CW1 Crystal Works first, and most successful entry into energy weapons. A very simplistic design, consisting of a handle and a tube attached with a trigger and an opening at the end of the barrel where the emitter is. Inside this simple shell is a large crystal and less than a half dozen moving parts, including the trigger, hammer, spring and safety. The CW1 works on piezoelectric principles, creating a simple, easy to maintain, and doesn't require a power pack. When the trigger is pulled, the hammer strikes the crystal, which creates an incredible amount of electrical energy, which is transferred into the emitter, then ejected in a small electrical pulse to strike at a target. As it doesn't require a power pack, the CW1 is a favourite weapon for those who need a weapon but can't spare space or weight for ammunition, all one needs is the weapon, as it generates its own power internally. The crystal inside is good for about 20000 shots before it should be serviced and a possible crystal replacement is needed. Although damage isn't high, the simplicity and advantage of the design makes training incredibly simple, and the weapon well liked by many. CW1 (PL6 Personal Firearms Proficiency) Damage: 3d4 Critical: 20 Damage Type: Electrical Range Increment: 35 ft Rate of Fire: S Size: Tiny Weight: 2 lb Ammo: - Purchase DC: 14 (Lic +1) Notes: Does not require a power pack as the crystal inside generates enough energy to fire each time the trigger is pulled. Can NOT be modified to fire in automatic mode.
CW2 The CW2 is Crystal Works rifle version of the CW1. A basic tube with a padded grip and a handle at the back with a folding wire stock. It uses the same principles as the CW1, where a hammer strikes the crystal inside to create an electrical discharge. However, the CW2 uses two crystals for a more powerful blast. It also includes an automatic mode, which when selected, creates a connection to a small motor which draws a little bit of a charge from the discharge to cause the hammer to keep striking the crystals as long as the trigger is pulled back. Comes with basic iron sights and has a mount for a scope and a mounting underneath for lights, mini-grenades or bayonets. CW2 (PL6 Personal Firearms Proficiency) Damage: 4d4 Critical: 20 Damage Type: Electrical Range Increment: 80 ft Rate of Fire: S, A Size: Med, Large with stock extended Weight: 4.3 lb Ammo: - Purchase DC: 15 (Res +2) Notes: Does not require power packs. Has iron sights, mounting for under barrel weapons, and mounting for scopes, folding wire stock.
Nuclear Pumped X-Ray Laser Missile (NPXL Missile) The idea of nuclear pumped lasers is an old idea, and quickly fell out of use once more reliable power sources and laser technology was available, as such weapons were expensive, and needed constant replacement, similar to a missile. The NPXL missile uses more advanced methods, and cheaper materials to create a disposable x-ray laser of starship scale for fighters to carry, giving them great anti-ship capabilities. The NPXL uses a nuclear detonation to power an x-ray laser emitter, but the explosion also powers a short lived force field which contains the explosion for a short while. The x-ray laser punches a whole in the hull of a ship with its great penetration capabilities, then the force field starts to break down at the front where the laser emitter is, destroying it, and forcing the explosion forward like a shaped charge into the breached hull before the rest of the force field collapses. This further damages the ship, and also has the side effect of hitting the ship's crew with high levels of radiation. This does make the weapon some what illegal in many areas, but critics can not deny its effectiveness. Nuclear Pumped X-Ray Laser Missile Damage: 10d8 ignoring 50 points of DR/hardness (x-ray laser) + 14d8 (nuclear explosion) ignores hardness Critical: 19-20x3 Damage Type: Fire (laser) + energy (nuclear explosion) Range Increment: - Rate of Fire: Single Minimum Ship Size: Huge Purchase DC: 34 Restriction: Military (+3) to Illegal (+5) Note: The critical is only for the x-ray laser, the nuclear explosion ignores hardness as it is being directed right into the breach the x-ray laser just made milliseconds before. Also 30% of the crew will be severely irradiated with an exposure time of 1 round, see page 80-81 d20 Future. Most fighters will carry only one or two of these missiles on an external weapon mount.
CW3 The CW3 are Crystal Works' most simplest weapons - grenades. These grenades are essentially large crystals with a metallic cap which is part of the safety and clip that holds them in their holders. These crystals have extremely high piezoelectric properties. To use, one merely undoes the clip on the cap to release it from the holder, then throw the crystal. Upon impact, the crystal releases a burst of electrical energy from the kinetic force imparted from the impact. There is a chance that the crystal doesn't break on impact, which allows it to be collected and reused repeatedly. This makes the CW3 a very attractive alternative to normal grenades as the need to replace them is lower. Another advantage is the electrical burst doesn't do severe damage to the surroundings, which makes it much safer to use onboard starships and stations, with a much lower risk of a hull breach. CW3 grenades come in belts or bandoleers with 8 holders, each containing a crystal grenade. These containers are highly insulated and impact resistant to prevent a premature release of the electrical energy. CW3 (PL6) Damage: 3d8 Critical: 20 Damage Type: Electrical Blast Radius: 20 ft Range Increment: 20 ft Size: Tiny Weight: 1.2 lb PDC: 17 Mil (+3) Note: When thrown, the crystal grenade has a 25% chance of cracking and breaking, rendering it useless. If not broken, it can be easily picked up, placed into the holder for use later.
Hi-Star Laser Rifle A military laser that is quite reliable even under harsh battlefield conditions. For the most part it is a normal military laser rifle, but has one unique feature, a continuous fire mode which allows it to burn through armour.
Hi-Star Laser Rifle (PL6 Personal Firearms Proficiency) Damage: 3d8 or 3d6 beam ignores * points DR/hardness Critical: x2 Damage Type: fire Range Increment: 75 ft or 50 ft beam Rate of Fire: S,A or single beam mode Size: Large Weight: 10 lb Ammo: 50 box Purchase DC: 20 Mil (+3) Notes: Has a beam mode. When in beam mode, a continuous beam is emitted. Considered a full attack, user can not move while in beam mode. Each time the target moves, a new attack roll is required to keep the beam on target. * Ignores 1 point of DR/hardness and 1 point of Defense for each consecutive round the beam is held on target, up to a maximum of 10 points of hardness/DR and Defense. So first round doesn't ignore DR/Hardness or Defense. Second round the beam is held on target, gains ignore 1 point of DR/hardness and Defense from the armour. If the user moves while holding the beam on target, a new attack roll at -5 for every 10 feet moved to keep the beam on target. If the user misses on any of the attack rolls, the ignore DR/hardness and Defense bonuses reset to 0. Beam mode also only has 5 range increments. A critical hit with the beam mode is only for the round it was made in.
HCP399 Research studies made by H&K showed that there was a need for heavy firepower in a small package. After two years of development, the HCP399, or heavy combat pistol, was built and released. A fairly heavy pistol, designed to look intimidating, and pack an incredible punch, dealing more damage than most laser rifles, but unfortunately uses up an incredible amount of power. Many special forces units favour the 399 for close range combat as it nearly guarantees a one shot one kill capabilities. HCP399 (PL6 Personal Firearms Proficiency) Damage: 4d8 Critical: 20 Damage Type: fire Range Increment: 30 ft Rate of Fire: S Size: Med Weight: 5 lb Ammo: 10 box Purchase DC: 19 Mil (+3) Notes: Masterwork granting a +1 to attack rolls. Uses standard power packs but due to the power needed reduces the amount of shots available by 5 (uses 5 shots worth per firing). Grants a +2 to Intimidate checks when drawn.
M505 Light Support System The M505 is an underbarrel rifle attachment consisting of a mini grenade launcher and a retractable high frequency bayonet. The grenade launcher uses a type style magazine to hold 3 mini grenades and the bayonet can be deployed quickly and easily should the need to suddenly engage an opponent in melee combat within a split second. M505 (PL6 Personal Firearms/Exotic (Grenade Launcher)) Damage: varies by grenade/ 1d6 Critical: - / 19-20x2 Damage Type: varies by grenade / slashing Range Increment: 50 ft grenade / melee Rate of Fire: S / - Size: Small Weight: 3 lb Ammo: 3 internal grenades Purchase DC: 15 Mil (+3) Notes: Attaches to the underside of any rifle with mountings. Bayonet can be deployed as a free action as long as holding the rifle with both hands, one on the M505 system.
MG834 The MG834 is a departure from normal H&K design philosophy, in that it is a light laser machinegun held in an underslung position, being fired from the hip. The other unique feature is that it uses a rotary system, similar to gatling style weapons to allow a high rate of fire while keeping the heat build up low for each focusing chamber and emitter, allowing for a longer life before emitters need to be changed. The only disadvantage of the 834 is it's a bit on the heavy side, but still manageable by a single person without requiring power armour, and is energy intensive, requiring two standard power packs, although it can be tied into a more powerful power source. Critics claim these are the design's major flaws, but many users enjoy the higher rate of fire plus the larger kill zone even at the expense of accuracy. H&K MG834 (PL6/7 Heavy Weapon or Exotic Weapon Proficiency) Damage: 3d10 Critical: 20 Damage Type: fire Range Increment: 80 Rate of Fire: Auto Size: Large Weight: 37.5 lb Ammo: 50 box Purchase DC: 34 Mil (+3) Notes: Requires two power packs, one to provide 50 rounds, the other powers the rotary system for up to 400 shots. Suffers -1 to attack due to firing from the hip. Autofire targets a 15 ft by 15 ft area using 10 rounds with a Reflex save DC 15. After 5 range increments, the weapon becomes even more inaccurate, suffering -3 penalty to attack rolls. AO35B The optical attachment AO35B is designed to mount to the MG834 and connect to the user's helmet HUD systems to aid in gaining some better accuracy with the MG834. Comes with a motion countering system based on those found in cameras used in action films and night vision, allows the user to better see what is in direct line of the barrel. Requirements: MG834 and a HUD with a targeting system. Benefit: Negates the -1 penalty to attack rolls the MG834 normally suffers, use of the Burst Fire feat has penalties reduced by 1 within the first range increment. Weight: 2 lbs. PDC: 20 Mil (+3)
Word Doc is a whopping 188 pages long now and possibly today I am going to maybe either everything into individual word docs by either company i.e. Less than a Buck or by PL Tech level and type i.e. PL 5 Ballistics and then weapon platforms and emplacement.... so good Idea or what until later
Currently working out a few weapons for use by Power Armor troops.... 30 cal SAW, breach loading Grenade Mortar Launcer, Bolt Action/Semi-auto REcoiless Sniper rifle, 20mm to 90mm Assault Autocannons
The mk3 is a bullpup assault rifle released by Clark. The foregrip is somewhat modelled after the P90, however the clip is located underneath and connects to the back of the primary handle in a more conventional manner. The stock is well patted and its built with a top notch recoil compensation system which makes it a very stable weapon even in autofire mode. The only flaws to the mk3 is it doesn't come with many bells or whistles besides the large ammo capacity, a mount on the carrying handle for a scope and clips for a carrying strap and of course its much vaulted recoil system. The mk3 is available in 5.56mm, although 7.62 mm is available. The mk3 is actually designed to be able to make a switch between the two sizes fairly quickly, taking a trained soldier about 3 minutes to do the swap with a conversion kit on hand. Clark Mk3 (PL5) Damage: 2d8 Critical: 20 Damage Type: ballistic Range Increment: 80 ft Rate of Fire: s/a Size: large Weight: 9.5 lb Ammo: 45 box Purchase DC: 17 Res (+2) Notes: Due to the recoil system, penalties for double tap and autofire are halved. The Mk3 can be converted to fire 7.62 mm rounds with a conversion kit, with a PDC 7. Converting the mk3 changes the damage to 2d10, increases weight by 1.5 lb, and reduce ammo to 40 round box.
Dragon Perception Weapons These weapons are well crafted melee weapons with dragon motifs of different colours. All dragon perception weapons have a few basic abilities, but then differ based on the colour of dragon used in the motif. These weapons use advanced materials and construction techniques, as well as being enhanced with nanite technology. Dragon perception weapons can be of any melee weapon of small or larger size. The wielder must hold the weapon and its scarab or sheath for at least 6 hours, and keep it in their possession or within 10 feet to gain the benefits. The weapons release a small group of nanites into the user which links the user and weapon together. If the two are separated physically for more than 24 hours, the nanites in the user will die and be flushed out of the user. The user must hold the weapon for at least 5 minutes every day to recharge the nanites within him/herself. These nanites allow the user to mentally activate the weapon's abilities. Every dragon perception weapon can glow along the weapon's striking surface, illuminating with a blue light in a 20 foot radius. If the weapon and user are separated, the user can sense the general direction and if they are close or far from the weapon up to a range of 100 miles. They can tell instantly if someone else takes hold of the weapon. When drawn, the user gains the benefits of the Alertness feat as the nanites link the user to the weapon's basic sensors to enhance their awareness of the area. They are all considered masterwork weapons granting a +1 to attack and damage rolls due to their high quality, balance and design to maximize damage. Furthermore, the weapon will grant an additional bonus based on the type of dragon in the motif (these bonuses are granted as long as the owner keeps the item on his/her person in some form, some do not require the weapon to be wielded): • Black – Owner granted a +3 bonus to all saves against fatigue, exhaustion diseases and toxins. PDC +3
• Blue – Owner granted a +3 bonus to all saves against stunning or paralysis effects, such as from tasers or stunguns, and gain electrical resistance 3. PDC+4
• Brass – Owner granted Darkvision (60-feet). The weapon can be charged electrically, dealing 1d6 points of electricity damage. PDC +3
• Copper – Owner gains a +1 expertise bonus to all known skills. PDC +2
• Gold – Owner gains a +1d4 bonus to all initiative rolls and Reflex saves, roll only once when the weapon is attuned. If the weapon and user are separated for more than 48 hours, they must be re-attuned. The weapon can burst into flames dealing an additional 1d6 points of fire damage. PDC +5
• Green - Owner can breathe underwater for 20 minutes as the nanites help the user process the oxygen from water for a limited time, and allows the user to hold their breathe for twice as long. PDC +2
• Red – The user gains resistance to heat, Fire resistance 3, plus gains a +3 bonus against heat related conditions, such as heat exhaustion or making Fort saves while in desert conditions. The weapon can also burst into flames dealing an additional 1d6 points of fire damage. PDC +3
• Silver – The weapon deals an additional 1d6 points of cold damage. Once per day, the weapon can strike or be stuck in the ground, if a piercing or slashing weapon, and commanded to erect a shield of ice as the weapon freezes the air before the user. This frozen air creates a wall of ice that the wielder can use as three-quarter cover. The wall has 20 hit points and a hardness of 5. Laser weapons only deal half damage as the beams are diffused due to the crystalline nature of the ice. PDC +5
• White – The user gains cold resistance 3, and the weapon deals an additional 1d6 points of cold damage as wisps of cold air are emitted from the striking surface. PDC +3 Dragon Perception weapons are considered PL8, and are difficult to find as the society that originally developed them seems to have disappeared. Example Red Dragon Perception Knife This well crafted knife has a red dragon head at the end of the handle. When drawn, the blade can take on a blue light to use as a lamp. Upon mental command, the blade bursts into flames, and the user discovers while having the knife on their person, fire doesn't hurt them as much. Red Dragon Perception Knife (PL8) Damage: 1d4+1 +1d6 Critical: 19-20x2 Damage Type: piercing + fire Range Increment: 10 ft Size: Tiny Weight: 1 lb Purchase DC: 10 (Rare +5) Notes: Masterwork quality granting a +1 to attack and damage (damage included in stat block), upon command emits blue light like a candle in a 20 ft radius, user gains benefits of Alertness feat while within 10 ft of user, Fire resistance 3, +3 bonus to saves related to heat related conditions, such as heat exhaustion, weapon can burst into flames for an additional 1d6 points of fire damage on command.
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.
Kronos you must own a copy of Arsenal.
Thudder (PL6/7) As an experiment in their plasma weaponry, Faradai Inc expanded upon the capabilities of the magnetic containment fields, adding new functionality to their plasma weapons. The thudder functions as a normal plasma weapon, including using their augmented energy packs, but also has a secondary mode. The secondary mode fires a concussive force by creating a magnetic bubble with a vacuum inside, then launches this magnetic bubble. Although not as powerful as the plasma blast, it does have greater range, has greater kinetic energy, which it can knock a target prone, and also has the capability to stun robotic opponents. The Thudder is fairly angular, with ambidextrous design, and the barrel is slightly larger with what looks like a muzzle brake, but is just a focusing unit for the magnetic field. Thudder (PL6/7) Damage: 2d10 / 2d6 Critical: 20 Damage Type: fire / force Range Increment: 30 ft / 60 ft Rate of Fire: s,a Size: small Weight: 5 lb. Ammo: 50 box or 150 using augmented energy pack Purchase DC: 21 Restriction: Military (+3) Notes: Ambidextrous design, mastercraft +1 attack, can switch between either setting as a free action once per round. Secondary mode fires a whitish coloured pulse, target hit must make a Fort save DC 14 or be knocked prone. Robots and droids must make a Fort save DC 18 or be stunned for 1d4+1 rounds due to the magnetic bubble temporarily disrupting their systems.
Arasaka EMF Launcher The EMF launcher is little more than a normal antitank rocket launcher, only instead of a shaped-charge warhead, it is replaced with special high-energy capacitors and an enlarged tangler grenade. The warhead sticks to the target, usually power armour, robots or mechs, splashing it with the sticky compound to immobilize it. The capacitors discharge, releasing magnetic energy, temporarily disrupting electrical systems, but also magnetizes the metal armour, causing it to attract to itself, making movement difficult. Arasaka EMF Launcher (PL6) Damage: 2d10 plus special Critical: 20 Damage Type: ballistic plus special Range Increment: 250 ft Rate of Fire: single Size: large Weight: 19 lb Ammo: 3 box Purchase DC: 19, box of 3 rockets 12 Restriction: Military (+3) Notes: When struck, the robot, mech or power armour target makes a Fort save DC 15 or be stunned/disabled for 1d4 rounds, and even if the target makes the save, speed is reduced by 10 feet due to the metal armour and superstructure being magnetized and the limbs being attracted to each other. The tangler solution adds a cumulative -3 penalty to Dexterity. This penalty remains until the solution is dissolved. If the target is hit with enough tangler solution, from tangler guns, grenades or more EMF rockets, so that the cumulative penalty is equal to the target's Dexterity score, the target is immobilized and can do nothing until the solution is dissolved.
LTB MP1 Ever to make more sales and gain more of the weapons market, Less Than a Buck went back to basics for their next line of weapons, ballistic weapons. The MP1 is a 9mm machine pistol, however, following in LTB's design philosophy of lower quality, the weapon can be dangerous to one's enemies and to oneself. It looks like a toy metal gun pistol with the magazine extending a fair bit past the bottom of the handle. The mechanism is actually very reliable and simple, which would make it a good weapon, except for the low quality of the materials, which makes the rare jams potentially fatal. LTB MP1 (PL5) Damage: 2d6 Critical: 20 Damage Type: Ballistic Range Increment: 45 ft Rate of Fire: S, A Size: Medium Weight: 4.5 lb Ammo: 25 box Purchase DC: 13 Notes: Inaccurate, attacks suffer a -1 to attacks. On a natural roll of 1, roll again and if 5 or less, the weapon jams and the propellant explodes, dealing 1d6 points of fire damage to the user and the weapon is rendered inoperable. If the roll is 6 or higher, the weapon just jams and requires a Craft: Mechanical check DC 10 and 2 minutes of work to unjam.
Royal Enfield Ordnance Liquid Propellant Assault Rifle LPA1 The LPA1 is a twin-magazine, liquid-propellant, variable velocity assault rifle, designed as a multi-role small arms weapon system that is entering limited test service. The LPA1 is laid out in a traditional bullpup configuration with the liquid propellant stored in a self-sealing armoured cassette in the butt. The twin helical magazines are situated on either side of the receiver. Each magazine holds 45 rounds, giving the rifle an immense 90 round ammo supply. With dual magazines it is possible to carry mixed ammo types for greater flexibility, coming in 5.56 mm. The rifle has three velocity setting, which can be selected manually or through a weapon link. The settings are 1) low-riot, 2) medium-urban, and 3) high-full combat. Because of the high recoil on full velocity, a hydro-pneumatic recoil damper was built into the rifle. The liquid propellant is injected into the breech under computer control, the amount injected depends on the velocity setting and range of the target. This information comes from the integral sight and rangefinder situated on top of the receiver. The LPA1 carries enough liquid propellant to fire 180 rounds at high velocity. LPA1 (PL Late 5/early 6) Damage: 2d4 / 2d8 / 2d10+1 Critical: 20 Damage Type: ballistic Range Increment: 60 ft / 65 ft / 95 ft Rate of Fire: S, A Size: large Weight: 16 Ammo: 90 (2 boxes) and 180 liquid Purchase DC: 19 Rare Mil (+4) Notes: Has built in sight and laser rangefinder, dual magazines which allows for two different ammunition types to be used, switching between magazines is a free action. Replacing a single magazine is a move-equivalent action, replacing the liquid propellant is a standard action. Autofire and burst fire penalties are reduced by 1 on settings 1 and 2, but not 3.
Airfoil Grenades These are ring-shaped grenades sculpted into a self-stabilizing airfoil. They can be thrown twice the normal throwing distance of normal hand grenades. Any hand thrown grenade can be made into an airfoil grenade, which is added at the time the grenade is made. This gadget makes the grenade more aerodynamic and more stable in flight, making them more accurate, granting double range increment when thrown and grants a +1 to attack.Restrictions: Hand thrown grenades only.PDC: +3 Mil (+3)
Some modern style bows and arrows
Built to even more exacting specifications than a standard compound bow, this well balanced, heavy-pull bow can fire accurately at amazing distances. These high-tech bows have a higher purchase DC, and may be custom made with a DC 30 Craft (mechanical) check that requires at least 40 hours of work.
Targetmaster bows resemble competition bows in their construction, but are designed for pinpoint accuracy, not distance or power. These delicate, hightech bows have a higher purchase DC, and may be custom made with a DC 30 Craft (mechanical) check that requires at least 40 hours of work. Constructing a Type II Targetmaster Bow requires a DC 35 Craft (mechanical check) and at least 60 hours of work.
A reinforced pulley system, set intentionally high, gives the arrows fired by this bow punishing penetration power, but at the cost of reduced range. These hightech bows have a higher purchase DC, and may be custom made with a DC 25 Craft (mechanical) check that requires at least 40 hours of work.
18-20 (type I)
17-20 (type II)
18 (type I)
20 (type II)
An archer can replace his bow’s standard bow strings with high tension Kevlar and polymer cord, which increases his bow’s lethality. Replacing a set of standard strings with Kevlar strings requires a DC 10 Craft (mechanical check) and around an hour of effort. Any bow equipped with Kevlar strings inflicts an additional point of damage with every arrow fired.
Restriction: NoneBleeder Arrows: Most jurisdictions ban these arrows for hunting, but they make effective weapons for bow using assassins and crime fighters alike. The arrowhead is wickedly serrated, causing massive tissue damage and blood loss. Bleeder arrows inflict 1d8 points of damage, and inflict wounds that continue to bleed, costing the victim 1 hp/round until he or she receives a DC 12 Treat Injury check or magical healing. A dozen bleeder arrows have a Craft DC of 15, and require at least 2 hours to construct. If bleeder arrows are available for purchase, they have a Purchase DC of 1d6+8.
Chemo-load Arrows: A drug reservoir and injector tip are fitted to the arrow head, which the archer can fill with a liquid form of any ingested poison or toxin. Chemically loaded arrows deal normal damage, and in addition, any unarmored target struck by them must make a FORT save (DC based on the poison’s lethality) or suffer the toxin’s effects. Victims receive a –4 penalty on the FORT save. Targets with natural armor or wearing heavy armor are not at risk of being poisoned.
Crafting a dozen chemical load arrows requires a DC 20 Craft check, and requires at least eight hours of work. Chemical load arrows rarely come up for sale, and when they do a dozen can easily sell for Purchase DC 18.
Explosive-tipped Arrows: Like flash bang arrows, explosive tipped arrows incorporate a micro-grenade and proximity fuse detonator incorporated in the arrow head. A target struck by one of these deadly weapons suffers 2d8 points of ballistic damage and 1d8 points of fire damage. Crafting a set of a dozen explosive arrows requires a DC 25 Craft check, and represents at least 20 hours of work. On the rare occasion these arrows are up for sale, they have a Purchase DC of at least 22.
Flash-bang Arrows: Arrow’s head has been replaced by a phosphorous micro-grenade, similar to those used by police forces around the world. When they strike a target, they inflict no physical damage, but detonate spectacularly. Anyone within 30 ft of the detonation must make a DC 14 FORT save or be dazed for 1 round. A successful save means the target is only shaken a round after the detonation. Creating a set of 12 flash-bang arrows requires a DC 20 Craft check. In the rare occasion these arrows come up for sale, a set of 12 usually carries a Purchase DC 16.
Gas-grenade Arrows: These blunted tip arrows inflict no physical damage, but when they strike, they release clouds of cloying toxins or blinding smoke. The gas reservoir in the shaft can be filled with the contents of a standard smoke or teargas grenade, or can be filled with any inhalation toxin. Any victims within 20 ft of a toxin-loaded gas arrow must make a FORT Save (DC determined by the toxin’s lethality) or suffer that poison’s effects. Creating a set of 12 gas grenade arrows requires a DC 18 Craft check, and at least 12 hours of work. A set of 12 gas arrows can sale for upwards of Purchase DC 19.
Grapple Arrows: Not designed for shooting at a target, this broad-bladed arrow has fold out grapple claws made of light-weight but strong titanium. Eighty feet of high tensile line is stowed within the arrow’s shaft, and can hold up to 250 lbs safely. The archer can fire this grappling hook to inaccessible places and quickly climb to a sniper’s perch. A grapple arrow requires a DC 22 Craft check and 4 hours of work to create and sales for Purchase DC 12 on the open market.
Net Arrows: A polymer mesh net is stowed tightly within the arrow’s shaft, and as the arrow zooms towards a target, a proximity fuse blows the arrow’s shell apart, deploying the net. Any target ‘struck’ by a net arrow with a successful ranged attack roll is temporarily incapacitated, unable to move, and loses their DEX bonus to Defense. A trapped character can cut themselves free with a light weapon as a full round action, or attempt a DC 18 Escape Artist check to free themselves. The strong, pliable net has a break DC of 22. Constructing a single net arrow requires a DC 20 craft check, and at least 4 hours of work. A net arrow sells for at least Purchase DC 16.
Kronos you must own a copy of Arsenal.The one with the magical futuristic weapons? Yes, but I haven't really used it much for anything here.
Kronos you must own a copy of Arsenal.The one with the magical futuristic weapons? Yes, but I haven't really used it much for anything here. Dumb question: if I could ask for a copy of it? E-mailed, of course.
OK, man, thanks.
OK, man, thanks.I swear I had a copy somewhere.. but I haven't been able to find it so far.. might be hidden in a zip file.. or lost it when old HDD died. So at the moment.. sorry, out of luck.
OK, man, thanks.I swear I had a copy somewhere.. but I haven't been able to find it so far.. might be hidden in a zip file.. or lost it when old HDD died. So at the moment.. sorry, out of luck.OK, not a problem man. If you can find it or something like it, plz let me know.
GEWS4402A1 Storm The storm is GE's expansion in ion weaponry, in the form of a pistol, with a gyrojet alternate fire mode. The storm got its name from the fact the primary weapon is electrical base, and the gyrojet makes a retort that sounds similar to thunder. A well crafted heavy handgun, the storm uses a specially designed power pack that fits into the top back, while the gyrojet rounds fit into the handle like a traditional magazine. Instead of using a starndard gyrojet, which is a mini rocket, which takes a few seconds to gain speed, the storm uses a hybrid round which uses propellant used in caseless rounds to launch the round out the barrel as the rocket motor builds up thrust, giving the rounds exceptional range for a pistol, and the gyrojet rounds are filled with a small explosive, increasing their damage. The ion part has a stun setting, and excellent stopping power for a pistol, which does make it a favourite amongst many weapon lovers, but due to the unique power pack, has made many government agencies shy away from it. GEWS4402A1 Storm (PL6/7 Personal Firearms Proficiency) Damage: 3d6 /2d6+1d6 Critical: 20x3 / 20x2 Damage Type: electricity/ ballistic + fire Range Increment: 34/70 Rate of Fire: s / s Size: Med/small Weight: 4 lb Ammo: 30 box / 8 box Purchase DC: 23 Mil (+3) Notes: Masterwork weapon +1 to attack rolls, stun module on ion pistol Fort DC 18 or be stunned for 1d4 rounds, switching between ion and gyrojet is a free action.
Acid Rain Missile (PL6 Heavy/Missile/Exotic Weapon Proficiency) To expand on their acid munitions, before GE created the acid fog grenades, they tried to recreate conditions in a lab for acid rain in an attempt to find ways to repair the environmental damage that creates acid rain. Although somewhat successful, and GE's weapons division weaponized the idea for the acid fog grenades. Further expansion of the technology has allowed the creation of the acid rain missile. The missile is usually vehicle mounted, similar to TOWs, launched from the ground, programmed to detonate over a target area. Upon detonation, the missile releases its chemical payload, seeding clouds, turning the moisture in the clouds into an acidic compound, which rains over the area for several minutes before the chemicals break down and become harmless. The acidic rain damages all organic material, from flesh, plants, animals, fabrics except for synthetic cloths and rubber, making it hazardous especially in woodlands or other areas where artificial structures can't be found. The rain deals 2d4 points of damage every round for 1d4 minutes. A person wearing armour or clothing made from synthetic materials can make a Reflex save (DC 17) to reduce damage by half (abilities such as evasion do not work to completely evade damage unless the character can find sufficient cover), or must seek cover. The rain covers a 200 foot radius area, and can move if winds are stronger than 20 mph.Everything in the area takes acid damage, except metals, synthetic materials like kevlar, nylon, etc. Vehicles are vulnerable as their tires will take damage unless they are somehow specially treated or covered before the acid rain starts. Vehicles with environmental seals must have them replaced afterwards as the acid rain eats away at the seals, (Repair DC 17 with a PDC ranging from 7 to 15 depending on size of vehicle and type of environmental sealing used) requirng them to be replaced. The missile can be launched from missile launchers similar to TOWs mounted on Hummers and similar vehicles. When launched, must target an area above the desired area to be rained on, (Defense 16) after making a Knowledge: Tactics DC 19 check. Having at least 4 ranks in Knowledge: Earth and Sciences grants a +2 bonus to the Knowledge: Tactics check. Missiles are Huge, weigh 165 lbs each, not including launcher, PDC 25 Illegal (+4) per missile.
GEWS501A1 Acid Geyser Mines
The acid geyser mines are used in a similar manner as the old claymore mines, for anti-infantry, and even light anti-vehicle purposes, defending locations. The mine, when triggered releases a burst of acid 15 feet in the air, and with a 20 foot radius. Unlike GE's other acid weaponry, the acid in the geyser mines doesn't break down immediately, continuing to deal damage for several seconds, dealing damage for 1d4+1 rounds before it breaks down and becomes safe, dealing 4d6 points of acid damage, each round, Reflex save DC 17 for half. Requires 5 ranks in Demolition skill to use safely (DC 15 to set the weapon up, but a character can take 10 on this check if not under fire).
Acid Geyser Mine