High Technology Weapons in The 20th century Era for   AD&D

And era of modest technology, and weaponry. It covers the a timeline that start around the time where we put our man on the moon and until where force-, laser-, blaster-weapons and the like takes over.

To Follow:
Tanks of the era

All those marked* with an "*" is described in The Complete Guide to RPG Technology*
Bold marked is my own work. Italic is reserved for those from the Net that would like to contribute.


Era: 20th Century

Weapon Cost (cr) Weight (lbs) Size Type Charges Speed factor

Damage

Knockdown ROF / Reload PB Short x10yd Medium Long
Sm - Med Large Hull
.38 revolver*       S P 1/6 +2 1d8 1d6 - d6 4 / 1rd 6 12 18
9mm pistol*   S P 1/8 +2 1d8 1d6 - d6 4 / 5seg 6 12 18
Derringer* S P 1/6 +4 1d4 1d4 - d4 1(2) / 1rd 1 3 6
Fast Draw revolver* S P 1/8 +2 1d8 1d6 d6 3 / 1rd 3 7 15
Rifle*    M P 1/2 +4 2d6 1d10 - d8 2 / 7seg 11 20 35
Sawed-Off Shotgun* M P 1(2) +6 1d12 1d6 - d10 1(2) / 2rd 2 6 9
Scatter gun* M P 1(2) +5 1d8 1d6 d8 1(2) / 2rd 2 4 8
Shotgun* M P 1(2) +6 1d10 1d8 - d10 1(2) / 2rd 4 8 13
Submachine Gun* M P 20-50 +1 2d4 2d4 d6 20 / 5seg 7 15 20
Other hand guns* S P 6-12 +4 1d8 1d6 d6 3 / 1rd 5 10 15
Other Shoulder Arms* M P 2-4 +4 2d4 1d6 d6 3 / 1rd 10 20 35

 

Cal

 

Name

 

Type

Range in Yards

 

WSM

 

ROF

 

Ammo

 

DV

 

Notes 1

 

Cost (cr)

 

Weight (Lbs)

 

Knockdown

PB S M L VL
20th Century                        
.22 Automatic ? 3 8 100 200 3000 a 1 6 9        
.22 Revolver rv               6 7        
.30 Automatic ?               6 13        
.30 Revolver                 6 10        
.32 Automatic                 6 13        
.32 Revolver                 6 10        
.35 Automatic                 6 13-18        
.38 Automatic                 6 13        
.38 Revolver                 6 10        
.44 Revolver                 6 12        
.45 Automatic                 6 14        
.45 Revolver                 6 12        
                               
Late 20th Century                            
.15 "Golden gun" ss 3 8 50 115 1500 f 1 1 12     1  
.22 Automatic                 6 13     2  
.22 Revolver rv               6 11        
.30 Automatic                 6 17        
.30 Revolver                 6 15        
.32 Automatic                 6 13        
.32 Revolver                 6 15        
.35 Automatic                 6 13-18        
.357 "Magnum"                 6 24        
.38 Automatic                 6 17        
.38 Revolver                 6 15        
.44 Revolver                 6 13       .
.44 AutoMagnum                 7 36        
.45 Automatic                 6 18        
.45 Revolver                 6 16        
                               
Rifles                              
.22 Lever Action                 8 21        
.22 M-16 ab/c 10 16 233 400 6666 f 10 20,30 49     6  
.30 AK-47               10 30 54     6  
.303 Bolt Action               1 5 28        
.465 H&H Royal Double   3 4 12 18     1 2 80        
.60 H&H Nitro Double Express               1 2 100      

Shot Guns
These are considered area of effect attacks. They do not need a proficiency to use, and the only "to hit" needed is to make certain the gun does not jam.

A line 100 yards long:
DV: 0' - 40 DV
       3y - 40
       6y - 20
      12y - 10
      24y - 5
      48y - 3
      96y - 1
(Sawed off) A cone 10 yards long:
DV: 0' - 40 DV
       1y - 40
       2y - 10
       4y - 5
       8y - 3
      10y - 1
                   
Heavy Arms Burst Fire
Short       x2 damage     (of 1 round) +1 to hit (2-10shots)
Extended  x10 damage  (of 1 round) +2 to hit. (11-20)
Spray Fire  x2 damage -5  (Save versus shot gun). (20+)
       
.303 Maxim at/c 10 16 233 500 6666 a 600 250belt 30 10d6      
.45 Gattling               600 50 42 6d6*2      
.30 M60 LMG                 250belt 60 10d6*2   50  
.50 M2 Browning                 250belt 100        
                               
Flame Thrower AOF/Range: A line 10'-60' long s 1 ? 64
(vs ½)
Burns for 1d6rounds      
  Land Mine                  

20 at 0'

-1/1' away, no save.      
 

Claymore mine

AOF/ Range: 2 cones; 1 - 60degr front x 6'high    

0' - 500
10' - 500
20' - 300
40' - 150
80' - 75
160' - 40
320' - 20
640' - 10

       
2 - 30degr behind, half damage            
  Stick of Dynamite   1 3 5 8         40     2  
  Vial Nitro   1 3 6 9         60        
  WWII handgrenade   1 3 6 9         80 +1d20 Fragmentation** (5yd rad)      
  Modern handgrenade   1 3 6 9         60     6  
  (Civil war) Haynes " Excelsior" Percussion Grenade   1 3 7 10         60 +1d10 Fragmentation** (2yd rad)      
                        vs Breath Weapon for ½      
                               
                               

rv = Revolving
ss = Single Shot
at = Automatic
ab = Auto Bolt
/c = continues (auto)
ba = Bolt Action
m = manual
sa = Single Auto
cr: Is used for credit, or monetary amount. As it is not always good to know the price in AD&D gold (gp) as the price most likely would high at best and incompatible in most cases. I will let it be up to the DM to find a exchange rate from Credit(cr) to Gold Pieces(gp).