OPS AND TACTICS: RULES AND AMMO How to use this book This book is a supplement to the Ops and Tactics RPG system, used mostly for reference.

Ops and Tactics: Rules and Ammo This book is a supplement for all of the variant rules that exist in Ops and Tactics. As more are released, it will be updated to stay current. In order to use some of the variant rules listed, players may have to reference Ops and Tactics Armory. Also included are all of the ammunitions available for and their respective calibers.

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 you’re 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: Bell Curve Rolls Here’s perhaps the most fundamental variant to the d20 rules: Don’t use a d20! Instead, roll 3d6 whenever you would roll a d20, applying bonuses and penalties normally. The possible results when rolling 3d6 (or any other multiple dice) form a bell curve-that is, a range of odds that favors average results much more than extreme results.

This system requires several changes to how rolls are made.

Automatic Successes and Failures Automatic successes (for attack rolls and saves) happen on a natural 18, and automatic failures on a natural 3. Neither occurs as often as in standard d20 (less than 1/2% of the time as opposed to 5% of the time).

Taking 20 and taking 10 You can’t take 20 using the bell curve variant. Instead, you have two new options: You can take 16, which makes the task take ten times as long, or you can take 18, which makes the task take one hundred times as long. As with the rules for taking 20, you can only take 16 and 18 when you have plenty of time, when you aren’t distracted, and when the task carries no consequences for failure. The rules for taking 10 remain unchanged. Because it’s no longer possible to roll a natural 19 or 20, the threat ranges of weapons change in the bell curve variant. Refer to the following table.

Table: Threat Range Old Threat Range New Threat Range 20 16-18 19-20 15-18 18-20 14-18 17-20 13-18 16-20 12-18 15-20 11-18

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 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. 1 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 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 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 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 +2 Combat Points when firing from prone and +5 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 +2 Combat Points when firing from prone and +1 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 Attack Caliber Recoil Penalty

Sprayfire Attack2 Caliber Recoil Penalty - 10

Sweepfire Attack3 Caliber Recoil Penalty - 10 Fanning Attack Two Round: Caliber Recoil Penalty - 3 Three Round: Caliber Recoil Penalty - 5 Slamfire Attack 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 Autofire proficiency feat, the penalty is reduced to: Caliber Recoil Penalty – 7 3 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

Table: Recoil Chart Number of Recoil Penalty Damage Dice 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: 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 Archetype Features Level 1st +7 PXP Talent, Special Ability 2nd +7 PXP Feat 3rd +7 PXP Talent, Feat 4th +7 PXP Feat 5th +7 PXP Talent, Feat 6th +7 PXP Feat 7th +7 PXP Talent, Feat 8th +7 PXP Feat 9th +7 PXP Talent, Feat 10th +7 PXP Feat

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. 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 Non- lethal 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 shotgun’s range. This ammunition multiples a shotgun’s 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, non- toxic, 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-foot- wide, 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 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 1 .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 2 .40 Caseless 300 Rounds MG10 Series 3 .20 HV Caseless 5 Rounds MS9 Series 1 for 2 Mags

Table: Cased Ammunition Prices Caliber Type Wealth Rounds Restrictions Point Per box Cost .22 LR FMJ/Lead 1 500 None JHP/JSP 1 400 None SJSP 1 100 None Explosive 1 20 None Match Grade 1 50 None Tracer 1 60 None Blank 1 200 None Gel 1 200 None .380 ACP/9x17mm Kurz FMJ/Lead 1 50 None JHP/JSP 1 25 None Armor 1 4 Military and Police Piercing Frangible 1 10 None Match Grade 1 20 None Tracer 1 10 None Blank 1 100 None Gel 1 50 None Ultraviolet 1 20 None Silver Nitrate 1 20 None 9x18mm PM FMJ/Lead 1 50 None JHP/JSP 1 25 None Armor 1 4 Military and Police Piercing Frangible 1 10 None Match Grade 1 15 None Tracer 1 10 None Blank 1 100 None Cold 1 15 Restricted Acid 1 15 Restricted Electric 1 10 Restricted Gel 1 50 None Ultraviolet 1 20 None Silver Nitrate 1 20 None .38 Special FMJ/Lead 1 50 None JHP/JSP 1 25 None SJHP 1 30 None SJSP 1 30 None Wadcutter 1 50 None Semi- 1 50 None Wadcutter Ratshot 1 10 None Frangible 1 10 None Tracer 1 10 None Blank 1 100 None Cold 1 40 Restricted Acid 1 40 Restricted Electric 1 10 Restricted Gel 1 50 None Ultraviolet 1 25 None Silver Nitrate 1 25 None .40 S&W FMJ/Lead 1 50 None JHP/JSP 1 50 None Ratshot 1 20 None Non-Lethal 1 6 None Frangible 1 12 None Incendiary 1 5 Military and Police Match Grade 1 15 None Tracer 1 20 None Blank 1 100 None Cold 1 25 Restricted Acid 1 25 Restricted Electric 1 25 Restricted Gel 1 50 None Ultraviolet 1 30 None Silver Nitrate 1 30 None 9x19mm FMJ/Lead 1 100 None JHP/JSP 1 50 None Ratshot 1 20 None Frangible 1 12 None Incendiary 1 10 Military and Police Non-Lethal 1 6 None Match Grade 1 25 None Tracer 1 10 None Blank 1 200 None Cold 1 25 Restricted Acid 1 25 Restricted Electric 1 25 Restricted Gel 1 100 None Ultraviolet 1 50 None Silver Nitrate 1 50 None .45 ACP FMJ/Lead 1 50 None JHP/JSP 1 50 None Ratshot 1 20 None Frangible 1 50 None Non-Lethal 1 6 None Match Grade 1 25 None Tracer 1 20 None Blank 1 100 None Cold 1 25 Restricted Acid 1 25 Restricted Electric 1 25 Restricted Gel 1 50 None Ultraviolet 1 30 None Silver Nitrate 1 30 None .45 Long Colt FMJ/Lead 1 25 None JHP/JSP 1 25 None SJHP 1 30 None SJSP 1 30 None Wadcutter 1 50 None Semi- 1 50 None Wadcutter Ratshot 1 10 None Frangible 1 6 None Non-Lethal 1 12 None Blank 1 50 None Cold 1 25 Restricted Acid 1 25 Restricted Electric 1 25 Restricted Gel 1 50 None Ultraviolet 1 30 None Silver Nitrate 1 30 None 10mm Auto FMJ/Lead 1 50 None JHP/JSP 1 20 None Frangible 1 12 None Match Grade 1 10 None Blank 1 100 None Cold 1 25 Restricted Acid 1 25 Restricted Electric 1 25 Restricted Gel 1 50 None Ultraviolet 1 30 None Silver Nitrate 1 30 None .357 SIG FMJ/Lead 1 50 None JHP/JSP 1 40 None Tracer 1 20 None Match Grade 1 10 None Blank 1 100 None Cold 1 20 Restricted Acid 1 20 Restricted Electric 1 20 Restricted Gel 1 50 None Ultraviolet 1 15 None Silver Nitrate 1 15 None .357 Magnum FMJ/Lead 1 50 None JHP/JSP 1 20 None SJHP 1 30 None SJSP 1 30 None Wadcutter 1 50 None Semi- 1 50 None Wadcutter Ratshot 1 10 None Frangible 1 12 None Match Grade 1 10 None Tracer 1 10 None Blank 1 100 None Cold 1 25 Restricted Acid 1 25 Restricted Electric 1 25 Restricted Gel 1 50 None Ultraviolet 1 30 None Silver Nitrate 1 30 None .44 Magnum FMJ/Lead 1 50 None JHP/JSP 1 50 None SJHP 1 40 None SJSP 1 50 None Wadcutter 1 50 None Semi- 1 50 None Wadcutter Ratshot 1 10 None Frangible 1 12 None Tracer 1 6 None Blank 1 100 None .50 Action Express FMJ/Lead 1 10 None JHP/JSP 1 10 None Frangible 1 5 None Tracer 1 5 None Blank 1 50 None Cold 1 20 Restricted Acid 1 20 Restricted Electric 1 20 Restricted Gel 1 25 None Ultraviolet 1 15 None Silver Nitrate 1 15 None 5.45x39mm/.21 Russian FMJ/Lead 1 50 None JHP/JSP 1 50 None Tracer 1 40 None Blank 1 100 None Cold 1 30 Restricted Acid 1 30 Restricted Electric 1 30 Restricted .223 Remington/5.56x45mm NATO FMJ/Lead 1 50 None JHP/JSP 1 50 None Solid 1 10 None Frangible 1 20 None Incendiary 1 5 Military and Police Armor 1 50 Military and Police Piercing Match Grade 1 15 None Tracer 1 40 None Blank 1 100 None Cold 1 20 Restricted Acid 1 20 Restricted Electric 1 20 Restricted Gel 1 25 None 7.62x39mm M43/.30 Russian FMJ/Lead 1 100 None JHP/JSP 1 100 None Frangible 1 3 None Incendiary 1 50 Military and Police Armor 1 50 Military and Police Piercing Tracer 1 30 None Blank 1 150 None Cold 1 20 Restricted Acid 1 20 Restricted Electric 1 20 Restricted Gel 1 25 None 7.62x54mmR FMJ/Lead 1 60 None JHP/JSP 1 40 None Incendiary 1 5 Military and Police Armor 1 20 Military and Police Piercing Tracer 1 30 None Blank 1 100 None .308 Winchester/7.62x51mm NATO FMJ/Lead 1 20 None JHP/JSP 1 20 None Solid 1 10 None Frangible 1 6 None Match Grade 1 20 None Tracer 1 30 None Blank 1 40 None Cold 1 10 Restricted Acid 1 10 Restricted Electric 1 10 Restricted .30-06 Springfield FMJ/Lead 1 20 None JHP/JSP 1 20 None Solid 1 8 None Frangible 1 6 None Incendiary 1 5 Military and Police Match Grade 1 10 None Tracer 1 15 None Blank 1 30 None .300 Winchester Magnum FMJ/Lead 1 20 None JHP/JSP 1 15 None Frangible 1 6 None Match Grade 1 15 None Blank 1 40 None Cold 1 5 Restricted Acid 1 5 Restricted Electric 1 5 Restricted .338 Laupa Magnum FMJ/Lead 1 5 None JHP/JSP 1 5 None Cold 1 5 Restricted Acid 1 5 Restricted Electric 1 5 Restricted .50 BMG/12.7x99mm FMJ/Lead 1 3 None JHP/JSP 1 3 None Solid 1 2 None Incendiary 1 2 Military and Police Frangible 1 6 None Armor 1 2 None Piercing Match Grade 1 1 None

Table: Shell Ammunition Prices Caliber Type Wealth Rounds Restrictions Point Per box Cost .410 Gauge 00 Buckshot 1 25 None #6 Birdshot 1 40 None #3 Birdshot 1 20 None Non Lethal Rock Salt 1 50 None Slug 1 10 None Marker 1 25 None Frangible 00 Buckshot 1 10 None Frangible #3 Birdshot 1 20 None Saboted Slug 1 25 None Wax Slug 1 20 None Blank Shell 1 20 None 20 Gauge 00 Buckshot 1 20 None #4 Buckshot 1 25 None #9 Birdshot 1 100 None #6 Birdshot 1 50 None #3 Birdshot 1 25 None Non Lethal Rock Salt 1 150 None Slug 1 20 None Marker 1 25 None Saboted Slug 1 10 None Wax Slug 1 25 None Blank Shell 1 20 None 12 Gauge 00 Buckshot 1 25 None #4 Buckshot 1 30 None #9 Birdshot 1 100 None #6 Birdshot 1 50 None #3 Birdshot 1 25 None Non-Lethal Beanbag 1 5 None Non-Lethal Rubber 1 25 None Ball Non-Lethal Rock Salt 1 200 None Slug 1 20 None OC Shell 1 10 Restricted Saboted Slug 1 10 None Blank Shell 1 20 None Tracer 1 10 None Frangible 00 Buckshot 1 5 None Frangible #3 Birdshot 1 10 None Frangible #6 Birdshot 1 15 None Breaching 1 5 None Roman Slug 1 20 None Marker 1 25 None Explosive 4 1 Military and Police Flamethrower 1 2 None Flare 1 3 None Stun 1 2 Restricted Taser 1 5 Restricted Wax Slug 1 25 None Strung Buck 1 4 None Magnum 00 Buckshot 1 10 None Magnum #4 Buckshot 1 10 None Magnum #9 Birdshot 1 50 None Magnum #6 Birdshot 1 25 None Magnum #3 Birdshot 1 15 None Magnum Slug 1 5 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 dark- vision ability granted by night vision goggles. Anyone within the area has total concealment (attacks suffer a 50% miss chance, and the attacker can’t 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 thrown, 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 Range Size Weight WP Restriction Radius Increments Cost Fragmentation 5d6 Slashing 15 ft. N/a Tiny 16 oz. 6 Military and Police High 10d6 Concussion/Fire 10 ft. N/a Tiny 16 oz. 10 Military Explosive and Police High 7d6 Slashing/Fire 15 ft. N/a Tiny 16 oz. 8 Military Explosive Dual and Police Purpose Tear Gas Special Special Special N/a Tiny 16 oz. 5 Military and Police Smoke N/a N/a Special N/a Tiny 12 oz. 2 Licensed Beehive 8d6 Slashing N/a 20 ft. Tiny 16 oz. 8 Military and Police Foam Slug 4d4 Bludgeoning N/a N/a Tiny 8 oz. 9 Military Nonlethal and Police Buckshot 3d10 Ballistic N/a 25 ft. Tiny 15 oz. 4 Military and Police Flare 2d4 Fire N/a 60 ft. Max Tiny 16 oz. 1 Licensed Airburst 6d8 Slashing 20 ft. N/a Tiny 16 oz. 14 Military and Police Thermobaric 4d6 Concussion/ 25 ft. N/a Tiny 16 oz. 10 Military Fire and Police Grapnel N/a N/a N/a N/a Tiny 45 oz. 15 Restricted Silver 4d6 Slashing 15 ft. N/a Tiny 20 oz. 13 Military Fragmentation and Police Grenade 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 Razor Wire 4d12 Slashing N/a 25 ft. Tiny 16 oz. 2 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. 8 Military and Police Acid 8d6 Acid 10 ft. N/a Tiny 12 oz. 6 Military and Police Cryo 3d6 Cold 10 ft. N/a Tiny 16 oz. 8 Military See Text 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. 2 Restricted

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 firearm’s 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 rifle’s 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 firearm’s 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 shooter’s 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 60°F and 120°F(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 weapon’s 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 3–6 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 weapon’s grip is fitted to a mold of the wielder’s 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. 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 weapon’s 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 wielder’s 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 reassessed, 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 weapon’s 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 weapon’s 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 weapon’s conversion.

Slam Fire Modification(Frame):This upgrade removes the 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 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 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 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 gun’s 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 weapon’s 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 weapon’s 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 weapon’s 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 wearer’s 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 Time Weight Restrictions Cost Barrel Upgrades Extended Any Firearm Barrel 15 1 hour See Text None Barrel Heavy Barrel Any Rifle or Barrel 8 1 hour See Text None Machine Gun Ported Barrel Any Firearm Barrel 3 2 hours N/a None

Threaded Any Rifle, Barrel 10 1 hour N/a Restricted Barrel Handgun, Machine Pistol, or SMG Match Barrel Any Handgun Barrel 20 1 day N/a None Rifle, SMG or Machine Gun Straight Barrel Any Shotgun Barrel 4 30 minutes N/a None Slug Barrel Any Shotgun Barrel 5 30 minutes N/a None Choked Barrel Any Shotgun Barrel 5 30 minutes N/a None Shortened Any Handgun Barrel 3 15 minutes N/a None Barrel or Machine Pistol Short Barrel Target Rifles, Barrel 26 1 week N/a Restricted Rifle Battle Rifles, and Assault Rifles Bayonet Lug Any Rifle or Barrel 1 2 hours N/a None Shotgun Muzzle Brake Any Firearm Barrel 12 12 Combat 16 oz. None Points Suppressor Any Rifle, Barrel 7 per level 12 Combat 16 oz. Restricted SMG, Points Machine Pistol, Machine Gun, Shotgun, or non-cylinder handgun. Compensator Any Handgun Barrel 9 4 hours 10 oz. None or Machine Pistol Removable Any Shotgun Barrel 11 30 minutes N/a None Choke Barrel Inserts Any Single or Barrel 1 per Insert 13 Combat N/a None Double barrel Points shotgun, or semi- automatic cylinder firearm Standard Any Rifle, Barrel 100% of the See Text N/a None Quality Handgun, Firearm's cost Evokalloy Shotgun, Barrel Machine Pistol, SMG or Machine Gun High Quality Any Rifle, Barrel 150% of the See Text N/a None Evokalloy Handgun, Firearm's Cost Barrel Shotgun, Machine Pistol, SMG or Machine Gun Precision Any Barrel 15 1 Day N/a None Barrel Handgun, Rifle, SMG, Machine Pistol, or Machine Gun Optics and Sight Upgrades Optic Mount Any Firearm Frame 2 30 minutes N/a None Advanced Any Ranged Optics 50 30 minutes 24 oz. None Combat Sight Weapon Adjustable Any Ranged Optics 10 per 30 minutes 32 oz None Telescopic Weapon magnification Sight category Day/Night Any Ranged Optics 30 minutes Sight Weapon 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 Optics 12 30 minutes 14 oz. None Weapon Telescopic Any Ranged Optics 30 minutes Sight Weapon 1.5x-3x 4 14 oz. None 3.1x-6x 8 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 Optics 30 Minutes Weapon None 240 48 oz. None 1.5x-3x 320 64 oz. None

Night Vision Any Ranged Optics 30 minutes Sight Weapon None 100 32 oz. None 1.5x-3x 150 34 oz. None 3.1x-6x 200 36 oz. None Standard Any Ranged Optics 3 30 minutes 2 oz. None Laser Sight Weapon Tactical

Infrared Laser Any Ranged Optics 28 30 minutes 8 oz. None Sight Weapon Tactical Multi-Mode Any Ranged Optics 32 30 minutes 10 oz. None Laser Sight Weapon Tactical Ghost Ring Any Ranged Optics 4 20 minutes 3 oz. None Sight Weapon High Visibility Any Firearm Frame 14 4 Hours N/a None Sights High Visibility Any Rifle, Tactical 10 5 minutes N/a None sights Shotgun, SMG, Machine pistol, or Machine Gun Killflash Any weapon None 4 1 minute N/a None with a telescopic sight 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 Frame 70% of the 1 week N/a None Weapon weapon's cost Finish Any Ranged Frame 5 4 hours N/a None Weapon Bipod Any Medium Frame 6 25 minutes 32 oz. None or larger Tactical 2 5 minutes ranged weapon Ergonomic Any Rifle, Frame 50 3 days N/a None Stock Shotgun, Machine Pistol, or SMG Fixed Stock Any Rifle, Frame 3 30 minutes 32 oz. None Shotgun, SMG, Machine Pistol, or Machine Gun Pistol Grip Any Rifle, Frame 1 30 minutes 8 oz. None Shotgun, SMG , or Machine Gun Folding Stock Any Rifle, Frame 6 30 minutes 32 oz. None Shotgun, SMG, Machine Pistol, or Machine Gun Synthetic Any Rifle, Frame 13 30 minutes 16 oz. None Stock Shotgun, SMG, Machine Pistol, or Machine Gun Buffer Stock Any Rifle, Frame 20 30 minutes 32 oz. None Shotgun, SMG, Machine Pistol, or Machine Gun Bumpfire Any Rifle, Frame 17 30 Minutes 32 oz. None Stock Shotgun, or Machine Pistol Detachable Any Handgun Frame 5 1 day 18 oz. Restricted Stock or Machine Pistol

Integral Stock Any Handgun Frame 6 2 Hours 16 oz. None and Machine Pistol Speedfeed Any Shotgun Frame 5 30 Minutes 28 oz. None Stock Buttpad Any Weapon Frame 6 5 minutes N/a None with a stock Shaped Any Plasarm Emitter 5 1 Hour N/a None Emitter Colored Any Plasarm Emitter 6 1 Hour N/a None Emitter Ruggedization Any Plasarm Frame 15 8 Hours See Text None or Lasarm Firing Mode Upgrades Full Auto Any Semi- Frame 30 2 days N/a Illegal Modification Automatic Firearm Full Auto Any Semi- Frame 60 4 days N/a Military and Upgrade automatic Police Firearm Burst Fire Any Semi- Frame 55 4 days N/a Military and Upgrade Automatic or Police Fully Automatic Firearm Slamfire Any Pump Frame 35 3 days N/a None Upgrade Action Firearm

Single Action Any semi- Frame 45 4 days N/a None Modification Automatic Cylinder Firearm Power Any small or Emitter 5 1 Hour N/a Licensed Conserve larger Emitter Plasarm Charge Any Plasarm Emitter 6 1 Hour N/a Licensed Emitter or Lasarm Wave Emitter Any small or Emitter 8 1 Hour N/a Military and larger Police Plasarm Bounce Any Plasarm Emitter 10 1 Hour N/a Licensed Emitter Grid Emitter Any small or Emitter 12 1 Hour N/a Military and larger Police Plasarm or Lasarm Stun Emitter Any Plasarm Emitter 4 1 Hour N/a Licensed

Extended Any small or Emitter 15 1 Hour N/a Licensed Range Emitter larger Plasarm Pulse Emitter Any small or Emitter 10 1 Hour N/a Military and larger Police Plasarm or Lasarm Focus Emitter Any small or Emitter 12 1 Hour N/a Military and larger Lasarm Police Scour Emitter Any small or Emitter 15 1 Hour N/a Licensed larger Lasarm Internal Upgrades Precision Any Ranged Frame 25 2 weeks N/a None Upgrade Weapon Clockwork Any Firearm Frame 17 2 days N/a None Action Sawed-off Shotguns Frame None 5 minutes N/a Restricted (See text) Tightened Bows Frame 4 5 minutes N/a None Drawstring Reactive Any Plasarm Frame 22 4 Hours N/a None Radiator or Lasarm Tactical Upgrades Extra Rail Any Firearm Frame 2 2 hours N/a None Taser Mount Any Rifle or Tactical 18 12 Combat 14 oz. Restricted SMG Points Masterkey Any Rifle or Tactical 15 12 Combat 50 oz. Restricted System SMG Points M26 MASS Any Rifle or Tactical 22 12 combat 43 oz. Restricted SMG Points Patrol Sling Any Rifle, Frame 1 5 minutes 5 oz. None Shotgun, SMG/Carbine or Machine Gun Shotgun Sling Any Shotgun Frame 3 5 minutes 10 oz. None Secure-Clip Any Small or Frame 2 25 minutes 1 oz. None Smaller Firearm Tactical Sling Any Rifle, Frame 4 5 minutes 8 oz. None Shotgun, SMG/Carbine or Machine Gun Shotshell Any Shotgun Frame 4 10 minutes 3 oz. None Holder Tactical 1 Any Rifle Frame 4 10 minutes 3 oz. None Holder Tactical 1 Tactical Any Ranged Optics 1 5 minutes 9 oz. None Flashlight Weapon Tactical Vertical Any Medium Frame 5 5 minutes 8 oz. None Foregrip or larger Tactical 2 10 minutes Firearm. Lanyard Any Handgun Frame 1 10 Minutes 2 oz. None or Machine Pistol Handgun See Text See Text 20 10 Minutes 4 oz. None Mount Pistol Bayonet Any Handgun Tactical 10 12 Combat 8 oz. None Points Magazine Any Handgun Tactical 8 5 Minutes N/a None Foregrip or Machine Pistol Glow Emitter Any Ranged Tactical 16 5 Minutes N/a None Weapon Emitter 2 1 Minute Arc Emitter Any small or Emitter 18 1 Hour N/a None larger Plasarm Coolant Flush Any Plasarm Frame 14 3 Hours 16 oz. None or Lasarm Reserve Packs Any Plasarm Frame 20 2 Hours 24 oz. None or Lasarm Ammunition Any Ranged Frame 12 1 Hour 12 oz. None Readout Weapon Table: Ammunition Upgrade Type Available for Wealth Point Time Restrictions Cost Overpressure Any Cased Ammunition 1 per 4 bullets 10 Minutes None per bullet Subsonic Any Cased Ammunition 1 per 10 10 Minutes None bullets per bullet

Linked Any Cased Ammunition 2 per 100 30 Minutes None bullets Silver Any Ammunition 1 per 6 bullets 20 Minutes None 1 per 2 shells per bullet or 1 per 10 shell arrows or 5 minutes per crossbow bolts arrow or crossbow bolt Evokalloyed Crossbow Bolts and Arrows 1 per 5 arrows 15 minutes None Ammunition or crossbow per arrow or bolts crossbow bolt Enchanted Any Cased or Shelled (Cost of ammo See Spell None Ammunition Ammunition + 1 WP per 2 Points Time SP ) * Number Cost Table of spell schools used 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 4th Edition.