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Chapter 7: Modern Equipment

Sure, it may have enough firepower to total relatively fragile objects „ plates, glasses, small mountain ranges, cities „ but does it come in pink?

The main difference between a campaign set in a medieval or fantasy setting and a modern one is, of course, the technology of equipment available to the PCs. Combat is completely redefined by the advent of powerful and accurate gunpowder weapons. Armour becomes more expensive and less common, so cover, concealment, and mobility are more important than ever.

Weapons

In a modern setting, typically more emphasis is placed on ranged combat than in a typical fantasy one. As such, firearms get more sophisticated rules than bows or crossbows, as they come in many more shapes and sizes. Unlike older weapons, less importance is placed on the weapon‚s mass but rather the recoil of the weapon‚s firing.

Firearms

Mass and Recoil: for most firearms, the determining factor in effort necessary to use the weapon is not the weight of the weapon, but its recoil. Both the weapon's mass and its recoil must be less than or equal to your character's light weapon limit for it to be a light weapon, standard limit for standard weapons, and heavy limit for heavy weapons. Note that this does not mean the two are added together. For example, Colonel Mauve has a light weapon limit of 1.5 (like most people). The sidearm (with mass of 1.05  and recoil of 1) is a light weapon, because both the recoil and mass are below 1.5. If a similar weapon had a mass of 1 and recoil of 3, it would be a standard weapon. The recoil is derived from the calibre of the ammunition fired. Firing a weapon on Auto or Burst increases the recoil.

The mass of all attachments and ammunition on or in a gun is added to its mass to determine effort.

Range Increment: You may fire at targets up to 3 full doublings of the range increment away. Each doubling imposes a -1/0 attack penalty from distance. So, a weapon (such as most pistols) with a range increment of 10m would have no penalty at targets 0-10m away, -1/0 at targets 11-20m away, -2/0 from 21-40m away, and finally -3/0 from 41-80m away (the maximum range).

Rate of Fire: A weapon may have multiple rates of fire. If this is the case, each attack made with the weapon may be with a different rate of fire. Higher rates of fire can increase the recoil, which may push the weapon into a higher effort category when this rate of fire is used. The following are the most common:

Single: The weapon must be manually cocked between attacks. This prevents you from using certain techniques, such as Double Tap, that require a semiautomatic rate of fire. Otherwise, the single rate of fire functions the same as semi.

Semi : The weapon cocks itself between firing. Certain techniques (such as Double Tap) require weapons with a semiautomatic rate of fire.

Auto :  Holding down the trigger of an Automatic weapon produces a steady stream of bullets that are difficult to control. Instead of attacking a single target, Auto weapons attack an area a scale 1 point larger than the weapon firing (2m across for a scale 0 weapon). However, firing on Auto doubles range penalties (-2 per increment instead of -1) and uses 5 bullets per attack. Firing on Auto doubles recoil. As with all area attacks, Autofire attacks usually cannot be defended against without special techniques, and scatter 1d6 squares (character or weapon‚s size, whichever is larger) per range increment when they miss.

Instead of targeting an area, you can fire all five bullets at the same enemy. This still doubles the range penalties, but grants +1 to hit. If you hit the target by 1 or more, you roll two damage dice (as if you had hit the target with two attacks) instead of one.

Firing a weapon on Auto rate of fire without the Automatic Firearms Proficiency Technique imposes a -1/-1 penalty to attacks that does not stack with improficiency with the base weapon.

Burst : Pulling the trigger of a Burst weapon fires a short burst of bullets. This uses three bullets per attack and multiples the recoil by 1.5 times. However, it gives +1 to attack, and if you beat the target's Target score by 1 or more, you roll two damage dice (as if you had hit him with two attacks) if the defender fails his defence roll.

Firing a weapon on Burst rate of fire without the Automatic Firearms Proficiency Technique imposes a -1/-1 penalty to attacks that does not stack with improficiency with the base weapon.

Auto X: This is very similar to the Auto rate of fire, but shoots much faster for a more devastating effect. The weapon multiplies it's recoil by 2 X , attacks a scale X area, and uses 5 times 2 X bullets per attack. In all other ways it functions like Auto. Auto 2 represents the rate of fire of a machine gun or some submachine guns. Auto 3 is usually reserved for stationary gun positions. A rotary Gatling-style gun is Auto 4.

Similar to Auto, you can fire all the bullets at one target instead of an area. For every point you beat the target's Target score by (to a maximum of X), roll an additional damage die. You get +X to attack when firing at just one target.

Firing a weapon on an Auto rate of fire without the Automatic Firearms Proficiency Technique imposes a -1/-1 penalty to attacks that does not stack with improficiency with the base weapon.

Rate of Fire

Ammo Per Attack

Recoil

Area

Attack Bonus

Max Hits

Range Penalties

Single

1

1x

+0/0

1

1x

Semi

1

1x

+0/0

1

1x

Burst

3

1.5x

+1/1

2

1x

Auto

5

2x

Scale +1*

+1/1*

2

2x

Auto 2

20

4x

Scale +2*

+2/2*

3

2x

Auto 3

40

8x

Scale +3*

+3/3*

4

2x

Auto 4

80

16x

Scale +4*

+4/4*

5

2x

*Auto weapons can fire either with the attack bonus listed and potential extra hits or at an area

Magazine: How much ammunition is held in the magazine, and the type of magazine. The reload times given below assume a weapon of scale 0 or smaller in the hands of a human. Weapons of scale 1 (.50 to 20mm) take 3s longer, scale 2 (23mm to 30mm) take 6s longer, scale 3 (75mm to 120mm) take 9 seconds longer, etc..

Box : It takes 3 seconds to reload a firearm with a pre-filled box magazine available. To manually load a box magazine, it takes 3 seconds per bullet. Box magazines typically come in 10 to 15 for handguns, and 20 or 30 for automatic rifles. Heavier drum magazines can hold 50 or 100 rounds.

Cylinder : It takes 3 seconds with a pre-loaded speed loader, or 3 seconds per bullet to manually load a revolver. Weapons with Cylindrical magazines never jam except after taking wounds.

Internal : It takes 3 seconds per bullet to reload a weapon with an Internal magazine. Weapons with internal magazines never jam except after taking wounds.

Linked : It takes 3 seconds to load a link into the gun, and 3 seconds to clip two links together. There is no maximum amount of ammunition that may be loaded this way.

Muzzle: Muzzle loading firearms are primitive. You have to individually pack in the powder, bullet, and wadding in a time-intensive process. Reloading a muzzle-loading weapon takes 30 seconds (five rounds). Muzzle-loading weapons that do not have the smoothbore modification take 42 seconds to reload due to the awkwardness caused by the tight-fitting bullet.

Damage: This is the damage dealt when a target is hit with the weapon. The damage is based off of the weapon‚s calibre, though sometimes modified by ammunition.

Calibre: The type of ammunition the gun use. Determines the recoil, damage, and range of the weapon. The number (in inches or millimetres) refers to the approximate circumference of the weapon‚s barrel, and therefore the round itself. In general, the larger the number, the more powerful the weapon; although this is not always the case. Pistols, for example, tend to have larger bullets, but are fired at a lower velocity than rifles, and so do less damage.

Superheavy Weapons: a character can use a weapon heavier than class Heavy with the use of a bipod, tripod, or other mount. It usually takes a 4SA to set up a weapon with a mount like this.

Perception DC: The DC to hear a gun firing is zero minus its damage bonus. For example, hearing a sidearm (1d6 + 8 damage) has a DC of -8. Firing on Burst or Auto drops the DC by -2, Auto 2 by -3, Auto 3 by -6, etc.

Custom Firearms

The easiest way to customize a weapon is to simply take one from the sample charts and add one or more modifications to it. Alternatively, you can design one from the ground up. This is slightly more complicated, although it allows for greater customization. First consult the chart on the following page, then add any modifications that you see fit. Total up the cost, mass, recoil, and other statistics, and you‚re done.

Weapon Scale: This is the weapon‚s scale. It is used for several purposes, such as determining the size of its blast radius with the Blast modification. It is not, however, necessarily the physical size of the weapon for determining toughness. To determine a weapon‚s scale for that purpose, take the finished weapon (with all modifications that increase mass) and find the value on the chart with the closest base mass. The weapon‚s physical scale is two less than the weapon scale on the chart for that weapon.

Range Increment: This is the base range increment of the weapon, before any modifications (such as Oversized or Accurized) come into effect.

Weapon Mass: This is the base mass of the weapon, before ammunition or modifications. Use the weapon‚s final mass or recoil, whichever is higher, to determine the effort necessary to wield the weapon.

Recoil: This is the weapon‚s base recoil before modifications (such as autofire, burst, or magnum). Use the weapon‚s final recoil or mass, whichever is higher, to determine effort necessary to wield the weapon. If the weapon has multiple rates of fire, it can have a different recoil (and therefore effort) depending on setting. For example, a strength 3 human could fire a carbine (mass: 2kg) on semi (recoil 3) as a standard weapon, but on auto (recoil 6) it would be a heavy weapon. However, an assault rifle has the same recoil, but has mass of 4kg, so would be a heavy weapon on either setting for a strength 3 human.

Examples: Here are listed one or more example calibres that fall into the listed class. While there is no difference in rules between, for example, a 9mm and a .45, the ammunition is not interchangeable between the two. So while a 9mm and a .45 pistol with the same modifications have exactly the same statistics for the purposes of this game, they use incompatible ammunition.

Base Cost: The base cost is equal to the calibre's base recoil x $100. Round the base cost to the first two significant figures. This is the cost for an unmodified weapon of this calibre with the single rate of fire and an internal magazine of 1 round. See weapon modifications, below, to improve this weapon.

Base Ammunition Cost: This is the cost for ten rounds of the weapon‚s ammunition with no modifications.

Base Ammunition Mass: This is the mass of ten rounds of the weapon‚s ammunition with no modifications. Add the mass of the weapon‚s ammunition to the weapon‚s mass to determine weapon effort.

Fire-Linked Weapons: Firearms can be linked together to fire more bullets in the same general direction. This multiplies the mass, recoil, and ammunition capacity by the number of weapons linked together. So, a twin-linked weapon has twice the magazine capacity, twice the mass, twice the recoil, etc.. For single-shot or semiautomatic weapons, the only advantage in this is increasing the number of times you can fire before all weapons must be reloaded. If three or more single or semiautomatic weapons are linked together, three can be fired at once to achieve the Burst rate of fire. If the weapons are automatic, every full doubling of weapons linked together increases the rate of autofire by 1. For example, if two assault rifles (Auto 1) are linked together, they can fire together at Auto 2. If four are linked together, they can fire at Auto 3, if eight are linked, they can fire at Auto 4, and so on.


Scale

Damage (1d6 +...)

Range Inc.

Weapon Mass

Recoil

Examples

Base Cost

Mass /10 Rounds

Cost /10 Rounds

-2

6

5m

0.5 kg

0.38

.22

$37.50

25g

$0.38

-1

7

10m

1kg

0.75

.32

$75

40g

$0.75

-1

8

10m

1kg

1

9mm, .45

$100

50g

$1

-1

9

10m

1kg

1.5

5.7

$150

75g

$1.50

0

10

20m

4kg

3

5.56, .357, .44, .50AE

$300

.1kg

$3

0

11

20m

4kg

4

7.62, 12ga

$400

.20kg

$4

0

12

20m

4kg

6

.444, 10 ga

$600

.30kg

$6

1

13

40m

16kg

12

.50 BMG

$1,200

.60kg

$12

1

14

40m

16kg

16

14.5mm

$1,600

0.80kg

$16

1

15

40m

16kg

24

20mm

$2,400

1kg

$24

2

16

80m

64kg

48

23mm

$4,800

2kg

$48

2

17

80m

64kg

64

25mm

$6,400

3kg

$64

2

18

80m

64kg

96

30mm

$9,600

4kg

$96

3

19

160m

250kg

192

75mm

$19,200

9kg

$192

3

20

160m

250kg

256

105mm

$25,600

12kg

$256

3

21

160m

250kg

384

120mm

$38,400

19kg

$384

4

22

320m

1t

768

155mm

$76,800

38kg

$768

4

23

320m

1t

1024

$10,000

51kg

$1024

4

24

320m

1t

1536

$15,000

76kg

$1536

5

25

640m

4t

3072

$30,000

153kg

$3072

5

26

640m

4t

4096

$41,000

204kg

$4096

5

27

640m

4t

6144

$61,000

307kg

$6144


Ammo Modifications

Name

Mass

Cost

Recoil

Armour Piercing 1

Neg.

+200%

Armour Piercing 2

Neg.

+900%

Flechette

Neg.

+1400%

Magnum

+50%

+200%

+50%

Blast

+25%

+900%

-2 damage, blast radius

Dragon

Neg.

+900%

Low-Powered

Neg.

+0%

Iron-Jacketed

Neg.

+25%

Silver-Jacketed

Neg.

+900%

Subsonic

Neg.

+900%

  1.   Armour Piercing decreases the damage of the weapon, but makes up for that with the ability to threaten more heavily armoured targets. Comes in two levels:
  2.   Increase the target's toughness by 1 for the purposes of this attack, but decrease the minimum toughness by 1 as well. This results in a weapon more likely to wound, but less likely to kill the target due to the relatively smaller wound it creates. Ex. Full metal Jacket, Heavy Metal Core. Abbreviated AP1
  3.   Increase the target's toughness by 2  for the purposes of this attack, but decrease the minimum toughness by 2 as well. Ex. Tungsten or Depleted Uranium Core. Abbreviated AP2.
  4.   Flechette: Flechette rounds are long, narrow darts made of an extremely heavy metal like Tungsten. Flechette rounds are always AP2. They can only be fired from smoothbore firearms and cannons. Flechettes add +50% of base to the weapon's range.
  5.   Magnum: Deals one die higher damage but increases the recoil and ammunition mass.
  6.   Expanding/Exploding Ammunition : deals more damage, but is less effective against tougher opponents. Comes in three levels:
  7.   Decrease the target's Toughness by 1 point for the purposes of this attack, but increase the minimum wound threshold by 1 as well. Ex. Hollow Point, Frangible. Abbreviated AP -1.
  8.   Decrease the target's Toughness by 2 point for the purposes of this attack, but increase the minimum wound threshold by 2 as well. Ex. High Explosive. Abbreviated AP -2.
  9.   Blast: The weapon has a blast area based on the calibre‚s scale. The blast area is a sphere with that is a scale 1 lower than the weapon. Deals -2 damage. When combined with Auto, it increases the Auto area of effect by one scale.
  10.   Shrapnel: Deals slashing damage
  11.   Concussive: Deals Bludgeoning damage
  12.   Gas: The round does not explode, but instead releases gas of some sort. The most commonly used are tear gas and smoke.
  13.   Heat: Deals Heat damage, and flammable objects are lit on fire.
  14.   Dragon Rounds: Essentially turns the weapon into a low-powered flamethrower. It is only available for shotguns or grenade launchers. The weapon shoots a line of fire of a scale equal to the weapon‚s scale +1, dealing the weapon's normal damage -4 in Heat damage. Flammable objects are also lit on fire.
  15.   Low-Powered: The projectile moves significantly slower than a normal bullet. This modification may not be combined with Shotgun. Low-powered weapons deal -2 damage, but this penalty does not stack with the one from Blast ammunition. Attacks made with Low-Powered ammunition require the Weapon Proficiency: Firearms (Grenade Launcher) technique to use without penalty.
  16.   Iron-Jacketed: Works the same as a regular bullet, except that it is slightly more expensive (+25% of base) and certain types of creatures (primarily Faeries) are vulnerable to Iron.  
  17.   Silver-Jacketed: Works the same as a regular bullet, except that bullets cost an additional +900% of base and certain types of creatures (primarily Werewolves) are vulnerable to Silver.
  18.   Subsonic Ammunition: Subsonic ammunition decreases the damage die of the gun by one die (typically to d4) but adds +5 to the DC to hear the sound of the gun firing. (normally a DC of -6). Not available for shotguns or low-powered ammunition, or magnum rounds.

Weapon Modifications

  1.   Accessory  Rail: Allows the attachment of scopes, flashlights, laser sights, and the like. The mass increase is negligible.
  2.   Accurized 1, 2, 3: increases range inc by +25% of base each time. Increases weight by +10% of base each time. Increase cost by +50% (Accuracy 1), +150% (Accuracy 2) or +300% (Accuracy 3)
  3.   Automatic : Replace Single rate of fire with Auto. Increase cost by +200% of base
  4.   Automatic 2: Replace Single rate of fire with Auto 3. Increase cost by +500% of base and weight by +100%
  5.   Automatic 3: Replace Single rate of fire with Auto 4. Increase cost by +2500% of base and weight by +200%
  6.   Bayonet Lug: Allows the attachment of bayonets and underslung weapons.
  7.   Box Magazine: This allows boxes of bullets to be added to the gun. The weapon can accept different sizes of boxes, but usually they are 10 or less (for handguns) or 30 or less (for rifles).
  8.   Breakable: The weapon can be broken down into two or more parts. Breaking or reassembling the weapon takes a full round. Typically, this is only used for extremely heavy weapons that require multiple people to carry.
  9.   Burst: The weapon gains the Burst rate of fire.
  10.   Compact: The weapon's base range decreases by 25% of base, and the weight decrease by 50%. Further, a weapon‚s scale is reduced by 1 for determining whether it is a pistol or longarm. This modification is incompatible with Oversized.
  11.   Crude: The weapon is either extremely primitive or simply poorly made. Increase the weight by +50% of base, and drop the range increment by 25% of base. If the weapon can be bought or sold at all, its value drops to 50%.

Name

Mass

Cost

Range

Other

Accessory Rail

Neg.

+$50

Accurized 1

+10%

+50%

+25%

Accurized 2

+20%

+150%

+50%

Accurized 3

+30%

+300%

+75%

Auto 1

+50%

Auto 1 Rate of Fire

Auto 2

+100%

+500%

Auto 2 Rate of Fire

Auto 3

+200%

+2500%

Auto 3 Rate of Fire

Bayonet Lug

+0.25 kg

+$25

Box Magazine

+50%

Burst

+50%

Burst Rate of Fire

Breakable

+100%

Crude

+50%

-50%

-25%

Compact

-50%

+50%

-25%

No range penalty with Underslung

Crude

+50%

-25%

-50%

Cyl. Magazine

+25%

Lightweight 1

-20%

+100%

Lightweight 2

-40%

+250%

Linked Magazine

+25%

Oversized

+50% base

+50%

+100%

Semi

+25%

Semi Rate of Fire

Shotgun

-50%

+1/0 to attack, d8 damage

Simple

+50%

-25%

-10%

Reroll Jam rolls

Smoothbore

-50%

No penalty with Flechette

Underslung

See text

Additional Weapon

Muzzle Brake

+25%

+25%

-25% recoil, -3 Perception to hear

  1.   Cylinder Magazine: cheap and reliable, a cylinder magazine has a built-in fixed ring into which bullets are loaded. The size of the magazine cannot be modified afterwards without completely redesigning large portions of the gun (Complex Engineering check). Adds +25% of the weapons base cost.
  2.   Lightweight 1, 2 : Decrease weight by 20% of base, increase cost by +100% of base for lightweight 1. Decrease weight by 40% and increase cost by +250% of base for lightweight 2. Don't stack.
  3.   Oversized: The weapon's base range increases by 50% (before other modifications), and the weight increases by +100%. Further, a weapon‚s scale is increased by one point for determining whether it is a pistol or longarm. This modification is incompatible with Compact.
  4.   Semiautomatic: Replace the Single rate of fire with Semi. Increase cost by +25% of base
  5.   Shotgun: -50% total range increment, +1/0 to attack bonus. The weapon deals 1 die higher of damage (typically d8s). Shotguns deal 1 less damage for every range increment out the target is.
  6.   Simple: The weapon uses simple, tried and true construction. Any Jam roll may be rerolled once, and the weapon costs 25% less of base.   However, the weapon weighs +50% of base and decreases the range increment by -10% of base.
  7.   Smoothbore: This weapon has no internal rifling. When firing any projectile other than a Flechette, the base range increment drops to 50% of its original, before any other modifications take place.
  8.   Underslung: The weapon may be attached to another with a suitable attachment point (typically a rail and/or bayonet lugs). The weight of this weapon is added to the weight of the base weapon to determine whether it is light, medium, heavy, or superheavy. When combined with the Compact modification, the range penalties are waived if the underslung is attached to another weapon. If used by itself, they are not.
  9.   Muzzle Brake : Muzzle brakes decrease the recoil of the gun but increase the noise and bulk. Weight increases by +25%, the perception DC to notice the gun firing decreases by -3 and recoil drops by 25%. Firearms with Muzzle Brakes may not take suppressors. Muzzle brakes do not function when firing on a higher rate of fire than semiautomatic.


Sample Firearms:

The following is a list of the most common weapons one is likely to encounter in a campaign (and some, like the heavy machine gun and anti-materiel rifle) that will probably not be seen in most campaigns, but are given to grant a sense of scale. If the GM or a player wants a gun not on this list, then the best place to start is by modifying an existing weapon. Firearms come in all shapes and sizes, with hundreds of manufacturers and tens of thousands of different types and models, so it is a safe bet that nearly anything that can be designed with these rules (within reason, good luck finding a gatling 10 ga. shotgun) is available on the market somewhere.

Rifles

Rifles in general are the mainstay of modern armies. A rifle requires Firearms (Longarms) proficiency to fire without penalty.

Name

Damage Type

Damage

Range inc.

Mass (kg)

Ammo Mass (kg)

Magazine

Recoil

Calibre

Rate of Fire

Cost

Rifle, Anti-Materiel

Piercing

1d6+13

70m

12.8

0.3 kg

5 Box

12

.50

Single

$9,350

Rifle, Assault

Piercing

1d6+10

20m

4

0.67 kg

30 Box

3/6

5.56mm

Semi/ Auto

$1,175

Rifle, Carbine

Piercing

1d6+10

15m

2

0.67 kg

30 Box

3/6

5.56mm

Semi/ Auto

$1,375

Rifle, Battle

Piercing

1d6+11

20m

4

0.4 kg

20 Box

4/6

7.62mm

Semi/ Burst

$1,450

Rifle, EBR

Piercing

1d6+11

30m

4

0.4 kg

20 Box

4/6

7.62mm

Semi/ Burst

$3,650

Rifle, Hunting

Piercing

1d6+12

20m

6

0.15 kg

5 Box

6

.444

Single

$1,050

Rifle, Sniper

Piercing

1d6+11

52m

8.8

5 Box

4

7.62mm

Semi

$2,950

PDW

Piercing

1d8+9 AP1

15m

4.5

0.25 kg

40 Box

1.5/ 6

5.7 mm

Semi/ Auto 2

$1,063

SMG

Piercing

1d6+8

15m

4

0.4 kg

80 Box

1 /4

9mm

Semi/ Auto 2

$575

Anti-Materiel: This incredibly heavy rifle fires the high-powered .50 BMG Anti Aircraft round. It is generally considered overkill for use against enemy combatants, and they are usually employed against enemy equipment ("materiel") such as light vehicles. It is sometimes fitted with a muzzle brake (+$300) , although this makes the gun loud enough (perception DC -16) to seriously risk deafening (fort. DC 6) the wearer without protective ear plugs.
Modifications: Accurized 3, Box magazine,  Accessory Rail, Breakable, Lightweight 2

Assault: Assault rifles can be found in many shapes and sizes across the world. They are the standard infantry military weapon in every modern army. Many armies (such as the United States) have replaced their auto capabilities with burst fire to save on ammunition. Assault rifles with burst fire cost the same amount, but have a recoil of 4.5 on the higher fire rate. When fired on auto, it can attack a scale 1 (2m x 2m) area.
Modifications: Box Magazine, Accessory Rail, Bayonet Lug, Semiautomatic, Auto

Carbine: An assault carbine is a cut-down assault rifle. It has the same firepower as a larger weapon, but sacrifices accuracy. In armies that have removed the auto capability from their assault rifles, carbines are carried by a few members in every squad. Otherwise, carbines are used in the same extent that assault rifles are; and the two are often confused. When fired on auto, it can attack a scale 1 (2m x 2m) area.

Battle: This is a full-powered version of the assault rifle. The additional weight and difficulty of controlling the weapon on autofire means that the battle rifle has fallen out of favour with most armies. Some battle rifles (particularly older models) have full auto capability instead of burst: these cost the same amount, but have a recoil of 8 when fired on auto. When fired on auto, it can attack a scale 1 (2m x 2m) area.
Modifications: Box Magazine, Accessory Rail, Bayonet Lug, Semiautomatic, Burst

Enhanced Battle Rifle (EBR): This is an improved version of the Battle Rifle, typically only given to marksmen in elite units.
Modifications: Box magazine, Accessory Rail,
Bayonet Lug, Semiautomatic, Burst, Accurized 2, Lightweight 2

Hunting: This is one of the most common civilian firearms. It is simple, cheap, and reliable.
Modifications: Accurized 1, Box magazine, Simple

Sniper: Similar in appearance to the larger Anti-Materiel rifle, the Sniper Rifle is designed to take out enemy combatants at great distances. Some models come with detachable silencers, not included in the base cost.
Modifications: Accurized 3, Expanded Magazine (box 5), Accessory Rail, Oversized, Lightweight 2, Semi

PDW : The PDW, or personal defence weapon, is a compact weapon that fires armour-piercing rounds. It resembles (and is often mistaken for) a submachine gun. PDWs are carried as self-defence weapons by military personnel without a direct combat role, such as engineers or vehicle crew. When fired on auto, it can attack a scale 1 (2m x 2m) area.
Modifications:  Semi, Auto 2(+100% weight), Box magazine, Accessory Rail, Oversized
Ammo Modifications: Armour Piercing

Name

Damage Type

Damage

Range inc.

Mass (kg)

Ammo Mass (kg)

Magazine

Recoil

Calibre

Rate of Fire

Cost

Shotgun, Hunting S

Piercing

1d8+12

9m

6

5 Int

6

10 Gauge

Single

$600

Shotgun, Tactical S

Piercing

1d8+11

10m

4

5 Box

4

12 Gauge

Semi

$650

Shotgun, Underslung S

Piercing

1d8 +11

10m (8m alone)

2

4 Int

4

12 Gauge

Semi

$500

SMG : A submachine gun is a relatively inexpensive automatic weapon, generally carried by police SWAT teams, certain criminal organizations, and by the military. Submachine guns have a high rate of fire, but fairly close range and lack the stopping power of a full rifle. When fired on auto, it can attack a scale 1 (2m x 2m) area.
Modifications: Semi, Auto 2, Oversized

Shotguns

Shotguns fire a large number of small lead balls with each attack, known as “shot.” Weapons with a lower gauge fire larger balls. All shotguns presented here are longarms. Shotguns grant a +1/0 bonus to attack rolls, however they deal 1 point less damage for every range increment away the target is.

Hunting: Hunting shotguns come in thousands of models with tens of thousands of variants. Modifications: Shotgun, Simple

Tactical: Shotguns are very occasionally used by police or the armed forces for close range fighting.
Modifications: Shotgun, Box Magazine, Semiautomatic, Accessory Rail, Bayonet Lug

Underslung: Some compact shotguns are designed to be attached to the accessory rail of combat rifles. The statistics written assume the shotgun is attached to a larger weapon, otherwise decrease the range increment to 5 m.
Modifications: Shotgun, Semiautomatic, Compact, Underslung

Heavy Weapons

Name

Damage Type

Damage

Range inc.

Mass (kg)

Ammo Mass (kg)

Magazine

Recoil

Calibre

Rate of Fire

Cost

Grenade Launcher*

Slashing

1d8+10 Blast S1

10m

4

3.6 kg

8 Cyl

6

30mm Frag Grenade

Semi

$450

Grenade Launcher, Underslung*

Slashing

1d8+10 Blast S1

10m (8m alone)

2

0.45kg

1 Int

6

30mm Frag Grenade

Single

$450

Machine Gun, Heavy

Piercing

1d6+13

40m

32

6kg /100 rounds

Linked

48

.50

Auto 2

$7,200

Machine Gun, Medium

Piercing

1d6+11

30m

16

2kg /100 rounds

Linked

16

7.62mm

Auto 2

$2,600

Machine Gun, Light

Piercing

1d6+10

20m

8

1kg /100 rounds

Linked

12

5.56mm

Auto 2

$1,800

Light : Light machine guns are carried by infantry to give constant, sustained fire; and as well are occasionally mounted on vehicles. Light machine guns to be used by infantry are typically bipod mounted. When fired on automatic, it can attack a scale 2 (4m x 4m) area.
Modifications: Auto 2, Oversized

Medium : Medium machine guns are occasionally carried by infantry to give constant, sustained fire; but are usually mounted on vehicles. Medium machine guns to be used by infantry are typically tripod mounted. When fired on automatic, it can attack a scale 2 (4m x 4m) area.
Modifications: Auto 2, Oversized

Heavy: The heavy machine gun risks deafening those within 10m unless they wear protective ear plugs. Heavy machine guns are typically mounted to vehicles or on tripods. They are used against distant targets, low-flying aircraft, or light vehicles. When fired on automatic, it can attack a scale 3 (8m x 8m) area.
Modifications: Auto 2


Pistols

A Pistol is any firearm one scale smaller (or less) than the wielder, or one of the wielder‚s scale with the Compact modification. So, to a human, any weapon firing ammunition up to 5.7mm is a pistol, while an Ogre (scale 2) can fire a heavy machine gun as a …pistol.‚ Pistols require the Firearms (Pistol) proficiency to be fired without penalty.

Name

Damage Type

Damage

Range inc.

Mass

Ammo Mass

Magazine

Recoil

Calibre

Rate of Fire

Cost

Pistol , Machine

Piercing

1d6+7

10m

2 kg

100g

40 Box

.75/3

.32

Semi/ Auto 2

$506

Pistol, Magnum

Piercing

1d8+10

15m

2 kg

Neg

6 Cyl

4.5

.357 Magnum

Semi

$525

Pistol, Sidearm

Piercing

1d6+8

10m

1 kg

50g

10 Box

1

9mm

Semi

$262

Pistol, Revolver

Piercing

1d6 + 8

10m

1 kg

6 Cyl

1

.38

Semi

Pistol, Compact

Piercing

1d6+7

10m

1 kg

35g

7 Box

0.75

.32

Semi

$196

Pistol, Derringer

Piercing

1d6 + 7

7.5m

0.625kg

5g

1 int.

0.75

.32

Single

$75.50

Machine :  Machine pistols are favoured by criminals for their low cost and high rate of fire. They are used by some military personnel who are not serving on the front lines. When fired on auto, it can attack a scale 1 (2m x 2m) area.
Modifications: Semi,  Auto 2 (+100% weight)

Magnum : A magnum is a ridiculously overpowered handgun, made famous by Hollywood. They are impressive, but generally impractical as a combat weapon.
Modifications: Semi,  Compact, Cylinder
Ammo modifications: Magnum

Sidearm : This is the catch-all for semiautomatic pistols. They come in a wide variety of calibres, such as .45 or 10mm. The different calibres are close enough not to change game statistics, but are not interchangeable with each other. Sidearm magazines are generally 5, 7, 10, or 15 rounds. Sidearms are carried by the police, soldiers (in addition to their main weapon), criminals, civilians, some security guards, and just about anyone else. When people think "gun," this is generally the type of weapon they‚re thinking of.
Modifications: Semi, Box Magazine

Compact: A compact pistol is ideally suited to stealth. It‚s small size makes it easy to conceal, and its light cartridge makes less noise (though is still very loud) than a more powerful weapon. With a silencer (sold separately), this weapon has a perception DC of -2.
Modifications: Semi, Box Magazine

Derringer:  Derringers are a generalized class of extremely compact pistols (also called “palm pistols”) designed to be concealed.
Modifications: Compact


Archaic Firearms

…Archaic‚ firearms are a catch-all term for weapons using obsolete technology (such as muskets). They are typically fairly inaccurate, heavy, and require lengthy reload times. All weapons in this chapter have rate of fire …Single‚ and a magazine of “1 Muzzle.” Muzzle-loading firearms take at least 30 seconds to reload, though certain types of mechanisms have additional steps.

Name

Damage Type

Damage

Range inc.

Mass

Ammo Mass

Recoil

Calibre

Reload Time

Cost

Year

Pistol, Matchlock

Piercing

1d6+8

4m

2.25 kg

5g ea.

1.5

.30

30s*

$100

1475

Musket, Matchlock

Piercing

1d6+10

8m

9 kg

10g ea.

3

.40

30s*

$300

1475

Arquebus, Matchlock

Piercing

1d6+10

4m

4.5 kg

10g ea.

3

.40

30s*

$300

1425

Pistol , Wheellock

Piercing

1d6+8

4m

4.25 kg

5g ea.

1.5

.30

30s

$400

1500

Musket, Wheellock

Piercing

1d6+10

8m

12 kg

10g ea.

3

.40

30s

$1200

1500

Blunderbuss

Piercing

1d8+10

4m

10 kg

10g ea.

3

lead shot

30s

$300

1650

Pistol, Flintlock

Piercing

1d6+8

4m

2.25 kg

5g ea.

1.5

.30

30s

$100

1650

Musket, Flintlock

Piercing

1d6+10

8m

10 kg

10g ea.

3

.40

30s

$300

1650

Rifle, Flintlock

Piercing

1d6+10

16m

10 kg

10g ea.

3

.40

42s

$300

1650

* Reloading a matchlock weapon also involves lighting the match. See the description for details.

Matchlock Weapons: Matchlock pistols, muskets, and arquebuses are very early firearms which use a lit match to spark the powder. Pulling the trigger plunges the lit match into the powder, thus firing the weapon. This method of firing is prone to several problems, the main one being the difficulty in keeping the match lit. On a natural 1 when rolling, roll another d6. If that d6 is also a 1, the weapon misfires. In wet or windy weather, the weapon misfires on a natural 1 without needing to reroll. A misfired matchlock weapon must be disassembled and cleaned, a process taking several minutes. For safety reasons, the match must be put out before firing the weapon. Lighting the match takes a 4 SA with a reliable fire-starting mechanism (such as a lighter or good match) or ten seconds with flint and steel. Matchlock weapons used a special kind of match, known as a slow match, which burns at around 30cm per hour. Matches used in matchlock weapons are usually around 2cm long, and as such can burn for 4 minutes before needing to be replaced (a 4SA).

Matchlock Pistol:

Modifications: Crude, Muzzle-loader, Smoothbore, Oversized

Matchlock Musket:

Modifications: Crude, Muzzle-loader, Smoothbore, Oversized

Matchlock Arquebus:

Modifications: Crude, Muzzle-loader, Smoothbore

Wheellock Weapons: Wheellock weapons work by spinning a spring-loaded wheel of steel against pyrite. Pulling the trigger releases the spring-loaded wheel, causing the pyrite to spark and igniting the weapon ƒ much like a modern cigarette lighter. Wheellock weapons do not suffer from many of the major inconveniences of the matchlock firearms (there is no match necessary to light, and they are far more reliable in inclement weather: roll a second die, and the weapon misfires on a 1,2, or 3) but the heavy and complicated mechanism drastically increases the cost. Wheellock weapons quadruple the base cost of the firearm and increase their mass by +2 kg. The weight and cost meant they were never adopted for standard-issue military use, and instead carried by members of the nobility. They were frequently elaborately decorated. Wheellock weapons presented here are otherwise identical to their matchlock cousins.

Flintlock Firearms:  Flintlock weapons are significantly simpler than the earlier wheellock weapons they replace. Pulling the trigger strikes a piece of flint against, steel, thus igniting the powder and firing the weapon. Flintlock weapons otherwise work like wheellock weapons, except without the increase in cost or mass. Flintlock weapons are in use until the invention of the Percussion-Cap weapon in the 1800s (identical to flintlock weapons save that weather is no longer an issue). In the 1850s, breech-loading cartridge-firearms are introduced, which are essentially identical to modern weapons.

Blunderbuss: The blunderbuss was the precursor to the modern shotgun, firing a group of lead shot. Blunderbusses can be identified by their signature fluted barrels.

Modifications: Crude, Muzzle-loader, Smoothbore, Oversized, Shotgun

Flintlock Rifle: Improvements in gunsmithing allow weapons to be rifled, thus greatly increasing the range. However, these are never very popular due to the difficulty in reloading a muzzle-loading rifle. They are generally used by sharpshooters.

Modifications: Crude, Oversized, Muzzle-loader

Who Uses What

There are a bewildering array of firearms available, and it can sometimes be difficult to determine on the fly which should be carried by a specific NPC met, by encountered gangsters, or even by the PCs. This chart is meant to be a general guideline to help make this decision quickly.

Organization

Main Weapon

Secondary Weapon

Special Weapons

Armour

Misc.

Government Investigators

Sidearm

None

None

None or Ballistic Vest

Handcuffs

Military, Infantryman

Assault Rifle

Sidearm

Light MG, Underslung GL, Carbine

Ballistic Vest or Combat Vest

Frag Grenades (2x)

Military, Vehicle Crew

None, SMG, or PDW

Sidearm

None

Ballistic Vest or Combat Vest

None

Military; Pilot, officer, or non-combatant

Sidearm

None

None

Ballistic Vest or Combat Vest

None

Guerrilla Fighters

Varies, usually Assault Rifle

None or Sidearm

RPG

None or Ballistic Vest

None

Police Constable

Sidearm or Revolver

Club

Tac. Shotgun (in patrol car)

None or Stab Vest

Handcuffs and Pepper Spray or Taser

SWAT Team

SMG

Sidearm

Tac. Shotgun, Sniper

Ballistic Vest

Stun Grenades (2x)

Main Weapon: This column refers to, generally the weapon carried by most members of this group in the field, unless they are carrying a special weapon.

Secondary Weapon : The secondary weapon, typically a pistol, is generally used only when the main weapon is unavailable for some reason.

Special Weapons: This column merely lists a few other kinds of weapons used in place of the main weapon. For example, in the US military, generally one person per fireteam (four soldiers) has a light machine gun, one has an assault rifle with an under slung grenade launcher, and the other two have assault rifles or carbines.

Armour: This column refers to the armour, if any, worn on duty by these groups.

Misc: This column refers to other key gear that might be carried on duty. It is not exhaustive.


Other Modern Weapons

Name

Cost

Damage

Reach

Range Inc

Weight

Damage Type

Specials

Family

Combat Gloves

$30

1d4

Close

Neg.

Bludgeoning

Unarmed, +3 Defence

Martial Arts

Pistol Whip

1d4

Close

≤ 3kg

Bludgeoning

Blunt, Improvised

Rifle Butt

1d6

Close

4-10kg

Bludgeoning

Blunt,  Improvised

Chainsaw

$300

1d12 + 2

Standard

7 kg

Slashing

Loud (listen DC -7)

Specialised: Improvised

Melee Weapons

Melee weaponry in the modern era is much less common than it was in the past. Really, the only melee weapon a person is likely to see is a knife (use dagger stats), a truncheon (use the club‚s stats), or possibly a bayonet (which can be mounted on firearms the same as on crossbows). There are a few new modern weapons, however.

Combat Gloves: Combat gloves are, for all intents and purposes, the new gauntlets. They are made with Kevlar, and have weighted knuckles to protect your hands. Combat gloves only add +2 defence to your hands, but weigh much less than gauntlets do.

Pistol Whip and Rifle Butt: These are not exactly weapons by themselves, but refer to using a firearm as an improvised weapon. A pistol whip is an attack with a firearm that weighs less than 3kg, and a rifle butt is with a more powerful weapon.

Chainsaw: A chainsaw is not really a weapon,  but the situation may arise when one is pressed into service as one, often by people who watch too many movies. This grizzly weapon is extremely cumbersome, and requires both Improvised Weapon Proficiency and Specialized Weapon Proficiency: Chainsaw to use without penalty.

Melee Weapon Modifications

Electroplating: Using modern chemistry, it is possible to permanently bind a thin layer of metal to another metal object. This process numerous industrial and decorative uses, but it is also has uses when making weapons to fight certain supernatural creatures. Materials unsuitable for making weapons can be used to electroplate more conventional weapons. The main use of this is to use silver to thinly coat swords, knives, or bullets.

Special Material:


Miscellaneous Weapons

Name

Damage Type

Damage

Range inc.

Mass

Magazine

Rate of Fire

Cost

Family

Flamethrower

Heat

1d6 + 6 or + 4 (Cone) and Fire

5m and S2 Line or S3 Cone

6kg

10 Int

Single

$450

None

RPG

Slashing

1d6 + 15 Blast S2

20m

6kg

1 Int

Single

$800

Missiles

Water Gun

See text

See text

5m (max 20m)

3kg

20

Semi, …Auto‚

$30

None

Squirt Gun

See text

See text

5m (max 5m)

0.5kg

10

Semi

$2

None

This category is for weapons that don‚t fit neatly into the above categories.

Flamethrower: Flamethrowers consist of a large, heavy tank filled with an incendiary and pressurized propellant, as well as a small gun-like nozzle. Flammable gasses are shot out of the nozzle and ignited by a small pilot light, projecting fire to the enemy. Flamethrowers are no longer used in modern war due to the horrible deaths and injuries they can inflict. Flamethrowers have adjustable nozzles, which in game terms means they have two different settings. In the first, the flamethrower fires with a range increment of 5m, and attacks an area equal to a scale 2 line (8m x 2m). In the second, the flamethrower opens the nozzle to the maximum setting, firing in a large cone (scale 3) directly from the nozzle (no range increment). The cone deals 1d6 + 4 heat damage, while the line deals 1d6 + 6. Anyone hit by a flamethrower must also make  a reflex check (DC 6) or be lit on fire. A replacement tank of fuel costs $50.

RPG: This is the only part of the game in which “RPG” stands for “Rocket-Propelled Grenade” instead of “Role-Playing Game.” Don‚t get them confused, as a weapon that fires rulebooks (even hardcover ones) would be less than impressive. RPG launchers fire unguided self-propelled explosives, which explode catastrophically. They are used around the world against low-flying aircraft and medium-armoured vehicles. The price listed includes one rocket, each additional rocket costs another $600. Reloading an RPG takes 6 seconds.

Water and Squirt Guns: After the terrifying weaponry of flamethrowers and RPGs, a water gun might seem like an unusual weapon. However, they can be used creatively with, say, holy water. The larger water gun refers to the pressure-powered sort, which requires two hands to use (one to pump the air, the other to pull the trigger) regardless of the effort necessary. It can fire on …auto,‚ which means you simply hold down the trigger and shoot out a constant spray of water. This is treated the same way as auto rates of fire for firearms, in that it attacks a scale 1 (2x2) area or against a single target with +1 to attack, and uses five units of ammo. Water guns have a range increment of 5m, but still can‚t shoot more than 20m. Squirt guns are the cheap pistol-shaped guns that can be found in dollar stores, and can‚t fire at targets more than 5m away. However, they can be fired one-handed.


Modern Gear

There is no such thing as a monthly payment in Semiautomagic. You‚re welcome.

Name

Cost

Mass

Name

Cost

Mass

„Adventuring Gear„

„Medical Items„

Flashlight

$5

0.25kg

Searchlight

$45

2 kg

Camera, Digital

Camera, Film

Camera, 35mm

Cell phone

$100

„Food and Drink„

Smartphone

$300

Computer, Netbook

$300

Computer, Laptop

$1,000

„Combat Gear„

Computer, Desktop

$750

Bipod

$40

0.25 kg

Radio, Two-way

$50

Flash Goggles

Air Tank, 8L (4 hours)

$400

16 kg

Gas Mask

Air Tank, 2x6L (6 hours)

$600

26 kg

Holster, Concealed

Handcuffs, Steel

$75

Illuminator

$60

0.25 kg

Handcuffs, Zip-tie (25)

$5

Laser Sight

$125

0.25 kg

Parachute

$1,000

10kg

Nightvision Goggles

$2,000

0.5 kg

Scope, Telescopic

$250

0.5 kg

Scope, Nightvision

$2,500

1 kg

Scope, Reflex

$500

0.25 kg

Speed Loader

$2

neg

„Vehicles„

Suppressor, Pistol

$500

0.25 kg

Civilian Car

$10,400

1,600 kg

Suppressor, Rifle

$2,500

1 kg

SUV

$31,600

Tripod

$100

3 kg

Pickup Truck

$31,400

Stun Grenade

Helicopter

$3.1M

Frag Grenade

Motorcycle, Racing

$22,700

Motorcycle, Highway

$4,300

Clothing

Fatigues

$

Formal

$

Ghillie Suit

Adventuring Gear:

  1.   Flashlight: A typical flashlight shines a scale 1 cone (2m) of normal light, and a scale 2 (4m) cone of hazy light.
  2.   Searchlight: Basically just a large flashlight, a searchlight creates a scale 3 cone (8m) of normal light, and a scale 4 cone (16m) of hazy light.
  3.   Camera: Film cameras are increasingly rare in the age of digital cameras, but there are still a few kicking around. Developing film costs $5, or takes a DC 3 Science (Chemistry) check. A roll of film holds 24 photos. 35mm cameras are basically just extremely high-quality, expensive film cameras used by professionals. Digital cameras can hold hundreds of photos, or more with an expansion memory card.
  4.   Parachute: Parachutes are invaluable when falling from extreme altitudes. Deploying a parachute takes a 2SA. Once deployed, the character‚s terminal velocity decreases by 75% to 15m/s (maximum of 1d6+3 damage). A fall with a parachute is still dangerous, but significantly less so than one without.

Medical Items:

Food and Drink:

Combat Gear:

  1.   Stun Grenade: Stun grenades emit an extremely loud noise and bright flash. The perception DC to see or hear a stun grenade is -15, meaning that a DC 6 fortitude check is required within 10m of the stun grenade‚s explosion area to avoid being blinded and deafened for one round. Failure by 5 or more results in permanent blindness and deafness. If the grenade goes off in your occupied area, another fortitude check (DC 8) is required. Failure results in being Stunned for 1d6 seconds.
  2.   Laser Sight: With a laser sight, you can aim the attached gun as a 0SA as long as the target is within 10m.
  3.   Scope, Nightvision: Nightvision scopes function identical to regular telescopic scopes except that they are bulkier (reflected in their increased mass) and that the shooter can enable Lowlight or Nightvision. Lowlight vision grants the wearer lowlight vision, while Nightvision allows him to see in total darkness. Nightvision produces a grainy image, imposing a -1 penalty to visual Perception checks.
  4.   Scope, Reflex: These devices are designed so that the wearer can aim through the sight with both eyes open, allowing for rapid target acquisition.  This comes at a cost of reduced image magnification compared to a traditional scope. They function like telescopic scopes except that they do not increase the time it takes to aim, but don't increase perception increments, either.
  5.   Scope, Telescopic: Adding a scope to a weapon does a few things. It increases Perception increments from 10 m to 100 m, so it is much easier to spot far away targets. When you aim at targets through a scope, you decrease range penalties by an additional 1 point (to a total of 2). However, you cannot use the iron sights on a weapon with a scope, so if you fire without aiming, you take a -1 attack penalty. Using a scope limits your vision, doubling the time it takes to aim (typically from 2 seconds to 4 seconds).
  6.   Speed Loader: A speed loader is simply a plastic or metal ring that can be loaded ahead of time with revolver bullets. In this manner, all six or eight bullets can be loaded into a revolver at once, reducing the reload time to 3 seconds, the same as with a box magazine.
  7.   Suppressor:   suppressors may not be used with shotguns, revolvers, or grenade launchers. Suppressors decrease the sound of a gun firing. They add +5 to the DC to hear the gun firing, which stacks with Subsonic ammunition. Suppressors are designed with a specific calibre in mind, and can‚t be used with guns of different calibres. Attaching or removing a Suppressor takes a 4SA. Firearms with a calibre of 5.56 or larger require a Rifle Suppressor. Weapons larger than .50 BMG cannot take a suppressor.
  8.   Bipod: A bipod is a light, usually collapsible stand that connects under the barrel of a gun. A weapon with a bipod can be fired even if its recoil is double the character's usual Heavy maximum (counting as a Super Heavy weapon); although he must be prone, or otherwise have a stable object at shoulder height to rest the bipod on.
  9.   Tripod: A Tripod is a heavy metal mount that bolts to the floor. A weapon bolted down in this manner becomes a stationary emplacement, and as such uses the scale of the weapon (based on its calibre) or the scale of the character, whichever is higher, to determine attack penalties.
  10.   Illuminator: An illuminator is a small flashlight that can attach under the barrel of a pistol, or to an accessory rail of a rifle. It functions like a normal flashlight.

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