Modern Weapons, Armor, Vehicles and Items Most fire arms deal ballistic damage. Ballistic damage can be regarded as a subclass of piercing damage. Meaning, any creature or armor with piercing damage resistance also has resistance against ballistic damage. The reverse, however is not true. Creatures or armor with ballistic resistance still take full damage from piercing damage sources. When a firearm has a damage (Burst) notation, it can attack with increased damage at a trade-off for ammo. A single attack with burst-fire costs five bullets, as oposed to the usual one bullet. When a weapon runs out of ammo it costs a full action to reload, unless the character reloading has the quick-draw feat. The amount of ammo a gun's magazine can hold is determined by the Mag colomn in the firearms table. Some guns have space for extra ammo interanaly (indicated by, int) which can be pre-loaded but won't be refilled during combat. In addition, some guns have the option to use bulletbelts. This is indicated by the linked in the Mag colomn Attack Rolls with firearms are made with your strenght ability modifier. Attack Rolls for Side arms can also be made with your dexterity modifier. Firearm proficiencies from http://dnd.wizards.com/articles/features/my-new-d20-modern-campaign Firearm proficiencies by class Class Firearm Proficiency Bard Sidearm Barbarian Long Arms Cleric None Druid None Fighter Long Arms and Sidearms Monk Sidearms Paladin Long Arms and Sidearms Ranger Long Arms and Sidearms Rogue Long Arms or Sidearms Sorcerer none Warlock None Wizard None Heavy weapon proficiences can be gained by trading away any other weapon proficiency. Armor from http://dnd.wizards.com/articles/features/my-new-d20-modern-campaig Modern Armor Armor AC Strength Stealth Properties Weight Light Armor Heavy Coat 11+Dex - Disadvantage - 6 lb. Leather Jacket 11 + Dex - - - 4 lb. Light undercover shirt 11 + Dex - - DR-2 Ballistic 2 lb. Kevlar-Lined Coat 12+ Dex - - DR-2 Ballistic 8 lb. Undercover vest 13+ Dex - - DR-2 Ballistic 3 lb. Medium Armor Concealable vest 13 + Dex (max. 2) - - DR-3 Ballistic 4 lb. Light-duty vest 14 + Dex (max. 3) - - DR-3 Ballistic 8 lb. Tactical Vest 15 + Dex (max 2) Str 10 Disadvantage Resistance: Ballistic 10 lb. Heavy Armor Special Response Vest 15 str 10 Disadvantage Resistance: Ballistic 15 lb. Land Warrior Armor 17 str 13 Disadvantage DR-5 Ballistic/Slashing 10 lb. Forced Entry Unit 18 str 15 Disadvantage Resistance: ballistic/slashing 20 lb.

Firearms and Explosives Inspired by the Shadowrun D20 Rulebook Sidearms Weapon Damage Damage (burst) Range Mag Ares Predator (.45 autoloader) 2d8 n/a 30/60 ft. 15 Ares Viper (10mm autoloader) 2d6 4d6 20/40 ft. 30 Beretta Model 101T (9mm autoloader) 1d10 n/a 30/60 ft. 12 Browning Max Power (10mm autoloader) 2d6 n/a 30/60 ft. 10 Colt American L36 (9mm autoloader) 1d10 n/a 25/60 ft. 11 Fichetti Security 500 (9mm autoloader) 1d10 n/a 30/60 ft. 12 Fichetti Security 500a (9mm autoloader) 1d10 n/a 30/60 ft. 25 Remington Roomsweeper (20-g shotgun) ✠ Varies n/a 10 ft. 8+1 int Ruger Super Warhawk (.44 magnum rev) 1d10+1d4 n/a 30/60 ft. 6 Streetline Special (.32 autoloader) 1d8 n/a 30/60 ft. 6 Walther Palm Pistol (9mm breech-loader) 1d10 n/a 20/40 ft. 2 int Defiance Super Shock Taser ✝ 1d6 n/a 5/10 ft. 2 int ✝ The Defiance SST uses the sidearms skill. On a successful hit, a single dart deals 1d6 damage (Low Impact) plus 1d6 points of electricity (Energy) damage and the victim must roll a Fortitude save (DC 15 + electrical damage) or be paralyzed for 1d8 rounds. Both darts can be fired simultaneously; in this case, roll one attack roll. On a successful hit, the target suffers 1d6 +1d6 (Low Impact) damage plus 1d6 +1d6 electrical damage and must roll a Fortitude save (DC 15 + electrical damage) or be paralyzed for 2d8 rounds. If the target's armor negates the electrical damage, the victim is not required to make a saving throw Long Arms Weapon Damage Damage (burst) Range Mag AK-97 assault rifle 2d8 4d8 70/140 ft. 38 AK-97 SMG 2d8 4d8 40/80 ft. 30 AK-98 assault rifle 2d10 4d10 70/140 ft. 38 Defiance T-250 (10-gauge shotgun)✠ Varies n/a 10ft. 5+1 int Enfield AS-7 (12-gauge shotgun)✠ Varies Varies 30ft. 10 FN HAR (7.62mm assault rifle) 2d10 4d10 90/180 ft. 35 HK HK227 (9mm submachine gun) 1d10 2d10 50/100 ft. 28 HK HK227S (9mm submachine gun) 1d10 2d10 40/80 ft. 28 Ingram Valiant (5.56mm LMG) 2d8 4d8 100/200 ft. Linked Ranger Arms SM-3 (7.62mm sniper rifle) 2d10 n/a 100/200 ft. 6+1 int Remington 750 (7.62mm hunting rifle) 2d10 n/a 80/160 ft. 5+1 int Remington 950 (7.62mm hunting rifle) 2d10 n/a 90/180 ft. 5+1 int Uzi III (9mm submachine gun) 1d10 2d10 40/80 ft. 24+1 ✠ The amount of damage done by a shotgun depends on the distance of the target. For every range increment (i.e. 10 ft. for the Defiance T-250) the amount of damage decreases according to the shotgun damage table below Shotgun damage Table Caliber 1x Range 2x Range 3x Range 10-guage 3d8 2d8 1d8 12-guage 3d6 2d6 1d6 20-guage 2d6 1d6 1d4 28-guage 2d4 1d4 1d3

Heavy Weapons Weapon Strenght req. Damage Range Damage type Mag Assault cannon 20 4d10 120 ft. / 240 ft. Ballistic 20 Heavy Machine Gun 19 4d8 110 ft. / 220 ft. Balistic Linked Rocket Launcher 2 Varies 70 ft. / 140 ft. Varies 6 Medium Machine Gun 13 2d10 100 ft. / 200 ft. Ballistic Linked Missle Launcher 10 Varies 300 ft. Varies 4 Rocket- and Missle Launchers can use varying ordinances. These ordinances can be found in the Explosives and ordanance table. In order to use a Missle Launcher it needs to be set up. assembling or disassemblng takes 1d6 turns. Explosives and ordanance Weapon Damage Radius Detonation Damage type Commercial Explosive 3d6 10 ft./20 ft. Remote Force Concussion Grenade 4d6 10 ft. / 30 ft. Timed (end turn) Concusion Frag. Grenade 4d6 5 ft. / 15 ft. Timed (end turn) Slashing Plastic Explosive 6d6 10 ft./30 ft. Remote Force Anti Personel Rocket/Missle 10d6 10 ft. /25 ft. Impact Slashing Anti-vehicle Rocket/Missle 12d6 5 ft. Impact Force High Explosive Rocket/Missle 10d6 10 ft./40 ft. Impact Concusion The Radius on explosive weapons indicates the size of the explosion. The first number indicate the distance from which the explosion deals full damage. The second number indicates the distance from which the explosion does half damage. Throwing a grenade requires a DC15 dexterity check. On a succes the grenade is thrown up to 60 ft., on a failure the grenade lands in a random spot. Missles Missles are guided explosives, and as such never miss. Missiles fired from a launcher do not arm until they pass 30 ft. Within 30 ft., the round will not detonate, but an impact against a creature or vehicle deals 5d6 bludgeoning damage. Characters caught in an explosian can make a DC 15 Dexterity save, on succes they take half damage. From Unearthed Arcana: Modern Magic. Most characters in a modern campaign setting are well versed in using computers, and are automatically successful when employing technology for mundane tasks (searching a hard drive or the Internet, using the normal functions of an electronic device, and so on . For especially challenging technological tasks (finding hidden information on a computer, restoring information from a device that’s been erased, and so on , a character makes an Intelligence check against a DC set by the DM. However, some technical tasks—including breaking into protected computer systems, accessing hidden functions of electronic devices, or using a device in a way it was not designed for—require the use of specialized hacking tools. Hacking Tools.This kit contains the hardware and software necessary to allow access into most computer systems and electronic devices. Proficiency with hacking tools lets you add your proficiency bonus to any Intelligence checks you make to connect to or make use of a computer system or electronic device. The kit fits snugly in a backpack or toolbox. Vehicles Vehicle chases and combat is something any modern adventurer comes across, these encounters can ofcourse be played loose and with imagination, but for a more tactical experience you can refer to any or all of the following rules. (Inspired by Brainfist from www.rpgchrossing.com) Vehicle Control Basics Vehicles require proficience to be driven safely. A character without proficiency risks penalization from authorities or accidents.✝ Vehicle proficiencies are divided into several catagories: Civilian Cars, Civilian Bikes, Rowboats, Speedboats, Yachts, Sailing Ships, Oceanliners, Small Planes, Helicopters and Commercial Planes. In addition, any vehicle in a Militairy list requires the Militairy Vehicle Proficiency. Vehicle proficiencies can be gained instead of any other proficiency during character creation or leveling up. ✝ Concequences are up to the DM's discression.

Vehicle Proficiency Check Pulling dangerous manouvres, avoiding accidents, driving without proficiency and similair actions all require the following skillcheck:



d20 + dex + proficiency (+ militairy proficiency) Piloting a vehicle is considered a move action. Driving is never truely safe, but some situations are more dangerous than others. Whenever a vehicle moves more than 150 ft. in a single turn any accident risks injury or death When a vehicle moves over difficult terain it can move no faster 1/4th it's speed or risk accidents.✝ Vehicle Size The lenght of a vehicle is two times that of a charactar in the same size-catagory. For instance where a medium creature would ocupy a 5x5 ft. area, a medium vehicle would ocupy a 5x10 ft. area. A Large creature would ocupy a 10x10 ft. area, but a Large vehicle wouold occupy a 10x20 ft. area Acceleration and Braking A vehicle can not achieve it's top speed in a single turn. Vehicle Acceleration consits out of three fases Phase 1: Starting The vehicle can move any distance between 0 and 1/4th of it's top speed.

Phase 2: cruising The vehicle can move any distance between 1/4th and 3/4th of it's top speed.

Phase 3: Full Throttle The vehicle can move any distance between 3/4th and it's top speed The acceleration phase of a stationary vehicle is always phase 1. If a vehicle is already moving, it's acceleration phase can be determined by the distance it moved it's previous turn. The controller of a vehicle can change his acceleration phase up or down one tier at the end of his or her move action. A vehicle can break to slow down to any speed or reach a full stop in one turn regardless of it's acceleration phase. This is not, however, without consequence in all cases.✝









Turning and shifting lanes A vehicle is always moving straightforward in the direction of it's long axis. The only two exceptions are turning and shifting lanes. Shifting Lanes Shifting lanes and similair manouvres cost a minor action, and are safe and easy to pull off. As such, there is no need to consider anything when a vehicle shifts lanes. Turning Turning costs 1 Action. The amount of space a vehicle needs to complete a turn between 0 to 90 degrees is determined by it's acceleration phase and it's turn multiplier. The result of the multiplication is then evenly divided as distance moved in the current direction, and distance

If, for instance, a vehicle has a turn multiplier of 50 and is in acceleration phase 2 and wants to make a 45 degree turn. In order to complete the turn it needs to move 50 ft. in it's current direction and 50 ft. in a diaganal (aproximatly) 45 degrees from it's current direction. It's new direction would then be along the 45 degree line. It is not neccisary to move the distance in that order, any amount of the distance in the forward direction can be put in front or after the distance in the turn direction. It is possible to make a turn in more than one move action. Attempting sharper turns is possible, but requires a vehicle proficiency check against a DC 25. Ramming Ramming another vehicle requires a vehicle proficiency contest between the drivers. On a succes you deal 10d6 damage to the opposing vehicle, and your vehicle takes half damage. On a fail your vehicle takes full damage and the opposing vehicle takes half damage. Then the occupants of both cars make a dexterity save, the engaging party does so with advantage. On a fail the occupant takes 3d6 damage Vehicle tables Below are vehicle tables for all available vehicles, divided by proficiency. Land vehicles Cars Vehicle Cost Size topspeed Turn Multiplier Crew/passengers Properties Sedan $1,700 Medium 820 ft. 50 1/4 Rollcage Station wagon $3,000 Medium 820 ft. 50 1/6 Rollcage Hatchback $2,100 Medium 650 ft. 45 1/4 Rollcage Sportscar $500.000 Medium 1,640 ft. 60 1/1 High Performance Van $23,000 Large 650 ft. 45 1/8 Rollcage Truck $120,000 Large 550 ft. 40 1/1 Armored Transport Vehicle $72,000 Large 380 ft. 25 1/8 Armored, Military Tank $8.92M Huge 130 ft. 15 4/1 Armored, Military, Off-road

Bikes Vehicle Cost Size topspeed Turn Multiplier Crew/passengers Properties Bycicle ✠ $300 Small 220 ft. 5 1/1 Motorcycle $6,000 Small 820 ft. 30 1/0 Sidecar Sport Motorcycle $30,000 small 1,750 ft. 35 1/1 High Performance Chopper 10,000 Medium 800 ft. 30 1/1 Sidecar Quad $4,300 small 790 ft. 30 1/0 Off-road Aquatic Vehicles Rowboats Vehicle Cost Size topspeed Turn Multiplier Crew/passengers Properties Speedboats Vehicle Cost Size topspeed Turn Multiplier Crew/passengers Properties Yachts Vehicle Cost Size topspeed Turn Multiplier Crew/passengers Properties ✠No proficiency needed

Sailing Ships Vehicle Cost Size topspeed Turn Multiplier Crew/passengers Properties Oceanliners Vehicle Cost Size topspeed Turn Multiplier Crew/passengers Properties Small Planes Vehicle Cost Size topspeed Turn Multiplier Crew/passengers Properties Helicopters Vehicle Cost Size topspeed Turn Multiplier Crew/passengers Properties Commercial Planes Vehicle Cost Size topspeed Turn Multiplier Crew/passengers Properties