Kronos's d20 Stuff

kronos182

Adventurer
Warden
Wardens are robots designed to look like trees, often with real bits of trees incorporated into their structure. They function as listening devices, early warning systems, remote repair and healing locations and if placed where an enemy would cross, as a form of defense. Modeled after weeping willows, and similar trees, they have thick trunks, long branches and tendrils and vines. These tendrils and vines are a mix of real and mechanical tendrils, with the tendrils equipped with various equipment from scalpels, power tools, and diagnostic sensors.
Many colonies and outposts will install Wardens near hospitals, repair garages and even along major patrol routes. In such locations they act as early warning against invaders, aid in repairing vehicles, weapons, equipment, and when near hospitals, during a crisis can aid in treating injuries or at least stabilising some while they wait for medical help. Wardens come fully equipped with medical and surgical kits, allowing them to treat and perform emergency surgery to stabilize injured people, as well as all the tools necessary for making quick repairs on any robots, equipment or vehicles.
The sensors allow wardens to scan a person, robot, mech, vehicle or small starship to make a diagnostic and treat or repair it to the best of its capabilities. The range of its senses are also enhanced, allowing it to sense anything, with motion sensors out to 500 ft for as small as house cat sized objects, detect chemicals and radiation or poisons within 500 feet. It comes with a mech level Class Vi sensor, giving it a 100 mile range for detecting and analyzing incoming threats, then sending that information to a command center.
For defense, the tendrils can lash out striking opponents, slicing with scalpels and some even have light energy weapons for defense. The tendrils can also restrain and entangle opponents so they can be picked up by authorities for interrogation later. The tentacles have been reinforced so that they may inflict lethal damage and damage robots and other objects as well as deal nonlethal. Standard armament for a warden is a heavy machine gun with a large ammo supply of varying ammunition from trackers, rubber or stunning rounds, armour piercing and explosive, and a laser rifle. Other weapons can be installed in place of these. These weapons are mounted on concealed turrets and tracks to allow them to fire in any direction, including against aerial targets. The warden also carries a supply of grenades, which it can replace by manufacturing more from internal supplies. The grenades are thrown by the tentacle manipulators.


A.N.I.M.L. Warden (PL7/8)
CR: 6
Size: Huge
Hit Points: 8d10 +40
Init: +1
Speed: 0 ft
Defense: +5
BAB/Grp: +6/+4 /+18
Attack: +14/+11 melee 8 tentacles (1d6 +10 bludgeoning, lethal or nonlethal), or +7 ranged twin thunder (2d10 ballistic) and +2 ranged laser rifle (3d8 fire)
FS/Reach: 15 ft / 20 ft
Special Attacks: Heal, Hold, Repair
Special Qualities: Immobile, Tree From the Forest
Saves: Fort +2, Reflex +2, Will +2
Abilities: Str 31 (+10), Dex 16 (+3), Con , Int , Wis 10, Cha 1
Skills: Disguise +20 (tree), Computer Use +4, Craft (chemical, electrical, mechanical, pharmaceutical, structural) +10, Disable Device +4, Knowledge (earth and life sciences, physical sciences, technology) +6, Listen +6, Repair +8, Search +4/+10 (weapons)/+14 (chemical), Spot +6, Treat Injury +12
Feats: Personal Firearms, Power Attack, Mutliattack, Surgery, Salvage, Cybernetic Surgery, Xenomedic

Frame: Armature
Locomotion: None
Manipulators: Tentacles (8)
Armour: Alumisteel
Sensors: Class VI mech equivalent
Skill Software: Computer Use +4, Craft (chemical, electronic, mechanical, pharmaceutical, structural) +10, Disable Device, Knowledge (earth and life sciences, physical sciences, technology) +6, Listen, Repair +4, Search, Spot, Treat Injury +8
Feat Software: Personal Firearms, power attack, multiattack (tentacles), surgery, salvage, cybernetic surgery, xenomedical
Accessories: AV Recorder, AV transmitter, fire extinguisher, internal storage unit (120 lbs), tool mount (8), weapon mount (2), robot repair unit, sensor robocomp, sensor mechanicomp, sensor medicomp, sensor aramcomp, fusion torch, sensor motion (500 ft range), sensor chemicomp, medical kit, surgical kit, fabricator, biofabricator, twin thunder machine gun, laser rifle, mechanical tool kit, electrical tool kit, Dex upgrade, skill net x4, feat net x2
PDC: 32

Heal: The Warden has enough equipment, drugs and supplies to heal organic beings of injuries and treat most ailments from radiation, poisons, common diseases, and other conditions such as sickened, fatigued and exhaustion. The Warden carries enough internal stores to heal up to 300 HP before needing resupplying. It can treat up to 4 people at a time, two tentacles per person.

Hold: The Warden can use its main tentacles to grab a target up to large in size, then transfer it to smaller vines and tentacles which completely entangles and holds the target. Up to 2 large targets can be held this way without impeding any of its other functions, or a total of 6 large targets, but the Warden is unable to use any other special abilities. Held targets are immobile and held off the ground, and suffer a -4 penalty to opposed checks against the Warden once they are successfully grappled.

Immobile: The warden is rooted in place, unable to move. This grants the warden a +8 stabilization bonus. An added bonus to this is large storage and additional power source can be installed under the warden for it to draw even more power and greater stores for its fabricators.

Repair: Using the built-in robot repair unit and fabricators and tools, as a full round action can repair 1d10 points of damage, and can make more extensive repairs. Normally, after 1 hour of work, with a DC 20 Repair check, 2d6 points of damage is repaired, but for every 5 points the Warden beats this DC, an additional +1 hp is repaired. The Warden can repair up to 2 large or 1 huge, or up to 4 of any size smaller object at a time. Its onboard supplies contain enough materials to repair up to 200 HP before needing supplies or salvaged material to be converted.

Tree From the Forest: Wardens are designed to look like a tree, and will appear as a tree on sensors, except when it's firing any weapons or making repairs on any mechanical devices. This grants it a +20 to Disguise and Bluff to hide as tree, and amongst trees it gains a +10 to hide, as it will be modified to look like local trees. It won't radiate any heat unless doing repairs or attacking with weapons, and energy emissions are also disguised. Sensors designed to detect electronics and robots also have difficulty detecting wardens.
 

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kronos182

Adventurer
A.N.I.M.L. Riding Robots

From market research, A.N.I.M.L. marketing has discovered that on some colony worlds, and even more developed worlds, people want riding animals. Not only are they a good means of transportation, are useful in various jobs, and can warn against danger, they can also be good companions. A.N.I.M.L. decided to release a series of robotic riding animals, starting with horses and expanding from there. The horses are available in a few different basic models, come with or without realistic muscles and skin.
The advantages of using robotic horses over live ones are many, including they are faster, stronger, can survive greater damage and with built in sensors can detect danger and won't become scared. Combat packages can be added, allowing the robotic horse to join in combat, aiding the rider.
The available models first released are the Appaloosa, Mustang, Arabian and the Clydesdale.

Appaloosa
The Appaloosa is the smallest of the robot horses, designed for use by children and other small races. Able to run faster than even full sized horses and haul up to 2 tons, the Appaloosa is good for labour and even in rocky areas. Can come with fake musculature and hide or left looking as a robot. Has the option of either making normal horse sounds or can vocalize words for warnings or other purposes. All appaloosa's are programmed to act like a real horse, however it does not flee or get spooked, even in combat. They are also programmed that in the even that their rider is injured or knocked unconscious, to return to their designated home or to find the closest inhabited area that is safe.
In combat they use their front, or back, hooves like a real horse, although slightly stronger than a real horse's.

Appaloosa Robot Horse (PL6/7)
CR: 1/2
Size: Medium
Hit Points: 20 hp (1d10+10)
Init: +0
Speed: 45 ft
Defense: 13, +3 equipment
BAB/Grp: +0
Attack: Hoof +3 melee (1d4+3)
FS/Reach: 5 ft/ 5ft
Special Attacks:
Special Qualities: darkvision 60 ft
Saves: Fort +0 , Reflex +0 , Will +0
Abilities: Str 16, Dex 11, Con -, Int 10, Wis 10, Cha 5
Skills: Balance +4, Climb 7, Listen +4, Navigate +4, Spot +6, Survival +4
Feats: Alertness

Frame: Biodroid
Locomotion: Legs (quad)
Manipulators: none
Armour: Duraplastic
Sensors: Class V
Skill Software: Balance +4, Climb +4, Navigate +4, Survival +4
Feat Software: Alertness
Accessories: Internal storage unit 20 lb, feat progit, concealed tow cable and winch (100 ft duracable), skill net
PDC: 25
*Note: Even though the Strength is 16 and listed carry capacity for a medium sized quadruped with STR 16 is 50% greater than a bipedal, due to the robotic nature and design, the robotic horse is able to carry far more dragging. The carry capacity strapped to the Appaloosa is more limited due to space, but follows the standard carrying capacity rules: Light load 114 lb; Medium load 230 lb; Heavy load 345 lb. Pull/drag 2 tons, but only at half speed.

Options:
Fake Musculature and Fur - The Appaloosa is covered with fake muscles and fur to make it look exactly like a real pony or small horse. Gains a +4 to Disguise and Bluff to act like a real Appaloosa horse. Fur comes in natural colours and even unnatural colours upon request. PDC 9


Mustang
The Mustang is the 'standard' robot horse, modelled after wild mustangs of Earth's past. This is the robot that is most commonly used, good for general riding, labour and even light combat, and able to pull up to 4 tons.

Mustang Robot Horse (PL6/7)
CR: 1
Size: Large (-1 size)
Hit Points: 40 hp (2d10+20)
Init: +1
Speed: 60 ft
Defense: 13, +3 equipment +1 Dex -1 size
BAB/Grp: -1/+9
Attack: Hoof +4 melee (1d6+5)
FS/Reach: 10 ft/ 10ft
Special Attacks:
Special Qualities: darkvision 60 ft
Saves: Fort +0, Reflex +1, Will +0
Abilities: Str 20, Dex 13, Con -, Int 10, Wis 10, Cha 5
Skills: Balance +5, Listen +4, Navigate +4, Search +4, Spot +6, Survival +4
Feats: Alertness

Frame: Biodroid
Locomotion: Legs (quad)
Manipulators: none
Armour: Duraplastic
Sensors: Class V
Skill Software: Balance +4, Navigate +4, Search +4, Survival +4
Feat Software: Alertness
Accessories: Internal storage unit 40 lb, feat progit, concealed tow cable and winch (100 ft duracable), skill net
PDC: 28
*Note: Even though the Strength is 20 and listed carry capacity for a large sized quadruped with STR 20 is 3 times greater than a bipedal, due to the robotic nature and design, the robotic horse is able to carry far more dragging. The carry capacity strapped to the Mustang is more limited due to space, but follows the standard carrying capacity rules: Light load 399 lb; Medium load 798 lb; Heavy load 1400 lb. Pull/drag 4 tons, but at half speed.

Options:
Fake Musculature and Fur - The Mustang is covered with fake muscles and fur to make it look exactly like a real pony or small horse. Gains a +4 to Disguise and Bluff to act like a real Mustang or similar sized horse. Fur comes in natural colours and even unnatural colours upon request. PDC 9


Arabian
The Arabian is similar to the Mustang, only built for speed and leaping. Structurally the Arabian is slimmer, has thinner legs, has smaller internal storage compartment, and not quite as strong, but is more maneuverable, has upgraded intelligence and has built in jump jets to aid in long distance jumping. The Arabian can be covered in fake fur or left looking like a robot.

Mustang Robot Horse (PL6/7)
CR: 1
Size: Large (-1 size)
Hit Points: 35 hp (2d10+20)
Init: +2
Speed: 75 ft
Defense: 14, +3 equipment +2 Dex -1 size
BAB/Grp: -1/+9
Attack: Hoof +3 melee (1d4+3)
FS/Reach: 10 ft/ 10ft
Special Attacks:
Special Qualities: darkvision 60 ft, jump jets
Saves: Fort +0, Reflex +2, Will +0
Abilities: Str 16, Dex 15, Con -, Int 12, Wis 12, Cha 10
Skills: Balance +6, Jump +7, Listen +5, Navigate +5, Search +5, Spot +7, Survival +5
Feats: Alertness

Frame: Biodroid
Locomotion: Legs (quad)
Manipulators: none
Armour: Duraplastic
Sensors: Class V
Skill Software: Balance +4, Navigate +4, Search +4, Survival +4, Jump +4,
Feat Software: Alertness
Accessories: Internal storage unit 20 lb, feat progit, concealed tow cable and winch (100 ft duracable), skill net, skill progit, jump jets
PDC: 29
*Note: Even though the Strength is 16 and listed carry capacity for a large sized quadruped with STR 16 is 3 times greater than a bipedal, due to the robotic nature and design, the robotic horse is able to carry far more dragging. The carry capacity strapped to the Arabian is more limited due to space, but follows the standard carrying capacity rules: Light load 228 lb; Medium load 459 lb; Heavy load 690 lb. Pull/drag 2.5 tons, but at half speed.

Jump Jets - The arabian has a set of vectored thrust jets mounted in the belly to aid in long distance jumps. The arabian isn't limited to it's height (for quadruped large creature maximum height of 8 ft) for how high it can jump. The jump gets grant it an additional +4 to Jump checks for distance and height. The jets can be used to alter direction in mid jump but requires a Balance check DC of half the Jump DC +5. The jets can also be used to slow a decent to land safely, treating falls from heights of greater than 45 feet as if they were 20 feet less, easily landing from heights of 45 ft or less on Balance check DC 15, and to hover up to a height of 45 feet for up to 1 minute.
If the Arabian is carrying heavy loads, the bonus from the jump jets is reduced by half and can only hover at up to 20 feet.

Options:
Fake Musculature and Fur - The Arabian is covered with fake muscles and fur to make it look exactly like a real pony or small horse. Gains a +4 to Disguise and Bluff to act like a real Arabian or similar sized horse. The Arabian has a higher quality hide than other models. Fur comes in natural colours and even unnatural colours upon request. PDC 10.


Clydesdale
The Clydesdale is the heavy weight of A.N.I.M.L.'s robot horse line, with a bulkier frame, high strength and heavier armour is standard. Not quick compared to even the Mustang, the Clydesdale is able to maintain almost full speed even while pulling a full load, an impressive 7 tons.

Clydesdale Robot Horse (PL6/7)
CR: 1
Size: Large (-1 size)
Hit Points: 50 hp (3d10+20)
Init: +1
Speed: 50 ft
Defense: 14, +5 equipment -1 size
BAB/Grp: -1/+11
Attack: Hoof +6 melee (1d6+7)
FS/Reach: 10 ft/ 10ft
Special Attacks:
Special Qualities: darkvision 60 ft
Saves: Fort +0, Reflex +1, Will +0
Abilities: Str 24, Dex 11, Con -, Int 10, Wis 10, Cha 5
Skills: Balance +4, Listen +4, Navigate +4, Search +4, Spot +6, Survival +4
Feats: Alertness

Frame: Biodroid
Locomotion: Legs (quad)
Manipulators: none
Armour: Alumisteel
Sensors: Class V
Skill Software: Balance +4, Navigate +4, Search +4, Survival +4
Feat Software: Alertness
Accessories: Internal storage unit 40 lb, feat progit, concealed tow cable and winch (100 ft duracable), skill net
PDC: 29
*Note: Even though the Strength is 24 and listed carry capacity for a large sized quadruped with STR 24 is 3 times greater than a bipedal, due to the robotic nature and design, the robotic horse is able to carry far more dragging. The carry capacity strapped to the Mustang is more limited due to space, but follows the standard carrying capacity rules: Light load 699 lb; Medium load 1398 lb; Heavy load 2100 lb. Pull/drag 7 tons, at three-quarter speed.

Options:
Fake Musculature and Fur - The Clydesdale is covered with fake muscles and fur to make it look exactly like a real pony or small horse. Gains a +4 to Disguise and Bluff to act like a real Clydesdale or similar sized horse. Fur comes in natural colours and even unnatural colours upon request. PDC 9


Further Options
The A.N.I.M.L. has released a series of options for its line of robot horses, from weapons to additional armour. Additional armour removes the ability to add the fake fur. Weapon can be used by the rider with a small control added to the built in saddle or concealed in the base of the neck.

Head Weapon Packages - The robot horses' head can be equipped with a dual weapon system. Any pistol style weapon, energy or projectile, can be fitted. The barrels are hidden within the nostrils. The weapons are fire-linked for slightly greater damage (increase damage of one weapon by half). Energy weapons have an unlimited payload as the weapons will draw power from the robot's power core. For projectile weapons, increase standard pistol ammunition capacity by triple. The robot is considered to be proficient in the weapon installed. PDC of weapon +5.

Combat System - Installed on robots usually with built in weapons, the robot gains +2 to attack rolls, gains Combat Reflex feat. The robot is equipped with a combat computer, allowing it to make best use of the weapons mounted, allowing it to attack with ranged weapons without direction from the rider except directions of targets not to attack. Includes IFF recognition system. PDC 18 Res +2.

Shoulder Weapon Packages - All, except for the Arabian, of the robot horses can have a shoulder mounted weapon, equivalent to a rifle. It can be retractable or left exposed. The weapon can be energy or projectile. Energy weapons will draw power from the robot's power core. Projectile weapons will have their ammunition capacity increased by triple. The robot is considered proficient in the use of the weapon installed. PDC of the weapon +5. The Clydesdale can mount a weapon on each shoulder.

Chest Mounted Weapon Package - The robot can mount a small rocket or mini-missile launcher in the chest that contains 4 rockets or missiles. The robot is considered to the proficient in the user of the weapon. PDC of the weapon +6. The Clydesdale can have the ammunition capacity increased to 10 by increasing PDC by 2.

High-Frequency Hooves - The edges of the hooves are equipped with high-frequency blades on the edges, allowing for greater damage. The hooves deal an extra die of damage. Half damage is bludgeoning, half slashing. PDC 18 Lic (+1).

Light Armour - The robot has improved armour plating, increase Def bonus from equipment by +1 and +5 HP. PDC 20. The Arabian can only carry light armour.

Medium Armour - The robot has greater improved armour. Def bonus from equipment is increased by +1 and +10 HP. PDC 21.

Heavy Armour - The robot is fitted with thicker armour plating. Def bonus from equipment is increased by +2, Dex is reduced by 1, +15 HP, speed reduced by 10 feet. PDC 22 Res (+2). The Appaloosa is unable to equip armour of this level or higher.

Extra Heavy - The robot is equipped with much thicker armour plating. Def bonus from equipment is increased by +3, Dex is reduced by 2, +20 HP and gains DR 5, speed is reduced by 15 feet. PDC 24 Mil (+3). Only the Clydesdale is able to mount this level of armour.
 

kronos182

Adventurer
Crystal Works
Crystal Works is an old company, specializing in optics, lenses and of course crystals, producing some of the best equipment available. Crystal works started by growing crystals in orbital facilities for use in lenses and research in crystalline computer memory systems. With years of success and expanding into other fields, they eventually started mining crystals found on other planets or asteroids.
With the discovery of one particular system, which had crystals of various types and sizes. One of the major discoveries from this system, besides the unusual amount of crystals, was the fact that many of the crystals had an extremely high piezoelectric properties. This allowed Crystal Works to create even more devices including power generators that were far cheaper and cleaner than conventional ones.
Crystal Works has taken advantage of these high piezoelectric crystals, and created new ones of their own design, to expand into power generation and energy weapons. Their other products are still top of the line and highly sought after, even with their higher price tags. Although they do produce some fairly cheap, but well made energy weapons.

CW1
Crystal Works first, and most successful entry into energy weapons. A very simplistic design, consisting of a handle and a tube attached with a trigger and an opening at the end of the barrel where the emitter is. Inside this simple shell is a large crystal and less than a half dozen moving parts, including the trigger, hammer, spring and safety. The CW1 works on piezoelectric principles, creating a simple, easy to maintain, and doesn't require a power pack. When the trigger is pulled, the hammer strikes the crystal, which creates an incredible amount of electrical energy, which is transferred into the emitter, then ejected in a small electrical pulse to strike at a target.
As it doesn't require a power pack, the CW1 is a favourite weapon for those who need a weapon but can't spare space or weight for ammunition, all one needs is the weapon, as it generates its own power internally. The crystal inside is good for about 20000 shots before it should be serviced and a possible crystal replacement is needed.
Although damage isn't high, the simplicity and advantage of the design makes training incredibly simple, and the weapon well liked by many.

CW1 (PL6 Personal Firearms Proficiency)
Damage: 3d4
Critical: 20
Damage Type: Electrical
Range Increment: 35 ft
Rate of Fire: S
Size: Tiny
Weight: 2 lb
Ammo: -
Purchase DC: 14 (Lic +1)
Notes: Does not require a power pack as the crystal inside generates enough energy to fire each time the trigger is pulled. Can NOT be modified to fire in automatic mode.




CW2
The CW2 is Crystal Works rifle version of the CW1. A basic tube with a padded grip and a handle at the back with a folding wire stock. It uses the same principles as the CW1, where a hammer strikes the crystal inside to create an electrical discharge. However, the CW2 uses two crystals for a more powerful blast. It also includes an automatic mode, which when selected, creates a connection to a small motor which draws a little bit of a charge from the discharge to cause the hammer to keep striking the crystals as long as the trigger is pulled back. Comes with basic iron sights and has a mount for a scope and a mounting underneath for lights, mini-grenades or bayonets.

CW2 (PL6 Personal Firearms Proficiency)
Damage: 4d4
Critical: 20
Damage Type: Electrical
Range Increment: 80 ft
Rate of Fire: S, A
Size: Med, Large with stock extended
Weight: 4.3 lb
Ammo: -
Purchase DC: 15 (Res +2)
Notes: Does not require power packs. Has iron sights, mounting for under barrel weapons, and mounting for scopes, folding wire stock.
 

kronos182

Adventurer
Crystal Works Scopes

CS1
The CS1 is Crystal Works standard scope, which is comparable to some of the top of the line military scopes. Boasting superior range and clarity over others. It is an electro-optical crystalline lens scope, increasing the range increment for a weapon by double (multiply by 2). Grants darkvision while looking through the scope, plus also includes a range finder, digital compass and wind direction and speed indicators.
Weight: 3.4 lb
PDC: 20 (Mil +3)


CS2 aka Super Scope
The CS2, or super scope is every marksman's dream scope. With superior range and magnifying capability, a sniper can make out the individual freckles on a child to a range of 5 miles, although the darkvision capability only has a range of about 3 miles. Range increments are increased by two-and a half times (multiply by 2.5), includes range finder, compass, wind direction and speed indicator. Also included is a gyro stabilizer, built in computer to aid in wind compensation, gravity, and recoil, if mated to a projectile weapon. A master work scope, granting a +1 bonus to attacks. The compensators reduce any penalties from environmental factors, such as heavy gravity planets, incredibly strong winds, and mild earthquakes up to 2.3 rating.
Weight 5 lb
PDC: 24 (Mil +3)




CW3
The CW3 are Crystal Works' most simplest weapons - grenades. These grenades are essentially large crystals with a metallic cap which is part of the safety and clip that holds them in their holders. These crystals have extremely high piezoelectric properties. To use, one merely undoes the clip on the cap to release it from the holder, then throw the crystal. Upon impact, the crystal releases a burst of electrical energy from the kinetic force imparted from the impact. There is a chance that the crystal doesn't break on impact, which allows it to be collected and reused repeatedly. This makes the CW3 a very attractive alternative to normal grenades as the need to replace them is lower. Another advantage is the electrical burst doesn't do severe damage to the surroundings, which makes it much safer to use onboard starships and stations, with a much lower risk of a hull breach.
CW3 grenades come in belts or bandoleers with 8 holders, each containing a crystal grenade. These containers are highly insulated and impact resistant to prevent a premature release of the electrical energy.

CW3 (PL6)
Damage: 3d8
Critical: 20
Damage Type: Electrical
Blast Radius: 20 ft
Range Increment: 20 ft
Size: Tiny
Weight: 1.2 lb
PDC: 17 Mil (+3)
Note: When thrown, the crystal grenade has a 25% chance of cracking and breaking, rendering it useless. If not broken, it can be easily picked up, placed into the holder for use later.




CAS1
The CAS1, or Crystal Augment Suit is a set of armour which is designed to protect, and also augment the user's abilities. The suit is a set of full body armour including a helmet, designed in a sleek manner with no sharp edges, and a slight glossy finish to the plastic like surface. Along the outside of the arms and legs, and a bar over each shoulder is a panel which lights up when certain features are activated. What makes the suit so revolutionary, and expensive, is the crystals that are embedded in the entire suit, as well as the crystalline battery. Using the piezoelectric properties, as well as energy storage, refraction and distribution of energy of various types of crystals, the CAS1 is able to use various types of energy, kinetic and from weapons' blasts, to power its features.
The crystal battery is used to store energy, which is created when the user moves, as the embedded crystals flex and create an electrical charge. This energy is used to power the sensors, as well as the two built in ranged weapons, a laser and an electric blaster which also has a stun setting, the electric discharge for melee strikes as well as a defensive field.
When the suit is struck by an energy attack, such as a laser, or plasma blast, that energy is converted into kinetic energy, which is shunted to the suit's servos, giving the user added strength and burst in speed for a short time.
The CAS1 has basic sensors, light amplification, night vision, HUD, military radio with programmable encryption protocols, and programmable IFF system, and simple targeting system. Also built into the helmet is an air filter and an attachment for an external air supply. Mounted on the right arm is a laser, and the left mounts the electric blaster. Both hands are reinforced and include electric nodes which discharge on impact.
The defensive field, when activated, is only noticeable by a slight electric hum and the light panels softly glow a light blue. When a projectile or energy blast would strike the user, a bolt of electricity strikes it in an attempt to deflect, dissipate, or destroy it. The field also aids in dissipating area effect attacks, such as grenades. Creatures that come within melee range while the field is active will also be struck by bolts of electricity, as long as the field is activated. Unfortunately the field uses up a fair bit of power, and the light panels briefly flash a brighter blue when the field discharges.
When the suit is struck by an energy blast, the panels briefly flash red, as the energy is absorbed and shunted to the servos.
Due to the nature of the crystals embedded in the skin of the armour, it is immune to lasers of any kind, and offers some additional protection against other energy types. Although the suit will absorb the energy of an attack, and protect the user against some of the damage, it won't save them from the full force of weapons like plasma rifles or particle beam weapons, only lessen them.
While the defense field is activated, the suit's ability to absorb energy is negated as the electrical discharge prevents the suit from absorbing the energy.
These suits were not built for stealth, as the light panels and when the defensive field is activated make for a rather flashy spectacle on the battle field.



CAS1 (PL6 Medium Armour Proficiency)
Type: Medium Tactical
Equipment Bonus: +4
Nonprof. Bonus: +2
Str Bonus: see note
Nonprof Str Bonus: see note
Max Dex: +3
Armour Penalty: -3
Speed (30 ft): 30 ft also see note
Weight: 22 lb
Purchase DC: 35
Restriction: Mil and rare (+4)
Notes: Battery has 60 charges. When the user moves 10 feet, 1 charge is recharged. Each discharge of the weapons, either the laser, electric blaster or the melee discharge uses one charge.
Defensive Field: The defensive field uses 3 charges per round of activation. The user can use any of the weapons built into the suit while it is activated, and can recharge the battery by moving. The field provides a +4 Deflection bonus to Defense and a +3 bonus to Reflex saves against energy area attacks. The field also provides a DR3 to attacks that still strike the user as the electrical bolts have dissipated or somewhat deflected or burned away part of the projectile or energy blast. The bolts will ignore lasers and electrical attacks as the user is immune to them.
Laser Immunity: The suit is immune to laser weapons of any type, from standard to UV, blue-green frequency, x-ray and HI lasers. The energy absorbing ability still works against lasers, the user takes no damage.
Electricity Immunity: The suit is immune to electrical based attacks. The energy absorbing ability works with electricity, the user takes no damage.
Energy Resistence: The suit has a blanket energy resistance 5 which works for fire, unspecific energy and weapons like plasma, ion, particle beam weapons, etc.
Energy Absorbing: The suit provides +2 Strength and +10 feet to speed when the suit absorbs 10 points of damage for 1 round. So if the user would suffer 20 points of damage (damage rolled, energy resistance and immunity isn't taken into account for this), the user would get +2 Strength and +10 feet to speed for 2 rounds.
Built in Weapon: Laser Rifle: standard laser rifle built into the right arm, 3d8 fire, 20, 60 ft range incr, S/A, uses 1 charge per shot.
Electric blaster: 4d4 electricity, 20, 60 ft range incr, S/A, 1 charge per shot, stun setting Fort Save 14, stunned for 1d4+1 rounds.
Melee Discharge: Reinforced gloves act as set of brass knuckles that deal lethal damage on unarmed strike, also add +2d4 electrical damage to melee strike, uses 1 charge.
Integrated equipment: Air filter (+4 Fort save), helmet mounted light, military radio, HUD, hook up for external air supply, IFF system (outlines friendly targets with broadcasting IFFs in a blue outline, broadcasting enemies in red), darkvision 90 feet, low-light vision, suit diagnostic system (notifies when airborne toxins detected, and if filter is insufficient, external air supply level if attached, battery level, notifies when energy absorbing system is powered and for how long).
 

kronos182

Adventurer
CWPG1
With Crystal Works' advanced uses of piezoelectric systems, it was no wonder they created a small, easy to transport power generator. The whole system is only about the size of a duffle in a well insulated and tough plastic casing. A hand crank is on one side with a universal power connection on the opposite. When the hand crank is turned, it strikes against a crystal inside the casing which creates electrical power which is transferred into a battery. Power can then be drawn from the battery to power anything up to about an average size house for about 6 hours with 5 minutes of cranking. A warning buzzer and light starts when the battery gets down to 10 minutes of power. It provides about the same amount of power as PL5 gas powered generator of about 3 times its size.
Game Notes: Easily powers a 3 bedroom home for about 6 hours, or can be used to charge several power packs or even an electric vehicle. For weapons that require a stationary power source, it can provide a constant flow of power of one shot per round at best, or use GM discretion.
Weight: 10 lbs.
PDC: 12




CW4 Sonic Missile (PL6/7)
As Crystal Works expanded its weapons research, one team tried an unorthodox line of weapons in space combat: sonic weaponry. Sonic weapons have proven, in the right conditions, to be particularly devastating to armour, particularly when harmonic resonance frequencies can be achieved. The problem with sonic weapons is there is no medium for the sound waves to travel along. To fix this, and taking advantage of various crystals available to them that enhance sonic frequencies, the CW4 sonic missile was unveiled. About the same size as most space fairing missiles, but with just over 50% of the missile consisting of special crystals, which is exposed to the outside. When fired, the exposed crystal glows brightly as the crystal absorbs sonic frequencies from the sonic generator, thus not making it a stealthy weapon. Just before reaching the target, the missile explodes, spreading shards of glowing crystal all over the target. Upon impact, the crystals impart their sonic energy into the hull, causing it to vibrated, ripping the plating apart.
The advantage of sonic weapons is most ships aren't designed to resist their effects, making them vulnerable, plus if one has knowledge of the type of hulls and armour of the ships they are targeting, the missiles can be programmed with the proper frequencies can be more devastating. Normally sonic missiles ignore 10 points of hardness, but when programmed, requiring accurate readings from sensors of armour type, to do one of two effects. This requires a Computer Use check DC 25 and 5+ 1d6 rounds for commonly found armour types plus an additional 3 rounds for unusual armour types. The two effects are: reducing armour capability, which makes the armour far weaker as the sonic frequencies and vibrations weaken, crack and loosen the armour plating; or increase damage by matching the sympathetic harmonic frequencies and causing the ships armour to shake itself apart. The armour reducing capability reduces the armour's hardness rating to 25% (one-quarter) of what it should be for any follow up attacks until repaired. The increased damage multiplies the damage done by triple (damage x3).
These missiles are expensive, plus the time it takes to program them does restrict their use. Some militaries with large budgets, have racks of preprogrammed missiles for various common armours on their larger destroyers and cruisers.
CW4 Sonic Missile (PL6/7)
Damage: 11d8, ignores 10 points of hardness
Critical: 20/x2
Damage Type: Sonic
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 42
Restriction: Mil (+3)
The PDC includes the price of the launcher and 8 missiles. The price of a rack of 8 missiles is 2 lower.

CW5 Sonic Mine (PL 6/7)
The CW5 sonic mine is a mine version of the CW4 sonic missile. The sonic mine has the sonic generator in the center of a ring of crystal, which upon detonation, glows brightly for a second before bursting, spreading a wave of glowing crystal shards that damage all ships in its square and all adjacent squares. The mines can be programmed just like the missiles before being deployed. In its standard configuration, it ignores 15 points of hardness.
CW5 Sonic Mine (PL6/7)
Damage: 8d100, ignores 15 points of hardness
Damage Type: Sonic
Range Increment: --
Rate of Fire: -
Minimum Ship Size: Colossal
Purchase DC: 43
Restriction: Mil (+3)




CM1

The CM1 is Crystal Works first fully in-house developed mech, although it doesn't follow many standards of other mechs. The CM1 is quadrupedal in design, lacking arms, with a large spherical upper part that sits upon the leg actuators. The main weapon of the CM1 looks like a series of 5 tesla coils that line what would be the back of the sphere to just past the top on the front. Several glowing circular panels are found on the legs and over the body, which glow brighter every time the mech is hit. To protect the mech, a deflection field to deflect weapons and a repulsion field that helps keep anything from getting too close for a melee attack. The large size of the CM1 at 31 feet tall, and lack of arms does make the CM1 a bit of a target, and should be used with escorts, although it can release a burst of energy against foes that manage to get past the repulsion field. All of the systems developed for the CM1 are unique to it only so far as they are all tied together to function properly and benefit from the systems.

CM1 (PL7)
Size: Huge Quadruped (-2 size)
Bonus Hit Points: 200
Superstructure: Duralloy
Hardness: 15
Armour: Resilium armour
Bonus to Defense: +6
Armour Penalty: -5
Reach: 10 ft
Strength Bonus: +16
Dexterity Penalty:
Speed: 50
Purchase DC:50

Slots
Helmet: Class III Sensors
Visor: Oracle Targeting System (+3)
Back: Deflection Field (+3)
Back: Lightning Gun
Back: Lightning Gun
Shoulders: Lightning Gun
Torso: Repulsion System
Torso: Cockpit
Torso: Cockpit
Belt: Shock Defense
Belt: Kinetic Accumulator

Comm System

Standard Package Features: No arm design, class III sensors,
Bonuses: 90 ft darkvision, +2 Navigate, +2 Spot, +3 to attack rolls, +3 Deflection bonus to Defense, +4 stability bonus, electricity immunity.
Weapons: Lightning Gun 12d6, 20, 100, s
Slam 2d6 bludgeoning, melee, reach 10 ft

New Equipment

Kinetic Accumulator
The kinetic accumulator is designed to take kinetic energy directed at the equipped mech, and turn it into energy which the mech can use for various tasks, although the mech will still suffer the damage (count the damage reduced by armour hardness in the total amount of damage dealt). For every 10 points of damage from slashing, piercing, bludgeoning, ballistic, concussion or from missiles, the kinetic accumulator stores 1 energy point. The kinetic accumulator can store up to 10 energy points, which dissipate at a rate of 1 point every 10 minutes. These energy points can be directed to boost various systems. 1 point can be used to do any one of the following: increase the mech's Strength by 4 points, increase weapon damage by 1 die, increase weapon range by 50 feet, increase sensor range by 50%, increase speed by 10 feet, increase defensive system bonus by 50% rounding down, or if defensive system deals damage or has a random numeric value (die roll), increase by 1 die.

Repulsion System
The repulsion system is an offshoot technology of the kinetic accumulator, where any object of medium size or larger that moves within 10 feet of the mech must make a Fort save or be pushed back 1d4x5 feet (DC 20), a successful save the opponent can continue, but must spend double the movement speed to continue moving forward (20 feet of speed to move the last 10 feet forward), and melee attacks suffer a -4 penalty. A failed Fort save is followed by a Reflex save DC 17 to land on their feet, a failed Reflex save means the opponent is knocked prone, dropping any objects in their hands and takes 1d6 points of damage for every 5 feet launched back.

Lightning Gun
The lightning gun is a powerful electricity based weapon, releasing bolts of electricity that deal devastating damage, and can also temporarily disable machines. The lightning gun deals 12d6 points of electrical damage. Mechs, vehicles, robots and other devices must make a Fort save DC 17 or be disabled/stunned for 1d4 rounds, a successful save results in just being dazed for one round.
Equipment Slots: 3
Activation: Standard
Range Increment: 100 ft
Target: Single target
Duration: Instantaneous
Saving Throw: See description
Purchase DC: -
Restriction: -

Shock Defense
The CM1 uses an electrical based system to defend itself from opponents that get within 10 feet of it. Arcs of electricity lash out around it, striking anything that gets past the repulsion field. As anything that moves within 10 feet of the CM1 provokes an attack of opportunity, the pilot activates the shock defense as an attack of opportunity, or can be activated before hand, and remains active for 5 rounds before requiring a 2 round recharge period. Anything within 10 feet of the CM1 will be struck by 1d4 arcs of electricity, each dealing 3d6 points of electricity damage. The shock defense system also grants the CM1 electricity immunity.
 

kronos182

Adventurer
CW4P
With Crystal Works' specialization in crystal technology, it isn't much surprise that they released a weapon that is a great boon to psychic people. The CW4P is a fairly standard laser pistol, although there is a large crystal on the top. The psychic can use it as a standard laser pistol, or can pump power points into the weapon to enhance various aspects of it. By pumping in 2 power points, the psychic can increase damage by 1 die, or increase range by 10 feet for the next single attack. To do both the psychic must pump in 4 power points. Both can be enhanced up to 3 times, so the CW4P could gain a maximum of +30 feet in range and +3 dice of damage. Also, the psychic can pump in 3 power points to improve the critical multiplier by 1, bringing it up to x3 for the next attack. This can only be enhanced once. When there is psychic energy pumped into the weapon, the crystal on top glows a soft blue. The crystal can only hold the psychic energy for a short period, and if not used before that time is up, it is released harmlessly as a bright blue light from the crystal.

CW4P (PL6 Personal Firearms Proficiency)
Damage: 2d8
Critical: x2
Damage Type: fire
Range Increment: 40 ft
Rate of Fire: S
Size: Med
Weight: 3 lbs
Ammo: 50 box
Purchase DC: 19 (Res +2)
Notes: When used by a character with psionic powers, can pump 2 power points to enhanced damage by 1 die or range by 10 ft up to a maximum of 3 times for the next attack. Or can pump 3 power points to increase the critical multiplier to x3 for the next attack. The weapon can only hold the psychic energy for up to 3 rounds before it dissipates harmlessly as a flash of blue light from the crystal on top.




CW5P
The CW5P is the rifle version of the CW4P, for greater range and damage. Other than all the same features as the CW4P, the CW5P can have its autofire setting enhanced, but not as much as a single shot. It comes with a CS1 standard scope as its standard scope.

CW5P (PL6 Personal Firearms Proficiency)
Damage: 3d8
Critical: x2
Damage Type: fire
Range Increment: 80 ft
Rate of Fire: S, A
Size: Med
Weight: 8 lbs
Ammo: 50 box
Purchase DC: 21 (Res +2)
Notes: When used by a character with psionic powers, can pump 2 power points to enhanced damage by 1 die or range by 10 ft up to a maximum of 3 times for the next attack. Or can pump 3 power points to increase the critical multiplier to x3 for the next attack. On the autofire setting, by pumping in 3 power points, the damage can be increased by 1 die up to two times, or the Reflex save (normally DC 15) can be increased by +1 up to 3 times for the next autofire attack. If the weapon is switched to semi mode before an autofire attack is made, the choice of which parts to be enhanced are carried to the semi mode, but the extra power points are wasted. For example, if 6 power points are pumped in to increase the damage by 2 die, then it is switched to semi before being fired in autofire, the next shot in semi will have +2 die of damage and the extra 2 power points are harmlessly dissipated. The weapon can only hold the psychic energy for up to 4 rounds before it dissipates harmlessly as a flash of blue light from the crystal on top.
 

kronos182

Adventurer
Colt Rhino Plasma Rifle 
As laser weapons became quite prolific amongst the world's armies, Colt began research into alternate weapon systems to win new government contracts. This research lead them to plasma based weapons. After some rather explosive set backs, Colt managed to create a usable man portable plasma based weapon, the Rhino.  The Rhino is quite bulky for a rifle and is incapable of anything like burst fire, and can be prone to overheating causing it to shut down for awhile. Although these flaws keep it from making it a standard weapon, it makes up for this for its armour penetrating and destructive power. An interesting side effect of the Rhino being a first generation plasma weapon, and the magnetic containment fields to maintain the plasma discharge can be unstable, the 'bolt' that the Rhino fires has a bit of an area affect upon contact with a target. Although not large, it can be quite effective against tightly packed targets. It is highly recommended not to fire the Rhino at anything closer than 20 ft from you.  

Colt Rhino Plasma Rifle (PL6 Heavy Weapon) 
Damage: 4d10 Ignore 5 hardness/DR, 1d10 to 5' area Ref DC 16 for half which also ignores 2 hardness/DR. 
Critical: 20 
Damage Type: Fire (or whatever type your campaign has plasma weapons as) 
Range Increment: 60ft 
Rate of Fire: Semi 
Size: Large (Just a little smaller than huge in size) 
Weight: 25 lbs 
Ammo: 25 box. 
Purchase: PDC32 +3 Military (Also a low availability.) 
Special: On a roll of a natural 1 the Rhino over heats and will shut down for 1d6 rounds. Requires a strength of 15 to use, otherwise the user suffers a -2 to attack rolls due to the weight and recoil.




Phoenix

With farther experimenting in plasma technology, Colt developed plasma exploding bullets instead of the normal chemical explosive rounds. To premier the new rounds, Colt released an intimidating, heavy revolver, styled after an enlarged python revolver of previous fame. The phoenix uses a .40 caseless magnum round, giving it slightly better range than other revolver calibers of the past. The rounds explode in a small ball of plasma fire, making them for illuminating a dark room during a firefight.

Phoenix (PL6 Personal Firearms Proficiency)
Damage: 2d6+1 ball +2d6 fire
Critical: 20 x2
Damage Type: ball +fire
Range Increment: 40 ft
Rate of Fire: S
Size: small
Weight: 3 lbs
Ammo: 6
Purchase DC: 17 (Lic +1)
Notes: Uses plasma explosive rounds, box of 30 PDC 9. Masterwork weapon, granting a +1 bonus to damage. Comes with a gun camera with passive night vision and records up to 3 hours. When drawn, the large weapon provides a +4 bonus to Intimidate checks.

New Ammunition
Plasma Explosive Rounds
These ballistic rounds have a core of deuterium and through a company secret, when the round strikes a target, the impact ignites the deuterium, superheating it into a plasma state, dealing significant damage to the target, far greater than normal explosive rounds. Plasma explosive rounds deal +2d6 fire damage, and require no modifications to the weapon. PDC +4




Colt 2011
The 2011 is modelled after the famous 1911 model, only it's a bit larger as it's chambered in .75 caliber rounds (.75AE). This weapon is designed for use by cybernetically enhanced people or those wearing power armour. Any unaugmented person trying to use the weapon will hurt themselves, as was proven with demonstrations of .600 express rounds, which videos of amateurs firing such rounds are easily found on the net.
The 2011 has gained popularity amongst cyborg gunslingers as the weapon uses the same reliable firing mechanism as found in the 1911, just larger, and the added weight of the weapon allows them to use the weapon as an impromptu melee weapon without worrying about any damage to the weapon.

Colt 2011 (Late PL5 / PL6 Personal Firearms Proficiency)
Damage: 2d12
Critical: 20
Damage Type: balllistic
Range Increment: 40 ft
Rate of Fire: S
Size: med
Weight: 9 lb
Ammo: 9
Purchase DC: 19 Res (+2)
Notes: Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 18, suffers -2 on any attacks after the first attack in a round, and suffers half the damage rolled in subdual damage on any attack made with the 2011. So a normal person, with Strength 18 will suffer half damage in subdual damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 19, doesn't suffer the subdual damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady.
When used to pistol whip someone, it deals 1d6 points of bludgeoning damage instead of the normal 1d4 for pistols for its heavier construction and larger size.
Ammunition: Box of 50 .75AE rounds has a PDC 7.




M5011
This is Colt's version of the old Browning M2B .50 caliber machine gun chambered in .75 caliber rounds. This weapon replaces the old M2 as an anti armour weapon or heavy machinegun mounted on vehicles like the humvee. However, since the ammunition is larger and heavier, not many humvee style vehicles haven't switched to the M5011, although newer MBTs have had them installed in the coaxial mounts or used as light anti aircraft weaponry.

M5011 (PL 5 Exotic Weapons Proficiency or Heavy Weapons Proficiency)
Damage: 2d12+6
Critical: 20
Damage Type: ballistic
Range Increment: 110 ft
Rate of Fire: S, A
Size: Huge
Weight: 80 lb
Ammo: Link
Purchase DC: 23 Mil (+3)
Notes: Ignores 3 points of hardness/DR
Ammunition: Box of 20 rounds of .75 caliber has a PDC 7.
 

kronos182

Adventurer
Big Bore 1

The first of the big bore series was essentially a 40mm grenade launcher modelled into a shotgun with a tube magazine, usually loaded with frag grenades or even shot versions of the 40mm grenades. This series was marked as a close combat weapon for the first series of combat cyborgs as they had the strength to carry the weapon easily and it gave them the feel of familiarity of having a weapon similar to what they used to use before being augmented.

Big Bore 1 (PL 5 Personal Firearms Proficiency)
Damage: varies
Critical: 20
Damage Type: varies
Range Increment: 70 ft
Rate of Fire: S
Size: Large
Weight: 25 lbs
Ammo: 6 internal
Purchase DC: 20 (Mil +3)
Notes: Constructed strong enough, with the stock and barrel reinforced so that it can be used as a club, dealing 1d8 bludgeoning damage.




Big Bore 5
Following the success of the 2011 with augmented beings, Colt has released the Big Bore series. The Big Bore 5 is a large caliber revolver, in the 20mm range. The 20mm round is a shortened 20mm cannon round, allowing for great damage, but short range, and requiring great strength and usually a cybernetic arm to support the weight and the recoil from this monstrous round.
The Big Bore 5 is made from dense metal and uses advanced recoil suppression technology to aid in trying to reduce the recoil, but there is still quite a lot, making follow up shots more inaccurate if tried to made quickly. This weapon is seen mostly used by heavy cyborgs in urban or other situations where range isn't a major factor. Colt is also releasing variant ammunition, as the large caliber allows for more flexibility. The explosive rounds available are about as powerful as hand grenade with similar blast areas.

Big Bore 5 (Late PL5/PL 6 Personal Firearms Proficiency)
Damage: 4d10
Critical: 20x2
Damage Type: Ballistic
Range Increment: 30 ft
Rate of Fire: Semi
Size: Medium
Weight: 17 lbs
Ammo: 5 cylinder
Purchase DC: 20 (Res +2)
Notes: Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 20, suffers -2 on any attacks after the first attack in a round, and suffers half the damage rolled in nonlethal damage on any attack made with the BB5. So a normal person, with Strength 18 to 20 will suffer half damage in nonlethal damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 20, doesn't suffer the nonlethal damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady. A creature of medium size or smaller attacked by a BB5 must make a Strength check DC 10 + half damage dealt or be thrown back 1d4x5 feet and knocked prone.
When used to pistol whip someone, it deals 1d6 points of bludgeoning damage instead of the normal 1d4 for pistols for its heavier construction and larger size.
Ammunition: Box of 25 20mm rounds has a PDC 10.

Explosive Rounds: The high explosive rounds available for the BB5 deals 4d6 damage to a 20 foot radius with a Reflex save DC 15 for half damage. PDC 12 for box of 25.
Flechette Rounds: These rounds split open upon leaving the barrel, releasing dozens of razor sharp needles that spread out filling a large area. The flechette rounds deal 4d6 piercing and slashing damage to everything in a 60 foot long cone, Reflex save DC 18 for half damage. PDC 13 for box of 30.
Gyrojet Rounds: These rounds have miniature rockets that propel the round further. The range increment is increased to 55 feet, but damage is reduced to 4d8. PDC 13 for 25.




Big Bore 6

The Big Bore 6 is a M16 style rifle chambered in the same shortened 20mm as the Big Bore 5, as well as an upgraded version of the suppression system to allow for autofire. Due to its weight and recoil, this weapon can only be handled by those with enhanced strength, usually via cybernetics or those with extraordinary strength. Instead of a standard box magazine, it uses a large saddle style due to the large caliber.

Big Bore 6 (Late PL5/PL 6 Personal Firearms Proficiency)
Damage: 4d10
Critical: 20x2
Damage Type: Ballistic
Range Increment: 80 ft
Rate of Fire: S, A
Size: Large
Weight: 35 lbs
Ammo: 20 box
Purchase DC: 23 (Mil +3)
Notes: Anyone without exceptional strength, or a cybernetic arm, with strength rated at least 20, suffers -2 on any attacks after the first attack in a round, and suffers half the damage rolled in nonlethal damage on any attack made with the BB5. So a normal person, with Strength 18 to 20 will suffer half damage in nonlethal damage each time he fires the weapon, and his second attack suffers -2 to attack roll. While a person with a cybernetic limb of Strength 20, doesn't suffer the subdual damage or the attack penalty to his second attack due to the shock absorbers and gyros in the arm to keep it steady. A creature of medium size or smaller struck by a BB6 must make a Strength check DC 10 + half damage dealt or be thrown back 1d4x5 feet and knocked prone. On auto the DC is increased by +2. A Strength of 22 is required for full autofire or suffer an additional -2 penalty to attack, and suffer the full damage as nonlethal damage with less Strength.
When used to bludgeon someone, it deals 1d8 points of bludgeoning damage instead of the normal 1d6 for rifles for its heavier construction and larger size.
Ammunition: Box of 25 20mm rounds has a PDC 10.

Explosive Rounds: The high explosive rounds available for the BB6 deals 4d6 damage to a 20 foot radius with a Reflex save DC 15 for half damage. PDC 12 for box of 25.
Flechette Rounds: These rounds split open upon leaving the barrel, releasing dozens of razor sharp needles that spread out filling a large area. The flechette rounds deal 4d6 piercing and slashing damage to everything in a 60 foot long cone, Reflex save DC 18 for half damage. PDC 13 for box of 30.
Gyrojet Rounds: These rounds have miniature rockets that propel the round further. The range increment is increased to 120 feet, but damage is reduced to 4d8. PDC 13 for 25.




EIPP Weapons

After Colt's plasma explosive rounds research, they began researching electro-induced plasma propellant technology as an alternative to chemical propellants, especially with laser technology starting to become mainstream. This research would eventually lead to Colt's Rhino plasma rifle years later, however Colt would keep making ballistic weapons as they have more versatility over laser and plasma weapons.
EIPP technology gives a cleaner and more powerful explosion to propel the round. A liquid in the weapon is superheated to the point of becoming explosive plasma, which then drives the round out. EIPP weapons have a bit more damage and range over conventional chemical propellant rounds, plus with a variety of rounds available make them still useful for different purposes over energy weapons. These weapons require a power pack to ignite the liquid, which is also contained in the clip in many of the weapons to save on logistic concerns. Empty magazines are returned to the manufacturer or a licensed shop which has the equipment to reload and refill a magazine. A standard power pack will have enough power for about 200 rounds as not much liquid isn't needed to be turned into plasma to fire the round.
This system does make the weapons heavier, but Colt found that many clients find that a good heavy weapon seems to symbolize a powerful weapon. Also the additional weight helps to absorb some of the increased recoil.
Note: EIPP versions of ammunition has the PDC increased by +2.

Super 5 Shotgun (aka EEP)
The Super 5 shotgun is the first shotgun that Colt released using the EIPP technology. It is large and intimidating, partly due to the reinforced barrel and receiver to survive the heat of the plasma propellant. It comes in 12 gauge, however uses special cartridges instead other standard due to the plasma propellant, which does make them more expensive than standard 12 gauge, but Colt has made any currently available 12 gauge round also available for the Super 5.

Super 5 Shotgun (Early PL6/PL6 Personal Firearms Proficiency)
Damage: 2d8+3
Critical: 20
Damage Type: Ballistic
Range Increment: 50 ft
Rate of Fire: S
Size: Large
Weight: 14
Ammo: 8 box, power pack 200
Purchase DC: 17 (Lic +1)
Notes: Requires a power pack which allows the weapon to fire 200 times, the liquid required is in the magazine.
Knockdown - Target must succeed a Fort DC 15 save or be knocked prone.

Officer's ACP 3
This is a modern upgrade to the old Officer's ACP concealed weapon for police and other undercover officers, using Colt's new EIPP. A small power pack is included in the magazine, but due to the liquid and battery in the magazine, the Officer's ACP has a lower round count than it's ancestor, but the increased power and range hopefully counters this one flaw.

Officer's ACP 3
Damage: 2d6+3
Critical: 20
Damage Type: Ballistic
Range Increment: 50 ft
Rate of Fire: S
Size: Small
Weight: 3 lb.
Ammo: 6 box
Purchase DC: 15 (Res +2)
Notes: +2 to conceal the weapon. The magazine contains enough liquid and battery power to fire all the rounds in the magazine. To recharge and refill must be returned to a licensed dealer or the manufacturer.
 

kronos182

Adventurer
GEWS328A3, aka Thumper

A_New_HG.jpg
The General Electrics Weapon System 328A3 is a squad support weapon. Usually mounted on a waist support harness, but can also be mounted on a tripod or a vehicular turret mount. The Thumper as it's affectionately named, is a six barreled plasma weapon. Individually each barrel isn't too impressive, but the Thumper fires two barrels at once, one on each side, alternating between sets of two with each firing, keeping the barrels cooler on autofire. Another feature of the Thumper is the mini-rocket launcher that lines its center, adding a little extra THUMP in combat.
Featuring a second trigger for the rocket launcher, as long as the Thumper isn't firing on autofire, the user can fire a plasma burst, then a rocket, then back to plasma again or vice versa or in any combination.
The Thumper can make use of standard power packs, but uses two at once (drawing power from both, so when one shot is fired, one charge is pulled from both. On autofire 10 is used from both). The mini-rockets are loaded in from the top of the shroud surrounding the barrels. A rocket 'sleeve' can be used to quickly reload the rockets (acts as a speed loader holding 6 rockets, disintegrates as the rockets are fired), else it takes a move action to reload one rocket, so 2 rounds to fully reload the rockets individually.

GEWS328A3 (PL6/7 Heavy Weapon)
Damage: 4d10 plasma, varies rocket
Critical: 20
Damage Type: Fire (or whatever type for the plasma in your game), varies by rocket type
Range Increment: 80 ft, 150 rocket
Rate of Fire: S,A plasma, semi rocket
Size: Large, just barely under huge. 
Weight: 32 lbs
Ammo: 50 box plasma, 6 internal rocket
Purchase: PDC32 +3 Military
Has alternate weapon gadget for mini-rockets.
Has a port to allow connection to a power source, such as from a vehicle to power the plasma barrels instead of using normal power packs.




GEP RePS PL5/6
General Electric Pharmacueticals was experimenting with new forms of energy, such as biofuels and energy producting microbes. Taking some fungus with bioluminous powers, combining with DNA from electric eels, GEP has managed to create an organic source of power. The Regenerating Power System is about the size of a fridge, and produces enough power to power a couple dozen homes for year, or a MBT for 6 months of continuous nonstop use. The RePS needs about a litre of water and 1 kg (about two pounds) of a nutrient solution, which can be mixed into the water each day it's used. A RePS can last for 5 years if not used constantly, where the organic mass inside will go into a state of hypernation to allow it to not waste energy when not in use. After about 5 years, more organic material will have to be added and dead matter removed. This is easily done at any GEP storefront for about 11 PDC
Weight: 34 lbs
PDC: 16
Nutrient: 20 kg (approximately 45 lbs), PDC 11

GEP RePP PL6
The Regenerating Power Pack is a backpack sized portable version of the RePS. Provides enough power comparable to 5 gas powered portable generators of the past age. Can be used to power anything from a vehicle to weapons. Needs about 100 ml of water and 50 g of nutrient each day of use. Can last up to 5 years before needing to have organic material checked and changed. Can be done for PDC 8.
Weight: 12 lbs
PDC: 17




GE Smasher Ion Rifle
As many militaries went all gunho over lasers then plasma weapons, GE, after making profits on their Thumper squad support weapon, started researching into electric based weapons. Although they did make successful weapons, they didn't get the military contracts they wanted for their ion weapons, although several police agencies have bought large numbers due to the fact the ion weapons come with a stun module as a standard feature, and even though they are shorter ranged than most laser rifles, in urban settings, great range isn't necessary.
Smasher Ion Rifle (PL6/7 Personal Firearms Proficiency)
Damage: 4d6
Critical: 20
Damage Type: Electricity
Range Increment: 60 ft
Rate of Fire: S, A
Size: Large
Weight: 7.5 lbs
Ammo: 30 box
Purchase: 21 Res (+2)
Game Notes: Comes with stun module Fort DC 15 or be stunned for 1d4 rounds, on autofire mode, the user can gain the benefits of the Strafe feat




GE Stinger
The Stinger is the smaller brother to the Smasher ion rifle. Using a very simple, rounded body design to accommodate the insulating sleeve around the barrel, it has gained some popularity amongst police, security and many people for self defense purposes. The stinger also comes with stun module. In some areas the weapon is sold with the weapon locked in stun mode due to weapon laws which prohibit lethal weapons.
Stinger Ion Pistol (PL6/7 Personal Firearms Proficiency)
Damage: 3d6
Critical: 20
Damage Type: Electricity
Range Increment: 20 ft
Rate of Fire: S, A
Size: Small
Weight: 2.5 lbs
Ammo: 30 box
Purchase: 20 Res (+2)
Game Notes: Comes with stun module Fort DC 15 or be stunned for 1d4 rounds, on autofire mode, the user can gain the benefits of the Strafe feat. To meet laws that restrict lethal weapons, the Stinger can be locked in stun mode and deals only nonlethal damage, PDC is reduced to 17 and restriction to Licensed (+1)
 

kronos182

Adventurer
Shocker Series
A departure for GE, the Shocker is a melee weapon that can also be powered up for more damage with high currents of electricity. The shocker also has the added bonus of sending a bolt of electricity to hit targets at a distance. Shockers are usually modeled after short or long swords, but daggers and other melee weapons are also available. To recharge the batteries, the weapon must be placed in the sheath and placed on a power dock which recharges the weapon in about 2 hours.

Shocker Short Sword (Simple Weapons Proficiency PL 6)
Damage: 1d6 unpowered add 1d6 when powered, 3d4 bolt
Critical: 19-20 x2, 20
Damage Type: piercing, powered is piercing and electrical, electrical for bolt
Range Increment: 20 ft for the bolt, maximum of 5 range increments.
Ammo: 10 minutes of continuous use, or 10 bolts (one bolt is worth 1 minute)
Size: Small
Weight: 3 lbs
Purchase DC: 12
Restriction: -
Game Note: Shooting the bolt is a little awkward and suffers a -1 penalty to attack.

Shocker Dagger (Simple Weapon Proficiency PL6)
Damage: 1d4, add 1d6 when powered, 3d4 bolt
Critical: 19-20 x2, 20
Damage Type: piercing, piercing plus electrical when powered, electrical for bolt
Range Increment: 10 ft for throwing the dagger, 10 ft for bolt, maximum of 5 range increments,
Ammo: 10 minutes of continuous use, or 10 bolts (one bolt is worth 1 minute)
Size: Tiny
Weight: 1 lbs
Purchase DC: 10
Restriction: -
Game Note: The dagger is easy to point and doesn't suffer any attack penalties when firing the electrical bolt.

Shocker Longsword (Simple Weapon Proficiency PL6)
Damage: 1d8, add 2d4 when powered, 4d4 bolt
Critical: 19-20 x2, 20
Damage Type: slashing, slashing and electrical when powered, electrical for bolt
Range Increment: 25 ft for electrical bolt, max of 5 range increments
Ammo: 20 minutes of continuous use, or 20 bolts (one bolt is worth 1 minute)
Size: Large
Weight: 4.5 lbs
Purchase DC: 15
Restriction: -
Game Note: Aiming the sword to fire the bolt is awkward and suffers a -2 to attack rolls.




Shock Gloves
Shock gloves are a new development from General Electric's weapons department, expanding from the shocker series of melee weapons. Shock gloves are padded, insulated and slightly armoured gloves, similar to gauntlets, with the knuckles that are reinforced and padded to protect the user's hands in unarmed combat. These gloves, when they strike a surface, they emit a large electric discharge. What makes these different from GE's shocker series of weapons, besides the lack of ranged discharge, is that they do not require any power source. They work on a greatly enhanced version of piezoelectricity, where specially grown crystals, when put under physical stress, emit an electrical charge, which is then transmitted through a series of super conductors and transformers, then finally to the emitters in the knuckles.
Shock Gloves (PL6 Simple Weapon Proficiency)
Damage: +1 plus 1d4 electrical
Critical: 20, x2
Damage Type: bludgeoning plus electrical
Range Increment: melee
Size: Tiny
Weight: 1 lb
Purchase DC: 10
Restriction: -
Game Note: If used by a character with the Brawl feat, shock gloves increase the base damage dealt by an unarmed strike by +1, this is in addition to the +1 granted by the shock gloves, and unarmed strikes deal lethal damage. Weight and cost is for a single glove.
 

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