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OPS AND TACTICS

GM Compendium and Player Resource

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.

Differences between Ops and Tactics and D20 Modern


Characters and Character Generation
Ops and Tactics uses 3d6 as it's base roll instead of 1d20.
The number of levels is reduced from 20 to 10, and each level's benefit is condensed. A feat is gained every level
and the saving throw bonuses are condensed.
Ops and Tactics splits up the Strength ability score's modifier into two values; Focus and Power. Focus is
responsible for dictating how accurate a character is with melee weapons, and power is how much damage due
to strength is given per hit. Dexterity is similarly split up in Marksmanship and Agility, with marksmanship
controlling how accurate a character is with ranged weapons, and agility representing how much of a bonus is
given for defense, and to the reflex saving throw.
Ability score increases are no longer given every 4 levels, instead a character may work out and practice the
ability score they wish to increase, then make a check to see if it is increased the amount of desired points.
Hit points are split into two forms, Core Hit Points and Extended Hit Points. Core hitpoints represent true
damage; being struck with a sword and bleeding, or shot in the chest. They are affected directly by the
character's Constitution Score. Extended Hit points represent the ability of a character to glance off an attack,
their resolve, and their nerve. Extended Hit points are determined by the Archetype a character has selected, and
is affected by the Constitution Modifier. Core Hit points can be affected in two ways; By committing a critical
strike, or by depleting all of a character's Extended Hit Points. There are other ways to affect core hit points, and
those are mentioned when it is the case. Extended Hit points are increased at a steady rate, which is affected by
the character's Constitution Modifier. Core Hit points usually do not increase, unless the character either
increases their Constitution score or takes the Toughness Feat.
Action points are removed completely.
Most of the talents have been either removed entirely, rewritten, or replaced, the tree structure has been
removed in lieu of letting a character take any talent at any point in time.
Characters do not gain a bonus to defense for leveling.
The Occupations for characters have been reworked entirely to make them more beneficial to the implied
occupation. New occupations have been added that filled in the gaps that existed, and there is now a mechanic

for switching occupations.


Reputation and Advanced Classes have been removed entirely.
Skills
The maximum skill ranks per level has been increased by 1.
Many of the skills that could be condensed into a single skill are. Some examples include Balance, Tumble, and
Escape Artist, all of which have been condensed into a skill called Acrobatics, and Swim, Climb, and Jump have
been condensed into a skill called Athletics.
Research, Investigate, Gather Information, Sense Motive, and Decipher Script have been removed entirely.
The Craft Skills have been massively expanded, to allow for the creation of in-game weapons and equipment,
with actual check values for specifically useful equipment. Repair has also been merged into these skills.
Spot, Search, and Listen have been condensed into Perception.
Feats and Combat
Combat has been completely rewritten, instead of using the standard D20 Combat system's
Attack/Move/Free/Full action, Ops and Tactics uses Combat Points, which all actions are given. A character has a
set number of combat points, and may spend them on their turn however they see fit, so as long as they can
afford the action or actions they wish to perform. This allows for multiple attacks per turn by default, or allows a
character to move and attack seamlessly without issues.
The amount of combat maneuvers has been drastically increased, allowing for more options in combat without
having to rely on feats. Melee in particular has been greatly expanded to allow for true duels.
The amount of feat options has drasticly increased as well, allowing for more focusing on attacks, weapons, and
styles.
Double tapping, Burst Firing, and Autofiring no longer requires a feat in order to perform, instead these
proficiencies reduce penalties.
Nearly every feat has been reworked so that there are no more newbie traps or Wrong feats.
There is now a way to target specific body parts, which will provide different kinds of effects depending on the
damage delivered and the body part targeted.
Characters can now bleed out if they are hit with a qualifying damage and not wearing armor.
Armor primarily provides Damage Reduction against specific types of damage depending on the armor, and
requires no proficiencies to wear. Possessing the proficiencies instead grants the wearer the bonuses to defense,
and removes and lowers some of the armor penalties. Depending on the weight and type of armor, it will
automatically require Combat Points in order to move.
Hits that are successful beyond a threshold grant additional damage to the attack.

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 Ability Scores


How characters gain their ability scores can determine how the game is played, and the pace.
3d6 Method: The 3d6 method is possibly the most unforgiving of methods. The characters simply roll 3d6, and
take the scores, and then freely assign the scores. There is a secondary way to do this, where a character assigns
the rolls as they roll them, without any ability to put a better score in an already filled ability score. The
downsides to this are that it can create very uneven and unbalanced partymembers. This rule could be used for
smaller campaigns, usually with 1-2 players.
4d6 Drop Lowest roll Method: This method is slightly more forgiving than the 3d6 method, improving the
chances of better scores. Like it's 3d6 brethren, it too can also produce an uneven and unbalanced party. It
should be used for small campaigns, usually with 1-3 players.
Point Buy Method: This method is possibly the second most fair and balanced method for character creation. It
allows for personal customization of scores while giving each character the ability to determine their own
strengths and weaknesses. A GM should be cautioned to not set the points too high so that a player has to make
choices about what they want their characters strengths and weaknesses to be. This Rule works best with the
average sized party, usually with 3-5 players.
Grid Method: This is a more forgiving version of the 4d6 Drop lowest roll rule, forcing a character to sacrifice
one mental ability score for a physical one, or vice versa. This should be used with 2-4 players.
Array Method: This is possibly the most balanced way to hand out ablity scores, giving all players the same set
of scores to pick from. This is best for all sized campaigns.

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 Skills and Feats


Care should be placed in selecting skills, as they are one of the primary ways to determine how a character
performs in a semi-combat and non-combat setting. It should also be taken care that a character uses all of their
ranks, as the archetype per level for skills is 4 + level.
Feats are designed to shape your capabilities heavily, by lessening penalties and Combat Point Cost for attacks,
increasing skills, or providing other ways to otherwise break the established rules. It is extremely important to
select them carefully as they are the primary means of determining how a character is effective, unlike D&D,
where the class is the primary determiner of how a character is to perform in combat.

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.

Building a character beyond the Numbers


The most important aspects about a character are not actually related to the numerical values. These aspects
include what makes a character real. Values such as the characters likes and dislikes, fears and aspiriations,
habits and vices, are extremely important in fleshing out the character. It's also good to create a little backstory
for the characters, usually ranging in at least their previous two weeks of events.
Family is also a good place to touch on. Every hero is not, nor should not be a brooding orphan, with no family
or support system. People make relationships and they should be explained well in the character's back story. A
good GM should also respect the player characters backstory and family, and do their best to work with the
player to involve it as much or as little as possible as the players would like for it to be involved.

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.

If you're running this for the first time...


It is recommended that you use the Simple Firearms Supply Drop(Supply Drop Number 3) in lieu of the list of
firearms in the Core Rulebook. A small campaign consisting of 1-3 levels is recommended, consisting of light
combat against easy enemies. Armor rules and combat rules should be referred to heavily. No other supply
drops or supplemental books should be used.
If you're going for increase lethality...
The Level 5+ Variant Rule should be used to limit a character's HP and attack bonus. The 3d6 Variant Rule
should be used for the bell curve variant, that favors averages more than extremes. Bleeding, extremity damage,
status effects, and bonuses to damage due to higher attack rolls should be given special attention. A campaign of
any size can be used, but the GM should be very careful to pace the rewards so that they do not outclass their
players, or their own enemies/NPCs.
If you're going for increased realism...
The Hex variant rule should be used to give the players a more natural style of movement and facing. The
Firearm actions rules should also be used to accurately replicate and produce more choice with the various types
of firearms. The Pistol whip variant rule and rocket launcher backblast rule though it may not come into much
use, should also be used and referenced when applicable. The Machine Gun Heat variant rule should be used to
make the character using a machine gun more mindful of his wanton firing. The Recoil variant rule should be
heavily called upon, to balance both Dexterity and Strength choices, as well as the caliber damage to recoil
penalty for firing rapidly. Over penetration and Missed shot Variant rules should also be referenced, but mostly
to guide the characters to better choices of ammunition, and if not available, making sure that their background
is clear when shooting at enemies. These kinds of campaigns are very heavy on the rules, with all of the
standard rules that already apply in the game. Because of this, they should be played with a very small group,
with 1-2 players who have a deep understanding of the game already, as well as a good understanding of the
following variant rules. Because of the difficulty that this kind of game can bring, the players should take every
benefit and opportunity they can.
If you're a GURPS convert...
The Unarchetype Variant rule is a must to design your own archetype to your liking. Any other variant rule you
use would be up to your taste.
If you're a Wargamer...
Gridless combat rules should be used, with a possibility of using the Simple Firearms Supply Drop(Supply Drop
Number 3).

Enemies and Antagonists


Below are some example enemies that new GMs can use as starter enemies, and veteran GMs can use as bases to
modify.

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.

Variant Rule: Gridless Combat


Tactical affairs such as movement are best handled on a grid, but for players who prefer the wargame type of
movement, or who do not want to be tied to a grid-like movement, this variant rule gives them options.
The primary advantage of this variant is that it eliminates the grid and the issues that come with it, such as
moving diagonally, and complicated aiming and throwing distances. It also makes creating organic scenes using
props much easier. All distance is measured in a straight line.
5 feet in game is equivalent to 1 inch, and the recommended miniatures sizes is 22mm. It is highly recommended
that a tape measure is on hand, and string and circular cutouts with 1 inch notations. All ranges are rounded up
to the nearest inch, when needed.
Grenades, explosives, and any weapons with blast radius work as normal. The blast radius is calculated as a
diameter.(a 5 ft blast radius will be a circle 1 inch across, a 10 ft radius will have a circle 2 inches across, etc). The
diameter of the explosive must only touch the miniature in order for it to be affected. For the purpose of this
variant rule, wounding radius is removed.
All creatures sized medium and less should be able to fit into a 1 inch diameter circle, Large creatures will fit
into a 2 inch diameter circle, Huge creatures will fit into a 3 inch diameter circle, Gargantuan creatures will fit
into a 4 inch diameter circle, and Colossal creatures will fit into a 5 inch or larger circle.
Variant Rule: DA/SA, DA, DAO, PA, and SA Versus Semi-automatic
Handguns listed in Armory will have the firearms actual action, which can be used just as core rulebook: DA
and DAO revolvers are semi-automatic, and All pistols are semi-automatic, or the variant rule below can be
used. The variant rule should be used if your players are aiming for a more realistic game, or you'd like another
aspect to play out when choosing a handgun.
Single Action Revolvers: Cost +1 Combat point when performing a single shot attack, but gain a +1 attack bonus.
Double Action Revolvers: Attacks gain no penalty or bonus, but the revolver can be used like a Single Action
Revolver, incurring both the penalties and bonuses.
Double Action Only Revolvers: Attacks gain no penalty or bonus.
Single Action Pistols: All single shot attacks gain a +1 attack bonus, hammer must be cocked back in order to fire
the first shot.
Double Action/Single Action Pistols: If the hammer is not cocked back, the first attack has no attack penalty or
bonus and all single shot attacks after the first shot gain a +1 Attack bonus. The Hammer can be cocked back for
2 Combat Points.
Double Action Only Pistols: Attacks gain no penalty or bonus.
Pre-set Action Pistols: All single shot attacks gain a +1 attack bonus.

Variant Rule: Weight and Pistol Whip damage


When hitting someone with a handgun, weight plays a very major role: The more mass to bring down on an
enemy, they more they'll feel it. The Ops and Tactics Core Rulebook doesn't distinguish between weight when
pistol whipping; all small and larger handguns do the static amount of 1d4 damage. For a more broad scope of
damage, the variant rule below could be used. All Damage adds a character's Power to the damage as normal.
Unlike the default rule set, the size of the firearm does not come into play when pistol whipping using the
variant rule.
Table: Pistol Whip Damage
Handgun Weight

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

81 oz. and above

3d3+2

Variant Rule: Open Bolt and Closed Bolt


Each listing in the Machine Pistols and SMGs will have the type of action, along with their rates of fire.
Open Bolt: Abbreviated as OB, these weapons grant a -2 attack penalty on all single shot attacks, and a -1 on all
multi-shot attacks. They also can not chamber a round in the chamber for +1 round. These weapons can not be
cycled without firing off a round.
Closed Bolt: Abbreviated as CB, these weapon do not gain an attack penalty or bonus for any attacks, and can
chamber a round in the chamber for +1 round, but the combat point cost is +1 when reloading these weapons.
Variant Rule: Bolt Action, Lever Action, and Pump Action Rifles
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.
Lever Action Rifles: Cost +5 Combat Points when firing from prone and +2 when firing from kneeled, but -1
Combat Point when performing potshot attacks.
Pump Action Rifles: Attacks gain no penalty or bonus.

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).

Variant Rule: Rocket Back Blast


Backblast is a cone-shaped area behind a rocket launcher where hot gases are expelled when the rocket is
discharge. The backblast area is dangerous to others, who may be burned by the gases or exposed to
overpressure caused by the explosion. In confined spaces, common in urban warfare, even the operators
themselves may be at risk.
All Rocket Launchers, when fired, also create a 10ft cone directly behind them, that deals 4d6 fire damage to
anyone standing in it.
Variant Rule: Recoil
On a base level, Ops and Tactics ignores the after affects of recoil, and instead injects it's affects into attack rolls.
This variant rule injects the strength of the player to control the recoil of a firearm, in it's various firing modes.
Recoil is dependent on the amount of damage dice the weapon fires: The More dice, the more recoil.
This variant rule removes all of the static penalties that come certain types of firearm attacks, and instead
replaces them with static modifiers, that are added to the recoil penalty, based on how many damage dice the
selected caliber has, and what bonuses it has to damage. For every +2 to damage a caliber has, it has a -1 added
to it's recoil penalty(For example, 10MM Auto has 2d6+4, which would grant it a total recoil penalty of -4)
When calculating recoil penalties, a character uses their Power Modifier to add or subtract from the recoil
penalty, before coming with the final penalty or bonus.(For example, A character with a Power Modifier of +2
would offset the recoil penalty of 9x19mm which is 2d6 and has a recoil penalty of -2)
Table: Attack Chart
Attack

Recoil Penalty

Double Fire Attack

Caliber Recoil Penalty * 2

Autofire Attack

Caliber Recoil Penalty - 3

Burst Fire Attack

Two Round: Caliber Recoil Penalty - 1


Three and Five Round: Caliber Recoil Penalty - 2

Bump Fire Attack1

Caliber Recoil Penalty - 5

Double Tap Attack2

Caliber Recoil Penalty

Sprayfire Attack3

Caliber Recoil Penalty - 10

Sweepfire Attack4

Caliber Recoil Penalty - 10

Fanning Attack5

Two Round: Caliber Recoil Penalty - 3


Three Round: Caliber Recoil Penalty - 5

Slamfire Attack6

Two Round: Caliber Recoil Penalty - 2


Three Round: Caliber Recoil Penalty - 4

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

Variant Rule: Automatic Firearm Attacks


On a base level, Ops and Tactics has a few autofire attacks, that have a static damage, and a static amount of
rounds fired in an autofire attack. This variant rule allows a player to determine the amount of rounds they fire
automatically, and by consequence, how much damage they do, replacing the standard autofire, sprayfire,
burstfire, and sweepfire attacks.
Like the attacks they are replacing, the damage dice given are Dependent on how many damage dice are present
in the original caliber that they're using. The only exception to this is Full Spray, which is noted below.
Grouping Types
There are three types of groupings a character can chose when firing automatically; Wide groupings, normal
groupings, and tight groupings. Wide groupings have a decreased amount of damage done, but provide a better
chance of hitting the target. Normal groupings are the middle ground, providing the normal amount of damage,
and a normal chance to hit the target. Tight groupings have an increased amount of damage done to a target,
with the downside of having a worse chance to hit the target. Before performing an attack, the character selects
what kind of groupings they are using, and the modifiers and penalties are applied to the attack.
Wide Groupings: For every 2 damage dice removed, gain a +1 attack bonus, to a minimum of 1 damage dice.
Normal Groupings: No Change
Tight Groupings: For every -2 attack penalty added, gain +1 damage dice, to a maximum of 10 damage dice
added.

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

Table: Practical XP Cost and Benefits


Cost

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

+3 Additional Skill Points

1 Practical XP

+3 Additional Extended Hit Points

1 Practical XP

+1 Additional Archetypal Skill

4 Practical XP

+1 Additional Special Ability

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

Archaic Weapon Proficiency(Bows)

1 Day

The Attack Penalty when using Bows is reduced to -2

Archaic Weapon Proficiency(Combat


Swords)

1 Day

The Attack Penalty when using Combat Swords is reduced to


-2

Archaic Weapon Proficiency(Fencing


Swords)

1 Day

The Attack Penalty when using Fencing Swords is reduced to


-2

Archaic Weapon Proficiency(Axes)

1 Day

The Attack Penalty when using Axes is reduced to -2

Archaic Weapon Proficiency(Staves)

1 Day

The Attack Penalty when using Staves is reduced to -2

Archaic Weapon Proficiency(Spears)

1 Day

The Attack Penalty when using Spears is reduced to -2

Archaic Weapon Proficiency(Picks)

1 Day

The Attack Penalty when using Picks is reduced to -2

Archaic Weapon Proficiency(Maces)

1 Day

The Attack Penalty when using Maces is reduced to -2

Light Armor Proficiency

1 Day

Can gain up to a +1 to Defense when Wearing Light Armor

Medium Armor Proficiency

1 Day

Can gain up to a +2 to Defense when Wearing Medium Armor

Heavy Armor Proficiency

1 Day

Can Gain up to a +3 to Defense when Wearing Heavy Armor

Black Powder Firearm Proficiency

1 Day

Can reload black powder firearms at double the cost, and the
attack penalty when using black powder firearms is reduced to
-3.

Personal Firearm Proficiency

1 Day

Can reload firearms, and the attack penalty when using


firearms is reduces to -3.

Personal Plasarm Proficiency

1 Day

Can reload plasarms, and the attack penalty when using


plasarms is reduces to -3.

Personal Lasarm Proficiency

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 single bladed psiblades is


reduced to -2, and double bladed psiblades is reduced to -6. If
the character has Archaic Weapon Proficiency(Combat Swords
or Fencing Swords), the attack penalty is reduced to -1 for
single bladed psiblades.

Plasma Blade 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.

Variant Rule: Level 5 Plus


This variant rule changes how characters level up, and slows the progression of leveling up by maxing values
out at half.
All characters gain all archetypal benefits until level 5. After level 5, a character only receives half of the skill
points(rounded up) of their most prominent archetype, and a singular feat per level. They do not receive any
other benefits for gaining a new level. Because of how this is done, the new maximum level a character can have
is 15. After level 5, a character will receive a new level every 5,000 Experience Points they gain.

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.

Shell Ammunition Types


Shell ammunition is ammunition that uses a plastic, brass or paper shell to hold all of the components of the
ammunition together. A Box of shell ammunition weights 32 oz per 25 shells.
00 Buckshot Ammunition: This ammunition consists of .33 inch caliber heavy lead balls fired simultaneously
from a single shell. It has no special rules.

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

Caseless Ammunition Types


Caseless ammunition is ammunition that does not use a metal or plastic case to hold all of the components of the
ammunition together, instead having the propellant pressed around it with the projectile in the center of the
pressed block. Caseless ammunition must be pre-purchased in magazines, and the type indicated has a full
magazine
Full Metal Jacket (FMJ): This ammunition consist of lead bullets encased in a metal casing. This is the standard
ammunition for all Caseless firearms. It has no special rules.
Jacketed Hollow-Point (JHP): 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, and increases
the cost by 1 WP.
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 and increases the cost by 2 WP.
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,
and increases the cost by 1 WP.
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, and increases the cost by 4 WP.
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 and increases the cost by 1 WP.

Table: Caseless Magazine Sizes and Compatible Firearms


Caliber

Magazine Size Compatible Firearms

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

MA5 Series, MB5 Series, MG10 Series 1

.40 Caseless

120 Rounds

MA5 Series, MG10 Series

.40 Caseless

300 Rounds

MG10 Series

.20 HV Caseless

5 Rounds

MS9 Series

1 for 2 Mags

Table: Cased Ammunition Prices


Caliber

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

Military and Police

Frangible

10

None

Match Grade

20

None

Tracer

10

None

Blank

100

None

Gel

50

None

Ultraviolet

20

None

Silver Nitrate

20

None

.380 ACP/9x17mm Kurz

9x18mm PM
FMJ/Lead

50

None

JHP/JSP

25

None

Armor
Piercing

Military and Police

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

Military and Police

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

Military and Police

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

.45 Long Colt

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

.50 Action Express

5.45x39mm/.21 Russian

.223 Remington/5.56x45mm NATO

Solid

10

None

Frangible

20

None

Incendiary

Military and Police

Armor
Piercing

50

Military and Police

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

Military and Police

Armor
Piercing

50

Military and Police

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

Military and Police

Armor
Piercing

20

Military and Police

Tracer

30

None

Blank

100

None

FMJ/Lead

20

None

JHP/JSP

20

None

7.62x39mm M43/.30 Russian

7.62x54mmR

.308 Winchester/7.62x51mm NATO

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

Military and Police

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

.300 Winchester Magnum

.338 Laupa Magnum

.50 BMG/12.7x99mm

Solid

None

Incendiary

Military and Police

Frangible

None

Armor
Piercing

None

Match Grade

None

Table: Shell Ammunition Prices


Caliber

Type

Wealth Rounds
Point Per box
Cost

Restrictions

.410 Gauge
00 Buckshot

25

None

#6 Birdshot

40

None

#3 Birdshot

20

None

Non Lethal Rock Salt

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

Non Lethal Rock Salt

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

Non-Lethal Rock Salt

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

Grenade Ammunition Types


Fragmentation Grenade: This is the most common type of launched grenade. It uses a small explosive charge to
fling shards of metal in all directions.
High Explosive(HE) Grenade: These grenades are packed with a shaped charge, that when impacted, destroy
armored targets and buildings. A HE grenade ignores 15 points of hardness.
High Explosive Dual Purpose(HEDP) Grenade: These grenades are a combination of the High Explosive, and
the Fragmentation Grenade, allowing for use on armored targets, or soft targets. A HEDP ignores 10 points of
Hardness.
Tear Gas Grenade: These grenades are used to disperse crowds and smoke out hostage takers. When the
grenade is shot, a tear gas grenade fills the four squares around it with tear gas. On the following round, it fills
all squares within 10 feet, and on the third round it fills all squares within 15 feet. Any target caught in the cloud
of tear gas must make a fortitude saving throw(DC15) or be blinded and stunned for 2d4 rounds. 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.
Smoke Grenade: These grenades create smoke to signal or to conceal. When the grenade strikes a hard surface,it
first burst and fills all squares within 10 feet with smoke. On the following round, it fills all squares within 15
feet, and on the third round it fills all squares within 20 feet. The smoke obscures all sight, including the darkvision ability granted by night vision goggles. Anyone within the area has total concealment (attacks suffer a
50% miss chance, and the attacker cant use sight to locate the target). It disperses after 10 rounds. Smoke
grenades are available in several colors, including white, red, yellow, green, blue, orange and purple.
Beehive Grenade: These grenades fire a bundle of fletchette darts that rip and shred their target. It does 8d6
with a range increment of 20 feet, and has the same reductions as shotguns. 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.
Foam Slug Grenade: These grenades consists of a large foam slug, used when non-lethal force is necessary. It
deals 4d6 non-lethal damage. 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.
Buckshot Grenade: These grenades fire a bundle of buckshot rounds, that penetrate the target, turning the
grenade launcher into a large shotgun. It deals 3d10 damage with a range of 25 feet, and has the same reductions
as shotguns. 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.
Flare Grenade: These grenades illuminates a 60 foot radius as if lit by daylight for 10 rounds. When used as a
signal, a flare round may be spotted at a distance of 5 miles with a successful Perception check, whichever
appropriate (DC 20 during the day, or 15 at night). A flare round may also be used as a weapon, having a range
of 60 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 round can also ignite flammable material and fluids. This grenade does not
incur the bludgeoning damage or the attack penalty when firing a grenade at a target.
Airburst Grenade: These grenades are fused to explode before they hit the ground, thereby causing the
maximum amount of damage to soft targets.

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

Melee Weapon Upgrades


There are 2 locations where an upgrade may be place. The handle and the contact. Each melee weapon can
accept up to two upgrades per location. Certain upgrades can only be performed on certain types of weapons.
Composite(Contact/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.
Concealed:(Contact) This upgrade disguises the weapon as an everyday, inconspicuous object, granting a +10 to
stealth to hide the weapon. Only swords or knives of medium or smaller size may use this upgrade.
Detailing(Contact/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)
Practice Weapon(Contact): This upgrade replaces the weapon's contact with a wooden, softened or blunted
version that inflicts non-lethal damage equal to the weapons standard damage.
Razor Sharp(Contact): This upgrade sharpens the blade on a bladed weapon as sharp as possible, granting a +3
Damage Bonus. This upgrade may only be performed on weapons with blades or points.
Retractable(Contact): This upgrade allows the weapon to be folded down to one Size category smaller than
standard. Folding or unfolding the weapon requires 1 Combat Point.
Silvered(Contact): This upgrade infuses the weapon with alchemical silver, which has adverse affects to certain
creatures.

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

Plasma Blade Upgrades


Plasma blades can only have upgrades located on their handle, but they can accept up to three upgrades. The
upgrades listed below are for plasma blades only, and can not be used for any other weapon. Plasma blade can
not use any other upgrades than those listed below.
Belt Clip(Handle): This upgrade attaches a simple, but durable metal clip to the plasma blade, 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)
Plasma Core Upgrade(Handle): This upgrade replaces the built in plasma core with one that is a single
increment higher, giving the blade a more powerful damage output. This upgrade grants the plasma blade with
a power output of one wattage higher, but decreases the heat by 5 per upgrade. This upgrade can be taken as
many times as it takes to reach 75 kW. The plasma blade may not have a wattage level over 75kW
Plasma Core Downgrade(Handle): This upgrade replaces the built in plasma core with one that is a single
increment lower, giving the blade less damage output, but more heat. This upgrade grants the plasma blade
with a power output of one wattage lower, but increases the heat by 5 per upgrade. This upgrade can be taken as
many times as it takes to reach 15 kW. The plasma blade may not have a wattage level under 15kW
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 plasma
blade. The user chooses six numbers between 1 and 6 and enters them in the plasma blade when this upgrade is
performed. Anyone who does not know the code to the plasma blade may not activate it. It takes 2 Combat
points to enter the password. A plasma blade may only have one activator upgrade at a time.
Fingerprint Activator(Handle): This upgrade replaces the button activator with a fingerprint scanner on the hilt
of the plasma blade. In order to activate the plasma blade, the user places their finger on the reader, and the
blade reads the print of the user. If the fingerprint is recognized, the plasma blade activates. Up to 3 sets of
fingerprints may be stored in the plasma blade. A plasma blade may only have one activator upgrade at a time.
This increases the plasma blade activation time by 1 Combat Point.

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

Ranged Weapon Upgrades


Ranged weapons can be customized with plenty of upgrades, weather for form, or fashion. There are 4 locations
where an upgrade may be placed. The Optic mount, the Tactical mount, the Barrel, and the Frame. Each ranged
weapon listed has a certain amount of mounts, and some upgrades can only be performed on certain types of
weapons. A character can only benefit from ranged weapon upgrades, if they are proficient in the ranged
weapon the upgrade is performed on.
The Optic mount: The optic mount is a mount that can accept lasers, flashlights, and Optics. A ranged weapon
can have no more than one upgrade per optic point.
The Tactical Mount: The tactical mount is a system of rails that can accept lasers, flashlights, bipods, and
secondary weapons such as under-barrel shotguns or grenade launchers. A ranged weapon can have no more
than one upgrade per tactical point.
The Emitter: The emitter can be modified to produce different effects and grant different types of attacks. Only
plasarms and lasarms have emitters, and can accept emitter upgrades. A plasarm can have no more than three
emitter upgrades at one time, while a lasarm can have no more than two emitter upgrades at one time.
The Barrel: The barrel can be modified to accept suppressors, muzzle brakes, bayonet lugs or be upgraded itself.
A ranged weapon can have no more than three upgrades per barrel at one time.
The Frame: The frame is the large part of the ranged weapon, which holds and can accept extra rails, different
grips and stocks, slings, holds the modified internal workings, and customize the styling of the weapon. A
ranged weapon can have no more than four upgrades on it's frame at one time.

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.

Optics and Sights Upgrades


Optic Mount(Frame): The firearm gains an optic upgrade location if it does not have one. A firearm can have no
more than one Optic Mount.
Advanced Combat Sight(Optics): This accessory combines the benefits of a red dot sight and a 3 telescopic
sight. When using this sight, a character does not suffer the -4 penalty for the first range increment, as would be
on the normal 3x telescopic sight, and they only must spend 3 combat points to acquire their target.
Adjustable Telescopic Sight(Optics): This accessory is an adjustable telescopic sight, allowing for multiple
magnification levels in a single sight. It is purchasable in a variety of different magnifications. Switching
between magnification levels cost 12 Combat Points.
Day/Night Sight(Optics): This accessory combines the benefits of a night vision sight and a telescopic sight.
Switching between night vision and daytime modes cost 12 Combat Points.
Red Dot Sight(Optics): This accessory projects an illuminated red dot onto a piece of glass or plastic,
superimposing it over the shooters field of vision as he looks through the sight. It visually resembles a laser
sight to the shooter, but no actual dot is projected downrange. A red dot sight grants a +1 to all attack rolls made
within the weapon's first 5 range increments.
Telescopic Sight(Optics): A telescopic sight is a sighting device that makes it easier to hit targets at long range.
However, although a scope magnifies the image of the target, it has a very limited field of view, making it
difficult to use at close range. The Telescopic sight increases the range increment for a ranged weapon. However,
to use a scope a character must spend 6 Combat Points acquiring their target. If the character changes targets or
otherwise lose sight of the target, they must reacquire the target to gain the benefit of the scope. Also, any
character attempting to attack a target within the weapon's first range increment suffers a -4 penalty to their
attack roll, but the second range increment at a +0 bonus. Shotguns, machine-pistols, bows, crossbows, and
handguns do not gain the benefit of using any telescopic sight stronger than 3x, SMG's do not gain the benefit of
using any telescopic sight stronger than 6x, and carbine rifles do not gain the benefit from using any telescopic
sight stronger than 9x.

1.5x-3x: Multiply range increment by 1.25 (Rounded up to the nearest 5ft)


3.1x-6x: Multiply range increment by 1.5 (Rounded up to the nearest 5ft)
6.1x-9x: Multiply range increment by 1.75 (Rounded up to the nearest 5ft)
9.1x-12x: Multiply range increment by 2 (Rounded up to the nearest 5ft)
12.1x-15x: Multiply range increment by 2.25 (Rounded up to the nearest 5ft)
15.1x-18x: Multiply range increment by 2.5 (Rounded up to the nearest 5ft)
18.1x-21x: Multiply range increment by 2.75 (Rounded up to the nearest 5ft)
21.1x+: Multiply range increment by 3 (Rounded up to the nearest 5ft)

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.

Ergonomics and Aesthetic Upgrades


Custom Grip(Frame): The weapons grip is fitted to a mold of the wielders hand, granting him a +1 to all attack
rolls made with the weapon. Anyone else who tries to use the weapon suffers a -2 attack penalty to their attack
rolls. Only Handguns may use this upgrade

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.

Firing Mode Upgrades


Full Auto Modification(Frame): This upgrade allows the weapon to fire in Full Auto mode, but because the
weapon was not originally engineered to take the stress of automatic fire, the weapon's error range increases by
20%, and the weapon loses the ability to fire in single shot mode. This upgrade is also highly illegal without
proper licenses, and may cause an investigation if the police hear of the weapons conversion.
Full Auto Upgrade(Frame):This upgrade allows the weapon to fire in Full Auto mode, fitting it with parts
designed to take the stress of automatic fire, as well as retaining the ability to fire in single shot mode or burst
fire mode. This upgrade is also highly illegal without proper licenses, and may cause an investigation if the
police hear of the weapons conversion.
Burst Fire Upgrade(Frame):This upgrade allows the weapon to fire in three or two round burst fire mode, fitting
it with parts designed to take the stress of automatic fire, as well as retaining the ability to fire in single shot
mode or full auto mode. This upgrade is also highly illegal without proper licenses, and may cause an
investigation if the police hear of the weapons conversion.
Slam Fire Modification(Frame):This upgrade removes the trigger disconnect of a pump action firearm, allowing
the weapon to fire in slam fire mode, as well as increasing the weapon's error range by 15%.
Single Action Modification(Frame): This upgrade turns a Semi-automatic revolver into a single action only
revolver, granting a +1 to all fanning attacks, but removing the ability to perform double tap attacks. Only
Revolvers may use this upgrade.
Power Conserve Emitter(Emitter): This Upgrade grants the built in emitter on a plasarm the ablity to fire low
power semi-automatic plasma shots. When performing a single shot, or a potshot attack with the plasarm, the
heat cost is reduced by 1, but the damage die is also decreased by 1. Only plasarms may take this upgrade.
Charge Emitter(Emitter): This upgrade grants the built in emitter on a plasarm or lasarm the ability to charge
shots as well as upgrades the surrounding coverage to sustain the increased heat due to charging, This upgrade
grants the plasarm the ability to perform chargeshot attacks. Only plasarms or 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

If the weapon is considered mastercraft +1 or +2 , it becomes a grandmastercraft +3 firearm


Clockwork Action(Frame): This upgrade completely tears down and examines the guns inner workings,
reconditioning and replacing any parts as necessary, and treating the weapon for durability and resilience. The
weapon's error range is removed for the error range due to the manufacture or modification of the weapon.

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.

Table: Ranged Weapon Upgrades


Upgrade

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

Optics and Sight Upgrades


Optic Mount

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

Red Dot Sight

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

Ergonomics and Aesthetic Upgrades


Custom Grip

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

Firing Mode Upgrades


Full Auto
Modification

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

Pistol Bayonet Any Handgun

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

Any Cased Ammunition

1 per 4 bullets

10 Minutes
per bullet

None

Subsonic

Any Cased Ammunition

1 per 10
bullets

10 Minutes
per bullet

None

Linked

Any Cased Ammunition

2 per 100
bullets

30 Minutes

None

Table: Ammunition Upgrade


Type

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

Crossbow Bolts and Arrows

1 per 5 arrows
15 minutes
or crossbow
per arrow or
bolts
crossbow bolt

None

Enchanted
Ammunition

Any Cased or Shelled


Ammunition

(Cost of ammo
+ 1 WP per 2
SP ) * Number
of spell
schools used

None

See Spell
Points Time
Cost Table

Table: Damage Per Caliber


Damage

Caliber

.41 Rimfire

1d2

.22 Short

1d3

.25 ACP

2d3

.32 Rimfire, .31 Ball

2d3+3

.22 TCM

6d3+2

.50 GI

1d4

.22 LR, .38 Long Colt

1d4+2

.17 HMR, 7.65mm Longue

1d4+3

.38/200, .38 S&W

2d4

.380 ACP/9x17mm Kurz, .36 Ball, 8x22mm Nambu

2d4+1

9x18mm PM, .38 Special

2d4+2

.22 WMR, 5.7x28mm FN, 4.6x30 HK, .476 Enfield

2d4+3

.45 S&W

3d4

.40 S&W

3d4+1

.41 Long Colt, .455 Webley,

3d4+2

.45 ACP, .45 GAP

3d4+3

.357 Magnum

3d4+4

.38 Super

4d4

5.45x39mm/.21 Russian, 5.8x42 Chinese, 6.5x50mm Arisaka

4d4+4

9x39mm

5d4

5.56x45mm NATO/.223 Remington

5d4+2

6mm Lee Navy

6d4

6.8mm Remington SPC

1d6

.32 ACP

1d6+2

.44 American, 9mm Japanese Revolver

1d6+3

.44 Russian

1d6+4

.44 Special, 7.63mm Mannlicher

1d6+5

.38 Winchester

2d6

9x19mm/9mm Luger, .17 Remington, .44 Ball

2d6+1

.45 Long Colt, .327 Magnum

2d6+2

.357 SIG

2d6+3

9x23mm Steyr

2d6+4

10mm Auto

3d6

.44 Magnum, .410 Ga., .44 Henry

3d6+1

.30 Carbine, .45 Winchester Magnum

3d6+2

.454 Casull, .50 Action Express

3d6+5

.475 Wildey Magnum

4d6

20 Ga., .300 Blackout

4d6+1

.30-30 Winchester, 6.5mm Grendel

4d6+2

7.62x39mm M43/.30 Russian, .243 Winchester, .500 WE

4d6+3

16 Ga.

4d6+4

7.5x54mm French

5d6

7.62x51mm/.308 Winchester, 12 Ga.

5d6+1

8mm Lebel

5d6+2

7.62x54mmR, 7x57mm Mauser

5d6+3

.303 British

5d6+4

.30-40 Krag, 7.7x58mm Arisaka, .500 S&W Special

5d6+5

8x57mm Mauser

6d6

.30-06 Springfield, 10 Ga.

7d6

.300 Winchester Magnum, .500 S&W Magnum

1d8+2

7.62x38mmR Nagant

2d8

7.63x25mm Mauser, .52 Ball

2d8+2

7.62x25mm Tokarev

3d8

7.92x33mm Kurz, .75 Ball

7d8

.338 Lapua Magnum, 7.92x94mm

2d10

.58 Minnie Ball

10d8

.50 BMG/12.7x99mm, 12.7x108mm

12d8

13.9x99mmB

1d10

.32 WCF

1d10+2

.44 WCF

2d10

.58 Minne Ball

2d10+5

56-56 Spencer

3d10

.45-70 Government

3d10+5

.50-70 Government

10d10

14.5x114mm

12d10

20x124mm, 20x105mm, 20x102mm

1d12+6

.28 Caseless

2d12+8

.40 Caseless

3d12

.458 SOCOM

4d12+4

.20 Hi-Velo Caseless

Table: Damage Per Wattage


Damage

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

Table: Combat Point Cost per action


Action

Combat Point
Cost

Melee Attack Actions


Standard Attack
Diminutive to Small Weapons

Medium to Large Weapons

Huge and larger Weapons

Trip Attack

12

Knockout Blow

12

Disarm Attack

12

Coup de Grace

12

Feint

Release a Spell

Melee Attack Modifiers


Fighting Defensively

+1

Light Attack

-1

Heavy Attack

+2

Full Attack

+7

Aggressive Attack

+2

Thrust Attack

+1

Swipe Attack

+1

Ranged Attack Actions


Fire a Slingshot

Fire a Crossbow or Speargun

Fire a Bow
Light Pull

Medium Pull

Heavy Pull

Fire a Flamethrower

Fire Chemical Irritants

Fire a Taser

Fire a Ballistic Knife

Fire a Whip

Fire a Mortar

12

Throw a Thrown Weapon, Splash Weapon, or


Grenade

Single Shot Firearm Attacks


Diminutive to Small Firearm

Medium to Huge Firearms

Gargantuan and Larger Firearms

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 Rope Dagger

Fire a Pistol Crossbow

Fire a Stylus

Fire a Globe Launcher

Use an Aetherweapon
Aetherwand

Aetherrod

Aetherstaff

Other Attack Actions


Withdraw

4x normal
movement

Reaction

Extra Effort

Move Actions
Movement
Walking and Running

1 per 5 feet

Moving while Crouched

2 per 5 feet

Moving while Prone

3 per 5 feet

Climbing

4 per 5 feet

Swimming

3 per 5 feet

Draw a weapon from a holster or sheath

Draw a weapon from mexican carry

Activate a Plasma Blade

Drawing a Plasma Blade

Activate a Psiblade

Drawing a Psiblade

Holster a Weapon

Retrieve or store an item in a pocket, bag, or pouch

Retrieve or store an item in a MOLLE vest or LBE


gear

Pick up an object from the ground, or manipulate an


object

Drop an item

Drop to a kneeling, sitting or prone posture

Cycle a weapon

Stand Up from kneeling, prone, or sitting

Clear a Jammed Firearm

12

Reloading

Reload a Bow

Reload a Crossbow or Speargun

Reload a slingshot

Reload a Taser

Reload a Tranquilizer gun

Reload a paintball hopper

Reload a weapon by hand

3 per bullet or
shell

Reload a firearm using a new magazine,


speedloader or stripper clip

Reload a Pistol Crossbow

Reload a Globe Launcher

Reload a link fed weapon with a new link

Refill a magazine, speedloader or stripper clip


Refill a magazine using a stripper clip
Reload a black powder weapon

3 per bullet or
shell
3 per stripper clip
12 per barrel or
chamber

Scribe A Scroll

Table: Incantation Time Cost


Incantation Point Cost

Time taken to recite the incantation

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.

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