This article originally appeared in d20 Weekly
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Ultramodern Firearms
Published by Green Ronin Publishing
Written by Charles Ryan
Illustrated by Charles Ryan, Arthur Crawford, Russ Bogdan and Andrew Baker
160-page hardback; $27.95
Sooner or later, most RPG campaigns set in the modern day resort to gunplay. Some games, such as Chaosium's Call of Cthulhu RPG, give relatively light rules to handle this along with a fairly generic set of weapons. After all, a gun is a gun is a gun, and you just point the thing, pull the trigger, and bang! Your opponent is wounded or dead. Well, yes and no; some RPGs demand and give more detail than this . . . not as much as Leading Edge's Phoenix Command system and its range of supplements, but somewhere in the middle. One such game is d20 Modern, Wizard of the Coast's update of the d20 System that better allows games set and run in the present day or near future.
To the disappointment of some, the d20 Modern core book contains just less than 40 individual guns. These are enough to cover most eventualities within modern-day set games, but for adventures with a military, mercenary, or techno-thriller themes, both referee and player alike are going to want more. This is an omission that Ultramodern Firearms sets out to negate and it does so with something of a pedigree to its name. First, Ultramodern Firearms is written by one of the designers of the d20 Modern system; second, this is not the first time that Ultramodern Firearms has seen print. The original version was published in 1993 for the original . . .
This article originally appeared in the second volume of Pyramid. See the current Pyramid website for more information.
Article publication date: January 1, 2003
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