AGENCY ARMORY FIREARMS Damage: Critical: Ammo: Damage Descriptors: Range Increment: Special: Size: Weight: Purchase DC: Equipment Cost:

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1 This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. Permission is granted to reproduce and distribute this material for private, non-commercial use, and through the use of the Open Gaming License. Permission to modify this document is granted solely through the use of the Open Gaming License. AGENCY ARMORY v0.5 The Agency has a wide variety of high-tech equipment, weapons, and armor at its disposal. Highly trained teams of agents executing daring missions rely on their gear for success and survival. This document is a sampling of some of the gadgets found in the Agency s secure armory. Everything here can be bought with equipment points granted by the Equipment feat (each rank of the feat provides 5 equipment points). Although purchase DCs and licensing requirements are listed, it can generally be assumed that the Agency takes care of these details most of the time. FIREARMS Firearms are listed on the tables below are subdivided into several categories (listed in bold). Each category has statistics associated with it, which represent a generic weapon of that type, followed by individual weapon listings with statistics for specific weapons. Damage: The damage the weapon deals on a successful hit. Critical: The threat range for a critical hit. If the threat is a critical hit, a weapon deals +5 damage. Damage Descriptors: Firearm damage is classified according to descriptors. Range Increment: Any attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative 2 penalty on the attack roll. Firearms have a maximum range of ten range increments. Special: Some ranged weapons have special qualities: features, feats, or drawbacks built into them. Area: The weapon makes an area attack, usually some sort of explosion. Attack bonus: Some weapons are of superior quality or have added accessories which increase your attack roles with that weapon. Autofire: You gain the benefits of the Autofire extra at the listed rank when using this weapon, but each attack you make uses multiple ammo rounds. Autofire 2 uses up 5 ammo per attack, and Autofire 1 uses up 3 ammo per attack. Unlike a normal extra, you can choose to use less Autofire than the weapon provides, or even no Autofire at all, in order to conserve ammo. Improved Aim: The weapon features a standard scope, which doubles the benefit of aiming as a use of the Improved Aim feat. Increased Aim Range: The weapon features a sniper scope. If you take the Aim action, you not only get a bonus to hit your target, but the range increment for the attack is doubled. Slow Reload: Reloading this weapon is a full-round action, instead of a move action (as it is for most weapons). If you have 1 rank of the Quick Draw feat, you can reload as a standard action, and if you have 2 ranks of Quick Draw, you can reload as a move action. Subtle: Firing this weapon is difficult to notice due to a built-in suppressor; treat this as an application of the Subtle power feat. Ammo: The number of shots the weapon can fire before being reloaded. For most weapons, reloading is a move action (although the Slow Reload special quality or Quick Draw feat can change this). For most weapons, each attack you make uses 1 ammo, although weapons with Autofire may use more ammo per attack if fired with Autofire. If a weapon has Autofire, a second ammo rating is given in parenthesis indicating the number of shots that can be made in full autofire mode. Size: Size categories for weapons and other objects are defined differently from the size categories for creatures. A weapon s size category determines how easy it is to conceal using the Sleight of Hand skill. A creature can use a weapon of its own size category (or smaller) one-handed; weapons of one size category larger require two hands; and weapons larger than that require a mount (such as a bipod or tripod). Setting a weapon on a mount is a move action. Weight: This column gives the weapon s weight when fully loaded. Purchase DC: This is the purchase DC for a Wealth check to acquire the weapon. If the purchase DC is marked with an asterisk (*), sale and possession of the weapon is restricted. A rank of the Benefit feat allows a character to legally buy and own such weapons, or they can be found on the black market by making a Gather Information check (DC equal to the purchase DC). Equipment Cost: The number of equipment points the weapon costs. Each rank of the Equipment feat gives you 5 equipment points to spend on weapons and other gear.

2 HANDGUNS Weapon Damage Critical Damage Descriptors Range Increment Special Ammo Size Weight Purchase DC Equipment Cost Hold-out pistol Ballistic 20 ft. Slow Reload 6 Tiny 1 lb Derringer (.45) Ballistic 10 ft. Slow Reload 2 Tiny 1 lb Pathfinder (.22 revolver) Ballistic 20 ft. Slow Reload 6 Tiny 1 lb Light Pistol Ballistic 30 ft. 15 Small 2 lb Beretta 92F (9mm autoloader) Ballistic 40 ft. 15 Small 3 lb Colt Python (.357 revolver) Ballistic 40 ft. Attack +1, 6 Med 3 lb Slow Reload Glock 17 (9mm autoloader) Ballistic 30 ft. Attack Small 2 lb Ruger Service-Six (.38S revolver) Ballistic 30 ft. Slow Reload 6 Small 2 lb SITES M9 (9mm autoloader) Ballistic 30 ft. 8 Tiny 2 lb Walther PPK (.32 autoloader) Ballistic 30 ft. 7 Small 1 lb Heavy Pistol Ballistic 40 ft. 20 Med 3 lb Colt Double Eagle (10mm autoloader) Ballistic 30 ft. 9 Small 3 lb Colt M1911 (.45 autoloader) Ballistic 30 ft. 7 Small 3 lb Desert Eagle (.50AE autoloader) Ballistic 40 ft. 8 Med 4 lb Falcon Ballistic 40 ft. Autofire 1, Attack (6) Med 2 lb Glock 20 (10mm autoloader) Ballistic 40 ft. Attack Small 3 lb S&W M29 (.44 magnum revolver) Ballistic 30 ft. Slow Reload 6 Med 3 lb Machine Pistol Ballistic 30 ft. Autofire 1 20 (6) Med 4 lb. 16* 8 Beretta 93R (9mm machine pistol) Ballistic 30 ft. Autofire 1 20 (6) Med 3 lb. 18* 8 MAC Ingram M10 (.45 machine pistol) Ballistic 40 ft. Autofire 1 30 Med 6 lb. 15* 12 (10) Skorpion (.32 machine pistol) Ballistic 40 ft. Autofire 1 20 (6) Med 4 lb. 17* 5 TEC-9 (9mm machine pistol) Ballistic 40 ft. Autofire 1 32 Med 4 lb. 14* 9 (10) TEC-9, modified (9mm machine pistol) Ballistic 40 ft. Autofire 2 32 (6) Med 4 lb. 16* 11 HANDGUNS A handgun is a personal firearm that can be used one-handed without penalty. HOLD-OUT PISTOL A low-caliber, easily concealed pistol, typically used as a back-up or secondary weapon. Derringer: 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. Pathfinder: The Pathfinder is a high-quality weapon used as a concealed backup weapon by police officers or for personal defense. The Pathfinder is typical of a number of short-barreled (3 inches) small-caliber revolvers. LIGHT PISTOL A common handgun, found in the hands of police officers and criminals alike. Beretta 92F: The standard service pistol of the United States military and many American law enforcement agencies. Colt Python: The Python has a well-deserved reputation for accuracy. Due to its high quality of manufacture, the Colt Python grants a +1 bonus on attack rolls. Glock 17: 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 grants a +1 bonus on attack rolls. Ruger Service-Six: This revolver, designed specifically for police use, fires the.38 Special round. It was very popular with United States police forces prior to

3 the increasing use of autoloaders in recent decades, and is still in service with many police forces today. SITES M9 Resolver: The compact SITES weapon is very narrow, making it easy to conceal. Walther PPK: 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. HEAVY PISTOL A high-caliber handgun, usually used by those who want a lot of stopping power. Colt Double Eagle: Based on the M1911 mechanism, this pistol is an updated civilian version that fires a 10mm round. Colt M1911: This.45 semiautomatic pistol was used by the United States military for decades until it was recently replaced by the Beretta 92F. Manufactured at three locations in the United States alone, the M1911 can be found all over the world, and is still in use in several other military forces. Desert Eagle: Manufactured by Israeli Military Industries, the Desert Eagle is the king of large-frame, heavy-caliber autoloaders. The version on the table fires the massive.50 Action Express round. The Desert Eagle also comes in.357 Magnum and.44 Magnum models. Falcon.45: The law enforcement response to the ever-growing firepower found in the hands of criminals and gang members, the Falcon pistol not only possesses increased stopping power but also integrates the ability to fire in full automatic mode. Due to the high quality of its manufacture, the Falcon.45 grants a +1 bonus on attack rolls. Additionally, the Falcon is lightweight and easy to carry. This weapon is futuristic and may not be available in the setting. Glock 20: 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 grants a +1 bonus on attack rolls. S&W M29: The Smith & Wesson Model 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. MACHINE PISTOL A small automatic weapon, usable in one hand. All machine pistols have the Autofire 1 extra. Beretta 93R: 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. MAC Ingram M10: 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. Skorpion: The CZ61 Skorpion is a Czech machine pistol seen increasingly in the West since the collapse of the Soviet Union. Originally intended for military vehicle crews who don t have space for an unwieldy longarm, it was widely distributed to Communist countries and in central Africa, and can now be found anywhere in the world. TEC-9: The Intratec TEC-9 is an inexpensive machine pistol popular with criminals because it can be modified to fire on full automatic (Autofire 2).

4 LONGARMS Weapon Damage Critical Damage Descriptors Range Increment Special Ammo Size Weight Purchase DC Equipment Cost Submachine Gun Ballistic 40 ft. Autofire 2 30 (6) Large 6 lb. 18* 15 HK MP5 (9mm submachine gun) Ballistic 50 ft. Autofire 2, 30 (6) Large 7 lb. 20* 16 Attack +1 HK MP5K (9mm submachine gun) Ballistic 40 ft. Autofire 2 15 (3) Med 5 lb. 19* 15 Uzi (9mm submachine gun) Ballistic 40 ft. Autofire 2 20 (4) Large 8 lb. 18* 15 Shotgun Ballistic 40 ft. Slow Reload 2 Large 7 lb Benelli 121 M1 (12-gague shotgun) Ballistic 40 ft. Slow Reload 7 Large 8 lb Beretta M3P (12-gauge shotgun) Ballistic 30 ft. 5 Large 9 lb Browning BPS (10-gauge shotgun) Ballistic 30 ft. Slow Reload 5 Large 11 lb Mossberg (12-gauge shotgun) Ballistic 30 ft. Slow Reload 6 Large 7 lb Sawed-off shotgun (12-ga shotgun) Ballistic 10 ft. Slow Reload 2 Med 4 lb. 15* 8 Assault Rifle Ballistic 50 ft. Autofire 1 30 (10) Large 8 lb. 16* 15 AKM/AK-47 (7.62mmR assault rifle) Ballistic 70 ft. Autofire 1 30 (10) Large 10 lb. 15* 15 HK G3 (7.62mm assault rifle) Ballistic 90 ft. Autofire 1 20 (6) Large 11 lb. 19* 18 M16A2 (5.56mm assault rifle) Ballistic 80 ft. Autofire 1 30 (10) Large 8 lb. 16* 16 M4 Carbine (5.56mm assault rifle) Ballistic 60 ft. Autofire 1 30 (10) Large 7 lb. 16* 15 OICW assault rifle Ballistic 70 ft. Autofire 1, Improved Aim, 30 (10) Large 18 lb. 26* 20 Scope, Attack +2 OICW assault rifle, grenade launcher +5 Explosive 70 ft. Area (explosion: 25 ft. 4 radius), Slow Reload Steyr AUG (5.56mm assault rifle) Ballistic 80 ft. Autofire 1, Improved Aim 30 (10) Large 9 lb. 19* 17 Hunting Rifle Ballistic 80 ft. Improved Aim, Slow Reload 2 Large 8 lb Remington 700 (7.62mm hunting rifle) Ballistic 80 ft. Improved Aim, Slow Reload 5 Large 8 lb Winchester 94 (.444 hunting rifle) Ballistic 90 ft. Improved Aim, Slow Reload 6 Large 7 lb Machine Gun Ballistic 60 ft. Autofire 2 50 (10) Huge 20 lb. 20* 23 M-60 (medium machine gun) Ballistic 100 ft. Autofire 2 50 (10) Huge 22 lb. 21* 24 M2HB (heavy machine gun) Ballistic 110 ft. Autofire 2 50 (10) Huge 75 lb. 22* 28 Twin thunder machine gun Ballistic 100 ft. Autofire 2 50 (10) Huge 42 lb. 22* 24 Sniper Rifle Ballistic 180 ft. Improved Aim, Increased Aim Range Barrett Light Fifty (.50 sniper rifle) Ballistic 180 ft. Improved Aim, Increased Aim Range HK PSG1 (7.62mm sniper rifle) Ballistic 120 ft. Improved Aim, Increased Aim Range, Attack +1 TacMil sniper rifle Ballistic 180 ft. Improved Aim, Increased Aim Range, Subtle 10 Large 16 lb. 22* Huge 35 lb. 22* 17 5 Large 16 lb. 22* Large 14 lb. 21* 17

5 LONGARMS Longarms are personal firearms that require two hands to be fired without penalty. Firing one-handed imposes a -4 penalty on attack rolls. SUBMACHINE GUN Compact automatic weapons that fire pistol ammunition, submachine guns are common military weapons, also used by criminals with access to more serious firepower. Submachine guns all possess the Autofire 2 extra. HK MP5: 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 grants a +1 bonus on attack rolls. HK MP5K: A radically shortened version of the MP5, this weapon is optimized to be concealable. The steps taken to reduce the weapon s size and weight negate the benefits of the parent weapon s extraordinary quality, and as a result the MP5K does not grant a bonus to attack rolls. 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). Uzi: Designed in the 1950s for the Israeli army, the Uzi has become the most popular submachine gun in the world. It features a collapsible stock, making it extremely compact. SHOTGUN A shotgun fires solid slugs. It can also fire shot (see Ammunition under Weapon Accessories, below). Benelli 121 M1: The Benelli 121 M1 semiautomatic shotgun is reliable, simple, and sturdy, with one of the fastest shotgun actions in the world. Many military and law enforcement agencies use this or similar weapons. Beretta M3P: Designed for police and security work, the M3P can fire either single shots or on semiautomatic. The M3P comes equipped with a tubular steel stock that folds over the top of the weapon to form a carrying handle, and its ammunition feeds from a box magazine an uncommon feature in a shotgun. Browning BPS: This heavy longarm fires the largest shotgun round available, the 10-gauge shell. Mossberg: The Mossberg Model 500 ATP6C is a pump-action shotgun designed for military and police work. Sawed-Off Shotgun: This is a 12-gauge, double-barreled shotgun with the stock and barrels sawed short. All that s left of the stock is a pistol grip, and the barrels are roughly 12 inches long. Sawed-off shotguns are generally illegal; most are homemade by cutting down a standard shotgun. If this weapon if fullyloaded, a character can fire both barrels at once. The character receives a 2 penalty on the attack but deals +2 damage with a successful hit. Attacking this way uses both shotgun shells. ASSAULT RIFLE Rifles designed for military use. All assault rifles have the Autofire 1 extra. AKM/AK-47: 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. HK G3: The G3 fires the powerful 7.62mm cartridge, a round used in many light machine guns but increasingly uncommon in assault rifles. At one time, over sixty of the world s armies used this rifle. M16A2: 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. M4 Carbine: 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. OICW Assault Rifle: One of the most technologically advanced weapons to ever reach production, the OICW (Objective Individual Combat Weapon) assault rifle is a combination weapon. The weapon houses a 5.56mm compact assault rifle as well as a 20mm grenade launcher. The grenade launcher features multiple detonation modes, including detonate-on-impact mode (in which the grenade explodes on impact) and air burst mode (in which the grenade explodes in the air after traveling a certain distance). The rifle includes a combat-capable scope with built-in targeting computers that function as a range finding scope, granting a +2 bonus on attack rolls and the benefits of the Improved Aim feat, as well as doubling the range increment when using the aim action (the Scope special feature). The OICW assault rifle is one of the most dangerous and effective weapons on the market, found only in the hands of elite special units. This weapon is futuristic and may not be available in the setting. Steyr AUG: An unusual and exotic-looking weapon, the bullpup AUG is the standard rifle of the Austrian and Australian armies. Its completely ambidextrous components make it equally convenient for left- and right-handed users, and it features a built-in optical sight. HUNTING RIFLE Powerful rifles used for hunting large game. All hunting rifles have a targeting scope, which grants the benefits of the Improved Aim feat.

6 Remington 700: 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. Winchester 94: The Winchester Model 94 Big Bore is a lever-action rifle typical of big-bore hunting rifles found around the world. an effective sound suppressor, ensuring maximum stealth (the Subtle power feat). This weapon is futuristic and may not be available in the setting. MACHINE GUN Massive fully-automatic rifles used by military units to cut down enemy infantry, machine guns all possess the Autofire 2 extra. M-60: 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. M2HB: 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. Twin Thunder Machine Gun: The Twin Thunder is a reduced-recoil.50 caliber machine gun capable of dispensing roughly 260 rounds per minute. The machine gun is designed for use in combat by two soldiers, a single gunner and an aide to feed the ammunition belt into the weapon. What makes the Twin Thunder unique from other modern machine guns is that its reduced recoil allows for greater accuracy over longer distances with less variance in the aim of the user. This weapon is futuristic and may not be available in the setting. SNIPER RIFLE Rifles designed for long-range use. All sniper rifles have a targeting scope, which grants the benefits of the Improved Aim feat, and because they are precision weapons, the threat range of a sniper rifle is increased as with the Improved Critical feat. A sniper rifle s scope also doubles the weapon s range increment when you use the aim action. Barrett Light Fifty: The heavy but rugged Light Fifty is an incredibly powerful weapon for its size. Although it s a sniper rifle, it fires a.50-caliber machine gun bullet, a round much more powerful than any other rifle ammunition. HK PSG1: This high-precision sniper rifle, based on the design of the HK G3, has a fully adjustable trigger and stock for individual users. The PSG1 comes with a standard scope. Due to its high quality of manufacture, the PSG1 grants a +1 bonus on attack rolls. Tactical Military (TACMIL) Sniper Rifle: With the success of the OICW assault rifle, a sniper rifle equivalent was developed. The rifle itself fires a standard 7.62mm round and sports a range finding scope (the Improved Aim feat). Additionally, the TacMil sniper rifle features a flash suppressor as well as

7 HEAVY WEAPONS Damage Range Weigh Purchase Equipment Weapon Damage Critical Descriptors Increment Special Ammo Size t DC Cost M203 (grenade launcher) +5 Explosive 50 ft. Area (explosion: 25 ft. radius), Slow Reload 1 Small +3 lb M72A3 LAW (rocket launcher) +10 Explosive 150 ft. Area (burst: 10 ft. radius), Targeted Area, 1 Large 5 lb. 15* 41 Slow Reload M79 (grenade launcher) +5 Explosive 70 ft. Area (explosion: 25 ft. radius), Slow Reload 1 Large 7 lb. 14* 14 Flamethrower +6 Fire Area (line: 25 ft.), Slow Reload 10 Large 50 lb. 17* 17 HEAVY WEAPONS Heavy weapons don t necessarily weigh more than other armaments but they do much more damage. The GM may wish to track ammunition for the heavy weapons more closely than for normal firearms, as it tends to be bulky and inconvenient. M203: This under-barrel grenade launcher attaches to a larger weapon, such as an M16 assault rifle or M4 carbine, and can t be fired properly unless so attached. It fires 40mm grenades (see under Grenades and Explosives, below). These grenades look like huge bullets an inch and a half across; they can t be used as hand grenades, and the M203 can t shoot hand grenades. This weapon s listed equipment cost is 1, because it is considered an Alternate Power of the weapon to which it is attached (which may be any Assault Rifle of Large or larger size and costing 14 or more equipment points). M72A3 LAW: 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. The LAW may be fired at an area, in which case it explodes like a grenade or other explosive, dealing its damage to all creatures within a 10-foot radius (Reflex save DC 20 for half damage). Because its explosive features a shaped charge designed to penetrate the armor of military vehicles, the LAW can instead be aimed at a target (the Targeted Area special feature). Make an attack roll at your target when firing the LAW. If you hit, the target takes Penetrating damage (no Reflex save), and everyone else within 10 feet takes normal damage (Reflex save DC 20 for half damage). If you miss your target, the rocket goes sailing past, and may hit something else, at the GM s discretion. M79: This simple weapon is a single-shot grenade launcher. It fires 40mm grenades (see under Grenades, below). These grenades look like huge bullets an inch and a half across; they can t be used as hand grenades, and the M79 can t shoot hand grenades. Flamethrower: 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 +6 fire damage to all creatures and objects in its path. Any creature caught in the line of flame can make a Reflex save (DC 16) to take half damage. A flamethrower s backpack has Toughness 5 and no effective thickness. A backpack reduced to 0 hit points ruptures and explodes, effectively attacking everyone within 5 feet of the backpack. The wearer does not get a Reflex saving throw against the attack.

8 EQUIPMENT COST: FIREARMS The cost of the firearms on the table above was calculated using these factors: Damage: Firearms are considered to have the Blast power, which costs two equipment points per rank. The Beretta 92F is an example of a basic firearm; it has 3 ranks of Blast x 2 equipment points per rank = 6 equipment points. Damage Extras: Extras increase the cost per damage rank, just like with the Blast power. The most common extras are Autofire and Area. (The M72A3 LAW s Targeted Area is considered a +2 extra.) Feats: Many firearms have built-in feats, such as Improved Aim, Improved Critical or Subtle. Each of these costs 1 point. Attack Bonus: Each +1 to attack costs 1 equipment point, like a rank of the Attack Focus (ranged) feat. (Technically, Attack Specialization would be more appropriate, but it makes the math more complicated, and equipment is cheap enough already without the additional price break.) Range/Area Modifiers: A weapon s base range increment is damage x 10 feet; if the range is damage x 15 feet or more, this is a feature costing 1 equipment point, and if it is damage x 5 feet or less, this is a drawback worth 1 equipment point. Most area weapons have areas smaller than normal; this is actually considered feature costing one or more points, since it makes it less likely to hit your allies. Size: A Tiny or smaller weapon costs 1 additional equipment point because it is so easy to conceal, while a Huge or larger weapon is a 1 point drawback because it must be mounted before use. Ammo/Reload Time: Needing to stop and reload a firearm during combat is a drawback. The value of the drawback is based on how many shots you can fire (on the highest Autofire setting, if available) and how long it takes to reload: Reload Time Move action (normal firearm) Full-round action (Slow Reload special quality) Drawback Shots Until Reload Value Miscellaneous: Some weapons have benefits or drawbacks that aren t easily handled by the standard rules. For example, the flamethrower s exploding backpack is considered a 2-point drawback; it seems a bit more hazardous than a Weak Point drawback, and about as bad as a medium Vulnerability or Weakness.

9 ARMOR Armor offers a bonus to a character s Toughness, like the Protection power. It doesn t stack with other power bonuses, such as Protection or Force Field. Damage: The bonus to the character s Toughness save. The character s total bonus can t exceed the campaign PL limits, as usual. Concealment Modifier: Some armor can be worn under normal clothing, making it hard to notice. Make a Sleight of Hand check, with the listed bonus plus any clothing bonuses found on the Concealing Weapons and Objects table. Noticing the armor requires a Notice check with a DC equal to the results of the Sleight of Hand check. Patting someone down to search for armor uses a Search check instead, and with a +4 bonus. If a piece of armor doesn t have a Concealment Modifier listed, it can t effectively be concealed. Skill Penalty: Armor can be bulky and hard to move in. When wearing certain types of armor, you suffer a penalty on skills involving physical movement: Acrobatics, Climb, Escape Artist, Perform (if it involves physical movement, such as dancing or tumbling), Stealth, and Swim. Special: Some armors have special qualities: features, feats, or drawbacks built into them. Comm System: The armor s helmet has a built in communication and sensor array. See the armor s description for details. Tailored: The armor must be specially fitted for each wearer, or else it will restrict movement. When wearing armor tailored for someone else, apply the penalty listed to Defense, and also increase the skill penalty by that amount. Weight: How much the armor weighs. Purchase DC: This is the purchase DC for a Wealth check to acquire the armor. Equipment Cost: The number of equipment points the armor costs. Each rank of the Equipment feat gives you 5 equipment points to spend on armor and other gear. Optional Rule: Ballistic Armor: Most of the armors listed here are specialized to resist bullets. If you want a further level of realism, these armors grant +1 Toughness against damage with the ballistic descriptor, but -1 Toughness against all other types of damage. The bonus can t raise a character s Toughness past the campaign PL limits. Using this option doesn t increase the cost of the armor, but might make combat more complex. If you use this option, leather jacket and ultraheavy armor are not considered ballistic armor; they get their normal Toughness bonus against all attacks. ARMOR Armor Toughness Concealment Modifier Skill Penalty Special Weight Purchase DC Equipment Cost Leather jacket lb Undercover shirt lb Undercover vest lb Ultralight vest Tailored -1 3 lb Ultralight armor Tailored -2 5 lb Tactical vest lb Land Warrior armor +4 Comm System 10 lb Special response vest lb Forced entry unit lb Ultraheavy armor +7-6 Tailored lb

10 ARMOR Forced Entry Unit: This suit 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. Land Warrior Armor: The primary benefits of Land Warrior armor are found in its communications and sensor gear; each Land Warrior armor has a built-in computer that is capable of sending and receiving text and image transmissions (via a display built into the armor). This gives the armor the benefit of a commlink (3 mile range), video camera, and night-vision goggles. In addition to the communications and data equipment, the armor functions as standard infantry battle armor complete with bullet-resistant plating and kevlar protective gear. This armor is futuristic and may not be available in the setting. Leather Jacket: This armor is represented by a heavy leather biker s jacket. A number of other impromptu armors, such as a football pads and a baseball catcher s pads, offer similar protection and game statistics. Undercover Shirt: 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. Undercover Vest: 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. Special Response Vest: 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. Tactical Vest: The standard body armor for police tactical units, this vest provides full-torso protection in the toughest flexible protective materials available. Ultraheavy Armor: A set of engineered titanium plat overlaid with ballistic mesh, ultraheavy armor covers the entire body and provides the highest level of protection against all manner of threats. To make the armor easier to move in, each set must be made to match the wearer s exact body shape. Wearing someone else s ultraheavy armor imposes a further -2 skill penalty, as well as a -2 penalty to Defense, due to the bulky shape. This armor is futuristic and may not be available in the setting. Ultralight Armor: Made of the latest high-tech, light-weight synthetic ballistic mesh, ultralight armor covers the torso, arms, and legs with tight-fitting, variable-thickness armored pads. It can be concealed under normal clothing, but it must be made to match the wearer s exact body shape. Wearing someone else s ultralight armor imposes a -2 skill penalty, as well as a -2 penalty to Defense, due to the bulky shape. This armor is futuristic and may not be available in the setting. Ultralight Vest: This high-tech, tight-fitting armor is essentially ultralight armor with the arms and legs removed. It can be concealed under normal clothing, but it must be made to match the wearer s exact body shape. Wearing someone else s ultralight vest imposes a -1 skill penalty, as well as a -1 penalty to Defense, due to the bulky shape. This armor is futuristic and may not be available in the setting. EQUIPMENT COST: ARMOR The cost of the armor on the table above was calculated using these factors: Toughness: Armor is considered to have the Protection power, which normally costs 1 point per rank; for armor, it was calculated at 2 points per rank, because it is difficult to remove during combat and because many of the limitations of equipment do not apply to armor (it never runs out of ammo, jams, etc.). If the GM wishes to allow more rules-accurate armor, simply subtract the armor s Toughness rating from the listed cost. For example, ultraheavy armor (equipment cost 12) provides Toughness +7, so at the reduced cost it would cost only 5 equipment points. Concealment: Concealable armor costs 1 additional equipment point; if the armor gives a bonus to concealment, that s worth another 1 equipment point. Skill Penalty: Carrying any amount of skill penalty a drawback worth 1 point. (It s assumed that characters wearing such heavy armor aren t very concerned with skill penalties; they have much more impact on color and realism than on game balance.) Special: The Land Warrior s Comm System costs 5 equipment points: a commlink (2 points, due to improved range), a video camera (2 points) and night vision goggles (1 point). Requiring special tailoring isn t worth any points; it s assumed that a character who owns such armor has it tailored before wearing it. Weight: Ultraheavy armor weighs so much it almost exceeds the light load of an average character. This is a drawback worth 1 point; although most characters wearing it will have higher-than-average Strength, if their Strength drops or they need to lift other heavy objects, they will get penalties for carrying a medium load sooner than other characters.

11 GRENADES Grenades are small, detonating devices that are thrown. Most are area effects, and so don t require an attack roll (although the GM may require an attack roll if you are trying to throw the grenade into some difficult-to-hit location, such as into the window of a moving vehicle). Effect: The main effect the grenade has. Most grenades simply do damage, represented by the Blast power. Explosion Radius: Most grenades are area effects. Targets within 5 feet of the explosion s center take the full effect. For every 5 feet of distance beyond the center, out to the maximum listed radius, decrease the grenade s effect by 1 rank. A grenade without a listed radius only effects a single target, and requires an attack roll as normal (and scores a critical hit on a roll of 20). Save: For damage-dealing grenades, targets in the area can make a saving throw for half damage before making their Toughness saving throw. For nondamaging grenades, a successful save typically negates the effect. Descriptors: Grenade effects are classified according to descriptors. Range Increment: Any attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative 2 penalty on the attack roll. Since most grenades are area effects and don t require an attack roll, usually only the maximum range matters Thrown grenades have a maximum range of five range increments. Grenades launched from a grenade launcher use the grenade launcher s range increments, up to a maximum of ten range increments. Size: Size categories for weapons and other objects are defined differently from the size categories for creatures. A grenade s size category determines how easy it is to conceal using the Sleight of Hand skill. Weight: This column gives the grenade s weight. Purchase DC: This is the purchase DC for a Wealth check to acquire a pack of five grenades. Possession of grenades is restricted. A rank of the Benefit feat allows a character to legally buy and own such grenades, or they can be found on the black market by making a Gather Information check (DC equal to the purchase DC). Equipment Cost: The number of equipment points the grenade costs. Three costs are given for grenades. The first is for 6 or more grenades (the character can carry as many as they want, as restricted by their carrying capacity). The second cost is for 2-5 grenades, and the third cost is for a single grenade. When a character runs out of grenades, they need to re-supply (returning to headquarters, buying more grenades, raiding an enemy depot, etc.). This is essentially an application of the Unreliable flaw (p. 115). A character can buy multiple types of grenades as Alternate Powers, if the GM allows. The most expensive type of grenade is bought normally, and each additional type costs +1 equipment point. The grenades all share the same ammo and their weight is that of the heaviest grenade in the bunch (essentially, you have the same number of grenades that you normally would, but you choose what they are when you throw them, rather than when you buy them). A grenade launcher, by default, hurls fragmentation grenades. Other grenade types can be bought as ammo for the grenade launcher, using its range increment instead of the thrown range increment. You can buy a grenade type as an Alternate Power, costing only 1 equipment point, if its normal cost is less than the grenade launcher s. You can t fire hand grenades out of a grenade launcher they take special grenades that look like huge bullets an inch and a half across. GRENADES Weapon Effect Area Radius Save Descriptors Range Increment Size Weight Purchase DC Equipment Cost Concussion Blast 5 (nonlethal; extra knockback) Explosion 15 ft. Reflex 15 Bludgeoning 10 ft. Tiny 1 lb / 17 / 12 EMP Blast 5 (electronics only) Explosion 20 ft. Reflex 15 Electricity 10 ft. Small 2 lb / 7 / 2 Flash-bang Dazzle 4 (visual and auditory) Explosion 20 ft. Reflex 14 Light, Sonic 10 ft. Tiny 1 lb / 13 / 9 Fragmentation Blast 5 Explosion 20 ft. Reflex 15 Explosive 10 ft. Tiny 1 lb / 12 / 7 Shrapnel Blast 7 Explosion 20 ft. Reflex 17 Ballistic 10 ft. Tiny 1 lb / 17 / 10 Sleep gas Fatigue 4 Cloud 20 ft. Fortitude 14 Poison 10 ft. Tiny 1 lb / 13 / 9 Smoke Obscure 3 (visual; Lasting) Cloud 15 ft. Gas 10 ft. Small 2 lb / 3 / 0 Sonic pulse Blast 5 (nonlethal; only living creatures) Explosion 15 ft. Fortitude 15 Sonic 10 ft. Tiny 1 lb / 12 / 7 Tangler Snare 6 Reflex 16 Polymer 10 ft. Tiny 1 lb / 6 / 1 Tear gas Dazzle 4 (visual) + Nauseate 4 Cloud 15 ft. Fortitude 14 Chemical 10 ft. Small 2 lb / 34 / 30 Thermite Blast 6 (Penetrating) Fire 10 ft. Small 2 lb / 12 / 6 White phosphorus Blast 2 (Lasting) Explosion 20 ft. Reflex 12 Fire 10 ft. Small 2 lb / 8 / 6

12 GRENADES Concussion Grenade: Although the concussion grenade deals nonlethal damage, the force of impact knocks targets back if they take any damage at all (even a bruised result), which can cause lethal damage. EMP Grenade: An EMP grenade releases an electromagnetic pulse that damages all electronic devices (including computers, robots, electronic powersuits and the like) within a 20-foot burst radius. It has no effect on living creatures. An electronic device in the possession of a creature uses the creature s Reflex save. This grenade is futuristic and may not be available in the setting. Flash-Bang Grenade: A flash-bang grenade (or stun grenade) gives off a bright flash and a loud bang that can render targets temporarily blind and deaf (Dazzle, p. 81). Targets save separately against each Dazzle effect. Fragmentation Grenade: The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes. Shrapnel Grenade: Similar in concept to the standard fragmentation grenade, the shrapnel grenade propels dangerous shards of metal outward at high velocity when it explodes. Unlike the fragmentation grenade, the shrapnel grenade incorporates aerodynamic metal shards and directional tubes to ensure that each shard is propelled at lethal velocity along a set path. The result is a calculated field of flying shrapnel that is far more effective than the simple pop-and-spray chaos of a fragmentation grenade. This grenade is futuristic and may not be available in the setting. Sleep Gas Grenade: This grenade fills an area with a cloud of fatigue-inducing gas, like the Fatigue power (p. 85). The sleep gas disperses after 10 rounds, though a strong wind disperses it in as little as 1 round. Smoke Grenade: A smoke grenade fills an area with thick smoke providing total concealment to all visual senses except X-ray vision (see Concealment, p. 161). The smoke disperses after 10 rounds, though a strong wind disperses it in as little as 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. Sonic Pulse Grenade: A sonic pulse grenade deals nonlethal sonic damage to any living creature in the burst radius. (Robots and other nonliving creatures are not affected.) This grenade is futuristic and may not be available in the setting. Tangler Grenade: A unique nonlethal weapon, the tangler grenades are condensed balls of an incredibly sticky compound that can render a target immobile in a few short moments. On a failed save, strands of sticky goo wrap around the target and harden, like a use of the Snare power (p. 99). This grenade is futuristic and may not be available in the setting. Tear Gas Grenade: This type of grenade releases a cloud of gas that irritates the eyes and lungs, causing temporary blindness (visual Dazzle, p. 81) and nausea (Nauseate, p. 94). The tear gas disperses after 10 rounds, though a strong wind disperses it in as little as 1 round. Thermite Grenade: Thermite creates intense heat meant to burn or melt through an object upon which the grenade is set (the damage is Penetrating). Thermite grenades are single-target grenades; they require an attack roll to hit and do not affect an area. White Phosphorus Grenade: White phosphorus grenades use an explosive charge to distribute burning phosphorus across the burst radius. Any target that takes damage from a White Phosphorus grenade catches on fire. A burning target gets a new Reflex save each round; if they succeed, they douse the flames, but if they fail, they must save against damage again. EQUIPMENT COST: GRENADES The cost of the grenades on the table above was calculated using these factors: Effect: The basic grenade cost is that of the power listed with the appropriate modifiers. Concussion s extra knockback is a +1 extra. EMP s electronics-only is a -1 flaw. Sleep gas and tear gas have an extra that increases the lingering of the Area(cloud) extra to 1 minute (from 1 round). White phosphorus s repeating saves are a +2 extra. Sleep gas s fatigue and tear gas s nauseate are ranged, a +1 extra. Tear gas has the area and duration extras applied to both its base powers. Radius: The grenades with a listed radius have the Area (explosion) extra, but at a reduced radius through application of the Progression feat. Because this feat can t be turned off, as feats normally can, the feat only costs 1 or 2 points. Save: Requiring a Fortitude instead of Reflex save for a damaging grenade is a 1-point feature. Range/Size: The poor range on grenades is balanced by their small size and light weight, so these factors don t change the cost. Ammo: Three equipment costs are listed for grenades. The first is for an infinite number of grenades. The second is for 2-5 grenades (a -1 flaw; essentially the Unreliable flaw, p. 115). The third is for a single grenade (a -2 flaw). These modifiers are applied to the grenade s powers.

13 WEAPON ACCESSORIES This category includes weapon attachments, modifications, special ammo, and associated equipment. Size: Size categories for items are defined differently from the size categories for creatures. An item s size category determines how easy it is to conceal using the Sleight of Hand skill. Weight: How much the item weighs. Purchase DC: This is the purchase DC for a Wealth check to acquire the item. If the purchase DC is a modifier (such as +4 ), that means the accessory must be purchased as part of a weapon and increases the weapon s purchase DC by the amount listed. If the purchase DC is marked with an asterisk (*), sale and possession of the item is restricted. A rank of the Benefit feat allows a character to legally buy and own such weapons, or they can be found on the black market by making a Gather Information check (DC equal to the purchase DC). Equipment Cost: The number of equipment points the item costs. Each rank of the Equipment feat gives you 5 equipment points to spend on weapons and other gear. WEAPON ACCESSORIES Item Size Weight Purchase DC Equipment Cost Box magazine Tiny 0.5 lb. 4 Heads-up display Tiny 0.5 lb Holster, concealed Tiny 0.5 lb. 5 1 Illuminator Tiny 0.5 lb. 7 1 Laser sight Tiny 0.5 lb Speed loader Tiny 0.5 lb. 3 1 Ammunition Armor piercing 6* 6 Explosive 10* 4 / 6 / 8 Hollowpoint 5 1 Rubber 5 1 Shot 4 1 Toxin 10* 16 / 21 / 26 Modification Collapsible +4* 1 Compact +3* 1 Disguised +1* 1 Expanded Magazine +2* 1 Masterwork +3 1 Multiple Ammunition +5* 1 Precision +3 1 Scope Electro-optical Small 3 lb Laser rangefinding Tiny 1 lb Sniper Tiny 0.5 lb Standard Tiny 0.5 lb Video Small 3 lb Suppressor Handgun Tiny 1 lb. 12* 1 Longarm Small 4 lb. 14* 1

14 WEAPON ACCESSORIES Box Magazine: Characters are usually assumed to have as many magazines as they need (if they run out, it is a Complication) but GMs wanting more realism may require characters to track how much ammo they are carrying. Heads-Up Display: A heads-up display (HUD) is composed of optical sensors for taking in data, a microprocessor, and a display device that projects an overlay in the user s field of vision. It often takes the form of goggles, sun glasses, or a monocle. A HUD has a communications data link to allow another person or computer to see what the wearer sees and transmit valuable information back to the HUD, up to a range of 1 mile. The HUD s basic software also grants a +2 bonus to Notice and Search checks by highlighting certain visual elements, such as enemy targets or anomalous objects. This item is futuristic and may not be available in the setting. Holster, Concealed: A concealed carry holster is designed to help keep a weapon out of sight (see Concealed Items, p. 133). 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 bonus on attack rolls against targets within 30 feet. If you have Extended Vision (p. 103), you can see the dot from 10 times farther away, gaining the bonus against more distant targets. Speed Loader: A speed loader holds a number of bullets in a ring, in a position that mirrors the chambers in a revolver cylinder. Using a speed loader reduces the time to reload a revolver to a move action, since a character can insert all the bullets at once. AMMUNITION Special ammunition is available for all firearms, and has the same size and weight as normal ammunition. Swapping ammunition takes as long as reloading (unless your weapon has the Multiple Ammunition modification). They can t be purchased as Alternate Powers because most either add to the firearm s basic function or already cost just 1 point. Armor Piercing: Teflon-coated or uranium-tipped rounds which grant the weapon s damage the Penetrating extra (up to 6 ranks). Explosive: These advanced bullets pack a focused charge which, upon impact, explodes into the target loudly and messily. They increase the weapon s damage by 2. The cost of explosive ammunition varies: 4 points for a normal weapon, 6 points for a weapon with Autofire 1, and 8 points for a weapon with Autofire 2. This type of ammunition is futuristic and may not be available in the setting. Hollowpoint: The tip of these bullets compacts into a mushroom shape upon impact, which can tear up flesh but weakens their impact upon hard targets. Against enemies with Protection, Force Field or Impervious Toughness, the bullets do -1 damage. Against soft targets, hollowpoints do +1 damage. Rubber: Often used for riot control, rubber bullets do nonlethal damage. Shot: These rounds are only available for shotguns, and consist of packed metal shrapnel (instead of a single, solid slug, the default round for a shotgun). The shrapnel fires in a spread, granting a +2 to hit, but doing -2 damage against enemies with Protection, Force Field or Impervious Toughness. Toxin: These hollow bullets are filled with deadly, fast-acting poisons that slip into the blood stream rapidly. One round after being hit with a toxin round, a creature must make a DC 15 Fortitude save or lose 5 points of Constitution. One minute later, they must make another save or lose another 5 points. These points come back at a rate of 1 per minute. (This is essentially a Drain Constitution effect with the Poison extra and the Slow Fade feat.) The cost of explosive ammunition varies: 16 points for a normal weapon, 21 points for a weapon with Autofire 1, and 26 points for a weapon with Autofire 2 (increased damage from Autofire also increases the Fortitude save DC of toxin rounds). This type of ammunition is futuristic and may not be available in the setting. MODIFICATIONS Modifications must be built into the firearm. They increase the weapon s purchase DC and equipment cost as listed. Modifications can also be added to a weapon, but doing so requires a Craft check (DC 20 for pistols, 25 for longarms). Collapsible: The weapon is easily disassembled and reassembled at a moment s notice. Breaking down a weapon into its individual parts requires a full-round action, while reassembling them in the correct order requires another full-round action. In its disassembled state, a weapon is not easily identified; a Knowledge (technology) check (DC 17) is required to identify a collapsed weapon for what it really is. This modification is futuristic and may not be available in the setting. Compact: By eliminating wasted space and using smaller components, some engineers are capable of producing weapons far smaller than their standard

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