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<blockquote data-quote="kronos182" data-source="post: 7512215" data-attributes="member: 6668634"><p>BMKG-2001 Rifle</p><p></p><p>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.</p><p></p><p>BMKG-2001 Rifle (PL8, Personal Firearms Proficiency)</p><p>Damage: varies</p><p>Critical: varies</p><p>Damage Type: varies</p><p>Range Increment: varies</p><p>Rate of Fire: varies</p><p>Size: Large</p><p>Weight: 18 lbs</p><p>Ammo: 100 charges</p><p>Purchase DC: 30 Rare (+4)</p><p>Notes: Variable Mode, Ammo blocks PDC 16 for box of 5 clips. Switching modes takes move equivalent action, done only once per round.</p><p>Variable Mode - The BMKG-2001 has a nano-factory allowing it to alter its structure and damage type depending on each mode:</p><p>Ballistic Mode: A fairly basic ballistic weapon, deals 2d10+2, 20x2, ballistic, 90 ft, S/A, 1 round uses 1 charge.</p><p>Energy Blaster: A rapid fire energy blaster, deals 3d8+2, 20x3, energy, 90 ft, S/A, 1 round uses 2 charges.</p><p>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.</p><p>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.</p><p>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.</p><p></p><p></p><p>Melter</p><p>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.</p><p></p><p>Melter (PL5 Personal Firearms Proficiency)</p><p>Damage: 2d8</p><p>Critical: 20 x2</p><p>Damage Type: acid</p><p>Range Increment: 15 ft</p><p>Rate of Fire: S</p><p>Size: Large</p><p>Weight: 10 lbs</p><p>Ammo: 12 Box</p><p>Purchase DC: 21, Box of 10 cartridges have PDC 12</p><p>Notes: intimidating, folding stock, Acidic</p><p>Intimidating - When used as part of an Intimidation check, grants +2.</p><p>Folding Stock - when folded, the size of the Melter changes to medium.</p><p>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.</p></blockquote><p></p>
[QUOTE="kronos182, post: 7512215, member: 6668634"] 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. [/QUOTE]
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