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Modern Weapons
The following weapons are unavailable in most settings that lack more modern technology and should not be allowed in conventional PathRunner campaigns.
There are some Modern Weapon Traits
There are also Explosives
Firearms
| Name | Hands | Dmg | Critical | Range | Weight | Capacity | Caliber | Type | Cost | Specials | |||||||||
| Revolver | One | 2d6 | x2 | 40ft | 3 lbs | 6 | .45 | Ballistic | 8 | BR (8), Reliable | |||||||||
| Handgun | One | 2d6 | x2 | 40ft | 3 lbs | 8 | .45 | Ballistic | 10 | BR (8) | |||||||||
| Machine Pistol | One | 2d6 | x2 | 30ft | 5 lbs | 20 | .32 | Ballistic | 12 | BR (6), Automatic | |||||||||
| Heavy Revolver | One | 2d8 | x2 | 50ft | 4 lbs | 5 | .44 | Ballistic | 11 | BR (10) | |||||||||
| Sawed-Off Shotgun | One | 3d6 | x2 | 20ft | 6 lbs | 2 | 12 Gauge | Ballistic | 10 | BR (6), Misfire (1) | |||||||||
| SMG | Two | 2d6 | x2 | 50ft | 8 lbs | 30 | .45 | Ballistic | 14 | BR (8), Automatic, SMG | |||||||||
| Double Barrel Shotgun | Two | 3d6 | x2 | 50ft | 12 lbs | 2 | 12 Gauge | Ballistic | 12 | BR (12), Reliable | |||||||||
| Pump Action Shotgun | Two | 3d6 | x2 | 50ft | 12 lbs | 5 | 12 Gauge | Ballistic | 14 | BR (12) | |||||||||
| Riot Shotgun | Two | 3d6 | x2 | 30ft | 14 lbs | 12 | 12 Gauge | Ballistic | 18 | BR (8), Automatic, Misfire (1) | |||||||||
| Hunting Rifle | Two | 3d6 | x2 | 150ft | 12 lbs | 5 | .308 | Ballistic | 12 | BR (10), Longshot, Precise, Reliable | |||||||||
| Sniper Rifle | Two | 3d6 | x2 | 200ft | 12 lbs | 5 | .308 | Ballistic | 18 | BR (12), Longshot, Precise | |||||||||
| Assault Rifle | Two | 2d8 | x2 | 100ft | 9 lbs | 30 | .223 | Ballistic | 15 | BR (10), Automatic | |||||||||
| Battle Rifle | Two | 3d6 | x2 | 120ft | 12 lbs | 8 | .308 | Ballistic | 15 | BR (12), Reliable | |||||||||
| Light Machine Gun | Two | 2d8 | x2 | 120ft | 15 lbs | 50 | .223 | Ballistic | 18 | BR (10), Automatic, Misfire (1) | |||||||||
| Grenade Launcher | Two | * | * | 60ft | 10 lbs | 1 | * | * | 14 | Uses Grenades | |||||||||
| Anti-Tank Rifle | Heavy | 4d6 | x2 | 250ft | 20 lbs | 1 | .75 | Ballistic | 25 | BR (20), Destructive | |||||||||
| Heavy Sniper Rifle | Heavy | 3d8 | x2 | 300ft | 15 lbs | 5 | .50 | Ballistic | 20 | BR (16), Longshot, Precise | |||||||||
| Medium Machine Gun | Heavy | 3d6 | x2 | 200ft | 16 lbs | 100 | .308 | Ballistic | 20 | BR (12), Automatic | |||||||||
| Heavy Machine Gun | Heavy | 3d8 | x2 | 250ft | 25 lbs | 50 | .50 | Ballistic | 25 | BR (16), Automatic, Misfire (1) | |||||||||
| Autocannon | Heavy | 4d6 | x2 | 250ft | 40 lbs | 10 | .75 | Ballistic | 40 | BR (20), Destructive, Misfire (2) | |||||||||
Ammunition
Full Metal Jacket
Full Metal Jackets are the standard ammunition for most modern firearms. They gain Savage and Armor Penetrating equal to half of their Ballistic Rating, i.e. BR (8) would give Savage (4) and Armor Penetrating (4).
- .32 or .45: 1TU per 10 Bullets
- .223 or .44: 1TU per 6 Bullets
- .308: 1TU per 3 Bullets
- .50: 1TU per 2 Bullets
- .75: 1 TU per Bullet
Armor Piercing
Armor Piercing Rounds excel at cutting through armor and objects. They gain Armor Penetrating equal to their Ballistic Rating.
- .32 or .45: 1TU per 10 Bullets
- .223 or .44: 1TU per 6 Bullets
- .308: 1TU per 3 Bullets
- .50: 1TU per 2 Bullets
- .75: 1 TU per Bullet
Hollow Point
Hollow point ammunition is effective against soft targets. They gain Savage equal to their Ballistic Rating
- .32 or .45: 1TU per 10 Bullets
- .223 or .44: 1TU per 6 Bullets
- .308: 1TU per 3 Bullets
- .50: 1TU per 2 Bullets
- .75: 1 TU per Bullet
Surplus
Surplus ammo is incredibly cheap to make and is inferior in all ways to other bullets. They lose their Ballistic Rating and gain Misfire (1). If the weapon has Reliable they instead lose that and do not gain Misfire
- .32 or .45: 1TU per 20 Bullets
- .223, .44 or 12 Gauge: 1TU per 12 Bullets
- .308: 1TU per 6 Bullets
- .50: 1TU per 4 Bullets
- .75: 1 TU per 2 Bullets
00 Buck
This is the standard ammunition used in most shotguns. It gains Savage and Felling equal to its Ballistic Rating.
- 12 gauge: 1TU per 6 Shells
Slug
This shell uses a single large slug to deliver longer range and more effectiveness against armor. Increase the range by 50% and it gains Armor Piercing equal to half of its Ballistic Rating.
- 12 gauge: 1TU per 6 Shells
Beanbag Round
This shell has a soft payload that makes shots vastly less dangerous. The weapon gains the Non-lethal trait and loses it's Ballistic Rating.
- 12 gauge: 1TU per 6 Shells
Birdshot
This shell is loaded with many tiny pellets that make hitting a target at close range easier. The weapon loses its Ballistic Rating but gets a +4 Circumstance bonus against enemies within 10 ft
- 12 gauge: 1TU per 6 Shells
Dragon's Breath Shells
These shells are loaded with a flammable payload that ignite when fired. The weapon inflicts Fire damage and loses its Ballistic Rating
- 12 gauge: 1TU per 2 Shells
