Ultramodern Firearms d20

Ultramodern Firearms

Ultramodern Firearms is written by D20 Modern writer Charles Ryan and published by Green Ronin. It is a sourcebook presenting a variety of state-of-the-art firearms for the D20 Modern system. The book is something of a repackaging of an earlier work by the same title for the highly militaristic Millennium's End RPG.

A First Look

Ultramodern Firearms is a 160 page hardcover book priced at $27.95 US.

The cover has a black background with bold white lettering. The cover image is a photo of various small arms (including an SMG and an automatic pistol) and ammunition.

The interior is black-and-white. The interior art is well done and realistic-looking, but is entirely limited to illustrations of various weapons and ammunition.

The interior uses fonts and page styles very similar to D20 Modern's trade dress. The interior text is very conservative in size. However, one thing that struck me immediately upon browsing the book was the large amount of whitespace. Each page is split into a "text" column (taking about 60% of the page width) and an illustration column (taking about 40%). This format is used even in chapters that feature no illustrations. In chapters that do have illustrations, frequently, if the illustration takes up a good degree of page length and there is little accompanying text, there is a sizable block of whitespace in the text column. The result is that the book is easy to browse, but wastes a lot of page space.

A Deeper Look

Ultramodern Firearms is split into a non-trivial introduction chapter, seven chapters covering different types of weapons, and three appendices.

The introductory chapter contains a few new rules options for d20 Modern, a weapon features index, and a few comments by the author on basic firearms concepts and misconceptions.

The section on concepts and misconceptions is a nice primer for those who may not be too familiar with specifics of modern firearms. For example, this section points out fundamental concepts as the fact that "automatic" pistols are usually only semi-automatic, that pistols typically have less range and power than rifles, and that fully automatic weapons are normally restricted. The author does wax a little self-congratulatory, stating that many fundamental concepts about firearms that this book takes into account are misrepresented by many modern RPGs. I find this more than a little misleading, as I do not know of many modern RPGs that represent firearms in more than the most minimalistic terms that fail to represent these concepts. In particular, I have a hard time believing many people believe that fully automatic weapons are "street legal."

The new rules introduced by the introductory chapter include rules for unreliable weapons, silenced weapons, weapon mounts, adaptations to the VP/WP system, and new feats. The VP/WP rules make the weapons more damaging, presumably because the author senses that the listed weapon damages are rather modest if you don't take into account the damage threshold rule of D20 Modern. However, I am not sure that you should necessarily escalate the damage if you are using VP/WP, as a critical hit in the VP/WP system has the same threshold as massive damage in D20 Modern - the character's Con score.

The new firearm related feats include armed to the teeth (allows the character to use a melee weapon and a firearm at the same time), bull's eye (allows you to spend an action point to confirm a critical hit instead of rolling), and reactive shooter (allows you to take a shot when surprised.) All of the feats seem to dovetail neatly with the D20 Modern selection of feats, which is perhaps unsurprising since the author also contributed to D20 Modern.

Potentially one of the neatest innovations that this book features is the Features Index. This book recognizes that many (most?) of the purchasers might not be gun enthusiasts of any great measure. Accordingly, this table gathers together many salient features of many of the firearms in the following chapters into a big cross-reference chart, making it easy for a fairly mundane gamer to make a fairly informed decision on what to arm their character with.

Chapters 1 through 6 cover Pistols, Submachineguns, Assault Rifles, Rifles, Shotguns, and Machineguns. Each chapter lists weapons by manufacturer, including some basic real world statistics (caliber, length, weight, and magazine size), as well as d20 modern statistics, background information about the weapon, and some D20 Modern rules considerations. If you are not using D20 Modern's wealth system, you will immediately run into problems using this book as it lists no real world costs.

As a quick check for comprehensiveness, I decided to look up a variety of common firearms that I am familiar with and firearms common in the media to see if they were listed: Desert Eagle, FN-FAL, M14, Mac 10, and Walther PPK. Of these, only the M14 (a slightly older service rifle used by the US armed forces) is not listed. This perhaps speaks to the focus of the book, which is seemingly more concerned with only the very state-of-the art weapons. While this is probably the type of weapon that typical gun-bunny type PCs will strive for, it does go against the grain a little with the books very thorough realistic tone, as many such slightly older but eminently reliable weapons are still in service around the world.

Chapter Seven covers ammunition. The actual rules section in this chapter is very brief, with less than a page of rules providing the details of using specific ammunition types in your D20 Modern campaign. Most of the chapter is explanatory text, useful for familiarizing the reader with the nuances of different ammunition types.

The appendices include a glossary to terms used in the book when discussing firearms, tables summarizing the game statistics of all of the weapons listed in the book, and a table describing which weapons are in use for many military forces around the world. This last table strikes me as a very useful tool for a DM with an eye for realism in the game, but it is less than complete. For example, the US Navy is missing. What if you wanted to run a scenario onboard a US aircraft carrier or submarine, locales not at all unfamiliar to the technothriller genre that is likely to feature such firearms?

Conclusion

Ultramodern Firearms is an attractive and well-researched book covering many of the nuances of modern firearms. It should be a benefit to any d20 System GM running strictly modern campaigns. The rules are very well written and fit well with the D20 Modern system.

There are some limitations to the utility of the book, however. As the name of the book should imply, the weapons herein are very state-of-the-art. If you want to run an Afghanatstan or modern technothriller type game, the book should serve you well. However, if you want to run a Vietnam or World War II based game, the book won't be of much help.

As mentioned, the book does have a bit of white space. One might wonder if that space could have been used in other ways. I think that there are a few ways that it might have. For example, the book strictly concerns itself with firearms; other man-portable weapons such as grenade launchers are not touched on. If you want more information on other types of weapons, or want more details on personalizing weapons, you might check out the Spycraft Modern Arms and Equipment Guide.

-Alan D. Kohler
 

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I've had the book for about a week, now, and I'd like to take issue with two aspects of this review.

1) I think the attention paid to "whitespace" in these reviews is getting a little out of control. Yes, Ultramodern Firearms has whitespace, but rather than detracting from the book I found that it actually makes it easier to find what I'm looking for. The book VERY rarely splits a weapon description over two pages, which I really appreciate. The 3e Monster Manual doesn't have very much whitespace, but the interior layout is also an eyesore and it's a pain in the ass to track monster entries over multiple pages. It's ultimately a matter of taste, but I wanted to point out that the preference that every square inch of page must be covered with type is not universal.

2) I think it's extremely unfair to criticize a book called "Ultramodern Firearms" for not including decidedly un-modern weaponry. It isn't "The Big Book of World War 2 Weapons." It's a book of "the most modern weapons and variants in use today." Knocking it down a point for not including WW2 arms is like picking on a demon book for not including more devils. As a guide to "ultra" modern firearms, the new volume is unsurpassed in the RPG industry. Nearly every weapon has a realistic illustration, which alone would have made it the best such book available.

While Alan apparently doesn't feel that the "best such book available" merits a five-star review, I most certainly do. I see hundreds of d20 products every year, and so far, this is the most useful and interesting of the 2003 offerings.

Five stars from me.

--Erik Mona
Editor, Polyhedron Magazine
 

I have to agree with Erik's objections to the review. I don't give a damn about white space unless it's REALLY an issue (more blank space than text), and that is not the case with this product.

On a different note, I find that this isn't so much of a review as it is a summary of contents with two or three observations thrown in. An actual REVIEW features critical analysis.
 

Sorry for the delay in responding, real life has taken over a little. I'll try and answer both questions here:

Warrior: if I could only own either the Modern Arms Guide (MAG) or Ultramodern Firearms (UMF), I would choose the Modern Arms Guide. Why? Because I prefer Spycraft to d20 Modern and MAG is written specifically for Spycraft. This doesn't mean that UMF isn't worth the money. If you play a d20 Modern game I would highly recommend it to you.

Dave Speredelozzi: the VP/WP conversion rules are very simple (add 1 dice - so 2d6 HP damage becomes 3d6 VP/WP damage). As for how comparable they are, the answer varies from weapon to weapon really. Some are spot on, others slightly different with a few others quite a bit different.

Hope that helps.

Dave McAlister
 

"I think it's extremely unfair to criticize a book called "Ultramodern Firearms" for not including decidedly un-modern weaponry."

Is it unfair to inform my readers of the nature of the book so they know what to expect and if it will fit their gaming needs? My reviews are to *inform*, not to simply complain. Every line should not be read as criticism or praise.

"While Alan apparently doesn't feel that the "best such book available" "

That is not even close to how I review. I don't care if a book is the best of a "category". Rather, I ask how strong a contribution it would be to my gaming shelf. Is this a nice book? Yes. But I only award 5's to books that DEMAND that I use them in my game and keep me up at nights thinking of all the ways that I could use it. This book is NOT in that category.

As for the whitespace issue, I am pretty much a substance over style type of guy. If that is not the way you shop, feel free to find a reviewer whose criteria matches yours better.

Finally, I must say that it stuns me that people who like the book have so much angst over a positive review.
 

"I find that this isn't so much of a review as it is a summary of contents with two or three observations thrown in. An actual REVIEW features critical analysis."

I beg to differ and find this slam an extremely petty way to rip at a review you disagree with. You disagree with something, please feel free to detail it. But telling me that I lack critical analysis is not only insulting, it's just plain wrong. Is checking the comprehensiveness of the book not critical analysis? Is weighing how much this book delivers in comparison to other products not critical analysis? Is pointing out some small holes in the book not critical analysis?

What is not critical analysis is your comment. It's a straight up unjustified slam.
 

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