Modern Equipment
The following tables are transcluded from a defunct SRD for the Modern Path. For newly made equipment, see New Equipment.
Example: If a player wishes to buy a javelin of lightning, the fantasy cost is: 1500 gp, the modern cost is $15,000
Starting Wealth
A character's starting wealth is $100. In addition, for each rank (including any bonus) in any Profession skill, the character rolls 1d6 x $100. This is to be used as the character's spending money at character creation.
Example: A character took the trait "Emergency Services" with a +2 bonus to his Profession skill of his choice and the class skill Profession (firefighter). This gives a total Wealth roll bonus of +6 (+1 rank in Profession (firefighter) +3 class skill bonus +2 Emergency Services trait bonus)." If Skill Focus (Profession (firefighter) is also taken, he has a total +9 Wealth Roll bonus. At 5th level he gains a +1 wealth bonus for a total of +10
Profession Wealth
At the end of each adventure, the character can make one "Day Job" check based on his Profession skill for additional funds.
Optional: If you wish to use the old MSRD Wealth system, your ranks and bonuses in a Profession skill are equivalent to your MSRD Wealth Bonus.
A quick and rough conversion for a Wealth DC based on gold pieces is:
DC is 10 + 1 per 1000 gp (round up)
Example: a javelin of lightning is 1500 gp, so the DC would be 12.
Fame and Items Purchased A character can use his fame and prestige to purchase difficult or restricted items that only his faction would be able to acquire. These are training, services and/or gear not normally available for sale to the general public. The character will still need the cash to purchase the item, the minimum Fame score and spend the Prestige Points cost (usually 1 or 2 points).
If the Defense value is used for an Armor Class bonus, then this bonus applies to the character's touch AC against firearm attacks.
Regardless of how the value is used, the armor still retains the fortification bonus.
Armor Table
Armor is described by a number of statistics, as shown on Table: Armor.
Defense: The GM decides to use the value for an Armor Class or Damage Reduction/Slashing
Fortification Bonus: Modern armor also includes the special quality of Fortification.
When a critical hit is scored on the wearer, there is a percent chance that the critical hit is negated and damage is rolled normally.
Maximum Dex Bonus: This number is the maximum Dexterity bonus to AC that this type of armor allows. Skill Penalty: This penalty applies to checks involving any Dexterity based skill.
Speed: Medium and heavy armor slows a character down.
Weight: This column gives the armor's weight.
Cost: This is the purchase cost to acquire the armor.
Capacity
A firearm's capacity is the number of shots it can hold at one time. When making a full-attack action, you may fire a firearm as many times in a round as you have attacks, up to this limit, unless you can reload the weapon as a swift or free action while making a full-attack action.
Loading a Firearm
You need at least one hand free to load one-handed and two-handed firearms. In the case of two-handed firearms, you hold the weapon in one hand and load it with the other-you only need to hold it in two hands to aim and shoot the firearm.
The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms.
Loading any firearm provokes attacks of opportunity.
Advanced firearms that are chamber (Cylinder or Internal) loaded use a move action to load a one-handed or a two-handed advanced firearm to its full capacity.
Reloading a firearm with an already filled box magazine or speed loader is a swift action.
These reloading actions are move actions: refilling a box magazine or speed-loader, reloading a revolver without a speed-loader, or reloading any internal magazine.
Loading a belt of linked ammunition is an immediate action. Linking two belts together is a swift action.
Kick
Many modern firearms have a powerful kick after being shot. This can interfere with your aim. If a firearm has a damage bonus that is greater than your strength bonus, you subtract the difference from your attack roll.
If a firearm has a tripod, you subtract reduce this penalty by [1] in the attack modifier.
If a firearm is mounted, you subtract reduce this penalty by [2] in the attack modifier.
Misfires
All modern firearms misfire on a natural roll of 1 and that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition, suffering the normal penalties and its misfire value increases by 4.
Range and Penetration
Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative -2 penalty for each full-range increment. Advanced firearms have a maximum range of 10 range increments.
Firearm Ammunition
Ammunition for firearms and other ranged weapons is covered below.
Purchase Notes
Special Ammunition
A special, Magnum, or AE ammunition round will increase the critical threat range by one.
Firearm Types
Handguns
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.
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder
Machine pistols are automatic weapons small enough to be fired with one hand.
Handguns can be broken down into two smaller groups - revolvers and autoloaders.
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder
Autoloaders (frequently called "automatics") feature removable box magazines and some models hold quite a lot of ammunition. While most autoloaders are semi-automatic, firing one round for each pull of the trigger, some specialty models exist which are capable of Autofire. These are referred to as Machine Pistols
Longarms
Longarms are personal firearms that require two hands to be fired without penalty. If fired with only one hand, there is a -4 to attack. This group includes hunting and sniping rifles, assault rifles and most submachine guns.
Machine Guns
Machine guns are belt-fed weapons that typically fire rifle cartridges or light cannon rounds. Lighter guns are frequently carried by dismounted troops and fired from a bipod or occasionally a tripod, while heavier machine guns are found on either a tripod or a vehicle mount. Most are only capable of autofire, with a few examples (such as the German MG-34, MG-42and MG-3) being capable of single-shot firing.
Shotguns
Shotguns are large-bore weapons that have the Scatter Weapon Quality.
If a slug is used to attack then increase the critical hit modifier to x4. Slugs can only target one individual.
If pellets are used, the shot gun fires in a cone (15′). All individuals within the cone are targets and each must be rolled separately, with a modifier of -2. In addition, targets are unable to use any concealment abilities. This will affect all targets within the cone, each with a -2 to hit.
Firearm Rate of Fire
Single Shot
This is a single shot per each attack granted by the PC's Base Attack Bonus.
Semi-Automatic
This is a full-attack action, you can fire one additional time this round. All of your attack rolls take a -2 penalty when using semi-automatic.
Burst Fire
As a standard action, the character fires 3 - 10 rounds. On a successful attack, the first round will hit and for every 5 points above the target's Armor Class, the character gains an additional hit.
Automatic Fire
Automatic is a full round action and a character can fire in a cone (see below). All individuals within the cone (30′) are targets and each must be rolled separately, with a modifier of -4. In addition, targets are unable to use any concealment abilities.
Machine guns only have autofire settings and can't normally fire single shots. These weapons can fire as cone (60′) attack, each with a -4 to hit.
If there is only one target aimed at, as a full round action on a successful attack, the first round will hit and for every 5 points above the targets Armor Class the character gains an additional hit.
Note: A critical hit or sneak attack damage is only applied to the first bullet-strike, regardless of how many rounds end up hitting the target.
More information on firearms can be found in The Pathfinder Role Playing Game: Ultimate Combat and for enhanced rules see; Super Genius Games: Anachronistic Adventurers: The Enforcer.
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.
Damage Type: Ranged weapon damage is classified as Piercing.
Range: Modern firearm attacks are against the target's touch AC for the first 5 range increments and have a full 10 range increments.
Rate of Fire: How many rounds the firearm fires per round.
Capacity: The weapon's magazine capacity and type are given in this column.
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.
Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand.
Belt Feed: Machine guns use linked ammunition.
Size: A Small or smaller weapon is considered 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.
Weight: This column gives the weapon's weight when fully loaded.
Cost: This is the purchase cost to acquire the weapon.
Explosives
These weapons explode or burst, dealing damage to individuals 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.
Explosives require no proficiency to use normally.
Thrown Explosives
Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)
Hit: Individuals in all adjacent squares are dealt damage.
Miss: First, roll 1d8 to determine the miss direction of the throw.
1 - Falls short (straight line towards the thrower).
2 through 8 - Count around the target individual or grid intersection in a clockwise direction.
Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target.
Finally, the item deals damage to all individuals in the square it lands in and in all adjacent squares.
Planted Explosives
A planted explosive is set in place, with a timer or fuse determining when it goes off. No attack roll is necessary to plant an explosive; the explosive sits where it is placed until it is moved or goes off.
When a planted explosive detonates, it deals its damage to all targets within the burst radius of the weapon. The targets may make Reflex saves (DC varies according to the explosive type) for half damage.
Explosives Table
Damage: The damage dealt by the weapon.
Burst Radius/Splash Damage: All individuals or objects within the burst radius take damage from the explosive.
Damage Type: Damage from explosives and splash weapons is classified according to type.
Critical: The threat range for a critical hit.
Reflex DC: Any individual 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.
Size: A Small or smaller weapon is considered a light weapon. Medium-size or smaller weapon can be used one-handed or two-handed.
Weight: This column gives the weapon's weight.
Cost: This is the purchase cost to acquire the weapon. This number reflects the base price and doesn't include any modifier for purchasing the weapon on the black market.
Many explosives require detonators, which are described in Weapon Accessories.
No feat is required to use these thrown weapons.
Grenades and Explosives
Melee Weapons
Melee weapons are used in close combat and they are generally among the simplest types of weapons.
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.
Damage Type: Melee weapon damage is classified according to type: bludgeoning, energy, piercing and slashing.
Range Increment: Melee weapons that are designed to be thrown can be used to make ranged attacks.
Size: 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.
A Medium-size or smaller weapon can be used one-handed or two-handed.
A Large weapon requires two hands.
Weight: This column gives the weapon's weight.
Cost: This is the purchase cost to acquire the weapon.
No Proficiency Required Melee Weapons
Weapon Accessories
Weapon Accessories
As if modern weapons weren't dangerous enough, a number of accessories can increase their utility or efficiency.
Box Magazine
For weapons that use box magazines, a character can purchase extras.
Detonator
A detonator activates an explosive, causing it to explode. The device consists of an electrically activated blasting cap and some sort of device that delivers the electrical charge to set off the blasting cap. Connecting a detonator to an explosive requires a Craft (explosives) check (DC 15). Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed.
Blasting Cap
This is a detonator without a built-in controller. It can be wired into any electrical device, such as a light switch or a car's ignition switch, with a Craft: Explosives check (DC 10). When the electrical device is activated, the detonator goes off.
Radio Control
This device consists of two parts: the detonator itself and the activation device. The activation device is an electronic item about the size of a deck of cards, with an antenna, a safety and an activation switch. When the switch is toggled, the activation device sends a signal to the detonator by radio, setting it off. It has a range of 500 feet.
Timed
This is an electronic timer connected to the detonator. Like an alarm clock, it can be set to go off at a particular time.
Wired
This is the simplest form of detonator. The blasting cap connects by a wire to an activation device, usually a small pistol-grip device that the user squeezes. The detonator comes with 100 feet of wire, but longer lengths can be spliced in with a Craft: Explosives check (DC 10).
Holster
Holsters are generally available for all Medium-size or smaller firearms.
Hip
This holster holds the weapon in an easily accessed-and easily seen-location.
Concealed Carry
A concealed carry holster is designed to help keep a weapon out of sight (see Concealed Weapons and Objects). In most cases, this is a shoulder holster (the weapon fits under the wearer's armpit, presumably beneath a jacket). Small or Tiny weapons can be carried in waistband holsters (often placed inside the wearer's waistband against his or her back). Tiny weapons can also be carried in ankle or boot holsters.
Illuminator An illuminator is a small flashlight that mounts to a firearm, freeing up one of the user's hands. It functions as a standard flashlight.
Laser Sight
This small laser mounts on a firearm and projects a tiny red dot on the weapon's target. A laser sight grants a +1 equipment bonus on all attack rolls made against targets no farther than 30 feet away. However, a laser sight can't be used outdoors during the daytime.
Scope
A scope is a sighting device that makes it easier to hit targets at long range. However, although a scope magnifies the image of the target, it has a very limited field of view, making it difficult to use.
Standard
A standard scope increases the range increment for a ranged weapon by one-half (multiply by 1.5). However, to use a scope a character must spend a standard action acquiring his or her target. If the character changes targets or otherwise loses sight of the target, he or he must reacquire the target to gain the benefit of the scope.
Electro-Optical
An electro-optical scope functions the same as a standard scope in normal light. In darkness, however, the user sees through it as if he had the dark-vision ability granted by night vision goggles.
Speed Loader
A speed loader holds a number of rounds in a ring, in a position that mirrors the chambers in a revolver cylinder. Using a speed loader saves time in reloading a revolver, since a character can insert all the rounds at once.
Suppressor
A suppressor fits on the end of a firearm, capturing the gases traveling at supersonic speed that propel a bullet as it is fired. This eliminates the noise from the bullet's firing, dramatically reducing the sound the weapon makes when it is used. For handguns, the only sound is the mechanical action of the weapon (Perception check, DC 15, to notice). For longarms, the supersonic speed of the bullet itself still makes noise. However, it's difficult to tell where the sound is coming from, requiring a Perception check (DC 15) to locate the source of the gunfire.
Modifying a weapon to accept a suppressor requires a Craft (mechanical) check (DC 15). Once a weapon has been modified in this manner, a suppressor can be attached or removed as a move action.
Suppressors cannot be used on revolvers or shotguns. A suppressor purchased for one weapon can be used for any other weapon that fires the same caliber of ammunition.
All modern vehicles use a petroleum based fuel for propulsion.
All modern vehicles use a Profession skill for a driving check.
Land - Profession: Driver
Water - Profession: Sailor
Air - Profession: Pilot
All modern vehicles are considered Facing Forward.
All modern vehicles use some form of a steering wheel as a Driving Device.
Most modern air and land vehicles have a driving space in the most forward squares. Water base vehicles are center/rear.
Most modern vehicles do not have a restriction to buy.
More information on vehicles can be found in The Pathfinder Role Playing Game: Ultimate Combat
Vehicle Table
Name: Make and Model of the vehicle.
Vehicle Type: The following skills will add your skill points to the base stats for the vehicle.
Squares: The number of squares the vehicle takes up on the battle mat. A vehicle's width is always considered to be one square.
Cost: This is the purchase cost to acquire the vehicle. This number reflects the base price and doesn't include any modifier for purchasing the vehicle on the black market.
AC and Hardness: The vehicle's base Armor Class.
All vehicles also have a Hardness rating depending on type.
To calculate a vehicle's actual Armor Class, add the character's Profession (driver, pilot or sailor) modifier to the vehicle' base Armor Class.
Hit Points: The vehicle's full normal hit points. When a vehicle reaches half its hit points, it is disabled.
Base Save: The vehicle's base save modifier. All of a vehicle's saving throws (Fortitude, Reflex and Will) have the same value.
To determine a vehicle's actual saving throw modifiers, add the character's Profession (driver, pilot or sailor) modifier to this base value.
Maximum Speed: This is the fastest the vehicle can move.
CMB and CMD: This is the vehicle's base CMB and CMD.
To calculate a vehicle's actual CMB and CMD, add the character's Profession (driver, pilot or sailor) modifier to the vehicle's base Armor Class.
Acceleration: This is how fast a vehicle can increase or decrease safely in a round.
Crew: The first number lists the minimum crew complement the vehicle needs to function normally.
The second value lists the vehicle's maximum of passengers.
Cargo Capacity: The amount of cargo the vehicle is designed to carry. Many vehicles can carry extra passengers instead of cargo, but doing so is usually a cramped, uncomfortable and often unsafe experience for those passengers. As a rule of thumb, one additional passenger can be carried for each 200 pounds of unused cargo capacity.
Gear
General Equipment
This section covers the wide variety of general gear available to characters of all sorts.
Lifestyle items include travel expenses, entertainment and meals beyond the ordinary and housing, for those characters interested in buying a home rather than renting. Lifestyle items are shown on the table below.
Services
The broad spectrum of services available to characters is only represented in overview here. Services are identified on Table: Services.
It is possible to distill or refine common household products (such as cleaners) plants or over-the-counter and prescription drugs to extract poisonous content that can be administered by various different methods. These extracts are significantly less potent than the pure poisons mentioned in the table above and it requires the craft (pharmaceutical) skill and appropriate equipment to obtain.
The toxicity of the distilled/refined extract and the necessary equipment costs and craft DC's are outlined in the table below:
Wealth and Equipment
All items are listed in USD ($) prices. To buy a fantasy item that is listed in gold pieces; count one USD to be equivalent to one silver piece. This isn't a perfect conversion, but a simple way to easily convert fantasy to a modern currency system.Example: If a player wishes to buy a javelin of lightning, the fantasy cost is: 1500 gp, the modern cost is $15,000
Exchange Value | cp | sp | gp | pp |
Copper piece (cp) | 1 | 1/10 | 1/100 | 1/1,000 |
Silver piece (sp) | 10 | 1 | 1/10 | 1/100 |
Gold piece (gp) | 100 | 10 | 1 | 1/10 |
Platinum piece (pp) | 1,000 | 100 | 10 | 1 |
USD ($) | 10 | 1 | 1/10 | 1/100 |
Purchase DC | Price |
---|---|
1 | $2 |
2 | $5 |
3 | $12 |
4 | $20 |
5 | $30 |
6 | $40 |
7 | $55 |
8 | $70 |
9 | $90 |
10 | $120 |
11 | $150 |
12 | $200 |
13 | $275 |
14 | $350 |
15 | $500 |
16 | $650 |
17 | $900 |
18 | $1200 |
19 | $1500 |
20 | $2000 |
21 | $2750 |
22 | $3500 |
23 | $5000 |
24 | $6500 |
25 | $9000 |
26 | $12000 |
27 | $15000 |
28 | $20000 |
29 | $27500 |
30 | $35000 |
31 | $50000 |
32 | $65000 |
33 | $90000 |
34 | $120000 |
35 | $150000 |
36 | $200000 |
37 | $275000 |
38 | $350000 |
39 | $500000 |
40 | $650000 |
41 | $900000 |
42 | $1200000 |
43 | $1500000 |
44 | $2000000 |
45 | $2750000 |
46 | $3500000 |
47 | $5000000 |
48 | $6500000 |
49 | $9000000 |
50 | $12000000 |
Example: A character took the trait "Emergency Services" with a +2 bonus to his Profession skill of his choice and the class skill Profession (firefighter). This gives a total Wealth roll bonus of +6 (+1 rank in Profession (firefighter) +3 class skill bonus +2 Emergency Services trait bonus)." If Skill Focus (Profession (firefighter) is also taken, he has a total +9 Wealth Roll bonus. At 5th level he gains a +1 wealth bonus for a total of +10
Profession Wealth
At the end of each adventure, the character can make one "Day Job" check based on his Profession skill for additional funds.
Profession Skill DC | USD Award |
5 | $100 |
10 | $500 |
15 | $1,000 |
20 | $2,000 |
25 | $5,000 |
30 | $7,000 |
35 | $10,000 |
40 | $15,000 |
A quick and rough conversion for a Wealth DC based on gold pieces is:
DC is 10 + 1 per 1000 gp (round up)
Example: a javelin of lightning is 1500 gp, so the DC would be 12.
Fame and Items Purchased A character can use his fame and prestige to purchase difficult or restricted items that only his faction would be able to acquire. These are training, services and/or gear not normally available for sale to the general public. The character will still need the cash to purchase the item, the minimum Fame score and spend the Prestige Points cost (usually 1 or 2 points).
Fame | Maximum Item USD Cost |
5 | 5,000 |
9 | 15,000 |
13 | 30,000 |
18 | 52,000 |
22 | 80,000 |
27 | 117,000 |
31 | 165,000 |
36 | 230,000 |
40 | 310,000 |
45 | 410,000 |
49 | 540,000 |
54 | 700,000 |
58 | 925,000 |
63 | 1,200,000 |
67 | 1,575,000 |
72 | 2,050,000 |
76 | 2,650,000 |
81 | 3,425,000 |
85 | 4,400,000 |
90 | 5,650,000 |
94 | 6,800,000 |
99 | 8,000,000 |
Armor
Modern Armor is made to be used against modern firearms. The GM can decide how to use the armor's defense value as an Armor Class bonus or as a Damage Reduction/Slashing.If the Defense value is used for an Armor Class bonus, then this bonus applies to the character's touch AC against firearm attacks.
Regardless of how the value is used, the armor still retains the fortification bonus.
Armor Table
Armor is described by a number of statistics, as shown on Table: Armor.
Defense: The GM decides to use the value for an Armor Class or Damage Reduction/Slashing
Fortification Bonus: Modern armor also includes the special quality of Fortification.
When a critical hit is scored on the wearer, there is a percent chance that the critical hit is negated and damage is rolled normally.
Maximum Dex Bonus: This number is the maximum Dexterity bonus to AC that this type of armor allows. Skill Penalty: This penalty applies to checks involving any Dexterity based skill.
Speed: Medium and heavy armor slows a character down.
Weight: This column gives the armor's weight.
Cost: This is the purchase cost to acquire the armor.
Armor | Defense | Fortification Bonus | Maximum Dex Bonus | Skill Penalty | Speed | Weight | Cost |
No Proficiency Required: The following do not require a weapon proficiency to use.
| |||||||
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Leather Jacket | 1 | - | 0 | 30 | 4 lb. | $120 | |
This armor is represented by heavy leather jacket.
|
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Light Armor | |||||||
Sport Padding | 2 | - | +6 | 0 | 30 | 15lbs | $200 |
A number of other impromptu armors, such as football pads and a baseball catcher's pads, offer similar protection and game statistics.
|
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light Undercover Shirt | 2 | +10% | +7 | 0 | 30 | 2 lb. | $275 |
Designed for deep undercover work in which it's critical that the wearer not appear to be armed or armored, this garment consists of a T-shirt with a band of light protective material sewn in around the lower torso.
|
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Pull-up Pouch Vest | 2 | +10% | +6 | -1 | 30 | 2 lb. | $275 |
This garment, consisting of a torso apron of light protective material held up by a loop around the neck, can be stored in an innocuous fanny pack. Deploying the apron is a move action.
|
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Undercover Vest | 3 | +10% | +5 | -2 | 30 | 3 lb. | $350 |
Covering a larger area of the torso, this vest provides better protection than the light undercover shirt-but it's also more easily noticed. It's best used when the armor should remain unseen but the wearer doesn't expect to face much scrutiny, granting a +2 bonus on Perception checks to notice the armor.
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Medium Armor | |||||||
Concealable Vest | 4 | +15% | +4 | -3 | 20 | 4 lb. | $500 |
Standard issue in many police forces, this vest provides maximum protection in a garment that can be worn all day long under regular clothing. While it may go unnoticed by a quick glance, it grants a +4 bonus on Perception checks to notice the armor.
|
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Light-Duty Vest | 5 | +15% | +3 | -4 | 20 | 8 lb. | $650 |
A lightweight tactical vest designed for extended use by riot police and forces on alert for potential attack, this armor sacrifices a degree of protection for a modicum of comfort-at least compared to other tactical body armors.
|
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Tactical Vest | 6 | +20% | +2 | -5 | 20 | 10 lb. | $900 |
The standard body armor for police tactical units, this vest provides full-torso protection in the toughest flexible protective materials available.
|
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Heavy Armor | |||||||
Special Response Vest | 7 | +25% | +1 | -6 | 20 | 15 lb. | $1,200 |
Built like the tactical vest, but incorporating groin and neck protection as well as a ceramic plate over the chest, this armor provides additional protection in battles against heavily armed opponents. | |||||||
Forced Entry Unit | 9 | +30% | +0 | -8 | 20 | 20 lb. | $1,500 |
The most powerful protection available is built into this suit, which consists of a heavy torso jacket with ceramic plates over the chest and back, neck and groin guards, arm protection and a helmet. Heavy and cumbersome, this armor is generally only donned by tactical officers heading into a dangerous assault.
|
Weapons
Modern firearms are considered "Advanced Firearms" in regards to any rules involving firearms. Firearms evolve with technology and at different tech levels will have adjustments to their stats. For example; older firearms of the same type might have an increased damage dice, but less critical threat and damage range.Capacity
A firearm's capacity is the number of shots it can hold at one time. When making a full-attack action, you may fire a firearm as many times in a round as you have attacks, up to this limit, unless you can reload the weapon as a swift or free action while making a full-attack action.
Loading a Firearm
You need at least one hand free to load one-handed and two-handed firearms. In the case of two-handed firearms, you hold the weapon in one hand and load it with the other-you only need to hold it in two hands to aim and shoot the firearm.
The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms.
Loading any firearm provokes attacks of opportunity.
Advanced firearms that are chamber (Cylinder or Internal) loaded use a move action to load a one-handed or a two-handed advanced firearm to its full capacity.
Reloading a firearm with an already filled box magazine or speed loader is a swift action.
These reloading actions are move actions: refilling a box magazine or speed-loader, reloading a revolver without a speed-loader, or reloading any internal magazine.
Loading a belt of linked ammunition is an immediate action. Linking two belts together is a swift action.
Kick
Many modern firearms have a powerful kick after being shot. This can interfere with your aim. If a firearm has a damage bonus that is greater than your strength bonus, you subtract the difference from your attack roll.
If a firearm has a tripod, you subtract reduce this penalty by [1] in the attack modifier.
If a firearm is mounted, you subtract reduce this penalty by [2] in the attack modifier.
Misfires
All modern firearms misfire on a natural roll of 1 and that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition, suffering the normal penalties and its misfire value increases by 4.
Range and Penetration
Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative -2 penalty for each full-range increment. Advanced firearms have a maximum range of 10 range increments.
Firearm Ammunition
Ammunition for firearms and other ranged weapons is covered below.
Ammunition Type (Quantity) | Cost | Damage Modifier |
5.56mm (20) | $7.50 (0.375 per) | +0 |
7.62mm (20) | $7.50 (0.375 per | +1 |
7.62mmR (20) | $7.50 (0.375 per | +1 |
.444 caliber (20) | $15 (0.75 per) | +2 |
.50 caliber (20) | $15 (0.75 per) | +3 |
These calibers of ammunition are generally used in rifles, assault rifles, or machine guns and are sold in boxes of 20 rounds each.
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9mm (50) | $10 (0.20 per) | +2 |
10mm (50) | $10 (0.20 per) | +3 |
.22 caliber (50) | $7.50 (0.15 per) | +0 |
.32 caliber (50) | $20 (0.40 per) | +0 |
.38 special (50) | $20 (0.40 per) | +1 |
.357 caliber (50) | $20 (0.40 per) | +1 |
.44 caliber (50) | $20 (0.40 per) | +2 |
.45 caliber (50) | $20 (0.40 per) | +2 |
.50AE caliber (50) | $20 | +3 |
These calibers are generally used in pistols or submachine guns and are sold in boxes of 50 rounds each.
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10-gauge buckshot (10) | $20 (2.00 per) | +3 |
Sold in boxes of 10 rounds | ||
12-gauge buckshot (10) | $20 (2.00 per) | +2 |
Sold in boxes of 10 rounds |
Special Ammunition
A special, Magnum, or AE ammunition round will increase the critical threat range by one.
Firearm Types
Handguns
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.
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder
Machine pistols are automatic weapons small enough to be fired with one hand.
Handguns can be broken down into two smaller groups - revolvers and autoloaders.
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder
Autoloaders (frequently called "automatics") feature removable box magazines and some models hold quite a lot of ammunition. While most autoloaders are semi-automatic, firing one round for each pull of the trigger, some specialty models exist which are capable of Autofire. These are referred to as Machine Pistols
Longarms
Longarms are personal firearms that require two hands to be fired without penalty. If fired with only one hand, there is a -4 to attack. This group includes hunting and sniping rifles, assault rifles and most submachine guns.
Machine Guns
Machine guns are belt-fed weapons that typically fire rifle cartridges or light cannon rounds. Lighter guns are frequently carried by dismounted troops and fired from a bipod or occasionally a tripod, while heavier machine guns are found on either a tripod or a vehicle mount. Most are only capable of autofire, with a few examples (such as the German MG-34, MG-42and MG-3) being capable of single-shot firing.
Shotguns
Shotguns are large-bore weapons that have the Scatter Weapon Quality.
If a slug is used to attack then increase the critical hit modifier to x4. Slugs can only target one individual.
If pellets are used, the shot gun fires in a cone (15′). All individuals within the cone are targets and each must be rolled separately, with a modifier of -2. In addition, targets are unable to use any concealment abilities. This will affect all targets within the cone, each with a -2 to hit.
Firearm Rate of Fire
Single Shot
This is a single shot per each attack granted by the PC's Base Attack Bonus.
Semi-Automatic
This is a full-attack action, you can fire one additional time this round. All of your attack rolls take a -2 penalty when using semi-automatic.
Burst Fire
As a standard action, the character fires 3 - 10 rounds. On a successful attack, the first round will hit and for every 5 points above the target's Armor Class, the character gains an additional hit.
Automatic Fire
Automatic is a full round action and a character can fire in a cone (see below). All individuals within the cone (30′) are targets and each must be rolled separately, with a modifier of -4. In addition, targets are unable to use any concealment abilities.
Machine guns only have autofire settings and can't normally fire single shots. These weapons can fire as cone (60′) attack, each with a -4 to hit.
If there is only one target aimed at, as a full round action on a successful attack, the first round will hit and for every 5 points above the targets Armor Class the character gains an additional hit.
Note: A critical hit or sneak attack damage is only applied to the first bullet-strike, regardless of how many rounds end up hitting the target.
More information on firearms can be found in The Pathfinder Role Playing Game: Ultimate Combat and for enhanced rules see; Super Genius Games: Anachronistic Adventurers: The Enforcer.
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.
Damage Type: Ranged weapon damage is classified as Piercing.
Range: Modern firearm attacks are against the target's touch AC for the first 5 range increments and have a full 10 range increments.
Rate of Fire: How many rounds the firearm fires per round.
Capacity: The weapon's magazine capacity and type are given in this column.
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.
Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand.
Belt Feed: Machine guns use linked ammunition.
Size: A Small or smaller weapon is considered 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.
Weight: This column gives the weapon's weight when fully loaded.
Cost: This is the purchase cost to acquire the weapon.
No Proficiency Required - Ranged
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Weapon | Damage | Critical | Damage Type | Range Increment | Rate of Fire | Cap | Size | Wt | Cost |
Pepper spray | Special | - | Special | 5 ft. | 1 | 1 int. | Tiny | 0.5 lb. | $10 |
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. This has a max-range of 20 feet for the small canisters and 50 feet for large canisters.
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Taser | 1d4 | - | Electricity | 5 ft. | 1 | 1 int. | Small | 2 lb. | $50 |
On a successful hit, the darts deal 1d4 points of electrical damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds.
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Simple Weapons
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Weapon | Damage | Critical | Damage Type | Range Increment | Rate | Cap | Size | Wt | Cost |
Benelli 121 M1 12-gague Shotgun | 2d8+2 | 19-20 x2 | P | 40 ft. | S | 7 int | Large | 8 lb. | $500 |
The Benelli 121 M1 semiautomatic shotgun is reliable, simple and sturdy.
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Beretta 92F 9mm Autoloader | 2d6+2 | x4 | P | 40 ft. | S | 15 box | Small | 3 lb. | $450 |
The standard service Pistol of the United States military
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Beretta M3P 12-gauge Shotgun | 2d8+2 | 19-20 x2 | P | 30 ft. | S | 5 box | Large | 9 lb | $650 |
Designed for police and security work, the M3P can fire either single shots or on semiautomatic. The 12-gauge shotgun 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.
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Browning BPS 10-gauge Shotgun | 2d10 +3 | 19-20 x2 | P | 30 ft | Single | 5 int. | Large | 11 lb. | $700 |
This heavy shotgun fires the largest shotgun round available, the 10-gauge hell.
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Colt Double Eagle 10 mm Autoloader | 2d6+3 | x4 | P | 30 ft. | S | 9 box | Small | 3 lb. | $750 |
Based on the M1911 mechanism, this pistol is an updated civilian version that fires a 10mm round.
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Colt M1 .45 Autoloader | 2d6+2 | x4 | P | 30 ft. | S | 7 box | Small | 3 lb. | $700 |
This .45 semiautomatic pistol was used by the United States military for decades.
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Colt Python .357 Revolver | 2d6+1 | x4 | P | 40 ft. | S | 6 cyl. | Med | 3 lb. | $700 |
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.
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Compound Bow | 2d8 | 20 | P | 40 ft. | 1 | - | Large | 3 lb. | $150 |
Bow hunting remains a popular sport in North America. A character's strength modifier applies to damage rolls made when using this weapon.
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Derringer .45 | 2d6+2 | x4 | P | 10 ft. | Single | 2 int. | Tiny | 1 lb. | $500 |
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. Derringers can also be found in any pistol caliber.
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Desert Eagle .50AE Autoloader | 2d8+3 | x4 | P | 40 ft. | S | 8 box | Med | 4 lb. | $1,500 |
Manufactured by Israeli Military Industries, the Desert Eagle is the king of large-frame, heavy-caliber autoloaders. This version fires the massive .50 Action Express round. The Desert Eagle also comes in .357 Magnum and .44 Magnum models.
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Glock 17, 9mm Autoloader | 2d6+2 | x4 | P | 30 ft. | S | 17 box | Small | 2 lb. | $500 |
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.
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Glock 20, 10mm Autoloader | 2d6+3 | x4 | P | 40 ft. | S | 15 box | Small | 3 lb. | $600 |
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. |
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Mossberg 12-gauge Shotgun | 2d8+2 | x2 | P | 30 ft. | Single | 6 int. | Large | 7 lb. | $350 |
The Mossberg Model 500 ATP6C is a pump-action shotgun designed for military and police work.
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Pathfinder .22 Revolver | 2d4 | 20 x4 | P | 20 ft. | S | 6 cyl. | Tiny | 1 lb. | $475 |
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.
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Remington 700 7.62mm Hunting Rifle | 2d10+1 | x4 | P | 300 ft. | Single | 5 int. | Large | 8 lb. | $900 |
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.
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Ruger Service-Six .38S Revolver | 2d6+1 | x4 | P | 30 ft. | S | 6 cyl. | Small | 2 lbs | $500 |
This revolver, designed specifically for police use, fires the .38 Special rounds.
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S&W M29 .44 Magnum Revolver | 2d8+2 | x4 | P | 30 ft. | S | 6 cyl. | Med | 3 lb. | $850 |
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.
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Sawed-off 12-ga Shotgun | 2d8+3 | 19-20 x2 | P | 10 ft. | S | 2 int. | Med | 4 lb. | $575 |
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. If this weapon is fully-loaded, a character can fire both barrels at once. The character receives a -2 penalty on the attack but deals +1 to damage with a successful hit. Attacking this way uses both shotgun shells.
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SITES M9 9mm Autoloader | 2d6+2 | x4 | P | 30 ft. | S | 8 box | Tiny | 2 lb. | $500 |
The compact SITES weapon is very narrow, making it easy to conceal.
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Walther PPK .32 Autoloader | 2d4 | x4 | P | 10 ft. | S | 7 box | Small | 1 lb. | $500 |
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.
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Winchester | 2d10+1 | x4 | P | 300 ft. | Single | 6 int. | Large | 7 lb. | $575 |
The Winchester Model 94 Big Bore is a lever-action rifle typical of big-bore hunting rifles found around the world.
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Martial Ranged Weapons | |||||||||
Weapon | Damage | Critical | Damage Type | Range Increment | Rate of Fire | Cap | Size | Wt | Cost |
AKM/AK-47 7.62x39mm Assault Rifle | 2d8+1 | 19-20 x4 | P | 70 ft. | S, A | 30 box | Large | 10 lb. | $575 |
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. |
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Barrett Light Fifty .50 Sniper Rifle | 2d12+3 | 19-20 x4 | P | 600 ft. | S | 11 box | Huge | 35 lb. | $8,000 |
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 round, a round much more powerful than any other rifle ammunition. Note: Technically classed as an "anti-material rifle" rather than a "sniper rifle," thus the use of a machine gun round rather than a standard rifle round.
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Beretta 93R 9mm Machine Pistol | 2d6+2 | 19-20 x4 | P | 30 ft. | S,A | 20 box | Med | 3 lb. | $825 |
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. |
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HK G3 7.62mm Assault Rifle | 2d10+1 | 19-20 x4 | P | 300 ft. | S, A | 20 box | Large | 11 lb. | $925 |
HK MP5 9mm | 2d6+2 | 19-20 x4 | P | 50 ft. | S,B, A | 30 box | Large | 7 lb. | $1,000 |
The G3 fires the powerful 7.62 mm 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.
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HK MP5K 9mm Submachine Gun | 2d6+2 | 19-20 x4 | P | 40 ft. | S, B,A | 15 box | Med | 5 lb. | $925 |
The Heckler & Koch MP5 family of weapons is among the most recognizable in the world. Many different designs exist; described 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. 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. |
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HK PSG1 7.62mm Sniper Rifle | 2d10+1 | 19-20 x4 | P | 300 ft. | S | 5 box | Large | 16 lb. | $9,000 |
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. |
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M16A2 5.56mm Assault Rifle | 2d8 | 19-20 x4 | P | 100 ft. | S, B or A | 30 box | Large | 8 lb. | $650 |
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.
The A3 has a three-round burst setting, with a ROF: S, B. The A4 does not have the three-round burst setting, with a ROF: S, A |
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M4 Carbine 5.56mm Assault Rifle | 2d8 | 19-20 x4 | P | 100 ft. | S,,B,A | 30 box | Large | 7 lb. | $650 |
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.
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M-60 7.62 Machine Gun | 2d10+1 | 19-20 x4 | P | 300 ft. | A | belt feed | Huge | 22 lb. | $15,000 |
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.
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MAC Ingram M10 .45 Machine Pistol | 2d6+2 | 19-20 x4 | P | 40 ft. | S, A | 30 box | Med | 6 lb. | $575 |
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. |
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Skorpion .32 Machine Pistol | 2d4 | 19-20 x4 | P | 40 ft. | S, A | 20 box | Med | 4 lb. | $750 |
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 longarms, it was widely distributed to Communist countries and in central Africa and can now be found anywhere in the world.
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Steyr AUG 5.56mm Assault Rifle | 2d8 | 19-20 X4 | P | 150 ft. | S,B, A | 30 box | Large | 9 lb | $925 |
An unusual and exotic-looking weapon, the bull pup AUG is the standard rifle of the Austrian and Australian armies. It's completely ambidextrous components make it equally convenient for left- and right-handed users. It features a built-in optical sight gaining a +1 to attack rolls. This weapon features a three-round burst setting.
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TEC-9 9mm Machine Pistol | 2d6+2 | 19-20 x4 | P | 40 ft. | S, A | 32 box | Med | 4 lb. | $475 |
The Intratec TEC-9 is an inexpensive machine pistol popular with Infiltrators because it can be modified with a Craft (mechanical) 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.
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Uzi 9mm Submachine Gun | 2d6+2 | 19-20 x4 | P | 40 ft. | S, A | 20 box | Large | 8 lb. | $825 |
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.
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Exotic Ranged Weapons | |||||||||
Weapon | Damage | Critical | Damage Type | Range Increment | Rate of Fire | Cap | Size | Wt | Cost |
Flamethrower | 3d6 | x4 | Fire | - | 1 | 10 int. | Large | 50 lb. | $750 |
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 individuals and objects in its path. No attack roll is necessary. Any individual caught in the line of flame can make a Reflex save (DC 15) to take half damage. Individuals 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 AC 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 individuals and objects in adjacent 5-foot squares (Reflex save, DC 15, for half damage). Any individual 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 individual 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. |
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M2HB Heavy Machine Gun | 1d12+3 | 19-20 x4 | P | 200 ft. | A | belt feed | Huge | 75 lb | $17,000 |
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.
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M72A3 LAW Rocket Launcher | 10d6 | 19-20 x4 | - | 150 ft. | 1 | 1 int. | Large | 5 lb. | $575 |
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 individuals within a 10-foot radius (Reflex save DC 18 for half damage). 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. |
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M79 Grenade Launcher | Varies | - | 70 ft. | 1 | 1 int. | Large | 7 lb. | $475 | |
This weapon is a single-shot grenade launcher. It fires 40mm grenades (see under Grenades and Explosives). These grenades look like huge rounds 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 individual). 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. |
These weapons explode or burst, dealing damage to individuals 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.
Explosives require no proficiency to use normally.
Thrown Explosives
Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)
Hit: Individuals in all adjacent squares are dealt damage.
Miss: First, roll 1d8 to determine the miss direction of the throw.
1 - Falls short (straight line towards the thrower).
2 through 8 - Count around the target individual or grid intersection in a clockwise direction.
Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target.
Finally, the item deals damage to all individuals in the square it lands in and in all adjacent squares.
Planted Explosives
A planted explosive is set in place, with a timer or fuse determining when it goes off. No attack roll is necessary to plant an explosive; the explosive sits where it is placed until it is moved or goes off.
When a planted explosive detonates, it deals its damage to all targets within the burst radius of the weapon. The targets may make Reflex saves (DC varies according to the explosive type) for half damage.
Explosives Table
Damage: The damage dealt by the weapon.
Burst Radius/Splash Damage: All individuals or objects within the burst radius take damage from the explosive.
Damage Type: Damage from explosives and splash weapons is classified according to type.
Critical: The threat range for a critical hit.
Reflex DC: Any individual 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.
Size: A Small or smaller weapon is considered a light weapon. Medium-size or smaller weapon can be used one-handed or two-handed.
Weight: This column gives the weapon's weight.
Cost: This is the purchase cost to acquire the weapon. This number reflects the base price and doesn't include any modifier for purchasing the weapon on the black market.
Many explosives require detonators, which are described in Weapon Accessories.
No feat is required to use these thrown weapons.
Grenades and Explosives
Weapon | Damage | Critical | Damage Type | Burst Radius | Reflex DC | Range Increment | Size | Weight | Cost |
40mm Fragmentation Grenade | 6d6 | 19-20 x4 | Slashing | 10 ft. | 15 | - | Tiny | 1 lb. | $650 |
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 cost given is for a box of 6 grenades. |
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C4/Semtex | 4d6 | 19-20 x4 | Bludgeoning | 10 ft. | 18 | - | Small | 1 lb. | $300 |
So-called "plastic" explosives resemble slabs of wax and can 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 Craft (explosives) check (DC 15) to link them.
The cost given represents a package of 4 blocks. C4/Semtex requires a detonator to set off. |
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Det Cord | 2d6 | 20x4 | Fire | See text | 12 | - | Med | 2 lb. | $100 |
Det cord is an explosive in a rope-like 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 individuals 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. Det cord requires a detonator to set it off. |
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Dynamite | 2d6 | 19-20/x4 | Bludgeoning | 5 ft. | 15 | 10 ft. | Tiny | 1 lb. | $300 |
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 Craft (explosives) (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. 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. |
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Fragmentation Grenade | 6d6 | 19-20/x4 | Slashing | 20 ft. | 15 | 10 ft. | Tiny | 1 lb. | $575 |
The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.
The cost given is for a box of 6 grenades. |
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Molotov Cocktail | 1d6/1d4 Splash | 20 | Fire | 5 ft | 12 | 10 ft | Small | 1 lb | $10 |
A Molotov cocktail is a flask containing a flammable liquid, plugged with a rag. A Molotov cocktail is easily made by hand with a Craft (explosives) DC 10 or Intelligence check DC 15.
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. |
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Smoke Grenade | See text | - | See text | - | 10 ft. | Small | 2 lb. | $50 | |
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 individual within the area has total concealment. 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 cost given is for a box of 6 grenades. |
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Tear gas Grenade | See text | - | See text | - | 10 ft. | Small | 2 lb. | $300 | |
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 he leaves the cloud. 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 cost given is for a box of 6 grenades. |
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Thermite Grenade | 8d6 | 19-20/x4 | Fire | 5 ft. | 12 | 10 ft. | Small | 2 lb. | $850 |
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 cost given is for a box of 6 grenades. |
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White Phosphorus Grenade | 8d6 | 19-20 x4 | Fire | 20 ft. | 12 | 10 ft. | Small | 2 lb. | $625 |
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 2d6 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. The cost given is for a box of 6 grenades. |
Melee Weapons
Melee weapons are used in close combat and they are generally among the simplest types of weapons.
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.
Damage Type: Melee weapon damage is classified according to type: bludgeoning, energy, piercing and slashing.
Range Increment: Melee weapons that are designed to be thrown can be used to make ranged attacks.
Size: 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.
A Medium-size or smaller weapon can be used one-handed or two-handed.
A Large weapon requires two hands.
Weight: This column gives the weapon's weight.
Cost: This is the purchase cost to acquire the weapon.
Simple Melee Weapons
Generally inexpensive and light in weight, simple weapons get the job done nevertheless. | |||||||
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Weapon | Damage | Critical | Damage Type | Range Increment | Size | Weight | Cost |
Cleaver | 1d6 | 19-20 | Slashing | 10 ft. | Small | 2 lb. | $10 |
Heavy kitchen knives can be snatched up for use as weapons in homes and restaurants.
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Knife | 1d4 | 19-20 | Piercing | 10 ft. | Tiny | 1 lb. | $15 |
This category of weapon includes hunting knives, butterfly knives and switchblades.
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Metal Baton | 1d6 | 19-20 | Bludgeoning | - | Med | 2 lb. | $25 |
This weapon can be collapsed to reduce its size and increase its conceal-ability. Extending or collapsing the baton is a free action.
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Exotic Melee Weapons | |||||||
Weapon | Damage | Critical | Damage Type | Range Increment | Size | Weight | Cost |
Chain saw | 3d6 | 18-20 x4 | Slashing | - | Large | 10 lb. | $150 |
Military and police units use powered saws to cut through fences and open doors rapidly.
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No Feat Required Melee Weapons | |||||||
Weapon | Damage | Critical | Damage Type | Range Increment | Size | Weight | Cost |
Pistol Whip | 1d4 | 20 | Bludgeoning | - | Small | - | |
Using a Pistol as a melee weapon can deal greater damage than attacking unarmed.
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Rifle Butt | 1d6 | 20 | Bludgeoning | - | Large | - | |
The butt of a rifle can be used as an impromptu club.
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Straight Razor | 1d3 | 18-20 | Slashing | - | Tiny | 0.5 lb. | $5 |
Favored by old-school organized crime "mechanics", this item can still be found in some barbershops and shaving kits.
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Stun Gun | 1d3 | 20 | Electricity | - | Tiny | 1 lb. | $40 |
Although the name suggests a ranged weapon, a stun gun requires physical contact to affect its target. The stun gun deals 1d3 points of electricity damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds.
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Weapon Accessories
Object | Size | Weight | Cost |
Box magazine | Tiny | 0.5 lb. | $5 |
Detonator, Blasting Cap | Tiny | 0.5 lb. | $20 |
Detonator, Radio Controlled | Tiny | 0.5 lb. | $40 |
Detonator, Timed | Tiny | 0.5 lb. | $30 |
Detonator, Wired | Tiny | 1 lb. | $20 |
Holster, Hip | Tiny | 1 lb. | $35 |
Holster, Concealed | Tiny | 0.5 lb. | $40 |
Illuminator | Tiny | 0.5 lb. | $85 |
Laser sight | Tiny | 0.5 lb. | $25 |
Scope, Standard | Tiny | 0.5 lb. | $70 |
Scope, Electro-Optical | Small | 3 lb. | $110 |
Speed loader | Tiny | 0.5 lb. | $25 |
Suppressor, Pistol | Tiny | 1 lb. | $250 |
Suppressor, Rifle | Small | 4 lb. | $400 |
As if modern weapons weren't dangerous enough, a number of accessories can increase their utility or efficiency.
Box Magazine
For weapons that use box magazines, a character can purchase extras.
Detonator
A detonator activates an explosive, causing it to explode. The device consists of an electrically activated blasting cap and some sort of device that delivers the electrical charge to set off the blasting cap. Connecting a detonator to an explosive requires a Craft (explosives) check (DC 15). Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed.
Blasting Cap
This is a detonator without a built-in controller. It can be wired into any electrical device, such as a light switch or a car's ignition switch, with a Craft: Explosives check (DC 10). When the electrical device is activated, the detonator goes off.
Radio Control
This device consists of two parts: the detonator itself and the activation device. The activation device is an electronic item about the size of a deck of cards, with an antenna, a safety and an activation switch. When the switch is toggled, the activation device sends a signal to the detonator by radio, setting it off. It has a range of 500 feet.
Timed
This is an electronic timer connected to the detonator. Like an alarm clock, it can be set to go off at a particular time.
Wired
This is the simplest form of detonator. The blasting cap connects by a wire to an activation device, usually a small pistol-grip device that the user squeezes. The detonator comes with 100 feet of wire, but longer lengths can be spliced in with a Craft: Explosives check (DC 10).
Holster
Holsters are generally available for all Medium-size or smaller firearms.
Hip
This holster holds the weapon in an easily accessed-and easily seen-location.
Concealed Carry
A concealed carry holster is designed to help keep a weapon out of sight (see Concealed Weapons and Objects). In most cases, this is a shoulder holster (the weapon fits under the wearer's armpit, presumably beneath a jacket). Small or Tiny weapons can be carried in waistband holsters (often placed inside the wearer's waistband against his or her back). Tiny weapons can also be carried in ankle or boot holsters.
Illuminator An illuminator is a small flashlight that mounts to a firearm, freeing up one of the user's hands. It functions as a standard flashlight.
Laser Sight
This small laser mounts on a firearm and projects a tiny red dot on the weapon's target. A laser sight grants a +1 equipment bonus on all attack rolls made against targets no farther than 30 feet away. However, a laser sight can't be used outdoors during the daytime.
Scope
A scope is a sighting device that makes it easier to hit targets at long range. However, although a scope magnifies the image of the target, it has a very limited field of view, making it difficult to use.
Standard
A standard scope increases the range increment for a ranged weapon by one-half (multiply by 1.5). However, to use a scope a character must spend a standard action acquiring his or her target. If the character changes targets or otherwise loses sight of the target, he or he must reacquire the target to gain the benefit of the scope.
Electro-Optical
An electro-optical scope functions the same as a standard scope in normal light. In darkness, however, the user sees through it as if he had the dark-vision ability granted by night vision goggles.
Speed Loader
A speed loader holds a number of rounds in a ring, in a position that mirrors the chambers in a revolver cylinder. Using a speed loader saves time in reloading a revolver, since a character can insert all the rounds at once.
Suppressor
A suppressor fits on the end of a firearm, capturing the gases traveling at supersonic speed that propel a bullet as it is fired. This eliminates the noise from the bullet's firing, dramatically reducing the sound the weapon makes when it is used. For handguns, the only sound is the mechanical action of the weapon (Perception check, DC 15, to notice). For longarms, the supersonic speed of the bullet itself still makes noise. However, it's difficult to tell where the sound is coming from, requiring a Perception check (DC 15) to locate the source of the gunfire.
Modifying a weapon to accept a suppressor requires a Craft (mechanical) check (DC 15). Once a weapon has been modified in this manner, a suppressor can be attached or removed as a move action.
Suppressors cannot be used on revolvers or shotguns. A suppressor purchased for one weapon can be used for any other weapon that fires the same caliber of ammunition.
Vehicles
All modern vehicles share similar game traits that are universal for the modern setting.All modern vehicles use a petroleum based fuel for propulsion.
All modern vehicles use a Profession skill for a driving check.
Land - Profession: Driver
Water - Profession: Sailor
Air - Profession: Pilot
All modern vehicles are considered Facing Forward.
All modern vehicles use some form of a steering wheel as a Driving Device.
Most modern air and land vehicles have a driving space in the most forward squares. Water base vehicles are center/rear.
Most modern vehicles do not have a restriction to buy.
More information on vehicles can be found in The Pathfinder Role Playing Game: Ultimate Combat
Vehicle Table
Name: Make and Model of the vehicle.
Vehicle Type: The following skills will add your skill points to the base stats for the vehicle.
Squares: The number of squares the vehicle takes up on the battle mat. A vehicle's width is always considered to be one square.
Cost: This is the purchase cost to acquire the vehicle. This number reflects the base price and doesn't include any modifier for purchasing the vehicle on the black market.
AC and Hardness: The vehicle's base Armor Class.
All vehicles also have a Hardness rating depending on type.
To calculate a vehicle's actual Armor Class, add the character's Profession (driver, pilot or sailor) modifier to the vehicle' base Armor Class.
Hit Points: The vehicle's full normal hit points. When a vehicle reaches half its hit points, it is disabled.
Base Save: The vehicle's base save modifier. All of a vehicle's saving throws (Fortitude, Reflex and Will) have the same value.
To determine a vehicle's actual saving throw modifiers, add the character's Profession (driver, pilot or sailor) modifier to this base value.
Maximum Speed: This is the fastest the vehicle can move.
CMB and CMD: This is the vehicle's base CMB and CMD.
To calculate a vehicle's actual CMB and CMD, add the character's Profession (driver, pilot or sailor) modifier to the vehicle's base Armor Class.
Acceleration: This is how fast a vehicle can increase or decrease safely in a round.
Crew: The first number lists the minimum crew complement the vehicle needs to function normally.
The second value lists the vehicle's maximum of passengers.
Cargo Capacity: The amount of cargo the vehicle is designed to carry. Many vehicles can carry extra passengers instead of cargo, but doing so is usually a cramped, uncomfortable and often unsafe experience for those passengers. As a rule of thumb, one additional passenger can be carried for each 200 pounds of unused cargo capacity.
Name | Type | Sq | Cost | AC | Hardness | Hit Points | Base Save | Max Speed | CMB/CMD | Acceleration | Crew | Cargo Capacity |
Civilian Cars | ||||||||||||
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Most new civilian cars include such standard features as air conditioning, air bags, antilock brakes, cruise control, keyless entry and an AM/FM radio with CD & MP3 players. Luxury vehicles often also include extras such as heated side mirrors, power seats, leather upholstery, sunroofs and built-in GPS navigation. In general, these luxury amenities can be added to a non- luxury car with an increase of $1000 to the vehicle's cost. Unless otherwise noted, civilian cars provide three-quarters cover for their occupants (although passengers, who lean out of windows or sunroofs, perhaps to fire weapons, may be reduced to one-half or even one-quarter cover). Driving a land vehicle is covered by the Profession: Driver skill. | ||||||||||||
Audi R8 | Land | 1 | $114,000 | 9 | 5 | +0 | 4/14 | 32 | 1/1 | 100 lbs. | ||
This is a true supercar in every sense, with a lightweight body powered by a V-10 engine. At around 550 horsepower, the quick and agile R8 is tough to keep up with. | ||||||||||||
BMW 535I | Land | 1 | $50,000 | 7 | 5 | +1 | 4/14 | 28 | 1/4 | 300 lbs. | ||
A luxury sport sedan of the highest quality, this four-door car is built like a tailored suit. Catering to the business elite, this BMW mixes speed and agility with comfort and amenities. | ||||||||||||
Cadillac CTS | Land | 1 | $40,000 | 8 | 5 | +2 | 4/14 | 28 | 1/4 | 400 lbs. | ||
The CTS is a mid-size luxury sedan that offers great performance at a reasonable price. It offers roomy comfort while boasting superior handling. | ||||||||||||
Dodge Charger | Land | 1 | $30,000 | 8 | 5 | +2 | 4/14 | 26 | 1/4 | 350 lbs. | ||
The Charger is a popular remake of an American classic muscle car. This sedan offers an attractive style and gutsy performance. | ||||||||||||
Ford Mustang | Land | 1 | $30,000 | 8 | 5 | +1 | 4/14 | 28 | 1/3 | 250 lbs. | ||
Another icon of American horsepower, the Mustang is legendary for its performance and handling. As a two-door coupe it lacks passenger and cargo space, but that's not why consumers buy them. | ||||||||||||
Honda Civic | Land | 1 | $17,000 | 8 | 5 | +2 | 4/14 | 24 | 1/3 | 150 lbs. | ||
Few cars have matched the reliability of the Honda Civic. This compact sedan offers an enjoyable ride at a reasonable price | ||||||||||||
Mini Cooper | Land | 1 | $21,000 | 8 | 5 | +1 | 4/14 | 25 | 1/3 | 100 lbs. | ||
Classic British styling combines with German engineering to produce a thrilling little compact coupe. Short on room but long on handling. | ||||||||||||
Civilian Trucks | ||||||||||||
Trucks include pickups, sport utility vehicles, vans and minivans. They generally have the same features as civilian cars. Like cars, trucks generally provide three-quarters cover to their occupants. The rear bed of a pickup truck, however, provides only one-half cover. | ||||||||||||
Chevrolet Silverado | Land | 1 | $25,000 | 8 | 6 | +2 | 4/14 | 18 | 1/2 | 750 lbs. | ||
Rugged and reliable, the Silverado stands to be a solid V-8 powered work truck. With added styling and luxury features, this truck is also a popular daily driver. | ||||||||||||
Dodge Sprinter Cargo Van | Land | 2 | $46,000 | 6 | 6 | +4 | 4/14 | 16 | 1/7 | 3 tons | ||
The Sprinter represents the new design of full-size cargo hauling vans. Highly adaptable for a variety of work applications, it can also serve as a passenger or personal-use van. | ||||||||||||
Jeep Commander | Land | 2 | $38,000 | 9 | 6 | +3 | 4/14 | 17 | 1/6 | 500 lbs. | ||
Superb off-road capabilities are the hallmark of this large SUV. The Commander offers full-size passenger space at a moderate price. | ||||||||||||
Nissan Xterra 4x4 | Land | 1 | $28,000 | 8 | 6 | +2 | 4/14 | 18 | 1/4 | 400 lbs. | ||
The Xterra is an affordable compact SUV that is built for rugged off-road use. A definite lack of luxury is not missed when most owners only want to play in the mud. | ||||||||||||
[url:https://www.f150forum.com/attachments/f38/230779d1371153672-am-i-crazy-dually-conversion-image-1122598535.jpg]Ford F-350 Dually | Land | 1 | $40,000 | 9 | 7 | +4 | 4/14 | 16 | 1/4 | 1.5 tons | ||
This super duty truck is made to haul heavy loads. The 6.7 liter supercharged diesel engine provides serious towing capacity and the various crew-cab styles offer a range of work-to-luxury options. | ||||||||||||
Volkswagen Routan | Land | 1 | $32,000 | 7 | 6 | +3 | 4/14 | 16 | 1/7 | 350 lbs. | ||
The Routan is a stylish passenger minivan that offers practical horsepower and stable handling. | ||||||||||||
Civilian Motorcycles | ||||||||||||
Unlike getting into a car, mounting a motorcycle is a free action. Motorcycles tend to perform better than automobiles, but they provide no cover to their occupants. | ||||||||||||
Ducati 1198 SP Superbike | Land | 1 | $22,000 | 10 | 3 | +1 | 4/14 | 37 | 1/0 | 0 | ||
This Italian superbike is built for speed and performance. It is loaded with superior suspension, shocks and steering-dampers. | ||||||||||||
[url:https://besthqwallpapers.com/Uploads/12-6-2018/55323/thumb2-harley-davidson-road-king-superbikes-2018-bikes-american-motorcycles-harley-davidson.jpg"Harley Davidson Road King | Land | 1 | $20,000 | 9 | 3 | +1 | 2/14 | 25 | 1/1 | 50 lbs. | ||
The Road King is a classically styled cruiser/tour motorcycle. Heavy and stable, with a powerful motor that rumbles like no other, this bike is made for the open highway. | ||||||||||||
Suzuki RM-Z | Land | 1 | $8,000 | 9 | 3 | +0 | 2/14 | 18 | 1/0 | 0 | ||
The RM-Z450 is a high performance motocross dirt bike. Precision steering and handling make this rugged bike a true competitor. | ||||||||||||
Triumph Tiger | Land | 1 | $9,000 | 9 | 3 | +0 | 2/14 | 18 | 1/0 | 25 lbs. | ||
The Tiger is a versatile mid-powered motorcycle that can be adapted for on-road or off-road riding. For those that mix it up between the street and the trail, this reliable bike fits all bills. | ||||||||||||
Other Civilian Vehicles | ||||||||||||
A few types of vehicles don't fit neatly into the categories covered above. Many of these (such as the armored truck and the limousine) are usually custom built, so the model name isn't specified as it is with most other vehicles in this section. The description and stats reflect a typical model. | ||||||||||||
Polaris Sportsman ATV | Land | 1 | $9,000 | 9 | 3 | +0 | 2/14 | 10 | 1/0 | 75 lbs. | ||
This heavy-duty four-wheeled ATV is built for work or play and can be adapted to hauling, towing, trailblazing or hunting. | ||||||||||||
Kenworth T-Moving Truck | Land | 1 | $76,000 | 6 | 8 | +4 | 6/16 | 15 | 1/2 | 14 tons | ||
This medium duty truck is all business, offering a solid and reliable cab & chassis coupled with a powerful diesel engine pushing 360 hp and 1050 ft-lbs of torque. With a 24′ box body attached to the frame, this Kenworth can haul some respectable loads. | ||||||||||||
Armortek Armored Truck | Land | 1 | $1,750,000 | 8 | 12 | +5 | 10/20 | 15 | 1/3 | 3 tons | ||
The classic armored vehicle used to transport money and other valuables. All windows, walls and doors are heavily armored, with extra protection in the operator's location. Hidden gun ports increase the defensive capabilities of this truck. | ||||||||||||
Armortek Armored Limousine | Land | 2 | $650,000 | 8 | 10 | +4 | 8/18 | 18 | 1/8 | 250 lbs. | ||
A stretched sedan that offers a high level of luxury, along with the solid protection of an armored vehicle. | ||||||||||||
Civilian Water Vehicles | ||||||||||||
Piloting a water vehicle is covered by the Profession: Sailor skill. | ||||||||||||
Monterey Cabin Cruiser | Water | 3 | $20,000 | 6 | 7 | +4 | 80 | 10/20 | 8 | 1/12 | 1.5 tons | |
This large boat is about thirty feet long and is built for running in open waters. Luxury options can reach obscene levels, but each Monterey is built to be comfortable and reliable. | ||||||||||||
Sport Nautique | Water | 3 | $60,000 | 8 | 6 | +2 | 8/18 | 10 | 1/10 | 1000 lbs. | ||
This boat is mainly geared toward family water sports and activities. It is adaptable to many uses and luxury options are available. | ||||||||||||
Yamaha Waverunner | Water | 1 | $9,000 | 9 | 3 | +1 | 6/16 | 11 | 1/1 | 0 | ||
The Wave runner is a personal watercraft. It allows its operators to get into the tight spots that boats cannot. It can move quickly atop the water and has potential for several uses. | ||||||||||||
Civilian Aircraft | ||||||||||||
All aircraft, from one-seat to jumbo jets, are controlled by the use of the Profession: Pilot skill. A few examples are provided here from the variety of air going vehicles that might be available to characters. | ||||||||||||
Sikorsky Helicopter | Air | 3 | $750,000 | 6 | 3 | +4 | 8/18 | 22 | 2/12 | 2 tons | ||
This jet-assisted helicopter was made for passenger transport in various levels of luxury. Used mainly by the business-class, there are also government and even military applications applied to the 76. | ||||||||||||
Bell 212 Jet Ranger | Air | 2 | $550,000 | 6 | 7 | +4 | 10/20 | 24 | 1/6 | 1000 lbs. | ||
This is a popular helicopter used by many different corporate and government agencies. With a good capacity for either passengers or cargo, there's no wonder these helicopters are seen throughout the world. | ||||||||||||
Learjet Mode. Corporate jet | Air | 3 | $2,400,000 | 6 | 7 | +4 | 1 | 12/22 | 2/10 | 500 lbs. | ||
When you need to fly in reliable luxury, the Lear Jet never fails to provide. | ||||||||||||
Cessna Caravan Prop Airplane | Air | 2 | $1,700,000 | 6 | 5 | +4 | 10/20 | 22 | 1/8 | 1.5 tons | ||
This single-prop plane is reliable and dependable. It is adaptable to work, transport, or recreational uses. | ||||||||||||
Quicksilver GT Ultralight | Air | 1 | $27,000 | 4 | 3 | +5 | 80 | 8/18 | 8 | 1/1 | 50 lbs. | |
An ultra-light is a one-seat personal flying wing with a small rear-mounted prop engine. They can be adapted to some work applications, but are mainly used for recreation. They have a limited range and altitude ceiling. |
General Equipment
Outfitting the modern character with the proper equipment is often just as important as the right selection of skills, abilities and training. Everything from personal protection, to weapons, to survival and electronic gear, can mean the difference between life and death.Gear
General Equipment
This section covers the wide variety of general gear available to characters of all sorts.
Object | Size | Weight | Cost |
Bags and Boxes | |||
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Aluminum case 10 lb. | Med | 5 lb. | $50 |
Aluminum case 40 lb. | Large | 10 lb. | $190 |
Aluminum case 75 lb. | Large | 15 lb. | $250 |
A travel case is a reinforced metal box with foam inserts. Wing-style clamps keep it from opening accidentally. | |||
Briefcase | Med | 2 lb. | $60 |
A briefcase can carry up to 5 pounds worth of gear. A briefcase can be locked, but it's cheap lock is not very secure (Disable Device DC 20; break DC 10). | |||
Contractor's Field Bag | Med | 2 lb. | $30 |
A combination tool bag and notebook computer case, this has pockets for tools, pens, notepads and cell phones. It even has a clear plastic flap for maps or plans. Made of durable fabric, it holds 10 pounds worth of equipment and comes with a shoulder strap. | |||
Day Pack | Small | 2 lb. | $20 |
This is a small backpack, the sort often used by students to carry their books around, or by outdoor enthusiasts on short hikes. It holds 8 pounds of gear and fits comfortably over one or both shoulders. | |||
Handbag | Small | 1 lb. | $40 |
Handbags provide another way to carry 2 pounds of equipment. The cost shown is for a basic bag; high-fashion purses can increase the cost. | |||
Range Pack: Standard | Small | 2 lb. | $30 |
Range Pack: Oversized | Med | 3 lb. | $50 |
This lightweight black bag has a spacious inner compartment capable of holding roughly 8 pounds of gear and can hold an additional 4 pounds in six zippered external compartments. The larger version holds 12 pounds of equipment in the internal compartment and another 6 pounds in the zippered external pouches. A range pack easily holds several pistols and a submachine gun and the larger version can hold disassembled rifles. | |||
Patrol box | Med | 4 lb. | $80 |
Originally developed for use by police officers, this portable file cabinet has found favor with traveling salespeople. This hard-sided briefcase takes up the passenger seat of an automobile and provides easy access to files, storage for a laptop computer and a writing surface. It holds 5 pounds worth of equipment and has an average lock (Disable Device DC 25; break DC 15). | |||
Clothing | |||
The items described here represent special clothing types or unusual outfits that a character might need to purchase. Clothes have two effects on game mechanics: one on Disguise checks and one on Sleight of Hand checks. First, clothing is part of a disguise. See the Disguise skill description for more on how appropriate dress affects Disguise checks. Clothes also help to hide firearms, body armor and small objects. Tightly tailored clothing imposes a penalty on an attempt to conceal an object; clothing purposely tailored to conceal objects provides a bonus. Clothing Outfit An outfit of clothing represents everything a character needs to dress a part: pants or skirt, shirt, undergarments, appropriate shoes or boots, socks or stockings and any necessary belt or suspenders. | |||
Business | Med | 3 lb. | $100 |
A business outfit generally includes a jacket or blazer and it tends to look sharp and well groomed without being overly formal. | |||
Casual | Med | 2 lb. | $80 |
Casual clothes range from cut-off jeans and a t-shirt to neatly pressed khakis and a hand-knit sweater. | |||
Formal | Med | 3 lb. | $150 |
From a little black dress to a fully appointed tuxedo, formal clothes are appropriate for "black tie" occasions. Special designer creations can have a cost much higher than shown on the table. | |||
Fatigues | Med | 3 lb. | $60 |
They're rugged, comfortable and provide lots of pockets. They are also printed in numerous solid colors and virtually infinite terrain-specific camouflage patterns. When worn in an appropriate environment, fatigues grant a +2 bonus on Stealth checks. | |||
Uniform | Med | 2 lb. | $90 |
From the cable guy to a senior Air Force officer, people on the job tend to wear uniforms-making such clothing an essential part of some disguises, since a uniform inclines people to trust the wearer. | |||
Ghillie suit | Med | 5 lb. | $125 |
The ultimate in camouflage, a ghillie suit is a loose mesh over garment covered in strips of burlap in terrain-appropriate colors, to which other camouflaging elements can easily be added. A figure under a ghillie suit is nearly impossible to discern. A character wearing a ghillie suit with appropriate coloration gains a +10 bonus on Stealth checks. However, the bulky suit imposes a penalty of -4 on all Dexterity checks, Dexterity-based skill checks (except Stealth) and melee attack rolls. | |||
Outerwear In addition to keeping a character warm and dry, coats and jackets provide additional concealment for things a character is carrying (they often qualify as loose or bulky clothing; see Concealed Weapons and Objects). | |||
Fatigue Jacket | Med | 2 lb. | $60 |
A lightweight outer garment fashioned after the fatigue uniforms worn by military personnel when performing their standard duties. | |||
Outerwear Coat | Med | 2 lb. | $45 |
An outer garment worn on the upper body. Its length and style vary according to fashion and use. | |||
Parka | Med | 3 lb. | $75 |
This winter coat grants the wearer a +2 equipment bonus on Fortitude saves made to resist the effects of cold weather. | |||
Photojournalist's Vest | Med | 1 lb. | $50 |
Made of cotton with mesh panels to keep the wearer cool, the photojournalist's vest has numerous obvious-and hidden-pockets. It counts as loose and bulky clothing when used to conceal small or smaller weapons and also grants the "specially modified to conceal object" bonus when used to conceal tiny or smaller objects. | |||
Tool belt | Small | 2 lb. | $25 |
This sturdy leather belt has numerous pockets and loops for tools, nails, pencils and other necessities for repair and construction work, making it easy to keep about 10 pounds of items on hand. The pockets are open and items can easily fall out if the belt is tipped. | |||
Windbreaker | Med | 1 lb. | $30 |
This is a lightweight jacket made of wind-resistant material. | |||
Computers and Consumer Electronics | |||
Computers and Consumer Electronics Rules for operating computers appear under the Knowledge (technology) skill. Some of the items in this section have monthly subscription costs as well as initial purchase costs. This accounts for both costs; once a character has obtained the item, there is no need to worry about ongoing subscription costs. | |||
Camera, Digital | Tiny | 0.5 lb. | $100 |
A digital camera uses no film; instead, its pictures are stored to a computer as image files. No film developing is necessary. A digital camera is capable of taking a still picture, video and audio files. | |||
Camera, Film | Tiny | 1 lb. | $100 |
Hard to find, but still around. Film is still used in high-end professional work due to the ability to enlarge film images better than digital images. | |||
Cell Phone | Dim | - | $80 |
A digital communications device that comes in a hand-held model or as a headset, a cell phone uses a battery that lasts for 72 hours before it must be recharged. It works in any area covered by cellular service. | |||
Computer: Desktop | Large | 10 lb. | $300 |
Whether a desktop, notebook or tablet model, a computer usually includes a keyboard or virtual input interface, a mouse or touchpad, a monitor, speakers, an optical drive or USB storage interface, a broadband or wireless modem and the latest processor. The latest computers can store large amounts of digital information, most often measured in gigabytes or even terabytes. A character needs a computer or smart-phone to make complex Knowledge checks involving the Internet. Bulky but powerful, these machines are common on desks everywhere. | |||
Computer: Notebook | Med | 5 lb. | $400 |
Slim, lightweight and portable, notebook computers have most of the functions available on desktop computers. These machines are self-contained "however," combining the processing components with the monitor and minimal peripherals all into a single compact unit. | |||
Computer: Tablet | Small | 3 lbs | $500 |
The latest in portable computing, with interactive touch screens that range from 4 inches to 10 inches. Tablets are entirely wireless and are capable of concealment in much the same way as handguns. Tablets are fast approaching the computing speeds of desktops and notebooks. | |||
Computer: Upgrade | - | - | See text |
A character can upgrade a desktop, notebook, tablet's computer's processor to provide a +1 equipment bonus on Knowledge (technology) checks. Increase the cost by $100 to purchase an upgrade. | |||
Digital Audio Recorder | Tiny | 1 lb. | $25 |
These tiny recorders can record up to 48 hours of audio and can be connected to a computer to download the digital recording. Digital audio recorders can pick up sounds within 50 feet. | |||
Digital Video Recorder | Small | 2lbs | $85 |
Digital video cameras record audio and video activity in a digital format, much like digital cameras record still images. This may be stored on a memory-card, a DVD, or even directly to a computer hard-drive, depending on the camera model. Some are also capable of taking still photos. | |||
Modem: Broadband | Tiny | 1 lb. | $10 |
A modem allows a character to connect a computer to the Internet. To use a modem, a character must have a computer and an appropriate data line (or a cell phone, in the case of a cellular modem). Broadband: Cable modems and DSL services bring high-speed Internet access into the homes of millions. A broadband modem gives a character on-demand, high-speed access to data, allowing Knowledge (technology) checks involving the Internet to be made in half the normal time. | |||
Modem: Cellular | Tiny | 1 lb. | $50 |
A cellular modem allows a character to connect her notebook computer to the Internet anywhere he or he can use a cell phone. However, access speed is slow and any Knowledge (technology) check involving the Internet takes half again the normal time (multiply by 1.5). | |||
Smart Phone | Tiny | 0.5 lb. | $200 |
A Smart Phone is a handy tool for storing data. They can be linked to a notebook or desktop computer to move files back and forth and can make a phone call. Different apps that can provide fun or serious uses can be downloaded. | |||
Satellite Phone | Small | 2 lb. | $900 |
This object looks much like a bulky cell phone and functions in much the same way as well. However, because it communicates directly via satellite, it can be used anywhere on earth, even in remote areas well beyond the extent of cell phone service. | |||
Printer | Med | 3 lb. | $50 |
The color inkjet printer described here is suited for creating hard copies of text and image files from computers. | |||
Scanner | Med | 3 lb. | $50 |
A color flatbed scanner allows the user to transfer images and documents from hard copy onto a computer in digital form. | |||
Walkie-talkie: Basic | Tiny | 1 lb. | $20 |
This hand-held radio transceiver communicates with any similar device operating on the same frequency and within range. Basic: This dime-store variety has only a few channels. Anyone else using a similar walkie-talkie within range can listen in on the character's conversations. It has a range of 2 miles. Note: There are various options available. Some of these options include: various frequency bands (HF/VHF/UHF) licensed or unlicensed options, antenna sizes, voice scramble and frequency-hopping algorithm to minimize the chances of anyone even knowing a radio is in operation. | |||
Walkie-talkie: Prof | Tiny | 1 lb. | $50 |
This high-end civilian model allows a character to program in twenty different frequencies from thousands of choices-making it likely that the character can find a frequency that's not being used by anyone else within range. The device can be used with or without a voice-activated headset (included). It has a range of 15 miles. | |||
Surveillance Gear | |||
Surveillance Gear Keeping an eye on suspects or tracking the moves of potential enemies is a crucial part of the modern adventurer's job. | |||
Black Box | Tiny | 0.5 lb. | $100 |
This device, easily concealed in the palm of one hand, emits digital tones that convince the phone system to make a long-distance connection free of charge. They also let a user "bounce" a call through multiple switches, making the call harder to trace. The DC of any Knowledge (technology) check to trace the call is increased by 5. | |||
Caller ID Defeater | Tiny | 1 lb. | $60 |
When a phone line contains a caller ID defeater, phones attempting to connect with that line show up as "anonymous" or "unavailable" on a caller ID unit. Such a call can still be traced as normal, however. | |||
Cellular Interceptor | Tiny | 0.5 lb. | $500 |
About the size of a small briefcase, a cellular interceptor can detect and monitor a cell phone conversation within a 5-mile area by listening in on the cellular service's own transmitters. Intercepting the calls of a particular cell phone requires a Knowledge (technology) check (DC 25 if the user knows the phone number of the phone in question, the DC drops by 10. Obviously, the phone must be in use for someone to intercept the call. A cellular interceptor cannot be used to intercept regular (ground line) phone connections. | |||
Lineman's Buttset | Tiny | 1 lb. | $30 |
This device resembles an oversized telephone handset with a numeric keypad on the back and wire leads hanging from the bottom. It functions as a portable, reusable telephone line tap. With a Craft (electronic) DC 10, a user can connect to a phone wire and hear any conversation that crosses it. A lineman's buttset is a common tool for telephone repair personnel. | |||
Metal Detector | Small | 2 lb. | $30 |
This handheld device provides a +10 equipment bonus on all Perception checks involving metal objects. | |||
Night Vision Goggles | Small | 3 lb. | $400 |
Night vision goggles use passive light gathering to improve vision in near-dark conditions. They grant the user the ability to see in darkness, also called dark-vision (range 120 ft.)-but because of the restricted field of view and lack of depth perception these goggles provide, they impose a -4 penalty on all Perception checks made by someone wearing them. Night vision goggles must have at least a little light to operate. A cloudy night provides sufficient ambient light, but a pitch-black cave or a sealed room doesn't. For situations of total darkness, the goggles come with an infrared illuminator that, when switched on, operates like a standard flashlight whose light is visible only to the wearer (or anyone else wearing night vision goggles). Note: Some NVGs have a flare filter built in so that a bright normal light has no effect, some temporarily shut down and some are ruined by it. | |||
Tap Detector | Tiny | 1 lb. | $20 |
Plug this into a telephone line between the phone and the outlet and it helps detect if the line is tapped. To detect a tap, make a Knowledge (technology) check (the DC varies according to the type of telephone tap used; see below). With a success, the tap detector indicates that a tap is present. It does not indicate the type or location of the tap however. Also, it can't be used to detect a lineman's buttset. | |||
Phone Line Tap | Tiny | 0.5 lb. | $140 |
These devices allow a character to listen to conversations over a particular phone line. Line Tap: This tap can be attached to a phone line at any point between a phone and the nearest junction box (usually on the street nearby). Installing it requires a Craft (electronic) check (DC 15). It broadcasts all conversations on the line over a radio frequency that can be picked up by any professional walkie-talkie. Detecting a line tap by using a tap detector requires a Knowledge (technology) check (DC 25). | |||
Phone Rcvr Tap | Tiny | 0.5 lb. | $140 |
This item can be easily slipped into a telephone handset with a Craft (electronic) DC 10. It broadcasts all conversations over a radio frequency that can be picked up by any professional walkie-talkie. Detecting a receiver tap by using a tap detector requires a Knowledge (technology) check (DC 15). | |||
Telephone Line Tracer | Med | 5 lb. | $35 |
Essentially a highly specialized computer, a line tracer hooked to a phone line can trace phone calls made to that line, even if there's a caller ID defeater hooked up at the other end. All it takes is time. Operating a line tracer is a full-round action requiring a Knowledge (technology) check DC 15. Success gains one digit of the target phone number, starting with the first number of the area code. If a check fails then you are unable to acquire the number and have to start from the beginning of the number again. | |||
Professional Equipment | |||
Professional Equipment This category covers a wide variety of specialized equipment used by professionals in adventure-related fields. Car Opening Kit This set of odd-shaped flat metal bars can be slipped into the window seam of a car door to trip the lock. The DC of a Disable Device check to accomplish this varies with the quality of the lock. | |||
Bolt Cutter | Med | 5 lb. | $45 |
An exceptionally heavy wire cutter, a bolt cutter can snip through padlocks or chain-link fences. | |||
Demolitions Kit | Med | 5 lb. | $200 |
This kit contains everything needed to set detonators, wire explosive devices and disarm explosive devices. Detonators must be purchased separately. This provides a +2 circumstance bonus on Craft (explosives). | |||
Duct Tape | Tiny | 1 lb. | $5 |
Duct tape can support up to 200 pounds indefinitely or up to 300 pounds for 1d6 rounds. Characters bound with duct tape must make a Strength or Escape Artist check (DC 20) to free themselves. A roll provides 70 feet of tape, 2 inches wide. | |||
Electrical Tool Kit | Huge | 33 lb. | $400 |
This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners, power tools and leads and wires. This provides a +2 circumstance bonus on Craft (electronic) checks. | |||
Evidence Kit | Med | 8 lb. | $400 |
Law enforcement agencies around the world use generally the same tools to gather evidence. This provides a +2 circumstance bonus on Knowledge checks under appropriate circumstances. | |||
Fake ID | Fine | - | See text |
Purchasing a falsified driver's license from a black market source can produce mixed results, depending on the skill of the forger. Typically, a forger has the Linguistics skill. When a character purchases a fake ID, the GM secretly makes a Linguistics check for the forger, which serves as the DC for the opposed check when someone inspects the fake ID. The cost of a fake ID is $100 + $10 per each rank in the forger's Linguistics skill. | |||
Forgery Kit | Small | 3 lb. | $400 |
This kit contains everything needed to use the Linguistics skill to prepare forged items. This provides a +2 circumstance bonus on Linguistics skill. | |||
Handcuffs: Steel | Tiny | 1 lb. | $25 |
Handcuffs are restraints designed to lock two limbs-normally the wrists-of a prisoner together. They fit any Medium-size or Small human or other individual that has an appropriate body structure. Steel: These heavy-duty cuffs have hardness 10, 10 hit points, a break DC of 30 and require a Disable Device check (DC 25) or Escape Artist check (DC 35) to remove without the key. | |||
Handcuffs: Zip-tie | Dim | 0.5 lb. | $25 |
Zip-Tie (x25): These are single-use disposable handcuffs, much like heavy-duty cable ties. They have hardness 0, 4 hit points and a break DC of 25. They can only be removed by cutting them off (Disable Device and Escape Artist checks automatically fail). | |||
Lock Release Gun | Tiny | 0.5 lb. | $75 |
This small, pistol-like device automatically disables cheap and average mechanical locks operated by standard keys (no Disable Device check necessary). | |||
Mechanical Tool Kit | Huge | 45 lb. | $250 |
This collection of hand tools and small parts typically includes a variety of pliers, drivers, cutting devices, fasteners and even power tools. It provides a +2 circumstance bonus on Craft (mechanical) or Craft (structural) checks. | |||
Multi-Purpose Tool | Tiny | 0.5 lb. | $5 |
This device contains several different screwdrivers, a knife blade or two, can opener, bottle opener, file, short ruler, scissors, tweezers and wire cutters. The whole thing unfolds into a handy pair of pliers. The tool is useful for certain tasks, as determined by the GM, but may not be useful in all situations. Note: This tool eliminates the penalty for using Craft (electronics/mechanical/structural) without a tool kit, but will not give a bonus. | |||
Pharmacist Kit | Med | 6 lb. | $150 |
A portable pharmacy provides a +2 circumstance bonus on Craft (pharmaceutical) skill. | |||
Search-and-Rescue Kit | Med | 7 lb. | $350 |
This waist pack contains a first aid kit, a compass, waterproof matches, a lightweight "space" blanket, a standard flashlight and 50 feet of durable nylon rope, two smoke grenades and one signal flare. SAR kit provides a +2 circumstance bonus on Survival skill. | |||
Spike Strip | Huge | 22 lb. | $450 |
This device is designed to help the police end car chases. The strip comes rolled in a spool about the size of a small suitcase. Deploy it by rolling it across a roadway, where it lies like a flat, segmented belt. (The user can roll it out onto the road without entering the lane of traffic.) Until the strip is activated, the spikes do not protrude and cars can pass safely over it. When the user activates it (via a control device attached to the end of the strip by a 10-foot-long cord) the spikes extend. Each time a individual moves through a square containing an activated spike strip at any rate greater than half speed, or each round a individual spends fighting in such an area, the spike strip makes a touch attack roll (base attack bonus +0). The strip deals 2 points of damage on a successful hit and the injury reduces foot speed to half normal (a successful Heal check, DC 15, or one day's rest removes this penalty). Wheeled vehicles passing over the strip are automatically hit-although vehicles equipped with puncture-resistant tires are not affected. | |||
Surgery Kit | Med | 5 lb. | $125 |
About the size of a small backpack, this kit contains the instruments needed for rudimentary emergency field surgery. Surgery kit provides a +2 circumstance bonus on the Heal skill. | |||
Survival Gear | |||
Survival Gear Survival gear helps characters keep themselves alive in the great outdoors. | |||
Binoculars: Standard | Small | 2 lb. | $50 |
Binoculars are useful for watching opponents, wild game and sporting events from a long distance. Standard: Standard binoculars reduce the range penalty for Perception checks to -1 for every 50 feet (instead of -1 for every 10 feet). | |||
Binoculars: Range-Finding | Small | 3 lb. | $150 |
In addition to the benefit of standard binoculars, range finding binoculars include a digital readout that indicates the exact distance to the object on which they are focused. | |||
Binoculars: Electro-Optical | Small | 4 lb. | $400 |
Electro-optical binoculars functions the same as standard binoculars in normal light. In darkness, however, users looking through them see as if they had the dark-vision ability granted by night vision goggles. | |||
Chemical Light Sticks (5) | Tiny | 1 lb. | $15 |
This disposable plastic stick, when activated, uses a chemical reaction to create light for 6 hours. It illuminates an area only 5 feet in radius. Once activated, it can't be turned off or reused. The listed cost is for a pack of 5 sticks. | |||
Compass | Dim | 0.5 lb. | $10 |
A compass relies on the Earth's magnetic field to determine the direction of magnetic north. A compass grants its user a +2 equipment bonus on Survival checks. | |||
Fire Extinguisher | Med | 3 lb. | $40 |
This portable apparatus uses a chemical spray to extinguish small fires. The typical fire extinguisher ejects enough extinguishing chemicals to put out a fire in a 10-foot-by-10-foot area as a move action. It contains enough material for two such uses. | |||
Flash Goggles | Tiny | 2 lb. | $20 |
These eye coverings provide total protection against blinding light. | |||
Flashlight: Penlight | Dim | 0.5 lb. | $5 |
Flashlights come in a wide variety of sizes and quality levels. Those covered here are professional, heavy-duty models, rugged enough to withstand the rigors of modern adventuring. Flashlights negate penalties for darkness within their illuminated areas. Penlight: This small flashlight can be carried on a key ring. It projects a beam of light 10 feet long and 5 feet wide at its end. | |||
Flashlight: Standard | Tiny | 1 lb. | $10 |
This heavy metal flashlight projects a beam 30 feet long and 15 feet across at its end. | |||
Flashlight: Battery Flood | Small | 2 lb. | $30 |
Practically a handheld spotlight, this item projects a bright beam 100 feet long and 50 feet across at its end. | |||
Gas Mask | Small | 5 lb. | $25 |
This apparatus covers the face and connects to a chemical air filter canister to protect the lungs and eyes from toxic gases. It provides total protection from eye and lung irritants. The filter canister lasts for 12 hours of use. Changing a filter is a move action. The cost for one extra filter canister is $50. Note: A gas mask DOES NOT supply oxygen in a low-ox environment. | |||
GPS Receiver | Tiny | 1 lb. | $150 |
Global positioning system receivers use signals from GPS satellites to determine the receiver's location to within a few dozen feet. A GPS receiver grants its user a +4 equipment bonus on Survival checks, but because the receiver must be able to pick up satellite signals, it only works outdoors. | |||
Map: Road Atlas | Tiny | 1 lb. | $1 |
While a compass or GPS receiver can help a character find their way through the wilderness, a map can tell a character where he is going and what to expect when he gets there. Road Atlas: They can be purchased for most major metropolitan areas, detailing every street in the entire region. | |||
Map: Tactical Map | Tiny | 0.5 lb. | $10 |
A tactical map covers a small area-usually a few miles on a side-in exacting detail. The map gives a +2 equipment bonus to Survival and Knowledge (tactics) checks, due to the increased detail of information provided | |||
Mesh Vest | Med | 7 lb. | $20 |
This is a lightweight vest with a series of pockets for items such as a compass, spare ammunition magazines, pressure bandages and a radio, along with loops for attaching grenades, knives, or tools. It can hold up to 40 pounds of equipment. A mesh vest provides a +2 bonus to Strength for the purpose of determining carrying capacity. | |||
Portable Stove | Tiny | 1 lb. | $25 |
This small stove works on kerosene or white gasoline and can easily be broken down and carried for backpacking. |
Lifestyle & Services
LifestyleLifestyle items include travel expenses, entertainment and meals beyond the ordinary and housing, for those characters interested in buying a home rather than renting. Lifestyle items are shown on the table below.
Lifestyle Items | |
---|---|
Housing | Cost |
Small condo | $75,000 |
Large condo | $100,000 |
Small house | $150,000 |
Medium house | $200,000 |
Large house | $400,000 |
Mansion | $1,000,000 |
Entertainment | Cost |
Movie ticket | $10 |
Theater ticket | $40 |
Sporting event ticket | $40 |
Meals | Cost |
Fast food | $5 |
Family restaurant | $10 |
Upscale restaurant | $20 |
Fancy restaurant | $40 |
Transportation | |
---|---|
Airfare | Cost |
Domestic, coach | $140 |
Domestic, first class | $300 |
International, coach | $500 |
International, first class | $1 |
Car rental | Cost |
Economy car | $20 |
Mid-size or truck | $25 |
Luxury | $1,000 |
Lodging | Cost |
Budget motel | $50 |
Average hotel | $85 |
Upscale hotel | $200 |
The broad spectrum of services available to characters is only represented in overview here. Services are identified on Table: Services.
Auto repair | Cost |
---|---|
1 to 10 hp damage | $50 |
11 to 20 hp damage | $100 |
21 to 30 hp damage | $200 |
30+ hp damage | $400 |
Towing | Cost |
Any | $800 |
Bail bonds | Cost |
Property crime | $1,000 |
Assault crime | $5,000 |
Death crime | $50,000 |
Bribery | Cost |
Bouncer | $50 |
Bureaucrat | $1,000 |
Informant | $1,000 |
Police officer | $1,000 |
Legal Services | Cost |
??? | $100 + $100 per ranks in Knowledge (civics) |
Poisons
The symptoms of poisoning can range from headaches and vomiting, to a painful death. The statistics for the poisons mentioned below are in their pure form, which is very hard to obtain from legal or black market sources. The authenticity of poisons purchased on the black market is also very difficult to determine.Name | Save | Frequency | Effect | Cure | Cost |
---|---|---|---|---|---|
Botulinum | Fort DC 35 | 1 round (25) | 20 hp damage immediately then 1 Con damage/minute | 3 saves | $150,000 |
Ricin | Fort DC 30 | 1 round (10) | 10 hp damage immediately then 3 Con damage if fail saves | 2 saves | $35,000 |
Anthrax | Fort DC 28 | 1 round (8) | 3 Con damage | 2 saves | $35,000 |
Sarin | Fort DC 26 | 1 round (8) | 3 Con damage | 2 save | $20,000 |
Tetrodotoxin | Fort DC 25 | 1 round (7) | 3 Con damage | 1 save | $15,000 |
Cyanide | Fort DC 25 | 1 round (6) | 3 Con damage | 1 save | $3,000 |
Strychnine | Fort DC 22 | 1 round (6) | 2 Con damage | 1 save | $2,000 |
Mercury | Fort DC 22 | 1 round (6) | 2 Con damage | 1 save | $650 |
Amatoxin | Fort DC 20 | 1 round (5) | 2 Con damage | 1 save | $1,000 |
Arsenic | Fort DC 18 | 1 round (5) | 1 Con damage | 1 save | $900 |
Amatoxin | Fort DC 17 | 1 round (4) | 1 Con damage | 1 save | $900 |
Coniine | Fort DC 15 | 1 round (4) | 1 Con damage | 1 save | $650 |
Black Adder Venom | Fort DC 13 | 1 round (6) | 1 Con damage | 1 save | $500 |
Heroin | Fort DC 12 | 1 round (4) | 1 Con damage | 1 save | $275 |
The toxicity of the distilled/refined extract and the necessary equipment costs and craft DC's are outlined in the table below:
Fort Save DC | Craft DC | Time to extract | Frequency | Effect | Cure |
10 | 15 | 1 hr. | 1 round (3) | 1 con damage | 1 save |
15 | 20 | 3 hr. | 1 round (3) | 1 con damage | 1 save |
20 | 25 | 6 hr. | 1 round (3) | 1 con damage | 1 save |
25 | 30 | 12 hr. | 1 round (3) | 1 con damage | 1 save |