Starcraft Terran technology..
Raptor Tactical Visor (PL6, armour equipment)
The Dominion learned hard lessons fighting Protoss and Zerg ambushes. The Raptor visor integrates HUD overlays, biometrics, and enemy-tagging software, giving infantry unprecedented battlefield awareness. Helmet-mounted augmented-reality system with optical zoom, motion-tracking, and targeting highlights.
Integrates digital binoculars, motion tracker with 30 foot radius, and targeting system, granting +1 to Search and Spot checks and attack bonus to linked ranged weapons. Penalties from fog and smoke are halved (concealment), with +2 bonus to detect burrowed zerg. System can tag targets selected by the user to upload to battle data networks, to identify targets of interest or apply different IFF tags (civilian, enemy, friendly, mission priority, etc).
PDC: 15 Mil +3
 
Options
Neural Sync HUD - This system uses neural mapped AI to link all allied users with a Raptor Tactical Visor within radio range, granting them all +1 to attack rolls. PDC +1
Ghost Link - Can share cloaked/psionic signatures with allied Ghosts, allowing them to share data and gain a +1 to related checks. PDC +2 Mil (+3).
 
 
Cycler Stim Injector Pack
After decades of stim abuse, med-tech firms developed a safer, “regulated” combat stim system. The Cycler uses smart nanodosing, preventing soldiers from burning out instantly. Mercs often hack it for unsafe overdrive. Backpack injector system feeding directly into suit veins, adjustable stim control. Can be built into power armour.
Each dose increases a terran's speed by 25% (round down), +2 to Reflex saves, and on a full attack action, gains 1 extra attack at their base attack -5, the user also gains fast heal 1. The effects last for 10 rounds, after which the user takes 3 hit points of damage, and 1 point of temporary Wisdom damage, and dazed for 1 round.
Stimpacks are designed for humans and anyone else taking them will gain the benefits for half the normal duration, plus the side effects, but also make a Fort save DC 17 or suffer 1d6 Con damage and suffer a farther 5 points of hit point damage.
The Cycler can be activated manually as a standard action, or set to automatically activate when the Cycler's simple bio monitor detects the user's HP drops below 50%.
Weight: 2 lbs plus 5 oz per dose.
PDC: 13 for 10 doses Res (+2)
 
 
“Bulldog” Exo-Brace Harness
Originally used for construction workers, the Bulldog exo-brace was repurposed by frontier militias. It gives standard infantry enhanced strength, letting them carry heavier weapons or withstand recoil. Partial exoskeleton frame strapped to legs, arms, and back. Unfortunately the system is not designed to be worn over armour, so no or very light armour can be worn under the harness. It is a bit too bulky to wear under other types of armour.
The system doubles the wearer's carrying capacity, and increases user's strength by +2, allowing a slam attack dealing 1d6 + Str bludgeoning damage. The base system is slightly vulnerable to damage, where area effects, such as grenades, where if the wearer suffers more than 10 points of damage from an area effect, the exo-brace harness will stop working for 1d6 rounds, negating it's bonuses.
Weight: 20 lbs
PDC: 22 Res +2
 
Options
Armoured - This mounts armour plating to the harness. Grants +3 equipment bonus to Defense, max Dex +5, Armour check penalty -4, and adds 20 lbs to the system. Also removes the vulnerability to damage from area effect damage. PDC +2 Mil +3
Shock Absorbers & Padding - This adds shock absorbers and padding to the harness, can be combined with armoured option. Reduces damage as if 10 ft less, and converts half the damage to nonlethal. Weight increases by 30 lbs. PDC +3
Overdrive Servo Pack – Boosts sprint speed for short bursts, as a free action, can increase user's speed by +20 ft for 5 rounds. Usable 4 times in a day. PDC +2
C-23D “Reaperline” Gauss Pistol
The original C-7 sidearm issued to Ghosts was legendary, but outdated. The Dominion’s arms manufacturers, eager to secure contracts after Mengsk’s fall, rushed the C-23D “Reaperline” into production: a high-caliber magnetic pistol designed for both covert ops and survivalist frontier use. Compact gauss pistol firing hyperaccelerated slugs. Lightweight, modular, and favored by Ghosts and Raiders.
C-23D Reaperline (PL6 Personal Firearms Proficiency)
Damage: 3d12
Critical: 20x2
Damage Type: Ballistic
Range Increment: 40 ft
Rate of Fire: S
Size: Med
Weight: 5 lbs
Ammo: 12 box
Purchase DC: 21 Mil (+3), ammunition PDC 11 for box of 30.
Notes: Double tap mode, overload rounds, weapon smart link.
Double Tap - This allows use of the double tap feat even without the double tap feat, firing two rounds at once, at -2, dealing +1 die of damage. If user has double tap feat, the penalty to attack is only -1.
Overload Rounds - As a free action, once per round, taking a full round action as the weapon charges (can still move at normal movement), can over charge the accelerators for improved penetration power granting +3 damage, ignore 2 points of Defense from equipment or natural armour, and 2 points of hardness/DR.
 
Options
Quiet Strike Module - This module fits over the top of the weapon and adds a small extension to the barrel. Reduces the sound of firing to near whisper levels, -10 penalty to Listen checks to detect the firing. Reduces damage to 3d10. PDC 13 Mil +3.
Mini-Rail Stabilizer - Attachment around the receiver with power systems to give the weapon improved armour penetration. Functions like the Overload Rounds feature, except functions all the time. Does require maintenance once a month, Repair DC 15 and 30 minutes of work. Failure to do so imposes a -1 to attack rolls that stacks for every month maintenance is not preformed. Also on a natural roll of 1, weapon jams for 1d4 rounds. A Repair check DC 16 and 1 round of work will unjam the weapon, but can jam again on a natural roll of 1, until maintenance is performed. PDC 15 Mil +3. Can't be combined with Quiet Strike Module.
H-12 “Breaker” Gauss Shotgun
Frontier militias demanded a weapon capable of stopping Zerg at close quarters. The H-12 answered the call, firing magnetically accelerated darts designed to rip apart carapace, ammunition stored in a tube along the underside of the barrel, with a pump action for simple and reliable action. A heavy gauss shotgun, brutal recoil, designed for boarding actions and colony defense.
 
H-12 Breaker (PL6 Personal Firearms Proficiency)
Damage: 4d12
Critical: 20x3
Damage Type: Ballistic
Range Increment: 20 ft
Rate of Fire: S
Size: Large
Weight: 12 lbs
Ammo: 8 internal
Purchase DC: 22 Mil +3, ammunition PDC 8 for box of 40.
Notes: Within first range increment gains +1 to attack rolls. If fired multiple times in a single round, and for each round after of continuous firing without a break of a single round, each following shot after the first suffers additional -1 to attack roll due to recoil. Slow reloading (1 action to reload 1 shell)
 
Ammunition Types
Buckshot - fills cartridge with small pellets to create an area effect. Fills a 30 foot long, 15 foot wide cone, Reflex DC 17 for half damage, dealing 3d12 ballistic damage. PDC 8 for box of 40.
Slug - Fires a solid slug with an armour piercing tip, deals 3d12 ballistic damage, but ignores 2 points of Defense from armour or natural armour, ignoring 2 points of hardness/DR. PDC 9 for box of 40.
Shredder - These are similar to the standard darts, except they have monocular edges, designed for shredding organic material. Deals 4d6 half piercing and slashing, 19-20x2, plus deals a cumulative 1 point of bleeding damage that continue to bleed each round until treated. Suffers -1 die of damage against targets with armour bonus of +3 or higher, except if the natural armour is carapace of zerg. PDC 11 for box of 40.
Stagger Impact - A slug with a blunted tip and designed to deform incredibly quickly, also has a small capacitor that emits a charge that is weak, but causes issues with muscle control. Deals 3d10 bludgeoning, plus targets of large size or smaller must make Fort save DC 20 or be knocked prone, successful save the target is dazed for 1 round. Targets must make a second Fort save DC 15, or suffer -5 ft to speed, -1 to attack rolls and skills that require physical movement for 1d4 rounds. PDC 13 for a box of 40.
 
Options
Auto-Loader - This device is loaded with 8 cartridges and allows reloading of all 8 as a move action. PDC 7. Takes 2 full rounds to reload the auto-loader.
Recoil Absorber Stock - This replaces the stock with a shock absorbing system, reducing the effects of the recoil. Reduces the penalties from the by half. This means it negates the penalty to attack from every other continuous attack. PDC 12
Chest-Rig Shell Feeder - This is a harness that fits over the user's chest, a flexible, low profile bin, with a flexible chute that connects to the H-12's ammunition feed. The bin holds 24 rounds, allowing for continuous firing before reloading. The vest and chute both have quick releases, requiring a move action, which can be done as part of another move action, to disconnect from the weapon or from the wearer's torso quickly. Reloading the bin takes 5 minutes. The chute is long enough to allow the H-12 to be stored along the user's lower back, hip or over shoulder holster. PDC 15
VX-71 “Duskfire” Coilgun Sniper
A successor to Ghost-issued C-20 rifles, the Duskfire sacrifices stealth for raw kinetic force. Raiders used it to eliminate Protoss zealots and Zerg bio-titans from extreme ranges. Long-barrel coilgun, devastating single-shot damage, requires power backpack for sustained fire. Instead of firing 15mm rounds, upsized to 20mm, while smaller than the C-10, the use of gauss technology makes up for the difference in size for power and range. It has integrated targeting laser, bipod and scope mount, but lacks secondary weapon like the C-20. To make up for the lack of secondary weapon, the gauss system can be overcharged, which takes time, to greatly increase the rounds destructive capability.
An interesting design feature, is the weapon includes a bolt action, which can allow a single round to be loaded, even with the magazine loaded, allowing a specialty round to be used before the magazine, or switching rounds before fully replacing the magazine. A power pack is also required to power the gauss system and the Charged lancer shot system.
 
VX-71 Duskfire Coilgun (PL6 Personal Firearms Proficiency)
Damage: 5d12
Critical: 20x20
Damage Type: Ballistic
Range Increment: 175 ft
Rate of Fire: Single
Size: Huge
Weight: 29 lbs
Ammo: 5 box, 50 charge power pack
Purchase DC: 27 Mil (+3)
Notes: Integrated mini grenade launcher, targeting laser (300 ft), scope mount, bipod, charged lancer shot, Bolt action. Firing the weapon normally doesn't use much power, typically 1 charge from the power pack allows 5 shots to be fired.
Bolt Action - While functions as a normal bolt action rifle, it also allows, as a move action, to load a single round, while the magazine is attached or not.
Charged Lancer Shot - This feature allows the user to power up the next shot, taking an attack action to prime, increasing the damage for the next attack by +1 die. Can be primed up to 3 rounds, but must be fired by the fourth round as the system becomes unstable, and explodes, dealing weapon damage + 4 die to the user and renders the weapon completely destroyed.
 
Ammunition
HEAP: One of the standard rounds used in the Duskfire, deals 3d12 damage to target ignoring 7 points of hardness/dr, 2d8 to all with 10 feet of target, Reflex DC 15 for half. PDC 16 for 10
Anti-Shield Round: Designed to disable energy shields. Deals 5d6 damage to energy shields, 2d12 ballistic to target struct. PDC 17 for 5.
Psionic Attune Round: These rounds are specially designed to use a Ghost's, or other powerful psionic being's psionic power to enhance the round to great effect (see Psionic Channeling Chamber above). PDC 22 for 10.
Lockdown: These rounds temporarily shutdown a mechanical device, such as a vehicle, robot or small ship up to colossal size (60 ft long). The round deals only 2d10 points of damage, and the target device must make a Fort save DC 20 or be inoperative for 1d6+2 rounds. The operator of the vehicle can attempt to shorten the time by half with a Repair check DC 20, to a minimum of 1 round. The first round the device is operative it functions at half capacity (half speed, damage (for energy weapons), any bonuses, etc). PDC 19 for 5.
 
Options
Psionic Channel Chamber - This feature can only be used with special psionic attuned rounds. These rounds, when not charged with psionic energy deal damage as normal, but ignore 5 points of Hardness/DR and grant +1 to attack roll. Once changed with 15 power points, the rounds ignore 5 points of hardness/DR, +2 to attack roll, critically strike on a natural 18-20x4, and on a natural 20 deal x6 damage, with all critical damage ignoring all hardness/dr the target possesses. PDC 24 Mil +3, only assigned to Ghosts.
Cloaking Field Link - This is a device that links to the clocking field of Ghost armours, allowing the weapon to also be cloaked when not held against the user. PDC 20 Mil, Ghost only, requires Computer Use DC 19 and 2 minutes to link to a Ghost's armour's cloaking systems. If the weapon is dropped, it will remain cloaked as long as the Ghost is cloaked, but once beyond 50 feet, if the cloak is reactivated, the weapon will not cloak as well. Increases weight of the weapon by 3 lbs.
 
XR-9 “Dragooner” Missile Launcher
When Terran troops faced increasingly massive Zerg organisms, Dominion engineers miniaturized anti-armor rocket pods into a squad-support launcher. Nicknamed the “Dragooner” for its Protoss-killer reputation. A compact shoulder-fired micro-missile system with smart-lock tracking, appears as an angular box that mounts onto the shoulder of power armour, capable of pivoting from an upright position, and lowering down to be out of the way, and up over the shoulder for use, with some rotation to aid in aiming. System can be fired via HUD, voice command, or manual firing with a control panel mounted on the armour's arm or the side of the launcher.
 
XR-9 Dragooner (PL6 Heavy or Exotic Weapons Proficiency)
Damage: varies
Critical: varies
Damage Type: varies
Range Increment: 200 ft
Rate of Fire: S, volley
Size: Medium
Weight: 16 lbs
Ammo: 4 Internal
Purchase DC: 22 Mil +3
Notes: +3 to attack rolls, Missiles have a +5 to attack roll if misses target, can only make 1 additional attempts after initial miss before running out of fuel. Reloading 1 missile is standard action. Mini-missile launcher can fire single, or multiple missiles at once at a target, in volleys of 1, 2, 4 missiles. Each doubling increases damage and blast radius (if the missile has one), by 50%, and increases any Reflex save DC by +1
 
LAW mini-Missile - A light anti-tank round. When it hits its target it explodes dealing 10d4 points of damage to all creatures in a 5 ft radius (Reflex DC 16 for half). Because its explosive features a shaped charge designed to penetrate armour, the Law ignores 8 points of hardness/DR but only of the target hit. The LAW round has a minimum range of 30 feet, and will not arm before then. If a target within 30 feet is hit, it'll take 3d6 points of ballistic damage from the impacting warhead but it will not detonate. PDC 16 for 4.
Explosive Mini-Missile - The explosive mini-missile is just that, a rocket propelled grenade. When it strikes it's target it deals 6d4 points of fire damage to all within a 15 ft radius (Reflex DC 17 for half). Will not arm within 30 ft of the launcher. PDC 15 for 4.
Fragment Mini-Missile - The fragmenting mini-missile sends out bits of deadly shrapnel in a large area. When it strikes, it deals 6d4 points of slashing damage to a 15 ft radius (Reflex DC 17 for half), with a critical threat range of 19-20 for x2 damage. Will not arm within 30 ft of the launcher. PDC 14 for 4.
 
Options
Cluster Shot - These are modified versions of the normal missiles loaded, which split into 3 micro versions, dealing only 25% (round down) of the damage, 25% of the blast radius (round down), and saves decreased by 2. Once fired, each smaller missile makes its own attack roll with half the user's attack bonus with +2. These smaller missiles can't make a second attack if they miss, but will strike the ground or detonate 1d4x10 feet randomly off course. PDC +2 to missiles.
Smart Guidance AI - Upgrade to the targeting system and missile software, for if the target is destroyed before the missile strikes (useful for volley fire or Cluster Shot), the missile will attack nearest valid target within 50 feet, using the original attack roll -2. PDC +2 for the launcher.
Anti-Air Mode - This is a software patch, and improvement to the launcher's mounting points to improve range of movement. Grants +3 to attack rolls to strike airborne targets that are 30 ft above the ground, but suffers -5 to attack targets on the ground. Also will cause missiles that have an area of effect to detonate if would miss the target, so that it will still be caught in the blast radius. If missile would miss airborne target by 5 or less, the warhead will detonate, increasing the Reflex save the target(s) in the blast radius have to make by +3. PDC 12 Mil +3
Expanded Tube Rack - Modifies the launcher to accept a box magazine that fits around the end of the launcher, which allows for 2 reloads for each tube (total 12 missiles), but adds 25 lbs to the launcher. If armour doesn't have something to balance the weight of the launcher on the other side, suffers -2 to attacks, Reflex saves, Climb, Balance, Move Silently checks due to the imbalance. PDC +3
				
			Raptor Tactical Visor (PL6, armour equipment)
The Dominion learned hard lessons fighting Protoss and Zerg ambushes. The Raptor visor integrates HUD overlays, biometrics, and enemy-tagging software, giving infantry unprecedented battlefield awareness. Helmet-mounted augmented-reality system with optical zoom, motion-tracking, and targeting highlights.
Integrates digital binoculars, motion tracker with 30 foot radius, and targeting system, granting +1 to Search and Spot checks and attack bonus to linked ranged weapons. Penalties from fog and smoke are halved (concealment), with +2 bonus to detect burrowed zerg. System can tag targets selected by the user to upload to battle data networks, to identify targets of interest or apply different IFF tags (civilian, enemy, friendly, mission priority, etc).
PDC: 15 Mil +3
Options
Neural Sync HUD - This system uses neural mapped AI to link all allied users with a Raptor Tactical Visor within radio range, granting them all +1 to attack rolls. PDC +1
Ghost Link - Can share cloaked/psionic signatures with allied Ghosts, allowing them to share data and gain a +1 to related checks. PDC +2 Mil (+3).
Cycler Stim Injector Pack
After decades of stim abuse, med-tech firms developed a safer, “regulated” combat stim system. The Cycler uses smart nanodosing, preventing soldiers from burning out instantly. Mercs often hack it for unsafe overdrive. Backpack injector system feeding directly into suit veins, adjustable stim control. Can be built into power armour.
Each dose increases a terran's speed by 25% (round down), +2 to Reflex saves, and on a full attack action, gains 1 extra attack at their base attack -5, the user also gains fast heal 1. The effects last for 10 rounds, after which the user takes 3 hit points of damage, and 1 point of temporary Wisdom damage, and dazed for 1 round.
Stimpacks are designed for humans and anyone else taking them will gain the benefits for half the normal duration, plus the side effects, but also make a Fort save DC 17 or suffer 1d6 Con damage and suffer a farther 5 points of hit point damage.
The Cycler can be activated manually as a standard action, or set to automatically activate when the Cycler's simple bio monitor detects the user's HP drops below 50%.
Weight: 2 lbs plus 5 oz per dose.
PDC: 13 for 10 doses Res (+2)
“Bulldog” Exo-Brace Harness
Originally used for construction workers, the Bulldog exo-brace was repurposed by frontier militias. It gives standard infantry enhanced strength, letting them carry heavier weapons or withstand recoil. Partial exoskeleton frame strapped to legs, arms, and back. Unfortunately the system is not designed to be worn over armour, so no or very light armour can be worn under the harness. It is a bit too bulky to wear under other types of armour.
The system doubles the wearer's carrying capacity, and increases user's strength by +2, allowing a slam attack dealing 1d6 + Str bludgeoning damage. The base system is slightly vulnerable to damage, where area effects, such as grenades, where if the wearer suffers more than 10 points of damage from an area effect, the exo-brace harness will stop working for 1d6 rounds, negating it's bonuses.
Weight: 20 lbs
PDC: 22 Res +2
Options
Armoured - This mounts armour plating to the harness. Grants +3 equipment bonus to Defense, max Dex +5, Armour check penalty -4, and adds 20 lbs to the system. Also removes the vulnerability to damage from area effect damage. PDC +2 Mil +3
Shock Absorbers & Padding - This adds shock absorbers and padding to the harness, can be combined with armoured option. Reduces damage as if 10 ft less, and converts half the damage to nonlethal. Weight increases by 30 lbs. PDC +3
Overdrive Servo Pack – Boosts sprint speed for short bursts, as a free action, can increase user's speed by +20 ft for 5 rounds. Usable 4 times in a day. PDC +2
C-23D “Reaperline” Gauss Pistol
The original C-7 sidearm issued to Ghosts was legendary, but outdated. The Dominion’s arms manufacturers, eager to secure contracts after Mengsk’s fall, rushed the C-23D “Reaperline” into production: a high-caliber magnetic pistol designed for both covert ops and survivalist frontier use. Compact gauss pistol firing hyperaccelerated slugs. Lightweight, modular, and favored by Ghosts and Raiders.
C-23D Reaperline (PL6 Personal Firearms Proficiency)
Damage: 3d12
Critical: 20x2
Damage Type: Ballistic
Range Increment: 40 ft
Rate of Fire: S
Size: Med
Weight: 5 lbs
Ammo: 12 box
Purchase DC: 21 Mil (+3), ammunition PDC 11 for box of 30.
Notes: Double tap mode, overload rounds, weapon smart link.
Double Tap - This allows use of the double tap feat even without the double tap feat, firing two rounds at once, at -2, dealing +1 die of damage. If user has double tap feat, the penalty to attack is only -1.
Overload Rounds - As a free action, once per round, taking a full round action as the weapon charges (can still move at normal movement), can over charge the accelerators for improved penetration power granting +3 damage, ignore 2 points of Defense from equipment or natural armour, and 2 points of hardness/DR.
Options
Quiet Strike Module - This module fits over the top of the weapon and adds a small extension to the barrel. Reduces the sound of firing to near whisper levels, -10 penalty to Listen checks to detect the firing. Reduces damage to 3d10. PDC 13 Mil +3.
Mini-Rail Stabilizer - Attachment around the receiver with power systems to give the weapon improved armour penetration. Functions like the Overload Rounds feature, except functions all the time. Does require maintenance once a month, Repair DC 15 and 30 minutes of work. Failure to do so imposes a -1 to attack rolls that stacks for every month maintenance is not preformed. Also on a natural roll of 1, weapon jams for 1d4 rounds. A Repair check DC 16 and 1 round of work will unjam the weapon, but can jam again on a natural roll of 1, until maintenance is performed. PDC 15 Mil +3. Can't be combined with Quiet Strike Module.
H-12 “Breaker” Gauss Shotgun
Frontier militias demanded a weapon capable of stopping Zerg at close quarters. The H-12 answered the call, firing magnetically accelerated darts designed to rip apart carapace, ammunition stored in a tube along the underside of the barrel, with a pump action for simple and reliable action. A heavy gauss shotgun, brutal recoil, designed for boarding actions and colony defense.
H-12 Breaker (PL6 Personal Firearms Proficiency)
Damage: 4d12
Critical: 20x3
Damage Type: Ballistic
Range Increment: 20 ft
Rate of Fire: S
Size: Large
Weight: 12 lbs
Ammo: 8 internal
Purchase DC: 22 Mil +3, ammunition PDC 8 for box of 40.
Notes: Within first range increment gains +1 to attack rolls. If fired multiple times in a single round, and for each round after of continuous firing without a break of a single round, each following shot after the first suffers additional -1 to attack roll due to recoil. Slow reloading (1 action to reload 1 shell)
Ammunition Types
Buckshot - fills cartridge with small pellets to create an area effect. Fills a 30 foot long, 15 foot wide cone, Reflex DC 17 for half damage, dealing 3d12 ballistic damage. PDC 8 for box of 40.
Slug - Fires a solid slug with an armour piercing tip, deals 3d12 ballistic damage, but ignores 2 points of Defense from armour or natural armour, ignoring 2 points of hardness/DR. PDC 9 for box of 40.
Shredder - These are similar to the standard darts, except they have monocular edges, designed for shredding organic material. Deals 4d6 half piercing and slashing, 19-20x2, plus deals a cumulative 1 point of bleeding damage that continue to bleed each round until treated. Suffers -1 die of damage against targets with armour bonus of +3 or higher, except if the natural armour is carapace of zerg. PDC 11 for box of 40.
Stagger Impact - A slug with a blunted tip and designed to deform incredibly quickly, also has a small capacitor that emits a charge that is weak, but causes issues with muscle control. Deals 3d10 bludgeoning, plus targets of large size or smaller must make Fort save DC 20 or be knocked prone, successful save the target is dazed for 1 round. Targets must make a second Fort save DC 15, or suffer -5 ft to speed, -1 to attack rolls and skills that require physical movement for 1d4 rounds. PDC 13 for a box of 40.
Options
Auto-Loader - This device is loaded with 8 cartridges and allows reloading of all 8 as a move action. PDC 7. Takes 2 full rounds to reload the auto-loader.
Recoil Absorber Stock - This replaces the stock with a shock absorbing system, reducing the effects of the recoil. Reduces the penalties from the by half. This means it negates the penalty to attack from every other continuous attack. PDC 12
Chest-Rig Shell Feeder - This is a harness that fits over the user's chest, a flexible, low profile bin, with a flexible chute that connects to the H-12's ammunition feed. The bin holds 24 rounds, allowing for continuous firing before reloading. The vest and chute both have quick releases, requiring a move action, which can be done as part of another move action, to disconnect from the weapon or from the wearer's torso quickly. Reloading the bin takes 5 minutes. The chute is long enough to allow the H-12 to be stored along the user's lower back, hip or over shoulder holster. PDC 15
VX-71 “Duskfire” Coilgun Sniper
A successor to Ghost-issued C-20 rifles, the Duskfire sacrifices stealth for raw kinetic force. Raiders used it to eliminate Protoss zealots and Zerg bio-titans from extreme ranges. Long-barrel coilgun, devastating single-shot damage, requires power backpack for sustained fire. Instead of firing 15mm rounds, upsized to 20mm, while smaller than the C-10, the use of gauss technology makes up for the difference in size for power and range. It has integrated targeting laser, bipod and scope mount, but lacks secondary weapon like the C-20. To make up for the lack of secondary weapon, the gauss system can be overcharged, which takes time, to greatly increase the rounds destructive capability.
An interesting design feature, is the weapon includes a bolt action, which can allow a single round to be loaded, even with the magazine loaded, allowing a specialty round to be used before the magazine, or switching rounds before fully replacing the magazine. A power pack is also required to power the gauss system and the Charged lancer shot system.
VX-71 Duskfire Coilgun (PL6 Personal Firearms Proficiency)
Damage: 5d12
Critical: 20x20
Damage Type: Ballistic
Range Increment: 175 ft
Rate of Fire: Single
Size: Huge
Weight: 29 lbs
Ammo: 5 box, 50 charge power pack
Purchase DC: 27 Mil (+3)
Notes: Integrated mini grenade launcher, targeting laser (300 ft), scope mount, bipod, charged lancer shot, Bolt action. Firing the weapon normally doesn't use much power, typically 1 charge from the power pack allows 5 shots to be fired.
Bolt Action - While functions as a normal bolt action rifle, it also allows, as a move action, to load a single round, while the magazine is attached or not.
Charged Lancer Shot - This feature allows the user to power up the next shot, taking an attack action to prime, increasing the damage for the next attack by +1 die. Can be primed up to 3 rounds, but must be fired by the fourth round as the system becomes unstable, and explodes, dealing weapon damage + 4 die to the user and renders the weapon completely destroyed.
Ammunition
HEAP: One of the standard rounds used in the Duskfire, deals 3d12 damage to target ignoring 7 points of hardness/dr, 2d8 to all with 10 feet of target, Reflex DC 15 for half. PDC 16 for 10
Anti-Shield Round: Designed to disable energy shields. Deals 5d6 damage to energy shields, 2d12 ballistic to target struct. PDC 17 for 5.
Psionic Attune Round: These rounds are specially designed to use a Ghost's, or other powerful psionic being's psionic power to enhance the round to great effect (see Psionic Channeling Chamber above). PDC 22 for 10.
Lockdown: These rounds temporarily shutdown a mechanical device, such as a vehicle, robot or small ship up to colossal size (60 ft long). The round deals only 2d10 points of damage, and the target device must make a Fort save DC 20 or be inoperative for 1d6+2 rounds. The operator of the vehicle can attempt to shorten the time by half with a Repair check DC 20, to a minimum of 1 round. The first round the device is operative it functions at half capacity (half speed, damage (for energy weapons), any bonuses, etc). PDC 19 for 5.
Options
Psionic Channel Chamber - This feature can only be used with special psionic attuned rounds. These rounds, when not charged with psionic energy deal damage as normal, but ignore 5 points of Hardness/DR and grant +1 to attack roll. Once changed with 15 power points, the rounds ignore 5 points of hardness/DR, +2 to attack roll, critically strike on a natural 18-20x4, and on a natural 20 deal x6 damage, with all critical damage ignoring all hardness/dr the target possesses. PDC 24 Mil +3, only assigned to Ghosts.
Cloaking Field Link - This is a device that links to the clocking field of Ghost armours, allowing the weapon to also be cloaked when not held against the user. PDC 20 Mil, Ghost only, requires Computer Use DC 19 and 2 minutes to link to a Ghost's armour's cloaking systems. If the weapon is dropped, it will remain cloaked as long as the Ghost is cloaked, but once beyond 50 feet, if the cloak is reactivated, the weapon will not cloak as well. Increases weight of the weapon by 3 lbs.
XR-9 “Dragooner” Missile Launcher
When Terran troops faced increasingly massive Zerg organisms, Dominion engineers miniaturized anti-armor rocket pods into a squad-support launcher. Nicknamed the “Dragooner” for its Protoss-killer reputation. A compact shoulder-fired micro-missile system with smart-lock tracking, appears as an angular box that mounts onto the shoulder of power armour, capable of pivoting from an upright position, and lowering down to be out of the way, and up over the shoulder for use, with some rotation to aid in aiming. System can be fired via HUD, voice command, or manual firing with a control panel mounted on the armour's arm or the side of the launcher.
XR-9 Dragooner (PL6 Heavy or Exotic Weapons Proficiency)
Damage: varies
Critical: varies
Damage Type: varies
Range Increment: 200 ft
Rate of Fire: S, volley
Size: Medium
Weight: 16 lbs
Ammo: 4 Internal
Purchase DC: 22 Mil +3
Notes: +3 to attack rolls, Missiles have a +5 to attack roll if misses target, can only make 1 additional attempts after initial miss before running out of fuel. Reloading 1 missile is standard action. Mini-missile launcher can fire single, or multiple missiles at once at a target, in volleys of 1, 2, 4 missiles. Each doubling increases damage and blast radius (if the missile has one), by 50%, and increases any Reflex save DC by +1
LAW mini-Missile - A light anti-tank round. When it hits its target it explodes dealing 10d4 points of damage to all creatures in a 5 ft radius (Reflex DC 16 for half). Because its explosive features a shaped charge designed to penetrate armour, the Law ignores 8 points of hardness/DR but only of the target hit. The LAW round has a minimum range of 30 feet, and will not arm before then. If a target within 30 feet is hit, it'll take 3d6 points of ballistic damage from the impacting warhead but it will not detonate. PDC 16 for 4.
Explosive Mini-Missile - The explosive mini-missile is just that, a rocket propelled grenade. When it strikes it's target it deals 6d4 points of fire damage to all within a 15 ft radius (Reflex DC 17 for half). Will not arm within 30 ft of the launcher. PDC 15 for 4.
Fragment Mini-Missile - The fragmenting mini-missile sends out bits of deadly shrapnel in a large area. When it strikes, it deals 6d4 points of slashing damage to a 15 ft radius (Reflex DC 17 for half), with a critical threat range of 19-20 for x2 damage. Will not arm within 30 ft of the launcher. PDC 14 for 4.
Options
Cluster Shot - These are modified versions of the normal missiles loaded, which split into 3 micro versions, dealing only 25% (round down) of the damage, 25% of the blast radius (round down), and saves decreased by 2. Once fired, each smaller missile makes its own attack roll with half the user's attack bonus with +2. These smaller missiles can't make a second attack if they miss, but will strike the ground or detonate 1d4x10 feet randomly off course. PDC +2 to missiles.
Smart Guidance AI - Upgrade to the targeting system and missile software, for if the target is destroyed before the missile strikes (useful for volley fire or Cluster Shot), the missile will attack nearest valid target within 50 feet, using the original attack roll -2. PDC +2 for the launcher.
Anti-Air Mode - This is a software patch, and improvement to the launcher's mounting points to improve range of movement. Grants +3 to attack rolls to strike airborne targets that are 30 ft above the ground, but suffers -5 to attack targets on the ground. Also will cause missiles that have an area of effect to detonate if would miss the target, so that it will still be caught in the blast radius. If missile would miss airborne target by 5 or less, the warhead will detonate, increasing the Reflex save the target(s) in the blast radius have to make by +3. PDC 12 Mil +3
Expanded Tube Rack - Modifies the launcher to accept a box magazine that fits around the end of the launcher, which allows for 2 reloads for each tube (total 12 missiles), but adds 25 lbs to the launcher. If armour doesn't have something to balance the weight of the launcher on the other side, suffers -2 to attacks, Reflex saves, Climb, Balance, Move Silently checks due to the imbalance. PDC +3