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AD&D
rules can be used to run games in the present day, or have people/items
incorporated into an AD&D campaign, this is possible due to
Spelljammer and Planar travel. Note that while modern weapons
are terrible destructive, most of them can't harm creature only
hurt by magical weapons! The exception to this is explosive weapons,
but even then they wouldn't effect non-corporeal creaures. Other
problems exist such as sounds causing cave-ins and that when someone
caryring lots of ammunition is hit by a Fireball, there ammo may
explode if they fail their saving throw...
These tables have items, weapons and such divided
into categories and prices. Prices are only approximate, DMs should
rule on types of weapons exact ammo capacity and cost, the better
they are, the more expensive they become.
When using firearms, they often have two modes of
fire, single shot and full automatic. Full automatic weapons have
a tremendous recoil, this imposes a -4 attack penalty. And firing
"from the hip", fast shooting generally used in close
quarter fighting, inflicts a further -4 hit penalty, shooting
is always considered "from the hip" unless the characters
are at ranges greater than 20 yards, or if they state, or have
time to aim properly. So someone firing full auto without taking
time to aim gets a -8 penalty to hit! But the amount of bullets
fired tends to guarantee a hit...
Note that conventional armour (and thus most creature's armour
class due to thick hides, except dragons, bulettes and similar
with truly dense hides) is of no use against these inherently
armour piercing weapons, and they are considered AC 10. However,
Dexterity, cover, and magic all apply as normal.
Reloading a weapon takes 1 round.
|
|
MODERN DAY WEAPONS
|
| WEAPON |
Range
|
Rate of Fire
|
Full Auto ROF
|
Damage
|
Magazine
|
Weight
|
Cost
|
| Light Pistol (.22, 6.35mm etc) |
1/2/6
|
5
|
-
|
1d6
|
6-12
|
1 lb
|
$200
|
|
Medium Pistol (9mm, .38 etc)
|
1/2/6
|
5
|
-
|
1d8
|
6-18
|
1 1/2lbs
|
$400
|
|
Heavy Pistol (.44, .45, 10mm
etc)
|
1/2/6
|
5
|
-
|
1d10
|
6-15
|
2 lbs
|
$500+
|
|
Machine Pistol (MAC11, Skorpion
etc) These weapons are innacurrate due to size etc, -1 hit penalty.
|
1/2/6
|
5
|
20
|
1d8
|
20 (or 30)
|
3lbs
|
$1,000
|
| Sub-Machine Gun (UZI, Sterling etc) |
1/3/9
|
5
|
20
|
1d8
|
20-50
|
5lbs
|
$1,000
|
| Shotgun (pump action) |
5/-/-
|
3
|
-
|
3d6
|
5-9
|
8 lbs
|
$500
|
| Shotgun (semiautomatic) |
5/-/-
|
5
|
-
|
3d6
|
9-20
|
10 lbs
|
$1,000
|
| Bolt action rifle (various calibres from
.22 to .460 magnum, standard hunting weapons but very accurate, and
often used as sniper weapons,they have a +1 to hit bonus, therefore
get a total of +5 to hit with a telescopic sight) |
15/50/100
|
2
|
-
|
1d6, 1d8, 1d10, 1d12,
3d6 depending on calibre
|
5-10
|
8 lbs
|
$200-2,000
|
| .50 calibre Barret sniper rifle (an enormous
sniper rifle, has +5 hit bonus including it's telescopic sight) |
30/50/100
|
2
|
-
|
2d10
|
10
|
30 lbs
|
$5,000
|
| Light Assault Rifle (M16, AK74, 5.56 mm) |
5/15/50
|
5
|
20
|
1d8
|
30-50
|
6 lbs
|
$1,000
|
| Assault Rifle (M14, Kalashnikov, FN FAL,
7.62 mm) |
5/15/50
|
5
|
20
|
1d12
|
20-10
|
9lbs
|
$1,000
|
| Light Belt Fed Machine Gun (SAW, 5.56 mm) |
5/15/100
|
-
|
20
|
1d8
|
250
|
9 lbs
|
$3,000
|
| Belt Fed Machine Gun (M60, FN MAG, 7.62
mm) |
5/15/100
|
-
|
20
|
1d12
|
100-250
|
20 lbs
|
$2,000
|
| Heavy Machine Gun (.50, .51, 12.7 mm etc) |
20/50/150
|
-
|
20
|
2d10
|
100+
|
60lbs
|
$5,000
|
| WEAPON |
Range
|
Rate of Fire
|
Full Auto ROF
|
Damage
|
Magazine
|
Weight
|
Cost
|
| Man Portable Minigun (5.56 mm, note these
are huge, cumbersome weapons, always fired from hip for a total penalty
of -8 to hit) |
5/15/50
|
-
|
50
|
1d8
|
1,000+
|
60lbs
|
$10,000
|
| Minigun (7.62 mm, normally vehicle mounted) |
5/15/100
|
-
|
50
|
1d12
|
1,000+
|
100lbs
|
$10,000
|
| Heavy Minigun (.50, normally vehicle mounted,
impossible for a man to fire due to huge recoil) |
5/15/150
|
-
|
50
|
2d10
|
1,000+
|
300lbs
|
$20,000
|
| Grenade, Fragmentation |
1/2/3
|
1
|
-
|
5d6 in 15' radius
|
-
|
1 lb
|
$50
|
| Grenade, Incendiary |
1/2/3
|
1
|
-
|
3d6 round 1, 2 d6 round
2, 1d6 round 3, 15' radius
|
-
|
2 lb
|
$150
|
| Grenade, Demolition (a grenade that doesn't
produce much shrapnel but has a heavy charge for blowing up light
structures and vehicles, like walls, garages and trucks, but not tanks) |
1/2/3
|
1
|
-
|
8d6 in 15' radius
|
-
|
2 lb
|
$200
|
| Grenade Launcher (M79, M203, 40 mm, normally
found as an attachment to an assault rifle) |
3/6/10
|
1
|
-
|
5d6 in 15' radius
|
-
|
4-10 lbs
|
$500
|
| Magazine Fed Grenade laucher (such as the
Arwen) |
3/6/10
|
3
|
-
|
5d6 in 15' radius
|
5-10
|
15 lbs
|
$3,000
|
| Belt Fed Grenade Launcher (only found on
vehicles or special mounts) |
10/50/100
|
5
|
-
|
5d6 in 15' radius
|
100+
|
80 lbs
|
$15,000
|
| Flamethrower |
10/-/-
|
3
|
-
|
3d6 round 1, 2 d6 round
2, 1d6 round 3, 15' diameter
|
20
|
60lbs
|
$2,000
|
| ANTI-TANK ROCKETS: it's important
to note that their blasts create narrow, focused "jets"
that are designed to destroy one target by direct impact and deep
penetration, not an area around it--they can make a hole through nearly
a foot thick steel, but won't flatten buildings, contrary to what's
seen in movies. Only a few weapons can affect tanks and fortified
structures, such as these missiles. |
| Light Anti-Tank Rocket (LAW, RPG-7 etc,
) |
10/20/50
|
1
|
-
|
30d4 direct hit, 5d4
in 15' radius
|
1
|
5-10lbs
|
$1,000
($200 per missile)
|
| Standard Anti-Tank Rocket (Dragon, Milan
etc, note these are guided missiles and get +4 to hit) |
20/50/1501
|
1
|
-
|
40d4 direct hit,
6d4 in 15' radius
|
1
|
launcher=10l bs
missile=10lbs,00
|
($500 per missile)
|
| Heavy Anti-Tank Rocket (Hellfire, TOW etc,
guided and get +4 to ht) |
20/50/200
|
1
|
-
|
50d4 direct hit, 7d4
in 20' radius
|
1 (but often come in
racks on vehicles)
|
|
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| MORTARS:
these weapons fire in high arcs, which means
they cannot fire at targets closer than half of their short ranges!
So a medium mortar cannot fire at a target closer than 250 yards. |
| Light Mortar (60mm) |
10/30/60 |
1
|
-
|
6d6 in 20' radius
|
1
|
2lbs, 2lbs per round
|
$500, $50 per round
|
| Medium Mortar (81 mm) |
50/100/400 |
1
|
-
|
8d6 in 25' radius
|
1
|
30 lbs, 8lbs per round
|
$5,000
$100 per round
|
| Heavy Mortar (120 mm) |
50/200/600 |
1
|
-
|
8d6 in 30' radius
|
1
|
150 lbs,
20 lbs per round
|
$10,000
$200 per round
|
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ARMOUR
Modern body armour is specifically designed
to resist armour piercing attacks such as bullets, and to disperse
the energy, reducing damage inflicted per attack, but damage cannot
be lowered beyond 1 hp. However, unlike older types of armour, it
cannot be repaired, it must be replaced after sustaining damage
(i.e. if a character is injured more than once in a battle he must
get new armour, or it's abilities will decrease at the DM's discretion).
Laso, called shots can be used against a target's head, bypassing
his amrour, as helmet armour is rarely as good as body armour, if
any is worn at all.
|
| Armour Type |
AC
|
Damage Reduction
|
Weight
|
Cost
|
| Flack Jacket (this is often, nowadays,
safety clothing or merely a part of an armour jacket) |
6
|
-2 hp
|
5 lbs
|
$100
|
| Light Body Armour (as typically worn by
police officers) |
6
|
-4 hp
|
5 lbs
|
$500
|
| Medium Body Armour (this is worn by police,
SWAT teams and the military when expecting conflict) |
4
|
-6 hp
|
10 lbs
|
$1,000
|
| Heavy Body Armour (more recent material
with shock absorption and ceramic plates, not often worn due to it's
weight) |
4
|
-8 hp
|
20 lbs
|
$1,500
|
| Advanced Armour (this recent development
is far lighter and less bulky, comprising of a weave that absorbs
blows over the entire fabric, only special forces or the very rich
have access to it) |
3
|
-10hp
|
10 lbs
|
$10,000
|
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MISCELLANEOUS
ITEMS
|
| ITEM |
FUNCTION |
SIZE
|
COST
|
| Telescopic sight |
When fitted to a rifle, and used with semiautomatic fire, it
gives a +4 hit bonus |
1 lb
|
$100
|
| Image Intensifier Sight |
These can be found as goggles osr as telescopic sights (with
usual +4 bonus to hit in that case), they manisfy any available light,
allowing vison, except in truly lightless areas like caves. |
2 lbs
|
$1,000
|
| Thermal Sight |
Very advanced infrared devices that can see through smoke and
cover, even thin walls! Designed as bionocular-type items or telescopic
sights (with usual bonuses) |
2-5lbs
|
$10,000
|
| Parabolic Microphone |
Amplifies sound greatly and can give a good direction of it's
source. Can hear a conversation at 500 yards. |
5 lbs
|
$500
|
| Laser Microphone |
Picks out the vibrations caused by sound on relfective surfaces,
it can thus listen to someone's speech by being aimed at a window
of the room they are in. Range 1,000 yards. |
10 lbs
|
$5,000
|
| "bug" |
There are numerous types of listening devices, ranging from telephone
taps to tiny microphones. These are rated as per Level, as if they
were thieves, with abilites of 5% per level. So a high level one,
level 10, as would be used by the FBI for instance, has a 50% chance
no to be spotted. The chance to hear something of value as per Detect
Noise would also 5% per level, unless the DM has specific chances.
Recent advances mean that some bugs are asctually video cameras! |
tiny
|
$50 per level
|
| Reciever for bug |
Bugs must transmit their information in some way, these are radio
recievers, special "burst" high speed transmission are used
with the more advanced bugs, they are rated per "level"of
the bug they are to work with, powerful receivers can work with low
level bugs, but not the other way around. |
1 lb
|
$200 per level
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