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
Object | Size | Weight | Purchase DC | Restriction |
---|---|---|---|---|
Camera | ||||
Disposable | Tiny | 0.5lb | 3 | - |
Consumer Digital | Tiny | 0.5lb | 5 | - |
Digital SLR | Small | 2lb | 8 | - |
Concealable | Diminuitive | - | 10 | - |
Comm Unit | Diminuitive | - | 4 | - |
Computer | ||||
Home Terminal | Large | 15lb | 5 | - |
Desktop | Large | 10lb | 8 | - |
High End Desktop | Large | 10lb | 10 | - |
Notebook | Medium | 3lb | 12 | - |
High End Notebook | Medium | 5lb | 14 | - |
PDA | Tiny | 0.5lb | 8 | - |
Portable Digital Video Camera | Small | 2lb | 12 | - |
Cameras
Still cameras come in all manner of shapes and sizes, and many also record rudimentary video as well.
- Disposable: cheap and ubiquitous, disposable cameras can take 15 shots before having to be turned in, at which time a memory chip with the images is made available to the purchaser. Disposable cameras cannot record video.
- Consumer Digital: these relatively inexpensive cameras find heavy use throughout the world. The pictures they take are good, and the video they can record is of a reasonable quality for home movies and the like.
- Digital SLR: performance comes at a price, and these expensive models pack a lot of features into a relatively small package. A range of lenses are available, along with a variety of add-ons, and the image quality is superb. However, due to the design of these models, no video recording capabilities exist within them.
- Concealable: small enough to be hidden almost anywhere, these cameras can record both still images and video with accompanying audio, making them very useful for surveillance. Because of the small size of their microphones, they can only pick up audio within 10 feet, but they have a good visual range that makes them highly used by shop owners, the police, and others.
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.
- Home Terminal: these are the cheapest computers available, and their capabilities reflect that. They are good for browsing the 'net, playing net-based interactives, and little else. They find heavy use in poorer communities by people looking to escape reality in the virtual world
- Desktop: Desktops are truly general-purpose designs, allowing for all manner of functionality. However, they lack high-end graphics capabilities, and thus are not appropriate for some forms of entertainment and design work.
- High-End Desktop: the general purpose capabilities of a Desktop married with high end graphics support, these systems can truly do it all.
- Notebook: the power of a desktop in a portable form-factor, notebooks are expensive but can be extremely useful to researchers and hackers alike.
- High-End Notebook: all the capabilities of a notebook, plus the graphics capabilities of a High-End desktop, this is truly the ultimate in portability and power.
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
Object | Size | Weight | Purchase DC | Craft Purchase DC | Restriction |
---|---|---|---|---|---|
Nanite-Based Surgical Accessories | |||||
Nanite Gel Swab | Diminuitive | - | 3 | 2 | - |
Nanite Gel Ampule | Diminuitive | - | 4 | 3 | - |
Nanite Gel Vial | Tiny | - | 8 | 5 | Licensed (+1) |
Nanite Gel Canister | Small | - | 10 | 7 | Licensed (+1) |
Nanite Gel Bag | Small | - | 12 | 9 | Licensed (+1) |
Advanced Nanite Gel Vial | Tiny | - | 15 | 11 | Restricted (+2) |
Advanced Nanite Gel Canister | Small | - | 17 | 13 | Restricted (+2) |
Advanced Nanite Gel Bag | Small | - | 19 | 15 | Restricted (+2) |
Nanite Gel Infuser | Small | - | 25 | 20 | Military (+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:
- Nanite Gel Swab: 1d4 hit points
- Nanite Gel Ampule: 1d6 hit points
- Nanite Gel Vial: 2d4 hit points
- Nanite Gel Canister: 2d6 hit points
- Nanite Gel Bag: 2d8 hit points
- Advanced Nanite Gel Vial: 2d10 hit points
- Advanced Nanite Gel Canister: 3d8 hit points
- Advanced Nanite Gel Bag: 3d10 hit points
- Nanite Gel Infuser: 4d10 hit points
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 Type | DMG | Crit | Inc. | RoF | Capacity | Munition | Size | Weight | Buy DC | Restriction |
---|---|---|---|---|---|---|---|---|---|---|
Concealable Pistol | 2d4 | 20 | 20ft | S | 7 box | 7.5mm | Tiny | 1lb | 12 | Lic (+1) |
Heavy Concealable Pistol | 2d6 | 20 | 20ft | S | 4 int | 11mm | Tiny | 1lb | 14 | Lic (+1) |
Light Pistol | 2d4 | 20 | 30ft | S | 7 box | 7.5mm | Small | 2lb | 10 | Lic (+1) |
Common Handgun | 2d4 | 20 | 30ft | S | 11 box | 7.5mm | Small | 3lb | 6 | Lic (+1) |
Standard Pistol | 2d6 | 20 | 30ft | S | 17 box | 11mm | Small | 2lb | 9 | Lic (+1) |
Long-Barrel Pistol | 2d6 | 20 | 40ft | S | 17 box | 11mm | Medium | 3lb | 14 | Lic (+1) |
Machine Pistol | 2d6 | 20 | 30ft | S, A | 20 box | 11mm | Medium | 3lb | 19 | Res (+2) |
Heavy Pistol | 2d8 | 20 | 30ft | S | 11 box | 13mm | Medium | 4lb | 17 | Res (+2) |
Heavy Bore Handgun | 2d12 | 20 | 20ft | S | 2 int | 17mm long | Medium | 6lb | 20 | Res (+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.
- Liberty Rifle LP-0: light and sturdy, the LP-0 is the standard by which other concealable pistols are judged. Despite being military issue in various countries, it finds considerable use in civilian circles when subtlety is required.
- Yakamura Arms "Noisy Cricket" (translated): while less common than some of its counterparts, the Noisy Cricket maintains a solid reputation as a justifiably expensive addition to any covert arsenal. All Noisy Crickets are Mastercraft +2, and are priced accordingly.
- Weaver & Jones Derringer: more readily available than the LP-0, Weaver & Jones' Derringer is a respectable civilian issue concealable pistol that is widely used in various locales.
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.
- Ayers Rock Armory Wombat: one of the first heavy concealable pistols, this hunter's holdout gun fills the need for easy to carry emergency stopping power.
- Liberty Rifle LP-1: this military issue pistol is used extensively in both North and South America, as well as abroad, wherever the United States Armed Forces travels.
- Isabella Metal Matador: this South American specialty weapon is much beloved amongst more discerning criminals, although the price is steeper than other similar options. All Matadors are Mastercraft +1, and are priced accordingly.
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.
- Liberty Rifle LP-7: this military issue pistol is used primarily by members of the United States Armed Forces.
- Kalashnikov Kiev: this Russian issue pistol is used by the Kiev Security Company, with little use elsewhere
- Northern Armory MLP: created for the Canadian Ceremonial Guard , this pistol is rarely seen outside of uniformed members of the RCMP.
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.
- Liberty Rifle LP-15: the duty pistol of choice for many members of the United States Armed Forces, this versatile weapon also finds use in the private sector at times.
- Yakamura Arms "Dragon" (translated): this finely crafted Japanese model is Mastercraft +1, and is priced accordingly.
- Cheap Heaters Niner: inspired by the ancient but widely known Glock 17, this civilian issue pistol is one of the most common firearms in the world today.
- Kalashnikov K-15: this Russian made civilian issue pistol is cheap, though only widely used in eastern Europe.
- Weaver & Jones WJ75 'Jonesey': this police issue pistol is Mastercraft +3, and is priced accordingly.
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:
- Liberty Rifle P-30: the P-30 is the standard issue officer sidearm of the United States Armed Forces
- Isabella Metal Tranquilidad: the Tranquilidad is the standard issue police officer pistol of a number of South American countries
- Hong Kong Mfg. "Pistol" (translated): the 'Pistol' is the standard issue officer sidearm of the Chinese armed forces
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:
- Liberty Rifle P-49: usually a specialist weapon, some militaries issue this pistol to officers or even regular troops to give them an edge in medium range firefights.
- Weaver & Jones WJLB: this pistol is produced in small production runs that allows for greater precision of manufacture, making it a Mastercraft +2 weapon.
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:
- Liberty Rifle MP-8: the standard machine pistol of the United States Armed Forces.
- Hong Kong Mfg. "Machine Pistol" (translated): the standard machine pistol of the Chinese Armed Forces
- Ayers Rock Armory Stonefish MP: a high quality, Mastercraft +1 machine pistol from Australia
- Cheap Heaters Scorpion: clunky but effective, and readily available to the civilian population
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:
- Liberty Rifle HP-1: used primarily in the U.S. military, but only by specialists typically.
- Cheap Heaters D11: this civilian issue hand cannon is effective, if a bit crude.
- Deutsche Cannone Handkraft: fine German engineering makes this an excellent specimen of portable weaponry. Handkrafts are Mastercraft +2, and priced accordingly.
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:
- Deutsche Cannone Gottangst: another piece of fine german engineering, this massive handgun is Mastercraft +2, and is priced accordingly.
- Ayers Rock Arms Thunderclap: while less finely crafted than other heavy bore handguns, this Australian number certainly gets the job done.
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Shotguns
(require the Personal Firearms Proficiency feat, all do Ballistic damage)
Weapon Type | DMG | Crit | Inc. | RoF | Capacity | Munition | Size | Weight | Buy DC | Restriction |
---|---|---|---|---|---|---|---|---|---|---|
Double-Barreled Shotgun | 2d4 | 20 | 30ft | 1, 2 | 2 int | 20ga shell | Large | 8lb | 4 | Lic (+1) |
Small Game Shotgun | 2d6 | 20 | 40ft | S | 5 int | 16ga shell | Large | 8lb | 6 | Lic (+1) |
Hunting Shotgun | 2d8 | 20 | 40ft | S | 7 int | 12ga shell | Large | 8lb | 8 | Lic (+1) |
Safari Shotgun | 2d8 | 20 | 50ft | S | 11 int | 12ga shell | Large | 9lb | 13 | Res (+2) |
Riot Shotgun | 2d8 | 20 | 40ft | S, A | 15 box | 12ga shell | Large | 10lb | 16 | Res (+2) |
Assault Shotgun | 2d10 | 20 | 40ft | S, A | 15 box | 10ga shell | Large | 12lb | 18 | Mil (+3) |
Elephant Gun | 2d12 | 20 | 40ft | 1, 2 | 2 int | 8ga shell | Large | 15lb | 15 | Res (+2) |
Heavy Combat Shotgun | 2d12 | 20 | 40ft | S, A | 15 box | 8ga shell | Large | 17lb | 22 | Mil (+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.
- Liberty Rifle SG-0: manufactured in small runs as a museum replica, the SG-0 sees occasional brisk sales to hunters looking to do things 'traditionally', as well as very desperate mercenaries.
- Northern Armory DBSG: etched shotguns designated DBSG are carried by the Royal Canadian Mounted Outdoorsman, a cerimonial arm of the RMCP. Very few per year are made, as most are preserved as family or regimental heirlooms.
- Cheap Heaters Sawedoff: Cheap Heaters sells dozens of cheaply made double barrel shotguns pre-sawed to those with little money, bad aim, and the need to feel intimidating. This modification reduces the range increment of the gun by 10 feet, but gives it a +1 bonus to hit.
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.
- Liberty Rifle SG-1: Liberty Arms keeps its consistant military look even with its civilian lines. Even though it's intended for hunters, the lines of this gun make it popular with militias and a certain class of hunter.
- Yakamura Arms "Open Lotus" (translated): Asia doesn't have much of a shotgun hunting tradition, but inevitable culture mix creates a demand for these intricate but still affordable shotguns.
- Isabella Metal Cazadro Cinco: the standard in most South American countries, this model is prized amongst particularly serious small game hunters. It is a Mastercraft +1 weapon, and is priced accordingly.
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.
- Liberty Rifle SG-7: though not all that different from other models in their shotgun line, Liberty Rifle prides itself on having a complete line of firearms. Sales are boosted a bit by hunters who pride themselves on owning the complete line
- Weaver & Jones WJSS: this is the largest shotgun manufactured by Weaver and Jones, but is made with their trademark quality for hunters of the EU. This is a Mastercraft +1 weapon and is priced accordingly.
- Ayers Rock Armory Dingo: the standard for Australian hunters, the Dingo finds use worldwide, and is anything but quiet.
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.
- Liberty Rifle SG-11: almost identical to the SG-7, the SG-11 is bought by the same sort of hunter who wants a paramilitary image, but can afford to be a bit more practical
- Isabella Metal Cazadro Policia: used by police forces in South America, the Policia is synonymous with urban law enforcement. Isabella Metal shotguns are surpisingly well-built and last many years when properly maintained.
- Kalashnikov Minsk: popular among the Cossak tribes still living in Siberia, the Minsk sees much use from horseback on mountain trails, where is it more then adequate to deal with the native wolves and bears.
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.
- Liberty Rifle AS-1: manufactured black with police-blue accents, the AS-1 is the only Liberty Arms weapon not designed to look military despite its intended use. Its deployment against civilians lead the designers to shy away from giving a facist appearance.
- Yakamura Arms "Emperor's Voice" (translated): these weapons are the heavy armament of the Japanese urban security forces, and are designed to be symbols of their government's might. They are large, black and no-nonsense.
- Isabella Metal Cazadro 'Matico: these police shotguns are sadly more often loaded with armor piercing ammunition and used against government forces then they are used for their designed use. Built with the steamy conditions in mind, these shotguns hold up to the weather nicely.
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.
- Liberty Rifle AS-2: An excellent example of practical design, the AS-2 is issued one to a squad by almost all north american urban security forces.
- Northern Armory ASG: used primarily by Canadian Special Forces, shotguns like the ASG are prized for their ability to stand up to the cold. This particular model has a modified barrel designed to channel away water and steam produced when the automatic firing heats the barrel in icy conditions.
- Deutsche Cannone Bellendewolf: Issued to larger members of security forces around sensitive sites in the EU (airports, laberatories) the "Barking Wolf" has a bite much, much worse then its bark.
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.
- Liberty Rifle SG-99: with its military looks, this huge cannon looks like a sort of stubby, large bore sniper rifle, even though it has the range of a shotgun. Within that range, it is very, very deadly.
- Ayers Rock Armory Tazmanian Devil: the Ayers Rock Armory long held the Tazmanian Devil name in reserve for a truly intimidating piece of hunting machinery. Able to take down anything mother nature can offer on any continent, the Taz earned the coveted christening. This is a Mastercraft+1 weapon and is priced accordingly.
- Isabella Metal Conquistador: most of Isabella Metal's weapon lines are designed with military use in mind. This short-run gun commissioned as a violent protest against monkey poachers gained popularity as an intimidator and sees brisk sales today.
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.
- Liberty Rifle AS-99: large, heavy and frightening, these guns aren't made very often and then usually in runs of less then a hundred. North american mercenary companies buy most of them, and outfit any brutes they have in their special forces with these monsters.
- Kalashnikov Moscow: these rare weapons are awarded to non-coms in the military for extrodanary valor. Some end up as keepsakes when not practical for the soldier's duties, but most end up being the symbol a true Russian Hero carries into battle.
- Deutsche Cannone Schwartzwelt: a pun on 'Black Forest' the 'Blackworld' is a trophy piece among high ranking EU officials as well as the criminal underworld, especially in Deutsche Cannone's home province of the former Germany. This weapon is Mastercraft+1 and is priced accordingly.
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Rifles
(require the Personal Firearms Proficiency feat, all do Ballistic damage)
Weapon Type | DMG | Crit | Inc. | RoF | Capacity | Munition | Size | Weight | Buy DC | Restriction |
---|---|---|---|---|---|---|---|---|---|---|
Target Rifle | 2d4 | 20 | 60ft | S | 7 box | 7.5mm long | Large | 7lb | 8 | Lic (+1) |
Sport Rifle | 2d6 | 20 | 60ft | S | 9 box | 11mm long | Large | 8lb | 10 | Lic (+1) |
Long-Barrel Sport Rifle | 2d6 | 20 | 80ft | S | 9 box | 11mm long | Large | 9lb | 11 | Lic (+1) |
Large Game Rifle | 2d8 | 20 | 80ft | S | 15 box | 13mm long | Large | 10lb | 13 | Lic (+1) |
Carbine | 2d8 | 20 | 80ft | S, A | 20 box | 13mm long | Large | 10lb | 15 | Res (+2) |
Assault Rifle | 2d8 | 20 | 100ft | S, A | 30 box | 13mm long | Large | 12lb | 19 | Mil (+3) |
Heavy Assault Rifle | 2d10 | 20 | 80ft | S, A | 25 box | 15mm long | Large | 14lb | 22 | Mil (+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.
- Liberty Rifle R-0: with Liberty Rifle's signature clean military design, the R-0 is a very popular seller in civilian populations in North America, and sees impressive sales as an export, owing mostly to the small number of civilian rifle manufacturers.
- Ayers Rock Armory Kiola: Australia has more poisonous creatures for its size then any comparable land area, and creatures that are dangerous for their toxins instead of their size are hunted with the sleek and reliable Kiola. Built to shine in conditions from swamp wet to desert dry, the Kiola is a Mastercraft +1 weapon and is priced accordingly.
- Isabella Metal Fusil Perro: intended as affordable wild animal protection for jungle dwellers, the Dog Rifle lives up to its name in cities where it is issued to animal control officers to control feral packs of wild dogs that occasionally invade urban areas. The reliable and accurate Fusil Perro is a Mastercraft +1 weapon and priced accordingly.
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.
- Liberty Rifle R-60: the only rifle in the Liberty Rifle line without a modern military look, the R-60 mimics the bulky, utilitarian lines of old semi-automatic rifles from American history. Though it looks like a cross between the World War II's M-1 Garand and Browning Automatic Rifles (BAR), modern materials make the R-60 much lighter then its aesthetic ancestors. The same materials give the rifle consistent color with other Liberty Rifle arms, however, and as such it is often deployed right alongside modern semi-automatic rifles when cost is an issue.
- Iron Star LHR1: Iron Star's offering to the sport rifle line carries their usual distinguished look and non-standard composite construction. These qualities have earned the LHR1 a reputation as the "gentlemen's rifle" of the criminal underground -- somewhat absurdly being seen in the hands of security forces guarding the social gatherings of the criminal elite. This reputation has in turn made it popular among some civilian hunters who like the "mob image".
- Wainwright Defense Model-75: the Model-75 was one of Wainwright's early attempts at gaining a contract to arm the EU's military. While the bid with this weapon was rejected due to the fire rate, the widespread success of the Model-00 pulled up sales on this civilian model significantly. A popular civilian modification shortens the barrel and punches holes in the stock, giving it the military appearance of the Double Aught, even though the shorter internal barrel (compared to the Model-00) limits the range. Weapons so modified are -10ft range, 1lb lighter and +1 purchase DC but remain semi-automatic.
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.
- Liberty Rifle R-70: the R-70 is made with Liberty Rifle's usual modern military design, neatly capturing the market of the middle range hunter with an eye for military equipment. However, the fact that it is only slightly cheaper then the R-80 makes it less attractive as an actual military weapon.
- Cheap Heaters M-16: cheap but effective, the M-16 is designed to look like its Vietnam and Korean War namesake. Though not fully automatic, the gun can be modified with a hair trigger that allows a practiced rifleman to eat up the 9 shot magazine in scant seconds, giving it enough of a machine gun feel (when combined with its black plastic ribbed grips and handle style sight) to see brisk sales, especially among younger criminals
- Hong Kong Mfg. "Rifle" (translated): while underpowered for modern Asian schools of military thought, this weapon is most often manufactured for powerful civilians who wish to own a firearm. Since it circumvents the strong law against the populace owning automatic weapons, politicians and rich merchants can obtain a 'civilian protector' licence to purchase one of these, even in urban areas. These are found in rural areas as well, in the hands of magistrates and their legitimate civilian protectors, as well as the criminals they protect against.
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.
- Liberty Rifle R-80: sleek and easily maintainable, the R-80 by Liberty Rifle is used by military or paramilitary organizations when the heavier automatics are either too expensive or illegal. It is especially popular among well organized civilian militias.
- Northern Armory LHR: the LHR is the standard issue longarm of the RCMP. While cumbersome to actually fire from horseback, the LHR is always in easy reach in a rifle scabbard on the Policeman's mount, and in hand when dismounted.
- Deutsche Cannone Jaegergewehr: this high-quality newcomer to the hunting rifle market is quickly becoming the EU standard sports rifle, despite its high price tag and high power for a well-rounded hunting rifle. The Jaegergewehr is a Mastercraft +1 weapon and is priced accordingly.
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.
- Liberty Rifle AR-86C: the standard carbine of the United States Armed Forces. This more compact version of the AR-86 features a collapsible stock and shorter barrel. It is the standard armament of mechanized troops deployed from within cramped vehicles, as well as some special forces units.
- Yakamura Arms Wakizashi: the smaller weapon of Yakamura's entry into the long-arm market remains popular with Asian and Corporate buyers in spite of the problems plaguing Yakamura's full-size assault rifle. The Wakizashi-M variant features an integrated night-vision scope. All Wakizashi carbines are manufactured to a high standard of excellence (+1 Mastercraft bonus).
- Iron Star LAR1: the LAR1 carbine is widely used by para-military security forces for special operations work. It also finds use on the other side of the law, in the hands of well organized (and well funded) criminal groups. The LAR1's internals are made of non-metallic composites that change the sound signature of a firing weapon. Many models are fitted with a full sound suppression kit.
Assault Rifles (Common Names: Autogun, Milspec Strap)
- Liberty Rifle AR-86: the AR-86 is the cutting edge of combat assault rifle technology. Currently being field-tested in limited quantities, it is a strong candidate to replace the aging AR-82 as the standard weapon for USAF infantry. The AR-86 targeting system attempts to visually identify targets and superimpose a "target box" that tracks enemy movement on the rifle's digital scope. Critics argue that the infantry identification algorithms work only on open terrain, but early research indicates that the ability to plot the intersection of a potential shot with a bounding box (displayed in red when an intersection will occur) substantially increases accuracy (+1 Mastercraft bonus to hit). The AR-82 lacks this targeting mechanism, but is therefore less expensive (no Mastercraft bonus).
- Wainwright Defense Model-00: the "Double Aught" is a tried and true design used as the standard assault rifle for European Union forces. The Model-00 is a reliable weapon with a modular bullpup design that is extremely field-serviceable. Despite the challenge of new model assault rifles from Deutsche Cannone, the Double Aught continues its three decade reign as the EUs premier combat weapon.
- Kalashnikov Aye-Kay Signature Series: a contemporary twist on one of the firearms industry's oldest designs, the new Signature Series by Kalashnikov combines retro style with deadly grace. Popular among corporate security forces, the Aye-Kay line can be customized with a wide range of finishes. For assignments more dangerous than guarding the board-room, a special quik-swap extended clip can be fitted to cut reloads in half.
Heavy Assault Rifles (Common Names: Serious Load, Thunder, HAR-HAR)
- Shiva Combatics, LLC Pasupata: named for the weapon of a legendary hero of Indian myth, the Pasupata weapons system has fast become something of a legend in modern times. Its bulky, aggressively styled frame is an iconic symbol of brute force that has appeared in numerous action films. The Pasupata fires huge 15mm rounds at automatic rates, and features an underslung rocket-propelled grenade delivery system (RPG-DS). Computerized targeting assists the user, plotting ballistic trajectories for the RPG-DS, and computing "lead angles" for targets moving parallel across the targeting field. To compensate for massive recoil, the Pasupata uses an advanced gas-stabilization technique that continually calculates recoil forces, and emits controlled bursts of compressed gasses at inverse recoil vectors. One negative side-effect is the accumulation of ejection gasses during sustained firing that can reduce operator visibility. The fearsome image of a silhouette wielding a Pasupata emerging from a wreath of smoke has struck fear into the heart of many a soldier. The Pasupata is a Mastercraft +2 weapon.
- Coretek Lion: the heavy assault rifle finds limited use in most military engagements, as it often too bulky to be used as a regular squad-issue weapon, but lacks the sustained suppressive capabilities of a link-fed support weapon. For those limited circumstances where an assault rifle with increased stopping power is called for, most militaries deploy the Coretek Lion. Even the United States Armed Forces prefers the Lion over the Liberty Rifle AR-82H, due to the Lion's superior ergonomics. The Lion makes a very distinctive noise when it is fired, and tends to be louder than other equivalently chambered weapons.
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Sniper Rifles
(require the Personal Firearms Proficiency feat, all do Ballistic damage)
Weapon Type | DMG | Crit | Inc. | RoF | Capacity | Munition | Size | Weight | Buy DC | Restriction |
---|---|---|---|---|---|---|---|---|---|---|
Light Sniper Rifle | 2d6 | 20 | 120ft | S | 11 box | 11mm long | Large | 8lb | 13 | Res (+2) |
Sniper Rifle | 2d8 | 20 | 140ft | S | 15 box | 13mm long | Large | 10lb | 16 | Res (+2) |
Heavy Sniper Rifle | 2d10 | 20 | 150ft | S | 15 box | 15mm long | Large | 14lb | 18 | Mil (+3) |
Anti-Equipment Sniper Rifle | 2d12 | 20 | 160ft | S | 15 box | 17mm long | Huge | 30lb | 22 | Mil (+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 Type | DMG | Crit | Inc. | RoF | Capacity | Munition | Size | Weight | Buy DC | Restriction |
---|---|---|---|---|---|---|---|---|---|---|
Superlight SMG | 2d4 | 20 | 30ft | S, A | 30 box | 7.5mm long | Medium | 3lb | 14 | Res (+2) |
Light SMG | 2d4 | 20 | 40ft | S, A | 25 box | 7.5mm long | Medium | 5lb | 14 | Res (+2) |
Support SMG | 2d6 | 20 | 50ft | S, A | 20 box | 11mm long | Medium | 6lb | 16 | Res (+2) |
Front Line SMG | 2d6 | 20 | 40ft | S, A | 30 box | 11mm long | Medium | 6lb | 16 | Res (+3) |
Heavy SMG | 2d8 | 20 | 50ft | S, A | 20 box | 13mm long | Medium | 7lb | 18 | Mil (+3) |
SMG Ultra | 2d8 | 20 | 60ft | S, A | 25 box | 13mm long | Medium | 8lb | 20 | Mil (+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.
- Liberty Rifle SMG-0: this reliable model is most often issued to non-combat support personnel serving in combat zones. It provides a lot of support fire while still fitting in a desk drawer.
- Ayers Rock Armory Wallaby: the smallest in a line of such weapons, the Ayers Rock Armory markets these high quality SMGs as a weapon for fast moving game. All Wallabys are Mastercraft +1 weapons and priced accordingly.
- Northern Armory SMS: the Royal Canadian Mounted Police issues these to its fleet of mechanized mounted - truck drivers and small aircraft pilots - who don't have much room, but are still trained to help defend their cargo.
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.
- Liberty Rifle SMG-1: almost identical to its smaller cousin the SMG-0, the SMG-1 is issued as a reward for rank or achievement among non-combat personnel. The standard model has colored accents which vary depending on the military branch that issued it that don't add to the cost.
- Weaver & Jones WJSM: lovingly designed to be a 'heavy' holdout weapon, the WJSG is concealable by Scotland Yard's standard issue trenchcoat, but provides adequate firepower for a detective who suddenly finds himself in a dangerous situation. All WJSGs are Mastercraft+1 weapons and are priced accordingly.
- Cheap Heaters Chatter-Mini: like most Cheap Heaters weapons, this is inspired by an ancient model popular among criminals; in this case the Mac Ingram MAC10. Professional soldiers almost never use these weapons due to their reputation for low cost of manufacture.
Support SMGs (Common Names: Greasegun, Tommy)
One of the two most popular SMG designs, this one gets more range out of the 11mm ammunition.
- Liberty Rifle SMG-20: one of the workhorse designs made by Liberty Rifle, the SMG-20 is used by soldiers for a variety of purposes, usually as a backup weapon or the primary weapon for combat support personel like medics. This model is for those who favor a bit more effective range.
- Yakamura Arms "Angry Ghost" (translated): the angry ghost is one of the few submachine guns to be popular in asia; for some reason governments prefer to rely on more powerful weapons exclusivly. The Angry Ghost's sleek lines are popular among the criminal element as well as civilians (where legal).
- Cheap Heaters Chatterbox: appealing to the historically minded, Cheap Heaters offers a submachine gun that looks like a Tommy Gun (Thomson M1A1) of post-WW1 fame. The weapon is surprisingly capable, though most professional soldiers still avoid it.
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.
- Liberty Rifle SMG-30: one of the workhorse designs made by Liberty Rifle, the SMG-30 is used by soldiers for a variety of purposes, usually as a backup weapon or the primary weapon for combat support personel. This model is for those who need a few more bullets then the SMG-20 can provide, and is marginally more popular.
- Kalashnikov Vladavostok: the Vladavostok is typical of Kalishnakov's other offerings: well-built, cleanly but distinctively designed, and utterly reliable in the worst conditions. All Vladavostoks are Mastercraft+1 weapons and priced accordingly.
- Deutsche Cannone Karabiner 11: for the militaries of the EU, Deutsche Cannone produces the superb Karabeiner 11. The 8th redesign of the same model (the 11 indicates the ammunition taken), the Karabiner 11 has reached near-perfection. Karabiner 11s are Mastercraft+1 weapons and are priced accordingly.
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.
- Liberty Rifle SMG-13: light but powerful, effective but relatively inexpensive, the SMG-13 sees service among special forces in North America, as well as secondary combatants of well-to-do mercenary companies.
- Ayers Rock Armory Roo: like its smaller variant, the Roo is lovingly crafted and billed as a weapon for hunting small, fast game. Something of an overkill, the weapon is gleefully purchased by rich hunters. All Roos are Mastercraft+1 weapons and priced accordingly.
- Hong Kong Mfg. SMG: another no-nonsense offering from Hong Kong Manufacturing, the ugly and simply named SMG doesn't see much use outside of mercenary groups who buck traditional asian methods, or non-standard special forces.
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.
- Liberty Rifle SMG-99: the powerful SMG-99 is carried by decorated combat veterans and officers of all stripes. Though a bit cumbersome, it makes an extremely powerful backup weapon for those who can afford it; and holds its own against assault rifles in close combat.
- Isabella Metal Carabina Negra: the standard issue weapon of armed forces operating in the crowded urban centers and thick jungles of south america, the black metal Carbina Negra puts its owners near the top of the firepower food chain.
- Northern Armory SMU: issued by the Canadian military to its forces on security detail, the SMU is the top of the line for small arms. The SMU is a Mastercraft+1 weapon and is priced accordingly.
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Machine Guns
(require the Personal Firearms Proficiency feat, all do Ballistic damage)
Weapon Type | DMG | Crit | Inc. | RoF | Capacity | Munition | Size | Weight | Buy DC | Restriction |
---|---|---|---|---|---|---|---|---|---|---|
Light Machine Gun | 2d8 | 20 | 80ft | A | linked | 13mm linked | Large | 30lb | 20 | Mil (+3) |
Medium Machine Gun | 2d10 | 20 | 100ft | A | linked | 15mm linked | Huge | 40lb | 22 | Mil (+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.
- Liberty Rifle LMG-12: dependable, powerful and portable, the LMG-12 sets the bar high in the world market for light machine guns. North American armed forces usually mount these on light vehicles in cases where the crew may disembark and take the weapon with them -- examples include helicopters, troop transports, tanks and the like. The LMG-12 also sees use as the integrated weapon on powered suits, designed to turn a man into a very mobile gun emplacement.
- Hong Kong Mfg. LMG: the lynchpin of most textbook assault doctrines, this weapon is widely and enthusiastically deployed all over Asia. A canceled plan for making these a standard weapon for all infantry means each base in greater China has at least a dozen of these, brand new, in storage. As dependable as they are numerous, these weapons guarentee any attacker will see a strong defense.
- Shiva Combatics Ganesha: named for the many-armed elephant-headed god of fortune, Shiva Combatics offers this dependable, well crafted LMG. Though not as recognized in popular culture as their Pasupata Assault Rifle, the Ganesha is well known in the military. The vast ranks of the Indian infantry carry one of these per 8 soldiers for all three clasifications of infantry platoons (light, heavy mobile, and heavy).
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.
- Liberty Rifle MMG-8: while not widely contracted by militaries, the MMG-8 sees use in many licensed mercenary companies where training and experience is at more of a premium than hardware. It has Liberty Rifle's standard look and trademark dependability
- Isabella Metal Ametralladora Pelotón: most South American governments issue these weapons, one per platoon equivalent, to their infantries. Designed to last as long as a soldier cares to bear it through the dangerous rainforest jungles, the 'Ralladora is the centerpiece of a squad's maneuvers.
- Northern Armory MMG: though long relying on its powerful neighboor and quiet foreign policy to maintain peace, the Canadian government stocks up on these powerful cold-weather rated weapons. Since most deployment scenarios call for guerilla tactics, the guns come standard with winter woods camo.
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Heavy Weapons
(require a specific Exotic Weapons Proficiency feat)
Weapon | DMG | Crit | Type | Inc. | RoF | Capacity | Munition | Size | Weight | Buy DC | Restriction |
---|---|---|---|---|---|---|---|---|---|---|---|
Heavy Machine Gun | 2d12 | 20 | Ballistic | 120ft | A | linked | 17mm linked | Huge | 50lb | 22 | Mil (+3) |
Grenade Launcher | Varies 1 | 20 | - | 80ft | 1 | 1 int | 40mm grenades | Large | 8lb | 14 | Mil (+3) |
Rocket Launcher | 10d6 1 | 20 | - | 150ft | 1 | 1 int | 50mm rocket | Huge | 50lb | 16 | Mil (+3) |
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.
- Liberty Rifle HMG-99: Liberty's top of the line, this weapon comes in two models; the standard has a detachable heavy self-sinking tripod and removeable main barrel for easy transport while the HMG-99V features an integrated battery-powered loading system and replaces the tripod with an attached universal mount. Both come with a pseudoholographic heads up display that displays the gun's firing arc in the air above the main firing chamber. A built in computer calculates bullet arc based on range and the swivel speed of the barrel, allowing gunners to more accurately lead moving targets. Stealth options shut off the display and the range-finding laser system, but gunners can still get to the optical feed via a built in jack that superimposes a cone of fire on a viewscreen elsewhere, usually on helmet optics. Both weapons have the same cost and weight. The HMG-99 and 99V are Mastercraft+1 weapons and priced accordingly.
- Deutsche Cannone Maschinenfaust: Deutsche Cannone's weapons are all on a clear evolutionary arc from the region's great weapon innovations of WWII and this is no different. With the clunky stripped-down look of antique machine guns, the Maschinenfaust (lit. Machine Fist) wastes no weight on looks. What looks like a smaller diameter version of an ancient water cooling system is integrated micro-radar that is capable of finding an object the size of a button a hundred yards away, and a man-size target at a mile. The display - usually fed into a wide, binocular scope - highlights moving objects, color coding according to speed. Bullets show up especially bright, allowing skilled gunners to quickly identify and destroy a firing weapon (and, usually, its operator). Using the binocular display replaces a scope, but some scopes can display the micro-radar's data. With this system, these weapons are +1 Mastercraft and are priced accordingly.
- Wainwright Defense Model-H17: Wainwright sells this nigh featureless heavy machine gun to mercenary groups almost exclusivly. It's cheaper then the high quality weapons manufactured for the government forces but still spits bullets very, very fast. It is so popular with mercenaries due to its modular design; a relativly simple part swap changes an infantry weapon into a replacement gun for an integrated vehicle weapon system or back. its moving parts are large and easily replaced in the field, and it splits in half for infantry transport. Additionally, the H17 takes all standard weapon modificatiomns and mounts, making it a good choice for a mercenary company who needs the firepower now to be able to earn the bells and whistles later.
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.
- Liberty Rifle GL-01:The GL-01 is a recent re-launch of an older model of grenade launcher. Liberty Rifle R&D, attempting to address some of the more common problems with their model and grenade launchers in general, created a monster of technology that was so heavy and expensive that buyers switched to other heavy weapons (or other brands, when possible) in droves. The GL-01 is a rollback to their best selling model previously, and is selling well as customers rediscover the niche this light and portable personal weapon fills. The souped up GL-99 is still available but getting rarer as one is cannibalized for replacement parts on another. Treat the GL-99 as a +3 Mastercraft weapon with +1 in accuracy, an extended clip (3 shots) and an anti-jamming system.
- Isabella Metal Grenadito:Inexpensive and quiet, the Grenadito is a popular among south american special forces. While still prone to the usual barrel blockage and heavy kick, the 'cough' of a firing Grenadito is covered such that all that is heard is a loud click as the munition leaves the firing chamber. The weapon needs to be modified to cover the click, but mod installations for silence are at -2 purchase DC. These are made in very small runs for legitimate governments, however; Grenaditos are a rare sight outside of the aforementioned special forces.
- Coretek Rhino:Loud and powerful, the Rhino lives up to its name. Designed with Coretek's signature elegance, the Rhino is a weapon that fits naturally into the hands of a skilled grenadier. When this weapon was first designed, Coretek had already gained a reputation for unusually loud weapons with their debut assault rifle. The company's marketing division decided fostering that reputation would increase sales in the competative weapons market and as a result, none of the usual concessions are made in this weapon's manufacture. With a click and a bang, the Rhino delivers.
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.
- Liberty Rifle RL-5:The RL-5 is the most durable of Liberty Rifle's rocket type weapons. While they have several disposable or limited re-use models, this is the durable standard. Sleek and imposing, the tube is designed to encumber the gunner as little as possible. The ammunition comes standard in single round canisters, meant to be clipped somewhere on the gear of every member of a squad. A spring system allows a loader to remove the round from its casing and arm it with one smooth motion.
- Hong Kong Mnfg. Rocket(trans):Cheap and prone to breakdown after multiple firings, this weapon is nevertheless ideal for the standard asian tactics of crushing opposition with sheer numbers. A more durable rocket tube is viewed as needless waste as most campaigns are planned to last less then a month. It is shipped with one round already chambered, and one extra round in each strap pocket of the backpack style webbing used to carry the tube. Though this adds to its disposable image, dozens of these weapons are ready to fire at almost every military outpost in the east. These weapons are broken and unuseable after a jam, but weigh only 35 lbs and are -3 to their purchase DC.
- Iron Star RPG5:The RPG5 is a long tube of ceramic composites and hard plastics. The only metal is in the ammunition, making this weapon invisible to old style x-ray scanning. The tube of the RPG5 is actually rifled, which means it flings ammunition further then smooth bore tubes, but this comes with a downside. Ammunition not purchased from Iron Star must have a 'rifling disk' applied before firing which is a move equivalent action. If this can't be done before battle, the weapon requires a crew of three to maintain optimal fire rate: one to slap disks on the front of rounds and the other to load the weapon as the the gunner fires. However, the disks are cheap - especially if a military has its own means of manufacturing standard rocket rounds - and the extra range allows a three man crew to become cheap but effective artillary. This weapon has +30 ft to its range increment, its ammunition is +1 purchase DC, and a pack of 10 Iron Star RPG5 rifling disks have a purchase DC of 6. Rounds fired without the disk are -1 to strike, -40 ft range increment and have a chance of permanently ruining the rifling. Roll a d20 after a jam. On a 1 or a 2, the weapon can only be fired as if using unprepared (standard) ammunition; using the proper ammunition no longer negates the penalty.
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Other Ranged Weapons
Weapon | DMG | Crit | Type | Inc. | RoF | Capacity | Munition | Size | Weight | Buy DC | Restriction |
---|---|---|---|---|---|---|---|---|---|---|---|
Shock Pistol | 1d4 nonlethal1 | 20 | Electrical | 20ft | S | 11 box | shock darts2 | Small | 1lb | 8 | Res (+2) |
2: This weapon requires a replaceable power source. See the weapon description
(misc ranged weapon info here)
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Ammunition
Type | Quantity | Purchase DC | Restriction |
---|---|---|---|
7.5mm | 50 | 3 | Lic (+1) |
7.5mm long | 30 | 3 | Lic (+1) |
11mm | 30 | 4 | Lic (+1) |
11mm long | 20 | 4 | Lic (+1) |
13mm | 30 | 5 | Res (+2) |
13mm long | 20 | 5 | Lic (+1) |
15mm long | 20 | 6 | Res (+2) |
17mm long | 20 | 8 | Res (+2) |
20ga buckshot1 | 20 | 2 | Lic (+1) |
20ga slug | 20 | 3 | Lic (+1) |
16ga buckshot1 | 15 | 3 | Lic (+1) |
16ga slug | 15 | 4 | Lic (+1) |
12ga buckshot1 | 15 | 3 | Lic (+1) |
12ga slug | 15 | 4 | Lic (+1) |
10ga buckshot1 | 15 | 4 | Lic (+1) |
10ga slug | 15 | 5 | Lic (+1) |
8ga buckshot1 | 15 | 5 | Lic (+1) |
8ga slug | 15 | 6 | Lic (+1) |
13mm linked | 100 | 7 | Mil (+3) |
15mm linked | 100 | 8 | Mil (+3) |
17mm linked | 100 | 9 | Mil (+3) |
shock darts | 20 | 4 | Res (+2) |
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.
- Standard: Standard ammunition is used for most pistols and small weapons. The propellant 'casing' is twice as long as it is wide. The small amount of propellant contained in the 'casing' limits the range but decreases the weight of weapons that chamber this type of ammunition. Due to governmental restrictions, as well as practicality, Standard ammunition is not widely manufactured in sizes larger than a 13mm bore.
- Long: Long ammunition is four times as long as it is wide and is used in the larger end of the rifle spectrum. Long ammunation weighs more, but no other type of ammunition can match the range it produces. Additionally, long ammunition comes in larger bores than Standard ammunition, allowing for greater damage potential.
- Linked: Linked bullets are individually a bit larger than long bullets, measuring about five times as long as their diameter. Linked bullets are sold pre-slotted into a breakaway series of metal or plastic rings that chains the bullets together until fired; a sort of long, flexible clip. The links break but do not completely disintegrate when the bullets are fired, so a steady stream of partial chains streams out an exit port of the firing weapon. The chains can be broken at any point along the 'clip' (with a DC 10 break check) should shorter chains be desired.
The linking of this type of ammunition does not prevent the weapon from being fired underwater or in a vaccuum, but long durations of fire leaves a significant buildup of chaff that may cause its own problems. Almost all brands of linked ammunition can be further linked to eachother for longer sustained fire, but still require the attention of a loader to feed the link into the firing chamber properly.
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.
- Slugs: a solid mass of metal, slugs are simply large bullets. Slugs are the standard load for most shotguns in combat, effective equally against hard and soft targets.
- Buckshot: Buckshot is a loose collection of objects. The payload is usually round pellets, though some brands use specially shaped flechette shards or even tiny darts. Buckshot spreads as it travels, making targets easier to hit while sacrificing some range; after a while, the shots are too far apart to cause any real damage. As a result, Buckshot rounds grant a +1 bonus to hit a target, but using them reduces the range increment of the weapon they are fired from by 10 feet.
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.
- Explosive: Explosive rounds are the standard for both rocket and grenade launchers. They detonate on contact with a suitable hard surface; that is anything with DR or a hardness rating. Against softer targets, they must simply be aimed at the ground near the target to work. Some rounds are designed to bounce one or more times before exploding. Setting such a device is a move equivalent action, but allows operators to fire around corners. Treat each bounce as +5 to the AC of the target (normally 10 to hit a spot on the ground). Cover may or may not apply at the DMs discretion. A trained operator can usually bounce a shot once around a corner with minimal difficulty. <
> - Smoke: Smoke rounds come in a variety of colors, including some designed to blend into natural fog, thickening it to cover without alerting onlookers (DC 20 spot check to notice the thickened patch, may be modified by the thickness of existing fog). All smoke rounds cover a 10ft radius per round, up to their full radius. Smoke gives total concealment to anything more then 5 feet away, affecting normal vision, active IR/heat vision and night vision of any kind. Passive heat vision sees through the smoke as if it wasn't there. It lasts 10 rounds, though a moderate wind (11+ mph) disperses the smoke at the rate of 5ft/round and a strong wind (21+ mph) disperses it at 10ft/round. Even so, the round pumps out smoke for the full 10 rounds, attempting to replace 'lost' smoke until exhausted. The smoke will afterwards dissipate under windless conditions at a rate of 5ft of radius per round.
- Hot Smoke: The same as regular smoke rounds, but stymies even passive heat vision technology. The trade off is that the smoke is noticably warm; there is no check to notice fake fog if a character is less then 10ft away from the outer radius of the effect, and the fog shows up as a glowing nimbus on any kind of heat vision or scanner.
- WaterFoam: These rounds are designed to fight fires. The explosion does no damage, but covers the radius in blue-white frothy chemicals, completely extinguishing normal fires and dampening continual plasma or extraordanary fire for one round. Characters caught in the radius must make a DC 12 reflex save or be blinded as their eyes/viewports/optics are covered in a thick layer of stuff. Removing the foam is a move-equivalent action to wipe away. A dip in or blast of water or other liquid works just as well.
- Light: Light rounds burn as bright as the sun, though the special phosphorus compound is in a different spectrum, giving off a yellow-orange glow. Light grenades or rockets illuminate their radius radius brightly (double that radius dimly) for 10 full minutes. Some models come with devices designed to keep them in the air - parachutes, microthrusters and the like - such systems halve the total light duration, but double the light radius for the first two minutes as they gently float to the ground. The remaining 3 minutes are at the standard radius as the device burns out on the ground.
- Tear Gas: Military and police forces use these weapons to disperse crowds and smoke out hostage takers. Tear gas rounds cover a 10ft radius per round, up to their full radius. The cloud gives total concealment to anything more then 10 feet away, affecting normal vision and night vision of any kind. Heat vision (active or passive) sees through the cloud as if it weren't there. It lasts 5 rounds, though a moderate wind (11+ mph) disperses the smoke at the rate of 5ft/round and a strong wind (21+ mph) disperses it at 10ft/round. Even so, the round pumps out smoke for the full 5 rounds, attempting to replace 'lost' smoke until exhausted. The cloud will afterwards dissipate under windless conditions at a rate of 5ft of radius per round. A character caught in a cloud of tear gas must make a Fortitude save (DC 15) or be nauseated for 1d6 rounds. Those who succeed at their saves but remain in the cloud must continue to save each round. A gas mask renders the target immune to the effects. A wet cloth held over the eyes, nose, and mouth provides a +2 bonus on the Fortitude save.
- Napalm: These small napalm charges aren't of much use against modern armored targets, but are used against unaugmented targets, vegitation, animals or to just cause fire damage in low-tech areas. Things hit by napalm take additional damage the next round as they continue to burn (even if they move out of the initial blast radius due to the sticky nature of napalm). Flammable objects within the blast radius may catch fire.
- Plasma Napalm: Plasma napalm is a much more effective replacement for regular (gasoline) napalm, burning hot enough to burn most metals. Things hit by plasma napalm take additional damage the next round as they continue to burn (even if they move out of the initial blast radius due to the sticky nature of plasma napalm). Flammable objects within the blast radius may catch fire.
- EMP Flashbang: Larger and more effective then a flashbang grenade, flashbang rounds from a launcher incorporate a small emp pulse. Those that fail a DC 17 fortitude save are dazed for a round, blinded and deafened for 1d4 rounds and blinded for and additional 2 rounds thereafter. Characters that save are dazed for one round only. EMP flashbangs are effective against any optics or sensory systems that employ circutry, as well as unaugmented targets. Some devices are hardened against EMP and may still protect the wearer completely from these weapons.
- Rope Bomb: A non-lethal capture weapon, rope bombs explode in a rapidly expmall target, double for a large and so on), break DC of 25, escape DC of 20, or can be dissolved with a spray solvent. Solvent canisters have a purchase DC of 4 and contain enough solvent to free 4 medium targets.
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.
- Shock Darts:This is a pack of 40 shock darts for the shock pistol. Each shot fires two of these tiny needles with a monofilament wire that uncoils back to the pistol. A pack is 20 shots, and includes the high density battery to power their shocks.
- Armor Piercing:Armor Piercing rounds are specially shaped to fly straight and pointed to deliver as much kinetic energy to as small an area as possible, punching through armor. However, since they don't tumble in the air, soft targets (those without a hardness or DR rating, including unarmored humans) take less damage as the round cuts a clean - albeit rather large - hole straight through. This is little consolation to the unarmored human with the size of modern rounds. AP rounds are +2 purchase DC, but ignore three points of Hardness or DR, whichever applies. If an item has no hardness or DR, reduce the damage by 3, to a minimum of 1 point.
- Flechette:Flechette rounds are armour piercing rounds' pholosopical opposite. Each bullet it designed to break on firing into dozens or hundreds (depending on the size of the round) of tiny shards. These easily shred soft targets, but spread out just enough to bounce off most armor. Flechette rounds are +2 to the purchase DC, do 5 extra damage to soft (no DR or hardness rating) targets. Hard targets have an additional 3 DR or hardness against these rounds. Slug shells may be flechette rounds, but buckshot cannot.
- Tracer: These special bullets are made of half standard metal, half magnsium and phosphorus and glow for several seconds when fired, bright enough to see during the day. Most often found pre-loaded into linked bullets (one tracer per 5 rounds) these are also sold in boxes for loading into assault rifle clips. A tracer round used in semi-automatic mode (fired singly) confers no bonus or penalty. A burst including a tracer round, however, gains a +1 ammunition bonus to strike due to the bright, visible firing arc. Ammunition including tracers and regular bullets are +1 purchase DC. A box of only tracers is +2 purchase DC higher then the standard ammunition. Only bullets and Slug Shells can be tracers.
-
Energy:Energy rounds are hollow, filled with one of several semi-stable compounds that spray out on impact. Energy rounds do damage of a type other then ballistic, and are used to overcome certain types of armor. Consult the following table for the full range of types. These rounds are +4 purchase DC compared to the standard ammunition.
Name Type Damage Explosive Fire Standard.
Explodes: 5ft radiusCorrosive Acid Standard.
Corrodes: stack 1d6 additional damage next 2 roundsNitrogen Ice Standard.
Brittle: -2 DR/Hardness for 1 roundPlasma Fire Standard.
Burns: standard damage next round. Does not stack.EMP EMP None.
Disrupts: electronics in a 5ft radius for 1d4 rounds. - Rubber:While not actually rubber, these non-lethal rounds are nevertheless designed to bounce. Against hardened targets they do no damage, but soft targets (without DR or a hardness rating) take the standard amount of damage as non-lethal. A painful deterrent that easily knocks your target unconcious. Rubber rounds are +1 purchase DC.
- Timed:Timed devices are pre-set to explode (or smoke, or flash, etc.) after a period of time has elapsed. The tiny timer can be programmed for 1 to 9999 seconds (or: on a specific initiative, up to 1600 rounds/3 hours later). Programming the round is a move equivalent action and can usually be done even after it has been loaded into the device. The round is otherwise unaltered. Only grenades and rockets can have this modifier. Timers add +1 to the purchase DC of a round of ammunition.
- Proximity Fuses:Proximity devices scan the area with mico-radar on impact and continually 'ping' the area within the given radius every nanosecond for an hour before running out of power. If it detects any significant changes for more then two cycles in a row, it triggers the round to which it is attached. The round is usually also spiked or covered in a breakable sheath of adhesive so it doesn't bounce, which prematurely triggers the device. Hitting a spot on the ground is 15 AC (normally 10) and a miss either scatters then explodes per a standard grenade-like weapon miss or explodes on the intended spot (50% chance) immidiately. Only grenades and rockets can have this modifier. Proximity fuses add +3 to the purchase DC of a round of ammunition.
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Firearms Accessories
Name | Effect | Purchase DC | Restriction |
---|---|---|---|
Extended Magazine, Handgun1, 2, 4 | Increases the magazine capacity of a handgun by 50% | 6 | Res (+2) |
Extended Magazine, SMG1, 4 | Increases the magazine capacity of a SMG by 100% | 6 | Res (+2) |
Extended Magazine, Shotgun1, 4 | Increases the magazine capacity of a shotgun by 50% | 6 | Res (+2) |
Extended Magazine, Rifle1, 4 | Increases the magazine capacity of a rifle by 100% | 6 | Res (+2) |
Handgun Suppressor, Small1, 2 | Reduces noise when firing (see description) | 6 | Res (+2) |
Handgun Suppressor, Large1, 2 | Reduces noise when firing (see description) | 7 | Res (+2) |
Machine Pistol Suppressor1 | Reduces noise when firing (see description) | 7 | Res (+2) |
SMG Suppressor1 | Reduces noise when firing (see description) | 7 | Res (+2) |
Rifle Suppressor1 | Reduces noise when firing (see description) | 7 | Res (+2) |
Handgun Scope1, 2 | Multiplies the range increment of a handgun by 1.5 | 6 | Lic (+1) |
Rifle Scope1 | Multiplies the range increment of a rifle by 1.5 | 8 | Lic (+1) |
High Powered Rifle Scope1, 3 | Multiplies the range increment of a rifle by 2 | 12 | Lic (+1) |
Nightvision Rifle Scope1, 3 | Grants the wielder Darkvision 120ft. Additionally multiplies the range increment of a rifle by 2 | 16 | Mil (+3) |
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
Name | Effect | Mastercraft Modifier | Restriction |
---|---|---|---|
Extended Range Kit, Handgun1, 2 | Increases the base range increment of a handgun by 20 feet | +1 | Res (+2) |
Extended Range Kit, SMG2 | Increases the base range increment of a SMG by 20 feet | +1 | Res (+2) |
Extended Range Kit, Shotgun2 | Increases the base range increment of a shotgun by 20 feet | +1 | Res (+2) |
Extended Range Kit, Rifle2 | Increases the base range increment of a rifle by 30 feet | +1 | Res (+2) |
Extended Range Kit, Sniper Rifle2 | Increases the base range increment of a rifle by 50 feet | +1 | Res (+2) |
Enhanced Accuracy Kit2 | Grants a +1 bonus to hit to a firearm | +1 | Res (+2) |
Automatic Conversion Kit, Handgun1 | Adds the ability to fire a handgun in automatic mode | +2 | Res (+2) |
Stealth Kit, SMG | Reduces the size of an SMG by 1 size category (minimum Small) | +2 | Res (+2) |
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)
Weapon | DMG | Crit | Type | Inc. | Size | Weight | Buy DC | Restriction |
---|---|---|---|---|---|---|---|---|
Brass Knuckles | 1 | 20 | Bludgeoning | - | Tiny | 1lb | 4 | - |
Cleaver | 1d6 | 19-20 | Slashing | - | Small | 2lb | 4 | - |
Club | 1d6 | 20 | Bludgeoning | 10ft | Med | 3lb | 3 | - |
Knife | 1d4 | 19-20 | Piercing | 10ft | Tiny | 1lb | 5 | - |
Combat Knife | 1d6 | 19-20 | Slashing, Piercing | 10ft | Small | 2lb | 8 | - |
Metal baton | 1d6 | 20 | Bludgeoning | - | Med | 2lb | 6 | - |
Shock baton2 | 1d6 + 1d31 | 20 | Bludgeoning, Electrical | - | Med | 2lb | 10 | Res (+2) |
Pistol whip | 1d4 | 20 | Bludgeoning | - | Small | - | - | - |
Rifle butt | 1d6 | 20 | Bludgeoning | - | Large | - | - | - |
Sap | 1d3 | 20 | Bludgeoning | - | Small | 3lb | 2 | - |
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)
Armor | Type | Equip. Bonus | NP Bonus | DR | NP DR | Max Dex Bonus | Armor Penalty | Speed (30ft) | Weight | Buy DC | Restriction |
---|---|---|---|---|---|---|---|---|---|---|---|
Leather Jacket | Impromptu | +1 | +1 | - | - | +8 | 0 | 30 | 4lb | 6 | - |
Light Nanoweave Shirt | Concealable | +1 | +1 | DR 1/Blud. | DR 1/Blud. | +7 | 0 | 30 | 2lb | 10 | - |
Nanoweave Shirt | Concealable | +2 | +1 | DR 2/Blud. | DR 1/Blud. | +6 | -1 | 30 | 2lb | 12 | Res (+2) |
Nanoweave Vest | Concealable | +2 | +1 | DR 3/Blud. | DR 1/Blud. | +5 | -2 | 30 | 3lb | 14 | Res (+2) |
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Medium Armor
(require the Armor Proficiency (Medium) feat)
Armor | Type | Equip. Bonus | NP Bonus | DR | NP DR | Max Dex Bonus | Armor Penalty | Speed (30ft) | Weight | Buy DC | Restriction |
---|---|---|---|---|---|---|---|---|---|---|---|
Light Nanoweave Jacket | Concealable | +3 | +2 | DR 4/Blud. | DR 2/Blud. | +4 | -3 | 25 | 4lb | 16 | Res (+2) |
Nanoweave Jacket | Concealable | +3 | +2 | DR 5/Blud. | DR 2/Blud. | +3 | -4 | 25 | 6lb | 18 | Res (+2) |
Light Tactical Vest | Tactical | +3 | +2 | DR 6/Blud. | DR 2/Blud. | +2 | -5 | 25 | 8lb | 20 | Mil (+3) |
Tactical Vest | Tactical | +4 | +2 | DR 7/Blud. | DR 2/Blud. | +1 | -6 | 25 | 10lb | 22 | Mil (+3) |
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Heavy Armor
(require the Armor Proficiency (Heavy) feat)
Armor | Type | Equip. Bonus | NP Bonus | DR | NP DR | Max Dex Bonus | Armor Penalty | Speed (30ft) | Weight | Buy DC | Restriction |
---|---|---|---|---|---|---|---|---|---|---|---|
Special Response Vest | Tactical | +5 | +2 | DR 8/Blud. | DR 3/Blud. | 0 | -7 | 20 | 20lb | 24 | Mil (+3) |
Riot Suit | Tactical | +5 | +2 | DR 9/Blud. | DR 3/Blud. | 0 | -8 | 20 | 20lb | 26 | Mil (+3) |
Forced Entry Suit | Tactical | +5 | +2 | DR 10/Blud. | DR 4/Blud. | 0 | -9 | 20 | 20lb | 28 | Mil (+3) |
Anti-Ballistics Suit | Tactical | +6 | +3 | DR 10/Blud. | DR 5/Blud. | 0 | -10 | 15 | 30lb | 30 | Mil (+3) |
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Shields
(require the Shield Proficiency feat)
Armor | Type | Equip. Bonus | NP Bonus | DR | Max Dex Bonus | Armor Penalty | Speed (30ft) | Weight | Buy DC | Restriction |
---|---|---|---|---|---|---|---|---|---|---|
Light Riot Shield | Tactical | +1 | +1 | DR 1/Blud. | - | -1 | - | 2lb | 14 | Mil (+3) |
Riot Shield | Tactical | +2 | +1 | DR 1/Blud. | - | -2 | - | 4lb | 15 | Mil (+3) |
Anti-Ballistics Shield 1 | Tactical | +3 | +1 | DR 2/Blud. | - | -6 | - | 10lb | 18 | Mil (+3) |
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