Knuckle Blaster Stun Gun PL5
The Knuckle Blaster is the latest development in personal protection. Looks like a matte black plastic set of brass knuckles, only thicker, with the stun electrodes situated on the middle and ring finger parts, which protrude more than the index and pinky fingers. An easy to disengage/engage thumb safety switch allows one to quickly arm and disarm it. The trigger is in the index finger hole. The knuckle blaster comes with a specially designed holster that fits on a belt or pocket that allows a person to quickly draw and put the knuckle blaster on properly.
Knuckle Blaster (Simple Weapon Proficiency PL5)
Damage: 1d6+ unarmed damage
Critical:20
Damage Type: electricity
Range Increment: -
Magazine:10 internal
Size: Tiny
Weight: 1.2 lbs
Purchase DC: 8
Restriction:-
Game Note:Target must make a Fort saving throw DC 15 or be paralyzed for 1d6 rounds. The knuckle blaster can be used in melee combat, adding the user's unarmed damage,or just touched to deliver just the electrical charge. Holster is designed to give the user the benefit of the Quick Draw feat for the knuckle blaster only.
Vamp Killer ver5
After Harold Smith retired from the regional anti-vampire defense force, he tried many different things to occupy his time in his retirement. He finally ended up opening a repair shop and fixed various things around his home town, from lawnmowers to tvs. He was working on a chainsaw one day and got a bright idea. He went about redesigning a chainsaw to make it lighter, but more durable for use in melee combat, and plated the teeth in silver. He sold the first design to some adventurers who reported great success with the design against vampires.Over the years Harold has upgraded the design.
Today,Harold Smith has expanded his repair shop, but also has a small assembly area where a team assembles the latest version of the Vamp Killer, as his weapon has been known amongst many adventurers and wannabe vampire hunters.
The Vamp Killer ver 5, the latest version, is more of a whole kit than just a single item. Sold in a handy, accessible carrying case, with the Vamp Killer ver 5 itself, a 12 inch wooden cross, six wooden stakes, a mallet, a flare gun with 5 flares and the case has a spot to hold 5 hand grenades.
The Vamp Killer ver 5 itself is a tough, light weight chainsaw with silver plated teeth that runs on a heavy duty battery that gives it 5 hours of continuous power,and recharges in only 3 hours when plugged in. Above the blade is a flashlight with a cross mounted in front, used to scare vampires. Along the bottom is a pneumatic launcher used to launcher grenades. Best used to use grenades that explode on contact as the design pulls the pin and release just before it launches. The motor must be running to build up pressure to launch the grenade.
Vamp Killer ver5 (PL5 exotic weapon proficiency)
Damage: 3d6 chainsaw, varies by grenade
Critical:20, varies by grenade
Damage Type: slashing, varies by grenade
Range Increment: melee, grenades have a 20 ft increment out to 5 increments
Size:large
Ammo: 5 hours continuous use chainsaw, 1 internal grenade.
Weight: 14 lbs
Purchase DC: 13
Restriction:
Game Note:Silver plated chainsaw. Grenade launcher holds one hand grenade, must be loaded manually, takes 1 move action to reload, suffers a -2 to attack to launch grenade even with exotic weapon feat (Vamp Killer), motor must be running to launch grenade. Mallet can be used as a bludgeon weapon for 1d4 damage.
Ghost Razors
The Ghost Razors is a heavily armoured gauntlet usually attached to heavy armour or power armour. Only a few dozen have been produced. The fingers are articulated claws and three large blades extend from the forearm over the back of the hand. The blades are surrounded by a phased energy field, which combined with their monomolecularly sharpness, allows them to carve through armour and penetrate shields and defensive shielding. The company that created these weapons was infiltrated by several industrial spies, but upon their discovery and the use of excessive force from the security force, caused several highly sensitive pieces of equipment which were manipulating very sensitive materials resulted in a large explosion which destroyed most of the complex and killing the entire design team. Since the design team is dead, with all data relating to the construction, no more ghost razors will ever likely be produced outside of the 31 already produced.
Ghost Razors (PL7)
Damage: 2d8, ignore 10 points of hardness
Critical: 19-20x3
Damage Type: Slashing
Size: Medium
Weight: 8 lbs
Purchase DC: 32 (Extremely Rare +6)
Notes: Ignores 10 points of hardness/DR of physical protection, ignores up to +4 points of Defense provided by armour. Any bonus to Defense or hit points provided by fields or energy shields are completely ignored. User is considered armed. Ghost Razors provide a +2 bonus to Intimidate checks.
Vector Weapons (PL6)
Vector weapons are melee weapons of Medium-size or larger that use a vectored thruster to add extra damage to attacks (at the cost of decreased accuracy). A character proficient in the base weapon can use the Power Attack feat when attacking with a vector weapon even if they do not have the feat. Users with the Power Attack feat gain double the bonus damage. Weapons that have a vector system built into them cannot be energy weapons or have complicated parts (such as high-frequency blades). Vector weapons are almost exclusively archaic weapons built with advanced manufacturing and metallurgy technology. A rod of solid chemical propellant, housed in the weapon hilt, fuels the weapon's thruster. This fuel rod will last for 50 power attacks, and must be replaced after that time. A character using a vector weapon can choose not to fire its thruster and attack normally.
Restrictions: Non-energized melee weapons of Medium-size or larger.
Purchase DC Modifier: +2
A set of 3 vector fuel rods have a PDC of 4
Power Spike
This weapon is a powerful pneumatic powered spike attached to a forearm mount on medium to heavy or powered armour. The user strikes the target with their fist, which has a trigger plate across the knuckles, which then drives the spike into the target,penetrating armour and internal components and anyone inside. Infantry use power spikes to engage power armour, light mechs or light armoured vehicles, using the spikes to punch into and damaging sensitive components such as hydraulics, guidance systems, gyros or power couplings.
Power Spike (PL6 Simple Weapon Proficiency)
Damage: 2d6, ignores 4 points of hardness/DR
Critical: 19-20 x3
Damage Type: Piercing
Size: Small
Weight: 4 lbs
Purchase DC: 14 Mil (+3)
Notes: Make a touch attack to activate. Usually mounted on armour to provide bracing for the force of the spike. If not mounted on armour, and just strapped to the user's arm, deals half damage dealt to target in subdual damage to the user from the force of the spike driving forward and back with each strike.
The Knuckle Blaster is the latest development in personal protection. Looks like a matte black plastic set of brass knuckles, only thicker, with the stun electrodes situated on the middle and ring finger parts, which protrude more than the index and pinky fingers. An easy to disengage/engage thumb safety switch allows one to quickly arm and disarm it. The trigger is in the index finger hole. The knuckle blaster comes with a specially designed holster that fits on a belt or pocket that allows a person to quickly draw and put the knuckle blaster on properly.
Knuckle Blaster (Simple Weapon Proficiency PL5)
Damage: 1d6+ unarmed damage
Critical:20
Damage Type: electricity
Range Increment: -
Magazine:10 internal
Size: Tiny
Weight: 1.2 lbs
Purchase DC: 8
Restriction:-
Game Note:Target must make a Fort saving throw DC 15 or be paralyzed for 1d6 rounds. The knuckle blaster can be used in melee combat, adding the user's unarmed damage,or just touched to deliver just the electrical charge. Holster is designed to give the user the benefit of the Quick Draw feat for the knuckle blaster only.
Vamp Killer ver5
After Harold Smith retired from the regional anti-vampire defense force, he tried many different things to occupy his time in his retirement. He finally ended up opening a repair shop and fixed various things around his home town, from lawnmowers to tvs. He was working on a chainsaw one day and got a bright idea. He went about redesigning a chainsaw to make it lighter, but more durable for use in melee combat, and plated the teeth in silver. He sold the first design to some adventurers who reported great success with the design against vampires.Over the years Harold has upgraded the design.
Today,Harold Smith has expanded his repair shop, but also has a small assembly area where a team assembles the latest version of the Vamp Killer, as his weapon has been known amongst many adventurers and wannabe vampire hunters.
The Vamp Killer ver 5, the latest version, is more of a whole kit than just a single item. Sold in a handy, accessible carrying case, with the Vamp Killer ver 5 itself, a 12 inch wooden cross, six wooden stakes, a mallet, a flare gun with 5 flares and the case has a spot to hold 5 hand grenades.
The Vamp Killer ver 5 itself is a tough, light weight chainsaw with silver plated teeth that runs on a heavy duty battery that gives it 5 hours of continuous power,and recharges in only 3 hours when plugged in. Above the blade is a flashlight with a cross mounted in front, used to scare vampires. Along the bottom is a pneumatic launcher used to launcher grenades. Best used to use grenades that explode on contact as the design pulls the pin and release just before it launches. The motor must be running to build up pressure to launch the grenade.
Vamp Killer ver5 (PL5 exotic weapon proficiency)
Damage: 3d6 chainsaw, varies by grenade
Critical:20, varies by grenade
Damage Type: slashing, varies by grenade
Range Increment: melee, grenades have a 20 ft increment out to 5 increments
Size:large
Ammo: 5 hours continuous use chainsaw, 1 internal grenade.
Weight: 14 lbs
Purchase DC: 13
Restriction:
Game Note:Silver plated chainsaw. Grenade launcher holds one hand grenade, must be loaded manually, takes 1 move action to reload, suffers a -2 to attack to launch grenade even with exotic weapon feat (Vamp Killer), motor must be running to launch grenade. Mallet can be used as a bludgeon weapon for 1d4 damage.
Ghost Razors
The Ghost Razors is a heavily armoured gauntlet usually attached to heavy armour or power armour. Only a few dozen have been produced. The fingers are articulated claws and three large blades extend from the forearm over the back of the hand. The blades are surrounded by a phased energy field, which combined with their monomolecularly sharpness, allows them to carve through armour and penetrate shields and defensive shielding. The company that created these weapons was infiltrated by several industrial spies, but upon their discovery and the use of excessive force from the security force, caused several highly sensitive pieces of equipment which were manipulating very sensitive materials resulted in a large explosion which destroyed most of the complex and killing the entire design team. Since the design team is dead, with all data relating to the construction, no more ghost razors will ever likely be produced outside of the 31 already produced.
Ghost Razors (PL7)
Damage: 2d8, ignore 10 points of hardness
Critical: 19-20x3
Damage Type: Slashing
Size: Medium
Weight: 8 lbs
Purchase DC: 32 (Extremely Rare +6)
Notes: Ignores 10 points of hardness/DR of physical protection, ignores up to +4 points of Defense provided by armour. Any bonus to Defense or hit points provided by fields or energy shields are completely ignored. User is considered armed. Ghost Razors provide a +2 bonus to Intimidate checks.
Vector Weapons (PL6)
Vector weapons are melee weapons of Medium-size or larger that use a vectored thruster to add extra damage to attacks (at the cost of decreased accuracy). A character proficient in the base weapon can use the Power Attack feat when attacking with a vector weapon even if they do not have the feat. Users with the Power Attack feat gain double the bonus damage. Weapons that have a vector system built into them cannot be energy weapons or have complicated parts (such as high-frequency blades). Vector weapons are almost exclusively archaic weapons built with advanced manufacturing and metallurgy technology. A rod of solid chemical propellant, housed in the weapon hilt, fuels the weapon's thruster. This fuel rod will last for 50 power attacks, and must be replaced after that time. A character using a vector weapon can choose not to fire its thruster and attack normally.
Restrictions: Non-energized melee weapons of Medium-size or larger.
Purchase DC Modifier: +2
A set of 3 vector fuel rods have a PDC of 4
Power Spike
This weapon is a powerful pneumatic powered spike attached to a forearm mount on medium to heavy or powered armour. The user strikes the target with their fist, which has a trigger plate across the knuckles, which then drives the spike into the target,penetrating armour and internal components and anyone inside. Infantry use power spikes to engage power armour, light mechs or light armoured vehicles, using the spikes to punch into and damaging sensitive components such as hydraulics, guidance systems, gyros or power couplings.
Power Spike (PL6 Simple Weapon Proficiency)
Damage: 2d6, ignores 4 points of hardness/DR
Critical: 19-20 x3
Damage Type: Piercing
Size: Small
Weight: 4 lbs
Purchase DC: 14 Mil (+3)
Notes: Make a touch attack to activate. Usually mounted on armour to provide bracing for the force of the spike. If not mounted on armour, and just strapped to the user's arm, deals half damage dealt to target in subdual damage to the user from the force of the spike driving forward and back with each strike.
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