101 Future Weapons

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Weapons I created for a setting by Octavian_5 called 'Night' (essentially, 'Daywalkers/Trinity Blood: the RPG').

ARCHER AND WESSON:


Created on 2489, the Archer and Wesson Corporation is a relative newcomer to the business world, although they have made advances in large steps in the interim, and consolidated themselves as a solid contender in the weapons industry by using advanced technologies (anything from forging techniques to add-ons) and making their weaponry easy-to-use, battlefield-friendly, and hard-hitting (even if they lack the enchantments and blessings that the HKA adds to its weapons-at least right out of the factory), as well as vehicles (anything from scout bikes to APCs) that are easy to maintain on the battlefield and have the occasional experimental gadget that can assist on its function.


Because of this, Archer and Wesson weapons are used by both corporate forces, the NPS armed forces, and the occasional vampiric opposing force that has managed to steal a shipment or two (an act that, of course, has brought the corporation to the attention of the Inquisition, but close scrutiny has dismissed these thefts as nothing more than routine attempts at resupplying and espionage by the vampiric nations).


The Archer and Wesson Corporation has many foundries and offices located throughout the Americas, the two biggest ones being in Nevada, U.S. and on the province of Alajuela in Costa Rica.


SAMPLE WEAPONS:


IMAGE(http://img337.imageshack.us/img337/2737/71527225.jpg)


ARCHER & WESSON M-523 'MOSES' (.50 Action Express/10mm Heavy Pistol) (Personal Firearms Proficiency)
Damage: 2d8 (.50 AE)/2d6 (10mm)
Critical: 20
Damage Type: Ballistic
Range Increment: 40 ft.
Rate of Fire: Semiautomatic/Automatic.
Magazine: 14 box (.50 AE)/20 (10mm).
Size: Medium.
Weight: 4 lbs.
Restriction: Restricted (+2).
PDC: 18.
ADDITIONAL NOTES: The M-523 'Moses' comes with a laser sight (+1 to targeting rolls up to 30 feet away, +2 to Intimidation rolls when active).
The .50 Action Express version of the Moses fires in Semi-Automatic only. The 10mm version features a three-round burst setting. When used with the Burst Fire feat, this weapon fires only 3 rounds instead of 5, and can be used with only 3 rounds in the magazine. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if you use the setting without the feat, you make a normal attack, and the extra two bullets are wasted.


The Archer & Wesson Corporation M-523 'Moses'. .50 Action Express semi-automatic pistol (also available in a fully-automatic 10mm version) is the standard sidearm of the A&W sales brochure. Not much is there to say about the gun other than it can be used with gloves worn, it has an intimidating look, and the firepower to back it up. With custom modifications and blessings, the 'Moses' has seen a rising use by the Knights.


The corporations shy from using the HKA convention of calling weapons after Biblical references (using instead others which are more fitting, like generals or legends or nicknames), but 'Moses' seemed fitting with this gun because it 'speaks with a great voice and lays down the Law'.



IMAGE(http://i237.photobucket.com/albums/ff86/marcoasalazarm/submgun.jpg)
Archer & Wesson M-411 'Garcia' 10mm Sub-Machine Gun (Personal Firearms Proficiency).


Damage: 2d6.
Critical: 20
Damage Type: Ballistic
Range Increment: 40 ft.
Rate of Fire: Semiautomatic/Automatic.
Magazine: 40 box.
Size: Large.
Weight: 9 lbs.
Restriction: Restricted (+2).
PDC: 20.


The M-411 'Garcia' Sub-Machine Gun is Archer & Wesson's latest entry into the sub-machine gun market, and it's an interesting proposal, encased in a sturdy package that has no bells and whistles of any kind, easy to obtain and use, and with a nice-sized ammo clip. Because of this, many users perform after-market modifications.



IMAGE(http://i237.photobucket.com/albums/ff86/marcoasalazarm/shotgun.jpg)
Archer & Wesson M-435 'Regalbuto' Double-Barreled 12-Gauge Pump-Action Shotgun (Personal Firearms Proficiency).


Damage: 2d8/2d8
Critical: 20/20.
Damage Type: Ballistic
Range Increment: 40 ft.
Rate of Fire: Single.
Magazine: 12 box.
Size: Large.
Weight: 9 lbs.
Restriction: Restricted (+2).
PDC: 17.
Additional Notes: The 'Regalbuto' gives a user a +1 bonus on Intimidate rolls. Attack rolls with the ‘Regalbuto’ are rolled once, but the damage of both barrels must be rolled independently.


The 'Regalbuto' shotgun is an intimidating, brutal piece of hardware, which has a recoil powerful enough that the buttstock is almost completely made of shock-absorbing gel when normally it's a tiny piece, and plans for a semi-automatic version have been put on the backburner... for the time being.
Nevertheless, it's the fact that it's an intimidating, brutal piece of hardware which can turn opponents that get too close into splatter that has made it widely sought after by regular police/military forces and the Knights.



IMAGE(http://i237.photobucket.com/albums/ff86/marcoasalazarm/Assault556mm.jpg)
Archer & Wesson M-441 'Hotchner' 5.56mm Assault Rifle (Personal Firearms Proficiency).


Damage: 2d8.
Critical: 20
Damage Type: Ballistic.
Range Increment: 60 ft.
Rate of Fire: Semiautomatic/Automatic.
Magazine: 30 box.
Size: Large.
Weight: 8 lbs.
Restriction: Restricted (+2).
PDC: 20.
Additional Notes: The 'Hotchner' has a +2 circumstance bonus on Sleight of Hand checks to conceal the weapon. The 'Hotchner' features a three-round burst setting. When used with the Burst Fire feat, this weapon fires only 3 rounds instead of 5, and can be used with only 3 rounds in the magazine. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if you use the setting without the feat, you make a normal attack, and the extra two bullets are wasted.


The 'Hotchner' Assault Rifle is Archer & Wesson's newest foray into the assault rifle niche, aimed for the VIP protection and urban assault market. Compact and concealable, rugged, accepting of a wide variety of aftermarket modifications (including illuminators and silencers), packing a well-sized clip and capable of placing every bullet on target in a tight pattern within seconds, the 'Hotchner' does as advertised.



IMAGE(http://i237.photobucket.com/albums/ff86/marcoasalazarm/streetrifle762mm.jpg)
Archer & Wesson M-451 'Mirren' 7.62mm Semiautomatic Hunting Rifle (Personal Firearms Proficiency).


Damage: 2d10.
Critical: 20.
Damage Type: Ballistic.
Range Increment: 100 ft.
Rate of Fire: Semiautomatic.
Magazine: 10 box.
Size: Large.
Weight: 7 lbs.
Restriction: Restricted (+2).
PDC: 22.
Additional Notes: The M-451 'Mirren' is considered a mastercraft +2 weapon, and as such, it grants a +2 bonus on attack rolls.


The M-451 'Mirren' Hunting Rifle is the newest version of a design that has been with Archer & Wesson since its founding. Although the weapon's appearance might be best described as 'rugged', the firing mechanism is hand-made with the most rigorous standards and the best alloys available, allowing for a gun that will fire true and lethal every single time. The 'Mirren' is capable of accepting most scopes with minor modification, and it's highly sought after by hunters and snipers alike.



IMAGE(http://i237.photobucket.com/albums/ff86/marcoasalazarm/rocketlauncher.jpg)
Archer & Wesson M-481 'Jareau' 40mm Grenade Launcher (Exotic Weapon Proficiency (Grenade Launchers)).


Damage: By Grenade.
Critical: By Grenade.
Damage Type: By Grenade.
Range Increment: 70 ft.
Rate of Fire: Single.
Magazine: 4 Internal.
Size: Large.
Weight: 10 lbs.
Restriction: Military (+3).
PDC: 20.
Additional Notes: The M-481 'Jareau' includes the Rangefinding Laser Scope Gadget added to it, and thus cannot be added again. The 'Jareau' is considered a mastercraft +1 weapon, and as such, it grants a +1 bonus on attack rolls.


The M-481 'Jareau' 40mm Grenade Launcher is one of Archer & Wesson's newest forays into the heavy weapons market. As usual, Archer & Wesson decided to go for broke-aside from their usual exacting manufacturing standards, the 'Jareau' includes a rangefinding laser system that allows the grenades to be both fired for detonation upon impact or airburst detonation.



IMAGE(http://i237.photobucket.com/albums/ff86/marcoasalazarm/gatlin.jpg)
Archer & Wesson M-491 'Morgan' 5.56mm Man-Portable Minigun (Exotic Firearms Proficiency (Heavy Machine Guns)).


Damage: 2d8.
Critical: 20.
Damage Type: Ballistic.
Range Increment: 70 ft.
Rate of Fire: Automatic.
Magazine: 100 Drum/Linked.
Size: Large.
Weight: 18 lbs.
Restriction: Military (+3).
PDC: 22.
Additional Notes:


The 'Morgan' is a beast. There is no other way to describe it-especially after one sees the collateral damage. It is made to mow down entire areas and anything that is in them-and in that, the 'Morgan' does a pretty good job.
Archer & Wesson actually took their time to put this weapon on the market, making extensive research in light-weight, heat-resistant materials and miniaturized power cells to make sure that it wouldn't take a beast of a man to carry it around. Even then, a firm bracing is recommended before opening fire, and since its internal ammo reservoir dries up fast, field use of the 'Morgan' is done on a vehicle or with a team of at least two men, both of them carrying additional ammunition for the 'Morgan' aside from their own personal equipment.(())


 


IMAGE(http://i237.photobucket.com/albums/ff86/marcoasalazarm/grenadelauncher.jpg)
Archer & Wesson M-506 'Gideon' Mini-Grenade Launcher (Exotic Weapon Proficiency (Grenade Launchers)).


Damage: By Grenade.
Critical: By Grenade.
Damage Type: By Grenade.
Range Increment: 70 ft.
Rate of Fire: Single.
Magazine: 8 Box.
Size: Medium.
Weight: 8 lbs.
Restriction: Military (+3).
PDC: 18.
Additional Notes:


The M-506 'Gideon' is Archer & Wesson's foray into a recently-created weapons market: that of the miniature grenade launchers. The size of an average assault rifle, created for urban combat, the 'Gideon' is capable of unloading a constant rain of destruction through its rapidly-replaceable ammunition casettes. Just recently out of beta testing stage, many factions (lawful and not) have taken interest in the 'Gideon'.

Looking nice. Although the mini grenade launcher, the Gideon, if that round piece that has several mini grenades on it is the actual ammo cassette, it looks like it can hold 8 grenades *shrugs*.
Also, after I get back home, I plan to start posting some more stuff both here and in the mecha and Chuck's Emporium during the week. Hopefully some stuff you guys will like. 
Falcon HF



The Falcon HF is Texan Arms' first foray into pistols, although it isn't just a hand gun, it comes with a high frequency blade attached to use in melee combat as well.
Well crafted and balanced, some people have started to combine many martial arts styles that use small bladed weapons combined with fighting styles that people would consider part of 'gun'fu'. This does reduce the number of weapons one has to carry into combat, one does have to be careful not to slice themselves when using the Falcon HF. The Falcon makes use of the XZ propellant allowing for a decent size magazine and also due to a unique barrel design which refocuses the expanding gases of the propellant to gives the Falcon incredible range for a pistol. 

Falcon HF (PL 6 Personal Firearms Proficiency feat)
Damage: 2d8 gun / 2d4 high frequency blade
Critical: 20 gun / 19-20 high frequency blade
Damage Type: Ballistic for gun, slashing for blade
Range Increment: 60 ft / melee
Rate of Fire: Semi / -
Size: Small
Weight: 3.7 lbs
Ammo: 11 box gun, 2 hours of continuous use of the high frequency blade before needing recharging
Purchase: 19 Res (+2)
Masterwork weapon grants a +1 to attack for both shooting the gun and using the high frequency blade.
Alternate weapon gadget applied. Note that the high frequency blade and gun can both be used at the same time, however user will still suffer normal penalties for shooting into melee without proper feats, although is considered armed with a melee for such circumstances.
Faradai Inc Triple-Threat Under Barrel Attachment (TUBA)

In a slight departure of normal weapon systems that Faradai Inc has been known for, the Triple-Threat Under Barrel Attachment, or Tuba as many people call it, is only a rifle attachment, instead of a full out weapon, although many folks consider it a full weapon by itself. Shaped like a rounded corner triangular tube, with a flat side that attaches to the user's rifle, using universal mountings. It has three barrels, each located at one of the rounded corners. The bottom one makes use of Remmington's RP-01 Light plasma cartridge. The left barrel is a mini grenade launcher, while the right barrel is an old fashioned shotgun. Some people questioned the inclusion of the shotgun, but police forces love it as it can be loaded with rubber bullets and other nonlethal rounds that aren't as available in mini grenades yet. To load a Triple Threat, flip a lock switch, slide forward and up as it curves on a track to allow for easier access to all three weapons at once. Note that when open, already loaded rounds will not slide out unless the release, which is only exposed once open is pressed. 
Only one weapon system can be fired at a time, which is activated by a trigger on the system itself which is ambidextrous, as is the selector.

Triple-Threat Under Barrel Attachment (PL6 Heavy Weapon)
Damage: 3d6 plasma cartridge, varies by grenade, 2d8 for standard 12 gauge
Critical: 20, varies, 20
Damage Type: fire or whatever type for plasma, varies by grenade, ballistic
Range Increment: 40 ft plasma cartridge, 40 ft grenade, 30 ft 12 gauge
Rate of Fire: Semi
Magazine: 3 internal tube for each type.
Size: Small.
Weight: 8 lbs.
Restriction: Military (+3).
PDC: 23 
Takes a full round to reload each type of ammo, although a speed loader is avaiable (PDC 9) that can load all three weapons at once.
Looking nice. Although the mini grenade launcher, the Gideon, if that round piece that has several mini grenades on it is the actual ammo cassette, it looks like it can hold 8 grenades *shrugs*.



All right... edited.

And cool guns you've posted
Total pages now number 85, in word 07, times new roman font 12pt and I still am organizing out the various postings to like minded company manufacturer and etcetera...
Fun. That reminds me.. I'll probably go back through my postings and add which feat is needed for using each weapon. That might force you to go back through and double check everything XP
Dont take this as a gripe, but just a suggestion:
Put a PL on the weapons, since this is a 'Future' Weapons thread.

One more thing to consider,
a weapon technology may be introduced in rudimentary form in one PL,
then its full featured form may be in the next PL (match handcannoneers vs ak47),
but the wepon technology ChemicalReactionFirearm may also be implemented to wonder effect in later PL as all the underlieing techs are advanced.. better chemicals, stronger materials, tighter manufacture.  If we find PL7 chemical engineers developed GunGel to replace gunpowder, a task that couldnt be done cost effectively without gravitic chemo-engineering, then we would see PL7 Firearms that would bey yet another teir of power advanced over the PL6 guns using UGPX (ubergunpowderextreeeem).  Cheap&easy GunGel is a child of Gravitics that, despite being used in firearms, is a PL7 thing. 
"Ok Jimmy, I'll hold the grenade pin while you put the mayonaise on the weasle"
HP LRC2100
The LR2100 is the decendant of the older LCP1100 laser cannon, scaled down into a more manageable rifle size for infantry of the future. A little larger than the older LR100, but with a more aggressive body styling, reliable systems and tough construction, makes it a welcomed addition to any soldiers arsenal. HP also released a number of addons similar to these used by the LR100, unfortunately the ones for the old LR100 are not compatible except the under barrel plasma ejector and heavy clip buttstock. Some people consider it a small cannon, due to its high damage and armour piercing capabilities, but most soldiers find it's not much different from a heavy battle rifle. The only flaw in the design is its a bit of a power hog, draining more energy per shot from a standard power pack than most battle rifles, but again the ability to pierce armour seems more favourable over how many shots per pack its lacking.


LRC2100 (PL7 Personal Firearms Proficiency) 

Damage: 6d6, ignores 5 points of hardness

Critical: 20

Damage Type: Fire

Range Increment: 95 ft

Rate of Fire: S, A

Size: Large

Weight: 12.5 lbs

Ammo: 25 box

Purchase: 25 Mil (+3)

Note: The LRC2100 can use the same heavy clip buttstock as the LR100, which only provides half the number of extra shots of the LR100, which is an extra 50 for the LRC2100. Can also make use of the HP 410PP which gives 75 rounds.

The LRC2100 is also usable underwater with a flick of the switch to a different frequency which isn't affected by water, however range is reduced by 20 ft but no loss in damage or armour penetrating capability. 
Has universal mounts on the top, sides and bottom for scopes, under barrel attachments, and lights and laser range finders for the sides. 



Heavy Clip Buttstock Mk2

This is an upgraded version of the original version found on the older LR100. Compatible with older HP LR line of weapons, and even has parts to attach to HP laser pistols and also the LCP1100. Adds 3.5 lbs to the weight of the weapon. This battery increases the ammo capacity by another 75 rounds for the LRC2100, 150 for older HP LR rifles and pistols, and 75 for the LCP1100. Recharges at a rate of 2 round every minute, begins recharging when not in use after 2 rounds. Has a 7 year lifespan before needing to be sent in for an overhaul.The DC to install this add-on is 16 with instructions, 19 without them. This feature CAN be used in conjunction with any of the other options. PDC 14.



Scatter-Laser Mk2

This conversion adds what looks like a round-tipped air-cooled muzzle or perforated silencer to the end of the muzzle. This add-on breaks the pulse down into many smaller pulses spreading outward from the barrel, reduced in power but covering a larger area. Unfortunately it also loses the armour piercing ability. The Mk2 is a little slimmer than the original version, plus 1.5 inches shorter. Fires many laser pulses out into a cone 50 ft long, 25 ft wide at the end, dealing 4d6 damage, Reflex save 20 for half. PDC 13, weighs 2 lbs. Can not be used with Range Booster Mk2 or Siege Breaker.



Range Booster Module Mk2

This is an upgraded version of the original, and although it reduces damage a bit, it actually retains the armour piercing ability of the weapon. Range changes to 225 ft, damage reduced to 4d6, but still ignores 5 points of hardness. PDC 14 and weighs 2.1 lbs. It is compatible with older HP weapons. For older weapons like the LR100 damage is reduced to 2d8, but range is increased to a staggering 300 ft, and gains ignore 2 points of hardness/DR from the improved focusing crystals in the newer model. This has made the older LR100 popular amongst many sharp shooters as it makes for a far cheaper, and quite reliable sniper rifle. Can not be used with Scatter-Laser Mk2 or Siege Breaker.



Siege Breaker Module

The siege breaker module is an upgrade of the older LasCannon upgrade. Using special zero-g grown crystals, new power regulating protocols and focusing chamber, turns the LRC2100 into a weapon that many tank crews highly fear, and rightfully so. Damage drops to 4d6, but its ability to penetrate armour increases to a staggering ignore 20 hardness/DR, but range drops to 45 ft. Uses 3 rounds per shot, and imposes a -1 to attacks due to the recoil of the discharge of photons and similar particles. PDC 16 Mil (+3), weighs 5 lbs. Not compatible with older HP weapons. Can not be used with Scatter-Laser Mk2 or Range Booster Mk2.




New Feat:
Heavy Weapon Proficiency
You are semi proficient in the use of most heavy weapons, such as heavy machineguns, cannons, grenade launchers, rocket launchers and even energy weapons such as laser cannons. You have the basic training to use them without seriously damaging the weapon or any of your allies.
Prerequisites: Base Attack Bonus +2, Personal Firearms Proficiency.
Benefit: You can use any type of heavy weapon that normally requires Exotic Weapon Feat, such as grenade launchers, at only a -2 penalty instead of -4 without the Exotic Weapon feat.
Normal: Characters without this feat or Exotic Weapon feat take a -4 penalty on attack rolls made with heavy weapons.
HI Lasers Late PL7/Early PL8

High Intensity Lasers are an advancement in laser technology. Using higher wavelengths, these more powerful lasers deal more damage, have slightly greater range, and penetration power. They also require advances in focusing crystals which can only be made in microgravities aboard stations in orbit. Featuring damage comparable to plasma weapons of the same age, but the greater range and armour penetrating capabilities does make it an attractive alternative to plasma weapons that have dominated the age. 

HI Laser Pistol
The first of the HI laser series of lasers, the HI laser pistol is usually issued to officers in late PL7 before becoming standard issue in PL8. Slightly bulkier than lasers of the previous age due to the needed extra heat shroud around the barrel and focusing chambers, some designers start modeling them after ancient hand weapons of Earth's past.

 
HI Laser Pistol (PL7 Personal Firearms Proficiency)
Damage: 2d10
Critical: 20
Damage Type: fire 
Range Increment: 50 ft 
Rate of Fire: Semi
Magazine: 50 box
Size: Medium
Weight: 4 lbs.
Restriction: Restricted (+2).
PDC: 18
Note: Is considered to have the armoured piercing gadget. Using RAW ignore 2 points of Defence, reduce damage rolls by 2. If using armour as DR rules, ignores 2 points of DR/Hardness.


HI Laser Rifle

This is the rifle version of the HI laser pistol. Only slightly bulkier than laser rifles of the past due to heat shroud needed.

HI Laser Rifle (PL7 Personal Firearms Proficiency)
Damage: 3d10
Critical: 20
Damage Type: fire 
Range Increment: 90 ft 
Rate of Fire: S, A
Magazine: 50 box
Size: Large
Weight: 9 lbs.
Restriction: Restricted (+2).
PDC: 20
Note: Is considered to have the armoured piercing gadget. Using RAW ignore 2 points of Defence, reduce damage rolls by 2. If using armour as DR rules, ignores 3 points of DR/Hardness.
 
Starship weapon systems this time.

PLASMA CANNON, LIGHT (PL 7)
This is a smaller version of the standard plasma cannon. Although the smaller size means reduced range and power when compared to a standard plasma cannon, it is still one of the most powerful weapons for a ship of Huge size.
Damage: 10d8 (45)
Critical: 20
Damage Type: Fire
Range Increment: 2,000 ft.
Rate of Fire: Single, S, or A
Minimum Ship Size: Huge
Purchase DC: 33
Restriction: Military (+3)


 
Beam/Pulse Weapon System
This system combines long range of lasers with faster fire of plasma weaponry for close range combat all from the same barrel. Although more expensive than having just lasers or plasma cannons, the dual beam/pulse system allows most ships to be able to switch between the two systems, creating better flexibility in combat. When several are mounted in turrets on larger vessels, they can be tied into the point defense system, greatly improving it's damage capacity, however it makes the weapons unavailable for normal use by gunners.
Light Beam/Pulse System (Late PL7)
Damage: 6d8 (27) laser, 10d8 (45) plasma
Critical: 20
Damage Type: Fire, fire
Range Increment: 3500 ft laser, 2000 ft. plasma
Rate of Fire: Single laser , S or A plasma
Minimum Ship Size: Gargantuan
Purchase DC: 35
Restriction: Military (+3)
Game Note: Switching from laser or plasma weapons is a free action which can only be switched once per round. When at least four are mounted on a ship and tied into an installed point defense system, increase the damage by 1 die (in effect increasing the damage by one size category) and increases the range of of attacks of opporunity and of the system itself to 1000 ft adjacent squares around the ship's square. Also the damage type of the point defense system changes to half ballistic/half fire for the plasma weaponry enhancement.


Medium Beam/Pulse System (Early PL8) 
An upgraded version of the light beam/pulse system using heavier lasers and plasma cannons
Damage: 8d8 (36) laser, 14d8 (63) plasma
Critical: 20
Damage Type: Fire, fire
Range Increment: 4000 ft laser, 3000 ft. plasma
Rate of Fire: Single laser , S or A plasma
Minimum Ship Size: Gargantuan
Purchase DC: 37
Restriction: Military (+3)
Game Note: Switching from laser or plasma weapons is a free action which can only be switched once per round. When at least four are mounted on a ship and tied into an installed point defense system, increase the damage by 1 die (in effect increasing the damage by one size category), and multiplier by x15 instead of x10 and increases the range of of attacks of opporunity and of the system itself to 1000 ft adjacent squares around the ship's square. Also the damage type of the point defense system changes to half ballistic/half fire for the plasma weaponry enhancement. 
Nice and something to add to my Starship Houserule & Homebrew doc now.

Also, let me know when you edit any of posts or will you repost in a new forum...
Nice and something to add to my Starship Houserule & Homebrew doc now.

Also, let me know when you edit any of posts or will you repost in a new forum...



If I make edits to any posts I'll make a note, I'm coming up with a few ideas for some more stuff, just been busy with other stuff, and my dad getting sick. I did make a few items for a campaign setting on ENWorlds that I might post here as well. Some are magically enhanced weapons which everything I've posted so far being all tech based, so a nice change I suppose.
This and a few following weapons are from a campaign on ENWorld found here.

H&K FP7A4
. ( PL5 Personal Firearms Proficiency)
One of H&K's more popular weapons, based on the old FP6 shotgun, the FP7A4 is a 12 gauge pump shotgun with a 20 inch barrel that fires 3 inch shells, and features a reinforced construction to allow it to make use of dragonbreath rounds repeatedly. Well balanced and comes with mounts for underbarrel attachments like stake or silver plated bayonets, or lights.

Damage: 2d8
Critical: 20
Damage Type: Ballastic
Range Increment: 35 ft
Rate of Fire: Semiautomatic.
Magazine: 6 internal.
Size: Large
Weight: 8 lbs.
Restriction: Lic (+1)
PDC: 14.
Game Note: Mastercrafted weapon grants a +1 to attack. Can easily mount bayonets or lights. Also can make use of dragonbreath rounds without making the weapon unreliable.


New Ammunition
Stake Shotgun Rounds
These shotgun rounds are basically shotgun shells filled with a wooden stake instead of shot or a metal slug. Available only in 3 inch shells, and can be made in 12 and 10 gauges. Reduce damage die by 1, so d10 becomes d8, d8 becomes d6, reduce range by 10 ft, and adds a -1 penalty to attack rolls. Allows critical hits against vampires as per rules for stakes against vampires. 
PDC 16 for a case of 10 shells.



H&K Ignis Gladius, aka Flaming Sword

One of H&K's more eccentric ideas in combating vampires, the Flaming Sword is just that.. A well crafted sword, attached to a flame thrower. Many critics say the design is quite unwieldy, having a sword attached by a cable to tank on one's back, but with advances in metallurgy, H&K has managed to make the tank stronger, and light enough to survive the rigors of melee combat. 
The sword component, is usually a longsword, slightly thicker than normal, silver plated, with special alchemical treating to protect it from the heat of the flame thrower. The fuel cable connects at the pommel, with the firing button on the crossguard. The flame comes out of a channel that runs along the length of the blade, coming out of the tip, making aiming the flames quite easy. 
H&K decided to use a more Latin name to appeal to the NPS Knights in wanting to use this sword in their fight against the vampire threat, although it has shorter range than a normal flame thrower.

Using it as a sword only requires archaic weapon proficiency, and the cable is easily detached and reattachable as a move action. Using it as a flame thrower requires no proficency. To use the flame thrower and sword together at the same time, requires exotic weapon proficiency flame sword. With the feat, someone can make an attack in melee with the sword and the flame thrower in a short controlled burst, dealing both sword and fire damage to only the hit target. This increases the amount of uses by 50% if all such uses of the flame thrower are made in this manner, but fire damage is reduced to 2d6 when used in such a manner.

H&K Ignis Gladius
Damage: 1d8+1 sword, 3d6 flame thrower (2d6 if used in short controlled bursts against same target as the sword with the exotic weapon feat flame sword)
Critical: 19-20/x2, -
Damage Type: Slashing, Fire
Range Increment: melee, 15 ft line
Rate of Fire: 1
Magazine: 15 Internal
Size: Large
Weight: 5 lbs sword, 45 lbs flame thrower.
Restriction: Military (+3)
PDC: 43
Ignis Gladius is considered a +2 masterwork weapon, +1 to attack roll and +1 damage with the sword, is also silver plated, and has integrated alternate weapon gadget of flame thrower already and can not be added again. 

An interesting note, if the sword is blessed, the fire that comes out has been noted to also be enhanced with the blessed ability. This brings a whole new meaning the the phrase "Holy Fire" when warriors armed with blessed Ignis Gladiuses are on the field.
Another weapon from the other campaign.

HK MG725



The MG725 is HK's premier heavy assault rifle, featuring dual ammo drums. With the dual feed system, the 725 can switch between two different ammunition types, even in the same burst, firing from one drum then the other, or firing from one drum exclusively until it is empty then drawing from the other. One of the interesting features of the 725 is it can use standard 8mm rounds which is standard of the NPS, but can also use 8mm rounds using the caseless XY propellant for enhanced range and damage. The favoured loads of most users is one drum of standard or armour piercing rounds, the other drum of silver set on an alternating drum use, allowing burst fire to be particularly effective. As an added bonus, the stock contains the bayonet for easy storage, plus it also contains a hand axe, which can be made available in silver upon request.

Damage: 2d10
Critical: 20
Damage Type: Ballistic
Range Increment: 100 ft
Rate of Fire: S, A
Size: Large
Weight: 14.7 lbs
Ammo: 2 40 round drums
Purchase: 21 Mil (+3)
Has mounting for underbarrel bayonet, and light or rangefinder lasers on the sides of the barrel. Amxidexterous design with casing or dud round ejection out the bottom. Concealed bayonet and hand axe in stock.
If using the XY Propellant rounds, increase range by 20 ft, increase damage by +2, increase cost of rounds by PDC+2.

If used on automatic mode, or even burst, while drawing from both drums, and each drum has a different type of ammo, example explosive and silver bullets, those in the autofire area are affected as if by both types. Thus, damage reduction is ignored by the silver plus take explosive damage, but take ballistic damage from the weaker bullet in the group. So if one bullet does 2d8+1d4 fire and the other is 2d10 silver, the target would take 2d8 +1d4 fire with silver by passing their damage reduction. 
And time for a few magical weapons. The PDC's might seem low, but that is due to in the campaign the campany that produces some of these items purposely lower the price of some items to make them more available for the public to fight supernatural forces.

Magus Facio Burninator
The Burninator is a fairly basic pump action shotgun offered by Magus Facio. Reinforced construction allows it to use dragonbreath rounds without making it unreliable, supports the 3 inch 12 gauge rounds makes it fairly flexible. A few runes are carved into the solid wood stock, with a small fire opal mounted at the front of the pump/ammunition tube. What makes the Burninator favoured is when you move the safety switch to 'Burninate' and pull the tirgger, a gout of magical flame shoots from the opal. Although it can only be used 5 times a day, it is a far cheaper alternative to buying and switching to dragonbreath rounds constantly.

Damage: 2d8
Critical: 20
Damage Type: Ballistic
Range Increment: 30 ft
Rate of Fire: S
Magazine: 6 internal
Size: Large
Weight: 8 lbs.
Restriction: Restricted (+2)
PDC: 23
Game Note: 5 times per day the Burninator can cast Burning hands dealing 3d4 points of fire damage with a range of 10 ft.


Burning Gloves
These are heavy combat gloves with heavy leather, Kevlar lining and steel plating to protect the back of the hands and knuckles. Each knuckle has a small fire opal mounted on them. These gloves can be used as if they were brass knuckles, and when slapped together and the command word spoken, they burst into flames, adding fire damage to unarmed strikes. 
Game Effect: User's is considered armed if even unarmed, unarmed strikes can deal lethal damage, and when activated, deal 1d6 points of additional fire damage for 5 rounds. Can be activated 5 times a day.
PDC 22 

The Zero-1 laser rifle was designed to deal with heavy vehicles, cyborgs, and the occasional out of control psychic. It's unique design allows it to be shouldered and fired one handed if necessary and the charge up feature makes short work of heavy targets at the cost of ammo and cool down time.


(Suggested PL 6)


Damage: 3d10
Critical: 20
Damage Type: Fire
Range Increment: 150'
Rate of Fire: S
Magazine: 20 special
Size: Large
Weight: 11 lbs.
Restriction: Restricted (+2)
PDC: 30
Notes: The weapon can be cahrged up as a full round action, this uses up another charge from the magazine for each round charged and adds +1d10 damage, up to the max of +4d10, after that it must be fired with in 1 minute or all charges are wasted, when charged the weapons rate of fire becomes singal. Using the weapon one handed is posible , but at -2 to hit. The weapons magazine is a sholder battery pack, it weighs 4 additional pounds, it can be recharged at any power source (even DC) in 4 hours, or replaced as a move action, additional power packs purchase DC 9.


Sorry I forgot to write down the range, silly me. Made this for a player who wanted to play a biker kind of like Kaneda from Akira, he's a great player and I gave him this as an award for a paticulary good night of role playing.

Not bad, but what is the range of the Zero-1? 
The AMz-90 is the perfect weapon for tank crews and light personell. It's compace size and excelent firepower make it a common energy weapon for many private security and bodyguards. The modular design and alternate fire mode make it usefull for just about any situation.

(suggested PL 6-7)

Damage: 3d6
Critical: 20
Damage Type: Fire
Range Increment: 50'
Rate of Fire: S/A
Magazine: 50 (box)
Size: Medium
Weight: 3lbs
Restriction: Military (+3)
PDC: 23
Notes: This weapon uses standard energy cells. The weapon has a pump handle on the front side, activating it changes the weapons damage to 4d8 and the rate of fire to single, using this mode drains 4 charges from the energy cell each shot.Comes with an additional rifle system that attaches to the gun (full round action) this adds 30' to the range of the weapon and makes the weapon large size. (Medium sized object, 2lbs, purchase DC 11)


 


I can't let you have all the fun Kronos. Figure I got to contribute some too, or you'll be doing almost all of it.

Fraal Concealed Combat Tool: (exotic weapon: Fraal combat tool)


An amazing device build by the supper intelligent fraal alien race. This device is sometimes found in the hands of half frals who are trusted agents or allies of the fral race. The device is a rare find, only one is known to exist outside the hands of fraal Agents. It is in a top secret government base undergoing research in the hands of one of the worlds most gifted psionic. This device looks like an ornate bracelet that wraps around the back of the hand. A knowledge technology (dc 50) is needed to tell that it is something more, but even then one might not know exactly what it is. The device can only be used by people with psionic power, and even then only after special training (exotic weapons proficiency (fraal combat tool)). As a free action once per round the tool can be transformed into several different modes, weapons and tools, it can only be in one mode at a time.


In whatever form it takes it always weighs only .5 lb. And even though some of it's forms are rather large they are considered light one handed items, for the purposed of duel wielding. The device caries 50 charges in it, the only way to recharge it is with psionic power, the expenditure of 1 psi point as a full round action action recharges 10 charge points.


Charges used is how many charges the weapon uses per shot.


 


(suggested PL 8+)
Mode: plasma weapon

Damage: 3d8
Critical: 20
Damage Type: Fire
Range Increment: 40'
Rate of Fire: S/A
Charges used:1
Notes: Using a full round to aim will lock to a target, attacks aginst this target will recieve +2 to hit untill another target is locked.


Mode: Gauss Cannon


Damage: 2d6
Critical: 20
Damage Type: Bludgoning/Concussion
Range Increment: 20'
Rate of Fire: S
Charges used:2
Notes: deals double damage aginst robots, mecha and other electroonic items. robots mecha and powerarmor must make a fortitude save DC 15 or be disabled for 1d3 rounds


Mode: Singularity Cannon


Damage: 10d6
Critical: 20
Damage Type: concussion
Range Increment: 80'
Rate of Fire: S
Charges used:50
Notes: Ignores 10 points of object hardness. to prevent over heating this mode can not be used again for 1 minute (10 rounds).


Mode: Sword


Damage: 1d10+str
Critical: 18-20
Damage Type: Slashing
Range Increment: Melee
Rate of Fire: --
Charges used:--
Notes: +4 to rolls for conferming critical hits.


Other modes


Shield: +4 armor, +2 non proficiency bonus. If fighting in full defense all alies with in 5' of players fighting space gain shield bonus as well.


Multi tool: acts as any kind of tool kit with out penalty.


Supper Computer: +4 to computer use checks, can connect to any electronic device. Connects by nano wires if no wireless function is avalible.


Medical kit: Acts as a full medical kit with a +2 bonus to treat injury.


Purchase DC ?? around 50+


   My players main enemy just stole this dangerous tool, he can't use it yet but still it wories them. Thought I would share it with the rest of you, since I've kept it's powers a secret to them for now.

HP Ruby Series


HP's latest foray into the weapons market is their Ruby line of personal defense weapons. These weapons are all light weight, small and easy to conceal as they are all designed to look like jewellery and other accessories. Many from each model will look similar but are usually altered slightly for the customer so that unless someone buys the baseline model, no two will look exactly alike 75% of the time. HP offers several quick easy alteration packages for each model that doesn't increase the price, but elaborate modifications can be made at higher costs. Most alterations at no cost are colour, slight size variations, gem size, gem placement, gem mounting design and material for the main body.


 


Ruby 100
The Ruby 100 is the smallest of the Ruby series of PDW made by HP, it is actually one of the smallest weapons produced by HP. It consists of two sets of metal sleeves that cover the lower segments of the index and middle fingers, but flexible at the joint to allow normal movement of the fingers. A small ruby like gem is mounted at the end of each sleeve above the last knuckle of the finger. To fire, the user must extend the index and middle fingers out straight, but not touching, then bring them together quickly to release the laser bolt. The laser discharges from the two ruby like gems, along the direction the fingers are pointing. It is suggested to practice several times before wearing these in public to prevent any mishaps with accidently firings. The discharge is very short ranged, and not particularly powerful, but is easy to use in close quarters. It's advertised for use by diplomats and business people, but many young women love them for personal defense and also as a fashion accessory.
The Ruby is so easy to use that even children can use them, however HP takes no responsibility for anyone under the age of 16 using one. Many daughters of famous actors or political leaders have personally designed Ruby 100s to blend in with their wardrobes.

Ruby 100 (PL 6/7 simple weapon proficiency)
Damage: 2d4
Critical: 20
Damage Type: Fire
Range Increment: 10 ft out to max of 5 increments
Rate of Fire: Single
Size: Diminutive
Weight: 0.5 lbs
Ammo: 10 internal
Purchase DC: 14 Lic +1
Note: Can be used in melee with half penalties normally associated with firing a ranged weapon while in melee combat. Requires a Knowledge (technology) DC 18 to recognize it is actually a weapon. Gains a +4 to conceal against search checks for weapons.
Comes with a docking port that recharges the internal battery in 1 hour.
Comes in several colours with a metallic sheen, which include black, blue, red, silver, gold and gun metal grey. Four different gem mountings are available at no cost. The colour of the gem can be altered but increases the PDC by +1. Other outward appearance modifications are available but increase the PDC by +1 for relative simple to +5 for complex or extravagant.


 


Ruby 200
The Ruby 200 is a larger, bracelet or arm band style version of the Ruby series. Usually appears as a half inch wide bracelet, usually gold, white gold or silver in colour, with several small rubies (between 3 and 6) or one or two larger rubies. The Ruby 200 is slightly more powerful and has greater range than the 100, and an increased payload. To fire, the user must make a fist and flex the fist and arm to fire the weapon. For people who have problems doing this, a conceal firing stud is available, and can lock out the flexing trigger if the user desires. The Ruby 200 can be outfitted with a stun module to make it more legal in areas where owning a weapon of any sort is heavily restricted. The Ruby 200 has the same customization as the 100, but also a few different styles are available besides a simple band, such as a snaking spiral band that goes up the arm, or two bands connected together, and so forth.

Ruby 200 (PL6/7 Personal Weapon Proficiency)
Damage: 2d6
Critical: 20
Damage Type: Fire
Range Increment: 20 ft out to a max of 5 increments
Rate of fire: Semi
Size: Tiny
Weight: 1 lb
Ammo: 20 internal
Purchase DC: 15 License +1
Note: Can be used in melee with half penalties normally associated with firing a ranged weapon while in melee combat. Requires a Knowledge (technology) DC 21 to recognize it is actually a weapon. Gains a +2 to conceal against searches for weapons.
Comes with a docking port that recharges the internal battery in 1 hour.
Same rules as the Ruby 100 for customization, but with more variation available to the client.


 
Clark Mk5


The Mk5, made by Clark, was released as laser weapons were starting to populate the battlefield, as an alternate to straight laser weapons. The Mk5 is a dual weapon, in an over-under configuration. The top barrel is a variable charge laser rifle and the under barrel is a ZX propellant 5.56 rifle. The reasoning behind this was as more armours were being designed to resist laser weapons fire, they're not quite as protective against the age old bullet, which many a soldier discovered at the end of a Mk5. One of the features that many like about the Mk5 is the variable charge, and while as the laser is being charged, the user can still fire the ballistic rifle so that they are not caught with their pants down unable to shoot while waiting for the power build up to finish. The Mk5 is fully ambidextrous, features a two stage trigger, simple switch for alternating between laser and ballistic rifle, and a three round burst mode for both weapons. Also has a simple LCD screen with round counter and charge meter for the laser. Also comes with a x5 scope as standard, and an uplink to a helmet HUD.

Clark Mk5 (PL6 Personal Firearms Proficiency)
Damage: 2d10 rifle / 3d8 laser
Critical: 20 / 20
Damage Type: Ball / Fire
Range Increment: 90 ft / 80 ft.
Rate of Fire: S, A for both
Size: Large
Weight: 15 lbs
Ammo: 35 box / 50 box
Purchase: 26 Mil (+3)
Game Notes
Has alternate weapon gadget, variable charge gadget on laser component. Has a three round burst setting. Users with Burst Fire feat can use burst fire with only three bullets instead of normal five, even with only three rounds available. Switching between laser and ballistic rifle is a swift action. If the laser is being charged, the ballistic rifle can still be fired.


 
May i put in a request for an infatry based antimech weapon. im currently working on an armored core campain and i figured that ground troops (AKA cannonfodder) should atleast have th potntial to harm the pcs inside there huge mechas. also i recently built the stats for an arms fort from armored core for answers. do you think it was wrong to put point defense system on the equivalent of a collosal mecha, though in the game it dwarfs your mecha. if i posted this on the worng forum pls notifiy me.
ty.
There are a number of weapons already available that can be used for anti-mech purposes already posted.. the Clark Mk12 has the option of altering it's damage to a higher level with armour piercing capability. Mini missile/rocket launchers.. there's the PAR-1A, the HP LRC2100.. M78, M746.. just to name a few off hand that I've created. There are others here. 
I could make up some more.. as for ones that coudl damage the pilot inside the mech.. hmm... I could probably work something out.

As for point defense systems on a mech.. I don't see why large mechs couldn't have scaled down versions which are designed to protect against low flying aircraft, helicoptors or vehicles with hover/anti-gravity propulsion systems, or against missiles as well. Not as powerful as the ones on ships, but do-able. Hell, take some of the CIWS from naval vessels, alter them a bit to be lighter, or change to high rate of fire laser and you don't need the extra space for ammo, just connects to the power core for unlimited ammo. would need advanced sensors though.
Any mech based weapons are usually posted in the The Warehouse: Mecha Specs thread.
GE Smasher Ion Rifle


As many militaries went all gunho over lasers then plasma weapons, GE, after making profits on their Thumper squad support weapon, started researching into electric based weapons. Although they did make successful weapons, they didn't get the military contracts they wanted for their ion weapons, although several police agencies have bought large numbers due to the fact the ion weapons come with a stun module as a standard feature, and even though they are shorter ranged than most laser rifles, in urban settings, great range isn't necessary.



Smasher Ion Rifle (PL6/7 Personal Firearms Proficiency)
Damage: 4d6
Critical: 20
Damage Type: Electricity
Range Increment: 60 ft
Rate of Fire: S, A
Size: Large
Weight: 7.5 lbs
Ammo: 30 box
Purchase: 21 Res (+2)
Game Notes: Comes with stun module Fort DC 15 or be stunned for 1d4 rounds, on autofire mode, the user can gain the benefits of the Strafe feat

MP655 Rattler


The Rattler is H&K's second attempt at creating a rapid fire laser weapon with their pulse mode. It looks like a sleeker version of the old style Uzi, which the Rattler was partly inspired by. Only slightly longer than the old uzi, the Rattler is excellent as a room clearer, filling areas with a lot of laser pulses. Many security and enforcers have picked up the Rattler as a nice replacement for the aging uzi. The Rattler uses a two stage trigger, where the first stage (pulled slightly) is semi automatic fire, and pulling fully (second stage) is full automatic fire. Also comes with a collapsing stock.

MP655 Rattler (PL6/7 Personal Firearms Proficiency)
Damage: 2d8
Critical: 20
Damage Type: Fire
Range Increment: 40 ft
Rate of Fire: S, A
Size: Large
Weight: 7.8 lbs
Ammo: 100 box
Purchase: 20 Res (+2)
Game Notes: Expanded magazine, pulse mode gadgets added. When set to pulse mode, the rattler fires 5 pulses very quickly instead of a single pulse, increase the damage to 5d6, which uses 5 rounds of ammunition. Unlike the pulse mode on the 102LPR, the Rattler doesn't lock into single fire mode, so someone with multiple attacks can use pulse mode in multiple attacks in a round, but this uses up ammunition at an alarming rate. Double tap increases the damage by +2 die and burst by +3 die instead of normal bonuses, using 10 and 25 rounds respectively. If the pulse mode is used in autofire, the pulse mode damage is used, using up 25 rounds instead of normal 10, and increases the Reflex DC by +5. Has collapsing stock, which when collapsed reduces the size to medium.

I went though and pulled the weapons ty, sadly though all mech weapons hit the squads mass damage in 1 hit but that is to be expected, i went with the rocket and missle launchers, cause as far as i can tell though in armored core they have energy weapons for there acs and other weapon platforms. they don't have any man portible energy weapons.
can i get stats for anti-personal drones? preferibly no energy weapons ty
There's robots in the Droid Showroom although most have energy weapons. There's one that makes use of two mini miniguns which I believe Tema and backstabbist developed at some point way back.  
As an alternate to using mini rockets and missiles, you can use mini grenade launchers, such as the Texan Arms R Shot. It's the size of a rifle or shotgun, makes use of mini grenades, which makes it a versatile weapon. Having armour piercing or HEAT grenades, although weak individually, with a whole squad armed with these, as well as a heavy weapons member with rockets and missiles, a group of 10 to 12 all using HEAT grenades quickly builds up in damage against weaker mechs.
Shredder PL6/7


With advances in ballistics, metallurgy and weapon designs, some designers thought about resurrecting the flechette weapons. Instead of launching small, dart like projectiles from a discarding sabot, like older designs, the Shredder launches a projectile shaped more like an arrow head, which also helps increase its range, plus a deployable fin helps stabilize the flight. The arrow shaped projectiles are extremely sharp with near mono molecular sharp edges which allow them to slice through armour and flesh with equal ease. The projectiles are propelled by a form of magnetic propulsion, similar to a coil gun. Many believe it was the work in shredders which lead to perfecting the technology necessary for railguns. An interesting use of shredders is the ammunition can be used to cut things from afar like ropes or even power cables.


Shredder (PL6/7 Personal Firearms Proficiency)
Damage: 2d8 ignore 3 points of hardness (considered armour piercing so in RAW ignore two points of Defense)
Critical: 19-20/x3
Damage Type: Slashing
Range Increment: 110 ft
Rate Of Fire: S
Magazine: 30 box
Size: Large
Weight: 10.5 lbs
Purchase DC: 19
Restriction: Res (+2)
Note: The projectiles can be used to cut ropes and cables from afar due to the wider cutting edge they have compared to needler rounds.


Box of 50 shredder rounds has a PDC of 11
Doc is now an astonishing 105 pages... and I am trying my best to collate each weapon to their respective companies of manufacture and am also trying to invent a little backstory for each company and where needed a company for the weapon
Doc is now an astonishing 105 pages... and I am trying my best to collate each weapon to their respective companies of manufacture and am also trying to invent a little backstory for each company and where needed a company for the weapon



Ah yes.. backstory.. I've got some ideas for Faradai Inc... if you've read all of their product entries, especially the robot ones, you'll notice something. 

If any weapon doesn't have a maker, feel free to make one up. 
DictatorTek ghost chip pl7
Cybernetic attachment
Pdc: 35
This chip records all of the the recipants memory's and experience effetivly your soul. The chip also has a DNA sample for cloning. Admitily it is cheaper to get a random body 50% chance to be male or female. Also the body has only basic random stats ( for a random body's) if it's a direct clone then all your stats remain the same. YOu can pay more for a better body.
New body sickness: after your ghost chip gets inserted into a new body down loading for 1d6 + 3 days you take to adjust to your new body. As a penalty a -8 penalty to all checks attack rolls and defense.
Random body PDC: 28
Original body PDC: 30
Upgraded body pdc: 34
Note that there is a 25% chance that when you die the chip will be destroyed
I think someone has already made a similar cybernetic implant.. in the Coreline campaign setting by Macroasalazarm. I'm trying to finding it now.

Yes.. The Gen. I.. or Genetic Infantry from the Coreline setting here. They have the following cybernetic devices.

Memory Engram Recording
The brain is a highly complex organ. With the furrows and ridges of the brain, as well as stored electrical and chemical charges making up personality, memory and intelligence.
With advanced tissue mapping and imaging, electrostatic mapping, and neuro-chemical tracking, the science of recording the "person" from the brain has been advancing in long steps. Sadly, at the time it is expensive, and care must be taken from keeping the recording from awakening. Those recordings that ‘wake up’ usually hit the virtual "panic button" and request either being put back to sleep, or petition for Artifical Sentience Status.
This keeps all skills, feats, muscle memory, etc at the time of the recording. When combined with the Fast-growth cloning, this allows a PC to be technologically resurrected if they are killed.
Cost: 30.
Restriction: Licensed (+1).

Soulchip
(Extremely) rapid advances in neural mapping courtesy of retro-engineered Fiction technology, the Soulchip is a spinoff technology of the Mental Engram Recording (above) science, and represents a massive leap in recovering those who have died.
In use solely by the military (and some other shadowy organizations) at this time, as the procedure is experimental at best, and the long-term psychological effects are unknown, this chip stores the person's memories of whom it is implanted in.
When the person is killed, the soulchip is designed to do one of two things: one is to broadcast a high-powered, highly compressed signal to an established computer (a.k.a. "Soul Catcher") via an FTL communications wave, where it is recorded.
If for whatever reason the Soulchip cannot perform the communication, they go to ‘backup mode’, where they retain the person’s memories for a passing subject (usually a fellow soldier) to retrieve the chip and carry it to a safe location where they will be downloaded. A tiny built-in A/V sensor system and speaker allow the recorded personality to communicate.
Combined with Force Growth Cloning, a dead character can be back in action within 2d4 days.
Cost: 35.
Restriction: Military (+3)

Soulchip Socket
Sometimes the personality that is inside the Soulchip will desire to help whoever picked it up, and sometimes it will be necessary to link it up to something (to keep it powered, or for it to help).
The Soulchip Socket Gadget can be added to both a weapon or a piece of gear, and allows a Soulchip to be connected to said devices. If added to a piece of gear, the Soulchip’s personality can make rolls in case of the character (using the personality’s skills), or can fire the weapon (using the personality’s BAB and feats, such as Burst Fire and Autofire-if the weapon allows for them to be used). A piece of gear or weapon can only have one Soulchip Socket. The Gadget also adds a basic set of sensors to the piece of gear and the weapon,if they lack it, for the personality to see its surroundings.
DC Modifier: +4.
Restriction: Military (+3).


Now, I'm gonna be making a thread for cybernetic devices shortly.
it's not the same, but your right there close, oh well i posted mine anyway....
i ;used mine for a group of elite troops that where owned by a super corperation the big differance is your are in weapons where as mine s in the person, plus i even gave dc for clone bodys.
and the reason i put this here is because i consider this a weapon, being able to transfer veterans to new bodys is increadible, imagane and entrie unit of soldiers with the bodys of 19 year olds, and 20+ years of comabt experiance.
GE Stinger


The Stinger is the smaller brother to the Smasher ion rifle. Using a very simple, rounded body design to accommodate the insulating sleeve around the barrel, it has gained some popularity amongst police, security and many people for self defense purposes. The stinger also comes with stun module. In some areas the weapon is sold with the weapon locked in stun mode due to weapon laws which prohibit lethal weapons.


 


Stinger Ion Pistol (PL6/7 Personal Firearms Proficiency)
Damage: 3d6
Critical: 20
Damage Type: Electricity
Range Increment: 20 ft
Rate of Fire: S, A
Size: Small
Weight: 2.5 lbs
Ammo: 30 box
Purchase: 20 Res (+2)
Game Notes: Comes with stun module Fort DC 15 or be stunned for 1d4 rounds, on autofire mode, the user can gain the benefits of the Strafe feat. To meet laws that restrict lethal weapons, the Stinger can be locked in stun mode and deals only nonlethal damage, PDC is reduced to 17 and restriction to Licensed (+1)

Shocker Series


A departure for GE, the Shocker is a melee weapon that can also be powered up for more damage with high currents of electricity. The shocker also has the added bonus of sending a bolt of electricity to hit targets at a distance. Shockers are usually modeled after short or long swords, but daggers and other melee weapons are also available. To recharge the batteries, the weapon must be placed in the sheath and placed on a power dock which recharges the weapon in about 2 hours.

Shocker Short Sword (Simple Weapons Proficiency PL 6)
Damage: 1d6 unpowered add 1d6 when powered, 3d4 bolt
Critical: 19-20 x2, 20
Damage Type: piercing, powered is piercing and electrical, electrical for bolt
Range Increment: 20 ft for the bolt, maximum of 5 range increments.
Ammo: 10 minutes of continuous use, or 10 bolts (one bolt is worth 1 minute)
Size: Small
Weight: 3 lbs
Purchase DC: 12
Restriction: -
Game Note: Shooting the bolt is a little awkward and suffers a -1 penalty to attack.


 


Shocker Dagger (Simple Weapon Proficiency PL6)
Damage: 1d4, add 1d6 when powered, 3d4 bolt
Critical: 19-20 x2, 20
Damage Type: piercing, piercing plus electrical when powered, electrical for bolt
Range Increment: 10 ft for throwing the dagger, 10 ft for bolt, maximum of 5 range increments,
Ammo: 10 minutes of continuous use, or 10 bolts (one bolt is worth 1 minute)
Size: Tiny
Weight: 1 lbs
Purchase DC: 10
Restriction: -
Game Note: The dagger is easy to point and doesn't suffer any attack penalties when firing the electrical bolt.



Shocker Longsword (Simple Weapon Proficiency PL6)
Damage: 1d8, add 2d4 when powered, 4d4 bolt
Critical: 19-20 x2, 20
Damage Type: slashing, slashing and electrical when powered, electrical for bolt
Range Increment: 25 ft for electrical bolt, max of 5 range increments
Ammo: 20 minutes of continuous use, or 20 bolts (one bolt is worth 1 minute)
Size: Large
Weight: 4.5 lbs
Purchase DC: 15
Restriction: -
Game Note: Aiming the sword to fire the bolt is awkward and suffers a -2 to attack rolls.

LTB L1


A surprising move in the weapon industry was when discount franchise Less Than a Buck started releasing weapons to gun shops and other facilities that sell weapons. However, their weapons have met with a lot of criticism and complaints. This is mostly due to the fact that to keep in with their policy of selling stuff cheaper than their competitors. The L1, their first laser weapon to hit the market is cheap, and light. It is also weaker and has less range than most laser rifles, and it's case is made from a injection moulded plastic, and some still have a bit of rough plastic flash at the edges. Professional soldiers and mercenaries avoid LTB weapons, but many petty criminals and third world warlords love them as they can buy a lot more of them for less, and they're nice and light. The L1 usually comes in a dull metal grey casing, but matte black and two badly done camouflage patterns are available, desert and forest. The L1 looks very much like a toy rifle version of the most popular design of common laser rifles available.



LTB L1 (Personal Weapon Proficiency PL6)
Damage: 3d6
Critical: 20
Damage Type: Fire
Range Increment: 60 ft
Rate Of Fire: Semi
Magazine: 50 box
Size: Large
Weight: 6 lbs
Purchase DC: 16
Restriction: Res (+2)
Note: Due to the cheap construction of the L1, on a roll of natural 1, the weapon's electronics short out, making it useless. This can be repaired with a Repair check DC 17 and 20 minutes of work. The L1 is also inaccurate and suffers a -1 to attack rolls.

LTB L2

Less Than a Buck also released a laser pistol, the L2. The L2 is basically a plastic tube with a plastic handle attached. Simple, cheap, and just as reliable as the L1, meaning not completely. However, criminals and warlords love them, because they are cheap and if one breaks, easily replaceable, which is great for their cannon fodder troops. The L2 only comes in dull gun metal grey and matte black.


 


LTB L2 (Personal Weapon Proficiency PL6)
Damage: 2d6
Critical: 20
Damage Type: Fire
Range Increment: 20 ft
Rate Of Fire: Semi
Magazine: 50 box
Size: Small
Weight: 2 lbs
Purchase DC: 14
Restriction: Res (+2)
Note: Due to the cheap construction of the L2, on a roll of natural 1, the weapon's electronics short out, making it useless. This can be repaired with a Repair check DC 17 and 20 minutes of work. The L2 is also inaccurate and suffers a -1 penalty to attack rolls.

Augmented Energy Packs PL6/7


After the release of the Magmacore, and farther research into shrinking the size of its plasmitic power core, and also making it safer for people, Faradai Inc has created highly efficient power packs for weapons. These power packs contain far more energy than standard power packs, unfortunately these power packs have different energy extraction systems compared to normal power packs.  Weapons not produced by Faradai Inc must be modified to accept the new power packs. So far only Faradai Inc engineers can make these modifications, which they are willing to do, for a fee of course. Oddly enough, even older Faradai weapons easily accept the new power packs without modifications.
This has led many conspiracists think that Faradai had these power packs already available but didn't release them for years. Of course Faradai denies such claims and says that they just made the packs designed to work with their weapons, and just good business to offer modifications to other weapons to boost the sales of the packs.


AEPs are only a little longer and a bit heavier than standard power packs, and offer triple the normal amount of ammo available, which is 150 rounds.
Weight: 1 lb
PDC 13
Faradai offers the service of modifying other weapons to use the AEPs at a few of PDC 10 and takes about 2 hours of work.