Kronos's d20 Stuff

kronos182

Adventurer
Particle Beam Weapons

As GE experiments with other types of energies for weapons research, they finally develop the particle beam weapons. These are high damage weapons, but short ranged. Most particle beam weapons also don't have automatic capability as the systems require a fair bit to cool or recharge. Another advantage of particle beam weapons is they are not defeated by anti laser or plasma systems. 

GEPB 01
The PB01 is General Electric's first particle beam rifle. An angular design with a big bore barrel, a flip down fore grip is built in for greater stability. Used mostly in close quarters or bunker clearing since the range is short for a rifle. The PB01 uses standard power packs, but is a power hungry weapon, with the power pack plugging into the stock.

GEPB01 (PL7 Personal Firearms Proficiency)
Damage: 1d4x10
Critical: 20 x3
Damage Type: Unspecific Energy
Range Increment: 50 ft
Rate Of Fire: Semi
Magazine: 20 box
Size: Large
Weight: 15 lbs
Purchase DC: 24
Restriction: Mil (+3)

GEPB02
The PB02 is the pistol version of the 01, following a similar angular design only smaller. 

GEPB02 (PL7 Personal Firearms Proficiency)
Damage: 4d6
Critical: 20 x3
Damage Type: Unspecific Energy
Range Increment: 25 ft
Rate Of Fire: Semi
Magazine: 30 box
Size: Medium
Weight: 5 lbs
Purchase DC: 22
Restriction: Mil (+3)




GEPB03
As GE's experience with particle beam weapons, they released the GEPB03, a heavy anti-armour weapon. Meant to be mounted on a vehicle or used in two man teams, similar to the old M2B .50 cal heavy machineguns. It has decent range, heavy damage, but lacks automatic fire capability, although it does have excellent damage potential for one-shot kills of lightly armoured vehicles. The GEPB03 is power hungry, eating up twice as much power as other weapons. It can accept standard power packs, which give it a limited supply of shots, or if hooked into a power generator for a near unlimited supply.

GEPB03 (PL7)
Damage: 1d6x10
Critical: 20 x3
Damage Type: Unspecified Energy
Range Increment: 80 ft
Rate of Fire: Semi
Size: Huge
Weight: 76 lbs
Ammo: 25 box
Purchase DC: 33 Mil (+3)
Notes: Comes with barrel mounted bipod, mountings for tripod or turret mounting on vehicles or buildings. Breaks into two pieces to be carried easier by two people. Takes 2 rounds to assemble, 1 round to disassemble. To attach a power supply takes a standard action, which can be done as part of the assembly if two people are assembling the weapon.




GEPB05
The next in GE's particle beam series, the GEPB05 takes the lessons of earlier versions, improves energy consumption, size and armour penetration. The GEPB05 is visually very similar to the GEPB01 except it has a slightly more ergonomically designed frame, mounts for accessories such as bayonets, lights or secondary weapons on the top and bottom of the weapon.

GEPB05 (PL7 Personal Firearm Proficiency)
Damage: 1d4x10 ignore 3 points of DR/hardness
Critical: 20 x3
Damage Type: Unspecified Energy
Range Increment: 65 ft
Rate of Fire: S
Size: Large
Weight: 12 lbs
Ammo: 30 box
Purchase DC: 25 (Res +2)
Notes: Mounts on top for scope/light with a mount under the barrel for secondary weapons such as bayonets, shotguns or grenade launchers.
 

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kronos182

Adventurer
GEWS432C1 Sprayer
With the work of GE's pharmaceutical department, GE has developed an acid compound that can be used and easily transported by sappers and commandos for breaking into fortified locations. The sprayer is built similarly to flamethrowers, with a tank that contains the acid compound, with a handheld sprayer that releases the acid in either a wide short range cone for hitting multiple targets or melting through walls or vehicles, or a narrow stream for greater range. What makes this weapon safe over previous notions that acid based weapons are just as dangerous to their users is the acidic compound is stored as a neutral viscous, yellow dyed liquid. It only becomes acidic when it passes through a special membrane in the handheld sprayer under pressure with an electric charge passing through the membrane. This allows any leaks in the tank or hosing to not pose a danger to the user or anyone nearby. The compound also reverts back to a neutral liquid within 12 seconds of contact with air. This allows its use in burning holes in walls to be passed through safely without burning people.

GEWS432C1 Sprayer (Late PL5/Early PL6 No feat needed)
Damage: 3d6
Critical: -
Damage Type: Acid
Range Increment: 5 ft wide 40 ft long line, or 15 ft cone
Rate Of Fire: Semi
Magazine: 20 internal
Size: Large
Weight: 43 lbs
Purchase DC: 19
Restriction: Res (+2)
Note: The acid ignores 15 points of hardness. If using the cone to burn through walls, if it's ability to ignore hardness is greater than target's, it burns a hole 6 inches deep. If the target's hardness is greater, and still manages to deal damage past the hardness, it only burns a hole 1 inch deep. The tank is self-sealing against punctures, and has 5 hardness and 5 hit points. The tank has Def 9 + user's Dex modifier + class bonus.
Refill tanks of the acidic compound have a PDC of 10.




GEW435B2 Pellet Shooter, aka Pee Shooter
After perfecting acid compound to be used in the GEW432C1 sprayer, GE Pharmaceutical began work on how to make it even more portable. They eventually developed a way to contain the acid compound in a small ball container, similar to a paint ball, which bursts on contact. Unfortunately it doesn't hold much acid, but does allow for semi automatic fire. Using a pneumatic system, similar to paint ball guns, compressed air canisters provide the power to fire the balls, while a power pack provides the power to 'activate' the acid compound in the balls. The weapon and ammo clips and drums are heavily insulated against electrical attacks to prevent them from accidentally being set off. Unfortunately due to the smaller amount of acid in the acid pellets, this weapon system isn't quite as useful for breaching walls, but is still quite useful for opening doors and locks. An added bonus is the system is very quiet, which makes it an excellent weapon for special forces.

GEW435B2 Pellet Shooter (PL6 Personal Firearms Proficiency)
Damage: 2d6
Critical: 20
Damage Type: Acid
Range Increment: 30
Rate Of Fire: Semi
Magazine: 40 rd clip or 100 rd drum
Size: Large
Weight: 9 lbs empty, clip adds 2 lbs, drum adds 4 lbs.
Purchase DC: 20 Box of 20 pellets is PDC 12
Restriction: Res (+2)
Note: The acid ignores 15 points of hardness. If used against solid walls to burn through, if it's ability to ignore hardness is greater than target's, it burns a hole 1 inches deep but only about 5 inches in diameter. If the target's hardness is greater, and still manages to deal damage past the hardness, it only burns a hole half an inch deep. One pellet is powerful enough to burn away most locks and door hinges.
Targets suffer a -10 penalty to try and hear the weapon firing unless they are within 20 feet of it.




Acid Munitions

After success of the GEW435 acid pellet shooter, GE has continued to advance their technology in acid munitions. Some critics believe that GE is creating inhumane weapons, but they argue that these munitions are meant for barricade removal, which aids in police or rescue workers in getting to people without resulting to explosives, which could end up hurting innocent people. The acid compound in these rounds will revert to a harmless neutral liquid after 12 seconds (2 rounds) after being exposed to air to prevent accidental injuries.

GEA211 12Ga Acid Shell
A special container, similar to the pellet shooter rounds is contained within a 12 gauge shotgun round to allow it to be safely used to in shotguns for use in breaching doors. The acid isn't much more powerful than that in the pellet shooter, but there is more of it to allow for a larger area to be affected.
The GEA211 deals 2d8 points of acid damage, ignores 10 points of hardness to a 5 foot radius area. If used against solid walls to burn through, if its ability to ignore hardness is greater than the target's, it burns a hole 2 inches deep in an area 5 foot in diameter. If the target's hardness is greater, and still deals damage past the hardness, it only burns a hold 1 inch deep. One round is usually powerful enough to burn away most doors or household walls.
PDC 15 for a box of 10 shells.

GEA232 40mm Grenade
Developing a 40mm sized grenade seemed like the next logical step. The grenade affects a 15 foot radius area, dealing 3d6 points of acid damage that ignores 8 points of hardness. Can burn through a 15 foot wide area up to 1 inch deep. PDC 16 for 10 grenades.

GEA236C2 Mini Grenade
A mini grenade version of the 40mm grenade is available, but with a reduced blast radius. It affects a 10 foot radius area, dealing 3d6 points of acid damage that ignores 7 points of hardness. Can burn through a 10 foot area, up to 1 inch deep. PDC 17 for 10 grenades.

GEA432C21 Rocket
This rocket version will fit in most shoulder rockets, such as the LAW or standard RPGs. The warhead is heavier than standard explosive warheads, which reduces the range of the launcher by 10 feet. The rocket deals 6d6 points of acid damage, ignore 10 points of hardness to a 30 foot radius area. It can burn a hole 30 feet wide up to an inch deep. PDC 18 for 5 rockets.




Acid Fog Grenades

With sales of the acid based weaponry proving to be quite successful, GE decided to make an acid version of the firefog available for robots and mechs. They first made a grenade/proximity mine to test the concept.
The grenade/proximity mine is a bit bigger than a regular hand grenade, shaped like a round ended cylinder. It can be thrown then releases its payload after several seconds from impact to allow the user to move out of harms way. Alternatively, it can be used as a mine. In this way, it is placed on the ground, safety pulled and arms itself after 10 seconds to allow the user to get out of the sensor's range of 20 feet. It will wait until a target is within 10 feet before detonating.

Acid Fog Grenade/Proximity Mine (PL6)
Damage: 3d6, ignores 5 points of hardness/DR
Damage Type: Acid
Range Increment: 20 ft thrown, proximity sensor detects targets out to 20 ft but won't detonate until 10 ft
Blast Radius: 30 ft Will linger in the air for 6 rounds then dissipates harmlessly as the acid compounds breaks down.
Reflex Save DC: 20
Size: Tiny
Weight: 1.3 lb
Purchase DC: 19 Mil (+3) for a box of 5 grenades.




Acid Rain Missile (PL 6 Heavy/Missile/Exotic Weapon Proficiency)
To expand on their acid munitions, before GE created the acid fog grenades, they tried to recreate conditions in a lab for acid rain in an attempt to find ways to repair the environmental damage that creates acid rain. Although somewhat successful, and GE's weapons division weaponized the idea for the acid fog grenades. Further expansion of the technology has allowed the creation of the acid rain missile. The missile is usually vehicle mounted, similar to TOWs, launched from the ground, programmed to detonate over a target area. Upon detonation, the missile releases its chemical payload, seeding clouds, turning the moisture in the clouds into an acidic compound, which rains over the area for several minutes before the chemicals break down and become harmless.
The acidic rain damages all organic material, from flesh, plants, animals, fabrics except for synthetic cloths and rubber, making it hazardous especially in woodlands or other areas where artificial structures can't be found. The rain deals 2d4 points of damage every round for 1d4 minutes. A person wearing armour or clothing made from synthetic materials can make a Reflex save (DC 17) to reduce damage by half (abilities such as evasion do not work to completely evade damage unless the character can find sufficient cover), or must seek cover. The rain covers a 200 foot radius area, and can move if winds are stronger than 20 mph.
Everything in the area takes acid damage, except metals, synthetic materials like kevlar, nylon, etc. Vehicles are vulnerable as their tires will take damage unless they are somehow specially treated or covered before the acid rain starts. Vehicles with environmental seals must have them replaced afterwards as the acid rain eats away at the seals, (Repair DC 17 with a PDC ranging from 7 to 15 depending on size of vehicle and type of environmental sealing used) requirng them to be replaced.
The missile can be launched from missile launchers similar to TOWs mounted on Hummers and similar vehicles. When launched, must target an area above the desired area to be rained on, (Defense 16) after making a Knowledge: Tactics DC 19 check. Having at least 4 ranks in Knowledge: Earth and Sciences grants a +2 bonus to the Knowledge: Tactics check.
Missiles are Huge, weigh 165 lbs each, not including launcher, PDC 25 Illegal (+4) per missile.




GEWS501A1 Acid Geyser Mines
The acid geyser mines are used in a similar manner as the old claymore mines, for anti-infantry, and even light anti-vehicle purposes, defending locations. The mine, when triggered releases a burst of acid 15 feet in the air, and with a 20 foot radius. Unlike GE's other acid weaponry, the acid in the geyser mines doesn't break down immediately, continuing to deal damage for several seconds, dealing damage for 1d4+1 rounds before it breaks down and becomes safe, dealing 4d6 points of acid damage, each round, Reflex save DC 17 for half. Requires 5 ranks in Demolition skill to use safely (DC 15 to set the weapon up, but a character can take 10 on this check if not under fire).
Weapon
Damage
Critical
Type
Radius
Range
Size
Weight
PDC
Restriction
Acid Geyser Mine
4d6
-
Acid
20 ft
-
Small
4 lbs.
21
Mil (+3)
 

kronos182

Adventurer
GEWS4402A1 Storm
The storm is GE's expansion in ion weaponry, in the form of a pistol, with a gyrojet alternate fire mode. The storm got its name from the fact the primary weapon is electrical base, and the gyrojet makes a retort that sounds similar to thunder. A well crafted heavy handgun, the storm uses a specially designed power pack that fits into the top back, while the gyrojet rounds fit into the handle like a traditional magazine. Instead of using a starndard gyrojet, which is a mini rocket, which takes a few seconds to gain speed, the storm uses a hybrid round which uses propellant used in caseless rounds to launch the round out the barrel as the rocket motor builds up thrust, giving the rounds exceptional range for a pistol, and the gyrojet rounds are filled with a small explosive, increasing their damage.
The ion part has a stun setting, and excellent stopping power for a pistol, which does make it a favourite amongst many weapon lovers, but due to the unique power pack, has made many government agencies shy away from it.

GEWS4402A1 Storm (PL6/7 Personal Firearms Proficiency)
Damage: 3d6 /2d6+1d6
Critical: 20x3 / 20x2
Damage Type: electricity/ ballistic + fire
Range Increment: 34/70
Rate of Fire: s / s
Size: Med/small
Weight: 4 lb
Ammo: 30 box / 8 box
Purchase DC: 23 Mil (+3)
Notes: Masterwork weapon +1 to attack rolls, stun module on ion pistol Fort DC 18 or be stunned for 1d4 rounds, switching between ion and gyrojet is a free action.




GEWS520B1 Triple Iron
The Triple Iron is a heavy ion weapon with three ion projectors, laid out in a triangle, use for heavy support of infantry. It comes with several firing modes, giving it greater versatility than just as a heavy weapon. In its standard mode, it'll fire each barrel in succession allowing for excellent autofire capability as it helps keep the heat in the projectors lower. The next mode is a long ranged mode, reducing the rate of fire, shunting power from other barrels into the top barrel to boost the range dramatically. The last mode fires all three barrels for heavy damage, but range is reduced for increased damage potential and armour penetration for anti-armour purposes.
Unfortunately, the Triple Iron is heavy, requiring the user to have high strength, or have some kind of power assist such as from power armour, weapon rigs or augmented strength through bio-mods or cybernetics. Although not a very long weapon, it is thick, barely making it man portable, due to the cooling shroud to keep it cool.

GEWS520B1 Triple Iron (PL6/7)
Damage: 4d6, 4d6, 8d6
Critical: 20
Damage Type: Electricity
Range Increment: 70 ft, 180 ft, 50 ft
Rate of Fire: S/A, Single, Semi
Size: Large (almost huge)
Weight: 40 lbs.
Ammo: 50 box
Purchase DC: 26 Mil (+3)
Notes: In standard mode the barrels fire in tandem, which when fired in autofire keeps the barrels cooler, increases the Reflex DC to 18. In the ranged mode, the rate of fire switches to single and increases range greatly. In the anti-armour mode, all three barrels fire at once, rate of fire changes to semi and ignores 5 points of hardness. Strength of 18 is required to carry and fire the Triple Iron while on the move, or must be braced. If not braced and the user has strength lower than 18, or lacks a weapon rig, suffers a -1 penalty to attack rolls.




GEWS6013A1 Stopper Heavy Ion Pistol
GE released the Stopper to provide a close combat weapon with heavy damage for vehicle crews and S.W.A.T. members, with the standard option of a stun setting. However the governments wouldn't have it although the military testers wanted them as the option for stunning was greatly desired amongst black ops units as it meant less equipment to carry for capturing a target and switching to killing. The high damage makes it an excellent one shot kill weapon, but it has limited effective range.
The Stopper is based on the Stinger, but with larger barrel, non-metallic construction, sealed and a neutral buoyancy so it floats in water where it is let go, and heavier barrel shroud. The sides have mounts for tactical lights and a bayonet mount.

GEWS6013A1 Stopper Heavy Ion Pistol
Damage: 5d6
Critical: 20x3
Damage Type: Electricity
Range Increment: 30 ft, limited to 5 range increments
Rate of Fire: S, A
Size: Medium
Weight: 9 lbs
Ammo: 50 box
Purchase DC: 24 (Mil +3)
Notes: Stun setting Fort DC 15 or be stunned for 1d4 rounds, on autofire mode, the user gains the benefits of the Strafe feat. Mounts on sides for tactical light and bayonet or similar items, but no secondary weapons.
 

kronos182

Adventurer
GEA101A2 Mantis Helmet
The mantis helmet is an optional helmet that can be fitted with most forms of armour including ballistic, combat, and environmental, but not powered armour. The helmet looks like the head of a praying mantis, with large eyes that start on the front and angle back along the sides, two antenna on the top of the head, and a set of mandibles at the front.
The large eyes are armoured and conceal cameras which feed directly to the HUD giving the user a full panoramic view of his surroundings. The antenna are motion detectors, chemical sensors and also sense air pressure and movement. The motion sensors don't have as much range as normal, but are more sensitive, and being tied into the cameras and HUD, when motion is detected, the camera pointing in the same direction as the motion will become more prominent in the user's field of vision, but not blocking it. The sensitivity of the motion sensors, combined with the air pressure and air movement sensors allow for the general detection of objects that are out of phase, allowing the user to have a general idea of size and location of a phased object, and invisible force fields or energy fields.
The chemical sensors aren't as powerful as most handheld ones, but are quite useful. The mandibles are functional, allowing their use to cut wires, cables or use as an attack in melee combat when restrained or grappled. Behind the mandibles, with an armoured grill is an air filter to filter out airborne toxins and poisons.
Below the mandibles GE has installed a small acid pellet shooter, similar to the GEW435B2, but with only a 10 round payload. Reloading takes about a minute, with the helmet removed. The helmet can be sealed when used with environmental armour to maintain internal atmosphere, but does not contain its own air supply. At the back of the helmet is the power supply which will power the helmet for about 8 hours of constant use. If combined with armour that has a power source (but not powered armour), the helmet can be tied into the suit's power system to recharge or augment its power supply. Also included is a smart weapon link for connecting to such weapons.
Benefits: Spot checks with HUD and motion sensors +3 to Spot, motion sensor range is 50 feet, but can detect a moving phased object (user not denied Dex bonus to Def, but target still retains same concealment if invisible), +5 bonus to Search checks for chemicals, detect different air pressures and air movement (+2 Knowledge: Earth and Life Sciences related to weather and air, possibly detect invisible nonmoving objects or people by altered airflow around it), mandibles act as bolt and wire cutters, smart weapon link.
Weapons: Mandible Bite 1d4 (+ 1/2 Str bonus), 20x2, melee, piercing.
Acid Pellet Shooter: Identical to GEW435B2 only with a 10 round payload and range reduced to 10 ft increment out to 5 range increments maximum.




GEA200A1

GE's first mass produced armour, the GEA200A1 is technically a power armour, with a minor exoskeleton system to support the weight of the armour and reduce fatigue on extended marches and the weight of carried weapons and gear. The suit is environmentally sealed, with a simple HUD system for suit diagnostics, integrity and power levels, with two helmet mounted lights and polarizing visor. The backpack contains the life support and recycling systems, providing 24 hours of contained air, but with the recycling system, able to stretch that to 7 days, although the air will be quite stale. A salvage system will seal breaches in arms and legs with a tourniquet. Basic NBC shielding is included in the design.
The GEA200A1 is designed to be very easy to operate, requiring very little training and a simple system to open and close the suit for quick donning and removal. The shoulder guards mount ammunition storage containers for most common weapons and can be easily modified for nonstandard ones. These features and mass production, lowering the cost, made the GEA200A1 popular amongst many militaries and mercenaries.

GEA200A1 (PL6 Medium Armour Proficiency)
Type: Medium Micro Assist Tactical Armour
Equipment Bonus: +4
Nonprof. Bonus: +3
Str Bonus: +2
Nonprof Str Bonus: +2
Max Dex: +3
Armour Penalty: -2
Speed (30 ft): 25 ft
Weight: 25 lbs
Purchase DC: 23
Restriction: Lic +1
Notes:
Includes military walkie talkie, text and image transmitting and receiving capabilities, weapon link to scopes, HUD. Built in camera in helmet with 10 hours of record time, small built-in computer. When the user runs, can run for Constitution score x2 before needing to make Constitution checks to keep running, and gains a +2 equipment bonus to these checks. Also a +2 equipment bonus to checks when force marching. NBC shielding, 24 hours air plus recycling systems can extend to 7 days.
Two ammo containers on shoulders that can hold 2 large magazines (approximately 60 rounds each, or similar sized objects such as 2 or 3 grenades), hooks and pouches to hold other small items or connect weapon straps to for easy of storage. In case of breach, the suit can seal itself to prevent further air lose.




GEA300A3

The 300A3 is the upgraded version of the 200A1, featuring upgraded armour, better exoskeleton, balance gyros, improved HUD system, extended life support, magnetic boots. The backpack contains the life support system is extended to 2 days, with the recycling system extending that to 10 days. Also mounted in the backpack is a mini thruster system which only engages in low gravity situations, helping to keep the wearer from bouncing away. The onboard systems include a GPS, video and audio feeds, map overlay, a 50 foot range motion detector, Geiger counter, suit diagnostic and power levels, passive night vision, and a smart weapon uplink. The suit's power system will keep the suit functional for 2 days before requiring recharging in combat conditions, or up to 10 days with minor strenuous activity. The suit also features a set of lights on the helmet and one the torso.
The A300A3 adds about 6 inches to the user's height, in part due to the suit has feet below the user's feet, which is tied to the suit's gyro system, aiding balance, contains the magnetic boots and shock absorbing system to allow the user to jump from 20 feet heights without worry.
The A300A3 is compatible with the GEA101A2 helmet, includes a link and programming to link with any of GE's weapons and any scopes attached to them, and includes an ammo counter

GEA300A3 (PL6 Medium Armour Proficiency)
Type: Medium Micro Assist Tactical Armour
Equipment Bonus: +5
Nonprof. Bonus: +3
Str Bonus: +3
Nonprof Str Bonus: +2
Max Dex: +3
Armour Penalty: -2
Speed (30 ft): 25 ft
Weight: 30 lbs
Purchase DC: 25
Restriction: Res +2
Notes:
Includes military walkie talkie, text and image transmitting and receiving capabilities, weapon link to scopes, HUD. Built in camera in helmet with 10 hours of record time, small built-in computer. When the user runs, can run for Constitution score x2 before needing to make Constitution checks to keep running, and gains a +2 equipment bonus to these checks. Also a +2 equipment bonus to checks when force marching. NBC shielding, 48 hours air plus recycling systems can extend to 10 days.
Two ammo containers on shoulders that can hold 2 large magazines (approximately 60 rounds each, or similar sized objects such as 2 or 3 grenades), hooks and pouches to hold other small items or connect weapon straps to for easy of storage. In case of breach, the suit can seal itself to prevent further air lose. Weapon link, motion detector, geiger counter, dark vision 30 ft, in low gravity environments, the suit allows the wearer to function as if in normal gravity, not requiring any low gravity training or suffering penalties, GPS, two lights on helmet and one on torso. Falls are treated as 20 feet less for calculating falling damage, magnetic boots.
 

kronos182

Adventurer
Faradai Inc


Faradai Inc is primarily a weapons manufacturer that has only been around for the last decade or so. Faradai Inc is known for producing high quality, advanced plasma weaponry as their primary line of products, but they have also branched into advanced small arms ballistic weapons and robotics. Many of their weapons and robots also have very unique and advanced features, making them the envy of their competitors. The only complaint any client has had about their products is that it is difficult to do any repairs themselves, or through other sources, however Faradai offers cheap repairs and upgrade services through their outlets. 
Faradai products usually have a theme about them. Most of their weapons are plasma based, and Faradai has shown they have mastered plasma weaponry, making many of their plasma weapons dual use. Almost all plasma weapons have the capability to be used as a plasma based flamethrower. Many of their products are styled with sleek lines or aggressive designs, clearly designed for combat or to fill whatever role they are meant for. 
In the last few years, there has been some controversy over Faradai Inc's advanced technology and available products to the public. Many point out that very little is known about Faradai's staff, policies or anything beyond the products they release and what little of their facilities that are open to the public. The investigation into how Faradai managed to release the Viper as a fully automatic weapon for public use only turned up a purely legal and well thought out marketing and proposals to the government. Not a single bribe or any other illegal means used. This has baffled conspiracists for years. Although many believe it was only possible with the fact that Faradai makes every sale of a Viper known to all police forces with the weapon's serial numbers and other specifications. That and the fact that any attempt to alter or remove serial numbers renders the weapon completely inoperable. 
Faradai shows no signs of slowing in their ability to providing high quality advanced products for years to come. And with each passing year, new and interesting product will continue to be produced and marvel clients everywhere.

Secret about Faradai Inc. GM Notes.
Depending on the level of your campaigns, I'm providing a few possible choices for Faradai Inc, but feel free to use as much or none as you see fit.
1) Faradai Inc is funded by a group of very wealthy people who feel that they should rule the world. Using their wealth to higher experts in various fields, and began pushing technology and producing working prototypes as quickly and safely as possible. To aid in their plans of global domination, every piece of technology they sell has hidden tracking devices and Auidio/Video recording devices. These devices are tracked by Faradai's own satellites, and also any satellite that Faradai staff can hack, which is any civilian and about 50% of all military satellites at almost any given time, and uploaded through the satellite system or when the products are brought into a Faradai facility for updates or repairs. They use the information gathered for keeping up to date on all political and military events, collecting information for blackmails and plotting their eventual take over of other companies and eventually countries.
2) Faradai Inc is a secret front for a powerful criminal organization. Using Faradai to produce highly advanced equipment for use in their crimes. Think A.I.M from Marvel Comics, the publicly available products are only what the public and government sees, the criminals themselves get stuff that are years ahead of anything sold. Using the secret A/V and trackers allow the criminal organization to avoid authorities when necessary or to organize ambushes and other surprises.
3) Faradai Inc is a front for an alien race. Using the funds and facilities they have created, they are gathering information about the people around them. The aliens are either an invading force, and the creators of Faradai are an advanced scout group, creating a cache of advanced weaponry and robots, which upon the arrival of the main alien force, can be ordered remotely to turn on their previous users. OR the aliens are the survivors of a crashed alien ship, and using the money from the sales of Faradai products to gather materials to repair their ship, or just making their lives far more comfortable while stuck on this planet.

GM Note:
If for whatever reason PCs want to break into a Faradai Inc facility, it should be very difficult as there is no information outside of the buildings is available. All staff members live on the facility grounds, which are large, with fabrication facilities, storage for food, living areas and recreational areas, which are NOT available for anyone not affiliated with Faradai Inc. Security forces past public access areas is insanely high, making secret military bases look like daycare facilities. 
Security forces will be armed with advanced versions of publicly available, usually have +1 die of damage, +50% range, considered masterwork granting +1 to attack rolls, have stun modules with a DC of 20 and target stunned for 2+2d4 rounds. Other unavailable weapons and devices will be available, so feel free to invent some interesting means to defend the facilities.
 

kronos182

Adventurer
Aggressor Plas-weapon

The Aggressor Plas-weapon is an interesting weapon made by Faradai Enterprises, a company that seemed to appear almost over night with numerous designs. The Aggressor is a plasma rifle laid out in a bullpup design, with smooth curves and ergnomonical ambidexterious design and a solidly built frame. It has three modes of use. One is as a normal plasma rifle with average damage, range and good accuracy. The second mode turns the Aggressor into a plasma based flamethrower, with the option to turn it into a plasma torch. The third mode is a shock baton. Some critics are unsure why it was included, but many soldiers who've used an aggressor and didn't have time to switch weapons when an opponent is just too close to shoot at are glad for the extra option. 

Switching between normal rifle and plasthrower modes is easy as flicking a switch on either side near the trigger. Switching to the shock baton mode is easy, simply grab the barrel/foregrip area with both hands after flicking the selector switch to shock baton and smash someone with the top part of the stock which releases a potent shock.

Aggressor Plas-Weapon (PL6/7 Personal Firearms Proficiency)
Damage: 3d10 rifle, 3d10 plasthrower or 3d6 fire ignores 20 hardness/DR plasma torch, 1d6+1d4 electrical
Critical: 20
Damage Type: Fire (or whatever type your campaign has plasma weapons as) for both rifle and plasthrower/torch mode, bludgeoning and electrical for shock baton. 
Range Increment: 75 ft for rifle, 30 ft line 5 ft wide for plasthrower, 5 ft for torch, melee for shock baton
Rate of Fire: Semi
Size: Large 
Weight: 10 lbs
Ammo: 50 box, plasthrower uses two charges, torch uses one charge every minute of use, shock baton uses one charge for every 5 successful strikes.
Purchase: PDC21 +3 Military




Plas-Gauntlet

The Plas-Gauntlet is an armoured gauntlet, similar to those used in heavy armours and power armours. Along the back of the hand at the knuckles are several reinforced emitters. When the plas-gauntlet is activated, on a successful unarmed strike, a small plasma discharge is released, enhancing the user's strike. The plas-gauntlet also has the option of becoming a mini plasthrower.

The plas-gauntlet can be designed into a suit of power armour and integrated into its systems.

Plas-Gauntlet (PL6/7 Simple Weapon Proficiency)
Damage: 1d4 + 2d8 fire or 2d8 fire
Critical: 20
Damage Type: Bludgeoning plus Fire (or whatever type your campaign has plasma weapons as) for normal use, or fire as plasthrower
Range Increment: Melee or 15 ft line
Rate of Fire: Semi
Size: Small
Weight: 3.5 lbs
Ammo: Normal power cell allows for 50 strikes, or 25 uses as a plasthrower
Purchase: PDC24 +3 Military




Incinerator

Shortly after the release of the Aggressor, Faradai Enterprises released the Incinerator. The incinerator is more of a specialist weapon than other weapons. It's designed as an anti infantry weapon with a plasthrower mode and it's normal plasma rifle mode deals area damage which is weaker than a normal plasma rifle.

Incinerator Plas-Weapon (PL6/7 Personal Firearms Proficiency)
Damage: 3d8 rifle or 3d10 plasthrower
Critical: 20
Damage Type: Fire (or whatever type your campaign has plasma weapons as) for both rifle and plasthrower. 
Range Increment: 85 ft for rifle with 10 ft radius (Reflex DC 17), 30 ft line 5 ft wide for plasthrower (Reflex DC 17)
Rate of Fire: Semi
Size: Large 
Weight: 9 lbs
Ammo: 50 box, plasthrower uses two charges
Purchase: PDC20 +3 Military 




Viper Personal Defense Weapon

The Viper is Faradai Enterprise's entry into the civilian market. About the size of an average Glock 17, but the upper body, receiver, barrel are all taller and far angular in design. The Viper actually has two barrels and a unique receiver and feed mechanism. The Viper is one of the few civilian weapons available that comes with an automatic and burst setting as it uses only 4mm ball bearing size/shaped rounds. 
Faradai's PR and Legal teams somehow managed to get this weapon past through all laws making automatic weapons illegal for civilians to own. All one needs to do is purchase a license for a semiautomatic weapon through normal legal channels and can enter a gunshop, fill out the necessary paperwork and wait the necessary time for their region and pay up front, and be of legal age.
Perhaps what allowed Faradai to get such a weapon legalized for civilian, at least theorized by some conspirists, is each Viper has a genetic tag device installed. Faradai neither denies nor confirms this fact. In reality, Faradai does install genetic tag markers into 99.5% of all  Vipers. The genetic tag marker is so integrated into the firing mechanism that any attempt to remove it, unless at the Faradai plant with properly trained personel and the correct equipment, renders the weapon completely useless until sent in for repairs, upon which authorities are notified that the weapon has been tampered with. 

The Viper makes use of the XZ propellant which first saw use in the P180, which gives the small round some power. Also due to it's design, it fires two rounds each time the trigger is pulled (Game Note: Essentially it double taps each time the weapon fires, without the use of the double tap feat. When the double tap feat is used, add another 1d4 to the damage, attack penalty is reduced by 1). It's burst setting fires 5 rounds (Game Note: The penalty for full auto and burst fire is reduced by 1, also Reflex DC on automatic is 17 instead of the normal 15). On automatic firing, including burst, the round grouping is fairly close compared to most automatic weapons of its size due to it's construction, and speed of the receiver allowing more rounds to leave both barrels before the barrel climbings too much.

Viper Personal Defense Weapon (PL6 Personal Firearms Proficiency)
Damage: 2d4 per round, but actually is 3d4 for reach firing.
Critical: 20
Damage Type: Ballistic
Range Increment: 30 ft
Rate of Fire: Semi, Auto
Size: Small
Weight: 2 lbs
Ammo: 50 box
Purchase: PDC18 +1 License
Special: 99.5% of all Vipers have the Genetic Tag gadget. Attempts to remove the genetic tag renders the weapon completely inoperatable.

Secret: The 0.5% of Vipers without the Genetic Tags, which is unknown to everyone but Faradai Enterprises are used by Faradai's "Security Forces." 




Faradai Inc King Viper

After the success of the Viper on the civilian market, Faradai released the King Viper for police, security forces and military vehicle crews. Following same basic design, only larger, of the Viper, using two barrels in an over under design with a receiver that feeds both barrels so quickly that the time between each barrel firing is almost nanoseconds, allowing both 4mm ball bearing shaped rounds to strike the target at the same time. Capable of both burst and full autofire modes just like the Viper. Design wise, it looks like a small rifle version of the Viper, with the ammo in a mag behind the handle with the trigger and a small folding fore handle for better stability. 

The King Viper makes use of the XZ propellant which first saw use in the P180, which gives the small round some power. Also due to it's design, it fires two rounds each time the trigger is pulled (Game Note: Essentially it double taps each time the weapon fires, without the use of the double tap feat. When the double tap feat is used, add another 1d4 to the damage, attack penalty is reduced by 1). It's burst setting fires 5 rounds (Game Note: The penalty for full auto and burst fire is reduced by 1, also Reflex DC on automatic is 17 instead of the normal 15). On automatic firing, including burst, the round grouping is fairly close compared to most automatic weapons of its size due to it's construction, and speed of the receiver allowing more rounds to leave both barrels before the barrel climbs too much. Comes with a built in light and has top mounted rails to allow for scopes or other equipment. 

King Viper Personal Defense Weapon (PL6 Personal Firearms Proficiency)
Damage: 2d4 per round, but actually is 3d4 for reach firing.
Critical: 20
Damage Type: Ballistic
Range Increment: 50 ft
Rate of Fire: Semi, Auto
Size: Small
Weight: 6 lbs
Ammo: 150 box
Purchase: PDC20 +2 Restricted
Integrated Equipment: Illuminator
Special: 99.5% of all King Vipers have the Genetic Tag gadget. Attempts to remove the genetic tag renders the weapon completely inoperatable.

Secret: The 0.5% of King Vipers without the Genetic Tags, which is unknown to everyone but Faradai Enterprises are used by Faradai's "Security Forces."
 

kronos182

Adventurer
Faradai Gate Crasher

Expanding into defensive systems, Faradai has created the Gate Crasher. The Gate Crasher is a series of plasma-throwers, previously released in their Incinerator and Aggressor weapons, built into a wall or door way leading to an area of a building to be protected. On the side opposite the plasthrowers is a series of collectors designed to collect thermal energy from the plasma discharged to help recharge the capacitors, protected by a magnetic field that is only two millimeters away to maximize the energy reclaim process. Plasthrowers are built on both sides of the opening to help prevent anyone fast enough to try and slip by on one side as the system fires. To protect the building from being damaged from the plasma discharge, heat shield material, similar to that used in shuttles for plantary reentry lines the walls, ceiling and floors. 

Installed very discreetly before the plasthrower emitters are a number of sensors including thermal, night vision, motion detectors and pressure plates in the floor as the basic sensors for the basic model. Far more advanced sensors can be installed in advanced models. All models also include a dozen beacon passes that allow for authorized personel to pass by without activating the system, although these are usually also tied to various biometric systems like rential and finger print scanners.
The Gate Crasher is tied into the building's power system, but also includes it's own power generator to run sensors and the plasthrowers. It can be set up so that when primary power is cut, the plasthrowers can remain active creating a wall of plasma, but such use usually lasts for about 18 hours from standard generators, or in normal configuration can be ready to fire for up to 7 days. The system is hardened against EM attacks (gains a +5 bonus for saves). Also install is a number of capacitors that allow the Gate Crasher to fire the plasthrowers in rapid succession to prevent multiple penetrations from slipping through in a short amount of time.

Gate Crasher Basic: CR 2; mechanical/electrical; proximity trigger (+2 to search/spot hidden targets); automatic reset; Atk +10 (3d8 fire or whatever type plasma is in your campaign); Search DC 18, Disable Device DC 20

Gate Crasher Standard: CR 3; mechanical/electrical; proximity trigger (+5 to search/spot hidden targets); automatic reset; Atk +15 (3d8 fire or whatever type plasma is in your campaign); Search DC 21, Disable Device DC 23

Gate Crasher Advanced: CR 4; mechanical/electrical; proximity trigger (+10 search/spot hidden targets); automatic reset; Atk +15 (3d10 fire or whatever type plasma is in your campaign); Search DC 25, Disable Device DC 30




Faradai Inc Triple-Threat Under Barrel Attachment (TUBA)

In a slight departure of normal weapon systems that Faradai Inc has been known for, the Triple-Threat Under Barrel Attachment, or Tuba as many people call it, is only a rifle attachment, instead of a full out weapon, although many folks consider it a full weapon by itself. Shaped like a rounded corner triangular tube, with a flat side that attaches to the user's rifle, using universal mountings. It has three barrels, each located at one of the rounded corners. The bottom one makes use of Remmington's RP-01 Light plasma cartridge. The left barrel is a mini grenade launcher, while the right barrel is an old fashioned shotgun. Some people questioned the inclusion of the shotgun, but police forces love it as it can be loaded with rubber bullets and other nonlethal rounds that aren't as available in mini grenades yet. To load a Triple Threat, flip a lock switch, slide forward and up as it curves on a track to allow for easier access to all three weapons at once. Note that when open, already loaded rounds will not slide out unless the release, which is only exposed once open is pressed. 
Only one weapon system can be fired at a time, which is activated by a trigger on the system itself which is ambidextrous, as is the selector.

Triple-Threat Under Barrel Attachment (PL6 Heavy Weapon)
Damage: 3d6 plasma cartridge, varies by grenade, 2d8 for standard 12 gauge
Critical: 20, varies, 20
Damage Type: fire or whatever type for plasma, varies by grenade, ballistic
Range Increment: 40 ft plasma cartridge, 40 ft grenade, 30 ft 12 gauge
Rate of Fire: Semi
Magazine: 3 internal tube for each type.
Size: Small.
Weight: 8 lbs.
Restriction: Military (+3).
PDC: 23 
Takes a full round to reload each type of ammo, although a speed loader is avaiable (PDC 9) that can load all three weapons at once.  




Augmented Energy Packs PL6/7
After the release of the Magmacore, and farther research into shrinking the size of its plasmitic power core, and also making it safer for people, Faradai Inc has created highly efficient power packs for weapons. These power packs contain far more energy than standard power packs, unfortunately these power packs have different energy extraction systems compared to normal power packs.  Weapons not produced by Faradai Inc must be modified to accept the new power packs. So far only Faradai Inc engineers can make these modifications, which they are willing to do, for a fee of course. Oddly enough, even older Faradai weapons easily accept the new power packs without modifications. 
This has led many conspiracists think that Faradai had these power packs already available but didn't release them for years. Of course Faradai denies such claims and says that they just made the packs designed to work with their weapons, and just good business to offer modifications to other weapons to boost the sales of the packs.
AEPs are only a little longer and a bit heavier than standard power packs, and offer triple the normal amount of ammo available, which is 150 rounds. 
Weight: 1 lb
PDC 13
Faradai offers the service of modifying other weapons to use the AEPs at a few of PDC 10 and takes about 2 hours of work.
 

kronos182

Adventurer
Ballista

A departure from Faradai's normal use of plasma dominate weapons, the ballista, named after the siege weapon, is what some people call Faradai's attempt to compensate for something. The ballista is barely man portable, made more for heavy cyborgs and troops in power armour, or small mechs. The ballista is a heavy four barrelled rifle with a large ammo box slung underneath. Only exceptionally strong cyborgs and power armours can easily carry it, or it must be mounted on a tripod. The top barrel is a laser cannon, the right barrel a plasma cannon, bottom barrel a mini rocket launcher and the left barrel is an ion cannon. The ballista comes with an integrated scope with HUD uplink to either helmet or armour visor, or even cybernetic headjack or eye; gun camera for recording kills and what is seen through the scope; ammo counter, and diagnostic display. The system also warns the user if the target is too close for selected weapon system, which is usually the mini rocket launcher and ion cannon. The ballista uses the new augmented energy packs, three of them actually, to allow it to keep up with the power demands of the energy weapons. The ion cannon is unique from other ion/electrical based weapons, in that the energy packet is contained in a weak magnetic field, that upon contact breaks and releases the energy over a larger area. 
When people asked a Faradai representative why build such a weapon, he replied "The soldier of today is being faced with a wider variety of threats, and needs different means to defeat them. Although our engineers would answer with 'Why not?'"

Ballista (PL6/7 Heavy Weapon, Exotic Weapon Proficiency)
Damage: 5d8 laser, 5d10 ignore 5 points of hardness, varies by rocket, 6d6 ion cannon
Critical: 20, 20, varies by rocket, 20
Damage Type: fire, fire, varies by rocket, electricity
Range Increment: 250 ft laser, 80 ft plasma, 275 mini rocket, 70 ft ion 30 ft burst
Rate Of Fire: semi for all
Magazine: 150 box for laser, plasma and ion, 30 box mini rocket
Size: Huge
Weight: 65 lbs
Purchase DC: 34
Restriction: Mil (+3)
Note: Ion cannon deals damage in a burst, the initial target doesn't get a Reflex save, but everyone within 30 ft make a Reflex save DC 19 for half. Minimum strength to wield the ballista needed is 20 with a Con of 16 to have the endurance to hold it. Cyborgs and power armours don't need to meet the Con restriction. Requires 3 augmented power packs, takes 2 rounds to reload power packs, 5 minutes to reload the mini rockets.




Weapon Pods
These devices look like white plastic ovoids with a hole running length wise through them. The user puts their arm through the hole which covers the forearm. With a specific muscle flex of the hand and wrist, the top and bottom half of the ovoid slides forward and closes, encasing the hand and half the forearm. A handle extends from the top and bottom half and joins in the middle, for the user to take hold of inside the pod. A trigger is on the top part. There is also several buttons which the user can use from inside the pod by extending a finger. A second set of buttons is concealed under a slide away panel on the outside which just act as a redundancy set. The handle is able to twist. Twisting forward engages the melee feature, while twisting back causes the ovoid to split open and slide back to its rest position covering the forearm.
These pods are designed to create an easy access, quick drawing, multiweapon system. Most come with a light to medium anti-personal ranged weapon, a heavier secondary weapon, and a form of melee weapon, which is usually in the form of energy encasing most of the pods outer casing, allowing melee strikes with the pod itself as it encases the hand.

Police Weapon Pod
The police version comes in the standard white, but also has a thick blue strip that runs down the middle when the pod is closed, so when open, two strips along the inner halves. It comes armed with a laser carbine that also has a stun setting, a 18 gauge shotgun for specialty rounds, such as explosive or those that blast out door locks, and a taser-like electrical field for melee use which also works on robots.
Police Weapon Pod (PL6 Personal Weapon Proficiency)
Damage: 3d8 laser, 2d8 18 gauge (or varies), 1d4 +1d6 melee
Critical: 20
Damage Type: laser fire, 18 gauge ballistic/varies, melee 1d4 bludgeoning plus electrical (can be lethal or nonlethal)
Range Increment: 60 ft laser, 30 ft 18 gauge, melee
Rate of Fire: SA laser, semi 18 ga
Size: Medium
Weight: 8 lbs
Ammo: 50 box laser, 10 internal 18 gauge, melee discharge uses 1 charge from laser
Purchase DC: 22
Notes: User may quick draw the weapon as if they had they Quick Draw feat. Laser has stun setting which target needs to make a Fort save DC 15 or be stunned for 1d4 rounds. Melee weapon can deal lethal or nonlethal damage. In nonlethal also has stun setting, Fort save DC 16 or stunned for 1d4+1 rounds. This stun setting also works to temporarily disable robots as the electrical field interferes with their neural pathways and electrical systems.

Ballistic Weapon Pod
This weapon pod uses only ballistic weapons. Armed with a rapid fire ballistic weapon, which is an enlarged system used in the Viper and King Viper personal defense weapons, firing a slightly larger caliber. The secondary weapon is a mini grenade launcher. It contains a similar electrical system as the police version, but lacks the stun setting, instead going for greater electrical damage.
Ballistic Weapon Pod (PL6 Personal Firearms Proficiency)
Damage: 4d4 gun, varies mini grenade, 1d4 +2d6 melee
Critical: 20
Damage Type: ballistic gun, varies by grenade, bludgeon plus electrical
Range Increment: 60 ft gun, 50 ft grenade, melee
Rate of Fire: SA gun, semi grenade
Size: Medium
Weight: 9.5 lbs
Ammo: 150 box gun, 8 mini grenades, 150 discharges for electrical melee
Purchase DC: 24
Notes: Gun ammo is in a helix cylinder, uses augmented energy packs for melee electrical weapon.

Plasma Weapon Pod
This weapon pod makes use of Faradai's favoured form of energy: plasma. This version contains a few more features than the other weapon pods due to their speciality in plasma weaponry. The primary weapon is a multimode plasma weapon, with a secondary mini grenade launcher, and two melee attack modes. The first is a plasma field surrounds the end of the pod, similar to the electrical fields of the other two versions. The other melee mode is a blade made of plasma that extends from the end. The multimode plasma weapon is a modified version of the Aggressor Plas-weapon, only lacking the plasma torch feature.
Plasma Weapon Pod (PL6 Personal Firearms Proficiency)
Damage: 3d8 plasma carbine, 3d10 plasthrower, varies by grenade, 1d4+2d6 melee or 2d6 ignoring 2 points of Defense from armour for plasma saber
Critical: 20, 19-20 plasma saber
Damage Type: fire for plasma weapons, varies by grenade. Bludgeon plus fire for melee or fire for saber
Range Increment: 65 ft plasma weapon, 30 ft long 5 foot wide line plasmathrower, melee
Rate of Fire: SA plasma weapon
Size: Medium
Weight: 8 lbs
Ammo: 150 box plasma weapons, 8 mini grenades, each melee plasma discharge or round of use for the plasma saber uses one charge.
Purchase DC: 24
Notes: Makes use of the augmented energy packs. Can use a standard power packs, which provide only 50 charges.




Thudder (PL6/7)
As an experiment in their plasma weaponry, Faradai Inc expanded upon the capabilities of the magnetic containment fields, adding new functionality to their plasma weapons. The thudder functions as a normal plasma weapon, including using their augmented energy packs, but also has a secondary mode. The secondary mode fires a concussive force by creating a magnetic bubble with a vacuum inside, then launches this magnetic bubble. Although not as powerful as the plasma blast, it does have greater range, has greater kinetic energy, which it can knock a target prone, and also has the capability to stun robotic opponents. The Thudder is fairly angular, with ambidextrous design, and the barrel is slightly larger with what looks like a muzzle brake, but is just a focusing unit for the magnetic field.
Thudder (PL6/7)
Damage: 2d10 / 2d6
Critical: 20
Damage Type: fire / force
Range Increment: 30 ft / 60 ft
Rate of Fire: s,a
Size: small
Weight: 5 lb.
Ammo: 50 box or 150 using augmented energy pack
Purchase DC: 21
Restriction: Military (+3)
Notes: Ambidextrous design, mastercraft +1 attack, can switch between either setting as a free action once per round. Secondary mode fires a whitish coloured pulse, target hit must make a Fort save DC 14 or be knocked prone. Robots and droids must make a Fort save DC 18 or be stunned for 1d4+1 rounds due to the magnetic bubble temporarily disrupting their systems.




Heavy Thudder

The heavy thudder is a rifle version of the original thudder pistol. Along with the standard plasma rifle, it also has the force secondary mode, able to know targets back with greater kinetic force. The larger barrel of the heavy thudder allows for better focusing of the force blast. The heavy thudder can make use of Faradai's augmented power packs and includes mounting for a scope and underbarrel mounting rails. There is also a plug to allow for a HUD uplink or cybernetic uplink through any sight or scope and will also display ammo counter and weapon status.

Heavy Thudder (PL6/7)
Damage: 3d10 / 3d6
Critical: 20
Damage Type: fire / force
Range Increment: 90 ft / 120 ft
Rate of Fire: s,a
Size: large
Weight: 9 lb.
Ammo: 50 box or 150 using augmented energy pack
Purchase DC: 23
Restriction: Military (+3)
Notes: Ambidextrous design, mastercraft +1 attack, can switch between either setting as a free action once per round. Secondary mode fires a whitish coloured pulse, target hit must make a Fort save DC 16 or be knocked prone. Robots and droids must make a Fort save DC 19 or be stunned for 1d4+1 rounds due to the magnetic bubble temporarily disrupting their systems. Includes weapon uplink for HUDs and cybernetics.
 

kronos182

Adventurer
Catapult
After the success of the Thudder, Faradai released a mech and vehicle mount version. With heavy damage, and excellent range, the catapult shows all of Faradai's standards in plasma weaponry, and the secondary force mode gives greater flexibility and can be used for clearing debris or as a slightly less lethal weapon. The same weapon works in both mech and vehicle weapon mounts, using a universal mounting system, making it easier to install on virtually any vehicle or mech currently in production. The catapult plasma mode deals 11d6 points of fire damage, while the force mode deals 7d6. Targets must make a Fort save DC 20 or be knocked back 1d6x5 feet and knocked prone. Targets with four or more legs, treads or other systems/abilities that grant stability only add half the bonus. Robots, droids, and mechs must make a Fort save DC 19 or be stunned for 2d4+2 rounds. Vehicles that are moving, must make a Drive, or Pilot checks (DC damage dealt) to maintain control or lose control and spin out.

Catapult (PL6/7 Heavy/Vehicle/Mech Weapon Proficiency)
Equipment Slots: 2
Activation: Attack action
Range Increment: 120 ft/200 ft
Target: Single target within 1000 ft, or autofire/ 2000 ft
Duration: Instantaneous
Saving Throw:
Purchase DC: 24
Restriction: Res (+2)




Trebuchet
The trebuchet is the starship mounted version of the thudder and catapults. With no atmosphere to interfere with the magnetic containment of the force mode, the force mode deals more damage and is more effective, making it an alternate weapon for disabling starships.

Trebuchet (PL6/7)
Damage: 15d8 plasma mode/ 13d6 force mode
Damage Type: Fire / force
Range Increment: 3000 ft / 6500 ft
Rate of Fire: Single
Minimum Ship Size: Colossal
Purchase DC: 38

Restriction: Mil (+3)
Notes: In force mode, when a ship is hit, it must make a Fortitude save DC 20 or be knocked back 500 ft and make a Pilot check (DC half damage dealt) to maintain control. Starships, robots, and remote controlled ships must also make a Fortitude save DC 22 or be stunned for 1d4+1 rounds. All targets within 500 ft of the target must also make a Fortitude save DC 15 or be stunned for 1 round as the magnetic bubble bursts, spreading it's energies through the target and in the surrounding area.
 

kronos182

Adventurer
Legion

The Legion is Faradai's entrance to the robotics field. Advanced and made purely for combat, especially for grouped tactics and for large scale combat. As the name suggests, these robots are meant to fight in large numbers, with their abilities enhancing with larger numbers. In large groups they are notoriously difficult to take down, seemingly impervious to most weapons fire, which seems to bounce around between the robots, making anyone caught in a Legion formation at risk of being hit by friendly fire as it bounces around. Legion groups take full advantage of this ability as they will run as a group to their target, surrounding it and firing on themselves at times to help increase the danger to their target.
Legions look like 6'5" humanoids wearing full armour that is sleek but simple looking. A wide, dark visor in place where a person's eyes would be, as well as several other small darker shaded spots are scattered around the armour as if by random, but if two Legions stand side by side, one can tell that they are in exactly the same location on every one. Usually in a matte gray or matte black in colour, although various camouflage schemes are available. Legions are usually armed with Faradai's Incinerators and several grenades within an internal storage compartment along with 3 extra power packs for the Incinerator.

Legion (PL 6)
Type: Construct
CR:
Size: Medium
Hit Points: 4d10 +20 (44)
Init: +3
Speed: 30
Defense: 19 (+6 equipment +2 dex)
BAB/Grp: +9/+14
Attack: +11 ranged Incinerator (3d8), or Incinerator plasthrower mode (3d10), or +14 melee unarmed (1d4+5), or +11 ranged grenade (varies)
FS/Reach: 5 ft/ 5 ft
Special Qualities: Darkvision 180 ft, Energy Resistance Acid 10, Cold 10, Electricity 10, Fire 10, Legon Node, Legion Mind, Legion Battle Skill, Legion Defenses
Special Attacks:
Saves: Fort +2, Reflex +4, Will +4
Abilities: Str 21, Dex 14, Con -, Int , Wis 14, Cha 1
Skills: +6 Hide, +8 Listen, +6 Move Silently, +10 Navigate, +4 Search, +8 Spot
Feats: Personal Firearms Prof, Advanced Firearms Prof, Burst Fire, Dodge, Mobile, Point Blank Shot, Shot On The Run, Combat Martial Arts

Frame: Biomorph
Locomotion: Legs (Pair)
Manipulators: Hands
Armour: Resilium
Sensors: Class VI
Skill Software: Hide 4 ranks, listen 4 ranks, move silently 4 ranks, search 4 ranks, spot 4 ranks
Feat Software: Feat Net
Accessories: Strength Upgrade, Dexterity Upgrade x4, Wisdom Upgrade x2, AV Recorder, Internal Storage Unit, Survivor Array, Oracle Targeting System Mk III, Feat Neat x2, Feat Progit x2, Advanced Construction (bonus HD) x3, Advanced Construction (bonus hp) x2, Survivor Array
PDC: 51 Faradai Enterprises actually sells Legion robots for only PDC 31 each.

Advanced Construction
The robot is made using highly advanced construction techniques that make it tougher than normal robots of its class.
Robots made with advanced construction can have more hit dice and bonus hit points than normal. +1 HD Increases the base Purchase DC of the robot by +2 up to a maxium of 5 bonus HD. A half (50%) increase of bonus (round down) of bonus hit points is a +1 increase in base purchase, up to a maximum of 4 times.

Legion Node
A unique feature of the Legion robot is the Legion Node. The Legion Node allows multiple Legion robots to spread damage done to one robot to others. This only works against energy attacks. When a Legion robot is hit by an energy attack, subtract its energy resistance first. Then take the remainder of the damage, divide it by the number of Legion robots within 50 ft rounding down, and apply that amount to each Legion robot within 50 ft of the original hit, applying energy resistance to the other robots hit except the original one hit which takes this damage.
For example, if there are 5 Legion robots are within 50 ft of each other, and one is hit for 20 damage from a laser, minus 10 from the fire resistance, leaving 10 points of damage. Divided by 5 is 2 points of damage to spread around (which appears as laser fire shooting from the first robot hit to the others). The original robot takes the 2 points of damage while the others don't suffer any as the 2 points doesn't exceed their fire resistance.
PDC 50
This device is unique only to the Legion robot and has an anti tamper self destruct unless it is worked on by proper Faradai technicians. Disable Device check DC 40 would be required for anyone attempting to bypass this. If the check fails even by 1 the self destruct detonates dealing 1d6 to a 5 foot area, completely destroying the Node, turning it to useless slag.

Legion Mind
Legion robots are constantly in contact with each other via communications systems, sharing sensor data amongst each robot in their assigned group. As long as one Legion in a group, within 100 ft, is not considered flat footed or flanked or surprised, none are.

Legion Defenses
If an effect (or spell if using them) allows for a saving throw targets more than one Legion robot, all the robots use the highest d20 result rolled by the group. If three Legions were caught in a frag grenade blast, rolling 17, 5, 8, all three would use the 17 as the result of their roll before adding modifiers.

Legion Battle Skill
Programmed to work in groups with each other, Legion robots gain a +1 attack bonus for every 2 Legion robots within 50 ft. So if 4 Legion robots were within 30 ft of each other, each would gain a +2 bonus to their attack rolls.

GM Note: Each Legion robot has a secret AV recorder besides the normal one that also transmits its data, periodically, to satellite in orbit which then relays that data to Faradai's headquarters. Also when a Legion robot is destroyed, the secret recorder does a quick massive data burst upload to any nearby Legion robots and to the satellite. The self destruct for the Legion Node also detonates, which also destroys the secret AV recorder, making it impossible for anyone to know that it ever existed or from trying to recover a Legion Node for reverse engineering.




Gunner Defense Robot robot1.jpg
The Gunner is classified as a Defense Robot, meant to protect facilities or hold locations. Faradai Inc has made the Gunner fairly affordable and in large quantities for any large military orders that come in. Although slow, and standing an impressive 9 ft and weighing in at 2150 lbs empty, Gunners move slowly but they usually don't need to move too much from their assigned areas. They are programmed with many military tactics and know when to use their Saturation ability to really fill an area with lead or to use just one of their miniguns or not. Built fairly inexpensively but still with high quality, Gunners are meant as a cheap, but effective guards for just about anyone, especially since they cost about the same as mid level car. Faradai Inc also offers a discount to have any repairs or upgrades made at one of their facilities.
Type: Construct
CR:
Size: Large (-1)
Hit Points: 3d10 +20 (41)
Init: +3
Speed: 15 ft
Defense: 17 (+5 equipment +3 dex -1 size)
BAB/Grp: +2/+9
Attack: +4 ranged Minigun 4d6
FS/Reach: 10 ft/ 10ft
Special Qualities: Construct traits,
Special Attacks: Saturation
Saves: Fort +1, Reflex +4, Will +1
Abilities: Str 23, Dex 16, Con -, Int -, Wis 10, Cha 1
Skills: Knowledge (Tactics) +5, Listen +6, Search +4, Spot +6,
Feats: Personal Firearms, Advanced Personal Firearms, Exotic Weapon Proficiency (Personal Minigun), Alertness
Frame: Armature
Locomotion: Legs (Pair)
Manipulators: None
Armour: Alumisteel
Sensors: Class II
Skill Software: Skill Chips Knowledge (Tactics) +4, Listen +4, Search +4, Spot +4
Feat Software: Feat Progit
Accessories: Dex Upgrade x4, AV Recorder, Weapon Mount x2, External Storage Container, Personal Minigun x2, Skill Chip +4 x4, Feat Progit x3, Core Programming Military Affinity (Knowledge Tactics, Personal Firearms), 1000 rounds of 5mm x2
PDC: 30
Saturation
The Gunner can as a full round attack saturate an area in gunfire, using both miniguns to increase the damage of its autofire area. The Gunner makes an autofire attack like normal, only the damage changes to 6d6 and the Reflex save DC increases to 25 for half.
GM Note: Gunners are equipped with an additional secret AV Recorder and Transmitter which only staff at a Faradai facility can access. A Knowledge (Technology) DC 25 and an Int DC20 checks are needed to notice that this is a separate system from the normal built-in AV Recorder. This secret system periodically uploads its data to Faradai satellites in orbit or when brought into a Faradai facility for maintenance. A Disable Device DC 25 is needed to disable to failsafe that wipes the memory of the secret AV Recorder, plus a Computer Use DC 30 to decode the data.
New Equipment
Personal Minigun PL6
5mm Rotary Firearm, ManPortable
Size: Large
Wt: 20lb + 40lb AmmoBay&Batt (future technology variable)
Damage: 4d6, Ref DC20
Range Inc: 70'
Area of Effect: 20x20
Ammo: 500
ROF: Auto 50/100
5mm is PDC 14 for a box of 50 rounds.
This weapon is courtesy of Backstabbist in the old m134 vulcan chaingun thread.




Magmacore(PL6/7)

TheMagmacore is built like a well toned and muscular human. The body looks like agrey stone like material except for the chest, head, arms and legs which havewhat looks like more medieval armour. When active, the grey stone like materialstarts to take on a reddish glow, similar to that of lava, the air around therobot ripples with waves of heat from the Magmacore's plasmitic power core. TheMagmacore goes beyond Faradai's love of plasma based weapons to that of anobsession. The core of the robot is a plasmitic generator, which continuallyproduces mass amounts of plasma energy, providing a lot of power for itssystems. The problem with the plasmitic generator is it runs hot, extremelyhot. Special material is necessary to contain the heat generated so that therobot isn't a hazard to people around it, although they will find it hot anduncomfortable. Unfortunately one can still burn their hands on the outer shell,which Magmacores use to their advantage in melee combat.
Magmacoresmake excellent shock troops, and can be used both against infantry or armour.Thanks to the 'heat' vents mounted on the legs and back, the Magmacore can beairdropped without the need of a parachute as enough thrust is provided toallow it to land, or even fly for short periods. All weapons are built withinthe body of the magacore as the heat would damage most handheld weapons. Theheat vents around the body and the weapons can be also used to do a mass purgeof plasma and blast the area around it, burning anything around it and can eventurn the ground into glass. It is advised not to deploy Magmacores in areaswhere collateral damage is wanted to a minimal.
The primaryarmament of the magmacore are two plasma rifles which are enhanced by theplasmitic core through brute strength. There are two emitters for each rifle,the primary being in the palm of the hand, requiring it to be empty to fire,and also in the forearm in case the hand is damaged.
Type:Construct
CR: 4
Size: Medium
HitPoints: 5d10 +10 (50)
Init: +3
Speed: 40ft, fly 40 ft (poor)
Defense: 21(+8 equipment +3 dex)
BAB/Grp: +3
Attack: +9melee 2 slams 1d6+6 plus 1d6 fire, or +6 ranged plasma rifle 4d10, or +2 rangedplasma rifle 4d10 and +2 ranged plasma rifle 4d10
FS/Reach: 5ft / 5 ft
SpecialQualities: Runs hot, fire immunity, over powered weapons, darkvision 60 ft
SpecialAttacks: molten step, fiery death throes, plasma burst
Saves: Fort+1, Reflex +4, Will +1
Abilities:Str 22, Dex 18, Con -, Int , Wis 10, Cha 1
Skills: balance+7, knowledge tactics +4, listen +6, search +4, spot +8
Feats: PersonalFirearms, advanced personal firearms, dodge, mobility, point blank shot, shoton the run, two weapon fighting, weapon focus (plasma rifle)
Frame: Biomorph
Locomotion: Legs(pair)
Manipulators:Combat Hand
Armour: Duralloy
Sensors: ClassV (ladar)
SkillSoftware: balance 4 ranks, knowledge tactics 4 ranks, listen 4 ranks,search 4 ranks, spot 4 ranks
FeatSoftware: core affinity (personal firearms), feat net (advanced personalfirearms, two weapon fighting, weapon focus (plasma rifle), double tap), featnet (dodge, mobility, point blank shot, shot on the run)
Accessories: Strengthupgrade x4, dexterity upgrade x4, weapon mount x2, Core Programming MilitaryAffinity (Knowledge Tactics, Personal Firearms), advanced construction (bonusHD) x4, thrusters, plasma rifle x2, skill net 4 ranks, skill chip 4 ranks, featnet x2,
PDC: 35
Molten Step
As a swiftaction once every four rounds, a magmacore can vent pure plasma from itsplasmitic generator through the vents on its body into any two adjacentsquares. These squares explode into molten flame for 2 minutes. Molten squarescost double speed to enter (so instead of 5 feet of movement, it costs 10), andcreatures can't run or charge across them. Any creature passing through amolten square takes 1d6 points of fire damage.
If 10 ormore points of cold damage are directed at a molten square, it returns tonormal. Affected squares cool immediately when the effects ends, but theyretain a blasted and burned appearance.
Fiery DeathThroes
Whendestroyed, a magmacore releases the energy in the plasmitic generator asprotective shields are breached. The square occupied by the magmacore and alladjacent squares become molten as if affected by the molten step ability. Alsoa burst of plasma in a 30 ft radius is released, dealing 4d8 fire damage,Reflex 14 for half damage.

OverPowered Weapons
The plasmaweapons built into the magmacore are normal plasma weapons, although speciallytreated to survive the heat of the plasmitic core, but through brute raw powerthe plasmitic generator can produce, these plasma weapons act more like plasmacannons instead of rifles, dealing far more damage than normal, although nothaving extended range. Increases the damage of the built in plasma rifle to4d10 and ignores 2 points of hardness/DR.

Runs Hot
Due to theamount of heat the plasmitic generator generates while running, any creaturethe magmacore touches, or any creature that touches or makes a melee attackagainst it takes 1d4 points of fire damage.

PlasmaBurst
As anstandard action once every three rounds, the magmacore can release a shortburst of plasma in a 20 ft radius dealing 2d8 points of fire damage, Reflexsave DC 20 for half.

Tactics
Magmacorecombat robots are used as paratroopers or shock troops. They can be easily airdropped, landing safely with the use of their plasma vents, which can also givethem flight for moving about the battle field quickly. A favoured tactic whenbeing air dropped is to engage the thrusters as late as possible, landingheavily to crack the ground, while also using their molten step or plasma burstabilities especially when landing in amongst enemy troops or vehicles.
Whenfighting with other magmacores, they will use their molten step to create linesof flaming ground to control troop movement and using their plasma bursts hitmultiple targets at once and to force them in directions they want.
They willusually use both plasma rifles as they move into melee to allow use of theirplasma burst. Once in melee they will smash opponents, and even grab them andblast the held target with the same hand guaranteeing a hit with the plasmarifle.
Mostmilitaries that employ magmacores use them in advance of regular troops, orsupport them with ranged support, keeping their own troops out of ranged oftheir area weapons.

NewEquipment
CombatHands
Combathands are similar to the normal robot hands, only slightly bulkier andreinforced, designed for smashing and crushing. They usually have between 2 and3 fingers with opposable thumbs. They are not quite as adaptable as hands, andimpose a -4 penalty when attempting tasks involving manual dexterity.
Damage:Lethal bludgeoning
PurchaseDC: 13 + one-quarter base purchase DC of the robot's frame.


Fine
Diminutive
Tiny
Small
Medium
Large
Huge
Gargantuan
Colossal
Combat Hand
-
1
1d2
1d4
1d6
1d8
2d6
2d8
2d10


ASP-SerpentinePersonal Defense Robot (PL 6)
"Lookingfor some personal protection against would-be muggers? Something that can alsoprotect you in case you are knocked unconscious or even go get help? The ASP isfor you! Small, easily concealable, and can be easily cosmetically altered tosuit your tastes! The Asp, nipping crime in the butt!" Faradai Inc salespitch of their new PDR line.

The Asp isa robotic snake, programmed for personal defense for civillians. Light enoughto be easily draped over one's shoulders, and can be cosmetically made to looklike a metallic looking boa.
TheASP-Serpentine provides a shocking surprise for any would-be attackers whoassault its master. The unit resembles a small mechanical serpent about twofeet in length, whose fangs serve as a miniature stun gun fully capable ofincapacitating its victims.
Frame:Biomorph
Locomotion:Slither
Manipulators:Jaws
Armor:Alumisteel armor
Sensors:Class III sensor
SkillSoftware: Climb skill chip (3 ranks), Hide skill chip (3 ranks), MoveSilently skill chip (3 ranks)
FeatSoftware: Simple Weapons Proficiency feat progit
Accessory:Weapon Mount (Stun gun)
PurchaseDC: 24
ASP-SerpentinePersonal Defense Robot:
CR 1/3;Tiny construct;
HD 1/4d10; hp 3;
Mas—;
Init+2;
Spd 20ft;
Defense 19(+2 size, +2 Dex, +5 equipment), touch 14, flatfooted 17;
BAB +0,Grp -10;
Atk +0melee (1d3 electrical plus paralysis, stun gun jaws);
FS 2 1/2ft. by 2 1/2 ft.;
Reach 0ft.;
SQconstruct traits; AL owner;
SV Fort+0, Ref +2, Will +0; AP 0; Rep +0;
Str 6, Dex14, Con —, Int —, Wis 10, Cha 1.
Skills:Climb +5, Hide +13, Move Silently +5.
Feats:Simple Weapons Proficiency
 

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