Darkmatter Equipment for d20

Equipment is essential for agents and characters in Darkmatter.  Without their trusty sidearm and bag of tricks, most agents would be out on the limb.  For the most part, equipment lists found in the Darkmatter book, the Alternity player's handbook, and the Dark Matter arms and equipment guide can be left unchanged.  Many items merely grants step bonuses to checks.  Convert these bonuses to +2/-2 adjustments, and you're done converting that piece of equipment for d20.  However, weapons and armor are very different in d20 than in Darkmatter, and need to be dealt with.

Armor
Armor is incredibly easy to convert into d20.  Take the HI entry for armor reduction, and find the maximum amount of damage reduction for that entry.  This is that type of armor's AC adjustment.  The AP entry -1 equals the Armor Check penalty for that armor, with a minimum of 0.  Spells are no longer interfered with by armor.

Explosives
Explosives can be converted into d20 stats quite easily.  Find the maximum damage for an Amazing result, round up to an even number, if necessary, and put a "4d" in front of it.  Find the "out to" range under the Ordinary entry, round to the nearest 5' (minimum of 5').  Anyone within this distance takes 2d whatever damage, within twice this distance takes 1d whatever damage.

Firearms and Weapons
Melee weapons can use the stats from the Player's Handbook.  However, other weapons need to be converted to the d20 system.  The easiest to convert are firearms.  Most of the information on firearms, such as what modes it has and how much ammo it holds before needing to be reloaded, still pertains in d20.  Damage needs to be converted.  To convert firearm damage, find the maximum damage that weapon would do with a Good hit under the old d20 system.  Round this up to an even number if necessary, than put a "2d" in front of that number.  That is the weapon's base damage.  Modifiers for Hide checks should be converted as above, as should modifiers for accuracy, etc.  All guns have a critical range of 19-20 except for sniper rifles, which have a crit range of 18-20, and shotguns, which have a crit range of 20.  For each weapon's range, find the weapon it is closest to in the DMG section on modern weapons, and use that weapons' range.

Different kinds of ammo for different weapons are available as well.  Convert these as below . . .
40mm Foam Rubber: deals 2d6 subdual damage
Armor Piercing Rounds: grants +2 to hit vs any opponent wearing at least +2 AC worth of armor
Beanbag Round: deals 2d8 subdual damage
Birdshot: deals 1d whatever damage instead of 2d
Buckshot: deals x2 damage within 20', normal within 30', 1/2 within 40', and none past 50'
Flechette: +1 to critical range; no damage past first range increment
Frangible: deals +1d whatever damage, -2 to hit vs targets wearing armor
HE Rounds: deals extra 1d6 damage
Pepper Balloon: target must make Fortitude save DC 20 or be stunned for 1d4 rounds
Rubber: deals subdual damage
Slug: deals x2 damage, -2 accuracy
Subsonic: -2 attempts to hear gunshot
Tracers: +2 to hit with aimed bursts from automatic weapons with these bullets
WP Rounds: fired from a shotgun, acts as a Burning Hands spell for 4d4 damage

The above entries are just basic guides to converting equipment into d20 for Darkmatter.  If you have any other items that need to be dealt with seperately, or if you have any questions or comments please e-mail us.