BMKG-2001 Rifle
This advanced rifle uses a small nano-factory to alter itself to five different fire modes, making it an incredible versatile weapon. Unfortunately it requires special ammunition blocks that contains metal, nanites and a few chemicals. The BMKG-2001 can change from its default ballistic rifle mode to an energy blaster, sonic cannon, plasma blaster, or a mini rocket launcher, with the barrel changing shape and the necessary components shaping and forming from the nanite factory inside the weapon. The BMKG-2001 can only change modes once every several seconds, meaning a user can't switch modes between rapid attacks.
BMKG-2001 Rifle (PL8, Personal Firearms Proficiency)
Damage: varies
Critical: varies
Damage Type: varies
Range Increment: varies
Rate of Fire: varies
Size: Large
Weight: 18 lbs
Ammo: 100 charges
Purchase DC: 30 Rare (+4)
Notes: Variable Mode, Ammo blocks PDC 16 for box of 5 clips. Switching modes takes move equivalent action, done only once per round.
Variable Mode - The BMKG-2001 has a nano-factory allowing it to alter its structure and damage type depending on each mode:
Ballistic Mode: A fairly basic ballistic weapon, deals 2d10+2, 20x2, ballistic, 90 ft, S/A, 1 round uses 1 charge.
Energy Blaster: A rapid fire energy blaster, deals 3d8+2, 20x3, energy, 90 ft, S/A, 1 round uses 2 charges.
Sonic Cannon: A heavy sonic weapon firing invisible concentrated sound waves, 4d6, 20x2, sonic, 60 ft, semi, uses 3 charges. Targets don't get to add their Dex modifier to Defense as they can't see the discharges.
Plasma Blaster: A heavy plasma weapon that nearby fire or explosives effects might chain to the target, deals 3d10, 20x2, fire, 70 ft, semi, uses 4 charges. Pyrophoric - targets struck by this plasma attack, will for the next 1d4 rounds, will have to make a Reflex save DC 15 anytime a fire (this includes plasma weapons, flamethrowers, etc) or explosive attack within 15 feet of them, or suffer 1d6 fire damage.
Mini Rocket Launcher: A four barrel mini rocket launcher forms, launches 4 rockets at once affecting a 20 foot radius area, dealing 4d6, Reflex save DC 16 for half, 120 ft, single, 1 shot of 4 rockets uses 5 charges.
Melter
The Melter is a shotgun style weapon that fires acid filled cartridges, leaving horrible burns that continue to burn through materials, particularly metals, for several seconds. The weapon is quite favoured as an anti-armour and for breaching fortification as the folding stock allows it to be easily maneuvered in close quarters.
Melter (PL5 Personal Firearms Proficiency)
Damage: 2d8
Critical: 20 x2
Damage Type: acid
Range Increment: 15 ft
Rate of Fire: S
Size: Large
Weight: 10 lbs
Ammo: 12 Box
Purchase DC: 21, Box of 10 cartridges have PDC 12
Notes: intimidating, folding stock, Acidic
Intimidating - When used as part of an Intimidation check, grants +2.
Folding Stock - when folded, the size of the Melter changes to medium.
Acidic - The acid is formulated to deal extra damage to metallic objects. The round after being struck, metallic objects suffer an additional 2d6 damage the next round. Acid damage ignores Hardness.