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Simplified Quick Action Tactics System Credits This book and the Ops and Tactics System are made and written under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. All information was found using google from various websites, my own knowledge, and wikipedia. 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’m just a fan. i

10.6 Heavy Attack...... 8 Simplified Quick Action Tactics System writte and designed 10.7 Full Attack ...... 8 by Sweet Soul Bro !!H5XdMKmBv5G 10.8 Aggressive Attack...... 8 10.9 Thrust Attack...... 8 v2.00 Final Edit | Compiled 2019/06/05 05:42:40pm 10.10 Swipe Attack...... 9 10.11 Reaction ...... 9 10.12 Unarmed Attacks ...... 9 Contents 10.13 Coup de Grâce...... 9 10.14 Blow...... 9 10.15 Grapple...... 9 I The Basics1 10.16 Ranged Attacks ...... 10 10.17 Called Shot...... 13 1 What is SQuATS?1 10.18 Attacking with Two ...... 13

2 Basic Task Resolution System1 11 Move Actions 13 11.1 Movement...... 14 3 Ability Scores1 11.2 Manipulating Objects...... 14 11.3 Cycle a ...... 14 4 Creating Ability Scores2 11.4 Standing Up ...... 14 11.5 Reload a weapon...... 14 II Characters2 11.6 Withdraw...... 14 12 Speak Action 14 1 Characters2 13 Miscellaneous Actions 14 13.1 Attacks of Opportunity...... 14 III Combat2 13.2 Extra Effort...... 14 1 Statistics2 14 Movement and Position 15 1.1 Attack Roll...... 2 14.1 Movement in Darkness...... 15 1.2 Attack Bonus...... 3 14.2 Diagonals...... 15 1.3 Damage ...... 3 14.3 Passing Through...... 15 1.4 Critical Strikes...... 3 14.4 Combat Modifiers...... 15 1.5 Defense (DEF)...... 3 14.5 Special Initiative Actions ...... 16 1.6 Touch Attacks...... 4 14.6 Special Attacks...... 17 2 Injury and Death4 2.1 Non-lethal Damage...... 4 IV Equipment 19 2.2 Dead (0 Hit Points)...... 4 1 Mastercraft Objects 19 3 Healing4 3.1 Natural Healing ...... 4 2 Slot Carrying Capacity and Item Statistics 19 3.2 Healing Ability Damage...... 4 3.3 Recovering from Extremity Wounds...... 4 3 General Equipment 19

4 Temporary Hit Points4 4 Weapons 22

5 Combat Points4 5 Weapon Upgrades 30

6 Saves4 6 Ammunition 34

7 Initiative5 7 Armor 36 7.1 Armor Listings...... 36 8 Surprise5

9 Actions in Combat5 V Game Mastering 36 9.1 The Combat Round...... 5 1 The Role of the Game Master 36 10 Attack Actions7 1.1 Craft a Story...... 36 10.1 Melee Attacks...... 7 1.2 Create the world...... 36 10.2 Trip...... 7 1.3 Adjudicate the Game...... 36 10.3 Disarm...... 8 10.4 Fighting Defensively...... 8 2 Snipers 36 10.5 Light Attack...... 8 2.1 What is a Sniper? ...... 36

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2.2 Sniper Basics...... 37 3 Provoking Attacks of Opportunity...... 7 2.3 Playing a Sniper and GMing for a Sniper . . . . 37 4 Melee Attack Actions...... 7 5 Attack Actions (cont.)...... 7 3 Encounter Goals 37 6 Two-Weapon Fighting Penalties...... 13 3.1 Battle Value ...... 37 7 Move Actions ...... 13 3.2 Determining Encounter Levels...... 38 8 Attack Roll Modifiers ...... 15 3.3 Heroic Actions and Objectives...... 38 9 Defense Modifiers...... 15 3.4 Hostile Environments...... 38 10 Cover...... 16 3.5 Calculating XP Gain...... 38 11 Concealment...... 16 12 Object Size and Defense...... 17 4 Environments 38 13 Object Hardness and HP...... 18 4.1 Darkness and Light...... 38 14 Substance Hardness...... 18 4.2 Heat and Cold...... 38 15 Equipment, Clothing...... 20 4.3 Catching on Fire...... 38 16 Equipment, Bags & Boxes...... 20 4.4 Suffocation and Drowning...... 39 17 Equipment, Consumer Electronics...... 20 4.5 Smoke ...... 39 4.6 Strangulation...... 39 18 Equipment, Weapon Accessories...... 21 4.7 Falling...... 39 19 Equipment, Survival, Security, & Professional Gear 22 4.8 Falling Objects...... 39 20 Equipment, Pharmaceuticals, Painkillers ...... 22 4.9 Acid...... 39 21 Equipment, Pharmaceutical Equipment ...... 22 4.10 Electricity...... 39 22 Firearms...... 27 23 Firearms, Cont...... 28 5 Conditions Summary 39 24 Equipment, and Compound Bows . . 29 5.1 Blinded...... 39 25 Equipment, Non-Ballistic Ranged Weapons . . . . 29 5.2 Dazed...... 39 26 Equipment, Thrown Weapons ...... 30 5.3 Dead...... 40 27 Equipment, Grenades...... 31 5.4 Deafened...... 40 28 Upgrades...... 31 5.5 Flat-Footed...... 40 29 Barrel Upgrades...... 32 5.6 ...... 40 30 Optics Upgrades...... 33 5.7 Helpless...... 40 31 Ergonomics and Aesthetics Upgrades ...... 33 5.8 Invisible...... 40 32 Internal Upgrades...... 34 5.9 Paralyzed ...... 40 33 Tactical Upgrades...... 34 5.10 Pinned ...... 40 34 Equipment, Bolt & Arrowheads...... 35 5.11 Prone...... 40 35 Magazines...... 35 5.12 Stunned...... 40 36 Equipment, Ammunition...... 35 5.13 Unconscious...... 40 37 Equipment, Armor...... 37 38 Encounter Level...... 38 List of Tables 39 Light Sources ...... 38 41 Acid Damage ...... 39 1 Ability Modifiers...... 1 40 Falling Objects...... 40 2 Point Buy...... 2 42 Electricity...... 40

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Chapter I Ability Focus The Basics When a character assigns ability scores and determines their ability modifiers, they then assign the ability modifier for STR into FOC & POW and DEX into MRK & AGL, equal 1 What is SQuATS? to the total ability modifier for that ability.

Squats is a simplified version of Ops and Tactics. It is designed Example: A modifier of +2 could be divided into with a very fast, exaggerated play in mind. Due to it’s cut down +2/+0, +1/+1, or +0/+2 nature, it is completely incompatible with any Ops and Tactics Supplimental Material, and should be used as a stand alone book for games where combat is the main focus, or for games where Ops and Tactics is not needed. When moving over from the Simplified Quick Action Tactics System to Ops and Tactics, be 3.1 Strength (STR) sure to re-read any of the options, as the values for many rules Strength measures your character’s muscle and physical power. have been changed. Strength is split into two groups • Focus (FOC) which encompasses a character’s hand-eye 2 Basic Task Resolution System coordination with a melee weapon. • Power (POW) which is the actual strength of the character. These rules assume a standardized system for determining the success or failure of any given task. That system is You apply your character’s STR modifier to 3d6+Modifiers vs. Target Number • Strength checks (for breaking down doors and the like) The Modifiers and TN are determined by the type of task. If the result equals or exceeds the TN, the test is successful. Any other You apply your character’s FOC modifier to result is a failure. A ‘‘natural 18’’ or ‘‘natural 3’’ on the roll is not • Melee attack rolls an automatic success or failure unless the rules state otherwise. You apply your character’s POW modifier to • Damage rolls when using a melee weapon or a thrown 2.1 Rounding Fractions weapon. If you end up with a fractional amount, round down unless stated otherwise. Certain rolls have a minimum of 1. 3.2 Dexterity (DEX) Dexterity measures hand-eye coordination, agility, reflexes, 2.2 Multiplying and balance. Dexterity is split into two groups Sometimes a special rule will make you multiply a number or a • Marksmanship (MRK), which encompasses a character’s die roll. As long as you’re applying a single multiplier, multiply the hand-eye coordination with a ranged weapon. number normally. When two or more multipliers apply, combine • Agility (AGL), which encompasses the character’s overall them into a single multiple, with each extra multiple adding to the movement. value of the original multiplier. You apply your character’s MRK modifier to • Ranged attack rolls 3 Ability Scores You apply your character’s AGL modifier to The ability scores are the three scores that are the core of • Defense Score your character. They affect everything else about your character. • Reflex Saves

Ability Modifiers • Initiative Score

Each ability will have a modifier, which is calculated using this 3.3 Constitution (CON) formula (Ability/2)−5, rounded down This is the number you add or subtract from a die roll when Constitution represents your character’s health and stamina. your character tries to do something related to that ability. A character’s CHP and XHP are determined by their Constitution score and modifier respectively. If either value changes, the CHP Score Mod Score Mod Score Mod or XHP are increased or decreased accordingly. You apply your character’s Constitution modifier to 3 −4 8-9 −1 14-15 +2 4-5 −3 10-11 +0 16-17 +3 • Determining CHP and XHP 6-7 −2 12-13 +1 18 +4 • Fortitude Saves Table 1: Ability Modifiers • Determining Slot Capacity (CON score) 2

4 Creating Ability Scores Score Point Cost Score Point Cost 9 1 14 6 3d6 Simply roll 3d6 and take the sum of the rolls. 10 2 15 8 11 3 16 10 4d6 Roll 4d6, drop the lowest die, and then take the sum of the 12 4 17 13 rolls. 13 5 18 16

Point Buy The GM assigns a set number of points that the Table 2: Point Buy characters may use to purchase each separate ability score. The average being 15 points. Each ability starts at 8 for free and then you must spend points to increase the ability score. No ability Array The GM assigns a set array of 3 scores, and the players score may be increased above 18 using this method. choose which score to assign to each attribute.

Chapter II BAB The character’s Base Attack Bonus.

Characters F/R BSB The character’s Base Save Bonus for Fortitude/Reflex Save rolls. Character Features Wealth Roll The character rolls this upon reaching this level, Extended Hit Points (XHP) Extended HP are a measure of a gaining the wealth character’s ability to turn a direct hit into a graze or a glancing blow with no serious consequences. XHP goes up with level, giving high-level characters more ability to shrug off attacks. Most types 1 Characters of damage reduce XHP. Starting XHP 10 + CON modifier Core Hit Points (CHP) Core HP measures how much true XHP per level 5 + CON modifier physical damage a character can withstand. Damage reduces CHP only after all XHP are gone or when a character is struck by Character Level BAB F/R BSB Wealth st a Critical . CHP are equal to CON+2 1 +1 +1/+0 14d6 2nd +2 +1/+0 7d6 Combat Points Combat Points are a measurement of how much 3rd +3 +2/+1 7d6 a character can do in a single round. Each character has 15 4th +4 +2/+1 7d6 Combat Points per round. 5th +5 +3/+2 7d6 Chapter III 1 Combat Statistics

Combat This section summarizes the fundamental combat statistics.

Combat is played out in rounds. In each round everybody acts in turn in a regular cycle. Combat usually runs in the following 1.1 Attack Roll way: An attack roll represents a character’s attempts to strike an 1. The GM determines which characters are aware of their opponent on the character’s turn in a round. When a character opponents at the start of the battle. If some but not all of the makes an attack roll, they roll 3d6 and add their attack bonus. combatants are aware of their opponents, a surprise round If the result beats the target’s DEF, the character hits and deals happens before regular rounds begin. The combatants damage. Many modifiers can affect the attack roll. who are aware of their opponents can act in the surprise A natural 3 on the attack roll is always a miss. A natural 18 round, so they roll for initiative. In initiative order (highest is always a hit. A natural 16-18 is also always a critical threat (a to lowest), combatants who started the battle aware of their possible critical strike) unless stated otherwise. opponents each spend half of their CP. Combatants who were unaware don’t get to act in the surprise round. If Scaling Damage and the Attack Roll no one or everyone starts the battle aware, there is no surprise round. The attack roll represents how effective or accurate the 2. Combatants who have not yet rolled initiative do so. All strike was against a target. When a character does combatants are now ready to begin their first regular round. exceptionally well the character can impart more damage on the target. For every 4 points the attacking character 3. Combatants act in initiative order. beats the target’s DEF by the damage is increased by 4. When everyone has had a turn, the combatant with the +1. The damage applied is the same type as the original highest initiative acts again, and steps 2 and 3 repeats until damage. combat ends. 3

1.2 Attack Bonus 1.3.3 Multiplying Damage A character’s attack bonus with a melee weapon is Sometimes damage is multiplied by some factor. In this case, BAB + FOC modifier + Size modifier roll the damage (with all modifiers) multiple times and total the A character’s attack bonus with a ranged weapon is results. BAB + MRK modifier + Size modifier − Range penalty 1.4 Critical Strikes 1.2.1 Focus and Marksmanship Modifier When a character makes an attack roll and receives a natural Focus in STR helps a character swing a weapon harder and 16-18, the character hits regardless of the target’s DEF and the faster, so a character’s FOC modifier applies to melee attack rolls. character has scored a critical threat. Marksmanship in DEX measures coordination and steadiness, A critical strike immediately targets a character’s CHP, so a character’s MRK modifier applies when the character attacks regardless of whether they have any XHP remaining. If a character with a ranged weapon. has no XHP remaining, then the damage done by the attack is multiplied by 1.5, rounded up. Some weapons have an expanded 1.2.2 Size Modifier critical threat range, making a critical strike more likely. However, even with these weapons, only an 18 is an automatic hit. Objects Creature size categories are defined differently from the size (including vehicles) and some types of creatures are immune to categories for weapons and other objects. Since this size modifier critical strikes. An 18 is always a successful hit, but does not affect applies to Defense against a melee weapon attack or a ranged the CHP unless it is a critical strike. All firearms have a critical weapon attack. Two creatures of the same size strike each other range of 16-18. normally, regardless of what size they are. 1.5 Defense (DEF) 1.2.3 Range Increment and the Range Penalty A character’s Defense represents how hard it is for opponents The range penalty for a ranged weapon depends on what to land a solid, damaging blow on the character. It is the attack weapon the character is using and how far away the target is. All roll result that an opponent needs to achieve to hit the character. ranged weapons and thrown weapons have a range increment. The average unarmored civilian has a DEF of 10. A character’s Any attack from a distance of less than one range increment DEF is equal to is not penalized for range. However, each full range increment 10+AGL+Equipment bonus+Movement+Misc. mod- causes a cumulative −2 penalty on the attack roll. When a weapon ifiers uses shells, the range increment affects both its attack roll and its damage roll, providing a cumulative −2 penalty for each. A thrown weapon has a maximum range of five range 1.5.1 Agility Modifier increments. Ranged weapons that fire can shoot up to If a character’s agility is high, they are particularly adept at ten increments. dodging blows or gunfire. If a character’s agility is low, they are particularly inept at it. Characters apply their AGL modifier to DEF. 1.3 Damage Sometimes a character can’t use their DEX bonus. If a character can’t react to a blow, that character can’t use their AGL bonus to When a character hits with a weapon they deal damage Defense. according to the type of weapon. Effects that modify weapon damage also apply to unarmed strikes and the natural physical 1.5.2 Equipment Bonus attack forms of creatures. Damage is deducted from the target’s current HP. Armor provides Damage Reduction to anyone who wears it, and grants a bonus to DEF. This bonus represents the armor’s ability 1.3.1 Minimum Weapon Damage to protect the character from blows. Sometimes a character can’t use their equipment bonus to Defense. If an attack will damage If penalties to damage would bring the damage result below 1, the character just by touching them, that character can’t add their a hit still deals 1 point of damage. equipment bonus.

1.3.2 Strength Bonus 1.5.3 Movement Modifier When a character hits with a melee weapon or thrown weapon, When a combatant moves during combat, they become harder add their POW modifier to the damage. to hit. For every 10 feet beyond the first 20 feet a character When a character deals damage with a weapon in their off moves they gain a +1 bonus to their DEF until their next turn. hand, add only ½ of the character’s POW modifier. 1.5.4 Miscellaneous Modifiers Wielding a Weapon Two-Handed When a character deals damage with a weapon that they are wielding two-handed, add Other factors can add to a character’s DEF. 1½ times the character’s POW modifier. However, when using a light weapon two-handed only the character’s normal POW Natural Armor Some creatures have natural armor which modifier applies to the damage roll. usually consists of scales, fur, or layers of thick muscle. 4

Dodge Bonuses Some other DEF bonuses represent actively 3.2 Healing Ability Damage avoiding blows. These bonuses are called dodge bonuses. Any situation that denies a character their AGL modifier also denies Ability damage returns at the rate of 1 point per evening of their dodge bonuses. rest (8 hours of sleep). A character undergoing complete bed rest (doing nothing for an entire day) recovers 2 points instead. 1.6 Touch Attacks 3.3 Recovering from Extremity Wounds Some attacks disregard armor. In these cases, the attacker makes a touch attack roll (either a ranged touch attack roll or a When a character is hit in the extremity, they lose all ability melee touch attack roll). The attacker makes their attack roll as to use that extremity successfully. A character recovering from normal, but a character’s DEF does not include any equipment extremity damage needs at least two weeks of long term care or armor bonus. Any other modifiers such as AGL, Size, and to be partially functional. For every two weeks beyond the initial Movement apply normally. two weeks of care the character recovers two HP that were lost by being hit in an extremity. 2 Injury and Death 4 Temporary Hit Points There are two types of HP, Core and Extended. CHP measures how much true physical damage a character can take and XHP Certain effects can give a character temporary HP. When a measure a character’s ability to turn a more serious hit into a character gains temporary HP make a note of their current HP graze or glancing blow. A character’s XHP are always deducted before adding the temporary HP. When the temporary HP goes first unless a character takes a critical strike. away, the character’s HP drop to that score. If the character’s HP are already below that score, all the temporary HP have already been lost and the character’s HP total does not drop. 2.1 Non-lethal Damage When temporary HP are lost, they can’t be restored as real HP can be, even with medical treatment. Non-lethal damage is dealt by unarmed attacks and some weapons. Melee weapons that deal lethal damage can be wielded CON Increases & Current HP so as to deal non-lethal damage, but the attacker takes a −4 penalty on attack rolls for trying to deal non-lethal damage An increase in a character’s CON score, even a temporary instead of lethal damage. A ranged weapon that deals lethal one, can give the character more CHP and XHP but damage can’t be made to deal non-lethal damage (unless it is these are not temporary HP. They can be restored used as an improvised melee weapon). through normal healing. When a character’s CON Non-lethal damage affects the target’s XHP only. If the non- goes back to normal after a temporary increase or is lethal damage equals or exceeds the XHP score, the target must permanently reduced the character’s full normal HP go make a Fortitude Save [TN15]. If the target succeeds on the save, down accordingly. the target is dazed for 1 round and they fall to 1 XHP. If the target fails, they are knocked unconscious for 1d6+1 rounds. If the non-lethal damage from a single hit equals or exceeds half or more of the target’s current CHP, the target must make a 5 Combat Points Fortitude Save [TN18]. If the target fails the save, they are stunned for 1d6 rounds and drop any held weapon. A characters Combat Point score determines how many actions a character can perform during their turn. A character can perform as many actions as they have CP. Any combat points 2.2 Dead (0 Hit Points) left over do not cycle over between rounds. Every Character has When a character’s current CHP drop to 0 or lower they are 15 CP to spend per round. dead. A character can also die if their CON is reduced to 0. 6 Saves 3 Healing Generally, when a character is subject to an unusual attack, After taking damage, a character can recover HP through they receive a save to avoid or reduce the effect. A save is a 3d6 natural healing (over the course of days) or through medical roll plus a bonus based on the character’s level (the character’s technology (somewhat faster). In any case, a character can’t Base Save Bonus) and an ability modifier. A natural 3 on a saving regain HP past their full normal total. A character’s CHP heal first is always a failure. A natural 18 is always a success. A and then their XHP. character’s saving throw bonus is: BSB+Ability modifier+Misc. modifiers The TN for a save is determined by the attack itself. 3.1 Natural Healing A character recovers 1 HP per level per evening of rest (8 6.1 Save Types hours of sleep). A character undergoing complete bed rest (doing nothing for an entire day) recovers 2 HP per level instead. The two kinds of saves are: 5

Fortitude Save These saves measure a character’s ability to 8 Surprise stand up to massive physical punishment or attacks against their vitality and health such as paralysis. Apply a character’s CON When a combat starts, if a character was not aware of his modifier to their Fortitude Saves. enemies and they were aware of the character, that character is surprised. Likewise, a character can surprise their enemies if the character knows about them before they’re aware of the Reflex Save These saves test a character’s ability to dodge character. massive attacks such as explosions or car wrecks. Often, when If some but not all of the combatants are aware of their damage is inevitable, a character receives a Reflex Save to take opponents, a surprise round happens before regular rounds only half damage. Apply the character’s AGL modifier to their begin. The combatants who are aware of the opponents can Reflex Save. act in the surprise round, so they roll for initiative. In initiative order (highest to lowest) combatants who started the battle aware of their opponents each can spend half of their Combat Points 7 Initiative during the surprise round. If no one or everyone is surprised, the surprise round does not occur. Each combatant can do something every round. The combatants’ initiative checks, from highest to lowest, determine Unaware Combatants the order in which they act, from first to last. If characters enter a battle after it has begun, they roll initiative at that time and act Combatants who are unaware at the start of battle do not get whenever their turn comes up in the existing order. to act in the surprise round. Unaware combatants are flat-footed. Because of this,they lose any DEX bonus to Defense.

7.1 Initiative Wagering 9 Actions in Combat Before the battle starts, a character can choose to wager their Combat Points and gain an Attack Penalty for a temporary bonus The fundamental actions of moving and attacking cover most to their initiative checks. The character can wager as many of what a character wants to do in a battle. They are described Combat Points as they have, as long as they have 8 Combat Points here. More specialized options are touched on in Table: Actions after the wager. The character may only wager one amount in Combat, and covered in Special Initiative Actions. of Combat Points and Attack Penalty for one bonus modifier. A character must declare that they are wagering before they 9.1 The Combat Round perform their initiative check and the amount they are wagering for the initiative bonus. If they do not, then they are unable to Each round represents 6 seconds in the game world. A round wager. Below is a chart with the total wager cost and the bonuses is an opportunity for each character involved in a combat to to initiative. take an action. Anything that a person could reasonably do in 6 seconds, a character can do in 1 round. Each round’s activity Initiative Wager Cost begins with the character with the highest initiative result and Bonus then proceeds, in order from there. Each round of a combat uses Modifier the same initiative order. When a character’s turn comes up in the initiative sequence that character use their Combat Points to +1 -1 CP and -1 perform actions. For exceptions, see AoO and Special Initiative Atk penalty Actions. For almost all purposes there is no special meaning to +2 -3 CP and -3 the beginning or end of a round. A round can be a segment of Atk penalty game time starting with the first character to act and ending with +3 -6 CP and -6 the last, but it usually means a span of time from a certain round Atk penalty to the same initiative number in the next round. Effects that last a certain number of rounds end just before the same initiative 7.2 Initiative Checks count that they began on.

At the start of a battle, each combatant makes a single initiative 9.1.1 Combat Points check. An initiative check is a DEX check. Each character applies Combat Points are a measurement of how much a character their AGL modifier to the roll, plus any other modifiers. The GM can do in a single round. A character may spend as many Combat finds out what order characters are acting in, counting down from Points as they possess, but once they spend all of their Combat highest result to lowest, and each character acts in turn. On all Points their turn is over. following rounds the characters act in the same order unless a character takes an action that results in their initiative changing (see Special Initiative Actions). If two or more combatants have the same initiative check result, the combatants who are tied go in order of total initiative modifier (including DEX modifier, if applicable). If there is still a tie, the character with the highest DEX goes first. If there is still a tie, the characters who tie reroll for the position. 6

9.1.2 Action Types The three types of actions are attack, move, and speak actions. In a normal round, a character can perform as many actions as they’d like, as long as they have enough Combat Points for all of their actions. In some situations (such as in the surprise round) a character may be limited to a certain amount of Combat Points they can spend.

Attack Action An attack action is an action where a character attacks something. During a combat round, a character can make as many attacks as they have Combat Points to spend. A character can physically move some distance before or after performing an attack action.

Move Action A move action is an action where a character moves in some way. This includes running and walking, drawing or stowing a weapon or other object, standing up, sitting down, or picking up or manipulating an object.

Speak Action A speak action allows a character to convey information in the form of words to those around him. A character can say 15 words during this action and it is usually spoken all the while he performs his actions. 7

Action CP Cost 1 Attack Actions AoO Standard Melee Attack, Light Melee Weapon 3 Attack (melee) Maybe5 Standard Melee Attack, Normal Melee Weapon 4 Attack (ranged) Yes4 Standard Melee Attack, Bulky Melee Weapon 5 Attack (unarmed) Yes Trip Attack 8 Attack (aid another) No Knockout Blow 12 Escape a grapple No Disarm Attack 9 Ready (triggers an attack action No Coup de Grâce 12 Attack a weapon Yes Melee Attack Modifiers Attack an object Maybe2 Fighting Defensively +1 Call a Shot No Light Attack −1 Coup de Grâce Yes Heavy Attack +2

1 Full Attack +7 Move Actions AoO Aggressive Attack +2 Move actual distance Yes Thrust Attack +1 Use a piece of equipment No Swipe Attack +1 Climb No Climb, accelerated No Table 4: Melee Attack Actions Crawl No Action CP Cost Draw a weapon from a holster or No Fire a Bow or 5 sheath Spray chemical irritants 4 Holster a weapon Yes Fire Taser 6 Move a heavy object Yes Throw a thrown/splash weapon or grenade 5 Open a door No Single Shot, Light Ranged Weapon 7 Pick up an object Yes Single Shot, Normal and Bulky Ranged Weapon 8 Reload Yes No-miss Shot 12 Stand up from prone, sitting, or Yes Double Fire 6 kneeling Autofire 6 Swim No Potshot 5 Withdraw No Double Tap 6 Reaction No Burst Fire 5 Speak Action AoO1 Bump Fire 5 Speak No Suppressive Fire 5 Sweepfire 4 Action Type Varies AoO1 Sprayfire 4 Disarm3 Yes Fanning, Two Round 5 Grapple3 Yes Fanning, Three Round 6 Trip an opponent3 No (Yes if unarmed) Other Attack Actions Reaction 7 No Action AoO1 Delay No Table 5: Attack Actions (cont.) Ready No

1 Regardless of the action, if a character moves out of a threatened 10.1 Melee Attacks square, the character usually provokes an AoO. This column indicates whether the action itself, not moving, provokes an AoO. With a normal melee weapon, a character can strike any 2 If the object is being held, carried, or worn by a creature, yes. If not, enemy within 5’. Enemies within 5’ are considered adjacent no. to the character. The CP cost for attacking with a weapon is 3 These attack forms substitute for a melee attack, not an action. As dependent on the size of the weapon. melee attacks they can be used in a normal melee attack, or even as an AoO. 4 The AoO happens after the original attack has been complete. 10.2 Trip 5 Attacks that do provoke AoO have this fact noted in their description. A character can try to trip an opponent or otherwise knock Table 3: Provoking Attacks of Opportunity him or her down as an unarmed melee attack.

10.2.1 Making a Trip Attack 10 Attack Actions Make an unarmed melee touch attack against the target. Doing Most common attack actions are described below. More this provokes an AoO from the target as normal for unarmed specialized attack actions are mentioned in Table:Combat Actions, attacks. If the attack succeeds, make a STR check opposed by and covered in Special Attacks. the target’s DEX check or STR check (whichever has the higher 8 modifier). If the character and the target are different sizes, the 10.3.5 Grabbing Objects larger combatant receives a bonus on the STR check of +4 per A character can also use disarm to snatch away an object worn difference in size category. The target receives a +4 stability bonus by a target. Doing this works the same as a disarm attempt (see on their check if they have more than two legs or is otherwise above), except for the following. exceptionally stable. If the character wins, they trip the target. If the character loses, the target may immediately react and make a STR check opposed by the character’s DEX check or STR check Attack of Opportunity If the target’s AoO inflicts any damage, to try to trip the character. A Tripped target is prone. the attempt to grab the object automatically fails.

Modifiers If the object is well secured or otherwise difficult to 10.2.2 Tripping with a Weapon grab from the target, the target receives a +4 bonus. On the other Some weapons, such as the short or long staff, can be used to hand, if the object is poorly secured or otherwise easy to snatch make trip attacks. A character doesn’t incur an AoO when doing or cut away, the attacker gets a +4 bonus. so. If the character is tripped during their own trip attempt the character can drop the weapon to avoid being tripped. Failed Attempts Failing an attempt to grab an object doesn’t allow the target to attempt to disarm the character. 10.3 Disarm 10.4 Fighting Defensively As a melee attack, a character may attempt to disarm their opponent. If the character does so with a weapon they knock A character can choose to fight defensively while making a the opponent’s weapon out of their hands and to the ground. If melee attack. If the character does so they take a −4 penalty on the character attempting to disarm is unarmed, the character their attack in a round to gain a +2 dodge bonus to DEF against will end up with the weapon in their hand. If a character is all melee attacks in the same round. attempting to disarm the wielder of a melee weapon, follow the steps outlined here. Disarming the wielder of a ranged weapon 10.5 Light Attack is slightly different. A character can choose to attack lightly when making a melee attack sacrificing hitting power for speed. If the character does 10.3.1 Step One so they reduce the Combat Point cost by 1 and take a −3 damage penalty on the attack. The character provokes an AoO from the target they are trying to disarm. 10.6 Heavy Attack 10.3.2 Step Two A character can choose to attack heavily, throwing more of their weight behind an attack. If the character does so they The character and the target make opposed attack rolls with increase the Combat Point cost by +2 and grant a +2 damage their respective weapons. bonus to the Attack.

10.3.3 Step Three 10.7 Full Attack If the character beats the target’s attack roll the target is A character can choose to full attack, throwing nearly all of disarmed. If the character attempted the disarm action unarmed, their weight behind an attack. If the character does so, they they have the weapon now. If the character was armed, the increase the Combat Point cost by +7. This attack provokes an target’s weapon is on the ground at the target’s feet. If the AoO against all enemies within range and grants 2 additional character fails the disarm attempt the target may immediately damage die and a +4 bonus to damage. react and attempt to disarm the character with the same sort of opposed melee attack roll. The opponent’s attempt does not provoke an AoO from the character. If the opponent fails to 10.8 Aggressive Attack disarm, the character does not get a free disarm attempt against A character can choose to attack aggressively, where their the opponent. primary goal is to force the character to move instead of cause damage. If the attack is successful the struck character must 10.3.4 Ranged Weapons move to any adjacent space of their choosing that is not adjacent to their attacker. Moving like this does not provoke any AoO. The To disarm an opponent wielding a ranged weapon the character attack also suffers a −2 attack penalty. makes a melee or unarmed attack to strike the weapon in the opponent’s hand (see Attack an Object). If the weapon is held 10.9 Thrust Attack in two hands, it receives a +2 bonus to its DEF. If the character’s attack succeeds, the ranged weapon falls to the ground or winds A character can choose to make a thrusting attack with a up in the character’s hands (if the character made the attack Slashing weapon. When a character thrusts with a weapon, the unarmed). This kind of disarm attempt provokes an AoO, but weapon deals Piercing damage instead of Slashing damage but if the character fails the target does not get to make a disarm takes a −2 damage penalty to the attack. Only may use attempt against him or her. this attack. 9

10.10 Swipe Attack unaware. Any reasonable precaution taken by a target including stationing bodyguards,or placing their back to a wall precludes A character can choose to make a swiping attack with a Piercing catching that target unaware and helpless. weapon. When a character swipes with a weapon, the weapon deals Slashing damage instead of Piercing damage but takes a −2 damage penalty to the attack. Only knives may use this attack. 10.12.2 Regular Attack A helpless defender has an effective DEF of 5. If a character is 10.11 Reaction attacking with a ranged weapon and is not adjacent to the target, the character can attack as normal and gain a +2 bonus on the A reaction is an action where a character prepares for an attack roll. If the character is attacking with a melee weapon, or oncoming melee attack. A character has the choice of Parrying, with a ranged weapon from an adjacent square, the character Bracing, or Predicting an enemy’s melee attack. The character can attack as normal. declares which reaction they will prepare, and against which enemy, then ends their turn. If they are attacked by the selected enemy’s melee attack, they roll a saving throw that corresponds 10.13 Coup de Grâce with the action. The TN is Opposing Attack Roll − 5. A character can use a melee weapon to deliver a coup de grâce to a helpless foe. A character can also use a ranged weapon 10.11.1 Parry provided that they are adjacent to the target. The character automatically hits and scores a critical strike. If the defender Parrying is a reaction where where a character uses their survives the damage they still must make a Fortitude Save [TN(10 weapons or their body to glance off a blow. On a successful + damage dealt)] or die. Delivering a coup de grâce provokes AoO Reflex Save the character is granted a +1 to their DEF, per Reflex from threatening foes because it involves focused concentration Save Bonus/2, rounded down. The bonus lasts for all melee and methodical action. A character can’t deliver a coup de grâce attacks until the next turn. against a creature that is immune to critical strikes.

10.11.2 Brace 10.14 Knockout Blow Bracing is a reaction where a character prepares for the A character can make an unarmed attack or use a melee oncoming strike. On a successful Fortitude Save the character is weapon that deals non-lethal damage to deliver a knockout blow granted Damage Reduction to a single type of damage, equal to to a helpless foe. A character can also use a melee weapon that 1 per Fortitude Save Score/2, rounded down. The bonus lasts for deals lethal damage but the character takes a −4 penalty on any all melee attacks until the next turn. attempt to deal non-lethal damage with the weapon. The target has an effective DEF of 5. If the character hits they automatically 10.11.3 Stumble score a critical strike. Delivering a knockout blow provokes AoO Stumbling is a reaction where where a character uses a shield from threatening foes because it involves focused concentration or a weapon, to destabilize an attacker and cause them to lose and methodical action. A character can’t deliver a knockout blow footing. On a successful Reflex Save, the character knocks the against a creature that is immune to critical strikes. opposing attacking opponent to a kneeling position, and ends their turn immediately. A character can choose which attack on 10.15 Grapple which they stumble, but can only attempt to stumble once per round. 10.15.1 Grapple Grappling means and struggling hand-to-hand. There 10.12 Unarmed Attacks are three stages to grappling: grabbing, holding, and pinning.

Striking for damage with punches, , and head butts is much 10.15.1.1 Grabbing Normally a grab is just the first step to like attacking with a melee weapon except that an unarmed attack starting a grapple. If the character grabs an opponent but fails to deals non-lethal damage and unarmed strikes use touch attack go on to hold him or her the character doesn’t actually start a defense, instead of normal defense. Unarmed strikes count as grapple. However, sometimes all a character wants to do is grab light melee weapons for purposes of two-weapon attack penalties the target. and so on. An unarmed attack is considered an attack made with a small weapon. The following exceptions to normal melee rules apply to unarmed attacks. 10.15.1.2 Holding Once a character has established a hold they are involved in a grapple. From a hold a character can attempt a number of actions, including damaging the opponent 10.12.1 Helpless Defenders or pinning the opponent. A helpless foe, who is bound, sleeping, unconscious, or otherwise at the attacker’s mercy is an easy target. A character 10.15.1.3 Grapple Checks When a character is involved in can sometimes approach a target who is unaware of their a grapple they will need to make opposed grapple checks against presence, get adjacent to the target, and treat them as helpless. If an opponent, often repeatedly. A grapple check is something the target is in combat or some other tense situation and therefore like a melee attack roll. A character’s attack bonus on a grapple in a state of acute awareness and readiness or if the target can check: use their DEX bonus to DEF then that target can’t be considered BAB + FOC modifier + AGL modifier 10

10.15.1.4 Starting a Grapple To start a grapple a character considered prone. This is an attack action that the character may first needs to grab and hold their target. Attempting to start a only attempt once per round. grapple is the equivalent of making an unarmed melee attack. Follow these steps: Draw a light item A character can draw a light item for the normal Combat Point cost. Step 1: Attack of Opportunity and Grab A character provokes an AoO from the target they are trying to grapple. Regardless of if the AoO is sucessful or not, proceed to step 2. Attack with a light item A character can attack with a light weapon while grappling but not while pinned. A character can’t Step 2: Hold Make an opposed grapple check. If the character attack with two weapons while grappling. A character can also succeeds, he has started the grapple. If the character loses he use light items against a character they are grappling against, fails to start the grapple. which requires an opposed grapple check. If the opponent is pinned, they can use the object against the opponent without an opposed grapple check. Step 3: Execute an action Once the grapple has been established, the character can execute one of a few actions, spending Combat Points. 10.15.1.7 Joining a Grapple If the target is already grappling someone else a character can use an attack to start 10.15.1.5 Grappling Consequences While a character is a grapple, as above, except that the target doesn’t get an AoO grappling, their ability to attack others and defend themselves is against the character and the character’s grab automatically limited. succeeds. The character still has to make a successful opposed grapple check and move in to be part of the grapple. If multiple enemies are already involved in the grapple the No Threatened Squares A character doesn’t threaten any character picks one against whom to make the opposed grapple squares while grappling. check.

Flat-footed A character is considered flat-footed while they are in a grapple. 10.15.1.8 Multiple Grapplers Several combatants can be in a single grapple. Up to four combatants can grapple a single opponent. No Movement A character cannot move while held in a grapple. When involved in a grapple with multiple opponents, the character chooses one opponent to make an opposed check 10.15.1.6 If the Character is Grappling When a character against. The exception is an attempt to escape from the grapple; is grappling (regardless of who started the grapple) they can to escape, a character’s grapple check must beat the check attempt any of several actions on their turn. Unless otherwise individual results of all opponents. noted each of these options is equivalent to a melee touch attack and cost Combat Points equal to the normal cost. The character is limited to these options only, and cannot take any other actions. 10.15.2 Attacks of Opportunity Making an unarmed attack against an armed opponent Damage the Opponent Make an opposed grapple check; if provokes an AoO from the character attacked. The AoO comes the character succeeds, they deal damage and as they would before the character’s attack. An unarmed attack does not with an unarmed strike. provoke AoO from other foes, nor does it provoke an AoO from an unarmed foe. Pin Make an opposed grapple check; if the character succeeds, both characters are now prone. The opponent takes a −4 defense 10.15.3 Unarmed Strike Damage penalty for all attacks; however, the opponent is not considered helpless. A pinned character can’t take any action except to An unarmed strike from a character deals 1d3+POW modifier attempt to escape from the pin. of non-lethal damage. A character can specify that their unarmed strike will deal lethal damage before the character makes their Escape from Grapple Make an opposed grapple check. If the attack roll, but the character takes a −4 penalty on the attack roll character succeeds, they can escape the grapple. If more than because they have to strike a particularly vulnerable spot to deal one opponent is grappling the character, the grapple check result lethal damage. has to beat all their individual check results to escape. Opponents don’t have to try to hold a character if they don’t want to. This is an attack action that the character may only attempt once per 10.16 Ranged Attacks round. With a ranged weapon, a character can shoot or throw at any target that is within the ranged weapon’s maximum range and Escape from Pin Make an opposed grapple check. If the in line of sight. A target is in line of sight if there are no solid character succeeds, they can escape from being pinned, and obstructions between the character and the target. The maximum are no longer being grappled. Opponents don’t have to try to range for a thrown weapon is five range increments. For weapons keep the character pinned if they don’t want to. The character is that fire projectiles, it is ten range increments. 11

Shooting or Throwing into a Melee character gets an AoO. If this AoO is successful the no-miss shot is thwarted and the attacker wastes the CP spent on the attack. If the If a character shoots or throws a ranged weapon at AoO is unsuccessful the character can roll damage. A character a target that is engaged in melee with an ally, the must be adjacent to the target in order to perform a no-miss shot. character takes a −4 penalty on their attack roll because When a character wishes to use a called shot action in the character has to aim carefully to avoid hitting the ally. conjunction with the no-miss shot attack, the defending character Two characters are engaged in melee if they are enemies gains an attack roll bonus equal to the penalty of the called shot and they are adjacent to one another. An unconscious when they perform their AoO. or otherwise immobilized character is not considered engaged unless they are actually being attacked. If the 10.16.3 Double-fire target is so big that part of it is 10’ or farther from the nearest ally the character can avoid the −4 penalty even If a ranged weapon has two barrels that can be fired if it is engaged in melee with an ally. simultaneously the weapon can be used for double-fire. The firearm is fired as if it were a single shot and if the attack succeeds, the character rolls the damage twice. Double-fire uses 2 rounds of ammunition and can only be used if the weapon has 2 rounds 10.16.1 Firearms of ammunition in it. The most basic form of attack with a firearm is a single shot. One attack is one pull of the and fires one bullet at one 10.16.4 Autofire target. A multi-shot attack is any attack that fires more than one Autofiring is firing a loosely controlled burst of automatic fire at round or shell. As with all forms of ranged weapons, attacking a specific area from an automatic weapon. If a ranged weapon with a firearm while within a threatened square provokes an AoO. has an automatic rate of fire a character may set it on autofire. All firearms deal Ballistic damage and have a critical threat range Autofire effects an area and everyone in it, not a specific creature. of 16-18 unless otherwise noted. The character targets a 10’ by 10’ area and makes an attack Close Combat & Firearms roll; the targeted area has an effective DEF of 10. The recoil penalty for autofire is the CRP−7. If the attack succeeds, every Firearms are anything but close ranged weapons, creature within the affected area must make a Reflex Save [TN15]. they’re designed with range, and the benefits that come If they succeed they take half of the weapon’s damage. Autofire with it, in mind. Because of this, many firearms are consumes 10 rounds and can only be used if the weapon has at unwieldy to use in close quarters. least 10 rounds in it. When using a shotgun with a full or an extended folding stock against an adjacent opponent the character Bump Fire Bump firing a firearm is using the recoil of a semi- takes a −3 penalty on all ranged attacks. automatic firearm in order to simulate automatic fire. The firearm When using an assault, battle, or hunting with any must have a stock. The recoil penalty for bumpfire is the CRP−8. full stock or an extended folding stock against an adjacent In all other respects, bumpfiring is the same as autofire. opponent the character takes a −4 penalty on all ranged attacks. Suppressive Fire Suppressive fire is firing a tight controlled When using a with any full stock or an burst of automatic fire at a specific area for an extended period extended folding stock against an adjacent opponent the of time from an automatic weapon. If a ranged weapon has an character takes a −6 penalty on all ranged attacks. automatic rate of fire, a character may use it to suppressive fire. When using a machine , launcher, or grenade The character makes an autofire attack as normal. If the attack launcher against an adjacent opponent the character takes succeeds they can elect to continue firing in that specific area. a −8 penalty on all ranged attacks. Any creature that enters the area immediately takes the weapon’s damage for every 5’ square they step into that is currently being suppressed. The character performing suppressive fire can shift the area suppressed at 5’ per 3 CP and it takes 12 CP to either Potshot A potshot is the firing of a weapon in the general sustain the suppressive fire or end it. Suppressive fire shoots 10 direction of the intended target without careful aim. If a ranged rounds and can only be used if the weapon has 20 rounds (10 weapon has a semi-automatic or single rate of fire it may be for the initial Autofire attack and 10 to sustain it for at least one used to potshot. The character targets a specific creature and full round). When giving suppressive fire to an area, a character makes an attack roll with a −6 penalty. If the attack is successful is considered flat footed. the character may roll the standard damage. Using this attack fires a single round or shell and can only be done if the weapon has at least one in it. Sweeping Fire Sweeping Fire is firing a loosely controlled burst of automatic fire in a 90° arc from an automatic weapon. If a ranged weapon has an automatic rate of fire a character may use 10.16.2 No-Miss Shot it to sweepfire. The character fires in a 15’ cone at all creatures. A no-miss shot is a shot is an attack where the character places The recoil penalty for sweepfire is the CRP−10. If the attack the barrel of the firearm against the target so that the muzzle is succeeds against any targets caught in the arc the character may directly in front of the item to be shot and then pulls the trigger. roll their damage as normal on all characters hit. Sweepfire uses When performing a no-miss shot against a target, the defending 15 rounds and can only be used if the weapon has 15 rounds in it. 12

Sprayfire Sprayfiring is firing a loosely controlled burst of the character may roll their damage with extra damage dice automatic fire at a specific target, from an automatic weapon. If depending on the damage of the round and how many rounds a ranged weapon has an automatic rate of fire, a character may they fired. The dice are always the same type as used in the use it to sprayfire. The character targets a specific creature. The original damage. Using this attack fires two or three bullets or recoil penalty for sprayfire is the CRP−10. If the attack succeeds, shells and can only be done if the weapon has two or three bullets the character rolls double the damage dice of a standard attack. or shells in it. Sprayfire shoots 10 rounds, and can only be used if the weapon has 10 rounds in it. • 2 Round Fan For damage with two or less dice the character gains +1 die. For three or more dice the character gains +2 dice plus 1 extra die for every three dice beyond the first 10.16.5 Burst Fire three. Burst fire is firing a small burst of bullets at a specific target. If a ranged weapon has an automatic rate of fire a character may • 3 Round Fan For damage with two or less dice the character use it to burst fire. The character targets a specific creature and gains +2 dice. For three or more dice the character gains makes an attack roll. The recoil penalty for a two-round burst is +3 dice plus 1 extra die for every three dice beyond the first the CRP−2.. The recoil penalty for a three-/five-round burst is the three. CRP−4. If the attack succeeds the character may roll their damage with extra damage dice depending on how many damage dice 10.16.8 Grenades and were rolled originally and the type of burst fire. An is a weapon that effects all creatures and objects The dice are always the same type as used in the original within its blast radius by means of shrapnel, heat, or massive damage. Burst fire uses 5 rounds and can only be used if the concussion when detonated. Its effect is broad enough that it can weapon has 5 rounds in it. However, if the firearm has a 2 or 3 hurt characters just by going off close to them. Some explosives, round burst setting, firing a burst expends two or three rounds or such as grenades, can be thrown and explode when they land. shells instead of five and can be used if the weapon has two or Others are planted with fuses or timers and go off after a preset three rounds or shells in it. amount of time elapses. • 2 Round Burst For damage with two or less dice the Aimed Grenade Launchers and Rocket Launchers character gains +1 die. For three or more dice the character gains +2 dice plus 1 extra die for every three dice beyond Grenade launchers and rocket launchers can be used to the first three. attack a specific 5’ square just like thrown grenades or they can be used to target a specific target. If a specific • 3 or 5 Round Burst For damage with two or less dice target is targeted the defense of the target will be used the character gains +2 dice. For three or more dice the and the attacker takes a −2 to their attack roll. If the character gains +3 dice plus 1 extra die for every three dice target is hit it takes 1d6 Bludgeoning damage as well as beyond the first three. any damage the grenade or rocket does. If the target is missed by a grenade the grenade continues for 40’ 10.16.6 Double Tap in the direction it was fired until it either reaches the 40’ Double tapping is quickly firing two bullets from a semi or collides with an object. If the target is missed with a automatic weapon at a specific target. If a ranged weapon has rocket the rocket continues for 600’ in the direction it a semi-automatic rate of fire it may be used to double tap. The was fired or until it collides with an object. When either of character targets a specific creature and makes an attack roll. these happen the grenade or rocket explodes as normal. The recoil penalty for a double tap is the CRP−3. If the attack is All targets beyond the intended target get a Reflex Save successful the character gains extra damage dice based on the [TN16] to dodge the grenade. If the target fails the Reflex amount of damage dice they roll originally. For damage with two Save they are hit with the grenade. can not be or less dice the character gains +1 die. For three or more dice dodged. the character gains +2 dice, plus 1 extra die for every three dice beyond the first three. The dice are always the same type as used in the original damage. Using this attack fires two bullets 10.16.9 Splash Weapons or shells and can only be done if the weapon has two bullets or shells in it. A splash weapon is a ranged weapon that breaks apart on impact, splashing or scattering its contents over its target and nearby creatures or objects. Most splash weapons consist of 10.16.7 Fanning liquids in breakable containers. To attack with a splash weapon, Fanning is a technique in which one hand make a ranged touch attack against the target. Thrown splash holds the trigger and the other hits the hammer repeatedly. This weapons require no weapon proficiency. A hit deals direct hit turns the and hits the firing pin, in that order, allowing damage to the target and splash damage to all other creatures for rapid fire of a single action weapon. If a weapon has a Single within 5’ of the target. A character can instead target a specific 5’ Action rate of fire it can be used to perform a fanning attack. The square, including a square occupied by a creature. Use the rules character targets a specific creature, declares if they’re going to for thrown explosives. However, if a character targets a square, use two or three bullets or shells, and makes an attack roll. The all creatures within 5’ are dealt the splash damage and the direct recoil penalty for a two-round fan is the CRP−2. The recoil penalty hit damage is not dealt to any creature. If the character misses for a three-round fan is the CRP−4. If the attack is successful the target (whether aiming at a creature or a square) check to see 13 where the weapon lands using the rules for thrown explosives. do so. Making a called shot invokes a −6 penalty for an arm or After determining where the object landed, it deals splash damage leg, a −7 penalty for a hand or foot, or a −9 penalty for the head. to all creatures within 5’. If the character is hit anywhere during a called shot attack with a Piercing, Bludgeoning, Slashing, or Ballistic weapon and that 10.16.10 Thrown Explosives weapon does more than 3 points of damage to that extremity then the character takes extremity damage. Called shot attacks An attack with a thrown explosive is a ranged attack made ignore all armor Damage Reduction unless the targeted area is against a specific 5’ square. A character can also target a square armored. occupied by a creature. Throwing the explosive is an attack action. If the square is within one range increment (thrown weapons have a range increment of 10’), you do not need to make an attack roll. 10.18 Attacking with Two Weapons If the target square is more than one range increment away make an attack roll. The square has an effective DEF of 10. Thrown If the character wields a second weapon in their off hand the explosives require no weapon proficiency. If the attack succeeds character can attack with it like normal. Fighting this way is very the explosive lands in the targeted square. If the character misses difficult, however. The character takes a −6 penalty on the regular the target the explosive lands in a square nearby in a random attack or attacks with their primary hand and a −10 penalty on the direction. Roll a 2d6 and consult the diagram below to determine attack with their off hand. A character fighting with two weapons where the explosive lands. only has to spend the Combat Points as if attacking with one weapon.

1 6 2 Circumstances Primary Hand Off Hand Normal penalties −6 −10 Off-hand weapon is light −4 −8 11 Table 6: Two-Weapon Fighting Penalties

Intended 11 Move Actions 5 12 10 7 Target Move Actions are actions that involve moving of some type.

Action CP Cost Walking and Running 1 per 5’ 9 Moving while Crouched 2 per 5’ Moving while Prone; Accelerated Climbing 3 per 5’ Climbing 4 per 5’ Swimming 5 per 5’ 4 8 3 Withdraw 4× normal Draw a weapon from a holster or sheath 3 Draw a weapon from Waistband carry 6 After the explosive’s landing point is determined, it deals its Holster a weapon 4 damage to all targets within the blast radius of the weapon. Retrieve or store an item in a pocket, bag, 4 Wounding Radius for Explosives or pouch Retrieve or store an item in LBE gear 3 Explosives often reach out past their original blast radius Pick up an object from the ground or 3 and are still effective. This is called the wounding radius, manipulate an object and is 5’ outside of the blast radius per 10’. Any target Drop an item 0 caught in the wounding radius must make a Fortitude Save Drop to a kneeling, sitting, or prone 0 [TN(16 + 1 per 10’ of blast radius)] or be knocked prone, posture and a Reflex Save [TN(15 + 1 per 10’ of blast radius)] or take Cycle a weapon 1 full damage. If the character passes the Reflex Save, they Stand up from kneeling, prone, or sitting 6 take half of the damage of explosive. Only explosives Reload a bow 1 that cause damage can have a wounding radius. Reload a crossbow 2 Reload a Taser 3 Reload a weapon by hand; Refill a 3 per round or 10.17 Called Shot , or speedloader shell Reload a firearm using a new magazine 4 When a character attacks they are usually targeting center or speedloader mass which is the chest and torso region. If a character wishes to target a specific extremity, such as an arm or leg, they may Table 7: Move Actions 14

11.1 Movement such an action takes to perform and whether doing so provokes AoO from threatening enemies. The simplest move action is moving. Many nonstandard modes of movement are also covered under this category, including climbing and swimming, crawling, and entering a vehicle. For 13.1 Attacks of Opportunity every 10’ beyond the first 30’ a character moves, they gain a +1 The melee combat rules assume that combatants are actively to their DEF until their next turn. avoiding attacks. A player doesn’t have to declare anything special for their character to be on the defensive. Sometimes, 11.2 Manipulating Objects however, a combatant in a melee lets their down and doesn’t maintain a defensive posture as usual. In this case This move action includes drawing or holstering a weapon, combatants near him or her can take advantage of this lapse in retrieving a weapon or object out of a pocket, or bag, picking up defense to attack for free. These attacks are called AoO. an object, moving a heavy object, and opening a door. 13.1.1 Weapon Type 11.3 Cycle a weapon A character can make AoO with unarmed attacks if the Cycling a weapon is the act of purposely cocking the weapon characters unarmed attacks are chosen to deal lethal damage without firing it, ejecting an unused shell or and readying the next one in the magazine, or letting the cylinder rotate without 13.1.2 Threatened Squares firing. This is often done for dramatic effect or to ready alternate ammunition in a firearm. Only weapons with a capacity of three A character threatens the squares into which they can make a or more rounds may be cycled. melee attack even when it is not the character’s action. Generally, that’s all squares adjacent to the character’s position. An enemy that takes certain actions while in a threatened square provokes 11.4 Standing Up an AoO from the character. A character can only make AoO Standing up from a prone position provokes an AoO from with melee weapons, never with ranged weapons. Facing and opponents who threaten the character. the penalty that comes with it apply with AoO.

11.5 Reload a weapon 13.1.3 Provoking an Attack of Opportunity Two actions can provoke an AoO: The cost to reload a weapon is dependent on how it is reloaded. Using magazines, speedloaders, or stripper clips is much faster • Moving out of a Threatened Square When a character than reloading a weapon by hand. Reloading includes charging moves out of a threatened square that character generally the weapon so that it is ready for use. provokes an AoO. There are two important exceptions. A character doesn’t provoke an AoO if the character 11.6 Withdraw withdraws. If the character doesn’t start in a threatened square, but moves into one, the character may stop there Withdrawing from melee combat is when a character retreats without provoking an AoO, although further movement from melee combat without incurring AoO penalties. When a does provoke an AoO. character withdraws the Combat Point cost to move is multiplied by 4. The square the character starts from is not considered • Performing an Action that Distracts the Character Some threatened for purposes of withdrawing and therefore enemies actions when performed in a threatened square provoke do not get AoO against the character when they move from that AoO because they make a character divert their attention square. from the fight at hand. Using a ranged weapon, in particular, provokes AoO. Table: Actions in Combat notes many additional actions that provoke attacks off opportunity. 12 Speak Action 13.1.4 Making an Attack of Opportunity With the exception of specific speaking-related abilities, speaking doesn’t cost any Combat Points. Speaking allows the An attack of opportunity is a single melee attack, and a character convey 6 seconds of information, which is about 15 character can only make one AoO per round. A character does words. These words can be conveyed in any language the not have to make an Attack of Opportunity if they don’t want to. character can speak. Characters can also make any noises Making an Attack of Opportunity takes no Combat Points. that they wish to produce and that their vocal cords can handle. 13.2 Extra Effort 13 Miscellaneous Actions An Extra Effort action is an action where a character pushes themselves beyond their limits using a burst of energy to get Some actions don’t fit neatly into the above categories. Some more accomplished in a single round. The character receives 5 of the options described below are actions that take the place extra CP for the round. The following round they are considered of or are variations on the actions described earlier. For actions flat-footed, have a −4 attack penalty for all attacks, receive half not covered in any of this material, the GM determines how long their normal CP (rounded down), and may not take the extra 15 effort action. After the character goes through one round in this Circumstance Melee Range state, they return to normal. Attacker flanking defender +2 — Attacker on higher ground +1 +0 Attacker kneeling or sitting −2 +1 14 Movement and Position Attacker prone −4 +2 1 1 When using a grid to represent character’s movement, the Attacker has not been seen yet. +2 +2 standard scale equates one inch (or a one square) to five feet in the game world. One round is six seconds. 1 The defender loses any DEX bonus to Defense. Table 8: Attack Roll Modifiers 14.1 Movement in Darkness

If a character moves when they can’t see, such as in total Circumstance Melee Ranged darkness, their CP cost to move is doubled. Defender sitting or kneeling −2 +21 Defender stunned −22 −22 14.2 Diagonals Defender climbing −22 −22 2 2 When measuring distance, the first diagonal counts as 1 square, Defender flat-footed +0 +0 2 3 the second counts as 2 squares, the third counts as 1, the fourth Defender grappling (attacker not) +0 +0 4 4 as 2, and so on. Defender pinned −4 +0 You can’t move diagonally past a corner. You can move Defender helpless (such as +02 +02 diagonally past a creature, even an opponent. paralyzed, sleeping, or bound) You can also move diagonally past other impassable obstacles Defender has cover — See Cover — such as pits. Defender concealed or invisible – See Concealment –

14.3 Passing Through 1 Does not apply if target is adjacent to attacker. This circumstance may instead improve bonus to Defense granted by cover. See Cover, below Sometimes a character can pass through an area occupied by 2 The defender loses any DEX bonus to Defense another character or creature. 3 Roll randomly to see which grappling combatant the character strikes. That defender loses any Dexterity bonus to Defense 14.3.1 Friendly Character 4 Treat the defender’s DEX as 0 (-5 modifier) A character can move through a square occupied by a friendly Table 9: Defense Modifiers character.

14.3.2 Unfriendly Character 14.4.2 Cover A character can move through a square occupied by an Cover provides a bonus to defense. The more cover a character unfriendly character who chooses not to or is unable to resist as has, the bigger the bonus. In a melee, if a character has cover if the character was friendly. against an opponent, that opponent probably has cover against the character too. With ranged weapons, however, it is easy to have better cover than the opponent. The GM may impose other 14.4 Combat Modifiers penalties or restrictions on attacks depending on the details of This section covers offensive and defensive modifiers provided the cover. by position.

Degree of Cover Cover is assessed in subjective measurements 14.4.1 Favorable and Unfavorable Conditions of how much protection it offers. The GM determines the value Generally speaking, any situational modifier created by the of cover. This measure is not a strict mathematical calculation attacker’s position or tactics applies to the attack roll, while any because a character gains more value from covering the parts of situational modifier created by the defender’s position, state, or their body that are more likely to be struck. If the bottom half of tactics applies to the defender’s DEF. The GM judges what bonuses a character’s body is covered, that only gives ¼ cover because and penalties apply using Table: Defense Modifiers and Table: most vital areas are still fully exposed. If one side or the other of Attack Roll Modifiers as guides. a character’s body is covered, the character receives ½ cover. 16

Degree of Cover (Example) Cover Bonus Reflex Saves Concealment to Defense One-quarter (standing behind a +3 +2 — 3’ high wall) One-half (fighting from around a corner or a tree; standing at +6 +4 10% an open window) Three-quarters (peering +9 +6 20% around a corner or a big tree) Nine-tenths (standing at an slit; behind a door that’s +15 +81 30% slightly ajar) Total (on the other side of a — — — solid wall)

1 Half damage if save is failed; no damage if successful. Concealment (Example) Miss Chance Table 10: Cover ¼ (light fog; light foliage) 10% ½ (shadows; dense fog at 5’) 20% Cover Defense Bonus Table: Cover gives the Defense bonuses ¾ (dense foliage) 30% for different degrees of cover. Add the relevant number to the 9/10 (near total darkness) 40% character’s Defense. This cover bonus overlaps (does not stack) Total (attacker blind; total darkness; 50% with certain other bonuses. smoke grenade; dense fog at 10’, behind a drawyall wall)

Cover Reflex Save Bonus Table: Cover gives the Reflex Save Table 11: Concealment bonuses for different degrees of cover. Add this bonus to Reflex Saves against attacks that affect an area. This bonus only applies Degree of Concealment Concealment is subjectively mea- to attacks that originate or burst out from a point on the other sured as to how well concealed the defender is. Examples of what side of the cover. might qualify as concealment of various degrees are given in Table: Concealment. Concealment always depends on the point of view of the attacker. Cover Concealment Bonus Table: Cover gives concealment when a character is behind an object. This concealment works exactly as regular concealment. Concealment Miss Chance Concealment gives the subject of a successful attack a chance that the attacker missed because of the concealment. If the attacker hits the defender must make a Striking the Cover Instead of a Missed Target If it ever miss chance percentile roll to avoid being struck. When multiple becomes important to know whether the cover was actually concealment conditions apply to a defender, use the one that struck by an incoming attack that misses the intended target, would produce the highest miss chance. Do not add the miss the GM should determine if the attack roll would have hit the chances together. protected target without the cover. If the attack roll falls within a range low enough to miss the target with cover but high enough to strike the target if there had been no cover, the object used 14.5 Special Initiative Actions for cover was struck. This can be particularly important to know Usually a character acts as soon as they can in combat, but in cases when a character uses another character as cover. In sometimes a character wants to act later, at a better time, or in such a case, if the cover is struck and the attack roll exceeds the response to the actions of someone else. Defense of the covering character, the covering character takes the damage intended for the target. If the covering character has a DEX bonus to Defense or a dodge bonus, and this bonus 14.5.1 Delay keeps the covering character from being hit, then the original By choosing to delay, the character takes no action and then target is hit instead. The covering character has dodged out of acts normally at whatever point in the initiative count the character the way and didn’t provide cover after all. A covering character decides to act. When a character delays they voluntarily reduce can choose not to apply their DEX bonus to Defense and/or their their own initiative result for the rest of the combat. When the dodge bonus if the character so desires. character’s new, lower initiative count comes up later in the same round, the character can act normally. The character can specify 14.4.3 Concealment this new initiative result or just wait until some time later in the round and act then, thus fixing the character’s new initiative count Concealment includes all circumstances in which nothing at that point. A character cannot interrupt anyone’s action with physically blocks a blow or shot but something interferes with an a delayed action (as a character can with a readied action; see attacker’s accuracy. below). 17

Delaying Limits The longest a character can delay before 14.6.2 Planted Explosives taking an action is until after everyone else has acted in the round. At that point, the delaying character must act or else forfeit A planted explosive is set in place with a timer or fuse any action in that round. If multiple characters are delaying, the determining when it goes off. No attack roll is necessary to one with the highest initiative modifier (or highest DEX in case plant an explosive; the explosive sits where it is placed until it is of a tie) has the advantage. If two or more delaying characters moved or goes off. When a planted explosive detonates, it deals both want to act on the same initiative count, the one with the its damage to all targets within the blast radius of the weapon. highest initiative modifier can go first. If two or more delaying characters are trying to go after one another, the one with the highest initiative modifier can go last; the others must go first or 14.6.3 Attack an Object lose their action for the round. If a character loses an action due to delaying, they may act on any count on the next turn. Again, Sometimes a character needs to attack or break an object the character cannot interrupt an action.

14.5.2 Ready Strike an Object Objects are easier to hit than characters because they usually don’t move, but many are tough enough to The ready action lets a character prepare to take an action shrug off some damage from each blow. later to interrupt another character. On the character’s turn they prepare to take an action later if a specific trigger is met. Later in the round, if the readied action is triggered, the character takes their action before the triggering action. Readying does not Object Defense and Bonuses to Attack Objects are harder provoke an AoO. or easier to hit depending on their size and whether they are immobile or being held, carried, or worn by opponents. The base Defense of objects is shown on Table: Size and Defense of Readying an Action A character can ready an attack action. Objects. To do so the character specifies the action they will take and the conditions under which the character will take it. Then, any time before the character’s next action, the character may take the Size (Example) Defense readied attack action in response to those conditions. The readied Colossal (jetliner) −3 action occurs just before the event that triggers it. If the trigger is Gargantuan (army ) 1 part of another character’s actions, the readied action interrupts Huge (typical car) 3 the other character. The other character continues their actions Large (big door) 4 once the readied action is completed. The character’s initiative count changes. For the rest of the encounter, the new initiative Medium (dirt bike) 5 count is the count on which the character took the readied action, Small (chair) 6 and the waiting character acts immediately ahead of the character Tiny (College textbook) 7 whose action triggered the readied action. A character can move Diminutive (paperback book) 9 as normal, but only as long as the character doesn’t spend the Fine (pencil) 13 Combat Points needed to accomplish the readied action. If the character comes to their next action and has not yet performed Table 12: Object Size and Defense the readied action, the character doesn’t get to take the readied action (though the character can ready the same action again). If If a character spends 12 CP to make an attack against an the character takes their readied action in the next round before inanimate, immobile object the character receives an automatic their regular turn comes up the character’s initiative count doesn’t hit with a melee weapon, or a +5 bonus on their attack roll with a change. ranged weapon (all ranged weapons are firing single shot). An object being held, carried, or worn has a Defense equal to the 14.6 Special Attacks above figure + 5 + the opponent’s DEX modifier. Striking a held, carried, or worn object provokes an AoO from the character who This section covers firearms, grappling, explosives, attacking holds it. objects, and an assortment of other special attacks.

14.6.1 Aid Another Hardness Each object has hardness, a number that represents how well it resists damage. Whenever an object takes damage, In combat, a character can help a friend attack or defend by subtract its hardness from the damage. Only damage in excess distracting or interfering with an opponent. If the character is in of its hardness is deducted from the object’s hit points (see Table: position to attack an opponent with which a friend of the character Substance Hardness and Hit Points and Table: Object Hardness is engaged in melee combat, the character can attempt to aid the and Hit Points). friend. The character makes an attack roll against DEF 10. If the character succeeds, they don’t actually damage the opponent, but the character’s friend gains either a +2 circumstance bonus against that opponent or a +2 circumstance bonus to DEF against Hit Points An object’s HP total depends on what it is made of that opponent (aiding character’s choice) on the friend’s next turn. or how big it is. 18

Object Hardness HP Break TN Substance Hardness Hit Points Lock Paper 0 2/inch of thickness Cheap 0 1 10 Rope 0 2/inch of thickness Average 3 5 15 Plastic, soft 0 3/inch of thickness High quality 5 10 20 Glass 1 1/inch of thickness High security 10 120 35 Ceramic 1 2/inch of thickness Ultrahigh security 20 150 10 Ice 0 3/inch of thickness Manufactured Objects1 Plastic, hard 2 5/inch of thickness Fine 0 1 10 Wood 5 10/inch of thickness Diminutive 0 1 10 Aluminum 6 10/inch of thickness Tiny 1 2 10 Concrete 8 15/inch of thickness Small 3 3 12 Steel 10 30/inch of thickness Medium 5 5 15 Large 5 10 15 Table 14: Substance Hardness Huge 8 10 20 Gargantuan 8 20 30 Energy Attacks Acid attacks deal normal damage to most Colossal 10 30 50 objects. Electricity and fire attacks deal half damage to most Firearm, medium-size 3 5 17 objects; divide the damage by 2 before applying the hardness. Rope 0 2 23 Simple wooden door 5 10 13 Ineffective Weapons The GM may determine that certain Strong wooden door 5 20 23 weapons just can’t deal damage effectively to certain objects. Steel door 10 120 35 Cinderblock wall 8 90 35 Immunities Objects are immune to non-lethal damage. Chain 10 5 26 Handcuffs 10 10 30 Saving Throws Unattended objects never make saving throws. Metal bars 10 15 30 They are considered to have failed their saving throws. An object attended by a character (being grasped, touched, or worn) receives a saving throw just as if the character herself were making the saving throw.

Breaking Objects When a character tries to break something 1 Figures for manufactured objects are minimum values. The GM may with sudden force rather than by dealing damage, use a STR adjust these upward to account for objects with more strength and check to see whether they succeed. The TN depends more on durability. the construction of the object than on the material. If an object has lost half or more of its hit points, the TN to break it decreases Table 13: Object Hardness and HP by 2. 19

Chapter IV Carrying Items Around Characters (Usually) have two hands to carry objects around. A character can carry up to two items Equipment without the use of bags, slings, or other devices to carry items. Items carried in hand are not affected by slot requirements. 1 Mastercraft Objects 3 General Equipment Weapons, armor, and some other types of equipment can be constructed as mastercraft objects. The exceptional quality of these objects provides the user a bonus on attack rolls, damage, 3.1 Clothing defense, or some other characteristic that improves when the An outfit of clothing represents everything a character needs object is used. A mastercraft object that provides a +1 bonus to dress a part: pants or skirt, shirt, undergarments, appropriate and can usually be purchased on the open market as a custom shoes or boots, socks or stockings, and any necessary belt or version of a common object. The increased cost of this item is suspenders. The clothes a character wears does not count against 75% of the item’s cost. the weight limit for encumbrance. The price listed is for the A rare few objects are of mastercraft quality even without base set of clothes, high-fashion clothing can be exponentially customization. The off-the-shelf version of the object is of such expensive. high quality that it is always provides a +1 bonus. In these cases, Clothing can also hold equipment. As a general rule, a set the cost is not increased, as such objects are already priced higher of clothing has two side pockets that has 1 slot each. Different than similar objects of lower quality. styles and clothing configurations can change this, up to the GM’s Mastercraft objects with a bonus of +2 or +3 are considered discretion. Clothing itself, and any items or equipment that is grandmastercraft and are not common and are generally not carried within clothing is not counted against a character’s total for sale. If a grandmastercraft +2 object could be found for slot capacity. Any weapons carried within a pocket without a purchase, its cost would add 125% to the normal cost. The cost holster or sheath, are considered waistband carried. of a grandmastercraft +3 object would add 200% to the normal cost. Business A business outfit generally includes a jacket or blazer, but can incorporate everything up to, and including three piece 2 Slot Carrying Capacity and Item Statis- suits. Business clothing tends to look sharp and well groomed tics without being overly formal.

A character’s Slot capacity depends directly on the Casual Casual clothes range from cut-off jeans and a T-shirt to character’s CON score. neatly pressed khakis and a hand-knit sweater.

Determining Slot Carrying Capacity A character’s total Slot Formal From a little black dress to a fully appointed tuxedo, carrying capacity is determined by the following formula:(CON formal clothes are appropriate for ‘‘black tie’’ occasions. Special score) designer creations can have a cost much higher than shown on A character can not exceed this number of items on their body the table. at once. If they do, they are immediately unable to move until they drop something. Fatigues Called ‘‘battle dress uniforms’’ (or BDUs) in the United States Armed Forces, these are worn by hardened veterans and Slots All items are split into how many slots they take up. A slot wannabes alike. They are also printed in various camouflage is a loose representation of the weight and volume of an object. patterns: woodland, desert, winter, urban, and black are available. The slot listing for an item is only if it is being packed in a bag or carried. Items such as bags and boxes that can hold slots of equipment 3.1.1 Outerwear can be packed in other items that can hold them, but when doing so, any items being held by that bag or box is added to the total In addition to keeping a character warm and dry, coats and slot size of the item. Weapons are the exception to this. Sheathed jackets provide additional concealment for things a character is or holstered weapons only use as many slots as the holster or carrying. Outerwear has two pockets than can hold 6 slots each sheath takes up. unless otherwise noted.

Light Items A light item is an item that is particularly small and Coat An outer garment worn on the upper body. Its length and does not take up a lot of space. A character can carry two light style vary according to fashion and use. The price listed is for a items before they begin to take up slots at the rate of 2 light items simple coat or hoodie, high-fashion clothing can be exponentially per slot. expensive.

Bulky Items A bulky item is an item that is particularly large, Fatigue Jacket A lightweight outer garment fashioned after the and requires two hands to hold and use. Bulky items can be fatigue uniforms worn by personnel when performing carried in one hand, but they must be used with both hands. their standard duties. 20

Overcoat A warm coat worn over a suit jacket or indoor Table 16: Equipment, Bags & Boxes clothing. The price listed is for a simple overcoat, high-fashion clothing can be exponentially expensive. Overcoats have two 3.3 Computers and Consumer Electronics pockets than can hold 2 slots, and an internal pocket that can hold 1 slot. The Wealth Point cost accounts for both costs; once a character has obtained the item, they don’t have to worry about ongoing Utility Belts Tool belts and police gun belts fall into this category. subscription costs. They can hold 8 slots and keep them on hand at all times. They can also attach a holster to them. Radio This hand-held radio transceiver communicates with any similar device operating on the same frequency and within range. Gas Mask The gas mask provides full protection against the effects of tear gas, pepper balls, and chemical irritants and grants Basic This dime-store variety has only a few channels. the wearer a +4 bonus to Fortitude Saving Throws made to resist Anyone else using a similar radio within range can listen in inhaled contaminants. on the character’s conversations. It has a range of 2 miles. Object Slot Cost Professional This high-end civilian model allows a character to program in twenty different frequencies from Business 4 5 thousands of choices—making it likely that the character Casual 4 2 can find a frequency that’s not being used by anyone else Formal 4 6 within range. The device can be used with or without a Fatigues 4 6 voice-activated headset (included). It has a range of 15 Coat 5 2 miles. Fatigue Jacket 4 3 Overcoat 6 3 Object Slot Cost Utility Belt 8 2 Radio, Basic 1 1 Gas Mask 1 4 Radio, Professional 1 4

Table 15: Equipment, Clothing Table 17: Equipment, Consumer Electronics

3.2 Bags 3.4 Weapon Accessories With the wide variety of equipment available, it is quite often Weapon accessories include holsters and sheaths to hold critical to have something to store the equipment or carry it weapons, and quivers and ammo pouches to keep ammunition around in. When attempting to put a bag in another bag, the close by. items within the bag are included in the total slot count for that bag. Holsters A device used to hold or restrict the undesired movement of a firearm, most commonly in a location where Backpack This is a good-sized backpack, made of tough water- it can be easily withdrawn for immediate use. Holsters allow a resistant material. It has one or two central sections, as well as character to draw a firearm for 3 Combat Points. Holsters are several exterior pockets and straps for attaching tents, bedrolls, generally available for all , machine , and SMGs. or other gear. A backpack can hold 13 slots of gear. Belt Holster A simple, no-frills holster that slips through a Day Pack This is a small backpack, the sort often used by belt and is usually made of leather. It can hold a single students to carry their books around, or by outdoor enthusiasts on . short hikes. It fits comfortably over one shoulder in a messenger Pocket Holster This holster may be a fake wallet or a type style or on both shoulders in a traditional pack type. Day formed stiff cloth that helps to break up the pattern of a packs can hold 10 slots of gear. firearm in a pocket. It can hold a single , pocket , or backup revolver. Duffel Bag A simple bag with either zipper or draw sting closures and a strap, duffel bags come in all different sizes and Ankle Holster This holster is a holster that attaches to shapes. Duffel bags hold 20 slots of gear. the ankle, providing concealment for the weapon without worrying about printing or showing the weapon accidentally. Waist Pack This small zippered pouch is fitted with an integral It can hold a single derringer, pocket pistol, backup revolver, belt and is designed to be fastened around the waist. Waist packs or backup pistol. holds 3 slots of gear. Tactical Holster Tactical holsters are holsters worn on the Object Cap Slot Cost thigh, with a strap attaching it to the belt, or on the hip, attached to a belt, and can hold a single handgun. It also Backpack 13 18 6 comes with a tactical holder, which can be purchased in any Day Pack 10 12 1 combination to hold handgun magazines, speedloaders, or Duffel Bag 20 22 2 standard flashlights. A tactical holder can be purchased Waist Pack 3 5 1 to hold a single handgun magazine and a flashlight, for 21

example. Using a tactical holder eliminates the need to Double-Magazine Sometimes referred to as a ‘‘jungle- reach into a pocket or bag to retrieve the holstered items. style magazine’’, this accessory binds two , rifle, A Tactical Holder can also be purchased by itself for 1 WP. SMG, machine gun, or shotgun box magazines together for quicker reloading, allowing the user to perform one reload at 1 Shoulder Holster This holster uses a set of straps around less Combat Point. A character may also duct tape two magazines both of the wearer’s shoulders to stash the gun under together for the same effect. one armpit, with pouches for two handgun magazines or speedloaders or a second gun under the opposite armpit Bandolier A strap of leather or nylon webbing that is worn to balance the weight. It can hold a single handgun. around the shoulder and holds ammunition or objects. Commonly worn when hunting or to carry more items readily available. Using Gun Belt A loose leather holster that allows the gun to sit a bandolier negates the necessity to reach into a pack to retrieve comfortably in the holster, commonly used with , a stored object but also makes it clearly visible. but it can be purchased for any handgun. The single gun Shell Bandolier Holds 60 shotgun shells. holster holds one handgun and 36 extra cartridges on the belt, and the dual gun holster holds two handguns and 24 Cased Round Bandolier Holds 45 rounds of cased extra cartridges on the belt. ammunition. Grenade Bandolier Holds 8 grenades of either the thrown Sheaths A sheath is a device used to restrict the movement of or fired variety. a melee weapon, most commonly located where it can easily Object Slots Cost withdrawn for immediate use, and kept out of the way when not being used. Sheaths are generally available for all melee Double Magazine clip 0.5 4 weapons. Speedloader (2) 0.5 1 Bandolier, Shell 5 2 Bandolier, Cased Round 5 4 Concealed Sheath This sheath is a worn on the inside of Bandolier, Grenade 5 1 the waistband. It can hold any . Quiver 8 1 Holster, Belt 3 1 Shoulder Sheath This sheath uses a set of straps around both of the wearer’s shoulders to stash two melee weapons, Holster, Pocket 1 2 one under each armpit. It can hold two non-bulky melee Holster, Ankle 2 4 weapons. Holster, Tactical 4 2 Holster, Shoulder 4 3 Tactical Sheath This sheath is worn either on the back Holster, Gunbelt 6 4 attached to a strap or on the hip attached to a belt. It can Sheath, Concealed 2 1 hold a single melee weapon. Sheath, Shoulder 4 1 Sheath, Tactical 4 2

Quiver A container for or crossbow bolts worn either Table 18: Equipment, Weapon Accessories on the back attached to a strap, or on the hip attached to a belt. A quiver can hold 20 crossbow bolts or arrows. 3.5 Survival, Security and Professional Gear This is a list of gear that could provide useful to characters. Removable Magazine A device that stores cartridges in an While this book is not here to catalog every single item a character encasing, that is removable from the firearm. The magazine can use, it is a guide. If a character wishes to purchase something functions by moving the cartridges stored in the magazine into a not in the book, the GM can simply set a wealth point cost based position where they may be loaded into the by the action on the real cost of the item, where 1 WP is equal to 20 USD. of the firearm. For weapons that use a removable magazines, a character can purchase extras. Loading these extra magazines Flashlight Flashlights come in a wide variety of sizes and quality ahead of time and keeping them in a handy place makes it easy levels. Those covered here are professional heavy-duty models to reload a weapon in combat. The Type of magazine determines rugged enough to withstand the rigors of heavy modern use. how many slots it takes up. Handgun and SMG magazines are Flashlights negate penalties for darkness within their illuminated considered light items. areas. Penlight This small flashlight can be carried on a key ring. Speedloader A speedloader holds a number of cartridges in a It projects a beam of light 10’ long and 5’ wide at its end. ring, in a position that mirrors the chambers in a revolver cylinder. Standard This heavy metal flashlight projects a beam 30’ Using a speedloader saves time in reloading a revolver, since a long and 15’ across at its end. There are wearable versions character can insert all the cartridges at once. Speedloaders come of these flashlights that can be clipped to clothing to facilitate in sizes from five to nine rounds, in various calibers. Speedloaders hands free usage, which cost +1 WP of the listed price. can be purchased in any size and any caliber, and cost 1 WP per 2 speedloaders in that configuration. Speedloaders are considered Battery Flood Practically a handheld spotlight, this item light items. projects a bright beam 100’ long and 50’ across at its end. 22

Rope 200 feet of paracord that can support up to 500 pounds. 4 Weapons

Lighter This is either an oil or butane cigarette lighter that can The weapons covered here are grouped into categories be used to create fire at a moment’s notice. based on their general utility: melee weapons and ranged weapons Object Slots Cost Flashlight, Penlight 1 1 Flashlight, Standard 3 5 4.1 Melee Weapons Flashlight, Battery Flood 6 5 Melee weapon damages are classified according to type: Rope (200’) 10 1 bludgeoning (weapons with a blunt striking surface), energy (of a Lighter 1 1 specific type), piercing (weapons with a sharp point), and slashing (weapons with an edged blade). Certain types of armor only Table 19: Equipment, Survival, Security, & Professional Gear protect against particular forms of damage. Improvised Weapons

3.6 Pharmaceutical Drugs and Medical supplies Any does the same amount of damage as a real weapon in its class, but unlike real Pharmaceutical drugs, also referred to as medicine, can be weapons, improvised weapons are not designed to take loosely defined as any chemical substance intended for use in the amount of stress a real weapon can take. An the medical diagnosis, cure, treatment, or prevention of disease. improvised weapon have a −2 attack penalty and a 50% When using medicine, only the highest modifier applies. chance of breaking each time it is used.

Painkillers These medicines allow a character to ignore pain, and allow them to continue fighting, but only for a limited time. When the effects wear off, the healing affect of the painkillers go 4.1.1 Simple Melee Weapons with it. The price listed is for one dose. The dosage can come in the form of digestible pills. Generally inexpensive and light in weight, simple weapons nevertheless get the job done. Object Slots Cost Restore 1d6 HP 1 1 Brass Knuckles These pieces of molded metal fit over the Restore 2d6 HP 1 2 outside of a character’s fingers and allow him or her to deal lethal Restore 3d6 HP 1 3 damage with an unarmed strike instead of nonlethal damage. A Restore 4d6 HP 1 4 strike with brass knuckles is otherwise considered an unarmed Restore 5d6 HP 1 5 attack. An improvised version of this weapon is a set of heavy finger rings. Brass knuckles are a light item. Table 20: Equipment, Pharmaceuticals, Painkillers

Cold Pack A cold pack is a strong plastic bag filled with water Field Knife A field knife is a larger knife, usually with a thick, and a packet of ammonium nitrate that is suspended within it. hearty blade that is used in the field, for camping. Improvised When broken, it becomes very cold. It heals 1d6 damage. The versions of this weapon include cleavers and large kitchen knives. price and slots listed are for eight packs. Survival Knife A typical and also represents a Health Spray Health spray is antiseptic and bandage all in one variety of field weapons like and . Improvised convenient can of spray. It completely heals a character back to versions of this weapon include broken bottles and large kitchen full health. The price listed is for a single can. knives.

Field Dressing Field dressing are bandages used to control Light Club A light club is less than 8’’ long, lighter than 3 bleeding in general and restore health. It heals 2d6 and stops HP. pounds, and easily used with one hand. There are countless examples, including such deliberately crafted items as escrime First Aid Kit A First Aid kit is a full medical kit that can restore sticks, kubatons and metal batons. Improvised versions of this large ammounts of health at one time. It heals 6d6+6 and can be weapon include chair legs, broken pool cues, tire irons, and small used four times before it is completely exhausted. tree branches. Object Slots Cost Cold Pack(8) 8 1 Heavy Club A heavy club is between 12-24’’ long, weighs Health Spray 2 1 between 3-6 pounds, and requires the use of 2 hands. The Field Dressing 1 1 classic modern example is the wooden baseball bat. Improvised First Aid Kit 10 2 versions of this weapon include chairs, table legs, crowbars, heavy tree branches, and lengths of thick cable. Heavy clubs are bulky Table 21: Equipment, Pharmaceutical Equipment items. 23

Stun Gun Although the name suggests a ranged weapon, a stun Shortsword A shortsword is a short-bladed sword that is heavily gun requires physical contact to affect its target. The Taser is weighted toward the handle and primarily used to pierce and a ranged weapon with a similar effect. On a successful hit, the puncture opponents. A classic example is a wakizashi. A modern stun gun deals 1d6 Electricity damage (do not add the character’s version is a machete and an improvised version is a garden POW bonus), and the target must make a Fortitude Save [TN15] or spade. be paralyzed for 1d6 rounds. Improvised versions of this weapon include cattle prods and electric cords with stripped insulation. Bastard Sword A bastard sword is a long, narrow one-handed sword which often features a handle designed for easy two- Riot Shield A shield composed of high impact plastic, often used handed use. A classic example is a katana. An improvised version in riot situations by law enforcement. A riot shield provides one- of this weapon is a lumber saw. Bastard Swords are bulky items. quarter cover in one direction. Improvised versions of riot shields include end tables, trash-can lids and low quality, homemade Broadsword A broadsword features a slightly shorter and versions. Riot shields do not provide cover against any weapons heavier blade than a bastard sword. A scimitar is a classic that provide Ballistic damage. example. An improvised version is the blade of a paper cutter. Broadswords are bulky items. Entry Shield A shield used in high risk situations to protect against gunfire. An entry shield provides three-quarters cover in one direction. A shield may be used to melee attack. Improvised Longsword A longsword is narrow-bladed sword is often longer versions of entry shields include heavy steel plates. Entry shields than the wielder is tall. Classic examples include a Scottish are bulky items. claymore and Japanese odachi.¯ An improvised version might be a piece of rebar. Longswords are bulky items. Buttstroke A Buttstroke is not a melee weapon in the traditional sense, rather using the butt of a longarm to strike a target. While Short Staff A short staff is roughly waist- to chest-high on its butt stroking is an improvised weapon, it does not incur the wielder. A classic example is the jo stick. Improvised versions of penalties for being one, nor will it break if used as a weapon. this weapon include ski poles and the remains of a long staff cut All weapons with a fixed stock can be used to butt stroke. If a in two. Short Staffs can be used to perform trip attacks. character provokes an AoO on a character wielding a longarm that can butt stoke, that character can use the buttstroke to Long Staff A long staff ranges from 1-2’ taller than its wielder. perform their AoO. A buttstroke can not be upgraded with any A classic example is the bo stick. Improvised versions of this melee upgrades. weapon include flagpoles and long pipes. A character can strike Weapon Damage Critical Type Slot Cost opponents up to 10’ away with a long staff, but can’t use it against an adjacent foe. Long staffs can be used to perform trip attacks. Brass 1d6+1 16-18 Un/Nl 0.5 2 Long staves are bulky items. Knuckles Buttstroke 1d6 16-18 Bl — — Field Knife 1d6-2 14-18 Sl 2 4 Short A short spear is roughly waist- to chest-high on Survival 1d6-3 14-18 Sl 3 2 its wielder. A classic example is the hasta. Improvised versions Knife of this weapon include hiking poles and the remains of a long Light Club 1d6 16-18 Bl 3 2 spear cut in two. A character can strike opponents up to 10’ away with a short spear, but can’t use it against an adjacent foe. Short Heavy Club 1d6+3 16-18 Bl 5 3 can be used to perform trip attacks. Stun Gun 1d6 16-18 Elec 2 2 Riot Shield 1d6 16-18 Bl 10 6 Entry Shield 1d6 16-18 Bl 16 75 Long Spear A long spear ranges from 1-2’ taller than its wielder. Classic examples are pike or naginata. Improvised versions of 4.1.2 Archaic Melee Weapons this weapon include flagpoles with points and long pipes with sharp ends. A character can strike opponents up to 15’ away with Most of these weapons deal damage by means of a blade or a a long spear, but can’t use it against an adjacent foe. Long spears sharp point. Some of them are moderately expensive, reflecting can be used to perform trip attacks. Long spears are bulky items. their archaic nature in modern society. Weapon Dmg Critical Type Slots Cost Battle- A battle-axe is generally a single-bladed axe that Battle-axe 3d6 15-18 Sl 8 4 often features a metal spike on one end for piercing attacks. An Broadaxe 2d6 15-18 Sl 5 3 improvised version is a fire axe. Battle- are bulky items. Hand Axe 1d6+2 15-18 Sl 2 2 Shortsword 1d6 15-18 Sl 4 2 Broadaxe A broadaxe is a heavy single-bladed axe is intended Bastard Sword 2d6 15-18 Sl 5 5 for heavy chopping projects. An improvised version is a lumber Broadsword 1d6 13-18 Sl 6 5 axe. Broadaxes are bulky items. Longsword 1d6+2 14-18 Sl 6 6 Long Staff 2d6+2 16-18 Bl 8 5 Hand Axe A hand axe is a light single-bladed axe normally Short Staff 1d6+1 16-18 Bl 6 3 used in one hand. An improvised version of this is a hatchet or a Long Spear 2d6 16-18 Pi 8 5 camp axe. Short Spear 1d6 16-18 Pi 6 4 24

4.2 Firearms DA/SA Double Action/Single Action where the first shot is a heavy double action pull and the second is a crisp single action Range Increment & Range Penalty pull. DA/SA firearms are considered semi-automatic firearms. All single shot and potshot attacks after the first gain a +1 attack All ranged weapons have a range increment. The range bonus. The first shot has no bonus or penalty, but the hammer penalty for a ranged weapon depends on what weapon may be cocked back for 1 CP, giving a +1 attack bonus for the the character is using and how far away the target is. first shot. Any attack from a distance of less than one full range increment is not penalized for range. However, each full range increment causes a cumulative −2 penalty on DA Double Action is similar to DA/SA but every shot is a heavy the attack roll. For , the range increment affects double action pull. Double Action firearms are considered semi- both its attack and damage roll, providing a cumulative −2 automatic firearms. The hammer is exposed and can be cocked penalty for each. Ranged weapons that fire projectiles can back for 1 CP, gaining a +1 attack bonus on single shot and potshot shoot at ranges up to ten increments. Thrown weapons attacks. have a maximum range of five range increments. PA Preset Action, the action is at half-cock giving a light trigger pull. Preset Action firearms are considered semi-automatic firearms. All single shot attacks have a +1 attack bonus. 4.2.0.1 Recoil Recoil is the reaction of the firing out of the barrel of a firearm. In single shots, recoil is not an issue; Lever Action The firearm has a lever that must be worked after enough time is given between shots so that recoil can be absorbed each shot. Attacks cost +3 CP when firing from a prone position, and aim reacquired. In multishots, recoil can affect aim and throw but −2 CP when performing potshot attacks. off shots. All calibers have a recoil modifier, that will modify all firearm attacks that take use of the Caliber Recoil Penalty. The strength score of a character will modify the recoil of a firearm, Pump Action The firearm has a pump on the forearm that is at the rate of STR−10. While the strength score can eliminate the worked back and forth to cycle a new round. recoil penalty, it can never provide a bonus to ranged attacks. Slam A subset of pump action. Firearms with this have no disconnecter and will discharge if pumped while the trigger is 4.3 Firearms Tables held down. 4.3.0.1 Firearm The name and model of the firearm. The firearm has a bolt that must be worked after each shot, expending the empty shell and reloading a new round. 4.3.0.2 Damage(Dam) and Recoil Penalty(RP) The All single shot attacks have a +1 attack bonus, but cost +1 CP. Amount of damage the firearm causes, and the Recoil Penalty of the Firearm. Self Loading(SL) Each pull of the trigger reloads the firearm. It is synonymous with Semi-automatic, and Self Loading firearms 4.3.0.3 Magazine Size, Cost, and Type The size of all are considered semi-automatic firearms. available magazines for the firearm and what type of device the firearm uses. Burst fire (2RB/3RB) Stands for burst fire, in 2RB and 3RB variants. 2RB Stands for 2 round burst, which allows the firearm 4.3.0.4 Upgrade Points (Upg) The type of upgrades the to perform 2 round burst fire attacks, and 3RB stands for 3 round firearm can accept. burst, which allows the firearm to perform 3 round burst fire attacks. F Frame / B Barrel / O Optics / T Tactical

Auto Stands for fully automatic where the firearm will continue 4.3.0.5 Range Increment (Rng) The range increment for to fire as long as the trigger is pressed down. The firearm can the firearm. All Shotgun range increments affects both their perform autofire, suppressive fire, sweepfire, sprayfire or five damage and range. round burst fire attacks.

4.3.0.6 Rate of Fire (RoF) The rate of fire for the firearm Single The firearm can only hold a single round and must be or the action of the firearm. reloaded after every shot.

SA Single Action requires the hammer to be pulled back before Double The firearm has two triggers that can be depressed at firing again. Single action firearms that take box magazines or the same time, to perform a double-fire attack, or one at a time have internal magazines are considered semi-automatic firearms. to perform two single attacks. All Single Action firearms gain a +1 attack bonus on all single shot and potshot attacks. Single Action firearms with cylinders cost +1 4.3.0.7 Slot How many slots the firearm takes up when CP when performing a single shot attack. stored. 25

4.3.0.8 Wealth Point Cost The cost of the firearm to Hunting Revolver Hunting revolvers are large bore revolvers purchase. used for hunting medium to large game. Real life examples include the the Smith and Wesson L Frame revolvers with 4’’ to Handguns 6’’ barrels.

Derringer are two shot firearms that require the Magnum Pistol Magnum pistols are the largest handguns one user to cock the hammer back after each shot. They are usually can purchase. They are big, unwieldy, but extremely powerful. kept as last ditch weapons. Real life examples include the Bond Real life examples include the LAR Grizzly and the IMI Desert Arms derringer and the American Derringer No. 1. Derringers are Eagle. Magnum pistols come with two magazines. considered light items.

Target Revolver Target revolvers are revolvers chambered Pocket Pistol Pocket Pistols encompass tiny autoloading in an inexpensive, easy to practice with ammunition. While not handguns that are usually carried in a pocket. Real life examples designed for defensive use, it can be pressed into service as an include the Browning Vest Pocket and the Beretta 3032 Tomcat. emergency. Real life examples include the Ruger Bearcat and the Pocket pistols come with one magazine. Heritage Rough Rider.

Backup Revolver Backup revolvers are smaller revolvers primarily designed for carrying as a secondary handgun, usually Target Pistol Target pistols are pistols chambered in an kept in an ankle holster. Real life examples include Smith and inexpensive, easy to practice with ammunition. While not designed Wesson J Frame and I Frame revolvers. for defensive use, it can be pressed into service as an emergency. Real life examples include the Ruger 22/45 and the S&W Victory. Backup Pistol Backup pistols are small handguns chambered Target pistols come with three magazines. in a service caliber, usually kept as a secondary weapon in an ankle holster. Real life examples include the Glock 43 and Ruger Machine Pistol Machine pistols are pistols with larger LC9. Backup pistols come with two magazines. magazines, vertical foregrips, and automatic fire, generally built out of full-size service pistols. Real life examples include the Snub Nose Revolver Snub nose revolvers are service revolvers Beretta 93R and the Glock 18. Light Machine pistols come with with smaller barrels for easier carry and concealment. They two magazines, and can use full-size magazines. sacrifice a bit of range for this modification, but are easier to carry and use. Real life examples include the Smith and Wesson K Frame revolvers with 3’’ or less barrels. SMGs

Compact Service Pistol Compact service pistols are smaller Light SMG Light SMGs are smaller SMGs that are built to versions of the larger service handguns, making them smaller and compliment service handguns, using the same ammunition. Light easier to carry than their full size counterparts, losing capacity for SMGs come with fixed stocks and two magazines. Real life their size. Real life examples include the Glock 19, Glock 23, and examples include the H&K MP5. Light SMGs are bulky items. the CZ P-07. Compact service pistols come with three magazines.

Service Revolver Service revolvers are the stereotypical Heavy SMG Heavy SMGs are larger SMGs that are built to revolver of a police officer, carried and used even to this day. compliment heavy handguns, using the same ammunition. Heavy Real life examples include the the Smith and Wesson K Frame SMGs come with folding stocks and two magazines. Real life revolvers with 4’’ to 6’’ barrels. examples include the H&K UMP-45. Heavy SMGs are bulky items.

Full-Size Service Pistol Full-size service pistols are the Shotguns standard service handguns, usually carried by police and military for their daily duties. Real life examples include the Glock 17, Glock 22, Beretta M9A3, and CZ 75B. Full-size service pistols come with Pump Action Hunting Shotgun Pump action hunting shotguns three magazines. are ubiquitous during hunting season, used in a variety of sporting pursuits. Pump action hunting shotguns come with fixed stocks. Examples include the Remington 870 Express and the Mossberg Magnum Revolver Magnum revolvers are service revolvers 500. Pump action hunting shotguns are bulky items. chambered in a heavier magnum cartridge, for more damage. Real life examples include the the Smith and Wesson K Frame revolvers with 4’’ to 6’’ barrels. Double Barrel Shotgun A double barrel shotgun is a shotgun with two barrels, either placed side by side or one on top of the Heavy Pistol Heavy pistols are larger handguns with big other. They have two triggers, and can be loaded independently, calibers, sacrificing magazine capacity for extra damage. Real as well as fired independently. Double barrel shotguns come with life examples include the 1911A1 and the CZ 97B. Heavy pistols fixed stocks. Examples are extremely numerous. Double barrel come with three magazines. shotguns are bulky items. 26

Semi Auto Hunting Shotgun Semi auto hunting shotguns are Assault are intermediate caliber rifles with often seen in clay competitions such as skeet and trap shooting, full automatic, and semi automatic firing modes. Assault rifles often used for hunting birds as well. Semi auto hunting shotguns come with a fixed stock and two assault rifle magazines. Examples come with fixed stocks. Examples include the Beretta A400 and include the M16A2 and the AKM. Assault rifles are bulky items. the Benelli M2 Waterfowl. Semi auto hunting shotguns are bulky items. Battle rifles are full size rifle calibers that have full automatic firing modes, but are best used in semi automatic. Lever Action Hunting Shotgun Lever action shotguns are often Battle rifle come with a fixed stock and two battle rifle magazines. used as an alternate to pump action shotguns, where their use Examples include the H&K G3 and the Springfield M14. Battle rifles may be restricted, or the user prefers lever action to pump action. are bulky items. Lever actions come with fixed stocks. Examples include the Adler A110 and the Winchester 1887. Lever action shotguns are bulky items. Light Bolt Action Rifle Light Bolt action rifles are long distance rifles, designed around accuracy and distance over superior fire Pump Action Tactical Shotgun Pump action tactical shotguns power. Bolt actions are often used for hunting as well. Light are primarily used by swat teams and police for close quarters bolt action rifles come with fixed stocks and 12x telescopic sights. combat. Working off of the same functions as it’s hunting Examples include the Remington 700 short action and the Savage counterpart, they usually have shorter ranges and larger Model 10 short action. Light bolt action rifles are bulky items. magazine capacities. Pump action shotguns come with fixed stocks, shotshell holders, and tactical flashlights. Examples include the Mossberg 590A1 and the Remington 870 Police. Pump action Heavy Bolt Action Rifle Heavy Bolt action rifles are long tactical shotguns are bulky items. distance rifles, designed around accuracy and distance over superior fire power. Bolt actions are often used for hunting as well. Heavy bolt action rifles come with fixed stocks and 12x Semi Auto Tactical Shotgun Semi automatic tactical shotguns telescopic sights. Examples include the Remington 700 long action are used by for close quarters combat. They function and the Savage Model 10 long action. Heavy bolt action rifles are similarity to their hunting counterparts, but have shorter ranges bulky items. and larger magazine capacities. Semi auto shotguns come with fixed stocks, shotshell holders, and tactical flashlights. Examples include the Benelli M1040/M4 and the Remington 1187 Police. Semi Lever Action Rifle Lever action rifles are medium to long automatic tactical shotguns are bulky items. distance rifles, used for hunting and for sport shooting. Lever action rifles come with fixed stocks. Examples include the Marlin Assault Shotgun Assault shotguns are shotguns with detachable 366 and the Winchester model 1894. Lever bolt action rifles are magazines, and fully automatic rates of fire. They are devastating bulky items. at close range, and make for fierce combat shotguns. Assault shotguns come with folding stocks and two magazines. Examples include the Saiga 12. Assault shotguns are bulky items. A machinegun is a light and maneuverable firearm capable of putting down a large volume of fire. Light Rifles machineguns come with a bipod, one empty ammo box, and a fixed stock. Examples include the FN Minimi. Light machine are bulky items. Target Rifle Target rifles are light, handy rifles used for target shooting. They shoot cheap, low powered ammunition that is favored among plinkers and target shooters. Examples include Explosive Launchers Explosive launchers are split into two the Ruger 10/22 and the Marlin Model 60. Target rifles are bulky different types: and . Neither items. Target rifles come with two magazines. use the same ammunition, but both can be devastating against a group of enemies. Grenade launcher lobs a loaded grenade Rifle Carbine rifles are shorter versions of assault rifles, at a single square. The rocket launcher is a single use rocket, built for Close Quarters combat. Carbine rifles come with a folding meant to be discarded after each use. Rocket Launchers deal Fire stock and two assault rifle magazines. Examples include the M4A1 and Concussion damage. Grenade Launchers deal Slashing and and the AKS-74U. Carbine rifles are bulky items. Concussion damage. Explosive launchers are bulky items. 27

Weapon Dam/RP Mag Ammo Upg Rng RoF Slot Cost Handguns Derringer, SA 1d6+1/-1 Int:2 Lt. Revolver F 10’ SA 0.5 4 Pocket Pistol, Striker 1d6/-1 Box:6 Lt. Pistol FB 15’ PA 1 10 Pocket Pistol, DA/SA 1d6/-1 Box:7 Lt. Pistol FB 15’ DA/SA 1 11 Backup Revolver, DA 1d6+1/-1 Cyl:6 Lt. Revolver FB 20’ DA 1 12 Backup Revolver, DA 1d6+3/-2 Cyl:5 Sv. Revolver FB 25’ DA 1 13 Backup Pistol, Striker 2d6/-2 Box:6 Sv. Pistol FB 20’ PA 2 15 Backup Pistol, DA/SA 2d6/-2 Box:7 Sv. Pistol FB 20’ DA/SA 2 14 Snub Nose Revolver, 1d6+3/-2 Cyl:6 Sv. Revolver FB 35’ DA 2 14 DA Compact Service 2d6/-2 Box:13 Sv. Pistol F B 1T 30’ PA 3 20 Pistol, Striker Compact Service 2d6/-2 Box:15 Sv. Pistol F B 1T 30’ DA/SA 3 18 Pistol, DA/SA Service Revolver, DA 1d6+3/-2 Cyl:6 Sv. Revolver FB 50’ DA 4 19 Full-Size Service 2d6/-2 Box:15 Sv. Pistol F B 1T 35’ PA 4 30 Pistol, Striker Full-Size Service 2d6/-2 Box:17 Sv. Pistol F B 1T 35’ DA/SA 4 25 Pistol, DA/SA Full-Size Service 2d6/-2 Box:10 Sv. Pistol F B 1T 35’ SA 4 28 Pistol, SA Service Revolver, DA 2d6+4/-4 Cyl:6 Hvy. Revolver FB 40’ DA 4 25 Heavy Pistol, SA 2d6+3/-3 Box:8 Hvy. Pistol FB 40’ SA 4 35 Heavy Pistol, DA/SA 2d6+3/-3 Box:10 Hvy. Pistol F B 1T 40’ DA/SA 4 32 Hunting Revolver, DA 3d6+2/-5 Cyl:6 Mag. FBO 60’ DA/SA 5 40 Revolver Magnum Pistol, SA 3d6+2/-5 Box:7 Mag. Pistol F B 1T 45’ SA 6 45 Target Revolver, SA 1d3/+0 Cyl:9 Target FB 45’ SA 6 40 Target Pistol, Striker 1d3/+0 Box:10 Target FBO 35’ PA 4 40 Machine Pistol 2d6/-2 Box:25 Sv. Pistol F B 1T 25’ SL/Auto 4 11 SMGs Light SMG 2d6/-2 Box:30 Sv. Pistol F B 1T 30’ SL/2RB/Auto 10 14 Heavy SMG 2d6+3/-3 Box:25 Hvy. Pistol F B 1T 40’ SL/3RB/Auto 10 30

Table 22: Firearms 28

Weapon Dam/RP Mag Ammo Upg Rng RoF Slot Cost Shotguns Pump Action Hunting Buck: 5d6/-6 Int:4 Shotgun FB 45’ Pump 12 8 Shotgun or Slug: 7d6/-9 Semi Auto Hunting Buck: 5d6/-6 Int:3 Shotgun FB 65’ SL 12 25 Shotgun or Slug: 7d6/-9 Double Barrel Buck: 5d6/-6 Int:2 Shotgun F 2B 45’ Single/Double 12 12 Shotgun or Slug: 7d6/-9 Lever Action Hunting Buck: 5d6/-6 Int:5 Shotgun FB 55’ Lever 12 26 Shotgun or Slug: 7d6/-9 Pump Action Tactical Buck: 5d6/-6 Int:7 Shotgun F B 1T 25’ Pump 10 20 Shotgun or Slug: 7d6/-9 Semi Auto Tactical Buck: 5d6/-6 Int:5 Shotgun F B 1T 25’ SL 10 26 Shotgun or Slug: 7d6/-9 Assault Shotgun Buck: 5d6/-6 Box: 10 Shotgun F B 2T 35’ SL/Auto 13 40 or Slug: 7d6/-9 Rifles Target Rifle 1d3/+0 Box:10 Target FBO 70’ SL 10 10 Carbine Rifle 4d6+3/-6 Box:30 Lt. Rifle F B O 4T 60’ SL/Auto 11 30 Assault Rifle 4d6+3/-6 Box:30 Lt. Rifle F B O 4T 75’ SL/Auto 14 35 Battle Rifle 6d6/-8 Box:20 Hvy. Rifle F B O 4T 85’ SL/3RB 16 45 Light Bolt Action Rifle 4d6+3/-6 Box:5 Lt. Rifle FBO 70’ Bolt 18 20 Heavy Bolt Action 6d6/-8 Box:4 Hvy. Rifle FBO 95’ Bolt 18 18 Rifle Lever Action Rifle 6d6/-8 Int:8 Hvy. Rifle FBO 65’ SL 15 29 Light Machine Gun 4d6+3/-6 Box:100 Lt. Rifle F B O 2T 70’ Auto 16 54 Explosive Weapons Grenade Launcher 6d6 20’ Blast Int:1 — — 45’ Single 12 30 Rocket Launcher 30d6 30’ Int:1 — — 200’ Single 10 38 Blast

Table 23: Firearms, Cont

4.4 Non-ballistic Ranged Weapons 4.4.2 Chemical Irritants

Ranged weapons that are not firearms include such diverse A chemical irritant is a spray or fog that can temporarily blind objects as crossbows, bows, tasers, and pepper spray. and incapacitate target. It comes in pepper spray. To use pepper spray, make a ranged touch attack against the target. The target must make a Fortitude Save [TN15] or be blinded for 1d6 rounds. 4.4.1 Crossbows Pepper spray is limited to 5 range increments. A gas mask renders the target immune to the effects and a wet cloth held over the Crossbows and Compound bows do Piercing damage. eyes, nose, and mouth provides a +2 bonus to the Fortitude Save. Chemical Irritants are light items. Compound Bow A bow that uses a levering system of cables and pulleys to bend its limbs. Compound bows are used for 4.4.3 Taser hunting, olympic , and general target practice. A taser is a weapon that uses springs or compressed air to fire a pair of darts at a target. On impact, the darts release a Crossbow Still used by hunters for silent kills, not much has powerful electrical current. On a successful hit, the darts deal changed in hundreds of years. A crossbow has an an internal electricity damage and the target must make a Fortitude Save magazine of 1, and loading a crossbow costs 2 Combat Points [TN15] or be paralyzed for 1d6 rounds. Reloading a taser cost 3 and provokes AoO. CP that provokes AoO. All tasers come with 3 extra cartridges. Tasers cannot provoke a critical strike. 29

Weapon Damage Critical Rng RoF Upg Slots Cost Light Crossbow 1d6 14-18 25’ Single FO 8 10 Medium Crossbow 2d6 15-18 35’ Single FO 10 14 Heavy Crossbow 2d6+4 15-18 50’ Single FO 10 16 Super-Heavy Crossbow 5d6 16-18 60’ Single FO 12 20 Compound Bow 3d6+2 16-18 70’ Single FO 8 16

Table 24: Equipment, Crossbows and Compound Bows

Weapon Damage Critical Damage Type Rng RoF Magazine Slots Cost Chemical Irritants, Pepper Special — Special 5’ Single Int:1 0.5 1 Spray Taser 1d6 — Electricity 10’ Single Int:1 3 18

Table 25: Equipment, Non-Ballistic Ranged Weapons

4.5 Thrown Weapons 4.6.2 Blast Radius

These weapons are thrown by the user, dealing damage without The blast radius shows the range of squares that an explosive the use of an outside power source. destroys. A 5’ blast radius affects a single 5’ square, while a 10’ blast radius affects every adjacent square to where the explosives Thrown Weapons as Melee Weapons were planted or detonated. It’s not uncommon for a character to need to use a thrown weapon as a melee weapon. Use the below statistucs 4.6.3 Grenades when using a thrown weapon in a melee role. Grenades come in different types, usually triggered by pulling • Brick Treat as if it were a melee weapon without the pin and releasing the spoon, which starts the fuse. Pulling the any range pin on a grenade costs no Combat Points. All grenades take a • Throwing Axe Treat as an Improvised Hand Axe full round in order to detonate unless noted otherwise. All Weapons not listed are not able to be used as melee weapons. Concussion These grenades rely on their explosive power to inflict injury. Any target caught in the blast must make a Fortitude Save [TN17] or be knocked prone.

4.5.1 Brick Fragmentation This is the most common style of hand grenade. Any blunt improvised weapon that is fist sized and primarily It uses a small explosive charge to fling shards of metal in all thrown. These weapons are special in that they don’t incur the directions. Any target caught in the blast must make a Fortitude improvised weapon penalty when thrown. Examples of this Save [TN15] or be knocked prone. weapon are numerous, including rocks, paperweights, actual bricks, staplers, thrown bottles, or any similar object. Smoke These hand grenades create smoke to signal or to conceal. When thrown a smoke grenade has an effective burst 4.5.2 Throwing Axe radius of 10’. On the following round it fills all squares within 15’, and on the third round it fills all squares within 20’. The smoke A throwing axe is an axe that has been balanced to be hurled obscures all sight, including night vision goggles. Anyone within through the air at a target. Classic examples of these include the the area has total concealment. The smoke disperses after 10 . rounds. Smoke grenades are available in several colors, including white, red, yellow, green, blue, orange, and purple.

4.6 Explosives Stun Also known as flashbangs, these grenades create a loud flash and bang when they are released. Any target caught in the 4.6.1 Explosives and Splash Weapons blast must make a Fortitude Save [TN16] or be blinded for 1d6 rounds and a Fortitude Save [TN16] to avoid being deafened for These weapons explode, dealing damage to creatures or 1d6 rounds. objects within an area. Explosives can be thrown or set off in place, depending on the type of explosive device. All explosives must be detonated. Some, such as grenades, include built-in Pipe Bomb This homemade device is usually assembled with detonators. Others require timers or other devices to set them a quantity of black powder and metal fragments inside a metal off. pipe. Pipe bombs can be extremely dangerous to build. 30

Weapon Damage Critical Damage Type Rng. RoF Slots Cost Brick (4) 1d6 16-18 Bludgeoning 10’ Single 1 1 Throwing Axe 1d6+2 16-18 Slashing 10’ Single 2 2

Table 26: Equipment, Thrown Weapons

Propane Bomb This is a homemade explosive device consisting Reinforced (Handle) This upgrade reinforces the handle of any of a widely available propane fuel bottle duct-taped to a highway staff or spear, making it more durable and heavier by inserting flare. a steel rod into the center. It grants a +2 damage bonus for all bludgeoning attacks. Only staffs may be reinforced. Molotov Cocktail This homemade explosive device is common on the street and consists of a glass bottle filled with a flammable liquid (usually gasoline) and an oily rag for a wick. It shatters when it hits a hard surface, spraying flaming gasoline over the 5.2 Ranged Weapon Upgrades immediate area. Anyone hit with a Molotov cocktail takes 1d6 Slashing damage, as well as any applicable Fire damage. 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 5 Weapon Upgrades on certain types of weapons.

Cost given as a percent value is based on the weapon’s base cost 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. 5.1 Melee Weapon Upgrades

There are 2 locations where an upgrade may be place. The Tactical Mount The tactical mount is a system of rails that can handle and the contact. Each melee weapon can accept up to two accept lasers, flashlights, and bipods. A ranged weapon can have upgrades per location. Certain upgrades can only be performed no more than one upgrade per tactical point. on certain types of weapons.

Barrel The barrel can be modified to accept suppressors, Concealed (Contact) This upgrade disguises the weapon as an muzzle brakes, or be upgraded itself. A ranged weapon can everyday, inconspicuous object. Only swords or knives may use have no more than three upgrades per barrel at one time. this upgrade. Frame Ranged weapons typically are built around a large Custom Handle (Handle) The weapon’s hilt or handle is fitted frame. This frame may be built or modified to accept extra to a mold of the wielder’s hand, granting him a +1 bonus with all rails, different grips and stocks, attach slings, or permit modified attack rolls made with the weapon. Anyone else who tries to use internal workings. It can also be customized to fit the user’s style. the weapon suffers a −2 penalty to their attack rolls. A ranged weapon can have no more than four upgrades on its frame at one time. Detailing (Contact/Handle) Gives the weapon an engraved or precious metal inlay. This upgrade increases the weapon’s worth 5.2.1 Barrel Upgrades by 75%. The weapon loses this quality if it suffers any damage. Heavy Barrel(Barrel) This replacement barrel increases a rifle’s range increment by 20%, rounded to the nearest 5’. Only Practice Weapon (Contact) The weapon’s contact is replaced rifles and machine guns may use this upgrade. with a wooden, softened, or blunted version that inflicts Non-lethal damage equal to the weapon’s standard damage. Ported Barrel(Barrel) This replacement barrel has large grooves or holes in the upper side of its tip, through which the Razor Sharp (Contact) The weapon’s blade is made as sharp muzzle blast is vented. A ported barrel reduces the Caliber Recoil as possible granting a +3 damage bonus. This upgrade may only Penalty by 1. If a barrel is threaded, it cannot be ported. be performed on weapons with blades or points. Threaded Barrel(Barrel) This replacement barrel is machined Weighted (Contact) This upgrade adds weight to the contact with screw threads on its tip, granting the firearm a threaded of a blunt weapon, increasing its lethality, but making it unwieldy. barrel. A threaded barrel may accept only one accessory at a It grants a −2 to attack rolls, and +1 damage die. Only weapons time. If a barrel is ported, it cannot be threaded. Only rifles, that deal bludgeoning damage may be weighted. handguns, machine guns and SMGs may use this upgrade 31

Name Damage Damage Type Blast Radius Rng Slots Cost Concussion Grenade 4d6 Concussion 20’ 10’ 1 3 Fragmentation Grenade 5d6 Slashing 15’ 10’ 1 2 Smoke Grenade (2) — — Special 10’ 1 1 Stun Grenade — Special 25’ 10’ 1 4 Pipe Bomb 5d6 Slashing 15’ 10’ 2 2 Propane Bomb 3d6 Fire 15’ 10’ 10 1 Molotov Cocktail (4) 1d6 Fire 10’ 10’ 2 1

Table 27: Equipment, Grenades

Upgrade Available for Loc Cost Concealed Any sword or knife C 100% Custom Handle Any weapon H 6 Detailing Any weapon CH 70% Practice Weapon Any weapon C 50% Razor Sharp Any Piercing or Slashing C 100% Weighted Any Bludgeoning weapon C 4 Reinforced Any staff H 10

Table 28: Melee Weapon Upgrades

Muzzle Brake (Barrel) This accessory attaches to the tip of a Telescopic Sight (Optics) A telescopic sight is a sighting device firearm’s barrel, reducing the Caliber Recoil Penalty by 3. The that makes it easier to hit targets at long range. However, although barrel must be threaded in order to use the muzzle brake. It may a scope magnifies the image of the target it has a very limited field be removed for 10 Combat Points. of view, making it difficult to use at close range. The telescopic sight increases the range increment for a ranged weapon. To use Suppressor (Barrel) A suppressor is a device attached to or a scope a character must spend 6 Combat Points acquiring their part of the barrel of a firearm to reduce the amount of noise and target. If the character changes targets or otherwise loses sight flash generated by firing the weapon.Suppressors are rated by of the target, they must reacquire the target to gain the benefit how many damage dice a caliber has, and by any modifications of the scope. Any character attempting to attack a target within that the ammunition makes to those dice damage. A suppressor’s the weapon’s first range increment suffers a −4 penalty to their level must meet or exceed the amount of damage dice it is rated attack roll. Shotguns, machine-pistols, bows, crossbows, SMGs, for in order to suppress the firearm successfully. carbine rifles, and handguns do not gain the benefit of using any telescopic sight stronger than 4×. Example: A level 2 suppressor can suppress Service Pistols, Rounded up to the nearest 5’ which uses 2d6, and Light Pistols, which uses 1d6. • 4× Multiply range increment by 1.5

Compensator (Barrel) A compensator is a weighted • 12× Multiply range increment by 2 attachment that helps offset the recoil when firing multiple shots. It reduces the Caliber Recoil Penalty by 2, but increases the • 18× Multiply range increment by 2.5 weapon’s slot amount by 3. If a firearm has a compensator, it may not be threaded or ported. Only handguns may use this • 24× Multiply range increment by 3 upgrade.

Standard Laser Sight (Optics/Tactical) This accessory projects a visible-frequency laser beam, usually red, parallel to 5.2.2 Optics and Sights Upgrades the weapon’s barrel. It grants a +1 bonus to all single shot attack rolls and a +2 bonus to all potshot attack rolls made against any Optic Mount (Frame) The firearm gains an optic upgrade target within 40’. A laser sight can also be purchased in blue, location if it doesn’t have one. A firearm may only have one optic green, or purple, but these cost 3 more than the original WP cost. mount.

Red Dot Sight (Optics) This accessory projects an illuminated Ghost Ring Sight (Optics) This accessory is a 3-6 cm long tube, red dot onto a piece of glass or plastic, superimposing it over with the post mounted at the inside end of the tube, or a ring the shooter’s field of vision as he looks through the sight. It on the optics mount that still utilizes the standard end sight. It visually resembles a laser sight to the shooter, but no actual dot reduces the range increment of the weapon by 25%, rounded is projected downrange. A red dot sight grants a +1 bonus to all to the nearest 5’, but grants a +2 bonus to all attack rolls made attack rolls made within the weapon’s first 5 range increments. within the weapon’s first 4 range increments. 32

Upgrade Available for Loc Cost Heavy Barrel Any rifle or machine gun B 8 Ported Barrel Any firearm B 3 Threaded Barrel Any rifle, handgun, machine gun B 10 or SMG Muzzle Brake Any firearm B 12 Suppressor Any rifle, SMG, machine pistol, B 7/Lv machine gun, shotgun, or non-cylinder handgun Compensator Any handgun B 9

Table 29: Barrel Upgrades

Canted Sights (Tactical) These are sights that are at a 45º Folding Stock (Frame) This upgrade gives the weapon a cant, allowing for a weapon with a telescopic sight to be used collapsible stock that increases accuracy while allowing the stock with its iron sights. When using these sights, the weapon can to be folded up for quick carry. When the stock is extended, use its standard range even if it has a telescopic sight, but using it reduces the Caliber Recoil Penalty by 2 and decreases the these sights grants a −10’ range penalty on any weapon they are Combat Point cost to perform a single shot attack by 1. A folding attached to. stock may not be used to rifle butt. When it is folded, it imparts a −3 penalty to attack rolls, decreases the Combat Point cost to perform all multi-shot attacks by 1, is no longer considered bulky, and removes penalties when fighting an adjacent enemy. 5.2.3 Ergonomics and Aesthetic Upgrades A weapon can only have one stock upgrade at a time. Only rifles, Custom Grip (Frame) The weapon’s grip is fitted to a mold of SMGs, shotguns, and machine guns may use this upgrade. the wielder’s hand, granting him a +1 bonus to all attack rolls made with the weapon. Anyone else who tries to use the weapon Detachable Stock (Frame) This upgrade gives the weapon suffers a −2 attack penalty to their attack rolls. Only handguns a stock that may be removed from weapon. When attached it may use this upgrade. reduces the Caliber Recoil Penalty by 2 and decreases the Combat Point cost to perform a single shot attack by 1. A detachable stock Bipod (Tactical/Frame) A bipod gives a weapon additional may not be used to rifle butt. Attaching or removing a detachable stability and improves aim under the right circumstances. To stock cost 6 Combat Points. A weapon can only have one stock use a bipod, a character must be able to place it on a solid upgrade at a time. Only handguns and machine pistols may use surface at roughly shoulder height. The most common method of this upgrade. 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 suitable surface. 5.2.4 Internal Upgrades Only bulky weapons can benefit from a bipod. A bipod used with a bulky ranged weapon grants the user a +3 bonus on all Precision Upgrade (Frame) These upgrades improve the attack rolls. Most bipods can be folded up for ease of transport. weapon’s accuracy by competitive degrees. Each upgrade has Deploying a folded bipod costs 1 Combat Point. the following effects • If the weapon isn’t mastercraft, it becomes mastercraft +1 Fixed Stock (Frame) This upgrade gives the weapon a fixed firearm stock that increases accuracy and while allowing the stock to be used as a secondary weapon. It reduces the Caliber Recoil • If the weapon is considered to be mastercraft +1, it becomes Penalty by 2 and decreases the Combat Point cost to perform a mastercraft +2 firearm a single shot attack by 1. A weapon can only have one stock upgrade at a time. Only rifles, SMGs, shotguns, and machine Sawed-Off (Frame and Barrel) A shotgun may be cut down guns may use this upgrade. to one of the following 4 lengths

Pistol Grip (Frame) This upgrade removes the stock and gives • Combat Cut (15-20’’) The weapon’s range increment the weapon a pistol like grip that allows the weapon to be more decreases by 5’ and it does not take the ranged penalty concealable, but at a loss of accuracy. Imparts a −3 penalty when fighting an adjacent opponent. to attack rolls, decreases the Combat Point cost to perform all • Coach Gun (6-14’’) The weapon’s range increment multi-shot attacks by 1, and removes penalties when fighting an decreases by 10’ and reduces the slot value by 2. adjacent enemy. When a bulky weapon is upgraded with a pistol grip, it is no longer bulky. A pistol grip may not be used to rifle • Compact Cut (6’’ standard minimum) The weapon’s butt. This upgrade is considered a stock upgrade, and a weapon range increment decreases by half (rounded down, can only have one stock upgrade at a time. Only rifles, SMGs, minimum 10’), reduces the slot value by 6. and it gains a shotguns, and machine guns may use this upgrade. −2 penalty to attack rolls. If a shotgun is a semi-automatic 33

Upgrade Available for Loc Cost Optic Mount Any firearm F 2 Red Dot Sight Any ranged weapon O 12 Telescopic Sight,4× Any ranged weapon O 4 Telescopic Sight, 12× Any ranged weapon O 8 Telescopic Sight, 18× Any ranged weapon O 12 Telescopic Sight, 24× Any ranged weapon O 16 Standard Laser Sight Any ranged weapon OT 3 Ghost Ring Sight Any ranged weapon O 4 Canted Sights Any rifle, shotgun, T 10 SMG, machine pistol, or machine gun

Table 30: Optics Upgrades

Upgrade Available for Loc Cost Custom Grip Any handgun F 12 Bipod Any ranged weapon F 6 Fixed Stock Any rifle, shotgun, SMG, machine F 3 pistol, or machine gun Pistol Grip Any rifle, shotgun, SMG, or F 1 machine gun Folding Stock Any rifle, shotgun, SMG, machine F 6 pistol, or machine gun Detachable Stock Any handgun or machine pistol F 5

Table 31: Ergonomics and Aesthetics Upgrades

or pump action with an internal magazine, its capacity the weapon, but it cannot be concealed. Only Shotguns, Rifles, decreases by 50%. Only semi-automatic, pump action, SMGs, and Machine Guns may use this upgrade. single- or double-fire shotguns may use this upgrade.

• Pistol Cut (less than 6’’ of barrel and a pistol grip) The Shotshell Holder (Frame/Tactical) This accessory mounts on weapon’s range increment decreases to 5’, reduces the the frame or tactical mount of a shotgun to hold shells for quick slot value by 8, is no longer considered bulky, and it gains use. It can hold up to 6 shells. a −4 penalty to attack rolls. Only shotguns with single or doublefire 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. 5.2.5 Tactical Upgrades Extra Rail (Frame) The firearm gains 1 additional tactical rail upgrade location. No firearm may possess more than 4 tactical Tactical Flashlight (Tactical/Optics) This accessory projects rail locations. light out to 20 feet in front of the firearm. Switching the light on or off costs 1 Combat Point. Patrol (Frame) This item allows the wielder to hang a weapon from his shoulder, allowing him the use of his hands Vertical Foregrip (Frame/Tactical) This accessory offers a having to set it down. The weapon is considered holstered when shooter more leverage than a standard rifle or SMG foregrip. hanging off of the wielder’s shoulder. Only shotguns, rifles, SMGs, It grants a +1 attack bonus to all multi-shot attacks. Only rifles, and machine guns may use this upgrade. shotguns, SMGs, machine pistols, and machine guns may use this upgrade. Shotgun Sling (Frame) This item works just as a patrol sling, but also holds 15 shotgun shells, which are considered ready. Only shotguns may use this upgrade. Using a shotgun sling negates Magazine Foregrip (Tactical) This accessory fits the tactical the necessity to reach into a pack to retrieve ammunition. 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 Tactical Sling (Frame) This item holds a firearm across the more leverage. Attaching a magazine from or to the grip cost 7 wearer’s body, keeping its grip within a foot of his normal Combat Points. When a magazine is attached, it grants a +1 to all hand position. The wielder is always considered armed with multi-shot attacks. Only Handguns may use this upgrade. 34

Upgrade Available for Loc Cost Precision Upgrade Any ranged weapon F 25 Sawed-off Shotguns (see text) F —

Table 32: Internal Upgrades

Upgrade Available for Loc Cost 6 Ammunition Extra Rail Any firearm F 2 Patrol Sling Any rifle, shotgun, F 1 6.1 Crossbow Bolt Heads SMG, or machine gun Crossbow Bolts are used with crossbows. Shotgun Sling Any shotgun F 3 Tactical Sling Any rifle, shotgun, F 4 Fieldpoint These heads are the standard heads for arrows and SMG, or machine crossbow bolts. They have no special rules. gun Shotshell Holder Any shotgun F 4 Cartridge Holder Any rifle F 4 Bodkin These heads are hardened and tapered for maximum Tactical Flashlight Any ranged weapon O 1 penetration, giving a +1 attack bonus against any armored target. Vertical Foregrip Any firearm F 5 Magazine Foregrip Any handgun T 8 Broadhead These heads are wide and sharpened for maximum Table 33: Tactical Upgrades damage upon impact. They add +1 damage die. 35

Type Cost/20 Fieldpoint 2 Bodkin 4 Broadhead 5

Table 34: Equipment, Bolt & Arrowheads

6.2 Ammunition Types Type Ammo Cost Target 1 WP per 250 Light Revolver 1 WP per 50 Light Pistol 1 WP per 50 Service Revolver 1 WP per 50 Service Pistol 1 WP per 50 Heavy Revolver 2 WP per 50 Heavy Pistol 2 WP per 50 Magnum Pistol 3 WP per 50 Shotgun, Buckshot 1 WP per 25 Shotgun, Slug 2 WP per 25 Light Rifle 1 WP per 20 Heavy Rifle 2 WP per 20 Grenade Launcher 6 WP each Rocket Launcher 20 WP each

Type Magazine Cost Target 1 WP each Light Pistol 1 WP each Service Pistol 1 WP each Heavy Pistol 2 WP each Light Machine Pistol 2 WP each Light SMG 2 WP each Heavy SMG 2 WP each Light Assault Rifle 1 WP each Heavy Assault Rifle 1 WP each Light Machine Gun 2 WP each

Table 35: Firearm Magazines

Type Cost Taser Cartridge 2

Table 36: Equipment, Ammunition 36

7 Armor EOD Suit This armor consists of a complete anti-explosive armor setup, used by bomb disposal technicians to diffuse live • Equipment Bonus The equipment bonus is the bonus to bombs. It includes heavy ballistic armor, as well as a see-through DEF a character gets. ballistic visor and helmet. Special Notes This armor protects the head, arms, legs, feet, • Maximum AGL Bonus The maximum AGL bonus you can and hands of the wearer, providing DR and Defense to all listed apply toward your defense, when wearing the armor. areas. • CP Loss How much the armor slows a character down when worn. The character has to spend this amount of Combat Points from their Combat Point pool before they can move. Chapter V • Damage Reduction This represents how much damage the armor negates, and what type of damage is reduced. Game Mastering – Sl Slashing | Pi Piercing | Bl Bludgeoning | Ba Ballistic –F Fire | C Concussion 1 The Role of the Game Master The Game master is a storyteller and a referee, creator of 7.1 Armor Listings terrible threats against humanity, secret master of the villainous, Motorcycle Jacket This is the bare minimum for the modern criminal and insane, and hidden protector of the brave. The GM’s motorcyclist and consists of leather gloves and a leather Responsibilities include three important tasks. motorcycle jacket. It grants the wearer a +1 to Fortitude Saving Throws made to resist the effects of cold weather. Motorcycle 1.1 Craft a Story Jackets have two pockets than can hold 1 slot each. Special Notes This armor protects the arms of the wearer, First and foremost, a game session is a story. It should make providing DR and Defense to all listed areas. sense and hang together, complete with a beginning middle and an ending. After you set the adventure in motion, the players Flak Vest A flak vest is a light vest worn by aircraft personnel help provide what happens in the middle and how the conclusion to protect against flak , but can also be used to protect plays out. against grenades. 1.2 Create the world Undercover Vest Covering a larger area of the torso, this vest provides good protection but is also more easily noticed. It is The GM develops the campaign world, either using one best used when the armor should remain unseen but the wearer from a preexisting one, or creating all their own. The campaign doesn’t expect to face much scrutiny. provides the backdrop and the story that unfolds

Concealable Vest This standard Kevlar vest is worn by most 1.3 Adjudicate the Game law enforcement officers under their uniform shirts. Finally, the GM rolls the dice, decides to add a thug or two to keep the heroes in danger and actually referees the use of the Light Duty Vest A lightweight tactical vest with Kevlar designed for extend use by riot police and forces on alert for potential rules contained in this book. The players must be able to count attack. on you to run the game fairly and in everyone’s interest.

Riot Vest This vest is a variation on the light duty vest, designed 2 Snipers for more melee combat confrontations over ballistic threats. This is a supplement on instructions and hints involved with Tactical Vest The standard body armor for police tactical units, playing a sniper, that includes focus and duties, types of snipers this vest provides full torso protection in the toughest flexible and the applicable gear they should and do use, and the aspects protective materials available. of snipers in games from both a player and GM standpoint.

Special Response Vest Built like the tactical vest, but 2.1 What is a Sniper? incorporating groin and neck protection as well as a trauma plates over the chest and back. A sniper is a highly trained who operates alone, in a pair, or with a sniper team to maintain close visual contact Forced Entry Unit This armor consist of heavy torso jacket, with the enemy and engage targets from concealed positions or with trauma plate holders that cover the chest and back, neck distances exceeding the detection capabilities of enemy personnel. and groin guards, and arm protection. These sniper teams operate independently, with little combat asset Special Notes This armor protects the arms and hands of the support from their parent units. wearer, providing DR and Defense to all listed areas. Snipers come in two forms: Military Snipers and Police Snipers. 37

Equipment Max AGL CP Damage Reduction Cost Bonus Bonus Loss Motorcycle Jacket +0 +6 0 2/Sl 6 Flak Vest +0 +5 0 3/Sl 3 Undercover Vest +1 +4 0 10/Ba 16 Concealable Vest +2 +3 2 11/Ba 2/Sl 20 Light Duty Vest +3 +2 2 12/Ba, Bl 3/Sl 30 Riot Vest +3 +2 2 7/Sl, Pi 4/Ba 30 Tactical Vest +4 +2 2 13/Ba 4/Sl 32 Special Response Vest +4 +1 3 18/Ba, Pi 6/Sl 45 Forced Entry Unit +3 +0 4 21/Ba, Pi, Sl 50 EOD Suit +4 +0 4 40/C, Pi, Sl 95

Table 37: Equipment, Armor

Military Snipers Military snipers are the generators of the A sniper should place themselves and strive to have a majority definition of sniper. Military snipers are marked with high of the engagement area to be within their 2nd range increment, discipline, teamwork, and expert in snipercraft. Marksmanship to maximize their effectiveness. is important, but their job usually entails being out in the field, watching and giving intelligence back to the main base and other 2.3 Playing a Sniper and GMing for a Sniper squads, as well as providing overwatch and cover. Snipercraft, such as stealth, camouflage, movement, tracking and moving Playing a sniper is vastly different from any other style of play. without being tracked, deep survival, and most importantly, Snipers should only play their role when there is at least some patience, are heavily trained and have strict requirements that time to setup and prepare for the oncoming battle. Instead of must be passed in training before a soldier can be called a sniper. choosing a spot within the battlefield, a sniper will sit off-grid, at a Military Snipers are required work with others. a military sniper specified distance from the battlefield, usually at a high vantage often attached to a unit, with a spotter. In addition to their rifle, point if possible. For the purpose of ranging shots, a token will be they carry any other military equipment that would aid them in placed on the corner of the battle map that represents the sniper’s completing their mission. Most also carry a sidearm. location, from that distance. Any shots taken by the sniper will be calculated from that spot, and then the distance the sniper is away will be added to that distance. Police Snipers Police snipers are a much newer breed of sniper, Snipers and spotters are also not apart of the standard initiative. compared to Military. Instead of the focus on snipercraft, they Instead of rolling for initiative, Snipers and their spotters can instead focus on intelligence, and high risk engagements. They choose to either be placed at the top of the initiative, or the are usually covered by other officers when they are engaging bottom, acting either before everyone else, or after everyone a target, which negates the necessity for a lot of aspects that has. military snipers focus on. What they do focus on is marksmanship, Game Masters should be encouraged to give snipers plenty to and neutralizing a target in high risk situations. Another aspect do; spotting, relaying information about enemy location, taking that is unique to Police Snipers are that they are often patrol out hard to reach or difficult targets. Sniping and spotting can be officers, who perform all of the duties expected of a patrol officer, a boring, but important job and it’s the job of the GM to make in addition their S.W.A.T. and sniper duties when they are called sniping interesting and fun. on. Police snipers, when on duty, often carry their policing equipment, with their S.W.A.T. gear in the trunk of their patrol car. 3 Encounter Goals

Heroes receive experience points for overcoming obstacles 2.2 Sniper Basics that stand in the way of achieving the goals of the adventure. Feel free, however, to adjust the experience awards depending A sniper is no good without tools. The first and foremost on how easily the heroes achieve an encounter goal. important tool in a sniper’s is his rifle. The rifle is rarely an off-the-shelf model, instead tuned and customized to that 3.1 Battle Value particular sniper’s requirements and taste. It will have at least a 3× telescopic sight. It can be bolt action or semi-automatic, with Every encounter is rated with a Battle Value (BV), that indicates semi-automatic becoming more popular. It is also chambered how challenging the encounter is expected to be. In general, an in a high-powered rifle cartridge. Snipers should also invest in encounter with a battle value around the same as the heroes is upgrades that increase the range and accuracy of their rifle, such moderately challenging; difficult or dangerous enough to make as the heavy barrel upgrade and good telescopic sights. the heroes pay attention, but probably not life threatening if Snipers should also invest in a good sidearm, since the main they’re reasonably careful. A Battle Value of two to three times firearm is a long distance rife that performs poorly in close higher than the heroes is a much more dangerous. On the other ranges. A good handgun or compact machine-pistol makes a hand, minor encounters throughout the adventure might have proper sidearm. a BV of two to three times lower than the heroes. In addition 38 to indicating challenge level, the BV is also used to determine 3.5 Calculating XP Gain the amount of experience characters get for succeeding in those encounters. Party experience is given to all characters who participated in the battle, and is what they learn from being in combat.

3.2 Determining Encounter Levels • Party (Total Enemy BV)d6×25xp Determining the level of an encounter involves four steps: determining the amount of opponents or hazards; calculating the overall Battle Value from those individual BVs; considering 4 Environments the threat level of the encounter; and considering the encounter circumstances. 4.1 Darkness and Light

Character Enemy It’s a rare mission that doesn’t end up in the dark somewhere Modifier BV Worth and heroes need a way to see. See Table: Light Sources for the Character level 1×Level radius that a light source illuminates and how long it lasts. The Character is armed with. . . light sources listed are for light being broadcast in a circle from A Simple Melee Weapon +1 their origin. An Archaic Melee Weapon +2 An Improvised Weapon +2 Item Light Duration A Single Shot Firearm +1 Candle 10’ 12 hours A Semi-automatic Firearm1 +2 Torch 20’ 2 hours A Firearm with Burst fire1 +3 Halogen lantern 40’ 1 day A Fully Automatic Firearm1 +4 Match 10’ 1 round A Bow or Crossbow +3 Lighter 10’ 1 hour A taser or chemical irritant +1 Road Flare 40’ 1 hour A Ranged Thrown Weapon +2 Chemical Light Stick 10’ 6 hours An Explosive +3 Character is wearing. . . Table 39: Light Sources Armor +4 Environments Slightly Hostile Total BV×1.10 4.2 Heat and Cold Moderately Hostile Total BV×1.25 Heat and cold deal damage that cannot be recovered until the Severely Hostile Total BV×1.50 character counteracts or escapes the inclement temperature. As Extremely Hostile Total BV×2.00 soon as the character suffers any damage from heat or cold, Actions they are considered fatigued. A character not properly equipped Performing a heroic action in combat +1-15 to counteract the heat or cold must attempt a Fortitude saving Completing an objective in combat +1-10 throw each hour (TN15 +1 for each previous check). Failure means that the character loses 1d6 hit points. Heavy clothing or armor 1 These Bonuses stack for multiple firing modes for a firearm provides a −4 penalty on saves against heat but grants a +4 equipment bonus on saves against cold. Searing heat or bitter Table 38: Encounter Level cold (desert or arctic conditions) forces a character to make a Fortitude save every 10 minutes. Failure means that the character 3.3 Heroic Actions and Objectives loses 1d6 HP. Appropriate clothing can modify the save as noted above. Heroic actions come in many forms, but generally they encompass a character putting themselves in danger for a noble cause, whether that is retrieving an important piece of equipment 4.3 Catching on Fire or dragging a disabled comrade out of the line of fire. The GM can gauge the amount of risk and grant the battle value appropriately. Heroes exposed to open flames might find their clothes, hair, or equipment on fire. Heroes at risk of catching fire are allowed 3.4 Hostile Environments a Reflex Save [TN15] to avoid this fate. If a hero’s clothes or hair catch fire, they take 1d6 points of damage immediately. In each A hostile environment is an environment that does not promote subsequent round, the burning hero must make another Reflex itself for combat, that can possess anything from distractions to an Save. Failure means they take another 1d6 points of damage that actively hostile environment such as land mines. An example of round. Success means that the fire has gone out. That is, once the a slightly hostile environment would be fighting out on populated character succeeds at the saving throw, they are no longer on city streets. A moderately hostile environment would be fighting fire. A character on fire may automatically extinguish the flames in a densely populated mall. An example of a severely hostile by jumping into enough water to douse him or herself. If no body environment would be fighting in the middle of a sandstorm. An of water is at hand, rolling on the ground or smothering the fire example of an extremely hostile environment would be fighting with blankets or the like permits the hero another save with a +4 in the middle of an active warzone. bonus. 39

4.4 Suffocation and Drowning the object off of him or herself. The GM can modify the TNs for these checks based on the circumstances. A character in an airless environment (underwater, vacuum) can hold their breath for a number of rounds equal to their CON score. After this period of time the character must make a CON check [TN10] every round to continue holding their breath. Each round, the TN of the CON check increases by 1. When the 4.9 Acid character fails one of these CON checks they begin to suffocate or drown. In the next round the character falls unconscious with Corrosive acids deal damage each round of exposure. The 0 hit points. In the following round, the character drops to −1 hit amount of damage varies depending on the acid’s strength as points and is dying. In the third round after failing the check the noted below. character dies of suffocation or drowning. Acid Strength Splash Attack* Total Immersion* 4.5 Smoke Mild 1d6 4d6 Potent 2d6 8d6 Characters breathing heavy smoke or similar toxic gases must Concentrated 3d6 12d6 make a CON check [TN10], TN+1 for each previous check, each round or spend that round choking and coughing. Characters *Damage per round of exposure. who choke for 2 consecutive rounds take 1d6 points of damage. Smoke also obscures vision, giving one-half concealment (20% Table 41: Acid Damage miss chance) to characters within it. Acid damage from an attack reduces hit points. A character fully immersed in acid takes potentially more damage per round of exposure than a character splashed with acid. The fumes from 4.6 Strangulation most acids are inhaled poisons. Those who come within 5’ of a When a character is strangled by an instrument or an attacker, large body of acid must make a Fortitude Save [TN15] or take 1 use the rules below. The strangling attempt incurs an AoO. To point of temporary CON damage. A second save must succeed 1 begin the choke, the attacker must succeed at an opposed grapple minute later to avoid taking another 1d6 points of CON damage. check. If the grapple succeeds, the attacker can choose to deal normal unarmed damage as well as choke the target. The target 4.10 Electricity can hold his of her breath for a number of rounds equal to their CON score. After this period of time, the target must make a Electrical hazards come in many forms, including stun guns, CON check [TN(10 +1 for each previous check)] every round to downed power lines, and electric security fences. Table: Electricity continue holding their breath. The target begins to suffocate on a Damage gives damage values for various electrical hazards based failed check (see Suffocation and Drowning). If at any time the on relative voltage. A character can make a Fortitude saving throw target breaks free or slips free of the grapple the stranglehold is to reduce the damage by half. If that character is grounded or is broken (although any damage that was dealt remains). Note that otherwise insulated from the current, a successful save indicates a grappled target who is not pinned can use a melee attack to that no damage is suffered. strangle their attacker.

4.7 Falling A character takes 1d6 points of damage for every 10’ of a fall, 5 Conditions Summary to a maximum of 100d6 points. If the character succeeds on a Reflex Save (TN10, +1 for each 10’ fallen), this damage is halved. If more than one condition affects a character, apply them If the saving throw fails full damage is applied. all. If certain effects can’t combine, apply the most severe effect.

4.8 Falling Objects 5.1 Blinded Objects that fall upon characters (or creatures or vehicles) deal The character cannot see. He takes a −2 penalty to Defense, damage based on their size and the distance fallen as noted loses his DEX bonus to Defense (if any), Movement cost is doubled. on Table: Damage from Falling Objects. Objects deal the initial All checks and activities that rely on vision automatically fail. All damage given in Table: Damage from Falling Objects if they fall opponents are considered to have total concealment to the blinded 10’ or less. An object deals an additional 1d6 points of damage character. Characters who remain blinded for a long time grow for every 10’ increment it falls beyond the first (to a maximum accustomed to these drawbacks and can overcome some of them. of 200d6 points of damage). Objects of Fine size are too small to deal damage, regardless of the distance fallen. A successful Reflex save indicates that the target takes half damage. The size 5.2 Dazed of the falling object determines the save TN. If the save fails by 10 or more, and the object is at least huge sized, the character is The creature is unable to act normally. A dazed creature can pinned under the fallen object. A pinned character cannot move take no actions but has no penalty to Defense. A dazed condition but is not helpless. The character can make a STR check to lift typically lasts 1 round. 40

Object Size Examples Initial Damage Reflex Save TN STR Check TN Fine Penny 0 — — Diminutive Paperweight 1 0 — Tiny Wrench 1d3 3 — Small Vase 1d6 6 5 Medium Briefcase 1d6 9 8 Large Garbage can 2d6 12 12 Huge Oil barrel 4d6 15 16 Gargantuan Piano 8d6 18 18 Colossal Vehicle 10d6 21 22

Table 40: Falling Objects

Type Examples Damage Fort Save TN Jolt Car battery, stun gun 1d6 10 Low voltage Fuse box, electrical socket 3d6 15 Medium voltage Industrial transformer, electric fence 10d6 20 High voltage Power line, electric chair, lightning 15d6 25

Table 42: Electricity

5.3 Dead 5.8 Invisible The character’s CHP have been reduced to 0, his CON is Visually undetectable. An invisible creature gains a +2 bonus on reduced to 0, or he is killed outright by an effect. The character’s attack rolls against sighted opponents and ignores its opponent’s soul/aura/nothing leaves his body. Dead characters cannot DEX bonuses to Defense (if any). benefit from normal healing. A dead body decays normally unless preserved. 5.9 Paralyzed A paralyzed character is frozen in place and unable to move 5.4 Deafened or act. A paralyzed character has effective DEX and STR scores A deafened character cannot hear. They take a −4 penalty of 0 and is helpless, but can take purely mental actions. A winged on initiative checks. Characters who remain deafened for a long creature flying in the air at the time that it becomes paralyzed time grow accustomed to these drawbacks and can overcome cannot flap its wings and falls. A paralyzed swimmer can’t swim some of them. and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares. 5.5 Flat-Footed A character who has not yet acted during a combat is flat-footed 5.10 Pinned and is not yet reacting normally to the situation. A flat-footed Held immobile (but not helpless) in a grapple. character loses his DEX bonus to Defense (if any) and cannot make AoO. 5.11 Prone 5.6 Grappling The character is on the ground. An attacker who is prone has a −4 penalty on melee attack rolls, but a +2 to ranged attack rolls. Engaged in wrestling or some other form of hand-to-hand A defender who is prone gains a +4 bonus to Defense against struggle with one or more attackers. A grappling character can ranged attacks, but takes a −4 penalty to defense against melee undertake only a limited number of actions. He does not threaten attacks. any squares and loses his DEX bonus to Defense (if any) against opponents he isn’t grappling. See Grapple. 5.12 Stunned 5.7 Helpless A stunned creature can’t spend any Combat Points, takes a −2 penalty to Defense, and loses his DEX bonus to Defense (if any). A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. 5.13 Unconscious A helpless target is treated as having a DEX of 0 (−5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent Knocked out and helpless. Unconsciousness can result from to attacking a prone target). Ranged attacks receives no special having current CHP between −1 and −9 or from losing all XHP due bonus against helpless targets. to a non-lethal attack.