Introduction to World in Flames
- The story so far............................................................................ Pg.4
- Your Role in World in Flames.................................................. Pg.4
- The Mercenary..................................................................... Pg.5
- Starting a Campaign.................................................................. Pg.5
- Ranks of the Operations Agent.............................................. Pg.5
Mercenarie Creation
- Attributes..................................................................................... Pg.6
- Personality Traits............................................................ Pg.6-8
- Mercenary Class.................................................................. Pg.9-11
- Rifleman.................................................................................... Pg.12
- Machine Gunner............................................................... Pg.13
- Marksman..................................................................... Pg.14
- Engineer..................................................................... Pg.15
- Commander.................................................................... Pg.16-17
- Combat medic................................................................. Pg.18-19
- Dog Handler.................................................................. Pg.20
- Tech Specialist.............................................................. Pg.21-22
- Scout........................................................................ Pg.23-25
- Counter Intelligence......................................................... Pg.25-26
- Motor Transportations........................................................ Pg.27-28
- Training Programs............................................................ Pg.29
- Ranged combat Programs.................................................... Pg.29-30
- Ranged Weapon Training 1-4............................................ Pg.29
- Automatic Weapons Training 1-5.................................... Pg.29
- Burst Fire Training 1-6.................................................. Pg.29
- Precision Marksmanship Training 1-4...................... Pg.30
- Close Quarters Marksmanship 1-4............................ Pg.30
- Long range Marksmanship 1-6................................... Pg.30
- Guns Akimbo training 1-4........................................... Pg.30
- Grenade Training 1-4........................................... Pg.30
- Thrown Training 1-4........................................... Pg.30
- Martial Combat Programs..................................... Pg.31
- Melee Weapon Training 1-4...................................... Pg.31
- Unarmed Training 1-5........................ Pg.31
- Close Quarters Battle (CQB) Training 1-4...................... Pg.32
- Dual Weapon training 1-4........................................... Pg.32
- Martial Training 1-5...................................... Pg.32
- Physical Fitness Programs........................................................ Pg.35
- Weight Training 1-4...................................... Pg.35
- Agility Training 1-4........................... Pg.35
- Fortitude Training 1-4........................................... Pg.35
- Physical Saves Training 1-4...................... Pg.35
- Physical Skills Training 1-6........................................... Pg.35
- Cardio Training 1-4........................................... Pg.35
- Obstacle Course Trained 1-4........................................... Pg.35
- Resistance Training 1-6........................................... Pg.35
- Mental Fitness Programs................................................ Pg.36
- Education Training 1-4...................................... Pg.36
- Resolve Training 1-4........................... Pg.36
- Social Training 1-4...................... Pg.36
- Mental Saves Training 1-4........................................... Pg.36
- Mental Skills Training 1-6........................................... Pg.36
- Language Training 1-5........................................... Pg.36
- Ranged combat Programs.................................................... Pg.29-30
- Armor Proficiency Programs...................................... Pg.37
- Covert Training Programs.............................................. Pg.38
- Awareness Programs........................................................ Pg.39
- Tactical Programs........................................................... Pg.40
- Leadership Programs........................................................... Pg.41
- Utility Programs........................................................... Pg.42-43
- Combat life savers Training 1-6........................................... Pg.42
- Basic Field Mechanic training 1-6........................................... Pg.42
- Radio Operations Training 1-4........................................... Pg.42
- Ordinance Training 1-5........................................... Pg.42
- Field Mess........................................... Pg.42
- Vehicle Operations Training 1-5........................................... Pg.42
- Tool & Kit Training 1-5........................................... Pg.43
Weapons
- Holdout Pistols........................................... Pg.44
- Backup Pistols............................................. Pg.45-46
- Service Pistols........................................................... Pg.47-49
- Backup Revolvers............................................ Pg.50
- Service Revolvers.................................................. Pg.51
- Hunting Revolvers...................................... Pg.52
- Semi Auto Rifles................................................... Pg.52-53
- Assault Rifle.................................................... Pg.54-57
- Break Action Shotguns..................................... Pg.57-59
- Pump Action Shotguns...................................... Pg.60-61
- Semi Auto Shotguns.......................................... Pg.61-63
- Auto Shotguns.......................................... Pg.63
- Bolt Action Rifles........................................... Pg.64-67
- Micro Submachine Guns..................................... Pg.67-68
- Submachine Guns...................................... Pg.68-70
- Bow & Crossbows...................................... Pg.70-71
- Squad Automatic Weapons (SAW)................... Pg.72
- General Purpose Machine Gun...................... Pg.73
- Heavy Machine Gun....................................... Pg.73
- Grenade launchers...................................... Pg.74
- Rocket launchers...................................... Pg.75
- Grenades............................................ Pg.75
- Raw Explosives...................................... Pg.75
- Knives................................................. Pg.76
- Swords........................................... Pg.76
- Axes................................................... Pg.77
- Blunt Weapons...................................... Pg.77
- Polearms...................................... Pg.78
- Martial Weapons...................................... Pg.78
Gear
- Armor and Protective gear.......................... Pg.79-80
- Weapon Properties........................... Pg.81-83
- Weapon Modifications........................... Pg.84
- Assault Rifle..................................... Pg.84-85
- Semi Auto Rifle............................................. Pg.86-87
- Pistol.............................................. Pg.88
- Bolt Action Rifle ............................................. Pg.89
- Sub Machine Gun............................................. Pg.90-91
- Shotgun.............................................. Pg.92
- SAW/GMP...................................................... Pg.93
- Gear.................................................... Pg.94
- Operations Gear................................................... Pg.94-101
- Tool & Kit Descriptions........................................... Pg.102
- Standard Issue Gear................................................... Pg.103
- Specialist Gear................................................... Pg.104
- Vehicles................................................... Pg.105-107
Rules and Game Mechanics
- Additional Requisitions Uses..................................... Pg.108
- NPC Minions. Pg.109-111
- Homebrew Rules and actions in Combat. Pg.112
- Conditions................................................... Pg.113-115
- Damage Reduction and Types....................... Pg.116
- Target Zones............................................................. Pg.117
Introduction to World in Flames
This if a fictional, modern setting where the worlds governments where crippled by a Shadow government and the known worlds infrastructure was collapses very quickly.
The story so far
In the year of 2010 a global takeover arouse, a deeply and globally routed shadow organization Called Black Arrow launched a global assault on most of the world major governments. On June 21 of 2010 An unknown agency initiated Phase 1 of what is now called the Collapse. At a precise time several embedded highly trained elite operatives preformed the largest raid known to mans history, assassinating or capturing most major political & economic figures completely crippling the worlds Infrastructure. In the ensuing weeks most of the major city started to riot an loot as resources started to dwindle.
within months of the take over, a second wave of operatives launch another well planed and expertly conducted attack on most of the major populations Resources like, Electricity, Food, water, Medical supply, hospitalizes and even freeing massive populations of convicted criminals from prisons. After Phase 2 the world turned to survival, some trying to rebuild some fleeing, some resorting to raiding or pillaging, after several months, close to a year and most having survived a winter.
Black Arrow Corp shows up in most of the major cities a crossed the world, they came with food & water, medical supply, even soldiers to protect the people. At first the civilized people welcomed Black arrow as there savior, as they did not have much and supply and protection was hard to come by. As time goes on the Presence of Black Arrow grows and recruitment increases, then the Political integration of chosen Black arrow representatives into the world governments began. By 2012 Black arrow Corp has a presence in almost every former word government in some way.
After the rise of the Black arrow corp they started to show there true colors. Many of the people of the world wished to vote for leaders and establish similar governmental systems used before the collapse, but where soon shut down very quickly by Black Arrow in some way. using unconventional tactics like assassination, torture, poisoning, threatening of family or self, you name it they have used it to coerce the people to comply.
It is now late 2013 and Black arrow controls most of the major cities and bases around the world, but the world has not lost hope, a former CEO of a Chain of Drinks and Sodas that where sold worldwide pre collapse named Brenna A Catlin. Brenna also has ran for many different positions within the government. In the months before the collapse Brenna had got word that a former college and owner of a massive oil company was routed in something deep, so she began to dig Brenna found out about Black arrow and attempted to persuade the world governments that something wasn't right, but was met with a dismissive attitude toward her opinion.
Mrs. Catlin begins to plan on her own using every asset, resource and favor that she could get to secure many assets of survival and protection, and in Spring of 2014 Mrs. Catlin emerges from hiding with a small army with most needed assets as well as a similar approach as black arrow, but infiltrating black arrow territories and infrastructure waiting for the green light, Catlin launches a massive assault, resulting in the taking and holding of many bases.
Over the next year Mrs. Catlin and her corporation, she calls MARE rallies rebels and freedom fighters and with them manage to take more ground within there territories. Though the road to Freedom from Black Arrow and a possibility to rebuild is winding, it is in the Mercenaries of MARE to navigate it.
It is now 03/01/2015 and MARE has now taken multiple major Black Arrow bases and populations in territory and there resources grow. MARE increases it recruiting of mercenaries and starts to acquire greater assets as well as opening factories and offering actual wages & resources for work done to fuel the Efforts of Freedom and economic stability.
Your role in World in Flames
As a player in this universe you will fill the roll of a MARE Operations Agent, Your roll is to recruit Mercenaries and assign appropriate level operations to them, then over see and direct each Mercenary on the operation. Each Operations agent has a Rank, that Rank determines the complexity of the operation available to the Operations Agent, as operations are completed the Operations Agent as well as the Mercenaries on the mission, will earn experience which will raises there rank or level.
The Operations Agent will also earn requisition points upon Completion of missions. This is used by the Operations Agent to direct assets of MARE corp to the Operation agents mercenaries like air drop's to your mercenaries in the field, Medical rehabilitations, extra Training, rest and recuperation or General up keep items for there Active Mercenaries, regardless of what resource is used it is at a cost of the Operations agents Requisition. This is to represent the resources that MARE will provide to the mercenary to gain the requested asset. The more missions an Operation agent completes, not only will the Operations Agent rise in Rank, but also gaining access to more complex missions and greater field assets.
The Mercenary
Mercenaries work for the M-A-R-E Corporation: MARE stands for Mercenary, Administration, Requisitions & Enlistment Corporation was founded by Brenda A. Catlin just after the Collapse. MARE Controls basses in there territories. These bases acts as booth a headquarters for the MARE administrations to manage Active mercenaries and advanced training facility for the mercenaries to train, as well as berthing areas for the Mercenaries to live in during Rest and recuperation, as well as access to highly trained doctors and Psychologists during there recoveries. Each Mercenary is hand Selected by a MARE Operations Agent, that agent is the Mercenaries only point of contact to all Requisitions and assets of the MARE corp.
Mercenaries are self-reliant and specialized in many skill-sets. Most candidates assigned to mercenary go through an assessment and selection course, as well as a lengthy background investigation and psychological testing. Once assigned an Operation Agent, they are cleared for Operations and further training.
Candidates Usually have some form of advanced training that MARE sees as an asset. Although highly desired, previous training in military tactics, such as CQC, sniper, counter-sniper, source development and Foreign language skills, are not a prerequisite to becoming a mercenary, but Having prior combat experience and a minimum of several languages is usually indispensable (e.g. Russian, Chinese, Persian, Arabic, Pashto, Spanish, Portuguese, etc.).
Starting a Campaign
At the Start of a campaign each player or "Operations Agent" in the campaign will start as a Rank 1 Operations Agent and will be given 500 Requisition points for there Player to create there starting roster of mercenaries and to use on operations or missions. there is no limit to the number of mercenaries an Operations Agent may have, but you will have to provide an upkeep cost for each day an active mercenary is not on a operation or on the inactive roster, as described in the Requisition Uses section of this book. Use the Mercenary Creation section of this book to create your roster.
After the players or "Operations Agent" have created there starting roster, you have extra Requisition points. You may use those requisition points to further outfit your mercenaries with gear or training as detailed in later sections of this book or save them for upkeep and future use. After this is complete you are ready for your first Mission.... Operations Agents, "Good Hunting and stay Frosty".
Ranks of the Operations Agent
When an Operations Agents mercenaries complete an operation they will earn Agent experience as well as Requisition points, as you gain experience you gain access to higher level operations as well as better assets to use, See chart below for the Operations Agent Ranks and what amount of Experience is needed to achieve new ranks.
Rank | Exp Required |
---|---|
1, Operations leader | 50 |
2, Operations Chief | 100 |
3, Operations Officer | 200 |
4, Operations Assistant Director | 400 |
5, Operations Director | 800 |
Mecenary Creation
Mercenary Tier
The first thing to determine when creating a mercenary is the Tier this Tier will effect a few thins as you create your mercenary, The Tier will also determine the Base Requisition cost of the new Mercenary recruit. A mercenary recruit always starts at level 1 regardless of what tier it starts at. See chart below for the Tires and cost to recruit that tier mercenary as well as the cost to keep a mercenary active when not on an operation. If an Operations Agent cannot provide this Requisition each day the operator is not on an operation they must place them in a inactive status, when a mercenary is in an inactive status the cannot have Requisition points spent on them in any way, additionally you may choose to reactivate them, at a cost of requisition points in the amount of there Tier initial requisition
Tier | Requisition Cost | Non combat Upkeep (in Req) |
---|---|---|
3 | 50 | 1 |
2 | 75 | 5 |
1 | 100 | 10 |
Attributes
Once your mercenaries Tier is determined and the requisition is used, you may now determine your attributes, most basic strengths and weaknesses are defined by six “attributes” — Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, each of which begins with a score of 8 to 18.
Your character’s attribute scores begin at 8 each. You gain 36 points For a Tier 1, 46 points for a tier 2 and 56 points for a tier 1 Mercenary to increase these scores, as shown on Table below), the tier you start with is determined by the GM during Mercenary Creation. this tier will also determine what starting Package you start with, as describe later in this book.
Example: Kevin uses a Tier 3, 36 point buy to purchase a Strength of 13 (6 points), a Dexterity of 15 (11 points), a Constitution of 11 (3 points), an Intelligence of 12 (4 points), a Wisdom of 12 (4 points), and a Charisma of 14 (8 points).
Assign the highest scores to the attributes that represent your character’s strengths and the lowest scores to the attributes that represent his weaknesses. Keep in mind that certain attributes are more important than others for certain classes, and that your Origin often adjusts one or more of them as well
Score | Cost | Modifier |
---|---|---|
8 | 0 | |
9 | 1 | |
10 | 2 | |
11 | 3 | |
12 | 4 | |
13 | 6 | |
14 | 8 | |
15 | 11 | |
16 | 14 | |
17 | 18 | |
18 | 22 |
Personality Traits
You must pick one of the below personality traits, essential This is your Race pick but instead it represents a character trait or quirk within the individual.
Adaptable
You rely on a broad array of tactics rather than a single approach. No matter what happens, you come up with a workable solution — or at least a fair attempt.
- +1 in your choice of any two attributes.
- Training level 1 in your pick of one Mental or Physical Skill Training of your choice.
Agile:
You’re naturally fast on your feet, an asset that’s saved you from disaster many times
- +2 Dexterity, -2 Strength.
- Your Speed increases by 5 ft.
- Physical Skill Training level 1 In Acrobatics.
Brainy:
You’re smarter than most people, possibly because you were raised among academics or had the opportunity to indulge your curiosity about a wide range of subjects.
- +2 Intelligence, –2 Strength
- Mental Skill Training level 1 in Science.
- Mental Skill Training level 1 in Technology.
Burly:
You’re built like a linebacker or can otherwise soak up and dish out punishment when needed.
- +2 Strength, –2 Dexterity.
- Your base AC increases by 1.
- Physical Skill Training level 1 In Athletics.
Caustic:
Your mouth frequently gets you into hot water, but it just as often saves you from worse punishment.
- +2 Charisma, –2 Wisdom.
- Mental Skill Training level 1 in Intimidate.
- Mental Skill Training level 1 in Deception.
Clever:
You’re so tricky that you sometimes amaze even yourself!
- +2 Intelligence, –2 Constitution.
- Mental Skill Training level 1 in history
- Mental Skill Training level 1 in insight.
Convincing:
Your earnest presence makes you the envy of used car salesmen everywhere.
- +2 Charisma, –2 Intelligence.
- Mental Skill Training level 1 in Deception.
- Mental Skill Training level 1 in Persuasion.
Cunning:
You survive by your wits, which ensures that they’re very, very sharp.
- +2 Intelligence, –2 Wisdom.
- Mental Skill Training level 1 in investigation
- Mental Skill Training level 1 in Persuasion
Daring:
“Leap before you look” is your personal credo. Fortunately, you’re usually fast enough or lucky enough to get away with it. Usually.
- +2 Dexterity, –2 Intelligence.
- Gain a +5 to you Initiative.
Disciplined:
You’re in control of your life at all times and have the drive to accomplish anything to which you set your mind.
- +2 to any 1 attribute, –2 to any 1 attribute.
- You gain a +1 bonus to All saving throws made.
Fierce:
You tend to bull your way through life, counting on your physical presence to carry the day.
- +2 Strength, –2 Charisma.
- You gain a +1 bonus with melee attacks and damage rolls
Fit:
You lead a healthy, active life that lets you shrug off minor illness and other annoyances.
- +2 Strength, –2 Intelligence.
- Your Speed increases by 5 ft.
- Physical Skill Training level 1 In Athletics.
Gifted:
You’re a natural prodigy, capable of amazing accomplishments in your particular field.
- +2 to any 1 attribute, –2 to any 1 attribute.
- Gain a + on to all Skill checks made.
Graceful:
You never seem to miss a beat, physically or socially.
- +2 Dexterity, –2 Constitution.
- Mental Skill Training level 1 in Performance.
- Physical Skill Training level 1 In Slight of hand
Grizzled:
You’re a gruff and intimidating figure, and if the world hasn’t killed you yet, it’s not likely to do so any time soon.
- +2 Constitution, –2 Dexterity.
- Your base Ac increases by 1.
- You gain 1 additional Hit point at each Level.
Mysterious:
You probably smile a lot — just to make people nervous about your motives.
- +2 Wisdom, -2 Charisma.
- Mental Skill Training level 1 in Insight.
- +5 Passive Perception.
Persistent:
Dogged and relentless, you keep at any job until it’s done.
- +2 Constitution, –2 Charisma.
- You may retry a skill check once without suffering any penalties.
Resolute:
Once you make a decision, you back it with everything you’ve got.
- +2 Wisdom, –2 Dexterity.
- Mental Skill Training level 1 in Survival
- Gain a +2 to all Wisdom and Con saves
Vigilant:
You grew up in a war zone or in other conditions that required your full attention to survive. The experience has taught you to always keep a sharp lookout for trouble.
- +2 Wisdom, –2 Charisma.
- Mental Skill Training level 1 in Perception .
- You can not be surprised
Witty:
You can hold your own in any conversation. You are an enchanting dinner companion… and a dangerous one.
- +2 Charisma, –2 Strength.
- Mental Skill Training level 1 in Deception
- Mental Skill Training level 1 in Persuasion
Mercenary Class
After Determining your Tier, Personality trait and calculating your mercenaries attribute scores is next step to creating your mercenary, now you must apply all class features and training programs below.
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Basic Combat, Second Wind |
2nd | +2 | Entry Level Training Package, Action surge (one use) |
3rd | +2 | Combat Designation |
4th | +2 | Training Program |
5th | +3 | Extra attack |
6th | +3 | Training Program |
7th | +3 | Combat Designation feature |
8th | +3 | Training Program |
9th | +4 | Indomitable (one use) |
10th | +4 | Training Program |
11th | +4 | Extra Attack (2), Combat Designation feature |
12th | +4 | Training Program |
13th | +5 | Indomitable (two uses) |
14th | +5 | Training Program |
15th | +5 | Combat Designation feature |
16th | +5 | Training Program |
17th | +6 | Action surge (two uses), Indomitable (three uses) |
18th | +6 | Training Program |
19th | +6 | Resourceful, Combat Designation feature |
20th | +6 | Extra Attack (3), Training Program |
Class feature
Each Mercenary gains the following features an Training Programs.
Hit Points
- Hit Dice: Dependant on Tier, each Tier has its own hit die per level, see chart below
Tier | Hit Die |
---|---|
Tier 3 | 1D12 |
Tier 2 | 1D10 |
Tier 1 | 1D8 |
- Hit points at 1st level: Max hit die + your constitution score (Not CON Bonus).
- Hit Points at Higher Level: Rolled Tier hit die or half Tier hit die + your Constitution modifier per Mercenary level after 1st.
Starter Training Programs
- Armor Training: Gain Armor Training Level 1 in the following, (Light) and (Medium).
- Weapons Training: Gain Melee/Ranged Weapon Training level 1 in the following weapon groups (Assault Rifles) and (Holdout Pistols), (Backup Pistols), (Service Pistols), (Grenades), (Knifes).
- Tools Training: Gain Level 1 Training in Tools & Kits Training (Land Navigation Tools) and gain one Land Navigation Kit at no cost of Requisition.
- Vehicle Training: Vehicle Operations training level 1 with Civilian (Land Vehicles).
- Saving Throw Training: Gain Physical Save Training level 1 in (Strength) and (Dexterity).
- Language Training: Gain Language Training Level 1-5 (English) or Language Training Level 1-4 (English) and gain language training level 2 in your pick of another language.
- Skills Training: Gain 2 + Intelligence Modifier 1st level Trainings, from a pick of, (Acrobatics), (Animal Handling), (Athletics), (History), (Insight), (Intimidate), (Investigation), (Perception), (Nature), (Survival).
Starter Equipment
You start with the following gear dependent on what tier of Mercenary you are creating.
Tier 3
- Standard Issue gear package, See Pg. ___
- 30 Requisition Points for Weapons and 20 for Armor and Gear
- Gain 1 levels of training in any Melee weapon training And 2 levels of training in different Ranged Weapon Training of your choosing.
- Gain 1 levels of training in any Program of your choosing.
Tier 2
- Standard Issue gear package and Tier 2 Additions, See Pg. ___
- 40 Requisition Points for Weapons and 30 for Armor and Gear.
- Gain 1 levels of training in any Melee weapon training And 3 levels of training in different Ranged Weapon Training of your choosing.
- Gain 2 levels of training in any Program of your choosing.
Tier 1
- Standard Issue gear package and Tier 2 and 3 additions See Pg. ___
- 50 Requisition Points for Weapons and 40 for Armor and Gear.
- Gain 1 levels of training in any Melee weapon training And 3 levels of training in different Ranged Weapon Training of your choosing.
- Gain 3 levels of training in any Program of your choosing.
Basic Combat Feature
In your initial training you picked up on a few style of combat. Pick one trait from below. Gain one more trait at Levels 10 and 20. You may take the same trait more then once when you get to pick this ability again.
Marksman
You gain a +2 bonus to attack rolls and DC's of attacks made with all ranged weapons.
Defence
You gain a + 1 bonus to AC and Armor Saves.
Dirty fighter
When a creature you can see attacks that is within 5 feet of you attacks, you can use you reaction to impose disadvantage on a single attack.
Dueling
When you are wielding a melee weapon in one hand and nothing in the other, you gain +2 to damage rolls made with that weapon.
Dual Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Mobility
You gain +10 ft movement
Strong Throw
When using a thrown weapon you always count as having 1 less range multiple (to a minimum of one).
Second Wind
At first level you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn you can use a bonus action to regain hit points equal to 1D12 + your class level. Once you use this feature, you must finish a short of long rest before you can use it again. You may only use this ability if you are at a Triage code yellow or better.
Entry Level Training Package
At 2nd level you gain a number of training Program Levels of your choice equal to your Intelligence bonus + 1.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Combat Designation
At 3rd level, you choose a Combat Designation, this is when your operator starts specific element of Combat. Choose Rifleman, Marksman, Machine Gunner, Engineer, Commander, Medic, Dog handler, Tech Specialist, Scout, Counter Intelligence or Motor transportations all are detailed at the end of the class description. The Combat Designation you pick grants you a training package at 3rd level, as described at the start of the Combat designation.
Training Programs
At 4th level, and again at 6th, 8th, 10th, 12th, 14th, 16th, 18 and 20th level, you Pick 2 Levels in any Training Program you choose. See Training Programs for a list of Training Programs.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of extra attacks increases to two when you reach 11th level in this class and to 3 when you reach 20th level in this class.
Designation Feature
at 7th level and again at 11th, 15th and 19th level, you gain a pick of one Designation features from the Combat Designation you are a part, some designation features may require a prerequisite or another feature. Alternatively when you gain a new Designation feature. you may Cross into a new Combat Designation if you want, but you will not gain the Designation training package, you will only gain one designation feature of your choice provided you have the prerequisites. Note; you may not have more operator designations then your Intelligence bonus.
Indomitable
Beginning at 9th level, you can re-roll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Resourceful
At Level 19 you gain one extra use of your choice of Second Wind, Action Surge or Indomitable, you regain the use of this after a long rest.
Combat Designations
Each Mercenary must pick a Designation. This is when the Operator focuses on a specific aspect of there training.
Rifleman
When you Pick this Designation you gain Proficiencies learned during your Designations Training Package. See the below list for what Proficiencies you gain.
- Gain one level of training in 2 different Melee or ranged Weapon Training groups.
- Gain Physical Save Training level 1 in one save of your choice.
- Gain one level of training in 2 different Physical or Mental Skills Training of your choice.
- Gain Level 1 Training in Tools & Kits Training (Laser Bore Sight Kit) and gain a Laser Bore Sight, LBS Kit.
- Gain 1 Rifleman Designation Feature.
Rifleman Designation Features
Jack of all
you may re-roll a single skill check. This may be done a number of times equal to your intelligence modifier plus Proficiency bonus, you regain all uses of this after you preform a Long rest.
Close with and destroy
You may use your Strength in replace of your Dexterity when firing any Assault rifle or Pistols. Furthermore you may add one damage die to all attacks made within half of 1 range increment.
Assault Rifle Master
Prerequisite: level 7 or higher.
You have mastered the Assault rifle. You gain +1d4 to all of your attack rolls with Assault rifles and pistols and you may re-roll damage rolls of 1 with all assault rifles and pistols.
Raider
Your base movement speed increases by 5 feet and it now only takes you 5 feet of movement to stand from being prone. Furthermore When use an assault rifle or pistol you may use your bonus action to make one extra attack with a held weapon.
Raider Veteran
Prerequisites: Raider
You gain an additional 5ft base movement and you gain advantage on all Dexterity and Strength based ability checks and saves.
Slow is Smooth, Smooth is fast
Prerequisite: level 11 or higher
On your turn, you can activate this feature as a free action to gain the following effects your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, Aim or Use an Object action.
This last for an amount of turns equal to your Constitution modifier. You can only use this effect of this feature once. You regain any expended uses when you finish a Long Rest.
When this effect ends, your movement is halved, you may not use reactions and you may only use your action on one attack, an object interaction or a bonus action, this lasts for the same duration you where effected by this feature.
Weathered Vet
Prerequisite: level 7 or higher
gain a DR 5 against all damage except for Chemical, Poison and Radiation.
Resilient Vet
Prerequisite: Weathered vet
Your Knowledge and grit has increased your survival chances out in the field. You are now resistant to all damage except for Chemical, Poison and Radiation.
Machine Gunner
When you Pick this Designation you gain Proficiencies learned during your Designations Training Package. See the below list for what Proficiencies you gain.
- Gain level 1 training in Ranged Weapon Training (SAW's), (GPM's) and (HMG's).
- Gain Physical Save training level 1 in Constitution Saves.
- Gain one level of training in Physical Skills Training (Survival) and (Athletics).
- Gain Level 1 Training in Tools & Kits Training (Traversing and Elevation, T&E Kit) and gain one Traversing and Elevation, T&E Kit.
- Gain 1 Machine Gunner Designation Feature.
Machine Gunner Designation Features
Die fuzzy bunny, die
When you are using a Squad Automatic Weapon, General Purpose Machine gun or Heavy Machine Gun in the controlled burst mode, you add 1 damage dice to all damage rolls made.
Spray and Pray
When you are using a Squad Automatic Weapon, General Purpose Machine gun or Heavy Machine Gun in the Spray firing mode, you may double your Proficiency when calculating the DC.
Beating Zone
when you are using a Squad Automatic Weapon, General Purpose Machine gun or Heavy Machine Gun you may Reduce the Cube size of your the Spray firing mode by 5ft (to a minimum of 10ft), if you do so the DC of your attack is increased by 1. You may further reduce the size by 5ft (to a minimum of 10ft), gaining a additional +1 to the DC of the attack.
Mass Suppression
When you use Squad Automatic Weapon, General Purpose Machine gun or Heavy Machine Gun you may use the suppressive fire action as a bonus action and you may target your Dexterity modifier times 2.
Fill them with Holes
When you are using a Squad Automatic Weapon, General Purpose Machine gun or Heavy Machine Gun in the Focus Fire mode, When you roll damage and roll the highest number possible on any of the dice, roll + 1 Damage dice for each dice maxed, dice rolled from this ability don't generate extra dice.
Machine Gun master
Prerequisite: Expert gunner
You may Ignore a number of Critical failures equal to your wisdom modifier, you regain all uses of this feature after you complete a long rest.
Expert Gunner
You have mastered the machine gun. You gain +1 to all attack rolls and DC's of your attacks with any SAW, GPM or HMG, This increases by 1 at levels 7, 11, 15 and 19. Furthermore you may re-roll damage rolls of 1 with all attacks made with a SAW, GPM or HMG.
Give'em Hell
Prerequisites: Beating zone
If you used your action on your turn to fire an SAW, GPM or HMG in Spray or Focus mode you may fire an additional volley as a bonus action.
Marksman
When you Pick this Designation you gain Proficiencies learned during your Designations Training Package. See the below list for what Proficiencies you gain.
- Gain level 1 training in Ranged Weapon Training (Bolt action rifles), (Semi auto rifles) and (Bows & Crossbows).
- Gain Mental Save training level 1 in Wisdom Saves.
- Gain 1 level of training in Mental Skills Training (Perception) and Physical Skills training (Stealth).
- Gain Level 1 Training in Tools & Kits Training (Spotting Scope Kit) and gain one Spotting Scope Kit.
- Gain 1 Marksman Designation Feature.
Marksman Designation Features
Careful Aim
You can spend your time aiming towards a creature to enhance the precision of your attack. when you use the Aim action you gain a +4 bonus instead.
Lethal Shot
As an action you may fire one shot from any semi auto Rifle or bolt action rifle, if the attack hits you roll an additional 1d8 with the damage. This increases by one dice at levels 7, 11, 15 and 19.
Keen Sight
You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
Furthermore, When attacking at long range always count yourself as firing at 1 less range multiplier (to a minimum of 1).
One shot one kill
Prerequisite: Lethal Shot
when you hit a creature with a lethal shot that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your Attack against the creature.
Master Marksman
Prerequisites: level 11 or higher.
You may add 1 extra damage die to all ranged Attack rolls you make with any semi auto shot made. Furthermore you gain a +2 t all ranged attacks made.
Assassinate
you are at your deadliest when you get the drop on your enemies. You have advantage on Attack rolls against any creature that hasn’t taken a turn in the Combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Snap Shot
During your turn if you should reduce an enemy to 0 Hp with a Semi auto weapon, you may immediately as a reaction make one ranged attack against a target within range. Furthermore if you are the target of a ranged attack and the attack misses you, you may as a reaction make one ranged attack at that target.
Engineer
When you Pick this Designation you gain Proficiencies learned during your Designations Training Package. See the below list for what Proficiencies you gain.
- Gain level 1 training in Ranged Weapon Training (Grenade Launchers), (Rocket Launchers), (Raw explosives).
- Gain Mental Save training level 1 in Intelligence Saves.
- Gain 1 level of training in Mental Skills Training (Science) and (Intimidation).
- Gain Level 1 Training in Tools & Kits Training (Demolitions Kit) and gain one Demolitions Kit.
- Gain 1 Engineer Designation feature.
Engineer Designation Features
Deadly Demolisionist
When you roll damage for a Rocket, Grenade, Grenade launcher, Mine or Raw explosive and roll the highest number possible on any of the dice, roll + 1 Damage dice for each dice maxed, dice rolled from this ability don't generate extra dice.
Explosive Bag
You gain accsess to Explosives bag from the Ammo Supply Point, you may have 5 items of your choice in your bag, this increases to 10 at 10th level. Refer to the list below for all the items avalible
- Bow tie: This is a small bow tie shaped peice of det cord charge meant to take down a lock on door, gain advantage and a + 20 to the strength check to break a lock. Timed charge
- X Charge: This is a 1.5 foot x of det cord meant to take down a door, gain advantage and a + 20 to the strength check to break down the door. Timed charge
- Remote and 2 remote blasting cap
- 1.00LB Block C4: Can be split, see Raw explosives for weapon profile.
- 4ft Detonation Cord: Can be split, see Raw explosives for weapon profile.
- Sticky Grenade: See Raw explosives for weapon profile.
To close for comfort
You gain resistance to all bludgeoning and force damage.
Rocket Expert
Prerequisite: Level 7 or higher
Your expert aim and understanding of your Targets, makes it so hits with Rocket Launchers count as a critical hit on one better then it would normally.
Explosive Master
Prerequisite: Level 11 or higher
All Raw explosives set by you that don't Fail are a Critical Successes.
Expert Placement
When firing or throwing any weapon with the deviation weapon property, you gain the following benefits
- You no longer have a Deviation of a minimum 1.
- When using a weapon that has Deviation you may add a d4 to the attack roll.
- you may re-roll any scatter die but you must take the second result. If you have Grenade training level 3 you may do that or this or both.
Bruiser
You may use your Strength in replace of your Dexterity when firing any Shotgun or when firing any explosive weapon to include thrown explosives. Furthermore You deal an additional damage die with all melee weapons.
Experienced Mine Sweeper
When using any metal detector you may re-roll one failed roll, you regain the use of this feature after you complete a short rest. Furthermore as a reaction you may halve the damage from an explosion that hits you, you regain the use of the feature after you complete a long rest.
Commander
When you Pick this Designation you gain Proficiencies learned during your Designations Training Package. See the below list for what Proficiencies you gain.
- Gain 1 level of training in 2 Different Ranged or Melee Weapon Training of your choice.
- Gain Mental Save training level 1 in Charisma Saves.
- Gain one level of training in Mental Skills Training (Persuasion) and (Intimidation).
- Gain Level 1 Training in Tools & Kits Training (Terrain map Kit) and gain one Terrain map Kit.
- Gain 1 Commander designation Feature.
Commander Designation features
Leader Style
When you gain this feature you pick one of the below leader Styles below.
Commander: You lead from the front with presence, during the first round of combat each friendly creature that goes after you in the initiative order may dash, disengage or Hide as a bonus action.
Mentor: You counsel others with prudent insights, when you take the Help action, the target can add 1d4 to the result of its roll as well as have advantage.
Strategist: You guide others with cunning and wit, when you roll initiative you may switch places in initiative order with a willing creature.
Trained Leader
You gain a pool of special dice called Leadership Dice You have a number of Leadership dice equal to your Proficiency plus your Charisma modifier, witch are a D4. You may use leadership dice to fuel special abilities and is expended when you use it. You regain all expended leadership dice when you finish a long rest. You gain all the below abilities to use your leadership die on.
Furthermore Your leadership die increases to a D6 at level 5, a D8 at 10th, a D10 at level 15 and a D12 at 20th.
Inspiring leader: you may inspire one creature within 30ft, giving one of your remaining Leadership dice to that creature. this effect last for 10 Minutes, that creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the leadership die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. If the Die is not used within 10 minutes it is lost. A creature can have only one Inspiration die at a time.
Rallying Word: you use words to inspire your allies. As a bonus action and a number of leadership die no greater then your charisma bonus, you can shout at one creature that can hear you within 30 feet. Roll the number of leadership dice used, as long as that creature is not triage code orange or red that creature regains a number of hit point equal to the roll + your Charisma bonus.
Reverse Psychology: you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of Others. When a creature that you can see within 60 feet of you makes an Attack roll, an ability check, or a damage roll, you can use your Reaction to expend one of your leadership dice, rolling the die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the Attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being Charmed.
Tactician
You gain a + 10 initiative bonus.
Seasoned leader
Prerequisite: Trained Leader and level 11 or higher
Your number of leadership die are Doubled.
Resourceful Leader
Prerequisite: Trained Leader Level 11 or higher
When you roll for initiative and you have no leadership dice remaining, you regain a number of leadership dice equal to your charisma modifier.
Quick Thinker
Prerequisite: Trained Leader
You regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest.
Unit leader
You gain a team of solders these soldier follow the rules for minions as detailed in the minion section of this book, you may have a number of Soldiers in your team Equal to your Charisma Bonus (minimum 1 and a Maximum of 3) at level 10 you may have a number of soldiers equal 2 x you charisma bonus (minimum 2 and maximum of 8). The stats for these soldiers are detailed on Pg. ___ .
Orders
You learn a number of orders equal to your charisma modifier minimum 1, witch are detailed below. You learn one additional order of your choice at 5th, 10th, 15th and 20th level. You may use a number of orders equal to your Charisma Bonus (Minimum 1), regaining all uses after you complete a short or long rest, at level 11 this increases to 2x your charisma bonus.
Fire on my target. When you take the attack action to make a ranged attack you may pick a number of friendly Creatures equal to your charisma bonus within 60ft, if this is done each of those creatures may use there reaction to make one ranged attack against the same target.
Get your head down. As a reaction when one or more of your allies within 30 ft of you is targeted by a ranged attack, you may add your charisma bonus to the AC of that target or to the save made against the attack.
Team Suppression. When you take the Suppression action you may pick a number of friendly Creatures equal to your charisma bonus within 60ft to have them use there reactions, if this is done you may surpress one extra target per character that used there reaction. Each character that used there reaction uses 5 rounds if they do not have enough ammo in there magazine dont treat then as if the did not join on the fireteam suppression.
Double Time. During you turn you pick a number of friendly Creatures equal to your charisma bonus within 60ft. The chosen targets may use there reaction to move up to twice there movement.
Tactical Egress. During you turn you pick a number of friendly Creatures equal to your charisma bonus within 60ft. The chosen targets may use there reaction to move up to there distance and this does not Provoke attack of opertunity.
Take Cover. During you turn you pick a number of friendly Creatures equal to your charisma bonus within 60ft. The targets get + 2 added to all cover bonuses and until the start of your next turn.
Go Silent. During you turn you pick a number of friendly Creatures equal to your charisma bonus within 60ft. The chosen targets may add + 10 to all stealth rolls for the next hour as long as you are within 60ft.
Security During your turn you pick a number of friendly Creatures equal to your charisma bonus within 60ft. The chosen targets get advantage on attack rolls or enemies have disadvantage on save against attacks if they do not move more then 10 ft on there turn.
Combat medic
When you Pick this Designation you gain Proficiencies learned during your Designations Training Package. See the below list for what Proficiencies you gain.
- Gain level 1 training in Ranged Weapon Training (Micro Sub Machine Guns), (Sub Machine Guns) and (All Shotgun Weapon Groups).
- Gain Mental Save training level 1 in Wisdom Saves.
- Gain one level of training in Skills Training (Medicine), (Science).
- Gain Level 1 Training in Tools & Kits Training (Decontamination Kit) and gain one Decontamination Kit.
- Gain 1 Combat Medic Designation Feature.
Combat Medic Designation features
Combat Trauma Trained
You get a Trauma kit that has 5 uses and it counts as an IFAK with 10 uses as well. You may expend one use of the Trauma kit and Roll a wisdom (Medicine) check DC. 15 if passed restore 1D10 + your Wisdom modifier hit points, this may only be used on targets at Triage code Yellow, Orange and Red. This increases to 2D10 at 10th level and 3D10 at 20th level.
Medical Grade Supply
Prerequisites: level 7th
You get 5 uses of your choice of the below medical grade supply.
- Combat pill Pack: 24 hours after consumption gain advantage on all Checks made to resist disseise or poisons for 48 hours
- Morphine: As an action morphine may be given to a creature within 5 ft or taken. Morphine heals the target 6D6 Hit points this may be used on any triage code, after morphine is given and hit points are added to the target the target must make a constitution save DC equal to the amount of hit points replenished, if the test is passed nothing happens, if the test is failed the target is unconscious taking a new test each round until the test is passed. If morphien is taken 3 or more times within 24 hours addiction may occur.
- Quick clot: Stops a Bleed or major bleed, target must make a constitution save DC 15 or Fall unconciouse making a new test each turn
- Narcotics: as an action narcotics may be taken or given to regain 1D6 Hit points on use and 1D6 for 3 additional rounds at the starte. This may be given to any triage code. If Narcotics are taken 4 or more times within 24 hours addiction may occour.
- I.V. 500cc: Using an I.V. takes 1 minute to prep and up to 5 minutes to administer, the target regains 1 Hit point every 2 round, this is only usable on a target at triage code Green, yellow and orange.
- Liquid skin patch As an action apply this patch healing 2D6 hit points, this may only be used on triage orange and red.
- Epinephrine as an action use this on a creature that has been reduced to 0 Hit pionts within the last 3 rounds. that creature immediately regains 6D4 Hit points. this may only be used once every day or the target must make a constitution save DC equal to the Hit points gained if the test is passed nothing happens, if the test is failed the target is unconcsious for 10 rounds then the test may be retaken each round until passed. if a target is given this 3 times in a day the the constitution save is at disadvantage. If given more then 3 times the target fails 3 death saves.
- 5 Days Diazepam: After 5 consecutive day of use, each days use allows you to treat yourself as one Shaken level less then your current Shaken level, but not for the purposes of healing.
Practical Applications Training
Any time you heal a target, you may add your Proficiency bonus to the amount rolled. You may also use the dash action as a bonus action if you use your action to heal a target during the same turn.
Casualty Collection Point (CCP)
when taking a Short or long rest you may choose up to 6 characters within 20ft to aid and tend to there wounds, this uses one use of an IFAK per character. When used any of the chosen characters use a Hit die to heal they receive the full value of the dice, for example if the hit die is a D8 then they would receive 8 plus there con bonus.
Medical Sustainment Pack
Prerequisite: Combat trauma trained and Medical Grade Supply
Gain Expertise in wisdom (Medicine) checks and a Corpmans bag, the corpman bag Has 3 parts the first is an IFAK with 15 uses and 4 turniquets, the second part is a Turama Bag with 10 uses and the third part holds up to 20 corpman grade medical supply. Furthermore you have access to BAS equipment and supply available to any medic.
Seasoned Medic
Prerequisite: Level 11 or higher
Double any and all die rolls made for any healing feature or item used by this Character.
Masterful Hands
Prerequisite: Level 7 or higher
you have become so skilled when rendering aid to the injured, each time you you heal a target you may maximize they nominal value of a number of the dice equal to your intelligence bonus.
Experienced Healer
Prerequisite: Level 11 or higher
you are unlikely to fail at common medical tasks. Whenever you make a Medicine check you can treat a d20 roll of 9 or lower as a 10.
Second Opinion
you have become accustomed the use of healing measures and how to to coordinating with other healers. Whenever an ally within 30ft of you uses a healing ability or item, you can use your reaction to increase the amount healed to a single target by half, rounded up. Your ally must be able to see or hear you. This counts for spells described as non magical
Dog Handler
When you Pick this Designation you gain Proficiencies learned during your Designations Training Package. See the below list for what Proficiencies you gain.
- Gain level 1 training in Ranged Weapon Training (Micro Sub Machine Guns), (Sub Machine Guns) and (All Shotgun Weapon Groups).
- Gain Save training level 1 in intelligence Saves.
- Gain 1 level of training in Mental Skills Training (Animal Handling), (Investigation).
- Gain Level 1 Training in Tools & Kits Training (Handlers Tools) and gain one set of Handlers Tools.
- Gain 1 Dog Handler Designation feature.
- Gain 1 Military war dog, this may be either an Attack dog or a Tracking dog. See Npc Minions section of this book for details on Npc Minion and how to use them. Cross classes will gain this as well as one Dog Handler Designation feature.
Dog Handler Designation features
Kennel Trainer
You may now control a number of Military War dogs Equal to half your Wisdom +1 (round down, Minimum 2), at level 11 the number of dogs you may have is equal to your whole Wisdom + 1 (Minimum 2). If you have the Wardog training feature you may split them amongst all the dogs you control as your see fit.
Quick Command
You gain the following benefits when you control a Wardog
- You can use a bonus action to command one of you dogs to do one of the following actions immediately, make one Attack, Dash, Disengage or Dodge.
War Dog Training
if you have been with your Military Wardogs for more then a number of days equal to your level. your Dog gains 2 traits from the list below. This increases by 1 at levels 7, 11, 15 and 19. Some of these traits may be taken more then once.
- Choose one melee weapon attack that your animal companion can make. Increase the damage done by this attack by 1 damage die. This may only be taken twice.
- Your animal companion gains a bonus to hit with its melee weapon attacks equal to your proficiency bonus. This may only be taken once.
- Your animal companion gains a bonus on all saving throws it makes equal to your proficiency bonus. This may only be taken once.
- Your animal companion gains a bonus on all skill and ability checks it makes equal to your proficiency bonus. This may only be taken once.
- Your animal companion gains + 1 to you choice of Strength, Dexterity, constitution or wisdom score to a max of 18.
- Your animal companion gains the Evasion feature. This may only be taken once.
- Your animal gains a + 2 AC. this may be taken once.
- Your animal gains the Multi attack feature. this may be taken twice make it 3 total attacks.
- Your animal becomes resistant to your choice of Piercing, slashing, force or bludgeoning. This may be taken up to 3 times.
- Your Animal gained +1 HP per operator level. This may be taken twice.
Handler Technique
On you turn you may have any of your Military War dogs make a special attack picked from the list below.
Leap attack
As an action or in replace of one of your attack, your may have your Military War dog leap up to half its movement, then make 1 melee attack against a target in range.
Take down
As an action or in replace of one of your attacks, you may have one of your Military war dogs attempt a grapple against one target within 5 ft, if the target fails the grapple test the target is prone as well as grappled.
Defend your master
When you are attacked by a Melee or a ranged attack within 5 ft of you, you may use your Reaction to move one of your military war dogs up to half its movement, it must end within 5ft of you, if you do so all enemy attacks that attack you instead of your companion will have disadvantage, this includes the triggering attack.
Veteran War Dogs
Any of your Military Wardogs no longer suffer Stress damage.
Kennel Master
Prerequisite: Kennel Trainer and War dog training.
Each of your Dogs may have 2 Extra War dog training features of you choice the features must be the same for each of you war dogs.
Tech Specialist
When you Pick this Designation you gain Proficiencies learned during your Designations Training Package. See the below list for what Proficiencies you gain.
- Gain level 1 training in Ranged Weapon Training (Micro Sub Machine Guns), (Sub Machine Guns) and (All Shotgun Weapon Groups).
- Gain Mental Save training level 1 in intelligence Saves.
- Gain one level of training in Mental Skills Training (Technology), (Investigation).
- Gain Level 1 Training in Tools & Kits Training (Electricians Tools) and Tools & Kits Training (Repair Tools), Furthermore you gain one set of Repair Tools and one set of Electricians Tools.
- Gain 1 Tech Specialist designation features.
Tech specialist designation features
B-1 Recon Drone Operator
When you pick this designation feature you gain one B1RD at no cost of Requisition as described in the specialist features of this book. Furthermore when operating a B-1 Advanced Recon Drone or repairing one you gain the following Benefits.
- During operation you may Mark one target within 120ft of the B1RD, any ranged attacks against the target have advantage.
- You Gain a + 5 to any roll made to Operate, Repair, modify or Upgrade a B1RD.
B-1 Recon Drone Upgrade
Prerequisites: B1-RD Operator
You may modify a B1RD during any Long Rest with a Technology (Int) Check DC 15. If this is done you gain 2 of the following Upgrades, if the test is failed you don't get the upgrade until you preform another long rest. if a critical failure you may not use your B1RD until you preform another long rest. At levels 7, 11, 15 and 19 you may have one additional upgrade totaling 6 at level 19, some Upgrades can be taken more then once, these are detailed below.
- Night Vision: the B1RD gains Darkvision out to 120ft and 240ft low light.
- Thermal: Gain advantage on spotting living creatures but suffer Disadvantage on all other perception rolls made to see as the B1RD
- Focused Microphone: You may hear when operating a B1RD, this is heard in headphones or be played out loud from a small speaker on the drone command console.
- Pistol Mount: You may mount a Pistol on the B1RD. When in operation if you did not move more then 60ft you may make 1 ranged attack with the mounted pistol using the operators dex plus Proficiency bonus if Proficient with the B1RD.
- Stealth Kit: Gain advantage on Stealth rolls made while in operation.
- Armor Kit: Your B1RDs gains +1 AC this may be taken up to 4 times stacking the effects.
- Structural Support: your B1RD gains 5 x Pro bonus HP.
Enhanced B1-RD (E B1-RD)
Prerequisites: B-1 Recon Drone Operator and B-1 Recon Drone Upgrade
You gain the following Benefits.
- You may now mark a number of targets equal to your Intelligence bonus, With your E-B1RD.
- and you may gain Two additional B1RD upgrades
Master B1-RD Operator
Prerequisites: B1-RD Operator, 11th level or higher
- You no longer need to make a test for movement with your B1RD.
- Double your Proficiency bonus on all dex saves and check with your B1RD.
Tech Package
Each time you are at Headquarters or you are given a requisition Drop in the field you gain the following devices.
- 3x Motion sensors: theses are 2 inch 4mm thick disc that will ping Every 6 Seconds when it detects movement within 20ft of the disc each disc. the discs take a bonus action to activate. they lasts for 24 hours after being placed.
- 2x Seeker Grenade: this counts as a sticky grenade that requires no attack provided in can roll acrossed the the ground it can move at a speed of 40ft and will self detonate after 10 rounds if it did not find its target. you may toss this and then it will seek its target.
- 5 Audio Bugs: theses are small 1CM microphone that will let you hear within 20ft of the mic. the mic takes a bonus action to place and creature must make a perceptions roll of 15 to spot one of these in the open. Furthermore you gain gain a +10 to Stealth or slight of hand checks made to conceal this device, once placed they lasts for 8 hours.
Macgyver
Prerequisites: Tech package
with a Drone repair kit you may attempt to create basic Tech devices or preform mantianace on them in the Field, like Creating Audio bugs, basic comm's device of Fixing a radio that has been destroyed. consult GM with ideas for new ways of fabrication and repair. This will require Supplies to do it with and a Technology check, consult GM for DC of the test. Furthermore your E-B1RD gains 1 Upgrade of your choosing, but you may not change, this upgrade it is Permanent.
Turret Operator
When you pick this designation feature you gain one Deployable Turret at no cost of Requisition as described in the specialist features of this book.
- Anytime you have an active turret and you take damage from a ranged attack you may as a reaction make the turret make one attack against the triggering target provided they are in range of the turret.
- You Gain a + 5 to any Repair roll made to fix a Turret.
Auto Turret Upgrade
Prerequisites: Turret Operator
You may modify a auto turret during any Long Rest with a Technology (Int) Check DC 15. If this is done you gain two of the following Upgrades, if the test is failed you don't get the upgrade until you preform another long rest. if a critical failure you may not use your Turret until you preform another long rest. At levels 7, 11, 15 and 19 you may have one additional upgrade totaling 6 at level 19.
- Armor Plates: Your Turret AC increases by 1, this may be taken up to 4 times stacking the effects.
- Rifle Caliber: The turrets damage is now 2d4 and its range is 60ft
- Structural Support: your Turret gains 5 x Pro bonus HP.
- Targeting enhancement: Your turret adds your proficiency bonus to all its attack rolls and DC's of attacks made.
- Mini missiles: Your turret may as its action fire a barrage on mini homing missiles, you have 3 missiles, the missiles can target a single individual, you may pick 3 different targets or any combination of creatures you like within 30ft of the turret. The missiles automatically hit there targets and deal 1d4+1 damage each. you regain the use of this feature when you complete a short rest. You may take this one additional times, if you do you may you increase the missile count by 3 and the range by 30ft.
- Controlled Bursts: Your Auto Turret may now fire Two controlled burst as its action, the second shot does not have to ba at the closest target
- Extra Ammo: Your Auto turret now has double its normal ammo capacity.
Tech Master
Prerequisites: 11th level or higher
Gain advantage on all Tech skill checks, Tech Tools checks and any intelligence save that is related to any type of Technology.
Scout
When you Pick this Designation you gain Proficiencies learned during your Designations Training Package. See the below list for what Proficiencies you gain.
- Gain level 1 training in Ranged Weapon Training (All Sub Machine Gun weapon Groups), (Semi Auto Rifles) and (Bows & Crossbows).
- Gain Mental Save training level 1 in Intelligence Saves.
- Gain one level of training in Physical Skills Training (Acrobatics) and Mental Skills Training (Investigation).
- Gain Level 1 Training in Tools & Kits Training (Laser designator) and gain one Laser designator.
- Gain 1 Scout Designation Feature.
Scout Designation Features.
Terrain Focus
You trained in a particularly terrain, you are familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, tropical, desert, forest, grassland, mountain, swamp or Urban. You gain the following benefits when traveling for an hour or more in your favored terrain: at levels 7 and 15 you gain on additional Favored terrain type of your choosing
- Difficult terrain doesn't slow your group's travel.
- Your group can't become lost except by special means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much resources as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Observation Post
Prerequisite: Terrain Focus
You can spend 10 minutes preparing a place in your Terrain Focus to have a vantage point for Observation servalence or even a Sniper nest. You must choose a place partially hidden, such as a tree, a hole on the ground covered by bushes, a tower or other place such as those.
Your Post has a 5-foot radius, an AC of 10 and 10 hit points. Your Observation Post grants you 3/4 cover and advantage on Dexterity (Stealth) checks made to Hide.
Commando
You may use your Strength in replace of your Dexterity when firing any Shotgun or Submachine Gun. Furthermore you may Re-roll damage rolls of one with all shotguns and sub machine guns.
Guerilla
You excel at leading ambushes and Acting first in a fight.
You have advantage on Initiative rolls. In addition, the first creature you hit during the first round of a Combat becomes easier for you and others to strike; Attack rolls against that target have advantage until the start of your next turn.
Master Guerilla
Prerequisites: Guerilla
you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any Combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10. You can’t use this feature when you are surprised.
Superior Mobility
When you gain this feature you gain the all below benefits.
- Your walking speed increases by 10 feet.
- You gain the ability to climb faster than normal; climbing no longer costs you extra Movement.
- when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
- Standing from prone ony costs 5ft of movement
Stalker
When using a ghillie suit in the appropriate environment Gain +10 to Stealth checks Instead of +5 and when you are outside of 500 feet, you are considered invisible. instead of 1000ft.
Master Stalker
Prerequisite: Stalker
When using a ghillie suit in the appropriate environment Gain +10 to Stealth checks and when you are out side of 250 feet you are, concidered invisible.
Favored Enemy
You have significant experience studying, Tracking, hunting, and even talking to a specific foreign militaries. Choose a type of Favored enemy: Russian, Chinese, Taliban/Muslum Radical, Saudi, Chechen, North Korean or you may pick Vehicles, or Animals. When you gain this feature you have the following benefits against you favored enemy.
- You have advantage on Wisdom (Survival) checks to track your Favored enemies, as well as on Intelligence checks to recall information about them.
- you also gain level 4 language training in the language associated with you favored Enemy if it is Vehicles you gain Proficiency with ground Vehicles and if its animals you 1 level in Animal handling skill training.
- You gain a bonus to all damage rolls against Favored Enemies equal to your Proficiency bonus.
Improved Favored Enemy
Prerequisites: Favored Enemy.
You gain the following Additional benefits against your favored enemies.
- Gain advantage on the first attack each round against a favored enemy.
- Once per turn you may add an amount of damage to an attack made against a favored enemy equal to your level.
Observe and Report
if you spend at least 1 minute Reading about, observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to a number of the following characteristics of your choice equal to your Wisdom modifier, If a target of this is killed you may still benefit from this ability if the target was a generic enemy that you may face again, for example if you studied some grunts guarding a warehouse.
- Strength score
- Dexterity score
- Constitution score
- Wisdom Score
- Intelligence Score
- Charisma Score
- Armor Class
- Current hit points
- Total levels, or CR if any
- Resistances
- Immunities
Counter Intelligence
When you Pick this Designation you gain Proficiencies learned during your Designations Training Package. See the below list for what Proficiencies you gain.
- Gain 1 level of training in 2 Different Ranged or Melee Weapon Training Groups of your choice.
- Gain Mental fitness Program, mental save training level 1 in Wisdom Saves.
- Gain one level of training in Metal Skills Training (Deception), (Intimidation).
- Gain Level 1 Training in Tools & Kits Training (Disguise Kit) and gain one Disguise Kit.
- Gain 1 Counter Intelligence Designation Feature.
Counter Intelligence Designation features
Interrogate
You are trained to pull all the information out of someone. You can use an action to target a creature to interrogate, the creature must be restrained.
The interrogation lasts for one minute, during this time you may ask up to 3 Questions, after a creature has been asked a question, the creature must make a wisdom save DC 8 + Pro + your Charisma bonus. if the test is failed you find out the answer to the question if it is known by the creature and you can understand it. If the test is passed the creature Suffers an amount of damage equal to 1d4 + Proficiency bonus in a type you can deal or Psychic damage.
- Starting 7th level, you may ask 4 questions and the damage increases to 2d4.
- Starting 11th level, you may ask 5 questions and the damage increases to 4d4.
- Starting 15th level, you may ask 6 questions and the damage increases t0 6d4
- Starting 19th level, you may ask 7 questions and the damage increases t0 8d4
Mental Fortitude
Prerequisites: level 7 or higher
your minds walls have been trained to deny entry of those who wish to break in. You are immune to being charmed or frightened.
Counter Intelligence Master
Prerequisites: Level 11 or higher
When making Insight, Investigation, or Intimidation skill checks to seek information you know if information is being withheld from you or more can be extracted.
Infiltration Expertise
you can unfailingly create false identities for yourself. You must spend seven days and 25 Requisitions to establish the History, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and officia -looking certification to establish yourself as a member of a Trading house from a remote city so you can insinuate yourself into the company of other Mercenaries.
Thereafter, if you adopt the new identity as a disguise, other Creatures believe you to be that person until given an obvious reason not to.
Impersonate
Prerequisites: Infiltration Expertise
you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three Components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms.
Your ruse is indiscernible to the casual observer. If a wary creature Suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Not just yet
if you or a creature you have grappled would be moved in such a way to break the grapple, you may use your reaction to move with the creature, or to prevent your own movement. The creature remains grappled if you take this reaction, and any movement you make does not provoke opportunity attacks.
Intimidate
your presence becomes especially frightening. As an action, you can make a Charisma (Intimidation) check contested by a creature's Wisdom (Insight) check. The creature must be within 30ft of you, able to see you, and must not be immune to the Frightened condition.
If you succeed on the check and the creature is hostile to you, the creature is frightened of you until the end of your next turn
If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you with great fear. This effect ends immediately if the creature cannot see you.
Bully
You gain advantage on all grapple tests you make and you can use a bonus action to make a Grapple or to Shove a creature that is within 5 ft of you.
Master Intimidation
Prerequisites: Intimidate
your mere presence strikes fear into the hearts of those around you. When you use your intimidate feature, you may target any number of creatures equal to your Charisma Bonus.
Once you use this feature, you may not do so until you finish a short or long rest
Street Smarts
You may use your Wisdom bonus in replace of your charisma when making any checks or save that originally required Charisma. Furthermore you may re-roll a number of charisma skill checks equal to your Wisdom bonus. You regain all uses of this after you complete a long rest.
Motor Transportation
When you Pick this Designation you gain Proficiencies learned during your Designations Training Package. See the below list for what Proficiencies you gain.
- Gain 1 level of training in 2 Different Ranged or Melee Weapon Training.
- Gain Mental fitness Program, mental save training level 1 in Intelligence Saves.
- Gain one level of training in Skills Training (Technology), (Athletics).
- Gain Level 1 Training in Tools & Kits Training (Repair Tools) and Tools & Kits Training (Electricians Tools), Furthermore you gain one set of Repair Tools and one set of Electricians Tools.
- Gain 1 Motor Transportation Designation Feature.
- Gain one level of training in Vehicle operations Training Civilian (Land Transport), Civilian (Land Motorcycle), Civilian (Sea), Tactical (Land), Tactical (Armored), Tactical (sea). Cross classes will gain this as well as one Motor Transportation Designation feature.
Motor Transportation Designation features
Field Maintenance
You get a Field Maintenance Kit, This kit is usually warn on the back or carried by an assistant weighs about 50 pounds. When disassembled and set up this Field Maintenance kit counts as Having a Repair Tools and Machinists Tools.
Furthermore you know what you might need in the field to repair Vehicles on the fly. You store in your Field Maintenance kit repair equipment and materials used for quick field repairs. This Maintenance kit has 5 repair kits and 2 Advanced Maintenance kits. You may use the Advanced repair kits with the Field repair ability below.
You regain uses of the Advanced Repair kit by Providing (4) Scrap metal, (2) wires and (2) Rubber or 1 Advanced Repair kit during a Short Rest and You regain uses of the Repair kit by Providing (2) Scrap metal, (1) wires and (1) Rubber or 1 Repair kit during a Short Rest.
Field repair: As an action you may expend one use of the Field repairs and Roll a Intelligence (Repair tools) check DC. 10 if passed, restore 5 + your intelligence modifier (minimum 5) hit points to a vehicle or construct in touch range. The heal and the Minimum increases by 5 at levels 7, 11, 15 and 19, the DC increases by 5 each time you use this feature on the same Vehicle unless that vehicle has preformed a short rest. If you fail the Repair tool check it still consumes a use of your Advanced repair Kit but no healing is granted.
Masterful Repairs
Prerequisites: level 7 or higher.
Each time you heal a vehicle construct you may instead of rolling the dice to determine the heal amount, you may choose to heal half the total amount that could have been roll. This must be determined before the dice are rolled to determine the heal amount.
Rebuild
Prerequisites: Field Maintenance.
your knowledge of Machinery has reached a new plateau. You gain Proficiency with Machinists Tools and you gain the Rebuild Feature below.
Rebuild: If a Vehicle is not too far gone, you can Rebuild it, as a 12-hour ritual. this process is treated much like the creation of an item requiring a Skill challenge of 6/3 Requiring the following Tools and skill proficiencies as well as the appropriate Tools present, Repair Tools, Machinists Tools, Electricians Tools Athletics skill and Technology skill. This may be done with a team as well reducing the time by 2 hours per team member. If the challenge is successful the vehicle regains a percentage of its total HP equal to the total number of successful skill/tool rolls made during the challenge x 10, then subtract the number of fails x 10, then that will be the total percentage of hull points that will be replenished. When ou may Rebuild a Destroyed Vehicle the DC to the Skill challenges increase by 1 for each year the construct has been destroyed.
Wheelman
When you choose this feature, you acquire a Transport vehicle (4 Door Sedan), or you may choose a different sub category of vehicle as see in the Vehicle section in the Specialist gear section of this book.
Transport Upgrade
You gain your first transport upgrade, pick one of the below traits. At level 7, 11, 15 and 19 you gain 1 more picks of your choice.
Increased Horsepower: your Vehicles Strength is increased by +4
Mobility Enhancements: your Vehicles handling increases by 2
Hull Supports: Gain additional Hull points equal to 10 x you proficiency bonus.
N.O.S/turbo (Cant be taken with the Pickup truck upgrade): your Transports speed increases by 20Ft.
Armor plates (Cant be taken with the Two seater upgrade): Gain a +2 bonus to your AC on all sides, Or you may gain a + 4 AC on all sides, you lose the open topped vehicle features and your passengers are completely covered for the purpose of exposure. Furthermore you suffer a -5 to all vehicle handle checks made.
Thermo Reductive Plating: gain resistance to Fire damage.
Push Bra: your Ram deals an additional 1d10 damage.
Gun Turret (Cant be taken with the Two seater upgrade): The occupant of the Rear Passenger Seats (Middle) seat may now fire forward mounted turret that may have any non pistol weapon mounted to it, this includes Heavy weapon. When the weapon is in operations you will use the below position profile. The Turret Gunner may on its turn, fire the mounted weapon.
Mounted Weapon. fires in a 360 degree arch of the vehicle and use the profile of the appropriately mounted weapon.
Gunner exposure. the gunner can be see from all directions, is 3/4 covered and counts as being in a open topped vehicle regardless of the vehicle.
Forward Mounted Gun: The occupant of the Front Passenger seat seat may now fire forward mounted turret that may have any non pistol weapon mounted to it this includes Heavy weapons. When the weapon is in operations you will use the below position profile. The Forward Mounted Gun may on its turn, fire the mounted weapon.
Mounted weapon. firs in a 180 degree arch of the front of the vehicle and use the profile of the appropriately mounted weapon.
Forward Mounted Gun Exposure. same as Front passenger seat.
Larger Storage (Cant be taken with the Two seater upgrade): the Storage compartment on your vehicle is now 5x5 and can hold 1000 pounds. if you have the truck bed it instead becomes 8x12ft and 8000 pounds but the movement reduction caps at -30ft.
Advanced Driver Tactics
You gain 2 of the below traits while you are mounted. At level 7, 11, 15 and 19 you gain 1 more picks of your choice.
- You gain a bonus on Dexterity (Vehicle Handling) checks equal to your Wisdom or intelligence (your choice when you get this feature).
- You and your mount gain a +1 to ac while you are mounted.
- Gain a +2 to all Melee attack rolls made.
- Gain a +2 to all Ranged attack rolls made or DCs of attacks.
- You may Disengage as a bonus action.
- you may dash as a bonus action.
- Once per turn, the first time you make a opportunity attack it does not use your reaction.
- You may Ram Twice each time you attack with a ram attack.
Training Programs
Each time a Mercenary gains a level of training the may pick one of the following Programs, if an Mercenary already has a level in the program you choose you gain the next level of that Program if you are the Proper Level, See chart below for details. An Operator gains all benefits from all levels of a Program the know.
Furthermore if your Mercenaries are able to, during some R&R you may spend time and Requisition on Training, the Chart below also shown the Requisition cost and the time in hours needed to train that level of training. In most cases a Mercenary on R&R can train for 8 hours a day.
Program level | Level Required | Requisition Cost | Time required |
---|---|---|---|
1 | 1 | 10 | 24 |
2 | 2 | 30 | 72 |
3 | 4 | 60 | 144 |
4 | 6 | 100 | 200 |
5 | 8 | 150 | 320 |
6 | 10 | 210 | 464 |
Ranged combat Programs
Ranged Weapon Training 1-4
Each level of training in this may be taken once for each Weapon Proficiency.
- Level 1: Gain Proficiency in one ranged weapon group, the weapon groups are as follows; (Holdout Pistol), (Backup Pistols), (Service Pistols), (Backup Revolvers), (Service Revolvers), (Hunting Revolvers), (Semi Auto Rifles), (Assault Riffles), (Break action Shotguns), (Pump Action Shotguns), (Semi Auto Shotguns), (Auto Shotguns), (Bolt Action Rifles), (Micro Submachine Guns), (Submachine Guns), (Bows & Crossbows), (Squad Automatic Weapons), (General Purpose Machine Gun), (Heavy Machine Gun), (Grenade launchers), (Rocket launchers), (Grenades).
- Level 2: Gain the Speed load Ability Speed load: You may preform a reload action with any weapon from the chosen weapon Group as a bonus action or you may preform a reload action with any weapon from the chosen weapon Group in replace of one attack if you can make more then one attack with the attack action in a single turn.
- Level 3: Gain the Immediate Action Ability Immediate Action: You may ignore 1 Jammed or Fine critical failure, you regain the use of this after you complete a short rest.
- Level 4: Gain the Remedial Action Ability Remedial Action: You may ignore 1 Seized, Jammed or Fine critical failure, you regain the use of this after you complete a short rest.
Advanced Ranged Weapon Training 1-4
Must have Ranged weapon Training Level 2 in order to take levels from this training.
- Level 2: Gain a +1 to all attack rolls and DC's of attack made in the chosen Weapon group Proficiency.
- Level 3: Gain a +1 to all damage rolls in the chosen Weapon group Proficiency.
- Level 4: Gain a +1 to all attack rolls and DC's of attack made in the chosen Weapon group Proficiency.
- Level 5: Gain a +1 to all damage rolls in the chosen Weapon group Proficiency.
Automatic Weapons Training 1-5
- Level 1: During the Focus and Spray Firing modes you gain a +1 to all DC's.
- Level 2: During the Focus and Spray Firing modes you gain a +1 to all DC's.
- Level 3: During the Focus and Spray Firing modes you gain a +1 to all DC's.
- Level 4: During the Focus and Spray Firing modes gain a +1 to all DC's.
- Level 5: During the Focus and Spray Firing modes your Target has Disadvantage on saves made.
Advanced Automatic Weapons Training 1-2
Must have Automatic Weapons Training Level 2 or better
- Level 1: You may nominate your Dex modifier plus one when determining max targets or volleys during the Riddle and Spray Firing modes.
- Level 2: You may nominate your 2x your Dex modifier when determining max targets or volleys during the Riddle and Spray Firing modes.
Burst Fire Training 1-6
- Level 1: During the Burst and controlled Burst firing modes you gain a +1 to all attacks made.
- Level 2: During the Burst and controlled Burst firing modes you gain extra hits for every 4 points you beat the targets AC instead of 5.
- Level 3: During the Burst and controlled Burst firing modes you gain a +2 to all attacks made.
- Level 4: During the Burst and controlled Burst firing modes you gain extra hits for every 3 points you beat the targets AC instead of 4.
- Level 5: During the Burst and controlled Burst firing modes you gain a +3 to all attacks made.
- Level 6: During the Burst and controlled Burst firing modes you gain extra hits for every 2 points you beat the targets AC instead of 3.
Precision Marksmanship Training 1-4
- Level 1: You may aim as a bonus action.
- Level 2: You count enemies as haven one grade of cover less then they do.
- Level 3: You may move up to you full movement and still benefit from Aim.
- Level 4: You Ignore all Cover saves except for full cover.
Target Training 1-4
Must have Precision Marksmanship Training Level 2 or better in order to take levels from this training.
- Level 1: When you target a body part you may reduce the penalty by 1.
- Level 2: You may add your Proficiency bonus to any DC of your targeted shots.
- Level 3: When you target a body part you may reduce the penalty by 2.
- Level 4: Targets have disadvantage on saves made against your targeted shots.
Close Quarters Marksmanship 1-4
- Level 1: Gain a +1 to attack rolls made within one range increment.
- Level 2: Gain a +1 to all damage rolls made within one range increment.
- Level 3: Gain a +2 to attack rolls made within one range increment.
- Level 4: Gain a +2 to all damage rolls made within one range increment.
Long range Marksmanship 1-6
- Level 1: When attacking at long range always count yourself as firing at 1 less range multiplier (to a minimum of 1).
- Level 2: Gain a +1 to attack rolls made at greater than one range increment.
- Level 3: Gain a +1 to all damage rolls made at greater than one range increment.
- Level 4: When attacking at long range always count yourself as firing at 2 less range multiplier (to a minimum of 1).
- Level 5: Gain a +1 to attack rolls made at greater than one range increment.
- Level 6: Gain a +1 to all damage rolls made at greater than one range increment.
Guns Akimbo training 1-4
Must have a Dexterity of 16 or higher
- Level 1: You may make the bonus action offhand attack with pistols that don't have the light Property.
- Level 2: Gain a +1 to all attacks and damage roll made with attacks from either hand when you wielding 2 ranged weapons.
- Level 3: You may make two attacks with your offhand as a bonus action.
- Level 4: You may now dual wield two handed ranged weapons but fire at disadvantage.
Grenade Training 1-4
- Level 1: Gain a bonus to all Grenade and Grenade launcher damage rolls equal to your Wisdom modifier.
- Level 2: Gain Half your proficiency (rounded up) to any DC for any Grenade and Grenade launcher you use.
- Level 3: you may re-roll the deviation die, and use either result.
- Level 4: Gain your proficiency instead of half, to any DC for any Grenade and Grenade launcher you use.
Thrown Training 1-4
- Level 1: Increase your Throw Range +5ft.
- Level 2: You may re-roll one critical failure with a thrown weapon per day
- Level 3: Increase your Throw Range +5ft.
- Level 4: You may re-roll a number of critical failure with a thrown weapons equal to your Dexterity Bonus. Tease uses are regained after a long rest is Preformed
Martial Combat Programs
Melee Weapon Training 1-4
Each level of training in this may be taken once for each Weapon Proficiency.
- Level 1: Gain Proficiency in one Melee weapon group, the weapon groups are as follows; (Knives), (Swords), (Axes), (Blunt weapons), (Polearms), (Martial weapons).
- Level 2: Gain the Sure Strike Ability Sure Strike: As a bonus action you may Add 1d4 to all Melee attack roll you make until the start of your next turn.
- Level 3: Gain the Recover Ability Recover: You may You may ignore 1 critical failure with a melee weapon, you regain the use of this after you complete a short rest.
- Level 4: Gain the Recover Ability Advanced Recovery: You may You may ignore a number of critical failures with a melee weapons equal to your Dexterity bonus (Minimum 1) instead of just once, you regain the use of this after you complete a short rest.
Advanced Melee Weapon Training 1-4
Must have Melee weapon Training Level 2 in order to take levels from this training.
- Level 2: Gain a +1 to all attack in the chosen Weapon group Proficiency.
- Level 3: Gain a +1 to all damage rolls in the chosen Weapon group Proficiency.
- Level 4: Gain a +1 to all attack in the chosen Weapon group Proficiency.
- Level 5: Gain a +1 to all damage rolls in the chosen Weapon group Proficiency.
Unarmed Training 1-5
- Level 1: You are now proficient with unarmed strikes. Your unarmed attacks deal a 1D4 damage and you may use you Dex or Str bonus for attacks and damage with unarmed Strikes.
- Level 2: When you hit a creature with an unarmed strike on your turn, you can use a bonus action to grapple the target.
- Level 3 Your Unarmed Strikes Become a D6.
- Level 4: You have advantage on attack rolls against creatures you are grappling With. You can use your action to try to pin a creature the is grappled by you. To do so make another grapple check, if you succeed, you and that creature are both restrained until grapple ends.
- Level 5: Your Unarmed Strikes are a D8. if you have two free hands when you make the attack you may use a D10 for the damage die.
Advanced Unarmed Training 1-5
Must have Unarmed Training Level 2 in order to take levels from this training.
- Level 1: Gain a number of technique Points equal to 2x the number of levels you have in Unarmed and Advanced Unarmed Training and learn 3 Hand-to-hand techniques, see below.
- Level 2: Gain resistance in Bludgeoning/Subdual damage.
- Level 3 Creatures provoke opportunity attacks from you even if they use the disengage action.
- Level 4: Learn 3 more Hand-to-hand technique.
- Level 5: When you hit a creature with a opportunity attack, the creatures speed becomes 0 for the rest of that turn.
Unarmed Technique Points
Your Training allows you to preform advanced actions with unarmed strikes. Your access to this is represented by a number of Unarmed Technique points. Your Training level determines the number of points you have, as shown above.
When you spend a Unarmed Technique Point, it is unavailable until you finish a Short or Long Rest, at the end of which you draw all of your expended Unarmed Technique points back into yourself.
Unarmed Techniques
You can spend Technique points to fuel various Unarmed techniques. You start knowing 3 such features. You learn additional Unarmed Techniques as you level your Advanced Unarmed Training.
Some of your Unarmed Techniques require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows.
Unarmed Technique save DC = 8 + your Proficiency Bonus + your Dex or Strength modifier (your choice).
Double Strike
Immediately after you take the Attack action on Your Turn, you can spend 1 Unarmed Technique Point to make one unarmed strikes or 2 Unarmed Technique Point to make 2 unarmed attacks as a Bonus Action.
Sturdy Defense
You can spend 1 Unarmed Technique Point to take the Dodge action as a Bonus Action on Your Turn.
Reposition
You can spend 1 Unarmed Technique Point to take the Disengage or Dash action as a Bonus action on Your Turn.
Stunning Strike
When you hit another creature with a Unarmed or Brawlers weapon Attack, you can spend 2 Unarmed Technique Points to attempt a stunning strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.
Acurate Strike
You may use 1 Unarmed Technique Point to gain advantage on your next unarmed attack.
Knock out
When you hit another creature with a Unarmed Attack, you can spend 3 Unarmed Technique Points to attempt a knock out. The target must succeed on a Constitution saving throw or be unconcious, taking a new test at the end of each of your turns. on a pass the creature is conscious. A creature that is immune to the effects of the stunned condition is not effected by this ability either.
Solid Strike
Before you make a unarmed or Brawlers weapon attack you may spend 2 Unarmed Technique Points, if you do and the attack hits Double the damage.
Disarming strike
When you make a melee attack against a creature, you can expend 2 Unarmed Technique Points to attempt to take an object out from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and you may have that object be pushed 10 feet away from you or you may hold the weapon in your hand.
Defense
You can spend 1 Unarmed Technique Points to take the Dodge action as a Bonus Action on Your Turn.
Trip
When you hit with a unarmed attack you may spend 1 Unarmed Technique Point to to attempt to trip the target. The target must succeed on a Dexterity saving throw or be knocked prone.
Close Quarters Battle (CQB) Training 1-4
- Level 1: You may now use a Ranged weapon as a blunt weapon that you are Proficient with, A two handed weapon will deal 1D6 Bludgeoning and one handed will deal 1d4 Bludgeoning damage, if the weapon has a Bayonet you may have it deal Slashing or Piercing damage instead of Bludgeoning.
- Level 2: You may make one melee attack with a held ranged weapon as a bonus action.
- Level 3: The damage die for melee 1H strikes is now a D6 and 2H strikes are now do a D8, if the weapon has a Bayonet you may have it deal Slashing or Piercing damage instead of Bludgeoning.
- Level 4: You may now make two melee attacks with a held ranged weapon as a bonus action.
Dual Weapon training 1-4
Must have a Dexterity of 16 or higher
- Level 1: You may make the bonus action offhand attack with melee weapons that don't have the light Property.
- Level 2: Gain a +1 to all attack and damage roll made with attack from either hand when you wielding 2 Melee weapons.
- Level 3: You may make two basic attacks with your offhand as a bonus action.
- Level 4: You may now dual wield two handed Melee weapons but attack at disadvantage.
Martial Training 1-5
- Level 1: When using a Melee weapon or bow you may re-roll damage rolls of 1 and 2.
- Level 2: On Your Turn, when you score a critical hit with a melee weapon or bow or reduce a creature to 0 Hit Points with one, you can make one melee weapon Attack or ranged bow attack as a Bonus Action.
- Level 3 Before you make a Melee or Bow Attack with a weapon, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
- Level 4: On Your Turn, when you score a critical hit with a Melee or Bow weapon or reduce a creature to 0 Hit Points with one, you can make two Melee weapon Attack as a Bonus Action instead of one.
- Level 5: When using a Melee or bow weapon you may re-roll any damage roll not just 1's and 2's.
Advanced Martial Training 1-5
Must have Melee Training Level 2 in order to take levels from this training.
- Level 1: Gain a number of Technique Points equal to 2x the number of levels you have in Martial and Advanced Martial Training and learn 3 Melee techniques, see below.
- Level 2: Gain resistance in Slashing/Piercing damage.
- Level 3 Creatures provoke oppertunity attacks from you even if they use the disengage action.
- Level 4: Learn 3 more Melee technique.
- Level 5: When you hit a creature with a opportunity attack, the creatures speed becomes 0 for the rest of that turn.
Martial Technique Points
Your Training allows you to preform advanced actions with Melee Weapons. Your access to this is represented by a number of Martial Technique points. Your Training level determines the number of points you have, as shown above.
When you spend a Martial Technique Point, it is unavailable until you finish a short or Long Rest, at the end of which you draw all of your expended Martial Technique points back into yourself.
Martial Techniques
You can spend Technique points to fuel various Melee Weapon Techniques. You start knowing 3 such features. You learn additional Melee Weapons Techniques as you level your Advanced Melee Training.
Some of your Melee Weapon techniques require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:
Martial Technique save DC = 8 + your Proficiency Bonus + your Dex or Strength modifier (your choice).
Deep Cut
When you hit a creature with a Knife or Sword, you can spend 2 Martial Technique points to make a bloody wound. The target must make a constitution save on a fail the target gains the Major Bleed condition and on a pass they gain the Bleed Condition.
Close Quarters Knife Techniques.
When you successfully grapple a creature, Escape a grapple or during a turn you are grappling with a creature, at the cost of 1 Martial Technique points you may make a single Attack with a Knife as a Bonus Action. Additionally, whenever a creature fails to Escape a grapple with you, you may make a single Attack with a short sword or knife as a Reaction and the cost of 1 Martial Technique point.
Perry.
When you are attacked with a Melee weapon that is not Unarmed, while wielding a Melee weapon, you may use a Reaction and 1 Martial Technique point to roll a d4 and add the result to your Armor Class until the end of the attacker’s turn.
Trip.
As a part of an attack you make while you are wielding Pole arm, you may spend 1 Martial Technique point to sweep your opponent’s legs in an attempt to trip them. If the attack hits and the creature is Medium or smaller, it must succeed on a Strength saving throw or fall prone.
Disarming Redirection.
When a creature attacks you with a Melee weapon, you may use your Reaction and spend 2 Martial technique points to catch their weapon in your weapon and Disarm them. Make an Attack roll with your weapon. If the result of this roll equals or exceeds their Attack roll, their Attack misses and they must succeed on a Strength saving throw or drop their weapon.
Distance.
As a part of an attack while you are wielding a Pole arm, you may Spend 1 Martial technique point use the haft of your weapon to distance the Creatures. If the Attack hits a target, the target must make a strength save on a fail you push the creature up to 10 feet away from you.
Charge.
If you move at least 20 feet straight toward a creature before hitting it with a Melee weapon, you may spend 2 Martial technique point if so the target takes an extra damage die of damage and must make a Strength or Dex (There Choice) saving throw. On a failure, the target falls prone.
Precision Strike.
You may use 1 Martial Technique Point to gain advantage on your next Attack with a Melee Weapon.
Vault
You can use your Pole arm to help you leap long distances. You can use an action and 2 Martial technique points to double the length of your Long Jump, allowing you to leap a number of feet up to twice your Strength score (this jump is part of your movement). If you land adjacent to a creature at the end of this jump, you can make a single Attack with your pole arm as part of this action.
Blackjack.
When you hit another creature with a Melee weapon that deals bludgeoning damage, you can spend 3 Martial Technique Points to attempt a knock out. The target must succeed on a Constitution saving throw or be unconcious, taking a new test at the end of each of your turns. on a pass the creature is conscious. A creature that is immune to the effects of the stunned condition is not effected by this ability either.
Ribshatter.
When you make an attack with a two handed melee weapon that deals Bludgeoning damage you may spend 1 Martial Technique point. if this Attack hits it does normal weapon damage and the target must make a Constitution saving throw. On a failure, it is Stunned until the Beginning of its next turn. If the damage you dealt was greater than the creature’s maximum hit dice, it is Stunned until the end of its next turn.
Bruising Blow.
When you make an attack with a two handed melee weapon that deals Bludgeoning damage you may spend 1 Melee Technique point. If the Attack hits, it deals normal weapon damage and the target must make a Constitution saving throw. On a failure, the target does not add its Dexterity modifier to its AC until it is treated with a successful Wisdom (Medicine) check equal to your DC.
Snare.
As part of one of your attacks and 1 Martial Technique point, you may snap your Whip around a creature or its weapon. If you target the weapon, the creature must make a Strength saving throw or drop its weapon at its feet. If you target the creature, it must make a Strength saving throw or be Restrained. It may repeat this saving throw at the end of each of its turns. You cannot make whip attacks until the Restrained condition is ended.
Dazing Blow.
When you hit another creature with a Melee weapon attack that deals bludgeoning damage, you can spend 1 Martial Technique Point to attempt a daze the target. The target must succeed on a Constitution saving throw or be incompasitated until the end of your next turn.
Sunder Joints.
When you make a attack with a Melee weapon, if you spend 1 martial technique point, you may choose to damage there joints. If the Attack hits, the creature’s must make a Dex save or be slowed until the end of their next turn.
Physical Fitness Programs
Weight Training 1-4
- Level 1: Increase your Strength score by 1 to a maximum of 20.
- Level 2: Increase your Strength score by 1 to a maximum of 20.
- Level 3 Increase your Strength score by 1 to a maximum of 20.
- Level 4: Increase your Strength score by 1 to a maximum of 20.
Agility Training 1-4
- Level 1: Increase your Dexterity score by 1 to a maximum of 20.
- Level 2: Increase your Dexterity score by 1 to a maximum of 20.
- Level 3 Increase your Dexterity score by 1 to a maximum of 20.
- Level 4: Increase your Dexterity score by 1 to a maximum of 20.
Fortitude Training 1-4
- Level 1: Increase your Constitution score by 1 to a maximum of 20.
- Level 2: Increase your Constitution score by 1 to a maximum of 20.
- Level 3 Increase your Constitution score by 1 to a maximum of 20.
- Level 4: Increase your Constitution score by 1 to a maximum of 20.
Physical Saves Training 1-4
Each level of training in this may be taken once for each Save.
- Level 1: Gain Proficiency in one of the following saving throws, Strength, Dexterity or Constitution.
- Level 2: Gain a +1 to all saves made by the chosen saving throw.
- Level 3: Gain a +1 to all saves made by the chosen saving throw.
- Level 4: Gain advantage on all saves made by the chosen saving throw.
Physical Skills Training 1-6
Each level of training in this may be taken once for each Skill.
- Level 1: Gain Proficiency in one of the following Skills, Athletics, Acrobatics, Sleight of Hand or Stealth.
- Level 2: Gain a +1 to all checks made by the chosen Skill Proficiency.
- Level 3: You may ignore a critical failure in this skill. you regain use of this after you complete a long rest
- Level 4: Gain expertise in the Chosen skill.
- Level 5: Gain a +1 to all checks made by the chosen Sill Proficiency.
- Level 6: You may ignore a critical failure in this skill. you regain use of this after you complete a short rest instead of a long rest.
Cardio Training 1-4
- Level 1: Gain +5 bonus to all Athletics checks made to run or keep running.
- Level 2: Gain +5ft Movement
- Level 3: You may dash as a bonus action.
- Level 4: Gain +5 bonus to all Athletics checks made to run or keep running.
- Level 5: Gain +5ft Movement
Obstical Course Trained 1-4
- Level 1: Climbing does not cost you extra movement.
- Level 2: When you are Prone, standing up uses only 10 feet of your movement.
- Level 3: You can make a running long jump or running high jump after moving only 5 feet on foot, rather then 10 feet.
- Level 4: Gain a + 1d4 bonus to all Acrobatics and Athletics Skill checks.
Resistance Training 1-6
- Level 1: +1 Hit point per operator level.
- Level 2: Gain Resistance to 1 type of damage.
- Level 3: +1 Hit point per operator level.
- Level 4: Gain Resistance to 1 type of damage.
- Level 5: +1 Hit point per operator level.
- Level 6: Gain Resistance to 1 type of damage.
Mental Fitness Programs
Education Training 1-4
- Level 1: Increase your Intelligence score by 1 to a maximum of 20.
- Level 2: Increase your Intelligence score by 1 to a maximum of 20.
- Level 3 Increase your Intelligence score by 1 to a maximum of 20.
- Level 4: Increase your Intelligence score by 1 to a maximum of 20.
Resolve Training 1-4
- Level 1: Increase your Wisdom score by 1 to a maximum of 20.
- Level 2: Increase your Wisdom score by 1 to a maximum of 20.
- Level 3 Increase your Wisdom score by 1 to a maximum of 20.
- Level 4: Increase your Wisdom score by 1 to a maximum of 20.
Mental Saves Training 1-4
Each level of training in this may be taken once for each Save.
- Level 1: Gain Proficiency in one of the following saving throws, Intelligence, Wisdom or Charisma.
- Level 2: Gain a +1 to all saves made by the chosen saving throw.
- Level 3: Gain a +1 to all saves made by the chosen saving throw.
- Level 4: Gain advantage on all saves made by the chosen saving throw.
Mental Skills Training 1-6
Each level of training in this may be taken once for each Skill.
- Level 1: Gain Proficiency in one of the following Skills, History, Investigation, Nature, Religion, Animal handling, Insight, Medicine, Perception, Survival, Deception, Intimidation, Performance, Persuasion, Science, Technology.
- Level 2: Gain a +1 to all checks made by the chosen Skill Proficiency.
- Level 3: You may ignore a critical failure in this skill. you regain use of this after you complete a long rest.
- Level 4: Gain expertise in the Chosen skill.
- Level 5: Gain a +1 to all checks made by the chosen Sill Proficiency.
- Level 6: You may ignore a critical failure in this skill. you regain use of this after you complete a short rest instead of a long rest.
Language Training 1-5
Each level of training in this may be taken once for each language.
- Level 1: Gain one new language, you can Speak, read and write it Basically. This means you must pass a a test with a DC of 20, The test you will take is dependent on if you are speaking, listening or writing, see chart below.
Task | Check |
---|---|
Speak | Charisma |
Write | Dexterity |
Read | Intelligence |
- Level 2: You can Speak, read and write it moderately. This mean you must pass a test with a DC of 15 Instead of 20
- Level 3: You can Speak, read and write it Expertly. This mean you must pass a a test with a DC of 10 Instead of 15
- Level 4: You are now a master of that language. you no longer need to test to speak, listen or write.
- Level 5: If you can see a persons mouth while it is speaking a language you understand, you can interpret what its saying by reading its lips.
Armor Proficiency Programs
Light Armor Training 1-4
- Level 1: Gain Proficiency in lite armor.
- Level 2: Gain a + 1 AC while wearing Lite Armor
- Level 3: Gain Physical Save Training Level 1 in Strength saves or gain Expertise in Str Saves if you already have Physical Save Training Level 1 in Str Save.
- Level 4: Gain a + 1 AC while wearing Lite Armor
Medium Armor Training 1-4
- Level 1: Gain Proficiency in Medium armor armor.
- Level 2: Gain HP Equal to your Proficiency.
- Level 3: Gain Physical Save Training Level 1 in Constitution saves or gain Expertise in Con Saves if you already have Physical Save Training Level 1 In Con Save.
- Level 4: Gain HP Equal to your Proficiency x 2
Heavy Armor Training 1-4
- Level 1: Gain Proficiency in Medium armor armor.
- Level 2: Gain 1 Damage reduction from all sources for each Piece of coverage you have.
- Level 3: Gain Physical Save Training Level 1 in Dexterity saves or gain Expertise in Str Saves if you already have Physical Save Training Level 1 in Dex Save.
- Level 4: Gain 1 additional Damage reduction for each Piece of coverage you have.
Covert Training Programs
Covert Movement Training 1-3
- Level 1: While Stealthed you may move at you normal speed without restricting you movement or suffering any penalties for doing so.
- Level 2: You may Hide as a bonus action.
- Level 3: You can try to Hide when you are lightly obscured from the creature from which you are Hiding.
Covert Assault training Training 1-5
- Level 1: You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse, unarmed or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this feature.
- Level 2: When you are hidden from a creature and miss it with a ranged weapon Attack, making the Attack doesn't reveal your position.
- Level 3: Increase your Sneak attack dice to 4D6.
- Level 4: You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
- Level 5: Increase your Sneak attack dice to 6D6.
Ambush training 1-4
- Level 1: Gain advantage on the stealth check made to set in an ambush.
- Level 2: Gain a + 2 to all attacks you make during a Surprise round
- Level 3: The first hit during a Surprise round will always count as a critical hit. if you actually critical you roll the damage dice x 3.
- Level 4: When you roll any damage during a surprise round and you roll the highest value on the dice you may roll 1 extra damage die, the extra dice generated by this ability can not generate more dice.
Awareness Programs
Awareness training 1-4
- Level 1: Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.
- Level 2: you gain +5 to you passive perception.
- Level 3: You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of Secret Doors and Hidden Caches.
- level 4: you gain +5 to you passive perception.
Advanced Awareness training 1-4
Must have Level 2 awareness training to take levels of this training
- Level 1: You gain advantage on initiative rolls.
- Level 2: Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.
- Level 3: You cant be surprised while you are concious
- Level 4: If you are able to hear, you are aware of the location of any hidden or invisible creature within 20 feet of you.
Counter Ambush training 1-4
- Level 1: You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of Traps or Surprise Attacks.
- Level 2: You have Resistance to the damage dealt by enemies unseen by you.
- Level 3: You gain a +5 to your AC against attacks from enemies unseen by you.
- Level 4: Enemies have dis advantage on attacks against you if there are unseen by you.
Tactical Programs
Evasion Training 1-5
- Level 1: You may disengage as a bonus action.
- Level 2: You have advantage on Saving Throws made to avoid or resist traps.
- Level 3: You can nimbly dodge out of the way of certain area effects, such as a grenade or a Rocket explosion. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Level 4: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
- Level: 5 No attack roll has advantage against you while you aren’t incapacitated.
Envelopment Training 1-4
- Level 1: you may gain advantage on Melee Attack rolls if at least one other friendly creature is adjacent with you and you may gain advantage on CQC weapons if at least one other friendly creature is at a 90 degree off set.
- Level 2: When a creature within 5 feet of you makes an Attack against a target other than you (and that target doesn’t have this training), you can use your Reaction to make a melee or CQC weapon attack against the attacking creature.
- Level 3: you may gain advantage on ranged Attack rolls if at least one other friendly creature is at a 90 degree off set and within 30ft of you.
- Level 4: When a creature within 30 feet of you makes an Attack against a target other than you (and that target doesn’t have this training), you can use your Reaction to make ranged weapon attack against the attacking creature.
Army of one Training 1-4
- Level 1: Gain a Damage reduction all damage equal to your Wisdom bonus while you are more then 60ft from any Friendly characters or Npc's.
- Level 2: Gain a bonus to all weapon damage rolls equal to your Wisdom bonus while you are more then 60ft from any Friendly characters or Npc's.
- Level 3: Gain a bonus to your Armor class equal to your Wisdom bonus while you are more then 60ft from any Friendly characters or Npc's.
- Level 4: Gain a bonus to all Saves made equal to your Wisdom bonus while you are more then 60ft from any Friendly characters or Npc's.
Leadership Programs
Leadership Training 1-4
Must have a Charisma Score of 13 or higher.
- Level 1: You can spend 10 mins covering tactical roles with your companions. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gains a bonus to all skill checks equal to your Charisma bonus. This effect lasts for 24 hours. A creature can't gain benefits from this ability again until it has finished a short or Long Rest.
- Level 2: You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain Temporary Hit Points equal to your level + your Charisma modifier. A creature can't gain benefits from this ability again until it has finished a short or Long Rest. This effect lasts for 24 hours.
- Level 3: You can spend 10 mins covering ROE's with your companions. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gains a bonus to all damage rolls equal to your Charisma bonus. This effect lasts for 24 hours. A creature can't gain benefits from this ability again until it has finished a short or Long Rest.
- Level 4: You can spend 10 mins covering Target Locations with your companions. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gains a a bonus to all attack rolls equal to your Charisma bonus.
Command Presence Training 1-5
- Level 1: Gain an aura range of 10ft and learn 2 Auras chosen from the list of auras below.
- Level 2: Your Aura range increases by 10ft and you learn one new Aura
- Level 3: Your Aura range increases by 10ft and you learn one new Aura
- Level 4: You may now have 2 active auras.
- Level 5: You know all the Auras
Auras
You have a constant Aura Around you, the aura effects anything within its range of you. Any creatures or object you wish in the range gains the aura effect or suffers the effect, you have active. You may only have one aura active at a time, provided you are conscious. You may suppress the effect of all auras as a bonus action and returning it as a bonus action as well. You may also switch Auras as a bonus action if you should know more the one aura.
Note: No creature may benefit from the same aura at any time, if a creature is in the range and benefiting from the effects of the same aura from two different sources, the creature uses the greater value, the effects don't stack.
The range of your aura will be noted when you gain the aura. The range of the aura is per aura, so you may have one aura that can reach farther then another, furthermore you may be restricted to picking from specific Aura types.
Auras
Lethal Assault: Any creature you wish Within your Aura range, may add your Charisma Modifier to any of there damage rolls from any ranged or melee attack.
Expert Guidance: Any creature you wish Within your Aura range, may add your Charisma Modifier to all there skill checks made.
Aim small miss Small: Any creature you wish Within your Aura range may add your Charisma Modifier to all of there Attack rolls.
Wise Leader: Any creature you wish Within your Aura range may add your Charisma Modifier to all of there saving throws made.
Seize the Initiative: Any creature you wish Within your command Aura may add your Charisma Modifier to all of there Initiative checks.
Lethal Precision: Any creature you wish Within your command Aura gains a critical with ranged and melee attack on 1 better then they would normally and they gain an additional damage dice for a critical hit.
Hold the Line: Any creature you wish Within your command Aura may add your Charisma Modifier to there Armor class.
Utility Programs
Combat life savers Training 1-6
Must have a Wisdom of 14 or higher
- Level 1: When you use a First aid Kit/IFAK to stebalize a dying creature that creature also restores hit point equal to your proficiency bonus.
- Level 2: As an action you can spend one use of an First aid Kit/IFAK to tend to a creatures wounds within 5 ft of you. Roll a wisdom (Medicine) check DC. 10 if passed restore 1D6 + your Wisdom bonus, this is only usable on a target at Triage code Green, Yellow and Orange. The DC increases by 5 each time you use this feature on the same creature unless that creature has preformed a Long rest. If you fail the Medicine check it still consumes a use of your First aid Kit/IFAK but no healing is granted.
- Level 3: The heal increases to 2D6.
- Level 4: The heal from this may be used on Triage code Red as well as the others and if the target is unconccious they will gain the heal from the dice and the extra HP from Level 1.
- Level 5: The heal increases to 3D6.
- Level 6: The heal increases to 4D6.
Basic Field Mechanic training 1-6
Must have a Intelligence of 14 or higher
- Level 1: When you use a Repair Kit to stabilize a Stalling vehicle that Vehicle also restores 10 hit point.
- Level 2: As an action you can spend one use of a Repair Kit to tend to a vehicles damage within 5 ft of you. Roll a Repair tools check DC. 10 if passed restore 1D12 + your Intelligence bonus, This may not be done on a vehicle that is at 0 Hp and stalling. The DC increases by 5 each time you use this feature on the same Vehicle unless that vehicle has preformed a short rest. If you fail the Repair tool check it still consumes a use of your Repair Kit but no healing is granted.
- Level 3: The heal increases to 2D12.
- Level 4: This may now be done on a vehicle that is at 0 Hp and stalling the vehicle will gain the heal from the dice and the 10 Hp from Level 1.
- Level 5: The heal increases to 3D12.
- Level 6: The heal increases to 4D12.
Radio Operations Training 1-4
Must have a Intelligence of 16 or higher
- Level 1: Gain advantage on all Technology Skill checks made to operate or trouble shoot a UHF, VHF or satalite communications Radio.
- Level 2: Gain a Crypto Key and Proficiency with it.
- Level 3: The time it takes to Operate or trouble shoot a UHF, VHF or satilite communications Radio.
- Level 4: Gain advantage pn all Technology Skill check made to operate or trouble shoot a UHF, VHF or satalite communications Radio.
Ordinance Training 1-5
Must have a Intelligence of 14 or higher
- Level 1: Gain Proficiency in Raw Explosives.
- Level 2: Gain a bonus to all Raw Explosives, and mine damage roll equal to your Intelligence bonus.
- Level 3: Gain Half your proficiency (rounded up) to any DC for any Raw Explosives you use.
- Level 4: Gain advantage on all Demolitions Tools check used to set Raw explosives and mines.
- Level 5: Gain your proficiency instead of half, to any DC for any Raw Explosives you use.
Field Mess
You gain all benefits of this Training programs when you gain level 1.
Level 1:
- You gain proficiency with Mess kit if you don't already have it.
- As part of a Short Rest, you can cook food, provided you have ingredients and Mess Kit on hand. You can prepare enough of this food for a number of creatures equal to your Wisdom bonus + your Proficiency Bonus. At the end of the Short Rest, any creature who eats the food and spends one or more Hit Dice to regain Hit Points regains an extra 1d4 Hit Points per HD used.
- With one hour of work or when you finish a Long Rest, you can prepare a number of Snacks equal to your Proficiency Bonus plus your Wisdom Mod. These Special treats last 24 hours after being made. A creature can use a Bonus Action to eat one of those snacks to gain Temporary Hit Points equal to your Proficiency Bonus + you Wisdom bonus, this may only be done 3 times per day and you do not stack the temporary HP gain.
Vehicle Operations Training 1-5
Each level of training in this may be taken once for each Vehicle Proficiency.
- Level 1: Gain Proficiency in one Vehicle Proficiency, the Vehicle Proficiency are as follows; Civilian (Land Transport), Civilian (Land Motorcycle), Civilian (Air, Plane), Civilian (Air, Helicopter), Civilian (Sea), Civilian (Sea, Sail), Heavy Equipment (Land), Tactical (Land), Tactical (Armored), Tactical (Air, Plane), Tactical (Air, Helicopter), Tactical (sea).
- Level 2: Gain a +1 to all check made in the chosen Vehicle Proficiency.
- Level 3: Gain an additional +1 to all check made using the chosen Vehicle Proficiency.
- Level 4: Gain an additional +1 to all check made using the chosen Vehicle Proficiency.
- Level 5: Gain an additional +1 to all check made using the chosen Vehicle Proficiency.
Tool & Kit Training 1-5
Each level of training in this may be taken once for each Weapon Proficiency.
- Level 1: Gain Proficiency in one Tool or Kit, the list of tool and Kits are as follows; Land Navigation Tools, Laser Bore Sight, LBS Kit, Traversing and Elevation, T&E Kit, Spotting Scope Kit:, Demolitions Kit, Terrain map Kit, Decontamination Kit, Decontamination Kit, Laser designator, Disguise Kit, Repair Tools, Machinists Tools, Electricians Tools.
- Level 2: Gain a +1 to all roll made with the chosen Tool or Kit Proficiency.
- Level 3: Gain a +1 to all roll made with the chosen Tool or Kit Proficiency.
- Level 4: Gain a +1 to all roll made with the chosen Tool or Kit Proficiency.
- Level 5: Gain a +1 to all roll made with the chosen Tool or Kit Proficiency.
Weapons
Holdout Pistols
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Beretta 950 Jetfire | |||||||
.22 LR | 1d4 | 1-2/20 | 10ft | 0.6lb | 1H, Lite, Covert, CQC, Recoil (7), Reliable, Inaccurate (-1), Reloading, Ammunition Standard Mag 8/.22 LR | - | 3 |
.25 ACP | 1d6 | 1-2/20 | 10ft | 0.6lb | 1H, Lite, Covert, CQC, Recoil (5), Reliable, Inaccurate (-1), Reloading, Ammunition Standard Mag 8/.25 ACP | - | 4 |
Colt Model 1908 Vest Pocket | |||||||
.25 ACP | 1d6 | 1/20 | 10ft | 0.8lb | 1H, Lite, CQC, Recoil (4), Inaccurate (-1), Reloading, Reliable, Ammunition Standard Mag 6/.25 ACP | - | 4 |
COP, Inc. COP | |||||||
.357 Magnum | 3d4 | 1-2/19-20 | 10ft | 1.8lb | 1H, Lite, Covert, CQC, Recoil (20), Reloading, Ammunition Standard Mag 4/.357 Magnum | - | 7 |
General Motors Liberato | |||||||
.45 ACP | 1d12 | 1/19-20 | 5ft | 1lb | 1H, Lite, Covert, CQC, Recoil (18), Inaccurate (-4), Reloading, Ammunition Chambered 1/.45 ACP | - | 8 |
Kel-Tec P3AT | |||||||
.380 ACP | 2d4 | 1-2/20 | 15ft | 0.5lb | 1H, Lite, Covert, CQC, Recoil (13), Inaccurate (-1), Inaccurate (-1), Reloading, Ammunition Standard Mag 6/.380 ACP | - | 3 |
RSA Ots-21 | |||||||
9×18mm Makarov | 2d4 | 1-2/20 | 10ft | 1.2lb | 1H, Lite, Covert, CQC, Recoil (14), Inaccurate (-1), Reloading, Ammunition Standard Mag 5/9×18mm Makarov | - | 4 |
Sharps Model 1A | |||||||
.22 LR | 1d4 | 1/20 | 5ft | 0.4lb | 1H, Lite, Covert, CQC, Recoil (18), Inaccurate (-2), Manual action, Reloading, Ammunition Standard Mag 4/.22 LR | - | 3 |
Backup Pistols
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Glock 28 | |||||||
.380 ACP | 1d8 | 1/20 | 20ft | 1.2lb | 1H, Lite, Covert, CQC, Recoil (14), Reloading, Ammunition Standard Mag 12/.308 ACP | - | 6 |
Makarov PM | |||||||
9x18mm Makarov | 2d4 | 1-2/20 | 20ft | 1.6lb | 1H, Lite, Covert, CQC, Recoil (10), Reloading, Ammunition Standard Mag 8/9x18mm Makarov | 4 | |
Makarov PB | |||||||
9x18mm Makarov | 2d4 | 1-2/20 | 20ft | 1.9lb | 1H, Lite, Covert, CQC, Recoil (9), Reloading, Ammunition Standard Mag 8/9x18mm Makarov | Built in Suppressor | 18 |
SiG-Sauer P239 | |||||||
9mm P | 1d10 | 1-2/20 | 20ft | 1.7lb | 1H, Lite, Covert, CQC, Recoil (15), Reloading, Ammunition Standard Mag 8/9mm P | - | 6 |
.357 SiG | 2d6 | 1-2/20 | 20ft | 1.7lb | 1H, Lite, Covert, CQC, Recoil (16), Reloading, Ammunition Standard Mag 7/.357 SiG | - | 10 |
.40 S&W | 1d12 | 1-2/20 | 20ft | 1.7lb | 1H, Lite, Covert, CQC, Recoil (14), Takedown, Reloading, Ammunition Standard Mag 7/.40 S&W | - | 8 |
Walther PP | |||||||
.22 LR | 1d4 | 1-2/20 | 15ft | 1.5lb | 1H, Lite, Covert, CQC, Recoil (3), Reloading, Ammunition Standard Mag 8/- | - | 5 |
.25 ACP | 1d6 | 1-2/20 | 15ft | 1.5lb | 1H, Lite, Covert, CQC, Recoil (2), Reloading, Ammunition Standard Mag 8/- | - | 7 |
.32 ACP | 1d6 | 1-2/20 | 20ft | 1.5lb | 1H, Lite, Covert, CQC, Recoil (7), Reloading, Ammunition Standard Mag 8/- | - | 7 |
.380 ACP | 1d8 | 1-2/20 | 20ft | 1.5lb | 1H, Lite, Covert, CQC, Recoil (11), Reloading, Ammunition Standard Mag 8/- | - | 9 |
Walther PPK | |||||||
.22 LR | 1d4 | 1-2/20 | 10ft | 1.3lb | 1H, Lite, Covert, CQC, Recoil (3), Reloading, Ammunition Standard Mag -/- | - | 4 |
.25 ACP | 1d6 | 1-2/20 | 10ft | 1.3lb | 1H, Lite, Covert, CQC, Recoil (2), Reloading, Ammunition Standard Mag -/- | - | 5 |
.32 ACP | 1d6 | 1-2/20 | 15fft | 1.3lb | 1H, Lite, Covert, CQC, Recoil (8), Reloading, Ammunition Standard Mag -/- | - | 6 |
.380 ACP | 1d8 | 1-2/20 | 15ft | 1.3lb | 1H, Lite, Covert, CQC, Recoil (13), Reloading, Ammunition Standard Mag -/- | - | 8 |
Backup Pistols, Continued
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Glock 26 | |||||||
9mm P | 1d8 | 1/20 | 20ft | 1.2lb | 1H, Lite, Covert, CQC, Recoil (18), Reloading, Ammunition Standard Mag -/- | - | 7 |
Glock 27 | |||||||
.40 S&W | 1d10 | 1/20 | 20ft | 1.2lb | 1H, Lite, Covert, CQC, Recoil (17), Takedown, Reloading, Ammunition Standard Mag -/- | - | 10 |
Glock 29 | |||||||
10mm ACP | 2d6 | 1/19-20 | 20ft | 1.5lb | 1H, Lite, Covert, CQC, Recoil (16), Takedown, Reloading, Ammunition Standard Mag -/- | - | 12 |
Glock 30 | |||||||
.45 ACP | 1d12 | 1/19-20 | 20ft | 1.5lb | 1H, Lite, Covert, CQC, Recoil (17), Takedown, Reloading, Ammunition Standard Mag -/- | - | 11 |
Glock 33 | |||||||
.357 SiG | 2d6 | 1/20 | 20ft | 1.2lb | 1H, Lite, Covert, CQC, Recoil (14), Reloading, Ammunition Standard Mag -/- | - | 12 |
H&K P7 | |||||||
9mm P | 1d8 | 1/20 | 20ft | 1.9lb | 1H, Lite, Covert, CQC, Recoil (14), Reloading, Ammunition Standard Mag -/- | - | 11 |
.40 S&W | 1d10 | 1/20 | 20ft | 2.7lb | 1H, Lite, Covert, CQC, Recoil (10), Takedown, Reloading, Ammunition Standard Mag -/- | - | 10 |
Kimber Ultra Carry | |||||||
.40 S&W | 1d10 | 1/20 | 20ft | 1.6lb | 1H, Lite, Covert, CQC, Recoil (16), Takedown, Reloading, Ammunition Standard Mag -/- | - | 9 |
.45 ACP | 1d12 | 1/19-20 | 20ft | 1.6lb | 1H, Lite, Covert, CQC, Recoil (16), Takedown, Reloading, Ammunition Standard Mag -/- | - | 11 |
Service Pistols
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Beretta 92 | |||||||
9mm P | 1d8 | 1–2/20 | 25ft | -lb | 1H, Lite, CQC, Recoil (12), Reloading, Ammunition Standard Mag 15/- | - | 11 |
Beretta 93R8 | |||||||
9mm P | 1d8 | 1–3/20 | 25ft | -lb | 1H, Lite, CQC, Recoil (10), Reloading, Ammunition Standard Mag 15/- | Select fire S/B | 15 |
Luger P08 | |||||||
9mm P | 1d8 | 1–3/20 | 20ft | -lb | 1H, CQC, Recoil (13), Reloading, Ammunition Standard Mag -/- | - | 9 |
Ruger Mark III | |||||||
.22 LR | 1d4 | 1–2/20 | 20ft | -lb | 1H, Lite, CQC, Recoil (2), Reloading, Ammunition Standard Mag -/- | - | 4 |
Colt M1911A1 | |||||||
.45 ACP | 1d12 | 1/19–20 | 25ft | -lb | 1H, Lite, CQC, Recoil (11), Reliable, Takedown, Reloading, Ammunition Standard Mag 8/- | - | 13 |
FN Browning High-Power | |||||||
9mm P | 1d8 | 1/20 | 25ft | -lb | Lite, 1H, CQC, Recoil (12), Reliable, Reloading, Ammunition Standard Mag -/- | - | 14 |
.40 S&W | 1d10 | 1/20 | 25ft | -lb | 1H, CQC, Recoil (13), Takedown, Reloading, Ammunition Standard Mag -/- | - | 16 |
FN Five-seveN | |||||||
5.7×28mm | 1d8 | 1-2/20 | 30ft | -lb | 1H, Lite, CQC, Recoil (11), Reloading, Ammunition Standard Mag -/- | - | 13 |
Glock 17 | |||||||
9mm P | 1d8 | 1/20 | 25ft | -lb | 1H, CQC, Recoil (17), Reloading, Ammunition Standard Mag -/- | - | 11 |
Glock 17L | |||||||
9mm P | 1d8 | 1/20 | 35ft | -lb | 1H, CQC, Recoil (16), Reloading, Ammunition Standard Mag -/- | - | 13 |
Glock 18 | |||||||
9mm P | 1d8 | 1–3/20 | 25ft | -lb | 1H, CQC, Recoil (16), select fire S/B/A (8) Reloading, Ammunition Standard Mag -/- | - | 17 |
Glock 20 | |||||||
10mm ACP | 2d6 | 1/19–20 | 25ft | -lb | 1H, CQC, Recoil (18), Takedown, Reloading, Ammunition Standard Mag -/- | - | 14 |
Service Pistols Continued
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Glock 21 | |||||||
.45 ACP | 1d12 | 1/19–20 | 25ft | -lb | 1H, CQC, Recoil (16), Takedown, Reloading, Ammunition Standard Mag -/- | - | 13 |
Glock 22 | |||||||
.40 S&W | 1d12 | 1/20 | 25ft | -lb | 1H, CQC, Recoil (18), Takedown, Reloading, Ammunition Standard Mag -/- | - | 11 |
Glock 24 | |||||||
.40 S&W | 1d12 | 1/20 | 35ft | -lb | 1H, CQC, Recoil (17), Takedown, Reloading, Ammunition Standard Mag -/- | - | 13 |
Glock 31 | |||||||
.357 SiG | 2d6 | 1/20 | 25ft | -lb | 1H, CQC, Recoil (18), Reloading, Ammunition Standard Mag -/- | - | 15 |
H&K USP | |||||||
9mm P | 1d8 | 1/20 | 25ft | -lb | 1H, CQC, Recoil (15), Reloading, Ammunition Standard Mag -/- | - | 9 |
40 S&W | 1d10 | 1/20 | 25ft | -lb | 1H, CQC, Recoil (16), Takedown, Reloading, Ammunition Standard Mag -/- | - | 11 |
45 ACP | 1d12 | 1/19–20 | 25ft | -lb | 1H, CQC, Recoil (16), Takedown, Reloading, Ammunition Standard Mag -/- | - | 13 |
Magnum Research Desert Eagle | |||||||
.357 Magnum | 3d4 | 1–2/19–20 | 40ft | -lb | 1H, Light, CQC, Recoil (11), Reloading, Ammunition Standard Mag -/- | - | 21 |
.41 Magnum | 3d4 | 1–2/19–20 | 35ft | -lb | 1H, Light, CQC, Recoil (8), Takedown, Reloading, Ammunition Standard Mag -/- | - | 19 |
.44 Magnum | 2d6 | 1–3/19–20 | 35ft | -lb | 1H, Light, CQC, Recoil (11), Takedown, Reloading, Ammunition Standard Mag -/- | - | 17 |
.50 Action Express | 3d6+1 | 1–3/19–20 | 40ft | -lb | 1H, CQC, Recoil (19), Takedown, Reloading, Ammunition Standard Mag -/- | - | 25 |
SiG P210 | |||||||
9mm P | 1d8 | 1–2/20 | 30ft | -lb | 1H, Light, CQC, Recoil (13), Reloading, Ammunition Standard Mag -/- | - | 15 |
Service Pistols Continued
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
SiG-Sauer P220 | |||||||
.32 ACP | 1d6 | 1–2/20 | 25ft | -lb | 1H, Light, CQC, Recoil (6), Reliable, Reloading, Ammunition Standard Mag -/- | - | 11 |
9mm P | 1d8 | 1–2/20 | 25ft | -lb | 1H, CQC, Recoil (16), Reliable, Reloading, Ammunition Standard Mag -/- | - | 13 |
.38 Super | 1d8 | 1–2/20 | 25ft | -lb | 1H, CQC, Recoil (15), Reliable, Reloading, Ammunition Standard Mag -/- | - | 14 |
.45 ACP | 1d12 | 1–2/19–20 | 25ft | -lb | 1H, CQC, Recoil (17), Reliable, Takedown, Reloading, Ammunition Standard Mag -/- | - | 17 |
SiG-Sauer P226 | |||||||
9mm P | 1d10 | 1–2/20 | 25ft | -lb | 1H, CQC, Recoil (16), Reliable, Reloading, Ammunition Standard Mag -/- | - | 7 |
.357 SiG | 2d6 | 1–2/20 | 25ft | -lb | 1H, CQC, Recoil (17), Reliable, Reloading, Ammunition Standard Mag -/- | - | 7 |
.40 S&W | 1d8 | 1–2/20 | 25ft | -lb | 1H, CQC, Recoil (15), Reliable, Takedown, Reloading, Ammunition Standard Mag -/- | - | 7 |
SiG-Sauer P229 | |||||||
.357 SiG | 2d6 | 1–2/20 | 25ft | -lb | 1H, CQC, Recoil (18), Reloading, Ammunition Chambered 6/- | - | 7 |
.40 S&W | 1d8 | 1–2/20 | 25ft | -lb | 1H, CQC, Recoil (16), Takedown, Reloading, Ammunition Chambered 6/- | - | 7 |
9mm P | 1d8 | 1–2/20 | 25ft | -lb | 1H, CQC, Recoil (15), Reloading, Ammunition Chambered 6/- | - | 8 |
Walther P99/Smith & Wesson SW99 | |||||||
9mm P | 1d8 | 1–2/20 | 25ft | -lb | 1H, CQC, Recoil (16), Reloading, Ammunition Chambered 6/- | - | 7 |
.40 S&W | 1d10 | 1–2/20 | 25ft | -lb | 1H, CQC, Recoil (17), Takedown, Reloading, Ammunition Chambered 6/- | - | 7 |
H&K Mk. 23 | |||||||
.45 ACP | 1d12 | 1/19–20 | 30ft | -lb | 1H, CQC, Recoil (12), Reliable, Takedown, Reloading, Ammunition Chambered 6/- | - | 22 |
Backup Revolvers
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Colt Detective Special | |||||||
.38 Special | 1d8 | 1/20 | 15ft | -lb | 1H, Lite, Covert, CQC, Recoil (15), Reloading, Ammunition Chambered 6/- | - | 13 |
NAA Mini-Revolver | |||||||
.17 HMR | 2d4 | 1/20 | 10ft | -lb | 1H, Lite, Covert, CQC, Recoil (17), Reloading, Ammunition Chambered 5/- | - | 14 |
.22 LR | 1d4 | 1/20 | 5ft | -lb | 1H, Lite, Covert, CQC, Recoil (13), Reloading, Ammunition Chambered 5/- | - | 9 |
.22 Magnum | 2d4 | 1/20 | 10ft | -lb | 1H, Lite, Covert, CQC, Recoil (17), Reloading, Ammunition Chambered 5/- | - | 13 |
Smith & Wesson Bodyguard | |||||||
.38 Special | 1d8 | 1/20 | 15ft | -lb | 1H, Lite, Covert, CQC, Recoil (16), Reloading, Ammunition Chambered 5/- | - | 11 |
.357 Magnum | 3d4 | 1/19–20 | 20ft | -lb | 1H, Lite, Covert, CQC, Recoil (18), Reloading, Ammunition Chambered 5/- | - | 17 |
Smith & Wesson Chief’s Special | |||||||
.38 Special | 1d8 | 1/20 | 15ft | -lb | 1H, Lite, Covert, CQC, Recoil (13), Reloading, Ammunition Chambered 5/- | - | 14 |
Smith & Wesson Ladysmith | |||||||
.22 LR | 1d4 | 1/20 | 10ft | -lb | 1H, Light, Covert, CQC, Recoil (3), Reloading, Ammunition Chambered 7/- | - | 4 |
.38 Special | 1d8 | 1/20 | 15ft | -lb | 1H, Lite, Covert, CQC, Recoil (13), Reloading, Ammunition Chambered 6/- | - | 7 |
.357 Magnum | 3d4 | 1/19–20 | 15ft | -lb | 1H, Lite, Covert, CQC, Recoil (18), Reloading, Ammunition Chambered 5/- | - | 9 |
Service Revolvers
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Colt Police Positive | |||||||
.22 LR | 1d4 | 1/20 | 15ft | -lb | 1H, CQC, Recoil (3), Reloading, Ammunition Chambered 6/- | - | 5 |
.32 S&W | 1D6 | 1/20 | 15ft | -lb | 1H, CQC, Recoil (3), Reloading, Ammunition Chambered 6/- | - | 6 |
.38 Special | 1d8 | 1/20 | 20ft | -lb | 1H, CQC, Recoil (14), Reloading, Ammunition 6/- | - | 7 |
Webley Mk. 6 | |||||||
.455 British Service | 1d8 | 1/20 | 20ft | -lb | 1H, CQC, Recoil (5), Reloading, Ammunition Chambered 6/- | - | 9 |
Colt Single Action Army | |||||||
.22 LR | 1d4 | 1/20 | 15ft | -lb | 1H, CQC, Recoil (2), Manual Action, Reloading, Ammunition Chambered 6/- | - | 4 |
.357 Magnum | 3d4 | 1/19–20 | 30ft | -lb | light, 1H, CQC, Recoil (18), Manual Action, Reloading, Ammunition Chambered 6/- | - | 6 |
.44-40 | 1d12 | 1/19–20 | 30ft | -lb | 1H, CQC, Recoil (17), Manual Action, Takedown, Reloading, Ammunition Chambered 6/- | - | 5 |
.45 Long Colt | 1d12 | 1/19–20 | 30ft | -lb | 1H, CQC, Recoil (11), Manual Action, Takedown, Reloading, Ammunition Chambered 6/ | - | 8 |
Colt Python | |||||||
.357 Magnum | 3d4 | 1/19–20 | 30ft | -lb | light, 1H, CQC, Recoil (18), Reliable, Reloading, Ammunition Chambered 6/- | - | 11 |
Manurhin MR-73 | |||||||
.357 Magnum | 3d4 | 1/19–20 | 30ft | -lb | light, 1H, CQC, Recoil (18), Reliable, Reloading, Ammunition Chambered 6/- | - | 11 |
9mm P | 1d8 | 1/20 | 25ft | -lb | light, 1H, CQC, Recoil (13), Reliable, Reloading, Ammunition Chambered 6/- | - | 12 |
Taurus Model 608 | |||||||
.357 Magnum | 3d4 | 1/19–20 | 30ft | -lb | 1H, CQC, Recoil (15), Reloading, Ammunition 8/- | - | 15 |
Hunting Revolvers
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Ruger Super Redhawk | |||||||
.44 Magnum | 2d6 | 1/19–20 | 35ft | -lb | 1H, CQC, Recoil (15), Reliable, Takedown, Reloading, Ammunition Chambered 6/- | - | 17 |
.454 Casull | 3d6 | 1/19–20 | 45ft | -lb | 1H, CQC, Recoil (15), Reliable, Takedown, Reloading, Ammunition Chambered 6/- | - | 23 |
Smith & Wesson Model 500 | |||||||
.500 Magnum | 4d4 | 1/19–20 | 45ft | -lb | 1H, CQC, Recoil (15), Takedown, Reloading, Ammunition Chambered 5/- | - | 28 |
Smith & Wesson Model 629 | |||||||
.44 Magnum | 2d6 | 1/19–20 | 35ft | -lb | 1H, CQC, Recoil (15), Reliable, Takedown, Reloading, Ammunition Chambered 6/- | - | 19 |
Semi Auto Rifles
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Ruger 10/22 | |||||||
.22 LR | 1d4 | 1–2/20 | 20ft | -lb | 2H, Recoil (1), Dependable, Reloading, Ammunition Standard Mag 10/- | - | 13 |
SVU-A | |||||||
7.62×54mm Russian | 3d4 | 1–2/19–20 | 75ft | -lb | 2H, Recoil (14), Accurate (1), Reloading, Ammunition Standard Mag 10/- | - | 32 |
Ruger Mini-14 | |||||||
5.56×45mm NATO | 2d4 | 1/20 | 125ft | -lb | 2H, Recoil (13), Reloading, Ammunition Standard Mag 30/- | - | 22 |
Ruger Mini-30 | |||||||
7.6×39mm Russian | 1d10 | 1/20 | 100ft | -lb | 2H, Recoil (15), Reloading, Ammunition Standard Mag 30/- | - | 20 |
Semi Auto Rifles continued
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
H&K MSG-90 | |||||||
7.62×51mm NATO | 2d6 | 1–2/19–20 | 175ft | -lb | 2H, Recoil (12), Accurate (2), Reliable, Reloading, Ammunition Standard Mag 20/- | - | 45 |
Springfield Armory M21 | |||||||
7.62×51mm NATO | 2d6 | 1–2/19–20 | 150ft | -lb | 2H, Recoil (15), Accurate (2), Reloading, Ammunition Standard Mag 20/- | - | 28 |
MK 14 EBR | |||||||
7.62×51mm NATO | 2d6 | 1/19-20 | 175ft | -lb | 2H, Recoil (14), Reliable, Accurate (2), Reloading, Ammunition Standard Mag 20/- | - | 45 |
H&K PSG-1 | |||||||
7.62×51mm NATO | 2d6 | 1–2/19–20 | 225ft | -lb | 2H, Recoil (10), Accurate (3), Reloading, Ammunition Standard Mag 5/- | - | 85 |
KAC SR25 | |||||||
7.62×51mm NATO | 2d6 | 1–2/19–20 | 200ft | -lb | 2H, Recoil (14), Accurate (2), Reloading, Ammunition Standard Mag 20/- | Integral Suppressor | 28 |
Barrett M82A1 | |||||||
.50 BMG | 2d12 | 1–2/18–20 | 350ft | -lb | 2H, Recoil (17), Accurate (1), Takedown, Reloading, Ammunition Standard Mag 5/- | - | 105 |
NORINCO KBU-88 | |||||||
5.8×42mm | 1d12 | 1–2/19–20 | 175ft | -lb | 2H, Recoil (15), Accurate (1), Reloading, Ammunition Standard Mag 10/- | - | 18 |
Dragunov SVD | |||||||
7.62×54mm Russian | 3d4 | 1–2/19–20 | 200ft | -lb | 2H, Recoil (17), Accurate (1), Reloading, Ammunition Standard Mag 10/- | - | 19 |
Simonov SKS | |||||||
7.62×39mm Russian | 1d10 | 1/20 | 200ft | -lb | 2H, Recoil (12), Reliable, Reloading, Ammunition Standard Mag 10/- | - | 20 |
Springfield Armory M1 Garand | |||||||
.30-06 | 1d12 | 1–2/19–20 | 150ft | -lb | 2H, Recoil (14), Reliable, Reloading, Ammunition Chambered 8/- | - | 28 |
Assault Rifles
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Colt Commando | |||||||
5.56x45mm NATO | 2d4 | 1–3/20 | 50ft | -lb | 2H, Recoil (15), Reloading, Ammunition Standard Mag 20/-, Rate of Fire S/AF (4), | Magazine, sight | 12 |
Colt M16 | |||||||
5.56x45mm NATO | 2d4 | 1–4/20 | 125 ft. | -lb | 2H, Recoil (13), Reloading, Ammunition Standard Mag 30/-, Rate of Fire: AF (4) | Magazine, sight | 16 |
Colt M16A1 | |||||||
5.56x45mm NATO | 2d4 | 1–3/20 | 125 ft. | -lb | 2H, Recoil (13), Reloading, Ammunition Standard Mag 30/-, Rate of Fire: AF (4) | Magazine, sight | 17 |
Colt M16A2/M16A4 | |||||||
5.56x45mm NATO | 2d4 | 1–2/20 | 125 ft. | -lb | 2H, Recoil (10), Reloading, Ammunition Standard Mag 30/-, Rate of Fire: S/B, | Compensator, Under Barrel, Magazine, Sight, Side Rails | 8 |
Colt M16A3 | |||||||
5.56x45mm NATO | 2d4 | 1–1/20 | 125 ft. | -lb | 2H, Recoil (10), Reloading, Ammunition Standard Mag 30/-, Rate of Fire: S/B (3) | Compensator, Under Barrel, Magazine, Sight, Side Rails | 18 |
Colt M4 | |||||||
5.56x45mm NATO | 2d4 | 1–2/20 | 100ft | -lb | 2H, Recoil (12), Reloading, Ammunition Standard Mag 30/- Rate of Fire: AF (4), | Compensator, Barrel, Under Barrel, Magazine, Grip, Stock, Sight, Side Rails | 17 |
Colt M4A1 | |||||||
5.56x45mm NATO | 2d4 | 1/20 | 100 ft. | -lb | 2H, Recoil (12), Reloading, Ammunition Standard Mag 30/-, Rate of Fire S/B (3), | Compensator, Barrel, Under Barrel, Magazine, Grip, Stock, Sight, Side Rails | 18 |
Colt M4 SOPMOD | |||||||
5.56x45mm NATO | 2d4 | 1/19-20 | 125ft | 7.5lb | 2H, Recoil (11), Accurate (2), Dependable, Rate of Fire S/B (3), Reloading, Ammunition Standard Mag 30/- | Compensator, Barrel, Under Barrel, Magazine, Grip, Stock, Receiver, Sight, Side Rails, Trigger housing | 45 |
Enfield L85A1 | |||||||
5.56x45mm NATO | 2d4 | 1–3/20 | 125 ft. | -lb | 2H, Recoil (9), Reloading, Ammunition Standard Mag 30/-, | Sights, Magazine | 17 |
Enfield L85A2 | |||||||
5.56x45mm NATO | 2d4 | 1–2/20 | 125ft. | -lb | 2H, Recoil (9), Reloading, Ammunition Standard Mag 30/-, | Sight, Magazine, Grip, Under barrel | 18 |
Assault Rifles Continued
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
GIAT FAMAS F1 | |||||||
5.56x45mm NATO | 2d4 | 1–4/20 | 125ft. | -lb | 2H, Recoil (11), Reloading, Ammunition Standard Mag 25/-, Select Fire SS/AF (5) | Sights, Magazine, Compensator | 24 |
GIAT FAMAS G2 | |||||||
5.56x45mm NATO | 2d4 | 1–3/20 | 125ft. | -lb | 2H, Recoil (10), Reloading, Ammunition Standard Mag 30/-, Select Fire SS/AF (5) | Sights, Magazine, Compensator | 30 |
H&K HK33A2 | |||||||
5.56x45mm NATO | 2d4 | 1–2/20 | 125ft. | -lb | 2H, Recoil (10), Reloading, Ammunition Standard Mag 30/- | - | 19 |
H&K HK33A3 | |||||||
5.56x45mm NATO | 2d4 | 1–2/20 | 125ft. | -lb | 2H, Recoil (10), Reloading, Ammunition Standard Mag 30/- | - | 19 |
H&K HK33SG1 | |||||||
5.56x45mm NATO | 2d4 | 1–2/20 | 125ft. | -lb | 2H, Recoil (10), Accurate (+1), Reloading, Ammunition Standard Mag 30/- | - | 67 |
H&K HK53A2 | |||||||
5.56x45mm NATO | 2d4 | 1–2/20 | 50ft | -lb | 2H, Recoil (14), Reloading, Ammunition Standard Mag 30/- | - | 13 |
H&K HK53A3 | |||||||
5.56x45mm NATO | 2d4 | 1–2/20 | 50ft | -lb | 2H, Recoil (15), Reloading, Ammunition Standard Mag 30/- | - | 13 |
H&K G36 | |||||||
5.56x45mm NATO | 2d4 | 1–3/20 | 125ft. | -lb | 2H, Recoil (12), Reliable, Reloading, Ammunition Standard Mag 30/-, Select Fire SS/AF (4), Inbuilt (Collapsible stock) | Sights, magazine, | 24 |
H&K G36C | |||||||
5.56x45mm NATO | 2d4 | 1–3/20 | 50ft. | -lb | 2H, Recoil (14), CQC, Reliable, Reloading, Ammunition Standard Mag 30/-, Select Fire SS/AF (4), Inbuilt (Collapsible stock) | - | 15 |
H&K G36K | |||||||
5.56x45mm NATO | 2d4 | 1–3/20 | 100ft. | -lb | 2H, Recoil (13), Reliable, Reloading, Ammunition Standard Mag 30/-, Select Fire SS/AF (4), Inbuilt (Collapsible stock) | - | 23 |
Assault Rifles Continued
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
NORINCO QBZ-95 | |||||||
5.8x42mm | 1d12 | 1–2/19–20 | 150ft. | -lb | 2H, Recoil (14), Reloading, Ammunition Standard Mag 30/-, Select Fire SS/AF (3) | Sights, Magazine, Grip, Side rails, Stock | 14 |
NORINCO QBZ-95B | |||||||
5.8x42mm | 1d12 | 1–2/19–20 | 150ft. | -lb | 2H, Recoil (14), Reloading, Ammunition Standard Mag 30/-, Select Fire SS/AF (4) | Sights, Magazine, Grip, Side rails, Stock | 18 |
NORINCO QBZ-97 | |||||||
5.56x45mm NATO | 2d4 | 1–3/20 | 125ft. | -lb | 2H, Recoil (11), Reloading, Ammunition Standard Mag 30/-, Select Fire SS/AF (4) | - | 19 |
RSA AK-47 | |||||||
7.62x39mm Russian | 1d10 | 1–2/20 | 125ft | -lb | 2H, Recoil (11), Reliable, Reloading, Ammunition Standard Mag 30/-, Rate of Fire: AF (3) | - | 15 |
RSA AK-74 | |||||||
5.45x39mm Russian | 1d6 | 1–2/20 | 125ft | -lb | 2H, Recoil (10), Reloading, Ammunition Standard Mag 30/-, Rate of Fire: AF (4) | - | 15 |
RSA AK-101 | |||||||
5.56x45mm NATO | 2d4 | 1–3/20 | 125ft. | -lb | 2H, Recoil (12), Reliable, Reloading, Ammunition Standard Mag 30/-, Rate of Fire: AF (4) | - | 16 |
RSA AKS | |||||||
7.62x39mm Russian | 1d10 | 1–2/20 | 125ft. | -lb | 2H, Recoil (11), Reloading, Ammunition Standard Mag 30/-, Rate of Fire: AF (3) | - | 16 |
RSA AKS-74 | |||||||
5.45x39mm Russian | 1d6 | 1–2/20 | 125ft. | -lb | 2H, Recoil (10), Reloading, Ammunition Standard Mag 30/-, Rate of Fire: AF (4) | - | 15 |
RSA AKS-74U | |||||||
5.45x39mm Russian | 1d6 | 1–3/20 | 125ft. | -lb | 2H, Recoil (12), Reloading, Ammunition Standard Mag 30/-, Rate of Fire: AF (4) | - | 18 |
RSA AKS-74U-UBN | |||||||
5.45x39mm Russian | 1d6 | 1–3/20 | 125ft. | -lb | 2H, Recoil (10), Reloading, Ammunition Standard Mag 30/-, Rate of Fire: AF (4) | - | 21 |
Assault Rifles Continued
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Steyr AUG Para | |||||||
9mm P | 1d8 | 1–3/20 | 35ft. | -lb | 2H, Recoil (4), Reloading, Ammunition Standard Mag 30/-, Inbuilt (Collapsible stock) | - | 12 |
Steyr AUG | |||||||
5.56x45mm NATO | 2d4 | 1–3/20 | 125ft | -lb | 2H, Recoil (10), Reloading, Ammunition Standard Mag 30/- | - | 13 |
Steyr AUG Carbine | |||||||
5.56x45mm NATO | 2d4 | 1–3/20 | 100ft | -lb | 2H, Recoil (11), Reloading, Ammunition Standard Mag 30/- | - | 13 |
FN FAL | |||||||
7.62x51mm NATO | 2d6 | 1–3/19–20 | 175ft. | -lb | 2H, Recoil (17), Reliable, Reloading, Ammunition Standard Mag 20/- | - | 19 |
FN FAL “Para” | |||||||
7.62x51mm NATO | 2d6 | 1–3/19–20 | 160ft. | -lb | 2H, Recoil (18), Reloading, Ammunition Standard Mag 20/-, Inbuilt (Collapsible stock) | - | 19 |
H&K G3A3 | |||||||
7.62x51mm NATO | 2d6 | 1–2/19–20 | 175ft. | -lb | 2H, Recoil (16), Reloading, Ammunition Standard Mag 20/- | - | 21 |
H&K G3A4 | |||||||
7.62x51mm NATO | 2d6 | 1–2/19–20 | 175ft. | -lb | 2H, Recoil (17), Reloading, Ammunition Standard Mag 20/- | - | 21 |
H&K G3 SG/1 | |||||||
7.62x51mm NATO | 2d6 | 1–2/19–20 | 175ft. | -lb | 2H, Recoil (17), Accurate (1), Reloading, Ammunition Standard Mag 20/- | - | 28 |
Springfield Armory M14 | |||||||
7.62x51mm NATO | 2d6 | 1–3/19–20 | 150ft. | -lb | 2H, Recoil (15), Reliable, Reloading, Ammunition Standard Mag 20/- | - | 21 |
Break action Shotguns
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Browning Superposed | |||||||
.410 (slug) | 1D12 | 1/19-20 | 20ft | lb | 2H, Recoil (4), Takedown, Reliable, Imprecise, Reloading, Ammunition Chambered 2/- | - | 20 |
.410 (shot) | 2d4 | 1/20 | 10ft | lb | 2H, Recoil (4), Spread, Reliable, Imprecise, Reloading, Ammunition Chambered 2/- | - | 20 |
Break action Shotguns Continued
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Browning Superposed | |||||||
20 gauge (slug) | 2d8 | 1/19-20 | 30ft | -lb | 2H, Recoil (12), Takedown, Reliable, Imprecise, Reloading, Ammunition Chambered 2/- | - | 10 |
20 gauge (shot) | 3d4 | 1/20 | 20ft | -lb | 2H, Recoil (12), Spread, Reliable, Imprecise, Reloading, Ammunition Chambered 2/- | - | 10 |
12 gauge (slug) | 2d12 | 1/19-20 | 40ft | -lb | 2H, Recoil (17), Takedown, Reliable, Imprecise, Reloading, Ammunition Chambered 2/- | - | 12 |
12 gauge (shot) | 5d4 | 1/20 | 30ft | -lb | 2H, Recoil (17), Spread, Reliable, Imprecise, Reloading, Ammunition Chambered 2/- | - | 12 |
Charles Daly Field II Hunter | |||||||
410 (slug) | 1d12 | 1/19-20 | 10ft | -lb | 2H, Recoil (4), Takedown, Reliable, Imprecise, Reloading, Ammunition Chambered 2/- | - | 8 |
410 (shot) | 2d4 | 1/20 | 10ft | -lb | 2H, Recoil (4), Spread, Reliable, Imprecise, Reloading, Ammunition 2/- | - | 8 |
20 gauge (slug) | 2d8 | 1/19-20 | 30ft | -lb | 2H, Recoil (12), Takedown, Reliable, Imprecise, Reloading, Ammunition Chambered 2/- | - | 8 |
20 gauge (shot) | 3d4 | 1/20 | 20ft | -lb | 2H, Recoil (12), Spread, Reliable, Imprecise, Reloading, Ammunition Chambered 2/- | - | 8 |
16 gauge (slug) | 2d10 | 1/19-20 | 35ft | -lb | 2H, Recoil (14), Takedown, Reliable, Imprecise, Reloading, Ammunition Chambered 2/- | - | 9 |
16 gauge (shot) | 4d4 | 1/20 | 25ft | -lb | 2H, Recoil (14), Spread, Reliable, Imprecise, Reloading, Ammunition Chambered 2/- | - | 9 |
Charles Daly Field II Hunter | |||||||
12 gauge (slug) | 2d12 | 1/19-20 | 35ft | -lb | 2H, Recoil (17), Takedown, Reliable, Imprecise, Reloading, Ammunition Chambered 2/- | - | 11 |
12 gauge (shot) | 5d4 | 1/20 | 25ft | -lb | 2H, Recoil (17), Spread, Reliable, Imprecise, Reloading, Ammunition Chambered 2/- | - | 11 |
10 gauge (slug) | 3d10 | 1/18-20 | 40ft | -lb | 2H, Recoil (19), Takedown, Reliable, Imprecise, Reloading, Ammunition Chambered 2/- | - | 15 |
10 gauge (shot) | 6d4 | 1/20 | 30ft | -lb | 2H, Recoil (19), Spread, Reliable, Imprecise, Reloading, Ammunition Chambered 2/- | - | 15 |
Break Action Shotguns Continued
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Savage Arms Model 24 | |||||||
.410 (slug) | 1d12 | 1/19-20 | 20ft | -lb | 2H, Recoil (3), Takedown, Reliable, Imprecise, Reloading, Ammunition Chambered 1/- | - | 6 |
.410 (shot) | 2d4 | 1/20 | 10ft | -lb | 2H, Recoil (3), Spread, Reliable, Imprecise, Reloading, Ammunition Chambered 1/- | - | 6 |
20 gauge (slug) | 2d8 | 1/19-20 | 30ft | -lb | 2H, Recoil (11), Takedown, Reliable, Imprecise, Reloading, Ammunition Chambered 1/- | - | 8 |
20 gauge (shot) | 3d4 | 1/20 | 20ft | -lb | 2H, Recoil (11), Spread, Reliable, Imprecise, Reloading, Ammunition Chambered 1/- | - | 8 |
Savage Arms Model 24 continued | |||||||
12 gauge (slug) | 2d12 | 1/19-20 | 35ft | -lb | 2H, Recoil (16), Takedown, Reliable, Imprecise, Reloading, Ammunition Chambered 1/- | - | 10 |
12 gauge (shot) | 5d4 | 1/20 | 25ft | -lb | 2H, Recoil (16), Spread, Reliable, Imprecise, Reloading, Ammunition Chambered 1/- | - | 10 |
Winchester Model 21 | |||||||
20 gauge (slug) | 2d8 | 1/19-20 | 30ft | -lb | 2H, Recoil (12), Takedown, Reliable, Imprecise, Reloading, Ammunition Chambered 2/- | - | 7 |
20 gauge (shot) | 3d4 | 1/20 | 20ft | -lb | 2H, Recoil (12), Spread, Reliable, Imprecise, Reloading, Ammunition Chambered 2/- | - | 7 |
16 gauge (slug) | 2d10 | 1/19-20 | 35ft | -lb | 2H, Recoil (14), Takedown, Reliable, Imprecise, Reloading, Ammunition Chambered 2/- | - | 9 |
16 gauge (shot) | 4d4 | 1/20 | 25ft | -lb | 2H, Recoil (14), Spread, Reliable, Imprecise, Reloading, Ammunition Chambered 2/- | - | 9 |
12 gauge (slug) | 2d12 | 1/19-20 | 35ft | -lb | 2H, Recoil (17), Takedown, Reliable, Imprecise, Reloading, Ammunition Chambered 2/- | - | 11 |
12 gauge (shot) | 5d4 | 1/20 | 25ft | -lb | 2H, Recoil (17), Spread, Reliable, Imprecise, Reloading, Ammunition Chambered 2/- | - | 11 |
Pump Action Shotguns
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
KAC Masterkey | |||||||
12 gauge (slug) | 2d12 | 1/19-20 | 35ft | -lb | 2H, Recoil (16), Takedown, Unreliable, Imprecise, Reloading (5), Ammunition Chambered 3/- | - | 16 |
12 gauge (shot) | 5d4 | 1/20 | 25ft | -lb | 2H, Recoil (16), Spread, Unreliable, Imprecise, Reloading (5), Ammunition Chambered 3/- | - | 16 |
Browning BPS Stalker | |||||||
12 gauge (slug) | 2d12 | 1/19-20 | 35ft | -lb | 2H, Recoil (17), Takedown, Imprecise, Reloading (5), Ammunition Chambered 4/- | - | 9 |
12 gauge (shot) | 5d4 | 1/20 | 25ft | -lb | 2H, Recoil (17), Spread, Imprecise, Reloading (5), Ammunition Chambered 4/- | - | 9 |
10 gauge (slug) | 3d10 | 1/18-20 | 40ft | -lb | 2H, Recoil (18), Takedown, Imprecise, Reloading, Ammunition Chambered 4/- | - | 10 |
10 gauge (shot) | 6d4 | 1/20 | 30ft | -lb | 2H, Recoil (18), Spread, Imprecise, Reloading (5), Ammunition Chambered 4/- | - | 10 |
Remington Model 870 | |||||||
20 gauge (slug) | 2d8 | 1/19-20 | 30ft | -lb | 2H, Recoil (13), Takedown, Reliable, Imprecise, Reloading (5), Ammunition Chambered 4/- | - | 4 |
20 gauge (shot) | 3d4 | 1/20 | 20ft | -lb | 2H, Recoil (13), Spread, Reliable, Imprecise, Reloading (5), Ammunition Chambered 4/- | - | 4 |
16 gauge (slug) | 2d10 | 1/19-20 | 35ft | -lb | 2H, Recoil (14), Takedown, Reliable, Imprecise, Reloading (5), Ammunition Chambered 4/- | - | 6 |
16 gauge (shot) | 4d4 | 1/20 | 25ft | -lb | 2H, Recoil (14), Spread, Reliable, Imprecise, Reloading (5), Ammunition Chambered 4/- | - | 6 |
12 gauge (slug) | 2d12 | 1/19-20 | 35ft | -lb | 2H, Recoil (17), Takedown, Reliable, Imprecise, Reloading (5), Ammunition Chambered 4/- | - | 12 |
12 gauge (shot) | 5d4 | 1/20 | 25ft | -lb | 2H, Recoil (17), Spread, Reliable, Imprecise, Reloading (5), Ammunition Chambered 4/- | - | 12 |
Remington Model 870P | |||||||
12 gauge (slug) | 2d12 | 1/19-20 | 35ft | -lb | 2H, Recoil (17), Takedown, Reliable, Imprecise, Reloading (5), Ammunition Chambered 7/- | - | 11 |
12 gauge (shot) | 5d4 | 1/20 | 25ft | -lb | 2H, Recoil (17), Spread, Reliable, Imprecise, Reloading (5), Ammunition Chambered 7/- | - | 1 |
Pump Action Shotguns Continued
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Truvelo Neostead | |||||||
12 gauge (slug) | 2d12 | 1/19-20 | 35ft | -lb | 2H, Recoil (18), Takedown, Quirky, Imprecise, Reloading (5), Ammunition Chambered 12/- | - | 30 |
12 gauge (shot) | 5d4 | 1/20 | 25ft | -lb | 2H, Recoil (18), Spread, Quirky, Imprecise, Reloading (5), Ammunition Chambered 12/- | - | 30 |
Winchester Model 1897 | |||||||
12 gauge (slug) | 2d12 | 1/19-20 | 35ft | -lb | 2H, Recoil (17), Takedown, Reliable, Imprecise, Reloading (5), Ammunition Chambered 6/- | - | 16 |
12 gauge (shot) | 5d4 | 1/20 | 25ft | -lb | 2H, Recoil (17), Spread, Reliable, Imprecise, Reloading (5), Ammunition Chambered 6/- | - | 16 |
Semi Auto Shotguns
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Saiga 12K | |||||||
.410 (slug) | 2d6 | 1/19-20 | 20ft | -lb | 2H, Recoil (3), Takedown, Imprecise, Reloading, Ammunition Standard Mag 10/- | Trigger Housing, Magazine | 14 |
.410 (shot) | 2d4 | 1/20 | 10ft | -lb | 2H, Recoil (3), Spread, Imprecise, Reloading, Ammunition Standard Mag 10/- | Trigger Housing, Magazine | 14 |
20 gauge (slug) | 2d8 | 1/19-20 | 30ft | -lb | 2H, Recoil (9), Takedown, Imprecise, Reloading, Ammunition Standard Mag 10/- | Trigger Housing, Magazine | 16 |
20 gauge (shot) | 2d4 | 1/20 | 20ft | -lb | 2H, Recoil (9), Spread, Imprecise, Reloading, Ammunition Standard Mag 10/- | Trigger Housing, Magazine | 16 |
12 gauge (slug) | 2d12 | 1/19-20 | 35ft | -lb | 2H, Recoil (16), Takedown, Imprecise, Reloading, Ammunition Standard Mag -/- | Trigger Housing, Magazine | 18 |
12 gauge (shot) | 5d4 | 1/20 | 25ft | -lb | 2H, Recoil (16), Spread, Imprecise, Reloading, Ammunition Standard Mag 10/- | Trigger Housing, Magazine | 18 |
Benelli M1 Practica | |||||||
12 gauge (slug) | 2d12 | 1/19-20 | 35ft | -lb | 2H, Recoil (17), Takedown, Imprecise, Reloading (5), Ammunition Chambered 8/- | - | 10 |
12 gauge (shot) | 5d4 | 1/20 | 25ft | -lb | 2H, Recoil (17), Spread, Imprecise, Reloading (5), Ammunition Chambered 8/- | - | 10 |
Semi Auto Shotguns Continued
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Benelli M1 Tactical | |||||||
12 gauge (slug) | 2d12 | 1/19-20 | 35ft | -lb | 2H, Recoil (16), Takedown, Imprecise, Reloading, Ammunition Chambered 5/- | - | 11 |
12 gauge (shot) | 5d4 | 1/20 | 25ft | -lb | 2H, Recoil (16), Spread, Imprecise, Reloading, Ammunition Chambered 5/- | - | 11 |
Benelli M4 Super 90 | |||||||
12 gauge (slug) | 2d12 | 1/19-20 | 35ft | -lb | 2H, Recoil (16), Takedown, Imprecise, Reloading (5), Ammunition Chambered 7/- | - | 14 |
12 gauge (shot) | 5d4 | 1/20 | 25ft | -lb | 2H, Recoil (16), Spread, Imprecise, Reloading (5), Ammunition Chambered 7/- | - | 14 |
Browning Auto-5 | |||||||
20 gauge (slug) | 2d8 | 1/19-20 | 30ft | -lb | 2H, Recoil (9), Takedown, Imprecise, Reloading, Ammunition Chambered 5/- | - | 15 |
20 gauge (shot) | 2d4 | 1/20 | 20ft | -lb | 2H, Recoil (9), Spread, Imprecise, Reloading, Ammunition Chambered 5/- | - | 15 |
16 gauge (slug) | 2d10 | 1/19-20 | 30ft | -lb | 2H, Recoil (10), Takedown, Imprecise, Reloading, Ammunition Chambered 4/- | - | 17 |
16 gauge (shot) | 4d4 | 1/20 | 20ft | -lb | 2H, Recoil (10), Spread, Imprecise, Reloading, Ammunition Chambered 4/- | - | 17 |
12 gauge (slug) | 2d12 | 1/19-20 | 35ft | -lb | 2H, Recoil (17), Takedown, Imprecise, Reloading, Ammunition Chambered 3/- | - | 19 |
12 gauge (shot) | 5d4 | 1/20 | 25ft | -lb | 2H, Recoil (17), Spread, Imprecise, Reloading, Ammunition Chambered 3/- | - | 19 |
Franchi SPAS-12 | |||||||
12 gauge (slug) | 2d12 | 1/19-20 | 35ft | -lb | 2H, Recoil (17), Takedown, Reliable, Imprecise, Reloading (5), Ammunition Chambered 8/- | - | 20 |
12 gauge (shot) | 5d4 | 1/20 | 25ft | -lb | 2H, Recoil (17), Spread, Reliable, Imprecise, Reloading (5), Ammunition Chambered 8/- | - | 20 |
Franchi SPAS-15 | |||||||
12 gauge (slug) | 2d12 | 1/19-20 | 35ft | -lb | 2H, Recoil (18), Takedown, Imprecise, Reloading (5), Ammunition Chambered 6/- | - | 45 |
12 gauge (shot) | 5d4 | 1/20 | 25ft | -lb | 2H, Recoil (18), Spread, Imprecise, Reloading (5), Ammunition Chambered 6/- | - | 45 |
Semi Auto Shotguns Continued
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Molot Oruzhie Vepr-12 | |||||||
12 gauge (slug) | 2d12 | 1/19-20 | 35ft | -lb | 2H, Recoil (16), Takedown, Reliable, Imprecise, Reloading, Ammunition Standard Mag 10/- | Trigger housing, Magazine | 20 |
12 gauge (shot) | 5d4 | 1/20 | 25ft | -lb | 2H, Recoil (16), Spread, Reliable, Imprecise, Reloading, Ammunition Standard Mag 10/- | Trigger housing, Magazine | 20 |
Reutech Striker | |||||||
12 gauge (slug) | 2d12 | 1/19-20 | 35ft | -lb | 2H, Recoil (17), Takedown, Imprecise, Reloading (5), Ammunition Chambered 12/-, Select Fire S/B/A | Magazine | 33 |
12 gauge (shot) | 5d4 | 1/20 | 25ft | -lb | 2H, Recoil (17), Spread, Imprecise, Reloading (5), Ammunition Chambered 12/-, Select Fire S/B/A | Magazine | 33 |
Auto Shotguns
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Daewoo USAS-12 | |||||||
12 gauge (slug) | 2d12 | 1/19-20 | 35ft | -lb | 2H, Recoil (14), Takedown, Imprecise, Reloading, Ammunition Standard Mag 10/-, Rate of Fire S/ AF (2) | - | 45 |
12 gauge (shot) | 5d4 | 1/20 | 25ft | -lb | 2H, Recoil (14), Spread, Imprecise, Reloading, Ammunition Standard Mag 10/-, Rate of Fire 6/AF (2) | - | 45 |
Atchisson AA-12 | |||||||
12 gauge (slug) | 2d12 | 1/19-20 | 35ft | -lb | 2H, Recoil (15), Takedown, Imprecise, Reloading, Ammunition Standard Mag 20/-, Rate of Fire AF (2) | - | 40 |
12 gauge (shot) | 5d4 | 1/20 | 25ft | -lb | 2H, Recoil (15), Spread, Imprecise, Reloading, Ammunition Standard Mag 20/-, Rate of Fire AF (2) | - | 40 |
Bolt Action Rifles
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Lee-Enfield DeLisle Carbine | |||||||
.45 ACP | 1d12 | 1/19–20 | 45ft | -lb | 2H, Recoil (3), Takedown, Manual Action, Reloading, Ammunition Standard Mag 10/-, Precise | - | 18 |
Weatherby Mk. V | |||||||
5.56×45mm NATO | 2d4 | 1/20 | 125ft | -lb | 2H, Recoil (11), Manual Action, Reloading, Ammunition 5/-, Precise | - | 16 |
AI AW | |||||||
7.62×51mm NATO | 2d6 | 1/19–20 | 175ft | -lb | 2H, Recoil (12), Accurate (+1), Manual Action, Reloading, Ammunition 10/-, Precise | - | 40 |
AI AW Covert | |||||||
7.62×51mm NATO | 2d6 | 1/19–20 | 75ft | -lb | 2H, Recoil (2), Accurate (+2), Manual Action, Reloading, Ammunition 10/-, Integral, Precise Suppressor | - | 50 |
AI AW-50 | |||||||
.50 BMG | 2d12 | 1/18–20 | 375 | -lb | 2H, Recoil (19), Takedown, Accurate (+3), Manual Action, Reloading, Ammunition 5/-, Precise | - | 92 |
AI AWM | |||||||
7mm Remington | 3d4 | 1/19–20 | 225ft | -lb | 2H, Recoil (15), Accurate (+1), Manual Action, Reloading, Ammunition 5/-, Precise | - | 25 |
.300 Winchester | 3d6 | 1/19–20 | 225ft | -lb | 2H, Recoil (15), Accurate (+1), Manual Action, Reloading, Ammunition 5/-, Precise | - | 27 |
.338 Laupa | 5d4 | 1/19–20 | 250ft | -lb | 2H, Recoil (17), Accurate (+1), Manual Action, Reloading, Ammunition 4/-, Precise | - | 32 |
AMP DSR-1 | |||||||
7.62×51mm NATO | 2d6 | 1/19–20 | 175ft | -lb | 2H, Recoil (13), Accurate (+1), Manual Action, Reloading, Ammunition 5/-, Precise | - | 36 |
.300 Winchester | 3d6 | 1/19–20 | 225ft | -lb | 2H, Recoil (17), Accurate (+2), Manual Action, Reloading, Ammunition 5/-, Precise | - | 40 |
.338 Laupa | 5d4 | 1/19–20 | 250ft | -lb | 2H, Recoil (18), Accurate (+2), Manual Action, Reloading, Ammunition 4/-, Precise | - | 44 |
Bolt Action Rifles Continued
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
FN Ultra-Ratio Commando II | |||||||
7.62×51mm NATO | 2d6 | 1/19–20 | 200ft | -lb | 2H, Recoil (10), Accurate (+1), Takedown, Manual Action, Reloading, Ammunition 10/-, Precise | - | 27 |
Lee-Enfield No. 1 Mk. 3 | |||||||
.303 British | 4d4 | 1/19–20 | 175ft | -lb | 2H, Recoil (17), Takedown, Manual Action, Reloading, Ammunition 10/-, Precise | - | 12 |
Lee-Enfield No. 2 | |||||||
.22 LR | 1d4 | 1/20 | 25ft | -lb | 2H, Recoil (1), Takedown, Manual Action, Reloading, Ammunition 10/-, Precise | - | 4 |
Lee-Enfield No. 4 Mk. 1 | |||||||
.303 British | 4d4 | 1/19–20 | 200ft | -lb | 2H, Recoil (17), Takedown, Manual Action, Reloading, Ammunition 10/-, Precise | - | 14 |
Lee-Enfield No. 5 | |||||||
.303 British | 4d4 | 1/19–20 | 125ft | -lb | 2H, Recoil (18), Manual Action, Reloading, Ammunition 10/-, Precise | - | 12 |
Mauser Model 1898 | |||||||
8mm Mauser | 2d10 | 1/19–20 | 175ft | -lb | 2H, Recoil (18), Manual Action, Reloading, Ammunition 5/-, Precise | - | 10 |
Mosin-Nagant M1891 | |||||||
7.62×54mm Russian | 3d4 | 1/19–20 | 175ft | -lb | 2H, Recoil (18), Manual Action, Reloading, Ammunition 5/-, Precise | - | 6 |
Mosin-Nagant M1891 Sniper | |||||||
7.62×54mm Russian | 3d4 | 1/19–20 | 200ft | -lb | 2H, Recoil (19), Manual Action, Reloading, Ammunition 5/-, Precise | - | 14 |
Bolt Action Rifles Continued
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Remington Model 700 | |||||||
5.56×45mm NATO | 2d4 | 1/20 | 125ft | -lb | 2H, Recoil (12), Manual Action, Reloading, Ammunition 6/-, Precise | Magazine | 7 |
7mm Remington | 3d4 | 1/19–20 | 225ft | -lb | 2H, Recoil (13), Manual Action, Reloading, Ammunition 5/-, Precise | Magazine | 9 |
7.62×51mm NATO | 2d6 | 1/19–20 | 175ft | -lb | 2H, Recoil (13), Manual Action, Reloading, Ammunition 4/-, Precise | Magazine | 11 |
.30-06 | 1d12 | 1/19–20 | 175ft | -lb | 2H, Recoil (-), Manual Action, Reloading, Ammunition 4/-, Precise | Magazine | 13 |
.300 Winchester | 3d6 | 1/19–20 | 125ft | -lb | 2H, Recoil (15), Manual Action, Reloading, Ammunition 3/-, Precise | Magazine | 25 |
.375 H&H Magnum | 5d4 | 1/19–20 | 225ft | -lb | 2H, Recoil (16), Manual Action, Reloading, Ammunition 3/-, Precise | Magazine | 27 |
Remington M24 SWS | |||||||
7.62×51mm NATO | 2d6 | 1/19–20 | 200ft | -lb | 2H, Recoil (12), Accurate (+3), Manual Action, Reloading, Ammunition 5/-, Precise | - | 95 |
.300 Winchester | 3d6 | 1/19–20 | 250ft | -lb | 2H, Recoil (15), Accurate (+3), Manual Action, Reloading, Ammunition 5/-, Precise | - | 55 |
Remington M40A1 | |||||||
7.62×51mm NATO | 2d6 | 1/19–20 | 200ft | -lb | 2H, Recoil (12), Manual Action, Reloading, Ammunition Standard Mag 5/-, Precise | - | 33 |
Springfield Armory M1903 | |||||||
.30-06 | 1d12 | 1/19–20 | 175ft | -lb | 2H, Recoil (18), Manual Action, Reloading, Ammunition 5/-, Precise | - | 13 |
Spingfield Armory M1903A4 | |||||||
.30-06 | 1d12 | 1/19–20 | 200ft | -lb | 2H, Recoil (17), Manual Action, Reloading, Ammunition 5/-, Precise | - | 15 |
Bolt Action Rifles Continued
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Weatherby Mk. V | |||||||
7mm Remington | 3d4 | 1/19–20 | 225ft | -lb | 2H, Recoil (17), Manual Action, Reloading, Ammunition Standard Mag 5/-, Precise | - | 17 |
7.62×51mm NATO | 2d6 | 1/19–20 | 4d4+2 | -lb | 2H, Recoil (18), Manual Action, Reloading, Ammunition Standard Mag 4/-, Precise | - | 24 |
.30-06 | 1d12 | 1/19–20 | 175ft | -lb | 2H, Recoil (18), Manual Action, Reloading, Ammunition Standard Mag 3/-, Precise | - | 13 |
.460 Weatherby | 2d10 | 1/19–20 | 250ft | -lb | 2H, Recoil (18), Takedown, Manual Action, Reloading, Ammunition Standard Mag 2/-, Precise | - | 38 |
Mini-Hecate | |||||||
.338 Laupa | 5d4 | 1/19–20 | 250ft | -lb | 2H, Recoil (17), Accurate (+1), Manual Action, Reloading, Ammunition Standard Mag 10/-, Precise | - | 42 |
FN Hecate II | |||||||
.50 BMG | 2d12 | 1/18–20 | 375ft | -lb | 2H, Recoil (18), Accurate (+3), Takedown, Manual Action, Reloading, Ammunition Standard Mag 7/-, Precise | - | 65 |
Simonov PTRD | |||||||
14.5mm Russian | 3d10 | 1/18–20 | 275ft | -lb | 2H, Recoil (19), Reliable, Manual Action, Reloading, Ammunition Chambered 1/-, Precise | - | 85 |
Micro Submachine Guns
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
CZ Skorpion | |||||||
.32 ACP | 1d6 | 1–3/20 | 20ft | -lb | Lite, Covert, CQC, 1H, Recoil (5), Reloading, Ammunition Standard Mag 20/- | - | 9 |
.380 ACP | 1d8 | 1–3/20 | 20ft | -lb | Lite, Covert, CQC, 1H, Recoil (8), Reloading, Ammunition Standard Mag 20/- | - | 11 |
9×18mm Makarov | 2d4 | 1–3/20 | 25ft | -lb | Lite, Covert, CQC, 1H, Recoil (8), Reloading, Ammunition Standard Mag 20/- | - | 13 |
MAC M11 | |||||||
.380 ACP | 1d8 | 1–3/20 | 25ft | -lb | Lite, CQC, 1H, Recoil (8), Imprecise, Select Fire B/AF (6), Reloading, Ammunition Standard Mag 30/- | - | 25 |
H&K MP7A1 | |||||||
4.6×30mm | 2d4 | 1–2/20 | 30ft | -lb | Lite, CQC, 1H, Recoil (8), Reloading, Ammunition Standard Mag 20/- | - | 16 |
Micro Submachine Guns Continued
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
IMI Micro-Uzi | |||||||
9mm P | 1d10 | 1–3/20 | 20ft | -lb | Lite, CQC, 1H, Recoil (10), Reloading, Ammunition Standard Mag 20/- | - | 12 |
MAC M10 | |||||||
9mm P | 1d8 | 1–3/20 | 25ft | -lb | Lite, CQC, 1H, Recoil (5), Imprecise, Select Fire B/AF (6), Reloading, Ammunition Standard Mag 30/-, Rate of Fire: AF (6) | - | 25 |
.45 ACP | 1d12 | 1–3/20 | 25ft | -lb | Lite, CQC, 1H, Recoil (6), Imprecise, Select Fire B/A, Reloading, Ammunition Standard Mag 30/-, Rate of Fire: AF (6) | - | 28 |
H&K MP5K | |||||||
9mm P | 1d8 | 1–2/20 | 15ft | -lb | Lite, CQC, 1H, Recoil (8), Reloading, Ammunition Standard Mag 30/-, Rate of Fire: AF (4) | - | 10 |
H&K MP5K, briefcase | |||||||
9mm P | 1d8 | 1–3/20 | 15ft | -lb | Lite, CQC, 1H, Recoil (4), Imprecise, Inaccurate (-4), Reloading, Ammunition Standard Mag 30/-, Rate of Fire: AF (4) | - | 20 |
Steyr TMP | |||||||
9mm P | 1d8 | 1–3/20 | 15ft | -lb | Lite, CQC, 1H, Recoil (13), Reloading, Ammunition Standard Mag 15/- | - | 13 |
Submachine Guns
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
IMI Uzi | |||||||
9mm P | 1d8 | 1–3/20 | 30ft | -lb | 2H, CQC, Recoil (4), Reloading, Ammunition Standard Mag 30/-, Rate of Fire: AF (5) | - | 12 |
IMI Mini-Uzi | |||||||
9mm P | 1d8 | 1–3/20 | 25ft | -lb | 2H, CQC, Covert, Recoil (6), Reloading, Ammunition Standard Mag 30/-, Rate of Fire: AF (5) | - | 13 |
H&K MP5A4 | |||||||
9mm P | 1d8 | 1–2/20 | 30ft | -lb | 2H, CQC, Recoil (5), Reloading, Ammunition Standard Mag 30/-, Rate of Fire: AF (4) | - | 25 |
H&K MP5A5 | |||||||
9mm P | 1d8 | 1–2/20 | 30ft | -lb | 2H, CQC, Recoil (5), Reloading, Ammunition Standard Mag 30/-, Rate of Fire: AF (4) | - | 26 |
Submachine Guns Continued
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
H&K MP5SD5 | |||||||
9mm P | 1d8 | 1–2/20 | 30ft | -lb | 2H, CQC, Recoil (6), Reloading, Ammunition Standard Mag 30/-, Rate of Fire: AF (4) | - | 28 |
H&K MP5SD6 | |||||||
9mm P | 1d8 | 1–2/20 | 30ft | -lb | 2H, CQC, Recoil (5), Reloading, Ammunition Standard Mag 30/-, Rate of Fire: AF (4) | - | 30 |
H&K MP5/40 | |||||||
40 S&W | 1d10 | 1–2/20 | 30ft | -lb | 2H, CQC, Recoil (6), Takedown, Reloading, Ammunition Standard Mag 30/-, Rate of Fire: AF (4) | - | 28 |
H&K MP5/10 | |||||||
10mm ACP | 2d6 | 1–2/20 | 30ft | -lb | 2H, CQC, Recoil (7), Reloading, Ammunition Standard Mag 30/-, Rate of Fire: AF (4) | - | 35 |
H&K UMP | |||||||
9mm P | 1d8 | 1–2/20 | 30ft | -lb | 2H, CQC, Recoil (7), Reloading, Ammunition Standard Mag 30/-, Rate of Fire: AF (5) | - | 8 |
.40 S&W | 1d10 | 1–2/20 | 30ft | -lb | 2H, CQC, Recoil (8), Takedown, Reloading, Ammunition Standard Mag 30/-, Rate of Fire: AF (5) | - | 10 |
.45 ACP | 1d12 | 1–2/20 | 30ft | -lb | 2H, CQC, Recoil (9), Takedown, Reloading, Ammunition Standard Mag 30/-, Rate of Fire: AF (5) | - | 12 |
FN P90 | |||||||
5.7×28mm | 1d10 | 1–3/20 | 35ft | -lb | 2H, CQC, Recoil (5), Quirky, Reloading, Ammunition Standard Mag 50/-, Rate of Fire: AF (7) | - | 17 |
German State Arsenal MP-40 | |||||||
9mm P | 1d8 | 1–3/20 | 30ft | -lb | 2H, CQC, Recoil (4), Reloading, Ammunition 30/-, Rate of Fire: AF (3) | - | 10 |
RSA Bizon-2 | |||||||
9×18mm Improved | 1d10+2 | 1–3/20 | 35ft | -lb | 2H, CQC, Recoil (7), Quirky, Reloading, Ammunition Standard Mag 66/-, Select Fire SS/AF (7) | - | 14 |
Sten Mk. II | |||||||
9mm P | 1d8 | 1–3/20 | 30ft | -lb | 2H, CQC, Recoil (5), Dependable, Reloading, Ammunition Standard Mag 30/- | - | 11 |
Submachine Guns Continued
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Sten Mk. II(S) | |||||||
9mm P | 1d8 | 1–3/20 | 30ft | -lb | 2H, CQC, Recoil (5), Dependable, Reloading, Ammunition Standard Mag 30/- | - | 16 |
Thompson M1928 | |||||||
.45 ACP | 1d12 | 1–3/20 | 35ft | -lb | 2H, CQC, Recoil (3), Dependable, Takedown, Reloading, Ammunition Standard Mag 30/-, Rate of Fire: AF (5) | - | 25 |
Bows & Crossbows
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Bows | |||||||
Short Bow | 1d6 | 1/20 | 35ft | -lb | 2H, Recoil (9), Ammunition 1/Arrow, Rate of Fire (SS) | - | 2 |
Long Bow | 1d8 | 1/20 | 70ft | -lb | 2H, Recoil (11), Ammunition 1/Arrow, Rate of Fire (SS) | - | 4 |
Recurve Bows | |||||||
30lbs | 1d6 | 1/20 | 50ft | -lb | 2H, Recoil (12), Ammunition 1/Arrow, Rate of Fire (SS) | - | 7 |
40lbs | 1d8 | 1/20 | 75ft | -lb | 2H, Recoil (13), Ammunition 1/Arrow, Rate of Fire (SS) | - | 9 |
50lbs | 1d10 | 1/20 | 100ft | -lb | 2H, Recoil (14), Ammunition 1/Arrow, Rate of Fire (SS) | - | 11 |
60lbs | 1d12 | 1/20 | 125ft | -lb | 2H, Recoil (15), Ammunition 1/Arrow, Rate of Fire (SS) | - | 13 |
70lbs | 2d6 | 1/19-20 | 150ft | -lb | 2H, Recoil (16), Ammunition 1/Arrow, Rate of Fire (SS) | - | 15 |
Compound Bows | |||||||
30lbs | 2d4 | 1/20 | 75ft | -lb | 2H, Recoil (11), Ammunition 1/Arrow, Manual action, Precise | - | 10 |
40lbs | 3d4 | 1/20 | 100ft | -lb | 2H, Recoil (12), Ammunition 1/Arrow, Manual action, Precise | - | 13 |
50lbs | 4d4 | 1/19-20 | 125ft | -lb | 2H, Recoil (13), Ammunition 1/Arrow, Manual action, Precise | - | 16 |
60lbs | 5d4 | 1/19-20 | 150ft | -lb | 2H, Recoil (14), Ammunition 1/Arrow, Manual action, Precise | - | 21 |
70lbs | 6d4 | 1/19-20 | 175ft | -lb | 2H, Recoil (15), Ammunition 1/Arrow, Manual action, Precise | - | 24 |
Bows & Crossbows Continued
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Crossbows | |||||||
80lbs | 1d6 | 1/19-20 | 50ft | -lb | 2H, Recoil (8), Ammunition 1/Bolt, Manual action, Precise | - | 15 |
100lbs | 1d8 | 1/19-20 | 50ft | -lb | 2H, Recoil (8), Ammunition 1/Bolt, Manual action, Precise | - | 20 |
120lbs | 1d10 | 1/19-20 | 75ft | -lb | 2H, Recoil (9), Ammunition 1/Bolt, Manual action, Precise | - | 25 |
160lbs | 1d12 | 1/19-20 | 100ft | -lb | 2H, Recoil (10), Ammunition 1/Bolt, Manual action, Precise | - | 30 |
180lbs | 2d6 | 1/19-20 | 125ft | -lb | 2H, Recoil (11), Ammunition 1/Bolt, Manual action, Precise | - | 35 |
200lbs | 3d6 | 1/19-20 | 150ft | -lb | 2H, Recoil (12), Ammunition 1/Bolt, Manual action, Precise | - | 40 |
Squad Automatic Weapons (SAW)
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
NORINCO QJB-95 | |||||||
5.8x42mm | 1d12 | 1–3/19–20 | 175ft. | -lb | 2H, Recoil (14), Reloading, Ammunition Drum Mag 100/-, Select Fire AF (4), Inbuilt (Bi-pods) | Sights, Magazine, Grip, Side rails, Stock | 24 |
MG36 | |||||||
5.56×45mm NATO | 2d4 | 1–3/20 | 200ft | -lb | 2H, Recoil (9), Reloading, Ammunition Standard Mag 30/-, Selects Fire S/AF (4), Inbuilt (Bi-pods) | - | 39 |
Enfield L86A1 LSW | |||||||
5.56×45mm NATO | 2d4 | 1–4/20 | 150ft | -lb | 2H, Recoil (5), Reloading, Ammunition 30/-, Select Fire S/B/AF (4), Inbuilt (Bi-pods) | - | 48 |
Browning M1918 BAR | |||||||
.30-06 | 1d12 | 1–3/19–20 | 175ft | -lb | 2H, Recoil (10), Reliable, Reloading, Ammunition 20/-, Rate of Fire: AF (3) | - | 60 |
FN Minimi (M249) | |||||||
5.56×45mm NATO | 2d4 | 1–3/20 | 175ft | -lb | 2H, Recoil (5), Reloading, Ammunition 200/-, Rate of Fire: AF (4), Inbuilt (Bi-pods) | - | 40 |
FN Minimi (M249) Para | |||||||
5.56×45mm NATO | 2d4 | 1–3/20 | 150ft | -lb | 2H, Recoil (6), Reloading, Ammunition Belt 200/-, Rate of Fire: AF (4), Inbuilt (Collapsible stock) | - | 55 |
NORINCO QJY-88 | |||||||
5.8×42mm | 1d12 | 1–3/19–20 | 175ft | -lb | 2H, Recoil (15), Reloading, Ammunition 200/-, | - | 60 |
RSA RPK | |||||||
7.62×39mm Russian | 1d10 | 1–3/20 | 150ft | -lb | 2H, Recoil (10), Reliable, Reloading, Ammunition 40/-, Rate of Fire: AF (4), Inbuilt (Bi-pods) | - | 32 |
RSA RPK-74 | |||||||
5.45×39mm Russian | 2d4 | 1–3/20 | 175ft | -lb | 2H, Recoil (14), Reliable, Reloading, Ammunition 45/-, Rate of Fire: AF (4), Inbuilt (Bi-pods) | - | 35 |
Steyr AUG Hbar | |||||||
5.56×45mm NATO | 2d4 | 1–3/20 | 150ft | -lb | 2H, Recoil (8), Reloading, Ammunition 30/-, Selects Fire S/B/AF (4) | - | 39 |
General Purpose Machine Gun
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Saco M60 | |||||||
7.62×51mm NATO | 2d6 | 1–4/19–20 | 175ft | -lb | 2H, Recoil (7), Unreliable, Imprecise, Reloading, Ammunition Belt 100/-, Rate of Fire: AF (3) Braced, Inbuilt (Bi-pods) | - | 40 |
FN MAG (M240) | |||||||
7.62×51mm NATO | 2d6 | 1–2/19–20 | 275ft | -lb | 2H, Recoil (7), Reliable, Imprecise, Reloading, Ammunition Belt 100/-, Rate of Fire: AF (4) Braced, Inbuilt (Bi-pods) | - | 66 |
German State Arsenal MG-42 | |||||||
7.62×51mm NATO | 2d4 | 1–3/19–20 | 175ft | -lb | 2H, Recoil (7), Imprecise, Reloading, Ammunition Belt 100/-, Rate of Fire: AF (6) Braced, | - | 15 |
8mm Mauser | 3d4 | 1–3/19–20 | 200ft | -lb | 2H, Recoil (8), Takedown, Imprecise, Reloading, Ammunition Belt 50/-, Rate of Fire: AF (5) Braced, | - | 15 |
Heavy Machine Gun
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
RSA PK | |||||||
7.62×54mm Russian | 3d4 | 1–3/19–20 | 200ft | -lb | 2H, Recoil (10), Reliable, Reloading, Ammunition Belt 100/-, Rate of Fire: AF (4) Braced, | - | 19 |
Browning M2hB | |||||||
.50 BMG | 2d12 | 1–3/18–20 | 300ft | -lb | 2H, Recoil (6), Reliable, Imprecise, Takedown, Reloading, Ammunition Belt 100/-, Rate of Fire: AF (3) Mounted, | - | 95 |
General Electric M134 | |||||||
7.62×51mm NATO | 2d6 | 1–5/17–20 | 150ft | -lb | 2H, Recoil (12), Imprecise, Inaccurate (-3), Extensive Load, Ammunition Belt 100/-, Rate of Fire: AF (8) Mounted, | - | 125 |
RSA DShK | |||||||
12.7×109mm Russian | 3d8 | 1–3/18–20 | 300ft | -lb | 2H, Recoil (2), Imprecise, Takedown, Extensive Load (2), Ammunition Belt 50/-, Rate of Fire: AF (4) Mounted, | - | 110 |
RSA KPV | |||||||
14.5mm Russian | 3d10 | 1–3/18–20 | 350ft | -lb | 2H, Recoil (4), Imprecise, Takedown, Extensive Load (2), Ammunition Belt 40/-, Rate of Fire: AF (3) Mounted, | - | 140 |
Grenade launchers
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
RSA GP-25 | |||||||
40mm | See Ammo | 1–4/See Ammo | 50ft | -lb | 2H, Recoil (8), Inaccurate (-5), Reloading, Ammunition Chambered 1/-, Deviation (1d6) | - | 20 |
Colt M203 | |||||||
40mm | See Ammo | 1–2/See Ammo | 60ft | -lb | 2H, Recoil (8), Inaccurate (-5), Reloading, Ammunition Chambered 1/-, Deviation (1d6) | - | 20 |
Colt M203P | |||||||
40mm | See Ammo | 1–3/See Ammo | 60ft | -lb | 2H, Recoil (8), Inaccurate (-5), Reloading, Ammunition Chambered 1/-, Deviation (1d6) | - | 20 |
Colt M79 (Thumper) | |||||||
40mm | See Ammo | 1–3/See Ammo | 50ft | -lb | 2H, Recoil (8), Inaccurate (-5), Reloading, Ammunition Chambered 1/-, Deviation (1d6) | - | 20 |
H&K AG36 | |||||||
40mm | See Ammo | 1–3/See Ammo | 50ft | -lb | 2H, Recoil (8), Inaccurate (-5), Reloading, Ammunition Chambered 1/-, Deviation (1d6) | - | 20 |
Hawk MM-1 | |||||||
40mm | See Ammo | 1–4/See Ammo | 50ft | -lb | 2H, Recoil (6), Inaccurate (-5), Reloading, Ammunition Chambered 12/-, Deviation (1d6) | - | 20 |
Milkor MGL Mk. 1 | |||||||
40mm | See Ammo | 1–3/See Ammo | 40ft | -lb | 2H, Recoil (6), Inaccurate (-5), Reloading, Ammunition Chambered 6/-, Deviation (1d6) | - | 40 |
Saco Mk. 19 | |||||||
40mm | See Ammo | 1–4/See Ammo | 300ft | -lb | 2H, Recoil (7), Inaccurate (-5), Reloading, Ammunition Belt 50/-, Deviation (1d6), Rate of Fire: AF (3), Mounted | - | 140 |
Rocket launchers
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Disposable Launchers | |||||||
Talley M72 LAW | 2d10 Force, 2D10 piercing | 1–2/19-20 | 75ft | -lb | 2H, Recoil (1), Inaccurate (-5), Blast 10ft, Ammunition 1/-, | - | 10 |
Bofors AT4 HE | 5d10 Force | 1–2/20 | 50ft | -lb | 2H, Recoil (1), Inaccurate (-5), Blast 15ft, Ammunition 1/-, | - | 15 |
Bofors AT4 HEAT | 2d10 Force, 3d10 Piercing | 1–2/20 | 50ft | -lb | 2H, Recoil (1), Inaccurate (-5), Blast 10ft, Ammunition 1/-, | - | 20 |
Reloadable Launchers | |||||||
RPG-7 | See Ammo | 1–2/See Ammo | 75ft | -lb | 2H, Recoil (1), Inaccurate (-5), Extensive Load (2), Ammunition 1/-, Deviation (1d6) | - | 25 |
Mk 153 Shoulder-Launched Multipurpose Assault Weapon | See Ammo | 1/See Ammo | 125ft | -lb | 2H, Recoil (1), Extensive Load (3), Ammunition 1/-, Deviation (1d6) | - | 45 |
Grenades
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Lethal | |||||||
M67 Fragmentation | 2d8 Force, 2d8 Piercing | 1–3/19/20 | 30ft | 3lb | 1H, Thrown, Deviation (1d4), Blast 10ft | - | 5 |
AN-M14 TH3 Incendiary | 6d6 Fire | 1–3/20 | 30ft | -lb | 1H, Thrown, Deviation, Blast 5ft, Duration 4 rounds, Ignite | - | 10 |
Non Lethal | |||||||
M84 Flashbang | 5d6 Sonic, 5d6 Flash | 1–3/20 | 30ft | -lb | 1H, Thrown, Deviation, Blast 10ft, Deviation (1d4) | - | 2 |
Raw Explosives
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Plastic Explosives | |||||||
1/4Lb C4. | 2d10 Force Per 1/4 lb | 1–2/20 | Placed | 1/4lb | Blast 10ft + 5ft per 1/4 Lb. | - | 5 |
1Ft Cord. | 2d10 Force Per Ft | 1–2/20 | Placed | 1/4lb | Blast 10ft in Line. | - | 5 |
Sticky Grenade. | 4d10 Force | 1–3/20 | 30ft | 1lb | 1H, Thrown, Deviation (1d6), Blast 15ft | - | 10 |
Knives
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Knives | |||||||
Kitchen | 1d6 Piercing/Slashing | 1/20 | Melee | -lb | 1H, Finesse, Light | - | 1 |
Combat/Kbar/Bayonet | 1d6 Piercing/Slashing | 1/19-20 | Melee | -lb | 1H, Finesse, Light, Thrown (range 20ft) | - | 2 |
Bowie | 1d6 Slashing | 1/19-20 | Melee | -lb | 1H, Finesse | - | 3 |
Cleaver | 1d8 Slashing | 1/19-20 | Melee | -lb | 1H | - | 3 |
Throwing | 1d4 Piercing | 1/20 | Melee | -lb | 1H, Finesse, Light, Thrown (range 30ft) | - | 2 (x5) |
Pocket/Steak | 1d4 Piercing/Slashing | 1/20 | Melee | -lb | 1H, Finesse, Light | - | 1 |
Sickle | 1d4 Slashing | 1/20 | Melee | -lb | 1H, Light | - | 1 |
Scythe | 1d8 Slashing | 1/20 | Melee | -lb | 2H | - | 3 |
Swords
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Swords | |||||||
Short | 1d6 Piercing/Slashing | 1/20 | Melee | -lb | 1H, Finesse, Light | - | 2 |
Rapier | 1d6 Piercing | 1/19-20 | Melee | -lb | 1H, Finesse | - | 2 |
Scimitar | 1d6 Slashing | 1/19-20 | Melee | -lb | 1H, Finesse | - | 3 |
Long | 1d8 Slashing | 1/20 | Melee | -lb | 1H, Versatile (1d10) | - | 4 |
Saber | 1d8 Slashing | 1/19-20 | Melee | -lb | 1H, Finesse | - | 3 |
Broad | 1d10 Slashing | 1/20 | Melee | -lb | 1H, Recoil (13) | - | 5 |
Bastard | 1d10 Piercing/Slashing | 1/19-20 | Melee | -lb | 1H, Versatile (1d12), Recoil (15) | - | 10 |
Great | 2d6 Piercing/Slashing | 1/20 | Melee | -lb | 2H, Recoil (16) | - | 8 |
Machete | 1d8 Slashing | 1/20 | Melee | -lb | 1H, Finesse, Recoil (11) | - | 4 |
Axes
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Axes | |||||||
Hatchet/Handaxe | 1d6 Slashing | 1/20 | Melee | -lb | 1H, Finesse, Light, Thrown (range 20ft) | - | 3 |
Tomahawk | 1d4 Slashing/Piercing | 1/20 | Melee | -lb | 1H, Finesse, Light, Thrown (range 30ft) | - | 4 |
Combataxe | 1d6 Slashing/Piercing | 1/20 | Melee | -lb | 1H, Finesse, Light | - | 6 |
Fireaxe/Woodaxe | 1d8 Slashing | 1/20 | Melee | -lb | 2H | - | 3 |
Battleaxe | 1d8 Slashing | 1/20 | Melee | -lb | 1H, Versatile (1d10), Recoil (13) | - | 3 |
Splitting Woodaxe | 1d10 Slashing | 1/20 | Melee | -lb | 2H, Recoil (15) | - | 3 |
Greataxe | 1d12 Piercing | 1/20 | Melee | -lb | 2H, Recoil (17) | - | 6 |
Entrenching Tool | 1d6 Slashing | 1/20 | Melee | -lb | 1H | - | 4 |
Pickaxe | 1d10 Piercing | 1/20 | Melee | -lb | 2H, Recoil (13) | - | 3 |
War Pick | 1d8 Piercing/Blubgeoning | 1/20 | Melee | -lb | 1H, Recoil (12) | - | 4 |
Blunt Weapons
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Blunt weapons | |||||||
Club/Sap | 1d4 Bludgeoning | 1/20 | Melee | -lb | 1H, Light | - | 1 |
Large Club | 1d8 Bludgeoning | 1/20 | Melee | -lb | 2H | - | 2 |
Hammer (Claw) | 1d4 Bludgeoning/Piercing | 1/20 | Melee | -lb | 1H, Light | - | 1 |
Hammer (Ball) | 1d4 Bludgeoning | 1/20 | Melee | -lb | 1H, Light | - | 1 |
Hand Sledge | 1d6 Bludgeoning | 1/20 | Melee | -lb | 1H | - | 2 |
Pick Hammer | 1d6 Bludgeoning/Piercing | 1/20 | Melee | -lb | 1H, Finesse, Light | - | 5 |
Mace | 1d6 Bludgeoning | 1/19-20 | Melee | -lb | 1H, Recoil (12), Versatile (1d8) | - | 2 |
Night Stick | 1d8 Bludgeoning | 1/20 | Melee | -lb | 1H, Finesse | - | 4 |
Retractable Baton | 1d6 Bludgeoning | 1/20 | Melee | -lb | 1H, Finesse, Light | - | 7 |
Sledge Hammer | 1d12 Bludgeoning | 1/20 | Melee | -lb | 2H, Recoil (11) | - | 3 |
Maul | 2d6 Bludgeoning | 1/19-20 | Melee | -lb | 2H, Recoil (18) | - | 7 |
Warhammer | 1d8 Bludgeoning/Piercing | 1/19-20 | Melee | -lb | 1H, Recoil (15), Versatile (1d10) | - | 8 |
Polearms
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Polearms | |||||||
Quarter/Bo staff | 1d6 Bludgeoning | 1/20 | Melee | -lb | 1H, Versatile (1d8), Double (Bludgeoning) | - | 1 |
Short Spear | 1d6 Piercing/Slashing | 1/20 | Melee | -lb | 1H, Versatile (1d8), Thrown (range 20ft) | - | 3 |
Trident | 1d6 Piercing | 1/19-20 | Melee | -lb | 1H, Versatile (1d8), Thrown (range 20ft) | - | 5 |
Long spear | 1d10 Piercing/Slashing | 1/20 | Melee | -lb | 2H, Reach | - | 10 |
Javelin | 1d6 Slashing | 1/20 | Melee | -lb | 1H, Thrown (range 30ft) | - | 1 |
Halberd | 1d10 Slashing/piercing | 1/20 | Melee | -lb | 2H, Reach, Recoil (15), Double (Bludgeoning) | - | 13 |
Glaive | 1d12 Slashing | 1/20 | Melee | -lb | 2H, Reach, Recoil (13), Double (Bludgeoning) | - | 14 |
Martial Weapons
Name | Damage | Missfire/Crit | Range | Weight | Properties | Modifications | Req Points |
---|---|---|---|---|---|---|---|
Fist weapons | |||||||
Brass knuckles | 1d4 Bludgeoning | 1/20 | Melee | -lb | 1H, Light | - | 1 |
Punching Daggers | 1d6 Piercing/Slashing | 1/20 | Melee | -lb | 1H, Finesse, Light | - | 4 |
Whip | 1d6 Slashing | 1/-19-20 | Melee | -lb | 1H, Finesse, Light | - | 5 |
Sling | 1d4 Bludgeoning | 1/20 | Ranged | -lb | 1H, Range 30ft, Ammunition 1/pellet, Rate of fire SS | - | 1 |
Blowgun | 1 Piercing | 1/20 | Ranged | -lb | 1H, Range 25ft, Ammunition 1/dart, Rate of fire SS | - | 2 |
Dart | 1d4 Piercing | 1/20 | Ranged | -lb | 1H, Finesse, Thrown (range 30ft) | - | 0 |
Protective Gear
Armor Variant rule
Any time a creature that is wearing armor make a test or save that involves Dexterity, that character may only add an amount of there Dexterity bonus to that save or test, equal to the maximum allowed dexterity the worn armor provides regardless of your actual dexterity bonus.
Some armors may have ways to quickly get your dexterity back in limited manor, IE. taking your gauntlets off to allow you to use you fingers in a thieves tools check, talk with you DM on what these may be.
Note: On roll20 the easiest way i have found to represent this is to multiply your allowed Max dex in your current worn armor by 2 and then reduce your Dexterity ability by that amount using the Global ability score modifiers in the settings of the Character sheet and then remember to add the benefits of you dex when making attack macros.
Armor save
Due to the way armor works with 5E, An Alternative to the Dex save a target must make to reduce damage taken from a source dealing slashing Piercing or Bludgeoning damage, they may choose to make an Armor save roll instead of a dex save. To do this roll a d20 add a number to the dice equal to the amount of AC increase your worn armor gives you before dexterity is added -10. for example someone wearing Scale mail which is a 14 armor, so in this case you may add +4 on an armor save or use your normal Dex save.
Armor and Protective gear
Torso Armor | AC | Modifiers | Stealth | Resistances | Coverage | Plates | Weight | Req |
---|---|---|---|---|---|---|---|---|
Light | ||||||||
Plate Carrier | 12 + Dex modifier | - | - | Piercing, Slashing, | Torso | Torso F/B | 12lb | 5 |
Flack Jacket | 13 + Dex modifier (max 3) | - | - | Piercing, Slashing, | Torso | Torso F/B | 17lb | 10 |
Medium | ||||||||
Medium Flak | 14 + Dex Modifier (max 3) | - | Disadvantage | Piercing, Slashing, | Troso, Pelvis | Torso F/B | 26lb | 15 |
Medium Flak with shoulders | 15 + Dex Modifier (max 2) | - | Disadvantage | Piercing, Slashing, | Torso, Pelvis, Arms | Torso F/B Arms | 32lb | 20 |
Heavy | ||||||||
Medium Flak with shoulders and Legs | 16 | Disadvantage on Dexterity saves | Disadvantage | Piercing, Slashing, | Torso, Arms, Legs, Pelvis | Torso F/B Arms, Legs | 48lb | 25 |
Heavy Flak with shoulders and Legs | 17 | Disadvantage on Dexterity saves | Disadvantage | Piercing, Slashing, | Torso, Arms, Legs, Pelvis | Torso F/B Arms, Legs | 65lb | 35 |
Bomb Suit | 18 | -10ft movement and disadvantage in Dexterity saves and skill Checks | Disadvantage | Bludgeoning, Piercing, Slashing, Force | Torso, Arms, Legs, Pelvis | Torso F/B, Side Plates | 88lb | 90 |
Helmets
Helmet | AC | Modifiers | Stealth | Resistances | Coverage | Weight | Req |
---|---|---|---|---|---|---|---|
Tactical | +1 | - | - | Bludgeoning , Slashing | Head | 2lb | 5 |
Kevlar | +1 and +5DR | -2 perception skill rolls | - | Piercing, Slashing, Bludgeoning | Head | 4lb | 6 |
Bomb suit Helm | +2 | -5 perception skill rolls | - | Force, Piercing, Slashing, Bludgeoning | Head | 4lb | 10 |
Gloves
Gloves | AC | Modifiers | Stealth | Resistances | Coverage | Weight | Req |
---|---|---|---|---|---|---|---|
Tactical/Leather | - | -2 to dex base checks using hands | - | slashing | Hands | 0.1 lb | 3 |
Carbon Fiber | - | -2 to dex base checks using hands, +1 to unarmed damage with fists | - | Piercing, Slashing, Bludgeoning | Hands | 0.2 lb | 5 |
Bomb suit | +1 | disadvantage on a dex based skill tests and saves made with hands | - | Force, Piercing, Slashing, Bludgeoning | Hand | 4lb | 10 |
Boots
Boots | AC | Modifiers | Stealth | Resistances | Coverage | Weight | Req |
---|---|---|---|---|---|---|---|
Tactical/Leather | - | - | - | slashing | Feet | 0.1 lb | 3 |
Carbon Fiber/Steal Toe | - | -1 to All checks involving your feet, IE. Running jumping or even dodging | - | Piercing, Slashing | Feet | 0.2 lb | 5 |
Bomb suit Boots | +1 | disadvantage on All checks involving your feet, IE. Running jumping or even dodging | - | Force, Piercing, Slashing, Bludgeoning | Feet | 4lb | 10 |
Plates Protection
Name | Benefit | Req |
---|---|---|
Torso Plate | gain 5 DR against Frontal/Rearward Torso attacks. | 10 |
Shoulder Plate | gain 5 DR against Arm Shots. | 5 |
Leg Plates | gain 5 DR for both plates against Leg shots | 5 |
Weapon Properties
Accurate (-): Each attack made with this weapon adds to its attack rolls and DC's of attacks equal to the number listed in parentheses following this quality
Ammunition ( - / - ): (New): You may only use a weapon with the ammunition property if you have enough ammo for it and possible a magazine to feed it to the weapon. The property will have weather the weapon is Chamber fed or Magazine fed and then there will be two numbers the first is the number of rounds in a Magazine or Chamber and the second is the round type. If the weapon is Magazine fed you will need to have the appropriate magazine for the weapon you are using or you can not load the weapon.
Blast (-ft): When a weapon with this property is activated all creatures within a Sphere the size listed in the parentheses on the blast property, must make a Dexterity saving throw DC 8 + users proficiency bonus, if Proficient + the users Dexterity modifier. On a pass the target only suffers half damage on a fail it is takes full damage.
Braced: When firing a weapon with this property it has disadvantage on attack rolls unless they braced in some way, like a Bipod/Tripod, a box, A mound of sandbags or Broken wall.
Close Quarter Combat (CQC): A weapon with this property does not get disadvantage for firing a weapon within 5 ft of a enemy.
Covert: Gain advantage on slight of hand checks to conceal a weapon with this Property.
Critical Sucsess/Failure: In most cases whenever you roll a d20 for an attack, skill check or save and the dice roll naturally, is equal to or less then the critical failure score you critically fail. The task fails (consult GM) in some cases you may have to roll on a chart to see what happens. If you naturally roll equal to or greater then the Critical score, a critical succses is Scored as if you rolled a natural 20 (I.E. double damage dice are rolled ext (Consult the GM).
Double: If a weapon has this property and you are wielding it in two hands you may treat yourself as if you where dual wielding and the off hand is light, if you hit this deals a damage dice that is one die less then it normal is, if no less it stays the same or if the weapon has versatile you deal the one handed damage with this off hand attack..
Deviation (-): When a weapon with this property is used, you may not only fire at a creature you may nominate a point with in range roll an attack against a AC 10 + 5 for each range increment you firing at beyond the first, if you don't hit your target roll the scatter die and you then roll a dice as listed it the parentheses and the subtract you dexterity bonus from the roll (to a minimum of 1), the total is how many 5ft increments the round deviates in the direction of the Arrow rolled on the scatter die. If the point you nominated is at long range, targets have advantage on the save and the deviation dice are Doubled.
Engulf (-ft): When a weapon with this property is fired the user nominates a cone the size listed in the parentheses on the Engulf property, any creature in the cone must make a Dex save DC 8 + Dex modifier + Proficiency bonus, on a Pass the target takes half damage.
Extensive Load: In some cases a weapons or its ammo is very cumbersome, as a result any weapon with this trait will follow the rules for reloading but the reload will require a number of reload action to reload the weapon, the number of reloads required to complete the load is represented by a number in parentheses with the extensive load property. You may have help doing this any friendly creature may use a reload action to fulfill one of the required loads, if all the required reload action are complete by the initiating players next turn the weapon will be loaded.
Ignite If dealt damage by a weapon with this Property and is wearing some type of cloth, it lights on fire. Dealing 1D6 fire damage at the start of each of there turns. they may use an action to put out the flames.
Inaccurate (-): Each attack made with this weapon suffers the penalty to attack rolls and DC's of attacks equal to the number listed in parentheses following this quality.
Imprecise This weapon has disadvantage on attacks and targets get advantage on saves made against attacks made as well as other negatives at greater then 2 range increments.
Manual-action: After a weapon with this property fires the wielder must use an action or sacrifice one attack to manually place a new round from the weapon or magazine into the chamber.
Missfire whenever you make an attack with a firearm and the dice roll naturally, is equal to or less then the misfire score the weapon misfires. The attack misses and you must roll a d100 on the chart below to see what happens to the weapon. If you naturally roll equal to or greater then the Critical number, a critical hit is Scored as if you rolled a natural 20 (I.E. double damage dice are rolled.
d100 | Result |
---|---|
1% | FUBAR, the weapon is FUBAR and must be entirely replaced or reconstructed cost is full value of weapon |
2% - 5% | The weapon is Destroyed and needs Parts that must be forged or acquired, equal to a percentage of a D100 roll compared to market value, and then may be repaired during a long rest and a successful Tech tools and a successful Artificers tools check, both DC 20,If both tests are failed the weapon is FUBAR, If one test is failed you may attempt the failed test again with a +5 to the DC, if you fail the test again the weapon is FUBAR |
6% - 10% | The weapon is Broken and requires Short rest and a successful Artificers tools check, DC 20, If the test is failed treat the weapon as if you had rolled a 4 to 10%. |
11% - 15% | The weapon is Seized and requires your actions and a successful Tech tools check, DC 15, If the test is failed treat the weapon as if you had rolled a 11 to 20%. |
16% - 60% | The weapon is Jammed and requires you to use a bonus action and a successful dexterity check, DC 15, If the test is failed treat the weapon as if you had rolled a 21 to 45%. |
61% - 100% | The weapon is Fine it was just bad munitions, or simple you just Missed. |
Precise due to the Deadly Accuracy of a weapon with this property, when you are rolling for damage with a weapon with this property and you roll the highest value on the damage die you may roll an additional damage die, these extra damage dice don't generate more dice.
Quirky Non-standard design features make this weapon awkward for inexperienced users. if a user is not proficient with this weapon they fire with disadvantage
Range: The range shows the normal range of the weapon. Any attacks made at normal range suffer no penalties, but in different multiples of the normal range, the character will suffer different penalties, for any range 1 foot farther normal to a multiple of normal x2 will have -2 on attacks made or DC's of attacks made, refer to chart below for further penalties for farther ranges.
Range Multiplier | Penalty |
---|---|
x1 | None |
x2 | -1 on attack rolls and DC's |
x3 | -3 on attack rolls and DC's |
x4 | -5 on attack rolls and DC's |
x5 | Disadvantage and -5 on attack rolls and DC's |
x6 | Disadvantage and -6 on attack rolls and DC's |
Rate of Fire (New): There are multiple ways for a projectile weapon to fire, some fire shots one at a time possibly with a minor action to be done in between, some fire multiple shots with ine press of the trigger and some fire continuously as long as you pull the trigger. this is represented by Four different types of firing.
Single Shot (SS): You May make one normal attack with this weapon per attack action you have.
Burst Fire (BF): You May make one normal attack with this weapon per attack action you have, if you hit it deals normal damage, after your hit is determined count how much your hit was greater then the AC of your target, for every 5 points you beat there AC you score an additional hit with that weapon, this uses a number of rounds per attack equal to the number in the parentheses per attack. Note: if you critical you only double one of the weapons hits per attack rolled.
Automatic (AF): When attacking with a weapon that has the Automatic property, there are three ways to do so you may spray your fires at multiple targets, Focus fire on one target at a time or shoot controlled bursts at the target, see below for the three types of automatic weapon attack actions
Spray: You can as an action spray a cube a size equal to 5ft x the number in the parentheses, within normal range with shots. Each creature in the area must succeed on a Dexterity save DC 8 + Proficiency Bonus (If Proficient) + Dexterity Bonus, roll a number of damage dice equal to your weapons damage die multiplied by the number in the parentheses. Each creature that failed the test take the full amount of damage die and if they past they take no damage,
This action uses a number of your rounds equal to the number in the parentheses x itself, You must have at least 3/4 of this value left in the weapon/magazine to use this attack. before you roll for damage you must roll a misfire roll, if the result would be a missfire your weapon misfires, see Misfire and the attack deals half damage and the target/ targets and all targets have advantage on the save made against the attack, furthermore you consume half the rounds.
Focus fire: You may as an action choose to fire at a single target within range. The target must make a dex save DC 8 + Proficiency Bonus (If Proficient) + Dexterity Bonus, roll a number of damage dice equal to your weapons damage die multiplied by the number in the parentheses. on a fail the target takes the weapons damage and on a pass they take half. This action consumes a number of rounds, equal to the number in the parentheses x itself, You must have at least 3/4 of this value left in the weapon/magazine to use this attack. before you roll for damage you must roll a misfire roll, if the result would be a missfire your weapon misfires, see Misfire and the attack deals half damage and the target/ targets and all targets have advantage on the save made against the attack, furthermore you consume half the rounds.
Controlled Bursts: You May make one normal attack with this weapon per attack action you have, after your hit is determined count how much your hit was greater then the AC of your target, for every 5 points you beat there AC you score an additional hit with that weapon, this uses a number of rounds per attack equal to the number in the parentheses per attack. Note: if you critical you only double one of the weapons hits per attack rolled. this weapon also deals additional damage with each hit equal to the number in the parentheses.
Reloading: If a weapon that has the reloading property runs out of the ammunition in the weapon or Magazine or Chamber the wielder must spend an action to do a reload action on a held weapon. In some cases with chambered weapon you must individually load each round into the weapons receiver/chamber, in this case there will be a Number in parentheses with the reloading property, this represents the amount of rounds you load in to the weapons chamber during an single Reload action. For example you may have a pump shotgun that chambers 9 shells but its reloading property displays a (5), this means each time you take the reload action you only restore 5 shells to the weapons chamber, in this case taking two reload actions to restore all 9 chambered rounds.
Note; Some items, Abilities or features may give a character the ability to preform a Reload action faster the an entire player action, for example, as a bonus action or even in replace of an attack if you have the Extra attack feature.
Recoil: If a character whose Strength score is lower than this value fires the weapon in Single-Shot mode, he suffers a –1 penalty with his attack check. If a character whose Strength score is lower than this value fires the weapon in Burst or Full Auto mode, he suffers a penalty with his attack check equal to the difference between the Recoil value and his Strength score.
Reliable: When a weapon with this Property rolls a Missfire you must roll two D100 and use the highest of the two rolls.
Spread: When a weapon with this Property hit a target at half its range it gains an extra damage die and gains the takedown Property, Furthermore if the weapon is fired at greater then 2 range increments the damage is reduced by 1 damage die.
Takedown: The kinetic energy delivered by this weapon has near-cinematic “knockdown power.” Each time a character suffers damage from an attack with this weapon, he must make a constitution save (DC equal to the damage he sustained). With failure, he becomes Prone.
Unreliable: When a weapon with this Property rolls a Missfire you must roll two D100 and use the lowest of the two rolls.
Weapon Modifacations
Each weapon will have a list of what parts can be modified, you may only pick modifications from the weapons appropriate category, IE if you are upgrading an Assault rifles you may only pick from Assault rifle Mods.
Assault Rifle Modifications
Receiver
Enhanced Receiver (Req 10): Gain the Dependable Weapon property, if the weapon already has this Property you may Ignore one Missfire per long rest, it Still counts as a miss.
Custom Receiver (Req 12): A weapon with this mod Gains a +2 to all damage rolls.
Sights
Dot/holo (Req 5): +1 to attacks rolls and any DC's of attacks within 1 range multiple.
4x Scope/Acog (Req 5): Always count your range multiplier As 1 less (to a minimum of 1)
4x Hybrid/Rco (Req 10):
- Always count your range multiplier As 1 less (to a minimum of 1)
- +1 to attacks rolls and any DC's of attacks within 1 range multiple.
6x Mid Range Scope (Req 15):
- Always count your range multiplier As 2 less (to a minimum of 1)
- +2 to attacks rolls and any DC's of attacks at any range multiple beyond its first
- -2 to all attacks rolls and any DC's of attacks made at 1 range multiple and -4 if your within half that range.
6x Hybrid Scope (Req 20):
- Always count your range multiplier As 2 less (to a minimum of 1)
- Gain a +2 to attacks rolls and any DC's of attacks at any range multiple beyond its first
- +1 to attacks rolls and any DC's of attacks within 1 range multiple.
8x long Range Scope (Req 15):
- Always count your range multiplier As 3 less (to a minimum of 1)
- Gain a +4 to attacks rolls and any DC's of attacks at any range multiple beyond the second
- gain a -4 to all attacks made at 2 range multiple or less and -8 if your within 1 range increment.
Magazines
Extended Magazine (Req 8): This weapon now has +20 round in a Magazine.
Drum Magazine (Req 14): This weapon now has +70 round in a Magazine.
Quick Mag (Req 24): You may reload this weapon as a bonus action now, if you already can relaod as a bonus action you may reload a quick mag once per turn as a free action.
Muzzle
Silencer Threads (Req 10): This weapon now has a removable silencer. As an action you may put on or take off the silencer. when its on enemies have disadvantage on saves to hear this weapon being fired and enemies cant hear it at all outside of 100ft, Furthermore a silenced weapon deal 1d4 less damage per hit (to a minimum of 1.}
Flash Hider (Req 5): Enemies have disadvantage on Perception checks to see the flash from this weapon
Compensator (Req 10): +1 to attacks rolls and any DC's of attacks made.
Muzzle Break (Req 12): Gain a +2 to damage rolls.
Stocks
Collapsible Stock (Req 5): When extended you the weapon operates normally, When collapsed the weapon will count as having the CQC property but you will suffer a negative to the attack roll equal to there users Proficiency bonus and you fire at dis advantage in the Prone position.
Buffer Group (Req 12): A weapon with this mod reduces its recoil property by 4.
Advanced Stock (Req 10): A weapon with this mod Gains a +2 to all damage rolls.
Auto Stock (Req 10): +1 to attacks rolls and any DC's of attacks made with any Burst fire or automatic firing modes.
Quick Stock (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.
Underbarrel
Grenade launcher (Req 20): You attach a Under barrel Grenade launcher to the bottom rail of your AR this may be fired as and action or in replace of an attack. See weapon description for Stats.
Master Key (Req 16): You attach a Under barrel Shot Gun to the bottom rail of your AR this may be fired as and action or in replace of an attack. See weapon description for Stats.
Fore Grip (Req 5): You gain a +1 to single shot attacks rolls made with a weapon with this mod.
Pod Grip (Req 15): You gain a +1 to single shot attacks rolls made and When Prone, you counts as Braced.
Bipods (Req 10): When Prone, you you counts as Braced
Angeled Fore Grip (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.
Angeled Short Grip (Req 12): +1 to attacks rolls and any DC's of attacks made with any Burst fire or automatic firing modes.
Trigger Housing
Comfort Grip (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.
No Slip Grip (Req 5): gain advantage on saves and checks against being disarmed or dropping your weapon.
Select Fire (Req 5): choose on additional firing mode the weapon does not already have.
Side Rails
Flashlight (Req 5): a weapon With this mod may as a free action shine bright lite at 50ft and dim lite out to 100ft.
Laser Sight (Req 8): a weapon With this mod may as a free action shine a laser out to 500ft at night and 100ft in day lite, this may be Green or Red and has a Infer Red Setting as well. this grant the Wielder a +1 to hit rolls within the lasers range.
PEQ 16 (Req 15): This is a combination of the Flashlight and the Laser sight.
Canted Iron sights (Req 5): Allows for standard firing of the weapon, this is used for rifles with long range scopes.
Barrel
Short Barrel (Req 12): a weapon With this mod reduces the range by 1/4 (rounded up), but you have a +1 to attacks rolls at 1 range multiple.
Long Barrel (Req 12): a weapon With this mod Increases bay range by 1/4 (rounded up), but you have a -1 to attacks rolls at more then 1 range multiple.
Precision Barrel (Req 15): Increase the Critical ranges of this weapon by 1.
Semi Auto Rifle Modifications
Receiver
Enhanced Receiver (Req 10): Gain the Dependable Weapon property, if the weapon already has this Property you may Ignore one Missfire per long rest, it Still counts as a miss.
Custom Receiver (Req 12): A weapon with this mod Gains a +2 to all damage rolls.
Sights
Dot/holo (Req 5): +1 to attacks within 1 range multiple.
4x Scope/Acog (Req 5): Always count your range multiplier As 1 less (to a minimum of 1)
4x Hybrid/Rco (Req 10):
- Always count your range multiplier As 1 less (to a minimum of 1)
- +1 to attacks rolls and any DC's of attacks within 1 range multiple.
6x Mid Range Scope (Req 15):
- Always count your range multiplier As 2 less (to a minimum of 1)
- +2 to attacks rolls and any DC's of attacks at any range multiple beyond its first
- -2 to all attacks rolls and any DC's of attacks made at 1 range multiple and -4 if your within half that range.
6x Hybrid Scope (Req 20):
- Always count your range multiplier As 2 less (to a minimum of 1)
- Gain a +2 to attacks rolls and any DC's of attacks at any range multiple beyond its first
- +1 to attacks rolls and any DC's of attacks within 1 range multiple.
8x long Range Scope (Req 15):
- Always count your range multiplier As 3 less (to a minimum of 1)
- Gain a +4 to attacks rolls and any DC's of attacks at any range multiple beyond the second
- gain a -4 to all attacks made at 2 range multiple or less and -8 if your within 1 range increment.
Magazines
Extended Magazine (Req 8): This weapon now has +10 round in a Magazine.
Quick Mag (Req 24): You may reload this weapon as a Bonus action now, if you already can reload as a bonus action you may reload a quick mag once per turn as a free action.
Muzzle
Silencer Threads (Req 10): This weapon now has a removable silencer. As an action you may put on or take off the silencer. when its on enemies have disadvantage on saves to hear this weapon being fired and enemies cant hear it at all outside of 100ft, Furthermore a silenced weapon deal 1d4 less damage per hit (to a minimum of 1.
Flash Hider (Req 5): Enemies have disadvantage on Perception checks to see the flash from this weapon
Compensator (Req 10): +1 to attacks rolls and any DC's of attacks made.
Muzzle Break (Req 12): Gain a +2 to damage rolls.
Stocks
Collapsible Stock (Req 5): When extended you the weapon operates normally, When collapsed the weapon will count as having the CQC property but you will suffer a negative to the attack roll equal to there users Proficiency bonus and you fire at dis advantage in the Prone position.
Buffer Group (Req 12): A weapon with this mod reduces its recoil property by 4.
Advanced Stock (Req 10): A weapon with this mod Gains a +2 to all damage rolls.
Quick Stock (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.
Underbarrel
Fore Grip (Req 5): You gain a +1 to single shot attacks rolls made with a weapon with this mod.
Pod Grip (Req 15): You gain a +1 to single shot attacks rolls made and When Prone, you you counts as Braced.
Bipods (Req 10): When Prone, you you counts as Braced.
Angeled Fore Grip (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.
Trigger Housing
Comfort Grip (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.
No Slip Grip (Req 5): gain advantage on saves and checks against being disarmed or dropping your weapon.
Side Rails
Flashlight (Req 5): a weapon With this mod may as a free action shine bright lite at 50ft and dim lite out to 100ft.
Laser Sight (Req 8): a weapon With this mod may as a free action shine a laser out to 500ft at night and 100ft in day lite, this may be Green or Red and has a Infer Red Setting as well. this grant the Wielder a +1 to hit rolls within the lasers range.
PEQ 16 (Req 15): This is a combination of the Flashlight and the Laser sight.
Canted Iron sights (Req 5): Allows for standard firing of the weapon, this is used for rifles with long range scopes.
Barrel
Short Barrel (Req 12): a weapon With this mod reduces the range by 1/4 (rounded up), but you have a +1 to attacks rolls at 1 range multiple.
Long Barrel (Req 12): a weapon With this mod Increases bay range by 1/4 (rounded up), but you have a -1 to attacks rolls at more then 1 range multiple.
Precision Barrel (Req 15): Increase the Critical ranges of this weapon by 1.
Pistol Modifications
Receiver
Enhanced Receiver (Req 10): Gain the Dependable Weapon property, if the weapon already has this Property you may Ignore one Missfire per long rest, it Still counts as a miss.
Custom Receiver (Req 12): A weapon with this mod Gains a +2 to all damage rolls.
Sights
Dot/holo (Req 5): +1 to attacks within 1 range multiple.
4x Scope/Acog (Req 5): Always count your range multiplier As 1 less (to a minimum of 1)
4x Hybrid/Rco (Req 10):
- Always count your range multiplier As 1 less (to a minimum of 1)
- +1 to attacks rolls and any DC's of attacks within 1 range multiple.
6x Mid Range Scope (Req 15):
- Always count your range multiplier As 2 less (to a minimum of 1)
- +2 to attacks rolls and any DC's of attacks at any range multiple beyond its first
- -2 to all attacks rolls and any DC's of attacks made at 1 range multiple and -4 if your within half that range.
6x Hybrid Scope (Req 20):
- Always count your range multiplier As 2 less (to a minimum of 1)
- Gain a +2 to attacks rolls and any DC's of attacks at any range multiple beyond its first
- +1 to attacks rolls and any DC's of attacks within 1 range multiple.
Magazines
Extended Magazine (Req 8): This weapon now has +10 round in a Magazine.
Quick Mag (Req 24): You may reload this weapon as a Bonus action now, if you already can reload as a bonus action you may reload a quick mag once per turn as a free action.
Muzzle
Silencer Threads (Req 10): This weapon now has a removable silencer. As an action you may put on or take off the silencer. when its on enemies have disadvantage on saves to hear this weapon being fired and enemies cant hear it at all outside of 100ft, Furthermore a silenced weapon deal 1d4 less damage per hit (to a minimum of 1.
Flash Hider (Req 5): Enemies have disadvantage on Perception checks to see the flash from this weapon
Compensator (Req 10): +1 to attacks rolls and any DC's of attacks made.
Muzzle Break (Req 12): Gain a +2 to damage rolls.
Trigger Housing
Comfort Grip (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.
No Slip Grip (Req 5): gain advantage on saves and checks against being disarmed or dropping your weapon.
Under barrel
Flash Light (Req 5): a weapon With this mod may as a free action shine bright lite at 50ft and dim lite out to 100ft.
Laser Sight (Req 8): a weapon With this mod may as a free action shine a laser out to 500ft at night and 100ft in day lite, this may be Green or Red and has a Infer Red Setting as well. this grant the Wielder a +1 to hit rolls within the lasers range.
Barrel
Short Barrel (Req 12): a weapon With this mod reduces the range by 1/4 (rounded up), but you have a +1 to attacks rolls at 1 range multiple.
Long Barrel (Req 12): a weapon With this mod Increases bay range by 1/4 (rounded up), but you have a -1 to attacks rolls at more then 1 range multiple.
Precision Barrel (Req 15): Increase the Critical ranges of this weapon by 1.
Bolt Action Rifle Modifications
Receiver
Enhanced Receiver (Req 10): Gain the Dependable Weapon property, if the weapon already has this Property you may Ignore one Missfire per long rest, it Still counts as a miss.
Custom Receiver (Req 12): A weapon with this mod Gains a +2 to all damage rolls.
Sights
Dot/holo (Req 5): +1 to attacks within 1 range multiple.
4x Scope/Acog (Req 5): Always count your range multiplier As 1 less (to a minimum of 1)
4x Hybrid/Rco (Req 10):
- Always count your range multiplier As 1 less (to a minimum of 1)
- +1 to attacks rolls and any DC's of attacks within 1 range multiple.
6x Mid Range Scope (Req 15):
- Always count your range multiplier As 2 less (to a minimum of 1)
- +2 to attacks rolls and any DC's of attacks at any range multiple beyond its first
- -2 to all attacks rolls and any DC's of attacks made at 1 range multiple and -4 if your within half that range.
6x Hybrid Scope (Req 20):
- Always count your range multiplier As 2 less (to a minimum of 1)
- Gain a +2 to attacks rolls and any DC's of attacks at any range multiple beyond its first
- +1 to attacks rolls and any DC's of attacks within 1 range multiple.
8x long Range Scope (Req 15):
- Always count your range multiplier As 3 less (to a minimum of 1)
- Gain a +4 to attacks rolls and any DC's of attacks at any range multiple beyond the second
- gain a -4 to all attacks made at 2 range multiple or less and -8 if your within 1 range increment.
Muzzle
Silencer Threads (Req 10): This weapon now has a removable silencer. As an action you may put on or take off the silencer. when its on enemies have disadvantage on saves to hear this weapon being fired and enemies cant hear it at all outside of 100ft, Furthermore a silenced weapon deal 1d4 less damage per hit (to a minimum of 1.
Flash Hider (Req 5): Enemies have disadvantage on Perception checks to see the flash from this weapon
Compensator (Req 10): +1 to attacks rolls and any DC's of attacks made.
Muzzle Break (Req 12): Gain a +2 to damage rolls.
Stocks
Collapsible Stock (Req 5): When extended you the weapon operates normally, When collapsed the weapon will count as having the CQC property but you will suffer a negative to the attack roll equal to there users Proficiency bonus and you fire at dis advantage in the Prone position.
Buffer Group (Req 12): A weapon with this mod reduces its recoil property by 4.
Advanced Stock (Req 10): A weapon with this mod Gains a +2 to all damage rolls.
Quick Stock (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.
Underbarrel
Fore Grip (Req 5): You gain a +1 to single shot attacks rolls made with a weapon with this mod.
Pod Grip (Req 15): You gain a +1 to single shot attacks rolls made and When Prone, you you counts as Braced.
Bipods (Req 10): When Prone, you you counts as Braced
Angeled Fore Grip (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.
Trigger Housing
Comfort Grip (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.
No Slip Grip (Req 5): gain advantage on saves and checks against being disarmed or dropping your weapon.
Barrel
Short Barrel (Req 12): a weapon With this mod reduces the range by 1/4 (rounded up), but you have a +1 to attacks rolls at 1 range multiple.
Long Barrel (Req 12): a weapon With this mod Increases bay range by 1/4 (rounded up), but you have a -1 to attacks rolls at more then 1 range multiple.
Precision Barrel (Req 15): Increase the Critical ranges of this weapon by 1.
Sub Machine Gun Modifications
Receiver
Enhanced Receiver (Req 10): Gain the Dependable Weapon property, if the weapon already has this Property you may Ignore one Missfire per long rest, it Still counts as a miss.
Custom Receiver (Req 12): A weapon with this mod Gains a +2 to all damage rolls.
Sights
Dot/holo (Req 5): +1 to attacks within 1 range multiple.
4x Scope/Acog (Req 5): Always count your range multiplier As 1 less (to a minimum of 1)
4x Hybrid/Rco (Req 10):
- Always count your range multiplier As 1 less (to a minimum of 1)
- +1 to attacks rolls and any DC's of attacks within 1 range multiple.
6x Mid Range Scope (Req 15):
- Always count your range multiplier As 2 less (to a minimum of 1)
- +2 to attacks rolls and any DC's of attacks at any range multiple beyond its first
- -2 to all attacks rolls and any DC's of attacks made at 1 range multiple and -4 if your within half that range.
6x Hybrid Scope (Req 20):
- Always count your range multiplier As 2 less (to a minimum of 1)
- Gain a +2 to attacks rolls and any DC's of attacks at any range multiple beyond its first
- +1 to attacks rolls and any DC's of attacks within 1 range multiple.
Magazines
Extended Magazine (Req 8): This weapon now has +20 round in a Magazine.
Quick Mag (Req 24): You may reload this weapon as a Bonus action now, if you already can relaod as a bonus action you may reload a quick mag once per turn as a free action.
Muzzle
Silencer Threads (Req 10): This weapon now has a removable silencer. As an action you may put on or take off the silencer. when its on enemies have disadvantage on saves to hear this weapon being fired and enemies cant hear it at all outside of 100ft, Furthermore a silenced weapon deal 1d4 less damage per hit (to a minimum of 1.
Flash Hider (Req 5): Enemies have disadvantage on Perception checks to see the flash from this weapon
Compensator (Req 10): +1 to attacks rolls and any DC's of attacks made.
Muzzle Break (Req 12): Gain a +2 to damage rolls.
Stocks
Collapsible Stock (Req 5): When extended you the weapon operates normally, When collapsed the weapon will count as having the CQC property but you will suffer a negative to the attack roll equal to there users Proficiency bonus and you fire at dis advantage in the Prone position.
Buffer Group (Req 12): A weapon with this mod reduces its recoil property by 4.
Advanced Stock (Req 10): A weapon with this mod Gains a +2 to all damage rolls.
Auto Stock (Req 10): +1 to attacks rolls and any DC's of attacks made with any Burst fire or automatic firing modes.
Quick Stock (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.
Underbarrel
Fore Grip (Req 5): You gain a +1 to single shot attacks rolls made with a weapon with this mod.
Pod Grip (Req 15): You gain a +1 to single shot attacks rolls made and When Prone, you you counts as Braced.
Angeled Fore Grip (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.
Angeled Short Grip (Req 12): +1 to attacks rolls and any DC's of attacks made with any Burst fire or automatic firing modes.
Trigger Housing
Comfort Grip (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.
No Slip Grip (Req 5): gain advantage on saves and checks against being disarmed or dropping your weapon.
Select Fire Single Shot (Req 5): This weapon can now be fired in single shot mode.
Side Rails
Flashlight (Req 5): a weapon With this mod may as a free action shine bright lite at 50ft and dim lite out to 100ft.
Laser Sight (Req 8): a weapon With this mod may as a free action shine a laser out to 500ft at night and 100ft in day lite, this may be Green or Red and has a Infer Red Setting as well. this grant the Wielder a +1 to hit rolls within the lasers range.
PEQ 16 (Req 15): This is a combination of the Flashlight and the Laser sight.
Barrel
Short Barrel (Req 12): a weapon With this mod reduces the range by 1/4 (rounded up), but you have a +1 to attacks rolls at 1 range multiple.
Long Barrel (Req 12): a weapon With this mod Increases bay range by 1/4 (rounded up), but you have a -1 to attacks rolls at more then 1 range multiple.
Precision Barrel (Req 15): Increase the Critical ranges of this weapon by 1.
Shotgun Modifications
Receiver
Enhanced Receiver (Req 10): Gain the Dependable Weapon property, if the weapon already has this Property you may Ignore one Missfire per long rest, it Still counts as a miss.
Custom Receiver (Req 12): A weapon with this mod Gains a +2 to all damage rolls.
Sights
Dot/holo (Req 5): +1 to attacks within 1 range multiple.
4x Scope/Acog (Req 5): Always count your range multiplier As 1 less (to a minimum of 1)
4x Hybrid/Rco (Req 10):
- Always count your range multiplier As 1 less (to a minimum of 1)
- +1 to attacks rolls and any DC's of attacks within 1 range multiple.
Magazines
Extended Magazine (Req 8): This weapon now has +10 round in a Magazine.
Drum Magazine (Req 14): This weapon now has +20 round in a Magazine.
Quick Mag (Req 24): You may reload this weapon as a Bonus action now, if you already can reload as a bonus action you may reload a quick mag once per turn as a free action.
Muzzle
Compensator (Req 10): +1 to attacks rolls and any DC's of attacks made.
Muzzle Break (Req 12): Gain a +2 to damage rolls.
Stocks
Colapsable Stock (Req 5): When extended you the weapon operates normally, When collapsed the weapon will count as having the CQC property but you will suffer a negative to the attack roll equal to there users Proficiency bonus and you fire at dis advantage in the Prone position.
Buffer Group (Req 12): A weapon with this mod reduces its recoil property by 4.
Advanced Stock (Req 10): A weapon with this mod Gains a +2 to all damage rolls.
Quick Stock (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.
Underbarrel
Fore Grip (Req 5): You gain a +1 to single shot attacks rolls made with a weapon with this mod.
Angeled Fore Grip (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.
Trigger Housing
Comfort Grip (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.
No Slip Grip (Req 5): gain advantage on saves and checks against being disarmed or dropping your weapon.
Side Rails
Flashlight (Req 5): a weapon With this mod may as a free action shine bright lite at 50ft and dim lite out to 100ft.
Laser Sight (Req 8): a weapon With this mod may as a free action shine a laser out to 500ft at night and 100ft in day lite, this may be Green or Red and has a Infer Red Setting as well. this grant the Wielder a +1 to hit rolls within the lasers range.
PEQ 16 (Req 15): This is a combination of the Flashlight and the Laser sight.
Barrel
Short Barrel (Req 12): a weapon With this mod reduces the range by 1/4 (rounded up), but you have a +1 to attacks rolls at 1 range multiple.
Long Barrel (Req 12): a weapon With this mod Increases bay range by 1/4 (rounded up), but you have a -1 to attacks rolls at more then 1 range multiple.
Precision Barrel (Req 15): Increase the Critical ranges of this weapon by 1.
SAW and GMP Modifications
Receiver
Enhanced Receiver (Req 10): Gain the Dependable Weapon property, if the weapon already has this Property you may Ignore one Missfire per long rest, it Still counts as a miss.
Custom Receiver (Req 12): A weapon with this mod Gains a +2 to all damage rolls.
Sights
Dot/holo (Req 5): +1 to attacks within 1 range multiple.
4x Scope/Acog (Req 5): Always count your range multiplier As 1 less (to a minimum of 1)
4x Hybrid/Rco (Req 10):
- Always count your range multiplier As 1 less (to a minimum of 1)
- +1 to attacks rolls and any DC's of attacks within 1 range multiple.
Magazines
Extended Magazine (Req 8): This weapon now has +20 round in a Magazine.
Drum Magazine (Req 14): This weapon now has +70 round in a Magazine.
Quick Mag (Req 24): You may reload this weapon as a Bonus action now, if you already can reload as a bonus action you may reload a quick mag once per turn as a Free action.
Muzzle
Flash Hider (Req 5): Enemies have disadvantage on Perception checks to see the flash from this weapon
Compensator (Req 10): +1 to attacks rolls and any DC's of attacks made.
Muzzle Break (Req 12): Gain a +2 to damage rolls.
Stocks
Collapsible Stock (Req 5): When extended you the weapon operates normally, When collapsed the weapon will count as having the CQC property but you will suffer a negative to the attack roll equal to there users Proficiency bonus and you fire at dis advantage in the Prone position.
Buffer Group (Req 12): A weapon with this mod reduces its recoil property by 4.
Advanced Stock (Req 10): A weapon with this mod Gains a +2 to all damage rolls.
Auto Stock (Req 10): +1 to attacks rolls and any DC's of attacks made with any Burst fire or automatic firing modes.
Quick Stock (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.
Underbarrel
Fore Grip (Req 5): You gain a +1 to single shot attacks rolls made with a weapon with this mod.
Bipods (Req 10): When Prone, you you counts as Braced
Angeled Fore Grip (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.
Angeled Short Grip (Req 12): +1 to attacks rolls and any DC's of attacks made with any Burst fire or automatic firing modes.
Trigger Housing
Comfort Grip (Req 8): If a weapon with this mod is in your hands when Initiative is Rolled you gain a +2 to the roll.
No Slip Grip (Req 5): gain advantage on saves and checks against being disarmed or dropping your weapon.
Side Rails
Flashlight (Req 5): a weapon With this mod may as a free action shine bright lite at 50ft and dim lite out to 100ft.
Laser Sight (Req 8): a weapon With this mod may as a free action shine a laser out to 500ft at night and 100ft in day lite, this may be Green or Red and has a Infer Red Setting as well. this grant the Wielder a +1 to hit rolls within the lasers range.
PEQ 16 (Req 15): This is a combination of the Flashlight and the Laser sight.
Barrel
Short Barrel (Req 12): a weapon With this mod reduces the range by 1/4 (rounded up), but you have a +1 to attacks rolls at 1 range multiple.
Long Barrel (Req 12): a weapon With this mod Increases bay range by 1/4 (rounded up), but you have a -1 to attacks rolls at more then 1 range multiple.
Precision Barrel (Req 15): Increase the Critical ranges of this weapon by 1.
Gear
This section describes items that have special rules or require further explanation. Some items use rules from the Player's Handbook, and are included for an easy price reference.
Battery-Operated Gear
Many of the objects in this section are battery-operated. Any device that uses batteries comes with them. As a general rule, ignore battery life for mundane objects — assume that you recharge or replace batteries between adventures, and that the batteries last as long as needed during adventures. Don't do this for items which use batteries to gain a set number of uses for a special effect, such as a stun gun.
Operator Gear
Acid. You can splash the Contents of this vial onto a creature within 5 feet of you or throw the vial up to 20/60 feet, shattering it on impact. In either case, make a ranged Attack against a creature or object, treating the acid as an improvised weapon with witch you are proficient with. On a hit, the target takes 2d6 acid damage.
Acid vile
- Action: 1 Action
- Category: Items
- Damage: 2d6
- Damage Type: Acid
- Properties: Improvised Weapons
- Range: 5ft or Thrown 20ft/60ft
- Weight: 1
Advanced Repair Kit. This advanced version of a repair kit is used for more advanced repairs usually in conjunction with Repair Tools and Machinists Tools, it has 1 uses per kit.
Air horn. This hand held aerosole container is affixed with a horn, as an object interaction it can emit a loud sound that can be heard up to 5-8 miles on open terrain and clear weather.
Antitoxin. As an bonus action a creature may drinks this vial of liquid and gain advantage on saving throws against poison for 1 hour.
Ballistic Glasses. this pair of glasses gives the wearer has a DR5 and a +5 bonus on any projectile attacks to the face, specifically the eyes. further more thes glasses have interchangeable clear and shaded lenses, when the dark lenses are in you are treated as if wearing sunglasses, see sunglasses for details.
Bag (Backpack/Daypack). Bags come in a range of varieties and sizes. Regardless of their type, they can hold 1 cubic foot or 30 pounds of gear.
Bag (Mountian Pack/Ruck). Bags come in a range of varieties and sizes. Regardless of their type, they can hold 3 cubic feet or 80 pounds of gear.
Bag (Seabag/Duffel). Bags come in a range of varieties and sizes. Regardless of their type, they can hold 4 cubic feet or 100 pounds of gear.
Ball Bearings. As an Action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the saving throw.
Bandolier (Ammo). This simple cross-belt features 50 leather loops suitable for holding bullets, enabling easy access to them. A character can wear up to two bandoliers.
Bandolier (Explosives) . This heavy leather cross-belt features 6 leather loops suitable for holding grenades enabling easy access to them. A character can wear up to two bandoliers.
Battery. A battery can be used to power certain devices. Generally, assume whatever battery you have is appropriate for the item you wish to power.
Binoculars. Objects viewed through binoculars are magnified to twice their size. When a character uses this item, gains advantage on Wisdom Perception checks made, furthermore while in use you may not use your Wisdom modifier when calculating your passive perception.
Binoculars (Range finding). In addition to the benefit of standard binoculars, rangefinding binoculars include a digital readout that indicates the exact distance to the object on which they are focused.
Box Magazine. Stores bullets for weapons which use them. A box magazine bought for one type of weapon cannot be used for another type of weapon.
Briefcase. this small hard case thats about 20x15 inches wide and 4 inches thick, it can hold up to 10 pounds.
Burner Phone. This is a run of the mill flip phone.
Canteen. This small plastic or metal bottle can be filled with 1 letter of liquids.
Canteen Cup with Stand. This is a small metal cup with a stand that fits on the bottom of a canteen and fits into a canteen pouch. This cup and the stand is resilient enough to be used as a temporary pot for boiling liquids.
Caltrops (Bag of 20). As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.
Camleback (2 liter). This bag that can be worn of placed in a backpack/daypack. This pack has a rubber pouch in it that holds 2 liters of liquids and is fitted with a tube and valve about 2ft in length, used for drinking.
Camo tarpaulin (10x10ft). this 10x10 tarp has commo pattern on one side and has metal punch holes every 5ft around the edges that can be used for tying down. When not moving and completely covered by this in the proper terrain you gain a + 5 on stealth rolls used against sight based perception rolls.
Charger. A charger recharges batteries or a device which uses them over an hour. To do so, the battery charger must be connected to an electricity source — a vehicle, an electrical generator, or an electrical outlet.
Climber's Kit. A climber’s kit includes Special pitons, boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor.
Compass. A compass is a small hand held Tool that can be used to discern the cardinal directions and if trained you can get accurate azmiths with both degrees and Mils, as well as finding distance to seen objects with the aid of maps.
Computers. A computer is a powerful tool for information gathering and research. While anyone can use a computer to make Intelligence (Technology) checks to discover information, those who are proficient with these tools can create programs, navigate complex network structures, and issue administrative commands while hiding their presence and covering their tracks.
The difference in grades of Computers discern the computing power of the machine, this can varying greatly consult GM for details. Typically, desktop computers are more powerful than laptops, which are more powerful than tablets, which are more powerful than smartphones. Smartphone and tablet batteries usually last for about 24 hours, whereas laptop batteries typically last for roughly 8 hours.
The tough book versions are just stronger and tougher, the are used in feild operation and gennerally not ever better then a standard version of itself.
Crowbar. Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.
Digital Camera.
Digital Scale. A digital scale can accurately give the mass of small objects up to 10 pounds.
Emergency blanket. When wrapped in this you gain advantage to resisting the cold.
EMP Device. An EMP device has 5 charges. As an action, you can expend one charge to disable an electronic device within 10 feet for 1 minute. You can also expend one charge as an action to deal 1 lightning damage to a construct within 10 feet with it.
An EMP Device can be recharged to 5 charges using a battery.
Fake ID. Purchasing a falsified driver’s license from a black market source can produce mixed results, depending on the skill of the forger. When you purchase a fake ID, the GM secretly makes an Intelligence (Forgery Kit) check for the forger. The result of this check serves as the DC for the check when someone inspects the fake ID. Generally, the DC is at least a 12.
Field ration. Can be in the form of 1 MRE or may consist of dry foods suitable for extended Travel, including jerky, dried fruit and nuts.
Fire Extinguisher. A fire extinguisher has 10 charges. As an action, you can expend one charge to extinguish a 5-foot cube of fire.
First Aid Kit/IFAK. This kit is a small pouch or box containing bandages, antiseptic wipes, and splints. It has 5 uses. As an action, you can expend one use of the kit and a successful medicine skill test DC 10 to stabilize a creature that has 0 hit points.
Fishing Tackle. his kit includes a fiberglass rod, nylon line, Plastic bobbers, steel hooks, steal sinkers, lures, and a 10ft nylon cast net.
Trivial Gear
Item | Req | Weight |
---|---|---|
Acid (vial) | 1 | 1 lb. |
Advanced Repair Kit | 10 | 10 lb. |
Airhorn | 2 | ― |
Antitoxin (vial) | 3 | ― |
Ballistic Glasses | 2 | ― |
Bag (Backpack/Daypack) | 2 | 5 lb. |
Bag (Mountian Pack/Ruck) | 5 | 5 lb. |
Bag (Seabag/Duffel) | 1 | 5 lb. |
Ball bearings (bag of 1,000) | 1 | 2 lb. |
Bandolier, ammo | 1 | 1 lb. |
Bandolier, explosives | 1 | 1 lb. |
Battery | 1 | ― |
Binoculars | 5 | 1 lb. |
Binoculars, range finding | 20 | 1 lb. |
Bottle (Glass) | 1 | ― |
Bottle (plastic) | 1 | ― |
Bottle (Reinforced) | 3 | ― |
Box magazine | 5 | 0.5 lb. |
Briefcase | 1 | 2 lb. |
Burner phone | 10 | ― |
Canteen | 1 | .5/2 (Full) lb. |
Canteen Cup with stand | 1 | .5 lb. |
Caltrops (bag of 20) | 1 | 2 lb. |
Camel back (2 liter) | 10 | 1 lb. |
Camo tarpaulin 10x10ft | 5 | 1 lb. |
Charger | 10 | 0.5 lb. |
Climber's kit | 8 | 12 lb. |
Compass | 5 | 10 lb. |
Computer, Desktop (Basic) | 10 | 10 lb. |
Computer, Desktop (Standard) | 30 | 10 lb. |
Computer, Desktop (Advanced) | 50 | 10 lb. |
Computer, Laptop (Basic) | 5 | 10 lb. |
Computer, Laptop (Standard) | 25 | 10 lb. |
Computer, Laptop (Advanced) | 40 | 10 lb. |
Item | Req | Weight |
---|---|---|
Computer, Laptop (Tough Book) | 30 | 10 lb. |
Computer, Tablet (Basic) | 5 | 10 lb. |
Computer, Tablet (Standard) | 20 | 10 lb. |
Computer, Tablet (Advanced) | 30 | 10 lb. |
Computer, Tablet (Tough Book) | 15 | 10 lb. |
Crowbar | 1 | 5 lb. |
Digital Camera | 20 | 2 lb. |
Digital scale | 2 | 1 lb. |
Emergency blanket | 5 | ― |
EMP device | 10 | 1 lb. |
Entrenching Tool with pouch | 4 | 3 lb. |
Fake ID | $350 | 20 |
Field rations (1 day) | 2 | 2 lb. |
Fire extinguisher | 1 | 2 lb. |
First aid kit | 5 | 3 lb. |
Fishing tackle | 5 | 4 lb. |
Flash drive | 5 | ― |
Flashlight (Standard) | 3 | 1 lb. |
Flashlight (Headlamp) | 5 | 1 lb. |
Flashlight (large) | 10 | 2 lb. |
Flashlight (small) | 1 | ― |
Flask | 1 | ― |
Fule/Liquor (1 Liter) | 5 | |
Gas mask | 10 | 3 lb. |
Gas mask Filter | 5 | 3 lb. |
Ghillie suit | 15 | 5 lb. |
Glow sticks (5) | 1 | 1 lb. |
GPS | 20 | 1 lb. |
GPS Wrist watch | 25 | 3 lb. |
Grappling hook | 1 | 4 lb. |
Handcuffs | 1 | 3 lb. |
Holster, concealed | 5 | 0.5 lb. |
Holster, hip | 5 | 0.5 lb. |
Holster, leg | 5 | 0.5 lb. |
Item | Req | Weight |
---|---|---|
Holy symbol | ||
Amulet | ― | 1 lb. |
Emblem | ― | 0.5 lb. |
Reliquary | ― | 2 lb. |
Holy water (bottle) | ― | 1 lb. |
Hunting trap | 4 | 25 lb. |
Infrared goggles | 35 | 1 lb. |
Iso Mat | 3 | 25 lb. |
Ladder (10-foot) | 10 | 25 lb. |
Lighter | 1 | ― |
Load Bearing Vest (LBV) | 5 | 1 lb. |
Lock | 3 | 1 lb. |
Lock release gun | 25 | 1 lb. |
Magnifying glass | 1 | ― |
Mess kit | 5 | 1 lb. |
Metal detector (basic) | 10 | 2 lb. |
Metal detector (Standard) | 20 | 2 lb. |
Metal detector (Advanced) | 30 | 2 lb. |
Night vision Goggles | 25 | 1 lb. |
Oil Non Synthetic (1 liter) | 1 | 1 lb. |
Oil Synthetic (1 liter) | 3 | 1 lb. |
Para Cord/550 Cord (100ft) | 5 | .5 lb. |
Padded case | 1 | 5 lb. |
Painkillers (Over counter Bottle of 50 pills) | 5 | ― |
Painkillers, (Perscription) (1 day 6 Pills) | 15 | ― |
Pepper spray | 5 | 0.5 lb. |
Poison, basic (vial) | 5 | ― |
Pole (10-foot) | 1 | 7 lb. |
Poncho | 1 | .5 lb. |
Poncho Liner | 5 | .5 lb. |
Pouch (Belt) | 5 | 1 lb. |
Pouch (Rifle Magazine) | 4 | 1 lb. |
Pouch (Pistol Magazine) | 2 | 1 lb. |
Pouch (Box Magazine) | 5 | 1 lb. |
Item | Req | Weight |
---|---|---|
Pouch (Grenade) | 3 | 1 lb. |
Pouch (Canteen) | 2 | 1 lb. |
Repair Kit | 5 | |
Rope, hempen (50 feet) | 3 | 10 lb. |
Rope, Nylon (50 feet) | 6 | 5 lb. |
Shovel | 1 | 5 lb. |
Signal flare | 5 | 0.5 lb. |
Signal Jammer | 15 | 1 lb. |
Sleeping bag (Lite) | 5 | 2 lb. |
Sleeping bag (Heavy) | 10 | 2 lb. |
Sleeping bag (Shell) | 5 | 2 lb. |
Smart Phone (Basic) | 10 | 10 lb. |
Smart Phone (Standard) | 15 | 10 lb. |
Smart Phone (Advanced) | 20 | 10 lb. |
Speedloader | 1 | 0.5 lb. |
Spike strip | 2 | 22 lb. |
Stopwatch | 1 | 0.5 lb. |
Sunglasses | 1 | ― |
Torch | 1 | 2 lb. |
Tourniquet | 3 | ― |
Tent, large | 10 | 10 lb. |
Tent, single | 5 | 3 lb. |
Two-way radio | 25 | 1 lb. |
Vial | 1 | ― |
Video recorder (Basic) | 10 | 1 lb. |
Watch | 5 | ― |
Zip-ties (bag of 20) | 1 | 0.5 lb. |
Flashlight (large). This powerful hand held spotlight projects bright light in a 60 foot cone, and dim light for an additional 60 feet. You can use a bonus action to turn a held flashlight on or off.
Flashlight (small). This compact flashlight is small enough to be held on a keyring. It projects bright light in a 15 foot cone, and dim light for an additional 15 feet. You can use a bonus action to turn a held flashlight on or off.
Flask. Standard 1 pint metal flask.
Flash drive. tiny device that can be plugged into computer and stores up to 1GB of data.
Flashlight. When held in a hand the flashlight projects bright light in a 30 foot cone, and dim light for an additional 30 feet. You can use a bonus action to turn a held flashlight on or off.
Flashlight (Headlamp). Like a flash light but can be worn on the head and not held in a hand.
Fule/Liquor (1 liter). Fule/Liquor usually comes in a plastic or glass container that holds 1 pint. As an Action, you can splash the liquid in this container onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a Ranged Attack against a target creature or object, treating the Fule/Liquor as an Improvised Weapon. On a hit, the target is covered in Fule/Liquor. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning Fule/Liquor. You can also pour a flask of Fule/Liquor on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the Fule/Liquor burns for 1d4 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. you may pre lite this before throwing with an open flame and an object interaction, when done it immediately lites the Fule/Liquor on fire.
Fule/Liquor
- Action: 1 Action
- Category: Items
- Damage: 5
- Damage Type: Fire
- Duration: 1d4 rounds
- Properties: Improvised Weapons
- Range: 20ft
- Weight: 1
Gas Mask. This apparatus covers the face and connects to a chemical air filter canister to protect the lungs and eyes from toxic gases. While wearing the mask you are immune to inhaled poisons and airborne diseases. The mask comes with one installed filter.
Gas Mask Filter. This filter lasts for 12 hours of use, and changing a filter is an action.
Ghillie Suit. The ultimate in personal camouflage, a ghillie suit is a loose mesh overgarment covered in strips of burlap, to which other camouflaging elements can easily be added. A figure under a ghillie suit is nearly impossible to discern.
Choose a type of terrain when you purchase the suit: arctic, cavern, coastal, desert, forest, grassland, mountain, swamp, or Urban. While wearing the suit in the appropriate terrain, you can attempt to hide by pressing yourself against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +5 bonus to Dexterity (Stealth) checks and when you are considered invisible outside of 1000ft.
Glow Sticks. This disposable plastic stick, when activated as a bonus action, uses a chemical reaction to create light for 1 hour, shedding bright light in a 5-foot radius, and dim light for a additional 5 feet. Once activated, it can’t be turned off or reused.
GPS. A GPS provides accurate location information while you are on Earth with an unobstructed line of sight to the sky, as well as basic.
GPS wrist watch. this device acts as both a GPS and a Watch, see GPS and Watch for details.
Grappling hook. Basic steel four clawed grappling hook.
Handcuffs. These metal restraints can bind a Small or Medium creature. Escaping the handcuffs requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of handcuffs comes with one key. Without the key, a creature proficient with thieves' tools can pick the handcuffs lock with a successful DC 15 Dexterity check. Handcuffs have 15 hit points.
Holster, Concealed. A concealed carry holster is designed to help keep a weapon out of sight. In most cases, this is a shoulder holster (the weapon fits under the wearer’s armpit, presumably beneath a jacket), but some weapons can be carried in waistband holsters (often placed inside the wearer’s waistband against his or her back). Smaller weapons can also be carried in ankle or boot holsters. Concealed carry holsters are only available for one-handed weapons. While a weapon is in a concealed carry holster, you have advantage on Dexterity (Sleight of Hand) checks to conceal it.
Holster, Hip. This leather, canvas or hard plastic container is used to protect a firearm from the elements, and holds the weapon in an easily accessed and easily seen location on the hip.
Holster, Leg. This leather, canvas or hard plastic container is used to protect a firearm from the elements, and holds the weapon in an easily accessed and easily seen location on the Leg.
Holy Symbol. -.
Holy Water. -.
Hunting Trap. When you use your Action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its Movement is limited by the length of the chain (typically 3 feet long). A creature can use its Action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
Hunting Trap
- Action: 1 Action
- Category: Items
- Damage: 1d4
- Damage Type: Piercing
- Properties: Trap
- Save: Dex DC 13
- Weight: 15
Infrared Goggles. Infrared goggles use various techniques to improve vision in dark conditions. A pair has 10 charges. As a bonus action, you can expend one charge to activate them. While active, a they grant their user 120-foot darkvision. However, due to the restricted field of view and lack of depth perception provided, they impose disadvantage on all Wisdom (Perception) checks while worn.
Iso Mat. This roll out mat provides a layer of thermal protection between you and the ground to sleep and sit on.
Ladder. This 10 ft long ladder can be folded down and worn on the back.
Lock. A key is provided with the lock or it may have a 3 to 5 digit code. Without the key or code, a creature proficient with Thieves' Tools can pick this lock with a successful DC 15 Dexterity check.
Lock Release Gun. This small, pistol-like device can automatically disable mechanical locks operated by standard keys with a DC of 15 or lower.
Magnifying Glass. This lens allows a closer look at small Objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to Ignite, and about 5 minutes for the fire to Ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.
Metal Detector (Basic). This small hand held detector provides +5 bonus on Wisdom (Perception) and Intelligence (Investigation) checks you make to search for metal objects.
Metal Detector (Standard). This small hand held detector provides +10 bonus on Wisdom (Perception) and Intelligence (Investigation) checks you make to search for metal objects.
Metal Detector (Advanced). This small hand held detector gives +10 and advantage on Wisdom (Perception) and Intelligence (Investigation) checks you make to search for metal objects.
Night Vision Goggles. this tiny device is worn on the head or can be attached to most helmets, when fliped down and active you gain dark vision but you suffer disadvantage on attacks and perception beyond 150ft. this dark vision is in shades of grean and black. The batteries lasts for about 4 hours of constant operation.
Oil Non Synthetic (1 liter) standard engine oil
Oil Non Synthetic (1 liter) standard synthetic engine oil
Para Cord/550 Cord (100ft) this the rope used for tyeing and lashing has a breaking strength of 550lbs, this has 1 Hit Points and can be burst with a DC 15 Strength check.
Painkillers, Standard. This medication can be freely purchased and used to minimise the symptoms of minor injuries. During a short rest, you can use a dose of medicine to restore 2d4+2 hit points. You cannot benefit from this effect again until you take another short rest.
Painkillers, Strong. This medication usually requires some form of authorization for purchase, such as a doctor's note, and can be used to alleviate more severe pain. During a short rest, you can use a dose of medicine to restore 4d4+4 hit points. You cannot benefit from this effect again until you take another short rest.
Pepper Spray. As an action, you can spray the contents of this vial onto a creature within 10 feet of you. Make a ranged attack against a creature or object, treating the pepper spray as an improvised weapon. On a hit, the target takes 1 acid damage and is blinded. A creature can end this blindness by using its action to make a DC 10 Constitution saving throw. Constructs are immune to the blindness caused by pepper spray.
Poison, Basic (Vile). You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the Poisoned weapon or Ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
Poison Basic
- Action: 1 Action
- Category: Items
- Damage: 1d4
- Damage Type: Poison
- Duration: 1 Minute
- Save: Con DC 10
Pole (10ft). Standard 10 aluminium pole
Poncho. this is a standard Commo Poncho used to stay dry.
Poncho liner. this is a 10x10 Commo blanket used to stay warm.
Pouch. This small bag is designed to be worn on a belt or attached to molly loops, and can hold up to 20 bullets, 1 grenades, 1 box magazine, 1 Pistol magazine or two rifle magazines. For any other gear, it can hold 1/5 of a cubic foot or 2 pounds of gear.
Propane Torch: This Tiny, 1-handed item provides moderate illumination within a 10-ft. radius and dim illumination within an additional 10 ft. radius. The propane torch may be uses to heat things and can be used as an improvised weapon, A Propane torch typically burns for 60 minutes. and requires a flame or spark to light
- Action: Attack Action
- Category: Items
- Damage: 2d4
- Damage Type: Fire
- Duration: 60 Minute
Repair Kit. This kit is a small kit containing Nuts & bolts, some Tube, gaskets and lubicants used for basic repairs in conjunction with Repair Tools, it has 1 uses. As an action, you can expend one use of the kit and a successful Repair Tools test DC 10 to stabilize the vehicle that has 0 hit points and stalling.
Rope, Hempen (50ft). Rope made of hemp, has 2 Hit Points and can be burst with a DC 17 Strength check.
Rope, Nylon (50ft). Rope made of hemp, has 2 Hit Points and can be burst with a DC 17 Strength check.
Shovel. This is a standard Spade style shovel, gain advantage on skill tests made to dig/move earth.
Signal Flare. Though designed for signaling, flares can be used as impromptu weapons. As an action, you can shoot the flare at a creature or object within 60 feet of you, treating the flare as an improvised ranged weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Signal Jammer. This simple electronic device outputs a large amount of electromagnetic white noise to increase signal interference in the surrounding area, effectively jamming wireless communications. A signal jammer has 10 charges. As a bonus action or action, you can expend one charge to all incoming and outgoing wireless communication, including phones, radio, Wi-Fi and similar within 100 feet from the signal jammer for 5 minutes. The signal jammer can be configured to exclude specific frequencies with a DC 15 Intelligence (Engineering Kit) check.
Sleeping bag (Lite). This light sleeping bag by its self allows for comfortable sleeping down to 32F degrees, in combination with a heavy sleeping bag it will allow comfortable sleeping down to -20F and with a poncho line add allows -30F.
Sleeping bag (Heavy). This Heavy sleeping bag by its self allows for comfortable sleeping down to 0F degrees, in combination with a Light sleeping bag it will allow comfortable sleeping down to -20F and with a poncho line add allows -30F.
Sleeping bag (Shell). This waterproof sleeping bag shell should protect against getting wet.
Smart Phones. like computers put with the capability of phone calls. see computers for more details
Speedloader. A speedloader holds bullets in a position that mirrors that of a particular gun or magazine, allowing you to insert all bullets at once. As a bonus action or action you can use a filled speedloader to refill an empty box magazine or reload a compatible firearm (See the Reload property for more details). You can use a bonus action or action to fill an empty speed loader.
Spike Strip. This device is designed to help end car chases. The strip comes rolled in a spool about the size of a small suitcase. As an action, you can roll the spike strip over a 1-foot by 20-foot area where it lies like a flat, segmented belt.
Any creature that enters the area must succeed on a DC 10 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving
through the area at half speed doesn’t need to make the saving throw. Wheeled vehicles passing over the strip are automatically hit and the tires are punctured although vehicles equipped with puncture resistant tires are not affected. More advanced models may feature spikes which can be raised and lowered via electronic signal.
Sunglasses. While you wear these darkened eyepieces, you treat bright light as if it were dim light and dim light as if it were darkness. Additionally, you have advantage on saving throws against effects caused by especially bright light, such as direct sunlight or a bright search light.
Torch: This Tiny, 1-handed item provides moderate illumination within a 10-ft. radius and dim illumination within an additional 10 ft. radius. A torch typically burns for 30 minutes.
Tourniquet: a easy to usee medical device that can be used by anyone you can use this to stop any major Bleed on any extremity, with a successful medicine skill test DC 10, if this is done the wound will need to be tended to within the next hour by taking the tourniquet off you will need at least an IFAK and make a successful medicine skill test DC 20, on a fail the bleed starts again.
Tent (single). houses and shelters one person for sleeping.
Tent (Large). houses and shelters up to 4 people for sleeping.
Two-Way Radio. A hand-held, portable, two-way radio transceiver. Multiple radios can use a single channel, though only one radio on the channel can transmit at a time. You can communicate with someone using a two-way radio at the same frequency up to 30 miles in perfect conditions, though the typical effective range is more commonly about 5 miles.
Video Recorder. standard Video camera for recording video and audio to be played back usually take batteries.
Watch. This simple device tells the current time of day, can be worn on the wrist or placed in a pocket with ease.
Zip-Ties. These plastic strips can bind a Small or Medium creature. Escaping the zip-ties requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 15 Strength check. Zip-ties have 10 hit points.
Tools and Kit Descriptions
Land Navigation Kit, (5 REQ): This kit has Maps and Map pens as well as a protractor and some string, with this kit and appropriate maps and a Compass you can pinpoint you location.
Laser Bore Sight, LBS Kit, (10 REQ) : This kit has a laser light gaged in many calibers. When first attaching a sight to a weapon you use this tool to line the bore with the newly attached sight, this is done with a LBS Kit check DC 12 and 10 mins of time. On a failed test or if you don't Preform on a newly attached sight the user will suffer disadvantage on attack rolls using that sight. If a test is failed, the failure can be identified with perceptions skill test DC 12, if the test is failed again you think the weapon is good until you fire it.
Traversing and Elevation, T&E Kit, (5 REQ): A T&E is two metal brackets used for bracing a machine gun that is on a tripod each fitted with a dial with mill counts for precision field of fire control. When proficient with a T&E and using this with a SAW, GPM or HMG on a tripod you may brace as a bonus action.
Spotting Scope Kit, (15 REQ): This kit comes with a scope a tripod for it and a lens cleaning kit as well as a case with a shoulder strap to carry it. when set up which takes 1 min, a player that is proficient with a spotting scope as an action they may use this to help another character with a Semi auto Rifle or Bolt action rifle advantage on attack made until the end of there next turn.
Demolitions Kit, (25 REQ): This kit is made up of a small bag kit with wire cutters and crimps as well as a Clacker, blasting caps and 500ft of wire. this kit or an equivalent must be present when using Raw Explosives.
Terrain map Kit, (5 REQ): This kit contains some string, some short sticks like chopsticks and some models and some index cards and Markers. A character that is proficient with terrain map Kit may over the course of of an hour make a terrain map of a specific area, this area may be around the size of 500 Ft, once complete the maker may orient up to a number of creatures equal to there Charisma bonus + there proficiency to the map, the maker and any oriented character gains a bonus to all Survival skill checks made and any save or skill roll that is related to the terrain or a feature of it, equal to the makers Charisma bonus.
Decontamination Kit, (35 REQ): This kit contains Rubber gloves, charcoal, soap, decontamination wipes as well as plastic sheets, field shower bags and pop up decontamination tents, This kit weighs about 40 pounds. A
creature that is Proficient with this kit may set up a decon station that can decon up to 10 individuals anyone that uses the station gains advantage on any check or tests made to decontaminate themselves.
Handlers Tools, (10 REQ): These tools Are use in the Training of a military war dog, This kit is made up of a Scent Training tool, bite/take down brace as well as some toys, a bed and treats. these tools in all weigh about 25 pounds and can fit in a duffel/sea bag. If a trainer that is proficient with these tools may use this kit during a long rest to train there dogs for an hour, when done you will gain a bonus to all Animal handling skill checks made with the dogs that where present during the training.
Laser designator, (65 REQ): a laser designator if a hand held device that is about the size of a box of cereal, this may be used to paint target making them more visible to targets, a character that is proficient with this tool and holding it in two hands may as an action paint one target within 120ft, when done each creatures first ranged attack against the painted target will have advantage. This last until the start of the users next turn.
Disguise Kit, (15 REQ): This box of cosmetics, hair dye, and small props lets you create disguises that change your physical Appearance. Proficiency with this kit lets you add your Proficiency bonus to any Ability Checks you make to create a visual disguise.
Repair Tools, (20 REQ): These tools are required with most repairs and rebuilds. This kit is heavy but can be carried, this item would more resemble a mechanics tool box or bag, with full sets of Wrenches, Screw drivers, Hex Keys, Pliers, vise grips, Propane Torch ext. These sools Weighs about 50 pounds.
Machinists Tools (50 REQ): These tool are required with some advanced repairs and rebuilds. These tools are very heavy and usually not carried, this item would more resemble a steel workers workshop, with, Wielders, Various Torches & Metal cutters and a Crucible as well as power tools Tap & Die ext. These Tools weighs about 50 pounds.
Electricians Tools (30 REQ): These tools are required with most repairs and rebuilds that involve any type of wire or electrical work. This kit is heavy but can be carried, this item would more resemble a tool box or bag, with full sets of wire strippers, cutters, Crimpers, some extra wire and relays ext as well as soldering tools. These tools Weighs about 30 pounds.
Standard gear issue
Gear lists
Below are list of the standard mercenary gear issues in levels of there tier, each mercenary gains its tier gear list at no cost, higher tiers will gain its tier list as well as all lower tiers gear lists as seen below.
Tier 1 Standard gear
- 1x Bag (Mountian Pack/Ruck)
- 1x Bag (Backpack/Daypack)
- 2x Bag (Seabag/Duffel)
- 1x Iso Mat
- 1x Sleeping bag (Lite)
- 1x Sleeping bag (Heavy)
- 1x Sleeping bag (Shell)
- 1x Poncho liner
- 1x Poncho
- 1x load bearing Vest.
- 3x Pouch (Rifle Magazine)
- 2x Pouch (Pistol Magazine)
- 2x Pouch (Grenade)
- 2x Pouch (Box Magazine)
- 2x Pouch (Canteen)
- 1x Holster (Hip) or Holster (Leg)
- 1x Camel back 2 liter
- 1x Camo tarpaulin 10x10ft
- 1x 100ft Para Cord (550 Cord)
- 2x Canteen.
- 1x Canteen Cup with stand
- 1x Mess Kit
- 1x Entrenching Tool
- 1x Combat Knife or Bayonet
- 1x Individual First aid kit (IFAK)
- 1x Gasmask
- 1x Flashlight
- 1x Compass
Tier 2 Standard additions
- 1x Tent single
- 1x Binoculars
- 1x Night vision Goggles
- 1x 50ft Nylon Climbing rope
- 1x Climbers Kit
- 1x GPS
- 1x Two-way radio.
Tier 3 Standard additions
- 1x Thermal Goggles
- 1x Guillie suit
- 1x Signal Jammer
- 1x Metal Detector (Basic)
Specialist Gear
B-1 Recon Drone: The B-1 Recon Drone AKA the B1-RD or bird is a small man portable 4 rotor drone that weighs about 8lbs, this includes the command console. The B1-RD may be deployed as an action. When in Operation you Command the drone with the drone command Console this it a 2 handed Screen/controller, this uses your full attention you may not move or use actions or reactions while operating.
Furthermore you may only rely on you passive Skills When in operation. When in operation you see as if you where the drone, You gain a +5 perception roll for seeing through the drone. With a B1-RD tools (DEX) check DC 15 you may move the drone 60ft, or you may dash making the movement 120ft DC 20, If failed you move half the distance that turn. If this is done you have disadvantage on Perception with the drone. You may have your drone hover as a free action allowing your character to act normally on its turn or you may as a bonus action have it land on a surface within 60ft.
The drone has an AC of 15, 10 HP, it is Vulnerable to Lightning damage, resistant to Slashing, Piercing, Blungeioning and Fire damage. It is immune to Psychic and poison damage as well as immune to the Charmed, Frightened, Exhaustion, Poisoned, Petrified and Paralyzed. If the B1RD is made to make any Dex save or Checks use the operators Dex bonus and Proficiency if Proficient with the B1-RD. The B1-RD may stay in flight for 1 Hour. You may recharge the Battery with a Long Rest and a Power source. If the drone is destroyed and you recover the remains, you may during a short rest attempt a repair Provided you have a Drone Repair kit, you make a DC 15 Technology (Int) Check + 1 for every 20ft the Drone fell when it was destroyed. If the test is failed you may attempt one more check during a long rest but the DC is now 20 + 1 for every 20ft it fell. if the second test is failed, the Drone is unrepairable and needs to be replaced.
Deployable Turret: As an action you may deploy the Auto Turret to any unoccupied space within 20ft of you. the turret then deploys in that spot, if the terrain is slanted the turret is subject to slid or tip over (consult GM), the Turret Has an AC of 14 and has 15 hit points, it gains a +5 ranged attack modifier, it is vulnerable to Lightning damage, resistant to Slashing, Piercing, Bludgeoning and Fire damage. It is immune to Psychic and poison damage as well as immune to the Charmed, Frightened, Exhaustion, Poisoned, Petrified and Paralyzed. Once on each of your turns the Turret may fire once at the closest visible target within range using the below Profile. note this weapon can only fire in the Focus or spray fire modes at target that are no greater then two range increments, it will always use spray if it can effect more then one creature this must include the closest target otherwise you focus on the closest target.
Name | Damage | Missfire/Crit | Range | Properties |
---|---|---|---|---|
Auto Turret | ||||
9mm P | 1d8 | 1–2/20 | 30ft | Reloading (Short rest, Ammunition 80/9mm P, AF (4) |
Vehicles
Vehicle Template
When you come in contact with a vehicle it will have a sub category like, Transport vehicle (4 Door Sedan). You may may encounter a different Transport vehicle other then (4 Door Sedan), if you do see the below types of transport vehicle to replace the (4 Door Sedan). If you do this, apply the listed adjustments to the template Transport vehicle (4 Door Sedan), refer to vehicle descriptions on Pg. ___ of this book for the profiles of the Transport vehicle (4 Door Sedan), this will make the new vehicle profile for different sub category, with the exception of a motorbike as that has its own Profile.
Two Seater
You loose the back 3 seats, you gaining +6 STR, -4 CON, +30ft movement, - 20 HP, +2 AC for every 30ft you move beyond 30ft and disadvantage on checks and attacks made when not on asphault, concrete, tarmack.
Pickup Truck
You loose the back 3 seats, you gaining +4 STR Gain a 8x10ft truck bed that can hold 5000 pounds. Lose 5ft movement for each 1000 pounds of cargo.
Suv/Wagon/Mini Van
You gain 3 additional rear passenger seats, treat these the same as the other rear seats except this may not have a gun turret, your reduce the speed by 10ft and the original middle rear seat may no longer fire out the rear of the vehicle.
Motorcycle
See Motorbike for details
Transport Vehicle (4 Door Sedan)
Huge/Construct (Mount, 15ft. by 10ft.)
Crew One Driver of small of Medium size.
Passengers 4 Medium
Travel pace Clear terrain: 60 Miles an hour
STR DEX CON INT WIS CHA 22 (+6) 10(+0) 18 (+4) 10 (+0) 10 (+0) 10 (+0)
Damage Resistances Slashing, Piercing, Bludgeoning
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Petrified, Poisoned, Unconscious
Hull
Armor Class: Front/14, Sides/12, Rear/14
Hit points 50
Position Actions and Features
Each occupied Crew position has a number of actions it may Preform, on the occuping creatures turn choosing from the options below.
Driver
The Driver may on its turn, use Ram in replace of one attack and make one move as its move action.
Move: The Driver may move the vehicle up to 60ft on its turn, the driver may use the dash action using the vehicles movement.
Ram. Melee Weapon Attack: reach 5ft., one target. Hit 14 (2D10 + 6) Bludgeoning damage, if you moved more then 30ft but less then 60ft the damage is 3D10 + 12 and if the target is smaller then huge, the creature must make a strength save DC 15 on a fail you push them 10ft, if you moved more then 60ft the damage is 4D10 + 18, the DC is 20 and you push them 15ft.
Driver exposure. The Driver is counted as 3/4 cover from all directions.
In control. If a the crew of vehicle is required to make a dexterity save to avoid an AOE, the driver makes one save for all the crew effected, adding his proficiency bonus plus dexterity bonus to the roll.
Front Passenger seat
The Front passenger may on its turn, attack as normal from its position, ranged weapon may be fired in a 135 degree arch of the front of the vehicle and 180 degree arch off the right side of the Vehicle.
Front passenger Exposure. The front passenger is counted as 3/4 cover from all directions.
Rear Passenger Seats (Left/Right)
The Rear Passenger Seats (Left/Right) may on its turn, attack as normal from its position, ranged weapon may be fired in a 180 degree arch off the right/left side of the Vehicle.
Rear passenger Exposure. The Rear passenger is counted as 3/4 cover from all directions.
Rear Passenger Seats (Middle)
The Rear passenger may on its turn, attack as normal from its position, ranged weapon may be fired in a 180 degree arch off the Rear of the Vehicle.
Rear passenger (middle) Exposure. The rear passenger is counted as 3/4 cover from all directions.
Vehicle Features
A APC has the following features
Handling. 0.
Open topped: creatures may target the crew of this vehicle if they are visible, if they miss the attack will hit the vehicle if it did not miss your AC by more the 5 whole points, if it missed by 5 or more then the attack misses entirely.
Unstabalized Weapons Attacks with weapons on this vehicle have disadvantage if the vehicle has moved more the 60ft or made a turn greater then 45 degrees.
Immutable Form. This vehicle is immune to any spell or effect that would alter its form.
Motorcycle
Medium/Vehicle Construct (Mount, 10ft. by 5ft.)
Crew One Driver of Medium or small size.
Passengers None
Travel pace Clear terrain: 50 Miles an hour
STR DEX CON INT WIS CHA 18 (+4) 10(+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
Damage Resistances Slashing, Piercing, Bludgeoning
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Petrified, Poisoned, Unconscious
Hull
Armor Class: 13
Hit points 35
Position Actions and Features
Each occupied Crew position has a number of actions it may Preform, on the occupying creatures turn choosing from the options below.
Driver
The Driver may on its turn, attack as normal with a 1 handed weapon or you may use the Ram attack in replace of one attack and the driver may make one move as its move action.
Move: The Driver may move the vehicle up to 50ft on its turn, the driver may use the dash action while using the vehicles movement.
Driver Exposure. Anyone in the drivers seat is considered fully exposed to targets within a 90 degree arc of the flanks and rear of the vehicle and you get half cover against targets in a 90 degree arc of the front of the vehicle.
Juke: The driver May Use its reaction to gain advantage on the next Dex save it makes while mounted or you may add 1d4 to your AC until the start of your next turn, this AC may not count toward an armor save and you must choose to do this before the result of any rolls are decided.
Vehicle Features
An attack bike has the following features
Handling. -.
Immutable Form. This vehicle is immune to any spell or effect that would alter its form.
Unstabalized Weapons Any attacks made while on this vehicle have disadvantage if the vehicle has moved more the 60ft or made a turn greater then 45 degrees, with the exception of a ram attack
Open topped. creatures may target the crew of this vehicle if they are visible, if they miss the attack will hit the vehicle if it did not miss your AC by more the 5 whole points, if it missed by 5 or more then the attack misses entirely.
Additional Requisition Uses
As a Operations Agent you gain requisition points and they are used by the Operations Agent to acquire assets from the MARE corporation, below are some uses for Requisition points.
Recruit a new Mercenary
Acquiring a new mercenary take a bit of time as well as Requisition, see chart below for the amounts required.
Asset | Requisition cost | Day to recruit |
---|---|---|
Acquire a Freedom fighter, see below | 20 | 1 |
Acquire a Tier 3 Mercenary | 50 | 2-3 |
Acquire a Tier 2 Mercenary | 75 | 3-5 |
Acquire a Tier 1 Mercenary | 100 | 5-7 |
Note: always remember that a mercenary costs an amount of requisition points if not on an Operation called an upkeep, See creatinf a Mercenary.
Freedom Fighter: a freedom fighter is a basic fighter that usually comes from a local or native population near the Operations Area of operation and are used in dire need of greater number. This unit may only preform one operation and then they are placed into a permanent inactive status. Creating a freedom fighter is similar to creating a mercenary of Tier 3, but the minion has a Hit die of d6 and Gets the following starter kit.
Freedom Fighter Starter kit
- All gear must be provided by the Operations Agent.
- Gain 1 levels of training in any Melee weapon training And 2 levels of training in different Ranged Weapon Training of your choosing.
High Altitude Air Drop (25 Req)
MARE coordinates a supply drop that is dropped from near orbit and uses small thrusters to stabilize and insure a precise drop within 100 meters. This can have up to 500 pounds of gear witch must be purchased separately.
NPC minions
Some classes have Minions that the have command of, these are basic Npc's that you have control of. The amount and type of Minions you may have is dependent on what ability or feature give you the Minion, if this is not specified you may only have one Minion. Note; this does not mean you cant escort NPC's during a mission but you will not be able to use the action unless you use your action to do so, they count as an NPC not a minion.
On each of the your turns you can command any Minion with verbal commands (no action required) or hand and arm signals (Bonus Action required), in some cases you may have a com link or like device to allow this to happen without noticable traits. when commanded you decide What action the Minion will take and where it will move during its Movement, the minion get 1 action, 1 move ,1 bonus action and 1 reaction just like a PC. You may also issue a general command with limited complexity, such as to guard a particular chamber or corridor, the Minion continues to follow it until its task is complete. If they issue no commands, the Minion only defends itself against hostile creatures. Minions uses your Proficiency bonus when determining Attacks, Saves, Skills and Spell DC's.
As a Minions Owner levels up, Some minions will not only benefit from there Proficiency bonus but some abilities will scale with the owners this is referred to as a Minion Tier there are 4 Minion Tiers See table below.
Owners Level | Minion Tier |
---|---|
1-5 | 1 |
6-10 | 2 |
11-15 | 3 |
16-20 | 4 |
Some Minions may be given different weapons and armor by the player, in some cases some upgrades may be chosen when the player first gains control of the minion or when you gain a Minion Tier, in other cases the DM may decide for you or roll randomly. If this is allowed the details will be noted in the Minions Stat card. If the race should be one that can change you may apply the racial attribute modifiers, Speed, Size and You may also add any proficiencies it may have and any special abilities as well, Consult GM for details and if you have questions ask.
If a Minion dies you can usually procure a new member with an amount of time and resources, consult the DM for details.
Below is a list of the Minions that are avalible and there stats, but if a class or Archetype has a Minion thats is only for its class it will be listed in the class or Archetype description.
Soldier
Medium, any race
- Armor Class 17
- Hit Points 5 x your level
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 12 (+1) 11 (+0) 12 (+1) 10 (+0)
- Save Proficiencies Strength +2, Dexterity +2
- Skill Proficiencies Athletics +2, Perception +1, Stealth +2, Survival +1
- Damage Resistances None
- Damage Immunities None
- Condition Immunities None
- Senses Passive Perception 11 + owners Proficiency
- Languages English level 4
Weapon/Armor Proficiency. All Assault rifles, Shotguns and Pistols as well as grenades, bayonets and Simple Melee weapons.
Obedience. This creatures controller may give another creature the Ability to command it, it then acts on there initiative if this creature has already taken its actions this round it must wait for the new round to start.
Actions
Colt M4 ranged Weapon Attack: +2 to hit, Use Colt M4 stats.
Bayonet/Combat knife. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)
M67 Frag grenade (Rechage 6). +2 to hit Use M67 Frag Stats.
Tracking dog
Small, (Labrador Black, Brown or yellow)
- Armor Class 12
- Hit Points 5 x Proficiency bonus
- Speed 40ft.
STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 10 (+0) 3 (-3) 16 (+3) 8 (-1)
- Skills Acrobatics +2, Athletics +2 Perception +5 and Stealth + 4
- Condition Immunities None
- Senses passive Perception 13
- Languages None
- Challenge 1\4
Keen hearing and smell. This creature gains advantage on wisdom perception checks that rely on hearing and smell involving putting things in its nose.
Trained Tracker (Focus). Pick one of the following Tracking focuses, Drugs, Explosives or Personel. Gain a +10 bonus to any Skill check made to detect the presence of the focuse. Furthermore a Tracker dogs passive perception against there focus is 17.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 5 (1d4 + 1)
Attack dog
Small, (German and Dutch shepherds and Belgian Malinois)
- Armor Class 12
- Hit Points 20
- Speed 40ft.
STR DEX CON INT WIS CHA 16 (+2) 14 (+2) 14 (+2) 3 (-3) 13 (+1) 8 (-1)
- Skills Acrobatics +5, Athletics +5 Perception +5 and Intimidation + 4
- Condition Immunities None
- Senses passive Perception 13
- Languages None
- Challenge 1\4c
Keen hearing and smell. This creature gains advantage on wisdom perception checks that rely on hearing and smell involving putting things in its nose.
Lock Jaw This creature may attempt to grapple instead of using the attack action. Furthermore gain a +10 bonus to any Athletics check made during a grapple.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 5 (1d6 + 3)
Homebrew Rules Mods and actions in Combat
Firing into Melee
During a players turn they may have there character shoot into a melee combat, but you have disadvantage on the attack and if you roll a natural 1 and don't Jam or worse, you instead hit a random target in the melee thats not your original target (Consult GM for randomization).
Ranged opportunity attack
If a creature you are aimed at or a suppressed target moves more then 5ft. during its turn, you may as a reaction make one attack with an equipped ranged weapon at the target, Provided you have range and line of sight. this may not be a Spray or focus fire actions.
Aim
As an action or replace one attack if you have the extra attack action, you may gain the Aimed condition.
A character may aim at only 1 target at a time, if the target dies or breaks line of sight or moves more then 30ft the aim must be re-applied. if you move more then half your movement you also lose the benefits of Aim and it must be re applied.
Suppressive Fire
As an action and 5 rounds, 3 burst of ammunition per target or 1 spray/auto fire volley you may target a number of targets within 10 feat of each other, equal to your dexterity modifier, the targets do not have to be in line of sight of you if they engaged a target during its last turn. A suppressed target has disadvantage on ranged attacks and Wisdom Perception skill checks during there next turn. This action may not be used when firing a weapon with the manual action property. This action is ineffective at ranges greater then 4 increments.
Brace
At the cost of half your movement, If you are within 5ft of something you can rest the weapon on like something like a table or broken wall, you gain the Benefits of the Braced condition. If you move from this position you lose the benefits of being braced.
Conditions
Aimed:
- An Aimed creature gains a +2 to all ranged attack made with a ranged weapon.
- An aimed creature can only move at Half its speed rounded down to a minimum of 5ft.
- A character may aim at only 1 target at a time
Blinded:
- A blinded creature can’t see and automatically fails any ability check that requires sight.
- Attack Rolls against the creature have advantage, and the creature’s Attack Rolls have disadvantage.
- You can't move while Braced
Braced:
- count your range multiplier As 1 less (to a minimum of 1)
- you may add 2 to all DC's of auto fire modes and you reduce the the recoil of the fired weapon by 2.
- you can not move while Braced.
Bleed:
- At the start of a creatures turn that has a Bleed will loose 1 HP.
- If a creature with bleed moves or attacks they Loose one more point of HP.
- Bleed can only be stopped with a Medicine Skill test DC 15.
Crouched:
- A crouched character’s base Speed is reduced to 1/2 (rounded down).
- Creatures more then 5ft. away suffer a –2 penalty with all ranged attacks made against a crouched creature.
- Standing from the crouched position costs 5ft of you movement.
Charmed:
- A charmed creature can’t Attack the charmer or target the charmer with harmful abilities or magical Effects.
- The charmer has advantage on any ability check to interact socially with the creature.
Deafened:
- A deafened creature can’t hear and automatically fails any ability check that requires hearing.
Exhaustion:
Some special abilities and Environmental Hazards, such as starvation and the long-term Effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An Effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.
Level | Effect |
---|---|
1 | Disadvantage on strength, dexterity and constitution, Ability Checks |
2 | Speed halved |
3 | Disadvantage on Attack Rolls and on strength, dexterity and constitution Saving Throws |
4 | Hit point maximum halved |
5 | Speed reduced to 0 |
6 | Death |
If an already exhausted creature suffers another Effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description.
A creature suffers the Effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on Ability Checks.
An Effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion Effects Ending if a creature’s exhaustion level is reduced below 1.
Finishing a Long Rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature's exhaustion level by 1.
Frightened:
- A frightened creature has disadvantage on Ability Checks and Attack Rolls while the source of its fear is within Line of Sight.
- The creature can’t willingly move closer to the source of its fear.
Grappled:
- A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
- The condition ends if the Grappler is incapacitated (see the condition).
- The condition also ends if an Effect removes the grappled creature from the reach of the Grappler or Grappling Effect, such as when a creature is hurled away by a concussive blast.
Incapacitated:
- An incapacitated creature can’t take Actions or Reactions.
Invisible:
- An invisible creature is impossible to see without the aid of magic or a special sense. For the Purpose of Hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.
- Attack Rolls against the creature have disadvantage, and the creature’s Attack Rolls have advantage.
Major Bleed:
- At the start of a creatures turn that has a Bleed will loose 1d4 HP.
- If a creature with bleed moves or attacks they Loose 1d4 more points of HP.
- Bleed can only be stopped with a Medicine Skill test DC 20.
Paralyzed:
- A paralyzed creature is incapacitated (see the condition) and can’t move or speak.
- The creature automatically fails Strength and Dexterity Saving Throws.
- Attack Rolls against the creature have advantage.
- Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Poisoned:
- A poisoned creature has disadvantage on Attack Rolls and Ability Checks.
Prone:
- A prone creature’s only Movement option is to crawl, unless it stands up and thereby ends the condition.
- The creature has disadvantage on Melee Attack Rolls.
- An Attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the Attack roll has disadvantage.
Restrained:
- A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
- Attack Rolls against the creature have advantage, and the creature’s Attack Rolls have disadvantage.
- The creature has disadvantage on Dexterity Saving Throws.
Stunned:
- A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.
- The creature automatically fails Strength and Dexterity Saving Throws.
- Attack Rolls against the creature have advantage.
Slowed:
- A Slowed creature is can only move at Half its speed rounded down to a minimum of 5ft.
- The creature automatically fails Dexterity Saving Throws.
- Attack Rolls against the creature have advantage.
Shaken: Being an operator is a stress full job. Many things will cause stress damage, this will cause a condition called Shaken, unless you take time to decompress
you may find yourself a bit Shaken from all of the blows that may have been dealt to you over you time in war or training. Shaken is messured in five levels, see below
Level | Effect |
---|---|
1 | Disadvantage on Intelligence, Wisdom and Charisma ability checks |
2 | Disadvantage on Intelligence, Wisdom and Charisma saving throws and gain |
3 | Disadvantage on all initiative checks made |
4 | Disadvantage on Str and Dex ability checks and Saving throws |
Broken | Disadvantage on all attacks and Constitution ability checks and saving throws |
A creature that is shaken will suffer from its current Shaken level as well as all lower levels of Shaken.
Stress damage heals over time. When the healing takes place the shaken level will decrease as the stress damage multiple changes. See Stress damage in the damage types section for more details on stress and healing stress.
Unconscious:
- An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings
- The creature drops whatever it’s holding and falls prone.
- The creature automatically fails Strength and Dexterity Saving Throws.
- Attack Rolls against the creature have advantage.
- Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Triage Code: A character always has one of these conditions, With one is dependent or you current Hit points. At different precetages of the characters max health, the character will suffer different effects as there health deteriorates and the lower your health gets the more advanced healing will be required to replenish lost Hit points. see chat below.
Triage Code | % of Health | Natural Healing Rate | Points of Exhaustion |
---|---|---|---|
5: Black, Diceased: | 0% | None | 5 |
4: Red, Critically wounded: | 1% - 25% | Must get Medical help Hit die dont heal anmore and 10 hit points per 1 heald | 2 |
3: Orange, Wounded: | 26% - 50% | 5 hit point per 1 heal | 1 |
2: Yellow, Injured: | 51% - 75% | 2 hit point per 1 gained | |
1: Green, Healthy: | 76% - 100% | Normal Rate regain |
Damage and Damage reduction
Damage Reduction
Some things will give you a Damage Reduction (DR -) this mean that you reduce the damage of a single hit by the amount of damage reduction you have. Some damage reductions will have a specific Type of damage it can reduce, if this is the case the type will be noted in the Damage reduction source.
Note; Damage reduction may not reduce a sours of damage to less the 1.
Damage types
- Acid: Ignores damage reduction
- Bludgeonig: A character wielding a Bludgeoning weapon may count as Subdual if the bearer wants this must be determined before the attack.
- Cold Becomes a DC for Con save, or be slowed for 1D4 rounds
- Electrical Becomes a DC for Con save, or be Paralized for 1D4 rounds
- Fire Ignites Flamable objects, takes on action to extinguish
- Flash Becomes a DC for con save or be Blinded for 1d4 rounds
- Force: All damage from Force count as Subdual damage as well.
- Piercing If Red or Orange triage code, roll a D100 on a 76 - 100 cause Major bleed, on a 26 - 75 cause Bleed.
- Poison Becomes a DC for Con save, or be Poisoned
- Radiation Becomes a DC for Con save, or be Poisoned
- Slashing If Red or Orange triage code, roll a D100 on a 76 - 100 cause Major bleed, on a 26 - 75 cause Bleed.
- Sonic Becomes a DC for Con save, or be Defended for 1D4 rounds
- Stun Becomes a DC for Con save, or be Stunned for 1D4 rounds
- Stress:
-
Any damage a character suffers deals an amount of stress damage equal to the damage dealt minus There wisdom Score to a minimum of one.
-
Do not apply stress damage to the target character’s hit points, but is rather accumulated over time until it wears off during rest.
-
Each time a character suffers 1 or more points of stress damage, check to see if their current stress damage total exceeds a multiple of their Wisdom score (e.g. 1 × Wisdom score, 2 × Wisdom score, etc.), they must make a Wisdom save throw. The highest multiple exceeded by the total stress damage accumulated to date determines this save’s DC, as shown on Table see below. With failure, the character suffers the listed condition
Wisdom Multiple | DC | Condition | Healing Short Rest | Healing Long Rest |
---|---|---|---|---|
1xWis | 10 | Shaken 1 | 1D6 + Wisdom mod | 1D12 + Wisdom mod |
2xWis | 15 | Shaken 2 | 1D4 + Wisdom mod | 1D8 + Wisdom mod |
3xWis | 20 | Shaken 3 | 1 | 1D4 + Wisdom mod |
4xWis | 25 | Shaken 4 | Medical help | 1 + Wisdom mod |
5xWis | 30 | Broken | Medical Help | Medical Help |
- Subdual (Non Leathal):
- Do not apply Subdual damage to the target character’s hit points.
- Any amout of subdual damage in an amount that exceedes the targets Constitution modifier will become the DC for a Consitution save or fall unconscious.
- If unconscious a new test may be made each round using the same DC that was failed originly.
Natural Healing
Each operator does not heal all HP at the end of a long rest, instead you may only use Hit die to heal, your hit die must be used before the long rest is completed, after the long rest is completed you will regain all hit die.
Target zones
Each time a character fires a single shot ranged weapon they may target a specific body part, usually made with a negative to the attack roll, this is chosen before any roll are made for the attack. See chart below for a list of target locations, the negative you will receive and the effect a successful hit will incur. if a target was not nominated and the roll was already made it is treated as a torso shot.
Target Location | negative to Hit | Effect |
---|---|---|
Head | -10 | Counts as a Critical, if a natural 20 is rolled and the total still hits roll triple the damage dice instead of double. |
Torso | - | Normal hit and any attacks that are made and not designated |
Arms | -6 | if the target is bladed to you double the penalty if your firing at the targets far arm, if the target is hit with an attack in the arm and is holding an object in that hand must make a con save DC = to the damage dealt, on a fail the target may not use that Arm for 1d4 rounds. |
Hands | -8 | if the target is bladed to you double the penalty if your firing at the targets far hand, if the target is hit with an attack in the hand must make a con save DC = to the damage dealt, on a fail the target drops any items in that hand and they may not use that hand for 1d4 Rounds. |
Pelvis | -4 | A target hit with an attack in the pelvis must make a Con save DC = to the damage dealt, on a fail the target is Falls Prone and cant get up for 1d4 Rounds |
Legs | -5 | if the target is bladed to you double the penalty if your firing at the targets far hand, if the target is hit with an attack in the leg they must make a con save DC = to the damage dealt, on a fail the target is slowed for 1d4 Rounds, if both legs have been hit by this, the target is slowed and has a movement of 5ft regardless of its movement, this lasts for the duration both legs are effected. |
Feat | -7 | if the target is bladed to you double the penalty or if your firing at the targets far foot, if the target is hit with an attack in the foot they must make a con save DC = to the damage dealt, on a fail the target may not apply any Dex bonus to any skill rolls or saves for 1d4 Rounds, if both feat have been hit by this, the target also has disadvantage on all dex based skill tests and saves for the duration both legs are effected |
Change Log and art credits
Art Credits
- Cover picture; Tom Clancy’s Ghost Recon Breakpoint, (Ubisoft)
- Operator picture; Art Abyss, Sci Fi Warrior Art, Discovered By: TorinoGT