Actually Kronos they say it the movies. So I'm afreid that wiki was miss written. They use the jelly from our eyes th lubricate there joints and blades. They also scavenge dead screamers for parts. And they are quite intelligent they designed new version of themselves to kill better. But I agree on the fact there robots. These movies where another group like starship troopers, really good idea (most of them anyway starship troopers 2 hero of the federation was horrible) just not enough budge to make it look awesome. I think I've said my peice abou that.
After success of the GEW435 acid pellet shooter, GE has continued to advance their technology in acid munitions. Some critics believe that GE is creating inhumane weapons, but they argue that these munitions are meant for barricade removal, which aids in police or rescue workers in getting to people without resulting to explosives, which could end up hurting innocent people. The acid compound in these rounds will revert to a harmless neutral liquid after 12 seconds (2 rounds) after being exposed to air to prevent accidental injuries. GEA211 12Ga Acid Shell A special container, similar to the pellet shooter rounds is contained within a 12 gauge shotgun round to allow it to be safely used to in shotguns for use in breaching doors. The acid isn't much more powerful than that in the pellet shooter, but there is more of it to allow for a larger area to be affected. The GEA211 deals 2d8 points of acid damage, ignores 10 points of hardness to a 5 foot radius area. If used against solid walls to burn through, if its ability to ignore hardness is greater than the target's, it burns a hole 2 inches deep in an area 5 foot in diameter. If the target's hardness is greater, and still deals damage past the hardness, it only burns a hold 1 inch deep. One round is usually powerful enough to burn away most doors or household walls. PDC 15 for a box of 10 shells. GEA232 40mm Grenade Developing a 40mm sized grenade seemed like the next logical step. The grenade affects a 15 foot radius area, dealing 3d6 points of acid damage that ignores 8 points of hardness. Can burn through a 15 foot wide area up to 1 inch deep. PDC 16 for 10 grenades. GEA236C2 Mini Grenade A mini grenade version of the 40mm grenade is available, but with a reduced blast radius. It affects a 10 foot radius area, dealing 3d6 points of acid damage that ignores 7 points of hardness. Can burn through a 10 foot area, up to 1 inch deep. PDC 17 for 10 grenades. GEA432C21 Rocket This rocket version will fit in most shoulder rockets, such as the LAW or standard RPGs. The warhead is heavier than standard explosive warheads, which reduces the range of the launcher by 10 feet. The rocket deals 6d6 points of acid damage, ignore 10 points of hardness to a 30 foot radius area. It can burn a hole 30 feet wide up to an inch deep. PDC 18 for 5 rockets.
Continuing to expand their catalog of military hardware, LTB has created their LC1 laser canon. In reality, it's really two of their L1s mated together in the same frame and the power settings dialed up slightly for greater output without actually destroying the emitters and other components. It does have higher quality components than the L1 or L2, but due to the increased power running through them, its reliability is lower than it should be. The LC1 does boast slightly better range, but sucks back more power from a power pack. LTB LC1 (PL6 Personal Firearms) Damage: 5d6 Critical: 20 Damage Type: Fire Range Increment: 80 ft Rate of Fire: Semi Size: Large Weight: 11 lb Ammo: 30 box Purchase DC: 19 (Res +2) Notes: Although it has standard quality components, due to the increased power running through the parts, on a natural roll of 1, the LC1 shorts and won't fire. This can be repaired with a Repair check DC 17 and about 20 minutes of work. Some users have modified their LC1s so that each barrel fires individually, instead of together, granting it a sort of automatic fire mode. This also allows the user to make use of 50 rounds from the power pack like the L1, although it deals only 3d6 points of damage. This modification requires a Repair check DC 18 and 30 minutes of work, but also makes it slightly more unreliable so that on a roll of 1 or 2 the weapon shorts and requires work to make functional again.
May have a viable Screamer hopefully soon but I plan to pull out both dvd's and rewatch them... also the doc is up to 141 pages
HP MLR410 (PL6 Personal Firearms) Damage: 3d6 Critical: 20 Damage Type: Fire Range Increment: 50 ft Rate of Fire: S, A Size: Medium Weight: 5.5 lbs Ammo: 50 box Purchase DC: 22 (Mil +3) Notes: Enhanced Autofire Mode: Taking an addition -4 to attack, can increase automatic fire damage to a 10 ft by 10 ft area from 3d6 to 4d6 and increases the Reflex save to DC 17 and uses 15 rounds instead of the normal 10. User must declare using this option before firing. Burst Mode: The user can set the weapon to burst mode which fires all the barrels allowing it to deal 5d6 to a single target, but reduces the rate of fire to Semi.
With the introduction of X-ray lasers on ships, HP set about to creating a man portable version. Big and bulky, the XCLP3401 is used like a shoulder mounted weapon instead of a rifle. The large weapon comes with sensors and targeting suite to aid in acquiring targets. Although successful, some are displeased with its slow rate of fire and damage isn't quite as high as HP would like, however it does have a good chance of heavily damaging critical systems due to its armour piercing capability. Although it can make use of a standard power pack, the drain on the pack is great, so many users carry power generators or larger power packs such as the 340PP and 410PP (same number of rounds from both of these systems as the LCP1100). XCLP3401 (PL7 Exotic Weapon Proficiency/Heavy Weapon) Damage: 7d6 ignores 30 points of hardness/DR Critical: 19-20 x3 Damage Type: Fire Range Increment: 200 ft Rate of Fire: Single Size: Huge Weight: 33 lbs Ammo: 5 box Purchase DC: 32 (Mil +3) Notes: Laser defeating defensive systems are half as effective. Can use either the 340PP or 410PP to expand ammunition capacity. Comes with targeting systems and sensors granting a +1 to attacks when the user isn't moving. Has connection to allow for cybernetic uplink to the user.
XCL3452 This is the vehicle version of the XCLP3401, meant for light to medium vehicles such as light attack vehicles, both ground and air, and as a secondary weapon on medium tanks. With better range and increased power, and usually benefits from greater power supply to allow for greater payloads. XCLP3452 (PL7 Exotic Weapon Proficiency/Vehicle weaponry/Heavy Weapon) Damage: 9d6 ignores 30 points of hardness/DR Critical: 19-20 x3 Damage Type: Fire Range Increment: 300 ft Rate of Fire: Semi Size: Huge Weight: 36 lbs Ammo: varies Purchase DC: 31 (Mil +3) Notes: Usually mounted on a turret and uses vehicle sensor systems. Variable ammo due to what is installed on vehicle it is mounted on. Most usually have a 50 to 100 round capacity. Laser defeating defensive systems are only half as effective.
The M431C2 Mini Missile Rifle, or MMR, is a large rifle that fires mini missiles, or mini rockets, giving an infantry squad some serious fire power. The weapon is a long rectangular tube which actually contains two tubes which hold the missiles in a similar fashion to MetalStorm weapons. On top is the scope and targeting system along with cybernetic uplink connection. Along the bottom of the body is a light laser rifle to give the user a back up weapon for when the missiles run out. The laser might be light in power, but has exceptional range, making it a good sniper weapon. Although it carries a large compliment of mini missiles, reloading is slow, in a similar manner to shotguns, loading missiles in through a port on the side, one for each tube. It has a selector for either tube so that one tube can be loaded with one type of missile and the other another type, typically one being fragmentation and the other either explosive or armour piercing.
M431C2 Mini Missile Rifle (PL6 Exotic Weapon Proficiency (Rocket Launcher)/Heavy Weapon) Damage: Varies by missile/ Laser 3d6 Critical: varies by missile / 20 x2 Damage Type: varies by missile / fire Range Increment: varies by missile, generally 200 ft / laser 175 ft Rate of Fire: Semi for missiles / laser semi Size: Huge Weight: 30.5 lbs Ammo: 10 missiles (5 per tube), laser 50 box Purchase DC: 33 (Mil +3) Notes: Scope has night vision (darkvision only out to 400 ft, but suffering -2 to Spot checks), thermal/IR vision, cybernetic uplink. Requires minimum Strength of 14 to wield properly or suffer a -2 to attack rolls. Mini missiles use user's attack roll on initial attack, but if misses, can make an additional attack next round using a +5 attack roll (higher or lower depending on missile quality). Reloading the missiles takes a full round per tube. Switching between either tube is a free action that can be done any number of times, but can only switch from missile or laser once per round as a free action. Con substitute mini missiles with mini rockets, however lose the ability to attack second round that mini missiles have.
Infantry Powersaw (PL 6)
This weapon resembles a two-handed sword, with a chainsaw blade approximately two feet long in place of a much longer steel blade. The infantry powersaw was one of the earliest melee weapons designed for use by power armoured troops. The powersaw’s design makes it easier to use than a regular chainsaw, so a character must have the archaic weapons proficiency feat instead of the exotic weapons proficiency feat to wield it. A character wielding an infantry powersaw who is proficient in its use gains the Cleave feat for free. Infantry Powersaw (PL6 Archaic Weapons Proficiency) Damage: 3d6 Critical: x3 Damage Type: Slashing Size: Medium Weight: 8 lb Purchase DC: 10 (Res +2) Notes: Free use of Cleave feat
This weapon is a powerful pneumatic powered spike attached to a forearm mount on medium to heavy or powered armour. The user strikes the target with their fist, which has a trigger plate across the knuckles, which then drives the spike into the target, penetrating armour and internal components and anyone inside. Infantry use power spikes to engage power armour, light mechs or light armoured vehicles, using the spikes to punch into and damaging sensitive components such as hydraulics, guidance systems, gyros or power couplings. Power Spike (PL6 Simple Weapon Proficiency) Damage: 2d6, ignores 4 points of hardness/DR Critical: 19-20 x3 Damage Type: Piercing Size: Small Weight: 4 lbs Purchase DC: 14 Mil (+3) Notes: Make a touch attack to activate. Usually mounted on armour to provide bracing for the force of the spike. If not mounted on armour, and just strapped to the user's arm, deals half damage dealt to target in subdual damage to the user from the force of the spike driving forward and back with each strike.
A large pair of mechanical pincers which fit over your hand and forearm like a glove. It looks a little like a big steel lobster claw. An industrial tool used for precision cutting and for handling dangerous materials, it has a Strength of 25, but can't be used to lift heavy objects or swing melee weapons. It only enhances the strength of your hand, not your arm or back, so it will only give you a bonus on tasks like grappling, breaking an object with your hand, hanging on to things, etc.This is not a subtle tool. You cannot use the pincers to perform any task or skill that requires fine manipulation (DM's call as to which skills do and don't qualify).
Pincer Gauntlet (PL5/6 Simple Weapons Proficiency)Damage: 2d6Critical: 20 x2Damage Type: BludgeoningSize: MediumWeight: 6 lbsPurchase DC: 14 Res (+2)Notes: Once you have hit the target with the pincers, you can keep squeezing them for an additional 2d6 damage per round without having to roll to hit them again. If you scored a critical hit, it only applies to the first round—don’t keep rolling double damage. Escaping the pincers requires a Strength roll vs. DC 25.
Vector Weapons (PL 6)
Vector weapons are melee weapons of Medium-size or larger that use a vectored thruster to add extra damage to attacks (at the cost of decreased accuracy). A character proficient in the base weapon can use the Power Attack feat when attacking with a vector weapon. Weapons that have a vector system built into them cannot be energy weapons or have complicated parts (such as high-frequency blades). Vector weapons are almost exclusively archaic weapons built with advanced manufacturing and metallurgy technology. A rod of solid chemical propellant, housed in the weapon hilt, fuels the weapon’s thruster. This fuel rod will last for 50 power attacks, and must be replaced after that time. A character using a vector weapon can choose to not fire its thruster and attack normally.Restrictions: Non-energized melee weapons of Medium-size or larger (see Chapter 4: Equipment in the d20 Modern Roleplaying Game for a list of these weapons).Purchase DC Modifier: +2
Plasma Weapons Melee weapons can be made even deadlier with the addition of plasma ejectors. The weapon is made with special ceramic laced alloys and a weak magnetic field to help protect the blade and user from the plasma that is emitted along the striking surface of the weapon. When not activated, the weapon looks like a high quality version of whatever melee weapon it is modelled after, but when activated, it is bathed in plasma fire. The weapon's weight is increased by 3 pounds for the plasma and EM generators. When activated the weapon gains +2d6 fire damage and ignore 2 points of Defense granted by armour. The battery lasts for 50 rounds before needing to be recharged. The gadget increases the weapon's PDC by +7.
Javelin (PL5 Exotic Weapon Proficiency) Damage: 11d6, ignore 13 points of hardness Blast Radius: 15 ft, Reflex 19 Critical: 20 x2 Damage Type: fire Range Increment: 200 ft Rate of Fire: single Size: large Weight: 50 lbs Ammo: 1 Purchase DC: 34 (Mil +3) Notes: Ignores 13 points of hardness, will not fire at a target within 30 feet. In top-down fire mode takes full round to fire, ignore 1 point of Defense from target's armour and a further 4 points of hardness, but reduce range increment by 50 feet. In direct fire mode, firing is a normal attack action. Attaching to removing the targeting unit is a move equivalent action. The detached targeting unit can act as nightvision goggles with a 200 ft range and binoculars, a laser designator and range finder.MILAN
A second-generation medium anti-tank disposable rocket. The MILAN doesn't have a disposable launcher like various LAWs, instead the missile is clipped to the launcher. It is a wire-guided missile that requires the user to keep the targeting radical centered on the target. It has excellent armour penetration capability as well as greater range over common LAWs, however it does weigh a fair bit and is usually used with a tripod to steady the launcher. It is usually deployed in at least a two man crew, with one aiming and firing the missiles while the other carries and loads. MILAN (PL5 Exotic Weapon Proficiency) Damage: 14d6, ignores 18 points of hardness Blast Radius: 30 ft, Reflex 18 Critical: 20 x2 Damage Type: fire Range Increment: 630 ft Rate of Fire: SS Size: large Weight: 36 lbs for launcher, 16 lbs for missiles Ammo: 1 Purchase DC: 30 (Mil +3) for launcher, missiles 28 (Mil +3) Notes: Reloading is a standard action, will not fire if target is within 30 feet of launcher. Firing is a full round action as the user must keep the target in the sights. With the aid of a second person, the weapon can be fired every round as long as there are enough missiles at hand.
Evolved Combat ShieldFor an individual the battlefield of the future is a dangerous place, requiring a serious amount of protection. Enter the evolved combat shield, a shield with built in missile launcher. Light enough to be used on handed, powerful enough to take on any adversary, versatile enough to be useful in almost any situation.Evolved Combat Shiled (PL 6-7)Dam: VariesCrit: 20Type: variesRange: 100'ROF: SMag: 2 internal (2 alt, total of 6 rounds)Size: Med.Weight: 7.5lbs.Pdc: 29 (+3 mil.)Notes: Provides a shield bonus to users (Def +3, non prof def +1, armor penalty -2, spell failure 30%). Uses a special modified rocket ammo(can hit targets up to 100 range increments away with normal penalties; laser guided, touch attack to target opponent, attack gains +2 circumstance bonus to hit; travels 10 range increments/round; ammo Pdc. +4). Two alternate ammo’s (total of 6 rounds) can switch between them as a swift action once per turn, takes a full round action to load one mag (2 rounds).I'm not sure I like how laser guided weapons work in game, I'm trying to playaround with it to find something I like. let me know your thoughts and ideas.
With farther experimenting in plasma technology, Colt developed plasma exploding bullets instead of the normal chemical explosive rounds. To premier the new rounds, Colt released an intimidating, heavy revolver, styled after an enlarged python revolver of previous fame. The phoenix uses a .40 caseless magnum round, giving it slightly better range than other revolver calibers of the past. The rounds explode in a small ball of plasma fire, making them for illuminating a dark room during a firefight.
Phoenix (PL6 Personal Firearms Proficiency) Damage: 2d6+1 ball +2d6 fire Critical: 20 x2 Damage Type: ball +fire Range Increment: 40 ft Rate of Fire: S Size: small Weight: 3 lbs Ammo: 6 Purchase DC: 17 (Lic +1) Notes: Uses plasma explosive rounds, box of 30 PDC 9. Masterwork weapon, granting a +1 bonus to damage. Comes with a gun camera with passive night vision and records up to 3 hours. When drawn, the large weapon provides a +4 bonus to Intimidate checks. New Ammunition Plasma Explosive Rounds These ballistic rounds have a core of deuterium and through a company secret, when the round strikes a target, the impact ignites the deuterium, superheating it into a plasma state, dealing significant damage to the target, far greater than normal explosive rounds. Plasma explosive rounds deal +2d6 fire damage, and require no modifications to the weapon. PDC +4
AMMUNITION, PHOTON SHEATHED (PL 6)
Each round of photon sheathed ammunition is wrapped in an extremely thin foil of the same material used in the manufacture of starship photon sails. A nanomachine housed within the round collects energy from the sun through the external foil and converts that energy into thrust creating a final ammunition that acts almost like a gyro-jet round. This energy thrust increases the weapon’s speed – and damage – depending on the brightness of the area when the round is fired. In direct, bright sunlight a photon sheathed round inflicts +4 damage when it hits its target. In partially sunny, cloudy conditions a photon sheathed round inflicts +2 damage when it hits its target. Under artificial light a photon sheathed round inflicts +1 damage when it hits its target. In dark, or shadowy conditions a photon sheathed round has no effect on the weapon’s damage.Damage Type: Ballistic.Purchase DC: 11.Restriction: Military (+3).
AMMUNITION, CHARGED (PL 7)Looking like standard ammunition, charged rounds contain a miniature electrical device that can hold a charge for a few seconds. When fired, a charged round crackles with electricity, looking almost like a tiny blast of lightning. A weapon firing charged rounds inflicts 1d6 points of electricity damage in addition to its standard damage. A standard weapon cannot fire charged ammunition; in order to fire charged rounds a weapon must be equipped with a charging chamber gadget (purchase DC modifier +3, restricted). Once a weapon is outfitted with a charging chamber it may fire regular ammunition and charged ammunition. Mounting a charging chamber on a weapon requires a Craft (mechanical check) (DC 20), a workspace, and four hours.A weapon with a charging chamber is one size category larger and is obviously modified.The weapon uses a standard power pack in addition to ammunition.Damage Type: Ballistic/Electricity.Purchase DC: 13.Restriction: Military (+3).
AMMUNITION, CYBER DISRUPTOR ROUNDS (PL 7)Commonly known as “cylock” rounds, cyber disruptor ammunition carries a specialized system that emits a micro-burst electromagnetic pulse the instant the round comes into contact with a target (armored or unarmoured). The damage is unaffected when a cylock round is fired at a character or creature that does not have any cybernetic devices installed. It’s when a cylock round impacts a cyber-enhanced character or creature that the ammunition really comes into its own;a cyber-enhanced character or creature that is hit by a cylock round suffers 1d6 points of electricity damage for each cybernetic attachment or enhancement and must succeed on a Fortitude save (DC 15) or be stunned for 1d4 rounds. If the cybernetically enhanced character or creature rolls a natural 1 on its Fortitude save, each of its cybernetic attachments takes 1d6 points of electricity damage as well. Cyber disruptor rounds emit such a small, brief electromagnetic pulse that most other electronic or computer devices carried by the attack’s target are unaffected – 2% chance of shorting out each electronic or computer device carried by the target. Affected devices remain nonfunctional until repaired.Damage Type: Ballistic/Special.Purchase DC: 12.Restriction: Military (+3).
AMMUNITION, LASER PRICK (PL 7)With laser weapons on the rise, it was only a matter of time before a weapons laboratory experimented with mounting tiny laser projectors within the core of a standard ballistic round. When fired, as it leaves the weapon’s barrel, a laser prick round instantaneously fires a microburst laser beam. On a successful attack the weapon deals 1d4 points for fire damage to the target which is then followed by the weapon’s standard, ballistic damage. Laser prick ammunition can be loaded in a weapon’s ammunition magazine mixed with regular rounds. The ammunition’s laser ability requires no special modification to the weapon – all of the work is done by the round itself which engages a nanomachine system that fires the laser the instant the weapon is fired.Damage Type: Fire/ballistic.Purchase DC: 10.Restriction: Military (+3).
105 mm Cannon A smaller cousin to the 120 mm found on the Abrams main battle tank. Cannon, 105 mm (PL 5 Heavy or Vehicle Weapons Proficiency) Damage: 8d12 Critical: - Damage Type: Ballistic Range Increment: 300 feet Rate of Fire: S Size: Gargantuan Weight: Ammo: 1 Internal (some models have a box) Purchase DC: 36 Notes: Military (+3)
20 mm Autocannon A vehicle heavy weapon, used on armoured personnel carriers, light tanks, and aircraft. Can be used on mecha as well. Autocannon, 20mm (PL 5 Heavy or Vehicle Weapons Proficency) Damage: 4d10 Critical: 19-20 x2 Damage Type: Ballistic Range Increment: 150 feet Rate of Fire: A Size: Gargantuan Weight: Ammo: Linked Purchase DC: 32 Notes: Military (+3)
"Standard" Anti-Aircraft Platform (PL 5, Heavy weapons proficiency or Vehicle weapon proficiency) This heavy trailer mounts a small radar system as well as a twin 20 mm turret. The radar has an effective range of 10 km for plotting and tracking aircraft, and has a minimum height of 100 feet with a maximum attack height of 5 km. Once towed into position, the trailer deploys stabilization jacks, and rotates the wheels underneath to act as added cushioning as it lowers to the ground. This process takes about 1 minute. The turret is then unlocked, barrels lift from travel position and free to track aerial targets designated by the radar. The radar system can have friendly IFFs inputted and the system allowed to designate potential targets for a user to accept or deny the system to engage, or left to engage any none friendly IFFs. The turret can be manned with a bonus from the radar and targeting system, or fully automated with only a crew for reloading and fixing any jams or other problems that might appear. The 20 mm shells are longer than those used in most autocannons for enhanced range, along with longer than normal vehicle mounted weapons. When manned, the system provides a +3 bonus against aerial targets. As an automated weapon, it has two attacks, both at +6 attack bonus. The trailer is 5 squares long and 2 squares wide in travel mode, and 3 squares wide in deployed mode. The system carries 100 rounds for each cannon and is usually linked to an ammunition trailer with a farther 1000 rounds. In a pinch, the system can be used against ground targets like a tank, but does not gain any bonus to attack, in fact the user takes a -2 to attack rolls. Twin linked 20 mm autocannons 6d10 19-20x2, ballistic, 300 ft, S/A, linked (This is fire linked stats. If one cannon is damaged, drop damage to 4d10).
PDC 33 for whole system, 16 for 50 rounds of standard ballistic rounds. Alternate ammunition: High Explosive: These rounds contain an explosive for dealing greater damage upon impact with its target. Increase damage by +2 Die which is fire damage. Armour Piercing: These ballistic rounds are meant for penetrating heavy armour. Many critics laughed at heavy armour piercing rounds in anti-aircraft roles, due to the thin armour on aircraft in use, but the military likes to be prepared. Reduce damage by 1 die, ignores 3 points of Defense provided by armour (For RAW), and 10 points of hardness/DR. Shrapnel: This shell explodes before reaching the target, throwing a large cloud of razor sharp metal in an attempt to strike multiple targets. Deals 3d8 slashing damage to a 50 foot area, Reflex save DC 18 for half. In twin linked configuration deals 4d8 slashing damage to a 75 foot area with a Reflex save DC 21 for half. PL6 Version The next age version of the anti-aircraft platform is very similar to the previous generation, but instead uses twin long range lasers. The basic PL6 version sits on a trailer that is 2 squares wide and 4 squares long. The weapon system is slightly smaller, but still has long barrels. The reduction in weapon physical size allows for a powerful power generator to be installed which powers both the radar and refilling the high capacity burst capacitors. This version has a radar range of 20 km and an effective firing ceiling of 7 km, and a minimum range of 50 feet. The PL6 version can be used against ground targets as well, but suffers a -1 to attack rolls. The system has an improved sensors and not only can identify targets by IFF information, but can also use visual systems to identify targets, but only with an effective range of 10 km. This aids in target priority designation for users, or for identifying civilian craft that accidently fly into its target area. In manual mode it only provides a +3 bonus to attacks, but also allows the user to use the visual sensors to identify potential targets as possible friendlies with damaged IFF and comm systems. In automated mode, it has two attacks at +8 attack bonus each, and will not fire on targets it scans as possibly friendly by visual methods that are not broadcasting friendly IFFs and prompts a user for confirmation of attack or not. Twin Linked Long ranged lasers 6d8 20, fire, 400 feet, S/A, - If one barrel is damaged, a single barrel deals 4d8 points of fire damage. PDC 34 for the whole system.
Colt 2011 The 2011 is modelled after the famous 1911 model, only it's a bit larger as it's chambered in .75 caliber rounds (.75AE). This weapon is designed for use by cybernetically enhanced people or those wearing power armour. Any unaugmented person trying to use the weapon will hurt themselves, as was proven with demonstrations of .600 express rounds, which videos of amateurs firing such rounds are easily found on the net. The 2011 has gained popularity amongst cyborg gunslingers as the weapon uses the same reliable firing mechanism as found in the 1911, just larger, and the added weight of the weapon allows them to use the weapon as an impromptu melee weapon without worrying about any damage to the weapon. Colt 2011 (Late PL5 / PL6 Personal Firearms Proficiency) Damage: 2d12 Critical: 20 Damage Type: balllistic Range Increment: 40 ft Rate of Fire: S Size: med Weight: 9 lb Ammo: 9 Purchase DC: 19 Res (+2) Notes: Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 18, suffers -2 on any attacks after the first attack in a round, and suffers half the damage rolled in subdual damage on any attack made with the 2011. So a normal person, with Strength 18 will suffer half damage in subdual damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 19, doesn't suffer the subdual damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady. When used to pistol whip someone, it deals 1d6 points of bludgeoning damage instead of the normal 1d4 for pistols for its heavier construction and larger size. Ammunition: Box of 50 .75AE rounds has a PDC 7.
M5011 This is Colt's version of the old Browning M2B .50 caliber machine gun chambered in .75 caliber rounds. This weapon replaces the old M2 as an anti armour weapon or heavy machinegun mounted on vehicles like the humvee. However, since the ammunition is larger and heavier, not many humvee style vehicles haven't switched to the M5011, although newer MBTs have had them installed in the coaxial mounts or used as light anti aircraft weaponry. M5011 (PL 5 Exotic Weapons Proficiency or Heavy Weapons Proficiency) Damage: 2d12+6 Critical: 20 Damage Type: ballistic Range Increment: 110 ft Rate of Fire: S, A Size: Huge Weight: 80 lb Ammo: Link Purchase DC: 23 Mil (+3) Notes: Ignores 3 points of hardness/DR Ammunition: Box of 20 rounds of .75 caliber has a PDC 7.
Vintage Arms is a company run by a small group of alien engineers that were fascinated by the sheer variety of arms that humans have created over the years, and how some humans will favour old designs while newer ones make a far more obvious choice. Deciding to see if they can make a profit from this fascination amongst humans and other races looking for something a little different. They have been searching through Earth's history and ancient designs looking for ones that have a long history of popularity and reliability and even at some eccentric designs that might catch their fancy. In their search, they not only uncovered weapons, but also vehicles and aircraft that have caught their fancy and are beginning work on updating the designs with newer equipment.
VA1911RP The VA1911RP is a rail gun pistol modelled after the Colt 1911. Using Grongah railgun technology, allows the weapon to remain small without having to have a power pack to power the magnetic accelerator. Using the naturally magnetic minerals of the Grongah homeworld, the weapon doesn't require as much power to direct the magnetic field down the barrel. The weapon comes with 5 empty magazines which have built in power cells that contain enough power to fire all the rounds in the magazine. These magazines come with a power dock for recharging after they are refilled. The VA1911RP has decent range for a pistol, and a larger magazine than the original, and commands respectable damage, although its only about the same as the average Grongah rail pistol, using a very reliable firing mechanism. Even though the hammer serves no real purpose in the design, it can still be pulled back, which also disengages the safety. If slowly decocked, it the safety will engage automatically. The slide also moves, even though there is no casings to be ejected. This is more just for show, but also allows any special ammunition that might be loaded that jams to be ejected quickly by pulling back on the slide, popping the round out. VA1911RP (PL6 Personal Firearms Proficiency) Damage: 2d12 Critical: 20 Damage Type: ballistic Range Increment: 50 ft Rate of Fire: s Size: med Weight: 4 lb Ammo: 15 box Purchase DC: 18 Lic (+1) Notes: Looks exactly like a Colt 1911, except for the small digital display which is cleverly disguised, which displays the ammo count and a red light for safety on while it's being gripped, and a green light when safety off. Has a rail under the barrel for mounting laser sight, flashlight or other accessory. Has a digital ammo counter. VA1911LP This is a laser pistol version of the VA1911RP. Visually there isn't much difference between the two weapons on the outside, nor with the original. The only way to tell the difference is the engraving of Vintage Arms 1911LP on the side. The digital display, also disguised like the RP model, instead has a power level bar set in increments of 10 and only changes to digits once it reaches 5 rounds. The slide moves back just for visual effects, and the hammer, when pulled back, the weapon emits an ominous hum, like a power build up sound, but does nothing else. Vintage Arms has also added a small noise maker to the weapon that when it fires, it makes the sound like a real Colt 1911 being fired. This option can be turned off at the push of a recessed button near the safety. VA1911LP (PL6 Personal Firearms Proficiency) Damage: 2d8 Critical: 20 Damage Type: fire Range Increment: 40 ft Rate of Fire: s Size: med Weight: 3 lb Ammo: 50 box Purchase DC: 17 Notes: Looks almost exactly like a Colt 1911 except for small digital display with ammo counter. Has a rail under the barrel for accessories. When held to a person's head in an intimidating manner and the hammer cocked, the ominous hum adds a +1 bonus to Intimidate checks.
VA M29PP The M29PP is a remake of the old Smith and Wesson M29 .44 magnum, upgraded with plasma technology. The cylinder is actually a modified power pack, which Vintage Arms sells 5 with the weapon. As the weapon is fired, the cylinder rotates, just like it would in a real revolver, but doesn't actually serve any other purpose. Since the power pack is smaller than those in most weapons, the ammo capacity is reduced, but still greater than what a ballistic revolver would be. To reload the weapon, it breaks open just like the original M29 would, and the spent power pack pops out and a new one slid into place, then snap shut. The hammer just rotates the cylinder and disengages the safety. A small digital display shows a power level bar set in increments of 5, and when gets to 5 shots switches to numbers to count down the remaining shots. VA M29PP (PL6/7 Personal Firearm Proficiency) Damage: 2d10 Critical: 20 Damage Type: fire Range Increment: 40 ft Rate of Fire: s Size: med Weight: 3 lb Ammo: 25 box (shaped like a cylinder for a revolver) Purchase DC: 17 Lic (+1) Notes: Looks like a SW M29, has a rail under the barrel for accessories and digital ammo display.
Acid Fog Grenades
With sales of the acid based weaponry proving to be quite successful, GE decided to make an acid version of the firefog available for robots and mechs. They first made a grenade/proximity mine to test the concept.
The grenade/proximity mine is a bit bigger than a regular hand grenade, shaped like a round ended cylinder. It can be thrown then releases its payload after several seconds from impact to allow the user to move out of harms way. Alternatively, it can be used as a mine. In this way, it is placed on the ground, safety pulled and arms itself after 10 seconds to allow the user to get out of the sensor's range of 20 feet. It will wait until a target is within 10 feet before detonating. Acid Fog Grenade/Proximity Mine (PL6) Damage: 3d6, ignores 5 points of hardness/DR Damage Type: Acid Range Increment: 20 ft thrown, proximity sensor detects targets out to 20 ft but won't detonate until 10 ft Blast Radius: 30 ft Will linger in the air for 6 rounds then dissipates harmlessly as the acid compounds breaks down. Reflex Save DC: 20 Size: Tiny Weight: 1.3 lb Purchase DC: 19 Mil (+3) for a box of 5 grenades.
HP HILR541 As technology progresses, HP has kept up. As plasma weapons begin dominating the markets, HP has kept their share of the weapons market with their high quality lasers, and now high intensity lasers with a few x-ray lasers. HPs leading HI laser is the HILR541, which is favoured heavily by law enforcement and hunters due to its variable damage settings, and its armour penetrating abilities. On its lowest damage setting, it does lose the armour penetrating abilities, but this suits most hunters and officers as the point is to wound and not blast through and possibly hurt any possible hostages. The other advantage of the variable damage setting is the lower the setting, the greater the range. The user changes the setting by a thumb dial just above the trigger. The design is completely ambidextrous and has dials on both sides. The power pack as a quick release, close to the trigger, which ejects the spent power pack quickly speeding up reload times. HP HILR541 (PL7 Personal Firearms Proficiency) Damage: 3d10* Critical: 20 Damage Type: fire Range Increment: 90 ft. Rate of Fire: S Size: Large Weight: 10 lb Ammo: 50 box Purchase DC: 21 Restricted (+2) Notes: Considered to have the armoured piercing gadget, in RAW ignore 2 points of Defense, reduce damage rolls by 2. If using armour as DR rules, ignore 3 points of DR. *Variable damage: as a free action, using the dial on the side, the user can lower or raise the damage by 1 die per setting. Can not go above 3d12. At 2d12 setting range is changed to 135 ft. At 1d12 setting, range is changed to 180 ft, but loses the armour piercing ability.
Darter Organic Rocket Launcher Commissioned to produce some heavy weapons for a colony where high technology suffered from high solar radiation and EM fields, Life Sciences went to work producing a man portable organic rocket system that would renew its ammunition supply. The launcher itself is a large bone tube with a handle and soft spongy material for a shoulder rest. Behind where the shoulder rest is a bone plated bulge about a foot wide, a foot long and hangs down about two feet. On the side is what appears to be a smaller bone covered tube which ends in an eye like object, which includes eye lids to protect the eye when not in use. This is the optic sights, which includes night vision. A set of four insect legs, usually folded against the primary tube can extend to allow the user to have greater support while in a prone position, but also allow the weapon to move about in a holding pen. The mouth is covered by an armoured plate under the bulge. The darter requires to be feed a diet of various minerals and some organic matter. It has a primary lithorvore, eating dirt, stones and the like, and grazing on grass for the little organic matter it needs. The weapon creates small rockets made of bone, propelled by an organic explosive chemical, which also provides the explosive power behind the warhead. The launcher will hold 6 rockets and takes about an hour to produce a new rocket. However, the weapon can be feed a high concentrated energy bar which will allow it to rapidly produce six rockets, in about a minute (10 seconds to make a rocket), but after they have been used, the weapon will need to rest for about two hours as its metabolism is put into overdrive. The darter has a lifespan of about 30 years, as long as it gets feed regularly, about every two or three days when not in use. Can be combined with a chirp communicator to be used as a type of IFF system and allowed to roam on its own and can attack targets on its own as a remote weapons system. Its crude intelligence won't allow it to distinguish different priority targets unless commanded to attack enemy targets over a certain size. Some colonies will leash or pen several darters along walls made of rock and dirt with orders to attack only large creatures or objects if they don't possess the proper IFFs. Darter Organic Rocket Launcher (PL 6/7) Damage: 6d6, 30 ft radius Critical: 20 Damage Type: half fire half slashing Reflex DC: 18 Range Increment: 130 ft Rate of Fire: semi Size: large Weight: 24 Ammo: 6 internal Purchase DC: 21 (Res +2), energy bars are PDC 15 for box of 3 bars. Notes: Has integrated night vision, with included chirp (sold separately), can be used as a remote weapon system. Has speed of 10 ft, ranged attack bonus of +3, and a Climb skill of +2.
The MP311 is an automatic bullpup pistol released by H&K that makes use of new materials and better ballistic charges, although doesn't make use of the XZ caseless rounds, instead uses readily available 9mm to ease logistics for new users. The bullpup design allows for a longer barrel, giving it better range over other pistols and the curved magazine allows for a larger capacity. Fully ambidextrous design with a clear magazine allows the user to quickly see how many rounds are left. Features full automatic fire as well as a three round burst setting. MP311 (PL5 Personal Firearms Proficiency) Damage: 2d6 Critical: 20 Damage Type: ballistic Range Increment: 50 ft Rate of Fire: S, A Size: Med Weight: 4 lb Ammo: 25 box Purchase DC: 17 (Res +2) Notes: Ambidextrous design allowing easy use of left or right handed people, three round burst setting allow the use of burst fire feat with only three rounds, but does not grant the use of the feat if the use does not have it.
Bone Spitter Commissioned by the same colony that requested the Darter, Life Sciences has produced an organic projectile firearm. The weapon looks like a bullpup style rifle covered in segmented chitin. The barrel is lined with powerful muscles which expel an extremely sharp shard of bone with enough force to equal most ballistic rifles. The rifle has a lithorvore metabolism and eats dirt, minerals and earth to sustain itself and produce its ammunition. It has a chitin covered mouth on the underside of the stock. The bone spitter regenerates its stock of bone shards at a rate of one shard every thirty minutes. Special high energy and mineral heavy bars are available which force the bone spitter to quickly replenish its internal supply of bone shards the following round. It can be forced to do this three times before it must rest for 5 hours due to the strain. Bone Spitters live for about 50 years. Bone Spitter (PL6 Personal Firearms Proficiency) Damage: 2d8 Critical: 19-20 Damage Type: Piercing Range Increment: 75 ft Rate of Fire: S, A Size: Large Weight: 13 lb Ammo: 30 internal Purchase DC: 18 (Lic +1), energy bars are PDC 10 for box of 10. Notes: Can be fitted with an organic scope which is a tube with what appears to have an eye on one end which makes it an organic equivalent to a 10x scope. The scope has a PDC of 9 if bought separately.
Configuration: DWS “Waster”
Purchase DC: 16 ($650)
Mods: Improved stopping power
Drawbacks: decreased range, disposable, increased weight, reduced accuracy, reduced damage
Damage: 3d8 -1
Mag: 11 cyl
Range increment: 10ft
Special: -1 on attacks
8ga mag Razor
Weapon Pods These devices look like white plastic ovoids with a hole running length wise through them. The user puts their arm through the hole which covers the forearm. With a specific muscle flex of the hand and wrist, the top and bottom half of the ovoid slides forward and closes, encasing the hand and half the forearm. A handle extends from the top and bottom half and joins in the middle, for the user to take hold of inside the pod. A trigger is on the top part. There is also several buttons which the user can use from inside the pod by extending a finger. A second set of buttons is concealed under a slide away panel on the outside which just act as a redundancy set. The handle is able to twist. Twisting forward engages the melee feature, while twisting back causes the ovoid to split open and slide back to its rest position covering the forearm. These pods are designed to create an easy access, quick drawing, multiweapon system. Most come with a light to medium anti-personal ranged weapon, a heavier secondary weapon, and a form of melee weapon, which is usually in the form of energy encasing most of the pods outer casing, allowing melee strikes with the pod itself as it encases the hand. Police Weapon Pod The police version comes in the standard white, but also has a thick blue strip that runs down the middle when the pod is closed, so when open, two strips along the inner halves. It comes armed with a laser carbine that also has a stun setting, a 18 gauge shotgun for specialty rounds, such as explosive or those that blast out door locks, and a taser-like electrical field for melee use which also works on robots. Police Weapon Pod (PL6 Personal Weapon Proficiency) Damage: 3d8 laser, 2d8 18 gauge (or varies), 1d4 +1d6 melee Critical: 20 Damage Type: laser fire, 18 gauge ballistic/varies, melee 1d4 bludgeoning plus electrical (can be lethal or nonlethal) Range Increment: 60 ft laser, 30 ft 18 gauge, melee Rate of Fire: SA laser, semi 18 ga Size: Medium Weight: 8 lbs Ammo: 50 box laser, 10 internal 18 gauge, melee discharge uses 1 charge from laser Purchase DC: 22 Notes: User may quick draw the weapon as if they had they Quick Draw feat. Laser has stun setting which target needs to make a Fort save DC 15 or be stunned for 1d4 rounds. Melee weapon can deal lethal or nonlethal damage. In nonlethal also has stun setting, Fort save DC 16 or stunned for 1d4+1 rounds. This stun setting also works to temporarily disable robots as the electrical field interferes with their neural pathways and electrical systems. Ballistic Weapon Pod This weapon pod uses only ballistic weapons. Armed with a rapid fire ballistic weapon, which is an enlarged system used in the Viper and King Viper personal defense weapons, firing a slightly larger caliber. The secondary weapon is a mini grenade launcher. It contains a similar electrical system as the police version, but lacks the stun setting, instead going for greater electrical damage. Ballistic Weapon Pod (PL6 Personal Firearms Proficiency) Damage: 4d4 gun, varies mini grenade, 1d4 +2d6 melee Critical: 20 Damage Type: ballistic gun, varies by grenade, bludgeon plus electrical Range Increment: 60 ft gun, 50 ft grenade, melee Rate of Fire: SA gun, semi grenade Size: Medium Weight: 9.5 lbs Ammo: 150 box gun, 8 mini grenades, 150 discharges for electrical melee Purchase DC: 24 Notes: Gun ammo is in a helix cylinder, uses augmented energy packs for melee electrical weapon. Plasma Weapon Pod This weapon pod makes use of Faradai's favoured form of energy: plasma. This version contains a few more features than the other weapon pods due to their speciality in plasma weaponry. The primary weapon is a multimode plasma weapon, with a secondary mini grenade launcher, and two melee attack modes. The first is a plasma field surrounds the end of the pod, similar to the electrical fields of the other two versions. The other melee mode is a blade made of plasma that extends from the end. The multimode plasma weapon is a modified version of the Aggressor Plas-weapon, only lacking the plasma torch feature. Plasma Weapon Pod (PL6 Personal Firearms Proficiency) Damage: 3d8 plasma carbine, 3d10 plasthrower, varies by grenade, 1d4+2d6 melee or 2d6 ignoring 2 points of Defense from armour for plasma saber Critical: 20, 19-20 plasma saber Damage Type: fire for plasma weapons, varies by grenade. Bludgeon plus fire for melee or fire for saber Range Increment: 65 ft plasma weapon, 30 ft long 5 foot wide line plasmathrower, melee Rate of Fire: SA plasma weapon Size: Medium Weight: 8 lbs Ammo: 150 box plasma weapons, 8 mini grenades, each melee plasma discharge or round of use for the plasma saber uses one charge. Purchase DC: 24 Notes: Makes use of the augmented energy packs. Can use a standard power packs, which provide only 50 charges.
VA Thompson M1RG Searching through Earth's history, Vintage Arms discovered many references to the Thompson, or "Tommy Gun" as it is commonly known, caught the designers eyes. Keeping in with the love of a fully automatic weapon that fires projectiles, the M1RG version is a rail submachine gun, which can use either a 30 round box or a 120 round drum. Several test users claim that using the Thompson on full auto was quite as good as some carnal pleasures of the flesh. Security was necessary to pry a Thompson from one tester who refused to return it for tests. VA Thompson M1RG (PL 6 Personal Firearms Proficiency) Damage: 2d12 Critical: 20 Damage Type: ballistic Range Increment: 70 ft Rate of Fire: S, A Size: Medium Weight: 10 lb Ammo: 30 box or 120 drum Purchase DC: 18 Lic (+1) Notes: Looks almost identical to the old Thompson submachine gun, a small digital ammo counter is on the left side, automatically detects if a 30 round box or 120 round drum is attached, which adds 5 lb.