GadGet Guide: Heavy Weapons
When giant monsters or ram-                                                                       target in it can be considered a
paging super-villains attack                                                                      “target” for the purposes of the
the city, it’s time to pull out                                                                   modifier, adding an additional
the big guns. This Guide looks                                                                    –1 penalty. Some Multiattack
at the heavy weapons used by                                                                      weapons have a limited arc of
military forces, from machine                                                                     fire while others move freely
guns to missiles and beyond to                                                                    enough to have a complete
nuclear weapons and planet-                                                                       360 degree arc.
busting bombs.
                                                                                               Indirect Fire weapons fire in
                                                                                               long arcs intended to increase
Heavy                                                                                        their range. They have 1 rank
                                                                                            of the Indirect modifier (Hero’s
Weapon Rules                                                                              Handbook, page 141) allowing the
                                                                                        effect to “originate” from the height
Heavy weapons operate differently from                                               of its arc, measuring line of sight of
personal combat weapons in a number of                                           that point. This allows indirect fire weapons
ways, particularly how the weapon is aimed and                              to overcome cover, such as walls, between the
fired at its targets, and the effect it has on those targets,       weapon and the target. Targets still benefit from conceal-
given that many heavy weapons have a blast radius or wide           ment, however, unless a “spotter” is employed to help
area of effect.                                                     direct the weapon fire on-target.
taRGetinG                                                           effect
The range and radius of most heavy weapons mean they                An attack with a heavy weapon with an Area modifier can
tend to be targeted differently from normal ranged attacks.         have one of four possible outcomes:
Direct Fire weapons are targeted like regular ranged                •    Miss: The target is outside of the attack’s area,
attacks, so long as they are capable of a direct hit (see the            and therefore unaffected by it, although collat-
following). Otherwise, they are area attacks and do not                  eral damage may have some incidental effect. For
require an attack check, unless the GM wishes to use the                 example, a miss with an incendiary weapon has
optional Scatter rules (see the sidebar).                                no direct effect on the target, but the weapon still
                                                                         ignites fires, which may spread or otherwise affect
Multiattack weapons are direct fire weapons capable                      targets outside the initial area.
of “spreading” their effect over or across an area, or con-
centrating it on a single target. These weapons use the             •    Near Miss: The target is inside the attack’s area, but
Multiattack modifier (Hero’s Handbook, page 143). Per                    succeeds on a Dodge resistance check to reduce the
the extra description, a spreading Multiattack suffers a –1              effect’s rank (Hero’s Handbook, page 138). This rep-
penalty per target in its arc, making a single attack check              resents diving for cover, hitting the ground, almost
and comparing the result against all targets. At the GM’s                (but not quite) clearing the area, and so forth. Divide
discretion, any 30-degree portion of the arc without a                   the effect in half and round down for that target, with
  scatteRinG aRea attacks
  While standard area effects in M&M require no attack check to place them in the chosen area, some area effect weapons
  suffer from “scatter,” particularly when using indirect fire. Gamemasters interested in implementing this in game terms can
  use the following guidelines.
  If a heavy weapon is used with indirect fire and no line of sight, an attack check is required to deliver the attack on-target.
  For static targets, this is a check against DC 10 (an effective Dodge rank of 0). Moving targets use their normal Dodge
  defense. With a hit, the attack is centered correctly. On a miss, each point less than the DC results in the center of the attack
  shifting in a random direction (roll a d20 with 1–5 = North, 6–10 = East, 11–15 = South, and 16–20 = West) a distance rank
  equal to the area rank , minus 2 (so about 6 feet for Burst Area 1, for example). A sufficient miss (two degrees of failure or
  more on a standard Burst Area) may leave some targets out of the affected area altogether.
  The scattering guidelines can also be used for direct fire attacks, in which case the GM may allow attackers to choose
  between making a “safe” area attack that requires no attack check, but has a standard effect (and allows a Dodge resis-
  tance check) or making an attack check, which allows all the usual attack check modifiers for a direct hit, including things
  like aiming and power attack, but risking scatter if the attack check misses.
GadGet Guide: Heavy Weapons                                                                                                           1
         a minimum of 1 rank. The Evasion advantage grants
         a circumstance bonus to the Dodge resistance check
         for a near miss.
    •    Hit: The target is inside the attack’s area and does not
         succeed on a Dodge resistance check to avoid some
         of the effect. The target is subject to the full effect
         of the attack, but may make any other resistance
         check(s) the attack allows.
    •    Direct Hit: Additionally, some heavy weapon attacks
         may have additional ranks defined as a direct hit,
         targeting only a single target, presumably one at
         the center of the attack’s area. Scoring a direct hit
         requires a normal ranged attack check against the
         target, even if the rest of the weapon’s effect is area-
         based.
         Example: A missile is Ranged Burst Area Damage
         8 with Ranged Damage 2 (direct hit). If the missile
         scores a direct hit, the target resists Damage 10
         (the base Damage, plus the direct hit). If the attack
         check fails, the target resists the missile’s Burst Area
         Damage normally (including rolling a Dodge resis-
         tance check to halve the effect).
    The direct hit ranks of a weapon cost the same as a single-
    target version of the weapon’s effect (without any area
    modifiers). Direct hit weapons can have modifiers to their
    attack bonus (such as Accurate) and can trade-off accuracy
    for effect, but are limited by power level like normal attacks,
    and their area modified ranks cannot exceed power level,
    as usual.
    MacHine Guns
    Machine guns start out with relatively crude hand-cranked
    mechanical versions like the 19th Century Gatling gun
    (and its “steampunk” equivalents): a cluster of rotating
    barrels which each feed, fire, and eject a round as they
    turn, fed ammo from a connected drum or bin. Operated
    properly, such a gun fires with the Multiattack extra on its
    Damage. Mechanical machine guns must be mounted,
    at least on a tripod, more often on the deck of a vehicle
    like a carriage, wagon, or ship. Mechanical machine guns
    are prone to various complications, particularly jamming
    or even exploding, and may be considered Unreliable
    (although these problems were generally not common
    enough for a flaw, and are better handled as complica-
    tions or possibly a Quirk).
    Modern automatic machine guns are single-barrel weapons
    using automatic fire for Multiattack. They generally use
    belt-fed ammo and can fire as long as they have ammo and
    the weapon’s barrel does not overheat (a common compli-
    cation).
    Light machine guns (LMGs) fire rifle rounds and are light
    enough for a single gunner to fire from a bipod or shoul-
    der stock. Their traits are similar to an assault rifle (Ranged
    Multiattack Damage 5) but with a greater ammo capacity.
    Medium machine guns (MMGs) use a tripod or permanent
    swivel mount to provide additional stability, making them
2                      GadGet Guide: Heavy Weapons
  “only a buRstinG sHell...”
  Heavy weapons rarely have or need the Penetrating modifier, since their sheer Damage rank allows them to overcome all
  but the highest-ranked Impervious Toughness. Even rank 20 Impervious Toughness does not protect absolutely against
  artillery or air-to-air missiles (and other modern military weapons), altough it may make succeeding on Toughness resis-
  tance checks against those weapons relatively easy. For true “invulnerability” to even heavy weapons, take the Immunity
  effect—particularly Immunity to Toughness effects for 80 ranks. Otherwise, simply add on higher ranks for Toughness to
  handle the “big guns”.
  The primary exception to Penetrating Damage heavy weapons is anti-tank weapons, using shaped explosives specifically
  designed to punch through armor. These weapons often do have Penetrating ranks, allowing them to inflict at least some
  Damage through even the heaviest armor. This makes them fairly effective weapons against giant armored monsters and
  invulnerable super-beings as well.
Accurate (and therefore more likely to inflict greater Multi-
attack damage).
                                                                    Guidance
Heavy machine guns (HMGs) use higher-caliber ammo,                  A missile has one of three types of guidance: aiming,
giving them Damage 6 or even 7. They are otherwise similar          remote, or homing.
to medium machine guns, including the need for a fixed              Aiming guidance points the missile at a particular target
firing mount. Some heavy machine guns use depleted                  but, if the initial attack misses, the missile continues fol-
uranium or other types of armor piercing ammo, giving               lowing its trajectory until it hits something or it is remotely
them ranks in Penetrating to overcome vehicular armor.              destroyed. This is essentially the same as a normal ranged
                                                                    attack with a single attack check against the target’s Dodge
aRtilleRy                                                           defense.
                                                                    Remote missiles are guided by a “pilot” who controls the
Artillery begins with cannon, guns with a bore larger than
                                                                    missile remotely. This gives the missile the benefit of the
20 mm, initially firing heavy metal balls using a charge of
                                                                    pilot’s skill in hitting its target, and typically also gives it the
gunpowder. They’re mounted on wheeled carts or other
                                                                    Homing extra, since a pilot can have a missile that misses
vehicles, including the decks of ships.
                                                                    its target change course to pursue or swing around for
Eventually, artillery pieces include mortars, used for indirect     another attack. The primary drawback of remote missiles is
fire of explosive rounds, and breechloading weapons with            jamming or interference with the remote connection used
hydraulics to absorb the shock of recoil.                           to guide the missile, which leaves it with no guidance.
Artillery weapons are nearly always Ranged Burst Area               Homing missiles are self-guided, locking onto the target
Damage effects, sometimes with extra Ranged Damage                  using some type of sensor, and then tracking to follow
ranks for direct hits (see Direct Hit, previously). They range      the target until the missile hits. This gives the missile the
in rank from 7 (for the lightest artillery pieces) to 13 (for       Homing extra based on a particular sense, typically infravi-
massive shipboard gun batteries).                                   sion for “heat-seeking” missiles and accurate radio for radar-
                                                                    guided ones.
The key element of artillery weapons is Indirect fire, launch-
ing projectiles in a high ballistic arc to hit targets great dis-   Targets may be able to “fool” homing missiles by providing
tances away. Artillery typically has 5–7 ranks in Extended          a different target or masking the original target from the
Range as well: a Damage 9 howitzer has a long range of              missile’s sensors so it loses the target-lock. Decoys and chaff
about 57,000 feet (Extended Range 6).                               are used to distract or overwhelm homing missiles.
As described under Indirect Fire, unless there is a spotter or
forward observer feeding information back to the gunnery            WaRHeads
crew, targets of artillery benefit from concealment, since
the attacker is too far away to see them! Artillery fire can        Missiles are equipped with a warhead, a payload of explo-
target specific areas or map coordinates, but not highly            sive material, chemical incendiary, gas, or other effect that
mobile targets. Still, Dodge resistance checks are required         is delivered upon impact. The missile’s warhead determines
when passing through artillery fire, and taking cover is the        what effect it has. See the tables on page 187 of the Hero’s
best defense against it.                                            Handbook for some additional useful ranks.
                                                                    Explosive warheads are the most common, providing a
Missiles                                                            Burst Area Damage effect, typically rank 8–12, often with
                                                                    additional ranks of Area to increase the radius. Missiles with
Missiles are self-propelled weapons, usually chemical               explosive warheads may have non-Area ranks of Damage
rockets, equipped with their own guidance systems to                for a direct hit effect as well, as described under Heavy
direct them to a target. Indeed, the presence of some type          Weapons Rules.
of guidance is the difference between a missile and a rocket
                                                                    Gas warheads create a Cloud Area of gas or other chemical
(which is also self-propelled, but cannot change course in
                                                                    agents, typically an Affliction effect of some type, although
flight towards its target).
GadGet Guide: Heavy Weapons                                                                                                           3
    some poisonous or corrosive gases may simply be Damage               it, or be in front of the missile, in which case a failed grab
    as well, perhaps with Resisted by Fortitude, and possibly a          check results in a direct hit against the diverting character!
    Secondary Effect in some cases.
                                                                         Disarming a missile is a challenge with a DC of 25–30,
    Incendiary warheads release a Burst Area of chemical ac-             requiring at least five degrees of success before three
    celerants for fire Damage with a Secondary Effect, as well           of failure. Traits used may include Strength, Damage, or
    as setting combustible materials in the area ablaze. Like            Technology to gain access to the internal mechanisms and
    explosives, they may have extra ranks of Damage for direct           Expertise, Technology, or Dexterity to manipulate and dis-
    hits as well.                                                        connect those mechanisms. A degree of failure may cause
                                                                         a complication, like speeding up a timer or breaking an
    Biological warheads also release Cloud Areas, similar to             important part, while complete failure on the challenge
    gas, but carrying a biological agent like a pathogen. This is        sets the warhead off. Success disarms the missile so that
    typically a Progressive Affliction effect, sometimes Limited         it has no effect other than its impact. At the GM’s option
    to less frequent resistance checks (from an hour to a day or         it may also reduce the impact to a negligible amount.
    more between checks).                                                The disarming process requires the character to be able
    Nuclear warheads are the most powerful and dangerous                 to access the missile during the entire time, meaning it
    of modern weapons. See Nuclear Weapons (following) for               must be stationary, the character must be keeping pace
    details.                                                             under his or her own power, or the disarming character
                                                                         must be riding the missile, providing plenty of incentive
                                                                         to succeed!
    defeatinG Missiles
    Given their speed, a close range attack with a missile is            toRpedoes
    handled just like a regular ranged attack: if the attack check
    succeeds, the missile hits, if it fails, it misses. Since missiles   Torpedoes are essentially missiles designed to function
    often have explosive warheads, they may use the direct               under water and hit aquatic targets. Apart from this, they
    hit guidelines from the Heavy Weapons Rules section,                 work in essentially the same way, and can use the same
    with the caveat that most missiles do not have a Near Miss           rules, including means of fooling, outrunning, diverting,
    degree unless the missile impacts another target (includ-            and disarming them (substituting aquatic movement for
    ing the ground) near the original target, but still within the       aerial or ground movement).
    radius of the missile’s Area of Effect.
    Fooling a remote or homing missile requires giving the               nucleaR Weapons
    target concealment from the sense(s) the missile uses.               Nuclear weapons are the ultimate “big guns” in the
    This applies the usual effects of concealment: a –2 cir-             modern world, and amongst the ultimate weapons in
    cumstance penalty for partial concealment, –5 for total              comic book settings as well. They rely on nuclear fission or
    concealment and, if a totally concealed target changes lo-           fusion to release tremendous energy in the form of light,
    cation, the missile cannot get a positive “lock” and misses          heat, ionizing radiation, and a powerful concussive blast.
    unless the target’s location is re-acquired. These modifiers         This means, in M&M game terms, a nuclear blast has four
    take effect once the concealment is in place, modifying              separate effects.
    any subsequent checks involving the missile.
    Outrunning (or at least outmaneuvering) a missile is an
                                                                         flasH
    option for targets with the right movement effects. Most
                                                                         The initial flash of a nuclear explosion releases light bright
    missiles have speed rank 9 (with actual speeds falling in
                                                                         enough to cause permanent blindness for anyone looking
    the range between ranks 9 and 10). Treat outmaneuver-
                                                                         in the direction of the blast without sufficient visual shield-
    ing the missile as a challenge with a DC of (10 + missile’s
                                                                         ing or protection. This is a Visual Range Dazzle Affliction
    speed rank) requiring five degrees of success before three
                                                                         (Hero’s Handbook, page 103) with the addition of a fourth
    degrees of failure. Appropriate traits for checks include
                                                                         degree effect, where the Visually Unaware condition
    movement ranks, Agility, or skills like Acrobatics or Ve-
                                                                         becomes permanent unless treated with a power such as
    hicles. Winning the challenge means the missile attack
                                                                         Healing or Regeneration. The GM may wish to treat flash-
    misses, while losing it means the character takes a direct
                                                                         blindness as an Incurable condition as well, requiring Per-
    hit from the missile.
                                                                         sistent effects to treat it.
    Diverting a missile requires successfully grabbing it (see           blast Wave
    Grab, Hero’s Handbook, page 196) using the missile’s speed
    rank as its Strength for resistance. Once grabbed, the char-         The flash of a nuclear blast is followed (at a comparative
    acter can make another opposed check (Strength versus                snail’s pace) by a wave of heat and concussive force. The
    Speed rank) to redirect the missile. Of course, remote or            heat wave can vaporize nearby objects, leaving nothing
    homing missiles may be able to adjust their course and               but charred “nuclear shadows” behind, while the blast
    get back on-target, unless they’re diverted into another             wave can blow apart virtually any structure or object in
    target (including the ground) that sets them off. Divert-            its path. This is a pure Damage effect, with the heat and
    ing is difficult and dangerous because the character either          impact descriptors, and plenty of the Burst Area modifier;
    has to match the missile’s speed to catch up to it and grab          even a “tactical” nuclear blast has at least 10 ranks of Burst
4                                                                                          GadGet Guide: Heavy Weapons
Area, giving it a radius of about a mile. More powerful
weapons have even more ranks, each doubling the blast              planet-bustinG
radius.                                                            The truly “heavy weapons” in the comic books can
                                                                   destroy targets as large as entire planets! While it is often
electRoMaGnetic pulse                                              easier to simply treat such massively powerful attacks
                                                                   as plot devices, sometimes it’s fun to consider the limits
The explosion produces a powerful electromagnetic pulse            of the game system in terms of modeling them. Case in
(EMP), affecting unshielded electronics within a line-of-          point: how many ranks of Damage would you need to
sight to the blast. This is a Visual Range Weaken Electronics      destroy an Earth-sized planet in MUTANTS & MASTERMINDS?
effect with the Broad and Simultaneous modifiers. Elec-
                                                                   A lot of it depends on how we define “destroy.” For the
tronic equipment affected by the EMP does not regain lost          sake of discussion, let’s stipulate the following:
ranks until it is repaired, and some equipment may be per-
manently damaged or in need of replacement parts.                  •    The Earth is an “object” in game terms (albeit a
                                                                        big one). So it is subject to the rules for damaging
Radiation                                                               objects.
                                                                   •    While made of a wide variety of materials, we’ll
Lastly, a nuclear blast releases ionizing or “hard” radiation,          consider the Earth’s base Toughness around rank 8.
a Progressive Affliction effect (Resisted and Overcome by          •    The “thickness” of the Earth is its diameter: 7,901
Fortitude; Fatigued, Exhausted, Incapacitated) with Extra               miles. That’s technically a distance rank of 20, since
Degree (Dead) and the Limit of one resistance check per                 it’s shy of the 8,000 miles value of rank 21. Since an
day. So even managing to survive the blast may only result              object’s Toughness equals its base rank + (distance
in slower death by radiation poisoning.                                 rank + 7), that would make Earth’s Toughness rank
                                                                        8 + (20 + 7) or 35.
In the case of a groundburst, where part of the blast
touches the ground (rather than an airburst), there’s also         •    Let’s say the Earth’s Toughness is also Impervious,
                                                                        so nothing less than Damage 17 even has a chance
the matter of radioactive “fallout” where irradiated matter
                                                                        of damaging the planet as a whole. Anything else
is thrown high into the air to drift on the winds and settle            might mess up the landscape, but that’s all.
across an area extending downwind from the blast site.
This radioactive material has a similar Affliction effect and      So, the minimum Damage rank (17) has a resistance DC
makes the area near the blast dangerous for quite some             of (17 + 15) or 32, less than the planet’s Toughness value,
                                                                   meaning the resistance check can’t fail. A Damage rank
time thereafter.
                                                                   of 21 (DC 36) is needed for there to even be a chance.
effect Rank                                                        Of course, a planet is a pretty large target, so it seems
                                                                   unfair to allow anything less than an area effect to work
                                                                   against it, perhaps a very large area effect! That limits
A “tactical” nuclear blast should be rank 20, with larger          the options, since area effects do not require attack
nukes up to rank 30. Needless to say, few targets are going        checks, and are not subject to modifiers like critical hits
to be able to resist effects at this rank without some form        or maneuvers like power attack. They’re also subject to
of Immunity. The Gamemaster may wish to allow for an               power level limits, meaning a planet-buster has to have
“impossible” resistance check: where a natural 20 rolled on        serious power, above PL20. The area may not need to
the check allows the character to survive. The same may be         encompass the whole planet, but the radius or range
                                                                   should span at least its mantle, about 10–20 miles on
allowed for a hero point spent for on a re-roll, in which case
                                                                   Earth, which is 13–14 ranks of Burst Area.
a natural 10 or 20 allows for survival (doubling the odds).
                                                                   At Damage 21 (DC 36), the planet only needs to roll a 1 for
Surviving—or even being killed by!—a nuclear blast is also         no significant damage (although targets on the surface of
an excellent opportunity to redesign a character from the          the planet are likely devastated). Even a failed check only
ground up (Reallocating Power Points, Hero’s Handbook,             means a Toughness reduction. It takes at least Damage
page 26).                                                          25 before two degrees of failure become possible: the
                                                                   attack blows a hole through the crust of the planet! While
supeR-science Weapons                                              that wouldn’t shatter the Earth in one strike, it probably
                                                                   means the end of life as we know it, as the planet’s molten
                                                                   core bursts out and floods the surface. At a truly massive
MUTANTS & MASTERMINDS settings may offer super-science             Damage 35 (DC 50), the planet needs a die roll of 15 or
weapons of mass destruction far greater than anything              better to avoid damage altogether. A roll of 10 or less
that exists in the real world, from alien planet-busters to        means a hole punched through the mantle, while a roll of
mad science doomsday machines.                                     5 or less shatters the entire planet!
As these weapons are often far greater in their destructive
potential than even fusion bombs, they tend to be best           Dealing with these weapons may use many of the same
handled as plot devices which have whatever effect they          guidelines found under Defeating Missiles, particularly
are stated to have—whether that is blowing up a planet           disarming, although fooling or diverting are also possibili-
or melting the polar ice caps—in the unlikely (and unfor-        ties if the weapon uses guidance or a projectile of some sort
tunate) event that the heroes do not manage to stop the          or is carried as a warhead onboard a missile.
weapon from being unleashed!
GadGet Guide: Heavy Weapons                                                                                                        5
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    effects, logos, symbols, or graphic designs; and any other     constitute a challenge to the ownership of that Product       Publishing; Author Steve Kenson.
    trademark or registered trademark clearly identified as        Identity. The owner of any Product Identity used in Open
    Product identity by the owner of the Product Identity, and     Game Content shall retain all rights, title and interest in   Advanced Player’s Manual, Copyright 2005, Green Ronin
    which specifically excludes the Open Game Content; (f)         and to that Product Identity.                                 Publishing, LLC; Author Skip Williams.
    “Trademark” means the logos, names, mark, sign, motto,
    designs that are used by a Contributor to identify itself or   8. Identification: If you distribute Open Game Content        Silver Age Sentinels d20, Copyright 2002, Guardians
    its products or the associated products contributed to the     You must clearly indicate which portions of the work          of Order, Inc.; Authors Stephen Kenson, Mark C.
    Open Game License by the Contributor (g) “Use”, “Used”         that you are distributing are Open Game Content.              Mackinnon, Jeff Mackintosh, Jesse Scoble.
    or “Using” means to use, Distribute, copy, edit, format,
    modify, translate and otherwise create Derivative Mate-        9. Updating the License: Wizards or its designated            Mutants & Masterminds, Second Edition, Copyright 2005,
    rial of Open Game Content. (h) “You” or “Your” means the       Agents may publish updated versions of this License. You      Green Ronin Publishing, LLC; Author Steve Kenson.
    licensee in terms of this agreement.                           may use any authorized version of this License to copy,
                                                                   modify and distribute any Open Game Content originally        DC Adventures Hero’s Handbook, Copyright 2010, Green
    2. The License: This License applies to any Open Game          distributed under any version of this License.                Ronin Publishing, LLC; Author Steve Kenson.
    Content that contains a notice indicating that the Open
    Game Content may only be Used under and in terms of            10. Copy of this License: You MUST include a copy of          Mutants & Masterminds Hero’s Handbook, Copyright
    this License. You must affix such a notice to any Open         this License with every copy of the Open Game Content         2011, Green Ronin Publishing, LLC; Author Steve Kenson.
    Game Content that you Use. No terms may be added to            You Distribute.
    or subtracted from this License except as described by                                                                       Mutants & Masterminds Gadget Guide: Heavy Weapons,
    the License itself. No other terms or conditions may be        11. Use of Contributor Credits: You may not market            Copyright 2013, Green Ronin Publishing, LLC; Author
    applied to any Open Game Content distributed using             or advertise the Open Game Content using the name             Steve Kenson.
    this License.                                                  of any Contributor unless You have written permission
                                                                   from the Contributor to do so.
6                                                                                                                            GadGet Guide: Heavy Weapons