101 Future Weapons

317 posts / 0 new
Last post

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.

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.

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.

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.

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.

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)

A few magical based firearms.

Blasters are magical force weapons that are fairly common and cheap. As a force weapon it can damage both animate and inanimate objects, and can affect incorporeal creatures. The blaster emits a bright muzzle flash with a loud squealing retort. A bright pulse of light then streaks to the target and bursts with shattering impact and a spray of object shards, smoke, and sparks. Some blasters also have the ability to knock back opponents. Blasters use a modified version of the classic magic missile spell.

Blaster Pistol (PL6 Personal Firearms Proficiency)
Damage: 3d4
Critical: 20
Damage Type: force
Range Increment: 20 ft
Rate of Fire: semi
Size: small
Weight: 2 lb
Ammo: 50 box
Purchase DC: 16 Lic (+1)
Notes: Uses a special power pack that is not compatible with normal energy weapons, but with other magical firearms.
Optional ability Knockback: If a blaster with this ability hits, it initiates a bull rush attack on the target. Use the damage roll (before deducting any damage reduction, if any) of the blaster attack for its strength value. Subtract 4 from the blaster's roll. Increase PDC by +1 to install this ability.

Blaster Rifle (PL6 Personal Firearms Proficiency)
Damage: 5d4
Critical: 20
Damage Type: force
Range Increment: 80 ft
Rate of Fire: S/A
Size: medium
Weight: 6 lb
Ammo: 50 box
Purchase DC: 18 Lic (+1)
Notes: Uses a special power pack not compatible with normal energy weapons.
Optional Knockback: If a blaster with this ability hits, it initiates a bull rush attack on the target. Use the damage roll (before deducting any damage reduction, if any) of the blaster attack for its strength value. Subtract 4 from the blaster's roll. Increase PDC by +1 to install this ability.

Magical Power Packs
These power packs provide power to magical weapons and are not compatible with normal energy weapons. They look similar to normal power packs, but are slightly smaller, and the contacts look more like crystals than metal.

Blazers are magical energy weapons that discharge small, sizzling orbs of magical flame with a trailing tail of fire. This easily ignites any unattended flammable objects. Pyromaniacs and arsonists delight in using blazers.

Blazer Pistol (PL6 Personal Firearms Proficiency)
Damage: 3d6
Critical: 20
Damage Type: fire
Range Increment: 25 ft
Rate of Fire: s
Size: small
Weight: 3 lb
Ammo: 50
Purchase DC: 16 Res (+2)
Notes: Uses magic power packs only.
Optional Flash: When the projectile from blazers with this ability strikes a target, it flares up. This flash requires the target to make a Fortitude save or be dazed for 1d4 rounds (character is unable to act, take no actions, but still gets normal Defense). The DC for the Fortitude save is equal to the hit point damage. Increases PDC by +1.

Blazer Rifle (PL6 Personal Firearms Proficiency)
Damage: 3d8
Critical: 20
Damage Type: fire
Range Increment: 80 ft
Rate of Fire: s/a
Size: medium
Weight: 7.5 lbs
Ammo: 50 box
Purchase DC: 18 Res (+2)
Notes: Uses magic power packs only.
Optional Flash: When the projectile from the blazer with this ability strikes a target, it flares up. This flash requires the target to make a Fortitude save or be dazed for 1d4 rounds. The DC for the Fortitude save is equal to the hit point damage. Increases PDC by +1.
Munder weapons use a modified version of the mage hand spell to fire a non-magical projectile, although magical projectiles can easily be used. The advantage of this is the projectiles aren't subjected to spell resistance, and can make use of specialty rounds. Some non-magic users like using the munder as it is fairly silent, and doesn't leave any normal evidence, except for the used round itself, as there is no residual magnetic traces, as from a railgun or coilguns, nor chemicals from weapons that use such propellants. Most munders use a projectile about the size of a 5.56mm round, although the barrels have space for up to a .50 cal projectile. This allows them to launch special munitions, including possibly mini grenades, syringes, short steel rods, and projectiles made of non-metallic origins, such as wood, or jade.

Munder Pistol (PL 6 Personal Firearms Proficiency)
Damage: 2d8
Critical: 20x2
Damage Type: ballistic/varies
Range Increment: 30 ft
Rate of Fire: s
Size: small
Weight: 4 lbs
Ammo: 15 box
Purchase DC: 17 Lic (+1)
Notes: Uses a smaller magical power pack, similar to those used in small devices, this allows for a munder pistol to fire up to 200 times before needing to be replaced. The damage type can vary depending on the type of munitions used. A sharp piece of metal or wood of the proper size would change the damage type to piercing.

Munder Rifle (PL 6 Personal Firearms Proficiency)
Damage: 3d8
Critical: 20x2
Damage Type: ballistic/varies
Range Increment: 90 ft
Rate of Fire: s, a
Size: large
Weight: 10 lbs
Ammo: 30 box
Purchase DC: 19 Lic (+1)
Notes: Can use a standard magical power pack which allows for up to 500 firings. The damage type can vary depending on the type of munitions used. A sharp piece of metal or wood of the proper size would change the damage type to piercing.
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
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

I generally have stuff sorted by company, and stuff that doesn't have a company sorted by category, so "pistols", "rifles", "vehicles", "mechs", "heavy weapons", etc.
But that is just me. 
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
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

I've got a few autocannons on here.. 20 and 30 mm I believe. Plus there's the 25mm in the d20 modern book for one of the military vehicles there. 

I've got a few ideas for larger scaled shotguns, just debating if I want to use standard shotgun rules, or make them more like cone attacks, where the attack roll is the Reflex save sort of idea.. The reason for that is you are aiming the cone to either A) hit the most amount of targets, or B) placing it so that the target has a harder time avoiding the bits of metal flying at them.

Clark Mk3

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.

Alter Weapons
These melee weapons are made from metamaterials and impregnated with nanites. Using similar principles of the collapsible blades, these weapons can change shape to alter the type of weapon available to the user. With a simple push of a lever on the handle, the weapon head can change from a simple slashing blade, to a piercing rapier blade, or even to a hammer head for smashing things. The weapon head is collapsible to allow for easier concealment, or carriage.

Alter Weapon (PL6 Simple (or archaic) Weapon Proficiency)
Damage: 1d8
Critical: *
Damage Type: slashing/piercing/bludgeoning
Size: Large**
Weight: 8 lb
Purchase DC: 23 Lic (+1)
Notes: *Critical changes depending on weapon used. Slashing longsword 19-20x2, piercing rapier 18-20x2, bludgeoning hammer 20x2.
**Large size when extended, in collapsed form is only small size, but still weighs 8 lbs.
For use of feats such as Expertise, only usable with the appropriate weapon setting selected. 
Some alternate ballistic weapon rounds.

Hammer Rounds (Late PL5/Early PL6)
This type of ammunition is designed to destroy energy resistant armours. The round is usually a wide, caseless round with a flat striker under a soft metal pointed tip to spread its impact over wide surface of the armour. Against crystalline and ceramic armours, which are noted for their energy resistance qualities, but are weaker against kinetic attacks, hammer rounds deal far more damage, destroying these types of armours in fewer hits than with normal kinetic energy rounds. These rounds are usually used when space for physical ammunition is at a premium, but energy weapons are available in abundance. The hammer rounds would be used first to reduce the target's resistance to energy attacks before the attacker fires their energy weapons.
Against armour that grants greater resistance to energy weapons, such as ceramic armours, crystalline based armours, etc, that target's ability to resist energy attacks (hardness/DR) is reduced by the number of die of the weapon firing the hammer round, plus 1 for each additional round used. For example, a longarm that deals 2d6 points of damage would reduce the target's energy hardness/DR by 2, but if the attacker used double tap, the hardness/DR against energy attacks would be reduced by 3. This reduction is permanent until repaired.
Hammer rounds reduce the weapon's range increment by 10%, increase weight by 10% and increase PDC by +5. These rounds do not reduce the hardness/DR against armours that provide no extra protection against energy attacks or those that provide greater protection against kinetic attacks.

Generic Large Caliber High Explosive Rounds (PL4/5)
For larger ballistic weapons over personal weapons, sometimes you just want to cover a larger area with explosives, particularly against massed infantry. For weapons that deal 4+ die in damage, reduce number of die by 2, change damage type to fire, add blast radius of number of original die times 5 feet, with a Reflex save DC of 14 + (number of original die - 4), and increase PDC by +2. For example, a 20mm weapon might do 4d10, but an explosive version would now deal 2d10 points of fire damage to a 20 foot radius with a Reflex save DC 14 for half damage. This would make a 20mm cannon into a much greater ranged grenade launcher, essentially, but for much larger caliber weapons, the blast radius greatly increases. If the round normally has armour piercing capabilities, they are halved, and only affect the initial target hit.

Concussion Rounds (PL5)
These rounds were developed as an alternate area effect weapon that deals less damage to equipment or buildings, allowing for large scale pacification of an area. The round creates an over pressure area, as it blasts outwards, able to move light objects, but leaving the environment relatively intact.
These round come in at least 20mm or larger, so vehicle, mecha and larger ballistic weapons, or missiles can make use of concussion rounds.
Weapons must deal at least 4 die of damage to be converted to concussion rounds. Reduce damage by 1 die, change die type to d6, gains a spread radius of 10 feet per die of damage with a Reflex save DC 14 + (number of original die -3) for half damage, damage type changes to concussion and any armour piercing qualities are lost. Also objects of Medium size or smaller, and weighing less than 250 lbs must make a Fort save DC 13 + (number of original die -3) or be thrown back 10 feet, taking 1d6 points if they strike any objects. Increase PDC of round by +3 

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.
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.

M-439 Sentry Gun

The M-439 sentry gun station was designed as a means to quickly set up defensive gun points in a ready made package with minimal set up time. The weapon itself is fairly simple, but well built, as is the tripod. The rifle is a 7.62mm rifle designed for belt feeding and tripod mounting, such as those for vehicle mounts. Mounted on top is a themo-electric scope with IR for precision firing and visibility through smoke. The tripod mounts a ballistic shield to protect the legs of the gunner, plus three smoke grenades which can be launched up to 50 feet or released to shroud the gunner. The whole system is stored in a metal case, usually mounted in a vehicle, some APCs carry between 2 and 6 of these cases, depending on mission profile, and all parts can be assembled in under 5 minutes with a trained person, less with a second person to help. The case can be removed and used as additional protection for the gunner, especially with sandbags.
The shield and case both have 20 hit points and hardness 10. The shield provides the gunner with a +2 shield bonus to Defense and +1 bonus to Reflex saves against explosives. If the case is set up to aid in the defense of the gunner, the gunner receives one-quarter cover.
The m-439 comes with the tools needed to set up and take down the whole system, provides a box with 350 rounds in a helix style in the box that is attached to the rifle. The box can be quickly detached and another attached if available.
The whole system packed weighs about 75 lbs, with retractable casters on the bottom to aid in moving it.
M-439 Sentry Gun (PL5)
Damage: 2d10
Critical: 20
Damage Type: ballistic
Range Increment: 90 ft
Rate of Fire: s/a
Size: large
Weight: 12 lbs (rifle itself), 75 whole system
Ammo: 350 belt
Purchase DC: 24 (Mil +3)
Notes: Electro-thermal w/IR scope, shield on tripod provides +2 shield bonus to Defense +1 bonus to Reflex saves vs explosives/grenades, case can aid in defense provides one-quarter cover, 3 smoke grenades on tripod can be set to fire up to 50 feet or to cover the tripod. Case only includes 1 350 round box of 7.62mm ammunition. 

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.

Grounding Mini Rocket (PL7/8)
This mini rocket uses technology similar to gravity snare rifles and gravity anchors used in armours. The rockets are used usually against aerial targets to bring them down without destroying them.
These mini rockets can be used in any mini-rocket launcher. Upon striking a target, the casing breaks open and the target is engulfed in shining energy rings, similar to the gravity snare, the rocket deals 1d6 points of ballistic damage from the force of the impact. The target must make a Reflex save DC 17 or be entangled by the energy rings for 1d6+1 rounds. An entangled target can escape the rings with a successful Escape Artist check (DC 40) or break free with a successful Srength check (DC 30). Even if the target makes the save, the grenade is attached to the target, for 1d6+3 rounds, and the grenade emits an increased gravity field, suffering a -30 ft penalty to their speed, which will immobilize most targets, as they feel like they are on a high gravity world. Characters with high gravity world adaptations get a Will save DC 15 to resist this affect. If the target is flying, the increased gravity will cause the target to fall 30 feet per round. The target only takes damage if they strike the ground, taking 3d6 points of bludgeoning damage as the increased gravity is somewhat controlled.
Grounding mini-rockets have the range of the launcher they are launched from, or 150 ft, which ever is greater. PDC 21 for a box of 5 mini-rockets.
Kronos you must own a copy of Arsenal.
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. 

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. 

Hey look.. I'm still alive, here's a cheap anti tank laser from LTB.


As more surplus military vehicles become available, people need more anti-tank weaponry. LTB tried to make a man portable laser cannon more powerful than the LC1, but couldn't keep necessary power requirements low enough without it becoming just a larger version of the LC1 without the power, or the power systems overloading, or keep the whole system affordable. Eventually LTB went the way of chemical lasers. As chemical lasers were well understood and a suitably powerful enough chemical reaction could be obtained in a small enough package, although the chemical container had to be replaced often.
LTB designed a two shot disposable anti tank chemical laser cannon, similar to old rocket propelled grenade launchers. The ATL1 itself is a trigger and handle connected to a padded shoulder rest with a simple sight for right handed people. Top this mounts the chemical laser itself which contains the emitter, focusing lens and the chemical container. The chemical itself is a gel which gets excited and provides energy when the catalyst is introduced upon the trigger being pulled. The laser contains two packs of the chemical to allow for two shots, which is about all the emitter and focusing lens can handle, as they are not the highest quality, and burn out quickly. This makes the ATL1 ammunition dependent for a laser, but it does offer a great amount of power, although short ranged.

LTB ATL1 (Late PL5/Early PL6)
Damage: 8d8 ignore 8 points of hardness/DR
Critical: 20x2
Damage Type: Fire
Range Increment: 60 ft
Rate of Fire: Semi
Size: Huge (both trigger assembly and lasing unit, each separate are large size)
Weight: 6 lb for trigger, shoulder rest and sight. Each laser reload (lasing unit and chemical pack) 21 lb (4.1 ft long)
Ammo: 2 box
Purchase DC: 15 for trigger assembly, lasing reload 15 for 3
Notes: On a natural roll of 2 or 3 the chemical is inert (can not be used, and if a second roll of 2 or 3 happens on same lasing unit the chemicals are inert and the unit must be replaced). On a natural roll of 1, the chemicals are unstable and fires at half strength (4d8, ignores 4 hardness/DR) and also causes the lasing unit to melt down, destroying the trigger assembly and dealing 2d8 points of fire damage to the user, Reflex save DC 14 for half. 

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.

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.

Working on a few power armor weapons which are the successors to the M2 Browning 50-cal, BAR, and a few others which I will post soon
That's cool, I've got a few other stuff I'm working on, just haven't had a chance to sit down and really stat anything since I started working again. Weird hours and getting used to them. Next few posts should be a few more robots, need some more robots posted amongst other things.

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


Competition Bow:
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 Bow:
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.



Tactical Bow:
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.








Damage Type


Range Incr.










Competition Bow








60 ft




4 lbs






Targetmaster Bow




18-20 (type I)
17-20 (type II)




30 ft




5 lbs


18 (type I)
20 (type II)




Tactical Bow








30 ft




4 lbs






Kevlar Bowstrings

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.
Weight: Negligible
PDC: 10
Restriction: None

Bleeder 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. 

Dumb question: if I could ask for a copy of it? E-mailed, of course.
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.

I've got an actual copy of it on my book shelf. I might have a pdf version.. I gotta hunt through my pdfs anyway and sort them. I'll let you know if I find it.
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. 

On another note.. I am still making stuff.. weapons, robots, mechs, ships, other equipment.. just been side tracked and have a few dozen unfinished pieces that just need finishing or stats figured out. 
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.
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.

Will do. I have my copy sitting beside me at the moment, too XP

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








20 ft






4 lbs.




Mil (+3)


Sign In to post comments