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.
|