Equipment (Personal Armaments)

 Weapon        
 Damage
 Critical
 Damage Type
 Range Increment
 Rate of Fire
 Magazine
 Size    
 Weight
  Tranquilizer Gun
 1
 20
 Piercing
 30 ft
 1
 1
 Medium
 4 lb
 Concealed Pistol
 2d4
  20
 Balistic
 10 ft
 1
 2
 Tiny
 2 lb
 Pistol
 2d4
  20
 Balistic
  30 ft
 S
 8
 Small
 2 lb
 Zip Gun
 1d10
  20
 Balistic
 10 ft
 1
 1
 Small
  2 lb
 Auto Pistol / Machine Pistol
 2d6
  20
 Balistic
 40 ft
 S,A
 10
 Medium
 4 lb
 Rifle
 2d8
  20
 Balistic
 50 ft
 S
 15
 Large
 8 lb
 Shotgun, Slug
 2d8
  20
 Balistic
 30 ft
 S
 2
 Large
 7 lb
 SMG / Tommy Gun
 2d8
  20
 Balistic
 40 ft
 S,A
 20
 Large
 8 lb
 Flamethrower (E)
 3d6
 -------
 Fire
 30 ft
 1
 10
 Large
 50 lb
 Grenade Launcher(E)
 3d6
 --------
 Slashing
 70 ft
 1
 1
 Large
 7 lb
 Shotgun, Shot
 3d6 / 2d6 / 1d6
  20
 Balistic
 20 ft
 1
 1
 Large
 7 lb
 Assault Rifle
 2d10
  20
 Balistic
 60 ft
 S,A
 20
 Large
 11 lb
 Sniper Rifle
 2d12
  20
 Balistic
 120 ft
 S
 11
 Huge
 35 lb
 Machine Gun(E)
 2d12
  20
 Balistic
 110 ft
 A
 Special
 Huge
 75 lb
 Rocket Launcher(E)
 10d6
 --------
 Bludgeoning and Fire
 150 ft
 1
 1
 Large
 5 lb
(E) - Exotic Weap - without proficiency rolls are at a -4
Items highlighted in YELLOW are tech currently beyond the norm.  These items could only be built with magick.
 
Firing a Firearm in Melee Range provokes an attack of opportunity!
 
Machine Gun - In this era, machine guns require 2-4 people to operate and are tripod mounted, requiring 2 rounds to set up and 2 rounds to take down. 
Flamethrower - a flamethrower consists of a pressurized fuel backpack connected to a tube with a nozzle.  A flamethrower shoots a five foot wide, 30 feet long line of flame that deals 3d6 points of damage to all creatures and objects in its path.  No attack roll is necessary.  Any creature caught in its path makes a DC 17 reflex save to take half damage.- the backpack is hardness 5 with 5 hit points and a defense equal to 9+wearer's dex bonus+wearer's class bonus.  If it explodes, it does 6d6 to wearer and 3d6 to adjacent creatures and objects, DC 13 save for half - any creature damaged continues to take 1d6 fire damage per round until extinguished.
 

 Weapon    

 Damage

 Damage Type

 Burst Radius

 Reflex DC

 Range Increment

 Size

 Weight

 smoke grenade ------- ---------  --------- 10 ft Small 2 lbs
 teargas grenade ------- ----------  --------- 10 ft Small 2 lbs
 molotov cocktail 1d6 Fire 10 ft 12 10 ft Small 2 lbs
 dynamite 2d6 (up to 10d6) Bludgeoning 5 ft 15 10 ft Tiny 1 lb
 frag grenade 4d6 Slashing 20 ft 15 10 ft Tiny 1 lb
 plastic explosive 4d6 Bludgeoning 10 ft 18 ------- Small 1 lb
 thermite grenade 6d6 Fire 5 ft 12 10 ft Small 2 lbs
 
Items highlighted in YELLOW are tech currently beyond the norm.  These items could only be built with magick.
 
Multple Sticks of Dynamite: Each Stick of Dynamite before the first adds 1d6 damage up to a max of 10d6
Teargas Grenade - DC 15 Fort save or be nauseated for time in cloud + 1d6 rounds
 

  Weapon  

 Damage

 Critical

 Damage Type

 Range Increment

 Rate of Fire

 Magazine

 Size   

 Weight

 Pepper Spray Special -------- Special     5 ft 1 1 Tiny 1/2 lb
 Shuriken 1 20 Piercing 10 ft 1 ------ Tiny 1/2 lb
 Whip 1d2 20 Slashing 15ft max 1 ------ Small 2 lbs
 Knife 1d4 19-20 Piercing 10 ft 1 ------ Tiny 1 lbs
 Taser 1d4 20 Electric 5 ft 1 1 Small 2 lbs
 Spear 1d6 20 Piercing 20 ft 1 ------ Medium 3 lbs
 Throwing Axe 1d6 20 Slashing 10 ft 1 ------ Small 2 lbs
 Bow 1d8 20 Piercing 40 ft 1 ------ Large 3 lbs
 Crossbow 1d10 19-20 Piercing 40 ft 1 1 Medium 7 lbs
 
Items highlighted in YELLOW are tech currently beyond the norm.  These items could only be built with magick.
 
Pepper Spray - DC 15 Fort Save or blinded for 1d4 rounds
Shuriken - do not add damage bonus, but can throw 3 at one time
Taser - DC 15 Fort Save or paralyzed for 1d6 rounds
 

 Weapon 

 Damage

 Critical

 Damage Type

 Size

 Weight

 Brass Knuckles 1d3 20 Bludgeoning Tiny 1 lb
 Pistol Whip 1d4 20 Bludgeoning ----- -----
 Knife 1d4 19-20 Piercing Tiny 1 lb
 Bayonet 1d6 20 Piercing Large 1 lb
 Club or Chain 1d6 20 Bludgeoning Medium 3 lbs
 Rifle butt 1d6 20 Bludgeoning ------- -----
 Sap (non-lethal) 1d6 20 Bludgeoning Tiny 1 lb
 Spear 1d6 20 Piercing Medium 3 lbs
 Staff 1d6/1d6 20 Bludgeoning Large 4 lbs
 Throwing Axe 1d6 20 Slashing Small 2 lbs
 Sword 1d8 19-20 Slashing Medium 5 lbs
 Axe 1d8 19-20 Slashing Medium 5 lbs
 Longspear 1d8 20 Piercing Large 9 lbs
 Greatclub 1d10 20 Bludgeoning Large 8 lbs
 Heavy Chain 1d10 20 Bludgeoning Large 8 lbs
 Greatsword 2d6 19-20 Slashing Large 8 lbs
 Greataxe 2d6 19-20 Slashing Large 8 lbs
 Chain Saw 3d6 20 Slashing Large 10 lbs

Items highlighted in YELLOW are tech currently beyond the norm.  These items could only be built with magick.

 

 Armor

 DR

 Defense Penalty

 Armor Check Penalty

 Speed Penalty

 Weight

 Example
 Light 2/- -1 -2 ---- 4 lbs leather, padded, football pads w/helmet, shirts with protection sewn in,
 Medium 4/- -2 -4 -10ft 8 lbs chain mail, flak vest
 Heavy 6/- -4 -8 -10ft 20 lbs plate mail, full riot gear,
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