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and Equipment

This material is Open Game Content, and is licensed for public
use under the terms of the Open Game License v1.0a.

Weapons

The weapons covered here
are grouped into three categories based on their general utility: ranged weapons,
explosives and splash weapons, and melee weapons.

Ranged Weapons

Ranged weapons fall into
three general groups: handguns, longarms, and other ranged weapons such as crossbows.

When using a ranged weapon, the wielder applies his or her Dexterity modifier
to the attack roll.

Handguns and longarms are personal firearms. A personal firearm is any firearm
designed to be carried and used by a single person.

Ranged Weapons Table

Ranged weapons are described
by a number of statistics, as shown on Table: Ranged Weapons.
Damage The damage the weapon deals on a successful hit.
Critical
The
threat range for a critical hit. If the threat is confirmed, a weapon deals
double damage on a critical hit (roll damage twice, as if hitting the target
two times).
Damage Type Ranged weapon damage is classified according to type: ballistic
(all firearms), energy (of a specific type), piercing (some simple ranged weapons),
or slashing (a Whip). Some creatures or characters may be resistant or immune
to some forms of damage.
Range Increment Any attack at less than this distance is not penalized
for range. However, each full range increment causes a cumulative -2 penalty
on the attack roll. Ranged weapons have a maximum range of ten range increments,
except for thrown weapons, which have a maximum range of five range increments.
Rate of Fire Some ranged weapons have a rate of fire of 1, which simply
means they can be employed once per round and then must be reloaded or replaced.
Firearms, which operate through many different forms of internal mechanisms,
have varying rates of fire. The three possible rates of fire for handguns, longarms,
and heavy weapons are single shot, semiautomatic, and automatic.
Single Shot A weapon with the single shot rate of fire requires the
user to manually operate the action (the mechanism that feeds and cocks the
weapon) between each shot. Pump shotguns and bolt-action rifles are examples
of firearms with single shot rates of fire. A weapon with the single shot rate
of fire can fire only one shot per attack, even if the user has a feat or other
ability that normally allow more than one shot per attack.
Semiautomatic (S) Most firearms have the semiautomatic rate of fire.
These firearms feed and cock themselves with each shot. A semiautomatic weapon
fires one shot per attack (effectively acting as a single shot weapon), but
some feats allow characters armed with semiautomatic weapons to fire shots in
rapid successions, getting in more than one shot per attack.
Automatic (A) Automatic weapons fire a burst or stream of shots with
a single squeeze of the trigger. Only weapons with the automatic rate of fire
can be set on autofire or be used with feats that take advantage of automatic
fire.
Magazine The weapon’s magazine capacity and type are given in this column.
The amount of ammunition a weapon carries, and hence how many shots it can fire
before needing to be reloaded, is determined by its magazine capacity. How the
firearm is reloaded depends upon its magazine type. The number in this entry
is the magazine’s capacity in shots; the word that follows the number indicates
the magazine type: box, cylinder, or internal. A fourth type, linked, has an
unlimited capacity; for this reason the entry does not also have a number. Weapons
with a dash in this column have no magazines; they are generally thrown weapons,
or weapons (such as bows) that are loaded as part of the firing process.
Box A box magazine is any type of magazine that can be removed and reloaded
separately from the weapon.
Cylinder A revolver keeps its ammunition in a cylinder, which is part
of the weapon and serves as the firing chamber for each round as well. Unlike
box magazines, cylinders can’t be removed, and they must be reloaded by hand.
However, most revolvers can be used with a speed loader. Using a speed loader
is much like inserting a box magazine into a weapon. Without a speed loader,
a firearm with a cylinder magazine must be loaded by hand.
Internal Some weapons keep their ammunition in an internal space, which
must be loaded by hand. This is the case with most shotguns, as well as some
rifles.
Linked Some machine guns use linked ammunition. The bullets are chained
together with small metal clips, forming a belt. Typically, a belt holds 50
bullets; any number of belts can be clipped together. In military units, as
the gunner fires, an assistant clips new ammunition belts together, keeping
the weapon fed.
Size Size categories for weapons and other objects are defined differently
from the size categories for creatures. The relationship between a weapon’s
size and that of its wielder defines whether it can be used one-handed, if it
requires two hands, and if it’s a light weapon.

A Medium-size or smaller weapon can be used one-handed or two-handed. A Large
weapon requires two hands. A Huge weapon requires two hands and a bipod or other
mount.

A Small or smaller weapon is considered a light weapon. It can be used one-handed
and, as a light weapon, is easier to use in your off hand.
Weight This column gives the weapon’s weight when fully loaded.
Purchase DC This is the purchase DC for a Wealth check to acquire the
weapon. This number reflects the base price and doesn’t include any modifier
for purchasing the weapon on the black market.
Restriction The restriction rating for the weapon, if any, and the appropriate
black market purchase DC modifier. Remember to apply this modifier to the purchase
DC when making a Wealth check to acquire the weapon on the black market.

Reloading Firearms

Reloading a firearm with
an already filled box magazine or speed loader is a move action. Refilling a
box magazine or a speed loader, or reloading a revolver without a speed loader
or any weapon with an internal magazine, is a full-round action.

Loading a belt of linked ammunition is a full-round action. Linking two belts
together is a move action.

Ranged
Weapons

Handguns

A handgun is a personal
firearm that can be used one-handed without penalty. This includes all pistols
and some submachine guns and shotguns. All handguns require the Personal Firearms
Proficiency feat. Using a handgun without this feat imposes a -4 penalty on
attack rolls.

Handguns can be broken down into three smaller groups: autoloaders, revolvers,
and machine pistols.

Autoloaders (sometimes called “automatics”) feature removable box
magazines, and some models hold quite a lot of ammunition. They work by using
the energy of a shot fired to throw back a slide, eject the shot’s shell casing,
and scoop the next round into the chamber. They are more complex than revolvers,
but nevertheless have become increasingly popular in the modern age.

Revolvers are relatively simple firearms that store several rounds (usually
six) in a revolving cylinder. As the trigger is pulled, the cylinder revolves
to bring the next bullet in line with the barrel.

Machine pistols are automatic weapons small enough to be fired with one hand.
Some are autoloader pistols modified to fire a burst of bullets in a single
pull of the trigger, while others are modified submachine guns, cut down in
size and weight to allow one-handed use.

Ranged weapons that use box magazines come with one full magazine.




















Weapon
Damage Critical
Damage

Type
Range
Increment
Rate
of Fire
Magazine
Size
Weight
Purchase
DC
Restriction
Handguns
(require the Personal Firearms Proficiency feat)
Beretta
92F (9mm autoloader)
2d6 20 Ballistic
40 ft.
S 15 box
Small 3 lb. 16 Lic (+1)
Beretta
93R (9mm machine pistol)
2d6 20 Ballistic 30 ft.
S,A 20 box Med 3 lb. 18 Res (+2)
Colt Double
Eagle (10mm autoloader)
2d6 20 Ballistic 30 ft.
S 9 box Small 3 lb. 16 Lic (+1)
Colt M1911
(.45 autoloader)
2d6 20 Ballistic 30 ft. S 7 box Small 3 lb. 15 Lic (+1)
Colt Python1
(.357 revolver)
2d6 20 Ballistic 40 ft.
S 6 cyl.
Med 3 lb. 5 Lic (+1)
Derringer
(.45)
2d6 20 Ballistic 10 ft.
Single 2 Intelligence.
Tiny 1 lb.
14 Lic (+1)
Desert
Eagle (.50AE autoloader)
2d8 20 Ballistic 40 ft.
S 8 box Med 4 lb. 18 Lic (+1)
Glock
171 (9mm autoloader)
2d6 20 Ballistic 30 ft.
S 17 box
Small 2 lb. 18 Lic (+1)
Glock
201 (10mm autoloader)
2d6 20 Ballistic 40 ft.
S 15 box
Small 3 lb. 18 Lic (+1)
MAC Ingram
M10 (.45 machine pistol)
2d6 20 Ballistic 40 ft.
S, A 30 box
Med 6 lb. 15 Res (+2)
Pathfinder
(.22 revolver)
2d4 20 Ballistic 20 ft.
S 6 cyl.
Tiny 1 lb. 14 Lic (+1)
Ruger
Service-Six (.38S revolver)
2d6 20 Ballistic 30 ft.
S 6 cyl.
Small 2 lb. 14 Lic (+1)
S&W
M29 (.44 magnum revolver)
2d8 20 Ballistic 30 ft.
S 6 cyl.
Med 3 lb. 15 Lic (+1)
SITES
M9 (9mm autoloader)
2d6 20 Ballistic 30 ft.
S 8 box Tiny 2 lb. 15 Lic (+1)
Skorpion
(.32 machine pistol)
2d4 20 Ballistic 40 ft.
S, A 20 box
Med 4 lb. 17 Res (+2)
TEC-9
(9mm machine pistol)
2d6 20 Ballistic 40 ft.
S or A 32 box
Med 4 lb.
14 Res (+2)
Walther
PPK (.32 autoloader)
2d4 20 Ballistic 30 ft.
S 7 box Small 1 lb. 15 Lic (+1)

Beretta 92F

Beretta 92F

The standard service pistol of the United States military and many American
law enforcement agencies.

Beretta 93R

Beretta 93R, Italian machine pistol self-made using Inkscape August 9th 2007 Atirador

Beretta 93R, Italian machine pistol self-made using Inkscape August 9th
2007 Atirador

This close relative of
the Beretta 92F looks like a large autoloader but can fire on automatic. It
sports a fold-down grip in front of the trigger guard, an extendable steel shoulder
stock that is attached to the butt of the pistol, and an extended magazine.

This weapon features a three-round burst setting. When used with the Burst Fire
feat, it fires only three bullets instead of five and can be used with only
three bullets in the weapon. This setting does not grant the ability to make
burst fire attacks without the Burst Fire feat; if a character uses the setting
without the feat, he or she makes a normal attack, and the extra two bullets
are wasted.

Colt Double Eagle

Colt Double Eagle

Based on the M1911 mechanism, this pistol is an updated civilian version that
fires a 10mm round.

Colt M1911

Mid 1945 produced US M1911A1 US Army 45 Colt by en:Remington Rand, photographed 3rd February 2004, by Lasse Jensen.

Mid 1945 produced US M1911A1 US Army 45 Colt by en:Remington Rand, photographed
3rd February 2004, by Lasse Jensen.

This gun is within the last 50,000 of the 900,000 produced by en:Remington
Rand. This one was re-built by en:Anniston Army Depot, Anniston, Alabama, October
1972, carrying the ANAD 1072 stamp. This type of weapon was issued to U.S. Army
officers and enlisted personl in armor units (tankers) through the 1980’s.

Confiscated early 2004 in or around Al-Qurna, en:Iraq. Destroyed shortly
after.

Also shown are the .45 Auto cartridge (left) and 7.65 mm Browning cartridge
(right).



This .45 semiautomatic pistol was used by the United States military for decades
until it was recently replaced by the Beretta 92F. Manufactured at three locations
in the United States alone, the M1911 can be found all over the world, and is
still in use in several other military forces.

Colt Python

Colt Python

Photo © by Jeff Dean

The Python has a well-deserved
reputation for accuracy. Due to its high quality of manufacture, the Colt Python
is always considered a mastercraft weapon. As such, it grants a +1 bonus on
attack rolls.

Derringer

Derringer and Jessi James, Oil picture by T.Steifer own work 2004 Author Tomasz Steifer, Gdansk

Derringer and Jessi James, Oil picture by T.Steifer own work 2004 Author
Tomasz Steifer, Gdansk

This pistol breaks open
at the breech like a double-barreled shotgun. The two-shot weapon has one barrel
atop the other and is barely 5 inches long, making it easy to conceal.

Desert Eagle

Self-made. Author RamaSelf-made.
Author Rama

Manufactured by Israeli
Military Industries, the Desert Eagle is the king of large-frame, heavy-caliber
autoloaders. The version on Table: Ranged Weapons fires the massive .50 Action
Express round. The Desert Eagle also comes in .357 Magnum and .44 Magnum models.

Glock 17

Description: Glock Pistol Model 17 (Glock 17), third generation Source: even photographs Date: 1999

Description: Glock Pistol Model 17 (Glock 17), third generation Source:
even photographs Date: 1999


The Glock is typical of 9mm self-loading pistols carried by many police officers
and military personnel.

Due to its high quality of manufacture, the Glock 17 is always considered a
mastercraft weapon. As such, it grants a +1 bonus on attack rolls.

Glock 20

GLOCK 21, Size "AA" battery for comparison.Author: Avriette, 23 January 2006

GLOCK 21, Size “AA” battery for comparison.Author: Avriette,
23 January 2006

This slightly larger version
of the Glock 17 is chambered for the slightly more powerful 10mm round.

Due to its high quality of manufacture, the Glock 20 is always considered a
mastercraft weapon. As such, it grants a +1 bonus on attack rolls.

MAC Ingram M10


Ingraham MAC 10 with PowerSpring supressor

Ingraham MAC 10 with PowerSpring supressor

No longer in production,
about 10,000 of these small submachine guns were made and supplied to United
States police forces, the U.S. Army, Cuba, and Peru. Light pressure on the trigger
produces single shots, while increased pressure brings automatic fire.

The M10 accepts a suppressor without modification.

Pathfinder

The Pathfinder is a high-quality
weapon used as a concealed backup weapon by police officers or for personal
defense. The Pathfinder is typical of a number of short-barreled (3 inches)
small-caliber revolvers.

Ruger Service-Six

Six-inch short lug variation self-made Date 3/08 Author Mcumpston Mike Cumpston

Six-inch short lug variation self-made Date 3/08 Author Mcumpston Mike
Cumpston

This revolver, designed
specifically for police use, fires the .38 Special round. It was very popular
with United States police forces prior to the increasing use of autoloaders
in recent decades, and is still in service with many police forces today.

S&W M29

Smith & Wesson .44 Magnum Model 629 with 8 3/8" barrel — a stainless steel version of the Model 29. Photo © by Motorrad67

Smith & Wesson .44 Magnum Model 629 with 8 3/8″ barrel —
a stainless steel version of the Model 29. Photo © by Motorrad67


The Smith & Wesson Model 29 .44 Magnum revolver fires one of the most powerful
pistol cartridges in the world. The M29 is known for its deafening sound, bright
muzzle flash, and powerful recoil.

SITES M9 Resolver

The compact SITES weapon
is very narrow, making it easy to conceal.

Skorpion

Scan from TBiU No 14, Mieczyslaw Adamczyk, Pistolet maszynowy PM-63, WMON, Warsaw 1972

Scan from TBiU No 14, Mieczyslaw Adamczyk, Pistolet maszynowy PM-63, WMON,
Warsaw 1972

The CZ61 Skorpion is a
Czech machine pistol seen increasingly in the West since the collapse of the
Soviet Union. Originally intended for military vehicle crews who don’t have
space for an unwieldy longarm, it was widely distributed to Communist countries
and in central Africa, and can now be found anywhere in the world.

TEC-9

TEC-9

The Intratec TEC-9 is an
inexpensive machine pistol popular with criminals because it can be modified
(Repair check DC 15) to fire on automatic. The pistol only works on semiautomatic
fire or, if modified, only on automatic. Once modified to fire on automatic,
the TEC-9 cannot be changed back to semiautomatic.

Walther PPK

Walther Model PP Bottom Magazine Release 9mm Kurz (.380ACP). Serial number 155xxxp indicates a very early bottom magazine release model.

Walther Model PP Bottom Magazine Release 9mm Kurz (.380ACP). Serial number
155xxxp indicates a very early bottom magazine release model.

The PPK is a small, simple,
and reliable autoloader with a design that dates back to the 1930s. It remains
in widespread service among European police, military, and government agencies.

Longarms

shotgun

Longarms are personal firearms
that require two hands to be fired without penalty. This group includes hunting
and sniping rifles, assault rifles, shotguns, and most submachine guns.

The basic longarm is the rifle, a group that includes both hunting rifles and
sniper rifles. Most rifles are autoloaders, and they function internally in
a manner very similar to autoloader pistols. Some models are operated manually,
however, with the user having to work a bolt or lever between each shot. Assault
rifles are rifles designed for military use and feature automatic as well as
semiautomatic fire.

Shotguns are large-bore weapons that primarily fire shells full of small projectiles.
They tend to be powerful, but only at short range. Reduce shotgun damage by
1 point for every range increment of the attack.

Submachine guns are relatively compact longarms that generally fire pistol ammunition.
They can fire on automatic.

All longarms are covered by the Personal Firearms Proficiency feat.

Longarms are not well suited to close combat. A character takes a -4 penalty
on the attack roll when firing at an adjacent target.





















Weapon
Damage Critical
Damage

Type
Range
Increment
Rate
of Fire
Magazine
Size
Weight
Purchase
DC
Restriction
Longarms
(require the Personal Firearms Proficiency feat)
AKM/AK-47
(7.62mmR assault rifle)
2d8 20 Ballistic
70 ft.
S, A 30 box
Large 10 lb. 15 Res (+2)
Barrett
Light Fifty (.50 sniper rifle)
2d12 20 Ballistic 120 ft.
S 11 box
Huge 35 lb.
22 Lic (+1)
Benelli
121 M1 (12-gague shotgun)
2d8 20 Ballistic 40 ft.
S 7 Intelligence Large 8 lb.
17 Lic (+1)
Beretta
M3P (12-gauge shotgun)
2d8 20 Ballistic
30 ft.
S 5 box
Large 9 lb.
16 Lic (+1)
Browning
BPS (10-gauge shotgun)
2d10 20 Ballistic
30 ft.
Single
5 Intelligence.
Large 11 lb.
16 Lic (+1)
HK G3
(7.62mm assault rifle)
2d10 20 Ballistic 90 ft.
S, A 20 box
Large 11 lb.
19 Res (+2)
HK MP51
(9mm submachine gun)
2d6 20 Ballistic 50 ft.
S, A 30 box
Large 7 lb.
20 Res (+2)
HK MP5K
(9mm submachine gun)
2d6 20 Ballistic
40 ft.
S, A 15 box
Med 5 lb. 19 Res (+2)
HK PSG11
(7.62mm sniper rifle)
2d10 20 Ballistic
90 ft.
S 5 box
Large 16 lb.
22 Lic (+1)
M16A2
(5.56mm assault rifle)
2d8 20 Ballistic 80 ft.
S, A 30 box
Large 8 lb.
16 Res (+2)
M4 Carbine
(5.56mm assault rifle)
2d8 20 Ballistic
60 ft.
S, A 30 box
Large 7 lb.
16 Res (+2)
M-60 (medium
machine gun)
2d10 20 Ballistic
100 ft. A Linked
Huge 22 lb.
21 Mil (+3)
Mossberg
(12-gauge shotgun)
2d8 20 Ballistic
30 ft. Single 6 Intelligence.
Large 7 lb.
15 Lic (+1)
Remington
700 (7.62mm hunting rifle)
2d10 20 Ballistic 80 ft.
Single 5 Intelligence. Large 8 lb. 17 Lic (+1)
Sawed-off
shotgun (12-ga shotgun)
2d8 20 Ballistic
10 ft.
S 2 Intelligence.
Med 4 lb. 15 Illegal
(+4)
Steyr
AUG (5.56mm assault rifle)
2d8 20 Ballistic
80 ft.
S, A 30 box
Large 9 lb.
19 Res (+2)
Uzi (9mm
submachine gun)
2d6 20 Ballistic
40 ft.
S, A 20 box
Large 8 lb.
18 Res (+2)
Winchester
94 (.444 hunting rifle)
2d10 20 Ballistic
90 ft.
S 6 Intelligence. Large 7 lb.
15 Lic (+1)

AKM/AK-47

The Soviet 7.62 x 39 mm AK-47 assault rifle. This is a 'second model' variation that features a machined receiver.

The Soviet 7.62 x 39 mm AK-47 assault rifle. This is a ‘second model’ variation
that features a machined receiver.

This assault rifle of the
old Soviet Union is one of the most popular firearms in the world, having found
common use in scores of bush wars and insurrections-on all sides of such conflicts.
The AKM is a slightly more modern version of the AK-47, but functions essentially
the same.

Barrett Light Fifty

M107/M82A1 Long Range Sniper Rifle

M107/M82A1 Long Range Sniper Rifle

The heavy but rugged Light
Fifty is an incredibly powerful weapon for its size. Although it’s a sniper
rifle, it fires a .50-caliber machine gun bullet, a round much more powerful
than any other rifle ammunition.

Benelli 121 M1

The Benelli 121 M1 semiautomatic
shotgun is reliable, simple, and sturdy, with one of the fastest shotgun actions
in the world. Many military and law enforcement agencies use this or similar
weapons.

Beretta M3P

Designed for police and
security work, the M3P can fire either single shots or on semiautomatic. The
M3P comes equipped with a tubular steel stock that folds over the top of the
weapon to form a carrying handle, and its ammunition feeds from a box magazine-an
uncommon feature in a shotgun.

Browning BPS

This heavy longarm fires
the largest shotgun round available, the 10-gauge shell.

HK G3

H&K G3 rifles. The lower rifle has been sectioned (to show internal parts) for instructional purposes.

H&K G3 rifles. The lower rifle has been sectioned (to show internal
parts) for instructional purposes.

The G3 fires the powerful
7.62mm cartridge, a round used in many light machine guns but increasingly uncommon
in assault rifles. At one time, over sixty of the world’s armies used this rifle.

HK MP5

An MP5A3, belonging to Indonesia's Marinir (Marine Corps). Personal photo Date 18 May 2007 Author Dragunova

An MP5A3, belonging to Indonesia’s Marinir (Marine Corps). Personal photo
Date 18 May 2007 Author Dragunova

The Heckler & Koch
MP5 family of weapons is among the most recognizable in the world. Many different
designs exist; dexscribed here is the most basic model.

Due to its high quality of manufacture, the MP5 is always considered a mastercraft
weapon. As such, it grants a +1 bonus on attack rolls.

This weapon features a three-round burst setting. When used with the Burst Fire
feat, it fires only three bullets instead of five and can be used with only
three bullets in the weapon. This setting does not grant the ability to make
burst fire attacks without the Burst Fire feat; if a character uses the setting
without the feat, he or she makes a normal attack, and the extra two bullets
are wasted.

HK MP5K

A radically shortened version
of the MP5, this weapon is optimized to be concealable. The steps taken to reduce
the weapon’s size and weight negate the benefits of the parent weapon’s extraordinary
quality, and as a result the MP5K is not a mastercraft weapon.

Although it comes with a 15-round magazine, the MP5K can also accept the same
30-round magazine as the MP5 (use of the larger magazine increases the weapon’s
size to Large, though).

This weapon features a three-round burst setting. When used with the Burst Fire
feat, it fires only three bullets instead of five and can be used with only
three bullets in the weapon. This setting does not grant the ability to make
burst fire attacks without the Burst Fire feat; if a character uses the setting
without the feat, he or she makes a normal attack, and the extra two bullets
are wasted.

HK PSG1

This high-precision sniper
rifle, based on the design of the HK G3, has a fully adjustable trigger and
stock for individual users. The PSG1 comes with a standard scope.

Due to its high quality of manufacture, the PSG1 is always considered a mastercraft
weapon. As such, it grants a +1 bonus on attack rolls.

M16A2

Marine with Company I, 3rd Battalion, 5th Marine Regiment, sights in on his M-16A2 automatic service rifle during tank integration training with Company C, 2nd Tank Battalion, at Camp Baharia, Iraq, Nov. 2. When combined with tanks, the infantrymen put tanks in a position where they can effectively use their weapons and prosecute targets.
Marine with Company I, 3rd Battalion, 5th Marine Regiment, sights
in on his M-16A2 automatic service rifle during tank integration training with
Company C, 2nd Tank Battalion, at Camp Baharia, Iraq, Nov. 2. When combined
with tanks, the infantrymen put tanks in a position where they can effectively
use their weapons and prosecute targets.



Photo by: Sgt. Luis R. Agostini Photo ID: 200411334517 Submitting Unit: 1st
Marine Division Photo Date:11/02/2004

Typical of the assault
rifles used by militaries around the world, the Colt M16A2 is the current service
rifle of the United States military, and is common with other armies and in
the civilian world.

This weapon features a three-round burst setting. When used with the Burst Fire
feat, it fires only three bullets instead of five and can be used with only
three bullets in the weapon. This setting does not grant the ability to make
burst fire attacks without the Burst Fire feat; if a character uses the setting
without the feat, he or she makes a normal attack, and the extra two bullets
are wasted.

M4 Carbine

A M4A1 with SOPMOD package, including Rail Interface System and Trijicon 4x ACOG. The barrel length is 14.5 inches.

A M4A1 with SOPMOD package, including Rail Interface System and Trijicon
4x ACOG. The barrel length is 14.5 inches.

This is a cut-down version
of the Colt M16A2, shortened by about a third by means of a telescoping stock
and a shorter barrel.

M-60

The M60 Machine Gun.

The M60 Machine Gun.

Introduced in the Vietnam
War era, this medium machine gun is still in widespread use with the U.S. military
and that of several other armies.

Mossberg

Mossberg

The Mossberg Model 500
ATP6C is a pump-action shotgun designed for military and police work.

Remington 700

223 Remington 700PSS
223 Remington 700PSS

A bolt-action rifle with
a reputation for accuracy, the Remington 700 has been popular with hunters and
target shooters since its introduction in the 1940s.

Sawed-Off Shotgun

Lupara self-made 08.06.2007 Author Bluedog

Lupara self-made 08.06.2007 Author Bluedog

This is a 12-gauge, double-barreled
shotgun with the stock and barrels sawed short. All that’s left of the stock
is a pistol grip, and the barrels are roughly 12 inches long. Sawed-off shotguns
are generally illegal; most are homemade by cutting down a standard shotgun.

If this weapon if fully-loaded, a character can fire both barrels at once. The
character receives a -2 penalty on the attack but deals +1 die of damage with
a successful hit. Attacking this way uses both shotgun shells.

Steyr AUG

Steyr Aug rifle

Steyr Aug rifle

An unusual and exotic-looking
weapon, the bullpup AUG is the standard rifle of the Austrian and Australian
armies. Its completely ambidextrous components make it equally convenient for
left- and right-handed users, and it features a built-in optical sight.

This weapon features a three-round burst setting. When used with the Burst Fire
feat, it fires only three bullets instead of five and can be used with only
three bullets in the weapon. This setting does not grant the ability to make
burst fire attacks without the Burst Fire feat; if a character uses the setting
without the feat, he or she makes a normal attack, and the extra two bullets
are wasted.

Uzi
Uzi

Designed in the 1950s for
the Israeli army, the Uzi has become the most popular submachine gun in the
world. It features a collapsible stock, making it extremely compact.

Winchester 94

Winchester 94

The Winchester Model 94 Big Bore is a lever-action rifle typical of big-bore
hunting rifles found around the world.

Heavy
Weapons

The
weapons covered in this section fall under the Exotic Firearms Proficiency feat.
Someone who wields a heavy weapon without the appropriate proficiency takes
a -4 penalty on all attack rolls with the weapon.









Weapon
Damage Critical
Damage

Type
Range
Increment
Rate
of Fire
Magazine
Size
Weight
Purchase
DC
Restriction
Heavy
Weapons (each requires a specific Exotic Firearms Proficiency feat)
M2HB (heavy
machine gun)
2d12 20 Ballistic 110 ft.
A Linked
Huge 75 lb.
22 Mil (+3)
M72A3
LAW (rocket launcher)
10d62
150 ft.
1 1 Intelligence.
Large 5 lb.
15 Mil (+3)
M79 (grenade
launcher)
Varies2 70 ft.
1 1 Intelligence. Large 7 lb.
14 Mil (+3)
1
This mastercraft weapon grants a +1 bonus on attack rolls.
2
This weapon does special damage. See the weapon description.
3
See the description of this weapon for special rules.

M2HB

Machine Gun M2 on M3 mount

Machine Gun M2 on M3 mount

This heavy-duty .50-caliber
machine gun has been in service since World War II, and remains a very common
vehicle-mounted military weapon around the world. The Exotic Firearms Proficiency
(heavy machine guns) feat applies to this weapon.

M72A3 LAW

M72 Light Anti-tank Weapon Primary function: Anti-armor, gun emplacements, pillboxes, buildings and light vehicles. Length: Extended 34.67 in., closed 24.8 in., rocket 20 in. Weight: 5.5 lbs. Bore diameter: 66 mm. Maximum effectiveness range: Stationary 219 yds., moving 180 yds.

M72 Light Anti-tank Weapon Primary function: Anti-armor, gun emplacements,
pillboxes, buildings and light vehicles. Length: Extended 34.67 in., closed
24.8 in., rocket 20 in. Weight: 5.5 lbs. Bore diameter: 66 mm. Maximum effectiveness
range: Stationary 219 yds., moving 180 yds.

The LAW (light antitank
weapon) is a disposable, one-shot rocket launcher. It comes as a short, telescoped
fiberglass and aluminum tube. Before using the weapon, the firer must first
arm and extend the tube, which is a move action.

When the LAW hits its target, it explodes like a grenade or other explosive,
dealing its 10d6 points of damage to all creatures within a 10-foot radius (Reflex
save DC 18 for half damage). Because its explosive features a shaped charge
designed to penetrate the armor of military vehicles, the LAW ignores up to
10 points of hardness if it strikes a vehicle, building, or object. However,
this only applies to the target struck, not to other objects within the burst
radius.

The M72 has a minimum range of 30 feet. If fired against a target closer than
30 feet away, it does not arm and will not explode.

The Exotic Firearms Proficiency (rocket launchers) feat applies to this weapon.

M79
M79 Grenade Launcher

M79 Grenade Launcher

This simple weapon is a
single-shot grenade launcher. It fires 40mm grenades (see under Grenades and
Explosives, below). These grenades look like huge bullets an inch and a half
across; they can’t be used as hand grenades, and the M79 can’t shoot hand grenades.

Attacking with an M79 is identical to throwing an explosive: you make a ranged
attack against a specific 5-foot square (instead of targeting a person or creature).
The differences between using the M79 and throwing an explosive lie in the range
of the weapon (which far exceeds the distance a hand grenade can be thrown)
and the fact that the M79 requires a weapon proficiency to operate without penalty.

The Exotic Firearms Proficiency (grenade launchers) feat applies to this weapon.

Other Ranged Weapons

Ranged weapons that are not firearms include such diverse objects as crossbows,
tasers, and pepper spray. The feat that provides proficiency with these weapons
varies from weapon to weapon, as indicated on Table: Ranged Weapons.





















Weapon
Damage Critical
Damage

Type
Range
Increment
Rate
of Fire
Magazine
Size
Weight
Purchase
DC
Restriction
Other
Ranged Weapons (Weapons Proficiency feat needed given in parentheses)
Air pistol
(simple)*
1d2 20 Piercing
30 ft.
1 1 Intelligence.
Small 2 lb. 7
Air rifle
(simple)*
1d2 20 Piercing
50 ft.
1 1 Intelligence.
Large 5 lb. 8
Blowgun
(simple)*
1 20 Piercing
10 ft.
1 1 Intelligence. Small 2 lb. 4
Bolas
(archaic)*
* * 10 ft.
1 Small 2 lb.
3
Compound
bow (Archaic)2
1d8 20 Piercing 40 ft.
1 Large 3 lb. 10
Crossbow
(Simple)
1d10 19-20
Piercing 40 ft.
1 1 Intelligence.
Med 7 lb. 9
Crossbow,
grapple-firing (archaic)* –
1d3 * Piercing
120 ft.
1 1 Intelligence.
Med. 12 lb.
12  
Crossbow,
hand (archaic)
1d4 19-20
Piercing
30 ft. 1 1 Intelligence.
Tiny 3 lb.
11
Crossbow,
repeating (exotic)
1d8 19-20
Piercing 80 ft.
1 5 Intelligence.
Med. 16 lb.
13  
Flamethrower
(no feat needed)3
3d6 Fire 1 10 Intelligence.
Large 50 lb. 17 Mil (+3)
Javelin
(Simple)
1d6 20 Piercing 30 ft.
1 Med 2 lb. 4
Pepper
spray (Simple)
Special2
Special2
5 ft.
1 1 Intelligence.
Tiny 0.5 lb. 5
shuriken
(Archaic)
1 20 Piercing
10 ft. 1 Tiny 0.5 lb. 3
Taser
(Simple)
1d42 Electricity 5 ft.
1 1 Intelligence.
Small 2 lb. 7
Whip (Simple)
1d2 20 Slashing 15 ft. 31 Small 2 lb. 4
1
This mastercraft weapon grants a +1 bonus on attack rolls.
2
This weapon does special damage. See the weapon description.
3
See the description of this weapon for special rules.

Compound Bow

Ewok Slayer, Created this Image. Compound Bow. Full Size. Orig. 1300 kb. Cropped and Photoshoped. Transferred from en.wikipedia Date 2005-11-23 (original upload date) Original uploader was Ewok Slayer at en.wikipedia

Ewok Slayer, Created this Image. Compound Bow. Full Size. Orig. 1300 kb.
Cropped and Photoshoped. Transferred from en.wikipedia Date 2005-11-23 (original
upload date) Original uploader was Ewok Slayer at en.wikipedia

Bow hunting remains a popular
sport in North America. A character’s Strength modifier applies to damage rolls
made when using this weapon.

Crossbow

moderne Compound-Armbrust des Herstellers Horton Modell "Hunter Supreme" mit 4x32 Zielfernrohr (Barnett); 22' Pfeil mit "Bruin"-Jagdspitze Photo by Immo G. von Eitzen (selbst)

moderne Compound-Armbrust des Herstellers Horton Modell “Hunter Supreme”
mit 4×32 Zielfernrohr (Barnett); 22′ Pfeil mit “Bruin”-Jagdspitze
Photo by Immo G. von Eitzen (selbst)

A crossbow requires two
hands to use. Pulling a lever draws the bow. Loading a crossbow is a move action
that provokes attacks of opportunity.

Flamethrower

M2A1-7 USA army flamethrower with parts labelled.

M2A1-7 USA army flamethrower with parts labelled.

A flamethrower consists
of a pressurized backpack containing fuel, connected to a tube with a nozzle.
It shoots a 5-foot-wide, 30-foot-long line of flame that deals 3d6 points of
fire damage to all creatures and objects in its path. No attack roll is necessary,
and thus no feat is needed to operate the weapon effectively. Any creature caught
in the line of flame can make a Reflex save (DC 15) to take half damage. Creatures
with cover get a bonus on their Reflex save.

A flamethrower’s backpack has hardness 5 and 5 hit points. When worn, the backpack
has a Defense equal to 9 + the wearer’s Dexterity modifier + the wearer’s class
bonus. A backpack reduced to 0 hit points ruptures and explodes, dealing 6d6
points of fire damage to the wearer (no save allowed) and 3d6 points of splash
damage to creatures and objects in adjacent 5-foot squares (Reflex save, DC
15, for half damage).

Any creature or flammable object that takes damage from a flamethrower catches
on fire, taking 1d6 points of fire damage each subsequent round until the flames
are extinguished. A fire engulfing a single creature or object can be doused
or smothered as a full-round action. Discharging a fire extinguisher is a move
action and instantly smothers flames in a 10-foot-by-10-foot area.

A flamethrower can shoot 10 times before the fuel supply is depleted. Refilling
or replacing a fuel pack has a purchase DC of 13.

Javelin

This light, flexible spear
built for throwing can be used in melee, but since it’s not designed for it,
characters using it in this manner are always considered nonproficient and take
a -4 penalty on their melee attack rolls.

Pepper Spray

Reizstoffsprühgerät 3 mit oleorum capsicum - RSG 3 (Curd's Police), IDC Sytem AG, Switzerland.

Reizstoffsprühgerät 3 mit oleorum capsicum – RSG 3 (Curd’s Police),
IDC Sytem AG, Switzerland.

A chemical irritant that
can temporarily blind a target, pepper spray comes in a single-shot container.
To use it, make a ranged touch attack against the target. The target must make
a Fortitude saving throw (DC 15) or be blinded for 1d4 rounds. Pepper spray
is limited to 5 range increments.

shuriken

shuriken, also known as a ninja stars, available from sources of martial arts equipment and other weaponry

shuriken, also known as a ninja stars, available from sources of martial
arts equipment and other weaponry

A shuriken is a thrown,
star-shaped projectile with four to eight razor-sharp points. A character may
draw a shuriken as a free action.

Taser

M26 Taser being held by a US Army Drill Sergeant in Desert Combat Uniform.
M26 Taser being held by a US Army Drill Sergeant in Desert Combat
Uniform.

A taser uses springs or
compressed air to fire a pair of darts at a target. On impact, the darts release
a powerful electrical current. On a successful hit, the darts deal 1d4 points
of electricity damage and the target must make a Fortitude saving throw (DC
15) or be paralyzed for 1d6 rounds. Reloading a taser is a full-round action
that provokes attacks of opportunity.

Whip


whip

Whips deal a small amount
of lethal damage. Although a character doesn’t “fire” the weapon,
treat a Whip as a ranged weapon with a maximum range of 15 feet and no range
penalties.

Because a Whip can wrap around an enemy’s leg or other limb, a character can
make a trip attack with it by succeeding at a ranged touch attack. The character
does not provoke an attack of opportunity when using a Whip in this way. If
the character is tripped during his or her own trip attempt, the character can
drop the Whip to avoid being tripped.

When using a Whip, a character gets a +2 bonus on your opposed attack roll when
attempting to disarm an opponent (including the roll to keep from being disarmed
if the character fails to disarm the opponent).





















Additional
Ranged Weapons
Nonfirearms
(feat needed listed in parentheses)
Weapon
Damage Critical Damage
Type
Range
Increment
Rate of
Fire
Magazine Size Weight
Purchase
DC
Restriction
Air pistol (simple)*
1d2 20 Piercing 30 ft. 1 1 Intelligence. Small 2 lb. 7
Air rifle (simple)*
1d2 20 Piercing 50 ft. 1 1 Intelligence. Large 5 lb. 8
Blowgun (simple)*
1 20 Piercing 10 ft. 1 1 Intelligence. Small 2 lb. 4
Bolas (archaic)* * * 10 ft. 1 Small 2 lb. 3
Crossbow, grapple-firing
(archaic)*
1d3 * Piercing 120 ft. 1 1 Intelligence. Med. 12 lb. 12
Crossbow, hand (archaic)
1d4 19–20 Piercing 30 ft. 1 1 Intelligence. Tiny 3 lb. 11
Crossbow, repeating
(exotic)
1d8 19–20 Piercing 80 ft. 1 5 Intelligence. Med. 16 lb. 13
Flare gun (simple)*
1d8 20 Fire 30 ft. 1 1 Intelligence. Small 2 lb. 11
Net (archaic)* * * 10 ft. * 1 — Med. 10 lb. 6
Net launcher (grenade
launcher)
* 10 ft. 1 1 Intelligence. Large 20 lb. 15 Lic (+1)
Paint ball gun (simple) 20* * 30 ft. Semi 40 Intelligence. Small 2 lb. 8  
sling (archaic) 1d4 20 Ballistic 50 ft. 1 Small 3
Slingshot (simple)
1d3 20 Ballistic 50 ft. 1 Tiny 1 lb. 4
Speargun (simple)* 2d6 20 Piercing 10 ft. 1 1 Intelligence. Large 5 lb. 10
Super watergun

(no feat required)*
* * * 10 ft. 1 5 Intelligence. Med. 2 lb. 4
Water cannon (simple)* * * 10 ft. * 20 Intelligence. Huge 50 lb. 19 Lic (+1)
*See
weapon description for more information.

Air Pistols and
Air Rifles

A spring piston air gun.

A spring piston air gun.

These low powered weapons
are used to fire darts or pellets, typically to deliver a chemical payload (see
Craft (chemical)). They are very quiet when fired. Air pistols require a CO2
cartridge to operate, which allows the gun to fire 10 times before needing to
be replaced (purchase DC 3).

Bolas

Bolas

Afbeelding van bola Lyndon Baines Johnson Library and Museum

A bolas consists of two
or more wooden spheres connected by lengths of cord. The bolas is a ranged weapon
that can be used to entangle a Small or larger opponent. First, you make a ranged
touch attack against the target. The target must be at least 10 feet away, as
the bolas cannot be used against adjacent opponents. If the attack roll succeeds,
the target is entangled. A target can free itself from the bolas as a full-round
action or make an Escape Artist check (DC 15) on its turn to escape from the
bolas as an attack action. The bolas has 5 hit points and can be broken with
a successful Strength check (DC 20) as a full-round action.

If you entangle a creature with the bolas, you may attempt to trip it on your
next attack. A failed trip with bolas does not allow the target to make a trip
attack against you.

Blowgun

Demo of Blow Gun in Ocanaluftee Indian village, Cherokee, NC Photo by Jan Kronsell, 2000

Demo of Blow Gun in Ocanaluftee Indian village, Cherokee, NC Photo by Jan
Kronsell, 2000

The blowgun is a long tube
through which you fire needles. A needle can deliver poison of either the injury
or contact type (see Craft [chemical] for poisons).

Crossbow, Grapple-Firing

This device helps heroes
scale unClimbable walls, bridge chasms, escape down buildings, and the like.
A grapplefiring crossbow is a heavy
crossbow
modified to fire a special, grapple-headed
metal bolt attached to 100 feet of thin, light line.

A successful shot at an appropriate target indicates that the grapple has hooked
onto something, anchoring the rope firmly enough for a character to ascend it
with a successful Climb check (DC 15). Failure brings one of three results:
the grapple simply failed to snag anything, it has lodged but is not secure
enough to support a character’s weight, or there’s simply nothing up there for
it to catch onto. In the first case, the user can simply recoil the rope and
try again. In the second case, a successful Intelligence check (DC 10) made
before anyone tries to Climb reveals the instability. The user cannot free that
grapple but may try to fire another. (Should anyone try to Climb the unstable
rope, the grapple gives way after the Climber has progressed 2d10 feet. Determine
damage normally for the resulting fall.) In the third case, retries automatically
fail.

A character can easily anchor a grapple-bolt by hand in a niche or use pitons
to secure it on smooth stone. This provides the same aid for descent without
the need to fire the weapon.

Crossbow, Hand

This exotic weapon is common
among spies and others who favor stealth over power. Assassins also use these
weapons to launch poison-coated bolts at the target. You can draw a hand crossbow
back manually. Loading a hand crossbow is a move action that provokes attacks
of opportunity.

Crossbow, Repeating

The repeating crossbow
holds five crossbow bolts. When loaded, you can shoot the crossbow according
to your normal number of attacks without reloading. Loading a new case of five
bolts is a full-round action that provokes attacks of opportunity.

Flare Gun

An Orion-brand single shot, breech loaded, 12 gauge flare gun. Its design is highly typical of commercially available flare guns. Photo by P. Ubriaco, (C) 2004

An Orion-brand single shot, breech loaded, 12 gauge flare gun. Its design
is highly typical of commercially available flare guns. Photo by P. Ubriaco,
(C) 2004

Normally used as a signaling
device, a flare gun can be used as a weapon in a pinch. If fired in the air,
it releases a brightly colored flame that can be seen for miles, depending on
surrounding terrain. A flare gun automatically ignites flammable items.

Net

A fighting net has small
barbs in the weave and a trailing rope to control netted opponents. You use
it to entangle opponents.

When you throw a net, you make a ranged touch attack against your target. A
net’s maximum range is 10 feet, and you suffer no range penalties to throw it
even to its maximum range. If you hit, the target is entangled. An entangled
creature suffers a -2 penalty on attack rolls and a -4 penalty on effective
Dexterity.

The entangled creature can only move at half speed and cannot charge or run.
If you control the trailing rope by succeeding at an opposed Strength check
while holding it, the entangled creature can only move within the limits that
the rope allows. If the entangled creature attempts to cast a spell, it must
succeed at a Concentration check (DC 15) or the spell fails.

The entangled creature can escape with an Escape Artist check (DC 20) that requires
a full-round action. The net has 5 hit points and can be burst with a Strength
check (DC 25, also a full-round action).

A net is only useful against creatures within one size category of you. For
instance, a Small character wielding a net can entangle Tiny, Small, and Medium
creatures.

A net must be folded to be thrown effectively. The first time you throw your
net in a fight, you make a normal ranged touch attack roll. After the net is
unfolded, you suffer a -4 penalty on attack rolls with it. It takes 2 rounds
for a proficient user to fold a net and twice that long for a nonproficient
one to do so.

Net Launcher

This is a bulky, compressed
air rifle with a conical muzzle that throws a weighted net when fired. Police
and animal control personnel use net launchers, as well as big game hunters
and the occasional field researcher hoping to bag a live Shadow creature.

Net launchers have a much greater range than a regular thrown net. It takes
10 minutes to reset a net that was previously fired or 1 minute to set the net
launcher with a prepackaged net (purchase DC 6, 2 lb. per package).

Paintball Gun

Spyder.tv image from manufacturer.

Spyder.tv image from manufacturer.

Paintball guns offer a
way for the average person to experience what it’s like to be in a “live
fire” scenario, but without the possibility of taking lethal damage. A
paintball deals no damage, but a successful hit will spatter the target with
a large splotch of bright, degradable paint. Getting struck with a paintball
stings and, if the target is not aware of the circumstance, they might believe
they have been shot with an actual bullet.

A critical hit with a paintball gun deals 1d6 points of nonlethal damage.

sling

Ragzouken made this sling himself using braiding methods from http://slinging.org. Braided string and sewn leatherette.

Ragzouken made this sling himself using braiding methods from http://slinging.org.
Braided string and sewn leatherette.

The sling, commonly used
by primitive people, hurls lead bullets to kill small game. It’s not as easy
to use as the crossbow or as powerful as a bow, but it’s cheap and easy to improvise
from common materials.

You can hurl ordinary stones with a sling. Stones are not as dense or as round
as bullets, so you deal only 1d3 points of damage and suffer a -1 penalty on
attack rolls.

Slingshot

Slingshot, made (a little too fast) by spanish born, who learnt to hunt with this in Marocco. Roots of this kind of Slingshot are not clear, possible from Spain or Marocco Author Made by my grand father, pictured by myself Yug, improve by Roby. Yug talk 22:14, 14 Jun 2005 (UTC)

Slingshot, made (a little too fast) by spanish born, who learnt to hunt
with this in Marocco. Roots of this kind of Slingshot are not clear, possible
from Spain or Marocco Author Made by my grand father, pictured by myself Yug,
improve by Roby. Yug talk 22:14, 14 Jun 2005 (UTC)

Less powerful than a regular
sling, a slingshot has a strong pair of rubber bands attached to a V-shaped
handle. The damage listed in the table is for lead bullets (as the sling above),
but you can also hurl other small objects like firecrackers, paintballs, rocks,
and the like.

Speargun

A speargun uses a powerful
set of bands to propel a stainless steel shaft at the target. Most speargun
shafts are tied to a thin, strong line (DC 20 Strength check to break). This
line is attached to a reel, allowing the shooter to draw the shaft back.

If you deal damage to your opponent, the shaft may lodge in the victim if the
victim fails a Reflex saving throw against a DC equal to 10 + the damage dealt.
The creature moves at only half speed and cannot charge or run while a spear
is lodged in its body. If you control the trailing rope by succeeding at an
opposed Strength check while holding it, the harpooned creature can only move
within the limits that the rope allows (the trailing rope is 30 feet long).
If the speared creature attempts to cast a spell, it must succeed at a Concentration
check (DC 15) or the spell fails.

The speared creature can pull the shaft from its wound if it takes a full-round
action, but in so doing it deals 2d6 points of damage to itself. Reloading a
speargun is a full-round action.

Sticky Foam Sprayer

This bulky and unusual
weapon looks similar to a flamethrower, with a fuel tank and sprayer nozzle.
However, instead of jellied flaming fuel, the sticky foam sprayer launches a
stream of liquid goop that hinders movement and can create impromptu barriers.

The sticky foam sprayer has a range of 15 feet and fills a 5-foot square per
round. A creature hit by the sticky foam suffers a -2 penalty to attack rolls
and a -4 penalty to effective Dexterity. The entangled character must make a
Reflex save (DC 15) or be glued to the floor, unable to move. A creature simply
moving into a square with the foam also must make this save, but does not suffer
the penalty to attack rolls or Dexterity. Even with a successful save, it can
only move at half speed. Creatures that are Huge or larger are unaffected by
sticky foam.

A character who is glued to the floor can break free with a successful Strength
check (DC 20) or by dealing 15 points of damage to the sticky foam with a slashing
weapon. A character trying to scrape sticky foam off himself, or another character
assisting, does not need to make an attack roll; hitting the sticky foam is
automatic, after which the character who hit rolls damage to see how much of
the goo he scraped off.

A character capable of spellcasting who is bound by the sticky foam must make
a Concentration check (DC 15) to cast a spell. The sticky foam becomes brittle
and breaks apart easily after 10 minutes.

Super Watergun

The super watergun is a
toy gun that shoots a thin stream of water. The tank holds enough water to shoot
5 times before needing to be refilled. A super watergun has a maximum range
of 10 feet. No attack roll is required to hit, and thus no feat is required
to operate one effectively. Any creature caught in the path of the stream can
make a Reflex save (DC 15) to take half damage (if applicable). Creatures with
cover get a bonus on their Reflex save.

Regular water deals no damage, but special substances (such as Holy Water) can
be used for different effects. If you make a full-round attack against a target,
it deals the same amount of damage as a vial of the substance-an attack action
does not produce enough of a stream to deal damage.

The super watergun has a handle that must be pumped to shoot, thus requiring
both hands to use effectively. A super watergun cannot hold acid, which will
eat through the thin plastic tank in a matter of seconds. The entire tank of
water must contain the given substance to be effective- mixing with regular
water will negate the effect.

Water Cannon

Original uploader was Bjorn Martiz at en.wikipedia

Original uploader was Bjorn Martiz at en.wikipedia

Used for crowd control
and riot dispersion, water cannons are essentially mounted fire hoses built
into vehicles with a large tank. A water cannon can fire continuously for 2
minutes before needing to be refilled.

A person struck by a water cannon takes 1d10 points of nonlethal damage per
round, and must make a Reflex save (DC 15) or be knocked prone by the force
of the blast. A water cannon that is attached to a vehicle cannot be removed.
Use these same statistics if attacking someone with a firehose.

Ammunition

Ammunition for firearms
and other ranged weapons is covered on Table: Ammunition.





















Ammunition    
Ammunition
Type
(Quantity) Purchase
DC
5.56mm
(20) 4
7.62mm
(20) 4
7.62mmR
(20) 4
.444 caliber (20) 6
.50 caliber (20) 6
9mm (50) 5
10mm (50) 5
.22 caliber
(50) 4
.32 caliber (50) 5
.38 special
(50) 5
.357 caliber
(50) 5
.44 caliber
(50) 5
.45 caliber
(50) 5
.50AE
caliber
(50) 6
10-gauge
buckshot
(10) 5
12-gauge
buckshot
(10)
4
Arrow
(12)
8
Crossbow
bolt
(12)
7

5.56mm, 7.62mm, 7.62mmR,
.444, .50


These calibers of ammunition are generally used in rifles, assault rifles, or
machine guns, and are sold in boxes of 20 bullets each. The 7.62mmR is used
in the AKM and other ex-Soviet weapon types, and is not compatible with the
larger 7.62mm cartridge. The .50 caliber is a huge cartridge generally fired
from heavy machine guns, but also adapted to a few models of powerful sniper
rifles.
9mm, 10mm, .22, .32, .38 S, .357, .44, .45, .50AE

These calibers are generally used in pistols or submachine guns, and are sold
in boxes of 50 bullets each. The .50AE pistol round is not compatible with the
much larger .50 rifle-caliber cartridge (see above).

10-gauge Buckshot, 12-gauge Buckshot

Shotgun cartridges, also known as buckshot, are sold in boxes of ten.
Arrow

Arrows come in quivers of 12 and are used with the compound bow and other types
of archery weapons. These missile weapons consist of a slender shaft and a pointed
head.
Crossbow Bolt

A shaft or missile designed to be shot from a crossbow, bolts come in quivers
of 12.

Ammunition weight

To determine how much a loaded magazine weighs, look it up on the table, rounding
the number of rounds in the magazine up.

Shotgun shells are a little heavier; use the weight value for one damage step
higher.








Weight
per Number of Rounds
Damage
10 20 30 40 50 100
2d4 0.5lb 0.5lb 0.5lb 0.5lb 1.0lb
1.5lb
2d6 0.5lb 0.5lb
0.5lb 1.0lb
1.0lb
2.0lb
2d8 0.5lb 0.5lb 0.5lb 1.0lb
1.0lb
2.0lb
2d10 0.5lb 1.0lb 1.0lb 1.5lb
1.5lb
3.0lb
2d12 1.0lb 2.0lb 3.0lb 4.0lb
5.0lb
10.0lb

Ammunition

This section covers unique
and exotic ammunition that a hero might use during an adventure.
















Ammunition
Ammunition
Type
Purchase
DC
Modifier
Restriction
Armor Piercing +3 Res (+2)
Beanbag +2 Res (+2)
Birdshot -1 Lic (+1).
Flechette +4 Mil (+3)
Frangible +2 Res (+2)
High Explosive +5 Mil (+3)
Rubber Round +1 Res (+2)
Silver +6
Subsonic +4 Mil (+3)
Tracer +1 Mil (+3)
Tranquilizer 7* Res (+2)
White Phosphorous (WP) +5 Mil (+3)
*This
is the regular purchase DC, not modifier

Armor Piercing

Armor-piercing ammunition reduces the effectiveness of armor. When fired at
an opponent wearing any type of armor, the attack receives a +2 bonus. It has
no benefit against targets that are not wearing armor.
Beanbag

Riot police use this type of ammunition for crowd control. Loads are available
for shotguns and grenade launchers only. It deals the same amount of damage
as a normal load, but the damage dealt is nonlethal.

Birdshot

This is a lighter shotgun ammunition. It reduces the damage dealt by a shotgun
by 1 die.
Flechette

Flechette rounds fire bundles of razor-sharp, fin-stabilized tungsten darts.
A weapon that fires this ammunition improves its critical threat range by one,
but takes a -1 penalty on attack rolls.
Frangible

This ammunition scatters through a target rather than punching through and hitting
something else. It increases the damage dealt to unarmored targets by +1. This
bonus is negated if the target is wearing any sort of armor or has a natural
armor bonus of +2 or more.
High Explosive

High explosive ammunition is used mostly in grenade launchers and occasionally
shotguns, but can be found for other weapons. It is very expensive and difficult
to come by. High explosive ammunition deals 1 extra die of damage of the appropriate
type for the weapon.
Rubber Rounds

Rubber rounds exist for all types of handguns and longarms. Rubber ammunition
deals nonlethal damage.
Silver

Silver ammunition is useful for dealing with some types of Shadow creatures.
Silvered ammunition deals lethal damage to regular targets and bypasses the
damage reduction of any creature that is vulnerable to silver. It is never mass-produced
and must be made by hand, as reflected by its high cost. Because silvered ammunition
must be manufactured by hand, it is not licensed. It requires a Craft (mechanical)
check (DC 12) to manufacture a single silver bullet.
Subsonic

Assassins and snipers use subsonic ammunition; it is rarely found outside those
circles. Its primary use is to reduce the noise of a shot, making it more difficult
to Spot the shooter after the gun is fired. Subsonic ammunition reduces damage
dealt by -2 points, but the DC to Listen checks to hear the gunshot is increased
by +10. Subsonic ammunition decreases the range increment by 20 feet. It is
available for handguns and longarms, except shotguns.
Tracer

These phosphorous-coated rounds aid the shooter of an automatic weapon in leading
bullets to a target, but makes them easier to Spot in turn. Tracer ammunition
provides a +1 bonus to attack rolls made with a weapon when fired on autofire
only. Opponents gain a +5 circumstance bonus on Spot checks when trying to find
someone firing tracer ammunition.
Tranquilizer

This ammunition is actually a large dart with a reservoir that is used to deliver
a tranquilizer (or poison) to the target. It is only available for air rifles
and pistols. For more information on poisons, see the Craft (chemical) skill.
White Phosphorous (WP)

White phosphorous-tipped rounds can inflict terrible burns on a target. These
rounds go off if they strike anything between the shooter and the target. Any
target damaged by a “Willie P” shot takes an additional 1d6 points
of fire damage and risks catching on fire.

Explosives and Splash
Weapons


These weapons explode or burst, dealing damage to creatures or objects within
an area.

Explosives can be thrown or set off in place, depending on the type of explosive
device. Dynamite and hand grenades are examples of these weapons.

All explosives must be detonated. Some, such as grenades, include built-in detonators.
(Pulling the pin on a grenade is a free action.) Others require timers or other
devices to set them off. Detonators are covered in Weapon Accessories.

A splash weapon is a projectile that bursts on impact, spewing its contents
over an area and damaging any creature or object within that area. Generally,
creatures directly hit by splash weapons take the most damage, while those nearby
take less damage. Splash weapons usually must be thrown to have effect.

Explosives and splash weapons require no feat to use with proficiency unless
they are fired or propelled from some sort of launcher or other device, in which
case the appropriate Weapon Proficiency feat for the launcher is necessary to
avoid the -4 nonproficient penalty.

Explosives and Splash
Weapons Table

Explosives and splash weapons
are described by a number of statistics, as shown on Table: Explosives and Splash
Weapons.
Damage/Direct Hit Damage The primary damage dealt by the weapon. For
explosives, the Damage column shows the damage dealt to all creatures within
the explosive’s burst radius. For splash weapons, the Direct Hit Damage column
is used for a target directly struck by the weapon.
Burst Radius/Splash Damage For explosives, the burst radius is the area
affected by the explosive. All creatures or objects within the burst radius
take damage from the explosive.

For splash weapons, all creatures within 5 feet of the weapon’s impact point
take splash damage equal to the amount shown in this column.
Damage Type Damage from explosives and splash weapons is classified
according to type: energy (of a specific type) or slashing. Some creatures or
characters may be resistant or immune to some forms of damage.
Critical The threat range for a critical hit. If the threat is confirmed,
a weapon deals double damage on a critical hit (roll damage twice, as if hitting
the target two times).
Reflex DC Any creature caught within the burst radius of an explosive
may make a Reflex save against the DC given in this column for half damage.
Range Increment If the weapon can be thrown, its range increment is shown
in this column. Explosives with no range increment must be set in place before
being detonated. (See the Demolitions skill)
Size Size categories for weapons and other objects are defined differently
from the size categories for creatures. The relationship between a weapon’s
size and that of its wielder defines whether it can be used one-handed, if it
requires two hands, and if it’s a light weapon.

A Medium-size or smaller weapon can be used one-handed or two-handed.

A Small or smaller weapon is considered a light weapon. It can be used one-handed
and, as a light weapon, is easier to use in a character’s off hand.
Weight This column gives the weapon’s weight.
Purchase DC This is the purchase DC for a Wealth check to acquire the
weapon. This number reflects the base price and doesn’t include any modifier
for purchasing the weapon on the black market.
Restriction The restriction rating for the weapon, if any, and the appropriate
black market purchase DC modifier. Remember to apply this modifier to the purchase
DC when making a Wealth check to acquire the weapon on the black market.

Grenades and Explosives

Many explosives require
detonators, which are described in Weapon Accessories.



















Explosives
and Splash Weapons
Grenades
and Explosives
Weapon Damage
Critical
Damage
Type
Burst
Radius
Reflex
DC
Range
Increment
Size
Weight
Purchase
DC
Restriction
40mm fragmentation
grenade
3d6 Slashing
10 ft. 15 Tiny 1 lb.
16 Mil (+3)
C4/Semtex
4d6 Concussion 10 ft. 18 Small 1 lb.
12 Mil (+3)
Det cord
2d6 Fire See text
12 Med 2 lb.
8 Res (+2)
Dynamite 2d6 Concussion 5 ft.
15 10 ft.
Tiny 1 lb.
12 Lic (+1)
Fragmentation
grenade
4d6 Slashing
20 ft.
15 10 ft.
Tiny 1 lb.
15 Mil (+3)
Smoke
grenade
See text
10 ft.
Small 2 lb.
10
Tear gas
grenade
See text See text
10 ft.
Small 2 lb.
12 Res (+2)
Thermite
grenade
6d6 Fire 5 ft.
12 10 ft. Small 2 lb.
17 Mil (+3)
White
phosphorus grenade
2d6 Fire 20 ft.
12 10 ft.
Small 2 lb.
15 Mil (+3)
Splash
Weapons
Weapon
Direct
Hit Damage
Splash
Damage
Critical2
Damage
Type
Reflex
DC
Range
Increment
Size
Weight
Purchase
DC
Restriction
Acid,
mild
1d6 1 20 Acid 10 ft. Tiny 1 lb. 6
Molotov
cocktail1
1d6 1 20 Fire 10 ft.
Small 1 lb.
3
1
This weapon cannot be purchased as an item; the purchase DC given is
for the weapon’s components.
2
Threat range applies to direct hits only; splash damage does not threaten
a critical hit.

40mm Fragmentation Grenade

This small explosive device
must be fired from a 40mm grenade launcher, such as the M79. It sprays shrapnel
in all directions when it explodes.

The 40mm fragmentation grenade has a minimum range of 40 feet. If fired against
a target closer than 40 feet away, it does not arm and will not explode.

The purchase DC given is for a box of 6 grenades.

C4/Semtex

So-called “plastic”
explosives resemble slabs of wax. Hard and translucent when cold, these explosives
warm up when kneaded, and then can be coaxed to take various shapes. The information
on the table represents a 1-pound block. Additional blocks can be wired together,
increasing the damage and burst radius; each additional block increases the
damage by +2d6 and the burst radius by 2 feet, and requires a Demolitions check
(DC 15) to link them.

Although the damage statistics on the table represent a 1-pound block, C4 is
sold in 4-block packages. The purchase DC given represents a package of 4 blocks.

C4/Semtex requires a detonator to set off. It is considered to be a moderate
explosive for the purpose of using a Craft (chemical) check to manufacture it.

Det Cord

Det cord is an explosive
in a ropelike form. Technically, det cord doesn’t explode-but it burns so fast
(4,000 yards per second) that it might as well be exploding. Normally used to
string multiple explosive charges together for simultaneous detonation (allowing
a single detonator to set them all off), det cord can also be looped around
a tree or post or other object to cut it neatly in half.

The information on the table represents a 50-foot length. A length of det cord
can be spread out to pass through up to ten 5-foot squares. When this is the
case, it deals the indicated damage to all creatures in each 5-foot square through
which it passes.

It can also be doubled up; for each additional 5 feet of cord within a single
5-foot square, increase the damage by +1d6 to a maximum increase of +4d6.

Det cord requires a detonator to set it off. It is considered to be a simple
explosive for the purpose of using a Craft (chemical) check to manufacture it.

Dynamite

Diagram of dynamite:

Diagram of dynamite:

A. Sawdust (or any other type of absorbent material) soaked in nitroglycerin

B. Protective coating surrounding the explosive material

C. Blasting cap

D. Wire connected to the blasting cap

00:42, 23 October 2008 (UTC) Pbroks13

Perhaps one of the most
common and straightforward explosives, dynamite is very stable under normal
conditions. A stick of dynamite requires a fuse or detonator to set it off.
Additional sticks can be set off at the same time if they are within the burst
radius of the first stick, increasing the damage and burst radius of the explosion.
Each additional stick increases the damage by +1d6 (maximum 10d6) and the burst
radius by 5 feet (maximum 20 feet).

It’s possible to wire together several sticks of dynamite for even greater explosive
effect. Doing so requires a Demolitions check (DC 10 + 1 per stick). If the
character succeeds on the check, the damage or the burst radius of the explosion
increases by 50% (the character’s choice).

Dynamite is sold in boxes of 12 sticks. It is considered to be a simple explosive
for the purpose of using a Craft (chemical) check to manufacture it.

To set off dynamite using a fuse, the fuse must first be lit, requiring a move
action (and a lighter or other source of flame). The amount of time until the
dynamite explodes depends on the length of the fuse-a fuse can be cut short
enough for the dynamite to detonate in the same round (allowing it to be used
much like a grenade), or long enough to take several minutes to detonate. Cutting
the fuse to the appropriate length requires a move action.

Fragmentation Grenade

Fragmentation Grenade

The most common military
grenade, this is a small explosive device that sprays shrapnel in all directions
when it explodes.

The purchase DC given is for a box of 6 grenades.

Smoke Grenade

A student in the Air Mobility Warfare Center's Advanced Contingency Skills Training Course 06-5 at Fort Dix, N.J., deploys smoke during a training session at a tactical range there Sept. 18. More than 60 Airmen are participating in the training course, learning numerous combat-related skills including tactics, media skills, convoy operations, first aid, and field craft. The course is taught by the AMWC's 421st Combat Training Squadron. (U.S. Air Force photo/Tech. Sgt. Scott T. Sturkol)

A student in the Air Mobility Warfare Center’s Advanced Contingency Skills
Training Course 06-5 at Fort Dix, N.J., deploys smoke during a training session
at a tactical range there Sept. 18. More than 60 Airmen are participating in
the training course, learning numerous combat-related skills including tactics,
media skills, convoy operations, first aid, and field craft. The course is taught
by the AMWC’s 421st Combat Training Squadron. (U.S. Air Force photo/Tech. Sgt.
Scott T. Sturkol)

Military and police forces
use these weapons to create temporary concealment. On the round when it is thrown,
a smoke grenade fills the four squares around it with smoke. On the following
round, it fills all squares within 10 feet, and on the third round it fills
all squares within 15 feet. The smoke obscures all sight, including the Darkvision
ability granted by night vision goggles. Any creature within the area has total
concealment (attacks suffer a 50% miss chance, and the attacker can’t use sight
to locate the target). It disperses after 10 rounds, though a moderate wind
(11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses
it in 1 round. Smoke grenades are available in several colors, including white,
red, yellow, green, and purple. As such, they can be used as signal devices.

The purchase DC given is for a box of 6 grenades.

Tear Gas Grenade

Demonstrations and riots, Paris, France (place de la Bastille and surroundings), May 6, 2007, following the election of Nicolas Sarkozy to the presidency of the French republic
Photograph by Mikael Marguerie

Demonstrations and riots, Paris, France (place de la Bastille and surroundings),
May 6, 2007, following the election of Nicolas Sarkozy to the presidency of
the French republic

Photograph by Mikael Marguerie

Military and police forces
use these weapons to disperse crowds and smoke out hostage takers. On the round
that it is thrown, a tear gas grenade fills a 5-foot radius with a cloud of
irritant that causes eyes to fill with tears. On the following round, it fills
a 10-foot radius, and on the third round it fills a 15-foot radius. It disperses
after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds
and a strong wind (21+ mph) disperses it in 1 round.

A character caught in a cloud of tear gas must make a Fortitude save (DC 15)
or be nauseated. This effect lasts as long as the character is in the cloud
and for 1d6 rounds after he or she leaves the cloud. 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.

The purchase DC given is for a box of 6 grenades.

Thermite Grenade

Thermite does not technically
explode. Instead, it creates intense heat meant to burn or melt through an object
upon which the grenade is set. Military forces use thermite grenades to quickly
destroy key pieces of equipment.

The purchase DC given is for a box of 6 grenades.

White Phosphorus Grenade

White phosphorus grenades
use an explosive charge to distribute burning phosphorus across the burst radius.
Any target that takes damage from a White Phosphorus grenade is dealt an additional
1d6 points of fire damage in the following round and risks catching on fire.

In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus
grenade as a smoke grenade (see above), except that it only fills squares within
5 feet of the explosion point.

The purchase DC given is for a box of 6 grenades.

Splash Weapons

Many splash weapons, such
as Molotov cocktails, are essentially homemade devices (improvised explosives).
The purchase DC given in Table: Explosives and Splash Weapons reflects the typical
cost of the necessary components. See the Craft (chemical) skill for details
on making improvised explosives.

Acid, Mild

A character can throw a flask of acid as a grenadelike weapon. A flask is made
of ceramic, metal, or glass (depending on the substance it has to hold), with
a tight stopper, and holds about 1 pint of liquid. This entry represents any
mild caustic substance. Acid may be purchased in many places, including hardware
stores.
Molotov Cocktail

A Molotov cocktail is a flask containing a flammable liquid, plugged with a
rag. A Molotov cocktail is easily made by hand (Craft [chemical] check DC 10
or Intelligence check DC 15). The purchase DC given is for the components. To
use it, the rag must first be lit, requiring a move action (and a lighter or
other source of flame). The cocktail detonates in 2 rounds or on impact with
a solid object, whichever comes first. A target that takes a direct hit is dealt
an additional 1d6 points of fire damage in the following round and risks catching
on fire.

Melee
Weapons

Melee weapons are used
in close combat, and they are generally among the simplest types of weapons.
The feat that provides proficiency with these weapons varies from weapon to
weapon; some are considered simple weapons (covered by the Simple Weapons Proficiency
feat); others are archaic (Archaic Weapons Proficiency) or exotic (Exotic Melee
Weapon Proficiency).

A character’s Strength modifier is always added to a melee weapon’s attack roll
and damage roll.

Melee Weapons Table

Melee weapons are described by a number of statistics, as shown on Table: Melee
Weapons.
Damage The damage the weapon deals on a successful hit.
Critical The threat range for a critical hit. If the threat is confirmed,
a weapon deals double damage on a critical hit (roll damage twice, as if hitting
the target two times).
Damage Type Melee weapon damage is classified according to type: bludgeoning
(weapons with a blunt striking surface), energy (of a specific type), piercing
(weapons with a sharp point), and slashing (weapons with an edged blade). Some
creatures or characters may be resistant or immune to some forms of damage.
Range Increment Melee weapons that are designed to be thrown can be
used to make ranged attacks. As such, they have a range increment just as other
ranged weapons do-but the maximum range for a thrown weapon is five range increments
instead of ten.

Any attack at less than the given range increment is not penalized for range.
However, each full range increment causes a cumulative -2 penalty on the attack
roll.
Size Size categories for weapons and other objects are defined differently
from the size categories for creatures. The relationship between a weapon’s
size and that of its wielder defines whether it can be used one-handed, if it
requires two hands, and if it’s a light weapon.

A Medium-size or smaller weapon can be used one-handed or two-handed. A Large
weapon requires two hands.

A Small or smaller weapon is considered a light weapon. It can be used one-handed
and, as a light weapon, is easier to use in a character’s off hand.
Weight This column gives the weapon’s weight.
Purchase DC This is the purchase DC for a Wealth check to acquire the
weapon.
Restriction None of the following melee weapons have restrictions on
their purchase.

















































































Melee
Weapons
Weapon
Damage
Critical
Damage
Type Range
Increment
Size Weight Purchase
DC
Restriction
Simple
Weapons (require the Simple Weapons Proficiency feat)
Brass
knuckles
1 20 Bludgeoning
Tiny 1 lb.
5
Cleaver 1d6 19-20 Slashing
Small 2 lb. 5
club 1d6 20 Bludgeoning 10 ft. Med 3 lb.
4
Knife
1d4 19-20 Piercing
10 ft. Tiny 1 lb. 7
Metal
baton
1d6 19-20 Bludgeoning Med 2 lb.
8
Pistol
whip
1d4 20 Bludgeoning Small
Rifle
butt
1d6 20 – Bludgeoning Large  
Sap 1d61 20 Bludgeoning Small 3 lb. 2
Stun gun1
1d3 20 Electricity Tiny 1 lb.
5
Tonfa1
1d4 20 Bludgeoning Med 2 lb.
6
club,
spiked
1d8 20 Bludgeoning,
Piercing
Med. 8 lb. 5
Dagger,
punching
1d4 20/x3 Piercing
Tiny 2 lb. 5
Gauntlet
* * Bludgeoning * 2 lb. 5
Gauntlet,
spiked
1d4 20 Piercing
Tiny 2 lb.
6
Ketch-all
pole*
1d4* 20 Bludgeoning
Large 8 lb. 11
Mace,
heavy
1d8 20 Bludgeoning
Med. 8 lb.
5
Mace,
light
1d6 20 Bludgeoning Small 6 lb. 4
quarterstaff
1d6/1d6
20 Bludgeoning Large 4 lb. 3
shortspear 1d8 20/x3 Piercing
20 ft.
Large 5 lb. 5
sickle
1d6 20 Slashing
Small 3 lb. 3
Archaic
Weapons (require the Archaic Weapons Proficiency feat)
Bayonet
(fixed)1
1d4/1d6
20 Piercing Large 1 lb.
7
Hatchet
1d6 20 Slashing
10 ft.
Small 4 lb. 4
longsword
1d8 19-20 Slashing Med 4 lb. 11
Machete
1d6 19-20 Slashing Small 2 lb. 5
rapier 1d6 18-20 Piercing Med 3 lb.
10
Spear
1d8 20 Piercing Large 9 lb. 6
Straight
razor
1d4 19-20 Slashing
Tiny 0.5 lb. 4
Sword
cane1
1d6 18-20 Piercing Med 3 lb. 9
Battleaxe
1d8 20/x3 Slashing Med. 7 lb.
11
Cutlass*
1d6 19-20 Piercing,
Slashing
Small 3 lb.
11
Falchion 2d4 18-20
Slashing Large 16 lb.
12
Flail,
heavy*
1d10 19-20 Bludgeoning Large 20 lb. 8
Flail,
light*
1d8 20 Bludgeoning
Med . 5 lb.
7
Glaive†
1d10 20/x3 Slashing
Large 15 lb.
9
Greataxe
1d12 20/x3 Slashing
Large 20 lb.
12
Greatclub
1d10 20 Bludgeoning Large 10 lb. 6
greatsword 2d6 19-20 Slashing Large 15 lb.
13
guisarme
2d4 20/x3 Slashing Large 15 lb.
9
Halberd*†
1d10 20/x3 Piercing,
Slashing
Large 15 lb.
10
Lance,
heavy
1d8 20/x3
Piercing Med. 10 lb.
7
Lance,
light
1d6 20/x3 Piercing Small 5 lb. 6
Maul 1d10 20/x3 Bludgeoning
Large 20 lb.
10
Naginata†
1d10 20/x3 Slashing Large 15 lb. 13
Pick 1d4 20/x4 Piercing Small 4 lb. 6
Pickaxe
1d6 20/x4 Piercing Med. 6 lb.
7
ranseur† 2d4 20/x3 Piercing Large 15 lb. 9
Saber*
1d8 19-20
Slashing,
Piercing
Med. 4 lb.
11
Scimitar
1d6 18-20 Slashing
Med. 4 lb. 12
Scythe
2d4 20/x4
Piercing,
Slashing
Large 12 lb. 7
Sword,
short
1d6 19-20 Piercing
Small 3 lb. 10
trident
1d8 20 Piercing
10 ft.
Med. 5 lb. 7
Wakizashi
1d6 19-20 Slashing Small 3 lb. 11
warhammer
1d8 20/x3 Bludgeoning Med. 8 lb. 9
Exotic
Melee Weapons (each requires a specific Exotic Melee Weapon Proficiency
feat)
Chain1
1d6/1d6
20 Bludgeoning Large 5 lb. 5
Chain
saw
3d6 20 Slashing
Large 10 lb. 9
Kama 1d6 20 Slashing
Small 2 lb. 5
Katana
2d6 19-20 Slashing Large 6 lb.
12
Kukri
1d4 18-20 Slashing
Small 1 lb. 5
Nunchaku
1d6 20 Bludgeoning Small 2 lb.
3
Three-section
staff1
1d10/1d10
20 Bludgeoning Large 3 lb. 4
Axe, double*‡ 1d8/1d8
20/x3 Slashing Large 25 lb.
15
Flail,
dire*‡
1d8/1d8
20 Bludgeoning Large 20 lb.
15
Hammer,
hooked*‡
1d6/1d4
x3/x4*
Bludgeoning,
Piercing
Med. 6 lb.
15
Khopesh*
1d8 19-20 Slashing
Med. 12 lb.
11
Nekode*
1d4 20 Piercing Tiny 2 lb. 8
Ninja-to*
1d6 19-20 Slashing Small 3 lb. 10
Scourge*
1d8 20 Slashing Med. 2 lb. 6
Shikomi-zue
1d8 20/x3 Piercing
Large 5 lb. 12
Sword,
bastard*
1d10
19-20 Slashing
Med. 10 lb. 15
Sword,
two-bladed*‡
1d8/1d8
19-20 Slashing
Large 15 lb. 16
Urgosh*‡ 1d8/1d6
20/x3 Slashing,
Piercing
Large 15 lb. 15
Waraxe*
1d10 20/x3 Slashing
Med. 15 lb.
15
War fan*
1d6 20/x3 Slashing Small 3 lb. 12
1 See
the description of this weapon for special rules.
*See the
description of this weapon for special rules. †Reach weapon. ‡Double
weapon.

Simple Melee Weapons

Generally inexpensive and light in weight, simple weapons get the job done nevertheless.

Brass Knuckles

Taken by Mr_Person on September 18, 2004.

Taken by Mr_Person on September 18, 2004.

These pieces of molded
metal fit over the outside of a character’s fingers and allow him or her to
deal lethal damage with an unarmed strike instead of nonlethal damage. A strike
with brass knuckles is otherwise considered an unarmed attack.

When used by a character with the Brawl feat, brass knuckles increase the base
damage dealt by an unarmed strike by +1 and turn the damage into lethal damage.

The cost and weight given are for a single item.

Cleaver

Cleaver

Heavy kitchen knives can
be snatched up for use as weapons in homes and restaurants. These weapons are
essentially similar to the twin butterfly swords used in some kung fu styles.

club

club

Almost anything can be
used as a club. This entry represents the wooden nightsticks sometimes carried
by police forces.

Knife

This category of weapon includes hunting knives, butterfly or “balisong”
knives, switchblades, and bayonets (when not attached to rifles). A character
can select the Weapon
Finesse
feat to apply his or her Dexterity modifier instead
of Strength modifier to attack rolls with a knife.
Metal Baton

This weapon can be collapsed to reduce its size and increase its concealability.
A collapsed baton is Small and can’t be used as a weapon. Extending or collapsing
the baton is a free action.
Pistol Whip

Using a pistol as a melee weapon can deal greater damage than attacking unarmed.
No weight or purchase DC is given for this weapon, since both vary depending
on the pistol used.
Rifle Butt

The butt of a rifle can be used as an impromptu club.
Sap

This weapon, essentially a smaller version of a club, deals nonlethal damage
instead of lethal damage.
Stun Gun

Although the name suggests a ranged weapon, a stun gun requires physical contact
to affect its target. (The taser is a ranged weapon with a similar effect.)
On a successful hit, the stun gun deals 1d3 points of electricity damage,(do
not add the character’s Strength bonus) and the target must make a Fortitude saving
throw (DC 15) or be paralyzed for 1d6 rounds.
Tonfa

This is the melee weapon carried by most police forces, used to subdue and restrain
criminals. A character can deal nonlethal damage with a tonfa without taking
the usual -4 penalty.

club, Spiked

Also called a morningstar, this simple weapon combines the impact of a club
with the piercing force of spikes.

Dagger, Punching

Also called a katar, the punching Dagger puts the full force of the wielder’s
punch behind it, making it capable of deadly strikes.

Gauntlet

pairs of gauntlets, Germany, end of the 16th century Self-made.Rama

pairs of gauntlets, Germany, end of the 16th century Self-made.Rama

These metal gloves protect
your hands and let you deal lethal damage with unarmed strikes rather than nonlethal
damage. A strike with a gauntlet is otherwise considered an unarmed attack.
The cost and weight given are for a single gauntlet. Medium and heavy archaic
armors (except breastplates) come with gauntlets.

Gauntlet, Spiked

Your opponent cannot use
a disarm action to disarm you of spiked
gauntlet
s. The cost and weight given
are for a single gauntlet. An attack with a spiked
gauntlet
is considered an
armed attack that deals lethal damage.

Ketch-All Pole

A ketch-all pole is designed
to capture opponents with a minimum of harm. A wielder who hits an opponent
with a ketchall pole can immediately initiate a grapple (as a free action) without
provoking an attack of opportunity. In addition to the normal options available
to a grappler, the wielder of a ketchall pole can attempt to pull his target
to the ground (the equivalent of a trip attack, though no attack roll is necessary).

The ketch-all pole has reach and cannot be used against adjacent opponents.
A ketch-all pole can only be used against opponents within one size category
of the wielder.

Quarterstaff

You can strike with either
end of a quarterstaff, allowing you to take full advantage of openings in your
opponent’s defenses. A quarterstaff is a double weapon. You can fight with it
as if fighting with two weapons, but if you do, you incur all the normal attack
penalties associated with fighting with two weapons as if you are using a one-handed
weapon and a light weapon. A creature using a double weapon in one hand, such
as a Large creature using a quarterstaff, can’t use it as a double weapon.

shortspear

A smaller spear that can
be thrown.

sickle

A sickle hanging from the wall on a Polish farm. Christopher Walker from Bielsko-Biala, Poland

A sickle hanging from the wall on a Polish farm. Christopher Walker from
Bielsko-Biala, Poland

This weapon is like a farmer’s
sickle, but it is strengthened for use as a weapon.

Archaic Melee Weapons

Most of these weapons deal
damage by means of a blade or a sharp point. Some of them are moderately expensive,
reflecting their archaic nature in modern-day society.
Bayonet (Fixed)

The statistics given describe a bayonet fixed at the end of a longarm with an
appropriate mount. With the bayonet fixed, the longarm becomes a double weapon-clublike
at one end and spearlike at the other. A character can fight with it as if fighting
with two weapons, but if the character does so, he or she incurs all the normal
attack penalties associated with fighting with two weapons, as if using a one-handed
weapon and a light weapon.
Hatchet

This light axe is a chopping tool that deals slashing damage when employed as
a weapon.
longsword

This classic, straight blade is the weapon of knighthood and valor.
Machete

This long-bladed tool looks much like a short, lightweight sword.
rapier

The rapier is a lightweight sword with a thin blade. A character can select
the Weapon
Finesse
feat to apply his or her Dexterity modifier instead of Strength
modifier to attack rolls with a rapier.
Spear

This primitive device is a reach weapon. A character can strike opponents 10
feet away with it, but can’t use it against an adjacent foe.
Straight Razor

Favored by old-school organized crime “mechanics,” this item can still
be found in some barbershops and shaving kits.
Sword Cane

This is a lightweight, concealed sword that hides its blade in the shaft of
a walking stick or umbrella. Because of this special construction, a sword cane
is always considered to be concealed; it is noticed only with a Spot check (DC
18). (The walking stick or umbrella is not concealed, only the blade within.)

Battleaxe

The Battleaxe has a large metal head and is popular with cultists and others
who like to leave big, bloody wounds

Cutlass

The cutlass is a short, heavy, slightly curved blade useful for both stabbing
and slashing. Its heavy basket hilt gives the wielder a +2 equipment bonus on
any checks to resist being disarmed.

Falchion

This sword, which is essentially a two-handed Scimitar, has a curve that gives
it a keener edge.

Flail, Light and Heavy

With a flail, you gain a +2 bonus on your opposed attack roll when attempting
to disarm an enemy (including the roll to avoid being disarmed if you fail to
disarm your enemy). You can also use this weapon to make trip attacks. If you
are tripped during your own trip attempt, you can drop the flail to avoid being
tripped.

Glaive

A glaive has reach. You can strike opponents 10 feet away with it, but you can’t
use it against an adjacent foe.

Greataxe

This big, heavy axe is a favorite of large Shadow creatures or anybody else
who wants the capability to deal out incredible damage.

Greatclub

A Greatclub is a two-handed version of a regular club.

greatsword

This huge sword, including the Scottish claymore, can deal tremendous damage
in the right hands.

guisarme

A guisarme has reach. You can strike opponents 10 feet away with it, but you
can’t use it against adjacent foes. Because of the guisarme‘s curved blade,
you can also use it to make trip attacks. If you are tripped during your own
trip attack, you can drop the guisarme to avoid being tripped.
Halberd

Halberds are extremely rare outside of ceremonial functions or museums, although
some Shadow creatures wield them. Normally, you strike with the halberd’s axe
head, but the spike on the end is useful against charging opponents. Because
of the hook on the back of the halberd, you can use it to make trip attacks.
If you are tripped during your own trip attempt, you can drop the halberd to
avoid being tripped.


Lance, Heavy and Light

A lance deals double damage when used from the back of a charging mount or vehicle
(like a motorcycle or bicycle). A heavy lance has reach. You can strike opponents
10 feet away with it, but you can’t use it against an adjacent foe. Light lances
are primarily for Small riders.
Maul

Bigger than a sledgehammer, the maul is a two-handed warhammer of enormous size.
Ogres and other brutes favor it.
Naginata

A naginata is a finely crafted Japanese polearm. A naginata has reach. You can
strike opponents 10 feet away with it, but you can’t use it against an adjacent
foe.

Pick

A pick is designed to concentrate its force on a small, penetrating point. It
is a small, one-handed instrument that includes rock cutting picks and picks
designed for combat.
Pickaxe

This is a heavy, two-handed tool commonly used for mining and digging dirt.
The version listed here is strengthened for martial use.

ranseur

This curious-looking polearm has reach. You can strike opponents 10 feet away
with it, but you can’t use it against an adjacent foe.

With a ranseur, you get a +2 bonus on your opposed attack rolls when attempting
to disarm an opponent (including the roll to avoid being disarmed if you fail
to disarm your opponent).

Saber

The saber is a long, heavy sword specialized for use in Mounted
Combat
. You
gain a +1 equipment bonus on your attack rolls when you use a saber while mounted
(horse or a vehicle such as a motorcycle).

Scimitar

A curved sword. The curve on this blade makes the weapon’s edge effectively
sharper.

Scythe

The Scythe can be a powerful weapon in the right hands. The design of the Scythe
focuses tremendous force on the sharp point as well as allowing devastating
slashes with the blade edge.

Sword,
short


This sword is popular with heroes for its concealability.

trident

This three-tined piercing weapon can be thrown just as a shortspear can be,
but its range increment is shorter because it’s not as aerodynamic. Scuba divers
and aquatic creatures make use of tridents.

Wakizashi

The wakizashi is a Japanese masterwork short
sword
, granting a +1 bonus on your
attack rolls. A masterwork weapon’s bonus to attack does not stack with an enhancement
bonus to attack.

A samurai’s wakizashi is part of a matched pair with his katana, and-like the
katana-is an important part of his honor. Its most prominent use is in the suicide
ritual called seppuku.

warhammer

This is a one-handed sledge with a large, heavy head. It includes large work
hammers such as those that can be found around construction sites.

Exotic Melee Weapons

Most exotic weapons are
either atypical in form or improved variations of other melee weapons. Because
each exotic weapon is unique in how it is manipulated and employed, a separate
Exotic Melee Weapon Proficiency feat is required for each one in order to avoid
the -4 nonproficient penalty.
Chain

Also called the manriki-gusari, this is a simple chain with weighted ends. It
can be whirled quickly, striking with hard blows from the weights. One end can
also be swung to entangle an opponent.

The chain can be used either as a double weapon or as a reach weapon. A character
can fight with it as if fighting with two weapons, incurring all the normal
attack penalties as if using a one-handed weapon and a light weapon. In this
case, the character can only strike at an adjacent opponent.

If a character uses the chain as a reach weapon, he or she can strike opponents
up to 10 feet away. In addition, unlike other weapons with reach, the character
can use it against an adjacent foe. In this case, the character can only use
one end of the chain effectively; he or she can’t use it as a double weapon.

Because a chain can wrap around an enemy’s leg or other limb, a character can
make a trip attack with it by succeeding at a melee touch attack. If the character
is tripped during his or her own trip attempt, the character can drop the chain
to avoid being tripped.

When using a chain, the character gets a +2 equipment bonus on his or her opposed
attack roll when attempting to disarm an opponent (including the roll to avoid
being disarmed if the character fails to disarm the opponent).

A character can select the Weapon
Finesse
feat to apply his or her Dexterity
modifier instead of Strength modifier to attack rolls with a chain.
Chain Saw

Military and police units use powered saws to cut through fences and open doors
rapidly. They are sometimes pressed into service as weapons, often by people
who watch too many movies.
Kama

A kama is a wooden shaft with a Scythe blade extending at a right angle out
from the shaft. Kama are traditional weapons in various styles of karate.
Katana

The katana is the traditional Japanese samurai sword. When used with the Exotic
Melee Weapon Proficiency feat, it can be used with one hand. For a wielder without
the feat, the katana must be used with two hands, and the standard -4 nonproficiency
penalty applies.
Kukri

This heavy, curved Dagger has its sharp edge on the inside of the curve.
Nunchaku

A popular martial arts weapon, the nunchaku is made of two wooden shafts connected
by a short length of rope or chain.
Three-Section Staff

Originally a farm implement for threshing grain, this weapon is composed of
three sections of wood of equal lengths, joined at the ends by chain, leather,
or rope. The three-section staff requires two hands to use.

The three-section staff is a double weapon. A character can fight with it as
if fighting with two weapons, but if he or she does, the character incurs all
the normal attack penalties associated with fighting with two weapons, as if
using a one-handed weapon and a light weapon.

Axe, Double

An double axe is a double weapon. You can fight with it as if fighting with
two weapons, but if you do, you incur all the normal attack penalties associated
with fighting with two weapons, as if you were wielding a one-handed weapon
and a light weapon A creature using a double weapon in one hand, such as an
ogre using an double axe, can’t use it as a double weapon.

Flail, Dire

A dire flail is a double weapon. You can fight with it as if fighting with two
weapons, but if you do, you incur all the normal attack penalties associated
with fighting with two weapons, as if you were using a one-handed weapon and
a light weapon. A creature using a double weapon in one hand can’t use it as
a double weapon.

With a dire flail, you gain a +2 bonus on your opposed attack roll when attempting
to disarm an enemy (including the opposed attack roll to avoid being disarmed
if you fail to disarm your enemy).

You can also use this weapon to make trip attacks. If you are tripped during
your own trip attempt, you can drop the dire flail to avoid being tripped.

Hammer, Hooked

A hooked hammer is a double weapon. You can fight with it as if fighting with
two weapons, but if you do, you incur all the normal attack penalties associated
with fighting with two weapons, as if you were using a one-handed weapon and
a light weapon. A creature using a double weapon in one hand, such as a human
using a hooked hammer, can’t use it as a double weapon. The hammer’s blunt head
is a bludgeoning weapon that deals 1d6 points of damage (x3 crit). Its hook
is a piercing weapon that deals 1d4 points of damage (x4 crit). You can use
either head as the primary weapon head. The other head is the off-hand weapon.

Khopesh

This bizarre sword is popular with cultists of Egyptian gods. The Khopesh looks
like a normal longsword whose blade suddenly turns sickle-shaped about a foot
from the hilt. It is heavy and awkward to use without a lot of training. You
can use the Khopesh to make trip attacks due to its hooklike blade.

Nekode

A nekode is a strap or glove fitted with spikes in the palm, favored as both
a weapon and a Climbing tool by ninja. Your
opponent cannot use a disarm action to disarm you of a nekode. An attack with
a nekode is considered an armed attack. Using a pair of nekodes while Climbing
gives a +1 equipment bonus on Climb
checks. This bonus does not stack with the +2 bonus provided by a Climber’s
kit. The bagh nakh (“tiger’s claws”) is similar to the nekode, but
wielded more like brass knuckles. Its statistics are the same, but it does not
give a bonus on Climb checks.

Ninja-to

The ninja-to-a short, straight sword similar to a wakizashi -is the standard
sword of the ninja. True to a ninja’s methods, the scabbard of the ninja-to
is a multipurpose tool. It is open at both ends, allowing it to be used as a
blowpipe for powders or poisons or as a breathing tube. It is also stiff and
strong, allowing it to be used as the rung of a ladder or even as a weapon (use
the statistics for a club).

Scourge

A scourge is a multitailed, barbed Whip. The scourge is often dipped in a poison
delivered via injury. With a scourge, you get a +2 bonus on your opposed attack
roll when attempting to disarm an enemy (including the roll to avoid being disarmed
if you fail to disarm your foe). You can also use this weapon to make trip attacks.
If you are tripped during your own trip attempt, you can drop the scourge to
avoid being tripped.

Shikomi-zue

This ninja weapon appears to be a stout bamboo or wooden staff, but a quick
twist or press of a button causes a spearhead to spring from one end. Without
the blade, the shikomizue deals the same damage as a quarterstaff (1d6, x2 crit),
and can be used as a double weapon. With the blade out, it has the statistics
shown on Table: Melee Weapons.

Sword, Bastard

A bastard sword is too large to use in one hand without special training, thus
it is an exotic weapon. A Medium character can use a bastard sword two-handed
as a martial weapon, or a Large creature can use it one-handed in the same way.

Sword, Two-Bladed

A two-bladed sword is a double weapon. You can fight with it as if fighting
with two weapons, but if you do, you incur all the normal attack penalties associated
with fighting with two weapons as if you were using a one-handed weapon and
a light. A creature using a double weapon in one hand can’t use it as a double
weapon.

Urgosh

An urgrosh is a double weapon. You can fight with it as if fighting with two
weapons, but if you do, you incur all the normal attack penalties associated
with fighting with two weapons as if you were using a one-handed weapon and
a light. A creature using a double weapon in one hand can’t use it as a double
weapon.

The urgrosh’s axe head is a slashing weapon that deals 1d8 points of damage.
Its spear head is a piercing weapon that deals 1d6 points of damage. You can
use either head as the primary weapon head. The other is the off-hand weapon.
If you use an urgrosh against a charging character, the spear head is the part
of the weapon that does damage. An urgrosh is also called a spear-axe.

Waraxe

A waraxe is too large to use in one hand without special training; thus, it
is an exotic weapon. A Medium character can use a dwarven waraxe two-handed
as a martial weapon, or a Large creature can use it one-handed in the same way.

War Fan

This weapon appears to the untrained eye as nothing more than a beautifully
crafted fan. In fact, the vanes of the fan are crafted from steel, and the tips
are needle-sharp. When first brought into melee, the wielder may attempt a Bluff
check against an opponent’s Sense
Motive
check. If the wielder wins the contest,
he adds a +4 bonus to the attack roll for his first round’s attack(s).

Improvised Weapons

Any portable object can be used as a weapon in a pinch. In most cases, an object
can be wielded either as a melee weapon or a ranged weapon.

A character takes a -4 penalty on his or her attack roll when wielding or throwing
an improvised weapon. An improvised weapon is not considered simple, archaic,
or exotic, so weapon proficiency feats cannot offset the -4 penalty.











Improvised
Weapon Damage by Size
Object
Size
Examples
Damage
Diminutive
Ashtray,
CD disk case, crystal paperweight
1
Tiny
Fist-sized
rock, mug, screwdriver, softball, flashlight, wrench
1d2
Small
Bottle,
drill, fire extinguisher, flower pot, helmet, metal hubcap, vase
1d3
Medium-size
Bar stool,
brick, briefcase, bowling ball, garbage can lid, hockey stick, nail gun
1d4
Large
Empty
garbage can, guitar, computer monitor, office chair, tire iron
1d6
Huge 10-foot
ladder, mailbox, oil barrel, park bench, sawhorse
1d8
Gargantuan
Desk,
dumpster, file cabinet, large sofa, soda machine
2d6
Colossal
Junked
vehicle, stoplight, telephone pole
2d8

A character can effectively
wield or throw an object of his or her size category or smaller using one hand.
A character can effectively wield or throw an object one size category larger
than him or herself using two hands. An improvised thrown weapon has a range
increment of 10 feet. Increase the range increment for creatures of Large size
or larger as follows: Large 15 feet, Huge 30 feet, Gargantuan 60 feet, Colossal
120 feet.
Damage: Improvised weapons deal lethal damage based on their size, although
the GM may adjust the damage of an object that is especially light or heavy
for its size. The wielder’s Strength modifier applies only to damage from Tiny
or larger improvised weapons; do not apply the wielder’s Strength modifier to
damage from Diminutive objects. Table: Improvised Weapon Damage by Size gives
the damage for improvised weapons of varying size. Improvised weapons threaten
a critical hit on a natural roll of 20. Improvised weapons of Fine size deal
no damage.

Unlike real weapons, improvised weapons are not designed to absorb damage. They
tend to shatter, bend, crumple, or fall apart after a few blows. An improvised
weapon has a 50% chance of breaking each time it deals damage or, in the case
of thrown objects, strikes a surface (such as a wall) or an object larger than
itself.

 

 

GENERAL EQUIPMENT

Many of the items in this section are battery operated. Any device that uses
batteries comes with them. As a general rule, ignore battery life-assume characters
are smart enough to recharge or replace their batteries between adventures,
and that the batteries last as long as needed during adventures. If battery
life is important in your game, roll 1d20 every time a battery-operated item
is used. On a result of 1, the battery charge runs out and the item is useless.
New batteries have a purchase DC of 2.

General equipment is described through a number of stats (see Table: General
Equipment).

Weight: This column gives the item’s weight.

Purchase DC: This is the purchase DC to buy the item.

Restriction: The restriction rating for the item.
























General Equipment      
Item Weight Purchase DC Restriction      

Clothing
     

Clothing outfit
     

Business 3 lb. 12 –
     

Double-sided * +1* –
     

Stealth 2 lb. 9 –
     

Surveillance Gear
     

Bug sweeper 4.5 lb. 21 –
     

Fiber optic camera
     

3-foot cable w/monitor 3.5 lb. 17 –
     

6-foot cable w/monitor 4.5 lb. 18 –
     

9-foot cable w/monitor 5.5 lb. 19 –
     

Microphone
     

Contact 1 lb. 12 –
     

Laser 3.5 lb. 18 –
     

Parabolic 4.5 lb. 14 –
     

Pick-up .5 lb. 12 –

Shotgun 3.5 lb. 14 –

Microtransmitter

Average quality – 11 –

Good quality – 12 –

Amazing quality – 14 –

Police scanner 2 lb. 11 –

Video shades

Black and white – 23 –

Color – 24 –

Professional Equipment

Breaking and entering kit 50 lb 20 Ill (+4)

Capture kit 57 lb. 21 Res (+2)

Chemistry kit 15 lb. 13 Licensed

Concertina wire (20 ft.) 15 lb. 11

Fiend hunter’s kit 40 lb. 21 Res (+2)

Forced entry kit 135 lb. 21 Res (+2)

Generator, portable 125 lb. 19 –

Glasscutter, circular 5 lb. 13 Res (+2)

Headset, microphone – 13 –

Headset w/light – 14 –

Headset w/camera 1 lb. 16 –

Hydraulic compressor 50 lb. 13 –
Holy Water (flask) 1 lb. 15 –

Jaws of life 40 lb. 18 Res (+2)

Liquid metal embrittlement sprayer 50 lb. 18 Res (+2)

Marbles, bag of .5 lb. 3 –

Ram, portable 35 lb. 12 Res (+2)

Road flare (3) 1.5 lb. 3 –

Vampire slayer’s kit 20 lb. 16 Res (+2)

Winch, portable 15 lb. 16 –

Sports Equipment

In-line skates 5 lb. 11 –

Skateboard 3 lb. 7 –

Skis and poles 10 lb. 19 –

Snowboard 8 lb. 16 –

*See item description for more information.
     
       
       
       
       
       

 

Clothing

Here are some additional outfits that heroes might wear during their adventures.

Stealth

Worn by anyone who wants to go someplace without being seen. Includes long-sleeved
shirt, cargo pants, tabi shoes, and ski mask. All these items are tight-fitting
and matte black.

Double-sided

Any type of clothing can be made double-sided, allowing quick-change artists
to switch outfits by turning their clothes inside out. It takes one minute to
swap clothing to the other side and grants a +2 equipment bonus on Disguise
checks. Double-sided clothing adds +1 to the purchase DC of an outfit, but does
not change the weight.

Surveillance Equipment

Keeping an eye on suspects or tracking the moves of potential enemies is a crucial
part of the modern adventurer’s job.

Bug Sweeper

A bug sweeper is a handheld device that measures radio frequency signals and
looks for “suspicious” wavelengths. It gives a +5 equipment bonus
on Search checks when trying to find microtransmitters.

Fiber Optic Camera

This tiny camera mounted on a flexible cable allows a person to peer into places
without being spotted or getting in harm’s way (such as slipping it under a
door or through an air vent). It includes a small viewer and can be connected
to a video camera or monitor. It requires a Computer Use check (DC 10) to use
properly.

Microphone, Contact

Originally designed for bomb-disposal applications, contact mikes allow the
operator to hear through walls, packages, doors, and so on, merely by placing
the suction-cup microphone in contact with the surface in question. It can Listen
through 6 inches of material.

Microphone, Laser

Trying to hear someone from a distance is fine, unless there is something in
the way. A laser microphone bypasses this by measuring the vibrations on a glass
surface (such as a window). The listener can hear past a glass window and 10
feet around that area. It does not work on any other type of surface. A laser
microphone has a range of 100 feet.

Microphone, Parabolic

The specific function of this microphone is to pick up quiet sounds at a distance.
Otherwise, it functions just like an ordinary pickup microphone. It has a range
of 50 feet.

Microphone, Pick Up

The standard microphone, designed to pick up sounds within a few meters. A standard
pick up microphone can hear all sounds within 10 feet, granting a +5 equipment
bonus on Listen checks.

Microphone, Shotgun

A shotgun mike can pick up sounds up to 100 feet away, but must be pointed directly
at the target. It has a very narrow corridor, roughly three feet across, and
cannot pick up anything beyond that range. A shotgun mike gives a +5 equipment
bonus on Listen checks.

Microtransmitter

Commonly called a “bug,” this tiny microphone is the size of a nickel
and sends a signal to a waiting transmitter. Average quality bugs have a range
of 100 feet, good quality bugs have a range of 300 feet, and amazing quality
bugs can reach one mile. For +1 to the purchase DC, microtransmitters can be
built into pens, calculators, clocks, and other mundane items. Finding a microtransmitter
requires a Search check opposed by the Hide skill of the person who planted
it. A good quality microtransmitter grants a +2 equipment bonus on Hide checks.
An amazing quality microtransmitter provides a +4 equipment bonus on Hide checks.

Police Scanner

A police scanner allows a person to Listen to emergency broadcast frequencies-fire,
medical, animal control, and so forth. It has a range of 10 miles.

Video Shades

Incorporating a tiny pinhole camera and a microtransmitter, these otherwise
ordinary sunglasses see whatever the wearer sees. There are two models-one transmits
in black and white and the other in color. They include a microtransmitter with
a range of 150 feet.

Professional Equipment

This category covers a wide variety of specialized equipment used by professionals
in adventure-related fields. Some of these are kits that contain a variety of
items bundled in one package.

Breaking and Entering Kit

This kit is designed for Stealthy individuals who try to get into someplace
without being seen and while making minimal noise. It includes a contractor
field bag (black), circular glasscutter, boltcutters, car opening kit, contact
microphone, penlight, lockpick set, lock release gun, microphone headset (walkie-talkie
bought separately), and a multipurpose tool.

Capture Kit

This kit is designed for neutralizing and capturing a live, dangerous target.
Additional methods of incarceration are up to the hero-cages, lead-lined boxes,
etc. The capture kit includes the following items: Mossberg shotgun with 12
beanbag rounds, air rifle, 6 tranquilizer darts (poison or tranquilizers must
be bought separately), 2 sets of handcuffs, 25 zip-ties, ketch-all pole, taser,
duct tape, net launcher, and an additional net pack.

Concertina Wire

So named because it folds up like a squeezebox, concertina wire is the latest
generation of barbed wire. It comes in 20-foot-long rolls that are stretch across
the surface or fence to be protected. For each 2-foot section that a person
tries to cross, he or she must make a Reflex save (DC 15) or take 1d6 points
of damage (save for half). Concertina wire has hardness 2, 5 hp, and can only
be damaged by slashing weapons or cut with a tool like boltcutters.

Fiend Hunter’s Kit

Considered by some to be the most dangerous of prey, fiends require extreme
force and quick thinking to bring down. This kit contains a Beretta M3P shotgun,
10 high-explosive rounds, 10 white phosphorous rounds, 2 white phosphorous grenades,
2 fragmentation grenades, night vision goggles, Holy
symbol
s (various faiths),
and 5 vials of Holy Water, all contained in a duffle bag.

Generator, Portable

A single cylinder, gas-powered generator on wheels that can produce enough electricity
to power a house for eight hours. It requires two gallons of gasoline to operate
and is noisy.

Glasscutter, Circular

This special device allows a person to cut through glass panes without cracking
or shattering them in the process. It fits onto the glass with a suction cup
and has a rotating arm that cuts a hole from 3 to 12 inches in diameter. Once
the hole is cut, the suction cup is tugged, pulling out the circle of glass.
The user makes a Dexterity check (DC 10) to create a hole without shattering
the glass. If the check fails, the glass shatters with a loud crash.

Hydraulic Compressor

A hydraulic compressor is used to provide power to tools like the jaws of life,
jackhammers, pumps, and the like. Without a compressor, many of these items
will not operate.

Headset, Microphone

This is a small, unobtrusive microphone and earphone headset, often hooked up
to a professional walkie-talkie or cell phone (which must be purchased separately).
It allows a person to keep their hands free while engaging in conversation.
Better quality versions also include a small, powerful flashlight attachment
or tiny video camera.
Holy Water
Holy Water damages undead and evil outsiders almost as if it were acid. Typically,
a flask of Holy Water deals 2d4 points of damage to an undead creature or an
evil outsider on a direct hit, or 1 point of damage if it splashes such a creature.
Also, Holy Water is considered blessed, which means it has special effects on
certain creatures. A flask of Holy Water can be thrown as a grenadelike weapon.
A flask breaks if thrown against the body of a corporeal creature, but against
an incorporeal creature, the flask must be opened and the Holy Water poured
out onto it. Thus, you can only douse an incorporeal creature with Holy Water
if you are adjacent to it. Doing so is a ranged touch attack that does not provoke
an attack of opportunity.

Jaws of Life

This rescue tool is used by firefighters and aid personnel to pry open the mangled
doors of auto accidents. It requires a hydraulic compressor to work, but gives
a +10 equipment bonus on Strength checks to open doors, bust through gates,
and the like.

Liquid Metal Embrittlement Sprayer

Although superficially resembling a flamethrower, this tool is used to spray
a special liquid that makes metal brittle. It has a range of 10 feet and can
coat a 5-foot square of metal in one round. After 1d6 x 10 minutes, the liquid
reduces the hardness of the metal permanently by half (round down). The tank
holds enough liquid to coat 50 square feet of surface. The liquid has no effect
on any other type of substance.

Ram, Portable

This modern ram is the perfect tool for battering down doors. Not only does
it give you a +4 circumstance bonus on your Strength check to break open a door,
but it allows a second person to help you without having to make an aid another
check, adding another +2 bonus to your check.

Road Flare

Road flares are small chemical sticks that produce a brilliant red light. They
are lit by striking the cap against the stick. A road flare lasts for an hour
before being completely consumed and fills a 5-foot square with flickering red
light. Anyone struck with a road flare takes 1d6 points of fire damage. Road
flares are sold in packs of three.

Forced Entry Kit

Sometimes it’s necessary to enter an area that someone really doesn’t want you
to get into. This kit is not subtle, but effective, relying on battering down
doors and blasting holes through walls. Police and military personnel are most
likely to use this kit. The forced entry kit contains the following items: Mossberg
shotgun with integrated flashlight, 10 high-explosive shells, 5 beanbag rounds,
boltcutters, liquid metal embrittlement sprayer, portable ram, sledgehammer
(equivalent to warhammer), and chainsaw.

Marbles, Bag of

About two dozen assorted glass spheres in a pouch. Commonly used as a toy, but
also useful for checking slopes (just set one down and see which way it rolls)
or as a nondamaging alternative to caltrops, one bag covers a 5-foot square.
Creatures moving through or fighting in the area must make a Balance check (DC
15) every round they remain within that area or fall prone.

Vampire Slayer’s Kit

This kit is specially tailored for dealing with undead bloodsuckers. Because
not all vampires are vulnerable to the same things the kit covers a variety
of possiblities. The kit contains the following items: 5 wooden stakes, Mossberg
shotgun, 5 white phosphorous shotgun shells, silver Holy
symbol
s (various faiths),
hand crossbow, 5 bolts with wooden tips, small metal mirror, garlic clove necklace.
All this is packaged in an aluminum travel case.

Winch, Portable

This small, portable electrical winch and cable has a solid hook on the end.
If properly bolted down (such as being mounted to the front of a vehicle), it
has enough strength to pull a car out of a ditch or a small tree out of the
ground (an equivalent Strength 30). The cable is 150 feet long and has hardness
4 and 5 hp. The cable can only be damaged with slashing weapons or a boltcutter.

Sports Equipment

Extreme sports and extreme danger go hand-in-hand. The following items are sports
and recreational equipment that heroes might use in their adventures.

In-Line Skates

In-line skates allow a character to increase his or her speed by an additional
20 feet per round on level ground and an additional 30 feet per round on a downward
slope. The character can only take attack or move actions while using in-line
skates (no full-round actions except a double move). If the character attempts
any fancy maneuvers, he must make a Balance check (DC 10); the DC can increase
based on how difficult the GM determines the maneuver to be. A failed check
means that he falls, taking damage as if he fell 10 feet vertically for every
20 feet of movement.

Skateboard

The skateboard has become a ubiquitous part of city living. On level ground,
a skateboard increases a person’s speed by an additional 10 feet per round.
On a downward slope, this increases by an additional 20 feet per round. The
character can only take attack or move actions while riding a skateboard. Any
time he does anything fancy, the rider must make a Balance check (DC 15). The
DC can increase based on how difficult a maneuver he is attempting. A failed
check means that he falls, taking damage as if he fell 10 feet vertically for
every 20 feet of movement.

Skis and Snowboards

For game purposes, skis and snowboards operate the same way. When moving downhill
on snow or icy terrain, the character’s speed increases by an additional 30
feet per move action (20 feet when using cross-country skis on more-or-less
level terrain). A person can only move at half speed while using skis up a slope.
Any time the character performs some sort of fancy maneuver, he must make a
Balance check (DC 15). The DC can increase based on how difficult a maneuver
he is attempting. A failed check means that he falls, taking damage as if he
fell 10 feet vertically for every 20 feet of movement. If the character is skiing
on fresh snow, this damage is reduced by one die. Ski poles can be used as impromptu
weapons.

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