Professional Documents
Culture Documents
Foreword
This book is designed with the players and the Game Masters of Ops and Tactics in mind. It's meant to assist
both parties in creating characters, worlds, and campaigns that are both successful and fun using the Ops and
Tactics ruleset. Included are rule combinations, and rule suggestions and character creation advice for both
newcomers and seasoned veterans.
Chapter 1
What is Ops and Tactics?
Ops and Tactics is a tabletop RPG focused around creating a ruleset that is true to modern, squad and personal
level combat, providing a realistic representation of firearms, melee weapons, and combat. It aims not to be true
simulationist, rather abstracting some things for ease of play.
It was created originally as a derivate of the late D20 Modern, but due to a large number of issues with keeping
certain aspects of the ruleset, new sections had to be rewritten. Differences between these systems are spelled
out below. Superfluous changes, such as the changing of names or other affects to avoid infringement will be
ignored.
Explosions now use a radius, extending from a single square. A 5 ft radius is a single 5 ft square, while a 10 ft
radius is 10 ft in all directions from that targeted/effected square. Explosives also take time to go off, depending
on the type of explosive.
Vehicle rules have been rewritten to be more narrative than grid based.
Equipment
The entire Wealth Score ruleset has been removed for a standard currency called Wealth Points that represent
approximately $20 USD.
Firearms have been completely rewritten. Firearms cause damage based on the caliber of the firearm instead of
the firearm itself. The amount of firearms has been vastly expanded. Firearms also have multiple magazine
options, multiple types of ammuntion selections for various effects, and can be upgraded in a multitude of ways.
There are also generic firearms that have been written and may be used.
Non-ballistic ranged weapons, such as tasers, crossbows, bows, and pepper spray has been expanded.
Melee weapons have been expanded.
Explosives have been expanded.
Equipment has been heavily expanded to include a healthy supply of both combat and non-combat items.
There is a very healthy, very detailed way to create serviceable firearms, both by the players, and the GM.
Players can also make their own ammunition in lieu of purchasing it, so long as they purchase the supplies and
equipment to do so.
Magic, Psionics, and other Mystical forces
Magic has been completely rewritten from it's Vancian form and instead uses a modular system. Players spend
skill points in the magical spellschools just like other skills, and can create spells of their own design instead of
being locked to a specific spell that does a specific action, based on how many spell points they have in the
specified spellschool. Magic is limited by the mental limit of a character, which is how many spells they can have
in total, based on how many spell points they have spent in total. Magic is also not restricted by Class, but
rather any archetype can use magic by investing skill points into magical skills, allowing characters to not have
to bother with multiclassing in order to be effective combatants.
Psionics also uses mental limit, but instead lets players use their powers in an at-will format, so as long as they
have enough skill points in the psionic skills to make the psionic power, with the enhancements, that they are
trying to use. Psionics are not restricted by Class, but rather any archetype can use psionics by investing skill
points into magical skills, allowing characters to not have to bother with multiclassing in order to be effective
combatans.
Invoking is a new type of mystical manipulation, similar in use to Warlocks, but instead focuses around vision
based attacks, creating weapons and summons from shadows, and using shadows as a fighting force. Invoking
is not restricted by Class, but rather any archetype can use psionics by investing skill points into magical
skills, allowing characters to not have to bother with multiclassing in order to be effective combatans.
Chapter 2
Building a Character
Building a character is possibly the most important thing a player or a GM can do in Ops and Tactics. This Guide
will assist new players and GMs on building characters for both NPC and PC usage.
Determining Occupations
When considering occupations, it's best to think beyond the bonuses the occupation gives. It's also a good point
to try and get into the mentality of the person Typically in that role, and then determine how close or far away
from that mentality do you want to branch out. Do you want to be the typical By-the-book Cop, or do you
want to play a more forgiving, understanding police officer? The free spirit artist of the tie-wearing painter?
Also be sure to make sure that when selecting the occupation, you receive all of the benefits for being that
occupation. Some occupations grant feats, or more occupational skills than others, and some have higher
starting wealth points.
It is also important to select occupations that will fit in a campaign. A modern, gun-slinging campaign will have
little use for a psibladist.
Determining Equipment
Equipment should be applicable to the character. Purchased equipment should really be reserved for weapons,
armor, and objects that a normal every day person would not have, such as things like hygiene
toiletries(Toothbrush, toothpaste, soap), a place to live, and some form of transportation. It is implied that the
wealth points gained by occupational rolls are excess money, and things such as food, lodgings, and basic
necessities are taken care of. A character shouldn't overspend, a bit of pocket money is never a bad thing.
Chapter 3
Game Mastering
How to Use Ops and Tactics
With all of the rulebooks, supply drops, and special request, it can be very daunting for a new Game Master,
who is challenged with not just understanding the rules and how they work, but how the system as a whole is to
be played and used.
Ops and Tactics is a rulebook first and foremost, focusing on combat, and aspects that can affect combat
primarly and secondary. It is a suggestion on what rules should be used but is by no means exclusionary or
required. Any GM wishing to add or remove any rules may do so at their desire, but with the caution that even
the smallest rule change can possibly change the entire system's pacing and focus.
Criminals
Thug
Core HP: 15
Extended HP: 20
Initiative: +2
Combat Points: 15 Combat Points
Defense: 12, touch 12, flat-footed 10 (+2 Dex)
BAB: +1
Grapple: +3
Attack: +3 Melee (1d8 Bludgeoning; Heavy Club or 2d4 Bludgeoning; Tool hammer or 1d4 Bludgeoning; Brass
Knuckles or 1d4 Slashing; Survival Knife)
Reach: 5 ft.
Fighting Space: 5 ft. by 5 ft.
Saves: Fort +4, Ref +2, Will -1
Ability Scores: Str 15, Dex 14, Con 13, Int 10, Wis 8, Cha 12
Skills: Presence +6, Athletics +7, Perception +2
Feats: Personal Firearms Proficiency, Simple Weapon Specialist, and Knife Martial Arts or Blunt Specialist
Equipment: A heavy Club, Knife, Tool Hammer, or Brass Knuckles, 5d4 WP, and a set of clothes or other pieces
of flair, usually gang bandannas, necklaces, or other identifying clothing.
Burglar
Core HP: 15
Extended HP: 14
Initiative: +2
Combat Points: 15 Combat Points
Defense: 12, touch 12, flat-footed 10 (+2 Dex)
BAB: +1
Grapple: +3
Attack: +3 Melee (2d4 Bludgeoning; Tool hammer)
Reach: 5 ft.
Fighting Space: 5 ft. by 5 ft.
Saves: Fort +1, Ref +4, Will +2
Ability Scores: Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8
Skills: Stealth +8, Acrobatics, +7, Perception +4
Feats: Personal Firearms Proficiency, Simple Weapon Specialist, and Blunt Specialist
Equipment: A crowbar, black clothes and various valuables.
Mugger
Core HP: 15
Extended HP: 14
Initiative: +2
Combat Points: 15 Combat Points
Defense: 12, touch 12, flat-footed 10 (+2 Dex)
BAB: +1
Grapple: +3
Attack: +3 Ranged (Jennings Bryco 38 (.380 ACP) 6r 2d4)
Reach: 5 ft.
Fighting Space: 5 ft. by 5 ft.
Saves: Fort +1, Ref +4, Will +2
Ability Scores: Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8
Skills: Acrobatics +7, Perception +4
Feats: Personal Firearms Proficiency, Simple Weapon Specialist
Equipment: Any cheap handgun, such as Jennings Bryco, clothes, and their ill-gotten gains.
Insurgent
Foot Soldier
Core HP: 15
Extended HP: 19
Initiative: +2
Combat Points: 15 Combat Points
Defense: 12, touch 12, flat-footed 10 (+2 Dex)
BAB: +2
Grapple: +3
Attack: +4 Ranged (Mossberg 500 (12 Ga) 6r 5d6 or Mini 14(.223) 20r 5d4)
Reach: 5 ft.
Fighting Space: 5 ft. by 5 ft.
Saves: Fort +1, Ref +5, Will +2
Ability Scores: Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8
Skills: Athletics +8, Perception +5
Feats: Personal Firearms Proficiency, Assault Specialist or Shotgun Specialist, Point Blank Shot,
Equipment: A pump action shotgun such as the Mossberg 500, or a Cheaper semi-automatic rifle, such as a
Ruger mini-14 or SKS, with ammunition. Handguns with large magazines such as the Tec-9, Mac-10, or Glocks
with the larger magazines should also be considered, with common reliable and inexpensive handguns such as
Rugers and S&Ws make good sidearms. Clothes are usually camouflage, and a pack of some kind with food,
water, and medical supplies are also common.
Technician
Core HP: 15
Extended HP: 19
Initiative: +2
Combat Points: 15 Combat Points
Defense: 12, touch 12, flat-footed 10 (+2 Dex)
BAB: +2
Grapple: +3
Attack: +4 Ranged (Sig P229(.40 S&W) 12r 3d4)
Reach: 5 ft.
Fighting Space: 5 ft. by 5 ft.
Saves: Fort +1, Ref +5, Will +2
Ability Scores: Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8
Skills: Craft(Mechanical) +10, Craft(Chemical) +10, Craft(Pharmaceutical) +10, Perception +5
Feats: Personal Firearms Proficiency, Simple Weapon Specialist
Equipment: Equipment relevant to their specified profession, a handgun of some type, usually the more
expensive handguns such as SIGs and Heckler & Kochs, more conservative clothes such as jeans or suits, and
any other miscellaneous equipment they would carry.
Demagogue
Core HP: 15
Extended HP: 29
Initiative: +2
Combat Points: 15 Combat Points
Defense: 15, touch 12, flat-footed 13 (+2 Dex, +3 Armor)
Armor: Light Duty Vest(8/Ballistic, Bludgoning; 3/Slashing; 30 AP)
BAB: +4
Grapple: +3
Attack: +6 Ranged (AR-15(.223) 30r 5d4)
Reach: 5 ft.
Fighting Space: 5 ft. by 5 ft.
Saves: Fort +2, Ref +7, Will +3
Ability Scores: Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8
Skills: Athletics +8, Perception +5
Feats: Personal Firearms Proficiency, Assault Specialist, Light Armor Proficiency, Medium Armor Proficiency,
Autofire Proficiency
Equipment: Usually has either a more expensive rifle than a footsoldier, such as an AR-15, G3, or an AK pattern
rifle. They usually have similar handgun selections to the Technician, such as glocks and SIGs. They also have
access to body armor, and are usually formally trained, either by an official military, or a private military. His
clothing style can vary wildly, depending on the personality, and he will usually carry some kind of explosives,
like grenades.
Chapter 4
Variant Rules and Important Table References
Variant Rule: Hex Grid
Tactical affairs such as movement are best handled on a grid, but the grid need not be a bunch of squares. This
variant replaces the squares with hexagons. (Hex grid paper and mats are available at many hobby stores.)
The primary advantage of this variant is that it eliminates the every other square counts double rule for
diagonal movement, because it eliminates diagonal movement. Characters simply move from hex to adjacent
hex, changing direction as they like. To determine the distance between two hexagons, just count hexes by the
shorter path (in most cases, there will be a number of equally short paths).
Using a hex-based grid changes relatively little about the game, but poses a mapping dilemma for the GM. Most
buildings and dungeons are based on 90-degree and 45-degree corners, so superimposing a hex-based grid on a
structure leaves the GM with many partial hexagons, not all of which are big enough for a Medium creature. Use
this variant only if youre comfortable adjudicating these partial spaces on the fly.
Depending on their size, creatures take up one or more hexagons on the grid, as shown in the accompanying
diagram.
Areas change to accommodate the hex grid; refer to the diagrams below.
Bludgeoning Damage
0 oz. To 8 oz.
9 oz. To 16 oz.
1d2
17 oz. To 24 oz.
1d3
25 oz. To 32 oz.
1d2+1
33 oz. To 40 oz.
1d4
41 oz. To 48 oz.
2d2
49 oz. To 56 oz.
1d4+1
57 oz. To 64 oz.
1d4+2
65 oz. To 72 oz.
2d4
73 oz. to 80 oz.
3d3
3d3+2
Bolt Action Rifles: Cost +1 Combat point when performing a single shot attack, but gain a +1 attack bonus.
Self Loading Rifles: Attacks gain no penalty or bonus.
Variant Rule: Break Action, Lever Action, and Pump Action Shotguns
The Ops and Tactics Core Rulebook doesn't distinguish much between the three actions; It generally gives these
three actions the same type of attacks: Single shot, and various others with the correct feat.
Break Action Shotguns
Break Action Shotguns are defined by their configuration, SxS for Side By Side shotguns, OxU for Over and
Under Shotguns, and S for Single Barrel. Break Action Shotguns listed in Armory will have the firearms actual
action, which can be used just as core rulebook: All shotguns perfom their single shot attacks, regardless of their
configuration
SxS Break Action Shotgun: -1 Attack penalty when aiming for the same target on the second shot, but a +1 Attack
bonus when aiming for a target adjacent to the first target.
OxU Break Action Shotgun: Attacks gain no penalty or bonus.
S Break Action Shotgun: Attacks gain no penalty or bonus.
Lever Action Shotgun: Cost +5 Combat Points when firing from prone and +2 when firing from kneeled, but -1
Combat Point when performing potshot attacks.
Pump Action Shotgun: Attacks gain no penalty or bonus.
Variant Rule: Automatic Fire and Barrel heat
The Ops and Tactics Core Rulebook does not acknowledge one of the most important problems with sustained
machine gun fire: Heat. An overheated barrel will warp, and ruin the rifling in the gun, causing the machine gun
to become horribly inaccurate, and eventually break. Machine guns listed in Armory will have listings for how
long a machine can fire continuously before beginning to overheat.
Each Round the machine gun is fired continuously (Through Autofire or Suppressive Fire) after the listed
rounds, the machinegun begins to overheat.
An overheated machinegun gains 15% error range due to heat, and loses 20% of it's range(Multiply Range by .2,
then subtract from current range, rounded up to the nearest 5 feet) for every round it is fired while overheated.
When this error range becomes 80% or above due to this, the barrel is too hot to touch, even with gloves, and
must be cooled down via water or by waiting. A barrel cools at 15% error range per round when waiting.
Dumping water on the barrel cools it down twice as fast as it would take through waiting. Unlike the error
range, the barrel does not regain the accuracy lost due to overheating, and the only way to return it to normal is
to change out the barrel. Changing a barrel cost 9 Combat Points, and requires work gloves or some other form
of protection from the heat. Spare barrels cost 10% of the Machinegun's cost(Multiply the cost by .1, Rounded up
to the nearest whole Wealth Point).
Recoil Penalty
Autofire Attack
Sprayfire Attack3
Sweepfire Attack4
Fanning Attack5
Slamfire Attack6
1 If the character has the Autofire proficiency feat, the penalty is reduced to: Caliber Recoil Penalty - 4
2 If the character has the Double Tap proficiency feat, they gain a +2 to all double tap attacks
3 If the character has the Autofire proficiency feat, the penalty is reduced to: Caliber Recoil Penalty 7
4 If the character has the Autofire proficiency feat, the penalty is reduced to: Caliber Recoil Penalty 7, and if
the character has the Strafe Feat, the penalty is reduced to: Caliber Recoil Penalty 3
5 If the character has the Fanning proficiency feat, they gain a +2 to all fanning attacks
6 If the character has the Slamfire proficiency feat, they gain a +2 to all slamfire attacks
Table: Recoil Chart
Number of
Damage Dice
Recoil Penalty
1d
-1
2d
-2
3d
-4
4d
-5
5d
-6
6d
-8
7d
-9
8d
-10
9d
-12
10d
-15
11d
-16
12d
-18
Light Spray
A light Spray attack is any automatic attack that uses from two to five rounds. Light spraying includes using a
gun's burst fire mode to attack. When using the weapon's burst fire mode to attack, the character is forced to fire
all of the bullets that are needed to complete the burst fire. If there are less bullets available, the closest attack is
used instead(Ex. Two rounds left when attempting a three-round burst fire is instead a two round spray.
Two-round Burst fire: For damage with two or less dice, the character gains +1 dice. For three or more dice, the
character gains +2 dice, plus +1 extra die for every three dice beyond the first three. Cost 4 Combat Points and
provides a -2 attack penalty
Three-round Burst fire: For damage with two or less dice, the character gains +2 dice. For three or more dice, the
character gains +3 dice, plus +1 extra die for every three dice beyond the first three. Cost 4 Combat Points and
provides a -2 attack penalty.
Two Round Spray: The character gains +1 dice, plus +1 extra die for every three dice beyond the first three. Cost
5 Combat Points and provides a -2 attack penalty
Three round Spray: The character gains +1 dice, plus +1 extra die for every two dice beyond the first two. Cost 5
Combat Points and provides a -3 attack penalty
Four round Spray: The character gains +2 dice, plus +1 extra die for every two dice beyond the first two. Cost 5
Combat Points and provides a -4 attack penalty
Five Round Spray: The character gains +3 dice, plus +1 extra die for every three dice beyond the first three. Cost
5 Combat Points and provides a -5 attack penalty
Heavy Spray
A Heavy Spray attack is any automatic attack that uses from six to ten rounds. Heavy spraying includes using a
gun's burst fire mode to attack. If there are less bullets available, the closest attack is used instead(Ex. Two
rounds left when attempting a three-round burst fire is instead a two round spray.
Six Round Spray: The character gains +4 die, plus +1 extra die for every four dice beyond the first four. Cost 7
Combat Points and provides a -7 attack penalty
Seven round Spray: The character gains +4 dice, plus +1 extra die for every three dice beyond the first three. Cost
8 Combat Points and provides a -8 attack penalty
Eight round Spray: The character gains +5 dice, plus +1 extra die for every three dice beyond the first three. Cost
9 Combat Points and provides a -9 attack penalty
Nine Round Spray: The character gains +5 dice, plus +1 extra die for every two dice beyond the first two. Cost 9
Combat Points and provides a -10 attack penalty
Ten Round Spray: The character gains +5 dice, plus +1 extra die for every one dice beyond the first one. Cost 10
Combat Points and provides a -10 attack penalty
Full Spray
A full spray is any automatic attack that uses more than 10 rounds. When calculating a full attack, a character
denotes how many rounds they will fire, and then attacks. The character gains +1 die for every round fired
minus four. Full Spraying A character must fire at least 11 rounds in order to perform a full spray attack. Full
Spraying cost 1 Combat Point per 2 rounds fired, and provides a -1 attack penalty per round fired.
Bumpfiring and the Variant Rule
Any Semi-automatic weapon that has a stock can bumpfire. When bumpfiring, use the same rules for spraying,
but all attacks have an additional -6 attack penalty added to them.
Aiming and Location
Any attack can be aimed at a person, or instead, aimed at a Specific square or squares. When aiming at multiple
squares, each 5-foot square requires three rounds per square, and the squares must be as close to one another as
much as possible and must be adjacent to one another.(If firing at 4 squares, they must be in a 2x2 format, or
when firing at 6 squares, they must be in a 3x2 or 2x3 format, ect)
Feat Changes
Because of the radical changes in this variant rule, certain feats are unable to be taken while using this variant
rule, and some feats change in nature. If any feat is listed here as unavailable, then it's requirement as a
prerequisite is removed as well
Autofire Proficiency: Reduce the Attack penalty by up to 4 when executing a spray attack.
Burst Fire Proficiency: No Attack penalty when using the burst fire mode on any firearm.
Autofire Mastery: Reduce the Attack Penalty by up to 8 when executing a spray attack.
Strafe: When aiming at a specific square or squares, the squares only are required to be adjacent to one another,
and do not have to be as close as possible.
Variant Rule: Overpenetration and Missed shots
On a base level, Ops and Tactics ignores the after affects of using improper ammunition when in combat, or
when one misses their shot. This variant rule adds the notion of shooting through your target and missing.
Over penetrating a target
When using FMJ/Lead, Wadcutter, Semi-Wadcutter, Armor Piercing, Solid, or Match Grade Cased ammo or Slug
or Saboted Slug Shell ammo, if the ammunition does less than half of the total possible damage(Multiply the
dice size by the amount, and add or subtract any bonuses or penalties) to the target, the round has shot though
the target, and has the possibility to hit someone. Refer to the rules for missing a target to handle what target
was hit. If a secondary target is hit, that target takes half of the damage the original target received(rounded
down).
Missing the intended target
If an Attack roll results in a missed attack by a ranged weapon, the projectile does not simply disappear after it is
missed. The projectile continues on for 5 range increments in the direction it was fired until it loses momentous
force and lands into the ground, or collides with another object.
If an object or target is within the line of fire of the projectile, the original attack roll is used to see if it collides
with that target, but the target is considered flatfooted, as they are unaware that the attack is even coming for
them. If it does, then it is considered a hit, and damage is rolled as it would be if it were a normal attack.
Variant Rule: Classless Archetype
This archetype, the unarchetype, is a completely classless archetype that should be used when all players want a
much more open building for their characters. It should not be used with any other archetype, and should
instead be used in place of all of the other archetypes. It should only be used when all other players are using it.
THE UNARCHETYPE
The Unarchetype is a fully customizable archetype, for a truly classless feel. Instead of a set progression, they
gain Practical Experience every level, that they can use to increase their HP, Base attack bonus, Saving Throws,
Skill points, or add new archetypal skills when they level.
Core Hit Point Formula: 2 + Con Score, or Racial Core Hit Point Formula
Starting Extended Hit points: 5 + Con modifier.
Extended Hit Points per level: 2 + Con modifier.
Starting Combat Points: 15 Combat Points, or Racial Combat Points Score
Archetype Skills: Any 8 skills
Special: Knowledge, Craft, and Perform are singular. Linguistics, Knowledge(Pop Culture) and
Knowledge(Streetwise) are always archetypal.
Skill Points at 1st Level: (3 + Int modifier) x5.
Skill Points at Each Additional Level: 3 + Int modifier.
Starting Feats
The Abnormal starts with three feats all characters get at 1st level.
Table: The Unarchetype
Archetype Practical XP Points
Level
1st
+7 PXP
2nd
+7 PXP
3rd
+7 PXP
4th
+7 PXP
5th
+7 PXP
6th
+7 PXP
7th
+7 PXP
8th
+7 PXP
9th
+7 PXP
10th
+7 PXP
Benefits
2 Practical XP
+1 Base Attack Bonus (Maximum +10, can only be taken once per level)
1 Practical XP
+1 Saving Throw Bonus in one selected area (Reflex, Will or Fortitude, Maximum
+10)
1 Practical XP
1 Practical XP
1 Practical XP
4 Practical XP
Archetype Talents
The Unarchetype may take any talent.
Special Ability
The Unarchetype may take any Special ability given to any of the six archetypes at their first level.
Variant Rule: Tutoring
This variant rule introduces the ability for a character with proficiencies to teach a character without the very
basics of using the specified weapon or armor, thereby mitigating some of the penalties that come with not
having the necessary proficiencies. Below are the Specified feats, how long it takes to tutor a character and the
bonuses they provide to the character who is being tutored.
Table: Tutoring Chart
Proficiency Feat
Time
Benefit
1 Day
1 Day
1 Day
1 Day
1 Day
1 Day
1 Day
1 Day
1 Day
1 Day
1 Day
1 Day
Can reload black powder firearms at double the cost, and the
attack penalty when using black powder firearms is reduced to
-3.
1 Day
1 Day
1 Day
Can reload lasarms, and the attack penalty when using lasarms
is reduces to -3.
Psiblade Proficiency
3 Days The attack penalty when using a plasma blade is reduced to -2.
If the character has Archaic Weapon Proficiency(Combat
Swords or Fencing Swords), the attack penalty is reduced to -1.
Ammunition
Cased Ammunition Types
Cased ammunition is ammunition that uses a metal case to hold all of the components of the ammunition
together, normally made of brass, steel, or aluminum. A box of Cased ammunition weighs 18 oz per 50 rounds.
Full Metal Jacket (FMJ) and Lead Ammunition: This ammunition consist of either plain lead bullets, or lead
bullets encased in a metal casing. This is the standard ammunition for all firearms. It has no special rules.
Jacketed Hollow-Point (JHP) and Jacketed Soft Point (JSP) Ammunition: This ammunition contains a conical
cavity in the nose that mushrooms in a target, transferring greater kinetic energy. It provides a +2 damage
bonus to unarmored targets.
Armor Piercing Ammunition: This ammunition is specifically constructed to pierce armor. It provides -1
damage dice and a +10% error range. When attacking targets that are armored or have natural armor to ballistic
damage, it provides +2 Damage dice of piercing damage.
Incendiary Ammunition: This ammunition contains a compound that burns rapidly and causes fires. It
provides +1 Damage dice of fire damage, and a +10% error range.
Frangible Ammunition: This ammunition is designed not to pierce solid surfaces, such as schoolhouse walls or
aircraft bulkheads. It provides a -4 Damage penalty for armored targets, a +3 damage bonus to unarmored
targets, and a +15% error range. Any object with a hardness of 2 or greater immediately defeats this ammunition.
Non-Lethal Ammunition: This ammunition consists of powdered chalk compacted into a bullet. It deals Nonlethal damage only.
Match Grade Ammunition: This ammunition is of high quality, used for competition targeting and precision
sniping. It provides a +3 attack bonus , but only when used with a match barrel.
Tracer Ammunition: This ammunition leaves a string of light when it's fired, allowing for correcting when firing
multiple shots. It provides a +1 attack bonus for all multi-shot attack rolls.
Blank Ammunition: This ammunition lacks any projectile, simply creating a loud bang and a muzzle flash. It
does no damage, and provides a 50% error range.
Semi Jacketed Hollow-Point (SJHP): This ammunition contains a conical cavity in the nose that mushrooms
in a target, transferring greater kinetic energy, but the metal jacket extends about halfway up the bullet, exposing
the bare lead underneath, allowing for a smoother load. It provides a +1 damage bonus.
Semi Jacketed Soft Point (SJSP) Ammunition: This ammunition is a bullet that has the metal jacket that extends
about halfway up the bullet, exposing the bare lead underneath. It provides a +2 damage bonus, and +10% error
range.
Wadcutter (WC) Ammunition: This ammunition is a special-purpose flat-fronted bullet specially designed for
shooting paper targets, usually at close range and at subsonic velocities. It provides a +4 damage to unarmored
targets within the first range increment, and a +30% error range.
Semiwadcutter (SWC) Ammunition: This ammunition is a compromise between the Wadcutter and FMJ/Lead
ammunition, featuring the sharp edges of a wadcutter, with the slight tapered nose of a FMJ/Lead bullets. It
provides a +2 damage to unarmored targets within 3 range increments, and a +10% error range.
Exploding Ammunition: This ammunition is a bullet that has a small cavity filled with low explosives within
the tip, designed to go off once it impacts something hard, such as bone. It grants 1 additional dice damage of
concussion damage that affects the target's Core HP immediately, and +10% error range.
Solid Ammunition: This ammunition is a bullet machined completely out of a solid piece of metal, usually
copper or brass. It provides a +6 damage bonus, and a +50% error range.
Rat Shot Ammunition: This ammunition is a bullet with a plastic cap filled with birdshot, turning any firearm
loaded with it into an impromptu shotgun. It grands a -8 damage penalty and a +2 to attack rolls, but is only
effective for 50 feet.
Cold Ammunition: This ammunition is a small, thin copper jacket with a liquid nitrogen center. It provides -1
damage die, and +1 Damage die of cold damage.
Acid Ammunition: This ammunition is a small, thin copper jacket with a tiny glass liner, and an acid center. It
provides -1 damage die, and +1 Damage die of Acid damage.
Electric Ammunition: This ammunition is a miniature taser round, with a high capacity capacitor that's
designed to kill, not stun. It changes all damage done by the firearm from ballistic to electric, and provides a
+10% Error Range.
Gel Ammunition: This ammunition consist of a solidified gel bullet, that is used for non-lethal takedowns,
when the user still wants the ability to take down a target lethally without changing ammunition. When aimed
center mass, this ammunition provides +1 Damage Die and all damage is non-lethal. When aimed at an
extremity, or the head, the damage is ballistic, and does not provide any additional damage die. For the
purposes of armor, this ammunition is considered ballistic and bludgeoning, and is stopped by both types of
armor.
Ultraviolet Ammunition: This ammunition gives a sudden bright flash of ultraviolet light when it strikes it's
target, very useful when fighting creatures that are affected by ultraviolet light. This is considered a sliver of
light, to those affected. This ammunition provides -1 Damage die and a +5% error range.
Silver Nitrate Ammunition: This ammunition is a silver jacketed bullet that holds powdered silver nitrate, used
against any creatures that may have an aversion to silver. This ammunition provides -1 Damage die and a +5%
error range.
Birdshot Ammunition: This ammunition is similar in design to buckshot, except that the pellets are much
smaller and more numerous. Different sizes of shot provide different bonuses and penalties.
#9 Birdshot shot: This shot provides a +3 attack bonus and -3 Damage dice.
#6 Birdshot shot: This shot provides a +2 attack bonus and -2 Damage dice.
#3 Birdshot shot: This shot provides a +1 attack bonus and -1 Damage dice.
Non-Lethal Ammunition: This ammunition consists of eight rubber balls, a single large beanbag, or rock salt.
It deals Non-lethal damage only, and provides a 25% error range, regardless of the type of shot.
Rubber ball shot: This shot provides no special rules
Beanbag shot: This shot provides a -2 attack penalty and +2 damage dice.
Rock salt shot: This shot provides a +1 attack bonus and -3 damage dice.
Slug Ammunition: This ammunition consists of a single massive cylinder of lead. It provides a -2 attack penalty,
and +2 damage dice.
Saboted Slug Ammunition: This ammunition increases a shotguns range. This ammunition multiples a
shotguns range increment by 1.5 rounded up to the nearest 5 ft, and provides a +1 damage die.
Frangible Ammunition: This ammunition is designed not to pierce solid surfaces, such as schoolhouse walls or
aircraft bulkheads. It provides a +20% error range, regardless of the type of shot. Any object with a hardness of 2
or greater immediately defeats this ammunition. It comes in Various Shot Configurations, including 00
Buckshot, #3 Birdshot, and #6 Birdshot
#6 Birdshot shot: This shot provides a +2 attack bonus, a -12 Damage Penalty to armored targets, and a +1
damage bonus to unarmored targets.
#3 Birdshot shot: This shot provides a +1 attack bonus, a -9 Damage Penalty to armored targets, and a +3 damage
bonus to unarmored targets.
00 Buckshot shot: This shot provides a -6 Damage Penalty to armored targets, and a +6 damage bonus to
unarmored targets.
Blank Shell Ammunition: This ammunition lacks any projectile, simply creating a loud bang and a muzzle
flash. It does no damage, and provides a 40% error range.
Breaching Ammunition: This ammunition is specially made for the purposes of door breaching. These shells
contain a metallic powder that disperses on contact. When fired at an object, it ignores 10 points of hardness,
and provides -2 damage dice. They also have a max range of 20 feet. It provides a +30% error range.
Flechette Ammunition: This ammunition is a bundle of flechette darts packed into a shell. When fired, the
fletchettes rip and shred their target. It does piercing damage, instead of ballistic, and provides a +30% error
range.
Tracer Ammunition: This ammunition leaves a string of light when it's fired, allowing for correcting when firing
multiple shots. It provides a +1 attack bonus for all multi-shot attack rolls.
Marker Ammunition: This ammunition is a homemade round, replacing the shot with a highly visible, nontoxic, light refracting powder, that allows targets to be marked for future identification. It does no damage, and
is limited to 1 range increment. It provides a +60% error range.
Explosive Ammunition: This ammunition is a small shotgun grenade, working like a smaller grenade launcher
grenade. When fired at an object, it ignores 6 points of hardness. It provides a -1 attack penalty, and -1 damage
dice, but all damage dealt is concussion and fire damage, with a burst radius of 5 ft. from the target, and
provides a +45% error range.
OC Shell: A OC gas shell is a shell that consists of tightly packed irritant powder in a shell. It shoots a 5-footwide, 20-foot-long line of OC powder that causes all those caught in the blast to make a Fortitude saving throw
(DC 15) or be blinded for 1d4 rounds No attack roll is necessary. A gas mask renders the target immune to the
effects, and a wet cloth held over the eyes, nose ,and mouth provides a +2 to the fortitude saving throw. It
provides a +50% error range.
Flamethrower Ammunition: This ammunition consist of tightly packed magnesium powder in a shell. It shoots
a 5-foot-wide, 20-foot-long line of flame that deals 2d6 points of fire damage to all creatures and objects in its
path. No attack roll is necessary. Any creature caught in the line of flame can make a Reflex save (DC 15) to take
half damage. It provides a +50% error range.
Flare Ammunition: This ammunition is a flare that illuminates a 30 foot radius as if lit by daylight for 7 rounds.
When used as a signal, a flare round may be spotted at a distance of 3 miles with a successful Perception check,
whichever appropriate (DC 20 during the day, or 15 at night). A flare may also be used as a weapon, having a
range of 30 feet maximum, and doing 2d4 fire damage. Anyone shot with a flare round must make a Reflex
check (DC18) or be caught on fire. A flare shell can also ignite flammable material and fluids. This weapon
provides a +45% error range.
Taser Ammunition: This ammunition is a miniaturized taser unit, packed into a shell. On impact, the shell
release a powerful electrical current. On a successful hit, the shell deals 1d3 electricity damage and the target
must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds. The Target also is dealt 1 dice
damage of non-lethal damage.
Strung Buck Ammunition: This ammunition consist of two heavy lead balls with a steel cable in between the
two. It Provides a +4 damage bonus, a -2 attack penalty, and +25% error range.
#4 Buckshot Ammunition: This ammunition consists of .24 inch heavy lead balls fired simultaneously from a
single shell. It is weaker than buckshot, but still an effective defensive load. It grants a -4 damage penalty, but
can be used in choked barrels without damaging it.
Wax Slug Ammunition: This ammunition consist of bird shot that has been solidified in wax. It grants +1
damage die.
Stun Ammunition: This ammunition is a shotgun-launchable flashbang shell, that works exactly like it's thrown
counterpart. It has a range of 45 feet maximum, and a burst radius of 15 feet. Any target caught in the blast must
make a Will saving throw(DC16) or be blinded for 1d4 rounds, and a fortitude saving throw(DC16) to avoid
being deafened for 1d4 rounds. It grants +55% error range.
Magnum Ammunition: This ammunition are larger shells, that allow for more powder and more shot. Different
sizes of shot provide different bonuses and penalties, but still retain any non bonus or penalty benefits and
properties that come with the ammunition. All Modern-day shotguns with internal magazines can chamber
magnum buckshot, but when using it with any shotguns with an internal magazine above 3, they lose 1 round of
capacity when using Magnum Ammunition.
00 Buckshot shot: Grants +1 Damage die and a +3 Damage Bonus.
#4 Buckshot shot: Grants -1 Damage Penalty
#9 Birdshot shot: +3 Attack Bonus, -3 Damage Dice, and +2 Damage Bonus
#6 Birdshot shot: +2 Attack Bonus, -2 Damage Dice, and +2 Damage Bonus
#3 Birdshot shot: +1 Attack Bonus, -1 Damage Dice, and +3 Damage Bonus
Slug: +2 Damage Dice, -2 Attack Bonus and a +4 Damage Bonus
WP Cost
.28 Caseless
12 Rounds
M6 Series, M7 Series
1 for 4 Mags
.28 Caseless
18 Rounds
M6 Series, M7 Series
.28 Caseless
35 Rounds
M7 Series
1 for 2 Mags
.40 Caseless
40 Rounds
MB5 Series
1 for 2 Mags
.40 Caseless
65 Rounds
.40 Caseless
120 Rounds
.40 Caseless
300 Rounds
MG10 Series
.20 HV Caseless
5 Rounds
MS9 Series
1 for 2 Mags
Type
Wealth Rounds
Point Per box
Cost
Restrictions
.22 LR
FMJ/Lead
500
None
JHP/JSP
400
None
SJSP
100
None
Explosive
20
None
Match Grade
50
None
Tracer
60
None
Blank
200
None
Gel
200
None
FMJ/Lead
50
None
JHP/JSP
25
None
Armor
Piercing
Frangible
10
None
Match Grade
20
None
Tracer
10
None
Blank
100
None
Gel
50
None
Ultraviolet
20
None
Silver Nitrate
20
None
9x18mm PM
FMJ/Lead
50
None
JHP/JSP
25
None
Armor
Piercing
Frangible
10
None
Match Grade
15
None
Tracer
10
None
Blank
100
None
Cold
15
Restricted
Acid
15
Restricted
Electric
10
Restricted
Gel
50
None
Ultraviolet
20
None
Silver Nitrate
20
None
FMJ/Lead
50
None
JHP/JSP
25
None
SJHP
30
None
SJSP
30
None
Wadcutter
50
None
SemiWadcutter
50
None
Ratshot
10
None
Frangible
10
None
Tracer
10
None
Blank
100
None
Cold
40
Restricted
Acid
40
Restricted
Electric
10
Restricted
Gel
50
None
Ultraviolet
25
None
Silver Nitrate
25
None
FMJ/Lead
50
None
JHP/JSP
50
None
.38 Special
.40 S&W
Ratshot
20
None
Non-Lethal
None
Frangible
12
None
Incendiary
Match Grade
15
None
Tracer
20
None
Blank
100
None
Cold
25
Restricted
Acid
25
Restricted
Electric
25
Restricted
Gel
50
None
Ultraviolet
30
None
Silver Nitrate
30
None
FMJ/Lead
100
None
JHP/JSP
50
None
Ratshot
20
None
Frangible
12
None
Incendiary
10
Non-Lethal
None
Match Grade
25
None
Tracer
10
None
Blank
200
None
Cold
25
Restricted
Acid
25
Restricted
Electric
25
Restricted
Gel
100
None
Ultraviolet
50
None
Silver Nitrate
50
None
FMJ/Lead
50
None
JHP/JSP
50
None
Ratshot
20
None
Frangible
50
None
Non-Lethal
None
9x19mm
.45 ACP
Match Grade
25
None
Tracer
20
None
Blank
100
None
Cold
25
Restricted
Acid
25
Restricted
Electric
25
Restricted
Gel
50
None
Ultraviolet
30
None
Silver Nitrate
30
None
FMJ/Lead
25
None
JHP/JSP
25
None
SJHP
30
None
SJSP
30
None
Wadcutter
50
None
SemiWadcutter
50
None
Ratshot
10
None
Frangible
None
Non-Lethal
12
None
Blank
50
None
Cold
25
Restricted
Acid
25
Restricted
Electric
25
Restricted
Gel
50
None
Ultraviolet
30
None
Silver Nitrate
30
None
FMJ/Lead
50
None
JHP/JSP
20
None
Frangible
12
None
Match Grade
10
None
Blank
100
None
Cold
25
Restricted
Acid
25
Restricted
10mm Auto
Electric
25
Restricted
Gel
50
None
Ultraviolet
30
None
Silver Nitrate
30
None
FMJ/Lead
50
None
JHP/JSP
40
None
Tracer
20
None
Match Grade
10
None
Blank
100
None
Cold
20
Restricted
Acid
20
Restricted
Electric
20
Restricted
Gel
50
None
Ultraviolet
15
None
Silver Nitrate
15
None
FMJ/Lead
50
None
JHP/JSP
20
None
SJHP
30
None
SJSP
30
None
Wadcutter
50
None
SemiWadcutter
50
None
Ratshot
10
None
Frangible
12
None
Match Grade
10
None
Tracer
10
None
Blank
100
None
Cold
25
Restricted
Acid
25
Restricted
Electric
25
Restricted
Gel
50
None
Ultraviolet
30
None
Silver Nitrate
30
None
.357 SIG
.357 Magnum
.44 Magnum
FMJ/Lead
50
None
JHP/JSP
50
None
SJHP
40
None
SJSP
50
None
Wadcutter
50
None
SemiWadcutter
50
None
Ratshot
10
None
Frangible
12
None
Tracer
None
Blank
100
None
FMJ/Lead
10
None
JHP/JSP
10
None
Frangible
None
Tracer
None
Blank
50
None
Cold
20
Restricted
Acid
20
Restricted
Electric
20
Restricted
Gel
25
None
Ultraviolet
15
None
Silver Nitrate
15
None
FMJ/Lead
50
None
JHP/JSP
50
None
Tracer
40
None
Blank
100
None
Cold
30
Restricted
Acid
30
Restricted
Electric
30
Restricted
FMJ/Lead
50
None
JHP/JSP
50
None
5.45x39mm/.21 Russian
Solid
10
None
Frangible
20
None
Incendiary
Armor
Piercing
50
Match Grade
15
None
Tracer
40
None
Blank
100
None
Cold
20
Restricted
Acid
20
Restricted
Electric
20
Restricted
Gel
25
None
FMJ/Lead
100
None
JHP/JSP
100
None
Frangible
None
Incendiary
50
Armor
Piercing
50
Tracer
30
None
Blank
150
None
Cold
20
Restricted
Acid
20
Restricted
Electric
20
Restricted
Gel
25
None
FMJ/Lead
60
None
JHP/JSP
40
None
Incendiary
Armor
Piercing
20
Tracer
30
None
Blank
100
None
FMJ/Lead
20
None
JHP/JSP
20
None
7.62x54mmR
Solid
10
None
Frangible
None
Match Grade
20
None
Tracer
30
None
Blank
40
None
Cold
10
Restricted
Acid
10
Restricted
Electric
10
Restricted
FMJ/Lead
20
None
JHP/JSP
20
None
Solid
None
Frangible
None
Incendiary
Match Grade
10
None
Tracer
15
None
Blank
30
None
FMJ/Lead
20
None
JHP/JSP
15
None
Frangible
None
Match Grade
15
None
Blank
40
None
Cold
Restricted
Acid
Restricted
Electric
Restricted
FMJ/Lead
None
JHP/JSP
None
Cold
Restricted
Acid
Restricted
Electric
Restricted
FMJ/Lead
None
JHP/JSP
None
.30-06 Springfield
.50 BMG/12.7x99mm
Solid
None
Incendiary
Frangible
None
Armor
Piercing
None
Match Grade
None
Type
Wealth Rounds
Point Per box
Cost
Restrictions
.410 Gauge
00 Buckshot
25
None
#6 Birdshot
40
None
#3 Birdshot
20
None
50
None
Slug
10
None
Marker
25
None
Frangible 00 Buckshot
10
None
Frangible #3 Birdshot
20
None
Saboted Slug
25
None
Wax Slug
20
None
Blank Shell
20
None
00 Buckshot
20
None
#4 Buckshot
25
None
#9 Birdshot
100
None
#6 Birdshot
50
None
#3 Birdshot
25
None
150
None
Slug
20
None
Marker
25
None
Saboted Slug
10
None
Wax Slug
25
None
Blank Shell
20
None
20 Gauge
12 Gauge
00 Buckshot
25
None
#4 Buckshot
30
None
#9 Birdshot
100
None
#6 Birdshot
50
None
#3 Birdshot
25
None
Non-Lethal Beanbag
None
Non-Lethal Rubber
Ball
25
None
200
None
Slug
20
None
OC Shell
10
Restricted
Saboted Slug
10
None
Blank Shell
20
None
Tracer
10
None
Frangible 00 Buckshot
None
Frangible #3 Birdshot
10
None
Frangible #6 Birdshot
15
None
Breaching
None
Marker
25
None
Explosive
Military and
Police
Flamethrower
None
Flare
None
Stun
Restricted
Taser
Restricted
Wax Slug
25
None
Strung Buck
None
Magnum 00 Buckshot
10
None
Magnum #4 Buckshot
10
None
Magnum #9 Birdshot
50
None
Magnum #6 Birdshot
25
None
Magnum #3 Birdshot
15
None
Magnum Slug
None
Thermobaric Grenade: These grenades are fuel-air bomb, that use the surrounding air in order to keep the fire
and explosion running. Anything caught in a thermobaric grenade explosion is immediately on fire.
Grapnel Grenade: These grenades come with 100 feet of paracord, and a hook built into the grenade. These
grenades can fire 80 feet straight up, or 120 feet at a specific target or square.
Silver Fragmentation Grenade: These Grenades are a standard fragmentation grenade, with a layer of silver on
both the inside and outside of the grenade walls. They function as normal fragmentation grenades, but will also
affect any monsters or beings that have an aversion to silver.
Hornet's Nest Grenade: These Grenades are comprised of an insert that contains 10 .22 LR rounds that are all
fired at once when the grenade is fired, working somewhat like a Buckshot grenade, but with much more
lethality, and it can be reused if refilled with .22 LR ammunition.. Only 40x46mm SR grenade launchers can use
this grenade.
Taser Grenade: These Grenades are an upscaled version of their shotgun version, capable of being fired from a
stand alone grenade launcher, or from an under barreled grenade launcher. These rounds, designed for military
use, easily out range the standard taser offerings, allowing for a long distance take down. On a successful hit, the
darts deal electricity damage and the target must make a Fortitude saving throw (DC 20) or be paralyzed for 2d4
rounds. Only 40x46mm SR grenade launchers can use this grenade.
Razor Wire Grenade: This Grenade is a portable, launchable version of the razor puck, firing strings of
microwire at a singular target. This grenade must be used against a specific target, and does not incur the
bludgeoning damage or the attack penalty when firing a grenade at a target.
Plasma Grenade: A plasma grenade is the end result of a plasarm not shutting down and all of the failsafes
failing to activate. This grenade is specifically built to have the tiny fusuon core go critical and explode. The
grenade, when activated and thrown, will immediately stick to whatever it is thrown to, and because of such, it
is highly recommended that this grenade not be cooked off, instead ignited and immediately thrown at it's
intended target. Once a target is stuck, it cannot be unstuck.
EMP Grenade: This Grenade was made to combat the more technological weapons that exist, to disable
equipment without damaging it. When Released, all technology that uses electricity, including caseless firearms
and plasarms, are immediately disabled until they can be repaired(Craft(Electronic) DC 20, considered
Complex).
Acid Grenade: This Grenade is an evolution of a simple thrown beaker filled with acid, prepackaged and
encapsulated in a sturdier case and shell, also making it easier to carry around.
Cryo Grenade: This Grenade is a pressurized capsule of liquid nitrogen, fit into a launchable grenade format.
When this grenade explodes, it flings the liquid nitrogen, freezing everything in it's burst radius. Any creature
caught in the blast must make a Fortitude Saving throw (DC 16) or take 3d6 Cold damage, with heavy clothing
being able to modify the Bonus/Penalties as if the character were caught in the cold. Spaces where this grenade
goes off is considered rough terrain for 1 round, and requires double the combat points to move across.
Shield Grenade: This grenade, when fired, generates a force field shield for 1d3+1 rounds, that protects against
40 points of Plasma, Ballistic, Fire, and Cold damage. When the shield takes 40 points of damage from any of
these combined damages, it immediately disappears This shield does not protect against Acid, Piercing,
Slashing, Concussion, or Non-lethal damage. The shield does not also deny anyone the ability to step into the
area nor does it protect any of the listed damages if the damage stars within the shield: it only prevents anyone
out of the shield from damaging someone on the inside of the shield with the listed damages.
Sonic Grenade: A sonic grenade is a small ball with a keypad of six buttons, that when activated, creates a high
pitched tone that irritates, and confuses all those caught in it's blast. Everyone caught in the blast radius must
immediately make a Will Saving Throw(DC 20) to avoid being stunned for 1d4 rounds.
Table: Grenade Ammunition
Grenade Type
Damage
Damage Type
Blast
Radius
Range
Increments
Fragmentation
5d6
Slashing
15 ft.
N/a
Tiny
16 oz.
Military
and Police
High
Explosive
10d6
Concussion/Fire
10 ft.
N/a
Tiny
16 oz.
10
Military
and Police
High
Explosive Dual
Purpose
7d6
Slashing/Fire
15 ft.
N/a
Tiny
16 oz.
Military
and Police
Special
Special
Special
N/a
Tiny
16 oz.
Military
and Police
Smoke
N/a
N/a
Special
N/a
Tiny
12 oz.
Licensed
Beehive
8d6
Slashing
N/a
20 ft.
Tiny
16 oz.
Military
and Police
4d4
Nonlethal
Bludgeoning
N/a
N/a
Tiny
8 oz.
Military
and Police
Buckshot
3d10
Ballistic
N/a
25 ft.
Tiny
15 oz.
Military
and Police
Flare
2d4
Fire
N/a
60 ft. Max
Tiny
16 oz.
Licensed
Airburst
6d8
Slashing
20 ft.
N/a
Tiny
16 oz.
14
Military
and Police
Thermobaric
4d6
Concussion/
Fire
25 ft.
N/a
Tiny
16 oz.
10
Military
and Police
Grapnel
N/a
N/a
N/a
N/a
Tiny
45 oz.
15
Restricted
Silver
Fragmentation
Grenade
4d6
Slashing
15 ft.
N/a
Tiny
20 oz.
13
Military
and Police
Hornet's Nest
10d4
Ballistic
N/a
10 ft.
Tiny
20 oz.
25
Military
and Police
Taser Grenade
2d6
Electrical
N/a
N/a
Tiny
20 oz.
34
Military
and Police
Tear Gas
Foam Slug
Size Weight
WP Restriction
Cost
Razor Wire
4d12
Slashing
N/a
25 ft.
Tiny
16 oz.
Restricted
Plasma
4d8
Plasma
10 ft.
N/a
Tiny
16 oz.
10
Military
and Police
EMP
See Text
See Text
15 ft.
N/a
Tiny
16 oz.
Military
and Police
Acid
8d6
Acid
10 ft.
N/a
Tiny
12 oz.
Military
and Police
Cryo
3d6
See Text
Cold
10 ft.
N/a
Tiny
16 oz.
Military
and Police
Shield
See Text
None
10 ft.
N/a
Tiny
10 oz.
10
Licensed
Sonic
See Text
See Text
25 ft.
N/a
Tiny
8 oz.
Restricted
Weighted(Contact): This upgrade adds weight to the contact of a blunt weapon, increasing it's lethality, but
making it unwieldy. It grants a -2 to attack rolls, a +1 damage die, and increases the weapon's weight by 50%.
Only weapons that deal bludgeoning damage may be weighted.
Jagged(Contact): This upgrade adds ridges and serrations in the knife, that rip and tear as they move through an
object. When hit with a knife with the jagged upgrade, the character is immediately considered bleeding(As if
they had taken 3 damage), as long as they are not wearing protective armor.
Reinforced(Handle): This upgrade reinforces the handle of any staff or spear, making it more durable and
heavier by inserting a steel rod into the center. It grants a +2 damage bonus for all bludgeoning attacks, and
increases the weapon's weight by 10%. Only staffs or spears may be reinforced.
Enchanted Weapon(N/a): This upgrade is an enchantment being cast on a weapon by a professional enchanting
Mage. Mages charge by how complex and powerful the spell is, and how many spellschools are used. The cost
for enchanting a weapon is 1 WP per spell point, multiplied by how many spell schools are used, not including
the Enchantment Spellschool. Any timed effects on the enchanted weapons start as soon as the character receives
the enchanted weapon.
Adamantine(Contact)- This ultrahard base metal is found deep in the center of mountains, near deposits of iron.
Any melee weapon with a metal contact can be made of Adamantine, granting a +3 damage bonus to the base
damage stats of the weapon, and increasing the weapon's weight by 150%(Multiply by 1.5, rounded to the
nearest oz.), and increasing the weapon's cost by 500%(Multiply by 5, rounded to the nearest WP.).
Darkwood(Contact/Handle)- Darkwood is wood that is extremely strong for it's weight, that is harvested from
the darkwood tree. Darkwood trees are known for their delicate nature when growing, and require nearconstant management in order to yield enough wood to be useful. Any Melee weapon with a wood contact or
handle can be made from darkwood, that decreases the weight by 25% per area, or 50% if both the contact and
the handle are made from darkwood. Because darkwood is lighter without sacrificing strength, it grants a +1
Bludgeoning damage to all weapons made from it. Weapons made of Darkwood have a 200% cost increase per
area(Multiply by 2, rounded to the nearest WP)
Mithril(Contact/Handle)- Mithril is a shiny metal, often mistaken for silver or nickel at first glance. It is lighter
than steel, but just as strong. Any melee weapon with a metal contact point can be made of Mithril. Any Medium
weapon made from Mithril is considered a light weapon. Any weapon made of Mithril reduces it weight by 50%
(Multiply by .5, rounded to the nearest oz.), and can use the Combat Point Cost for attacking as if it were one
size smaller. Weapons made of Mithril have a 600% Cost increase.(Multiply by 6, rounded to the nearest WP)
Evokalloys(Contact)-Evokalloys come in two forms, Standard and High Quality. Standard quality alloys are
undetectable at first glance, only when tapped or struck will their energy be known. High quality alloys have
waves of either blue, red, yellow, or white through the metal, and are quite noticeable even at a cursory glance.
Melee weapons made with with Standard quality Evokalloys have a 400% cost increase, and grant a +1 cold, fire,
concussive, or electric damage bonus. Melee weapons made with high quality Evokalloys have a 700% cost
increase, and grant a +3 cold, fire, concussive, or electric damage bonus.
Vibro(Contact): This Upgrade refits the contact of the weapon with a vibrator that is used to agitate whatever the
contact touches, making slashing weapons much more dangerous. This upgrade adds a single damage die to the
weapon's damage.
Blacked(Contact): This upgrade coats the weapon with a permanent, non-reflective material. This grants a +1
stealth bonus when hiding in the dark, or against a dark background, with the weapon drawn. Only slashing
and percing weapons may take this upgrade.
Table: Melee Weapons Upgrades
Upgrade
Available for
Location
Wealth Point
Cost
Time
Weight
Restrictions
Composite
Any weapon
Contact
Handle
300% of the
weapon's cost,
per upgrade
1 week
N/a
None
Concealed
Any medium
or smaller
sword or knife.
Contact
100% of the
weapon's cost
3 days
25% of the
weapon
None
Custom
Handle
Any weapon
Handle
8 hours
N/a
None
Detailing
Any weapon
Contact
Handle
70% of the
weapon's cost
1 week
N/a
None
Practice
Weapon
Any weapon
Contact
50% of the
weapon's cost
4 hours
N/a
None
Razor Sharp
Any piercing or
slashing
Contact
100% of the
weapon's cost.
2 days
N/a
None
Retractable
Any small or
smaller
weapon
Contact
25% of the
weapon's cost
1 week
N/a
None
Any piercing or
slashing
Contact
12
4 days
N/a
None
Weighted
Any
bludgeoning
weapon
Contact
1 day
50% of the
weapon
None
Jagged
Any small or
smaller knife
Contact
2 days
N/a
Non
Adamantine
Any Slashing
or Piercing
Weapon
Contact
500% of the
Weapon's cost
2 weeks
150% of the
weapon's
weight
None
Darkwood
Any Weapon
Contact
Handle
200% of the
Weapon's cost,
per upgrade
5 days
Remove 25%
of the
weapon's
weight, per
area
None
Mithril
Any weapon
Contact
Handle
300% of the
weapon's cost,
per upgrade
1 week
N/a
None
Silvered
Reinforced
Any Staff or
Spear
Handle
10
4 days
10% of the
Weapon's
weight
None
Standard
Evokalloys
Any Weapon
Contact
400% of the
weapon's cost
10 days
N/a
None
High Quality
Evokalloys
Any Weapon
Contact
700% of the
Weapon's cost
20 days
N/a
None
Enchantment
Upgrade
Any Weapon
N/a
1 WP per 1
SP * Number
of spell
schools used
See Spell
Points Time
Cost Table
N/a
None
Vibro
Any Slashing
Weapon
Contact
25% of
Weapon's cost
3 Days
8 oz.
None
Black
Any piercing or
slashing
Contact
5 minutes
N/a
None
Psiblade Upgrades
Psiblades can only have upgrades located on their handle, but they can accept up to three upgrades. The
upgrades listed below are for psiblades only, and can not be used for any other weapon. Psiblades can not use
any other upgrades than those listed below.
Belt Clip: This upgrade attaches a simple, but durable metal clip to the psiblade, that allows it to be worn on a
belt. It is considered attached, and must be manipulated like any other object in order to be used.
Composite(Handle): The weapon is upgraded with non-ferrous materials, which allow a character to slip it
through metal detecting devices. It Grants a +10 Stealth check against metal detectors, but only for the part
upgraded.
Custom Handle(Handle): The weapons hilt or handle is fitted to a mold of the wielders hand, granting him a +1
equipment bonus with all attack rolls made with the weapon. Anyone else who tries to use the weapon suffers a
-2 equipment penalty to their attack rolls.
Detailing(Handle): This upgrade gives the weapon an engraved or a precious metal inlay, granting its wielder a
+2 equipment bonus with Presence checks while the target has line of sight to it. This upgrade also increases the
weapon's worth by 75%(Multiply the weapon's wealth point cost by 1.75, rounded up to the nearest full point)
The weapon loses this quality if it suffers any damage. (though it may be restored with a successful repair check)
Solid Crystal Battery(Handle): This upgrade replaces the crystal polymer battery with a crystal battery made
from a single solid piece of crystal. This battery, when charged, last for 5 days, and only has to be charged by a
psion every 5 days, instead of every day.
Natural Blade Crystal(Handle): This upgrade replaces the synthetic blade crystal with a natural gem, giving the
blade a toned down color, but a more powerful blade. This upgrade grants the psiblade a +2 damage bonus.
Natural blades have the same color choices as synthetic crystals.
Coupler(Handle): This upgrade attaches a coupler at the end of the hilt, allowing it to be attached to another
psiblade to make a dual blade weapon. Both blades must have couplers on them in order to be attached together.
Password Activator(Handle): This upgrade replaces the button activator with six smaller buttons, usually
aligned in a circle or in a line, that must be pressed in the correct succession in order to activate the psiblade. The
user choses six numbers between 1 and 6 and enters them in the psiblade when this upgrade is performed.
Anyone who does not know the code to the psiblade may not activate it. It takes 2 Combat points to enter the
password. A psiblade may only have one activator upgrade at a time.
Stun Blade Crystal(Handle): This upgrade replaces the blade crystal with a glass gem, giving the blade a white
color, and a weakened blade. The psiblade's damage is changed to non-lethal bludgeoning damage.
Multi-Crystal Module(Handle): This Upgrade installs a module that allows for multiple crytstals to be installed
in the blade, allowing for the instant changing of crystals without having to dissemble the psiblade. The module
can hold two crystals at a time, and it takes 2 combat points to change crystals.
Fingerprint Activator(Handle): This upgrade replaces the button activator with a fingerprint scanner on the hilt
of the psiblade. In order to activate the psiblade, the user places their finger on the reader, and the blade reads
the print of the user. If the fingerprint is recognized, the psiblade activates. Up to 3 sets of fingerprints may be
stored in the psiblade. A psiblade may only have one activator upgrade at a time. This increases the psiblade
activation time by 1 Combat Point.
Table: Psiblade Upgrades
Upgrade
Available for
Location
Wealth Point
Cost
Time
Weight
Restrictions
Belt Clip
Standard Hilt
and Curved
Hilt Psiblades
Handle
10 Minutes
N/a
None
Composite
Psiblades
Handle
3 Days
N/a
None
Custom
Handle
Psiblades
Handle
14
4 Days
N/a
None
Detailing
Psiblades
Handle
70% of the
weapon's cost
1 week
N/a
None
Solid Crystal
Battery
Psiblades
Handle
10
20 Minutes
N/a
None
Natural
Blade Crystal
Psiblades
Handle
20
5 Minutes
N/a
None
Stun Blade
Crystal
Psiblades
Handle
12
5 Minutes
N/a
None
Password
Activator
Psiblades
Handle
3 Hours
N/a
None
Multi-Crystal
Module
Psiblades
Handle
14
4 Hours
N/a
None
Fingerprint
Activator
Psiblades
Handle
20
3 Hours
N/a
None
Coupler
Psiblades
Handle
15 Minutes
N/a
None
Shaped Emitter(Handle): This Upgrade changes the general shape of a plasma blade from the standard
cylindrical blade to whatever the character wishes, however the shape cannot functionally move beyond a bladeshaped emission. This is purely an aesthetic change and does not affect any attack types, damages, or other
functions of the plasma blade.
Colored Emitter(Handle): This upgrade changes the emitter on a plasma blade to any color. The user may select
any color possible by entering the RGB values, and can even alternate it based on things such as time, any
interfaced value(For example, current core HP), or even have the color be selected at random. This is purely an
aesthetic change and does not affect any attack types, damages, or other functions of the plasma blade.
Reactive Radiator(Handle): This upgrade improves the internal radiator for plasma blades, increasing it's Heat
by 25%(Multiply the Heat by 1.25, rounded up) per upgrade. This upgrade can be taken twice.
Reserve Packs(Handle): This Upgrade Stores an additional coolant pack within the plasma blade. When the first
pack reaches it's maximum heat intake, this upgrade automatically ejects the hot coolant pack, and routes heat to
the reserve pack. Reserve packs must be exchanged just like all other coolant packs. This upgrade can be taken
multiple times, each upgrade granting an additional pack.
Table: Plasma Blade Upgrades
Upgrade
Available for
Location
Wealth Point
Cost
Time
Weight
Restrictions
Belt Clip
Plasma blades
Handle
10 Minutes
N/a
None
Composite
Plasma blades
Handle
3 Days
N/a
None
Custom
Handle
Plasma blades
Handle
14
4 Days
N/a
None
Detailing
Plasma blades
Handle
70% of the
weapon's cost
1 week
N/a
None
Plasma Core
Upgrade
Plasma blades
Handle
15
4 Hours
N/a
None
Plasma Core
Downgrade
Plasma blades
Handle
13
4 Hours
N/a
None
Password
Activator
Plasma blades
Handle
3 Hours
N/a
None
Fingerprint
Activator
Plasma blades
Handle
20
3 Hours
N/a
None
Shaped
Emitter
Plasma blades
Handle
6 Hours
N/a
None
Colored
Emitter
Plasma blades
Handle
6 Hours
N/a
None
Reactive
Radiator
Plasma blades
Handle
25
3 Hours
15 oz.
None
Reserve
Packs
Plasma blades
Handle
15
5 hours
10 oz.
None
Barrel Upgrades
Extended Barrel(Barrel): This longer replacement barrel increases accuracy but adds weight and makes the
weapon more noticeable. The firearms range increment increases by 10 ft. but the Perception DCs to detect it
decrease by 2. This upgrade also increases the weapon's weight by 5% (Multiply by 1.05, rounded up to the
nearest 2 oz.. )
Heavy Barrel(Barrel): This replacement barrel increases a rifles range increment by 20% (Multiply by 1.20,
rounded to the nearest 5 ft.), and increases its weight by 15% (Multiply by 1.15, rounded up to the nearest 1 oz. ).
Only Rifles and Machine Guns may use this upgrade.
Ported Barrel(Barrel): This replacement barrel has large grooves or holes in the upper side of its tip, through
which muzzle blast is vented. A ported barrel provides a +1 equipment bonus on all multi-shot attack rolls. If a
barrel is threaded, it cannot be ported.
Threaded Barrel(Barrel): This replacement barrel is machined with screw threads on its tip, granting the firearm
a threaded barrel. A Threaded barrel may accept only one accessory on the barrel at a time. If a barrel is ported,
it cannot be threaded. Only Rifles, Handguns, and SMGs may use this upgrade
Match Barrel(Barrel): This replacement barrel is machined to tight specifications and tolerance for the tightest
shots and accuracy. A Match barrel provides a +3 to attack rolls, but only when used with match grade
ammunition. Only Rifles, Handguns, SMGs, and Machine Guns may use this upgrade
Straight Barrel(Barrel): This replacement barrel is the standard smooth barrel for a shotgun. When using the
Straight barrel, a shotgun's range penalty applies to both it's attack and damage, but it does not take the ranged
attack penalty when attacking an adjacent opponent. Only Shotguns may use this upgrade.
Slug Barrel(Barrel): This replacement barrel is machined with rifling, made specifically for slug ammunition in
shotguns. The firearm gains a +2 attack bonus when using slugs or saboted slugs, but takes a -4 penalty to attack
rolls when using any other type of ammunition. Also, when using the slug barrel with slug or saboted slug
ammunition, the range increments for the shotgun only affect the attack roll, not the damage roll. Only Shotguns
may use this upgrade.
Choked Barrel(Barrel):This replacement barrel is choked, allowing for better spread patterns when using
birdshot. The firearm gains a +2 to attack rolls when using birdshot ammunition, but can not use any other type
of shell. If any other type of shell is used in the shotgun, the barrel is completely destroyed, and the user takes
2d8 slashing damage. Only Shotguns may use this upgrade.
Shortened Barrel(Barrel): This replacement barrel is a shortened version of the original barrel, made for a
handgun. The firearm gains a +2 to conceal, but but decreases the handgun's range increment by 40%(Multiply
by .60, rounded to the nearest 5 ft.). The weapon is also unable to take any other barrel upgrades, and all other
barrel upgrades are removed. Only Handguns may use this upgrade.
Short Barrel Rifle(Barrel): This upgrade turns a Target Rifle, Assault Rifle, Battle Rifle into a Short Barreled Rifle.
A Short Barreled rifle loses 15% of it's Range increment(Multiply the Range increment by .85, rounded to the
nearest 5 ft), but can be used against an adjacent opponent with any stock for no penalty. Only Target Rifles,
Battle Rifles and Assault Rifles can use this upgrade.
Bayonet Lug(Barrel): This upgrade installs a bayonet mount, which can be used to attach a bayonet to fight.
Attaching or removing the bayonet requires 10 Combat Points. Only Rifles and Shotguns may use this upgrade.
Muzzle Brake(Barrel): This accessory attaches to the tip of a firearms barrel, providing a +3 to attack on all
multi-shot attack rolls. The barrel must be threaded in order to use the Muzzle Brake. It may be removed for 10
Combat Points.
Suppressor(Barrel):A suppressor is a device attached to or part of the barrel of a firearm to reduce the amount of
noise and flash generated by firing the weapon. When the suppressor is attached, each perception check made to
hear this weapon firing suffers a -10 penalty. This penalty increases to -15 if subsonic ammunition is used.
Suppressors are rated by how many damage dice a caliber has, and by any modifications that the ammunition
makes to those dice damage. A suppressor's level must meet or exceed the amount of damage dice it is rated for
in order to suppress the firearm successfully. (For example, a level 2 suppressor can suppress 9x19mm, which
uses 2d6, and .22 LR, which uses 1d4.)
Compensator(Barrel): A compensator is a weighted attachment that helps offset the recoil when firing multiple
shots. It grants a +2 to attack on all multi-shot attack rolls, but a -2 to all stealth checks made to hide the firearm.
If a firearm has a compensator, it may not be threaded or ported. Only Handguns and Machine-pistols may use
this upgrade.
Removable Choke Barrel(Barrel):This replacement barrel is threaded for different types of chokes, allowing a
character to change the type of spread by changing out the choke tubes. The Barrel comes with 5 types of choke
tubes, as listed below.
Extra Full Choke: Increases a Shotgun's Range by 20 feet when using Birdshot
Full Choke: Grants a +1 to attack rolls and increases a shotgun's range by 10 feet when using Birdshot
Modified Choke: Grants a +2 to Attack rolls when using Birdshot
Improved Cylinder Choke: Grants a +1 to Attack rolls when using Birdshot or #4 Buckshot
Skeet Choke: Use any ammunition for no penalty, but decreases a shotgun's range by 10 feet.
If any other type of shell is used in the shotgun other than the ammunition listed above, or the shotgun is fired
without a choke, the barrel is completely destroyed, and the user takes 2d8 slashing damage. Changing a choke
cost 8 Combat Points. Only Shotguns may use this upgrade.
Insert(Barrel): An insert is a piece of rifled metal, usually steel, that allows the use of smaller caliber ammunition
in a firearm chambered for larger ammunition. They come in various calibers in both reduction and original
calibers. Below are the listings for the original calibers, and their available reductions.
10 Gauge
20 Gauge
.45 ACP
.44 Magnum/.44 Special
9x19mm
12 Gauge
20 Gauge
16 Gauge
.45 ACP
.410 Gauge
.44 Magnum/.44 Special
.357 Magnum/.38 Special
9x19mm
.22 LR/.22 Short
20 Gauge
.45 ACP
.410 Gauge
.44 Magnum/.44 Special
.357 Magnum/.38 Special
9x19mm
.22 LR/.22 Short
.410 Gauge
.22 LR/.22 Short
37mm
12 Gauge
Only Single and Double Barrel Shotguns, and semi-automatic cylinder firearm may use this upgrade.
Standard and High Quality Evokalloy barrels (Barrel): These are replacement barrels for the firearm, granting
them a +1 cold, fire, concussive, or electric damage bonus(Selected when the upgrade is performed) for Standard
Quality and a +3 cold, fire, concussive, or electric damage bonus(Selected when the upgrade is performed) for
High quality to any round fired through that barrel. For Firearms with multiple barrels, all barrels may be
upgraded for the same one time cost, as if it were a single barrel firearm. Replacing a barrel for a handgun or
Machine pistol takes 4 days, replacing a barrel for a Rifle, SMG, or Machine gun takes 7 days, and replacing a
barrel for a shotgun takes 3 days.
Only Rifles, Handguns, Shotguns, Machine Pistols, SMG or Machine Guns may take this upgrade.
Precision Barrel(Barrel): This barrel is machined to specializations to provide benefit when using standard
ammunition, or match ammunition. It provides a +1 Attack Bonus when using all non-match ammo, and a +2
Attack bonus when using match grade ammunition. Only Rifles, Handguns, SMGs, Machine Pistols, and
Machine Guns may use this upgrade.
Thermal Sight(Optics): This accessory literally sees heat. It negates all vision penalties for darkness and smoke
with regard to people, creatures, and objects warmer than the surrounding scenery , but only when looking at
sources of heat ambient or otherwise between 60F and 120F(outside this range, everything appears cold
blue or white hot). Further, a thermal sight cannot register warmth through heat-shielded scenery or through
any scenery over 2 inches thick. Finally, if the accessory is purchased with magnification, it operates like an
equivalent telescopic sight.
Night Vision Sight(Optics): Night vision optics amplify existing low levels of visible and near-infrared light and
convert them to a monochrome visual image. In twilight or brighter lighting conditions, a night vision sight is
useless as the electronics shut down to prevent damage. So long as at least Dim light is available, this accessory
negates the vision penalties applied by low ambient light except None. The accessory can be purchased with
magnification, operating like an equivalent telescopic sight.
Standard Laser Sight(Optics/Tactical) : This accessory projects a visible-frequency laser beam, usually red,
parallel to the weapons barrel. It grants a +1 to all single shot attack rolls and a +2 to all potshot attack rolls
made against any target within 40 ft. A laser sight can also be purchased in blue, green, or purple, but these cost
the original wealth point cost + 3.
Infrared Laser Sight(Optics/Tactical): This accessory operates like a standard laser sight but projects an infrared
dot that cannot be seen by the naked eye, visible only with night-vision equipment. It grants a +1 to all single
shot and potshot attack rolls made against any target within 120 ft.
Multi-Mode Laser Sight(Optics/Tactical): This accessory combines a standard laser sight and an IR laser sight in
one housing. Switching between modes requires 2 Combat Points.
Ghost Ring Sight(Optics): This accessory is a tube ranging from 36 cm long, with the post mounted at the inside
end of the tube, or a ring on the optics mount still utilizing the standard end sight. It reduces the range
increment of the weapon by 25%(Multiply by .75, rounded to the nearest 5ft), but grants a +2 to all attack rolls
made within the weapon's first 4 range increments.
High Visibility Sights(Frame)- These are sighs with a built in glowing insert, usually trinium, that allow sight
acquisition even in zero light. This upgrade reduces all concealment due to darkness by 15%
Canted Sights(Tactical)- These are sighs that are at a 45 degree cant, allowing for a weapon with a telescopic
sight to be used with it's iron sights. When using these sights, the weapon can use it's standard range even if it
has a telescopic sight, but using these sights grants a -10 ft range penalty on any weapon they are attached to.
Only Machine pistols, SMGs, Rifles, Shotguns, and Machine Guns.
Killflash(None)- This is an adapter for telescopic sights that makes it more difficult to detect telescopic sights
due to the reflection from the glass in any telescopic sight. When installed, it grants a +2 bonus to all Stealth
Checks to hide any weapon with a telescopic sight. This upgrade is installed on any telescopic sight.
Grip Sight(Frame): This upgrade is a laser sight built into the grip of the weapon, forgoing the extra bulk of a
normal laser sight, but at a higher cost. It grants a +1 to all single shot attack rolls made against any target within
40 ft. A grip sight can also be purchased in blue, green, or purple, but these cost the original wealth point cost +
6. Only Handguns may use this upgrade
Detailing(Frame): This upgrade gives the weapon an engraved or a precious metal inlay, granting its wielder a
+1 bonus to all Presence checks while the target has line of sight to it. This upgrade also increases the weapon's
worth by 75%(Multiply the weapon's wealth point cost by 1.75, rounded up to the nearest full point) The
weapon loses this quality if it suffers any damage. (though it may be restored by repairing it with a successful
Craft(Mechanical) check).
Finish(Frame): This upgrade changes the finish to either blued(A dark finish), chrome(A shiny, light finish),
Camouflage(Woodland, Desert, or Winter), or Rainbow(Any color not black, chrome or camo pattern). To
change the finish of the gun to a Camouflage color, it cost the original wealth point cost of the upgrade + 6.
When used in the appropriate setting, Camouflage gives a +1 to all stealth checks for all large and larger
firearms. Changing the finish does not use any upgrade points.
Bipod(Tactical/Frame) : A bipod gives a weapon additional stability and, under the right circumstances,
improves aim. To use a bipod, a character must be able to place it on a solid surface at roughly shoulder height.
The most common method of using a bipod is to fire from the prone position, so that the user's shoulder, like the
weapon and the bipod, is close to the ground. However, a weapon with a bipod can be used from a crouched or
even standing position if the bipod is set on a wall or table. Only Large or larger weapons can benefit from a
bipod. A bipod used with a Large weapon grants the user a +1 bonus on all attack rolls. Any Huge or larger
weapon must be used with a bipod or other type of mount. Because the bipod or mount is a necessary and
standard part of such a weapons support, it does not grant the +1 bonus on attack rolls that a bipod provides
when it is used with a Large weapon. Most bipods can be folded up for ease of transport. Deploying a folded
bipod cost 1 Combat Point.
Ergonomic Stock(Frame): This upgrade is usually seen on sniper rifles and competition shotguns. It requires
precise measurements of the intended wielders upper body(Which takes 1d4 days to acquire) to ensure that the
gun perfectly matches his shooting posture. It grants the intended wielder a +3 bonus with all single shot attack
rolls made using the firearm, as well as decreases the Combat Point cost to perform a single shot attack by 1.
Anyone else who tries to use the weapon suffers a -4 equipment penalty with his attack checks. When a medium
or smaller weapon is upgraded with a stock, it's size rating increases to large. A weapon can only have one stock
upgrade at one time. Only Rifles, SMGs, Machine Pistols, Shotguns, and Machine Guns may use this upgrade.
Fixed Stock(Frame): This upgrade gives the weapon a fixed stock that increases accuracy and while allowing the
stock to be used as a secondary weapon. It grants a +1 to all multi-shot attacks and decreases the Combat Point
cost to perform a single shot attack by 1. When a medium or smaller weapon is upgraded with a stock, it's size
rating increases to large. A weapon can only have one stock upgrade at one time. Only Rifles, SMGs, Machine
Pistols, Shotguns, and Machine Guns may use this upgrade.
Pistol Grip(Frame):This upgrade removes the stock and gives the weapon a pistol like grip that allows the
weapon to be more concealable, but at a loss of accuracy. It grants a +3 to Stealth Checks to hide it and imparts a
-3 penalty to attack rolls, but takes no penalties when fighting an adjacent enemy. A pistol grip may not be used
to rifle butt. This upgrade is considered a stock upgrade, and a weapon can only have one stock upgrade at one
time. Only Rifles, SMGs, Shotguns, and Machine Guns may use this upgrade.
Folding Stock(Frame): This upgrade gives the weapon a collapsible stock that increases accuracy while allowing
the stock to be folded up for quick carry. When the stock is extended, it gives a +1 to all multi-shot attacks and
decreases the Combat Point cost to perform a single shot attack by 1. A folding stock may not be used to rifle
butt. When it is folded, it grants a +1 to Stealth checks to hide it, and the weapon's size rating goes back to it's
normal size rating. When a medium or smaller weapon is upgraded with a stock, it's size rating increases to
large. A weapon can only have one stock upgrade at one time. Only Rifles, SMGs, Machine Pistols, Shotguns,
and Machine Guns may use this upgrade.
Synthetic Stock(Frame): This upgrade gives the weapon a synthetic stock that increases accuracy while saving on
weight. It grants a +1 attack bonus to all multi-shot attacks, decreases the Combat Point cost to perform a single
shot attack by 2, and it's weight decreases by 30%(multiply by .70). A synthetic stock may not be used to rifle
butt. When a medium or smaller weapon is upgraded with a stock, it's size rating increases to large. A weapon
can only have one stock upgrade at one time. Only Rifles, SMGs, Machine Pistols, Shotguns, and Machine Guns
may use this upgrade.
Buffer Stock(Frame): This upgrade gives the weapon a stock with a recoil tube spring, which allows for severely
reduced recoil, when firing multiple rounds. It grants a +3 attack bonus to all multi-shot attacks. A buffer stock
may not be used to rifle butt. When a medium or smaller weapon is upgraded with a stock, it's size rating
increases to large. A weapon can only have one stock upgrade at one time. Only Rifles, SMGs, Machine Pistols,
Shotguns, and Machine Guns may use this upgrade.
Bumpfire Stock(Frame): This upgrade gives the weapon a stock that recesses back as the user fires, which allows
for more control while bumpfiring. It grants a +4 to all bumpfire attack rolls, but a -2 penalty to all single shot
and double tap attack rolls. A bumpfire stock may not be used to rifle butt. When a medium or smaller weapon
is upgraded with a stock, it's size rating increases to large. A weapon can only have one stock upgrade at one
time. Only Rifles, Machine pistols, and Shotguns may use this upgrade.
Detachable Stock(Frame):This upgrade gives the weapon a stock that may be removed from weapon. When
attached, it gives a +1 to all multi-shot attacks and decreases the Combat Point cost to perform a single shot
attack by 1. A detachable stock may only be attached to the weapon it was designed for. When attached to a
weapon, it always increases the size rating of the weapon by one size category. A detachable stock may not be
used to rifle butt. Attaching or removing a detachable stock cost 6 Combat Points. When a medium or smaller
weapon is upgraded with a stock, it's size rating increases to large. A weapon can only have one stock upgrade
at one time. Only handguns and machine pistols may use this upgrade.
Integral Stock(Frame): This upgrade gives the weapon a stock built into the weapon, minimizing the space it
takes up, but still allowing for a balancing stock to be pulled out if needed to be used. When the stock is
extended, it gives a +1 to all multi-shot attacks and decreases the Combat Point cost to perform a single shot
attack by 1. An integral stock may not be used to rifle butt. When it is recessed, a weapon is considered medium
sized. When a medium or smaller weapon is upgraded with a stock, it's size rating increases to large. A weapon
can only have one stock upgrade at one time. Only Handguns, SMGs, and Machine Pistols may use this
upgrade.
Speedfeed Stock(Frame): This upgrade gives the weapon a stock with built in shell holders. It grants a +1 attack
bonus to all multi-shot attacks, decreases the Combat Point cost to perform a single shot attack by 1, and stores 4
shells for use without reaching into a pack to retrieve ammunition. A speedfeed stock may not be used to rifle
butt. When a medium or smaller weapon is upgraded with a stock, it's size rating increases to large. A weapon
can only have one stock upgrade at one time. Only Shotguns may use this upgrade.
Buttpad: This upgrade adds a soft padding to the butt of a stock of a weapon, to give increased recoil control.
This upgrade gives a +1 attack bonus when Double-tapping, Slamfiring, or Burst-firing. A buttpad can only be
attached to a stock, and if the stock is removed, the buttpad is as well.
Shaped Emitter(Emitter): This Upgrade changes all blast that are fired from the plasarm's emitter from a simple
shapeless blob of plasma into a shaped blast, such as a square, triangle, skull outline, or any simple shape the
user would like. This is purely an ascetic change and does not affect any attack types, damages, or other
functions of the plasarm. Only plasarms may take this upgrade.
Colored Emitter(Emitter): This upgrade changes all blast that are fired from the plasarm's emitter to any color.
The user may select any color possible by entering the RGB values, and can even alternate it based on things
such as time, any interfaced value(For example, current core HP), or even have the color be selected at random.
This is purely an ascetic change and does not affect any attack types, damages, or other functions of the plasarm.
Only plasarms may take this upgrade.
Ruggedization(Frame): This upgrade replaces the plasarm's outer shell with a sturdy metal shell with a central
spine, that increases the weight by 1.5(Multiply the Plasarm's weight by 1.5), and grants the plasarm the ability
to use the pistol whip attack without damage. Only plasarms and Lasarms may take this upgrade.
Wave Emitter(Emitter): This upgrade grants the built in emitter on a plasarm the ability to fire in a constant
stream pattern, granting the plasarm the ability to perform waveshot attacks. Only plasarms may take this
upgrade
Bounce Emitter(Emitter): This upgrade grants the built in emitter on a plasarm the ability to fire bounce shots,
which are shots that have been wrapped in a thin force field, allowing them to bounce off an object and continue
on. This grants the plasarm the ability to perform bounceshot attacks. Only plasarms may take this upgrade.
Grid Emitter(Emitter): This upgrade grants the built in emitter on a plasarm or lasarm the ability to fire shots of
in a rapid grid, covering an area in inaccurate, but powerful plasma or laser fire. This grants the plasarm the
ability to perform gridfire attacks. Only plasarms or lasarms may take this upgrade.
Stun Emitter(Emitter): This upgrade grants the built in emitter on a plasarm the ability to fire weakened plasma
bolts that stun, rather than kill. When this mode is used, the damage is reduced to 1d6 non-lethal damage. When
using this mode, the plasarm may only perform singe shot, and potshot attacks. Only plasarms may take this
upgrade.
Extended Range Emitter(Emitter): This upgrade extends the range of the built in emitter of a plasarm, but causes
the emitter to use more heat as a downside. When using this mode, the range of a single shot attack or potshot
attack is doubled(multiply the base Range Increment of the plasarm by 2, rounded up), but the shot has four
times the heat cost(multiply the heat cost by 4).
Pulse Emitter(Emitter): This upgrade grants the built in emitter on the plasarm or lasarm the ability to fire shots
in a quick, automatic succession, in a pulse pattern. This grants the plasarm the ability to perform pulsefire
attacks.
Focus Emitter(Emitter):This upgrade grants the built in emitter on the lasarm the ability to be held on a singular
target, burning a hole via maintained heat. This grants the lasarm the ability to perform focusshot attacks.
Scour Emitter(Emitter): This upgrade grants the built in emitter of the lasarm the ability to fan it's lasers out,
creating a searing fan of energy for a short period of time. This grants the lasarm the ability to perform scourshot
attacks.
Internal Upgrades
Precision Upgrade(Frame): These upgrades improve the weapon's accuracy by competitive degrees. Each
upgrade has the following effects.
If the weapon has an error range from manufacturing or modification, it becomes mastercraft +1 firearm
If the weapon doesn't have an error range from manufacturing or modification , it becomes a mastercraft
+2 firearm
Sawed-Off(Frame and Barrel): A shotgun may be cut down to one of the following 4 lengths.
Combat Cut (20-18.5 in.): The weapons range increment decreases by 5 ft. and it does not take the
ranged penalty when fighting an adjacent opponent.
Coach Gun (6-12 in.): The weapons range increment decreases by 10 ft. and it gains a +2 to Stealth
checks to hide it.
Down to the Nub (6 in. standard minimum): The weapons range increment decreases by
half(rounded down, minimum 10 ft.), its size becomes medium, its weight decreases by 40% (Multiply by .60,
rounded down), and it gains a -2 penalty to attack rolls. If a shotgun is a semi-automatic or pump action with an
internal magazine, it's capacity decreases by 50%(Multiply by .50, rounded down). Only Semi-Automatic, Pump
action, Single or Doublefire shotguns may use this upgrade.
Nebraska (less than 6 in. of barrel and a pistol grip):The weapon's range increment decreases to 5 ft., its
size becomes small, its weight decreases by 60% (Multiply by .40, rounded down), and it gains a -4 penalty to
attack rolls. Only shotguns with single or doublefire may use this upgrade.
Tightened Drawstring(Frame): This upgrade makes the drawstring of a bow stronger, giving it more damaging
power. When calculating damage for the upgraded bow, use the character's strength power modifier * 2. Only
bows may accept this upgrade.
Reactive Radiator(Frame): This upgrade improves the internal radiator for plasarms and lasarms, increasing it's
heat rating by 25%(Multiply the heat rating by 1.25, rounded up) per upgrade. This upgrade can be placed twice
in a single plasarm or lasarm.
Tactical Upgrades
Extra Rail(Frame): The firearm gains 1 additional tactical rail upgrade location. No firearm may possess more
than 4 tactical rail locations.
Taser Mount(Tactical): This accessory is M26 Taser that attaches to the bottom rail of a rifle's tactical rail, much
like a grenade launcher, and is used similarly to one. It may be attached, or removed with 12 Combat Points.
Only Rifles and SMGs may use this upgrade.
Master Key System(Tactical):This accessory is a shortened Remington 870 Express shotgun, that attaches to the
bottom rail of a rifle's tactical rail, much like a grenade launcher. It may be attached, or removed with 12 Combat
Points. The masterkey has an internal magazine of 3, a range increment of 20 ft, uses 12 Gauge shells and does
not gain error range due to ammunition. Only Rifles and SMGs may use this upgrade.
M26 Modular Accessory Shotgun System(Tactical):This accessory is a stand alone bolt action shotgun, that
attaches to the bottom rail of a rifle's tactical rail, much like a grenade launcher. It may be attached, or removed
with12 Combat Points. The M26 has a box magazine of either 3 or 5 rounds(Pricing above), a range increment of
20 ft, uses 12 Gauge shells and does not gain error range due to ammunition. Only Rifles and SMGs may use this
upgrade.
Patrol Sling(Frame): This item allows the wielder to hang a weapon from his shoulder, allowing him the use of
his hands without setting it down. The weapon is considered holstered, when hanging off of the wielder's
shoulder. Only Shotguns, Rifles, SMGs, and Machine Guns may use this upgrade.
Shotgun Sling(Frame): This item works just as a patrol sling does, but also holds 15 shotgun shells as well, which
are considered ready. Only Shotguns may use this upgrade. Using a shotgun sling negates the necessity to reach
into a pack to retrieve ammunition.
Tactical Sling(Frame): This item holds a firearm across the wearers body, keeping its grip within a foot of his
normal hand position. The wielder is always considered armed with the weapon, but it cannot be concealed.
Only Shotguns, Rifles, SMGs, and Machine Guns may use this upgrade.
Shotshell Holder(Frame/Tactical): This accessory mounts on the frame or tactical mount of a shotgun, to hold
shells for quick use. It can hold up to 6 shells of it's caliber.
Secure-Clip(Frame): A Secure-Clip is a metal clip mounted on the frame of a handgun, allowing for Mexican
carry without worrying about the firearm falling out from rough movement. While using a Secure-Clip, a
character does not have to roll a reflex save to catch their firearm while Mexican carrying it. Only Small or
smaller firearms may use this upgrade.
Cartridge Holder(Frame/Tactical): This accessory mounts on the frame or tactical mount of a Rifle, Carbine, or
SMG, to hold cartridges for quick use. It can hold up to 10 cartridges of it's caliber.
Tactical Flashlight(Tactical/Optics): This accessory projects light out to 20 ft. in front of the firearm. Switching the
light on or off cost 1 Combat Point. It can also be purchased with infrared, or ultraviolet modes, at +5 to the
Wealth Point cost per extra mode.
Vertical Foregrip(Frame/Tactical): This accessory offers a shooter more leverage than a standard rifle or SMG
foregrip. It grants a +1 to all multi-shot attacks. Only Rifles, Shotguns, SMGs, Machine Pistols, and Machine guns
may use this upgrade.
Lanyard(Frame): This accessory is a coiled lanyard for handguns, that allows a character to always keep their
handgun within reach if it's dropped. The lanyard can stretch a maximum of 5 feet from the person or object it's
attached to, and can be used to retrieve or pull back the pistol if it's dropped, without dropping to kneeling or
prone to pick it up. Only Handguns and Machine Pistols may use this upgrade.
Handgun Mount(Frame for the Handgun, Tactical for the Rifle): This accessory is a mount for a handgun to
mount it on one of the tactical rails of a rifle. It allows for doublefire attacks. Mounting a handgun on the mount
cost 13 Combat Points. Only Rifles may use this upgrade, and only handguns may be mounted.
Pistol Bayonet(Tactical): This accessory is an escape knife attached to the tactical rail of a handgun. It may be
removed or attached for 2 combat points, or used while still attached to the gun. Only Handguns may use this
upgrade.
Magazine Foregrip(Tactical): This accessory fits the tactical rail with a clip that may be slipped on and off,
allowing the shooter to use a handgun magazine as a vertical fore grip, giving a shooter more leverage.
Attaching a magazine from or to the grip cost 7 combat points. When a magazine is attached, it grants a +1 to all
multi-shot attacks. Only Handguns and Machine Pistols may use this upgrade.
Glow Emitter(Tactical/Emitter): This upgrade is a small plasma light, that when turned on, glows the same color
as the emitter of the plasarm, illuminating a 15 foot radius from the emitter. It also comes in tactical form, that
can be mounted on tactical upgrade mounts. If the tactical upgrade is selected, a color must be specified.
Arc Emitter(Emitter): This upgrade grants a plasarm the ablity to arc and create a small length of plasma that
arcs from the emitter, functioning as a bayonet. The plasarm may be used as a melee weapon(Considered an
Exotic Melee Weapon), with damage equal to it's normal attack damage. The size rating of the plasarm does not
change while it is being used as a melee weapon, and it incurs any bonuses or penalties when being used as
such. The plasarm uses 2 Heat Rating for every turn this upgrade is activated.
Coolant Flush(Frame): This upgrade fits a second coolant pack that functions as an emergency coolant dump.
When the user presses a button(For 1 CP), this coolant pack is ruptured by this upgrade, the freezing cold liquid
nitrogen funneled into the core parts, immediately cooling the gun down. When this upgrade is used, all heat on
the plasarm or lasarm is removed immediately. This function, however, destroys the coolant pack in the process,
making it unable to be reused. Only Plasarms and Lasarms may use this upgrade.
Reserve Packs(Frame): This Upgrade Stores an additional coolant pack within the weapon. When the first pack
reaches it's maximum heat intake, this upgrade automatically ejects the hot coolant pack, and routes heat to the
reserve pack. Reserve packs must be exchanged just like all other coolant packs. This upgrade can be taken
multiple times, each upgrade granting an additional pack.
Ammunition Readout(Frame): This Upgrade shows the remaining ammunition in a firearm, or the remaining
Heat Rating in a plasarm or lasarm on a small, easy to read screen.
Ammunition Upgrades
Overpressure : This ammunition upgrade loads the ammunition to a higher internal pressure than standard for
the ammunition of it's caliber. It provides a +6 damage bonus and a +20% error range, but if a firearm jams from
the error range, it explodes, causing 1d6 slashing damage, and completely destroys the firearm. This affects all
firearms, including revolvers, unless otherwise noted. Any cased ammunition may be over-pressured.
Subsonic : This ammunition upgrade loads the ammunition with a reduced propellant charge so that the bullets
do not exceed the speed of sound. It provides -5 damage penalty , a +5 to the Perception DC when used with a
suppressor, and a +25% error range. Any cased ammunition may be Subsonic.
Linked: This ammunition upgrade links ammunition to be fired by weapons that used linked ammunition. Any
Cased ammo may be linked. The price listed is for 100 rounds of any ammunition.
Silver: This ammunition upgrade recast the bullet or coats the arrowhead with a layer of alchemical silver, or
replaces the shot with silver pellets or a silver slug, which may affect certain creatures, and provoke folklore.
Evokalloyed Ammunition : This ammunition upgrade replaces the arrowhead or crossbow bolt head with
standard quality evokalloy, granting them a +1 cold, fire, concussive, or electric damage bonus(Selected when
the upgrade is performed). Only Crossbow Bolts and Arrows may use this upgrade.
Enchanted Ammunition: This ammunition has been enchanted by a professional enchanting mage, and is being
sold either in a store on the shelf, or has been brought to a mage to be enchanted. Mages charge by how complex
the spell is, how many spellschools are used, and how much the original ammunition cost. The cost for
enchanting a box of ammunition is the cost of the ammunition, plus 1 WP per 2 spell points, multiplied by how
many spell schools are used, not including the Enchantment Spellschool. Any timed effects on the enchanted
weapons start as soon as the character receives the enchanted ammunition.
Available for
Location
Wealth Point
Cost
Time
Weight
Restrictions
Extended
Barrel
Any Firearm
Barrel
15
1 hour
See Text
None
Heavy Barrel
Any Rifle or
Machine Gun
Barrel
1 hour
See Text
None
Ported Barrel
Any Firearm
Barrel
2 hours
N/a
None
Threaded
Barrel
Any Rifle,
Handgun,
Machine
Pistol, or SMG
Barrel
10
1 hour
N/a
Restricted
Match Barrel
Any Handgun
Rifle, SMG or
Machine Gun
Barrel
20
1 day
N/a
None
Straight Barrel
Any Shotgun
Barrel
30 minutes
N/a
None
Slug Barrel
Any Shotgun
Barrel
30 minutes
N/a
None
Choked Barrel
Any Shotgun
Barrel
30 minutes
N/a
None
Shortened
Barrel
Any Handgun
or Machine
Pistol
Barrel
15 minutes
N/a
None
Short Barrel
Rifle
Target Rifles,
Battle Rifles,
and Assault
Rifles
Barrel
26
1 week
N/a
Restricted
Bayonet Lug
Any Rifle or
Shotgun
Barrel
2 hours
N/a
None
Muzzle Brake
Any Firearm
Barrel
12
12 Combat
Points
16 oz.
None
Suppressor
Any Rifle,
SMG,
Machine
Pistol,
Machine Gun,
Shotgun, or
non-cylinder
handgun.
Barrel
7 per level
12 Combat
Points
16 oz.
Restricted
Barrel Upgrades
Compensator
Any Handgun
or Machine
Pistol
Barrel
4 hours
10 oz.
None
Removable
Choke Barrel
Any Shotgun
Barrel
11
30 minutes
N/a
None
Inserts
Any Single or
Double barrel
shotgun, or
semiautomatic
cylinder
firearm
Barrel
1 per Insert
13 Combat
Points
N/a
None
Standard
Quality
Evokalloy
Barrel
Any Rifle,
Handgun,
Shotgun,
Machine
Pistol, SMG or
Machine Gun
Barrel
100% of the
Firearm's cost
See Text
N/a
None
High Quality
Evokalloy
Barrel
Any Rifle,
Handgun,
Shotgun,
Machine
Pistol, SMG or
Machine Gun
Barrel
150% of the
Firearm's Cost
See Text
N/a
None
Precision
Barrel
Any
Handgun,
Rifle, SMG,
Machine
Pistol, or
Machine Gun
Barrel
15
1 Day
N/a
None
Any Firearm
Frame
30 minutes
N/a
None
Advanced
Combat Sight
Any Ranged
Weapon
Optics
50
30 minutes
24 oz.
None
Adjustable
Telescopic
Sight
Any Ranged
Weapon
Optics
10 per
magnification
category
30 minutes
32 oz
None
Day/Night
Sight
Any Ranged
Weapon
Optics
30 minutes
1.5x-3x
150
32 oz.
None
3.1x-6x
200
32 oz.
None
6.1x-9x
250
32 oz.
None
Any Ranged
Weapon
Optics
Telescopic
Sight
Any Ranged
Weapon
Optics
12
30 minutes
14 oz.
None
30 minutes
1.5x-3x
14 oz.
None
3.1x-6x
16 oz.
None
6.1x-9x
12
18 oz.
None
9.1x-12x
16
20 oz.
None
12.1x-15x
20
22 oz.
None
15.5x-18x
24
24 oz.
None
18.5x-21x
28
26 oz.
None
21.1x+
32
28 oz.
None
Thermal Sight
Any Ranged
Weapon
Optics
30 Minutes
None
240
48 oz.
None
1.5x-3x
320
64 oz.
None
Night Vision
Sight
Any Ranged
Weapon
Optics
30 minutes
None
100
32 oz.
None
1.5x-3x
150
34 oz.
None
3.1x-6x
200
36 oz.
None
Standard
Laser Sight
Any Ranged
Weapon
Optics
Tactical
30 minutes
2 oz.
None
Infrared Laser
Sight
Any Ranged
Weapon
Optics
Tactical
28
30 minutes
8 oz.
None
Multi-Mode
Laser Sight
Any Ranged
Weapon
Optics
Tactical
32
30 minutes
10 oz.
None
Ghost Ring
Sight
Any Ranged
Weapon
Optics
20 minutes
3 oz.
None
High Visibility
Sights
Any Firearm
Frame
14
4 Hours
N/a
None
High Visibility
sights
Any Rifle,
Shotgun,
SMG,
Machine
pistol, or
Machine Gun
Tactical
10
5 minutes
N/a
None
Killflash
Any weapon
with a
telescopic
sight
None
1 minute
N/a
None
Any Handgun
Frame
12
8 hours
N/a
None
Grip Sight
Any Handgun
Frame
10
20 Minutes
N/a
None
Detailing
Any Ranged
Weapon
Frame
70% of the
weapon's cost
1 week
N/a
None
Finish
Any Ranged
Weapon
Frame
4 hours
N/a
None
Bipod
Any Medium
or larger
ranged
weapon
Frame
Tactical
6
2
25 minutes
5 minutes
32 oz.
None
Ergonomic
Stock
Any Rifle,
Shotgun,
Machine
Pistol, or SMG
Frame
50
3 days
N/a
None
Fixed Stock
Any Rifle,
Shotgun,
SMG,
Machine
Pistol, or
Machine Gun
Frame
30 minutes
32 oz.
None
Pistol Grip
Any Rifle,
Shotgun,
SMG , or
Machine Gun
Frame
30 minutes
8 oz.
None
Folding Stock
Any Rifle,
Shotgun,
SMG,
Machine
Pistol, or
Machine Gun
Frame
30 minutes
32 oz.
None
Synthetic
Stock
Any Rifle,
Shotgun,
SMG,
Machine
Pistol, or
Machine Gun
Frame
13
30 minutes
16 oz.
None
Buffer Stock
Any Rifle,
Shotgun,
SMG,
Machine
Pistol, or
Machine Gun
Frame
20
30 minutes
32 oz.
None
Any Rifle,
Shotgun, or
Machine
Pistol
Frame
17
30 Minutes
32 oz.
None
Detachable
Stock
Any Handgun
or Machine
Pistol
Frame
1 day
18 oz.
Restricted
Integral Stock
Any Handgun
and Machine
Pistol
Frame
2 Hours
16 oz.
None
Speedfeed
Stock
Any Shotgun
Frame
30 Minutes
28 oz.
None
Buttpad
Any Weapon
with a stock
Frame
5 minutes
N/a
None
Shaped
Emitter
Any Plasarm
Emitter
1 Hour
N/a
None
Colored
Emitter
Any Plasarm
Emitter
1 Hour
N/a
None
Ruggedization
Any Plasarm
or Lasarm
Frame
15
8 Hours
See Text
None
Bumpfire
Stock
Any SemiAutomatic
Firearm
Frame
30
2 days
N/a
Illegal
Full Auto
Upgrade
Any Semiautomatic
Firearm
Frame
60
4 days
N/a
Military and
Police
Burst Fire
Upgrade
Any SemiAutomatic or
Fully
Automatic
Firearm
Frame
55
4 days
N/a
Military and
Police
Slamfire
Upgrade
Any Pump
Action
Firearm
Frame
35
3 days
N/a
None
Single Action
Modification
Any semiAutomatic
Cylinder
Firearm
Frame
45
4 days
N/a
None
Power
Conserve
Emitter
Any small or
larger
Plasarm
Emitter
1 Hour
N/a
Licensed
Charge
Emitter
Any Plasarm
or Lasarm
Emitter
1 Hour
N/a
Licensed
Wave Emitter
Any small or
larger
Plasarm
Emitter
1 Hour
N/a
Military and
Police
Bounce
Emitter
Any Plasarm
Emitter
10
1 Hour
N/a
Licensed
Grid Emitter
Any small or
larger
Plasarm or
Lasarm
Emitter
12
1 Hour
N/a
Military and
Police
Stun Emitter
Any Plasarm
Emitter
1 Hour
N/a
Licensed
Extended
Range Emitter
Any small or
larger
Plasarm
Emitter
15
1 Hour
N/a
Licensed
Pulse Emitter
Any small or
larger
Plasarm or
Lasarm
Emitter
10
1 Hour
N/a
Military and
Police
Focus Emitter
Any small or
larger Lasarm
Emitter
12
1 Hour
N/a
Military and
Police
Scour Emitter
Any small or
larger Lasarm
Emitter
15
1 Hour
N/a
Licensed
Internal Upgrades
Precision
Upgrade
Any Ranged
Weapon
Frame
25
2 weeks
N/a
None
Clockwork
Action
Any Firearm
Frame
17
2 days
N/a
None
Sawed-off
Shotguns
(See text)
Frame
None
5 minutes
N/a
Restricted
Tightened
Drawstring
Reactive
Radiator
Bows
Frame
5 minutes
N/a
None
Any Plasarm
or Lasarm
Frame
22
4 Hours
N/a
None
Tactical Upgrades
Extra Rail
Any Firearm
Frame
2 hours
N/a
None
Taser Mount
Any Rifle or
SMG
Tactical
18
12 Combat
Points
14 oz.
Restricted
Masterkey
System
Any Rifle or
SMG
Tactical
15
12 Combat
Points
50 oz.
Restricted
M26 MASS
Any Rifle or
SMG
Tactical
22
12 combat
Points
43 oz.
Restricted
Patrol Sling
Any Rifle,
Shotgun,
SMG/Carbine
or Machine
Gun
Frame
5 minutes
5 oz.
None
Shotgun Sling
Any Shotgun
Frame
5 minutes
10 oz.
None
Secure-Clip
Any Small or
Smaller
Firearm
Frame
25 minutes
1 oz.
None
Tactical Sling
Any Rifle,
Shotgun,
SMG/Carbine
or Machine
Gun
Frame
5 minutes
8 oz.
None
Shotshell
Holder
Any Shotgun
Frame
Tactical
4
1
10 minutes
3 oz.
None
Cartridge
Holder
Any Rifle
Frame
Tactical
4
1
10 minutes
3 oz.
None
Tactical
Flashlight
Any Ranged
Weapon
Optics
Tactical
5 minutes
9 oz.
None
Vertical
Foregrip
Any Medium
or larger
Firearm.
Frame
Tactical
5
2
5 minutes
10 minutes
8 oz.
None
Lanyard
Any Handgun
or Machine
Pistol
Frame
10 Minutes
2 oz.
None
Handgun
Mount
See Text
See Text
20
10 Minutes
4 oz.
None
Tactical
10
12 Combat
Points
8 oz.
None
Magazine
Foregrip
Any Handgun
or Machine
Pistol
Tactical
5 Minutes
N/a
None
Glow Emitter
Any Ranged
Weapon
Tactical
Emitter
16
2
5 Minutes
1 Minute
N/a
None
Arc Emitter
Any small or
larger
Plasarm
Emitter
18
1 Hour
N/a
None
Coolant Flush
Any Plasarm
or Lasarm
Frame
14
3 Hours
16 oz.
None
Reserve Packs
Any Plasarm
or Lasarm
Frame
20
2 Hours
24 oz.
None
Ammunition
Readout
Any Ranged
Weapon
Frame
12
1 Hour
12 oz.
None
Available for
Wealth Point
Cost
Time
Restrictions
Overpressure
1 per 4 bullets
10 Minutes
per bullet
None
Subsonic
1 per 10
bullets
10 Minutes
per bullet
None
Linked
2 per 100
bullets
30 Minutes
None
Silver
Any Ammunition
1 per 6 bullets
20 Minutes
1 per 2 shells
per bullet or
1 per 10
shell
arrows or
5 minutes per
crossbow bolts
arrow or
crossbow bolt
None
Evokalloyed
Ammunition
1 per 5 arrows
15 minutes
or crossbow
per arrow or
bolts
crossbow bolt
None
Enchanted
Ammunition
(Cost of ammo
+ 1 WP per 2
SP ) * Number
of spell
schools used
None
See Spell
Points Time
Cost Table
Caliber
.41 Rimfire
1d2
.22 Short
1d3
.25 ACP
2d3
2d3+3
.22 TCM
6d3+2
.50 GI
1d4
1d4+2
1d4+3
2d4
2d4+1
2d4+2
2d4+3
.45 S&W
3d4
.40 S&W
3d4+1
3d4+2
3d4+3
.357 Magnum
3d4+4
.38 Super
4d4
4d4+4
9x39mm
5d4
5d4+2
6d4
1d6
.32 ACP
1d6+2
1d6+3
.44 Russian
1d6+4
1d6+5
.38 Winchester
2d6
2d6+1
2d6+2
.357 SIG
2d6+3
9x23mm Steyr
2d6+4
10mm Auto
3d6
3d6+1
3d6+2
3d6+5
4d6
4d6+1
4d6+2
4d6+3
16 Ga.
4d6+4
7.5x54mm French
5d6
5d6+1
8mm Lebel
5d6+2
5d6+3
.303 British
5d6+4
5d6+5
8x57mm Mauser
6d6
7d6
1d8+2
7.62x38mmR Nagant
2d8
2d8+2
7.62x25mm Tokarev
3d8
7d8
2d10
10d8
12d8
13.9x99mmB
1d10
.32 WCF
1d10+2
.44 WCF
2d10
2d10+5
56-56 Spencer
3d10
.45-70 Government
3d10+5
.50-70 Government
10d10
14.5x114mm
12d10
1d12+6
.28 Caseless
2d12+8
.40 Caseless
3d12
.458 SOCOM
4d12+4
Wattage
1d8-2
10 kW
1d8
15 kW
1d8+1
25 kW
2d8
35 kW
2d8+1
40 kW
2d8+2
45 kW
3d8
50 kW
3d8+2
65 kW
3d8+3
75 kW
4d8
90 kW
4d8+2
100 kW
4d8+4
120 kW
5d8
135 kW
5d8+3
165 kW
6d8+2
180 kW
7d8+1
200 kW
Combat Point
Cost
Trip Attack
12
Knockout Blow
12
Disarm Attack
12
Coup de Grace
12
Feint
Release a Spell
+1
Light Attack
-1
Heavy Attack
+2
Full Attack
+7
Aggressive Attack
+2
Thrust Attack
+1
Swipe Attack
+1
Fire a Bow
Light Pull
Medium Pull
Heavy Pull
Fire a Flamethrower
Fire a Taser
Fire a Whip
Fire a Mortar
12
No-miss Shot
12
Double Fire
Autofire
Potshot
Double Tap
Burst Fire
Bump Fire
Suppressive Fire
Sweepfire
Sprayfire
Fanning
Two Round
Three Round
Slamfire
Two Round
Three Round
Activate A Power
Fire a Stylus
Use an Aetherweapon
Aetherwand
Aetherrod
Aetherstaff
4x normal
movement
Reaction
Extra Effort
Move Actions
Movement
Walking and Running
1 per 5 feet
2 per 5 feet
3 per 5 feet
Climbing
4 per 5 feet
Swimming
3 per 5 feet
Activate a Psiblade
Drawing a Psiblade
Holster a Weapon
Drop an item
Cycle a weapon
12
Reloading
Reload a Bow
Reload a slingshot
Reload a Taser
3 per bullet or
shell
3 per bullet or
shell
3 per stripper clip
12 per barrel or
chamber
Scribe A Scroll
4 Combat Points
1-4
5 Combat Points
5-8
6 Combat Points
9-10
7 Combat Points
11-13
8 Combat Points
14-16
9 Combat Points
17+
10 Combat Points
Credits
All information was found using google from various firearms websites, my own knowledge, and wikipedia.
Most writeup text from the firearms was acquired from wikipedia, and their vast number of sources. The Ops
and Tactics copyright belongs to Sweet Soul Bro !!H5XdMKmBv5G. All listed firearms are owned by their
respective companies, trademarks, copyrights and I do not take to claim any ownership of any. Please don't sue
me, I have no monies.
Designed for use with the Ops and Tactics Core Rulebook 5th Edition.