Equipment
    While it could be just as easy, or easier, to jsut say what weapon or armor stats to use for the different items in the game, I felt it didn't quite capture the correct feeling of the FF7 'verse.  While this has consumed a bit of time, I feel that it will help to capture the flavor of Gaia's weapons, and therefore the very battles themselves.  While some of these stats are being taken from the apparent power levels of the weapons themselves, a lot is from conjecture based on how the weapons appear in comparison to each other and real world equivalents.
     The Tri-barrel listed in the handguns list is essentially the Cerberus that Vincent starts off with in Dirge of Cerberus.  I assume that his is masterworked (at least +1) and heavily modified, including using a larger caliber round (dealing 4d8 damage) and having a longer barrel (range increment of at least 50 ft.).  While this gun might not be available for retail, I've included a base purchase DC for those interested in building a basic one.
Handguns (require the Personal Firearms Proficiency feat)
                                                                     Damage       Range      Rate of                                                    Purchase
Weapon                      Damage   Critical     Type        Increment      Fire     Magazine    Size      Weight        DC    Restriction
WRO Pistol                    2d6          20        Ballistic         30 ft.           S             15 box     Small      3 lbs          15        Lic (+1)
Tri-barrel (
1)                  4d6          20        Ballistic         40 ft.           S             18 int        Med.       6 lbs          18        Lic (+1)

 
Fires 3 bullets at a time (already included in the damage); because of recoil, you may not use the Double Tap feat.  Shots using the Skip Shot feat only deal 2d6 damage.
Longarms (require the Personal Firearms Proficiency feat)
                                                                      Damage       Range      Rate of                                                    Purchase
Weapon                      Damage   Critical     Type        Increment      Fire     Magazine    Size      Weight        DC    Restriction
Shinra SMG                   2d6           20        Ballistic       40 ft.            S, A         30 box      Med.       7 lbs          18        Res (+2
Shinra Assault Rifle     2d8           20        Ballistic       60 ft.            S, A        30 box      Large     8 lbs          17         Res (+2)
Shinra Sniper Rifle      2d10         20        Ballistic       90 ft.            Single    10 box      Large    12 lbs        19         Res (+2)
WRO Assault Rifle       2d8          20        Ballistic         70 ft.           S, A         20 box     Large      10 lbs        16       Res (+2)
Heavy Weapons (require the Exotic Firearms Proficiency feat)
                                                                      Damage       Range      Rate of                                                    Purchase
Weapon                      Damage   Critical     Type        Increment      Fire     Magazine    Size      Weight        DC    Restriction
Heavy Machine Gun     2d12        20        Ballistic        100 ft.          A             Linked     Huge      80 lbs        21       Mil (+3)
Shinra Bazooka    (2)   8d6            -           -                    100 ft.          Single    1 int.        Large     15 lbs        18        Mil (+3)

 
2 Deals damage in a 5 ft radius (Reflex save DC 18 for half damage).  Ignores the first 10 points of hardness of the building, vehicle, or object struck, but not everything it damages.  Has a minimum range of 10 ft; if it strikes anything closer, it will not detonate.
  The Heavy Machine gun requires the Exotic Firearms Proficiency (heavy machine gun) feat, and the Shinra Bazooka requires the Exotic Firearms Proficienty (rocket launcher) feat.
    Armor got a little tricky to make.  With nothing game wise in the original game, and no known effects in Dirge of Cerberus, I had to craft it purely from how it looks.  To an extent I therefore went with what 'felt' right, then checked it over against what's provided in the core d20 Modern book and against the other armors from FF7.  While the armor bonuses may not look like much, remember that each number of difference on a d20 roll is a 5% chance differnce.  So while a character might have been hit 65% of the time before, that +3 armor means they'll only be hit 50% of the time.  Also, keep in mind that these are all forms of mass produced armor, and also designed for a modicum of comfort for extended use. 
Weapons:
    The hardest weapons to figure out were the Shinra Bazooka, and the Tri-barrel.  The bazooka was challenging, since it is an incredibly powerful weapon, but it can be safely assumed that they are quite rare, even within the Shinra military.  The Tri-barrel, however, took some careful observation to discover more how it works.  It is essentially three revolvers melded into a single frame, all operating on the single pull of a single trigger.  Although not listed, I would tend to make such a weapon an exotic weapon, but such a decision should be left up to the individual GMs discretion for their world.  After all, this gun is likely not even available to the players, so what feat it requires might not even arise in the entirety of their campaign.  If it is a common weapon on that world, then it likely wouldn't be exotic, as anyone familiar with standard pistols and rifles would also be familiar with it. 
     For melee weapons, I disagree with how d20 Modern handles it's katanas.  Having a sword collection myself, and having several years of (practice) swordfighting, with various sizes and styles of swords, a katan should just be counted as a mastercrafted bastard sword, dealing only 1d10 damage.  The reason for this is that while it has a superior blade, it lacks weight and leverage in comparison with other blades.  That being said, you can use all the rules given for a katana from the d20 Modern rulebook for the Buster type swords that SOLDIER wield, the only changes being the name used, and requiring a Strength of 14 or greater.
Armor:
Armor
                                              Equipment   Nonprof.     Maximum      Armor       Speed                          Purchase
Armor                     Type           Bonus        Bonus      Dex Bonus    Penalty      (30 ft.)         Weight          DC          Restriction
Light Armor
DG Soldier
Shinra MP
SOLDIER
WRO Female
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