Post Modern: Equipment

Overview

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General Equipment

(general equipment info goes here; until this gets filled out, use the stock Modern/Future Equipment and ask the GM about it. I seriously suggest asking about the price of anything, as they aren't necessarily the same)

Computers and Consumer Electronics

ObjectSizeWeightPurchase DCRestriction
Camera
     DisposableTiny0.5lb3-
     Consumer DigitalTiny0.5lb5-
     Digital SLRSmall2lb8-
     ConcealableDiminuitive-10-
Comm UnitDiminuitive-4-
Computer
     Home TerminalLarge15lb5-
     DesktopLarge10lb8-
     High End DesktopLarge10lb10-
     NotebookMedium3lb12-
     High End NotebookMedium5lb14-
PDATiny0.5lb8-
Portable Digital Video CameraSmall2lb12-
Cameras

Still cameras come in all manner of shapes and sizes, and many also record rudimentary video as well.

Comm Units

While the look and feel of the various models of comm units can vary, they all share in common a focus on inter-personal communication and data transfer. These devices represent the convergence of cell phones, walkie talkies, and wireless data transfer protocols. They are capable of communicating wirelessly with most computing devices in order to transfer data. This means that while talking to a person on a comm unit, you could at the same time send him an image to be transferred to his computer, or a audio file for him to listen to.

Comm Units also have a small LCD screen that allows them to be used to display (in very low resolution) data and images. They are not advanced enough to allow for them to be used to facilitate Use Computer checks, though.

Computers

Computers are a part of the daily lives of citizens in most of the world, even those who are poor. The available models vary greatly in price, largely based on performance capabilities.

PDAs

Personal data assistants are handy tools for storing data and interacting with computers. They can link to computers via a wireless connection to transfer data, as well as be used to facilitate Computer Use and Research checks, albeit with a -2 penalty due to limitations of the hardware.

Portable Digital Video Camera

Portable video cameras record video to digital media in a fairly high resolution format. The video can be played back through a wallscreen or computer, or via the camera eyepiece.

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Medical Equipment

ObjectSizeWeightPurchase DCCraft Purchase DCRestriction
Nanite-Based Surgical Accessories
     Nanite Gel SwabDiminuitive-32-
     Nanite Gel AmpuleDiminuitive-43-
     Nanite Gel VialTiny-85Licensed (+1)
     Nanite Gel CanisterSmall-107Licensed (+1)
     Nanite Gel BagSmall-129Licensed (+1)
     Advanced Nanite Gel VialTiny-1511Restricted (+2)
     Advanced Nanite Gel CanisterSmall-1713Restricted (+2)
     Advanced Nanite Gel BagSmall-1915Restricted (+2)
     Nanite Gel InfuserSmall-2520Military (+3)
Nanite-Based Surgical Accessories

Nanite-Based Surgical Accessories are single-use items that can be used to help heal a character who is being operated upon. This grants a bonus to the hit points healed via surgery, depending on which accessory was used. Due to limitations on nanite delivery mechanisms, it is not possible to use two such accessories during a single surgery.

The extra healing provided by these accessories is as follows:

Combat Equipment

Ranged Weapons

The basic concepts behind firearms have not much changed in the past 200 years. However, there have been advances that make firearms in Post Modern unique from those laid out in d20 Modern. These advances have led to a largely standardized set of weaponry worldwide, with regional variations on a number of designs.

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Handguns

(require the Personal Firearms Proficiency feat, all do Ballistic damage)
Weapon TypeDMGCritInc.RoFCapacityMunitionSizeWeightBuy DCRestriction
Concealable Pistol2d42020ftS7 box7.5mmTiny1lb12Lic (+1)
Heavy Concealable Pistol2d62020ftS4 int11mmTiny1lb14Lic (+1)
Light Pistol2d42030ftS7 box7.5mmSmall2lb10Lic (+1)
Common Handgun2d42030ftS11 box7.5mmSmall3lb6Lic (+1)
Standard Pistol2d62030ftS17 box11mmSmall2lb9Lic (+1)
Long-Barrel Pistol2d62040ftS17 box11mmMedium3lb14Lic (+1)
Machine Pistol2d62030ftS, A20 box11mmMedium3lb19Res (+2)
Heavy Pistol2d82030ftS11 box13mmMedium4lb17Res (+2)
Heavy Bore Handgun2d122020ftS2 int17mm longMedium6lb20Res (+2)

Concealable Pistols (Common Names: Derringer, Bond Gun)

Concealable Pistols are a relatively cheap solution to the need for covert protection, and there are a number of different models available. They all have in common a focus on concealability over stopping power, mostly to reduce the overall cost of the weapon while maintaining a tiny form factor.

Heavy Concealable Pistols (Common Names: Armpit Gun, Surprise, Woman Scorned)

When stopping power is an issue and concealability is still a requirement, a selection of heavy concealable pistols are available to meet the need. These weapons maintain the size of their smaller cousins, while trading price and magazine capacity for a higher damage potential per shot.

Light Pistols (Common Names: Police Special, Boot Gun)

It is relatively rare to see standard, no-frills Light Pistols in use, due to the fact that there exist cheaper and better models of handguns. Instead, Light Pistols are most often found in use by private security forces who have had specialty weapons with a distinct look created for use by their organization.

Common Handguns (Common Names: Glock, Nine)

Simple designs and respectable magazine capacity have made Common Handguns both cheap and ubiquitous; for the average street thug, it's hard to get more bang for the buck. Numerous models are available worldwide from almost every major firearms manufacturer.

Standard Pistols (Common Names: Sidewinder, Standard Issue)

With a generous magazine size and good stopping power, the standard pistols of the world find use in various armed forces organizations worldwide, both public and private. They include such models as:

Long-Barrel Pistols (Common Names: Long Pistol, Detective Gun, Pocket Sniper)

When additional range is required of a sidearm, there are a short list of long-barrel pistols that can fill the need:

Machine Pistols (Common Names: Chattergun, Uzi)

Machine Pistols differ from submachine guns only in some intricacies of design and intention -- namely that they are designed to be used one-handed, and at relatively short range. Examples include:

Heavy Pistols (Common Names: Hand Cannon, Equalizer)

Heavy Pistols are for those with intimidation, as well as practicality, in mind. They are easier to travel with than heavier guns, yet easily punch through hardened targets. Examples include:

Heavy Bore Handguns (Common Names: Intimidation, Muscle)

When practicality takes a back seat to sheer intimidation, nothing outdoes a pistol with a 17mm bore. Though pistol shaped, these require 2 hands to handle due to the enormous kick, and are really more like rifles with a pistol grip than anything else. Examples include:

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Shotguns

(require the Personal Firearms Proficiency feat, all do Ballistic damage)
Weapon TypeDMGCritInc.RoFCapacityMunitionSizeWeightBuy DCRestriction
Double-Barreled Shotgun2d42030ft1, 22 int20ga shellLarge8lb4Lic (+1)
Small Game Shotgun2d62040ftS5 int16ga shellLarge8lb6Lic (+1)
Hunting Shotgun2d82040ftS7 int12ga shellLarge8lb8Lic (+1)
Safari Shotgun2d82050ftS11 int12ga shellLarge9lb13Res (+2)
Riot Shotgun2d82040ftS, A15 box12ga shellLarge10lb16Res (+2)
Assault Shotgun2d102040ftS, A15 box10ga shellLarge12lb18Mil (+3)
Elephant Gun2d122040ft1, 22 int8ga shellLarge15lb15Res (+2)
Heavy Combat Shotgun2d122040ftS, A15 box8ga shellLarge17lb22Mil (+3)

Double-Barreled Shotguns (Common Names: Fudd Gun, Breacher, Dead Man's Rifle)

Though modern techology has rendered the iconic shotgun to antique status, this quintissential model still finds use today. Double-Barreled Shotguns are designed to be able to fire either one or both barrels simultaneously, which allows the user to use it as if they had the Double Tap feat, even if they do not posess this feat.

Small Game Shotguns (Common Names: Pumpgun, The Five)

Most Small Game Shotguns are just that, simple hunting shotguns. The design hasn't changed much in almost a century - allowing for technological advances - the same weapon neatly bridges the gap between shotguns intended for birds and those for bears.

Hunting Shotguns (Common Names: Pumpgun, Seven, Lucky Seven)

A cheaper sports model, the standard hunting shotgun sacrifices only ammunition capacity over the top of the line model. Some are made with expensive engraving or decoration and are sold at an accordingly higher price.

Safari Shotguns (Common Names: Pumpgun, Eleven, The Livingston)

Safari-type shotguns are the top of the line -- excellent damage and a large internal magazine for longer hunts (or fights), all at a reasonable weight.

Riot Shotguns (Common Names: Cop Shotgun, Rioter, Repressor)

The Riot Shotgun is a powerful weapon, intended for use with non-lethal ammunition but providing insurmountable short-term firepower should the situation call for it.

Assault Shotguns (Common Names: Thumper, Autoshotty, Thundergun)

Assault Shotguns are a close combat alternative to submachine guns, putting out an incredible amount of damage over short distances. Their comparatively low ammunition capacity and high weight limits them to use by a small number of stronger soldiers who are nevertheless welcome members of combat squads.

Elephant Guns (Common Names: Boom Stick, Hippo Cannon, Quartermain)

When hunting the biggest game, only a double-barreled elephant gun will do. Against humans it is something of a cruel and intimidating weapon to use, but is an effective counter to modern armor, despite it's low ammunition capacity. Elephant Guns are designed to be able to fire either one or both barrels simultaneously, which allows the user to use it as if they had the Double Tap feat, even if they do not posess this feat.

While Elephant Guns are not so large that they require multiple persons or a tripod to use, their considerable size makes it impossible to conceal them as you might other weapons.

Heavy Combat Shotgun (Common Names: Earthquaker, Splattergun)

The largest of the large, carriers of Heavy Combat Shotguns are whole squads in themselves. The high weight prevents these weapons from being common, but they make up for it in sheer firepower.

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Rifles

(require the Personal Firearms Proficiency feat, all do Ballistic damage)
Weapon TypeDMGCritInc.RoFCapacityMunitionSizeWeightBuy DCRestriction
Target Rifle2d42060ftS7 box7.5mm longLarge7lb8Lic (+1)
Sport Rifle2d62060ftS9 box11mm longLarge8lb10Lic (+1)
Long-Barrel Sport Rifle2d62080ftS9 box11mm longLarge9lb11Lic (+1)
Large Game Rifle2d82080ftS15 box13mm longLarge10lb13Lic (+1)
Carbine2d82080ftS, A20 box13mm longLarge10lb15Res (+2)
Assault Rifle2d820100ftS, A30 box13mm longLarge12lb19Mil (+3)
Heavy Assault Rifle2d102080ftS, A25 box15mm longLarge14lb22Mil (+3)

Target Rifles (Common Names: 22, Squirrel Gun, Pea Shooter)

Modern ammunition trends have rendered even the smallest guns almost useless for hunting anything as tiny as an actual squirrel. They have, however, inherited the squirrel gun image, and are viewed as target shooting rifles by serious military organizations. For the civilian populace, this means that the small hunting guns are somewhat more practical for the cost, even if they do have to aim for rabbits or larger when hunting.

Sport Rifles (Common Names: Straight/Plain Shooter, Deer Rifle)

This is the standard rifle most thought of when someone mentions civilian rifles in any capacity. It has a wide variety of designs - including some bolt or lever action antique models - but all have basically the same statistics.

Long-Barrel Sport Rifles (Common Names: Long Shooter, War Rifle, Veteran, 30-30)

Modified for range, hunting rifles in this category have longer barrels and are correspondingly heavier than standard sport rifles. The longer range makes them slightly more likely to see service in military or militia groups, though the relativly small magazine keeps them out of widespread combat use.

Large Game Rifles (Common Names: Big Hunter, Overcompensator, Poor Sniper)

Though usually sold for hunting, these are practical weapons of war, with a large magazine and a managable weight. They are sometimes used by skilled riflemen as an alternative to the more expensive, more tightly regulated sniper rifles.

Carbines (Common Names: Stub AR, Light Assault)

Carbines are more compact versions of common assault rifles, and are easier to transport and more maneuverable than their heavier cousins. While carbines chamber the same rounds as assault rifles, their shorter barrel length results in reduced accuracy over long ranges.

Assault Rifles (Common Names: Autogun, Milspec Strap)
Heavy Assault Rifles (Common Names: Serious Load, Thunder, HAR-HAR)

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Sniper Rifles

(require the Personal Firearms Proficiency feat, all do Ballistic damage)
Weapon TypeDMGCritInc.RoFCapacityMunitionSizeWeightBuy DCRestriction
Light Sniper Rifle2d620120ftS11 box11mm longLarge8lb13Res (+2)
Sniper Rifle2d820140ftS15 box13mm longLarge10lb16Res (+2)
Heavy Sniper Rifle2d1020150ftS15 box15mm longLarge14lb18Mil (+3)
Anti-Equipment Sniper Rifle2d1220160ftS15 box17mm longHuge30lb22Mil (+3)

Light Sniper Rifles (Common Names: ? )

(light sniper info here)

Sniper Rifles (Common Names: ? )

(sniper info here)

Heavy Sniper Rifles (Common Names: ? )

(heavy sniper info here)

Anti-Equipment Sniper Rifles (Common Names: ? )

(anti-equip sniper info here)

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Submachine Guns

(require the Personal Firearms Proficiency feat, all do Ballistic damage)
Weapon TypeDMGCritInc.RoFCapacityMunitionSizeWeightBuy DCRestriction
Superlight SMG2d42030ftS, A30 box7.5mm longMedium3lb14Res (+2)
Light SMG2d42040ftS, A25 box7.5mm longMedium5lb14Res (+2)
Support SMG2d62050ftS, A20 box11mm longMedium6lb16Res (+2)
Front Line SMG2d62040ftS, A30 box11mm longMedium6lb16Res (+3)
Heavy SMG2d82050ftS, A20 box13mm longMedium7lb18Mil (+3)
SMG Ultra2d82060ftS, A25 box13mm longMedium8lb20Mil (+3)

Superlight SMGs (Common Names: Hand Machine Gun, Toaster)

When you need to fire as many bullets as possible while carrying as little weight as possible, Superlight SMGs are the cheapest way to do it.

Light SMGs (Common Names: Halfgun, Pocket Machine Gun)

The standard for low weight and high rate of fire, Light SMGs have a more manageable range than their Superlight counterparts.

Support SMGs (Common Names: Greasegun, Tommy)

One of the two most popular SMG designs, this one gets more range out of the 11mm ammunition.

Front Line SMGs (Common Names: Greasegun, Sarge)

The second most popular SMG design, Front Line SMGs sacrifice a little range to hold more ammunition then the Support SMG at no extra weight.

Heavy SMGs (Common Names: Stubby, Assault Pistol)

As effective at close range as an assault rifle, Heavy SMGs are a good choice for close-quarters combatants.

SMG Ultras (Common Names: Sawed-off Assault Rifle, Super)

Almost an assault rifle, this somewhat rare design is the cream of the crop for low-weight automatic weapons.

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Machine Guns

(require the Personal Firearms Proficiency feat, all do Ballistic damage)
Weapon TypeDMGCritInc.RoFCapacityMunitionSizeWeightBuy DCRestriction
Light Machine Gun2d82080ftAlinked13mm linkedLarge30lb20Mil (+3)
Medium Machine Gun2d1020100ftAlinked15mm linkedHuge40lb22Mil (+3)

Light Machine Guns (Common Names: Light Duty, Saw, Sixty, One Crew)

'Light' is something of a misnomer for this category of machine guns; while they are the least cumbersome of their class, they are incredibly heavy when compared to other weapons that are also meant to be fielded by one soldier.

Medium Machine Guns (Common Names: Heavy Duty, Saw, Sixty)

Heavy, bulky and requiring multiple crewmembers to fire properly, medium machine guns are able to lay down continuous fire but still be light enough for unaugmented troops to deploy with only basic training. Since they are a huge weapon, a standard human needs to fire these weapons from a mount or tripod, typically along with at least one supporting team member to keep the ammunition feeding.


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Heavy Weapons

(require a specific Exotic Weapons Proficiency feat)
WeaponDMGCritTypeInc.RoFCapacityMunitionSizeWeightBuy DCRestriction
Heavy Machine Gun2d1220Ballistic120ftAlinked17mm linkedHuge50lb22Mil (+3)
Grenade LauncherVaries 120-80ft11 int40mm grenadesLarge8lb14Mil (+3)
Rocket Launcher10d6 120-150ft11 int50mm rocketHuge50lb16Mil (+3)
1: This weapon does special damage. See the weapon description.

Heavy Machine Guns (Common Names: Basegun, Pom-Pom, Autocannon)

Heavy Machine Guns require special training and a crew of at least two to operate (one gunner and one loader); however, after these limitations have been overcome, a deployed heavy machine gun is a devastating weapon against infantry and all but the heaviest vehicles. In some situations, their excellent range even allows them to be used as backup anti-air armament.

The enormous weight of heavy machine guns means they are often mounted on either vehicles or turrets. While this reduces mobility somewhat, such mounts often include mechanisms for auto-loading the weapon, allowing it to be operated by a single soldier. There do exist rare designs which use electrical auto-loaders built into a backpack-style ammunition drum; however, these are intended to be fielded by augmented soldiers, and are almost never found in use outside of special heavy weapons units.

Models which are intended to be carried and deployed by multiple unaugmented infantry usually break into three or four large pieces for greater mobility. Reassembling such a weapon requires a full round action for each piece it is broken into; however, the assembly of the pieces can be performed concurrently by multiple soldiers. Thus, 3 soldiers can deploy a heavy machine gun broken into 3 pieces in a single round.

Firing a heavy machine gun without a loader or equivalent mechanism imposes a -4 penalty to attack rolls made with the heavy machine gun, as a solo gunner must spend much of their attention making sure that the ammunition feeds properly without jamming the weapon. Additionally, a solo gunner must reload the weapon after each belt is expended. Reloading such a weapon is a full round action.

A person who is engaged in the role of heavy machine gun loader has three actions they may choose from: feeding ammunition, assisting the gunner, or reloading the weapon.

A loader engaged in feeding ammunition spends a move action simply to keep the ammunition properly feeding into the weapon, therefore mitigating the -4 penalty for firing a heavy machine gun without a loader. Doing so requires the use of one hand, which means that a loader so engaged cannot utilize any equipment that requires two hands in the same round that they are helping feed ammunition.

A loader engaged in assisting the gunner spends a full round action both keeping the ammunition feeding into the weapon, while simultaneously helping spot for the gunner. Doing so grants the gunner a +2 competency bonus to attack rolls made with the machine gun until the loader's next turn.

Lastly, a loader engaged in reloading the machine gun spends a full round action attaching one new ammunition belt to the belt that is currently being used, while also keeping the ammunition properly feeding. This does not grant any bonus to attack rolls, but it allows the gunner to continue firing without needing to pause, and still mitigates the -4 penalty for firing without a loader.

Grenade Launchers (Common Names: Corkgun, Boomtube, Hand Mortar)

These heavy weapons are designed allow a single operator to fire a comparativly large payload an impressive distance through direct or indirect fire. Modern technology means that ordnance choices are near limitless, with every weapon and ammunition manufacturer offering a variety of weapons grade and utility munitions. These weapons have an enormous kick, and are usually meant to be fired stationary and braced against the ground or cover, but the rising number of augmented soldiers means these often see standard issue and are fired as freely as pistol. See also ammunition for special rules.

Rocket Launchers (Common Names: RPG, Missile Tube, Stingray)

Most well funded militaries have relegated rocket launcher class weapons to special forces or guerilla warfare. More compact and precise methods of causing damage exist, albiet at a higher price. Mercenaries, rebellions or any financially strained group still make use of rocket launchers since such heavy payloads can only be fired by expensive artillery or these large, recoilless, single-shot guns. Reloading a reuseable rocket launcher is a full round action, but can be performed by one (or two, depending on model) additional crewmen. A trained crew can fire 10 rounds per minute indefinitely, limited only by their ammunition supplies.

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Other Ranged Weapons

WeaponDMGCritTypeInc.RoFCapacityMunitionSizeWeightBuy DCRestriction
Shock Pistol1d4 nonlethal120Electrical20ftS11 boxshock darts2Small1lb8Res (+2)
1: This weapon does special damage. See the weapon description.
2: This weapon requires a replaceable power source. See the weapon description

(misc ranged weapon info here)

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Ammunition

TypeQuantityPurchase DCRestriction
7.5mm503Lic (+1)
7.5mm long303Lic (+1)
11mm304Lic (+1)
11mm long204Lic (+1)
13mm305Res (+2)
13mm long205Lic (+1)
15mm long206Res (+2)
17mm long208Res (+2)
20ga buckshot1202Lic (+1)
20ga slug203Lic (+1)
16ga buckshot1153Lic (+1)
16ga slug154Lic (+1)
12ga buckshot1153Lic (+1)
12ga slug154Lic (+1)
10ga buckshot1154Lic (+1)
10ga slug155Lic (+1)
8ga buckshot1155Lic (+1)
8ga slug156Lic (+1)
13mm linked1007Mil (+3)
15mm linked1008Mil (+3)
17mm linked1009Mil (+3)
shock darts204Res (+2)
1: This ammunition affects the range increment of a firearm. See description for details.

Almost all modern firearms in the Post Modern setting use caseless ammunition of various standard sizes. This ammunition is designed specifically to have all the required reagents - explosives, oxidizers, etc - built into each round. As a result, they are capable of firing in almost any environment, including underwater and within the vacuum of space.

The ease of global travel and shipping has rendered most attempts at proprietary ammunition useless; retailers are loathe to carry a weapon that requires hard-to-find ammunition when a similar weapon exists that uses ammunition available worldwide. As a result of this level of standardization of ammunition, it is almost always possible to take the ammunition out of one weapon and use it in another weapon that uses the same size ammunition. What used to be a very wide variety of munitions has been simplified to a small set of multi-purpose designs.

Bullets (Common Names: Peas or Corn, Teeth, Chainshots)

Bullets designed explicitly for handguns come in 3 standard sizes, while rifle rounds come in 5 sizes that are not compatible with most handguns. All of these types of ammunition are caseless, which means that the 'casing' is really solid propellant, oxidizers, and a priming disk all in one. This 'casing' is completed burned when the bullet is fired, which means that there is no need to eject shells from the weapon.

Older, antique weapons that fire cased ammunition that is the same size as modern caseless rounds can utilize caseless ammunition, though they tend to get hotter than expected.

Shells (Common Names: Tubes, Brasscaps, Scattershots)

Shells are the ammunition chambered by shotguns of all kinds, and modern day shotgun shells come in two main varieties: slugs and buckshot. These two types can be loaded interchangeably, and each have their own advantages.

Shells are not completely caseless; their larger payloads reqire a larger amount of propellant. As a consequence, a layer of insulation is needed to keep the gun from overheating or exploding. Additionally, buckshot fires a loose collection of pellets or flechettes and something needs to keep them together. Shotguns can still fire in extreme conditions like any caseless ammunition, but they additionally require an exit hole for case ejection.

Heavy Ordnance (Common Names: Bricks, Cans, Cannonball)

Ammunition for Rocket and Grenade launchers are typically grouped together as simply Heavy Ordnance. The size of the payload these weapons fire allows manufacturers to pack all sorts of bells and whistles into their ammunition. Aside from an effective force of destruction, a launcher team can be a fire brigade, special ops deployment, cover, or even a lighthouse.

Disarming a round (Stopping smoke or light grenade, preventing a timed or proximity grenade from exploding) is a DC 25 disable device check unless otherwise noted. Also, you must be able to reach the device without setting it off or succumbing to its effects, such as with proximity grenades or tear gas.

Special Ammunition

Special ammunition falls into no other category; either they are for non-standard weapons (shock darts) or are modifiers to other types of ammunition (armor piercing). Some special types may not be available in all types of ammunition; for example Armor Piercing Smoke Rockets or Tracer Buckshot. Ask your DM for specifics.

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Firearms Accessories

NameEffectPurchase DCRestriction
Extended Magazine, Handgun1, 2, 4Increases the magazine capacity of a handgun by 50%6Res (+2)
Extended Magazine, SMG1, 4Increases the magazine capacity of a SMG by 100%6Res (+2)
Extended Magazine, Shotgun1, 4Increases the magazine capacity of a shotgun by 50%6Res (+2)
Extended Magazine, Rifle1, 4Increases the magazine capacity of a rifle by 100%6Res (+2)
Handgun Suppressor, Small1, 2Reduces noise when firing (see description)6Res (+2)
Handgun Suppressor, Large1, 2Reduces noise when firing (see description)7Res (+2)
Machine Pistol Suppressor1Reduces noise when firing (see description)7Res (+2)
SMG Suppressor1Reduces noise when firing (see description)7Res (+2)
Rifle Suppressor1Reduces noise when firing (see description)7Res (+2)
Handgun Scope1, 2Multiplies the range increment of a handgun by 1.56Lic (+1)
Rifle Scope1Multiplies the range increment of a rifle by 1.58Lic (+1)
High Powered Rifle Scope1, 3Multiplies the range increment of a rifle by 212Lic (+1)
Nightvision Rifle Scope1, 3Grants the wielder Darkvision 120ft.
Additionally multiplies the range increment of a rifle by 2
16Mil (+3)
1: This accessory is only valid on certain weapons. See description for details.
2: This accessory increases the size category of any weapon smaller than Medium by one size category.
3: This accessory causes a weapon to have a minimum firing range. See description for details.
4: This accessory is only available for weapons that utilize box magazines.

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Firearms Modifications

NameEffectMastercraft ModifierRestriction
Extended Range Kit, Handgun1, 2Increases the base range increment of a handgun by 20 feet+1Res (+2)
Extended Range Kit, SMG2Increases the base range increment of a SMG by 20 feet+1Res (+2)
Extended Range Kit, Shotgun2Increases the base range increment of a shotgun by 20 feet+1Res (+2)
Extended Range Kit, Rifle2Increases the base range increment of a rifle by 30 feet+1Res (+2)
Extended Range Kit, Sniper Rifle2Increases the base range increment of a rifle by 50 feet+1Res (+2)
Enhanced Accuracy Kit2Grants a +1 bonus to hit to a firearm+1Res (+2)
Automatic Conversion Kit, Handgun1Adds the ability to fire a handgun in automatic mode+2Res (+2)
Stealth Kit, SMGReduces the size of an SMG by 1 size category (minimum Small)+2Res (+2)
1: This modification increases the size category of any weapon smaller than Medium by one size category.
2: This modification may be applied to a single weapon more than once. Each time it is applied, it increases the Mastercraft Modifier of the weapon.

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Melee Weapons

(melee weapon intro here)

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Simple Melee Weapons

(require the Simple Weapons Proficiency feat)
WeaponDMGCritTypeInc.SizeWeightBuy DCRestriction
Brass Knuckles120Bludgeoning-Tiny1lb4-
Cleaver1d619-20Slashing-Small2lb4-
Club1d620Bludgeoning10ftMed3lb3-
Knife1d419-20Piercing10ftTiny1lb5-
Combat Knife1d619-20Slashing, Piercing10ftSmall2lb8-
Metal baton1d620Bludgeoning-Med2lb6-
Shock baton21d6 + 1d3120Bludgeoning, Electrical-Med2lb10Res (+2)
Pistol whip1d420Bludgeoning-Small---
Rifle butt1d620Bludgeoning-Large---
Sap1d320Bludgeoning-Small3lb2-
1: This weapon does special damage. See the weapon description.
2: This weapon requires a replaceable power source. See the weapon description

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Armor

In the time period of Post Modern, archaic armors are almost entirely ignored. This is due to the fact that modern ballistic weapons are so powerful that they cut through archaic armor as if was not there.

In game terms, any archaic armor has its defense bonus reduced to 1/4 its base value (rounded down) when its wearer is attacked by a modern ballistic weapon. Thus, Full Plate gives only a defense bonus of +2 against a ballistic weapon, and Studded Leather gives no bonus at all against modern ballistics! (a bonus of 3 multiplied by 0.25 is 0.75, which becomes 0 when rounded down)

This loss of effectiveness against ballistics applies to all of the armors listed in the 'Equipment' section of the d20 Modern SRD, including kevlar armor.

Modern day armors are fabricated using advanced fiber technology and nanomaterials in order to help deflect and absorb ballistic attacks and blade attacks, as well as protect against standard melee attacks.

Because of the advanced nature of modern ballistic weapons, modern armors are built less to prevent such weapons from hitting in the first place, and more to help absorb the inevitable hits when they do occur. Unfortunately, though, very few advances have been made in preventing concussive force from injuring the body, leaving old fashioned bludgeoning as a still viable method of fighting even armored opponents.

Additionally, despite the technological advances that have been made in body armor over the years, social acceptance of armored citizens remains low. Consequentially, most manufacturers focus their light armor efforts on concealable models, while reserving externally visible armor for only police and military style models. For the average citizen, this limits the range of armor options that they might use on a regular basis to the lower end of the medium armor spectrum at best.

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Light Armor

(require the Armor Proficiency (Light) feat)
ArmorTypeEquip.
Bonus
NP
Bonus
DRNP
DR
Max Dex
Bonus
Armor
Penalty
Speed
(30ft)
WeightBuy DCRestriction
Leather JacketImpromptu+1+1--+80304lb6-
Light Nanoweave ShirtConcealable+1+1DR 1/Blud.DR 1/Blud.+70302lb10-
Nanoweave ShirtConcealable+2+1DR 2/Blud.DR 1/Blud.+6-1302lb12Res (+2)
Nanoweave VestConcealable+2+1DR 3/Blud.DR 1/Blud.+5-2303lb14Res (+2)

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Medium Armor

(require the Armor Proficiency (Medium) feat)
ArmorTypeEquip.
Bonus
NP
Bonus
DRNP
DR
Max Dex
Bonus
Armor
Penalty
Speed
(30ft)
WeightBuy DCRestriction
Light Nanoweave JacketConcealable+3+2DR 4/Blud.DR 2/Blud.+4-3254lb16Res (+2)
Nanoweave JacketConcealable+3+2DR 5/Blud.DR 2/Blud.+3-4256lb18Res (+2)
Light Tactical VestTactical+3+2DR 6/Blud.DR 2/Blud.+2-5258lb20Mil (+3)
Tactical VestTactical+4+2DR 7/Blud.DR 2/Blud.+1-62510lb22Mil (+3)

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Heavy Armor

(require the Armor Proficiency (Heavy) feat)
ArmorTypeEquip.
Bonus
NP
Bonus
DRNP
DR
Max Dex
Bonus
Armor
Penalty
Speed
(30ft)
WeightBuy DCRestriction
Special Response VestTactical+5+2DR 8/Blud.DR 3/Blud.0-72020lb24Mil (+3)
Riot SuitTactical+5+2DR 9/Blud.DR 3/Blud.0-82020lb26Mil (+3)
Forced Entry SuitTactical+5+2DR 10/Blud.DR 4/Blud.0-92020lb28Mil (+3)
Anti-Ballistics SuitTactical+6+3DR 10/Blud.DR 5/Blud.0-101530lb30Mil (+3)

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Shields

(require the Shield Proficiency feat)
ArmorTypeEquip.
Bonus
NP
Bonus
DRMax Dex
Bonus
Armor
Penalty
Speed
(30ft)
WeightBuy DCRestriction
Light Riot ShieldTactical+1+1DR 1/Blud.--1-2lb14Mil (+3)
Riot ShieldTactical+2+1DR 1/Blud.--2-4lb15Mil (+3)
Anti-Ballistics Shield 1Tactical+3+1DR 2/Blud.--6-10lb18Mil (+3)
1: The Anti-Ballistics Shield grants 3/4 cover when its wielder is stationary


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