TEXT:  
   
   
  
   
   
  2 
  Preface 
   
  Equipment Maker Sci-Fi Edition 
  Volume 1 - Firearms 
   
  The future is quite often not as safe as people 
  think. You need to defend yourself and others 
  from those who seek to do you harm, through 
  design or accident.  
   
  You need a firearm. Strictly speaking, a 
  firearm inflicts damage on targets by 
  launching one or more projectiles driven by 
  rapidly expanding high-pressure gas produced 
  by exothermic combustion of propellant 
  within an ammunition cartridge. The name 
  has stuck through common use that it can 
  apply, according to most people anyway, any 
  personal ranged weapon. 
   
  The EM series is designed to give you a brief 
  description of the item, but the actual details 
  are left up to you. 
   
   
   
  Credits & Legal 
   
  www.enneadgames.com 
   
  Go here for free RPG resources, samples 
  and news about upcoming products 
   
  Twitter: @enneadgames 
  Facebook: 
  www.facebook.com/EnneadGames 
   
  Copyright 
  Ennead Games ©2016 
   
  Cover background/Page Background 
  Publishers Choice Quality Stock Art 
  ©Rick Hershey/Fat Goblin Games 
  Contents 
   
  Preface ............................................................ 2 
  Credits & Legal ................................................ 2 
  How to use ...................................................... 3 
  Golden Rule................................................. 3 
  Master Description Table............................ 3 
  Aspects ........................................................ 3 
  Descriptor ................................................... 4 
  Version/Damage Type ................................ 5 
  Firearm Type ............................................... 6 
  Other Details ............................................... 7 
  Accuracy .................................................. 7 
  Clip-Size/Ammo Capacity ........................ 7 
  Mark Rating ............................................. 7 
  Sight ........................................................ 8 
  Modifications .......................................... 8 
  Examples ..................................................... 9 
   
   
   
   
   
   
  Special Thanks 
  Big thanks to those who let me use their 
  avatar names for the manufacturer's names 
   
   
  
   
   
  3 
  How to use 
   
  Golden Rule 
   
  If, when rolling on these tables, you get a 
  result that is seemingly contradictory, or you 
  feel that others would work better, then feel 
  free to change the result of roll again.  
   
  Master Description Table 
   
  The Master Description Table (MDT) is used to 
  give you a basic format for your items name. 
  It tells what tables you should be rolling on if 
  you are stuck for a formatto us. But as the 
  golden rule says – Don’t be afraid to roll again 
  or pick one that works better for you. 
   
  D10 
  Master Description Format 
  1 
  [Descriptor] [Type] 
  2 
  [Descriptor] [Type] 
  3 
  [Descriptor] [Version] [Type] 
  4 
  [Descriptor] [Version] [Type] 
  5 
  [Descriptor] [Version] [Version] [Type] 
  6 
  [Descriptor] [Version] [Version] [Type] 
  7 
  [Version] [Type] 
  8 
  [Version] [Type] 
  9 
  [Version] [Version] [Descriptor] [Type] 
  10 
  [Version] [Version] [Type] 
   
   
  Aspects 
   
  The descriptor is a quick descriptor of the 
  firearm. This covers the style, how it looks, 
  such as long, wide, etc. You may find it 
  conflicts with some of the aspects listed in the 
  “Details” section later, but with a little work, 
  these contradictions can lead to more 
  interesting descriptions. Some of these are 
  names of (made-up) manufacturers in a 
  similar way to Earth weapons.  
   
   
   
   
   
   
   
   
   
   
   
  Manufacturer names are indicated by being in 
  quotation marks – E.g. “Vulcan”. These 
  weapons may have their own peculiarities, or 
  only be found in particular locations or even 
  banned. Generally, if a manufactures name is 
  present the word Class is added after the 
  name e.g. “Vulcan” Class Plasma Pistol.  This is 
  more for flavour and would have no real 
  effect on the weapon unless a certain 
  manufacturer’s rifles are known for being 
  inaccurate or prone to exploding after 100 
  uses etc. 
   
  Version covers the primary damage type. 
  Ancient damage, for example, would cover 
  black-powder or other types that might be 
  used by a less advanced culture. 
   
  Firearm type tells the type of firearm, from 
  pistol to rifle and more. There are duplicate 
  entries in the d100 table to help fill it out. 
   
  The Details aspect covers anything else about 
  the item that might be relevant, such the 
  Mark rating, accuracy and any accessories or 
  modifications that may be found on this 
  individual item. 
   
   
   
  
   
   
  4 
  Descriptor 
   
  D100 
  Descriptor 
  1 
  “Emerald” 
  2 
  “Halfling” 
  3 
  “Imperial” 
  4 
  “Newberry” 
  5 
  “Nicholls & Bolas” 
  6 
  “Northwatch” 
  7 
  “Sidmon “ 
  8 
  “Smythe” 
  9 
  “Starlight” 
  10 
  “Valentine” 
  11 
  “Vulcan” 
  12 
  “Zeigler” 
  13 
  “Zirg” 
  14 
  Accurate 
  15 
  Advanced 
  16 
  Advesive 
  17 
  Aquatic 
  18 
  Arcing 
  19 
  Assault 
  20 
  Augmented 
  21 
  Automatic 
  22 
  Autonomus 
  23 
  Bio-controlled 
  24 
  Bouncing 
  25 
  Bulky 
  26 
  Cartridge 
  27 
  Chain 
  28 
  Cloaked 
  29 
  Cluster 
  30 
  Collapsible 
  31 
  Continuous 
  32 
  Covert 
  33 
  Crude 
  34 
  Directed 
  35 
  Disguised 
  36 
  Dual 
  37 
  Elite 
  38 
  Energized 
  39 
  Enhanced 
  40 
  Enveloping 
  41 
  Experimental 
  42 
  Flechette 
  43 
  Fragmenting 
  44 
  Guided 
  45 
  Heavy 
  46 
  Hologram Disguised 
  47 
  Hyper 
  48 
  Illegial 
  49 
  Impacting 
  50 
  Inhibiting 
  51 
  Large 
  52 
  Light 
  53 
  Long-range 
  54 
  Loud 
  55 
  Micro 
  56 
  Military-Grade 
  57 
  Modified 
  58 
  Modular 
  59 
  Narrow 
  60 
  Noisy 
  61 
  One-shot 
  62 
  Overpowered 
  63 
  Perfected 
  64 
  Personal 
  65 
  Phasing 
  66 
  Piercing 
  67 
  Pulsing 
  68 
  Quad 
  69 
  Rapid 
  70 
  Refracting 
  71 
  Repeating 
  72 
  Repulsor 
  73 
  Resonating 
  74 
  Retro-fitted 
  75 
  Sawed-Off 
  76 
  Secure 
  77 
  Seeking 
  78 
  Selective 
  79 
  Self-Destructive 
  80 
  Semi-Automatic 
  81 
  Sentient 
  82 
  Siege 
  83 
  Slim 
  84 
  Small 
  85 
  Smart 
  86 
  Split 
  87 
  Standard 
  88 
  Stealth 
  89 
  Stunning 
  90 
  Teleporting 
  91 
  Tracking 
  92 
  Trapped 
  93 
  Twin-Linked 
  94 
  Ultra-Heavy 
  95 
  Ultra-Light 
  96 
  Unique 
  97 
  Unstable 
  98 
  Vacuum 
  99 
  Variable 
  100 
  Wide-angled 
   
   
  
   
   
  5 
  Version/Damage Type 
   
  D100 
  Version/Damage Type 
  1 
  Absolute Zero 
  2 
  Acidic 
  3 
  Alpha Particles 
  4 
  Ancient 
  5 
  Anti-Coagulating 
  6 
  Anti-Matter 
  7 
  Anti-Proton 
  8 
  Armour Piercing 
  9 
  Beta Particles 
  10 
  Bio-Molecular 
  11 
  Bio-genic 
  12 
  Caustic 
  13 
  Chaotic 
  14 
  Chronometric 
  15 
  Concussion 
  16 
  Corrosive 
  17 
  Cryonic 
  18 
  Dark Energy 
  19 
  Dark Matter 
  20 
  Demolecuarizing 
  21 
  Depleted Uranium 
  22 
  Destabilizing 
  23 
  Disintegrating 
  24 
  Disrupting 
  25 
  Distorting 
  26 
  Draining 
  27 
  Electric 
  28 
  Electro-magnetic 
  29 
  Emotion 
  30 
  Energy 
  31 
  Energy-negation 
  32 
  Entropic 
  33 
  Ethereal 
  34 
  Exotic 
  35 
  Explosive 
  36 
  Fluidic 
  37 
  Force 
  38 
  Fuel-Air 
  39 
  Fusion 
  40 
  Gamma 
  41 
  Gauss 
  42 
  Gravimetric 
  43 
  Graviton 
  44 
  Hybrid (Roll twice and combine) 
  45 
  Incendiary 
  46 
  Inertia 
  47 
  Infrared 
  48 
  Insanity 
  49 
  Ion 
  50 
  Laser 
  51 
  Leeching 
  52 
  Light 
  53 
  Magnetic 
  54 
  Maser 
  55 
  Mending 
  56 
  Meson 
  57 
  Microwave 
  58 
  Nanite Infused 
  59 
  Necrotic 
  60 
  Negating 
  61 
  Neuro-Toxin 
  62 
  Neutralizing 
  63 
  Neutron 
  64 
  Nova 
  65 
  Pain/Agony 
  66 
  Particle 
  67 
  Phasing 
  68 
  Plasma 
  69 
  Poison 
  70 
  Polarized 
  71 
  Polaron 
  72 
  Psionic 
  73 
  Quantum 
  74 
  Radiant 
  75 
  Resonance 
  76 
  Singularity 
  77 
  Slicing 
  78 
  Smoke 
  79 
  Smoke - Thermal 
  80 
  Solar 
  81 
  Sonic 
  82 
  Spatial 
  83 
  Stun/Stunning 
  84 
  Sub-atomic 
  85 
  Sub-space 
  86 
  Temporal 
  87 
  Tetyron 
  88 
  Thermic 
  89 
  Thoron 
  90 
  Toxic 
  91 
  Tri-cobalt 
  92 
  Ultra-Violet 
  93 
  Vacuum 
  94 
  Vibration 
  95 
  Virus 
  96 
  Void 
  97 
  Weaken 
  98 
  Withering 
  99 
  X-Ray 
  100 
  Zero-point 
   
  
   
   
  6 
  Firearm Type 
   
  D100 
  Firearm type 
  1 
  Blunderbuss 
  2 
  Cannon 
  3 
  Cannon 
  4 
  Cannon 
  5 
  Carbine 
  6 
  Carbine 
  7 
  Carbine 
  8 
  Carbine 
  9 
  Carbine 
  10 
  Carbine 
  11 
  Carbine 
  12 
  Carbine 
  13 
  Carbine 
  14 
  Gun 
  15 
  Gun 
  16 
  Gun 
  17 
  Gun 
  18 
  Gun 
  19 
  Gun 
  20 
  Gun 
  21 
  Handgun 
  22 
  Handgun 
  23 
  Handgun 
  24 
  Handgun 
  25 
  Handgun 
  26 
  Handgun 
  27 
  Injector 
  28 
  Injector 
  29 
  Injector 
  30 
  Lance 
  31 
  Lance 
  32 
  Lance 
  33 
  Launcher 
  34 
  Launcher 
  35 
  Launcher 
  36 
  Machine-Gun 
  37 
  Machine-Gun 
  38 
  Machine-Gun 
  39 
  Machine-Gun 
  40 
  Machine-Gun 
  41 
  Machine-Gun 
  42 
  Machine-Pistol 
  43 
  Machine-Pistol 
  44 
  Machine-Pistol 
  45 
  Musket 
  46 
  Musket (Rifled) 
  47 
  Needler 
  48 
  Needler 
  49 
  Needler 
  50 
  Pistol 
  51 
  Pistol 
  52 
  Pistol 
  53 
  Pistol 
  54 
  Pistol 
  55 
  Pistol 
  56 
  Pistol 
  57 
  Pistol 
  58 
  Projector 
  59 
  Projector 
  60 
  Projector 
  61 
  Prosthetic 
  62 
  Pulser 
  63 
  Pulser 
  64 
  Pulser 
  65 
  Railgun 
  66 
  Railgun 
  67 
  Railgun 
  68 
  Revolver 
  69 
  Revolver 
  70 
  Revolver 
  71 
  Rifle 
  72 
  Rifle 
  73 
  Rifle 
  74 
  Rifle 
  75 
  Rifle 
  76 
  Rifle 
  77 
  Rifle 
  78 
  Rifle 
  79 
  Rifle 
  80 
  Shotgun 
  81 
  Shotgun 
  82 
  Shotgun 
  83 
  Shotgun 
  84 
  Shotgun 
  85 
  Shotgun 
  86 
  Shotgun 
  87 
  Shotgun 
  88 
  Sniper Rifle 
  89 
  Sniper Rifle 
  90 
  Sniper Rifle 
  91 
  Sniper Rifle 
  92 
  Sniper Rifle 
  93 
  Spray 
  94 
  Spray 
  95 
  Sub-machine Gun 
  96 
  Sub-machine Gun 
  97 
  Sub-machine Gun 
  98 
  Wave 
  99 
  Wave 
  100 
  Wave 
   
  
   
   
  7 
  Other Details 
   
  Accuracy 
   
  Accuracy depends on many factors and this is 
  before you take into account how good the 
  user of the weapon is as well. Some types will 
  be inherently more accurate when compared 
  to others, such as a sniper rifle when 
  compared to a powerful, yet short-ranged 
  shotgun. 
   
  The easiest way to determine this is to take a 
  d5 (half a d10 rounded down) and multiply it 
  by the Mark level (see later).  
   
  This will give you a % rating that is used when 
  an untrained person uses this weapon at the 
  typical range for it. Being closer to the target 
  will make it easier and further away makes it 
  harder. 
   
  For those who are trained, this would be a 
  bonus when you determine if the shot hits. 
  For example, rolling a 7 (rounded down to 3) 
  for a mark 10 weapon would give an 
  untrained user a base 30% chance to hit with 
  this weapon at is a typical range. A trained 
  user, however, would receive a bonus of 30% 
  when they try to hit with this weapon, 
  reflecting both their skill and accuracy of the 
  weapon. 
   
  Clip-Size/Ammo Capacity 
   
  How many shots can this weapon fire before 
  you need to reload or recharge? In the past, 
  many weapons required reloading after each 
  shot, but over time this capacity increased. 
   
  To keep things simple, a weapon may fire as 
  many shots equal to the Mark of the weapon. 
  For example, A MK10 pistol could fire up to 
  ten times before needing to be reloaded or 
  recharged.  
   
   
   
   
   
  Mark Rating 
   
  The higher the mark, the more damage this 
  weapon does when compared to others. 
  Damage types may change this, but, for 
  example, a Mark III weapon will be more 
  deadly than a Mark II version, assuming all 
  other aspects are the same. 
   
  D100 
  Mark type 
  01 
  Mark I (1) 
  02 - 03 
  Mark II (2) 
  04 - 06 
  Mark III (3) 
  07 - 10 
  Mark IV (4)  
  11 - 14 
  Mark V (5)  
  15 - 19 
  Mark VI (6) 
  21 - 25 
  Mark VII (7) 
  26 - 30 
  Mark VIII (8) 
  31 – 40 
  Mark IX (9) 
  41- 50 
  Mark X (10) 
  51 - 60 
  Mark XI (11) 
  61 - 70 
  Mark XII (12) 
  71 - 75 
  Mark XIII (13) 
  76 - 80 
  Mark XIV (14) 
  81 - 85 
  Mark XV  (15) 
  86 - 90 
  Mark XVI (16) 
  91 - 94 
  Mark XVII (17) 
  95 - 97 
  Mark XVIII (18) 
  98 - 99 
  Mark XIX (19) 
  00 
  Mark XX (20) 
   
  The numbers in ( ) are the Mark values 
  translated from Roman Numerals, in case you 
  are not familiar with them. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  8 
  Sight 
   
  A Weapon sight can make it easier, when 
  taking aim, to make sure you hit the right 
  target. It needs to be calibrated correctly, but 
  assuming it is, it can for some people mean 
  the difference between a glancing blow and a 
  takedown shot. 
   
  D20 
  Sight Type 
  1 – 4 
  None 
  5 – 8 
  Crosshair/Grid 
  9 – 12 
  Laser 
  13 – 16 
  Notch 
  17 - 20 
  Telescopic 
   
   
  Optional Rule 
  A sight can give a bonus to a weapons 
  accuracy rating. Alternately, this could already 
  be factored into the AR and removal or 
  damage of the sight reduces it by the amount 
  rolled. Something else to consider is that if 
  you are used to using a sight, a removal or not 
  having one will be more of an issue for you. 
   
   
  Modifications 
   
  To keep things simple, roll on the table below 
  once to determine if an individual weapon has 
  a modification. Some examples are listed 
  below. 
   
  D20 
  Example Modification 
  1 – 11 
  None 
  12 
  Ergonomic Grip 
  13 
  Extra Ammo Capacity 
  14 
  Firing Modes 
  15 
  Increased Damage 
  16 
  Increased Range 
  17 
  Light Emitter 
  18 
  Recoil Compensator 
  19 
  Safety Lock 
  20 
  Suppressor 
   
   
   
   
  Ergonomic Grips make it more comfortable 
  for the user. They can be set-up for left 
  handed or right handed or true universal. 
   
  Extra Ammo Capacity gives the weapon an 
  increase in ammo as if it as one or more 
  marks higher. 
   
  Firing Modes cover the different way that the 
  weapon can fire, such as rapid, all in one (for 
  energy weapons), self-destruct and more. 
   
  Increased Damage weapons are treated as 
  being one or more mark higher, but their 
  ammo capacity is reduced by an equivalent 
  level. 
   
  Increased Range weapons can fire further 
  than their contemporaries, but reduces 
  accuracy when doing so. 
   
  Light Emitter – This can be a simple 
  torch/flashlight or LED emitter fixed to the 
  weapon. They use very little power, but 
  cannot be used covertly. 
   
  Recoil Compensator – Recoil (often called 
  knockback, kickback or simply kick) is the 
  backward movement of a gun when it is 
  discharged. If firing rapidly, this can cause 
  problems. The compensator helps to dampen 
  this effect. 
   
  Safety Lock – Stops a weapon from firing if 
  dropped or when just being handled. 
   
  Suppressor – Some weapons are loud, and 
  this helps to reduce that noise. Some 
  advanced suppressors remove the noise 
  completely, but these are expensive and have 
  to be custom made for each weapon. 
   
   
   
  
   
   
  9 
  Examples 
   
  D100 
  Examples 
  1 
  “Halfling” Fluidic Pistol 
  2 
  “Nicholls & Bolas” Sniper 
  Rifle 
  3 
  “Sidmon “ Musket (Rifled) 
  4 
  “Starlight” Quantum 
  Machine-Pistol 
  5 
  “Vulcan” Carbine 
  6 
  “Vulcan” Launcher 
  7 
  “Zirg” Dark Matter Carbine 
  8 
  “Zirg” Launcher 
  9 
  Absolute Zero Handgun 
  10 
  Accurate Toxic Vacuum 
  Handgun 
  11 
  Acidic Neutron Machine-
  Pistol 
  12 
  Anti-Proton Thermic 
  Overpowered Cannon 
  13 
  Automatic Projector 
  14 
  Autonomous Cannon 
  15 
  Autonomous Vibration 
  Cannon 
  16 
  Bio-genic Sub-space 
  Shotgun 
  17 
  Bouncing Explosive Sub-
  machine Gun 
  18 
  Bouncing Prosthetic 
  19 
  Chaotic Fusion Ultra-Heavy 
  Carbine 
  20 
  Cloaked Bio-Molecular 
  Revolver 
  21 
  Cluster Incendiary Armour 
  Piercing Handgun 
  22 
  Cluster Singularity 
  Neutralizing Railgun 
  23 
  Cluster Sub-machine Gun 
  24 
  Concussion Chaotic Chain 
  Lance 
  25 
  Dark Energy Cryonic 
  Disguised Gun 
  26 
  Dark Energy Leeching Loud 
  Machine-Gun 
   
  27 
  Dark Matter Ethereal Bio-
  controlled Rifle 
  28 
  Disrupting Neutron 
  Disguised Cannon 
  29 
  Distorting Wave 
  30 
  Dual Distorting Lance 
  31 
  Dual Gun 
  32 
  Dual Particle Shotgun 
  33 
  Electro-magnetic Lance 
  34 
  Emotion Dark Matter “Zirg” 
  Sub-machine Gun 
  35 
  Ethereal Injector 
  36 
  Ethereal Polarized Sub-
  machine Gun 
  37 
  Ethereal Rifle 
  38 
  Experimental Chronometric 
  Nanite Infused Cannon 
  39 
  Explosive Energy Sawed-Off 
  Handgun 
  40 
  Explosive Injector 
  41 
  Fluidic Microwave 
  Fragmenting Railgun 
  42 
  Fragmenting Fluidic Exotic 
  Sniper Rifle 
  43 
  Gamma Sub-space Standard 
  Revolver 
  44 
  Guided Dark Matter 
  Machine-Gun 
  45 
  Hyper Mending Inertia Rifle 
  46 
  Hyper Neuro-Toxin Revolver 
  47 
  Hyper Revolver 
  48 
  Hyper Thermic Infrared Gun 
  49 
  Light Psionic Sniper Rifle 
  50 
  Loud Cryonic Laser 
  Machine-Pistol 
  51 
  Magnetic Cannon 
  52 
  Mending Sonic Machine-
  Gun 
  53 
  Military-Grade Singularity 
  Shotgun 
  54 
  Modified Carbine 
  55 
  Modified Vibration Slicing 
  Gun 
  56 
  Modular Railgun 
  57 
  Negating Gun 
  
   
   
  10 
  58 
  Neutralizing Force Railgun 
  59 
  One-shot Bio-genic Pistol 
  60 
  One-shot Thermic X-Ray 
  Sniper Rifle 
  61 
  Phasing Particle Pulsing 
  Lance 
  62 
  Plasma Absolute Zero 
  “Emerald” Sniper Rifle 
  63 
  Quad Wave 
  64 
  Refracting Radiant Weaken 
  Machine-Gun 
  65 
  Repulsor Graviton Bio-genic 
  Pistol 
  66 
  Resonance Nanite Infused 
  Adhesive Pistol 
  67 
  Resonance Thoron One-
  shot Carbine 
  68 
  Resonating Armour Piercing 
  Rifle 
  69 
  Sawed-Off Depleted 
  Uranium Disintegrating 
  Shotgun 
  70 
  Secure Polarized Carbine 
  71 
  Secure Resonance Sniper 
  Rifle 
  72 
  Secure Weaken Revolver 
  73 
  Selective Thoron Nanite 
  Infused Railgun 
  74 
  Self-Destructive Sniper Rifle 
  75 
  Semi-Automatic Injector 
  76 
  Semi-Automatic Thoron 
  Sniper Rifle 
  77 
  Siege Leeching Pistol 
  78 
  Siege Sniper Rifle 
  79 
  Small Insanity Carbine 
  80 
  Smart Ultra-Violet Revolver 
  81 
  Smoke Polarized “Nicholls & 
  Bolas” Rifle 
  82 
  Spatial Armour Piercing 
  Carbine 
  83 
  Stealth Electro-magnetic 
  Energy-negation Prosthetic 
  84 
  Stealth Energy-negation 
  Energy Musket 
  85 
  Stealth Gauss Shotgun 
  86 
  Stunning Destabilizing 
  Polaron Shotgun 
  87 
  Stunning Toxic Mending 
  Gun 
  88 
  Sub-atomic Emotion Wave 
  89 
  Teleporting Ethereal 
  Polarized Pulser 
  90 
  Temporal Prosthetic 
  91 
  Toxic Shotgun 
  92 
  Tracking Fuel-Air Carbine 
  93 
  Trapped Solar Exotic 
  Musket 
  94 
  Ultra-Heavy Carbine 
  95 
  Vacuum Psionic Necrotic 
  Shotgun 
  96 
  Vacuum Quantum Toxic 
  Shotgun 
  97 
  Vibration Pulser 
  98 
  Wide-angled Smoke Beta 
  Particles Gun 
  99 
  Withering Chaotic Chain 
  Spray 
  100 
  Zero-point Anti-Proton 
  Musket 
   
  
SOURCE: textdata/thevault/_GM Books/World Building & Game Design/ Misc D, E, F/Equipment Maker (SciFi Edition), Vol 1 - Firearms.pdf