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.
ARCHER & WESSON M-523 'MOSES' (.50 Action Express/10mm Heavy Pistol) (Personal Firearms Proficiency)Damage: 2d8 (.50 AE)/2d6 (10mm)Critical: 20Damage Type: BallisticRange 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'.
Archer & Wesson M-411 'Garcia' 10mm Sub-Machine Gun (Personal Firearms Proficiency).
Damage: 2d6.Critical: 20Damage Type: BallisticRange 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.
Archer & Wesson M-435 'Regalbuto' Double-Barreled 12-Gauge Pump-Action Shotgun (Personal Firearms Proficiency).
Damage: 2d8/2d8Critical: 20/20.Damage Type: BallisticRange 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.
Archer & Wesson M-441 'Hotchner' 5.56mm Assault Rifle (Personal Firearms Proficiency).
Damage: 2d8.Critical: 20Damage 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.
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.
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.
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.(())
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*.
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...
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: 3d10Critical: 20Damage Type: FireRange Increment: 150'Rate of Fire: SMagazine: 20 specialSize: LargeWeight: 11 lbs.Restriction: Restricted (+2)PDC: 30Notes: 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.
Damage: 3d6Critical: 20Damage Type: FireRange Increment: 50'Rate of Fire: S/AMagazine: 50 (box)Size: MediumWeight: 3lbsRestriction: Military (+3)PDC: 23Notes: 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.
Damage: 3d8Critical: 20Damage Type: FireRange Increment: 40'Rate of Fire: S/ACharges used:1Notes: 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: 2d6Critical: 20Damage Type: Bludgoning/ConcussionRange Increment: 20'Rate of Fire: SCharges used:2Notes: 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: 10d6Critical: 20Damage Type: concussionRange Increment: 80'Rate of Fire: SCharges used:50Notes: Ignores 10 points of object hardness. to prevent over heating this mode can not be used again for 1 minute (10 rounds).
Damage: 1d10+strCritical: 18-20Damage Type: SlashingRange Increment: MeleeRate of Fire: --Charges used:--Notes: +4 to rolls for conferming critical hits.
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'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.
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 laserCritical: 20 / 20Damage Type: Ball / FireRange Increment: 90 ft / 80 ft.Rate of Fire: S, A for bothSize: LargeWeight: 15 lbsAmmo: 35 box / 50 boxPurchase: 26 Mil (+3)Game NotesHas 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.
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: 4d6Critical: 20Damage Type: ElectricityRange Increment: 60 ftRate of Fire: S, ASize: LargeWeight: 7.5 lbsAmmo: 30 boxPurchase: 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
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: 2d8Critical: 20Damage Type: FireRange Increment: 40 ftRate of Fire: S, ASize: LargeWeight: 7.8 lbsAmmo: 100 boxPurchase: 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.
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/x3Damage Type: SlashingRange Increment: 110 ftRate Of Fire: SMagazine: 30 boxSize: LargeWeight: 10.5 lbsPurchase DC: 19Restriction: 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.
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
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: 3d6Critical: 20Damage Type: ElectricityRange Increment: 20 ftRate of Fire: S, ASize: SmallWeight: 2.5 lbsAmmo: 30 boxPurchase: 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)
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 boltCritical: 19-20 x2, 20Damage Type: piercing, powered is piercing and electrical, electrical for boltRange 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: SmallWeight: 3 lbsPurchase DC: 12Restriction: -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, 20Damage Type: piercing, piercing plus electrical when powered, electrical for boltRange 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: TinyWeight: 1 lbsPurchase DC: 10Restriction: -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 boltCritical: 19-20 x2, 20Damage Type: slashing, slashing and electrical when powered, electrical for boltRange Increment: 25 ft for electrical bolt, max of 5 range incrementsAmmo: 20 minutes of continuous use, or 20 bolts (one bolt is worth 1 minute)Size: LargeWeight: 4.5 lbsPurchase DC: 15Restriction: -Game Note: Aiming the sword to fire the bolt is awkward and suffers a -2 to attack rolls.
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: 3d6Critical: 20Damage Type: FireRange Increment: 60 ftRate Of Fire: SemiMagazine: 50 boxSize: LargeWeight: 6 lbsPurchase DC: 16Restriction: 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 L2Less 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: 2d6Critical: 20Damage Type: FireRange Increment: 20 ftRate Of Fire: SemiMagazine: 50 boxSize: SmallWeight: 2 lbsPurchase DC: 14Restriction: 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 13Faradai offers the service of modifying other weapons to use the AEPs at a few of PDC 10 and takes about 2 hours of work.