Weapons & Armor

Weapons

The weapons covered here are grouped into three categories based on their general utility: ranged weapons, explosives and splash weapons, and melee weapons.

Ranged Weapons

Ranged weapons fall into three general groups: handguns, longarms, and other ranged weapons such as crossbows. When using a ranged weapon, the wielder applies his or her Dexterity modifier to the attack roll. Handguns and longarms are personal firearms. A personal firearm is any firearm designed to be carried and used by a single person.

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. If the threat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if hitting the target two times).

Damage Type: Ranged weapon damage is classified according to type: ballistic (all firearms), energy (of a specific type), piercing (some simple ranged weapons), or slashing (a whip). Some creatures or characters may be resistant or immune to some forms of damage.

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. Ranged weapons have a maximum range of ten range increments, except for thrown weapons, which have a maximum range of five range increments.

Rate of Fire: Some ranged weapons have a rate of fire of 1, which simply means they can be employed once per round and then must be reloaded or replaced. Firearms, which operate through many different forms of internal mechanisms, have varying rates of fire. The three possible rates of fire for handguns, longarms, and heavy weapons are single shot, semiautomatic, and automatic.

Single Shot: A weapon with the single shot rate of fire requires the user to manually operate the action (the mechanism that feeds and cocks the weapon) between each shot. Pump shotguns and bolt-action rifles are examples of firearms with single shot rates of fire. A weapon with the single shot rate of fire can fire only one shot per attack, even if the user has a feat or other ability that normally allow more than one shot per attack.

Semiautomatic (S): Most firearms have the semiautomatic rate of fire. These firearms feed and cock themselves with each shot. A semiautomatic weapon fires one shot per attack (effectively acting as a single shot weapon), but some feats allow characters armed with semiautomatic weapons to fire shots in rapid successions, getting in more than one shot per attack.

Automatic (A): Automatic weapons fire a burst or stream of shots with a single squeeze of the trigger. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire.

Magazine: The weapon’s magazine capacity and type are given in this column. The amount of ammunition a weap­on carries, and hence how many shots it can fire before needing to be reloaded, is determined by its magazine capacity. How the firearm is reloaded depends upon its magazine type. The number in this entry is the magazine’s capacity in shots; the word that follows the number indicates the magazine type: box, cylinder, or internal. A fourth type, linked, has an unlimited capacity; for this reason the entry does not also have a number. Weapons with a dash in this column have no magazines; they are generally thrown weapons, or weapons (such as bows) that are loaded as part of the firing process.

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, which is part of the weapon and serves as the firing chamber for each round as well. Unlike box magazines, cylinders can’t be removed, and they must be reloaded by hand. However, most revolvers can be used with a speed loader. Using a speed loader is much like inserting a box magazine into a weapon. Without a speed loader, a firearm with a cylinder magazine must be loaded by hand.

Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand. This is the case with most shotguns, as well as some rifles.

Linked: Some machine guns use linked ammunition. The bullets are chained together with small metal clips, forming a belt. Typically, a belt holds 50 bullets; any number of belts can be clipped together. In military units, as the gunner fires, an assistant clips new ammunition belts together, keeping the weapon fed.

Size: Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it’s 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.

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 your off hand.

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. This number reflects the base price and doesn’t include any modifier for purchasing the weapon on the black market.

Restriction: The restriction rating for the weapon, if any, and the appropriate black market purchase DC modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the weapon on the black market.

Era: The approximate time line when this item is available for purchase new. After this period ends, such an item may be available used, or may be available as an antique.

Reloading Firearms

Reloading a firearm with an already filled box magazine or speed loader is a move action. Refilling a box magazine or a speed loader, or reloading a revolver without a speed loader or any weapon with an internal magazine, is a full-round action.

Loading a belt of linked ammunition is a full-round action. Linking two belts together is a move action.

Handguns

Weapon Damage Critical Damage Type Range Increment Rate of Fire Magazine Size Weight Purchase DC Restriction Era

Colt Dragoon Revolver (.44 ball)

2d6

20

Ballistic

20 ft.

S

6 cyl.

Med

4 lb.

15

Lic (+1)

1848 - 1860

Smith & Wesson Model 1 (.22 revolver)

2d4

20

Ballistic

20 ft.

S

7 cyl.

Small

2 lb.

14

Lic (+1)

1857 - 1882

Remington Model 1858 (.36 or .44)

2d6

20

Ballistic

30 ft.

S

6 cyl.

Med

3 lb.

15

Lic (+1)

1862 - 1875

Derringer (.45)

2d6

20

Ballistic

10 ft.

Single

2 int.

Tiny

1 lb.

14

Lic (+1)

1866 - 1935

Colt Peacemaker (.44)1

2d6

20

Ballistic

30 ft.

S

6 cyl.

Small

2 lb.

15

Lic (+1)

1873 - 1940

Webley & Scott British Bulldog (.44 or .380)

2d6

20

Ballistic

10 ft.

S

5 cyl.

Small

2 lb.

13

Lic (+1)

1878 - 1914

Mauser C96 “Broomhandle”

2d4

20

Ballistic

30 ft.

S

6 box

Small

2 lb.

14

Lic (+1)

1896 - 1937

Smith & Wesson Military & Police

2d6

20

Ballistic

30 ft.

S

6 cyl.

Small

2 lb.

14

Lic (+1)

1899 - Present

Luger P08

2d6

20

Ballistic

30 ft.

S

6 cyl.

Small

2 lb.

14

Lic (+1)

1908 - 1943

Colt M1911 (.45 autoloader)

2d6

20

Ballistic

30 ft.

S

7 box

Small

3 lb.

15

Lic (+1)

1911 - Present

Walther PPK (.32 autoloader)

2d4

20

Ballistic

30 ft.

S

7 box

Small

1 lb.

15

Lic (+1)

1931 - Present

Smith & Wesson .357 Registered Magnum

2d6

20

Ballistic

40 ft.

S

6 cyl.

Med

3 lb.

15

Lic (+1)

1935 - Present

1 This mastercraft weapon grants a +1 bonus on attack rolls.

A handgun is a personal firearm that can be used one-handed without penalty. This includes all pistols and some submachine guns and shotguns. All handguns require the Personal Firearms Proficiency feat. Using a handgun without this feat imposes a –4 penalty on attack rolls.

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. They work by using the energy of a shot fired to throw back a slide, eject the shot’s shell casing, and scoop the next round into the chamber. They are more complex than revolvers, but nevertheless have become increasingly popular in the modern age.

Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder. As the trigger is pulled, the cylinder revolves to bring the next bullet in line with the barrel.

Machine pistols are automatic weapons small enough to be fired with one hand. Some are autoloader pistols modified to fire a burst of bullets in a single pull of the trigger, while others are modified submachine guns, cut down in size and weight to allow one-handed use.

Ranged weapons that use box magazines come with one full magazine.

Colt Dragoon

The Colt Model 1848 was a .44 caliber cap and ball revolver designed for the U.S. Army Mounted Rifles, or Dragoons, hence the weapon's nickname. Despite its introduction after the Mexican-American war, it was a popular weapon. Enven though it was discontinued in 1860, Colt Dragoons were still used during the American Civil War.

Smith & Wesson Model 1

The Smith & Wesson Model 1 was the first commercially-available revolver to use cartridges instead of cap and ball, and was the first weapon produced by Smith & Wesson. It is a single-action tip-up revolver that holds seven .22 Short rimfire cartridges.

Remington Model 1858

The Remington New Model was not the official sidearm of Union soldiers during the American Civil War, but for those who could afford it, it was preferred. The weapon was produced in two models: a .36 caliber Navy model and a .44 caliber Army model. It was a six-cylinder revolver that could fire either cap and ball or paper cartridges with conical bullets. The weapon remained popular long after its discontinuing, and is easily identifiable by its octagonal barrel.

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.

Colt Peacemaker

The Colt Peacemaker, also known as the Colt Single Action Army, was designed for the U.S. government's 1873 service revolver trials and became the standard U.S. military sidearm until 1892. This weapon was manufactured to such a degree of precision and balance that it is considered a mastercraft weapon and receives a +1 bonus on all attack rolls.

Webley & Scott British Bulldog

The British Bulldog was a popular pocket revolver, with the barrel length only 2.5 inches. It was available in several calibers, including the .442 Webley, the .380, and the .44 Bulldog. American versions retailed for about $5. This was the weapon used to assassinate President Garfield.

Mauser C96 “Broomhandle”

The Mauser C96 was a semi-automatic pistol produced by Mauser. It used the 7.63x25mm cartridge, which was the highest velocity pistol cartridge produced until the .357 Magnum cartridge debuted in 1935. The pistol came with a wooden shoulder stock that could double as a holster or carrying case. Its wooden grip was shaped like the handle of a broom, which gave the weapon its nickname.

Smith & Wesson Military & Police

This revolver was the first to use the .38 Special round. It was very popular with United States police forces prior to the increasing use of autoloaders in recent decades, and is still in service with many police forces today.

Luger P08

The Pistole Parabellum 1908, commonly known as the Luger, was developed by DWM from earlier designs that used 7.65x22mm ammunition, and was the pistol for which the 9mm Luger ammunition was developed. It was the standard sidearm of German forces during World War I, and though it was replaced by the Walther P38 as the standard German sidearm in World War II, it was still a popular alternative.

Colt M1911

This .45 semiautomatic pistol was used by the United States military for decades until it was replaced by the Beretta 92F in 1985. 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.

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.

Smith & Wesson .357 Registered Magnum

When introduced, Smith & Wesson's .357 Registered Magnum was available only by special order, with barrel lengths available in quarter inch increments from 3.5" to 8.75" in length. Despite the weapon's expense and its introduction in the middle of the Great Depression, Smith & Wesson quickly found themselves with literally years worth of backorders.

Longarms

Weapon Damage Critical Damage Type Range Increment Rate of Fire Magazine Size Weight Purchase DC Restriction Era

Coach gun (10-gauge shotgun)

2d10

20

Ballistic

20 ft.

Single

2 int

Large

8 lb.

17

Lic (+1)

1850 - Present

Coach gun (12-gauge shotgun)

2d8

20

Ballistic

20 ft.

Single

2 int

Large

8 lb.

17

Lic (+1)

1850 - Present

Sawed-off shotgun (12-gauge shotgun)

2d8

20

Ballistic

10 ft.

S

2 int.

Med

4 lb.

15

Illegal (+4)

1850 - Present

Springfield Model 1873 Trapdoor (.45 breechlock rifle)

2d8

20

Ballistic

80 ft.

Single

1 int.

Large

8 lb.

17

Res (+2)

1873 - 1892

Colt Lightning (.44-40 pump-action rifle)

2d6

20

Ballistic

70 ft.

S

15 int.

Large

8 lb.

14

Lic (+1)

1884 - 1904

Winchester Model 1887 (10-gauge shotgun)

2d10

20

Ballistic

20 ft.

Single

2 int

Large

8 lb.

17

Lic (+1)

1887 - 1920

Winchester Model 1894 (.30-30 hunting rifle)

2d10

20

Ballistic

90 ft.

S

6 int.

Large

7 lb.

15

Lic (+1)

1894 - Present

Winchester Model 1895 (.30-06 lever-action)

2d10

20

Ballistic

80 ft.

S

5 int

Large

9 lb.

17

Lic (+1)

1895 - 1931

Winchester Model 1897 (12-gague shotgun)

2d8

20

Ballistic

20 ft.

S

5 int

Large

8 lb.

17

Lic (+1)

1897 - 1957

Springfield M1903 (.30-06 bolt-action)

2d10

20

Ballistic

80 ft.

S

5 int

Large

9 lb.

17

Lic (+1)

1905 - 1950

Remington Model 8 (.30 semiautomatic)

2d8

20

Ballistic

70 ft.

S

5 int

Large

8 lb.

16

Lic (+1)

1906 - 1950

Pattern 1914 Enfield (.303 bolt-action)

2d8

20

Ballistic

70 ft.

S

5 int

Large

9 lb.

16

Res (+2)

1916 - 1947

M1918 Browning Automatic Rifle (.30-06 light machine gun)

2d10

20

Ballistic

90 ft.

S, A

20 box

Large

16 lb.

19

Mil (+3)

1917 - 1950

Thompson Submacine Gun (.45)

2d6

20

Ballistic

30 ft.

S, A

20 box

Large

11 lb.

19

Lic (+1)

1921 - Present

Browning Superposed (12-gauge shotgun)

2d8

20

Ballistic

30 ft.

S

2 int

Large

9 lb.

16

Lic (+1)

1931 - 1960

Ithica 37 (12-gauge shotgun)

2d8

20

Ballistic

30 ft.

S

5 box

Large

9 lb.

16

Lic (+1)

1937 - Present

Longarms are personal firearms that require two hands to be fired without penalty. This group includes hunting and sniping rifles, assault rifles, shotguns, and most submachine guns.

The basic longarm is the rifle, a group that includes both hunting rifles and sniper rifles. Most rifles are autoloaders, and they function internally in a manner very similar to autoloader pistols. Some models are operated manually, however, with the user having to work a bolt or lever between each shot. Assault rifles are rifles designed for military use and feature automatic as well as semiautomatic fire.

Shotguns are large-bore weapons that primarily fire shells full of small projectiles. They tend to be powerful, but only at short range. Reduce shotgun damage by 1 point for every range increment of the attack.

Submachine guns are relatively compact longarms that generally fire pistol ammunition. They can fire on automatic.

All longarms are covered by the Personal Firearms Proficiency feat.

Longarms are not well suited to close combat. A character takes a –4 penalty on the attack roll when firing at an adjacent target.

Coach Gun

A “coach gun” is the generic name for a double-barreled break-action shotgun. Such shotguns were developed in the 1850s and are still produced by various manufacturers. If this weapon if fully-loaded, a character can fire both barrels at once. The character receives a –2 penalty on the attack but deals +1 die of damage with a successful hit. Attacking this way uses both shotgun shells.

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 fully-loaded, a character can fire both barrels at once. The character receives a –2 penalty on the attack but deals +1 die of damage with a successful hit. Attacking this way uses both shotgun shells.

Springfield Model 1873 Trapdoor

The Springfield Model 1873 Trapdoor was a breech-loading rifle that was standard issue of the United States Army in the second half of the 1800s. The weapon suffered from design flaws in its swing-open trapdoor-like breech. The original copper-clad cartridges had a tendency to swell when fired, and jamming was frequent, often rendering the weapon useless. The jamming caused by this design was blamed for the defeat of General Custer's forces at Little Big Horn in 1876, prompting a redesign of the cartridges to brass casing.

Colt Lightning

The Colt Lightning was an extremely popular pump-action rifle, using the .44-40 Winchester cartridge. It was designed as a companion to the Colt Peacemaker.

Winchester Model 1887

The Winchester Model 1887 was a lever-action 10- or 12-gauge shotgun. Designer John Browning believed that a pump-action shotgun would be more appropriate, but Winchester went forward with the lever-action design as a means of brand recognition, as the company was most known for their lever-action rifles.

Winchester Model 1894

The Winchester Model 1894 Big Bore is a lever-action rifle typical of big-bore hunting rifles found around the world.

Winchester Model 1895

The Winchester Model 1895 was a lever-action repeating rifle that was able to use a variety of military and hunting ammunition, including the .30-06 and .303, thanks to its box-magazine design. It was used by the U.S., British, and Imperial Russian armed forces.

Winchester Model 1897

The Winchester Model 1897 (or simply M97) pump-action shotgun was used by the U.S. armed forces for six decades, and was a great benefit in the trench warfare of World War I. It was so effective that it prompted the German government to lodge a formal protest, decrying the use of the shotgun as disallowed under the laws of war. The protest was rejected by the government of the United States. The M97 did not contain a trigger disconnector, which allowed it to slam fire.

Springfield M1903

The Springfield M1903 is a .30-06 bolt-action service rifle that was the standard issue to the United States military in World War I. Due to shortages of its replacement, the M1 and the suddenness of the United States' entrance into World War II, it was also issued to many servicemen during that war. It remained in military service as a sniper rifle up to the Vietnam War.

Remington Model 8

The Remington Model 8 was the first reliable commercial semiautomatic rifle. It was available in four calibers designed for the rifle: .25 Remington, .30 Remington, .32 Remington, and .35 Remington.

Pattern 1914 Enfield

The Pattern 1914 Enfield (or P14) was a .303 British bolt-action rifle that was standard issue for British forces in World War I and II. The American M1917 Enfield was an American modification of the P14 manufactured for American use in World War I.

M1918 Browning Automatic Rifle

The M1918 Browning Automatic Rifle (or BAR) was designed for use in the trench warfare of World War I. It was designed as an assault rifle for soldiers to be able to sling over their shoulders and fire their from the hip, but in practice it was most often used as a light machine gun. It remains the lightest produced .30-06 machine gun, though its 20-round magazine made it very limited in that role.

Thompson Submachine Gun

The Thompson submachine gun was designed by General John Thompson in a effort to replace bolt-action rifles as military standard issue. It became infamous during prohibition as the weapon of choice for both law enforcement and gangsters. It is better known as the Tommy Gun, and in addition to the 20-round magazine, it is capable of holding a 30-round magazine, a 50-round drum, or a 100-round drum.

Browning Superposed

The Browning Superposed was the last weapon designed by John browning before his death. It was an over-under break-loading double-barreled shotgun.

Ithica 37

The Ithica 37 pump-action shotgun is a popular weapon among civilians and police. The Ithica 37 is designed to load and discharge from the bottom of the weapon. This leaves the sides closed to the elements and also makes the weapon especially popular among left-handed shooters, as side-ejecting weapons are often problematic for left-handed operation.

Heavy Weapons

Weapon Damage Critical Damage Type Range Increment Rate of Fire Magazine Size Weight Purchase DC Restriction Era

Gatling Gun (.30 caliber crank-action)

2d10

20

Ballistic

80 ft.

A

Hopper, Magazine

Huge

594 lb.

25

Mil (+3)

1862 - 1903

Maxim Gun (.30 caliber medium machine gun)

2d10

20

Ballistic

80 ft.

A

Belt, Linked

Huge

53 lb.

21

Mil (+3)

1884 - 1945

Vickers Machine Gun (.303 medium machine gun)1

2d10

20

Ballistic

100 ft.

A

Belt, Linked

Huge

34 lb.

22

Mil (+3)

1912 - 1968

Hotchkiss M1914 Machine Gun (8x50mm medium machine gun)

2d8

20

Ballistic

120 ft.

A

Linked

Huge

53 lb.

20

Mil (+3)

1914-1920

Browning M2 Machine Gun (.50 heavy machine gun)

2d12

20

Ballistic

100 ft.

A

Linked

Huge

84 lb.

22

Mil (+3)

1933 - Present

1 This mastercraft weapon grants a +1 bonus on attack rolls.

The weapons covered in this section fall under the Exotic Firearms Proficiency feat. Someone who wields a heavy weapon without the appropriate proficiency takes a –4 penalty on all attack rolls with the weapon.

Gatling Gun

The Gatling gun was a crank-action machine gun with gravity-fed ammunition hopper designed by R. J. Gatling in 1862. It was not adopted by the U.S. Army until 1866, but did see action in the American Civil War as combat demonstrations by the manufacturer. The weapon stayed in the Army's arsenal until the beginning of the 20th century, including action during the Battle of San Juan Hill. The Exotic Firearms Proficiency (heavy machine guns) feat applies to this weapon.

Maxim Gun

The Maxim gun was the world's first self-powered machine gun. The belt-fed machine gun was used through the Second World War. The Exotic Firearms Proficiency (medium machine guns) feat applies to this weapon.

Vickers Machine Gun

The Vickers gun was a water-cooled, belt-fed heavy machine gun adopted by the British Army as its standard machine gun in 1912. It saw extensive use in World War I both as an infantry weapon and a vehicle-mounted weapon. It was very popular as an aircraft-mounted weapon, as the firing mechanism was easily synchronized to fire through an aircraft's propeller. The Vickers gun gained a reputation for its incredible reliability. This weapon was manufactured to such a degree of precision and balance that it is considered a mastercraft weapon and receives a +1 bonus on all attack rolls. The Exotic Firearms Proficiency (medium machine guns) feat applies to this weapon.

Hotchkiss M1914 Machine Gun

The Hotchkiss M1914 was the standard machine gun of the French army during World War I. The Exotic Firearms Proficiency (medium machine guns) feat applies to this weapon.

Browning M2 Machine Gun

The Browning M2 is an air-cooled, belt-fed heavy-duty .50-caliber machine gun was designed near the end of World War I by John Browning, but did not enter production until 1933. The Exotic Firearms Proficiency (heavy machine guns) feat applies to this weapon.

Other Ranged Weapons

Weapon Damage Critical Damage Type Range Increment Rate of Fire Magazine Size Weight Purchase DC Restriction Era

Compound bow (Archaic)2

1d8

20

Piercing

40 ft.

1

Large

3 lb.

10

Any

Crossbow (Simple)

1d10

19–20

Piercing

40 ft.

1

1 int.

Med

7 lb.

9

Any

Flamethrower (no feat needed)3

3d6

Fire

1

10 int.

Large

50 lb.

17

Mil (+3)

1911 - Present

Javelin (Simple)

1d6

20

Piercing

30 ft.

1

Med

2 lb.

4

Any

Pepper spray (Simple)

Special2

Special2

5 ft.

1

1 int.

Tiny

0.5 lb.

5

Any

Shuriken (Archaic)

1

20

Piercing

10 ft.

1

Tiny

0.5 lb.

3

Any

Taser (Simple)

1d42

Electricity

5 ft.

1

1 int.

Small

2 lb.

7

Any

Whip (Simple)

1d2

20

Slashing

15 ft.3

1

Small

2 lb.

4

Any

2 This weapon does special damage. See the weapon description.

3 See the description of this weapon for special rules.

Ranged weapons that are not firearms include such diverse objects as crossbows, tasers, and pepper spray. The feat that provides proficiency with these weapons varies from weapon to weapon, as indicated on Table: Ranged Weapons.

Compound Bow

Bow hunting remains a popular sport in North America. A character’s Strength modifier applies to damage rolls made when using this weapon.

Crossbow

A crossbow requires two hands to use. Pulling a lever draws the bow. Loading a crossbow is a move action that provokes attacks of opportunity.

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 3d6 points of fire damage to all creatures and objects in its path. No attack roll is necessary, and thus no feat is needed to operate the weapon effectively. Any creature caught in the line of flame can make a Reflex save (DC 15) to take half damage. Creatures 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 Defense 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 creatures and objects in adjacent 5-foot squares (Reflex save, DC 15, for half damage).

Any creature 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 creature 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. Refilling or replacing a fuel pack has a purchase DC of 13.

The Exotic Firearms Proficiency (flamethrower) feat applies to this weapon.

Javelin

This light, flexible spear built for throwing can be used in melee, but since it’s not designed for it, characters using it in this manner are always considered nonproficient and take a –4 penalty on their melee attack rolls.

Pepper Spray

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. Pepper spray is limited to 5 range increments.

Shuriken

A shuriken is a thrown, star-shaped projectile with four to eight razor-sharp points. A character may draw a shuriken as a free action.

Taser

A taser uses springs or compressed air to fire a pair of darts at a target. On impact, the darts release a powerful electrical current. On a successful hit, the darts deal 1d4 points of electricity damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds. Reloading a taser is a full-round action that provokes attacks of opportunity.

Whip

Whips deal a small amount of lethal damage. Although a character doesn’t “fire” the weapon, treat a whip as a ranged weapon with a maximum range of 15 feet and no range penalties.

Because a whip can wrap around an enemy’s leg or other limb, a character can make a trip attack with it by succeeding at a ranged touch attack. The character does not provoke an attack of opportunity when using a whip in this way. If the character is tripped during his or her own trip attempt, the character can drop the whip to avoid being tripped.

When using a whip, a character gets a +2 bonus on your opposed attack roll when attempting to disarm an opponent (including the roll to keep from being disarmed if the character fails to disarm the opponent).

Ammunition

Ammunition for firearms and other ranged weapons is covered on Table: Ammunition.

Table: Ammunition

Ammunition Type (Quantity) Purchase DC

5.56mm (20)

4

7.62mm (20)

4

7.62mmR (20)

4

.444 caliber (20)

6

.50 caliber (20)

6

8mm (50)

5

9mm (50)

5

10mm (50)

5

.22 caliber (50)

4

.303 caliber (50)

4

.32 caliber (50)

5

.38 special (50)

5

.357 caliber (50)

5

.44 caliber (50)

5

.45 caliber (50)

5

.50AE caliber (50)

6

10-gauge buckshot (10)

5

12-gauge buckshot (10)

4

Arrow (12)

8

Crossbow bolt (12)

7

5.56mm, 7.62mm, 7.62mmR, .444, .50

These calibers of ammunition are generally used in rifles, assault rifles, or machine guns, and are sold in boxes of 20 bullets each. The 7.62mmR is used in the AKM and other ex-Soviet weapon types, and is not compatible with the larger 7.62mm cartridge. The .50 caliber is a huge cartridge generally fired from heavy machine guns, but also adapted to a few models of powerful sniper rifles.

9mm, 10mm, .22, .303, .32, .38 S, .357, .44, .45, .50AE

These calibers are generally used in pistols or submachine guns, and are sold in boxes of 50 bullets each. The .50AE pistol round is not compatible with the much larger .50 rifle-caliber cartridge (see above).

10-gauge Buckshot, 12-gauge Buckshot

Shotgun cartridges, also known as buckshot, are sold in boxes of ten.

Arrow

Arrows come in quivers of 12 and are used with the compound bow and other types of archery weapons. These missile weapons consist of a slender shaft and a pointed head.

Crossbow Bolt

A shaft or missile designed to be shot from a crossbow, bolts come in quivers of 12.

Ammunition weight

To determine how much a loaded magazine weighs, look it up on the table, rounding the number of rounds in the magazine up.

Shotgun shells are a little heavier; use the weight value for one damage step higher.

Weight per Number of Rounds

Damage 10 20 30 40 50 100

2d4

0.5lb

0.5lb

0.5lb

0.5lb

1.0lb

1.5lb

2d6

0.5lb

0.5lb

0.5lb

1.0lb

1.0lb

2.0lb

2d8

0.5lb

0.5lb

0.5lb

1.0lb

1.0lb

2.0lb

2d10

0.5lb

1.0lb

1.0lb

1.5lb

1.5lb

3.0lb

2d12

1.0lb

2.0lb

3.0lb

4.0lb

5.0lb

10.0lb

Explosives and Splash Weapons

These weapons explode or burst, dealing damage to creatures 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.

A splash weapon is a projectile that bursts on impact, spewing its contents over an area and damaging any creature or object within that area. Generally, creatures directly hit by splash weapons take the most damage, while those nearby take less damage. Splash weapons usually must be thrown to have effect.

Explosives and splash weapons require no feat to use with proficiency unless they are fired or propelled from some sort of launcher or other device, in which case the appropriate Weapon Proficiency feat for the launcher is necessary to avoid the –4 nonproficient penalty.

Explosives and Splash Weapons Table

Explosives and splash weapons are described by a number of statistics, as shown on Table: Explosives and Splash Weapons.

Damage/Direct Hit Damage: The primary damage dealt by the weapon. For explosives, the Damage column shows the damage dealt to all creatures within the explosive’s burst radius. For splash weapons, the Direct Hit Damage column is used for a target directly struck by the weapon.

Burst Radius/Splash Damage: For explosives, the burst radius is the area affected by the explosive. All creatures or objects within the burst radius take damage from the explosive.

For splash weapons, all creatures within 5 feet of the weapon’s impact point take splash damage equal to the amount shown in this column.

Damage Type: Damage from explosives and splash weapons is classified according to type: energy (of a specific type) or slashing. Some creatures or characters may be resistant or immune to some forms of damage.

Critical: The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if hitting the target two times).

Reflex DC: Any creature 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. (See the Demolitions skill)

Size: Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it’s a light weapon.

A Medium-size or smaller weapon can be used one-handed or two-handed.

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.

Weight: This column gives the weapon’s weight.

Purchase DC: This is the purchase DC for a Wealth check to acquire the weapon. This number reflects the base price and doesn’t include any modifier for purchasing the weapon on the black market.

Restriction: The restriction rating for the weapon, if any, and the appropriate black market purchase DC modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the weapon on the black market.

Table: Explosives and Splash Weapons

Weapon Damage Critical Damage Type Burst Radius Reflex DC Range Increment Size Weight Purchase DC Restriction Era

Dynamite

2d6

Concussion

5 ft.

15

10 ft.

Tiny

1 lb.

12

Lic (+1)

1867 - Present

Fragmentation grenade

4d6

Slashing

20 ft.

15

10 ft.

Tiny

1 lb.

15

Mil (+3)

1915 - Present

Acid, mild

1d6

20

Acid

10 ft.

Tiny

1 lb.

6

Any

Molotov cocktail1 1d6

1

20

Fire

10 ft.

Small

1 lb.

3

1936 - Present

1 This weapon cannot be purchased as an item; the purchase DC given is for the weapon’s components.

2 Threat range applies to direct hits only; splash damage does not threaten a critical hit.

Grenades and Explosives

Many explosives require detonators, which are described in Weapon Accessories.

Dynamite

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 Demolitions check (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. It is considered to be a simple explosive for the purpose of using a Craft (chemical) check to manufacture it.

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.

Fragmentation Grenade

The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.

The purchase DC given is for a box of 6 grenades.

Splash Weapons

Many splash weapons, such as Molotov cocktails, are essentially homemade devices (improvised explosives). The purchase DC given in Table: Explosives and Splash Weapons reflects the typical cost of the necessary components. See the Craft (chemical) skill for details on making improvised explosives.

Acid, Mild

A character can throw a flask of acid as a grenadelike weapon. A flask is made of ceramic, metal, or glass (depending on the substance it has to hold), with a tight stopper, and holds about 1 pint of liquid. This entry represents any mild caustic substance. Acid may be purchased in many places, including hardware stores.

Molotov Cocktail

A Molotov cocktail is a flask containing a flammable liquid, plugged with a rag. A Molotov cocktail is easily made by hand (Craft [chemical] check DC 10 or Intelligence check DC 15). The purchase DC given is for the components. 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.

Melee Weapons

Melee weapons are used in close combat, and they are generally among the simplest types of weapons. The feat that provides proficiency with these weapons varies from weapon to weapon; some are considered simple weapons (covered by the Simple Weapons Proficiency feat); others are archaic (Archaic Weapons Proficiency) or exotic (Exotic Melee Weapon Proficiency).

A character’s Strength modifier is always added to a melee weapon’s attack roll and damage roll.

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. If the threat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if hitting the target two times).

Damage Type: Melee weapon damage is classified according to type: bludgeoning (weapons with a blunt striking surface), energy (of a specific type), piercing (weapons with a sharp point), and slashing (weapons with an edged blade). Some creatures or characters may be resistant or immune to some forms of damage.

Range Increment: Melee weapons that are designed to be thrown can be used to make ranged attacks. As such, they have a range increment just as other ranged weapons do—but the maximum range for a thrown weapon is five range increments instead of ten.

Any attack at less than the given range increment is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll.

Size: Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it’s a light weapon.

A Medium-size or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands.

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.

Weight: This column gives the weapon’s weight.

Purchase DC: This is the purchase DC for a Wealth check to acquire the weapon.

Restriction: None of the following melee weapons have restrictions on their purchase.

Table: Melee Weapons

Weapon Damage Critical Damage Type Range Increment Size Weight Purchase DC Restriction
Simple Weapons (require the Simple Weapons Proficiency feat)

Brass knuckles

1

20

Bludgeoning

Tiny

1 lb.

5

Cleaver

1d6

19–20

Slashing

Small

2 lb.

5

Club

1d6

20

Bludgeoning

10 ft.

Med

3 lb.

4

Knife

1d4

19–20

Piercing

10 ft.

Tiny

1 lb.

7

Metal baton

1d6

19–20

Bludgeoning

Med

2 lb.

8

Pistol whip

1d4

20

Bludgeoning

Small

Rifle butt

1d6

20

Bludgeoning

Large

Sap

1d61

20

Bludgeoning

Small

3 lb.

2

Stun gun1

1d3

20

Electricity

Tiny

1 lb.

5

Tonfa1

1d4

20

Bludgeoning

Med

2 lb.

6

Archaic Weapons (require the Archaic Weapons Proficiency feat)

Bayonet (fixed)1

1d4/1d6

20

Piercing

Large

1 lb.

7

Hatchet

1d6

20

Slashing

10 ft.

Small

4 lb.

4

Longsword

1d8

19–20

Slashing

Med

4 lb.

11

Machete

1d6

19–20

Slashing

Small

2 lb.

5

Rapier

1d6

18–20

Piercing

Med

3 lb.

10

Spear

1d8

20

Piercing

Large

9 lb.

6

Straight razor

1d4

19–20

Slashing

Tiny

0.5 lb.

4

Sword cane1

1d6

18–20

Piercing

Med

3 lb.

9

Exotic Melee Weapons (each requires a specific Exotic Melee Weapon Proficiency feat)

Chain1

1d6/1d6

20

Bludgeoning

Large

5 lb.

5

Chain saw

3d6

20

Slashing

Large

10 lb.

9

Kama

1d6

20

Slashing

Small

2 lb.

5

Katana

2d6

19–20

Slashing

Large

6 lb.

12

Kukri

1d4

18–20

Slashing

Small

1 lb.

5

Nunchaku

1d6

20

Bludgeoning

Small

2 lb.

3

Three-section staff1

1d10/1d10

20

Bludgeoning

Large

3 lb.

4

1See the description of this weapon for special rules.

Simple Melee Weapons

Generally inexpensive and light in weight, simple weapons get the job done nevertheless.

Brass Knuckles

These pieces of molded metal fit over the outside of a character’s fingers and allow him or her to deal lethal damage with an unarmed strike instead of nonlethal damage. A strike with brass knuckles is otherwise considered an unarmed attack.

When used by a character with the Brawl feat, brass knuckles increase the base damage dealt by an unarmed strike by +1 and turn the damage into lethal damage.

The cost and weight given are for a single item.

Cleaver

Heavy kitchen knives can be snatched up for use as weapons in homes and restaurants. These weapons are essentially similar to the twin butterfly swords used in some kung fu styles.

Club

Almost anything can be used as a club. This entry represents the wooden nightsticks sometimes carried by police forces.

Knife

This category of weapon includes hunting knives, butterfly or “balisong” knives, switchblades, and bayonets (when not attached to rifles). A character can select the Weapon Finesse feat to apply his or her Dexterity modifier instead of Strength modifier to attack rolls with a knife.

Metal Baton

This weapon can be collapsed to reduce its size and increase its concealability. A collapsed baton is Small and can’t be used as a weapon. Extending or collapsing the baton is a free action.

Pistol Whip

Using a pistol as a melee weapon can deal greater damage than attacking unarmed. No weight or purchase DC is given for this weapon, since both vary depending on the pistol used.

Rifle Butt

The butt of a rifle can be used as an impromptu club.

Sap

This weapon, essentially a smaller version of a club, deals nonlethal damage instead of lethal damage.

Stun Gun

Although the name suggests a ranged weapon, a stun gun requires physical contact to affect its target. (The taser is a ranged weapon with a similar effect.) On a successful hit, the stun gun deals 1d3 points of electricity damage,(do not add the character’s Str bonus) and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds.

Tonfa

This is the melee weapon carried by most police forces, used to subdue and restrain criminals. A character can deal nonlethal damage with a tonfa without taking the usual –4 penalty.

Archaic Melee Weapons

Most of these weapons deal damage by means of a blade or a sharp point. Some of them are moderately expensive, reflecting their archaic nature in modern-day society.

Bayonet (Fixed)

The statistics given describe a bayonet fixed at the end of a longarm with an appropriate mount. With the bayonet fixed, the longarm becomes a double weapon—clublike at one end and spearlike at the other. A character can fight with it as if fighting with two weapons, but if the character does so, he or she incurs all the normal attack penalties associated with fighting with two weapons, as if using a one-handed weapon and a light weapon.

Hatchet

This light axe is a chopping tool that deals slashing dam­age when employed as a weapon.

Longsword

This classic, straight blade is the weapon of knighthood and valor.

Machete

This long-bladed tool looks much like a short, lightweight sword.

Rapier

The rapier is a lightweight sword with a thin blade. A character can select the Weapon Finesse feat to apply his or her Dexterity modifier instead of Strength modifier to attack rolls with a rapier.

Spear

This primitive device is a reach weapon. A character can strike opponents 10 feet away with it, but can’t use it against an adjacent foe.

Straight Razor

Favored by old-school organized crime “mechanics,” this item can still be found in some barbershops and shaving kits.

Sword Cane

This is a lightweight, concealed sword that hides its blade in the shaft of a walking stick or umbrella. Because of this special construction, a sword cane is always considered to be concealed; it is noticed only with a Spot check (DC 18). (The walking stick or umbrella is not concealed, only the blade within.)

Exotic Melee Weapons

Most exotic weapons are either atypical in form or improved variations of other melee weapons. Because each exotic weapon is unique in how it is manipulated and employed, a separate Exotic Melee Weapon Proficiency feat is required for each one in order to avoid the –4 nonproficient penalty.

Chain

Also called the manriki-gusari, this is a simple chain with weighted ends. It can be whirled quickly, striking with hard blows from the weights. One end can also be swung to entangle an opponent.

The chain can be used either as a double weapon or as a reach weapon. A character can fight with it as if fighting with two weapons, incurring all the normal attack penalties as if using a one-handed weapon and a light weapon. In this case, the character can only strike at an adjacent opponent.

If a character uses the chain as a reach weapon, he or she can strike opponents up to 10 feet away. In addition, unlike other weapons with reach, the character can use it against an adjacent foe. In this case, the character can only use one end of the chain effectively; he or she can’t use it as a double weapon.

Because a chain can wrap around an enemy’s leg or other limb, a character can make a trip attack with it by succeeding at a melee touch attack. If the character is tripped during his or her own trip attempt, the character can drop the chain to avoid being tripped.

When using a chain, the character gets a +2 equipment bonus on his or her opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if the character fails to disarm the opponent).

A character can select the Weapon Finesse feat to apply his or her Dexterity modifier instead of Strength modifier to attack rolls with a chain.

Chain Saw

Military and police units use powered saws to cut through fences and open doors rapidly. They are sometimes pressed into service as weapons, often by people who watch too many movies.

Kama

A kama is a wooden shaft with a scythe blade extending at a right angle out from the shaft. Kama are traditional weapons in various styles of karate.

Katana

The katana is the traditional Japanese samurai sword. When used with the Exotic Melee Weapon Proficiency feat, it can be used with one hand. For a wielder without the feat, the katana must be used with two hands, and the standard –4 nonproficiency penalty applies.

Kukri

This heavy, curved dagger has its sharp edge on the inside of the curve.

Nunchaku

A popular martial arts weapon, the nunchaku is made of two wooden shafts connected by a short length of rope or chain.

Three-Section Staff

Originally a farm implement for threshing grain, this weapon is composed of three sections of wood of equal lengths, joined at the ends by chain, leather, or rope. The three-section staff requires two hands to use.

The three-section staff is a double weapon. A character can fight with it as if fighting with two weapons, but if he or she does, the character incurs all the normal attack penalties associated with fighting with two weapons, as if using a one-handed weapon and a light weapon.

Improvised Weapons

Any portable object can be used as a weapon in a pinch. In most cases, an object can be wielded either as a melee weapon or a ranged weapon.

A character takes a –4 penalty on his or her attack roll when wielding or throwing an improvised weapon. An improvised weapon is not considered simple, archaic, or exotic, so weapon proficiency feats cannot offset the –4 penalty.

Table: Improvised Weapon Damage by Size

Object Size Examples Damage

Diminutive

Ashtray, CD disk case, crystal paperweight

1

Tiny

Fist-sized rock, mug, screwdriver, softball, flashlight, wrench

1d2

Small

Bottle, drill, fire extinguisher, flower pot, helmet, metal hubcap, vase

1d3

Medium-size

Bar stool, brick, briefcase, bowling ball, garbage can lid, hockey stick, nail gun

1d4

Large

Empty garbage can, guitar, computer monitor, office chair, tire iron

1d6

Huge

10-foot ladder, mailbox, oil barrel, park bench, sawhorse

1d8

Gargantuan

Desk, dumpster, file cabinet, large sofa, soda machine

2d6

Colossal

Junked vehicle, stoplight, telephone pole

2d8

A character can effectively wield or throw an object of his or her size category or smaller using one hand. A character can effectively wield or throw an object one size category larger than him or herself using two hands. An improvised thrown weapon has a range increment of 10 feet. Increase the range increment for creatures of Large size or larger as follows: Large 15 feet, Huge 30 feet, Gargantuan 60 feet, Colossal 120 feet.

Damage: Improvised weapons deal lethal damage based on their size, although the GM may adjust the damage of an object that is especially light or heavy for its size. The wielder’s Strength modifier applies only to damage from Tiny or larger improvised weapons; do not apply the wielder’s Strength modifier to damage from Diminutive objects. Table: Improvised Weapon Damage by Size gives the damage for improvised weapons of varying size. Improvised weapons threaten a critical hit on a natural roll of 20. Improvised weapons of Fine size deal no damage.

Unlike real weapons, improvised weapons are not designed to absorb damage. They tend to shatter, bend, crumple, or fall apart after a few blows. An improvised weapon has a 50% chance of breaking each time it deals damage or, in the case of thrown objects, strikes a surface (such as a wall) or an object larger than itself.

Armor

Body armor comes in a variety of shapes and sizes, providing varying degrees of coverage and varying heaviness of materials.

Three feats cover proficiency in the use of armor: Armor Proficiency (light), Armor Proficiency (medium), and Armor Proficiency (heavy).

Armor Table

Armor is described by a number of statistics, as shown on Table: Armor.

Type: Armor comes in four types: archaic, impromptu, concealable, and tactical.

Archaic armor is old-fashioned armor, such as medieval chainmail and plate mail.

Impromptu armor includes items that provide protection even though they weren’t designed for that purpose, such as leather biker’s jackets and football pads.

Concealable armor is modern body armor designed to fit underneath regular clothing. It can be worn for extended periods of time without fatiguing the wearer.

Tactical armor is modern body armor that fits over clothing and can’t be easily concealed. Its weight and bulk make it impractical to wear all the time, and it’s generally only donned when a specific dangerous confrontation is likely. Because it’s worn over clothing in tactical situations, tactical armor often has pockets, clips, and velcro attachment points for carrying weapons, grenades, ammunition, flashlights, first aid kits, and other items.

Equipment Bonus: The protective value of the armor. This bonus adds to the wearer’s Defense.

Nonproficient Bonus: The maximum amount of the armor’s equipment bonus that can be applied to the wearer’s Defense if the wearer is using armor with which he or she isn’t proficient (doesn’t have the appropriate feat).

Maximum Dex Bonus: This number is the maximum Dexterity bonus to Defense that this type of armor allows. Heavier armor limits mobility, reducing a character’s ability to avoid attacks.

Even if A character’s Dexterity bonus drops to +0 because of armor, the character are not considered to have lost his or her Dexterity bonus.

Armor Penalty: The heavier or bulkier the armor, the more it affects certain skills. This penalty applies to checks involving the following skills: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble.

Speed (30 ft.): Medium and heavy armor slows a character down. The number in this column is the character’s speed while in armor, assuming his or her base speed is 30 feet (the normal speed for most human beings).

Weight: This column gives the armor’s weight.

Purchase DC: This is the purchase DC for a Wealth check to acquire the armor. This number reflects the base price and doesn’t include any modifier for purchasing the armor on the black market.

Restriction: The restriction rating for the armor, if any, and the appropriate black market purchase DC modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the armor on the black market.

Table: Armor

Armor Type Equipment Bonus Nonprof. Bonus Maximum Dex Bonus Armor Penalty Speed (30 ft.) Weight Purchase DC Restriction Era
Light Armor

Leather jacket

Impromptu

+1

+1

+8

–0

30

4 lb.

10

Any

Leather armor

Archaic

+2

+1

+6

–0

30

15 lb.

12

Any

Medium Armor

Chainmail shirt

Archaic

+5

+2

+2

–5

20

40 lb.

18

Any

Light-duty vest

Tactical

+5

+2

+3

–4

25

8 lb.

16

Lic (+1)

1900 - Present

Tactical vest

Tactical

+6

+2

+2

–5

25

10 lb.

17

Lic (+1)

1880 - Present

Heavy Armor

Special response vest

Tactical

+7

+3

+1

–6

20

15 lb.

18

Lic (+1)

1880 - Present

Plate mail

Archaic

+8

+3

+1

–6

20

50 lb.

23

Any

Light Armor

For the character who doesn’t want to be bogged down by more cumbersome armor types, a leather garment or some sort of concealable armor is just the ticket.

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.

Leather Armor

This archaic armor consists of a breastplate made of thick, lacquered leather, along with softer leather coverings for other parts of the body.

Medium Armor

Most medium armor (except for the archaic chainmail shirt) is not terribly heavy, but nonetheless provides a significant amount of protection—at the expense of some speed.

Chainmail Shirt

This medieval-era armor is a long shirt made of interlocking metal rings, with a layer of padding underneath. It’s heavy, making it uncomfortable to wear for long periods of time.

Light-Duty Vest

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.

Tactical Vest

The standard body armor for police tactical units, this vest provides full-torso protection in the toughest flexible protective materials available.

Heavy Armor

For the best protection money can buy, go with heavy armor, but watch out for the armor penalty.

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.

Plate Mail

This medieval-era armor consists of metal plates that cover the entire body. It’s heavy and cumbersome com­pared to most modern armor, but it does provide a great deal of protection.