stun .05 10mm 1d8 Crit: Stun .05 .44 1d8 Crit: Stun .1 .45 1d8+1 Crit: Stun .1 .50 12.7mm 1d10 Crit: Stun .15 13mm 1d10 Crit: Stun .2 - not represented are the different actions available (i.e. single, double or both), as this may be considered irrelevant for game purposes. Click Here for a list of Handgun Manufacturers

Submachine Guns This class of weapon was made to take advantage of the autopistol ammunition but with increased rates of fire and numbers of rounds. Most were light and very portable, used for close combat situations. Almost all fired in burst or full-auto mode exclusively. Machine Pistols are included in this category as well.
*Weapon Full Compact Machine Pistol .22 .25 Damage Effect/Notes Non-folding, full sized Reload: Standard(1)C or Full(1)BX Folding stock for smaller profile Reload: Standard(1)C As autopistol in most respects Reload: Standard(1)C Submachine Gun Ammunition Critical 20 20 20 # of Attack -/2/D2+2 (32) -/-/D2+2 (24) -/-/D2+2 (16) Reach / Range 20 20 15 Weight 7 5 3 .02 .03 .03 .05 .05 .05 .05 .05 .05 .1 .1 .15 .2

1d4 1d4 6mm 1d4 .308 1d4 .32 1d4 .38 1d4+1 9mm 1d6 Crit: Stun .40 1d8 Crit: Stun 10mm 1d8 Crit: Stun .44 1d8 Crit: Stun .45 1d8+1 Crit: Stun .50 12.7mm 1d10 Crit: Stun 13mm 1d10 Crit: Stun * Click Here for flavor names for the Submachine Guns

Sport/Sniper Rifles The basic utility rifle used throughout the history of firearms for nearly every shooting requirement. Whether hunting animal or man, this versatile weapon has left its mark. You may notice that rifle ammunition does a little bit more damage than similar ammunition types for other weapons. This is a crude effort to factor in the greater muzzle velocity of rifle cartridges.
*Weapon Single Bolt Pump .22 Damage Effect/Notes Standard(1)S Reload: Standard(1)C or Move(1)P Reload: Move(1)P Sport/Sniper Rifle Ammunition Critical 19-20 19-20 19-20 # of Attack 1 (1) 1 (5) 1 (7) Reach / Range 55 55 55 Weight 12 12 12 .02 .02 .03 .03 .05 .05 .05 .05 .05 .05 .05 .05 .1 .1 .15

1d4 1d4 .223 1d4+1 1d4+1 .270 1d4+1 7mm 1d4+1 .308 7.62mm 1d6 Crit: Stun .30-06 1d6 Crit: Stun .300 1d6 Crit: Stun 1d6 Crit: Stun 8mm 1d6+1 Crit: Stun .338 1d6+1 Crit: Stun .444 1d8 Crit: Stun .450 1d8 Crit: Stun .50 12.7mm 1d10 Crit: Stun * Click Here for flavor names for the Rifle 5mm 5.56mm 6mm

Autorifle/Carbine Over time the term autorifle and carbine have come to encompass a broad range of transitional military style weapons, but for the purposes of this game supplement autorifles and carbines are semiautomatic rifles, some with burst select, but none with full-auto capabilities. A carbine typically has a shorter barrel and a profile similar to a standard Sport Rifle.
*Weapon Semi-Auto Select Fire 4.7mmCS 4.92mmCS 5.56mm 7.62mm Damage Effect/Notes Reload: Standard(1)C Reload: Standard(1)C AutoRifle/Carbine Ammunition Critical 19-20 19-20 # of Attack 1/-/- (12) 1/2/- (18) Click Here for additional autorifle info Reach / Range 50 45 Weight 12 12 .02 .02 .02 .05 .05

1d4 1d4 .223 1d4+1 .308 1d6 Crit: Stun .30 1d6 Crit: Stun * Click Here for flavor names for the Autorifle

Assault Rifle A light, intermediate range, small caliber weapon with a high rate of fire used by military forces worldwide. Typically uses rifle caliber bullets with smaller charges. Many modern assault rifles in development today fire more than one type of round. It is assumed that these will be implemented.
*Weapon AR-Single AR-Secondary Primary 4.7mmCS 1d4 4.92mmCS 1d4 .223 5.56mm 1d4+1 .308 7.62mm 1d6 Crit: Stun Secondary .50cal 12.7mmHE 1d8+1 Crit: Stun 12g 19mmHE 1d10 Crit: Stun 20mmHE 1d12 Stun * Click Here for flavor names for the Assault Rifle Damage Effect/Notes Primary ammunition type only Reload: Standard(1)C Dual ammunition type capable Reload: Standard(1)C Assault Rifle Ammunition Critical 19-20 19-20 # of Attack 1/2/D2+2 (32) 1/2/D2+2 (32) 1//- (8) Reach / Range 40 40/30 Weight 9 10

5 5 5

.02 .02 .02 .05 .15 .8 1

Light Machine Gun A combat unit support weapon, usually wielded by a single or at most a two-man crew. Intended for portability and ease of use. Most often only came in full-auto variants. Used for suppression and defensive purposes. The Light designation denotes use of .30 caliber and lower ammunition. A standard or heavy MG would use calibers greater than this and would typically require a hard point mount. MG belts, drums, boxes or barrels generally cannot be field reloaded.
*Weapon Select Fire Full-Auto Damage Effect/Notes Reload: Full(1)B or Full(1)BX Reload: Full(1)B or Full(1)BX Light Machine Gun Ammunition Critical 19-20 19-20 # of Attack -/2/D2+2 (64) -/-/D2+2 (64) Reach / Range 60 60 Weight 24 24 .02 .02 .03 .05

4.7mmCS 1d4 4.92mmCS 1d4 .223 5.56mm 1d4+1 .308 7.62mm 1d6 Crit: Stun * Click Here for flavor names for the Light Machine Gun

Crewed/Support Weapons These are the heavier, yet still man portable weapons used to support small unit operations in the field of battle. Often, an entire squad (of variable size) was assigned to support and handle the weapon. These are man portable versions, not vehicle mounted.
*Weapon MG, Medium Ammo 7.62mm Effect/Notes Reload: Full(1)B or Full(1)BX Crew 2 Critical 19-20 # of Attack -//D2+2/AF2 0-10 (200) -//D2+2/AF2 0-20 (200) 1 (1) 1 (1) 1 (1) Reach / Range 60 Weight 80

MG, Heavy AT Projectile AT Missile AA Missile

.50/20mm/40mm Rocket- small AT Missile AA Missile

Reload: Full(1)BX

18-20

100 80 200 400 200 400 50 30 15

100 35 40 50 80 100 16 1.5 10+

Reload: Full(1)S 2 19-20 Crit: x3, Reload: Full(1)S 2 18-20 Reload: Full(1)S 2 16-20 Reload: Standard(1)S, counts as indirect Mortar, Light 40/60mm 2 20 1 (1) fire Usually vehicle transported, Crit: x3, Mortar, Medium 81mm Reload: Standard(1)S, counts as indirect 3 19-20 1 (1) fire Grenade Launcher 20/40mm Reload: Standard(1)S 1 19-20 1 (6) Personal Firearm Attachment GL Attachment 20/40mm 20 1 (1) Reload: Standard(1)S 1d12 Sustained damage of 1d6 for d4 rounds Incendiary Gun Incendiary after initial attack 20 1 (8) Canister Reload: Full(1)BX Damage ~Support Weapon Ammunition .308 7.62mm 1d6 Crit: Stun .50 12.7mm 1d10 Crit: Stun .50 12.7mmAP 1d10+1 Crit: Stun, Ignores hardness .50 12.7mmHE 1d8+1 Crit: Stun 20mmHE 1d12 Stun 20mmAP 1d12+1 Stun, Ignores hardness 40mmHE 2d8 Stun 40mmAP 2d8+1 Stun, Ignores hardness Rocket-small 2D12+2 Stun, knockback AT Missile 4D12+2 Stun, ignores hardness AA Missile 4d10+2 Stun, knockback 40mmHE Mortar 2d10+2 Stun, knockback 60mmHE Mortar 2d12+2 Stun, knockback 81mmHE Mortar 2d10+4 Stun, knockback 81mmAP Mortar 2d12+4 Stun, knockback 20mm Grenade 1d12 Stun 40mm Grenade 2d8 Stun, knockback Incendiary Canister For use with the incendiary gun ~All ammunition calibers 40mm and above cause the knockback condition in addition to any conditions listed - Most weapons that require more than one operator may still be operated by one PC, but at half the fire and reload rates. * Click Here for flavor names for Crewed/Support Weapons * Click Here for Grenade and Mortar round variations

5 5 5 10 20 20 10 20 20 5 10 -

.05 .15 .2 .15 1 1 5 5 15 10 10 10 20 30 35 2.5 5 +20

Heavy Weapons Ground Vehicle, towed or fixed position weapons of heavy caliber typically requiring more than one person to crew, man or operate. The ultimate in battlefield firepower and ground unit support. Specific Sea and Air weapons are detailed in the Vehicle Supplement document. Only weapons systems are detailed here.
*Weapon Mortar, Heavy Damage 107mm/120 mm Effect Counts as indirect fire Crit: x3/x3 Reload: Standard(1)S Crit: -/-/-/-/-/x3/x3 Reload: (20mm 40mm) Full(1)B or Full(1)BX (75mm 120mm) Standard(1)S Reload: (20mm 40mm) Full(1)B or Full(1)BX (75mm) Standard(1)S Counts as a vehicle Crit: -/x3/x3 Reload: Standard(1)S Crit: x3/x4/x4 Reload: Standard(1)S Counts as a vehicle Crit: x3/x4/x4/x4 Reload: Standard(1)S Crit: x3 Reload: Full(1)S Reload: Full(1)S Crit: x3 Reload: Full(1)S Reload: Full(1)S ~Heavy Weapons Ammunition Stun, ignores hardness, knockback Stun, knockback Stun, knockback Stun, Ignores hardness Stun Stun, Ignores hardness Stun Stun, Ignores hardness, knockback Stun, knockback Stun, Ignores hardness, knockback Stun, knockback Stun, Ignores hardness, knockback Stun, knockback Stun, Ignores hardness, knockbac k Stun, knockback Stun, Ignores hardness, knockback Stun, knockback Stun, Ignores hardness, knockback Stun, knockback Crew 3-6 Critical 19-20 # of Attack 1(1) -/-/D2+2/AF2020 (250)/ -//D2+2/AF20-20 (250)/ -//D2+2/AF20-20 (250)/ 2(100)/ 2(10)/ 1(1)/ 1(1)/ -/-/D2+2/AF2020 (250) /1(100)/1(1) 1(1) Reach / Range 450/ 500 80/ 80/ 80/ 80/ 100/ 200/ 250 80/ 80/ 100 100/ 200/ 250 400/ 500/ 600 350/ 450/ 550/ 500 300 600 300 600 20 20 20 5 5 5 10 5 20 5 20 5 20 5 25 5 30 5 30 5 30 Weight 250/ 300 400/ 400/ 450/ 600/ 800 400/ 500/ 600 300/ 350/ 400 1500/ 2000/ 2500 800/ 850/ 900 40 50 40 50 10 10 200 1 1 1.5 1.5 3 3 30 30 60 60 55 55 100 100 110 110 90+ 130 130 100+ 150 150 125+ 180 180 150+

Direct Fire, Fixed Mount

20mm/25mm /30mm/40m m/75mm/105 mm/120mm 20mm/40mm / 75mm 75mm/105m m/ 120mm 105mm/155 mm/203mm 105mm/155 mm/175mm/ 203mm/Rock et-large AT Missile AA Missile AT Missile AA Missile Damage 4D12+2 4d10+2 4d10+4 1d12+1 1d12 1d12+2 1d12+1 2d8+2 2d8 2d10+2 2d10 3d10+3 3d10 3d10 3d10 3d12 3d12 3d12+3 3d12 As submunition 4d10+4 4d10 As submunition 4d12+4 4d12 As submunition 5d10+5 5d10

3-10

19-20

Direct Fire, Towed Direct Fire, Self Prop Indirect Fire, Towed Indirect Fire, Self Prop Towed AT Towed AA Self Propelled AT Self Propelled AA

2-5 4-5

19-20 19-20

5-11

19-20

1(1) 1(1)/ 1(1)/ 1(1)/ 1(1)/ 12(12) 1 (1) 1 (1) 4(4) 4(4)

4-8 3-6 3-6 3-4 3-4

19-20

18-20 16-20 18-20 16-20

AT Missile AA Missile Rocket-large 20mmAP 20mmHE 25mm AP 25mm HE 40mmAP 40mmHE 75mmAP 75mmHE 105mmAP 105mmHE 107mmAP Mortar 107mmHE Mortar 120mmAP Mortar 120mmHE Mortar 120mmAP 120mmHE 120mm sub4 spaces munitions capable 155mmAP Stun, Ignore hardness, knockback 155mmHE Stun, knockback 155mm sub8 spaces munitions capable 175mmAP Stun, Ignores hardness, knockback 175mmHE Stun, knockback 175mm sub8 spaces munitions capable 203mmAP Stun, Ignores hardness, knockback 203mmHE Stun, knockback 203mm sub15 spaces munitions capable ~All ammunition calibers 40mm and above cause the knockback condition in addition to any conditions listed - Self propelled weapons weight does not include vehicle weight - Click Here for a list of Tracked and Wheeled Vehicle mounted weapons systems

Explosives, Mines and Bombs Relative Explosive Force of Materials


Explosive Material Serpentine Powder Ammonium Nitrate Corned Powder Black Powder Diesel Fuel/Nitrate Fertilizer Dynamite PETN(detonation cord) *TNT (Trinitrotoluene) Amatol Gasoline Tetryl Composition B C3/C4 Liquid Hydrogen/Liquid Oxygen FAE Munition Antimatter Explosive Force Multiplier (FM) 0.3 0.4 0.4 0.5 0.5 0.8 1.0 1.0 (3d6 damage) 1.2 1.2 1.3 1.4 1.4 1.5 5.0 1.135x10(10)

* 1lbs of TNT(trinitrotoluene) = 1 (used as a standard) Improvised Explosive Devices (IED) To make an IED requires first the knowledge, in the form of the Demolitions feat and the required materials, primarily the explosive, but may include other materials such as timers, triggers and containers. All explosives are classed as HE type weapons and therefore have an area effect(AF), which can also cause the SUPPRESSION effect. Once these materials are brought together to form the IED (a successful Dem olitions check and expenditure of the time and resources), the explosive force or damage is expressed thusly: 3d6 x explosive force multiplier per pound or measure of a given explosive material. One pound of TNT is used as a relative standard to create the other explosive force multipliers. If a character desires to use existing ammunition rounds, bombs or mines with the HE designation in IEDs, the damage potential from each individual weapon or ammunition type is totaled and an explosive force multiplier of 0.8 is applied. Ammunition types with the AP rating have an FM of x.5 . Other ammunition types may not be used and would be considered ineffective for IED purposes. EXAMPLE: Materials 1 lb of TNT / 1x 120mm ammo / 1x small Mine The Math 1 lb of TNT = force multiplier of x1 (3d6 damage) = average of 11 damage points 1x 120mm shell = fm of x.8 (3d12) = average of 16 damage points 1x sm Mine = fm of x.8 (2d6) = average of 6 damage points TOTAL: 32 damage points of average potential damage At anytime a fixed numeric damage factor may be applied to any IED by simply taking the average of the assigned die, which will always equal the die + .5 (i.e. d4 = 2.5 damage, 3d4 = 7.5 damage, 2d4 + 2d10 = 16 damage, etc.) and assigning that as a fixed damage to the IED. This eliminates the ingame math when factoring the explosive force multiplier for materials other than TNT. More information on creating IEDs may be found in the Demolitions feat entry. That entry includes other factors including special features and triggers. Unless stated otherwise, every explosion has a secondary effect out to 2x listed area of effect and damage. Default primary area of effect is 10 per 15 points of average damage.

Mines A class of munitions that is triggered under special conditions, and may linger on battlefields indefinitely, until those conditions are met. These conditions are determined by a mines trigger type.
*Weapon Mine, Small HE Mine, Small AP Mine, Medium HE Mine, Medium AP Mine, Large HE Mine, Large AP Damage 2d6 2d6 3d6 3d6 3d8 3d8 Effect/Notes Crit: Stun 4 spaces as submunition Stun, knockback, ignores hardness 4 spaces as submunition Stun, knockback 8 spaces as submunition Stun, knockback, ignores hardness 8 spaces as submunition Stun, knockback 15 spaces Stun, knockback, ignores hardness 15 spaces Crit: Stun 20 spaces as a sub-munition, carries 4 spaces of submunitions see weapons accessories list *Scatters # small bombs in a wagon wheel pattern from point of source in a 20 radius which then explode for 1d8 each. If using squares for combat play # = 8, 2 for each compass/square direction, 1 placed in the first square from source the other in the second square from source. If using hexes, # = 16, 2 each for each compass/hex face and distributed as before. Each bomblet affects its listed area. Mine Triggers Typical of trip wire mines May be set to detect up to 10 from source Typically Ammonia for anti-personnel use but also carbon monoxide for anti-vehicle use Used for both anti-vehicle and anti-personnel use, the required pressure is adjustable. May be set for mammalian or vehicle heat emissions 24 hour period or less Special Features +4 electronic Spot DC Critical x2 x2 x2 x2 x2 x2 # of Attack 1(1) 1(1) 1(1) 1(1) 1(1) 1(1) Reach / Range 5 5 10 5 15 10 Weight 0.5 0.6 1.5 2.0 5 5.5

Bomblet Mine

1d8*+

x2

1(8 or 16)

20

10

Pin Motion Sensor Chemical Sensor Pressure Heat Timed Composite Material

5 10 5 5 -

Bombs Bombs are typically delivered by air attack or flying vehicles.


*Weapon Bomb, Small HE Bomb, Small AP Bomb, Medium HE Bomb, Medium AP Bomb, Medium Sub-Munitions capable Bomb, Medium FAE Bomb, Large HE Bomb, Large AP Bomb, Large SubMunitions capable Bomb, Large FAE Bomb, Super HE Bomb, Super AP Bomb, Super SubMunitions capable Bomb, Super FAE Damage 3d10 3d10+3 4d12 4d12+4 2d10+ incendiary 6d12 6d12+6 2d12+ incendiary 3d20 3d20+3 4d12+ incendiary Complete destruction in area of effect and 10d20+10 in first zone and 10d12+10 in second zone and 10d6+10 in third zone Effect/Notes Stun, knockback Stun, knockback, ignores hardness Stun, knockback Stun, knockback, ignores hardness May carry 15 spaces of sub-munitions Stun, knockback, starts fires Stun, knockback Stun, knockback, ignores hardness May carry 20 spaces of sub-munitions Stun, kockback, starts fires Stun, knockback Stun, knockback, ignores hardness, also used for bunker busting May carry 40 spaces of sub-munitions Stun, knockback, starts fires Zone 0 100 - target zone. RadHaz R4 Zone 1 500 from target zone Stun, knockback, burned, blindness, radiation hazard R3 Zone 2 1500 from target zone Stun, kockback, burned, blindness, radiation hazard R2 Zone 3 3000 from target zone Stun, knockback, burned, blindness, radiation hazard R1 Critical 20 20 19-20 19-20 20/x3 19-20 19-20 19-20 20/x3 18-20 18-20 20/x3 Zone 1: 14-20 Zone 2: 16-20 Zone 3: 18-20 # of Attack 1(1) 1(1) 1(1) 1(1) 1(1) 1(1) 1(1) 1(1) 1(1) 1(1) 1(1) 1(1) 1(1) 1(1) Reach / Range 10 20 See sub-munition 40 40 5 See sub-munition 60 100 10 See sub-munition 140 Weight 100 110 300 320 100+submunition 320 500 530 200+submunition 530 1000 1100 450+submunition 1100

Tactical Nuclear Bomb ( 5 kiloton max )

1(1)

See effects/notes

500 per kiloton

Special Features Dummy Unless specified, all bombs are of this type. Drop and pray. Optical Targeting As accessory / typical of early aerial warfare Target Designation As accessory / ground forces or another aircraft GPS Guided As accessory / a specific form of active guidance Active Guidance As accessory / electronically controlled release - Unless stated all explosives have a secondary effect out to 2x listed area of effect at half damage of listed damage. Nukes excluded. -The actual area of effect of tactical nuclear weapons is generally much greater, and has been altered for game use. All given damage and area effects are PER KILOTON of yield.

Hand Grenades Hand sized objects specifically made to be primed and thrown by a user. All grenades have a 20/x2 threat range, unless specified.
Grenade Dynamite Chemical Concussion Flash Bang Fragmentation Gas, Sleep Thermal Smoke Web Foam Jell Primary 3d6 2d6+2 1d10 Subdual Crit: Stun 1d10 Subdual+blind Crit: Stun 3d6+3 Sleep 3d8+3 -4 Obstruction restrain restrain Secondary 1d8+1 1d6+1 Blind 2d8 2d6+2 1d8+1 -2 Obstruction Type Force Chemical Gas Force Light/Force Shrapnel Chemical Gas Fire Fire Chemical Gas Chemical restraint Chemical restraint Notes Primary: 10 Secondary: 15 progressive d4 rounds/Primary: 20 Sec: 30 Prim: 20 Sec: 30 20/-4 save

Prim: 40/10

Sec: 80/none Sec: 30

Prim: 20 Sec: 40 progressive d4 rounds/Prim: 20 18-20/-4 save Prim: 10 Sec: 15 Sec: 15 Burns metal/Prim: 10 Prim: 20 Prim: 20 Sec: none Sec: none

White Phosphorus 2d8+2

Progressive d4 rounds/Prim: 20

Sec: 30

19-20/-4 save 19-20/-4 save

Ultra-Modern Melee Weapons Weapons not yet invented and wielded as standard melee weapons.
Weapon Energy Fist Energy Weapon Chainsaw Drain Mace Damage 2d6 As Type +4 d8+4 D6+(10) Effect/Notes Reload: Move(1)Move(1)SEC Crit: Stun Reload: Move(1)SEC Critical 19-20 As Type # of Attack 1(10) 1(10) Reach / Range 5 As Type Weight 4 As Type +1 8 5

Reload: Move(1)SEC or Gasoline Engine 18-20 1(10) or (20) 5 Reload: Move(1)SEC 19-20 1(10) 5 Crit: Sever Limb Microblade D8+4 18-20 1(infinite) 5 Ignores hardness Reload: Move(1)SPC Plasma Sword 2d6+1 Crit: Sever Limb 19-20 1(10) 5 2 Ignores hardness Crit: Save vs Entangle or Disarm, attacker choice Stun Whip 1d4 Stun 18-20 1(10) 15 2 Reload: Move(1)SEC Vibroblade 1d8+4 Reload: Move(1)SEC 18-20 1(20) 5 3 most weapon types do damage as their mundane cousins but with an energy discharge, thus the additional damage assignment. Once the number of shots have been exceeded, a new power supply must be loaded. as any weapon from the Misc. or Bladed Weapon types plus an energy discharge. a drain mace will do normal damage except against a shielded device. The drain mace drains an additional 10 points from any shield it encounters and double that on a critical hit. The listed number of attacks before reload only count with successful hits upon shields, It otherwise acts as a normal melee weapon. a microscopically sharpened sword that can cut nearly anything. Ignores hardness. picture lightsaber. Ignores hardness. Does normal whip damage and also discharges a stunning energy into opponent. as a normal sword but vibrates at a hyper rate (like an electric kitchen knife of old on steroids). Add Strength mod to damage.

Ultra-Modern Pistols Ranged weapons that have no real life equivalent and that may be held in a single hand or manipulative appendage.
Weapon Damage Effect/Notes Critical # of Attack Reach / Range / Area Weight

-Sonic type blast Concussion Pistol 1d6 Knockback 19-20 1(10) 10 6 Reload: Move(1)SEC -Induces rage in target which attacks nearest 20 double Enrager Pistol 1(4) 10 5 being DC16, duration d4 rounds. duration Reload: Move(1)SEC -high energy beam Fusion Pistol 2d10 19-20 1(6) 20 6 Reload: Move(1)SPC Laser Pistol 2d8 Reload: Move(1)SEC 20 1(8) 30 4 -Those within 20 area of target, save vs Lightning Pistol 1d8+2 electrical attack due to arching 19-20 1(6) 20 / 20 5 Reload: Move(1)SPC -Used in conjunction with a poison or drug, usually a sedative type Needler Pistol 1d2 20 1/2/-(48) 15 3 -Ammunition comes in expendable preloaded clips. Reload: Move(1)SEC + Move(1)C -Paralysis beam, save or be paralyzed for d6 20 duration Neuro-Stunner 1(8) 20 5 rounds doubled -Xray beam that cooks target from inside out Particle Beam Pistol 2d8+2 - non living targets suffer damage 19-20 1(6) 30 4 Reload: Move(1)SEC -roll to hit until you miss(up to ammo or shot Pulse Pistol 1d8/pulse limit), apply that many dice of damage. 19-20 1(6) 40 5 Reload: Move(1)SEC -disintegration type damage Sonic Beam Pistol 2d10 19-20/X3 1(2) 40 5 Reload: Move(1)SEC A new power supply must be loaded or applied when the number of available shots in the Attacks column have been exceeded (consider it ammunition). It is a MOVE action to reload a clip/power supply. Occasionally, a Reload and an actual ammunition clip are indicated. Both must be replaced once the number of shots have been exceeded. It is a move action to replace any ONE of those required ammo/power supplies. A character could replace both with a move action and a standard action or in a full round action.

THIS SPACE LEFT INTENTIONALLY BLANK

Ultra-Modern Rifles Ranged weapons that have no real life equivalent and that are typically held with two hands or manipulative appendages.
Weapon Concussion Rifle Drain Beam Damage 1d8 20 Effect/Notes -Sonic type blast Knockback Reload: Move(1)MEC -only effective against Force Fields Reload: Move(1)MEC -Causes the STUN effect against electronic devices, including Robots and Androids for d4 rounds after which a reboot is possible. Refer to Automatons System for reboot details. - 1/3rd weight is Power Amplifier backpack Reload: Move(1)MPC -Induces rage in target which attacks nearest being DC16, duration d4 rounds. Reload: Move(1)MEC -high energy beam Reload: Move(1)MPC Crit: Frostbite - th weight is coolant pack Reload: Move(1)MPC + Full(1)BX Reload: Move(1)MEC Reload: Move(1)LEC -Those within 20 area of target, save vs electrical attack due to arching Reload: Move(1)MPC -uses pre-loaded clips of high density slugs Reload: Move(1)MEC + Move(1)C Critical 19-20 20 # of Attack 1(10) 1(4) Reach / Range 40 60 Weight 12 12

EMP Rifle

2d10

19-20 / x2 + -4 save + double duration

1(6)

80

8+6

Enrager Rifle Fusion Rifle Ice Rifle Laser Rifle Laser CG Lightning Rifle Magneto Rifle also Gauss Rifle Gauss CG

2d20 2d8+2 3d8 3d8 2d8+2

20 double duration 19-20 19-20/x3 20 20 19-20

1(4) 1(6) 1(8) 1(8) -/-/d2+2 (48) AF20-20 1(6)

40 40 40 / 5 60 50 40 / 20

10 12 5+15 8 20 10

4d8 4d8

20

1(20)

100

10

-uses pre-loaded ammo boxes of hi-density -/2/d2+2 (48) slugs 20 90 30 AF20-20 Reload: Move(1)LEC + Full(1)BX -Used in conjunction with a poison or drug, usually a sedative type 1/2/D2+2 Needler Rifle 1d2 -Ammunition comes in expendable 20 30 6 (48) preloaded clips. Reload: Move(1)MEC + Move(1)C -Paralysis beam, save or be paralyzed for d6 20 duration Neuro-Stunner 1(8) 40 10 rounds doubled -Xray beam that cooks target from inside out Particle Beam Rifle 2d10+2 - non living targets suffer damage 19-20 1(6) 60 8 Reload: Move(1)MEC -roll to hit until you miss(up to ammo or shot Pulse Rifle 1d10/pulse limit), apply that many dice of damage. 19-20 1(6) 80 10 Reload: Move(1)MEC -knockback 20 Repulsor Rifle 19-20/-4 1(8) 60 10 Reload: Move(1)MEC -disintegration type damage Sonic Beam Rifle 2d20 19-20/X3 1(2) 80 10 Reload: Move(1)MEC -Hold or Repel 5 rate a single character Tractor Beam Str40 18-20/-4 1(10) 20 16 Reload: Move(1)MEC A new power supply must be loaded or applied when the number of available shots in the Attacks column have been exceeded (consider it ammunition). It is a MOVE action to reload a clip/power supply. Occasionally, a Reload and an actual ammunition clip are indicated. Both must be replaced once the number of shots have been exceeded. It is a move action to replace any ONE of those required ammo/power supplies. A character could replace both with a move action and a standard action or in a full round action. CG=Chain Gun or Minigun

Ultra-Modern Support Weapons These weapons are still man-portable but heavier versions of the pistol and rifle variants. As a frame of visual reference, picture a bazooka sized weapon that is handled and aimed similarly, but often connected to a backpack. More powerful weapons can be handled by a single wielder simply because there is no recoil associated with firing the weapon. So, as long as the actual weight of the weapon does not exceed portability requirements, they may be wielded by a single person using two hands.
Weapon Concussion Blaster Drain Blaster Damage 1d10 40 Effect/Notes -Sonic type blast Knockback Reload: Move(1)LEC -only effective against Force Fields Reload: Move(1)LEC -Causes the STUN effect against electronic devices, including Robots and Androids for d4 rounds after which a reboot is possible. Refer to Automatons System for reboot details. - 1/3rd weight is Power Amplifier backpack Reload: Move(1)LPC -high energy beam Reload: Move(1)LPC Crit: Frostbite - th weight is coolant pack Reload: Move(1)LPC Standard(1) coolant pack Reload: Move(1)LEC Reload: Move(1)LEC Critical 19-20 20 # of Attack 1(10) 1(4) Reach / Range 60 / 10 wide 80 Weight 40 25

EMP Blaster

4d8

19-20 / x2 + -4 save + double duration

1(6)

100

15+12

Fusion Blaster Ice Blaster Laser Blaster Laser HCG

3d20 2d12+2 4d8 4d8

19-20 19-20/x3 20 20

1(6) 1(8) 1(8) -/-/d2+2 (48) AF20-20

60 60 / 10 100 80

25 15+30 20 40

-Those within 20 area of target, save vs electrical attack due to 19-20 1(6) 60 / 20 25 arching Reload: Move(1)LPC Magneto Blaster -uses pre-loaded clips of high also 4d10 density slugs 20 1(20) 150 55 Gauss Blaster Reload: Move(1)LEC -uses pre-loaded ammo packs of -/2/d2+2 hi-density slugs Gauss HCG 4d10 20 (48) 125 80+30 Reload: Move(1)LEC AF20-20 Standard(1) ammo pack -Xray beam that cooks target from inside out Particle Beam - non living targets receive 3d10+3 19-20 1(6) 80 15+10 Blaster damage Reload: Standard(1)LEC Backpack type p/s -roll to hit until you miss(up to ammo or shot limit), apply that Pulse Blaster 1d12/pulse 19-20 1(6) 100 15+10 many dice of damage. Reload: Standard(1)LEC Backpack type p/s -knockback 30 Repulsor Blaster 19-20/-4 1(8) 60 / 5 10 Reload: Move(1)LEC -disintegration type damage Sonic Beam Blaster 3d20+3 19-20/X3 1(2) 100 15+10 Reload: Standard(1)LEC Backpack type p/s -Hold or Repel 5 rate a single character Str60 Heavy Tractor Beam 18-20/-4 1(8) 40 30+10 Reload: Standard(1)LEC Backpack type p/s A new power supply must be loaded or applied when the number of available shots in the Attacks column have been exceeded (consider it clip type ammunition). It is a MOVE action to reload a clip/power supply. Occasionally, a Reload and an actual ammunition clip are indicated. Both must be replaced once the number of shots have been exceeded. It is a move action to replace any ONE of those required ammo/power supplies. A character could replace both with a move action and a standard action or in a full round action. HCG=Heavy Chain Gun or Minigun Lightning Blaster 2d12+2

Ultra-Modern Heavy Weapons These weapons are generally mounted in fixed positions or on vehicles and are not man portable. They may require a crew of 2 or more personnel to operate and are the ultimate in late generation killing devices. Power supplies for these types of weapons use the automaton and vehicle recharge rules, repeated here: The reload number in the # of Attacks column indicates how many times the weapon may fire before a cool-down or recharge period. The weapon itself has an unlimited supply of ammo or shots as long as the unit in which it is affixed remains powered and is only limited by this recharge rate in how often it may fire. Unless specified differently in the Notes section, the recharge rate is 1(one) round for weapons designated as light and 2(two) rounds for weapons designated as heavy. Once the required time limit has passed the weapon may again fire a number of times equal to its reload rate before the cycle begins again.
Weapon Concussion Cannon Damage 2d8 Effect/Notes Critical # of Attack Reach / Range Weight

-Sonic type blast Knockback 20 19-20 1(4) 80 / 10 wide 140 Recharge: Light(1) -only effective against Force Drain Cannon 60 Fields 20 1(2) 80 125 Recharge: Light(1) -Causes the STUN effect against electronic devices, including Robots and Androids for d4 rounds after which a reboot is 19-20 / x2 + -4 save + double EMP Cannon 4d12 possible. Refer to Automatons 1(3) 100 150+12 duration System for reboot details. - 1/3rd weight is Power Amplifier backpack Recharge: Heavy(2) -high energy beam Fusion Cannon 4d20+4 19-20 1(3) 80 125 Recharge: Heavy(2) Laser Cannon 4d10 Recharge: Heavy(2) 20 1(4) 150 120 -Those within 40 area of target, save vs electrical attack due to Lightning Cannon 2d20+2 19-20 1(3) 80 / 40 125 arching Recharge:Heavy(2) Magneto Cannon -uses pre-loaded clips of high 4d20 20 1(4) 200 155 also density slugs Gauss Cannon Recharge: Light(1) -Xray beam that cooks target from inside out Particle Beam 4d10+4 - non living targets receive 19-20 1(3) 100 150 Cannon damage Recharge: Heavy(2) -roll to hit until you miss(up to ammo or shot limit), apply that Pulse Cannon 2d10/pulse 19-20 1(3) 150 150 many dice of damage. Recharge: Light(1) -Hold or Repel rate 10 round a Ultra-Tractor Beam single character Str100 18-20/-4 1(1) 60 130 Recharge: Heavy(2) Power supplies for these types of weapons use the automaton and vehicle recharge rules, repeated here: The reload number in the # of Attacks column indicates how many times the weapon may fire before a cool-down or recharge period. The weapon itself has an unlimited supply of ammo or shots as long as the unit in which it is affixed remains powered and is only limited by this recharge rate in how often it may fire. Unless specified differently in the Notes section, the recharge rate is 1(one) round for weapons designated as light and 2(two) rounds for weapons designated as heavy. Once the required time limit has passed the weapon may again fire a number of times equal to its reload rate before the c ycle begins again. - Although I have not gone on to list even heavier versions of these weapons, some are available. Heavier versions of the Particle Beam Cannon, Pulse Beam Cannon, Gauss Cannon and Laser Cannons can exist if you so desire, merely extrapolate the given data.

Ultra-Modern Bombs/Mines and Explosives Ultra-Modern Bombs


Weapon Damage Zone 0 total destruction + R4 radiation Zone 1 4d100+50 + R3 radiation Zone 2 1d100+25 + R2 radiation Zone 3 4d20+10 + R1 radiation Zone 0 total destruction + R4 radiation Zone 1 4d100+50 + variable radhaz Zone 2 1d100+25 + variable radhaz Zone 3 4d20+10 + variable radhaz Zone 0 total destruction + R4 radiation Zone 1 1d100+25 + R4 radiation Zone 2 4d20+10 + R3 radiation Zone 3 2d12+4 + R2 radiation 2d10 at 10 1d12 at 20 1d8 at 30 1d6 at 40 for d4 rounds Effect/Notes All effects are PER 10 kiloton yield of the bomb. Zone 0 500 - target zone, radiation hazard R4 Zone 1 1500 from target zone Stun, knockback, burned, blindness, radiation hazard R3 Zone 2 1mile from target zone Stun, kockback, burned, blindness, radiation hazard R2 Zone 3 3mile from target zone Stun, knockback, burned, blindness, radiation hazard R1 Area denial weapon, as Hydrogen bomb in all other respects. Long or short term radioactivity. In game terms, a cobalt bomb may be pre-set with a fixed duration and level of radiation which effects the given blast radius. Zone 0 R4 radiation Zone 1 Variable radiation but higher than zone 2 Zone 2 variable radiation but higher or the same as zone 3 Zone 3 variable radiation but the same or lower than zone 2 All effects are PER 10 kiloton yield of the bomb. Zone 0 250 - target zone Radiation hazard R4 Zone 1 1000 from target zone Stun, knockback, burned, blindness, radiation hazard R4 Zone 2 3000 from target zone Stun, kockback, burned, blindness, radiation hazard R3 Zone 3 2miles from target zone Stun, knockback, burned, blindness, radiation hazard R2 This explosive type sends out waves of destructive energy until its power supply is exhausted. Which will be in d4 rounds This bomb is not the traditional atomic weapon but an electromagnetic device that produces an EMP wave. -Causes the STUN effect against electronic devices, including Robots and Androids for d4 rounds after which a reboot is possible. Refer to Automatons System for reboot details. If the reboot fails, the condition continues until a successful reboot is accomplished. Dumb electrical or electronic systems may function normally after the duration provided they have not been broken by the damage effects. This weapon spins at high speed just above the ground emitting lasers in a seemingly random pattern cutting down everything in the area. Critical # of Attack Reach / Range Weight

Hydrogen Bomb

19-20/-4

1(1)

See notes

500 per 10 kiloton yield

Cobalt Bomb

19-20/-4

1(1)

See notes

525 per 10 kiloton yield

Neutron Bomb

19-20/-4

1(1)

See notes

500 per 10 kiloton yield

Pulse Bomb

20

1(1)

Primary: 40 Secondary: none

300

EMP Bomb

4d12+4

19-20/-4 save + double duration

1(1)

Primary: 40 Secondary: 80

250

Cherry Bomb

1d8 xd10

19-20

1(1)

Primary: 80 Secondary: none

300

Lightning Bomb Drain Bomb Repulsor Bomb Plasma Bomb

2d20+2 80 4d20+4

-Those within 40 area of target, save vs electrical attack due to arcing. - only effective against Force Fields. - knockback 30 - super heated gasses - restrains, no movement, no actions - super sticky web material that dissolves over a period of 6 rounds, loosing 10 points of strength per round. - starting Strength 80 - disintegrate type damage

19-20 20 19-20/-4 19-20/x3

1(1) 1(1) 1(1) 1(1)

Primary: 60 Secondary 80 Primary: 10 Secondary: 20 Primary: 20 Secondary: 30 Primary: 60 Secondary: 80

300 250 200 500

Web Bomb

18-20/-4

1(1)

Primary: 60 Secondary: none

350

Primary: 80 350 Secondary: 100 Crit: Frostbite Primary: 60 Ice Bomb 3d12+3 19-20/x3 1(1) 400 - cold damage Secondary: 80 - capable of carrying 30 spaces Primary: varies Bomb, Submunitions Varies with of ultra-modern warheads or 1(1) Secondary: 400+ Capable warhead submunitions varies - All bomb damage and effects have a primary and a secondary range. Damage and effects are and at twice the given primary range for the sec ondary range unless specified. The differences between Fission and Fusion bombs are not accounted for, and should be largely considered irrelevant for gaming anyway. - All associated damages and area effects of atomic weapons are PER 10 Kiloton of yield unless specified. These are ALL approximations. Actual area of effects and vitality of effects will vary heavily on many factors, such as height of blast, terrain features, prevailing winds and bomb materials. Maximum allowed realistic yield for a nuclear w eapon should be set at about 60 megaton, although most modern nuclear weapons in todays arsenals have a yield between 600-800 kilotons. Click Here for additional Nuke Weapons data Sonic Bomb 4d20+4 19-20/x3 1(1)

Ultra-Modern Mines A class of munitions that is triggered under special conditions, and may linger on battlefields indefinitely, until those conditions are met. These conditions are determined by a mines trigger type.
*Weapon Spider Mine Mine, Small Mine, Medium Mine, Large Damage Varies Varies Varies Varies Effect/Notes - this mine is self -ambulatory and may have any warhead that fits in its available spaces. 4 spaces as submunition and 4 warhead spaces 4 spaces as submunition and 4 warhead spaces 8 spaces as submunition and 8 warhead spaces 15 warhead spaces Crit: varies 20 spaces as a submunition, carries 4 warhead spaces - Scatters # small bombs in a wagon wheel pattern from point of source in a 20 radius which then explode for their listed damage each. If using squares for combat play # = 8, 2 for each compass/square direction, 1 placed in the first square from source the other in the second square from source. If using hexes, # = 16, 2 each for each compass/hex face and distributed as before. Each bomblet affects its listed area. Warheads and Sub-Munitions Crit: Frostbite .25 submunition spaces .25 submunition spaces .25 submunition spaces -STUN vs electronic devices including robots and androids for d4 rounds .25 submunition spaces - everyone within area save vs electrical damage .25 submunition spaces Crit: Frostbite Warhead spaces: Small = 4 Medium = 8 Large = 15 Critical Varies Varies Varies Varies 1(1) 1(1) 1(1) 5 10 15 2+ 5+ 10+ # of Attack Reach / Range Weight

Bomblet Mine

Varies

Varies

1(8 or 16)

20

10

Ice Bomblet Plasma Bomblet Drain Bomblet EMP Bomblet Lightning Bomblet

1d8 1d12 10 1d8

19-20/x3 19-20/x3 20 19-20/ -4 save + double duration 19-20

1(1) 1(1) 1(1) 1(1)

5 5 5 10

+4 +2.5 +3 +2.5

1d10 Small : 1d8 Medium : 2d8 Large : 3d8

1(1)

10

+3 S:+15 M:+20 L:+25

Ice Sub-Munition

19-20/x3

1(1)

Plas ma SubMunition

Drain SubMunition

EMP SubMunition

Small : 1d12+1 Medium : 2d12+2 Large : 3d12+3 Small : 10 Medium : 20 Large : 30 Small : 1d8 Medium : 2d8 Large : 3d8 Small : 1d12 Medium : 2d12 Large : 3d12

Warhead spaces: Small = 4 Medium = 8

Large = 15 19-20/x3 1(1) -

S:+5 M:+10 L:+15

Warhead Spaces Small = 4 Medium = 8

Large = 15 20 1(1) -

S:+10 M:+15 L:+20

Warhead Spaces Small = 4 Medium = 8

Large = 15

19-20/-4 save + double duration

1(1)

- everyone w/in area of effect saves vs damage Warhead Spaces Small = 4 Medium = 8 Large = 15 19-20 1(1)

Lightning SubMunition

Small = +5 Medium = +10 Large = +20 Primary : as size Second ary: Small = +5 Medium = +10 Large = +15 5 10 5 5 10

S:+5 M:+10 L:+15

S:+10 M:+15 L:+20

Mine Triggers Typical of trip wire mines May be set to detect up to 10 from source Typically Ammonia for anti-personnel use but also carbon Chemical Sensor monoxide for anti-vehicle use Used for both anti-vehicle and anti-personnel use, the required Pressure pressure is adjustable. Heat May be set for mammalian or vehicle heat emissions Timed 24 hour period or less Life Scan Scans for life signs of a specific target type or species - All ultra-modern mines are presumed to have the Composite Materials benefit of +4 Spot DC Pin Motion Sensor -

Ultra-Modern Explosives
Explosive Material Hydrodeformation Nitroamatol AHEDM (Advanced High Explosive Demolitions Munitions) Diflurotominal Sulfanium Nucleoadmanterum - See the previous Explosives section for details on usage. Explosive Force Multiplier (FM) 2.0 3.0 3.5 6.0

Ultra-Modern Handgrenades
Grenade Ice Sonic Neuro-Stun Plasma Drain EMP Lightning Primary 2d6+2 4d6+4 Paralyze d6 rounds 4d10+4 20 3d8+3 2d12+2 Secondary 1d6 2d6+2 2d10+2 2d6 Type Energy Sonic Energy Plasma Energy Energy Prim: 20 Energy Notes Prim: 10 Sec: 15 Crit: Frostbite Prim: 30 Prim: 20 Prim: 10 Prim: 10 Prim: 15 Sec: 50 Sec: none Sec: 15 Sec: none Sec: 30

19-20/x3 19-20/x2 18-20/-4 19-20/x3

20 19-20/-4 save + double duration Sec: none 19-20/ everyone within area of effect saves vs electrical attack

Supplemental Ammunition Information


Ammo Listings
Ammunition 4.7CS 4.92CS .22 5mm .223/5.56mm 6mm .270 7mm .308/7.62mm .30-06 .300 .32 8mm .338 .38 9mm .40 .444 .45 .50/12.7mm 13mm 12g/19mm 20mm 20mm Gren 25mm 30mm 40mm 40mm Gren 40mm Mort 60mm Mort 75mm 81mm Mort 105mm 107mm 107mm Mort 120mm 120mm Mort 155mm 175mm 203mm Penetration 0 0 1 1 1 1 1 1 2 2 2 2 2 2 2 2 3 3 3 4 4 4 5 2 5 5 6 3 3 3 6 4 6 6 4 6 4 7 7 8 Crit: Stun Crit: Stun Crit: Stun Crit: Stun Crit: Stun Crit: Stun Crit: Stun Stun Stun Stun Stun Stun, knockback Stun Stun, knockback Stun, knockback Stun, knockback Stun, knockback Stun, knockback Stun, knockback Stun, knockback Stun, knockback Stun, knockback Stun, knockback Stun, knockback Stun, knockback Special Effects/Notes Rarity C U C R C R R R C U R R R R U C U R U C R C U U R R U U U U R R U R R C U U R R U C U U C C U Spaces .0001 (10,000 rounds/vehicle space) .0001 .0001 .0001 .0001 .000125 (8000 rounds/vehicle space) .000125 .00016 (6250 rounds/vehicle space) .00016 .00016 .00016 .00016 .0002 (5000 rounds/vehicle space) .0002 .0002 .00025 (4000 rounds/vehicle space) .00025 .000325 (3076 rounds/vehicle space) .000325 .0004 (2500 rounds/vehicle space) .0004 .0005 (2000 rounds/vehicle space) .001 (1000 rounds/vehicle space) .001 .00125 (714 rounds/vehicle space) .0016 (625 rounds/vehicle space) .002 (500 rounds/vehicle space) .002 .002 .0023 (434 rounds/vehicle space) .01 (100 rounds/vehicle space) .0145 (69 rounds/ vehicle space .025 (40 rounds/vehicle space .025 .025 .033 (30 rounds/vehicle space) .033 .04 (25 rounds/vehicle space) .05 (20 rounds/vehicle space) .065 (15 rounds/vehicle space) .0004 (2500 rounds/vehicle space) .01 .02 .02 .01 .02 .05 Internal Spaces -

1 2 2 2 4 4 6 6 8 -

Gauss Ignores hardness 6 Round Clip Belt Box or Drum SEC or SPC MEC or MPC LEC or LPC -Click Here for additional munitions data and information

Ammo Random Find Tables Rarity C Common U Uncommon R Rare Chance of Find 1-64% 65-90% 91-100% or Type Small Arms Heavy Weapons Ultra-Modern Chance of Find 1-50% 51-75% 76-100%

Small Arms ( up to Shotgun ammo, or under 20mm )~ D8 Amount Percentile Method 1 1d4 loose rounds 1-15% 2 2d6 loose rounds 16-30% 3 3d10 loose rounds 31-45% 4 4d12 loose rounds 46-60% 5 1 box of 100 rounds or 1 full belt or drum 61-75% 6 1d4 boxes of 100 rounds or full belt or drums 76-85% 7 2d6 boxes of 100 rounds or full belt of drums 86-95% 8 1 case of 10 boxes or 100 rounds or full belt or drums 96-100% * boxes and cases can be supplanted with belts, cassettes or drums at GM discretion Heavy Weapons ( 20mm and above )~ D8 Amount Percentile Method 1 1 round 1-15% 2 1d4 loose rounds 16-30% 3 1d6 loose rounds 31-45% 4 1d8 loose rounds 46-60% 5 1 crate of 10 rounds or 1 full auto-cannon cassette 61-75% 6 1d2 crates of 10 rounds or full auto-cannon cassettes 76-85% 7 1d4 crates of 10 rounds or full auto-cannon cassettes 86-95% 8 1d6 crates of 10 rounds or full auto-cannon cassettes 96-100% * crates can be supplanted with belts, cassettes or drums at GM discretion
~ Chances that any given round or rounds of ammunition are a specialized variant available in the Weapons Accessories table should be set at no more than 20% and 10-15% is recommended with AP rounds being by far the most prevalent.

Ultra-Modern D8 1 Amount Energy Cell 1 Small 2 Medium 3 Large Gauss Rifle/Blaster Ammo Gauss CG/HCG Ammo Gauss Cannon Ammo Needler Pistol/Rifle Ammo 1 Sleep 2 Paralysis 3 Death Plasma Cell 1 Small 2 Medium 3 Large Ice Rifle Coolant Pack Ice Blaster Coolant Pack Percentile Method 1-25% 1-50% 51-85% 86-100% 26-40% 41-50% 51-55% 56-75% 1-30% 31-85% 86-100% 76-85% 1-50% 51-85% 86-100% 86-95% 96-100%

2 3 4 5

7 8

Ultra-Modern Energy or Plasma Cell Amounts Sub-Table D8 Amount 1 1 Cell 2 1d4 Cells 3 1d6 Cells 4 1d8 Cells 5 1 Box of 10 Cells or 6 1d4 Boxes of Cells 7 1d4+2 Boxes of Cells 8 1 crate of 6 boxes of Cells Percentile Method 1-30% 31-60% 61-75% 76-85% 86-90% 91-94% 95-98% 99-100% Size D8 1-3 4-6 7-8

Size Percentile Small 1-40% Medium 41-75% Large* 76-100% *(typically in backpack form)

Ultra-Modern Gauss Rifle/Blaster and Needler Pistol/Rifle Amounts Sub-Table D8 Amount 1 1 Clip 2 1d2 Clips 3 1d4 Clips 4 1d6 Clips 5 1d8 Clips 6 1 box of 10 Clips 7 1d4 boxes of 10 Clips 8 1 crate of 4 boxes of 10 Clips Percentile Method 1-35% 36-50% 51-75% 76-80% 81-90% 91-95% 96-98% 99-100%

Supplemental Weapon Information


Weapon System Small Arms, Pistols, Grenade Launcher Attachment, Small Rocket, Small Melee Weapons, Grenades of all types, Mini-Missiles and Flares Small Arms, Rifles, Shotguns, Melee Weapons Small Arms, Light and Medium Machine Guns Support Weapons, Heavy Machine Guns, AT/AA Missiles, Light Mortars, Grenade Launchers, Incendiary Gun Support Weapons, Medium Mortar Heavy Weapons, Heavy Mortar, 20mm thru 75mm cannon Heavy Weapons, 105mm thru 125mm cannon Heavy Weapons, 152mm thru 203mm cannon, Large Rocket, AT/AA Missile Pod Ultra-Modern Blasters Ultra-Modern Cannon Bomb or Mine, Small Bomb or Mine, Medium Bomb or Mine, Large Bomb, Super Ultra-Modern Bomb Nuclear Bomb - Click Here for misc. information on Non-Lethal Weapons Vehicle Weapon Spaces .25 .5 .5 1 2 2 3 4 1 3 .5 1 1.5 3 2 1/10kt Automaton Weapon Spaces .5 1 1 2 4 4 6 8 2 6 1 2 3 6 4 2/10kt

Weapon Accessories Accessories for weapons that assist the weapons system, shooter or operator in some way.
System Targeting Accessories Sub-System Optical Sites Bonus / Penalty +2 to hit Effects/Notes Most military weapon systems mount this accessory as a standard feature. Usually includes iron sites mechanical elevation controls and similar. These come in two versions, one for daytime use, the other for nighttime use. Includes optical and night vision scopes. Daytime telescopic or optical sites for rifles can have a telescopic rating from x1 to x4. Each x1 rating increases the short range by that factor. So that a rifle with a short range increment of 45 with a x2 scope now has a short range increment of 90. Maximum ranges are unaffected by telescopic sights and still apply. Nighttime scopes use either active or passive infrared or heat sensing circuitry and do not function in daylight and offer only a +2 bonus in twilight. Benefits from enhanced optical sites are only gained if a character is aiming. A laser attachment available for use with most firearms that assists in point and shoot targeting. A 3rd party uses a separate target designation system or pod to paint or designate targets for the weapon system. Wire guide weapons also fit in this category. The projectile uses passive sensors to detect energy from targets, which guides it to the target. Only used with missiles. Global Positioning System. A satellite lock-on is required. Works with ground based artillery or air delivered systems (bombs and missiles). This works in response to INCOMING projectiles only and tracks it back to its source. The projectile uses radar, video, audio or laser to guide it on its path to the target. Only used with missiles or bombs. May be used for any ammunition round 105mm or larger and adds to the base range and weight of any ammunition type used. May be used to replace ball ammunition types of .22cal to .50cal, including shotgun ammo. No damage effec ts. Illuminates targeted area 60 radius for 1d6 rounds. Replaces ammo types of 20mm or higher. Tracer rounds burn as they are fired making them easy to follow with the eye, therefore enabling more accurate fire. Available only up to ammo types of 30mm or smaller and may for game purposes be considered Ball ammo. This round uses a high-density sabot or flichette to penetrate hardened armor of vehicles. Used in rocket, AT missiles and ammo types 105mm or greater and of the AP designation. The bonus adds to the final damage roll. Zone 0 100 - target zone, radiation hazard R4 Zone 1 500 from target zone Stun, knockback, burned, blindness, radiation hazard R3 Zone 2 1500 from target zone Stun, kockback, burned, blindness, radiation hazard R2 Zone 3 3000 f rom target zone Stun, knockback, burned, blindness, radiation hazard R1 Available only for 155mm ammo , bombs and missiles This type of feature allows the weapon delivery system to carry and scatter submunitions instead of causing damage directly. 120mm = 4 spaces 155mm = 8 spaces 175mm = 8 spaces 203mm = 15 spaces AT Missile = 20 spaces Bomb, Medium = 15 spaces Bomb, Large = 20 spaces Bomb, Super = 40 spaces A delivery system of the above types may carry a number of spaces worth of mines or other sub-munitions. Ammunition of this type is designed to house and disseminate bio-chemical agents into the atmosphere in an area of the battlefield. The area for game purposes is defined by the amount delivered and from point of impact. Only available with ammo of 120mm and greater and with bombs and missiles. Biological agents may be spread from point of impact by carriers of the agent (ie. People, animals, etc). Winds directly influence the effects of these weapon types. Winds over 5mph halve the area. Winds over 10mph negate the effects entirely. Small amount = 4 spaces / 20 radius / +5 weight Medium amount = 8 spaces / 40 radius / +10 weight Large amount = 15 spaces / 80 radius / +20 weight

Enhanced Optical Sites

+4 to hit

Laser Pointer or Site Target Designation Passive Guidance GPS Guided Trajectory Radar Active Guidance Ammunition Enhancements Rocket Assisted Rounds Magnum Illumination Tracer Sabot

+2 to hit +6 to hit +6 to hit +8 to hit +8 to hit +8 to hit +50ft range / +5 weight +5 ft range / +2 damage +2 to hit +10 vs armor Zone 0 Complete Destruction Zone 1 10d20+10 Zone 2 10d12+10 Zone 3 10d6+10

Tactical Nuclear Warhead (per kiloton 1 kiloton standard 5 kiloton max for Tactical Nukes x zone results by kiloton rating)

Sub-Munitions Capable

No damage

Sub-Munition Bio-Chemical

Save vs Death or Sever Illness

Weapons Accessories Table Cont

Sub-Munition Incendiary

Additional 1d6 damage for 1d4 rounds

Sub-Munition Bomblets

1d8 damage

Sub-Munition Mines

As mine

Sub-Munition Ultra-Modern

As mine

Sub-Munition Ultra-Modern Bomb Misc. Weapons Accessories

As mine submunitions or warheads +5 Listen DC +10 Listen DC +5 Spot DC +2 to hit +5 range +2 to hit +2d6 dam +4 Spot DC +4 Spot DC 1d4 1d4 1d4

Bolt Lock Noise Suppressor Flash Suppressor Mounted Flashlight Barrel Extension Bi-pod Vehicle Ram Fake Turret or Weapon Mount Fake Weapon Auto-Gunner

In addition to normal explosive and shrapnel damage this weapon type also causes additional, reoccurring damage in the form of fire. This fire cannot be extinguished with liquids or smothered. Only available in ammunition 155mm and greater and with bombs and missiles. Small amount = 4 spaces / 10 radius / +10 weight Medium amount = 4 spaces / 20 radius / +20 weight Large amount = 15 spaces / 40 radius / +40 weight Each takes up .25 spaces and adds +.5 weight Small = 4 spaces / 16 bomblets / +8 weight / 20 radius Medium = 8 spaces / 32 bomblets / +16 weight / 40 radius Large = 15 spaces / 60 bomblets / +30 weight / 80 radius Bomblets may also have the AP designation unless of ultra-modern types. See individual mine entries Small = 4 spaces Medium = 8 spaces Large = 15 spaces See individual mine entries Small = 4 spaces Medium = 8 spaces Large = 15 spaces See individual warhead and sub-munition entries Capable of carrying 30 spaces worth Small = 4 spaces Medium = 8 spaces Large = 15 spaces Adds to the difficulty of hearing weapons fire. The bolt must manually be worked to set a new round and thus any weapon with this attachment may only be fired once in a standard action (no burst or autofire). Adds to the difficulty of hearing weapons fire. There is a cumulative 2% chance per use that the suppressor will stop functioning. Adds to the difficulty of seeing the muzzle flash from a weapon, night or day. Bonus is good only within the range and area of the flashlights beam. Comes in 5, 10, 15, 20 and 30 ranges Adds +5 to the base range of any firearm, direct fire or indirect fire projectile weapon (not beam or special weapons) A fixed rest or mount for a firearm from the Sport Rifle, AutoRifle, Assault Rifle categories and any machine gun with the medium or light designation. Bonus is only applicable when a character is aiming Vehicle attachment to the front or rear that deals extra damage when used to ram other vehicles or obstructions. 50HP. Uses vehicle or automaton space of the actual emulated turret Uses vehicle or automaton weapons spaces of the actual emulated weapon Auto-fires a linked weapons system under pre-determined conditions. You can set range and target type. 2 to hit, use level of character programming. Illuminates a 40 area for 1d4 rounds. Takes up .25 vehicle weapon spaces Illuminates a 100 area for 1d4 rounds. Takes up .25 vehicle weapon spaces Half move for wheeled vehicles or men on foot. DC14 to avoid damage 1d4/hit save every 5 in a 10 area. .25 vehicle weapon spaces. Half move for wheeled vehicles or men on foot. DC14 to avoid damage of 1d4/hit save every 5 in a 20 area. .5 vehicle weapon spaces Up to 4 mines per 5 area. Used only with Obstruction or Flare Dispensers. .25 vehicle weapon spaces

Misc. Weapons Systems Used in Specialized Racks or Dispensers

Munition, Small Flare Munition, Large Flare Munition, Small Obstruction Packs Munition, Large Obstruction Packs Munition, Mini-Mine

Vehicle Racks and Mounts


This table is added for those who use or intend to use the PAForge Vehicle or Automaton Supplements and supercedes those sections where conflict of data or processes may arise.
Vehicle Weapons Automaton Weapons Spaces Spaces Spaces Spaces Turret, small external 1 2 2 2 Turret, large external 4 4 6 6 Turret, dual small external 4 4 8 8 Turret, dual large external 8 8 16 16 Turret, small pop-up 2 2 4 4 Turret, large pop-up 4 3 8 6 Cupola 4 3 8 6 Fixed Weapon Pod, small external 1 1 2 2 Fixed Weapon Pod, medium external 2 2 4 4 Fixed Weapon Pod, large external 3 3 6 6 Mini-Missile Launcher, small external 1 4 2 8 Mini-Missile Launcher, large external 2 8 4 16 Twin-Arm Missile/Rocket Launcher 2 2 4 4 Canister Missile/Rocket Launcher 4 4 8 8 Internal Launch Tube Missile Launcher 4 4 8 8 Obstruction Dispenser, small external 1 2 2 4 Obstruction Dispenser, large external 1 4 2 4 Flare Dispenser 1 4 2 4 Mini-Mine Dispenser 1 4 2 4 Mine Rack 2 4 4 8 Bomb Rack, Small 1 1 2 2 Bomb Rack, Medium 2 2 4 4 Bomb Rack, Large 2 3 4 6 Bomb Rack, Super 3 3 6 6 Misc. Articulating Weapon Mount 1 2 2 4 -Mounts and racks cannot hold weapons of larger size than their designation (i.e. a large bomb rack cannot hold a super bomb even though there are enough listed spaces.) Vehicle or Automaton spaces are the number of spaces the mount takes up when installed, Weapon spaces are the number of spaces that an individual weapon takes up in the mount. Mount

This ends the PAForge Compendium of D20 Weapons


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PAForge, The Post Apocalyptic Forge, MOTE, Masters of the Earth. All of the rest of the SRD is Open Game Content as described in Section 1(d) of the License. More information on the Open Game License can be found at www.wizards.com/d20. The terms of the Open Gaming License Version 1.0a are as follows: OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royaltyfree, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Modern and Future System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. PAForge, The Post Apocalyptic Forge, MOTE and Masters of the Earth are Copyright 2004, Paul S. Williams END OF LICENSE

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