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 creatures only hurt by magical weapons! The exception to this is explosive weapons, but even then they wouldn't effect non-corporeal creatures such as ghosts. Other problems exist such as sounds causing cave-ins and that when someone carrying lots of ammunition is hit by a Fireball, their 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 ful 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 |
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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 | 3 | - | 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) | ||
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. However, their shrapnel flies out at a low angle, meaning they have wide damage radius. | |||||||
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 |
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). Also, 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. |
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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 |
MISCELLANEOUS ITEMS |
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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 |