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Ultramodern5 (5th Edition)
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Ultramodern5 (5th Edition)

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Ultramodern5 is the follow-up of the popular Ultramodern4

The mission of U5 is to present 5th EDITION rules for use in non-fantasy settings. These include pre-modern settings, contemporary settings, and those that are far flung fantastic and futuristic.  U5 presents modern and science fiction rules in a game usually reserved for fantasy. There is no established setting in U5. 

It presents classes, gear, and scenarios that can be inserted into any campaign, including the following:

Cyberpunk

Espionage

Modern Warfare

Space Opera

Techno Fantasy

Urban Fantasy

Steampunk

Wild West (with or without aliens)

You may explore the rules in whatever context you wish. Rules are generalized, encouraging homebrew settings and the rebranding of elements. 

Create a pure science fiction setting, or insert these rules into your own fantasy world to offer a unique spin.

THIS SOURCEBOOK INCLUDES:


A revised “ladder” system, offering more adjustability with character creation. Modify your class with one of seven ladders.

Revamped rules around being human.

A new lifepath system incorporating backgrounds (with eleven new ones) into an adjustable life history where characters can select every aspect of their character’s history, from family and friends to past love affairs.

Ten new classes including the infiltrator, medic, sniper, and techie.

Twenty-four archetypes

All new weapons including traditional firearms, rocket launchers, and laser rifles

New armor including powered combat suits.

Purchase and modify vehicles

Over forty new monsters including giant robots.

Two included adventures—a zombie apocalypse and an alien invasion.

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Reviews (8)
Discussions (47)
Customer avatar
Russell R February 20, 2017 1:21 am UTC
Why is the Print version no longer available?
Customer avatar
Chris D February 20, 2017 1:28 am UTC
PUBLISHER
It is currently being revised. It will be reposted soon.
Customer avatar
Chris D January 31, 2017 7:55 am UTC
PUBLISHER
For those who want a more extensive preview.
https://youtu.be/HpBYQNvPzpw
Customer avatar
Cody A January 06, 2017 2:55 am UTC
PURCHASER
I love the stuff in this book, but I feel like some of the rules for auto/auto-heavy and burst fire weapons don't provide much benefit for choosing to expend more ammunition for those attacks over a single-shot attack or the Heavy's Artillery Talents. Am I missing something with the idea behind using five times the ammunition (or more) to increase the damage die? When I did character creation with my players, I couldn't give them a good reason for why the extra ammunition was worth a die increase, or why they would choose to use burst fire over Rapid Fire/Attack of Necessity (Artillery Talents) if they played a Heavy.
Aside from some weird things like that, I really liked the content in the book; will there be an update to the main book's pdf to integrate the updates from the errata (and other changes like the change from $ to uc)?
Customer avatar
Felice B December 22, 2016 9:27 am UTC
PURCHASER
Hi , i love your book but i have 2 question , how exactly autofire work "any of the firearms in Ultramodern5 are able to fire multiple rounds of ammunition in a single attack. Said weapons feature the auto or auto-heavy property, with the former firing five rounds of ammunition with each attack roll and the latter firing ten rounds of ammuni-tion with each attack roll."
When i call an autofire action for every attack i spent 5 ammo for the first time and for the second 10?
And the second question is " i use strength or agility for the damage ?"
Sorry for my bad english
Customer avatar
Chris D December 28, 2016 8:51 am UTC
PUBLISHER
With auto weapons, each attack roll or saving throw roll takes 5 rounds of ammunition while auto-heavy takes 10 rounds per attack roll. By default, firearms use Dexterity, but there are situations that allow you to use Strength or even Constitution or Wisdom (by using Ladders).
Customer avatar
Daniel Enoch T December 16, 2016 2:56 pm UTC
PURCHASER
Pretty disappointed. Feels like the POD was rushed out. Updates coming out right after to the point that the Errata is pretty huge. It feels like that all should have been tighten up before the POD was offered. It feels like my physical book has so many changes that I wont even really have a book I will actually use at the table. I don't think I will be giving this very good reviews around the internets. A half done product is okay for PDFs but a killer on people who buy a physical copy. I wish I had of waited till it was done and being stuck in this position makes me leary of spending money on any Dias Ex Machina Games products in the future. And I am a huge collector of physical books. I have a massive 5e collection. Perhaps I will give a different review if I ever get a more finished physical copy. But at this point, meh.
Customer avatar
Chris D December 16, 2016 8:21 pm UTC
PUBLISHER
If you count up the number of changes made, Ultramodern's errata is smaller than 5th Edition's Players Handbook. But I understand your concern.
Customer avatar
Daniel Enoch T December 19, 2016 8:20 am UTC
PURCHASER
Just some feedback not an attack. But hear is the idea. If you have a pdf that is evolving maybe hold off for just a bit before the POD. Tell folks to wait. I am not sure if you can do this but perhaps sell pre-order for the physical and give instant access to the pdf. It was just kind of a bummer to order the physical and then immediately a few days later see that if I had of waited I would have had a more finished product. Once again not an attack or trolling just honest feedback. You do do an awful good job of replying to peoples comments, btw and that is big.
Customer avatar
Chris D December 19, 2016 8:40 am UTC
PUBLISHER
When Ultramodern5 was posted in early August, it felt complete to us. The print edition didn’t go live until late September (nearly two months later). By then we DID manage to fix a few mistakes that had cropped up. For example, early on we discover the Tragedy Lifepath was broken—we fixed the PDF as well as the POD before it was made available. The errata was not posted until late October, and then, it was a single page. It was the December update where we addressed a few new concerns that were raised. I don’t understand your comment about a more finished product since when the POD has gone live, it has not been changed.
Customer avatar
Todd M November 28, 2016 7:04 pm UTC
PURCHASER
Okay question, When it comes to the Infiltrator and pistoleer archtype. Just say a character is 7th level, and uses Procedural Memory to get advantage on the roll and then with Intended target you turn it into a crit 1 per turn. Then with Point shot from pistolero at 3rd where you can increase the damage by 1d6 at 3rd and 7th another D6and if htey rolled a 1d4 and increase it by 4 steps. This seems kinda broken so if this is met at 7th level 1d6 base weapon +1d6 3rd pistolero, +1d6 7 pistolero +4d6 roll max for increase steps pistolero, = 7d6 plus dex and with auto crit from advantage from inf is that 14d6 + dex damage?? Trying to figure this out since i have someone coming up to that level now.
Customer avatar
Chris D November 28, 2016 11:17 pm UTC
PUBLISHER
Firstly, remember that Procedural Memory has limited uses, but our December errata update will be including a slight modification to Pistolero. Weaver Stance (the ability you are thinking of) only increases Point shot by 1 step and costs 20 feet of movement. Kinetic Shot and Only Need One are also being reduced to 2 steps instead of 4.

...and to think people were claiming our classes were underpowered. :) Game on.
Customer avatar
Daryl L November 14, 2016 10:48 pm UTC
Hey, my buddy just recently purchased the hardcover AND the pdf. Although I do have some questions about the crafting.
Again with the crafting, it says that you cant make "all but the most basic chemical projectiles". So can you make regular bullets or no? Musket rounds?
I assume this isn't the case, but when crafting, it says that alternatively you can make an int roll -10 to determine how much money you progress. When you progress this way you spend the money right? I suppose it isn't free.
and uh thanks for the consideration my friends
Customer avatar
Chris D November 15, 2016 3:55 am UTC
PUBLISHER
Check the errata first, as I may have addressed the issues there. But personally, I think that an engineer can make basically anything except ammunition, though in some situations, I have even allowed that (like in Amethyst). The same goes for power cells as well. The way crafting works in 5E is that you spend time and you invest the money into making something and when the money spent equals the market value, the item is created. You still spend the money. In real life, of course, items cost a lot less when built rather than bought, but that was ignored.
Customer avatar
Paul J November 08, 2016 10:54 pm UTC
PURCHASER
Hi Just wondering, Having purchased the Pdf for Ultra modern would it be possible for a discount to buy the hard cover? (I would like to have a hard copy) Regards Paul
Customer avatar
Chris D November 09, 2016 1:53 am UTC
PUBLISHER
Yup, if you send me a private email with some form of evidence, I will send you the coupon.
Customer avatar
Paul J November 10, 2016 9:55 pm UTC
PURCHASER
Thanks Chris, I cant find a way to private email you. no tabs or your Home page has your email.
Customer avatar
Chris D November 11, 2016 6:38 am UTC
PUBLISHER
Dias Ex Machina at Gmail dot com
Customer avatar
Todd S November 04, 2016 10:02 pm UTC
PURCHASER
Is this standalone, or do I need the 5e core books of the World's Most Popular yada-yada.... to use it?
Customer avatar
Ricardo Roberto P October 29, 2016 6:53 pm UTC
In some classes have the Option to choose the vehicles skill. In Vehicle Rules also speaks of Vehicles skill.
But in the part of the skills you talk that is tooll proficiency (Vehicles), and it has some types.
What is correct?
Customer avatar
Chris D October 29, 2016 6:56 pm UTC
PUBLISHER
It will be in the next update--Vehicles are a tool proficiency.
Customer avatar
Ricardo Roberto P October 29, 2016 7:02 pm UTC
Our play session will be today. What do I do with the classes give Vehicles expertise option? Can I change and add toolls proficiency? Any other ideas?
Customer avatar
Chris D October 29, 2016 7:12 pm UTC
PUBLISHER
Anytime there is a mention of the Dexterity (Vehicle Operation) skill, it's in reference to the tool proficiency
Customer avatar
Ricardo Roberto P October 29, 2016 8:06 pm UTC
But in the case of class (skill), the class gain the tool of proficiency or the Option to gain?
Customer avatar
Chris D October 29, 2016 8:24 pm UTC
PUBLISHER
Every modern adult knows how to drive a car, so I'd say give it to them all unless a character wants to be specific in that he knows how to fly a plane or a helicopter.
Customer avatar
Ricardo Roberto P October 29, 2016 10:29 am UTC
In Savage Ladder (29p.)..... ... "You can also use Intelligence or Wisdom as your modifier to AC instead of Dexterity, and as your spell-casting ability (if you cast spells). Select either Intelli-gence or Wisdom as your primary savant ability."

Is there a class or ladder or other that cast spells? Because of this quotation?
Customer avatar
Chris D October 29, 2016 3:07 pm UTC
PUBLISHER
Well, there is an entire 5th Edition Player's Handbook that has spellcasting classes. :)
Customer avatar
Ricardo Roberto P October 29, 2016 6:49 pm UTC
Yes, but even I understood that Ultramodern5 is to be used only with Ultramodern5 classes without spells. Right?
Customer avatar
Chris D October 29, 2016 6:55 pm UTC
PUBLISHER
Actually, you can use Ultramodern5 ladders with any 5th Edition classes. This is especially helpful if you are mixing classes from Ultramodern5 and official 5th Edition books in your game.
Customer avatar
Ricardo Roberto P October 29, 2016 7:06 pm UTC
This mixing classes works good?

Spell is powerfull comparable to weapons Ultramodern5
Customer avatar
Chris D October 29, 2016 7:14 pm UTC
PUBLISHER
I mix classes all the time in my Amethyst game. And powerful spells are a limited resource, so I don't consider them that much more powerful overall than a modern class equipped with a firearm. Pitting a gunslinger against a wizard, my money is on the gunslinger.
Customer avatar
Pereira D October 29, 2016 3:40 am UTC
The skills page says Vehicles was a skill and now is toll proficiency, right?
But in several other pages of the book, as in some classes and the vehicles rules, speaks Skill Dexterity (Vehicle Operation). So what is correct?
Customer avatar
Pereira D October 29, 2016 3:42 am UTC
.... "Vehicles used to be a skill, but I decided to make them an item proficiency. Although one would expect me to follow suite with medi-cine requiring a medical kit, but Wisdom (Medicine) has already been established."
Customer avatar
Bruno P October 28, 2016 3:51 pm UTC
Do you have Ultramodern5 character sheet?
Customer avatar
Chris D October 28, 2016 4:16 pm UTC
PUBLISHER
There are five files in the purchase, one is a character sheet.
Customer avatar
Bruno P October 29, 2016 12:39 am UTC
Yes, I saw. I mean self fillable sheet
Customer avatar
Bruno P October 28, 2016 3:35 pm UTC
I can use the PHB feats in Ultramodern5? How works feats in Ultramodern5?
Customer avatar
Chris D October 28, 2016 3:40 pm UTC
PUBLISHER
They work the same--we don't change the 5E rules fundamentally.
Customer avatar
Bruno P October 28, 2016 3:52 pm UTC
I can use the PHB feats?
Customer avatar
Chris D October 28, 2016 4:17 pm UTC
PUBLISHER
Ultramodern5 is fully compatible with other 5E books--you can swap them out as much as you want.
Customer avatar
Bruno P October 27, 2016 6:29 pm UTC
Why fire arms weapons in Ultramodern5 (and Amethyst Quintessence 5e) has such low damage? For example fire arma in D&d DMG has double damage die.
Customer avatar
Chris D October 28, 2016 5:30 am UTC
PUBLISHER
The damage output of firearms is meant to pair more accurately to other weapons in the game and to be balanced to 5E classes throughout 20 levels of play. The weapons in the DMG are not intended to be used in modern games with characters at 1st level—they are included as rare items in a D&D game. To pair well with 5th Edition philosophy, the increased damage output with weapons occurs with classes, so it’s misleading to just refer to the weapons table for the total damage output of firearms.
As said, this is in line with 5th Edition philosophy—for example., the rogue does significantly more damage using a dagger via sneak attack then a cleric using a dagger. The same applies with modern classes. What a sniper can do with a sniper weapon is far more than what a normal person can do. Since the firearms in D&D’s DMG have no class synergy, their damage outputs are higher. In effect, the damage of firearms in Quintessence and Ultramodern5 are not reduced at all.
Customer avatar
Bruno P October 28, 2016 3:34 pm UTC
Could you please give me an example of what a class can do shooting In terms of damage?

I can use the PHB melee ou Ranged medieval Weapons in Ultramodern5? It is balanced?
Customer avatar
Chris D October 28, 2016 3:39 pm UTC
PUBLISHER
It is balanced. The sniper, for example, has a similar damage tree to the PHB rogue. The grounder inflicts fixed damage bonuses based on this attack roll. The gunslinger gets numerous additional attacks. As I play a mixed group, it's been shown that UM5 classes are well balanced to fantasy ones.
Customer avatar
Bruno P October 28, 2016 3:52 pm UTC
I can use the PHB melee or Ranger weapons (medieval)?

Customer avatar
Bruno P October 28, 2016 3:54 pm UTC
It's strange to me for example, a great club (2d6 damage), give more damage than a pistol or rifle.
Customer avatar
Dane P October 19, 2016 3:20 pm UTC
PURCHASER
Will we get a editable sheet in the future?
Customer avatar
Chris D October 20, 2016 2:06 am UTC
PUBLISHER
...the next planned update with hope.
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File Last Updated:
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This title was added to our catalog on August 04, 2016.