D20 Modern - Weapons Locker [EN].pdf

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Designer
Keith PotterKeith
Keith Potter
Additional Design and Development
Christopher Perkins, Rich Redman, Ross Rosenberg, Hans-Christian Vortisch
Keith PotterKeith Potter
Keith Pot-
Managing Editors
KeDesign Man-
Design Manager
Katsuyo Nagasawa
Christopher Perkins
Keith PotterKeith Potter
Kim Mohan and Charles Ryan
KeDesign Man-
Cover Artist
KeDesign Man-
Robert Raper
Keith Pot-
Joe Wight
Robert Raper
Interior Artists
Eric Chatterjee, N. David Martin, Keith Potter, Richard Stewart, Joe Wight
Director of RPG R&D
Digital Production Specialist
Keith Potter-
Keith PotterKeith Potter
Bill Slavicsek
Carmen Cheung
Production Manager
Keith PotterKeith
Joshua CJ Fischer
Special Thanks To
Erik Coons, Eric Chatterjee, Kerry Doyle, David Drake, Eric Duckworth, Nick Garcia,
Seth Lindberg, N. David Martin, Chris Potter, Ross Rosenberg, Charles Ryan,
David Schweitzer, Richard Stewart, Anthony Valterra, Hans-Christian Vortisch,
Dylan Waite, John Waite, Joe Wight
This d20 System™ game product uses mechanics developed for the new D UNGEONS & D RAGONS ® game by Jonathan Tweet, Monte Cook, Skip Williams, Richard
Baker, and Peter Adkison, and the d20 Modern Roleplaying Game by Bill Slavicsek, Jeff Grubb, Rich Redman, and Charles Ryan.
This Wizards of the Coast® game product contains the following Open Game Content: the sections titled Suppressors, Silencers, Bipods, Reliability, and Alterna-
tive Ammunition presented in the Introduction; all of the sections with the d20 Modern Rules heading; and all weapon game statistics. No other material is Open
Game Content. No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.
To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20.
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First Printing: February 2004
Editor
Art Director
Graphic Design
Keith PotterKeith Potter
KeDesign ManagerotterKeith Potter
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d20 MODERN
CONTENTS
Introduction....................................................... 4
Chapter by Chapter.......................................4
Carbines........................................................5
Guns in the Campaign..................................5
Controlling Access....................................5
How Guns Work.............................................6
Cartridges....................................................6
Magazines....................................................6
The Firing Cycle..........................................7
Marksmanship.............................................7
Ballistic Investigation.....................................7
d20 Modern Rules..........................................8
Suppressors.................................................8
Silent Weapons..........................................8
Bipods...........................................................8
Reliability.....................................................8
Alternative Ammunition........................9
Game Rules and Color Text........................9
Chapter One: Pistols ....................................... 10
d20 Modern Rules..........................................11
Pistol Descriptions.........................................11
Chapter Two: Rifl es........................................54
d20 Modern Rules........................................55
Rifl e Descriptions.........................................56
Chapter Three: Sniper Rifl es.......................84
d20 Modern Rules........................................85
Sniper Rifl e Descriptions...........................86
Chapter Four: Antimateriel Rifl es..............108
d20 Modern Rules......................................109
Antimateriel Rifl e Descriptions.............109
Chapter Five: Submachine Guns.................. 116
d20 Modern Rules........................................117
Submachine Gun Descriptions................117
Chapter Six: Shotguns..................................140
d20 Modern Rules.......................................141
Shotgun Descriptions................................142
Chapter Seven: Machine Guns....................158
d20 Modern Rules.......................................159
Machine Gun Descriptions.....................160
Chapter Eight: Grenade Launchers...........174
d20 Modern Rules.......................................175
Grenade Launcher Descriptions............175
Appendix I: Weapons in Use.........................183
Police Forces.................................................183
Federal Agents..............................................183
Spies................................................................184
The Underworld.........................................184
Other Folks...................................................184
Appendix II: The Language of Guns............185
3
d20 M ODERN , D UNGEONS & D RAGONS , D&D, d20 System, W IZARDS OF THE C OAST , d20 Modern Weapons Locker , and their respective logos are trademarks
of Wizards of the Coast, Inc., in the U.S.A. and other countries. All Wizards characters, character names, and the distinctive likenesses thereof are
trademarks of Wizards of the Coast, Inc.
Distributed to the hobby, toy, and comic trade in the United States and Canada by regional distributors. Distributed in the United States to the book
trade by Holtzbrinck Publishing. Distributed in Canada to the book trade by Fenn Ltd. Distributed worldwide by Wizards of the Coast, Inc. and regional
distributors. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material
or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fi ction. Though
based on real-world weapons and information, the information in this product is intended strictly for use as a resource for fi ctional roleplaying games. It
is not meant to instruct the reader on the use of actual weapons.
Printed in the U.S.A. ©2004 Wizards of the Coast, Inc.
Visit our website at www.wizards.com/d20modern
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INTRODUCTION
This book contains descriptions, illustrations, and statistics for more than fi ve
hundred modern-day fi rearms. The entries are designed to provide players
and Gamemasters with the details they need to bring weapons to life in their
d20 Modern Roleplaying Game campaigns. Each weapon’s entry describes
its development and history, some basics of its operation, its reputation and
use, and any quirks or special features it might have. In addition, each entry
discusses variant models that have been developed and identifi es some of
the more important users of the weapon. The statis-
tics cover both the weapon itself and its variants.
C HAPTER BY C HAPTER
This book focuses on military and tactical weapons. Coverage
in this area is as comprehensive as possible. It includes all major
types in service today, as well as a few cutting-edge designs
that are just emerging, and some of the more notable failed
concepts from years past. Due to space limitations, other types
(such as sporting weapons) receive more limited coverage and
are represented by only a few models.
The weapons are classifi ed into eight catego-
ries, separated by chapter:
Chapter One: Pistols includes both autoload-
ers and revolvers. All pistols are compact, easily
portable weapons. They are useful for a broad range of
applications, including target shooting, hunting, personal
protection, and police or military service. Pistols are
small, which makes them the easiest fi rearms to conceal;
however, they lack the hitting power of rifl es or shot-
guns and, as such, are of limited military use, generally
being reserved for offi cers.
Chapter Two: Rifl es covers long-barreled, high-pow-
ered weapons too large to fi re effectively using one hand.
This chapter deals primarily with assault rifl es, which
are the most popular military weapons in use today.
They are favored for their long-range performance
and fl exibility.
Chapter Three: Sniper Rifl es includes those weapons de-
signed specifi cally for precision shooting. These include both
derivatives of military assault rifl es and custom-built designs.
This chapter also includes some precision-target and hunting
rifl es intended for civilian use.
Chapter Four: Antimateriel Rifl es describes rifl es that are
among the largest of the conventional fi rearms. They fi re massive
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d20 MODERN
heavy-machine-gun ammunition for use against large armored
targets such as vehicles and bunkers. They also have excellent
long-range performance. Antimateriel rifl es tend to be bulky and
heavy, and for this reason, they are ill suited for antipersonnel use,
except at extremely long range.
Chapter Five: Submachine Guns describes compact automatic
weapons that fire pistol cartridges. Their automatic capability
makes them deadly in close-in fi ghting; however, their relatively
low-powered ammunition limits their use at long range, where
assault rifl es are far more capable. Submachine gun use is limited
to offi cers or specialty troops involved in close-in fi ghting where
their reduced range performance won’t be as great a drawback.
Submachine guns are particularly popular with SWAT teams and
counterterrorist operatives.
Chapter Six: Shotguns describes large-bore weapons designed
to fi re a group of smaller projectiles with each shot. Like submachine
guns, shotguns are useful for close-in targets, but much less effec-
tive at long range; they tend to be used as specialty weapons for
close combat. They are also popular for hunting. Because of their
large bores, shotguns are capable of fi ring a variety of special-pur-
pose and exotic ammunition types.
Chapter Seven: Machine Guns covers heavy weapons designed
for sustained automatic fi re. They are often fed by long belts of
ammunition, which reduce the need to reload as often. All but the
lightest are fi tted with bipods or tripods for stability. Machine guns
serve as support weapons, providing suppressive or covering fi re for
ordinary soldiers equipped with assault rifl es.
Chapter Eight: Grenade Launchers describes large weapons
that fi re explosive shells. They are often large and heavy and, like
machine guns, they are used to provide fi re support. Like shotguns,
grenade launchers can also fi re a variety of specialty ammuni-
tion types. Many grenade launchers are designed to fi t under the
barrel of an assault rifl e, creating a dual-purpose combination
weapon system.
Appendix I: Weapons in Use assigns specifi c fi rearms to specifi c
organizations and types of characters, from common bartenders to
agents of the Federal Bureau of Investigation.
Appendix II: The Language of Guns explains various techni-
cal terms used to describe the characteristics and performance
of fi rearms.
G UNS IN THE C AMPAIGN
Every GM should think about what role he or she wants guns to
play in the game. Should fi rearms be important or not? Should the
player characters have access to unlimited fi repower, or should
fi rearms be rare and hard to obtain? What level of detail do you
want to incorporate—should a pistol just be a pistol, or should the
difference between a Desert Eagle and a Walther PPK matter? Is the
action going to revolve around raging gun battles, or is it going to
emphasize plot development and character interaction?
Obviously, there are many different answers to these questions.
Before the game even starts, you should think about them. You
should also relay your decisions to the players so that everyone is
on the same page. This will limit confusion during play.
Nothing brings the game to a halt more quickly than when the
players and the GM have different ideas about how things are
supposed to work in a campaign. If the game is going to be combat-
heavy and revolve around shoot-’em-up action, then an emphasis on
the details and minutiae of fi rearms may be appropriate. If it’s going
to emphasize suspense and atmosphere, then slowing things down
so a player can calculate just how to mix the load of hollow-points
and armor-piercing rounds in his high-capacity magazine might be
a waste of everyone’s time.
Determining just where the emphasis should lie will depend on
two factors. The fi rst is what kind of game you’re going to play. The
second is what your players want and expect from the game.
Obviously, the type of game will set the general tone for many
different things, not just the question of how to use guns. The type
of game will help to decide what is appropriate when it comes to
fi repower. Think fi rst about the nature of the campaign. Decide what
kind of action you will emphasize. If combat is going to be a large
part of the game, then guns will probably be important too—unless
you’re running a game emphasizing martial arts or melee fi ghting.
Using similar reasoning, if your players are all looking for a blazing
set of gun showdowns, then running a game focused on intricate
political relationships in a corporate offi ce complex probably won’t
interest them. Similarly, if they want to develop their characters
and roleplay extensively, then they will expect more than a shoot-
ing gallery of enemies to mow down. In all likelihood, you will have
different players wanting different things. As the GM, your job is to
ensure that everybody is having a good time, which means accom-
modating all the different approaches. This balancing act is what
running a roleplaying game is all about.
If, in the end, you decide to run a game with an emphasis on
guns, this book will be an invaluable resource. You can look up
information on a broad cross section of weapons from around the
world, including virtually every major design in use today. You can
draw upon the background information provided to incorporate a
great deal of detail into the game. Your players can select the exact
models and calibers they want and fi gure out what combination of
weapons with which to equip themselves.
But what if you’re running a game in which guns will be less
important? This book still has much to offer. When guns do ap-
pear, you can use the information in Appendix I to fi gure out which
fi rearms to use. In this manner, you can make sure the weapons
encountered in your game are appropriate and realistic for the types
of characters using them.
5
Carbines
A carbine is another type of weapon that falls somewhere between
a pistol and a rifl e. Traditionally, the term refers to a compact
weapon fi ring pistol-caliber ammunition with a shoulder stock to
improve aiming. In this respect, a carbine is much like a submachine
gun, except without the capability of fi ring in automatic mode.
Many manufacturers make semiautomatic-only versions of their
submachine gun designs for the civilian or law enforcement market;
these weapons are called carbines.
More recently, however, the term has come to have another
meaning, which can cause some confusion. Compact versions of
assault rifl es have become popular in recent years. These guns
fi re the same ammunition as their larger cousins, but they feature
cut-down barrels and stocks to improve portability and handiness,
especially at close quarters. These weapons have also been termed
carbines or assault carbines.
For this reason, carbines are not grouped in a separate chapter.
Those that are derived from submachine guns and fi re pistol am-
munition are described in Chapter Five. Those that are derived from
rifl es and fi re full-power rifl e ammunition are described in Chapter
Two. The text indicates when a carbine version of a weapon has
been developed.
Controlling Access
It’s easy to run a game in which the characters have ready access to
any weapon in this book. Let players look through the book and pick
the weapons they want. In some campaigns, such as one in which
the characters are members of a special counterterrorist squad, it’s
easy to see why they have machine guns and grenade launchers.
Even when the setting doesn’t make it so obvious, you will generally
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