Here's a few retro-alternate tech/desperate/creative items.
Lightning Cannon
The lightning cannon looks similar to an old style gun powdered fire cannon, only instead of a hollow metal tube, flash pan and a cannon ball loaded, the tube ends in a metal two prong fork, a series of gears and coils of metal are partly visible at the rear of the weapon, with a well padded and metal covered leyden jar taken up the rear. A crank is on the left side connected to the gears and coils, which spin the gears and coils that creates an electrical field that fills the leyden jar with electrical energy. A slot near the leyden jar is designed for a standard power pack to provide a more modern source of power. In the event of an EMP, the leyden jar will still retain power and power the lightning cannon. The leyden jar holds enough power for 15 shots, and takes 1 full round of turning the crank to replenish a single shot. The use of the crank, when a power pack is connected, and a small switch on the power pack holder is flipped, the crank can be used to recharge the power pack, however slowly, taking 1 minute to recharge a single charge in the power pack. A crew of two can keep the weapon firing for several minutes as one crew operates the weapon itself, while the second turns the crank when the leyden jar and power pack are empty, imposing a -2 to all attack rolls as the second person does make aiming a little difficult, however the power pack can't be charged while firing the weapon.
This weapon was created as defensive weapon for a group who lived in an area that normal electrical devices didn't work or work reliably. The plans surfaced on the internet and have spread to a few other manufacturers.
Lightning Cannon (PL5 Exotic Weapon Proficiency, Heavy Weapon)
Damage: 4d6
Critical: 20x2
Damage Type: electricity
Range Increment: 60 ft
Rate of Fire: Semi
Size: Huge
Weight: 80 lbs
Ammo: 15 internal or 50 power pack
Purchase DC: 17
Notes: Switch power source (a free action to switch between leyden jar or power pack), explosive destruction (if the weapon itself takes more than 15 points of damage, has 15 hp and 6 hardness, the leyden jar ruptures and deals 3d4 points of electrical damage to a 10 ft area Reflex save DC 15 for half).
Electrified Crossbow
This is a modified crossbow designed to impart an electrical charge to its ammunition. Typically based on modern crossbow designs, with the stock modified with a power pack holder, a number of capacitors and insulated wires lead to the grove that holds the bolt, along the bow and the string is a braided metal wire. The crossbow's frame is heavily insulated to protect the wielder from the electrical discharges of the weapon. While the electrified crossbow can fire standard crossbow bolts, and other variant types, a solid metal bolt are usually the standard to make use of the electrical charging, plus have a small chance to stun a target. Special metal bolts with capacitors built into it allow for greater electrical charge and a greater chance to stun a target, or disrupt electrical devices or vehicles.
The user must activate the electrical charge feature (a free action), which requires a bolt to be loaded, and can only be done after the string has been pulled back (as part of the loading action) to complete the circuit, and makes the weapon hum slightly like power lines, and in the dark very faint sparks along the string can be seen, similar to static electricity discharges. Flipping the safety will safely discharge a primed electrified crossbow to make the weapon safe to handle. A single power pack will provide enough power for 100 shots.
Electrified Crossbow (PL5 Simple Weapons Proficiency)
Damage: 1d10
Critical: 19-20x2
Damage Type: Piercing
Range Increment: 40 ft
Rate of Fire: 1
Size: Med
Weight: 10 lbs
Ammo: 1 internal
Purchase DC: 10 (Lic +1)
Notes: Electrify Bolts
Electrify Bolts - When using solid metal bolts, and the weapon electrified, deals an additional 1d4 electricity damage and target, living or mechanical must make a Fort save DC 12 or be stunned for 1 round. Using special bolts with capacitors, deals an additional 2d4 electrical damage instead and targets struck must make a Fort save DC 14 or be stunned for 1 round, PDC 6 for box of 10, or Craft Electrical DC 12.
*Repeating versions are available, holding between 5 and 15 bolts, with a rate of fire of Semi, but all bolts within the magazine must be the same type. PDC 11 (Lic +1)
Cheap Electrified Melee Weapons
These weapons are any type of melee weapon with a metal surface, such as hammers, swords, knives, etc, that have been modified to deal an electrical charge on contact. These weapons will have wires leading from a battery pack attached to an insulated handle to the striking surface, usually with the wires wrapped at least partially around the striking surface, such as around a hammer's head, or the base of a knife's blade. These weapons deal an additional 1d4 electrical damage plus the target must make a Fort save DC 12 or be stunned for 1 round. Unfortunately these modifications can be delicate and when the wielder rolls an attack roll of 1 or 2, the electrical component is damaged and requires repair. Batteries are typically good for 1d4+4 discharges before needing replacements.
PDC: 6, Craft Electrical DC 14
Lightning Cannon
The lightning cannon looks similar to an old style gun powdered fire cannon, only instead of a hollow metal tube, flash pan and a cannon ball loaded, the tube ends in a metal two prong fork, a series of gears and coils of metal are partly visible at the rear of the weapon, with a well padded and metal covered leyden jar taken up the rear. A crank is on the left side connected to the gears and coils, which spin the gears and coils that creates an electrical field that fills the leyden jar with electrical energy. A slot near the leyden jar is designed for a standard power pack to provide a more modern source of power. In the event of an EMP, the leyden jar will still retain power and power the lightning cannon. The leyden jar holds enough power for 15 shots, and takes 1 full round of turning the crank to replenish a single shot. The use of the crank, when a power pack is connected, and a small switch on the power pack holder is flipped, the crank can be used to recharge the power pack, however slowly, taking 1 minute to recharge a single charge in the power pack. A crew of two can keep the weapon firing for several minutes as one crew operates the weapon itself, while the second turns the crank when the leyden jar and power pack are empty, imposing a -2 to all attack rolls as the second person does make aiming a little difficult, however the power pack can't be charged while firing the weapon.
This weapon was created as defensive weapon for a group who lived in an area that normal electrical devices didn't work or work reliably. The plans surfaced on the internet and have spread to a few other manufacturers.
Lightning Cannon (PL5 Exotic Weapon Proficiency, Heavy Weapon)
Damage: 4d6
Critical: 20x2
Damage Type: electricity
Range Increment: 60 ft
Rate of Fire: Semi
Size: Huge
Weight: 80 lbs
Ammo: 15 internal or 50 power pack
Purchase DC: 17
Notes: Switch power source (a free action to switch between leyden jar or power pack), explosive destruction (if the weapon itself takes more than 15 points of damage, has 15 hp and 6 hardness, the leyden jar ruptures and deals 3d4 points of electrical damage to a 10 ft area Reflex save DC 15 for half).
Electrified Crossbow
This is a modified crossbow designed to impart an electrical charge to its ammunition. Typically based on modern crossbow designs, with the stock modified with a power pack holder, a number of capacitors and insulated wires lead to the grove that holds the bolt, along the bow and the string is a braided metal wire. The crossbow's frame is heavily insulated to protect the wielder from the electrical discharges of the weapon. While the electrified crossbow can fire standard crossbow bolts, and other variant types, a solid metal bolt are usually the standard to make use of the electrical charging, plus have a small chance to stun a target. Special metal bolts with capacitors built into it allow for greater electrical charge and a greater chance to stun a target, or disrupt electrical devices or vehicles.
The user must activate the electrical charge feature (a free action), which requires a bolt to be loaded, and can only be done after the string has been pulled back (as part of the loading action) to complete the circuit, and makes the weapon hum slightly like power lines, and in the dark very faint sparks along the string can be seen, similar to static electricity discharges. Flipping the safety will safely discharge a primed electrified crossbow to make the weapon safe to handle. A single power pack will provide enough power for 100 shots.
Electrified Crossbow (PL5 Simple Weapons Proficiency)
Damage: 1d10
Critical: 19-20x2
Damage Type: Piercing
Range Increment: 40 ft
Rate of Fire: 1
Size: Med
Weight: 10 lbs
Ammo: 1 internal
Purchase DC: 10 (Lic +1)
Notes: Electrify Bolts
Electrify Bolts - When using solid metal bolts, and the weapon electrified, deals an additional 1d4 electricity damage and target, living or mechanical must make a Fort save DC 12 or be stunned for 1 round. Using special bolts with capacitors, deals an additional 2d4 electrical damage instead and targets struck must make a Fort save DC 14 or be stunned for 1 round, PDC 6 for box of 10, or Craft Electrical DC 12.
*Repeating versions are available, holding between 5 and 15 bolts, with a rate of fire of Semi, but all bolts within the magazine must be the same type. PDC 11 (Lic +1)
Cheap Electrified Melee Weapons
These weapons are any type of melee weapon with a metal surface, such as hammers, swords, knives, etc, that have been modified to deal an electrical charge on contact. These weapons will have wires leading from a battery pack attached to an insulated handle to the striking surface, usually with the wires wrapped at least partially around the striking surface, such as around a hammer's head, or the base of a knife's blade. These weapons deal an additional 1d4 electrical damage plus the target must make a Fort save DC 12 or be stunned for 1 round. Unfortunately these modifications can be delicate and when the wielder rolls an attack roll of 1 or 2, the electrical component is damaged and requires repair. Batteries are typically good for 1d4+4 discharges before needing replacements.
PDC: 6, Craft Electrical DC 14