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Dice The Project - Extras

Sherwood

Luna's Concubine
Supporter
Roleplay Availability
Roleplay Type(s)
I will place NPC and Equipment info here.
 
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MODERN SEMI-AUTOMATIC PISTOLS
AA Arms AP9 9mm OCV +0, RMod +0, Damage 1d6+1, STUNx +0, Payload 20, Mass 1.59 200m 25/8

Accu-Tek HC-380 .380 OCV +0, RMod +0, Damage 1d6, STUNx +0, Payload 10, Mass 0.74 150m 15/4

AMT Automag IV .45 Win Mag OCV +0, RMod +1, Damage 2d6, STUNx +1 Payload 7, Mass 1.30 300m 38/11

AMT Automag V .50 AE OCV +1, RMod +0, Damage 2d6+1, STUNx +1 Payload 7, Mass 1.30 350m 46/13

AMT Backup .380 OCV +1, RMod -1, Damage 1d6, STUNx +0, Payload 5, Mass 0.51 150m 17/4

.44 Automag .44 M OCV +0, RMod +0, Damage 2d6, STUNx +1, Payload 7, Mass 1.50 300m 37/10

Beretta Model 8000 9x19mm OCV +1, RMod +0, Damage 1d6+1, STUNx +0, Payload 15, Mass 0.95 200m 22/8

Bren Ten 10mm OCV +1, RMod +0, Damage 1½d6, STUNx +0, Payload 11, Mass 0.94 250m 27/9

Browning BDA 9C 9x19mm OCV +1, RMod +0, Damage 1d6+1, STUNx +0, Payload 14, Mass 0.91 200m 22/8

Browning Hi Power 9x19mm OCV +0, RMod +0, Damage 1d6+1, STUNx +0, Payload 20, Mass 0.93 200m 25/9

Calico M-110 .22 LR OCV +1, RMod +0, Damage 1d6, STUNx +0, Payload 100, Mass 1.70, 150m 30/11 RC1

Calico M-950/Liberty III 9x19mm OCV +1, RMod +0, Damage 1d6+1, STUNx +0, Payload 100, Mass 2.10 200m 39/14 RC1

Colt Double Eagle 10mm OCV +1, RMod +0, Damage 1½d6, STUNx +0, Payload 8, Mass 1.09 250m 27/8

Colt Govt. Mk. IV 9x19mm OCV +1, RMod +0, Damage 1d6+1, STUNx +0, Payload 9, Mass 1.16 200m 24/10 RC1

Colt M1911 .45 ACP OCV +1, RMod +0, Damage 2d6-1, STUNx +1, Payload 7, Mass 1.10 270m 36/11

Desert Eagle .41 .41 M OCV +1, RMod +0, Damage 1½d6, STUNx +0, Payload 9, Mass 1.90 250m 27/9

Desert Eagle .50 .50 AE OCV +1, RMod +0, Damage 2d6+1, STUNx +1, Payload 9, Mass 1.90 350m 46/14 +4 PER Mod

Glock 17L 9x19mm OCV +1, RMod +1, Damage 1d6+2, STUNx +0, Payload 19, Mass 0.66 230m 32/12 PR

Glock 20 10mm OCV +0, RMod +0, Damage 2d6-1, STUNx +0, Payload 15, Mass 0.64 270m 27/9 PR

Glock 21 .45 ACP OCV +0, RMod +0, Damage 2d6, STUNx +1, Payload 13, Mass 0.83 300m 37/12 PR

Glock 27 .40 OCV +1, RMod +0, Damage 1d6+2, STUNx +0, Payload 9, Mass 0.62 230m 25/8 PR

H&K HK4 .32 ACP OCV +1, RMod +1, Damage 1d6, STUNx +0, Payload 8, Mass 0.48 150m 18/7

H&K MK 23 SOCOM .458 OCV +1, RMod +1, Damage 2d6-1, STUNx +1, Payload 12, Mass 1.20 270m 82/29 Sil (-3), FS, Laser, PR, 1

H&K P7K3 .380 OCV +1, RMod +0, Damage 1d6+1, STUNx +0, Payload 13, Mass 0.75 200m 22/8 PR

H&K P7M13 9x19mm OCV +1, RMod +0, Damage 1d6+2, STUNx +0, Payload 13, Mass 0.80 230m 25/9 PR

H&K P9/P9S 9x19mm OCV +1, RMod -1, Damage 1d6+2, STUNx +0, Payload 9, Mass 0.88 230m 25/7 PR

Makarov P6 9x18mm R OCV +0, RMod +0, Damage 1d6+1, STUNx +0, Payload 8, Mass 0.70 200m 26/8 Sil (-2)

Makarov PM 9x18mm R OCV +0, RMod -1, Damage 1d6+1, STUNx +0, Payload 8, Mass 0.68 200m 20/5

Ruger Mark II .22 LR OCV +1, RMod +1, Damage 1d6, STUNx +0, Payload 10, Mass 2.1 150m 47/15 Micr

Ruger Model P90DC .45 ACP OCV +1, RMod +0, Damage 2d6-1, STUNx +1, Payload 7, Mass 0.90 270m 36/11

Ruger P94 9x19mm OCV +0, RMod +0, Damage 1d6+1, STUNx +0, Payload 15, Mass 0.93 200m 46/17 Laser

SIG/SAUER P226 9x19mm OCV +1, RMod +0, Damage 1d6+1, STUNx +0, Payload 15, Mass 0.70 200m 22/8

SIG/SAUER P229 .40 OCV +0, RMod -1, Damage 1d6+1, STUNx +0, Payload 12, Mass 0.83 200m 20/6

S&W ASP 9x19mm OCV +1, RMod +0, Damage 1d6+1, STUNX +0, Payload 7, Mass 0.62 200m 22/7 Clear grips/magazine

S&W Mark 22 Model 0 9x19mm OCV +0, RMod +0, Damage 1d6+1, STUNx +0, Payload 8, Mass 0.74 200m 26/8 Sil (-2), 4

S&W Model 41 .22 LR OCV +1, RMod +2, Damage 1d6, STUNx +0, Payload 10, Mass 1.20 150m 19/8

S&W Model 1006 10mm OCV +1, RMod +0, Damage 1½d6, STUNx +0, Payload 9, Mass 0.80 250m 27/9

S&W Model 4506 .45 ACP OCV +1, RMod +0, Damage 2d6-1, STUNx +1, Payload 8, Mass 1.15 270m 36/11

Steyr GB 9x19mm OCV +1, RMod +0, Damage 1d6+1, STUNx +0, Payload 18, Mass 0.84 200m 27/9

Steyr M40 .40 OCV +1, RMod +0, Damage 1d6+1, STUNx +0, Payload 10, Mass 0.78 200m 22/7

Steyr SPP 9x19mm OCV +1, RMod +1, Damage 1d6+1, STUNx +0, Payload 30, Mass 1.30 200m 28/10

Tokarev TT-33 7.62x26mm R OCV +0, RMod +0, Damage 1d6+1, STUNx +0, Payload 8, Mass 0.80 200m 20/6

Walther P5/P38 9x19mm OCV +0, RMod +0, Damage 1d6+1, STUNx +0, Payload 8, Mass 0.80 200m 20/6

Walther P99 9x19mm OCV +1, RMod +0, Damage 1d6+1, STUNx +0, Payload 16, Mass 0.72 200m 22/8

Walther PPK/S .380 Auto OCV +1, RMod -1, Damage 1d6, STUNx +0, Payload 7, Mass 0.59 150m 17/5

2H: Two-Handed (a -½ Limitation)
AE: Area Of Effect (Radius); the number following indicates the
size of the Radius in meters.
AEC: Area Of Effect (16m Cone; +½)
AF: Autofire; the number after the letters indicates the maximum
number of shots
ACP: Automatic Colt Pistol
AP: Armor Piercing
Auto: Automatic
B: Browning
Ca: Caseless
CAWS: Close Assault Weapon System
Coll: Collimating/reflex site
Crew: Requires Multiple Users (number indicates standard size
of crew)
Cz: Czech
DB: Double-barrelled
ET: Extra Time (1T means 1 Turn; EP means Extra Phase, FP
means Full Phase)
Fle: Flechette
FS: Flash Suppressor
Gy: Gyrojet
FS: Flash Suppressor
H&K: Heckler & Koch, a German gun manufacturer
IMR: Increased Maximum Range (the number indicates the
multiplier)
IPE: Invisible Power Effects
Laser: weapon has a laser sight
LAW: Light Anti-tank Weapon
LR: Long Rifle
LR(Xm): Limited Range (number indicates range)
M: Magnum
MGL: Mounted Grenade Launcher. These must be mounted on
a tripod or vehicle to be fired, and two or three men of ordinary
strength are needed to lift them (i.e., they’re Bulky).
Micr: micrometer sights
mm: millimeter
MR: Minimum Range (a -1/4 Limitation indicating the weapon
can’t affect targets nearer than the indicated distance)
N: NATO round
NP: Not produced (a weapon that was or is experimental, was
cancelled before it entered production, or the like)
NR: No Range
NRM: No Range Modifier
Only: Autofire only, no single shots (a -0 Limitation)
PR: Polygonal rifling (the effect of this is already listed in the
table’s damage figure)
R: Russian
RBS: Range Based On STR
RC1, 2, or 3: Recoil Compensator (1, 2, or 3 indicates type)
RL: Russian Long
RP: Reduced Penetration
RR: Reduced By Range
SAM: Surface-to-Air Missile
SFW: Shoulder-fired weapon (characters need WF: Shoulder-
Fired Weapons to use one of these properly, and they typically
have the Bulky and Extra Time Limitations)
Sil: Silenced (number in parentheses indicates penalty to Hearing
PER Rolls)
S&W: Smith & Wesson (an American gun manufacturer)
Tum: Tumbler (bullets have the tumbling effect; see page 94; the
extra die of damage is already listed on the chart)
Underslung: A grenade launcher meant to be attached underneath
the barrel of an assault rifle or like weapon; it can’t be used
if not so attached.
WinMag: Winchester Magnum
X: Area Of Effect (Radius Explosion, assumed to be of a size to
give the Advantage a final value of +½)
Firearms are RKAs bought with the following Limitations:
Focus (OAF; -1), STR Minimum, Beam, Real Weapon, Required
Hands (for rifles, shotguns, and the like), and Charges. See page
68 for more information.
Name: The name of the weapon. This may include a manufacturer
and/or model number.
Caliber: The weapon’s caliber (for shotguns, this becomes
“Gauge”). This is given in fractions of an inch or in millimeters
(mm).
Many models of guns comes in multiple calibers, not just the
one listed (this is particularly true for semi-automatic handguns),
and a gunsmith can often rechamber a weapon to accept a
different size cartridge. So if you like the look of a gun but not the
caliber, feel free to change it to fire the type of bullet you want.
Upgrading a gun to a larger caliber may diminish the number of
rounds it can hold in a magazine, while downgrading to a smaller
caliber may increase the weapon’s ammo capacity.
OCV: The weapon’s OCV modifier, bought as described on page
69.
RMod: The weapon’s Range Modifier, bought as described on
page 69.
Damage: The damage the weapon does. An “N” indicates Normal
Damage; otherwise the listed damage is Killing.
STUNx: This is the STUN Multiplier for Killing Damage weapons
(a +0 means “no modification”; use the standard ½d6 STUN
Multiplier). Apply the STUNx modifier to the STUN Multiplier roll
(or to the STUNx for the Hit Location struck, if the campaign uses
Hit Location rules). For example, if a character with a .45 ACP
caliber firearm (STUNx +1) hits an opponent in the Head, the total
STUNx would be 6.
Shots: The number of shots in the gun’s cylinder or magazine (in
game terms, how many Charges the gun has). Each gun comes
with one “clip” of ammunition unless noted otherwise. If a gun
can use more than one size clip, the largest or most common clip
is listed. Guns with a “clip” of 1 shot are single-shot guns (often
for target shooting) that the user must reload after each shot.
The listed number of Charges for semi-automatic firearms
doesn’t include having one round “in the pipe” (i.e., chambering
one round, then removing the magazine and replacing that round,
so that the gun carries +1 round).
Max Range: The weapon’s maximum Range in meters according
to the HERO System rules. (Of course, its effective range — the
range over which it’s likely to hit a target — is much less, thanks
to the Range Modifier.) Typically this means Base Points x 10
meters, but Advantages or Limitations may change that. “NR”
means No Range; “RBS” means Range Based On STR.
A/R Cost: The Active Point/Real Point Cost of the weapon, in
Character Points. For greater variation, these costs use the
expanded Killing Attack costs on APG 56 (thus, an RKA 1d6-1
costs 12 Character Points).
Notes: This catch-all category includes any information not listed
elsewhere. All notes and abbreviations are explained at the end of
the tables.
 
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MODERN SUBMACHINE GUNS
Agram 2000 9x19mm OCV +0, RMod -1, Damage 1d6+1, STUNx +0, Payload 32, Mass 1.90 200m 35/10 AF5

Baretta Model 93R 9x19mm OCV +0, RMod +0, Damage 1d6+1, STUNx +0, Payload 20, Mass 1.12 200m 32/11 AF3, RC1, +2 PER Mod

Beretta M12/PM-12S 9x19mm OCV +1, RMod +0, Damage 1d6+1, STUNx +0, Payload 40, Mass 3.00 200m 42/14 AF5

Calico 960A 9x19mm OCV +0, RMod +0, Damage 1d6+1, STUNx +0, Payload 100, Mass 2.17 200m 45/15 AF5

Colt CAR-15 9x19mm OCV +0, RMod +0, Damage 1d6+1, STUNx +0, Payload 30, Mass 2.78 200m 45/16 AF5, FS

FN P90 5.7x28mm OCV +1, RMod +0, Damage 2d6, STUNx +0, Payload 50, Mass 2.50 300m 62/18 AF5, Tum, clear magazine

Glock 18C 9x19mm OCV +1, RMod +1, Damage 1d6+2, STUNx +0, Payload 19, Mass 0.59 230m 40/15 AF3, PR, RC1

H&K MP5 or 54 9x19mm OCV +1, RMod +0, Damage 1d6+1, STUNx +0, Payload 30, Mass 2.60 200m 37/13 AF5

H&K MP5/10A3 10mm OCV +1, RMod +0, Damage 1½d6, STUNx +0, Payload 30, Mass 2.67 250m 46/16 AF5, clear magazine

H&K MP53 5.56x45mm N OCV +1, RMod +0, Damage 2d6, STUNx +1, Payload 25, Mass 3.05 300m 62/21 AF5

H&K MP5K/SP89 9x19mm OCV +1, RMod +0, Damage 1d6+1, STUNx +0, Payload 30, Mass 2.00 200m 37/13 AF5

H&K MP5K-PDW 9x19mm OCV +1, RMod +0, Damage 1d6+1, STUNx +0, Payload 15, Mass 2.79 200m 32/11 AF5

H&K MP5SD3 9x19mm OCV +1, RMod +0, Damage 1d6, STUNx +0, Payload 30, Mass 2.52 150m 47/17 AF5, FS, Sil (-4)

H&K MP7 4.6x30mm OCV +1, RMod +1, Damage 2d6, STUNx +0, Payload 40, Mass 1.20 300m 63/22 AF5

H&K MP2000 9x19mm OCV +1, RMod +1, Damage 1d6+1, STUNx +0, Payload 30, Mass 2.78 200m 53/19 AF5, Sil (-5)

H&K UMP .45 ACP OCV +1, RMod +1, Damage 2d6-1, STUNx +1, Payload 25, Mass 2.08 270m 57/20 AF5

H&K VP70 Z 9x19mm OCV +0, RMod +0, Damage 1d6+1, STUNx +0, Payload 18, Mass 0.82 200m 34/11 AF3, RC2, +2 PER Mod

Ingram MAC-10 .45 ACP OCV +1, RMod +0, Damage 2d6-1, STUNx +1, Payload 32, Mass 2.84 270m 56/19 AF5

Ingram MAC-11 .380 Auto OCV +1, RMod +0, Damage 1d6, STUNx +0, Payload 32, Mass 1.59 150m 28/10 AF5

Intratec TEC-9 9x19mm OCV +0, RMod -1, Damage 1d6+1, STUNx +0, Payload 32, Mass 1.40 200m 35/10 AF5

Intratec TEC-22 .22 LR OCV +0, RMod +0, Damage 1d6, STUNx +0, Payload 30, Mass 1.50 150m 26/9 AF5

M3A1 “Grease Gun” .45 ACP OCV +0, RMod +0, Damage 2d6-1, STUNx +1, Payload 30, Mass 3.47 270m 54/18 AF5 Only

Ruger MP9 9x19mm OCV +1, RMod +0, Damage 1d6+1, STUNx +0, Payload 32, Mass 3.00 200m 37/13 AF5

S&W M-76 9x19mm OCV +0, RMod +1, Damage 1d6+1, STUNx +0, Payload 36, Mass 3.29 200m 41/14 AF5

STEN Mark II 9x19mm OCV +1, RMod +1, Damage 1d6+1, STUNx +0, Payload 32, Mass 2.80 200m 38/14 AF5

Sterling L2A3 9x19mm OCV +2, RMod +0, Damage 1d6+1, STUNx +0, Payload 34, Mass 2.72 200m 44/15 AF5, 8

Sterling L34A1 9x19mm OCV +2, RMod -1, Damage 1d6, STUNx +0, Payload 34, Mass 3.50 150m 43/13 AF5, Sil (-3)

Steyr MPi69/MPi81 9x19mm OCV +0, RMod +0, Damage 1d6+1, STUNx +0, Payload 32, Mass 3.10 200m 35/12 AF5

Steyr TMP .41 OCV +1, RMod +0, Damage 1½d6, STUNx +0, Payload 30, Mass 1.30 250m 46/16 AF5

Uzi 9x19mm OCV +1, RMod +0, Damage 1d6+1, STUNx +0, Payload 40, Mass 3.60 200m 42/14 AF5

Mini-Uzi 9x19mm OCV +0, RMod +0, Damage 1d6+1, STUNx +0, Payload 20, Mass 2.65 200m 35/12 AF5

Micro-Uzi 9x19mm OCV +0, RMod -1, Damage 1d6+1, STUNx +0, Payload 15, Mass 1.95 200m 30/8 AF5, +2 PER Mod

Walther MPK/MPL 9x19mm OCV +1, RMod +1, Damage 1d6+1, STUNx +0, Payload 32, Mass 2.80 200m 38/14 AF5

Weaver PKS9 Ultralite 9x19mm OCV +1, RMod +1, Damage 1d6+1, STUNx +0, Payload 42, Mass 2.77 200m 43/15 AF5

2H: Two-Handed (a -½ Limitation)
AE: Area Of Effect (Radius); the number following indicates the
size of the Radius in meters.
AEC: Area Of Effect (16m Cone; +½)
AF: Autofire; the number after the letters indicates the maximum
number of shots
ACP: Automatic Colt Pistol
AP: Armor Piercing
Auto: Automatic
B: Browning
Ca: Caseless
CAWS: Close Assault Weapon System
Coll: Collimating/reflex site
Crew: Requires Multiple Users (number indicates standard size
of crew)
Cz: Czech
DB: Double-barrelled
ET: Extra Time (1T means 1 Turn; EP means Extra Phase, FP
means Full Phase)
Fle: Flechette
FS: Flash Suppressor
Gy: Gyrojet
FS: Flash Suppressor
H&K: Heckler & Koch, a German gun manufacturer
IMR: Increased Maximum Range (the number indicates the
multiplier)
IPE: Invisible Power Effects
Laser: weapon has a laser sight
LAW: Light Anti-tank Weapon
LR: Long Rifle
LR(Xm): Limited Range (number indicates range)
M: Magnum
MGL: Mounted Grenade Launcher. These must be mounted on
a tripod or vehicle to be fired, and two or three men of ordinary
strength are needed to lift them (i.e., they’re Bulky).
Micr: micrometer sights
mm: millimeter
MR: Minimum Range (a -1/4 Limitation indicating the weapon
can’t affect targets nearer than the indicated distance)
N: NATO round
NP: Not produced (a weapon that was or is experimental, was
cancelled before it entered production, or the like)
NR: No Range
NRM: No Range Modifier
Only: Autofire only, no single shots (a -0 Limitation)
PR: Polygonal rifling (the effect of this is already listed in the
table’s damage figure)
R: Russian
RBS: Range Based On STR
RC1, 2, or 3: Recoil Compensator (1, 2, or 3 indicates type)
RL: Russian Long
RP: Reduced Penetration
RR: Reduced By Range
SAM: Surface-to-Air Missile
SFW: Shoulder-fired weapon (characters need WF: Shoulder-
Fired Weapons to use one of these properly, and they typically
have the Bulky and Extra Time Limitations)
Sil: Silenced (number in parentheses indicates penalty to Hearing
PER Rolls)
S&W: Smith & Wesson (an American gun manufacturer)
Tum: Tumbler (bullets have the tumbling effect; see page 94; the
extra die of damage is already listed on the chart)
Underslung: A grenade launcher meant to be attached underneath
the barrel of an assault rifle or like weapon; it can’t be used
if not so attached.
WinMag: Winchester Magnum
X: Area Of Effect (Radius Explosion, assumed to be of a size to
give the Advantage a final value of +½)
Firearms are RKAs bought with the following Limitations:
Focus (OAF; -1), STR Minimum, Beam, Real Weapon, Required
Hands (for rifles, shotguns, and the like), and Charges. See page
68 for more information.
Name: The name of the weapon. This may include a manufacturer
and/or model number.
Caliber: The weapon’s caliber (for shotguns, this becomes
“Gauge”). This is given in fractions of an inch or in millimeters
(mm).
Many models of guns comes in multiple calibers, not just the
one listed (this is particularly true for semi-automatic handguns),
and a gunsmith can often rechamber a weapon to accept a
different size cartridge. So if you like the look of a gun but not the
caliber, feel free to change it to fire the type of bullet you want.
Upgrading a gun to a larger caliber may diminish the number of
rounds it can hold in a magazine, while downgrading to a smaller
caliber may increase the weapon’s ammo capacity.
OCV: The weapon’s OCV modifier, bought as described on page
69.
RMod: The weapon’s Range Modifier, bought as described on
page 69.
Damage: The damage the weapon does. An “N” indicates Normal
Damage; otherwise the listed damage is Killing.
STUNx: This is the STUN Multiplier for Killing Damage weapons
(a +0 means “no modification”; use the standard ½d6 STUN
Multiplier). Apply the STUNx modifier to the STUN Multiplier roll
(or to the STUNx for the Hit Location struck, if the campaign uses
Hit Location rules). For example, if a character with a .45 ACP
caliber firearm (STUNx +1) hits an opponent in the Head, the total
STUNx would be 6.
Shots: The number of shots in the gun’s cylinder or magazine (in
game terms, how many Charges the gun has). Each gun comes
with one “clip” of ammunition unless noted otherwise. If a gun
can use more than one size clip, the largest or most common clip
is listed. Guns with a “clip” of 1 shot are single-shot guns (often
for target shooting) that the user must reload after each shot.
The listed number of Charges for semi-automatic firearms
doesn’t include having one round “in the pipe” (i.e., chambering
one round, then removing the magazine and replacing that round,
so that the gun carries +1 round).
Max Range: The weapon’s maximum Range in meters according
to the HERO System rules. (Of course, its effective range — the
range over which it’s likely to hit a target — is much less, thanks
to the Range Modifier.) Typically this means Base Points x 10
meters, but Advantages or Limitations may change that. “NR”
means No Range; “RBS” means Range Based On STR.
A/R Cost: The Active Point/Real Point Cost of the weapon, in
Character Points. For greater variation, these costs use the
expanded Killing Attack costs on APG 56 (thus, an RKA 1d6-1
costs 12 Character Points).
Notes: This catch-all category includes any information not listed
elsewhere. All notes and abbreviations are explained at the end of
the tables.
 
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MODERN ASSAULT RIFLES
AK-47/AKM-47 7.62x39mm R OCV +1, RMod +1, Damage 2d6, STUNx +1, Payload 30, Mass 4.30 300m 63/18 2H, AF5

AK-74/AKS-74 5.45x39.5mm R OCV +1, RMod +1, Damage 2d6, STUNx +1, Payload 30, Mass 3.60 300m 65/19 2H, AF5, RC1

AR-18 5.56x45mm N OCV +0, RMod +0, Damage 2d6, STUNx +1, Payload 40, Mass 3.17 300m 84/26 2H, AF5, FS

Beretta AR 70/223 5.56x45mm N OCV +0, RMod +0, Damage 2d6, STUNx +1, Payload 30, Mass 3.54 300m 75/24 2H, AF5, FS

CETME C3 7.62x51mm N OCV +1, RMod +0, Damage 2d6+1, STUNx +1, Payload 20, Mass 4.20 350m 72/21 2H, AF5

Colt M4/M4A1 Carbine 5.56x45mm N OCV +1, RMod +1, Damage 2d6, STUNx +1, Payload 30, Mass 2.54 300m 78/26 2H, AF5, FS

Colt M16/M16A1 5.56x45mm N OCV +1, RMod +1, Damage 2d6, STUNx +1, Payload 30, Mass 3.18 300m 78/26 2H, AF5, FS

Colt M16A2/A4 5.56x45mm N OCV +2, RMod +1, Damage 2d6, STUNx +1, Payload 30, Mass 5.78 300m 80/27 2H, AF5, FS

FA-MAS 5.56x45mm N OCV +1, RMod +2, Damaage 2d6, STUNx +1, Payload 25, Mass 3.70 300m 79/27 2H, AF5, FS

FN-CAL 5.56x45mm N OCV +1, RMod +1, Damage 2d6, STUNx +1, Payload 30, Mass 3.00 300m 78/25 2H, AF5, FS

FN-F2000 5.56x45mm N OCV +1, RMod +2, Damage 2d6, STUNx +1, Payload 30, Mass 3.60 300m 79/26 2H, AF5, FS

FN-FAL 7.62x51mm N OCV +1, RMod +2, Damage 2d6+1, STUNx +1, Payload 20, Mass 4.25 350m 74/22 2H, AF5, FS

FN-FNC 5.56x45mm N OCV +1, RMod +1, Damage 2d6, STUNx +1, Payload 30, Mass 3.80 300m 78/25 2H, AF5, FS

Galil MAR 5.56x45mm N OCV +1, RMod +1, Damage 2d6, STUNx +1, Payload 35, Mass 2.98 300m 87/28 2H, AF5, FS

Galil SAR 5.56x45mm N OCV +1, RMod +2, Damage 2d6+1, STUNx +1, Payload 25, Mass 4.30 350m 91/30 2H, AF5, FS

H&K 33A2 5.56x45mm N OCV +1, RMod +1, Damage 2d6, STUNx +1, Payload 40, Mass 3.65 300m 87/27 2H, AF5, FS

H&K G3 7.62x51mm N OCV +1, RMod +3, Damage 2d6+1, STUNx +1, Payload 30, Mass 4.25 350m 75/23 2H, AF5

H&K G11 4.73x33mm Ca OCV +2, RMod +1, Damage 2d6, STUNx +0, Payload 50, Mass 3.65 300m 76/22 2H, AF5, IPE, RC2, NP, 10

H&K G33E/G41E 5.56x45mm N OCV +1, RMod +2, Damage 2d6, STUNx +1, Payload 25, Mass 3.65 300m 79/26 2H, AF5, FS

H&K G36 5.56x45mm N OCV +1, RMod +1, Damage 2d6, STUNx +1, Payload 30, Mass 3.43 300m 78/25 2H, AF5, FS

M-2 Carbine .30 OCV +0, RMod +1, Damage 1½d6, STUNx +0, Payload 30, Mass 2.36 250m 45/13 2H, AF5

M-14/M-14A1 7.62x51mm N OCV +1, RMod +2, Damage 2d6+1, STUNx +1, Payload 20, Mass 4.12 350m 81/21 2H, AF5

M-19 SPIW Fle OCV +1, RMod +0, Damage 1½d6, STUNx +0, Payload 50, Mass 2.68 500m 71/21 2H, AF5, AP, IMR2, IPE, NP

Ruger AC556F 5.56x45mm N OCV +1, RMod +1, Damage 2d6, STUNx +1, Payload 30, Mass 3.15 300m 78/26 2H, AF5, FS

SATS-G3 7.62x51mm N OCV +1, RMod +1, Damage 2d6+1, STUNx +1, Payload 20, Mass 3.63 350m 73/21 2H, AF5

SIG 550/551 5.56x45mm N OCV +1, RMod +1, Damage 2d6, STUNx +1, Payload 30, Mass 4.10 300m 78/26 2H, AF5, FS, clear magazine

Steyr ACR Fle OCV +1, RMod +2, Damage 1½d6, STUNx +0, Payload 30, Mass 3.23 500m 66/21 2H, AF5, AP, IMR2, IPE, NP

Steyr AUG 5.56x45mm N OCV +1, RMod +2, Damage 2d6, STUNx +1, Payload 30, Mass 3.60 300m 79/27 2H, AF5, FS, 12

2H: Two-Handed (a -½ Limitation)
AE: Area Of Effect (Radius); the number following indicates the
size of the Radius in meters.
AEC: Area Of Effect (16m Cone; +½)
AF: Autofire; the number after the letters indicates the maximum
number of shots
ACP: Automatic Colt Pistol
AP: Armor Piercing
Auto: Automatic
B: Browning
Ca: Caseless
CAWS: Close Assault Weapon System
Coll: Collimating/reflex site
Crew: Requires Multiple Users (number indicates standard size
of crew)
Cz: Czech
DB: Double-barrelled
ET: Extra Time (1T means 1 Turn; EP means Extra Phase, FP
means Full Phase)
Fle: Flechette
FS: Flash Suppressor
Gy: Gyrojet
FS: Flash Suppressor
H&K: Heckler & Koch, a German gun manufacturer
IMR: Increased Maximum Range (the number indicates the
multiplier)
IPE: Invisible Power Effects
Laser: weapon has a laser sight
LAW: Light Anti-tank Weapon
LR: Long Rifle
LR(Xm): Limited Range (number indicates range)
M: Magnum
MGL: Mounted Grenade Launcher. These must be mounted on
a tripod or vehicle to be fired, and two or three men of ordinary
strength are needed to lift them (i.e., they’re Bulky).
Micr: micrometer sights
mm: millimeter
MR: Minimum Range (a -1/4 Limitation indicating the weapon
can’t affect targets nearer than the indicated distance)
N: NATO round
NP: Not produced (a weapon that was or is experimental, was
cancelled before it entered production, or the like)
NR: No Range
NRM: No Range Modifier
Only: Autofire only, no single shots (a -0 Limitation)
PR: Polygonal rifling (the effect of this is already listed in the
table’s damage figure)
R: Russian
RBS: Range Based On STR
RC1, 2, or 3: Recoil Compensator (1, 2, or 3 indicates type)
RL: Russian Long
RP: Reduced Penetration
RR: Reduced By Range
SAM: Surface-to-Air Missile
SFW: Shoulder-fired weapon (characters need WF: Shoulder-
Fired Weapons to use one of these properly, and they typically
have the Bulky and Extra Time Limitations)
Sil: Silenced (number in parentheses indicates penalty to Hearing
PER Rolls)
S&W: Smith & Wesson (an American gun manufacturer)
Tum: Tumbler (bullets have the tumbling effect; see page 94; the
extra die of damage is already listed on the chart)
Underslung: A grenade launcher meant to be attached underneath
the barrel of an assault rifle or like weapon; it can’t be used
if not so attached.
WinMag: Winchester Magnum
X: Area Of Effect (Radius Explosion, assumed to be of a size to
give the Advantage a final value of +½)
Firearms are RKAs bought with the following Limitations:
Focus (OAF; -1), STR Minimum, Beam, Real Weapon, Required
Hands (for rifles, shotguns, and the like), and Charges. See page
68 for more information.
Name: The name of the weapon. This may include a manufacturer
and/or model number.
Caliber: The weapon’s caliber (for shotguns, this becomes
“Gauge”). This is given in fractions of an inch or in millimeters
(mm).
Many models of guns comes in multiple calibers, not just the
one listed (this is particularly true for semi-automatic handguns),
and a gunsmith can often rechamber a weapon to accept a
different size cartridge. So if you like the look of a gun but not the
caliber, feel free to change it to fire the type of bullet you want.
Upgrading a gun to a larger caliber may diminish the number of
rounds it can hold in a magazine, while downgrading to a smaller
caliber may increase the weapon’s ammo capacity.
OCV: The weapon’s OCV modifier, bought as described on page
69.
RMod: The weapon’s Range Modifier, bought as described on
page 69.
Damage: The damage the weapon does. An “N” indicates Normal
Damage; otherwise the listed damage is Killing.
STUNx: This is the STUN Multiplier for Killing Damage weapons
(a +0 means “no modification”; use the standard ½d6 STUN
Multiplier). Apply the STUNx modifier to the STUN Multiplier roll
(or to the STUNx for the Hit Location struck, if the campaign uses
Hit Location rules). For example, if a character with a .45 ACP
caliber firearm (STUNx +1) hits an opponent in the Head, the total
STUNx would be 6.
Shots: The number of shots in the gun’s cylinder or magazine (in
game terms, how many Charges the gun has). Each gun comes
with one “clip” of ammunition unless noted otherwise. If a gun
can use more than one size clip, the largest or most common clip
is listed. Guns with a “clip” of 1 shot are single-shot guns (often
for target shooting) that the user must reload after each shot.
The listed number of Charges for semi-automatic firearms
doesn’t include having one round “in the pipe” (i.e., chambering
one round, then removing the magazine and replacing that round,
so that the gun carries +1 round).
Max Range: The weapon’s maximum Range in meters according
to the HERO System rules. (Of course, its effective range — the
range over which it’s likely to hit a target — is much less, thanks
to the Range Modifier.) Typically this means Base Points x 10
meters, but Advantages or Limitations may change that. “NR”
means No Range; “RBS” means Range Based On STR.
A/R Cost: The Active Point/Real Point Cost of the weapon, in
Character Points. For greater variation, these costs use the
expanded Killing Attack costs on APG 56 (thus, an RKA 1d6-1
costs 12 Character Points).
Notes: This catch-all category includes any information not listed
elsewhere. All notes and abbreviations are explained at the end of
the tables.
 
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MODERN SHOTGUNS
AAI CAWS Fle OCV +1, RMod +0, Damage 3d6, STUNx +1, Payload 12, Mass 4.08 100m 138/34 2H, AE1, AF3, Beam, IPE, LR(100m), NP, RC1

Atchisson Assault 12 OCV +0, RMod +0, Damage 2½d6, STUNx +1, Payload 20, Mass5.20 100m 80/21 2H, AF5, LR(100m)

Benelli 121-M1 12 OCV +1, RMod +0, Damage 2½d6, STUNx +1, Payload 8, Mass 3.30 40m 62/14 2H, AE1, LR(40m), RR, RP

Benelli M4/M1014 12 OCV +1, RMod +0, Damage 2½d6, STUNx +1, Payload 6, Mass 3.80 40m 62/14 2H, AE1, LR(40m), RR, RP

Bernardelli B4 12 OCV +0, RMod +0, Damage 2½d6, STUNx +1, Payload 8, Mass 3.45 40m 60/13 2H, AE1, LR(40m), RR, RP

Daewoo USAS-12 12 OCV +0, RMod +0, Damage 2½d6, STUNx +1, Payload 28, Mass 5.50 100m 80/21 2H, AF5, Beam, LR(100m)

Entry Team Striker 12 OCV +0, RMod +0, Damage 2½d6, STUNx +1, Payload 12, Mass 4.20 40m 120/28 2H, AE1, AF3, LR(40m), RR, RP

Ithaca MAG-10 10 OCV +0, RMod +0, Damage 3d6, STUNx +1, Payload 2, Mass 4.87 100m 56/11 2H, Beam, LR(100m)

Ithaca Stakeout 20 OCV +1, RMod +0, Damage 2d6+1, STUNx +1, Payload 4, Mass 1.59 40m 54/11 2H, AE1, LR(40m), RR, RP

Jackhammer Mk 3A-2 12 +0 +0 2½d6 +1 10 13 4.57 100m Text 2H, AF5, Beam, LR(100m), NP, 15

KS-23M 4 OCV +0, RMod +0, Damage 3d6+1, STUNx +1, Payload 3, Mass 3.20 40m 75/14 2H, AE1, LR(40m), RR, RP

Mossberg M500 ATP8 12 OCV +0, RMod +0, Damage 2½d6, STUNx +1, Payload 8, Mass 3.10 40m 60/13 2H, AE1, LR(40m), RR, RP

Mossberg 590 12 OCV +0, RMod +0, Damage 2½d6, STUNx +1, Payload 9, Mass 3.10 40m 60/14 2H, AE1, LR(40m), RR, RP

2H: Two-Handed (a -½ Limitation)
AE: Area Of Effect (Radius); the number following indicates the
size of the Radius in meters.
AEC: Area Of Effect (16m Cone; +½)
AF: Autofire; the number after the letters indicates the maximum
number of shots
ACP: Automatic Colt Pistol
AP: Armor Piercing
Auto: Automatic
B: Browning
Ca: Caseless
CAWS: Close Assault Weapon System
Coll: Collimating/reflex site
Crew: Requires Multiple Users (number indicates standard size
of crew)
Cz: Czech
DB: Double-barrelled
ET: Extra Time (1T means 1 Turn; EP means Extra Phase, FP
means Full Phase)
Fle: Flechette
FS: Flash Suppressor
Gy: Gyrojet
FS: Flash Suppressor
H&K: Heckler & Koch, a German gun manufacturer
IMR: Increased Maximum Range (the number indicates the
multiplier)
IPE: Invisible Power Effects
Laser: weapon has a laser sight
LAW: Light Anti-tank Weapon
LR: Long Rifle
LR(Xm): Limited Range (number indicates range)
M: Magnum
MGL: Mounted Grenade Launcher. These must be mounted on
a tripod or vehicle to be fired, and two or three men of ordinary
strength are needed to lift them (i.e., they’re Bulky).
Micr: micrometer sights
mm: millimeter
MR: Minimum Range (a -1/4 Limitation indicating the weapon
can’t affect targets nearer than the indicated distance)
N: NATO round
NP: Not produced (a weapon that was or is experimental, was
cancelled before it entered production, or the like)
NR: No Range
NRM: No Range Modifier
Only: Autofire only, no single shots (a -0 Limitation)
PR: Polygonal rifling (the effect of this is already listed in the
table’s damage figure)
R: Russian
RBS: Range Based On STR
RC1, 2, or 3: Recoil Compensator (1, 2, or 3 indicates type)
RL: Russian Long
RP: Reduced Penetration
RR: Reduced By Range
SAM: Surface-to-Air Missile
SFW: Shoulder-fired weapon (characters need WF: Shoulder-
Fired Weapons to use one of these properly, and they typically
have the Bulky and Extra Time Limitations)
Sil: Silenced (number in parentheses indicates penalty to Hearing
PER Rolls)
S&W: Smith & Wesson (an American gun manufacturer)
Tum: Tumbler (bullets have the tumbling effect; see page 94; the
extra die of damage is already listed on the chart)
Underslung: A grenade launcher meant to be attached underneath
the barrel of an assault rifle or like weapon; it can’t be used
if not so attached.
WinMag: Winchester Magnum
X: Area Of Effect (Radius Explosion, assumed to be of a size to
give the Advantage a final value of +½)
Firearms are RKAs bought with the following Limitations:
Focus (OAF; -1), STR Minimum, Beam, Real Weapon, Required
Hands (for rifles, shotguns, and the like), and Charges. See page
68 for more information.
Name: The name of the weapon. This may include a manufacturer
and/or model number.
Caliber: The weapon’s caliber (for shotguns, this becomes
“Gauge”). This is given in fractions of an inch or in millimeters
(mm).
Many models of guns comes in multiple calibers, not just the
one listed (this is particularly true for semi-automatic handguns),
and a gunsmith can often rechamber a weapon to accept a
different size cartridge. So if you like the look of a gun but not the
caliber, feel free to change it to fire the type of bullet you want.
Upgrading a gun to a larger caliber may diminish the number of
rounds it can hold in a magazine, while downgrading to a smaller
caliber may increase the weapon’s ammo capacity.
OCV: The weapon’s OCV modifier, bought as described on page
69.
RMod: The weapon’s Range Modifier, bought as described on
page 69.
Damage: The damage the weapon does. An “N” indicates Normal
Damage; otherwise the listed damage is Killing.
STUNx: This is the STUN Multiplier for Killing Damage weapons
(a +0 means “no modification”; use the standard ½d6 STUN
Multiplier). Apply the STUNx modifier to the STUN Multiplier roll
(or to the STUNx for the Hit Location struck, if the campaign uses
Hit Location rules). For example, if a character with a .45 ACP
caliber firearm (STUNx +1) hits an opponent in the Head, the total
STUNx would be 6.
Shots: The number of shots in the gun’s cylinder or magazine (in
game terms, how many Charges the gun has). Each gun comes
with one “clip” of ammunition unless noted otherwise. If a gun
can use more than one size clip, the largest or most common clip
is listed. Guns with a “clip” of 1 shot are single-shot guns (often
for target shooting) that the user must reload after each shot.
The listed number of Charges for semi-automatic firearms
doesn’t include having one round “in the pipe” (i.e., chambering
one round, then removing the magazine and replacing that round,
so that the gun carries +1 round).
Max Range: The weapon’s maximum Range in meters according
to the HERO System rules. (Of course, its effective range — the
range over which it’s likely to hit a target — is much less, thanks
to the Range Modifier.) Typically this means Base Points x 10
meters, but Advantages or Limitations may change that. “NR”
means No Range; “RBS” means Range Based On STR.
A/R Cost: The Active Point/Real Point Cost of the weapon, in
Character Points. For greater variation, these costs use the
expanded Killing Attack costs on APG 56 (thus, an RKA 1d6-1
costs 12 Character Points).
Notes: This catch-all category includes any information not listed
elsewhere. All notes and abbreviations are explained at the end of
the tables.
 
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Light Machine Guns
Ares 5.56 LMG 5.56x45mm N OCV +1, RMod +1, Damage 2d6, STUNx +1, Payload 200, Mass 4.91 300m 85/25 AF5, Bulky

H&K Model 13 5.56x45mm N OCV +1, RMod +1, Damage 2d6, STUNx +1, Payload 100. Mass 5.40 300m 78/23 AF5, Bulky

H&K Model 21 7.62x51mm N OCV +1, RMod +2, Damage 2d6+1, STUNx +1, Payload 250, Mass 7.30 350m 118/33 AF10, Bulky

IMI Negev 5.56x45mm N OCV +1, RMod +1, Damage 2d6, STUNx +1, Payload 250, Mass 7.60 300m 118/35 AF10, Bulky

L7A2 7.62x51mm N OCV +1, RMod +2, Damage 2d6+1, STUNx +1, Payload 250, Mass 10.90 350m 118/33 AF10, Bulky

M60 7.62x51mm N OCV +1, RMod +1, Damage 2d6+1, STUNx +1, Payload 250, Mass 10.51 350m 137/41 AF10, Bulky, FS

M60E3 7.62x51mm N OCV +1, RMod +2, Damage 2d6+1, STUNx +1, Payload 250, Mass 8.60 350m 154/46 AF10, Bulky, FS

M249 SAW/FN Minimi 5.56x45mm N OCV +1, RMod +1, Damage 2d6, STUNx +1, Payload 200, Mass 6.85 300m 100/28 AF10, Bulky

PK 7.62x39mm R OCV +1, RMod +2, Damage 2d6, STUNx +1, Payload 250, Mass 10.00 300m 100/31 AF10, Bulky

RPD 7.62x39mm R OCV +1, RMod +2, Damage 2d6, STUNx +1, Payload 100, Mass 7.10 300m 94/29 AF10, Bulky

Stoner M207/Mk 23 5.56x45mm N OCV +1, RMod +1, Damage 2d6, STUNx +1, Payload 250, Mass 5.65 300m 118/35 AF10, Bulky

Ultimax 100 Mk III 5.56x45mm N OCV +1, RMod +1, Damage 2d6, STUNx +1, Payload 100, Mass 5.50 300m 98/32 AF5, Bulky, FS

Heavy Weapons
Armbrust 300 67mm OCV +0, RMod +0, Damage 6½d6, STUNx +1, Payload 1, Mass 6.30 1000m 200/24 2H, AE4, AP, ET(1T), IPE, SFW, 24, 25

ASP 30mm 30mm OCV +1, RMod +1, Damage 3d6+1, STUNx +1, Payload 100, Mass 47.6 500m 140/36 2H, AF5, AP, Beam, Crew2

FIM-92A Stinger SAM OCV +2, RMod +0, Damage 5d6X, STUNx +1, Payload 1, Mass 15.7 750m 191/27 2H, Crew2, ET(1T), IMR2, NRM, SFW, 24

M18 Recoilless Rifle 57mm OCV -1, RMod +3, Damage 6d6+1, STUNx +1, Payload 1, Mass 21.0 950m 145/25 2H, AP, Crew2, 27

M47 Dragon 140mm OCV -1, RMod +0, Damage 9d6, STUNx +1, Payload 1, Mass 17.0 1350m 202/21 2H, AP, Beam, Crew2, ET(1T), MR(70m), SFW

M67 Recoilless Rifle 90mm OCV +0, RMod +3, Damage 6d6+1, STUNx +1, Payload 1, Mass 15.9 1100m 145/25 AP, Crew2, 27

M72A3 LAW Rocket 66mm OCV +0, RMod +1, Damage 6½d6X, STUNx +1, Payload 1, Mass 2.13 1000m 201/34 2H, AP, ET(EP), SFW

M202A1 Flash 66mm OCV +0, RMod +0, Damage 6½d6X, STUNx +1, Payload 4, Mass 12.1 1000m 200/30 2H, ET(1T), SFW, 28

MDHC Mk 153 SMAW 83mm OCV +0, RMod +0, Damage 7d6+1X, STUNx +1, Payload 1, Mass 16.6 1100m 220/25 2H, AP, Crew2, ET(1T), SFW

SA-7B Grail 70mm OCV +1, RMod +0, Damage 7d6X, STUNx +1, Payload 1, Mass 4.71 1050m 264/31 2H, ET(1T), IMR2, MR(500m), NRM, SFW, 24

Wire Guided Missile OCV +0, RMod +0, Damage 8d6X, STUNx +1, Payload 1, Mass 64.0 2400m 420/62 AP (x2), Crew4, ET(1T), IMR2, NRM

2H: Two-Handed (a -½ Limitation)
AE: Area Of Effect (Radius); the number following indicates the
size of the Radius in meters.
AEC: Area Of Effect (16m Cone; +½)
AF: Autofire; the number after the letters indicates the maximum
number of shots
ACP: Automatic Colt Pistol
AP: Armor Piercing
Auto: Automatic
B: Browning
Ca: Caseless
CAWS: Close Assault Weapon System
Coll: Collimating/reflex site
Crew: Requires Multiple Users (number indicates standard size
of crew)
Cz: Czech
DB: Double-barrelled
ET: Extra Time (1T means 1 Turn; EP means Extra Phase, FP
means Full Phase)
Fle: Flechette
FS: Flash Suppressor
Gy: Gyrojet
FS: Flash Suppressor
H&K: Heckler & Koch, a German gun manufacturer
IMR: Increased Maximum Range (the number indicates the
multiplier)
IPE: Invisible Power Effects
Laser: weapon has a laser sight
LAW: Light Anti-tank Weapon
LR: Long Rifle
LR(Xm): Limited Range (number indicates range)
M: Magnum
MGL: Mounted Grenade Launcher. These must be mounted on
a tripod or vehicle to be fired, and two or three men of ordinary
strength are needed to lift them (i.e., they’re Bulky).
Micr: micrometer sights
mm: millimeter
MR: Minimum Range (a -1/4 Limitation indicating the weapon
can’t affect targets nearer than the indicated distance)
N: NATO round
NP: Not produced (a weapon that was or is experimental, was
cancelled before it entered production, or the like)
NR: No Range
NRM: No Range Modifier
Only: Autofire only, no single shots (a -0 Limitation)
PR: Polygonal rifling (the effect of this is already listed in the
table’s damage figure)
R: Russian
RBS: Range Based On STR
RC1, 2, or 3: Recoil Compensator (1, 2, or 3 indicates type)
RL: Russian Long
RP: Reduced Penetration
RR: Reduced By Range
SAM: Surface-to-Air Missile
SFW: Shoulder-fired weapon (characters need WF: Shoulder-
Fired Weapons to use one of these properly, and they typically
have the Bulky and Extra Time Limitations)
Sil: Silenced (number in parentheses indicates penalty to Hearing
PER Rolls)
S&W: Smith & Wesson (an American gun manufacturer)
Tum: Tumbler (bullets have the tumbling effect; see page 94; the
extra die of damage is already listed on the chart)
Underslung: A grenade launcher meant to be attached underneath
the barrel of an assault rifle or like weapon; it can’t be used
if not so attached.
WinMag: Winchester Magnum
X: Area Of Effect (Radius Explosion, assumed to be of a size to
give the Advantage a final value of +½)
Firearms are RKAs bought with the following Limitations:
Focus (OAF; -1), STR Minimum, Beam, Real Weapon, Required
Hands (for rifles, shotguns, and the like), and Charges. See page
68 for more information.
Name: The name of the weapon. This may include a manufacturer
and/or model number.
Caliber: The weapon’s caliber (for shotguns, this becomes
“Gauge”). This is given in fractions of an inch or in millimeters
(mm).
Many models of guns comes in multiple calibers, not just the
one listed (this is particularly true for semi-automatic handguns),
and a gunsmith can often rechamber a weapon to accept a
different size cartridge. So if you like the look of a gun but not the
caliber, feel free to change it to fire the type of bullet you want.
Upgrading a gun to a larger caliber may diminish the number of
rounds it can hold in a magazine, while downgrading to a smaller
caliber may increase the weapon’s ammo capacity.
OCV: The weapon’s OCV modifier, bought as described on page
69.
RMod: The weapon’s Range Modifier, bought as described on
page 69.
Damage: The damage the weapon does. An “N” indicates Normal
Damage; otherwise the listed damage is Killing.
STUNx: This is the STUN Multiplier for Killing Damage weapons
(a +0 means “no modification”; use the standard ½d6 STUN
Multiplier). Apply the STUNx modifier to the STUN Multiplier roll
(or to the STUNx for the Hit Location struck, if the campaign uses
Hit Location rules). For example, if a character with a .45 ACP
caliber firearm (STUNx +1) hits an opponent in the Head, the total
STUNx would be 6.
Shots: The number of shots in the gun’s cylinder or magazine (in
game terms, how many Charges the gun has). Each gun comes
with one “clip” of ammunition unless noted otherwise. If a gun
can use more than one size clip, the largest or most common clip
is listed. Guns with a “clip” of 1 shot are single-shot guns (often
for target shooting) that the user must reload after each shot.
The listed number of Charges for semi-automatic firearms
doesn’t include having one round “in the pipe” (i.e., chambering
one round, then removing the magazine and replacing that round,
so that the gun carries +1 round).
Max Range: The weapon’s maximum Range in meters according
to the HERO System rules. (Of course, its effective range — the
range over which it’s likely to hit a target — is much less, thanks
to the Range Modifier.) Typically this means Base Points x 10
meters, but Advantages or Limitations may change that. “NR”
means No Range; “RBS” means Range Based On STR.
A/R Cost: The Active Point/Real Point Cost of the weapon, in
Character Points. For greater variation, these costs use the
expanded Killing Attack costs on APG 56 (thus, an RKA 1d6-1
costs 12 Character Points).
Notes: This catch-all category includes any information not listed
elsewhere. All notes and abbreviations are explained at the end of
the tables.
 
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MODERN RIFLES
Barrett Model 82A1 .50 B OCV +1, RMod +4, Damage 3d6, STUNx +1, Payload 11, Mass 12.9 450m 66/20 2H, RC2

Barrett M468 6.8x43mm OCV +1, RMod +2, Damage 2d6, STUNx +1, Payload 28, Mass 3.31 300m 53/17 2H, RC2

Barrett M99-1 .50 B OCV +1, RMod +3, Damage 3d6, STUNx +1, Payload 1, Mass 9.54 450m 65/20 2H, RC2

Calico M-105 .22 LR OCV +1, RMod +1, Damage 1d6, STUNx +0, Payload 100, Mass 2.59 150m 29/9 2H

Calico M951 Carbine 9x19mm OCV +1, RMod +1, Damage 1d6+1, STUNx +0, Payload 100, Mass 2.16 200m 40/13 2H, RC1

Colt Sporter HBAR .223 OCV +1, RMod +2, Damage 2d6, STUNx +1, Payload 30, Mass 3.40 300m 49/16 2H

Daewoo DR 200 .223 OCV +1, RMod +1, Damage 2d6, STUNx +1, Payload 20, Mass 4.10 300m 48/15 2H

DPMS Panther .308 Win OCV +1, RMod +0, Damage 2d6+1, STUNx +1, Payload 10, Mass 5.45 350m 46/12 2H

FN Model 30-11 7.62x51mm N OCV +1, RMod +2, Damage 2d6+1, STUNx +1, Payload 10, Mass 4.85 350m 49/14 2H

Galil Sniper 7.62x51mm N OCV +1, RMod +1, Damage 2d6+1, STUNx +1, Payload 25, Mass 6.40 350m 55/19 2H

Galil SASR .308 OCV +1, RMod +1, Damage 2d6, STUNx +1, Payload 25, Mass 6.40 300m 48/15 2H

Grendel S-16 7.62x36mm OCV +1, RMod +2, Damage 2d6-1, STUNx +1, Payload 20, Mass 4.80 270m 59/19 2H, Sil (-5)

H&K G3SG/1 7.62x51mm N OCV +1, RMod +1, Damage 2d6+1, STUNx +1, Payload 20, Mass 5.54 350m 70/24 2H, FS

H&K HK94SG1 9x19mm OCV +1, RMod +1, Damage 1d6+1, STUNx +0, Payload 30, Mass 3.26 200m 28/9 2H

H&K PSG-1 7.62x51mm N OCV +1, RMod +2, Damage 2d6+1, STUNx +1, Payload 20, Mass 8.10 350m 56/17 2H

H&K SR-9 .308 OCV +1, RMod +1, Damage 2d6+1, STUNx +1, Payload 5, Mass 4.95 350m 48/13 2H

M21 Sniper 7.62x51mm N OCV +1, RMod +2, Damage 2d6+1, STUNx +1, Payload 20, Mass 5.04 350m 56/17 2H

M40A3 7.62x51mm N OCV +1, RMod +2, Damage 2d6+1, STUNx +1, Payload 5, Mass 4.10 350m 48/13 2H

McMillan M-87 .50 B OCV +1, RMod +3, Damage 3d6, STUNx +1, Payload 5, Mass 9.52 450m 61/16 2H

McMillan M-89 .308 OCV +1, RMod +3, Damage 2d6+1, STUNx +1, Payload 20, Mass 7.00 350m 61/24 2H, Sil (-5)

McMillan M-93 12.7x99mm OCV +1, RMod +3, Damage 3d6, STUNx +1, Payload 20, Mass 9.52 450m 76/23 2H, RC2

Remington M24 7.62x51mm N OCV +1, RMod +2, Damage 2d6+1, STUNx +1, Payload 10, Mass 4.00 350m 48/14 2H

Remington M700 7.62x51mm N OCV +1, RMod +2, Damage 2d6+1, STUNx +1, Payload 5, Mass 3.41 350m 48/13 2H

Ruger Mini-14 7.62x51mm N OCV +1, RMod +1, Damage 2d6, STUNx +1, Payload 30, Mass 3.10 300m 48/15 2H

SKS Carbine 7.62x54mm R OCV +1, RMod +2, Damage 2d6+1, STUNx +1, Payload 10, Mass 3.90 350m 48/15 2H

Springfield SAR-8 .308 Win OCV +1, RMod +0, Damage 2d6+1, STUNx +1, Payload 20, Mass 4.00 350m 54/15 2H

Steyr AMR IWS 2000 15.2mm Fle OCV +1, RMod +3, Damage 3½d6, STUNx +1, Payload 5, Mass 18.00 550m 117/28 2H, AP, IMR2, IPE, RC1

Steyr SSG-69/69 PII 7.62x51mm N OCV +1, RMod +3, Damage 2d6+1, STUNx +1, Payoad 10, Mass 4.37 350m 49/15 2H

SVD Dragunov 7.62x54mm R OCV +1, RMod +2, Damage 2d6+1, STUNx +1, Payload 10, Mass 4.30 350m 48/14 2H, FS

Technika Destroyer 14.5x114mm R OCV +1, RMod +2, Damage 3d6+1, STUNx +1, Payload 5, Mass 26.00 500m 66/17 2H

VSS Silent Sniper 9x39mm R OCV +1, RMod +1, Damage 1d6+1, STUNx +0, Payload 20, Mass 2.60 200m 45/14 2H, AP, Sil (-4)

Walther WA-2000 7.62x66mm OCV +1, RMod +4, Damage 2½d6, STUNx +1, Payload 6, Mass 7.91 400m 74/24 2H, FS, RC3

Winchester Model 70 .300 Win Mag OCV +1, RMod +2, Damage 2½d6, STUNx +1, Payload 3, Mass 3.90 400m 54/13 2H

2H: Two-Handed (a -½ Limitation)
AE: Area Of Effect (Radius); the number following indicates the
size of the Radius in meters.
AEC: Area Of Effect (16m Cone; +½)
AF: Autofire; the number after the letters indicates the maximum
number of shots
ACP: Automatic Colt Pistol
AP: Armor Piercing
Auto: Automatic
B: Browning
Ca: Caseless
CAWS: Close Assault Weapon System
Coll: Collimating/reflex site
Crew: Requires Multiple Users (number indicates standard size
of crew)
Cz: Czech
DB: Double-barrelled
ET: Extra Time (1T means 1 Turn; EP means Extra Phase, FP
means Full Phase)
Fle: Flechette
FS: Flash Suppressor
Gy: Gyrojet
FS: Flash Suppressor
H&K: Heckler & Koch, a German gun manufacturer
IMR: Increased Maximum Range (the number indicates the
multiplier)
IPE: Invisible Power Effects
Laser: weapon has a laser sight
LAW: Light Anti-tank Weapon
LR: Long Rifle
LR(Xm): Limited Range (number indicates range)
M: Magnum
MGL: Mounted Grenade Launcher. These must be mounted on
a tripod or vehicle to be fired, and two or three men of ordinary
strength are needed to lift them (i.e., they’re Bulky).
Micr: micrometer sights
mm: millimeter
MR: Minimum Range (a -1/4 Limitation indicating the weapon
can’t affect targets nearer than the indicated distance)
N: NATO round
NP: Not produced (a weapon that was or is experimental, was
cancelled before it entered production, or the like)
NR: No Range
NRM: No Range Modifier
Only: Autofire only, no single shots (a -0 Limitation)
PR: Polygonal rifling (the effect of this is already listed in the
table’s damage figure)
R: Russian
RBS: Range Based On STR
RC1, 2, or 3: Recoil Compensator (1, 2, or 3 indicates type)
RL: Russian Long
RP: Reduced Penetration
RR: Reduced By Range
SAM: Surface-to-Air Missile
SFW: Shoulder-fired weapon (characters need WF: Shoulder-
Fired Weapons to use one of these properly, and they typically
have the Bulky and Extra Time Limitations)
Sil: Silenced (number in parentheses indicates penalty to Hearing
PER Rolls)
S&W: Smith & Wesson (an American gun manufacturer)
Tum: Tumbler (bullets have the tumbling effect; see page 94; the
extra die of damage is already listed on the chart)
Underslung: A grenade launcher meant to be attached underneath
the barrel of an assault rifle or like weapon; it can’t be used
if not so attached.
WinMag: Winchester Magnum
X: Area Of Effect (Radius Explosion, assumed to be of a size to
give the Advantage a final value of +½)
Firearms are RKAs bought with the following Limitations:
Focus (OAF; -1), STR Minimum, Beam, Real Weapon, Required
Hands (for rifles, shotguns, and the like), and Charges. See page
68 for more information.
Name: The name of the weapon. This may include a manufacturer
and/or model number.
Caliber: The weapon’s caliber (for shotguns, this becomes
“Gauge”). This is given in fractions of an inch or in millimeters
(mm).
Many models of guns comes in multiple calibers, not just the
one listed (this is particularly true for semi-automatic handguns),
and a gunsmith can often rechamber a weapon to accept a
different size cartridge. So if you like the look of a gun but not the
caliber, feel free to change it to fire the type of bullet you want.
Upgrading a gun to a larger caliber may diminish the number of
rounds it can hold in a magazine, while downgrading to a smaller
caliber may increase the weapon’s ammo capacity.
OCV: The weapon’s OCV modifier, bought as described on page
69.
RMod: The weapon’s Range Modifier, bought as described on
page 69.
Damage: The damage the weapon does. An “N” indicates Normal
Damage; otherwise the listed damage is Killing.
STUNx: This is the STUN Multiplier for Killing Damage weapons
(a +0 means “no modification”; use the standard ½d6 STUN
Multiplier). Apply the STUNx modifier to the STUN Multiplier roll
(or to the STUNx for the Hit Location struck, if the campaign uses
Hit Location rules). For example, if a character with a .45 ACP
caliber firearm (STUNx +1) hits an opponent in the Head, the total
STUNx would be 6.
Shots: The number of shots in the gun’s cylinder or magazine (in
game terms, how many Charges the gun has). Each gun comes
with one “clip” of ammunition unless noted otherwise. If a gun
can use more than one size clip, the largest or most common clip
is listed. Guns with a “clip” of 1 shot are single-shot guns (often
for target shooting) that the user must reload after each shot.
The listed number of Charges for semi-automatic firearms
doesn’t include having one round “in the pipe” (i.e., chambering
one round, then removing the magazine and replacing that round,
so that the gun carries +1 round).
Max Range: The weapon’s maximum Range in meters according
to the HERO System rules. (Of course, its effective range — the
range over which it’s likely to hit a target — is much less, thanks
to the Range Modifier.) Typically this means Base Points x 10
meters, but Advantages or Limitations may change that. “NR”
means No Range; “RBS” means Range Based On STR.
A/R Cost: The Active Point/Real Point Cost of the weapon, in
Character Points. For greater variation, these costs use the
expanded Killing Attack costs on APG 56 (thus, an RKA 1d6-1
costs 12 Character Points).
Notes: This catch-all category includes any information not listed
elsewhere. All notes and abbreviations are explained at the end of
the tables.
 
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Dr. Miriam Conway
Literally the mother to you all, Dr. Conway is the driving force behind the science of the Project, being involved in your creation from day one. She has always treated you as her children, not as a lab experiment.

Douglas Dorsey
The Administrative head of the Project. Mr. Dorsey is the one that has to deal with the US Government with the daily operation of the Project, making sure that all the bills are being paid.

Alec Guinn
The head of security at the Project's compound in Georgia. A former Army Ranger, he has since retired after a "training accident" caused him to undergo cybernetic reconstruction. He is a real hard case, and has the scars and stories to back up his confidence. He has also spent quite a lot of time on the weapon range with all of you, showing you the art of killing at a distance.
 
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