Targeting rounds PL6 Targeting rounds are projectiles that emit a signal which allies can use to aid in targeting. Allies with HUDs and radios set to pick up the proper frequencies receive the targeting information and the target is highlighted on their HUDs. The targeting round deals 1 die less in damage, and the firer and allies gain a +2 bonus to ranged attack rolls the target struck with a targeting round. PDC: +1 to cost of ammunition.
Knockdown Weapons (PL6) These bludgeoning melee weapons seem to vibrate slightly when held, which doesn't affect the wielder's aim. Targets struck, of the same size as the wielder or smaller, must make a Fort save (DC 17 + attack's Str bonus (1.5 if a two handed weapon)) or else be knocked back 5 feet for every difference between sizes of the attacker and target, and knocking them down and prone. These weapons contain a system that upon impact with a surface, release a small, but powerful concussion blast that has enough force to knock someone back. Restriction: Bludgeoning melee weapons only. PDC: +2
M-25 As the M-16 is showing its age, newer weapons were needed. The M-25 was selected for its replacement. A bullpup design, reducing the overall length, using an ambidextrous design and more ergonomic curved handles, which also reduce chances of snagging, the M-25 was a great improvement over the older M-16. With two universal mounts, on under the barrel and one on top. Instead of a normal magazine, the M-25 uses a 50 round cylindrical magazine that fits into the stock. The M-25 uses caseless 5.56mm rounds, but with a simple conversion, with a kit that fits in the forward handle, the M-25 can be made to fire older rounds with casings.
M-25 (PL5 Personal firearms Proficiency) Damage: 2d8 Critical: 20 Damage Type: ballistic Range Increment: 90 Rate of Fire: S, A Size: Large Weight: 6.5 lb. Ammo: 50 box Purchase DC: 17 (Mil +3) Notes: Ambidextrous design, two mounts for scopes and other accessories, fires caseless 5.56mm but can be converted to fire standard 5.56mm cased rounds with built in kit and Repair check DC 13 and 10 minutes of work. Uses light weight materials (reduced weight gadget).
Inside each inertial accelerator round is a nanotech machine that, when the round is fired, activates a magnetic field that significantly increases the round’s velocity. The damage inflicted by an inertial accelerator round is equal to the weapon’s standard damage +1d6. Inertial accelerator rounds can be fired from an unmodified weapon, the ammunition’s internal nanomachine detects when the round has been fired and automatically activates the magnetic field once the round leaves the weapon’s barrel. When fired from a weapon that uses magnetic forces to launch projectiles, such as railguns and gauss weapons, increase the bonus damage to a total of +2d6 as the magnetic fields are amplified. Inertial accelerator rounds do not function properly in zero-g; the magnetic field requires a gravitational field that it uses as for guidance and without gravity’s focus the round careens off in an unexpected direction (the GM should select a random target when an inertial accelerator round is fired in a zero-g environment). Use of inertial accelerator ammunition is illegal on public starports and starships. Damage Type: Ballistic. Purchase DC: 12 for box of 20. Restriction: Military (+3).
Hitcher Bolt (PL7-8)
A bullet designed to release specialized nano technology that temporarily hijacks sensory relays in organic brain systems. Information received by the target is sent to a monitoring device. The monitoring device can show target body temperature, heart rate, vague visual imagery and sound. The nanites can be set to auto destruct safely or violently leaving the target alive or harming them. Also acts as a tracking device. The nanites have a transmission range of 10 miles, unless their signal is routed through an orbiting satellite system, or starship in orbit. The nanites will transmit to any computer system that has the appropriate software, which comes with each box of rounds and the proper frequencies for each round. The nanites transmit the target's general health (current hit points, if they are suffering from any disease or poisons, but not exact ones, and any conditions such as exhaustion, fatigue, etc). The nanites will also show what the target is seeing, however a little distorted. Any Search or Spot checks made through the target's eyes suffer a -2 penalty. The nanites will only remain active for 24 hours before degrading. At this time they can either disintegrate harmlessly, or violently self destruct upon programming from the firer, dealing 1d4 points of Constitution damage. Damage for the round is reduced by 1 die type, d8 to d6, d6 to d4, etc. Damage Type: Fire/ballistic. Purchase DC: 16 for 10 box of 10 plus software and frequencies. Restriction: Military (+3).
Ravager The ravager is a pump shotgun with two tubular magazines to increase it's ammunition capacity. The barrel and magazines are laid out in a triangle, with the barrel at the top point and the two magazines making up the two lower points. A single pump connects to both tubes and is well padded and grooved for a more comfortable fit. A thumb selector allows for easy switching between either magazine, which can allow for more versatility of being able to load two different types of rounds. At only 26.1 inches long, the ravager is a decent size, but doesn't come with a stock. An optional stock is available. Mounting rails on either side of the barrel allow for tactical lights or even laser targeters to be attached.
Name (PL5 Personal Firearms Proficiency) Damage: 2d8 Critical: 20 Damage Type: Ballistic Range Increment: 30 ft Rate of Fire: s Size: Large Weight: 12 lb Ammo: 12 (2 sets of 6 internal) Purchase DC: 17 Lic (+1) Notes: The weapon has two tube magazines, with a thumb selector to switch between the two as a free action any number of times in a round. Universal mounts on both sides of barrel to allow mounting of devices. Mount for optional stock, adds 2 lbs to weight, PDC 8.
Cherry Bomb (Toon Bomb) This is one of Paragon Corp's most mundane products, a small, but potent explosive. This explosive device, functions like a grenade, shaped like small dark iron ball with a fuse-like piece sticking out the top, about half the size of a regular grenade. Although the area it affects isn't much more than a regular explosive grenade, the power in its small size may surprise some people. When the pin is pulled and the release is let go, the small fuse-like string that sticks out the top sparks a bit at the end and works its way down, like an actual lit fuse would, however this is just pure show. Some opponents may think if they can cut the fuse before it reaches the grenade it might prevent the detonation, but it actually doesn't, only delaying it by a round. The grenade actually explodes on a delay fuse of about 12 seconds (the round after the pin and release are pulled).
Cherry Bomb (PL6-7) Damage: 5d6 Critical: - Damage Type: Fire Burst Radius: 20 ft Reflex DC: 15 Range Increment: 15 ft Size: Tiny Weight: 0.8 lbs Purchase DC: 28 for box of 5 Notes: Delayed detonation, exploding round after triggered. Cutting the fake fuse before detonation only delays the grenade's detonation by 1 round. Looks just like an old style grenade or explosive from old cartoons, requires Knowledge: Weapons or Technology DC 15 to recognize it's a modern explosive.
Depleted Uranium rounds are used for their damage and armour penetration capabilities, but require extra shielding and their use is restricted for heal reasons as over time prolonged use of DU (depleted uranium) rounds can cause mild radiation poisoning. It has been discovered that these rounds can slow the healing abilities of species that have incredible healing abilities, such as fast healing or regeneration. DU rounds cause such abilities to be half as effective, reducing Fast Healing by half to a minimum of Fast Heal 1, rounding down, and Regeneration changes Fast heal of the same amount, and makes the creature more vulnerable to normal weapons fire. For example, a Troll hit with DU rounds has its Regeneration 5 change to Fast Heal 5, and normal ballistic weapon will now damage it. This lasts until the DU rounds have been physically removed from the target. Multiple DU rounds do not have a cumulative effect of reducing the creature's healing abilities beyond the first round. DU rounds still have whatever armour penetration and extra damage as before, but restriction of such rounds might be even greater in areas that are controlled by races with increased healing. Decrease ammunition of the magazines by 10% due to shielding.
Uranium Rounds are ammunition that is made from pure Uranium, and require even greater shielding. These rounds have even greater effect on creatures with enhanced healing. Creatures with Fast Healing have it cancelled completely, while those with Regeneration have it changed to Fast Healing at half the Regeneration rate, rounding down. Creatures without enhanced healing will suffer from mild radiation exposure sickness if they suffer between 1 and 12 points of damage, low radiation exposure from 13 to 24, moderate from 25 to 36, and high from 37 to 48, and severe radiation exposure if they suffer more than 49 damage from just U rounds. This damage does not include damage from other sources, just U rounds. For example if a human is hit by a double tap attack using U rounds for a total of 16 damage, he will suffer from low radiation exposure sickness, must make a Fort save DC 15. U rounds are considered a lightly radioactive materials, meaning if the round is removed quickly, the subject will only have mild or low exposure and can be treated easily. But the longer the round is in, the greater the exposure and more difficult to treat. Uranium rounds increase the cost of the round by +6 PDC, and have all the armour penetration and bonus damage properties of depleted uranium rounds. Magazines have their capacity reduced by 30%, round down, to make space for the extra shielding to keep the user safe from the radiation. Increase restriction to Military or Illegal, especially in areas controlled by creatures with enhanced healing abilities.
GEWS520B1 Triple Iron The Triple Iron is a heavy ion weapon with three ion projectors, laid out in a triangle, use for heavy support of infantry. It comes with several firing modes, giving it greater versatility than just as a heavy weapon. In its standard mode, it'll fire each barrel in succession allowing for excellent autofire capability as it helps keep the heat in the projectors. The next mode is a long ranged mode, reducing the rate of fire, shunting power from other barrels into the top barrel to boost the range dramatically. The last mode fires all three barrels for heavy damage, but range is reduced for increased damage potential and armour penetration for anti-armour purposes. Unfortunately, the Triple Iron is heavy, requiring the user to have high strength, or have some kind of power assist such as from power armour, weapon rigs or augmented strength through bio-mods or cybernetics. Although not a very long weapon, it is thick, barely making it man portable, due to the cooling shroud to keep it cool.
GEWS520B1 Triple Iron (PL6/7) Damage: 4d6, 4d6, 8d6 Critical: 20 Damage Type: Electricity Range Increment: 70 ft, 180 ft, 50 ft Rate of Fire: S/A, Single, Semi Size: Large (almost huge) Weight: 40 lbs. Ammo: 50 box Purchase DC: 26 Mil (+3) Notes: In standard mode the barrels fire in tandem, which when fired in autofire keeps the barrels cooler, increases the Reflex DC to 18. In the ranged mode, the rate of fire switches to single and increases range greatly. In the anti-armour mode, all three barrels fire at once, rate of fire changes to semi and ignores 5 points of hardness. Strength of 18 is required to carry and fire the Triple Iron while on the move, or must be braced. If not braced and the user has strength lower than 18, or lacks a weapon rig, suffers a -1 penalty to attack rolls.
GEPB03 As GE's experience with particle beam weapons, they released the GEPB03, a heavy anti-armour weapon. Meant to be mounted on a vehicle or used in two man teams, similar to the old M2B .50 cal heavy machineguns. It has decent range, heavy damage, but lacks automatic fire capability, although it does have excellent damage potential for one-shot kills of lightly armoured vehicles. The GEPB03 is power hungry, eating up twice as much power as other weapons. It can accept standard power packs, which give it a limited supply of shots, or if hooked into a power generator for a near unlimited supply.
GEPB03 (PL7) Damage: 1d6x10 Critical: 20 x3 Damage Type: Unspecified Energy Range Increment: 80 ft Rate of Fire: Semi Size: Huge Weight: 76 lbs Ammo: 25 box Purchase DC: 33 Mil (+3) Notes: Comes with barrel mounted bipod, mountings for tripod or turret mounting on vehicles or buildings. Breaks into two pieces to be carried easier by two people. Takes 2 rounds to assemble, 1 round to disassemble. To attach a power supply rakes a standard action, which can be done as part of the assembly if two people are assembling the weapon.
Balor The Balor is a large framed magnum revolver with a single shot gyrojet barrel mounted ontop. The revolver chamber holds 7 magnum pistol rounds, while the gyrojet holds a single gyrojet rifle round. Balors were designed for survivalists that might encounter hostile indigenous creatures that are too large for smaller arms. The magnum rounds have more stopping power than standard pistols, using XZ propellant .44 magnum caseless rounds. The gyrojet rifle round provides an even longer range, and sometimes fitted with an explosive rounds. Balors are also found amongst some officers as the magnum offers good stopping power at modest range, plus the gyrojet's long range allows for greater striking range, if a bit slower to reload.
Balor (Late PL5/PL6) Damage: 2d8+2 revolver / 2d6 gyrojet (2d6 +1d6 for explosive rounds) Critical: 20 / 20 Damage Type: ballistic Range Increment: 40 ft / 140 ft Rate of Fire: s / single Size: medium Weight: 5 lbs Ammo: 7 cylinder / 1 internal Purchase DC: Notes: Switching between gyrojet and revolver is a free action. Can not fire both gyrojet and .44 magnum at same time due to single trigger design. Reloading the gyrojet is a standard action, which is separate from reloading the magnum cylinder.