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There are seven chapters in the book (Pistols,<br />

Submachineguns, Assault Rifles, Rifles, Shotguns,<br />

Machineguns, and Ammunition) along with a glossary<br />

(great for us not in the know), a table of where weapons<br />

are in use (supremely helpful if you are running an<br />

adventure in Iran and want to know what the local army<br />

would be armed with), and tables of all of the guns<br />

presented in the book. You also get nine new feats (gun<br />

related, imagine that) and conversion rules for using the<br />

Vitality/Wound damage rules presented in other d20<br />

games.<br />

BASICS<br />

Ultramodern Firearms is a 158-page hardcover<br />

sourcebook from Green Ronin Publishing that covers<br />

guns, guns, and more guns for the d20 Modern<br />

Roleplaying Game. It has a full cover and black & white<br />

interior art with a retail price of $27.95 USD.<br />

BETWEEN THE COVERS<br />

Ultramodern Firearms for d20 Modern is written by<br />

Charles Ryan, the author of Ultramodern Firearms for<br />

the Millenium’s End rpg. His book was widely regarded<br />

as THE book of guns. If you had that, you had what<br />

you needed. It didn’t matter if you were playing another<br />

rpg, you could make it work, it was that good.<br />

Before getting to the heart of the matter, which in this<br />

case is lots of guns, I have to say that I learned quite a<br />

bit just from reading the introduction to each section of<br />

the book. I’m not a gun collector or historian and pretty<br />

much what I know about guns really comes from the<br />

movies, but after just a couple of paragraphs from Mr.<br />

Ryan I feel much more informed and it was done is a<br />

way that will not confuse the reader, but inform them.<br />

Each chapter starts off with a page or two of<br />

introductory information which is long enough to get you<br />

familiar with each type of gun, but smartly keeps away<br />

from the minutia that could make your eyes cross. Want<br />

a pistol that will be easier to get past security guards in<br />

the evil government embassy that you’ll be infiltrating<br />

while posing as diplomats? You’ll find it here. A gun in<br />

this book is not just a set of numbers. It’s a short<br />

information session about the firearm, stats, and if<br />

applicable extra rules such as the Colt Agent giving you<br />

a +2 bonus to Sleight of Hand checks to conceal it.<br />

Weapons are accompanied by a very clear line drawing<br />

of the gun so your players can know what they’re totting<br />

around without you needing to pick up a copy of ‘Soldier<br />

of Fortune’ magazine. The chapter on Ammunition was<br />

really informative, especially from a lay person’s point of<br />

view.<br />

One especially excellent portion of the book was the<br />

Features Index. It lists which features (like being<br />

Concealable, its Ease of Use, being Common, etc…) are<br />

native to which guns and which guns are great in<br />

respect to these features. Glocks are great on Reliability<br />

(and good on almost everything else) and while the Colt<br />

M1911A1 may be Common and Inexpensive, it’s<br />

otherwise fairly unremarkable.<br />

VALUE<br />

This is a great sourcebook, one whose use I would easily<br />

recommend even outside of the d20 Modern Roleplaying<br />

Game. If you’re playing in a d20 modern campaign<br />

where you’re trying to figure out ‘why’ the bad guys hate<br />

us and see if you can placate them into leaving us alone<br />

then this is not your book. If you want to see what the<br />

bad guy’s insides look once they are on the outside then<br />

you are on the right track with Ultramodern Firearms.<br />

Lock and load!<br />

WWW.GREENRONIN.COM

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