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Firearms Cost Damage Weight Properties

Pistol, automatic 2000 1d10 3 lb. Ammunition (range 50/150), reload (10 shots)
ballistic
Pistol, military 4000* 1d12 3 lb. Ammunition (range 30/100), burst-fire, reload
ballistic (20 shots)
Revolver 2500 2d6 4 lb. Ammunition (range 40/120), reload (6 shots)
ballistic
Rifle, bolt action 3500 2d8 8 lb. Ammunition (range 80/240), reload (1 shot),
ballistic two-handed
Rifle, automatic 4000 2d8 8 lb. Ammunition (range 80/240), reload (12 shots),
ballistic two-handed
Rifle, military 6000* 2d8 7 lb. Ammunition (range 80/240), burst-fire, reload
ballistic (30 shots), two-handed
Rifle, sniper 8000* 4d6 15 lb. Ammunition (range 300/1200), heavy, reload (6
ballistic shots), two-handed, reqs. aiming (full action)
prior to firing. 19/20 critical. Critical hits deal an
extra set of damage dice. Cannot be fired in
melee range.
Shotgun, pump 3000 3d6 7 lb. Ammunition (range 20/60), reload (6 shots),
ballistic quick action to pump, +1 to attack, dmg
halved past 20 feet, two-handed
Shotgun, 4000 3d6 7 lb. Ammunition (range 20/60), reload (6 shots), +1
automatic ballistic to attack, dmg halved past 20 feet, two-
handed
Shotgun, military 7000* 3d8 9 lb. Ammunition (range 20/90), heavy, burst fire,
ballistic reload (12 shots), +1 to attack, dmg halved
past 20 feet, two-handed
SMG 4000* 2d8 5 lb. Ammunition (range 30/100), burst-fire, reload
ballistic (30 shots)
Light Machine 7000* 2d12 25 lb. Ammunition (range 60/240), heavy, burst-fire,
Gun ballistic reload (100 shots), two-handed

Ammunition
Bullets (10) 50 - 2 lb. -
Bullets, incendiary 75* - 1 lb. Add 1d6 fire damage
(5)
Bullets, armor 75 - 1 lb. +1 to hit
piercing (5)
Bullets, magic (5) 200* - 1 lb. Ignore target’s non-magical armor bonus
Bullets, rubber 30 - 1 lb. Weapon damage converted to 1d4, non-
(10) lethal, target is incapacitated if brought to 0 HP
and is stable, critical hits req. target to make a
DC 15 CON save or become incapacitated for
1d4 rounds
Bullets, EMP (1) 350* - 2 lb. Does no damage, on contact an AOE (30 ft.)
EMP blast is released, disabling unshielded
electric/electronic components for 30 seconds,
critical hits disable for two minutes and may
destroy object struck
Shells, shotgun 50 - 2 lb. -
(10)
Shells, shotgun, 50 - 1 lb. Removes half-damage range penalty, -2 to hit
slugs (5)
Cartridges, stun 50* - 1 lb. -
gun (1)
Cartridges, stun 100 - 1 lb. -
baton/taser (5)
Explosives
Grenade, 200 5d6 1 lb. Thrown (range 60), AOE (20 ft.), DC 15 DEX
fragmentation piercing save, half damage on save
Grenade, smoke 150 - 1 lb. Thrown (range 60), AOE (20 ft.), one round after
landing emits smoke to heavily obscure area
Grenade, gas 250 1d4 1 lb. Thrown (range 60) AOE (20 ft.), one round after
landing emits gas. DC 15 CON save, half
damage on save, failed save also results in
becoming incapacitated for 1 round, saving roll
made at beginning of every round target is in
AOE or as soon as target passes into AOE

Attachments
Scope, revolver 1500 - 1 lb. Doubles normal range, +1 to hit, 19/20 crit
Scope, rifle 2000 - 2 lb. Doubles normal range, +1 to hit, 19/20 crit
Foregrip, shotgun 2000 - 2 lb. +1 to hit
Bi-pod, rifle 2000 - 3 lb. Must spend action to deploy, +2 to hit
Bi-pod, light 2500 - 4 lb. Must spend action to deploy, +2 to hit
machine gun
Expanded 1500 - 2 lb. Doubles ammunition capacity, not compatible
Magazine, pistol with revolver
Expanded 2500 - 3lb. Doubles ammunition capacity, not compatible
Magazine, rifle with bolt-action rifle
Expanded 2000 - 3 lb. Doubles ammunition capacity
Magazine, SMG

Special
Stun Baton 1500* 1d4 4 lb. Ammunition (range melee), reload (5 uses), DC
15 CON save or become incapacitated for 1
round
Stun Gun 2000* - 2 lb. Ammunition (range 10/20), reload (1 shot), DC
18 CON save or become incapacitated for 1d4
rounds
Taser 1000 - 2 lb. Ammunition (range melee), reload (5 uses), DC
12 CON save or become incapacitated for 1
round

* Approximate values. Items are restricted from civilian use and sale.

Armor Cost Armor Class Strength Stealth Properties Weight


(AC)
Light Armor
Heavy coat 50 11 + Dex - Disadvantage - 6 lb.
modifier
Leather jacket 100 11 + Dex - - - 4 lb.
modifier
Light 500 11 + Dex - - DR/2 ballistic 2 lb.
undercover modifier
shirt
Kevlar-lined 700 12 + Dex - - DR/2 ballistic 8 lb.
coat modifier
Undercover 1500 13 + Dex - - DR/2 ballistic 3 lb.
vest modifier
Adamantium- 22,000 13+ Dex - Advantage Resistance: 3 lb.
weaved armor modifier magical

Medium Armor
Kevlar-plate 300 12 + Dex Str 10 - DR/2 ballistic 10 lb.
vest modifier (max
2)
Concealable 750 13 + Dex - - DR/3 ballistic 4 lb.
vest modifier (max
2)
Light-duty vest 5000 14 + Dex - - DR/3 ballistic 8 lb.
modifier (max
2)
Tactical vest 8500 15 + Dex Str 10 Disadvantage Resistance: ballistic 10 lb.
modifier (max
2)
Adamantium- 29,000 15 + Dex Str 10 - DR/3 ballistic 12 lb.
plate armor modifier (max Resistance:
2) magical

Heavy Armor
Special 800 15 Str 10 Disadvantage Resistance: ballistic 15 lb.
response vest
Land warrior 4000 17 Str 13 Disadvantage DR/5 10 lb.
armor ballistic/slashing
Forced entry 17,000 18 Str 13 Disadvantage Resistance: 20 lb.
unit ballistic/slashing
Adamantium 38,000 18 Str 15 Disadvantage Resistance: 35 lb.
alloyed armor ballistic/magical

Shields
Riot shield 200 - - - DR/2 ballistic 5 lb.
Adamantium 5000 +1 Str 10 - DR/2 magical 10 lb.
infused shield

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