Kronos's d20 Stuff

kronos182

Adventurer
Royal EnfieldOrdnance Liquid Propellant Assault Rifle LPA1

The LPA1 is a twin-magazine, liquid-propellant, variable velocity assaultrifle, designed as a multi-role small arms weapon system that is enteringlimited test service. The LPA1 is laid out in a traditional bullpupconfiguration with the liquid propellant stored in a self-sealing armouredcassette in the butt. The twin helical magazines are situated on either side ofthe receiver. Each magazine holds 45 rounds, giving the rifle an immense 90round ammo supply. With dual magazines it is possible to carry mixed ammo typesfor greater flexibility, coming in 5.56 mm.
The rifle has three velocity setting, which can be selected manually or througha weapon link. The settings are 1) low-riot, 2) medium-urban, and 3) high-fullcombat. Because of the high recoil on full velocity, a hydro-pneumatic recoildamper was built into the rifle. The liquid propellant is injected into thebreech under computer control, the amount injected depends on the velocitysetting and range of the target. This information comes from the integral sightand rangefinder situated on top of the receiver. The LPA1 carries enough liquidpropellant 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 allowsfor two different ammunition types to be used, switching between magazines is afree action. Replacing a single magazine is a move-equivalent action, replacingthe liquid propellant is a standard action. Autofire and burst fire penaltiesare reduced by 1 on settings 1 and 2, but not 3.





Ravager
The ravager is a pump shotgun with two tubular magazines to increase it'sammunition capacity. The barrel and magazines are laid out in a triangle, withthe barrel at the top point and the two magazines making up the two lowerpoints. A single pump connects to both tubes and is well padded and grooved fora more comfortable fit. A thumb selector allows for easy switching betweeneither magazine, which can allow for more versatility of being able to load twodifferent types of rounds. At only 26.1 inches long, the ravager is a decentsize, but doesn't come with a stock. An optional stock is available. Mountingrails on either side of the barrel allow for tactical lights or even lasertargeters 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 tubemagazines, with a thumb selector to switch between the two as a free action anynumber of times in a round. Universal mounts on both sides of barrel to allowmounting of devices. Mount for optional stock, adds 2 lbs to weight, PDC 8.





M-25
As the M-16 is showing its age, newer weapons were needed. The M-25 wasselected for its replacement. A bullpup design, reducing the overall length,using an ambidextrous design and more ergonomic curved handles, which alsoreduce chances of snagging, the M-25 was a great improvement over the olderM-16. With two universal mounts, one under the barrel and one on top. Insteadof a normal magazine, the M-25 uses a 50 round cylindrical magazine that fitsinto the stock. The M-25 uses caseless 5.56mm rounds, but with a simpleconversion, with a kit that fits in the forward handle, the M-25 can be made tofire older rounds with casings.

M-25 (PL5 Personal firearms Proficiency)
Damage: 2d8
Critical: 20
Damage Type: ballistic
Range Increment: 90 ft
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, firescaseless 5.56mm but can be converted to fire standard 5.56mm cased rounds withbuilt in kit and Repair check DC 13 and 10 minutes of work. Uses light weightmaterials (reduced weight gadget).





Hedgehog NeedleRifle
A needle rifle that fires a stream of 1mm diameter stainless steel slivers bymeans of oscillating magnetic fields, using a similar principle as rail guns,gives the Hedgehog excellent range for a needle rifle. Silent except for thehiss of the flying projectiles, the Hedgehog has no muzzle flash to reveal itsposition. Due to the relatively low kinetic energy of individual projectiles,the hedgehog is not designed to punch through heavy armour, but is devastatingagainst unarmoured or lightly armoured infantry. The hedgehog is sealed anddesigned to work in virtually any environment, from normal air to vacuum, underwater and even exotic atmospheres.
Besides having semi and full automatic fire modes, the hedgehog has a widefield fire mode, firing a large amount of metal slivers in a cone like area,however using up a large amount of ammunition in the process and with a muchshorter range.

Hedgehog Needle Rifle (PL7)
Damage: 2d6
Critical: 20x2
Damage Type: Slashing
Range Increment: 90 ft
Rate of Fire: S, A
Size: Large
Weight: 12 lb
Ammo: 200 box
Purchase DC: 20 Res (+2)
Notes:
Wide Field Mode - This fire mode sets the Hedgehog to single fire and fills a50 foot long, 25 foot wide cone with slivers of metal, damaging all within.Reflex DC 20 for half damage, uses 20 rounds of ammunition.





P9 Sonic HarpoonArtillery Remote Projectile Rifle

The P9 Sonic Harpoon Artillery Remote Projectile Rifle (SHARP Rifle), nicknamedthe Sharp Stick after its unique ammunition, is a prototype weapon that fires atime-delayed explosive tipped darts. Instead of normal explosives, the SHARPuses powerful sonic emitters to create a sonic shockwave. The premise of thisdesign was to create an alternate form of area damaging munition that wouldn'tset off potential flammable or temperate sensitive materials. The sonicshockwave is powerful and resonates in numerous frequencies allowing it to beused to damage structures, although not quite as effective as focused sonics orother more standard explosives.

SHARP Rifle (PL5-6 Personal Firearms Proficiency)
Damage: 2d6 + 2d8
Critical: 20
Damage Type: ball + sonic
Range Increment: 80 ft + 15 ft blast radius (DC 15 for half except the originaltarget struck, no save allowed).
Rate of Fire: S, A
Size: Large
Weight: 16 lbs
Ammo: 15
Purchase DC: 23 Mil +3
Notes: Ammunition has timer delay, easily selectable as a free action beforefiring. Can delay by 1 to 3 rounds (6 to 18 seconds). The sonic damage ignores5 points of hardness. Those in the blast radius must make a Fort Save DC 15 orbe deafened for 1d4 rounds.
10 rounds of ammunition PDC 12.
 

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kronos182

Adventurer
Climbsuit
The climbsuit is a special form of armour that assists the wearer in climbing,especially when traveling along smooth modern materials. The suit consists ofknee and elbow pads plus gloves covered in SureGrip, a substance designed tostick to smooth surfaces. It also includes a high-impact helmet and kevlarplates and equipment harness.
A character wearing a climbsuit gains a +3 equipment bonus to all Climb checks.It is also possible to climb a perfectly smooth, flat surface with a Climbcheck (DC 30). The suit makes falling much less likely-a character has to faila Climb check by 10, rather than 5, to fall.
The features of a climbsuit (the pieces covered in SureGrip) can be added to aset of nonpowered armour. Armour modified in this way provides only a +2equipment bonus to Climb checks (instead of the normal +3), but otherwisefunctions as a normal climbsuit. Other functions of the modified armour remainunchanged. To make this modification, add the price of a climbsuit to all othercosts involved in the modifications.

Climbsuit (Late PL5/Early PL6)
Type: Light
Equipment Bonus: +1
Nonprof. Bonus: +1
Max Dex: +5
Armour Penalty: 0
Speed (30 ft): 30 ft
Weight: 5.5 lbs
Purchase DC: 19
Restriction:
Notes: Provides +3 equipment bonus to Climb checks, which also require afailure by 10 to fall rather than 5.


Tasershield (PL5)
These riot shields are upgraded with built in potent stun guns for use in riotswhere high resistance is expected. Later versions have variable settings foruse in species that have higher resistance than humans. The shield looks like anormal transparent plastic polymer shield, but with reinforcing metal runningalong the edges and down the center. The metal parts contain the studs for thestun gun. Where it straps to the arm is a handle for the user to maintain afirm grip and angling of the shield. The handle contains the safety for thestun guns and the power supply. The stun gun is discharged upon contact,usually in the form of a shield bash, or when engaged in meleecombat.
Taser Shield (PL5)
Type: Shield
Equipment Bonus: +3
Nonprof. Bonus: +1
Max Dex: -
Armour Penalty: -1
Speed (30 ft): -
Weight: 5
Purchase DC: 11
Restriction: Res (+2)
Notes: Contains a stun gun, transparent.
Stun gun 1d4, 20, electricity, melee, 10 charges. Fort save DC 15 or beparalyzed for 1d6 rounds.

Higher PL Versions
PL6 Taser Shield: add variable charge, but does not become unstable after 3rounds of priming, instead if starts to step down at the same rate it wasprimed. For each round primed, the Fort DC increases by +2 and increase roundsparalyzed by +1, has 50 charges. PDC 12 Res +2
PL7 Taser Shield: same as PL6 version, only damage is stepped up to d6 insteadof d4, Fort DC is increased by +2. The stun gun can target one target up to 20feet away as a ranged touch attack, but uses 2 charges. PDC 13 Res +2
PL8+ Taser Shield: Increase Fort DC by +2 for each PL of 8 and higher, increasedie type by 1, add one extra die at PL8 and one for each PL above, increase therange by 10 feet for PL8 and above. PDC 13 +1/PL above 8.





Charge Shield (PL7/8Shield Proficiency)

The charge shield is an advancement in an ancient form of defense: shields. Thecharge shield looks like a small round shield with straps to hold it on one'sarm and a handle to help direct and wield it. The handle has the activationbutton, as well as the power pack quick release. The charge shield runs onstandard power packs. Once activated, the shield emits a faint energy fieldaround the user of a colour depending on the type of energy it protectsagainst. The field will absorb blasts from the type of energy it protectsagainst, up to a certain amount, before it shuts down, protecting the user fromall directions. The field can absorb up to 60 points of damage before itdeactivates, requiring two hours to replenish. If the shield is deactivated bythe user before the full amount of damage absorbed, the shield replenishes at arate of 1 point every two minutes.
The charge shield has one additional ability, after it has absorbed at least 15points of damage. For every 15 points of damage (a small LED panel on theinside of the shield indicates the charge) the shield absorbs, it can release abolt of energy of the same type (1d6) up to 30 feet away at a single target,with a -1 penalty to attack roll. The released energy replenishes 1d6 points ofdamage that it can absorb (rolled separate from the damage the dischargedealt).
The colours the field and their corresponding energy types are: red for fire(plasma, lasers), green for acid, blue for electricity, purple for sonic, whitefor cold, and orange for force.
Equipment Defense Bonus: +2
Equipment Nonprof Defense Bonus: +1
Weight: 10 lbs
PDC: 29 Mil (+3)





Cloaks

Polymeric Cloak (Late PL6/7)
This cloak is made from common or more stylish clothes, with thin strips ofpolymeric armour, similar to that used in mech, vehicle and starship armour,only much thinner. Many diplomats and royalty purchase these cloaks as theyprovides some protection without encumbering them or having to wear a full suitof armour. The cloak is usually designed with a hood and covers the body downto below the knees and can be pulled closed around the wearer. The cloakprovides a +1 armour bonus when pulled closed, or +1 shield bonus when open. Ifthe user fights defensively with the cloak open, draping part of it over theirarm, the user gains a +2 shield bonus instead.
Weight: 10 lb.
PDC: 16
Res: Restricted (+2)

Glide Cloak (PL6)
This cloak has a harness that is strapped around the upper torso and shoulders.It appears as any common cloak and comes in a number of colours and is alwaysmade to be at least knee length. Along the outer edge, but on the inside ofeach side is a set of handles that make it easy to close or wave the side ofthe cloak. In the harness is a small battery and altimeter. There is a smallrecessed button on each handle and on the harness. When any one of thesebuttons is pressed, the battery sends a small electric charge into the fabricof the cloak, which is actually a metafabric, and it reshapes and stiffens toform a personal glider. The glider is fairly easy to use, with the handles in aposition that is comfortable for most people, allowing for fairly easy changeof direction. The altimeter is designed to automatically deploy the glider ifthe user falls more than 30 feet. To remove the chance of the glider deployingaccidently when the user is in an aircraft, the altimeter is designed with aproximity sensor in the bottom of the cloak rim so when there's no floor belowthe user, the altimeter prepares to deploy the glider.
Weight: 11 lb.
PDC: 15
Restriction: None

Vanadium Cloak (PL6/7)
The vanadium cloak is similar to the polymeric cloak, only it is designed forcombat, usually coming in matte black or various camouflage colouring. Thecloak also has sleeves which allow it to be worn more like a robe to providemore protection. It provides all the benefits of the polymeric cloak, but inaddition, when it is closed around the user, such as when worn as a robe withthe user's arms through the sleeves, it provides a +1 Reflex bonus againstexplosives or weapons that allow a Reflex save (blast, line or cone effectssuch as grenades or flamethrowers). The armour bonus to Defense stacks with anyarmour worn underneath. Also when worn closed, the cloak provides the user withthe benefits of light fortification, with a 25% chance to of critical hitsbeing turned into normal hits.
Weight: 13 lb.
PDC: 20
Restriction: Military (+3)

Deflect Cloak (PL6/7)
This cloak with hood usually has a metallic look to its cloth. The cloth isimpregnated with ceramic tiles and other reflective material, allowing it toreflect heat and energy. While worn, the user gains a +1 Deflection bonus toDefense against energy attacks (such as lasers, plasma, ion, fire, etc), butnot acid, sonic or cold damage. Also built throughout the cloak is a coolingunit, which can help keep the wearer cool in hot environments, functioning likea survival suit when drawn closed for about 8 hours. When pulled close, withthe hood up and pulled closed as well, and a control activated, the wearergains fire resistance 5 (works against lasers, normal fire, plasma weapons) for1 minute (10 rounds) (similar to Batman's cap in one of the original Batmanmovies), useable 5 times a day, but require a minute between uses. Thebatteries in the cloak will allow the cloak to function for about 4 days beforerequiring recharging, using a universal adaptor for most power outlets, takingabout 2 hours to recharge fully.
Weight: 7 lb.
PDC: 18
Restriction: None
 

kronos182

Adventurer
PowerShield
These shields are sturdy, light and function quite well on their own, but theyhave a protective field installed in them. This field, while primitive comparedto magnetic or particle fields, and is partially based in gravimetrics, helpsto deflect attacks. The field redirects and slows kinetic energy and inertia,so all physical attacks, including melee weapons, unarmed strikes, ballisticand other physical ammunition are affected by this field. A standard power packprovides enough power for about 2 hours of constant operation. Also, when usedto make shield bash type attacks with the field activated, the field seems toadd a bit of damage and can also push back an opponent struck.

Power Shield (Late PL6/7, Shield Proficiency)
Type: Shield
Equipment Bonus: +2
Nonprof. Bonus: +1
Armour Check Penalty: -1
Weight: 6 lbs
Purchase DC: 15
Restriction: Res (+2)
Notes: When activated, adds a +3 Deflection bonus to Defense against allphysical attacks, ranged and melee. On a shield bash attack, adds +1d4 forcedamage, and opponent must make a Strength check DC 10+ wielder's Str modifier +total damage dealt in shield bash attack, or be thrown 10 feet back and knockedprone. A successful save, opponent is dazed for 1 round.



FRDEArmour
Fanning Recoil Diminisher exoskeleton is a suit of medium armour, loosely basedon the land warrior armour. Although the armour plating is lighter, making itmore maneuverable, it is enhanced with a series of micro hydraulics and servos,making it similar to micro-assist armours, but not to the full extent asmicro-assist power armours. The 'exoskeleton' is really a misnomer, as the FRDEdoesn't have a true exoskeleton, and it doesn't provide any strengthenhancements. What it does do is support some of it's own weight, reduce thefelt recoil of automatic weapons, and reduce fatigue from marching or runninglong distances.
Similar to the land warrior, the FRDE comes with built in communications, smallcomputer for sending and receiving text messages, images, video, and link toscopes similar to the land warrior, and includes a small helmet mountedcamera.

FRDE (PL5/6 Medium Armour)
Type: Medium
Equipment Bonus: +4
Nonprof. Bonus: +2
Max Dex: +3
Armour Penalty: -3
Speed (30 ft): 30 ft
Weight: 8 lbs
Purchase DC: 18
Restriction: Lic (+1)
Notes: Includes military walkie talkie, text and image transmitting andreceiving capabilities, weapon link to scopes, HUD. Built in camera in helmetwith 10 hours of record time, small built-in computer. Penalties from doubletap and automatic fire, including burst fire, are reduced by half. If the userpossesses feats that reduce such penalties, halve the penalties after the feats.When the user runs, can run for Constitution score x2 before needing to makeConstitution checks to keep running, and gains a +2 equipment bonus to thesechecks. Also a +2 equipment bonus to checks when force marching.



ShockArmour
This suit of armour was originally designed for a mercenary company, whichended up being wiped out before picking up more than half a dozen of the suits.Not wanting to waste a decent suit of armour, the company produced a largeamount of them and put them on the open market. The suit is designed to beimposing yet functional, with environmental seals and air supply. A detachablejet pack and advanced targeting system and sensors are included. The sensorsinclude infrared, night vision, thermo-imager, targeting sight and telescopicoptics up to 2 miles. There is also an air filtration and a small air supplybuilt into the helmet to allow the wearer to ignore the effects of air toxinsand gases. The filters allow the wearer to load tear gas and other riot controlgases in the gas dispenser and be immune.
Built into the armour are several weapon systems and a detachable jet pack. Inthe left arm is a gas dispenser and grenade launcher, and a stun baton is builtinto the left hand. The right arm contains a 9mm submachine gun and dartlauncher. The hands are armoured and function as brass knuckles, allowing thewearer to deal lethal unarmed strikes, and considered armed.

Shock Armour (Late PL5/6)
Type: Medium
Equipment Bonus: +4
Nonprof. Bonus: +2
Max Dex: +3
Armour Penalty: -4
Speed (30 ft): 30
Weight: 20 lb without jet pack, 35 lb with jet pack.
Purchase DC: 20
Restriction: Lic (+1)
Notes: Darkvision 60 feet, thermo optics (see heat signatures), Spot checkrange penalties reduced by 1, +1 to attack with built in ranged weapons due totargeting systems, radio, HUD link with ammo counter for built-in weapons andsensors. Air filters grant +4 Fortitude against airborne toxins and gases, alsoa 1 hour air supply when the helmet is sealed in the event of poisonous gases.Detachable jet pack.

Weapons
9mm submachine gun (right arm) 2d6 20x2, ballistic, 40 ft, 30 rd box.
Dart launcher (right arm) 1d2 + special1 20x2, piercing, 50 ft, 4 rd internal.
40mm grenade launcher (left arm) varies by grenade, 50 ft, 4 internal.
Gas dispenser can contain up to two gases with 2 uses each, or 1 gas with 4uses. Each use fills a 30 foot area surrounding the armour with the loaded gasin 1 round. Usually loaded with tear or other non lethal gas.
Stun fist (left hand) 1d6 +special2 20x2, bludgeoning,melee.

Special1 - The darts can be loaded with anything from poisons, tranquilizers,organic acids or other substances.
Special2 - Targets of the stun fist must succeed on a Fortitude save (DC 10 +damage dealt) or be stunned for 1d4 rounds.

Jet Pack - This is a slightly lighter version of the standard jet pack,weighing only 15 lbs and the speed is reduced to 50 feet (goodmaneuverability). The jet pack can be detached as a free action with a quickrelease. Reattaching the jetpack takes a full round action.


Razor Shark DiveArmour
The razor shark is an evolution of the sea dog combat armour, using advances intechnology. This armour is fully sealed and as streamlined as possible whilestill offering excellent protection. It features retractable flippers and finson the legs and arms to aid in swimming, plus a light propulsion unit ismounted on the back along with the 5 hour air supply. The armour has neutralbuoyancy, so if a person stops swimming, they'll float where they are, withoutascending or descending. Has emergency floatation device installed as well,which automatically engages if the user is unconscious while in the water. Theretractable fins on the arms are equipped with blades for close combat orslashing cables, ropes and air hoses. Built into the suit is a sensor systemequivalent to a robot sensor class V with the sonar option, allowing the userto see in the dark and equipped with sonar as well as cameras. Usually comes indark colours and blues to aid in blending in with the water.

Razor Shark Dive Armour (Late PL6)
Type: Tactical, Amphibious
Equipment Bonus: +4
Nonprof. Bonus: +2
Max Dex: +3
Armour Penalty: -3
Speed (30 ft): 30 ft, swim 40 ft
Weight: 40 lbs
Purchase DC: 28
Restriction: Res (+2)
Notes: Propulsion unit provides swim speed of 40 feet, retractable flippers andfins grant +4 equipment bonus to Swim checks, 5 hour life support, two headmounted lights, HUD and weapons link, military radio, nanobeacon, +4 Listen, +2Spot, Sonar, Class V robot sensors. Reduces time for making Swim checks tobecome fatigued is once every 2 hours instead of once every hour, arm finblades.

Weapons

Fin Blade (2)
1d4
19-20x2
Slashing
 

kronos182

Adventurer
FN P180

Capitalizingon the success of the P90 years ago, and with advances in caseless ammunitionover the years, FN created a replacement to the aging P90: the P180. Using5.56mm x 28mm instead of 5.7mm x 28mm that was in the P90, with the newer XZpropellant. Due to its light weight and high magazine capacity, the P180 is afavourite among tank crews and even secret service members. Due to the smallersize and light weight, the P180 is easier to conceal than the old P90

XZpropellant was discovered to have a much cleaner burn and can easily be shaped,and hold a shape for caseless rounds, leaving no unused residue in the chamberto cause jams 99.5% of the time. XZ has slightly improved performance over themost common used propellants used from the time of the release of the P90 topresent (about 10% increase for a comparable round), which allows for aslightly smaller projectile to have the same damage and range of a slightlylarger caliber, even with a shorter barrel.

Using afeeding system almost identical to the P90s, lighter frame, and the samefeatures as the P90, allowed for easy training for those familiar with theaging P90.

Damage:2d6 (or 2d8, depending on what your 5.7 stats are)
Critical:20
DamageType: Ballistic.
RangeIncrement: 50 ft (ultramodern firearms put the p90 at 70 ft, but I've seenpeople quote the range at 40ft, so i'm putting this at 50 ft as the round islighter, with somewhat greater power behind it due to the propellant)
Rate OfFire: S, A
Magazine:55 box
Size:Small
Weight:4.5 lbs
PurchaseDC: 20
Restriction:Mil (+3)
Note: TheP180 gains a +1 bonus to sleight of hand checks to conceal the weapon.





FN Litle

Afterreleasing the P180 to replace the aging P90, FN created the Litle, applying theXZ propellant to 9mm caliber weapons. Creating a bullpup design pistol, with aclear window on both sides of the magazines to easily see how many rounds areleft, ambidexterious design since no casing ejector port is needed, but isavailable on the top to remove any possible jammings, which is rare.
The Litlecomes with a laser sight and an LED Illuminator mounted in the forward part ofthe trigger guard.

Litle(PL5/6 Personal Firearms Proficiency)
Damage:2d8
Critical:20
DamageType: Ballistic.
RangeIncrement: 40 ft
Rate OfFire: S
Magazine:12 box
Size:Small
Weight: 2lbs
PurchaseDC: 18
Restriction:Lic (+2)
Note:Comes with laser sight which grants +1 to attack rolls within 30 ft, and LEDIlluminator.





Beretta102

TheBeretta 102 is a collaboration between Beretta and HP to create a compact dualweapon system. Using charge pistol technology but wrapped in an older styleframe with the forward section modified to hold a small laser modeled after thePD250. However, due to space limitations, the power pack of the laser can notbe removed, so a power cable has to be plugged into the weapon to recharge thelaser's power supply.
As aconsideration that the weapon was going to be sold to military supportpersonnel and tank/mech crews where space is limited for personal defensesystems, HP has added a special boosting capacitor system to give the lasersignificantly more punch, but drains the battery far faster.

Beretta102 (PL 6 Personal Firearms Proficiency)
Damage:2d8 / 2d8
Critical:20
DamageType: Ballistic for charge pistol, fire for laser
RangeIncrement: 60 ft / 30 ft
Rate ofFire: Semi / Semi*
Size: Med
Weight:3.4 lbs
Ammo: 11box charge pistol, 25 box laser
Purchase:22 Res (+2)
AlternateFire Mode: As a swift action, the laser can be set to its other fire mode whichchanges the rate of fire to single and deals 4d6 but uses up 3 rounds of ammo.
Game Note:Switching between charge pistol and laser is a swift action which can be doneonce a round. The laser and charge pistol can not be fired at the sametime.





Falcon HF

The FalconHF is Texan Arms' first foray into pistols, although it isn't just a hand gun,it comes with a high frequency blade attached to use in melee combat as well.
Wellcrafted and balanced, some people have started to combine many martial artsstyles that use small bladed weapons combined with fighting styles that peoplewould consider part of 'gun'fu'. This does reduce the number of weapons one hasto carry into combat, one does have to be careful not to slice themselves whenusing the Falcon HF. The Falcon makes use of the XZ propellant allowing for adecent size magazine and also due to a unique barrel design which refocuses theexpanding gases of the propellant to gives the Falcon incredible range for apistol.

Falcon HF(PL 6 Personal Firearms Proficiency feat)
Damage:2d8 gun / 2d4 high frequency blade
Critical:20 gun / 19-20 high frequency blade
DamageType: Ballistic for gun, slashing for blade
RangeIncrement: 60 ft / melee
Rate ofFire: Semi / -
Size:Small
Weight:3.7 lbs
Ammo: 11box gun, 2 hours of continuous use of the high frequency blade before needingrecharging
Purchase:19 Res (+2)
Masterworkweapon grants a +1 to attack for both shooting the gun and using the highfrequency blade.
Alternateweapon gadget applied. Note that the high frequency blade and gun can both beused at the same time, however user will still suffer normal penalties forshooting into melee without proper feats, although is considered armed with amelee for such circumstances.
 

kronos182

Adventurer
Pneumatic Pistol (PL 5)
Developed when mankind took its first steps into space, the pneumatic pistol operates on simple compressed-air technologies to fire a standard ballistic bullet.Though standard firearms would function in space, the heat and friction generated by standard firearms caused guns to jam as their metal frames expanded and contracted. Thus, the pneumatic pistol was created to eliminate the excess heat generated by standard firearms while still maintaining velocity and lethality. The pneumatic pistol fires a specially designed bullet, launched from the weapon by an intense blast o fcompressed air. With no gravity or atmospheric friction to slow down the pneumatic bullet, only a small amount of compressed air is required to get the bullet up to lethal speeds in the vacuum of space. Each magazine of pneumatic ammunition contains not only the bullets themselves, but the highly-compressed air needed to propel those bullets. Though less effective in an atmosphere, pneumatic pistols have much higher ranges in space than most standard firearms.
Pneumatic Rifle (PL 5)
The pneumatic rifle employs the same technology as the pneumatic pistol. The pneumatic rifle fires deadlier rounds at targets even further away from the shooter, using a larger amount of compressed air and a specially-designed barrel that enhances the ammunition’s momentum as the weapon is fired.

Weapon Damage Critical Type Range RoF Magazine Size Weight PDC
Pneumatic Pistol 2d6 20 Ball 80 ft S,A 15 box Medium 3 lb 18
Pneumatic Rifle 2d8 20 Ball 140 ft S,A 20 box Large 8 lb 21
Note:pneumatic weapons use their normal range increments while in vacuum or very thin atmospheres, but suffer half range in normal or heavier atmospheres.Pneumatic weapons use personal firearms proficiency.





LeMat Revolver mk2


The LeMat Revolver mk2 is a remake of the old LeMat revolver of circa 1856, combining a revolver with a single shot shotgun. Although the original LeMat used .42 caliber and a 18 gauge shotgun, the mk2 comes in two forms: the .357 revolver/12 gauge model, or the intimidating .44 magnum/10 gauge super mk2. The.357 revolver model has a 9 round cylinder, with a single shot 12 gauge underbarrel shotgun, but the .44 magnum model only has 6 round cylinder with a 10 gauge underbarrel shotgun.

LeMat Revolver mk2 (PL5 Personal Firearms Proficiency)
Damage: 2d6/ 2d8
Critical:20
Damage Type: Ballistic
Range Increment: 40 ft / 15 ft
Rate Of Fire: Semi / Single
Magazine: 9 cyl. / 1 internal
Size:Medium
Weight: 4lb
Purchase DC: 18
Restriction: Lic (+1)
Note: The number before the slash is the .357 revolver rounds, the number after is the 12 gauge shotgun. Considered a masterwork weapon and grants a +1 to attack rolls.Switching between revolver and shotgun is a swift action that can only be done once a round. Grants the user a +1 circumstance bonus to Intimidate checks.

LeMat Revolver Super mk2 (PL5 Personal Firearms Proficiency)
Damage: 2d8/ 2d10
Critical:20
Damage Type: Ballistic
Range Increment: 30 ft / 15 ft
Rate of Fire: Semi / Single
Magazine: 6cyl / 1 internal
Size:Medium
Weight: 5lb
Purchase DC: 19
Restriction: Lic (+1)
Note: The number before the slash is the .44 magnum rounds, the number after is the 10 gauge shotgun. Considered a masterwork weapon and grants a +1 bonus to attack rolls. Switching between revolver and shotgun is a swift action that can only be done once a round. Grants the user a +2 circumstance bonus to Intimidate checks.





Wris tLauncher

The wrist launcher is a thick, armoured gauntlet that completely covers the hand and forearm up to the elbow. Behind the wrist is the exit ports for the weapon system. A few different versions of the wrist launcher is available, from light ballistic weapon, shotgun with usually special rounds, flechette or mini grenade launcher. Loading a wrist launcher is not quick due to the design to keep it as light and form fitting as possible, taking a trained person about 5 minutes to fully reload. To fire a wrist launcher, a firing stud on the side is available, but most users prefer the trigger inside the gauntlet which is primed when the hand is held in a specific way, then specific fingers move to act as the trigger. These weapons use advanced miniaturization and start making small scale appearances in the most advanced elite units at the end of PL6 and sees a little more wide spread use in more elite units or among officers and spec ops teams in PL7.

4mm Wrist Launcher
This is the light ballistic wrist launcher, using 4mm caseless ammunition for a light submachine gun style weapon.

4mm Wrist Launcher (PL6/7 Personal Firearms Proficiency)
Damage: 2d6
Critical:20
Damage Type: Ballistic
Range Increment: 20 ft
Rate Of Fire: S, A
Magazine:15 internal
Size:Small
Weight:4.5 lbs
Purchase DC: 28
Restriction:Res (+2)
Note:Takes 5 minutes to reload, which it can not be worn. User can not be disarmed of a wrist launcher.

16 Gauge Wrist Launcher
This is the shotgun version of the wrist launcher. Although it is in a smaller size shotgun, with improved propellants and other materials, these smaller shells have the same power as the 12 gauge rounds of the previous age. This version of the wrist launcher usually is loaded with special rounds, such as CS gas or door busters or shot for more area affect, or dragon breathe rounds.

16 Gauge Wrist Launcher (PL6/7 Personal Firearms Proficiency)
Damage: 2d8*
Critical:20
Damage Type: Ballistic
Range Increment: 15
Rate Of Fire: Semi
Magazine:7 internal
Size:Small
Weight:4.5 lbs
Purchase DC: 28
Restriction:Res (+2)
Note: *For standard shot. Can be loaded with same variant ammunition of 12 gauge shotguns of PL5. Takes 5 rounds to reload, which can not be done while worn. User cannot be disarmed of a wrist launcher.

Flechette Wrist Launcher
This wrist launcher fires bundles of flechettes at the target. Although not good against heavily armoured targets, is excellent against non armoured foes, plus has the advantage of being useful in cutting things from a distance. A favourite weapon amongst many Spec Ops teams. The flechette version is also significantly quieter than other versions.
Flechette Wrist Launcher (PL6/7 Personal Firearms Proficiency)
Damage: 2d6
Critical:20
Damage Type: Piercing, slashing
Range Increment: 30 ft
Rate OfFire: S, A
Magazine:30 internal
Size:Small
Weight:4.5 lbs
Purchase DC: 28
Restriction :Lic (+1)
Note:Takes 5 minutes to reload, which can not be done while worn. User can not be disarmed of a wrist launcher.

Mini Grenade Wrist Launcher
This version launches mini grenades and has a more powerful launching system so that the user is less likely to be caught in the blast radius of their own weapons.

Mini Grenade Wrist Launcher (PL6/7 Weapon Proficiency Grenade Launcher)
Damage:Varies
Critical:varies
Damage Type: varies
Range Increment: 40 ft
Rate Of Fire: Semi
Magazine:5 internal
Size:Small
Weight: 5 lbs
Purchase DC: 30
Restriction:Mil (+3)
Note: Can use any mini grenade available on the market. Takes five minutes to reload,which can not be done while worn. User can not be disarmed of a wrist launcher.
 
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kronos182

Adventurer
Starflash

The starflash is more of a vanity item than a true combat pistol. Very stylish with it's sleek, chrome finish. Although it is very reliable, its damage and range is lower than other laser pistols, although it does have a much higher payload from a standard power pack. It's usually sold more as a defense weapon for more well off civilians, especially since its stun setting is particularly well respected.

Starflash (PL6 Personal Firearms Proficiency)
Damage: 2d6
Critical:20
Damage Type: Fire
Range Increment: 20 ft
Rate Of Fire: S, A
Magazine:75 box
Size:Medium
Weight: 3.5 lbs
Purchase DC: 21
Restriction: Lic (+1)
Note: Has stun module, damage is switched to nonlethal and on a Fort Save DC 15 or target is stunned for 1d4 rounds. Has a shiny chrome finish, rust resistant and well sealed to protect it from dirt and grime.





Dragoon Mini-Flamer(PL 7)
Resembling a large pistol, this weapon is a miniaturized variant of the flamethrower (see Chapter 4: Equipment in the d20 Modern Roleplaying Game for more information
about the flamethrower). A character must have the Personal Firearms Proficiency feat to use the dragoon mini flamer properly. This weapon is unlike a conventional flamethrower in that it is used to make direct attacks on a specific target (rather than on any creature in the line of flame) and requires an attack roll (rather than a reflex save from each target, as is the case when attacking with a flamethrower). The dragoon mini-flamer is fed by a rod of solid chemical fuel that is loaded directly into the weapon like a
clip of ammo. The chemical fuel in the rod is a byproduct of chemical rocket propellant research,but was an ineffective propellant because it burned too hot and too slow. The dragoon miniflamer shoots a stream of flaming goo that adheres to the target and initially deals 2d6 fire damage. The goo continues to burn, dealing 1d6 points of fire damage per round for 4 rounds. This burning chemical compound is difficult to extinguish, and takes two full round actions or the use of a fire extinguisher to put out.

Dragoon Mini-Flamer 2d6 x2 Energy (Fire) 20 ft. Single 10 box Small 5 18 Res (+1)


Dragoon Fuel Rod
This solid fuel rod functions as ammunition for the dragoon mini-flamer. If the rod itself takes 15 points of direct fire damage it ignites and explodes, dealing 2d8 fire damage to all within a 10-foot radius (Reflex save for half).




Mustang Arms Whisper

The name Whisper, is a misnomer, for this weapon. A well balanced pistol shaped like old revolvers, but in reality it is a heavy laser pistol, with a quite loud discharge. It doesn't use a standard power pack, instead using a cylinder shaped one, with a docking port that comes with the whisper when purchased. The power of this weapon is comparable to laser rifles, but lacks the range, which for most users is fine as it makes for an excellent close quarters weapon. The holster is designed for quick drawing and holstering the weapon again, making it a favourite amongst gunslingers.

Whisper (PL 6 Personal Firearms Proficiency)
Damage: 3d8
Critical: 20
Damage Type: fire
Range Increment: 30 ft
Rate of Fire: Semi
Size: Small
Weight: 2.5 lb
Ammo: 25 box
Purchase DC: 19 Lic (+1)
Notes: Masterwork, granting a +1 to attack rolls. When using included holster,user gains the benefit of the Quick Draw feat.





MX Pocket

The MX Pocket is a personal defense weapon sold commercially for civil defense.Extremely light, easy to use and concealable, this weapon is perfect for those wanting something more than some mace to protect themselves with. Comes with a docking station for recharging its power cells. The holster allows for it to be quickly drawn in an emergency. The MX also features a powerful stun setting,which in many areas where owning a weapon is illegal, or extremely difficult to obtain licensing, the MX can be locked in stun only setting, making it more legal.

MX Pocket (PL6 Personal Firearms Proficiency)
Damage: 2d6
Critical: 20
Damage Type: fire
Range Increment: 20 ft
Rate of Fire: Semi
Size: Tiny
Weight: 1.5 lb
Ammo: 20 internal
Purchase DC: 16 Lic (+1)
Notes: Includes docking station for recharging the power cell, taking only 3 hours to recharge. Small size grants a +1 to Sleight of Hand checks to conceal it. Holster grants the user use of the Quick Draw feat. Has stun module, damage changed to nonlethal and Fort save DC 19 or be stunned for 1d6+1 rounds.
 
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kronos182

Adventurer
Balor
The Balor is a large framed magnum revolver with a single shot gyrojet barrel mounted on top. 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.



Nelson
The Nelson is a simple, easy to use, personal defense gauss pistol. It uses a small 2.2mm caliber round, making it fairly weak in terms of damage, but it holds a large capacity of rounds. The ammunition uses metamaterials that becomes easily malleable once a magnetic field passes through it. The magnetic field that launches the round activates the metamaterial, which allows it to deform incredibly quickly upon hitting a target, transferring far more of its kinetic energy to the target than normal bullets, also preventing chances of the round punching through the target. Unfortunately, this also means that targets with armour are better protected as the force from the impact is spread out over the armour, transferring less to the target. The magazine contains the power cell for the Nelson, and using the provided charging dock that comes with the Nelson. To power the Nelson, a small rechargeable power pack is placed in the back, with enough power to launch 200 rounds. A coloured power light indicates how full the charge is. Once it turns red, the battery has enough power to fire 10 more times before requiring a recharge. It flashes red when there is only enough power for 2 shots.

Nelson (PL6 Personal Firearms)
Damage: 2d4
Critical: 20
Damage Type: Ballistic
Range Increment: 40 ft
Rate of Fire: S
Size: Small
Weight: 1 lb
Ammo: 35 box
Purchase DC: 16 Lic (+1)
Notes: Easy to conceal, granting a +4 to checks to hide the Nelson. Against targets wearing armour that provides a +2 or greater bonus, or Natural Armour of +3 or higher, the Nelson deals only half damage. The Nelson is only effective out to 5 range increments as the air friction causes the round to deform and lose speed.
Ammunition PDC 9 for box of 100.




The EP, or Energy Pulse, weapons fire brief but intense bursts of charged particles. To an observer, the weapon seems to spit small balls of white flame that explode on contact with a solid object. Pulse guns have respectable stopping power and range.

The EP-1 is the first of the energy pulse weapon series, and as such is more bulky than the later models, and suffers from lower damage and range. A bulky, short rifle, compared to the EP-8, but has larger area damage than the -5 or -8.
EP-1 (PL6 Personal Firearms Proficiency)
Damage: 3d6
Critical: 20
Damage Type: Energy
Range Increment: 40 ft
Rate of Fire: S
Size: Med
Weight: 9 lbs.
Ammo: 40
Purchase DC:
Notes: Damage is dealt to a 5 foot area. Targets beside the target hit must make a Reflex save DC 15 for half damage.

The EP-5 is an excellent pistol, used by many militaries, well balanced and easy to maintain. However, due to the nature of the weapon, it is not recommended to use them in close quarters as the exploding energy pulse can injure the user when used at point blank range.
EP-5 (PL6-7 Personal Firearms Proficiency)
Damage: 3d6
Critical: 20
Damage Type: Energy
Range Increment: 35 ft
Rate of Fire: S
Size: Med
Weight: 4 lbs.
Ammo: 50
Purchase DC:
Notes: Damage is dealt to a 5 foot area. Targets beside the target hit must make a Reflex save DC 15 for half damage.

The EP-8 is the rifle version of the EP-5, boasting higher damage and range.
EP-8 (PL 6-7 Personal Firearms Proficiency)
Damage: 5d6
Critical: 20
Damage Type: Energy
Range Increment: 75 ft
Rate of Fire: s
Size: Large
Weight: 13 lbs.
Ammo: 50
Purchase DC:
Notes: Damage is dealt to a 5 foot area. Targets beside the target hit must make a Reflex save DC 15 for half damage.

The EP-9 is a heavy rifle, dealing damage on par with the EP-8, but with a larger burst area, and slightly shorter range.
EP-9 (PL6-7 Personal Firearms Proficiency)
Damage: 5d6
Critical: 20
Damage Type: Energy
Range Increment: 70 ft
Rate of Fire: S
Size: large
Weight: 15 lbs.
Ammo: 50
Purchase DC:
Notes: Damage is dealt to a 15 foot area. Targets beside the target hit must make a Reflex save DC 16 for half damage.




Thunderfist Disposable Hold-Out Gun

The Thunderfist is a two shot 11mm caseless derringer formed of woven graphite fiber. In cross-section, the Thunderfist is only just over an inch and a half across, and only 5 inches long. Readily concealable and containing no ferrous metals, this baby still packs a punch out to 75 feet. Internal chemical propellent fires the ceramic projectiles that are sharpened for armour penetration. When both rounds are fired, the weapon can be thrown away as the left over chemicals from the propellant melts the frame. These weapons are used by many military specialists and infiltrators as a back up weapon due to the construction and stealth material used in it's construction.
When not in use, the Thunderfist looks like just a handle with a button the left side. Pressing the button with your thumb, with fingers held out, the barrel and trigger swing up and out for quick and easy use.

Thunderfist Disposable Hold-Out Gun (Late PL5
Damage: 2d8
Critical: 20x2
Damage Type: Ballistic
Range Increment: 15 ft
Rate of Fire: Single
Size: Tiny
Weight: 2 lbs
Ammo: 2 internal
Purchase DC: 23 Mil (+3)
Notes: Only effective out to 5 range increments. After the second shot is fired, the weapon begins to melt down 1 round after it is fired, turning into a melted pile of slag. +5 to hide from weapon detection systems and +5 to sleight of hand checks.




TX-7 Hybrid Pistol
The TX-7 is a combination laser pistol and revolver. Under the long barrel of the laser is the short barrel of the revolver, with its ammunition cylinder in front of the trigger guard. The revolver uses .357 rounds, but with advanced technology, allows for various types of ammunition to be available. The laser has a stun module, making the TX-7 popular amongst law enforcement.

TX-7 Hybrid Pistol (PL6 Personal Firearms Proficiency)
Damage: 2d8 laser / 2d6 .357
Critical: x20
Damage Type: Fire / Ballistic
Range Increment: 40 ft / 40 ft
Rate of Fire: S
Size: Med
Weight: 5.5 lb.
Ammo: 50 box / 6 cyl
Purchase DC: 17 Lic (+1)
Notes: Switching between laser, stun and revolver is a free action, can not fire both at same time. Stun module for laser, target makes Fort save DC 15 or stunned for 1d4 rounds.
 

kronos182

Adventurer
Healing Goop

Life Sciences entry into pharmaceuticals is aptly named.. It's green goop that heals. Using their expertise in genetics, they created a type of bacteria that is short lived once exposed to air, and its only purpose is to fuel the natural healing process of organic creatures. This green gel is kept in containers and applied via caulking gun like devices, applied to the skin of a target, preferably on or near the injury. This goop is absorbed by the skin, and heals the target. A single application, which is about 4 ozs, which the applicator is predesigned to dispense with each pull of the trigger, heals 1d4 Hit Points. This will also stop the bleeding condition, and if applied to a dying subject, even if the amount of damage healed doesn't raise them to 0 HP, it allows the subject to make an immediate save to stabilize with a +2 to the check.
Applicator weight: 3 lbs, PDC 4.
40 oz tube (10 applications) PDC 19.




Remote Jet Injector

This medium sized pistol is actually a medical device designed to make use of Life Science's Healing Goop. The device looks like a thick curved pistol with a large cradle on the top half where the 40 oz Healing Goop container is inserted. Under the frame, in front of the trigger guard is a small cylinder, which is a small air compressor. The Remote jet injector works by sucking in air, compressing it, then uses that to launch a single application of the green healing goop to a target. Unfortunately the remote jet injector is short ranged, but it is effective.

Name (PL6-7, although the technology behind the weapon is early-mid PL5)
Damage: Heals 1d4 HP
Critical: n/a
Damage Type: Healing
Range Increment: 20 ft, 5 range increments
Rate of Fire: S
Size: Small
Weight: 3 lbs
Ammo: 10 rd tube
Purchase DC: 16
Notes: The remote jet injector is not usable in any environment without a gaseous environment. This environment can be nearly any gas, oxygen, carbon dioxide, etc. However, if the gases that make up the environment can become explosive if compressed to over 50 PSI, this is highly dangerous as attempting to fire the remote jet injector will cause such gases to explode in the device, dealing 2d4 fire damage to the user and destroying the device and the healing goop.



Spray-Metal PL7
Spray metal is a super epoxy with metal alloys in it that can be used to patch damage to armour, mechs, vehicles and buildings. For small (medium sized) objects can repair up to 4d6, and larger (large sized) objects up to 1d4 x 10 points of damage. Only 3 applications will work on an object, but will not fully repair the object (if the applications would bring the object's HP to max, make it one less than max), as it will still need to be brought in for repairs, although reduce repair DC by 2.
PDC 25




Healing Chalice (PL7)
With advances in nanite technology and medicines, Bio Life created the Healing Chalice, a modern miracle in medical technology many say. The healing chalice looks like a large metal goblet, thick stem and a shallow cavity. A couple of small gem like buttons are on the base. When water is poured into the cavity, then activated by pressing the power gem button, nanites hidden in the chalice begin converting the water into a viscous dark liquid, which takes approximately 2 minutes. The user then drinks this dark sludge, which tastes very similar to maple syrup. 
In 1d4 rounds, the sludge goes to work, healing the user. The user gains the benefits from a medkit (removing dazed, stunned or fatigued conditions, and treats poisons), plus also heals 2d8 hit points. A person can only benefit from a healing chalice 4 times a day.
A healing chalice can only be used a maximum of 6 times a day. It gains power from ambient heat and light. The nanites will have to be replaced after about a year as they break down over time.
PDC for Healing Chalice: 30
Nanite Replacement: 13
 

kronos182

Adventurer
Minion-O-Matic (PL8 or supertech in PL6 or 7)

Chuck stops before a large contraction, "Maybe ye need some help with chores, or just want something to boss around. Well, the Minion-O-Matic will get the jobdone, yessirrie!"
Before you is a large device, a large glass tube on the right side, connected to a large base with a part that looks like about three fridges attached together with various hoses and cables connecting to the glass tube and to other parts of the device. One door on the metal casing has "Insert Genetic Sample Here", while a door next to it has "Insert Material Here"painted on them. There are is a small touch screen between the Genetic Sample door and the glass tube.
The Minion-O-Matic is a nearly idiot proof, fairly simple cloning chamber. A personneeds to put a genetic sample into the sample chamber, such as a few pieces ofhair, blood, some skin, or the like. Then put a suitable amount of organic,and/or inorganic material in the material chamber, then set up the basic parameters of the clone using the touch screen, then hit Start, and let the Minion-O-Matic do its thing and create a minion in about a week.
There is a catch with the Minion-O-Matic, as the clone isn't an exact duplicate of the original genetic sample, this was done as a means to prevent people from cloning themselves and having the clone thinking it was the original and start all kinds of lawsuits, or get around laws against cloning as the new creature isn't an exact clone. Also, there are some.. personality quirks that usually appear in minions. Usually these quirks are in the form of silly, comedic antics and shenanigans under default settings. Think the minions from the movie Despicable Me for some basic acts of shenanigans that one will find from a group of minions. Depending on the additions to the basic minion, different quirks will appear. Minions with animalistic additions may take on stereotypical quirks associated with such animals. Minions that are more combat oriented can develop quirks from collecting trophies of their kills, having to kill specific number of foes at a time, needing to waste an extra round of ammo in a dead body to make sure it's dead, to laughing like a little girl while shooting, possessively stroking their weapons and naming them, to playing music while attacking and doing actions to a soundtrack.

On default settings, the Minion-O-Matic will create a humanoid, about 75% the size of the original, with slightly different skin tone, facial and body structure will be similar but will be different from the original. The ability stats of the new creature will be 2 points lower, and start as a level 1 common npc. The screen will display how much material is needed to create the desired minion and a list of basic materials it needs, even sources of where to get them, and it'll do the rest to break down and separate unnecessary material. It takes about 2d4 days to create a medium sized minion.
Due to the fact that the materials needed can be found even in many households. Generally about 75% of the created minion's mass is required in materials.
With farther exploration of the settings and options of the Minion-O-Matic, the user can create some rather unique abilities in their minions, from bio-luminescence, increased mobility, various animal traits (moreaus) with genetic samples and parts mixed into the materials needed, and even imprinting various skills for task specific minions.

Object Size Weight Purchase DC Restriction
Minion-O-Matic Huge 2 tons 42 -
Basic instructions for Minions:
Simple humanoid minion, using any of the Low-Level NPCs provided in the d20 Modern book starting at page 271. PDC 31 in materials. This includes the basic skills provided in the NPC stats, however the creation will be shorter than average humans.
All creations have a base PDC of 31, with all other additions added to this.
Example of a minion is a Werewolf with the Aquan gene therapy and a +4 bonus to Str would cost PDC (31 base + 19 template + 25 gene therapy + 17x4 ability score adjustment 4 times) 32
Adding new abilities to minions will cost additional materials which are added to the basic cost of the minion to be created. Basically follow rules for converting all the PDC to cash values, add all the PDCs together then convert back to PDC, rounding up, for final PDC of all necessary materials. Each additional ability added to the minion will increase the time necessary to the time necessary for the minion to be created

Adding Gene Therapy type templates to the minion is PDC X, where X is Fort DC + number of Fort saves needed divided by 5. So adding Aquan is PDC 25 (Fort DC 20 + 5 (25 saves divided by 5). Adding Healer would be PDC 35 (Fort DC 30 + 5 (25 saves divided by 5). Adding Gene Therapy templates increases the creation time by 1 day.

Basic Moreaus, as found on page 247 of d20 Modern manual cost PDC 27 for covert, 29 for modert, and 31 for overt moreaus. Creation time is increased by 1 day for each level of degree of moreau.
Adding Other Templates (can not use templates that are undead or construct in nature) have a PDC of 17 + template's CR adjustment. Increased time is 12 hours times template's CR adjustment. So if a minion was to get the werewolf template, the template would cost PDC 19 (17+ CR of +22), and take 1 extra day (12 x CR of+2).

Adding Special abilities or qualities.

Many abilities can be added to your minions.
+1 to one ability score PDC 17 plus 6 hours
Extraordinary Ability (Ex) PDC 22 plus 1 day
Supernatural Ability (Su) 25 plus 2 days
+1 Increased Natural Armour PDC 18 plus 1 day
Speed Increase PDC 12 for every 5 ft increase plus 12 hours
Extra limbs PDC 19 for an arm or leg plus 2 days
Tail PDC 21 plus 1 day 12 hours
Wings PDC 25 plus 2 days 6 hours
Some rather unique additions to minions have been seen from people tossing in different materials in the mix and unique combinations of options. A few unique additions are provided below.

Metal Natural Armour

Selecting the natural armour increase, while adding metal to the mix of materials used has allowed some minions to be enhanced. Only pure metals, no alloys create the metal natural armour. Alloyed metals can be added to the material chamber, but only the pure metal is extracted and used. The appearance of metal natural armour can be small metallic looking scales to metallic bone plating, similar to insect exoskeletons but not covering the whole body.

Lead will increase the minions weight by 75% and add +4 Natural armour, but decreases speed by 10 ft and decreases Dex by 2, but increase Str by 2, add 10 to HP.Also the minion can be used to block sensors from scanning anything it's holding or standing in front of (imposes a -10 to rolls to scan past the minion). Requires at least 20 lbs of lead. About PDC 21, adds 2 days.

Titanium adds +3 natural armour and DR 3 and fire resistance 3, increasing weight by 10%, add 15 to HP. Requires about 25 to 30 lbs of titanium. Requires 25 lbs of titanium, PDC 31, adding 3 days.
Chromium only add +1 to Natural armour, makes the minion immune to normal fire (fires,explosions and normal heat sources that cause fire damage), and resistant to lasers and plasma weapons. Immunity to normal fires, but gains fire resistance 10 to lasers and plasma weapons. At least 30 lbs are needed, increases minion's weight by 25%. PDC 29, adds 3 days.
Iron adds +5 natural armour, DR 4, increasing weight by 25%, decreases speed by 5 ft and Dex by 1, add 20 to HP. Any natural weapons that the minion possesses have their damage die increased by one type, so d4 to d6, d6 to d8, etc. Requires at least 25 lbs of iron, PDC 25, adds 2 days 12 hours.
Nickel adds only +1 to natural armour, increases weight by 10%. Many people would consider nickel to make a poor armour choice, however when combined with other powers, nickel becomes quite useful. When combined with energy expulsion powers, increase damage by 1 die, and range by 25%. Also minion gains a +2 bonus against being disarmed or being bull rushed/overran while standing on a ferrous floor. Requires at least 25 lbs of nickel, PDC 22, adds 1 day 18 hours.
Copper adds only +1 to natural armour, increases weight by 10%, increases Dex by 2 and energy resistance electricity 5. Decrease Str by 2, and when combined with energy expulsion powers, increase damage by 2 die and range by 25%. If the energy type is electricity range increase is actually 50% and increase die type by 1, so d4 to d6, d6 to d8, etc. PDC is 23, requires at least 40 lbs of copper, adds 2 days.
Mercury doesn't create plating on the minion's body, instead gives it a metallic sheen. Adds +2 to natural armour, increases Dex by 4, but reduce Str by 4, add 5 to HP, and gains immunity to poison, increase weight by 75%. 50 lbs of mercury is required, PDC 30, adding 4 days.



Animal Splices
Throughgen manipulation and DNA splicing, the following alterations can be made to asubject. These alterations have a PDC of 33 and require a skilled doctor withproper facilities. Can also be made available at higher PLs as a temporaryalteration in the form of an injectable retrovirus. If used in theMinion-O-Matic each is considered to be an Extraordinary ability and requiresat least 5 lbs of matter from the related animal.
AvailableSplices
Below aresome sample animal attributes that can serve as a basic list for both long-termand short-term DNA splicing.
Bat’sEcholocation: The character becomes able to use sound as a means of detectingnearby enemies. A character with this spliced attribute may use the Blindsightspecial quality at a range of 30 feet.
Bear’sBlood: The character’s blood becomes unusually thick and clots easily. Anycharacter with this spliced attribute gains +4 equipment bonus to Fortitudesaving throws made to stabilize.
Blood ofthe Reptile: The character may cool his blood at will, allowing him to bypassheat-sensing equipment and creatures with ease. A character with this specialability may not be detected by the heat given off by his body, eitherelectronically or through means that rely on body heat.
CheetahSpeed: A character with this attribute possesses enhanced legs and muscles thatallow him to propel himself quickly over short distances. As a full-roundaction, a character with this spliced attribute may move up to 530 feet thisround in a straight line. The character can use this ability for a number ofrounds equal to his Constitution modifier (minimum 1), after which thecharacter becomes fatigued for 1d4 rounds.
Eel Charge:Characters with this spliced ability may give off a short electric dischargewhen coming into physical contact with others. Any character possessing thisability may deal 1d6 points of electrical damage by making a touch attackagainst the target; similarly, this ability may be used in conjunction with anunarmed melee attack to add this electrical damage to the attack’s normaldamage. The character must then wait 1d4+1 rounds before the ability can beused again.
Eyes of theEagle: The character’s sense of sight has been improved by strengthening hiseyes to the level of the eagle’s. This character gains a +4 bonus on all Spotchecks and may see up to twice as far as normal under clear conditions.
FelineLeap: A character with this spliced attribute may bend her spine like a cat’sto add spring to any leap. By making any Jump check as a full-round action,the character gains a +4 mutation bonus on that Jump check.
Fish Oil:The character with this spliced attribute secretes a thin, odorless oil thatallows him to pass through the water with the grace and agility of a fish.This spliced attribute grants the character a +4 mutation bonus to all Swimchecks.
Grip of theGecko: The character possessing this spliced ability secretes a stickysubstance at will that grants him extraordinary grip on even the smoothestofsurfaces. This spliced attribute provides a +6 mutation bonus to all Climbchecks and an additional +4 mutation bonuses to rolls made to resist disarmattempts.
Lizard’sRegeneration: The character with this genetic alteration can regenerate lostlimbs at a slow pace. Any time this character loses an arm, leg, or otherappendage, it regenerates slowly over the course of 3d8 days. Theshortterm version of this genetic alteration fast healing 3 for a number ofrounds equal to his Constitution score (minimum 0).
Mockingbird’sSong: A character with this spliced attribute has an enhanced voice box thatcan mimic the sounds created by other creatures and characters. This charactergains a +4 mutation bonus on all Bluff checks made while mimicking sounds orvoices.
Ox’sStrength: The character possessing this spliced attribute is gifted withstronger than normal muscles. The character gains a +4 mutation bonus to his orher Strength score.
RhinocerosHide: This character’s skin becomes thick and leathery, providing protectionagainst many more damaging attacks. The character with this spliced attributegains DR 2/—.
Scent ofthe Canine: With this spliced attribute, the character’s scent of smell isenhanced to the point where it rivals that of a bloodhound or German shepherd.The character gains the Scent special quality. See the description of the Scentspecial quality for more details on how this ability works.
Snakeskin:A character with this spliced attribute gains extraordinarily smooth skin andis able to slip out of bindings with ease. This ability grants a +4 mutationbonus to Escape Artist checks and a +4 mutation bonus to all attempts to breaka grapple or a pin.
Sonar ofthe Whale: This character gains the ability to make use of sonar to determinethe location of other creatures and objects while underwater. The charactergains Blindsight up to a range of 200 feet while underwater.
Spider’sReflexes: A character with this spliced attribute gains the preternaturalability to react to danger before it strikes. On any round where this characterwould normally not be able to act on the surprise round, he may spend oneaction point to gain a normal action that surprise round.
Stealth ofthe Fox: Any character possessing this DNA splicing gains the ability to moveas silently as a fox on winter snow. The character gains a +4 mutation bonus toall Move Silently checks.

Splicing Effect
Fort Save
Number of Successes
Bat’s Echolocation
20
25+1d4
Bear's Blood
15
20 +1d8
Blood of the Reptile
15
20+1d6
Cheetah Speed
20
20+1d4
Eel Charge
20
20+1d8
Eyes of the Eagle
15
15+1d4
Feline Leap
20
20+1d4
Fish Oil
15
15+1d6
Grip of the Gecko
15
15+1d8
Lizard's Regeneration
15
20+1d8
Mockingbird's Song
15
5+1d4
Ox's Strength
20
15+1d8
Rhinoceros Hide
20
20+1d8
Scent of the Canine
15
20+1d6
Snakeskin
15
15+1d6
Sonar of the Whale
15
20+1d6
Spider's Reflexes
15
20+1d8
Stealth of the Fox
15
15+1d6
 
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kronos182

Adventurer
Heat Blades
With the raise of the popularity of melee weapons, new metallurgy technology has been applied to old style weapons. By using high heat resistant metals combined with ceramics, weapon makers have added heating elements to the blades which increases their damage potential. The other added effect is the blade glows from the heat providing enough light similar to a candle.

Heat Sword (PL5 Simple Weapon Proficiency)
Damage: 1d8 + 2d6 fire
Critical: 19-20 x 2
Damage Type: Slashing plus fire when activated
Range Increment: melee
Size: medium
Magazine: 10 minutes of use
Weight: 4.5 lbs
Purchase DC: 18
Restriction: Restricted (+2)
Special: Takes one round for the elements to heat up to full temperature.

Heat Knife (PL5 Simple Weapon Proficiency)
Damage: 1d4 + 1d6 fire
Critical: 19-20 x 2
Damage Type: Piercing plus fire when activated
Range Increment: melee
Size: medium
Magazine: 10 minutes of use
Weight: 1.5 lbs
Purchase DC: 14
Restriction: Restricted (+2)
Special: Takes one round for the elements to heat up to full temperature.

Entertainer's Heat Blade
One other popular use of heat blades has been in the entertainment industry. By using different types of ceramics and metals used in the blade, and using different levels of heat, and in some cases, coating the blades in different chemicals, they have made the colour the blade glows other than the normal red. Entertainer's heat blades are usually not sharpened for the safety of the user.

The Scottish sword dancer Dawn McClury is one of the most famous entertainers who uses entertainer's heat blade in her routine, as she uses ones that are combat capable. There is an underground pool running as to how badly she will one day hurt herself with her heat blades.
Entertainer's Heat Sword (PL5 Simple Weapon Proficiency)
Damage: 1d6 + 2d6 fire
Critical: 20 x 2
Damage Type: Bludgeoning plus fire when activated
Range Increment: melee
Size: medium
Magazine: 10 minutes of use
Weight: 4.5 lbs
Purchase DC: 18
Restriction: Restricted (+2)
Special: Takes one round for the elements to heat up to full temperature




Slammer Hammer

"Dammit man! The alarm's gone off, we don't have time crack the safe's code." Billy whined as the security alarms wailed.
Fixer Joe walks up to the safe bearing a large sledge hammer, "Then we'll crack the safe itself...."

Last bit of conversation recorded by the sensors on the safe door of the TD Bank in Calgary, Alberta before it was destroyed along with half the door to the safe.

With the raise of use of melee weapons in the future, with the return of bladed weapons in the form of vibro blades and beam swords (aka light sabers), it was inevitable that someone found a way to resurrect other weapons.
The Slammer Hammer was one of the first first to see popular use, especially with body guards and thugs where intimidation can help prevent a fight. A large warhammer with a 5 foot handle, although shorter or longer ones are available. The large square tapered head is reinforced and treated to withstand a great deal of heat at it's striking side. This is done because the striking surface has an opening which exposes a shaped charge when loaded for use against armoured foes, like someone in power armour, or for those times you just need to smash in the security doors or when you don't have the time to pick the lock on the safe. The smaller end is designed to be opened to reload the shaped charges, which are primed by a button on the handle.
When a charge is primed, the explosive's contact trigger is exposed from the opening in the striking face and detonates upon contact. It is highly advised that you disengage the primer button before putting the weapon away if you end up not hitting something.

Many thugs love the Slammer Hammer and it is also quite popular for those in the mob as it makes an excellent leg breaker. Some people even refer to the Slammer as 'Safe Crackers', 'Gut busters' and other similar terms.
Damage: 1d10 hammer, 5d6 ignores 5 points of hardness/DR charge
Critical: 20
Damage Type: bludgeon hammer/ explosive
Range Increment: melee
Rate Of Fire: Semi for the explosive charges
Magazine: 5 shaped charges
Size: Large
Weight: 16.5 lbs
Purchase DC: 24
Restriction: Restricted (+2)
Note: Could get away with using only the simple weapons proficiency as it's a large sledge hammer basically, although archaic weapons proficiency would work just as well. Due to it's large and imposing size, the Slammer Hammer grants a +2 bonus to Intimidation checks. 
When the charge is primed, a free action that the player must announce is doing as there is a limited amount of charges held, the damage of the charge is rolled first, then the hammer itself is done to the target.




High Frequency Spear
A future take on the classic spear. Using principles from the high frequency swords, the blade vibrates at high speeds giving the spear head more power. As an added bonus, the shaft of the spear can collapse shortening the weapon for easy storage. 

High Frequency Spear
Damage: 2d6 / 1d8 non powered
Critical: 19-20
Damage Type: Piercing
Range Increment: melee
Size: Large (extended, small retracted)
Weight: 6 lbs
Purchase DC: 16
Restriction: -

Swarm Spear
The swarm spear is like a normal spear, except that the shaft actually holds multiple spear heads which can be launched or used as a normal spear head. 

Swarm Spear
Damage: 1d8 spear / 1d6 launched or varies
Critical: 20
Damage Type: Piercing or varies
Range Increment: melee / 20 ft up to a max of 100 ft
Size: Large
Magazine: 15 spear heads
Weight: 9 lbs
Purchase DC: 19
Restriction: Restricted (+2)

Spear Heads
Special spear heads deal 1d4 piercing before releasing their bonus damage. So an explosive spear head will do 1d4 piercing + 3d6 fire
Explosive: 2d6 fire, 5 ft radius
Shrapnel: 3d6 slashing, 10 ft radius
Shock: 3d6 electrical
AP: 2d6 fire, ignores 5 points of DR/hardness
HEAP: 4d6, ignores 8 points of DR/hardness
HE: 5d6 fire, 5 ft radius
Dissolver: 2d6 acid, 5 ft radius
Flechette: 2d6 piercing, 30 ft cone Reflex DC 17 for half.

Ultimax Spear, aka Swiss Army Spear
The Ultimax spear is a tool designed for use on colonial worlds. The Ultimax looks like a normal high frequency spear normally, but with a spear head that measures 18 inches and designed to slash as well as pierce. The shaft does shorten but only enough to allow it to be used in a similar manner as a machete. Inside the shaft is a small first-aid kit, compass, two flares and a stun module to allow the butt be used as a stun baton. Below the spear head, about a point 3 inches down the shaft, when twisted and pulled out, a small lantern is exposed.

Ultimax Spear
Damage: spear 2d6 / 18d non powered, baton 1d6 + special
Critical: 19-20
Damage Type: spear Piercing/slashing, baton bludgeoning
Range Increment: melee
Size: Large (extended, medium retracted)
Weight: 11 lbs
Purchase DC: 20
Restriction: -
Special: When the stun module is activated, the butt end of the Ultimax can be used as a stun baton. Any creature hit by the stun module takes 1d6 points of bludgeoning damage and must succeed on a Fortitude save (DC 10+ damage dealt), or be stunned for 1d4 rounds




Collapsible Spikes
With new breakthroughs in metamaterials and metallurgy, scientists have been able to make materials that can change their shape between program shapes through use of electrical charges. Collapsible spikes is one such application of this technology. At rest, these spikes are large nubs on the device they are put on, usually armours, robots, mecha or defensive positions. When a specific electrical charge is sent through the nub, it expands to its preprogrammed shaped and size as a spike. Size varies by design and size of the device it is installed on. This takes less than a second to happen, making for excellent quick surprise defenses. To retract the spikes, another different electrical charge is sent and they shrink back to their nub size.
Collapsible spikes are not particularly large and designed so as to not impair movement of the device they are put on, so individually they do little damage, but since dozens of spikes can cover the device, the damage adds up.
Medium size (medium sized robots, suits of armour, small vehicles) 1d4 piercing against/during grapples, adds 1d4 piercing damage to unarmed melee attacks, PDC 16
Large size (small mechs of Large size, cars, armour of giant sized lifeforms) 1d6 piercing, PDC 18
Huge size (trucks, huge mecha, etc) 2d4 piercing, PDC 20
Gargantuan size 2d6 piercing, PDC 22
Colossal size 2d8 piercing, PDC 24 




Collapsible Blades

Using the same technology of collapsible spikes for mechs and armour, hand held melee weapons are much easier to transport and hide. Consisting of a handle which contains a small battery to provide the charge necessary to expand and collapse the blade at the flick of a switch. As an added bonus, the bottom of the handle contains a flashlight which allows the collapsible blade to be passed off as a flashlight. 
Due to the nature of the technology, each time the blade is extended, the blade's mono molecular edge is renewed and any small nicks and dings are removed. If the blade is broken, the system will not retract until it is replaced with a new blade.

Collapsible Dagger (PL6 Simple Weapon Proficiency)
Damage: 1d4
Type: Piercing
Critical: 19-20
Size: Tiny
Weight: 1 lbs
PDC: 11
Has integrated equipment of a flashlight in the bottom.

Collapsible Sword (PL6 Simple Weapon Proficiency)
Damage: 1d8
Type: Slashing
Critical: 19-20
Size: Small collapsed, Medium extended
Weight: 3.5 lbs
PDC: 14
Has integrated equipment of a flashlight in the bottom, equivalent of a 3 or 4 cell flash light.


Collapsible Heat Blade
This weapon combines the memory metamaterials with the heat abilities of heat blades to create an easy to carry and deadlier weapon.

Collapsible Heat Sword (PL6 Simple Weapon Proficiency)
Damage: 1d8 + 2d6 fire
Critical: 19-20 x 2
Damage Type: Slashing plus fire when activated
Range Increment: melee
Size: Small collapsed, medium extended
Magazine: 10 minutes of use
Weight: 4.5 lbs
Purchase DC: 18
Restriction: Restricted (+2)
Special: Takes one round for the elements to heat up to full temperature. Has an integrated flashlight in the bottom of the handle.
 

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