Firearms
Cost Damage
Weight Properties 3 lb.
Ammunition (range 50/150), reload (10 shots)
Pistol, military
4000*
3 lb.
Revolver
2500
Ammunition (range 30/100), burst-fire, reload (20 shots) Ammunition (range 40/120), reload (6 shots)
Rifle, bolt action
3500
Rifle, automatic
4000
Rifle, military
6000*
Rifle, sniper
8000*
Shotgun, pump
3000
3d6 ballistic
7 lb.
Shotgun, automatic
4000
3d6 ballistic
7 lb.
Shotgun, military
7000*
3d8 ballistic
9 lb.
SMG
4000*
5 lb.
Light Machine Gun
7000*
2d8 ballistic 2d12 ballistic
Pistol, automatic
Ammunition
2000
1d10 ballistic 1d12 ballistic 2d6 ballistic 2d8 ballistic 2d8 ballistic 2d8 ballistic 4d6 ballistic
4 lb. 8 lb. 8 lb. 7 lb. 15 lb.
25 lb.
Ammunition (range 80/240), reload (1 shot), two-handed Ammunition (range 80/240), reload (12 shots), two-handed Ammunition (range 80/240), burst-fire, reload (30 shots), two-handed Ammunition (range 300/1200), heavy, reload (6 shots), two-handed, reqs. aiming (full action) prior to firing. 19/20 critical. Critical hits deal an extra set of damage dice. Cannot be fired in melee range. Ammunition (range 20/60), reload (6 shots), quick action to pump, +1 to attack, dmg halved past 20 feet, two-handed Ammunition (range 20/60), reload (6 shots), +1 to attack, dmg halved past 20 feet, twohanded Ammunition (range 20/90), heavy, burst fire, reload (12 shots), +1 to attack, dmg halved past 20 feet, two-handed Ammunition (range 30/100), burst-fire, reload (30 shots) Ammunition (range 60/240), heavy, burst-fire, reload (100 shots), two-handed
Bullets (10) Bullets, incendiary (5) Bullets, armor piercing (5) Bullets, magic (5) Bullets, rubber (10)
50 75*
-
2 lb. 1 lb.
Add 1d6 fire damage
75
-
1 lb.
+1 to hit
200* 30
-
1 lb. 1 lb.
Bullets, EMP (1)
350*
-
2 lb.
Shells, shotgun (10) Shells, shotgun, slugs (5) Cartridges, stun gun (1) Cartridges, stun baton/taser (5)
50
-
2 lb.
Ignore target’s non-magical armor bonus Weapon damage converted to 1d4, nonlethal, target is incapacitated if brought to 0 HP and is stable, critical hits req. target to make a DC 15 CON save or become incapacitated for 1d4 rounds Does no damage, on contact an AOE (30 ft.) EMP blast is released, disabling unshielded electric/electronic components for 30 seconds, critical hits disable for two minutes and may destroy object struck -
50
-
1 lb.
Removes half-damage range penalty, -2 to hit
50*
-
1 lb.
-
100
-
1 lb.
-
Explosives
Grenade, fragmentation Grenade, smoke
200
1 lb.
150
5d6 piercing -
Grenade, gas
250
1d4
1 lb.
1500 2000 2000 2000 2500
-
1 lb. 2 lb. 2 lb. 3 lb. 4 lb.
Doubles normal range, +1 to hit, 19/20 crit Doubles normal range, +1 to hit, 19/20 crit +1 to hit Must spend action to deploy, +2 to hit Must spend action to deploy, +2 to hit
1500
-
2 lb.
2500
-
3lb.
2000
-
3 lb.
Doubles ammunition capacity, not compatible with revolver Doubles ammunition capacity, not compatible with bolt-action rifle Doubles ammunition capacity
Stun Baton
1500*
1d4
4 lb.
Stun Gun
2000*
-
2 lb.
Taser
1000
-
2 lb.
Attachments
Scope, revolver Scope, rifle Foregrip, shotgun Bi-pod, rifle Bi-pod, light machine gun Expanded Magazine, pistol Expanded Magazine, rifle Expanded Magazine, SMG
1 lb.
Thrown (range 60), AOE (20 ft.), DC 15 DEX save, half damage on save Thrown (range 60), AOE (20 ft.), one round after landing emits smoke to heavily obscure area Thrown (range 60) AOE (20 ft.), one round after landing emits gas. DC 15 CON save, half damage on save, failed save also results in becoming incapacitated for 1 round, saving roll made at beginning of every round target is in AOE or as soon as target passes into AOE
Special Ammunition (range melee), reload (5 uses), DC 15 CON save or become incapacitated for 1 round Ammunition (range 10/20), reload (1 shot), DC 18 CON save or become incapacitated for 1d4 rounds Ammunition (range melee), reload (5 uses), DC 12 CON save or become incapacitated for 1 round
* Approximate values. Items are restricted from civilian use and sale.
Armor
Cost
Strength
Stealth
Properties
Weight
Light Armor Heavy coat
Armor Class (AC)
50
-
Disadvantage
-
6 lb.
Leather jacket
100
11 + Dex modifier 11 + Dex modifier
-
-
-
4 lb.
Light undercover shirt Kevlar-lined coat Undercover vest Adamantiumweaved armor Medium Armor Kevlar-plate vest
500
11 + Dex modifier
-
-
DR/2 ballistic
2 lb.
700
12 + Dex modifier 13 + Dex modifier 13+ Dex modifier
-
-
DR/2 ballistic
8 lb.
-
-
DR/2 ballistic
3 lb.
-
Advantage
Resistance: magical
3 lb.
12 + Dex modifier (max 2) 13 + Dex modifier (max 2) 14 + Dex modifier (max 2) 15 + Dex modifier (max 2) 15 + Dex modifier (max 2)
Str 10
-
DR/2 ballistic
10 lb.
-
-
DR/3 ballistic
4 lb.
-
-
DR/3 ballistic
8 lb.
Str 10
Disadvantage
Resistance: ballistic
10 lb.
Str 10
-
DR/3 ballistic Resistance: magical
12 lb.
800
15
Str 10
Disadvantage
Resistance: ballistic
15 lb.
4000
17
Str 13
Disadvantage
10 lb.
17,000
18
Str 13
Disadvantage
38,000
18
Str 15
Disadvantage
DR/5 ballistic/slashing Resistance: ballistic/slashing Resistance: ballistic/magical
200 5000
+1
Str 10
-
DR/2 ballistic DR/2 magical
5 lb. 10 lb.
1500 22,000
300
Concealable vest
750
Light-duty vest
5000
Tactical vest
8500
Adamantiumplate armor
29,000
Heavy Armor Special response vest Land warrior armor Forced entry unit Adamantium alloyed armor Shields Riot shield Adamantium infused shield
20 lb. 35 lb.