H & K Screamer G89
In the arms race to develop directed energy weapons, such as lasers and plasma weapons, H & K experimented in railgun, coilgun and plasma research for new modern battle rifles. While the teams in each area were showing some promise, a group of fresh out of school interns from each group got together and thought it'd be a good idea to try combining the technologies. The resulting prototype proved to actually work. The Screamer, as it was named for the rounds made a high pitched whine as they ripped through the air, fires a kinetic penetrator, when chambered is surrounded by ionized gas. When fired, the rails, which are designed in a spiral shape, magnetize like a normal railgun to launch the round, but also energize the ionized gas, causing it to turn into plasma. As the round moves down the barrel, a magnetic field surrounds the round, keeping the plasma contained around the kinetic penetrator. The Screamer ended up seeing limited production for testing purposes, but never saw wide spread use in major militaries due to its cost. Although with it's long range and accuracy, it has seen some excellent use as dedicated marksman weapon, however the whining of the round's passage has a habit of giving away the position of snipers. The Screamer creates plasma coated rounds without the expense of having to create plasma coated rounds.
G89 Screamer (PL6 Personal Firearms Proficiency)
Damage: 3d10 Reduce defense bonus by 2 to a minimum of +1
Critical: 20
Damage Type: Half fire half ballistic according to d20 Future plasma coated rounds
Range Increment: 100 ft
Rate of Fire: Semi
Size: Large
Weight: 21 lbs
Ammo: 25 box.
Purchase: PDC30 +3 Military (Also a low availability.)
Special: Uses normal ammunition (PDC 11 for the kinetic penetrator.), high accuracy granting a +1 to attacks, master crafted granting +1 to attacks, for a total of +2. Listen checks to locate someone firing a Screamer have the DC reduced by -3.
That's the stats for by the book. For my campaign I use 3d12 half damage ballistic half plasma energy, as plasma weapons deal their own type of energy, ignore 8 hardness/DR.
HK 101LS
The 101LS is H & K's premier laser sniper rifle, and so far there is only three dozen in existence, 12 in the States, 21 in Germany, 1 in England, and the other two in private hands. The body is modeled after the popular PSG1 sniper rifle, but has a larger barrel, thicker frame and the foregrip is also taller than the PSG1. Using experimental synthetic crystals in the focusing chamber, H & K have managed to get unsurpassed range from the 101LS, and as an added bonus, the discharge from the 101LS is nearly undetectable visually and on sensors designed to detect laser discharges (like heat, infrared and whatever other means). However, this also makes the 101LS a bit delicate.
Game Note: While being carried, and the user takes more than 10 points of damage from blunt or concussion sources, there is a 45% chance that the internal mechanisms become misaligned and require a repair check DC 25 and 30 minutes of work (for every 2 points of damage above 10 the chance of misalignment increases by 5%).
Due to the power requirements to get the range that the 101LS enjoys, a standard power pack only allows for 10 shots. (For custom power packs if you have them, the 101LS uses 5 times the normal amount of shots for a single blast. Part of this power is also used in the process to make the discharge invisible to the eye and sensors. The discharge is on such a frequency and spectrum that it doesn't register properly on sensors and doesn't fall into the normal visual, infrared and barely noticeable in ultraviolet spectrums.)
Damage: 3d8
Critical: 20
Damage Type: fire
Range Increment: 275 ft
Rate Of Fire: S
Magazine: 10 box
Size: Huge
Weight: 4.4 lbs
Purchase DC: 35
Restriction: Mil/Experiment (+4?)
Note: See game note above about how delicate the weapon is. Considered a mastercrafted +3 weapon, granting +3 to attack roles. Trying to detect the discharge by visual or sensors increases the spot DC by +15, although the 101LS has the same audio levels as other laser sniper rifles.
HK 102LPR
With the advancements in laser technology and weapons, it was only natural for H & K to expand into this field. The HK 102LPR is H & K's first Laser Pulse Rifle, with the body modeled after the G36, only about 6 inches shorter, and the forward grip a bit larger to allow for the larger heat sinks. The 102LPR functions like other laser rifles, capable of semi or full automatic firing, but what makes it unique is its pulse setting. When set to pulse mode, instead of the normal single pulse fired, it releases three pulses so close together that they seem like one large pulse. Unfortunately, when in pulse mode, the rate of fire changes to single, so users can't make use of automatic fire or feats like double tap or burst fire.
So far, only the 102LPR has the pulse feature. Depending on its popularity, H & K might start incorporating it into other future laser weapons.
Damage: 3d8
Critical: 20
Damage Type: fire
Range Increment: 75 ft
Rate Of Fire: S, A
Magazine: 50 box
Size: Large
Weight: 4.1 lbs
Purchase DC: 23
Restriction: Mil (+3)
Note: Has pulse mode. Pulse mode uses 5 rounds of ammo, and locks the weapon in a single rate of fire, dealing 6d6 points of damage. Due to the quality of the construction, the HK 102LPR is considered mastercrafted and grants a +1 bonus to attack rolls.
H&K FP7A4. ( PL5 Personal Firearms Proficiency)
One of H&K's more popular weapons, based on the old FP6 shotgun, the FP7A4 is a 12 gauge pump shotgun with a 20 inch barrel that fires 3 inch shells, and features a reinforced construction to allow it to make use of dragonbreath rounds repeatedly. Well balanced and comes with mounts for underbarrel attachments like stake or silver plated bayonets, or lights.
Damage: 2d8
Critical: 20
Damage Type: Ballastic
Range Increment: 35 ft
Rate of Fire: Semiautomatic.
Magazine: 6 internal.
Size: Large
Weight: 8 lbs.
Restriction: Lic (+1)
PDC: 14.
Game Note: Mastercrafted weapon grants a +1 to attack. Can easily mount bayonets or lights. Also can make use of dragonbreath rounds without making the weapon unreliable.
New Ammunition
Stake Shotgun Rounds
These shotgun rounds are basically shotgun shells filled with a wooden stake instead of shot or a metal slug. Available only in 3 inch shells, and can be made in 12 and 10 gauges. Reduce damage die by 1, so d10 becomes d8, d8 becomes d6, reduce range by 10 ft, and adds a -1 penalty to attack rolls. Allows critical hits against vampires as per rules for stakes against vampires.
PDC 16 for a case of 10 shells.
H&K Ignis Gladius, aka Flaming Sword
One of H&K's more eccentric ideas in combating vampires, the Flaming Sword is just that.. A well crafted sword, attached to a flame thrower. Many critics say the design is quite unwieldy, having a sword attached by a cable to tank on one's back, but with advances in metallurgy, H&K has managed to make the tank stronger, and light enough to survive the rigors of melee combat.
The sword component, is usually a longsword, slightly thicker than normal, silver plated, with special alchemical treating to protect it from the heat of the flame thrower. The fuel cable connects at the pommel, with the firing button on the crossguard. The flame comes out of a channel that runs along the length of the blade, coming out of the tip, making aiming the flames quite easy.
H&K decided to use a more Latin name to appeal to the NPS Knights in wanting to use this sword in their fight against the vampire threat, although it has shorter range than a normal flame thrower.
Using it as a sword only requires archaic weapon proficiency, and the cable is easily detached and reattachable as a move action. Using it as a flame thrower requires no proficency. To use the flame thrower and sword together at the same time, requires exotic weapon proficiency flame sword. With the feat, someone can make an attack in melee with the sword and the flame thrower in a short controlled burst, dealing both sword and fire damage to only the hit target. This increases the amount of uses by 50% if all such uses of the flame thrower are made in this manner, but fire damage is reduced to 2d6 when used in such a manner.
H&K Ignis Gladius
Damage: 1d8+1 sword, 3d6 flame thrower (2d6 if used in short controlled bursts against same target as the sword with the exotic weapon feat flame sword)
Critical: 19-20/x2, -
Damage Type: Slashing, Fire
Range Increment: melee, 15 ft line
Rate of Fire: 1
Magazine: 15 Internal
Size: Large
Weight: 5 lbs sword, 45 lbs flame thrower.
Restriction: Military (+3)
PDC: 43
Ignis Gladius is considered a +2 masterwork weapon, +1 to attack roll and +1 damage with the sword, is also silver plated, and has integrated alternate weapon gadget of flame thrower already and can not be added again.
An interesting note, if the sword is blessed, the fire that comes out has been noted to also be enhanced with the blessed ability. This brings a whole new meaning the the phrase "Holy Fire" when warriors armed with blessed Ignis Gladiuses are on the field.
In the arms race to develop directed energy weapons, such as lasers and plasma weapons, H & K experimented in railgun, coilgun and plasma research for new modern battle rifles. While the teams in each area were showing some promise, a group of fresh out of school interns from each group got together and thought it'd be a good idea to try combining the technologies. The resulting prototype proved to actually work. The Screamer, as it was named for the rounds made a high pitched whine as they ripped through the air, fires a kinetic penetrator, when chambered is surrounded by ionized gas. When fired, the rails, which are designed in a spiral shape, magnetize like a normal railgun to launch the round, but also energize the ionized gas, causing it to turn into plasma. As the round moves down the barrel, a magnetic field surrounds the round, keeping the plasma contained around the kinetic penetrator. The Screamer ended up seeing limited production for testing purposes, but never saw wide spread use in major militaries due to its cost. Although with it's long range and accuracy, it has seen some excellent use as dedicated marksman weapon, however the whining of the round's passage has a habit of giving away the position of snipers. The Screamer creates plasma coated rounds without the expense of having to create plasma coated rounds.
G89 Screamer (PL6 Personal Firearms Proficiency)
Damage: 3d10 Reduce defense bonus by 2 to a minimum of +1
Critical: 20
Damage Type: Half fire half ballistic according to d20 Future plasma coated rounds
Range Increment: 100 ft
Rate of Fire: Semi
Size: Large
Weight: 21 lbs
Ammo: 25 box.
Purchase: PDC30 +3 Military (Also a low availability.)
Special: Uses normal ammunition (PDC 11 for the kinetic penetrator.), high accuracy granting a +1 to attacks, master crafted granting +1 to attacks, for a total of +2. Listen checks to locate someone firing a Screamer have the DC reduced by -3.
That's the stats for by the book. For my campaign I use 3d12 half damage ballistic half plasma energy, as plasma weapons deal their own type of energy, ignore 8 hardness/DR.
HK 101LS
The 101LS is H & K's premier laser sniper rifle, and so far there is only three dozen in existence, 12 in the States, 21 in Germany, 1 in England, and the other two in private hands. The body is modeled after the popular PSG1 sniper rifle, but has a larger barrel, thicker frame and the foregrip is also taller than the PSG1. Using experimental synthetic crystals in the focusing chamber, H & K have managed to get unsurpassed range from the 101LS, and as an added bonus, the discharge from the 101LS is nearly undetectable visually and on sensors designed to detect laser discharges (like heat, infrared and whatever other means). However, this also makes the 101LS a bit delicate.
Game Note: While being carried, and the user takes more than 10 points of damage from blunt or concussion sources, there is a 45% chance that the internal mechanisms become misaligned and require a repair check DC 25 and 30 minutes of work (for every 2 points of damage above 10 the chance of misalignment increases by 5%).
Due to the power requirements to get the range that the 101LS enjoys, a standard power pack only allows for 10 shots. (For custom power packs if you have them, the 101LS uses 5 times the normal amount of shots for a single blast. Part of this power is also used in the process to make the discharge invisible to the eye and sensors. The discharge is on such a frequency and spectrum that it doesn't register properly on sensors and doesn't fall into the normal visual, infrared and barely noticeable in ultraviolet spectrums.)
Damage: 3d8
Critical: 20
Damage Type: fire
Range Increment: 275 ft
Rate Of Fire: S
Magazine: 10 box
Size: Huge
Weight: 4.4 lbs
Purchase DC: 35
Restriction: Mil/Experiment (+4?)
Note: See game note above about how delicate the weapon is. Considered a mastercrafted +3 weapon, granting +3 to attack roles. Trying to detect the discharge by visual or sensors increases the spot DC by +15, although the 101LS has the same audio levels as other laser sniper rifles.
HK 102LPR
With the advancements in laser technology and weapons, it was only natural for H & K to expand into this field. The HK 102LPR is H & K's first Laser Pulse Rifle, with the body modeled after the G36, only about 6 inches shorter, and the forward grip a bit larger to allow for the larger heat sinks. The 102LPR functions like other laser rifles, capable of semi or full automatic firing, but what makes it unique is its pulse setting. When set to pulse mode, instead of the normal single pulse fired, it releases three pulses so close together that they seem like one large pulse. Unfortunately, when in pulse mode, the rate of fire changes to single, so users can't make use of automatic fire or feats like double tap or burst fire.
So far, only the 102LPR has the pulse feature. Depending on its popularity, H & K might start incorporating it into other future laser weapons.
Damage: 3d8
Critical: 20
Damage Type: fire
Range Increment: 75 ft
Rate Of Fire: S, A
Magazine: 50 box
Size: Large
Weight: 4.1 lbs
Purchase DC: 23
Restriction: Mil (+3)
Note: Has pulse mode. Pulse mode uses 5 rounds of ammo, and locks the weapon in a single rate of fire, dealing 6d6 points of damage. Due to the quality of the construction, the HK 102LPR is considered mastercrafted and grants a +1 bonus to attack rolls.
H&K FP7A4. ( PL5 Personal Firearms Proficiency)
One of H&K's more popular weapons, based on the old FP6 shotgun, the FP7A4 is a 12 gauge pump shotgun with a 20 inch barrel that fires 3 inch shells, and features a reinforced construction to allow it to make use of dragonbreath rounds repeatedly. Well balanced and comes with mounts for underbarrel attachments like stake or silver plated bayonets, or lights.
Damage: 2d8
Critical: 20
Damage Type: Ballastic
Range Increment: 35 ft
Rate of Fire: Semiautomatic.
Magazine: 6 internal.
Size: Large
Weight: 8 lbs.
Restriction: Lic (+1)
PDC: 14.
Game Note: Mastercrafted weapon grants a +1 to attack. Can easily mount bayonets or lights. Also can make use of dragonbreath rounds without making the weapon unreliable.
New Ammunition
Stake Shotgun Rounds
These shotgun rounds are basically shotgun shells filled with a wooden stake instead of shot or a metal slug. Available only in 3 inch shells, and can be made in 12 and 10 gauges. Reduce damage die by 1, so d10 becomes d8, d8 becomes d6, reduce range by 10 ft, and adds a -1 penalty to attack rolls. Allows critical hits against vampires as per rules for stakes against vampires.
PDC 16 for a case of 10 shells.
H&K Ignis Gladius, aka Flaming Sword
One of H&K's more eccentric ideas in combating vampires, the Flaming Sword is just that.. A well crafted sword, attached to a flame thrower. Many critics say the design is quite unwieldy, having a sword attached by a cable to tank on one's back, but with advances in metallurgy, H&K has managed to make the tank stronger, and light enough to survive the rigors of melee combat.
The sword component, is usually a longsword, slightly thicker than normal, silver plated, with special alchemical treating to protect it from the heat of the flame thrower. The fuel cable connects at the pommel, with the firing button on the crossguard. The flame comes out of a channel that runs along the length of the blade, coming out of the tip, making aiming the flames quite easy.
H&K decided to use a more Latin name to appeal to the NPS Knights in wanting to use this sword in their fight against the vampire threat, although it has shorter range than a normal flame thrower.
Using it as a sword only requires archaic weapon proficiency, and the cable is easily detached and reattachable as a move action. Using it as a flame thrower requires no proficency. To use the flame thrower and sword together at the same time, requires exotic weapon proficiency flame sword. With the feat, someone can make an attack in melee with the sword and the flame thrower in a short controlled burst, dealing both sword and fire damage to only the hit target. This increases the amount of uses by 50% if all such uses of the flame thrower are made in this manner, but fire damage is reduced to 2d6 when used in such a manner.
H&K Ignis Gladius
Damage: 1d8+1 sword, 3d6 flame thrower (2d6 if used in short controlled bursts against same target as the sword with the exotic weapon feat flame sword)
Critical: 19-20/x2, -
Damage Type: Slashing, Fire
Range Increment: melee, 15 ft line
Rate of Fire: 1
Magazine: 15 Internal
Size: Large
Weight: 5 lbs sword, 45 lbs flame thrower.
Restriction: Military (+3)
PDC: 43
Ignis Gladius is considered a +2 masterwork weapon, +1 to attack roll and +1 damage with the sword, is also silver plated, and has integrated alternate weapon gadget of flame thrower already and can not be added again.
An interesting note, if the sword is blessed, the fire that comes out has been noted to also be enhanced with the blessed ability. This brings a whole new meaning the the phrase "Holy Fire" when warriors armed with blessed Ignis Gladiuses are on the field.