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, |