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1001 SCIENCE FICTION WEHPONS

by James Thomson
Copyright 2003© James Thomson _____________________
plain
MgrapPer
games

Cover Image taken from Sci-Fi Clip-Art Collection Two, copyright © Philip Reed and
Christopher Shy. Used with permission.

Some interior artwork taken from Sci-Fi Clip-Art Collection One, Two and Three, copyright © Philip
Reed and Christopher Shy. Used with permission. To learn more visit www.roninarts.com

Some Interior artwork by Tony Perna, taken from Superhero Image Portfolios 1.3 and 1.5. copyright ©
Louis Porter, Jr. Design www.lpjdesign.com/DevilsWorkshop/ImagePortfolio

Some Interior artwork taken from Arcane Publisher's Edition, Volume 2 copyright © V Shane

Special Thanks to Joanne Vesper, for all her invaluable assistance.

Open Gaming Content: Non-generic names of individual weapons (e.g. "The Hermatrode") or fictional
companies (e.g. "Gnorg Industries") are Product Identity, but can be used with permission from the author. Mention of
the authorship in the credits of your own work is sufficient for permission to be implied—no prior notification is required.
The only use that is not permitted is to resell the content in another collection of weapons. Any mention of or reference
to any company or product in these pages is not a challenge to the trademark or copyright concerned. Everything else
in this book other than art, the product title (1001 Science Fiction Weapons D20 Version), "Plain Brown Wrapper
Games" and this credits page is designated as Open Gaming Content.

'd20 System' and the 'd20 System' logo are Trademarks owned by Wizards of the
Coast and are used according to the terms of the d20 System License version 1.0. A
copy of this License can be found at www.wizards.com. Dungeons & Dragons(R) and
Wizards of the Coast(R) are Registered Trademarks of Wizards of the Coast, and are
used with Permission.
This product is not published or endorsed by Wizards of the Coast, Inc.
Requires the use of the Dungeons & Dragons® Player's Handbook, Third Edition or
the Dungeons & Dragons® Player's Handbook, Edition 3.5 or D20 Modern, published
by Wizards of the Coast®
Table of Contents
Introduction ............................................................................................................................... 5
Extra Feats and Skills ............................................................................................................... 8
New Feats ................................................................................................................................ 8
New Weapon Proficiencies ................................................................................................ 8
New Skills ................................................................................................................................ 9
Organic Weapons ....................................................................................................................10
Organic Melee Weapons .................................................................................................. 10
Swarm-Pods, Spore Pods and Other Organic Splash Weapons ......................... 20
Scuttlebombs, Living Torpedos and Other Self-Actuated Living Weapons .... 25
Scuttlebombs ...................................................................................................................... 25
Living Torpedoes .................................................................................................................30
Other Self-Actuated Living Weapons ......................................................................... 33
Miscellaneous Organic Weapons ................................................................................ 36
Futuristic Melee Weapons .................................................................................................. 39
Advanced Materials Weapons ....................................................................................... 39
Yo-Yo Weapons .................................................................................................................. 42
Hyperice Weapons ........................................................................................................... 44
Radioactive Hand Weapons ............................................................................................ 46
Hypersharp Weapons ....................................................................................................... 48
Vibronic Weapons ............................................................................................................. 54
Chainsaws and Buzzsaws ................................................................................................. 60
Hot, Cold and Electrified Weapons ............................................................................... 62
Force-Projection Weapons ............................................................................................. 70
Superheavy Weapons ........................................................................................................ 73
Fusion Blades ...................................................................................................................... 77
Miscellaneous Futuristic Melee Weapons ................................................................. 79
Futuristic Throwing Weapons............................................................................................ 91
Throwing Disks and Shuriken ........................................................................................ 91
Futuristic Bolas ................................................................................................................... 96
Guided and Self-Returning Throwing Weapons ..................................................... 99
Futuristic Muscle-Powered Ranged Weapons ............................................................ 107
Slingshots ............................................................................................................................ 107
Bows and Arrows ............................................................................................................. 109
Crossbows and Crossbow Bolts .................................................................................. 121
Spearguns, Spike Guns and Harpoon Guns ................................................................. 127
Spears and Spearguns ................................................................................................... 127
Harpoons and Harpoon Guns ..................................................................................... 132
Giant Harpoons and Giant Harpoon Guns .............................................................. 135
Stranger Stuff .................................................................................................................... 136
Darts and Dart Guns ............................................................................................................ 138
Attack Drones ........................................................................................................................ 148
Aerosol Weapons ................................................................................................................. 152
Disposable Weapons .......................................................................................................... 160
Projectile Weapons ............................................................................................................. 169
Shotguns ............................................................................................................................. 169
Pistols ................................................................................................................................... 173
Rifles .....................................................................................................................................175
Submachine Guns ............................................................................................................ 178
Machine Pistols ................................................................................................................ 181
Assault Rifles ..................................................................................................................... 183
The Z-Series: An Alternate Approach to the Future of Firearms ..................... 187
Thud Guns and Splat Guns: Another Alternate Approach to the Future of
Firearms .............................................................................................................................. 189
Bolt-Guns and other Superheavy Firearms ............................................................. 191
Miscellaneous Slugthrower Guns ............................................................................... 193
Gyrojets ................................................................................................................................ 197
Gyrojet Loads .................................................................................................................... 201
Idiot Guns ........................................................................................................................... 204

3
Miniature Wrist-Rocket Launcher and Micromissiles ........................................ 207
Micromissiles .................................................................................................................... 207
Grenades and Grenade Launchers ............................................................................. 210
Grenades .............................................................................................................................212
Heavy Ordinance............................................................................................................. 230
Mortars ............................................................................................................................... 231
Rocket Launchers and Missiles .................................................................................. 233
Explosives of Tomorrow .................................................................................................... 237
Land Mines ............................................................................................................................ 240
Gauss Guns ............................................................................................................................ 250
Using Gauss Guns With the “Burst-Fire” Feat ........................................................ 251
Advanced Gauss Weapons .......................................................................................... 255
Lightning Guns ..................................................................................................................... 258
Laser Weapons ...................................................................................................................... 261
Early Laser Weapons ...................................................................................................... 261
Advanced Laser Weapons ............................................................................................ 266
X-Ray Lasers ...................................................................................................................... 270
Early X-Ray Guns .............................................................................................................. 270
Advanced X-Ray Lasers ................................................................................................. 272
Microwave Weapons ......................................................................................................... 273
Ion Guns ................................................................................................................................. 276
Sonic Weapons ..................................................................................................................... 281
Particle Accelerator Weapons .......................................................................................... 284
Blasters ..................................................................................................................................... 288
Thump-Guns and Vibro-Guns .......................................................................................... 294
Disruptors .............................................................................................................................. 296
Coagulators .......................................................................................................................... 299
Gamma Ray Guns ................................................................................................................. 301
Antimatter Weapons ......................................................................................................... 303
Plasma and Fusion Guns .................................................................................................... 304
Fusion Guns ...................................................................................................................... 306
Non-Lethal Weapons ......................................................................................................... 308
Non-Lethal Melee Weapons ....................................................................................... 308
Non-Lethal Ranged Weapons ..................................................................................... 315
Flamers .................................................................................................................................... 322
Needleguns ........................................................................................................................... 324
Miscellaneous Futuristic Ranged Weapons ................................................................ 326
Weird Science ....................................................................................................................... 335
Super-Advanced Weapons ............................................................................................. 361
Super-Advanced Melee Weapons ............................................................................. 362
Super-Advanced Ranged Weapons .......................................................................... 366
Fusion Sidearms .............................................................................................................. 369
Disintegration Weapons ............................................................................................... 370
Lepton Guns .................................................................................................................... 372
The Witherslant Guns .................................................................................................... 375
Entropy Weapons ........................................................................................................... 377
Other Super-Advanced Weapons ............................................................................ 379
Artifacts and Relics ............................................................................................................ 387
Weapons of Mass Destruction ......................................................................................... 403
Appendix A: A Few Brief Notes on Dealing With the Witherslant Masters ....... 414
The Shopkeeper ............................................................................................................... 416
Appendix B: Bonus Weapons ........................................................................................... 416
OPEN GAME LICENSE Version 1.0a ................................................................................ 418

4
Introduction

From the Dawn of Time, human totally generic.


beings have ceaselessly quested
for new and interesting things to Nor are there a lot of new rules to
bash one another with. In the clutter up your game. We have a
spirit of this bold and noble few new feats and Weapon
endeavor, I present you here with Proficiencies, but no more than are
no less than One Thousand and absolutely required. Nothing here
One new implements of bloody will force you to change any
carnage, for all your science- existing game mechanics. Ideally
fiction savagery needs. The future you should be able to fit these
is a marvelous time to hurt weapons into your game without
people, and I applaud your anything but the Player's
decisionYou
What Will
to use it asFind in This
a setting for Handbook. A number of these
your campaign. How can we be of weapons affect the mind, but you
Book
service? won’t need the Psionics Handbook
Game statistics for one thousand to use them. You won’t even need
and one weapons. In cases where a D20 Modern (although the weapons
given weapon is likely to be widely in this book are all perfectly
used I have provided a basic compatible with it).
version and then a few variants, so
that if everyone in your game is You also won’t find any attempt on
running around with, say, Blaster my part to be absolutely
Pistols, they won’t all have to carry comprehensive. I've provided you
the same model. with weapons that I thought you
might find fun and amusing,
without trying to work out every
What You Won't Find in last possible permutation and
This Book combination. Frankly, the Double-
You won't find materials relating to Bladed Chainsword is silly enough--
any specific game universe-- I want do you really want me to come up
you to be able to adapt this with a "Chain-Axe" or a "Chain-
material as freely as possible to Halberd" and make it even sillier?
your own campaigns, so I have Nor would I try to rip you off by 5
done my best to avoid using making a "Chain-Broadsword" a
specific backgrounds for any of "Chain-Longsword" and a "Chain-
these weapons. There are one or Bastard Sword" and calling them
two places where I couldn’t resist, three different weapons. It’s my
intention to give you the greatest
Using these materials in carefully consider the effect that a
your SF D20 Campaign given weapon will have on your
The weapons listed here aren't game before you introduce it. This
intended for any one particular is actually easier to do than most
science fiction campaign setting- manuals on Gamemastering claim.
that's why so many of them have A little foresight and you’ll be fine.
such generic names. Rather, they A Few Words About Money
are intended as a toybox you can Money is a crucial element of most
pick and choose from. The items Science Fiction campaigns. If
you like should fit seamlessly into anything, SF games are even more
your campaign and you can leave money-driven than fantasy games,
out the rest. since more equipment is for sale
There may be places in the text and it can do more for you.
where I suggest that a particular The precise cost of an item that a
type of defense would work character wants can have a big
particularly well against a given effect on the decisions they make,
weapon (for example I mention so the DM should feel free to
that there are types of reflective fiddle with any and all of the
armor out there which will protect prices given here. These are
against lasers). These are only approximations, based on what
suggestions, entirely up to the DM things might be like in a typical
to interpret. There are no defensive "Space Opera" universe in a
devices and no armor in this society not too unlike our own.
book— just weapons. Your universe (or the demands of
It is not inconceivable that a single your plot) could be very different
science fiction universe might You may notice that all prices are
contain every one of the weapons listed in "Units." What's a Unit? It's
listed here, but my intentions are a generic unit of currency, equal in
really just to give you the widest value to roughly 1 American Dollar,
possible list to choose from. or one Silver Piece. I frankly don't
Game Balance and Massive know what kind of currency you'll
use in your game, whether you'll
Firepower call it "Credits" or "new-Dollars" or
It’s tough to maintain game "Neo-Yen", so I thought I'd just
balance when your players have give it to you in the equivalent of
access to hideously powerful SP and let you take it from there.
weapons. As a general rule, the
best way to combat the problem is Most D20 science fiction
to give their opponents the same roleplaying games use actual
kind of hardware, or better yet, money instead of the D20 Modern
different but equally powerful system of Purchase DCs. This is to
hardware (which of course is a lot be expected, since most science
easier to find when you have 1001 fiction heroes, like their fantasy
options to choose from). This does counterparts, are shabby characters
have a tendency to shift the focus who don't have 401 K plans or
of the game from the characters to Savings Accounts to keep track of,
their machinery, but then again a and whose fortunes rise and fall
lot of science fiction is actually like dramatically with their adventures.
that. Their wealth is easy to keep track
of, without getting bogged down
Still, let's face it--some of these in the details of interest rates and
weapons aren't really intended for escrow.
Player Characters to lug around in
their knapsacks. Alien artifacts For those of you who find it easier
gathering space-dust at the to use Purchase DCs (or who are
bottom of nameless ruins, or the operating in a game environment
twisted fruits of Mad Science, these where it just makes more sense to
items are really more suitable for do it this way) I have provided
cackling arch-villains, crazed purchase DCs on each of the
cybernetic intelligences or Martian weapons in this book. However,
invaders to have in their arsenals. they are even more fluid and
approximate than the listed prices.
Less civic-minded Space Heroes The Purchase DCs in D20 Modern
may decide to keep Doctor are based on a set of common 6
Ghastly's Diabolical Atomic Ray assumptions about the world that
instead of destroying it or turning you can’t really make about most
it over to the Ministry of Space. science fiction settings. In an SF
How to keep them from using it to game, how tough it is to acquire a
blackmail the world themselves (or given weapon depends largely on
don't have them) options, not tie their hands. In
Do hand-held particle accelerators some campaigns projectile
first appear before or after weapons will still be in use in
microwave weapons? Does the the 40th century. In others
antimatter rifle make its first you’ll see phasers and matter
appearance on the battlefield transmission by the mid 22nd.
before fusion pistols? After them?
At the same time? Will new With that said, it does seem clear
advances in recoil compensation that some of these weapons are
give us a whole generation of more advanced than others. We
super-high-caliber slugthrowers? list, for example, primitive laser
Will new advances in propellant guns and then later, more
instead give us a whole generation effective models. It also seems
of ultra-light, super-fast bullets? clear that things like antimatter
rifles and lepton projectors should
The answer to all these questions appear considerably later than,
is, frankly, who knows? Nobody say, shotguns and grenade
can make anything more than a launchers.
few vague educated guesses at the
future of firearms technology and The following chart lays out a loose,
once we start to get into energy tentative future history of weapons-
weapons, the waters grow even enough to keep things from getting
murkier. confusing, but not enough to slave
the DM to a single rigid
Frankly it should be up to the DM technological track. Please note that
to decide what kinds of futuristic in some futures many of these
weapons are available to the weapons are never developed, or
players. This book is meant to give developed in some unusual
the DM more sequence.

A Word About Silly Using These Weapons in


Weapons Your Own Work
There are so many weapons in How much of this book is Open
this book that at least one of Game Content? All of it! You can
them is bound to seem dorky to use the stats for these weapons
you. In some cases it’s however you like. Feel free to put
intentional—the Freeze Cannon them in your own published
and the Atomic Ray are intended adventures and sourcebooks. If you
for a particular style of B- Movie use the name of a named weapon
camp SF. With others it’s more a ("the Hermatrode" for example, or
question of taste. the "Tuff-Hammur") then I would
greatly appreciate it if you would
If the Vibro-Claws or the Flying mention me and this book in the
Buzzsaw Blade seem goofy to you, acknowledgments. Quite frankly, I
what can I say? I assure you, want the broader gaming
there’s some guy out there in a community to be able to make
Slayer tee-shirt who thinks they’re good use of this material and I want
the best thing I’ve come up with, it to get as much exposure as
and I want him to enjoy this book, possible. The only use of this work
too. I make no excuses, but you that I would object to would be if
can have my apologies, if you you were to take a bunch of my
want them. weapons and try to sell them as a
weapon sourcebook of your own, or
use the descriptive passages I've 7
slaved over without mentioning me
in the credits.
Extra Feats and Skills
We’ll try to keep these to an feats or skills at all—they’re
absolute minimum—the whole adapted directly from that book.
philosophy of this book is to The only completely original one is
clutter up your game with as few the feat “Yo-yo Tricks”, which I
new rules as possible. Those of you don’t imagine a lot of you are
who play D20 Modern won’t have going to feel forced to use.
to adopt any new
New Feats
Burst Fire New Weapon
Prerequisites: Wisdom 13,
Personal Firearms Proficiency, Proficiencies
Advanced Firearms A few of these are required to keep
Proficiency. track of all the new types of
weapons--we’re introducing in this
Benefit: When using an automatic book. It wouldn’t really work to just
firearm which holds at least five class everything more advanced
bullets, the character may fire a than a crossbow as an “exotic”
short burst as a single attack weapon.
against a single target. The
character receives a -4 penalty on Slugthrower Weapons
the attack roll, but deals out +2 (Called “Personal Firearms” in
dice of damage. Firing a burst uses the D20 Modern rules)
up five shots and can only be done This proficiency covers any weapon
if the weapon has at least five smaller than a rocket launcher that
rounds left in it. spits out projectiles. Everything
Normal: Autofire uses ten bullets, from a derringer to a .44 Magnum
targets everything in a 10-foot-by- to a double-barreled shotgun to an
10-foot area, and can’t be aimed at AK-47 is covered by this proficiency.
a specific target. Without this feat, Gyrojet weapons are so similar in
if a character attempts an autofire shape and function to conventional
attack at a specific target, it simply bullet-launching guns that they are
counts as a normal attack and all covered by the same proficiency, as
the extra bullets are wasted. are Gauss Weapons.
Special: Some firearms have burst There are still a few heavy squad-
settings that use less than five support weapons that fire
rounds. If they are using one of projectiles, but require specialized
these weapons, a character with the training to use. Missile launchers
Yo-Yo
Burst FireTricks
feat can and heavy machine guns, for
This
a feattarget
single allowsthatyoulaunch
to perform
uses
a burst at
up Make a example. These weapons require
amusing tricks with a yo-yo. specific “Exotic” ranged weapon
however
Reflexes many rounds
Saving Throw the
vs. DCweapon
10
requires to count as a “Burst”. So if proficiencies.
every time you use the feat. If you
the weapon
succeed, you fires
havefour-round
probably bursts
they only need to use up vicinity
four
delighted
rounds of any kids
ammunition, in the if it fires Energy Weapons
and
threemade
round any adults
bursts theypresent
onlyyourneed This proficiency covers most
wonder if three
you have wasted life weapon that use a beam or bolt of
to use
(but at up
least you rounds
didn't and
waste so it on
forth. energy to damage the target.
roleplaying games!) If youblasters,
Lasers, own a ion copy of D20
weapons,
microwave
Modern guns, etc. Sonic
At the DM's discretion, a successful weapons and stunners also fall
yo-yo tricks roll may add a +2 to a These
this weapon
category. proficiencies areinto
reaction roll or subject it to a -2 compatible with D20 Modern, but
penalty, depending on who you are simplified
A few energy a little. Thererequire
weapons is, for
trying to impress. Many of you may example, no separate category
additional specialized training to for
be asking "what the Hell is this feat “Archaic”
use. SomeMelee
of them Weapons.
are heavyI want
even doing in this book?" I can only you to belike
weapons ablelaser
to adapt
cannonsthese
or new
suggest that you read on. weapons
fusion guns, others are just sostyle
freely into whatever alien
of campaign
that you like,unfamiliar
they’re radically and who to
8 knows what characters.
kinds of melee
most player These
weapons might be
weapons require specific “Exotic”
ranged weapon proficiencies, and
are clearly marked as such in the
text.
“archaic” in a given campaign Martial and Exotic Melee Weapons.
world? It’s simpler just to break it
down the way the Players’
Handbook and the Dungeon
Master’s Guide do it—into Simple,
Skills
New action. Placing an explosive device
takes 1 minute or more, depending
Demolitions (Inty on the scope of the job.
Trained Only Repair (Int)
Check: Setting a simple explosive Trained Only (But see “Jury Rig”
to blow up at a certain spot
doesn’t require a check, but option below)
connecting and setting a Check: Allows the character to
detonator does. Also, placing an repair mechanical or electronic
explosive for maximum effect devices. The DC is set by the DM,
against a structure calls for a taking the individual circumstances
check, as does disarming an into account. The amount of time
explosive device. required to repair a weapon or
device is also strictly at the DM’s
Set Detonator: Most explosives discretion.
require a detonator to go off.
Connecting a detonator to an Most simple repairs have a DC of 10
explosive requires a Demolitions to 15 and require no more than a
check (DC 10). Failure means that few minutes to complete. More
the explosive fails to go off as complex repair work can have a DC
planned. Failure by 10 or more of 20 or higher and require an hour
means the explosive goes off as or more. Making repairs may also
the detonator is being installed. cost money, at the DM’s discretion
(if spare parts are required).
A character can make an explosive
difficult to disarm. Jury-Rig: A character can choose
To do so, the character chooses to attempt jury- rigged, or
the disarm DC before making his temporary, repairs. Doing this
or her check to set the detonator reduces the Repair check DC by
(it must be higher than 10). The 5, and allows the character to
character’s DC to set the detonator make the checks in a single
is equal to the disarm DC. round. This is the usual
technique a character would use
Place Explosive Device: to clear a jammed weapon. It
Carefully placing an explosive can be used untrained, at the
against a fixed structure (a usual -4 penalty.
stationary, unattended
inanimate object) can maximize A jury-rigged repair can only fix a
the damage dealt by exploiting single problem with a check, and
vulnerabilities in the structure’s the temporary repair only lasts until
construction. the end of the current encounter.
The jury-rigged object must be fully
The DM makes the check (so that repaired thereafter, at the full time
the character doesn’t know exactly and cost.
how well they have done). On a
result of 15 or higher, the A character can also use the jury-rig
explosive deals double damage to option to hot-wire a car or jump-
the structure against which it is start an engine. The DC for this is at
placed. On a result of 25 or higher, least 15, and it can be higher
it deals triple damage to the depending on whether or not the
structure. In all cases, it deals vehicle is equipped with security
normal damage to all other targets devices. The DM has the final say.
within its burst radius.
If you fail a Repair Roll, you are
Disarm Explosive Device: normally free to roll again, although
Disarming an explosive that has this is at the DM’s discretion. The
been set to go off requires a DM may decide that a failed Repair
Demolitions check. The DC is check has some sort of negative
usually 10, unless the person who effect on the device that prevents
set the detonator chose a higher repeated checks. 9
disarm DC. If the character fails the
check, he or she does not disarm Special: A character can take 10 or
the explosive. If the character fails take 20 on a Repair check. When
by more than 5, the explosive goes making a Repair check to
off. accomplish a jury-rig repair, a
jammed weapon with a jury rig, which can be done by Craft (mechanical) or Craft (electronic) can provide a
hand at no penalty. +2 synergy bonus on Repair checks made for
mechanical or electronic devices.

Organic Weapons
Some civilizations develop technologies that revolvexclusively around bio-engineering. They grow lving houses, living tools
and weapons, sometimes even living stahips.

Bio-technology can be unnerving to use. Tools breate or shed dandruff or pulse warmly in your graspWeapons may need to
be fed, or be prone to flatulence, skin raises and/or nameless sticky secretions. Bio-tech alo tends to be relatively ineffective
in a vacuum-most of these wepons can't survive the rigors of space any bettehan the characters who wield them.

Most Player Characters s hail from worlds that takemore familiar technological paths, so the weaporiisted below will largely
be found in the hands of NPCs. If a Player Character picks up a bio-weapon, the DM should mak an effort to bring across a
sense of its strangeness

Please note that while a lot of these weapons areffectively Constructs in game terms, by no means a lof them are. Some
biological weapons have enough brain-power tmake limited decisions on their own, while othersre just tools made of meat.
At times the distinction can be conrtsing. Most Scuttlebombs, for example, have to trck targets and find their way across
uneven terrain. This require enough moxie that it's best to treat them as biological Constructs. Most Living Torpedoes, on
the other hand, require oi more wits than are required to glide over to a tget square and explode. In game terms, they're
effectively self-propelled grenades, not constructs. Check carefully before using a biological weapon in combat to see which
type it .isIt will help prevent a lot of needless confusion

Organic Melee Weapons


uncomfortably warm and throbs faintly in the user's
hand. The blade can be used as many times as you like
and then disposed of. Twist the bulb on the bottom,
dislocate the tiny bones under its skin and will melt
away into a pungent smelling stain withi ia minute. It is
utterly undetectable by any sensor- system that isn't
specifically designed to look for organic weapons--it
Disposable Organic Blade even mimics the user's scent.
Size: Small (No bonus or penalty to conceal with a
"sleight of hand" roll)
Cost: 275 Units
Disposable Organic Blade, Venomous
Tentative Purchase DC: 13 (usually illegal) Required
Size: Small (No bonus or penalty to conceal with a
Proficiency: Simple Handed: Requires 1 hand to use
"sleight of hand" roll)
Range Increment: 10 feet (if thrown)
Cost: 300 Units
"To Hit" Bonus: -Rate of Fire: Can only be used once.
Tentative Purchase DC: 14 (usually illegal) Required
Damage: 1d4 Slashing (19-20 x2)
Proficiency: Simple Handed: Requires 1 hand to use
Weight: 1 pound Armor Class: 9 Hardness: 7 Hit
Range Increment: 10 feet (if thrown)
Points: 2
"To Hit" Bonus: -Magazine: 6 Doses of Venom Rate of
DC required to break this item with a Strength Roll:
Fire: Can only be used once.
14
Damage: 1d4 Slashing (19-20 x2), make a Fortitude
Accessories: Scabbard (costs 25 Units, weighs 1/2
Save vs. DC 20 or take 3d8 additional damage from
pound)
poison.
Description: A purely organic blade, made from a
Weight: 1 pound
substance like chitin or a claw. The handle is
Armor Class: 9
Hardness: 7

10
Hit Points: 2 Required Proficiency:
DC required to break this item with Simple Handed:
a Strength Requires 1 hand to
Roll: 14 use Range Increment:
Accessories: Scabbard (costs 15 10 feet (if thrown)
Units, weighs 1/2 pound) “To Hit” Bonus: --
Description: Another disposable Magazine: Unlimited
organic blade, this one with a sack Rate of Fire: As many times as the
full of venom. There is enough wielder has attacks
poison for six injections. It takes the Damage: 1d4 Piercing (19-20 x2)
blade 3 hours to generate a new Weight: 1 pound Armor Class: 9
dose. You can use it as many times Hardness: 7 Hit Points: 1
as you like, and then make it liquify DC required to break this item with
itself. It completely evaporates, a Strength Roll: 14
Wriggleblade
leaving only a greasy mark behind, Special: Infects the target with a
in about
Size: Smallforty
(Noseconds.
bonus or penalty to vicious wasting disease. The victim
conceal with a “sleight of hand” must make a Fortitude Saving
roll) Throw vs. DC 15 or lose a point of
Cost: 250 Units Strength and one of Constitution
Tentative Purchase DC: 13 (usually per day for 4d6 days until they are
illegal) Required Proficiency: Simple cured by a doctor or reach 0
Handed: Requires 1 hand to use Constitution and die. Multiple
Range Increment: 10 feet (if blows will do more damage, but
thrown) won't increase the effect of the
“To Hit” Bonus: -Magazine: Can be disease.
used 3 times (these uses can't be Description: This one looks a lot
reloaded or replaced) like a small, sharp, twisted piece
Rate of Fire: As many times as the of antler. It can be used an
wielder has attacks effectively unlimited number of
Damage: 1d4 per round for 6 times without losing any of its
rounds Piercing (19-20 x2) Plague Sword and can be set
hideous potency
Weight: 1 pound Armor Class: 9 to dissolve (-4into
Size: Medium penaltyharmless,
to conceal
Hardness: 7 Hit Points: 1 untraceable organic
with a “sleight of hand”compounds
roll)
DC required to break this item with within3,750
Cost: a minute.
Units It does not, of
a Strength Roll: 14 course,
Tentativeshow up on
Purchase DC: a23 metal
(usually
Special: Continues to do 1d4 detector.
illegal)
damage for 6 rounds unless Required Proficiency: Martial-Melee
somehow neutralized Accessories: Handed: Requires 1 hand to use
Scabbard (costs 15 Units, weighs Range Increment: -“To Hit” Bonus: -
1/2 pound) Magazine: Unlimited
Description: A jointed bony spur, Rate of Fire: As many times as the
about the size of a stiletto. It breaks wielder has attacks
off in the victim's flesh and wriggles Damage: 1d8 Piercing (19-20 x2)
its way into their organs, doing 1d4 Weight: 4 pounds Armor Class: 9
damage per round for six rounds Hardness: 8 Hit Points: 5
unless someone makes a medical DC required to break this item with
skill roll vs. DC 20 and fishes it out, a Strength Roll: 16
all bloody and writhing. Eeew! Special: Infects the target with a
vicious wasting disease. The victim
must make a Fortitude Saving
Throw vs. DC 15 or lose a point of
Strength and one of Constitution
per day for 4d6 days until they are
cured by a doctor or reach 0
Constitution and die. Multiple
blows will do more damage, but
won't increase the effect of the
Plague Blade disease.
Size: Small (No bonus or penalty to Accessories: Scabbard (costs 30
conceal with a “sleight of hand” Units, weighs 1 pound), Antidote
roll) Capsule (1/20th lb, costs 150 Units,
Cost: 300 Units holds 2 doses, negates effect of
Tentative Purchase DC: 14 (usually infection in 1 -4 hours) Description:
illegal) A sword made of what looks like
striated bone or polished horn.
Strangely shaped and asymmetrical, 11
it shifts and stretches itself to get
comfortable in the wielder's hand. worn wrapped around the user's
It carries a limitless supply of viral arm. When activated, its tendrils
disease, which the user becomes shoot out to a maximum length of
immune to in a week or so (21 -Con 10 feet and entangle the target.
days). If they accidentally hurt Make a Touch attack, ignoring
themselves with the sword before armor. If you score a hit, the
they have acquired an immunity to Tanglevine has trussed up your
the virus, they will suffer its full opponent like a Christmas goose.
Plague Wand
effects. An entangled character suffers a -2
Size: Small (No bonus or penalty to penalty on all attacks, has their
conceal with a “sleight of hand” Dexterity effectively reduced by 4.
roll) They move at half speed, and of
Cost: 2,000 Units course can't move outside the
Tentative Purchase DC: 20 (usually Tanglevine's ten-foot range without
illegal) Required Proficiency: first breaking loose from its
Simple Handed: Requires 1 hand to clutches. To free yourself from the
use Range Increment: -“To Hit” Tanglevine, take a full action and
Bonus: -Magazine: Unlimited make either an Escape Artist or a
Rate of Fire: As many times as the Strength check vs. DC 20. An attack
wielder has attacks against the vine which does five hit
Damage: Special (Disease) points of damage will sever it, but if
Weight: 2 pounds Armor Class: 9 the blow misses there is a 50%
Hardness: 5 Hit Points: 2 chance that it will instead hit the
DC required to break this item with entangled victim.
a Strength Roll: 15
Description: A small, dry living
wand. It looks at first glance like a
twig, but on closer examination it's Venomous Bio-Sword
more like a withered, impossibly Size: Medium (-4 penalty to conceal
long finger with too many joints. It with a “sleight of hand” roll)
breathes and twitches faintly when Cost: 3,250 Units
at rest. Anyone struck by the wand Tentative Purchase DC: 22 (Often
is infected with a vile disease Unavailable) Required Proficiency:
unless they make a Fortitude Save Martial-Melee Handed: Requires 1
vs. DC 20. The sickness hand to use Range Increment: -“To
incapacitates the victim in 1-10 Hit” Bonus: -Magazine: 25 Doses of
rounds, reducing their Strength to Venom Rate of Fire: As many times
a 1. Each day they suffer with the as the wielder has attacks
illness, they can make a Fortitude Damage: 1d8 Slashing (19-20 x2)
Saving Throw vs. DC 15 to shake Weight: 4 pounds Armor Class: 9
off the effects. If they fail it three Hardness: 8 Hit Points: 6
days in a row, they plunge into a DC required to break this item with
fever and die. There are many a Strength Roll: 16
other versions of this weapon, each
Tanglevine Special: Coated with a poison that
of
Cost: 350 generates
which Units its own strange does 2d8 additional damage unless
disease. This one can
Size: Medium (-4 penalty serve
to as the the victim makes a Fortitude Save
basic
concealtemplate for ofdozens
with a “sleight hand” of vs. DC 20
others.
roll) Accessories: Scabbard (costs 30
Tentative Purchase DC: 14 (Often Units, weighs 1 pound)
Unavailable) Required Proficiency: Description: An odd, crooked
Simple Handed: Requires 1 hand to sword shaped a little like a
use Range Increment: 10 feet (if scimitar. Composed of a substance
thrown) not unlike oyster shell, it glistens
“To Hit” Bonus: -Rate of Fire: As with toxin-saturated mucus.
many times as the wielder has The sword holds twenty-five doses
attacks of venom. It takes four hours to
Damage: Special, see description generate another full load.
Weight: 2 pounds Armor Class: 13
Hardness: 0 Hit Points: 5 Venomous Bio-Spear
DC required to break this item with Size: Large (-8 penalty to conceal
a Strength Roll: 20 with a “sleight of hand” roll)
Description: A living plant-weapon. Cost: 3,500 Units
The tanglevine is

12
Tentative Purchase DC: 19 (Often Handed: Requires 1 hand to use
Unavailable) Required Proficiency: Range Increment: -“To Hit” Bonus:
Simple Handed: Requires 2 hands -Magazine: 15 Doses of Bio-Agent
to use Range Increment: 20 Feet if Rate of Fire: As many times as the
thrown “To Hit” Bonus: -Magazine: wielder has attacks
30 Doses of Venom Rate of Fire: As Damage: 1d4 Piercing (20 x2), then
many times as the wielder has 1d6 disease per
attacks round until stopped
Damage: 1d8 Piercing (20 x3), Weight: 1 pound
loaded with a toxin Armor Class: 9
that does 2d8 additional damage Hardness: 5
unless the victim Hit Points: 2
makes a Fortitude Save vs. DC 20 DC required to break this item with
Weight: 6 pounds a Strength Roll: 14
Armor Class: 9 Special: Contains a flesh-eating
Hardness: 8 virus that does 1d6 damage per
Hit Points: 6 round until the victim either dies or
DC required to break this item with makes a Fortitude Save vs. DC 20.
a Strength Roll: 13 Description: A particularly
Description: A short organic loathsome biological weapon, this
stabbing spear made of what looks unsavory little chitinous spike is
like wood. The tip is jagged, black infected with a virulent flesh-eating
and stained with venom. It holds virus that can liquefy a man in
enough poison for about thirty minutes. It releases its biological
strikes and takes roughly four kill-load in a soupy broth and only
hours to regenerate it. If damaged, holds enough for fifteen doses. It
it can regrow lost hit points at a
Venomous can grow another dose in six hours.
rate of one perBio-Stabbing-
day. It feels warm
Stick
to the touch, and pulses faintly if it
Size: Small (No bonus or penalty to
likes you.
conceal with a “sleight of hand”
roll) Flesheater Blade
Cost: 3,075 Units Size: Small (No bonus or penalty to
Tentative Purchase DC: 18 (Often conceal with a “sleight of hand”
Unavailable) Required Proficiency: roll)
Simple Handed: Requires 1 hand to Cost: 3,800 Units
use Range Increment: -“To Hit” Tentative Purchase DC: 23 (Often
Bonus: -Magazine: 20 Doses of Unavailable) Required Proficiency:
Venom Rate of Fire: As many times Simple Handed: Requires 1 hand to
as the wielder has attacks use Range Increment: -“To Hit”
Damage: 1d6 Piercing (20 x3), Bonus: -Magazine: 6 Doses of Bio-
loaded with a toxin Agent Rate of Fire: As many times
that does 2d8 additional damage as the wielder has attacks
unless the victim Damage: 1d8 Piercing (19-20 x2)
makes a Fortitude Save vs. DC 20 then 1d6 per round
Weight: 3 pounds until stopped
Armor Class: 9 Weight: 1 pound
Hardness: 7 Armor Class: 9
Hit Points: 4 Hardness: 7
DC required to break this item with Hit Points: 5
a Strength Roll: 13 DC required to break this item with
Description: A very short one- a Strength Roll: 14
handed organic spear grown for Special: Contains a flesh-eating
close combat. No longer than a virus that does 1d6 damage per
shortsword, it looks a lot like a round until the victim either dies or
jagged piece of wood. The sharp makes a Fortitude Save vs. DC 20.
end is visibly smeared with toxic Accessories: Scabbard (costs 20
Flesheater Spike stick holds
glop. The stabbing Units, weighs 1/2 pound), Antidote
Size:
twentySmall (No of
doses bonus or penalty
poison. to
It takes Capsule (1/20th lb, costs 150 Units,
conceal with a “sleight of hand”
eight hours for it to grow another holds 2 doses, negates effect of
roll)
load. If damaged, it can regrow lost the disease in 1 -3 rounds)
Cost: 600 Units
hit points at a rate of one per day. Description: A jagged-looking
Tentative Purchase DC: 17 (usually organic sword, which resembles an
illegal) Required Proficiency: ugly, crooked scimitar, covered
Simple with spikes and hooks. This ghastly
weapon is tainted with a flesh-
eating virus that can rot a full-sized13
human being into a pile of reeking
glop in just a few minutes.
It's a good idea to check your toxin and once it is exhausted it
hands for open cuts before you can regenerate one dose of poison
pick it up. The sword only holds every four hours.
six doses of the virus, but once
it has been emptied it can Infectious Claws
produce a new dose in six Size: Small (No bonus or penalty to
hours. The virus has to get into conceal with a “sleight of hand”
the victim's bloodstream to be roll)
effective--justClaws
Biological smearing the Cost: 2,125 Units
fluid on them
Size: Small won't or
(No bonus do penalty
any Tentative Purchase DC: 19 (Often
harm.
to conceal with a “sleight of hand” Unavailable) Required Proficiency:
roll) Martial-Melee Handed: Requires 1
Cost: 200 Units or 2 hands to use Range Increment:
Tentative Purchase DC: 12 (Often -“To Hit” Bonus: -Magazine:
Unavailable) Required Proficiency: Unlimited
Martial-Melee Handed: Requires 1 Rate of Fire: As many times as the
or 2 hands to use Range wielder has attacks
Increment: -“To Hit” Bonus: -- Damage: 1d4 Slashing (19-20 x2)
Magazine: Unlimitedt Weight: 1 pound Armor Class: 9
Rate of Fire: As many times as the Hardness: 7 Hit Points: 2
wielder has attacks DC required to break this item with
Damage: 1d4 Slashing (19-20 x2) a Strength Roll: 14
Weight: 1 Special: The claws are tainted with
pound disease. The victim must make a
Armor Fortitude Saving Throw vs. DC 15
Class: 9 or lose a point of Strength and one
Hardness: of Constitution per day for 4d6
7 Hit until they are cured by a doctor or
Points: 2 reach 0 Constitution and die.
DC required to break this item Multiple doses won't increase the
with a Strength Roll: 14 effect of the disease.
Description: This handy set of Description: Artificial claws, grown
claws attaches to the user's from real keratinous fingernail
fingertips on a spidery biological tissue. Infected with a virulent
armature that wraps around their pathogen, they are an excellent
hand. The claws are made of weapon
Biologicalfor assassinations.
Katar They
keratin, just like the claws you never run dry
Size: Small (Noofbonus
disease.
or penalty to
might
Venomous find onClawsa wild predator. conceal with a “sleight of hand”
They
Size: Small (No bonusresidue
leave no metal and
or penalty roll)
don't turn with
to conceal up on metal detectors.
a “sleight of hand” Cost: 200 Units
They
roll) do leave a DNA signature, Tentative Purchase DC: 12 (Often
but
Cost:of1,925
course
Unitsit's not the same Unavailable) Required Proficiency:
DNA as the user. DC: 18 (Often
Tentative Purchase Simple Handed: Requires 1 hand to
Unavailable) Required Proficiency: use Range Increment: -“To Hit”
Martial-Melee Handed: Requires 1 Bonus: -Rate of Fire: As many times
or 2 hands to use Range as the wielder has attacks
Increment: -“To Hit” Bonus: -- Damage: 1d4 Piercing (20 x3)
Magazine: 10 Doses of Venom Weight: 2 pounds Armor Class: 9
Rate of Fire: As many times as the Hardness: 8 Hit Points: 2
wielder has attacks DC required to break this item with
Damage: 1d4+2d6 Slashing/Poison a Strength Roll: 14
(19-20 x2) Description: A gooey mass of wet
Weight: 1 pound tissue, with a thick, irregular
Armor Class: 9 organic blade poking out of the
Hardness: 7 middle. It fits over the user's hand
Hit Points: 2 and grips tight. Stray tendrils coil
DC required to break this item up the wielder's arm. It works like a
with a Strength Roll: 14 punch-dagger, and turns the user's
Special: The claws inject a toxin fist into a stabbing blade. There is
that does 2d6 damage unless the no metallic residue left in the
victim makes a Fortitude Saving wounds it makes and the device
Throw vs. DC 20 itself won't show up on metal
Description: Artificial claws, made detector.
from real keratinous claw material.
This model seeps poison into the
wounds it makes. It holds ten 14
doses of the
description for
Infected Biological Katar more details
Size: Small (No bonus or penalty to Weight: 1 pound
conceal with a “sleight of hand” Armor Class: 9
roll) Hardness: 5 Hit
Cost: 325 Units Points: 2
Tentative Purchase DC: 14 (Often DC required to break this item with
Unavailable) Required Proficiency: a Strength Roll: 14
Simple Handed: Requires 1 hand to Description: A short, sharp
use Range Increment: -“To Hit” biological spike, made from a
Bonus: -Magazine: Unlimited material a little like oystershell. In
Rate of Fire: As many times as the addition to stabbing damage, it
wielder has attacks doses the victim with a powerful
Damage: 1d4 Piercing (20 x3) hallucinogen, the effects of which
Weight: 2 pounds Armor Class: 9 last for 2d10 minutes. A Fortitude
Hardness: 8 Hit Points: 2 Saving Throw vs. DC 20 keeps the
DC required to break this item with drug from taking effect (although
a Strength Roll: 14 the victim will still feel strange and
Special: Carries an infectious may experience mild psychedelic
disease. The victim must make a phenomena that have no real effect
Fortitude Saving Throw vs. DC 15 on their skills or combat abilities). If
or lose a point of Strength and the drug does take hold of them,
one of Constitution per day for they won't have any clear idea of
4d6 days until they are cured by what is happening to them and will
a doctor or reach 0 Constitution behave unpredictably. They must
and die. Multiple doses won't make a Willpower Saving throw (DC
increase the effect of the disease. 18) every round or roll on the
Accessories: Antidote Capsule following chart.
(1/20th lb, costs 350 Units, holds 1 Suddenly forget everything
2 doses, negates effect of the that has happened for the last 2-
virus in 1 round) 12 rounds. You will never recover
Description: A biological punch- these memories, and the
dagger, infected with a lethal experience is so disorienting that
disease. There is no limit to the you are Stunned (as per the Monk
number of people who can be special attack) this round, unable
infected with this weapon. It looks to take any useful action.
like a slimy wad of flesh with a fat 2-4 Do nothing for 1 round.
organic blade poking out of the Stare passively off into space, look
middle. It fits over the user's hand at the ground or close your eyes.
like a mitten. 5-6 Shout insane gibberish for a
round, without moving from the
spot where you are standing. You
can take no other action unless
attacked and you cannot be
persuaded to shut up. This is likely
to attract the wrong kind of
attention.
7 Verbally abuse the nearest
creature, yelling deranged insults
Psychoactive Spike and accusations at them as loud as
Size: Small (No bonus or penalty to you can. Even characters who can’t
conceal with a “sleight of hand” speak your language can tell that
roll) your tone is threatening. While
Cost: 350 Units obviously
Death crazy, you may still get an
Thorn
Tentative Purchase DC: 14 (Often aggrssive
Size: or even
Finedepending
(+12 homicidal
bonus towho
conceal
Unavailable) Required Proficiency: reaction,
with a “sleight of on
hand” roll) you
Simple Handed: Requires 1 hand to insult.
Cost: If you
500 Unitsare completely alone,
use Range Increment: -“To Hit” yell angry gibberishDC:
instead, as
Bonus: -Magazine: 15 Tentative
described Purchase
above. 15 (usually
Rate of Fire: As many times as the illegal) Required
8-9 Attack Proficiency:
nearest creatureSimple
or
wielder has attacks Handed:
moving object for 1 round.toYou
Requires 1 hand usewill
Damage: 1d4 Piercing (20 x2). Make Range Increment:
only attack -“Tonon-living
obviously Hit” Bonus: -
a Fortitude Save vs. DC 20 or Magazine: Unlimited
objects if no living thing is within
hallucinate like crazy. See reach.
10 Act normally for 1 round. You
are not aware that you have been
acting crazy. If attacked while
insane, the victim can defend 15
themselves normally, but unless
they roll a 10 and ”act normally”,
they are incapable of articulate
communication. The spike can
actually generate more doses of the
Rate of Fire: As many times as hand” roll)
the wielder has attacks Cost: 510 Units
Damage: 4d6 Nonlethal. The target Tentative Purchase DC: 16 (Often
must also make a Fortitude Save vs. Unavailable) Required Proficiency:
DC 20 or die in 2-12 rounds. See Simple Handed: Requires 1 hand to
description use Range Increment: -“To Hit”
Weight: Effectively none Armor Bonus: -Magazine: 15 doses
Class: 13 Hardness: 0 Hit Points: 1 Rate of Fire: As many times as the
DC required to break this item with wielder has attacks
a Strength Roll: 10 Damage: 3d6 Nonlethal damage
Description: One of the most feared per round for 2-12 rounds. A
assassination tools in existence. The successful Willpower Saving Throw
death-thorn is small enough to vs.
hide in the palm of your hand, and DC 20 will allow the victim to take
more lethal than a blaster rifle. If half damage. Roll every round.
hit, the victim immediately takes Weight: Effectively none Armor
4d6 Nonlethal Damage as the Class: 13 Hardness: 0 Hit Points: 1
neurotoxins flood through their DC required to break this item with
system. They must then make a a Strength Roll: 10
Fortitude Saving Throw vs. DC 20, Special: The target suffers a -4
or they will die in 2-12 rounds. As penalty to all their rolls on every
death approaches, the victim will round they take damage. A
take an additional 1d4 nonlethal Willpower Saving Throw vs. DC 20
damage per round. There is reduces this penalty to -2.
effectively no limit to the number Description: This little black spine
of people a Thorn
Paralysis death-thorn can kill-- a has been described as the key to
lethal
Size: Fine (+12microscopic
dose is so it
bonus to conceal the gates of Hell. It contains a nerve
never
with a really depletes
“sleight its roll)
of hand” supply. agent which causes indescribable
Cost: 490 Units pain, while doing no real damage.
Tentative Purchase DC: 15 (Often Few beings capable of experiencing
unavailable, often illegal) pain will be able to remain
Required Proficiency: Simple conscious
Rage for more than a few
Thorn
Handed: Requires 1 hand to use seconds
Size: Fine (+12being
after bonuspoked with this
to conceal
Range Increment: -“To Hit” Bonus: - thorn.
with a “sleight of hand” roll)
Magazine: 17 Cost: 525 Units
Rate of Fire: As many times as the Tentative Purchase DC: 16 (Often
wielder has attacks Unavailable) Required Proficiency:
Damage: See description Weight: Simple Handed: Requires 1 hand to
Effectively none Armor Class: 13 use Range Increment: -“To Hit”
Hardness: 0 Hit Points: 1 Bonus: -Magazine: 12
DC required to break this item with Rate of Fire: As many times as the
a Strength Roll: 10 wielder has attacks
Accessories: Antidote Capsule Damage: Make a Willpower Save vs.
(1/20th lb, costs 125 Units, holds 2 DC 20 or engage in random violent
doses, negates effect of the drug behavior. See description for
in 1-4 rounds) details.
Description: A tiny thorn saturated Weight: Effectively none Armor
with 17 doses worth of a powerful Class: 13 Hardness: 0 Hit Points: 1
paralytic agent. The victim must DC required to break this item with
make a Fortitude Save vs. DC 20 or a Strength
be paralyzed and helpless, unable Roll: 10
to move or take any physical Special:.
actions, for 2d10 rounds. The victim Accessories: Antidote Capsule
is perfectly aware of their (1/20th lb, costs 250 Units, holds 3
surroundings, although unable to doses, negates effect of the drug in
move. It is still possible for the 1 round)
victim to take purely mental Description: Anyone stuck with this
actions, which might leave them a thorn receives a dose of a powerful
surprising number of combat aggression-inducing agent and
options if the campaign makes use must make a Willpower Saving
of psionics. Throw every round (DC 20) for 4-40
rounds to keep from attacking the
nearest target, whether friend or
Pain-Thorn foe.
Size: Fine (+12 bonus to conceal 16
with a “sleight of
Rate of Fire: As many times as the
Thorn of Madness wielder has attacks
Size: Fine (+12 bonus to conceal Damage: See Description Weight:
with a “sleight of hand” roll) Effectively none Armor Class: 13
Cost: 520 Units Hardness: 0 Hit Points: 1
Tentative Purchase DC: 16 (usually DC required to break this item
illegal) Required Proficiency: with a Strength Roll: 10
Simple Handed: Requires 1 hand to Accessories: Antidote Capsule
use Range Increment: -“To Hit” (1/20th lb, costs 150 Units, holds 2
Bonus: -Magazine: 15 doses, negates effect of the drug
Rate of Fire: As many times as the in 1 round)
wielder has attacks Description: A tiny thorn saturated
Damage: See description Weight: with a biochemical agent that robs
Effectively none Armor Class: 13 muscles of their power. It can be
Hardness: 0 Hit Points: 1 easily concealed in the hand,
DC required to break this item with inside a cigarette, in the tip of a
a Strength Roll: 10 pen, etc. It is of course totally
Accessories: Antidote Capsule invisible to metal detectors. The
(1/20th lb, costs 450 Units, holds 2 victim temporarily loses 3d6
doses, negates effect of the drug in Strength and 2d6 Constitution,
1-3 rounds) down to a minimum of
Special: Make a Willpower Save vs. 1point. A Fortitude Save vs. DC 25.
DC 18 or engage in weird random reduces the damage to 1d6 from
behavior. This effect lasts for 6-36 each stat.
rounds The lost Strength and
Description: Contains a psycho- Constitution Thorn
Brain-Rot will slowly come back
active agent that scrambles the at a rate
Size: Fineof(+12
onebonus
point per every full
to conceal
victim's higher cognitive hour
with aof“sleight
rest. of hand” roll)
functions, while leaving their Cost: 515 Units
motor skills largely intact. Tentative Purchase DC: 16 (Often
A Fortitude Saving Throw vs. Unavailable) Required Proficiency:
DC 20 keeps the drug from Simple Handed: Requires 1 hand
taking effect (although the victim to use Range Increment: -“To Hit”
will still feel strange and may Bonus: -Magazine: 15
experience mild psychadelic Rate of Fire: As many times as the
phenomena that have no real wielder has attacks
effect on their skills or combat Damage: See description Weight:
abilities). If the drug does take Effectively none Armor Class: 13
hold of them, they must make a Hardness: 0 Hit Points: 1
Willpower Saving throw (DC 18) DC required to break this item
every round or roll on the with a Strength Roll: 10
following chart. Accessories: Antidote Capsule
1 Wander away for 1 minute (unless (1/20th lb, costs 250 Units, holds 2
prevented) doses, negates effect of the drug
2-4 Do nothing for 1 round. Stare in 1-8 rounds)
passively off into space, look at the Description: A small, easily
ground or close your eyes. concealed spine which contains a
5-6 Mutter random insane neural agent designed to disrupt
gibberish, clap hands, twitch and higher cerebral functions. If the
engage in other harmless but victim fails a Fortitude Saving
distracting crazy behavior for a Throw vs. DC 18, they lose 3d6
round, without moving from the Intelligence.
spot where you Thorn
Debilitation are standing. A character with animal-like
7-9Fine
Size: Attack
(+12nearest
bonus creature
to concealfor intelligence (3 or lower) can still
1 round
with 10 Act
a “sleight normally for 1 recognize their friends and will
round.
Cost: 530 areof
YouUnits hand”
not aware roll)
that follow them around to keep from
you have
Tentative been acting
Purchase crazy.
DC: 16 (Often feeling anxious and alone. They
If attacked
Unavailable) while insane,
Required the
Proficiency: cannot speak or use tools in this
victim
Simple can defend
Handed: themselves
Requires 1 hand condition.
normally,
use Range but unless
Increment: they
-“Toroll
Hit”a 10to Lost intelligence points return
and
Bonus:”act-Magazine:
normally”, Holds
they are slowly. If the victim doesn't get the
incapable of articulate 14 doses antidote or some kind of advanced
communication medical help they will regain just
one point of Intelligence per week.
17
Motor Function Disruption
Thorn Nerve-Rot Thorn
Size: Fine (+12 bonus to conceal Size: Fine (+12 bonus to conceal
with a “sleight of hand” roll) with a “sleight of hand” roll)
Cost: 495 Units Cost: 535 Units
Tentative Purchase DC: 15 (Often Tentative Purchase DC: 16 (Often
Unavailable) Required Proficiency: Unavailable) Required Proficiency:
Simple Handed: Requires 1 hand to Simple Handed: Requires 1 hand
use Range Increment: -“To Hit” to use Range Increment: -“To Hit”
Bonus: -Magazine: 16 Bonus: -Magazine: 10
Rate of Fire: As many times as the Rate of Fire: As many times as the
wielder has attacks wielder has attacks
Damage: See description Weight: Damage: Target must make a
Effectively none Armor Class: 13 Fortitude Saving Throw
Hardness: 0 Hit Points: 1 vs. DC 18 or suffer 1d6 permanent
DC required to break this item with damage to their
a Strength Roll: 10 Dexterity per round for 2 rounds
Special: Make a Fortitude Save vs. Weight: Effectively none
DC 18 or have your Dexterity Armor Class: 13
reduced by 3d6 (to a minimum of Hardness: 0
1) for 2d10 hours. Hit Points: 1
Accessories: Antidote Capsule DC required to break this item with
(1/20th lb, costs 350 Units, holds 3 a Strength Roll: 10
doses, negates effect of the drug in Description: This tiny thorn has
1-4 rounds) been saturated with a toxin that
Description: Contains a neurotoxic permanently ravages the target's
agent that attacks the brain's peripheral nervous system,
motor functions. A character with a destroying large chunks of their
Dexterity of 2 or 1 can't walk or Dexterity. At the DM's discretion
feed themselves and must make a there may be futuristic medical
Willpower Saving throw vs. DC 15 treatments that can undo the
each time they try to speak, in damage done by a nerve-rot thorn.
order to correctly shape the words. The thorn itself is both small and
The Black Stinger brittle. It's small enough to hide in
Size: Fine (+12 bonus to conceal
with a “sleight of hand” roll) the palm of your hand or between
Cost: 1,000 Units your fingers, or for that matter in a
Tentative Purchase DC: 18 (usually victim's
Demon shoe.
Eel Itand
tends to break off
illegal) in the wound
Size: Small (No bonus probably won't
or penalty to
Required Proficiency: Simple be good
conceal withfor more ofthan
a “sleight hand”one
Handed: Requires 1 hand to use successful
roll) attack (DM's discretion).
Range Increment: -“To Hit” Bonus: Cost: 50 Units
-Rate of Fire: Can only be used Tentative Purchase DC: 7 (Often
once. Unavailable) Required Proficiency:
Damage: See description Weight: Simple Handed: Requires 1 hand
Effectively none Armor Class: 13 to use Range Increment: -“To Hit”
Hardness: 0 Hit Points: 1 Bonus: -Magazine: See description
DC required to break this item with Rate of Fire: As many times as the
a Strength Roll: 10 wielder has attacks
Special: Make a Fortitude Save vs. Damage: 2d4 Piercing (20 x2)
DC 20 or die instantly. Even if they Weight: 6 pounds Armor Class: 16
make their saving throw, they take Hardness: 0 Hit Points: 6
1d6 normal and 2d6 Nonlethal DC required to break this item with
Damage. Description: A small, a Strength Roll: N/A
sharp spine with a black poison Description: A mindless, air-
sack attached. It contains one dose breathing eel-like animal, which
of the most rapidly- acting organic spends most of its time asleep,
toxin in existence. Not the most coiled up around its owner's wrist.
potent- -it actually requires a fairly On command, it springs forward
sizable amount to produce a and takes a bite out of whoever its
fatality, but the quickest. The victim owner indicates. Then it snaps
usually dies within a second. This back into place. There are of
actually makes it a less than ideal course many possible variations on
tool for most assassinations, since this theme. A
the victim will collapse and die
before the killer can get away from 18
them.
Demon Eel with poison saliva? One Tentative Purchase DC: 9 (Often
infected with a horrible disease? Unavailable) Required Proficiency:
Depraved DMs should have no Simple Handed: Requires 1 hand to
trouble devising their own use Range Increment: This weapon
unpleasant versions. has ten feet of Reach “To Hit”
Electric Eel Bonus: -Magazine: See description
Size: Small (No bonus or penalty to Rate of Fire: Once per round
conceal with a “sleight of hand” Damage: See description Weight: 5
roll) pounds Armor Class: 15 Hardness:
Cost: 75 Units 0 Hit Points: 6
Tentative Purchase DC: 9 (Often DC required to break this item with
Unavailable) Required Proficiency: a Strength Roll: N/A
Simple Handed: Requires 1 hand to Special: Make a ranged touch
use Range Increment: -“To Hit” attack, ignoring armor. With a
Bonus: -Magazine: 10 successful hit the target is
Rate of Fire: Once per round entangled by the eel. The eel does
Damage: 2d6 Electrical Weight: 5 1d6 bludgeoning damage per
pounds Armor Class: 15 Hardness: 0 round, for 6 rounds, unless the
Hit Points: 5 Target somehow fights their way
DC required to break this item with free. An entangled character
a Strength Roll: N/A suffers a -2 penalty on all attacks,
Description: A slimy, sluglike has their Dexterity effectively
animal, with no visible features, reduced by 4 and cannot move out
about a foot in length. It is born of the eel's reach. To free
with its entire food supply already themselves, they must take a full
stored in is fat reserves and has no action and make either an Escape
digestive tract. Most of its body Artist roll vs. DC 20 or force their
volume is taken up with bioelectric way free by making a Strength
organs, which generate a powerful check vs. DC 20. Successfuly
jolt of electricity when the creature forcing your way out of the
is stimulated. The sticky underside Constrictor's clutches with a
of the animal is quite safe to touch Strength roll does 1d3 damage to
(if disgusting), and the creature is it. Description: A long, fat, boneless
often worn around the user's wrist. animal, a little like a muscular slug.
Once it has exhausted its electric It's mottled skin is smooth, cool
organs, it recharges at a rate of one and dry. The constrictor generally
shot per thirty minutes. bides its time wrapped around the
The "Electric Eel" lives for about user's arm. It can be concealed this
six months. way, but only if you wear very long,
There may be other versions out loose sleeves. When touched in
there which eat food and last just the right way, the constrictor
longer, but most users find it lashes out and grapples the target
simpler to dispose of the unit once of your choice, pinning and slowly
they are done with it. crushing them.
Constrictor
“Electric Eel
eels” are alsoorsometimes It has no eyes or ears and only
Size:
used Small
for (No and
mines bonusbooby penalty
traps.of the simplest nervous system. It is
to conceal
Concealed with a “sleight
in the right place, they immune to mind control attacks,
hand”
can giveroll)
unwanted guests a nasty fear, emotion control and illusions.
Cost: 80 Units
surprise. It cannot survive in a vacuum.
Poison, disease and other attacks
which specifically target flesh will
hurt it.
The eel is easy to care for. It has
a small orifice at one end into
which you place a large feeding pill
every week or so. It lives for about
six years, if regularly fed.

19
Swarm-Pods, Spore Pods and
Other Organic Splash
Weap
ons

Swarm Pod it were full of wriggling vermin.


Size: Small (No bonus or penalty to And of course it is. When the pod
conceal with a “sleight of hand” is hurled at the target, it bursts
roll) open and a cloud of biting,
Cost: 325 Units stinging, venomous insects engulfs
Tentative Purchase DC: 14 (Often everything within a ten foot radius.
Unavailable) Required Proficiency: These are not normal insects--they
Simple Handed: Requires 1 hand to have been specially bred for this
use Range Increment: 10 feet (if task and they are far more
thrown) agressive and far better equipped
“To Hit” Bonus: -Rate of Fire: As to do damage to the target than
many times as the wielder has most ordinary arthropods. It's like
attacks, but each pod can only be being engulfed by army ants,
used once. except that they have wings and
Damage: 1 point of Slashing their bite is worse.
damage per round to Robots are not affected by the
every living thing in a 15 foot radius insects, although they can't see
Weight: 3 pounds through them. Nor will the
Armor Class: 9 swarm attack inanimate objects
Hardness: 0 (unless of course they're made
Hit Points: 3 of meat). It's completely useless
DC required to break this item with to attack the swarm with
a Strength Roll: 10 (goes off if anything but an area effect
broken) weapon. Nothing else does any
Special: Affects everything in a damage to them at all.
fifteen-foot radius, unless their The swarm will last for 3d6
armor class is 20 or higher, in minutes, unless it is dispersed by a
which case they take no damage. high wind or killed by an area
Does one point of damage every attack. Any area attack kills them--
round, until they leave the area of they have only one Hit Point each,
its effect. There is no Saving Throw. so there's no point in making a
Within the area of effect, visibility Reflexes Saving Throw to see if
is reduced to 2 feet. Characters they take half damage.
with two hit dice or less who are It is strictly the DM's call as to
caught inside the radius must whether a given wind is strong
make a Willpower Saving Throw vs. 20 enough to disperse the cloud. If you
DC 25 or flee at their maximum allow magic in your campaign, a
speed in a random direction for at "Gust of Wind" spell will do the
least one round. trick. For the purposes of resisting
Description: A large, withered poison and disease, the insects
looking seed pod, about the color make Fortitude Saving Throws at a
start to die. Tentative Purchase DC: 15 (Often
Unavailable, usually Illegal)
Required Proficiency: Simple
Vacuum Swarm-Pod Handed: Requires 1 hand to use
Size: Small (No bonus or penalty to Range Increment: Maximum range
conceal with a “sleight of hand” of 15 feet if sprayed. Can also be
roll) thrown at a Range Increment of 10
Cost: 350 Units feet
Tentative Purchase DC: 14 (Often “To Hit” Bonus: -Magazine: 6 (or 1
Unavailable) Required Proficiency: if thrown like a grenade)
Simple Handed: Requires 1 hand to Rate of Fire: As many times as the
use Range Increment: 10 feet (if wielder has attacks
thrown) Damage: 2d6 if sprayed,
“To Hit” Bonus: -Rate of Fire: As 2d6/1d3 if thrown as a
many times as the wielder has grenade-like weapon. See
attacks, but each pod can only be description for more details.
used once. Weight: 1 pound Armor Class: 9
Damage: 1 point Slashing damage Hardness: 0 Hit Points: 1
per round to DC required to break this item
everything in a 15 foot radius with a Strength Roll: 10 (sprays
Weight: 5 pounds everything in a 5 foot radius if
Armor Class: 9 broken)
Hardness: 8 Description: A wad of suppurating
Hit Points: 5 black tissue, which spurts
DC required to break this item with contaminated blood when
a Strength Roll: 15 (goes off if squeezed. It can be used as either
broken) an aerosol spray attack or as a
Special: Affects everything in a one-shot grenade-like attack.
fifteen-foot radius that gives off If used as a grenade-like weapon
heat. Does one point of damage it does 2d6 damage to the target
every round. There is no Saving and 1d3 splash damage to anyone
Throw--the only way to avoid caught in a 5-foot radius who fails a
the damage is to leave the Reflexes Saving Throw vs. DC 20
weapon's radius of effect. Within (the Saving Throw completely
the affected area visibility is negates the damage).
reduced to If used as a spray-weapon, it
2 feet. Characters with two hit attacks everything in a five foot
dice or less who are caught wide, fifteen-foot long jet with its
inside the radius must make a vile droplets. If the target makes a
Willpower Saving Throw vs. DC Reflexes Saving Throw vs. DC 20
25 or flee at their maximum they have completely evaded the
speed in a random direction for weapon's jet of viscous, festering
at least one round. glop and they take no damage at
The swarm does not attack objects all.
that don't radiate heat. In addition to the damage it does
Description: A black, crusted on contact from the toxins in the
organic mass that looks like a rock. blood, it infects its targets with a
This is a special verison of the grisly
Living disease.
Glue Any target that takes
swarm-pod weapon listed above. damage
Size: from
Small a Blood-Bomb
(No bonus or Throw must
penalty
When the pod is thrown at a target, make
to a Fortitude
conceal with a Saving
“sleight of vs.
hand”
it breaks apart on impact, releasing DC
roll)18, or contract a circulatory
a cloud of specially engineered disease
Cost: 50that robs
Units per them of one point
insects, grown to survive for a few of Constitution
Tentative Purchaseperdose
hour.
DC: 14They
(Often
minutes in a vaccum. These insects should make
Unavailable) another
Required Saving Throw
Proficiency:
leave the pod with just enough every
Simple hour to shake
Handed: off the
Requires 1 disease
hand
oxygen stored in their tissues to until
to usethey beatIncrement:
Range the infection, get (if
10 feet
sustain them for long enough to medical
thrown) help or hit 0 Con and die.
attack the target. “To Hit” Bonus: -Rate of Fire: Once
Their pinchers and stingers are as
Blood-Bomb per round Damage: Special--see
hard
Size: as steel
Tiny and
(+4with cantocut
bonus through a
conceal description Weight: 1 pound
vaccum
with a suit
“sleight of ease.
hand” roll) Armor Class: 9 Hardness: 0 Hit
Unlike
Cost: aUnits
500eatnormal swarm-pod, this Points: 15
one will robots or indeed
anything that gives off a heat
signature. It is however completely
useless in an atmosphere--the 21
insects are pressurized for a
vauccum environment and they'll
implode at normal atmospheric
pressure. Apart from this, it works
almost exactly like a standard
DC required to break this item “sleight of hand” roll)
with a Strength Roll: 27 Cost: 400 Units
Accessories: Solvent Pod (Weighs Tentative Purchase DC: 15 (Often
1/20th lb, costs 15 Units, holds 3 Unavailable) Required Proficiency:
doses, kills and inactivates glue in Simple Handed: Requires 1 hand to
1-3 rounds) use Range Increment: Maximum
Description: A grenade-like range of 20 feet if sprayed. Can
weapon, this small canister of also be thrown at a Range
goop bursts apart on impact, Increment of 10 ft
showering everything in a five foot “To Hit” Bonus: -Magazine: 12 (1 if
radius. Anything within that radius thrown)
which fails a Reflexes Saving Rate of Fire: As many times as the
Throw vs. DC 20 is caught fast by wielder has attacks
the Living Glue. The trapped Damage: See description Weight: 3
character suffers a -2 penalty on pounds Armor Class: 9 Hardness: 0
all attacks, has their Dexterity Hit Points: 2
effectively reduced by 4. They DC required to break this item with
must immediately make another a Strength Roll: 10 (goes off if
Reflexes Saving Throw (DC 15) to broken)
avoid being stuck to the floor. If a Description: A sticky purple spore
character is is fact glued to the pod, studded with greenish
floor, they are unable to move. growths. The spores are poisonous
Even if they make Spore
Plastic-Eating the second Pod to most forms of animal life. The
saving throw,
Size: Small (Nothey stillor
bonus only move
penalty pod can either be used to spray
at
to conceal with a “sleight of free
half their normal rate. To hand” poison like a garden atomizer at a
themselves,
roll) they must make a single target(this counts as a
Strength
Cost: 480check
Units vs. DC 27, or do at Ranged Touch attack and does 4d6
least fifteen points of
Tentative Purchase DC:damage
15 (Often to damage), or be thrown like a
the glue. Hitting
Unavailable) the glue
Required is
Proficiency: grenade (this does 4d6 damage to
automatically
Simple Handed: successful.
Requires 1 hand the target and 1d6 splash damage
to use Range Increment: Maximum to anyone caught in a 5-foot
range of 20 feet if sprayed. Can radius who fails a Reflexes Saving
also be thrown at a Range Throw vs. DC 18). A Fortitude
Increment of 10 ft Saving Throw vs. DC 20 halves the
“To Hit” Bonus: -Magazine: 8 (1 if damage (round fractions down).
thrown) At the DM's discretion there may
Rate of Fire: As many times as the be aliens whose
Insanity body chemistry is
Spore-Pod
wielder has attacks, but each pod immune
Size: Small to(No the
bonusspores. Plant
or penalty to
can only be used once. people, for example, probably
conceal with a “sleight of hand”
Damage: See description Weight: 3 wouldn't
roll) be affected. Wearing a
pounds Armor Class: 9 Hardness: 0 gas
Cost:mask or a separate oxygen
490 Units
Hit Points: 2 supply also negatesDC:
Tentative Purchase the15
attack.
(Often
DC required to break this item Unavailable) Required Proficiency:
with a Strength Roll: 10 (goes off if Simple Handed: Requires 1 hand to
broken) use Range Increment: Maximum
Description: A garishly spotted red range of 20 feet “To Hit” Bonus: --
pod, with flakes of eczema Magazine: 10
crumbling off its skin. When Rate of Fire: As many times as the
squeezed, it puckers open at one wielder has attacks
end and spits out a fine orange Damage: See description Weight: 3
powder, full of spores. Anything pounds Armor Class: 9 Hardness: 0
made of plastic which comes into Hit Points: 2
contact with those spores DC required to break this item with
immediately sprout tumorous- a Strength Roll: 10 (goes off if
looking growths, crumbles and broken)
falls apart, taking 2d8 damage per Description: This shriveled green
round for 1 -6 rounds, regardless pod is full of spores that
of whether or not it leaves the permanently change the target's
area of effect. brain chemistry. You tickle its belly
The pod can be used as an to make it spit out the spores
aerosol Spore-Pod
Toxic spray attack vs. an area 5 (unlike many spore pods, it can't
feet
Size: wide
Smallby 20 bonus
(No feet long,
orin or it can
penalty be thrown like a grenade). Make a
be thrown at the target, which to ranged touch attack to affect the
conceal with
case it will doaits damage to target. A Fortitude Saving Throw
anything made of plastic in a ten vs. DC 18 keeps the spores from
foot radius. An inanimate object's taking effect (although the victim 22
Hardness does not protect it from will still
this attack.
feel strange and may experience This is a relatively rare
mild psychadelic phenomena that weapon, since no one wants to
have no real effect on their skills or have to harvest these pods. A
combat abilities). If the spores do completely sealed suit with its
take hold of them, they won't have own oxygen supply completely
any clear idea of what is negates the spores' effect, but a
happening to them and will gas-mask does not. The spores
behave unpredictably. They must don't have to get into the
make a Willpower Saving throw victim's lungs to wreak their
(DC 15) every round or roll on the Sleephavoc.
neural Gas Spore-Pod
They will penetrate
following chart. any
Size: Small (No bonus skin.
scrap of exposed or penalty to
1 Wander away for 1 minute conceal with a “sleight of hand”
(unless prevented) roll)
2-4 Do nothing for 1 round. Cost: 450 Units
Stare passively off into space, look Tentative Purchase DC: 15 (Often
at the ground or close your eyes. Unavailable) Required Proficiency:
5-6 Mutter andom insane Simple Handed: Requires 1 hand to
gibberish, clap hands, twitch and use Range Increment: Maximum
engage in other harmless but range of 20 feet if sprayed. Can also
distracting crazy behavior for a be thrown at a Range Increment of
round, without moving from the 10 ft
spot where you are standing. “To Hit” Bonus: -Magazine: 14 (1 if
7-9 Attack nearest creature for 1 thrown)
round 10 Act normally for 1 round. Rate of Fire: As many times as the
You are not aware that you have wielder has attacks
been acting crazy. Damage: Target must make a
If attacked
Agony while insane, the
Spore-Pod Fortitude Saving Throw vs. DC 20 or
victimSmall
Size: can defend
(No bonus themselves
or penalty to lapse into a drugged slumber for 2-
normally,
conceal with butaunless they
“sleight roll a 10
of hand” 12 minutes.
and
roll) "act normally", they are Weight: 3 pounds Armor Class: 9
incapable of articulate
Cost: 480 Units Hardness: 0 Hit Points: 2
communication.
Tentative Purchase OnlyDC:some kind of
15 (Often DC required to break this item with
advanced neurological
Unavailable) treatment
Required Proficiency: a Strength Roll: 10 (goes off if
can
SimplehelpHanded:
the afflicted character.
Requires 1 handAto broken)
vaccum suit or completely
use Range Increment: Maximum sealed Special: Area Effect Attack, straight
protective
range of 20gear feetcompletely
if sprayed. negates
Can line, five feet wide and twenty feet
the
alsoeffect of thisatweapon.
be thrown a Range long.
Increment of 10 ft Accessories: Antidote Capsule
“To Hit” Bonus: -Magazine: 9 (1 if (1/20th lb, costs 150 Units, holds 2
thrown) doses, negates effect of the
Rate of Fire: As many times as the spores in 1 round)
wielder has attacks Description: A fat lump of slick
Damage: 2d6 nonlethal damage per black fungus. It vomits out a puff of
round for 3 mottled greenish powder when
rounds (a Fortitude Saving Throw squeezed, which affects every living
vs. DC 20 halves thing in a five- foot wide, 20 foot
the damage, but the target must long path. It can also be thrown like
roll every round) a grenade, in which case it will
Weight: 3 pounds affect anyone in a 5 foot radius who
Armor Class: 9 fails a Reflexes Saving Throw vs. DC
Hardness: 0 Flesh-Eating
22. Spore-Pod
Hit Points: 2 Size: Mediumwho
Characters (-4 penalty
have beento conceal
put to
DC required to break this item with with a “sleight of hand” roll)
sleep are helpless, but they will
a Strength Roll: 10 (goes off if Cost:
wake 510up ifUnits
someone does at least
broken) Tentative
one point Purchase
of damage DC:to16 (usually
them,
Special: Ignores armor. The target illegal)
whether normal or nonlethal.Simple
Required Proficiency:
must make a Willpower Saving Handed: Requires 1 hand to use
Throw vs. DC 20 each round they Range Increment: Maximum range
take damage or be Stunned for of 20 feet if sprayed. Can also be
that round. Accessories: Antidote thrown at a Range Increment of 10
Capsule (1/20th lb, costs 250 Units, ft
holds 3 doses, negates effect of the “To Hit” Bonus: -Magazine: 6 (1 if
spores in 1 round) thrown)
Description: A brittle-looking Rate of Fire: As many times as the
reddish sporepod with mottled wielder has
brown spots. When gently 23
squeezed, it spews out a thin
stream of spores which afflict the
target's nervous system with
horrendous phantom pains. It can
also e thrown like a grenade, in
attacks When you tickle the right spot
Damage: See on its belly, the pod contorts in
description your hand and sneezes out a fine,
Weight: 3 pounds wet mist, laden with nerve-rot
Armor Class: 9 spores. This attack affects every
Hardness: 0 Hit living thing in a five-foot wide,
Points: 2 twenty foot long path. It can also
DC required to break this item with be thrown like a grenade, in which
a Strength Roll: 10 (goes off if case it affects anything in a 5 foot
broken) radius. A Reflexes Saving Throw vs.
Accessories: Antidote Capsule DC 15 allows the target to dodge
(1/20th lb, costs 150 Units, holds 2 out of the way of the attack,
doses, negates effect of the spores provided that they use their next
in 1 round) movement to leave the area of
Description: This long, puffy mass effect. In one round the area will
of tissue is filled with spores that be safe to enter once more.
invade and break down living flesh Once the pod has been emptied
at a shocking rate. It can reduce a it can produce a new dose in two
full-sized adult human being into a hours. ThereSpore-Pod
Paralysis is no easy or quick
pile of gym-sock smelling fungus in remedy for (No
Size: Small the bonus
damage oritpenalty
does. to
minutes. Perhaps with
conceal therea is“sleight
some expensive
of hand”
When squeezed, the pod opens high-tech
roll) medical treatment that
up a wrinkled orifice at one end and might
Cost: 485 Unitsto cure the nerve
be able
spits out a silent puff of fine gray damage,
Tentativebut this ofDC:
Purchase course is up to
15 (Often
powder, effectively attacking the DM.
Unavailable) Required Proficiency:
everything in a five-foot wide, Simple Handed: Requires 1 hand
twenty foot long path. It can also to use Range Increment: Maximum
be thrown like a grenade, in which range of 20 feet if sprayed. Can
case it affects anything in a 5 foot also be thrown at a Range
radius. A Reflexes roll vs. DC 15 Increment of 10 ft
allows the target to dodge out of “To Hit” Bonus: -Magazine: 12 (1 if
the way of the attack, provided that thrown)
they use their next movement to Rate of Fire: As many times as the
leave the affected area. Anyone wielder has attacks
who doesn't get
Nerve-Rot out of the way in
Spore-Pod Damage: Special. The target must
time will take 1d6
Size: Medium damagetoper
(-4 penalty conceal make a Fortitude
round
with a “sleight of hand”die
until they either or make
roll) Save vs. DC 20 or be paralyzed and
a Fortitude
Cost: Save vs. DC 20.
470 Units helpless, unable to
The spores
Tentative Purchasedie quickly
DC: 15if (Often
they move or take any physical actions,
don't find flesh
Unavailable) to buryProficiency:
Required themselves for 2d10 rounds.
in, and the
Simple squares
Handed: infected
Requires by the
1 hand to Weight: 3 pounds
spore
use Range Increment: Maximumon
pod will be safe to enter Armor Class: 9
the
range next
of round.
20 feetThe pod only
if sprayed. Canholds
also Hardness: 0
ten doses, but once it has
be thrown at a Range Increment of been Hit Points: 2
emptied
10 ft it can produce a new dose DC required to break this item with
in two hours.
“To Hit” Bonus: -Magazine: 9 (1 if a Strength Roll: 10 (goes off if
thrown) broken)
Rate of Fire: As many times as the Description: A loose, slimy brown
wielder has attacks fungal sack, with unhealthy-
Damage: Target must make a looking red fissures in its skin.
Fortitude Saving Throw vs. DC 18 or When gently stroked, it spurts out
suffer 1d6 permanent damage to a stream of spores that cause
their Dexterity each round for 1-3 paralysis in most animals. This
rounds. attack affects every living thing in
Weight: 3 pounds Armor Class: 9 a five-foot wide, twenty foot long
Hardness: 0 Hit Points: 2 path. It can also be thrown like a
DC required to break this item with grenade, in which case it affects
a Strength Roll: 10 (goes off if anything in a 5 foot radius. A
broken) Reflexes
Organic Saving
Spore-Pod Throw vs. DC 20
Launcher
Description: A rumpled and allows
Size: the
Medium target to dodge
(-4 penalty to out of
unappetizing lump of vegetable the way
conceal of the attack, provided
matter, about the length of a man's that
roll) theywith
useatheir
“sleight
nextofmovement
hand”
forearm. Its skin is a raw, unhealthy to leave
Cost: 590the area of effect.
Units
pink with ulcerated red patches At the DM's discretion, there
here and there that have odd tufts may be creatures with unusual
of wiry fur growing out of them. body chemistries who aren't 24
affected. A completely sealed suit
will negate the effect of these
spores but a gas-mask doesn't.
They penetrate through the skin
and don't need to be inhaled.
Tentative Purchase DC: 15 (often resembles a spotted, downy human
unavailable) Required Proficiency: liver. It's about the length of a
Exotic Weapons--Ranged Handed: man's arm, and has only one visible
Requires 2 hands to use Range feature-- a huge, gaping, toothless
Increment: 30 feet “To Hit” Bonus: - mouth. If you load a spore-pod
Magazine: 1 weapon into its mouth, the creature
Rate of Fire: Once per round will stir, gulp the pod down with
Damage: Depends on which spore- evident relish, and puff up a set of
pod it is launching tumorous looking air bladders on
Weight: 4 pounds either side of its body.(the whole
Armor Class: 14 loading process takes one Standard
Hardness: 0 Action). Point a pod-launcher at the
Hit Points: 5 target, tweak it hard enough to
DC required to break this item with cause it pain, and it will hurl the
a Strength Roll: 20 Accessories: -- pod a surprising distance.
Description: A smooth, boneless, The launcher itself spends most
eyeless animal that of its time totally inert. It can be fed
Scuttlebombs, Living Torpedos and almost any nutrient in liquid form
(no chunks) and if properly
Other SelfActuated Living Weapons nourished will live about ninety
years. It can go without food for a
Living weapons that move under their own month
power, orsome
so. of these specially
tailored animals have enough brain power to qualify as independent constructs
while others do not (as a rule Scuttlebombs do and Living Torpedoes don’t).

Scuttlebombs
Living creatures that scamper across the ground toward the target and then
explode, they come in a wide variety of nasty forms and nastier effects. No two
look quite alike. Most are smart enough to qualify as independent constructs,
since it takes at least a minimal amount of brainpower to find your way across
uneven terrain. Yet even the smartest of them are still really, really dumb
compared to most animals. Even your average insect is significantly smarter.
Weight: 1 pound
Armor Class: See description
Hardness: 0
Hit Points: See description
DC required to break this item with
a Strength
Roll: N/A
Special: This weapon is capable of
independent action. Treat it as a
Fine Construct with an AC of 16, 8
hit points and an Attack Bonus of
+5. It is immune to Fear, Emotion
Control, Illusions but not Sleep,
Paralysis or mental domination. It
makes Willpower Saving Throws at
a -2 penalty. It can move 30 feet
Scuttlebomb per round under its own power and
Size: Fine (+12 bonus to conceal effectively has a Stealth Skill of +5.
with a “sleight of hand” roll) It does draw attacks of opportunity
Cost: 595 Units when it attacks (although there is
Tentative Purchase DC: 16 little point in attacking it with a
(Often Unavailable) Required melee weapon, since it will
Proficiency: Simple Handed: detonate if it loses all its Hit
Requires 1 hand to activate, Points). The bomb does 3d6
functions independently after Bludgeoning damage to anything
that. in a 10 foot radius when it goes off.
Range Increment: -“To Hit” Description: A mottled, hairless
Bonus: -Rate of Fire: Once per eight-legged arthropod with no
round Damage: See description obvious eyes. It's body is plump
and sags heavily from the weight
of the explosives it is carrying. It 25
can track the target either by scent
or simply by being pointed at it
and set in motion. The weapon
cannot be recalled or instructed to
change targets once it has been
It doesn't effectively take any time Handed: Requires 1 hand to
to wake the thing up, you just activate, functions independently
snatch off the membrane which after that.
covers its eyes and it is instantly Range Increment: -“To Hit” Bonus:
ready to attack (call this a free -Rate of Fire: Once per round
action). If kept dormant, it will live Damage: See description Weight: 1
for about twenty years. pound Armor Class: See description
Toxic Gas Scuttlebomb Hardness: 0
Size: Fine (+12 bonus to conceal Hit Points: See description
with a “sleight of hand” roll) DC required to break this item with
Cost: 610 Units a Strength
Tentative Purchase DC: 16 (Often Roll: N/A
Unavailable) Required Proficiency: Special: This weapon is capable of
Simple Handed: Requires 1 hand to independent action. Treat it as a
activate, functions independently Diminutive Construct with an AC of
after that. 16, 8 hit points and an Attack
Range Increment: -- Bonus of +6. It is immune to Fear,
“To Hit” Bonus: -- Emotion Control and Illusions but
Rate of Fire: Once not Sleep, Paralysis or mental
per round Damage: domination. It makes Willpower
See description Saving Throws at a +4 bonus. It can
Weight: 1 pound move 30 feet per round under its
Armor Class: See own power and effectively has a
description Stealth Skill of +6. It does draw
Hardness: 0 attacks of opportunity when it
Hit Points: See description attacks. It will explode if it loses all
DC required to break this item with its hit points. When it goes off, it
a Strength does 3d6 piercing damage to
Roll: N/A anything in a 10 foot radius.
Special: This weapon is capable of Anyone struck by its flechettes
independent action. Treat it as a must make a Fortitude Saving
Construct with an AC of 16, 3 hit Throw vs. DC 15 or take an
points and an Attack Bonus of +5. additional d4 of poison damage
It is immune to Fear, Emotion every round for 2-8 rounds.
Control, Illusions but not Sleep, Accessories: Antidote Capsule
Paralysis or mental domination. It (1/20th lb, costs 250 Units, holds 2
makes Willpower Saving Throws at doses, negates effect of the poison
a +2 bonus. It can move 30 feet in 1 round)
per round under its own power Description: A strange little animal
and effectively has a Stealth Skill of which moves by rolling like a ball, it
+3. It does draw attacks of looks like a sea urchin, or perhaps
opportunity when it attacks, but if a hedgehog without a head.
it takes any damage at all it Covered with thick poison spines, it
immediately detonates. When it is safe to handle until it is armed
goes off, everyone in a 10 foot and sent after the target. It has a
radius must make a Fortitude lot of eyes, buried between its
Saving Throw vs. DC 20 or take spines and will home in of the
4d10 poison damage. This toxin target visually.Scuttlebomb
Telepathic
specifically attacks the lungs, so a It can
Size: Finebe(+12
instructed
bonus to to conceal
home in
gas mask or a vacuum suit on a particular square
with a “sleight of hand” roll)or to follow
completely negates its effect. a particular
Cost: 625 Unitstarget, by pointing it at
Description: A bulging gas- the targetPurchase
Tentative and squeezing
DC: 16a(Often
special
bladder, with six powerful froglike place on its underbelly.
Unavailable) Required Proficiency:
legs and a single eye on a stalk. It The creature
Simple Handed:has only the
Requires 1 hand to
moves in a series of long leaps and simplest metabolism and nervous
activate, functions independently
hops. system.
after that. It does not eat and is born
The creature has an extremely with just enough stored
Range Increment: energy
-“To Hit” to
Bonus:
Toxic Flechette
simple nervous Scuttlebomb
system and only do
-Rateits of
job. It remains
Fire: Once per completely
round
Size: Fine (+12
understands onebonus
basictocommand--
conceal dormant
Damage: until it is activated,
See description and if1
Weight:
with
go toathe
“sleight of hand”
first thing you roll)
see when it isn't used can live off its
pound Armor Class: See description stored
Cost: 600 Units
the opaque membrane is peeled energy
Hardness: for 0about six years.
Tentative
away fromPurchase
your eye,DC:and16explode
(usually illegal) Required
there. It can be directed against
Proficiency:
either a whole Simple
square, or it can
pursue and chase down an
individual target. 26
Readying the bomb by
unhooding its eye is a free action
and takes effectively no time. Once
it has been activated, there is no
turning it back.
Hit Points: See description Range
DC required to break this item with Increment: --
a Strength “To Hit”
Roll: N/A Bonus: -Rate
Special: This weapon is capable of of Fire: Once
independent action. Treat it as a per round
Diminutive Construct with an AC of Damage: 2d6 Damage per round to
16, 8 hit points and an Attack anything made of plastic within a
Bonus of +4. It is immune to Fear, 10 foot radius.
Emotion Control, Illusions but not Weight: 1 pound
Sleep, Paralysis or mental Armor Class: See description
domination (although any attempt Hardness: 0
to mentally dominate the weapon Hit Points: See description
will instantly detonate it) It can DC required to break this item with
move 30 feet per round under its a Strength
own power and effectively has a Roll: N/A
Stealth Skill of +7. It does draw Special: This weapon is capable of
attacks of opportunity when it independent action. Treat it as a
attacks and does 3d6 Bludgeoning Diminutive Construct with an AC of
damage to anything in a 10 foot 16, 7 hit points and an Attack
radius when it detonates. If it loses Bonus of +5. It is immune to Fear,
any of its hit points, it instantly Emotion Control, Illusions but not
explodes. Sleep, Paralysis or mental
Description: It resembles a large domination. It makes Willpower
pillbug, about the size of a Saving Throws at a +2 bonus. It can
cucumber. It moves by either move 30 feet per round under its
sculling along on its fifty tiny legs own power and effectively has a
or by curling up into an armored Stealth Skill of +5. It does draw
ball and rolling along the ground. attacks of opportunity when it
The weapon is telepathic and attacks.
remains in constant contact with Description: A six-legged disk-
the mind of its user. You can shaped creature, with one strangely
order it to change targets or to human looking eye. It has a shell
withdraw. It is not smart enough and looks a little like a very strange
to undertake any kind of strategy crab. It has a very simple nervous
on its own and must be carefully system and doesn't experience pain
guided through every step of or fear. When it isn't being used to
anything it does. attack, it either sleeps or ambles
You can see through its eyes if Metal-Eating
pointlessly around Scuttlebomb
its cage. It eats
you concentrate. It has all five of Size: Fine (+12
just about bonus toor
any garbage conceal
organic
the senses we are accustomed to, with
wastea you
“sleight
careof tohand”
place roll)
in its
although the first time you use one Cost:
feeding615hole,
Unitsalthough it cannot
of these weapons it takes at least Tentative
feed itself.Purchase DC: 16 and
If fed regularly (Often
two minutes of practice to get used Unavailable)
treated well itRequired Proficiency:
will live for about
to its weird sensory perspective. Simple Handed: Requires 1 hand to
five years.
The creature is by disposition activate,
You arm functions independently
it by breaking away a
passive and phlegmatic and spends after that.
small crumbly piece of shell on top
most of its time asleep. It does Range
of its carapace. Once it is armed,
however need to be fed daily. It Increment:
you show it--the target and utter a
can digest just about any organic “To
low whistle. Hit”It will then attack that
matter, but has to be fed by hand. Bonus: -Rate target, moving to
one particular
If it isn't detonated, it will live for of Fire: Once
intercept it if it runs away.
about three years. per round
If it somehow gets separated Damage: 2d6 Damage per round to
from its handler and can't be anything made of metal within a 10
Plastic-Eating Scuttlebomb foot radius. Continues to do
telepathically
Size: Fine (+12 bonus home,
guided it will
to conceal
makeaa“sleight
feeble attempt damage until the virus is somehow
with of hand”to find
roll) cured or neutralized.
them,
Cost: 610but Units
will give up quickly and
go to sleep. The next person to Ignores up to 15 points of
Tentative Purchase DC: 16 (Often Hardness.
pick it up becomes
Unavailable) its handler.
Required Proficiency: Weight: 1 pound
Simple Handed: Requires 1 hand to Armor Class: See description
activate, functions independently Hardness: 0
after that. Hit Points: See description
DC required to break this item with
a Strength
Roll: N/A 27
Special: This weapon is capable of
independent action. Treat it as a
Diminutive Construct with an AC of
16, 2 hit points and an Attack
Bonus of +6. It is immune to Fear,
Sleep, Paralysis or mental spends most of its time dormant,
domination. It makes Willpower waking about once a week to
Saving Throws at a -3 penalty. It ingest a few grams of sugar water
can move 30 feet per round (it can't feed itself). It lives for
under its own power and about a year if it's fed regularly.
effectively has a Stealth Skill of
+5. The weapon does draw Flesh-Eating Scuttlebomb
attacks of opportunity when it Size: Fine (+12 bonus to conceal
attacks, but if struck it with a “sleight of hand” roll)
detonates on the spot. Cost: 675 Units
Description: A fat pink worm, Tentative Purchase DC: 17 (usually
about the size of a baby's arm , illegal) Required Proficiency:
covered with odd, knobby growths. Simple Handed: Requires 1 hand to
A bloodshot and strangely human activate, functions independently
looking eye is visible at either end. after that.
The worm wriggles after the Range Increment: -“To Hit” Bonus:
designated target under its own -Rate of Fire: Once per round
power and then bursts open in a Damage: Infects everyone in a 5
shower of glop. This liquid is foot radius with a flesh-eating virus
saturated with a metal- eating that does 1 d6 damage per round
virus, which does no damage to until the victim either dies or
flesh
Plague but rusts out even the
Scuttlebomb makes a Fortitude Save vs. DC 20.
toughest metallic
Size: Fine (+12 bonus alloys
to in just a
conceal Weight: 1 pound
few rounds.
with Theofworm
a “sleight hand”doesn't
roll) Armor Class: See description
have
Cost: a650mouth
Unitsor a digestive Hardness: 0
system, but
Tentative it does DC:
Purchase metabolize
16 (usually Hit Points: See description
food through
illegal) Requiredits Proficiency:
skin and every DC required to break this item with
week
Simpleit Handed:
needs toRequires
be immersed1 handin ato a Strength
nutrient
activate, bath for about
functions an hour. If
independently Roll: N/A
it is properly
after that. cared for, it will live Special: This weapon is capable of
for twoIncrement:
Range years. -- independent action. Treat it as a
“To Hit” Bonus: -- Diminutive Construct with an AC of
Rate of Fire: Once 18, 10 hit points and an Attack
per round Damage: Bonus of +5. It is immune to Fear,
See description Emotion Control, Illusions but not
Weight: 1 pound Sleep, Paralysis or mental
Armor Class: See domination. It makes Willpower
description Saving Throws at a +1 bonus. It
Hardness: 0 can move 30 feet per round under
Hit Points: See description its own power and effectively has a
DC required to break this item with Stealth Skill of +5. It does draw
a Strength attacks of opportunity when it
Roll: N/A attacks, but if it loses all its hit
Special: This weapon is capable of points it will detonate before it
independent action. Treat it as a dies or is disintegrated.
Diminutive Construct with an AC of Description: This scuttling, hairy
16, 7 hit points and an Attack crustacean resembles a flesh-
Bonus of +5. It is immune to Fear, colored crayfish with no claws and
Emotion Control and Illusions but tufts of ugly black bristles, here
not Sleep, Paralysis or mental and there. It has three eyes on
domination. It makes Willpower stalks and a long proboscis which
Saving Throws at a +2 bonus. It it uses to inject the target with a
can move 30 feet per round under flesh-eating virus that can turn a
its own power and effectively has a full-sized human being into bloody
Stealth Skill of +6. It does draw jello in minutes.
attacks of opportunity when it The creature has no mouth and
attacks, but will explode on the is born with just enough energy
spot if it loses all its hit points. stored in its body to attack one
Description: It looks like a huge target and then die. It spends its
black leech, about the size of a life in hibernation until it is woken
small cat, with a single yellow eye up and directed at a particular
at one end and bulging plague- target. It can either hunt the target
sacks on either side of its body. It down by smell, or simply be
moves by rapidly humping across pointed at the target and then
the ground. When it reaches the tweaked in a special soft spot
target square, it puffs itself full of behind its bristly head. You can 28
air and bursts, showering everyone snap off its proboscis before
in the vicinity with plague. setting it loose (this takes a
Anyone caught in its burst radius standard action).in which case it
must make a Fortitude Saving will scuttle over to the target and
Throw vs. DC 15 or lose a point of explode, dousing everything in a
Deep-Space Scuttlebomb Tentative Purchase DC: 15 (Often
Size: Fine (+12 bonus to conceal Unavailable) Required Proficiency:
with a “sleight of hand” roll) Simple Handed: Requires 2 hands
Cost: 600 Units to activate, functions
Tentative Purchase DC: 16 (Often independently after that.
Unavailable) Required Proficiency: Range Increment: 80 feet “To Hit”
Simple Handed: Requires 1 hand to Bonus: -Rate of Fire: Once per
activate, functions independently round Damage: Special, see
after that. description Weight: 1 pound
Range Increment: -“To Hit” Bonus: Armor Class: See description
-Rate of Fire: Once per round Hardness: 0
Damage: See description Weight: 1 Hit Points: See description
pound Armor Class: See DC required to break this item with
description Hardness: 0 a Strength
Hit Points: See description Roll: N/A
DC required to break this item with Special: This weapon is capable of
a Strength independent action. Treat it as a
Roll: N/A Diminutive Construct with an AC of
Special: This weapon is capable of 15, 6 hit points and an Attack
independent action. Treat it as a Bonus of +4. It is immune to Fear,
Construct with an AC of 19, 10 hit Emotion Control, Illusions but not
points and an Attack Bonus of +4. Sleep, Paralysis or mental
It is immune to Fear, Emotion domination. It makes Willpower
Control, Illusions but not Sleep, Saving Throws at a -1 penalty. It
Paralysis or mental domination. It can move 30 feet per round under
makes Willpower Saving Throws at its own power and effectively has a
a +6 bonus. It can move 60 feet Stealth Skill of +5. It does draw
per round under its own power in attacks of opportunity when it
any direction and effectively has a attacks, but will explode on the
Stealth Skill of +4. It does not draw spot if it loses any hit points. When
attacks of opportunity when it the bomb goes off, living creatures
attacks. When it detonates, the within a 15 foot radius must make
weapon does 4d6 Bludgeoning a Fortitude Saving Throw vs. DC 18
damage to anything in a 15 foot or become Nauseated, unable to
radius. Targets can make a Reflexes attack, concentrate, use psionic
Saving Throw vs. DC 18 to take half powers or cast spells (if spell-
damage. casters or psionics exist in your
Description: One of the real campaign), and so forth. The only
limitations of scuttlebombs and action a nauseated character can
other such living weapons is that take is a single move (or move-
they don't work in a vacuum. This equivalent action) per turn. These
strange creature solves this effects last as long as the character
problem. It looks like an armor- is in the cloud and for 1d4+1
plated jellyfish, with tiny round rounds after he or she leaves the
eyes peeking out from between the cloud.
plates. (Roll separately for each nauseated
It can move in zero-g by character.) Those who succeed at
squirting out small puffs of gas (it's their saves but remain in the cloud
helpless in standard earth gravity). must continue to save each round.
You activate it by twisting a The cloud lasts for 1d4 rounds, but
protrusion on one of its plates. The a strong wind disperses it in 1
plates separate slightly, its eyes round. Description: An evil-
peek out and it is ready to be smelling little animal, a bit like a
shown the target. It can take a long three-legged furry spider, about
time to track down its prey, if it has the size of a man's hand. It has no
to. Periodically, it will extend a set mouth or stomach and is born with
of gossamer wing-like membranes just enough stored energy in its
from between its plates and feed tissues to chase down one target
on raw solar energy, using the heat and explode. It spends most of its
and light to generate more gas life-cycle hibernating with its legs
from its tissues. It can pursue a folded up tightly under it.
target for months, years, perhaps You activate the weapon, by
even centuries. pulling down its legs with a short,
If kept dormant, no one really sharp jerk, uncovering its seven
knows how long it might live. beady eyes. To direct it to its
There has never been a recorded target, you point its seventh,
case of one going bad in storage. central eye at the target and utter 29
a high shrill whistle.
The whole process of waking the
Stench-Gas Scuttlebomb creature up and selecting a target
Size: Fine (+12 bonus to conceal takes one Standard Action. If the
Living Torpedoes
Somewhat dumber than scuttlebombs, most living torpedoes have just
enough brain power to glide through the air toward a target and then
explode. They too vary widely in appearance and capabilities.
Living Torpedo, Flying immune to fear, illusions and
emotion control, but not sleep,
Bomb paralysis or mental domination. It
Size: Tiny (+4 bonus to conceal makes Willpower Saving Throws at
with a “sleight of hand” roll) a +2 bonus. If mentally dominated,
Cost: 510 Units it instantly explodes.
Tentative Purchase DC: 16 (Often Description: A living torpedo that
Unavailable) Required Proficiency: resembles a pale six-eyed lobster
Simple Handed: Requires 1 hand to with bat wings instead of claws
use Range Increment: 80 feet “To and ugly tufts of bristles here and
Hit” Bonus: -Rate of Fire: Once per there. It spends most of its time
round Damage: 3d6 Bludgeoning, asleep, but unlike mmany living
10 foot radius. A Reflexes Saving weapons it is active and
Throw vs. DC 15 halves the affectionate toward its handler
damage. Weight: 1 pound Armor while it is awake. It has a very
Class: 15 Hardness: 0 Hit Points: 1 simple metabolism and needs to
DC required to break this item with be fed meat broth once every two
a Strength Roll: 15 (but it explodes days or so.
if it is broken) The creature is telepathic and
Special: Not capable of actively reads its handler's mind.
independent action and so not a When it receives the mental
Construct. Immune to illusions and command, it flies over to the
mental attacks. Description: A tiny target and detonates. It requires
little flying bomb. This odd no concentration on the part of
creature resembles a three-eyed the handler to do this-they are free
hairless bat with no mouth. It never to move, make other attacks, etc.
eats or drinks and spends its life They cannot see through the
hibernating until it is woken up to creature's eyes or pick up impulses
go into combat. It takes a Standard from its brain unless they are
Action to rouse the beast and get it telepathic themselves (the
to unfold its wings. Considerably creature's own power only works
less smart than an insect, it will use one way—it's a telepathic receiver,
its simple nervous system to home but it lacks a transmitter).
in the target it is flung at and then The handler can target anything
explode. It isn't capable of doing or in sight, whether it is technically in
thinking about anything else. range or not. If the target is further
You can carry it around armed if away than the creature's range, it
Living Torpedo,
you are expecting Telepathic
trouble. The Living Torpedo, Toxic
will simply keep flying toward it on
Flying
beast
Flying won't
Bombmake any noise and it Bomb
the next round. It can chase
can
Size:easily be returned
Tiny (+4 bonus totoconceal Size:
moving Tinytargets
(+4 bonus to conceal
or change targets
hibernation. However,
with a “sleight-of- hand”it can
roll)only with
in mid a “sleight-of-
flight if it is hand”
told to.roll)
be
Cost:kept
610awake
Unitsfor twenty-four Cost: 520
If the Unitsbecomes isolated
bomb
hours
Tentativein total beforeDC:
Purchase it exhausts
16 (Oftenits Tentative Purchasethoughts,
from its handler's DC: 16 (Often
it will
limited energy supply and dies.
Unavailable) Required Proficiency: Unavailable)
try to find itsRequired
way backProficiency:
to them,
Simple Handed: Requires 1 hand to Simple
disarming Handed: Requires
its explosive load1 hand
and
use Range Increment: 100 feet “To to use Range
retracing Increment:
its flight path. If80forfeet
some
Hit” Bonus: -Rate of Fire: Once per “To
reason Hit”this
Bonus: -Rate
doesn't of Fire:
work it willOnce
round Damage: 3d6 Bludgeoning, per
settle round
to the Damage:
groundSpecial,
and waitsee for a
10 foot radius. A Reflexes Saving description
new master Weight: to come1along.poundIt takes
Throw vs. DC 15 halves the Armor
about an Class:
hour15ofHardness:
holding and 0 Hit
damage. Weight: 1 pound Armor Points:
stroking2 the creature to attune it
Class: See description Hardness: 0 DC
to arequired
new handler'sto break this item with
thoughts.
Hit Points: See description a Strength Roll: 15 (but it explodes
DC required to break this item with if it is broken)
a Strength Special: Grenade-like weapon.
Roll: N/A Everyone in a 10 foot radius must
Special: Diminutive Construct, AC make a Fortitude Saving Throw vs.
15, 4 hit points, Attack Bonus of DC 20 or take 4d6 poison damage.
+4, moves 100 feet per round. It is This toxin specifically
30
attacks the lungs, so a gas mask or Bomb
a vacuum suit completely negates Size: Tiny (+4 bonus to conceal
its effect. It is immune to fear, with a “sleight-of- hand” roll)
illusions and emotion control, but Cost: 550 Units
is still vulnerable to sleep, paralysis Tentative Purchase DC: 16 (often
and mental domination. It makes unavailable, usually illegal)
Willpower Saving Throws at a -2 Required Proficiency: Simple
penalty. If it takes damage or is Handed: Requires 1 hand to use
mentally dominated, it instantly Range Increment: 80 feet “To
explodes. Hit” Bonus: -Rate of Fire: Once
Description: A fat cigar-shaped per round Damage: See
tube, glittering with oily iridescent description Weight: 1 pound
colors. Squeeze a particular spot Armor Class: 15 Hardness: 0 Hit
on its back and it will unfold into a Points: 1
mothlike creature with wet, DC required to break this item
transparent wings. It has no mouth with a Strength Roll: 15 (but it
and barely any brain. The creature explodes if it is broken)
has just enough energy stored in Special: Grenade-like weapon.
its tissues to make one attack and Anyone caught in its burst radius
it is just smart enough to fly over must make a Fortitude Saving
to the target
Living Torpedo,squareCaustic
on command Throw vs. DC 15 or lose a point of
and explode. Strength and one of Constitution
Flying
If keptBomb
dormant, it has a shelf- per day for 4d6 days until they are
life ofTiny
Size: about
(+4five
bonus
years.
to Once
conceal cured by a doctor or reach 0
armed,
with a “sleight-of-
it will live for
hand”
onlyroll)
48 hours Constitution and die. If the target
Cost: 530actually
if it isn't Units used. is hit by more than one bomb, it
Tentative Purchase DC: 16 (Often won't increase the effect of the
Unavailable) Required Proficiency: disease.
Simple Handed: Requires 1 hand Description: A greenish wad of
to use Range Increment: 90 feet slimy flesh, covered in weeping red
“To Hit” Bonus: -Rate of Fire: Once blisters. It has three crablike eyes
per round Damage: See on stalks and a pair of
description Weight: 1 pound membranous wings. Anyone who
Armor Class: 15 Hardness: 0 Hit sees its jawless, fanged mouth is
Points: 2 immediately reminded of a
DC required to break this item lamprey, or perhaps of worse
with a Strength Roll: 15 (but it things. It has no feet and cannot
explodes if broken) walk.
Special: Splash weapon. The target The creature needs to be fed at
takes 1d6 damage per round for 3 least once a day (it prefers putrid
rounds, and everyone in a 5 foot meat but will eat any old organic
radius must make a Reflexes matter) and is prone to flatulence.
Saving Throw vs. DC 15 or take 1 With no appendages but its wings,
point of damage. If the attacker it has no way of getting food into
rolls a 20, the target has been its puckered little mouth and must
Blinded, per the spell. Blindness be (carefully) fed by hand. It
lasts indefinitely. At the DM's whines when it is hungry and
discretion there may be futuristic gurgles when it is satisfied.
medical techniques that can repair You get it ready to detonate by
the target's eyes. giving it a short sharp jolt of pain
Description: A small creature which on one particular spot on its
resembles a hairless albino bat, its underbelly ( a lit cigarette works
plump body covered with gristly well here, as does a hard pinch).
chitinous plates. It has three Once it'sTorpedo,
armed, flingFlying
it at the
segmented eyes and no mouth. Living
target square as fast as you can.
The bomb is born with just Stench
Don't leave Bomb
it in your hand- it will
enough stored energy to attack Size: Tinyon
explode (+4thebonus to conceal
next round no
one target and explode. with
mattera “sleight
what. of hand” roll)
Not smart enough to qualify as Cost:
Not485 Units a Construct, its
really
a Construct, this is really just a Tentative
behavior is Purchase
limited DC: 15 (Often
to exploding.
grenade that happens to alive. It Unavailable)
Its pitifully Required
simple nervous
spends most of its life dormant, Proficiency: Simple to
system is immune Handed:
illusions or
Living
folded up Torpedo, Plague-Ridden
inside its leathery wings. Flying
Requires 1 hand to use Range
mental attacks.
It takes a Standard Action to Increment: 70 weapon
Storing this feet “To is
Hit”
tricky The
wake it up, point it at the target Bonus:
diseases--which fester in the
and break the tiny bone just under creature's unhealthy flesh will kill it31
its skin which arms it to attack. If it in about six months, unless it is
is woken up but not armed it will kept frozen in a cryo- tank.
only live for two hours. It can be
lulled back into dormance with a
Standard Action.
Rate of Fire: Once per round Fortitude Saving Throw vs. DC 20
Damage: Special, see description or fall unconscious for 2-16 (2d8)
Weight: 1 pound Armor Class: 15 minutes.
Hardness: 0 Hit Points: 1 Accessories: Antidote Capsule
DC required to break this item with (1/20th lb, costs 150 Units, holds
a Strength Roll: 15 (but it explodes 2 doses, negates effect of gas in 1
if it is broken) round) Description: An insectile
Special: When the weapon creature, a lot like some weird
explodes, living creatures within a flying crustacean. It spends most
15 foot radius must make a of its time folded up in a dormant
Fortitude Saving Throw vs. DC 18 or state, waking up only once every
become Nauseated, unable to week to consume a few droppers
attack, concentrate, use psionic full of sugar water.(you put the
powers or cast spells (if spell- food into a slot behind its head-it
casters or psionics exist in your has no real mouth and can't feed
campaign), and so forth. The only itself).
action a nauseated character can To activate it, point it at the
take is a single move (or move- target and snap off a tiny flange
equivalent action) per turn. These on the underside of its shell. It
effects last as long as the character will fly over to the target's square
is in the cloud and for 1d4+1 under
Living its own power and
rounds after he or she leaves the detonate.Torpedo, Flying Pain-
cloud. (Roll separately for each Gas Bomb
If the target moves while it is in
nauseated character.) Those who Size:
flight,Tiny (+4change
it will bonus course
to conceal
to the
succeed at their saves but remain in with
target'sa “sleight-of-
new location.hand” roll)
Nonetheless,
the cloud must continue to save Cost:
it isn’t525smartUnits
or self-motivated
each round. The cloud lasts for 1d4 Tentative
enough toPurchasequalify asDC: 16 (Often
a Construct.
rounds. A strong wind disperses it Unavailable) Required Proficiency:
It’s merely a weapon.
in 1 round. Simple Handed: Requires 1 hand to
Description: A warty gray lump with use Range Increment: 80 feet “To
algae growing on it. When you peel Hit” Bonus: -Rate of Fire: Once per
a slippery membrane off the front round Damage: 5d6 nonlethal
(this counts as readying the damage to everyone in a 10 foot
weapon) it exposes the creature's radius. A Fortitude Saving Throw
yellowed eye and folded-up vs. DC 20 halves the damage.
membranous wings. It will puff itself Anyone who takes Nonlethal
full of air through its breathing hole Damage from the gas must make a
and fly at whatever target you Willpower Saving Throw vs. DC 20
designate, bursting in a cloud of or be Stunned (as per the Monk
foul green vapor. special attack), and unable to take
The weapon has only the simplest any action for one round. Wearing
possible nervous system and a gas mask gives you a +2 to your
metabolism. It is effectively a tool, saving throws. Wearing a sealed
rather than a Construct and isn't environment suit negates the
vulnerable to mental attacks or damage completely.
illusions.
Living It is born with
Torpedo, just enough
Flying Weight: 1 pound Armor Class: 14
stored energy to do its job. Once it Hardness: 0 Hit Points: 1
Sleep-Gas
is armed, it will Bomb
live for 18 hours if it DC required to break this item with
Size: Tiny (+4
isn't used first.bonus to conceal with a Strength Roll: 15 (but it explodes
a “sleight-of- hand” roll) if it is broken)
Cost: 490 Units Accessories: Antidote Capsule
Tentative Purchase DC: 15 (Often (1/20th lb, costs 150 Units, holds 2
Unavailable) Required Proficiency: doses, negates effect of gas in 1
Simple Handed: Requires 1 hand to round) Description: A scaly, warty,
use Range Increment: 80 feet “To sagging lump, with loose pink skin
Hit” Bonus: -Rate of Fire: Once per hanging off it in smelly folds. To
round Damage: Special, see arm the weapon, you peel a wet
description Weight: 1 pound Armor strip of skin loose like a pull- tab.
Class: 15 Hardness: 0 Hit Points: 2 This removes a cap of skin on the
DC required to break this item with front end and reveals its eyes.
a Strength Roll: 15 (but it explodes Under the cap its flesh is red and
if it is broken) wet, with five oddly human eyes
Special: Everyone in a 15 foot radius blinking up at you. Once it has
must make a been armed, it extends a pair of
membranous wings and waits to be
directed at the target.
The bomb is born with just 32
enough stored energy to fly to the
target and explode. It has no
digestive system and only the most
rudimentary brain. If it is left
dormant the creature will live for
Other Self-Actuated Living Weapons
Flying Bio-Injection Delivery The Death-Head Scarab
System Size: Tiny (+4 bonus to conceal
Size: Fine (+12 bonus to conceal with a “sleight of hand” roll)
with a “sleight of hand” roll) Cost: 550 Units
Cost: 750 Units for a pack of 6. Tentative Purchase DC: 16 (Often
Rarely sold singly. Tentative Unavailable) Required Proficiency:
Purchase DC: 17 for a pack of 6 Simple Handed: Requires 1 hand to
(Often unavailable, usually illegal) activate, functions independently
Required Proficiency: after that.
Simple Handed: Range Increment: -“To Hit” Bonus: -
Requires 1 hand to Rate of Fire: Once per round
use Range Damage: See description Weight:
Increment: -“To Hit” Effectively none Armor Class: See
Bonus: -Magazine: 6 description Hardness: 0
Rate of Fire: Once per round Hit Points: See description
Damage: 1d6 (poison) per round for DC required to break this item with
3 rounds. A a Strength
Fortitude Saving Throw vs. DC 20 Roll: N/A
halves the damage Special: This weapon is capable of
Weight: 1/10 pound independent action. Treat it as a
Armor Class: 20 Diminutive Construct with an AC of
Hardness: 0 18, 10 hit points and an Attack
Hit Points: 1 Bonus of +5. It is immune to Fear,
DC required to break this item Emotion Control and Illusions but
with a Strength Roll: N/A not Sleep, Paralysis or mental
Accessories: Antidote Capsule domination. It makes Willpower
(1/20th lb, costs 150 Units, holds 1 Saving Throws at a +3 bonus. It can
dose, negates effect of toxin in 1 move 30 feet per round under its
round- -this is an example, there own power and effectively has a
may be other antidotes for other Stealth Skill of +6. It does draw
toxic substances that the device attacks of opportunity when it
might inject, with prices and attacks. If it hits, it does 1d3 on the
characteristics of their own) first round. Once it has scored a
Description: A winged insect, about successful hit, it burrows into into
the size of a very large mosquito. It the victim's flesh and wriggles its
has a long stinger at one end, way toward their vital organs,
which it will use to inject a dose of doing 1d4 damage per round for
a powerful neurotoxin. It then flies six rounds unless someone makes a
back to its handler to rest. Treat it medical skill roll vs. DC 20 and
as a Fine Construct with an AC of fishes it out. Removing the creature
20, 1 hit point and an Attack Bonus does an additional 1 d4 points of
of +4. It is immune to fear, damage, regardless of the
illusions, emotion control, sleep, surgeon's skill.
paralysis and mental domination. It Description: A large black beetle,
moves at 60 feet per round. In whose shiny carapace bears a
twenty-four hours, it can generate distinctive "death's-head" pattern
a new dose of poison. in white. It has powerful hind legs
The creature lives on sugar water and can leap as well as it can crawl.
and sleeps in a tiny spherical nest. Standing on top of a chair is no
It is mildly telepathic and responds sure defense against it.
to mental commands from Point it at the target, lightly
whoever hatched it However its Hunter-Killer
squeeze a special place on its belly
user can't see through its eyes or and
Size:itDiminutive
will pursue(+8 thatbonus
one target
to
receive mental signals from it-the relentlessly
conceal with(ifa the target
“sleight ofisn't
hand”
contact only goes one way. physically
roll) in sight, you can have it
There are a number of different home525
Cost: in on their scent, instead).
Units
models of flying bio-weapon You cannot
Tentative tell it toDC:
Purchase change targets
16 (Often
delivery system, each with its own once it has been set loose. The
Unavailable)
lethal payload. Use these stats as a thing's nervous system is
kind of standard template and load considerably simpler than an actual33
the little fellows with whatever foul insect. It has virtually no behaviors
substance you like. Many of them apart from its attack strategies and
carry lethal diseases instead of spends most of its time curled up
poison. and dormant. If it is fed once a
month, it will live for about ten
Required Proficiency: Simple Roll: N/A
Handed: Requires no hands, Special: This weapon is capable of
functions independently. Range independent action. Treat it as a
Increment: -“To Hit” Bonus: -- Construct with an AC of 17, 10 hit
Magazine: 10 doses of poison (it points and an Attack Bonus of +6.
can regenerate one dose per hour It is immune to Fear, Emotion
of rest) Control, Illusions but not Sleep,
Rate of Fire: Once per round Paralysis or mental domination. It
Damage: If hit, the target must makes Willpower Saving Throws at
make a Fortitude a +4 bonus. It can move 30 feet
Saving Throw vs. DC 20 or take per round under its own power
4d10 damage from and effectively has a Stealth Skill of
Poison +7. It does not draw attacks of
Weight: 1 pound opportunity when it attacks
Armor Class: See description Description: A vicious-looking
Hardness: 0 arthropod, a little like a large, hairy
Hit Points: See description scorpion without claws. A heavy
DC required to break this item with stinger curls ominously over its
a Strength squat little body. Its sides pant in
Roll: N/A and out like an eager little dog.
Special: This weapon is capable of This weapon is telepathic and
independent action. Treat it as a remains in constant contact with
Construct with an AC of 18, 7 hit the mind of its user. You can order
points and an Attack Bonus of +5. it to change targets or withdraw.
It is immune to Fear, Emotion You can see through its eyes if you
Control, Illusions but not Sleep, concentrate (it's deaf, but has
Paralysis or mental domination. It exceptional
Monster-in-a vision
Canten for an
makes Willpower Saving Throws arthropod). It holds doses
Size: Small (No bonus or penalty to of
at a +2 bonus. It can move 30 feet poison
conceal within its stingerof hand”
a “sleight and can
per round under its own power regrow
roll) a dose in about six hours.
and effectively has a Stealth Skill Unlike
Cost: 625most
Units"living weapons" it
of +6. It does not draw attacks of is playful Purchase
Tentative and active and(Often
DC: 16 likes
opportunity when it attacks attention. It makes a sort
Unavailable) Required Proficiency: of
Accessories: Portable Terrarium trilling sound when
Simple Handed: you 1scratch
Requires hand to
Carrying Case (Weighs 1 pound, its
usestubbly bristles. It 10
Range Increment: eats meat,
feet (if
costs 100 Units) and will live for about ten years if
thrown)
Description: An evil looking treated
“To Hit” well.
Bonus: -Rate of Fire: Up to
centipede-like creature, with eyes six times per round, but only vs.
and stingers at both ends. It is an separate opponents.
indiscriminate weapon When Damage: See description
released, it will go sting the Weight: The seed-pod weighs 2
closest living thing (apart from its pounds. The thing that emerges
handler) and then move on to the from it quickly grows to weigh
next one, stinging
Telepathic Hunter-Killerand stinging about 200 pounds. When it has
until
Size: either
Diminutive it is
(+8 killed or the finished gorging itself, it will weigh
handler
conceal recalls
with a it. bonus
“sleight
to
Itof hand”
can be 450.
summoned
roll) back into its carrying Armor Class: 9 Hardness: 0 Hit
case
Cost: with
650 aUnits
high, trilling whistle. Points: 4
This
Tentative creature
Purchase is smarter 16and
DC: "living
(Often DC required to break this item with
more active
Unavailable) than
Requiredmost Proficiency: a Strength Roll: N/A
weapons"
Simple and can
Handed: recognize
Requires no its Special: The Hardness, Hit Points
handler's
hands, smell.
functions If it becomes
independently and AC listed above apply to the
separated
Range from its
Increment: handler
-“To Hit” itBonus:
will seed-pod itself, not to the creature
do its
-Magazine:best to find
10anddoses them. It eats
of poison (it which emerges from it. Treat the
only
can live prey
regenerate one needs
dose to
per besix
fed creature as a Medium-sized Plant
daily.
hours Itoflives
rest)forconditions.
about two years Monster with an AC of 18, 20 hit
under optimal
Rate of Fire: Once per round points, 3 points of Damage
Damage: The target must make a Resistance (not effective vs. fire)
Fortitude Saving and an Attack Bonus of +5. It is
Throw vs. DC 20 or take 5d8 rooted to the ground and does not
damage from Poison move under its own power, but has
Weight: 1 pound ten feet of Reach in all directions.
Armor Class: See description It does 2d6+5 Slashing Damage
Hardness: 0 and can attack up to six separate
Hit Points: See description opponents in any direction at no
DC required to break this item with penalty (it can’t attack a single34
a Strength target multiple times in one
round). Description: It looks like a
sort of seed-pod, but when you
throw it at the target it opens up
into a gruesome carnivorous plant-
details about its capabilities. It Tentative Purchase DC: 17 (Often
will attack anything that gets Unavailable) Required Proficiency:
within its range and has no way Simple Handed: Requires 1 hand to
of telling friend from foe. After use Range Increment: -“To Hit”
the thing has killed and eaten Bonus: -Rate of Fire: Once per
five Medium or two Large round Damage: See description
creatures, it will settle down and Weight: -Armor Class: 13 (but see
become quiescent. From that description)
point on it is harmless and Hardness: N/A Hit Points: 20
incapable
Amorphous of protecting
Horror itself.
in a Can It DC required to break this item with
will
Size: produce
Small beautiful flowers
(No bonus or penalty to a Strength Roll: N/A
every
conceal spring.
with a “sleight of hand” Description: This weapon is
roll) capable of independent action.
Cost: 650 Units Treat it as a Huge Construct in
Tentative Purchase DC: 16 (Often Gasseous Form AC 13, 20 HP,
Unavailable) Required Proficiency: damage reduction 20/+3, immune
Simple Handed: Requires 1 hand to poison and critical hits.
to use Range Increment: 10 feet (if The cloud is immune to Fear,
thrown) Emotion Control and Illusions but
“To Hit” Bonus: -Rate of Fire: Once not Sleep or mental domination. If
per round Damage: See it is put to sleep, rendered
description Weight: 5 pounds unconcious or otherwise
(after the thing has fed, it can incapacitated it sits still in one
weigh up to 20) place. Anyone passing through the
Armor incapacitated cloud still risks
Class: 9 infection.
Hardness: The cloud moves by flying
0 Hit (speed 10, maneuverability
Points: 3 perfect). It can pass through small
DC required to break this item with holes or narrow openings, even
a Strength Roll: N/A tiny cracks that a size Fine creature
Special: The Hardness, Hit Points would be unable to fit through. It
and AC listed above apply to the cannot move forward in the face of
fleshpod itself, not to the creature winds faster than five miles per
which emerges from it. Treat it as a hour. If it encounters winds faster
Large Construct with an AC of 18, than ten miles per hour, it will be
40 hit points, 10 points of blown in whichever direction the
Hardness and an Attack Bonus of wind is blowing. It cannot go
+Slam +5. It is immune to Fear, underwater.
Emotion Control, Illusions but not The cloud attacks by moving
Sleep, Paralysis or mental over an area (it is ten feet in
domination. It makes Willpower diameter), and subjecting everyone
Saving Throws at a +2 bonus. It inside it to a Fortitude Saving
can move 20 feet per round under Throw vs. DC 18. If they fail the roll,
its own power and effectively has a they
Living have become
Toxic Cloud infected with a
Stealth Skill of +3. It does not draw noxious
Size: Hugedisease and lose
(Impossible to 1conceal)
point of
attacks of opportunity when it Strength
Cost: 675 1,every
Units day until they hit
attacks. The creature makes a Slam Strength
Tentative become
Purchase bedridden
DC: 17points and
(Often of
attack for 2d4+3 damage. If it hits, then begin
Unavailable) to lose
Required Proficiency:
it will then constrict the target for Constitution
Simple Handed: at the
Requires same
1 hand rate.
to
2d4+3 and 1d4 acid damage each When
use they
Range hit zero
Increment: Constitution,
-“To Hit”
they
Bonus: die.
-Rate
round, without having to make any
further rolls to hit. At the
round DM'sofdiscretion,
Damage:
Fire: Oncemodern
3d6 Poison
per
(see
Description: A veinous green and medicine
description mayfor have
more a details)
cure for the
red pod, warm to the touch, which disease.
Weight: Multiple
N/A exposures don't
writhes in your grasp the first time increase
Armor the severity
Class: See of the disease,
description
they just
Hardness: give the target more
you pick it up. It is filled with a
psychosentitive gelatinous ooze, a chances
Hit Points: toN/A
catch
See it.
description
little like a huge telepathic DC required to break this item with
Contaminated
amoeba. When you throw Living Fog
it at an a Strength
Cloud it bursts open in midair,
enemy, Roll: N/A
releasing
Size: Hugethe slimy abomination
(Impossible to conceal) Special: This weapon is capable of
inside.
Cost: 680 TheUnits
thing can read your independent
thoughts and will attack whoever
you want it to. It actively scans
your mind, so you don't have to 35
concentrate on giving it mental
orders, and are free to act
independently.
If you are incapacitated or
somehow physically separated
action. Treat it as a large Construct 3d6 poison damage.
in Gasseous Form AC 13, 20 HP, Description: A gaseous entity,
damage reduction 20/+3, immune which is attuned to the thoughts of
to poison and critical hits. its handler. It cannot see, hear or
The cloud is immune to Fear, even feel things, but it has a
Emotion Control, Illusions but not clairvoyant sense which serves
Sleep, Paralysis or mental much the same role. For game
domination. It makes Willpower purposes, assume that it is aware
Saving Throws at a +1 bonus. of everything that is happening
It moves by flying (speed 10, around it in a 360 degree radius (it
maneuverability perfect). It can can perceive both Ethereal and
pass through small holes or narrow Invisible targets).
openings, even tiny cracks that a To tame this basically mindless
size Fine creature would be unable entity, it is necessary to make a
to fit through. It cannot move Willpower Saving Throw vs. DC 20.
forward in the face of winds faster If you fail, it attacks you instead of
than five miles per hour. If it becoming your ally. You cannot try
encounters winds faster than ten to take it away from someone it is
miles per hour, it will be blown already attuned to.
helplessly away in whichever The creature can read your mind
direction the wind is blowing. It and follow simple instructions ("go

Miscellaneous Organic Weapons


cannot enter water or other liquid. here", "turn left," "chase that
It attacks by moving over an area thing") but the communication
(it is ten feet in diameter). Anyone goes only one way. You can't see
caught so
Things inside
weirdit must make
and icky thata even we couldn’t
through
thinkit's
of a"eyes", nortocan
category it alert
fit them
Fortitude
in. They’reSaving Throw
all yours, vs. want
if you DC 18them. Enjoy!youButtomake
danger.
sure to check your
every for
hand round
openorcuts
takebefore you stick it in this grab-bag...

Contamination Wad they are in such discomfort that


Size: Small (No bonus or penalty to they cannot recover lost fatigue (or
conceal with a “sleight of hand” psi points) through sleep, and
roll) make all skill and attack rolls at a -
Cost: 410 Units 2 penalty.
Tentative Purchase DC: 15 (Often Anyone who spends more than a
Unavailable) Required Proficiency: minute within 5 feet of the victim
Simple Handed: Requires 1 hand to must make a Fortitude Saving
use Range Increment: Usually a Throw vs. DC 15 or contract the
hand weapon, it can also be disease themselves.
thrown at a Range Increment of 10 The wad’s user becomes immune
ft “To Hit” Bonus: -Magazine: 10 to the disease after keeping the
Rate of Fire: As many times as the wad on their person for
wielder has attacks approximately a week. An injection
Damage: See description Weight: 3 of the user'sWad
Tentacle blood may well be
pounds Armor Class: 9 Hardness: 0 enough to cure
Size: Small the target
(No bonus of the to
or penalty
Hit Points: 2 disease
conceal with a “sleight of hand” at
Re-roll the Saving Throw
DC required to break this item with a +2 bonus (and hope the blood
roll)
a Strength Roll: 10 (goes off if won’t kill them
Cost: 465 Units for some other
broken) reason) Purchase DC: 15 (Often
Tentative
Accessories: Antidote Capsule Unavailable) Required Proficiency:
(1/20th lb, costs 150 Units, holds 2 Simple Handed: Requires 1 hand to
doses, negates the effect of the use Range Increment: 10 ft if
disease in 2d12 hours) thrown “To Hit” Bonus: -Rate of
Description: A fist-sized chunk of Fire: As many times as the wielder
mucus-covered flesh. One part of has attacks, but each pod can only
its underbelly is clean and dry--this be used once. Damage: Special, see
is the only place that it is safe to description Weight: 2 pounds
hold the wad. Armor Class: 9 when inactive, 12
Anyone who touches its slimy when open and in use.
surface must make a Fortitude Hardness: 0 Hit Points: 10
Saving Throw or contract a DC required to break this item with
vicious skin disease which covers a Strength Roll: 10 (goes off
their body in weeping red hives. uncontrolled if broken)
The target must make a Fortitude Description: An innocuous-looking
Saving Throw vs. DC 15 or lose one vegetable pod.
point of Constitution and one of
Charisma per day until they are 36
cured by advanced medicine or
reach 0 Constitution and die.
After their Constitution has been
reduced by half,
When it is flung at a target, it attacks
opens up into a huge wad of Damage: Special, see
tentacles. These tendrils are very description Weight: 3
strong, but totally mindless. They pounds Armor Class: 14
just grab anything in a five- foot Hardness: 0 Hit Points: 25
radius and squeeze. Anyone DC required to break this item
inside this area of effect must with a Strength Roll: 20
make a Reflexes Saving Throw vs. Description: A veinous fleshy wad.
DC15 or be seized by the wad. When flung at a target it expands
The tentacles do 1d3 and swallows the target up. Make
bludgeoning damage per round, a Ranged Touch attack, ignoring
for 6 rounds, unless the Target armor. If you score a hit, the
somehow fights their way free. An Engulfer swallows the target.
entangled character suffers a -2 The engulfed character suffers a
penalty on all attacks, has their -8 penalty on all attacks, has their
Dexterity effectively reduced by 4 Dexterity effectively reduced by 4,
and has their movement halved. To and moves at half speed. To free
free themselves, they must take a themselves, they must take a full
full action and make either an action and make either an Escape
Escape Artist roll vs. DC 20 or force Artist or a Strength check vs. DC
their way free by making a Strength 20. If they break loose by making
check vs. DC 20. the Strength Check, it
permanently ruptures and ruins
Arc- the bio-engulfer.
Eel This weapon cannot recognize
Cost: 90 and will refuse to attack targets
Units larger than “Large” in size. If hurled
Size: Small (No bonus or penalty at a target that is “Huge” or larger,
to conceal with a “sleight of Devourer
it will not engulf them, and instead
hand” roll) will fall
Size: harmlessly
Small (No bonusto the ground in
or penalty
Tentative Purchase DC: 9 (Often one of the with
to conceal adjacent squares
a “sleight (roll at
of hand”
Unavailable) random). If it accidentally lands on
roll)
Required Proficiency: Simple another
Cost: 500 potential
Units target, it will
Handed: Requires 1 hand to use engulf them
Tentative instead.
Purchase DC: 15 (Often
Range Increment: 5 feet Unavailable) Required Proficiency:
“To Hit” Bonus: +2 vs. Metal Armor Simple Handed: Requires 1 hand
Only to use Range Increment: 10 feet
Magazine: 10 “To Hit” Bonus: -Rate of Fire: As
Rate of Fire: Once many times as the wielder has
per round Damage: attacks
2d6 Electrical Damage: 1d4 per round--see
Weight: 5 pounds description
Armor Class: 16 Weight: 6 pounds
Hardness: 0 Hit Armor Class: 13
Points: 4 Hardness: 0
DC required to break this item Hit Points: 20
with a Strength Roll: N/A DC required to break this item
Description: A sluglike animal, with a Strength Roll: 20
with no visible sensory organs, Description: A black wad of flesh,
about a foot in length. A mottled, which when flung at the target
unclean gray in color, it always expands and swallows it up. Make
looks wet. a Ranged Touch attack, ignoring
This is a specially grown creature armor. If you score a hit, the
Bio-Engulfer
with a minimal central nervous Devourer has swallowed the
Size: Small
system. It is(No
bornbonus
with or
its penalty
entire
to conceal target. Its gastric juices will do 1d4
food supplywith a “sleight
already storedofin is fat damage per round until the target
hand” roll)
reserves, and it has no digestive
Cost: either dies or fights their way free
tract. MostUnits
325 of its body is filled with of the thing's maw.
Tentative
bioelectricPurchase DC: 14can
organs, which (Often
give
Unavailable) Required Proficiency: The engulfed character suffers a
out a powerful jolt of electricity, -8 penalty on all attacks, has their
Simple Handed:toRequires
strong enough arc across1 hand
the air
to Dexterity effectively reduced by 4,
to hit the target at range. feet
use Range Increment: 10
and of course cannot walk or run
“To Hit” Bonus:
Often carried -Rate of Fire:orAs
in a pocket
many times as thethewielder anywhere. To free themselves,
wrapped around user'shaswrist, they must take a full action and
the Arc Eel is actually quite safe (if make either an Escape Artist check
loathsome) to handle. You need to vs. DC 20 or a Strength check vs. 37
know exactly where to tweak it to DC 20. If they break loose by
make it go off. making the Strength Check, it
The Arc Eel lives for about six does 2d8 damage to the
months. Once it has exhausted its Devourer.
electric organs, it recharges itself at This weapon is confused by
it will not attack them, and will take its miniscule mind over, but
instead fall to the ground in one of you won't be able to persuade it
the adjacent squares (roll at of anything--it is so stupid that it’s
random). If it lands on another totally immune to illusions.
potential target, it devours them A Piranha Ball is vulnerable to
instead. disease, poison, protein disruption
Piranha Ball attacks and all the other hazards
Size: Tiny (+4 bonus to conceal that affect flesh. If it is fed its own
with a “sleight of hand” roll) weight in meat once a week, it will
Cost: 45 Units live for about sixty years. If starved,
Tentative Purchase DC: 7 (Often it lastsWubbly
The a month.
Unavailable) Required Proficiency: Size: Diminutive (+8 bonus to
Simple Handed: Requires 1 hand to conceal with a “sleight of hand”
use Range Increment: 10 feet (if roll)
thrown) Cost: 475 Units
“To Hit” Bonus: -Rate of Fire: As Tentative Purchase DC: 15 (often
many times as the wielder has unavailable) Required Proficiency:
attacks Simple Handed: Requires 1 hand
Damage: 1d6 Slashing (20 x2) per to use “To Hit” Bonus: -Magazine:
round. See Can only be used once Rate of
description for more details Fire: -Damage: Special--see
Weight: 1 pound description Weight: % of a pound
Armor Class: 15 Armor Class: 18 Hardness: 0 Hit
Hardness: 0 Points: 1
Hit Points: 3 DC required to break this item
DC required to break this item with with a Strength Roll: 15
a Strength Roll: N/A Accessories: -Description: A cute,
Description: A round ball of furry little beast, like a ball of fluff
nubbly, warty flesh, about the size with two shiny eyes, a pair of
of a small orange. It has no visible comically large feet and no arms.
sensory apparatus, but there is a It emits a pleasing sound, specially
suggestive puckered fold-line line designed to hypnotize human
across one side, like some sort of beings.
closed orifice. Any human within a 30 foot
When you fling the ball at a radius of the creature must make a
living target, the fold opens up Willpower Saving Throw vs. DC 20
into a mouth full of crooked or stand still, taking no action as
sharklike teeth. If you score a hit, they listen entranced to the little
the ball clamps on to the target beast’s purrs and trills. A
and begins to chew its way inside, hypnotized character is instantly
doing 1d6 damage per round. It released from the effect if they
takes a full round and a Strength take damage while under its
Roll vs. DC 15 to detach the influence (normal or nonlethal),
slobbering mouth. and if this happens the fascination
If the ball misses the target, it effect won't work on them again
will bounce back to its owner, for at least an hour.
moving at 20 feet per round. A The creature spends most of its
piranha ball will ignore a nonliving life cycle asleep, curled up inside a
target and if it is flung at one it will membrane, living off its fat reserves.
bounce off the target without It takes a Standard Action to strip
biting and hop back to its master. off its membrane and wake it up. It
If someone other than its owner has no digestive system and just
picks it up, it will try to bite them enough of a brain to stand upright
at a -2 penalty, but apart from this and purr. (it isn’t even a Construct
it can't be persuaded to attack in game terms—just a weird
anyone without being thrown at grenade that happens to be alive).
them. Nor will it recognize anyone If it isn’t used it will live for about
but its owner as an ally. three years.
Piranha balls are usually Once it has been activated, it will
purchased while they are still last for about a week.
inside their birthing sheaths. Once This may seem like a harmless,
removed from the sheath, the ball non-lethal weapon, but plenty of
bonds with the smell of the first people have died of thirst or let
person who handles it. It will try to their children drown in the tub
eat anyone else. while listening to the creature
A Piranha ball isn't even as in sweetly purr. 38
intelligent as an insect. It has no
thoughts or objectives apart from
feeding and getting back to its
master's warm touch. Accordingly,
it isn't vulnerable to mental
Futuristic Melee Weapons
Just because the future offers so many new ways to melt, fry, atomize and
blow enormous holes through your enemies at a distance doesn't mean that
melee weapons will die out. On the contrary, the future holds myriad
marvelous ways to chop, bash, mangle and carve your enemies as well!
The following section enumerates the rippers, slicers, manglers and maulers
of tomorrow, from simple weapons made of futuristic alloys that have
interesting new slashing and smashing properties, to the mighty fusion
swords that only mystic space-knights ever wield (chiefly because they're so
expensive). The keys to the toybox are yours. Go knock yourself out. Or
better yet, go knock someone else out. Or better still, kill them--and see you
do it reeeeal tasty-like.

Advanced Materials Weapons


Melee weapons made from strange new alloys, hyper-advanced
synthetic materials, or produced by futuristic manufacturing techniques
which make them more effective than the best present-day Masterwork
equivalents.
These weapons aren’t always lighter or more durable than their early 21st
century counterparts, but they’re all more efficient at cutting, piercing,
Tentative
bludgeoning or otherwise transmitting force into the Purchase
target. DC:
4 Required Proficiency:
Simple Handed:
Requires 1 hand to use
Range Increment: -“To
Hit” Bonus: +1
Advanced Alloy Blade Rate of Fire: As many times as the
Size: Small (No bonus or penalty to wielder has attacks
conceal with a “sleight of hand” Damage: 1d4+1 Slashing (19-20 x2)
roll) Weight: 1/2 pound Armor Class: 13
Cost: 20 Units Tentative Purchase Hardness: 15 Hit Points: 2
DC: 4 Required Proficiency: Simple DC required to break this item
Handed: Requires 1 hand to use with a Strength Roll: 14
Range Increment: -“To Hit” Bonus: Special: Anyone searching for this
+1 knife suffers a -4 penalty to their
Rate of Fire: As many times as the roll.
wielder has attacks Description: A tiny little knife, built
Damage: 1d6+1 Slashing (19-20 x2) into a belt buckle or a cigarette
Weight: 1 lighter or a fountain pen or some
pound other such harmless-looking
Armor object. Made from a super-
Class: 9 advanced alloy, it has superb
Hardness: strength and durability for a blade
15 Hit this size.
Advanced Alloy Sword
Points: 3 Size: Medium (-4 penalty to
DC required to break this item with conceal with a “sleight of hand”
a Strength Roll: 17 roll)
Accessories: Scabbard (costs 20 Cost: 150 Units Tentative Purchase
Units, weighs 1 pound) DC: 11 Required Proficiency:
Description: New advances in Martial-Melee Handed: Requires 1
metallurgy and blade design make hand to use Range Increment: -“To
it possible to produce edged Hit” Bonus: +1
weapons far more effective and Rate of Fire: As many times as the
durable than Alloy
Advanced anything we've seen
Holdout wielder has attacks
by the early Twenty-First Century.
Dagger
This one is an all purpose utility Damage: 1d8+1 Slashing (18-20 x2)
Size:
blade,Diminutive
about the (+8
sizebonus to
of a bayonet. Weight: 4 pounds
conceal with a “sleight of hand”
roll)
Cost: 20 Units
39
Armor Class: 7 Hardness: itself to the thrower's grip. This
15 Hit Points: 6 weapon is better weighted,
DC required to break this item with produces less drag, flies farther and
a Strength Roll: 20 holds an edge longer than any
Accessories: Scabbard (costs 30 throwing axe previously made.
Units, weighs 1 pound)
Description: The kind of sword a
starfaring civilization might
produce, after thousands of years
of refining the technique. Its
design combines millenia of
craftsmanship with all the secrets
of space-age metalurgical
technology.
Advanced Alloy Rapier
Size: Small (No bonus or penalty to
conceal with a “sleight of hand”
roll)
Cost: 200 Units Tentative Purchase
DC: 12 Required Proficiency: Hyperalloy Claws
Martial-Melee Handed: Requires 1 Size: Small (No bonus or penalty
hand to use Range Increment: -“To to conceal with a “sleight of hand”
Hit” Bonus: +1 roll)
Rate of Fire: As many times as the Cost: 150 Units Tentative Purchase
wielder has attacks DC: 11 Required Proficiency:
Damage: 1d6+1 Piercing (18-20 x2) Martial-Melee Handed: Requires 1
Weight: 3 pounds Armor Class: 7 or 2 hands to use (one set of claws
Hardness: 15 Hit Points: 5 per hand)
DC required to break this item with Range Increment: -“To Hit” Bonus:
a Strength Roll: 18 +1
Accessories: Scabbard (costs 30 Rate of Fire: As many times as the
Units, weighs 1 pound) wielder has attacks
Description: A rapier made with Damage: 1d6 Slashing (19-20 x2)
some hyper advanced alloy. It is a Weight: 1 pound Armor Class: 9
superb weapon, stronger, sharper Hardness: 15 Hit Points: 6
and more flexible than any such DC required to break this item
blade produced today. with a Strength Roll: 20
Description: A set of metal claws,
made from some futuristic alloy
which is sharper, harder and at the
Advanced Alloy Throwing same time more flexible than even
the best grades of modern steel.
Axe
Size: Small (No bonus or penalty to
conceal with a “sleight of hand”
roll)
Cost: 80 Units Tentative Purchase
DC: 9 Required Proficiency:
Martial-Melee Handed: Requires 1 Advanced Materials Punch
hand to use Range Increment: 10 Dagger
feet (if thrown) Size: Tiny (+4 bonus to conceal
“To Hit” Bonus: +1 with a “sleight of hand” roll)
Rate of Fire: As many times as the Cost: 20 Units Tentative Purchase
wielder has attacks DC: 4 Required Proficiency: Simple
Damage: 1d6+1 Slashing (20 x2) Handed: Requires 1 hand to use
Weight: 4 pounds Armor Class: 9 Range Increment: -“To Hit” Bonus:
Hardness: 15 Hit Points: 3 +1
DC required to break this item with Rate of Fire: As many times as the
a Strength Roll: 20 wielder has attacks
Description: Who says throwing Damage: 1d4 Piercing (20 x3)
axes are just for knuckle-dragging Weight: 2 pounds Armor Class: 9
barbarians? The ultimate version of
this ancient weapon, it is perfectly
balanced for throwing, with a soft
ergonomic handle that conforms
40
Hardness: 15 Hit Points: 6 Damage: 1d4 Slashing (19-20 x2)
DC required to break this item with Weight: 2 pounds Armor
a Strength Roll: 20 Class: 9 Hardness: 5 Hit
Description: A punch-dagger or Points: 2
"katar", made from super-advanced DC required to break this item with
materials. Punch daggers use the a Strength Roll: 19
full force of the wielder's arm, and Description: A bull-whip, made
this one is made from a heavy, from advanced polymer materials.
ultra-hard alloy which further It is far more powerful than a
magnifies the effect. It is stronger, regular leather bullwhip and does
has more momentum and holds an normal damage rather than
edge better than any punch dagger Nonlethal damage. A whip can be
made out of steel. It is also nearly used to make trip attacks and if
immune to corrosion--you could the attacker accidentally trips
immerse it in salt water for a week themselves they can avoid the
and it would never
Advanced show aRibbon
Materials single effects by dropping the weapon. A
spot
Size: of rust.when extended (-8
Large whip grants a +2 on any attempt
penalty to conceal with a “sleight of to Disarm a Materials
Advanced foe with an Pick
opposed
hand” roll), Tiny when rolled up and Attack Roll.
Size: Large (-8 penalty to conceal
concealed (+4 bonus to conceal with a “sleight of hand” roll)
with a “sleight of hand” roll) Cost: 80 Units Tentative Purchase
Cost: 175 Units DC: 9 Required Proficiency:
Tentative Purchase DC: 12 Martial-Melee Handed: Requires 2
Required Proficiency: Simple hands to use Range Increment: --
Handed: Requires 1 hand to use “To Hit” Bonus: +1
Range Increment: This weapon has Rate of Fire: As many times as the
15 feet of Reach, wielder has attacks
with no penalty to attack targets at Damage: 1d6+1 Piercing (20 x4)
close range Weight: 5 pounds Armor Class: 5
“To Hit” Bonus: +1 Hardness: 15 Hit Points: 28
Rate of Fire: As many times as the DC required to break this item with
wielder has attacks a Strength Roll: 20
Damage: 1d6 Slashing (18-20 x2) Description: A military pick, made
Weight: 1 pound Armor Class: 9 from tungsten or titanium or some
Hardness: 7 Hit Points: 3 other such space-age alloy. The
DC required to break this item with head is filled with a heavy liquid
a Strength Roll: 20 like mercury or bromine, further
Description: A strange weapon enhancing the impact the pick
resembling nothing so much as a delivers.
fiftteen-foot metal tape measure.
Made from some weird futuristic
metal, it is both incredibly flexible
and razor-sharp. In the hands of an Small Advanced Materials
expert, it presents a beautiful,
terrifying spectacle as it whirls, Pick
loops and lashes. The ribbon can be Size: Large (-8 penalty to conceal
used to make trip attacks and if the with a “sleight of hand” roll)
attacker accidentally trips Cost: 40 Units Tentative Purchase
themselves they can avoid the DC: 6 Required Proficiency: Simple
effects by dropping the weapon. It Handed: Requires 2 hands to use
grants
Advanced a +2 on any attempt
Materials Whipto Range Increment: -“To Hit” Bonus:
Disarm a foe with an opposed +1
Size: Medium (-4 penalty to conceal Rate of Fire: As many times as the
Attack Roll. It isofalso
with a “sleight oneroll)
hand” of the few
weapons with Reach that can just as wielder has attacks
Cost: 50 Units Tentative Purchase Damage: 1d4 Piercing (20 x3)
easily
DC: 7 attack targets at close range. Weight: 3 pounds Armor Class: 9
Required Proficiency: Exotic Hardness: 15 Hit Points: 12
Weapons-Ranged (also works with DC required to break this item with
any other Whip) a Strength Roll: 19
Handed: Requires 1 hand to use Description: A small, one-handed
Range Increment: Has 15 feet of military pick, made out of some
Reach “To Hit” Bonus: +1 super-advanced allow. It looks a
Rate of Fire: As many times as the lot like a
wielder has attacks

41
a foeaswith
small rock-climbing tool and is sometimes sold one.an opposed Attack Roll.
The feat "Weapon Finesse" will
allow you to use your Dexterity
Hook and Chain, Hyperalloy Bonus instead of your Strength
Size: Large (-8 penalty to conceal Bonus with this weapon.
with a “sleight of hand” roll)
Cost: 200 Units Tentative Purchase Advanced Materials Scythe
DC: 12 Size: Large (-8 penalty to conceal
Required Proficiency: Exotic with a “sleight of hand” roll)
Weapons-Ranged (also works with Cost: 180 Units Tentative Purchase
any other Hook and Chain Weapon) DC: 12 Required Proficiency:
Handed: Requires 2 hands to use Martial-Melee Handed: Requires 2
Range Increment: Has 15 feet of hands to use Range Increment: -“To
Reach, with no penalty to attack Hit” Bonus: +1
targets at close range “To Hit” Rate of Fire: As many times as the
Bonus: +1 wielder has attacks
Rate of Fire: As many times as the Damage: 2d4+1 Piercing or
wielder has attacks Slashing (20 x4)
Damage: 1d6 Piercing (20 x2) Weight: 11 pounds Armor Class: 5
Weight: 12 pounds Armor Class: 7 Hardness: 15 Hit Points: 12
Hardness: 10 Hit Points: 5 DC required to break this item with
DC required to break this item with a Strength Roll: 20
a Strength Roll: 21 Description: Perhaps some societies
Description: Resembles a small never really develop the sword as
grappling hook and indeed can be we know it and instead use
used as one. It has a reach of 15 something like a scythe. This is what
feet, but unlike most weapons a scythe-weapon made with
with reach it can also attack advanced metallurgical technology
targets that are right next to it. might look like. The blade is
A cruel weapon, it works by stronger, more flexible and holds an
sinking the hook into an opponent edge better than a conventional
and then yanking on it. The user steel tool. It is also immune to rust
can drag a hooked victim toward (but not to the rust-like effects of
them at a rate of 5 feet per round if metal-eating viruses). This one is
they beat them at a Strength made specifically for combat, but it
contest. This does an additional 1d4 is also superb for reaping wheat.
damage.
A Hook and Chain can be used to
Yo-Yo Weapons
make trip attacks and if the attacker
accidentally trips themselves they
can avoid the effects by dropping
A
thevariation
weapon. on throwing
A Hook weapons, yo-yo's allow you to both throw the
and Chain
weapon a short
grants a +2 distance
on any attemptand
to then have it come back to you, without any
antigravity
Disarm generators or built in homing devices (I can't believe I said that
with a straight face!)
Combat yo-yos are rarely seen outside of anime. While some people say that
this is because they are extremely silly, I wanted to make them available to
the rest of you. Here's a range of different yo-yos with different effects.
Combat Yo-Yo Weight: 1
Size: Tiny (+4 bonus to conceal pound
with a “sleight of hand” roll) Armor
Cost: 20 Units Class: 9
Tentative Purchase DC: 4 (Often Hardness:
Unavailable) Required 5 Hit
Proficiency: Exotic Weapons- Points: 2
Melee (Works with any Yo-Yo DC required to break this item with
Weapon) a Strength Roll: 14
Handed: Requires 1 hand to use Description: A heavy metallic yo-yo
Range Increment: Has 10 feet with a long string made from some
of reach “To Hit” Bonus: -Rate super-strong lightweight polymer.
of Fire: As many times as the This yo-yo is actually heavy and
wielder has attacks durable enough that in the hands
Damage: 1d6 Bludgeoning (20 of an expert it can be used as a
x2) weapon. Why you would want to
devote years of your life to learning42
how to hurt people with a yo-yo is
unclear, but if that's what you'd
prefer to do with your
time, this is the right tool for the “To Hit” Bonus: -Rate of Fire: As
job. many times as the user has attacks
Anyone with the Feat “Yo-Yo (but the special "exploding foam"
Tricks” can make a Dexterity check attack can only be used once)
vs. DC 15 to hit the target from the Damage: 1d6 Bludgeoning (20/x2).
side or even from behind while still Can also be used
facing them. This confers all the to make a special one-use only
usual bonuses for hitting a target attack--See description
from the flank or behind. Weight: 1 pound
In addition to bonking people Armor Class: 9
on the head, a Combat Yo-Yo can Hardness: 5
be used to entangle your Hit Points: 2
opponent (this doesn't require the DC required to break this item
“Yo-Yo” tricks feat—just the with a Strength Roll: 14
weapon proficiency) Count this as Accessories: -Description: This yo-
a ranged Grapple Attack which yo weapon can be used to attack a
Exploding
doesn't exposeYo-Yo
you to any Attacks single target like a standard
of Opportunity.
Size: Tiny (+4 bonusIt cantoalso be used
conceal combat yo-yo (if there is such a
to
with make Trip Attacks.
a “sleight-of- Youroll)
hand” can't use thing as a “standard” combat yo-
it to make
Cost: attacks at the same time
50 Units yo).
as you havePurchase
Tentative someone grappled
DC: 7 in As with most other yo-yo
it.
(Often Unavailable) Required weapons, someone with the feat
Proficiency: Exotic Weapons- “Yo-Yo Tricks” can use it to attack
Melee (Works with any Yo-Yo from an opponent's side or rear,
Weapon) even while facing them. However,
Handed: Requires 1 hand to use whenever its user tires of this
Range Increment: Has 10 feet of game, they can make it explode
reach “To Hit” Bonus: -Rate of Fire: into a mass of quick-hardening
As many times as the user has immobilizer foam.
attacks (but of course it can only The foam effectively attacks
explode once) everything in a ten- foot square.
Damage: 1d6 Bludgeoning (20 x2) To evade it, everyone in the target
Weight: 1 pound Armor Class: 9 square must make a Reflexes
Hardness: 5 Hit Points: 2 Saving Throw vs. DC 18, and spend
DC required to break this item their next Movement to leave the
with a Strength Roll: 14 affected square. Anyone who fails
Description: A yo-yo weapon with the roll or who can't move out of
a little something extra. It can be the square is caught in the foam,
used to make bludgeoning attacks suffers a -2 penalty on all attacks,
at range, to make trip attacks and moves at half their normal rate
to make ranged Grapple Attacks and has their Yo-Yo
Razorwire Dexterity effectively
that don't expose the user to reduced
Size: Tinyby 4 until
(+4 bonusreleased.
to concealThey
Attacks of Opportunity (See the must
with aimmediately
“sleight-of- make
hand”another
roll)
Players' Handbook, page 137). Reflexes Saving Throw (DC 15) or
Cost: 60 Units
Anyone with the Feat “Yo-Yo they are completely
Tentative Purchasemired DC:in the8
Tricks” can make a Dexterity check foam, unable to move at
(Often Unavailable) Required all.
vs. DC 15 to hit the target from the To free themselves,
Proficiency: they must
Exotic Weapons-
side or even from behind while make
Meleea (Works
Strengthwith
checkanyvs.Yo-Yo
DC 27,
facing them, with all the usual or do at least 17 points of damage
Weapon)
bonuses for hitting a target from to the foam
Handed: (this applies
Requires 1 handwhether
to use
the flank or behind. you are completely
Range Increment: Has stuck
10 in
feetthe
of
It can also be set to explode, foam, or just
reach “To Hit”hindered by it).ofYou
Bonus: -Rate Fire:
doing 4d6 damage to the target automatically
As many timeshit asthe
thefoam if you
wielder has
and 1d4 to anything else within a attack it.
attacks
five-foot radius (a Reflexes Saving Damage: 1d6 Bludgeoning (20 x2)
Exploding
Throw vs. DC Immobilizer
15 will reduce the or 1d8 Slashing (18-20 x3)
Foam
area-effectYo-Yodamage by half). To hit Weight: 1 pound Armor Class: 9
the
Size:target withbonus
Tiny (+4 the yo-yo as it
to conceal Hardness: 5 Hit Points: 2
explodes,
with makeofeither
a “sleight hand”a roll)
ranged DC required to break this item
touch
Cost: 60 attack
UnitsorTentative
grapple them
Purchasewith with a Strength Roll: 16
the string.
DC: 8 You can set the Description: A yo-yo with a string
explosive Proficiency:
Required off whenever you prefer.
Exotic made from ultra- fine, ultra-sharp
Weapons--Melee (also works with wire. It's not quite as thin as
any other Yo-Yo weapon)
Handed: Requires 1 hand to use
43
monofilament wire, but is still a Tentative Purchase DC: 9 (Often
great deal stronger than steel Unavailable) Required
and a great deal sharper than a Proficiency: Exotic Weapons-
surgical scalpel. Melee (Works with any Yo-Yo
If you have the weapon Weapon)
proficiency, you can entangle Handed: Requires 1 hand
opponents with the string, making to use Range Increment:
a ranged Grapple Attack (See the Has 10 feet of reach “To
Players' Handbook, page 137) Hit” Bonus: -Magazine: 65
without incurring any attacks of Rate of Fire: As many times as
opportunity. It's no fun being the wielder has attacks
entangled in that wire. If you Damage: 1d8 Slashing (18-20 x3)
succeed at grappling them with the Weight: 1
string, the target will take 1 d4 pound
damage each round until they free Armor
themselves. If you have an Class: 9
opponent entangled, you can't use Hardness:
the yo-yo for anything else until 5 Hit
you free them or they free Points: 2
themselves. DC required to break this item with
Anyone with the Feat “Yo-Yo a Strength Roll: 14
Tricks” can make a Dexterity check Accessories: Miniature Energy Cell
vs. DC 15 to hit the target from the (1/20pound, costs 30 units)
side or even from behind while Description: A yo-yo with a
facing them. Only the bludgeoning spinning buzzsaw blade built in.
attack can be used this way. If you The string is made of a super-
are instead trying to slash your high-strength polymer and almost
opponent with the string, it must impossible to break. You can hang
be done head-on. by it if you like.
The blade pops out only when
you exert exactly the right
pressure, so that it doesn't fly back
and hit you.
A skilled user can precisely control
when to extend the blade.
Like all yo-yo weapons, this one
can be used to entangle an
opponent, performing what is in
effect a Grapple Attack at range
(See the Players' Handbook, page
Buzzsaw Bladed Yo-Yo 137). This does not expose you to
Size: Tiny (+4 bonus to conceal attacks of opportunity. You can't
with a “sleight-of- hand” roll) use the buzzsaw blade while you
Cost: 75 Units have someone grappled with the
string.
This weapon also allows you to
Hyperice Weapons make trip attacks.
If you are tripped yourself in the
course of making the attack, you
New advances in refrigeration make it possible can todrop
makethe yo-yobladed
effective (this takes
weapons out of super-hard ice. A hyperice bladeeffectively
generally
no time)
comes to with
avoidthe
falling
refrigeration gear built into its handle. A blade-shaped
down. mold to slip over the
end and fill with distilled water comes with theIf weapon,
you haveatthe noFeat
additional
“Yo-Yo
charge. Once the mold is in place (call this aTricks”
Standardin addition
Action) ittotakes
the Weapon
only a
fraction of a second to freeze the blade. Proficiency, you can make a
Dexterity check vs. DC 15 to hit the
Hyperice weapons don't have the strength or the flexibility
target from the ofsidea metal
or evenblade,
from
but they hold up well enough to be used asbehinduntraceable
while assassination tools.
still facing them.
Most hyperice blades get used once, broken off and then thrown away, but
they don't have to be. If you were to get into a tough situation and had nothing
else to defend yourself with, a hyperice blade would make a tolerable fighting
knife.

44
Damage: 1d4 Piercing (20 x3)
Weight: 1 pound Armor
Class: 9 Hardness: 8 Hit
Points: 1
DC required to break this item
with a Strength Roll: 12
Hyperice Blade Accessories: Energy Cell (1/2
Size: Tiny (+4 bonus to conceal pound, costs 10 units) Description:
with a “sleight of hand” roll) A punching dagger based on an
Cost: 45 Units ancient Indian model. It fits over
Tentative Purchase DC: 7 (usually your knuckles and transmits the
illegal) whole force of your punch into the
Required Proficiency: Simple target, doing considerably more
Handed: Requires 1 hand to use damage than an ordinary dagger.
Range increment: -“To Hit” Bonus: This one has a blade made not
-Magazine: Ice Blade lasts for 3 from metal or plastic, but from
uses, or until the wielder decides super-chilled ice, frozen so hard
to melt it. that it can easily withstand the
Rate of Fire: As many times as the force of impact. This weapon
wielder has attacks leaves no trace of metal residue on
Damage: 1d4 Slashing (19-20 x2) the victim and it is effectively
Weight: 1 pound Armor Class: 9 untraceable. The blade melts
Hardness: 8 Hit Points: 1 slightly in the wound and its
DC required to break this item with contours change, foiling attempts
a Strength Roll: 12 to match a particular dagger with
Accessories: Special, refrigerated a particular injury. The only residue
scabbard (costs 100 Units, weighs it leaves behind is water, which
1/2 pound), Energy Cell (1/2 soon evaporates.
pound, costs 10 units) The weapon has enough energy
Description: A short stabbing in its power cell to keep a blade
blade, made from supercooled frozen for about six hours. It takes
ice. It is as sharp as broken glass a standard action to replace the
and leaves nothing but water in power cell. Growing a new ice
the victim's wounds. Virtually blade requires a supply of clean
untraceable, hyperice blades are water, a special plastic mold (which
almost exclusively used as tools comes with the katar at no extra
for asassination and are cost) and about two hours' worth
therefore difficult to buy in most of time. A partly-formed blade will
organized societies. still do damage to the target, but
A power cell keeps the blade there is a 40% chance of it
frozen for eight hours. It takes a snapping off and becoming
standard action to replace the useless each time it is used to
power cell. Regrowing the blade is make an attack, whether it hits or
a longer and more involved not.
process. It requires a supply of Hyperice Throwing Hatchet
clean (preferably distilled) water Size: Small (No bonus or penalty
and about thirty minutes to freeze to conceal with a “sleight of
a new blade. A blade-shaped mold hand” roll)
comes with the weapon at no extra Cost: 60 Units
cost, but it'sKatar
Hyperice easy to improvise one Tentative Purchase DC: 8 (often
if the
Size: original
Small (Nogets lost.or penalty to
bonus illegal) Required Proficiency:
If for
conceal some
with a reason
“sleight thehand”
of knife is Simple Handed: Requires 1 hand
used
roll) before a new blade is to use Range Increment: 10 feet
finished,
Cost: 45 it Tentative
Units will still Purchase
do 1d4 if thrown “To Hit” Bonus: --
damage,
DC: but there
7 Required is a 50% Simple
Proficiency: chance Magazine: Ice blade lasts for 6
of the
Handed: blade breaking
Requires every
1 attack
hand to time it
use uses, or until the wielder decides
is used
Range to make
increment: an (whether
-“To Hit” Bonus: to melt it.
or not it
-Magazine: hits).
Ice Blade lasts for 6 Rate of Fire: As many times as
uses, or until the wielder decides the wielder has attacks
to melt it. Damage: 1d6 Slashing (20/x2)
Rate of Fire: As many times as the Weight: 3 pounds Armor Class: 9
wielder has attacks Hardness: 8 Hit Points: 1

45
DC required to break this item hatchet on a camping trip to cut
with a Strength Roll: 12 firewood, and cops are well aware
Accessories: Energy Cell (1/2 of this fact. If this device isn't illegal
pound, costs 10 units) Description: then it is at least sure to cause
A small Hyperice tomahawk, with a suspicion if the authorities find it in
blade made out of super-hard, your possession. A standard energy
supercold frozen water. It actually cell keeps the blade frozen for
holds an edge well enough to use about six hours. It takes only a
as a weapon. Only slightly harder standard action to replace a spent
to conceal than a Hyperice dagger, energy cell, but roughly an hour to
it has considerably more stopping freeze a new blade. If for some
power. reason a character has to use this
Weighted for throwing, it is weapon before the blade is
seldom used that way and is finished, it will still damage the
generally a hand weapon (there target, but there is a 40% chance of
Radioactive Hand Weapons
would be little point in killing
someone with an untraceable
weapon and then leaving it at the
it snapping off and becoming
useless each time it is used to make
an attack, whether it hits or not.
There
scene ofarethemany good ways to use futuristic technology to enhance the
crime).
power of an
This is a melee weapon.
assassin's Making
tool, no one the weapon radioactive is not one of
them.
takes a hyperice
A sure sign of a desperate, decadent or insane culture, radioactive hand
weapons do appear from time to time. They range from the sophisticated,
relatively sane radiation projector wand, which gives off a discreet pulse of
neutrons when it hits the target, to the primitive and crazy radioactive mace,
which is basically just a metal bar made out of nuclear waste
None of them are exactly safe, but at least the better ones will do less damage
to you than the target.
Radiation Projector Wand they rarely even feel it at the
Size: Small (no bonus or penalty to moment they are struck. The
conceal with a “sleight-of-hand” wand is actually heavy enough to
roll) be used as a truncheon (1d6
Cost: 350 Units damage), but few wielders would
Tentative Purchase DC: 14 (usually be willing to do this, because of
illegal) the awful risk of breaking the
Required Proficiency: Simple device open and exposing the
Handed: Requires 1 hand to use radioactive materials at its core.
Range Increment: -“To Hit” Bonus: -
Magazine: 30
Rate of Fire: As many times as the Radioactive Blade
wielder has attacks Size: Small (No bonus or penalty
Damage: Special. Target to conceal with a “sleight of hand”
immediately takes 1d10 roll)
Radiation damage. Target must Cost: 150 Units
make a Fortitude Tentative Purchase DC: 11
Saving Throw vs. DC 20 once per (usually illegal) Required
hour or take another Proficiency: Simple Handed:
d8 until they either make the roll or Requires 1 hand to use Range
die Increment: -“To Hit” Bonus: --
Weight: 4 pounds Rate of Fire: As many times as
Armor
DC Class: 7to break this item
required the wielder has attacks
Hardness:
with 6
a Strength Roll: 19 (Spills Damage: Special. Target
Hit Points: 5waste all over you if
hazardous immediately takes 1d6
you break it, doing its full slashing (19-20 x2) +1d8 radiation
radiation attack to anyone in a 10 damage. Target
foot radius) must make a Fortitude Saving
Accessories: Energy Cell (1/2 Throw vs. DC 20 once
pound, costs 10 units) per hour or take another d8 of
Description: A long, fat metal radiation damage until
wand with a nozzle at one end. they either make the roll or die
The radiation shielding material Weight: 1 pound
makes it heavier than it looks. Armor Class: 9
When the nozzle strikes Hardness: 9
something, it irises open for a Hit Points: 2
fraction of a second and gives DC required to break this item with 46
them a momentary directional a Strength
burst of hard radiation. This does
horrible things to the target, but
Roll: 16 (Spills hazardous waste damage, but this is entirely up to
all over you if you break it, doing the DM. The sword itself is quite
its full radiation attack to anyone good. Most fissionable metals are
in a 10 foot radius) extremely heavy and many of them
Accessories: Lead-lined Scabbard (Uranium, for example) are also
(costs 100 Units, weighs 2 incredibly hard. The sword is tiring
pounds) to wield but it has a lot of
Description: A truly potent Radioactive Mace
penetration.
assassination weapon, this long, Size: Medium (-4 penalty to
heavy dagger is filled with a conceal with a “sleight of hand”
radioactive liquid, shielded by a roll)
thin layer of Cadmium. When the Cost: 80 Units
dagger penetrates someone's flesh, Tentative Purchase DC: 9 (usually
the shielding momentarily retracts illegal)
and the target is exposed to a toxic Required Proficiency: Simple
dose of neutrons. Every time you Handed: Requires 1 or 2 hands to
Radioactive
use this weapon, Sword
whether you hit use Range Increment: -“To Hit”
the target or not, there is to
Size: Medium (-4 penalty a 5%conceal Bonus: -Rate of Fire: As many times
chance of accidentally
with a “sleight of hand”exposing
roll) as the wielder has attacks
yourself
Cost: 200toUnits
the radioactive material Damage: Special. Target
and suffering
Tentative its effects.
Purchase DC: 12 immediately takes 1d6+1
(usually illegal) Required bludgeoning and 1d8 radiation
Proficiency: Martial-Melee damage. Target must make a
Handed: Requires 1 hand to Fortitude Saving Throw vs. DC 20
use Range Increment: -“To Hit” once per hour or take another d8
Bonus: -Rate of Fire: As many damage from radiation until they
times as the wielder has either make the roll or die.
attacks Weight: 18 pounds Armor Class: 7
Damage: Special. Target Hardness: 15 Hit Points: 25
immediately takes 1d8+2 slashing DC required to break this item with
(19-20 x2) +1d6 radiation damage. a Strength Roll: 24 (Spreads
Target must make a Fortitude radioactive dust all over if you
Saving Throw vs. DC 20 once per break it—everyone in a 5 foot
hour or take another d6 radiation radius must make a Reflexes
damage until they either make the Saving Throw vs. DC 15 or suffer
roll or die. the effects of the radiation)
Weight: 10 Description: A big solid bar of
pounds radioactive metal.
Armor Class: Like most fissionable metals it is
7 Hardness: heavier and harder than iron, and
15 Hit would do a great deal of damage
Points: 6 even if it weren't giving off deadly
DC required to break this item with radiation.
a Strength Roll: 17 (Spreads A normal human being who
radioactive dust all over if you carries this weapon without any
break it—everyone in a 5 foot special protective gear will lose
radius must make a Reflexes Saving one hit point per hour,
Throw vs. DC 15 or suffer the permanently. When they reach
effects of the radiation) zero, they are incapacitated and
Accessories: Lead-lined Scabbard begin to lose 1 hp per round until
(costs 100 Units, weighs 3 they hit -10 and die. There may be
pounds) futuristic medical technologies
Description: A weapon for which can reverse the effects of
desperate, suicidal troops- this radiation poisoning--that is of
chunky broadsword is made of course strictly up to the DM.
radioactive materials, and while it Under ordinary circumstances
will do horrendous damage to the you would only see this weapon in
target, it is slowly killing its wielder, the hands of robots or opponents
too. Every hour that you carry a in heavily shielded battlesuits (of
radioactive sword on your person, which there aren't any in this
it destroys one of your hit points, book). It is possible that crazed
permanently. When you hit zero, fanatics might also use weapons
you're incapacitated and begin like this, if they get desperate
losing 1 hp per round. When you enough. They'd have to be pretty
hit -10, you die. crazed. Radiation poisoning is one
And real tasty-like, I might add. of the most disagreeable ways to47
Radiation sickness is nowhere near die we've yet discovered.
as fun or as quick as, for example,
being boiled alive. It is possible
that there might be some futuristic
medical treatment that can reverse
Hypersharp Weapons
Monofilament wire has many uses, few of them nice. It's an amazing, nigh -
indestructible substance, a wire made from a single molecule, hundreds of
times stronger than titanium and finer than the smallest hair, while
thousands of times sharper than the sharpest surgical steel. It didn't take
long for people to start hurting one another with it.
Of course, swinging a loop of nearly invisible monofilament at your
opponent is nearly as dangerous to you as it is to them, so combatants
insane enough to use it in its raw form weeded themselves out pretty
quickly. It is common to find normal weapons edged with monofilament
wire, making them unbelievably sharp and yet slightly less dangerous to the
wielder.
Hypersharp weapons are extremely dangerous to handle, and the DM should
feel free to call for arbitrary Reflexes Saving
far, Throws
far to avoid taking
sharper than small
any
amounts of damage while messing about with them, particularly if they
conventional knife ever made don't
and
know how sharp the blade actually is. never loses its edge.
Hypersharp Dagger
Size: Tiny (+4 bonus to conceal
with a “sleight of hand” roll)
Cost: 30 Units Tentative
Purchase DC: 5 Required
Proficiency: Simple
Handed: Requires 1
hand to use Range
Increment: 10 feet (if
thrown)
“To Hit” Bonus: +2
Rate of Fire: As many times as the
wielder has attacks
Hypersharp Blade Damage: 1d4+1 Slashing (17-20 x3)
Size: Small (No bonus or penalty Weight: 1
to conceal with a “sleight of hand” pound
roll) Armor
Cost: 50 Units Tentative Purchase Class: 9
DC: 7 Required Proficiency: Simple Hardness:
Handed: Requires 1 hand to use 10 Hit
Range Increment: -“To Hit” Bonus: Points: 2
+2 DC required to break this item
Rate of Fire: As many times as the with a Strength Roll: 14
wielder has attacks Accessories: Holster (costs 10
Damage: 1d6+1 Slashing (17-20 Units, weighs 1/2 pound)
x3) Description: A short dagger or
Weight: 1 pound Armor Class: 9 survival knife, edged with a
Hardness: 10 Hit Points: 3 monofilament wire. It is much
DC required to break this item sharper than a surgical scalpel or a
with a Strength Roll: 15 Hypersharp
Japanese
Claws
Special: Vorpal. On a critical hit Size: Small (No bonus or requires
katana. It also penalty
very little with
to conceal maintenance, andhand”
a “sleight of will
this weapon will sever the never lose its edge. The only
target's head from their body. roll)
reason200
Cost: it Units
isn't “Vorpal”
TentativeisPurchase
that it's
This does not work on creatures too small to conveniently
that do not have heads and at DC: 12 Required Proficiency:lop off
the target's head.
Martial-Melee Handed: Requires 1
the DM's discretion there may be
targets who suffer no particular or 2 hands to use (one set of claws
ill effect from having their heads per hand)
cut off (robots, for example, or Range
zombies). Increment: --
Accessories: Scabbard (costs 20 “To Hit”
Units, weighs 1 pound) Bonus: +2
Description: A bayonet or cleaver- Rate of Fire: As many times as the
like blade, edged with a wielder has attacks
monofilament wire one molecule Damage: 1d6+1 Slashing (17-20 x2)
thick. It is 48
Weight: 1 pound Armor Class: attacks
9 Hardness: 10 Hit Points: 2 Damage: 1d6+1 Piercing or
DC required to break this item with Slashing (17-20 x3)
a Strength Roll: 15 Weight: 3 pounds
Description: A set of artificial claws, Armor Class: 7
edged with monofilament wire, no Hardness: 10
thicker than a single molecule. Hit Points: 4
They are far sharper than the DC required to break this item with
sharpest razor or surgical scalpel. a Strength Roll: 17
Special: Vorpal. If the wielder
uses this sword to make a
Slashing attack and scores a
critical hit, it will sever the
target's head from their body.
This does not work on creatures
that do not have heads and at
the DM's discretion there may be
targets who suffer no particular
ill effect from having their heads
Hypersharp Sword cut off. Accessories: Scabbard
Size: Medium (-4 penalty to (costs 30 Units, weighs 1 pound)
conceal with a “sleight of hand” Description: A thin, light dueling
roll) sword, edged with
Hypersharp Axemonofilament
Cost: 225 Units Tentative Purchase wire.
Size: It is much
Large (-8 sharper
penalty than any
to conceal
DC: 13 Required Proficiency: ordinary blade, and so is
with a “sleight of hand” roll) used
Martial-Melee Handed: Requires 1 more 120
Cost: for slashing and less for
Units Tentative
or 2 hands to use Range Increment: thrusting
Purchase DC: than10most rapiers.
-“To Hit” Bonus: +2 Required Proficiency:
Rate of Fire: As many times as the Martial-Melee Handed:
wielder has attacks Requires 2 hands to use
Damage: 1d8+1 Slashing (17-20 x3) Range Increment: -“To
Weight: 4 pounds Armor Class: 7 Hit” Bonus: +2
Hardness: 10 Hit Points: 5 Rate of Fire: As many times as the
DC required to break this item with wielder has attacks
a Strength Roll: 18 Damage: 1d10+1 Slashing (17-20
Special: Vorpal. On a critical hit x4)
this weapon will sever the Weight: 7
target's head from their body. pounds
This does not work on creatures Armor
that do not have heads and at Class: 5
the DM's discretion there may be Hardness:
targets who suffer no particular 10 Hit
ill effect from having their heads Points: 5
cut off (robots, for example, or DC required to break this item with
zombies). a Strength Roll: 17
Accessories: Scabbard (costs 30 Special: Vorpal. On a critical hit
Units, weighs 1 pound) this weapon will sever the
Description: A cutlass, made out of target's head from their body.
some futuristic alloy, with a thin This does not work on creatures
line of momofilament wire running that do not have heads and at
along its edges. This gives it a the DM's discretion there may be
cutting surface that is only one targets who suffer no particular
molecule
Hypersharp wide. Rapier
Far sharper than ill effect from having their heads
any conventional
Size: sword, ittoalso
Medium (-4 penalty cut off (robots,Scythefor example, or
never
conceal needs
with to be honed.
a “sleight of hand”
Hypersharp
creatures
Size: Largewith (-8 no vital organs
penalty in
to conceal
roll) their heads).
with a “sleight of hand” roll)
Cost: 300 Units Tentative Purchase Description:
Cost: 270 Units An Tentative
axe, enhanced with
DC: 14 Required Proficiency: a
Purchase DC: 14 edge. The blade is
monofilament
Martial-Melee Handed: Requires 2 effectively one molecule thick on
Required Proficiency:
hands to use Range Increment: -- its cutting surface
Martial-Melee Handed: and hence much
“To Hit” Bonus: +2 sharper than
Requires any conventional
2 hands to use axe.
Rate of Fire: As many times as the It also never
Range needs-“To
Increment: sharpening.
wielder has Hit” Bonus: +2

49
Rate of Fire: As many times as Tentative Purchase DC: 14 Required
the wielder has attacks Proficiency: Exotic Weapons-Melee
Damage: 2d4+1 Piercing and Handed: Requires 2 hands to use
Slashing (17-20 x4) Range Increment: -“To Hit” Bonus:
Weight: 12 pounds +2
Armor Class: 5 Rate of Fire: As many times as the
Hardness: 10 wielder has
Hit Points: 10 attacks (often used to attack twice
DC required to break this item with in one round)
a Strength Roll: 17 Damage: 1 d10+1/ 1d10+1 Slashing
Special: Vorpal. On a critical hit (17-20 x4)
this weapon will sever the Weight: 25 pounds
target's head from their body. Armor Class: 5
This does not work on creatures Hardness: 10
that do not have heads and at Hit Points: 10
the DM's discretion there may be DC required to break this item with
targets who suffer no particular a Strength Roll: 17
ill effect from having their heads Special: Vorpal. On a critical hit this
cut off (robots, for example, or weapon will sever the target's head
zombies). from their body. This does not
Description: A scythe, made from work on creatures that do not have
advanced materials, with a blade heads and at the DM's discretion
edged in monofilament wire. This there may be targets who suffer no
makes it far sharper than any particular ill effect from having
conventional scythe. It also never their heads cut off (robots, for
needs sharpening. There is frankly example, or creatures who don't
little use for such an item as an store their brains in their heads). If
agricultural tool. A monofilament you use both ends to make
edge makes the scythe's curved separate attacks in a single round,
blade and leverage-increasing you suffer the penalties for making
handle totally unnecessary. In fact a two weapon attacks, as though you
perfectly
Hypersharp straight, one handed
Glaive were using a One Handed Weapon
hypersharp blade would
Size: Huge (can't be concealed)reap and a Light Weapon (see the
wheat
Cost: 120equally
Unitswell. You still might
Tentative Player's Handbook, page 124).
see hypersharp
Purchase DC: 10scythes
Required in the Description: A huge, brutal weapon
hands of advanced
Proficiency: civilizations that
Martial-Melee with an axe-blade at each end,
have
Handed:traditionally
Requires used
2 handsscythe-like edged in monofilament wire. The
hand-weapons. They are also blades are only Double-Bladed
one molecule wide
to use Range Increment:
popular withofmisfits Hypersharp
Has 10 feet Reachwho“To like to on the cutting edge, and vastly
dress up in
Hit” Bonus: +2 hooded cloaks and skull Sword
sharper than a conventional
masks.
Rate of Fire: As many times as version
Size: Hugeof the weapon (if
(Impossible to there is
conceal)
the wielder has attacks such a375
Cost: thing).
UnitsIt's a tricky weapon
Tentative Purchase
Damage: 1d10+1 Slashing (17-20 to
DC:carry safely with
15 Required its exposed
Proficiency: Exotic
x4) hypersharp blades.
Weapons-Melee If a character
Handed: Requires
Weight: 15 who
2 is holding
hands a hypersharp
to use Range Increment: --
pounds double
“To Hit”axe falls +2
Bonus: down, the DM
Armor Class: should
Rate of feel
Fire:free to have
As many them
times as make
the
5 Hardness: a Reflexes
wielder hasSaving
attacksThrow to avoid
10 Hit cutting themselves.
Damage: 1d8+1/1d8+1 Slashing
Points: 10 (17-20 x3)
DC required to break this item with Weight: 15 pounds Armor Class: 5
a Strength Roll: 17 Hardness: 10 Hit Points: 5
Special: Vorpal. On a critical hit this DC required to break this item with
weapon will sever the target's head a Strength Roll: 17
from their body. This does not Special: Vorpal. On a critical hit this
work on creatures that do not have weapon will sever the target's head
heads and at the DM's discretion from their body. This does not
there may be targets who suffer no work on creatures that do not have
particular ill effect from having heads and at the DM's discretion
their heads cut off. Description: A there may be targets that suffer no
Hypersharp Double
ten foot pole, tipped withAxea cutting ill effect from having their heads
Size:
bladeHuge
edged in monofilament wire. cut off (robots, for example). If you
(Impossible
It has ten feetto of reach, but can't use both ends to make separate
conceal) Cost:
hit anything at350
closer range. The attacks in a single round, you suffer
Units
blade is unbelievably sharp and the penalties for making two
never needs honing. weapon attacks, as though you 50
were using
a One Handed Weapon and a Light sharp edge, on the inside of the
Weapon (see the Player's curve, which makes it considerably
Handbook, page 124). safer than most Hypersharp
Description: A two-ended sword weapons to use. It has little utility
edged with hypersharp as an agricultural implement (it's
monofilament wire. It has a cutting too easy to wound yourself on
surface no wider than a single while harvesting) and is really just
molecule and is far sharper than a a weapon.
razor or a katana. No one has yet
been able to come up with a safe
way to store thisPunch
Hypersharp Dagger
thing, so don't
leave it lying
Size: Tiny (+4around
bonus towhere your
conceal
kids can
with find it!of hand” roll)
a “sleight
Cost: 30 Units Tentative Purchase
DC: 5 Required Proficiency: Simple
Handed: Requires 1 hand to use
Range Increment: -“To Hit” Bonus: Hypersharp Spear
+2 Size:Large (-8 penalty to conceal
Rate of Fire: As many times as the with a “sleight of hand” roll)
wielder has attacks Cost: 75 Units Tentative Purchase
Damage: 1d4+1 Piercing (17-20 x4) DC: 9 Required Proficiency: Simple
Weight: 2 pounds Armor Class: 9 Handed: Requires 2 hands to use
Hardness: 10 Hit Points: 2 Range Increment: Has 10 feet of
DC required to break this item Reach “To Hit” Bonus: +2
with a Strength Roll: 15 Rate of Fire: As many times as the
Description: While punch daggers wielder has attacks
derive most of their penetrating Damage: 1d8+1 Piercing (17-20 x4)
force from the way they channel Weight: 9 pounds Armor Class: 5
the energy of the strike, rather Hardness: 10 Hit Points: 2
than from the sharpness of the DC required to break this item with
blade, it does still impove their a Strength Roll: 15
lethality to give them Description: A ten foot spear,
monofilament edges. The blade of tipped with a spearhead edged in
this weapon is far sharper than a monofilament wire. It has ten feet
razor and it never needs to be of reach, but can't hit anything at
honed. closer range. The spearhead is
astoundingly sharp and never
needs further sharpening.
Hypersharp Sickle
Size: Small (No bonus or penalty to
conceal with a “sleight of hand”
roll)
Cost: 90 Units Tentative Purchase Hypersharp Trident
DC: 9 Required Proficiency: Simple Size: Large (-8 penalty to conceal
Handed: Requires 1 hand to use with a “sleight of hand” roll)
Range Increment: -“To Hit” Bonus: Cost: 225 Units
+2 Tentative Purchase DC: 13 (often
Rate of Fire: As many times as the unavailable) Required Proficiency:
wielder has attacks Martial-Melee Handed: Requires 2
Damage: 1d6+1 Slashing (17-20 x3) hands to use Range Increment: --
Weight: 3 pounds Armor Class: 9 “To Hit” Bonus: +2
Hardness: 10 Hit Points: 2 Rate of Fire: As many times as the
DC required to break this item wielder has attacks
with a Strength Roll: 15 Damage: 1d8+1 Piercing (17-20 x4)
Special: Vorpal. On a critical hit Weight: 5 pounds Armor Class: 5
this weapon will sever the Hardness: 10 Hit Points: 5
target's head from their body. DC required to break this item with
This does not work on creatures a Strength Roll: 17
that do not have heads and at Description: A trident, each of its
the DM's discretion there may be three tines edged in ultra-sharp
targets who suffer no particular monofilament wire. Few interstellar
ill effect from having their heads civilizations use tridents in close
cut off. Description: A short, combat, but you
sickle-shaped weapon, edged
with ultra-sharp monofilament
wire. It only has one
51
might see it as a novelty item Required Proficiency: Exotic
or in gladiatorial combat. Weapons-Ranged (also works with
any other Whip)
Handed: Requires 1 hand to use
Rigid Hyperwire "Bladeless" Range Increment: Has 10 feet of
Reach “To Hit” Bonus: +2
Blade Rate of Fire: As many times as the
Size: Small (No bonus or penalty to wielder has attacks
conceal with a “sleight of hand” Damage: 1d6+1 Slashing (17-20 x3)
roll) Weight: 2 pounds Armor Class: 9
Cost: 150 Units Hardness: 5 Hit Points: 2
Tentative Purchase DC: 11 (often DC required to break this item with
illegal) a Strength Roll: 16
Required Proficiency: Description: A whip with many
Simple Handed: short monofilament wires
Requires 1 hand to protruding from its length. It leaves
use “To Hit” Bonus: shallow but horrendous wounds on
+2 anything it hits. A hypersharp whip
Rate of Fire: As many times as the can be used to make trip attacks
wielder has attacks and if the attacker accidentally trips
Damage: 1d8+2 Slashing (17-20/x3) themselves they can avoid the
Weight: 1/2 pound Armor Class: 18 effects by dropping the weapon. A
Hardness: 8 Hit Points: 1 whip grants a +2 on any attempt to
DC required to break this item with Disarm a foe with an opposed
a Strength Roll: 25 (and it will do Attack Roll.
1d8 slashing damage to you if you Monofilament Whip
fail the roll) Size: Medium when extended (-4
Special: Vorpal. On a critical hit this penalty to conceal with a “sleight of
weapon will sever the target's head hand” roll), Tiny when rolled up and
from their body. This does not concealed (+4 bonus to conceal
work on creatures that do not have with a “sleight of hand” roll)
heads and at the DM's discretion Cost: 30 Units
there may be targets who suffer no Tentative Purchase DC: 5 (usually
ill effect from having their heads illegal and a sure sign of mental
cut off (robots, for example, or instability on the part of its user)
creatures who don't keep any vital Required Proficiency: Exotic
organs in their heads). Weapons-Ranged (also works with
Accessories: Storage Rack (Costs 75 any other Whip)
units to have made) Handed: Requires 1 hand to use
Description: It is possible to make a Range Increment: Has 15 feet of
weapon out of a single rigid Reach “To Hit” Bonus: +2
monofilament wire no thicker than Rate of Fire: As many times as the
a single molecule, sharper than the wielder has attacks
sharpest steel surgical tools. It is Damage: 2d8+2 Slashing (16-20 x3)
however a terrible idea, as this Weight: 1 pound Armor Class: 13
model amply demonstrates. Hardness: 20 Hit Points: 1
It is about the length of a short DC required to break this item with
sword, and consists of nothing but a Strength Roll: 40
a handle with a stiff length of Special: Improved Vorpal Weapon.
hypersharp wire sticking up out of On a critical hit this weapon will
it. Because it is difficult to see the sever the target's head from their
wire with the naked eye, the body. If the target does not have a
makers have thoughtfully placed a head, or suffers no particular ill
little red ball on the tip, allowing effect from having their head cut
the user to at least keep track of off, the whip has instead cut them
how long the weapon is. into two or more pieces. There may
This is an appallingly dangerous still be a few creatures (totally
tool to use. Every time a character amorphous beings, for example)
Hypersharp
rolls a "1" while Whiptrying to hit a who can survive this, at the DM's
targetMedium
Size: with this
(-4weapon, there is a
penalty to discretion.
10% chance
conceal with a that they
“sleight have hit
of hand” Description: A very simple but
themselves instead, for half the
roll) tremendously effective hand-
usual 35
Cost: damage.
Units Tentative Purchase weapon. It's nothing but a length of
DC: But6 the worst problem with this ultra-fine, ultra-sharp
blade is with storing it. There is no monofilament wire, no thicker than
way to sheathe the weapon, no a single molecule, with a weight at
scabbard you can put it in that it one end. This wire is vastly stronger52
won't slice right through. You can and sharper than the sharpest
have a kind of rack made which will metal blade ever forged. It has a
at least store the thing handle up, range of about fifteen feet. You
to keep people from wounding lash it at your opponent and they
themselves on it by mistake, but fall down in slices (unless you cut
extremely dangerous for anyone Slashing (17-20 x3) if used as a
who doesn't have the weapon hand weapon
proficiency to use a monofilament Weight: 1/2 pound
whip. Not only do they suffer a -4 Armor Class: 9
penalty on attacks, but if they miss Hardness: 3
there is a 1/10 chance that they Hit Points: 5
have wounded themselves for 2d6 DC required to break this item with
damage. If they roll an unmodified a Strength Roll: 15
Discombobulator
1, they have cut their own Rodhead off. Special: Can be used as either a
Size: Medium (-4 penalty to missile or a melee weapon.
conceal with a “sleight of hand” Accessories: Special Carrying Case
roll) (Hardness 3, 4 Hit Points, has to be
Cost: 300 Units custom-made, costs 200 units)
Tentative Purchase DC: 14 (usually Description: A deck of cards, made
illegal) from a tough, flexible synthetic
Required Proficiency: Simple material which is almost impossible
Handed: Requires 1 hand to use to tear and never gets dog-eared.
Range Increment: -“To Hit” Bonus: Each card is edged with
+2 Magazine: 15 monofilament wire, no thicker than
Rate of Fire: Once per round a single molecule. They can be
Damage: 1d12+1 Slashing (17-20 used as throwing weapons or
x3), attacks everything in a 10 foot fanned out and used as a hand-
by 10 foot square adjacent to the blade. This is a difficult weapon to
attacker. find on the open market and even
Weight: 3 pounds Armor Class: 7 more difficult to use safely.
Hardness: 10 Hit Points: 4 FavoredHypersharp
Giant by assassins with a taste
Scissors
DC required to break this item with for
Size:cheap
Mediumtheatrics, it is the
(-4 penalty to sort of
a Strength Roll: 16 thing
conceal you'd
withhave to have
a “sleight of specially
hand”
Special: Improved Vorpal Weapon. made,
roll) or buy underground. It
On a critical hit this weapon will comes
Cost: 300in aUnits
bullet-resistant case
Tentative Purchase
sever the target's head from their which
DC: 14looks like an
Required ordinary Exotic
Proficiency:
body. If the target does not have a cardboard
Weapons-Melee box forHanded:
holdingRequires
cards.
head, or suffers no ill effect from 2 hands to use Range Increment: --
having their head cut off, the wire “To Hit” Bonus: +2
has instead cut them into two or Rate of Fire: As many times as the
more pieces. There may still be a wielder has attacks
few creatures (totally amorphous Damage: 2d4 Slashing (17-20 x3)
beings, for example) who can Weight: 5 pounds Armor Class: 7
survive this, at the DM's discretion. Hardness: 15 Hit Points: 4
Accessories: Holster (costs 30 DC required to break this item with
Units, weighs 1 pound) Description: a Strength Roll: 19
A slender plastic rod, about the Special: Vorpal. On a critical hit this
length of a man's forearm. When weapon will sever the target's head
the button in the handgrip is from their body. This does not
pressed, loops of coiled work on creatures that do not have
monofilament wire spring out of heads. At the DM's discretion there
the end, slicing and mangling may also be targets who suffer no
Deck
anything ofinMany Wounds
the square immediately ill effect from having their heads
Size:
in Diminutive
front (+8 bonus
of the user, doing to
1d12+1 cut off (robots, for example, or
conceal
slashing with a “sleight
damage. of hand”
to friend and foe Atomic Zombies).
roll)
alike. A Reflexes save vs. DC 15 Description: A huge pair of metal
Cost: 500 Units
completely (will probably
negates have
this damage, shears, as long as a sword. Made
to be specially made)
as does having an AC higher than from a super-light, super strong
Tentative
19. Purchase DC: 15 (Often alloy and edged with
Unavailable) Required Proficiency: monofilament wire, they are far, far
Exotic Weapons-Melee Handed: sharper than a razor or a scalpel.
Requires 1 hand to use Range There may be some alien races that
Increment: 20 feet “To Hit” Bonus: use these as hand weapons,but
+2 they are much more likely to be
Rate of Fire: As many times as the found in the hands of the
wielder has attacks terminally depraved.
Damage: 1d4 Slashing (17-20 x3) if
thrown or 1d6+2

53
Vibronic Weapons
Also known as vibroblades, these weapons enhance their cutting power by
vibrating at amazing speed. They tend to be quite dull, since they aren't
getting much of their penetration from having a sharp edge and thinner
blades tend not to hold up to the wear and tear caused by the constant
vibration.
When switched on, a vibroblade blurs faintly around the edges and emits a
deep, painful hum which is just barely audible to the human ear, but
unpleasant nonetheless. The sound can be quite upsetting to certain animals.
It doesn't seem to come from anywhere, making it hard to pinpoint the user's
location, but it is absolutely distinctive. If you turn on a vibroblade, anyone
within earshot who has heard one before will instantly know what it is, even if
they can't quite place the range or direction.
There have been experiments in combining hypersharp monowire-edged
weapons with vibroblade technology, but the results 1d6+2
Damage: have usually been
Slashing (18-20 x2),
disastrous, creating incredibly potent cutting weapons that
ignores 9 points are prone to
catastrophic metal failure in the middle of combat, oftenorwith
of Hardness grievous
Damage results
Resistance
for the wielder. Weight: 2 pounds
Armor Class: 9
Hardness: 10
Hit Points: 2
DC required to break this item with
a Strength
Roll: 14
Accessories: Energy Cell (1/2 pound,
costs 10 units),
Wrist-Mounted Power Pack (2
pounds, costs 30 units),
Scabbard (costs 20 Units, weighs 1
pound)
Description: Also known as a power
blade, this short,
wide bayonet vibrates at just the
right harmonic
frequency to cut through bone and
flesh like a
chainsaw. It penetrates armor even
better and does
even more damage than a
hypersharp, monowire-
edged blade.
A vibroblade makes a dull angry
hum when
switched on. The vibrating blade
visbly blurs around
Vibroblade the edges.
Size: Small (No bonus or penalty It takes a full Axe
action to change the
to conceal with a “sleight of Vibroblade
weapon's power
Size: Large (-8 penalty to conceal
hand” roll) cell.
Cost: 50 Units Tentative Purchase with aMost vibroblades
“sleight of hand” roll) are kept
pretty
Cost: dull Units
120 and aren't
Tentative
DC: 7 Required Proficiency: very well DC:
balanced when they're
Simple Handed: Requires 1 hand Purchase 10 Required
switched off, Martial-Melee
Proficiency: making
to use Range Increment: -“To Hit” itHanded:
imperative that 2you replace
Bonus: +1 Requires hands to usethe
cell
Rangeas soon as it runs
Increment: -“To Hit” Bonus:
Magazine: 30 if using a standard out. This can be a serious
power cell, 50 if using the +1 Magazine: 50
inconvenience
Rate of Fire: Asinmanythe middle
times as the
optional wrist-mounted power- of a knife-fight. If you try to use this
pack Rate of Fire: As many times wielder has attacks
weapon while it
as the wielder has attacks is switched off or out of power, you
will suffer a -4
penalty. The weapon won't have any
54 of its bonuses or
special penetration against Damage
Resistance if it has
no power.
Damage: 1d8+2 Slashing (18-20 surprisingly blunt. It has no
x3), ignores 9 points damage bonus, no special
of Hardness or Damage Resistance penetration against Damage
Weight: 8 pounds Resistance and suffers a -
Armor Class: 5 2attack penalty if it is used while
Hardness: 10 Vibroblade
switched off. Sword
Hit Points: 5 Size: Medium (-4 penalty to
DC required to break this item conceal with a “sleight of hand”
with a Strength Roll: 17 roll)
Accessories: Energy Cell (1/2 Cost: 225 Units Tentative Purchase
pound, costs 10 units) Description: DC: 13 Required Proficiency:
An axe with a vibronic blade. The Martial-Melee Handed: Requires 1
combination of leverage and hand to use Range Increment: -“To
vibratory penetration make this a Hit” Bonus: +1
devastating weapon in close Magazine: 30 if using a standard
combat. The axe itself is short and power cell, 50 if using the optional
has an unusually bulky head, with wrist-mounted power-pack Rate of
two wires running out of the sides Fire: As many times as the wielder
and plugging back into the has attacks
handle. When switched on, it emits Damage: 1d8+2 Slashing (18-20
a deep, unpleasant hum just x2), ignores 9 points of Hardness or
barely above the subsonic level, Damage Resistance.
and the axe-blade visibly blurs. Weight: 5 pounds Armor Class: 7
It takes a standard action to Hardness: 10 Hit Points: 5
change the axe's power cell, which DC required to break this item with
is either located inside the base of a Strength Roll: 17
the handle or clipped to the side, Accessories: Energy Cell (1/2
depending
Vibroblade on the model.
Stiletto pound, costs 10 units), Wrist-
If Tiny
Size: for (+4
some reason
bonus someone
to conceal Mounted Power Pack (2 pounds,
tries
with a “sleight of hand” roll)weapon
to attack with this costs 30 units), Scabbard (costs 30
while 30
Cost: it Units
is switched
Tentativeoff Purchase
or out of Units, weighs 1 pound) Description:
power, they willProficiency:
DC: 5 Required suffer a -4 Simple
penalty A short, heavy sword with a
to their roll. The axe
Handed: Requires 1 hand to use won't have peculiarly wide, thick blade. Two
either
Range its +2 damage
Increment: bonus
10 feet (if or any wires emerge from the pommel
of its special penetration against
thrown) and plug into sockets at the base
Damage Resistance
“To Hit” Bonus: if it isn't on.
+1 Magazine: 15 of the blade. When activated, the
Rate of Fire: As many times as the blade blurs around the edges and
wielder has attacks emits a dull, angy hum which sets
Damage: 1d4+2 Piercing (18-20 observers' teeth on edge. It senses
x2), ignores 9 points of Hardness the characteristics of the medium it
or Damage Resistance. is cutting through and instantly
Weight: 1 pound Armor Class: 13 adjusts its harmonics to whatever
Hardness: 10 Hit Points: 1 specific vibration will do the most
DC required to break this item damage.
with a Strength Roll: 13 It will slice through nearly anything.
Accessories: Miniature Energy Cell The sword's one real drawback as a
(1/20pound, costs 30 units) hand weapon is that its batteries
Description: A narrow little Vibro-Claws
run out eventually, which is not a
vibroblade, ideal for muggings Size: Small
good thing(No bonus orinpenalty
to happen to
the midst
and sordid crimes of passion. It conceal
of a duel. with
It'sa “sleight
uselesslyof heavy
hand” and
runs on a smaller power cell and roll)
unbalanced when it's out of power
can't stay on as long as a full sized Cost: 200 Units
(-4 penalty to Tentative
the attackPurchase
roll, no
vibroblade. DC: 12 Required Proficiency:
extra penetration or damage
They don't make wrist-mounted Martial-Melee
bonus). It takes Handed: Requires
a standard 1
action
powerpacks for this kind of or 2 hands to use (one
to change the power-cell. set of claws
weapon, although at the DM's per hand)
discretion an adapter might be Range Increment: -“To Hit” Bonus:
available. A vibroblade stiletto can +1
easily be concealed up your sleeve Magazine: 10 if using a standard
or taped to your leg. It makes the power cell, 50 if using the extra
same ugly hum as any vibroblade wrist-mounted power-pack Rate of
one it's switched on, limiting it Fire: As many times as the wielder
effectiveness for surprise attacks. has attacks
If you try to use it while it's Damage: 1d6+2 Slashing (18-20 x2),
switched off or its batteries are ignores 9 points
dead, you will find the weapon 55
of Hardness or Damage Resistance. gain much extra impact from being
Weight: 1 pound a punch-blade. These weapons are
Armor Class: 9 usually made by cultures which
Hardness: 10 Hit have relied heavily on katars for
Points: 2 centuries, where everyone is
DC required to break this item with assumed to be more comfortable
a Strength Roll: 14 with the design.
Accessories: Energy Cell (1/2 Anyone using this weapon while
pound, costs 10 units), Wrist- it is switched off or out of power
Mounted Power Pack (2 pounds, suffers a -4 penalty to their attack
costs 30 units) Description: roll (and of course the weapon
Straddling the line between the won't have its +2 damage bonus
silly and the sociopathic, vibro- or any of its special penetration
claws may look goofy to some of against Damage Resistance).
you, but they pack a mighty The power cell is located in the
wallop. The battery holds enough handle. It takes only a Standard
power for ten attacks. A wrist- Action to replace, although
mounted power pack is available vibro- katar fights tend to be so
for 150 units. It holds an additional fast and furious that you would
fifty charges, but takes a full round almost never reload in the
to replace when it runs out of middle of combat.
power. Anyone using this weapon
while it is switched off or out of
power will suffer a -1 penalty The
claws don't have any special
penetration against Damage Vibro-Pick
Resistance when they aren't Size: Large (-8 penalty to conceal
switched on. with a “sleight of hand” roll)
Cost: 120 Units Tentative Purchase
DC: 10 Required Proficiency:
Martial-Melee Handed: Requires 2
hands to use Range Increment: --
“To Hit” Bonus: +2 Magazine: 50
Vibro-Katar Rate of Fire: As many times as the
Size: Small (No bonus or penalty to wielder has attacks
conceal with a “sleight of hand” Damage: 1d6+2 Piercing (18-20
roll) x4), ignores 9 points of Hardness
Cost: 30 Units or Damage Resistance.
Tentative Purchase DC: 5 (often Weight: 7 pounds Armor Class: 5
unavailable) Required Proficiency: Hardness: 10 Hit Points: 25
Simple Handed: Requires 1 hand DC required to break this item with
to use Range Increment: -“To Hit” a Strength Roll: 18
Bonus: +1 Accessories: Energy Cell (1/2
Magazine: 30 if using a standard pound, costs 10 units) Description:
power cell, 50 if using the optional A military pick with a vibronic
wrist-mounted power-pack Rate of head, which gives it vastly better
Fire: As many times as the wielder penetration and keeps it from
has attacks getting stuck in the target. The
Damage: 1d4+2 Piercing (18-20 power-cell fits into the handle.
x3), ignores 9 points of Hardness Anyone using this weapon while it
or Damage Resistance. is switched off or out of power
Weight: 3 pounds Armor Class: 9 suffers a -4 penalty to their attack
Hardness: 10 Hit Points: 2 roll. The weapon has no special
DC required to break this item with penetration against Damage
a Strength Roll: 16 Resistance while it is switched off.
Accessories: Energy Cell (1/2
pound, costs 10 units), Wrist- Small Vibro-Pick
Mounted Power Pack (2 pounds, Size: Small (No bonus or penalty to
costs 30 units) Description: A conceal with a “sleight of hand”
vibronic blade, mounted over the roll)
user's knuckles, so as to transmit Cost: 60 Units Tentative Purchase
the full force of their arm into the DC: 8 Required Proficiency: Simple
thrust.
It seems like an odd choice to
make a vibro- weapon out of a
katar, since the vibronic blade 56
already has so much penetrating
power that it doesn't really
Handed: Requires 1 hand to use
Range Increment: -“To Hit” Bonus:
+1
Magazine: 30 if using a standard
power cell, 50 if using the optional
wrist-mounted power-pack Rate of
Fire: As many times as the wielder
has attacks
Damage: 1d4+2 Piercing (18-20
x3), ignores 9 points of Hardness or
Damage Resistance.
Weight: 5 pounds Armor Class: 9
Hardness: 10 Hit Points: 25
DC required to break this item with
a Strength Roll: 14
Accessories: Energy Cell (1/2
pound, costs 10 units), Wrist-
Mounted Power Pack (2 pounds,
costs 30 units) Description: A small,
one-handed military pick with a
vibronic head that gives it vastly
better penetration and keeps it
from getting stuck in the target.
This is also a good tool for rock-
climbing and geology, and isn't
always sold as a weapon. The Vibroblade Sickle
power-cell fits into the handle. It Size: Medium (-4 penalty to
takes a full round to replace. conceal with a “sleight of hand”
Anyone using this weapon while it roll)
is switched off or out of power will
Vibro-Scythe Cost: 90 Units Tentative Purchase
sufferLarge
Size: a -4 penalty. Theto
(-8 penalty weapon
conceal DC: 9 Required Proficiency: Simple
also
with won't haveofany
a “sleight hand”special
roll) Handed: Requires 1 hand to use
penetration against
Cost: 275 Units Damage
Tentative Purchase Range Increment: -“To Hit” Bonus:
Resistance unlessProficiency:
DC: 13 Required it is switched on +1
and powered up.
Martial-Melee Handed: Requires 2 Magazine: 30 if using a standard
hands to use Range Increment: -- power cell, 50 if using the optional
“To Hit” Bonus: +1 Magazine: 50 wrist-mounted power-pack Rate of
Rate of Fire: As many times as the Fire: As many times as the wielder
wielder has attacks has attacks
Damage: 2d4+2 Piercing and Damage: 1d6+2 Slashing (18-20
Slashing (18-20 x4), x2) , ignores 9 points of Hardness
ignores 9 points of Hardness or or Damage Resistance.
Damage Resistance. Weight: 4 pounds Armor Class: 9
Weight: 13 pounds Hardness: 10 Hit Points: 2
Armor Class: 5 DC required to break this item with
Hardness: 10 a Strength Roll: 14
Hit Points: 10 Accessories: Energy Cell (1/2
DC required to break this item with pound, costs 10 units), Wrist-
a Strength Roll: 17 Mounted Power Pack (2 pounds,
Accessories: Energy Cell (1/2 costs 30 units) Description: The
pound, costs 10 units) Description: blade of this sickle vibrates with a
A scythe with a vibronic blade, it dull and painful hum, at just the
has far greater penetration against right harmonic to cut through
armor than any traditional or most materials like a chainsaw.Not
hypersharp model. The power-cell particularly effective as an
is stored in the long black plastic agricultural harvesting tool (its
handle, and takes a full action to batteries won't hold out for a
change. Anyone using this weapon whole day of reaping in the fields),
while it is switched off or out of this item is more for the customer
power will suffer a -4 penalty (and who gets really excited by the idea
of course the scythe won't have of slashing people up with a sickle.
any of its special penetration The power cell is contained in the
against Damage Resistance). It handle. It takes a Standard Action
does seem odd that a culture with to replace and at the DM's
access to vibroblade technology discretion is compatible with most
would still be using scythes, but weapons of the same period. 57
then again this implement is Anyone using this weapon while it
probably intended for reaping is switched off or out of power will
people rather than wheat. suffer a -4 penalty (and of course
the weapon won't have any of its
special penetration against
Accessories: Energy Cell (1/2 pound,
costs 10 units) Description: A spear,
tipped with a vibronic head. Ideal
for certain types of hunting,
particularly against animals with
armored carapaces. The power-cell
fits in just behind the spearhead
and takes a full action to change.
You cannot set this spear against an
Vibronic Glaive incoming charge and change its
Size: Huge (Impossible to conceal) batteries in the same round. There
Cost: 120 Units Tentative is a -2 penalty to use the weapon if
Purchase DC: 10 Required it is switched off or out of power.
Proficiency: Martial-Melee
Handed: Requires 2 hands
to use Range Increment: Vibroblade Double-Sided
Has 10 feet of Reach “To
Hit” Bonus: +1 Magazine: Sword
50 Size: Large (-8 penalty to conceal
Rate of Fire: As many times as with a “sleight of hand” roll)
the wielder has attacks Cost: 380 Units Tentative Purchase
Damage: 1d10+2 Slashing (18- DC: 15 Required Proficiency: Exotic
20 x3), ignores 9 points of Weapons-Melee Handed: Requires
Hardness or Damage 2 hands to use Range Increment: --
Resistance. “To Hit” Bonus: +1 Magazine: 30
Weight: 16 pounds Armor Class: 5 Rate of Fire: As many times as the
Hardness: 10 Hit Points: 5 wielder has attacks
DC required to break this item with Damage: 1d8+2/1d8+2 Slashing
a Strength Roll: 17 (18-20 x2), ignores 9 points of
Accessories: Energy Cell (1/2 Hardness or Damage Resistance.
pound, costs 10 units) Description: Weight: 17 pounds Armor Class: 5
A large, wide vibroblade mounted Hardness: 10 Hit Points: 5
at the end of a ten-foot metal pole. DC required to break this item with
When switched on it makes a dull, a Strength Roll: 17
deep angry hum and the blade Special: If you use both ends to
seems to blur around the edges. It make separate attacks in a single
runs off the same type of power round, you suffer the penalties for
cell as most energy weapons of the making two weapon attacks, as
same period. The power cell fits though you were using a One
into a housing just behind the Handed Weapon and a Light
front hand-grip. It takes a Standard Weapon (see the Player's
Action to reload. There is a -4 Handbook, page 124).
penalty to attack with this weapon Accessories: Energy Cell (1/2 pound,
while it is switched off or out of costs 10 units) Description: A
power, owing to its clumsy superb weapon for anyone who
balance. Nor will have any of its feels absolutely confident that they
special penetration against won't accidentally hit themselves
Hardness or Damage Resistance. with it. This double-bladed sword is
actually better balanced than most
Vibronic Spear vibronic weapons, since it has a
Size: Large (-8 penalty to conceal blade at either end. There is only a -
with a “sleight of hand” roll) 2 penalty to use this weapon if it
Cost: 80 Units Tentative Purchase isn't switched on, (although of
DC: 9 Required Proficiency: Simple course its attack bonus and
Handed: Requires 2 hands to use penetration against damage
Range Increment: Has 10 feet of resistance won't apply). You can use
Reach “To Hit” Bonus: +1 this sword as two weapons at once,
Magazine: 50 but you will incur all the usual
Rate of Fire: As many times as the penalties for double-weapon
wielder has attacks attacks (unless of course you have
Damage: 1d8+2 Piercing (18-20 the appropriate Feat). It takes a
x3), ignores 9 points of Hardness standard action to open a
or Damage Resistance. compartment on the pommel and
change power cells.
Weight: 10 pounds Armor Class: 5
Hardness: 10 Hit Points: 2
DC required to break this item with Vibroblade Double-Sided 58
a Strength Roll: 17
Axe
Size: Huge (Impossible to conceal)
Cost: 360 Units Tentative Purchase
DC: 15 Required Proficiency: Exotic
attacks same type of power cells as most
Damage: 1d10+2/1 d10+2 Slashing energy weapons. The power cell
(18-20 x3), fits into the whip's handle. It takes
ignores 9 points of Hardness or a Standard Action to reload once
Damage Resistance. you're ready for more sadistic
Weight: 26 pounds hijinx.
Armor Class: 5
Hardness: 10
Hit Points: 10
DC required to break this item with Slashmatic Kobra Blade
a Strength Roll: 17 Size: Medium (-4 penalty to
Special: If you use both ends to conceal with a “sleight of hand”
make separate attacks in a single roll)
round, you suffer the penalties for Cost: 300 Units
making two weapon attacks, as Tentative Purchase DC: 14 (usually
though you were using a One illegal) Required Proficiency:
Handed Weapon and a Light Martial-Melee Handed: Requires 1
Weapon (see the Player's hand to use “To Hit” Bonus: +3
Handbook, page 124). Magazine: 40
Accessories: Energy Cell (1/2 Rate of Fire: As many times as the
pound, costs 10 units) Description: wielder has attacks
A metal shaft with a vibronic axe- Damage: 1d8+2 Slashing (16-
blade at either end. Both axe- 20/x3) Ignores 6 points of
blades are unusually thick, heavy Hardness or Damage Resistance.
and dull. When the weapon is Weight: 7 pounds Armor Class: 14
switched on, it gives off a low, evil- Hardness: 2 Hit Points: 1
sounding hum and each of its DC required to break this item with
blades suddenly has the cleaving a Strength Roll: 12
power of a chainsaw. You can use Accessories: Energy Cell (1/2
this sword as two weapons at once, pound, costs 10 units) Description:
but you willWhip
incur the penalties for There have been many attempts to
Vibronic
double-weapon attacksto(unless you merge vibroblade technology with
Size: Large (-8 penalty conceal hypersharp weapons, creating
have
with athe appropriate
“sleight of hand”Feat).
roll)It takes
a standard action to open a blades with single-molecule
Cost: 300 Units hypersharp edges and vibronic
compartment
Tentative on the
Purchase pommel
DC: 14 (often and
change penetration. All such attempts
illegal) power cells. There is a -2 have failed, and this example
penalty
RequiredtoProficiency:
use this weapon
Exoticif it isn't
switched on, and Handed:
of courseRequires
it's shows why.
Weapon--Melee A short, wide vibroblade about
attack bonus and penetration
1 hand to use Range Increment:
against damage resistance won't the size of a machete, it oscillates
Has 10 feet of Reach “To Hit” at tremendous speed, giving it the
apply.
Bonus: +2 Magazine: 50 penetrating power of a motorized
Rate of Fire: As many times as the saw. An ultra- thin, ultra-sharp
wielder has attacks mono-molecular wire runs around
Damage: 1d6+2 Slashing (17- its edge, making the blade
20/x2), Ignores 5 points of thousands of times sharper than
Hardness or Damage Resistance. the most superb Japanese katana.
Weight: 3 pounds Armor Class: 9 Unfortunately, the vibration
Hardness: 5 Hit Points: 2 makes the monofilament wire dig
DC required to break this item with into the material of the blade,
a Strength Roll: 18 sawing and cutting at it,
Special: A whip can be used to undermining its structural
make trip attacks and if the integrity. Combine this with the
attacker accidentally trips repeated shock of impact and it
themselves they can avoid the will be only a matter of time
effects by dropping the weapon. before the blade undergoes some
A whip grants a +2 on any kind of catastrophic failure. Every
attempt to Disarm a foe with an time you hit something with this
opposed Attack Roll. This whip blade, there is a 2% chance that it
can still be used to make Trip and breaks apart. The odds go up to
Disarm attacks after its power cell 5% if you hit an object that has
runs out of energy. any Damage Resistance or
Accessories: Energy Cell (1/2 Hardness, or a target that is
pound, costs 10 units) Description: wearing armor.
A metal whip that vibrates at When the blade finally breaks
incredible speed, cutting through the hyperwire flies in all directions,
flesh and bone like a buzzsaw. This doing 1d6 slashing damage to 59
is not a nice weapon and it does anything in a 5 foot radius (a
not tend to find its way into the Reflexes Saving Throw vs. DC 18
hands of nice people. It runs on the halves the damage).
It's amazing that this weapon's
sleazy manufacturers can find
replace a spent power cell. replace.

Textronix Model Ultra SmartSword


Size: Large (-8 penalty to conceal Size: Small (No bonus or penalty to
with a “sleight of hand” roll) conceal with a “sleight of hand”
Cost: 250,000 Units to have made. roll)
Only one prototype currently exists Cost: 5,000 Units
and it is not for sale. Tentative Tentative Purchase DC: 23 (Often
Purchase DC: 37 Required Unavailable) Required Proficiency:
Proficiency: Martial-Melee Handed: Simple Handed: Requires 0 or 1
Requires 2 hands to use “To Hit” hand to use Range Increment: -“To
Bonus: +3 Magazine: 75 Hit” Bonus: +1 Magazine: 30
Rate of Fire: As many times as the Rate of Fire: As many times as the
wielder has attacks wielder has attacks
Damage: 1d8+3 Slashing (16- Damage: 1d6+2 Slashing (18-20 x2)
20/x3), ignores 9 points Weight: 1 pound
of Hardness or Damage Resistance Armor Class: 9 (18 in the air)
Weight: 9 pounds Hardness: 10 Hit Points: 2
Armor Class: 12 DC required to break this item with
Hardness: 10 a Strength Roll: 14 (13 to break the
Hit Points: 10 antigravity motor)
DC required to break this item with Special: Ignores 9 points of
a Strength Roll: 20 Hardness or Damage Resistance
Special: Ignores 10 points of Accessories: Energy Cell (1/2
Hardness or Damage Resistance pound, costs 10 units) Description:
Accessories: Energy Cell (1/2 A semi-intelligent computerized
pound, costs 10 units) vibroblade with a built-in
Description: Another attempt to antigravity motor. It can leave the
meld vibroblade technology with user's hand, or for that matter just
hypersharp weapons. This one fly up out of its scabbard (it knows
actually works, but it's far too the Quick Draw feat) and fight on
expensive to ever go into general its own, hovering in mid air as it
production. It looks a little like a cuts and parries. It attacks at a +3
small glaive, with a large bonus on its own (this includes the
rectangular blade mounted at the Vibroblade bonus) The blade
end of a short metal pole. cannot move more than ten feet
The blade is made from from its user, and can only fight on
complex many-layered synthetic its own for thirty rounds in total
materials, designed for exactly before its power cell runs dry and it
the right combination of strength falls harmlessly to the floor.
and flexibility to resist the stress If the blade is attacking by itself,
caused by the vibrating then the user must spend the first
hyperwire. The wire itself is set on round designating appropriate
a pair of internal spools and targets. After that the blade fights
lengthens and contracts with the completely independantly and they
vibration of the blade. can take whatever actions they like.
A lone prototype, this weapon The weapon can follow simple
was produced by a design team instructions like "come here" or
Chainsaws and Buzzsaws
that wanted to prove that it could
be done. They weren't concerned
with making it practical or easy to
"drop to the floor" but it will not
be able to manipulate objects or
pick things up for them.
Aproduce.
cheap Aalternative to vibronic
wealthy adventurer whoweapons, chainsaws,
It can't buzzsaws
even figure out how and the
to turn
weapons
knows thethat evolve
right people from
mightthem
be work by rapidly moving the
on a light-switch or blade, eroding
ring a doorbell.
the
abletarget
to get as muchlike
a blade as this
cutting it. Bulky, heavy, ugly and great, no blood-
soaked cyberpunk
custom-made, but game
it would would
takebea the same without them.
top-flight engineering team at
The
leastweapons
a year tolisted hereand
produce are assumed to run on standard energy cells, but for
all you chainsaw
probably connoisseurs
isn't worth the time and out there we have given most of them the
option
expense. of The
instead being driven
prototype runs offbyana smoky internal combustion engine. Let 'er
rip!
ordinary power cell, clipped to the
side of the haft. It takes a Standard
Action to

60
Accessories: Energy Cell (1/2
pound, costs 10 units), or 1 gallon
of liquid fuel (2 pounds, costs 3
Units) Description: The favored
hand-weapon among violently
disturbed cultures, this is a long,
narrow chainsaw designed
Chainsaw specifically to hurt people. It does
Size: Large (-8 penalty to conceal this job admirably. A noisy weapon,
with a “sleight of hand” roll) it is impossible to kill anyone
Cost: 75 Units Tentative Purchase silently with a Chainsword. There is
DC: 9 Required Proficiency: Simple a variant version which uses liquid
Handed: Requires 2 hands to use Chainsword,
fuel instead of a Double
battery. ItEnded
lasts a
Range Increment: -“To Hit” Bonus: little longer, and can deal out
Size: Huge (Impossible to conceal) 75
+2 Magazine: 40 attacks
Cost: 250 before
UnitsitTentative
runs out Purchase
of gas.
Rate of Fire: As many times as the DC: 13 Required Proficiency: Exotic
wielder has attacks Weapons-Melee Handed: Requires
Damage: 2d6 Slashing (18-20 x3), 2 hands to use Range Increment: --
ignores 5 points of “To Hit” Bonus: +2 Magazine: 40
Hardness or Damage Resistance Rate of Fire: As many times as the
Weight: 10 pounds wielder has attacks
Armor Class: 7 Damage: 2d8/2d8 Slashing (18-20
Hardness: 5 x3), ignores 5
Hit Points: 3 points of Hardness or Damage
DC required to break this item Resistance
with a Strength Roll: 14 Weight: 18 pounds
Accessories: Energy Cell (1/2 Armor Class: 5
pound, costs 10 units), or 1 gallon Hardness: 10
of liquid fuel (2 pounds, costs 3 Hit Points: 5
Units) Description: A generic DC required to break this item with
template for a futuristic chainsaw. a Strength Roll: 14
It has a more powerful and Special: If you use both ends to
efficient motor than 21st century make separate attacks in a single
models, and a chain that is round, you suffer the penalties for
considerably tougher. It takes a making two weapon attacks, as
Standard Action to reload its though you were using a One
power cell. The DM should feel Handed Weapon and a Light
free to vary the stats a little to Weapon (see the Player's
come up with separate models of Handbook, page 124).
chainsaw, if need be. There are Accessories: Energy Cell (1/2
also versions that run on liquid pound, costs 10 units) or 1 gallon
fossil fuel, but they have the same
Chainsword of liquid fuel (2 pounds, costs 3
stats--they
Size: Medium just
(-4take a full
penalty to round Units) Description: Favored by
to reload
conceal withinstead of of
a “sleight a hand”
Standard gladiators and the criminally
Action.
roll) insane, this weapon is the ultimate
Cost: 200 Units Tentative Purchase in excess. Blade
Buzz-Saw With two roaring
DC: 12 Required Proficiency: chainsaw
Size: Smallblades at either
(No bonus end oftoa
or penalty
Martial-Melee Handed: Requires 1 stick,
concealitwithis a “sleight
only slightly
of hand” less
or 2 hands to use Range dangerous
roll) to the wielder than to
Increment: -“To Hit” Bonus: +2 their
Cost: opponent.
50 Units Tentative Purchase
Magazine: 50 DC: 7 Required Proficiency: Simple
Rate of Fire: As many times as the Handed: Requires 1 or 2 hands to
wielder has attacks use Range Increment: -“To Hit”
Damage: 2d8 Slashing (18-20 x3), Bonus: +2 Magazine: 40
ignores 5 points of Rate of Fire: As many times as the
Hardness or Damage Resistance wielder has attacks
Weight: 8 pounds Damage: 2d6 Slashing (18-20 x3),
Armor Class: 7 ignores 5 points of
Hardness: 10 Hardness or Damage Resistance
Hit Points: 5 Weight: 2 pounds
DC required to break this item Armor Class: 9
with a Strength Roll: 14 Hardness: 9

61
Hit Points: 2 find in the hands of a gladiator or
DC required to break this item with a space pirate or someone who
a Strength Roll: 14 thinks both of the above are cool.
Accessories: Energy Cell (1/2 pound, The power cell is either kept
costs 10 units) Description: For inside the handle or clipped to
some reason, evil cyborgs like to the side. It takes a standard action
mount these on their bionic limbs. to change, in either case.
There are also hand-held military Electro-Demolisher
models for the terminally twisted to Size: Large (-8 penalty to conceal
enjoy. It's not a quiet weapon, nor with a “sleight of hand” roll)
does it have a lot of reach, but Cost: 500 Units
there's still so much about it to Tentative Purchase DC: 15
love. This basic template could look Required Proficiency: Exotic
Buzz-Saw Blade
like a traditional poweronsaw,
a Stick
or like Weapons-Melee
some kind of
Size: Large (-8razor-sharp spinning
penalty to conceal Handed: Requires 2 hands to use
fan.
with a “sleight of hand” roll) Range Increment: Has 10 feet of
Cost: 100 Units Reach
Tentative Purchase DC: 10 “To Hit” Bonus: +2
Required Proficiency: Exotic Magazine: 50
Weapons-Melee Rate of Fire: As many times as the
Handed: Requires 2 hands to use wielder has attacks
Range Increment: Has 10 feet of Damage: 2d6 Slashing (18-20 x3),
Reach 1d8 Electricity
“To Hit” Bonus: +2 Weight: 6 pounds
Magazine: 50 Armor Class: 5
Rate of Fire: As many times as the Hardness: 9
wielder has attacks Hit Points: 4
Damage: 2d6 Slashing (18-20 x3), DC required to break this item
ignores 5 points of with a Strength Roll: 14 (13 to ruin
Hardness or Damage Resistance its capacity to give electric
Weight: 5 pounds shocks)
Armor Class: 5 Special: Slashing damage ignores
Hardness: 9 5 points of Hardness or Damage
Hit Points: 4 Resistance Accessories: Energy
DC required to break this item with Cell (1/2 pound, costs 10 units)
a Strength Roll: 14 Description: Space-Barbarians and
Special: Polearm. Has ten feet of heavy metal bassists are the
reach and can be set against a preferred market for this weapon.
charge. It's a kind of huge electrified
Accessories: Energy Cell (1/2 pound, buzz-saw on the end of a ten foot
pole. Anything but a ordinary
Hot, Cold and Electrified Weapons
costs 10 units) Description: A
spinning toothed blade mounted at weapon, it still runs on ordinary
the end of a short metal pole. It's a power cells, interchangeable with
sort ofa poor
Once societyman's
has Vibronic
invented Glaive most
the kind of small, other weapons
powerful andrequired
energy cells
This
to is thelaser
power kindpistols,
of weapon appliances.
you a matter of time
it's only It takes a thinks
before someone standard
of
might one up to a sword or a truncheon, action
hooking so thattoit replace
will giveaoff
spent cell.
a massive
electric shock. From there it is only a short step to hand weapons with built in
heating elements that glow red hot when in use, and eventually to super-
refrigerated clubs and blades which freeze and shatter the target on impact.
Some may call these weapons absurd or at least unethically cruel, yet there is
Hot Blade
always a market for them, nonetheless. Damage: 1d4 Slashing (19-20 x2),
Size: Small (No bonus or penalty 2d6 heat
to conceal with a “sleight of Weight: 1 pound
hand” roll) Armor Class: 9
Cost: 100 Units Tentative Hardness: 10
Purchase DC: 10 Required Hit Points: 2
Proficiency: Simple Handed: DC required to break this item
Requires 1 hand to use Range with a Strength Roll: 15 (14 to ruin
Increment: 10 feet (if thrown) its heating element)
“To Hit” Bonus: +1 Magazine: 75 Accessories: Energy Cell (1/2
Rate of Fire: As many times as pound, costs 10 units), Scabbard
the wielder has attacks (costs 20 Units, weighs 1/2 pound)
Description: A large blade, about
the size of a bayonet. It contains a
heating element that makes the
blade glow red hot. It takes a full 62
action to heat up the
blade, which sizzles when it strikes home. Hot Mace
Size: Medium (-4 penalty to conceal
with a “sleight of hand” roll)
Hot Sword Cost: 250 Units Tentative Purchase
Size: Medium (-4 penalty to DC: 13 Required Proficiency: Simple
conceal with a “sleight of hand” Handed: Requires 1 or 2 hands to
roll) use Range Increment: -“To Hit”
Cost: 300 Units Tentative Purchase Bonus: -Magazine: 75
DC: 14 Required Proficiency: Rate of Fire: As many times as the
Martial-Melee Handed: Requires 1 wielder has attacks
hand to use Range Increment: -“To Damage: 1d6 Bludgeoning (20 x2),
Hit” Bonus: +1 Magazine: 75 2d6 heat
Rate of Fire: As many times as the Weight: 13 pounds
wielder has attacks Armor Class: 7
Damage: 1d8 Slashing (19-20 x2), Hardness: 10
2d6 heat Hit Points: 10
Weight: 5 pounds DC required to break this item with
Armor Class: 7 a Strength Roll: 20 (14 to ruin its
Hardness: 10 heating element)
Hit Points: 5 Accessories: Energy Cell (1/2 pound,
DC required to break this item with costs 10 units) Description: A heavy,
a Strength Roll: 17 (14 to ruin its one-handed metal truncheon made
heating element) from some incredibly hard yet
Accessories: Energy Cell (1/2 olddly flexible metal, ideal for
pound, costs 10 units), Scabbard savage beatings. An intergral
(costs 30 Units, weighs 1 pound) heating element makes the business
Description: A sword, made from end glow red hot. It takes a full
some super-strong, ultra-sharp action to heat up the blade.
Hot Gauntlet
alloy, which has been further Size: Small (no bonus or penalty to
enhanced by an intergral heating conceal with a “sleight-of-hand”
element that makes the blade glow roll)
red hot. This does some additional Cost: 495 Units
damage, but is even better at Tentative Purchase DC: 15
scaring the wits out of your Required Proficiency: Simple
oponent. No one wants to get Handed: Requires 1 hand to use,
anywhere near that thing while it's but that hand can
glowing. It takes a full action to still perform certain tasks with the
heat up the blade. glove on. See
Hot Axe description.
Size: Large (-8 penalty to conceal Range
with a “sleight of hand” roll) Increment: --
Cost: 200 Units Tentative Purchase “To Hit”
DC: 12 Required Proficiency: Bonus: --
Martial-Melee Handed: Requires 2 Magazine:
hands to use Range Increment: -- 75
“To Hit” Bonus: +1 Magazine: 75 Rate of Fire: As many times as the
Rate of Fire: As many times as the wielder has attacks
wielder has attacks Damage: 1d4 Bludgeoning (20 x2),
Damage: 1d8 Slashing, (20 x3) 2d6 2d6 Heat
Heat Weight: 2 pounds
Weight: 7 pounds Armor Class: 9
Armor Class: 7 Hardness: 8
Hardness: 10 Hit Points: 5
Hit Points: 5 DC required to break this item with
DC required to break this item with a Strength Roll: 15 (14 to ruin its
a Strength Roll: 17 (14 to ruin its heating element)
heating element) Accessories: Energy Cell (1/2
Accessories: Energy Cell (1/2 pound, costs 10 units)
pound, costs 10 units) Description: Description: A metal gauntlet that
An axe, made from some super- glows red hot when activated
strong, ultra-sharp alloy, which has (but only on the outside, we
been further enhanced by an hasten to add. The user's hand
intergral heating element that remains cool and comfortable).
makes the blade glow red hot. It A nasty, nasty weapon for close
takes a full action to heat up the personal combat, it has a huge
blade. It's worth the wait to see the psychological impact on most 63
look on your opponent's face. opponents. After some disastrous
early attempts, the makers have
learned not to put the "off"
switch on the outside of the
gauntlet. It takes a full action to
Accessories: Energy Cell (1/2
pound, costs 10 units)
Description: A punch-dagger
made from some superstrong
futurisic alloy, it has been further
enhanced with an intergral
heating element that makes the
blade glow red hot. The weapon
tends to smell of overcooked
meat after it's been used a few
times, and it makes a sizzling
sound as it strikes home. It takes a
full action to heat up the blade.

Red Hot Claws Red Hot Pick


Size: Small (No bonus or penalty
to conceal with a “sleight of Size: Large (-8 penalty to conceal
hand” roll) with a “sleight of hand” roll)
Cost: 190 Units Tentative Cost: 160 Units Tentative
Purchase DC: 12 Required Purchase DC: 12 Required
Proficiency: Martial-Melee Proficiency: Martial-Melee
Handed: Requires 1 or 2 hands to Handed: Requires 2 hands to
use (one set of claws per hand) use Range Increment: -“To Hit”
Range Bonus: +1 Magazine: 75
Increment: -- Rate of Fire: As many times as
“To Hit” the wielder has attacks
Bonus: +1 Damage: 1d6 Piercing (20 x4), 2d6
Magazine: 75 Heat
Rate of Fire: As many times as the Weight: 7 pounds
wielder has attacks Armor Class: 5
Damage: 1d6 Slashing (20 x2) 2d6 Hardness: 10
Heat Hit Points: 23
Weight: 1 pound DC required to break this item with
Armor Class: 9 a Strength
Hardness: 10 Roll: 17 (14 to ruin its heating
Hit Points: 2 element)
DC required to break this item with Accessories: Energy Cell (1/2
a Strength pound, costs 10 units)
Roll: 15 (14 to ruin its heating Description: A futuristic military
element) pick, which has been further
Accessories: Energy Cell (1/2 enhanced by an intergral heating
pound, costs 10 units) Red-Hot
element, whichScythe makes the head
Description: A set of hand-held Size:
glow Large (-8 penalty
red hot. to conceal
This does some
claws, made from some super- with a “sleight
additional of hand”
damage, butroll)
is chiefly
strong, super-sharp futurisic Cost: 360 Units
important for Tentative
the psychological
alloy, further enhanced by an effect that
Purchase DC:it 15
has
Required
on the foe. It
intergral heating element that Proficiency: Martial-Melee
takes a full action to heat the pick
makes the blades glow red hot. It Handed:
to a dull, Requires
angry2 hands to not
red. It's
takes a full action to heat up the use Range Increment:
advisable to leave the -“To heating
Hit”
claws. Word of advice--don't fall Bonus:
element+1 onMagazine:
when you40 aren't using
asleep with the claws on. Also a Rate
it. of Fire: As many times as
poor weapon to use while drunk. the wielder has attacks
Damage: 2d4 Slashing (20 x4) or
Piercing (20 x3)
Hot Katar plus 2d6 Heat
Size: Small (No bonus or penalty Weight: 13 pounds
to conceal with a “sleight of Armor Class: 5
hand” roll) Hardness: 10
Cost: 40 Units Tentative Purchase Hit Points: 8
DC: 6 Required Proficiency: DC required to break this item with
Simple Handed: Requires 1 hand a Strength
to use Range Increment: -“To Hit” Roll: 17 (14 to ruin its heating
Bonus: +1 Magazine: 75 element)
Rate of Fire: As many times as the Accessories: Energy Cell (1/2
wielder has attacks pound, costs 10 units)
Damage: 1d4 Piercing (20 x3), 2d6 Description: A scythe, made from
Heat some super-strong, 64
Weight: 2 pounds
Armor Class: 9
Hardness: 10
Hit Points: 2
DC required to break this item with
ultra-sharp alloy. The blade
contains a heating element that Superchilled Blade
makes the blade glow red hot. It Size: Small (No bonus or penalty to
takes a full action to heat the conceal with a “sleight of hand”
blade up until it glows cherry- red. roll)
It isn't much good for actual Cost: 125 Units Tentative Purchase
reaping, as it tends to set the DC: 11 Required Proficiency: Simple
wheat on fire. Quite frankly, if you Handed: Requires 1 hand to use
find this weapon hanging on Range Increment: -“To Hit” Bonus: -
Motorized
someone's Hook probably
wall, you're and Magazine: 50
dealing with a villain.
Chain, Superheated Model Rate of Fire: As many times as the
Size: Large (-8 penalty to conceal wielder has attacks
with a “sleight of hand” roll) Damage: 1d4 Slashing (19-20 x2),
Cost: 360 Units 2d6 Cold
Tentative Purchase DC: 15 (Often Weight: 1 pound
Unavailable) Required Proficiency: Armor Class: 9
Exotic Weapons-Ranged (also Hardness: 10
works with any other Hook and Hit Points: 2
Chain Weapon) Handed: Requires 2 DC required to break this item with
hands to use Range Increment: Has a Strength Roll: 15 (14 to ruin its
15 feet of Reach “To Hit” Bonus: +1 Cold Attack)
Magazine: 75 Accessories: Energy Cell (1/2 pound,
Rate of Fire: As many times as costs 10 units) Description: A large
the wielder has attacks wide blade, with some kind of
Damage: 1d6 Piercing (20 x2), 2d6 supercooling liquid in a shielded
Heat reservoir in the handle. When the
Weight: 15 pounds sword is unsheathed, the liquid
Armor Class: 7 flows through the blade, cooling it
Hardness: 5 down to near absolute zero. An
Hit Points: 5 energy cell in the weapon's pommel
DC required to break this item with keeps the liquid refrigerated. It
a Strength Roll: 17 (14 to ruin its takes a Standard Action to replace a
heating element) spent cell. If the weapon's power
Accessories: Energy Cell (1/2 source is replaced soon then the
pound, costs 10 units) Description: liquid remains supercold and the
Resembles a small grappling hook superchilled blade continues to
on a chain. It has a reach of 15 feet, function
Superchillednormally. If on the other
Sword
but unlike most reach weapons it hand the weapon
Size: Medium (-4 penalty is left without
to conceal
can also attack targets that are power
with a “sleight of hand” roll) it will
for an hour or more,
directly adjacent to it. take
Cost: five
325 minutes for a fresh
Units Tentative energy
Purchase
The user sinks the hook into an cell to chill the coolant
DC: 14 Required Proficiency:back down.
opponent and then yanks on it with Martial-Melee Handed: Requires 1
an electric winch. The user can drag hand to use Range Increment: -“To
a hooked victim toward them at a Hit” Bonus: -Magazine: 50
rate of 5 feet per round. The target Rate of Fire: As many times as the
can resist if they like. It requires a wielder has attacks
Strength roll vs. DC 18 to keep from Damage: 1d8 Slashing (19-20 x2),
being dragged by the winch. It 2d6 Cold
does an additional 1d4 damage to Weight: 5 pounds
have the winch tug at your injury, Armor Class: 7
whether or not you succeed in Hardness: 10
resisting the pull. Worse, a heating Hit Points: 5
element buried in the blade can DC required to break this item with
render it red hot in just one round, a Strength Roll: 17 (14 to ruin its
doing 2d6 extra damage (it won't Cold Attack)
do extra damage on subsequent Accessories: Energy Cell (1/2 pound,
rounds—once that particular area costs 10 units), Scabbard (costs 30
of the target's flesh has already Units, weighs 1 pound) Description:
been cooked like a steak there isn't A longsword, with a built in
much more you can do to it). reservoir of supercooled liquid in a
The chain-end can also be used shielded reservoir in the handle.
to make trip attacks and if the When the sword is unsheathed, the
attacker accidentally trips liquid flows through the blade,
themselves they can avoid the cooling it down to near absolute
effects by dropping the weapon. It's zero. This not only does cold
a good weapon for entangling damage, but 65
things and grants a +2 on any
attempt to Disarm a foe with an
opposed Attack Roll. The feat
"Weapon Finesse" will allow you to
use your Dexterity Bonus instead of
increases the sword's penetration Rate of Fire: As many times as the
as well, by freezing the material it wielder has attacks
is chopping through. Damage: 1d6 Piercing (20 x4), 2d6
An energy cell in the weapon's Cold
pommel keeps the liquid Weight: 7 pounds
refrigerated. It takes a Standard Armor Class: 5
Action to replace a spent cell. If Hardness: 10
the weapon's power source is Hit Points: 23
quickly replaced then the liquid DC required to break this item with
stays supercold and the sword a Strength Roll: 18 (14 to ruin its
continues to function. If however Cold Attack)
the weapon is left without power Accessories: Energy Cell (1/2
Superchilled
for Gauntlet
an hour or more, it will take pound, costs 10 units) Description:
five
Size: Small (no bonus orenergy
minutes for a new penaltycell
to A military pick, with some kind of
to get thewith
conceal coolant chilled.
a “sleight-of-hand” supercooling liquid in a shielded
roll) reservoir in the handle. Perhaps it's
Cost: 510 Units something like liquid helium or
Tentative Purchase DC: 16 perhaps it's some pseudo-scientific
Required Proficiency: Simple super-cold substance.
Handed: Requires 1 hand to use, When the pick is in use, the
but that hand can liquid is pumped through the
still perform certain tasks with the head, cooling it down to near
gauntlet on. See absolute zero. This does cold
description. damage to the target and it also
Range improves the pick's penetration by
Increment: -- making whatever substance it is
“To Hit” plunging through more brittle.
Bonus: -- An energy cell in the base of
Magazine: 50 the weapon's haft keeps the
Rate of Fire: As many times as the liquid refrigerated. It takes a
wielder has attacks Standard
Superchilled ActionScythe to replace a
Damage: 1d4 Bludgeoning (19-20 spent cell.
Size: Large (-8 penalty to conceal
x2), 2d6 Cold If the
with weapon's
a “sleight powerroll)
of hand” source is
Weight: 3 pounds immediately
Cost: 385 Units replaced
Tentativethen the
Purchase
Armor Class: 9 liquid stays cold and
DC: 15 Required Proficiency: the pick
Hardness: 10 keeps working.Handed:
Martial-Melee If the weapon is left
Requires 2
Hit Points: 5 without power for an hour
hands to use Range Increment: -- or
DC required to break this item more,
“To Hit” it will take-Magazine:
Bonus: five minutes 60for a
with a Strength Roll: 15 (14 to ruin new energy cell to chill the
Rate of Fire: As many times as the
its Cold Attack) coolant.
wielder has attacks
Accessories: Energy Cell (1/2 Damage: 2d4 Slashing (20 x4) or
pound, costs 10 units) Description: Piercing (20 x3),
A bulky steel glove, which can plus 2d6 Cold
lower its external temperature to Weight: 13 pounds
near absolute zero. It takes a full Armor Class: 5
action to chill the gauntlet down. Hardness: 10
It would be ill-advised to wear Hit Points: 8
this item while your mind is DC required to break this item with
wandering. The temptation to a Strength Roll: 17 (14 to ruin its
twiddle your thumbs or Cold Attack)
thoughtlessly rest your head in Accessories: Energy Cell (1/2
your hands could have awkward pound, costs 10 units) Description:
consequences.
Supercold Pick A futuristic (but still recognizable)
An Large
Size: energy(-8cellpenalty
clippedto to conceal
the scythe with some kind of
back
with aof“sleight
the gauntlet
of hand”keeps
roll)the supercooling liquid in a shielded
liquid refrigerated.
Cost: 175 Units It takes a reservoir in the handle. When the a
Standard
Tentative Action
Purchase to DC:
replace a spent button on the handle is pressed,
cell.
12 Required the liquid flows through the blade,
If the weapon's
Proficiency: Martial- power source is cooling it down near absolute zero.
replaced
Melee Handed: within a reasonable This not only does cold damage,
length of2 hands
Requires time, tothe liquid will but actually helps the scythe's
remain
use Rangesupercold and -the gauntlet
Increment: penetration, by making the target
will keep functioning.
“To Hit” Bonus: +1 If however brittle.
the gauntlet
Magazine: 50 is left without power An energy cell in the weapon's
for an hour or more, it will take haft keeps the liquid
five minutes for a new energy cell refrigerated. It takes a Standard 66
to get the coolant chilled. Action to replace a spent cell. If
the weapon is left without
power for an hour or more, it
will take five minutes for
a new energy cell to get the liquid undescribed. A long wand, about
cooled back down. the length of a man's arm, it
Unlike many high-tech scythe delivers 2d6 nonlethal damage
designs, this one really does have (electrical) and 1 -2 points of
some good applications as a normal damage on a successful hit.
farming implement. The Metallic armor offers no protection
superchilled blade does cut against a shockstick, but plastic or
through wheat more efficiently ceramic armor works just fine. It
than a conventional scythe. It still isn't solidly constructed enough to
ShocktoGauntlet
tends find it's way into the use your melee damage bonus with.
hands
Size: Smallpeople
of who or
(no bonus identify a
penalty Over-enthusiastic users who try will
littleconceal
to too muchwithwith aDeath.
“sleight-of- actually do their melee bonus worth
hand” roll) Shockstick
of damage to the Nunchaku
shockstick itself,
Cost: 500 Units rather than their opponent.
Size: Small (No bonus or penalty to
Tentative Purchase DC: 15 conceal with a “sleight of hand” roll)
Required Proficiency: Simple Cost: 60 Units Tentative Purchase
Handed: Requires 1 hand to use, DC: 8 Required Proficiency: Exotic
but that hand can Weapons-Melee Handed: Requires
still perform certain tasks with the 1 or 2 hands to use Range
glove on. Increment: -“To Hit” Bonus: +2 (only
Range Increment: -“To Hit” vs. metal armor) Magazine: 50
Bonus: +2 (only vs. metal Rate of Fire: As many times as the
armor) wielder has attacks, (and as many
Magazine: 50 times as a Monk has Unarmed
Rate of Fire: As many times as attacks)
the wielder has attacks Damage: 1d6 Bludgeoning (20 x2),
Damage: 1d6 Electricity
3d6 Weight: 2 pounds
Electrical Armor Class: 7
Weight: 3 Hardness: 9
pounds Hit Points: 3
Armor DC required to break this item with
Class: 9 a Strength Roll: 15
Hardness: Special: Can be used with a Monk's
9 Hit multiple attacks, just as though it
Points: 5 were an unarmed attack.
DC required to break this item Accessories: Energy Cell (1/2 pound,
with a Strength Roll: 15 costs 10 units) Description:
Accessories: Energy Cell (1/2 Futuristic societies that have never
pound, costs 10 units, takes a outgrown their Kung-Fu Theatre
Standard Action to replace) phase may produce shock-stick
Description: The ultimate joy- nunchaku. They work exactly like
buzzer. An articulated metal glove ordinary, garden variety nunchucks,
with an inconspicous power-pack but do an extra 2d6 nonlethal
on the back, when activated by damage. Very popular with space-
the user's mental pulse it gives ninjas, yet mostly sold to juvenile
out a thousand volts of pure fun! delinquents. Accidentally hitting
Your friends will scream for help yourself with them is even more
when you show them this swell embarrasing than it is with regular
new gag. nunchuks.

Shockstick
Size: Medium (-4 penalty to
conceal with a “sleight of hand” Shockstick Staff
roll) Size: Large (-8 penalty to conceal
Cost: 50 Units Tentative with a “sleight of hand” roll)
Purchase DC: 7 Required Cost: 240 Units Tentative Purchase
Proficiency: Simple Handed: DC: 13 Required Proficiency: Simple
Requires 1 hand to use Range Handed: Requires 2 hands to use
Increment: -“To Hit” Bonus: +2 Range Increment: --
(only vs. metal armor)
Magazine: 50
Rate of Fire: As many times as
the wielder has attacks
Damage: 2d6 Nonlethal, 1d2 67
Electrical
Weight: 3 pounds
Armor Class: 7
Hardness: 5
Hit Points: 3
“To Hit” Bonus: +2 (only vs. metal Handed: Requires 1 or 2 hands to
armor) use (one set of claws per hand)
Magazine: 50 Range Increment: -“To Hit” Bonus:
Rate of Fire: As many times as the +2 (only vs. metal armor)
wielder has attacks Magazine: 50
Damage: 1d6 Bludgeoning (20 x2), Rate of Fire: As many times as the
2d6 Electricity wielder has attacks
Weight: 4 pounds Damage: 1d6 Slashing (19-20 x2)
Armor Class: 5 plus 2d6 Electricity
Hardness: 9 Weight: 1 pound
Hit Points: 4 Armor Class: 9
DC required to break this item Hardness: 10
with a Strength Roll: 15 Hit Points: 2
Accessories: Energy Cell (1/2 DC required to break this item with
pound, costs 10 units) a Strength Roll: 14 (13 to ruin it as
Description: A double-ended an electrical weapon) Accessories:
shockstick, long enough to be Energy Cell (1/2 pound, costs 10
used as a quarterstaff. Generally units) Description: A set of metal
used by gladiators, or sometimes claws, with specially insulated
as a weapons-training tool in handles. On impact, they deliver a
martially-inclined/crazy-mean massive electric shock. The wielder
cultures.
Robot This weapon
Disrupter Wand is more can easily toggle the electroshock
durable than a riot control prod, option on and off without using
Size:
and canSmall
be (no
usedbonus or penalty
with any of the their other hand, so it's simple to
to
featsconceal with toa staffs.
that pertain “sleight-of-
Apply decide whether or not you want to
hand” roll)
your melee damage bonus use up a charge on a particular
Cost: 500 Units Tentative Purchase
normally. opponent. The power cell fits into
DC: 15 Required Proficiency: the handle. It's the same kind used
Simple Handed: Requires 1 hand to
to use Range Increment: -“To Hit”
power energy
Electrified
countless small
Swordweapons and
household
Bonus: +2 (only vs. metal armor) Size: Medium (-4 penalty to
appliances.
conceal withItatakes a standard
“sleight of hand”
Magazine: 30 action to change power cells, and
Rate of Fire: As many times as the roll)
for this
Cost: you'll
300 Unitshave to have at least
wielder has attacks one hand Purchase
free.
Damage: 1d6 Electricity vs. most Tentative DC: 14 (often
targets, 5d12 (17-20 unavailable) Required Proficiency:
x4) Electricity vs. Robots Martial-Melee Handed: Requires 1
Weight: 3 pounds hand to use Range Increment: -“To
Armor Class: 7 Hit” Bonus: +2 (only vs. metal
Hardness: 5 armor)
Hit Points: 3 Magazine: 50
DC required to break this item Rate of Fire: As many times as the
with a Strength Roll: 15 wielder has attacks, (and as many
Special: Does only 1d6 damage to times as a Monk has Unarmed
living targets, but 5d12 to sentient attacks)
robots Damage: 1d8 Slashing (19-20 x2)
Accessories: Energy Cell (1/2 +1d6 Electricity or
pound, costs 10 units) 2d6 Nonlethal Electrical damage
Description: A short, chunky wand Weight: 5 pounds
with two flat metal prongs Armor Class: 7
protruding from one end. This Hardness: 10
device was designed specifically Hit Points: 5
to disrupt a robot's positronic DC required to break this item with
brain (or whatever special gizmo a Strength Roll: 17 (13 to ruin it as
makes robots sentient in your an electrical weapon) Accessories:
campaign world). It does still pack Energy Cell (1/2 pound, costs 10
enough juice to injure a human units), Scabbard (costs 20 Units,
Electroshock
being, although with Clawsnothing like weighs 1/2 pound) Description:
the catastrophic
Size: Small (No effect
bonus itorhas on
penalty Few cultures regularly produce
cybernetic
to conceal entities. It may of
with a “sleight or hand”
may electrified swords, but decadent
not do equal amounts of damage
roll) aristocrats and leering arch-villains
to non-sentient
Cost: 185 Units hardware--it's may have them specially made. On
strictly thePurchase
Tentative DM's call.
DC: a successful attack, the weapon
12 Required Proficiency: delivers an additional 2d6
Martial-Melee nonlethal damage or an extra 1d6
normal electrical damage. The user
can also elect not to use a charge, 68
or to do only electrical damage to
the target by striking them with
the flat of the sword. Subtle finger
pressures on the haft control the
level and type of electrical
attacks, they could do nonlethal Weight: 4 pounds Armor Class:
damage with the first one, normal 9 Hardness: 5 Hit Points: 2
damage with the second, no DC required to break this item with
electrical damage with the third or a Strength Roll: 14 (13 to ruin it as
for that matter any other such an electrical weapon) Accessories:
combination in a single round. Energy Cell (1/2 pound, costs 10
units) Description: Popular with
kinky arch-villainesses and sweaty
bare-chested guys in hoods, this
whip can deliver an electric charge
when the button on the handle is
pressed. The whip itself does only
1d3 Nonlethal damage, but the
Electrified Rapier electric shock can be set to do
Size: Medium (-4 penalty to either 2d6 nonlethal or 1d6 normal
conceal with a “sleight of hand” damage, depending on the
roll) Amperage. Like all whips, it can be
Cost: 400 Units Tentative Purchase used to make trip attacks and if the
DC: 15 Required Proficiency: attacker accidentally trips
Martial-Melee Handed: Requires 1 themselves they can avoid the
hand to use Range Increment: -“To effects by dropping the weapon. A
Hit” Bonus: +2 (only vs. metal whip grants a +2
Motorized on any
Hook attempt to
and
Disarm a foe with an opposed
armor)
Magazine: 50
Chain, Electroshock Model
Attack Roll.
Size: Large (-8 penalty to conceal
Rate of Fire: As many times as the with a “sleight of hand” roll)
wielder has attacks, (and as many Cost: 350 Units
times as a Monk has Unarmed Tentative Purchase DC: 14 (Often
attacks) Unavailable) Required Proficiency:
Damage: 1d6 Piercing (18-20 x2) Exotic Weapons-Ranged (also
+1d6 Electrical or works with any other Hook and
2d6 Nonlethal Chain Weapon) Handed: Requires 2
Weight: 4 pounds hands to use Range Increment: Has
Armor Class: 7 15 feet of Reach “To Hit” Bonus: +2
Hardness: 10 (only vs. metal armor)
Hit Points: 5 Magazine: 50
DC required to break this item with Rate of Fire: As many times as the
a Strength Roll: 16 (13 to ruin it as wielder has attacks
an electrical weapon) Accessories: Damage: 1d6 Piercing (20 x2) +1d6
Energy Cell (1/2 pound, costs 10 normal
units), Scabbard (costs 20 Units, Electricity or 2d6 Nonlethal
weighs 1/2 pound) Description: Electricity damage
Great for sneering, moustache- Weight: 15 pounds
twirling villains with names like Armor Class: 7
"Baron Blitzkrieg” or "Count Hardness: 5
Elektro” this fencing foil can deliver Hit Points: 5
a 1d6 electrical charge when it DC required to break this item with
strikes home, or 2d6 worth of a Strength Roll: 17 (13 to ruin it as
nonlethal damage. You can opt to an electrical weapon) Accessories:
hit the target with the flat of the Energy Cell (1/2 pound, costs 10
sword and do only the electrical or units) Description: Resembles a
nonlethal damage (this is a great small grappling hook with a strange
way to show contempt for an high-tech looking module attached
unworthy foe). to the base of the grapnel. It has a
reach of 15 feet, but unlike most
reach weapons it can also attack
Electrified Whip targets that are directly adjacent to
Size: Medium (-4 penalty to it.
conceal with a “sleight of hand” It works by sinking the hook into
roll) an opponent and then yanking on
Cost: 100 Units Tentative Purchase it with an electric winch. The user
DC: 10 can drag a hooked victim toward
Required Proficiency: Exotic them at a rate of 5 feet per round if
Weapons-Ranged (also works with the target fails a Strength contest
any other Whip) vs. DC 18. It does an additional 1d4
Handed: Requires 1 hand to use damage when the winch starts
Range Increment: -“To Hit” Bonus: pulling on the target’s wound, 69
+2 (only vs. metal armor) whether or not the target wins the
Magazine: 50 Strength contest. If that isn't
Rate of Fire: As many times as the sufficient to take the fight out of
wielder has attacks, (and as many the target, the hook can also give
times as a Monk has Unarmed out a jolt of electricity for an
attacks)
It grants a +2 on any attempt to drains one charge from the power
Disarm a foe with an cell. The cell itself is the same type
opposed Attack Roll. The feat used in most energy weapons and
"Weapon Finesse" will takes a full round to replace.
allow you to use your Dexterity
Bonus instead of your
Strength Bonus with this weapon.
The electroshock module and the
winch both run
on the same power source. Each
use of either one

Force-Projection Weapons
Force-field technology makes a whole new generation of melee weapons
available. Bladed weapons that don't have
any physical cutting surface at all, they instead project a blade-shaped force-
field when switched on. They have
considerably more penetrating power than any bladed weapon made out of
conventional matter--even hypersharp
weapons and vibroblades can't match a force-field weapon in terms of pure
cutting power.
Force-Katar Force-Gauntlet
Size:advanced
An Small (No weapons
bonus or penalty to force-field
technology, Size: Small (no tend
blades bonustoor appear
penalty atto
concealthe
around withsame
a “sleight of the
time as hand”
lastroll)
generationconceal
of with a “sleight-of-hand”
Cost: 60weapons
blaster Units Tentative
(unless Purchase roll)
of course the DM decides otherwise).
DC: 8 Required Proficiency: Simple Cost: 515 Units
Handed:
The sameRequires
technology 1 hand
can to use
also Tentativethe
be made to enhance Purchase
impact DC:
of a16
Range Increment:
bludgeoning weapon,-“Todelivering
Hit” Bonus: Required Proficiency: Simple
a jolt of extra
+4 Magazine:
impact when it30 Handed: Requiresweapons
strikes home. Both sorts of power-enhanced 1 hand toareuse,
Rate of
listed Fire: As many times as the
below. but the hand can still
wielder has attacks be used to perform normal tasks (at
Damage: 1d4+3 Piercing (18-20 x3) a -2 penalty)
Weight: 2 pounds Armor Class: 9 when it isn’t making an attack.
Hardness: 5 (This applies only to the Range
haft--the blade is not a physical Increment: --
object and cannot be physically “To Hit”
attacked) Bonus: +1
Hit Points: 2 Magazine: 30
DC required to break this item with Rate of Fire: As many times as the
a Strength Roll: 14 wielder has attacks
Accessories: Energy Cell (1/2 pound, Damage: Variable, see description
costs 10 units) Description: A short, Weight: 4 pounds
squat-looking handgrip with two Armor Class: 9
prongs sticking up past the line of Hardness: 8
your fist. Hit Points: 4
When switched on, it projects a DC required to break this item with
solid blade of force over the end of a Strength Roll: 16
your knuckles and can be used as a Accessories: Energy Cell (1/2
punching dagger. Some experts pound, costs 10 units) Description:
note that punch- daggers derive A large, clumsy looking metal
their extra penetration by glove, much bigger than the hand
transmitting the whole force of the inside it. When switched on it
wielder's arm into the target and crackles with energy and is
there isn't really any need to surrounded by a kind of bluish-
increase the penetration of a white aura. The glove uses force-
weapon that already slices through projection technology to drastically
flesh like it isn't even there. magnify the impact of a blow. With
Nonetheless there is a market for practice, the user can learn how to
this weapon, mostly among cultures do as little as 1d4 (19-20 x2) or as
that have used punch- daggers for much as 4d4 (19-20 x2) damage
centuries and built up whole with each punch. You can use your
schools of combat techniques strength bonus with this weapon,
around them. The power cell slots both to hit and to do damage. The
into the base, behind the handgrip. gauntlet carries its power cell
It takes a Standard Action to reload. clamped to the outside of the wrist.70
It takes a standard action to replace
a spent cell.
DC required to break this item with
a Strength Roll: 19
Accessories: Energy Cell (1/2
pound, costs 10 units) Description:
A power rod as long as a polearm.
Power Rod The Force Lance has a range of
Size: Medium (-4 penalty to conceal about ten feet and can't effectively
with a “sleight of hand” roll) strike anything inside its own
Cost: 225 Units Tentative Purchase reach. While it is an energy
DC: 13 Required Proficiency: Simple weapon, it only requires a Martial
Handed: Requires 1 hand to use Melee Weapon proficiency to use
Range Increment: -“To Hit” Bonus: and the user can apply their
+3 Magazine: 40 StrengthStaff
Force Bonus to the attack. It
Rate of Fire: As many times as the takesLarge
Size: a Standard Actiontotoconceal
(-8 penalty replace
wielder has attacks its
withenergy cell. of hand” roll)
a “sleight
Damage: 1d10+2 Bludgeoning (19- Cost: 350 Units Tentative Purchase
20 x2) DC: 14 Required Proficiency:
Weight: 2 pounds Armor Class: 7 Simple Handed: Requires 2 hands
Hardness: 10 Hit Points: 10 to use Range Increment: -“To Hit”
DC required to break this item with Bonus: +3 Magazine: 50
a Strength Roll: 18 Rate of Fire: As many times as the
Accessories: Energy Cell (1/2 pound, wielder has attacks
costs 10 units) Description: A power Damage: 1d10+2 Bludgeoning (19-
rod releases a bolt of force when it 20 x2)
strikes its target, magnifying the Weight: 4 pounds Armor Class: 5
impact. It operates on roughly the Hardness: 10 Hit Points: 10
same principle as a blaster and DC required to break this item with
although it is technically an energy a Strength Roll: 19
weapon, anyone can use it without Special: If you use both ends to
any special weapon proficiency. make separate attacks in a single
You can use your strength bonus round, you suffer the penalties for
with this weapon, both to hit and attacking with two weapons in one
for damage. It runs on the same round, as though you were using a
kind of power cell as most energy One Handed Weapon and a Light
weapons. It takes a Standard Action Weapon (see the Player's
to replace a used-up cell. Handbook, page 124).
Accessories: Energy Cell (1/2
pound, costs 10 units) Description:
A long, double-ended power rod. It
can be used like a quarterstaff, with
all the usual restrictions regarding
double attacks. It takes a Standard
Action to replace its energy cell.
Force Field Sword
Size: Medium (-4 penalty to
Force Lance conceal with a “sleight of hand”
Size: Large (-8 penalty to conceal roll)
with a “sleight of hand” roll) Cost: 450 Units Tentative Purchase
Cost: 550 Units Tentative Purchase DC: 15 Required Proficiency:
DC: 16 Required Proficiency: Simple Martial-Melee Handed: Requires 1
Handed: Requires 2 hands to use hand to use Range Increment: -“To
Range Increment: Has 10 feet of Hit” Bonus: +4 Magazine: 30
Reach “To Hit” Bonus: +3 Magazine: Rate of Fire: As many times as the
50 wielder has attacks
Rate of Fire: As many times as the Damage: 1d8+3 Slashing (18-20 x2)
wielder has attacks Weight: 2 pounds Armor Class: 13
Damage: 1d10+2 Bludgeoning (19- Hardness: 5 (This applies only to
20 x2) the haft--the blade is not a
Weight: 14 pounds Armor Class: 5 physical object and cannot be
Hardness: 10 Hit Points: 10 physically attacked)
Hit Points: 3

71
DC required to break this item
with a Strength Roll: 15
Accessories: Energy Cell (1/2 pound,
costs 10 units) Description: A big,
bulky sword haft made from metal
and plastic, with a focusing ring
where the blade should be. When
switched on, it projects a tranparent
greenish plane of force in the shape
of a blade. This pseudo-solid blade
is both sharper and stronger than
any sword made out of real matter.
It is also lighter, and because of its Force Field Axe
strange balance it requires special Size: Large (-8 penalty to conceal
training to use. A force-sword feels with a “sleight of hand” roll)
all wrong to someone who is used Cost: 300 Units Tentative Purchase
to wielding conventional blades. It DC: 14 Required Proficiency:
takes a Standard Action to replace Martial-Melee Handed: Requires 2
its power cell. hands to use Range Increment: --
“To Hit” Bonus: +4 Magazine: 50
Rate of Fire: As many times as the
wielder has attacks
Damage: 1d8+3 Slashing (18-20 x3)
Weight: 6 pounds Armor Class: 5
Hardness: 5 (This applies only to
the haft--the blade is not a
Force Field Halberd physical object and cannot be
Size: Huge (Impossible to conceal) physically attacked)
Cost: 475 Units Tentative Purchase Hit Points: 5
DC: 15 Required Proficiency: DC required to break this item
Martial-Melee Handed: Requires 2 with a Strength Roll: 18
hands to use Range Increment: Has Accessories: Energy Cell (1/2
10 feet of Reach “To Hit” Bonus: +4 pound, costs 10 units) Description:
Magazine: 50 A long metal rod, which when
Rate of Fire: As many times as the switched on projects a solid blade
wielder has attacks of force from one side. Its energy
Damage: 1d10+3 Slashing (18-20 cell fits into the pommel and takes
x3) a standard action to reload.
Weight: 14 pounds Armor Class: 5 The weapon looks and functions
Hardness: 5 (This applies only to the like an axe, but it isn't especially
haft--the blade is not a physical useful as one. If you are cutting
object and cannot be physically firewood and chopping down trees
attacked) with a force-blade, you don't need
Hit Points: 5 the leverage of an axe behind you.
DC required to break this item with Any old force-blade will cut
a Strength Roll: 17 through wood like butter and
Accessories: Energy Cell (1/2 mounting it on an axe-handle just
pound, costs 10 units) Description: makes it needlessly large.
A long metal pole, tipped with a Clearly this isn't really intended
force- field projector nozzle. as a tool--it's a weapon, made to
When activated, the weapon be used by someone who is
projects a large blade-like already familiar with axes, and
forcefield from its tip and can be doesn't want to learn a whole new
used as a polearm. The force-field weapon system. That generally
blade is a great deal sharper and means that they've invested a lot
more durable than any physical of time in learning how to fight
cutting surface, including with an axe, so if you see someone
monofilament wire. Double-Bladed
carrying this weapon,Force Field
treat them
It is unclear why anyone would Sword
with caution (even though they
need a force-blade polearm on a might also be carrying ittobecause
battlefield dominated by ranged Size: Huge (Impossible conceal)
they think
Cost: it looks
550 Units tough).Purchase
Tentative
weapons (if your enemy is out of
your reach, why not just shoot DC: 16 Required Proficiency: Exotic
him?) but perhaps they are used by Weapons-Melee Handed: Requires
gladiators or ceremonial palace 2 hands to use
guards or in weird futuristic
jousting matches. 72
The weapon's energy cell is
located under the second hand-
grip, near the middle of the
shaft. It takes a Standard Action
to reload.
Range Increment: -- Required Proficiency: Simple
“To Hit” Bonus: +4 Handed: Requires 0 or 1 hand
Magazine: 25 to use Range Increment: -“To
Rate of Fire: As many times as the wielder has Hit” Bonus: +3 Magazine: 30
attacks Rate of Fire: As many times as
Damage: 1d8+3/ 1d8+3 Slashing (18-20 x2) the wielder has attacks
Weight: 14 pounds Damage: 1d10+2/1 d10+2
Armor Class: 9 Bludgeoning (18-20 x3)
Hardness: 5 (This applies only to the Weight: 5 pounds
haft--the blades Armor Class: 5 (15 in the air)
are not physical objects and cannot Hardness: 10 Hit Points: 5
be physically DC required to break this item
attacked) with a Strength Roll: 17 (13 to
Hit Points: 3 break the antigravity motor)
DC required to break this item with a Strength Accessories: Energy Cell (1/2
Roll: 15 pound, costs 10 units) Description:
Special: If you use both ends to A semi-intelligent computerized
make separate attacks power staff with an integral
in a single round, you suffer the antigravity motor. It can leave the
penalties for making user's hand and fight on its own,
two weapon attacks, as though you hovering in mid air as it strikes
were using a One and parries. It attacks at a +3
Handed Weapon and a Light bonus on its own The weapon
Weapon (see the Player's cannot move more than ten feet
Handbook, page 124). away from its user, and can only
Accessories: Energy Cell (1/2 pound, fight on its own for thirty rounds
costs 10 units) in total before its power cell runs
Description: When one force-field dry and it falls out of the air.
sword just isn't If the staff is attacking on its
enough, accept no substitutes own, then the user must designate
(unless of course
Remote you
Control Power its targets on the first round (this
can somehow lay hands on a takes a standard action). After that
Staff
double-bladed fusion the staff fights completely
Size: Large
sword). Ideal (-8for
penalty to people
cutting concealyou
with a “sleight of
independantly. It does not require
hand” roll)into
don't like concentration or take up any of
Cost:
funny6,500
shapes.Units
It runs on a standard the wielder’s actions once the
Tentative
energy cell,Purchase
the DC: 24 (Often targets have been designated.
Unavailable)
same type used to power blaster The weapon can follow
pistols and so forth. simple instructions like "come
Superheavy Weapons
It takes a standard action to pop an expended
cell out the side and slip a new one in.
energy
here" or "drop to the floor" but
it will not be able to manipulate
An irresponsible use of some very advancedobjects or pick
technology, things up.weapons
Superheavy
have a core made of ultra-dense, collapsed matter, and should be impossible
to lift, but each one is equipped with a small antigravity engine that allows it to
be picked up. The weapon may be light enough to wield, but it has lost none
of its gigantic mass, and hits with the force of a speeding truck.
Most cultures advanced enough to produce something like this have better
things to use their super-science on than bashing one another over the head,
so you can really only buy Superheavy weapons from hyper-advanced societies
that have grown extremely bored and/or malignant. Unscrupulous emissaries
from Uber-civilizations may sell them to louts in horned helmets whose
cultures are still at the stage where bashing one another over the head
occupies a lot of their time, or just hand them out to guys who look like they
would use them in amusingly destructive ways.
There are two whopping drawbacks to using Superheavy weapons. The first is
that the antigravity generator eventually runs out of power, and the weapon
will sit there, useless and unmovable until its energy cell is replaced.
The second is that while a superheavy weapon strikes the target with
tremendous force, all that colossal momentum has to go somewhere if it
misses. If a character fails to hit the target with a superheavy melee weapon
they must make a Reflexes Saving Throw vs. DC 15. If they fail, the weapon
spins them around helplessly and they are instantly facing in a random
direction. They must then make another Reflexes Saving Throw vs. DC 12 to 73
keep from falling down, unless there is no feasible way for this to happen.
In zero gravity, they won't fall down, but will have to make a Strength Roll vs.
DC 20 to stop spinning. Let them roll once per round until they succeed, let go
of the weapon or starve to death. There may be special equipment (powerful
but this we leave in the hands of the DM.

Cost: 300 Units


Tentative Purchase DC: 14 (Often
Unavailable) Required
Proficiency: Simple Handed:
Requires 1 hand to use Range
Increment: -“To Hit” Bonus: +1
Magazine: 60
Rate of Fire: Once per round
Damage: 1d6+2 Bludgeoning (17-
20 x2), Ignores 5
points of Hardness or Damage
Resistance
Weight: 4 pounds (3 tons if the
antigravity motor
Quantum Mass Sword fails)
Size: Medium (-4 penalty to conceal Armor
with a “sleight of hand” roll) Class: 9
Cost: 700 Units Hardness:
Tentative Purchase DC: 17 (Often 15 Hit
Unavailable) Required Proficiency: Points: 50
Martial-Melee Handed: Requires 1 DC required to break this item
hand to use Range Increment: -“To with a Strength Roll: 35 (15 to
Hit” Bonus: +3 Magazine: 50 smash the antigravity unit and
Rate of Fire: As many times as the render the weapon permanently
wielder has attacks inert and too heavy to lift)
Damage: 1d8+2 Slashing (17-20 Special: Can only be lifted
x3), Ignores 5 points because of its onboard anti-
of Hardness or Damage Resistance gravity generator. When the
Weight: 6 pounds (3 tons if the power cell runs out, the weapon
antigravity motor becomes impossible for anyone
fails) with a Strength of less than 50 to
Armor move.
Class: 7 Accessories: Energy Cell (1/2
Hardness: pound, costs 10 units) Description:
10 Hit A solid bar of hyperdense
Superheavy Nunchaku matter.
Points: 50 You'dSmall
Size: never(No bebonus
able to lift it, but
or penalty
DC required to break this item the onboard
to conceal anti-gravity
with a “sleight generator
of
with a Strength Roll: 35 (15 to makes it
hand” roll)light as a feather, without
smash the antigravity unit and cutting
Cost: 600down
Units its bone-crushing
render the weapon permanently mass. This
Tentative Purchaseclub DC:has enough
16 (Often
inert and too heavy to lift) momentum to knock even the
Unavailable) Required
Special: Can only be lifted largest of your
Proficiency: Exoticenemies
Weapons- through
because of its onboard anti- something
Melee Handed:big Requires
and hard. 1 orIt's2 the
gravity generator. When the truncheon
hands to use forRange
crunchin'! The baton
Increment: --
power cell runs out, the weapon with theBonus:
“To Hit” womp+1on! Change80the
Magazine:
becomes impossible for anyone antigravity
Rate of Fire:engine's
Once perbatteries
round every
with a Strength of less than 50 six weeks and get ready
Damage: 1d6+2 Bludgeoning to bring
(17-
to move. on the thump!
20 x2), Ignores 5
Accessories: Energy Cell (1/2 pound, points of Hardness or Damage
costs 10 units), Scabbard (1/2 Resistance
pound, costs 35 Units) Weight: 3 pounds (3 tons if the
Description: Do you want to hurt antigravity motor
people? Sure, we all do! And with fails)
the amazing new Quantum Mass Armor
Sword from Slamco, it's never been Class: 9
easier. Built around a core of Hardness:
Hyperdense Matter, it would be way 15 Hit
too heavy to lift without its handy Points: 50
built-in antigravity projector. Easy DC required to break this item
to pick up, it loses none of its with a Strength Roll: 35 (15 to
colossal mass, which you can put to smash the antigravity unit and
work on your enemies in the form render the weapon permanently
of Awesome, Unstoppable inert and too heavy to lift) 74
Cleavage! It hits as hard as a truck Special: Can only be lifted
and it’s as sharp as a razor. because of its onboard anti-
Available for a limited time, not gravity generator. When the
sold in stores, act now and put the power cell runs out, the weapon
Accessories: Energy Cell (1/2 agonizing, bone-crushing
pound, costs 10 units), Cool impact! Change the antigravity
pseudo-silk carrying case with engine's batteries every six
glow-in-the-dark dragons on it weeks and you’ll have the
(1/4 pound, costs 5 units). clobber of the gods in your
Description: It's the amazing new sweaty, eager hands!.
Tuff-Chuks from Slamco! Ideal for
the space-ninja on your Christmas
gift list, these nunchucks are
wrapped around a double core of
hyperdense matter. They'd be way
too heavy to lift, let alone flail
around like proper nunchuks, but
each one has a tiny built-in
antigravity generator. You can
swing them around like Bruce Lee,
even though they have the mass of
a full-sized car. Just wait til you see
the look on your enemy’s face
when they get a clobber full of
these chuks! Don't be fooled by
imitators! Cheapo chuks are a
ninja disaster--they'll break when
the beating is only half done, every
Superheavy Axe
Size: Large (-8 penalty to conceal
time! For flailing on stuff, for with a “sleight of hand” roll)
wailing on stuff, accept no Cost: 900 Units
substitute! Tentative Purchase DC: 17 (Often
Unavailable) Required Proficiency:
Superheavy Hammer Martial-Melee Handed: Requires 2
Size: Large (-8 penalty to conceal hands to use Range Increment: -“To
with a “sleight of hand” roll) Hit” Bonus: +1 Magazine: 70
Cost: 360 Units Rate of Fire: Once per round
Tentative Purchase DC: 15 (Often Damage: 2d6+2 Slashing (17-20 x3),
Unavailable) Required Proficiency: ignores 5 points
Martial-Melee Handed: Requires 2 of Hardness or Damage Resistance
hands to use Range Increment: -- Weight: 14 pounds (3 tons if the
“To Hit” Bonus: +1 Magazine: 80 antigravity motor
Rate of Fire: Once per round fails)
Damage: 1d10+2 Bludgeoning (17- Armor Class: 7 Hardness: 15 Hit
20 x2), ignores 5 Points: 55
points of Hardness or Damage DC required to break this item with
Resistance a Strength Roll: 35 (15 to smash the
Weight: 20 pounds (3 tons if the antigravity unit and render the
antigravity motor weapon permanently inert and too
fails) heavy to lift) Special: Can only be
Armor lifted because of its onboard anti-
Class: 5 gravity generator. When the power
Hardness: cell runs out, the weapon becomes
15 Hit impossible for anyone with a
Points: 60 Strength of less than 50 to move.
DC required to break this item Allows the wielder to use the "Great
with a Strength Roll: 35 (15 to Cleave" feat without actually having
smash the antigravity unit and learned it.
render the weapon permanently Accessories: Energy Cell (1/2 pound,
inert and too heavy to lift) costs 10 units) Description: It's the
Special: Can only be lifted amazing new Tuff-Axe from
because of its onboard anti- SlamCo! It gives you the chop that
gravity generator. When the just won't stop! Based around a
power cell runs out, the weapon core of super-dense collapsed
becomes impossible for anyone matter, the blade of this axe should
with a Strength of less than 50 to be far too heavy for anyone to lift,
move. so we've equipped it with its own
Accessories: Energy Cell (1/2 antigravity engine. Light enough to
pound, costs 10 units) Description: swing, it still loses none of its
It's the amazing new "Tuff- colossal mass, which you can pass
Hammur" from SlamCo! It bashes! on to the opponent of your choice 75
It smashes! It puts the whammy in the form of Vicious Cleaving
on! Based around a core of super- Power! Change the antigravity
dense collapsed matter, the engine's batteries every six weeks
hammer is far too heavy for any and get ready to do some brutal
sentient being to lift, so it comes things!
Special: Can only be lifted because
Superheavy Flail of its onboard anti-gravity
Size: Large (-8 penalty to conceal generator. When the power cell
with a “sleight of hand” roll) runs out, the weapon becomes
Cost: 625 Units impossible for anyone with a
Tentative Purchase DC: 16 (Often Strength of less than 50 to move.
Unavailable) Required Proficiency: Accessories: Energy Cell (1/2
Martial-Melee Handed: Requires 2 pound, costs 10 units) Description:
hands to use Range Increment: -“To Are you tired of getting your pick
Hit” Bonus: +1 Magazine: 80 stuck inside some poor mook
Rate of Fire: Once per round while you're stealing his stuff? Do
Damage: 1d10+2 Bludgeoning (17- you hate those revolting messes
20 x2), ignores 5 when you have to work it out by
points of Hardness or Damage hand? Do your space-pirate friends
Resistance call you "sticky-pick"? Then it's
Weight: 18 pounds (3 tons if the time to get the amazing new "Tuff-
antigravity motor Pick" from SlamCo. It's the pick
fails) that won't stick and that makes
Armor 'em say "ick!" Yes, through the
Class: 5 miraculous penetrating power of
Hardness: Hyperdense matter, we've created
15 Hit Small
the Superheavy
ultimate
antipersonnel
Pick
in swing-actuated
poking implements.
Points: 60 Size: Small (No bonus or penalty to
DC required to break this item You
conceal canwith
punch holesofthrough
a “sleight hand” a
with a Strength Roll: 35 (15 to starship
roll) hull with it and still smash
smash the antigravity unit and a tomato! The
Cost: 500 Units antigravity engine in
render the weapon permanently the handlePurchase
Tentative makes itDC: possible to lift,
15 (Often
inert and too heavy to lift) so remember
Unavailable) to change
Required the
Proficiency:
Special: Can only be lifted batteries
Simple Handed:everyRequires
six weeks
1 hand to
because of its onboard anti- prevent embarrassing
to use Range Increment:mishaps.
-“To Hit”
gravity generator. When the Bonus: +2 Magazine: 25
power cell runs out, the weapon Rate of Fire: As many times as the
becomes impossible for anyone wielder has attacks
with a Strength of less than 50 to Damage: 1d4+2 Piercing (17-20 x3),
move. ignores 5 points
Accessories: Energy Cell (1/2 pound, of Hardness or Damage Resistance
costs 10 units) Description: A giant Weight: 4 pounds (3 tons if the
steel ball at the end of a chain, antigravity motor
ready to satisfy all
Superheavy your needs for
Pick fails)
bashing
Size: Large (-8 penalty ball
and hurt. The is built
to conceal Armor Class: 5 Hardness: 15 Hit
around
with a “sleight of hand” roll) matter
a core of hyperdense Points: 45
and
Cost:weighs as much as a truck, but
850 Units DC required to break this item
thanks to the
Tentative PurchaseonboardDC: antigravity
17 (Often with a Strength Roll: 30 (15 to
motor you can
Unavailable) swing itProficiency:
Required like a dead smash the antigravity unit and
rat You'll be a one-man
Martial-Melee Handed: Requires wrecking2 render the weapon permanently
crew of violence with this
hands to use Range Increment: baby -“To inert and too heavy to lift)
swinging
Hit” Bonus: from
+2 your fist! Get
Magazine: 55 ready Special: Can only be lifted
to bring down the walls
Rate of Fire: As many times as and bring
the because of its onboard anti-
on the savage
wielder beatings!
has attacks gravity generator. When the
Damage: 1d6+2 Piercing (17-20 x4), power cell runs out, the weapon
ignores 5 points becomes impossible for anyone
of Hardness or Damage Resistance with a Strength of less than 50 to
Weight: 7 pounds (3 tons if the move.
antigravity motor Accessories: Energy Cell (1/2
fails) pound, costs 10 units) Description:
Armor If you thought the amazing new
Class: 5 Tuff- Pick was just for space-
Hardness: barbarians and brain-eating star-
15 Hit vermin, think again! This handy
Points: 50 new one-handed model can fit
DC required to break this item under your jacket and yet still
with a Strength Roll: 35 (15 to packs enough impact to solve all
smash the antigravity unit and your interpersonal squabbles. The
render the weapon permanently Hyperdense matter core gives it
inert and too heavy to lift) the mass of an elephant, while the
antigravity module in the handle 76
makes it as easy to swing as a
domestic cat. It's the most fun you
can have with just one hand!
Fusion
In most campaigns, fusion bladesBlades
are rare--the legendary weapons of some
mystical order of star knights or other. They will tend not to be found on the
shelf of your local army surplus store or pawn shop, and any price listed here
for one is strictly tentative.
They work by projecting a blade shaped plasma flame, so hot that it is actually
undergoing nuclear fusion at its core. How an energy discharge of this
intensity is kept under control is a tightly guarded secret, but there seems to
be some kind of force field containing the flame. There are a number of
different types of fusion blade--the technology can be used to mimic virtually
any kind of bladed slashing weapon. Some of Energy
the mostClaws
common variations are
listed beneath. Size: Small (No bonus or penalty to
conceal with a “sleight of hand”
roll)
Cost: 1,200 Units
Tentative Purchase DC: 18 (Often
Unavailable) Required Proficiency:
Martial-Melee Handed: Requires 1
or 2 hands to use (one set of claws
per hand)
Range
Fusion Sword Increment: --
Size: Tiny (+4 bonus to conceal “To Hit”
with a “sleight of hand” roll) Bonus: +5
Cost: 1,500 Units Magazine: 30
Tentative Purchase DC: 19 (Often Rate of Fire: As many times as the
Unavailable) Required Proficiency: wielder has attacks
Exotic Weapons-Melee (also works Damage: 1d6+3 Fusion (18-20 x2)
with any other Fusion melee Weight: 1 pound Armor Class: 9
weapon) Hardness: 10 (This applies only to
Handed: Requires 1 or 2 hands to the handle--the blades are not
use Range Increment: -“To Hit” physical objects and cannot be
Bonus: +5 Magazine: 50 physically attacked)
Rate of Fire: As many times as the Hit Points: 2
wielder has attacks DC required to break this item with
Damage: 1d8+5 Fusion (17-20 x3) a Strength Roll: 15
Weight: 1 pound Armor Class: 13 Accessories: Energy Cell (1/2
Hardness: 7 (This applies only to pound, costs 10 units) Description:
the haft--the blade is not a A metal framework which fits over
physical object and cannot be your hand. When it is switched on,
physically attacked) five blade-shaped plasma flames
Hit Points: 3 flare out of it like claws. The claws
DC required to break this item with can be used to parry both
a Strength Roll: 15 projectile and energy weapon
Accessories: Energy Cell (1/2 attacks. In game terms, this gives
pound, costs 10 units) Description: you a +3 to your Armor Class vs. all
The favorite weapon of mysterious ranged attacks, unless you are
space-knights everywhere. It looks surprised or attacked from behind.
like a short metal rod, with a Wearing claws on both hands gives
plasma containment nozzle at one you the ability to strike twice, at
end. When switched on it emits a the usual penalties for double-
long, thin, vaguely sword-shaped attacks. It does not increase your
plasma flame which makes a armor class any further.
distinctive deep humming sound
when swung. This is an amazingly
potent hand-to-hand weapon--
one you won't find one hanging in
a rack at a sporting goods store. Double-Bladed Fusion
For some reason it is actually Sword
capable of parrying energy Size: Tiny (+4 bonus to conceal
weapons (don't ask me how) and with a “sleight of hand” roll)
adds +3 to the wielder's AC while
it is switched on. If the sword is left
on without hitting anything, it 77
burns up one charge per half hour.
Cost: 3,000 Units glaive itself is (in most campaign
Tentative Purchase DC: 22 (Often words) exotic in the extreme. You
Unavailable) Required Proficiency: are unlikely to find a fusion glaive
Exotic Weapons-Melee (also works on the shelf at Astro-Bob's Lethal
with any other Fusion melee Weapons Emporium. The cell fits
weapon) into a compartment near the
Handed: Requires 2 hands to use center of the pole, just behind one
Range Increment: -“To Hit” Bonus: of the hand-grips. It takes a
+5 Magazine: 50 Standard Action toFlingering
Plasma-Blade reload.
Rate of Fire: As many times as the Size: Small (No bonus or penalty
wielder has attacks to conceal with a “sleight of hand”
Damage: 1d10+5 Fusion (17-20 x3) roll)
Weight: 2 pounds Armor Class: 9 Cost: 2,000 Units
Hardness: 7 (This applies only to Tentative Purchase DC: 20
the haft--the blades are not Required Proficiency: Exotic
physical objects and cannot be Weapons--Ranged
physically attacked) Handed: Requires 1 hand to use
Hit Points: 3 Range Increment: 40 Feet
DC required to break this item with “To Hit” Bonus: +5
a Strength Roll: 15 Magazine: 50
Accessories: Energy Cell (1/2 Rate of Fire: As many times as the
pound, costs 10 units) Description: wielder has attacks
When a fusion sword just isn't cool Damage: 1d4+5 Fusion (17-20/x3)
enough, you need the double- Weight: 1
bladed model. It can parry energy pound
attacks and adds +3 to the Armor
wielder's AC while it is switched Class: 15
on. If the sword is left on without Hardness: 7 (This applies only to
hitting anything, it burns up two the central unit--the blades are
charges per half hour. You can use not physical objects and cannot
it as two weapons at once, but will be physically attacked)
incur
Fusion all the usual penalties for
Glaive Hit Points: 3
double-weapon
Size: Huge (can'tattacks (unless of
be concealed) DC required to break this item
course
Cost: youUnits
900 have the appropriate with a Strength Roll: 15
Feat). Might
Tentative be worth
Purchase DC:it17
to (Often
look Accessories: Energy Cell (1/2
this cool, though.
Unavailable) Required Proficiency: pound, costs 10 units) Description:
Exotic Weapons-Melee (also works A flying four-bladed fusion
with any other Fusion melee weapon that returns to the
weapon) caster's hand after striking the
Handed: Requires 2 hands to use target. Equipped with a tiny
Range Increment: Has 10 feet of antigravity motor, it is somehow
Reach “To Hit” Bonus: +5 keyed to its owner's unique
Magazine: 50 energy signature and knows how
Rate of Fire: As many times as the to return to them even if they
wielder has attacks have moved while it is in flight. It
Damage: 1d8+5 Fusion (17-20 x3) also knows to shut down its
Weight: 12 pounds Armor Class: 5 quadruple plasma flames just
Hardness: 7 (This applies only to before it reaches your hand, to
the haft--the blade is not a prevent embarrassing and painful
physical object and cannot be accidents.
physically attacked) For game Control
Remote purposes it Double-
isn't really
Hit Points: 6 possible to attack the device while
DC required to break this item with Bladed Fusiona Sword
it's in flight--it's ranged attack,
a Strength Roll: 17 Size:
not anTiny (+4 bonus
independent to conceal
construct. If it
Accessories: Energy Cell (1/2 with
were a somehow
“sleight of hand” roll) from
prevented
pound, costs 10 units) Description: Cost: Artifact,
returning to DMits sets price (if
owner basedfor
A short metal pole, tipped with a on situation,
example theyusually not for
teleported sale.the
away)
blazing fusion "blade". Like all of Tentative
device wouldPurchase
settleDC: N/A to the
gently
these exotic fusion hand weapons, Required
floor and Proficiency:
switch itself Exotic
off.
it has the ability to parry blasts Weapons-Ranged (also works
Despite the incredibly with
advanced
from energy weapons (don't ask any other thought-actuated
technology used to produce this
me, ask George Lucas) and adds Remote-
weapon, Control
it runs melee
on anweapon)
ordinary
+3 to the user's armor class. The Handed: Requires
power cell, compatible 0 or with
1 hand
mostto
AC bonus only works against use
other energy weapons. It takes a
attacks the wielder expects. If Standard Action to replace an
surprised, they gain no bonus. It empty cell 78
runs on a standard power cell,
interchangeable with a great many
energy weapons, but the
technology required to build the
Range Handbook, page 124).
Increment: -- Accessories: Energy Cell (1/2
“To Hit” pound, costs 10 units) Description:
Bonus: +5 A short black cylinder with
Magazine: 30 glowing, sword-shaped plasma
Rate of Fire: As many times as the flame blazing out of either end.
wielder has attacks It has a built-in antigravity motor
Damage: 1d8+5/1d8+5 Fusion (17- and an onboard targeting
20 x2) computer, which allows it to leave
Weight: 3 pounds Armor Class: 9 the user's hand and fight on its
(18 in the air) own, hovering in mid air as it cuts
Hardness: 10 (This applies only to and parries. It attacks at a +5
the haft--the blades are not bonus on its own (this includes the
physical objects and cannot be Fusion Weapon bonus) The
physically attacked) weapon cannot move more than
Hit Points: 4 ten feet from its user, and can only
DC required to break this item with fight on its own for thirty rounds in
a Strength Roll: 16 (13 to break the total before its power cell is
antigravity motor) exhausted and it falls. The blade
Special: This weapon has the fights completely independantly
capacity to fight independently of and doesn't need to be directed by

Miscellaneous Futuristic Melee


its wielder. If the wielder uses it as the user. It has the required feat to
a hand weapon they suffer the attack twice at no penalty.
penalties for making two weapon
Weapons
attacks, as though they were using
a One Handed Weapon and a Light
Weapon (see the Player's
There are other futuristic melee weapons that don't fit into any of the
categories above. Here's a mixed grab-bag, a jumbled toybox of violence
Carnifex
for you, in no particular order. Play nice!
Size: Small (No bonus or penalty to Thump-Club
conceal with a “sleight of hand” Size: Medium (-4 penalty to
roll) conceal with a “sleight of hand”
Cost: 200 Units roll)
Tentative Purchase DC: 12 (Often Cost: 300 Units Tentative Purchase
Unavailable) Required Proficiency: DC: 14 Required Proficiency:
Simple Handed: Requires 1 hand to Simple Handed: Requires 1 hand to
use Range Increment: -“To Hit” use Range Increment: -“To Hit”
Bonus: -Magazine: 1 (spring- Bonus: -Magazine: 1 (spring-
loaded, never runs out of shots but loaded, never runs out, but takes a
takes a full action to reset for full action to reset for another
another blow) blow)
Rate of Fire: As many times as the Rate of Fire: Once per round
wielder has attacks, but takes a full Damage: 3d6 Bludgeoning (19-20
action to reset Damage: 2d6 x2)
Piercing (18-20 x3) Weight: 4 pounds Armor Class: 9
Weight: 1 pound Armor Class: 9 Hardness: 10 Hit Points: 4
Hardness: 5 Hit Points: 3 DC required to break this item with
DC required to break this item with a Strength Roll: 16
a Strength Roll: 15 Description: A short, rounded
Description: This unpleasant device truncheon with a button on the
functions according to the same handle. When the button is
principle as a slaughterhouse bolt- pressed, a powerful set of springs
gun. It is a kind of short stabbing extends the truncheon to twice its
spear with a powerful coiled spring normal length. It's impossible to
inside. When activated, the carnifex close the truncheon up by hand, so
suddenly doubles in length, a small electric winch pulls it back
plunging into the victim's flesh with into place instead.. It takes a
far more power than human Standard Action for the truncheon
muscles could provide. It takes a to reload itself. The battery which
standard action to pull the spring runs the winch holds enough
back into place. The carnifex is power for 20 reloads before it has
used by the medics of fascistic Star to be replaced. There are other
Empires to euthanize wounded versions of this weapon that use a
men on the battlefield, by crazed blank pistol cartridge to fire the
genetic engineers to get rid of their truncheon instead of a spring. They
mistakes and would also be handy take a full round to reload, but of 79
for administering the coup-de- course they also have no battery to
grace to anyone you might care to replace. Apart from this, the two
hunt for sport. weapons are identical. You can
also use the truncheon as an
ordinary club, although this their Str Bonus when using this
somehow isn't as satisfying. weapon Description: A futuristic
sword-cane. It does not take a
standard action to ready this
Spring-Loaded Wrist Blade weapon, provided that you already
Size: Small (No bonus or penalty to have the object which conceals it in
conceal with a “sleight of hand” roll) hand. Player Characters will usually
Cost: 50 Units Tentative Purchase have to have these specially made,
DC: 7 Required Proficiency: Martial- but a few sleazy shops in unsavory
Melee Handed: Requires 0 hands to corners of the world might carry
use (Wrist-mounted) Range them. If a player character wants to
Increment: -“To Hit” Bonus: -Rate of have one made, the DM should
Fire: As many times as the wielder decide what kind of object could
has attacks reasonably conceal a blade of this
Damage: 1d6 Piercing, (2d6 when length. A rapier could be
first launched) Makes critical hits reasonably hidden in an umbrella
with a 17-20 x3 on the first round of "King
or Kobra"
a walking stick, Telescoping
and with
combat, 19-20 x2 after that. futuristic
Metal metals
Truncheon technology one
Weight: 2 pounds Armor Class: 13 might
Size: telescope
Small of
when out from an
extendedWithobject
(No
Hardness: 10 Hit Points: 2 the
bonuslength a
or penalty flashlight.
to conceal very
with a
DC required to break this item with advanced technology, who knows?
“sleight of hand” roll), Tiny when
a Strength Roll: 17 folded up (+4 bonus to conceal
Special: Does an extra 1d6 of with a “sleight of hand” roll)
damage on first round of combat, Cost: 50 Units Tentative Purchase
does not need to be readied or DC: 10 Required Proficiency: Simple
drawn. Description: A spring-loaded Handed: Requires 1 hand to use “To
concealed blade, worn around the Hit” Bonus: -Rate of Fire: As many
user's forearm. A simple flick of the times as the wielder has attacks
wrist and it pops out at tremendous Damage: 1d6 Bludgeoning (20/x2)
force, doing an extra d6 damage. Weight: 2 pounds Armor Class: 8
Extending the blade is a free action- Hardness: 5 Hit Points: 3
-it takes effectively no time to ready DC required to break this item with
this weapon. This model is made a Strength Roll: 15
from advanced materials Description: A jointed spring-steel
unavailable in our epoch, and is truncheon that can be closed up
both stronger and lighter than such like a telescope. It folds down into a
a weapon would be if it were rod no longer than your hand and
constructed today. It also holds an takes effectively no time to unfold
edge better and has more powerful to its full length. Folding it back up
springs. Indeed, the spring is so takes a Standard Action. It is
powerful that it takes a whole extremely flexible and functions
round
Concealedto gently push the blade
Rapier almost like a short metal whip in
back into its hiding
Size: Medium (-4 penalty place,to
soconceal
most combat. The chief advantage to this
users
the canewillwith
onlyado the extra
“sleight damage
of hand” weapon is that it is easy to conceal.
on
roll.the
Thefirst round
blade ofiscombat.
itself automatically Any rolls made to spot it or detect
hidden) it with a Search while it's folded up
Cost: 300 Units Tentative Purchase suffer a -4 penalty. It doesn't even
DC: 14 Required Proficiency: leave much of a bulge under your
Martial-Melee Handed: Requires 1 shirt.
Ceramic Blade
hand to use Range Increment: -“To Size: Tiny (+4 bonus to conceal with
Hit” Bonus: -Rate of Fire: As many a “sleight of hand” roll)
times as the wielder has attacks Cost: 250 Units
Damage: 1d6 Piercing (18-20 x2) or Tentative Purchase DC: 13 (usually
1d6 Bludgeoning if sheathed (20 x2) illegal) Required Proficiency: Simple
Weight: 3 pounds Armor Class: 9 Handed: Requires 1 hand to use
Hardness: 10 Hit Points: 3 Range Increment: -“To Hit” Bonus: -
DC required to break this item with Rate of Fire: As many times as the
a Strength Roll: 16 wielder has attacks
Special: User can apply their Dex Damage: 1d6 Slashing (19-20 x2)
Bonus instead of Weight: 1 pound

80
Armor Class: 9 bayonet. It is invisible to metal
Hardness: 8 Hit detectors and cuts deeper holes in
Points: 2 its victims than shorter ceramic
DC required to break this item with blades (good for those hard-to
a Strength Roll: 16 reach places!) It also makes law-
Accessories: Scabbard (costs 20 enforcement personnel get very
Units, weighs 1 pound) excited if they find you in
Description: A knife made entirely Low-End
possession of Plastic
it. Sword
from ceramic materials, it holds an Size: Medium (-4 penalty to
edge almost as well as a metallic conceal with a “sleight of hand”
blade. It is invisible to metal roll)
detectors. It is also illegal almost Cost: 50 Units
everywhere, since its one real use is Tentative Purchase DC: 6 (often
for assassinations. unavailable or illegal)
Ceramic Stiletto Required Proficiency: Martial
Size: Tiny (+4 bonus to conceal Handed: Requires 1 hand to use
with a “sleight of hand” roll) “To Hit” Bonus: -Rate of Fire: --
Cost: 250 Units Damage: 1d6 Slashing (20/x2)
Tentative Purchase DC: 13 (usually Weight: 3 pounds Armor Class: 7
illegal) Required Proficiency: Hardness: 3 Hit Points: 4
Simple Handed: Requires 1 hand to DC required to break this item with
use Range Increment: 10 feet (if a Strength Roll: 14
thrown) Accessories: Scabbard (Costs 15
“To Hit” Bonus: -Rate of Fire: As Units, weighs 1 pound)
many times as the wielder has Description: A cheap, crummy, low-
attacks quality plastic sword. Made from
Damage: 1d4 Piercing (19-20 x2) some sort of futuristic polymer, it
Weight: 1 pound Armor Class: 13 holds an edge well enough to cut,
Hardness: 8 Hit Points: 1 won't show up on an x-ray and
DC required to break this item with leaves no traceable metal residue
a Strength Roll: 14 in the wound. Yet it isn't so much
Description: A slender ceramic an assassin's weapon as it is the
dagger made for stabbing kind of thing you'd see a post-
rather than slashing. It comes in apocalyptic mutant wielding. It's
a spring- loaded handle. also popular with prisoners and
Invisible to metal detectors, it is with guys who live like rats in the
sure to arouse instant suspicion walls of more advanced
in any law-enforcement officer civilizations. A desperately inferior
who sees it and recognizes it for weapon, it will become uselessly
what it is. For this is the Razor
blunt Fan
after 2d6 blows and can't be
unmistakable
Ceramic calling card of an re-sharpened.
assassin. Shortsword
Size: Small (No bonus or penalty to
Size: Small (No bonus or penalty to conceal with a “sleight of hand”
conceal with a “sleight of hand” roll)
roll) Cost: 500 Units Tentative Purchase
Cost: 500 Units DC: 15 Required Proficiency: Exotic
Tentative Purchase DC: 15 (usually Weapons-Melee Handed: Requires
illegal) Required Proficiency: 1 hand to use Range Increment: --
Martial-Melee Handed: Requires 1 “To Hit” Bonus: +1
hand to use Range Increment: -“To Rate of Fire: As many times as the
Hit” Bonus: -Rate of Fire: As many wielder has attacks
times as the wielder has attacks Damage: 1d6 Slashing (18-20 x3)
Damage: 1d8 Slashing (19-20 x2) Weight: 1 pound Armor Class: 9
Weight: 3 pounds Armor Class: 9 Hardness: 9 Hit Points: 2
Hardness: 8 Hit Points: 5 DC required to break this item with
DC required to break this item with a Strength Roll: 14
a Strength Roll: 16 Description: An incredibly sharp
Accessories: Scabbard (costs 30 folded metal fan. Suitably cruel and
Units, weighs 1 pound) decadent for any futuristic Yakuza
Description: Extremely determined assassins on your Christmas gift
or thorough assassins may require list.
the use of this large all-ceramic

81
Injection Device
Size: Diminutive (+8 bonus to
conceal with a “sleight of hand” Sonic Disrupter Wand
roll) Size: Small (no bonus or penalty to
Cost: 50 Units Tentative Purchase conceal with a “sleight-of-hand”
DC: 7 Required Proficiency: Simple roll)
Handed: Requires 1 hand to use Cost: 500 Units Tentative Purchase
Range Increment: -“To Hit” Bonus: DC: 15 Required Proficiency: Simple
-Magazine: 5 Handed: Requires 1 hand to use
Rate of Fire: Once per round Range Increment: -“To Hit” Bonus: -
Damage: Varies, according to what Magazine: 30
kind of substance Rate of Fire: As many times as the
it is loaded with. See description wielder has attacks
Weight: 1 pound Damage: 3d6 Sonic (18-20 x3) to
Armor Class: 9 living targets, 1d6
Hardness: 3 (20 x2) to non-living materials or
Hit Points: 1 targets with an AC
DC required to break this item higher than 19
with a Strength Roll: 10 Weight: 3 pounds
Accessories: Gas Cartridge (weighs Armor Class: 7
1/10 pound, costs 5 units), Hardness: 3
poisons, caustic chemicals, lethal Hit Points: 3
pathogens, etc. (cost and weight DC required to break this item with
determined by type, at the DM's a Strength Roll: 13
discretion) Special: Does not work in vacuum
Description: A gas-powered Accessories: Energy Cell (1/2 pound,
injection module, about the size costs 10 units) Description: A short-
and shape of a pistol, which fires range version of the sonic disrupter
drugs or poison through the gun. With a successful touch attack,
victim's skin at close range. This it emits a vibratory pulse that rips
model is designed specifically for the flesh right off the target's
use on unwilling targets and is bones. It runs on an ordinary power
much tougher and more solidly cell that is compatible with most
constructed than the kind you energy
Bang weapons. The wand takes a
Stick
might see in a doctor's
Micro-Injection office. It
Device Standard Action
Size: Medium (-4to reload.to conceal
penalty
injects
Size: any
Fine (+12 of bonus to conceal of
a wide variety with a “sleight of hand” roll)
unpleasant
with afive
“sleightsubstances--equip
of of
hand” roll) it Cost: 10 Units Tentative Purchase
with
Cost: 30yourdoses
Unitschoice. the poison or DC: 3 Required Proficiency: Simple
drug of
Tentative Purchase DC: 5 (usually Handed: Requires 1 hand to use
illegal) Range Increment: -“To Hit” Bonus: -
Required Proficiency: Simple Rate of Fire: Once per round
Handed: Requires 1 hand to use Damage: 4d6 Bludgeoning (17-20
Range Increment: -“To Hit” Bonus: x3)
-Rate of Fire: Once per round Weight: 3 pounds Armor Class: 7
Damage: Varies, according to what Hardness: 4 Hit Points: 2
kind of substance it is loaded with. DC required to break this item with
Weight: 1/10 pound Armor Class: a Strength Roll: 12
13 Hardness: 2 Hit Points: 1 Description: The poor man's power
DC required to break this item rod. A bang stick consists of a small
with a Strength Roll: 9 shaped-charge explosive at the end
Accessories: Gas Cartridge (weighs of a stick. It goes off when you poke
1/10 pound, costs 5 units), things with it and hopefully does
Poisons, caustic chemicals, more damage to them than to
pathogenic loads, etc. (cost and yourself. This is a one-use weapon,
weight determined by type, at the and is generally made from some
DM's discretion) disposable material. Primitive
Description: A tiny, one-shot models are made with shotgun
injection device that can easily be shells and are largely used to fend
concealed in someone's palm. It off big underwater carnivores (No
fires a soundless gas cartridge that joke! As insane as it sounds to try to
will send a load of toxins or drugs fight off a hungry shark with a
through the victim's skin without shotgun shell on a stick, that's really
leaving a mark. Load it with what divers use). More advanced
whatever foul, noxious substance versions become available in some
your twisted heart desires. societies, but they are also popular
82
with low-tech cultures that lack Tentative Purchase DC: 7 (usually
the capacity to manufacture illegal)
firearms and have to make do Required Proficiency: Simple
with improvised weapons. Handed: Requires 1 hand to use
Range Increment: -“To Hit” Bonus: -
Multi-Use Bang Stick Rate of Fire: Once per round
Size: Medium (-4 penalty to Damage: 4d6 Piercing (17-20 x3)
conceal with a “sleight of hand” +3d8 poison (DC 20 to resist)
roll) Weight: 3 pounds Armor Class: 7
Cost: 300 Units Tentative Hardness: 4 Hit Points: 2
Purchase DC: 14 DC required to break this item with
Required Proficiency: a Strength Roll: 12
Simple Handed: Requires Description: A yet more vicious
1 or 2 hands to use variation on bang- stick
Range Increment: -“To technology. This one has a
Hit” Bonus: -Magazine: 3 neurotoxin packed in with the
Rate of Fire: As many times as flechette load.
the wielder has attacks
Damage: 3d6 Bludgeoning (17-20
x3) Bang Stick With Boreworm
Weight: 3 Head
pounds
Armor Size: Medium (-4 penalty to
Class: 7 conceal with a “sleight of hand”
Hardness: 4 roll)
Hit Points: Cost: 150 Units
2 Tentative Purchase DC: 11 (usually
DC required to break this item with illegal) Required Proficiency: Simple
a Strength Roll: 12 Handed: Requires 1 hand to use
Description: If for some reason an Range Increment: -“To Hit” Bonus:
advanced society were to try to +2 vs. Armor Only Rate of Fire:
develop bang-stick technology Once per round Damage: Special,
further, they might come up with see description Weight: 3 pounds
something like this. A long molded Armor Class: 7 Hardness: 4 Hit
wand with a With
streamlined-looking Points: 2
Bang
pod at
Stick
the end,
Flechette
it holds three DC required to break this item with
Size:
stacked Medium (-4
shape-charges penaltywhich
to a Strength Roll: 12
conceal
detonate with a “sleight of
one at a time. You canhand” Description: A bang-stick tipped
roll)
even snap another pod onto the with a horrible little drill-bit rocket,
Cost:
end 30 Units
once you're finished with it. which actually burrows into the
Tentative
Reloading Purchase
takes a DC: 5 (Often
standard action. target's flesh, doing 1 d6 Piercing
Unavailable) Required Proficiency: damage for 1 -6 rounds until it runs
Simple Handed: Requires 1 hand to out of fuel or comes to rest against
use Range Increment: -“To Hit” something too solid for it to dig
Bonus: -Rate of Fire: Once per through. A strictly one-shot
round Damage: 4d6 Piercing (17- weapon, used for thrill-hunting or
20 x3) Motorized
particularly sickHook and
murders.
Weight: 3 Chain, Envenomation
pounds Model
Armor Size: Large (-8 penalty to conceal
Class: 7 with a “sleight of hand” roll)
Hardness: 4 Cost: 330 Units
Hit Points: Tentative Purchase DC: 14 (Often
2 Unavailable) Required Proficiency:
DC required to break this item with Exotic Weapons-Ranged (also
a Strength Roll: 12 works with any other Hook and
Description: A more advanced Chain Weapon) Handed: Requires 2
bang-stick, packed with needle- hands to use Range Increment: Has
Bang Stick instead
sharp flechettes With Toxic
of shotgun 15 feet of Reach “To Hit” Bonus: --
pellets. This one holds only a single
Flechettes
charge but it is possible to build Magazine: Energy cell can power
Size: Medium
them with (-4 penalty to
up to four. the device for 30 rounds. Poison
conceal with a “sleight of hand” Reservoir holds 10 doses of venom
roll) Rate of Fire: As many times as the
Cost: 50 Units wielder has attacks
Damage: 1d6 Piercing (20 x2), 3d8
poison (DC 18 to 83
resist) You control it through a cybernetic
Weight: 13 pounds glove which you wear over your
Armor Class: 7 hand. The floating gauntlet, or
Hardness: 5 Hit Points: "Waldo", will do exactly what your
5 hand does, and it's a great deal
DC required to break this item with stronger. Count it as a Strength 25
a Strength Roll: 17 construct, which can move through
Accessories: Energy Cell (1/2 pound, the air at 30 feet per round. It has
costs 10 units) Description: This “perfect” manueverability in the air
weapon resembles a small and can stop on a dime, reverse
grappling hook on a chain (it is also direction, hover or even move
available in a wide variety of backwards if need be. Like most
stylized decorative forms, from a constructs, it is immune to pain,
dragon's head to a bird's foot to a fear, mind control, illusions, etc.
clutching steel hand). It has a reach You can feel through the waldo,
of 15 feet but unlike most reach so if for some reason you lost sight
weapons it can also attack targets of it you could continue to use it,
that are directly adjacent to it. with all the usual penalties for
You sink the hook into an being blind.
opponent and then yank on it with It can ram targets like a fist for
an electric winch. You can drag a 2d6 Bludgeoning Damage. It can
hooked victim toward you at a rate
of 5 feet per round if the winch
Heavy
also
25 points
Construction
Grapple
of
opponents with
Strength. If it
Waldo
its full
succeeds,
Size: Waldo itself is Huge
beats the victim at a Strength on the next round
(Impossible it can the
to conceal), begin to
Control
contest vs. DC 18. Being dragged crush them for 1d6 damage
Unit is Small (No bonus or penalty per
does an additional 1d4 damage. round. You with
to conceal rarelya sees waldoes
“sleight of hand”
The hook can also release a dose used
roll) as military weapons but they
of venom which requries a Saving have
Cost: plenty of applications
1,000 Units Tentative for
Throw vs. DC 18 and will do 3d8 crime.
Purchase DC: 18 Required
damage to the target if they fail Proficiency: Simple Handed:
their roll. Requires 1 hand to use Range
This weapon can be used to make Increment: -“To Hit” Bonus: --
trip attacks and if you accidentally Magazine: 45
trip yourself you can avoid the Rate of Fire: As many times as the
effects by dropping the weapon. It wielder has attacks
grants a +2 on any attempt to Damage: Multiple Types, see
Disarm
Killer a foe with an opposed
Waldo description Weight: 3 pounds
Attack
Cost: 250Roll.
Units The feat Purchase
Tentative "Weapon (control gauntlet) 50 pounds
Finesse"
DC: 13 Required Proficiency:use
will allow you to your
Simple (Waldo Unit)
DexterityRequires
Handed: Bonus 1instead
hand toof useyour Armor Class: 3 at rest, 15 when in
Strength Bonus with
Range Increment: this
-“To Hit”weapon.
Bonus: - use Hardness: 10 Hit Points: 60
The winch
Magazine: 55 runs on the same type DC required to break this item with
of
Ratepower cellAs
of Fire: used in most
many timesenergy
as the a Strength Roll: 25 (15 to disable
weapons
wielder has and takes a full round to
attacks the control unit)
replace.
Damage:The 2d6poison reservoir
Bludgeoning (20takes
x2) Accessories: Cybernetic Control
two minutes to carefully refill.
Weight: 3 pounds (control gauntlet) Glove (weighs 1/2 pound, costs
15 pounds (Waldo Unit) 300 units to replace, but comes
Armor Class: 3 at rest, 15 when in with the waldo for no extra cost,
use Hardness: 10 Hit Points: 30 AC 15, Hardness 2, 3 HP),
DC required to break this item with Miniature Energy Cell (1/20
a Strength Roll: 22 (15 to disable pound, costs 30 units, fits into the
the control unit) Control Glove), Energy Cell (1/2
Accessories: Cybernetic Control pound, costs 10 units, fits into the
Glove (weighs 1/2 pound, costs 300 main Mobile Waldo Unit), Fuel
Units to replace, but comes with the Canister for welding torch (weighs
waldo for no extra cost, AC 15, 1 pound, costs 10 Units to replace,
Hardness 2, 3 HP), Miniature Energy although the unit is sold with a
Cell (1/20 pound, costs 30 units, fits full canister in place)
into the Control Glove), Energy Cell Description: A heavy-construction
(1/2 pound, costs 10 units, fits into waldo. It's a large construct which
the main Mobile Waldo Unit) you control through a cybernetic
Description: A large metal gauntlet, glove. Its effective Strength is 25
equipped with an antigravity and it can move through the air at
module that allows it to float in 30 feet per round. It has “perfect”
mid-air. manueverability in the air, and can
reverse direction, hover, move 84
straight up, move backwards, etc. It
is immune to pain, fear, mind
control, illusions, and any other
mind-affecting technique. Unlike
many waldoes, this one doesn't
2d6 flame damage at Close range, Damage: Multiple types, see
a drill which does 1d6 Piercing description
Damage (19-20 x3) and ignores up Weight: 6 pounds
to 10 points of Hardness and a Armor Class: 5
rotary blade which does 1 d8 Hardness: 10
Slashing damage (20 x2) and Hit Points: 5
ignores up to 3 points of DC required to break this item with
Hardness. It can also Grapple a Strength Roll: 17 (15 to disable
opponents with a set of Strength the control unit)
25 steel pincers, and does 1d4 Special: This weapon has ten feet
Grabber
damage per Armround to the target of reach, but unlike most weapons
while they are
Size: Large (-8grappled.
penalty to It can also
conceal with reach, it can also hit targets
ram targets for 2d4 Bludgeoning
with a “sleight of hand” roll) which are closer.
Damage.
Cost: 350 Units Tentative Purchase Accessories: Energy Cell (1/2
DC: 14 Required Proficiency: Exotic pound, costs 10 units, fits into the
Weapons-Melee Handed: Requires main Mobile Waldo Unit), Fuel
1 hand to use Range Increment: Canister for welding torch (weighs
Has 15 feet of Reach “To Hit” 1/2 pound, costs 5 Units to
Bonus: -Magazine: 60 replace, although the unit is sold
Rate of Fire: As many times as with a full canister in place)
the wielder has attacks Description: A construction and
Damage: Multiple types, see repair tool, designed for welding
description and electrical work in hard-to
Weight: 5 pounds reach places. You frequently see
Armor Class: 5 devices like this on starships or
Hardness: 15 submarines--anywhere with a lot
Hit Points: 10 of confined spaces and tightly
DC required to break this item packed conduits.
with a Strength Roll: 18 (15 to The device fits over your hand. It
disable the control unit) has a long jointed metallic tentacle
Special: This weapon has fifteen which can reach around corners
feet of reach, but unlike most and fit into any space wider than
weapons with reach, it can also hit three centimeters in diameter. The
targets at close range. tentacle has a welding torch (2d6
Accessories: Energy Cell (1/2 flame damage) a gripping tool and
pound, costs 10 units) Description: a cutting tool (1d6 slashing
A modified construction tool, used damage, 20 x2) mounted on the
for collecting and handling end, as well as a tiny camera which
dangerous animals. A metal you can use to see into tight
bracelet covers the user's entire spaces.
forearm and serves as the housing The tentacle has a Strength of 20
for a jointed metal tentacle with a for the purpose of Grappling
threepronged gripping mechanism Attacks but won't let you lift or
at the end. It responds to the carry heavy objects (it's connected
wearer's thought-commands to your arm, which would still have
through the nerve impulses in to bear the actual weight). If you
their wrist. The tentacle can strike have a target grappled, you can
the opponent for 1d6+3 damage use the cutting tool or the welding
or make a grappling attack at up torch on them without having to
to a ten-foot range, without roll to hit. You can use the tentacle
exposing Kitthe Waldo
wielder to Attacks of to make Trip Attacks, but if you get
Repair
Opportunity Once the target has tripped yourself you won't be able
Size:
been Medium
grappled,(-4 penalty
the to conceal
tentacle can to drop it in time to avoid falling
with a “sleight
constrict them of
forhand” roll)
1d4 damage per down. It takes a standard action to
Cost:
round, 150orUnits Tentative
unleash an Purchase
electrical put the device on or take it off.
DC: 11 for
attack Required Proficiency:
3d6 Nonlethal Simple
Damage. For simplicity's sake we will
Handed: Requires 1 hand to use assume that each attack you make
It takesIncrement:
Range a standardHas action to switch
15 feet
out
Reachthe unit's
“To Hit” power
Bonus: cell, if it of
-Magazine: runs with the device, of whatever type,
out of electricity during a fight. takes one charge per round, as
65 does using the welding torch to
Rate of Fire: As many times as the weld something. The device runs
wielder has attacks on the same kind of power cell as
most energy weapons from its
period. It takes a Standard Action
to load a new cell.
85
Required Proficiency: Simple
Handed: Requires 1 hand to use
Range Increment: -“To Hit” Bonus:
-Magazine: 75
Rate of Fire: As many times as the
wielder has attacks
Damage: Multiple Types, See
description
Weight: 4 pounds
Armor Class: 9
Hardness: 8
Hit Points: 6
DC required to break this item with
u4: a Strength Roll: 15
Accessories: Energy Cell (1/2
pound, costs 10 units), Fuel
Razor T entacles Canister for welding torch (weighs
Size: Medium (-4 penalty to 1/2 pound, costs 5 Units to replace,
conceal with a “sleight of hand” although the unit is sold with a full
roll) canister of fuel)
Cost: 600 Units Description: Technically an all-
Tentative Purchase DC: 16 (often purpose repair tool, this device is
illegal) easy to use as a weapon. A large
Required Proficiency: Exotic metal gauntlet with a number of
Weapons-Melee Handed: Requires built-in retractable tools, it has a
1 hand to use Range Increment: set of jeweler's picks (+3 to any
Has 10 feet of Reach “To Hit” fine manipulation skills, including
Bonus: +1 Magazine: 60 Lockpicking), a welding torch (2d6
Rate of Fire: As many times as the heat damage, no range, melee
wielder has attacks combat only), a small vibroblade
Damage: 4d4 Slashing (17-20 x2) cutting tool (1d4+2 Slashing
Weight: 4 pounds Armor Class: 7 damage, makes critical hits on an
Hardness: 10 Hit Points: 5 18-20 for x2 damage and ignores
DC required to break this item with up to 6 points of Hardness) and a
a Strength Roll: 18 (15 to disable drill/screwdriver/socket wrench
the control unit) (the drill does 1d6 Piercing
Special: This weapon has ten feet damage, makes critical hits on a
of reach but unlike most weapons 19-20 for x3 damage and ignores
with reach it can also hit targets up to 8 points of Hardness).
which are closer. It also has a snakelike camera
Accessories: Energy Cell (1/2 probe which can wind its way up to
pound, costs 10 units) Description: eight feet inside a space as narrow
A modified surgical tool, used for as four millimeters, with a tiny
work on huge creatures whose camera mounted on the end (the
internal organs are difficult to display pops up on the back of the
reach. glove and can also be fed to a
A metal bracelet covers the Crusher
detachable
Gauntlet
eyepiece).
user's forearm and serves as the Size: Medium (-4 penalty to
For simplicity's
conceal sake,of assume
with a “sleight hand”
housing for six metal tentacles, that each use of a weapon
each tipped with a different type roll)
function
Cost: 495 costs
Units one charge and
of razor-sharp scalpel. When that
activated, the tentacles come Tentative Purchasefunctions
nonweapon DC: 15 cost
nothing.
Required Proficiency: Simple
snaking out of the wrist housing The gauntlet itself has atoStrength
and begin to cut and carve the Handed: Requires 1 hand use
of 19, but it can't
(but the wielder can be used to lift
target. heavy
The tentacles are controlled by still useobjects or to add
the occupied bonuses
hand to
normally
any skill that
when they aren't can't be performed
delicate hand gestures, so the user with
can't do anything else with that makingone hand. Replacing the
attacks)
power cell is an -“To
involved process
Workman's
hand while the Helper
device is attacking. Range Increment:
and takes a full round.
Hit” Bonus:
Size:
Nor canMedium (-4 penalty
they attack moreto than one -Magazine: 25
conceal
target atwith a “sleight
the same time.of hand” Rate of Fire: As many times as the
roll)
This weapon runs on a standard wielder has attacks
Cost:
energy 490 Units
cell, Tentative
attached Purchase
to the Damage: 2d6+3 Bludgeoning (20
DC: 15 of the bracelet with a clip.
outside x2)
It takes a Standard Action to Weight: 5 pounds Armor Class: 9
replace.
86
Hardness: 10
Hit Points: 5
DC required to break this item with Pincer Pike
a Strength Roll: 19 Size: Huge (Impossible to conceal)
Accessories: Energy Cell (1/2 Cost: 520 Units Tentative Purchase
pound, costs 10 units) Description: DC: 16 Required Proficiency: Exotic
An oversized metal gauntlet, Weapons-Melee Handed: Requires
equipped with powerful servo- 2 hands to use Range Increment:
motors which greatly enhance the Has 10 feet of Reach “To Hit”
strength of the wearer's grip. It has Bonus: -Magazine: 40
an effective Strength of 25 for the Rate of Fire: As many times as
purposes of crushing or hanging the wielder has attacks
onto objects, but otherwise gives Damage: See description Weight:
the wearer no special strength 17 pounds Armor Class: 5
bonuses. It will not help them lift Hardness: 10 Hit Points: 5
objects or swing weapons harder. DC required to break this item with
It can however be used to strike an a Strength Roll: 16
opponent with an open-handed, Accessories: Energy Cell (1/2
crushing, raking blow, squeezing pound, costs 10 units) Special:
and ripping at them for 2d6+3 Can't attack anything that is less
Bludgeoning damage. This does than 10 feet away.
Pincer
not Gauntlet
require a successful Grapple— Description: A long cruel set of
it's just
Size: a particularly
Medium messy
(-4 penalty to melee pincers at the end of a pole. They
attack.
conceal with a “sleight of hand” allow you to make Grapple Attacks
The gauntlet's power cell is
roll) (See the Players' Handbook, page
attached
Cost: 480 to the Tentative
Units wrist by aPurchase
clip. It 137) at range without exposing
takes a Standard Action
DC: 15 Required Proficiency:to replace. yourself to Attacks of Opportunity.
Simple Handed: Requires 1 hand to Once the target has been grappled,
use Range Increment: -“To Hit” you can play a number of ugly
Bonus: -Magazine: 55 tricks on them. You can make a
Rate of Fire: Once per round "Trip" attack against them without
Damage: See description Weight: 6 having to roll to hit them or risk
pounds Armor Class: 7 Hardness: being tripped yourself. You can
10 Hit Points: 7 unleash a low- amperage electrical
DC required to break this item with charge, doing 3d6 nonlethal
a Strength Roll: 17 damage, or if you're really feeling
Accessories: Energy Cell (1/2 mischievous, you can extend the
pound, costs 10 units) Description: needle sharp spring-loaded spike
A large pair of mechanical pincers hidden between the pincers and
which fit over your hand and spear them for 2d4 piercing
forearm like a glove. It looks a little damage, without having to roll to
like a big steel lobster claw. An hit.
BloodThe device
Hookon is controlled by a
industrial tool used for precision set
Size:of buttons
Huge (Impossiblethe handle. They
to conceal)
cutting and for handling are
Cost:marked
650 with pictograms,
Units and
dangerous materials, it has a virtually
Tentative anyone
PurchasecanDC:
figure out how
16 (Often
Strength of 25, but can't be used to use them
Unavailable) at a glance.
Required Proficiency:
to lift heavy objects or swing Exotic Weapons-Melee Handed:
melee weapons. It only enhances Requires 2 hands to use Range
the strength of your hand, not your Increment: Has 15 feet of Reach
arm or back, so it will only give you “To Hit” Bonus: -Magazine: 80
a bonus on tasks like grappling, Rate of Fire: As many times as the
breaking an object with your hand, wielder has attacks
hanging on to things, etc. Damage: See description Weight:
This is not a subtle tool. You 13 pounds Armor Class: 5
cannot use the pincers to perform Hardness: 8 Hit Points: 3
any task or skill that requires fine DC required to break this item with
manipulation (DM's call as to a Strength Roll: 13
which skills do and don't qualify). Accessories: Energy Cell (1/2
The pincers themselves do 2d6 pound, costs 10 units), Jug (weighs
Bludgeoning damage (20 x2). Once 1/10 pound empty, costs 5 units,
you have hit the target with the could be replaced in a pinch with
pincers, you can keep squeezing an improvised jug for even
them for an additional 2d6
damage per round without having
to roll to hit them again. If you
scored a critical hit, it only applies 87
to the first round—don't keep
rolling double damage. Escaping
the pincers requires a Strength roll
vs. DC 25.
less money) Cost: 550 Units Tentative Purchase
Description: A fiendish metal hook DC: 16 Required Proficiency:
mounted at the end of a pole. A Simple Handed: Requires 1 hand to
tube emerges from the pole about use Range Increment: -“To Hit”
halfway down its length, and Bonus: -Magazine: 45
connects to a large empty plastic Rate of Fire: As many times as the
jug at the weapon's base. The wielder has attacks
function of the tube and the jug Damage: 2d8 Cold Weight: 2
remain mercifully unclear, until you pounds Armor Class: 7 Hardness: 3
see the weapon in use. Hit Points: 3
The hooked staff allows its DC required to break this item with
wielder to make a grapple attack at a Strength Roll: 14
range (See the Players' Handbook, Accessories: Energy Cell (1/2
page 137), without being subject to pound, costs 10 units) Description:
Attacks of Opportunity. One the A metal rod, about at thick as a
target has the hook around their flashlight, a little over two feet
neck or torso, a horrible little long. There is an ominous looking
hollow drill comes out of the pole, hole at one end, rimed with frost.
bores a small but painful hole in This peculiar weapon uses an
their flesh and begin to suck out induced molecular stasis field to
their juices (1d8 damage per suck all the warmth right out of the
round). The blood and fluids go target. If it is held against a non-
(you guessed it!) down the tube living object it temporarily reduces
and into the plastic jug. It takes a the object's hardness by one point
standard action to kink off the valve per round. This effect lasts for 2d10
and replace the jug with a new one. rounds.
This also allows the victim to add a
+3 bonus to fight their way free of
the hook on that round.
Coagulator
Size: Medium (-4 penalty to
There could be revolting alien conceal with a “sleight of hand”
invaders who use this weapon, but roll)
alas, it's even more likely to turn up Cost: 600 Units
in the hands of cellar-dwelling Tentative Purchase DC: 16 (Often
deviants. Unavailable, often illegal)
Required Proficiency: Simple
Handed: Requires 1 hand to use
Portable Heavy Drill Range Increment: -“To Hit” Bonus:
Size: Huge (Impossible to conceal) -Magazine: 30
Cost: 700 Units Tentative Purchase Rate of Fire: As many times as the
DC: 17 Required Proficiency: Exotic wielder has attacks
Weapons-Melee Handed: Requires Damage: 2d10 Special (18-20 x3)
2 hands to use Range Increment: -- Does not work on
“To Hit” Bonus: +1 Magazine: 70 non-living targets
Rate of Fire: Once per round Weight: 2 pounds
Damage: 2d10+3 Piercing (18-20 Armor Class: 7
x3), Ignores up to Hardness: 5
10 points of Hardness or Damage Hit Points: 2
Resistance DC required to break this item with
Weight: 15 pounds a Strength Roll: 15
Armor Class: 5 Accessories: Energy Cell (1/2
Hardness: 10 pound, costs 10 units) Description:
Hit Points: 10 A narrow, transparent plastic wand,
DC required to break this item with about the length of a man's arm,
a Strength Roll: 16 filled with electrical components. It
Accessories: Energy Cell (1/2 pound, uses ion-bonding induction to
costs 10 units) Description: A large, scramble the target's innards,
powerful but surprisingly reducing their organs to a
lightweight tungsten-carbide drill. It substance resembling bloody
has much greater torque and yet cottage cheese. Coagulators are
weighs
Freeze considerably
Wand less than an feared and despised by most
early
Size: 21st
Small century model.
(noinbonus No longer
or masks,
penalty to civilized cultures because of the
just for
conceal freaks
with a hockey
“sleight-of-hand” this hideous cruelty of the damage they
is light and maneuverable enough inflict. They are completely
roll)
for anyone to use as a weapon. You ineffective against robots, or
usually see these mounted on killer indeed any non-living target.
robots in gladiatorial arenas. They Silicon based life may also be 88
also turn up at the occasional immune to the effects of a
slumber party massacre. Some Coagulator, at the DM's discretion.
battlesuits may have them built in
as well. If the drill has been
designed as a weapon, then it will
Brain-Scrambler Rod Weight: 3 pounds
Size: Small (No bonus or penalty to Armor Class: 7
conceal with a “sleight of hand” Hardness: 3 Hit Points:
roll) 2
Cost: 700 Units DC required to break this item with
Tentative Purchase DC: 17 (usually a Strength Roll: 14
illegal) Required Proficiency: Special: Affects only living tissue.
Simple Handed: Requires 1 hand to Accessories: Energy Cell (1/2
use Range Increment: -“To Hit” pound, costs 10 units) Description:
Bonus: -Magazine: 30 This weapon vaporizes flesh into a
Rate of Fire: As many times as the greasy, evil-smelling mist, but
wielder has attacks leaves non-living material
Damage: Special, see description undamaged. It can be set to only
Weight: 2 pounds Armor Class: 7 affect the tissue of a particular
Hardness: 3 Hit Points: 2 species, and for this reason is a
DC required to break this item with popular weapon with the guards of
a Strength Roll: 12 alien prison camps. It can
Accessories: Energy Cell (1/2 recognize hundreds of different
pound, costs 10 units) Description: tissue types, but can only be set to
A squat, rounded metal rod, about recognizeGlove
Poison species that its makers
the length of a heavy flashlight. A were Tiny
Size: familiar
(+4 with.
bonusThe
to rod itself
conceal
wicked looking prong sticks out of isn't durable
with a “sleight enough to roll)
of hand” damage
one end. Anyone struck by the anything
Cost: 525 ifUnits
it's used as a club.
prong receives a jolt of Tentative Purchase DC: 16 (usually
microwaves, patterned so as to illegal) Required Proficiency:
disrupt higher cerebral functions. If Simple Handed: Requires 1 hand to
the victim fails a Fortitude Saving use, but the hand can still perform
Throw vs. DC 20, they lose 3d6 certain tasks while wearing the
Intelligence. A character with glove.
animal-like intelligence (3 or lower) Range Increment: -“To Hit” Bonus:
can still recognize their friends and -Magazine: 10
will still follow them around to Rate of Fire: As many times as the
keep from feeling anxious and wielder has attacks
alone. They cannot speak or use Damage: Special--see description
tools in this condition. The effects Weight: 1 pound Armor Class: 9
of the Brain-Scrambler rod are Hardness: 0 Hit Points: 2
permanent. Only sophisticated DC required to break this item with
medical treatment will help the a Strength Roll: 13
afflicted character and then only at Special: Make a Fortitude Save vs.
the DM's discretion. DC 20 or take 3d8 Damage.
Description: A thin black glove
which exudes tiny droplets of a
potent nerve-toxin through
hundreds of microscopic pores. It
doesn't look wet when it's coated
with venom, although it does feel
sticky to the touch (or at least we
assume it does--no one who has
Protoplasmic Disruptor touched it is available for
Wand comment). The glove can also
Size: Small (no bonus or penalty to produce a dose of an agent that
conceal with a “sleight-of-hand” neutralizes the toxin, rendering it
roll) safe to handle. If for some reason
Cost: 900 Units Tentative Purchase you were to leave the glove in its
DC: 17 Required Proficiency: toxic mode without using the
Simple Handed: Requires 1 hand to counteragent, the poison would
use Range Increment: -“To Hit” last about a day in the shade, or
Bonus: -Magazine: 50 about six hours in bright sunlight.
Rate of Fire: As many times as the Extruding the poison counts as a
wielder has attacks free action, as does neutralizing it.
Damage: 3d12 (18-20 x3) Weird The neutralizing agent will do
Energy, only affects living tissue nothing at all to help someone
who has already been poisoned.
The toxin is stored in a small
polymer bag just below the wrist. It
takes a full round of very careful89
work to replace. It goes without
saying that this device is illegal just
about everywhere.
Poison Glove, Undetectable precision. A craftsman's tool, it is
Size: Effectively Fine, with an used for a number of media that are
extra concealment bonus (total difficult to cut with conventional
+14 bonus to conceal with a blades.
“sleight of hand” roll) This is the portable model, which
Cost: 560 Units can also be used as a weapon. It
Tentative Purchase DC: 16 (usually looks like a short wand, with a
illegal) Required Proficiency: Simple round plate at one end. When it is
Handed: Requires 1 hand to use, switched on, a thin transparent
but the hand can still perform most stream of water runs through the air
tasks while wearing the glove. up one side of the wand, and
Range vanishes into the wide cap at the
Increment: -- end. The blade doesn't have a point,
“To Hit” for obvious reasons, but it is
Bonus: -- exceptionally good at cutting
Magazine: 5 through soft elastic materials like
Rate of Fire: As many times as the flesh.
wielder has attacks It produces very little spray, even
Damage: Target must make a when it comes directly in contact
Fortitude Save vs. DC with the target and wastes little of
20 or take 5d6 Damage from poison the water from its reservoir. The
Weight: Negligible fluid reservoir only needs to be
Armor Class: 9 refilled every 100 rounds of combat.
Hardness: 0 It has to be refilled with distilled
Hit Points: 1 water of exceptional purity.
DC required to break this item Anything less pure and there is a
with a Strength Roll: 10 15% chance every time the device is
Description: If your friends think a switched on that it will do itself one
joy buzzer is a mean prank then hit point of damage from debris
just wait til they get a load of this Liquid
mechanism
Sword
flying through its delicate
at (-4
high speed.to conceal
one! A skintight, transparent glove- Size: Medium penalty
-it looks like skin, it feels like skin with a “sleight of hand” on
The water blade runs roll)the same
but it's acually a superfine polymer kind
Cost:of power
750 Unitscell as most energy
that's too thin to see with the weapons
Tentative from the same
Purchase DC: 17period
(Often(it's
naked eye. The outside is coated the DM's callRequired
Unavailable) as to which other
Proficiency:
with a microscopic layer of a poison devices the power
Martial-Melee cell will
Handed: or won't
Requires 1
work with)
to useItRange
takes aIncrement:
standard action
Water Blade
so toxic that it's illegal to even hand
to
Hit”reload
Bonus:a spent energy50cell.
-Magazine:
-“To
publish its name!
Size: Small (No bonusIdeal for those
or penalty Refilling the fluid reservoir
moments
to conceal when youaneed
with a littleof
“sleight Rate of Fire: As many timesisasa the
much
extra discretion, this baby won't more
wielderinvolved task, and takes a full
has attacks
hand” roll) round of uninterrupted effort. x2)
show 500
Cost: up on most scanners, and
Units Damage: 1d8 Slashing (19-20
after you're
Tentative done using
Purchase it, you
DC: 15 can
(Often Weight: 4 pounds Armor Class: 7
wad it up andRequired
Unavailable) throw it Proficiency:
away. Just be Hardness: 7 Hit Points: 3
careful not to put
Martial-Melee it on inside
Handed: Requiresout1 DC required to break this item with
by
handmistake!
to use Range Increment: -“To a Strength Roll: 12
Hit” Bonus: -Magazine: 45 Accessories: Energy Cell (1/2 pound,
Rate of Fire: As many times as the costs 10 units), Spare Fluid Reservoir
wielder has attacks (1/2 pound, costs 25 units),
Damage: 1d4 Slashing (19-20 x2) Scabbard (has to be specially made,
Weight: 2 weighs 1/2 pound, costs 200 units)
pounds Description: A few cultures have
Armor Class: discovered how effective water
9 Hardness: blades are as hand weapons, and
7 Hit Points: have adapted the design to make
2 full-length swords.
DC required to break this item This one is about the length of a
with a Strength Roll: 12 longsword. It has no point, does
Accessories: Energy Cell (1/2 only slashing damage and cannot
pound, costs 10 units), Spare Fluid be used with the feat "Cleave."
Reservoir (1/2 pound, costs 25 The blade runs on the same kind
units), Scabbard (has to be specially of power cell as most energy
made, weighs 1/2 pound, costs 150 weapons from the same period (it's
units) the DM's call as to which devices are
Description: An odd variation on compatible). It takes a standard
motorized cutting blade action to reload.
technology, it uses a thin jet of 90
ultra-high pressure water to cut
through material with great
The fluid reservoir needs to be Weight: 15
refilled once every 100 rounds of pounds
combat. Refilling the reservoir Armor Class:
takes a full round. It requires 7 Hardness:
distilled water of exceptional 15 Hit
purity, or it will begin to Points: 30
malfunction. If the sword is filled DC required to break this item with
with impure water, there is a 15% a Strength Roll: 20
chance every time it is switched on Accessories: Energy Cell (1/2 pound,
that it will take one hit point of costs 10 units) Special: This device
damage as tiny bits of debris score has a number of built-in weapons
its nozzles and jam its gaskets. systems. One end of the rod acts as
a Power Lance. In this mode it
drains 1 charge per use and does
2d6 Bludgeoning damage (20 x2).
The Power Lance can also be set to
act as a short-range blaster. In
blaster mode it drains 2 charges per
shot and does 3d 10 Piercing
damage (20 x2) with a range
increment of 10 feet. The other end
of the rod is tipped with large,
Rod of the Lawgiver strangely shaped vibronic blade.
Size: Large (-8 penalty to conceal The blade counts as a +1 weapon. It
with a “sleight of hand” roll) does 1d10+2 Slashing Damage,
Cost: 2,000 Units ignores up to five points of
Tentative Purchase DC: 20 (Often Hardness, and drains two charges
Unavailable) Required Proficiency: with each blow. If the wielder
Exotic Weapons-Melee Handed: touches the target with the flat of
Requires 2 hands to use Range the blade, it functions as an
Increment: -“To Hit” Bonus: +2 Agonizer, draining 1 charge and
Magazine: 50 doing 3d8 nonlethal damage. The
Rate of Fire: As many times as the pain it causes is so intense that the
wielder has attacks target must make a Willpower
Damage: Varies. See below for Saving Throw vs. DC 20 or be
details. Stunned for one round.
Description: No cruel Galactic
Empire's ultimate judicial authority

Futuristic Throwing
would be complete without this
handy item. Ideal for dispensing on-
the-spot field justice, it's cruel and
unusual enough for any
Weapons connoisseur. Despite its exalted
nature, the weapon runs on
standard power cells, like any lowly
Perhaps the oldest human combat technique prole's
is to blaster pistol.
throw stuff at It
thetakes a
opponent. This seems to predate our actualstandard
humanityaction
by at to reload
least a fewa spent
million
cell (although
years. So in tribute to all those countless glorious millennia weofwouldn't
throwingreally
stuff
know--this
at things, I provide you here with a wide assortment offunction
weaponsismeantgenerally
to be
performed
hucked, chucked, flung and hurled at your enemies. Letbyusthe servants).
hope the next few
million years will be as fruitful for throwing stuff at things as the last few were.
So far the signs look good!
A Note About Grenades: You won't find them here. What list of stuff to throw
Throwing Disks and Shuriken
at things would be complete without grenades, you ask? I know, I know—my
apologies. It made sense to list them together with grenade launchers, so
they're actually down in the chapter on projectile weapons. If you hanker for
Advanced
grenades, justMaterials Throwing
head down to section **. They have what
Required you need.Martial-
Proficiency:
Disk Ranged Handed: Requires 1 hand
Size: Small (no bonus or penalty to use Range Increment: 20 feet
to conceal with a “sleight-of- “To Hit” Bonus: +1
hand” roll) Rate of Fire: Each weapon can only
Cost: 10 Units Tentative Purchase be thrown once,
DC: 3
91
but you can launch as many of Roll: 16
them as you have attacks Special: Vorpal. On a critical hit,
Damage: 1d6 Slashing (20 x2) this weapon will sever the target's
Weight: 1 pound Armor Class: 9 head from their body. This does
Hardness: 10 Hit Points: 3 not work on creatures that do not
DC required to break this item with have heads, and at the DM's
a Strength Roll: 19 discretion there may be targets
Description: A sharp round who suffer no particular ill effect
throwing disk, sometimes called from having their heads cut off
a "chakram", about the size of a (robots, for example, or zombies).
dinner plate. This one is made Description: A round "chakram"
from an advanced alloy that is throwing disk, edged with
lighter, less air resistant and monofilament wire no thicker than
easier to throw than anything a single molecule. It is much
available in our own epoch. It sharper than any previous such
also holds an edge better and is weapons. It's also much easier to
usually kept as sharp as a accidentally cut your fingers off
scalpel.
Blunt Advanced Materials with while throwing it. Frisbee,
anyone?
Throwing Disk
Size: Small (no bonus or penalty to
conceal with a “sleight-of-hand”
roll)
Cost: 10 Units Tentative Purchase
DC: 3 Required Proficiency: Simple
Handed: Requires 1 hand to use
Range Increment: 20 feet “To Hit”
Bonus: +1
Rate of Fire: Each weapon can only
be thrown once, but you can
launch as many of them as you
have attacks
Damage: 1d6 Bludgeoning (20 x2)
Weight: 1 pound Armor Class: 9 Vibro-Disk
Hardness: 10 Hit Points: 3 Size: Small (no bonus or penalty
DC required to break this item with to conceal with a “sleight-of-
a Strength Roll: 19 hand” roll)
Description: A blunt throwing disk Cost: 15 Units
made from strange new synthetic Tentative Purchase DC: 4
materials which have drastically Required Proficiency: Martial-
improved its performance. It is Ranged
more aerodynamic than the best Handed: Requires 1 hand to use
21st century frisbee, depite its Range Increment: 20 feet
much greater weight. This is not an “To Hit” Bonus: +1
edged weapon. It clobbers the
Hypersharp Throwing
target rather than Disk
cutting them. Magazine: 20
Rate of Fire: Each weapon can only
Size: Small (no bonus or penalty to
conceal with a “sleight-of-hand” be thrown once, but you can launch
roll) as many of them as you have
Cost: 15 Units Tentative Purchase attacks
DC: 4 Required Proficiency: Martial- Damage: 1d461 Slashing (18-20 x2)
Ranged Handed: Requires 1 hand Weight: 1
to use Range Increment: 20 feet pound
“To Hit” Bonus: +2 Armor
Rate of Fire: Each weapon can only Class: 9
be thrown once, but you can Hardness
launch as many of them as you : 10 Hit
have attacks Points: 2
Damage: 1d6+2 Slashing (17-20 x3) DC required to break this item
Weight: 1 pound Armor Class: 9 with a Strength Roll: 15
Hardness: 10 Hit Points: 2 Special: Ignores 9 points of
DC required to break this item with Hardness or Damage Resistance
a Strength Accessories: Miniature Energy Cell
(1/20 pound, costs 30 units, oddly
shaped, not compatible with
anything but powered throwing
disk weapons) Description: A 92
perfectly round vibroblade, which
can be flung at a target like a
frisbee. It is considerably safer to
use than a hypersharp disk, since
the vibroblade is set to switch on
hand. It switches off once the disk has a correspondingly greater
stops moving, so that it doesn't lie range.These are made in a number
on the floor wasting power. The of shapes, from traditional "stars"
one real drawback to this weapon is to the kinds of knives you might
that it's awfully expensive to waste see a circus knife-thrower use.
on throwing at people. It uses a
special flat, round power cell which Hypersharp Shuriken
isn't compatable with any other Size: Tiny (+4 bonus to conceal with
weapon and takes a Standard a “sleight-of- hand” roll)
Exploding
Action Throwing Disk
to replace. Cost: 15 Units Tentative Purchase
Size: Small (no bonus or penalty to DC: 4 Required Proficiency: Martial-
conceal with a “sleight-of-hand” Ranged Handed: Requires 1 hand
roll) to use Range Increment: 25 feet “To
Cost: 50 Units Tentative Purchase Hit” Bonus: +2
DC: 7 Required Proficiency: Simple Rate of Fire: Each weapon can
Handed: Requires 1 hand to use only be thrown once, but you can
Range Increment: 20 feet “To Hit” launch as many of them as you
Bonus: -Rate of Fire: Each weapon have attacks
can only be thrown once, but you Damage: 1d4+1 Piercing (17-20 x3)
can launch as many of them as you Weight: 1/10 pound Armor Class:
have attacks 13 Hardness: 5 Hit Points: 1
Damage: 3d6 Slashing (20 x2) to DC required to break this item with
everything in a 5 foot radius (the a Strength Roll: 12
target takes an additional 1d6 Description: This throwing blade
piercing damage) has been edged with a one-
Weight: 1 pound Armor Class: 9 molecule thick wire, making it far
Hardness: 5 Hit Points: 2 sharper than any conventional
DC required to break this item with blade. Don't reach into your ninja-
a Strength Roll: 14 bag for this one without looking!
Description: A kind of long-range
hand-grenade, shaped like a discus
or a frisbee. It can fly a good deal
further than an ordinary grenade.
The disk is made entirely of
lightweight synthetic materials,
with a shaped-explosive charge
curled up in the center, carefully
placed so as not to throw the disk
off balance while it's in flight.
Advanced Materials
Shuriken
Size: Tiny (+4 bonus to conceal
with a “sleight-of- hand” roll)
Cost: 10 Units Tentative Purchase
DC: 3 Required Proficiency: Martial-
Ranged Handed: Requires 1 hand
to use Range Increment: 25 feet
“To Hit” Bonus: +1
Rate of Fire: Each weapon can only
be thrown once, but you can
launch as many of them as you Force Projection Shuriken
have attacks Size: Tiny (+4 bonus to conceal with
Damage: 1d4 Piercing (20 x3) a “sleight-of- hand” roll)
Weight: 1/10 pound Armor Class: Cost: 45 Units
13 Hardness: 10 Hit Points: 2 Tentative Purchase DC: 7
DC required to break this item with Required Proficiency: Martial-
a Strength Roll: 15 Ranged
Description: A throwing blade Handed: Requires 1 hand to use
made from either metal alloys or Range Increment: 25 feet
plastics which have drastically “To Hit” Bonus: +4
improved its performance. It is Magazine: 15
lighter, sharper and more Rate of Fire: Each weapon can only
aerodynamic than the best steel be thrown once,
shuriken, and
93
but you can launch as many of
them as you have attacks
Damage: 1d4+2 Piercing (18-20 x2) Shuriken With Poison
Weight: 1/10 pound Armor Class:
13 Hardness: 5 Hit Points: 1 Delivery System
DC required to break this item with Size: Tiny (+4 bonus to conceal
a Strength Roll: 12 with a “sleight of hand” roll)
Accessories: Miniature Energy Cell Cost: 20 Units
(1/20pound, costs 30 units) Tentative Purchase DC: 4 (usually
Description: A tiny round metal illegal)
disk. When you throw it at the Required Proficiency: Martial-
target, six force-field blades flicker Ranged Handed: Requires 1 hand
to life all around the weapon. to use Range Increment: 25 feet
Please note that the blades only “To Hit” Bonus: -Magazine: 5
switch on after the shuriken has left Rate of Fire: Each weapon can only
your hand, which spares you the be thrown once, but you can
trouble of having to pick your launch as many of them as you
fingers up off the ground after have attacks
you've thrown it (which would of Damage: 1d4 Piercing (20 x2), 2d8
course be particularly difficult if you Poison (Save vs. DC 20)
had no fingers left to pick them up Weight: 1/10 pound Armor Class:
with). The device runs on a small 13 Hardness: 4 Hit Points: 1
circular power-cell which takes a DC required to break this item with
full round to replace and isn't a Strength Roll: 12
compatible with any other energy Description: A shuriken with a tiny
weapons.
Variable It Metal
can be used for a total
Shuriken built in poison- injection system. It
of fifty throws before the power cell can be reused, but takes two
Size: Tinyof
runs out (+4 bonus to conceal with
energy. rounds to painstakingly reload with
a “sleight-of- hand” roll) poison. The toxin listed here is
Cost: 1,500 Units (if you can even really just meant as an example.
find one--in most places, this is at People have filled these things
least the equivalent of a minor with every noxious substance you
Artifact) Shuriken, Exploding
can imagine--and some you
Tentative Purchase DC: N/A (not Size: Tiny care
wouldn't (+4 bonus
to. to conceal
usually possible to buy) with a “sleight of hand” roll)
Required Proficiency: Exotic Cost: 55 Units Tentative Purchase
Weapons-Ranged (also works with DC: 7 Required Proficiency:
any other Variable Metal weapon) Martial-Ranged Handed: Requires
Handed: Requires 1 hand to use 1 hand to use Range Increment: 25
Range Increment: 20 feet “To Hit” feet “To Hit” Bonus: -Rate of Fire:
Bonus: +3 Each weapon can only be thrown
Rate of Fire: Each weapon can only once, but you can launch as many
be thrown once, but you can launch of them as you have attacks
as many of them as you have Damage: 3d4 Piercing to everything
attacks in a 5 foot radius
Damage: 1d4+3 Piercing (17-20 x3) (the target takes an additional 1d4
or 2d10 piercing damage)
Nonlethal Damage Weight: 1/10 pound
Weight: 1/10 pound Armor Class: 13
Armor Class: 13 Hardness: 4
Hardness: 15 Hit Points: 1
Hit Points: 1 DC required to break this item with
DC required to break this item with a Strength Roll: 10
a Strength Roll: 30 Special: Anyone who is injured only
Special: Ignores armor, ignores by the explosion can make a
Hardness. Description: A shuriken Reflexes Saving Throw vs. DC 15 to
made from some weird alien metal take half damage (this does not
which glitters and shimmers with help the actual target of the attack)
hundreds of nameless colors. You Description: When this shuriken
can adjust its atomic density, so strikes home it explodes, doing
that it will pass harmlessly through damage to both the target and
solid matter. It can partially or anyone in a five-foot radius. This
completely materialize inside a is not entirely consistent with the
target, just as you require. This idea of a shuriken being a silent,
allows it to strike objects on the far stealthy weapon--frankly if
sides of walls, and to ignore armor. you're going to make this much
It can do either normal or nonlethal noise, why not just use a gun? 94
damage, depending on how fully it Yet nonetheless, the market for
materializes while passing through these items continues to flourish.
the target. This is a thought-
sensitive device. You don't need to
press any buttons or verbally
gizmo makes robots sentient in
your campaign world). It does
Exploding Shuriken With normal shuriken damage to living
targets and may or may not have
Fragmentation some kind of catastrophic effect
Size: Tiny (+4 bonus to conceal on non-sentient machines at the
with a “sleight of hand” roll) Ceramic Throwing Blade
DM's discretion.
Cost: 55 Units Tentative Purchase Size: Tiny (+4 bonus to conceal
DC: 7 Required Proficiency: Martial- with a “sleight of hand” roll)
Ranged Handed: Requires 1 hand Cost: 50 Units
to use Range Increment: 25 feet Tentative Purchase DC: 7 (usually
“To Hit” Bonus: -Rate of Fire: Each illegal)
weapon can only be thrown once, Required Proficiency:
but you can launch as many of Martial-Ranged Handed:
them as you have attacks Requires 1 hand to use
Damage: 3d6 Piercing to everything Range Increment: 10 feet
in a 5 foot radius (if thrown)
(the target takes an additional 1d4 “To Hit” Bonus: -Rate of Fire: As
piercing damage) many times as the wielder has
Weight: 1/10 pound attacks
Armor Class: 13 Damage: 1d4 Slashing (20 x2)
Hardness: 4 Weight: 1
Hit Points: 1 pound
DC required to break this item with Armor
a Strength Roll: 10 Class: 13
Special: Anyone who is injured only Hardness:
by the shrapnel can make a 8 Hit
Reflexes Saving Throw vs. DC 15 to Points: 2
take half damage (this does not DC required to break this item
help the actual target of the attack) with a Strength Roll: 14
Description: An exploding shuriken Accessories: Scabbard (costs 30
which has been carefully pre- Units, weighs 1 pound)
stressed so as to break apart into Description: A ceramic throwing
dozens of deadly sharp fragments
when it goes off. Rather louder Ceramic Throwing
blade, designed Hatchet
to pass invisibly
Polarizing Anti-Robot
than a silent asassin's weapon
through
Size: Small
could
metal
(No detectors. There
bonus or penalty
Shuriken
should be, it nonetheless remains to conceal with a “sleight on
be many variations this
of hand”
basic
roll) design--shuriken, chakrams,
quiteTiny
Size: popular with afficianados
(+4 bonus to conceal of whatever kind of throwing blade a
violence.
with a “sleight-of- hand” roll) Cost: 45 Units
particular
Tentative assassin
Purchase favors.
DC: 7 (often
Cost: 30 Units illegal)
Tentative Purchase DC: 5 Required Proficiency: Simple
Required Proficiency: Martial- Handed: Requires 1 hand to use
Ranged Range Increment: 20 feet if thrown
Handed: Requires 1 hand to use “To Hit” Bonus: -Rate of Fire: As
Range Increment: 25 feet many times as the wielder has
“To Hit” Bonus: +2 vs. Robots attacks
Rate of Fire: Each weapon can only Damage: 1d4 Slashing (20/x2)
be thrown once, Weight: 2
but you can launch as many of them pounds
as you have Armor
attacks Class: 9
Damage: 1d4 piercing (20 x2) +1d4 Hardness:
Electrical 5 Hit
damage to living targets. 1d4 Points: 2
Piercing (17-20 x3) DC required to break this item
+5d8 Electrical Damage to robots with a Strength Roll: 17
Weight: 1/10 pound Accessories: Energy Cell (1/2
Armor Class: 13 pound, costs 10 units) Description:
Hardness: 4 A hypersharp tomahawk, edged
Hit Points: 1 with a monofilament wire no
DC required to break this item with thicker than a single molecule,
a Strength Roll: 12 hundreds of times sharper than a
Special: Does an additional 5d8 to scalpel. The main body of the
robots and other sentient weapon is made of plastic with a
machines. ceramic- composite head. It is
Accessories: Miniature Energy Cell almost impossible to detect and95
(1/20 pound, costs 30 units) won't show up on x-ray photos.
Description: This shuriken contains Weighted for throwing, it can be
an electromagnetic pulse device used just as effectively in melee
designed specifically to disrupt a combat. This weapon is the sure
robot's positronic brain (or mark of a professional killer-and a
vicinity or ready a weapon of your own.

Futuristic Bolas
An entangling/bludgeoning weapon from South America, bolas are great
for capturing and subduing targets from horseback. Amazingly effective at
bringing down fleeing bipeds, they may actually have been invented for use
on large flightless birds. They also work just dandy on people you dislike.
We have included all kinds of strange high-tech variations for herding
bizarre alien livestock (or wreaking havoc on your enemies). No space-
gaucho should leave home without a set.
Advanced Materials Bolas synthetic material that's stronger
Size: Small (No bonus or penalty to than a steel cable and has the
conceal with a “sleight of hand” lowest possible air resistance. It
roll) flies farther and hits harder than
Cost: 50 Units Tentative Purchase any bolas before it.
DC: 7 Exploding Bolas
Required Proficiency: Exotic Size: Small (no bonus or penalty to
Weapons-Ranged (also works with conceal with a “sleight-of-hand”
any other Bolas) roll)
Handed: Requires 1 hand to use Cost: 150 Units
Range Increment: 50 feet “To Hit” Tentative
Bonus: -Rate of Fire: Once per Purchase DC: 11
round Damage: Special, see Required Proficiency: Exotic
description Weight: 2 pounds Weapons-Ranged (also works with
Armor Class: 9 (Can't be attacked any other Bolas)
in flight by most weapons) Handed: Requires 1
Hardness: 1 Hit Points: 2 hand to use Range
DC required to break this item with Increment: 50 feet
a Strength Roll: 30 (18 if you aren't “To Hit” Bonus: -Rate
entangled in them) of Fire: Once per
Special: Make a ranged touch round Damage:
attack, ignoring armor. With a Special, see
successful hit the target is description Weight: 2
entangled in the bolas. If this pounds
attack would have hit them Armor Class: 9 (Can't be attacked in
anyway, even with their armor flight by most weapons)
and/or natural toughness, they also Hardnes
take 1 d8 Bludgeoning damage s: 1 Hit
from the weighted ends. Points:
The entangled character must 2
make a Reflexes Saving Throw or DC required to break this item with
be flung to the ground. Whether or a Strength Roll: 30 (18 if you aren't
not they make their saving throw entangled in them)
an entangled character suffers a -2 Special: Make a ranged touch
penalty on all attacks, has their attack, ignoring armor. With a
Dexterity effectively reduced by 4, successful hit the target is
and moves at half speed. To free entangled in the bolas. If this
themselves, they must take a full attack would have hit them
action and make either an Escape anyway, even with their armor
Artist roll vs. DC 20 or rip their way and/or natural toughness, they also
loose by making a Strength check take 1 d8 Bludgeoning damage
vs. DC 30. If they tear their way from the weighted ends. The
loose, it ruins the bolas. entangled character must make a
Description: Invented in South Reflexes Saving Throw or be flung
America, this weapon both to the ground. And then the bolas
entangles and does Bludgeoning explode, doing 5d6 bludgeoning
damage. Two heavy metal balls are damage to everyone in a five-foot
swung around and around on a radius. Anyone but the target can
cord, and then flung at the target. make a Reflexes Saving Throw vs.
On impact, the cord wraps itself DC 15 to take half damage.
around the target and the weights Description: Usually, if you're hit by96
hit them. a pair of of bolas, you can take
An ideal weapon for catching comfort in the thought that at least
large bipeds, it seems to have been they don't explode. But no more.
developed for use against big Not nearly as useful for capturing
Rate of Fire: Once per
Electroshock Bolas round Damage:
Size: Small (no bonus or penalty to Special, see
conceal with a “sleight-of-hand” description Weight: 3
roll) pounds
Cost: 300 Units Tentative Purchase Armor Class: 9 (Can't be attacked in
DC: 14 flight by most weapons)
Required Proficiency: Exotic Hardness: 1 Hit Points: 2
Weapons-Ranged (also works with DC required to break this item with
any other Bolas) a Strength Roll: 30 (18 if you aren't
Handed: Requires 1 hand to use entangled in them)
Range Increment: 50 feet “To Hit” Special: Make a ranged touch
Bonus: -Rate of Fire: Once per attack, ignoring armor. With a
round Damage: Special, see successful hit the target is
description Weight: 3 pounds entangled in the bolas. If this attack
Armor Class: 9 (Can't be attacked would have hit them anyway, even
in flight by most weapons) with their armor and/or natural
Hardness: 1 Hit Points: 2 toughness, they also take 1 d8
DC required to break this item with Bludgeoning damage from the
a Strength Roll: 30 (18 if you aren't weighted ends. The entangled
entangled in them) character must make a Reflexes
Special: Make a ranged touch Saving Throw or be flung to the
attack, ignoring armor. With a ground. Then the Sonic Disrupter
successful hit the target is modules in the weighted balls start
entangled in the bolas. If this to liquify the character's flesh. The
attack would have hit them disruptors do 2d6 sonic damage
anyway, even with their armor per round, for 3 rounds, unless the
and/or natural toughness, they character somehow fights their way
also take 1 d8 Bludgeoning free of the bolas.
damage from the weighted ends. An entangled character suffers a
The entangled character must -2 penalty on all attacks, has their
make a Reflexes Saving Throw or Dexterity effectively reduced by 4,
be flung to the ground. And then and moves at half speed. To free
the bolas give them a huge electric themselves, they must take a full
shock (3d6 electrical damage). action and make either an Escape
An entangled character suffers a Artist roll vs. DC 20 or rip their way
-2 penalty on all attacks, has their loose by making a Strength check
Dexterity effectively reduced by 4, vs. DC 30. If they tear their way
and moves at half speed. To free loose, it ruins the bolas.
themselves, they must take a full Accessories: Miniature Energy Cell
action and make either an Escape (Unit requires two of them, each
Artist roll vs. DC 20 or rip their way weighs 1/10pound, costs 30 units, is
loose by making a Strength check oddly shaped and incompatible
vs. DC 30. If they tear their way with most other weapons, except
loose, it ruins the bolas. for bolas and spherical throwing
Accessories: Miniature Energy Cell weapons like the "Hyperspeed Ball",
(Unit requires two of them, each it's the DM's call as to which other
weighs 1/10pound, costs 30 units, Sonic Screamer
weapons they will or Bolas
will not work
is oddly shaped and incompatible with)
Size: Small (no bonus or penalty to
with most other weapons, except Description:
conceal with Bolas with a little
a “sleight-of-hand”
for bolas and spherical throwing something
roll) extra. A miniature sonic
weapons like the "Hyperspeed disrupter
Cost: 400 is builtTentative
Units into eachPurchase
of the
Ball",
Sonic it'sDisruptor
the DM's callBolas
as to which round
DC: 15 weights, set to the precise
other weapons frequency required toExotic
shake human
Size:
work Small
with) (no bonus or or
they will will not
penalty to Required Proficiency:
bones to powder and ripworks
flesh with
into
conceal with a “sleight-of-hand” Weapons-Ranged (also
Description:
roll) Ideal for catching jelly.
any other Bolas)
especially huge and Purchase
mean It has just
Handed: enough1 hand
Requires charge to for
usea
Cost: 450 Units Tentative single
flightless
DC: birds, these
15 a massive electric shock bolas Range Increment: 50 feet “To can
burst, but the bolas Hit”
deliver be retrieved
Bonus: -Rate ofand reused
Fire: Once with
per a
Required Proficiency: Exotic new
to the entangled
Weapons-Ranged target.
(also Also fun
works with roundpower
Damage:cell.Special,
It is difficult
see to
for
any gladiatorial
other Bolas) combat, or for produce perfectly spherical
description Weight: 3 pounds sonic
disciplining
Handed: Requires 1 hand unruly
to use disrupter
Armor Class:modules,
9 (Can't andbetheir odd in
attacked
schoolchildren. Note to the DM: shape and weight
flight by most weapons) throws off the
Range
Do not Increment:
actually 50 feet
construct “To
a Hit”
pair weapon's balance, limiting its
Bonus: --
of electric bolas and use them range. Certain to kill all but the
on unruly schoolchildren. Trust largest livestock, these are more 97
me, I know these things. of a hunting tool, or a gladiator's
weapon.
Hardness: 1 slashing damage from the wire. On
Hit Points: 2 each round thereafter, there is a
DC required to break this item with 20% chance that they will take
a Strength Roll: 30 (18 if you aren't another d4 slashing damage. Any
entangled in them) attempt to move or take any
Special: Make a ranged touch action will automatically cause
attack, ignoring armor. With a another d6 damage. An entangled
successful hit the target is character suffers a -4 penalty on
entangled in the bolas. If this all attacks and skill rolls, has their
attack would have hit them Dexterity effectively reduced by 6,
anyway, even with their armor and moves at one quarter normal
and/or natural toughness, they speed. To free themselves, they
also take 1 d8 Bludgeoning must make an Escape Artist roll vs.
damage from the weighted ends. DC 25.
The entangled character must Description: A especially cruel use
make a Reflexes Saving Throw or of modern materials technology,
be flung to the ground. Then the these bolas have a cord made from
Sonic Screamer modules in the an incredibly strong, incredibly thin
weighted balls go off, doing 2d6 polymer wire. This is not quite
Nonlethal Damage per round, for 3 monofilament-it is considerably
rounds, unless the character thicker than one molecule, but it's
somehow fights their way free of still strong and thin enough to be
the bolas. Anyone who takes more sharper than a razor or a scalpel.
than a point of Nonlethal Damage Like all bolas, they entangle the
must make a Fortitude Saving target, hindering their movement
Throw vs. DC 20 or be Deafened by and reducing their roll. But these
the weapon for 212 minutes. do something worse, as well. When
An entangled character suffers a the target is entangled, they take
-2 penalty on all attacks, has their 2d6 slashing damage as the wire
Dexterity effectively reduced by 4, slices into their flesh. On each
and moves at half speed. To free round thereafter, there is a 20%
themselves, they must take a full chance that they will take another
action and make either an Escape d4 damage as the wire works its
Artist roll vs. DC 20 or rip their way way in deeper. Any attempt to
loose by making a Strength check make an Escape Artist roll, whether
vs. DC 30. If they tear their way successful or not, causes a further
loose, it ruins the bolas. 1d6 damage. So does trying to
Accessories: Miniature Energy Cell move or for that matter to take any
Razorwire
(Unit requires Bolas
two of them, each Constriction
physical action atBolas
all.
weighs
Size: 1/10pound,
Small (no bonus costs 30 units,
or penalty to The sheer
Size: Smallpain and terror
(no bonus of being
or penalty to
is oddly with
conceal shaped and incompatible
a “sleight-of-hand” caught
concealinwith thisadevice has a much
“sleight-of-hand”
with most other weapons, except
roll) more drastic effect on the target's
roll)
for bolas
Cost: 500 and spherical throwing
Units skills
Cost: and
560 movement
Units abilities than
weapons like
Tentative the "Hyperspeed
Purchase DC: 15 (usually an ordinary
Tentative set of bolas.
Purchase DC: 16 (Often
Ball",
illegal)it's the DM's
Required call as to which
Proficiency: Exotic A target with
Unavailable) an AC of
Required 19 or
Proficiency:
other weapons they
Weapons-Ranged will works
(also or willwith
not higher
Exotic Weapons-Ranged (alsoto
is completely immune
workother
any with)Bolas) these gruesome
works effects,
with any other and is
Bolas)
Description:
Handed: Requires A high-tech
1 hand to use entangled as though
Handed: Requires 1 handthesetowere
use a
entangling
Range and nonlethal
Increment: weapon,
50 feet “To Hit” normalIncrement:
Range set of bolas50(count only
feet “To AC
Hit”
this
Bonus:one-Rate
is actually
of Fire:useful
Onceforper from
Bonus: actual
-Ratearmor --being
of Fire: Once persmall
capturing
round Damage: animals and might
Special, see really and
round nimble
Damage:doesn't protect
Special, see you
find its way Weight:
description into the 2hands
pounds of some once you'veWeight:
description already 3been pounds
futuristic gaucho.
Armor Class: 9 (Can't be attacked entangled).
Armor Class: 9 (Can't be attacked in
in flight by most weapons) flight by most weapons)
Hardness: 3 Hit Points: 2 Hardness: 2 Hit Points: 2
DC required to break this item with DC required to break this item with
a Strength Roll: 40 (18 if you aren't a Strength Roll: 30 (18 if you aren't
entangled in them) entangled in them)
Special: Make a ranged touch Special: Make a ranged touch
attack, ignoring armor. With a attack, ignoring armor. With a
successful hit the target is successful hit the target is
entangled in the bolas, and must entangled in the bolas. If this
make a Reflexes Saving Throw vs. attack would have hit them
DC15 or be flung to the ground. anyway, even with their armor
They take 1d8 Bludgeoning and/or natural toughness, they also
damage from the weighted ends take 1 d8 Bludgeoning damage 98
and 2d6 from the weighted
ends. weapons, except for bolas and
The entangled character must spherical throwing weapons like
make a Reflexes Saving Throw or the "Hyperspeed Ball", it's the
be flung to the ground. Then the DM's call as to which other
cables start to contract, cutting weapons they will or will not work
and crushing as they constrict.. with)
The bolas do 1d6 slashing Description: A particularly sadistic
damage per round for 6 rounds and unsavory variation on bolas,
unless the character somehow there is a winch inside each of the
fights their way free. Anyone two round weights that begins to
killed by the device is cut into reel in the cable once it has
sections. wrapped itself around something,
An entangled character suffers a - crushing whatever is caught in its
2 penalty on all attacks, has their grip. The winches are oddly
Dexterity effectively reduced by 4, balanced and heavy, reducing the
and moves at half speed. To free weapon's effective range.
themselves, they must take a full The power cells have only
action and make either an Escape enough energy for one attack (six
Artist roll vs. DC 20 or rip their way rounds worth of squeezing) but
loose by making a Strength check the bolas can be retrieved and
Guided and Self-Returning
vs. DC 30. If they tear their way
loose, it ruins the bolas.
reused with new power cells.
You might want to wash them first,

Throwing Weapons
Accessories: Miniature Energy Cell though--it's a messy way to die.
(Unit requires two of them, each
weighs 1/10pound, costs 30 units, is
oddly shaped
Throwing and incompatible
weapons with built in anti-gravity motors and computerized
with most systems.
guidance other Whether or not this qualifies as cheating we leave to you.
Some of these weapons are too expensive to waste on flinging at people, and
so have been designed to return to your handRoll:after
15 (13
use.to break the antigravity
motor and wreck the guidance
system)
Accessories: Miniature Energy Cell
(1/20 pound, costs 30 units, oddly
shaped, not compatible with
anything but powered throwing
disk weapons) Description: A
shuriken with a built-in targeting
computer. You designate the target
before throwing it. The on-board
computer then makes course
corrections and steers the knife to
its target.
These come in many shapes,
Guided Throwing Blade from simple throwing knives to
Size: Tiny (+4 bonus to conceal star-shaped shuriken. The blade
with a “sleight of hand” roll) itself is made from superb
Cost: 150 Units materials vastly superior to
Tentative Purchase DC: 11 (Often anything found in our own eopch.
Unavailable) Required It is lighter, harder and holds an
Proficiency: Martial-Ranged edge better than the best 21st
Handed: Requires 1 hand to use Guided
century
resistance,
Javelin
steel.
and
It also has less air
travels farther.
Range Increment: 30 feet Size: Large (-8 penalty to conceal
“To Hit” Bonus: Always hits the It isa hard
with to say
“sleight who would
of hand” roll)
target, unless you roll a 1 manufacture
Cost: 150 Units such an elaborate
Rate of Fire: Each weapon can throwing
Tentative weapon,
Purchaseparticularly
DC: 11 (Oftensince
only be thrown once, but you can it really just substitutes a
Unavailable) Required Proficiency:targeting
launch as many of them as you computer
Simple for skill.
Handed: Then again
Requires there
1 hand to
have attacks are
use plenty
Range of space-ninjas
Increment: who
60 feet
Damage: 1d4 Slashing (20 x2) enjoy
“To Hit” fighting
Bonus:dirty for its
Always hitsown
the
Weight: 1 sake.
target, unless you roll a 1
pound Rate of Fire: Each weapon can only
Armor be thrown once, but you can
Class: 3 launch as many of them as you
Hardness: have
4 Hit
Points: 10 99
DC required to break this item with
a Strength
attacks hand” roll)
Damage: 1d6 Piercing (20 x2) Cost: 350 Units Tentative Purchase
Weight: 2 pounds Armor Class: 5 DC: 14 Required Proficiency:
Hardness: 5 Hit Points: 2 Martial-Ranged Handed: Requires
DC required to break this item with 1 hand to use Range Increment: 30
a Strength Roll: 14 feet “To Hit” Bonus: -Magazine: 60
Accessories: Miniature Energy Rate of Fire: Once per round
Cell (1/20 pound, costs 30 units, Damage: 2d4 Bludgeoning (20 x2)
oddly shaped, not compatible Weight: 6 pounds Armor Class: 5
with anything else) (13 in the air)
Description: An amazingly Hardness: 10 Hit Points: 5
unsporting weapon, this is a sort of DC required to break this item
a cross between a throwing spear with a Strength Roll: 17 (13 to
and a cruise missile. It has an break the antigravity motor)
onboard targeting computer and a Accessories: Energy Cell (1/2
tiny antigravity motor, which steer pound, costs 10 units) Description:
it unerringly toward the target. It A large metal disk which can be
can change speed, make in-flight used as a shield, for a +3 to your
course corrections, turn corners AC (but only from the front). It can
and generally do whatever it has to also be flung at your opponent,
do in order to hit the target. You and its built in antigravity motar
designate the target before you and internal guidance computer
throw it, with a tiny eyepiece which will return it safely to your hand. If
pops out of the shaft and then you move after throwing it, it
retracts for the launch. It is possible homes in on your new location
to retrieve the javelin and use it and returns to you normally. If for
again. It's power cell contains some reason you can't be found, it
enough energy for twenty throws. drops to the floor. The device runs
The power cell's housing isn't made off a special set of flat power cells,
for easy access. It takes
Self-Returning Flyingtwo rounds,
Disk which aren't compatible with any
a set Small
Size: of tools
(noand a skill
bonus or roll vs. DC
penalty to other weapon and take
Self-Returning a fullDisk,
Flying
15 to successfuly
conceal replace a spent
with a “sleight-of-hand” round to replace.
cell.
roll) The DM decides which
Hypersharp
futuristic
Cost: 300 skill applies.
Units Tentative Purchase Size: Small (No bonus or penalty
DC: 14 Required Proficiency: Simple to conceal with a “sleight of hand”
Handed: Requires 1 hand to use roll)
Range Increment: 20 feet “To Hit” Cost: 375 Units Tentative Purchase
Bonus: -Magazine: 50 DC: 15 Required Proficiency:
Rate of Fire: As many times as the Martial-Ranged Handed: Requires
wielder has attacks 1 hand to use Range Increment: 20
Damage: 1d6 Slashing (20 x2) feet “To Hit” Bonus: +2 Magazine:
Weight: 1 pound 50
Armor Class: 9 (21 in the air) Rate of Fire: As many times as the
Hardness: 10 Hit Points: 2 wielder has attacks
DC required to break this item with Damage: 1d6+1 Slashing (17-20 x3)
a Strength Roll: 15 (13 to break the Weight: 1 pound
antigravity motor) Accessories: Armor Class: 9 (21 in the air)
Energy Cell (1/2 pound, costs 10 Hardness: 10 Hit Points: 2
units) Description: A kind of steel DC required to break this item
frisbee, equipped with an with a Strength Roll: 15 (13 to
antigravity motor and an onboard break the antigravity motor)
guidance system which allows the Special: Vorpal. On a critical hit,
disk to return to your hand after it this weapon will sever the target's
has struck the target. If you move head from their body. This does
while the disk is in flight, it homes not work on creatures that do not
in on your new location. If for some have heads, and at the DM's
reason it can't reach you, it falls to discretion there may be targets
the ground. The device runs off a who suffer no particular ill effect
small round power cell, which isn't from having their heads cut off
compatible with any other weapon (robots, for example, or zombies).
and takes a full round to replace. Accessories: Energy Cell (1/2
pound, costs 10 units) Description:
A throwing disk edged with ultra-
sharp monofilament wire. It has a
Flying Shield built in guidance system which
Size: Large (-8 penalty to conceal returns it to your hand after it100
with a “sleight of attacks. Of course, a hypersharp
disk might actually be the very last
thing you'd want flying into your
hand. It is a great deal sharper
than a razor-its cutting surface is
only one molecule wide. Handle resistance than any plastics made
this weapon with extreme caution. today. It also has a tiny built-in
Real enthusiasts always have anti-gravity generator, and a
missing fingers and worse. guidance system which allows it to
return to your hand after it hits
Self-Returning Vibro Disk the target. The whole unit is
Size: Small (no bonus or penalty to powered by a small, strangely-
conceal with a “sleight-of-hand” shaped power cell that isn't
roll) compatible with any other
Cost: 380 Units Tentative Purchase weapons. It takes a round to open
DC: 15 Required Proficiency: the unit up and replace the power
Martial-Ranged Handed: Requires cell.
1 hand to use Range Increment: 20
feet “To Hit” Bonus: +1 Magazine:
30
Rate of Fire: As many times as the
wielder has attacks
Damage: 1d6+2 Slashing (18-20
x2)
Weight: 1 pound
Armor Class: 9 (21 in the air)
Hardness: 9 Hit Points: 2
DC required to break this item
with a Strength Roll: 15 (13 to
break the antigravity motor)
Special: Ignores 9 points of
Hardness or Damage Resistance Self-Returning Shuriken
Accessories: Energy Cell (1/2 Size: Tiny (+4 bonus to conceal
pound, costs 10 units) Description: with a “sleight-of- hand” roll)
A perfectly round vibronic Cost: 250 Units Tentative
throwing blade, equipped with a Purchase DC: 13 Required
guidance system which brings it Proficiency: Martial-Ranged
back to your hand once you throw Handed: Requires 1 hand to
it. The vibroblade doesn't become use Range Increment: 10 feet
active until after it leaves your “To Hit” Bonus: -Magazine:
hand. It cuts through solid 30
materials at least as well as a Rate of Fire: As many times as
hypersharp disk, and is the wielder has attacks
Automatic
considerably lessBoomerang
dangerous to Damage: 1d4 Piercing (20 x2)
handle. The(No
Size: Small diskbonus
runs onor a small
penalty Weight: 1/2 pound
round
to power-cell,
conceal which isn't
with a “sleight of hand” Armor Class: 13 (21
compatible
roll) with any other in the air)
weapons.
Cost: 360 Units Tentative Purchase Hardnes
DC: 15 Required Proficiency: s: 9 Hit
Martial-Ranged Handed: Requires Points: 1
1 hand to use Range Increment: 30 DC required to break this item
feet “To Hit” Bonus: -Magazine: 75 with a Strength Roll: 14 (13 to
Rate of Fire: As many times as the break the antigravity motor)
wielder has attacks Accessories: Miniature Energy
Damage: 1d6 Bludgeoning (20 x2) Cell (1/20 pound, costs 30 units)
Weight: 1 pound Description: A tiny antigravity
Armor Class: 9 (21 in the air) motor and an onboard targeting
Hardness: 10 Hit Points: 1 system make this weapon
DC required to break this item possible. When you fling at a
with a Strength Roll: 16 (13 to target, it makes minor course
break the antigravity motor) corrections, steers itself in just
Accessories: Energy Cell (1/2 Self-Returning
close enough to slash the Shuriken
without getting stuck and then
target
pound, costs 10 units) Description: With
returnsVenom
to your hand. Ideal for
A curved plastic stick, shaped like Size:
budgetTinyconcious
(+4 bonusspace-ninjas.
to conceal
an airfoil in cross-section. It's a with
You'lla “sleight of hand”
never have roll) new
to buy
sort of high-tech boomerang, Cost: 275again.
shuriken Units
made from advanced materials Tentative Purchase DC: 13
that have far better aerodynamic (usually illegal) Required
properties and far less air Proficiency: Martial-Ranged
101
Handed: Requires 1 piercing damage. It could be
hand to use Range shaped like a traditional Japanese
Increment: 10 feet "throwing star" or a two-ended
“To Hit” Bonus: -- knife or even the kind of blade
Magazine: 30 circus knife-throwers use.
Rate of Fire: As many times as Whichever variety you prefer, be
the wielder has attacks extra careful when reaching for it
Damage: 1d4 Piercing (20 x2) The Self-Returning
in the dark! Force-Blade
target must make a Fortitude Save Size: Tiny (+4 bonus to conceal
vs. DC 20 or take an additional 3d8 with a “sleight of hand” roll)
Damage from poison. Cost: 350 Units Tentative
Weight: 1/2 pound Armor Class: 13 Purchase DC: 14 Required
(21 in the air) Proficiency: Martial-
Hardness: 8 Hit Points: 1 Ranged Handed: Requires
DC required to break this item with 1 hand to use Range
a Strength Roll: 15 (13 to break the Increment: 30 feet “To
antigravity motor) Hit” Bonus: +4 Magazine:
Special: Returns to your hand after 20
you throw it, whether you hit the Rate of Fire: As many times as the
target or not. wielder has attacks
Accessories: Miniature Energy Cell Damage: 1d4+3 Slashing (18-20 x2)
(1/20pound, costs 30 units) Weight: 1 pound
Description: A version of the self- Armor Class: 13 (21 in the air)
returning shuriken that injects the Hardnes
target with poison. It only holds s: 5 Hit
enough poison for one dose but it Points: 2
won't inject it unless it actually hits DC required to break this item
flesh. The miniature power cell can with a Strength Roll: 14 (13 to
Self-Returning
be
takes a minute or so
Throwing
replaced in one round
of
but it
intensive
break the antigravity motor)
Knife,
work withHypersharp
a set of jewler's tools to
Accessories: Energy Cell (1/2
Size: Tiny (+4 bonus to conceal pound, costs 10 units) Description:
replace the empty poison
with a “sleight of hand” roll) reservoir. A small black plastic sphere. When
Cost: 315 Units Tentative Purchase you fling it at the target, a force-
DC: 14 Required Proficiency: field sharper than any physical
Martial-Ranged Handed: Requires 1 blade appears in a shimmering
hand to use Range Increment: 10 deadly ring around its middle. The
feet “To Hit” Bonus: +2 Magazine: device looks a little like a model of
30 the planet Saturn when it's in kill-
Rate of Fire: As many times as the mode. A built-in antigravity motor
wielder has attacks and computerized guidance
Damage: 1d4 Slashing (17-20 x3) system will carry it back to your
Weight: 1 pound Razerang
hand
work.
once it has done its bloody
The blade
Armor Class: 13 (21 in the air) Size: Small (No switches
bonus oroffpenalty
Hardness: 10 Hit Points: 1 before
to concealit reaches
with a you. If you
“sleight of are
hand”
DC required to break this item with moving
roll) while you attack, it will
a Strength Roll: 14 (13 to break the track on
Cost: 400yourUnitsnew position and
antigravity motor) return
Tentativeto you there. Changng
Purchase DC: 15 the (Often
Special: Vorpal Weapon. On a power cell
Unavailable) is an involved process
critical hit, this weapon will sever and takes a full
Required round.
Proficiency: Martial-
the target's head from their body. Ranged
Accessories: Miniature Energy Cell Handed: Requires 1 hand to use
(1/20pound, costs 30 units) Range Increment: 50 feet
Description: A throwing blade “To Hit” Bonus: +3
edged with ultra-sharp Magazine: 30
monofilament wire, no thicker than Rate of Fire: Three Attacks
a single molecule. It parts flesh far Per Round Damage:
better than a hot knife through 1d6+2 Slashing (17-20 x3)
butter. An tiny built in antigravity Weight: 1 pound
module and a miniature Armor Class: 13 (23 in the air)
navigational computer can return it Hardnes
safely to your hand (although s: 5 Hit
"safe" might be a relative term Points: 3
when you have a hypersharp blade DC required to break this item
flying toward your fingers). with a Strength Roll: 15 (13 to
This is a generic template for any break the antigravity motor)
hypersharp throwing knife with Special: Vorpal. On a critical hit,102
points, as opposed to a hypersharp this weapon will sever the target's
disk or flying razor, which do head from their body. This does
slashing rather than not work on creatures that do not
have heads, and at the
DM's discretion there may be Self-Returning Hyperdense
targets who suffer no particular
ill effect from having their heads Ball
cut off (robots, for example, or Size: Medium (-4 penalty to
zombies). conceal with a “sleight of hand”
Accessories: Energy Cell (1/2 pound, roll)
costs 10 units), Target Designation Cost: 355 Units Tentative Purchase
Goggles (1/2 pound, cost 250 units) DC: 15 Required Proficiency:
Description: It looks like a sort of Simple Handed: Requires 1 hand to
flattened plastic oval, but when use Range Increment: 20 feet “To
flung at a target, two shiny curved Hit” Bonus: +2 Magazine: 25
blades slip out of either side. These Rate of Fire: As many times as the
blades are edged with wielder has attacks
monofilament wire, one molecule Damage: 1d6+2 Bludgeoning (18-
thick and are far sharper than any 20 x2)
conventional knife. It flies past the Weight: 5 pounds (3 tons if the
target, slashing them with its blades antigravity motor fails)
and then returns to the user's hand. Armor Class: 9 (18 in the air)
The small antigravity motor and on- Hardness: 15 Hit Points: 60
board targeting systems are run by DC required to break this item with
a tiny power cell, which takes a full a Strength Roll: 35 (13 to break the
round to replace. If you are wearing antigravity motor)
the Target Designation Goggles, Special: Can only be lifted because
you can instruct the Hammer
Self-Returning Razerang to of its onboard anti-gravity
attack up to three opponents in a generator. When the power cell
Size: Medium (-4 penalty to conceal runs out, the weapon becomes
single round and to continue
with a “sleight of hand” roll)
attacking impossible for anyone with a
Cost: 325 tagets on the next round,
Units Tentative Strength of less than 50 to move.
rather than returning
Purchase DC: 14 Required to your hand.
Set three or Martial-
four razerangs going at Accessories: Energy Cell (1/2
Proficiency: pound, costs 10 units) Description:
once,
Ranged and you've Requires
Handed: really got a party!
A black plastic sphere, a little
1 hand to use Range smaller than a soccer ball. This is a
Increment: 20 feet “To high-tech variation on the oldest
Hit” Bonus: -Magazine: 25 human weapon. You hurl it at the
Rate of Fire: As many times as target like a big rock. It has a core
the wielder has attacks of hyperdense matter and would
Damage: 1d8 Bludgeoning (20 x2) be far too heavy to lift if it didn't
Weight: 5 pounds have an antigravity generator built
Armor Class: 9 (18 in. It also has a small on-board
in the air) targeting computer that guides it
Hardnes to the target, and then back to the
s: 10 Hit person who threw it. The ball has a
Points: 7 gigantic mass, even though it
DC required to break this item with effectively weighs nothing. It
a Strength Roll: 18 (13 to break the strikes the target with a huge
antigravity motor) Accessories: amount of momentum and has to
Energy Cell (1/2 pound, costs 10 be carefully decelerated on its way
units) Description: A short, heavy back to the user.
hammer with an almost absurdly The antigravity generator can
heavy head. This is a weapon, rather run almost indefinitely when the
than a tool, meant to pound in ball is just being carried around,
faces rather than pound in nails. It but in combat it has only enough
would be too heavy and too power for about 25 uses (the
unbalanced to do either, if it deceleration process drains it
weren't for the antigravity engine badly). It runs on a special, oddly-
built into the handle. It also has a shaped power cell which isn't
computerized guidance system that compatible with any other
can return it to your hand after you weapons. Changing the battery is
lob it at the target. You can use it to an involved process, which
bash people the old fashioned way, Flying
requires a
Guillotine
toolkit and to
takes three
at close range, or fling it at a target Size: Tiny (+4 bonus conceal
rounds of continuous
with a “sleight of hand” roll)
up to forty feet away. concentration.
It is hard to be sure who would Cost: 325 Units
If the antigravity engine runs out
produce a weapon like this. it's of power the ball will settle gently
expensive, complex and highly to the ground and sit there,
advanced, yet barbaric and more immovable, until somebody
than a little silly. Perhaps there are replaces its power cell. 103
wealthy oddballs out there who are
a little too hung up on Norse
mythology, or perhaps there are
advanced civilizations that have
always loved chucking hammers at
Tentative Purchase DC: 14 (usually particular ill effect from having
illegal) their head cut off, the
Required Proficiency: Exotic monofilament has instead cut them
Weapons-Ranged into two or more pieces. There may
(Also works with any other flying still be a few creatures (incorporeal
Hyperwire weapon) beings, for example) who can
Handed: Requires 1 hand to use survive this, at the DM's discretion.
Range Increment: 20 feet Accessories: Miniature Energy Cell
“To Hit” Bonus: +2 (1/2 0pound, costs 30 units)
Magazine: 25 Description: A smooth metallic oval.
Rate of Fire: Once per round When flung at the target it
Damage: 2d6 Slashing (16-20 x4) separates into six floating
Weight: 1 pound antigravity modules, connected by a
Armor Class: 9 (18 in the air) web of ultra-strong, ultrasharp
Hardness: 5 Hit Points: 5 monofilament wire, no thicker than
DC required to break this item a single molecule. A direct hit from
with a Strength Roll: 25 (13 to this device will reduce just about
break the antigravity motor) any medium-sized opponent to
Special: Vorpal. On a critical hit, neat little chunks. Any target
this weapon will sever the target's wearing armor made from a
head from their body. This does material with a hardness greater
not work on creatures that do not then 20 will instead break the wire
have heads, and at the DM's and ruin the device. Whether or not
discretion there may be targets the device hits the target, it will
who suffer no particular ill effect snap back together and return to
from having their heads cut off the user's hand. If the device is
(robots, for example, or zombies). broken, it may damage the user.
Accessories: Energy Cell (1/2 Roll a ranged touch attack at a +2
pound, costs 30 units, oddly bonus. If it hits, the user catches
shaped, not compatible with most themselves on a stray piece of wire
other weapons and equipment) and loses 1d6 hp. The Web-Pod's
Description: A smooth ceramic pod guidance system is confused by
with a line down the middle. Fling targets that are bigger than "Large"
it, and its antigravity motor floats it in size and it can't be persuaded to
smoothly through the air toward attack them.
target. Halfway there it seperates
into two halves, about three-feet
apart, with a monofilament wire
between them. Once it hits the
target, reaches the end of its range,
or senses an Web-Pod
Hyperwire object in front of it
which
Size: it
Smallcan't
(No cut through,
bonus the unit
or penalty to
snaps
conceal back
with together
a “sleight andof returns
hand” to
the
roll) wielder's hand. Self-Returning Hyperspeed
It
Cost:takes some practice to use
360 Units Ball
without
Tentative hurting
Purchase yourself.
DC: unit It is
15 (usually Size: Tiny (+4 bonus to conceal with
possible
illegal) to attack the in the a “sleight of hand” roll)
air, but
Required its AC is high enough
Proficiency: difficult. to
Exotic Cost: 350 Units Tentative Purchase
make this
Weapons-Rangeddiscouragingly DC: 14 Required Proficiency: Simple
Our
(Also best
worksadvicewithis to
anyspare the flying
other Handed: Requires 1 hand to use
effort and
Hyperwire duck.
weapon) There is only a Range Increment: 40 feet “To Hit”
limited
Handed: market for
Requireswith this
1 handitem, but
use it
to keen Bonus: -Magazine: 50
remains
Range popular
Increment: 20 those
feet Rate of Fire: As many times as the
on
“Tocollecting
Hit” Bonus: heads.
+2 wielder has attacks
Magazine: 30 Damage: 1d4+2 Bludgeoning (18-
Rate of Fire: Once per 20 x2) or 1d4+2
round Damage: 4d6+4 Nonlethal
Slashing (16-20 x4) Weight: 1 pound
Weight: 2 pounds Armor Class: 13 (23 in the air)
Armor Class: 13 (18 in the air) Hardness: 6 Hit Points: 5
Hardness DC required to break this item with
: 5 Hit a Strength
Points: 5
DC required to break this item with
a Strength Roll: 25 (13 to break the
antigravity motor) 104
Special: Improved Vorpal Weapon.
On a critical hit, this weapon will
sever the target's head from their
body. If the target does not have a
head, or suffers no
Roll: 15 (13 to break the antigravity with psychopaths, mad scientists
motor) and the occasional race of
Special: Returns to your hand after depraved invaders. It has little
making an attack and can be used market outside these venues.
again on the next round.
Accessories: Miniature Energy Cell
(Weighs 1/10 pound, costs 30 Flying Three-Bladed
units, is oddly shaped and Chainsaw
incompatible with most other Size: Large (-8 penalty to conceal
weapons, except possibly for with a “sleight of
certain types of bolas and other hand” roll)
spherical throwing weapons, at the Cost: 300 Units
DM's discretion) Description: A Tentative Purchase DC: 14 (usually
little round plastic ball, about the illegal) Required Proficiency: Simple
size of a jawbreaker. It contains a Handed: Requires 1 hand to use
small antigravity motor and a very Range Increment: 20 feet “To Hit”
simple guidance system, which Bonus: -Rate of Fire: Once per
returns the device to your hand round Damage: 3d12 Slashing (18-
after it hits something. The 20 x4) Ignores up to 3 points of
antigravity motor makes it go very Hardness or Damage Resistance
fast once you launch it at the Weight: 15 pounds Armor Class: 7
target and it hits with tremendous Hardness: 9 Hit Points: 5
force. It can break ribs, rupture DC required to break this item
organs and punch holes in walls. with a Strength Roll: 13
By taking a Standard Action you Special: -2 to any attempt to find
can reset the ball to do only this weapon with a "Search" roll.
Nonlethal Damage. Replacing its Accessories: Energy Cell (1/2
battery is much more involved. pound, costs 10 units) Description:
The ball will shut down and refuse Antigravity technology meets
to perform before it's antigravity antisocial personality disorder. This
module wears out, which will rude weapon looks a lot like three
prevent you from getting into any chainsaws pointing out from each
embarrasing mishaps when the other in different directions. You
hyperdense matter assumes its hurl it at your enemies (or your
real weight. To open the ball and hapless victims, as the case may be)
switch out its used power cell for a and it flies spinning through the air
new one takes three full rounds. toward them. The look of stunned
disbelief on their faces as they see
it whirling toward them is almost as
satisfying as the sound of it
Flying Buzzsaw Blade chewing through their bones.
Size: Small (No bonus or penalty
to conceal with a “sleight of hand”
roll)
Cost: 285 Units
Tentative Purchase DC: 14 (usually
illegal) Required Proficiency:
Martial-Ranged Handed: Requires
0 or 1 hand to use Range
Increment: 30 feet “To Hit” Bonus:
-Magazine: 50
Rate of Fire: Once per round
Damage: 2d4+3 Slashing (18-20 x3)
Ignores up to 3
points of Hardness or Damage
Resistance
Weight: 2 pounds The Triparite Blade
Armor Class: 9 (18 in the air) Size: Medium (-4 penalty to conceal
Hardness: 5 Hit Points: 3 with a “sleight of hand” roll)
DC required to break this item Cost: Not usually for sale, might
with a Strength Roll: 14 (13 to fetch up to 25,000 Units if sold on
break the antigravity motor) the black market.
Special: Returns to your hand after Tentative Purchase DC: N/A (not
making an attack and can be used usually possible to
again on the next round.
Accessories: Energy Cell (1/2
pound, costs 10 units) Description: 105
The flying Buzzsaw Blade is
popular
bu
y) whirligig has instead cut them into
Required Proficiency: Exotic slices. There may still be a few
Weapons, Missile Handed: creatures (totally amorphous
Requires 1 hand to use Range beings, for example) who can
Increment: 40 feet “To Hit” Bonus: survive this, at the DM's discretion.
+2 Description: This diabolical little
Rate of Fire: Each weapon can only weapon consists of a small central
be thrown once, but you can globe, with three disks whirling
launch as many of them as you around it at a distance of about
have attacks three feet. The whirling disks are
Damage: 1d12 Slashing (18-20 x2) connected to the central sphere
Weight: 3 pounds Armor Class: 7 with monofilament wire, hundreds
Hardness: 20 Hit Points: 60 of times sharper than the sharpest
DC required to break this item razor. The whirligig floats across
with a Strength Roll: 45 Whomp-Disk
the battlefield at a rate of 60 feet
Description: A three-bladed per round
Size: Small and
(no responds to the to
bonus or penalty
crystalline weapon, unnaturally wielder'swith
conceal commands (it comes with
a “sleight-of-hand”
hard and sharp. It can be used as a a tiny remote control that can be
roll)
bladed melee weapon or flung like easily 750
Cost: operated with one hand).
Units Tentative Purchase
a missile weapon with the same DC: 17 Required Proficiency: Simple
weapon proficiency. It does not Handed: Requires 1 hand to use
conduct electricity, is not subject Range Increment: 50 feet “To Hit”
to rust or corrosion attacks and is Bonus: -Magazine: 45
much more durable than any Rate of Fire: Three attacks per
metal blade. If it is thrown at a round Damage: 1d8 Bludgeoning
target and misses, it will return to (20 x2)
your hand like a boomerang (but Weight: 1 pound
only if you have the Weapon Armor Class: 9 at rest, 23 when in
Proficiency). If an unskilled user flight.
tries to throw this weapon, they Hardness: 5 Hit Points: 5
must make a Reflexes Saving DC required to break this item with
Throw vs. DC 13 to keep from a Strength Roll: 17
wounding themselves for 1d4 Description: A lightweight plastic
damage. disk a little bigger than a saucer.
You can carry it or leave it floating
just above your right wrist,
spinning in place (it can do this
indefinitely). On command, the disk
will fly out, smack up to four
opponents and return to your
Whirligig hand. It is possible to attack the
Size: Small (No bonus or penalty disk in mid-flight, but of course its
to conceal with a “sleight of hand” Armor Class is pretty high. The
roll) Whomp- Disk can also be set to
Cost: 800 Units protect you in your sleep, although
Tentative Purchase DC: 17 (Often it can't really tell friend from foe
Unavailable) and will simply attack anyone who
Required Proficiency: Simple comes within range. It takes a few
Handed: Requires 1 hand to use seconds of concentration to set the
Range Increment: 30 feet Whomp-Ball
disk to sleep-protection mode,
“To Hit” Bonus: +2 Size: Diminutive (+8 bonus to so
you can'twith
conceal do it while you
a “sleight of are being
hand”
Magazine: 10 knocked unconcious. When it
Rate of Fire: Once per round roll)
attacks
Cost: 650 byUnits
itself,Tentative
the disk has a
Purchase
Damage: 2d6 Slashing (15-20 x4) Ranged Attack Bonus of +3.
Weight: 2 pounds Armor Class: 9 DC: 16 Required Proficiency: Simple
Hardness: 5 Hit Points: 3 Handed: Requires 1 hand to use
DC required to break this item Range Increment: 60 feet “To Hit”
with a Strength Roll: 40 Bonus: -Magazine: 60
Special: Improved Vorpal Weapon. Rate of Fire: Four attacks per round
On a critical hit, this weapon will Damage: 1d6 Bludgeoning (19-20
sever the target's head from their x2)
body. If the target does not have a Weight: 1 pound
head, or suffers no particular ill Armor Class: 13 at rest, 24 when in
effect from having their head cut flight.
off, the
106
Hardness: 4 Hit Points: Range Increment: 10 feet
1 “To Hit” Bonus: Ignores Armor
DC required to break this item with Rate of Fire: Once per round
a Strength Roll: 14 Damage: From 1 to 7d6 Slashing--
Description: A small plastic ball, soft see description
and rubbery to the touch. It Weight: 1 pound
contains an antigravity engine Armor Class: 9
made from some kind of soft and Hardness: 15
flexible synthetic material, which Hit Points: 10
only needs to have its battery DC required to break this item
replaced once every ten years or so. with a Strength Roll: 25
The ball responds to thought- Accessories: None Known
commands and can attack any four Description: A folded-up
targets within forty feet in a single spherical armature, about the
round. At the end of every round in size of a baseball. When flung at
which it attacks, it returns to the a a target, it unfolds itself,
user's hand. If it were somehow opening up into a round metal
intercepted in mid-flight, whoever framework that is big enough to
took it would be able to use it fit a man's torso inside.
themselves on the next round. The ball drops over the target,
The Whomp-ball can be engulfing their head or their upper
instructed to protect its user in body. Then it folds back in on itself.
their sleep, attacking anyone It can fold up a little and do just a
(friend, foe or hotel maid) who die of damage or it can fold up all
comes within 60 feet. You cannot the way and do its full seven dice
set it to sleep mode while you are or anywhere in between.
in the act of falling unconcious, but Once the ball has someone
you could instruct
Hoberman's ahead ofSphere
Deadly time to trapped inside, it can automatically
go into
Size: sleep
Small mode
when if it senses
collapsed (No that do up to its full number of dice to
you
bonus have lost conciousness
or penalty to conceal(thiswith a them, spaced out over as many
could
“sleight of hand” roll), wise
be either a very Largemove
whenor rounds as the wielder likes. So, for
a veryexpanded
fully foolish one—it will attack
(-8 penalty to example, it could do one die of
paramedics,
conceal with too).
a “sleight of hand” damage to the victim on the first
When it attacks by itself, the ball
roll) round and then six dice on the
has
Cost:an500
Attack
UnitsBonus of +4. second. Or it could do two dice of
Tentative Purchase DC: 15 (Often damage on the first, second and
Unavailable) Required thrird rounds and then just one on
Proficiency: Exotic Weapons- the next. The only way to keep
Ranged Handed: Requires 1 from taking the damage is to

Futuristic Muscle-Powered
hand to use escape the device's clutches, which
requires a Strength Roll vs DC 25 or
an Escape Artist roll vs. DC 27.

Ranged Weapons
The sphere's ability to dole out
painful damage slowly, over a
period of time, makes it an ideal
tool for interrogations, if you're
Bows, arrows, slings and their variants havesome
served mankind
kind well for
of a sadistic the past
freak.
25,000 years. They haven't died out yet, nor have we stopped trying to
improve them. Perhaps this technology will continue to advance into the
Slingshots
distant future, and muscle powered weapons will be seen alongside lasers
and gaussguns in the arsenals of tomorrow.
An often overlooked variation on the bow, a slingshot can be a serious
weapon if it's made from the right materials. Even now, in the early 21st
century, surgical tubing can be used to make slingshots that carry enough
force to be dangerous at close range and in the future here may well be
plastics with more elastic strength than any present-day material.
Small, cheap, easy to conceal and quick to aim, a slingshot can also have a
surprising amount of stopping power, particularly when you use it to launch
a hand grenade. Slingshots can also be used to fire any of the darts listed in
the section on dart guns, at no penalty.

107
Heavy Slingshot
Size: Small (No bonus or penalty to
conceal with a “sleight of hand”
roll)
Cost: 30 Units Tentative Purchase
DC: 5 Required Proficiency: Simple
Handed: Requires 2 hands to use
Range Increment: 80 feet “To Hit”
Bonus: -Rate of Fire: As many times
as the wielder has attacks
Damage: 1d6+1 Bludgeoning (20
x2) or per special load.
Weight: 2 pounds Armor Class: 9
Hardness: 1 Hit Points: 1
DC required to break this item with
a Strength Roll: 12
Description: An even more
powerful futuristic slingshot. It
uses super-elastic, super-strong
polymer tubing to launch its
projectiles. This model is too big to
fit conveniently in a street-urchin's
back-pocket. It is worn on a kind of
metal brace which fits around your
wrist. It's a dangerous weapon
when launching rocks or steel ball
bearings but it can also be used to
Advanced Materials launch any of the darts or hand
Slingshot grenades listed in this book. Use
Size: Small (No bonus or penalty to the slingshot's range rather than
conceal with a “sleight of hand” roll) the dart or the grenade's range
Cost: 15 Units Tentative Purchase when you launch one.
DC: 4 Required Proficiency: Simple
Handed: Requires 2 hands to use
Range Increment: 60 feet “To Hit”
Bonus: -Rate of Fire: As many times
as the wielder has attacks
Damage: 1d6 Bludgeoning (20 x2)
or per special load.
Weight: 1 pound Armor Class: 9
Hardness: 1 Hit Points: 1
DC required to break this item with
a Strength Roll: 12
Description: The future of the
slingshot, it launches its missiles
with an elastic tubing material that
has far more strength and resilience
than anything in use today. It can
do real damage to a target at a
surpisingly good range, and can
also be used to launch any of the
darts or any of the grenades listed
in these rules. The stats listed above
assume that the weapon is firing a
steel ball bearing, but there are of
course no end of things you might
use. A rock does slightly less Improvised Slingshot
damage (1d4) while a glass bottle Size: Tiny (+4 bonus to conceal
acts as a Splash- effect weapon, with a “sleight of hand” roll)
doing 1d4 Slashing damage to the Cost: 5 Units to make yourself
target and one point to anyone Tentative Purchase DC: 2 (for the
within a five foot radius who fails a materials required
Reflexes Save vs. DC 15. to make one)

108
Required Proficiency: while its frame could be made
Simple Handed: from any sort of rigid plastic or
Requires 2 hands to metal.
use Range Increment: We have assumed that most of
40 Feet “To Hit” the futuristic slingshots listed here
Bonus: -Magazine: 1 are made from materials specially
Rate of Fire: As many times as the crafted to be ideal for the job
wielder has attacks (laminate composite resins with just
Damage: 1d4 Bludgeoning (20 x2) the right amount of strength and
Or per special load. give, superelastic polymers, etc.)
Weight: 1 This one is made from whatever its
pound builder could scavenge, so it
Armor doesn't have anything like the same
Class: 9 range and stopping power.
Hardness: Most commonly seen in the
1 Hit hands of post- apocalyptic
Points: 1 survivors, street gangs might also
DC required to break this item with carry slingshots like this, if no better
a Strength Roll: 10 weapons are available.
Accessories: -Description: A crude If a PC would like to make one, let
slingshot, made from whatever them gather some appropriate
Bows and Arrows
materials are available. Surgical
tubing or old rubber tires are the
likeliest materials it might use for
materials together and make a
"Repair" skill roll vs. DC 15.
elastic,
Decadent or tradition-bound societies might apply advanced technology to
bows and arrows. And they may have broader uses in a futuristic setting than
for gladiatorial combat and ceremonial hunts. Bows and arrows actually have
some surprising advantages on the post-modern battlefield. They are quiet
and leave no chemical or energy signature for sensors to pick up. They have
excellent penetration against body armor and in the hands of a sufficiently
skilled marksman their range is comparable to firearms. Some armies might
use bows and arrows as a kind of low-tech, stealthy grenade launcher and
design arrows that explode, or carry gas weapons or electroshock devices or
all sorts of other odd effects (especially if these cultures are big on comic
books).
We have listed four sample futuristic bowsDamage:
for youUsually
here, along with
1d6Arrow?
(20 x3)aWe've
wide
selection of strange trick arrows. You wantPiercing
a Sonic(but
Screamer
see individual arrows)
got it. A Boxing Glove Arrow? I'm afraid we've got that
Weight: too
3 pounds Armor Class: 9
Hardness: 5 Hit Points: 10
DC required to break this item with
a Strength Roll: 18
Accessories: Arrow (Weighs 3
pounds per 20 arrows, costs 10 for
a set of 20)
Description: A composite bow,
made out of synthetic materials
that give it greater force and
flexiblity than any bow from our
own epoch. This is how an
Advanced Materials advanced civilization that really
Composite Bow cares about archery would craft a
Size: Large (-8 penalty to conceal bow.
with a “sleight of hand” roll) Advanced Materials
Cost: 1,000 Units Shortbow
Tentative Purchase DC: 18 Size: Medium (-4 penalty to
Required Proficiency: Martial- conceal with a “sleight of hand”
Ranged roll)
Handed: Requires 2 hands to use Cost: 300 Units
Range Increment: 120 Feet (but Tentative Purchase DC: 14
can be less with Required Proficiency: Martial-
certain arrows) Ranged
“To Hit” Bonus: -Rate of Fire: As Handed: Requires 2 hands to use
many times as the wielder has Range Increment: 75 Feet (but can
attacks be less with
certain arrows) 109
“To Hit” Bonus: -Rate of Fire: As Rate of Fire: As many times as the
many times as the wielder has wielder has attacks
attacks Damage: Usually 1d6+1 (20 x3)
Damage: Usually 1d6 (20 x3) Piercing (but see individual arrows)
Piercing (but see individual arrows) Weight: 6 pounds Armor Class: 8
Weight: 3 pounds Armor Class: 9 Hardness: 6 Hit Points: 12
Hardness: 5 Hit Points: 10 DC required to break this item
DC required to break this item with with a Strength Roll: 25
a Strength Roll: 18 Special: Does an extra +2 points of
Accessories: Arrow (Weighs 3 piercing damage, whatever arrow
pounds per 20 arrows, costs 10 for it is firing.
a set of 20) Accessories: Arrow (Weighs 3
Description: A shorter, cheaper pounds per 20 arrows, costs 10 for
bow, made for casual enthusiasts a set of 20)
rather than professional Description: A monster bow,
bowhunters. It doesn't have the intended for creatures with greater
same pull and is far easier to use. It than human strength to use.
also doesn't have anything like the Anyone with a Strength of less
range of a really high-end weapon, than 16 will use this weapon at a -
but then again it's not intended to. 4 penalty. Anyone with a Strength
Advanced Materials Bow, of less than 12 can't even attempt
to use it (they can't draw the
Lightweight bowstring). It isn't built to the
Size: Large (-8 penalty to conceal same standard as some of the
with a “sleight of hand” roll) other
Advanced bows Materials
listed here,Bow, so it
Cost: 500 Units doesn't get quite as much of a
Tentative Purchase DC: 15 Masterpiece
range bonus as it otherwise might.
Required Proficiency: Martial- Size: Large (-8 penalty to conceal
Ranged with a “sleight of hand” roll)
Handed: Requires 2 hands to use Cost: 5,000 Units (if you can find
Range Increment: 100 Feet (but can one at all) Tentative Purchase DC:
be less with 23 (Often Unavailable) Required
certain arrows) Proficiency: Martial-Ranged
“To Hit” Bonus: -Rate of Fire: As Handed: Requires 2 hands to use
many times as the wielder has Range Increment: 170 Feet (but
attacks can be less with certain arrows)
Damage: Varies, according to what “To Hit” Bonus: +2
kind of arrow it fires. Usually 1d6 Rate of Fire: As many times as the
Piercing (20 x3) wielder has attacks
Weight: 2 pounds Armor Class: 9 Damage: Damage: Usually 1d6+1
Hardness: 5 Hit Points: 10 (20 x3) Piercing (but see individual
DC required to break this item with arrows)
a Strength Roll: 18 Weight: 3 pounds Armor Class: 9
Accessories: Arrow (Weighs 3 Hardness: 6 Hit Points: 11
pounds per 20 arrows, costs 10 for DC required to break this item
a set of 20, other arrows have their with a Strength Roll: 19
own individual costs and weights, Accessories: Arrow (Weighs 3
see individual listings) Description: pounds per 20 arrows, costs 10 for
A lighter bow, intended for lengthy a set of 20)
excursions, where weight is at a Description: A truly superb
premium. It sacrifices some range weapon, built with the very best
to be easy to carry, but it is built materials available, no time
from the same advanced materials constraints and no concern for
Advanced
technology asMaterials
the "Advanced Bow, expense. This is the kind of
Ultraheavy
Composite Bow" and like it is
intended
weapon a very wealthy expert
Size: Largefor(-8serious
penaltyhunters and
to conceal bowhunter from a technologically
outdoorsmen, rather than
with a “sleight of hand” roll) casual advanced civilization might have
hobbyists.
Cost: 1,200 Units specially made by a hand-picked
Tentative Purchase DC: 18 team of design experts, or that the
Required Proficiency: Martial- Advanced
most exalted Materials
heroes of aArrowculture
Ranged Size: Mediumthe
that reveres (-4 bow
penalty to wield.
might
Handed: Requires 2 hands to use conceal
If there with are aspace-elves
“sleight of hand”
in your
Range Increment: 150 Feet (but can roll)
campaign (and they aren't all
be less with Cost:
using 10 Units
silly (set ofbows")
"energy 20) this is
certain arrows) the weapon that their king uses.
“To Hit” Bonus: -- 110
Tentative Purchase DC: 3 Armor Class: 9 Hardness: 5 Hit
Required Proficiency: Points: 1
Martial-Ranged Handed: DC required to break this item with
N/A a Strength Roll: 15 Arrow itself is
Range Increment: Same as the DC 12)
bow it is being fired from Description: An arrow with a head
“To Hit” Bonus: +1 edged in monofilment wire. This
Rate of Fire: As many times as the gives it a cutting surface which is
wielder has attacks one one molecule thick--far
Damage: 1d6+1 Piercing (20 x3) sharper than the sharpest possible
Weight: 20 arrows per 3 pounds arrowheads made with
Armor Class: 9 Hardness: 5 Hit conventional materials. But be
Points: 1 careful when fishing this one out of
DC required to break this item your quiver! Arrow
Exploding
with a Strength Roll: 13 Size: Medium (-4 penalty to
Description: An arrow made from conceal with a “sleight of hand”
futuristic plastics, far lighter, far roll)
stronger and with far less air Cost: 450 Units Tentative Purchase
resistance than any arrow from DC: 15 Required Proficiency:
our own epoch. This is how a Martial-Ranged Handed: N/A
starfaring civilization might Range Increment: Half that of the
Spent Uranium
construct them. Arrowhead bow it is fired from
Size: Medium (-4 penalty to “To Hit” Bonus: -Rate of Fire: As
conceal with a “sleight of hand” many times as the wielder has
roll) attacks
Cost: 20 Units (set of 20) Damage: 1d6 Piercing (20 x3), plus
Tentative Purchase DC: 4 Required 5d6 Bludgeoning
Proficiency: Martial-Ranged to anything in a 5-foot radius
Handed: N/A Weight: 10 arrows per 3 pounds
Range Increment: Same as the Armor Class: 9
bow it is being fired from, minus Hardness: 1
ten feet Hit Points: 1
“To Hit” Bonus: +2 vs. AC from DC required to break this item with
armor. Does not apply to Dex- a Strength Roll: 10
based AC. Description: For all those of you
Rate of Fire: As many times as the who feel that they never should
wielder has attacks have canceled the Dukes of
Damage: 1d6+2 Piercing (18-20 Hazard, we present this handy
x3), Ignores 10 points of Hardness item. An exploding arrowhead,
or Damage Resistance. packed with a lightweight plastic
Weight: 5 arrows per 3 pounds explosive substance that takes up
Armor Class: 9 Hardness: 5 Hit far less weight and volume than
Points: 1 dynamite or TNT. This allows the
DC required to break this item arrow to be only slightly heavier
with a Strength Roll: 14 (Arrow than and to have nearly as much
itself is DC 12) range as a normal shaft. It does
Description: An arrow with an 5d6 damage to anything in a five-
armor-piercing head, it is foot radius. A Reflexes Saving
especially
Arrow good for use against Throw vs. DC
Exploding Arrow,20 halves the
vehicles. With Hypersharp damage. If the arrow has hit its
Fragmentary
Head targetMedium
Size: then the(-4target isn't
penalty to allowed
conceal
Size: Medium (-4 penalty to to make
with a of
a “sleight Saving
hand” Throw—the
roll)
conceal with a “sleight of hand” arrow460
Cost: is already stuck inPurchase
Units Tentative them so
roll) they15
DC: can't get outProficiency:
Required of its way.
Cost: 30 Units (set of 20) Martial-Ranged Handed: N/A
Tentative Purchase DC: 5 Required Range Increment: Half that of the
Proficiency: Martial-Ranged bow it is fired from
Handed: N/A “To Hit” Bonus: -Rate of Fire: As
Range Increment: Same as the many times as the wielder has
bow it is fired from “To Hit” Bonus: attacks
+2 vs. AC from armor. Does not Damage: 1d6 Piercing (20 x3) to the
apply to Dex-based AC. target plus an extra 5d6 Piercing to
Rate of Fire: As many times as the anything in a 5-foot radius
wielder has attacks
Damage: 1d6+3 Piercing (17-20 x4)
Weight: 20 arrows per 3 pounds 111
Weight: 10 arrows per Exploding Arrow, Shaped
3 pounds Armor Class:
9 Hardness: 1 Hit Charge
Points: 1 Size: Medium (-4 penalty to conceal
DC required to break this item with with a “sleight of hand” roll)
a Strength Roll: 10 Cost: 465 Units Tentative Purchase
Description: A crueler version of DC: 15 Required Proficiency:
the exploding arrow. This one is Martial-Ranged Handed: N/A
filled with lightweight metal Range Increment: Same as the bow
shrapnel and does damage to it is being fired from, minus ten feet
anything in the target's vicinity. A “To Hit” Bonus: -Rate of Fire: As
Reflexes Saving Throw vs. DC 20 many times as the wielder has
halves the damage (although the attacks
arrow's specific target isn't allowed Damage: 1d6 Piercing (17-20 x3),
to roll). plus 5d6 Bludgeoning in a 25 foot
cone. The Bludgeoning damage
ignores up to 10 points of Hardness
or Damage Resistance.
Weight: 10 arrows per 3 pounds
Armor Class: 9 Hardness: 1 Hit
Points: 1
DC required to break this item with
a Strength Roll: 10
Description: An exploding arrow
designed especially to penetrate
armor. It does its area-effect
damage in a short cone, instead of
Exploding Arrow, Flechette a sphere. A Reflexes Saving Throw
Size: Medium (-4 penalty to vs. DC 20 halves the damage from
conceal with a “sleight of hand” the explosion. If the arrow was shot
roll) into a specific target, the target isn't
Cost: 475 Units Tentative Purchase Acid-Filled
allowed to makeArrow
a saving throw.
DC: 15 Required Proficiency: Size: Medium (-4 penalty to conceal
Martial-Ranged Handed: N/A with a “sleight of hand” roll)
Range Increment: Half that of the Cost: 600 Units Tentative Purchase
bow it is fired from DC: 16 Required Proficiency:
“To Hit” Bonus: -Rate of Fire: As Martial-Ranged Handed: N/A
many times as the wielder has Range Increment: 1/3 the range of
attacks the bow it is fired from
Damage: See description Weight: “To Hit” Bonus: -Rate of Fire: As
10 arrows per 3 pounds Armor many times as the wielder has
Class: 9 Hardness: 1 Hit Points: 1 attacks
DC required to break this item with Damage: 1d6 Piercing (20 x3), plus
a Strength Roll: 10 2d6 Caustic damage per round for 1
Description: An exploding arrow d6 rounds (or until the acid is
packed with razor- sharp darts, it's somehow cleaned off or
heavier and slower than a standard neutralized).
arrow and doesn't have nearly as Weight: 20 arrows per 3 pounds
much range. On impact, it does Armor Class: 9 Hardness: 0 Hit
6d6 Piercing damage to anything Points: 1
within a 5-foot radius. A Reflexes DC required to break this item with
Saving Throw vs. DC 20 halves the a Strength Roll: 8
damage (the arrow's specific target Description: This truly mean-spirited
isn't allowed to make a saving arrow is designed to shatter on
throw). There really isn't much use impact and spray the target with
for this item apart from murder acid. Heavy and poorly balanced, it
and some extremely sacrifices a certain amount of range
unsportsmanlike kinds of hunting, and accuracy to carry its caustic
so they're usually illegal and hard load. The acid is stored in the shaft,
to find. There may be a few odd which is carefully scored so as to
cultures that use them in a military shatter on impact when fired from a
capacity or others where bow, but not break apart when
mutilating wildlife is regarded as a hastily grabbed out of a quiver. A
jolly laugh. splash attack weapon, it does its full
load of damage to the target and 1
point of damage to anyone else
within a five foot radius. A Reflexes112
Saving Throw vs. DC 20 negates the
splash
damage. arrrowhead-shaped force field,
tougher and sharper than any
blade made from ordinary matter.
Variable Metal Arrow The arrow's excessive weight and
Size: Medium (-4 penalty to awkward balance limit its range,
conceal with a “sleight of hand” but its stopping power is
roll) unequalled. It runs on a long
Cost: 1,000 Units (if one can even narrow power cell which fills up its
be found--in most places, this is at shaft. It is possible to collect and
least the equivalent of a minor reuse the arrow once you have
Artifact) fired it, but the power cell will have
Tentative Purchase DC: 18 (Often to be replaced. This takes a full
Unavailable) Required Proficiency: round and requires a skill roll vs.
Martial-Ranged Handed: N/A Robot Disrupter
DC 13 (probably Arrow
Repair, but of
Range Increment: Same as the course the DM(-4
Size: Medium can decidetowhat
penalty
bow it is fired from “To Hit” Bonus: skill would
conceal withbea appropriate to the
“sleight of hand”
+3 campaign).
roll)
Rate of Fire: As many times as the Cost: 110 Units Tentative Purchase
wielder has attacks DC: 10 Required Proficiency:
Damage: 1d6 Piercing (18-20 x3) Martial-Ranged Handed: N/A
or 2d6 Nonlethal, ignores armor, Range Increment: 1/3 the range of
ignores Hardness and Damage the bow it is fired from
Resistance, makes a Ranged Touch “To Hit” Bonus: +2 vs. Robots
Attack. Rate of Fire: As many times as the
Weight: 5 arrows per 3 pounds wielder has
Armor Class: 9 Hardness: 10 Hit attacks
Points: 5 Damage: 1d6 piercing (18-20 x3)
DC required to break this item +1d6 Electrical vs. most targets.
with a Strength Roll: 30 Does an additional 5d8 Electrical
Description: An arrow made from damage to robots and other
super-advanced variable metal. It sentient machines.
can adjust its own molecular Weight: 5 arrows per 3 pounds
density and pass harmlessly Armor Class: 9 Hardness: 1 Hit
through solid objects. It can also Points: 1
materialize inside them. It can hit DC required to break this item with
objects on the other side of walls a Strength Roll: 10
or pass though a target's armor Accessories: Miniature Energy Cell
and hit them from the
Force-Projection inside. It
Arrow (1/20 pound, costs 30 units)
can
Size: also partially
Medium (-4 rematerialize
penalty to and Description: A heavy, stubby,
do nonlethal
conceal damage,
with a “sleight disrupting poorly balanced arrow that
the
roll) target's systemof hand”
without contains a Robot Disrupter module,
actually
Cost: 100piercing
Units their flesh.
Tentative This is
Purchase powered by a special long, thin
one
DC: of the few
10 Required attacks that
Proficiency: might battery. This weapon really only
do nonlethal
Martial-Ranged damage
Handed: N/A (at
to robots lends itself to a few unlikely
the DM's discretion).
Range Increment: Same as the battlefield scenarios, so it's likely to
bow it is fired from “To Hit” Bonus: be rare and difficult to find, unless
+3 you make them yourself.
Rate of Fire: As many times as the
wielder has attacks Electroshock Arrow
Damage: 1d6+2 Piercing (18-20 x3) Size: Medium (-4 penalty to
Weight: 20 arrows per 3 pounds conceal with a “sleight of hand”
Armor Class: 9 Hardness: 1 Hit roll)
Points: 1 Cost: 455 Units Tentative Purchase
DC required to break this item DC: 15 Required Proficiency:
with a Strength Roll: 10 Martial-Ranged Handed: N/A
Special: Ignores up to 10 points of Range Increment: 1/3 the range of
Hardness or Damage Resistance the bow it is fired from
Accessories: Miniature Energy Cell “To Hit” Bonus: +2 vs. Metal Armor
(1/20 pound, costs 30 units) Only Rate of Fire: As many times as
Description: An strangely balanced the wielder has attacks
metal arrow with a force-field Damage: 1d6 piercing (20 x3) +2d6
projection nozzle where the electricity Weight: 20 arrows per 3
arrowhead should be. When pounds
launched from a bow it creates an
113
Armor Class: 9 radius. A Fortitude Saving throw vs.
Hardness: 1 Hit DC 18 reduces
Points: 1 the damage from the gas attack by
DC required to break this item with half .Wearing some
a Strength Roll: 10 kind of breathing apparatus
Accessories: Miniature Energy Cell negates it entirely.
(1/20 pound, costs 30 units) Weight: 20 arrows per 3 pounds
Description: A stubby, oddly Armor Class: 9
balanced arrow with a power-cell Hardness: 0
built into the shaft. It delivers a Hit Points: 1
potent electric shock to the DC required to break this item
target, in addition to doing its with a Strength Roll: 8
regular damage. A character who Accessories: Antidote Vial (1/20th
has the ability to deflect arrows lb, costs 150 Units, holds 2 doses,
with their bare hands (a D&D negates effect of gas in 1 round)
Monk, for example) will still take Description: It is difficult to find
the electrical damage. Won't room on an arrow to load a gas-
they look silly grabbing this one weapon delivery system. Yet that
out of the air! doesn't stop designers from
Boxing Glove Arrow trying.
Arrow This
Withone Sleep
stores the
Drug gas and
Size: Medium (-4 penalty to a propellant in two separate
Size:
chambers Medium
in the (-4shaftpenalty
and mixesto
conceal with a “sleight of hand” conceal
them with a “sleight of
on impact. It's bulky, slow, hand”
roll) roll)
delicate
Cost: 10 Units Tentative Purchase Cost: 25 and
Unitsexpensive.
(set of 20)
DC: 3 Required Proficiency: Tentative Purchase DC:
Martial-Ranged Handed: N/A Required Proficiency:
Range Increment: Same as the bow Martial-Ranged Handed:
it is being fired from, minus twenty N/A
feet “To Hit” Bonus: -1 Range Increment: Same as the
Rate of Fire: As many times as the bow it is fired from “To Hit” Bonus:
wielder has attacks -Rate of Fire: As many times as the
Damage: 1d6 nonlethal (20 x2) wielder has attacks
Weight: 5 arrows per 3 pounds Damage: 1d6 Piercing (20 x3) plus
Armor Class: 9 Hardness: 5 Hit sleep drug. See
Points: 1 description for more details
DC required to break this item with Weight: 20 arrows per 3 pounds
a Strength Roll: 10 Armor Class: 9
Description: A weird short-range Hardness: 5
arrow with a large, soft bulb at one Hit Points: 1
end instead of a standard DC required to break this item
arrowhead. Even when made from with a Strength Roll: 10
the lightest, strongest and least Accessories: Antidote Vial (1/20th
air-resistant materials that lb, costs 100 Units, holds 2 doses,
futuristic technology can dream negates effect of the drug in 1-4
up, this is still a clumsy object to rounds)
launch from a bow. It is just about Description: This arrow has been
the only non-lethal arrows ever loaded with a powerful anesthetic.
devised.
Poison Gas Arrow In addition to taking 1 d6 normal
Size: Medium (-4 penalty to damage from the arrow itself, the
conceal with a “sleight of hand” target must make a Fortitude save
roll) vs. DC 20 or fall unconscious for
Cost: 510 Units Tentative Purchase 19- Con hours (so a character with
DC: a Con of 15 would be unconscious
Required Proficiency: Martial- Arrow With
for 4 hours, Pain Drug
a character with Con
Ranged Handed: N/A 10 would
Size: be unconscious
Medium for 9 to
(-4 penalty
Range Increment: Half that of the hours
conceal and so forth).
with The arrow
a “sleight of hand”
bow it is fired from itself is made from synthetic
roll)
“To Hit” Bonus: -1 materials far superior
Cost: 30 Units to fiberglass
(set of 20)
Rate of Fire: As many times as the or wood and
Tentative has outstanding
Purchase DC:
wielder has attacks range andProficiency:
Required accuracy.
Damage: 1d6 Piercing (20 x3) plus Martial-Ranged Handed:
a gas attack that does 1d10 N/A
damage to living creatures in a 5 Range Increment: Same as the
foot bow it is fired from “To Hit” Bonus:
--
114
Rate of Fire: As many times as the bonus to hit the blind character.
wielder has attacks Accessories: Antidote Vial (1/20th
Damage: 1d6 Piercing (20 x3), also lb, costs 150 Units, holds 2 doses,
does 1d6 nonlethal damage per negates effect of drug in 1-6
round to live targets (a Willpower rounds)
Saving Throw vs. DC 21 halves the Description: This arrow has been
damage, but the target must roll partly coated with a drug that
each round) The target will affect's the target's optic nerves,
continue to take nonlethal damage causing temporary Blindness, as
until they make two Saving Throws per the spell. At the DM's
in a row (on subsequent rounds) or discretion, it might not work on
else fall unconscious. Target suffers creatures with very different body
a -4 to their attack and skill rolls on chemistry
Arrow from ours.
With The drug also
any round in which they fail their has no effect onPsychedelic
creatues that
Willpower Saving Throw. Weight: Drug
don't have eyes.
20 arrows per 3 pounds Armor Size: Medium (-4 penalty to
Class: 9 Hardness: 5 Hit Points: 1 conceal with a “sleight of hand”
DC required to break this item with roll)
a Strength Roll: 10 Cost: 20 Units (set of 20)
Special: Once struck, the target Tentative Purchase DC:
must make a Fortitude Saving Required Proficiency: Martial-
Throw vs. DC 20 or be Stunned (as Ranged Handed: N/A
per the Monk special attack), and Range Increment: Same as the bow
unable to take any action for one it is fired from “To Hit” Bonus: --
round. Rate of Fire: As many times as the
Accessories: Antidote Vial (1/20th wielder has attacks
lb, costs 150 Units, holds 2 doses, Damage: 1d6 Piercing (20 x3). Also
negates effect of the drug in 1 doses the target with a potent
round) psychedelic drug. See description
Description: This arrow has been for details.
coated with a drug that causes the Weight: 20 arrows per 3 pounds
target horrendous pain. Like most Armor Class: 9 Hardness: 5 Hit
poisoned or drugged arrows, the Points: 1
pain-inducing
Arrow Withagent
painted around
has been
Blinding Drug
the shaft, rather
DC required to break this item with
a Strength Roll: 10
Size:
than Medium (-4 penaltyThis
on the arrowhead. to helps Accessories: Antidote Vial (1/20th
conceal
to prevent with a “sleight
awkward of hand”
moments lb, costs 125 Units, holds 3 doses,
roll)
when you reach hastily into your negates effect of drug in 1-3
Cost:
quiver25 Units
and nick(set of 20)on an
yourself rounds)
Tentative
arrowhead. Purchase DC: Description: In addition to taking
Required Proficiency: Martial- damage from the arrow, the target
Ranged Handed: N/A must make Fortitude Saving Throw
Range Increment: Same as the bow vs. DC 20 or suffer the effects of a
it is fired from “To Hit” Bonus: -- powerful hallucinogenic agent. The
Rate of Fire: As many times as the drug's effects last for 3d12 rounds.
wielder has attacks Anyone who fails the initial
Damage: 1d6 Piercing (20 x3). Also Fortitude Saving Throw must now
doses the target with a neural make a Willpower Saving throw
agent that causes temporary (DC 18) every round or roll on the
blindness if they fail a Fortitude following chart.
Saving Throw vs. DC 15. See below 1 Shout insulting and inarticulate
for details. threats at no one for a round,
Weight: 20 arrows per 3 pounds drawing all kinds of negative
Armor Class: 9 Hardness: 5 Hit attention from anyone in earshot.
Points: 1 2-4 Do nothing at all for 1
DC required to break this item with round. Stare passively off into
a Strength Roll: 10 space, look at the ground or close
Special: The target must make a your eyes.
Fortitude Saving Throw vs. DC 15 5-6 Mutter random insane
or become Blind for 2d12 hours. gibberish, clap hands, twitch and
Blind characters suffer a 50% engage in other harmless but
chance of missing in combat (all distracting crazy behavior for a
their targets effectively have full round, without moving from the
concealment), lose any Dexterity spot where you are standing.
Bonus they might have had to 7-9 Throw yourself to ground
their Armor Class, move at half and take 1 point of damage. If you115
speed, suffer a -4 penalty on roll this result twice in a row you
Search checks and both Strength begin to batter yourself against the
and Dexterity based skill rolls. All ground, taking 1d3 damage per
attackers have a +2 round.
10 Act normally for 1 round. You
Poison Arrow Required Proficiency: Martial-
Size: Medium (-4 penalty to Ranged Handed: N/A
conceal with a “sleight of hand” Range Increment: Same as the
roll) bow it is fired from “To Hit” Bonus:
Cost: 20 Units (set of 20) -Rate of Fire: As many times as the
Tentative Purchase DC: wielder has attacks
Required Proficiency: Martial- Damage: 1d6 Piercing (20 x3), any
Ranged Handed: N/A living target must
Range Increment: Same as the bow make a Fortitude Save vs. DC 20 or
it is fired from “To Hit” Bonus: -- die instantly.
Rate of Fire: As many times as the Weight: 20 arrows per 3 pounds
wielder has attacks Armor Class: 9
Damage: 1d6 piercing (20 x3). Make Hardness: 5
a Fortitude Save Hit Points: 1
vs. DC 20 or take 3d8 additional DC required to break this item
Poison damage. with a Strength Roll: 10
Weight: 20 arrows per 3 pounds Description: An extremely lethal
Armor Class: 9 poison arrow, loaded with a
Hardness: 5 fiendish omnitoxin called
Hit Points: 1 Thanatoline. Although the
DC required to break this item with chemical engineering required to
a Strength produce Thanatoline is pretty
Roll: 10 sophisticated, the arrow itself is
Special: quite simple and the poison
Description: A high-tech version of delivery system goes back to the
one of mankind's oldest weapons. stone age. Thanatoline isn't a
This arrow is made of special contact poison and has to be
lightweight flexible polymers with injected directly into the victim's
the lowest possible air resistance. It Plague
bloodstream.
therefore
Arrow
painted
The
with a
arrow
small
is
ring
has superb range and accuracy. Size: Medium (-4 penalty to
After
Poison a few embarrassing
Arrow, accidents,
Extra-Lethal of the stuff
conceal withata the end of
“sleight of the shaft.
hand”
the designers found that it was This
roll) is both far simpler and far
Size: Medium (-4 penalty toa ring safer 15than building
actually
conceal far
withsafer to
a “sleightpaint
of hand” of Cost: Units (set of some
20) kind of
poison around the shaft, rather delivery system DC: into
Tentative Purchase 4 (usuallythe
roll)
than put an injection system in the arrowhead. It also doesn't interfere
Cost: 25 Units (set of 20) illegal)
arrowhead. with the arrow's
Required balance.
Proficiency: Martial-
Tentative Purchase DC: 5 (usually
illegal) Ranged Handed: N/A
Required Proficiency: Martial- Range Increment: Same as the
Ranged Handed: N/A bow it is fired from “To Hit” Bonus:
Range Increment: Same as the bow -Rate of Fire: As many times as the
it is fired from “To Hit” Bonus: -- wielder has attacks
Rate of Fire: As many times as the Damage: 1d6 Piercing (20 x3). Also
wielder has attacks infects the target with disease. See
Damage: 1d6 Piercing (20 x3). description for details.
Make a Fortitude Save vs. DC 20 or Weight: 20 arrows per 3 pounds
take 5d8 damage from poison. Armor Class: 9 Hardness: 5 Hit
Weight: 20 arrows per 3 pounds Points: 1
Armor Class: 9 Hardness: 5 Hit DC required to break this item
Points: 1 with a Strength Roll: 10
DC required to break this item with Accessories: Antidote Vial (1/20th
a Strength Roll: 10 lb, costs 150 Units, holds 2 doses,
Description: A more advanced halts the progress of the disease in
poison arrow loaded with a yet 1 hour)
more lethal toxin. New advances in Description: An arrow with a small,
aerodynamics and polymer plague-filled capsule in the head,
technology have given it a lighter, which breaks apart on impact and
stronger shaft and aSuperlethal
smoother infects the target with a
Poison
airflow Arrow, horrendous wasting disease. The
Medium (-4 penalty to its
than ever, increasing
Size:
range. target must make a Fortitude
conceal with a “sleight of hand” Saving Throw vs. DC 20 or contract
roll) the illness. The infection reduces
Cost: 30 Units (set of 20) the victim's Constitution by one
Tentative Purchase DC: 5 (usually point every hour, unless they
illegal) either make the saving throw (roll
once every two hours), get medical
treatment or hit 0 Constitution and116
die. Within 1d6 minutes of
contracting the illness the target's
attack and skill rolls are all
reduced by -2.
Arrow With Flesh-Eating
Virus
Size: Medium (-4 penalty to conceal
with a “sleight of hand” roll)
Cost: 20 Units
Tentative Purchase DC: 4 (usually
illegal)
Required Proficiency: Martial-
Ranged Handed: N/A
Range Increment: Same as the bow
it is being fired from
“To Hit” Bonus: -Rate of Fire: As Napalm Arrow
many times as the wielder has Size: Medium (-4 penalty to
attacks conceal with a “sleight of hand”
Damage: 1d6 piercing (20 x3), also roll)
transmits a flesh- eating virus that Cost: 250 Units Tentative Purchase
does 1 d6 damage per round until DC: 13 Required Proficiency:
the victim either dies or makes a Martial-Ranged Handed: N/A
Fortitude Save vs. DC 20. Range Increment: Half that of the
Weight: 20 arrows per 3 pounds bow it is fired from
Armor Class: 9 Hardness: 5 Hit “To Hit” Bonus: -Rate of Fire: As
Points: 1 many times as the wielder has
DC required to break this item with attacks
a Strength Roll: 10 Damage: 1d6 piercing (20 x3). Also
Accessories: Antidote Vial (1/20th does Heat damage--see
lb, costs 275 Units, holds 2 doses, description for details.
neutralizes virus in 1-3 rounds) Weight: 20 arrows per 3 pounds
Description: A sealed capsule in the Armor Class: 9 Hardness: 0 Hit
head of this arrow bursts on impact, Points: 1
releasing a flesh-eating virus that DC required to break this item with
will strip the meat off a man's a Strength Roll: 10
bones within a few rounds. The Description: A thick, heavy arrow
Incendiary
virus has to getArrow
into the victim's filled with a sticky, flammable
Size: Mediumto
bloodstream (-4bepenalty to conceal
effective. substance, not unlike a more
with a “sleight
Smearing of hand”
the fluid roll)skin
on their advanced version of white
Cost:
won't 485 Units any
do them Tentative
harm. Purchase phosphorus. The arrow shatters
DC: 15 Required Proficiency: and ignites on impact, covering the
Martial-Ranged Handed: N/A target and anyone else nearby in
Range Increment: Same as the bow burning glop. This does an extra
it is being fired from, minus ten feet 1d6 damage to the target and 1
“To Hit” Bonus: -Rate of Fire: As point of damage to anything within
many times as the wielder has a five foot radius. A Reflexes saving
attacks throw vs. DC 20 negates the Splash
Damage: 1d6 Piercing (20 x3). Also Damage, provided that you use
does 1d6 Heat damage per round your next movement to leave the
for 3 rounds. five-foot radius of effect. The load
Weight: 20 arrows per 3 pounds continues to burn for three rounds,
Armor Class: 9 Hardness: 4 Hit doing a d6 of Arrow
damage to the target
Points: 1 Meltaway
and
DC required to break this item with Size:one point(-4
Medium to everything
penalty to else
a Strength Roll: 10 each
conceal with a “sleightbe
round. It cannot of hand”
Description: An arrowhead packed extinguished
roll) with water, sand, or
with a lightweight plastic thermite any
Cost:other method
40 Units that relies
Tentative on
Purchase
compound, it is only marginally taking oxygen away
DC: 6 Required from a flame.
Proficiency: Martial-
larger and heavier than an ordinary Ranged Handed: N/A
arrowhead and only reduces the Range Increment: Same as the bow
arrow's range by a relatively small it is being fired from, minus ten
amount. It ignites on impact, doing feet “To Hit” Bonus: -Rate of Fire:
an extra d6 heat damage per round As many times as the wielder has
to the target for three rounds, or attacks
until it is extracted. Damage: 1d6+2 Piercing (20 x3)

117
Weight: 30 arrows limiting its range.
per 3 pounds Armor
Class: 9 Hardness: 0
Hit Points: 1 Psi-Scream Arrow
DC required to break this item with Size: Medium (-4 penalty to conceal
a Strength Roll: 10 with a “sleight of hand” roll)
Description: An arrow that melts Cost: 650 Units
away into nothing a few seconds Tentative Purchase DC: 16 (Often
after striking the target. This Unavailable) Required Proficiency:
actually does worse damage (from Martial-Ranged Handed: N/A
hemorrhaging) than an ordinary Range Increment: Same as the bow
arrow and of course leaves no it is fired from “To Hit” Bonus: -Rate
trace of the murder weapon of Fire: As many times as the
behind. The materials aren't quite wielder has attacks
as lightweight, strong or as drag- Damage: 1d6 Piercing (20 x3), plus
resistant as with some high-tech 4d6 Nonlethal Damage to every
arrows, so its range isn't quite as living creature in a 15 foot radius (a
Sonic Screamer
far. Venomous Arrow
or plague-filled Willpower Saving Throw vs. DC 20
versions may also
Size: Medium be available.
(-4 penalty to negates this damage)
conceal with a “sleight of hand” Weight: 5 arrows per 3 pounds
roll) Armor Class: 9 Hardness: 0 Hit
Cost: 500 Units Tentative Purchase Points: 1
DC: 15 Required Proficiency: DC required to break this item with
Martial-Ranged Handed: N/A a Strength Roll: 10
Range Increment: Half that of the Description: An oddly-shaped,
bow it is fired from asymmetrical arrow made out of
“To Hit” Bonus: -Rate of Fire: As what appears to be either some
many times as the wielder has tranparent organic matter or half-
attacks melted crystal. You can launch it
Damage: 1d6 piercing (20 x3), plus from a conventional bow with no
3d6 nonlethal damage to anyone difficulty. Despite its strange shape
in a 5 foot radius (a Reflexes it still manages to be perfectly
Saving Throw vs. DC 20 halves this balanced. It's even the right weight.
damage). Also Deafens anyone in a Once it hits the target it gives off a
10 foot radius if they fail a terrible psychic shriek, doing
Fortitude Saving Throw vs. DC 20. nonlethal damage to anyone in the
Continues to scream, causing vicinity. Every living target in a 15
Deafness and nonlethal damage, foot radius must
Life-Drain make a Willpower
Arrow
for three rounds. Saving Throw (-4
Size: Medium vs. DC 20 ortotake
penalty 4d6
conceal
Weight: 5 arrows per 3 pounds Nonlethal Damage.
with a “sleight of hand” roll)
Armor Class: 9 Hardness: 0 Hit Cost: 750 Units
Points: 1 Tentative Purchase DC: 17 (Often
DC required to break this item with Unavailable) Required Proficiency:
a Strength Roll: 10 Martial-Ranged Handed: N/A
Accessories: Miniature Energy Cell Range Increment: Same as the bow
(1/20pound, costs 30 units) it is being fired from, minus ten feet
Description: A relatively short, “To Hit” Bonus: -Rate of Fire: As
stubby arrow with a tiny sonic many times as the wielder has
screamer grenade built into the attacks
shaft. Damage: 1d6 Piercing (20 x3).
The screamer goes off on Living targets also
impact, doing 3d6 Nonlethal receive 1 -4 negative levels
damage to anyone in a five foot Weight: 5 arrows per 3 pounds
radius and causing Deafness to Armor Class: 9
anyone within a ten foot radius if Hardness: 3
they fail a Fortitude Saving Throw Hit Points: 1
(DC 20). A reflexes saving throw DC required to break this item with
allows them to take only half of a Strength Roll: 10
the nonlethal damage, but this Description: A strangely shaped
only works if they spend an action black arrow, made from some
to move out of the arrow's radius unknown metal. It feels cold to the
that round. touch, and weirdly light. The
The screamer continues to shriek product of some bizarre alien psi-
and do non-lethal damage for technology, it actually drains the
three rounds, so if you've been hit target's life energy, giving them 1-4
with one, it's a good idea to Negative Experience levels if 118
extract it from your flesh as quickly
as possible.
The designers have done
everything in their power to make
this arrow as light and as
it hits them and they fail a Hit Points: 1
Willpower Saving Throw vs. DC 18. DC required to break this item with
For each negative level, the victim a Strength Roll: 10
suffers a -1 Competence penalty on Description: An arrow packed with
all skill checks, attack rolls, ablility a quick-freezing agent, which pops
checks, saving throws and effective apart and showers the target on
levels. If the character is hit by more impact. It does normal piercing
than one arrow, the Negative Levels damage plus an additional 1d6
stack. Negative Energy Levels fade Cold damage to the target. It also
away at a rate of one per eighteen does one point of Cold damage to
hours.
Arrow If aWith
targetBrain-
reaches level -1, anyone caught in its five- foot
they die. splash radius (a reflexes saving
Scrambler Toxin throw vs. DC 20 negates the Splash
Size: Medium (-4 penalty to conceal Damage). It then continues to do
with a “sleight of hand” roll) 1d3 Cold Damage to the target for
Cost: 25 Units (set of 20) another three rounds. It is difficult
Tentative Purchase DC: 5 Required to fill an arrow with a liquid
Proficiency: Martial-Ranged withoutArrow
Glue distorting its flight
Handed: N/A performance,
Size: Medium and this onetocertainly
(-4 penalty
Range Increment: Same as the bow pays thewith
conceal pricea for it. It isofbest
“sleight used
hand”
it is fired from “To Hit” Bonus: -Rate at short range, for it looses
roll)
of Fire: As many times as the accuracy
Cost: 450fairly
Unitsquick.
Tentative Purchase
wielder has attacks DC: 15 Required Proficiency:
Damage: 1d6 Piercing (20 x3), 3d6 Martial-Ranged Handed: N/A
Intelligence loss (a Fortitude Range Increment: 1/3 the range of
Saving Throw vs. DC 20 negates the bow it is fired from
the Stat loss) “To Hit” Bonus: -Rate of Fire: As
Weight: 20 arrows per 3 pounds many times as the wielder has
Armor Class: 9 Hardness: 5 Hit attacks
Points: 1 Damage: 1d6 Piercing (20 x3). Also
DC required to break this item with douses the target
a Strength Roll: 10 in glue. See description for details
Accessories: Antidote Vial (1/20th of this effect.
lb, costs 150 Units, holds 3 doses, Weight: 5 arrows per 3 pounds
negates effect of the drug in 1-20 Armor Class: 9
rounds) Hardness: 0
Description: This arrow has been Hit Points: 1
painted with a neural agent that DC required to break this item with
disrupts higher cerebral functions. If a Strength Roll: 8
the victim fails a Fortitude Saving Description: An arrow full of a
Throw vs. DC 20, they lose 3d6 powerful, sticky resin. It bursts
Intelligence. A character with apart on impact, covering the
animallike intelligence (3 or lower) target with glue In addition to
can still recognize their friends and taking damage from the arrow, the
will still follow them around. They target suffers a -2 penalty on all
cannot speak or use tools in this attacks and has their Dexterity
Frost
condition.Arrow
Lost intelligence points effectively reduced by 4. They must
Size: Medium
return slowly. If (-4the
penalty
victimto conceal
doesn't
with a “sleight immediately make another
get some kind of
of hand” roll)medical
advanced Reflexes Saving Throw (DC 15) to
Cost: 465 Units
help they Tentative
will regain Purchase
just one point
DC: 15 Required Proficiency: avoid being stuck to the floor. If a
of Intelligence per week. character is is fact glued to the
Martial-Ranged Handed: N/A
Range Increment: Half that of the floor, they are unable to move.
bow it is fired from Even if they make the second
“To Hit” Bonus: -Rate of Fire: As saving throw, they still only move
many times as the wielder has at half their normal rate. To free
attacks themselves, they must make a
Damage: 1d6 Piercing (20 x3) plus Strength
Tangleweb check Arrow
vs. DC 27, or do at
1d6 Cold. See description. least
Size: fifteen
Medium points
(-4the of damage
penalty to to
Weight: 5 arrows per 3 pounds the glue.
conceal Hitting glue
with asuccessful. is
“sleight of hand”
Armor Class: 9 Hardness: 0 automatically
roll)
Cost: 460 Units Tentative Purchase
DC: 15 Required Proficiency:
Martial-Ranged

119
Handed: N/A rendered completely helpless and
Range Increment: 1/3 the range of incapable of taking any physical
the bow it is fired from action . Paralyzed characters are
“To Hit” Bonus: -Rate of Fire: As still completely aware of their
many times as the wielder has surroundings. And yes, they can still
attacks feel pain.
Damage: Special, see description
Weight: 5 arrows per 3 pounds
Armor Class: 9 Hardness: 0 Hit
Points: 1 Guided Arrowhead
DC required to break this item with Size: Medium (-4 penalty to conceal
a Strength Roll: 8 with a “sleight of hand” roll)
Description: A squat, short-range Cost: 50 Units Tentative Purchase
arrow with a tangleweb load DC: 7 Required Proficiency: Martial-
crammed inside. Make a ranged Ranged Handed: N/A
touch attack, ignoring armor. If the Range Increment: Same as the bow
arrow hits the target, it bursts it is fired from “To Hit” Bonus: +3
open and releases an elastic net, Rate of Fire: As many times as the
snaring them with doing any actual wielder has attacks
damage. The trapped character Damage: 1d6 Piercing (20 x3)
suffers a -2 penalty on all attacks, Weight: 20 arrows per 3 pounds
has their Dexterity effectively Armor Class: 9 Hardness: 2 Hit
reduced by 4 and moves at half Points: 1
speed. To free themselves, they DC required to break this item with
must take a full action and make a Strength Roll: 10
either anWith Accessories: Miniature Energy Cell
Arrow
20 orMedium
Escape Paralysis
rip their (-4
Artist roll Drug
waypenalty
loose by
vs. DC (1/20pound, costs 30 units)
Size: to making Description: A very high-tech
a Strength
conceal check
with vs. DCof25.
a “sleight hand” variation on bow and arrow
roll) technology, this arrow has a tiny
Cost: 20 Units (set of 20) antigravity engine in its shaft and a
Tentative Purchase DC: 4 Required flight computer in its head. A small
Proficiency: Martial-Ranged laser in the arrowhead marks the
Handed: N/A target before the shaft is launched
Range Increment: Same as the bow and the arrow actually homes in on
it is fired from “To Hit” Bonus: -- the target as it flies, making course
Rate of Fire: As many times as the corrections as it goes. The targeting
wielder has attacks mechanism is completely contained
Damage: 1d6 Piercing (20 x3). Any in the arrow itself-- it can be used
living target may with any bow, even a primitive one.
also be paralyzed. See description The user sights down the length of
for more details. the arrow and selects the target
Weight: 20 arrows per 3 pounds with a tinyBow
switchCost:
near1,300
the Units
Armor Class: 9 Energy
fletchings.
Hardness: 5 Tentative Purchase DC: 19 (Often
Hit Points: 1 Unavailable) Required Proficiency:
DC required to break this item with Martial-Ranged Handed: Requires 2
a Strength Roll: 10 hands to use Range Increment: 100
Special: The victim must make a feet “To Hit” Bonus: -Magazine: 50
Fortitude Save vs. DC 20 or be Rate of Fire: As many times as the
paralyzed and helpless, unable to wielder has attacks
move or take any physical actions, Damage: 2d10 Piercing (19-20 x2)
(a few weird psionic powers may Weight: 6 pounds Armor Class: 7
still function, at the DM's Hardness: 5 Hit Points: 5
discretion) for 19- Constitution DC required to break this item with
hours (so a character with a Con of a Strength Roll: 18
15 would be paralyzed for 4 hours, Accessories: Energy Cell (1/2
a character with Con 10 would be pound, costs 10 units)
paralyzed for 9 hours and so forth) Description: Very nostalgic or very
Accessories: Antidote Vial (1/20th tradition-bound societies may
lb, costs 150 Units, holds 2 doses, manufacture this curious item. It's
negates the effect of the drug in 1 an
round)
Description: An arrow dipped in a
potent neural agent, which
produces paralysis in seconds. As
with most poison arrows, the toxin 120
is actually smeared in a ring
around the arrow's shaft, just
behind the head, rather than on
the tip. This helps prevent
unpleasant accidents when you
energy-weapon in the shape of a tractor/pressor beam energy then
bow. The device is made of some shoots out of the bow. It has
superlight metal, covered in somehow been shaped to look a
circuitry and odd blinking lights. It lot like a glowing arrow, but of
is shaped like a recurved bow, but course it moves so fast that it's
has no string. To fire it, you hold difficult to make out.
the bow in the usual manner, and
then move your hand as though
Crossbows and Crossbow Bolts
plucking an invisible bowstring. A
bolt of
Crossbows, like muscle-powered bows, might remain in use for centuries
as specialized sniper and commando weapons. They're quiet and leave
no energy signature for sensors to detect. Nor can a ballistics expert
match a particular quarrel to a particular crossbow.
It takes more time and effort to train a crossbow expert than a rifleman, but it
may be worth it, on balance.
I have listed here a number of futuristic crossbows and a wide variety of
special "trick loads". The trick bolts are a lot like the trick arrows listed above,
so I'm not going to count any of them against andthepulltotal 1,001 weapons
the string back into in this
place.
book. The power cell for the winch lasts
for two or three weeks worth of
regular
use. A lot of societies have long
forgotten about crossbows by the
time they're this advanced, but if
they still make them, this is a good
generic
Repeating template for what one
Crossbow
would look like.
Size: Large (-8 penalty to conceal
Advanced Materials with a “sleight of hand” roll)
Crossbow Cost: 400 Units
Size: Large (-8 penalty to conceal Tentative Purchase DC: 15 (Often
with a “sleight of hand” roll) Unavailable) Required Proficiency:
Cost: 350 Units Tentative Purchase Martial-Ranged Handed: Requires 2
DC: 14 Required Proficiency: hands to use Range Increment: 100
Martial-Ranged Handed: Requires feet “To Hit” Bonus: -Magazine: 10
2 hands to use Range Increment: Rate of Fire: As many times as the
130 feet “To Hit” Bonus: -Rate of wielder has attacks
Fire: Once per round Damage: Damage: 1d10 Piercing (19-20 x2),
1d10 Piercing (19-20 x2), unless unless firing one of the special
firing one of the special loads loads listed below.
listed below. Weight: 14 pounds Armor Class: 7
Weight: 8 pounds Armor Class: 7 Hardness: 5 Hit Points: 2
Hardness: 5 Hit Points: 3 DC required to break this item with
DC required to break this item a Strength Roll: 15
with a Strength Roll: 17 Special: This weapon is capable of
Accessories: Crossbow Bolts Autofire. It can target a 10-foot-by-
(Weigh 3 pounds per 20 bolts, 10-foot area. The targeted area has
cost 10 Units, for a set of 20), an effective Defense of 10. If the
Scope (1/2 lb, costs 150 units, attack succeeds, every target within
reduces Range Increment by one) the affected area must make a
Description: New advances in Reflex save (DC 15) or take the
materials technology make it weapon's damage. Autofire shoots
possible to build crossbows that 10 bolts, and can only be used if
are lighter, stronger and more the weapon has at least 10 quarrels
accurate than the weapon's left in the magazine. Accessories:
medieval inventors could ever Crossbow Bolts (Weigh 2 pounds
have imagined. This model is per 20 bolts, cost 10 Units, for a set
mostly constructed of plastic, with of 20), Magazine (Weighs 1 pound,
a bow made from a metal alloy of costs 20 units), Scope (1/2 lb, costs
exceptional strength and 150 units, reduces Range Increment
flexibility. .The bow has too much by one) Description: A futuristic
resistance to be cocked by hand, repeating crossbow. 121
and is operated with a small
electric winch. It takes a Standard
Action to reload a quarrel
Constructed entirely from of
synthetic materials, it launches Advanced Materials
quarrels at a greater velocity than
any 21st century crossbow. A large Crossbow Bolt
square magazine rests on top of Size: Medium (-4 penalty to conceal
the bow and holds the spare bolts. with a “sleight of hand” roll)
An electrical mechanism feeds the Cost: 20 Units (set of 20)
bolts into the weapon and cocks Tentative Purchase DC: 4 Required
the string, allowing you to fire it as Proficiency: Simple Handed: N/A
often as you can make ranged Range Increment: Same as the
attacks. It even has the capacity for weapon it is fired from
autofire, although this drains the “To Hit” Bonus: +1
whole magazine. Rate of Fire: As many times as the
The magazine is unwieldy to wielder has attacks
reload. Even if you already have a Damage: 1d8+1 Piercing (20 x3)
spare magazine handy and loaded Weight: 10 Crossbow Bolts per
it still takes a full round to slot it pound Armor Class: 9 Hardness: 5
into place. Hit Points: 1
DC required to break this item with
a Strength Roll: 13
Description: A futuristic crossbow
bolt, stronger, lighter and more
aerodynamic than anything made in
our own epoch.

Indetectible Crossbow Bolt


Advanced Hand Crossbow Size: Medium (-4 penalty to conceal
Size: Medium (-4 penalty to with a “sleight of hand” roll)
conceal with a “sleight of hand” Cost: 50 Units
roll) Tentative Purchase DC: 7 (often
Cost: 450 Units Tentative Purchase illegal)
DC: 15 Required Proficiency: Required Proficiency: Simple
Martial-Ranged Handed: Requires 1 Handed: N/A
hand to use Range Increment: 50 Range Increment: Same as the
feet “To Hit” Bonus: -Rate of Fire: weapon it is fired from
Once per round Damage: 1d8 “To Hit” Bonus: +1
Piercing (19-20 x2), unless firing Rate of Fire: As many times as the
one of the special loads listed wielder has attacks
below. Damage: 1d8 Piercing (20 x3)
Weight: 3 pounds Armor Class: 9 Weight: 20 Crossbow Bolts per
Hardness: 5 Hit Points: 2 pound Armor Class: 9 Hardness: 3
DC required to break this item with Hit Points: 1
a Strength Roll: 15 DC required to break this item with
Accessories: Crossbow Bolts (Weigh a Strength Roll: 11
2 pounds per 20 bolts, cost 10 Description: A crossbow bolt made
Units, for a set of 20), Scope (1/2 lb, from carefully layered resins. Metal
costs 150 units, reduces Range detectors and x-rays won't pick it
Increment by one) Description: A up, and more sophisticated
small, light, one-handed crossbow. scanning devices have a way of
Made from superadvanced plastics, confusing it with other organic
it is far more powerful than you materials (-6 to detect it with a
would guess from its size. It can be scanning device). Since the bolt is
cocked with one hand and takes no designed specifically to escape
more than a single Standard Action detection, it tends to make police
to reload. A handheld crossbow has Crossbow
officials Bolt With
very suspicious,
isn't actually illegal.
even if it
a number of advantages over most Hypersharp Head
handguns. It makes very little noise
(until the target screams) and Size: Medium (-4 penalty to conceal
leaves no energy signature for with a “sleight of hand” roll)
sensors to detect. It won't puncture Cost: 30 Units (set of 20)
a spacecraft's hull but it will Tentative Purchase DC: 5 Required
puncture a human being easily Proficiency: Simple Handed: N/A
enough, making it ideal for zero-
gravity combat. Nevertheless, this
weapon is largely a hobbyist's 122
curiosity piece (unless of course the
DM decides otherwise).
Range Increment: Same as the target of the attack, if it hits
weapon it is fired from Weight: 1 pound Armor Class: 9
“To Hit” Bonus: +2 Hardness: 1 Hit Points: 1
Rate of Fire: As many times as the DC required to break this item
wielder has attacks with a Strength Roll: 10
Damage: 1d8+3 Piercing (17-20 x4) Description: An exploding
Weight: 10 Crossbow Bolts per Crossbow Bolt full of
pound Armor Class: 9 Hardness: 5 lightweight metal shrapnel,
Hit Points: 1 which detonates on impact.
DC required to break this item with
a Strength Roll: 15 (Crossbow Bolt
itself is DC 13) Description: An
Crossbow Bolt tipped with ultra-
sharp monofilment wire. It is much
sharper than any conventional
arrowhead, and can be dangerous
to handle.
Exploding Crossbow Bolt
Size: Medium (-4 penalty to
conceal with a “sleight of hand” Exploding Crossbow Bolt,
roll) Shaped Charge, Armor
Cost: 375 Units Tentative Purchase Piercing
DC: 15 Required Proficiency: Size: Medium (-4 penalty to
Simple Handed: N/A conceal with a “sleight of hand”
Range Increment: Same as the roll)
weapon it is fired from, minus ten Cost: 470 Units Tentative Purchase
feet “To Hit” Bonus: -Rate of Fire: DC: 15 Required Proficiency:
As many times as the wielder has Simple Handed: N/A
attacks Range Increment: Same as the
Damage: 5d8 Bludgeoning (20 x3) weapon it is fired
to everything in a 5 foot radius. A from, minus twenty feet
Reflexes Saving Throw vs. DC 20 “To Hit” Bonus: +2 vs. armored
halves the damage. Does an extra opponents
d8 Piercing damage to the specific Rate of Fire: As many times as the
target of the attack. wielder has
Weight: 1 pound Armor Class: 9 attacks
Hardness: 1 Hit Points: 1 Damage: 5d8 Bludgeoning to
DC required to break this item with everything in a 5 foot
a Strength Roll: 10 radius, plus an additional 1d8
Description: An exploding Piercing, (17-20 x3) To
Crossbow Bolt, packed with a the target. All damage to the
lightweight plastic explosive, only weapon's specific target,
slightly heavier than a normal load, whether Piercing or Bludgeoning,
and with nearly as much range. ignores up to 10
points of Hardness
Exploding Crossbow Bolt, Weight: 1 1/2 pound
With Fragmentation Load Armor Class: 9
Size: Medium (-4 penalty to Hardness: 1
conceal with a “sleight of hand” Acid-Filled
Hit Points: 1 Crossbow Bolt
roll) DC required
Size: Mediumto break
(-4 this item to
penalty
Cost: 475 Units Tentative Purchase with a Strength
conceal with a Roll: 10 of hand”
“sleight
DC: 15 Required Proficiency: Description:
roll) An exploding
Simple Handed: N/A Crossbow
Cost: Bolt designed
600 Units especially
Tentative Purchase
Range Increment: Same as the to
DC:penetrate heavy
16 Required armor. It is full
Proficiency:
weapon it is fired from, minus ten of spentHanded:
Simple uraniumN/A
shrapnel.
feet “To Hit” Bonus: -Rate of Fire: Range Increment: 1/3 the range of
As many times as the wielder has the weapon it is fired from “To Hit”
attacks Bonus: -Rate of Fire: As many times
Damage: 5d8 Piercing (20 x3) to as the wielder has attacks
everything in a 10 foot radius. Damage: 1d8 Piercing (20 x3), plus
Does an extra d8 damage to the 2d8 Caustic
specific

123
damage per round for 1 d8 rounds (17-20 x3) +5d8 Electrical damage
or until somehow to robots and other sentient
neutralized machines. l
Weight: 1/2 pound Weight: 1 k pound Armor Class: 9
Armor Class: 9 Hardness: 1 Hit Points: 1
Hardness: 0 DC required to break this item with
Hit Points: 1 a Strength Roll: 12
DC required to break this item with Accessories: Miniature Energy Cell
a Strength Roll: 8 (1/20 pound, costs 30 units)
Description: A crossbow bolt full of Description: A short, heavy, poorly
acid. It shatters on impact, dousing balanced Crossbow Bolt with a
the target and anything around it built-in Robot Disrupter module,
with caustic fluid. This is a splash powered by a special long, thin
attack weapon--it does its full load battery. Rare and hard to find,
of damage to the target and 1 point unless of course you make them
of damage to anyone within a five yourself.
foot radius. A Reflexes Saving
Throw vs. DC 20 negates the splash
damage.
Dazzleflash Crossbow Bolt
Boreworm Bolt Size: Medium (-4 penalty to
Size: Medium (-4 penalty to conceal conceal with a “sleight of hand”
with a “sleight of hand” roll) roll)
Cost: 480 Units Cost: 110 Units Tentative Purchase
Tentative Purchase DC: 15 (Often DC: 10 Required Proficiency:
unavailable and/or illegal—this is Simple Handed: N/A
the kind of thing you'd have Range Increment: Same as the
specially made and hope no one weapon it is fired from, minus
finds out about) Required twenty feet “To Hit” Bonus: -Rate
Proficiency: Simple Handed: N/A of Fire: As many times as the
Range Increment: Same as the wielder has attacks
weapon it is fired from, minus ten Damage: 1d8 piercing (18-20 x3)
feet “To Hit” Bonus: -Rate of Fire: As and see description
many times as the wielder has Weight: 1 pound
attacks Armor Class: 9
Damage: 1d8+2 (but see Descrition) Hardness: 1
Weight: 1 pound Armor Class: 9 Hit Points: 1
Hardness: 1 Hit Points: 1 DC required to break this item with
DC required to break this item with a Strength Roll: 10
a Strength Roll: 12 Special: Every living thing in a 15
Description: Description: A foot radius must make a Reflexes
Crossbow Bolt with a strange Saving Throw vs. DC 25 or become
looking drill-bit head. On impact, Blind for the next 2d10 minutes.
the head detaches and burrows Anyone in the radius of effect also
its way deeper into the target, takes 1d8 Nonlethal Damage, with
doing an extra d8 damage per no saving throw.
round for 1-6 rounds, ignoring up Accessories: Miniature Energy Cell
to 5 points of Hardness or (1/20 pound, costs 30 units)
Damage Resistance. Description: A heavy, chunky,
badly balanced Crossbow Bolt
Robot Disrupter Crossbow loaded with a small phosphorus
Bolt grenade, which detonates on
Size: Medium (-4 penalty to conceal impact in a blaze far brighter
with a “sleight of hand” roll) than the sun. Creatures without
Cost: 115 Units Tentative Purchase eyes are not affected by the
DC: 10 Required Proficiency: Simple flash, and at the DM's discretion
Handed: N/A robots might not be either.
Range Increment: Half that of the
weapon it is fired from
“To Hit” Bonus: +2 vs. Robots Electroshock Crossbow Bolt
Rate of Fire: As many times as the Size: Medium (-4 penalty to
wielder has conceal with a “sleight of hand”
attacks roll)
Damage: Does 1d8 Piercing (18-20 Cost: 445 Units Tentative Purchase
x3) +1d8 Electrical damage to living DC: 15
targets. Does 1d8 Piercing
124
Required Proficiency: Simple attacks
Handed: N/A Damage: 1d8 Piercing (20 x3), plus
Range Increment: Half that of the 1d4 heat damage per round to
weapon it is fired from everything in a five foot radius for
“To Hit” Bonus: +2 vs. Metal Armor three rounds
Only Rate of Fire: As many times as Weight: %
the wielder has attacks pound
Damage: 1d8 piercing (20 x3)+2d8 Armor
electricity Class: 9
Weight: 1 pound Hardness: 4
Armor Class: 9 Hit Points: 1
Hardness: 1 DC required to break this item with
Hit Points: 1 a Strength Roll: 10
DC required to break this item with Description: A Crossbow Bolt
a Strength Roll: 10 packed solid with some kind of
Accessories: Miniature Energy Cell futuristic thermite. It ignites on
(1/20 pound, costs 30 units) impact, roasting the target and
Description: A stubby, oddly Superheated
scorching anything Crossbow
else in the Bolt
balanced Crossbow Bolt with a vicinity. It is suprisingly
Size: Medium light and to
(-4 penalty
miniature power-cell built into the accurate for an exploding
conceal with a “sleight of bolt.hand”
shaft. It delivers a powerful electric roll)
shock on impact. A character with Cost: 375 Units
the capacity to deflect arrows with Tentative Purchase
their bare hands will still take DC: 15 Required
electrical
Poison damage from this Bolt
Gas Crossbow Proficiency: Simple
weapon.
Size: Medium (-4 penalty to Handed: N/A
conceal with a “sleight of hand” Range Increment: Same as the
roll) weapon it is fired from, minus ten
Cost: 500 Units Tentative Purchase feet “To Hit” Bonus: -Rate of Fire:
DC: 15 Required Proficiency: As many times as the wielder has
Simple Handed: N/A attacks
Range Increment: Half that of the Damage: 1d8 Piercing (20 x3) and
weapon it is fired from see description
“To Hit” Bonus: -1 Weight: 1 pound
Rate of Fire: As many times as the Armor Class: 9
wielder has attacks Hardness: 0
Damage: See description Weight: lk Hit Points: 1
pound Armor Class: 9 Hardness: 0 DC required to break this item with
Hit Points: 1 a Strength Roll: 10
DC required to break this item with Accessories: Miniature Energy Cell
a Strength Roll: 8 (1/20pound, costs 30 units)
Description: A delicate, poorly Description: A Crossbow Bolt with
balanced crossbow bolt that a heating element in the tip. It
explodes into a toxic mist on glows red hot when fired and does
impact. It does 1d10 damage to 1d6 Heat damage to the target for
anyone in a five foot radius who 1 -4 rounds or until it is extracted.
isn't wearing some kind of Both the heat damage and the
breathing apparatus. A Fortitude piercing damage ignore up to 3
Saving throw vs. DC 18 reduces the points of Damage Resistance or
damage by half . Hardness.

Incendiary Bolt Screamer Bolt


Size: Medium (-4 penalty to Size: Medium (-4 penalty to
conceal with a “sleight of hand” conceal with a “sleight of hand”
roll) roll)
Cost: 450 Units Tentative Purchase Cost: 500 Units
DC: 15 Required Proficiency: Tentative Purchase
Simple Handed: N/A DC: 15 Required
Range Increment: Same as the Proficiency: Simple
weapon it is fired from, minus ten Handed: N/A
feet “To Hit” Bonus: -Rate of Fire: Range Increment: Half that of the
As many times as the wielder has weapon it is fired from
“To Hit” Bonus: --

125
Rate of Fire: As many times as the “To Hit” Bonus: -Rate of Fire: As
wielder has attacks many times as the wielder has
Damage: 1d8 Piercing (20 x3) and attacks
see description Damage: 1d8 Piercing (19-20 x3)
Weight: 1 pound and see description
Armor Class: 9 Weight: 1 lk pounds
Hardness: 0 Armor Class: 9
Hit Points: 1 Hardness: 0
DC required to break this item with Hit Points: 1
a Strength Roll: 10 DC required to break this item with
Accessories: Miniature Energy Cell a Strength Roll: 8
(1/20pound, costs 30 units) Description: A hollow Crossbow
Description: A Crossbow Bolt with a Bolt filled with powerful, sticky
sonic screamer grenade built in. glue. It breaks apart on impact,
Anyone in a a ten foot radius will covering the target with adhesive
be deafened if they fail a Fortitude gunk In addition to taking damage
Saving Throw vs. DC 20. The from the Crossbow Bolt, the target
screamer also does 3d8 Nonlethal suffers a -2 penalty on all attacks,
damage to anyone in a five foot and has their Dexterity effectively
radius. A reflexes saving throw vs. reduced by 4. They must
DC 15 allows them to reduce the immediately make another
nonlethal damage by half, but only Reflexes Saving Throw (DC 15) to
if they take an action to move out avoid being stuck to the floor. If a
of the affected radius that round. character is is fact glued to the
The screamer Crossbow
Frost-Load continues toBolt shriek floor, they are unable to move.
and do damage for 1-6
Size: Medium (-4 penalty to rounds, so Even if they make the second
if you'vewith
conceal been hit withof one,
a “sleight hand”it's a saving
Tangleweb throw, they still only move
Crossbow Bolt
good
roll) idea to dig it out of your at half their normal
Size: Medium (-4 penalty rate. Toto free
body as quickly
Cost: 450 as possible.
Units Tentative Purchase themselves,
conceal withthey must make
a “sleight a
of hand”
DC: 15 Required Proficiency: Simple Strength
roll) check vs. DC 27, or do at
Handed: N/A least fifteen points of damage
Cost: 450 Units Tentative Purchase to
Range Increment: Same as the the
DC: glue. Hitting Proficiency:
15 Required the glue is
weapon it is fired from, minus automatically
Simple Handed: N/Asuccessful.
twenty feet “To Hit” Bonus: -Rate of Range Increment: Half that of the
Fire: As many times as the wielder weapon it is fired from
has attacks “To Hit” Bonus: -Rate of Fire: As
Damage: 1d8 Piercing (20 x3) and many times as the wielder has
see description attacks
Weight: 1 pound Damage: Special, see description
Armor Class: 9 Weight: 2 pounds Armor Class: 9
Hardness: 0 Hardness: 0 Hit Points: 1
Hit Points: 1 DC required to break this item with
DC required to break this item with a Strength Roll: 8
a Strength Roll: 10 Description: A short-range
Description: A fragile and not very Crossbow Bolt with a tangleweb
accurate Crossbow Bolt packed load crammed inside. The attacker
with a quick-freezing agent, which should make a ranged touch
bursts and showers the target on attack and ignore the target's
impact. It does 1d8 Cold damage armor (if any). If they hit, the target
to the target and one point to has been enveloped in a net. The
anyone in a five-foot splash radius. trapped character suffers a -2
It then continues to do 1d3 Cold penalty on all attacks, has their
Damage to the target for another Dexterity effectively reduced by 4
Glue
1-4 BoltA Reflexes Saving
rounds. and moves at half speed. To free
Throw vs. DC 20
Size: Medium (-4negates
penalty the
to point themselves, they must take a full
of Splash Damage.
conceal with a “sleight of hand” action and make either an Escape
roll) Artist roll vs. DC 20 or rip their way
Cost: 420 Units Tentative Purchase Self-Guided
loose
vs. DC
by makingCrossbow
25.
a Strength checkBolt
DC: 15 Required Proficiency: Simple Size: Medium (-4 penalty to
Handed: N/A conceal with a “sleight of hand”
Range Increment: Half that of the roll)
weapon it is fired from Cost: 40 Units Tentative Purchase
DC: 6

126
Required Proficiency: Simple DC required to break this item
Handed: N/A with a Strength Roll: 10
Range Increment: Twice that of the weapon Accessories:
it is Miniature Energy Cell
fired from (1/20pound, costs 30 units)
“To Hit” Bonus: +3 Description: This Bolt has a built-in
Rate of Fire: As many times as the wielder has
antigravity engine and an onboard
attacks targeting computer. It actually
Damage: 1d8 Piercing (20 x3) homes in on the target, making
Weight: 10 Crossbow Bolts per pound course corrections as it goes. The
Armor Class: 9 targeting mechanism is
Hardness: 2 completely contained in the Bolt
Hit Points: 1 itself. It can be used with any

Spearguns, Spike Guns and


crossbow, even a medieval one.

Harpoon Guns
It is possible for weapons technology to take some strange side turns. The
guns listed below all launch spears or spikes instead of bullets. Some of them
(like the underwater spearguns made for fishing) are perfectly compatible
with the history of our own weapons technology, while others (like the "spike
pistol") are probably the product of worlds where the whole evolution of
projectile weapons took a very different course. As a rule, spearguns have a
lot of stopping power and a limited range. They are quiet but not easy to
conceal.

Spears and Spearguns


To help avoid confusion, we have listed four different categories beneath:
Spears and Spearguns, Harpoons and Harpoon Guns, Giant Harpoons and
Giant Harpoon Guns, and “Stranger Stuff”. Spears, harpoons and spikes made
for one category of weapon don't work withwith
unit
a ten
weapons
comes
foot
from
with
elastic
the
a
cord and
other
powerful
the
electric
categories. winch (Strength 18) which can drag
a speared target toward the gun.
This can result in some gruesome
Speargun games of tug-o-war! If the gun's
Size: Large (-8 penalty to conceal user is trying to reel in an unwilling
with a “sleight of hand” roll) catch, make two separate opposed
Cost: 480 Units Tentative Purchase Strength rolls, one for the target vs.
DC: the winch, the other for the target
Required Proficiency: Martial- vs. whoever is holding the gun. If
Ranged Handed: Requires 2 hands the target fails to beat the winch,
to use Range Increment: 20 feet “To but beats the person holding the
Hit” Bonus: -Rate of Fire: Once per speargun, then the gun is wrenched
round Damage: 1d8 Piercing (19-20 Miniature
out of the user'sSpeargun
hands. Being
x3) May also be able to fire some of dragged by the winch
Size: Small (No bonus or does an extra
penalty to
the special loads listed below, at d3 damage
conceal withtoa the target,
“sleight of but it'sroll)
hand” a
the DM's discretion. d4 if they're
Cost: 500 struggling.
Units Tentative Purchase
Weight: 6 pounds Armor Class: 7 DC: 15 Required Proficiency:
Hardness: 5 Hit Points: 5 Martial-Ranged Handed: Requires 1
DC required to break this item with hand to use Range Increment: 10
a Strength Roll: 18 feet “To Hit” Bonus: -Rate of Fire:
Accessories: Spear (weighs 2 Once per round Damage: 1d6
pounds, costs 3 units), Spare Piercing (19-20 x3). May also be
retractor cord (weighs 1/2 pound, able to fire some of the special
costs 15 units) Description: Used loads listed below, at the DM's
mostly for underwater hunting, a discretion.
speargun doesn't have much Weight: 4 pounds Armor Class: 9
range, but packs a considerable Hardness: 5 Hit Points: 2
impact and makes little noise. This
one is made from post 21st
Century materials, lighter and
stronger than its present-day
equivalent.
Its three-pronged spear is
attached to the barrel 127
DC required to break this item with Damage: 1d8+5 Piercing (19-20 x3)
a Strength Roll: 14 Weight: 2 pounds Armor Class: 5
Accessories: Spear (weighs 1 Hardness: 9 Hit Points: 2
pound, costs 3 units), Spare DC required to break this item
retractor cord (weighs 1/2 pound, with a Strength Roll: 18
costs 15 units) Description: A tiny, Description: This spearhead
one-handed speargun, about the opens out into a huge metal bulb
size of a long pistol. It has a ten after it has plunged into the
foot cord attached to the spear for target's flesh. This rips and
easy retrieval, but unlike the full- crushes up the target's innards,
sized model it does not have a causing considerably more
winch. It takes a full action to damage.
reload. Like allCombat
Advanced spring-powered
weapons
Speargun it can effectively be fired Explosive Spearhead
an unlimited number of times. Size: Large (-8 penalty to conceal
Size: Large (-8 penalty to conceal with a “sleight of hand” roll)
with a “sleight of hand” roll) Cost: 10 Units Tentative Purchase
Cost: 510 Units DC: 3 Required Proficiency:
Tentative Purchase DC: 16 (Often Martial-Ranged Handed: N/A
Unavailable) Required Proficiency: Range Increment: Half that of the
Martial-Ranged Handed: Requires weapon it is fired from
2 hands to use Range Increment: “To Hit” Bonus: -Rate of Fire: As
50 feet “To Hit” Bonus: -Rate of many times as the weapon has
Fire: Once per round Damage: 1d8 attacks
Piercing (19-20 x3) Damage: 3d8 Piercing (19-20 x3)
Weight: 10 pounds Armor Class: 7 Weight: 2 pounds Armor Class: 5
Hardness: 5 Hit Points: 5 Hardness: 7 Hit Points: 2
DC required to break this item with DC required to break this item
a Strength Roll: 18 (15 to break the with a Strength Roll: 18
electric winch) Description: This spearhead is
Special: Can use any of the special packed with a lightweight plastic
spear-loads listed below explosive. It detonates once it's
Accessories: Spear (weighs 1 inside the target. If it does more
pound, costs 3 units), Spare damage in a single attack than
propellant bottle (weighs 1/2 the target has, everything in a five
pound, costs 25 units, contains foot radius of the target will take
enough fuel for 40 shots, Size: Tiny, a point of Bludgeoning damage
4 Hardness, 2 HP, 10% chance of (a Reflexes Saving Throw vs. DC
exploding if it loses all its hit 15 negates this damage).
points, doing 2d6 damage to the
wielder and 1 d3 to anyone in a 5
foot radius)
Description: A higher-tech variation Armor-Piercing Explosive
on the speargun, this one is an all- Spearhead
purpose weapon, rather than an Size: Large (-8 penalty to conceal
underwater fishing tool. The with a “sleight of hand” roll)
weapon is powered by explosive Cost: 15 Units Tentative Purchase
liquid propellant, kept in a DC: 4 Required Proficiency:
reservoir in the speargun's stock. It Martial-Ranged Handed: N/A
has four rotating barrels, each Range Increment: Half that of the
loaded with a spear, and can fire weapon it is fired from
Expanding
them as fast asSpearhead
the user can work “To Hit” Bonus: +3 vs. Armor Only
Size: Large (-8
the trigger. Thepenalty to conceal
gun takes a full Rate of Fire: As many times as the
with
round a “sleight
to reload, ofsince
hand”allroll)
four weapon has
Cost:
spears5 need
Units toTentative
be set inPurchase
place and attacks
DC:
the reservoir has to be changed. It Damage: 3d8 Piercing (18-20 x3),
Required
can fire a Proficiency:
wide varietyMartial-
of different Ignores 6 points of
Ranged Handed:
specialized spears,N/Aeach with its Hardness or Damage Resistance
Range Increment:
own nasty Same detailed
effect. We've as the Weight: 3 pounds
weapon
some of it is fired
them from
below. Armor Class: 5
“To Hit” Bonus: -Rate of Fire: As Hardness: 9
many times as the weapon has Hit Points: 2
attacks DC required to break this item
with a Strength Roll: 18
Description: A spearhead packed
with an armor-
128
piercing shaped-charge in the tip. If
there don't happen to be any giant Thermite Spearhead
armor-plated game animals on your Size: Large (-8 penalty to conceal
planet, it also makes a handy tool with a “sleight of hand” roll)
to use against vehicles and light Cost: 15 Units Tentative Purchase
battlesuits. DC: 4 Required Proficiency: Martial-
Fragmentation Spearhead Ranged Handed: N/A
Size: Large (-8 penalty to conceal Range Increment: Same as the
with a “sleight of hand” roll) weapon it is fired from
Cost: 15 Units Tentative Purchase “To Hit” Bonus: -Rate of Fire: As
DC: 4 Required Proficiency: many times as the weapon has
Martial-Ranged Handed: N/A attacks
Range Increment: Half that of the Damage: 1d8 Piercing (19-20 x3),
weapon it is fired from plus 2d6 heat
“To Hit” Bonus: -Rate of Fire: As damage per round for 1 -4 rounds
many times as the weapon has Weight: 2 pounds
attacks Armor Class: 5
Damage: 3d6 Piercing to Hardness: 7
everything in a 5 foot radius (a Hit Points: 2
Reflexes Saving Throw vs. DC 20 DC required to break this item with
halves this damage) The target a Strength Roll: 18
takes an additional 1 d8 Piercing Description: Packed with a
damage (19-20 x3) lightweight plasticine incendiary
Weight: 2 pounds Armor Class: 5 compound that burns like white
Hardness: 7 Hit Points: 2 phosphorus and it gets hot enough
DC required to break this item to actually melt the spear inside the
with a Strength Roll: 17 target. The shaft has been carefully
Description: This spear not only re-balanced to make up for the
explodes on impact, but lightweight head, so it has about
fragments into shrapnel, the same flight performance as a
wounding both the target and normal
Poison spear, and isn't any more
Spearhead
anyone unlucky enough to be difficult
Size: Largeto aim.
(-8 penalty to conceal
nearby. It's hard to imagine what with a “sleight of hand” roll)
sort of game animal would require Cost: 15 Units Tentative Purchase
a load like this, so the spear is DC: 4 Required Proficiency: Martial-
likely to be rare and difficult to Ranged Handed: N/A
acquire.
Detachable Bore-Worm Range Increment: Same as the
Spearhead weapon it is fired from
“To Hit” Bonus: -Rate of Fire: As
Size: Large (-8 penalty to conceal many times as the weapon has
with a “sleight of hand” roll) attacks
Cost: 20 Units Damage: 1d8 Piercing (19-20 x3).
Tentative Purchase DC: 4 (usually The target must make a Fortitude
illegal) Save vs. DC 20 or take 4d8
Required Proficiency: Martial- additional damage from poison.
Ranged Handed: N/A Weight: 2 pounds Armor Class: 5
Range Increment: Same as the Hardness: 7 Hit Points: 2
weapon it is fired from DC required to break this item with
“To Hit” Bonus: +2 vs. Armor Only a Strength Roll: 18
Rate of Fire: As many times as the Description: A modern variation on
weapon has a very old weapon. Rather than
attacks painting the toxin on the outside of
Damage: 1d8 Piercing (19-20 x3). the weapon, the spearhead itself
Continues to do has been hollowed out to contain a
1d6 piercing damage per round for small poison sack, which vents into
another 1-6 rounds. the wound through six tiny holes. It
Weight: 2 pounds is possible to retrieve this spear
Armor Class: 5 and reload the poison. It takes a
Hardness: 8 full round to open up the
Hit Points: 2 spearhead and fit in a new poison
DC required to break this item sack.
with a Strength Roll: 18
Description: On impact this
spearhead detaches from the
shaft, activates a small onboard
motor and then burrows into the 129
target's flesh. It keeps digging
until it runs out of power, comes
to rest against something too
solid to drill through or comes out
the other side.
Robot-Disrupter Spearhead target's system as it passes through
Size: Large (-8 penalty to conceal them without actually punching
with a “sleight of hand” roll) holes in their flesh. You tell the
Cost: 20 Units Tentative Purchase harpoon which objects to pass
DC: 4 Required Proficiency: through and when to rematerialize
Martial-Ranged Handed: N/A just before you launch it (it
Range Increment: Same as the responds to your thoughts). You
weapon it is fired from, minus ten can't give it any further instructions
feet “To Hit” Bonus: -Rate of Fire: once it has been launched. Why
As many times as the weapon has cultures that can manufacture
attacks variable metal are still using
Damage: 1d8 Piercing (17-20 vs. Radioactive
spearguns Spearhead
is unclear, but most
robots, 19-20 vs. living targets societies
Size: Large that(-8advanced
penalty toare pretty
conceal
x3). Does an additional 5d8 to well incomprehensible
with a “sleight of hand”anyway. roll)
robots and other sentient Cost: 20 Units
machines. Tentative Purchase DC: 4 (usually
Weight: 3 pounds Armor Class: 5 illegal)
Hardness: 7 Hit Points: 2 Required Proficiency: Martial-
DC required to break this item with Ranged Handed: N/A
a Strength Roll: 18 Range Increment: Same as the
Description: Intended specifically weapon it is fired from
to destroy robots, the harpoon is “To Hit” Bonus: -Rate of Fire: As
loaded with a small many times as the weapon has
electromagnetic pulse device attacks
designed to disrupt a cybernetic Damage: 1d8+2 Piercing, (19-20
brain. It may or may not have some x3) +1d12 Radiation per round for
kind of catastrophic effect on non- 2-8 rounds Target can make a
sentient machines at the DM's Fortitude Saving Throw vs. DC 20
discretion. This is probably a rare to take half damage from the
weapon, since it would take an odd radiation (this has no effect on the
combination of circumstances to piercing damage) Weight: 2
produce a society which uses pounds Armor Class: 5 Hardness:
spearguns as military hardware and 12 Hit Points: 2
yet also has robots that might DC required to break this item with
Variable Metal Spear
need to be destroyed. Perhaps a a Strength Roll: 18
culture that(-8
Size:Large hunts robots
penalty for sport
to conceal Special: Description: A very
mighta manufacture
with them.
“sleight of hand” roll) dangerous weapon, best handled
Cost: 500 Units (if available at all-in with extreme caution. The
most places this would be an spearhead is packed with spent
artifact) atomic fuel-rod material, shielded
Tentative Purchase DC: 15 (Often with a lead casing that detatches
Unavailable) Required Proficiency: on impact, and hopefully not
Martial-Ranged Handed: N/A before. If the spear takes damage
Range Increment: Same as the before it is used, there is a 5%
weapon it is fired from chance per each time it is struck
“To Hit” Bonus: +3 that the casing will split open and
Rate of Fire: As many times as the anyone standing within five feet
weapon has attacks will have to make a Fortitude
Damage: 1d8+3 Piercing (17-20 x3) Saving Throw vs. DC 20 or suffer
or 3d8 Nonlethal the effects of the radiation
Weight: 3 pounds (radiation shielding, however it
Armor Class: 5 works in your game,
Hypersharp Spear will
Hardness: 15 completely
Size: Large negate
(-8 the to
penalty effect).
concealThey
must
with make
aenter
“sleightthis check
of hand” every time
Hit Points: 5
DC required to break this item with they
Cost: 15 the Tentative
Units five- footroll)
radius
Purchase
a Strength Roll: 30 where
DC: the
4 Requiredcasing broke until
Proficiency: some
Martial-
brave
Ranged soul in
Handed: a radiation suit cleans
Special: Ignores armor, ignores
Hardness. Description: A spear it up. Clearly,
Range Increment:this N/A
weapon
Same asisthe
only
made from hyper-advanced for use
weapon on targets fromare dead. to
it is firedsurethat you need
variable metal. It can adjust is own make
“To Hit”absolutely
Bonus: +2
molecular density and pass Rate of Fire: As many times as the
harmlessly through solid objects. It weapon has
can also materialize inside them. It
can hit objects on the other side of
walls or pass right though a
target's armor and hit them from 130
the inside. It can also partially
rematerialize and do nonlethal
damage, shocking the
attacks Range Increment: Same as the
Damage: 1d8+1 Piercing (17-20 x3) weapon it is fired from, minus ten
Weight: 2 pounds feet “To Hit” Bonus: -Rate of Fire: As
Armor Class: 5 many times as the wielder has
Hardness: 9 Hit Points: attacks
2 Damage: 1d8 Piercing (19-20 x3)
DC required to break this item with Weight: 2 pounds Armor Class: 5
a Strength Roll: 18 Hardness: 6 Hit Points: 2
Special: Ignores 3 points of DC required to break this item with
Hardness or Damage Resistance a Strength Roll: 13
Description: A spear with a wide, Description: A long, sharp length of
leaf-shaped head, which has been ice. Pressure frozen at an incredibly
edged in ultra-sharp monofilament low temperature, it is hard enough
wire. This wire is no thicker than a to do nearly as much damage as a
single mollecule, and gives the conventional spear. It's weight and
spear a cutting surface much balance are completely different,
sharper than anything however, making it harder to aim.
conventional metals technology Once the ice melts and evaporates,
can produce. This approach is less the weapon leaves no trace in the
effective in a piercing weapon than wound.
in a slashing weapon, but it still
gives the spear a great deal of Toxic Hyperice Spear
Vibronic
penetration,
the
Spearhead
even though it lacks Size:Large (-8 penalty to conceal
Size:"Vorpal" characteristics
Large (-8 which
penalty to conceal with a “sleight of hand” roll)
so many hypersharp weapons
with a “sleight of hand” roll) Cost: 10 Units
have.
Cost: 25 Units Tentative Purchase Tentative Purchase DC: 3 (usually
DC: 5 Required Proficiency: illegal)
Martial-Ranged Handed: N/A Required Proficiency: Martial-
Range Increment: Same as the Ranged Handed: N/A
weapon it is fired from Range Increment: Same as the
“To Hit” Bonus: +1 weapon it is fired from, minus ten
Rate of Fire: As many times as the feet “To Hit” Bonus: -Rate of Fire: As
weapon has attacks many times as the weapon has
Damage: 1d8+2 Piercing (18-20 x3) attacks
Weight: 2 pounds Armor Class: 5 Damage: 1d8 Piercing (19-20 x3).
Hardness: 7 Hit Points: 2 Two rounds after being struck, the
DC required to break this item with target must make a Fortitude Save
a Strength Roll: 16 vs. DC 20 or take 2d8 additional
Special: Ignores 9 points of damage drom poison and then 1d8
Hardness or Damage Resistance damage per round for the following
Accessories: Energy Cell (1/2 two rounds.
pound, costs 10 units) Description: Weight: 2 pounds Armor Class: 5
A vibroblade spearhead, it has Hardness: 6 Hit Points: 2
excellent penetration against hard DC required to break this item with
targets, particularly when a Strength Roll: 13
combined with the spear's Description: A hyperice spear with a
impressive mass. The spear can be deadly poison frozen into the ice,
retrieved and used again. It's tiny like a kind of toxic popsicle. The ice
power-cell is located just behind actually has to start to melt before
the head, and has enough power it can deliver its load, and the cold
for three uses before it has to be surface tends to close up the
replaced. victim's capillaries, slowing the rate
Hyperice Spear at which the poison is absorbed.
Size:Large (-8 penalty to conceal The toxin therefore doesn't take
with a “sleight of hand” roll) effect until two rounds after the
Cost: 10 Units Tentative Purchase target has been struck. This weapon
DC: 3 Required Proficiency: isn't as hard to trace as a standard
Martial-Ranged Handed: N/A hyperice spear, since there will of
course be poison in the victim's
system, but once the ice has melted
it can't be linked with a particular
gun. It isn't even possible to take an
accurate cast of the wound, since
the extreme cold puckers the flesh
that the spear has pierced.
131
Harpoons and Harpoon Guns
Harpoon Gun Hit Points: 10
Cost: 590 Units DC required to break this item with
Size: Huge (can't be concealed) a Strength Roll: 19
Tentative Purchase DC: 16 (Often Special: Can use any of the special
Unavailable) Required Proficiency: harpoon-loads listed below
Martial-Ranged Handed: Requires 2 Accessories: Harpoon (weighs 5
hands to use, usually fired from a pounds, costs 10 units), Spare
mount propellant bottle (weighs 1/2
Range Increment: 60 feet pound, costs 25 units, contains
“To Hit” Bonus: -4 penalty for enough fuel for 40 shots, Size: Tiny,
anyone with a 4 Hardness, 2 HP, 10% chance of
Strength of less than 16 to use exploding if it loses all its hit
without a mount points, doing 2d6 damage to the
Rate of Fire: Once per round wielder and 1d3 to anyone in a 5
Damage: 1d12 Piercing (19-20 x3) foot radius), Tripod Mount (Weighs
Weight: 18 pounds Armor Class: 5 4 pounds, Costs 100 units)
Hardness: 6 Hit Points: 10 Description: A double-barreled
DC required to break this item with muzzle-loading harpoon gun, in
a Strength Roll: 19 case the first harpoon misses. Each
Special: Can use any of the special of its massive twin launchers takes
harpoon-loads listed below a full round to reload, unless the
Accessories: Harpoon (weighs 5 weapon is being loaded by
pounds, costs 10 units), Spare someone size Large or bigger, in
propellant bottle (weighs 1/2 Heavy
which
action
case
to
Harpoon
slip a
Gun
it takes only
harpoon
a standard
into each
pound, costs 25 units, contains Size: Huge (can't be concealed)
enough fuel for 40 shots, Size: Tiny, tube. Most of
Cost: 1,000 the sportsmen who
Units
4 Hardness, 2 HP, 10% chance of hunt gamePurchase
Tentative with harpoon
DC: 18guns
(Often
exploding if it loses all its hit points, consider this an unsporting
Unavailable) Required Proficiency:
doing 2d6 damage to the wielder weapon, but of course
Martial-Ranged there
Handed: are 2
Requires
and 1d3 to anyone in a 5 foot some cultures that don't
hands to use, usually fired from care about
a
radius), Tripod Mount (Weighs 4 such
mount niceties.
pounds, Costs 100 units) Range Increment: 70 feet
Description: Much larger than a “To Hit” Bonus: -6 penalty for
standard speargun, this is a big anyone with a
game hunter's weapon. The size of Strength of less than 19 to use
a heavy machine gun, it can only be without a mount.
used without a tripod by characters Rate of Fire: Once per round
with with Strength of 16 or higher. Damage: 2d8 Piercing (19-20 x3)
Anyone else has a -4 penalty. It is Weight: 36 pounds Armor Class: 3
powered by explosive liquid fuel, Hardness: 7 Hit Points: 15
kept in a reservoir on the
Double-Barreled side,
Harpoon DC required to break this item with
which holds enough for 10 shots. It a Strength Roll: 20
Gun
takes a full action to reload the Special: Can use any of the special
Size: Huge
gun. It fires(impossible
equally welltounder
conceal)
and harpoon-loads listed below
Cost:
above700theUnits
water. A number of Accessories: Harpoon (weighs 10
Tentative
specializedPurchase
harpoonsDC:
are17available
(Often pounds, costs 10 units), Spare
Unavailable) Required
for various kinds Proficiency:
of game. We've propellant bottle (weighs 2 pounds,
Martial-Ranged Handed: Requires 2
listed a few below. costs 25 units, contains enough
hands to use, usually fired from a fuel for 60 shots, Size: Small, 4
mount Hardness, 3 HP, 15% chance of
Range Increment: 40 ft “To Hit” exploding if it loses all its hit
Bonus: -4 penalty for anyone with a points, doing 2d6 damage to the
Strength of less than 16 to use wielder and 1d3 to anyone in a 5
without a mount Magazine: 2 foot radius), Tripod Mount (Weighs
Rate of Fire: As many times as the 4 pounds, Costs 200 units)
wielder has attacks (but only holds Description: An elephant-killer gun.
two shots) Unless you have space-ogres in
Damage: 1d12 Piercing (19-20 x3) your campaign, no one is going to
Weight: 18 pounds Armor Class: 5 fire this weapon without a mount.
Hardness: 6 It's powered by a liquid explosive
132 propellant and launches harpoons
which are fully compatible with the
"Harpoon Guns" listed above--it
just launches them further and
harder. The weapon works equally
well underwater and on dry
land. It takes a full action to reload. Handed: N/A
Range Increment: Same as the
weapon it is fired
Expanding Harpoon from, minus ten feet
Size: Huge (impossible to conceal “To Hit” Bonus: +4 vs. Armor Only
with a “sleight of hand” roll) Rate of Fire: Once per round
Cost: 10 Units Tentative Purchase Damage: 6d12 Piercing (18-20 x3).
DC: 3 Required Proficiency: Martial- Ignores up to 10
Ranged Handed: N/A points of Hardness
Range Increment: Same as the Weight: 6 pounds
weapon it is fired from Armor Class: 3
“To Hit” Bonus: -Rate of Fire: Once Hardness: 10
per round Damage: 5d12 Piercing Hit Points: 5
(19-20 x3) DC required to break this item
Weight: 5 pounds Armor Class: 3 with a Strength Roll: 19
Hardness: 10 Hit Points: 5 Description: More an alternate
DC required to break this item with military technology than a
a Strength Roll: 19 hunting weapon, this is better for
Description: What a bad way to die. hunting armored cars than big
When it enters the target, the head game. It's packed with spent
of this harpoon blossoms out like a uranium, and has Harpoon
Fragmentation a teflon-like
bloody steel flower, causing huge coating
Size: Hugethat gives itto conceal
(impossible extra
amounts of internal damage. penetration.
with a “sleight of hand” roll)
Cost: 30 Units Tentative
Purchase DC: 5 Required
Proficiency: Martial-
Ranged Handed: N/A
Explosive Harpoon Range Increment: Same as the
Size: Huge (impossible to conceal weapon it is fired from, minus ten
with a “sleight of hand” roll) feet “To Hit” Bonus: -Rate of Fire:
Cost: 15 Units Tentative Purchase Once per round Damage: 5d12
DC: 4 Required Proficiency: Martial- Piercing (19-20 x3) to the target,
Ranged Handed: N/A 2d12 Piercing to anything else in a
Range Increment: Same as the 10 foot radius. A Reflexes Saving
weapon it is fired from, minus ten Throw vs. DC 20 halves the area-
feet “To Hit” Bonus: -Rate of Fire: effect damage.
Once per round Damage: 5d12 Weight: 5
Piercing (19-20 x3) to the target, pounds
1d12 Bludgeoning to anything else Armor
in a 10 foot radius. A Reflexes Class: 3
Saving Throw vs. DC 15 allows Hardness:
anyone caught in the blast area to 10 Hit
take half damage. Points: 5
Weight: 5 pounds Armor Class: 3 DC required to break this item
Hardness: 10 Hit Points: 5 with a Strength Roll: 18
DC required to break this item with Description: This harpoon explodes
a Strength Roll: 19 on impact, sending metallic
Description: This harpoon explodes fragments everywhere. This does
on impact, after it has already damage to the target and to
entered the target. There may be anyone unlucky enough to be in
some very large animals which the vicinity. Fragmentation
require this kind of load, but harpoons may be harder to find
otherwise, most hunters tend to
Detachable
than most of these otherBore-Worm
varieties,
look on explosive harpoons as Harpoon
since they make for a fairly
wretched excess. unsporting
Size: Huge hunting weapon.
(impossible Then
to conceal
again,
with a some
“sleightworlds mayroll)
of hand” have game
Armor-Piercing Explosive animals
Cost: 35 that
Unitsrequire this kind of
Tentative
Harpoon hardware.
Purchase DC: 6 Required
Size: Huge (impossible to conceal Proficiency: Martial-
with a “sleight of hand” roll) Ranged Handed: N/A
Cost: 25 Units Range Increment: Same as the
Tentative Purchase DC: 5 weapon it is fired from
Required Proficiency: Martial- “To Hit” Bonus: --
Ranged Rate of Fire: Once
per round
133
Damage: 1d12 Piercing, plus an Range Increment: Same as the
additional 2d6 weapon it is fired from, minus ten
Piercing damage per round for the feet “To Hit” Bonus: -Rate of Fire:
next 1 -6 rounds Once per round Damage: 1d12
Weight: 5 pounds Piercing (19-20 x3) to living targets.
Armor Class: 3 1d12 Piercing (17-20 x4) +4d12
Hardness: 10 electricty to robots Weight: 6
Hit Points: 5 pounds Armor Class: 3 Hardness: 10
DC required to break this item with Hit Points: 5
a Strength Roll: 18 DC required to break this item with
Accessories: Extra Boreworm Head a Strength Roll: 18
(weighs 1/2 pound, costs 15 Units) Accessories: Miniature Energy Cell
Description: This harpoon is (1/20 pound, costs 30 units)
tipped with a drillshaped solid Description: The barbed head of
fuel rocket. Once the harpoon this harpoon contains an
strikes home, the head detaches, electromagnetic pulse device
it's engine ignites and it burrows designed specifically to disrupt a
spinning into the target's flesh robot's central processing unit. It
Poison
until Harpoon
it runs out of fuel, comes to does normal harpoon damage to
rest against somethingtotoo
Size: Huge (impossible solid
conceal living targets and may or may not
to dig
with throughoforhand”
a “sleight comes out the
roll) have some kind of catastrophic
other
Cost: 10side.
Units Tentative effect on non-sentient machines at
Purchase DC: 3 Required Radioactive
the Harpoon
DM's discretion.
Proficiency: Martial- Size: Huge (impossible to conceal
Ranged Handed: N/A with a “sleight of hand” roll)
Range Increment: Same as the Cost: 15 Units Tentative Purchase
weapon it is fired from DC: 4 Required Proficiency: Martial-
“To Hit” Bonus: -Rate of Fire: Once Ranged Handed: N/A
per round Damage: 1d12 Piercing Range Increment: Same as the
(19-20 x3). Target must make a weapon it is fired from
Fortitude Save vs. DC 20 or take “To Hit” Bonus: -Rate of Fire: Once
1d10 additional Damage from per round Damage: 1d12 Piercing
poison each round for the next 5 (19-20 x3). On the round after they
rounds. are struck, the target will begin to
Weight: 5 take 2d12 Radiation damage per
pounds round. They will continue to take
Armor radiation damage for for 1-4
Class: 3 rounds. A Fortitude Saving Throw
Hardness: vs. DC 23 will halve the radiation
10 Hit damage for that round. Roll each
Points: 5 round.
DC required to break this item with Weight: 6 pounds Armor Class: 3
a Strength Hardness: 10 Hit Points: 5
Roll: 19 DC required to break this item with
Special: a Strength Roll: 19
Accessories: Antidote Capsule Description: Bigger and more
(1/20th lb, costs 150 Units, holds 2 durable than a radioactive spear,
doses, negates effect of toxin in 1 there is enough room on this
round) weapon to store its radioactive load
Description: There is room to pack more securely, and it doesn't suffer
a lot of poison into a harpoon and from the same drawbacks. When
this one carries a whopping dose. the harpoon strikes home, it
The toxin is stored inside
Robot-Disrupter Harpoonthe center detonates a small explosive charge
of the
Size: shaft,
Huge and drains
(impossible out
to through
conceal in the head, which blows
holes
with in the
a “sleighthead
of once the harpoon radioactive dust into the wound. If
has
Cost:sunk
25 Units inhand”
homeTentative roll) The
the target. the harpoon itself takes damage, it
specific
Purchase poison listed
DC: 5free here is just an
Required will have to lose all its hit points
example.
Proficiency: Feel
Martial- to fill it with before it bursts and spills its deadly
whatever foul
Ranged Handed: stuff
N/Ayou like. load. If this happens, anyone
standing within five feet will have
to make a Fortitude Saving Throw
vs. DC 20 or suffer the effects of the
radiation (2d12 damage).

134
Giant Harpoons and Giant Harpoon Gun
DC required to break this item
with a Strength Roll: 20
Description: Standard for hunting
very large game, this monster
harpoon opens out into a jagged
furl of metal once it enters the
target's flesh, ripping and
stretching the wound into a far
Giant Harpoon Gun more grievous injury. Harpoon
Size: Huge (can't be concealed) Giant Explosive
Cost: 2,200 Units Tentative Size: Huge (impossible to conceal
Purchase DC: with a “sleight of hand” roll)
Required Proficiency: Martial- Cost: 50 Units Tentative Purchase
Ranged DC: 7 Required Proficiency:
Handed: Requires 2 hands to use, Martial-Ranged Handed: N/A
usually fired from a Range Increment: Same as the
mount weapon it is fired from
Range Increment: 80 feet “To Hit” Bonus: -Rate of Fire: Once
“To Hit” Bonus: -8 penalty for per round Damage: 8d12 Piercing
anyone with a (19-20 x3) to the target, plus 3d12
Strength of less than 22 to use Bludgeoning to anything else in a
without a mount ten foot radius. A Reflexes Saving
Rate of Fire: Once per round Throw vs. DC 18 halves the
Damage: 3d12 Piercing (19-20 x3) Bludgeoning damage.
Weight: 100 pounds Armor Class: 3 Weight: 10 pounds Armor Class: 3
Hardness: 10 Hit Points: 25 Hardness: 10 Hit Points: 10
DC required to break this item with DC required to break this item
a Strength Roll: 22 with a Strength Roll: 20
Special: Can use any of the special Description: For particularly
giant harpoonloads listed below resilient targets, this giant
Accessories: Harpoon (weighs 15 harpoon comes with a high-
pounds, costs 10 units), Spare explosive charge set in the
propellant bottle (weighs 5 spearhead that detonates after it
pounds, costs 40 units, Size: has buried itself in the target.
Small, 4 Hardness, 5 HP, 20%
chance of exploding if it loses all
its hit points, doing 3d6 damage Giant Armor-Piercing
to the wielder and 1d6 to anyone Explosive Harpoon
in a 5 foot radius), Tripod Mount
(Weighs 10 pounds, Costs 500 Size: Huge (impossible to conceal
units) with a “sleight of hand” roll)
Cost: 75 Units Tentative Purchase
Giant
Meant
Expanding
Description:
to be
Harpoon
This is a whale-killer.
mounted on DC: 9 Required Proficiency:
Size: Huge (impossible to vehicles,
conceal Martial-Ranged Handed: N/A
it's not possible for anything
with a “sleight of hand” roll)
smaller Range Increment: Same as the
Cost: 25than
Unitsa Tentative
Large creature to use
Purchase weapon it is fired from
this massive gun as a personal
DC: 5 Required Proficiency: Martial-
hand-weapon. “To Hit” Bonus: +4 vs. Armor Only
Ranged Handed: N/A Rate of Fire: Once per round
Range Increment: Same as the Damage: 9d12 Piercing (18-20 x3),
weapon it is fired from ignores up to 10
“To Hit” Bonus: -Rate of Fire: Once points of Hardness
per round Damage: 7d12 Piercing Weight: 15 pounds
(19-20 x3) Armor Class: 3
Weight: 10 pounds Armor Class: 3 Hardness: 10
Hardness: 10 Hit Points: 10 Hit Points: 10
DC required to break this item
with a Strength Roll: 20
Description: Meant for use against
who-knows-what kind of monster
target, this harpoon has a spent
uranium core and can easily
135 punch its way into an
armored car.
Giant Robot-Disrupter
Giant Fragmentation Harpoon
Harpoon Size: Huge (impossible to conceal
Size: Huge (impossible to conceal with a “sleight of hand” roll)
with a “sleight of hand” roll) Cost: 75 Units Tentative Purchase
Cost: 60 Units Tentative Purchase DC: 9 Required Proficiency:
DC: 8 Required Proficiency: Martial-Ranged Handed: N/A
Martial-Ranged Handed: N/A Range Increment: Same as the
Range Increment: Same as the weapon it is fired
weapon it is fired from from, minus ten feet
“To Hit” Bonus: -Rate of Fire: Once “To Hit” Bonus: +2 vs. Robots
per round Damage: 7d12 Piercing Rate of Fire: Once per round
(19-20 x3) to the target, plus 4d12 Damage: Does 3d12 Piercing (19-
Piercing to anything else in a ten 20 x3) to living
foot radius. Anyone who is injured targets. Does 3d12 Piercing (17-20
only by the shrapnel can make a x4) plus 7d12
Reflexes Saving Throw vs. DC 15 to electrical damage to robots
take half damage (this does not Weight: 12 pounds
help the actual target of the Armor Class: 3
attack) Hardness: 5
Weight: 10 pounds Armor Class: 3 Hit Points: 10
Hardness: 9 Hit Points: 10 DC required to break this item
DC required to break this item with with a Strength Roll: 18
a Strength Roll: 19 Accessories: Energy Cell (1/2
Description: This colossal pound, costs 10 units)
exploding harpoon fills the air with Description: Made for use against
deadly metallic fragments. Few big really large robots, this harpoon
game animals require this kind of contains an electromagnetic pulse
treatment, so the weapon is device designed specifically to
thankfully rare. disrupt a robot's higher functions.
It may or may not have the same
kind of catastrophic effect on
Stranger Stuff
non-sentient machines. This is
strictly up to the DM.
Spike Pistol Description: A one-handed version
Size: Medium (-4 penalty to conceal of the spike gun, about the size of
with a “sleight of hand” roll) the largest conventional pistols.
Cost: 900 Units It's too big for most holsters but
Tentative Purchase DC: 17 (Often one could be specially made to
Unavailable) Required Proficiency: contain it. Five wickedly barbed
Slugthrower Weapons Handed: spikes protrude from its five
Requires 1 hand to use Range barrels. They can only be launched
Increment: 40 feet “To Hit” Bonus: - one at a time. The weapon is
Magazine: 4 powered by a small compressed
Rate of Fire: As many times as the gas cylinder on the back, above
weapon has attacks the grip. It holds just enough gas
Damage: 1d8 Piercing (19-20 x3) for five shots.
Weight: 5 pounds Armor Class: 9
Hardness: 6 Hit Points: 5
DC required to break this item with
a Strength Roll: 17
Accessories: Compressed Gas
Canister (Weighs 1/2 lb, costs 10 Light 3-Barrel Spike Pistol
units, lasts for fifteen shots), Barbed Size: Medium (-4 penalty to
Spikes (Weigh 1 pound each, costs conceal with a “sleight of hand”
2 Units for a set of five), Holster roll)
(Weighs 1 pound, costs 150 units to Cost: 900 Units
have specially made, may be more Tentative Purchase DC: 17
widely available and cost less in a (Often Unavailable) Required
world where spike pistols are Proficiency: Slugthrower
commonplace) Weapons Handed: Requires 1
hand to use
136
Range Increment: 40 can be fired as many times as you
ft “To Hit” Bonus: -- have spikes to launch from it. This
Magazine: 3 weapon launches spikes that are
Rate of Fire: As many times as the larger and heavier than the other
weapon has attacks two spike pistols listed here and
Damage: 1d8 Piercing (19-20/x3) which aren't compatible with them.
Weight: 5 pounds Armor Class: 9 More accurate than multibarrel
Hardness: 6 Hit Points: 4 spike guns, it also has more
DC required to break this item with stopping power. It still can't
a Strength Roll: 16 compete with conventional slug-
Accessories: Compressed Gas throwing firearms, despite its
Canister (Weighs 1/2 pound, costs durability and ease of use. It takes a
10 units, lasts for fifteen shots), Automatic
Standard Spike
Action Gunthe gun
to reload
Barbed Spikes (Weigh 1 pound This isHuge
Size: a muzzle-loading weapon-
(can't be concealed)
each, costs 2 Units for a set of five), you
Cost:shove
1,100the spike down its barrel.
Units
Holster (Weighs 1 pound, costs 120 Tentative Purchase DC: 18 (Often
units to have specially made, may Unavailable) Required Proficiency:
be more widely available and cost Martial-Ranged Handed: Requires 2
less in a world where spike pistols hands to use Range Increment: 50
are commonplace) feet “To Hit” Bonus: -Magazine: 30
Description: A relatively lightweight Rate of Fire: As many times as the
spike-launching handgun. It has wielder has attacks
three barrels, each of which holds Damage: 1d8 Piercing (19-20 x3)
one steel spike. Powered by metal Weight: 25 pounds Armor Class: 5
springs, it does not use an energy Hardness: 6 Hit Points: 10
cell or gas cylinder and makes very DC required to break this item with
little noise when fired (until of a Strength Roll: 18
course the target screams). Special: This weapon is capable of
This is a fairly exotic weapon. Autofire. It can target a 10-foot-by-
Few cultures that use gunpowder 10-foot area. The targeted area has
would produce small arms like this, an effective Defense of 10. If the
so it is rarely seen in the same time attack succeeds, every target within
or place as what we would call the affected area must make a
conventional projectile weapons. Reflexes Saving Throw (DC 15) or
It takes a Standard Action to take the weapon's damage. Autofire
reload
One-Shot each ofSpike
its three barrels.
Pistol uses up 10 rounds, and can only be
Relaoding is extremely
Size: Medium (-4 penalty to simple-you used if the weapon has 10 rounds in
just pushwith
conceal the aspike intoof
“sleight the barrel.
hand” it.
It fires
roll) spikes which are compatible Accessories: Compressed Gas
with the
Cost: 800five-barreled
Units model listed Canister (Weighs 2 pounds, costs 15
above,
TentativebutPurchase
not the single-barrel
DC: 17 (Often units, lasts for 30 shots), Magazine
model.
Unavailable) Required Proficiency: (Weighs 2 pounds unloaded, costs
Slugthrower Weapons Handed: 10 Units), Spikes (Weigh 2 pounds
Requires 1 hand to use Range each, costs 12 Units for a set of 30),
Increment: 50 ft “To Hit” Bonus: -- Tripod Mount (Weighs 3 pounds,
Magazine: 1 Costs 200 units) Description: Some
Rate of Fire: As many times as the cultures follow radically different
weapon has attacks paths to firearms technology. This is
Damage: 1d8 Piercing (19-20/x3) a kind of gas- propelled speargun.
Weight: 5 pounds Armor Class: 9 It's a big weapon, about the size of
Hardness: 6 Hit Points: 4 a heavy machine gun. Despite the
DC required to break this item with fact that it fires two-foot metal
a Strength Roll: 16 spikes, the kickback is not excessive
Accessories: Barbed Spikes (Weigh and almost anyone capable of lifting
1 lk pounds each, costs 2 Units for a the weapon can use it with ease.
set of five), Holster (Weighs 1 The ammunition is belt-fed and
pound, costs 150 units to have hangs out the left side. If the user
specially made, may be more turns a crank on the right, it will
widely available and cost less in a deliver an autofire burst of spikes.
world where spike pistols are The compressed gas canister fits in
commonplace) the top of the weapon and has to
Description: A one-shot spike- be changed at the same time as the
launching pistol. Powered by ammo belt.
springs, rather than compressed Ludicrous in some respects, this
gas or an energy cell, it effectively odd gun does have certain
never runs out of energy, and advantages. It makes little noise and137
has a lot of stopping power. It also
doesn't have much range, and is far
too big and heavy for the amount of
firepower it generates.
This weapon is not designed to
damage. Autofire uses up 10
rounds, and can only be used if
Automatic Lance-Gun the weapon has 10 rounds in it.
Size: Huge (can't be concealed) Accessories: Compressed Gas
Cost: 1,200 Units Canister (Weighs 5 pounds, costs
Tentative Purchase DC: 18 (Often 30 units, lasts for 20 shots),
Unavailable) Required Proficiency: Magazine (Weighs 5 pounds
Martial-Ranged Handed: Requires 2 unloaded, costs 10 Units), Spikes
hands to use Range Increment: 60 (Weigh 7 pounds each, costs 50
feet “To Hit” Bonus: -Magazine: 20 Units for a set of 20) Description: A
Rate of Fire: As many times as the huge, bulky, shoulder-mounted
wielder has attacks device, it launches four-foot metal
Damage: 1d12 Piercing (19-20 x3) spikes at the target and is capable
Weight: 50 pounds Armor Class: 3 of autofire.
Hardness: 7 Hit Points: 15 It has some real advantages in
DC required to break this item with combat--the weapon is nearly
a Strength Roll: 17 silent and produces no chemical or
Special: This weapon is capable of energy signature. Its chief
Autofire. It can target a 10-foot-by- drawback is its size. The barrel is
10-foot area. The targeted area has as long as a bazooka and a huge
an effective Defense of 10. If the magazine rests on top of the firing
attack succeeds, every target within mechanism. It takes a full round to
the affected area must make a reload this monster, even if all the
Reflexes Saving Throw (DC 15) or spikes have already been slotted
take the weapon's into the giant magazine.
Only someone with Strength 16
or higher can use this gun as
anything but a mounted weapon.

Darts and Dart Guns


Anyone else firing it without at
least the support of a tripod does
so at a -4.
This weapon is not designed to
launch any
Darts are among the oldest and longest-lasting of theweapons.
human special loads
Widely
available in the stone age, they persist (in designed
a limited for the
role) other spear
through and
the space
age and beyond. It's not hard to see why.harpoon guns at
Darts travel listed here. Itspeeds,
subsonic fires
make little noise, are hard to detect with only its own
sensors and strange ammunition.
ultimately there just
isn't a better way to get drugs or poison into a target at range.
We have listed stats for a blowgun made from modern high-performance
materials and some compressed gas dartguns of the type used for animal
control, as well as a host of futuristic darts with a wide variety of effect. Most
of the darts found in this section can (at the DM's discretion) be launched
Disposable
from slingshotsCompressed Air
as easily as blowguns DC required to break this item with
a Strength
Dart Projector Roll: 12
Size: Small (No bonus or penalty to Special:
conceal with a “sleight of hand” roll) Description: A sort of mechanized
Cost: 200 Units Tentative Purchase blowgun. It looks like a short
DC: 12 Required Proficiency: plastic tube with a small air
Martial-Ranged Handed: Requires 1 canister attached to the side. The
hand to use Range Increment: 10 weapon is approximately the size
feet “To Hit” Bonus: -Magazine: 1 and shape of a turkey baster. It
Rate of Fire: As many times as the holds only one dart at a time. You
weapon has attacks load it by slipping the dart in
Damage: 1d4 Piercing (20 x3) The through the muzzle (this takes a
target must make a Standard Action).
Fortitude save vs. DC 18 or take an The gas canister can launch six
additional 4d8 darts before it has to be replaced,
damage from poison but few users will actually reuse the
Weight: 1 pound device that many times. This is an
Armor Class: 13
Hardness: 0 Concealed weapon,
assassination Dart Projector
made so as
to be
Size: hard to
Diminutivedetect and
(+8 bonus easy to
Hit Points: 2 dispose of. The whole thingto
is
conceal
made ofwith a “sleight
ordinary plastic and can
easily be burned or recycled once
you are done with it. 138
of hand” roll) They are lauched by powerful
Cost: 750 Units Tentative Purchase springs and so there is no gas
DC: 17 Required Proficiency: canister or power cell to replace.
Simple Handed: Requires 1 hand The damage listed here is for
to use Range Increment: 10 feet generic poison darts. Feel free to
“To Hit” Bonus: -Rate of Fire: As load the wrist-unit with whichever
many times as the weapon has darts you like. Just be sure to move
attacks your hand out of the way when you
Damage: 1d4 Piercing (20 x3). The fire it!
Advanced Materials
target must make
a Fortitude save vs. DC 15 or take Blowgun
an additional 3d8 Size: Medium (-4 penalty to conceal
damage from poison with a “sleight of hand” roll)
Weight: 1/10 pound Cost: 75 Units Tentative Purchase
Armor Class: 13 DC: 9 Required Proficiency: Martial-
Hardness: 0 Ranged Handed: Requires 2 hands
Hit Points: 1 to use Range Increment: 30 feet “To
DC required to break this item with Hit” Bonus: -Rate of Fire: As many
a Strength Roll: 10 times as the weapon has attacks
Description: A one-shot dart Damage: 1d4 Piercing (20 x3)
projector, small enough to be built Weight: 1 pound Armor Class: 9
into a wide variety of unlikely Hardness: 4 Hit Points: 3
objects. It could fit into a fountain DC required to break this item with
pen, a cigarette lighter or even a a Strength Roll: 16
wristwatch. These usually aren't Accessories: Advanced Materials
designed to be reloaded--once Darts (A pack of 30 darts weighs
you've killed someone with the 1/2 pound, costs 15 units, but other
device you'd want to discard it and types of darts are available as well.
get as far away as possible before See the listings below) Description:
it's discovered on your person. It is A two and a half foot tube, made
however possible that some cost- from synthetic materials which give
concious spy agency might build it better performance characteristics
Wrist-Mounted
them for multipleDart use. The than even the finest wood. For the
Projector
statistics listed here assume the sake of example, I've listed the
launcher
Size: Smallholds a generic
(No bonus "poison
or penalty to damage it would do it you loaded it
dart"
concealbutwith
of acourse you
“sleight of could
hand” put with a simple dart, without any
any type of dart inside.
roll) poison, drugs, explosives, etc. I'm
Cost: 400 Units Tentative Purchase sure you can think of all kinds of
DC: 15 Required Proficiency: other things to do with it.
Martial-Ranged Handed: Requires
1 hand to use Range Increment: 20
feet “To Hit” Bonus: -Magazine: 15
Rate of Fire: As many times as the
weapon has attacks
Damage: 1d4 Piercing (20 x3) The
target must make a
Fortitude save vs. DC 15 or take an
additional 3d8 Compressed Air Dart Pistol,
damage from poison Animal Collection
Weight: 1 pound Size: Small (No bonus or penalty to
Armor Class: 13 conceal with a “sleight of hand” roll)
Hardness: 4 Cost: 250 Units Tentative Purchase
Hit Points: 2 DC: 13 Required Proficiency:
DC required to break this item with Slugthrower Weapons Handed:
a Strength Roll: 14 Requires 1 hand to use Range
Accessories: Advanced Materials Increment: 30 feet “To Hit” Bonus: -
Darts (A pack of 30 darts weighs Rate of Fire: As many times as the
1/2 pound, costs 15 units, but weapon has attacks
other types of darts are available Damage: Special. The target must
as well. See the listings below) make a Fortitude save vs. DC 20 or
Description: A good weapon for fall unconscious for 19-Con hours
commandos and anyone else who (so a character with a Con of 15
needs to kill people silently (or would be unconscious
who just feels a hankering to). It
looks like a narrow, flat box
strapped to the top of the user's 139
wrist, and is easily concealed under
a long-sleeved garment. The unit
has no magazine and the darts
each have to be loaded separately.
It takes a full action to load each
for 4 hours, a character with ten shots), Scope (1/2 lb, costs 150
Con 10 would be unconscious units, reduces Range Increment by
for 9 hours and so forth). one), Antidote Vial (1/20th lb, costs
Weight: 2 pounds Armor Class: 200 Units, holds 3 doses, negates
9 Hardness: 4 Hit Points: 2 effect of drug in 1 -6 rounds)
DC required to break this item with Description: A long-range
a Strength Roll: 13 compressed air single-shot dart
Accessories: Dart with sleep drug gun, designed for collecting live
(A pack of 30 darts weighs 1/2 wildlife (or tagging them with radio
pound, costs 30 units, but other collars). The unit breaks open to
types of darts are available as well. reload, like a shotgun. This takes a
See the listings below), standard action. These guns are
Compressed Gas Canister (Weighs surprisingly hard to come by. Only
1/10 pound, costs 5 units, lasts for a few companies make them and
ten shots), Antidote Vial (1/20th lb, you can only really order one
costs 200 Units, holds 3 doses, Dart
through Rifle, Military/Intel
catalogs that sell zoo and
negates effect of drug in 1 -6 wildlife
Size: Largecontrol equipment.
(-8 penalty They
to conceal
rounds) generally want to check
with a “sleight of hand” roll) your
Description: As seen on the credentials
Cost: 1,200 before selling you one.
Units Tentative
Discovery Channel! This large, Purchase DC: 18 Required
bulky pistol holds a single Proficiency: Slugthrower Weapons
tranquilizer dart. It is usually sold Handed: Requires 2 hands to use
with about ten darts, which can be Range Increment: 70 feet “To Hit”
loaded with varying doses of Bonus: -Magazine: 25
different types of sedatives and/or Rate of Fire: As many times as the
muscle relaxants, for animals of weapon has attacks
different sizes and physiologies. Damage: Special. The target must
The sleep-drug listed here is really make a Fortitude save vs. DC 20 or
just an example--you can load a fall unconscious for 19-Con hours
dart up to drop a monkey or to (so a character with a Con of 15
drop a rhino. It breaks open to would be unconscious for 4 hours,
load, like a single barrel shotgun. a character with Con 10 would be
It's hard to find holsters the right unconscious for 9 hours and so
size and shape for this distinctly forth).
non-standard weapon, so it is Weight: 7 pounds Armor Class: 7
generally carried around in its Hardness: 5 Hit Points: 4
storage case. DC required to break this item with
Dart Rifle, Animal a Strength Roll: 15
Accessories: Dart with sleep drug
Collection (A pack of 30 darts weighs 1/2
Size: Large (-8 penalty to conceal pound, costs 30 units),
with a “sleight of hand” roll) Compressed Gas Canister (Weighs
Cost: 300 Units Tentative Purchase 1/10 pound, costs 5 units, lasts for
DC: 14 Required Proficiency: ten shots), Scope (1/2 lb, costs
Slugthrower Weapons Handed: 150 units, reduces Range
Requires 2 hands to use Range Increment by one), Antidote Vial
Increment: 60 feet “To Hit” Bonus: - (1/20th lb, costs 200 Units, holds
Rate of Fire: As many times as the 3 doses, negates effect of drug in
weapon has attacks 1 -6 rounds)
Damage: Special. The target must Description: This dart rifle is
make a Fortitude save vs. DC 20 or designed specifically for
fall unconscious for 19-Con hours military/intelligence skullduggery. It
(so a character with a Con of 15 might have been possible to design
would be unconscious for 4 hours, one with a magazine, but most
a character with Con 10 would be snipers change position just after
unconscious for 9 hours and so taking a shot anyway, so they left it
forth). as a single-shot weapon. You load
Weight: 7 pounds Armor Class: 7 it through a chamber in the breech,
Hardness: 4 Hit Points: 3 a little like a pump-action shotgun.
DC required to break this item with The gas canister holds enough
a Strength Roll: 14 "Silent Lightning" Autofire
pressure for ten shots before it has
Accessories: Dart with sleep drug Dart Rifle
to be changed. For the sake of
(A pack of 30 darts weighs 1/2 Size: Large
example, (-8rifle
this penalty to conceal
is loaded with a
pound, costs 30 units), Compressed with
sleep- a “sleight of hand”
dart potent enoughroll)to down
Gas Canister (Weighs 1/10 pound, an average-sized human being, but
costs 5 units, lasts for you could of course load it with 140
whatever kind of dart is available.
Cost: 3,000 Units Tentative Range Increment: 30 ft if thrown,
Purchase DC: 22 Required more if launched from a weapon
Proficiency: Exotic Weapon-Ranged “To Hit” Bonus: +1
Handed: Requires 2 hands to use Rate of Fire: Each weapon can only
Range Increment: 60 feet “To Hit” be used once, but you can launch
Bonus: -Magazine: 30 as many of them as you have
Rate of Fire: As many times as the attacks Damage: 1d4 Piercing (20
wielder has attacks x2)
Damage: 1d4 (20 x2) Weight: 1/2 pound
Weight: 9 pounds Armor Class: 7 Armor Class: 13 (Can't be attacked
Hardness: 4 Hit Points: 3 in flight by most weapons)
DC required to break this item with Hardness: 3 Hit Points: 1
a Strength Roll: 13 DC required to break this item with
Special: This weapon is capable of a Strength Roll: 13
Autofire. It can target a 10-foot- Description: A standard template
by-10-foot area. The targeted area for what a dart made from super-
has an effective Defense of 10. If advanced, space-age materials
the attack succeeds, every target might look like. It is constructed
within the affected area must make from a composite material which is
a Reflexes save (DC 15) or take the both lighter and stronger than
weapon's damage. Autofire shoots anything we have presently. It also
10 darts, and can only be used if produces less air resistance and is
the weapon has at least 10 darts accurate at a greater range. Please
left in the magazine. Accessories: note that while you can use this
Specially designed plastic ammo same template for a throwing dart,
clip (Weighs 1/2 pound fully a blowgun dart, or the kind of dart
loaded, costs 10 units, 2 clips come you launch from a dart-gun, you
free with the weapon), Spare Darts Dart, Undetectable
can't actually interchange these
(A pack of 30 darts weighs 1/2 different types of darts. A throwing
pound, costs 10 units, but other Materials
dart isn't suitable for being
types of darts are available as well. Size: Diminutive
launched from a (+8 bonusa to
dartgun,
See the listings below), conceal
blowgunwithdartaisn't
“sleight
very of hand” roll)
effective if
Compressed Gas Canister (Weighs Cost: 1 Unit per dart
you throw it and so forth.
1/2 pound, costs 15 units, lasts for Tentative Purchase DC: 2 (but is
thirty shots), Scope (1/2 lb, costs often unavailable or illegal or both)
150 units, reduces Range Required Proficiency: Simple
Increment by one) Description: A Handed: Requires 1 hand to use
technological curiosity, this dart Range Increment: 20 ft if thrown,
rifle holds a full ammunition clip possibly more if launched from a
and is capable of autofire. It was weapon “To Hit” Bonus: -Rate of
intended as a low-cost, low Fire: Each weapon can only be used
maintenance alternative to once, but you can launch as many
slugthrower assault rifles, but was of them as you have attacks
never adopted by any regular Damage: 1d4 Piercing (20 x2)
army. Air rifle hobbyists have kept Weight: 1 pound
the brand alive, although this is Armor Class: 13 (Can't be attacked
still a very rare weapon. in flight by most weapons)
It fires ammunition clips, like all Hardness: 2 Hit Points: 1
autofire rifles did in the days DC required to break this item with
before caseless ammo. It takes a a Strength Roll: 12
minute or so to load a clip with Description: A dart made from
darts, but only a single standard genetically- engineered vegetable
action to pop a loaded clip into the material. It looks and feels like a
magazine. The gun usually fires hard plastic or a ceramic, with no
ordinary "advanced material darts" metal on the tip. It won't show up
but it could conceivably be loaded on metal detectors or on the more
Advanced
with any of the Materials
special dartsDartlisted advanced scanners which search for
Size: Diminutive (+8 bonus
here as well. If you have loaded to a military plastics. The dart doesn't
conceal
clip withwith a “sleight ofofhand”
a combination different have the same penetrating power
roll)
darts, you have to fire them strictly as one with, say, a
Cost:
in the10order
Units for a pack of
in which they30 were tungsten/titanium alloy tip, and its
darts
loaded. Tentative
There isPurchase
no way DC: 3
to choose balance is just a bit odd, limiting its
Required Proficiency:
a particular dart. Simple range. If a customs official
Handed: Requires
In addition 1 hand
to the to usethe
magazine, somehow discovers this item on
gun requires a special oversized your person, it will be tricky to
compressed gas canister, which explain. 141
isn't compatible with other dart
weapons or needleguns.
The canister holds enough gas for Dart With Sleep Drug
30 shots, the same as the Size: Diminutive (+8 bonus to
magazine. conceal with a “sleight
of hand” roll) a dart.
Cost: 15 Units for a pack of 30 darts
Tentative Purchase DC: 4 Required
Proficiency: Simple Handed: Poison Dart
Requires 1 hand to use Range Size: Diminutive (+8 bonus to
Increment: 30 feet if thrown by conceal with a “sleight of hand”
hand, more if launched from a roll)
weapon “To Hit” Bonus: -Rate of Cost: 15 Units for a pack of 30
Fire: Each weapon can only be used darts Tentative Purchase DC: 4
once, but you can launch as many (often illegal)
of them as you have attacks Required Proficiency: Simple
Damage: Special. The target must Handed: Requires 1 hand to use
make a Fortitude save vs. DC 20 or Range Increment: 30 feet if thrown
fall unconscious for 19-Con hours. by hand, more if launched from a
A character with a Con of 15 would weapon “To Hit” Bonus: -Rate of
be unconscious for 4 hours, a Fire: Each weapon can only be
character with Con 10 would be used once, but you can launch as
unconscious for 9 hours and so many of them as you have attacks
forth. It will not work at all on a Damage: Make a Fortitude Save vs.
creature that is Huge or larger in DC 20 or take 4d4 damage from
size. Weight: 1/2 pound poison.
Armor Class: 13 (Can't be attacked Weight: 1/2 pound
in flight by most weapons) Armor Class: 13 (Can't be attacked
Hardness: 3 Hit Points: 1 in flight by most weapons)
DC required to break this item with Hardness: 3 Hit Points: 1
a Strength Roll: 12 DC required to break this item with
Description: A small dart which a Strength Roll: 13
does no actual damage, and Description: What sinister
instead delivers a dose of a potent brotherhood of assassins would be
tranquilizing drug. The target complete without poison darts in
shouldn't
Super-High be surprised to wake
Potency Stun up their Arsenal of Sneaky Evil? You
with a tag in their ear and a radio could
Poison useDart,
these same weapon
Extra-Lethal
Dart
collar around their neck. statistics for a blowgun dart,toa
Size: Diminutive (+8 bonus to Size: Diminutive
hand-thrown (+8etc.
dart, bonus
conceal with a “sleight of hand” conceal with a “sleight of hand”
roll) roll)
Cost: 15 Units for a pack of 30 darts Cost: 20 Units for a pack of 30
Tentative Purchase DC: 4 Required darts Tentative Purchase DC: 5
Proficiency: Simple Handed: (usually illegal)
Requires 1 hand to use Range Required Proficiency: Simple
Increment: 30 feet if thrown by Handed: Requires 1 hand to use
hand, more if launched from a Range Increment: 30 feet if thrown
weapon “To Hit” Bonus: -Rate of by hand, more if launched from a
Fire: Each weapon can only be used weapon “To Hit” Bonus: -Rate of
once, but you can launch as many Fire: Each weapon can only be
of them as you have attacks used once, but you can launch as
Damage: Target must make a many of them as you have attacks
Fortitude Saving Throw vs. DC 27 or Damage: Make a Fortitude Save vs.
fall unconscious for 3d6 hours. DC 20 or take 5d6 damage from
There is no limit on the size of the poison.
animal. If it is used on a creature Weight: 1/2 pound
that is size Small or smaller, they Armor Class: 13 (Can't be attacked
must make an additional Fortitude in flight by most weapons)
Saving Throw vs. DC 15 or go into Hardness: 3 Hit Points: 1
shock and die. DC required to break this item with
Weight: 1/2 pound a Strength Roll: 13
Armor Class: 13 (Can't be attacked Description: A dart loaded with an
in flight by most weapons) even more lethal toxin. This could
Hardness: 3 Hit Points: 1 be a blowgun dart, a hand-thrown
DC required to break this item with dart, a dart-pistol dart, etc. The
a Strength Roll: 12 stats are the same. It's enough like
Description: Good for knocking out the first poison dart that I would
big carnivores in order to tag them feel a little dubious about calling it
for study, or to put your enemies to a separate weapon, so I'm not
sleep for long enough to do going to count it against the total
humiliating things to them. This 1001.
dart contains a powerful sedative 142
drug which it injects on impact. It
can be reused but holds only
enough of the drug for a single
dose. It takes one minute and a skill
Poison Dart, Superlethal be specially made. Then again,
Size: Diminutive (+8 bonus to maybe the player characters live
conceal with a “sleight of hand” in a society where aristocrats
roll) hunt peasants with these things.
Cost: 100 Units per dart Tentative It's up to the DM.
Purchase DC: 10 (usually illegal) Dart With Blinding Drug
Required Proficiency: Simple Size: Diminutive (+8 bonus to
Handed: Requires 1 hand to use conceal with a “sleight of hand”
Range Increment: 30 feet if thrown roll)
by hand, more if launched from a Cost: 20 Units for a pack of 30
weapon “To Hit” Bonus: -Rate of darts Tentative Purchase DC: 5
Fire: Each weapon can only be used Required Proficiency: Simple
once, but you can launch as many Handed: Requires 1 hand to use
of them as you have attacks Range Increment: 30 feet if thrown
Damage: Make a Fortitude Save vs. by hand, more if launched from a
DC 20 or die instantly. weapon “To Hit” Bonus: -Rate of
Weight: 1/2 pound Fire: Each weapon can only be used
Armor Class: 13 (Can't be attacked once, but you can launch as many
in flight by most weapons) of them as you have attacks
Hardness: 3 Hit Points: 1 Damage: Special, see description
DC required to break this item with Weight: 1/2 pound
a Strength Roll: 13 Armor Class: 13 (Can't be attacked
Description: A shockingly lethal in flight by most weapons)
poison dart, loaded with a Hardnes
diabolical toxin called Thanatoline. s: 3 Hit
This is the most fast-acting, lethal Points: 1
poison known (or at least the most DC required to break this item
lethal one you're probably going to with a Strength Roll: 12
want toWith
Dart PaintoDrug
introduce your Description: This dart delivers a
campaign).
Size: Diminutive (+8 bonus to dose of a drug that affects the
conceal with a “sleight of hand” target's optic nerves. The target
roll) must make a Fortitude Saving
Cost: 15 Units for a pack of 30 Throw vs. DC 15 or become Blind
darts Tentative Purchase DC: 4 for 2d12 hours. Blind characters
(often unavailable) Required suffer a 50% chance of missing in
Proficiency: Simple Handed: combat (all their targets effectively
Requires 1 hand to use Range have full concealment), lose any
Increment: 30 feet if thrown by Dexterity Bonus they might have to
hand, more if launched from a their Armor Class, move at half
weapon “To Hit” Bonus: -Rate of speed, suffer a -4 penalty on
Fire: Each weapon can only be used Dart
Search
and
With
checksMesmeric
Dexterity
Drug
and both Strength
based skill rolls.
once, but you can launch as many Size: Diminutive (+8 bonusAll to
of them as you have attacks attackers have aa +2
conceal with bonusof
“sleight to hand”
hit
Damage: 1d6 Nonlethal Damage the
roll)blind character. At the DM's
per round for three rounds. A discretion
Cost: the drug
20 Units mightofnot
for a pack 30 work
Willpower Saving Throw vs. DC 20 on creatures
darts with
Tentative very different
Purchase DC: 5
halves the damage. Roll each physiologies, and of course
Required Proficiency: Simpleit has
round. no effect Requires
Handed: on creatures
1 handthattodon't
use
Weight: 1/2 pound have eyes.
Range Increment: 30 feet if thrown
Armor Class: 13 (Can't be attacked by hand, more if launched from a
in flight by most weapons) weapon “To Hit” Bonus: -Rate of
Hardness: 3 Hit Points: 1 Fire: Each weapon can only be used
DC required to break this item with once, but you can launch as many
a Strength Roll: 12 of them as you have attacks
Special: Once struck, the target Damage: Special, see description
must make a Fortitude Saving Weight: 1/2 pound
Throw vs. DC 20 or be Stunned (as Armor Class: 13 (Can't be attacked
per the Monk special attack), and in flight by most weapons)
unable to take any action for one Hardnes
round. Even if the target is not s: 3 Hit
Stunned, they will suffer a -2 Points: 1
penalty to all their attacks and skill DC required to break this item
rolls in any round where they take with a Strength Roll: 12
nonlethal damage from the drug. Description: This dart is loaded
Description: This dart injects a drug with a powerful hypnogogic, 143
that induces agonizing pain. It can which renders the target
cause unconciousness, but does no vulnerable to
real, lasting damage to the target
(at least physically). This is not an
item most zoos would stock or
most catalogs would offer and it
suggestion. The target must make a Damage: Make a Fortitude Save vs.
Willpower Saving Throw vs. DC 20 DC 18 or have your Dexterity
or become susceptible to hypnotic reduced by 3d6 for 2d10 hours.
suggestion for 1d4 rounds. Weight: 1/2 pound
Characters who have just been Armor Class: 13 (Can't be attacked
injected with the drug are visibly in flight by most weapons)
spacy and odd while they are Hardness: 3 Hit Points: 1
receiving hypnotic commands, but DC required to break this item with
afterwards will look normal. The a Strength Roll: 12
person making the suggestion must Description: Anyone struck by this
be brief, limiting their remarks to a dart takes a massive but temporary
sentence or two. The suggestion Dexterity loss. The affected stat
must be worded in such a manner cannot go lower than 1. A
as to make the activity sound character with a Dexterity of 1 or 2
reasonable. can't walk or feed themselves and
The effect normally ends when must make a Willpower Saving
the subject finishes whatever it was throw vs. DC 15 each time they try
that they were instructed to do. to speak, in order to correctly
However,
Dart With the Brain-Scrambler
person giving the shape
Dart With the words.
Paralysis Drug
hypnotic instructions can also Size: Diminutive (+8 bonus to
Toxin
specify conditions that will trigger conceal with a “sleight of hand”
Size: DiminutiveIf (+8
the command. bonus
nothing to
triggers roll)
conceal
them, thesewithcommands
a “sleight of hand”
can lie Cost: 15 Units for a pack of 30
roll)
dormant for years. darts Tentative Purchase DC: 4
Cost: 1 Unit per dart Tentative Required Proficiency: Simple
Purchase DC: 2 Required Handed: Requires 1 hand to use
Proficiency: Simple Handed: Range Increment: 30 feet if thrown
Requires 1 hand to use Range by hand, more if launched from a
Increment: 30 feet if thrown by weapon “To Hit” Bonus: -Rate of
hand, more if launched from a Fire: Each weapon can only be
weapon “To Hit” Bonus: -Rate of used once, but you can launch as
Fire: Each weapon can only be used many of them as you have attacks
once, but you can launch as many Damage: The victim must make a
of them as you have attacks Fortitude Save vs. DC 20 or be
Damage: The target must make a paralyzed and helpless, unable to
Fortitude Saving Throw vs. DC 20, move or take any physical actions,
or lose 3d6 Intelligence for 2d8x10 for 2d10 rounds.
hours Weight: 1/2 pound
Weight: 1/2 pound Armor Class: 13 (Can't be attacked
Armor Class: 13 (Can't be attacked in flight by most weapons)
in flight by most weapons) Hardness: 3 Hit Points: 1
Hardness: 3 Hit Points: 1 DC required to break this item with
DC required to break this item with a Strength Roll: 12
a Strength Roll: 12 Description: A dart loaded with a
Description: A dart loaded with a powerful paralytic agent. The
neural agent that disrupts higher victim is perfectly aware of their
cerebral functions. A character with surroundings, although unable to
animal-like intelligence (3 or lower) move. It is still possible for the
can still recognize their friends and
Dart
will stillWith
followMotor Function
them around. They victim to take purely mental
cannot speakToxin
Disrupter or use tools in this actions, if the campaign makes use
condition.
Size: Diminutive (+8 bonus to of magic or psionics. This dart is
conceal with a “sleight of hand” presented here as kind of
roll) template. It could be the kind of
Cost: 25 Units for a pack of 30 dart
Dart you launch
With from a blowgun,
Psychedelic Drug
Tentative Purchase DC: 6 Required the
Size:kind you shoot
Diminutive (+8from
bonus a dart
to gun
Proficiency: Simple Handed: or the kind
conceal withyou throw. Everything
a “sleight of hand”
Requires 1 hand to use Range but
roll) its range remains the same.
Increment: 30 feet if thrown by The
Cost:Range Increment
20 Units listed
for a pack here
of 30 darts
hand, more if launched from a assumes that you
Tentative Purchase DC: 5 throw the dart,
weapon “To Hit” Bonus: -Rate of without
Requiredany kind of launcher.
Proficiency: Simple
Fire: Each weapon can only be used Handed: Requires 1 hand to use
once, but you can launch as many Range Increment: 30 feet if thrown
of them as you have attacks by hand, more if
launched from a weapon
144
“To Hit” Bonus: -Rate of Fire: Each lose a point of Strength and one
weapon can only be used once, but of Constitution per day for 4d6
you can launch as many of them as days until they are cured by a
you have attacks Damage: Special, doctor or reach 0 Constitution
see description Weight: 1/2 pound and die. Multiple doses won't
Armor Class: 13 (Can't be attacked increase the effect of the disease.
in flight by most weapons) Description: This dart is
Hardness: 3 Hit Points: 1 contaminated with a lethal
DC required to break this item with pathogen. As with a number of the
a Strength Roll: 12 other darts presented here, you
Description: A dart loaded with a could use these same weapon
psychosis-inducing hallucinogenic. I statistics for a blowgun dart, a
have no intention of putting a Dart With
hand-thrown Flesh-Eating
dart, etc. If you're
sermon on the Perils Of Drugs into using this dart with a blowgun, be
this book, but you most definitely Virus
extra careful not to let it touch
don't want to shoot yourself in the Size: Diminutive (+8 bonus to
your lips.
foot with this dart. This isn't the conceal with a “sleight of hand”
kind of dosage that guitarists might roll)
have fun with--in fact it's not even Cost: 50 Units per dart
the kind of dose that drummers Tentative Purchase DC: 7 (usually
might enjoy. illegal)
When hit, the target must make Required Proficiency: Simple
Fortitude Saving Throw vs. DC 20 Handed: Requires 1 hand to use
or lose touch with reality for 3d12 Range Increment: 20 feet if thrown
rounds. Anyone who fails the by hand, more if launched from a
initial Fortitude Saving Throw must weapon “To Hit” Bonus: -Rate of
now make a Willpower Saving Fire: Each weapon can only be used
throw (DC 18) every round or roll once, but you can launch as many
on the following chart. of them as you have attacks
1 Wander away in a random Damage: Special, see description
direction at your normal walking Weight: 1/2 pound
speed for 1-6 rounds. Do not re- Armor Class: 13 (Can't be attacked
roll until you are finished walking. in flight by most weapons)
2-4 Do nothing for 1 round. Hardnes
Stare passively off into space, look s: 3 Hit
at the ground or close your eyes. Points: 1
5- 6 Mutter random insane DC required to break this item
gibberish, clap hands, twitch and with a Strength Roll: 12
engage in other harmless but Description: This dart is infected
distracting crazy behavior for a with a gruesome flesh-eating virus
round, without moving from the that can liquefy a man in minutes.
Plague
spot
Dart It does 1 d6 damage per round
Size: Diminutive are
where you (+8standing.
bonus to Incendiary
until the victim Darteither dies or
7- 9 Attack
conceal with a nearest
“sleightcreature
of hand”for 1
roll)
round Size:
makes Diminutive (+8 vs.
a Fortitude Save bonus to
DC 20.
Cost: 25 Units for a pack of 30 conceal
The target with
cana attempt
“sleight toofmake
hand”a
10 Act normally
Tentative Purchasefor DC:1 6round. You
(usually
are not aware that you have been roll)
Fortitude Saving Throw every
illegal) Cost:
round.20TheUnits forbreaks
dart a packopen
of 30inside
acting
Required crazy. If attacked
Proficiency: while
Simple
insane, darts Tentative
the target Purchase
to release itsDC: 5 and
load
Handed:the victim can
Requires defend
1 hand to use Required
so can be Proficiency: Simple
used only once.
themselves normally,
Range Increment: but unless
20 feet if thrown
they roll amore
10 and "act normally", Handed: Requires 1 hand to use
by hand, if launched from a Range Increment: 20 feet if thrown
they are incapable
weapon “To Hit” Bonus: of articulate
-Rate of
communication. by hand, more if launched from a
Fire: Each weapon can only be used weapon “To Hit” Bonus: -Rate of
once, but you can launch as many Fire: Each weapon can only be used
of them as you have attacks once, but you can launch as many
Damage: Special, see description of them as you have attacks
Weight: 1/2 pound Damage: 1d3 Piercing, plus 1d4
Armor Class: 13 (Can't be attacked Heat per round for 4 rounds
in flight by most weapons) Weight: 1 pound
Hardness: 3 Hit Points: 1 Armor Class: 13 (Can't be attacked
DC required to break this item with in flight by most weapons)
a Strength Roll: 12 Hardnes
Special: Carries an infectious s: 3 Hit
disease. The victim must make a Points: 1
Fortitude Saving Throw vs. DC 15 or DC required to break this item
with a Strength Roll: 12
145
Description: A dart packed with Roll: 12
lightweight plastic thermite Accessories: Miniature Power Cell
compound, which barely increases (1/50 pound, costs 20 units)
its weight. Its flight characteristics Description: This fat, heavy dart
and range are the same as an contains a miniature power cell,
ordinary dart. You can use these which releases all its energy in a
statistics as the template for single electric burst on impact. It is
blowgun, throwing and dartgun hard to make a battery that is both
versions of the weapon. powerful enough to generate a
lethal electric shock, and light
enough that it doesn't seriously
Vibratory Disruptor Dart affect the dart's flight performance.
Size: Diminutive (+8 bonus to This model is not a completely
conceal with a “sleight of hand” satisfying compromise. It is heavy
roll) Mental
and Domination
not very accurate at long
Cost: 25 Units per dart Tentative range, while the electric shock is a
Purchase DC: 6 Required Implant Dart
little underpowered.
Proficiency: Simple Handed: Size: Diminutive (+8 bonus to
Requires 1 hand to use Range conceal with a “sleight of hand”
Increment: 20 feet if thrown by roll)
hand, more if launched from a Cost: 150 Units per dart
weapon “To Hit” Bonus: -Rate of Tentative Purchase DC: (usually
Fire: Each weapon can only be used illegal)
once, but you can launch as many Required Proficiency: Simple
of them as you have attacks Handed: Requires 1 hand to use
Damage: 4d6 Piercing (20 x2) Range Increment: 20 feet if thrown
Weight: 1 pound by hand, more if launched from a
Armor Class: 13 (Can't be attacked weapon “To Hit” Bonus: -Rate of
in flight by most weapons) Fire: Each weapon can only be used
Hardness: 3 Hit Points: 1 once, but you can launch as many
DC required to break this item with of them as you have attacks
a Strength Roll: 12 Damage: Special, see description
Accessories: Miniature Power Cell Weight: 1/2 pound
(1/20 pound, costs 20 units) Armor Class: 13 (Can't be attacked
Description: This heavy, chunky dart in flight by most weapons)
contains a miniature sonic Hardness: 3 Hit Points: 1
disruptor, which goes off on DC required to break this item with
impact, wreaking grisly harm on the a Strength Roll: 12
target. The effects of a sonic Accessories: Mind Control Unit
disrupter aren't pretty and seeing (Weighs lk pound, costs 1,500 units,
this weapon used on someone is usually illegal, has 2 Hit Points and
cause for an immediate morale no damage resistance. You wear it
check. The disrupter and its power on your head) Description: Anyone
source have beenDart stripped down as struck by this tiny dart must make a
Electrostatic
much Willpower Saving Throw vs. DC 20
Size: Diminutive (+8 save
as possible to bonusonto or at once become the willing thrall
weight,
conceal so thea dart
with usually
“sleight burns
of hand” of whoever is wearing the mind-
itself
roll) out on the first time it's used. control unit. They can make
Why
Cost: anyone would
1 Unit per darttake a stealthy,
Tentative another Saving Throw every hour,
silent weapon
Purchase DC: 2like a dart, and add
Required plus one every time they are
something as noisy and indiscreet
Proficiency: Simple Handed: instructed to do something
as a sonic1disrupter
Requires hand to use remains
Range severely counter to their nature (it's
unclear.
Increment: 20 feet if thrown by purely the DM's call as to what
hand, more if launched from a qualifies) This effect lasts
weapon “To Hit” Bonus: -Rate of indefinitely, until they make the
Fire: Each weapon can only be used saving throw or someone removes
once, but you can launch as many the dart.
of them as you have attacks Removing the dart from a target
Damage: 1d3 Piercing (20 x2) plus who isn't struggling requires a
2d8 Electrical Weight: 1 pound Dexterity Roll or some sort of
Armor Class: 13 (Can't be attacked medical skill roll vs. DC 20, and
in flight by most weapons) does 1 point of damage to the
Hardness: 3 Hit Points: 1 target. To pluck the implant out of
DC required to break this item with a target who is sturggling requires
a Strength a touch attack at a -4 and does 1d3
damage.
The mind-control unit's range is146
about one mile. It allows the
enslaved character to hear the
user's commands, but does not let
the user read the enslaved
character's thoughts.
Cost: 5 Units per dart example) they will turn around and
Tentative Purchase DC: 2 (usually run screaming in a different
illegal) random direction.
Required Proficiency: Simple 3) The character's neural
Handed: Requires 1 hand to use responses become weirdly sluggish.
Range Increment: 20 feet if thrown They must make a Willpower
by hand, more if Saving Throw vs. DC 20 to take any
launched from a weapon action at all, and even then all their
“To Hit” Bonus: +2 vs. Armor Only rolls suffer a -4 penalty
Rate of Fire: Each weapon can only 4) The character becomes
be used once, but homicidal and will attack the
you can launch as many of them as closest available target with
you have attacks whatever melee weapon is closest
Damage: 1d6 Piercing (19-20 x3) to hand. They will use no missile
per round for 1-6 attacks. Even if they are holding
rounds. Only roll for critical hits on some kind of missile weapon, they
the first round. will use it only as a club. If the
Weight: 1/2 pound target dies, falls unconscious or lies
Armor Class: 13 (Can't be attacked still, they keep hitting it for one
in flight by most weapons) round and then move on the next
Hardness: 3 Hit Points: 1 nearest target.
DC required to break this item 5) Target temporarily loses 3d6
with a Strength Roll: 14 Wisdom, down to a minimum of 1.
Description: This dart is tipped 6) Target lapses into immobility
Psi-Scream
with
burrows
a spiralDart drill bit, which
into the target's flesh until
and is aware of nothing but violent
hallucinations for the duration of
Size: Diminutive (+8 bonus to
it runs out
conceal of power,
with comes
a “sleight of to rest
hand” the effect. They can take no action
against something too solid to dig
roll) and can't effectively defend
through or comes
Cost: 75 Units out the other
per dart themselves.
side.
Tentative Purchase DC: 9 (Often 7) Target is rendered both Blind
Unavailable) Required Proficiency: and Deaf for the duration of the
Simple Handed: Requires 1 hand effect.
to use Range Increment: 20 feet if 8)The character attacks
thrown by hand, more if launched themselves with the closest
from a weapon “To Hit” Bonus: -- available weapon. Not the most
Rate of Fire: Each weapon can only damaging weapon, just the closest.
be used once, but you can launch If two weapons are equally close,
as many of them as you have they will chose melee weapons
attacks Damage: Special, see over ranged weapons and weapons
description Weight: 1/2 pound that do more damage over
Armor Class: 13 (Can't be attacked weapons that do less damage. They
in flight by most weapons) automatically hit. Roll damage as
Hardnes per normal. They will do this once
s: 3 Hit per round until
Life-Drain the effect wears off
Dart
Points: or they
Size: die.
Diminutive (+8 bonus to
1 Robotswith
conceal are aunaffected
“sleight ofby this
hand”
DC required to break this item dart
roll) and if the DM is using psionics
with a Strength Roll: 12 in his 85
Cost: or her
Units campaign
per dart there may
Special: Anyone struck by the dart be psionic defenses
Tentative Purchase DC: which block or
9 (Often
must make a Willpower Saving help resist itsRequired
Unavailable) effect. Description:
Proficiency:A
Throw vs. DC 20. The psi-scream dart
Simple with a miniature
Handed: culture
Requires of to
1 hand
affects different people in different telepathic
use Range human Increment:brain30tissue
feet if
ways, but the effects always last growing
thrown by in hand,
it. Whenmoretheifdart hits
launched
for 2d10 rounds. Roll on the chart the target, the brain matter
from a weapon “To Hit” Bonus: --
beneath to find out what happens convulses
Rate of Fire: and dies,
Each broadcasting
weapon can only
to characters who fail their Saving its
be used once, but youincan
agonies to anyone thelaunch
Throws. vicinity,
as manycausing
of themthem as youunspeakable
have
1) Character collapses in a pain and bewildering,
attacks Damage: 1d2 Piercing senseless (20
heap, aware of their surroundings visions.
x2). TargetOnly mustsocieties
make well-versed
a Willpower
but unable to take any action as in the arts
Saving throw of psionics
vs. DC 25and genetic
or receive
their body jerks and spasms at engineering can manufacture
1d3 negative levels Weight: 1/2 these,
random. They will also drop and
pound then only if they still use darts.
anything they are holding and fall Armor Class: 13 (Can't be attacked
down, which may or may not have in flight by most weapons)
an effect on game play, depending Hardness: 2
on the situation and on how cruel 147
the DM is feeling.
2) The character runs,
screaming gibberish in a straight
line in a random direction. They
still have their full AC bonus for
Hit Points: 2 chance that it will break. The odds
DC required to break this item rise to15% if it misses. If it hits a
with a Strength Roll: 12 non-living target, the DM should
Description: An oddly shaped judge the chances of breakage
crystalline throwing dart. A based on the object's Hardness. For
product of some weird psionic every point of Hardness, there is a
technology, it actually sucks the 10% chance that the dart will break.
life-force out of the target. This
item can be reused as many times
as you can retrieve it. Every time it
Attack Drones
strikes a living target, there is a
10%
We present you here with a whole wide range of diabolical little devices, built
to seek out and attack targets under their own power. Some bore their way
into the target, some inject them with poison or other unpleasant substances,
some slash them with tiny knives. Illegal just about everywhere, miniature
attack drones are almost always used for terror and assassination.
The DM should feel free to vary the appearance of these devices widely-
they're often built by warped inventors who make them look like toys

Miniature Robot Attack you prefer. In fact, quite a


number of sick freaks have
Drone made evil robot toys which work
Size: Tiny (+4 bonus to conceal with on this model. Whether it's a
a “sleight of hand” roll) faceless spinning blade on
Cost: 250 Units wheels, a pair of razor-sharp
Tentative Purchase DC: 13 (usually chattering teeth or a cute little
illegal) teddy bear with a boning knife
Required Proficiency: Simple Poison Injecting
in his adorable Miniature
little paw, it
Handed: N/A Range Increment: -“To should
Robot have
Attack Drone same
about these
Hit” Bonus: -Rate of Fire: Once per statistics.
Size: Tiny (+4 bonus to conceal
round Damage: 1d6 Slashing (19-20 with a “sleight-of- hand” roll)
x2) Cost: 350 Units
Weight: 1 pound Tentative Purchase DC: 14 (usually
Armor Class: See description illegal)
Hardness: See description Required
Hit Points: See description Proficiency: Simple
DC required to break this item with Handed: N/A
a Strength Range Increment: -
Roll: 12 “To Hit” Bonus: --
Special: This weapon is capable of Magazine: 3
independent action. Treat it as a Rate of Fire: Once per round
Fine Construct with an AC of 18, 5 Damage: 1d3 Piercing damage (19-
hit points, 5 points of Hardness and 20 x3). Target
an Attack Bonus of +5. It is immune must make a Fortitude Saving
to mind-influencing effects, poison, Throw vs. DC 15 or
disease, and all the other frailties of take an additional 4d8 dice of
biological life. It is not subject to damage from poison.
critical hits, nonlethal damage, Weight: 1 pound
ability damage, energy drain, or Armor Class: See description
death from massive damage. It can Hardness: See description
move 20 feet per round under its Hit Points: See description
own power and effectively has a DC required to break this item with
Stealth Skill of +5. It does not draw a Strength
attacks of opportunity when it Roll: 10
attacks The construct does 1 d6 Special: This weapon is capable of
Slashing damage with its blade. independent action. Treat it as a
Accessories: Remote Control Fine Construct with an AC of 18, 5
(1/20th lb, costs 400 Units, range hit points, 5 points of Hardness and
of 300 yards unless the DM an Attack Bonus of +5. It is immune
determines that something is to mind-influencing effects, poison,
interfering with the signal, allows and disease. It is not subject to
the user to effectively see through critical hits, nonlethal damage,
the drone's camera), Supplemental 148
Audio Unit (1/20 pound, costs 50 ability damage, energy drain, or
units, allows the user to hear death from massive damage. It can
through the drone as well as see) move 20 feet per round under its
Description: A generic template own power and effectively has a
for a tiny robot which attacks Stealth Skill of +4. It does draw
Accessories: Remote Control
(1/20th lb, costs 400 Units, range
of 300 yards unless the DM Remote Control Injection
determines that something is
interfering with the signal, allows Device
the user to effectively see Size: Diminutive (+8 bonus to
through the drone's camera), conceal with a “sleight of hand”
Supplemental Audio Unit (1/20 roll)
pound, costs 50 units, allows the Cost: 1,000 Units
user to hear through the drone Tentative Purchase DC: 18 (usually
as well as see) illegal) Required Proficiency:
Description: A small, scuttling Simple Handed: Requires 0 or 1
metal spider with a pair of steel hand to use Range Increment: -“To
injector fangs, loaded with a Hit” Bonus: -Magazine: 25 doses of
powerful anti-coagulent. The various dangerous substances.
poison causes copious bleeding Battery enables the unit to float or
and an exceedingly painful death. fly for 100 rounds until it needs
It takes a full minute of careful replacement.
work and a skill roll (the DM Rate of Fire: Once per round
decides which skill) vs. DC 13 to Damage: Variable, See description
reload its poison reservoir. You can Weight: 1 pound Armor Class: 13
Flying
see throughMiniature
the spider's eyes Robot
on a (21 in the air)
tiny solid-state screen and can Hardness: 3 Hit Points: 1
Attack
instruct itDrone
to change targets in the DC required to break this item
Size:
middle Fine
of (+12 bonus
a mission ortowithdraw
conceal with a Strength Roll: 10
with a “sleight-of-
and return to your hand”
side. Youroll)can Special: This weapon is capable of
Cost: 400it Units
also tell to self- destruct, causing independent action. Treat it as a
Tentative
1 d3 Slashing Purchase
damage DC:to15anyone Diminutive Construct with an AC
(usually illegal) Required
who is touching it as it flies apart. of 17, 2 hit points, 3 points of
Proficiency: Simple Handed: Hardness and an Attack Bonus of
N/A Range Increment: -“To +5. It is immune to mind-
Hit” Bonus: -Rate of Fire: influencing effects, poison and
Once per round Damage: 1d4 disease. Nor is it subject to critical
Slashing (19-20 x2) hits, nonlethal damage, ability
Weight: 1 pound damage, energy drain, or death
Armor Class: See description from massive damage. It can move
Hardness: See description at a speed of 35 feet per round
Hit Points: See description (Maneuverability Perfect).
DC required to break this item with Accessories: Miniature Energy Cell
a Strength (1/20 pound, costs 30 units),
Roll: 13 Remote Control (1/20th lb, costs
Special: This weapon is capable of 400 Units, range of 300 yards
independent action. Treat it as a unless the DM determines that
Fine Construct with an AC of 19, something is interfering with the
4 hit points, 5 points of Hardness signal, allows the user to
and an Attack Bonus of +5. It is effectively see through the drone's
immune to mind-influencing camera), Supplemental Audio Unit
effects, poison and disease. Nor is (1/20 pound, costs 50 units, allows
it subject to critical hits, nonlethal the user to hear through the drone
damage, ability damage, energy as well as see), Extra Loads of
drain, or death from massive Toxin/Bioweapon (1/20 pound.,
damage. It can fly 60 feet per priced by type of toxin, as
round under its own power determined by the DM)
(Maneuverability Good) and does Description: A tiny flying construct,
not draw attacks of opportunity based around a minature anti-
when it attacks. gravity module.
Accessories: Remote Control It generally has about five doses
(1/20th lb, costs 400 Units, range each of various deadly poisons
of 300 yards unless the DM and mind-melting drugs stored in
determines that something is its reservoirs. We've fitted this
interfering with the signal, allows particular model with a mixture of
the user to effectively see toxins and narcotics that you
through the drone's camera), might find amusing, but of course
Supplemental Audio Unit (1/20 you're free to load it with whatever
pound, costs 50 units, allows the horrible substances you like.
user to hear through the drone It presently holds 5 doses of a
as well as see) toxin that requires the target to 149
Description: A generic template for make a Saving Throw vs. DC 15 or
a tiny flying robot which attacks take 3d8 damage, 5 doses of a
the target with some kind of sharp different toxin which automatically
little melee weapon. You can make does 1 d4 damage per round to
(this goes on for 3d8 hours or until
the target reaches 0 Constitution
and dies).
Steering the device can be a
challenge. You can see through the
tiny camera mounted by the
needle, by making use of a special
eyepiece (at the DM's discretion,
certain types of electromagnetic
radiation may interfere with the
link or affect the device in peculiar
ways). It requires Concentration to
guide the injection module to its
target while peering through its
tiny camera.
If you are attacking a target Guided Land-Torpedo
within your own line of sight, then Size: Tiny (+4 bonus to conceal
you don't need to use the eyepiece with a “sleight of hand” roll)
or Concentrate. Just make a ranged Cost: 450 Units
attack. Tentative Purchase DC: 15 (often
Murder
The power Mole cell lasts for one unavailable) Required Proficiency:
hundred rounds
Size: Diminutive (+8 bonusworthto of Simple Handed: N/A Range
movement.
conceal withAfter that, ofthe
a “sleight camera
hand” Increment: -“To Hit” Bonus: -Rate
shuts
roll) down and the unit floats of Fire: Once per round Damage:
silently
Cost: to the
1,500 Unitsfloor. It takes a full 5d6 Bludgeoning to everything in a
round
Tentativeto Purchase
unscrew DC: the19unit's rear
(usually 5 foot radius. A Reflexes Saving
section Required
illegal) and replace either the
Proficiency: Throw vs. DC 15 halves the
power cell
Simple or theRequires
Handed: reservoirs.0 or 1 damage.
hand to use Range Increment: -“To Weight: 2 pounds Armor Class: 18
Hit” Bonus: +2 Magazine: 50 Hardness: 2 Hit Points: 2
Rate of Fire: Once per round DC required to break this item with
Damage: 2d6 Piercing (19-20 x3) per a Strength Roll: 12
round. See Accessories: Remote Control
description for more details. (1/20th lb, costs 400 Units, range
Weight: 1 pound of 300 yards unless the DM
Armor Class: 13 (22 in the air) determines that something is
Hardness: 4 Hit Points: 1 interfering with the signal, allows
DC required to break this item with the user to effectively see through
a Strength Roll: 13 the drone's camera),
Accessories: Miniature Energy Cell Supplemental Audio Unit (1/20
(1/20 pound, costs 30 units), pound, costs 50 units, allows the
Remote Control (1/20th lb, costs user to hear through the drone as
400 Units, range of 300 yards well as see), Energy Cell (1/2
unless the DM determines that pound, costs 10 units, powers the
something is interfering with the torpedo for 1 hour)
signal, allows the user to effectively Description: A bomb on wheels,
see through the drone's camera), this device is something like a tiny
Supplemental Audio Unit (1/20 remote-controlled car, although it
pound, costs 50 units, allows the can run equally well when flipped
user to hear through the drone as over onto its back. You steer it with
well as see) a miniature remote control which
Description: A sort of tiny floating can be built into any small
antigravity module with a drill at unobtrusive object (subject to the
one end, the Murder Mole is DM's approval). It is equipped with
really better for assassinations an electromagnet that allows it to
and random acts of savagery than stick to walls in zero gravity. It can't
for use on the battlefield. A swim. The device can run along the
harmless looking oval metal pod, bottom but can't reach targets on
about the size of a pen, it floats the surface (unless of course
along at a rate of 40 feet per they're in the blast radius when it
round, enough to catch a fleeing goes off).
victim but not a fleeing vehicle. Unlike most missile weapons, the
When it gets close enough to land torpedo doesn't simply make
make contact with its hapless an attack, hit or miss and then go
victim the pod blossoms open like away. You can use it to chase down
a flower, revealing its ugly set of the target, round after round. It 150
hooks and boring tools. The Mole moves at 110 feet per round and
will continue boring into the victim, must make a Ranged Touch Attack
doing 2d6 damage per round until to hit the target. If you miss, just
it's destroyed, detached or the keep chasing the target and hope
target dies. It is surprisingly they don't outrun it, go out of your
line of sight. If you fail, the torpedo you succeed, you can carefully
moves 30 feet in a random steer it back into your line of sight.
direction unless you shut it down If you fail, the torpedo moves 30
altogether. feet in a random direction unless
There may be certain types of you shut it down altogether.
electromagnetic radiation which The torpedo can dig through
interfere with your ability to dirt, sand or clay, but it is stymied
control the weapon. The DM by solid rock and will attempt to
should adjudicate the details. go around it, circling the target
Sufficiently rough terrain (DM's Flying
until Buzz-Bomb
its power Torpedo
cell runs out.
call) may reduce the device's Size: Tiny (+4 bonus to conceal
Burrowing
movement Torpedo
rate by half or even with a “sleight of hand” roll)
more, but nothing
Size: Small (No bonus apart from ato
or penalty Cost: 650 Units Tentative Purchase
wall or with
conceal a chasm willofblock
a “sleight hand” it DC: 16 Required Proficiency:
completely.
roll) Simple Handed: N/A Range
Cost: 600 Units Tentative Purchase Increment: -“To Hit” Bonus: -Rate
DC: 16 Required Proficiency: Simple of Fire: Once per round Damage:
Handed: N/A Range Increment: -- 5d6 Piercing to everything in a 5
“To Hit” Bonus: -Rate of Fire: Once foot radius. A Reflexes Saving
per round Damage: 1d12+2 Throw vs. DC 15 halves the
Piercing (19-20 x2) to everything in damage.
a 10 foot radius. A Reflexes Saving Weight: 1
Throw vs. DC 18 halves the pound
damage. Armor
Weight: 4 pounds Armor Class: 16 Class: 20
Hardness: 4 Hit Points: 3 Hardness:
DC required to break this item with 5 Hit
a Strength Roll: 15 Points: 2
Accessories: Remote Control DC required to break this item with
(1/20th lb, costs 400 Units, range of a Strength Roll: 14
300 yards unless the DM Accessories: Remote Control
determines that something is (1/20th lb, costs 400 Units, range
interfering with the signal, allows of 300 yards unless the DM
the user to effectively see through determines that something is
the drone's camera), Supplemental interfering with the signal, allows
Audio Unit (1/20 pound, costs 50 the user to effectively see through
units, allows the user to hear the torpedo's camera and radar
through the drone as well as see), sensors), Energy Cell (1/2 pound,
Energy Cell (1/2 pound, costs 10 costs 10 units, powers the torpedo
units, powers the torpedo for 1 for 1 hour) Description: A
hour) miniature aircraft with a bomb on
Description: A kind of mechanical board. It can be steered toward an
mole with a bomb attached. It will evading target, attacking round
home in on and pursue whatever after round until it runs out of
target you select until it runs out of power or gets shot down. It moves
fuel. It doesn't simply make an at 150 feet per round and must
attack, hit or miss. If it misses on make a Ranged Touch Attack to hit
the first round it can chase down the target. If it misses, it will keep
the target, attacking again and chasing the target until they go
again. It moves at 80 feet per round inside a fortified building or its
and must make a Ranged Touch batteries run out. This is a more
Attack to hit the target. If it misses sophisticated weapon than the
it will keep chasing the target until "Land Torpedo" and will continue
its batteries run out. to home in on the target even if
If you lose sight of the torpedo you aren't actively controlling it. If
while you are directing it, make an the target goes inside and the
Intelligence Roll vs. DC 20. If weapon is flying on autopilot, it
will become confused and circle
the building until either the target
comes back out or its batteries run
down

151
Aerosol
Weapons

Largely used for self-defense, aerosol weapons spray the target with one or
another noxious substance. They tend to be small, sometimes small enough to
wear on a keychain, and are often disposable.
Their effects are as variable as the whole vast range of things you wouldn't
want sprayed in your eyes. Some do subdual damage, others etch the
target's skin with caustic chemicals, some burst into flame on contact or
convey insidious toxins. As a rule, the more destructive the effects of an
aerosol weapon, the more likely it is to be illegal.
Generic Aerosol Spray
Weapon Aerosol Stun Spray
Size: Tiny (+4 bonus to conceal
Size: Tiny (+4 bonus to conceal with a “sleight-of- hand” roll)
with a “sleight of hand” roll) Cost: 50 Units Tentative Purchase
Cost: 50 Units Tentative Purchase DC: 7 Required Proficiency: Simple
DC: 7 Required Proficiency: Simple Handed: Requires 1 hand to use
Handed: Requires 1 hand to use Range Increment: Maximum Range
Range Increment: Maximum Range 20 feet “To Hit” Bonus: -Magazine:
20 feet “To Hit” Bonus: -Magazine: 15
15 Rate of Fire: Once per round
Rate of Fire: Once per round Damage: 4d6 Nonlethal Damage. A
Damage: 2d6 Poison (if the target Fortitude Saving
makes a Fortitude Throw vs. DC 25 negates the
Saving Throw vs. DC 15, they take damage.
half damage) Weight: 1 pound Armor Class: 13
Weight: 1 pound Hardness: 2 Hit Points: 1
Armor Class: 13 DC required to break this item with
Hardness: 2 a Strength Roll: 13
Hit Points: 1 Special: Can either make a ranged
DC required to break this item with touch attack against a single target
a Strength Roll: 13 or attack an entire ten-foot square.
Special: Can either make a ranged A target square has an effective
touch attack against a single target defense of 10, and anyone in it can
or attack an entire ten-foot square. make a Reflexes Saving Throw vs.
A target square has an effective DC 18 to take half damage.
defense of 10, and anyone in it can Accessories: Extra Load (weighs
make a Reflexes Saving Throw vs. 1/10 pound, costs 40 units)
DC 18 to take half damage. Description: This is the single most
Accessories: Extra Load (weighs common type of aerosol spray
1/10 pound, costs 50 units) weapon. It contains a skin irritant,
Description: A small spray canister much like CX tear gas or pepper
filled with a fast- acting toxic spray. Unlike those substances, it
chemical. It does little visible has been carefully engineered not
damage to the target, although to do the target any lasting
their skin turns pale and unhealthy- damage if it gets in their mouth or
looking. It also causes relatively nasal cavity and is all but
little pain, despite all the damage it impossible to kill anybody with. It
does. This makes it an excellent has no effect on robots, or anyone
asassination weapon, which in turn 152 in a gas mask or a sealed
makes law-enforcement authorities environment suit.
very suspicious of anybody they
find carrying one.
Armor Class: 13
Hardness: 2 Hit Points: 1
Aerosol Immobilizer Foam DC required to break this item with
a Strength Roll: 13
Spray Special: Can attack either a single
Size: Tiny (+4 bonus to conceal target or a ten-foot square. If it is
with a “sleight-of- hand” roll) used against an entire square, the
Cost: 50 Units Tentative Purchase target can make a Reflexes Saving
DC: 7 Required Proficiency: Simple Throw vs. DC 18 to take half
Handed: Requires 1 hand to use damage. Anyone who takes any
Range Increment: Maximum Range Nonlethal Damage must make a
20 feet “To Hit” Bonus: -Magazine: Fortitude Saving Throw vs. DC 20
15 or be Stunned (as per the Monk
Rate of Fire: Once per round special attack), and unable to take
Damage: Special, see description any action for one round.
Weight: 1 pound Armor Class: 13 Accessories: Extra Load (weighs
Hardness: 2 Hit Points: 1 1/10 pound, costs 50 units)
DC required to break this item with Description: An innocent looking
a Strength Roll: 13 little canister, loaded with a neural
Accessories: Solvent Capsule agent that induces unbelievable
(Weighs 1/20th lb, costs 25 Units, agony in the target. It's a good
holds 4 doses, dissolves and idea to run away once the target is
inactivates foam in 1 -3 rounds) immobilized, as you really won't
Special: Can make a Ranged Touch want to be around them when it
Attack vs. a single target or can wears off. A completely sealed suit
attack an entire ten-foot square Aerosol
with its ownHallucinogenic
oxygen supply will
(the target square has an effective Spray
protect the target from the effects
defense of 10). To evade the area of theTiny
Size: weapon, but ato
(+4 bonus gas-mask
conceal
attack, anyone in the target square won't. The drug is absorbed
with a “sleight-of- hand” roll)
must make a Reflexes Saving through
Cost: the skin
75 Units and doesn't
Tentative need
Purchase
Throw vs. DC 18, and spend their to
DC:be 9 inhaled.
Required Proficiency: Simple
next Movement to leave the Handed: Requires 1 hand to use
affected square. Anyone caught in Range Increment: Maximum Range
the foam suffers a -2 penalty on all 20 feet “To Hit” Bonus: -Magazine:
attacks, and has their Dexterity 15
effectively reduced by 4. They must Rate of Fire: Once per round
immediately make another Reflexes Damage: The target must make a
Saving Throw (DC 15) or they are Fortitude Saving Throw vs. DC 18
completely mired in the foam, or hallucinate wildly for 3d6
unable to move. Even if they make rounds. See the description for
the second saving throw, they still details.
only move at half their normal rate. Weight: 1 pound Armor Class: 13
To free themselves, they must Hardness: 2 Hit Points: 1
make a Strength check vs. DC 27, DC required to break this item with
or do at least 17 points of damage a Strength Roll: 13
to the foam. It is impossible to miss Special: Can attack either a single
the foam with an attack. target or a ten-foot square. The
Accessories: Extra Load (weighs target square has an effective
1/10 pound, costs 50 units) defense of 10. No Reflexes Saving
Description: Silly string on strange Throw is allowed. Accessories: Extra
Aerosol
bad steroids. Pain
ThisSpray
canister contains Load (weighs 1/10 pound, costs 75
Size:
enoughTinyquick-hardening
(+4 bonus to conceal
foam to
with units)
coveraeverything
“sleight-of-inhand” roll)
a ten-foot Description: A spray canister
Cost:
square.50The
Units Tentative
foam hardens Purchase
in one
DC: 7 Required Proficiency: Simple loaded with a powerful
round and becomes harmless to psychotropic--it's a bummer in a
Handed:
touch. Requires 1 hand to use
Range can. This stuff isn't just a
It does Increment:
however blockMaximum Range
the square, perception-altering drug like the
20 feet “To
making Hit” Bonus:
it impossible to-Magazine:
move
15 kinds of hallucinogenics people
through. experiment with at Phish concerts.
Rate of Fire: Once per round
Damage: 3d6+3 Nonlethal Weight: It's more like having delerium
1 pound tremens. If the target fails their
saving throw they will experience
actual visual hallucinations, vivid
and terrifying, like some cheesy
anti-drug film from the 1930s.
The world won't make any 153
sense to them or vice versa for
the duration of the drug's effect,
so roll at random on the chart
below to see how they behave.
1 Wander off in a random direction
(unless prevented)
2-4 Do nothing for 1 round. Aerosol Hemorrhage-Gas
Stare passively off into space, Spray
look at the ground or close your
eyes. Size: Tiny (+4 bonus to conceal
5 Fall to the ground and with a “sleight-of- hand” roll)
convulse, doing 1-2 points of Cost: 75 Units
damage to yourself for one round. Tentative Purchase DC: 9 (usually
6- 7 Mutter random insane illegal)
gibberish, clap hands, twitch and Required Proficiency: Simple
engage in other harmless but Handed: Requires 1 hand to use
distracting crazy behavior for a Range Increment: Maximum Range
round, without moving from the 20 feet “To Hit” Bonus: -Magazine:
spot where you are standing. 15
8- 9 Scream uncontrollably Rate of Fire: Once per round
for 1-6 rounds, attracting lots of Damage: Special, see description
unwanted attention. You can do Weight: 1 pound Armor Class: 13
nothing but stand in one place Hardness: 2 Hit Points: 1
and scream. DC required to break this item with
10 Attack the nearest character a Strength Roll: 13
Aerosol Sleep object
or other moving Spraywith the Special: Can affect a single target
nearest
Size: Tinyavailable
(+4 bonus melee weapon
to conceal or a ten-foot square adjacent to
for two
with rounds.
a “sleight-of- hand” roll) the person firing the weapon. The
If attacked
Cost: while under
50 Units Tentative the
Purchase target square has an effective
influence
DC: of theProficiency:
7 Required spray, the Simple
target defense of 10. No Reflexes Saving
can defend
Handed: themselves
Requires 1 handnormally,
to use Throw is permitted.
but they
Range are Maximum
Increment: incapableRangeof Accessories: Extra Load (weighs
articulate
20 feet “Tocommunication
Hit” Bonus: -Magazine: 1/10 pound, costs 75 units)
15 Description: This aerosol weapon
Rate of Fire: Once per round does 2d6 damage per round for 2-
Damage: Special, see description 12 Rounds. A Fortitude Saving
Weight: 1 pound Armor Class: 13 Throw vs. DC 20 halves the
Hardness: 2 Hit Points: 1 damage, but the target must roll
DC required to break this item with every round. It is a truly gruesome
a Strength Roll: 13
Aerosol
weapon to Freezing
see at work.Spray
Opponents
Size: Tinyhemorrhage
who see (+4 bonus to conceal
gas in use
Description: This disposable with
mustamake“sleight-of- hand”
a Morale checkroll)
at a -2
canister is filled with a potent Cost: 50 Units Tentative Purchase
modifier.
general anesthetic, which can put a DC: 7 Required Proficiency: Simple
full-sized human being into a Handed: Requires 1 hand to use
drugged stupor in seconds. If hit by Range Increment: Maximum Range
the spray, the target must make a 20 feet “To Hit” Bonus: -Magazine:
Fortitude Save vs. DC 20 or fall into 15
a drugged slumber, unaware of Rate of Fire: Once per round
their surroundings, for 3d10 Damage: 3d6 Cold Weight: 1
minutes. If they are aware that they pound Armor Class: 13 Hardness: 2
have been drugged, it is possible Hit Points: 1
for them to make a Willpower DC required to break this item with
Saving Throw vs. DC20 to wake up, a Strength Roll: 13
every time they hear a loud noise. Special: Can affect a single target
The drugged character will also or a ten-foot square adjacent to
wake up if they take at least one the person firing the weapon. The
point of damage, whether normal target square has an effective
or Nonlethal. defense of 10. Anyone in the target
Characters who wake up early square can make a Reflexes Saving
will function at impaired Throw vs. DC 15 to take half
efficiency until the drug runs its damage.
course. Accessories: Extra Load (weighs
Until either the drug wears off 1/10 pound, costs 50 units)
naturally or they take some sort Description: A quick-freezing
of antidote, all their skill rolls, chemical which sucks the heat right
attack rolls and saving throws are out of the target. Much more
made at a -2 penalty. efficient than modern freezing
This is a good non-lethal agents like freon, this is like being
weapon--it even gives the target doused in liquid helium. It doesn't
time to lie down instead of falling take many
over and splitting their head open. 154
It still makes policemen uneasy,
since it's also a handy tool for
robbery and other crimes. A gas
mask or sealed environment suit (a
space suit, for example) will
squirts to freeze a man straight through. DC required to break this item with
a Strength Roll: 13
Special: Can affect a single target
Aerosol Paralysis Spray or an entire ten-foot square. The
Size: Tiny (+4 bonus to conceal with target square has an effective
a “sleight-of- hand” roll) defense of 10
Cost: 50 Units Tentative Purchase Accessories: Extra Load (weighs
DC: 7 Required Proficiency: Simple 1/10 pound, costs 50 units),
Handed: Requires 1 hand to use Antidote Capsule (1/20th lb, costs
Range Increment: Maximum Range 150 Units, holds 2 doses, negates
20 feet “To Hit” Bonus: -Magazine: effect of the drug in 1 -3 rounds)
15 Description: This spray canister is
Rate of Fire: Once per round filled with a neurological agent
Damage: The victim must make a which causes temporary Blindness,
Fortitude Save vs. DC 20 or be as per the spell. You don't have to
paralyzed and helpless, unable to spray it directly into the target's
move or take any physical actions, eyes for it to blind them; the drug
for 2d10 rounds. is absorbed through the skin. At
Weight: 1 pound Armor Class: 13 Aerosol
the Fear Spray
DM's discretion, it might not
Hardness: 2 Hit Points: 1 work Tiny
Size: on creatures
(+4 bonus whose body
to conceal
DC required to break this item with chemistry
with is signifigantly
a “sleight-of- hand” different.
roll)
a Strength Roll: 13 It also50
Cost: has no effect
Units on creatues
Tentative Purchase
Accessories: Antidote Capsule that 7don't
DC: have Proficiency:
Required eyes. Simple
(1/20th lb, costs 250 Units, holds 2 Handed: Requires 1 hand to use
doses, negates effect of the drug in Range Increment: Maximum Range
1-3 rounds) 20 feet “To Hit” Bonus: -Magazine:
Special: Can affect a single target or 15
a ten-foot square adjacent to the Rate of Fire: Once per round
person firing the weapon. The Damage: Special, see description
target square has an effective Weight: 1 pound Armor Class: 13
defense of 10. Anyone in that Hardness: 2 Hit Points: 1
square should make a Reflexes DC required to break this item with
Saving Throw vs. DC 18. If they a Strength Roll: 13
succeed, they have avoided getting Special: The target must make a
the spray in their lungs and make Willpower Saving Throw vs. DC 20
their Fortitude Saving Throw at a or flee from the attacker. A fleeing
+2. character has a 50% chance of
Accessories: Extra Load (weighs dropping whatever they are
1/10 pound, costs 60 units) holding, and chooses their path
Description: Paralyzed characters randomly (as long as it leads away
are still aware of their surroundings from immediate danger), and flees
and if your game uses psionics, any other dangers that confront
they might (at the DM's discretion) them. If cornered, a panicked
be able to use some of their mental character cowers. These effects last
powers while paralyzed. A for 4d6 rounds.
completely sealed suit with its own Accessories: Extra Load (weighs
Aerosol
oxygen supplyBlindness Spray
will protect the 1/10 pound, costs 70 units)
Size:
targetTiny
from(+4 bonus
the to of
effects conceal
the with Description: This is perhaps the
a “sleight-of-
weapon, but ahand” roll) won't. The
gas-mask perfect self-defense spray. It makes
Cost: 50absorbed
drug is Units Tentative
through Purchase
the skin your assailant run away, rather
DC:
and 7doesn't
Required Proficiency:
need Simple
to be inhaled. than fall down at your feet or go
Handed: Requires 1 hand to use berzerk and it does it without
Range Increment: Maximum Range causing them any lasting damage.
20 feet “To Hit” Bonus: -Magazine: It probably won't work on beings
15 with radically different nervous
Rate of Fire: Once per round systems and could have very
Damage: The target must make a strange effects on creatures whose
Fortitude Saving emotions don't work the same way
Throw vs. DC 20 or become Blind as our own (this is all strictly the
for 3d6 minutes DM's call, of course).
Weight: 1 pound A completely sealed suit with its
Armor Class: 13 Aerosol
own oxygen Rage
supplySpray
will protect the
Hardness: 2 Size:
targetTiny (+4 bonus
from to conceal
the effects of with
the
Hit Points: 1 a “sleight-of-
weapon, but a gas-mask won't. The
drug is absorbed through the skin
and doesn't need to be inhaled. 155
hand” roll) Armor Class: 13 Hardness: 2
Cost: 50 Units Hit Points: 1
Tentative Purchase DC: 7 (usually DC required to break this item with
illegal) a Strength Roll: 13
Required Proficiency: Simple Special: Attacks either a single
Handed: Requires 1 hand to use target or everything in a ten-foot
Range Increment: Maximum Range square. Can affect a single target
20 feet “To Hit” Bonus: -Magazine: or a ten- foot square adjacent to
15 the person firing the weapon. The
Rate of Fire: Once per round target square has an effective
Damage: The target must make a defense of 10. Anyone in that
Willpower Saving square should make a Reflexes
Throw vs. DC 20 or become Saving Throw vs. DC 21. If they
violently, mindlessly succeed, they have avoided getting
aggressive for 3-18 rounds. See the the spray in their lungs and will
description for make their Willpower Saving Throw
details. at a +2.
Weight: 1 pound Armor Class: 13 Accessories: Extra Load (weighs
Hardness: 2 Hit Points: 1 1/10 pound, costs 75 units)
DC required to break this item with Description: Illegal nearly
a Strength Roll: 13 everywhere, this spray canister
Special: Attacks either a single contains a horrendous mind-agent
target or everything in a ten-foot which links the target's pain
square. The target square has an centers to their pleasure centers.
effective defense of 10. If the They must make a Willpower
weapon is used to attack a whole Saving Throw vs. DC 20 or at once
square, anyone in that square can begin to mutilate themselves with
make a Reflexes Saving Throw vs. whichever hand weapon is closest,
DC 25. If they succeed, they have gasping and moaning with joy the
avoided getting the spray in their whole time. If no hand weapon is
lungs and make their Fortitude within easy reach, they will shoot
Saving Throw at a +3. themselves with the nearest
Accessories: Extra Load (weighs available missile weapon. If neither
1/10 pound, costs 75 units) is available they will rip and claw at
Description: Perhaps this not the themselves, doing 1 point of
best self-defense spray you could damage per round.
imagine, but it still has plenty of They are effectively helpless
uses in espionage and crime. while they are hurting themselves,
Anyone who is dosed with Rage which gives any attacker a +4
Spray and fails their Saving Throw bonus to hit them. They may start
immediately attacks the closest raving about is how good this feels
person or moving object with or beg other characters to hurt
whatever melee weapon is most them but apart from this they
convenient. If they have a gun in aren't capable of articulate
their hand, they will use it as a communication.
club. If you are attacking yourself, you
The afected character is incapable can only miss if you roll a 1, but
of coherent speech and completely since all of the character's actions
indiscriminate as to their targets. are at a -4 while they are under the
They
Aerosol will attack
Suicide friends,
Gas foes,
Spray influence
Aerosol ofFlesh-Eating
the gas, they actually
ticking
Size: grandfather
Tiny (+4 bonus clocks--
to conceal fail
Size: to hurt
Tiny themselves
(+4 bonus to on a Spray
conceal 5 or
whatever
with aare draws their
“sleight-of- attention.
hand” If
roll) one less.
with Most
a to weapons
“sleight-of- aren't really
they
Cost: 75 in the
Units act of attacking made
Cost: 75 wound thehand”
Units user, roll)
and will
target
Tentative and another DC:
Purchase potential target
9 (usually do one
Tentative point of
Purchase damage less
DC: 9point). than
(usually
comes
illegal) closer,
Required they will lose
Proficiency: interest usual
illegal) (minimum of one
in the first
Simple targetRequires
Handed: and attack the to
1 hand The effects
Required last indefinitely,
Proficiency: Simple until
new
use one
Range with equal
Increment: ferocity.
Maximum The the
Handed:target either makes a saving
drug
Range is transmitted through the throw orRequires 1 hand
dies. Maximum
Let them to usemake
skin but20isfeet
Magazine: even
15
“To Hit”efficacious
more Bonus: -- Range
another
20The
Increment:
throw
feetdrug
“To Hit” every other
Bonus: -Magazine:
Range
round.
and
Rate fast-acting
of Fire: Once if inhaled.
perwill
roundA gas 15 is transmitted through
mask
Damage: or oxygen
Special, tank
see give
descriptionthe the
Rate skin, but
of Fire: works
Once better
per if
target
Weight: a +4 to their
1 pound sealed Saving Throw, inhaled.
Damage: A1d6
gas mask
damage orround
oxygen
per round tank
while a completely will
until give the
theThrow, target
targetwhile a +4 to
eithera recovers their or
environment suit or a vaccum suit Saving
dies. Every round after sealed
the first one
will totally negate the drug's effect. environment
the suit or a vaccum suit
will completely negate the drug's 156
effect.
infected character can make a hand” roll)
Fortitude Saving Throw Cost: 50 Units
vs. DC 20 to shake off the effects of Tentative Purchase DC: 7 (usually
the disease. illegal)
Weight: 1 pound Required Proficiency: Simple
Armor Class: 13 Handed: Requires 1 hand to
Hardness: 2 use Range Increment:
Hit Points: 1 Maximum Range 20 feet “To
DC required to break this item with Hit” Bonus: -Magazine: 15
a Strength Roll: 13 Rate of Fire: Once per round
Special: Attacks either a single Damage: Special, see
target or everything in a ten-foot description Weight: 1 pound
square. If the weapon is used to Armor Class: 13 Hardness: 2
attack a whole square, anyone in Hit Points: 1
that square can make a Reflexes DC required to break this item with
Saving Throw vs. DC 25. If they a Strength Roll: 13
succeed, they have avoided getting Accessories: Extra Load (weighs
the spray in their lungs and will 1/10 pound, costs 50 units)
take only half damage each round. Description: This innocuous-
Accessories: Extra Load (weighs looking little spray bottle contains
1/10 pound, costs 75 units), fifteen doses of the dreaded
Antidote Capsule (1/20th lb, costs "Lobotomy Drug". It has a ruinous
350 Units, holds 2 doses, negates effect on the neural pathways of
effect of the disease in 1 -4 rounds) anyone who inhales it. If the victim
Description: You might have some fails a Fortitude Saving Throw vs.
trouble explaining this one as a DC 20, they lose 3d6 Intelligence.
self-defense weapon. The canister A character with animal-like
contains a flesh-eating virus that intelligence (3 or lower) can still
can turn a person into bloody mush recognize their friends and will still
in minutes.Metal-Eating
Aerosol Probably not a good Spray follow them around to keep from
idea
Size: to use
Tiny without
(+4 bonusgloves or a
to conceal feeling anxious and alone. They
face-mask on. Unless
with a “sleight-of- youroll)
hand” have the cannot speak or use tools in this
antidote in your
Cost: 75 Units veins when
Tentative you
Purchase condition. The brain damage done
spray the weapon, there is a
DC: 9 Required Proficiency: Simple 15% by the Lobotomy Drug is
chance that
Handed: the air1currents
Requires hand to will
use permanent. Only sophisticated
move
RangeinIncrement:
exactly the wrong way
Maximum and
Range medical
Aerosol treatment
Infectionwill help
Spraythe
get enough of it on you to make
20 feet “To Hit” Bonus: -Magazine: afflicted
Size: character.
Tiny (+4 bonusA vaccum
to conceal suit
you
15 regret it. or
withoxygen mask
a “sleight-of-completely
Rate of Fire: Once per round protects
Cost: 50 the targethand”
Units
roll)effects
from the
Damage: 2d6 damage per round of this drug,
Tentative but a conventional
Purchase
for 2-8 rounds to anything made of filter mask
illegal) is uselessDC: 7 (usually
against it.
metal, ignores up to 15 points of Required Proficiency: Simple
Hardness and Damage Resistance. Handed: Requires 1 hand to use
Weight: 1 pound Armor Class: 13 Range Increment: Maximum Range
Hardness: 2 Hit Points: 1 20 feet “To Hit” Bonus: -Magazine:
DC required to break this item with 15
a Strength Roll: 13 Rate of Fire: Once per round
Special: Attacks either a single Damage: Special, see description
target or everything in a ten-foot Weight: 1 pound Armor Class: 13
square. The target square has an Hardness: 2 Hit Points: 1
effective defense of 10. Has no DC required to break this item with
effect on non-metallic objects. a Strength Roll: 13
Accessories: Extra Load (weighs Special: Anyone hit by the spray
1/10 pound, costs 75 units) must make a Fortitude Saving
Description: This canister contains a Throw vs. DC 20 to avoid being
fast-acting virus which eats metal. infected with a virulent disease.
The viral infection tends to burn Anyone who fails the roll will lose 1
itself out after just a few rounds, point of Constitution per day until
but it can still wreak enormous they either make a Fortitude Saving
amounts of havoc. Throw vs. DC 20 (roll once per day),
Aerosol Lobotomy-in-a-Can are cured by advanced medical
science, or reach 0 Constitution
Spray and die. It takes quite a bit of the
Size: Tiny (+4 bonus to conceal with liquid to actually infect the victim--
a “sleight-of- a few drops won't do it, so this is
not an area affect weapon. 157
Accessories: Extra Load (weighs Constitution every two days until
1/10 pound, costs 35 units) they hit zero and die. After the first
Description: A difficult item to two week, they are in so much pain
acquire in most civilized socieites, and distress that they make all
since it is technically a weapon of their rolls at a -2 penalty. After the
mass destruction. It contains a fourth week, it goes up to -4. Once
lethal pathogen that will kill the their Constitution hits 3, they are
target within just a few days unless bedridden and must make a
it is treated. The diease is non- Fortitude Saving Throw vs. DC 10
infectous--the victim won't be once per round to undertake any
spreading it to everyone they know physical activity whatever.
and it is treatable with futuristic Be warned, whenever you use
medicine, but it works so fast that the spray in combat, there is a 15%
most potential victims will be dead chance that enough of it will get
before they have a chance to seek on you to seriously change your
medical treatment. A filter mask vacation plans. This chance goes
provides the wearer with some up to 25% if you use the spray in
protection against the disease (it Aerosol Caustic Spray
an area attack.
gives them a +2 to their initial Whether
Size: Tiny (+4 orbonus
not the cancer can
to conceal
Aerosol Carcinogenic
Fortitude Saving Throw) and Spraya be cured is up to the DM,
with a “sleight-of- hand” roll) based on
sealed
Size: environment
Tiny (+4 bonus suit protects
to conceal the medical
Cost: 50 Units technology available in
the
withwearer completely
a “sleight-of- hand”(the attack
roll) this campaign.
Tentative Purchase It DC:
shouldn't be
7 (usually
has no50effect
Cost: Unitson them at all). They easy--otherwise why make this
illegal)
might
Tentativewant to sterilize
Purchase DC: their suit
7 (usually weapon
RequiredinProficiency:
the first place?
Simple
before they take it off, though.
illegal) Handed: Requires 1 hand to
Required Proficiency: Simple use Range Increment:
Handed: Requires 1 hand to use Maximum Range 20 feet “To
Range Increment: Maximum Range Hit” Bonus: -Magazine: 15
20 feet “To Hit” Bonus: -Magazine: Rate of Fire: Once per round
15 Damage: Does 1d4 caustic damage
Rate of Fire: Once per round per round for 2d4 rounds. There is
Damage: Special, see description a 30% chance that it will also
Weight: 1 pound Armor Class: 13 destroy 1-6 points of the target's
Hardness: 2 Hit Points: 1 Charisma.
DC required to break this item with Weight: 1
a Strength Roll: 13 pound
Accessories: Extra Load (weighs Armor
1/10 pound, costs 80 units) Class: 13
Description: A brutal assassination Hardness:
weapon, this canister is filled with a 2 Hit
tasteless, odorless carcinogen Points: 1
which will give the target six kinds DC required to break this item with
of inoperable, fast- metastisizing a Strength Roll: 13
cancers if they're lucky. Accessories: Extra Load (weighs
It's more effective if inhaled, but 1/10 pound, costs 40 units)
just getting the vile stuff on your Special: Can affect a single target
skin can be fatal. Makes a ranged or a ten-foot square adjacent to
touch attack and can be used to the person firing the weapon. The
attack an entire square (although target square has an effective
this is risky). The target square has Aerosol
defense ofNapalm-Spray
10. Anyone in that
an effective defense of 10. Anyone square
Size: Tinyshould
(+4 bonus make a Reflexes
to conceal
in that square should make a Saving
with a “sleight-of- hand” roll)If they
Throw vs. DC 20.
Reflexes Saving Throw vs. DC 18. If succeed, they take half damage.
Cost: 50 Units
they succeed, they have avoided Description:
Tentative PurchaseA spray-pump full of
DC: 7 (usually
getting the spray in their lungs and acid.
illegal)It makes an ideal gift for
will make their Fortitude Saving jealous
Requiredmodels, vicious
Proficiency: pimps and
Simple
Throw at a +3. the terminally
Handed: depraved.
Requires 1 hand to
When hit by the spray, the target use Range Increment:
must make a Fortitude Saving Maximum Range 20 feet “To
Throw vs. DC 25. If they are Hit” Bonus: -Magazine: 15
wearing an independant oxygen Rate of Fire: Once per round
supply, they roll at a +4. Filter Damage: 2d6 flame damage per
masks offer no protection at all. A round for 2-8 rounds Weight: 1
completely sealed suit will totally pound
negate the attack. If they fail the
roll, they have developed at least 158
one malignant melanoma. These
tumors spread at an astounding
rate. Their whole body will be full
of cancer in just a few days.
The character loses one
Armor Class: 13 Hardness: varies according to what the load
2 Hit Points: 1 is, see the above listings for prices
DC required to break this item with on various loads)
a Strength Roll: 13 Description: A spray-bottle with a
Accessories: Extra Load (weighs number of different loads stored in
1/10 pound, costs 60 units) concentrated form in five separate
Special: Can affect a single target reservoirs. You can switch between
or a ten-foot square adjacent to the different effects by thumbing a
the person firing the weapon. The dial on the back. This does not
target square has an effective effectively take any time and does
defense of 10. Anyone in that not require you spend an action. If
square should make a Reflexes you have multiple attacks per
Saving Throw vs. DC 20. If they round, you could use a different
succeed, they take only 1d6 effect with each attack at no
damage per round. penalty. The stats listed here
Description: A spray-pump bottle assume the weapon is loaded with
full of a sticky, flammable five of the most common anti-
substance like napalm or white personnel sprays, but of course
phosporus. It contains its own you could load it with whichever
oxygen supply and is extremely aerosol weapon you like (if the DM
difficult to extinguish. Neither makes it available for purchase).
water, nor sand nor rolling on the The inside of the casing is tightly
Lady's
ground nor Traveling
any other fire- packed with the flexible plastic
Companiontechnique which
extinguishing contaniers that hold the liquid
relies on smothering
Size: Small (No bonusaor flame will to
penalty ammunition, making it tricky to
put it out.
conceal with a “sleight of hand” reload. It takes a full round to dig
roll) out one of the empty reservoirs,
Cost: 150 Units Tentative Purchase replace it with a new one and
DC: 11 Required Proficiency: squeeze everything back into
Simple Handed: Requires 1 hand to place.
use Range Increment: Maximum
Range 20 feet “To Hit” Bonus: --
Magazine: 5 Squirts of Stun Spray,
5 Squirts of Caustic Spray, 5 Squirts Hypersoaker
of Sleep Spray, 5 Squirts of Size: Small (No bonus or penalty to
Paralysis Spray, 5 Squirts of conceal with a “sleight of hand”
Blindness Spray, roll)
Rate of Fire: As many times as the Cost: 25 Units Tentative Purchase
wielder has attacks DC: 5 Required Proficiency: Simple
Damage: Multiple types, see Handed: Requires 1 hand to use
description Range Increment: 20 feet “To Hit”
Weight: 1 pound Bonus: -Magazine: 20
Armor Class: 9 Rate of Fire: As many times as the
Hardness: 2 wielder has attacks
Hit Points: 1 Damage: 2d6 Caustic Weight: 1/2
DC required to break this item with pound Armor Class: 9 Hardness: 0
a Strength Roll: 13 Hit Points: 1
Special: Can make various types DC required to break this item with
of attack, all of which can be a Strength Roll: 10
used to affect either a single Accessories: Spare reservoir (1/10
target or everything in a ten-foot pound, costs 5 units), Aerosol
square (the target square has an Weapon Loads (weigh 1/10 pound,
effective Defense of 10). A cost varies by load, see the above
Reflexes Saving Throw vs. DC 15 listings for prices on various liquid
will allow anyone in the target attack agents)
square to either take half Description: A lightweight plastic
damage or get a +3 bonus to pistol, powered by a compressed
their Fortitude Saving Throw. gas cartidge. It squirts a narrow
Stun Spray does 4d6 Nonlethal stream of liquid which is accurate
Damage unless the target makes a out to sixty feet (although the box
Fortitude Saving Throw vs. DC 25, says ninety) and can hold a wide
Caustic Spray does 2d6 normal variety of nasty loads. Here we've
damage, Sleep Spray forces the assumed you've filled it with some
target to make a Fortitude Saving caustic chemical, but you can of
Throw vs. DC 20 or fall into a course load any
drugged slumber, unaware of their 159
surroundings, for 3d10 minutes,
Paralysis Spray requires the target
to make a Fortitude Save vs. DC 20
or be paralyzed and helpless,
unable to move or take any
of the aerosol spray weapons into
the hypersoaker, which will deliver
them just as effectively. It can only "Water Balloon"
attack single targets, rather than a
whole area. Improvised Grenade
Instead of storing the liquid in a Size: Small (No bonus or penalty to
magazine inside the gun, the conceal with a “sleight of hand” roll)
hypersoaker has a bottle mounted Cost: 1 or less Units Tentative
on top, just above the trigger. This Purchase DC:
allows the user to reload by Required Proficiency: Simple
snapping a new bottle into place, Handed: Requires 1 hand to use
taking
Li'l only
Bugger a single
Ultra-action. The gas Range Increment: 10 feet (more if
cartridge is good for about a launched from a
Hypersoaker
hundred shots (90+1d20). weapon)
Size: Medium (-4 penalty to “To Hit” Bonus: -Rate of Fire: As
conceal with a “sleight of hand” many times as the wielder has
roll) attacks
Cost: 50 Units Tentative Purchase Damage: Splash-effect weapon.
DC: 7 Required Proficiency: Simple Target takes 2d6 damage Heat
Handed: Requires 2 hands to use damage, everything in five foot
Range Increment: 30 feet “To Hit” radius takes 1d3 Heat. A Reflexes
Bonus: -Magazine: 60 Saving Throw vs. DC 15 negates the
Rate of Fire: As many times as the splash-effect damage.
wielder has attacks Weight: 1 pound Armor Class: 9
Damage: 2d6 Caustic Hardness: 0 Hit Points: 1
Weight: 1 pound (6 with backpack) DC required to break this item with
Armor Class: 7 Hardness: 0 Hit a Strength Roll: 8
Points: 1 Description: An improvised grenade
DC required to break this item with made out of some disposable
a Strength Roll: 10 elastic material. It could be party
Special: Attacks either a single balloon, a latex glove or perhaps a
target or everything in a ten-foot ziplock bag. This one is full of some
square. kind of quick-burning substance
Accessories: Backpack reservoir (1 that ignites on impact, but feel free
lb, costs 15 units), Aerosol Weapon to fill it with whatever unsavory
Loads (weigh 1/10 pound, cost stuff your heart desires, and hope it
varies by load, see the above doesn't eat through the balloon
listings for prices on various liquid before you throw it (DM's call, I'm
attack agents) afraid).
Description: A large, two-handed You could fill it with acid, for
squirtgun with a backpack- example (1d4 damage to the target
mounted water supply, driven by per round for 1 -6 rounds, 1 pt per
an electric pump. It has an effective round to everything else in its
range of a hundred feet (the box radius), or poison, or the disease-
says two hundred) and can be ridden juices you've drained off a
loaded with whatever vile corpse with the plague (the target
substance the user would like. The must make a Fortitude Saving
listed stats assume you've filled it Throw vs. DC 15 or be infected with
with some kind of caustic chemical, the loathsome pathogen of your
but it can also be used to project choice). Different substances may
any of the aerosol weapons listed do different types of damage, but

Disposable Weapons
above at range. The backpack they will all function as splash effect
reservoir has two separate weapons with roughly the same
compartments and it is possible to radius.
load them with different substances If you are struck or fall down
Itand
is possible
to switchthat very advanced
between them weapons technology
while carrying might
one take all kinds
of these items,of
unexpected
without using turns.
up anExtremely
action. Itaffluent
can societies,
youormust
those forced
make to recycle
a Reflexes every
Saving
possible scrap
only attack oneoftarget
material, might find it more
at a time. Throwexpedient to to
vs. DC 10 create
keepdisposable
it from
weapons
The batteryrather thanfor
is good reusable
about ones.
a going off and drenching you.
thousand shots (950+percentile Increase the DC by 2 if you are
Ifdice).
material goods can be produced very quickly for almost
carrying no effort,
more than or if every
two balloons.
bit of matter has to be carefully re-used, then it would
Increase make
it by sense
4 if you tocarrying
are produce
weapons for single, specific uses and then discard or reabsorb
more than four balloons. them. This
might be an inefficient way to wage a long-term war, but societies that have
access to things like nanotechnology and matter
160
duplication probably don't fight serious large-scale conflicts with hand-
weapons anyway.
While we have prices listed for these weapons, there is a strong likelihood
that the specific kinds of cultures which would use these items wouldn't use
Disposable
money as we understand it. Use the listed costs Derringer
as guidelines.
Size: Diminutive (+8 bonus to
conceal with a “sleight of hand”
roll)
Cost: 100 Units (but is often
produced by cultures that don't
use money)
Tentative Purchase DC: 10 (Often
Unavailable) Required Proficiency:
Slugthrower Weapons Handed:
Requires 1 hand to use Range
Disposable Automatic Increment: 20 feet “To Hit” Bonus: -
Shotgun Rate of Fire: Once per round
Size: Medium (-4 penalty to Damage: 1d8 Piercing (20 x3)
conceal with a “sleight of hand” Weight: 1 pound Armor Class: 13
roll) Hardness: 3 Hit Points: 1
Cost: 500 Units (but is often DC required to break this item with
produced by cultures that don't a Strength Roll: 12
use money) Description: A tiny weapon which
Tentative Purchase DC: 15 (Often looks like a white ceramic losenge.
Unavailable) Required Proficiency: There is a single small bullet buried
Slugthrower Weapons Handed: in the center of the capsule, and
Requires 2 hands to use Range when the bottom is squeezed the
Increment: 30 feet “To Hit” Bonus: - right way, the weapon fires its
Magazine: 30 single shot and then crumbles into
Rate of Fire: As many times as the dust. The waste products it leaves
wielder has attacks behind are simple hydrocarbons,
Damage: 3d6 Piercing (20 x3) impossible to identify with any
Weight: 7 pounds Armor Class: 7 known explosive or weapons
Hardness: 4 Hit Points: 3 technology. This is not exclusively
DC required to break this item with an assassination weapon--
a Strength Roll: 16 sometimes rich people pass them
Special: Attacks everything in one out as party favors and hold
ten by ten foot square. Not capable impromptu shooting contests after
of attacking a single target, it drinks in the garden. Sometimes
always targets the entire square. they fight duels with them.
The target square has an effective Shopkeepers and nervous
defense of 10. Anyone in that commuters may carry them for self
square can make a Reflexes Saving defense, and of course they are
Throw vs. DC 20 to take half popular with the inmates of
damage. correctional facilities as well.
Description: A long, vaguely Particularly callous or mercentile
triangular piece of what appears to societies may make them available
be resilient flexible plastic with a in vending machines.
pistolgrip molded into the bottom
and a trigger guard just behind it.
Every part of this disposable
shotgun is curved so as to fit the
user's body as snugly and smoothly
as possible. It doesn't have shells
or even a firing chamber as such--
the shot is embedded in a line of Disposable Slugthrower
ten shaped explosive charges, Pistol
buried behind the barrel. When
you pull the trigger, all ten Size: Small (No bonus or penalty to
detonate like a string of conceal with a “sleight of hand”
firecrackers, throwing a continuous roll)
stream of shot out of the barrel for Cost: 300 Units (but is often
a few seconds. The gun then produced by cultures that don't
dissolves into a pile of use money)
biodegradable waste-products, Tentative Purchase DC: 14 (Often 161
which look like liquid styrofoam Unavailable)
and feel like lumpy instant oatmeal.
Despite the flexible, shock-
absorbant material the gun is made
from, it produces a staggering
Required Proficiency: Slugthrower
Weapons Handed: Requires 1 hand
to use Range Increment: 30 feet Disposable Shotgun Pistol
“To Hit” Bonus: -Magazine: 12 Size: Small (No bonus or penalty to
Rate of Fire: As many times as the conceal with a “sleight of hand”
wielder has attacks roll)
Damage: 1d10 Piercing (20 x3) Cost: 425 Units (but is often
Weight: 2 pounds Armor Class: 9 produced by cultures that don't
Hardness: 4 Hit Points: 2 use money)
DC required to break this item with Tentative Purchase DC: 15 (Often
a Strength Roll: 13 Unavailable) Required Proficiency:
Description: A completely different Slugthrower Weapons Handed:
kind of handgun, this disposable Requires 1 hand to use Range
weapon fires twelve explosive Increment: 10 feet “To Hit” Bonus:
capsules from its sealed chamber -Magazine: 3
and then crumbles into bio- Rate of Fire: As many times as the
degradable waste products. It is wielder has attacks
very cheap to manufacture if you Damage: 3d6 Piercing (20 x3)
have the required technology. Weight: 2 pounds Armor Class: 9
With its completely sealed system Hardness: 4 Hit Points: 2
the gun requires no maintenance. It DC required to break this item with
doesn't look much like a a Strength Roll: 13
conventional pistol, in that it Description: A molded block of
doesn't have a barrel. It looks more plastic that fits over your hand up
like the plastic hand grip for some to about the middle of your
other piece of machinery, with a forearm. It feels soft and
little square hole on the front. cushioned inside, a little like foam
rubber. It doesn't look much like a
pistol. There is no obvious barrel
and no hole in the end for bullets
to come out of. In fact the whole
front part of the gun is a nested
Disposable Slugthrower set of shaped-charges, loaded with
Carbine tiny hard pellets. When the
weapon is fired the front end
Size: Medium (-4 penalty to disappears in a cloud of ceramic
conceal with a “sleight of hand” shot, doing a great deal of damage
roll) at close range. As with all shotgun
Cost: 400 Units (but is often weapons, it is considerably less
produced by cultures that don't effective at greater ranges. Even
use money) with as much shock absorbtion as
Tentative Purchase DC: 15 (Often the gun has, it still produces so
Unavailable) Required Proficiency: much recoil that it isn't practical to
Slugthrower Weapons Handed: fire it more than once per round.
Requires 1 hand to use Range Once the last round has been fired,
Increment: 60 feet “To Hit” Bonus: - the weapon crumbles into a
Magazine: 15 pleasantly minty-smelling dust.
Rate of Fire: As many times as the
wielder has attacks
Damage: 1d12 Piercing (20 x3)
Weight: 5 pounds Armor Class: 7
Hardness: 4 Hit Points: 3
DC required to break this item with
a Strength Roll: 14
Description: A smooth molded
plastic pod with grips for two
hands and a built-in scope (its Disposable Machine Pistol
range modifyer is already figured Size: Small (No bonus or penalty to
into the weapon's stats). It fires conceal with a “sleight of hand”
small explosive capsules which are roll)
built into the body of the weapon Cost: 400 Units (but is often
in a single solid chunk. It has no produced by cultures that don't
moving parts and the casing can use money)
never be opened. Tentative Purchase DC: 15 (Often
This makes it extremely durable, Unavailable) Required Proficiency:
reliable and easy to maintain. Once Slugthrower Weapons 162
it has fired its last round it
dissolves into a puddle of liquid
which smells of bread and
dishwashing soap.
Handed: Requires 1 hand to use Description: An extremely light and
Range Increment: 40 feet “To Hit” simple plastic weapon. It resembles
Bonus: -Magazine: 50 a flare gun, or a big plastic toy
Rate of Fire: As many times as pistol with a wierdly large mouth
the wielder has attacks The grenade is built into the unit
Damage: 2d6 Piercing (20 x3) and can't be removed or loaded
Weight: 3 pounds Armor Class: 7 into another weapon. This is a very
Hardness: 3 Hit Points: 3 easy weapon to use. Just point it
DC required to break this item with and pull the trigger. Be sure to hold
a Strength Roll: 13 on tight to the handle with both
Special: This weapon is capable of hands--it kicks like a mule. Once
Autofire. It can target a 10-foot-by- the launcher has been used, it's just
10-foot area. This uses up 10 shots a halfmelted empty plastic shell and
and so can only be done if the can be discarded.
weapon currently has at least ten Disposable
We've loaded 6-Shot
this one Grenade
with a
shots left. The targeted area has an fragmentation grenade, just for
effective Defense of 10. If the Launcher
the sake of example, but you can
attack succeeds, every target within Size:
find Large
models (-8 penalty
with any to conceal
type of
the affected area must make a with a “sleight
grenade in them. of hand” roll)
Reflex save (DC 15) or take the Cost: 650 Units (but is often
weapon's damage. produced by cultures that don't use
Description: A large disposable money)
pistol which can launch all its Tentative Purchase DC: 16 (Often
rounds in a single autofire Unavailable) Required Proficiency:
stream. Extremely simple to Slugthrower Weapons Handed:
maintain, it performs very well Requires 1 or 2 hands to use Range
under inclement conditions. The Increment: 70 feet “To Hit” Bonus: -
entire mechanism is sealed and Magazine: 6
never meant to be opened, so Rate of Fire: Once per round
it's almost impossible for dust Damage: 6d6 Bludgeoning to
and grit to get inside. When it everything in a 10 foot
fires its last explosive capsule it radius. Anyone caught in the radius
dissolves into an untraceable of effect can
sludge of organic compounds. make a Reflexes Saving Throw vs.
DC 15 to take half
damage.
Weight: 6 pounds Armor Class: 5
Hardness: 4 Hit Points: 3
DC required to break this item with
a Strength Roll: 14
Description: A plastic grenade
launcher with a rotary magazine
Disposable 1-Shot Grenade that resembles an oversized
Launcher revolver cylinder. By manually
Size: Medium (-4 penalty to turning the cylinder you can select
conceal with a “sleight of hand” whichever grenade you like. The
roll) sample version listed here is loaded
Cost: 600 Units (but is often with concussion grenades but there
produced by cultures that don't use are versions with every conceivable
money) combination of grenades in the six
Tentative Purchase DC: 16 (Often Disposable
chambers. The 12-Shot
grenades are built
Unavailable) Required Proficiency: into the weapon
Grenade and when the last
Launcher
Slugthrower Weapons Handed: of them
Size: is fired
Large the launcher
(-8 penalty will
to conceal
Requires 2 hands to use Range melt into a puddle of sweet-
with a “sleight of hand” roll)
Increment: 70 feet “To Hit” Bonus: - smelling
Cost: 750liquid
Units (this
(but takes one
is often
Rate of Fire: Once per round round) which will then evaporate
produced by cultures that don't use
Damage: 6d6 Piercing to into
money)nothing in five minutes.
everything in a 10 foot radius. Tentative Purchase DC: 17 (Often
Anyone caught in its area of effect Unavailable) Required Proficiency:
can make a Reflexes Saving Throw Slugthrower Weapons Handed:
vs. DC 15 to take half damage. Requires 1 or 2 hands to use Range
Weight: 1 1/2 pounds Armor Class: Increment: 70 feet “To Hit” Bonus: -
7 Hardness: 1 Hit Points: 2 Magazine: 12
DC required to break this item with Rate of Fire: Once per round
a Strength Roll: 13 Damage: 6d6 Piercing to everything
in a 10 foot 163
radius. Anyone caught in the radius Required Proficiency: Simple
of effect can make a Reflexes Handed: Requires 1 hand to use
Saving Throw vs. DC 15 to take half Range Increment: 40 feet “To Hit”
damage. Bonus: -Magazine: 5
Weight: 9 pounds Armor Class: 5 Rate of Fire: As many times as the
Hardness: 4 Hit Points: 5 wielder has attacks
DC required to break this item with Damage: 1d4 Piercing (20 x3)
a Strength Roll: 14 Weight: 2 pounds Armor Class: 9
Description: A nondescript plastic Hardness: 2 Hit Points: 1
pod with a pair of molded hand- DC required to break this item with
grips. When armed, it opens up like a Strength Roll: 10
a lethal flower, revealing the Description: This weapon looks a
smooth blunt ends of 12 rifle lot like a halfmelted turkey baster.
grenades. When the last grenade is When you squeeze the bulb at the
fired, the weapon crumbles into a bottom, it shoots out one of its five
wet mass of biodegradable darts as though launched from a
hydrocarbons, which are shortly blowgun. The stats listed here
absorbed back into the assume that it is loaded with an
environment. The stats listed here ordinary, non- venomous dart, but
assume the launcher is loaded with of course it could hold any
fragmentation genades, but there combination of darts you like.
may be other models. If your Once it fires its last dart, it
Disposable
launcher fires moreNeedle
than Gun
one type crumbles into a sandlike organic
of grenade,
Size: then(+8
Diminutive youbonus
are free
to to grit, chemically indistinguishable
launch
conceal with a “sleight of hand”you
them in whatever order from ordinary dirt.
would
roll) like. Disposable Micro-Dart
Cost: 225 Units (but is often
produced by cultures that don't Projector
use money) Size: Diminutive (+8 bonus to
Tentative Purchase DC: 13 (Often conceal with a “sleight of hand”
Unavailable) Required Proficiency: roll)
Slugthrower Weapons Handed: Cost: 200 Units (but is often
Requires 1 hand to use Range produced by cultures that don't
Increment: 30 feet “To Hit” Bonus: - use money)
Magazine: 40 Tentative Purchase DC: 12 (Often
Rate of Fire: As many times as the Unavailable) Required Proficiency:
wielder has attacks Simple Handed: Requires 1 hand to
Damage: 2d6 Piercing (20 x3) use Range Increment: 20 feet “To
Weight: 1 pound Armor Class: 13 Hit” Bonus: -Rate of Fire: As many
Hardness: 3 Hit Points: 2 times as the wielder has attacks
DC required to break this item with Damage: 1d4 Piercing (20 x2), make
a Strength Roll: 12 a Fortitude Save
Description: About the size and vs. DC 20 or take 3d8 additional
shape of a large ergonomic pen, Damage from poison
this weapon contains twenty Weight: 1/10 pound
needles and just enough Armor Class: 13
compressed gas to launch them at Hardness: 0
lethal speed. The gun makes little Hit Points: 1
noise (although it is still louder DC required to break this item with
than a gauss pistol) and can be a Strength Roll: 8
concealed in a coat pocket. After it Description: A squeeze-bulb device
fires its last shot, the device melts which looks a lot like a half-melted
away into a creamy sludge which eyedropper. It fires a single dart,
smells of popcorn and lemon. This and then turns into a watery sludge
substance is a harmless and which soon evaporates, leaving no
untraceable soup of organic trace. The damage listed here is
compounds which rapidly break purely a sample. It assumes that
down and defy most attempts at the user is firing a simple poison
forensic reconstruction. The dart, but the projector can be used
needles themselves break down with any of the darts listed in this
and become untraceable ten book. The projector itself doesn't
minutes after being fired. show up on a metal detector, but
of course there are certain darts
(electrostatic shock darts, for
Disposable Dart Projector example) which won't be so easy to
Size: Small (No bonus or penalty to conceal. This weapon has little use164
conceal with a “sleight of hand” apart from acts of skullduggery
roll) and so is illegal almost anywhere
Cost: 175 Units (but is often that they have actually heard of it.
produced by cultures that don't
use money)
“sleight of hand” roll)
Cost: 250 Units (but is often
produced by cultures that don't use
money)
Tentative Purchase DC: 13 (Often
Unavailable) Required Proficiency:
Slugthrower Weapons Handed:
Requires 1 hand to use Range
Increment: 20 feet “To Hit” Bonus: -
Magazine: 15
Rate of Fire: As many times as the
wielder has attacks
Damage: 2d6+2 Piercing (20 x3)
Weight: 2 pounds Armor Class: 9
Hardness: 4 Hit Points: 2 Disposable Laser Pistol
DC required to break this item with Size: Small (No bonus or penalty to
a Strength Roll: 12 conceal with a “sleight of hand”
Description: A very small roll)
disposable rocket launcher. After it Cost: 300 Units (but is often
has launched all its missiles, it produced by cultures that don't use
dissolves into a pile of minty- money)
smelling suds, which quickly break
down into untraceable organic Tentative Purchase DC: 14 (Often
compounds. For the sake of Unavailable) Required Proficiency:
example, this one has been loaded Energy Weapons Handed: Requires
with standard gyrojet rounds, but 1 hand to use Range Increment: 40
you could build them to launch any feet “To Hit” Bonus: -Magazine: 35
of the special gyrojet loads listed in Rate of Fire: As many times as the
this book. wielder has attacks
Disposable Poison Injector Damage: 2d8 Heat (20 x3)
Size: Fine (+12 bonus to conceal Weight: 2 pounds Armor Class: 9
with a “sleight of hand” roll) Hardness: 4 Hit Points: 2
Cost: 75 Units (but is often DC required to break this item with
produced by cultures that don't use a Strength Roll: 13
money) Description: A thirty-five shot laser
Tentative Purchase DC: 9 (Often pistol, manufactured in a single
Unavailable) Required Proficiency: block of plastic. Some parts of the
Simple Handed: Requires 1 hand to material are superconductive, other
use Range Increment: -“To Hit” parts have the right optical
Bonus: -Rate of Fire: As many times properties to generate coherent
as the wielder has attacks light, but the whole thing is one
Damage: Target must make a solid block of matter. Once the
Fortitude Saving Throw built-in battery is exhausted, the
vs. DC 20 or take 4d6 poison weapon melts into a gelatinous
damage sludge of biodegradable non-
Weight: 1/20 pound staining hydrocarbons and you buy
Armor Class: 13 a new one. Most users hate it when
Hardness: 4 the gun melts in their hand, so
Hit Points: 1 there is a twenty-second delay
DC required to break this item with (during which you might still use
a Strength Roll: 10 the empty weapon to threaten
Description: A tiny soft bulb with a someone--be sure you do it fast
hypodermic needle sticking out of though!)
one end. You slip it into the target's
vein and squeeze. The stats listed
here assume that it is filled with
neurotoxic venom, but of course
you could load it with whatever
foul stuff you like. Disposable Laser Rifle
The plague? A cancer-causing Size: Large (-8 penalty to conceal
agent? Gasoline? Whatever your with a Sleight of Hand roll)
evil soul desires. Once the device Size: Medium (-4 penalty to
has been used it melts away into a conceal with a “sleight of hand”
liquid which then evaporates within roll)
minutes. Cost: 500 Units (but is often
produced by cultures that
165
don't use money) characteristics, levels of electrical
Tentative Purchase DC: 15 (Often conductivity and so forth. If you
Unavailable) Required Proficiency: were to cut it open it would look
Energy Weapons Handed: Requires like one contiguous mass. You
2 hands to use Range Increment: would need some fairly
90 feet “To Hit” Bonus: -Magazine: sophisticated sensors to detect the
20 various "components". Once it fires
Rate of Fire: As many times as the its last burst of protons, the gun
wielder has attacks falls apart into a sweet-smelling
Damage: 2d8 Heat (20 x3) soup of biodegradable
Weight: 6 pounds Armor Class: 7 hydrocarbons
Disposable which cannot be
Hyper-Soaker
Hardness: 4 Hit Points: 3 traced with most sensors.
Size: Medium (-4 penalty to
DC required to break this item with conceal with a “sleight of hand”
a Strength Roll: 16 roll)
Description: A fifty-shot laser Cost: 15 Units (but is often
pistol, all manufactured in a single produced by cultures that don't
block of plastic. Some parts of the use money)
material are superconductive, or Tentative Purchase DC: 4 (Often
have the right optical properties to Unavailable) Required Proficiency:
focus coherent light, but the whole Simple Handed: Requires 1 hand to
thing is one solid block of matter. use Range Increment: 40 feet “To
Once the built-in battery is Hit” Bonus: -Magazine: 15
exhausted, the weapon melts into Rate of Fire: As many times as the
a gelatinous sludge of wielder has attacks
biodegradable glop and you buy a Damage: 2d6 Caustic.
new one. Even though the waste- Weight: 1/2 pound Armor Class: 9
products won't stain clothing Hardness: 0 Hit Points: 1
(which in a culture like this one are DC required to break this item with
probably disposable anyway) most a Strength Roll: 10
people don't like hanving the Special: Effectively an Autofire
weapon turn to sludge in their weapon. It can expend one load
hands, so there is a twenty-second and attack a single individual
delay between when the gun runs target or three loads and attack
out of power and when it starts to everything in a ten-foot square. If
fall apart. the gun is being used in Autofire
mode then a Reflexes Saving
Throw vs. DC 20 will allow the
Disposable Particle target to take half damage if the
weapon is firing a substance that
Accelerator damages the target directly, or to
Size: Small (No bonus or penalty to gain a +4 bonus to their Fortitude
conceal with a “sleight of hand” Saving Throw if the substance
roll) requires them to make a Saving
Cost: 350 Units (but is often Throw. Description: A strangely
produced by cultures that don't curved blob of plastic with a
use money) molded handgrip at the bottom. It
Tentative Purchase DC: 14 (Often contains a liquid weapon with a
Unavailable) Required Proficiency: compressed gas propellant.
Energy Weapons Handed: Requires Something like a long-range
1 hand to use Range Increment: 40 aerosol weapon, It hurls a thin
feet “To Hit” Bonus: -Magazine: 30 stream of liquid at the target, and
Rate of Fire: As many times as the can attack either individual
wielder has attacks characters or a ten-foot square.
Damage: 2d10 Radiation (20 x3) Once the last dose is gone, the
Weight: 7 pounds Armor Class: 9 weapon melts into a pile of bio-
Hardness: 4 Hit Points: 2 degradable suds that smell a lot
DC required to break this item with like freshly-baked bread. It is
a Strength Roll: 16 almost impossible to detect the
Description: A disposable thirty- weapon's remains with a scanner--
shot proton rifle. they're just ordinary organic
Like all particle accelerator guns, it molecules, similar in chemical
is big and heavy. composition to potting soil.
It doesn't really have separate While we have filled this one up
components--different parts of the with a caustic liquid for the sake of
plastic just have different physical example, you could use a
disposable hypersoaker to deliver 166
any of the aerosol weapons listed
above. At the DM's discretion, they
may sell models pre-loaded with
any number of nasty things.
Cost: 25 Units (but is often open its casing without breaking
produced by cultures that don't it. When the last charge is fired,
use money) the weapon crumbles into a fine
Tentative Purchase DC: 5 (Often biodegradable powder which is
Unavailable) Required Proficiency: nearly impossible to trace.
Simple Handed: Requires 1 hand to
use Range Increment: Maximum
range of 20 feet “To Hit” Bonus: --
Magazine: 5
Rate of Fire: As many times as the
wielder has attacks
Damage: The target must make a
Fortitude Saving
Throw vs. DC 20 or fall unconscious
for 2-12 minutes.
Weight: 1 pound
Armor Class: 13
Hardness: 0
Hit Points: 1
DC required to break this item with Disposable Throwing
a Strength Roll: 10 (but will spray Blade
everything in a 5 foot radius if Size: Tiny (+4 bonus to conceal
broken) with a “sleight of hand” roll)
Special: Can attack either a single Cost: 25 Units (but is often
target or a ten-foot square. The produced by cultures that don't
target square has an effective use money)
defense of 10. Anyone in that Tentative Purchase DC: 5 (Often
square should make a Reflexes Unavailable) Required Proficiency:
Saving Throw vs. DC 20. If they Martial-Ranged Handed: Requires
succeed, they have avoided getting 1 hand to use Range Increment:
the drug in their lungs and will 10 feet “To Hit” Bonus: -Rate of
make their Fortitude Saving Throw Fire: As many times as the wielder
at a +3. has attacks
Description: A tiny spray bottle
Disposable
loaded with aBlaster-Pistol
fast- acting sleep
Damage: 1d4 Piercing (20 x2)
Weight: 1 pound Armor Class: 9
Size:
agent.Small (No bonus
It looks like aor small
penalty to
blue
conceal with a “sleight of hand” Hardness: 4 Hit Points: 1
bulb with a nozzle at one and and DC required to break this item
roll)
can easily be concealed in one
Cost: with a Strength Roll: 12
hand. 300
Once Units
the(but
lastisdose
oftenis used,
Description: These come in a
produced
the weapon turns into don't
by cultures that a small
use money) number of different shapes. Some
puddle of fast-evaporating liquid, look like traditional “throwing
Tentative
which leavesPurchase DC: 14 (Often
no detectable trace
Unavailable) Required Proficiency: star” shuriken, others like small
for chemical analysis. razor-sharp disks and still others
Energy Weapons Handed: Requires
1 hand to use Range Increment: 30 look like knives. They all do the
feet “To Hit” Bonus: -Magazine: 20 same amount of damage and all
Rate of Fire: As many times as the have the same characteristics.
wielder has attacks Made from adavanced artificial
Damage: 2d8 Weird Energy (20 x3) substances, they are better
Weight: 2 pounds Armor Class: 9 balanced for throwing and better
Hardness: 4 Hit Points: 2 at cutting through flesh than even
DC required to break this item with the best metallic throwing blades.
a Strength Roll: 13 Best of all, once they hit the target
Description: A curved piece of (or miss and hit the ground) they
plastic with no sharp angles that dissolve into an untraceable cloud
resembles an ergonomically of organic materials.
designed electric razor. It is
activated with touch-sensitive
controls on the top of the weapon
and has no obvious trigger. The
gun takes some getting used to. It
isn't even immediately obvious
which direction you point it in.
When it is fired a hole forms in the
smooth material at the front end
and it emits a blaster bolt. There is
no way to change the weapon's 167
power cell, or even to
Disposable Stiletto
Size: Tiny (+4 bonus to conceal
with a “sleight of hand” roll)
Cost: 30 Units (but is often
produced by cultures that don’t
use money)
Tentative Purchase DC: 5 (Often
Unavailable) Required Proficiency:
Simple Handed: Requires 1 hand to
use Range Increment: 10 feet (if
thrown)
“To Hit” Bonus: -Magazine:
Dissolves when instructed Rate of
Fire: As many times as the wielder
has attacks
Disposable Tomahawk Damage: 1d4 Piercing (19-20 x2)
Size: Small (No bonus or penalty to Weight: 1 pound Armor Class: 13
conceal with a “sleight of hand” Hardness: 3 Hit Points: 1
roll) DC required to break this item with
Cost: 600 Units a Strength Roll: 12
Tentative Purchase DC: 16 (usually Description: A round pastel oval,
illegal) Required Proficiency: shaped a lot like an oversized
Martial-Melee Handed: Requires 1 candy-covered almond. When it is
hand to use Range Increment: 20 squeezed, the front opens up into
feet if thrown. Can also be used as a sharp plastic blade, as strong as
a melee weapon. steel and a good deal less brittle.
“To Hit” Bonus: -Magazine: Can Once you are done using the
only be used once Rate of Fire: stilleto, it dissolves into a pile of
Each individual hatchet can only be sludge that smells
Disposable like fresh bread.
One-Shot
thrown once, but you can throw as
many of them as you have attacks Missile Launcher
Damage: 1d4 Slashing (19-20/x2) Size: Medium (-4 penalty to
Weight: 2 pounds Armor Class: 10 conceal with a “sleight of hand”
Hardness: 4 Hit Points: 2 roll)
DC required to break this item with Cost: 1,000 Units
a Strength Roll: 15 Accessories: -- Tentative Purchase DC: 18 (Often
Description: A carefully balanced Unavailable) Required Proficiency:
throwing axe made from some sort Exotic Weapons-Ranged (also
of layered resin composite. It has a works with any other Missile or
much more rounded, aerodynamic Rocket Launcher) Handed: Requires
appearance than most hatchets, 2 hands to use Range Increment:
and produces so little drag that it 150 feet “To Hit” Bonus: -Rate of
makes no noise as it sails through Fire: Once per round Damage:
the air toward the target. Once the 10d6 Bludgeoning to everything in
axe strikes home, it melts into a a 10 foot radius. Targets can make
transparent liquid with a lemony a Reflexes Saving Throw vs. DC 20
fresh scent. The residue it leaves to take half damage.
behind is a soup of random Weight: 5 pounds Armor Class: 5
organic molecules, almost Hardness: 1 Hit Points: 2
impossible to tell from dirt or an DC required to break this item with
old food stain. Even the most a Strength Roll: 14
sophisticated chemical analysis is Description: A plastic missile-
unlikely to be able to tell the launching tube, with the missile
difference. already built in. This is an
extremely simple weapon, which
nearly anyone can use with just a
few minutes worth of training. Y ou
put the tube over your shoulder,
pull a tab to arm it, peer through a168
sight and pull the trigger. Be sure
to stand more than
ten feet behind anyone firing the launcher, or you'll could contain any of the
missiles listed in this book.
have to make a Reflexes Saving throw vs. DC 15 to
keep from taking 1d6 Flame damage. It can't be
reused. The stats listed here assume that the missile
has a standard concussive warhead, but of course it

Projectile Weapons
Guns guns guns! We have all sorts of nifty guns for you here, howitzers and
handguns, derringers and missile launchers and everything in between, yet
we've barely even begun to explore the topic. Projectile weapons come in
innumerable shapes and sizes by the early 21st century and who knows how
many new forms they may yet evolve into? While any such listing will always be
incomplete, this should at least give you enough varieties to add depth and
richness to your game.
For your convenience, we'll start out with a few generic future firearms and
then move on to more specific models, exploring various directions in which
projectile weapons might evolve. In some futures the trend may be toward tiny,
high speed bullets, in others it may be toward new forms of recoil
compensation that permit absurdly huge rounds. In one caseless ammunition
may come to dominate the field, in another bullets will be driven by liquid
propellant or superheated plasma.
Science Fiction tends to assume that at some point in the mid-to-distant future
energy weapons will completely displace guns that launch projectiles, but there
is no reason why that has to be true. We've included a few super-advanced
slugthrowers from distant futures in which energy weapons turned out to be
impractical.
Shotguns
We also have included some heavy ordinance, howitzers, missile launchers and
so forth. They are technically projectile weapons so this seemed like the best
place to put them.

Simple, old, reliable firearms technology, there is no reason to suppose that


shotguns won't continue to serve us long into the future. They are mostly
useful for hunting, with only limited military applications (largely in urban
settings). They are also popular with criminals, thanks to their ease of use,
fearsome reputation and their amazing capacity to render even the toughest
opponent very dead with one shot.
Double-Barreled Shotgun Tentative Purchase DC: 14
Size: Large (-8 penalty to conceal Required Proficiency:
with a “sleight of hand” roll). Slugthrower Weapons
Medium if you saw off the barrels Handed: Requires 2 hands to
(-4 penalty to conceal with a use Range Increment: 30 feet
“sleight of hand” roll) Cost: 300 “To Hit” Bonus: -Magazine: 1
Units per barrel

169
Rate of Fire: As many times as effectively attacking an area ten
the wielder has attacks feet wide by twenty- five feet long.
Damage: 2d6 Piercing (20 x3) per Anything in that area takes damage
barrel. Can fire one or both barrels (half if they make a Reflexes Saving
at once. Throw vs. DC 15).
Weight: 8 pounds Armor Class: 7 A pistolgrip under the barrels
Hardness: 5 Hit Points: 6 allows you to steady the weapon
DC required to break this item with when firing, but it's still advisable
a Strength Roll: 18 to fire this monstrosity from the
Accessories: Caseless Shotgun shoulder and brace yourself as well
Shells (weigh 1/4 lb each, cost 20 as possible. It has a lot of built-in
Units, for a box of 50) recoil compensation, but it still
Description: The double-barreled packs an amazing kick when it lets
shotgun is an ancient design, everything go at once.
elegant in its simplicity and The mechanism is no different
durability. It requires no power from any doublebarreled shotgun.
cells, no electrical components and Pump-Action
You break the weapon12 Gauge
open and
only a few simple moving parts. slip new shells into the
Size: Large (-8 penalty to breeches
concealto
You break the gun open, slip the reload, which takes
with a “sleight a fullroll)
of hand” round.
shells into the breech, snap it shut Cost: 350 Units Tentative Purchase
and fire, either one barrel at a time DC: 14 Required Proficiency:
for 2d6 damage or both at once for Slugthrower Weapons Handed:
4d6. Requires 2 hands to use Range
The basic design has changed Increment: 30 feet “To Hit” Bonus:
little, but improvements in -Magazine: 5
materials technology have made it Rate of Fire: As many times as the
more durable than a 21st century wielder has attacks
gun. It fires caresless ammunition-- Damage: 4d6 Piercing (20 x3)
solid round blocks of explosive Weight: 9 pounds Armor Class: 7
with shot embedded in them, and Hardness: 5 Hit Points: 5
so it produces no spent shells to be DC required to break this item with
ejected. a Strength Roll: 17
This is a generic template. Vary Accessories: Caseless Shotgun
the details and you could Shells (weigh 1/4 lb each, cost 20
produce any number of individual Units for a box of 50)
Pipe Organthe
guns. Reduce Shotgun
damage to 2d4 Description: A classic projectile
per barrel(-8and
Size: Large youto conceal
penalty have a weapon, little changed from its
lightweight
with a “sleight20 gaugeroll)
of hand” birding twentieth century forbearers. It
piece.
Cost: 800 Increase
Units the damage to fires caseless ammunition and so
3d6 per barrel
Tentative andDC:you
Purchase have a
17 (Often never needs to eject a spent shell
ten-gauge monster.
Unavailable) Required Reduce the
Proficiency: from the breech, making it even
length to 24 Weapons
Slugthrower inches and you have
Handed: easier to maintain.
a sawed-off
Requires shotgun
2 hands suitable
to use Range for
bank
Increment:robbery
30 feetand cyberpunk
“To Hit” Bonus: -
hijinx
Magazine: 1 per barrel (6 barrels in
total)
Rate of Fire: As many times as the
wielder has attacks
Damage: 2d6 Piercing (20 x3) per
barrel. Can fire up to 6 barrels at Zlotny-Grushka 12 Gauge
once.
Weight: 16 pounds Armor Class: 7 Light Combat Shotgun
Hardness: 5 Hit Points: 5 Size: Large (-8 penalty to conceal
DC required to break this item with with a “sleight of hand” roll)
a Strength Roll: 18 Cost: 700 Units Tentative Purchase
Accessories: Caseless Shotgun DC: 17 Required Proficiency:
Shells (weigh 1/4 lb each, cost 20 Slugthrower Weapons Handed:
Units, for a box of 50) Requires 2 hands to use Range
Description: An odd variation on Increment: 30 feet “To Hit” Bonus:
the double-barreled shotgun. This -Magazine: 5
strange weapon has six short Rate of Fire: As many times as the
barrels arranged side by side. The wielder has
barrels can be fired separately or in
any combination. They do 2d6
damage each. If you fire all six at
once, you are 170
attacks attacks
Damage: 4d6 Piercing (20 x3) Damage: 2d6 Piercing (20/x3) per
Weight: 7 pounds Armor Class: 7 barrel. Can fire up to 3 barrels at
Hardness: 5 Hit Points: 5 once.
DC required to break this item with Weight: 5 pounds Armor Class: 7
a Strength Roll: 17 Hardness: 3 Hit Points: 4
Accessories: Caseless Shotgun DC required to break this item with
Shells (weigh 1/4 lb each, cost 20 a Strength Roll: 15
Units for a box of 50) Accessories: Caseless Shotgun
Description: A short, semi- Shells (weigh 1/4 lb each, cost 20
automatic shotgun with a Units for a box of 50)
pistolgrip instead of a stock. It Description: A plastic shotgun with
has barely any barrel and can be three barrels, no stock and two
easily concealed under a coat. It pistolgrips. Made for mayhem and
fires solid blocks of caseless skullduggery, it is easy to conceal,
ammunition and it takes only a won't set of metal detectors and is
standard action to reload. You illegal almost everywhere. What
just slap the block in the Player Character group would be
magazine. There are no spent complete without one? It takes a
shells to eject-the
Steissner Combat whole round is
Shotgun full round to break it open, pull out
consumed when it fires.
Size: Large (-8 penalty to conceal the spent shells and reload all three
with a “sleight of hand” roll) barrels. It only takes a Standard
Cost: 800 Units Riot-Ram
Action if you only reload one barrel
Tentative Purchase DC: 17 (often (if,
Size:forHuge
example,
(can'tyou're in a
be concealed)
restricted to military and police use) desperate
Cost: 1,000hurry).
Units Tentative
Required Proficiency: Slugthrower Purchase DC: 18 Required
Weapons Handed: Requires 2 Proficiency: Slugthrower Weapons
hands to use Range Increment: 30 Handed: Requires 2 hands to use
feet “To Hit” Bonus: -Magazine: 5 Range Increment: 30 feet “To Hit”
Rate of Fire: As many times as the Bonus: -Magazine: 5
wielder has attacks Rate of Fire: As many times as the
Damage: 4d6+4 Piercing (20 x3) wielder has attacks
Weight: 11 pounds Armor Class: 7 Damage: 4d6 Piercing (20 x3) or
Hardness: 5 Hit Points: 7 4d6 Nonlethal
DC required to break this item with Weight: 15 pounds
a Strength Roll: 18 Armor Class: 5
Accessories: Caseless Shotgun Hardness: 5
Shells (weigh 1/4 lb each, cost 20 Hit Points: 15
Units for a box of 50) DC required to break this item with
Description: A huge ten-gauge a Strength Roll: 20
semiautomatic shotgun, with a Accessories: Slab of 5 Shotgun
pistolgrip stock and a second grip Shells (Weighs 1 pound, costs
under the barrel. It has a magazine 10 units), Slab of 5 Rubber
which looks as though it belongs Slugs (Weighs 1 pound, costs
on an assault rifle rather than a 20 units)
shotgun. The weapon fires solid Description: Designed specifically
blocks of caseless ammunition and for urban assaults, this gun is built
produces no spent shells. You just into a bulletproof plastic shield
clap the new block in the magazine, which covers the user from head to
which takes only a single standard ankles, giving them a +4 to their
action.. Armor Class. The shield only
Model 6 "Jack Murder" protects the user from the front
and it reduces their movement by
Plastic Shotgun 10 feet. The shield is transparent
Size: Small (No bonus or penalty to and so offers no protection
conceal with a “sleight of hand” whatever against laser weapons.
roll) The gun can be detached from the
Cost: 600 Units shield, but this takes a full round
Tentative Purchase DC: 16 (usually and a set of tools.
"Killmaster" It fires huge 10
6-Gague
illegal) Required Proficiency: gauge shotgun shells or rubber
Slugthrower Weapons Handed: Shotgun
slugs that do 4d6 nonlethal
Requires 2 hands to use Range Size:
damage.Huge (can't
This be concealed)
is caseless
Increment: 25 ft “To Hit” Bonus: -- Cost: 1,200 Units
ammunition, and Tentative
produces no
Magazine: 1 per barrel (3 Barrels) Purchase DC:It18
spent shells. comes in solid
Rate of Fire: As many times as the blocks of ammunition and takes a
wielder has Standard Action to reload. 171
Required Proficiency: Slugthrower target a 10-foot-by-10-foot area.
Weapons Handed: Requires 2 The targeted area has an
hands to use Range Increment: 30 effective Defense of 10. If the
feet “To Hit” Bonus: -Rate of Fire: attack succeeds, every target
Once per round Damage: 6d6 within the affected area must
Piercing (20 x3) make a Reflex save (DC 15) or
Weight: 22 pounds Armor Class: 5 take the weapon’s damage.
Hardness: 5 Hit Points: 10 Autofire uses up 10 rounds, and
DC required to break this item with can only be used if the weapon
a Strength Roll: 20 has 10 rounds left in it.
Accessories: Caseless 6 Gauge Accessories: Solid Block of 50
Shotgun Shells (weigh 1/4 lb each, Caseless Shotgun Shells (weighs 5
cost 60 Units, for a box of 50), lbs, costs 40 units), Special
Bipod Mount (Weighs 2 pounds, Oversized Magazine (holds 100
Costs 100 units) Description: New rounds, weighs 1/2 pound
improvements in recoil unloaded, costs 90 units)
compensation make it possible to Description: A fully automatic
revive a long-lost weapon from the shotgun, regarded as ideal for
1920s--the six gague shotgun. crowd-control in certain less
The original six-gauge shotguns ethically- advanced societies. It can
were far too large and produced actually be controlled by a single
far too much recoil to be fired human operator without a tripod
from the shoulder. They were mount. In fact it doesn’t even have
placed on fixed swivel mounts on a stock--just two pistolgrips. When
boats, for the most part. This you fire it, my best advice would be
model can be fired like any to hang on tight! The gun comes
shotgun. with a 50 round magazine, but you
A gigantic single barrel weapon, can attach a 100 round drum if you
it has a shock- absorption system like. It takes only a single Standard
behind the firing chamber and a Action to reload one of the gun’s
number of other recoil suppression oversized blocks of caseless
devices built in. It still fights like a ammunition, but it takes a full
wild beast when you fire it. No round to properly replace the
pump or semi-automatic version drum.
was ever built, since the weapon is
so tough to control if it’s fired
rapidly. No double-barreled
version was ever built either,
because of course that would be Liberator Assault Gun
silly. Size: Medium (-4 penalty to
conceal with a “sleight of hand”
roll)
Auto-Shotgun Cost: 150 Units
Size: Large (-8 penalty to conceal Tentative Purchase DC: 11
with a “sleight of hand” roll) (usually illegal) Required
Cost: 1,500 Units Proficiency: Simple Handed:
Tentative Purchase DC: 19 (usually Requires 2 hands to use Range
restricted to military and police Increment: 20 feet “To Hit”
use) Bonus: -Magazine: 30
Required Proficiency: Slugthrower Rate of Fire: As many times as
Weapons Handed: Requires 2 the wielder has attacks
hands to use Range Increment: 30 Damage: 4d6+2 Piercing (20 x3)
feet “To Hit” Bonus: -Magazine: 50 Weight: 10
Rate of Fire: As many times as the pounds
wielder has attacks Armor Class:
Damage: 4d6 Piercing (20 x3) 7 Hardness:
Weight: 10 pounds Armor Class: 7 5 Hit Points:
Hardness: 5 Hit Points: 4 3
DC required to break this item with DC required to break this item with
a Strength Roll: 17 a Strength Roll: 15
Special: This weapon is capable of Special: This weapon is capable
Autofire. It can of Autofire. It can target a 10-
foot-by-10-foot area. The
targeted area has an effective
Defense of 10. If the attack
succeeds, every target within the 172
affected area must make a Reflex
save (DC 15) or take the
weapon’s damage.
Autofire uses up 10 rounds, and Damage: 5d6+5 Piercing (20 x3)
can only be used if the weapon has Weight: 75 pounds
10 rounds left in it. Armor Class: 5
Accessories: None Hardness: 5 Hit
Description: Cheaply made for Points: 12
distribution to underground DC required to break this item with
guerilla armies, this gun is chiefly a Strength Roll: 19
useful for massacring unarmed Special: This weapon is capable of
civilians as messily as possible. A Autofire. It can target a 10-foot-
short, wide fully automatic shotgun, by-10-foot area. The targeted area
it is made entirely from low-cost has an effective Defense of 10. If
synthetics, but the ammunition will the attack succeeds, every target
still set off metal detectors. Instead within the affected area must make
of round shot, its caseless shells are a Reflex save (DC 20) or take the
packed with jagged metal weapon's damage. Add any AC the
flechettes which do amazingly target gets from armor to their
horrible things to flesh and bone, roll- the gun does a lot of damage,
but don't have as much range as but it doesn't have much
conventional shotgun pellets. This penetration. Autofire shoots 10
is not a weapon meant for accuracy shells, and can only be used if the
and finesse in any case. Because the weapon has 10 shells left in it.
makers don't trustHeavy,
"Rippergun" the user to know Accessories: Solid Block of 50
how
Mountedto take care of a weapon, the
AutoShotgun Caseless Shotgun Shells (the gun
mechanism
Size: Huge is completely sealed. It
(can't be concealed) holds 4 of these blocks, each
cannot
Cost: be reloaded.
5,000youUnits Once weighs 5 lbs, costs 40 units), Bipod
it fires its
last burst,
Tentative may
Purchase as well
DC:make throw it
23 (usually Mount (Weighs 2 pounds, Costs
away--it
restricted doesn't even
to military and police a very 150 units)
good
use) club. Description: A heavy support gun,
Required Proficiency: Exotic used for riot control by less-
Weapons-Ranged Handed: Weapon enlightened societies, where an
must be fired from a mount Range ideal law-enforcement weapon is
Increment: 40 feet one that does the most possible
“To Hit” Bonus: -4 penalty to use damage to the greatest number of
without a mount. - 8 if your unarmed civilians at once. By these
Strength is less than 16. standards, this is a truly admirable
Magazine: 200 weapon. Four rotating barrels spit
Rate of Fire: As many times as the out shotgun blasts at an

Pistols
wielder has attacks astounding rate, ripping anything
in its path to bits. The anti-gravity
recoil compensator makes it
possible
This category does not include fully automatic to fire
“machine this weapon
pistols” that arefrom a
bipodown
capable of burst-fire. Those weapons have their mount or even
special for further
section a strong
down. man to fire it manually, but it is
usually seen as a vehicle-mounted
weapon.
Cost: 500 Units Tentative
Purchase DC: 15 Required
Proficiency: Slugthrower
Weapons Handed: Requires 1
hand to use Range Increment: 30
feet “To Hit” Bonus: -Magazine:
20
Rate of Fire: As many times as
the wielder has attacks
Damage: 2d6 Piercing (20 x3)
Weight: 2 pounds Armor Class: 9
Hardness: 5 Hit Points: 2
DC required to break this item
with a Strength Roll: 15
Accessories: Magazine (weighs
Slugthrower Pistol 1/2 pound, costs 35 units), Box of
Size: Small (No bonus or penalty 50 rounds (weighs 1 pound, costs
to conceal with a “sleight of 40
hand” roll)

173
units) Scope (1/2 lb, costs 150 “sleight of hand” roll)
units, reduces Range Increment by Cost: 1,000 Units
one), Flash Suppressor (Weighs 1/2 Tentative Purchase DC: 18
pound, costs 200 Units, Reduces (usually illegal) Required
chance to Spot muzzle flash by -2), Proficiency: Slugthrower
Silencer (Weighs 1/2 pound, costs Weapons Handed: Requires 1
300 units, reduces Listen rolls hand to use Range Increment: 30
made to hear shot by -2, cuts feet “To Hit” Bonus: -Magazine:
Range Increment in half, usually 15
illegal) Holster (costs 10 Units, Rate of Fire: As many times as the
weighs 1/2 pound) wielder has attacks
Description: A basic, standard Damage: 1d10 Piercing (20 x3)
template for what a futuristic Weight: 2 pounds Armor Class: 9
automatic pistol might look like. Hardness: 8 Hit Points: 2
Add frills and individual details DC required to break this item
as you please. Ammo counters? with a Strength Roll: 13
Built-in targeting systems? Accessories: Magazine (weighs
Caseless ammunition? Whatever 1/2 pound, costs 25 units), Box of
you like. A number of variations 50 rounds (weighs 4 pounds,
on the theme follow, as costs 65 units)
examples. I should add that since Description: A small, strangely
this is the standard model from shaped pistol made entirely out
the DMG, I'm not going to count of synthetic materials. It has little
it against the 1001 new weapons range and not a lot of stopping
I promised to deliver you. power, but it's quiet and more
importantly, it's totally invisible
to metal detectors. Thin and
Subsonic Murder Gun curved to imitate the shape of
Size: Small (No bonus or penalty to the human body, it's ideal for
conceal with a “sleight of hand” concealing under your clothes.
roll) Any Search rolls performed
Cost: 700 Units against it are made at a -2, unless
Tentative Purchase DC: 17 (usually the wearer is actually stripped of
illegal) Slugthrower
their clothes. Pistol,
Required Proficiency: Slugthrower Derringer
It fires fragmenting ceramic
Weapons Handed: Requires 1 hand bullets
Size: Tinywhich
(+4 do a surprising
bonus to conceal
to use Range Increment: 30 feet amount
with of damage
a “sleight for their
of hand” roll) small
“To Hit” Bonus: -Magazine: 10 size. 200 Units Tentative
Cost:
Rate of Fire: As many times as the Purchase DC: 12 Required
wielder has attacks Proficiency: Slugthrower
Damage: 1d10 Piercing (20 x3) Weapons Handed: Requires 1
Weight: 2 pounds Armor Class: 9 hand to use Range Increment: 20
Hardness: 5 Hit Points: 2 feet “To Hit” Bonus: -Magazine: 1
DC required to break this item with Rate of Fire: Once per round
a Strength Roll: 14 Damage: 1d10 Piercing (20 x3)
Accessories: Ammunition Block Weight: 1 pound Armor Class: 13
(weighs 1 pound, costs 20 units), Hardness: 5 Hit Points: 1
Holster (costs 10 Units, weighs DC required to break this item
1/2 pound) with a Strength Roll: 14
Description: A pistol with an Accessories: Box of 50 rounds
integral silencer, designed (weighs 1 pound, costs 40 units),
specifically for assassinations. It is Extra-Small Holster (costs 10 Units,
illegal almost everywhere. This gun weighs 1/2 pound)
uses solid blocks of caseless Description: A tiny, easily concealed
ammunition, like most sidearms of one-shot pistol. There are
its epoch, but the blocks it uses are derringers available for nearly every
specially made for low velocity caliber in existence, but the
rounds. They look like ordinary invention of caseless ammunition
pistol ammunition at a casual makes them smaller than ever. This
glance, but careful examination and is a typical model- -a myriad of
a skill roll vs. DC 15 reveals them others exist, but while they vary a
for what they really are. bit in terms of stopping power,
they all tend to share its size and
limited range.
Ceramic Pistol
Size: Small (No bonus or penalty to 174
conceal with a
Armor
Class: 9
Hardness: 5
Hit Points: 2
DC required to break this item with
a Strength Roll: 16
Accessories: Ammunition Block
(weighs 1 pound, costs 20 units),
Size: Small (No bonus or penalty to Flash Suppressor (Weighs 1/2
conceal with a “sleight of hand” pound, costs 200 Units, Reduces
roll) chance to Spot muzzle flash by -2),
Cost: 700 Units Tentative Purchase Silencer (Weighs 1/2 pound, costs
DC: 17 Required Proficiency: 300 units, reduces Listen rolls
Slugthrower Weapons Handed: made to hear shot by -2, cuts
Requires 1 hand to use Range Range Increment in half, usually
Increment: 40 feet “To Hit” Bonus: - illegal), holster (costs 10 Units,
Magazine: 30 weighs 1/2 pound)
Rate of Fire: As many times as the Description: A third basic auto-
wielder has attacks pistol template, this one for a
Damage: 2d4 Piercing (20 x3) large, heavy caliber weapon. It too
Weight: 1 pound Armor Class: 9 can be tinkered with to produce
Hardness: 5 Hit Points: 2 many distinctive individual models.
DC required to break this item with It fires solid slabs of caseless
a Strength Roll: 14 ammunition,Pistol
Shotgun stored in the stock. Its
Accessories: Box of 50 rounds closed breach
Size: Small (Nomakes
bonusitormuch easier
penalty to
(weighs 1 pound, costs 40 units) to keep clean
conceal with athan a present-day
“sleight of hand”
Scope (1/2 lb, costs 150 units, sidearm.
roll) Generally, it will either
reduces Range Increment by one), have
Cost: 850 Units in
a window the magazine
Tentative to
Purchase
Holster (costs 10 Units, weighs 1/2 keep
DC: 17track of howProficiency:
Required many bullets it
pound) has left, or a Weapons
Slugthrower counter near the
Handed:
Description: Another basic auto- trigger guard.
Requires 1 hand to use Range
pistol design, this one for a Increment: 10 feet “To Hit” Bonus: -
lightweight target pistol. Here too, Magazine: 8
you can use this one model to Rate of Fire: Once per round
spawn dozens of distinctive Damage: 2d8 Piercing (20 x3)
individual varieties, varying their Weight: 3 pounds Armor Class: 9
features however you like. It fires Hardness: 5 Hit Points: 2
single, separate caseless bullets, DC required to break this item with
unlike most firearms of its epoch, a Strength Roll: 16
which use large solid blocks of Accessories: Caseless Shotgun
ammunition. This makes its Shells (weigh 1/4 lb each, cost 20
lightweight 5.0 mm round difficult Units, for a box of 50), Holster
Slugthrower
to buy and easy toPistol,
trace. Heavy (costs 25 Units, weighs 1/2 pound)
Caliber Description: Special recoil-
Size: Medium (-4 penalty to compensation techniques and new
conceal with a “sleight of hand” materials technology make this
roll) weapon at last feasible. There are
Cost: 825 Units Tentative Purchase many possible variations on the
DC: 17 Required Proficiency: theme, but this one breaks open
Slugthrower Weapons Handed: like a doublebarreled shotgun to
Requires 1 hand to use Range reload, taking a full round to fish
Increment: 30 feet “To Hit” Bonus: - out the hot shells and replace
Magazine: 15 them. It holds its four shots in
Rate of Fire: As many times as the something like a modified revolver
wielder has attacks cylinder. It is possible to keep an
Damage: 2d8 Piercing (20 x3) extra cylinder preloaded, and then
Weight: 3 pounds pop it into the gun as a standard
action, just as you might with an
Riflesordinary revolver.
We're not counting fully automatic weapons under this category—assault rifles
and other machine guns have their own sections listed further down. This
category is for non-military, all-purpose longarms. These are more the kind of
rifles

175
you'd buy at a sporting goods store than the kind you'd buy from the trunk of somebody's car on
road.
the most common firearm
worldwide was the thirty caliber
bolt-action carbine. Made by a wide
variety of firms under a wide variety
Slugthrower Rifle of names, these weapons could be
found from Alaska to Singapore,
Size: Large (-8 penalty to conceal
with a Sleight of Hand roll) from the Andes to the Ganges to
Cost: 1,000 Units Tentative the Congo. Many of them were
Purchase DC: 18 Required cheaply made and fell apart quickly
Proficiency: Slugthrower Weapons in rough conditions. Yet others
Handed: Requires 2 hands to use were sturdy enough to last for
Range Increment: 70 feet “To Hit” centuries. Here is a generic
Bonus: -Magazine: 10 template for one. You might find it
Rate of Fire: As many times as the hanging on a mantelpiece or over a
wielder has attacks bar, untouched for decades, almost
Damage: 1d20 Piercing (20 x3) Type 1 "Wampum"
anywhere on Earth. Because Carbine
this
Weight: 8 pounds Armor Class: 7 isn't strictly speaking
Size: Medium (-4 penalty toa futuristic
Hardness: 5 Hit Points: 4 weapon,with
conceal I won't count itofagainst
a “sleight hand” the
DC required to break this item with total
roll) 1001 I've promised you.
a Strength Roll: 18 Cost: 200 Units Tentative Purchase
Accessories: Ammunition Block DC: 12 Required Proficiency:
(weighs 1 pound, costs 20 units), Slugthrower Weapons Handed:
Scope (1/2 lb, costs 150 units, Requires 2 hands to use Range
reduces Range Increment by one) Increment: 70 feet “To Hit” Bonus: -
Description: A basic, standard Magazine: 20
template for what a futuristic semi- Rate of Fire: As many times as the
automatic rifle might look like. Add wielder has attacks
individual details as you like. Damage: 1d12 Piercing (20 x3)
Ammo counters? Built- in targeting Weight: 7 pounds Armor Class: 7
systems? Caseless ammunition? Hardness: 5 Hit Points: 3
Whatever you like. A number of DC required to break this item with
variations on the theme follow. a Strength Roll: 17
Accessories: Ammunition Block
(weighs 1 pound, costs 20 units),
Generic 20th Century Scope (1/2 lb, costs 150 units,
reduces Range Increment by one)
Carbine Description: A cheaply made
Size: Medium (-4 penalty to firearm, designed largely for export
conceal with a “sleight of hand” to less-developed nations. While
roll) simple and basic, it is also durable,
Cost: 150 Units (if you can find one reliable and extremely easy to use.
for sale in a bargain bin It was in fact specifically built for
somwehere) users who are unfamiliar with
Tentative Purchase DC: 11 Required firearms. Largely made of molded
Proficiency: Slugthrower Weapons green plastic, it has a completely
Handed: Requires 2 hands to use solid-state firing mechanism with
Range Increment: 60 feet “To Hit” no moving parts but the trigger.
Bonus: -Magazine: 15 Like all "bullpup" configuration
Rate of Fire: As many times as the rifles it is short-no longer than a
wielder has attacks man's arm, and easy to carry. It
Damage: 1d20 Piercing (20 x3) fires solid blocks of caseless .30
Weight: 7 pounds Armor Class: 7 caliber ammunition and never has a
Hardness: 5 Hit Points: 4 round left in the firing chamber. A
DC required to break this item with Slugthrower
small plastic window Rifle, Light
allows the
a Strength Roll: 17 Caliber
user to see how many shots they
Accessories: Magazine (weighs have Large
Size: left. (-8 penalty to conceal
1/2 pound, costs 35 units), Box of with a “sleight of hand” roll)
50 rounds (weighs 1 pound, costs Cost: 800 Units Tentative Purchase
40 units) Scope (1/2 lb, costs 150 DC: 17 Required Proficiency:
units, reduces Range Increment Slugthrower Weapons Handed:
by one) Requires 2 hands to use
Description: By the middle of the
twentieth century 176
Range Increment: 80 feet caseless ammunition. If you like,
“To Hit” Bonus: -Magazine: you can vary the specifics a bit to
15 create different models, but for a
Rate of Fire: As many times as strictly generic gun we’re going to
the wielder has attacks assume that it fires something
Damage: 2d8 Piercing (20 x3) roughly equivalent to a .30 caliber
Weight: 7 pounds Armor Class: 7 rifle bullet.
Hardness: 5 Hit Points: 3 Slugthrower Rifle, Big
DC required to break this item with
a Strength Roll: 16 Game
Accessories: Ammunition Block Size: Large (-8 penalty to conceal
(weighs 1 pound, costs 20 units), with a “sleight of hand” roll)
Scope (1/2 lb, costs 150 units, Cost: 1,500 Units Tentative
reduces Range Increment by one) Purchase DC: 19 Required
Description: A generic template for Proficiency: Slugthrower Weapons
a futuristic light hunting rifle, made Handed: Requires 2 hands to use
largely from synthetic materials. It Range Increment: 90 feet “To Hit”
weighs considerably less than a Bonus: -Magazine: 8
gun made from wood and metal. Rate of Fire: As many times as the
Designed for accuracy above all wielder has attacks
else, it has a number of advanced Damage: 2d12 Piercing (20 x3)
recoil compensation components Weight: 12 pounds Armor Class: 5
unavailable to early 21st century Hardness: 5 Hit Points: 10
weapons and barely produces any DC required to break this item with
kick. It fires solid blocks of caseless a Strength Roll: 20
ammunition, inserted just in front Accessories: Ammunition Block
of the trigger guard. By slightly (weighs 1 pound, costs 20 units),
varying the magazine size, range Scope (1/2 lb, costs 150 units,
increment and so forth, the DM reduces Range Increment by one)
should be able to produce a wide Description: A .375 caliber rifle,
range of near-future low-caliber made to stop charging buffalo and
rifles. other big game. An expensive
weapon, usually special-ordered
weeks or months in advance.
Unless you’re on a planet where
the local wildlife is spectacularly
fierce, you probably won’t find one
Slugthrower Rifle, Heavy of these on the wall of your local
Caliber gun shop. The weapon is long for
Size: Large (-8 penalty to conceal a rifle, and has a wooden stock. It
with a “sleight of hand” roll) produces less recoil than a modern
Cost: 1,200 Units Tentative big game rifle, and fires solid
Purchase DC: 18 Required blocks of caseless ammunition,
Proficiency: Slugthrower Weapons Slugthrower
producing no spent Rifle,
brass. It takes
Handed: Requires 2 hands to use a standard action
Elephant Gun to reload.
Range Increment: 80 feet “To Hit” Size: Huge (can’t be concealed)
Bonus: -Magazine: 10 Cost: 3,000 Units Tentative
Rate of Fire: As many times as the Purchase DC: 22 Required
wielder has attacks Proficiency: Slugthrower Weapons
Damage: 2d10 Piercing (20 x3) Handed: Requires 2 hands to use
Weight: 8 pounds Armor Class: 7 Range Increment: 90 feet “To Hit”
Hardness: 5 Hit Points: 8 Bonus: -Magazine: 2
DC required to break this item with Rate of Fire: Once per round
a Strength Roll: 20 Damage: 4d10 Piercing (20 x3)
Accessories: Ammunition Block Weight: 20 pounds Armor Class: 5
(weighs 1 pound, costs 20 units), Hardness: 5 Hit Points: 10
Scope (1/2 lb, costs 150 units, DC required to break this item with
reduces Range Increment by one) a Strength Roll: 20
Description: A generic template for Accessories: Box of 50 rounds
a futuristic heavy-duty rifle, (weighs 3 pounds, costs 100 units),
suitable for hunting bears and elk Scope (1/2 lb, costs 150 units,
(or space-bears and space-elk, as reduces Range Increment by one)
the case may be). It is a
semiautomatic weapon and fires
solid blocks of
177
Description: A true elephant gun,
specially made to order by a
gunsmithing firm. It has two barrels,
and fires hand-turned .50 caliber
caseless bullets which are loaded
separately rather than in a solid
block of ammunition. The gun
breaks open like an antique double-
barreled shotgun to reload. This
takes a full round, but of course you
are unlikely to use the weapon more
Slugthrower
than
can
once in a given
drop just
Sniper
about anything
Rifle
encounter. It
with Slugthrower Sniper Rifle,
Size: Large (-8 penalty to conceal
one
withshot.
a “sleight of hand” roll) High-Caliber
Cost: 2,000 Units Size: Huge (can't be concealed)
Tentative Purchase DC: 20 (usually Cost: 4,000 Units
restricted to military and police Tentative Purchase DC: 23 (usually
use) restricted to military and police
Required Proficiency: Slugthrower use)
Weapons Required Proficiency: Slugthrower
Handed: Requires 2 hands to use Weapons Handed: Requires 2
Range Increment: 90 feet hands to use Range Increment: 90
“To Hit” Bonus: +1 feet
Magazine: 15 “To Hit” Bonus: Anyone with a
Rate of Fire: As many times as the Strength over 16 can fire the gun
wielder has attacks normally without its bipod. For
Damage: 1 d12+2 Piercing (20 x3) anyone else, the penalty is -4/
Weight: 16 pounds Armor Class: 7 Magazine: 20
Hardness: 5 Hit Points: 5 Rate of Fire: Once per round
DC required to break this item with Damage: 2d12 Piercing (20 x3),
a Strength Roll: 19 ignores 10 Points of
Accessories: Ammunition Block Hardness or Damage Resistance
(weighs 1 pound, costs 30 units), Weight: 25 pounds
Flash Suppressor (Weighs 1/2 Armor Class: 5
pound, costs 200 Units, Reduces Hardness: 5
chance to Spot muzzle flash by -2), Hit Points: 10
Silencer (Weighs 1/2 pound, costs DC required to break this item with
300 units, reduces Listen rolls made a Strength Roll: 20
to hear shot by -2, cuts Range Accessories: Ammunition Block
Increment in half, usually illegal) (weighs 1 pound, costs 40 units),
Scope (1/2 lb, costs 150 units, Flash Suppressor (Weighs 1/2
reduces Range Increment by one), pound, costs 200 Units, Reduces
Bipod Mount (Weighs 2 pounds, chance to Spot muzzle flash by -2),
Costs 100 units) Description: A Silencer (Weighs 1 pound, costs
long, lightweight rifle, made largely 400 units, reduces Listen rolls made
from synthetic materials. Every to hear shot by -2, cuts Range
surface of the rifle is a matte, Increment in half, usually illegal)
unreflective brownish color. It has a Scope (1/2 lb. costs 150 units,
flash- suppresor built into the reduces Range Increment by one),
barrel, and every type of recoil Bipod Mount (Weighs 2 pounds,
suppression available. This is a Costs 150 units) Description:
semi-automatic weapon, with no Intended mostly for use against

armor piercing
Submachine Guns
capacity for autofire. The rifle fires
long narrow caseless bullets with
plastic jackets and
vehicles, this giant weapon is
deadly accurate at amazing
distances. Surprisingly light for its
Rarely seen
explosive in the
heads. Thehands of regular
ammunition infantry,
size,submachine guns are forfrom
it is mostly constructed the
most part
comes infor used by police
solid blocks, and paramilitary units, or
plastic as
and the emergency
ceramic backup
components.
andThey are also popular with terrorists and criminals.
weapon
produces novehicle
spent crews.
brass. The gun The barrel is long but the rest of
takes a standard action to reload. the weapon is stubby and wide.
Submachine guns can be as small as a machine pistol or as large as a
carbine. This can make it confusing as to what qualifies as a submachine gun
and what does not. Technically, a submachine gun is any fully automatic
weapon that fires handgun bullets rather than rifle bullets

178
Futuristic models tend to use caseless ammunition and to hold more rounds,
but their combat role remains essentially unchanged for as long as they are
produced.
QZ-5 Light Submachine
Gun
Size: Medium (-4 penalty to
conceal with a “sleight of hand”
roll)
Cost: 650 Units Tentative Purchase
DC: 16 Required Proficiency:
Krutch Industries Slugthrower Weapons Handed:
Submachine Gun Requires 1 or 2 hands to use
Model 3 Range Increment: 40 feet “To Hit”
Size: Medium (-4 penalty to Bonus: -Magazine: 40
conceal with a “sleight of hand” Rate of Fire: As many times as the
roll) wielder has attacks
Cost: 750 Units Tentative Purchase Damage: 2d6 Piercing (20 x3)
DC: 17 Required Proficiency: Weight: 4 pounds Armor Class: 7
Slugthrower Weapons Handed: Hardness: 5 Hit Points: 3
Requires 2 hands to use Range DC required to break this item with
Increment: 50 feet “To Hit” Bonus: - a Strength Roll: 14
Magazine: 40 Special: This weapon is capable
Rate of Fire: As many times as the of Autofire. It can target a 10-
wielder has attacks foot-by-10-foot area. The
Damage: 2d6+2 Piercing (20 x3) targeted area has an effective
Weight: 5 pounds Armor Class: 7 Defense of 10. If the attack
Hardness: 5 Hit Points: 4 succeeds, every target within the
DC required to break this item with affected area must make a Reflex
a Strength Roll: 15 save (DC 15) or take the
Special: This weapon is capable of weapon’s damage. Autofire
Autofire. It can target a 10-foot-by- shoots 10 bullets, and can only
10-foot area. The targeted area has be used if the weapon has at
an effective Defense of 10. If the least 10 bullets left.
attack succeeds, every target within Accessories: Ammunition Block
the affected area must make a (weighs 1 pound, costs 20 units),
Reflex save (DC 15) or take the Scope (1/2 lb, costs 150 units,
weapon’s damage. Autofire uses up reduces Range Increment by one),
10 bullets, and can only be used if Special oversized Flash Suppressor
the weapon has 10 bullets left in its (Weighs 1/2 pound, costs 300
magazine. Accessories: Ammunition Units, Reduces chance to Spot
Block (weighs 1 pound, costs 20 muzzle flash by -2), Silencer
units), Scope (1/2 lb, costs 150 (Weighs 1/2 pound, costs 300
units, reduces Range Increment by units, reduces Listen rolls made to
one), Special oversized Flash hear shot by -2, cuts Range
Suppressor (Weighs 1/2 pound, Increment in half, usually illegal),
costs 300 Units, Reduces chance to holster (costs 75 Units, weighs 1/2
Spot muzzle flash by -2), Silencer pound)
(Weighs 1/2 pound, costs 300 units, Description: This submachine gun
reduces Listen rolls made to hear is so small that it begins to skirt
shot by -2, cuts Range Increment in the question of whether or not it
half, usually illegal), holster (costs qualifies as a machine pistol. It has
75 Units, weighs 1/2 pound) no gyrostabilizer and is best fired
Description: A submachine gun, with the shoulder stock, but is
larger than a machine pistol but certainly no longer than the largest
smaller than an assault rifle. It fires pistols. It shoots low caliber bullets
solid blocks of caseless pistol at a very high rate of fire (900
ammunition and produces no spent rounds per minute). The
brass. This is a "bullpup" Basuto
ammunition Heavy Submachine
is caseless and comes
configuration weapon, with the Gun
in Mk
solid
shells--the
7
blocks. It
entire
ejects no empty
cartridge is
firing mechanism located behind Size: Large (-8 penalty to conceal
the trigger. This makes it unusually consumed
with when
a “sleight of the bullet
hand” roll)is fired.
short, even for a submachine gun. It takes
Cost: 850a Units
standard action to reload.
It won’t fit in a conventional holster
but it can easily be concealed 179
beneath a large coat. It takes a
standard action to slap a new block
of ammunition into the magazine.
Tentative Purchase DC: 17 every target within the affected
Required Proficiency: Slugthrower area must make a Reflex save (DC
Weapons Handed: Requires 2 15) or take the weapon's damage.
hands to use Range Increment: 40 Autofire shoots 10 bullets, and can
feet “To Hit” Bonus: -Magazine: 35 only be used if the weapon has 10
Rate of Fire: As many times as the bullets in it.
wielder has attacks Accessories: Ammunition Block
Damage: 2d8 Piercing (20 x3) (weighs 1 pound, costs 20 units),
Weight: 6 pounds Armor Class: 7 Scope (1/2 lb, costs 150 units,
Hardness: 5 Hit Points: 4 reduces Range Increment by one),
DC required to break this item with Special oversized Flash Suppressor
a Strength Roll: 16 (Weighs 1/2 pound, costs 300
Special: This weapon is capable Units, Reduces chance to Spot
of Autofire. It can target a 10- muzzle flash by -2), Silencer
foot-by-10-foot area. The (Weighs 1/2 pound, costs 300
targeted area has an effective units, reduces Listen rolls made to
Defense of 10. If the attack hear shot by -2, cuts Range
succeeds, every target within the Increment in half, usually illegal),
affected area must make a Reflex holster (costs 75 Units, weighs 1/2
save (DC 15) or take the pound)
weapon's damage. Autofire Description: Long after assault
shoots 10 bullets, and can only rifles have evolved into general
be used if the gun still has at purpose weapons systems, bristling
least 10 bullets in it. with grenade launchers and missile
Accessories: Ammunition Block racks, submachine guns remain
(weighs 1 pound, costs 20 units), single-function firearms. This one is
Scope (1/2 lb, costs 150 units, contemporary with advanced
reduces Range Increment by one) assault rifles like the Mark X.
Description: This gun defies the It is made almost entirely from
general trend toward making synthetic materials and has two
submachine guns smaller and separate magazines, placed side by
faster. It shoots giant 10 mm slugs side in front of the trigger guard.
at a relatively low rate of fire. This One contains explosive anti-
would make the weapon difficult personnel bullets and the other
to control, but new advances in holds armor- piercing rounds. It
recoil suppression balance this out. does not take an action to switch
It is advisable to use this weapon between them, but you can't mix
with two hands. It also makes a both in a single burst.
great deal of noise. It uses caseless This weapon skirts the boundary
ammunition,
Krutch which comes in solid
Industries between assault rifles and
blocks rather than being loaded submachine guns. It's big enough
Submachine
individually into Gunclips.40It expends that you can't really conceal it and
Size: Largecasings.
no shell (-8 penalty to conceal
These are the it does have to be used with two
with
samea rounds
“sleight that
of hand” roll)any ten
almost hands. Yet it fires pistol rounds
Cost: 950 Units
millimeter pistolTentative
uses, and Purchase
can be rather than rifle rounds, and that of
DC: 18 Required
exchanged freelyProficiency:
with any 10mm course is the acid test
Slugthrower
handgun. Weapons Handed: Although this is a chunky, boxy,
Requires 2 hands to use Range Krutch
"bullpup"Industries
configuration weapon, it
Increment: 50 feet “To Hit” Bonus: retains
Submachinea much more
Gun "gunlike"
43-B
-Magazine: 40 shape than most assault rifles from
Rate of Fire: As many times as the Size:
the Medium
same (-4
period. penalty
Despite to
the dual
wielder has attacks conceal
magazine, with a “sleight
it takes only of hand”
a single
Damage: 3d8 Piercing (20 x3) or roll)
standard
1d12 Piercing (ignores 8 points of Cost: 900 action to reload.Purchase
Units Tentative
hardness) (20 x3) DC: 17 Required Proficiency:
Weight: 4 pounds Armor Class: 7 Slugthrower Weapons Handed:
Hardness: 5 Hit Points: 4 Requires 2 hands to use (unless
DC required to break this item with you have a Strength of 14 or
a Strength Roll: 17 greater)
Special: This weapon is capable of Range Increment: 40 feet “To Hit”
Autofire. It can target a 10-foot- Bonus: -Magazine: 40
by-10-foot area. The targeted area Rate of Fire: As many times as the
has an effective Defense of 10. If wielder has attacks
the attack succeeds, Damage: 3d6 Piercing (20 x3)
Weight: 4 pounds
180
Armor (Weighs 1/2 pound, costs 300
Class: 7 units, reduces Listen rolls made to
Hardness: hear shot by -2, cuts Range
5 Hit Increment in half, usually illegal),
Points: 4 holster (costs 75 Units, weighs 1/2
DC required to break this item with pound)
a Strength Roll: 14 Description: A small, light
Special: This weapon is capable submachine gun, made almost
of Autofire. It can target a 10- entirely from advanced plastics It
foot-by-10-foot area. The has a shoulder stock but can be
targeted area has an effective fired one-handed. It's an ugly little
Defense of 10. If the attack gun and looks a lot like a plastic
succeeds, every target within the box with a trigger guard on the
affected area must make a Reflex bottom. It uses solid blocks of
save (DC 15) or take the caseless ammunition and ejects no
weapon's damage. Autofire spent shells. You insert the block
shoots 10 bullets, and can only into the magazine from above-it
be used if the weapon has 10 rests horizontally on top of the
bullets in it. weapon. The bullets explode on

Machine Pistols
Accessories: Ammunition Block impact, doing considerable
(weighs 1 pound, costs 20 units), damage to the target.
Scope (1/2 lb, costs 150 units,
reduces Range Increment
Improvements by one),
in recoil compensation and gyrostabilization eventually lead
Special oversized Flash Suppressor
to the birth of true machine pistols-tiny submachine guns that can be easily
(Weighs 1/2
controlled pound,
with costs even
one hand 300 when on fully automatic fire.
Units, Reduces chance to Spot
muzzleare
There flashofbycourse
-2), Silencer
small submachine guns that skirt the edges of this
definition. What's a machine pistol and what's just a small submachine gun?
For us the defining line is whether or not an average person can easily direct
a full auto burst from the gun without having to use two hands. By 2003, no
existing firearms fully meet this definition.
I've assumed that some kind of gyrostabilizer is almost always necessary to
build a true machine pistol, which gives an effective
all of them
Defensea ofcharacteristic
10. If the
appearance, and incidentally makes it hard attack
to designsucceeds,
good holsters
every target
for them.
within
the affected area must make a
Reflex save (DC 15) or take the
weapon's damage. Autofire shoots
10 bullets, and can only be used if
the weapon has 10 bullets in it.
Accessories: Ammunition Block
Mk 1 Gyrostabilized (weighs 1 pound, costs 20 units),
Machine Pistol Scope (1/2 lb, costs 150 units,
Size: Small (No bonus or penalty reduces Range Increment by one),
to conceal with a “sleight of Special oversized Flash Suppressor
hand” roll) (Weighs 1/2 pound, costs 300
Cost: 850 Units Tentative Purchase Units, Reduces chance to Spot
DC: 17 Required Proficiency: muzzle flash by -2), Silencer
Slugthrower Weapons Handed: (Weighs 1/2 pound, costs 300
Requires 1 hand to use Range units, reduces Listen rolls made to
Increment: 40 feet “To Hit” Bonus: - hear shot by -2, cuts Range
Magazine: 30 Increment in half, usually illegal),
Rate of Fire: As many times as holster (costs 75 Units, weighs 1/2
the wielder has attacks pound)
Damage: 2d6 Piercing (20 x3) Description: Gyroscopic
Weight: 4 pounds Armor Class: 9 stabilization and other such pre-
Hardness: 5 Hit Points: 2 antigravity recoil compensation
DC required to break this item devices make it possible to
with a Strength Roll: 14 produce extremely small, one-
Special: This weapon is capable of handed submachine guns-true
Autofire. It can target a 10-foot-by- machine pistols. This one is an
early
Black model,
Talon expensive, touchy andMachine
10-foot area. The targeted area has still fairly large. Gyrostabilized
It fires solid blocks
of 10 mm caseless ammunition. In
appearance, it resembles a long
automatic pistol with an oversized 181
ammunition holder in front of the
trigger guard and a strange metal
ring around the middle of the
barrel. This ring and the overall
length of the weapon make a
Pistol Rate of Fire: As many times as
Size: Small (No bonus or penalty to the wielder has attacks
conceal with a “sleight of hand” Damage: 2d4 Piercing (20 x3)
roll) Weight: 4 pounds Armor Class: 9
Cost: 700 Units Tentative Purchase Hardness: 5 Hit Points: 3
DC: 17 Required Proficiency: DC required to break this item with
Slugthrower Weapons Handed: a Strength Roll: 14
Requires 1 hand to use Range Special: This weapon is capable
Increment: 50 feet “To Hit” Bonus: - of Autofire. It can target a 10-
Magazine: 40 foot-by-10-foot area. The
Rate of Fire: As many times as the targeted area has an effective
wielder has attacks Defense of 10. If the attack
Damage: 1d10 Piercing (20 x3) succeeds, every target within the
Weight: 4 pounds Armor Class: 9 affected area must make a Reflex
Hardness: 5 Hit Points: 3 save (DC 15) or take the
DC required to break this item with weapon's damage. Autofire
a Strength Roll: 14 shoots 10 bullets, and can only
Special: This weapon is capable of be used if the weapon has 10
Autofire. It can target a 10-foot-by- bullets in it.
10-foot area. The targeted area has Accessories: Ammunition Block
an effective Defense of 10. If the (weighs 1 pound, costs 20 units),
attack succeeds, every target within Scope (1/2 lb, costs 150 units,
the affected area must make a reduces Range Increment by one),
Reflex save (DC 15) or take the Special oversized Flash Suppressor
weapon's damage. Autofire uses up (Weighs 1/2 pound, costs 300
10 rounds, and can only be used if Units, Reduces chance to Spot
the weapon has at least 10 rounds muzzle flash by -2), Silencer
left in its magazine. Accessories: (Weighs 1/2 pound, costs 300
Ammunition Block (weighs 1 units, reduces Listen rolls made to
pound, costs 20 units), Scope (1/2 hear shot by -2, cuts Range
lb, costs 150 units, reduces Range Increment in half, usually illegal),
Increment by one), Special holster (costs 75 Units, weighs 1/2
oversized Flash Suppressor (Weighs pound)
1/2 pound, costs 300 Units, Description: This machine pistol
Reduces chance to Spot muzzle sacrifices a certain amount of
flash by -2), Silencer (Weighs 1/2 stopping power in order to make
pound, costs 300 units, reduces the gun as small and easy to
Listen rolls made to hear shot by - conceal as possible. The makers try
2, cuts Range Increment in half, to compensate by giving it a large
usually illegal), holster (costs 75 magazine, with mixed results.
Units, weighs 1/2 pound)
Description: This is a more RK Arnvelt Heavy Machine
advanced model. Sleek, black and Pistol
deadly-looking, it does away with Size: Medium (-4 penalty to
the bulky ammo hopper (which it conceal with a “sleight of hand”
places in the stock) and instead of roll)
an external ring, it puts the Cost: 825 Units Tentative Purchase
Gyrostabilizer inside a thickened DC: 17 Required Proficiency:
barrel. It too uses blocks of Slugthrower Weapons Handed:
caseless ammo, and has a small Requires 1 hand to use Range
counter on the side to keep track Increment: 50 feet “To Hit” Bonus: -
of ammunition. Magazine: 35
Mark 12 Gyrostabilized Rate of Fire: As many times as the
Machine Pistol wielder has attacks
Size: Small (No bonus or penalty to Damage: 2d8 Piercing (20 x3)
conceal with a “sleight of hand” Weight: 5 pounds Armor Class: 9
roll) Hardness: 5 Hit Points: 4
Cost: 800 Units Tentative Purchase DC required to break this item with
DC: 17 Required Proficiency: a Strength Roll: 15
Slugthrower Weapons Handed: Special: This weapon is capable of
Requires 1 hand to use Range Autofire. It can target a 10-foot-by-
Increment: 40 feet “To Hit” Bonus: - 10-foot area. The targeted area has
Magazine: 50 an effective Defense of 10. If the
attack succeeds,
182
every target within the affected Weight: 4
area must make a Reflex save (DC pounds
15) or take the weapon’s damage. Armor
Autofire shoots 10 bullets, and can Class: 9
only be used if the weapon has 10 Hardness: 5
bullets in it. Hit Points:
Accessories: Ammunition Block 3
(weighs 1 pound, costs 20 units), DC required to break this item with
Scope (1/2 lb, costs 150 units, a Strength Roll: 15
reduces Range Increment by one), Special: This weapon is capable
Special oversized Flash Suppressor of Autofire. It can target a 10-
(Weighs 1/2 pound, costs 300 foot-by-10-foot area. The
Units, Reduces chance to Spot targeted area has an effective
muzzle flash by -2), Silencer Defense of 10. If the attack
(Weighs 1/2 pound, costs 300 succeeds, every target within the
units, reduces Listen rolls made to affected area must make a Reflex
hear shot by -2, cuts Range save (DC 15) or take the
Increment in half, usually illegal), weapon’s damage. Autofire
holster (costs 75 Units, weighs 1/2 shoots 10 bullets, and can only
pound) be used if the weapon has 10
Helix Pistol
Description: This large bullets in it.
gyrostabilised
Size: Medium (-4 sidearm skirts
penalty to the Accessories: Disposable
boundary between machine
conceal with a “sleight of hand” pistols Ammunition Drum (weighs 1
and
roll) light submachine guns. It is a pound, costs 20 units), Scope (1/2
gyrostabilizer
Cost: 800 Unitsweapon andPurchase
Tentative it can be lb, costs 150 units, reduces Range
controlled
DC: with one
17 Required hand, but it
Proficiency: Increment by one), Special
really is too big
Slugthrower for a shoulder
Weapons Handed: oversized Silencer (Weighs 1/2
holster. 1 hand to use Range
Requires pound, costs 300 units, reduces
Increment: 40 feet “To Hit” Bonus: - Listen rolls made to hear shot by -
Magazine: 100 2, cuts Range Increment in half,
Rate of Fire: As many times as the usually illegal), holster (costs 75
wielder has attacks Units, weighs 1/2 pound)
Damage: 2d6 Piercing (20 x3) Description: A long but lightweight
gyrostabilized machine pistol, it has
a barrel-shaped magazine perched
Assault Rifles on top of the weapon which holds
an astounding 150 .25 caliber
rounds in an unique helixshaped
This category contains full-sized military rifles thatThe
array. are capable of is caseless
ammunition
autofire. Most of these guns will be hard forand built into the disposable
civilians to acquire without going through dubious
magazine channels. They are
in a single solid round
organized by their level of technological block. st To switch magazines, you
advancement, starting with what could be mid just21pullcentury
the oldweapons
drum offandand snap
moving on to the kinds of guns our a new one into place. This takes
descendants might one day take to the stars. only a Standard Action, although
you might wonder what the point is
of switching magazines if the first
Damage:
150 bullets2d10 Piercing
didn’t (20 x3) the
solve
Weight:
problem.9 pounds
Armor Class: 7
Assault Rifle Hardness: 5
Size: Large (-8 penalty to Hit Points: 7
conceal with a Sleight of Hand DC required to break this item with
roll) a Strength
Cost: 1,000 Units Roll: 18
Tentative Purchase DC: 18 Special: This weapon is capable of
(usually restricted to military Autofire. It can
use) target a 10-foot-by-10-foot area.
Required Proficiency: The targeted area has
Slugthrower Weapons Handed: an effective Defense of 10. If the
Requires 2 hands to use Range attack succeeds,
Increment: 70 feet “To Hit” every target within the affected area
Bonus: -Magazine: 45 must make a
Rate of Fire: As many times as Reflex save (DC 15) or take the
the wielder has attacks weapon’s damage.
Autofire shoots 10 bullets, and can
only be used if the 183
weapon has 10 bullets in it.
Accessories: Ammunition Block
(weighs 1 pound,
costs 20 units), Flash Suppressor
Increment by one) Required Proficiency: Slugthrower
Description: A basic template for a Weapons Handed: Requires 2
generic next- generation assault hands to use Range Increment: 70
rifle. A "bullpup" configuration feet “To Hit” Bonus: -Magazine: 40
weapon with the firing mechanism Rate of Fire: As many times as the
inside the stock, it is much shorter wielder has attacks
than an M-16 or an AK-47. The gun Damage: 2d12 Piercing (20 x3)
is made largely from plastic, except Weight: 13 pounds Armor Class: 7
for the barrel and firing Hardness: 5 Hit Points: 10
mechanism. It fires 7.7 mm DC required to break this item with
caseless bullets that come a Strength Roll: 19
enclosed in a block of their own Special: This weapon is capable
propellant, and produce no spent of Autofire. It can target a 10-
brass cartridges. This also allows it foot-by-10-foot area. The
to fit more rounds in the magazine targeted area has an effective
than more conventional assault Defense of 10. If the attack
rifles. It takes a standard action to succeeds, every target within the
Light Assault
clap a solid slab ofRifle
bullets into the affected area must make a Reflex
weapon's
Size: Largemagazine.
(-8 penalty In to
appearance
conceal save (DC 15) or take the
it is chunky and oddly
with a Sleight of Hand roll) curved, with weapon's damage. Autofire
a surprisingly
Cost: short barrel. A small
1,000 Units shoots 10 bullets, and can only
counter
TentativebyPurchase
the gunsight
DC: 18keeps
(usually be used if the weapon has 10
track of the
restricted toremaining
military use)ammunition. bullets in it.
Required Proficiency: Slugthrower Accessories: Ammunition Block
Weapons Handed: Requires 2 (weighs 1 pound, costs 30 units),
hands to use Range Increment: 80 Scope (1/2 lb, costs 150 units,
feet “To Hit” Bonus: -Magazine: 50 reduces Range Increment by one),
Rate of Fire: As many times as the Special oversized Holster (costs 75
wielder has attacks Units, weighs 1/2 pound)
Damage: 2d8 Piercing (20 x3) Description: While the trend in
Weight: 7 pounds Armor Class: 7 advanced assault rifles is toward
Hardness: 5 Hit Points: 5 smaller calibers and higher rates
DC required to break this item with of fire, there are exceptions. The
a Strength Roll: 17 so-called "Thunder Gun" goes in
Special: This weapon is capable the opposite direction. It fires
of Autofire. It can target a 10- giant explosive 10 mm bullets in
foot-by-10-foot area. The blocks of caseless ammunition. A
targeted area has an effective short, squat, ugly bullpup
Defense of 10. If the attack weapon, its look is charitably
succeeds, every target within the Helix
describedRifle
as "boxy."
affected area must make a Reflex Size: Large (-8 penalty to conceal
save (DC 15) or take the with a Sleight of Hand roll)
weapon's damage. Autofire Cost: 1,100 Units
shoots 10 bullets, and can only Tentative Purchase DC: 18 (usually
be used if the weapon has 10 restricted to military and police
bullets in it. use)
Accessories: Ammunition Block Required Proficiency: Slugthrower
(weighs 1 pound, costs 20 units), Weapons Handed: Requires 2
Flash Suppressor (Weighs 1/2 hands to use Range Increment: 70
pound, costs 200 Units, Reduces feet “To Hit” Bonus: -Magazine:
chance to Spot muzzle flash by -2), 100
Scope (1/2 lb, costs 150 units, Rate of Fire: As many times as the
reduces Range Increment by one), wielder has attacks
Special oversized Holster (costs 75 Damage: 2d6 Piercing (20 x3)
Units, weighs 1/2 pound) Weight: 9 pounds Armor Class: 7
Description: A lighter assault rifle, Hardness: 5 Hit Points: 3
which
10 mm sacrifices
Thunder a certain
Gun amount DC required to break this item with
of stopping
Size: Large (-8power in exchange
penalty for
to conceal a Strength Roll: 17
holding more rounds. This
with a “sleight of hand” roll) one Special: This weapon is capable of
fires
Cost:a1,200
5.5 mmUnitsbullet, in solid Autofire. It can target a 10-foot-
blocks
Tentative of caseless
Purchaseammunition.
DC: 18 (usually by-10-foot area. The targeted area
restricted to military use) has an effective Defense of 10. If
the attack succeeds,

184
everyone in the affected area must
make a Reflex save (DC 15) or take
the weapon's damage. Autofire Police Model 90 Assault
shoots 10 rounds, and can only be
used if the weapon has 10 rounds Carbine
left in it. Size: Large (-8 penalty to conceal
Accessories: Disposable with a “sleight of hand” roll)
Ammunition Drum (weighs 1 Cost: 950 Units
pound, costs 20 units), Flash Tentative Purchase DC: 18 (usually
Suppressor (Weighs 1/2 pound, restricted to military and police
costs 200 Units, Reduces chance to use)
Spot muzzle flash by -2), Scope Required Proficiency: Slugthrower
(1/2 lb, costs 150 units, reduces Weapons Handed: Requires 2
Range Increment by one) hands to use Range Increment: 70
Description: An odd new feet (rifle), 30 feet (shotgun) “To
innovation in ammunition, this Hit” Bonus: -Magazine: 65 Rifle
Assault
light Rifle,
assault Advanced
rifle carries a full 100 bullets, 10 Shotgun shells Rate of
rounds of lightweight 6mm bullets Fire: As many times as the wielder
Size: Large (-8 penalty to conceal has attacks
packed into a disposable
with a “sleight drum on
of hand” roll)
top Damage: 1d12 or 2d8 Piercing (20
Cost:of1,000
the weapon.
Units A counter by x3)
the triggerPurchase
Tentative guard keeps
DC: 18track of
(usually
the number Weight: 10 pounds Armor Class: 7
restricted to of roundsand
military spent.
police Hardness: 5 Hit Points: 4
use) DC required to break this item with
Required Proficiency: Slugthrower a Strength Roll: 17
Weapons Handed: Requires 2 Special: This weapon is capable
hands to use Range Increment: 70 of Autofire. It can target a 10-
feet “To Hit” Bonus: -Magazine: 60 foot-by-10-foot area. The
bullets, 3 rocket grenades. targeted area has an effective
Rate of Fire: As many times as the Defense of 10. If the attack
wielder has attacks succeeds, every target within the
Damage: 3d6+3 Piercing (20 x3), or affected area must make a Reflex
5d6 Bludgeoning save (DC 15) or take the
Damage to everything in a 5 foot weapon's damage. Autofire
radius (a Reflexes shoots 10 bullets, and can only
Save vs. DC 15 allows the target to be used if the weapon has 10
take half damage). bullets in it.
Weight: 8 pounds Accessories: Rifle Ammunition
Armor Class: 7 Block (weighs 1 pound, costs 30
Hardness: 5 units), Shotgun Ammunition Block
Hit Points: 5 (weighs 1 pound, costs 10 units),
DC required to break this item with Scope (1/2 lb, costs 150 units,
a Strength Roll: 18 reduces Range Increment by one)
Special: This weapon is capable Description: A smaller advanced
of Autofire. It can target a 10- assault rifle, designed specifically
foot-by-10-foot area. The for police tactical units-- especially
targeted area has an effective clearing out buildings. It fires 5.5
Defense of 10. If the attack Mark
mm X Assault
expanding Rifle
rounds and has a
succeeds, every target within the semiautomatic shotguntomounted
affected area must make a Reflex Size: Large (-8 penalty conceal
under
with a the mainofbarrel.
Sleight It can fire
Hand roll)
save (DC 15) or take the only
weapon's damage. Autofire Cost:one
1,200weapon
Units per attack, but it
does not require
Tentative Purchase anDC:
action to
18 (usually
shoots 10 bullets, and can only switch between them.use)
Both the
be used if the weapon has 10 restricted to military
shotgun and
Required the mainSlugthrower
Proficiency: weapon use
bullets in it. solid blocks of caseless
Accessories: Ammunition Block Weapons Handed: Requires 2
ammunition,
hands to use and
Range produce no spent
Increment: 100
(weighs 1 pound, costs 30 units), shells. The shotgun
Flash Suppressor (Weighs 1/2 feet “To Hit” Bonus: can be loaded
-Magazine: 80
with specialized
(40 Explosive, 40loads
Armor(solid slug,
piercing,
pound, costs 200 Units, Reduces armor-piercing SABOT rounds, etc).
chance to Spot muzzle flash by -2), plus 10 Grenades)
Silencer (Weighs 1 pound, costs Rate of Fire: As many times as the
400 units, reduces Listen rolls wielder has attacks
made to hear shot by -2, cuts Damage: 3d10 (20 x3) or 2d12 (19-
Range Increment in half, usually 20 x3)Armor- Piercing (ignores up
illegal) Scope (1/2 lb, costs 150 to 8 points of Hardness), or by
units, reduces Range Increment by
one), Grenades (see individual 185
descriptions)
Description: The next step up in
the evolution of the assault rifle,
this is a basic template that you
can vary a little to produce a wide
Grenade Type Weight: 8 pounds 1 pound, costs 20 units), Flash
Armor Class: 7 Hardness: 5 Hit Suppressor (Weighs 1/2 pound,
Points: 5 costs 200 Units, Reduces chance
DC required to break this item with to Spot muzzle flash by -2),
a Strength Roll: 18 Silencer (Weighs 1 pound, costs
Special: This weapon is capable 300 units, reduces Listen rolls
of Autofire. It can target a 10- made to hear shot by -2, cuts
foot-by-10-foot area. The Range Increment in half, usually
targeted area has an effective illegal), Scope (1/2 lb, costs 150
Defense of 10. If the attack units, reduces Range Increment
succeeds, every target within the by one)
affected area must make a Reflex Description: A different vision of
save (DC 15) or take the what infantry weapons might
weapon’s damage. Autofire evolve into after the "Advanced
shoots 10 bullets, and can only Assault Rifle" stage. This short,
be used if the weapon has 10 boxy "bullpup" weapon has two
bullets in it. disposable solid drums of
Accessories: Exploding Ammunition ammunition on top, which each
Block (weighs 1 pound, costs 40 contain 100 caseless rounds
units), Flash Suppressor (Weighs arranged in a kind of helix. One
1/2 pound, costs 200 Units, magazine is loaded with shaped-
Reduces chance to Spot muzzle charge high explosive rounds for
flash by -2), Armor-Piercing penetrating armor, the other with
Ammunition Block (weighs 1 exploding incendiary rounds meant
pound, costs 50 units), Scope (1/2
lb, costs 150 units, reduces Range
Model
for
selectLarge
Q-90targets.
unarmored
between
Autogun The user can
them without taking
Size: (-8 penalty to conceal
Increment by one) Description: A a Standard
with Action,
a “sleight but can
of hand” roll)fire only
basic template for what assault one
Cost:type of Units
3,000 round in a single
rifles might evolve into after the Attack.
Tentative Purchase DC: 22
"Advanced Assault Rifle" stage. It It has been
(usually found
restricted that keeping
to military
has a dual magazine, containing track of two separate counters
use)
one caseless slab of exploding tends
Required to Proficiency:
distract the Slugthrower
weapon's
fragmentation bullets and another operator, so it doesn't have any.
Weapons
of armor-piercingGun
Hyper-Helix rounds. The user Instead
Handed:aRequires
warning 2light
hands comes
to useon
can select between
Size: Large (-8 penalty themto without
conceal when
Range Increment: 200 feet last ten
you're down to your
taking a standard
with a “sleight action,roll)
of hand” but bullets.
“To Hit” Bonus: +3 This weapon also
cannot mix Units
Cost: 1,100 the two together in a completely
single attack.
Tentative It comes
Purchase DC:with a ten-
18 (usually ignores Darkness and Concealment.
grenade
restrictedlauncher on use)
to military the bottom. A Magazine: 40 bullets, 5 grenades
short,
Requiredsquat, bullpup weapon,
Proficiency: it is
Slugthrower Rate of Fire: As many times as the
made
Weapons almost entirely
Handed: of synthetic
Requires 2 wielder has
materials
hands to useandRange
looks even more like
Increment: 70 attacks
an
feetugly
“To plastic box than
Hit” Bonus: its
-Magazine: Damage: 3d10 Piercing (20 x3),
predecessors.
150 Fragmentation Grenades do 5d6
Rate of Fire: As many times as the Piercing to anything in a 5 foot
wielder has attacks radius (a Reflexes Saving Throw vs.
Damage: 3d10 Piercing (20 x3) or DC 20 halves this damage)
2d10 Piercing Weight: 8
(ignores up to 8 points of Hardness) pounds
(19-20 x3) Armor
Weight: 8 pounds Class: 7
Armor Class: 7 Hardness:
Hardness: 5 5 Hit
Hit Points: 4 Points: 6
DC required to break this item with DC required to break this item
a Strength Roll: 18 with a Strength Roll: 19
Special: This weapon is capable Special: This weapon is capable of
of Autofire. It can target a 10- Autofire. It can target a 10-foot-by-
foot-by-10-foot area. The 10-foot area. The targeted area has
targeted area has an effective an effective Defense of 10. If the
Defense of 10. If the attack attack succeeds, every target within
succeeds, every target within the the affected area must make a
affected area must make a Reflex Reflex save (DC 15) or take the
save (DC 15) or take the weapon’s damage. Autofire shoots
weapon’s damage. Autofire 10 bullets, and can only be used if
shoots 10 bullets, and can only the weapon has 10 bullets in it. 186
be used if the weapon has 10 Accessories: Exploding Ammunition
bullets in it. Block (weighs 1 pound, costs 40
Accessories: Disposable units), Grenades (see individual
Ammunition Drum (weighs descriptions), Tripod Mount
(Weighs 2 pounds, Costs 175 units),
ever made. You only really see attack.
weapons like this in the hands of The weapon can also be
cultures that have held on to mounted on a tripod and set to
slugthrower technology slightly "Automatic", in which case the
too long, after most civilizations computer will open fire on any
have already moved on to energy moving object that gets within
weapons. its range. It always attacks at a
A short, squat, bullpup weapon, +3 bonus, regardless of other
it fires blocks of exploding 10 mm conditions or modifiers.
caseless bullets and has a five- The gun is fairly stupid. It can
shot grenade-launcher on the be given simple instructions like
bottom. What makes it not to shoot at people, or only to
remarkable is its targeting system. shoot at people, or not to shoot
A screen molded into the top of at people who give it a particular
the weapon displays the target, radio signal or only to defend a
cutting through any concealment particular arc of fire. Sophisticated
The Z-Series: An Alternate Approach
or darkness, compensating
automatically for wind, local
gravity, the operator's shaking
commands like "don't shoot me"
are completely beyond it.

to the Future of Firearms


hands and any other such factors.
It even reveals (non magical)
invisible
But whatobjects
do andabout
I know beings. This
effectively
know aboutgrants
the the user
future of aguns,
+3 toreally?
firearms? Most
In fact what does anyone actually
science fiction games postulate (if
his
theyoraddress
her the issue at all) that rifles will evolve into generalized, multi-
purpose weapons like the Police Model 90 and the Mark X Assault Rifle. We
are told that the ammunition of the future will come in solid caseless slabs,
that every new design will eventually go over to the stubby, easy to carry
bullpup configuration, etc. What if they're wrong?
I therefore present here a completely different advanced projectile-weapon
technology, in which these weapons evolved down a completely different
track. It might be interesting to see rival civilizations that have adopted
these two separate approaches come up againstevery target within the affected
one another.
area must make a Reflex save (DC
15) or take the weapon's damage.
Autofire shoots 10 bullets, and can
only be used if the weapon has 10
bullets in it.
Accessories: Box of 50 rounds
(weighs 1 pound, costs 20 units),
Z-1 Survival Rifle Propellant Bottle (weighs 1/2
Size: Large (-8 penalty to conceal pound, costs 20 units), Flash
with a Sleight of Hand roll) Suppressor (Weighs 1/2 pound,
Cost: 830 Units Tentative Purchase costs 200 Units, Reduces chance
DC: to Spot muzzle flash by - 2), Scope
Required Proficiency: Slugthrower (1/2 lb, costs 150 units, reduces
Weapons Handed: Requires 2 Range Increment by one)
hands to use Range Increment: 90 Description: The Z-1 provides its
feet “To Hit” Bonus: -Magazine: 40 own liquid propellant for its
Rate of Fire: As many times as the projectiles, obviating the need to
wielder has attacks pack an explosive into a shell
Damage: 1d10 Piercing (20 x3) casing with the bullet. It carries its
Weight: 7 pounds Armor Class: 7 fuel in a disposable plastic bottle
Hardness: 5 Hit Points: 9 that fits into the stock. A hunting
DC required to break this item rifle designed for wilderness use, it
with a Strength Roll: 15 breaks down into three sections
Special: This weapon is capable of and is standard survival gear on
Autofire. It can target a 10-foot- light aircraft, escape pods, etc. It is
by-10-foot area. The targeted a very durable weapon, good for
area has an effective Defense of inclement weather and hostile
10. If the attack succeeds, climates--the firing mechanism is
particularly simple and resistant to
wear. The rounds themselves are
basically .22 caliber rifle bullets,
without brass casings. It will fire
underwater or in a vacuum. 187
Cost: 880 Units
Tentative Purchase
DC:
Required Proficiency: Slugthrower
Weapons Handed: Requires 1
hand to use Range Increment: 50
feet “To Hit” Bonus: -Magazine:
100
Rate of Fire: As many times as the
wielder has attacks
Z-3 Pistol Damage: 2d6+2 Piercing (20 x3)
Size: Medium (-4 penalty to Weight: 5 pounds Armor Class: 7
conceal with a “sleight of hand” Hardness: 5 Hit Points: 3
roll) DC required to break this item
Cost: 640 Units Tentative with a Strength Roll: 15
Purchase DC: Special: This weapon is capable
Required Proficiency: Slugthrower of Autofire. It can target a 10-
Weapons Handed: Requires 1 foot-by-10-foot area. The
hand to use Range Increment: 40 targeted area has an effective
feet “To Hit” Bonus: -Magazine: Defense of 10. If the attack
100 succeeds, every target within
Rate of Fire: As many times as the the affected area must make a
wielder has attacks Reflex save (DC 15) or take the
Damage: 1d8 Piercing (20 x3) weapon's damage. Autofire
Weight: 3 pounds Armor Class: 9 shoots 10 bullets, and can only
Hardness: 5 Hit Points: 2 be used if the weapon has 10
DC required to break this item bullets in it.
with a Strength Roll: 13 Accessories: Box of 50 rounds
Special: This weapon is capable (weighs 1 pound, costs 20 units),
of Autofire. It can target a 10- Propellant Bottle (weighs 1/2
foot-by-10-foot area. The pound, costs 20 units) Scope (1/2
targeted area has an effective lb, costs 150 units, reduces Range
Defense of 10. If the attack Increment by one), Special
succeeds, every target within Oversized Flash Suppressor
the affected area must make a (Weighs 1/2 pound, costs 300
Reflex save (DC 15) or take the Units, Reduces chance to Spot
weapon's damage. Autofire muzzle flash by -2), Silencer
shoots 10 bullets, and can only (Weighs 1/2 pound, costs 300
be used if the weapon has 10 units, reduces Listen rolls made to
bullets in it. hear shot by -2, cuts Range
Accessories: Box of 50 rounds Increment in half, usually illegal),
(weighs 1 pound, costs 20 units), holster (costs 75 Units, weighs 1/2
Propellant Bottle (weighs 1/2 pound)
pound, costs 20 units), Flash Description: A different kind of
Suppressor (Weighs 1/2 pound, gyrostabilized machine-pistol, it
costs 200 Units, Reduces chance Z-5 Assault
provides its own, Rifle
liquid propellant
to Spot muzzle flash by - for itsLarge
Size: projectiles, obviating
(-8 penalty the
to conceal
2) , Silencer (Weighs 1/2 pound, need
with atoSleight
pack an of explosive
Hand roll)in with
costs 200 units, reduces Listen the bullet.
Cost: 1,000ItUnits
carries its fuel in a
rolls made to hear shot by -2, disposable plastic bottle
Tentative Purchase DC: 18that fits
(usually
cuts Range Increment in half, into the stock.
restricted The Gyrostabilizer
to military use)
usually illegal), Scope (1/2 lb, fits inside Proficiency:
Required its short, thick barrel--
Slugthrower
costs 150 units, reduces Range there is no external
Weapons Handed: Requires ring. A small
2
Increment by one) Description: A countertotouse
hands one side of
Range the sights80
Increment:
slightly more advanced liquid keeps
feet “To track
Hit”ofBonus:
how much-Magazine:
propellant firearm, this is an ammunition the weapon has left.
100
astronaut's sidearm. It is large for It canofbeFire:
Rate fired Asunderwater
many timesorasinthe a
a pistol., long and heavy It fires vacuum.
wielder has attacks
.20 caliber bullets, which travel at Damage: 1d12 Piercing (20 x3)
a shockingly high speed. This gun Weight: 8 pounds Armor Class: 7
is really too destructive for Hardness: 5
battles in hard vacuum, where
puncturing a craft's hull can kill
everyone inside, and it is soon
replaced by models with vastly
lower muzzle velocities. The gun 188
is still produced, however, since
its giant magazine and deadly
high-speed rounds make it an
excellent sidearm for downing
armored or cybernetically-
Hit Points: 3 “To Hit” Bonus: -Magazine: 200
DC required to break this item Rate of Fire: As many times as
with a Strength the wielder has attacks
Roll: 17 Damage: 2d12+6 Piercing (20 x3)
Special: This weapon is capable Weight: 7 pounds Armor Class:
of Autofire. It can target a 10- 7 Hardness: 5 Hit Points: 4
foot-by-10-foot area. The DC required to break this item
targeted area has an effective with a Strength
Defense of 10. If the attack Roll: 17
succeeds, every target within Special: This weapon is capable
the affected area must make a of Autofire. It can target a 10-
Reflex save (DC 15) or take the foot-by-10-foot area. The
weapon's damage. Autofire targeted area has an effective
shoots 10 bullets, and can only Defense of 10. If the attack
be used if the weapon has 10 succeeds, every target within
bullets in it. the affected area must make a
Accessories: Box of 50 rounds Reflex save (DC 15) or take the
(weighs 1 pound, costs 20 units), weapon's damage. Autofire
Propellant Bottle (weighs 1/2 shoots 10 bullets, and can only
pound, costs 20 units), Flash be used if the weapon has 10
Suppressor (Weighs 1/2 pound, bullets in it.
costs 200 Units, Reduces chance Accessories: Box of 50 rounds
to Spot muzzle flash by - 2), (weighs 1 pound, costs 20 units),
Scope (1/2 lb, costs 150 units, Propellant Bottle (weighs 1/2
reduces Range Increment by one) pound, costs 20 units), Flash
Description: The first purely Suppressor (Weighs 1/2 pound,
military application of liquid costs 200 Units, Reduces chance
propellant technology, the Z-5 is to Spot muzzle flash by -
a long, lightweight assault rifle 2) , Silencer (Weighs 1 pound,
with a barrel-shaped ammunition costs 400 units, reduces Listen
drum on top. It holds a very large rolls made to hear shot by -2, cuts
number of .20 caliber bullets, Range Increment in half, usually
which it fires at an amazing illegal, Scope (1/2 lb, costs 150
velocity and a very high rate of units, reduces Range Increment
fire-more than a thousand by one) Description: A more
rounds
Z-12 a minute.Rifle
Assault The Z-5 can fire advanced liquid-propellant
an accurate burst at tremendous
Size: Large (-8 penalty to conceal assault rifle, the Z-12 retains the
range
with a without losing
Sleight of Handany of its
roll) light, sleek look of its
considerable stopping
Cost: 1,000 Units power. It is predecessors. It is made almost
also an elegant-looking
Tentative Purchase DC: 18 weapon, entirely from synthetic materials--
particularly when compared
(usually restricted to militaryto its
use) only the barrel and firing chamber
boxy, bullpup competitors.
Required Proficiency: are still made of metal. It
Instead of looking
Slugthrower Weapons like a squat continues the trend toward small,
metal box, the Z-5 is
Handed: Requires 2 hands to still super-fast, super-accurate bullets
recognizably a rifle, with
use Range Increment: 80 afeet and very large magazines. The Z-
molded, swept-back look. The 12 fires .15 caliber bullets with
bottle of propellant slots into the spent uranium cores, has a still
Thud Guns and Splat Guns:
stock, as with previous models. A
counter to one side of the
greater rate of fire and a still
higher muzzle velocity than
Another Alternate Approach to the
gunsight keeps track of
ammunition, recording it both by
previous Z-rifles. The round is
intended for a battlefield on
Future of Firearms
number and by the number of
ten-round bursts the gun has left.
But, as I said, what do I know about guns?more
which most combatants wear
body armor and has perhaps
Any gamer worththan his or her salt
penetration actual
loves spent brass--who am I to deny you your spentpower,
stopping brass?for which the
The following weapons are based on yet aweapon compensates
third evolutionary
extraordinary rate of
withHere
track.
fire. It
its
uses
caseless ammunition is either impractical or never
every catches
possible on and
means of neither
recoil
do liquid propellants. Here most of the new advances in has
firearms come in
materials technology and for some reasondamping,
and relatively little
I don't
kick, have time
particularly fortoa think
gun up,
that
new advances in metallurgy and/or plastics make weapons with very high
calibers and high rates of fire available. fires 1800 rounds per minute.
Okay, if you insist I'll think up a reason... hmmm... let's see... Aha! Spent
brass is cool.
189
Splat Gun Special: This weapon is capable of
Size: Large (-8 penalty to conceal Autofire. It can target a 10-foot-
with a “sleight of hand” roll) by-10-foot area. The targeted
Cost: 750 Units area has an effective Defense of
Tentative Purchase DC: 17 (Often 10. If the attack succeeds, every
Unavailable) Required Proficiency: target within the affected area
Slugthrower Weapons Handed: must make a Reflex save (DC 15)
Requires 2 hands to use Range or take the weapon’s damage.
Increment: 30 feet “To Hit” Bonus: Autofire shoots 10 bullets, and
-Magazine: 30 can only be used if the weapon
Rate of Fire: As many times as the has 10 bullets in it.
wielder has attacks Accessories: Magazine (weighs
Damage: 2d10 Piercing (20 x3) 1/2 pound, costs 35 units), Box
Weight: 9 pounds Armor Class: 7 of 50 rounds (weighs 2 pounds,
Hardness: 5 Hit Points: 5 costs 60 units) Scope (1/2 lb,
DC required to break this item costs 150 units, reduces Range
with a Strength Roll: 18 Increment by one), Bipod Mount
Special: This weapon is capable (Weighs 2 pounds, Costs 100
of Autofire. It can target a 10- units)
foot-by-10-foot area. The Description: A huge assault rifle
targeted area has an effective with a short wide barrel. It has
Defense of 10. If the attack blocky, heavy lines and a lot of
succeeds, every target within Megasplat
rivets Gun
in its construction. It looks
the affected area must make a big, mean
Size: and lethal.
Huge (can’t And it is.
be concealed)
Reflex save (DC 15) or take the New
Cost: 1,500advances
Units in recoil-
weapon’s damage. Autofire compensation
Tentative Purchase DC: 19 (Oftenit
technology allow
shoots 10 bullets, and can only to fire giant Required
Unavailable) 11mm rifle bullets at
Proficiency:
be used if the weapon has 10 a very highWeapons
Slugthrower rate of Handed:
fire (1000
bullets in it. rounds per
Requires minute)
2 hands without
to use Range the
Accessories: Magazine (weighs operator
Increment:losing
70 feet control
“To Hit” of the
Bonus:
1/2 pound, costs 35 units), Box weapon. It
-Magazine: 40 produces lots of spent
of 50 rounds (weighs 2 pounds, brass,ofyou'll
Rate Fire: be
As glad
manytotimes
know. as the
costs 50 units) Scope (1/2 lb, wielder has attacks
costs 150 units, reduces Range Damage: 3d12+3 Piercing (20 x3)
Increment by one) Weight: 35 pounds Armor Class: 5
Description: A large submachine Hardness: 5 Hit Points: 10
gun, big enough that it might be DC required to break this item
considered a small assault rifle. It with a Strength Roll: 20
has a heavy, boxy, chunky look-- Special: This weapon is capable of
the sort of weapon Russian Autofire. It can target a 10-foot-
gangsters would approve of. It by-10-foot area. The targeted
fires
Thud large
Gun pistol bullets (.45 area has an effective Defense of
caliber)
Size: at
Large a(-8
very high rate
penalty of fire.
topossible
conceal 10. If the attack succeeds, every
The
with only reason
a “sleight that
of hand”it's roll) target within the affected area
for
Cost:anyone
1,200 to control
Units a weapon must make a Reflex save (DC 15)
like this isPurchase
Tentative that thereDC: have18 been
(Often or take the weapon’s damage.
enormous
Unavailable) advances
Required in Proficiency:
recoil Autofire shoots 10 bullets, and
compensation.
Slugthrower It produces
Weapons Handed:lots of can only be used if the weapon
spent
Requires brass
2 very
hands quickly,
to use I'm sure
Range has 10 bullets in it.
you'll be pleased
Increment: 70 feetto“Tohear.
Hit” Bonus: Accessories: Magazine (weighs
-Magazine: 30 1/2 pound, costs 35 units), Box
Rate of Fire: As many times as the of 50 rounds (weighs 4 pounds,
wielder has attacks costs 75 units) Scope (1/2 lb,
Damage: 3d10 Piercing (20 x3) costs 150 units, reduces Range
Weight: 15 pounds Armor Class: 7 Increment by one), Bipod Mount
Hardness: 5 Hit Points: 7 (Weighs 2 pounds, Costs 100
DC required to break this item units)
with a Strength Roll: 19 Description: Now here's the one
you've been waiting for. This
sloppy beast fires slugs the size of
shotgun shells from its four
rotating barrels at 900 rounds per
minute, and generates enough
spent brass to satisfy even the
most ardent connosuier. For
190 some reason it still only produces
enough recoil to make a Space
Hero's brawny muscles really
stand out.
Bolt-Guns and other
Superheavy
Perhaps new advances
will make it possible Firearms
in recoil compensation
to produce slugthrower
and materials technology
guns with enormously high
calibers. .60 caliber handguns and gigantic hunting rifles made for taking
down dinosaurs.
For our purposes we have assumed that most of these monster guns use
caseless ammunition, but the DM can easily modify any of them if he or
she thinks it would be cool to have the gun spit out huge empty shells.
Just assume that the time required to load the weapon is actually the time
required to slap
.60 Caliber a new clip in place, and that
Pistol Armor clips take7 about
Class: a minute
Hardness: 5 Hit of
non-combat
Size: Mediumtime to load with
(-4 penalty to these gigantic bullets.
Points: 5
conceal with a “sleight of hand” DC required to break this item
roll) with a Strength Roll: 18
Cost: 875 Units Tentative Accessories: Magazine (weighs
Purchase DC: 17 Required 1/2 pound, costs 35 units), Box
Proficiency: Slugthrower Weapons of 50 rounds (weighs 2 pounds,
Handed: Requires 1 hand to use costs 60 units), Holster (weighs
Range Increment: 50 feet “To Hit” 1/2 pound, costs 40 units)
Bonus: -Magazine: 8 Description: The ultimate in
Rate of Fire: As many times as the high-caliber excess. Here's a .75
wielder has attacks caliber pistol guaranteed to
Damage: 1d12 Piercing (20 x3) make Clint Eastwood's
Weight: 5 pounds Armor Class: 9 descendants green with envy.
Hardness: 5 Hit Points: 3 Huge, scary and tuff-looking,
DC required to break this item with a snarling shark face on
with a Strength Roll: 17 one side, it's full of recoil
Accessories: Magazine (weighs compensation hardware and
1/2 pound, costs 35 units), Box of actually has ducts on the side of
50 rounds (weighs 2 pounds, the barrel which let out streams
costs 50 units), Holster (weighs of flame when it's fired.
1/2 pound, costs 30 units)
Description: Advanced mechanical
technology makes hand-weapons
with obscenely high calibers RZ-7 "Southern Cross" .75
available. Here's a .60 Caliber Hunting Rifle
Monster. It just barely fits in a Size: Huge (can't be concealed)
shoulder holster, and if you're Cost: 3,000 Units
going to conceal it, you might Tentative Purchase DC: 22
want to invest in a long coat. You Required Proficiency: Slugthrower
can come up with a version which Weapons
uses caseless ammunition if you Handed: Requires 2 hands to use
like, but this particular model Range Increment: 120 feet
belongs to the same “To Hit” Bonus: +1
technological pathway as the Magazine: 5
Splat Gun. Rate of Fire: As many times as the
Tigershark .75 Pistol wielder has attacks
Size: Medium (-4 penalty to Damage: 3d10 Piercing (20 x3)
conceal with a “sleight of hand” Weight: 25 pounds Armor Class: 5
roll) Hardness: 5 Hit Points: 10
Cost: 900 Units Tentative DC required to break this item
Purchase DC: 17 Required with a Strength Roll: 20
Proficiency: Slugthrower Weapons Accessories: Shells (Weigh 1/2
Handed: Requires 1 hand to use pound and cost 2 Units, each),
Range Increment: 40 feet “To Hit” Scope (1/2 lb, costs 300 units,
Bonus: -Magazine: 8 reduces Range Increment by
Rate of Fire: As many times as the one)
wielder has attacks Description: The same advanced
Damage: 2d6 Piercing (20 x3) recoil compensation technology
Weight: 6 pounds which makes it possible to
produce .75 caliber pistols can
also be applied to rifles. Only a
few small firms make these super-
huge guns, as not many 191
customers need to hunt
dinosaurs. This one is the
most popular and well-known, a Rate of Fire: As many times as the
product of the venerable wielder has attacks
Australian company known as Damage: 5d10 Piercing (20 x3)
Southern Cross Gun-Works. It Weight: 6 pounds Armor Class: 5
fires bullets that are one and a Hardness: 5 Hit Points: 12
half times the size of a .50 caliber DC required to break this item
round. with a Strength
The gun itself is huge and has Roll: 20
an octagonal barrel like an Accessories: Collapsed Matter
antique buffalo gun. It is a Rounds (Weigh 1 pound and cost
semiautomatic weapon and 2 Units each), Scope (1/2 lb, costs
doesn't need to be cocked. It 150 units, reduces Range
still can't be fired more than Increment by one)
once per round--even with all of Description: Antigravity and
it's anti-recoil devices the inertial damping technology make
weapon still kicks hard enough it possible for very advanced
to do you permanent nerve- civilizations to produce hand-held
damage if you fire it any faster. projectile weapons that fire
Superheavy
This gun is Caliber Sniper
hellaciously loud, absurdly large ammunition. The
Riflehas ducts on the side of the
and Bolt-Gun lobs a chunk of super-
barrelHuge
Size: which actually
(cant belch flame
be concealed) dense matter as big as a fist, yet it
when it is fired.
Cost: 2,000 UnitsIts specially-made weighs only a few pounds and
ammunition
Tentative Purchasedoesn't
DC: 20come in
(usually produces only the slightest recoil.
blocks, sotoeach
restricted shell
military use)has to be It takes a Standard Action to
loaded
Requiredindividually. It takes a
Proficiency: Slugthrower reload.
whole round to completely reload
Weapons
the gun. Requires 2 hands to use
Handed:
Range Increment: 120 feet
“To Hit” Bonus: +2
Magazine: 5
Rate of Fire: As many times as the Bolt-Pistol
wielder has attacks Size: Medium (-4 penalty to
Damage: 3d10 Piercing (20 x3) conceal with a “sleight of hand"
Weight: 35 pounds Armor Class: 7 roll)
Hardness: 5 Hit Points: 10 Cost: 850 Units Tentative
DC required to break this item Purchase DC: 17 Required
with a Strength Proficiency: Slugthrower Weapons
Roll: 20 Handed: Requires 1 hand to use
Accessories: Spent Uranium Range Increment: 20 feet “To Hit”
Rounds (Weigh 1/2 pound and Bonus: -Magazine: 5
cost 2 Units, each), Scope (1/2 lb, Rate of Fire: As many times as the
costs 400 units, reduces Range wielder has attacks
Increment by one) Damage: 3d10 Piercing (20 x3)
Description: A giant Weight: 5 pounds Armor Class: 7
semiautomatic sniper rifle, made Hardness: 5 Hit Points: 3
for eliminating vehicles. It fires a DC required to break this item
20 mm, 30 gram bullet with a with a Strength
spent uranium core, and can do Roll: 19
significant damage to a tank. Even Accessories: Collapsed Matter
with all the antirecoil hardware Rounds (Weigh 1 pound and cost
built into this gun, it is still 2 Units, each)
advisable to fire it from a tripod Description: The Bolt-Pistol is a
Superheavy
mount. The huge Caliber Bolt-
bullets are particularly extravagant use of
Gun
caseless and produce no spent bolt-gun technology. It's too big
brass.Huge
Size: They (cant
don'tbecome in solid
concealed) to effectively conceal, and yet too
blocks1,200
Cost: and have
Unitsto be chambered
Tentative small to hold much ammunition.
individually.
Purchase DC:It18 takes a full round to
Required It's main function seems to be to
reload this gun.
Proficiency: Slugthrower Weapons satisfy the buyer who has always
Handed: Requires 2 hands to use wanted a handgun in a truly
Range Increment: 60 feet “To Hit” ridiculous size.
Bonus: -Magazine: 15

192
Miscellaneous
Slugthrower
Improvised “zip guns”, weapons made for fighting Guns
And now for some stuff that doesn’t easily fit into other categories.
in zero gravity, hyper-
advanced slugthrowers that defy modern categories and even a heavy
machine gun or two. I couldn’t figure out how to organize these items, so
here they all are in a jumbled-up heap.
Zero-Grav Pistol attacks
Size: Small (No bonus or penalty Damage: 1d10 Piercing (20 x3).
to conceal with a “sleight of hand” Won’t damage anything with
roll) more than 6 points of
Cost: 890 Units Tentative Purchase Hardness or Damage
DC: Resistance.
Required Proficiency: Slugthrower Weight: 8
Weapons Handed: Requires 1 pounds
hand to use Range Increment: 30 Armor
feet “To Hit” Bonus: -Magazine: 8 Class: 7
Rate of Fire: As many times as the Hardness: 5
wielder has attacks Hit Points: 3
Damage: 1d8 Piercing (20 x3). DC required to break this item
Won’t damage anything with with a Strength Roll: 14
more than 6 points of Accessories: Rocket loads (weigh
Hardness or Damage 1/10 pound, cost 3 Units, each)
Resistance. Description: A recoliless rifle made
Weight: 2 pounds Armor Class: 9 specifically for zero-gravity
Hardness: 5 Hit Points: 2 combat. It fires tiny rockets at
DC required to break this item subsonic speeds from an open
with a Strength Roll: 13 breech. It is important to
Accessories: Rocket loads (weigh remember to fire this weapon only
1/10 pound, cost 3 Units, each) from the shoulder,and to make
Description: A weapon designed sure that no one is directly behind
to meet the unique challenges of you. Anything that gets within one
zero gravity combat. It is a wide, foot of the open breech while the
heavy, double-barreled pistol, weapon is being fired takes 1d4
which fires tiny rockets at heat damage. Instead
Hand-Held Chain of explosive
Carbine
subsonic speeds. The back of the warheads
Size: Large the
(-8missiles
penalty have
to soft
conceal
breech is open, so the rockets metallic
with aandtips designed
“sleight of hand” to penerate
roll)
transmit no recoil to the user-- a bone
Cost: 1,500flesh
Unitsbut not punch
crucial matter in zero-gravity. through
Tentative a spacecraft's
Purchase hull.
DC: The19
Instead of explosive warheads the gun has a sort of oversized
(usually restricted to military
missiles have soft metallic tips and revolver
use) cylinder which holds up
are for all intents and purposes to six
Requiredrockets. It takes Exotic
a full round
self-propelled bullets. They tend to pop outProficiency:
Weapons-Ranged the cylinder
Handed:and reload
to expand in gruesome ways it.
Requires 2 hands to use Range
inside the target, but won't punch Increment: 60 feet “To Hit” Bonus:
through a spacecraft's hull (also a -Magazine: 100 Rate of Fire: Once
vital consideration in space per round Damage: 2d12 Piercing
combat, where a single misplaced (20 x3) vs. a single target, a 10 by
shot can empty a craft of air and 10 foot square or a 25 foot cone.
kill the whole Carbine
Zero-Grav crew). It takes a full Weight: 16
action
Size: to reload
Medium (-4each barrel,
penalty to which pounds
can be truly
conceal with nerve-wracking
a “sleight of under
hand” Armor
fire.
roll) Later models have up to six Class: 7
barrels
Cost: and Units
1,200 bear an odd
Tentative Hardness: 5
resemblance
Purchase DC: to
18the multi-barreled
Required Hit Points: 7
hand weapons
Proficiency: of the midWeapons
Slugthrower 19th DC required to break this item
century.
Handed: Requires 2 hands to use with a Strength Roll: 17
Range Increment: 60 feet “To Hit” Special: This weapon is capable of
Bonus: -Magazine: 10 Autofire. It can target a 10-foot-
Rate of Fire: As many times as the by-10-foot area. The targeted area
wielder has has an effective Defense of 10. If
the attack succeeds, every target
within the affected area must
make a Reflex save (DC 15) or take 193
the weapon’s damage. Autofire
shoots 10 bullets, and can only be
used if the
weapon has 10 bullets in it.
Accessories: Extra-Large
Ammunition Block (weighs 2
pounds, costs 50 units, gun can
hold up to four) Description: New
materials technology and recoil
compensation techniques actually Dragunov Model Z-4980
make it possible to produce a
handheld six barrel ultra-high- Machine Gun
speed chaingun. The barrels Size: Huge (can't be concealed)
rotate to keep from overheating Cost: 1,900 Units
while the gun spews out thirty Tentative Purchase DC: 20 (usually
caliber rifle bullets at an restricted to military use)
astounding rate. It can attack a Required Proficiency: Slugthrower
lone target, a single ten foot Weapons
square or even a twenty-five foot Handed: Requires 2 hands to use
cone if the urge strikes you. If it is Range Increment: 60 feet
used to make a cone-shaped “To Hit” Bonus: -6 penalty for
attack, a Machine
Reflexes Saving Throw anyone with a
Heavy
vs. DC 25 will allow Gun
the target to Strength of less than 16 to use
Size:
take Huge
half (can't be
damage. concealed)
The chain without a mount
Cost:
carbine2,000 Units
carries its ammunition in Magazine: 150
Tentative
an extra- Purchase
large DC: 20
caseless block on Rate of Fire: As many times as the
(usually
top restricted
of the weapon.toItmilitary
takes anuse) wielder has attacks
Required
entire Proficiency:
round to reload. Slugthrower Damage: 2d12+2 Piercing (19-20
Weapons x3)
Handed: Requires 2 hands to use Weight: 35 pounds Armor Class: 5
Range Increment: 80 feet Hardness: 5 Hit Points: 8
“To Hit” Bonus: -4 penalty for DC required to break this item
anyone with a with a Strength Roll: 19
Strength of less than 15 to use Special: This weapon is capable
without a mount of Autofire. It can target a 10-
Magazine: 100 foot-by-10-foot area. The
Rate of Fire: As many times as the targeted area has an effective
wielder has attacks Defense of 10. If the attack
Damage: 2d12 Piercing (19-20 x3) succeeds, every target within
Weight: 25 pounds Armor Class: 5 the affected area must make a
Hardness: 5 Hit Points: 8 Reflex save (DC 15) or take the
DC required to break this item weapon's damage. Autofire uses
with a Strength Roll: 18 up 10 bullets, and can only be
Special: This weapon is capable used if the weapon has 10
of Autofire. It can target a 10- bullets left in it.
foot-by-10-foot area. The Accessories: Extra-Large
targeted area has an effective Ammunition Block (weighs
Defense of 10. If the attack 2pounds, costs 50 units), Scope
succeeds, every target within (1/2 lb, costs 600 units, gives the
the affected area must make a user Darkvision, reduces Range
Reflex save (DC 15) or take the Increment by one), Bipod Mount
weapon's damage. Autofire (Weighs 2 pounds, Costs 100
shoots 10 bullets, and can only units)
be used if the weapon has 10 Description: A heavy machine gun
bullets left in it. with a little more character and
Accessories: Extra-Large personality. This is a mid 21 st
Ammunition Block (weighs 2 Century Russian model, one of the
pounds, costs 50 units), last built by Novya- Dragunov. A
Computerized Targeting System throwback to an earlier period of
(1/2 lb, costs 500 units, reduces Ultra-Heavy
Russian Machine
design theory, Gun
it is big,
Range Increment by one, gives heavy, simple to maintain
Size: Huge (can't be concealed) and
weapon a +2 modifier), Bipod extremely
Cost: 5,000durable.
Units It performs
Mount (Weighs 2 pounds, Costs particularly well in inclement
Tentative Purchase DC: 23 (usually
100 units) Description: A generic weather and
restricted in arcticuse)
to military cold. The
template for a squad-support- use of caseless
Required ammunition
Proficiency: Slugthrower
gun. Most infantrymen won't be makes
Weapons it even easier
Handed: to maintain
Requires 2
issued weapons this massive, but and still
hands toless
useprone to
every unit should have at least malfunctions than earlier Russian
one. They fire giant 50 caliber designs. Its one drawback is its
bullets and require special limited range. In trying to make 194
oversized blocks of caseless the weapon tough, simple and
ammunition that aren't powerful its designers have given
compatible with smaller firearms. it little finesse. It takes only a
It takes only a standard action to Standard Action to reload one of
reload its giant ammunition blocks (like
Range Increment: 100 feet “To Armor
Hit” Bonus: -Magazine: 200 Class: 9
Rate of Fire: As many times as the Hardness
wielder has attacks : 10 Hit
Damage: 2d12+4 Piercing (20 x3) Points: 5
Weight: 75 pounds Armor Class: 5 DC required to break this item
Hardness: 5 Hit Points: 10 with a Strength Roll: 20
DC required to break this item Special: This weapon is capable
with a Strength Roll: 21 of Autofire. It can target a 10-
Special: This weapon is capable foot-by-10-foot area. The
of Autofire. It can target a 10- targeted area has an effective
foot-by-10-foot area. The Defense of 10. If the attack
targeted area has an effective succeeds, every target within
Defense of 10. If the attack the affected area must make a
succeeds, every target within Reflex save (DC 15) or take the
the affected area must make a weapon's damage. Autofire
Reflex save (DC 15) or take the shoots 10 bullets, and can only
weapon's damage. Autofire be used if the weapon has 10
shoots 10 bullets, and can only bullets in it.
be used if the weapon has 10 Accessories: Magazine (weighs
bullets left in it. 1/2 pound, costs 35 Units),
Accessories: Extra-Large 7.5mm uranium slug (weighs
Ammunition Block (weighs 1/10 pound, caseless round, not
2pounds, costs 50 units, gun can compatible with other firearms,
hold up to four), Computerized costs 40 Units for a box of 50, if
Targeting System (1/2 lb, costs its makers still recognize the
500 units, reduces Range concept of money). The scope
Increment by one, gives weapon a and targeting system are
+2 modifier), Bipod Mount already built into the weapon,
(Weighs 2 pounds, Costs 100 and taken into account in its
units) Range Modifier.
Description: A generic template Description: A heavy-duty
for a heavy machine- gun, of the sidearm, produced by more
type you might find on a tank or a advanced technology than most
helicopter. It's too big for one slugthrowing weapons, it is
person to carry and use as a something like the ultimate
hand-weapon. A generation semiautomatic pistol.
earlier these guns were belt-fed, The user's hand fits inside a
but now you load them with three molded plastic shell with a short
or four oversized blocks of square barrel protruding from one
caseless ammunition. It takes a side.
AssaultA targeting
Rifle, screen blinks to
Lastas soon
full round to carefully set the new life above
Generation their hand as
blocks in the ammo hopper, but they
Size: take the safety
Medium off (itto
(-4 penalty also
since the gun is usually too hot to displays the gun's
conceal with temperature
a “sleight of hand”
fire for at least another minute and
roll) how many shots are left in
after it runs out of ammo, you the
Cost:magazine).
1,000 Units
may as well take your time. Squeezing
Tentative the handle
Purchase DC: 18activates
(Usually
Slugthrower Pistol, Last a completely solid- state electrical
Unavailable)
firing
Requiredmechanism
Proficiency:which contains
Slugthrower
Generation no moving parts. It launches a 7.5
Weapons
Size: Small (No bonus or penalty mm spentRequires
uranium2 round
to conceal with a “sleight of hand” Handed: hands with
to use a
liquid metal core. The
Range Increment: 200 feet ammunition
roll) is caseless, but comes in individual
Cost: 800 Units (but is often used “To Hit” Bonus: +3
slugs
Magazine: 75 bullets, six blocks. It
rather than in solid
by societies that have outgrown has a magazine, which although
money) micromissiles
oddly
Rate ofcurved
Fire: Asis many
not unlike
timesthe as the
Tentative Purchase DC: 17 (Often magazines
Unavailable) wielder hasused by firearms that
are centuries older. The gun
attacks
Required Proficiency: Slugthrower produces no recoil
Weapons Damage: Bullets doand
5d12 very little
Piercing
sound.
(20 x3), see description for
Handed: Requires 1 hand to use
Range Increment: 50 feet micromissile damage.
“To Hit” Bonus: +3 Weight: 4 pounds Armor Class: 7
Magazine: 30 Hardness: 10 Hit Points: 15
Rate of Fire: As many times as the DC required to break this item
wielder has attacks with a Strength Roll: 22
Damage: 2d10 Piercing (20 x3) Special: This weapon is capable of195
Weight: 2 pounds Autofire. It can target a 10-foot-
by-10-foot area. The targeted
area has
an effective Defense of 10. If the Description: A one-shot
attack succeeds, every target homemade handgun of the type
within the affected area must favored by teenage hooligans and
make a Reflex save (DC 15) or take post- apocalyptic mutants. Made
the weapon’s damage. Autofire from a length of pipe and a few
shoots 10 bullets, and can only be odds and ends, anyone can build
used if the weapon has 10 bullets one of these with 10 Units worth
in it. of material and a Repair roll vs.
Accessories: Magazine (weighs DC 18. It's up to the DM as to
1/2 pound, costs 35 units, but is what specific materials you need,
often used by societies that have but the most crucial part is always
outgrown money), 7.5mm a tube that's strong enough to
uranium slug (weighs 1/10 serve as the firing chamber and
pound, caseless round, not barrel.
compatible with other firearms, This is a breech-loading gun
costs 40 for a box of 50 if its that breaks open to reload. Slip
makers still use money), Super- a caseless .30 caliber rifle shell in
Advanced Micromissiles (weigh the back and snap it shut. The
1/2 pound each, cost 150 units process of reloading takes only
for a pack of six). The scope and a standard action if you're using
targeting system have been built caseless ammo (there's no hot
into the weapon, and are already shell to fish out of the breech) It
taken into account in its Range takes a full round if you’re using
Modifier Description: In universes ammunition with brass cases.
where the DM has decided that The zip gun has a kind of a
energy weapons are impractical, stock, but no trigger. You fire it by
gauss-guns are unfeasible and pulling backRifle
Zip-Gun the hammer and
gyrojets are silly, this would be letting go. There's
Size: Large no safety
(-8 penalty to conceal
the kind of rifle carried by the mechanism,
with a “sleightso of
handle
hand”with roll)care.
troops of a star-spanning Every
Cost: time the
Seldom for gun
sale,isit fired,
takes 20
civilization. It uses neither liquid there worth
Units is a 5%ofchance thattoit make
materials will
nor solid propellant, and instead explode,
this weapondoing 1d6 bludgeoning
yourself.
generates an expanding plasma damage toPurchase
Tentative whoeverDC: is holding
5 Required it
field in the firing chamber, which and 1 point Simple
Proficiency: of piercing
Handed:damage to
hurtles the projectiles into the anyone
Requiresin2ahands
5 foottoradius
use Range(unless
target at such horrendous speeds they make a40Reflexes
Increment: feet “ToSaving
Hit” Bonus:
that the bullets sometimes Throw
-Magazine:vs. DC1 15).
experience localized time Rate of Fire: Once per round
dillation effects (this has no Damage: 1d8+1 Piercing (20/x3)
bearing on game-play, it's just a Weight: 7 pounds Armor Class: 7
cool detail you can mention to Hardness: 3 Hit Points: 2
your
Zip-Gun players, to make them say DC required to break this item
"oooh").
Size: Small (No bonus or penalty with a Strength Roll: 12
toAconceal
small missile-launcher
with a “sleight ofon the Accessories: Box of 50 rounds
bottom
hand” roll) contains up to six micro- (weighs 1 pound, costs 40 units)
missiles
Cost: Seldom with programmable
for sale, it takes 10 Description: A single-shot
loads. The missiles
Units worth of materials can be set to
to make homemade rifle of the type
detonate for
this weapon yourself. 3-12 d8 favored by people who can't
bludgeoning damage
Tentative Purchase DC: 5 in a 20 foot afford better. You can build one
radius,
Required a burst of radiation
Proficiency: Simplewhich of these guns with 20 Units
does the same adjustable
Handed: Requires 1 hand to amount
use worth of material and a Repair
of
Range Increment: 10 feet “Toliving
damage but only affects Hit” roll vs. DC 18. It's up to the DM
targets or
Bonus: -Magazine: an1 anti-robot as to what specific materials you
electromagnetic
Rate of Fire: Once per pulse
roundwhich need, but the crucial part is
does
Damage: the 1d8+1
same range
Piercing of (20/x3)
damage always a long, durable length of
but only affects machines.
Weight: 2 pounds Armor Class: These
9 pipe.
missiles
Hardness:are 3 Hitsmart
Points:enough
1 to Calling it a rifle is extremely
understand commands
DC required to break this item like: "go charitable. This is a smoothbore
see
with what's behind
a Strength Roll:that
12 barn and weapon with no rifling on the
kill it" or "goBox
Accessories: kill of
that
50 guy
roundsnext to barrel and the bullet pretty
the tank unless he's one
(weighs 1 pound, costs 40 units) of our much goes where it will.
troops, in which case go hit that You break the gun open to
jeep over on the left instead--not reload it. Slip a caseless rifle shell
the green jeep, but the one next (caliber unimportant) in the barrel,
to it." close it, pull the hammer back and
let it fire. No point in raising the 196
gun to your shoulder before you
fire-aiming it does little good.
The process of reloading takes
only a standard
action if you're using caseless Hardne
ammunition, or a full round if you ss: 4 Hit
have to dig a sizzling hot shell Points:
out of the weapon before you 3
can put another one in. DC required to break this item
Every time the gun is fired, with a Strength Roll: 13
there is a 5% chance that it will Accessories: Caseless Shotgun
explode, doing 1d6 bludgeoning Shells (weigh 1/4 lb each, cost 20
damage to whoever is holding it Units for a box of 50)
and 1 point of piercing damage Description: Homemade junkyard
Zip-Shotgun
to anyone in a 5 foot radius shotguns are somewhat more
(unlessMedium
Size: they make(-4 a Reflexes
penalty to effective than improvised pistols
Saving Throw vs. DC 15).
conceal with a “sleight of hand” and rifles, if no less apt to blow
roll) your fingers off. The lack of rifling
Cost: Seldom for sale, it takes on the barrel isn't a problem, so if
10 Units worth of materials to you can find a length of pipe that
make this weapon yourself. won't burst open when you touch
Tentative Purchase off a shell inside it, you can make
DC: 5 Required a weapon that's about as accurate
Proficiency: Simple as an actual single-barrel shotgun.
Handed: Requires 2 You can build one with 10 Units
hands to use Range worth of material and a Repair roll
Increment: 30 feet vs. DC 15. It takes a standard
“To Hit” Bonus: -- action to reload if you're firing
Magazine: 1 caseless shells, or a full round if
Rate of Fire: Once per you have to pull a hot shell out of
round Damage: 2d6 the breach before reloading. Be
warned, every time you fire the
Piercing (20/x3)
Weight: 8
pounds
Gyrojets gun, there is a 5% chance that it
will explode, and do 2d6 Piercing
Gyrojet weapons are an interesting damage to everyone
technological sidebar--inaa futuristic
5 foot
Armor
weapon that showed promise yet never radius
got off(athe
Reflexes
groundSaving
in Throw
our world.
Class:
But in 7the future or in some other reality,vs.whoDCknows?
15 halves the damage).
Perhaps this, rather
than energy weapons, is the technology that will replace slugthrowers.
Essentially a very small missile launcher, a gyrojet is no bigger than an
ordinary sidearm and fires solid fueled rockets the size of large bullets. The
United States tried to use them early on in the Vietnam conflict, but the
technology wasn't ready for the specific challenges of jungle warfare and
the concept has languished ever since.
There are a number of advantages to gyrojet weapons, once the
technology is perfected. They are quiet, accurate, and extremely versatile. A
whole wide range of different loads becomes available when and if these
weapons come into common use, turning Range Increment:
every 40 feet
gun into “To Hit”
a potential
arsenal of different tricks. Bonus: -1 Magazine: 5
Rate of Fire: As many times as the
wielder has attacks
Damage: 2d6+1 (19-20 x3)
Piercing. Only does
1d6+1 if it hits any target that is
closer than ten feet.
Weight: 2 pounds
Armor Class: 9
Hardness: 4
Hit Points: 1
Primitive Gyrojet Pistol DC required to break this item
Size: Small (No bonus or penalty with a Strength Roll: 13
to conceal with a “sleight of Accessories: Primitive Gyrojet
hand” roll) Shells (Weigh 1/10 pound and
Cost: 650 Units Tentative cost 5 Units, each)
Purchase DC: 16 Required Description: An early prototype
Proficiency: Slugthrower gyrojet pistol. These have been
Weapons Handed: Requires 1 around in one form or other
hand to use since the mid 1960s. It looks like
a large, boxy automatic handgun
with two rows of gas-vent holes 197
running down either
side of the barrel. More than one (with fake wood decals on the
observer has noted its side, for some incomprehensible
resemblence to a toy gun. reason).
It fires 12mm solid-fuel The carbine fires the same 12
rockets, which do a great deal of mm solid-fueled rocket as the
damage on impact, due to their pistol. It has the same significant
enormous size (they don't strengths and appalling
actually explode). weaknesses. It is very light, nearly
It is a very quiet gun and makes silent and does a lot of damage
only a hissing sound when fired-- (the rockets are the size of 50
no louder than an overflowing can caliber bullets) Yet it is also wildly
of beer. It's also much lighter than inaccurate, difficult to load
any slugthrower pistol of the same properly and fires ammunition
size. that is prone to developing lethal
Yet despite these advantages defects.
1965 technology just wasn't up to The mid 20th century just
making these guns practical. wasn't the right time for gyrojet
Despite what its enthusiasts have weapons, Still, it remains an
to say, this gun is wildly inaccurate interesting beginning (unless of
at any range. The ammunition is course the DM decides that they
sensitive to humidity and prone to are a useless dead end).
going dangerously bad without
any visible indication that it's no
longer safe to use. Gyrojet Pistol
The gun is also needlessly Size: Small (No bonus or penalty
difficult to load. The rockets are to conceal with a “sleight of
pushed down into a spring-loaded hand” roll)
magazine from above and have to Cost: 600 Units Tentative
all be crammed in at once. If you Purchase DC: 16 Required
open the magazine while it still Proficiency: Slugthrower
has rockets inside, they will all fly Weapons Handed: Requires 1
back out. It takes a full round and hand to use Range Increment: 50
a Reflexes Saving Throw vs. DC 10 feet “To Hit” Bonus: -Magazine:
to successfuly reload the gun. 20
A few still exist in the hands of Rate of Fire: As many times as the
dedicated collectors by the dawn wielder has attacks
of the 21st century. Most haven't Damage: 2d6+2 Piercing (19-20
been fired inGyrojet
Primitive decades. Carbine x3)
Size: Large (-8 penalty to conceal Weight: 2 pounds Armor Class: 9
Hardness: 5 Hit Points: 2
with a “sleight of hand” roll) DC required to break this item
Cost: 1,300 Units Tentative with a Strength Roll: 14
Purchase DC: 19 Required Accessories: Standard 13 mm
Proficiency: Slugthrower Gyrojet Shells (weigh 1/20 pound
Weapons Handed: Requires 2 each, cost 10 Units for a box of
hands to use Range Increment: 50), Holster (costs 20 Units,
80 feet “To Hit” Bonus: -- weighs 1/2 pound) Description:
Magazine: 5 An early gyrojet pistol, it
Rate of Fire: As many times as improves drastically on its 20th
the wielder has attacks century ancestors. It fires 13mm
Damage: 2d6+1 Piercing (19-20 solid fuel rockets, which do a
x3) tremendous amount of damage
Weight: 3 pounds Armor Class: 7 to the target--they're bigger and
Hardness: 4 Hit Points: 2 faster than 50 caliber bullets.
DC required to break this item Unlike previous models this gun
with a Strength Roll: 14 is deadly accurate and the
Accessories: Primitive Gyrojet ammunition isn't vulnerable to
Shells (Weigh 1/10 pound and humid weather. The rockets can
cost 5 Units, each) be loaded into a clip and slapped
Description: Less well into the gun's magazine in a
remembered than the gyrojet single standard action. It looks
pistol, the gyrojet carbine also like a large automatic handgun,
appeared in the mid 1960s. It but is much lighter. The barrel is
looks even more like a toy than perforated with distinctive gas
the pistol does, bearing some venting holes, up and down its
resemblance to a simplified M16 length. This gun makes very little
sound when fired—just a low 198
hiss.

Gyrojet Derringer
Size: Tiny (+4 bonus to conceal
Damage: 2d6 Piercing (19-20 x3) Cost: 1,000 Units
Weight: 1 pound Tentative Purchase DC: 18
Armor Class: 13 (usually restricted to military use)
Hardness: 5 Hit Required Proficiency: Slugthrower
Points: 1 Weapons Handed: Requires 2
DC required to break this item hands to use Range Increment:
with a Strength Roll: 13 100 feet “To Hit” Bonus: --
Accessories: Standard 13 mm Magazine: 40
Gyrojet Shell (weighs 1/20 pound, Rate of Fire: As many times as the
costs 10 Units for a box of 50), wielder has attacks
Holster (costs 20 Units, weighs 1/2 Damage: 4d6 Piercing (19-20 x3)
pound) to a single target or 3d6
Description: Because they produce Bludgeoning to everything in a 10
so little recoil, it is possible to foot square (a Reflexes Saving
produce a gyrojet derringer with Throw vs. DC 15 reduces this
much more stopping power than a damage by half)
conventional one-shot pistol. This Weight: 7 pounds Armor Class: 7
is a typical model, meant as a Hardness: 5 Hit Points: 5
template for you to develop DC required to break this item
others from, if you like. It is even with a Strength Roll: 17
simpler than most gyrojet Accessories: Exploding Gyrojet
weapons. The ignition system is Shells (weigh 1/20 pound each,
completely electric and you reload costs 10 Units for a box of 50),
by dropping
Gyrojet the new round into
Carbine Scope (1/2 lb, costs 150 units,
the
Size: Medium muzzle.
weapon's (-4 penalty to reduces Range Increment by one)
The onlywith
conceal moving part isofthe
a “sleight hand” Description: A military gyrojet
trigger
roll) button. You sometimes see rifle, designed as a generalized
these 850
Cost: as survival weapons,Purchase
Units Tentative on infantry weapon. It fires 12 mm
lifeboats and in escape-pod
DC: 17 Required Proficiency: solid rockets with exploding
equipment
Slugthrowerpacks.Weapons Handed: warheads. Unlike virtually all
Requires 2 hands to use Range military projectile weapons, it
Increment: 90 feet “To Hit” Bonus: does not have the capacity for
-Magazine: 30 autofire, although it's exploding
Rate of Fire: As many times as the warheads do give it the ability to
wielder has attacks make area attacks.
Damage: 2d6 Piercing (19-20 x3) A small button next to the
Weight: 6 pounds Armor Class: 7 trigger gives you the option not
Hardness: 5 Hit Points: 3 to arm the warhead, so that the
DC required to break this item missile will behave like an
with a Strength Roll: 16 ordinary .50 caliber bullet. This
Accessories: Standard Gyrojet can be an extremely useful
Shells (weigh 1/20 pound, costs 10 option, depending on the
Units for a box of 50), Scope (1/2 situation, as the gun makes little
lb, costs 150 units, reduces Range noise if the warhead doesn't
Increment by one) Description: A detonate.
short rifle, made largely from It is a very light weapon,
synthetic materials. It has a simple, simple,
Miniature,durable easy to maintain
Concealed
unadorned look and almost and easy to carry. It doesn't fire
resembles a toy gun. The barrel is Gyrojet
bursts, so it is easier to aim and
perforated with distinctive gas Size:
controlFine
than(+12 bonus to conceal
a conventional
vent holes. It is an extremely with a “sleightautomatic
slugthrowing of hand” roll)rifle,
lightweight weapon, easy to carry Cost:
which700 alsoUnits
means that it is easier
and store. The design is both Tentative
to train men Purchase DC:Nor
in its use. 17 does
simple and durable with as few (usually
it need to illegal) Required
be reloaded as often,
separate moving parts as possible. Proficiency:
since it doesn't Simple
expendHanded:
more than
It fires 13mm solid-fuel rockets Requires
one round 1 at
hand to use
a time. Rangea
It takes
which do a great deal of damage Increment:
standard action 10 feet
to “To
reloadHit”this
Bonus:
on impact, owing to their -Rate
gun. of Fire: Once per round
enormous speed and size. This is a Damage: 1d12 Piercing (19-20 x3)
far better rifle than its 20th Weight: 1/2 pound Armor Class:
Gyrojet
century Assault
ancestor, Rifle
accurate and 13 Hardness: 3 Hit Points: 1
Size: Large
reliable. (-8 penalty to conceal DC required to break this item
with a Sleight of Hand roll) action
to reload.
It takes a standard
with a Strength

199
Roll: 10 characteristics), Holster (costs 20
Description: A one-shot Units, weighs 1/2 pound)
assassination weapon, these tiny Description: Once the technology
missiles come in little plastic tubes to create small missiles grows
that can be concealed in a pen or sufficiently advanced, gyrojet
even a cigarette. This is a guns become veritable arsenals,
disposable weapon and can't be with all sorts of specialized
reused. warheads for different tasks. This
one is an advanced police
weapon, ideal for keeping justice
in the lawless mega-cities of the
future (ahem).
It uses a rotary magazine and
can load whichever type of round
is required into the chamber, in
whichever order you need them.
Advanced Gyrojet The stats given here assume that
it is carrying 3 heat-seekers, 3
"Lawdog" Pistol Exploding rounds, 3 Mercy Gas
Size: Small (No bonus or penalty Bullets, 3 Fear Gas Rounds and
to conceal with a “sleight of hand” 3 Armor-Piercing Rounds. You can
roll) of course load it with whichever
Cost: 900 Units rounds you prefer, in whatever
Tentative Purchase DC: 17 Advanced Gyrojet Assault
combination.
Required Proficiency: Slugthrower It is a complex weapon, heavier
Weapons Rifle
and less durable than most
Handed: Requires 1 hand to use Size:
gyrojetLarge (-8 penalty
pistols, but itstoversatility
conceal
Range Increment: 50 feet with a Sleight of Hand
as a police tool is all but roll)
“To Hit” Bonus: Most loads have Cost: 1,000 Units
unequalled. It takes a standard
no bonus. Heat- seeking rounds Tentative
action to Purchase DC: 18
reload, assuming that
fly out to a point 30 feet distant (usually restricted to military
you've pre-prepared a clip use)
with
from the gun, and then attack the Required
whicheverProficiency:
loads you Slugthrower
would
nearest warm target, hitting it Weapons Handed: Requires 2
prefer.
automatically unless the target hands to use Range Increment:
makes a Reflexes Saving Throw vs. 100 feet “To Hit” Bonus: Most
DC 27. loads have no bonus. Heat-
Magazine: 3 heat-seeking rounds, seeking rounds fly out to a point
3 Exploding 30 feet distant from the gun, and
rounds, 3 Mercy Gas Bullets, 3 then attack the nearest warm
Fear Gas Rounds and target, hitting it automatically
3 Armor-piercing Rounds unless the target makes a
Rate of Fire: As many times as the Reflexes Saving Throw vs. DC 27.
wielder has Magazine: Holds 30 Rounds in
attacks total. Usually loaded with 5 heat-
Damage: Varies by type of round. seeking rounds, 15 Exploding
Heat-seeking rounds do 2d6+2 rounds, 5 Incendiary rounds and
Piercing (19-20 x3), Exploding 5 Armor-piercing Rounds Rate of
rounds do 3d6 to anything in a 5 Fire: As many times as the wielder
foot radius (a Reflexes Saving has attacks
Throw vs. DC 18 halves the Damage: Varies by type of round.
damage), Mercy Gas Bullets Heat-seeker rounds do 2d6+2
require every living target that (19-20 x3), Exploding rounds do
isn't wearing a full body 3d6 to anything in a 5 foot
protection suit in a 10 foot radius radius, Incendiary Rounds do 2d6
to make a Fortitude Saving Throw per round to the target for 3
vs. DC 20 or fall unconscious for rounds and ignore up to 10
2d10 minutes, Fear Gas Rounds points of Hardness, Armor-
force everyone in a 10 foot radius piercing Rounds do 2d6 damage
to make a Fortitude Saving Throw (19-20 x3), ignore up to 10 points
vs. DC 20 or flee in a blind panic of Hardness and do an additional
for 2d10 rounds ( a gas mask or 4d6 to targets that have
independent oxygen supply 7 or more points of damage
completely shields the target from resistance Weight: 4 pounds
this effect), Armor-Piercing Armor Class: 7 Hardness: 5 Hit
Rounds do 2d6 damage (19-20 Points: 7
x3), ignore up to 10 points of DC required to break this item 200
Hardness and do an additional with a Strength Roll: 18
4d6 to targets that have 7 or more Special: Can fire any of the
points of damage resistance. special Gyrojet Loads listed
Weight: 3 pounds Armor Class: 9 above.
Hardness: 5 Hit Points: 2 Accessories: Standard Gyrojet
Shells (weigh 1/20 pound each,
Description: An advanced military “To Hit” Bonus: +1
gyrojet rifle, equipped with a Magazine: 10
wide variety of specialized loads. Rate of Fire: As many times as
It stores its ammunition on a the wielder has attacks
rotary chain, which can put Damage: 5d6 Piercing (19-20 x3)
whichever rocket you need in the Weight: 7 pounds Armor Class:
chamber whenever you need it. 7 Hardness: 5 Hit Points: 7
You don't need to use up one DC required to break this item
type of load in order to get down with a Strength Roll: 19
to the next one. Special: Can fire any of the
It isn't as light or as simple as special Gyrojet Loads listed
previous models of gyrojet rifle, above.
but it still compares favorably to Accessories: Standard Gyrojet
slugthrower and gauss weapons Shells (weigh 1/20 pound each,
on both points. It is nearly as cost 10 Units for a box of 50),
quiet as a gauss gun but has Scope (1/2 lb, costs 300 units,
better penetration. It has the reduces Range Increment by one)
stopping power of a slugthrower Description: A gyrojet weapon
rifle but doesn't need to be made specifically for snipers. It
reloaded as often. fires a specialized long-distance
As with previous models, it isn't rocket, 10mm in diameter. The
an autofire weapon and instead rocket has a shaped-charge
Gyrojet Sniper Rifle
relies on exploding rounds to explosive head which can
makeLarge
Size: area attacks.
(-8 penalty to penetrate armored targets. You
While the stats listed
conceal with a Sleight of Hand here can arm it or choose not to as a
assume the rifle is loaded with a
roll) free action. Be warned, if the
standard
Cost: 2,000mixture
Units of the most charge is armed, it will make a lot
common types of
Tentative Purchase DC: 20round, you are of noise when it goes off. This
of course
(usually free toto load
restricted it with
military rifle has a lot of advantages. It is
whatever
use) combination you would far lighter than any conventional
prefer. Proficiency:
Required sniper rifle made for disabling
Slugthrower Weapons Handed: vehicles and can be fired without
a tripod. It makes less noise than
Requires 2 hands to use Range
Increment: 110 feet Gyrojet Loads
a laser or a slugthrowing rifle
(unless of course you arm the
A wide range of different specialty gyrojet loads are
warhead) and listed beneath.
doesn't Theya
produce
can all be used by any of the gyrojet guns listed here (except
muzzle-flash. It's more durable for the
oldest and most primitive ones). Sincethan these aren't really
a gaussgun, separate
and much
weapons, just different types of ammunition,easier we're
to repair. not Reloading
going to count
takes
any of them against the total 1001 weapons in this book.
a standard action.
Gyrojet Load, Standard Required Proficiency: Slugthrower
Cost: 10 Units (for a box of 50) Weapons “To Hit” Bonus: --
Tentative Purchase DC: 3 Damage: 2d6 Electrical (18-20 x3)
Required Proficiency: Does an extra 6d8 Electrical
Slugthrower Weapons “To Hit” damage to robots and other
Bonus: +1 vs. armor only sentient machines.
Damage: 2d6+2 Piercing (18-20 Weight: 1/20 pound
x3) Armor Class: 13 (Can't be
Weight: 1/20 pound attacked in flight by most
Armor Class: 13 (Can't be weapons)
attacked in flight by most Hardness: 2 Hit Points: 1
weapons) DC required to break this item
Hardness: 10 Hit Points: 1 with a Strength Roll: 14
DC required to break this item Description: A gyrojet round with
with a Strength Roll: 17 an EMP warhead designed
Description: A standard, basic specifically to disrupt robotic
gyrojet round. It is basically a neural networks. It will still do
small solid-fueled rocket, about damage to a human target (it
the size of a .50 caliber round. It does no one any good to have a
does not explode
Gyrojet Load, small Cost:
on impact, but Warhead
Anti-Robotic missile shot into their body)
5 Units
will still punch enormous holes but nothing like the catastrophic
through Gyrojet Load, Armor-Piercing
the target. effect it has on robots and other
Cost: 20 Units (for a box of 50)
Tentative Purchase DC: 2 sentient computers.

201
Tentative Purchase DC: 4 Willpower Saving Throw vs. DC 25
Required Proficiency: Slugthrower to keep from becoming effectively
Weapons useless, unable to take any
“To Hit” Bonus: +2 vs. armor only actions but screaming and
Damage: 2d6 Piercing (17-20 x3), trembling until the gas wears off.
ignores 10 points A gas mask or other independant
of Hardness or damage resistance. oxyen supply completely shields
Does an additional the target from this effect. A
4d6 damage to targets that have hardware store filter mask or
7 or more points of some other such improvised filter
damage resistance. grants the target a +2 to their
Weight: 1/20 pound Saving Throw.
Armor Class: 13 (Can't be Description: This load can be fired
attacked in flight by most directly into a target's body in an
weapons) emergency (in which case it does
Hardness: 5 Hit Points: 1 2d6+2 damage, like an ordinary
DC required to break this item gyrojet load of its size), but is
with a Strength Roll: 15 usually used as an area attack
Description: A gyrojet round GyrojettoLoad,
weapon, chase away angry
packed with spent uranium. It Fragmentation
crowds, etc. Fear gas Bomb
loads are
has enormous penetration, but it normally
Cost: fired when a policeman
5 Units
is almost pointless
Gyrojet to waste it on
Load, Exploding or soldier Purchase
Tentative finds themselves
DC: 2 Required
human infantry, unless of course
Round desperately Slugthrower
Proficiency: outnumbered, but
Weapons
they
Cost:are heavily
20 Units armored.
(for a box ofMost
50) sick freaks
“To Hit” also may
Bonus: use them
-Damage: 5d6 on
of the round's
Tentative forceDC:
Purchase will4just go crowds for
Piercing kicks.x3) to the target,
(19-20
straight
Requiredthrough them.
Proficiency: 4d6 Piercing to anything else in a
Slugthrower Weapons “To Hit” 15 foot radius. Anyone (except the
Bonus: -Damage: 3d6 target) caught inside the area of
Bludgeoning to anything in a 5 attack can make a Reflexes Saving
foot radius. Any target caught Throw vs. DC 20 to take half
inside the area of attack can damage.
make a Reflexes Saving Throw Weight: 1/20 pound
vs. DC 20 to take half damage. Armor Class: 13 (Can't be attacked
Weight: 1/20 pound in flight by most weapons)
Armor Class: 13 (Can't be Hardness: 2 Hit Points: 1
attacked in flight by most DC required to break this item
weapons) with a Strength Roll: 15
Hardness: 2 Hit Points: 1 Description: An anti-personnel
DC required to break this item rocket, packed with as much
with a Strength Roll: 15 shrapnel as will fit in its tiny
Description: A micro-missile warhead. It is somewhat less
filled with a high- explosive effective
Gyrojet than
Load, a fragmentation
Glue-Bomb
compound. It can be set to grenade, but still
Cost: 10 Units Tentativereally bad to be
Purchase
detonate
Gyrojet on impact
Load, or just
Fear Gaswhen around when it Proficiency:
DC: 3 Required goes off.
it passes through
Cost: 5 Units a particular Slugthrower Weapons “To Hit”
square. Purchase DC: 2
Tentative Bonus: -Damage: Special, see
Required Proficiency: description Weight: 1/20 pound
Slugthrower Weapons “To Hit” Armor Class: 13 (Can't be attacked
Bonus: -Damage: Special, see in flight by most weapons)
description Weight: 1/20 pound Hardness: 2 Hit Points: 1
Armor Class: 13 (Can't be DC required to break this item
attacked in flight by most with a Strength Roll: 14
weapons) Description: On impact this rocket
Hardness: 2 Hit Points: bursts apart, showering
DC required to break this item everything in a five foot radius.
with a Strength Roll: 14 Anything within that radius which
Special: Everyone in a 10 foot fails a Reflexes Saving Throw vs.
radius of the impact must make DC 20 is caught fast by the glue. A
a Willpower Saving Throw vs. DC trapped character suffers a -2
20 or flee in a blind panic for penalty on all attacks, has their
2d10 rounds. Fleeing targets can Dexterity effectively reduced by 4
defend themselves if attacked, and must immediately make
but otherwise can take no action another Reflexes Saving Throw
apart from running away. If (DC 15) to avoid being stuck to
cornered and unable to leave the floor. If a
the area, they must make 202
another
character is is fact glued to the explosive in its nose. Not really
floor, they are unable to move. intended as an antipersonnel
Even if they make the second round, it's meant to be used
saving throw, they still only move against vehicles. Actually less
at half their normal rate. To free effective against human targets
themselves, they must make a than many less powerful rounds,
Strength check vs. DC 27, or do as most of the damage tends to
at least fifteen points of damage go straight through a human
Gyrojet
to the glue.Load, Heat-Seeker
Hitting the glue is Gyrojet
body and outLoad,
the Incendiary
other side.
automatically
Cost: 5 Units successful. Cost: 20 Units (for a box of 50)
Tentative Purchase DC: 2 Tentative Purchase DC: 4
Required Proficiency: Required Proficiency: Slugthrower
Slugthrower Weapons “To Hit” Weapons “To Hit” Bonus: --
Bonus: Special, see description Damage: 1d6+1 Piercing (19-20
Damage: 2d6+2 Piercing (19- x3) plus 2d6 Heat damage. Target
20 x3) will continue to take 2d6 Heat
Weight: 1/20 pound damage per round for for 3
Armor Class: 13 (Can't be rounds Weight: 1/20 pound
attacked in flight by most Armor Class: 13 (Can't be
weapons) attacked in flight by most
Hardne weapons)
ss: 2 Hit Hardness: 2 Hit Points: 1
Points: DC required to break this item
1 with a Strength Roll: 15
DC required to break this item Special: Ignores 10 points of
with a Strength Roll: 15 Hardness or damage resistance.
Special: Automatically hits the Description: A gyrojet round
target unless they make a packed with a lightweight plastic
Reflexes Save vs. DC 27, but see thermite compound, it ignites on
description. Description: When impact and only does heat
fired, the round flies out to a damage to the target itself-- from
distance of thirty feet, and then the inside.Load, Mercy Gas
Gyrojet
automatically hit the nearest Cost: 5 Units
living target, whether it is a Tentative Purchase DC: 2
friend, a foe or an innocent Required Proficiency: Slugthrower
bystander. Please note that it Weapons “To Hit” Bonus: --
does not necessarily hit the Damage: Special, see description
nearest living thing to the Weight: 1/20 pound
weapon's user. Instead it targets Armor Class: 13 (Can't be
the nearest living thing to the attacked in flight by most
point (thirty feet distant) where weapons)
its internal guidance system Hardness: 2 Hit Points:
takes over. If there is no living, DC required to break this item
warm-blooded animal within with a Strength Roll: 14
thirty feet, the missile will instead Special: Every living target in a 10
hit the nearest non-living heat foot radius must make a Fortitude
source. If used in a situation Saving Throw vs. DC 20 or fall
where there is no living thing unconcious for 2d10 minutes. A
present and no reasonable way gas mask grants only a +2 bonus
to select a secondary target to the target's saving throw, but a
(outdoors in Antarcrtica, inside vacuum suit or other such sealed
an ice cave, etc), there is a 50% full-body protection suit will
chance that the missile will abort completely negate the effect. Has
and detonate once it reaches the no effect on Robots and at the
thirty-foot mark, and a 50% DM's discretion certain aliens
chance that it will instead may be affected differently (or
become confused and come back not at all) by the drug.
to attack the person who fired it. Description: If the shell is shot
Heat-seekers are extremely into a living target's body rather
useful in certain situations and than being used as an area effect
lead to tragic farce in others. weapon, it will do damage like a
Gyrojet Load, High- standard gyrojet load (2d6+2
Piercing). There is a 50% chance
Explosive, AntiVehicle that the gas load won't detonate
Cost: 10 Units Tentative Purchase properly, and if it does, there is a
DC: 3 Required Proficiency: 65% chance that it won't affect 203
Slugthrower Weapons “To Hit” anyone but the target
Bonus: -Damage: 2d6 Piercing
(18-20 x3). Ignores 10 points of
Hardness or damage resistance.
Does an additional 4d6 damage
Gyrojet Load, Paralysis Gas
Cost: 10 Units Gyrojet Load, Poison
Tentative Purchase DC: Flechette Bomb
3 Cost: 10 Units Tentative Purchase
Required Proficiency: Slugthrower DC: 3
Weapons “To Hit” Bonus: -- Required Proficiency: Slugthrower
Damage: Everyone in a 5 foot Weapons “To Hit” Bonus: --
radius must make a Fortitude Damage: 5d6 Piercing to anything
Save vs. DC 20 or be paralyzed in a 15 foot radius. Any target
and helpless, unable to move or caught inside the area of attack
take any physical actions, for can make a Reflexes Saving Throw
2d10 rounds. vs. DC 20 to take half damage.
Weight: 1/20 pound Anyone who takes Piercing
Armor Class: 13 (Can't be damage from this weapon must
attacked in flight by most make a Fortitude Saving Throw
weapons) vs.DC 20 or take an additional 3d8
Hardness: 2 Hit Points: damage from poison. Weight:
DC required to break this item 1/20 pound
with a Strength Roll: 14 Armor Class: 13 (Can't be attacked
Description: If the shell is shot in flight by most weapons)
into a living target's body rather Hardness: 2 Hit Points: 1
than being used as an area effect DC required to break this item
weapon, it will do damage like a with a Strength Roll: 15
standard gyrojet load ( 2d6+2 Description: A low-velocity gyrojet
Piercing). There is a 60% chance round, with an exploding warhead
that the gas load won't detonate full of poison-tipped flechette
properly if it fired into a solid darts. It can be set to detonate on
object and if it does there is a impact or just explode over a
75% chance that it won't affect given square and give everyone
anyone but the target. The gas present a taste. In most sane
has no effect on Robots and at societies, this round is both highly
the DM's discretion certain aliens illegal and quite hard to find.
may be affected differently (or
Idiot Guns
not at all) by it. A gas mask won't
offer any protection but a
There may however be less
civilized cultures out there which
aren't so finicky.
We tendsuit
vacuum to assume
or otherthat the soldier of tomorrow will be better trained,
closed
better prepared
environment suitand
willbetter educated than ever before. What if that's not
completely
true?
negate Inthe
many darker
effect futures,
of this load. the next stage in firearms technology may be
to produce
Unless weapons
of course that
it gets an illiterate
shot into can use with a few minutes
instruction.
your body. When life is cheap and the battlefield attrition rate is very high,
it may not make good economic sense to invest much time and energy
into individual soldiers. You also see weapons like this in ethnic wars
fought by nonprofessional armies, or in conflicts where a significant
number of combatants are under the age Magazine: of 12. 5
Rate of Fire: Once per round
Damage: 4d6 Piercing to
everything in a thirty foot cone.
Anyone in that area of effect must
make a Reflexes Saving Throw vs.
DC 20. If they succeed, they take
half damage.
Weight: 12 pounds Armor Class: 7
Idiot Gun Hardness: 4 Hit Points: 10
Size:Large (-8 penalty to DC required to break this item
conceal with a “sleight of hand” with a Strength Roll: 19
roll) Description: Manufactured for sale
Cost: 400 Units to less-developed nations, to be
Tentative Purchase DC: 15 used by troops with an absolute
(Often Unavailable) Required minimum of training. This is a
Proficiency: Simple Handed: squad-support weapon that
Requires 2 hands to use Range anyone can use effectively with
Increment: -“To Hit” Bonus: -- five minutes of instruction, and
has seen service in many tiny,
vicious bush wars.
It's not so much a machine-gun
as it is a directional 204
grenade. A set of shaped-charges Damage: 6d6 Slashing to
are stacked in a row, each one everything in area ten feet wide
packed with a murderous load of by fifty feet long. Can also be set
flechette darts. to do damage in a twenty-five
It looks like a camouflage- foot cone. Any character caught
colored oval pod with a hole in in its area of effect must make a
one end. There is no barrel. To Reflexes Saving Throw vs. DC 20.
fire it, you stick your hand in the If they succeed, they take half
hole, firmly grasp a molded damage. Weight: 12 pounds
handle buried inside, flip the Armor Class: 7 Hardness: 4 Hit
safety lock off with your thumb, Points: 10
and squeeze. DC required to break this item
Trigger the weapon, and the with a Strength Roll: 19
charges all go off in sequence like Description: A yet more
a string of firecrackers, filling the unpleasant version of the Idiot
air with whistling death. It affects Gun. This directional grenade is
a wide cone, so you barely need loaded with thirty five short
to aim the thing. Just point it in lengths of steel chain instead of
vaguely the right direction and let flechettes. It affects a long thin
'er rip! Then throw the burnt-out area ten feet wide by fifty feet
shell away before the UN long instead of a cone. Once you
inspectors find it. Ideal for the squeeze the handle, the whole
ethnic cleansing or pointless thing unloads. You can turn it
blood feud of your choice. into a cone-effect weapon by
swinging it to the left or right
Variable Intensity Idiot while it fires, spraying the whole
Gun arc with chains. This affects a
Size: Large (-8 penalty to conceal maximum arc of twenty-five feet.
with a “sleight of hand” roll) For the purposes of determining
Cost: 600 Units which squares it attacks, the
Tentative Purchase DC: 16 (Often weapon ignores barriers with a
Unavailable) Required Proficiency: toughness of less than
Simple Handed: Requires 2 hands 8 (it slices right through them).
to use Range Increment: -“To Hit” Idiot Gun (Caltrop Load)
Bonus: -Magazine: See Size: Large (-8 penalty to conceal
description Rate of Fire: Once per with a “sleight of hand” roll)
round Cost: 500 Units
Damage: 1-12d6 Piercing. Do as Tentative Purchase DC: 15 (Often
many or as few dice as you like in Unavailable) Required
one turn. After it has done 12 Proficiency: Simple Handed:
dice of damage in total, it ceases Requires 2 hands to use Range
to function. This gun affects Increment: -“To Hit” Bonus: --
either a thirty foot cone or a ten Magazine: 5
foot wide, fifty-foot long stream. Rate of Fire: Once per round
Anyone in its area of effect must Damage: 5d6 Piercing to
make a Reflexes Saving Throw vs. everything in a thirty foot
DC 20. If they succeed, they take cone. Living targets take an extra
half damage. 2d6. Anyone in its
Weight: 12 pounds Armor Class: 7 area of effect can make a Reflexes
Hardness: 4 Hit Points: 10 Saving Throw vs.
DC required to break this item DC 20. If they succeed, they take
Idiot Gun (Chainload)
with a Strength Roll: 19 half damage.
Description:
Size: Large (-8A slightly
penalty more
to conceal Weight: 12 pounds
sophisticated
with a “sleightversion
of hand”of roll)
the "Idiot Armor Class: 7
Gun". By varying
Cost: 500 Units the pressure on Hardness: 4
the handle,
Tentative you canDC:
Purchase affect
15 either
(Oftena Hit Points: 10
wide cone orRequired
Unavailable) a narrow Proficiency:
stream ten DC required to break this item
feet wide
Simple by fiftyRequires
Handed: feet long. 2 You
hands with a Strength Roll: 19
canuse
to even let go
Range of the handle
Increment: -“To and
Hit” Description: An idiot gun
stop
Bonus:firing, saving some
-Magazine: 5 charges loaded with little steel caltrops,
for later.
Rate LikeOnce
of Fire: mostperIdiot Guns,
round which resemble razor-sharp
there are pictographic jacks. It is particularly good at
instructions on the outside, in mangling flesh, and does
case the user can't read. additional damage to any
living target. It can't be
stopped once it has been 205
triggered and will exhaust its
whole load, leaving a cored-
out ceramic husk that some
people call a "Chechnian Rose."
Idiot Gun (Ball-Bearing
Load)
Size: Large (-8 penalty to conceal
with a “sleight of hand” roll)
Cost: 500 Units
Tentative Purchase DC: 15 (Often
Unavailable) Required Proficiency:
Simple Handed: Requires 2 hands Idiot Gun (Napalm Load)
to use Range Increment: -“To Hit” Size: Large (-8 penalty to conceal
Bonus: -Magazine: 5 with a “sleight of hand” roll)
Rate of Fire: Once per round Cost: 550 Units
Damage: 6d6 Piercing to Tentative Purchase DC: 16 (Often
everything in a thirty foot cone. Unavailable) Required Proficiency:
Anyone in that area of effect must Simple Handed: Requires 2 hands
make a Reflexes Saving Throw vs. to use Range Increment: -“To Hit”
DC 20. If they succeed, they take Bonus: -Magazine: 5
half damage. Rate of Fire: Once per round
Weight: 12 pounds Armor Class: 7 Damage: 5d6 Flame to everything
Hardness: 4 Hit Points: 10 in a thirty foot
DC required to break this item cone. Anyone in that area of effect
with a Strength Roll: 19 must make a
Description: An idiot gun loaded Reflexes Saving Throw vs. DC 20. If
with large steel ballbearings. The they succeed,
charges are shaped to focus they take half damage
maximal force in a tight area. It Weight: 10 pounds
has a lot of penetration and Armor Class: 7
ignores 8 points of Hardness vs. Hardness: 4
any inanimate object caught in its Hit Points: 10
area of effect. This one is DC required to break this item
intended specifically for use with a Strength Roll: 19
against vehicles, but it also does a Description: An idiot gun which
fine job against crowded sprays the target area with a sticky
churches, orphanages and funeral flammable substance. The
processions when fired from a inflammable liquid contains its
speeding jeep. own oxygen source and can't be
extinguished by any means that
would involve choking off its
oxygen supply. It even works
underwater.

206
Miniature Wrist-Rocket Launcher and Micromissiles
Weight: 2
pounds
Armor
Class: 9
Hardness: 4
Hit Points:
2
DC required to break this item
with a Strength Roll: 14
Accessories: Modular Targeting
System (weighs 1/2 lb, costs 350
units, improves the Range
Increment by one and gives the
weapon a +1 “To Hit” bonus)
Description: A small, flat
rectangular box, meant to be
strapped to your forearm. It can
be concealed, but only under a
garment with big, loose sleeves.
Wrist-Rocket Launcher This minature missile launcher
holds up to twelve micro-missiles
Size: Small (No bonus or of whatever type you prefer. The
penalty to conceal with a stats listed here assume that the
“sleight of hand” roll) launcher is loaded with solid-spike
Cost: 750 Units Tentative missiles (a little like long sharp
Purchase DC: 17 Required gyrojet shells) but in fact you can
Proficiency: Slugthrower use any of the missiles listed
Weapons Handed: Requires 1 below.
hand to use Range Increment: The launcher itself is extremely
30 feet “To Hit” Bonus: -- simple. The missiles are stored
Magazine: 20 next to one one another in two
Rate of Fire: As many times as layers, and they launch out the
the wielder has attacks front separately, without having to
Damage: 2d8+2 Piercing be loaded into a firing chamber.
This means that you can launch
Micromissiles
them in any order—a useful
feature if you have the launcher
loaded with more than one type
of missile.
Reloading the weapon is rather
involved. You have to open the top
(which of course you can't do if
the launcher is hidden up your
sleeve) and slip the new missile in
from above. This takes a full action
for each missile you load.
Wrist-Rocket, Solid Armor Class: 13 (Can't be
attacked in flight by most
Spike weapons)
Size: Tiny (+4 bonus to conceal Hardnes
with a “sleight of hand” roll) s: 10 Hit
Cost: 35 Units Points: 3
Tentative Purchase DC: 6 DC required to break this item
Required Proficiency: with a Strength Roll: 17
Slugthrower Weapons Description: A solid metal spike
Handed: Requires 1 hand to with a wad of rocket propellant at
use one end. It has more penetration
Range Increment: 30 feet than a gyrojet round, due to its
“To Hit” Bonus: +1 vs. armor greater length and weight, but
only not as much range.
Rate of Fire: As many times as
the wielder has
attacks 207
Damage: 2d8+2 Piercing (18-20
x3)
Weight: 1/2 pound
Wrist-Rocket, Glue-Bomb Wrist-Rocket, Concussion
Size: Tiny (+4 bonus to conceal Bomb
with a “sleight of hand” roll) Size: Tiny (+4 bonus to conceal
Cost: 50 Units Tentative Purchase with a “sleight of hand” roll)
DC: 7 Required Proficiency: Cost: 50 Units Tentative Purchase
Slugthrower Weapons Handed: DC: 7 Required Proficiency:
Requires 1 hand to use Range Slugthrower Weapons Handed:
Increment: 20 feet “To Hit” Bonus: Requires 1 hand to use Range
-Rate of Fire: As many times as Increment: 30 feet “To Hit” Bonus:
the wielder has attacks -Rate of Fire: As many times as
Damage: Special, see description the wielder has attacks
Weight: 1/10 pound Damage: 3d6 Bludgeoning to
Armor Class: 13 (Can't be anything in a 5 foot radius. Any
attacked in flight by most target caught inside the area of
weapons) attack can make a Reflexes Saving
Hardness: 2 Hit Points: 1 Throw vs. DC 20 to take half
DC required to break this item damage.
with a Strength Roll: 14 Weight: 1/10 pound
Description: On impact this Armor Class: 13 (Can't be
rocket bursts apart, showering attacked in flight by most
everything in a five foot radius weapons)
with glue. Anyone within that Hardness: 2 Hit Points: 2
radius who fails a Reflexes Saving DC required to break this item
Throw vs. DC 20 is caught fast. A with a Strength Roll: 15
trapped character suffers a -2 Description: A micro-missile filled
penalty on all attacks, has their with an explosive compound. It
Dexterity effectively reduced by 4, can be set to detonate when it
their movement reduced by half Wrist-Rocket,
hits a target or when it passes
and must immediately make Fragmentation
over a particular Load
square.
another Reflexes Saving Throw Size: Tiny (+4 bonus to conceal
(DC 15) to avoid being stuck to with a “sleight of hand” roll)
the floor. If a character is is fact Cost: 50 Units Tentative Purchase
glued to the floor, they are DC: 7 Required Proficiency:
unable to move. To free Slugthrower Weapons Handed:
themselves,
Wrist-Rocket, they must make a
Anti-Robotic Requires 1 hand to use Range
Strength check vs. DC 27, or do at Increment: 30 feet “To Hit” Bonus:
Warhead
least fifteen points of damage to -Rate of Fire: As many times as
Size: Tiny Hitting
the glue. (+4 bonus to conceal
the glue is the wielder has attacks
with a “sleightsuccessful.
automatically of hand” roll) Damage: 4d6 Piercing, 15 foot
Cost: 75 Units Tentative Purchase radius. Any target caught inside
DC: 9 Required Proficiency: the area of attack can make a
Slugthrower Weapons Handed: Reflexes Saving Throw vs. DC 20
Requires 1 hand to use Range to take half damage.
Increment: 30 feet “To Hit” Bonus: Weight: 1/10 pound
-Rate of Fire: As many times as Armor Class: 13 (Can't be
the wielder has attacks attacked in flight by most
Damage: 1d4 Piercing (18-20 x3), weapons)
2d6 Electricity. Does an extra 6d8 Hardness: 2 Hit Points: 2
damage to robots and other DC required to break this item
sentient machines. with a Strength Roll: 15
Weight: 1/10 pound Description: An anti-personnel
Armor Class: 13 (Can't be rocket, packed with shrapnel. Not
attacked in flight by most as effective as a fragmentation
weapons) grenade, but much easier to
Hardness: 2 Hit Points: 2 Wrist-Rocket,
carry. Poison
DC required to break this item Flechette Bomb
with a Strength Roll: 14 Size: Tiny (+4 bonus to conceal
Description: A wirst rocket with a with a “sleight of hand” roll)
warhead designed specifically to Cost: 75 Units
disrupt robotic neural networks. It Tentative Purchase DC: 9 (usually
will also do some damage to illegal) Required Proficiency:
living targets, but nothing like the Slugthrower Weapons Handed:
catastrophic effect it has on Requires 1 hand to use Range
robots. Increment: 30 feet
208
“To Hit” Bonus: -Rate of Fire: As Range Increment: 30 feet “To Hit”
many times as the wielder has Bonus: -Rate of Fire: As many
attacks times as the wielder has attacks
Damage: 5d6 Piercing (19-20 x3) Damage: 1d4 Piercing (19-20 x3)
to anything in a 15 foot radius. on the first round. For the next
Any target caught inside the area three rounds it will do 2d6 Heat
of attack can make a Reflexes per round. The Heat damage
Saving Throw vs. DC 20 to take ignores up to 10 points of
half damage. Living targets must Hardness or damage resistance.
also make a Fortitude Saving Weight: 1/10 pound
Throw vs. DC 20 or take an Armor Class: 13 (Can't be
additional 3d8 damage from attacked in flight by most
poison. weapons)
Weight: 1/10 pound Hardness: 2 Hit Points: 2
Armor Class: 13 (Can't be DC required to break this item
attacked in flight by most with a Strength Roll: 15
weapons) Special: Description: A micro-
Hardness: 2 Hit Points: 2 missile loaded with thermite, it
DC required to break this item only does heat damage to the
with a Strength Roll: 15 target itself, cooking it from the
Description: A low-velocity wrist inside.
Wrist-Rocket, High-
rocket, with a warhead full of
poison-tipped flechette darts. It Explosive, AntiVehicle
can be set to detonate on impact Size: Tiny (+4 bonus to conceal
or explode over a given square. with a “sleight of hand” roll)
A cruel and unusual weapon to Cost: 65 Units
Wrist-Rocket,
be sure, and not an Armor-
easy one to Tentative Purchase DC: 8
Piercing
find. Robots and certain alien Required Proficiency: Slugthrower
lifeforms
Size: Tiny (at
(+4the DM'stodiscretion)
bonus conceal Weapons
are immune
with to of
a “sleight thehand”
poison.roll) Handed: Requires 1 hand to use
Cost: 60 Units Range Increment: 30 feet
Tentative Purchase DC: 8 “To Hit” Bonus: +2 vs. armor only
Required Proficiency: Slugthrower Rate of Fire: As many times as the
Weapons wielder has
Handed: Requires 1 hand to use attacks
Range Increment: 30 feet Damage: 2d8 Piercing Ignores 10
“To Hit” Bonus: +2 vs. armor only points of Hardness or damage
Rate of Fire: As many times as the resistance. Does an additional
wielder has 4d6 damage to targets that have
attacks 7 or more points of damage
Damage: 2d6 Piercing (17-20 x3) resistance.
Ignores 10 points of Hardness or Weight: 1/10 pound
damage resistance. Does an Armor Class: 13 (Can't be
additional 4d6 damage to attacked in flight by most
targets that have 7 or more weapons)
points of damage resistance. Hardness: 2 Hit Points: 2
Weight: 1/10 pound DC required to break this item
Armor Class: 13 (Can't be with a Strength Roll: 15
attacked in flight by most Description: A micro-missile
weapons) loaded with a shaped- charge
Hardness: 5 Hit Points: 2 explosive, made for penetrating
DC required to break this item armor. It's really meant
Wrist-Rocket, to be
Heat-Seeker
with a Strength Roll: 15 used
Size: against
Tiny (+4 vehicles
bonus rather
to concealthan
Description: A solid metal spike people,
with a to as most
“sleight of the
of hand” force
roll) a
with a rocket engine built into tends
Cost: 75 pass right
Units through
the back. Its tip has been coated human
Tentative body.
Purchase DC: 9
Wrist-Rocket, Incendiary
with a teflon-like substance and Required Proficiency: Slugthrower
Size: Tiny
its core is (+4 bonus
full of spent touranium.
conceal Weapons
with
It hasaenormous
“sleight ofpenetration—
hand” roll) Handed: Requires 1 hand to use
Cost:
perhaps50 too
Unitsmuch
Tentative
to usePurchase
on Range Increment: 30 feet
DC:
human7 Required
opponents.Proficiency:
Most of the “To Hit” Bonus: Automatically hits
Slugthrower Weapons
missile's impact will goHanded:
right the target unless they make a
Requires 1 hand to use
through them. Reflexes Save vs. DC 27, but see
description.
209
Rate of Fire: As many times as the nearest living target, whether
the wielder has attacks it is a friend, a foe or neither.
Damage: 3d8 Piercing to the Please note that they don't hit the
target, 1d4 Bludgeoning to nearest living thing to the
everything else in a 5 foot weapon's user. They hit the
radius. Any target caught inside nearest living thing to the point
that radius can make a Reflexes (thirty feet distant) where their
Saving Throw vs. DC 15 to take internal guidance system takes
half damage. over. If there is no living, warm-
Weight: 1/10 pound blooded animal within thirty feet,
Armor Class: 13 (Can't be the missile will instead hit the
attacked in flight by most nearest non-living heat source. If
weapons) used in a situation where there is
Hardness: 2 Hit Points: 2 no living thing present and no
DC required to break this item reasonable way to select a
with a Strength secondary target, there is a 50%
Roll: 15 chance that the missile will abort
Special: and detonate once it reaches the
Description: Heat-seeking wrist- thirty-foot mark, and a 50%
rockets function exactly like chance that it will instead become
Grenades and Grenade Launchers
heat-seeking gyrojet loads. They confused and come back to attack
fly out to a distance of thirty the person who fired it. Heat-
feet, and then automatically hit seekers are extremely useful in
certainhand
There are actually two basic types of grenades, situations andand
grenades worse
riflethan
useless in others.
grenades. Hand grenades are meant to be flung at the target by hand or
perhaps with some kind of improvised weapon like a slingshot. They can be
set as booby traps or dropped down a hole. Rifle grenades are fired from
specialized grenade-launching weapons (of which we have listed quite a
few). They look like oversized bullets, about an inch in diameter.
You can't stuff a hand grenade into a grenade launcher, it's the wrong
shape and it isn't meant to be used this way. You can't set off a rifle
grenade by throwing it at the target, either-they have to be launched from
For simplicity's
a grenade sake,to
launcher we're
havegiving
their both types ofNor
fuse armed. grenade the tie
can you same pricesto a
a string
and
rifle stats.
grenadeIf you
andbuy
setaitfragmentation rifle grenade,
as a booby trap-there's no it costs
pin andout
to pull weighs the
or switch
same as a fragmentation hand grenade and it's just as difficult to break.
to activate.
This may not make much sense, but it's the way nearly all modern and
science fiction role-playing games handle it and it does make things
simpler, so it's the convention we'll follow.
As many a policeman knows, it is possible to shoot an individual target with
a rifle grenade, instead of just attacking an area. They are clumsy weapons
for this purpose and are fired at a -2.penalty. Any target hit directly by a
rifle grenade takes an additional 2d6 damage from the impact, above and
beyond the damage done by the explosion (or whatever nasty effect the
grenade is packing).
As an optional rule, the DM can declare that if a target with Damage
Resistance
Grenade takes a direct 1hitShot
Launcher, from a rifle grenade,
make a and if it sustains
Reflexes more vs.
Saving Throw
than 2 points
Size: Large of damage
(-8 penalty from
to conceal the initial attack,
DC 20 the
to grenade
take half has actually
damage.
been shot inside the target, so the target can't apply
Weight: 7 its damage resistance
with
to thea subsequent
“sleight of hand” roll)
explosion.
Cost: 400 Units pounds
Tentative Purchase DC: 15 (usually Armor
restricted to military use) Class: 7
Required Proficiency: Exotic Hardness:
Weapons-Ranged (also works with 5 Hit
any other Grenade Launcher) Points: 3
Handed: Requires 2 hands to use DC required to break this item
Range Increment: 70 feet “To Hit” with a Strength Roll: 18
Bonus: -Rate of Fire: Once per Special: Affects a 20 foot radius
round Damage: 3d6 Piercing, around the point of impact.
affects a 20 foot radius around the Anyone caught in the radius can
point of impact. Anyone caught in make a Reflexes Saving Throw vs.
the radius can DC 20 to take half damage.
Description: A one-shot grenade
launcher, often used as a riot- 210
control tool. It looks like a plump
shotgun
with a very wide barrel. It Grenade Launcher, 12-Shot
breaks open to load, and there Size: Huge (Impossible to conceal)
is usually some ejected matter Cost: 2,500 Units
from the last shell to be Tentative Purchase DC: 21
cleaned out, so reloading it (usually restricted to military use)
takes a full round. The stats Required Proficiency: Exotic
listed here assume that it is Weapons-Ranged (also works
loaded with a fragmentation with any other Grenade Launcher)
grenade, but of course it can Handed: Requires 2 hands to use
fire any of the grenades in this Range Increment: 70 feet “To Hit”
book, (except perhaps for the Bonus: -Magazine: 12
super-advanced ones). Rate of Fire: Once per round
Damage: 3d6 Piercing, affects a 20
foot radius around
the point of impact. Anyone
caught in the radius can
make a Reflexes Saving Throw vs.
DC 20 to take half
damage.
Grenade Launcher, 6-Shot Weight: 19 pounds Armor Class: 5
Size: Huge (Impossible to conceal) Hardness: 5 Hit Points: 4
Cost: 2,000 Units DC required to break this item
Tentative Purchase DC: 20 with a Strength
(usually restricted to military use) Roll: 17
Required Proficiency: Exotic Special:
Weapons-Ranged (also works Description: A generic template
with any other Grenade Launcher) for a large shoulder- mounted
Handed: Requires 2 grenade launcher. You can find
hands to use Range verisons that hold only 10
Increment: 70 feet grenades and others that hold 15.
“To Hit” Bonus: -- They all have about the same
Magazine: 6 performance characteristics. The
Rate of Fire: Once per round statistics listed here assume the
Damage: 3d6 Piercing, affects a 20 launcher is loaded with
foot radius around fragmentation grenades, but of
the point of impact. Anyone course you can use it with
caught in the radius can whichever type of grenades the
make a Reflexes Saving Throw vs. DM makes available. The
DC 20 to take half grenades are kept on a belt which
damage. will move whichever one you
Weight: 13 select into the firing chamber as a
pounds free action. If you have loaded
Armor the weapon with multiple types
Class: 7 of grenades, you can fire
Hardness: 5 whichever type you prefer, in
Hit Points: whatever order. This weapon
4 cannot be used to launch hand-
DC required to break this item grenades. For that, get a
with a Strength Roll: 17 slingshot.
Special: Affects a 20 foot radius "Pepperpot" One-handed
around the point of impact. Grenade Launcher
Anyone caught in the radius can Size: Large (-8 penalty to conceal
make a Reflexes Saving Throw vs. with a “sleight of hand” roll)
DC 20 to take half damage. Cost: 1,000 Units Tentative
Description: A rocket grenade Purchase DC: 18
launcher which looks not unlike Required Proficiency: Exotic
an oversized pistol. The start Weapons-Ranged (also works
listed here assume that it's loaded with any other Grenade Launcher)
with fragmentation grenades, but Handed: Requires 1 hand to use
of course you can load it with Range Increment: 40 feet “To Hit”
whatever rifle- grenades the DM Bonus: -Magazine: 3
makes available to you. It uses a
huge revolver cylinder to store
the grenades and if you have
loaded it with more than one
grenade type, you can select the 211
grenade you want by turning the
cylinder. This is actually tough to
do in combat, because of the
device's weight and complexity,
and takes a standard action.
Rate of Fire: As many times Range Increment: 40 feet “To
as the wielder has attacks Hit” Bonus: -Rate of Fire: As
Damage: 3d6 Piercing, affects a many times as the wielder has
20 foot radius around the point attacks
of impact. Anyone caught in the Damage: 3d6 Piercing, affects a
radius can make a Reflexes 20 foot radius around the point
Saving Throw vs. DC 20 to take of impact. Anyone caught in the
half damage. radius can make a Reflexes
Weight: 2 pounds (8 pounds if Saving Throw vs. DC 20 to take
the antigravity motor is disabled) half damage.
Armor Weight: 3
Class: 7 pounds
Hardness: Armor
5 Hit Class: 9
Points: 3 Hardness: 5
DC required to break this item Hit Points:
with a Strength Roll: 16 2
Description: Anti-gravity DC required to break this item
technology makes possible this with a Strength Roll: 15
cartoonish weapon, a one- Description: As seen in the movie
handed grenade launcher. It "Hard Target" (by the five or six
looks like a gigantic revolver, far people who actually watched it).
too big to fit in any holster ever This miniature grenade launcher
Grenade
made. Pistol
Pull the trigger and it is no bigger than a long pistol,
launches
Size: Smalla rocket-grenade. The
(No bonus or penalty with a smoothbore barrel slightly
damage
to conceallisted
withhere assumes
a “sleight of that wider than a shotgun's. It's too
the
hand”Pepperpot
roll) is loaded with big to fit in a shoulder holster but
standard
Cost: 1,400fragmentation you could easily carry it on your
grenades, but you are of course
Units Tentative belt. The weapon breaks open
free to load
Purchase DC:it with whatever like a single barreled shotgun.
strikes
Required your fancy.
Proficiency: You set the grenade in the
Slugthrower Weapons
Handed: Requires 1 or 2 Grenades
breech, snap it shut, aim and fire.
It takes a standard action to
hands to use reload. The stats listed here
assume that you have loaded it
with a fragmentation grenade,
but of course you can use it with
whichever type of rifle-grenade
you like. It cannot be used to
launch hand-grenades.

Concussion Grenade, Handed: Requires 1 hand to use


Range Increment: 10 feet if
Light thrown, possibly more if launched
Size: Tiny (+4 bonus to conceal from a weapon “To Hit” Bonus: --
with a “sleight of hand” roll) Rate of Fire: Each weapon can
Cost: 500 Units only be thrown once, but you can
Tentative Purchase DC: 15 launch as many of them as you
(usually restricted to military have attacks
use)
Required Proficiency: Simple
212
Damage: 3d6 Bludgeoning to attacks
everything in a 5 foot radius. Damage: 6d6 Bludgeoning to
Anyone caught in the Area of everything in a 20 foot radius.
Effect can make a Reflexes Saving Anyone caught in the Area of
Throw vs. DC 15 to take half Effect can make a Reflexes Saving
damage. Throw vs. DC 20 to take half
Weight: 1 pound damage.
Armor Class: 13 (Can't be attacked Weight: 1 pound
in flight by most weapons) Armor Class: 13 (Can't be
Hardness: 2 Hit Points: 2 attacked in flight by most
DC required to break this item weapons)
with a Strength Roll: 15 Hardness: 2 Hit Points: 2
Description: An explosive grenade, DC required to break this item
designed to do as little collateral with a Strength Roll: 15
damage as possible. It affects Special: Every living target in a 30
everything in a five-foot radius. foot radius must make a Fortitude
Saving Throw vs. DC 15 or be
Deafened (as per the spell) for
Concussion Grenade, 2d10 rounds. Description: The
Heavy most powerful concussion
Size: Tiny (+4 bonus to conceal grenade manufactured. It
with a “sleight of hand” roll) damages everything in a twenty-
Cost: 500 Units foot radius, and Grenade
Fragmentation can deafen
Tentative Purchase DC: 15 (usually bystanders
Size: Tiny (+4 within
bonusthirty feet. It is
to conceal
restricted to military use) no
with a “sleight of hand” roll) other
larger than any
Required Proficiency: Simple concussion
Cost: 500 Units grenade--it just
Handed: Requires 1 hand to use contains an explosive
Tentative Purchase DC: 15 with a
Range Increment: 10 feet if higher yield.
(usually restricted to military use)
thrown, possibly more if launched Required Proficiency: Simple
from a weapon “To Hit” Bonus: -- Handed: Requires 1 hand to use
Rate of Fire: Each weapon can Range Increment: 10 feet if
only be thrown once, but you can thrown, possibly more if launched
launch as many of them as you from a weapon “To Hit” Bonus: --
have attacks Rate of Fire: Each weapon can
Damage: 4d6 Bludgeoning to only be thrown once, but you can
everything in a 10 foot radius. launch as many of them as you
Anyone caught in the Area of have attacks
Effect can make a Reflexes Saving Damage: 4d6 Piercing, 20-foot
Throw vs. DC 18 to take half Radius. Anyone caught in the
damage. Area of Effect can make a
Weight: 1 pound Reflexes Saving Throw vs. DC 15
Armor Class: 13 (Can't be attacked to take half damage Weight: 1
in flight by most weapons) pound
Hardness: 2 Hit Points: 2 Armor Class: 13 (Can't be
DC required to break this item attacked in flight by most
with a Strength Roll: 15 weapons)
Special: Anyone caught in this Hardness: 2 Hit Points: 2
weapon's Area of Effect must DC required to break this item
make a Fortitude Saving Throw vs. with a Strength Roll: 15
DC 15 or be Deafened (as per the Description: A basic template for
Concussion Grenade,
spell) for 2d6 rounds. Description: a fragmentation grenade,
Ultraheavy
A more powerful concussive whether hand-held or rifle-
Size:
device,Small
with (No
a bonus
wider or penalty
radius ofhand”
to launched. This is probably the
effect.. It's probably not a of
conceal with a “sleight good most common type of grenade
roll)
idea to use this one to solve
Cost: 500 Units you will see on the battlefield. It
hostage situations. is made from lighter, tougher
Tentative Purchase DC: 15 (usually Flechette
materials
Grenade
restricted to military use) Size: Tiny (+4 bonus its
than modern
to conceal
Required Proficiency: Simple equivalent
with andofcontains
a “sleight hand” roll)a more
Handed: Requires 1 hand to use powerful
Cost: 525 explosive,
Units but otherwise
Range Increment: 10 feet if it is much Purchase
Tentative the same.DC: 16
thrown, possibly more if launched (usually restricted to military use)
from a weapon “To Hit” Bonus: -- Required Proficiency: Simple
Rate of Fire: Each weapon can
only be thrown once, but you can
launch as many of them as you
have 213
Handed: Requires 1 hand to use hand” roll)
Range Increment: 10 feet if Cost: 600 Units
thrown, possibly more if launched Tentative Purchase DC: 16 (usually
from a weapon “To Hit” Bonus: -- restricted to military use)
Rate of Fire: Each weapon can Required Proficiency: Simple
only be thrown once, but you can Handed: Requires 1 hand to use
launch as many of them as you Range Increment: 10 feet if
have attacks thrown, possibly more if launched
Damage: 6d6 Piercing, 20 foot from a weapon “To Hit” Bonus: --
radius. Anyone caught in the Area Rate of Fire: Each weapon can
of Effect can make a Reflexes only be thrown once, but you can
Saving Throw vs. DC 20 to take launch as many of them as you
half damage Weight: 1 pound have attacks
Armor Class: 13 (Can't be Damage: 4d6 Bludgeoning, 25
attacked in flight by most foot cone, affects a 20 foot radius
weapons) around the point of impact.
Hardness: 2 Hit Points: 2 Anyone caught in the area of
DC required to break this item effect can make a Reflexes Saving
with a Strength Roll: 15 Throw vs. DC 20 to take half
Description: A deadlier variation damage.
on the fragmentation grenade, Weight: 1 pound
this one is packed with needle- Armor Class: 13 (Can't be
sharp darts, carefully arranged to attacked in flight by most
go off in a particular spread. This weapons)
is a far more labor-intensive item Hardness: 2 Hit Points: 2
to produce than an ordinary DC required to break this item
Poison Flechette
fragmentation Grenade
grenade, and only with a Strength Roll: 15
societies
Size: Tinywith very extensive
(+4 bonus to conceal Description: A shaped charge
automated
with manufacturing
a “sleight ever
of hand” roll) grenade that detonates in a 25
mass-produce
Cost: 550 Unitsthem. foot cone-shaped area of effect
Tentative Purchase DC: 16 (usually instead of a sphere. If it misses
illegal) Required Proficiency: the target hex,
Flechette roll a d10Shaped
Grenade, to
Simple Handed: Requires 1 hand determine
Charge which direction the
to use Range Increment: 10 feet if grenade
Size: Tinyis(+4
facing
bonuswhen it lands.
to conceal
thrown, possibly more if launched (it's
withlike rolling of
a “sleight a d8 to determine
hand” roll)
from a weapon “To Hit” Bonus: -- facing,
Cost: 625 butUnits
Rate of Fire: Each weapon can 1
Tentativemeans “up” and
Purchase DC:1016means
(usually
only be thrown once, but you can “down”)
restricted to military use)
launch as many of them as you Required Proficiency: Simple
have attacks Handed: Requires 1 hand to use
Damage: 6d6 Piercing, 15 foot Range Increment: 10 feet if
radius. Anyone caught in the Area thrown, possibly more if launched
of Effect can make a Reflexes from a weapon “To Hit” Bonus: --
Saving Throw vs. DC 20 to take Rate of Fire: Each weapon can
half damage. Anyone who takes only be thrown once, but you can
damage from this weapon launch as many of them as you
(whether or not they make their have attacks
Reflexes Saving Throw) must Damage: 8d6 Piercing, 25 foot
make a Fortitude Saving Throw cone Weight: 1 pound
vs. DC 20 or take an additional Armor Class: 13 (Can't be
3d8 poison damage. attacked in flight by most
Weight: 1 pound weapons)
Armor Class: 13 (Can't be Hardness: 2 Hit Points: 2
attacked in flight by most DC required to break this item
weapons) with a Strength Roll: 15
Hardness: 2 Hit Points: 2 Description: A flechette grenade
DC required to break this item that goes off in a 25 foot cone-
with a Strength Roll: 15 shaped area of effect instead of a
Description: What's worse than a sphere. If it misses the target hex,
flechette grenade? A poison roll a d10 to determine which
flechette grenade!
Concussion Yes, that's
Grenade, direction the grenade is facing
right, each of these hundreds of when it lands. (1 means “up”, 10
Shaped Charge
tiny darts has been dipped in a means “down” and 2-9 indicate
potent organic toxin,to
Size: Tiny (+4 bonus giving this
conceal each of the 8 squares surrounding
weapon that extra
with a “sleight of zip you need. the target square).
Not advised for crowd control. 214
Polarizing Anti-Robot a more humane alternative. It
doesn't even drop them in their
Grenade tracks, it gives them a second or
Size: Tiny (+4 bonus to conceal two to lie down, so they don't fall
with a “sleight of hand” roll) and hurt themselves.
Cost: 500 Units Pain Gas Grenade
Tentative Purchase DC: 15 Size: Tiny (+4 bonus to conceal
(usually restricted to military use) with a “sleight of hand” roll)
Required Proficiency: Simple Cost: 500 Units
Handed: Requires 1 hand to use Tentative Purchase DC: 15
Range Increment: 10 feet if (usually restricted to military use)
thrown, possibly more if launched Required Proficiency: Simple
from a weapon “To Hit” Bonus: -- Handed: Requires 1 hand to use
Rate of Fire: Each weapon can Range Increment: 10 feet if
only be thrown once, but you can thrown, possibly more if launched
launch as many of them as you from a weapon “To Hit” Bonus: --
have attacks Rate of Fire: Each weapon can
Damage: 1d8 Electrical, 10 foot only be thrown once, but you can
radius. Does an additional 5d8 launch as many of them as you
damage to robots and other have attacks
sentient machines. Anyone but a Damage: 5d6 Nonlethal to
robot who is caught in the area of everything in a 10 foot radius. A
effect can make a Reflexes Saving Willpower Saving Throw vs. DC 20
Throw vs. DC 15 to take half halves the damage. Anyone who
damage. takes damage from the gas must
Weight: 1 pound make a Fortitude Saving Throw
Armor Class: 13 (Can't be vs. DC 20 or be Stunned (as per
attacked in flight by most the Monk special attack), and
weapons) unable to take any action for one
Hardness: 2 Hit Points: 2 round. Even if they make both
DC required to break this item their saving throws, they will
with a Strength Roll: 15 suffer a -2 penalty to all their
Description: This grenade fires an actions for the next 1 -4 rounds.
electromagnetic pulse device Weight: 1 pound
Sleep
designed Gas Grenade
specifically to disrupt a Armor Class: 13 (Can't be
Size: Tiny
robot's (+4 It
brain. bonus to conceal
damages any
with attacked in flight by most
robota within
“sleight of hand”
a ten roll) and
foot radius weapons)
Cost: 500 Units
may have some effect on other
Tentative Purchase DC: 15 DM's Hardness: 2 Hit Points: 2
complex electronics at the DC required to break this item
(usually restricted to military use)
discretion.
Required Proficiency: Simple with a Strength Roll: 14
Handed: Requires 1 hand to use Accessories: Antidote Vial (1/20th
Range Increment: 10 feet if lb, costs 150 Units, holds 2 doses,
thrown, possibly more if launched negates effect of gas on 1 victim
from a weapon “To Hit” Bonus: -- in 1 round) Gas Grenade
Blinding
Rate of Fire: Each weapon can Description:
Size: Tiny used A greatly
(+4 bonus feared
to conceal
only be thrown once, but you can weapon,
with a “sleight for crowd
of hand” control
roll)
launch as many of them as you in a few
Cost: 500 unsavory
Units police-states. It
have attacks releases
Tentative a cloud of
Purchase DC:the gas which
15 brain's
Damage: Everyone in a 10 foot directly
(usually stimulates
restricted to military use)
radius must make a Fortitude pain
Required centers, Simple
Proficiency: causing
Saving Throw vs. DC 20 or fall indescribable
Handed: Requires agony.
1 hand to use
unconscious for 2-12 minutes. Range Increment: 10 feet if
Weight: 1 pound thrown, possibly more if launched
Armor Class: 13 (Can't be from a weapon “To Hit” Bonus: --
attacked in flight by most Rate of Fire: Each weapon can
weapons) only be thrown once, but you can
Hardness: 2 Hit Points: 2 launch as many of them as you
DC required to break this item have attacks
with a Strength Roll: 14 Damage: Special, see description
Description: Not quite as effective Weight: 1 pound
a riot-control tool as gas Armor Class: 13 (Can't be
weapons that cause pain or attacked in flight by most
nausea. Once you've put a crowd weapons)
to sleep, someone has to clear Hardness: 2
them away (if you hurt or
nauseate them they'll leave under 215
their own power). Still, this is for
the most part
rounds. If you encounter a barrier, turn around and run back the way you came.

Hit Points: 2 Description: Particularly good for


DC required to break this item riot control, this substance is sure
with a Strength Roll: 14 to move a crowd out of the area
Special: Affects any living target quickly. There is an unfortunate
in a 5 foot radius. Anyone caught chance that some of them will get
in that radius must make a trampled in the process. Worse,
Fortitude Saving Throw vs. DC 15 sometimes a terrified mob will run
or become Blind for 2d12 hours. in the wrong direction or do awful,
Blind characters suffer a 50% 2 Attempt
Psychedelic
irrational to Gas
things. destroy Grenadewhatever
chance of missing in combat (all object
Size: you(+4
Tiny arebonus
holding to (make
conceal a
their targets effectively have full Strength
with roll
a “sleight andofyoutry
hand” to beat
roll) its
concealment), lose any Dexterity breakage
Cost: 500 DC). If
Units aren't
Bonus they might have to their holding
Tentative anything,
Purchase attempt
DC:object to grab
15 (usually
Armor Class, move at half speed, the nearest
restricted breakable
to military use) and
suffer a -4 penalty on Search break
Required it. Proficiency: Simple
checks and both Strength and 3-4 LieRequires
Handed: down and 1 curl
hand upto into
usetoa
Dexterity based skill rolls. All ball.
Range If attacked,
Increment: you 10 are
feet unable
if
attackers have a +2 bonus to hit defend
thrown, yourself.
possibly more if launched
the blind character. A gas mask from5-6a weapon
Mutter “Torandom
Hit” Bonus:insane--
offers some protection from the gibberish,
Rate of Fire:clap
Each hands,
weapon twitchcan and
only
gas, and gives the character a +2 engage
be throwninonce, other but harmless
you canforbut
bonus to their Saving Throw. A distracting
launch as crazy
many of behavior
them as youthe a
vacuum suit protects against it round,
have without moving
attacksyou are standing. from
completely. spot
Damage: where Special, see creature
description
Accessories: Antidote Vial (1/20th 7-9 Attack
Weight: 1 poundnearest for
lb, costs 150 Units, holds 2 doses, 1 roundClass:
Armor 10 Act 13 normally
(Can't be for 1
attacked
negates effect of grenade on 1 round.
in flight You are not
bybeen
most aware that
weapons)
victim
Fear in 1 round)
Gas Grenade you have
Hardness: 2 Hit acting
Points: crazy.
2 the
Description: This to
Size: Tiny (+4 bonus grenade
conceal is DC If attacked
required towhile
break insane,
this item
loaded
with a “sleight of hand” roll)contact
with an aerosol victim
with a can defend
Strength Roll:themselves
14
poison
Cost: 500which
Unitsaffects the target's normally,
Accessories: unless they roll
Antidote Viala(1/20th
3 or a
optic nerves,
Tentative causing
Purchase DC: 15temporary
(usually 4.
lb, coststhey150rollUnits, holds
Blindness, to
restricted asmilitary
per theuse)
spell. At the Unless
negates effect a grenade
10, they2can't doses,
DM's discretion,
Required it might
Proficiency: not work
Simple communicate
victim in 1 coherently, use 1skills
round)
of on
on creatures whose
Handed: Requires 1 hand to use body or feats or doAnyone
Description: anything caughtelse that
within
chemistry is significantly
Range Increment: 10 feet different.
if would be useful.
a five-foot radius of this grenade
It also has
thrown, no effect
possibly moreon creatures
if launched must make a Fortitude Saving
that don't
from have “To
a weapon eyes.Hit” Bonus: -- Throw vs. DC 15 or have their
Rate of Fire: Each weapon can perceptions scrambled by a
only be thrown once, but you can powerful psychoactive agent. If
launch as many of them as you they they fail the roll, then for
have attacks 2d10 rounds they must make a
Damage: Special, see description Willpower Saving throw vs. DC 18
Weight: 1 pound every round or roll on the
Armor Class: 13 (Can't be following chart.
attacked in flight by most 1 Run away at full speed in a
weapons) random direction for
Hardness: 2 Hit Points: 2
DC required to break this item
with a Strength Roll: 14
Special: Any live target in a 15
foot radius must make a
Willpower Saving Throw vs. DC 20
or become panicked for 4d6
rounds..A panicked character flees
immediately. They have a 50%
chance of dropping whatever they
are holding and will choose their
path randomly (as long as it leads
away from immediate danger).
They suffer a suffer a -2 penalty
to all their saving throws for as
long as they are under the effects
of the gas. If cornered, a panicked
character cowers and can take no
action save to defend 216
themselves.. Accessories: Antidote
Vial (1/20th lb, costs 150 Units,
holds 2 doses, negates effect of
grenade on 1 victim in 1 round)
Damage: Special, see
Debilitation Gas Grenade description Weight: 1
Size: Tiny (+4 bonus to conceal pound
with a “sleight of hand” roll) Armor Class: 13 (Can't be
Cost: 500 Units attacked in flight by most
Tentative Purchase DC: 15 weapons)
(usually restricted to military use) Hardness: 2 Hit Points: 2
Required Proficiency: Simple DC required to break this item
Handed: Requires 1 hand to use with a Strength Roll: 14
Range Increment: 10 feet if Accessories: Antidote Vial (1/20th
thrown, possibly more if launched lb, costs 150 Units, holds 2 doses,
from a weapon “To Hit” Bonus: -- negates effect of grenade on 1
Rate of Fire: Each weapon can victim in 1 -3 rounds)
only be thrown once, but you can Description: Affects everyone in a
launch as many of them as you ten-foot radius. Anyone caught in
have attacks the area of attack must make a
Damage: Special, see description Willpower Saving Throw vs. DC
Weight: 1 pound 15 or immediately attack the
Armor Class: 13 (Can't be closest moving object with
attacked in flight by most whatever melee weapon comes
weapons) to hand. If they are carrying a
Hardness: 2 Hit Points: 2 ranged weapon, they aren't
DC required to break this item coherent enough to use it
with a Strength Roll: 14 properly and will swing it like a
Special: Everyone in a ten-foot club. They will attack friends,
radius must make a Fortitude foes, or whatever moving object
Save vs. DC 20 or lose 3d6 catches their attention.
Strength, for 2d10 minutes. The Affected characters are
target's Strength can go no lower incapable of communicating, and
than 1. Any character whose look really scary. You don't want
Strength has been reduced to 1 is to look in their eyes, especially if
completely helpless, unable to they're someone you are close to.
stand or effectively defend A filter mask or independent
themselves. There may still be oxygen
Suicide supply
Gas will give the target
Grenade
certain types of skill rolls or a +2
Size: bonus tobonussaving
their
Tiny (+4 sealed throw.
to conceal
purely mental activities that the A completely
with a “sleight ofexample)suit (a
hand” roll)
DM might allow them to perform vacuum
Cost: 500 suit, for
Units totally
in this state. Accessories: negates
Tentative the attack.
Purchase DC: 15
Antidote Vial (1/20th lb, costs Not a illegal)
(usually great riot control
Required
140 Units, holds 2 doses, negates weapon,
Proficiency:far Simple
better at inciting
Handed:
effect of the gas on 1 victim in 1 riots than1quelling
Requires hand to them.
use Still not
Range
round) without its uses.
Increment: 10 feet if thrown,
Description: A mild neurotoxic possibly more if launched from a
agent that drastically weakens weapon “To Hit” Bonus: -Rate of
anyone who inhales it. They must Fire: Each weapon can only be
actually get it in their lungs to be thrown once, but you can launch
fully affected. The agent can as many of them as you have
make you feel woozy and strange attacks
Rage
if it getsGas Grenade
on your skin, but not Damage: Special, see description
enough
Size: Tinyto(+4
have any game
bonus effects.
to conceal Weight: 1 pound
A gasa mask
with or even
“sleight a good
of hand” roll)filter Armor Class: 13 (Can't be
mask 500
Cost: of the kind used in home
Units attacked in flight by most
construction
Tentative projects
Purchase DC: will
15totally weapons)
negate the
(usually effect. A
restricted towet
military use) Hardness: 2 Hit Points: 2
handkerchief
Required over your
Proficiency: face
Simple DC required to break this item
probably won't do1the
Handed: Requires handjob,tobut
useit with a Strength Roll: 14
might give
Range you some
Increment: kindifof
10 feet Accessories: Antidote Vial (1/20th
bonus
thrown,topossibly
your Saving
moreThrow. The
if launched lb, costs 150 Units, holds 2 doses,
effectiveness
from a weapon of “To
suchHit”
improvised
Bonus: -- negates effect of grenade on 1
filtering
Rate techniques
of Fire: is strictly
Each weapon canup victim in 1 -3 rounds)
to thebeDM.
only thrown once, but you can Description: It is widely
launch as many of them as you supposed that the nerve- agent
have attacks in this grenade causes suicidal
despair in the target, but the
truth is far more unpleasant.
Anyone caught in its area of 217
effect must at once make a
Willpower Saving Throw vs. DC
20 or begin
to mutilate themselves with absorbed through the skin, but
whichever hand weapon is closest, getting it in your lungs increases
grunting and howling with ectcasy the effect. A gas mask gives the
the whole time. If no hand weapon target a +3 to their Saving Throw
is within easy reach, they will and an improvised mask gives
shoot themselves with the nearest them +1. Any completely sealed
missile weapon, at its most lethal environment suit negates the
setting. If neither is available they Paralysis
effect of thisGas Grenade
weapon.
will rip and claw at themselves, Size: Tiny (+4 bonus to conceal
doing 1 point of damage per with a “sleight of hand” roll)
round. Cost: 500 Units
They are effectively helpless Tentative Purchase DC: 15
while they are hurting themselves, (usually restricted to military use)
giving any attacker a +4 bonus. Required Proficiency: Simple
They may say terrible things about Handed: Requires 1 hand to use
how good it feels to wound Range Increment: 10 feet if
themselves or they may plead with thrown, possibly more if launched
you to hurt them but aren't really from a weapon “To Hit” Bonus: --
capable of communicating Rate of Fire: Each weapon can
anything else. only be thrown once, but you can
If you attack yourself, you can launch as many of them as you
only miss if you roll a 1, but have attacks
since all of the character's Damage: Everyone in a five-foot
actions are at a -4 while they radius must make a Fortitude
are under the influence of the Save vs. DC 20 or be paralyzed
gas, they actually fail to hurt and helpless, unable to move or
themselves on a 5 or less. Most take any physical actions, for
weapons aren't really made to 2d10 rounds.
wound the user, and will do one Weight: 1 pound
point of damage less than usual Armor Class: 13 (Can't be
(minimum
Motor of one point). Gas
Dysfunction attacked in flight by most
The effects last indefinitely,
Grenade weapons)
until the (+4
Size: Tiny target either
bonus makes a
to conceal Hardness: 2 Hit Points: 2
saving throw of
with a “sleight or hand”
dies. roll)
Let them DC required to break this item
make
Cost: 550another
Units throw every other with a Strength Roll: 14
round.
Tentative Purchase DC: 16 (usually Accessories: Antidote Vial (1/20th
The drugtoismilitary
restricted transmitted
use) through lb, costs 150 Units, holds 2 doses,
the skin, but works better
Required Proficiency: Simple if negates effect of grenade in 1
inhaled.
Handed: ARequires
gas mask or oxygen
1 hand to use round)
tank
Range will give the target
Increment: 10 feeta if+4 to Description: A canister of
their
thrown,Saving Throw,
possibly morewhile a
if launched paralyzing gas. Although this is
completely sealed environment
from a weapon “To Hit” Bonus: -- officially a police weapon, it is far
suit
Rateor ofaFire:
vaccum
Eachsuit will can only
weapon more useful to commit crimes
completely negate
be thrown once, but you the drug's
can
Poison
than it is
Gas
for
Grenade
riot control. This is a
Size: Tinyideal
(+4 bonus to
effect.
launch as many of them as you nearly
with a “sleight tool
of forconceal
hand” robbing
roll)
have attacks banks, transport
Cost: 500 Units vehicles, jewelry
Damage: Special, see description stores
Tentativeetc.Purchase DC: 15
Weight: 1 pound (usually restricted to military use)
Armor Class: 13 (Can't be attacked Required Proficiency: Simple
in flight by most weapons) Handed: Requires 1 hand to use
Hardness: 2 Hit Points: 1 Range Increment: 10 feet if
DC required to break this item thrown, possibly more if launched
with a Strength Roll: 14 from a weapon “To Hit” Bonus: --
Accessories: Antidote Vial (1/20th Rate of Fire: Each weapon can
lb, costs 150 Units, holds 2 doses, only be thrown once, but you can
negates effect of grenade on 1 launch as many of them as you
victim in 1 round) have attacks
Description: Anyone in a 10 foot Damage: Special, see description
radius must make a Fortitude Weight: 1 pound
Save vs. DC 18 or lose 2d6 Armor Class: 13 (Can't be
Dexterity for 2d10 minutes. The attacked in flight by most
target's Dexterity can't be weapons)
reduced below 1. A character with Hardness: 2 Hit Points: 2
a Dexterity of 2 or 1 can't walk or
feed themselves and must make a
Willpower Saving throw vs. DC 15 218
each time they try to speak, in
order to correctly shape the
words. This gas is
DC required to break this item Hit Points: 2
with a Strength Roll: 14 DC required to break this item
Description: Everyone in a 10 foot with a Strength Roll: 14
radius must make a Fortitude Description: Everyone in a 10 foot
Saving Throw vs. DC 15 or take radius must make a Fortitude
3d8 poison damage. A gas mask Saving Throw vs. DC 20 or die on
gives you a +4 bonus to your roll, the spot. A gas mask gives you a
and a sealed environment suit +2 bonus to your roll, and a
negates the effect. It has no effect sealed environment suit negates
whatever on robots, and at the the effect. The poison breaks
DM's discretion there may be down quickly, but for 2d10
alien
Poison races
Gas which aren't affected
Grenade, Extra- minutes anyone who enters the
by it either. burst radius must make a
Lethal Dexterity Saving Throw vs. DC 18
Size: Tiny (+4 bonus to conceal to keep from getting any live
with a “sleight of hand” roll) toxin on their skin. If you do get
Cost: 525 Units contaminated
Plague this way, you get a
Grenade
Tentative Purchase DC: 16 +1 bonus to
Size: Tiny (+4 bonus your Fortitude
to conceal
(usually restricted to military use) Saving
with Throw for
a “sleight every roll)
of hand” 2 minutes
Required Proficiency: Simple the
Cost:poison has been exposed to
675 Units
Handed: Requires 1 hand to use air.
Tentative Purchase DC: 17 (usually
Range Increment: 10 feet if restricted to military use)
thrown, possibly more if launched Required Proficiency: Simple
from a weapon “To Hit” Bonus: -- Handed: Requires 1 hand to use
Rate of Fire: Each weapon can Range Increment: 10 feet if
only be thrown once, but you can thrown, possibly more if launched
launch as many of them as you from a weapon “To Hit” Bonus: --
have attacks Rate of Fire: Each weapon can
Damage: Special, see description only be thrown once, but you can
Weight: 1 pound launch as many of them as you
Armor Class: 13 (Can't be have attacks
attacked in flight by most Damage: Infects everyone in a
weapons) five-foot radius with an infectious
Hardness: 2 Hit Points: 2 disease. The victim must make a
DC required to break this item Fortitude Saving Throw vs. DC 15
with a Strength Roll: 14 or lose a point of Constitution per
Description: Everyone in a 10 foot day for 4d6 days until they are
radius of the grenade must make cured or reach 0 Constitution and
a Fortitude Saving Throw vs. DC die.
20 or take 5d10 poison damage. Weight: 1 pound
A gas mask gives you a +2 bonus Armor Class: 13 (Can't be attacked
to your roll, and a sealed in flight by most weapons)
environment suit negates the Hardness: 2 Hit Points: 2
effect. It has no effect on robots DC required to break this item
Poison
and at theGasDM'sGrenade,
discretion there with a Strength Roll: 14
may be alien
Superlethal races with very Accessories: Antidote Vial
different
Size: body
Tiny aren't chemistries from
(+4 bonus to conceal (1/20th lb, costs 150 Units,
ours
with awho
“sleight ofaffected by it
hand” roll) holds 2 doses, negates effect of
either.
Cost: 600 Units grenade on 1 victim in 1 round)
Tentative Purchase DC: 16 Description: Illegal on just about
(usually restricted to military use) every civilized world. This small
Required Proficiency: Simple metal
Bloodrotcanister has a small
Grenade
Handed: Requires 1 hand to use explosive
Size: charge
Tinyto(+4 inside--just
bonus
thetodisease-
conceal
Range Increment: 10 feet if enough spread
with a “sleight of hand” roll)
thrown, possibly more if launched bearing
Cost: 700mist over the target area.
Units
from a weapon “To Hit” Bonus: -- Tentative Purchase DC: 17 (usually
Rate of Fire: Each weapon can restricted to military use)
only be thrown once, but you can Required Proficiency: Simple
launch as many of them as you Handed: Requires 1 hand to use
have attacks Range Increment: 10 feet if
Damage: Special, see description thrown, possibly more if
Weight: 1 pound launched from a weapon
Armor Class: 13 (Can't be “To Hit” Bonus: --
attacked in flight by most
weapons)
Hardness: 2 219
Rate of Fire: Each weapon can only
be thrown once, but you can Flesh-Eating Grenade
launch as many of them as you Size: Tiny (+4 bonus to conceal
have attacks with a “sleight of hand” roll)
Damage: Infects everyone in a Cost: 685 Units
five-foot radius with an infectious Tentative Purchase DC: (usually
disease. The victim must make a illegal)
Fortitude Saving Throw vs. DC 20 Required Proficiency: Simple
or lose a point of Strength and Handed: Requires 1 hand to use
one of Constitution per hour until Range Increment: 10 feet if
they are cured or reach 0 thrown, possibly more if launched
Constitution and die. from a weapon “To Hit” Bonus: --
Weight: 1 pound Rate of Fire: Each weapon can
Armor Class: 13 (Can't be attacked only be thrown once, but you can
in flight by most weapons) launch as many of them as you
Hardness: 2 Hit Points: 2 have attacks
DC required to break this item Damage: Special, see description
with a Strength Roll: 14 Weight: 1 pound
Accessories: Antidote Vial (1/20th Armor Class: 13 (Can't be
lb, costs 150 Units, holds 2 doses, attacked in flight by most
negates effect of disease on 1 weapons)
victim in 1 -4 hours) Hardness: 2 Hit Points: 2
Description: An even more DC required to break this item
dangerous and even more illegal with a Strength Roll: 14
biological
Viral weapon.Superlethal
Grenade, The virus it Special: Affects everything in a
carries
("The acts faster
Chattering and has more
Death") ten-foot radius. Contains a flesh-
gruesome
Size: symptoms.
Tiny for
(+4using
bonusit toThe prison
conceal eating virus that does 1d6
sentence
with a “sleight is usually
of hand” roll) damage per round until the
longer,
Cost: 680 too.
Units victim either dies or makes a
Tentative Purchase DC: 17 (usually Fortitude Save vs. DC 20. They
illegal) can attempt a Saving Throw once
Required Proficiency: Simple each round, but only after they
Handed: Requires 1 hand to use have already taken damage.
Range Increment: 10 feet if Accessories: Antidote Vial (1/20th
thrown, possibly more if launched lb, costs 150 Units, holds 2 doses,
from a weapon “To Hit” Bonus: -- negates effect of grenade on 1
Rate of Fire: Each weapon can only victim in 1 -3 rounds)
be thrown once, but you can Description: One of the most
launch as many of them as you loathed and feared grenade-
have attacks weapons
Incendiary in existence.
Grenade Don't use
Damage: Infects everyone in a this one for crowd control unless
Size: Tiny for
you work (+4abonus to conceal
rampaging
five-foot radius with an infectious with a “sleight of hand” roll) just
disease. The victim must make a barbarian horde--it violates
Cost:
about500everyUnits
war- crimes statute
Fortitude Saving Throw vs. DC 25 Tentative Purchase DC: 15
or lose a point of Dexterity, one ever written. There is a simple
(usually restricted to military
antidote to the virus, if you can use)
of Intelligence and one of Required
Constitution per round until they inject it inProficiency:
time. Simple
Handed: Requires 1 hand to use
are cured or reach 0 Constitution Range Increment: 10 feet if
and die. thrown, possibly more if launched
Weight: 1 pound from a weapon “To Hit” Bonus: --
Armor Class: 13 (Can't be attacked Rate of Fire: Each weapon can
in flight by most weapons) only be thrown once, but you can
Hardness: 2 Hit Points: 2 launch as many of them as you
DC required to break this item have attacks
with a Strength Roll: 14 Damage: 5d6 Heat damage to
Accessories: Antidote Vial (1/20th everything in a ten-foot radius. A
lb, costs 150 Units, holds 2 doses, Reflexes Saving Throw vs. DC 15
negates effect of grenade on 1 will allow a target to take half
victim in 1 -4 rounds) damage.
Description: The most lethal and Weight: 1 pound
fast-acting biological weapon Armor Class: 13 (Can't be
anyone has been sick enough to attacked in flight by most
think of, yet. It acts on the central weapons)
nervous system. Victims are prone Hardness: 2 Hit Points: 2
to uncontrollable bouts of DC required to break this item 220
chattering teeth and to shouting with a Strength
out obscenities and songs from
their childhood as they die. This is
why they call it the Chattering
Death
Roll: 15 Hit Points: 2
Description: A grenade packed DC required to break this item
with a quick-burning thermite with a Strength Roll: 14
compound. It has completely Description: This unusual grenade
burnt itself out in a round, but is filled with a quick-freezing
may set other fires in the blast liquid, with a small explosive
radius at the DM's discretion. charge in the middle. When it
Napalm Grenade detonates, it sprays the liquid all
Size: Tiny (+4 bonus to conceal over the radius of effect, in a fine
with a “sleight of hand” roll) Electrostatic Grenade
mist.
Cost: 500 Units Size: Tiny (+4 bonus to conceal
Tentative Purchase DC: 15 with a “sleight of hand” roll)
(usually restricted to military use) Cost: 500 Units
Required Proficiency: Simple Tentative Purchase DC: 15
Handed: Requires 1 hand to use (usually restricted to military use)
Range Increment: 10 feet if Required Proficiency: Simple
thrown, possibly more if launched Handed: Requires 1 hand to use
from a weapon “To Hit” Bonus: -- Range Increment: 10 feet if
Rate of Fire: Each weapon can thrown, possibly more if launched
only be thrown once, but you can from a weapon “To Hit” Bonus: --
launch as many of them as you Rate of Fire: Each weapon can
have attacks only be thrown once, but you can
Damage: Special, launch as many of them as you
see description have attacks
Weight: 1 pound Damage: 4d6 Electricity to
Armor Class: 13 (Can't be everything in a 5 foot radius. A
attacked in flight by most Reflexes Saving Throw vs. DC
weapons) 18 halves the damage.
Hardne Weight: 1 pound
ss: 2 Armor Class: 13 (Can't be
Hit attacked in flight by most
Points: weapons)
2 Hardness: 2 Hit Points: 2
DC required to break this item DC required to break this item
with a Strength Roll: 15 with a Strength Roll: 14
Description: A canister filled with Description: A portable
a sticky, flammable substance. It thunderbolt. This grenade has
ignites on impact, covering a built-in power cell, which it
anyone in a 10-foot radius with discharges in a crackling field
burning glop, doing 1d6 damage of electrical havoc. This melts
per round. The napalm continues the grenade into a small metal
to burnGrenade
Frost for three rounds, and pool, but forensic investigators
cannot be
Size: Tiny (+4extinguished with
bonus to conceal will still be able to figure out
water,
with a sand, or of
“sleight any otherroll)
hand” method what
Caustic kindGrenade
of weapon was used
which
Cost: relies
500 on
Units taking oxygen here. Robots and other
Size: Tiny (+4 bonus such
to conceal
away fromPurchase
Tentative a flame. DC:
A Reflexes
15 cybernetic
with entities
a “sleight may roll)
of hand” or may
saving
(usually throw vs.
restrictedDCto 20 halves
military the
use) not
Cost: take additional damage
485 Units
damage,
Required provided that
Proficiency: you
Simple use from this grenade,
Tentative Purchase DC: at the
15 DM's
your nextRequires
Handed: movement 1 to
handleave the
to use discretion.
(usually restricted to military use)
five-foot radius of effect.
Range Increment: 10 feet if Required Proficiency: Simple
thrown, possibly more if launched Handed: Requires 1 hand to use
from a weapon “To Hit” Bonus: -- Range Increment: 10 feet if
Rate of Fire: Each weapon can thrown, possibly more if launched
only be thrown once, but you can from a weapon “To Hit” Bonus: --
launch as many of them as you Rate of Fire: Each weapon can
have attacks only be thrown once, but you can
Damage: 3d6 Cold to everything launch as many of them as you
in a ten-foot radius. A Reflexes have attacks
Saving Throw vs. DC 15 will allow Damage: 2d6 Caustic damage per
the target to take half damage. round for 2d4 rounds to anything
Weight: 1 pound in a 10 foot radius Weight: 1
Armor Class: 13 (Can't be pound
attacked in flight by most Armor Class: 13 (Can't be
weapons) attacked in flight by most
Hardness: 2 weapons)
221
Hardness: 2 Hit Damage: Special, see
Points: 2 description Weight: 1
DC required to break this item pound
with a Strength Roll: 14 Armor Class: 13 (Can't be
Description: A metal canister full attacked in flight by most
of acid, with a small explosive in weapons)
the center, which detonates on Hardnes
impact and blankets the area with s: 2 Hit
a fine caustic mist. This is not a Points:
splash attack weapon as such. It 2
does an equal amount of damage DC required to break this item
to anything in its radius, rather with a Strength Roll: 15
than doing the majority of its Description: A strange biological
damage to a particular target and weapon. Each of these grenades
Neutron
then a reducedGrenade
amount to creates a barrier of tangled
everything
Size: Tiny (+4else.
bonus to conceal bushes with needle-sharp thorns.
with a “sleight of hand” roll) It takes one round for them to rip
Cost: 1,000 Units their way up from the ground
Tentative Purchase DC: 18 after the seeds and the
(usually restricted to military use) hypernutrient are spread across
Required Proficiency: Simple the target area.
Handed: Requires 1 hand to use Any character who moves
Range Increment: 10 feet if through the barrier takes 25
thrown, possibly more if launched points of damage per round of
from a weapon “To Hit” Bonus: -- movement, minus 1 for each
Rate of Fire: Each weapon can point of the character's AC.
only be thrown once, but you can Dexterity and dodge bonuses do
launch as many of them as you not help the character evade
have attacks damage. Only actual physical
Damage: 6d6 Radiation, in a armor counts.
thirty-foot radius. Only living By adjusting the setting on the
organisms or complex electronics canister before you launch it (this
take damage from this attack. takes a Standard Action) you can
Robots, cyborgs, computers, etc. shape the wall into any pattern of
take full damage. 20 10-by-10-foot blocks.
Weight: 1 pound Characters must force their way
Armor Class: 13 (Can't be slowly through the wall. To make
attacked in flight by most any progress,
Glue Grenade a character must
weapons) succeed
Size: Tinyat(+4 a bonus
Strength check (DC
to conceal
Hardness: 2 Hit Points: 2 20).
with a “sleight of hand” roll)moves
A successful character
DC required to break this item a number
Cost: 450 Units of feet equal to the
with a Strength Roll: 15 Strength check
Tentative Purchase result minus 19,
DC: 15
Description: Leaves buildings so a character
(usually restricted who rolled 24
to military on
use)
standing but kills unwanted their Strength check
Required Proficiency: Simple could move
people dead on contact. It makes 5 feet in aRequires
Handed: round. 1 hand to use
only a faint buzzing sound. The A character
Range Increment: trapped in the
10 feet if
area it has devastated remains thorns can choose to remain
thrown, possibly more if launched
toxic for 2d6 hours. Anything motionless
from a weapon in order to avoid
“To Hit” Bonus: --
entering its blast radius must taking
Rate of Fire: Each weapon Any
any more damage. can
Bio-Barrier
make a Fortitude
Grenade
Saving Throw characters
only be thrown within the area
once, of can
but you
Size: Tiny (+4 bonus to conceal effect
vs.
withDC 15 for
a “sleightevery round
of suffer
hand” 1d4 they
roll) launchtake damage
as many as if they
of them as youhad
remain inside, or silent, moved into
have attacks the wall.
Cost: 500
invisible Units
damage. The bio-barrier can be carefully
Tentative Purchase DC: 15 Damage: Special, see
pared
description Weight: 1 weapons.
away by edged
(usually restricted to military use) Chopping at the barrier creates a
Required Proficiency: Simple pound
safe passage
Armor Class: 13 1 foot deep
(Can't be for
Handed: Requires 1 hand to use every 5 minutes
Range Increment: 10 feet if attacked in flightofbywork.
mostFire also
affects
weapons) it normally.
thrown, possibly more if launched
from a weapon “To Hit” Bonus: -- Hardnes
Rate of Fire: Each weapon can s: 2 Hit
only be thrown once, but you can Points:
launch as many of them as you 1
have attacks DC required to break this item
with a Strength Roll: 14
Accessories: Antidote Vial (1/20th
lb, costs 150 Units, holds 2 doses,222
negates effect of grenade on 1
victim in 1 round)
Description: This small canister of Range Increment: 10 feet if
goop bursts apart on impact, thrown, possibly more if launched
showering everything in a five from a weapon “To Hit” Bonus: --
foot radius. Anything within that Rate of Fire: Each weapon can
radius which fails a Reflexes only be thrown once, but you can
Saving Throw vs. DC 20 is caught launch as many of them as you
fast by the glue. A trapped have attacks
character suffers a -2 penalty on Damage: Every target in a 15 foot
all attacks, has their Dexterity radius must make a Reflexes
effectively reduced by 4 and must Saving Throw vs. DC 25 or
immediately make another become Blind for the next 2d10
Reflexes Saving Throw (DC 15) to minutes. Anyone in the radius of
avoid being stuck to the floor. If a effect also takes 1d6 Nonlethal
character is fact glued to the Damage, with no possibility of a
floor, they are unable to move. saving throw.
Even if they make the second Weight: 1 pound
saving throw, they
Tanglebomb still only move
Grenade Armor Class: 13 (Can't be
at
Size: Tiny (+4 bonusrate.
half their normal To free
to conceal attacked in flight by most
themselves, they
with a “sleight of must
hand”make roll) a weapons)
Strength
Cost: 485check
Units vs. DC 27, or do Hardness: 2 Hit Points: 2
at least fifteen
Tentative points
Purchase DC: of(usually
damage DC required to break this item
to the glue.
restricted toHitting
militarytheuse)glue is with a Strength Roll: 15
automatically
Required successful.
Proficiency: Simple Description: Anyone in this
Handed: Requires 1 hand to use grenade's radius of attack runs an
Range Increment: 10 feet if excellent chance of being
thrown, possibly more if launched temporarily blinded. This makes
from a weapon “To Hit” Bonus: -- for a good non-lethal weapon,
Rate of Fire: Each weapon can but isn't that useful for crowd
only be thrown once, but you can control,Screamer
Sonic since it leavesGrenade
the crowd
launch as many of them as you staggering
Size: Tiny (+4 around
bonuspanicky and
to conceal
have attacks blind,a instead
with “sleightof ofmoving them out
hand” roll)
Damage: Special, see description of the480
Cost: area. It doesn't
Units work on
Tentative
Weight: 1 pound creatures DC:
Purchase that15don't have eyes, or
Required
Armor Class: 13 (Can't be (DM's call) that
Proficiency: see Handed:
Simple in some
attacked in flight by most radically
Requires 1 hand to use of
different kind Range
weapons) spectrum.
Increment: 10 feet if thrown,
Hardness: 2 Hit Points: 2 possibly more if launched from a
DC required to break this item weapon “To Hit” Bonus: -Rate of
with a Strength Roll: 14 Fire: Each weapon can only be
Special: Ensnares everything in a thrown once, but you can launch
5 foot radius, unless they make a as many of them as you have
Reflexes Saving Throw vs. DC 20 attacks
and at once move out of the Damage: Special, see description
target square. A trapped Weight: 1 pound
character suffers a -2 penalty on Armor Class: 13 (Can't be
all attacks, has their Dexterity attacked in flight by most
effectively reduced by 4, and weapons)
moves at half speed. To free Hardness: 2 Hit Points: 2
themselves, they must take a full DC required to break this item
action and make either an Escape with a Strength Roll: 14
Artist roll vs. DC 20 or rip their Description: The screamer goes
way loose by making a Strength off on impact, causing Deafness
check vs. DC 25. to anyone within a fifteen foot
Description: This slow-moving radius if they fail a Fortitude
grenade bursts open over the Saving Throw (DC 20).
target and encases them in a It also does 3d6 Nonlethal
Hyperflash
tangleweb net.Grenade
It's a convenient damage to anyone in a 10 foot
Size: Tiny (+4 bonus to
law-enforcement conceal
tool, also radius. A reflexes saving throw vs.
with a “sleight
popular withof hand”
criminalsroll) and DC 15 allows a target to take half
Cost: 475zoologists.
wildlife Units Tentative There is a damage, provided that they take
Purchase
hand-thrown DC: 15version
Requiredof this an action to move out of the
Proficiency:
grenade, but Simple
you're Handed:
much more grenade's radius that round.
Requires
likely to 1 see
hand itto use
fired from a It screams for three rounds.
grenade launcher. Creatures who do not have the
ability to hear are not affected by
this weapon at all. 223
Immobilizer Foam Grenade Armor Class: 13 (Can't be
Size: Tiny (+4 bonus to conceal attacked in flight by most
with a “sleight of hand” roll) weapons)
Cost: 490 Units Hardness: 2 Hit Points: 2
Tentative Purchase DC: (usually DC required to break this item
restricted to military use) with a Strength Roll: 15
Required Proficiency: Simple Description: A small omni-
Handed: Requires 1 hand to use directional stun-wave unit, which
Range Increment: 10 feet if burns itself out in a single charge.
thrown, possibly more if launched It fires an electromagnetic pulse
from a weapon “To Hit” Bonus: -- specially calibrated to disrupt the
Rate of Fire: Each weapon can neuo-electrical activity in a living
only be thrown once, but you can creature's brain. It can be preset
launch as many of them as you to disrupt robots' neural
have attacks Single-Plane
networks instead,Grenade
but can't do
Damage: Special, see description both Tiny
Size: at once.
(+4 bonus to conceal
Weight: 1 pound with a “sleight of hand” roll)
Armor Class: 13 (Can't be Cost: 510 Units
attacked in flight by most Tentative Purchase DC: (usually
weapons) restricted to military use)
Hardness: 2 Hit Points: 2 Required Proficiency: Simple
DC required to break this item Handed: Requires 1 hand to use
with a Strength Roll: 14 Range Increment: 10 feet if
Accessories: Solvent Kit (1/20th thrown, possibly more if launched
lb, costs 15 Units, holds 3 doses, from a weapon “To Hit” Bonus: --
negates effect of grenade in 1 Rate of Fire: Each weapon can
round) Description: This grenade only be thrown once, but you can
bursts open and covers launch as many of them as you
everything within a 5-foot radius have attacks
with quick-hardening foam. Damage: 3d6 Slashing to
To evade it, anyone in the anything in a 20 foot radius. A
target square must make a Reflexes Saving Throw vs. DC 20
Reflexes Saving Throw vs. DC 18, halves the damage.
and spend their next Movement Weight: 1 pound
to leave the affected square. Armor Class: 13 (Can't be
Anyone caught in the foam attacked in flight by most
suffers a -2 penalty on all attacks, weapons)
and has their Dexterity effectively Hardness: 2 Hit Points: 2
reduced by 4. They must DC required to break this item
immediately make another with a Strength Roll: 15
Reflexes Saving Throw (DC 15) or Description: This concussion
they are completely mired in the grenade explodes in a single flat
foam, unable to move. Even if plane, rather than a sphere. This
they make the second saving does slashing damage rather than
throw, they still only move at half bludgeoning damage and greatly
their normal rate. To free magnifies the explosive's force.
themselves, they must make a Roll a d20 to attack each target in
Strength check vs. DC 27, or do the burst radius. If you roll a
at least 17 points of damage to natural 20, the target has been
the foam. As an inert object, it is decapitated, as per a Vorpal
impossible to miss the foam with weapon. There may
Metal-Eating be some
Grenade
an attack. targets
Size: like
Tiny robots,
(+4 bonus zombies
to concealor
The foam hardens in one round amorphous
with beings
a “sleight who
of hand” suffer no
and becomes harmless to touch. particular
Cost: 500 adverse
Units effectsroll)
from
It does however block the square, having
Tentative their heads removed.
Purchase DC: 15
making it impossible to move (usually restricted to military use)
through. Required Proficiency: Simple
Handed: Requires 1 hand to use
Range Increment: 10 feet if
Stun Grenade thrown, possibly more if launched
Size: Tiny (+4 bonus to conceal from a weapon “To Hit” Bonus: --
with a “sleight of hand” roll) Rate of Fire: Each weapon can
Cost: 500 Units only be thrown once,
Tentative Purchase DC: 15
(usually restricted to military use)
Required Proficiency: Simple 224
Handed: Requires 1 hand to use
Range Increment: 10 feet if
thrown, possibly more if launched
from a weapon “To Hit” Bonus: --
Rate of Fire: Each weapon can
but you can launch as many of Hemorrhage Gas Grenade
them as you have attacks Size: Tiny (+4 bonus to conceal
Damage: Splash-effect weapon, with a “sleight of hand” roll)
does 2d6 damage per round for Cost: 500 Units
2-8 rounds (2d4) to the target and Tentative Purchase DC: 15
1 pt per round to anything in a 10 (usually restricted to military use)
ft radius for 2-7 rounds (1d6+1). Required Proficiency: Simple
Ignores up to 5 points of Handed: Requires 1 hand to use
Hardness or Damage Resistance. Range Increment: 10 feet if
Only affects targets made of thrown, possibly more if launched
metal. from a weapon “To Hit” Bonus: --
Weight: 1 pound Rate of Fire: Each weapon can
Armor Class: 13 (Can't be attacked only be thrown once, but you can
in flight by most weapons) launch as many of them as you
Hardness: 2 Hit Points: 2 have attacks
DC required to break this item Damage: Special, see description
with a Strength Roll: 14 Weight: 1 pound
Accessories: Antidote Vial (1/20th Armor Class: 13 (Can't be
lb, costs 150 Units, holds 2 doses, attacked in flight by most
negates effect of grenade in 1 weapons)
round) Hardness: 2 Hit Points: 2
Description: This grenade is DC required to break this item
packed with a metal- eating virus. with a Strength Roll: 14
It is a splash weapon, and does Accessories: Antidote Vial (1/20th
more damage to the main target lb, costs 230 Units, holds 2 doses,
than to anyone else in the blast negates effect of the hemotoxin
radius. It is largely used
Brain-Scrambler against
Grenade on 1 victim in 1 -2 rounds)
robots, although anything made Description: A grenade filled with
Size:
of anyTiny
type (+4of bonus
metal to
willconceal
suffer the
with
sameaeffects.
“sleight of hand” roll) a powerful airborne hemotoxin,
Cost: 550 Units which makes the target bleed
Tentative Purchase DC: 16 (usually from every orifice and pore. Any
restricted to military use) living target in a 10 foot radius
Required Proficiency: Simple will take 2d6 damage per round
Handed: Requires 1 hand to use for 1d6 rounds. While taking
Range Increment: 10 feet if damage they will make all rolls at
thrown, possibly more if launched a -2 penalty, because of the
from a weapon “To Hit” Bonus: -- agonizing discomfort and fear
Rate of Fire: Each weapon can this weapon produces. A
only be thrown once, but you can Fortitude Saving Throw vs. DC 25
launch as many of them as you will reduce the damage to 1d6
have attacks per round. A gas mask will give
Damage: Special, see description the wearer a +2 to their Fortitude
Weight: 1 pound Saving Throw, butGrenade
Plastic-Eating has no other
Armor Class: 13 (Can't be attacked effect.
Size: A completely
Tiny (+4 bonus sealed
to conceal
in flight by most weapons) environment
with a “sleight suit negates
of hand” roll) the
Hardness: 2 Hit Points: 2 attack.
Cost: TheUnits
500 effects of this weapon
DC required to break this item are gruesome
Tentative in theDC:
Purchase extreme
15 and
with a Strength Roll: 14 any troops
(usually who see
restricted to hemorrhage
military use)
Description: This grenade is gas used Proficiency:
Required on their comrades
Simple must
loaded with a microwave pulse- make
Handed: an immediate
Requires Morale
1 hand to use
emitter which disrupts the higher Check
Range at a -2 penalty.
Increment: 10 feet if
mental functions of organic life. It thrown, possibly more if launched
affects everyone in a five- foot from a weapon “To Hit” Bonus: --
radius. If anyone in its range fails a Rate of Fire: Each weapon can
Fortitude Saving Throw vs. DC 20, only be thrown once, but you can
they lose 3d6 Intelligence. launch as many of them as you
A character with animal-like have attacks
intelligence (3 or lower) can still Damage: Splash-effect weapon,
recognize their friends and will does 2d6 damage per round for
still follow them around to keep 2-8 rounds (2d4) to the target
from feeling anxious and alone. and 1 pt per round to anything in
They cannot speak or use tools in a 10 ft radius for 2-7 rounds
this condition. The effects of the (1d6+1). Only affects targets
Brain-Scrambler Grenade are made of plastic.
permanent. Only sophisticated Weight: 1 pound
medical treatment will help Armor Class: 13 (Can't be attacked 225
afflicted characters. in flight by most
weapons) of hand” roll)
Hardness: 2 Hit Points: 2 Cost: 675 Units
DC required to break this item Tentative Purchase DC: 17 (usually
with a Strength Roll: 14 restricted to military use)
Accessories: Antidote Vial (1/20th Required Proficiency: Simple
lb, costs 120 Units, holds 3 doses, Handed: Requires 1 hand to use
negates effect of grenade on 1 Range Increment: 10 feet if
target in 1 -3 rounds) thrown, possibly more if launched
Description: A metal canister from a weapon “To Hit” Bonus: --
which bursts apart on impact, Rate of Fire: Each weapon can
releasing a plastic-eating virus. only be thrown once, but you can
This isn't really a splash weapon. launch as many of them as you
The virus is distributed pretty have attacks
evenly over the five-foot radius of Damage: 4d6 Piercing damage to
effect and does the same number anything in a 20
of dice worth of damage to foot radius
everything in that area. If a larger Weight: 1 pound
object made of plastic extends Armor Class: 13
partway into the grenade's radius Hardness: 2
of effect, it continues to take Hit Points: 2
damage even after thatGrenade
Discombobulator section DC required to break this item
has
Size:been
Tiny eaten away,toasconceal
(+4 bonus the with a Strength Roll: 15
disease
with spreadsofthrough
a “sleight the rest
hand” roll) Accessories: Remote Detonator
of it.. 500 Units
Cost: (1/20th lb, costs 10 Units, range of
Tentative Purchase DC: 15 (usually 200 yards unless the DM
restricted to military use) determines that something is
Required Proficiency: Simple interfering with the signal)
Handed: Requires 1 hand to use Description: A small sonic module
Range Increment: 10 feet if which emits a trilling hum at
thrown, possibly more if launched exactly the right frequency to
from a weapon “To Hit” Bonus: -- soothe and fascinate human
Rate of Fire: Each weapon can only beings. When it activates,
be thrown once, but you can everyone within a 20 foot radius
launch as many of them as you must make a Willpower Saving
have attacks Throw vs. DC 20 or stand
Damage: 6d6 Slashing, five foot fascinated, smiling happily as the
radius. A Reflexes Saving Throw device trills.
vs. DC 20 will halve the damage, Anyone under its spell will feel a
but will not protect the target compulsion to get closer to it, so
from the weapon's special effect after it has become activated, a
(see below). tightly packed crowd of people
Weight: 1 pound usually gathers around it.
Armor Class: 13 (Can't be attacked After 2-10 rounds (the user sets
in flight by most weapons) the timer before arming the
Hardness: 2 Hit Points: 2 weapon), it explodes, showering
DC required to break this item all of its happy new friends with
with a Strength Roll: 15 shrapnel. Anyone within a 20 foot
Special: Although this is an area radius who still has their wits
effect weapon, the DM should about them can make a Reflexes
make individual “To Hit” rolls for
Improvised
Saving Throw vs. Fragmentation
DC 18 to take
every potential target in the blast Grenade
half damage (at the DM's
radius. These rolls have no effect discretion
Size: Medium they(-4may get a to
penalty bonus if
unless a critical hit is rolled. On a enough with
conceal people are packed
a “sleight of hand”in
critical hit, this weapon has cut the around
roll) the device to soak up
target into sections, killing them most of the
Cost: 15 shrapnel).
Units worth ofEveryone
materials
instantly. At the DM's discretion else
to takesUnits
make 4d6 Tentative
piercing damage.
Purchase
there may be a few entities who DC:The hush-my-darling
4 Required doesn't
Proficiency: Simple
can recover from injuries like this work underwater
Handed: Requiresor in a vacuum
1 hand to use
(for example creatures that are and
Range of Increment:
course it has 10no effect
feet if on
made of totally undifferentiated robots. At
thrown, the DM's
possibly discretion
more if launched it
tissue). may or
from maykind
some not of
affect aliens.
weapon “ToIt is
Description: A grenade packed common
Hit” Bonus: for-Magazine:
whoever uses Canaonly
with coils of ultrasharp Hush-My-Darling
be used once Ratetoofput it --
Fire: inside a
monofilament wire. No more than stuffed
Damage: toy,
2d6asPiercing
a joke. to
a single molecule thick, it does everything in a 5 foot radius
grievous damage to flesh and Weight: 1 pound 226
bone when it's flung at high
speed.

Hush-My-Darling
Armor Class: 9 Hardness: 1 Hit military use)
Points: 1 Required Proficiency: Simple
DC required to break this item Handed: Requires 1 hand to use
with a Strength Roll: 10 Range Increment: 10 feet if
Accessories: -Description: One thrown, possibly more if launched
step above a Molotov cocktail, from a weapon “To Hit” Bonus: --
this improvised grenade can be Rate of Fire: Each weapon can
made from 20 Units worth of only be thrown once, but you can
material (it's the DM's call as to launch as many of them as you
exactly what materials will work- have attacks
gas and liquid fuel canisters are Damage: Variable, does 1-8 d8
among the usual suspects) and a Radiation damage in a 5-20 foot
Repair Roll vs. DC 15. Packed full radius. Most obstacles do not
of nails, gravel and other block its radius of effect.
fragments, it will make a very Weight: 1 pound
satisfying explosion on impact. Armor Class: 13 (Can't be
Unfortunately, it is also prone to attacked in flight by most
going off in your hand. If this weapons)
device loses all its Hit Points, it Hardness: 2 Hit Points: 2
explodes, doing its full amount of DC required to break this item
damage to everything in a 5 foot
Variable-Intensity with a Strength Roll: 15
radius, whether or not you Special: Damages only living
Concussion Grenade
happen to be holding it at the tissue or complex electronics.
time. Tiny (+4 bonus to conceal
Size: Area of effect can only be
with a “sleight of hand” roll) blocked by lead shielding.
Cost: 650 Units Description: Just how dead do
Tentative Purchase DC: 16 (usually you want to kill them? This handy
restricted to military use) item emits a silent but deadly
Required Proficiency: Simple pulse of hard radiation. You set
Handed: Requires 1 hand to use the radius, you set the intensity.
Range Increment: 10 feet if Walls don't stop it, doors don't
thrown, possibly more if launched stop it, floors don't stop it. In fact,
from a weapon “To Hit” Bonus: -- nothing short of an inch of lead
Rate of Fire: Each weapon can shielding stops it. It's not
Variable-Intensity a
Anti-
only be thrown once, but you can reusable item, you won't find
launch as many of them as you Robot Grenade
yourself hunting all over the
have attacks battlefield
Size: for bonus
Tiny (+4 a grenade that's
to conceal
Damage: Variable. Can be set to rolleda under
with something--just
“sleight of hand” roll) fire
do 1-4d6 Bludgeoning, in a 5-20 and forget
Cost: about it. How's that
600 Units
foot radius Weight: 1 pound for convenience?
Tentative Purchase DC: 16 (usually
Armor Class: 13 (Can't be restricted to military use)
attacked in flight by most Required Proficiency: Simple
weapons) Handed: Requires 1 hand to use
Hardness: 2 Hit Points: 2 Range Increment: 10 feet if
DC required to break this item thrown, possibly more if launched
with a Strength Roll: 15 from a weapon “To Hit” Bonus: --
Description: Troops often call this Rate of Fire: Each weapon can
one the dial-a- grenade. It can be only be thrown once, but you can
set to do varying amounts of launch as many of them as you
damage in a varying radius of have attacks
effect. Two small dials on top of Damage: Variable. Can be set to
the hand-grenade version control do 1-2d4 electrical damage to
the range and intensity. If these anything in a 10 foot radius. Can
weapons are standard issue for also be set to do an additional 1-
grenade launchers, then the 5d8 to robots and other sentient
mechanism for setting the machines.
grenade's intensity is usually Weight: 1 pound
found on the weapon itself. Armor Class: 13 (Can't be
Information on the grenade's attacked in flight by most
current setting can generally be weapons)
seen in a pop-up display on the Hardness: 2 Hit Points: 2
weapon's scope. DC required to break this item
with a Strength Roll: 15
Description: This grenade fires an
Variable-Intensity electromagnetic pulse device
Radiation Pulse Grenade designed specifically to disrupt a227
Size: Tiny (+4 bonus to conceal robot's brain. A highly
with a “sleight of hand” roll) sophisticated weapon, it can be
Cost: 625 Units set to damage one or more
Tentative Purchase DC: 16 (usually targets within the blast radius but
restricted to
leave others unharmed. Adjusting which burns itself out after a
its settings takes a Standard single use. It does only half
Action. damage to inanimate objects and
robots, but has a devastating
Anti-Etheric Blast Grenade effect on anything made of flesh.
Size: Tiny (+4 bonus to conceal Selective Effect Grenade
with a “sleight of hand” roll) Size: Tiny (+4 bonus to conceal
Cost: 785 Units with a “sleight of hand” roll)
Tentative Purchase DC: (usually Cost: 750 Units
restricted to military use) Tentative Purchase DC: 17
Required Proficiency: Simple (usually restricted to military use)
Handed: Requires 1 hand to use Required Proficiency: Simple
Range Increment: 10 feet if Handed: Requires 1 hand to use
thrown, possibly more if launched Range Increment: 10 feet if
from a weapon “To Hit” Bonus: -- thrown, possibly more if launched
Rate of Fire: Each weapon can from a weapon “To Hit” Bonus: --
only be thrown once, but you can Rate of Fire: Each weapon can
launch as many of them as you only be thrown once, but you can
have attacks launch as many of them as you
Damage: 3d6+3 Weird Energy to have attacks
everything in a 20 foot radius. Damage: Variable, does 1-6d6
Only affects ethereal targets. Bludgeoning damage in a 5-20
Weight: 1 pound foot radius. The weapon's user
Armor Class: 13 (Can't be sets the size and strength of the
attacked in flight by most explosion before throwing the
weapons) grenade (this takes effectively no
Hardness: 2 Hit Points: 2 time). See description for more
DC required to break this item details.
with a Strength Roll: 15 Weight: 1 pound
Description: Civilizations plagued Armor Class: 13 (Can't be
by extradimensional invaders attacked in flight by most
sometimes develop weapons that weapons)
can attack ethereal opponents. Hardne
This device emits a pulse of ss: 2 Hit
destructive energy on the Points:
Disruptor
Ethereal Grenade
plane. It has a fairly good 2
rangeTiny
Size: and(+4
does a lot to
bonus of conceal
damage, DC required to break this item
but only
with affectsofethereal
a “sleight objects.
hand” roll) with a Strength Roll: 15
Cost: 625 Units Description: This super-advanced
Tentative Purchase DC: 16 grenade explodes in a flash of
(usually restricted to military use) radiant energy. The explosion is
Required Proficiency: Simple partly on this plane and partly on
Handed: Requires 1 hand to use the Ethereal, and can be partly
Range Increment: 10 feet if shifted from one to another with
thrown, possibly more if launched great subtlety. In practical terms
from a weapon “To Hit” Bonus: -- this means that not only can the
Rate of Fire: Each weapon can grenade harm ethereal targets,
only be thrown once, but you can Plasma
but it can Grenade
be set to do damage to
launch as many of them as you someTiny
Size: things
(+4inbonus
its radius of effect
to conceal
have attacks and anot
with others.
“sleight In game
of hand” roll) terms
Damage: 8d4 Weird Energy to this means
Cost: 800 Unitsthat when the player
every living thing in a fifteen-foot launches Purchase
Tentative or throwsDC: the17grenade,
radius, 4d4 to robots or they announce
(usually restrictedwhich objects
to military use)in
inanimate objects. A Reflexes its radius Proficiency:
Required of attack they intend to
Simple
Saving Throw vs. DC 20 will allow do damage
Handed: to, and
Requires 1 handhow many
to use
any target to take half damage. dice ofIncrement:
Range damage they intend
10 feet if to do
Weight: 1 pound to each.
thrown, Everything
possibly else is
more if launched
Armor Class: 13 (Can't be completely
from a weapon unharmed.
“To Hit”This device
Bonus: --
attacked in flight by most won'tofripple
Rate the skin
Fire: Each on a can
weapon custard
weapons) unless
only beyou tell itonce,
thrown to. but you can
Hardness: 2 Hit Points: 2 launch as many of them as you
DC required to break this item have attacks
with a Strength Roll: 15 Damage: 8d6 Heat in a 10 foot
Special: Does half damage to radius, a 20 foot
non-living objects. Description: A
small one-shot disrupter module 228
semicircle or a 30 foot cone. A launched from a weapon “To Hit”
Reflexes Saving Throw vs. DC 20 Bonus: -Rate of Fire: Each
will halve the damage. weapon can only be thrown
Weight: 1 pound once, but you can launch as
Armor Class: 13 (Can't be attacked many of them as you have
in flight by most weapons) attacks
Hardness: 2 Hit Points: 2 Damage: 6d10+3 Heat to
DC required to break this item everything in a 35 foot radius.
with a Strength Roll: 15 Ignores up to 20 points of
Description: A very advanced, very Hardness or Damage Resistance
destructive weapon, it unleashes A Reflexes Saving Throw vs. DC
an omnidirectional burst of high- 23 halves the damage.
energy plasma. It's a little like Weight: 1 pound
having a small piece of a star Armor Class: 13 (Can't be
burst out of the grenade and attacked in flight by most
engulf the target. The grenade weapons)
can be set to unleash its lethal Hardness: 3 Hit Points: 4
load in a 10 foot radius, a 20 foot DC required to break this item
semicircle or a 30 foot cone. with a Strength Roll: 15
If it misses the target square and Description: A miniature fusion
is using the semicircle or cone- weapon. This is about the most
shaped attack, roll a d10 to powerful infantry weapon ever
determine which
Antimatter way the grenade
Grenade built.
is facing
Size: Tinywhen it goestooff
(+4 bonus (1
conceal Its one fatal flaw
Psi-Scream on the
Grenade
means “up” and 10 means
with a “sleight of hand” roll) battlefield is its huge
Size: Tiny (+4 bonus to burst
conceal
“down”, 2-9Units
Cost: 1,200 are the eight squares radius, which barely
with a “sleight gives
of hand” you
roll)
adjacent to the
Tentative Purchasetarget
DC:square).
18 (usually time to get out
Cost: 700 Units of the way.
restricted to military use) Tentative Purchase DC: 17 (Often
Required Proficiency: Simple Unavailable) Required
Handed: Requires 1 hand to use Proficiency: Simple Handed:
Range Increment: 10 feet if Requires 1 hand to use Range
thrown, possibly more if launched Increment: 10 feet if thrown,
from a weapon “To Hit” Bonus: -- possibly more if launched from a
Rate of Fire: Each weapon can weapon “To Hit” Bonus: -Rate of
only be thrown once, but you can Fire: Each weapon can only be
launch as many of them as you thrown once, but you can launch
have attacks as many of them as you have
Damage: 6d10 Weird Energy to attacks
everything in a 30 foot radius. No Damage: 4d8 Nonlethal damage
Saving Throw is permitted. to any living thing with a nervous
Weight: 1 pound system in a 10 foot radius. A
Armor Class: 13 (Can't be attacked Willpower Saving Throw vs. DC
in flight by most weapons) 18 reduces the damage by half.
Hardness: 2 Hit Points: 2 Weight: 1 pound
DC required to break this item Armor Class: 13 (Can't be
with a Strength Roll: 15 attacked in flight by most
Description: A few brave souls weapons)
will actually try to hurl handheld Hardness: 2 Hit Points: 1
antimatter grenades at a target, DC required to break this item
but for the most part this is a with a Strength Roll: 15
grenade-launcher weapon. It's Description: The product of some
huge blast radius makes it strange psionic technology, this
difficult for most creatures to grenade looks like a weird, half-
throw
Fusion the handheld version
Grenade melted crystal with a strip of
safely, although
Size: Tiny (+4 bonus you do see
to conceal pulsing brain-matter at its core.
thema “sleight
with used asof suicide bombs
hand” roll) There are no buttons or switches
and
Cost:in1,100
booby-traps.
Units or pins. It senses when you want
Tentative Purchase DC: 18 (usually to arm it. Despite its strange
restricted to military use) shape and odd feel it still
Required Proficiency: Simple manages to be perfectly
Handed: Requires 1 hand to use balanced for throwing. It's even
Range Increment: 10 feet if the right weight.
thrown, possibly more if Once it hits the target, it
somehow gives off a terrible
psychic shriek, doing nonlethal
damage to anyone in the vicinity.229
This grenade comes only in a
hand- thrown variety. It's won't
fit in a grenade launcher
hand” roll) Tentative Purchase DC: 16
Cost: 750 Units (usually restricted to military use)
Tentative Purchase DC: 17 (Often Required Proficiency: Simple
Unavailable) Required Proficiency: Handed: Requires 1 hand to use
Simple Handed: Requires 1 hand Range Increment: 10 feet if
to use Range Increment: 10 feet if thrown, possibly more if launched
thrown, possibly more if launched from a weapon “To Hit” Bonus: --
from a weapon “To Hit” Bonus: -- Rate of Fire: Each weapon can
Rate of Fire: Each weapon can only be thrown once, but you can
only be thrown once, but you can launch as many of them as you
launch as many of them as you have attacks
have attacks Damage: 7d10 Weird Energy in a
Damage: Every living thing in a 5 twenty-foot radius. Only does
foot radius gains 2d3 negative damage to living tissue.
levels. Only affects living targets. Weight: 1 pound
Weight: 1 pound Armor Class: 13 (Can't be
Armor Class: 13 (Can't be attacked in flight by most
attacked in flight by most weapons)
weapons) Hardness: 2 Hit Points: 2
Hardness: 1 Hit Points: 5 DC required to break this item
DC required to break this item with a Strength Roll: 15
with a Strength Roll: 15 Special: Any living creature
Description: Another bizarre reduced to zero Hit Points by this
crystalline psi-weapon, this one weapon is completely
looks like an asymmetrical lump annihilated, beyond the reach of
of black obsidian, or perhaps a most attempts to revive them.
chunk of glass, filled with some Description: A product of some
strange, shifting black liquid. It very advanced civilization, it
actually sucks the life-force out of explodes in a noisy burst of
anyone caught in its radius of purple energy, and annihilates
attack. This
Biotic destroys
Eraser the grenade,
Grenade any living flesh in its vicinity,
which
Size: vanishes
Tiny (+4 in a puff
bonus to of black
conceal leaving no trace of anything it
light
with and with
a “sleight a sound destroys. Only living tissue takes
unnervingly
Cost: 650 likeofsome
Units
hand”deep
roll) damage. It will evaporate a man,
inhuman laughter. but leave the cigarette in his
mouth unbroken, his hair and the
tips of his fingernails lying on the
ground. How it does this remains
unclear--it's some kind of
wonder- science thing involving
“harmonic emanations”.
Whatever this weapon actually is,
Heavy Ordinance
it makes for just about the
ultimate anti-personnel weapon.
We've already shown you plenty of things that go bang, now for variety's
sake let's look at some things that go boom. This is where we keep the big
stuff--missiles, cannons, and even tastier things. Note that these are all
futuristic projectile weapons. No heavy energy weapons are listed here.
Instead laser cannons are listed with lasers, antimatter cannons are listed
with antimatter guns and so forth.
Projectile weapons produce a much wider range of heavy ordinance than
energy guns (perhaps because science fiction authors who are heavily into
the hardware of combat tend to be more interested in present day
weapons and their future evolution). They therefore require a whole
section of their own.
Quite a few of the bigger guns listed here are meant to mounted on
vehicles. This is of course a book of weapons, not a book of vehicles, so I
have left the vehicles they go with deliberately vague. Fit them onto the
vehicle of your choice. They should work well with most of the published
vehicle design systems out there.

Auto-Cannon Tentative Purchase DC: 29 (usually


230
restricted to
military use)
Size: Huge (Impossible to conceal)
Cost: 25,000 Units Required Proficiency: Exotic
Weapons-Ranged
Handed: Weapon must be fired It takes only two rounds to
from a mount Range Increment: completely reload this weapon.
500 feet “To Hit” Bonus: -- The gunner's assistant just drops
Magazine: 100 Rate of Fire: more blocks of ammunition in the
Once per round Damage: 9d6 ammo hopper and checks to make
Piercing (20 x3) sure they're properly aligned.
Weight: 500 Howitzer
pounds Size: Huge (Impossible to conceal)
Armor Class: Cost: 10,000 Units
0 Hardness: Tentative Purchase DC: 26 (usually
10 Hit restricted to military use)
Points: 60 Required Proficiency: Exotic
DC required to break this item Weapons-Ranged Handed:
with a Strength Roll: 15 to disable Requires Fixed hands to use Range
with a skill roll (perhaps the Increment: 1,000 feet “To Hit”
“Repair” skill, although this of Bonus: -Magazine: 200 Rate of
course is up to the DM) Fire: Once per round Damage:
Special: This weapon is capable 10d6 Bludgeoning to anything in a
of Autofire. It can target a 10- 5 foot radius of the spot where the
foot-by-10-foot area. The shell lands Weight: 1 ton Armor
targeted area has an effective Class: 0 Hardness: 10 Hit Points: 50
Defense of 10. If the attack DC required to break this item
succeeds, every target within with a Strength Roll: 15 to disable
the affected area must make a with a skill roll (perhaps the
Reflex save (DC 15) or take the “Repair” skill, although this of
weapon's damage. Autofire uses course is up to the DM)
up 10 rounds, and can only be Accessories: Shells (Weigh 5
used if the weapon still has 10 pounds and cost 20 Units each)
rounds left in it. Description: A generic template
Accessories: Shells (Weigh 2 for a field-gun. This model can't
pounds and cost 20 Units, each) move under its own power and is
Description: A generic template usually towed into battle by a
for a .30mm autocannon, of the support vehicle. It requires a two-
type used by fighter aircraft. You man crew and can only fire once
also sometimes find these huge every other round, due to the time
multibarrel weapons on the required to adjust the firing angle
battlefield in a support roll. It is in and load another shell.
effect a giant machine gun which
fires massive exploding bullets. Mortars
Getting hit by one is just about
certain
A death for
16th century any human
weapon than continues to give good service through at least
being.
the early 21st. Mortars are small upright cannons, based on the very oldest
andInstead of an
simplest ammunition
artillery design. belt,
You drop a specially designed shell into the
its rounds
muzzle, its come in large
first charge caseless
sends it up into the air at a steep trajectory, it falls
blocks.
back Eachonshell
down topisofsurrounded
something and the second charge explodes.
by a casing of solid propellant,
which is
Cheap tocompletely
build, quickconsumed
to set up and extremely simple to use, these are
when the
superb shell is for
weapons launched. It urban settings. They are in many respects
jungle and
produces
far superiornotospent shell-casings
the heavy energy weapons that eventually replace them.
and can
Most holdweapons
energy considerably morein a straight line, but a mortar can send a
fire only
rounds
shell than present-day
straight models. to hit a target that the operator can't
over an obstruction,
even see.

231
“To Hit” Bonus: -Rate of Fire:
Once per round Damage: 6d6
Bludgeoning, 10 foot radius
Weight: 5 pounds Armor Class: 5
Hardness: 3 Hit Points: 3
DC required to break this item
with a Strength Roll: 16
Special: Grenade-like weapon.
Affects everything in a 10 foot
radius of wherever the shell lands.
Anyone caught within that range
must make a Reflexes Saving
Throw vs. DC 20. If they succeed,
they take half damage.
Accessories: Mortar Shell (3 lbs.,
costs 200 units) Description: A
disposable mortar, light and
simple enough for anyone to use
without any special training. The
instructions are printed on the
side in pictograms, in case the
Advanced Materials user is illiterate. The mortar
comes with a round already built
Mortar it. You set it up (this takes a
Size: Huge (Impossible to conceal) round) put the target in the cross-
Cost: 800 Units hairs on its tiny liquid crystal
Tentative Purchase DC: 17 screen, and fire. You can set it to
(usually restricted to military go off immediately, or to wait for
use) up to three rounds (giving you
Required Proficiency: Exotic time to hurry away and look
Weapons-Ranged (Also works innocent).
with any other Mortar) It won't target anything
Handed: Requires 2 hands to within fifty feet, as the
use Range Increment: 500 feet designers have found that this
“To Hit” Bonus: -4 penalty to hit has a way of getting
anything within 50 feet. inexperienced users killed.
Rate of Fire: Once per round Once the
Smart mortar has fired it
Mortar
Damage: 6d6 Bludgeoning, 10 melts
Size: into an
Huge unremarkable
(Impossible to conceal)
foot radius greasy
Cost: brown
3,000 stain. These
Units marks
Weight: 10 pounds are hard for
Tentative chemical
Purchase DC:sensors
22 to
(usually
Armor Class: 5 pick up,
restricted but experienced
to military use) soldiers
Hardness: 10 can recognize
Required them by
Proficiency: sight. They
Exotic
Hit Points: 5 are known colloquially
Weapons-Ranged (Alsoasworks
"Belfast
DC required to break this item widows'
with any teardrops,"
other for
Mortar) reasons
with a Strength Roll: 20 about
Handed: which it is
Requires probably
2 hands better
to use
Special: Affects everything in a not to speculate.
Range Increment: 500 feet
10 foot radius of wherever the “To Hit” Bonus: +4 (if firing itself—
shell lands. Anyone caught see description)
within that range must make a Rate of Fire: Once per round
Reflexes Saving Throw vs. DC 20. Damage: 6d6, 10 foot radius
If they succeed, they take half Weight: 20 pounds
damage. Armor Class: 5
Accessories: Mortar Shell (3 lbs., Hardness: 10
costs 200 units) Description: A Hit Points: 5
lightweight one-man collapsible DC required to break this item
Disposable
mortar, madeMortar from synthetic with a Strength Roll: 18
Size: Hugefar
materials (Impossible
lighter andto conceal)
more Special: Grenade-like weapon.
Cost: 50 Units
durable than anything available Affects everything in a 10 foot
Tentative
today. A singlePurchase DC: can
infantryman 7 radius of wherever the shell lands.
(usually restricted
easily carry this mortar,to set
military
it up, Anyone caught within that range
use)
fire it and change positions must make a Reflexes Saving
Required
before the Proficiency:
enemy can get a Throw vs. DC 20. If they succeed,
Simple
clear fixHanded:
on their position. It they take half damage.
Requires
takes only2 hands
a single to round to set Accessories: Mortar Shell (3 lbs.,
use
up orRange Increment:
take down. costs 200 units), Spare Radio
450 feet 232 Identification Tag (1/20 pound,
costs 300 units)
Description: A self-actuated semi- attaches to one side. It holds up
intelligent mortar. Light enough to fifteen shells. It takes a round
for one man to carry, it comes to set the mortar up and another
with a built-in targeting computer to switch it fully over to automatic
which is actually sophisticated mode and set up its ammo
enough to acquire targets and hopper. If you skip the hopper
fire on them by itself. You can use and leave it with just one round in
either your ranged attack bonus the tube, it takes only a Standard
or the weapon's own. Action to load.
The weapon can be set to fire Like all mortars, it isn't very
automatically on any moving good at hitting nearby targets. It
object within two hundred feet suffers a -4 penalty to hit anything
that doesn't give off the correct within fifty feet. As an artificial
radio signal. It comes with a small intelligence, it is immune to fear,
radio dog tag that identifies its sleep, illusions, emotion control
operator as friendly. Presumably and any other sort of mental
any army which uses smart- attack.
mortars has a plentiful supply of This is a very durable weapon.
Rocket Launchers and Missiles
identification tags for its own
men, but you never know.
Sometimes these things are less
Sometimes they can lie in the
underbrush, primed and ready, for
decades after the war is over.
well organized than they ought to other versions are available as
be. well. Anyone standing behind the
If the mortar has been set to rocket launcher (within five feet)
automatic mode, the operator when it goes off is scorched by
clips on a hopper of spare the exhaust for 2d6 heat damage.
rounds which If they make a Reflexes Saving
Shoulder-Mounted Rocket Throw vs. DC 15, they take half
Launcher Shoulder-Mounted Rocket
damage.
Size: Large (-8 penalty to conceal Launcher, Three-Pack
with a “sleight of hand” roll) Size: Huge (Impossible to conceal)
Cost: 2,200 Units Cost: 3,300 Units
Tentative Purchase DC: 21 (usually Tentative Purchase DC: 22 (usually
restricted to military use) restricted to military use)
Required Proficiency: Simple Required Proficiency: Exotic
Handed: Requires 2 hands to use Weapons-Ranged (also works
Range Increment: 150 feet “To Hit” with any other Missile or Rocket
Bonus: -Rate of Fire: Once per Launcher) Handed: Requires 2
round Damage: 10d6 Bludgeoning hands to use Range Increment:
Weight: 5 pounds Armor Class: 7 150 feet “To Hit” Bonus: --
Hardness: 1 Hit Points: 2 Magazine: 3
DC required to break this item Rate of Fire: Once per round
with a Strength Roll: 14 Damage: 10d6 Bludgeoning
Special: This weapon affects a 10 Weight: 20 pounds Armor Class: 5
foot radius around the point of Hardness: 5 Hit Points: 3
impact. Anyone caught in that DC required to break this item
radius can make a Reflexes with a Strength Roll: 18
Saving Throw vs. DC 20 to take Special: This weapon affects a 10
half damage. Ignores up to 10 foot radius around the point of
points of the specific target's impact. Anyone caught in that
Hardness or Damage Resistance. radius can make a Reflexes Saving
This does not apply to the other Throw vs. DC 20 to take half
objects caught in the burst- damage. Ignores up to 10 points
radius—just the target of the of the target's Hardness or
attack. Damage Resistance. This does not
Accessories: Computerized apply to the other objects caught
Targeting System Module (Weighs in the burst-radius—just the
1/2 pound, Costs 500 units, target itself.
reduces range increment by 1) Accessories: Computerized
Description: A one-shot Targeting System Module
disposable missile launcher. (Weighs 1/2 pound, Costs 500
It comes with its own rocket and units, reduces range increment by
looks like a green plastic tube. 1)
Operating it is extremely simple Description: A shoulder-mounted
and requires no particular weapon reusable missile launcher. It is
proficiency. You fold the tube out much shorter than the "bazooka"233
to its full length (this counts as a weapons of the mid 20th century
Move Action), point it, and shoot. and can be hidden in a suitcase. It
Then throw the tube away. This is not a good idea to stand
one has been loaded with an anti- directly
behind this weapon when it is Handed: Requires 2 hands to use
fired. Anyone standing behind the Range Increment: 150 feet “To
rocket launcher (within ten feet) is Hit” Bonus: -Magazine: 12
scorched by the exhaust for 2d6 Rate of Fire: As many times as the
damage. If they make a Reflexes wielder has attacks
Saving Throw vs. DC 25, they take Damage: 10d6 Bludgeoning
half damage. The stats listed here Weight: 65 pounds Armor Class: 5
assume that the launcher has Hardness: 5 Hit Points: 5
been loaded with anti-tank DC required to break this item
rockets but of course you can with a Strength Roll: 20
Shoulder-Mounted Rocket
load it with whatever missiles the Special: Each missile affects a 10
DM makes available.
Launcher, Five-Pack foot radius around the point of
Size: Huge (Impossible to conceal) impact. Anyone caught in the
Cost: 5,500 Units radius can make a Reflexes Saving
Tentative Purchase DC: 24 (usually Throw vs. DC 20 to take half
restricted to military use) damage. The attack ignores up to
Required Proficiency: Exotic 10 points of the target's Hardness
Weapons-Ranged (also works or Damage Resistance. This last
with any other Missile or Rocket effect does not apply to other
Launcher) Handed: Requires 2 objects caught within the burst
hands to use Range Increment: radius.
150 feet “To Hit” Bonus: -- Accessories: Computerized
Magazine: 5 Targeting System Module
Rate of Fire: Once per round (Weighs 1/2 pound, Costs 500
Damage: 10d6 Bludgeoning units, reduces range increment by
Weight: 30 pounds Armor Class: 5 1)
Hardness: 5 Hit Points: 3 Description: A twelve-shot man-
DC required to break this item portable rocket- launcher. It
with a Strength Roll: 18 resembles a big plastic box, which
Special: Affects a 10 foot radius you balance on one shoulder.
around the point of impact. Targets are selected through the
Anyone caught in the radius can electronic eyepiece and marked
make a Reflexes Saving Throw vs. with an infrared signature which
DC 20 to take half damage. the missile is then assigned to
Ignores 10 points of Hardness or track. Anyone standing within ten
Damage Resistance. This last feet of the launcher's rear end
effect only applies to the target while it is fired takes 2d6 damage
struck, not to other objects within from the scorching exhaust (if
the burst radius. Accessories: they can make a Reflexes Saving
Computerized Targeting System Throw vs. DC 25, they take half
Module (Weighs 1/2 pound, Costs damage). TheRocket
Anti-Tank SK is a disposable
500 units, reduces range weapon, and can't
Size: Medium be reloaded
(-4 penalty to
increment by 1) once it has
conceal withbeen used. It
a “sleight ofishand”
also,
Description: A large portable as you may have noticed, insanely
roll)
rocket launcher, which resembles powerful
Cost: and
1,000 likely to send your
Units
a tall, narrow plastic box with the campaign teeteringDC:
Tentative Purchase off course if it
18 (usually
blunt ends of five missiles sticking falls into the hands of
restricted to military use) player
out of the front. Don't stand charactersProficiency:
Required (although having
Exotic
within ten feet of the launcher's twelve hostile tanks(also
Weapons-Ranged suddenly
rear end when it's fired, or you'll show up
works can
with putother
any a swift end to
Missile or
take 2d6 flame damage from the the problem).
Rocket Launcher)
missile's exhaust (if you make a Handed: N/A
Reflexes Saving Throw vs. DC 25, Range Increment: 150 feet
you
SK takeShoulder-Mounted
12 half damage). The stats “To Hit” Bonus: +2 vs. armor only
listed here assume that the Rate of Fire: Once per round
Rocket Launcher
launcher has been loaded with Damage: 10d6 Bludgeoning
Size: Huge (Impossible
anti-tank rockets, but oftocourse
conceal)
it Weight: 5 pounds
Cost:
can be10,000
loadedUnits
with whatever Armor Class: 9
Tentative
missiles thePurchase
DM makesDC: available.
26 (usually Hardness: 5
restricted
If there aretomultiple
military types
use) of Hit Points: 6
Required
missiles inProficiency:
the launcher Exotic
they can DC required to break this item
Weapons-Ranged
be set off in any order. works
(also with a Strength Roll: 19
with any other Missile or Rocket Special: Affects a 10 foot radius
Launcher) around the point of impact.
Anyone caught in the radius can
make a Reflexes Saving Throw vs.234
DC 20 to take half
damage. Ignores up to 10 points fine, lethal mist over the area. For
of Hardness or Damage the next 4d10 rounds anything
Resistance. This only applies to entering its area of effect must
the actual target of the attack, not make a Fortitude Saving Throw vs.
to other objects within the burst DC 25 or die. A moderate wind
radius. (11+ mph) disperses the gas in 4
Description: An armor-piercing rounds; a strong wind (21+ mph)
anti-tank rocket. Suitable for disperses it in 1 round. At the
launch from any of the rocket- DM's discretion, there may be
launchers listed here. This is the little patches that are still toxic to
Anti-Personnel
basic model, the kind Rocket
you might Metal-Eating
the touch here and Virus
there for days.
see
Size:inside
Mediuma disposable LAW.
(-4 penalty to Warhead
Or who knows, perhaps decades.
conceal with a “Sleight of Hand” Size: Medium (-4 penalty to
roll) conceal with a “sleight of hand”
Cost: 1,000 Units roll)
Tentative Purchase DC: 18 (usually Cost: 2,000 Units
restricted to military use) Tentative Purchase DC: 20 (usually
Required Proficiency: Exotic restricted to military use)
Weapons-Ranged (also works Required Proficiency: Exotic
with any other Missile or Rocket Weapons-Ranged (also works
Launcher) Handed: N/A Range with any other Missile or Rocket
Increment: 150 feet “To Hit” Launcher) Handed: N/A Range
Bonus: -Rate of Fire: Once per Increment: 90 feet “To Hit” Bonus:
round Damage: 10d6 Piercing -Rate of Fire: Once per round
Weight: 5 pounds Armor Class: 9 Damage: Special, see description
Hardness: 5 Hit Points: 6 Weight: 5 pounds Armor Class: 9
DC required to break this item Hardness: 5 Hit Points: 5
with a Strength Roll: 19 DC required to break this item
Special: Affects a 20 foot radius with a Strength Roll: 19 (50%
around the point of impact. chance of splattering the contents
Anyone caught in the radius can all over yourself when it breaks)
make a Reflexes Saving Throw vs. Accessories: Antidote Vial
DC 20 to take half damage. (1/20th lb, costs 150 Units,
Description: A rocket designed holds 3 doses, negates effect
specifically for use against massed of virus in 1-3 rounds)
troop formations, its warhead is Description: A slow-moving
loaded with metallic shrapnel. rocket loaded with a metal-eating
virus. Rather than impacting the
Chemical Warhead Rocket target, it detonates over it in an
airburst, spraying its load across a
Size: Medium (-4 penalty to fifteen foot radius. Anything
conceal with a “Sleight of Hand” made of metal within that radius
roll) takes 2d6 damage per round until
Cost: 1,500 Units it either receives a dose of the
Tentative Purchase DC: 19 (usually antidote or crumbles away
restricted to military use) entirely. Things Virus
made Warhead
of "living
Required Proficiency: Exotic Flesh-Eating
metal" (whatever that means) are
Weapons-Ranged (also works Size: Medium (-4Fortitude
penalty toSaving
entitled
conceal to a
with a “sleight of hand”
with any other Missile or Rocket Throw vs.
Launcher) Handed: N/A Range roll)
DC
Cost:152,000
everyUnits
round. When they
Increment: 90 feet “To Hit” Bonus: succeed atPurchase
the roll, DC:
the infection
-Rate of Fire: Once per round Tentative
has been beaten and the20damage
(usually
Damage: Special, see description illegal) Required Proficiency:
stops.
Exotic Weapons-Ranged (also
Weight: 5 pounds Armor Class: 9
Hardness: 5 Hit Points: 5 works with any other Missile or
DC required to break this item Rocket Launcher) Handed: N/A
with a Strength Roll: 19 (50% Range Increment: 90 feet “To Hit”
chance of splattering the contents Bonus: -Rate of Fire: Once per
all over yourself when it breaks) round Damage: Special, see
Accessories: Antidote Vial (1/20th description Weight: 5 pounds
lb, costs 150 Units, holds 2 doses, Armor Class: 9 Hardness: 5 Hit
negates effect of gas in 1 round) Points: 5
Description: A rocket loaded with DC required to break this item
deadly nerve-gas, it detonates with a Strength
over the target in an airburst,
speading a 235
Roll: 19 (50% chance of splattering when it went off will feel the disease's effects.
the contents all over yourself
when it breaks)
Special: Affects a 10 foot radius Shaped-Charge Concussion
around the point of impact.
Anyone caught in the radius can Warhead
make a Reflexes Saving Throw vs. Size: Medium (-4 penalty to
DC 25 to avoid taking damage. conceal with a “sleight of hand”
Anyone who fails the roll will take roll)
2d6 damage per round until they Cost: 1,500 Units
either die or make a Fortitude Tentative Purchase DC: 19 (usually
Saving Throw vs. DC 27 (roll once restricted to military use)
per round). There may also be Required Proficiency: Exotic
advanced medical techniques that Weapons-Ranged (also works with
can save the victim. any other Missile or Rocket
Accessories: Antidote Vial (1/20th Launcher) Handed: N/A Range
lb, costs 150 Units, holds 2 doses, Increment: 150 feet “To Hit”
negates effect of virus in 1-3 Bonus: -Rate of Fire: Once per
rounds) round Damage: 9d6 Bludgeoning
Description: Unpopular with war- Weight: 5 pounds Armor Class: 9
crimes tribunals, this low-velocity Hardness: 5 Hit Points: 6
missile blankets the area with a DC required to break this item
flesh-eating
Plague virus that
Warhead can turn
Rocket with a Strength Roll: 19
an adult human being into Special: Affects a 20 foot radius
Size:
jam Medium
in just a (-4 penalty
few tomeaty
minutes. The semicircle in front of the point of
conceal
virus withcontagious
isn't a “Sleight of Hand”
once the impact. Anyone caught in its area
roll)
first few victims have been of attack can make a Reflexes
Cost: 2,000 Units
infected--it uses DC:a 20 chemical Saving Throw vs. DC 20 to take
Tentative
agent to Purchase
get through their (usually
skin. half damage. Anyone, that is,
illegal) except the target (if they have
Required Proficiency: Exotic been hit).
Weapons-Ranged (also works with Description: A missile with a
any other Missile or Rocket special shaped-charge warhead,
Launcher) Handed: N/A Range which only detonates in one
Increment: 90 feet “To Hit” Bonus: Incendiary
direction, doingMissile
damage not in a
-Rate of Fire: Once per round Size:
circular radius,(-4
Medium butpenalty to
in a semicircle
Damage: Special, see description conceal
ahead ofwith
the aweapon.
“sleight of hand”
Weight: 5 pounds Armor Class: 9 roll)
Hardness: 5 Hit Points: 5 Cost: 1,000 Units
DC required to break this item Tentative Purchase DC: 18 (usually
with a Strength Roll: 19 (50% restricted to military use)
chance of splattering the contents Required Proficiency: Exotic
all over yourself when it breaks) Weapons-Ranged (also works with
Special: Affects a 20 foot radius any other Missile or Rocket
around the point of impact. Launcher) Handed: N/A Range
Anyone caught in the radius must Increment: 150 feet “To Hit”
make a Fortitude Saving Throw vs. Bonus: -Rate of Fire: Once per
DC 20 to avoid being infected round Damage: Grenade-like
with a virulent disease. Anyone weapon. Does 5d6 flame damage
who fails the roll will lose 1 point to the target and 1d6 flame
of Constitution per day until they damage to anything in a ten-foot
either die or make a Fortitude radius. Anyone caught in the blast
Saving Throw vs. DC 20 (roll once radius can make a Reflexes Saving
per day), are cured by advanced Throw vs.
medical science, or reach 0 DC 20 to take half damage.
Constitution and die. Weight: 5 pounds Armor Class: 9
Accessories: Antidote Vial (1/20th Hardness: 5 Hit Points: 6
lb, costs 200 Units, holds 2 doses, DC required to break this item
cures disease and negates effect with a Strength Roll: 19
in 1 round) Description: A missile with an
Description: This low-velocity incendiary warhead. The thermite
rocket detonates over the target carries its own oxygen supply and
rather than impcating on it. The will work perfectly well in space or
explosion itself doesn't do much underwater. It can't be
damage, but the payload is extinguished by any means that
something else again. It spreads a relies on taking oxygen away from
fine mist laden with a deadly virus the flame. Water, Carbon dioxide,236
over the target area, and is sure to sand and rolling on the ground
attract the unwelcome attention are all equally useless.
of international law- enforcement
(if it's the kind of campaign world
where such a thing exists). The
Target-Lock Smart Missile
Size: Medium (-4 penalty to
Heatseeker Missile conceal with a “Sleight of Hand”
Size: Medium (-4 penalty to roll)
conceal with a “sleight of hand” Cost: 2,000 Units
roll) Tentative Purchase DC: 20 (usually
Cost: 1,500 Units restricted to military use)
Tentative Purchase DC: 19 (usually Required Proficiency: Exotic
restricted to military use) Weapons-Ranged (also
Required Proficiency: Exotic works with any other Missile or
Weapons-Ranged (also works Rocket Launcher)
with any other Missile or Rocket Handed: N/A
Launcher) Handed: N/A Range Increment: 150 feet
Range Increment: Maximum “To Hit” Bonus: +4
range of 3,000 feet (does not Rate of Fire: Once per round
roll to hit and so does not Damage: 10d6 Bludgeoning (20
actually have a Range x2) to the target, 5d6
Increment as such) Bludgeoning to anything in a 5
“To Hit” Bonus: Special, see foot radius of the
description target. Anyone caught in the blast
Rate of Fire: Once per round radius can make a
Damage: 10d6 Bludgeoning (20 Reflexes Saving Throw vs. DC 18 to
x2) to the target, 5d6 take half
Bludgeoning to anything in a 5 damage.
foot radius of the Weight: 5 pounds Armor Class: 9
target. Hardness: 5 Hit Points: 6
Weight: 5 pounds Armor Class: 9 DC required to break this item
Hardness: 5 Hit Points: 6 with a Strength Roll: 19
DC required to break this item Description: This missile is
with a Strength Roll: 19 equipped with a complex
Description: This missile travels guidance system which ensures
out to a distance of one hundred that it always hits the target. It
feet from the launcher, and then only misses if you roll a 1 (which
homes in on the nearest warm means that the missile was either
target. It hits automatically, defective or fired improperly).
although anyone caught in its Cover offers no protection against
blast radius is entitled to make a the missile.
Reflexes Saving Throw vs. DC 20 Evasive action and jumping
to take half damage. It will home behind walls are equally useless. It
in on enemy vehicles, enemy can go around corners or double
Explosives of Tomorrow
personnel, friendly vehicles,
friendly personnel, cows grazing
in a field or the person who fired
back over its tracks to hit the
target. However, you must actually
see the target when you launch
it-- whichever
More things thathappens to be For who could
go "boom"! the ever
missile.
haveYou cannot The
enough? simply
future
closest.
of This makes
explosives it a superb
is a bright and happy one. Ifinstruct
the past it to "gohundred
five behind years
that are
weapon
any for some
indication, situations
humanity and
will a an ever-growing
have house and hitneed anything
to blastthatthings
terrible
into tinyweapon for others.
little bits-- a needUsewhich sciencemoves
will beon the other
happy side.”
to fulfill. SoItas
must
the
judiciously.
future unfolds, we will see larger and larger have a specific
things blown target
into acquired
smaller and
smaller bits (a prospect which has many ofbefore us wildit will
withlaunch.
eager anticipation).
The list of futuristic explosives given below is organized in the order in
which they are likely to appear, with more powerful versions coming later
as chemical engineering makes bold new strides. It should be remembered,
however,
C12 that Explosive X is a product of Mad Science,
military use) and can turn up
unexpectedly at any point.
Size: Each individual block is Required
Small (No bonus or penalty to Proficiency: Simple
conceal with a “sleight of hand” Handed: N/A
roll). Put three of them together Range Increment: -“To Hit”
and they become Medium (-4 Bonus: -Rate of Fire: Once per
penalty to conceal with a “sleight round Damage: 5d6
of hand” roll). Put nine of them Bludgeoning, 15 foot radius.
together and they become Large Anyone caught in the Area of
(-8 penalty to conceal with a Effect can make a Reflexes
“sleight of hand” roll). Cost: 300 Saving Throw vs. DC 18 to take
Units per pound Tentative half damage.
Purchase DC: (usually restricted 237
to
Weight: 1 pound Armor Class: 9 that something is interfering with
Hardness: 0 Hit Points: 1 the signal), Blasting Caps (1/20
DC required to break this item pound, costs 3 units, does 1d4
with a Strength Roll: 12 to disable damage if set off by accident)
with a Demolitions Skill Roll Description: A still more powerful
Special: The damage listed here and advanced military-grade
represents a 1-pound block. explosive. Like C12 it is available
Additional blocks can be wired to civilians only on the
together, increasing the damage underground market. It's wide
and burst radius; each additional blast radius will help the DM keep
block increases the damage by the players from constantly
+2d6 and the burst radius by 3 Dexxaxx
making bombs out of the stuff
feet. It requires a Demolitions skill and throwing
Size: it all over
Each individual blocktheisplace.
Small
check (DC 15) to link them. (No bonus or penalty to conceal
Accessories: Remote Detonator with a “sleight of hand” roll). Put
(1/20th lb, costs 10 Units, range three of them together and they
of 200 yards unless the DM become Medium (-4 penalty to
determines that something is conceal with a “sleight of hand”
interfering with the signal), roll). Put nine of them together
Blasting Caps (1/20 pound, costs and they become Large (-8
3 units, does 1d4 damage if set penalty to conceal with a “sleight
off by accident) of hand” roll).
Description: A powerful military- Cost: 300 Units per pound
grade explosive, used by Special Tentative Purchase DC: (usually
Operations demolition teams on restricted to
the battlefields of tomorrow. Also military use)
popular with terrorists and Required Proficiency: Simple
random maniacs. C-12 is not easy Handed: N/A Range Increment: --
to find. As a strictly military “To Hit” Bonus: -Rate of Fire: Once
weapon, access is tightly per round Damage: 8d6
C24
controlled and for a civilian to get Bludgeoning in a 20 foot radius or
some
Size: they'll
Each have to dealblock
individual with ais a 30 foot semicircle or a 50 foot
black market
Small source.
(No bonus or Unless
penaltyof to cone. Anyone caught in the Area
course
concealthe DMa feels
with otherwise.
“sleight of hand” of Effect can make a Reflexes
Who Put
roll). knows, thisofmay
three thembetogether
the kind Saving Throw vs. DC 20 to take
of
andworld
theywhere
becomeyou can find C-12
Medium (-4 half damage.
on the shelf
penalty to at conceal
Seven-Elevenwithnexta Weight: 1 pound Armor Class: 9
to the plague-bombs,
“sleight of hand” roll).missile
Put nine Hardness: 0 Hit Points: 1
launchers
of them and Twinkies.and they
together DC required to break this item
become Large (-8 penalty to with a Strength Roll: 12 to disable
conceal with a “sleight of hand” with a Demolitions Skill Roll
roll). Accessories: Remote Detonator
Cost: 300 Units per pound (1/20th lb, costs 10 Units, range of
Tentative Purchase DC: (usually 200 yards unless the DM
restricted to determines that something is
military use) interfering with the signal),
Required Proficiency: Simple Blasting Caps (1/20 pound, costs 3
Handed: N/A Range Increment: -- units, does 1d4 damage if set off
“To Hit” Bonus: -Rate of Fire: by accident)
Once per round Damage: 6d6 Description: The standard
Bludgeoning, 20 foot radius. explosive used by some future
Anyone caught in the Area of civilization--it is a rubbery, clay-
Effect can make a Reflexes Saving like substance which can easily be
Throw vs. DC 20 to take half formed into all sorts of
damage. complicated shape-charges. With
Weight: 1 pound Armor Class: 9 a successful Demolitions skill roll
Hardness: 0 Hit Points: 1 vs. DC 15 it can be shaped so as
DC required to break this item to affect a standard burst radius, a
with a Strength Roll: 12 to disable semicircle
Triaxx or a cone. With a roll vs.
with a Demolitions Skill Roll DC
Size:20 it
Each can be shaped
individual blockto leave
is Small
Special: The damage listed here certain
(No squares
bonus or within
penalty its
to area
concealof
represents a 1-pound block. effect
with untouched.
a “sleight of hand” roll). Put
Additional blocks can be wired The
three damage
of them listed here and
together represents
they
together, increasing the damage a 1-pound
become block. (-4
Medium Additional
and burst radius; each additional blocks can be mashed together,
block increases the damage by increasing the damage and burst238
+3d6 and the burst radius by 4 radius; each additional block
feet. It requires a Demolitions skill increases the damage by +3d6
check (DC 15) to link them. and the burst radius (or the length
Accessories: Remote Detonator of the cone-effect) by 5 feet. It
(1/20th lb, costs 10 Units, range does not require a skill roll to link
penalty to conceal with a “sleight Hardness: 0 Hit Points: 1
of hand” roll). Put nine of them DC required to break this item
together and they become Large with a Strength Roll: 12 to disable
(-8 penalty to conceal with a with a Demolitions Skill Roll
“sleight of hand” roll). Accessories: Remote Detonator
Cost: 300 Units per pound (1/20th lb, costs 10 Units, range of
Tentative Purchase DC: (usually 200 yards unless the DM
restricted to determines that something is
military use) interfering with the signal),
Required Proficiency: Simple Blasting Caps (1/20 pound, costs 3
Handed: N/A Range Increment: -- units, does 1d4 damage if set off
“To Hit” Bonus: -Rate of Fire: Once by accident)
per round Damage: 9d6 Description: A thermite
Bludgeoning, to either a 25 foot compound which burns with
radius, or any combination of five incredible heat. It is extremely
ten-foot squares within a fifty-foot pliable and can be shaped so as
radius. Anyone caught in the Area to explode in either a circular
of Effect can make a Reflexes radius, a semicircle or a cone. To
Saving Throw vs. DC 20 to take the touch it feels a lot like bread-
half damage. dough, although it is heavier. The
Weight: 1 pound Armor Class: 9 damage listed here represents a
Hardness: 0 Hit Points: 1 1-pound block. Additional blocks
DC required to break this item can be mashed together,
Hyperthermexx
with a Strength Roll: 12 to disable increasing
Size: the damage
Each individual andisburst
block Small
with a Demolitions Skill Roll radius;
(No bonus eachoradditional
penalty toblockconceal
Accessories: Remote Detonator increases
with the damage
a “sleight of hand”byroll).
+2d6Put
(1/20th lb, costs 10 Units, range and
threetheof burst
them radius
together(orand
the length
they
of 200 yards unless the DM of the cone-effect)
become Medium (-4 bypenalty
5 feet. to
It
determines that something is does
concealnotwith
require a skill of
a “sleight rollhand”
to link
interfering with the signal), them--you
roll). Put ninejustofsqueeze them
them together
Blasting Caps (1/20 pound, costs together.
and they become Large (-8
3 units, does 1d4 damage if set penalty to conceal with a “sleight
off by accident) of hand” roll).
Description: A later, more Cost: 450 Units per pound
advanced version of Dexxaxx. It is Tentative Purchase DC: (usually
a soft, clay-like substance which is restricted to
actually a better medium for military use)
sculpting than modeling clay. With Required Proficiency: Simple
a skill roll vs. DC 15 (the DM Handed: N/A Range Increment: --
decides which futuristic skill would “To Hit” Bonus: -Rate of Fire: Once
be appropriate) you can mold it to per round
attack whichever squares within its Damage: 6d6 Heat to everything
area of effect you would like. You in a 15 foot radius or any
can shape the area however you combination of four ten-foot
prefer, it doesn't have to be a squares within a forty-foot radius.
circle, semi-circle or cone--you're Anyone caught in the Area of
only limited as to the number of Effect can make a Reflexes Saving
squares.
Thermexx You can even craft it to Throw vs. DC 20 to take half
lob
Cost:a small chunk
400airUnits perofpound
explosive up damage.
into the
Tentative like
Purchase a mortar,
DC: so that it
(usually Weight: 1 pound Armor Class: 9
when it
restricted lands it will attack
to isn't contiguous a Hardness: 0 Hit Points: 1
square
military which
use)Additional blocks can with DC required to break this item
the others.
Required Proficiency: Simple with a Strength Roll: 12 to disable
be mashed
Handed: N/A together,
Range increasing --
Increment: with a Demolitions Skill Roll
the
“To damage
Hit” Bonus: and burst
-Rate ofradius;
Fire: each
Once Accessories: Remote Detonator
additional
per round block increases the (1/20th lb, costs 10 Units, range of
damage
10 foot byDamage:
radius+3d6or aand
20
6d6adds
foot
Heatanin a 200 yards unless the DM
additional
semicircle tena foot
or square
30 foot cone. to its determines that something is
total
Anyone area of effect. It does not interfering with the signal),
require
Effect canacaught
skill
make
in to
rolla
thelink
Area
Reflexes
of
them--
Saving Blasting Caps (1/20 pound, costs 3
you
Throwjustvs.stick
DC 20them together
to take half like units, does 1d4 damage if set off
lumps
damage. of clay.. by accident)
Weight: 1 pound Armor Class: 9 Description: A later, more
advanced version of Thermexx.
With a Demolitions skill roll vs. DC
20 (or whatever futuristic skill 239
would be appropriate) you can
shape it to affect whichever
squares within its radius you
would like. It doesn't have to be a
circle, semi-circle or cone-shaped
mashed together, increasing the Hardne
damage and burst radius; each ss: 0 Hit
additional block increases the Points:
damage by +3d6 and the burst 1
radius (or the length of the cone- DC required to break this item
effect) by 5 feet. It does not with a Strength Roll: --
require a skill roll to link them. Accessories: Remote Detonator
You just squish them together like (1/20th lb, costs 10 Units, range
Explosive
wads of dough.X of 200 yards unless the DM
Size: Diminutive (+8 bonus to determines that something is
conceal with a “sleight of hand” interfering with the signal),
roll) Blasting Caps (1/20 pound, costs
Cost: 1,000 Units per dose (not 3 units, does 1d4 damage if set
commercially available--this is the off by accident)
cost to manufacture the stuff Description: If you've ever been
yourself) hounded out of your career as an
Tentative Purchase DC: N/A (can't explosives designer by blind
be purchased, must be made or narrowminded fools who mocked
found) your theories and called you a
Required Proficiency: Simple madman, this is probably the stuff
Handed: N/A Range Increment: -- you'll use to make them all pay. A
“To Hit” Bonus: -Rate of Fire: thin, odorless liquid, it can be
Once per round Damage: 9d6 painted invisibly in any pattern
Bludgeoning in a 25 foot radius, you like, and will only become
or any combination of five ten- active once it dries. It can
foot squares within a fifty-foot annihilate squares in any array
radius Anyone caught in the Area and leave the squares next to
of Effect can make a Reflexes them totally untouched. It can
Saving Throw vs. DC 23 to take blow holes shaped like letters in a
half damage. pane of glass and leave the rest of

Land Mines
Weight: 1/10 pound Armor Class: the glass unbroken. Explosive X
13 has an adjustable composition
and at the moment it is armed
Landmines are an old and dependable canweapon
be setoftowar, detonate
cheap when
and
touched,
effective. They're simple to make and virtually when
any weight
army canan object
afford of a
them.
Something of a battlefield equalizer, theyparticular
allow youa to passes over
deny territory ittoor
even
superior forces and to stop tank advancesobjects when
even if you particular
don't have number
any anti- of
tank rockets. Despite the ugly collateral damage of various
they they'll weights
can cause forthe pass
years
after the fact, landmines are unlikely to over
be
they
it. Soon
eliminated
turned from
their
regret
backsthe
on
day
world's
you...
arsenals any time soon.
We have quite a number of futuristic land mines listed here. It is assumed
that almost all of them can be set off with timers, electric eyes or remote
control detonators. If the DM doesn't think that's actually what the future
Fragmentation
of landmines holds, Mine DCeliminate
they should feel free to required these
to break this item
features.
Size: Tiny (+4 bonus to conceal with a Strength Roll: 15
with a “sleight of hand” roll) Accessories: Remote Detonator
Cost: 400 Units (1/20th lb, costs 10 Units, range
Tentative Purchase DC: 15 (usually of 200 yards unless the DM
restricted to military use) determines that something is
Required Proficiency: Simple interfering with the signal)
Handed: N/A Range Increment: -- Description: It's the future, and
“To Hit” Bonus: -Rate of Fire: Once they still haven't gotten around to
per round Damage: 5d6 Piercing banning these things. A next-
to anything in a 5 foot radius A generation fragmentation land
Reflexes Saving Throw vs. DC 20 mine, it's composed largely of
allows the target to take half synthetic materials and almost
damage Weight: 2 pounds Armor impossible to find with a metal
Class: 13 Hardness: 2 Hit Points: 2 detector (-6 penalty to locate with
one). The mine can be set to
detonate when stepped on, at a
radio command from the
operator, or when any warm body
steps within five feet (this last
setting doesn't work in extremely
hot climates and is only 60% 240
reliable in arctic conditions).
These little scamps can lie in the
ground for decades after a
conflict, so stay on your toes!
a Fortitude Saving Throw vs. DC
18 or take an additional 3d8
damage from the poison.
Weight: 2 pounds Armor Class: 13
Hardness: 2 Hit Points: 2
DC required to break this item
with a Strength Roll: 15
Accessories: Remote Detonator
(1/20th lb, costs 10 Units, range
of 200 yards unless the DM
determines that something is
interfering with the signal),
Antidote Vial (1/20th lb, costs 150
Units, holds 2 doses, negates
effect of poison on 1 victim in 1
round) Description: A mine
Heavy Fragmentation Mine packed with steel flechette darts,
Size: Tiny (+4 bonus to conceal sure to do far more damage than
with a “sleight of hand” roll) ordinary shrapnel.
Cost: 400 Units Of course, the fact that each one
Tentative Purchase DC: 15 (usually has been lovingly hand-painted
restricted to military use) with deadly poison helps. There
Required Proficiency: Simple may, at the DM's discretion, be
Handed: N/A Range Increment: -- sentient races whose physiology
“To Hit” Bonus: -Rate of Fire: Once is different enough from ours that
per round Damage: 6d6 Piercing the poison won't have any effect.
to anything in a 10 foot radius A The flechettes, on the other hand,
Reflexes Saving Throw vs. DC 20 are equal-opportunity death for
allows the target to take half all. Like most Mine
Anti-Tank advanced mines this
damage Weight: 3 pounds Armor one can be set to detonate
Size: Tiny (+4 bonus when
to conceal
Class: 13 Hardness: 2 Hit Points: 2 stepped on, at of
with a “sleight a radio
hand”command
roll)
DC required to break this item from
Cost: the
400operator,
Units or when any
with a Strength Roll: 15 warm body steps within
Tentative Purchase DC: 15 five feet
(usually
Accessories: Remote Detonator (this last setting
restricted doesn't
to military use)work in
(1/20th lb, costs 10 Units, range of extremely hot climatesSimple
Required Proficiency: and is only
200 yards unless the DM 60%
Handed:reliable
N/AinRange
arcticIncrement:
conditions).--
determines that something is “To Hit” Bonus: -Rate of Fire:
interfering with the signal) Once per round Damage: 6d6
Description: A bigger Bludgeoning to anything in a 10
fragmentation mine, designed to foot radius, ignores up to 10
cripple vehicles. It's not fussy, points of Hardness or Damage
however, and will gladly cripple Resistance. The target can make a
anyone else who comes its way. It Reflexes Saving Throw vs. DC 20
can be set to detonate when to take half damage (tanks aren't
stepped on, at a radio command very good at making Reflexes
from the operator, or when Saves, however). Weight: 3
anything trips its electromagnetic pounds Armor Class: 13 Hardness:
motion sensor (which has a range 2 Hit Points: 2
of ten feet and is not set off by DC required to break this item
anything Flechette
Poison smaller thanMine
"Small" in with a Strength Roll: 15
size). Tiny (+4 bonus to conceal
Size: Accessories: Remote Detonator
with a “sleight of hand” roll) (1/20th lb, costs 10 Units, range
Cost: 425 Units of 200 yards unless the DM
Tentative Purchase DC: 15 (usually determines that something is
illegal) Required Proficiency: interfering with the signal)
Simple Handed: N/A Range Description: A very large mine
Increment: -“To Hit” Bonus: -Rate with a potent shaped- charge
of Fire: Once per round Damage: load designed specifically to
5d6 Piercing to anything in a 5 penetrate armor. Instead of
foot radius. The target can make a shrapnel, it contains dozens of
Reflexes Saving Throw vs. DC 20 round slugs of spent uranium, to
to take half damage. Living targets increase its penetration. It can be
must also make set to go off when stepped on,
when it feels the vibrations of a
heavy vehicle within five feet or
by coded radio signal. It's actually 241
quite difficult for an infantryman
to set this mine off by stepping
on it, because it takes so much
pressure to activate.
can actually survive injuries like
this.
Shaped-Charge Directional Accessories: Remote Detonator
Mine (1/20th lb, costs 10 Units, range of
200 yards unless the DM
Size: Tiny (+4 bonus to conceal determines that something is
with a “sleight of hand” roll) interfering with the signal)
Cost: 450 Units Description: A land mine packed
Tentative Purchase DC: 15 with coils of ultrasharp
(usually restricted to military use) monofilament wire. No more than
Required Proficiency: Simple a single molecule thick, it can do
Handed: N/A Range Increment: -- horrendous things to human
“To Hit” Bonus: -Rate of Fire: tissue when big wads of it are
Once per round Damage: 5d6 Proximity
flung around Mine
at high velocity. The
Bludgeoning to anything in its mine can be set to detonate
Size: Tiny (+4 bonus to concealwhen
range. See description for details. stepped
with on, when
a “sleight it detects
of hand” roll) a
Weight: 2 pounds Armor Class: warm body
Cost: 400 within five feet, or by
Units
13 Hardness: 2 Hit Points: 2 radio.
Tentative Purchase DC: 15 (usually
DC required to break this item restricted to military use)
with a Strength Roll: 15 Required Proficiency: Simple
Accessories: Remote Detonator Handed: N/A Range Increment: --
(1/20th lb, costs 10 Units, range “To Hit” Bonus: -Rate of Fire: Once
of 200 yards unless the DM per round Damage: 5d6
determines that something is Bludgeoning to anything in a 5
interfering with the signal) foot radius. A Reflexes Saving
Description: This mine contains a Throw vs. DC 20 allows the target
flexible shaped- charge which to take half damage Weight: 2
can be preset to explode in a ten pounds Armor Class: 13 Hardness:
foot radius, a twenty foot 2 Hit Points: 2
semicircle or a 25 foot cone. A DC required to break this item
Reflexes Saving Throw vs. DC 20 with a Strength Roll: 15
allows the target to take half Accessories: Remote Detonator
damage. Like most mines of its (1/20th lb, costs 10 Units, range
period, it can be set to go off of 200 yards unless the DM
Discombobulator
when stepped on, when Mine
a warm determines that something is
Size:
body Tiny (+4within
passes bonusits
torange
conceal
or
with a “sleight
by coded radioof hand” roll)
signal. interfering with the signal)
Cost: 400 Units Description: An advanced land-
Tentative Purchase DC: 15 mine with a gravitic proximity
(usually restricted to military use) detector, which can sense when
Required Proficiency: Simple any moving mass passes within
Handed: N/A Range Increment: -- five feet, no matter what kind of
“To Hit” Bonus: -Rate of Fire: shielding it uses. It can also be
Once per round Damage: 6d6 set to detonate when stepped
Slashing to anything in a 5 foot on, or by radio
Polarizing signal.
Anti-Robot
radius. A Reflexes Saving Throw Mine
vs. DC 20 allows the target to Size: Tiny (+4 bonus to conceal
take half damage Weight: 2 with a “sleight of hand” roll)
pounds Armor Class: 13 Cost: 400 Units
Hardness: 2 Hit Points: 2 Tentative Purchase DC: 15 (usually
DC required to break this item restricted to military use)
with a Strength Roll: 15 Required Proficiency: Simple
Special: Although this is an area Handed: N/A Range Increment: --
effect weapon, the DM should “To Hit” Bonus: -Rate of Fire: Once
make individual “To Hit” rolls for per round Damage: 3d6 Electricity
every potential target in the blast (8d6 vs. robots). Affects anything
radius, solely for the purpose of in a 5 foot radius. A Reflexes
seeing if any critical hits have Saving Throw vs. DC 20 allows a
been scored. On a critical hit, this living target to take half damage.
weapon has cut the target into Robots do not get a saving throw.
sections, killing them instantly. It Weight: 2 pounds Armor Class: 13
does not matter whether or not Hardness: 2 Hit Points: 2
they have made their Reflexes
Saving Throw to take half
damage—they're just as dead. At
the DM's discretion there may be
a few creatures who 242
DC required to break this item Required Proficiency: Simple
with a Strength Roll: 15 Handed: N/A Range Increment: --
Accessories: Remote Detonator “To Hit” Bonus: -Rate of Fire: Once
(1/20th lb, costs 10 Units, range per round Damage: 5d6 Electricity
of 200 yards unless the DM to anything in a 5 foot radius. A
determines that something is Reflexes Saving Throw vs. DC 20
interfering with the signal) allows the target to take half
Description: This mine contains an damage Weight: 3 pounds Armor
electromagnetic pulse device Class: 13 Hardness: 2 Hit Points: 2
designed specifically to disrupt a DC required to break this item
robot's brain. It damages any with a Strength Roll: 15
robot within a ten foot radius and Accessories: Remote Detonator
may have some effect on other (1/20th lb, costs 10 Units, range
complex electronics at the DM's of 200 yards unless the DM
discretion. The mine can be set to determines that something is
detonate when stepped on, with a interfering with the signal)
simple proximity fuse (it Description: The bulk of this
detonates when anything steps mine is taken up by a giant
within 5 feet) or to only go off power cell, which releases all of
when a robot passes within its its electrical energy in a single
range. The oneMine
Bioweapon problem with this burst when the mine is
last
Size:setting
Tiny (+4 is that
bonusthetodevice
concealis triggered.
only a
with 80% effective
“sleight at recognizing
of hand” roll) The power cell tends to mess up
robots.
Cost: There
525 Unitsis a 20% chance that radio reception at close range, so
it will let aPurchase
Tentative robot passDC:unharmed
16 (usually this mine is only triggered by a
and an equal
restricted chance use)
to military that it go off pressure switch or by a tiny
when
Requireda human soldierSimple
Proficiency: passes ultraviolet electric eye.
within itsN/A
Handed: range.Range Increment: --
“To Hit” Bonus: -Rate of Fire: Once
per round Damage: Special, see
description Weight: 2 pounds
Armor Class: 13 Hardness: 2 Hit
Points: 2
DC required to break this item
with a Strength Roll: 15
Special: Infects everyone in a ten-
foot radius with a virulent disease.
The victim must make a Fortitude
Saving Throw vs. DC 15 or lose a Sonic Disrupter Mine
point of Constitution per day for
4d6 days until they are cured by a Size: Tiny (+4 bonus to conceal
doctor or reach 0 Constitution with a “sleight of hand” roll)
and die. Accessories: Remote Cost: 400 Units
Detonator (1/20th lb, costs 10 Tentative Purchase DC: 15 (usually
Units, range of 200 yards unless restricted to military use)
the DM determines that Required Proficiency: Simple
something is interfering with the Handed: N/A Range Increment: --
signal), Antidote Vial (1/20th lb, “To Hit” Bonus: -Rate of Fire: Once
costs 200 Units, holds 3 doses, per round
negates effect of grenade on 1 Damage: 6d6 Sonic to anything
victim in 1 -4 rounds) Description: made of flesh in a ten foot radius,
A biological warfare mine, it 3d6 to non-organic materials. A
releases its viral load so quietly Reflexes Saving Throw vs. DC 20
that the target is unlikely to even allows a target to take half
realize they've triggered it (Make damage
a Listen Roll vs. DC 15). It can be Weight: 2 pounds Armor Class: 13
cleaned out, reloaded and reused, Hardness: 2 Hit Points: 1
Electrostatic
although it might Discharge
be hard to find DC required to break this item
Mine
someone willing to go collect it. with a Strength Roll: 15
Size: Tiny (+4 bonus to conceal Special: Won't work in a vacuum
with a “sleight of hand” roll) Accessories: Remote Detonator
Cost: 400 Units (1/20th lb, costs 10
Tentative Purchase DC: 15 (usually
restricted to military use)
243
Units, range of 200 yards unless Armor Class: 13 Hardness: 2 Hit
the DM determines that Points: 2
something is interfering with the DC required to break this item
signal) Description: A single large with a Strength Roll: 15
sonic disruptor with a triggering Accessories: Remote Detonator
mechanism, designed to burn (1/20th lb, costs 10 Units, range of
itself out in a single overloaded 200 yards unless the DM
burst of lethal sound. This is an determines that something is
antipersonnel weapon, much interfering with the signal)
better at turning fragile Description: This advanced mine
protoplasmic tissue into loose releases an electromagnetic pulse,
strawberry Jello than it is at specially modulated so as to
destroying armored vehicles. It disrupt the electrical activity in a
Sonic
can Screamer
be set to go off Mine
when stepped human brain. It renders the target
on,
Size: Tiny (+4 bonus to passes
when a warm body conceal unconcious without killing them
within
with five feet of
a “sleight orhand”
when roll)
it receives and can be reused up to three
a coded
Cost: 350radio
Unitssignal. Like Purchase
Tentative all sonic times before its powerpack wears
weapons,
DC: it doesn't
14 Required work in a
Proficiency: out. It can be set to go off when
vacuum.
Simple Handed: N/A Range Debilitation
stepped on, when Gas Minebody
a warm
Increment: -“To Hit” Bonus: -Rate passes
Size: Tiny (+4 bonus toor
within five feet when it
conceal
of Fire: Once per round Damage: receives
with a coded
a “sleight of radio
hand”signal.
roll)
5d6 Nonlethal, (20 foot radius) Cost: 400 Units Tentative Purchase
also forces anyone caught in its DC: 15 Required Proficiency:
radius of effect to make a Simple Handed: N/A Range
Fortitude Saving Throw vs. DC 20 Increment: -“To Hit” Bonus: -Rate
or be Deafened for 2-12 minutes. of Fire: Once per round Damage:
Weight: 2 pounds Armor Class: 13 Special, see description Weight: 2
Hardness: 2 Hit Points: 2 pounds Armor Class: 13 Hardness:
DC required to break this item 2 Hit Points: 1
with a Strength Roll: 15 DC required to break this item
Special: Won't work in a vacuum with a Strength Roll: 15
Accessories: Remote Detonator Special: Everyone in a ten-foot
(1/20th lb, costs 10 Units, range of radius must make a Fortitude Save
200 yards unless the DM vs. DC 20 or lose 3d6 Strength, for
determines that something is 2d10 minutes. A character's
interfering with the signal) Strength can drop to no lower
Description: An omnidirectional than 1. Anyone whose Strength
sonic screamer unit. When has been reduced to 1 is
triggered it emits a blast of high completely helpless, unable to
pitched sound that will deafen and stand or effectively defend
stun anyone in a twenty-foot themselves. There may still be
radius. The mine burns itself out in certain types of skill rolls or purely
a single turn and can't be reused. mental activities that the DM
It can be set to go off when it is might allow them to perform in
stepped on, when it receives a this state. Accessories: Remote
particular radio signal or when it Detonator (1/20th lb, costs 10
hears something that weighs more Units, range of 200 yards unless
than thirty pounds move within the DM determines that
twenty
Mercy feet.
Mine Like all sonic something is interfering with the
weapons, it will
Size: Tiny (+4 bonusnot work in a
to conceal signal), Antidote Vial (1/20th lb,
vacuum
with a “sleight of hand” roll) costs 150 Units, holds 2 doses,
Cost: 425 Units Tentative Purchase negates effect of the gas on 1
DC: 15 Required Proficiency: victim in 1 round) Description:
Simple Handed: N/A Range When it is triggered (by a pressure
Increment: -“To Hit” Bonus: -Rate switch, a radio signal or by the
of Fire: Once per round Damage: presence of a warm body within
6d6 Nonlethal Damage to five feet) this mine silently
anything in a 10 foot radius. A releases an odorless gas, which
Willpower Saving Throw vs. DC 23 scrambles the peripheral nervous
allows the target to take half system of anyone within its radius
damage. of attack. It isn't much use in a
Weight: 2 pounds vacuum, and has no effect agaisnt
troops in sealed environment
suits.
244
Brain Scrambler Mine
Size: Tiny (+4 bonus to conceal
with a “sleight of hand” roll)
Cost: 460 Units
Tentative Purchase DC: 15 (usually
military use) the first time it detonates. A
Required Proficiency: Simple completely sealed environment
Handed: N/A Range Increment: -- suit will protect the wearer from
“To Hit” Bonus: -Rate of Fire: Once the poison, but a gas mask will
per round Damage: Special, see only give them a +4 to their
description Weight: 2 pounds Saving Throw.
Armor Class: 13 Hardness: 2 Hit Toxic Gas Mine, Ultralethal
Points: 2 Size: Tiny (+4 bonus to conceal
DC required to break this item with a “sleight of hand” roll)
with a Strength Roll: 15 Cost: 430 Units
Accessories: Remote Detonator Tentative Purchase DC: (usually
(1/20th lb, costs 10 Units, range of illegal)
200 yards unless the DM Required Proficiency: Simple
determines that something is Handed: N/A Range Increment: --
interfering with the signal) “To Hit” Bonus: -Rate of Fire: Once
Description: This mine can be set per round Damage: Every living
to detonate when stepped on, thing within a 5 foot radius must
when a tripwire is pulled or when make a Fortitude Save vs. DC 18
any warm body passes within five or die in 1-6 rounds.
feet of it. It gives out a Weight: 2 pounds Armor Class: 13
electromagnetic pulse at the Hardness: 2 Hit Points: 1
precise modulation required to DC required to break this item
permanently disrupt higher with a Strength Roll: 15
cortical activity. If anyone caught Accessories: Remote Detonator
in its radius of attack fails a (1/20th lb, costs 10 Units, range of
Fortitude Saving Throw vs. DC 20, 200 yards unless the DM
they lose 3d6 Intelligence. A determines that something is
character with animal-like interfering with the signal),
intelligence (3 or lower) can still Antidote Vial (1/20th lb, costs 150
recognize their friends and will Units, holds 2 doses, negates
still follow them around to keep effect of poison on 1 victim in 1
from feeling anxious and alone. round)
They
Toxic cannot speak or use tools in
Gas Mine Description: This mine can be set
this condition. The effects
Size: Tiny (+4 bonus of the
to conceal to detonate when stepped on,
Brain-Scrambler
with a “sleight ofmine
hand” are
roll) when it receives a radio command
permanent.
Cost: 400 UnitsOnly sophisticated or when any warm body passes
medical treatment
Tentative Purchase will
DC:help the
15 (usually within five feet of it. When
afflicted
restrictedcharacter.
to military use) triggered, it silently releases a
Required Proficiency: Simple dose of an extremely powerful
Handed: N/A Range Increment: -- toxin. The mine actually holds
“To Hit” Bonus: -Magazine: 5 three doses worth of poison, and
Rate of Fire: Once per round will
Fear automatically
Gas Mine re-arm itself
Damage: Every living thing within after the first time
Size: Tiny (+4 bonus it goes off. A
to conceal
a 5 foot radius vaccum suit or of
with a “sleight a completely
hand” roll)
must make a Fortitude Save vs. DC sealed
Cost: 400environment
Units suit will
20 or take 3d8 protect the
Tentative wearer from
Purchase DC: 15 the(usually
Damage. poison,
restrictedbut
toamilitary
gas mask will not.
use)
Weight: 2 pounds Armor Class: 13 Required Proficiency: Simple
Hardness: 2 Hit Points: 1 Handed: N/A Range Increment: --
DC required to break this item “To Hit” Bonus: -Rate of Fire: Once
with a Strength Roll: 15 per round Damage: Special, see
Accessories: Remote Detonator description Weight: 2 pounds
(1/20th lb, costs 10 Units, range of Armor Class: 13 Hardness: 2 Hit
200 yards unless the DM Points: 1
determines that something is DC required to break this item
interfering with the signal) with a Strength Roll: 15
Description: This mine can be set Special: The target must make a
to detonate when stepped on, Willpower Saving Throw vs. DC
when a tripwire is pulled or when 20 or flee in a mad panic. A
any warm body passes within five fleeing character chooses their
feet of it. When it is triggered, it path randomly (as long as it
silently releases an invisible dose
of nerve gas. The mine actually
holds enough of the toxin for five
doses, and will automatically re-
arm itself after 245
leads away from immediate while they are under the influence
danger), and flees any other of the gas, they actually fail to
dangers that confront them. If hurt themselves on a 5 or less.
cornered, they cower. A character Most weapons aren't made to
under the effects of the gas wound the user, and will do one
suffers a -2 penalty on saving point of damage less than usual
throws. There is a 50% chance (minimum of one point).
that they will drop whatever they The effects last indefinitely, until
are holding when they flee. These the target either makes a saving
effects last for 4d6 rounds. throw or dies. Let them make
Accessories: Remote Detonator another Willpower Saving Throw
(1/20th lb, costs 10 Units, range of every other round (and don't
200 yards unless the DM apply the -4 penalty).
determines that something is The drug is transmitted through
interfering with the signal), the skin, but works better if
Antidote Vial (1/20th lb, costs 100 inhaled. A gas mask or oxygen
Units, holds 1 dose, negates effect tank will give the target a +4 to
of this mine on 1 victim in 1 -2 their Saving Throw, while a
rounds) Description: When completely sealed environment
triggered, this mine releases a suit or a vaccum suit will
cloud of psychoactive gas which Pain Gas Mine
completely negate the drug's
affects anything with a effect.
Size: Tiny (+4 bonus to conceal
functioning
Suicide Gascentral
Mine nervous Thea mine
with canofbehand”
“sleight set toroll)
system
Size: Tinywithin a ten-foot
(+4 bonus radius,
to conceal detonate
Cost: 400 when
Units stepped on, by
causing intense anxiety,
with a “sleight of hand” roll) dismay radio signal
Tentative or whenDC:
Purchase anything
15 (usually
and
Cost:a 400
strong
Unitsdesire to leave the bigger than
restricted to amilitary
Tiny object
use) passes
vicinity. This is
Tentative Purchase not as
DC: effective for
15 (usually within
RequiredfiveProficiency:
feet of it and sets off
Simple
warding people away from
illegal) its motionN/A
Handed: detector.
Range Increment: --
restricted areas as youSimple
Required Proficiency: might “To Hit” Bonus: -Rate of Fire:
think, as there
Handed: is no way
N/A Range to ensure
Increment: -- Once per round Damage: 4d6
that the Bonus:
“To Hit” affected-Rate
character(s) will
of Fire: Once Nonlethal, 10 foot radius Weight:
move in the
per round right direction
Damage: Special,once
see 2 pounds Armor Class: 13
they've beenWeight:
description panicked.2 pounds Hardness: 2 Hit Points: 1
Armor Class: 13 Hardness: 2 Hit DC required to break this item
Points: 1 with a Strength Roll: 15
DC required to break this item Special: Anyone caught in the
with a Strength Roll: 15 mine's 10 foot radius of effect
Accessories: Remote Detonator must make a Fortitude Saving
(1/20th lb, costs 10 Units, range of Throw vs. DC 20 or be Stunned
200 yards unless the DM (as per the Monk special attack),
determines that something is and unable to take any action for
interfering with the signal), one round. There is a 15% chance
Antidote Vial (1/20th lb, costs 200 that anyone who fails their saving
Units, holds 2 doses, negates throw will do 1 d4 damage to
effect of this mine on 1 victim in 1 themselves as they thrash and
-3 rounds) Description: If you've spasm on the ground.
ever wanted to be accused of Accessories: Remote Detonator
crimes against humanity, then just (1/20th lb, costs 10 Units, range
leave this land mine lying around of 200 yards unless the DM
somewhere. Anyone caught in its determines that something is
area of effect must at once make interfering with the signal),
a Willpower Saving Throw vs. DC Antidote Vial (1/20th lb, costs 150
20 or begin to wound themselves Units, holds 2 doses, negates
with whichever hand weapon is effect of this mine on 1 victim in 1
closest, writhing and wheezing round) Description: This mine
with unclean joy as they do it. If releases a nerve-agent that
no hand weapon is within easy causes unbelivable spasmodic
reach, they will shoot themselves pain in the target. It is absorbed
with the nearest missile weapon. If through the skin, so gas masks
neither is within arm's length they offer no protection at all against
will rip at their flesh, doing 1 point it. A vaccum suit or sealed
of damage per round. environment suit completely
Affected characters are negates the effect. This mine is
effectively helpless while they are particularly feared, and any
hurting themselves, giving any troops who enter an area where
attacker a +4 bonus. They may they know these devices have 246
giggle about how great this feels been used must immediately
or beg people to hurt them, but make a Morale Check.
they won't be able to carry on a
meaningful conversation.
If you attack yourself, you can Incendiary Mine
hand” roll) Description: Silent but deadly!
Cost: 400 Units This mine gives off a noiseless
Tentative Purchase DC: 15 (usually pulse of hard radiation, doing
restricted to military use) heavy damage to any organic life
Required Proficiency: Simple or electrical systems in its radius
Handed: N/A Range Increment: -- of effect, but leaving most non-
“To Hit” Bonus: -Rate of Fire: Once computerized machines
per round Damage: 6d6 heat unharmed. It affects living beings,
damage to anything in a 5 foot robots and computers equally (for
radius simplicity's sake). It is possible to
Weight: 2 pounds Armor Class: 13 make a Reflexes Saving Throw vs
Hardness: 2 Hit Points: 2 DC 25 to dive out of its radius
DC required to break this item and take half damage, but only if
with a Strength Roll: 15 you actually know the mine is
Accessories: Remote Detonator there and that it's going to go off.
(1/20th lb, costs 10 Units, range of The mine can be set to detonate
200 yards unless the DM Metal-Melter
when it is steppedMine
on or when
determines that something is any warm
Size: body
Tiny (+4 passes
bonus to within
conceal a 15
interfering with the signal). foot
with radius (or of
a “sleight both). Theroll)
hand”
Description: Instead of an radiation
Cost: 470 source
Units tends to affect
explosive, this mine is packed with radio signals,
Tentative so thisDC:
Purchase model can't
15 (usually
a thermite compound, which be set to detonate
restricted byuse)
to military radio
burns hot enough to melt steel. It control. Proficiency: Simple
Required
can be triggered when stepped Handed: N/A Range Increment: --
on, by radio signal or when “To Hit” Bonus: -Rate of Fire:
anything bigger than a domestic Once per round Damage: 2d6
cat passes within five feet of it. damage per round for 2-8
rounds, ignores 4 points of
Hardness but only affects targets
made of metal. 20 foot radius
Weight: 2 pounds Armor Class: 13
Hardness: 2 Hit Points: 2
DC required to break this item
with a Strength Roll: 15
Accessories: Antidote Vial
(1/20th lb, costs 150 Units,
holds 2 doses, negates effect of
Mine in 1 round)
Description: Another attempt at a
more humane, non- lethal land
Radiation Pulse Mine mine. It sprays a metal eating
Size: Tiny (+4 bonus to conceal virus all over the vicinity when it
with a “sleight of hand” roll) is triggered. The virus eats
Cost: 555 Units through most metal objects in
Tentative Purchase DC: 16 (usually mere seconds, but is completely
restricted to military use) harmless to organic life. Unlike
Required Proficiency: Simple most gas- weapon mines, this one
Handed: N/A Range Increment: -- is noisy and impossible not to
“To Hit” Bonus: -Rate of Fire: Once notice when it goes off. It can be
per round Damage: 6d6 radiation set to detonate when stepped on,
damage to living things and when by radio signal
Plastic-Eating Mineor when any
robots in a 5 foot radius Weight: 2 warm
Size: body passes within
Tiny (+4 bonus to concealfive feet
pounds Armor Class: 13 Hardness: of it.
with a “sleight of hand” roll)
2 Hit Points: 2 Cost: 400 Units
DC required to break this item Tentative Purchase DC: 15 (usually
with a Strength Roll: 15 restricted to military use)
Accessories: Remote Detonator Required Proficiency: Simple
(1/20th lb, costs 10 Units, range Handed: N/A Range Increment: --
of 200 yards unless the DM “To Hit” Bonus: -Rate of Fire:
determines that something is Once per round Damage: 2d6
interfering with the signal) damage per round for 2-8
rounds, only

247
affects targets made of plastic. 10
foot radius Variable-Intensity
Weight: 2 pounds Concussion Mine
Armor Class: 13
Hardness: 2 Size: Tiny (+4 bonus to conceal
Hit Points: 2 with a “sleight of hand” roll)
DC required to break this item Cost: 500 Units
with a Strength Roll: 15 Tentative Purchase DC: 15 (usually
Accessories: Antidote Vial restricted to military use)
(1/20th lb, costs 150 Units, Required Proficiency: Simple
holds 2 doses, negates effect of Handed: N/A Range Increment: --
Mine in 1 round) “To Hit” Bonus: -Rate of Fire: Once
Description: Designed specifically per round Damage: Variable
to fight certain types of android, Damage. Can be set to do
this mine speads a plastic eating anywhere from 1-8d6 damage.
virus across a ten-foot radius. The Bludgeoning Weight: 2 pounds
virus is completely harmless to Armor Class: 13 Hardness: 2 Hit
organic life. Unlike most gas- Points: 2
weapon mines, this one is DC required to break this item
impossible not to notice when it with a Strength Roll: 15
Immobilizer
goes off. It can beFoam
set toMine Accessories: Remote Detonator
detonate (1/20th lb, costs 10 Units, range of
Size: Tiny when stepped
(+4 bonus on, by
to conceal 200 yards unless the DM
radioasignal
with or of
“sleight when anyroll)
hand” warm
body passes within five feet of it. determines that something is
Cost: 400 Units interfering with the signal)
Tentative Purchase Description: This mine can be
DC: 15 Required preset to do varying amounts of
Proficiency: Simple damage and to cover a varying
Handed: N/A Range radius of effect. It can do from 1
Increment: -“To Hit” to 8 d6 damage in either a five
Bonus: -Rate of Fire: foot radius, a ten-foot radius or a
Once per round twenty-foot radius. Like most
Damage: Special, see futuristic mines, it can be
description Weight: 2 Variable-Intensity
detonated when stepped Mercy
on, by
pounds Armor Class: radio signal or when any warm
13 Hardness: 2 Hit Mine
body passes
Points: 1 Size: Tiny (+4within
bonusfive feet of it.
to conceal
DC required to break this item with a “sleight of hand” roll)
with a Strength Roll: 15 Cost: 500 Units Tentative Purchase
Accessories: Solvent Kit (1/20th DC: 15 Required Proficiency:
lb, costs 15 Units, holds 3 doses, Simple Handed: N/A Range
negates effect of mine in 1 Increment: -“To Hit” Bonus: -Rate
round) Description: This mine of Fire: Once per round Damage:
releases a quick-hardening foam Variable Damage. Can be set to do
which covers everything within a anywhere from 1-8d6 Nonlethal in
5-foot radius. To evade it, anyone either a 15 foot radius or any
in the target square must make a combination of four ten-foot
Reflexes Saving Throw vs. DC 19, squares within forty feet of the
and spend their next Movement mine Weight: 2 pounds Armor
to leave the affected square. Class: 13 Hardness: 2 Hit Points: 2
Anyone caught in the foam DC required to break this item
suffers a -2 penalty on all attacks, with a Strength Roll: 15
and has their Dexterity effectively Accessories: Remote Detonator
reduced by 4. They must (1/20th lb, costs 10 Units, range of
immediately make another 200 yards unless the DM
Reflexes Saving Throw (DC 15) or determines that something is
they are completely mired in the interfering with the signal)
foam, unable to move. Even if Description: This small plastic disk
they make the second saving projects an electromagnetic field
throw, they still only move at half modulated specifically to disrupt
their normal rate. To free the target's central nervous
themselves, they must make a system. The field can deliver a
Strength check vs. DC 27, or do pulse of varying intensity and can
at least 20 points of damage to be shaped to affect whatever
the foam. It is impossible to miss pattern of squares you like. It can
the foam with an attack. blanket a cone, a hemisphere, an
The mine can be set to odd-shaped array, it can skip 248
detonate when stepped on, by squares or affect isolated squares.
radio signal or when any warm You
body passes within five feet of it.
After the foam has hardened (on
the next round) it becomes
program in the pattern and DC required to break this item
intensity when you arm the mine with a Strength Roll: 15
(this takes a Standard Action). Accessories: Remote Detonator
Like most mines of its period, (1/20th lb, costs 10 Units, range of
it can be set to detonate when 200 yards unless the DM
stepped on, when it receives a determines that something is
coded radio signal or when any interfering with the signal)
warm body passes within five Description: A super-high
feet of it. If a robot or other technology mine, it releases a
moving object made of a burst of radiant energy at the
conductive substance passes target and can be used up to six
Variable-Intensity
within three feet of the mine, times before burning out.
there is a 15% chance
Electrostatic that it will
Discharge The mine is fairly intelligent,
become confused and detonate. and can be instructed to project
Mine its force in a 5-15 foot radius, a
Size: Tiny (+4 bonus to conceal 10-20 foot semicircle, or a 25 foot
with a “sleight of hand” roll) cone. It can also be programmed
Cost: 600 Units to affect only certain squares in its
Tentative Purchase DC: 16 (usually radius or cone effect, and leave
restricted to military use) other squares untouched, or to do
Required Proficiency: Simple varying amounts of damage to
Handed: N/A Range Increment: -- different squares.
“To Hit” Bonus: -Rate of Fire: Once It can also be told to recognize
per round Damage: Variable the presence of certain targets
Damage. Can be set to do and detonate only when they are
anywhere from 1 -8d8 Electricity Protein
in range, or Disrupter
only when Mine they step
damage in a 10-20 foot radius on a particular square.
Weight: 2 pounds Armor Class: 13 Size: Tiny (+4 bonus to However,
conceal
Hardness: 2 Hit Points: 1 the
withmine is onlyof85%
a “sleight hand” accurate
roll) at
DC required to break this item recognizing
Cost: individual beings and
475 Units
with a Strength Roll: 15 vehicles.
TentativeThe DM should
Purchase DC: 15make a
(usually
Accessories: Remote Detonator roll the next
restricted to time anyuse)
military living being
(1/20th lb, costs 10 Units, range of or vehicleProficiency:
Required passes within the
Simple
200 yards unless the DM mine's range. There is a
Handed: N/A Range Increment: -- %15
determines that something is chance
“To Hit”that it will
Bonus: decide
-Rate this Once
of Fire: is
interfering with the signal) the
per target
round and detonate.
Damage: 5d6 (10 foot
Description: A small metal disk, radius) Weird Energy, only affects
which projects a destructive living targets. No saving throw is
electromagnetic field whenever possible. Weight: 2 pounds Armor
anything conductive moves within Class: 13 Hardness: 2 Hit Points: 2
ten feet of it. It is not possible to DC required to break this item
build these mines to respond to with a Strength Roll: 15
radio signals--the mine itself Accessories: Remote Detonator
creates too much interference. (1/20th lb, costs 10 Units, range of
You just arm the device and then 200 yards unless the DM
move out of its range as quickly determines that something is
Smart
as you can.MineIt will become active interfering with the signal)
in exactly
Size: one bonus
Tiny (+4 round.to conceal Description: An advanced land-
with a “sleight of hand” roll) mine which gives off a burst of
Cost: 800 Units specially polarized radiant energy.
Tentative Purchase DC: 17 (usually For some reason which makes no
restricted to military use) sense according to our own
Required Proficiency: Simple limited understanding of physics,
Handed: N/A Range Increment: -- it destroys living flesh, but leaves
“To Hit” Bonus: -Rate of Fire: Once anything else untouched.
per round Damage: 5d6 When the mine is triggered, it
Bludgeoning (5-15 foot radius) leaves little piles of equipment,
Weight: 2 pounds Armor Class: 13 hair and dental fillings where
Hardness: 2 Hit Points: 2 enemy soldiers were standing. It
has a sophisticated sensor array
which can detect when living
tissue passes within reach. It's
even 50% effective at telling
friend from foe. Robots do not
trigger this mine.
249
Psi-Scream Mine
Size: Tiny (+4 bonus to conceal
with a “sleight of
hand” roll) missile attacks. Even if they are
Cost: 600 Units holding some kind of missile
Tentative Purchase DC: 16 (Often weapon, they will use it only as a
Unavailable) Required Proficiency: club. If the target dies, falls
Simple Handed: N/A Range unconscious or lies still, they
Increment: -“To Hit” Bonus: -Rate keep hitting it for one round and
of Fire: Once per round Damage: then move on the next nearest
Special, see description Weight: 1 target.
pound Armor Class: 13 Hardness: 5) Target temporarily loses 3d6
1 Hit Points: 3 Wisdom, down to a minimum of
DC required to break this item 1.
with a Strength Roll: 15 6) Target lapses into immobility
Special: Anyone in a 10 foot and is aware of nothing but
radius of the device must make a violent hallucinations for the
Willpower Saving Throw vs. DC 20 duration of the effect. They can
or be incapacitated. The psi- take no action and can't
scream affects different people in effectively defend themselves.
different ways, but the effects 7) Target is rendered both Blind
always last for 2d10 rounds. Roll and Deaf for the duration of the
on the chart beneath to find out effect.
what happens to characters who 8) Character attacks themselves
fail their Saving Throws. with the closest available
1) Character collapses in a weapon. Not the most damaging
heap, aware of their surroundings weapon, just the closest. If two
but unable to take any action as weapons are equally close, they
their body jerks and spasms at will chose melee weapons over
random. They will also drop ranged weapons and weapons
anything they are holding and fall that do more damage over
down, which may or may not have weapons that do less damage.
an effect on game play, They automatically hit. Roll
depending on the situation and damage as per normal. They will
on how cruel the DM is feeling. do this once per round until the
2) The character runs, effect wears off of they die.
screaming gibberish in a straight Robots are unaffected by this
line in a random direction. They device and if the DM is using
still have their full AC bonus for psionics in his or her campaign
Dexterity, but can take no action there may be psionic defenses
apart from running and screaming which block the effect.
and can use no skills or feats. If Description: A product of some
they encounter a barrier, even weird psionic technology. It looks
one which they could easily get like a nondescript plastic disk,
through (a closed door, for but just handling it leaves a funny
example) they will turn around taste on your tongue, and makes
and run screaming in a different little flashes of nameless,
random direction.
3) The character's neural
responses become weirdly
Gauss Guns indescribable colors flicker on the
edges of your vision.
It can be set to detonate when
sluggish..
Gauss They
gunsSaving must
use a Throw make
magnetic alinear stepped
accelerator on,a when
to fling metallicit load
receives
at the a
Willpower
target. They operate vs.
by and DC
the even 20
same principletelepathic
as the command
giant railguns from the
usedanyto
to take mineral
launch any actionoreatinto
all, space from person
low-gravity who
worlds set it, or when
(assuming that this
then
ever
penalty
all their rolls
happens suffer
in your a -4
campaign world). living thing with an Intelligence
of more than 3 passes within ten
A 4) The character
magnetic pulse travelsbecomes
down the length feet.
of the weapon's barrel, pulling
homicidal and will attack the
the metal load after it, so that the load leaves When detonated,
the gun atittremendous
dies. In the
closest This
speed. available
methodtarget
can bewith used equallythroes
well forof tiny
its death agonies
derringers oritgiant
whatever
cannons, someleeyou seeweapon
gauss guns gives off a psychic
is of every conceivable size. shriek which
closest to hand. They will use requires everyone within a ten
no
Apart from the huge rail guns used for artillery foot radius to make
and squad a Willpower
support, most
early gauss guns fire streams of steel needles Saving Throw
at an vs. DC high
amazingly 25 orrate
suffer
of
fire, ripping the target to bits. They have aone lot of
of the dire effects
advantages overlisted
ordinary
projectile weapons, and some severe drawbacks above. that initially limit their
role on the battlefield.
Gauss guns are nearly silent, have tremendous range and relatively few
moving parts. Their ammunition is extremely cheap to manufacture and
has a lot of stopping power against unarmored targets. 250
Gauss guns are however expensive, heavy and tough to repair in the field.
They also have very little penetration against armor. The needles they fire
are light and brittle when compared with conventional bullets, and while
they will plunge through flesh in a most satisfactory matter, they tend to
shatter against hard surfaces. This last problem is so pronounced that we
actually need a special game mechanic to simulate it.
Whenever you shoot a target with Hardness or Damage Resistance, it counts
twice against an early model gaussgun.
So, if the target is wearing armor that gives them 3 DR, subtract 6 from the
damage a gaussgun does to them. Shoot a wall with Hardness 5, and you
deduct 10 points of damage from the total.
This limitation is pretty severe on any battlefield where the opposing
troops wear armor, so for most of their early history, gaussguns are
primarily used as hunting weapons and sniper rifles. There are a few armies
that adopt them wholesale, largely due to how cheap the ammunition is,
and so I have included stats for early gaussgun assault rifles as well.
Using Gauss Guns With the “Burst-Fire” Feat
With a few exceptions (like heavy rail guns), all gauss weapons use a
special version of Autofire which expends only five rounds instead of the
Prototype
usual Rail Gun
ten. Anyone with the “Burst-Fire” feat can fire a burst at a single
target from(Impossible
Size: Huge one of these weapons and expend only 3 rounds worth of
to conceal)
ammunition, instead
Cost: 10,000 Units (thisofis the usual five. They incur all the penalties and
actually
bonuses associated
the cost required to with
buildusing
the the burst-fire feat while doing this.
weapon)
Tentative Purchase DC: (usually
restricted to military use)
Required Proficiency: Exotic i
Ranged Weapon Handed:
Requires 2 hands, usually fired
from a mount
Range Increment: 90 feet “To Hit”
Bonus: -Magazine: 5
Rate of Fire: Once per round
Damage: 5d6 Piercing (17-20 x3)
Weight: 80 pounds Armor Class: 5 Gauss Pistol
Hardness: 5 Hit Points: 3 Size: Small (No bonus or penalty
DC required to break this item to conceal with a “sleight of
with a Strength Roll: 14 hand” roll)
Accessories: Backpack-Mounted Cost: 700 Units Tentative
Energy Cell (Weighs 15 pounds, Purchase DC: 17 Required
costs 1,000 units, AC 12, 3 Proficiency: Slugthrower
Hardness, 8 HP, 30% chance of Weapons Handed: Requires 1
exploding when it loses all its Hit hand to use Range Increment:
Points, doing 5d6 damage to the 40 feet “To Hit” Bonus: --
wearer and 2d6 to anything else Magazine: 60
in a 5 foot radius), Slugs(weigh 2 Rate of Fire: As many times as
pounds each, cost 4 Units apiece) the wielder has attacks
Description: An early gauss Damage: 4d6 Piercing (17-20 x3).
weapon, used mainly as a squad Weight: 3 pounds Armor Class:
support weapon. It isn't as big or 9 Hardness: 5 Hit Points: 2
as clumsy as the first military DC required to break this item
lasers but is still inconvenient to with a Strength Roll: 15
carry and use. It's basically a small Special: This weapon is capable
man-portable railgun which of a special version of Autofire.
launches solid metal slugs at the It can target a 10-foot-by-10-
target, one at a time. It is silent, foot area. The targeted area has
produces no recoil or muzzle an effective Defense of 10. If the
flash, has tremendous range and a attack succeeds, every target
lot of stopping power but it is still within the affected area must
a less than an ideal sniper rifle, as make a Reflexes Saving Throw
its large size and heavy vs. DC 20
powerpack make it difficult to 251
move silently while wearing it (-2
to all attempts to be stealthy
while in motion). It is used largely
to kill vehicles, until other more
efficient weapons replace it.
or take damage. This uses up body. Any Search rolls made to
five rounds of ammunition. find this weapon suffer a -2.
Accessories: Energy Cell (1/2 penalty. Like all gauss-weapons of
pound, costs 10 units), Packet of its period, it has a lot of accuracy
Needles (pre-assembled into and stopping power, but little
disposable magazine, holds penetration against armor. The
enough for 60 bursts, weighs 1/2 target's Hardness and Damage
lb, costs 55 Units), Scope (1/2 lb, Resistance count twice against this
costs 150 units, reduces Range weapon.
Increment by one), Holster
(weighs 1/2 pound, costs 10
Units) High-End Gauss-Pistol
Description: A generic template Size: Small (No bonus or penalty
for an early gauss- pistol. It fires to conceal with a “sleight of hand”
a stream of ultra-sharp needles roll)
at super- high speed, makes no Cost: 900 Units Tentative Purchase
noise and leaves no chemical or DC: 17 Required Proficiency:
energy signature for a sensor to Slugthrower Weapons Handed:
detect. Requires 1 hand to use Range
Its rate of fire is so high that Increment: 50 feet “To Hit” Bonus:
there isn't any sense measuring it -Magazine: 60
in conventional terms. Because it Rate of Fire: As many times as the
only fires bursts (just touching wielder has attacks
the trigger will fire off two or Damage: 4d6 Piercing (17-20 x3)
three needles) we are counting Weight: 2 pounds Armor Class: 9
its magazine in terms of how Hardness: 5 Hit Points: 2
many bursts it can fire, rather DC required to break this item
than how many individual with a Strength Roll: 16
needles it holds. Special: This weapon is capable of
It would take an unreasonable a special version of Autofire. It can
amount of time to load each target a 10-foot-by-10-foot area.
needle individually, so you buy The targeted area has an effective
them in preassembled clips. Defense of 10. If the attack
Tremendously effective at succeeds, every target within the
ripping
Gauss up flesh, Intelligence
Pistol, a gauss-pistol is affected area must make a
at a disadvantage against
Model Reflexes Saving Throw vs. DC 20
armored
Size: Tinyopponents.
(and has an A target's
additional or take damage. This uses up five
Hardness
+2 bonusand/or Damage with a
to conceal rounds of ammunition.
Resistance
“sleight of ishand”
doubled roll, for
forthe
a total Accessories: Energy Cell (1/2
purpose
of +6) of calculating damage. pound, costs 10 units), Packet of
So
Cost:a target withTentative
800 Units 3 points of Needles (pre-assembled into
Hardness has 6 DR
Purchase DC: 17 Required vs. Gauss disposable magazine, holds
Pistols, a target
Proficiency: with 4 points of
Slugthrower enough for 60 bursts, weighs 1/2
Hardness
Weapons has 8 DR,Requires
Handed: and so forth.
1 lb, costs 55 Units), Scope (1/2 lb,
There
hand to aren't
use RangereallyIncrement:
a lot of costs 150 units, reduces Range
variant
50 feet models
“To Hit”of gauss--pistol.
Bonus: Increment by one), Holster
They're all the
Magazine: 5 same caliber and (weighs 1/2 pound, costs 10 Units)
they
Rate all haveAs
of Fire: pretty
many much
times the
as Description: An attempt to create
same rate of fire.
the wielder has attacks Only the brand- the very highest quality gauss-
name
Damage: varies.
4d6 Piercing (17-20 x3). pistol, for marksmanship
Weight: 2 pounds Armor Class: competitions, sparing no expense.
9 Hardness: 5 Hit Points: 2 You will only find this weapon in
DC required to break this item the hands of professional
Concealed Gauss Gun
with a Strength Roll: 13 marksmen,
Size: elite
Diminutive honor
(+8 guards
bonus to and
Accessories: Energy Cell (1/2 perhaps
conceal the very
withthan rich.
a “sleight It has even
of hand”
pound, costs 10 units), Packet of more
roll) range a standard
Needles (pre-assembled into gauss-pistol
Cost: 400 and better stopping
Units
disposable magazine, holds power
Tentativeas well. Like all
Purchase DC:gauss-
enough for 5 bursts, weighs 1/2 weapons
illegal) of its
Required period, it15 (usually
isn't
Proficiency: very
lb, costs 55 Units), Scope (1/2 lb, effective
Slugthrower against armor.
Weapons Double
Handed:
costs 150 units, reduces Range any Hardness
Requires 1 hand or Damage
to use Range
Increment by one), Holster Resistance
Increment: the
30 target
feet “To has
Hit”for the
Bonus:
(weighs 1/2 pound, costs 10 purpose
-Magazine: of resisting
1 this attack.
Units)
Description: A very small gauss-
pistol, which holds only enough 252
needles for a few short bursts.
It's nearly flat, and curved so as
to fit the shape of the user's
Rate of Fire: As many times as the fire, rather than how many
wielder has attacks individual needles it holds.
Damage: 2d6 Piercing (17-20 x3) It would take an unreasonable
Weight: 1 pound Armor Class: 13 amount of time to load each
Hardness: 5 Hit Points: 1 needle separately, so you buy
DC required to break this item them in preassembled clips. They
with a Strength Roll: 12 only take a Standard Action to
Accessories: Energy Cell (1/2 reload.
pound, costs 10 units), Packet of Gauss rifles are usually seen as
Needles (pre-assembled into a sniper weapons but some armies
disposable magazine, holds use them as infantry rifles.
enough for 1 burst, weighs 1/10 Tremendously effective at
pound, costs 15 Units), damaging soft fleshy targets, a
Description: A tiny gauss pistol gauss-rifle is ineffective against
built into a pen. It could also be armored opponents--the needles
hidden in a large cigarette lighter are brittle and tend to shatter
or any other such common when they strike an unyielding
object. It holds just enough surface. Whenever this weapon is
needles and just enough power in used against a target with
its battery for a single short- Hardness or Damage Resistance,
range burst. An ideal double the protective power of
assassination weapon in many the DR. So, if the target is wearing
respects (silent, untraceable, armor
Model that gives Sporting
them 3 DR,
leaves no energy or chemical subtract 6Orionfrom the damage. If the
signature)
Gauss it isn't
Rifle, very effective
Military Gauss
target has Rifle
Hardness 5, deduct 10
against armored targets. Double pointsLarge
Size: of damage and so
(-8 penalty forth.
to conceal
Version
the target's DR (if they have any) As awith
with gauss
“sleight pistols,roll)
of hand” there is
for the
Size: purpose
Large of resisting
(-8 penalty this
to conceal little 1,000
Cost: to vary about
Units the design.
Tentative
attack.
with a “sleight of hand” roll) Most military
Purchase DC: 18 gauss
Requiredrifles are
Cost: 1,200 Units pretty muchSlugthrower
Proficiency: the same. There isn't
Weapons
Tentative Purchase DC: 18 even
Handed:a special sniper
Requires version.
2 hands to use
(usually restricted to military use) Range Increment: 130 feet “To
Required Proficiency: Slugthrower Hit” Bonus: -Magazine: 60
Weapons Handed: Requires 2 Rate of Fire: As many times as the
hands to use Range Increment: wielder has attacks
140 feet “To Hit” Bonus: -- Damage: 5d6 Piercing (17-20 x3)
Magazine: 120 Weight: 8 pounds Armor Class: 7
Rate of Fire: As many times as the Hardness: 5 Hit Points: 6
wielder has attacks DC required to break this item
Damage: 6d6 Piercing (17-20 x3) with a Strength Roll: 16
Weight: 10 pounds Armor Class: 7 Accessories: Energy Cell (1/2
Hardness: 5 Hit Points: 7 pound, costs 10 units), Packet of
DC required to break this item Needles (pre-assembled into
with a Strength Roll: 17 disposable magazine, holds
Special: This weapon is capable enough for 60 bursts, weighs 1/2
of a special version of Autofire. lb, costs 55 Units), Scope (1/2 lb,
It can target a 10-foot-by-10- costs 150 units, reduces Range
foot area. The targeted area has Increment by one)
an effective Defense of 10. If the Description: Gauss weapons make
attack succeeds, every target superb sniper rifles, but they
within the affected area must aren't nearly as good for hunting.
make a Reflexes Saving Throw They may have excellent range
vs. DC 20 or take damage. This but they will rip a squirrel or a
uses up five rounds of bird to pieces and have a
ammunition. tendency to mar other trophies as
Accessories: Energy Cell (1/2 well. It also strikes many hunters
pound, costs 10 units), Packet of as unsporting to hunt with an
Needles (pre-assembled into autofire weapon. This rifle is an
disposable magazine, holds attempt to make gauss weapons
enough for 120 bursts, weighs more suitable. It fires only very
1/2 lb, costs 55 Units), Scope (1/2 short bursts, can't be used to
lb, costs 150 units, reduces Range make area attacks and does
Increment by one) considerably less damage to the
Description: A generic military target than a military gauss gun.
gauss rifle. It uses a magnetic It's still best not to use it against
accelerator to launch a stream small game, which tends to 253
of thin steel needles at a very disintegrate into mush when hit.
high rate of fire, but is nearly The Orion isn't really meant for
silent. use against armored targets. If for
Because it only fires bursts (just some reason this gun is used
touching the trigger will fire off against a target that has Damage
Railgun, Man Portable
Size: Huge (Impossible to conceal)
Cost: 2,000 Units
Tentative Purchase DC: 20
(usually restricted to military use)
Required Proficiency: Exotic
Weapons-Ranged (Also works
with any other Railgun)
Handed: Requires 2 hands,
usually fired from a mount
Range Increment: 150 feet “To
Hit” Bonus: -Magazine: 40
Rate of Fire: Once per round
Damage: 9d6 Piercing (20 x3),
Ignores up to 5 points
of Hardness or Damage
Resistance.
Weight: 35 pounds Armor Class: 5
Hardness: 5 Hit Points: 10
DC required to break this item
with a Strength Roll: 19
Special: This weapon is capable of
a special version of Autofire. It
can target a 10-foot-by-10-foot
area.
The targeted area has an effective
Defense of 10. If the attack
succeeds, every target within the
affected area must make a
Reflexes Saving Throw vs. DC 20
or take damage. This uses up five Magnetic Needle Cannon
rounds of ammunition. Size: Huge (Impossible to conceal)
Accessories: Thigh-Mounted Cost: 25,000 Units
Energy Cell (4 pounds, costs 150 Tentative Purchase DC: 29 (usually
units, AC 18, Hardness 4, HP 5, if restricted to military use)
it loses all its hit points there is a Required Proficiency: Slugthrower
30% chance that it will explode, Weapons Handed: Not a hand
doing 3d6 damage to the wearer weapon. Usually fired from a
and 1d4 to anyone in a 5 foot mount or a fixed position.
radius), Steel Slugs (weigh 2 Range Increment: 100 feet “To
pounds each, cost 4 Units, Hit” Bonus: -Magazine: 400
apiece), Scope (1/2 lb, costs 150 Rate of Fire: As many times as the
units, reduces Range Increment wielder has attacks
by one) Damage: 12d6 Piercing (17-20 x3)
Description: A long, heavy gauss Weight: 85 pounds Armor Class: 3
weapon, meant for squad Hardness: 5 Hit Points: 15
support. Unlike most weapons of DC required to break this item
its size, a railgun is not harder to with a Strength Roll: 15 to disable
fire than an ordinary rifle. with a skill roll (perhaps the
Like any gauss weapon it “Repair” skill, although this of
produces almost no recoil and is course is up to the DM)
easy to control. The only reason it Special: Can attack a single target,
isn't practical to equip a whole a ten-foot wide square or a sixty-
squad with these weapons is the foot cone. Anyone caught in its
gun’s weight and size. It makes area of attack can make a Reflexes
more noise than a gauss rifle but Saving Throw vs. DC 20 to take
then again it is not meant to be a half damage.
subtle weapon. Because of the Accessories: Heavy Energy Cell
size and weight of its (Weighs 1 pound, costs 25 units),
ammunition, a railgun does not Oversized Packet of Needles (pre-
have the same limitations when assembled into disposable
used against armor as most magazine, holds enough for 100
smaller gauss guns. bursts, weighs 3 pounds, costs
110 Units, weapon can hold up to
four of these packets in the ammo 254
hopper), Computerized mounted on a tank, an armored
Targeting System (weighs 1 car or a helicopter. Unlike
pound, costs 500 units, reduces smaller gauss guns, it has no
Range Increment by two when difficulty penetrating armor.
firing against a single target) Fortunately for the gun's one-
Description: A heavy gauss-gun man crew the needles come pre-
support weapon. It projects a packed in oversized clips.
continuous stream of needles Otherwise the cannon would
across the field and can make take hours to load. As it is, it still
single, area, or cone-shaped takes a full round to open the
attacks. It is absolutely hamper and carefully set the
devastating to closely packed bundles of ammunition in place.
Advanced Gauss Weapons
troops. No one wants to look at
a battlefield after a Needle
Cannon attack. Far too heavy for
Aftersingle
any a certain point,
character gauss
to carry as a guns outgrow their early limitations.
Advancesit in
sidearm, magnetic
is usually acceleration make it possible for them to launch
seen
needles at incredible new speeds, metallurgical advances create needles
with more tensile strength and better penetration.
This new generation of linear accelerator weapons can punch right
through walls and armored targets, and with its extremely high rate of
fire and astounding range, becomes a fearsome presence on the
battlefield.
Gauss guns may (or may not, depending on the DM) finally come into
really widespread use at this stage, and in a world where energy weapons
never turn out to be practical, this may be the small arms technology that
we take to the stars. the attack succeeds, every target
within the affected area must
make a Reflexes Saving Throw vs.
DC 20 or take damage. This uses
up five rounds of ammunition.
Accessories: Energy Cell (1/2
pound, costs 10 units), Packet of
Needles (pre-assembled into
disposable magazine, holds
enough for 55 bursts, weighs 1/2
lb, costs 55 Units), Scope (1/2 lb,
costs 150 units, reduces Range
Increment by one), Holster
(weighs 1/2 pound, costs 10 Units)
Advanced Gauss Pistol Description: Further advances in
Size: Small (No bonus or penalty magnetic accelerator technology
to conceal with a “sleight of and metallurgy make possible a
hand” roll) whole new generation of gauss-
Cost: 700 Units Tentative guns, with all the advantages and
Purchase DC: 17 Required none of the limitations of previous
Proficiency: Slugthrower models. This is a generic template
Weapons Handed: Requires 1 for an advanced gauss-pistol. It is
hand to use Range Increment: smaller and lighter than its
60 feet “To Hit” Bonus: -- ancestors, and suffers no penalties
Magazine: 55 when used against armored
Rate of Fire: As many times as targets. These needles are a lot
the wielder has attacks harder and travel a lot faster, so
Damage: 4d6 Piercing (17-20 x3) they have considerably better
Weight: 2 pounds Armor Class: penetration. Because of its high
9 Hardness: 5 Hit Points: 2 Advanced Gauss
rate of fire (it's Rifle
impossible to fire
DC required to break this item Size: Large
less than (-8or
two penalty to conceal
three needles at a
with a Strength Roll: 14 with
time)aweSleight
measureof Hand roll)
the number of
Special: This weapon is capable Cost:
shots 1,000
it has Units
left inTentative
terms of how
of a special version of Autofire. Purchase
many burstsDC:it18 Required
can fire, rather than
It can target a 10-foot-by-10- Proficiency: Slugthrower
the actual number Weapons
of needles in
foot area. The targeted area has Handed: Requires
the magazine. Like2previous
hands to use
an effective Defense of 10. If models, its ammunition comes
pre-loaded into disposable clips. It
takes a standard action to reload.255
Range Increment: 140 feet “To Hardness: 5 Hit
Hit” Bonus: +2 Magazine: 65 Points: 8
Rate of Fire: As many times as the DC required to break this item
wielder has attacks with a Strength Roll: 17
Damage: 6d6 Piercing (17-20 x3) Special: This weapon is capable
Weight: 9 pounds Armor Class: 7 of a special version of Autofire.
Hardness: 5 Hit Points: 7 It can target a 10-foot-by-10-
DC required to break this item foot area. The targeted area has
with a Strength Roll: 17 an effective Defense of 10. If the
Special: This weapon is capable of attack succeeds, every target
a special version of Autofire. It within the affected area must
can target a 10-foot-by-10-foot make a Reflexes Saving Throw
area. vs. DC 20 or take damage. This
The targeted area has an effective uses up five rounds of
Defense of 10. If the attack ammunition.
succeeds, every target within the Accessories: Energy Cell (1/2
affected area must make a pound, costs 10 units), Packet of
Reflexes Saving Throw vs. DC 20 Poison Needles (pre-assembled
or take damage. This uses up five into disposable magazine, holds
rounds of ammunition. enough for 40 bursts, weighs 1/2
Accessories: Energy Cell (1/2 lb, costs 80 Units), Packet of
pound, costs 10 units), Packet of Exploding Needles (pre-
Needles (pre-assembled into assembled into disposable
disposable magazine, holds magazine, holds enough for 40
enough for 65 bursts, weighs 1/2 bursts, weighs 1/2 lb, costs 65
lb, costs 55 Units), Scope (1/2 lb, Units), Packet of Armor-Piercing
costs 150 units, reduces Range Needles (preassembled into
Increment by one) disposable magazine, holds
Description: An advanced all- enough for 40 bursts, weighs 1/2
purpose gauss-rifle. It uses a lb, costs 55 Units), Scope (1/2 lb,
portable magnetic accelerator to costs 150 units, reduces Range
fire a stream of very hard needles Increment by one) Description:
at enormous speed. This is a This is not a sniper's weapon, per
superb sniper weapon. Almost se. It is meant for ordinary front-
silent, it produces no muzzle flash line troops. It has a triple-
and leaves neither chemical magazine and can fire a stream of
residue nor an energy signature poison-tipped needles or a burst
for sensors to trace. Unlike older of exploding needles or of super-
Advanced
models, it suffersGauss Rifle,
no penalties dense armor-piercing needles.
when used against armored You
Gauss can "Pebble
switch back and forth
Gun"
Infantry
opponents-theseVersion needles are between
Size: Large the various loads as ato
(-8 penalty
Size: Large
much harder (-8and
penalty
traveltomuch
conceal free
conceal with a “sleight mix
action, but cannot the
of hand”
with a “sleight
faster. of hand”comes
Its ammunition roll) pre- different
roll) types of ammunition in
Cost:
loaded 1,200 Units
in disposable clips, so the a single
Cost: burst.
1,250 It takes
Units a standard
Tentative
Tentative
user does Purchase
not have DC: 18 (usually
to spend action to reload
Purchase DC: 18 Requiredeach magazine.
restricted to military use)
hours carefully packing tiny Its ammunition
Proficiency: comes pre-loaded
Slugthrower
Required
needles into Proficiency: Slugthrower
the magazine. You in disposable clips.
Weapons Handed: Requires As with all2
Weapons
can reloadHanded:
it in oneRequires
Standard2 gauss-rifles,
hands to usethe number of shots
Range
hands
Action.to use Range Increment: in the magazine
Increment: 100 feetreally
“Torefers
Hit” to
130 feet “To Hit” Bonus: -- the
Bonus:number of short20bursts it can
-Magazine:
Magazine: 120 (40 poison-tipped fire.
RateEven if itAs
of Fire: isn't using
many its as
times
needles, 40 exploding needles, 40 "autofire" option
the wielder has attacks and is only
armor-piercing needles). Has attacking
Damage: a5d6 single target, it(17-20
Piercing is still
three separate magazines, each going
x3), ignores up to 5 points or
to fire off at least three of
made to hold one clip of 40 four needles.
Hardness The exploding
or Damage Resistance.
rounds. ammunition
Weight: 11 makes a good deal
Rate of Fire: As many times as the more
pounds noise than an ordinary
wielder has attacks gauss-rifle.
Armor
Damage: The weapon has three Class: 7
separate modes. It can do 3d6 Hardness: 5
Piercing (17-20 x3) plus 3d8 Hit Points: 7
poison (a Fortitude Saving Throw DC required to break this item
vs. DC 15 negates the poison), or with a Strength Roll: 18
it can do 6d6 Piercing (17-20 x3), Special: This weapon is capable
or it can do 5d6 Piercing (17-20 of a special version of Autofire.
x3) that ignores up to 7 points of It can target a 10-foot-by-10-256
Hardness. foot area. The targeted area has
Weight: 10 pounds Armor Class: 7 an effective Defense of 10. If
the attack succeeds, every target (Also works with any other
within the affected area must Railgun)
make a Reflexes Saving Throw vs. Handed: Requires 2 hands to use
DC 20 or take damage. This uses Range Increment: 200 feet “To
up five rounds of ammunition. Hit” Bonus: -Magazine: 40
Accessories: Energy Cell (1/2 Rate of Fire: Once per round
pound, costs 10 units), Steel Damage: 10d6 Piercing (20 x3),
Lozenges (box of 50 weighs 1/2 lb, ignores ten points of
costs 30 Units), Scope (1/2 lb, Hardness or Damage Resistance
costs 150 units, reduces Range Weight: 20 pounds
Increment by one) Armor Class: 5
Description: The same Hardness: 5
technological advances which lead Hit Points: 15
to advanced gauss rifles also make DC required to break this item
it possible to apply magnetic with a Strength Roll: 20
accelerator technology to larger Accessories: Heavy Energy Cell
projectiles than gauss-needles. A (Weighs 1 pound, costs 25 units),
pebble gun fires a stream of small Explosive Armor-Piercing Slugs
aerodynamic
Gauss "Pebble metalPistol"
lozenges (weigh 2 pounds each, cost 10
which
Size: expand
Small (No when
bonus they hit the
ormakes
penalty Units, apiece), Scope (1/2 lb, costs
target.
to The
conceal ammunition 400 units, reduces Range
more
roll) noisewith
thanamost
“sleight of hand”
gauss- Increment by one)
weapons,
Cost: but is Tentative
750 Units still very quiet Description: A smaller, deadlier,
compared
DC: 17 to
Required a blaster or aPurchase
Proficiency: more advanced version of the
slugthrower
Slugthrower Weapons Handed: man-portable railgun. It is still a
Requires 1 hand to use Range huge, unwieldy weapon, better
Increment: 30 feet “To Hit” Bonus: suited to a squad-support role
-Magazine: 5 than as an infantry rifle. It hurls
Rate of Fire: As many times as the massive exploding metal spikes
wielder has attacks that can punch through the armor
Damage: 3d6 Piercing (17-20 x3), of a tank,Railgun
Heavy yet makes very little
ignores up to 5 points of Hardness noise
Size: Hugegenerates
and (not possibleno to
or Damage Resistance. detectable
conceal recoil.
with It takes
a “Sleight of one
Hand”
Weight: 4 pounds Armor Class: 9 standard
roll) action to replace its
Hardness: 5 Hit Points: 7 oversized
Cost: 35,000power
Unitscell and one to
DC required to break this item clap in another
Tentative loadDC:
Purchase of slugs.
30 (usually
with a Strength Roll: 16 restricted to military use)
Accessories: Energy Cell (1/2 Required Proficiency: Exotic
pound, costs 10 units), Steel Weapons-Ranged (Also works
Lozenges (box of 50 weighs 1/2 lb, with any other Railgun)
costs 30 Units), Scope (1/2 lb, Handed: Weapon must be fired
costs 150 units, reduces Range from a mount Range Increment:
Increment by one), Holster 500 feet “To Hit” Bonus: --
(weighs 1/2 pound, costs 10 Units) Magazine: 150 Rate of Fire: Once
Description: A small, handheld per round Damage: 15d6 Piercing
version of a pebble gun, it uses a (20 x3), Ignores fifteen points of
magnetic linear accelerator to Hardness or Damage Resistance.
launch solid metal losenges at the Weight: 150 pounds Armor Class:
target. It is not an autofire 5 Hardness: 5 Hit Points: 40
weapon, and launches only one of DC required to break this item
its "pebbles" per round. These with a Strength Roll: 15 to disable
rounds move much faster than with a skill roll (perhaps the
ordinary bullets, and are “Repair” skill, although this of
particularly good for punching course is up to the DM)
through armor. This weapon Accessories: Giant Armor-Piercing
makes more noise than most Slug (weighs 15 pounds, costs 15
Advanced
gauss-guns, but Portable
it is still Railgun
very quiet units, comes packed in loads of
compared
Size: Huge with a conventional
(Impossible to conceal) 10, Ammo Hopper can hold up to
slugthrower
Cost: or a blaster pistol. The
2,000 Units 15 loads, 150 Slugs in total),
"pebbles" Purchase
Tentative come pre-packaged in a
DC: 20 (usually Computerized Targeting System
plastic clip,towhich
restricted takes
military use)a Standard Module (Weighs 1/2 pound, Costs
Action to Proficiency:
Required reload. Exotic 500 units, reduces range
Weapons-Ranged increment by 1 when firing at a
single target) Description: A
railgun made to be mounted on a
tank or placed in a turret on a 257
starship. It is a quiet weapon and
often won't trigger automatic
defense systems
(most of them tend to look for the attack succeeds, every target
either the chemical traces of within the affected area must
rocket exhaust or the radiation make a Reflexes Saving Throw vs.
from an energy weapon) but has DC 20 or take damage. This uses
one real disadvantage over up five rounds of ammunition.
energy guns--it requires Accessories: Energy Cell (1/2
ammunition and can run out of it. pound, costs 10 units), Packet of
Mass-Driver Weapon Needles (pre-assembled into
disposable magazine, holds
System enough for 45 bursts, weighs 1/2
Size: Large (-8 penalty to conceal lb, costs 50 Units), Packet of
with a “sleight of hand” roll) Tranquilizer Needles (pre-
Cost: 1,250 Units assembled into disposable
Tentative Purchase DC: 18 (usually magazine, holds enough for 20
restricted to military use) bursts, weighs 1/2 lb, costs 65
Required Proficiency: Slugthrower Units), Scope (1/2 lb, costs 150
Weapons Handed: Requires 2 units, reduces Range Increment by
hands to use Range Increment: one) Description: A different kind
100 feet (gauss needles), 70 feet of gauss-gun, this is a generalized
(grenade launcher) weapon system with a variety of
“To Hit” Bonus: +2 lethal and non-lethal options.
Magazine: Energy cell holds 70 It has a dual magazine, one half
charges. See description for of which holds enough armor
details on how to use charges for piercing needles for 45 bursts
the various types of attack this while the other holds 20 shots
weapon can make. The dual worth of needles laden with a
needle magazines hold 45 bursts tranquilizer drug.
worth of standard needles and 20 A magnetic railgun launcher on
bursts worth of tranquilizer the bottom of the weapon can lob
needles. The magnetic grenade either 5 grenades or an equal
launcher holds 5 grenades-- 3 number of solid metal slugs (mix
Fragmentation and 2 Solid Slug and match them however you
rounds. Rate of Fire: As many like).
times as the wielder has attacks The gun can also give off its
Damage: Varies by type of round. energy in a short- range
Standard loads do 6d6 damage, electromagnetic pulse which
anyone struck by a Tranquilizer disrupts robots' internal circuitry
Needle must make a Fortitude over a 20 foot cone-shaped area
Saving Throw vs. DC 20 or fall (it does 6d6 damage and only
unconscious for 2d10 minutes. affects cybernetic entities).
The Grenade Launcher can fire The needles come pre-packaged
fragmentation grenades that do in clips. Each clip takes a Standard
4d6 damage to anyone in a 20 Action to reload, as does the
foot radius, or solid spent uranium weapon's power cell. Each
slugs that do 3d6 damage, ignore grenade or slug takes a Standard
up to 10 pts of Hardness and do Action to chamber into the
an extra 3d6 damage to targets accelerator.
with a Hardness of 7 or higher. The weapon doesn't have to
The special electromagnetic attack have different loads in its dual

Lightning Guns
does 6d6 damage in a 20 foot magazine. It can just as easily
cone, but only to cybernetic carry all standard rounds or all
entities. tranquilizer rounds. And you could
Weight: 11 pounds Armor Class: 7 of course load the grenade
The most primitive
Hardness: form 7of energy weapon,
10 Hit Points: lightning
launcher withguns launchgrenades
whatever a bolt of
electricity
DC required atththe target,
to break burning
this item and electrocuting it. Largely seen in
are available.
alternate 19 century
with a Strength “Steampunk” scenarios,
Roll: 18 Asthey
withmay also come into
all gauss-guns, we're
their ownThis
Special: in futures
weaponwhere otherof
is capable forms of measuring
energy weapons turn outinto
its magazine be
terms
impractical. Few science
a special version fiction
of Autofire. campaignsofwill
It can howrevolve
manyaroundbursts itthis
can fire,
technology, so I haven’t provided
target a 10-foot-by-10-foot area. a lot of rather
variantthanor “brand-name”
how many actual models.
Jut
Thesome basicarea
targeted designs
has an that you can adaptneedles
effective as needed.are in each magazine. It is
Defense of 10. If impossible to fire single shots with
Lightning Pistol “this ggun,
slei ht
trigger
as ”just
hand
°flaunches roll) touching the
two or three
Size: Small (No bonus or penalty to conceal with a Cost: 600 Units
needles.
It takes one charge from the
energy cell to fire a burst of either
type, two to launch a slug or a 258
grenade, and three to use the
electromagnetic anti-robot attack.
It cannot fire mixed bursts—it
pulls from either one magazine or
Tentative Purchase DC: 16 (Often far better insulated.
Unavailable) Required Proficiency:
Energy Weapons Handed:
Requires 1 hand to use Range Heavy Lightning Rifle
Increment: 30 feet “To Hit” Bonus: Size: Huge (Impossible to conceal)
-Magazine: 40 Cost: 1,100 Units
Rate of Fire: As many times as the Tentative Purchase DC: 18 (Often
wielder has attacks Unavailable) Required Proficiency:
Damage: 1d20 Electricity (20 x2) Energy Weapons Handed:
Weight: 3 pounds Armor Class: 9 Requires 2 hands, usually fired
Hardness: 4 Hit Points: 2 from a mount
DC required to break this item Range Increment: 90 feet “To Hit”
with a Strength Roll: 15 Bonus: -Magazine: 75
Accessories: Special Energy Cell Rate of Fire: As many times as the
(Weighs 1 pound, costs 50 Units wielder has attacks
to buy or 60 to build in a lab, not Damage: 2d20+2 Electricity (20 x2)
compatible with other energy Weight: 14 pounds Armor Class: 5
weapons, except possibly a Hardness: 4 Hit Points: 4
lightning rifle), Holster (costs 100 DC required to break this item
Units, to have specially custom- with a Strength Roll: 20
made, weighs 1/2 pound) Accessories: Special Energy Cell (2
Description: The simplest form of pounds, costs 150 Units to buy or
energy weapon imaginable. It's 175 to build in a lab, not
essentially a Tesla coil with an compatible with other energy
incredibly potent battery. Turn it weapons, even those designed
on and gigantic electrical sparks for other lightning guns)
crackle out of it, frying the target Description: A lightning gun the
in their shoes. Good for size of a bazooka, it shoots bolts
"Steampunk" campaigns and for of electricity at the target and has
science fiction sagas in which a tendency to make its user's hair
most energy weapons are stand on end. This is a
LightningThe
unfeasible. Rifle
pistol itself is long, deafeningly loud weapon. It
thin and
Size: wicked-looking,
Large (-8 penalty to with a
conceal makes a genuine thunderclap and
sharp
with a metal spike
Sleight where
of Hand the
roll) if there aren't any big ominous
barrel825
Cost: should be.
Units clouds in the sky this is sure to
Tentative Purchase DC: 17 (Often attract
Variablethe Intensity
curiosity of anyone in
Unavailable) Required Proficiency: a quarter-mile radius.
Energy Weapons Handed: Lightning Gun
Requires 2 hands to use Range Size: Medium (-4 penalty to
Increment: 80 feet “To Hit” Bonus: conceal with a “sleight of hand”
-Magazine: 50 roll)
Rate of Fire: As many times as the Cost: 1,200 Units
wielder has attacks Tentative Purchase DC: 18 (Often
Damage: 1d20+1d10 Electricity Unavailable) Required Proficiency:
(20 x2) Energy Weapons Handed:
Weight: 9 pounds Armor Class: 7 Requires 2 hands, usually fired
Hardness: 4 Hit Points: 3 from a mount
DC required to break this item Range Increment: 80 feet “To Hit”
with a Strength Roll: 17 Bonus: -Magazine: 50, see
Accessories: Special Energy Cell description Rate of Fire: As many
(Weighs 1 pound, costs 50 Units times as the wielder has attacks
to buy or 60 to build in a lab, not Damage: Variable, can be set to
compatible with other energy do from 1-10d6
weapons, except perhaps for a Electricity (20 x2) or 1-10d6
lightning pistol--it's the DM's call) Nonlethal damage
Description: The most basic form Weight: 8 pounds
of energy weapon. It's nothing Armor Class: 7
but a Tesla coil hooked up to an Hardness: 4
incredibly large power source. It Hit Points: 4
creates huge electrical sparks, the DC required to break this item
size of small lightning bolts. The with a Strength Roll: 15
weapon is loosely called a rifle, Accessories: Special Energy Cell
but it's more the size of a combat (Weighs 1 pound, costs 50 Units,
shotgun, with a long sharp spike to buy or 60 to build in a lab, not
in place of a barrel. compatible with other energy
In Steampunk campaigns it's weapons, except perhaps for 259
made of riveted metal, with other lightning guns, if the DM
rubberized hand grips. In approves) Description: A strange
futuristic scenarios it's glass and metal carbine,
somewhere between the size of a
large pistol and a
small submachine gun. It has a burning out completely each time it is fired.
metal spike, shaped like a
lightning rod, in place of a barrel.
The device shoots massive,
jagged electric sparks at the
target. The weapon's operator
can vary the voltage and
amperage to whatever is suitable.
The gun can do from one to ten
dice of electrical damage, either
normal or Nonlethal. It can mix
different types of damage in a
single attack, doing partly normal
and partly Nonlethal damage, but
it can never do more than ten
dice of damage in total. Each d6
of damage, whether normal or
Nonlethal, costs one charge. It
takes a standard action to replace
the weapon's energy cell.

"Safe-T SlamGun" Miniature


Lightning Projector Size:
Diminutive (+8 bonus to conceal
with a “sleight of hand” roll)
Cost: 45 Units
Tentative Purchase
DC: 7 Required
Proficiency: Simple
Handed: Requires 1
hand to use Range
Increment: 10 feet
“To Hit” Bonus: --
Magazine: 1
Rate of Fire: Once Lightning Cannon
per round Damage: Size: Colossal (Impossible to
1d20 Electricity conceal)
(20/x3) Cost: 50,000 Units (almost always
Weight: 1/10 of a prototype--this is actually the
a pound Armor cost required to build the
Class: 18 weapon) Tentative Purchase DC:
Hardness: 1 Hit 31 (Often Unavailable) Required
Points: 1 Proficiency: Energy Weapons
DC required to break this item Handed: Weapon must be fired
with a Strength Roll: 12 from a mount Range Increment:
Special: If the target takes more 300 feet “To Hit” Bonus: --
than 5 points of damage, they Magazine: Special, see description
must make a Fortitude Saving Rate of Fire: Once per round
Throw vs. DC 15 to avoid being Damage: 6d20 Electricity to
Stunned for 1-6 rounds anything in a 10 foot radius
Accessories: Miniature Energy Cell around the point of impact. A
(1/20 pound, costs 50 units, not Reflexes Saving Throw vs. DC 20
compatible with full-sized energy allows anyone caught in that
weapons) radius to take half damage
Description: A small one-shot Weight: 100 tons Armor Class: 0
lightning gun, which runs on a Hardness: 6 Hit Points: 25
special miniature power cell that DC required to break this item
isn't compatible with most other with a Strength Roll: 15 to disable
energy weapons. Easily concealed with a skill roll (perhaps the
in one hand, it is more often used “Repair” skill, although this of
for selfdefense than for course is up to the DM)
assassination, as it makes a lot of Description: A giant Tesla coil, the
noise and will set off metal size of a large building. It doesn't260
detectors. This is a good close- look so much like a cannon as it
range weapon for an unskilled
combatant to use against a
mugger or a burglar, since it
requires no special weapon
does like some kind of strange troops. The lightning cannon
radio antenna. It's shaped like a requires an external power
squat mushroom, made from an source on the scale of a
open lattice of girders, with the hydroelectric dam. It never
generator hidden somewhere exhausts its magazine, but it can
deep inside. It fires huge only be fired twenty times in a
electrical sparks, the size and half-hour period, after which it
strength of lightning bolts. This is has to cool for fifteen minutes.
a hideously inefficient way to
undeniably makes a huge
inpression on enemy
Laser Weapons
build an energy weapon, but it

What science fiction campaign would be complete without lasers? Lasers


are (usually) the first energy weapons and until Blasters arrive on the scene
they tend to dominate the market.
Laser weapons have a number of distinct advantages over guns that launch
projectiles. They have greater range and are nearly silent. Once the
technology to manufacture them becomes available they are easier to
manufacture—factories that produce laser guns can make other consumer
electronics as well, whereas the technology required to make slugthrower
rounds can't really be used for anything else.
They also have some marked drawbacks. Early lasers require the user to
lug separate powerpacks around. The first models actually require huge
backpack-mounted generators, making it almost impossible to carry any
equipment but the gun itself. Later models use smaller energy cells that
can be strapped to the user's thigh or even worn around their wrist, but
this can still be awkward. It's a particularly odious requirement for laser
pistols, since it makes them tricky to draw from a holster.
In addition, lasers have a bad way of getting dispersed by anything that
scatters and diffuses light. A thick fog can cut the damage done by a laser
in half (it's strictly the DM's call as to when this would happen—I don't have
a game mechanic handy for determining the thickness of fog).
Not too long after lasers first appear on the battlefield, anti-laser aerosols
which completely block their effect are introduced as well (and here I do
have a game mechanic for you: A typical Anti-Laser Aerosol Canister costs
500 Units, is Tiny in size, weighs 2 pounds, has 3 Hardness, 1 Hit Point and
when flung at a target square it totally negates the effect of any laser fired
into or through that 10 foot by 10 foot square for 1-6 rounds, or until
dispersed by a sudden gust of wind. It's the DM's call as to what constitutes
a sudden gust of wind). Early Laser Weapons
It is also difficult for lasers to penetrate reflective surfaces—they tend to
bounce right off mirrors. It doesn't take long for munitions designers to
Primitive Laser
realize this, and start producing reflective Hardne
Pistol armor.
2 HitThe specifics are up to the
Size: Small
DM. This (No contains
book bonus oronly weapons, notss:
penalty armor,
Points: and leaving this
to conceal gives
undefined with athe“sleight of hand”
DM more flexibility for
1 adapting laser weapons into his
roll)
or her campaign. DC required to break this item
Cost: 1,800 Units Tentative with a Strength Roll: 12
Purchase DC: 20 Required Description: Energy weapons have
Proficiency: Energy Weapons a certain romance about them,
Handed: Requires 1 hand to use and long before they are practical,
Range Increment: 40 feet “To Hit” some hobbyists will try to build
Bonus: -Magazine: 5 them. This is a working laser pistol
Rate of Fire: Once per round made with early 21st century
Damage: 1d6 (20 x2) Heat. The technology.
target must also make It is a big, bulky weapon which
a Reflexes Saving Throw vs. DC 9 should really be aimed with two
to avoid being hands, even though it produces
rendered Blind no recoil.
Weight: 5 pounds The gun is powered by a liquid
Armor Class: 9 sodium battery kept in its
oversized stock and takes about 261
two hours to fully recharge from
house current.
The battery can be dangerous if
it ruptures.
Sodium explodes on contact with
the gun takes damage, and Hit Points: 5
whether the sodium is likely to DC required to break this item
explode if it does.(if it's raining, with a Strength Roll: 18
then an explosion is likely, if it's a Accessories: Energy Cell (1/2
dry clear day then it isn't, unless pound, costs 10 units) Description:
you're standing in a puddle). A handheld laser construction
Much too large and awkwardly tool, suitable for everything from
shaped to fit in any conventional woodwork to spot welding. It can
holster, this is more of a novelty also be used as a melee weapon,
item than a functional sidearm. in a pinch. The DM should
Yet while it does less damage determine which Craft and
Heavy Laser Cutter
than a projectile weapon, it is still Professional skills this device can
capable
Size: Hugeof killing or blinding
(Impossible an
to conceal) be used for. It should be a wide
opponent.
Cost: 3,000 Units Tentative range, this is a versatile device and
Purchase DC: 22 Required has applications in any
Proficiency: Energy Weapons conceivable kind of welding or
Handed: Requires 2 hands to use cutting job. Bulky and awkward to
Range Increment: Special. Can be use as a melee weapon, it has an
used as a melee weapon or to automatic -2 penalty. The device
make ranged attacks at a runs on standard power cells,
maximum distance of 10 feet. It compatible with most other power
cannot attack objects that are tools and energy weapons.Not
more than 10 feet away. really designed for combat, it is
“To Hit” Bonus: -2 penalty impossible to reload quickly. It
Magazine: 50 takes a full round to unbolt its
Rate of Fire: Once per round battery housing and replace a
Damage: 4d10 Heat (20 x3) spent energy cell if you have a
Weight: 50 pounds Armor Class: 5 screwdriver.
Hardness: 10 Hit Points: 15 It takes two rounds if you're
DC required to break this item fumbling at the bolts with your
with a Strength Roll: 20 fingers.
Accessories: Backpack-Mounted
Energy Cell (Weighs 15 pounds, Mark 1 Military Laser
costs 500 units, AC 15, 7 Size: Huge (Impossible to conceal)
Hardness, 18 HP, 20% chance of Cost: 10,000 Units
exploding when it loses all its Hit Tentative Purchase DC: 26(usually
Points, doing 5d6 damage to the restricted to military use)
wearer and 2d6 to anything else Required Proficiency: Energy
in a 5 foot radius) Description: A Weapons Handed: Requires 2
short-range laser cutting tool hands to use Range Increment: 40
intended for construction work, feet “To Hit” Bonus: -Magazine: 20
but also popular for maiming and Rate of Fire: Once per round
killing people. A huge, bulky, Damage: 3d10+2 Heat (20 x3)
two-handed tool, it's about the Weight: 15 pounds (45 with
size and shape of a jackhammer backpack power cell) Armor Class:
but somewhat lighter. It is unique 7 Hardness: 5 Hit Points: 3
in that it can be used as either a DC required to break this item
melee weapon or a short-range with a Strength Roll: 13
Light Construction
missile weapon under the Laser
same Accessories: Backpack-Mounted
weapon proficiency It
Size: Medium (-4 penalty toabsolutely Energy Cell (Weighs 25 pounds,
requires with
conceal two hands to use,
a “sleight and
of hand” costs 1,500 units, AC 12, 3
even
roll) then it’s clumsy and Hardness, 10 HP, 40% chance of
awkward.
Cost: Unlike most laser
300 Units exploding when it loses all its Hit
weapons, it works perfectly
Tentative Purchase DC: 14 well Points, doing 5d6 damage to the
under water.
Required Proficiency: Simple wearer and 2d6 to anything else in
Handed: Requires 2 hands to use a 5 foot radius) Description: This is
“To Hit” Bonus: -2 penalty to use a standard template for an early
as a weapon military laser. A bulky two-handed
Magazine: 40 metal tube, longer than a rifle, it
Rate of Fire: Once per round requires a heavy backpack power
Damage: 2d10 Heat (19-20/x3) unit. You might mistake it for
Weight: 8 pounds Armor Class: 7 some new kind of flamethrower,
Hardness: 7 except for the lens at the end of
the barrel.
As big as it is, the weapon can 262
be used by almost
anyone, regardless of their size or common to lasers. They won't
strength, as it produces no function underwater, thick fog
kickback at all. It is also quiet, at completely negates the attack,
least compared to a conventional as do certain types of reflective
firearm, and makes only a sort of armor.
crackling noise when in use.
It's chief drawback, as with all
laser weapons, is that it is easy to
take countermeasures against.
The beam can be broken up and
scattered by mist or fog, which
harmlessly diffuses the light. It's
the DM's call as to whether a
given patch of fog is thick
enough to neutralize the beam.
Please bear in mind that smoke Techtronics Type 9 Laser
and dust have no effect. Only a
cloud of tiny droplets of liquid Pistol
will properly diffuse the beam. Size: Small (No bonus or penalty
Lasers also have a tough time to conceal with a “sleight of
penetrating reflective objects. hand” roll)
Not just shiny objects, a surface Cost: 500 Units Tentative
has to be at least as reflective as, Purchase DC: 15 Required
say,
Mark a bathroom
1.9 Laser mirror
Pistolto deflect Proficiency: Energy Weapons
a laser beam.
Size: Small (No bonus or penalty Handed: Requires 1 hand to use
to Soon
concealafter thisa weapon's
with “sleight of Range Increment: 40 feet “To Hit”
introduction,
hand” roll) reflective armor Bonus: -Magazine: 50
suits
Cost: begin appearing
400 Units Tentative on the Rate of Fire: As many times as the
battle
Purchase field,
DC:limiting
15 the laser's
Required wielder has attacks
effectiveness.
Proficiency: It is still
Energy a potent
Weapons Damage: 2d10 Heat (20 x3)
weapon,
Handed: used
Requireslargely
1 in a to
hand squad
use Weight: 2 pounds Armor Class: 7
support role like a rocket
Range Increment: 40 feet “To Hit” Hardness: 5 Hit Points: 2
launcher or a heavy50
Bonus: -Magazine: machine gun. DC required to break this item
Rate of Fire: As many times as the with a Strength Roll: 14
wielder has attacks Accessories: Wrist-Mounted
Damage: 2d10 Heat (20 x3) Energy Cell (2 pounds, costs 30
Weight: 2 pounds Armor Class: 7 units), Holster (costs 20 Units,
Hardness: 5 Hit Points: 2 weighs 1/2 pound), Scope (1/2 lb,
DC required to break this item costs 150 units, reduces Range
with a Strength Roll: 13 Increment by one)
Accessories: Wrist-Mounted Description: A better, more
Energy Cell (2 pounds, costs 30 compact laser pistol than the
units), Holster (costs 20 Units, Mark 1.9. This one is only the
weighs 1/2 pound) length of a large handgun, and
Description: Once energy fits conveniently in a holster. It
weapons displace projectile connects to the wrist-mounted
weapons, there's no going back powerpack with a small prong
The chemical engineering that extends sideways from the
required to produce slugthrowing stock. With a little practice (i.e.
rounds is complicated, expensive the Weapon Proficiency) you can
and has no other use. It can't learn to draw the weapon and
compete economically with snap it into its power supply all in
weapons that are made in the one fluid motion.
same factories as consumer
electronics and so once energy Mark 4.5 Laser Pistol
weapons are a reality, Size: Small (No bonus or penalty
manufacturers of traditional to conceal with a “sleight of
slugthrower guns swiftly go out hand” roll)
of business. As a result, some Cost: 500 Units Tentative
firearms are displaced by energy Purchase DC: 15 Required
weapons which actually aren't as Proficiency: Energy Weapons
effective as the slugthrower Handed: Requires 1 hand to use
equivalent. Pistols are a particular Range Increment: 40 feet
case in point. Early in the history
of military lasers, it is extremely
difficult to make them small. The 263
first laser pistols are long and
bulky, won't fit most holsters and
require a wrist-mounted
powerpack that covers the user's
whole forearm. The Mark 1.9 and
“To Hit” Bonus: -- Accessories: Thigh-Mounted
Magazine: 50 Energy Cell (4 pounds, costs 150
Rate of Fire: As many times as units, AC 18, Hardness 4, HP 5, if
the wielder has attacks it loses all its hit points there is a
Damage: 2d10 Heat (20 x3) 30% chance that it will explode,
Weight: 2 pounds Armor Class: 7 doing 3d6 damage to the wearer
Hardness: 5 Hit Points: 2 and 1d4 to anyone in a 5 foot
DC required to break this item radius), Scope (1/2 lb, costs 150
with a Strength Roll: 14 units, reduces Range Increment
Accessories: Wrist-Mounted by one)
Energy Cell (2 pounds, costs 30 Description: An attempt to make
units), Holster (costs 20 Units, military lasers easier to use. This
weighs 1/2 pound), Scope (1/2 lb, weapon looks like a short metal
costs 150 units, reduces Range tube (about the length of a
Increment by one) combat shotgun) with two pistol
Description: Another attempt to grips. The power supply is worn
make a viable laser pistol. This strapped to the user's thigh, and
one keeps the pistol clipped to is far lighter that the backpack
the side of its wrist-mounted model.
"Woodsman The weapon 3" is Light also
powerpack, rather than in a cheaper to produce and becomes
holster. To ready the weapon, you Hunting Laser
the first standard-issue infantry
reach over with your other hand Size: Largeweapon,
laser (-8 penalty to conceal
displacing
and yank it off your wrist (trying with a “sleight guns
slugthrowing of hand”
moreroll)or less
hard not to pull the power cord Cost: 800 Units
altogether. ThisTentative
gun has all the
loose from its sockets). Since the Purchase
weaknesses DC: common
17 Requiredto lasers.
powerpack itself is large enough Proficiency: Energyand thick fog
Reflective armor
to cover the user's whole forearm, Weapons
completelyHanded:
negate the attack.
it is difficult to wear this pistol as Requires 2 hands to use
a concealed weapon, unless you Range Increment: 150
wear very wide sleeves. It can be feet “To Hit” Bonus: --
awkward to aim and shoot with Magazine: 45
an elastic power-cord stretched Rate of Fire: As many times as the
between your hands, so an wielder has attacks
alternate rig is available, which Damage: 3d10 Heat (20 x3)
instead pushes the gun down into Weight: 6
your near hand on a little pounds
mechanical arm. Armor
If you use this version, be Class: 7
careful not to set the launcher Hardness: 5
off by mistake, as it can both Hit Points: 4
hurt your fingers and lead to DC required to break this item
unfortunate with a Strength Roll: 16
misunderstandings. Accessories: Thigh-Mounted
Mark 3 Laser Carbine Energy Cell (4 pounds, costs 150
Size: Large (-8 penalty to conceal units, AC 18, Hardness 4, HP 5, if
with a “sleight of hand” roll) it loses all its hit points there is a
Cost: 950 Units Tentative 30% chance that it will explode,
Purchase DC: 18 Required doing 3d6 damage to the wearer
Proficiency: Energy Weapons and 1d4 to anyone in a 5 foot
Handed: Requires 2 hands to use radius), Scope (1/2 lb, costs 150
Range Increment: 100 feet “To units, reduces Range Increment
Hit” Bonus: -Magazine: 50 by one)
Rate of Fire: As many times as the Description: Early laser weapns
wielder has attacks make much better hunting rifles
Damage: 2d10 Heat (20 x3) Pulse-Laser Big Game
than they do handguns. Rifle
They're
Weight: 15 pounds Armor Class: 7 Size:
quiet,Huge
easy (Impossible
to keep clean,to and
conceal)
Hardness: 5 Hit Points: 3 Cost:
produce1,400
no Units
kickback This is one
DC required to break this item Tentative
of the firstPurchase
produced DC: 19
with a Strength Roll: 15 Required
commerciallyProficiency:
for hunting. The Energy
Weapons
user wears a wrist-powerpack
Handed: Requires
which covers their 2whole
handsforearm.
to use
Range Increment:
It doesn't 100 feet
hold as may shots as a
“To Hit” Bonus: +1 military
big thigh-mounted
Magazine:
powerpack,5but it's far less likely
to get tangled in the underbrush.
264
Rate of Fire: As many times as for a sniper than an infantryman,
the wielder has attacks since for the most part a sniper
Damage: 6d10 Heat (20 x3) can pick and choose his targets.
Weight: 14 pounds Armor Class: 5 The rifle uses a wrist-mounted
Hardness: 5 Hit Points: 10 powerpack, with a long elastic
DC required to break this item power cord, which makes it easier
with a Strength Roll: 18 to run with quietly.
Improvised Laser Carbine
Accessories: Backpack-Mounted Size: Medium (-4 penalty to
Energy Cell (15 pounds, costs 300 conceal with a “sleight of hand”
units, AC 12, Hardness 4, HP 7, if it roll)
loses all its hit points there is a Cost: 450 (Must usually be made
30% chance that it will explode, instead of bought) Units
doing 3d6 damage to the wearer Tentative Purchase DC: 15 (but
and 1d4 to anyone in a 5 foot must usually be built, rather than
radius), Scope (1/2 lb, costs 150 bought)
units, reduces Range Increment by Required Proficiency: Energy
one) Weapons Handed: Requires 2
Description: A long, heavy rifle hands to use Range Increment: 50
with a small backpack mounted ft “To Hit” Bonus: -Magazine: 15
power unit. Designed for killing Rate of Fire: As many times as the
very large game, it drains the wielder has attacks
entire power unit in just two shots. Damage: 2d10 Heat (20/x3)
It is expensive and tricky to Weight: 6 pounds Armor Class: 7
maintain, but nonetheless is a Hardness: 2 Hit Points: 2
superb big-game rifle, deadly and DC required to break this item
accurate at tremendous range. It with a Strength Roll: 13
takes a full round to take off the Accessories: Energy Cell (1/2
used powerpack, don another one pound, costs 10 units)
and plug the weapon back in. This Description: Anyone with the skill
is not aX4
Mark realLaser
disadvantage, Rifle
however, since anySniper
hunter worth "Repair" can convert a laser
welder or other such device into
Size: Large
his salt would(-8 be
penalty to conceal
expected to have
with
dropped the beast withroll)
a Sleight of Hand the first an improvised laser carbine. This
Cost: 1,100 Units
shot. Indeed, having to use the requires a skill roll vs. DC 20. It is
Tentative
second shot Purchase DC: 18
is regarded as(usually
a possible to "take 20" by
restricted
disgracefultothing
military use) serious
among increasing the amount of time
Required
big-gameProficiency:
enthusiasts.Energy spent on the job, unless of course
Weapons Handed: Requires 2 you are using the "Jury Rig"
hands to use Range Increment: option. The resulting weapon
180 feet “To Hit” Bonus: +2 tends to be about the size of a
Magazine: 30 stubby rifle, with roughly the
Rate of Fire: As many times as the strength of a short-range pistol.
wielder has attacks The DM must carefully adjudicate
Damage: 3d10+3 Heat (20 x3) what kind of laser can or cannot
Weight: 6 pounds Armor Class: 7 be converted into a weapon.
Hardness: 5 Hit Points: 5 Unless this is a comic book game,
DC required to break this item Underwater
laser pointers and Laser Pistol
the tiny lasers
with a Strength Roll: 18 that read
Size: SmallCD-Roms
(No bonus probably can't
or penalty
Accessories: Thigh-Mounted be conceal
to converted into
with weapons.
a “sleight of There
Energy Cell (4 pounds, costs 150 is a 5%roll)
hand” chance that an improvised
units, AC 18, Hardness 4, HP 5, if it laser weapon
Cost: 700 Units will burn out and
Tentative
loses all its hit points there is a become
Purchaseimpossible to repair each
DC: 17 Required
30% chance that it will explode, time it is fired.
Proficiency: Energy Weapons
doing 3d6 damage to the wearer Handed: Requires 1 hand to use
and 1d4 to anyone in a 5 foot Range Increment: 20 feet “To Hit”
radius), Scope (1/2 lb, costs 150 Bonus: -Magazine: 30
units, reduces Range Increment by Rate of Fire: As many times as the
one) wielder has attacks
Description: A modified version of Damage: 2d10 Heat (20 x3)
the Woodsman 3, adopted by the Weight: 2 pounds Armor Class: 7
military as a sniper rifle. It has Hardness: 5 Hit Points: 2
superior range and firepower--
sniper rifles are really where laser
weapons come into their own.
However, it does still suffer from
all the limitations common to
lasers. The beam has difficulty 265
penetrating dense fog or reflective
surfaces. Of course this is less of a
problem
DC required to break this item Magazine: 30
with a Strength Roll: 14 Rate of Fire: As many times as
Special: Works underwater, unlike the wielder has attacks
most laser weapons. Damage: 3d10 Heat (20 x3)
Accessories: Wrist-Mounted Weight: 7 pounds Armor Class:
Energy Cell (2 pounds, costs 30 7 Hardness: 5 Hit Points: 3
units), Holster (costs 20 Units, DC required to break this item
weighs 1/2 pound) with a Strength Roll: 15
Description: A short-range laser Special: Works underwater,
pistol which fires a blue-green unlike most laser weapons.
beam. It has been specially Accessories: Thigh-Mounted
polarized to work underwater. It Energy Cell (4 pounds, costs 150
will also work on dry land, units, AC 18, Hardness 4, HP 5, if it
although it seldom is used this loses all its hit points there is a
way. It requires the use of a wrist- 30% chance that it will explode,
mounted power-pack, which doing 3d6 damage to the wearer
attaches to the weapon by an and 1d4 to anyone in a 5 foot
Underwater
elastic electricalLaser
cord. TheCarbine
gun radius)
drawsMedium
Size: more power than most
(-4 penalty to laser Description: A short-range laser
pistols and
conceal withsoa can't fireof
“sleight ashand”
often carbine which fires a blue-green
before
roll) the power-pack needs beam that works underwater. It
recharging.
Cost: 1,100 Units Tentative will still be deflected by reflective
Purchase DC: 18 Required armor and if it is fired on land it
Proficiency: Energy Weapons can still be dispersed by heavy
Handed: Requires 2 hands to use fog. The gun draws its power from
Range Increment: 30 feet “To Hit” a thigh-mounted energy-pack,
Bonus: -- which attaches to the weapon by
an elastic power cord.
Advanced Laser Weapons
Eventually energy-cell technology improves and laser weapons that don't
require bulky battery packs become available (or the DM can just skip the
power-pack phase if they don't care for it and say that all laser weapons
work this way). The following weapons run on batteries which fit directly
into the weapon, and are no larger than the ammo clip on a projectile
weapon. For the sake of convenience, assume that the type of energy cell
used by laser weapons is compatible with most other energy weapons of
the same period. Weight: 2 pounds
Armor Class: 9
Hardness: 5 Hit
Points: 2
DC required to break this item
with a Strength Roll: 14
Accessories: Energy Cell (1/2
pound, costs 10 units), Scope (1/2
lb, costs 150 units, reduces Range
Increment by one), Holster (costs
20 Units, weighs 1/2 pound)
Advanced Laser Pistol Description: A more advanced
Size: Small (No bonus or laser pistol, this one doesn't
penalty to conceal with a require an external power pack,
“sleight of hand” roll) and instead draws its power from
Cost: 550 Units Tentative a replaceable energy cell the size
Purchase DC: 16 Required of a 6 Volt Battery. This is basically
Proficiency: Energy Weapons the "Laser Pistol" from the
Handed: Requires 1 hand to use Dungeon Master's Guide, so we're
Range Increment: 40 feet “To not
V186 going to count
Heavy it against
Laser Pistol the
Hit” Bonus: -Magazine: 50 total
Size: 1001
Small weapons
(No bonuslisted
or in this
penalty
Rate of Fire: As many times as book.
to conceal with a “sleight of hand”
the wielder has attacks roll)
Damage: 2d10 Heat (20 x3) Cost: 700 Units Tentative Purchase
DC: 17

266
Required Proficiency:
Energy Weapons Handed:
Requires 1 hand to use
Range Increment: 40 feet
“To Hit” Bonus: --
Magazine: 40
Rate of Fire: As many times as
the wielder has attacks
Damage: 2d10+2 Heat (20 x3)
Weight: 3 pounds Armor Class: 9
Hardness: 5 Hit Points: 2 RR-X20 "Dominator"
DC required to break this item
with a Strength Roll: 15 Heavy Laser Pistol
Accessories: Energy Cell (1/2 Size: Medium (-4 penalty to
pound, costs 10 units), Scope (1/2 conceal with a “sleight of hand”
lb, costs 150 units, reduces Range roll)
Increment by one), Holster (costs Cost: 600 Units Tentative
20 Units, weighs 1/2 pound) Purchase DC: 16 Required
Description: A heavy laser pistol, Proficiency: Energy Weapons
which sacrifices magazine size for Handed: Requires 1 hand to use
stopping power. Shorter, wider Range Increment: 30 feet “To Hit”
and heavier than the generic laser Bonus: -Magazine: 40
pistol listed above, it still uses the Rate of Fire: As many times as the
same power cell. It takes a wielder has attacks
standard action to reload. Damage: 3d10 Heat (20/x3)
Q334 Laser Pistol Weight: 3 pounds Armor Class: 9
Size: Small (No bonus or penalty Hardness: 5 Hit Points: 3
to conceal with a “sleight of hand” DC required to break this item
roll) with a Strength Roll: 14
Cost: 550 Units Tentative Accessories: Energy Cell (1/2
Purchase DC: 16 Required pound, costs 10 units), Holster
Proficiency: Energy Weapons (costs 20 Units, weighs 1/2
Handed: Requires 1 hand to use pound) Description: This is the
Range Increment: 50 feet “To Hit” heaviest laser pistol you can buy.
Bonus: -Magazine: 45 Meant to compete directly with
Rate of Fire: As many times as the blasters, it sacrifices a certain
wielder has attacks amount of accuracy for sheer
Damage: 2d8 Heat (20 x3) stopping power. It is precision
Weight: 1 pound Armor Class: 9 made and uses a mechanism that
Hardness: 5 Hit Points: 2 is perhaps slightly too complex
DC required to break this item for its own good, rendering the
with a Strength Roll: 13 weapon bulky and fragile.
Accessories: Energy Cell (1/2 On balance, most gun experts feel
pound, costs 10 units), Scope (1/2 that it gives up too much of its
lb, costs 150 units, reduces Range accuracy and still can't beat a
Increment by one), Holster (costs heavy blaster pistol in terms of
20 Units, weighs 1/2 pound) raw power. It runs on standard
Description: An advanced laser energy cells, has no external
pistol made for target shooting. It power pack and takes a Standard
is longer, but lighter and more Action to reload.
slender than the generic pistol
listed above. It has less stopping
power but a truly superb range. It
runs on the same power cells as
most other energy weapons from
the same period, and takes a
Standard Action to reload. Advanced Laser Rifle
Size: Large (-8 penalty to
conceal with a Sleight of Hand
roll)
Cost: 900 Units
Tentative Purchase DC: 17
Required Proficiency: Energy
Weapons
267
Handed: Requires 2 hands to use Cost: 650 Units Tentative Purchase
Range Increment: 180 feet “To DC: 16 Required Proficiency:
Hit” Bonus: -Magazine: 50 Energy Weapons Handed:
Rate of Fire: As many times as Requires 1 hand to use Range
the wielder has attacks Increment: 20 feet “To Hit” Bonus:
Damage: 3d10 Heat (20 x3) -Magazine: 40
Weight: 6 pounds Armor Class: 7 Rate of Fire: As many times as the
Hardness: 5 Hit Points: 5 wielder has attacks
DC required to break this item Damage: 2d10 Heat (20 x3)
with a Strength Roll: 17 Weight: 2 pounds Armor Class: 9
Accessories: Energy Cell (1/2 Hardness: 5 Hit Points: 2
pound, costs 10 units), Scope DC required to break this item
(1/2 lb, costs 150 units, reduces with a Strength Roll: 14
Range Increment by one) Special: Works underwater, unlike
Description: An advanced laser most laser weapons.
rifle, which does not require a Accessories: Energy Cell (1/2
bulky backpack power source, pound, costs 10 units), Holster
and instead draws its energy (costs 20 Units, weighs 1/2 pound)
from a replaceable energy cell Description: A more advanced
slotted into the weapon itself. version of the underwater laser
This is more or less the same pistol. It fires a blue-green laser
Laser Rifle described in the beam which works underwater but
Dungeon Master's Guide, so drains a lot of energy. It can be
we're not going to count it as deflected by reflective armor and
one of the 1001 weapons we've if it is fired on dry land it can be
QQ19 Laser
promised you. Hunting Rifle dispersed by laser aerosols. The
Size: Large (-8 penalty to conceal biggest difference between this
with a Sleight of Hand roll) model and its predecssors is that
Cost: 800 Units it doesn't require a separate
Tentative Purchase DC: 17 power pack and instead uses a
Required Proficiency: Energy small energy cell that slots directly
Weapons into the weapon. This is the same
Handed: Requires 2 hands to use type of power cell used by most
Range Increment: 170 feet energy weapons from the same
“To Hit” Bonus: +1 period and it Underwater
Advanced is compatible with
Magazine: 50 nearly all of them.
Rate of Fire: As many times as Laser Carbine
the wielder has attacks Size: Medium (-4 penalty to
Damage: Variable. Can be set to conceal with a “sleight of hand”
do from 1-3d10 Heat (20 x3) roll)
Weight: 6 pounds Armor Class: 7 Cost: 1,000 Units Tentative
Hardness: 5 Hit Points: 6 Purchase DC: 18 Required
DC required to break this item Proficiency: Energy Weapons
with a Strength Roll: 15 Handed: Requires 2 hands to use
Accessories: Energy Cell (1/2 Range Increment: 30 feet “To Hit”
pound, costs 10 units), Scope Bonus: -Magazine: 40
(1/2 lb, costs 150 units, reduces Rate of Fire: As many times as the
Range Increment by one) wielder has attacks
Description: An advanced laser Damage: 3d10 Heat (20 x3)
weapon, intended for civilian use. Weight: 6 pounds Armor Class: 7
It has a lot of range and can be Hardness: 5 Hit Points: 3
adjusted to do less damage, so DC required to break this item
as not to ruin small animals' pelts with a Strength Roll: 16
or for that matter to blast them Special: Works underwater, unlike
into ashes. It is in many respects most laser weapons.
superior to a blaster rifle from Accessories: Energy Cell (1/2
the same period. This gun does pound, costs 10 units), Scope (1/2
not require an external power lb, costs 150 units, reduces Range
source, and instead uses Increment by one)
replacable energy cells, Description: A more advanced
Advanced Underwater
interchangeable with most other version of the underwater laser
Laser Pistol
energy weapons. It takes a carbine. It also fires a blue-green
Size: SmallAction
Standard (No bonus or penalty
to reload. laser beam which works
to conceal with a “sleight of underwater but drains a lot of
hand” roll) energy. The biggest difference is
that it doesn't 268
require a bulky independent DC required to break this item
power pack and instead uses a with a Strength Roll: 16
small energy cell which slots Special: Like an autofire weapon,
directly into the weapon. This is a beam-effect laser can attack an
the same type of power cell used entire ten-foot square. Everyone
by most of the energy weapons in the Square must make a
from the same period and it is Reflexes Saving Throw vs. DC 20.
compatible
Laser with nearly all
Beam-Effect of
Pistol If they succeed, they take only
them.
Size: Small (No bonus or penalty half the damage. Unlike an
to conceal with a “sleight of hand” autofire weapon, it uses up only
roll) one charge to attack a square.
Cost: 700 Units Tentative Purchase Accessories: Energy Cell (1/2
DC: 17 Required Proficiency: pound, costs 10 units), Scope (1/2
Energy Weapons Handed: lb, costs 150 units, reduces Range
Requires 1 hand to use Range Increment by one)
Increment: 30 feet “To Hit” Bonus: Description: A two-handed beam-
-Magazine: 20 effect laser weapon, the
Rate of Fire: As many times as the descendant of the Advanced Laser
wielder has attacks Rifle. It doesn't look much like a
Damage: 2d10 Heat (20 x3) 20th century firearm. It's just a
Weight: 2 pounds Armor Class: 9 long plastic tube with a pair of
Hardness: 5 Hit Points: 2 curved hand-grips on the bottom.
DC required to break this item Its energy cell is much more
with a Strength Roll: 14 powerful than the batteries used
Special: Like an autofire weapon, a by earlier laser guns, but is about
beam-effect laser can attack an the same size. Reloading it takes a
entire ten-foot square. Everyone Standard Action.
in the Square must make a
Laser Personnel Removal
Reflexes Saving Throw vs. DC 20. Tool
If they succeed, they take only Size: Diminutive (+8 bonus to
half the damage. Unlike an conceal with a “sleight of hand”
autofire weapon, it burns only one roll)
charge to use the area-attack. Cost: 2,000 Units
Accessories: Energy Cell (1/2 Tentative Purchase DC: 20 (usually
pound, costs 10 units), Holster illegal)
(costs 20 Units, weighs 1/2 Required Proficiency: Energy
pound) Description: In universes Weapons Handed: Requires 1
where lasers don't get displaced hand to use Range Increment: 10
by "Blasters" this is what they feet “To Hit” Bonus: -Magazine: 3
evolve into next. They vary little in Rate of Fire: As many times as the
their design from earlier military wielder has attacks
lasers, but use a vastly more Damage: 4d10 Heat (18-20 x3)
potent type of energy cell. This Weight: 1 pound Armor Class: 13
makes it practical to have the Hardness: 5 Hit Points: 1
weapon emit a continous beam DC required to break this item
Laser Beam-Effect
rather than a single shortRifle
burst of with a Strength Roll: 13
energy. It looks
Size: Large more like
(-8 penalty a skinny
to conceal Special: Any attempt to find this
flashlight
with with of
a Sleight a tapered end than
Hand roll) weapon with a Search roll suffers a
it does
Cost: a pistol.
1,200 UnitsIt Tentative
takes a full -2 penalty, unless the searcher
action to replace
Purchase the energy cell.
DC: 18 Required knows exactly what they are
Proficiency: Energy Weapons looking for.
Handed: Requires 2 hands to use Accessories: Miniature Energy Cell
Range Increment: 90 feet “To Hit” (1/20 pound, costs 50 units),
Bonus: -Magazine: 30 Energy Cell (1/2 pound, costs 10
Rate of Fire: As many times as the units) Description: This weapon is
wielder has attacks only available to military and
Damage: 3d10 Heat (20 x3) intelligence personnel, in any but
Weight: 8 pounds Armor Class: 7 the most lawless and chaotic
Hardness: 5 Hit Points: 5 societies. It's only real use is for
assassinations. A tiny laser, about
the size of a penlight, it runs on a
special miniature energy cell and
burns it all out in one burst. It
doesn't look like much of
anything-just a smooth plastic
tube with a button on the side 269
and a hole in one end. The device
has little range, but it will easily
cut a man in half in close combat.
It's nearly silent and can be
concealed up your sleeve or in the
safety catch, so handle with care! weapon for hostage rescues,
although few police forces could
afford one. A Reflexes Saving
"Smartgun" Heavy Laser Throw vs. DC 20 allows a target to
Support Weapon take half damage.
Size: Huge (Impossible to conceal) Laser Cannon
Cost: 2,000 Units Size: Huge (Impossible to conceal)
Tentative Purchase DC: 20 Cost: 40,000 Units Tentative
(usually restricted to military use) Purchase DC: 31 Required
Required Proficiency: Energy Proficiency: Energy Weapons
Weapons Handed: Requires 2 Handed: Weapon must be fired
hands, usually fired from a mount from a mount Range Increment:
Range Increment: 200 feet “To 800 feet “To Hit” Bonus: --
Hit” Bonus: +2 Magazine: 100 Magazine: 200 Rate of Fire: Once
Rate of Fire: Once per round per round Damage: 10d10 Heat
Damage: 4d10 Heat (20 x3) (20 x3) to the target, 2d10 heat to
Weight: 9 pounds Armor Class: 5 anything in a 5 foot radius of the
Hardness: 5 Hit Points: 9 target (a Reflexes Saving Throw
DC required to break this item will reduce the area-effect
with a Strength Roll: 20 damage by half).
Accessories: Heavy Energy Cell Weight: 1 ton Armor Class: 3
(Weighs 1 pound, costs 25 units) Hardness: 5 Hit Points: 60
Description: A super-advanced, DC required to break this item
computer-guided heavy laser with a Strength Roll: 15 to disable
rifle. This is a squad support with a skill roll (perhaps the
weapon, bigger than an “Repair” skill, although this of
infantryman's rifle, and while it course is up to the DM)
can be carried by a single man it Description: What interstellar war
is at its most effective when fired would be complete without
from a vehicle mount or a tripod. them? This is a generic template
It is a beam-effect laser, and so for a laser cannon, of the type
has the game equivalent of used on spacecraft and on tanks.
Autofire. You can direct the beam There are some versions that can
like a garden hose, attacking a move under their own power on
whole square at once if you like. a half-track chassis. They are
When in computer-aided- rarely fast-moving--most have a
autofire mode, it can rapidly maximum speed of 20 feet per
select a group of individual round.
targets through it scope and then Laser cannons are either
track each of them with the beam powered by the vehicle they are
as they move, hitting them all in attached to, or by an onboard
sequence and avoiding other fusion reactor. They don't need
targets. In game terms this means to be reloaded.
that it can target a square for an A laser cannon only requires a
area attack (a square has an single crewman, who has 1/2
effective defense of 10), per the cover while firing the weapon.
standard rules on Autofire, but it Cannons that move under their
only affects the targets you
square remains unharmed.
X-Ray Lasers
select. Everything else in the
This is
own power also require a driver. It
is not possible to be both driver
and gunner at the same time. The
The next stage in the evolution of coherent driverlight
has weapons,
complete X-Ray
cover lasers
while
ideal for things like firing into a
eliminate the two biggest drawbacks of laser weaponry. Later models can't
group
be of grappling
dispersed by fogmelee sitting
or aerosols and they at the
all cut rightcontrols.
through reflective
combatants and also makes it an
armor.
excellent by the time the technology grows advanced enough to produce
However,
these guns, lasers have usually been displaced by blaster weapons, so you
chiefly see X-Ray lasers as sniper weapons. Professional hunters sometimes
use them as well. Early X-Ray Guns
Contemporary with the first few generations of laser pistol, most of these
weapons still require the user to lug bulky power packs around and can
still be dispersed by anti-laser aerosols. This combined with their expense
keeps them in a limited combat niche until the technology improves.

270
Armor Class: 7
Hardness: 5 Hit
Points: 4
DC required to break this item
with a Strength Roll: 17
Accessories: Thigh-Mounted
Energy Cell (4 pounds, costs 150
units, AC 18, Hardness 4, HP 5, if it
loses all its hit points there is a
30% chance that it will explode,
doing 3d6 damage to the wearer
and 1d4 to anyone in a 5 foot
radius), Scope (1/2 lb, costs 150
X-Ray Laser Pistol units, reduces Range Increment by
Size: Small (No bonus or penalty one)
to conceal with a “sleight of Description: A laser rifle which
hand” roll) fires a pulse of invisible X-Rays. It
Cost: 650 Units Tentative can be dispersed by laser aerosols
Purchase DC: 16 Required or mist, but it cuts through
Proficiency: Energy Weapons reflective armor and produces no
Handed: Requires 1 hand to use visible beam. Most often seen as a
Range Increment: 50 feet “To Hit” commando weapon, it is
Bonus: -Magazine: 30 in the particularly useful for night
energy cell, plus 2 in the gun assaults. It uses a thigh-mounted
Rate of Fire: As many times as power-pack which connects to the
the wielder has attacks gun with an elastic cord. It takes a
Damage: 2d10 Heat (19-20 x3) lot of energy to produce a lethal
Weight: 2 pounds Armor Class: 7 beam at this frequency, so its
Hardness: 5 Hit Points: 2 power pack doesn't last as long as
DC required to break this item most laser rifles.
with a Strength Roll: 14
Accessories: Wrist-Mounted
Energy Cell (2 pounds, costs 30 X-Ray Laser Sniper Rifle
units), Holster (costs 20 Units, Size: Large (-8 penalty to conceal
weighs 1/2 pound), Scope (1/2 with a Sleight of Hand roll)
lb, costs 150 units, reduces Cost: 1,200 Units
Range Increment by one) Tentative Purchase DC: 18 (usually
Description: A laser pistol set to restricted to military use)
the invisible X-Ray frequencies. It Required Proficiency: Energy
can be dispersed by laser Weapons Handed: Requires 2
aerosols or mist, but it cuts hands to use Range Increment:
through reflective armor and 190 feet “To Hit” Bonus: +2
produces no visible beam. It uses Magazine: 45
a wrist-mounted powerpack that Rate of Fire: As many times as the
covers the user's whole forearm, wielder has attacks
but the weapon itself can store Damage: 3d10+3 Heat (19-20 x3)
an additional two charges, for Weight: 7 pounds Armor Class: 7
use
X-Ray in emergencies.
LasertoRifle It requires Hardness: 5 Hit Points: 4
more
Size: energy
Large (-8 emit to
penalty a beam in
conceal DC required to break this item
this ultra-high frequency,
with a Sleight of Hand roll) so the with a Strength Roll: 18
power
Cost: pack
880 Unitsdoesn't last as long
Tentative Accessories: Thigh-Mounted
as it
Purchase would for a conventional
DC: 17 Required Energy Cell (4 pounds, costs 150
laser pistol.
Proficiency: Energy Weapons units, AC 18, Hardness 4, HP 5, if it
Handed: Requires 2 hands to use loses all its hit points there is a
Range Increment: 110 feet “To 30% chance that it will explode,
Hit” Bonus: -Magazine: 40 doing 3d6 damage to the wearer
Rate of Fire: As many times as and 1d4 to anyone in a 5 foot
the wielder has attacks radius), Scope (1/2 lb, costs 150
Damage: 3d10 Heat (19-20 x3) units, reduces Range Increment by
Weight: 7 pounds one)
Description: A long and relatively
heavy laser weapon, intended for
sniper work. It can be dispersed by
laser aerosols or misty conditions,
271 but it punches
right through reflective armor and powerpack, but can store two
produces no visible beam. It is a shots in the weapon itself when
truly outstading sniper weapon. disconnected. This feature greatly
It's one drawback is its length, aids in making quick getaways.
which makes it difficult to drag
through heavy underbrush
(reduce Movement by two feet
when doing this). ItAdvanced runs off a X-Ray Lasers
thigh-mounted
X-Ray guns really come into their own just as blasters appear to push laser
weapons out of the market altogether. These later models have all the
strengths and none of the weaknesses associated with lasers. Fog and
aerosols have no effect on them, they don't require external power packs
and they punch right through reflective armor. In a universe where blasters
are never developed this could be the next step in the evolution of energy
weapons. Otherwise, they are specialty weapons for snipers, hunters and
professional
Q2 "Olympian" marksmen. X-Ray Laser Cost: 1,200 Units
Tentative Purchase DC: 18
Pistol (usually restricted to military use)
Size: Small (No bonus or penalty Required Proficiency: Energy
to conceal with a “sleight of hand” Weapons Handed: Requires 2
roll) hands to use Range Increment:
Cost: 750 Units Tentative 200 feet “To Hit” Bonus: +2
Purchase DC: 17 Required Magazine: 40
Proficiency: Energy Weapons Rate of Fire: As many times as
Handed: Requires 1 hand to use the wielder has attacks
Range Increment: 70 feet “To Hit” Damage: 3d10+3 Heat (19-20 x3)
Bonus: -Magazine: 50 Weight: 7 pounds Armor Class: 7
Rate of Fire: As many times as the Hardness: 5 Hit Points: 7
wielder has attacks DC required to break this item
Damage: 2d8 Heat (19-20 /x3) with a Strength Roll: 19
Weight: 1 pound Armor Class: 9 Accessories: Energy Cell (1/2
Hardness: 5 Hit Points: 2 pound, costs 10 units), Scope
DC required to break this item (1/2 lb, costs 150 units, reduces
with a Strength Roll: 15 Range Increment by one)
Accessories: Energy Cell (1/2 Description: An advanced
pound, costs 10 units), Scope (1/2 military laser rifle, intended for
lb, costs 150 units, reduces Range snipers. This gun remains in
Increment by one), Holster (costs service long after Blasters have
20 Units, weighs 1/2 pound) displaced lasers in most other
Description: An ultra-lightweight areas. Lasers make superb sniper
x-ray laser target pistol, made weapons, and this one has few of
primarily for marksmanship the limitations of its
competitions. This gun appears predecessors. It produces no
just as blasters are pushing lasers visible beam or bolt. Reflective
out of the market and it beats armor doesn't stop it. The gun
them handily in target shooting does not require a bulky external
competitions every time. Because power source, and instead uses
of the unfortunate timing of its replacable energy cells,
appearance, this becomes a rare interchangeable with most other
gun, prized by collectors and energy weapons from the same
seldom seen outside of a display epoch. It takes only a standard
case. If you see someone carrying action to reload. It can't fire
Type 483for X-Ray
this weapon self-defense Laser through dense fog or anti-laser
they've either
Sniper Rifle stolen it without aerosols, but this is less of a
knowing
Size: Largewhat
(-8 it is or else
penalty to they're
conceal disadvantage for a sniper than
a seriously
with dangerous
a Sleight of Hand gunfighter.
roll) for an infantryman in any case,
since a sniper can usually pick
and choose targets at leisure.

272
Microwave
Weapons
Microwave guns tend to appear early in the history of energy weapons. All
that's really required to build one is an understanding of radio waves and a
strong enough power source to tote around. They fire an invisible, silent
beam of focused electromagnetic waves, much like a microwave oven.
As a rule, microwave weapons are cheap, durable and easy to produce.
Generally quiet, they can cause sparks and make a loud crackling sound
when directed against a metal target (it's the DM's discretion as to when
and whether this happens). They don't have all that much range or
stopping power, but are on balance a good alternative to lasers until both
are
Markrendered obsolete byPistol
7 Microwave blasters (unless of course that never happens in
your universe).
Size: Small (No bonus or penalty
to conceal with a “sleight of
hand” roll)
Cost: 480 Units Tentative
Purchase DC: 17 Required
Proficiency: Energy Weapons
Handed: Requires 1 hand to use
Range Increment: 30 feet “To Hit”
Bonus: -Magazine: 50
Rate of Fire: As many times as
the wielder has attacks
Damage: 2d8 Heat (18-20 x2)
Weight: 2 pounds Armor Class: 9 Sarvio Kornfeld Heavy
Hardness: 5 Hit Points: 2 Microwave Pistol
DC required to break this item Size: Medium (-4 penalty to
with a Strength Roll: 14 conceal with a “sleight of hand”
Accessories: Energy Cell (1/2 roll)
pound, costs 10 units) Cost: 600 Units Tentative
Description: A short, vaguely Purchase DC: 16 Required
pistol-shaped weapon with what Proficiency: Energy Weapons
looks like a satellite dish where Handed: Requires 1 hand to use
the barrel should be. It fires an Range Increment: 30 feet “To Hit”
invisible beam of coherent Bonus: -Magazine: 40
microwaves and cooks the target Rate of Fire: As many times as the
from the inside. wielder has attacks
Microwave sidearms take Damage: 2d8+2 Heat (18-20 x2)
much less energy than laser and Weight: 3 pounds Armor Class: 9
ion guns and are powered by a Hardness: 5 Hit Points: 2
single replaceable battery, DC required to break this item
located in the stock. It takes a with a Strength Roll: 15
standard action to change Accessories: Energy Cell (1/2
batteries. This is a real pound, costs 10 units)
advantage over contemporary Description: An attempt at a
laser and ion pistols, which "high-caliber" microwave pistol. It
either require unwieldy power- is bigger and heavier than most
packs or take hours to recharge. microwave pistols and does more
As versatile as a laser, a damage, but it lacks both the
microwave pistol can be used to stopping power of a heavy Ion
start fires or cook a meal, but it Pistol and the range of a laser. It
can't be used as a welding tool. It has all the usual advantages of a
makes an extremely distinctive microwave weapon. The beam is
and unpleasant high-pitched invisible, the gun doesn't need an
whine when in use, but is still a external power pack and takes
lot quieter than an ion gun or a only one standard action to
projectile weapon. reload. It is also more durable
If it strikes a target who is and needs less maintenance than
carrying a metal object, the either a laser or an ion gun. It
object may suddenly give off does not work underwater.
jagged electrical sparks. This is
alarming, but causes no
additional damage. 273
Armor Class: 7 Hardness: 5 Hit
Points: 9
DC required to break this item
with a Strength Roll: 18
Accessories: Energy Cell (1/2
pound, costs 10 units), Scope (1/2
lb, costs 200 units, reduces Range
Increment by one)
Description: An explorer's weapon,
the Bush Rifle is as durable and
dependable as energy weapons
come. An extremely simple device,
Mark 14 Microwave Pistol it has no moving parts but the
Size: Small (No bonus or penalty trigger and breaks down into
to conceal with a “sleight of easily replaceable modules. It
hand” roll) projects coherent microwave
Cost: 500 Units Tentative energy in a tight beam, and can
Purchase DC: 15 Required be set to do from 1-6d4 Nonlethal
Proficiency: Energy Weapons Type
or normal V-6damage.
Microwave Riflea
It is as good
Handed: Requires 1 hand to use specimen-collecting
Size: Large (-8 penalty tool
to as it is a
conceal
Range Increment: 30 feet “To Hit” hunting
with rifle. of Hand roll)
a Sleight
Bonus: -Magazine: 50 Cost: 900 Units Tentative Purchase
Rate of Fire: As many times as the DC: 17 Required Proficiency:
wielder has attacks Energy Weapons Handed:
Damage: 2d8 Heat (18-20 x2) Requires 2 hands to use Range
Weight: 2 pounds Armor Class: 9 Increment: 70 feet “To Hit” Bonus:
Hardness: 5 Hit Points: 2 -Magazine: 60 (55 in the wrist-
DC required to break this item mounted power-supply and 5 in
with a Strength Roll: 15 the gun itself)
Accessories: Energy Cell (1/2 Rate of Fire: As many times as the
pound, costs 10 units), Scope (1/2 wielder has attacks
lb, costs 200 units, reduces Range Damage: 3d8 Heat (18-20 x2)
Increment by one) Weight: 7 pounds Armor Class: 7
Description: A microwave target Hardness: 5 Hit Points: 7
pistol, designed for DC required to break this item
marksmanship competitions. It is with a Strength Roll: 17
a good, accurate, dependable Accessories: Wrist-Mounted
weapon, but not the equal of a Energy Cell (2 pounds, costs 30
laser at range. This is an excellent units), Scope (1/2 lb, costs 200
weapon to take on a camping units, reduces Range Increment by
trip, because of its light weight one)
and rugged durability. It is not an Description: A microwave infantry
ideal hunting weapon, however, rifle. It doesn't have the range of a
as it makes a high, loud irritating laser and its stopping power is
sound which frightens off game alarmingly low, but it does have a
and the damage that it does is number of distinct advantages. It
often
Bush random and sloppy,
Rifle feathers is a light, short weapon, easy to
scorching
Size: Largethe offconceal
(-8 penalty to birds carry and extremely simple to
and marring animal pelts.
with a Sleight of Hand roll) maintain. It requires only a small,
Cost: 780 Units Tentative wrist-mounted power supply and
Purchase DC: 17 Required can actually function without it for
Proficiency: Energy Weapons a few shots. It creates no visible
Handed: Requires 2 hands to use beam or bolt and while it does
Range Increment: 80 feet “To Hit” make an obnoxious
Short-Range high-pitched
Heavy
whining sound, it is far more quiet
Bonus: -Magazine: 75 Microwave
than a slugthrowerProjector
rifle or an ionic
Rate of Fire: As many times as the Size:
weapon.Large (-8 penalty to conceal
wielder has attacks with a “sleight of hand” roll)
Damage: Variable. Can be set to Cost: 2,000 Units Tentative
do from 1-6 d4 Heat (18-20 x2) or Purchase DC: 20 Required
from 1-6 d4 Nonlethal damage Proficiency: Energy Weapons
Weight: 7 pounds Handed: Requires 2 hands to use
“To Hit” Bonus: -Magazine: 3

274
Rate of Fire: Once per round Cost: 5,000 Units
Damage: 5d8 Heat to everything Tentative Purchase DC: 23 (usually
in a 35 foot cone. Anyone in its restricted to military use)
area of effect can make a Reflexes Required Proficiency: Energy
Saving Throw vs. DC 15 to take Weapons Handed: Weapon must
half damage. be fired from a mount Range
Weight: 10 pounds Armor Class: 7 Increment: 100 feet “To Hit”
Hardness: 4 Hit Points: 3 Bonus: -Magazine: 150 Rate of
DC required to break this item Fire: Once per round Damage: 8d8
with a Strength Roll: 15 Heat (18-20 x2)
Accessories: Energy Cell (1/2 Weight: 2 tons Armor Class: 3
pound, costs 10 units) Description: Hardness: 5 Hit Points: 45
A short, wide, heavy microwave DC required to break this item
carbine. This is a squad support with a Strength Roll: 15 to disable
weapon, which serves a role much with a skill roll (perhaps the
like a combat shotgun. It has very “Repair” skill, although this of
little range but does a lot of course is up to the DM)
damage in a wide area. Ideal for Description: A generic template
clearing rooms in urban combat for a light microwave field artillery
settings, it persists in this role piece. The cannon looks a lot like
long after blasters have displaced a large satellite dish mounted on
most microwave guns from a half-track vehicle. The weapon's
combat duty. The weapon itself is operator sits in a chair at the back
heavy and bulky, but not very of the weapon and works a touch-
long.
Type ItRSK
is durable, waterproof and
Microwave activated screen. The cannon only
requires little maintenance. It uses requires one operator. It can't
Heavy
two Support
standard power Weapon
cells, set side drive and fire at the same time.
Size:
by Huge
side. Each (Impossible
holds 3 to conceal)
shots and The relatively small size and short
Cost:
takes 2,000 Units Action to reload.
a Standard profile of a microwave cannon
Tentative Purchase DC: 20 (usually give it some advantages on the
restricted to military use) battlefield, although it's range
Required Proficiency: Energy may not be as good as a laser
Weapons Handed: Requires 2 cannon. It emits no visible beam,
hands, usually fired from a mount but dues give off a penetrating
Range Increment: 90 feet “To Hit” high- pitched whine which can be
Bonus: -Magazine: 100 Rate of heard for some distance. Most
Fire: Once per round Damage: 6d8 Variable
small animals Effect Microwave
find the sound of a
Heat (18-20 x2) Pistol
microwave cannon extremely
Weight: 17 pounds Armor Class: 5 unnerving
Size: Small and(No will fleeorthe
bonus area in
penalty
Hardness: 5 Hit Points: 10 a panic
to if they
conceal withhear one inof
a “sleight use.
hand”
DC required to break this item roll)
with a Strength Roll: 20 Cost: 550 Units Tentative Purchase
Accessories: Heavy Energy Cell DC: 16 Required Proficiency:
(Weighs 1 pound, costs 25 units) Energy Weapons Handed:
Description: A microwave heavy Requires 1 hand to use Range
weapon, meant for squad support. Increment: 30 feet “To Hit” Bonus:
It is too big for a single soldier to -Magazine: Special, see
carry, and is usually mounted on a description Rate of Fire: As many
vehicle or placed in a fixed times as the wielder has attacks
postion in a fortification. The gun Damage: Variable, see description
looks like a small radio telescope, Weight: 2 pounds
and while it is light enough for a Armor Class: 9
strong man to carry, the awkward Hardness: 5
shape of its reflector dish makes it Hit Points: 2
impractical to use as an infantry DC required to break this item
weapon. It doesn't have very with a Strength Roll: 15
much range, but it is cheap, Accessories: Energy Cell (1/2
durable and easy to maintain. You pound, costs 10 units), Holster
usually see the Type RSK in the (costs 20 Units, weighs 1/2 pound)
hands of small nations or rebel Description: This microwave
groups. weapon resembles a tiny satellite
dish on top of a plastic hand grip.
It has five settings of varying
Microwave Cannon levels of intensity, controlled by a
Size: Huge (Impossible to conceal) dial on the handle. The user can
set it to do from one to 3d4 275
Nonlethal Damage and up to 4d4
Heat (1820 x2) normal damage.
Alas, the weapon's lower
settings are not particularly DC required to break this item
efficient and it will always do at with a Strength Roll: 17
least one d4 of real damage, over Accessories: Energy Cell (1/2
and above any Nonlethal damage pound, costs 10 units), Scope (1/2
it inflicts. lb, costs 200 units, reduces Range
Each d4 of damage you use Increment by one)
burns up one "charge" so the Description: An attempt to create
highest settings tend to wear the a humane rifle for low-intensity
batteries
VariableoutEffect
fairly quick.
Microwave conflicts, this gun is more often
used as a police weapon than a
Carbine military one.
Size: Medium (-4 penalty to It can do between 1 and 6 d4
conceal with a “sleight of hand” Nonlethal Damage or between 1
roll) and 8 d4 normal Heat damage
Cost: 1,000 Units Tentative (18-20 x2).
Purchase DC: 18 Required Its stun settings aren't as effective
Proficiency: Energy Weapons as perhaps they should be--the
Handed: Requires 2 hands to weapon will always do at least
use Range Increment: 70 feet one d4 of normal damage to the
“To Hit” Bonus: -Magazine: target, in addition to the
Special, see description Rate Nonlethal Damage.
of Fire: As many times as the It takes a standard action to
wielder has attacks fiddle with the dials and change
Damage: Variable, see description the setting. Each die of damage
Weight: 6 pounds expends 1 charge from its power
Armor Class: 7 cell, so keep careful track of your
Hardness: 5 shots (it's easy to lose count). A

Ion Guns
Hit Points: 5 spent power cell takes a Standard
Action to reload.
This is a very short weapon,
officially a carbine because it
A cheap alternative to laser weapons, Ionic gunstwo
takes take a simpler,
hands to fire.brute
It hasforce
no
approach . Essentially a juiced-up version of the
barrel, just cathode ray tube in a
a round microwave
television, they use the electrical energy focusing
from theantenna
powerpack to front,
on the generate
massive quantities of charged ions, and and thencanproject
easily them at the target.
be concealed
The effect is a lot like being struck by a thunderbolt-a combination of heat
under a long coat.
and electrical damage. Ion guns are loud (they sound like a small
thunderclap), messy and leave an extremely distinctive ozone smell.
They don't have nearly the range of a laser, and yet they remain a popular
alternative for centuries. You generally see ionic weapons first appear at
around the same time as the second generation of lasers and then become
obsolete around when the "Advanced Laser Pistol" makes its first
G-1 "Headhunter"
appearance. Ionic
Still, it's your Accessories:
universe. They might even beScope (1/2kind
the only lb, costs
of
energy weapon that ever becomes 150ifunits,
practical, that'sreduces
what Range
you would
Sidearm
prefer. Increment by one), Holster (must
Size: Medium (-4 penalty to be custom- made, for about 150
conceal with a “sleight of hand” Units, weighs 1/2 pound),
roll) Optional Wrist-Mounted Energy
Cost: 600 Units Tentative Purchase Cell (2 pounds, costs 30 units, can
DC: 16 Required Proficiency: recharge the pistol twice)
Energy Weapons Handed: Description: Better in many
Requires 1 hand to use Range respects than laser pistols of the
Increment: 20 feet “To Hit” Bonus: same period, the G-1 Ionic
-Magazine: 15 Sidearm is a short, wide, heavy
Rate of Fire: As many times as the handgun with two sharp metal
wielder has attacks spikes sticking out the end of its
Damage: 2d12 Weird Energy (20 broad barrel. It manages to
x3) incorporate the power-supply into
Weight: 3 pounds Armor Class: 9 the unit, at the expense of making
Hardness: 5 Hit Points: 2 it as big as a hair-dryer. This still
DC required to break this item gives it a marked advantage over
with a Strength Roll: 13 most contemporary laser pistols,
which still carry their energy
supply around in a separate
external power pack. 276
When fired, the gun jumps
wildly and gives out a flash of
white light. It makes a very loud
bang-louder than all but the very
largest slugthrower pistols. It also
The intergral power-pack can't
be removed from the weapon,
and must be recharged from
house current or an energy cell,
rather than being replaced. This
takes only one round, but few
users relish the prospect of trying
to find an outlet in the midst of a
gunfight so most of them wear a
G-5.1 "Red Claw"
wrist-mounted Ionic
powerpack to
recharge the weapon as needed.
Sidearm G-6 "Thunderhammer"
Size: Small (No bonus or penalty
to conceal with a “sleight of hand” Ionic Sidearm
roll) Size: Medium (-4 penalty to
Cost: 700 Units Tentative Purchase conceal with a “sleight of hand”
DC: 17 Required Proficiency: roll)
Energy Weapons Handed: Cost: 825 Units Tentative
Requires 1 hand to use Range Purchase DC: 17 Required
Increment: 20 feet “To Hit” Bonus: Proficiency: Energy Weapons
-Magazine: 15 Handed: Requires 1 hand to use
Rate of Fire: As many times as the Range Increment: 20 feet “To Hit”
wielder has attacks Bonus: -Magazine: 10
Damage: 2d10 Weird Energy (20 Rate of Fire: As many times as the
x3) wielder has attacks
Weight: 2 pounds Armor Class: 9 Damage: 2d12+2 Weird Energy
Hardness: 5 Hit Points: 2 (20 x3)
DC required to break this item Weight: 4 pounds Armor Class: 9
with a Strength Roll: 13 Hardness: 5 Hit Points: 2
Accessories: Scope (1/2 lb, costs DC required to break this item
150 units, reduces Range with a Strength Roll: 15
Increment by one), Holster (must Accessories: Scope (1/2 lb, costs
be custom- made, for about 150 150 units, reduces Range
Units, weighs 1/2 pound), Increment by one), Holster (must
Optional Wrist-Mounted Energy be custom- made, for about 150
Cell (2 pounds, costs 30 units, can Units, weighs 1/2 pound),
recharge the pistol three times) Optional Wrist-Mounted Energy
Description: The G-5.1 Ionic Cell (2 pounds, costs 30 units, can
Sidearm was created in an effort recharge the pistol twice)
to counteract the popular Description: Some people just like
impression of ion guns as clumsy big guns. This is the ion pistol for
and inaccurate. It is an ionic target them. It has less shots than most
pistol, intended for marksmanship models, but gives you
competitions considerably more wallop per
Despite the maker's best efforts, shot. It is also impressively large,
it is not as accurate as a laser ugly and scary. Big and mean is
pistol. It does however fill one something ion weapons do well,
important niche. This is an energy and this one does it superbly. Like
weapon that you can carry all G-Series ion guns, it carries its
concealed in a shoulder holster. A power supply in the chunky,
long, skinny weapon, it has two oversized stock and needs to be
distinctive metal spikes sticking GS-2 "Sportsmaster"
periodically recharged. It only Ion
out of its waspish barrel. takes a round to recharge, but it's
Rifle
It may be discreet to carry, yet hardly
Size: practical
Large to scorunge
(-8 penalty about
to conceal
it's anything but discreet to fire. It for
withwall outlets
a Sleight in the
ofusers middle
Handcarry of a
roll)a wrist-
makes a thunderous bang and battle,
Cost: so most
900 Units Tentative
gives off a bright white flash as mounted
Purchase power
DC: 17 pack (the same
Required
the bolt of charged ions slams kind used
Proficiency: for early laser
Energy Weapons pistols)
into the target. for quick recharges on
Handed: Requires 2 hands to the go.use
The gun has an integral power- Range Increment: 70 feet “To Hit”
pack, which must be recharged Bonus: -Magazine: 20
from house current or an energy Rate of Fire: As many times as the
cell, rather than being replaced. wielder has attacks
This takes only one round, but of
course it can be tricky to find an
outlet in the middle of a firefight,
so many users wear a wrist- 277
mounted powerpack to recharge
it as needed.
Damage: 3d12 Weird Energy (20 clearing rooms, pillboxes and so
x3) forth. In this capacity it
Weight: 10 pounds Armor eventually saw widespread use
Class: 7 Hardness: 5 Hit with a number of police forces.
Points: 3 The power-pack is built into
DC required to break this item the weapon and must be
with a Strength Roll: 15 recharged rather than being
Accessories: Scope (1/2 lb, costs replaced. This takes a full round.
150 units, reduces Range Most soldiers carry it plugged
Increment by one), Optional into a wrist or thigh-mounted
Wrist-Mounted Energy Cell (2 powerpack
GS-X HeavytoSporting
rechargeIonas
pounds, costs 30 units, can needed.
recharge the rifle twice) Rifle
Description: Ion guns don't really Size: Large (-8 penalty to
make very good hunting rifles, at conceal with a Sleight of
least compared to lasers. This Hand roll)
ionic rifle has better range than Cost: 1,100 Units
some, but it will turn birds into Tentative Purchase DC: 18
scorched piles of feathers and is Required Proficiency: Energy
so loud that it's sure to frighten Weapons
the game away. Still, it does a lot Handed: Requires 2 hands to use
of damage and has those cool Range Increment: 80 feet
spikes sticking out of the barrel. In “To Hit” Bonus: --
hunting circles, this gun is the Magazine: 5
sure sign of the overenthusiastic Rate of Fire: As many times as
amateur. It's a short, chunky, the wielder has
square weapon, with impressively attacks
brutal
GS-9 lines. The power-pack
Military Ion Rifle is Damage: 4d12+4 Weird Energy
built
Size: into the gun
Large (-8 andpenalty
needs totobe (20 x3)
recharged
conceal when
with it runs out
a Sleight of
of Hand Weight: 15 pounds Armor Class:
shots.
roll) This takes a full round. 5 Hardness: 5 Hit Points: 4
Some
Cost: hunters
1,000 carry
Units wrist-
Tentative DC required to break this item
mounted
Purchase powerpacks
DC:most
18 Required to recharge with a Strength Roll: 18
with, but for
Proficiency: Energysportsmen
Weapons Accessories: Scope (1/2 lb, costs
twenty-five
Handed: shots is2 sufficient
Requires for
hands to use 150 units, reduces Range
an afternoon
Range excursion.
Increment: 60 feet “To Hit” Increment by one), Optional
Bonus: -Magazine: 25 Wrist-Mounted Energy Cell (2
Rate of Fire: As many times as the pounds, costs 30 units, can
wielder has attacks recharge the pistol twice)
Damage: 3d12+3 Weird Energy Description: The one place
(20 x3) where ion rifles really excel is in
Weight: 12 pounds Armor Class: 7 their ability to do a lot of
Hardness: 5 Hit Points: 4 damage. They may be loud and
DC required to break this item they don't have much range, but
with a Strength Roll: 18 if you're hunting dinosaurs these
Accessories: Scope (1/2 lb, costs may be secondary
150 units, reduces Range considerations. This is a
Increment by one), Optional standard, commercially available
Wrist-Mounted Energy Cell (2 big-game rifle. It's big and bulky
pounds, costs 30 units, can and best fired from the shoulder.
recharge the unit twice) Largely constructed from plastic,
Description: Ion rifles are both it still weighs a lot for its size.
cheaper and do more damage This extra weight is largely its
than early laser rifles, but they huge battery. Like most ion
aren't really viable as a main weapons of its period, it doesn't
infantry weapon, because of their require a separate power supply
limited range and small and has its battery built into the
magazines. The designers of the stock. The power supply needs
GS-9 were attempting to get to be recharged once the
around this problem by making it weapon has used all its shots, so
as cheaply as possible and selling most big game hunters either
it to less developed nations. Only carry a wrist-mounted power
a few impoverished states took pack to periodically reload it
them up on it. from. It takes a full round to
A blocky, boxy, brutal looking recharge.
weapon, it's only as long as a 278
man's arm, but is thick, wide and
surprisingly heavy. It looks lethal,
but it's really better suited to a
support role like a combat
Swauk Mortenson-Davies Costs 100 units)
Description: A squad-support
Ionic Elephant Gun sized ion gun. It has impressive
Size: Huge (Impossible to conceal) stopping power, but less range
Cost: 2,500 Units Tentative than the equivalent laser
Purchase DC: 21 Required weapon. The gun can be carried
Proficiency: Energy Weapons and fired from the shoulder, but
Handed: Requires 2 hands to use it jerks like a wild beast and is
Range Increment: 70 feet “To Hit” best used with a tripod. It
Bonus: -Magazine: 2 comes with a backpack-
Rate of Fire: Once per round mounted power supply, which Ion
is
Damage: 6d12+3 Weird Energy Turbo-Cannon Heavy
prone to unpleasant accidents
(20 x3) Projector
when struck.
Weight: 25 pounds Armor Class: 5 Size: Huge (Impossible to conceal)
Hardness: 5 Hit Points: 6 Cost: 3,000 Units
DC required to break this item Tentative Purchase DC: 22 (usually
with a Strength Roll: 19 restricted to military use)
Accessories: Scope (1/2 lb, costs Required Proficiency: Energy
250 units, reduces Range Weapons Handed: Requires 2
Increment by one, not compatible hands, usually fired from a mount
with other weapons), Custom- Range Increment: 90
made Power Cell (Weighs 1 feet “To Hit” Bonus: --
pound, costs 100 units). Magazine: 100, see
Description: The largest, heaviest description Rate of Fire:
ionic big game rifle ever made. Once per round
Enormous even for an ion rifle, it Damage: 6d12 Weird
is best fired from the shoulder, Energy (20 x3)
preferably from a prone position. Weight: 75
The gun itself is beautifully made, pounds
shapely and sleek. Each one is Armor Class:
individually built to order by hand 3 Hardness:
and there are no more than two 5 Hit Points:
dozen of them in existence. Unlike 10
most ion guns, it has a detachable DC required to break this item
power source mounted in the with a Strength Roll: 19
stock, which can be exchanged for Accessories: Custom-made Power
a new powerpack
Heavy Ion in a single
Projector Cell (12 pounds, costs 1,300 units).
standard
Size: action. These
Huge (Impossible batteries
to conceal) Special: This weapon is capable of
are themselves
Cost: 2,000 custom-made
Units and Autofire. It can target a 10-foot-
can't be used
Tentative with other
Purchase DC: 20devices.
(usually by-10-foot area. The targeted area
restricted to military use) has an effective Defense of 10. If
Required Proficiency: Energy the attack succeeds, every target
Weapons Handed: Requires 2 within the affected area must
hands, usually fired from a mount make a Reflex save (DC 20) or take
Range Increment: 80 feet “To Hit” the weapon's damage. Autofire
Bonus: -Magazine: 100 Rate of uses up 10 shots, and can only be
Fire: Once per round Damage: used if the weapon has at least10
6d12+3 Weird Energy (20 x3) charges left in its power cell.
Weight: 35 pounds Armor Class: 5 Description: A large ionic weapon,
Hardness: 5 Hit Points: 8 meant to be mounted on vheicles.
DC required to break this item It delevers a rapid-fire burst of
with a Strength Roll: 19 ionic blasts and makes a
Accessories: Backpack-Mounted deafening amount of noise. It can
Energy Cell (Weighs 15 pounds, be loaded with either its own
costs 500 units, AC 15, 7 specially made oversized power
Hardness, 18 HP, 20% chance of cell, or an adapter unit containing
exploding when it loses all its Hit twelve standard power cells.
Points, doing 5d6 damage to the
wearer and 2d6 to anything else
in a 5 foot radius), Scope (1/2 lb,
costs 150 units, reduces Range
Increment by one), Tripod Mount
(Weighs 2 pounds,

279
Variable Intensity Ionic
Tool
Size: Tiny (+4 bonus to conceal
with a “sleight of hand” roll)
Cost: 650 Units Tentative
Purchase DC: 16 Required
Proficiency: Energy Weapons Ion Cannon
Handed: Requires 2 hands to use Size: Huge (Impossible to conceal)
Range Increment: 20 feet “To Hit” Cost: 4,000 Units
Bonus: -Magazine: 50, see Tentative Purchase DC: 23 (usually
description Rate of Fire: As many restricted to military use)
times as the wielder has attacks Required Proficiency: Energy
Damage: Variable. Can be set to Weapons Handed: Weapon must
do 1-4d4 Weird Energy (20 x3) be fired from a mount Range
Weight: 1 pound Armor Class: 9 Increment: 150 feet “To Hit”
Hardness: 5 Hit Points: 2 Bonus: -Magazine: 100, see
DC required to break this item description Rate of Fire: As many
with a Strength Roll: 14 times as the wielder has attacks
Accessories: Energy Cell (1/2 Damage: 9d12 Weird Energy (20
pound, costs 10 units) x3) to anything in a 5-foot radius
Description: Long after blasters around the point of impact. A
render ion guns obsolete (if Reflexes Saving Throw vs. DC 18
that's what happens in your will allow anyone in the radius but
campaign universe), they remain the target to take half damage.
in use as power tools. Weight: 3 tons Armor Class: 0
This is a more advanced ion Hardness: 5 Hit Points: 50
projector, no larger than a cell- DC required to break this item
phone, which is as much a tool as with a Strength Roll: 15 to disable
it is a weapon. It is often used by with a skill roll (perhaps the
explorers and colonists because “Repair” skill, although this of
of its simple construction and course is up to the DM)
versatility. It's a welding torch, a Description: A full-sized ion
cutting tool, a soldering iron, a cannon. It is best suited to an
medical cauterizing implement, a anti-aircraft or costal defense
firestarter, and, if you turn the role, or perhaps to be mounted
setting up high enough, a short- on a tank. It does an apalling
range weapon. At the DM’s amount of damage but doesn't
discretion, you can use it as a really have the range you would
tool to help perform any number want in a starship weapon. This is
of skills (Craft, Repair, etc.) intended as a basic template for
It runs on a modular power cell you to customize as needed. You
and comes with a colapsable can put wheels on and make it a
solar collector which can give it howitzer, or you can put it in a
back one charge per hour under turret on board a battleship.
ideal conditions. The DM decides
how much longer it takes under
inclement conditions. The solar
cells don't work at all in the
shade or at night.

280
Sonic Weapons
Sonic weapons are a side-step in the evolution of small arms. Some
cultures develop them and some don't. Starfaring races seldom use them,
so you tend to see sonic weapons in the hands of beings who moved
beyond slugthrower technology before doing much space exploration.
A sonic weapon directs a blast of concentrated sound at the target,
vibrating it until it pops apart. The effects of a sonic gun are always loud
and spectacular, particularly when it's used on living targets. They have a
number of advantages and one glaring weakness.
Ideal antipersonnel weapons, they do large amounts of extremely ugly
damage to soft, fleshy targets at close range. They don't have a lot of
moving parts, are durable and don't require much maintenance. They have
little range, however, and are just about useless for hunting (they rip the
carcass to bits and scare all the game away), but these are minor
drawbacks.
The real problem with sonic weapons is that they won't work in a vacuum,
and work unpredictably in different atmospheres. Sonic guns are therefore
most commonly used by ground-based militias, by police or by guards in
Hand-Held
an Sonic
indoor setting. Screamer
Street gangs like them, too, because they're easy to use
Size:make
and Smalla(Nobig bonus or penalty
mess. Within these limited roles, sonic weapons perform
to conceal with
exceptionally a “sleight of hand”
well.
roll)
Cost: 400 Units Tentative Purchase
DC: 15 Required Proficiency:
Simple Handed: Requires 1 hand
to use Range Increment: -“To Hit”
Bonus: -Magazine: 10
Rate of Fire: Once per round
Damage: 3d6 Nonlethal damage,
25 foot cone. A Reflexes Saving
Throw vs. DC 20 allows a target to
take half damage. Deafens anyone
in the cone for 4d10 minutes if
they fail a Fortitude Saving Throw
(DC 20). Anyone standing in the Sonic Pistol
square directly in front of the Size: Small (No bonus or penalty
weapon must also make a to conceal with a “sleight of hand”
Fortitude Saving Throw vs. DC 15, roll)
or be rendered permanently deaf Cost: 500 Units Tentative
(unless there is something that Purchase DC: 15 Required
advanced medical science can do Proficiency: Energy Weapons
for them) Handed: Requires 1 hand to use
Weight: 3 pounds Armor Class: 9 Range Increment: 20 feet “To Hit”
Hardness: 4 Hit Points: 2 Bonus: -Magazine: 20
DC required to break this item Rate of Fire: As many times as the
with a Strength Roll: 13 wielder has attacks
Accessories: Energy Cell (1/2 Damage: 2d10 Special (20 x2)
pound, costs 10 units) Special: Weight: 2 pounds Armor Class: 9
Does not work in a vacuum. Hardness: 5 Hit Points: 2
Description: A short, fat plastic DC required to break this item
cylinder with a sonic focusing cup with a Strength Roll: 16
at one end. When fired it projects Special: Does not work in a
a brain-rattling blast of sound. vacuum.
Deaf characters aren't affected by Accessories: Energy Cell (1/2
it at all and at the DM's discretion pound, costs 10 units), Scope (1/2
robots may not be either. This is a lb, costs 200 units, reduces Range
tricky weapon to reload-- it's Increment by one)
meant as an emergency hold-out
device, rather than a battlefield
weapon and it never occurred to
the designers that anyone might 281
urgently need to change the
power cell in the middle of a
firefight. It takes a full round to
unscrew the battery plate, fish out
the power cell and replace it.
Description: A long narrow pistol
with a round sonic focusing cup at
the end of the barrel. It fires a
concentrated blast of coherent
ultrasound and rips the target's
flesh right off their bones. The
damage done by a sonic weapon
tends to be extremely gruesome.
The target's blood vessels burst,
their organs rupture, their teeth
shatter, etc. Sonic guns are also
quite loud and will immediately
draw the attention of anyone in
the vicinity. Even creatures without
ears will be able to feel the
distinctive vibrations of a sonic
attack. A sonic pistol has a lot of
stopping power for a weapon its
size. It's one serious drawback is
that it won't work in a vacuum.
Sonic pistols run on the same type
of energy cells as laser weapons or
blasters. They take a standard
action to reload.

Sonic Rifle
Size: Medium (-4 penalty to
conceal with a “sleight of hand”
roll)
Cost: 850 Units Tentative Purchase
DC: 17 Required Proficiency: Snorkstrom-
Energy Weapons Handed: Requires
2 hands to use Range Increment: F’naaugh "Sonik
80 feet “To Hit” Bonus: -Magazine: Destruktor"
30 Size: Medium (-4 penalty to
Rate of Fire: As many times as the conceal with a “sleight of hand”
wielder has attacks roll)
Damage: 3d10 Special (20 x2) Cost: 500 Units Tentative
Weight: 8 pounds Armor Class: 7 Purchase DC: 15 Required
Hardness: 5 Hit Points: 3 Proficiency: Energy Weapons
DC required to break this item Handed: Requires 2 hands to use
with a Strength Roll: 18 Range Increment: 50 ft “To Hit”
Special: Does not work in a Bonus: -Magazine: 20
vacuum. Rate of Fire: As many times as the
Accessories: Energy Cell (1/2 wielder has attacks
pound, costs 10 units), Scope (1/2 Damage: 3d8 Special (20/x2)
lb, costs 200 units, reduces Range Weight: 9 pounds Armor Class: 7
Increment by one) Hardness: 3 Hit Points: 2
Description: A short, lightly built DC required to break this item
rifle with a folding shoulder stock with a Strength Roll: 15
We're calling it a "rifle" here, but Special: Does not work in a
it's more like the size of a large vacuum.
submachine gun. You can fire it Accessories: Energy Cell (1/2
one-handed at no penalty. It has a pound, costs 10 units), Scope (1/2
sonic focusing dish where the lb, costs 200 units, reduces Range
barrel should be. Like all sonic Increment by one)
weapons it is incredibly loud and Description: A low quality sonic
doesn't work in a vaccum. Apart carbine made from the cheapest
from this, it's a very good weapon. available parts, assembled with
It's lightweight, easy to carry, does no particular care. Its makers
a lot of damage and doesn't have have an unsavory reputation and
any parts that will rust. Sonic rifles pay little attention to safety or
run on the same type of energy quality control. Shabby and bad,
cells as laser weapons. They take a the Sonik Destruktor was 282
standard action to reload. intended
for export to less developed military use)
worlds, but can be also be seen in Required Proficiency: Simple
the hands of poorly-equipped Handed: Requires 2 hands, usually
thugs and teenage delinquents. It fired from a
has even less range than a typical mount
sonic rifle and no more stopping Range
power than a pistol. It is also Increment: -
fragile and prone to malfunctions. “To Hit”
Unlike most weapons of its Bonus: --
epoch, it does not use a standard Magazine:
energy cell and instead has to be 45
M-48 Sonic
recharged fromSniper Rifle
a wall outlet Rate of Fire: Once
when it runs(-8
Size: Large out of shots.
penalty to conceal per round
Recharging
with a “sleight theof
unit takes
hand” about
roll) Damage: 4d10
an hour.
Cost: 1,100 Units Tentative Special Weight: 22
Purchase DC: 18 Required pounds Armor
Proficiency: Energy Weapons Class: 5 Hardness:
Handed: Requires 2 hands to use 5 Hit Points: 10
Range Increment: 110 ft “To Hit” DC required to break this item
Bonus: -Magazine: 25 with a Strength Roll: 18
Rate of Fire: As many times as the Special: Affects everything in a
wielder has attacks forty-foot cone. Does not work in
Damage: 2d10 Special (20/x2) a vacuum.
Weight: 8 pounds Armor Class: 7 Accessories: Heavy Energy Cell
Hardness: 4 Hit Points: 2 (Weighs 1 pound, costs 25
DC required to break this item units)
with a Strength Roll: 18 Description: This unpleasant
Special: Does not work in a weapon does a ferocious 7d8
vacuum. damage to anything in its cone-
Accessories: Energy Cell (1/2 shaped area of effect. As with all
pound, costs 10 units), Scope (1/2 ranged sonic weapons, it makes
lb, costs 200 units, reduces Range an ungodly amount of noise even
Increment by one) before the victim starts screaming
Description: A poor attempt to and is impossible to use without
create a long-range sonic rifle. attracting a lot of attention.
Sonic guns have a notoriously The Demolisher's greatest
limited range, which keeps most drawback as a weapon is that it
armies from adopting them as can't be used in a vacuum and
infantry weapons. This one behaves in unpredictable (and
attempts to get around the sometimes fatal) ways in exotic
problem by ruthlessly focusing atmospheres. Its power pack fits
the gun's energy into a very tight inside the weapon and is good
beam. The result is a for 15 shots.
disappointing compromise from If the Demolisher is used in
nearly every standpoint. It doesn't atmospheres with greater or
have enough range to compete lesser density than Earth-normal,
with laser rifles, but wastes most there is a 5% chance per each
of its energy in the focusing multiple
Sonic heavier or lighter the
Cannon
process and so doesn't have atmosphere is that the weapon
Size: Huge (Impossible to conceal)
much stopping power, either. It is will
Cost:explode
10,000 whenUnits fired, doing
also long, bulky and fragile, 7d8 damage
Tentative to whoever
Purchase DC: is
offsetting the usual advantages of holding
26(usually it and 4d8 damage
restricted to
to military
sonic weapons (which are anything
use) in a five-foot radius. So,
generally short, light and if you fired the weapon
Required Proficiency: Exotic in an
durable). atmosphere
Weapons-Ranged that was twice as
Handed:
This gun was a crashing dense
Weapon must be fired fromwould
as the Earth's, there a
commercial failure. Most of its be
mounta tenRange
percent chance of
Increment: 90it
run was sold cheap to primitives exploding.
feet “To Hit” InBonus:
an atmosphere
-Magazine: that
who
Sonic hadn't seen energy weapons
Broad-Beam is
50a quarter as dense as the
before. A few of them are still in
Demolisher Earth's, thereOnce
Rate of Fire: would be a 20%
circulation
Size: Huge and will turnto
(Impossible upconceal)
in chance
per round of exploding. Always
pawnshops and
Cost: 1,900 Units bazaars. round
Damage: up 8d10
when determining the
Like all sonic
Tentative weapons,
Purchase DC: 20the M-
(usually odds
Special of (20
a lethal
x2) malfunction. For
48 is completely
restricted to useless in a example,
Weight: 1in an atmosphere that is
vacuum and at the DM's 3
ton% times as dense as earth's,
discretion it may function there
Armorwould be a 20% chance of 283
strangely in non-earthlike an explosion.
Class: 3
atmospheres. It runs on ordinary Hardness:
power cells, and takes a Standard 5
Action to reload.
Hit Points: 50 vehicles, because of the height
DC required to break this item and shape of the focusing dish.
with a Strength Sonic cannons are therefore
Roll: 15 to disable with a skill roll usually free-standing weapons,
(perhaps the “Repair” skill, either towed on a wheeled
although this of course is up to carriage behind a vehicle or
the mounted on treads and capable
DM) of independent movement (a
Special: Can attack a single target, typical cannon moves pretty
or a ten-foot wide square. slowly under its own power-20
Anyone caught in the target feet per round is about average).
square can make a Reflexes It doesn't have much range and
Saving Throw vs. DC 20 to take isn't particularly effective against
half damage. Does not work in a armored vehicles, but it can wreak
vacuum. an amazing amount of havoc on

Particle Accelerator
Description: A short but bulky infantry.
artillery piece, with a giant sonic
focusing dish where the barrel

Weapons
would usually be. It takes only a
single operator to use. It is
awkward to mount one of these
devices on most
A completely different approach to energy weapons, particle accelerators
have a number of advantages and disadvantages over lasers, and tend to
flourish at around the same time. Because they require widely divergent
manufacturing technology, few cultures produce both military lasers and
particle accelerator weapons.
The principle a particle accelerator works on is simple. It hurls a wad of
charged subatomic particles (usually protons) at the target, disrupting its
molecular structure, burning and ionizing it like a bolt of lightning.
These weapons are not subject to the usual limitations of lasers but they
do have their own weaknesses. Particle accelerators
Special: are loud,
Affects heavy,
Ethereal beings
delicate machines with a lot of fragile precision components.
Accessories: They can't be
Backpack-Mounted
manufactured quickly and require careful Energy
maintenance. They
Cellalso
(Weighs aren't
20 as
pounds,
noisy as ion guns and have better range, butcoststhey're
1,000 more
units, AC expensive
14, 5
and tricky to use. All these traits make them prone to10being
Hardness, replaced
HP, 40% chance byof
Blasters at around the same time as laser and ion weapons,
exploding when it unless of its Hit
loses all
course you decide that in your campaign blasters are never
Points, doing 5d6 invented.
damage to the
wearer and 2d6 to anything else
in a 5 foot radius) Description: A
Backpack-Mounted huge, clunky particle accelerator
Particle Accelerator Size: mounted on a backpack. A thick
Huge (Impossible to conceal) cable runs from the device to a
Cost: 12,000 Units (almost always blunt metal nozzle, which the
a prototype--this is actually the operator points at the target like
cost required to build the a firehose. This crude and
weapon) Tentative Purchase DC: dangerous weapon fires a stream
26 (usually restricted to military of protons at the target, breaking
use) up it's atomic structure and
Required Proficiency: Energy giving it radiation burns. It has a
Weapons Handed: Requires 2 number of disadvantages for use
hands to use Range Increment: on the battlefield.
100 feet “To Hit” Bonus: -- Apart from its excessive weight,
Magazine: 30 it is expensive, hard to maintain
Rate of Fire: Once per round and fights the operator like a
Damage: 5d6 Radiation (20 x3), demon when it's switched on,
will affect Ethereal making it difficult to aim.
targets Nonetheless, it does a lot of
Weight: 10 pounds (50 with damage and for some reason is
backpack) capable of affecting ethereal
Armor entities. You are most likely to
Class: 3 encounter this weapon in
Hardnes prototype form. It takes six hours
s: 5 Hit to recharge its spent batteries
Points: 2 from house-current. Anyone who284
DC required to break this item wears it for more than twenty
with a Strength Roll: 14 hours over the course of a month
becomes sterile. One in five of
them will eventually develop
cancer (it's completely the DM's
a 5 foot radius), Scope (1/2 lb,
costs 200 units, reduces Range
Increment by one), Holster (costs
20 Units, weighs 1/2 pound)
Description:. Calling this gun a
pistol actually seems a little
dubious--it's longer than a lot of
Murder Gun submachine guns. You can fire it
Size: Diminutive (+8 bonus to with one hand, so I suppose it just
conceal with a “sleight of hand” barely qualifies. There is little
roll) variation between different types
Cost: 850 Units of particle accelerator pistol, at
Tentative Purchase DC: 17 (usually least in the early stages of their
illegal) Required Proficiency: development. This is as small as
Energy Weapons Handed: they can make them. It makes a
Requires 1 hand to use Range loud "crack" and gives off a bright
Increment: Maximum Range of 5 flash of blue-white light when
feet “To Hit” Bonus: -Magazine: 1 fired. It requires a thigh-mounted
Rate of Fire: As many times as the power
Particle pack. The smaller
Accelerator wrist-
Rifle
wielder has attacks mounted
Size: Large power packs
(-8 penalty tothat some
conceal
Damage: 2d10 Radiation (20 x3) energy
with weapons
a Sleight of Handuse don't hold
Weight: 1 pound Armor Class: 13 enough
Cost: energy.
1,000 Units It is roll)
Tentative typical to
Hardness: 3 Hit Points: 1 wear
Purchase the DC:
gun's
18the holster and the
Required
DC required to break this item powerpack
Proficiency: on
Energy same leg, so
Weapons
with a Strength Roll: 12 that
Handed:the cord doesn't
Requires get tangled
2 hands to use
Accessories: Miniature Energy Cell when you draw it.
Range Increment: 120 feet “To
(1/20 pound, costs 50 units), Hit” Bonus: -Magazine: 40
Energy Cell (1/2 pound, costs 10 Rate of Fire: As many times as the
units) Description: Ideal for wielder has attacks
assassinations, this tiny particle Damage: 5d6 Radiation (20 x3)
beam weapon can easily be Weight: 8 pounds Armor Class: 7
concealed in the killer's palm, Hardness: 5 Hit Points: 5
between their fingers or even DC required to break this item
under their wristwatch. with a Strength Roll: 17
Sometimes spies hide them in Accessories: Thigh-Mounted
cigarette lighters, fountain pens Energy Cell (4 pounds, costs 150
and so forth. It emits an invisible, units, AC 18, Hardness 4, HP 5, if
soundless beam which is so it loses all its hit points there is a
narrow that it doesn't always 30% chance that it will explode,
leave a visible hole in the victim's
Particle
clothing. ItAccelerator Pistol
only holds enough doing 3d6 damage to the wearer
Size: Small (No bonus or
charge for a single shot. penalty and 1d4 to anyone in a 5 foot
to conceal with a “sleight of hand” radius), Scope (1/2 lb, costs 200
roll) units, reduces Range Increment
Cost: 600 Units Tentative by one)
Purchase DC: 16 Required Description: A generic template
Proficiency: Energy Weapons for a military particle accelerator
Handed: Requires 1 hand to use rifle. It hurls a stream of protons
Range Increment: 40 feet “To Hit” at the target, disrupting its
Bonus: -Magazine: 20 molecular structure. It gives off a
Rate of Fire: As many times as the bright bluish-white flash when
wielder has attacks fired and makes a loud "crack"
Damage: 3d6 Radiation (20 x3) sound.
Weight: 3 pounds Armor Class: 9 Like most early particle
Hardness: 5 Hit Points: 2 accelerator guns, this one is long,
DC required to break this item awkward to carry and drains a lot
with a Strength Roll: 15 of power. It makes more noise
Accessories: Thigh-Mounted than a laser (although nowhere
Energy Cell (4 pounds, costs 150 near as much as an ion gun) and
units, AC 18, Hardness 4, HP 5, if it doesn't have the same range, but
loses all its hit points there is a it is also doesn't have the
30% chance that it will explode, limitations common to laser
doing 3d6 damage to the wearer weapons of the same period.
and 1d4 to anyone in Reflective armor is useless against
it and the beam isn't dispersed by
airborne water droplets.
This weapon produces no 285
recoil, but most people prefer to
fire it from the shoulder anyway,
because of its size and weight.
The gun requires a thigh-
mounted powerpack,
pack, strap a new one on, plug it Hardness: 5 Hit Points: 5
in and charge up the weapon. DC required to break this item
with a Strength Roll: 18
Accessories: Backpack-Mounted
Particle Accelerator Energy Cell (Weighs 15 pounds,
Hunting Rifle costs 500 units, AC 15, 7
Size: Large (-8 penalty to conceal Hardness, 18 HP, 20% chance of
with a Sleight of Hand roll) exploding when it loses all its Hit
Cost: 850 Units Tentative Points, doing 5d6 damage to the
Purchase DC: 17 Required wearer and 2d6 to anything else
Proficiency: Energy in a 5 foot radius), Scope (1/2 lb,
Weapons Handed: costs 200 units, reduces Range
Requires 2 hands to use Increment by one)
Range Increment: 140 Description: A heavy particle-
feet “To Hit” Bonus: -- accelerator rifle which uses a
Magazine: 35 backpack-mounted power unit. It
Rate of Fire: As many times as is a big weapon, longer and
the wielder has attacks heavier than a laser and it doesn't
Damage: 4d6 Radiation (20 x3) hold as many shots or have quite
Weight: 7 the same range. However it also
pounds doesn't have the disadvantages of
Armor a laser weapon. It can't be
Class: 7 stopped by mirrored surfaces or
Hardness: 5 dispersed by fog. Reflective armor
Hit Points: 4 is ineffective against it. Like all
DC required to break this item particle accerators it makes a
with a Strength Roll: 15 distinctive
Particle loud "crack" when fired
Accelerator
Accessories: Thigh-Mounted and gives off a blue-white flash of
Energy Cell (4 pounds, costs 150 Support Gun
light that can be seen at some
units, AC 18, Hardness 4, HP 5, if it distance.
Size: HugeIt (Impossible
takes three rounds to
to conceal)
loses all its hit points there is a disconnect
Cost: 2,000 aUnits
used power pack,
30% chance that it will explode, take it off,Purchase
Tentative strap a new
DC:one
20 into
doing 3d6 damage to the wearer place, plug
(usually it in and
restricted tocharge
militaryup
use)
and 1d4 to anyone in a 5 foot the weapon.
Required Proficiency: Exotic
radius), Scope (1/2 lb, costs 200 Weapons, Missile Handed:
units, reduces Range Increment by Requires 2 hands, usually fired
one) from a mount
Description: Civilian particle Range Increment: 120 feet “To
accelerator rifles are rare. They Hit” Bonus: -4 penalty for anyone
are too big and bulky to be with a Strength of less than 15 to
much good for hunting. This is use without a mount Magazine:
an attempt to build one for 75
hunting large animals from Rate of Fire: As many times as the
boats. It would blow apart small wielder has attacks
game and it's too heavy to lug Damage: 8d6 Radiation (20 x3)
through the underbrush for Weight: 15 pounds Armor Class: 5
miles, so this is about the only Hardness: 5 Hit Points: 10
niche for it DC required to break this item
This rifle has better range but with a Strength Roll: 20
less stopping power than a Accessories: Backpack-Mounted
standard military model. Energy Cell (Weighs 15 pounds,
Expensive and clumsy, it would costs 500 units, AC 15, 7
only be a popular weapon in a Hardness, 18 HP, 20% chance of
world where laser weapons exploding when it loses all its Hit
haven't been invented and Points, doing 5d6 damage to the
projectile guns have already wearer and 2d6 to anything else
been relegated to the scrap- in a 5 foot radius), Tripod Mount
heap. (Weighs 2 pounds, Costs 100
It uses the same thigh-mounted units) Description: A particle
power-pack as the military accelerator the size of a heavy
version. The power units are machine gun, built to serve much
interchangeable. It takes two the same combat role. It is
rounds to take off an expended possible for someone with a
power pack, strap a new one on, Strength of 15 or greater to use
plug it in and charge up the this gun as a hand weapon
weapon. (anyone else suffers a -4 penalty)286
but for the most part it is is fired
either from a tripod or a vehicle.
Heavy Particle Accelerator It draws its energy either from a
vehicle's power supply or from a
Rifle huge backpack-mounted energy
rugged terrain, so it is more Hardness: 5 Hit Points: 5
often seen as a vehicle- DC required to break this item
mounted weapon than in a with a Strength Roll: 17
squad-support role. Accessories: Energy Cell (1/2
Particle Accelerator pound, costs 10 units), Scope (1/2
Cannon lb, costs 150 units, reduces Range
Size: Huge (Impossible to conceal) Increment by one)
Cost: 40,000 Units Description: Most civilizations
Tentative Purchase DC: 31 outgrow particle beam weapons
(usually restricted to military when they discover blasters. If
use) they don't, or if blasters don't
Required Proficiency: Energy exist in your campaign world,
Weapons Handed: Weapon then here is what an advanced
must be fired from a mount particle accelerator rifle would
Range Increment: 900 feet “To look like. It is still longer and
Hit” Bonus: -Magazine: See heavier than a laser, with less
description Rate of Fire: Once range, but it also isn't vulnerable
per round Damage: 18d6 to the same limitations. Reflective
Radiation (20 x3) armor has no effect on it. The
Weight: 2 tons Armor Class: 0 beam can't be dissipated by anti-
Hardness: 5 Hit Points: 65 laser aerosols and the gun works
DC required to break this item perfectly well underwater. It fires
with a Strength Roll: 15 to a beam of charged subatomic
disable with a skill roll (perhaps particles
Advanced at the target, burning
Particle
the “Repair” skill, although this them and disrupting their cellular
of course is up to the DM) Accelerator Pistol
structure. This rifle runs on a
Description: Particle Size: Smallpower
standard (No bonus
cell, or penalty
accelerators really come into to conceal with awith
interchangeable “sleight
mostofother
their own as artillery. They hand”
energyroll)
weapons from the same
make large, heavy cannons, but Cost:
period.600 Units aTentative
It takes Standard Action
their range is tremendous. This Purchase
to reload.DC: 16 Required
is a generic version of the kind Proficiency: Energy Weapons
of heavy particle beam you Handed: Requires 1 hand to use
might see mounted on a tank Range Increment: 40 feet “To Hit”
or a starship. They do also build Bonus: -Magazine: 50
them as stand-alone cannons, Rate of Fire: As many times as the
which are either towed into wielder has attacks
battle behind a support vehicle Damage: 3d6 Radiation (20 x3)
or lumber across the field Weight: 3 pounds Armor Class: 9
under their own power. It's rare Hardness: 5 Hit Points: 2
to see one that can move very DC required to break this item
fast on its own treads. 20 feet with a Strength Roll: 15
per turn is typical. Accessories: Energy Cell (1/2
The weapon only requires a pound, costs 10 units), Scope (1/2
crew of one. The gunner has lk lb, costs 150 units, reduces Range
cover while operating the cannon. Increment by one), Holster (costs
If the gun is self-propelled, then it 20 Units, weighs 1/2 pound)
requires a separate driver and it Description: Far smaller and more
Advanced
may or may not Particle
be able to fire practical than earlier models, this
Accelerator
while in motion,Rifle depending on particle beam pistol is still
Size: Large (-8 penalty to
the model. somewhat larger and heavier than
conceal with a Sleight
Most particle of Hand
accelerator most hand-held lasers. It also
roll)
cannons either draw their power uses more power and holds less
Cost:
from the1,000 Units
tank Tentative
or ship they are shots. Still, these drawbacks may
Purchase
mounted DC: on. If18it's
Required
a self- be worth it to have a weapon that
Proficiency:
propelled gun, Energy
thenWeapons
it generally won't bounce off reflective armor.
Handed:
has a smallRequires
on-board 2 hands
fusionto Like all particle accelerator
use Range
reactor, Increment:
which provides120 feet an
it with weapons it emits a bright blue
“To Hit” Bonus:
effectively -Magazine:
unlimited power 50 flash and makes a cracking sound
Rate
supply.of The
Fire: gun
As manyitself times as
will wear when fired. It's quieter but
the
out wielder has attacks
long before the power does. produces more flash than a
Damage: 5d6 Radiation (20 x3) projectile gun. Instead of a
Weight: 7 pounds Armor Class: separate power source, it runs on
7 the same energy cells as most
energy weapons of the same
epoch. It takes a standard action 287
to reload.
hand” roll)
Cost: 2,000 Units
Tentative Purchase DC: 20
Required Proficiency:
Energy Weapons Handed:
Requires 2 hands to use
Range Increment: 130
feet “To Hit” Bonus: --
Magazine: 20
Rate of Fire: As many times as
the wielder has attacks
Damage: 4d6+3 Radiation (20 x3)
Lightweight vs. either a single target or
Advanced Particle everything in a 10 foot square.
Accelerator Pistol Weight: 12 pounds Armor
Size: Small (No bonus or penalty Class: 7 Hardness: 5 Hit
to conceal with a “sleight of Points: 5
hand” roll) DC required to break this item
Cost: 350 Units Tentative with a Strength Roll: 16
Purchase DC: 14 Required Accessories: Energy Cell (1/2
Proficiency: Energy Weapons pound, costs 10 units), Scope (1/2
Handed: Requires 1 hand to use lb, costs 150 units, reduces Range
Range Increment: 30 feet “To Hit” Increment by one)
Bonus: -Magazine: 60 Description: A particle
Rate of Fire: As many times as the accelerator which emits a
wielder has attacks continuous blue beam of
Damage: 2d6+3 Radiation (20 x3) protons. The beam can be
Weight: 2 pounds Armor Class: 9 played across a ten-foot square
Hardness: 5 Hit Points: 2 like a garden hose, attacking
DC required to break this item anything in the square. A
with a Strength Roll: 14 square has an effective AC of
Accessories: Energy Cell (1/2 10, and anyone standing in it
pound, costs 10 units), Scope (1/2 can make a Reflexes Saving
lb, costs 150 units, reduces Range Throw vs. DC 20 to take half
Increment by one), Holster (costs damage. It uses up only one
20 Units, weighs 1/2 pound) charge to attack a square.
Description: An attempt to Created as a direct attempt to
produce a small, lightweight compete with continuous beam
particle beam pistol, suitable for lasers, this gun is not altogether
use as a concealed weapon. It is a satisfactory. It is big and heavy
partial success. The gun is indeed and can only manage a few
small enough to hide in a sustained shots before it drains
shoulder holster or a large its energy cell dry. It also makes a
pocket, but it sacrifices a good very loud noise (sort of a
deal of stopping power to do this crackling hum) and gives off a
and doesn't hold very many very bright flash that can be seen
shots. Less noisy than most for miles.
particle beam weapons, it still Despite the fact that it works
makes the same bright blue flash against reflective armor and can't
Continuous BeamIt Proton
as a full-sized pistol. uses a Gun be dispersed by anti-laser
standard
Size: Largepower aerosols
cell, to conceal with a “sleight
(-8 penalty ofthis was not a popular
interchangeable with just about weapon, and was sold cheap to
any energy weapon from the
same period. It takes a Standard
Action to reload.
Blasters dubious parties better left
unnamed. This is the heavy
weapon that a second rate army
or a futuristic biker gang might
carry.
A combination of the best characteristics of Itprojectile
uses an weapon and
ordinary powerenergy
cell,
weapon technology, blasters tend to displace other energy
interchangeable weapons
with most almost
other
as soon as they are invented. They have a energy
great many strengths
weapons and few
andlasers
takes a
limitations. Ion guns and particle accelerators may
Standard hit harder,
Action to reload. may
There
have better range and make less noise, microwave guns require
was an alternate less
version which
maintenance, but blasters have the best characteristics overall.
used a backpack-mounted power
Lasers tend to live on as sniper weapons and supply. This increased
microwave asthe
guns to hunting and
weapon's magazine fifty shots,
survival tools, but Blasters swiftly rise to but was even less popular.
288
dominate the market for blowing holes in things.
They operate on a simple, ancient principle. A sort of modified tractor
beam, the gun throws a bolt of solid kinetic force at the target, punching a
hole in it the way a projectile weapon would, but without the projectile.
The tremendous energy with which the bolt hits the target tends to leave
the edges of the wound burnt and charred, but most of the damage is
done by the impact. Unlike most energy weapons, blasters actually
produce recoil, although nowhere near as much as a slugthrower gun of
comparable force.
Blasters tend to eventually be supplanted by Gamma Ray weapons or
plasma guns, but it's usually a long time before most50cultures get that
Model 1 Blaster
advanced. Magazine:
Size: Medium (-4 penalty to Rate of Fire: As many times as
conceal with a “sleight of hand” the wielder has attacks
roll) Damage: 2d10 Weird Energy (20
Cost: 1,000 Units Tentative x3)
Purchase DC: 18 Required Weight: 2 pounds Armor Class: 9
Proficiency: Energy Weapons Hardness: 5 Hit Points: 2
Handed: Requires 2 hands to use DC required to break this item
Range Increment: 30 feet “To Hit” with a Strength Roll: 15
Bonus: -Magazine: 25 Accessories: Energy Cell (1/2
Rate of Fire: As many times as the pound, costs 10 units), Scope
wielder has attacks (1/2 lb, costs 150 units, reduces
Damage: 3d10+3 Weird Energy Range Increment by one),
(20 x3) Holster (costs 20 Units, weighs
Weight: 8 pounds Armor Class: 7 1/2 pound)
Hardness: 5 Hit Points: 2 Description: The most commonly
DC required to break this item used blaster pistol in existence. It
with a Strength Roll: 14 is a tough, reliable design which
Accessories: Wrist-Mounted does more damage than a laser
Energy Cell (2 pounds, costs 30 pistol, has better range than an
units), Holster (costs 20 Units, ion gun and is more durable than
weighs 1/2 pound) either. Longer than most
Description: An early blaster, it's slugthrower pistols, it will fit
roughly the size of a submachine conveniently in a belt holster but
gun and can be fired with either really can't be worn under the
one or two hands. It uses shoulder. It runs off a single
enormous amounts of power power cell inside the stock, and
compared to a laser, and still takes a full action to reload.
requires a wrist-mounted energy
pack Yet it offers significant
advantages over the lasers and
ion guns of its period. It delivers Model ZE-7 "Overlord"
more damage to the target than a
laser and remains accurate at Heavy Blaster Pistol
greater range than an ion gun. It Size: Medium (-4 penalty to
can punch right through reflective conceal with a “sleight of hand”
armor and is totally unaffected by roll)
anti-laser aerosols. Cost: 850 Units
This model becomes Tentative Purchase DC: 17
enormously popular, eventually Required Proficiency: Energy
displacing laser weapons Weapons
everywhere but as hunting and Handed: Requires 2 hands to use,
Model
sniper ZE-5
tools, Blaster
while Pistol
eliminating ion unless your
Size:
guns Medium
more or (-4
lesspenalty to
altogether. Strength is 15 or higher, in which
conceal
There with
are a “sleight
countless of hand”
imitators and case you can fire it
roll)
knock-offs, but Tentative
they all use one-handed.
Cost:
roughly600the
Units
same stats. For a Range Increment: 30 feet “To
Purchase
really cheapDC:and
16 Required
badly made one, Hit” Bonus: -Magazine: 45
Proficiency:
cut the priceEnergy
in half Weapons
and reduce Rate of Fire: As many times as
Handed:
the range Requires
increment1 hand
to 20 to use
feet. the wielder has attacks
Range Increment: 30 feet “To Hit” Damage: 2d10+3 Weird Energy
Bonus: -- (20 x3)
Weight: 3 pounds Armor Class: 9
289
Hardness: 5 Hit Points: 2 however ideal for someone with
DC required to break this item less physical strength, for it
with a Strength Roll: 17 produces very little recoil.
Accessories: Energy Cell (1/2
pound, costs 10 units), Scope (1/2 Blaster Dueling Pistol
lb, costs 150 units, reduces Range Size: Small (No bonus or penalty
Increment by one) to conceal with a “sleight of
Description: A big, heavy blaster hand” roll)
pistol, meant to be aimed with Cost: 900 Units Tentative
two hands. This is the 44 magnum Purchase DC: 17 Required
of blaster weapons. It delivers Proficiency: Energy Weapons
maximum stopping power Handed: Requires 1 hand to use
without sacrificing as much Range Increment: 20 feet “To Hit”
accuracy as an ionic pistol and it Bonus: -Rate of Fire: Once per
has a respectable range. It is also round Damage: 1d8 Weird Energy
somewhat difficult to use. It's (20 x3)
more the size of a small Weight: 1 pound Armor Class: 9
submachine gun than a large Hardness: 5 Hit Points: 2
pistol. It doesn't have a shoulder DC required to break this item
stock, which makes it absolutely with a Strength Roll: 13
necessary (at least for most Accessories: Energy Cell (1/2
people) to use both hands when pound, costs 10 units), Scope (1/2
you aim it. Too big for a holster lb, costs 150 units, reduces Range
and not really big enough for a Increment by one), Holster (must
shoulder strap, it's an be custom-made, usually costs
inconvenient weapon to carry. about 150 Units, weighs 1/2
pound) Description: A small,
lightweight, underpowered
blaster pistol, often heavily
ornamented and/or styled to look
like an 18th century flintlock. This
weapon is used primarily by
aristocrats and other people rich
and bored enough to have
Model ZM-3 Light Blaster nothing better to do than shoot
their
Model friends over petty
Aleph-3 Blaster
Pistol squabbles. Despite its low power
Size: Small (No bonus or penalty Carbine
and limited range, it still does an
to conceal with a “sleight of admirable
Size: Mediumjob (-4
of making
penalty their
to
hand” roll) tedious lives
conceal with mercifully brief.
a “sleight of hand”
Cost: 340 Units Tentative roll)
Purchase DC: 14 Required Cost: 1,000 Units Tentative
Proficiency: Energy Weapons Purchase DC: 18 Required
Handed: Requires 1 hand to use Proficiency: Energy Weapons
Range Increment: 30 feet “To Hit” Handed: Requires 1 or 2 hands to
Bonus: -Magazine: 40 use Range Increment: 80 feet “To
Rate of Fire: As many times as the Hit” Bonus: -Magazine: 50
wielder has attacks Rate of Fire: As many times as the
Damage: 2d8 Weird Energy (20 x3) wielder has attacks
Weight: 1 pound Armor Class: 9 Damage: 3d10+3 Weird Energy
Hardness: 5 Hit Points: 2 (20 x3)
DC required to break this item Weight: 8 pounds Armor Class: 7
with a Strength Roll: 14 Hardness: 5 Hit Points: 3
Accessories: Energy Cell (1/2 DC required to break this item
pound, costs 10 units), Scope (1/2 with a Strength Roll: 17
lb, costs 150 units, reduces Range Accessories: Energy Cell (1/2
Increment by one), Holster (costs pound, costs 10 units), Scope (1/2
20 Units, weighs 1/2 pound) lb, costs 150 units, reduces Range
Description: An attempt to build a Increment by one)
small, lightweight, concealable Description: Somewhere between
blaster pistol, suitable for a the size of a pistol and a rifle, you
shoulder holster, this is a mixed hold this weapon by a pistolgrip
success. The weapon is stubby about a third of the way down its
and relatively light but it’s still length. It has a folding metal
awkward to conceal and gives up stock which rests against your
a great deal of stopping power. It shoulder when you fire it. A boxy290
is weapon with a short, heavy
barrel,
it looks suspiciously like the Roll: 16
one imperial sturmtroopers Accessories: Energy Cell (1/2
carry in you-know-which pound, costs 10 units) Description:
famous science fiction movie. Favored by howling space-apes
who don't know any better, this is
a heavy blaster carbine built in the
shape of a crossbow. It runs off
the same energy cell as a standard
blaster and sacrifices a certain
amount of accuracy and range for
Model Upsilon Military raw stopping power. It takes a
standard action to reload.
Blaster Carbine Civilizations that attach special
Size: Medium (-4 penalty to symbolic meaning to crossbows
conceal with a “sleight of hand” might use this weapon to equip
roll) an honorDaleth-Rho
Model guard unit, or aBlaster
weapons
Cost: 550 Units manufacturer might build them
Tentative Purchase DC: 16 Rifle
for sale to primitives who feel
(usually restricted to military use) Size: Large
more (-8 penalty
comfortable withto
itsconceal
familiar
Required Proficiency: Energy with
shape.a Sleight of Hand roll)
Weapons Handed: Requires 1 or 2 Cost: 1,250 Units Tentative
hands to use Range Increment: 70 Purchase DC: 18 Required
feet “To Hit” Bonus: -Magazine: Proficiency: Energy Weapons
50 Handed: Requires 2 hands to use
Rate of Fire: As many times as the Range Increment: 90 feet “To Hit”
wielder has attacks Bonus: -Magazine: 50
Damage: 3d8 Weird Energy (20 x3) Rate of Fire: As many times as the
Weight: 9 pounds Armor Class: 7 wielder has attacks
Hardness: 5 Hit Points: 3 Damage: 3d10+3 Weird Energy
DC required to break this item (20 x3)
with a Strength Roll: 15 Weight: 11 pounds Armor Class: 7
Accessories: Energy Cell (1/2 Hardness: 5 Hit Points: 5
pound, costs 10 units), Scope (1/2 DC required to break this item
lb, costs 150 units, reduces Range with a Strength Roll: 17
Increment by one) Accessories: Energy Cell (1/2
Description: A low-cost blaster pound, costs 10 units), Scope (1/2
rifle, made largely for export to lb, costs 150 units, reduces Range
nations which can't afford better. Increment by one)
It is made almost entirely of Description: A heavy, shoulder-
plastic, except for the barrel and mounted blaster rifle. This is a
firing mechanism. It produces a military weapon, intended as
surprising amount of recoil for a an infantry assault rifle. It is
blaster which does such sub- longer and more difficult to
standard damage, but has only a carry than a blaster carbine, but
flimsy folding shoulder stock The it also has better range. Some
Blaster Crossbow
barrel is short and despite its armies prefer the Aleph-3
Size:
manyLarge (-8 penalty
drawbacks it is antoeasy
conceal Carbine, which is cheaper to
with a “sleight of hand” roll)
weapon to carry. It is also quite manufacture, but for nations
Cost:
simple950 to Units Tentative
maintain. Model T-40resources
with better Light Blaster
or for
Purchase DC: 18 Required elite
Rifle troops, this is the weapon
Proficiency: Energy Weapons of choice..
Handed: Requires 2 hands to use Size: Large (-8 penalty to conceal
Range Increment: 80 feet “To Hit” with a Sleight of Hand roll)
Bonus: -Magazine: 20 Cost: 800 Units Tentative Purchase
Rate of Fire: As many times as the DC: 17 Required Proficiency:
wielder has attacks Energy Weapons Handed:
Damage: 3d10+4 Weird Energy Requires 2 hands to use Range
(20 x3) Increment: 100 feet “To Hit”
Weight: 9 pounds Armor Class: 7 Bonus: -Magazine: 45
Hardness: 5 Hit Points: 3 Rate of Fire: As many times as the
DC required to break this item wielder has attacks
with a Strength Damage: 3d10 Weird Energy (20
x3)
Weight: 7 pounds Armor Class: 7

291
Hardness: 5 Hit Points: Model XX Competition
4
DC required to break this item Blaster
with a Strength Roll: 15 Size: Large (-8 penalty to conceal
Accessories: Energy Cell (1/2 with a “sleight of hand” roll)
pound, costs 10 units), Scope (1/2 Cost: 1,500 Units Tentative
lb, costs 150 units, reduces Range Purchase DC: 19 Required
Increment by one) Proficiency: Energy Weapons
Description: A lightweight blaster Handed: Requires 2 hands to use
rifle meant for hunting. It is Range Increment: 110 feet “To
longer than a carbine, but smaller Hit” Bonus: -Magazine: 25
and lighter than a military Rate of Fire: As many times as the
weapon. This is a "varmint gun" wielder has attacks
meant to kill small game without Damage: 3d10 Weird Energy (20
reducing them to ash. It does not x3)
have the range and accuracy of a Weight: 7 pounds Armor Class: 7
laser weapon and of course Hardness: 5 Hit Points: 3
makes far more noise. It's only DC required to break this item
real advantage over a laser rifle is with a Strength Roll: 15
that it's short and easy to carry Accessories: Energy Cell (1/2
through underbrush. However, by pound, costs 10 units), Scope (1/2
the time this weapon appears lb, costs 250 units, reduces Range
laser rifles are expensive specialty Increment by one)
items made for snipers and big Description: A blaster rifle made
game hunters and are seldom for target-shooting competitions.
available to casual sportsmen. It is much longer and lighter than
most blaster rifles and it drains its
tiny power cell dry in a single
shot. Much of its energy is spent
Model T-90 Big Game Rifle on focusing the bolt as tightly as
Size: Huge (Impossible to conceal) possible, through a series of
Cost: 2,500 Units Tentative magnetic rings around the barrel.
Purchase DC: 21 Required It also produces much less recoil
than most blaster weapons,
Proficiency: Energy Weapons Gridley-Forbes
thanks to an ingeniousMark III
shock-
Handed: Requires 2 hands to use absorber system. It still doesn't
Range Increment: 90 feet “To Hit” Dinosaur
have Huge
Gun
the range or accuracy of a
Bonus: -Magazine: 20 Size: (Impossible to conceal)
Rate of Fire: Once per round laser
Cost: weapon.
5,000 Units
Damage: 5d10 Weird Energy (20 Tentative Purchase DC: 23 (Often
x3) Unavailable) Required Proficiency:
Weight: 20 pounds Armor Class: 5 Energy Weapons Handed:
Hardness: 5 Hit Points: 10 Requires 2 hands to use Range
DC required to break this item Increment: 80 feet “To Hit” Bonus:
with a Strength Roll: 20 -Magazine: 2
Accessories: Energy Cell (1/2 Rate of Fire: Once per round
pound, costs 10 units), Scope (1/2 Damage: 6d10+6 Weird Energy
lb, costs 200 units, reduces Range (20 x3)
Increment by one) Weight: 30 pounds Armor Class: 5
Description: Blaster rifles work Hardness: 5 Hit Points: 15
better for hunting big game than DC required to break this item
small game. They make more with a Strength Roll: 20
noise than a laser and have less Accessories: Energy Cell (1/2
range, but they're far better at pound, costs 10 units), Scope (1/2
bringing down things like lb, costs 200 units, reduces Range
charging hippos. This one is Increment by one)
designed to drop large game Description: A custom-made
animals at long range. blaster rifle, ideal for hunting
It burns up its power cell in just a elephants or dinosaurs. It's a
few rounds, but does an huge weapon, longer than most
astounding amount of damage. hunters are tall, and it really
More accurate than most blaster should only be fired from the
rifles at range, this also makes an shoulder. It comes with a built-
excellent sniper weapon, despite in tripod mount and it would be
its cumbersome length. It takes a a good idea to make use of it. It
standard action to reload the burns its whole power cell out in
used power cell. a single burst, and can drop a292
rhino with no real difficulty.
This is not an inexpensive weapon,
or an easy one to find. Each gun is
hand-made by a small family firm
Damage: 5d10 Weird Energy (20
for a select and discriminating group of clients.
x3)
Weight: 75 pounds
Model ZX-15 Heavy Blaster Armor Class: 3
Size: Huge (Impossible to conceal) Hardness: 5 Hit Points:
Cost: 2,000 Units 55
Tentative Purchase DC: 20 (usually DC required to break this item
restricted to military use) with a Strength Roll: 20
Required Proficiency: Energy Special: This weapon is capable of
Weapons Autofire. It can target a 10-foot-
Handed: Requires 2 hands to use by-10-foot area. The targeted
Range Increment: 120 feet area has an effective Defense of
“To Hit” Bonus: -4 to use without a 10. If the attack succeeds, every
mount, unless target within the affected area
your Strength is 16 or higher must make a Reflex save (DC 15)
Magazine: 75 or take the weapon’s damage.
Rate of Fire: Once per round Autofire uses up 10 of the
Damage: 5d10+5 Weird Energy weapon's charges, and can only
(20 x3) be used if the weapon has 10
Weight: 35 pounds Armor Class: 5 charges left. Description: Too
Hardness: 5 Hit Points: 12 large for most infantry units to
DC required to break this item carry, this is a light artillery piece
with a Strength Roll: 19 that usually sees service in a
Accessories: Heavy Energy Cell vehicle support role. It has eight
(Weighs 1 pound, costs 25 units) rotating barrels mounted on a
Tripod Mount (Weighs 2 pounds, wheeled chassis, and can deliver
Costs 100 units) prolonged autofire attacks. It only
Description: A heavy blaster, requires one man to operate. The
intended as a squad- support operator crouches behind the
weapon. It plays more or less the weapon and inputsx data on a
same battlefield role as a heavy Heavy Blaster
screen (they have Cannon
k cover from
machine gun or a rocket launcher. Size:
most attacks while theyto
Huge (Impossible conceal)
are at the
This weapon can be hand-fired by Cost: 35,000
controls). The Units
gun can move
someone with a Strength of 16 or Tentative
under its ownPurchase
power, DC:but30not
(usually
very
higher (everyone else uses it at a - restricted
fast (20 to
feet military
per use)
round), so it's
4), but most people are better off Required
usually towedProficiency: EnergyIt runs
into combat.
using it with a tripod mount. This Weapons
on three Handed:
large powerWeapon
cells ofmust
the
is a superior weapon, much more be
typefired
usedfrom
to a mount
power Range
tracked
effective than the laser and ion Increment:
vehicles and350 feeta “To
takes full Hit”
round to
guns that precede it. Bonus:
reload. -Magazine: 75
Rate of Fire: Once per round
Damage: 10d10+10 Weird Energy
to the target itself, 2d10+5 to
anything in a 5 foot radius of the
target. Anyone in the blast radius
can make a Reflexes Saving
Throw vs. DC 15 to take half
damage.
Weight: 2 tons Armor Class: 3
Hardness: 5 Hit Points: 65
DC required to break this item
Size: Huge (Impossible to conceal) with a Strength Roll: 15 to disable
Cost: 10,000 Units with a skill roll (perhaps the
Tentative Purchase DC: 26(usually “Repair” skill, although this of
restricted to military use) course is up to the DM)
Required Proficiency: Energy Description: A generic template
Weapons Handed: Requires 2 for a Blaster Cannon, suitable to
hands, usually fired from a mount be mounted on a tank, a fixed
Range Increment: 200 feet “To emplacement or a starship. If it is
Hit” Bonus: -Magazine: 400 mounted in a turret, it can be
Rate of Fire: As many times as the fired once every round. If not, it
wielder has attacks must take a full round to reorient
itself and point at a new target. At
the DM's discretion, this may
require skill checks on the part of
the weapon's crew, or may even
be impossible from some angles.293
Thump-Guns and
Vibro-Guns
While blasters use a small, sharply focused pressor beam to punch a hole in
the target, it is also possible to use the same technology to hit the target
with a solid blunt ram of force. These “thump guns” are harder to
manufacture and drain more power than a blaster so they tend to appear
later, after more efficient power cells have been invented. Few cultures rely
exclusively on thump-guns, which tend to be either specialty weapons or
technological curiosities.
When yet more potent power cells are invented, we see the emergence of
“vibro guns”, which use essentially the same hardware to grab the target
with both a tractor and a pressor beam at
Thump-Pistol once, pushing
Magazine: 40 and pulling it in
opposite
Size: Smalldirections
(No bonus until it shakes itself apart.
or penalty Rate ofMore
Fire:societies
As many cometimes to
as rely
on vibro-guns than thump
to conceal with a “sleight of guns, but these are
the still
wielderrare weapons.
has attacks
hand” roll) Damage: 6d4 Bludgeoning (20 x2)
Cost: 850 Units Tentative Weight: 9 pounds Armor Class: 7
Purchase DC: 17 Required Hardness: 5 Hit Points: 5
Proficiency: Energy Weapons DC required to break this item
Handed: Requires 1 hand to use with a Strength Roll: 18
Range Increment: 40 feet “To Hit” Special: Any target smaller than
Bonus: -Magazine: 40 "Large" in size is knocked back
Rate of Fire: Once per round ten feet by the beam. If there is a
Damage: 4d4 Bludgeoning (20 x2) solid object behind them, the
Weight: 3 pounds Armor Class: 9 target and the object both take
Hardness: 5 Hit Points: 2 1d6 damage from the impact (at
DC required to break this item the DM's discretion they may
with a Strength Roll: 16 take more damage if the object
Special: Any target smaller than they were knocked into is a
"Large" in size is knocked back cactus, an electrified fence, a pile
ten feet by the beam. If there is a of discarded hypodermic needles,
solid object behind them, the etc.). Anyone knocked down by
target and the object both take the beam must take a Movement
1d6 damage from the impact (at Action to pick themselves back
the DM's discretion they may take up.
more damage if the object they Accessories: Energy Cell (1/2
were knocked into has spikes, pound, costs 10 units), Scope (1/2
beakers full of acid perched on lb, costs 150 units, reduces Range
top of if, wallpaper flocked with Increment by one)
plutonium, etc.). Anyone knocked Description: A carbine-sized
down by the beam must take a energy weapon with a set of
Movement Action to pick focusing plates where the barrel
themselves back up. Accessories: should be. The gun only needs
Energy Cell (1/2 pound, costs 10 two hands to fire because of its
units), Scope (1/2 lb, costs 150 weight
Heavy and length. A Thump-Rifle
Thump-Gun
units, reduces Range Increment produces
Size: Huge no recoil, despite
(Impossible to into the
conceal)
by one) massive
Cost: 2,500impact it sends
Units an unmistakable the
Description: A small handgun target.
TentativeIt Purchase
makes DC: 21
with a stubby barrel, the thump- deep
(usually low metallic
restricted to "whomp"
military use)
pistol produces
Thump-Rifle no kickback at all, sound
Required when fired.
Proficiency: Changing
Energy the
despite
Size: the
Medium massive
(-4 impact
penalty to it depleted
Weapons energy
Handed: cell
Requirestakes
2 a
sends
conceal into the target.
with adeep
“sleight It makes an standard action.
hands, usually fired from a mount
lowof
hand”
unmistakable
roll) metallic Range Increment: 110 feet “To
"whomp"
Cost: 1,100sound
Units when fired. It
Tentative Hit” Bonus: -Magazine: 100 Rate
takes a standard
Purchase action to reload.
DC: 18 Required of Fire: Once per round Damage:
Proficiency: Energy Weapons 6d8 Bludgeoning (20 x2)
Handed: Requires 2 hands to use Weight: 22 pounds
Range Increment: 100 feet “To
Hit” Bonus: --

294
Armor Class: 5 Accessories: Backpack-Mounted
Hardness: 5 Hit Energy Cell (Weighs 20 pounds,
Points: 10 costs 500 units, AC 15, 4
DC required to break this item Hardness, 8 HP, 30% chance of
with a Strength Roll: 20 exploding when it loses all its Hit
Special: Any target smaller than Points, doing 4d6 damage to the
"Large" in size is knocked back 30 wearer and 2d6 to anything else
feet by the beam. If there is a in a 5 foot radius) Description: A
solid object behind them, the larger and more powerful
target and the object both take variation on the Thump-Gun, this
1d6 damage from the impact (at weapon projects a solid beam of
the DM's discretion they may take force, which can be played across
more damage if the object they the target area like a garden
were knocked into is covered with hose, attacking everything in a
spikes, has a tank full of stinging ten foot square. The target square
jellyfish balanced on top of it, has has an effective defense of 10.
molten lava trickling down its Anyone in the target square can
surface, etc.). Anyone knocked make a Reflexes Saving Throw vs.
down by the beam must take a DC 18 to take half damage and
Movement Action to pick be knocked back only 15 feet
themselves back up. instead of 30. Using it this way
Accessories: Heavy Energy Cell burns up ten charges.
(Weighs 1 pound, costs 25 units) This weapon requires a bulky
Description: A large, heavy backpack power unit, which isn't
Thump-Gun with a long, wide compatible with most other
barrel. A sort of modified tractor- energy weapons and takes a full
beam, it generates a bolt of pure round to replace when it runs out
impact, which rams into the of power. For this reason,
Tractor-Pressor Vibro
target like a solid object. although it was intended as Gun
a
Although it produces no recoil, Size: Medium (-4 penalty
squad support weapon (like to a
this model is too large for most conceal with a “sleight
rocket launcher of hand”
or a heavy
people to use without a tripod. roll)
machine gun) it is seldom seen on
Anyone with a Strength of less Cost: 1,200 Units
the battlefield. Tentative
A few police forces
than 16 takes a -4 penalty if they Purchase
use these DC: 18 Required
weapons in specialized
Heavy
attempt to Force Projector
use this gun without a Proficiency:
tactical roles,Energy Weapons
for blasting off
Size:
mount. Large
This(-8 penalty
weapon to excellent
has conceal Handed:
armored Requires
doors and2 so hands to but
forth, use
with a “sleight of hand” roll)
range, but it is fragile and is Range
for the most part they are a Hit”
Increment: 90 feet “To
Cost:
almost3,000 Units
always used in some kind Bonus: -Magazine:
technological 30 seen
curiosity,
Tentative Purchase
of specialized combat DC:role,
22 (usually
rather Rate
largelyof at
Fire: Once
trade per round
shows and in the
restricted to military use)
than as a regular squad-support Damage: 6d6 Bludgeoning
hands of collectors
Required Proficiency:
weapon. Despite Energy
its size, the gun Weight: 10 pounds Armor Class: 5
Weapons
uses a standard power cell, 2
Handed: Requires Hardness: 5 Hit Points: 9
hands to usewith
compatible Range
most Increment:
energy DC required to break this item
100 ft “Tofrom
weapons Hit” Bonus:
the same -Magazine:
epoch. It with a Strength Roll: 18
100
takesRate of Fire: Once
a Standard Actionperto round
reload. Special: Make a Ranged Touch
Damage: 4d8 Bludgeoning Attack when you fire this weapon.
(20/x2) It ignores armor. The weapon also
Weight: 15 pounds Armor Class: 5 does damage to any equipment
Hardness: 5 Hit Points: 9 the target is carrying. Accessories:
DC required to break this item Energy Cell (1/2 pound, costs 10
with a Strength Roll: 18 units), Scope (1/2 lb, costs 150
Special: Any target smaller than units, reduces Range Increment
"Large" in size is knocked back 30 by one)
feet by the beam. If there is a Description: A nasty improvement
solid object behind them, the on the Thump- Gun. Instead of
target and the object both take hitting the target with a focused
1d6 damage from the impact. At pressor beam, it grabs them with
the DM's discretion the target both a tractor and a pressor beam
may take more damage if the at the same time, pushing and
object they were knocked into is pulling them simultaneously, until
red hot, covered in needle-sharp it sets up a destructive vibrational
spines, has a bucket of rusty razor harmonic and the target shakes
blades balanced on top of it, etc. itself to bits.
Anyone knocked down by the It can be quite spectacular to
beam must take a Movement use this weapon on a large
Action to pick themselves back machine and watch the rivets pop
up. out and the bolts wriggle their 295
way loose before it flies to pieces.
Some users think it's even more
fun to watch the
effect it has on people. out of. It produces no actual
The weapon itself is about the recoil, but it twists and turns
size of a shotgun and strangely- violently when fired and can be
shaped, with two barrels and a difficult for a novice to get used
handgrip on the crosspiece to.
between them. You can fire it one- Vibro-Cannon
handed, but only if you have it Size: Huge (Impossible to conceal)
well braced against your shoulder. Cost: 40,000 Units
It doesn't produce any recoil in Tentative Purchase DC: 31 (usually
the usual sense, but it twists and restricted to military use)
turns strangely in the user's hands Required Proficiency: Energy
Vibro-Pistol
when fired and is difficult for an Weapons Handed: Weapon must
inexperienced
Size: Small (Noshooter
bonus orto penalty
control. be fired from a mount Range
to conceal with a “sleight of hand” Increment: 300 feet “To Hit”
roll) Bonus: -Magazine: 100 Rate of
Cost: 900 Units Tentative Purchase Fire: Once per round Damage:
DC: 17 Required Proficiency: 15d6 Bludgeoning Weight: 2 tons
Energy Weapons Handed: Armor Class: 0 Hardness: 5 Hit
Requires 1 hand to use Range Points: 60
Increment: 30 feet “To Hit” Bonus: DC required to break this item
-Magazine: 10 with a Strength Roll: 15 to disable
Rate of Fire: Once per round with a skill roll (perhaps the
Damage: 4d6 Bludgeoning “Repair” skill, although this of
Weight: 3 pounds Armor Class: 9 course is up to the DM)
Hardness: 5 Hit Points: 2 Special: This weapon attacks a 10
DC required to break this item foot by 10 foot square. Anyone
with a Strength Roll: 17 caught in its area of effect can
Special: Make a Ranged Touch make a Reflexes Saving Throw vs.
Attack when you fire this weapon. DC 20 to take half damage. The
It ignores armor. The weapon also weapon also does damage to any
does damage to any equipment equipment the target is carrying.
the target is carrying. Accessories: Description: A waspish, two
Energy Cell (1/2 pound, costs 10 barreled energy cannon. It fires a
units), Scope (1/2 lb, costs 150 combined tractor-repulsor ray
units, reduces Range Increment by that pushes and pulls the target in
one), Holster (costs 20 Units, two directions at once, until it
weighs 1/2 pound) shakes itself to pieces. This
Description: A small, handheld weapon is far too large to be
Tractor-Pressor Vibro-Gun. It carried by a single infantryman.
directs both a tractor beam and a You tend to see it mounted on
pressor beam at the target, armored vehicles or starships. It is
pushing and pulling at the same better at demolishing buildings or
time. Caught between the attacking small vehicles than it is
opposing forces, the target at damaging really big
vibrates itself to pieces. Equally spacegoing vessels, so it tends to
usable in a vaccum, an be an auxiliary weapon on
atmosphere or underwater, it is spacecraft. If the cannon is a self-
the preferred hand- weapon of powered artillery piece, it tends to

Disruptors
those few cultures who have float along on an antigravity
figured out how to mass produce cushion at a maximum rate of
them cheaply. The gun has two about 60 feet per round. powered
barrels, connected by a crossbar by a small fusion reactor which
Awhich
high-tech energy
the user grips.weapon contemporaryeffectively
with laternever
versions
runsofout
theofBlaster.
Disruptors
It is difficultsomehow disrupt
for someone whothe cohesion of the
power. target's amatter,
It requires crew oferoding
only
holes
hasn'tinencountered
inanimate objects
one of and hopelessly one.
these scrambling the delicate
The gunner chemistry
has % cover
that
gunsmakes
before life function.
to tell They
which end theare extremely potentatweapons,
while seated but have
the controls.
certain
beams come drawbacks. They are utterly useless for hunting, as they either
disintegrate the target or render its meat inedible. They cannot be used to
start campfires or to weld metal. Their sole function is to kill and destroy.
For this reason, you usually see them in the hands of highly advanced but
less enlightened species.
If aliens land and they are carrying disruptor rifles, you might want to
maintain a healthy skepticism when they tell you they come in peace.
296
Disruptor Pistol
Size: Small (No bonus or penalty
to conceal with a “sleight of hand”
roll)
Cost: 650 Units Tentative
Purchase DC: 16 Required
Proficiency: Energy Weapons
Handed: Requires 1 hand to use
Range Increment: 30 feet “To Hit”
Bonus: -Magazine: 20
Rate of Fire: As many times as the
wielder has attacks
Damage: 4d6 Weird Energy (16-20
x2)
Weight: 3 pounds Armor Class: 9
Hardness: 5 Hit Points: 2
DC required to break this item
with a Strength Roll: 14
Accessories: Energy Cell (1/2 Gnorg Industries Heavy
pound, costs 10 units), Scope (1/2 Disrupter Pistol
lb, costs 200 units, reduces Range Size: Medium (-4 penalty to
Increment by one) conceal with a “sleight of hand”
Description: A big, brutal looking roll)
energy pistol with three focusing Cost: 750 Units Tentative Purchase
rings around the barrel. It's DC: 17 Required Proficiency:
smaller than a laser pistol or a Energy Weapons Handed: Requires
blaster--no larger than a big 1 hand to use Range Increment: 20
projectile pistol, but something feet “To Hit” Bonus: -Magazine: 15
about its sharp, swept- back lines Rate of Fire: As many times as the
looks distinctly sinister. Anything wielder has attacks
which loses all its hit points in a Damage: 5d6 Weird Energy (16-
single round from this weapon 20/x3)
disintegrates in a noisy blaze of Weight: 4 pounds Armor Class: 9
light (this happens even if a Hardness: 4 Hit Points: 2
number of disrupters were DC required to break this item
focusing their fire on the same with a Strength Roll: 14
target). Living organisms which Special: Anything which loses all
die from disrupter wounds its hit points in a single round
without disintegrating are from this weapon disintegrates
charred, blackened and horribly Accessories: Energy Cell (1/2
warped. pound, costs 10 units), Holster
(costs 20 Units, weighs 1/2 pound)
Description: A heavy Disruptor
pistol, made for sheer firepower
with few other design
considerations. Disruptor
technology lends itself well to
making big,
297
sloppy handguns and this is one of single round from this weapon
the biggest and sloppiest. It disintegrates.
sacrifices a certain amount of Accessories: Energy Cell (1/2
accuracy for sheer stopping power. pound, costs 10 units),
It's also finicky, complex, prone to Scope (1/2 lb, costs 200 units,
malfunctions and demanding to reduces Range
maintain. Nor is this a cheap Increment by one)
weapon, by any means. Still, for Description: A lightweight, long-
aficionados of very large pistols, range disruptor rifle.
its massive stopping power and It would be ideal for hunting, if
menacing appearance are more not for its distressing
than enough to make up for a few tendency to vaporize small game.
flaws. The gun is powered by Designed for use in
Disruptor
standard Rifle
energy cells, compatible deep wilderness conditions,
with
Size: most
Mediumweapons and appliances
(-4 penalty to where weight is a
of the period,
conceal with aand takesofa hand”
“sleight particular issue, it’s heavier and
Standard
roll) Action to reload. has less range than a
Cost: 1,100 Units Tentative laser, so it's usually produced by
Purchase DC: 18 Required cultures that have
Proficiency: Energy Weapons given laser weapons up for
Handed: Requires 2 hands to use disruptors altogether. The
Range Increment: 70 feet “To Hit” gun is also somewhat fragile for a
Bonus: -Magazine: 30 survival rifle and
Rate of Fire: Once per round makes a lot of noise. It runs on
Damage: 6d6 Weird Energy (16- ordinary power cells,
20 x2) compatible with most other
Weight: 11 pounds Armor Class: 7 energy weapons, and takes
Hardness: 5 Hit Points: 5 a Standard Action to reload.
DC required to break this item
with a Strength Roll: 16
Accessories: Energy Cell (1/2
pound, costs 10 units), Scope (1/2 Don't
lb, costs 200 units, reduces Range
Increment by one) Let This
Description: A two-handed
energy weapon about the size Happen
of a shotgun. Anything which
loses all its hit points in a single Snorkstrom-F'to You!"
naaugh
round from this weapon Get
Destrukt-O-Zap the
" P-80
disintegrates in a flash of light
Living organisms that die from Snorkstro
Size: Medium (-4 penalty to
disrupter wounds without m- of hand”
conceal with a “sleight
disintegrating are charred and roll) F'naaugh
strangely
Thar-Zebb distorted. They look
Light Disrupter advantage
Cost: 700 Units Tentative
Purchase DC: 17 today!
half-melted, like candle wax.
Rifle Required Proficiency:
Size: Medium (-4 penalty to Energy Weapons Can your gun take
conceal with a “sleight of hand” Handed: Requiresthe 2
Snorkstrom-F'
roll) hands to use Range naaugh
Challenge?
Increment: 50 ft “To Hit”
Cost: 1,100 Units Tentative
Purchase DC: 18 Required Bonus: -Magazine: 20
Proficiency: Energy Weapons Rate of Fire: Once per
Handed: Requires 2 hands to use round Damage: 4d6
Range Increment: 90 feet “To Hit” Weird Energy (16-20/x2)
Bonus: -Magazine: 30 Weight: 10
Rate of Fire: Once per round pounds
Damage: 5d6 Weird Energy (16- Armor Class:
20/x2) 7 Hardness:
Weight: 9 pounds Armor Class: 7 4 Hit Points:
Hardness: 5 Hit Points: 5 4
DC required to break this item DC required to break this item
with a Strength Roll: 16 with a Strength Roll: 15
Special: Anything which loses all Accessories: Energy Cell (1/2
its hit points in a pound, costs 10 units), Scope (1/2
lb, costs 200 units, reduces Range
Increment by one) 298
Description: A poorly built
disruptor carbine, created by two
of the most shady and
irresponsible arms
merchants in known space. Like Magazine: 50
all of messrs. Snorkstrom and Rate of Fire: Once per
F'naaugh's products, it is as round Damage: 8d6
cheaply and flimsily made as Weird Energy (16-20 x2)
possible. This weapon was Weight: 34 pounds
intended for sale to ignorant Armor Class: 5 Hardness:
primitives, but its manufacturers 5 Hit Points: 10
shortly discovered that budget- DC required to break this item
concious criminals were willing to with a Strength Roll: 18
buy them, too. Fairly short and Accessories: Heavy Energy Cell
light for a rifle, the P-80 has (Weighs 1 pound, costs 25 units)
barely the stopping power of a Description: Short for a heavy
Heavy
disruptorDisruptor
pistol. It is an ugly energy weapon, this squad-
weapon, designed
Size: Huge (Impossible to appeal to
to conceal) support sized disruptor gun still
customers
Cost: 2,500 who
Unitsdesperately want weighs enough that it can't
to look tough.
Tentative It takes
Purchase DC:a21
standard effectively be fired by anyone with
Action torestricted
(usually reload. to military use) a Strength of less than 17 without
Required Proficiency: Energy using a tripod (there is a -4
Weapons Handed: Requires 2 penalty if you try). It runs off a
hands, usually fired from a mount special oversized power cell which
Range Increment: 100 feet takes a Standard Action to
“To Hit” Bonus: -4 penalty to fire replace. As with all matter
without a mount, unless your disruptor weapons, it completely
Strength is 17 or higher. disintegrates any target which
loses all its hit points, and leaves

Coagulators
other targets strangely warped
and blackened.

Among the most feared energy weapons in existence, coagulators inflict


hideously painful damage to living tissue, but leave inanimate objects
unscathed. This gives them certain peculiar advantages and disadvantages
in combat.
An offshoot of the technology that leads to matter transmission, they
work by subtly rearranging the matter in the target's tissues, scrambling
and mangling their innards in shocking ways. The principle they operate
on is not fully understood. Why they only work on living flesh remains a
mystery, although it seems to have to do with the relative ease of
scrambling molecules as complex and delicate as the ones that compose
organic life. At the DM's discretion, there may be other, non-living
hypercomplex substances which can they also affect.
Property damage is as important to many battles as actual loss of life, so
you rarely see whole armies equipped with nothing but coagulators. These
are specialty weapons, but superb within their limited range. If you would
like to kill someone who is crouching in your ship's warp-drive, or
standing in the control room of a nuclear reactor, or for that matter in
Coagulation
front of the Mona RayLisa, you couldn't ask Weight: 36 tool. Call it ideal for
for a better
Size: Huge (Impossible
those hard-to-reach places.to conceal) pounds
Cost: 2,400 Units Armor
Tentative Purchase DC:
Not all civilizations 21 (Often
eventually Class: 5 weapons. Those that do
discover coagulator
Unavailable) Required
often have serious Proficiency:
ethical Hardness:
problems with their use. 5
Energy Weapons Handed: Hit Points:
Requires 2 hands, usually fired 10
from a mount DC required to break this item
Range Increment: 50 feet with a Strength Roll: 15
“To Hit” Bonus: -4 penalty to Accessories: Heavy Energy Cell
anyone with a strength of less (Weighs 1 pound, costs 25 units)
than 15, unless fired from a Description: A greatly feared
mount. weapon, it coagulates the liquids
Magazine: 15 inside the target's organs, causing
Rate of Fire: As many times as the what is said to be an exquisitely
wielder has attacks disagreeable death. If it isn't
Damage: 4d10 Special (18-20 x4), hooked up to a vehicle's power
only affects living targets supply then it requires a heavy
energy cell and takes a full round 299
to reload. If the opposing troops
see that you have a coagulator ray
and know what one is, they must
make an immediate
morale check. Hardness: 5 Hit Points: 2
DC required to break this item
with a Strength Roll: 13
Coagulator Rifle Accessories: Energy Cell (1/2
Size: Large (-8 penalty to conceal pound, costs 10 units), Scope (1/2
with a Sleight of Hand roll) lb, costs 200 units, reduces Range
Cost: 1,200 Units Increment by one)
Tentative Purchase DC: 18 (Often Description: A pistol sized version
Unavailable) Required Proficiency: of the coagulator rifle. Like the
Energy Weapons Handed: bigger version, it is a long and
Requires 2 hands to use Range somewhat unwieldy weapon. It
Increment: 40 feet “To Hit” Bonus: also has the same sinister
-Magazine: 10 reputation, because of the
Rate of Fire: As many times as the hideous damage and the
wielder has attacks excruciating pain that it inflicts on
Damage: 3d10+3 Special (18-20 living targets. Troops who face
x4), only affects someone armed with a
living targets coagulator pistol have to make an
Weight: 8 pounds immediate morale check. Robots
Armor Class: 7 and other non-living objects are
Hardness: 5 completely unaffected by either
Hit Points: 4 the weapon or its reputation.
DC required to break this item Coagulator pistols run on energy
with a Strength Roll: 14 cells, and take a Standard Action
Accessories: Energy Cell (1/2 to reload.
pound, costs 10 units), Scope (1/2 Micro-Coagulator Ray
lb, costs 200 units, reduces Range Size: Diminutive (+8 bonus to
Increment by one) conceal with a “sleight of hand”
Description: A greatly feared roll)
weapon which coagulates the Cost: 1,000 Units
target's internal fluids into Tentative Purchase DC: 18 (usually
something like bloody scrambled illegal) Required Proficiency:
eggs. This is an extremely painful Simple Handed: Requires 1 hand
way to die and troops who see to use Range Increment:
that the enemy has coagulator Maximum range of 10 feet “To
rifles (and who know what one is) Hit” Bonus: -Magazine: 3
must immediately make a morale Rate of Fire: Once per round
check. It is long and bulky, and Damage: 2d6+2 Special (18-20 x4),
absolutely must be held with two only affects
hands,
Coagulatorbut it is Pistol
not at all heavy for living targets
its size.
Size: The(No
Small riflebonus
has nooreffect
penalty Weight: 1 pound
whatever
to concealon robots
with or inanimate
a “sleight of Armor Class: 13
objects.
hand” roll)It runs on a standard Hardness: 0
power
Cost: 900cellUnits
and takes a Standard Hit Points: 1
Action to reload.
Tentative Purchase DC: 17 (Often DC required to break this item
Unavailable) Required Proficiency: with a Strength Roll: 10
Energy Weapons Handed: Accessories: Miniature Energy Cell
Requires 1 hand to use Range (1/20 pound, costs 50 units),
Increment: 20 feet “To Hit” Bonus: Energy Cell (1/2 pound, costs 10
-Magazine: 5 units) Description: A tiny little
Rate of Fire: As many times as the coagulator ray, about the size of a
wielder has attacks fountain pen. Coagulator rays are
Damage: 2d10+2 Special (18-20 usually big, long, heavy weapons
x4), only affects living targets and it's difficult to make one this
Weight: 2 pounds Armor Class: 9 small. It burns its entire power
cell out in a single shot and has a
range of only ten feet. The
mechanism has a 25% chance of
burning out each time it is used,
but if it doesn't burn out it can be
reloaded with a new energy cell.
This is a complicated process,
which requires taking the whole
unit apart, and can't be done in
less than one full minute.
300
Gamma
Ray Guns
Sometimes called “Grasers”, these weapons emit coherent beams of deadly
gamma rays. This is the next step in the evolution of lasers beyond X-ray
guns, if they don't get displaced by blasters and relegated to the
technological scrap heap first. Like X-ray lasers, gamma ray guns have all the
advantages of laser weapons without any of the usual disadvantages. They
are unaffected by anti-laser aerosols, they give off no visible beam or bolt
and reflective armors don't stop them. Gamma rays have the added
advantage of penetrating almost any material and of wreaking even more
havoc
Earlyon the target than X-rays.
Gamma-Ray
Projector
Size: Huge (Impossible to conceal)
Cost: 10,000 Units (almost always
a prototype--this is actually the
cost required to build the
weapon) Tentative Purchase DC:
26 Required Proficiency: Energy
Weapons Handed: Requires 1
hand to use Range Increment: 80
feet “To Hit” Bonus: -Magazine:
10
Rate of Fire: As many times as the
wielder has attacks
Damage: 5d6 Radiation (19-20 x3)
Weight: 8 pounds (23 with
backpack)
Armor Class: 5 Hardness: 5 Hit Gamma-Ray Pistol
Points: 2 Size: Small (No bonus or penalty
DC required to break this item to conceal with a “sleight of hand”
with a Strength Roll: 13 roll)
Accessories: Backpack- Cost: 875 Units Tentative
Mounted Energy Cell Purchase DC: 17 Required
(Weighs 15 pounds, costs Proficiency: Energy Weapons
500 units, AC 15, 7 Hardness, Handed: Requires 1 hand to use
18 HP, 20% chance of Range Increment: 30 feet “To Hit”
exploding when it loses all its Bonus: -Magazine: 20
Hit Points, doing 6d6 Rate of Fire: As many times as the
damage to the wearer and wielder has attacks
1d12 to anything else in a 5 Damage: 3d6 Radiation (19-20 x3)
foot radius), Scope (1/2 lb, vs. either a single target or
costs 150 units, reduces everything in a 10 foot square. A
Range Increment by one) square has an effective defense of
Description: A generic template 10, and anyone standing in it can
for a weapon that gives off make a Reflexes Saving Throw vs.
coherent gamma rays, a little DC 23 to take half damage. It uses
like an ultra- high frequency up only one charge to attack a
laser. The weapon is silent and square.
emits no visible burst of energy. Weight: 2 pounds Armor Class: 9
It is unaffected by reflective Hardness: 5 Hit Points: 2
armor and anti-laser sprays. It DC required to break this item
requires a heavy backpack- with a Strength Roll: 15
mounted power unit, which Accessories: Energy Cell (1/2
impairs its effectiveness as a pound, costs 10 units), Scope (1/2
sniper weapon. lb, costs 150 units, reduces Range
Increment by one), Holster (costs
20 Units, weighs 1/2 pound)
Description: A small, lightweight
plastic gun, shaped a little like an
ergonomic handrest. Only the
301 magnetic
focusing ring on one end tells you to attack a single target or be
that this is a weapon and which spread over an area like an
direction to point it in. It emits a autofire weapon. It makes no
lethal beam of gamma rays, which noise, emits no visible beam and
can be focused on a specific leaves no marks on a living
target or spread out to attack a 10 target. It will destroy complex
foot square. electronics but leaves other
It makes no particular sound inanimate materials intact. It
when fired and emits no visible takes a Standard Action to reload
beam or bolt. Nor does it leave its power cell.
any identifiable mark on a living
target--they just slump over and
die. Gamma-Ray Broadbeam
Robots and complex electronics Emitter
take the full amount of damage , Size: Huge (Impossible to conceal)
but most inanimate objects are Cost: 2,200 Units
immune to the effects of a Tentative Purchase DC: 21
gamma-ray pistol. (usually restricted to military use)
A small touch-activated screen Required Proficiency: Energy
allows you to select how many Weapons Handed: Requires 2
dice of damage you want to do to hands to use Range Increment: --
the target. Despite this flexibility, “To Hit” Bonus: -Magazine: 30
the gun doesn't have the Rate of Fire: As many times as the
versatility of a laser. It can't cut wielder has attacks
metal or start campfires, it just Damage: 6d6 Radiation damage
kills things. It takes a Standard
Gamma-Ray
Action to reload Rifle
the weapon's to anything in a 45 foot cone.
Size:
power Large
cell. (-8 penalty to conceal Anyone in the cone can make a
with a Sleight of Hand roll) Reflexes Saving Throw vs. DC 23
Cost: 1,100 Units Tentative to take half damage.
Purchase DC: 18 Required Weight: 15 pounds Armor Class: 5
Proficiency: Energy Weapons Hardness: 5 Hit Points: 10
Handed: Requires 2 hands to use DC required to break this item
Range Increment: 90 feet “To Hit” with a Strength Roll: 21
Bonus: -Magazine: 20 Accessories: Heavy Energy Cell
Rate of Fire: As many times as the (Weighs 1 pound, costs 25 units)
wielder has attacks Description: A very large energy
Damage: 5d6 Radiation (19-20 x3) rifle with a wide and unusually
vs. either a single target or complicated focusing appuratus.
everything in a 10 foot square (it It emits a silent, invisible cone of
only uses up one charge to attack gamma rays, which kill without
a square). A square has an leaving a mark. It will kill living
effective defense of 10. Anyone in things and irretrivably scramble
the target square can make a robots and complex electrical
Reflexes Saving Throw vs. DC 23 appliances, but it leaves other
to take half damage. inanimate objects untouched.
Weight: 7 pounds Armor Class: 7 This is a strictly military weapon
Hardness: 5 Hit Points: 6 Gamma-Ray Cannon
and is rarely available to ordinary
DC required to break this item citizens
Size: Huge
(unless
(Impossible
it's the sort
to conceal)
of
with a Strength Roll: 18 world35,000
Cost: where Units
you can buy guns
Accessories: Energy Cell (1/2 and heroinPurchase
Tentative in a vending
DC: 30machine).
pound, costs 10 units), Scope (1/2 It requries
(usually a lot of to
restricted power anduse)
military
lb, costs 150 units, reduces Range actually uses
Required Proficiency:
two separate
Energyenergy
Increment by one) cells, which
Weapons Handed:
slot intoWeapon
the weapon
must
Description: A large, two-handed from
be fired
beneath
from a(each
mount holds
Range
15
gamma-ray weapon. Gamma-ray shots worth600
Increment: of power).
feet “ToItHit”
takes an
guns are much less specialized entire round
Bonus: to reload.
-Magazine: 50
than projectile weapons or lasers. Rate of Fire: Once per round
They all have roughly the same Damage: 15d6 Radiation to any
performance characteristics for living creatures or complex
their size. It's not possible to give electronics in a 10 foot radius
one, say, more range but less from the point of impact. Does
stopping power or anything of not affect anything else. Anyone
that nature. Therefore there are in the blast radius can make a
no separate civilian and military Reflexes Saving Throw vs. DC 27
models. This rifle is as likely to be to take half damage.
seen on the battlefield as on a 302
hunting expedition. It can be used
Weight: 1 hasn't rendered helicopters
ton obsolete). Sometimes they are
Armor used as free-standing artillery,
Class: 3 either towed into battle behind a
Hardness: support vehicle or moving under
5 Hit their own power.
Points: 60 Gamma-ray cannons are lighter
DC required to break this item than most heavy energy weapons
with a Strength Roll: 16 to and can move faster under their
disable with a skill roll (perhaps own power. A cannon with its own
the “Repair” skill, although this of propulsion system usually floats a
course is up to the DM) few feet off the ground on a
Description: Gamma-ray cannons cushion of anti-gravity and has a
are used almost exclusively as top speed of 70 feet per round.
anti-personnel or anti-vehicle The weapon makes only a faint
weapons. They are quite effective buzzing sound when fired and
at killing people and ruining leaves no visible mark on its

Antimatter Weapons
complex machinery, but victims. Theyjust fall down.
completely useless for blowing
holes in fortifications or starship
hulls.
Antimatter
You generallyweapons
see themdirect a bolt of anti-particles at the target,
mounted
annihilating
on tanks andchunks of its matter
slow-moving in a flash of gamma rays.
aircraft
like helicopters (if anti-gravity
These weapons appear at around the same time as blasters, unless the
DM decides otherwise. They play a combat role more like a shotgun than
anything else, in that they deliver an enormous amount of damage at very
close range, but don't have much use beyond that.
They also drain so much power that they will exhaust a standard energy
cell in just a few shots, making them impractical as infantry rifles. No one
ever figures out a good way to increase their range or energy limitations
(at least without making the weapon prohibitively bulky and expensive) so
despite their tremendous destructive power, they remain a technological
curiosity of only limited use. Accessories: Energy Cell (1/2
pound, costs 10 units), Holster
(costs 20 Units, weighs 1/2
pound) Description: A large, bulky
pistol, which can be fired with
either one hand or two. You can
wear it on a belt- holster, but to
carry it concealed, some sort of
long coat is probably a good
investment (fortunately a lot of
Player Characters already wear
Antimatter Pistol them).
Size: Medium (-4 penalty to This is an incredibly powerful
conceal with a “sleight of hand” handgun, which throws antimatter
roll) particles at the target and breaks
Cost: 1,000 Units up its atomic structure. Anything
Tentative Purchase DC: 18 (Often which takes more than twice its
Unavailable) Required Proficiency: hit points worth of damage from
Energy Weapons Handed: an antimatter pistol disintegrates
Requires 1 hand to use Range altogether.
Increment: 10 feet “To Hit” Bonus: The gun doesn't have much
-Magazine: 2 range and drains
Antimatter its power cell
Rifle
Rate of Fire: Once per round dry inLarge
Size: two shots,
(-8 so it seldom
penalty to concealsees
Damage: 4d10 Weird Energy (20 police or military service.
with a Sleight of Hand roll) Still,
x2) there is justUnits
Cost: 1,500 about no better way
Weight: 4 pounds Armor Class: 9 to kill someone
Tentative Purchase absolutely, totally,
DC: 19 (Often
Hardness: 5 Hit Points: 2 positively dead
Unavailable) with one
Required shot. If
Proficiency:
DC required to break this item you shoot
Energy someone
Weapons with this
Handed:
with a Strength Roll: 13 monster
Requires 2 hands to use drop, run
and they don't
far and fast--that's one bad dude.

303
Range Increment: 10 used to guard the entrances to
feet “To Hit” Bonus: -- fortifications. Within its limited
Magazine: 2 range there are few weapons that
Rate of Fire: Once per can match it for sheer destructive
round Damage: 6d10 power. Any target that takes
Weird Energy (20 x2) more than twice its hit points
Weight: 14 pounds from an antimatter projector is
Armor Class: 7 completely disintegrated. It takes
Hardness: 5 Hit Points: Antimatter
a standard action Cannon
to reload its
10 oversized
Size: Hugeenergy cell. to conceal)
(Impossible
DC required to break this item Cost: 20,000 Units
with a Strength Roll: 15 Tentative Purchase DC: 28 (usually
Accessories: Energy Cell (1/2 restricted to military use)
pound, costs 10 units) Required Proficiency: Exotic
Description: A devastatingly Weapons-Ranged Handed:
powerful short-range weapon, Weapon must be fired from a
little used on the battlefield. It mount Range Increment: 250 feet
fires a stream of antiparticles at “To Hit” Bonus: -Magazine: 1 or
the target, disolving its matter in unlimited (if hooked up to an
a puff of gamma rays. Any target outside power source)
which takes more than twice its Rate of Fire: Once per round
hit points from an antimatter rifle Damage: 15d10 Weird Energy to
is completely disintegrated. It everything in a 10 foot radius
takes a standard action to reload. from the point of impact. Any
In all fairness,
Heavy this gun is a lot like
Antimatter- target caught inside the area of
the "Antimatter Rifle" in the attack can make a Reflexes Saving
Projector
Dungeon Master's guide, so I'm Throw vs. DC 25 to take half
not going
Size: Hugeto count it against
(Impossible the
to conceal) damage.
total 1001
Cost: 3,000weapons
Units I've promised Weight: 500 pounds Armor Class:
you.
Tentative Purchase DC: 22 3 Hardness: 5 Hit Points: 75
(usually restricted to military use) DC required to break this item
Required Proficiency: Exotic with a Strength Roll: 16 to disable
Weapons-Ranged Handed: with a skill roll (perhaps the
Requires 2 hands, usually fired “Repair” skill, although this of
from a mount course is up to the DM)
Range Increment: 20 feet Description: A small field artillery
“To Hit” Bonus: -4 penalty unless piece that launches a wad of
fired from a mount (or unless antimatter at the target. This does
your Strength is 15 or greater) catastrophic amounts of damage,
Rate of Fire: Once per round and yet the weapon is not widely
Damage: 8d10 Weird Energy (20 used. Its range is much too short
x2) for most battlefield applications,
Weight: 60 pounds Armor Class: 5 let alone for use on starships. You
Hardness: 5 Hit Points: 25 mostly see antimatter cannons
DC required to break this item used for demolishing
with a Strength Roll: 18 fortifications, or for short-range
Accessories: Heavy Energy Cell urban combat. The gun is almost
(Weighs 1 pound, costs 25 units) never-self-propelled and is
Description: A powerful short typically mounted on a vehicle. It
range weapon, rarely used on the takes only a single operator and
battlefield. It's too big to use as a draws on the vehicle's power
hand weapon and too short source. It can be fired an
range for most armored vehicles.
Plasma and Fusion Guns
effectively unlimited number of
It does sometimes see service as times without melting down. It
a secondary support weapon on produces no recoil. The gun can
light armored vehicles, or may be be aimed at a specific target, but
Very advanced and extremely destructive,it these
is moreweapons
commonfire to atarget
stream
a of
superheated plasma that resembles the substance of a star.
whole square Moresquare
(a target advanced
has
models can heat the plasma to the point where itACactually
an effective of 10). undergoes
nuclear fusion as it strikes the target. Even cultures advanced enough to
produce these guns have a hard time building them small or cheap, so they
almost always remain squad-support weapons, playing a role much like a
missile launcher or a heavy machine gun. Heavy, bulky, delicate, tricky to
maintain, prone to malfunctions, they make up for all these drawbacks with
sheer power. Almost nothing can beat a plasma weapon in terms of its
capacity to hurt the target. 304
“To Hit” Bonus: --
Magazine: 20
Rate of Fire: Once per round
Damage: 12d6 heat to everything
in a 10 foot radius from the point
of impact. Any target caught
inside the area of attack can make
a Reflexes Saving Throw vs. DC 25
to take half damage.
Prototype Plasma Gun Weight: 10 pounds (50 with
Size: Huge (Impossible to conceal) backpack)
Cost: 25,000 Units (this is actually Armor Class: 5 Hardness: 5 Hit
the cost required to build the Points: 3
weapon) DC required to break this item
Tentative Purchase DC: 29 (usually with a Strength Roll: 15
restricted to military use) Accessories: Backpack-Mounted
Required Proficiency: Energy Energy Cell (Weighs 15 pounds,
Weapons Handed: Requires 2 costs 500 units, AC 15, 7 Hardness,
hands to use Range Increment: 80 18 HP, 20% chance of exploding
feet “To Hit” Bonus: -Magazine: 15 when it loses all its Hit Points,
Rate of Fire: Once every other doing 5d6 damage to the wearer
round Damage: 12d6 Heat to and 2d6 to anything else in a 5
everything in a 10 foot radius foot radius) Description: A more
from the point of impact. Any advanced plasma gun, it's both
target caught inside the area of lighter and partially assisted by
attack can make a Reflexes Saving antigravity technology, making it
Throw vs. DC 20 to take half much easier to carry and wear
damage. than it looks. It can be fired once
Weight: 15 pounds (75 with per round and doesn't hamper the
backpack) wearer's movement. It still takes
two rounds to reload the
Armor Class: 5 Hardness: 3 Hit GP-X7
backpackPlasma
power cellRifle
although the
Points: 2 Size:
cell itself is considerablytosmaller
Huge (Impossible conceal)
DC required to break this item Cost: 12,000Its
and lighter. Units
one real
with a Strength Roll: 13 Tentative
disadvantage Purchase DC: 26 (usually
is its range.
Accessories: Backpack-Mounted restricted to military
Handheld missile launchers use)
Energy Cell (Weighs 40 pounds, Required
seldom doProficiency: Energy but
as much damage,
costs 500 units, not compatible Weapons Handed: Requires
they do enough, and their range 2 is
with any other energy weapons, hands to use Rangegreater.
often considerably Increment:
AC 15, 7 Hardness, 150 feet “To Hit” Bonus: --
18 HP, 20% chance of exploding Magazine: 30
when it loses all its Hit Points, Rate of Fire: Once per round
doing 5d6 damage to the wearer Damage: 10d6 Heat (20 x2), 5d6
and 2d6 to anything else in a 5 Heat to everything in a 5 foot
foot radius) radius from the target. A Reflexes
Description: An early man- Saving Throw vs. DC 20 halves the
portable plasma gun. It is a huge, damage for anyone caught in the
bulky weapon, with a giant back- blast radius, but the actual target
pack- mounted power unit and a of the attack will always take the
complicated targeting visor which full amount.
connects to the gun with a flexible Weight: 15 pounds (55 with
metal cord. backpack)
It slows your movement rate by 10 Armor Class: 7 Hardness: 5 Hit
GP-4 Backpack-Mounted
ft per round. Few characters can Points: 3
Plasma
carry much Gunother equipment while DC required to break this item
Size: Huge
lugging this(Impossible to conceal)
monster around. It with a Strength Roll: 15
Cost:
takes 10,000 Unitsto disconnect
two rounds Accessories: Backpack-Mounted
Tentative
everything, Purchase
unharnessDC:the
26 power
(usually Energy Cell (Weighs 15 pounds,
restricted
unit and putto military
on a new use)
one. When costs 500 units, AC 15, 7 Hardness,
Required
the gun isProficiency: Energy
fired, it takes a full 18 HP, 20% chance of exploding
round to power
Weapons Handed: up,Requires
humming 2 and when it loses all its Hit Points,
rumbling
hands ominously
to use as it builds a
Range Increment: doing 5d6 damage to the wearer
charge
120 feetof plasma. Despite its and 2d6 to anything else in a 5
many drawbacks, this is still a foot radius) Description: An
tremendously potent weapon. attempt to give plasma-guns 305
more range, by tightly focusing
the plasma-stream. It is a mixed
success. The magnetic focusing
apparatus does
greatly increase the gun's range, power cell holds 20 shots worth of energy.
but it also makes it even longer
and heavier, while sacrificing
some of its stopping power. And Plasma Cannon
it still lacks the range of most Size: Gargantuan (Impossible to
missile-launchers. The gun slows conceal)
the user's movement by 10 ft per Cost: 80,000 Units
round. It takes two rounds to Tentative Purchase DC: 33
disconnect and replace the (usually restricted to military use)
backpack-mounted
Plasma Supportpower Weaponcell. Required Proficiency: Exotic
Size: Huge (Impossible to conceal) Weapons-Ranged Handed:
Cost: 24,000 Units Weapon must be fired from a
Tentative Purchase DC: 29 mount Range Increment: 500 feet
(usually restricted to military “To Hit” Bonus: -Magazine: 50
use) Rate of Fire: Once per round
Required Proficiency: Exotic Damage: 18d6 Heat to everything
Weapons-Ranged Handed: in a 20 foot radius of the point of
Requires 2 hands, usually fired impact. Any target caught inside
from a mount the area of attack can make a
Range Increment: Reflexes Saving Throw vs. DC 20
200 feet “To Hit” to take half damage.
Bonus: -- Weight: 3 tons Armor Class: 3
Magazine: 60 Hardness: 5 Hit Points: 40
Rate of Fire: Once per round DC required to break this item
Damage: 15d6 Heat (20 x2), 5d6 with a Strength Roll: 17 to disable
Heat to everything in a 5 foot with a skill roll (perhaps the
radius from the target. A Reflexes “Repair” skill, although this of
Saving Throw vs. DC 30 halves the course is up to the DM)
damage for anyone caught in the Description: A large, heavy
blast radius, but the actual target energy cannon with a glowing
of the attack will always take the transparent barrel. It is usually
full amount. carried around on a truck bed,
Weight: 100 but they sometimes build them
pounds to move around under their own
Armor Class: power on treads. A product of
5 Hardness: highly advanced technology, it
5 Hit Points: moves much faster than most
5 mobile artillery--60 feet per
DC required to break this item round. It requires only one
with a Strength Roll: 15 person to operate, even if it is
Accessories: Heavy Energy Cell self-propelled, and can fire while
(Requires three, each weighs 1 in motion at no penalty. The gun
pound, costs 25 units) is powered by an onboard fusion
Description: An extra-large plasma
gun, usually seen mounted on Fusion Guns
reactor and while it never runs
out of power, it can only be fired
five times in succession before it
fortifications or vehicles. It is
much too heavy to carry by hand. needs a round in which to cool
FGZ-20
A difficult Backpack-Mounted
weapon, it requires a off. the full damage.
takes
two man crew to effectively aim Weight: 12 pounds (58 with
Fusion
and charge Gunbefore firing. The backpack)
Size:
weaponHuge (Impossible
is powered to conceal)
either by the Armor Class: 5 Hardness:
Cost: 11,000 Units
vehicle it is mounted on or by a 5 Hit Points: 2
Tentative
set of threePurchase DC:power
oversized 26(usually
cells, DC required to break this item
restricted
which taketotwomilitary use) to
full rounds with a Strength Roll: 17
Required Proficiency: Energy
replace. Each Accessories: Backpack-Mounted
Weapons Handed: Requires 2 Energy Cell (Weighs 15 pounds,
hands to use Range Increment: costs 500 units, AC 15, 7
110 feet “To Hit” Bonus: -- Hardness, 18 HP, 20% chance of
Magazine: 20 exploding when it loses all its Hit
Rate of Fire: Once per round Points, doing 6d8 damage to the
Damage: 15d6 Heat to everything wearer and 2d8 to anything else
in a 10 foot radius from the point in a 5 foot radius) Description: A
of impact. Anyone caught inside fusion gun produces plasma
the area of attack can make a which reaches such incredibly
Reflexes Saving Throw vs. DC 20 high temperatures in the firing
to take half damage. The specific chamber that it actually 306
target always undergoes nuclear fusion. It's
a little like spraying a tiny from the point of impact.
reusable H-Bomb at the target. Anybody caught inside the blast
This is a huge, bulky weapon and radius can make a Reflexes
despite all it's built-in antigravity Saving Throw vs.
technology it reduces the DC 30 to take half damage, but
wearer's movement by ten feet. the actual target of the attack will
The backpack power cell takes always take the full amount.
two rounds to completely Weight: 280
disconnect, power down and pounds
replace. It has better range than a Armor Class:
plasma gun but still can't shoot as 5 Hardness:
far as most missile launchers. It 5 Hit Points:
FGXx2 Fusion
has one other Gun
significant 25
disadvantage
Size: for use ontothe
Huge (Impossible conceal) DC required to break this item
battlefield.
Cost: 10,000If Units
you are wearing one with a Strength Roll: 18
of these, everyone
Tentative Purchase on DC:the
26 other Description: A heavy fusion gun
side will restricted
(usually shoot at you.to military use) (of course all fusion guns are
Required Proficiency: Energy heavy, but this one is too big to
Weapons Handed: Requires 2 be portable) made to be
hands to use Range Increment: mounted on vehicles. It doesn't
150 feet “To Hit” Bonus: -- have the Cannon
Fusion power or the range of a
Magazine: 50 plasma
Size: Hugecannon but it to
(Impossible is conceal)
still an
Rate of Fire: Once per round awe-inspiring
Cost: 45,000 Unitsweapon. You
Damage: 15d6 Heat to everything sometimes see DC:
Tentative Purchase these
31 guns
in a 10 foot radius from the point mountedrestricted
(usually on fortifications,
to military use)as
of impact. Anybody caught inside well, but they
Required are seldom
Proficiency: Exoticcarried
the blast radius can make a by infantry, who would
Weapons-Ranged usually be
Handed:
Reflexes Saving Throw vs. issued anmust
Weapon FGZ-20 instead.
be fired from a
DC 25 to take half damage, but mount Range Increment: 600 feet
the actual target of the attack will “To Hit” Bonus: -Magazine:
always take the full amount. Special, see description Rate of
Weight: 5 pounds (40 with Fire: Once per round Damage:
backpack) 20d6 Heat to everything in a 10
Armor Class: 7 Hardness: 5 Hit foot radius from the point of
Points: 5 impact. Anybody caught inside
DC required to break this item the blast radius can make a
with a Strength Roll: 17 Reflexes Saving Throw vs.
Accessories: Backpack-Mounted DC 30 to take half damage, but
Energy Cell (Weighs 15 pounds, the actual target of the attack will
costs 500 units, AC 15, 7 always take the full amount.
Hardness, 18 HP, 20% chance of Weight:
exploding when it loses all its Hit 10 tons
Points, doing 6d8 damage to the Armor
wearer and 2d8 to anything else Class: 3
in a 5 foot radius) Description: An Hardness:
advanced fusion gun, far lighter 5 Hit
and easier to use than its Points: 60
predecessors. It's no larger or DC required to break this item
bulkier than a 20th Century with a Strength Roll: 20 to disable
flame-thrower.
FGZ-46 Fusion TheSupport
gun's range with a skill roll (perhaps the
has also drastically improved and “Repair” skill, although this of
Weapon
it can now compete on nearly course is up to the DM)
Size:
even Huge
footing (Impossible
with missileto conceal) Description: A full-sized fusion
Cost: 25,000
launchers. Units
It still requires a artillery piece. It is a hugely
Tentative
backpack Purchase
power-unit, DC:but
29 the effective weapon, and does far
(usually
process restricted
of reloading to military
has beenuse) more damage than a laser
Required
drasticallyProficiency:
streamlinedExotic
and now cannon or a particle accelerator.
Weapons-Ranged
requires only a single Handed:
round. It's one real disadvantage is that
Requires 2 hands, usually fired it takes a while to build up a
from a mount charge and can only be fired
Range Increment: 200 feet “To once every two rounds.
Hit” Bonus: -Magazine: 40 It requires a two-man crew--
Rate of Fire: Once per round one to target and one to actually
Damage: 18d6 heat to everything work the weapon itself, carefully
in a 20 foot radius tending its plasma cells and
monitoring the fusion reaction to 307
keep it from getting out of
control.
Fusion guns are big. If you see
one that isn't mounted on a
starship, it will probably be a self-
round. times in a row, there is a 15%
chance that it will
Fusion cannons are powered by tritium and never require some kind of
lengthy repair and recallibration,
really run out of ammunition. However, while they lasting 2d6 hours.
aren't exactly delicate they do sometimes have difficulty holding up

Non-Lethal Weapons
against the incredible energies they generate. Every time a Fusion Gun is
fired ten

Many players may be disappointed to learn that non-lethal weapons are


also flourishing in the future. What's the point of technological
advancement if nobody gets hurt, you ask? Beats the heck out of me, but
nonetheless non-lethal weapons are a staple of science fiction.
In this section you will find everything from stun rays to Tazers to pain
generators, to shotguns that shoot bean-bags. Many of these weapons
operate by giving off electromagnetic pulses that disrupt the target's
central nervous system at a distance, while others rely on everything from
Non-Lethal Melee Weapons
sonic effects to plain old fashioned smacking people in the head.

Advanced Materials Net Electrified Lariat


Size: Large when unfurled (-8 Size: Large when in use (-8
penalty to conceal with a “sleight penalty to conceal with a “sleight
of hand” roll). Small when balled of hand” roll). Medium when
up (No bonus or penalty to coiled up (-4 penalty to conceal
conceal with a “sleight of hand” with a “sleight of hand” roll)
roll) Cost: 450 Units Tentative
Cost: 200 Units Tentative Purchase DC: 15 Required
Purchase DC: 12 Proficiency: Exotic Weapons-
Required Proficiency: Exotic Melee (this proficiency works with
Weapons-Ranged (this same any lasso or lariat)
proficiency works with any Net) Handed: Requires 2 hands to use
Handed: Requires 2 hands to use Range Increment: Has 15 feet of
Range Increment: 10 feet if reach
thrown “To Hit” Bonus: +1 “To Hit” Bonus: Ignores armor,
Rate of Fire: As many times as the makes a Ranged
wielder has attacks Touch Attack
Damage: Special, see description Magazine: 50
Weight: 5 pounds Armor Class: 5 Rate of Fire: Once per round
Hardness: 6 Hit Points: 5 Damage: See description Weight:
DC required to break this item 5 pounds Armor Class: 7
with a Strength Roll: 30 Hardness: 5 Hit Points: 3
Description: Stronger and more DC required to break this item
durable than the kinds of nets with a Strength Roll: 23 (13 to ruin
medeival technology makes it as an electrical weapon)
available, it still functions in more Accessories: Energy Cell (1/2
or less the same way. Make a pound, costs 10 units)
Ranged Touch attack, ignoring Description: A metallic lariat
armor. If you score a hit, your which can deliver a vicious
opponent has been caught in the electrical charge.
net. The trapped character suffers Make a Ranged Touch attack,
a -2 penalty on all attacks, has ignoring armor. If you score a hit,
their Dexterity effectively reduced your opponent has been caught
by 4 and moves at half speed. If by the lariat. The trapped
the net is attached to a rope and character suffers a -2 penalty on
the rope is fixed to something or all attacks, has their Dexterity
held by someone, then the victim effectively reduced by 4, moves at
can't move outside the rope's half speed and of course can't
length. To free themselves, they move outside the rope's length
must take a full action and make without first getting loose. They
either an Escape Artist roll vs. DC also take 2d6 Nonlethal Damage
20 or rip their way loose by (electrical) per round, for as long
making a Strength check vs. DC as their attacker chooses to keep308
30. If they rip their way loose, it expending charges. To free
ruins the net. themselves, they must take a full
action and make either an Escape
Artist roll vs. DC 20 or rip their
open it and replace a spent power cell. Description: A self-powered
chain, made from some weird
living metal. It responds to the
Electrified Net holder's thoughts and can turn
Size: Large when unfurled (-8 and twist on its own. The
penalty to conceal with a “sleight tanglechain can be used to make
of hand” roll). Small when balled trip attacks and if the attacker
up (No bonus or penalty to accidentally trips themselves they
conceal with a “sleight of hand” can avoid the effects by dropping
roll) the weapon. It grants a +3 on any
Cost: 425 Units Tentative Purchase attempt to Disarm a foe with an
DC: 15 Required Proficiency: opposed Attack Roll.
Exotic Weapons-Ranged (works It can also be told to wrap itself
with any Net) around the target and immobilize
Handed: Requires 2 hands to use them. Make a Ranged Touch
Range Increment: 10 feet if thrown attack, ignoring armor. If you
“To Hit” Bonus: Ignores armor, score a hit, your opponent has
makes a Ranged been entangled in the chain. The
Touch Attack trapped character suffers a -2
Magazine: 50 penalty on all attacks, has their
Rate of Fire: Once per round Dexterity effectively reduced by
Damage: See description Weight: 4, and moves at half speed. To
6 pounds Armor Class: 5 free themselves, they must take a
Hardness: 5 Hit Points: 4 full action and make either an
DC required to break this item Escape Artist roll vs. DC 20 or a
with a Strength Roll: 28 (13 to ruin Strength check vs. DC 30.
it as an electrical weapon) The chain cannot be used for
Accessories: Energy Cell (1/2 anything else while it is holding
pound, costs 10 units) Description: someone immobile. Nor can it be
A classic of the genre, often used used like a flail to make
by villains to capture particularly Hand Tazerattacks—it's too soft
Bludgeoning
tough heroes. Make a Ranged Size: Tiny (+4 bonus to conceal
and flexible.
Touch attack, ignoring armor. If with a “sleight of hand” roll)
you score a hit, your opponent Cost: 140 Units Tentative
has been caught in the net. The Purchase DC: 11 Required
trapped character suffers a -2 Proficiency: Simple Handed:
penalty on all attacks, has their Requires 1 hand to use Range
Dexterity effectively reduced by 4, Increment: -“To Hit” Bonus: +2
and moves at half speed. They vs. Metal Armor Only
also take 1 d6 nonlethal damage Magazine: 30
(electricity) per round. If the net is Rate of Fire: As many times as
attached to a rope and the rope is the wielder has attacks
fixed to something or held by Damage: See
Tanglechain
someone, then(-4
the victim to
can't description
Size:
move Medium
outside the penalty
rope's length. Weight: 1
conceal with a “sleight of hand” pound Armor
To
roll)free themselves, they must
take Class: 9
Cost:a500full Units
action and make either
Hardness: 3 Hit
an Escape Artist rollDC:
Tentative Purchase vs. DC
15 20 or
rip their way loose by Exotic
making a Points: 3
Required Proficiency: DC required to break this item
Strength check vs. DC 30. If they
Weapons-Melee
rip their way loose,1itorruins the to with a Strength Roll: 13
Handed: Requires 2 hands Accessories: Energy Cell (1/2
net.
use pound, costs 10 units)
Range Increment: 10 ft if thrown. Description: A molded plastic
Also has 10 feet of box, about the size and shape of
Reach a cell-phone, with two ominous-
“To Hit” Bonus: Ignores armor, looking metal prongs at one end.
makes a Ranged Touch Attack It does 3d6 nonlethal damage,
Rate of Fire: Once per round and always does one point of
Damage: Special, see description Paralyzer
normal damage as orwell. It is
Weight: 7 pounds Armor Class: 7 Size: Small (No bonus
possible
penalty totoconceal
kill someone
with a with a
Hardness: 8 Hit Points: 5 Tazer--it
DC required to break this item “sleight ofjust takes
hand” a long time.
roll)
with a Strength Roll: 25 Cost: 250 Units
Accessories: Energy Cell (1/2
pound, costs 10 units)
309
Tentative Purchase suppression tool, since it makes
DC: 13 Required the rioters disperse and run away
Proficiency: Simple under their own power. As an
Handed: Requires 1 added advantage, it doesn't flood
hand to use Range the area with gas or foam or
Increment: -“To Hit” otherwise make it hard to retake.
Bonus: -Magazine: The Fear Wand is expensive to
50 produce and difficult to maintain,
Rate of Fire: As many times as the which makes it hard for most
wielder has attacks police agencies to afford in
Damage: Anyone struck by this quantity. It looks a lot like a long
weapon must make a Fortitude police baton, with three oddly-
Saving Throw vs. DC 20 or be shaped metal spikes at one tip. It
paralyzed for 2-12 minutes. gives off a vibratory pulse which
Weight: 1 pound Armor Class: 9 can't be heard, but which on
Hardness: 3 Hit Points: 2 contact causes incredible levels of
DC required to break this item distress in most large mammals.
Fear Gauntlet
with a Strength Roll: 13 Robots are completely
Size: Small (no bonus orunaffected
penalty
Accessories: Energy Cell (1/2 by conceal
to the fear with
wand. It is possible
a “sleight-of-
pound, costs 10 units) that
hand” there
roll)are also aliens who
Description: A short metal rod, no aren't15,000
Cost: affected, but(almost
Units of course this
always
longer than a heavy flashlight, is strictly the DM'siscall.
a prototype--this actually the
with a set of six metal flanges at cost required to build the
one end. It emits a short-range weapon) Tentative Purchase DC:
pulse of electromagnetic energy N/A (Weapon must be built or
specially modulated so as to found--you cannot acquire one
cause temporary paralysis in with a simple Wealth check)
whoever it touches. The target is Required Proficiency: Simple
still fully concious and will see a Handed: Requires 1 hand to use
certain amount of what is Range Increment: -“To Hit” Bonus:
Fear
happeningWand around them, -Magazine: 40
depending
Size: on the
Small (no position
bonus they
or penalty Rate of Fire: As many times as the
are lying in.with
to conceal Multiple blows will
a “sleight-of- wielder has attacks
not increase
hand” roll) the duration past the Damage: Special, see description
weapon's
Cost: 10,000 normal
Unitsmaximum, even
(almost always Weight: 3 pounds Armor Class: 9
if prototype--this
a the target fails the saving the
is actually Hardness: 5 Hit Points: 5
throws.
cost required to build the DC required to break this item
weapon) Tentative Purchase DC: with a Strength Roll: 13
N/A (Weapon must be built or Special: Make a touch attack,
found--you cannot acquire one ignore armor. If hit, the target
with a simple Wealth check) must make a Willpower Saving
Required Proficiency: Simple Throw vs. DC 20 or flee from the
Handed: Requires 1 hand to use attacker. A fleeing character has a
Range Increment: -“To Hit” 50% chance of dropping whatever
Bonus: Make a touch attack, they are holding, chooses their
ignore armor. Magazine: 30 path randomly (as long as it leads
Rate of Fire: As many times as the away from immediate danger, and
wielder has attacks flees any other dangers that
Damage: Special, see description confront them. If cornered, a
Weight: 2 pounds Armor Class: 7 panicked character cowers. These
Hardness: 2 Hit Points: 2 effects last for 4d6 rounds.
DC required to break this item Accessories: Energy Cell (1/2
with a Strength Roll: 14 pound, costs 10 units)
Special: If hit, the target must Description: An articulated metal
make a Willpower Saving Throw glove with a translucent white
vs. DC 20 or flee from the oval on its wrist and a three metal
attacker. A fleeing character has a spikes on the palm. It delivers a
50% chance of dropping silent vibratory attack which
whatever they are holding, causes intense fear and dismay in
chooses their path randomly (as most higher animals. It's hard to
long as it leads away from do this discreetly--the gauntlet is
immediate danger) and flees any not an unobtrusive weapon. The
other dangers that confront power-cell fits under the oval,
them. If cornered, a panicked which glows dimmer as the power
character cowers. These effects supply runs down.
last for 3d6 rounds. 310
Accessories: Energy Cell (1/2
pound, costs 10 units)
Description: The Fear Wand is an
excellent riot-
Cost: 450 Units
Tentative Purchase DC: 15 (Often
Unavailable) Required Proficiency:
Simple Handed: Requires 1 hand to
use Range Increment: -“To Hit”
Bonus: -Magazine: 50
Rate of Fire: As many times as the
wielder has attacks
Pocket Agonizer Damage: 3d10 Nonlethal +1d3
Size: Tiny (+4 bonus to conceal Bludgeoning (20 x2)
with a “sleight of hand” roll) The user does not have to hit the
Cost: 400 Units target hard enough to
Tentative Purchase DC: 15 (Often do bludgeoning damage—this is
Unavailable, usually illegal) strictly at their option
Required Proficiency: Simple Weight: 2 pounds
Handed: Requires 1 hand to use Armor Class: 7
Range Increment: -“To Hit” Bonus: - Hardness: 5
Magazine: 75 Hit Points: 2
Rate of Fire: As many times as the DC required to break this item with
wielder has attacks a Strength Roll: 13
Damage: 2d10 Nonlethal Weight: 1 Special: Anyone who takes
pound Armor Class: 13 Hardness: 3 Nonlethal Damage from this
Hit Points: 2 weapon must make a Willpower
DC required to break this item with Saving Throw vs. DC 20 or be
a Strength Roll: 12 Stunned (as per the Monk special
Special: Anyone who takes attack), and unable to take any
Nonlethal Damage from the action for one round. Accessories:
weapon must make a Willpower Energy Cell (1/2 pound, costs 10
Saving Throw vs. DC 20 or be units) Description: A long narrow
Stunned (as per the Monk special truncheon, about the length of a
attack), and unable to take any man's arm. It emits an
action for one round. Accessories: electromagnetic pulse modulated
Energy Cell (1/2 pound, costs 10 at exactly the right frequency to
units) Description: About the size stimulate the brain's pain centers.
and shape of a computer mouse, It causes excruciating discomfort in
the pocket agonizer fires a short- the target, roughly equivalent to
range burst of electromagnetic being burned alive. Opponents
energy which interferes with the who see that you are armed with a
target's nervous system, causing Pain Wand (and who know what
them indescribable amounts of that means) must at once make a
pain. Pain
morale Glove
It is useless against robots and Size: Small (NoDesigned
check. bonus orfor use into
penalty
combat
conceal situations, it is of
with a “sleight much easier
hand”
surprisingly ineffective as a police to reload than a Pocket Agonizer.
tool, since many people who have roll)
You
Cost: can
500switch
Units out a spent power
been hit by one would actually cell in one Standard Action.
prefer to die rather than go Tentative Purchase DC: 15 (Often
It uses the
Unavailable) same type
Required of power cell
Proficiency:
through the experience again and as mostHanded:
energy weapons,
will fight to the death to avoid Simple Requires 1although
hand to
of
usecourse
Rangethis is up to the
Increment: -“To Hit”
being hit with an agonizer a second individual DM's discretion.
time. Regardless, in any truly grim Bonus: -Magazine: 30
futuristic dystopia this is the police Rate of Fire: As many times as the
tool of choice. Everywhere else they wielder has attacks
are totally illegal if they exist at all. Damage: 3d10 Nonlethal Weight: 2
In really, really grim futuristic pounds Armor Class: 9 Hardness: 5
dystopias you can find them in the Hit Points: 5
hands of schoolteachers, hall- DC required to break this item with
monitors and idle, cruel rich a Strength Roll: 14
people. Special: Anyone who takes
It takes a full round to unbolt the Nonlethal Damage from this
batteryWand
casing and change the weapon must make a Willpower
Pain
power cell. Saving Throw vs. DC 20 or be
Size: Medium (-4 penalty to Stunned (as per the Monk special
conceal with a “sleight of hand” attack), and unable to take any
roll) action for one round.

311
Accessories: Energy Cell (1/2 of a riot baton, jointed into many
pound, costs 10 units) Description: sections. When activated it grabs
Otherwise known as the palm of and entangles its target, wrapping
pain, the hand of hurt and other around itself and grabbing tight.
yet less pleasant things. Make a Ranged Touch attack,
This oversized black metal gauntlet ignoring armor. If you score a hit,
gives off an electromagnetic pulse your opponent has been entangled
modulated to exactly the right by the wand. The trapped character
frequency to cause hideous agony suffers a -2 penalty on all attacks,
in most higher animals. Popular has their Dexterity effectively
with college fraternities in reduced by 4, and moves at half
particularly barbarous futures, it's speed. To free themselves, they
great for all kinds of wacky pranks must take a full action and make
and nutty hijinks.. It uses a special either an Escape Artist roll vs. DC 20
Stunstick
flat power cell, stored in its wrist. Tangle-Ribbon
or rip their way loose by making a
You
Size:can replace
Medium (-4apenalty
used power cell
to conceal Strength
Size: Largecheck
whenvs.unfurled
DC 30. If(-8
they rip
in a single
with Standard
a “sleight Action
of hand” roll)and let their
penaltywaytoloose,
concealit does
with not damage
a “sleight
the
Cost:hilarity ensue!
400 Units Tentative the Tanglewand.
of hand” roll). Tiny when wound up
Purchase DC: 15 (+4 bonus to conceal with a
Required Proficiency: “sleight of hand” roll)
Simple Handed: Requires Cost: 200 Units Tentative Purchase
1 or 2 hands to use DC: 12 Required Proficiency: Exotic
Range Increment: -“To Weapons-Melee Handed: Requires
Hit” Bonus: -Magazine: 1 or 2 hands to use Range
50 Increment: -“To Hit” Bonus: --
Rate of Fire: As many times as Magazine: 20
the wielder has attacks Rate of Fire: As many times as the
Damage: 2d10 Nonlethal +1pt wielder has attacks
normal damage Damage: Special, see description
Weight: 2 pounds Weight: 1 pound Armor Class: 9
Armor Class: 7 Hardness: 5 Hit Points: 5
Hardness: 5 DC required to break this item with
Hit Points: 2 a Strength Roll: 20 Unless the
DC required to break this item with attacker is entangled by the device.
a Strength Roll: 16 Description: A long thin metal
Accessories: Energy Cell (1/2 ribbon, coiled inside a tiny little
pound, costs 10 units) Description: control module, small enough to
A primitive version of the mental be hidden in one hand. The ribbon
disruption wand, this long itself is about thirty feet long, but
truncheon gives out a sonic pulse has an effective range of only
which does nonlethal damage to about fifteen feet.
the target on impact. It is an Its edges are very sharp.
imperfect non-lethal weapon, and You can use the ribbon to do 1d4
always does one point of normal
TangleWand Slashing damage to a target within
damage
Size: Smallin (no
addition
bonus toor
itspenalty
nonlethal
to 15 feet, or attempt to wrap the
damage. It is useless in a
conceal with a “sleight-of-hand” vacuum ribbon around them and
and
roll) may function strangely in immobilize them. To entangle an
exotic atmospheres.
Cost: 150 Units Tentative opponent, make a Ranged Touch
Purchase DC: 11 Required attack, ignoring armor. If you score
Proficiency: Simple Handed: a hit, your opponent has been
Requires 1 hand to use Range entangled in the ribbon. The
Increment: -“To Hit” Bonus: -- trapped character suffers a -2
Rate of Fire: As many times as penalty on all attacks, has their
the wielder has attacks Dexterity effectively reduced by 4,
Damage: Special, see moves at half speed, and of course
description Weight: 2 can't move outside the ribbon's
pounds Armor Class: 7 length.
To free themselves, they must
Hardness: 5 Hit Points: 5 Mental
take a full Disruption
action and make Wandeither
DC required to break this item with Size:
a Strength Roll: 20 unless the an Escape Artist roll vs. DCto20 or
Medium (-4 penalty
conceal
rip their with a “sleight
way loose of hand”
by making a
attacker is entangled by the device. roll)
Description: A short metallic wand, Strength check vs. DC 30. If they rip
Cost: 450 loose,
their way Units it does 1d6
about the length Tentative
damage toPurchase
the ribbonDC:(its
15 Hardness
(usually
illegal)
does not count against this
damage). 312
Required Proficiency: behavior just won't make sense.
Simple Handed: They will be able to carry on a
Requires 1 hand to coherent conversation and will
use Range seem totally unaware that anything
Increment: -“To Hit” is wrong. Be warned, there is an
Bonus: -Magazine: excellent chance that they will
30 abruptly stop talking and attack
Rate of Fire: As many times as the Debilitator Rod
you.
wielder has attacks Size: Small (No bonus or penalty to
Damage: Special, see conceal with a “sleight of hand” roll)
description Weight: 2 Cost: 750 Units Tentative Purchase
pounds Armor Class: DC: 17 Required Proficiency: Simple
7 Hardness: 3 Hit Handed: Requires 1 hand to use
Points: 2 Range Increment: -“To Hit” Bonus: -
DC required to break this item Magazine: 30
with a Strength Roll: 13 Rate of Fire: As many times as the
Special: Anyone hit by this wielder has attacks
weapon must make a Willpower Damage: Special--see description
Saving Throw vs. DC 20 or have Weight: 2 pounds Armor Class: 7
their behavior randomized for Hardness: 3 Hit Points: 2
2-12 rounds. Roll on the DC required to break this item with
following chart once per round a Strength Roll: 15
to determine their behavior. Accessories: Energy Cell (1/2 pound,
1 Move in a random direction at costs 10 units) Description: Anyone
half your normal speed. Take no struck by this innocuous looking
other action unless attacked (and device temporarily loses 3d6
then all you can do is defend Strength, down to a minimum of 1
yourself) point. A Fortitude Save vs DC 25.
2 Shout insulting angry gibberish reduces the damage to 1d6. The
at the nearest creature or moving lost Strength will come back at a
object for one round. Even rate of one point per every full hour
creatures that don't speak your of rest.
language will know they are being
taunted. If there is no one around
to insult, scream your senseless
threats at no one. Motor Function Disruptor
3-4 Do nothing for 1 round.
Stare passively off into space, look Rod
at the ground or close your eyes. Size: Medium (-4 penalty to conceal
5 Throw whatever you are with a “sleight of hand” roll)
holding as far away as you can in a Cost: 700 Units Tentative Purchase
random direction. If you aren't DC: 17 Required Proficiency: Simple
holding anything, grab the most Handed: Requires 1 hand to use
expensive piece of equipment you Range Increment: -“To Hit” Bonus: -
are carrying on your person and Magazine: 30
throw it. If you have no equipment Rate of Fire: As many times as the
to throw, make frantic throwing wielder has attacks
motions for a round. You are Damage: Special--see description
incapable of taking any other Weight: 2 pounds Armor Class: 7
action while in the grips of this Hardness: 3 Hit Points: 2
mania for throwing things. DC required to break this item with
6- 7 Fidget rapidly and a Strength Roll: 12
senselessly for 2 rounds, paying Accessories: Energy Cell (1/2
no attention to anything else. If pound, costs 10 units) Description:
anyone touches you while you are A short metal rod, which looks a
fidgeting, you will attack them lot like an elongated metal
with whatever melee weapon is flashlight with three prongs where
closest. After you strike them the lens should be. Anyone struck
once, you will go back to by this device loses 3d6 Dexterity
fidgeting and ignore them. points, down to a minimum of 1. A
8-9 Attack nearest creature or Fortitude Save vs DC 25. reduces
moving object for 1 round the damage to 1d6. The lost
10 Act normally for 1 round. You Dexterity will slowly come back at
are not aware that you have been a rate of one point per every three
acting crazy. If attacked while full hours of rest. A
insane, the victim can defend 313
themselves normally, but unless
they roll a 10 and "act normally",
they are incapable of articulate
communication Accessories: Energy
character with a Dexterity of 2 or 1 instead their behavior has been
can't walk or feed themselves and somehow permanently
must make a Willpower Saving randomized.
throw vs. DC 15 each time they try The wand itself can reverse the
to speak, in order to correctly effect, at the cost of one charge. It
shape the words. is the DM's call as to whether or
Insanity Rod not there is some other way to
Size: Medium (-4 penalty to repair the target's shattered mind.
conceal with a “sleight of hand” Any psychiatrist who has seen the
roll) effects of an Micro-Stunner
Concealed Insanity Rod before
Cost: 1,100 Units will
Size:immediately recognize
Diminutive (+8 bonus them.
to
Tentative Purchase DC: 18 (usually conceal with a “sleight of hand”
illegal) Required Proficiency: roll)
Simple Handed: Requires 1 hand to Cost: 600 Units
use Range Increment: -“To Hit” Tentative Purchase DC: 16 (usually
Bonus: -Magazine: 30 illegal) Required Proficiency:
Rate of Fire: As many times as the Simple Handed: Requires 1 hand
wielder has attacks to use Range Increment: -“To Hit”
Damage: See description Weight: 2 Bonus: -Rate of Fire: Once per
pounds Armor Class: 7 Hardness: 5 round Damage: If hit, the target
Hit Points: 2 must make a Willpower Saving
DC required to break this item with Throw vs. DC 20 or fall
a Strength Roll: 14 unconscious for 1-8 minutes.
Special: Anyone hit by this weapon Weight: 1/10 pound Armor Class:
must make a Willpower Saving 13 Hardness: 1 Hit Points: 1
Throw vs. DC 20 or be rendered DC required to break this item
permanently psychotic.. If they fail with a Strength Roll: 10
the Saving Throw, they must make Accessories: Miniature Energy Cell
a Willpower Saving throw (DC 18) (1/20 pound, costs 50 units),
every round or roll on the Energy Cell (1/2 pound, costs 10
following chart to determine their units) Description: It looks like an
behavior. ordinary writing stylus, but there is
1 Wander away for 1 minute a tiny one-shot stunner built into
(unless prevented) Don't re-roll the tip. Although you must touch
until the minute is up. the target to hit them, you do not
2 Suddenly forget everything attract attacks of opportunity by
that has happened in the last 2-12 doing this. It makes only a faint
minutes. Otherwise act normally. noise and there is no blue flash.
The missing memories will never The weapon burns up its power
come back. cell in a single shot. You can
3-4 Do nothing for 1 minute. replace the battery and reuse it,
Stare passively off into space, look but
Stun thisGlove
involves taking the entire
at the ground or close your eyes. weapon
Size: Smallapart
(Noand requires
bonus a full to
or penalty
5-6 Mutter random insane round.
conceal with a “sleight of hand”
gibberish, clap hands, twitch and roll)
engage in other harmless but Cost: 500 Units
distracting crazy behavior for five Tentative Purchase DC: 15
minutes, without moving from the Required Proficiency: Simple
spot where you are standing. Handed: Requires 1 hand to use
7-9 Attack nearest creature for 1 (but unless it is
round 10 Act normally for 1 round. actually making an attack you can
You are not aware that you have still use the hand to
been acting crazy. perform other tasks).
If attacked while insane, the Range
victim can defend themselves Increment: --
normally, but unless they roll a 10 “To Hit”
and "act normally", they are Bonus: --
incapable of articulate Magazine: 10
communication. The weapon can Rate of Fire: As many times as the
be set to reverse the effect. wielder has attacks
Accessories: Energy Cell (1/2 Damage: If hit, the target must
pound, costs 10 units) Description: make a Willpower Saving Throw vs.
A strange psionic weapon, DC 20 or fall unconscious for 1-12
produced by some unknown minutes
civilization (don't worry, you won't Weight: 2 pounds Armor Class: 9
need the Psionics Handbook to Hardness: 5 Hit Points: 5 314
make use of it). It looks amost like
a 36 inch crystaline stalactite that
has somehow been partially
melted. It lets out a resonant high-
DC required to break this item contact, it gives off a specially
with a Strength Roll: 13 modulated electromagnetic pulse
Accessories: Energy Cell (1/2 which shuts down their central
pound, costs 10 units) Description: nervous system. This is completely
A metal and plastic gauntlet with ineffective against robots and there
a short-range stunner built into may be certain alien species who
the palm. You have to actually are also resistant (it's the DM's call).
touch the target with the gauntlet
to affect them, although you do
not attract attacks of opportunity
Non-Lethal Ranged Weapons
by doing this. Once the gauntlet
makes

Harmonic Painwave Required Proficiency: Energy


Projector Weapons Handed: Requires 2
Size: Huge (Impossible to conceal) hands to use, usually fired from a
Cost: 2,000 Units swivel mount.
Tentative Purchase DC: 20 (Often Range Increment: Area-effect
Unavailable) Required Proficiency: weapon, does not have a Range
Energy Weapons Handed: Requires Increment per se.
2 hands, usually fired from a “To Hit” Bonus: -Magazine: 50
mount Rate of Fire: Once per round
Range Increment: Cone-effect Damage: Special, see description
weapon, has no Range Increment Weight: 25 pounds Armor Class: 5
as such “To Hit” Bonus: -Magazine: Hardness: 3 Hit Points: 3
20 DC required to break this item with
Rate of Fire: Once per round a Strength Roll: 14
Damage: Special, see description Special: Affects a ten foot wide,
Weight: 23 pounds Armor Class: 5 fifty foot long area. Anyone caught
Hardness: 3 Hit Points: 3 in the area of attack takes 3d10
DC required to break this item with Nonlethal Damage and must make
a Strength Roll: 16 a Willpower Saving Throw vs. DC 18
Special: Affects a twenty-five foot or be Stunned (as per the Monk
cone-shaped area. Anyone caught special attack), and unable to take
in the area of attack takes 2d10 any action for one round. Does not
Nonlethal damage. Crippled by work on robots.
pain, they make all their rolls at a - Accessories: Heavy Energy Cell
4 for as long as they remain inside (Weighs 1 pound, costs 25 units),
the cone. Each round they must or a home-made energy cell
make also make a Fortitude Saving (weighs 2 pounds, costs 15 Units to
Throw vs. DC 20 or be Stunned (as make in a basement lab, not
per the Monk special attack), and compatible with other weapons,
unable to take any action for one takes a full round to reload) Tripod
round. Does not work in vacuum. Mount (Weighs 2 pounds, Costs
Accessories: Heavy Energy Cell 100 units)
(Weighs 1 pound, costs 25 units), Description: A bulky, two-handed
Bipod Mount (Weighs 2 pounds, weapon which is difficult and
Costs 100 units) awkward to carry. It emits an
Description: A large vibratory electromagnetic pulse that directly
weapon, difficult to fire without at stimulates
Pocket the brain's
Agony Ray pain and
least a bipod mount. It has a small distress centers,
Size: Small causing
(No bonus or the target
penalty to
bellshaped sonic emitter where indescribable discomfort. You
conceal with a “sleight of hand”
you might expect to see the barrel. almost
roll) always see the agony ray in
It sets up vibrations on a very prototype form, usuallly in the
Cost: 900 Units
specific frequency which is hands of vengeful
Tentative Purchasemad scientists.
DC: 17 (usually
inaudible to the human ear, but illegal) Required Proficiency: Energy
causes intense pain and dismay in Weapons Handed: Requires 1 hand
primates.
Agony Like all sonic weapons, it
Ray to use Range Increment: 20 feet
doesn't
Size: Hugefunction in a vacuum
(Impossible and
to conceal) “To Hit” Bonus: -Magazine: 25
there
Cost: may be planets
1,500 Units with Rate of Fire: Once per round
atmospheres
Tentative that affect
Purchase its(Often
DC: 19 Damage: Special, see description
usefulness
Unavailable) (DM's call--anything
significantly denser or thinner than
Earth-normal may hamper its
performance). Robots are 315
unaffected by this device, as are
most aliens.
Weight: 3 pounds Armor shot worth of energy per 20
Class: 9 Hardness: 3 Hit minutes. To actually change the
Points: 2 power cell, you have to unbolt its
DC required to break this item with battery compartment, which
a Strength Roll: 13 takes an entire round.
Special:. Causes 3d10 Nonlethal
damage. A Willpower Saving
Throw vs. DC 25 allows the target
to take half damage. Anyone
struck by the beam must make a
Fortitude Saving Throw vs. DC 15
or be Stunned (as per the Monk
special attack), and unable to take
any action for one round.
Regardless of whether ir not they
made their saving throws, all of the
target's actions suffer a -2 penalty
for the next three rounds. Hand Stunner
Accessories: Energy Cell (1/2 Size: Small (No bonus or penalty to
pound, costs 10 units), Holster conceal with a “sleight of hand”
(must be custom-made, for about roll)
150 Units, weighs 1/2 pound) Cost: 550 Units Tentative Purchase
Description: A bulbous, strangely- DC: 16 Required Proficiency:
shaped pistol. It is possible to have Energy Weapons Handed: Requires
a holster specially made to fit this 1 hand to use Range Increment: 20
gun, but it will not fit in any feet “To Hit” Bonus: -Magazine: 50
ordinary one. The weapon emits an Rate of Fire: As many times as the
electromagnetic pulse which wielder has attacks
directly stimulates the brain's pain Damage: If hit, the target must
and distress centers, causing the make a Willpower Saving Throw vs.
target indescribable discomfort. It DC 20 or fall unconscious for 1-12
Short-Range
runs on standard Personal
power-cells, minutes
Stunner
interchangeable with more Weight: 2 pounds Armor Class: 9
conventional energy
Size: Diminutive weapons,
(+8 bonus to and Hardness: 5 Hit Points: 2
takes a Standard
conceal Actionoftohand”
with a “sleight reload. DC required to break this item with
This
roll) weapon does not work on a Strength Roll: 13
robots.
Cost: 300 Units Tentative Purchase Accessories: Energy Cell (1/2
DC: 14 Required Proficiency: pound, costs 10 units), Scope (1/2
Simple Handed: Requires 1 hand lb, costs 150 units, reduces Range
to use Range Increment: 10 feet Increment by one), Holster (costs
“To Hit” Bonus: -Rate of Fire: Once 20 Units, weighs 1/2 pound)
per round Damage: If hit, the Description: Not a sonic weapon or
target must make a Willpower a tazer--an actual stun-gun uses
Saving Throw vs. DC 20 or fall much more sophisticated
unconscious for 1-12 minutes technology to put the target to
Weight: 1 pound Armor Class: 9 sleep without harming them. It
Hardness: 2 Hit Points: 2 fires a kind of electromagnetic
DC required to break this item with pulse modulated at just the right
a Strength Roll: 12 frequency to disrupt the brain's
Accessories: Energy Cell (1/2 electrical activity, causing
pound, costs 10 units) Description: immediate loss of consciousness.
A miniature short-range stunner, It looks like a short plastic
about the size and shape of the pistol with no hole in the barrel.
very smallest cell phones. Often When fired it gives off a high-
used as a self-defense weapon by pitched whine and a blue flash of
nervous commuters, it doesn't light, but it still makes far less
need a holster and fits noise than a blaster.
conveniently into a pocket. It fires Although the stun beam itself
a modulated electromagnetic does no damage, it is possible for a
pulse at just the right frequency to target to indirectly get hurt. They
shut down the activity in the could wound themselves falling
target's brain, plunging them into over, bite their tongues, land face
unconsciousness. This doesn't down in puddles and so forth.
work on robots and at the DM's Most stunners are therefore set to
discretion there may be alien races give the target just enough time to
with oddly-constructed brains who sense what is happening to them 316
are also immune. This model runs and lie down. It would still be
on a rechargeable power cell. extremely harmful to someone who
When plugged into a wall socket, is, say, driving a car or carrying a
it recovers one large tub of boiling acid. The DM
should carefully moderate any such
There may be silicon-based or Hardness: 5 Hit Points: 10
other highly exotic lifeforms who DC required to break this item with
don't use the same type of a Strength Roll: 19
electrical impulses in their brains Accessories: Energy Cell (1/2
and are immune to stun weapons. pound, costs 10 units) Description:
A police weapon, made for riot
Stun Rifle suppression and for SWAT teams.
Size: Large (-8 penalty to conceal It's a large twohanded stunner,
with a Sleight of Hand roll) shaped a lot like a giant flashlight,
Cost: 800 Units Tentative Purchase with a force-field generator built in.
DC: 17 Required Proficiency: When the weapon is armed, a
Energy Weapons Handed: Requires hemispherical force-field protects
2 hands to use Range Increment: the user, increasing their armor
50 feet “To Hit” Bonus: -Magazine: class by 5. It only protects them in
60 front and has no effect on attacks
Rate of Fire: As many times as the from the side or rear. The force
wielder has attacks field is clearly visible. Touch attacks
Damage: If hit, the target must can't penetrate it at all, and are
make a Willpower Saving Throw vs. completely negated, provided that
DC 20 or fall unconscious for 1-12 they don't come in from the rear or
minutes side. The weapon
Wide-Beam runs on an
Stunner
Weight: 7 pounds Armor Class: 7 ordinary power cell, compatible
Size:
with Huge
any (Impossible
energy weapon toof
conceal)
the
Hardness: 5 Hit Points: 6 Cost: 1,800 Units
DC required to break this item period. It takes a Standard Action
Tentative
to reload. Purchase DC: 20 (usually
with a Strength Roll: 16 restricted to military or police use)
Accessories: Energy Cell (1/2 Required Proficiency: Energy
pound, costs 10 units), Scope (1/2 Weapons Handed: Requires 2
lb, costs 150 units, reduces Range hands to use Range Increment:
Increment by one) Cone-effect weapon, doesn't really
Description: Despite being called a have a “Range Increment” as such.
“rifle” this weapon is no bigger “To Hit” Bonus: -Magazine: 20
than a submachine gun. It requires Rate of Fire: As many times as the
two hands to use effectively, but wielder has attacks
that's really just because of the Damage: Affects a 25 foot-foot
way it's balanced. The weapon is cone. Anyone caught
light and produces only the in this area of attack must make a
faintest recoil. Stunners emit a Willpower Saving
pulse of electromagnetic energy Throw vs. DC 20 or fall unconscious
which temporarily shuts down the for 2-12 minutes
target's brain, plunging them into Weight: 16 pounds
a temporary coma. While this is a Armor Class: 7
non- lethal weapon, it can still be Hardness: 5
used to indirectly harm the target. Hit Points: 3
It gives the target a moment to lie DC required to break this item with
down safely, but of course this a Strength Roll: 19
won't
Stun help
Ram someone who is flying Accessories: Heavy Energy Cell
an airplane,
Size: driving an automobile
Huge (Impossible to conceal) (Weighs 1 pound, costs 25 units)
or
Cost: 1,000 Units of frenzied
fleeing a pack Description: A more advanced
space-weasels.
Tentative Purchase DC: 18 (usually stunner, somewhere between the
restricted to military or police use) size of a pistol and a carbine. It can
Required Proficiency: Energy be set to affect either a single
Weapons Handed: Requires 2 target, or every living thing in a 25-
hands to use Range Increment: 50 foot cone. It can also be set to
feet “To Hit” Bonus: -Magazine: 55 affect sentient robots, shutting
Rate of Fire: As many times as the down their central processing units
wielder has attacks until a technician switches them
Damage: If hit, the target must back on. It does not affect living
make a Willpower Saving Throw vs. creatures and robots on the same
DC 20 or fall unconscious for 2-12 setting-- you must pick one or the
minutes other. At the DM's discretion, there
Weight: 12 pounds Armor Class: 5 may be certain alien species or
unusual types of robots who are
immune to the weapon's effect. A
Wide-Beam Stunner uses a
standard power cell,
interchangeable with most other 317
energy weapons. It takes a
Standard Action to reload.

Crowd-Control Heavy
Tentative Purchase DC: 20
(usually restricted to military or
police use) Dazzleflash Gun
Required Proficiency: Exotic Size: Small (No bonus or penalty to
Weapons-Ranged Handed: conceal with a “sleight of hand”
Requires 2 hands, usually fired roll)
from a mount Cost: 450 Units Tentative Purchase
Range Increment: Cone-effect DC: 15 Required Proficiency: Energy
weapon (doesn't have a range Weapons Handed: Requires 1 hand
increment) to use “To Hit” Bonus: -Magazine: 5
“To Hit” Bonus: -2 unless fired Rate of Fire: Once per round
from a mount Magazine: 50 Damage: Anyone in a 35 foot cone
Rate of Fire: Once per must make a Reflexes Saving Throw
round Damage: vs. DC 20 or take 1d3 Nonlethal
Special, see damage and become Blind for 2d6
description Weight: Minutes. Blind characters suffer a
24 pounds Armor 50% chance of missing in combat
Class: 5 Hardness: 5 (all their targets effectively have full
Hit Points: 10 concealment), lose any Dexterity
DC required to break this item Bonus they might have to their
with a Strength Roll: 19 Armor Class, move at half speed,
Special: Affects a 40 foot-foot suffer a -4 penalty on Search
cone. Anyone caught in this area of checks and both Strength and
attack must make a Willpower Dexterity based skill rolls. All
Saving Throw vs. DC 20 or fall attackers have a +2 bonus to hit
unconscious for 3d6 minutes the blind character.
Accessories: Heavy Energy Cell Weight: 3 pounds Armor Class: 9
(Weighs 1 pound, costs 25 units), Hardness: 5 Hit Points: 2
Bipod Mount (Weighs 2 pounds, DC required to break this item with
Costs 100 units) a Strength Roll: 14
Description: A very large stun Accessories: Energy Cell (1/2
weapon, usually found mounted pound, costs 10 units), Holster
on a vehicle. It is light enough for (Must be custom-made, costs 100
one person toGun
Bean-Bag carry, but so long Units, weighs 1/2 pound)
that
Size: it's tricky
Large (-8topenalty
maneuver to and
conceal Description: A non-lethal weapon
aim. It
with fires an electromagnetic
a “sleight of hand” roll) about the size and shape of a
pulse thatUnits
Cost: 650 causes everyone
Tentative in its
Purchase chunky pistol, with a wide lens
cone of effect to lapse
DC: 16 Required Proficiency: into where the barrel should be. It gives
unconsciousness.
Slugthrower Weapons Like all stun
Handed: off a brilliant flash of light, capable
weapons it has no effect
Requires 2 hands to use Range on robots of blinding anyone in a 35 foot
and at the DM's
Increment: 20 feetdiscretion
“To Hit” there
Bonus: cone. It is physically painful to be
may
-Ratebe ofcertain
Fire: Oncetypes ofround
per aliens that blinded by the gun, which also
it doesn't 4d6
Damage: workNonlethal
on either.Damage does a small amount of nonlethal
(20 x2) (also does 2d6 normal damage.
bludgeoning damage on a Critical The light emitter is carefully
Hit) Weight: 7 pounds Armor Class: hooded, so as not to affect the
7 Hardness: 5 Hit Points: 5 weapon's operator. However, at the
DC required to break this item DM's discretion, there may be
with a Strength Roll: 18 reflective surfaces that bounce
Accessories: Gel Bags (weigh 1 some of the light back at the
pound each, cost 10 Units) wielder. Any character who suffers
Description: No one remembers this effect should have at least a +2
why it's called this. It's a single bonus to their Saving Throw.
barreled, smoothbore weapon, a The gun is completely silent but
lot like a short, wide-mouthed this is still not a subtle weapon to
shotgun. It fires a plastic bag full of use, particularly at night. Anyone in
gel at subsonic speeds. Technically the vicinity will see the flash. In fact
non-lethal, as they say, it can still it's visible from passing airliners.
break your nose or crack your Creatures without eyes are
sternum without too much completely unaffected by this
difficulty. To reload, you break it Two-Handed
weapon and at theDazzleflash
DM's discretion
open and slip another bag into the Gun
robots may be resistant to it as
breech. well. There
Size: are penalty
Large (-8 speciallyto conceal
This only takes a single standard constructed
with a “sleight goggles androll)
of hand” visors
action if you have another bag that can negate the weapon's
handy. effect, but ordinary sunglasses 318
won't do it.
Dazzleflash guns run on standard
power cells, compatible with most
energy weapons and many other
devices. They are not constructed
Cost: 750 Units Tentative directly in front of the weapon's
Purchase DC: 17 Required user must make a Reflexes Saving
Proficiency: Energy Weapons Throw vs. DC 18 or become Blind
Handed: Requires 2 hands to use for 1d6 Minutes. Blind characters
“To Hit” Bonus: -Magazine: 20 suffer a 50% chance of missing in
Rate of Fire: Once per round combat (all their targets effectively
Damage: Anyone in a 60 foot cone have full concealment), lose any
must make a Reflexes Saving Throw Dexterity Bonus they might have to
vs. DC 23 or take 1d4 Nonlethal their Armor Class, move at half
Damage and become Blind for 2d6 speed, suffer a -4 penalty on Search
Hours. Blind characters suffer a 50% checks and both Strength and
chance of missing in combat (all Dexterity based skill rolls. All
their targets effectively have full attackers have a +2 bonus to hit the
concealment), lose any Dexterity blind character. Weight: 1/4 pound
Bonus they might have to their Armor Class: 15 Hardness: 1 Hit
Armor Class, move at half speed, Points: 1
suffer a -4 penalty on Search checks DC required to break this item with
and both Strength and Dexterity a Strength Roll: 13
based skill rolls. All attackers have a Accessories: Miniature Energy Cell
+2 bonus to hit the blind character. (1/20 pound, costs 50 units, not
Weight: 6 pounds Armor Class: 7 compatible with full-sized energy
Hardness: 5 Hit Points: 3 weapons)
DC required to break this item with Description: A tiny little one-shot
a Strength Roll: 15 Dazzleflash gun, made for self-
Accessories: Energy Cell (1/2 defense. It will fit conveniently on a
pound, costs 10 units), Safety keychain or in a change purse. The
Goggles (1/4 pound, cost 20 units) flash it gives out is capable of
Description: A big two-handed blinding an attacker for several
dazzleflash gun, made for riot minutes.
control. It is a heavy and delicate This weapon doesn't come with a
weapon, with a fairly limited set of protective goggles--it's
combat role. normally used in fend off sudden,
It also has a bad way of bouncing unexpected attacks, so the makers
some of its light back at the user if assume the user won't have time
they're facing a reflective surface to don protective eyewear. To
when they fire it (we leave this minimize the risk to the user, it
effect to the DM's discretion, focuses the light it gives off into a
although any character who has much tighter beam--you have to
this happen to them should get at make
Gluegun a Ranged Touch Attack to hit
least a +2 bonus to their the target's
Size: Medium eyes.
(-4 penalty to
SavingThrow). The safety goggles The weapon
conceal with a runs on a
“sleight ofspecial,
hand”
that come with the device tiny
roll) power cell which is compatible
completely block its effect but with
Cost:most otherTentative
750 Units small electrical
Purchase
ordinary sunglasses will not offer appliances
DC: 17 Required the
from same epoch. It
Proficiency:
any real protection. could
Simpleprobably
Handed:be used to1 run
Requires hand a to
Like all dazzleflash weapons, it pocket
use Range computer, a camera
Increment: 20 feet or“To
a
has no effect on beings that don't watch (at the
Hit” Bonus: DM's discretion,
-Magazine: 3
have eyes and it's the DM's call as naturally).
Rate of Fire: The gunper
Once is not
rounddesigned
to whether or not it can affect to be rapidly reloaded.
Damage: Special, see description It takes a
robots, cameras, etc. (as a general full round
Weight: to open Armor
5 pounds its battery case
Class: 7
rule of thumb, I find it works well and replace
Hardness: the Points:
4 Hit power cell.
2
to
Tiny say that robots Dazzleflash
can have their
"eyes" One-Shot
DC required to break this item with
overloaded by a dazzleflash a Strength Roll: 13
Gun
weapon, but they get a big bonus Accessories: Glue Canister
Size: Diminutive
to their Saving (+8 bonus
Throw and to don't (Weighs 1/2 pound, costs 300
conceal with a “sleight
take nonlethal damage).of hand” Units), Solvent Kit (1/20th lb,
roll)
This weapon is designed for costs 15 Units, holds 3 doses,
Cost:
combat 30 situations
Units Tentative
ratherPurchase
than self- negates effect of grenade in 1
DC: 5 Required
defense, and soProficiency:
is much easierEnergy
to round) Description: A two-
Weapons Handed:
reload quickly thanRequires
the other1 hand handed carbine which looks a
to use “To
models Hit” Bonus:
presented here.-Magazine:
It runs on 1 little like a grease-gun or an
Rate of Fire: Once per
two standard-sized round
power cells. oversized pistol. Made entirely
Damage: Anyone
Each cell holds 10inshots
the 10
andfoot
each by from plastic components, it won't
10
onefoot
cansquare
be reloaded in a single set off metal
Standard Action.
319
detectors. It shoots a thin, highly DC required to break this item with
pressurized stream of glue. Make a a Strength Roll: 16
Ranged Touch Attack. If hit, the Special: Affects everything in a 30
target is covered in fast-hardening foot cone. Each target must make a
gunk. Anyone hit by the gluegun Willpower Saving Throw vs. DC 25
suffers a -2 penalty on all attacks, or take 1d6 Nonlethal damage and
and has their Dexterity effectively be forced to run away as quickly as
reduced by 4. They must possible, taking the most direct
immediately make another route. They make take no other
Reflexes Saving Throw (DC 15) to action unless attacked, until they
avoid being stuck to the floor. If a have run for 3d6 rounds. If they are
character is is fact glued to the forced to fight someone while
floor, they are unable to move. under the effects of the nausea
Even if they make the second gun, they make all their attack rolls
saving throw, they still only move at a -4 and must start running
T angleweb
at half their normalGunrate. To free again the moment their opponent
themselves,
Size: Medium they
(-4 must make
penalty to a stops attacking them. Anyone who
Strength
conceal withcheck vs. DC 27,
a “sleight or do at
of hand” has succumbed to the effect of a
least fifteen points of damage to
roll) Nausea Gun makes all their skill
the
Cost:glue.
700 You
Unitsautomatically hit the
Tentative Purchase rolls at a -2
glue17
DC: if you attackProficiency:
Required it. Accessories: Energy Cell (1/2
Simple Handed: Requires 1 hand pound, costs 10 units) Description:
to use Range Increment: 20 feet A police weapon, used for breaking
“To Hit” Bonus: -Rate of Fire: Once up violent crowds, it fires an
per round Damage: Special, see electromagnetic pulse which
description Weight: 6 pounds interacts with the target's nervous
Armor Class: 7 Hardness: 4 Hit system, causing intensely
Points: 2 unpleasant vertigo and sickness.
Anyone
Heavy hit by a nausea
Nausea gun wants
than Gun
DC required to break this item
with a Strength Roll: 13 nothing more to get away
Size:
from Huge (Impossible
it as fast to conceal)
as possible. As good
Accessories: Tangleweb Load Cost:
(Weighs 1/2 pound, costs 300 as this2,000
tool isUnits
for breaking up riots,
Tentative
it isn't muchPurchase DC:most
good for 20 (usually
other
Units) restricted to military
Description: A stubby, forms of police work,or
sopolice
you use)
Required
usually onlyProficiency: Simple
see nausea rifles if the
widemouthed pistol, it fires a Handed: Requires 2 hands tomob.
use
canister which unfurls into a elastic cops are expecting an angry
Range
It uses Increment:
the same powerCone-effect
cell as most
net, immobilizing the target. Make weapon (has no range increment
a ranged touch attack, ignoring other energy weapons, and takes a
as such) Action to reload
Standard
armor. The trapped character “To Hit” Bonus: -4 to use without a
suffers a -2 penalty on all attacks, mount, unless your Strength is 16
has their Dexterity effectively or higher.
reduced by 4, and moves at half Magazine: 60
speed. To free themselves, they Rate of Fire: Once per round
must take a full action and make Damage: Special, see description
either an Escape Artist roll vs. DC Weight: 37 pounds Armor Class: 5
20 or rip their way loose by Hardness: 4 Hit Points: 10
making
Nausea a Strength
Gun check vs. DC DC required to break this item with
30. If they rip their way
Size: Large (-8 penalty to loose, it
conceal a Strength Roll: 19
ruins the net.
with a “sleight of hand” roll) Special: Affects everything in a 50
Cost: 1,000 Units Tentative foot cone. Each target must make a
Purchase DC: 18 Required Willpower Saving Throw vs. DC 30
Proficiency: Simple Handed: or take 2d4 Nonlethal damage and
Requires 2 hands to use Range be forced to run away as quickly as
Increment: 40 feet “To Hit” Bonus: possible, taking the most direct
-Magazine: 150 Rate of Fire: Once route. They make take no other
per round Damage: Special, see action unless attacked, until they
description Weight: 5 pounds have run for 4d6 rounds. If they are
Armor Class: 7 Hardness: 5 Hit forced to fight someone while
Points: 5 under the effects of the nausea
gun, they they make all their attack
rolls at a -4 and must start running
again the moment their opponent
stops attacking them. Anyone
under the effect of a Nausea Gun
makes all their rolls at a -2
Accessories: Heavy Energy Cell 320
(Weighs 1 pound, costs 25 units)
Description: Projects a low-level
electromagnetic
pulse which affects human nervous system, causing intense feelings of
systems. It works on the same vertigo and dismay. For self-
principle as a stunner, but instead defense purposes it has one huge
of shocking the target's brain into advantage over stun gas or mace--
unconsciousness, it induces an it makes the assailant go away. A
intense feeling of vertigo and pocket nausea gun runs on the
sickness. This has real advantages same type of power cell as a laser
as a riot control weapon--it makes pistol or a disrupter. It takes a
people want to leave the vicinity Micro-Nausea Gun
standard action to reload.
under their own power. This is a Size: Tiny (+4 bonus to conceal
heavy weapon, meant to be with a “sleight of hand” roll)
mounted on a vehicle or at least Cost: 1,600 Units
fired from a bipod. It requires Tentative Purchase DC: 20 (usually
surprisingly little power for an illegal)
energy weapon of its size and uses Required Proficiency: Simple
the same standard powercell as a Handed: Requires 1 hand to use
laser pistol. It takes a Standard Range Increment: None, only works
Action to reload. at Close range, within 5 feet “To
Hit” Bonus: -Magazine: 3
Rate of Fire: Once per round
Damage: Special, see description
Weight: 1 pound Armor Class: 13
Hardness: 2 Hit Points: 1
DC required to break this item with
a Strength Roll: 12
Special: The target must make a
Pocket Nausea Gun Willpower Saving Throw vs. DC 15
Size: Small (No bonus or penalty to or take 1d4 Nonlethal damage and
conceal with a “sleight of hand” be forced to run away as quickly as
roll) possible, taking the most direct
Cost: 800 Units Tentative Purchase route. They make take no other
DC: 17 Required Proficiency: Simple action unless attacked, until they
Handed: Requires 2 hands to use have run for 3d6 rounds. If they are
Range Increment: 30 feet “To Hit” forced to fight someone while
Bonus: -Magazine: 100 Rate of Fire: under the effects of the nausea
Once per round Damage: Special, gun, they must start running again
see description Weight: 2 pounds the moment their opponent stops
Armor Class: 9 Hardness: 4 Hit attacking them, whether they have
Points: 2 been killed, incapacitated or just
DC required to break this item with distracted from the battle. Anyone
a Strength Roll: 14 under the effect of a Nausea Gun
Special: The target must make a makes all their rolls at a -2 penalty.
Willpower Saving Throw vs. DC 120 Accessories: Miniature Energy Cell
or take 1d4 Nonlethal damage and (1/20 pound, costs 50 units),
be forced to run away as quickly as Energy Cell (1/2 pound, costs 10
possible, taking the most direct units) Description: A tiny little
route. They make take no other nausea gun, about the size of a
action unless attacked, until they fountain pen. It works only at close
have run for 3d6 rounds. If they are range and has little application
forced to fight someone while apart from self-defense or playing
under the effects of the nausea cruel pranks. Like all nausea guns, it
gun, they make all their attack rolls fires an electromagnetic pulse
at a -3 and they must start running which disrupts the target's central
again the moment their opponent nervous system, causing intense
stops attacking them, for whatever feelings of vertigo and distress. It is
reason. Anyone under the effect of so easy to play malicious practical
a Nausea Gun makes all their rolls jokes with this device that it is
at a -2 Accessories: Energy Cell (1/2 usually illegal. It uses a small power
pound, costs 10 units), Holster cell that is interchangeable with
(costs 20 Units, weighs 1/2 pound) many other small tools. The gun
Description: A small nausea gun, isn't really designed for quick
largely intended for self-defense. reloads and it takes an entire round
It's a good deal shorter and lighter to replace a spent power cell.
than a laser pistol, and can be
easily concealed in a pocket or a
shoulder holster. It fires an 321
electromagnetic pulse which
interferes with the target's central
nervous
d
e
v
i
Stun-Bomb Projector c
Size: Large (-8 penalty to conceal e
with a “sleight of hand” roll) s
Cost: 1,500 Units
Tentative Purchase DC: 19 (Often t
Unavailable) Required Proficiency: o
Slugthrower Weapons Handed:
Requires 2 hands to use Range s
Increment: 10 feet “To Hit” Bonus: e
-Rate of Fire: Once per round t
Damage: Special, see description
Personal Protection Weight: 14 pounds Armor Class: 5 i
Hardness: 5 Hit Points: 3 t
Throwing Disk DC required to break this item
Size: Small (no bonus or penalty to with a Strength Roll: 14 t
conceal with a “sleight-of-hand” Accessories: Energy Cell (1/2 o
roll) pound, costs 10 units), Stun
Cost: 1,000 Units Bombs (1/2 pound, cost 400 Units, r
Tentative Purchase DC: 18 each) Description: A super- e
Required Proficiency: Simple advanced police weapon, s
Handed: Requires 1 or none hands particularly useful in hostage p
to use situations. o
Range Increment: 40 feet A long, heavy device, it has two n
“To Hit” Bonus: +3 barrels-one wide and open, the d
Magazine: 75 other small and tipped with a lens..
Rate of Fire: As many times as the The small barrel emits a greenish t
wielder has attacks ray which creates a miniature Phase o
Damage: 4d10 Nonlethal Weight: 1 Door (see the Players Handbook,
pound Armor Class: 9 Hardness: 10 page 235) through up to two feet of a
Hit Points: 5 any material (there may at the DM's n
DC required to break this item with discretion be special substances o
a Strength Roll: 25 which the projector can't penetrate). t
Description: A product of some For a fraction of a second, the wall h
super-advanced culture, made to becomes permeable to other matter e
protect their representatives on The large barrel then launches a r
trips to less civilized parts of the stun-bomb through the wall
cosmos. It looks like floppy plastic without leaving a hole. p
octagon, about the size of a dinner Anyone within a 10 foot radius of e
plate, with a glowing translucent the bomb when it goes off must r
sphere in the middle. The wielder make a Willpower Saving Throw vs. s
can carry it on their person, or it DC 20 or fall unconcious for 1-12 o
can be set to float along behind minutes The effects of the weapon n
them. It is equipped with a are quite visible-the wall will glow '
miniature mental disruptor that will green, ripple and pulse where the s
render a target unconcious on ray touches it.
contact. The device is keyed into It is a little depressing to think t
the thoughts of one particular user. h
Flamers
At their mental command, it will that a civilization advanced enough
to produce a device like this one o
attack any one living target within a would still have hostage crises to u
hundred feet and then return to the resolve, but there we are. g
user. It who
People takesspend
aboutaan lothour for thinking
of time a about ways to hurt their enemies h
skilled
often tech who is familiar with
consider setting them on fire. This is an ancient human impulse, and one t
thesesuch
with powerful appeal that it gets applied to the battlefield almost before
the technology is ready for it. w
a
The flamethrowers of the 1940s were bulky, clumsy, dangerous weapons that v
both forced the operator to put a tank of inflammable liquid on their back and e
made everyone on the other side want to shoot at them. Later models are s
both more compact and more discreet. .

322
A typical flamethrower of the future runs off a fuel canister slung under its
barrel, which can be replaced in a standard action and weighs only a pound.
They are still relatively bulky, but no more so than early model lasers.
Range Increment: This is an area
effect weapon and doesn't have a
Range Increment as such.
“To Hit” Bonus: -Magazine: 10
Rate of Fire: Once per round
Damage: 3d6 Flame. Attacks
everything in a 5-foot wide area,
out to its maximum range of 40
feet. Targets can make a Reflexes
Saving Throw vs. DC 15 to take
half damage.
Weight: 12 pounds Armor Class: 5
Light Hand-Flamer Hardness: 4 Hit Points: 3
Size: Small (No bonus or penalty to DC required to break this item
conceal with a “sleight of hand” roll) with a Strength Roll: 15
Cost: 350 Units Accessories: Fuel Canister (weighs
Tentative Purchase DC: 14 1/2 pound, costs 15 units)
Required Proficiency: Simple Description: A two-handed
Handed: Requires 1 hand to use weapon, about the size of a
Range Increment: This is an area carbine or a combat shotgun. It
effect weapon and fires a five-foot wide stream of
doesn't have a Range Increment as flame at the target, doing damage
such. to anything in its path which fails a
“To Hit” Bonus: -Magazine: 10 saving throw. It uses a liquid fuel
Rate of Fire: Once per round canister instead of a power cell,
Damage: 2d6 Heat. Attacks but still takes a Standard Action to
everything in a 5-foot wide area, reload. The fuel won't explode if
out to its maximum range of thirty the weapon gets shot, and neither
feet. Targets can make a Reflexes will spare canisters. Hand-
Backpack-Mounted It only
Saving Throw vs. DC 15 to take half combusts when mixed and heated
damage. Flamer
exactly right.
Weight: 2 pounds Armor Class: 9 Size: Huge (Impossible to conceal)
Hardness: 3 Hit Points: 2 Cost: 1,000 Units
DC required to break this item with Tentative Purchase DC: 18
a Strength Roll: 14 Required Proficiency: Simple
Accessories: Fuel Canister (weighs Handed: Requires 2 hands to use
1/2 pound, costs 15 units) Range Increment: This is an area
Description: This lightweight plastic effect weapon and
weapon projects a five-foot wide doesn't have a Range Increment as
stream of flame out to its maximum such.
range. It runs on a liquid fuel “To Hit” Bonus: -Magazine: 50
canister, rather than an energy cell Rate of Fire: Once per round
and takes a Standard Action to Damage: 4d6 Flame
reload. It carefully mixes and heats Weight: 5 pounds (50 with
two separate chemicals in its firing backpack)
chamber to produce its flame. Armor
Neither component is flammable Class: 3
unless mixed with the other at Hardnes
exactly the right temperature, so s: 4 Hit
the weapon won't explode if it is Points: 3
struck during combat. This weapon DC required to break this item
bears a suspicious resemblance to with a Strength Roll: 15
Heavy
the Hand-Flamer
"Flamer" in(-4
the Dungeon Special: Attacks everything in a 5-
Size: Medium
Master's Guide, sopenalty
I'm not togoing
conceal
to foot wide area, out to its maximum
with
count a “sleight
it against of hand” roll)
the total one- range of 50 feet. Targets can make
Cost: 825 Units
thousand-and-one Tentative Purchase
new weapons a Reflexes Saving Throw vs. DC 15
DC:
I've 17 Required
promised you.Proficiency: Simple to take half damage.
Handed: Requires 2 hands to use Accessories: Backpack-
Mounted Fuel Supply (Weighs
20 pounds, costs 200 units, AC
12, 4 Hardness, 5 HP, 60%
chance of exploding when it 323
loses all its Hit Points, doing
3d6 damage to the wearer and
1d6 to anything else in a 5 foot
radius) Description: A
traditional backpack-mounted
super-strong plastic. If the Accessories: Spare Fuel Canister
backpack loses all its hit points, (weighs 1/2 pound, costs 10 units)
there is a 50% chance that it will Description: As everyjuvenile
explode, doing 6d6 flame damage delinquent knows, it is possible to
to the wearer and anyone within build an improvised short-range
five feet. It takes a full round to flamethrower with nothing more
replace its disposable tanks of than a can of propellant, a lighter
flammable
Improvised liquid.
Flamethrower and a reckless disregard for your
Size: Medium (-4 penalty to own safety.
conceal with a “sleight of hand” In D20 terms, it requires about
roll) 15 units worth of materials and a
Cost: 15 Units worth of material to Repair Roll vs. DC 15. You can
build Units Tentative Purchase DC: build an Improvised Flamethrower
4 Required Proficiency: Simple with a Jury Rig roll (DC 18) if the
Handed: Requires 2 hands to use right materials are handy (it's
Range Increment: Maximum range strictly the DM's call as to whether
of 25 feet “To Hit” Bonus: -- or not you have the right items at
Magazine: 20 hand).
Rate of Fire: As many times as the Improvised flamers are tricky,
wielder has attacks dangerous weapons to use. Every
Damage: 2d6 Heat (20/x2). Attacks time you fire one there is a 5%
everything in a 5-foot wide area, chance that it will explode in your
out to its maximum range of 25 hands, doing 1 d6 damage to you
feet. Targets can make a Reflexes and one point of damage to
Saving Throw vs. DC 15 to take half anything else in a 5 foot radius. If
damage. the weapon loses all its hit points,
Weight: 5 pounds Armor Class: 7 there is a 60% chance that it will
Hardness: 1 Hit Points: 2 explode in the same way.
DC required to break this item with It is not usually possible to
a Strength Roll: 12 reload an improvised flamer, but
with an additional Repair Roll vs.

Needleguns
DC 15 (DC 18 to do it with a Jury
Rig) its maker can set it up so that
new fuel bottles can be slotted into
place when it runs dry. If the
Not gauss weapons, but spring-loaded or weapon
gas driven can needle
be reloaded at all, it
launchers, new
takes
advances in materials technology eventually make a Standard Action.
it possible There
to build is a
springs
and compressed gas canisters that hold3%enough chance energy
of sparking the fuelthese
to make and
weapons viable. setting off an explosion every time
you reload it.
Needle guns are quiet and produce no chemical or energy traces that sensors
can identify when you fire them. They also don't have a lot of range or
stopping power.
Cheap to manufacture once you have the materials, they are often seen in the
Concealed
hands Needle armies
of impoverished Gun or criminal gangs. Cops are
DC required awarethis
to break thatitem
thiswith
is a
weapon street thugs
Size: Diminutive often to
(+8 bonus carry, and theyamay reactRoll:
Strength accordingly
13 when they
see one with a “sleight of hand”
conceal Special: -4 to any attempt to find
roll) this weapon with a Search roll.
Cost: 600 Units Tentative Purchase Accessories: Needles (pack of 50
DC: 16 Required Proficiency: weighs 1 pound, costs 30 units)
Slugthrower Weapons Handed: Description: A tiny springloaded
Requires 1 hand to use Range needle gun, powerful enough to
Increment: 10 feet “To Hit” Bonus: - kill a man at close range, but small
Magazine: 5 enough to be hidden in a cigarette
Rate of Fire: As many times as the lighter, a fountain pen, or even a
wielder has attacks wristwatch. Use this model as a
Damage: 1d6 Piercing (18-20 x3) template, and start building these
Weight: 1/2 pound Armor Class: 13 nasty little surprises into whatever
Hardness: 2 Hit Points: 1 household objects strike your
taste. Be sure to hum the James
Bond theme music as you fire the
gun.

324
Needle Gun the "Steel Talon", the casing is
Size: Small (No bonus or penalty to made of plastic and easy to
conceal with a “sleight of hand” break. Fragile, underpowered,
roll) ugly and inaccurate, it lacks
Cost: 450 Units Tentative Purchase range, stopping power and just
DC: 15 Required Proficiency: about any other redeeming
Slugthrower Weapons Handed: features apart from its price. It
Requires 1 hand to use Range does however come with tough
Increment: 30 feet “To Hit” Bonus: - looking decals on the sides,
Magazine: 40 Spring-Loaded
although they tend Needle Rifle
to flake and
Rate of Fire: As many times as the curl after
Size: a few
Large (-8 weeks
penaltyoftouse.
conceal
wielder has attacks with a Sleight of Hand roll)
Damage: 1d8 Piercing (18-20 x3) Cost: 750 Units Tentative
Weight: 2 pounds Armor Class: 9 Purchase DC: 17 Required
Hardness: 3 Hit Points: 3 Proficiency: Slugthrower
DC required to break this item with Weapons Handed: Requires 2
a Strength Roll: 14 hands to use Range Increment:
Accessories: Magazine (weighs 1/2 50 feet “To Hit” Bonus: --
pound, costs 25 Units), Needles Magazine: 80
(pack of 50 weighs 1 pound, costs Rate of Fire: As many times as
30 units) the wielder has attacks
Description: New advances in Damage: 1d8+2 Piercing (18-20 x3)
metalurgical technology make it Weight: 6
possible to construct springs which pounds
hold far more energy than any Armor Class:
produced today. This makes 7 Hardness:
spring-loaded needle weapons 5 Hit Points:
practical. They have a number of 5
advantages over most conventional DC required to break this item
weapons. They are nearly silent with a Strength Roll: 15
and produce neither chemical nor Accessories: Needles (pack of 50
energy singatures for sensors to weighs 1 pound, costs 30 units),
trace. However their range is Scope (1/2 lb, costs 150 units,
somewhat limited and they take reduces Range Increment by one)
longer to reload than most energy Description: This is a heavier, two-
weapons or slugthrowers. It takes handed version of the needle-gun.
two
Steel standard
Talonactions to reload a
Needlegun No longer than a carbine, it has
needler--one
Size: Smalland to
(Nooneslip
bonus in the
or penalty greater range and shoots longer,
magazine
conceal with a to reset
“sleight of the to
hand” heavier needles than a onehanded
spring.
roll) needle gun. This weapon is very
Cost: 120 Units Tentative Purchase Ice
will
Pistol
popular with space pirates, since it
DC: 13 Required Proficiency: Size: puncture
Small (No abonus
vacuum suit but
or penalty
Slugthrower Weapons Handed: won't poke holes in a
to conceal with a “sleight of spacecraft
Requires 1 hand to use Range hull--and
hand” roll) also because it's a
Increment: 20 ft “To Hit” Bonus: -- gruesome,
Cost: 600 Units scary way to kill
Tentative
Magazine: 30 someone.
Purchase DC: 16 Required
Rate of Fire: As many times as the Proficiency: Slugthrower
wielder has attacks Weapons Handed: Requires 1
Damage: 1d6 Piercing (18-20/x3) hand to use Range Increment:
Weight: 2 pounds Armor Class: 9 30 feet “To Hit” Bonus: --
Hardness: 2 Hit Points: 2 Magazine: 20
DC required to break this item with Rate of Fire: As many times as
a Strength Roll: 14 the wielder has attacks
Accessories: Magazine (weighs 1/2 Damage: 1d6 Piercing (18-20 x3)
pound, costs 25 Units), Needles Weight: 2
(pack of 50 weighs 1 pound, costs pounds
30 units) Armor Class:
Description: Needleguns have an 9 Hardness:
undeserved reputation as cheap, 4 Hit Points:
shoddy weapons for punks who 3
don't know or can't afford any DC required to break this item
better. This gun deserves every bit with a Strength Roll: 14
of it. Don't ask us why it's called Accessories: Compressed Gas
Canister (Weighs 1/10 pound, costs
5 units, holds enough gas for 40
shots), spare water reservoir 325
(weighs 1/10 pound, costs 5
Units) Armor
Description: A modified needle Class: 7
gun, this one uses compressed gas Hardness:
instead of a spring, and launches 4 Hit
sharp little spikes of superchiled Points: 5
ice. This weird pistol is popular DC required to break this item
with guerilla armies, since it leaves with a Strength Roll: 15
no traceable material in the wound, Accessories: Compressed Gas
produces no energy or chemical Canister (Weighs 1/10 pound,
signature for satellites to spot, costs 5 units, holds enough gas for
makes little noise and requires no 40 shots), spare water reservoir
ammunition but water and (weighs 1/10 pound, costs 5
compressed air canisters. The gas Units), Scope (1/2 lb, costs 150
canister slots into the unit above units, reduces Range Increment by
the firing chamber, and holds one)
enough air to unload the whole Description: A long, lightweight
magazine. A larger plastic tank of rifle with a distinctive streamlined
water rests in front of it, look. Made almost entirely of
horizontally over the barrrel. To plastic, it is easy to carry despite
reload, detach the empty water its length.
reservoir, fill it up and snap it back This weapon is powered by
into place along with a new gas compressed gas and shoots spikes
canister. It is actually possible to of superchilled ice. The gun
refill a gas canister five or six times doesn't have much range but it
Ice
beforeRifle
hand-pump
it gives out--there is a
under the to
barrel which
makes up for this flaw with a
number of advantages. It leaves
Size: Large (-8 penalty conceal
looks
with aaSleight
lot likeof
the slideroll)
Hand on a no traceable material in the wound
pump-action
Cost: 825 Unitsshotgun.
TentativeMost users
Purchase and it produces no energy or
prefer
DC: 17 to get a new
Required canister if at all
Proficiency: chemical signature that sensors (or
possible,
Slugthrower since it takes Handed:
Weapons half an hour for that matter forensic science)
of laborious
Requires efforttotouse
2 hands pump one
Range can pick up. It is nearly silent, has
back up. A tiny fuel cell in the
Increment: 50 feet “To Hit” Bonus: stock-little recoil and requires no
runs the freezing
Magazine: 40 process, and can ammunition but water and
keep
Rate ofmanufacturing
Fire: As manyice for years.
times as the compressed air canisters.
wielder has attacks The gas canister slots into the
Damage: 2d6 Piercing (18-20 x3) unit above the stock, and holds
Weight: 7 pounds enough air to unload the whole
magazine.
A larger plastic tank of water rests
in front of it, horizontally over the
firing chamber. To reload, detach
Miscellaneous Futuristic the empty water reservoir, refill it
and snap it back into place along
with a new gas canister.
Ranged Weapons It is actually possible to reload a
gas canister five or six times
before it gives out--there is a
hand-pump
In this category we have lumped random implements under that
of mayhem the webarrel
weren't smart enough to figure out a category for. They're organizedslide
which looks a like the in on a
Action
roughly by at-a
typeDistance strength
pump-action
(buzzsaw gun next to buzzsaw bonus
cannon, (please
but thenote
shotgun.
etc.) Most
only users
thing
they really have in common is that they hurtthat
Gauntlet prefer
stuffthe
togauntlet
at aget a new
distance. effectively
canister if at all
enhances their it
possible, since Strength by an hour
takes half
Size: Medium (-4 penalty to +3)
of laborious effort to pump one
conceal with a “sleight of hand” Weight:
back up.3
roll) pounds
A tiny fuel cell in the stock runs
Cost: 500 Units Armor
the freezing process, and can keep
Tentative Purchase DC: 15 (Often Class: 9
manufacturing ice for years.
Unavailable) Required Proficiency: Hardness: 5
Simple Handed: Requires 1 hand to Hit Points:
use Range Increment: 20 feet “To 5
Hit” Bonus: -Magazine: 75 DC required to break this item with
Rate of Fire: As many times as the a Strength Roll: 15
wielder has attacks Description: A large metal
Damage: 1d4 Bludgeoning (20 x2) gauntlet, covered with wires and
plus the wielder's circuitry. It uses a sophisticated
system of miniature tractor beams326
to manipulate objects at a
distance. You can use it to perform
any task that you could usually do
with your hand in a sixty foot
radius.
You can use it to wield a weapon, objects made from plant matter
to perform manual skills, tweak (wood, cotton, etc.) in
the noses of people you don't like, a 30 foot cone. See description for
etc. If you use it to carry an object, more details
you can move the object up to 30 Weight: 15 pounds
ft per round. Armor Class: 7
You can suddenly stop one task Hardness: 3
and use the gauntlet on Hit Points: 2
something else anywhere in its DC required to break this item
radius, without having to move with a Strength Roll: 16
the invisible hand over there. This Special: Affects everything in a 40
does however require you to drop foot cone Accessories: Energy Cell
whatever you were holding at the (1/2 pound, costs 10 units), or a
time. home-made energy cell (weighs 2
You can't feel pain or pounds, costs 15 Units to make in
temperature through the gauntlet, a basement lab, not compatible
but otherwise it's as sensitive as with other weapons, takes a full
your actual hand. The force- round to reload) Description: This
projection is a little stronger than weapon emits a cone-shaped
your hand (+3 Strength) but not energy field that disrupts the
too much--that would spoil its subtle electrochemical processes
sensitivity. of plant life. Plants are more
It takes a full round to replace biochemically complex than
the device's energy cell, which animals, and while they are in
isn't compatible with most energy some respects stronger and
weapons. hardier, there are elements of
their metabolism that are much
easier to disrupt.
Action-at a Distance Katar Any plant life caught in the
Size: Small (No bonus or penalty weapon's forty-foot cone of effect
to conceal with a “sleight of hand” takes a truly staggering amount of
roll) damage If for some reason the
Cost: 550 Units target is capable of motion under
Tentative Purchase DC: 16 (Often its own power and actually has a
Unavailable) Required Proficiency: Dexterity score, a Reflexes Saving
Simple Handed: Requires 1 hand Throw vs. DC 20 will halve the
to use Range Increment: 20 feet damage.
“To Hit” Bonus: -Magazine: 60 At very close range, the beam
Rate of Fire: As many times as will damage animal tissue as well,
the wielder has attacks although not as badly. Any living
Damage: 1d4+1 Piercing (20 x3) animal standing less than ten feet
Weight: 2 from
Box the
Full weapon's
of Death emitter nozzle,
pounds inside its cone
Size: Small (No of effect,
bonus orwill take
penalty
Armor 3d4 Radiation damage per
to conceal with a “sleight of hand” round.
Class: 9 A Reflexes Saving Throw vs. DC15
roll)
Hardness: 5 reduces
Cost: 1,200 thisUnits
damage by half.
Hit Points: 2 Tentative Purchase DC:menaced
Only a civilization by
18 (usually
DC required to break this item some
illegal)form of malignant
Required plant life
Proficiency:
with a Strength Roll: 15 would
Simplebe likely to
Handed: bother investing
N/A
Accessories: Energy Cell (1/2 the
Range timeIncrement:and 100expense
feet of
pound, costs 10 units) Description: developing a weapon
(Gamma Ray Laser), 50 feet like this one.
A wide, heavy punch-dagger, with Perhaps a very rich, bored culture
(Micromissile)
Anti-Floral
a miniature tractorThanatizer
beam unit built might as well,
“To Hit” Bonus: or perhaps
-Magazine: 100
Size: Huge
into the (impossible
blade. You use to conceal)
it like a someone
Rate of Fire: Two attacksforper
with a need it round
could
Cost:
normal2,500
punchUnitsdagger, but have
Damage: it custom-made.
See descriptionIt is both
Tentative
whenever Purchase
you lungeDC: 21 (often
forward with bulky
Weight: and delicate, but at least it
5 pounds
unavailable)
it and squeeze Required Proficiency:
the handle at the runs
ArmoronClass:standard
9 power cells and
Exotic Weapons--Ranged
same time, Handed:
it fires an invisible takes only
Hardness: 10 a Standard Action to
Requires 2 hands
pressor beam whichto use “To Hit”
conveys the reload.
Hit Points: 15
Bonus:
shock of-Magazine:
the impact15to any target DC required to break this item
Rate
up toof Fire: As
twenty feetmany
away.times as no
It does with a Strength Roll: 22
the
more wielder
damage hasthan
attacks
an ordinary Description: A metal box with a
Damage:
katar, butDoes
works6d10 damage
at range. to any
It also built in gamma-ray laser that fires
plant
scareslife
theorbejeezus out of low invisibly and inaudibly through its
tech opponents (or else enrages
them). 327
sides. Once activated, it will like a rifle. It's not a long weapon
shoot at moving heat source but it's bulky and really should
bigger than a cat within 100 feet, only be fired from the shoulder. It
doing 4d8 damage (19-20 x3). launches a stream of spinning
It can be set to recognize a buzzsaw blades at subsonic speed,
particular radio, microwave or and so does a huge amount of
tachyon signal. It can aslo be set to damage without making much
recognize verbal paswords or even noise. Not too effective at long
gestures, but it isn't as good at this range. It is also, as you may have
(give it the password and there is a noticed, rather silly. When you see
15% chance that it will get someone carrying this gun, it is a
confused and shoot you anyway). good indication that they have
When you turn the box on, you can Chainpretty
some Sweeperserious Gun
issues (and
set it to either become active that this
Size: would
Large be the wrong
(-8 penalty time
to conceal
immediately or to wait for up to to
withdiscuss them).
a “sleight of hand” roll)
fifteen rounds. Cost: 1,100 Units
It is powered by a set of three Tentative Purchase DC: 18
standard power cells, each of which Required Proficiency: Exotic
holds fifty charges. It takes a Weapons-Ranged
standard action to replace each Handed: Requires 2 hands to use
one, but make sure you give the Range Increment: This is an area
signal first. The box will do 3d6 effect weapon and
electrical damage to any doesn't have a Range Increment as
unauthorized person who touches such.
it (this uses one charge). “To Hit” Bonus: -Magazine: 3
If the box senses the approach of Rate of Fire: Once per round
a large vehicle,
Buzzsaw Gun it will pop open and Damage: See description Weight:
fire
Size: Huge (Impossiblemicromissile
an armor-piercing to conceal) 15 pounds Armor Class: 5
at
Cost:it. This
1,200does
Units8d6 damage and Hardness: 5 Hit Points: 4
ignores
Tentative upPurchase
to ten points
DC: 18of(Often DC required to break this item
Hardness.
Unavailable) The box has Proficiency:
Required only has with a Strength Roll: 16
three missiles.
Slugthrower They canHanded:
Weapons be fired all Special: Affects an area twenty feet
at once or one at a time,
Requires 2 hands to use Range wide by eighty feet long. Anything
depending
Increment: 20 on feet
how“TomanyHit”vehicles
Bonus: caught in the swath must make a
are approaching.
-Magazine: 10 Each missile takes Reflexes Saving Throw vs. DC 25 or
a full of
Rate round
Fire: to
Asreplace.
many times as they will take 4d10 Slashing
the wielder has attacks damage (17-20 x3). If they make
Damage: 4d10 Slashing (17-20 x3) the Saving Throw they avoid
Weight: 14 taking any damage, and don't
pounds suffer the effects of a critical hit.
Armor Class: Roll to hit anyone in the target
7 Hardness: area, purely for the purpose of
4 Hit Points: determining whether or not they
3 have taken a critical hit.
DC required to break this item This is also an Improved Vorpal
with a Strength Roll: 15 Weapon. On a critical hit, this
Special: This weapon is capable weapon will sever the target's
of Autofire. It can target a 10- head from their body. If the target
foot-by-10-foot area. The does not have a head, or suffers
targeted area has an effective no particular ill effect from having
Defense of 10. If the attack their head cut off, the chain has
succeeds, every target within the instead cut them into two or more
affected area must make a Reflex pieces. There may still be a few
save (DC 15) or take the creatures (totally amorphous
weapon's damage. Autofire uses beings, for example) who can
up 10 of the weapon's blades, survive this, at the DM's discretion.
and can only be used if the gun Accessories: Chain-Load (Weighs
has 10 blades left in it. 1/2 pound, costs 1 unit per round)
This is also a Vorpal weapon. On Description: A short, wide-
a critical hit, it will sever the mouthed weapon that resembles a
target's head from their body. This small missile launcher, but is
does not work on creatures that do closed at the back. It fires special
not have heads, and at the DM's shaped-charge wads of exposive,
discretion there may be targets with a weighted chain coiled up
who suffer no particular ill effect inside. When the weapon is fired,
from having their heads cut off the chain unfurls and sweeps 328
(robots, for example, or certain down the battlefield, doing
types of plant- creature). horrendous damage to anything
Accessories: Buzzsaw Blades (pack caught in it's twenty-foot wide
of 10 weighs 1/2 pound, costs 10 path. The gun breaks open to
units) reload like an enormous shotgun.
Hit Points: 3
DC required to break this item with
Buzzsaw Cannon a Strength Roll: 16
Size: Huge (impossible to conceal) Special: Improved Vorpal Weapon.
Cost: 12,000 Units On a critical hit, this weapon will
Tentative Purchase DC: 26 (usually sever the target's head from their
illegal) body. If the target does not have a
Required Proficiency: Exotic head, or suffers no particular ill
Weapons--Ranged Handed: effect from having their head cut
Mounted weapon, too heavy to off, the flying monowire has
fire by hand “To Hit” Bonus: -- instead cut them into multiple
Magazine: 1 pieces. There may still be a few
Rate of Fire: Once per round creatures (totally amorphous
Damage: 10d6 Slashing to anything beings, for example) who can
in a 75 foot cone. survive this, at the DM's discretion.
Ignores 6 points of Hardness or Accessories: Monofilament Rounds
Damage Resistance. (Weighs 1/20 pound, Costs 5 Units,
Anyone caught in its cone of effect per round)
can make a Description: A two-handed, chunky
Reflexes Saving Throw vs. DC 25 to carbine, which spits out wads of
take half tangled monofilament wire. These
damage. hypersharp strands are only one
Weight: 1,000 pounds Armor Class: molecule thick, capable of cutting
0 Hardness: 10 Hit Points: 40 Razor
through
shot out
Cannon
nearly anything. When
of (impossible
a gun at supersonic
DC required to break this item Size: Huge to conceal)
with a Strength Roll: 19 (to speed
Cost: 14,000slicing
their Units power is
disable with a skill roll--it's the multiplied enormously,
Tentative Purchase but(usually
DC: 27 they
DM's choice as to which one don't have a lot of range. The
illegal) Required Proficiency: Exoticgun
applies) is difficult to load and
Weapons--Ranged it takes a full
Handed:
Accessories: Specially made shells round
Mounted to switch
weapon, outtoo
theheavy
magazine.
to fire
(Weigh 5 pounds and cost 40 by hand “To Hit” Bonus: --
Units, each) Magazine: 1
Description: Some maniacal space- Rate of Fire: Once per round
barbarian's idea of a good time, Damage: 12d6 Slashing to
this unlikely weapon shoots a everything in a 50 foot
stream of whirling buzzsaw blades cone. Anyone caught in its cone of
at the target. Bigger than a heavy effect can make a
machine gun, smaller than a Reflexes Saving Throw vs. DC 20 to
cannon, it's usually seen mounted take half
on a vehicle or towed along damage. Any target with 6 or more
behind one on a caisson. points of Damage
The blades actually come pre- Resistance gets a +5 bonus to their
packed with their own shaped- Saving Throw.
charge propellant. It takes a full Weight: 750 pounds
round to clean out the gun's Armor Class: 0
breech and drop another shell Hardness: 10
inside.
Razorgun Hit Points: 50
It'sLarge
Size: hard(-8topenalty
tell to who would
conceal DC required to break this item
manufacture
with a “sleight a of
device
hand” like
roll)this--it's with a Strength Roll: 20 (to
expensive
Cost: 1,100hasto produce, difficult to
Units disable with a skill roll--it's the
maintain,
Tentative a lot DC:
Purchase of complicated
18 much
(Often of DM's choice as to which one
components
Unavailable) and
RequiredwastesProficiency: applies)
its energy getting
Slugthrower Weapons theHanded:
blades to Accessories: Specially made shells
spin
Requiresas 2theyhands come
to use out
Rangeof the (Weigh 6 pounds and cost 35
muzzle.
Increment: It also doesn't
20again,
feet “To have much
Hit” Bonus: Units, each)
range.
-Magazine:Then 10 there may be Description: An ugly weapon of
societies
Rate of where
Fire: As many orphanages
timesoraswhereuse
the terror that launches a cone-shaped
them
wielder to prevent
hasbe attacksescapes, stream of rectangular metal blades,
they
Damage: can 3d10 found in(17-20
Slashing a typical
x3) slicing and mangling everything in
family's
Weight: garage
12 poundsnext to
Armor the unused
Class: 7 its path. It's a little like a huge, evil
exercise
Hardness: 4equipment and the shotgun that fires razor blades
armored war-truck. instead of pellets. It uses giant
blocks of caseless ammunition,
which look like big square shotgun
shells. Each block contains
hundreds of blades, carefully 329
placed so as to fly in the correct
pattern to wreak maximum havoc
on soft and fleshy targets.
Expensive, heavy, prone to
malfunctions and useless against
be played across an entire ten-foot
square, like an autofire weapon, at a
Steam Gun, Backpack- cost of three charges. The target
square has an effective AC of 10.
Mounted Anyone caught in the area of effect
Size: Huge (Impossible to conceal) can make a Reflexes Saving Throw
Cost: 1,100 Units vs. DC 15 to take half damage.
Tentative Purchase DC: 18 (Often Accessories: Spare water reservoir
Unavailable) Required Proficiency: (weighs 1/10 pound, costs 5 Units),
Simple Handed: Requires 2 hands Energy Cell (1/2 pound, costs 10
to use Range Increment: 20 feet units, good for 75 shots before it
“To Hit” Bonus: -Magazine: 40 has to be replaced)
Rate of Fire: Once per round Description: A short-range weapon,
Damage: 3d6 Heat (20 x2) about the size and shape of a
Weight: 10 pounds (55 with chunky plastic shotgun. It has a
backpack) pistolgrip instead of a stock, since
Armor it produces very little kickback. A
Class: 5 long, bulletproof plastic bottle runs
Hardness along the top, over where the firing
: 5 Hit mechanism would be on a
Points: 5 conventional slug-throwing
DC required to break this item with weapon. The barrel is short and
a Strength Roll: 17 wide, but ends in an odd, stubby
Special: Can either be used against Steam
nozzle. Pistol
Used mainly by boarding
a single target or be played across parties
Size: Small (No bonus security
and spaceship or penalty to
an entire ten-foot square, like an officers, with
conceal this gun shootsofa hand”
a “sleight highly
autofire weapon, at a cost of three compressed
roll) jet of superheated
charges. The target square has an steam.900
Cost: It works
Units like a flamethrower
effective AC of 10. Anyone caught without
Tentativethe flame and
Purchase DC:does
17 (Often
in the area of effect can make a minimal damage
Unavailable) Required to equipment.
Proficiency:
Reflexes Saving Throw vs. DC 15 to Simple Handed: Requires 1 hand to
take half damage. use Range Increment: 10 feet “To
Accessories: Backpack reservoir (1 Hit” Bonus: -Magazine: 10
lb, costs 15 units), Energy Cell (1/2 Rate of Fire: Once per round
pound, costs 10 units, good for 75 Damage: 1d6+2 Heat (20 x2)
shots before it has to be replaced) Weight: 4 pounds Armor Class: 9
Description: Combat inside Hardness: 5 Hit Points: 2
spacecraft is a tricky business. You DC required to break this item with
need to kill the enemy, but can't a Strength Roll: 14
afford to puncture the hull of the Special: Can either be used against
craft. Flamers are one solution to a single target or be played across
the problem, but there are an entire ten-foot square, like an
situations where an open flame autofire weapon, at a cost of three
inside a spacecraft is at least as charges. The target square has an
Steam Gun, Two
bad as punching a hole Handed
in the hull. effective AC of 10. Anyone caught
Size: Medium is(-4
One solution thepenalty to
pressurized in the area of effect can make a
conceal
steam-gun.withItashoots
“sleight of hand”
a jet of Reflexes Saving Throw vs. DC 15 to
roll)
superheated water, doing nearly as take half damage.
Cost:
much 1,000
damage Units
as a flamer, but Accessories: Spare water reservoir
Tentative Purchase
without running anyDC:risk18of(Often
setting (weighs 1/10 pound, costs 5 Units),
Unavailable)
things on fire.Required
As an addedProficiency:
bonus, Energy Cell (1/2 pound, costs 10
Simple
it neatlyHanded:
cooks the Requires
flesh off 2 hands
the units, good for 75 shots before it
to use Range
target's bones,Increment:
but leaves10 feetof
most has to be replaced), Holster (costs
“To
theirHit”
gearBonus:
intact.-Magazine: 20
this is a large, 20 Units, weighs 1/2 pound)
Rate of Fire: Once
two-handed modelper withround
a Description: A short-range pistol
Damage:
backpack 2d6 Heat (20
reservoir. It's x2)
about the which fires a jet of superheated
Weight:
same size 8 pounds Armor Class: 7
as a flamethrower. steam. This weapon was designed
Hardness: 5 Hit Points: 5 specifically to repel boarding
DC required to break this item with parties and is issued mainly to
a Strength Roll: 16 pilots and other non-security
Special: Can either be used against personnel to defend their posts if
a single target or need be. It isn't much use in a
vacuum, but in the enclosed
environment of a spacecraft it is
extremely effective, as it does
relatively little damage to 330
equipment and won't punch a hole
in the hull. The gun itself is smaller
than a laser pistol, with a tank of
water resting hoizontally over the
barrel. It takes a standard action to
water bottle, provided that you Rate of Fire: As many times as the
already have one filled and ready. wielder has attacks
Damage: 2d6 Weird Energy
Weight: 1 pound Armor Class: 9
Laser Sphere Protection Hardness: 7 (This applies only to
the haft--the blade is not a
Unit physical object and cannot be
Size: Medium (-4 penalty to physically attacked)
conceal with a “sleight of hand” Hit Points: 3
roll) DC required to break this item with
Cost: 800 Units a Strength Roll: 18
Tentative Purchase Special: Ignores armor, makes a
DC: 17 Required Ranged Touch Attack. Can do
Proficiency: Simple either normal or Nonlethal
Handed: Requires 0 Damage. Accessories: Energy Cell
hands to use Range (1/2 pound, costs 10 units)
Increment: 30 feet “To Description: It looks like a coiling,
Hit” Bonus: -- whirling rope made of light, which
Magazine: 50 continually twists and lashes a few
Rate of Fire: Once per inches above its control rod. When
round Damage: 1d10 activated, the lash streaks out, hits
Heat (20 x2) the target with a jolt of energy and
Weight: 1 pound per sphere (5 jumps back into position over the
spheres in total) control unit. This is not a subtle
Armor Class: 9 at rest, 15 when weapon and while it is small
active. enough to conceal on your person
Hardness: 5 it is sure to attract a lot of
Hit Points: 2 per Sphere attention once you start using it.
DC required to break this item Of course it's even more
with a Strength Roll: 14 per Sphere conspicuous in the dark. As
Accessories: Carrying case (5 strange a weapon as the energy
pounds, costs 50 units, AC 10, lash is, it still runs on standard
Hardness 3) power cells. It takes a standard
Description: In the field of action to replace a spent cell.
weapons design, there is often a General Weapon System
fine line between the visionary and
the silly. Sometimes you find a Mark 183
weapon that straddles the line. Size: Medium (-4 penalty to
This peculiar device is usually conceal with a “sleight of hand”
found as a prototype, or in use roll)
against opponents who haven't Cost: 1,100 Units
yet developed energy weapons. It Tentative Purchase DC: 18 (usually
consists of five metal anti-gravity restricted to military use)
globes, each with a laser weapon Required Proficiency: Slugthrower
mounted on board. When Weapons and Energy Weapons
activated, they whirl around the (the operator needs both)
user and shoot down incoming Handed: Requires 1 hand to use
projectiles. This gives the user a Range Increment: 20 ft (Shotgun),
+10 to their Armor Class, only vs. 70 ft (Particle Accelerator), 30 ft
projectile weapons. (Micro-Missiles), 40 ft (Grenade
As a defensive device it has Launcher), 100 ft (laser)
three serious flaws. First, it offers “To Hit” Bonus: -Magazine: See
Energy
no protectionLash against energy description Rate of Fire: As many
Size:
weapons. Medium (-4 penalty
Second, it doesn't to times as the wielder has attacks
conceal
recognizewith a “sleight
anything slowerofthanhand”
an Damage: Shotgun does 4d6
roll)
arrow as an attack. Thrown rocks, Piercing (18-20 x3) Particle
Cost:
hurled350 Units boomerangs and
grenades, Accelerator does 2d10 Radiation
Tentative Purchase DC:
flying anti-gravity 14 (Oftenall
weapons (20 x3) Micromissiles do 3d6
Unavailable)
pass straightRequired
through Proficiency:
it. Third and Bludgeoning damage to anything
Energy Weapons Handed:
most grievously, it will destroy an in a 5 foot radius (a Reflexes
Requires
incoming1rockethand to
or use
shellRange
at a range Saving Throw vs. DC 15 allows the
Increment:
of twenty n/a feet(Maximum
from the range of
user, target to take half damage)
30 feet, can
which accuracy
be does not if the
awkward Grenades do 4d6 Piercing in a 10
diminish
incomingout to that range)
weapon's blast radius is foot radius (a Reflexes Saving
“To
largerHit”
than that. Throw vs. DC 18 allows the target
Bonus: +3
In addition to its defensive to take half damage)
Magazine:
capacities, the device can be Laser does 2d10 Heat (20 x3). 331
30
ordered to attack a target within Tanglewebs make a ranged touch
40 feet with its lasers. All five attack, ignoring armor. Anyone
beams will focus on the target, but caught by the Tangleweb suffers a
they fire individually, effectively -2 penalty on all attacks, has their
making 5 separate 1 d4 attacks in Dexterity effectively
reduced by 4, and moves at half with an extra 4d4 to targets with
speed. To free themselves, they more than 8 points of Hardness,
must take a full action and make and ignores up to 10 points of
either an Escape Artist roll vs. DC Damage Resistance.
20 or rip their way loose by making The Stun Ray makes a ranged
a Strength check vs. DC 25. touch attack and forces the target
Weight: 8 pounds Armor Class: 7 to make a Willpower Saving Throw
Hardness: 5 Hit Points: 5 vs. DC 20 or fall unconcious for
DC required to break this item with 2d10 minutes.
a Strength Roll: 17 Weight: 7 pounds Armor Class: 7
Accessories: Energy Cell (1/2 Hardness: 6 Hit Points: 7
pound, costs 10 units), Tangleweb DC required to break this item with
Load (Weighs 1/2 pound, costs 300 a Strength Roll: 18
Units), Shotgun Shells (1/4 of a Accessories: Energy Cell (1/2
pound, cost 20 Units for a box of pound, costs 10 units), Scope and
50), Grenades (Weigh 1 pound and targeting system are already built
cost 500 Units each), Micro- into the weapon, and taken into
Missiles (Weigh 1/10 pound each, account in its Range Modifier
cost 50 Units), Scope and targeting Description: A much more
system are already built into the advanced General Weapon Pod
weapon, and taken into account in than the 183. Like its predecessor,
its Range Modifier it looks like a plastic pod that
Description: A heavy plastic pod covers the user's forearm. When
which covers the user's entire the weapon is armed, a targeting
forearm. The front of the pod display pops up on the user's
opens up to display a formidable visual field (no goggles or scopes
array of weapons. There is a are required—the weapon beams
micromissile launcher with slots for the signal directly into the user's
five rockets (we've loaded this one brain) and the front of the pod
with concussion warheads but of morphs into a gun barrel.
course you can use whatever It can fire a long-range x-ray
rockets the DM makes available), a laser, a short range burst of
shotgun with a 5-round magazine, antimatter particles, a wad of
a one- shot tangleweb launcher, a superheated plasma that does
grenade launcher with room for damage to everything in a 5 foot
three grenades (we assumed you'd radius, an armour-piercing bolt
want Fragmentation but as with of force, or an electromagnetic
the wrist rockets, listen to your pulse that disrupts the target's
General
heart Weapon
and select System
whatever you like) central nervous system, putting
, a 2d10 particle beam and a 2d10 them harmlessly to sleep.
Mark 490share a 60-shot
laser, which Each weapon function draws on
Size: Medium
magazine between (-4 penalty
them to the same power cell. The power
conceal with aweapons
The energy “sleight of
runhand”
on the cell is interchangeable with most
roll)
same power cell, which takes a Generic
other energy Ray Gun from the
weapons
Cost: 2,000
Standard Unitsto reload. Each of
Action Size:
sameSmall (No
period andbonus
takesor penalty to
a Standard
Tentative
the other Purchase DC: 20 (usually
weapon systems takes a conceal with a
Action to reload.“sleight of hand”
restricted to military use)
Standard Action to reload roll)
Required Proficiency:
individually, except forEnergy
the wrist- Cost: 850 Units Tentative Purchase
Weapons Handed:
rockets, which takeRequires
a Standard1 hand DC: 17 Required Proficiency:
to use Range
Action Increment: 130 ft (X-
per rocket. Energy Weapons Handed: Requires
Ray Laser), 10 ft (Antimatter Gun), 1 hand to use Range Increment: 40
60 ft (Plasma Gun), 50 ft (Armor- feet “To Hit” Bonus: -Magazine: 50
Piercing Force Bolt), 20 ft (Stun Rate of Fire: As many times as the
Ray) wielder has attacks
“To Hit” Bonus: -Magazine: 75 Damage: 2d10 Weird Energy (19-20
Charges. The X-Ray Laser and Stun x3)
Ray use one charge each, the Weight: 3 pounds Armor Class: 9
Antimatter Gun and Armor- Hardness: 10 Hit Points: 5
Piercing Force Bolt use two DC required to break this item with
charges each and the Plasma Gun a Strength Roll: 15
uses three charges. Accessories: Energy Cell (1/2 pound,
Rate of Fire: As many times as the costs 10 units),
wielder has attacks
Damage: X-Ray Laser does 3d10+3
Heat (18-20 x3) Antimatter Gun
does 6d10 Weird Energy (20 x2) 332
Plasma Gun does 8d6 Heat
damage to anything in a 5 foot
radius (a Reflexes Saving Throw vs.
DC 20 allows the target to take half
damage)
Armor-Piercing Force Bolt does 6d4
Holster (costs 20 Units, weighs 1/2 DC required to break this item
pound) Description: A small, with a Strength Roll: 15 to
bulbous hand gun, which appears disable with a skill roll (perhaps
to be made from cheaply stamped the “Repair” skill, although this of
metal. It looks very 1950s and is course is up to the
usually found in the hands of DM)
sinister little green aliens with Description: Once the little green
enormous heads, who fly around in men get tired of being punched
saucers and try to conquer out by square-jawed Earthmen,
Mankind for the sheer twisted heck they invariably resort to this
of it. Cringe, puny Earthling, before huge, evil, pulsing weapon (for
|
the might of my Generic Ray Gun! all the good it ever seems to do
them). Generic Ray Cannons tend
Immuno-Disrupter Gun
to look a little like huge Art Deco
dental X-Ray
Size: Large (-8machines,
penalty to with big
conceal
nastya “sleight
with reflectors around
of hand” roll) the
glowing
Cost: 4,000redUnits
emitter knob.
Tentative Purchase DC: 23 (usually
illegal) Required Proficiency: Exotic
Weapons--Ranged Handed:
Generic Ray-Gun Rifle Requires 1 hand to use Range
Size: Large (-8 penalty to conceal Increment: 40 feet “To Hit” Bonus: -
with a Sleight of Hand roll) Magazine: 5
Cost: 1,000 Units Tentative Rate of Fire: Once per round
Purchase DC: 18 Required Damage: Special--see description
Proficiency: Energy Weapons Weight: 10 pounds
Handed: Requires 2 hands to use Armor Class: 8
Range Increment: 100 feet “To Hit” Hardness: 3
Bonus: -Magazine: 50 Hit Points: 4
Rate of Fire: As many times as the DC required to break this item with
wielder has attacks a Strength Roll: 10
Damage: 3d10 Weird Energy (19- Accessories: Energy Cell (1/2
20 x3) pound, costs 10 units) Description:
Weight: 8 pounds Armor Class: 7 A silent radiation pulse weapon
Hardness: 10 Hit Points: 10 designed specifically to wreck the
DC required to break this item with target's immune system. This is a
a Strength Roll: 17 cruel but cunning weapon of
Accessories: Energy Cell (1/2 assassination as it tends to make
pound, costs 10 units) Description: the target's death look like natural
A bigger, two-handed version of causes.
the generic ray-gun, favored by The gun is as small and
hulking space-henchmen with unobtrusive as it can possibly be
vocabularies limited to the word made, but its still bulky, awkwardly
"Rrr!" shaped and difficult to conceal. Yet
it makes no sound, produces no
flash, and can't even be felt by the
Generic Ray Cannon target.
Size: Huge (Impossible to conceal) Any human being or other earth-
Cost: 30,000 Units mammal struck by the beam must
Tentative Purchase DC: 30 (usually make a Fortitude Saving Throw vs.
restricted to military use) DC 35. If they fail, they now have a
Required Proficiency: Exotic permanent -12 penalty on any
Weapons-Ranged Handed: Fortitude Saving Throw to resist
Weapon must be fired from a disease. Other saving throws are
mount Range Increment: 300 feet not affected.
“To Hit” Bonus: -Magazine: 50 Most aliens don't react the same
Rate of way to this weapon, and instead
Fire: take 1d4 damage when hit with the
Once per beam. Unlike human targets, they
round will most definitely know that they
Damage: have been shot. Robots aren't
10d10 affected at all.
Weird The weapon is powered by a
Energy standard energy cell and isn't really
Weight: made for rapid reloading. It takes a
2 tons full round to replace a spent cell.
333
Armor
Class: 3
Hardness Metabolic Interference Ray
: 10 Hit Size: Huge (impossible to conceal)
Points: Cost: 5,000 Units
Tentative Purchase DC: 23 (often
Range Increment: the target to make a Fortitude
30 feet “To Hit” Saving Throw vs. DC 20 or be
Bonus: -- Stunned for one round),
Magazine: 5 Punishment Bolt (30 foot range
Rate of Fire: Once per round increment, drains 2 charges) 2d6
Damage: If hit by the beam, the electrical (20 x2), Anti-Robot Field
target must make a Fortitude (30 foot cone-shaped attack, drains
Saving Throw vs. DC 30 or lose the 3 charges) 1d6 electrical (20 x2) to
ability to metabolize food. They will living targets and 6d6 damage to
slowly starve to death no matter sentient machines.
how much they eat. See description Weight: 7 pounds Armor Class: 5
for more details. Hardness: 14 Hit Points: 15
Weight: 18 pounds Armor Class: 7 DC required to break this item with
Hardness: 5 Hit Points: 3 a Strength Roll: 20
DC required to break this item with Special: For a cost of one charge
a Strength Roll: 15 per round, the Rod can generate a
Accessories: Energy Cell (1/2 pound, Repulsion Screen which gives the
costs 10 units), or a home-made wielder +4 to their Armor Class.
energy cell (weighs 2 pounds, costs The wielder can also use the staff
15 Units to make in a basement to fly at a rate of 40 feet per round
lab, not compatible with other (Maneuverability Good). It costs 1
weapons, takes a full round to charge per round of flight.
reload) Description: A horrendous Accessories: Energy Cell (1/2
weapon, illegal almost everywhere, pound, costs 10 units) Description:
which most nations will deny A personal weapon used by elite
manufacturing. Clumsy, loud, heavy honor guards or perhaps by the
and fragile, it doesn't have a lot of ruling class of violence- oriented
range and it won't kill the target cultures. This long metal staff is
dead in its tracks but this is still a packed with weapon systems. It
greatly feared device. also holds a small onboard anti-
It subtly alters the target's gravity generator which can lift
biochemistry, so that they can no about four hundred pounds,
longer metabolize food. Apply the enabling the user to fly for short
standard rules for starvation. Water periods. Its power cell slots into a
will still nourish them, they aren't hidden compartment in the middle
dying of thirst, but even of the staff. It takes a Standard
intravenous nutrient injections will Action to reload.
do them no good at all.
At the DM's discretion there may
be some incredibly advanced,
exotic technique that can cure the
ray's effects, but this should be Universal Energy Tool
exceedingly rare and/or expensive if Size: Tiny (+4 bonus to conceal
it exists at all. It is much easier to with a “sleight of hand” roll)
do this kind of damage than to Cost: 950 Units
The
reverse Master's
it. Rod Tentative Purchase DC: 18 (Often
TheLarge
Size: gun itself looks atobit
(-8 penalty like an
conceal Unavailable) Required Proficiency:
old movie
with camera
a “sleight without
of hand” any film
roll) Energy Weapons Handed: Requires
reels, 2,000
Cost: or a dental x-ray machine.
Units (usually not for It 1 hand to use Range Increment: 50
runs toonanyone
sale special,butoversized
the Cruel power
Alien feet “To Hit” Bonus: -Magazine: 75
cells like the
Overlords type used
or perhaps thefor heavy
police) Rate of Fire: As many times as the
energy weapons.
Tentative PurchaseTheDC:battery
20 (Oftencase wielder has attacks
is usually bolted
Unavailable) shut Proficiency:
Required and takes a Damage: Variable, See description
full round
Exotic to reload.
Weapons. Melee Handed: Weight: 2 pounds
Requires 1 hand to use “To Hit” Armor Class: 9
Bonus: +2 Magazine: 60 Hardness: 6
Rate of Fire: As many times as the Hit Points: 2
wielder has attacks DC required to break this item with
Damage: Power-Enhanced Blow a Strength Roll: 17
(melee attack, drains 1 charge) 2d6 Accessories: Holster (costs 20
Bludgeoning (20 x2), Hot Probe of Units, weighs 1/2 pound),
Inquiry (melee attack, drains 1 Energy Cell (1/2 pound, costs
charge) 1 d6 piercing (20 x3) and 10 units) Description: The
1d4 heat, Agony Ray (10 foot range favorite weapon of Hyper-
increment, drains 2 charges) 3d6
Nonlethal (and forces 334
Advanced Utopian Star Rate of Fire: As many times as
Confederations, the Universal the wielder has attacks
Energy Tool has a little of Damage: 3d6 Bludgeoning (20 x2)
everything. It can be set to do to the target, 2d6 to everything in a
between 1 and 10d6 normal or 5 foot radius of the target (a
nonlethal damage. Anything Reflexes Saving Throw vs. DC 15
destroyed by the tool in a single allows anyone caught in the blast
blast vanishes in a burst of light. It radius to take half damage)
looks not unlike a small cordless Weight: 1
electric razor. Officially used for pound
welding, starting campfires and so Armor
forth. Alas, more than one first Class: 13
Energy team
contact Rockshas found itself Hardness:
using Tiny
Size: the Universal
(+4 bonus Energy Tool in
to conceal 3 Hit
a very
with differentofmanner.
a “sleight We come
hand” roll) Points: 2
in peace.
Cost: SetperUniversal
50 Units rock (not Energy DC required to break this item with
Tools
usuallytofor
“Kill!”
sale-- sometimes a Strength Roll: 20
found lying around for free) Description: Sometimes in four-
Tentative Purchase DC: 7 (Often color space-opera campaigns you
Unavailable) may encounter planets with weird
Required Proficiency: Simple rocks or glowing crystals lying
Handed: Requires 1 hand to use around, which blow up when
Range Increment: 10 ft if thrown, hucked at things. While this may
possibly more if seem silly to some of us, who am I
launched from a weapon to deny you the pleasure of having
“To Hit” Bonus: -- them in your campaign? Whether

Weird Science
chucked by hand or flung with a
slingshot, they're sure to be an
unwelcome surprise to the Bug-
Eyed Monster of your choice.
Now we enter the strange and shabby realm of Weird Science. It's a pulp-
novel, midnight movie kind of place, filled with the broken artifacts of
nameless civilizations and the twisted fruits of science gone horribly wrong.
Here alien invaders always seems to arrive in spacecraft shaped like hubcaps
and scientists have names like "Doctor Murder,
MD."
Space Opera at best, most of the devices found in this section would be out of
place in any kind of Hard Science Fiction campaign (you might just barely be
able to squeak one past as psi-technology or an alien relic so advanced that
our puny minds can't comprehend it). Players really will try to call you on a
Hypno-Ray Roll: 12 to disable
device that's too obviously silly for a given campaign, withfrom
so choose a skill
thisroll
list
with care.
Size: Huge (Impossible to conceal) (perhaps the “Repair” skill,
Cost: 20,000 Units (almost always a although this of course is up to the
prototype--this is actually the cost DM)
required to build the weapon) Accessories: Heavy Energy Cell
Tentative Purchase DC: N/A (Weighs 1 pound, costs 25 units),
(Weapon must be built or found-- or a home-made energy cell
you cannot acquire one with a (weighs 2 pounds, costs 15 Units
simple Wealth check) to make in a basement lab, not
Required Proficiency: Energy compatible with other weapons,
Weapons Handed: Requires 2 takes a full round to reload)
hands to use Range Increment: Description: A large device (much
Affects everything in a 40 foot too big and bulky to use as a
cone, and does not have a Range hand-weapon) which doesn't really
Increment as such. resemble a gun. It has a huge
“To Hit” Bonus: -Magazine: 70 spinning disk with the image of a
Rate of Fire: Once per round spiral on it. When in use it makes
Damage: Special, see description an eeire ululating wail that is
Weight: 50 pounds Armor Class: 3 instantly distinctive to anyone who
Hardness: 1 Hit Points: 3 has heard it before.
DC required to break this item with It affects a 40 foot cone-shaped
a Strength area. Anyone caught in the cone
must make a Willpower Saving
Throw vs. DC 20 or fall under the
ray's effect and become
hypnotized. The weapon's user can335
influence a hypnotized character's
actions by verbally suggesting a
course of activity (limited to a
sentence or two). The suggestion
manner as to make the activity with anything else and takes a full round to replace.
sound reasonable.
They can specify conditions that
will trigger the action. There is Flesh-Warping Ray
no specific time limit to the Size: Huge (Impossible to conceal)
ray's effect--it ends when the Cost: 30,000 Units (Almost always a
subject finishes what they were prototype--this is actually the cost
asked to do. A very reasonable required to build the weapon)
suggestion causes the save to Tentative Purchase DC: N/A
be made at a penalty (of no (Weapon must be built or found--
more than -2) at the DM's you cannot acquire one with a
discretion. simple Wealth check)
The device either runs on house Required Proficiency: Energy
current, or has a huge energy cell Weapons Handed: Requires 2
of the type used to power vehicles. hands, usually fired from a mount
If it has a portable energy supply, Range Increment: 50 feet “To Hit”
the battery takes a full round to Bonus: -Magazine: 75 or unlimited
Pocket
replace. Hypno-Raywith cables
A prototype,
(See description)
Size: Mediumcovered(-4 penalty to Rate of Fire: Once per round
and improvised
conceal with a components,
“sleight of this is
hand” Damage: Special, see description
rarely
roll) a mobile weapon. If it is Weight: 85 pounds Armor Class: 5
mobile, it's much
Cost: 45,000 Unitsmore likely
(Almost to bea
always Hardness: 2 Hit Points: 3
lashed to the back of a flatbed
prototype--this is actually the cost DC required to break this item with
truck thantomounted
required build theon a tank.
weapon) a Strength Roll: 15
Tentative Purchase DC: N/A Accessories: Heavy Energy Cell
(Weapon must be built or found-- (Weighs 1 pound, costs 25 units), or
you cannot acquire one with a a home-made energy cell (weighs 2
simple Wealth check) pounds, costs 15 Units to make in a
Required Proficiency: basement lab, not compatible with
Energy Weapons Handed: other weapons, takes a full round
Requires 1 hand to use to reload)
Range Increment: -“To Hit” Description: A fiendish product of
Bonus: -Magazine: 60 the worst kind of mad science.
Rate of Fire: Once The flesh-warping ray turns its
per round Damage: victims into grotesquely distorted
Special, see piles of meat.
description Weight: 4 The ray's effects are foul in the
pounds Armor Class: extreme. Their flesh puckers,
9 Hardness: 0 Hit bubbles and warps (if they make
Points: 2 their saving throw it snaps back to
DC required to break this item normal before the change becomes
with a Strength Roll: 13 permanent). Limbs twist in on
Accessories: Home-made energy themselves, bones bend in
cell (weighs 1 pound, costs 10 Units impossible ways, teeth sprout out
to make in a private workshop, not of places where no teeth belong.
compatible with other weapons, Anyone unlucky enough to be hit
takes a full round to reload) by the beam must make a Fortitude
Description: A short but bulky Saving Throw vs. DC 20 or lose
pistol-like weapon. Where you 4d10 hit points, 1d6 Charisma and
would expect to see a barrel, it has a point of Constitution. Damage
a large white disk, painted with a Resistance does not offer any
spiral. Pull the trigger and the spiral protection against these effects.
begins to spin, while the device Even if they make the Saving Throw
emits a weird high ululation. they take 2d6 Nonlethal Damage
Anyone caught in its 25-foot cone and 1 d6 normal damage from the
of effect must make Willpower effect of having their veins and
Saving Throw vs. DC 20 or be organs momentarily twisted around
hypnotized. like balloon animals.
The ray's user can influence a The ray itself is big and bulbous,
hypnotized subject's actions by with a weirdly short, narrow barrel
suggesting a course of activity for its size. It is impossible to use as
(limited to a sentence or two). The a hand-weapon. Evil geniuses like
suggestion must be worded in such to keep them on swivel mounts, the
a manner as to make the activity better to point them at helpless
sound reasonable. The user can prisoners and cackle wickedly
specify conditions that will trigger about it. 336
the action. The effect ends when The beam is a brilliant white, too
the subject finishes what they were bright to look at, and makes a great
asked to do. A very reasonable deal of noise. When they fire one of
suggestion causes the save to be these machines up, you'll know
made with a penalty (of no more something awful is happening!
Pocket Flesh-Warping Ray
Size: Small (No bonus or penalty to
conceal with a “sleight of hand”
roll)
Cost: 60,000 Units (Almost always
a prototype--this is actually the
cost required to build the weapon)
Tentative Purchase DC: N/A
(Weapon must be built or found--
you cannot acquire one with a
simple Wealth check)
Required Proficiency: Energy
Weapons Handed: Requires 1 hand Flesh-Melting Ray
to use Range Increment: 20 feet Size: Huge (Impossible to conceal)
“To Hit” Bonus: -Magazine: 15 Cost: 35,000 Units (Almost always a
Rate of Fire: As many times as the prototype--this is actually the cost
wielder has attacks required to build the weapon)
Damage: Special, see description Tentative Purchase DC: N/A
Weight: 2 pounds Armor Class: 9 (Weapon must be built or found--
Hardness: 1 Hit Points: 2 you cannot acquire one with a
DC required to break this item simple Wealth check)
with a Strength Roll: 13 Required Proficiency: Energy
Accessories: Energy Cell (1/2 Weapons Handed: Requires 2
pound, costs 10 units), Holster hands to use Range Increment:
(costs 20 Units, weighs 1/2 pound) This is a cone-effect weapon and
Description: Not a very discreet doesn't have a Range Increment as
weapon, a flesh- warping ray such.
makes a bright flash and a “To Hit” Bonus: Anyone with a
thunderous noise. And then of Strength of less than
course there are the ray's effects. 16 will suffer a -2 penalty.
The target's body twists and Magazine: 40
distorts like a cartoon character, Rate of Fire: Once per round
veins bursting, bones running like Damage: 10d6 Weird Energy (No
candle wax, flesh blossoming with critical hits) to every living target in
mutant growths. a 35 foot cone. Only affects living
Anyone unlucky enough to be hit tissue. A Reflexes Saving Throw vs.
by the beam must make a Fortitude DC 20 allows a target to take half
Saving Throw vs. DC 20 or lose damage.
3d10 hit points, 1d3 Charisma and a Weight: 18 pounds Armor Class: 5
point of Constitution. If they make Hardness: 3 Hit Points: 5
the Saving Throw they still take 2d6 DC required to break this item with
Nonlethal Damage and 1d6 normal a Strength Roll: 17
damage from having their innards Accessories: Heavy Energy Cell
briefly crumpled up like a paper (Weighs 1 pound, costs 25 units),
bag. Damage Resistance is useless or a home-made energy cell
against the ray's effects. (weighs 2 pounds, costs 15 Units to
Although the ray is clearly a make in a basement lab, not
prototype and too strangely shaped compatible with other weapons,
to fit in a standard holster, it runs takes a full round to reload), Tripod
on a standard power cell, Mount (Weighs 4 pounds, Costs
compatible with most other energy 100 units)
weapons from the same period. The Description: A large, heavy weapon
energy cell is bolted into the frame which resembles a series of glass
at an awkward angle, and takes a balls, half-filled with weirdly
full round to replace. colored liquids, connected
It is of course entirely up to the together with gold and bronze
DM as to whether or not futuristic pipes. It is possible but difficult for
medical science can repair the a single person to carry and fire it.
damage to the target's Constitution The gun is usually seen attached to
and Charisma, but as a general rule a swivel-mount.
it should be difficult. This is an It fires a red cone-shaped beam
unusual weapon, with unfamiliar which liquifies any living flesh in its
effects. path. The ray has no effect on
anything but living tissue, and will
leave a pile of teeth and hair on 337
top of the target's empty clothes. If
someone survives an attack by a
flesh-melter ray, their wounds are
utterly disinctive (they appear to
have been melted like a candle).
damage to glass or crystaline materials. Roll: 17
Accessories: 2 Heavy Energy Cells
(weigh 1 pound and cost 25 units
Pocket Flesh-Melting Ray each), or a home-made energy cell
Size: Small (No bonus or penalty (weighs 2 pounds, costs 15 Units to
to conceal with a “sleight of hand” make in a basement lab, not
roll) compatible with other weapons,
Cost: 70,000 Units (Almost always takes a full round to reload), Tripod
a prototype--this is actually the Mount (Weighs 5 pounds, Costs
cost required to build the weapon) 110 units)
Tentative Purchase DC: N/A Description: A big weird ray-gun
(Weapon must be built or found-- with a strangely organic, half-
you cannot acquire one with a melted look. It appears to be
simple Wealth check) composed entirely of plastics. This
Required Proficiency: Energy gun is too large for most people to
Weapons Handed: Requires 1 use without a tripod.
hand to use Range Increment: 30 The ray runs on standard power
feet “To Hit” Bonus: -Magazine: 20 cells (or can be easily adapted to
Rate of Fire: As many times as the them with an easy skill roll at the
wielder has attacks DM's discretion). It seems to have
Damage: 4d6 Weird Energy (No been designed by either some
critical hits), only utterly alien intelligence or a
affects living tissue raving lunatic, and is really
Weight: 3 pounds awkward to reload. It holds two
Armor Class: 9 power cells and it takes a full
Hardness: 2 round to replace either one of
Hit Points: 2 them.
DC required to break this item It's effects are as spectacular as
with a Strength Roll: 13 its science is wonky. Anything
Special: Only damages living flesh. made of metal caught in the cone-
Accessories: Energy Cell (1/2 shaped area of attack begins to
melt like a candle. If it loses all its
pound, costs 10 units) Description: Pocket
hit points Metal-Melting
it turns into a smooth Ray
A short but heavy pistol that Size:
hard Small
puddle(No on bonus or penalty to
the ground.
resembles a series of glass balls, conceal with a “sleight
It is important to note ofthat
hand”
the
half-filled with weirdly colored roll)
weapon doesn't melt metal by
liquids, connected together with Cost:
heating 50,000 Units
it up--it (Almost
uses somealways
much a
gold and bronze pipes. It fires a prototype--this
stranger and lessis probable
actually the cost
method.
red beam which liquifies living required to build
Metal affected bythe
thisweapon)
weapon only
flesh. The ray has Ray
Metal-Melting no effect on Tentative
remains liquidPurchase
whileDC:theN/A
ray is
anything but living tissue.
Size: Huge (Impossible to conceal)Even a (Weapon must be
actually trained onbuilt or objects
it. The found--it
sheet of paper will completely
Cost: 25,000 Units (Almost always you
has melted aren't even warm ato the
cannot acquire one with
block its effect. It's
a prototype--this shape is
is actually theodd simple
touch whenWealth thecheck)
ray is switched off.
enough that you can't
cost required to build the weapon) really Required Proficiency: Energy
construct a holster for
Tentative Purchase DC:it.N/A Weapons Handed: Requires 1 hand
(Weapon must be built or found-- to use Range Increment: 40 feet
you cannot acquire one with a “To Hit” Bonus: -Magazine: 30
simple Wealth check) Rate of Fire: As many times as the
Required Proficiency: Energy wielder has attacks
Weapons Handed: Requires 2 Damage: 3d10 Weird Energy (no
hands to use Range Increment: Critical Hits). Ignores up to 15
This is a cone-effect weapon and points of Hardness. Only damages
doesn't have a Range Increment objects made of metal.
as such. Weight: 3 pounds Armor Class: 9
“To Hit” Bonus: Anyone with a Hardness: 4 Hit Points: 2
Strength of less than 15 suffers a - DC required to break this item with
4 penalty if they use the weapon a Strength Roll: 15
without a mount. Accessories: Energy Cell (1/2
Magazine: 50 (25 per energy cell) pound, costs 10 units), Holster
Rate of Fire: Once per round (costs 20 Units, weighs 1/2 pound)
Damage: 6d10 Weird Energy. Description: A strange product of
Affects a 50 foot cone. Ignores up pulp-novel pseudoscience, this ray
to 15 points of Hardness. Only reduces metallic objects to hard,
damages objects made of metal. smooth puddles without even
Weight: 38 pounds Armor Class: 5 heating them up. The debris left by
Hardness: 5 Hit Points: 10 a metal melting ray isn't liquid. The
DC required to break this item with metal appears to run and flow 338
a Strength while it is being struck
by the ray but it becomes hard
again the instant the ray is shut off.
While the pocket version of this
weapon only attacks individual
targets, rather than making area
attacks, it can still be used to make
large holes in metal walls. You can
bore a hole up to two feet deep and
five feet in diameter for every full
round you take and every two
charges you expend.
The gun itself is smaller and
lighter than most pistols and
despite its peculiar design will fit Pocket Debilitation Ray
easily into most conventional Size: Small (No bonus or penalty to
holsters. conceal with a “sleight of hand”
roll)
Cost: 30,000 Units (almost always a
prototype--this is actually the cost
required to build the weapon)
Tentative Purchase DC: N/A
(Weapon must be built or found--
you cannot acquire one with a
simple Wealth check)
Debilitation Ray Required Proficiency: Exotic
Size: Huge (Impossible to conceal) Weapons-Ranged Handed:
Cost: 15,000 Units (almost always a Requires 1 hand to use Range
prototype--this is actually the cost Increment: 30 feet “To Hit” Bonus:
required to build the weapon) -Magazine: 25
Tentative Purchase DC: N/A Rate of Fire: Once per round
(Weapon must be built or found-- Damage: Special, see description
you cannot acquire one with a Weight: 4 pounds Armor Class: 9
simple Wealth check) Hardness: 5 Hit Points: 2
Required Proficiency: Exotic DC required to break this item with
Weapons-Ranged Handed: a Strength Roll: 12
Requires 2 hands to use Range Accessories: Energy Cell (1/2
Increment: 60 feet “To Hit” Bonus: - pound, costs 10 units) Description:
Magazine: 45 A hand-held version of the
Rate of Fire: Once per round debilitation ray. It resembles a
Damage: Special, see description bulbous, chunky pistol and while it
Weight: 42 pounds Armor Class: 5 is too large to fit in a conventional
Hardness: 6 Hit Points: 3 holster, it can be concealed under
DC required to break this item with a jacket. As with a full-sized
a Strength Roll: 13 Debilitation Ray, anyone struck by
Accessories: Heavy Energy Cell the beam temporarily loses 3d6
(Weighs 1 pound, costs 25 units), Strength and 2d6 Constitution,
or a home-made energy cell down to a minimum of 1 point. A
(weighs 2 pounds, costs 15 Units to Life-Essence-Draining
Fortitude
the damage
Save vs DC 25 reduces
to 1d6 from
Ray
make in a basement lab, not Size: Huge (Impossible toeach stat.
conceal)
compatible with other weapons, The
Cost:lost Strength
60,000 Unitsand Constitution
(almost always a
takes a full round to reload), Tripod will slowly comeisback
prototype--this at a the
actually ratecost
of
Mount (Weighs 4 pounds, Costs one point per every full
required to build the weapon)hour of
100 units) rest.
Tentative Purchase DC: N/A
Description: A bulky, tripod (Weapon must be built or found--
mounted energy weapon. Typical you cannot acquire one with a
mad-scientist gear, it looks like a simple Wealth check)
half-finished prototype. Anyone Required Proficiency: Energy
struck by it's sickly green ray Weapons Handed: Requires a
temporarily loses 3d6 Strength and mount to use effectively Range
2d6 Constitution, down to a Increment: 80 feet
minimum of 1 point. A Fortitude “To Hit” Bonus: -4 penalty if used
Save vs DC 25. reduces the damage without a mount Magazine: 30
to 1d6 from each stat. The lost Rate of Fire: Once per round
Strength and Constitution will Damage: The target receives 2d3
slowly come back at a rate of one negative levels
point per every full hour of rest. Weight: 33 pounds 339
Armor Class: 5 Hardness: 5 Hit evil as an Evil Ray, this is still one
Points: 10 evil ray. It sucks the life essence
DC required to break this item with out of the target and then
a Strength Roll: 15 transfers it into the gun's wielder.
Accessories: Heavy Energy Cell Dear to the hearts of elderly
(Weighs 1 pound, costs 25 units), mad professors everywhere, this
or a home-made energy cell weapon it most often found
(weighs 2 pounds, costs 15 Units pointed at struggling young
to make in a basement lab, not women strapped to gurneys and
compatible with other weapons, etc. It fires a bruise-purple beam
takes a full round to reload) and makes a devilish thrumming
Description: A fiendish ray which sound. The victim usually screams
sucks the life-force out of its target and writhes in a way that brings
and annoys the Hell out of hard glee to a twisted genius' heart.
science fiction fans. Found in the There are two basic models of
ruins of lost civilizations or the labs Life Transference Ray. One has a
or drooling madmen, it's pure big transparent ball slung under
scientific drivel but an important the barrel, which fills up with a
addition to the DM's arsenal swirling blue fluid as the gun
nonetheless. accumulates life essence. To gain
It's large and heavy weapon, the benefits of the accumulated
about the size of a squad energy, the weapon's operator
support gun, like a missile must remove the ball (this takes a
launcher or a heavy blaster. Too Standard Action) and drink the
bulky to carry conveniently, it's fluid (this takes another Standard
usually seen in fixed positions on Action). There are also Life
a swivel mount. Anyone who fires Transference Rays that directly
it without at least propping it pump the stolenRay
Anti-Etheric life-essence into
across a log will suffer a -4 the gun's operator as they fire it,
penalty, even though it produces Size: Huge (impossible
surrounding their bodyto conceal)
with
no recoil. Cost: 4,000 Units (Almost
crackling purple lightning. always a
It runs on an absolutely standard prototype--this
Both types are,is ofusually theflatly
course, cost
power cell, unless you are using it required
impossible to in
build
the the
realweapon)
world, and
Life-Essence
in
Transference
a Victorian Science Fantasy Tentative
will make Purchase
hard scienceDC: fiction
N/A fans
Ray
game, in which case toit conceal)
has the (Weapon
snarl with derision. Saveorthis
must be built found--
device
Size: Huge (Impossible you cannot fantasy
acquireand/or
one with a
same number
Cost: 80,000 Unitsof(almost
shots, always
but is a for science pulp
driven by a large galvanic pile, simple Wealth check)
adventure campaigns.
prototype--this is actually the cost Required Proficiency: Exotic
made
requiredfrom sheets
to build of different
the weapon)
metals Weapons--Ranged Handed:
Tentativelayered
Purchasetogether
DC: N/A like a Requires 2 hands to use Range
sandwich.
(Weapon must be built or found--
This power source Increment: Affects everything
you cannot acquireweighs
one with10 albs
(provided it's incorporeal) in a 40
and costs 12 Pounds
simple Wealth check) Sterling (36
Francs in aProficiency:
Jules VerneEnergy
game) to foot cone “To Hit” Bonus: --
Required Magazine: 10
replace.
Weapons Handed: Weapon must Rate of Fire: As many times as
be fired from a mount Range the wielder has attacks
Increment: 80 feet “To Hit” Bonus: Damage: Special--see
-Magazine: 35 description Weight:
Rate of Fire: Once per round 20 pounds Armor
Damage: The target receives 1 Class: 7 Hardness: 4
negative level, while Hit Points: 3
the gun's wielder gains a +1 bonus DC required to break this item
on all their rolls (up with a Strength Roll: 14
to a maximum of +4). Both effects Accessories: Energy Cell (1/2
last for 2d6 pound, costs 10 units), or a home-
minutes. made energy cell (weighs 2
Weight: 27 pounds Armor Class: 5 pounds, costs
Hardness: 5 Hit Points: 5 15 Units to make in a basement
DC required to break this item with lab, not compatible with other
a Strength Roll: 15 weapons, takes a full round to
Accessories: Heavy Energy Cell reload) Description: An anti-etheric
(Weighs 1 pound, costs 25 units), ray affects only targets that are
or a home-made energy cell Ethereal, or otherwise out of phase
(weighs 2 pounds, costs 15 Units with normal reality. It does no
to make in a basement lab, not actual damage to the target, but it
compatible with other weapons, forces them to materialize and then
takes a full round to reload) make a Fortitude Saving throw vs. 340
Description: A long, lightweight, DC 18 or be Stunned for 1
sinister looking gun, about the size 3rounds.
of a heavy machine gun. Not as These weapons are sometimes
used by cultures that have a
problem with phase-technology
other planes of reality lurking at colored purple beam is reduced to
their doorstep. Diminutive size, with all the bonuses
If the weapon is mass produced and penalties that implies. Any gear
(or if it's custom- built by an they were carrying on their person
established energy-weapons firm) is reduced as well.
then it runs on standard power The ray works on any size
cells, compatible with most other object, and reduces the target by
energy weapons, and takes a three increments on the scale of
Standard Action to reload. sizes. So, a Medium sized creature
If on the other hand it is a would become Diminutive, a Huge
technological aberration, produced creature would become Small, a
by some lone inventor in an attic, it Gargantuan creature would
will probably powered by a home- become Medium sized and so
made battery that weighs up to forth.
three pounds, isn't compatible with The effects of a Shrink Ray last
anything else and takes a full round for 20 days minus the shrunken
to replace. character's Constitution (so a
character with a Con of 15 would
stay shrunken for 5 days, a
character with Con 11 would
remain shrunken for 9 days and so
forth). At the end of this period,
the target will begin to grow at a
rate of one size increment per
Shrink Ray three rounds.
Size: Huge (Impossible to conceal) The ray can also be set to restore
Cost: 1,000,000 Units (almost always a shrunken object to its usual size
a prototype-- this is actually the in a single round, but unless you
cost required to build the weapon) have the weapon proficiency for it,
Tentative Purchase DC: N/A you must make an Intelligence roll
(Weapon must be built or found-- vs. DC 15 to figure out how to
you cannot acquire one with a make it do this. It is not possible to
simple Wealth check) use the ray to make things bigger
Required Proficiency: Exotic than their normal size, and the ray's
Weapons-Ranged Handed: inventor will laugh aloud at such a
Requires 2 hands, usually fired preposterous, pseudo-scientific
from a mount idea.
Range Increment: 20 feet “To Hit”
Bonus: -Magazine: 20
Rate of Fire: As many times as the Pocket Shrink Ray
wielder has attacks Size: Small (No bonus or penalty
Damage: Special, see description to conceal with a “sleight of hand”
Weight: 34 pounds Armor Class: 5 roll)
Hardness: 3 Hit Points: 3 Cost: 5,000,000 Units (almost
DC required to break this item with always a prototype-- this is actually
a Strength Roll: 13 the cost required to build the
Accessories: Heavy Energy Cell weapon) Tentative Purchase DC:
(Weighs 1 pound, costs 25 units), or N/A (Weapon must be built or
a home-made energy cell (weighs 2 found--you cannot acquire one
pounds, costs 15 Units to make in a with a simple Wealth check)
basement lab, not compatible with Required Proficiency: Exotic
other weapons, takes a full round to Weapons-Ranged Handed:
reload) Requires 1 hand to use Range
Manufacturer’s Warning: For use Increment: 10 feet “To Hit”
only in campy science-fantasy Bonus: -Magazine: 15
campaigns, can induce severe Rate of Fire: As many times as
silliness in Hard SF scenarios. the wielder has attacks
Description: This large, bulbous Damage: Special, see
weapon looks like a prototype, description Weight: 3
covered with exposed wires and pounds Armor Class:
electrical gauges, tubes and balls of 9 Hardness: 2 Hit
mysterious bubbling liquids. It is Points: 2
too heavy to be conveniently used DC required to break this item with
as a hand weapon, and is usually a Strength Roll: 12
found mounted in a fixed Accessories: Energy Cell (1/2
emplacement (generally in a pound, costs 10 units), Holster341
demented scientist's secret lab) or (must be custom-made, for about
sometimes on a tripod. 150 Units, weighs 1/2 pound)
Any human being struck by the Description: A smaller but only
noisy, brightly- slightly more ludicrous version of
the shrink ray. This model fits
Diminutive, a Huge creature would Required Proficiency:
become Small, a Gargantuan Energy Weapons Handed:
creature would become Medium Requires 1 hand to use
sized and so forth. Range Increment: 20 feet
The effects of a Pocket Shrink “To Hit” Bonus: -Magazine:
Ray last for 20 days minus the 40
shrunken character's Constitution Rate of Fire: Once per
(so a character with a Con of 16 round Damage: 2d8 Cold
would stay shrunken for 4 days, a (20 x2)
character with Con 10 would Weight: 2 pounds Armor
remain tiny for 10 days and so Class: 9 Hardness: 5 Hit
forth). At the end of this period, Points: 2
the shrunken character and their DC required to break this item
equipment will begin to grow at a with a Strength Roll: 14
rate of one size increment per Accessories: Energy Cell (1/2
three rounds. pound, costs 10 units), Holster
The ray can also be set to restore (must be custom-made, for about
a shrunken object to its usual size 150 Units, weighs 1/2 pound)
in a single round, but unless you Description: A small version of the
Freeze-Ray
have
you
the weapon proficiency for it, Freeze Ray, which can be
Size: Hugemake
must an Intelligence
(Impossible roll
to conceal) concealed handily in a pocket, but
vs. DC10,000
Cost: 15 to figure out howalways
Units (almost to make
a is so oddly shaped that it requires
it do this. It is not
prototype--this possiblethe
is actually to use
cost a specially designed holster. It is
the ray totomake
required buildthings bigger than
the weapon) not built to be reloaded
Freeze-Ray Rifle in combat
their
Tentative Purchase DC: the
normal size--why N/Avery idea and it takes a full round to replace
Size: Large (-8 penalty to conceal
is madness!
(Weapon must be built or found-- its energy
with cell.of Hand roll)
a Sleight
you cannot acquire one with a Cost: 5,000 Units (almost always a
simple Wealth check) prototype--this is actually the cost
Required Proficiency: Energy required to build the weapon)
Weapons Handed: Requires 2 hands Tentative Purchase DC: N/A
to use Range Increment: 90 feet “To (Weapon must be built or found--
Hit” Bonus: -Magazine: 75 you cannot acquire one with a
Rate of Fire: Once per round simple Wealth check)
Damage: 4d8 Cold damage in a 25 Required Proficiency: Energy
foot cone (A Reflexes Saving Throw Weapons Handed: Requires 2
vs. DC 20 halves the damage.) hands to use Range Increment: 80
Weight: 15 pounds (45 with feet “To Hit” Bonus: -Magazine: 50
backpack) Rate of Fire: Once per round
Armor Class: 5 Hardness: 5 Hit Damage: 3d8 Cold (20 x2)
Points: 9 Weight: 11 pounds Armor Class: 7
DC required to break this item with Hardness: 5 Hit Points: 5
a Strength Roll: 18 DC required to break this item
Accessories: Backpack-Mounted with a Strength Roll: 16
Energy Cell (Weighs 15 pounds, Accessories: Energy Cell (1/2
costs 500 units to buy or 450 units pound, costs 10 units) Description:
to make in a basement lab, AC 12, 3 A bulky two-handed weapon,
Hardness, 9 HP, 50% chance of which fires a narrow, pale blue
exploding when it loses all its Hit beam. It is not a cone-effect
Points, doing 4d8 Cold damage to weapon like the big backpack-
the wearer and 2d6 to anything else mounted model and must be
in a 5 foot radius, takes two rounds directed against individual targets.
to reload) Giant Freeze-Cannon
Description: From the outer Size: Gargantuan (Impossible to
reaches of mad science comes this conceal)
peculiar
Freeze-Ray device.Pistol
It projects a cone Cost: 20,000,000 Units (almost
of "Pure Cold"
Size: Small (No bonusor "Reverse Anti-
or penalty to always a prototype-- this is
Thermic
conceal with Energy" or ofsomething
a “sleight hand” roll) actually the cost required to build
even less probable.
Cost: 5,000 Thealways
Units (almost device's
a the weapon) Tentative Purchase
Achilles heel is is
prototype--this the theheavy,
actually cost DC: N/A (Weapon must be built or
vulnerable
required tobackpack
build the power
weapon) supply. found--you cannot acquire one
Tentative Purchase DC: N/A with a simple Wealth check)
(Weapon must be built or found-- Required Proficiency: Exotic
you cannot acquire one with a Weapons-Ranged Handed: Fixed
simple Wealth check) in place, not a hand-weapon
Range Increment: 400 feet “To Hit”
Bonus: -- 342
Magazine: 100 or unlimited if red light when it strikes its target.
hooked up to an Every carbon-based biological
outside power supply organism in a 10 foot radius is
Rate of Fire: Once per round affected. Anyone caught in the
Damage: 10d6 Cold, 200 foot cone. blast radius must make a Fortitude
Anyone caught in Saving Throw vs. DC 20, or lose
the area of attack can make a 3d6 Intelligence.
Reflexes Saving Throw A character with animal-like
vs. DC 20 to take half damage. intelligence (3 or lower) can still
Weight: recognize their friends and will still
60 tons follow them around. They cannot
Armor speak or use tools in this condition.
Class: 3 The effects of the ray wear off at
Hardness: a rate
Pocket of one point of Intelligence
Brain-Melting Ray
10 Hit per
Size: Small (Noper
character day. or penalty
Points: 25 bonus to
DC required to break this item with conceal with a “sleight of hand”
a Strength Roll: 13 to disable with roll)
a skill roll (perhaps the “Repair” Cost: 160,000 Units (almost always
skill, although this of course is up a prototype--this is actually the
to the DM) cost required to build the weapon)
Description: A monster freeze Tentative Purchase DC: N/A
cannon, as big as a barn. With its (Weapon must be built or found--
transparent barrel and bulbous art you cannot acquire one with a
deco lines it looks as though it's simple Wealth check)
come straight off the cover of Required Proficiency: Energy
some trashy 1930s pulp novel. Weapons Handed: Requires 1 hand
Despite its size, the cannon to use Range Increment: 20 feet
requires only a single operator, “To Hit” Bonus: -Magazine: 20
who is effectively shielded by the Rate of Fire: As many times as the
weapon's enormous bulk (90% wielder has attacks
cover from the front). Damage: Special, see description
Brain-Melting
It is best to wear Ray insulated Weight: 3 pounds Armor Class: 9
Size:
clothingHuge (Impossible
while you worktothe conceal) Hardness: 3 Hit Points: 2
Cost: 90,000 Units (almost
cannon's over-elaborate controls. always a DC required to break this item with
prototype--this
After the gun has is been
actually thetwo
fired cost a Strength Roll: 13
required to build
or three times, thethe weapon) in
temperature Accessories: Energy Cell (1/2
Tentative
the control Purchase
chair dropsDC: to
N/A around pound, costs 10 units), Holster
(Weapon
35 degrees. must be built or found-- (must be custom-made, for about
you cannot
After acquire
a Giant Freeze onecannon
with a has 150 Units, weighs 1/2 pound)
simple
fired 2d8 Wealth
timescheck)
it generally needs Description: A handheld version of
Required
some minor Proficiency: Energy
part replaced. This the Brain-Melter Ray, which affects
Weapons Handed: Weapon must
takes only one target at a time. Anyone
be
1- 6fired fromand
rounds a mount Range
a skill roll vs. DC struck by the beam must make a
Increment: 40 feet
12 (the DM decides which “To Hit”skill
Bonus: Fortitude Saving Throw vs. DC 20,
-Magazine: 70
would be appropriate). or lose 3d6 Intelligence.
Rate of Fire: Once per round A character with animal-like
Damage: Special, see description intelligence (3 or lower) can still
Weight: 48 pounds Armor Class: 5 recognize their friends and will
Hardness: 4 Hit Points: 4 still follow them around out of
DC required to break this item with instinctive loyalty. They cannot
a Strength Roll: 15 speak or use Ray
Enslavement tools in this
Accessories: Heavy Energy Cell condition.
Size: Huge (Impossible to conceal)
(Weighs 1 pound, costs 25 units), The120,000
Cost: effects of the (almost
Units ray wearalways
off at
or a home-made energy cell a rate of one pointisof
prototype--this Intelligence
actually the
(weighs 2 pounds, costs 15 Units per character
cost required per day. the weapon)
to build
to make in a basement lab, not Tentative Purchase DC: N/A
compatible with other weapons, (Weapon must be built or found--
takes a full round to reload) you cannot acquire one with a
Description: A bulky, jerry-built simple Wealth check)
looking energy weapon. Usually Required Proficiency: Energy
seen in prototype form, usually in Weapons Handed: Requires 2
the hands of an embittered and/or hands to use Range Increment: 90
insane scientist. It's normally feet “To Hit” Bonus: -Magazine: 55
placed in a fixed position, but
could be mounted on wheels or
even placed on a heavy tripod. It 343
fires a pulsating red beam and
creates a burst of
Rate of Fire: Once per Hardness: 1 Hit Points: 2
round Damage: DC required to break this item with
Special, see a Strength Roll: 13
description Weight: Accessories: Energy Cell (1/2
35 pounds Armor pound, costs 10 units), Holster
Class: 5 Hardness: 2 (must be custom-made, for about
Hit Points: 9 150 Units, weighs 1/2 pound)
DC required to break this item with Description: Anyone struck by the
a Strength Roll: 15 enslavement ray must make a
Accessories: Heavy Energy Cell Willpower Saving Throw vs. DC 15
(Weighs 1 pound, costs 25 units), or become the user's willing slave
or a home-made energy cell and will undertake whatever is
(weighs 2 pounds, costs 15 Units asked of them.
to make in a basement lab, not The weapon's user is not in
compatible with other weapons, mental contact with their slaves
takes a full round to reload) and must issue orders verbally. If
Description: If struck, the Target the enslaved character does not
must make a Willpower Saving understand the master's
Throw vs. DC 20 or become language, they will do their best
indefinitely Enslaved. Anyone to figure out what is required of
struck by the enslavement ray who them, but with little or no
fails their saving throw will common sense.
undertake whatever the user asks Someone under the effect of an
of them. enslavement ray looks and acts
They are not in telepathic normal. They genuinely desire to
communication with their new do their Master's bidding and
master, who must verbally order know enough to conceal their
them around. If the user does not condition from people who
understand their language, the wouldn't understand.
enslaved targets will do their best An enslaved character can make
to figure out what the master a new Saving Throw every time
wants of them, sometimes with they are asked to do something
amusing or tragic consequences. radically against their nature (it's
Someone under the effect of the
GiantDM's call as to what that
Enslavement Ray
an enslavement ray looks and means).
Size: Gargantuan (Impossible to
acts normal enough. The only If someone tries to snap them
conceal)
odd thing about them is that out
Cost: of200,000,000
their Enslavement
Units with a
(almost
they regard the ray's operator as successful
always Bluff,
a prototype-- Diplomacy
this15, or
is actually
their master. Intimidation
the cost roll vs.
required to DC
build thethey
They can make a new Saving can makeTentative
weapon) a new Saving
Purchase Throw
DC:If
Throw every time they are asked to for
N/A each
(Weapon successful
must be attempt.
built or
do something radically against the person cannot
found--you who acquire
is trying oneto
their nature, or someone tries to persuade
with them
a simple is a friend, lover,
snap them out of their parent,
Required etc.Wealth
the check)
Proficiency: enslaved
Exotic
Enslavement with a successful chartacter gets a +2 bonus to
Pocket Enslavement
Bluff, Diplomacy Ray
or Intimidation Weapons-Ranged
their Saving Throw. Handed: Fixed
Size:
roll vs. DC 15. If the person who isto
Small (No bonus or penalty weapon, cannot be carried by
conceal
trying towith a “sleight
persuade them ofishand”
a close hand. Range Increment: 2 miles “To
roll)
associate (DM's call as to who Hit” Bonus: -Magazine: 150 or
Cost: 240,000
qualifies), theyUnits
get a(almost
+2 bonus always
to unlimited if hooked up to an
a prototype--this
their Saving Throw. is actually the outside power supply Rate of Fire:
cost
Therequired
ray itselfto looks
build the
a lotweapon)
like a Once per round Damage: Special,
Tentative
stage prop Purchase DC: N/A
from a 1950s science see description Weight: 30 tons
(Weapon must be
fiction movie. It'sbuilt
tooorbig
found--
for Armor Class: 3 Hardness: 5 Hit
you
mostcannot
people acquire
to use oneaswith a
a hand Points: 35
simple
weaponWealth (-4 check)
penalty if your DC required to break this item with
Required
Strength Proficiency:
is less than Energy
16) and is a Strength Roll: 15 to disable with a
Weapons
most often Handed:
seen Requires
on a swivel1 hand skill roll (perhaps the “Repair” skill,
to use Range Increment:
mount. It uses an oversized 30 feet although this of course is up to the
“To
power Hit” cell
Bonus: -Magazine:
which takes a35 full DM)
Rate of Fire:
round to change. As many times as the Description: A gigantic version of
wielder has attacks the enslavement ray, it's as big as a
Damage: Special, see description tractor-trailer truck and almost
Weight: 3 pounds Armor Class: 9 impossible to transport. No
accessories are listed for it because
we assume that any energy weapon
this big must either have its own 344
generator or be plugged into a
power grid.
It affects every sentient being its most basic programming
within a 50 foot radius of where the directives (it's strictly the DM's call
beam strikes. Anyone caught in as to what that means).
that range must make a Willpower At the DM's discretion, it may be
Saving Throw vs. DC 20 or become possible to free an enslaved robot
indefinitely Enslaved. with a successful computer-related
The weapon's user is not in skill roll vs. DC 20. Unlike most
mental contact with their slaves products of mad science Robot
and must issue orders verbally. If an Enslavement devices almost make
enslaved character does not sense and might actually be
understand the master's language, commercially available. Unless the
they will try figure out what is DM decides otherwise, there is a
required of them, but will often chance of picking one up with a
make mistakes. Wealth check instead of having to
Someone under the effect of an build or find it.
enslavement ray looks normal and Micro Robot
The device usesEnslavement
a type of small
they don't act blatantly strange. power cell found in many small
They genuinely desire to do the Ray
appliances. It takes a standard
Master's bidding and understand Size:
actionDiminutive
to replace.(+8 bonus to
that they should conceal their conceal with a “sleight of hand”
condition from outsiders. roll)
An enslaved character can make Cost: 40,000 Units Tentative
a new Saving Throw every time Purchase DC: 31 Required
they are asked to do something Proficiency: Energy Weapons
severely contrary to their nature Handed: Requires 1 hand to use
(it's up to the DM to determine Range Increment: 10 feet “To Hit”
what that means). Bonus: -Magazine: 50
If another
Robot character triesRay
Enslavement to Rate of Fire: As many times as the
persuade wielder has attacks
Size: Hugethem to shaketooff
(Impossible the
conceal) Damage: Special, see description
ray's effects, and
Cost: 20,000 Units makes a
successful Bluff, Diplomacy Weight: 1/2 pound Armor Class: 13
Tentative Purchase DC: 28 or Hardness: 4 Hit Points: 1
Intimidation roll vs. DC 15, the
Required Proficiency:
Enslaved character can make a new DC required to break this item with
Energy Weapons Handed: a Strength Roll: 10
Saving
Requires Throw.
2 handsIf the
to person
use who is
trying Special: Only affects robots. Must
Range Increment: 120 feet friend,
to persuade them is a
make a touch attack against the
lover,
“To Hit”parent,
Bonus: etc. the enslaved
-Magazine:
chartacter gets a +2 bonus target, which draws an attack of
100 Rate of Fire: Once per to their opportunity. If struck, the Target
Saving Throw.
round Damage: Special, must make a Willpower Saving
see description Weight: 1 Throw vs. DC 20 or become
pound Armor Class: 5 indefinitely Enslaved.
Hardness: 5 Hit Points: 40 Accessories: Miniature Energy Cell
DC required to break this item with (1/20 pound, costs 50 units),
a Strength Roll: 14 Energy Cell (1/2 pound, costs 10
Special: Only affects Robots. If units) Description: A tiny device
struck, the Target must make a which fires an invisible
Willpower Saving Throw vs. DC 20 electromagnetic beam that resets a
or become indefinitely Enslaved. mechanism in an artificial
Accessories: Energy Cell (1/2 intelligence's brain, overrides all of
pound, costs 10 units) Description: its previous programming dictates
A small machine which resembles a and makes it the user's slave.
television remote, but has fewer The weapon's user does not gain
buttons. It fires an invisible any type of mental link with the
electromagnetic beam that resets enslaved robot and must verbally
some crucuial mechanism in an order it around.
artificial intelligence's brain and An enslaved robot can make a
renders it the user's slave, new Saving Throw every time they
overriding all of its previous are asked to do something which
programming dictates. They are not violates their most basic
in direct mental communication programming directives (it's strictly
with the device's user, who must the DM's call as to what that would
verbally order them around. If the entail, based on the robot's
robot does not understand human function).
speech or if they have no language At the DM's discretion, it may be
in common, the robot will do its possible to free an enslaved robot
best to figure out what the master with a successful computer-related
wants of them (they often guess skill roll vs. DC 20. 345
wrong).
An enslaved robot can make a
new Saving Throw every time it is
asked to do something which
violates
“sleight of hand” roll)
Cost: 20,000 Units (almost always a
prototype--this is actually the cost
required to build the weapon)
Tentative Purchase DC: N/A
(Weapon must be built or found--
you cannot acquire one with a
simple Wealth check)
Required Proficiency: Energy
Weapons Handed: Requires 1 hand
to use Range Increment: 40 feet
“To Hit” Bonus: -Magazine: 20
Rate of Fire: As many times as the
wielder has attacks
Damage: Anyone struck by the
beam must make a Willpower
Death Ray Saving Throw vs. DC 15 or die.
Size: Huge (Impossible to conceal) Weight: 3 pounds Armor Class: 9
Cost: 20,000 Units (almost always a Hardness: 6 Hit Points: 2
prototype--this is actually the cost DC required to break this item with
required to build the weapon) a Strength Roll: 14
Tentative Purchase DC: N/A Accessories: Energy Cell (1/2
(Weapon must be built or found-- pound, costs 50 Units, to buy or 75
you cannot acquire one with a to produce in a lab, not compatible
simple Wealth check) with other weapons and devices),
Required Proficiency: Energy Holster (must be custom- made,
Weapons for about 150 Units, weighs 1/2
Handed: Requires 2 hands to use pound) Description: A bulbous
Range Increment: 70 feet metal handgun. It has a
“To Hit” Bonus: -4 penalty for transparent barrel with three rings
anyone with a around it. Its power pack isn't
Strength of less than 16 to use compatible with any other energy
without a mount. weapons and takes a Standard
Magazine: 40 Action to replace. When fired it
Rate of Fire: Once per round makes an unconvincing "thoom"
Damage: Anyone struck by the sound and fires a narrow beam
beam must make a which bears a suspicious
Willpower Saving Throw vs. DC 20 resemblance to a scratch in the
or die. film. Usually found in the hands of
Weight: 33 pounds Armor Class: 5 little green men or
Short-Range slobbering
Micro Death-
Hardness: 6 Hit Points: 9 space-monsters with visible zippers
DC required to break this item Ray
down their backs. Not much has
with a Strength Roll: 17 Size:
been Tiny
seen(+4 bonus to
of Pocket conceal
Death Rays
Accessories: Heavy Energy Cell with
sinceathe
“sleight of hand”
numerous roll)
Saucer
(Weighs 1 pound, costs 25 units), Cost: 20,000
Invasions Units
of the (almost
1950s. It's always
high a
or a home-made energy cell prototype--this is actually the cost
time some enterprising
(weighs 2 pounds, costs 15 Units required to build
psychopathic the brought
genius weapon)them
to make in a basement lab, not Tentative
back. Purchase DC: N/A
compatible with other weapons, (Weapon must be built or found--
takes a full round to reload) you cannot acquire one with a
Description: A classic example of simple Wealth check)
all the wonderful things that can Required Proficiency: Simple
be achieved by science gone Handed: Requires 1 hand to use
horribly wrong. No campy pulp Range Increment: Touch only “To
scenario would be complete Hit” Bonus: -Rate of Fire: Once per
without a Death Ray or two. The round
Death Ray has a long and Damage: If struck, the Target must
illustrious history. Between 1905 make a Willpower Saving Throw vs.
and 1925 no less than seven DC 15 or die.
patents were issued for Death Rays Weight: 1/10 pound Armor Class:
in the United States and Britain (no 13 Hardness: 4 Hit Points: 1
Pocket Death Ray
joke!) This one is an improvement DC required to break this item with
Size:
over Small
all of (No
them,bonus or penalty
in that to
it actually a Strength Roll: 12
conceal
works. The withdevice
a is as large as a Accessories: Miniature Energy Cell
heavy machine gun and is difficult (1/20 pound, costs 50 units)
for anyone with a Strength of less 346
than
16 to use as a hand weapon (-4
penalty). It works best mounted on
a vehicle or perched on a tripod in
some cackling deviant's secret lair.
Description: A tiny little one-shot medical technology can help the
Death Ray, easily concealed in a afflicted character, but even then it
palm or built into a trick cigarette shouldn't be easy. This is no
lighter. It has almost no range and ordinary cancer.
must actually touch the target to do
its evil work (this does not attract Portable Cancer Ray
an attack of opportunity). While Size: Huge (Impossible to conceal)
designed as a disposable weapon, it Cost: 20,000 Units (almost always a
is also expensive, so budget- prototype--this is actually the cost
concious assassins might want to required to build the weapon)
keep and reuse it. The device runs Tentative Purchase DC: N/A
Cancer Ray power cell which is a
off a miniature (Weapon must be built or found--
real
Size:hassle
Huge to fish out and
(Impossible replace. It
to conceal) you cannot acquire one with a
takes 10,000
Cost: a full round
Unitsto reload.always a
(almost simple Wealth check)
prototype--this is actually the cost Required Proficiency: Energy
required to build the weapon) Weapons Handed: Requires 2
Tentative Purchase DC: N/A hands to use Range Increment: 80
(Weapon must be built or found-- feet “To Hit” Bonus: -Magazine: 50
you cannot acquire one with a Rate of Fire: As many times as the
simple Wealth check) wielder has attacks
Required Proficiency: Exotic Damage: Special, see description
Weapons-Ranged Handed: Weight: 24 pounds Armor Class: 5
Requires 2 hands, usually fired Hardness: 3 Hit Points: 5
from a mount DC required to break this item with
Range Increment: 90 feet “To Hit” a Strength Roll: 16
Bonus: -Magazine: 75 Accessories: Energy Cell (1/2
Rate of Fire: As many times as the pound, costs 10 units), Scope (1/2
wielder has attacks lb, costs 300 units, reduces Range
Damage: Special, see description Increment by one)
Weight: 500 pounds Armor Class: 3 Description: A long, heavy weapon,
Hardness: 4 Hit Points: 9 about the size of a machine gun. It
DC required to break this item with produces no recoil, so anyone who
a Strength Roll: 14 to disable with a can lift it can use it. A small metal
skill roll (perhaps the “Repair” skill, canister at the back of the device
although this of course is up to the emits a poisonous green glow. The
DM) weapon makes no noise and emits
Accessories: Heavy Energy Cell no visible light when fired. It gives
(Weighs 1 pound, costs 25 units), or the target a dozen or so malignant
a home-made energy cell (weighs 2 tumors, all of them growing at an
pounds, costs 15 Units to make in a amazing rate.
basement lab, not compatible with Anyone struck by the ray must
other weapons, takes a full round to make a Fortitude Saving Throw
reload) vs. DC 25. If they fail, they will
Description: A greatly feared lose one permanement point of
weapon--it gives the target cancer. Constitution every two days until
The weapon itself is the size of a they hit zero and die.
small cannon or perhaps a very After the first two weeks, they
large machine gun. It's much too are suffering so badly that they
big for any human being to carry make all their rolls at a -2
and is inconveniently large to penalty.
mount on most vehicles. It has a After the fourth week, it goes up to
long barrel with a number of -4. Once their Constitution hits 3,
magnetic foucusing rings around it, they are bedridden and must make
and a large metal canister with a Fortitude Saving Throw vs. DC 10
transparent sides on top, pulsing once per round to undertake any
with a hellish, toxic green light. physical
Pocket activity
Cancer whatever.
Ray
When fired it emits no visible beam It isSmall
Size: just possible
(No bonus thatorfuturistic
penalty to
and makes only the faintest hum. medical science
conceal with a “sleightwill be of
able to save
hand”
Anyone struck by the ray must the
roll)afflicted character. Even then, it
make a Fortitude Saving Throw vs. won't be easy.
Cost: 40,000 Units (almost always a
DC 27 or at once develop a dozen Nor is it easy to
prototype--this reload the
is actually the cost
different types of fast-growing weapon.
required The green
to build thecanister
weapon) holds
cancer. The target loses one the ammunition and
Tentative Purchase DC: N/A detatching it
permanement point of Constitution safely
(Weapon from the be
must gunbuilt
is quite a
or found--
every two days until they hit zero chore.
you cannotIt takes a full one
acquire roundwithto a
and die. unbolt
simple it and then bolt another one 347
After the first two weeks they are into place.
in so much pain and distress that
they make all their rolls at a -2
penalty. After the fourth week, it
goes up to -4. Once their
Wealth check) are holding, and chooses their path
Required Proficiency: randomly (as long as it leads away
Energy Weapons Handed: from immediate danger), and flees
Requires 1 hand to use any other dangers that confront
Range Increment: 30 feet them. If cornered, a panicked
“To Hit” Bonus: -Magazine: character cowers. These effects last
40 for 5d6 rounds.
Rate of Fire: As many times as Accessories: Heavy Energy Cell
the wielder has attacks (Weighs 1 pound, costs 25 units),
Damage: Special, see description or a home-made energy cell
Weight: 3 pounds Armor Class: 9 (weighs 2 pounds, costs 15 Units to
Hardness: 3 Hit Points: 2 make in a basement lab, not
DC required to break this item compatible with other weapons,
with a Strength Roll: 13 takes a full round to reload)
Accessories: Energy Cell (1/2 Description: It's a mad science
pound, costs 10 units), Holster classic! This large, heavy weapon
(must be custom-made, for about looks at though it's just come out
150 Units, weighs 1/2 pound) of a demented inventor's
Description: A small version of the workshop--and probably has.
Cancer Ray you can hide in your Cobbled together from unlikely
pocket. Anyone struck by its bits and pieces of other equipment,
invisible and nearly soundless beam it's too bulky and awkward to fire
must make a Fortitude Saving from the shoulder and is usually
Throw vs. DC 20 or immediately placed on a swivel mount. When
contract a dozen or so fatal forms fired, it blankets the area in pure
of cancer. They lose one cold fear. Whether it uses a half-
permanement point of Constitution
every two days until they hit zero
Giant
plausible
sonic
Fear
means
signal,
Ray
or
like a subliminal
some goofy to
Size: Gargantuan (Impossible
and die. pseudo-science
conceal) maguffin like "Fear
After the first week, they are in so Waves" is a mootUnits
Cost: 10,000,000 point.(almost
The effect
much pain and distress that they is the same.
always The effectthis
a prototype-- of the Fear
is actually
make all their rolls at a -2 penalty. Ray
the cost required to build the as
is visible, but not as showy
After the third week, it goes up to - some Sinister
weapon) SecretPurchase
Tentative Rays. The DC:air
4. Once their Constitution hits 3, darkens
N/A (Weapon and the light
must beseems to
built or
they are bedridden and must make vibrate
found--you and distort
cannot in the path
acquire oneof
a Fortitude Saving Throw vs. DC 10 the
withbeam.
a simple Wealth check)
once
Fear per
Ray round to undertake any Required Proficiency: Exotic
physical
Size: Hugeactivity whatever.
(Impossible to conceal) Weapons-Ranged Handed: Fixed in
The20,000
Cost: CancerUnitsRay runsalways
(almost on aa place, not a hand-weapon Range
glowing green canister which
prototype--this is actually the costhas Increment: 10 miles “To Hit” Bonus:
to be carefully
required screwed
to build out before
the weapon) -Magazine: 20
it can be
Tentative replaced.
Purchase The whole
DC: N/A Rate of Fire: Once per round
process
(Weapontakesmusta be
complete
built or round.
found-- Damage: Special, see description
you cannot acquire one with a Weight: 100 tons Armor Class: 0
simple Wealth check) Hardness: 5 Hit Points: 30
Required Proficiency: Energy DC required to break this item with
Weapons Handed: Requires 2 a Strength Roll: 15 to disable with a
hands, usually fired from a mount skill roll (perhaps the “Repair” skill,
Range Increment: 70 feet “To Hit” although this of course is up to the
Bonus: -Magazine: 35 DM)
Rate of Fire: As many times as the Special: Attacks a 500 foot radius
wielder has attacks area. (the target square has an
Damage: Special, see description effective defense of 10, but with a
Weight: 25 pounds Armor Class: 5 radius this wide, who'd notice a
Hardness: 2 Hit Points: 3 miss?). Anyone caught inside that
DC required to break this item with radius must make a Willpower
a Strength Roll: 13 Saving Throw vs. DC 20 or flee the
Special: Area effect, 30 foot cone. scene. A fleeing character has a
Anyone caught in the area of effect 50% chance of dropping whatever
must make a Willpower Saving they are holding, and chooses their
Throw vs. DC 20 or flee from the path randomly (as long as it leads
attacker. A fleeing character has a away from immediate danger), and
50% chance of dropping whatever flees any other dangers that
they confront them. If cornered, a
panicked character cowers. These
effects last for 10d6 rounds. 348
Description: A Gargantuan version
of the fear-ray. This enormous
cannon could be used to blanket
entire cities (or to make them pay a
hefty ransom).
The Giant Fear Ray looks a lot like Required Proficiency: Energy
a huge telescope. The operator sits Weapons Handed: Requires 1
in a chair about halfway up the hand to use Range Increment:
side, near the giant pivot, peering 10 feet “To Hit” Bonus: --
at the target through a set of virtual Magazine: 3
reality goggles. Because of its Rate of Fire: As many times as
enormous range, it is standard to the wielder has attacks
hook a device like this up to a Damage: Special, see
telescopic camera or a spy satellite, description Weight: 1 pound
in order to see the target. Armor Class: 13 Hardness: 0 Hit
The one real disadvantage of the Points: 1
device is that it can't be effectively DC required to break this item with
used on targets within 300 yards, so a Strength Roll: 12
it can'tProjector
Fear really defend itself against
Pistol Special: Makes a Ranged Touch
oncoming enemy troops.
Size: Small (No bonus or penalty to attack, ignores armor. The target
conceal with a “sleight of hand” must make a Willpower Saving
roll) Throw vs. DC 20 or flee from the
Cost: 30,000 Units (almost always a attacker. A fleeing character has a
prototype--this is actually the cost 50% chance of dropping whatever
required to build the weapon) they are holding, and chooses their
Tentative Purchase DC: N/A path randomly (as long as it leads
(Weapon must be built or found-- away from immediate danger), and
you cannot acquire one with a flees any other dangers that
simple Wealth check) confront them. If cornered, a
Required Proficiency: Energy panicked character cowers. These
Weapons Handed: Requires 1 hand effects last for 2d6 rounds.
to use Range Increment: 30 feet “To Accessories: Miniature Energy Cell
Hit” Bonus: -Magazine: 10 (1/20 pound, costs 50 units).
Rate of Fire: As many times as the Description: A tiny version of the
wielder has attacks Fear Ray, which can be hidden in
Damage: Special, see description the palm of the operator's hand.
Weight: 3 pounds Armor Class: 9 It doesn't have much range or
Hardness: 1 Hit Points: 2 very many shots, but it's still a
DC required to break this item with potent tool for spreading chaos
a Strength Roll: 11 and havoc.
Special: The target must make a
Willpower Saving Throw vs. DC 20
or flee from the attacker. A fleeing Ray of Silence
character has a 50% chance of Size: Medium (-4 penalty to conceal
dropping whatever they are with a “sleight of hand” roll)
holding, and chooses their path Cost: 20,000 Units (almost always a
randomly (as long as it leads away prototype--this is actually the cost
from immediate danger), and flees required to build the weapon)
any other dangers that confront Tentative Purchase DC: N/A
them. If cornered, a panicked (Weapon must be built or found--
character cowers. These effects last you cannot acquire one with a
for 4d6 rounds. simple Wealth check)
Accessories: Energy Cell (1/2 Required Proficiency: Simple
pound, costs 10 units) Description: Handed: Requires 2 hands, usually
A handheld fear projector. It fired from a
doesn't really look like a gun, and is mount
the wrong shape to fit in a holster, Range Increment: -“To Hit” Bonus: -
but it can easily be hidden in your Magazine: 150 Rate of Fire: Once
waistband or under your coat. per round Damage: Special, see
Unlike the larger models, it attacks description Weight: 6 pounds
Tiny Fear
individual Ray rather than areas.
targets Armor Class: 7 Hardness: 1 Hit
Size:beam
It's Diminutive (+8 and
is invisible bonus to
it makes Points: 2
conceal withwhirring
only a faint a “sleight of hand”
sound. DC required to break this item with
roll)
This makes it ideal for antisocial, a Strength Roll: 15
Cost: 50,000
disruptive Units as
pranks, (almost
more always
than one a Accessories: Heavy Energy Cell (1/2
prototype--this
arch-villain will beis actually
happy to thetellcost pound, costs 10 units), or a home-
required
you, to build the weapon) made energy cell (weighs 1 pound,
Tentative Purchase DC: N/A costs 15 Units to make in a
(Weapon must be built or found-- basement lab, not
you cannot acquire one with a
simple Wealth check)
349
compatible with other weapons, pounds, costs 15 Units to make in
takes a full round to reload) a tinkerer's workshop, not
Description: This weird science- compatible with other weapons,
fantasy weapon creates eight ten- takes a full round to reload),
foot squares of absolute silence. Tripod Mount (Weighs 5 pounds,
No sound may be heard or made Costs 110 units)
within its area of effect. Description: So, they laughed at
The area of effect may be your Atomic Ray, did they? The
shaped however you like—it can Blind, narrow-minded,
even be discontinuous. You can set shortsighted fools! Soon they'll all
the weapon to generate a smaller pay...
area if you prefer or even to This gigantic, bulbous device is
render a single target silent, in covered with rivets, pipes dials and
which case the target carries the gauges. It looks distinctly like a
effect with them and will remain product of the 1950s—the controls
silent even if they leave the are a morass of toggle-switches,
vicinity. The silence lasts either analog meters and big round red
until the gun dispels it (this takes a buttons. For some reason, even the
Standard Action) or 3d10 rounds thinnest layer of lead will
elapse. completely block its effect.Atomic
Backpack-Mounted
The gun itself is somewhere Even madder scientists or
between the size of a pistol and a Ray
Sinister Collectivist Nations may
small submachine-gun, and looks build Huge
Size: yet bigger versions
(Impossible toof the ray
conceal)
like an art-deco prop from a 1930s with
Cost:ranges
15,000as great
Units as ten-
(almost always a
serial. It requires two hands to fire thousand miles and
prototype--this a blastthe
is actually radius
cost
and is badly balanced. of a mile to
required or build
more.the weapon)
This ray completely cancels the Tentative Purchase DC: N/A
effect of sonic weapons. A single (Weapon must be built or found--
Atomic
target
ray is
thatRay
has been struck by the
actually immune (Impossible
to damage
you cannot acquire one with a
Size: Huge to Colossal simple Wealth check)
from
to sonic in
conceal weapons
any case) for as long as Required Proficiency: Energy
the
Cost:effect lasts.
10,000 Units (almost always a Weapons Handed: Requires 2
Despite its bizzare
prototype--this appearence
is actually the cost hands to use Range Increment: 90
and improbable
required to buildeffect, it runs on a
the weapon) feet “To Hit” Bonus: -Magazine:
standard
Tentative power
Purchasecell,DC: N/A Effectively unlimited, but the gun
interchangeable
(Weapon must bewith most
built other
or found-- must be allowed to cool for one
advanced
you cannot acquire one with a the
energy weapons (at round per every five rounds of use.
DM's discretion).
simple It takes a
Wealth check) Rate of Fire: Once per round
standard
Required action to reload.
Proficiency: Exotic Damage: Special, see description
Weapons-Ranged Handed: Weight: 10 pounds (45 with
Weapon must be fired from a backpack)
mount Range Increment: 1,000 Armor Class: 5 Hardness: 5 Hit
feet “To Hit” Bonus: -Magazine: Points: 10
100 or unlimited if hooked up to DC required to break this item with
an outside power supply Rate of a Strength Roll: 17
Fire: Once per round Damage: Special: Attacks a 5 foot radius
Special, see description Weight: 10 area. Anyone caught inside that
tons Armor Class: 3 Hardness: 10 radius takes 3d8 heat damage and
Hit Points: 15 1d8 Radiation Damage. A
DC required to break this item successful Reflexes Saving Throw
with a Strength Roll: 15 to disable vs. DC 15 halves the amount of
with a skill roll (perhaps the heat damage.
“Repair” skill, although this of A Fortitude Saving Throw vs. DC 20
course is up to the DM) halves the Radiation Damage. The
Special: Attacks a 10 foot radius affected area continues to do 1 d3
area. Anyone caught inside that Radiation Damage per round to
radius takes 4d8 heat damage and anyone who enters it for 1d6
2d8 Radiation Damage. A hours.
successful Reflexes Saving Throw Accessories: Backpack-Mounted
vs. DC 15 halves the amount of Nuclear Reactor (Weighs 50
heat damage. pounds, costs 500 units, not
A Fortitude Saving Throw vs. DC compatible with any other energy
20 halves the Radiation Damage. weapons, AC 13, 4 Hardness, 5 HP,
The affected area continues to do 50% chance of exploding when it
1 d3 Radiation Damage per round loses all its Hit Points, doing 5d6
to anyone who enters it for 1d6 damage to the wearer and 2d6 per350
hours. round to anything else in a 5 foot
Accessories: Heavy Energy Cell radius)
(Weighs 1 pound, costs 25 units), Description: So, they also laughed
or a home-made energy cell at your backpack mounted Atomic
(weighs 2 Ray, did they? The Blind, narrow-
One word of warning, though, if thousand years later it will still do 1
the reactor loses all its hit points or d6 damage per round to anyone
if the gun is fired more than five who enters it.
times without taking a round to
cool off, the backpack- mounted
reactor will suffer a meltdown and
explode, drenching the vicinity (15
foot radius) with radioactive glop
that will do 2d6 damage per round
to anyone foolish enough to
remain there (a Fort Save vs. DC 18
halves the damage). This tainted
area is more or less permanent--it
will still be there, killing anyone
who enters it, centuries from now.

Pocket Atomic Ray Entropy Wave Projector


Size: Small (No bonus or penalty to Size: Large (-8 penalty to conceal
conceal with a “sleight of hand” with a “sleight of hand” roll)
roll) Cost: 20,000 Units (almost always a
Cost: 20,000 Units (almost always a prototype--this is actually the cost
prototype--this is actually the cost required to build the weapon)
required to build the weapon) Tentative Purchase DC: N/A
Tentative Purchase DC: N/A (Weapon must be built or found--
(Weapon must be built or found-- you cannot acquire one with a
you cannot acquire one with a simple Wealth check)
simple Wealth check) Required Proficiency: Energy
Required Proficiency: Energy Weapons Handed: Requires 2
Weapons Handed: Requires 1 hand hands to use Range Increment: --
to use Range Increment: 40 feet “To Hit” Bonus: -Magazine: N/A
“To Hit” Bonus: -Magazine: See Rate of Fire: Once per round
description Rate of Fire: As many Damage: Special, see description
times as the wielder has attacks Weight: 350 pounds Armor Class: 5
Damage: 3d8 heat damage (20 x2) Hardness: 15 Hit Points: 15
and 1d8 Radiation Damage. A DC required to break this item with
Fortitude Saving Throw vs. DC 20 a Strength Roll: 18 to disable with a
halves the Radiation Damage. skill roll (perhaps the “Repair” skill,
Weight: 4 pounds Armor Class: 9 although this of course is up to the
Hardness: 4 Hit Points: 2 DM)
DC required to break this item with Description: A large, upright device
a Strength Roll: 14 about the size and shape of an
Accessories: Scope (1/2 lb, costs engine block. It does not really
300 units, reduces Range Increment look like a weapon.
by one) Covered with weird blinking
Description: So, they even laughed lights and alien circuitry, it exudes
at your poor little Pocket Atomic a certain indefinable aura of
Ray, did they? The Blind, narrow- menace. Anyone scanning its
minded, shortsighted fools! Soon surface will find that it is entirely
they'll all pay as well... devoid of microorganisms.
In the meantime, this is a campy When switched on, the projector
looking metallic energy pistol begins to vibrate and everyone
which gives out blasts of pure within a thirty foot radius feels
radiation. It has a small fission suddenly unhappy and unwell.
reactor built in and never runs out Then they start to die.
of ammunition. However, it can Any living thing or complex
only be fired for three rounds in a machine within the device's
row before it has to be turned off radius will take no damage on
for a round to cool. If you ignore the first round, 1 d4 damage on
this and keep firing it, in 1 -3 the second round and 1 d6
rounds the reactor will melt down damage every round after that.
and shower the vicinity (5 foot The damage isn't visible at first—
radius) with radioactive glop that only after target loses half its hit 351
will do 1 d6 damage per round to points will it actually start to turn
anyone foolish enough to remain gray and crumble around the
there (a Fort Save vs. DC 18 halves edges.
the damage). The device runs for about a day
The contaminated area never before it succumbs to its own
takes only a standard action to to turn it off.“To Hit” Bonus: --
Magazine: N/A Rate
of Fire: Once per
Handheld Entropy Wave round Damage:
Special, see
Projector description Weight: 3
Size: Tiny (+4 bonus to conceal pounds Armor Class: 9
with a “sleight of hand” roll) Hardness: 4 Hit Points:
Cost: 30,000 Units (almost always a 2
prototype--this is actually the cost DC required to break this item with
required to build the weapon) a Strength Roll: 12
Tentative Purchase DC: N/A Description: This device allows the
(Weapon must be built or found-- user to dominate any one
you cannot acquire one with a creature's mind. The target must
simple Wealth check) make a Willpower Save vs. DC 20
Required Proficiency: Energy or be mentally dominated by the
Weapons Handed: Requires 1 hand user, forced to do their bidding.
to use Range Increment: -“To Hit” The user establishes a telepathic
Bonus: -Magazine: 20 link with the target's brain and if
Rate of Fire: As many times as the they share a common language the
wielder has attacks user can then force the subject to
Damage: Special, see description do whatever they wish, within the
Weight: 2 pounds Armor Class: 7 limits of the subject's abilities. If
Hardness: 10 Hit Points: 10 they share no common language,
DC required to break this item with the user can communicate only
a Strength Roll: 16 basic commands, such as "come
Accessories: Holster (must be here," "go there," "attack," and
custom-made, for about 150 Units, "stand still" to the subject.
weighs 1/2 pound) The user can only take over the
Description: A small black device, mind of someone within a thirty
covered with tubes and alien foot radius, but once control is
cicuitry. It is roughly cube-shaped established, the range at which it
and does not look like a weapon. can be exercised is unlimited, as
When you switch it on, it long as the user and the subject
accelerates the progress of entropy are on the same plane. The user
within its 15 foot radius. Nothing need not see the subject to control
blocks the effect--it will penetrate them.
any substance or energy screen. The user does not receive direct
Every living thing and complex sensory input from the subject and
machine in its radius will slowly does not know what is happening
turn gray and crumble into dust if to them while they are out of sight.
the device isn't switched off. The Issuing a mental
targets will take no damage on the Insanity
requires
Ray command
concentration and takes a
first round, 1d3 damage on the Size: Huge (Impossible to conceal)
Standard
Cost: Action.
15,000 Units (almostto always a
second round, 1d4 damage on the The target is isentitled acost
new
third round and 1d6 damage every prototype--this actually the
Saving
required Throw
to build once per day. Any
the weapon)
round after that. target
The damage isn't obvious at first. Tentative Purchase DC:take
forced to N/A actions
against
(Weapon their
must nature
be built can make a
or found--
Only when the target has lost half new saving throw with a bonus of
you cannot acquire oneon with
its hit points will the effects +1
simpleto +4, depending
Wealth check) thea type
become visible. However, the of action Proficiency:
required. It Exotic
is strictly the
moment the machine is switched Required
DM's call as to what constitutes
Mental Domination
on every living Helmet
thing or sentient Weapons-Ranged
"against their be Handed:
nature." The a target
robotMedium
Size: within its(-4radius
penaltywillto
feel sick Weapon must fired from
will
mount notRange
under Increment:
any cicumstancesThis is ado
and distressed.
conceal It will beofobvious
with a “sleight hand” to anything directly suicidal.
anyone present that something bad
roll) cone effect weapon and doesn't
is happening.
Cost: 100,000 Units (almost always have a Range Increment as such.
a prototype--this
The device has enough
is actuallypower
the to “To Hit” Bonus: -Magazine: 75
run for
cost 60 rounds
required in total.
to build No one
the weapon) Rate of Fire: Once per round
knows what
Tentative powersDC:
Purchase it orN/A
how to Damage: Special, see description
recharge it.
(Weapon must be built or found-- Weight: 35 pounds Armor Class: 3
you cannot acquire one with a Hardness: 3 Hit Points: 4
simple Wealth check) DC required to break this item with
Required Proficiency: Simple a Strength Roll: 13
Handed: Requires no hands to use
Range Increment: --
352
Special: Affects a fifty-foot cone. Damage: Special, see
Accessories: Heavy Energy Cell description Weight: 8
(Weighs 1 pound, costs 25 units), pounds Armor Class: 5
Tripod Mount (Weighs 6 pounds, Hardness: 2 Hit Points: 3
Costs 120 units) DC required to break this item with
Description: A large, bulky energy a Strength Roll: 12
weapon, too big for anyone with a Special: Affects a twenty-five foot
Strength of less than 16 to use cone.
without a tripod mount. It looks as Accessories: Backpack-Mounted
though it was jerry-built from spare Energy Cell (Weighs 45 pounds,
parts. There is no casing, exposed costs 500 units, not compatible
vacuum tubes and hastily soldered with any other energy weapons,
wires are visible through the side. AC 13, 3 Hardness, 7 HP, 40%
This is clearly a prototype and chance of exploding when it loses
anyone who spends much time all its Hit Points, doing 5d6
examining its construction will damage to the wearer and 2d6 to
begin to suspect that it was built by anything else in a 5 foot radius)
a madman (which is probably true). Description: A man-portable
When fired, it emits a strange version of the Insanity Ray. This
muliticolored cone of light. Anyone too looks like the badly-assembled
caught in its cone of effect must junkyard creation of an
make a Willpower Saving Throw vs. unbalanced mind. It requires a
DC 20 or be rendered psychotic, bulky backpack generator and
indefinitely. They must make a although the gun is short and
Willpower Saving throw (DC 18) stubby for a carbine, it is heavy
every round or roll on the following and requires both hands to use.
chart. Anyone caught in its cone-
1 Wander away for 1 minute shaped area of effect must make a
(unless prevented) 2-4 Do Willpower Save vs. DC 20. If they
nothing for 1 round. Stare fail, they turn psychotic for 2-12
passively off into space, look at hours. Insane characters must
the ground or close your eyes. make a Willpower Saving throw
5-6 Mutter random insane (DC 18) every round or roll on the
gibberish, clap hands, twitch and following chart.
engage in other harmless but 1 Wander away for 1 minute
distracting crazy behavior for a (unless prevented)
round, without moving from the 2-4 Do nothing for 1 round.
spot where you are standing. Stare passively off into space, look
7-9 Attack nearest creature for at the ground or close your eyes.
1 round 10 Act normally for 1 5-6 Mutter random insane
round. You are not aware that you gibberish, clap hands, twitch and
have been acting crazy. engage in other harmless but
If attacked while insane, the Insanity
distracting Ray,
crazy Handheld
behavior for a to
victim can defend themselves Size:
round, Small (No moving
without bonus orfrompenalty
the
normally, but unless they roll a 10 conceal
spot withyou
where a “sleight
are of hand”
standing.
and "act normally", they are roll)
7-930,000
Attack Units
nearest creature for 1a
incapable of articulate Cost:
round 10 Act (almost
normally for 1always
round.
communication. prototype--this
They are to
notbuild is actually
aware thehave
cost
Insanity
The weapon Ray, can Portable
actually be set required
been acting crazy.thethat they
weapon)
to reverse
Huge the effect, but toitconceal)
might Tentative Purchase
If attacked while DC: N/A
insane
Size:
be tricky to
(Impossible
figure out how
Cost: 15,000 Units (almost always to make
a (Weapon
victim can must
defend or the
be themselves
built found--
at no
it do this when you're
prototype--this already
is actually the cost you cannot
penalty, but acquire
unless one
they with
roll aa10
insane.
requiredAdvnced
to buildpsychiatric
the weapon) help simple
and "actWealth
normal" check)
theyEnergy
are
might alsoPurchase
Tentative cure the DC:afflicted
N/A Required
incapable Proficiency:
of articulate
character,
(Weapon must but isbelikely
builttoortake
found-- Weapons Handed: Requires 1 hand
communication.
weeks,
you if notacquire
cannot years. one with a to use Range Increment: 40 feet
simple Wealth check) “To Hit” Bonus: -Magazine: 20
Required Proficiency: Energy Rate of Fire: Once per round
Weapons Handed: Requires 2 Damage: Special, see description
hands to use Range Increment: This Weight: 3 pounds Armor Class: 7
is a cone effect weapon and doesn’t Hardness: 2 Hit Points: 2
have a Range Increment as such. DC required to break this item with
“To Hit” Bonus: -Magazine: 50 a Strength Roll: 10
Rate of Fire: Once per round
353
Accessories: Energy Cell (1/2 following chart.
pound, costs 10 units), Holster 1 Wander away for 1 minute
(must be custom-made, for about (unless prevented)
150 Units, weighs 1/2 pound) 2- 4 Do nothing for 1 round.
Description: A handgun-sized Stare passively off into space, look
version of the Insanity Ray. It looks at the ground or close your eyes.
like a pile of badly soldered 5-6 Mutter random insane
electrical components in the vague gibberish, clap hands, twitch and
shape of a gun. It may fit some engage in other harmless but
holsters, but you might be better distracting crazy behavior for a
off having one specially made for it. round, without moving from the
Unlike its larger cousins, it does spot where you are standing.
not have an area effect and the 7- 9 Attack nearest creature for
beam is invisible. This makes it 1 round 10 Act normally for 1
ideal for taking revenge on those round. They are not aware that
who mocked your experiments and they have been acting crazy. If
called you a lunatic. attacked while insane the victim
Anyone struck by the soundless can defend themselves at no
beam must make a Fortitude penalty but unless they roll a 10
Saving Throw vs. DC 20. If they fail, and "act normal" they are
they become psychotic for 2-40 incapable of articulate
rounds (roll 2d20). A psychotic communication.
character must make a Willpower Description: A large, wide, squat
Saving throw (DC 18) every round looking energy cannon, which
or roll on the following chart. seems to have materialized straight
1 Wander away for 1 minute off the cover of a pulp science
(unless prevented) fiction novel. Clearly a prototype, it
2-4 Do nothing for 1 round. Stare is too large and delicate to be
passively off into space, look at the moved. It requires only one
ground or close your eyes. operator, despite the fever-dream
5-6 Mutter random insane maze of levers, switches and
gibberish, clap hands, twitch and buttons on its hastily jury-rigged
engage in other harmless but control panel. The operator
distracting crazy behavior for a perches on a kind of
round,
Giant without
Insanity moving
Ray from the uncomfortable chair at the back of
spot
Size: where
Gargantuanyou are standing. to
(Impossible the weapon, and turns with the
7-9 Attack nearest creature for 1
conceal) gun as it swivels.
round
Cost: 12,000,000 If the gun loses all its hit points,
10 Act
always a normallyUnits
prototype-- 1(almost
for thisround. there is a 50% chance that it will
theThe
costafflicted character
required to build isisthe
actually
not explode in 2-12 rounds, doing 8d6
aware
weapon) that they have
Tentative been acting
Purchase DC: damage to everything in a 20 foot
crazy.
N/A If attacked
(Weapon while
must be insane
built or the radius. If this is about to happen, it
victim
found--youcan defend themselves
cannotthey
acquire at
one no takes a Reflexes Saving Throw vs.
penalty
with but
a simple unless
Wealth roll a 10 DC 15 to get down from the chair
and "act
Required normal" theycheck)
Proficiency: are incapable
Exotic Evil Ray round. If you fail, you
in a single
of articulate communication.
Weapons-Ranged Handed: can either
Size: Hugetake 3 roundstotoconceal)
(Impossible get
Requires Fixed hands to use Range down 80,000
Cost: safely, Units
or throw yourself
(Almost to a
always
Increment: 250 miles “To Hit” the floor and
prototype take
or an a d4 of damage.
artifact--this is
Bonus: -Magazine: 100 or unlimited actually the cost required to build
if hooked up to an outside power the weapon)
supply Rate of Fire: Once per round Tentative Purchase DC: N/A
Damage: Special, see description (Weapon must be built or found--
Weight: 4 tons Armor Class: 0 you cannot acquire one with a
Hardness: 6 Hit Points: 25 simple Wealth check)
DC required to break this item with Required Proficiency: Energy
a Strength Roll: 13 to disable with a Weapons Handed: Weapon must
skill roll (perhaps the “Repair” skill, be fired from a mount Range
although this of course is up to the Increment: This is a cone effect
DM) weapon and doesn't have a Range
Special: Affects a 75 foot Burst Increment as such.
Radius. Anyone caught in its area “To Hit” Bonus: Ignores Armor
of effect must make a Willpower Magazine: 75 or unlimited if hooked
Save vs. DC 25. If they fail, they turn up to an outside
psychotic for 212 hours. Insane power supply
characters must make a Willpower Rate of Fire: Once per round
Saving throw (DC 18) every round Damage: Special, see description 354
or roll on the Weight: 150 pounds
Armor Class: 5 Hardness: 3 Hit Willpower Saving Throw vs. DC 25
Points: 6 or add "evil" to their alignment. So,
DC required to break this item with for example, if they are Chaotic
a Strength Roll: 15 Neutral, they become Chaotic Evil.
Special: Cone effect weapon. If they are Neutral Good, they
Anyone caught in the 50 foot cone become Neutral Evil. This effect
of effect must make a Willpower lasts until the target makes the
Saving Throw vs. DC 25 or add Willpower Saving Throw. Roll once
"evil" to their alignment. So, for every half hour.
example, if they are Lawful Good, Accessories: Energy Cell (1/2
they become Lawful Evil. If they are pound, costs 10 units), Holster
Neutral, they become Neutral Evil. (must be custom-made, for about
Everyone affected should make 150 Units, weighs 1/2 pound)
another Saving Throw once every Description: A pistol-sized version
hour. The effect lasts until the of the Evil Ray. It's as small as a
target makes the Willpower Saving derringer, and can be easily hidden
Throw. Accessories: Heavy Energy in a pocket. This is not a Cone
Cell (Weighs 1 pound, costs 25 Effect Weapon. You must make a
units), or a home-made energy cell Ranged Touch Attack to hit the
(weighs 2 pounds, costs 15 Units target (armor can't stop pure evil!
to make in a basement lab, not Mwa-ha-ha!). The weapon itself
compatible with other weapons, looks as sleek and swept-back as
takes a full round to reload) Giant
the Evil Ray
big version. It also makes
Description: A large, streamlined people really uncomfortable
Size: Gargantuan (Impossibleto tobe
heavy energy weapon, with a around.
conceal) If you have an Evil Ray in
glossy black metal finish. It's not your pocket,
Cost: 20,000,000everyone reacts to you
Units (almost
really the right size to be used as a at a -2, aunless
always of course
prototype-- thisthey are
is actually
personal firearm-- it's more the themselves
the evil, intowhich
cost required buildcase
the they
kind of weapon you'd mount on a look
weapon)on you with newfound
Tentative Purchase respect
DC:
vehicle. (+2 to their reaction
N/A (Weapon must be rolls).
built or
The device makes an ominous found--you cannot acquire one
pulsing, thrumming sound when it with a simple Wealth check)
isn't in operation. It fires a jagged- Required Proficiency: Exotic
looking black ray that looks almost Weapons-Ranged
like a jet of some foul liquid. Some Handed: Requires Fixed hands to
people imagine that they can see use
hideous shapes and faces in the Range Increment: 300 miles
beam. “To Hit” Bonus: Ignores Armor
Anyone
Tiny Evil caught
Ray in its cone- Magazine: 100 or unlimited if
shaped
Size: Tiny (+4 bonus tomust
area of attack make a
conceal hooked up to an
Willpower Saving
with a “sleight Throwroll)
of hand” vs. DC 25, outside power supply
or become
Cost: 160,000 Evil.Units
Yes, (Almost
you heard me
always Rate of Fire: Once per round
right. It turns or
a prototype people (and robots) is
an artifact--this Damage: Special, see description
evil. Don't
actually theask me required
cost how, I justtowork
build Weight: 50 tons
here.
the weapon) Armor Class: 0
Whatever
Tentative mad scientist
Purchase DC: N/A built the Hardness: 5
thing will no doubt talk
(Weapon must be built or found--about his Hit Points: 40
early obsession
you cannot withone
acquire Evil,with
the away DC required to break this item
he came
simple to seecheck)
Wealth it as a discreet with a Strength Roll: 15 to
physical
Required force like magnetism,
Proficiency: the
Energyat the disable with a skill roll (perhaps
way his colleagues laughed
Weapons Handed: Requires 1 hand the “Repair” skill, although this
idea
to useand called
Range him mad,20
Increment: etc.
feet of course is up to the DM)
“To Hit” Bonus: Ignores Armor Special: Affects a 100 foot radius
Magazine: 10 around the point of impact. Anyone
Rate of Fire: As many times as the caught in the area of effect must
wielder has attacks make a Willpower Saving Throw vs.
Damage: Special, see description DC 25 or add "evil" to their
Weight: 1 pound Armor Class: 13 alignment. So, for example, if they
Hardness: 2 Hit Points: 2 are Lawful Good, they become
DC required to break this item with Lawful Evil. If they are Neutral, they
a Strength Roll: 13 become Neutral Evil. Everyone
Special: Anyone struck by the beam affected should make another
must make a Saving Throw once every three
hours. The effect lasts until the
target manages to make the
Willpower Saving Throw. 355
Description: A huge, weird cannon
the size of a house, found only in
4-color science-fantasy scenarios.
Streamlined, spiky and wicked
looking, it's made of some shiny
with evil. Even characters who Roll: 20
aren't attuned to these things will Special: Damage varies according
feel a sense of overpowering to the weather. It does 5d6
wrongness once they get within a damage on a bright, hot, sunny
hundred yards of it. Any Good day; 3d6 on a bright, cloudless,
character who spends more than cool day and no damage on a
ten consecutive minutes within cloudy day or at night.
fifty feet of the cannon will make Description: A primitive energy
all their rolls at a -2 penalty until weapon, this is a polished parbolic
they leave its vicinity. mirror with a set of lenses held
Most animals know to avoid the over the center on wires. It's a
gun, but a few, like scorpions, pit classic "steampunk" design, or
vipers and certain species of wasp perhaps something even older.
feel soothed by its presence and Archemides is said to have built
tend to congregate around it (if one of these to help defend
the gun’s location makes that Syracuse from the Roman invaders.
possible). The weapon is delicate and much
The cannon only requires a too big for one person to carry on
single operator, who sits in a Giant
their SolarThe
person. Rayonly way you
streamlined black chair mounted could
Size: Gargantuanit mobile
really make (Impossibleis to to
on the back of the barrel. Anyone mount it on wheels. It has to be
conceal)
sitting in the chair has 50% cover, kept
Cost: carefully polished
20,000 Units when
(almost it isn't
always a
unless they are attacked from in use, or it will do
prototype--this one diethe
is actually lesscost
of
above. damage.
required to build the weapon)
Tentative Purchase DC: N/A
(Weapon must be built or found--
you cannot acquire one with a
simple Wealth check)
Required Proficiency: Exotic
Weapons-Ranged Handed:
Requires Fixed hands to use Range
Increment: 100 feet “To Hit” Bonus:
-Magazine: Unlimited (but can only
be fired while the sun is shining
brightly)
Rate of Fire: Once per round
Damage: 12d6 Heat (20 x2) but see
description
Weight: 12 tons
Armor Class: 0
Hardness: 10
Hit Points: 5
Solar Ray DC required to break this item with
Size: Huge (Impossible to conceal) a Strength Roll: 20
Cost: 10,000 Units (almost always Special: Affects an entire 10 foot
a prototype--this is actually the square. Anyone caught in the area
cost required to build the of effect can make a Reflexes
weapon) Tentative Purchase DC: Saving Throw vs. DC 15 to take half
N/A (Weapon must be built or damage.
found--you cannot acquire one Damage varies according to the
with a simple Wealth check) weather. It does 12d6 damage on a
Required Proficiency: Energy bright, hot, sunny day; 8d6 on a
Weapons Handed: Requires 2 bright, cloudless, cool day and no
hands to use Range Increment: 40 damage on a cloudy day or at
feet “To Hit” Bonus: -Magazine: night.
Unlimited (but can only be fired Description: A giant curved metal
while the sun is shining brightly) mirror, the size of a house. It can
Rate of Fire: Once per round attack an entire ten-foot square,
Damage: 5d6 Heat (20 x2) but see but only on a sunny day. The
description mirror takes a team
Pertrification of ten men (or
Ray
Weight: 500 pounds two
Size:oxen)
Hugeto turn and aim,
(Impossible in
to conceal)
Armor Class: 3 addition to the gunner. If
Cost: 15,000 Units (almost alwaysfor some a
Hardness: 10 reason a more
prototype--this is technologically
Hit Points: 3 sophisticated civilization were to
DC required to break this item with build a weapon like this, substitute
a Strength a tractor or a truck for the oxen. It356
might be possible to transport the
weapon over long disntances on a
large platform, but this requires a
team of at least ten oxen and it still
won't move any faster than 10 feet
actually the cost required to build Handed: Requires 2 hands to use
the weapon) Tentative Purchase Range Increment: 50 feet “To Hit”
DC: N/A (Weapon must be built or Bonus: -Magazine: 35
found--you cannot acquire one Rate of Fire: As many times as the
with a simple Wealth check) wielder has attacks
Required Proficiency: Energy Damage: Anyone struck by the
Weapons Handed: Requires 2 beam must make a
hands, usually fired from a mount Fortitude Saving Throw vs. DC 18 or
Range Increment: 70 feet be Petrified
“To Hit” Bonus: -6 penalty if indefinitely. Weight: 10 pounds
anyone with a Strength of less Armor Class: 5
than 16 attempts to use it without Hardness: 5
a mount Magazine: 45 Hit Points: 4
Rate of Fire: Once per round DC required to break this item
Damage: Anyone struck by the with a Strength Roll: 16
beam must make a Accessories: Energy Cell (1/2
Reflexes Saving Throw vs. DC 18 or pound, costs 10 units) Description:
be Petrified A shotgun-sized version of the
indefinitely. See description for Petrification Ray. It has much the
further details same overall shape and exactly the
Weight: 50 pounds same effect as the larger gun. And
Armor Class: 3 yes, it's just as silly. Anyone struck
Hardness: 5 by it is turned to stone, unless
Hit Points: 9 they make their Fortitude Saving
DC required to break this item with Throw. A petrified character has
a Strength Roll: 17 their AC reduced by 10 points, but
Accessories: Heavy Energy Cell gains 7 points of Damage
(Weighs 1 pound, costs 25 units), Resistance.
or a home-made energy cell They cannot move, think, recover
(weighs 2 pounds, costs 15 Units lost psionic points or do anything
to make in a basement lab, not Pocket
else whilePetrification
pertified. The rayRay
can be
compatible with other weapons, Size: Medium
set to un-petrify(-4 penalty to
a target, but
takes a full round to reload), conceal
unless withyou a already
“sleight ofhave
hand”the
Tripod Mount (Weighs 4 pounds, roll)
weapon proficiency it requires an
Costs 100 units) Cost: 50,000 Units
Intelligence check(almost
vs. DCalways
15 to
Description: A bulky gunmetal a prototype--this
figure out how. is actually the
energy weapon, about the size of a cost required to build the weapon)
heavy machine gun. Its long, fluted Tentative Purchase DC: N/A
barrel ends in what looks like a (Weapon must be built or found--
piece of green cut glass, or you cannot acquire one with a
perhaps some sort of gem. simple Wealth check)
Too big for anyone with a Required Proficiency: Energy
Strength of less than 16 to use Weapons Handed: Requires 1
without at least a tripod mount, it hand to use Range Increment: 30
is usually found in a fixed position feet “To Hit” Bonus: -Magazine: 10
(often guarding the entrance to a Rate of Fire: As many times as the
deranged scientist's lair). wielder has attacks
It transmutes living flesh into a Damage: Anyone struck by the
hard, calcified substance that beam must make a
resembles pale rock. The victim's Fortitude Saving Throw vs. DC 18 or
clothes and posessions are left be Petrified
unaffected, unless they are made indefinitely. See description for
of leather, natural fibers, or some further details.
other such organic matter. Weight: 2 pounds
A petrified character has their Armor Class: 9
Portable
AC reduced Pertrification Ray
by 10 points, but gains Hardness: 4
Size: Huge
7 points of (Impossible to conceal)
Damage Resistance. Hit Points: 2
Cost: 25,000 Units
They cannot think, (almost
dream, usealways a DC required to break this item
prototype--this
psionic abilities or do anythingcost
is actually the with a Strength Roll: 14
required
else whiletopertified—they
build the weapon) have Accessories: Energy Cell (1/2
Tentative Purchase
been rendered DC:inert.
utterly N/A pound, costs 10 units), Holster
(Weapon must to
It is possible be set
built orray
the found--
to (must be custom-made, for about
you
turn cannot acquire
them back, but one withan
it takes a 150 Units, weighs 1/2 pound)
simple Wealth
Intelligence check)
Check vs. DC 15 to Description: A large, bulky energy-
Required
figure outProficiency:
how to do itEnergy
if you don't pistol with a strange greenish gem
Weapons
already have the weapon in the end of of the barrel and
proficiency. bewildering array of buttons, 357
Probably a good idea to save gagues and dials on the stock.
this weapon for campy science- Smaller but no less goofy than a
fantasy campaigns, as it tends to full sized Petrification Ray, it
make hard SF fans howl with functions exactly the same way.
It turns living flesh into a hard,
substance. A petrified character of time, from a matter of
has their AC reduced by 10 points, rounds to a matter of
but gains 7 points of Damage centuries.
Resistance. Their clothes and
posessions are left unaffected, Pocket Bubble Gun
unless they are made of leather, Size: Small (No bonus or penalty to
natural fibers, or some other such conceal with a “sleight of hand”
organic matter. roll)
It is possible to set the ray to un- Cost: 3,000 Units (almost always a
petrify a victim, but it takes an prototype--this is actually the cost
Intelligence Check vs. DC 15 to required to build the weapon)
figure out Gun
Bubble how if you don't already Tentative Purchase DC: N/A
have the weapon
Size: Large proficiency.
(-8 penalty to conceal (Weapon must be built or found--
with a “sleight of hand” roll) you cannot acquire one with a
Cost: 1,000 Units (almost always a simple Wealth check)
prototype--this is actually the cost Required Proficiency: Energy
required to build the weapon) Weapons Handed: Requires 1 hand
Tentative Purchase DC: N/A to use Range Increment: 30 feet
(Weapon must be built or found-- “To Hit” Bonus: Ignores Armor
you cannot acquire one with a Magazine: 10
simple Wealth check) Rate of Fire: As many times as the
Required Proficiency: wielder has attacks
Energy Weapons Handed: Damage: Special, see description
Requires 2 hands to use Weight: 2 pounds Armor Class: 9
Range Increment: 40 feet Hardness: 5 Hit Points: 2
“To Hit” Bonus: Ignores DC required to break this item with
Armor Magazine: 25 a Strength Roll: 15
Rate of Fire: Once per Accessories: Energy Cell (1/2
round Damage: pound, costs 10 units), Holster
Special, see (must be custom-made, for about
description Weight: 4 150 Units, weighs 1/2 pound)
pounds Armor Class: Description: A round, stubby pistol
5 Hardness: 5 Hit with a very wide mouth. It fires an
Points: 10 expanding transparent bubble
DC required to break this item with made from some strange artificial
a Strength Roll: 17 matter. It engulfs the target and
Accessories: Heavy Energy Cell imprisons them inside The bubble
(Weighs 1 pound, costs 25 units), can grow large enough to capture
or a home-made energy cell anything up to and including a
(weighs 2 pounds, costs 15 Units to Huge creature. It can make a
make in your garage, not ranged touch attack against any
compatible with other weapons, single creature or an area attack
takes a full round to reload) against every free-standing object
Description: A large, bulky two- in a ten-foot radius (the target
handed weapon. It fires an area has an effective defense of
expanding transparent bubble 10).
made from some unclassifiable The bubble itself has 8 points of
artificial matter. The bubble Damage Resistance and can takes
engulfs the target and imprisons 25 hp worth of damage. If an
them inside. It can be used to attacker does more than 25 points
make either a ranged touch attack of damage to the bubble in a
against any single target (size single attack, the character trapped
Huge or smaller) or an area attack inside must make a Reflexes Saving
against every free-standing object Throw vs. DC 15 or take the
in a ten-foot radius (the target area remainder of the damage
has an effective defense of 10). themselves.
Homicide ToRay burst the bubble
The bubble itself has 9 points of open
Size: from
Large the inside
(-8vs.penalty requires
to conceala
Damage Reistance and takes 30 Strength
with roll DC 30.
points of damage to break open. If Aira50,000
Cost:
“sleight
can Units of hand”
pass roll) the
through
(almost always
an attacker does more than 30 bubble's walls, so
prototype--this is the captive
actually the is a
cost
points of damage to the bubble in in no danger
required to build ofthesuffocating.
weapon) It
one round, the character trapped offers
Tentative no protection
Purchase DC: N/Aagainst
inside must make a Reflexes Saving poison
(Weapon gas attacks.
must be built or found--
Throw vs. DC 15 or take the youThe bubble
cannot will last
acquire oneuntil it is
with a is
remainder of the damage broken
simple or until the bubble-gun
themselves. To burst the bubble set to dissipate it. The gun can be 358
open from the inside with sheer set in advance to produce a bubble
brute force requires a Strength roll that lasts for a set period of time,
vs. DC 30. from a matter of rounds to a
Air can pass through the matter of years.
bubble's walls, so the captive is
Wealth check) Special:
Required Proficiency: Energy Accessories: Energy Cell (1/2
Weapons Handed: Requires 2 pound, costs 10 units), Holster
hands, usually fired from a mount (must be custom-made, for about
Range Increment: This is a cone 150 Units, weighs 1/2 pound)
effect weapon and doesn’t have a Description: A homicide ray
Range Increment as such “To Hit” projector that is small enogh to be
Bonus: Ignores Armor Magazine: concealed in your pocket. It
75 doesn't look like a weapon and it
Rate of Fire: Once per round doesn't emit a visible beam. The
Damage: Special, see description ray affects a twenty-five foot
Weight: 20 pounds Armor Class: 5 cone-shaped area.
Hardness: 2 Hit Points: 3 Anyone caught in this area of
DC required to break this item with attack must make a Willpower
a Strength Roll: 16 Saving Throw vs. DC 15 or
Accessories: Heavy Energy Cell immediately attack the closest
(Weighs 1 pound, costs 25 units), person or moving object with
or a home-made energy cell whatever melee weapon comes to
(weighs 2 pounds, costs 15 Units hand. If they are carrying a ranged
to make in a basement lab, not weapon, they will use it as a club.
compatible with other weapons, Affected characters are incapable
takes a full round to reload) of communicating and completely
Description: A large, heavy indiscriminate
Giant as to their targets.
weapon, shaped a little like a fat, They willHomicide Ray
attack friends, foes, or
short rifle. It can be held and fired Size:
whateverGargantuan
moving object(Impossible
catches to
with two hands, but is awkward to conceal)
their attention. If they are in the
carry. Anyone caught in its 50 foot Cost:
act of50,000,000 Units
attacking one (almost
target and
cone-shaped area of attack must always a prototype-- this
another potential target comes is
make a Willpower Saving Throw vs. actually the will
closer, they costlose
required to build
interest in the
DC 20 or immediately attack the the weapon) Tentative Purchase
first target and attack the new one
closest person or moving object DC:
withN/A (Weapon
equal ferocity.must be built or
with whatever melee weapon is found--you cannot acquire one
most convenient. If they have a with a simple Wealth check)
gun in their hand, they will use it Required Proficiency: Exotic
as a club. Weapons-Ranged
Affected characters are incapable Handed: Fixed in position, can’t be
of communicating, can't be carried, takes two
reasoned with and are completely hands to operate
indiscriminate as to their targets. Range Increment: 100 miles
They will attack friends, foes, or “To Hit” Bonus: Ignores Armor
Pocket
whatever Homicide
moving object Ray
catches Magazine: 100 or unlimited if
Size:
their attention. If they arepenalty
Small (No bonus or in the to hooked up to an
conceal with a “sleight
act of attacking of hand”
one target and outside power supply
roll)
another potential target comes Rate of Fire: Once per round
Cost:
closer,65,000 Units
they will (almost
lose interestalways
in thea Damage: Special, see description
prototype--this is actually
first target and attack the cost
the new one Weight: 20 tons
required
with equal toferocity.
build the weapon) Armor Class: 0
Tentative Purchase DC: N/A Hardness: 3
(Weapon must be built or found-- Hit Points: 25
you cannot acquire one with a DC required to break this item
simple Wealth check) with a Strength Roll: 15 to
Required Proficiency: Energy disable with a skill roll (perhaps
Weapons the “Repair” skill, although this
Handed: Requires 1 hand to use of course is up to the DM)
Range Increment: This is a cone Description: A Homicide Ray the
effect weapon and size of a barn. It has the capacity
doesn’t have a Range Increment as to bounce it's massive insisible
such beam off satellite reflectors and by
“To Hit” Bonus: Ignores Armor using this technique can (if you
Magazine: 45 own a set of satellites and have
Rate of Fire: As many times as the installed the neecesary type of
wielder has attacks reflectors on them) reach almost
Damage: Special, see description any point on the surface of the
Weight: 2 pounds Armor Class: 9 planet. It affects everything in a
Hardness: 3 Hit Points: 2 500 foot radius of where the beam
DC required to break this item with touches down.
a Strength Roll: 13 Everyone caught within its 359
radius of effect must make a
Willpower Saving Throw vs. DC 15
or immediately attack the closest
person or moving object with
whatever melee weapon comes to
DCone.
interest in the first target and attack the new required to break this item with
a Strength Roll: 12
Accessories: Energy Cell (1/2
Motor Function Disrupter pound, costs 10 units), Holster
(must be custom-made, for about
Ray 150 Units, weighs 1/2 pound)
Size: Huge (Impossible to conceal) Description: A handheld version of
Cost: 25,000 Units (almost always a the ray, it holds fewer shots in its
prototype--this is actually the cost magazine, but has exactly the same
required to build the weapon) effect. It also looks like it's just
Tentative Purchase DC: N/A come off a laboratory work bench,
(Weapon must be built or found-- not quite ready for beta testing.
you cannot acquire one with a Anyone struck by the beam loses
simple Wealth check) 3d6 Dexterity points, down to a
Required Proficiency: Energy minimum of 1. A character with a
Weapons Handed: Requires 2 Dexterity of 2 or 1 can't walk or
hands, usually fired from a mount feed themselves and must make a
Range Increment: 70 feet “To Hit” Willpower Saving throw vs. DC 15
Bonus: -Magazine: 50 each time they try to speak,
Self-Immolation Ray in order
Rate of Fire: Once per round to correctly shape the words. A
Damage: Special, see description Size: HugeSaving
Fortitude (Impossible
Throw to
vs.conceal)
DC 25 a
Weight: 40 pounds Armor Class: 5 Cost:
halves 20,000
the Units (almost
Dexterity loss. always
Hardness: 3 Hit Points: 3 prototype--this is actually the cost
DC required to break this item with required to build the weapon)
a Strength Roll: 15 Tentative Purchase DC: N/A
Accessories: Heavy Energy Cell (Weapon must be built or found--
(Weighs 1 pound, costs 25 units), you cannot acquire one with a
or a home-made energy cell simple Wealth check)
(weighs 2 pounds, costs 15 Units to Required Proficiency: Exotic
make in a lab, not compatible with Weapons, Missile Handed: Requires
other weapons, takes a full round 2 hands, usually fired from a mount
to reload) Range Increment: 70 feet “To Hit”
Description: A big, bulky weapon, Bonus: -6 penalty for anyone with a
more commonly seen mounted on Strength of less than 17 to use
a vehicle or a tripod than hand- without a mount. Magazine: 35
held. Clearly a prototype, it's Rate of Fire: Once per round
covered with mysterious gagues, Damage: Special, see description
lights and exposed tubes. Anyone Weight: 45 pounds Armor Class: 5
struck by the beam loses 3d6 Hardness: 3 Hit Points: 3
Dexterity points, down to a DC required to break this item with
minimum of 1. A character with a a Strength Roll: 14
Dexterity of 2 or 1 can't walk or Accessories: Heavy Energy Cell
feed themselves and must make a (Weighs 1 pound, costs 25 units), or
Pocket
WillpowerMotor Function
Saving throw vs. DC 15 a home-made energy cell (weighs 2
each time they try to speak, in pounds, costs 15 Units to make in a
Disrupter
order
Ray
to correctly shape the words. private lab, not compatible with
Size: Small (No bonus or penalty to other weapons, takes a full round to
A Fortitude
conceal withSaving Throw
a “sleight vs. DC 25
of hand”
halves the Dexterity loss. reload)
roll) Description: A big, bulky weapon,
Cost: 40,000 Units (almost always a too large for most people to use
prototype--this is actually the cost without at least a tripod mount.
required to build the weapon) Clearly a prototype, it looks like a
Tentative Purchase DC: N/A crazed, near-random assemblage
(Weapon must be built or found-- of electrical components with a
you cannot acquire one with a focusing nozzle on the front. It
simple Wealth check) fires an unwholesome-looking
Required Proficiency: Energy purple ray and makes a sound
Weapons Handed: Requires 1 hand which is exquisitely painful to the
to use Range Increment: 30 feet ears.
“To Hit” Bonus: -Magazine: 20 Anyone hit by the beam must at
Rate of Fire: As many times as the once make a Willpower Saving
wielder has attacks Throw vs. DC 20 or begin to
Damage: Special, see description mutilate themselves with whichever
Weight: 3 pounds Armor Class: 9 hand weapon is closest, moaning
Hardness: 2 Hit Points: 2 and wheezing with ecstatic joy. If no
hand weapon is within easy reach,
they will shoot themselves with the 360
nearest missile weapon, at its most
lethal setting. If neither is available
they will rip and claw at themselves,
doing 1 point of damage per round.
They are effectively helpless while
themselves, giving any attacker a Magazine: 15
+4 bonus. They may babble about Rate of Fire: As many times as
how good it feels to hurt the wielder has attacks
themselves or beg onlookers to hit Damage: Special, see description
them but they aren't capable of any Weight: 3 pounds Armor Class: 9
meaningful communication. If you Hardness: 2 Hit Points: 2
attack yourself, you can only miss if DC required to break this item with
you roll a 1, but since all of the a Strength Roll: 13
character's actions are at a -4 while Accessories: Energy Cell (1/2
they are under the ray's fiendish pound, costs 10 units), Holster
influence, they actually fail to hurt (must be custom-made, for about
themselves on a 5 or less. Most 150 Units, weighs 1/2 pound)
weapons aren't designed to hurt Description: A handheld version of
the person wielding them, and will the SelfImmolation Ray. It too looks
do one point of damage less than like the product of a lunatic's
usual (minimum of one point). basement workbench, rather than a
The effects last indefinitely, until munitions factory.
the target either makes a saving Anyone struck by the beam must
throw or dies. Let them make make a Willpower Saving Throw vs.
another throw every other round. DC 15 or begin to wound
themselves with whichever hand
weapon is closest, shrieking with
pleasure as the weapon bites into
their flesh. If no hand weapon is
within easy reach, they will shoot
themselves with the nearest missile
weapon. If neither is available they
will rip at themselves with their
Pocket Self-Immolation bare hands, doing 1 point of
damage per round.
Ray They are effectively helpless while
Size: Small (No bonus or penalty to they are hurting themselves, giving
conceal with a “sleight of hand” any attacker a +4 bonus. They
roll) aren't capable of meaningful
Cost: 45,000 Units (almost always a communication, although they may
prototype--this is actually the cost rant and rave about how great it
required to build the weapon) feels to be hurt. A character who
Tentative Purchase DC: N/A attacks themselves can only miss if
(Weapon must be built or found-- you roll a 1, but since all of the
you cannot acquire one with a character's actions are at a -4 while
simple Wealth check) they are under the ray's diabolical
Required Proficiency: Energy influence, they actually fail to hurt

Super-Advanced Weapons
Weapons Handed: Requires 1 hand themselves on a 5 or less. Most
to use Range Increment: 30 feet weapons aren't made to hurt the
“To Hit” Bonus: -- person who wields them, and will
do one point of damage less than
The product of very advanced technology, anyusualone of these of
(minimum weapons has the
one point). The
capacity to set your game balance seriouslyeffects
askew,last
so use them
for 2-8 judiciously.
rounds.
By and large, these are the weapons used by adventurers from the distant
future, relics of ancient and unimaginably powerful galactic empires or
prototypes built by isolated geniuses.
Of course, it might be fun to run a campaign set in a hyper-advanced
civilization, in which everyone, player and nonplayer characters alike, runs
around with hardware like this. What such a society would be like, and what
sort of adventures you might have there (defending the realm from
infradimensional invaders? Fighting endless duels out of boredom?
Overthrowing lesser civilizations for sport?) I leave to the DM's imagination
You may well ask how these items differ from "Relics" and the answer is that
there could easily be more than one of any Super-Advanced Weapon, but
Relics are always unique. Even the Witherslant Guns (with the exception of
the Model Omega) could turn up in many hands, but there is only one
Flenser, only one Wummel Device.
They also fit into a storyline differently. A super-advanced weapon could be
the plot hook for an adventure or two, without having any broader impact361
on the game universe but the appearance of a Relic should always have a
big effect on the campaign as a whole.
Super-Advanced Melee Weapons
Disintegration Rod DC required to break this item with
Size: Medium (-4 penalty to a Strength Roll: 14
conceal with a “sleight of hand” Accessories: Miniature Energy Cell
roll) (1/20 pound, costs 50 units),
Cost: 300 Units (Only available for Energy Cell (1/2 pound, costs 10
sale in very advanced societies. In units) Description: A tiny version of
most places, this is an Artifact or a the Disintegration Rod, it is no
Relic) larger than a ballpoint pen and can
Tentative Purchase DC: 14 (if easily be concealed in one hand. It
available) works in exactly the same way.
Required Proficiency: Simple Anyone struck by the rod must
Handed: Requires 1 hand to use make a Fortitude Save vs. DC 20 or
Range Increment: -“To Hit” Bonus: vanish forever in a puff of light.
Ignores Armor Magazine: 9 Even if they succeed they take 5d6
Rate of Fire: As many times as the damage. Really big creatures
wielder has attacks (bigger than "Large") automatically
Damage: Target must make a make
Energy the Drain
save, but big inanimate
Rod
Fortitude Saving Throw objects
Size: do
Medium not, and will lose
to about
feeta(-4 penalty
vs. DC 20 or be Disintegrated ten cubic
conceal with of their
“sleight volume
of hand”
Weight: 2 pounds where
roll) the disintegration rod struck
Armor Class: 7 them.
Cost: 1,200 Units (Only available for
Hardness: 4 sale in very advanced societies. In
Hit Points: 3 most places, this is an Artifact or a
DC required to break this item Relic)
with a Strength Roll: 16 Tentative Purchase DC: 18 (if
Accessories: Energy Cell (1/2 available)
pound, costs 10 units) Description: Required Proficiency: Simple
The rod's wielder makes a "touch" Handed: Requires 1 hand to use
attack against the target, ignoring Range Increment: -“To Hit” Bonus: -
armor. Anyone unlucky enough to Magazine: 40
be struck by the rod must make a Rate of Fire: As many times as the
Fortitude save vs. DC 20. If they wielder has attacks
fail, they disintegrate, leavng not Damage: The target gains 2
even dust behind. If they succeed, negative levels, which
they take a mere 5d6 damage. It last for 2d6 hours
can't affect more than about ten Weight: 2 pounds
cubic square feet of matter at a Armor Class: 7
Pocket Disintegration
time and will take chunks thatRod size Hardness: 6
Size: Small (No bonus Living
out of bigger objects. or penalty Hit Points: 2
to conceal
beings thatwith a “sleight
are bigger thanof hand” DC required to break this item with
roll)
"Large" automatically succeed at a Strength Roll: 17
Cost:save
the 250and
Units (Only
take the available
damage for Description: The product of some
sale in very
instead advanced
of being societies. In
disintegrated. strange psionic technology, this
most places, this is an Artifact or a asymmetrical two-foot rod appears
Relic) to be made of faceted crystal,
Tentative Purchase DC: 13 (if which has melted and run in places
available) like a candle. It's refractive
Required Proficiency: Simple properties are extremely strange,
Handed: Requires 1 hand to use but if you peer deep inside you can
Range Increment: -“To Hit” Bonus: catch glimpses of what might be
Ignores Armor Magazine: 3 electrical components and what
Rate of Fire: As many times as the might be organs. At one end, there
wielder has attacks is a mouthlike opening, with little
Damage: Target must make a inward-curving spikes around the
Fortitude Saving Throw vs. DC 20 edges. This is the end you hit
or be Disintegrated. things with. When you strike
Weight: 1 pound Armor Class: 13 someone with the rod, there is a
Hardness: 3 Hit Points: 1 momentary flash of green light
from deep inside its center. It
actually devours the target's life- 362
energy in some mysterious way.
Hit Points: 5
DC required to break this item with
a Strength Roll: 30
Accessories: Scabbard (costs 20
Units, weighs 1/2 pound)
Description: A weird,
semitransparent blade which looks
a little like a strangely-shaped
crystalline shortsword. Its lines
seem to shift and fold in on
themselves like one of Escher's
optical illusions. Staring at the
blade for too long can induce mild
Energy Drain Gauntlet vertigo. It makes a faint, high
Size: Small (no bonus or penalty to humming sound as it moves.
conceal with a “sleight-of-hand” This weapon is made of variable
roll) matter, and can adjust its atomic
Cost: 1,200 Units (Only available for structure to pass through other
sale in very advanced societies. In objects. It can strike the target,
most places, this is an Artifact or a pass through the target without
Relic) doing any damage or materialize
Tentative Purchase DC: 18 (if just enough to cause a shock to
available) their system (2d6 Nonlethal
Required Proficiency: Simple Damage). In the hands of a skilled
Handed: Requires 1 hand to use Variable
operator Metal
it can Punch-
be made to partially
Range Increment: -“To Hit” Bonus: materialize inside a target once it
-Magazine: 50
Dagger
has passed harmlessly through the
Size:
outerSmall
layers,(No bonusarmor
making or penalty to
useless
Rate of Fire: As many times as the conceal with a “sleight of hand”
wielder has attacks against it. (This effect can only be
roll)
used by someone who has the
Damage: The target gains 2 Cost: 3,000 Units
negative levels, which Weapon Proficiency).
Tentative Purchase DC: 22 (if
last for 2d6 hours available)
Weight: 4 pounds Required Proficiency: Exotic
Armor Class: 9 Weapons-Melee (also works with
Hardness: 7 any other Variable Metal weapon)
Hit Points: 5 Handed: Requires 1 hand to use
DC required to break this item with Range Increment: -“To Hit” Bonus:
a Strength Roll: 19 +3
Description: An oddly jointed, Rate of Fire: As many times as the
uncomfortable gauntlet, made wielder has attacks
from what at first appears to be Damage: 1d4+3 Piercing (17-20 x3)
metal but is in fact an opaque or 2d6 nonlethal. See description.
black crystaline substance. Weight: 1 pound Armor Class: 9
Through some unknown Hardness: 15 Hit Points: 2
Variable Metal
process, it drains theSword
life- energy DC required to break this item with
out
Size: of the target.
Medium Armor
(-4 penalty to does a Strength Roll: 30
offer some
conceal with aresistance
“sleight of to the
hand” Description: A strange, short,
process,
roll) so the user should triangular object. Partially
make an ordinary
Cost: 4,000 Units melee attack, transparent, it's angles seem to
rather than
Tentative a TouchDC:
Purchase Attack.
23 (if move and shift in impossible ways.
available) Staring at it makes people's teeth
Required Proficiency: Exotic hurt and the roots of their hair
Weapons-Melee (also works with throb strangely. If you study it
any other Variable Metal weapon) more carefully, you will find that it
Handed: Requires 1 hand to use is meant to fit over a person's
Range Increment: -“To Hit” Bonus: hand, and functions like a punch-
+3 dagger. Even though you can see
Rate of Fire: As many times as the through the weapon, you can't see
wielder has attacks the hand inside it.
Damage: 1d8+3 Slashing (17-20 This object is made of variable
x2) or 2d6 nonlethal. See matter, and can adjust its atomic
description. structure to pass through other
Weight: 1 solid objects. It can strike the
pound target, pass through the target
Armor without doing any damage or
Class: 7 materialize just enough to cause a363
Hardness: shock to their system (2d6
15 Nonlethal Damage). In the hands
of a skilled operator it can be made
to partially materialize inside a
target once it has passed
also strike a target on the far side DC required to break this item with
of a wall without damaging the a Strength Roll: 30
wall. Description: A ten-foot metal shaft,
topped with a very strange blade.
Variable Metal Spear While the shaft looks normal
Size: Huge (Impossible to conceal) enough, the blade is a bizzare,
Cost: 4,000 Units asymmetrical, tranparent shard of
Tentative Purchase DC: 23 (if what at first appears to be crystal,
available) but is in fact something much
Required Proficiency: Exotic stranger.
Weapons-Melee (also works with The blade is made of variable
any other Variable Metal weapon) matter, and can adjust its atomic
Handed: Requires 2 hands to use structure to pass through other
Range Increment: Has 10 feet of objects. It can strike the target,
Reach “To Hit” Bonus: +3 pass through the target without
Rate of Fire: As many times as the doing any damage or materialize
wielder has attacks just enough to cause a shock to
Damage: 1d8+3 (17-20 x3) or 2d6 their system (2d6 Nonlethal
nonlethal. See Damage). In the hands of a skilled
description operator it can be made to
Weight: 3 pounds partially materialize inside a target
Armor Class: 5 Xammitrice
once it has passed
through the
Glaive
outer
harmlessly
layers, making
Hardness: 15 Size: Huge (can’t be concealed)
Hit Points: 5 armor useless against it . (This
Cost: 12,000 Units (Only available
DC required to break this item effect
for salecan
in only be used bysocieties.
very advanced
with a Strength Roll: 30 someone
In most places, thisthe
who has Weapon
is an Artifact or
Description: A long, slender Proficiency).
a Relic) The weapon has reach
transparent lance, about eight feet and cannot
Tentative be usedDC:
Purchase to attack
26 (if
in length. Its exact length is targets that are closer than ten feet
available)
difficult to tell, and seems to away.
Required Proficiency: Exotic
change depending on what angle Weapons-Ranged (also works with
you view it from. It looks almost any other Remote-Control melee
like it might be made of crystal, weapon) Handed: Requires 0 or 2
but it doesn't glitter or refract hands to use (can fight
light. The spear's angles seem independently)
somehow unnatural, and its lines Range
are difficult to follow with the eye. Increment: --
It makes an odd, faint hum as it “To Hit”
moves. Bonus: +3
This weapon is made of variable Magazine: 30
matter, and can adjust its atomic Rate of Fire: As many times as the
structure to pass through other wielder has attacks
objects. It can strike the target, Damage: 1d10+3 Slashing (17-20
pass through the target without x3) or 2d6 nonlethal. Ignores
doing any damage or materialize armor. Only Dexterity based AC
just enough to shock their system counts against it.
(2d6 Nonlethal Damage). In the Weight: 3 pounds Armor Class: 5
hands of a skilled operator it can (18 in the air)
be made to partially materialize Hardness: 15 Hit Points: 15
inside a target once it has passed DC required to break this item with
harmlessly through the outer a Strength Roll: 30 (13 to break the
layers, making armor useless antigravity motor)
against it . (This effect can only be Special: This weapon has the
used by someone who has the capacity to fight independently of
Weapon Proficiency). While it its wielder. However, if the wielder
does have Reach, it can just as uses it as a hand weapon they
easily be used against targets at suffer the penalties for making two
close range. weapon attacks, as though they
were using a One Handed Weapon
and a Light Weapon (see the
Variable Metal Glaive Player's Handbook, page 124).
Size: Huge (can’t be concealed) Accessories: Energy Cell (1/2
Cost: 5,000 Units pound, costs 10 units) Description:
Tentative Purchase DC: 23 (if A metal staff with a blade at either
available) end. Made from variable matter, it
Required Proficiency: Exotic can adjust its molecular density 364
Weapons-Melee (also works with and pass harmlessly through solid
any other Variable Metal weapon) objects. It can partially or
Handed: Requires 2 hands to use completely materialize some of its
Range Increment: Has 10 feet of length, while the rest of its mass
Reach “To Hit” Bonus: +3 remains immaterial. This allows it
onboard computer which enables it a “sleight of hand” roll). Tiny
to leave the user's hand and fight when turned off (+4 bonus to
on its own, hovering in mid air as it conceal with a “sleight of hand”
cuts and parries. It can make two roll)
attacks per round without penalty. Cost: 12,000 Units (Only available
The glaive cannot move more than for sale in very advanced
ten feet from its user, and can only societies. In most places, this is an
fight on its own for fifty rounds Artifact or a Relic)
before its power cell runs dry and it Tentative Purchase DC: 26 (if
falls to the ground. The weapon available)
fights completely independantly of Required Proficiency: Exotic
its user, who does not need to Weapons-Melee Handed:
concentrate on the weapon. Requires 1 hand to use Range
The Glaive can follow simple Increment: -“To Hit” Bonus: +4,
instructions like "come here" or makes touch attacks, gnores
"drop to the floor" but it will not armor
Mind
be able Sword
to manipulate objects or Magazine: N/A
pick things
Size: up. (+8 bonus to
Diminutive Rate of Fire: As many times as the
Strangely,
conceal with it runs on standard
a “sleight of hand” wielder has attacks
power
roll) cells, interchangeable with Damage: 2d8 Slashing (17-20 x4),
much lower-tech
Cost: 4,000 weapons.
Units (Only available for ignores Hardness and Damage
sale in very advanced societies. In Resistance Weight: 1 pound
most places, this is an Artifact or a Armor Class: 7
Relic) Hardness: 5 (only applies to the
Tentative Purchase DC: 23 (if handle--the blade itself can't be
available) hurt by 3-dimensional matter)
Required Proficiency: Exotic Hit Points: 5 (only applies to the
Weapons-Melee Handed: Requires handle--the blade itself can't be
1 hand to use Range Increment: -- hurt by 3-dimensional matter)
“To Hit” Bonus: +4 Magazine: DC required to break this item
Special, see description Rate of with a Strength Roll: 18 (only
Fire: As many times as the wielder applies to the handle)
has attacks Description: A strangely shaped
Damage: 1d8+4 Slashing (17-20 x2), handle made from some
can also do transparent substance which
1d8+ Nonlethal damage defies analysis. When squeezed, it
Weight: 1 pound extrudes a two-dimensional plane
of synthetic matter that has no
Tesseract
thickness at Weapon
Armor Class: 7
Hardness: 15 all. When turned to
Size:
one Varies
side, (but
the always
blade has a +4
becomes
Hit Points: 35 bonus
DC required to break this item with invisible. It can penetratea any
to be concealed with
“Sleight of Hand”
conventional roll)with perfect
matter
a Strength Roll: 19 Cost:
Special: Can be readied as a free ease. 15,000 Units (Only
It ignores available
armor and
for sale in very advanced
hardness completely, and if you
action, ignores armor, makes all societies.
attacks as touch attacks, does no use it onIn anmost places, this
opponent whois an
is
Artifact or a Relic)
armed with a melee weapon, you
damage to non-living objects, can Tentative
be set to do Nonlethal Damage can choose Purchase
to attack theDC:weapon
27 (if
available)
instead of its wielder. It can even
rather than real damage. Required Proficiency:
Description: A small mental damage weapons made Exotic
of
Weapons-Melee
Variable Matter.
focusing crystal which fits easily in Handed: Requires 2 hands to use
the palm of the user's hand. When Range Increment: Has 10 feet of
the user concentrates on it, it Reach
projects a blade of pure psychic “To Hit” Bonus: +4 touch attack,
force which can be used like a ignores armor and
sword. The mental blade glows cover altogether.
with psionic energy and makes a Magazine: N/A
high-pitched wailing sound as it Rate of Fire: As many times as the
swings. It inflicts damage only on wielder has attacks
living targets and ignores armor. Damage: 1d8+2 Slashing (17-20 x2),
Everyone's mind-sword looks a ignores all
little different, depending on their Hardness and Damage Resistance
personality. The DM should Weight: 1 pound
describe a given character's sword Armor Class: 9
in terms of what the character is Hardness: 15
like. An angry character might have Hit Points: 30
a blade that pulses a dull red, a DC required to break this item365
nervous character might have a with a Strength Roll: 45
jagged blue weapon which crackles Description: A four-dimensional
with sparks, and so forth. weapon, produced by who-
Unlike a lot of psychic weapons, knows-what kind of hyper-
the mind-sword is not sentient and technology. It
looks like a sort of transparent star, leave the wall undamaged. It can
which constantly changes shape and hit ethereal targets with no
subtly readjusts its size as you look difficulty. It attacks the target from
at it. Its lines intersect in ways that the inside and leaves horrendous
don't make sense, like an optical gashes that rarely reach the
illusion. Rumors say that staring at it surface of the target's skin.
too long can drive you mad. Even the wounds it leaves have
You grip the weapon by one of unsettling physical properties and
its points. Your hand vanishes don't behave like ordinary space. A
when you hold the weapon, which physician might accidentally drop a
appears to float above the stump surgical tool into one wound, only
of your wrist (your hand reappears to have it suddenly come flying out
as soon as you let go). of another wound at high speed,
As a four-dimensional object, it is as though it had fallen a long ways
not subject to the laws of three (this has no specific game effect—
dimensional space. It ignores armor it just adds atmosphere).
Super-Advanced Ranged Weapons
and makes touch attacks. Cover is
useless against it--the weapon can
hit a target on the far side of a wall
and
Hypermass Spear Launcher set the weapon down before it
Size: Huge (Impossible to conceal) crushes you.
Cost: 600 Units What kind of big game is this
Tentative Purchase DC: 16 (if thing used to hunt? Perhaps it's
available) actually better not to know.
Required Proficiency: Martial- Solar Torch
Ranged Size: Small (No bonus or penalty
Handed: Requires 2 hands to use to conceal with a “sleight of
Range Increment: 60 feet hand” roll)
“To Hit” Bonus: +4 vs. Armor Only Cost: 6,000 Units (Only available
Magazine: Only holds one spear, for sale in very advanced
but the energy cell societies. In most places, this is an
holds enough power to use the Artifact or a Relic)
launcher 50 times. Tentative Purchase DC: 24 (if
Rate of Fire: Once per round available)
Damage: 1d6+2 Piercing (17-20 x3) Required Proficiency: Simple
Weight: 12 pounds Armor Class: 5 Handed: Requires 1 hand to use
Hardness: 10 Hit Points: 55 Range Increment: 70 ft when
DC required to break this item with attacking a single
a Strength Roll: 40 target
Accessories: Energy Cell (1/2 “To Hit” Bonus: -Magazine: 50,
pound, costs 10 units), Spear but see description Rate of
(weighs 5 pounds when thel Fire: As many times as the
antigravity engine works, 2 k tons wielder has attacks
when it doesn't , costs 100 units if Damage: Varies, 1-6d8 Heat (20
you can find one, can only be lifted x2), see description
because of its onboard anti-gravity for details
generator. The mico-power cell on Weight: 2 pounds
the spear takes years to run out, Armor Class: 9
but if it does finally expire or if it Hardness: 10
somehow gets broken the spear Hit Points: 10
becomes impossible for anyone DC required to break this item
with a Strength of less than 50 to with a Strength Roll: 30
move). Accessories: Energy Cell (8 oz
Description: A massive spear-gun in weight, price unknown, may
which launches a spike built not even be available)
around a core of hypersdense Description: A very powerful but
matter. Only the extensive use of incedibly simple energy weapon,
antigravity generators on both the it gives out a blaze of hot white
spear and its lancher make it light with such a massive power
possible to use at all. source behind it that the beam
It takes a full round to reload can burn through steel.
one of the superheavy spears. The By adjusting the lens you can
power cell must be changed once create a wide beam or a tightly
every month—an indicator light focused one. Damage varies
comes on a few days before the according to how many charges366
antigravity motors run out of juice. you want to spend and how wide
It takes only a standard action to an area you want to affect. To do
swap out a spent power cell. There damage in a 25 foot cone costs
is usually enough energy left in the three charges per d8 of damage
antigravity engines to keep the (maximum 3d8). To attack a single
(maximum of 6d8). radius and level of damage) but
Reflective armors which offer leaves biological life unharmed.
special protection against lasers They can also make Autofire
also protect against the Solar attacks against a whole ten foot
Torch, but anti-laser aerosols do square, but choose which targets to
not. hit and which to avoid. Autofire
The torch seems to have been uses up ten rounds of ammunition,
made by some unthinkably just as with any automatic rifle.
advanced civilization which had The gun itself is still recognizably
long since outgrown energy a firearm, albeit long, thin and light.
weapons but for some reason It's made from a kind of living
wanted to produce one, and took metal, which heals any injuries to
the simplest route. It looks a lot itself at a rate of 1 hp per every six
like a short white flashlight with a hours. It always looks shiny and
dial near the lens. new, no matter how old it is, and
The solar torch runs on a special slowly shapes itself to better fit the
Smart
type Gun cell, produced by
of energy user's hand.
whatever
Size: Largesociety built it.
(-8 penalty to Where
conceal The missiles don't come in blocks
you
with would findof
a “sleight replacements
hand” roll) (if of caseless ammunition like bullets,
any
Cost:exist) is up to
900 Units the available
(Only DM. for and still have to be individually
sale in very advanced societies. In loaded into a magazine. It takes a
most places, this is an Artifact or a standard action to reload this
Relic) weapon if a magazine is already
Tentative Purchase DC: 17 (if prepared and ready.
available) A large, wide, short scope floats
Required Proficiency: Slugthrower over the barrel. Although it doesn't
Weapons appear to be physically connected
Handed: Requires 1 hand to use to the gun, the scope moves with it
Range Increment: 500 feet and feels solidly attached. You can
“To Hit” Bonus: +3, Ignores Armor, remove it by flipping a catch on the
Ignores Cover back. The scope displays everything
Magazine: 50 going on around the gun's operator
Rate of Fire: As many times as the in a 360% radius, and can see
wielder has attacks through walls up to six feet thick
Damage: Special, see description (there may be some special
Weight: 6 pounds Armor Class: 7 substances that it can't see
Hardness: 20 Hit Points: 5 through-it's the DM's call).
DC required to break this item with The weapon is intelligent (Int 14)
a Strength Roll: 33 and can communicate telepathically
Accessories: Smart Missiles with its user, but only if they are
(Artifact, probably not for sale, actually holding it. If someone finds
Hypermissile
might cost as much as 10,000 the
Size:gun, it will(-4
Medium pick up on to
penalty theconceal
user's
Units if you don't find them language
with a in 1d6
“sleight of days,
hand” but only if
roll)
yourself, weigh 1/10 pound each) they
Cost: spend
500 a lot(Only
Units of time talkingfor
available
Description: A kind of hyper- around it. The weapon has
sale in very advanced societies. a happy,
In
advanced, last- generation gyrojet jaunty, cheerful personality
most places, this is an Artifact butorwill
a
weapon. It fires tiny intelligent only
Relic)want to talk about gun-related
missiles, made of Variable Matter. matters,
Tentative combat,
Purchase etc.
DC:It 15
will(ifwork for
These Smart- Bullets can pursue whoever
available) picks it up. It feels no
targets around corners, over particular
Required loyalty to previous
Proficiency: Exotic
barriers or behind the gun's owners and will kill them as amiably
Weapons-Ranged
operator. They can adjust their as anyone
Handed: N/A else (although it might
atomic structure to pass through give them a
Range Increment: cheery10hello
miles and ask
walls or armor without leaving a how they're doing first).
“To Hit” Bonus: +3, Ignores Armor
mark. Cover provides no Rate of Fire: Once per round
protection whatever from smart Damage: Special, see description
bullets and neither does armor. Weight: 3 pounds
The gun makes what is in effect a Armor Class: 9
Ranged Touch Attack against the Hardness: 20
target. Hit Points: 20
On impact, the bullets can either DC required to break this item with
partially materialize, doing 1-4 D8 a Strength Roll: 26 (to deactivate)
Nonlethal Damage to the target, Description: This is what rocket
they can do 1-4 D8 Piercing weapons utlimately evolve into.
damage (18-20 x3), they can Fully intelligent missiles (Int 14),
explode, doing from one to four made of Variable Matter, capable367
d8 Bludgeoning damage to of detonating with a wide
anything in a five to fifteen foot
radius (the gun's operator chooses
the level of damage and the radius
of the explosion, but in any case a
range of effects. The missile is according to how many charges
smarter than most human beings you want to spend and how wide
and the DM should role-play it like an area you want to affect.
any intelligent, helpful character. It To do damage in a 25 foot cone
can follow instructions as complex costs three charges per d8 of
or vague as "Hit the one dressed damage (maximum 2d8).
like an ambassador " or " If you To attack a single ten-foot
don't hear back from me in fifteen square costs 2 charges per d8 of
minutes, launch and go kill the damage (maximum 3d8).
highest ranking enemy officer you To attack a single target costs
can find--unless you see a really 1 charge per d8 worth of
valuable piece of equipment, in damage (maximum 4d8).
which case go kill it instead". It can If caught by any of the area
verbally ask questions to clarify its attacks, a target can make a
user's intent, if need be. Reflexes Saving Throw vs. DC 20 to
Hypermissiles can adjust their take half damage.
atomic structure to pass The Molecular Agitator seems to
harmlessly through walls or armor have been intended to be as much
without leaving a mark, and then of a tool as a weapon (although it
rematerialize on the other side. remains unclear what kind of job
Cover provides no protection from would require you to create a 25
a Hypermissile and neither does foot cone of cold). Certainly it
armor. It makes a Ranged Touch
Attack against the target.
Personal
doesn't
Agitiator
lookSafety
most
much like Unit
a gun. The
Size: Small (No closely
bonus or resembles
penalty toa
On impact, the missile can do large electric razor, with
conceal with a “sleight of hand”three small
from one to 15d6 Bludgeoning metal nozzles sticking out of one
roll)
damage to anything in a five to end.
Cost:It950
uses its own
Units (Only strange type
available forof
thirty foot radius, do the same power
sale in cell,
very which
advancedmaysocieties.
or may not In
amount of nonlethal damage in be
mostpossible
places,tothisfind
is in
anyour
Artifact or a
the same radius, or give out a campaign.
Relic)
burst of electromagnetic radiation Tentative Purchase DC: 18 (if
which does up to 9d10 damage to available)
any robots or silicon-based life- Required Proficiency: Simple
forms in a radius of up to 20 feet Handed: Requires 1 hand to use
(here too the operator sets the Range Increment: “Freeze Ray” 40
radius and level of damage) but feet, “Zap” 80 feet, Disintegration
leaves biological life unharmed. Ray 60 feet “To Hit” Bonus: --
The missile can select some Magazine: 20
targets in the radius to take Rate of Fire: As many times as the
damage and others to be spared. wielder has attacks
Any target can make a Reflexes Damage: Special, see description
Saving Throw vs. DC 25 to take Weight: 2 pounds Armor Class: 9
half damage. Hardness: 15 Hit Points: 25
The Hypermissile’s personality is DC required to break this item with
upbeat, cooperative and gung-ho. a Strength Roll: 23
It grows confused if asked to talk Accessories: Holster (costs 20 Units,
about anything not related to weighs 1/2 pound)
combat. Description: This weapon is
favored by annoying tourists
from the distant future and the
Molecular Agitator tiresome, dangerous children of
Size: Small (No bonus or penalty to unimaginably powerful races
conceal with a “sleight of hand” from beyond our galaxy. It has a
roll) number of settings, most of them
Cost: 750 Units (Only available for thankfully non-lethal. It's one real
sale in very advanced societies. In weakness is its power supply,
most places, this is an Artifact or a which is only good for 20 shots
Relic) and all but impossible to replace
Tentative Purchase DC: 17 (if outside the owners' home
available) world/dimension/epoch.
Required Proficiency: Energy Setting 1 Defense Screen:
Weapons Handed: Requires 1 hand Projects a force-field around the
to use Range Increment: 60 ft when user, which increases their Armor
attacking a single target Class by 25, but doesn't allow them
“To Hit” Bonus: -Magazine: 25 to strike anything outside the field.
Rate of Fire: As many times as the This setting doesn't actually use 368
wielder has attacks any charges.
Damage: Varies, 1-4d8 Flame or Setting 2 "Freeze Ray": Projects a
Cold (19-20 x2). Paralysis beam (Fortitude Save vs.
See description for more details. DC 25) which leaves the victim
Weight: 1 pound Armor Class: 9 stuck comically in mid-pose until
aging or having to eat or breathe Accessories: Energy Cell (1/2
and gives them a temporary pound, not compatible with other
Damage Resistance of 20) weapons, usually unavailable or the
Setting 3: Reverses the effect of subject of an adventure), or a
the "Freeze Ray" Setting 4 "Zap": home-made energy cell (weighs
Does 6d10 Nonlethal Damage to 2 pounds, costs 15 Units to make in
anyone struck by the beam. a basement lab, not compatible
Setting 5 “Disintegrate”: Anyone or with other weapons, takes a full
anything size Large or smaller that round to reload)
is struck by the beam must make a Description: A big, long, but
Reflexes Saving Throw vs. DC 18 or surprisingly light weapon, made
Phase-Shift
be disintegrated.Gun largely from some weird, ultra-
Size: Large (-8 penalty to conceal high- tech composite material. It is
with a “sleight of hand” roll) capable of repairing itself, and will
Cost: 3,000 Units (Only available regain one lost Hit Point per hour.
for sale in very advanced societies. This makes it impossible to tell the
In most places, this is an Artifact. weapon's age. It never accumulates
Could also be a prototype, in any wear and tear, and always
which case the listed price is looks as new as when it was first
actually the cost required to build manufactured.
the unit). Tentative Purchase DC: Anyone struck by its faint purple
22 (if available) beam is at once sent out of phase
Required Proficiency: Energy with the rest of reality. In game
Weapons Handed: Requires 2 terms, they have been rendered
hands to use Range Increment: 20 Incorporeal and Invisible, capable
feet “To Hit” Bonus: -Magazine: 4 of moving through solid objects in
Rate of Fire: Once per round any direction at their normal
Damage: Special--see description movement rate. It also renders
Weight: 5 pounds them both blind and deaf,
Armor Class: 7 incapable of smell, taste, touch or
Hardness: 5 of making themselves heard, since
Hit Points: 4 they are no longer interacting with
DC required to break this item with the physical world.
a Strength Roll: 17 It is possible to set the gun to
reverse this effect, but finding the
Fusion Sidearms target once they're invisible may
Even the most advanced civilizations that we prove
know a challenge,
ofmoving
can't makeparticularly
fusion if
guns
small enough to be practical infantry weapons.they start around in
It is flatly impossible, they a blind
assure us, to build fusion weapons of belowpanic.
aThe
certain
weaponsize runs
and bulk.
on But there
some
are other, still more powerful entities out there somewhere who scoff
strange kind of power cell that at these
is
limitations. These are the guns they might use.
only available to the hyper-
advanced beings who produced
attacks
this gun. If you can somehow
Damage:
manage to 12d6
findHeat (17-20
one and x3) to
recognize
the specific
what it is, thetarget,
gun takes a Standard
8d6 Heat
Action to to everything else in a 10
reload.
foot radius (a
Reflexes Saving Throw vs. DC 20
halves this damage)
Fusion Pistol Weight: 2 pounds
Size: Small (No bonus or penalty to Armor Class: 9
conceal with a “sleight of hand” Hardness: 5
roll) Hit Points: 2
Cost: 900 Units (Only available for DC required to break this item with
sale in very advanced societies. In a Strength Roll: 20
most places, this is an Artifact or a Accessories: Energy Cell (1/2
Relic) pound, costs 10 units, probably
Tentative Purchase DC: 17 (if isn't compatible with less advanced
available) weapons), Holster (costs 20 Units,
Required Proficiency: Energy weighs 1/2 pound) Description:
Weapons Handed: Requires 1 hand Perhaps the ultimate handgun. This
to use Range Increment: 50 feet pistol can project nearly as much
“To Hit” Bonus: -Magazine: 5 destructive power as a full-sized
Rate of Fire: As many times as the fusion gun. Despite being the
wielder has product of some unbelievably
advanced civilization, it still looks a369
lot like a pistol. It is made from
some weird living substance and
will regain lost hip points at a rate
of 1
HP every four hours. It runs on a Hardness
power source that we can't possibly : 5 Hit
understand, but which looks like an Points: 10
energy cell and can be replaced in DC required to break this item with
one Standard Action. These energy a Strength Roll: 25
cells are extremely difficult to find, Accessories: Energy Cell (1/2 pound,
unless you happen to be one of the costs 10 units, probably isn't
nigh-godlike beings who make compatible with less advanced
these weapons, in which case you weapons)
can pick them up at a convenience Description: Very advanced societies
Fusion Rifle
store, right between the become capable of producing
Hypertwinkies
Size: Large (-8 and the to
penalty Secret of
conceal ridiculously small fusion guns. This
Existence.
with a Sleight of Hand roll) one is no bigger and heavier than a
Cost: 1,200 Units (Only available for laser rifle, yet has all the stopping
sale in very advanced societies. In power of its giant predecessors.
most places, this is an Artifact or a It runs on a tiny power cell which
Relic) is made only by the hyper-advanced
Tentative Purchase DC: 18 (if society which produced the gun. It
available) takes a Standard Action to reload.
Required Proficiency: Energy The gun itself is made from a
Weapons Handed: Requires 2 hands shiny green metallic substance
to use Range Increment: 160 feet which is somehow alive, and will
“To Hit” Bonus: -Magazine: 20 regenerate damage at a rate of 1 hp
Rate of Fire: As many times as the per every 4 hours.
wielder has attacks As a general rule, cultures
Damage: 15d6 Heat (17-20 x3), to advanced enough to make these
the specific target, 10d6 Heat to weapons have already moved on to
everything else in a 10 foot radius lepton guns, which attack the very
(a Reflexes Saving Throw vs. DC 20 substance of the target's reality and
halves this damage) Weight: 7 don't make nearly as much mess as
pounds Armor Class: 7 a fusion weapon. Then again, since
Disintegrationno they
one understands these cultures,
Weapons
may well have some
unknowable reason to build fusion
Once a culture discovers matter transmission,guns it'sthat
onlywea short step toto
can't begin
producing weapons that take matter apart and don't put Or
comprehend. it back
they together.
may get aThe
kick
real trick to getting disintegration weaponsoutrightof blowing things up.to disrupt
isn't to find a way
the target's atomic structure—it's to do it without causing a nuclear explosion.
Useless for hunting, these guns are not just weapons of war. They have any
number of uses as cutting tools and other applications that we're not
advanced enough to comprehend. While they do huge amounts of damage
they tend not to have much range and are seldom the only kind of sidearm
that a given culture Ray
Disintegration relies on. Roll: 20
Size: Huge (Impossible to conceal) Accessories: Heavy Energy Cell
10,000 Units (Only available for sale (Weighs 1 pound, costs 25 units),
in very advanced societies. In most or a home-made energy cell
places, this is an Artifact. Could also (weighs 2 pounds, costs 15 Units
be a prototype, in which case the to make in a basement lab, not
listed price is actually the cost compatible with other weapons,
required to build the unit). takes a full round to reload)
Tentative Purchase DC: 26 (if Description: A short, squat
available) weapon with a wide barrel. Largely
Required Proficiency: Energy made of synthetic materials, it
Weapons Handed: Requires 2 looks like the product of some
hands, usually fired from a mount unthinkably advanced technology,
Range Increment: 90 feet “To Hit” and it is. It tears the target apart at
Bonus: -Magazine: 30 the subatomic level, reducing
Rate of Fire: Once per round them to a flash of greenish light.
Damage: Special, see description Anyone struck by the beam
Weight: 85 pounds Armor Class: 5 must make a Reflexes Saving
Hardness: 5 Hit Points: 10 Throw vs. DC 20 or be utterly
DC required to break this item with disintegrated, leaving not even
a Strength dust behind. With a successful
throw, the target only takes 5d6
damage. The beam can only
disintegrate about twenty cubic 370
feat of material, so targets bigger
than "Large" in size automatically
make their saving throws. If the
weapon is used against a Huge or
larger non-living
object it will remove a twenty cubic As advanced as the weapon is, it's
foot chunk of material. simple enough to fire. Anyone
This weapon is too heavy to familiar with energy weapons can
carry, but works very well as a use it.
mounted antipersonnel gun on an
armored vehicle. It is also good to
turn on screaming captive heroines
who call you mad...

Disintegrator Rifle
Size: Medium (-4 penalty to conceal
with a “sleight of hand” roll)
Cost: 5,000 Units (Only available for
Disintegrator Pistol sale in very advanced societies. In
Size: Small (No bonus or penalty to most places, this is an Artifact or a
conceal with a “sleight of hand” Relic)
roll) Tentative Purchase DC: 23 (if
Cost: 3,000 Units (Only available for available)
sale in very advanced societies. In Required Proficiency: Energy
most places, this is an Artifact or a Weapons Handed: Requires 2 hands
Relic) to use Range Increment: 60 feet “To
Tentative Purchase DC: 22 (if Hit” Bonus: -Magazine: 20
available) Rate of Fire: Once per round
Required Proficiency: Energy Damage: Special, see description
Weapons Handed: Requires 1 hand Weight: 8 pounds Armor Class: 7
to use Range Increment: 20 feet Hardness: 5 Hit Points: 7
“To Hit” Bonus: -Magazine: 10 DC required to break this item with
Rate of Fire: Once per round a Strength Roll: 19
Damage: Special, see description Accessories: Energy Cell (1/2 pound,
Weight: 2 pounds Armor Class: 9 costs 10 units), Scope (1/2 lb, costs
Hardness: 5 Hit Points: 2 300 units, reduces Range Increment
DC required to break this item with by one)
a Strength Roll: 16 Description: A heavy disintegration
Accessories: Energy Cell (1/2 weapon. We're calling it a rifle
pound, costs 10 units), Scope (1/2 because it has more range than a
lb, costs 250 units, reduces Range disintegrator pistol and you hold it
Increment by one), Holster (costs with two hands, but it's actually
20 Units, weighs 1/2 pound) shorter than a sawed-off shotgun. It
Description: This is a very advanced fires a thin green ray that reduces
weapon, and one that is seldom matter into subatomic particles.
seen. It fires a thin green ray which Anyone struck by the beam must
somehow suppresses the nuclear make a Reflexes Saving Throw vs.
"strong force" that holds atomic DC 20 or be utterly disintegrated.
nuclei together, and erases the With a successful throw, the target
target into its component particles. only takes 4d6 damage. The beam
Anyone struck by the beam must can only disintegrate about twenty
make a Reflexes Saving Throw vs. cubic feet of material, so targets
DC 20 or be utterly disintegrated, bigger than "Large" in size
leaving no trace behind. With a automatically make their saving
successful throw, the target only throws. If the weapon is used
takes 3d6 damage. The beam can against a Huge (or larger) non-
only disintegrate about twenty living object it will remove a
cubic feet of material, so targets twenty-cubic foot chunk of
bigger than "Large" in size material.
automatically make their saving The disintegrator rifle uses the
throws. If the weapon is used same strange super- power-cells as
against a Huge or larger non-living the disintegrator pistol.
object it will remove a twenty- Unfortunately, they don't work with
cubic foot chunk of material. anything else and are extremely
It uses a unique and very difficult to find. If you can locate a
powerful energy cell, found only in fresh cell, it takes a Standard Action371
the possession of the super- to reload the gun.
advanced beings who produced
the gun. Should you find a spare
power cell somehow, it takes only a
standard action to reload.
are faced with a disintegrator
cannon, and who know what that
means, must at once make a
Morale Check.
It affects a ten foot wide, six
hundred foot long path. Anything
caught in that path must make a
Reflexes Saving Throw vs. DC 30 or
be utterly disintegrated, leaving not
even dust behind. With a successful
throw, the target only takes 10d6
damage. The beam can only
disintegrate about forty cubic feet
Disintegrator Cannon of material, so targets larger than
"Huge" in size automatically make
Size: Huge (can't be concealed)
Cost: 600,000 Units (Only available their saving throws. If the weapon is
for sale in very advanced societies. used against a Gargantuan or larger
In most places, this is an Artifact. nonliving object it will remove a
Could also be a prototype, in which forty-cubic foot chunk of material.
case the listed price is actually the The product of extremely
cost required to build the unit) advanced technology, a
Tentative Purchase DC: 40 (if Disintegrator Cannon is more likely
available) to be an experimental prototype or
Required Proficiency: Exotic an ancient alien relic than anything
Weapons-Ranged Handed: a contemporary army might have in
Weapon must be fired from a its arsenal. Still, that's entirely up to
mount Range Increment: Doesn't the DM. If you find yourself at war
have a “range increment” as such. with a civilization that can mass
Maximum range is 600 feet. The produce these weapons, look out!
weapon does not lose any accuracy In appearence it looks a lot like a
toward the outer end of its range. stubby green metal egg with a set
“To Hit” Bonus: -Magazine: 70 or of tranparent focusing rings around
unlimited if hooked up to an the narrow end. Only one person is
outside power supply required to operate the device, but
Rate of Fire: Once per round the controls are baffling in the
Damage: Special, see description extreme to anyone who hasn't been
Weight: 5 tons Armor Class: 0 trained to work the weapon. Every
Hardness: 10 Hit Points: 50 time someone without the weapon
DC required to break this item with proficiency attempts to fire the
a Strength Roll: 20 to disable with Disintegrator Cannon, they must
a skill roll (perhaps the “Repair” first succeed at an Intelligence Roll
skill, although this of course is up vs. DC 20. If they roll a 1, it goes off
to the DM) in the wrong direction (the DM
should select one at random).
Description: One of the most
feared energy-weapons ever seen Lepton Guns A large, heavy weapon even for a
on the battlefield. Troops who piece of artillery, disintegrator
see ever built, lepton
Among
that the most advanced
they weapons cannons have guns fire streams
a relatively shortof
excited quarks and attack the reality of the target
range. on its most at
Ineffective basic level.
long-range
Destructive enough to gravely unbalance most campaigns, but
bombardment, theysuperb
are usually
at
seen as artifacts left behind by vanished civilizations
stopping or perhaps
infantry andasarmored
prototypes built by some incredible genius assaults,
thousands theyof years aheadmounted
are usually of his
or her time. Fortunately for the DM, they tend
on to runfortifications.
fixed on hyper-advanced
Some models
power cells that can't be replaced or duplicated
have by present-day
been equipped technology.
with treads,
Phased Lepton Projector but dueIncrement:
Range
they
to the cannon's
can Hit”
seldom
500 weight
move faster than
Size: Huge (can't be concealed) feet “To Bonus:
Cost: 20,000 Units (almost always a thirty
Ignores feet per
Armor round.
prototype--this is actually the cost Magazine: 20
required to build the weapon) Rate of Fire: Once per
Tentative Purchase DC: (Weapon round Damage: 8d10
must be built or found--you Weird Energy (20 x3)
cannot acquire one with a simple Weight: 75 pounds (or a 15 pound
Wealth check) projector with a 60 pound
Required Proficiency: Energy backpack-mounted power cell)
Weapons Handed: Requires 2 Armor
hands to use Class: 5
Hardness 372
:3
Hit Points: 5 Description: A sidearm used only
DC required to break this item with by very advanced societies. It bears
a Strength Roll: 15 little resemblance to a conventional
Special: Ignores up to 15 points of pistol. Only by actually holding and
Hardness or Damage Resistance trying to point it can you tell which
Accessories: Infantry models come direction it is supposed to be
with a Backpack- Mounted Energy aimed. Made of living matter, it can
Cell (Weighs 60 pounds, costs regrow one hit point of damage
1,000 units, AC 15, 7 Hardness, 18 per six hours and unless it has been
HP, 20% chance of exploding when recently damaged it always looks
it loses all its Hit Points, doing 5d6 shiny and new. It takes a Standard
damage to the wearer and 2d6 to Action to reload, but runs on
anything else in a 5 foot radius) Lepton
power cells Pistol (Light)
that are impossible to
Description: An early portable find outside
Size: Tiny (+4ofbonus
the hypercivilization
to conceal
lepton projector, this is a huge, that
with manufactured it. roll)
a “sleight of hand”
bulky, fragile weapon. These guns Cost: 400 Units (Only available for
are generally too large for one sale in very advanced societies. In
man to carry and fire. most places, this is an Artifact or a
There are a few experimental Relic)
models designed for infantry, Tentative Purchase DC: 15 (if
which come with a backpack available)
mounted generator (it isn't Required Proficiency: Energy
compatible with any other Weapons
energy weapons) and slows the Handed: Requires 1 hand to use
user's movement by a third. The Range Increment: 300 feet
man-portable version is identical “To Hit” Bonus: Ignores Armor,
in its stats, weight, length, etc. to makes a Ranged
the vehicle-mounted version. Touch Attack
The weight of the backpack Magazine: 20
exactly makes up for the Rate of Fire: As many times as the
reduced weight of the gun itself. wielder has attacks
This gun fires a stream of quarks Damage: 4d10 Weird Energy (20
and attacks the enemy's x3), Ignores up to
structure at the subatomic level. 15 points of Hardness or Damage
It makes a little noise-about as Resistance
much as a laser, although its Weight: 1 pound
range
Lepton andPistol
stopping power are Armor Class: 9
vastly
Size: superior
Smallever
(No bonusto oranypenalty
laser to Hardness: 15
sidearm
conceal with made.
a “sleight A strictly Hit Points: 5
military
roll) piece of of hand”
hardware, DC required to break this item with
almost
Cost: never (Only
600 Units available
available to
for a Strength Roll: 20
civilians
sale in very unless
advanced they have
societies. In Accessories: Energy Cell (8 oz in
invented it themselves.
most places, this is an Artifact or a weight, price unknown, a minor
Relic) artifact in its own right, almost
Tentative Purchase DC: 16 (if never available), Scope with
available) integral targeting system (weighs
Required Proficiency: Energy 1/2 lb, gives the weapon a +2 To
Weapons Hit bonus and reduces the Range
Handed: Requires 1 hand to use Increment by one, cost unknown, a
Range Increment: 250 feet minor artifact in its own right,
“To Hit” Bonus: Ignores Armor, seldom available for sale)
makes a Ranged Description: A specialized lepton
Touch Attack pistol, which reduces its firepower
Magazine: 40 in order to have greater range.
Rate of Fire: As many times as the Cultures advanced enough to
wielder has attacks make a gun like this are difficult to
Damage: 5d10 Weird Energy (20 understand. We don't know what
x3). Ignores up to unfathomable purpose it may be
15 points of Hardness or Damage intended for. Perhaps it's a target
Resistance pistol? It's certainly useless for
Weight: 2 pounds hunting, as it leaves very little left
Armor Class: 9 of most game.
Hardness: 20 It does not look much like a
Hit Points: 10 pistol, but once you pick it up it’s
DC required to break this item with easy to tell how the gun is meant
a Strength Roll: 25 to be used. Made of living metal,373
Accessories: Energy Cell (8 oz in it never has any nicks or
weight, price unknown, a minor scratches on it surface and always
artifact in its own right, almost looks as new as the day it was
never available), manufactured. It can also grow
back lost hit points at a rate of 1
Lepton Carbine
Size: Medium (-4 penalty to
conceal with a “sleight of hand”
roll) Lepton Rifle
Cost: 850 Units (Only available for Size: Large (-8 penalty to conceal
sale in very advanced societies. In with a Sleight of Hand roll)
most places, this is an Artifact or a Cost: 1,000 Units (Only available for
Relic) sale in very advanced societies. In
Tentative Purchase DC: 17 (if most places, this is an Artifact or a
available) Relic)
Required Proficiency: Energy Tentative Purchase DC: 18 (if
Weapons available)
Handed: Requires 2 hands to use Required Proficiency: Energy
Range Increment: 450 feet Weapons
“To Hit” Bonus: Ignores Armor, Handed: Requires 2 hands to use
makes a Ranged Range Increment: 750 feet
Touch Attack “To Hit” Bonus: Ignores Armor,
Magazine: 45 makes a Ranged
Rate of Fire: As many times as the Touch Attack
wielder has attacks Magazine: 50
Damage: 6d10+6 Weird Energy (20 Rate of Fire: As many times as the
x3), Ignores up to wielder has attacks
15 points of Hardness or Damage Damage: 8d10 Weird Energy (20
Resistance x3), Ignores up to
Weight: 4 pounds 15 points of Hardness or Damage
Armor Class: 7 Resistance
Hardness: 20 Weight: 6 pounds
Hit Points: 15 Armor Class: 7
DC required to break this item with Hardness: 20
a Strength Roll: 30 Hit Points: 25
Accessories: Energy Cell (8 oz in DC required to break this item with
weight, price unknown, a minor a Strength Roll: 35
artifact in its own right, almost Accessories: Energy Cell (8 oz in
never available), Scope with weight, price unknown, a minor
integral targeting system artifact in its own right, almost
(weighs 1/2 lb, gives the weapon never available), Scope with
a +2 To Hit bonus and reduces integral targeting system (weighs
the Range Increment by one, 1/2 lb, gives the weapon a +2 To
cost unknown, a minor artifact in Hit bonus and reduces the Range
its own right, seldom available Increment by one, cost unknown, a
for sale) minor artifact in its own right,
Description: A small, light Lepton seldom available for sale)
Rifle, no bigger than a sawed-off Description: A full-sized military
shotgun. It can deliver either a Lepton Rifle (if societies advanced
single bolt, expending one charge, enough to make these weapons
or a continuous beam that can be still have something we could
played across an entire ten-foot recognize as a military).
square like an autofire weapon at a It can deliver either a single
cost of three charges. bolt, using one charge from its
The gun is made of living metal, power cell, or a continuous beam
and can regenerate lost hit points that can be played across an
at a rate of one every six hours. It entire ten-foot square like an
never shows any sign of wear or autofire weapon at a cost of
aging. three charges. The target square
It takes only a single Standard has an effective defense of 10.
Action to replace the device's Anyone caught in the target
power cell, but finding a spare square can make a Reflexes
power cell in the first place is quite Saving Throw vs. DC 20 to take374
another matter. There may be one half damage.
or two sitting on dusty museum Made of living metal, it can
shelves, unclassified, or venerated regenerate one hit point every six
as gods by some lost primitive hours, and never shows any of
tribe, or in some even more the usual signs of wear and tear.
the game-balance problem Special: Ignores up to 15 points of
disappears). It takes a Standard Hardness or Damage Resistance
Action to reload. Accessories: Bipod Mount
(Weighs 2 pounds, Costs 150
Quantum Cannon units)
Size: Huge (can't be concealed) Description: This appears to be
Cost: 45,000 Units (Only available a squad-support weapon,
for sale in very advanced societies. although it's hard to guess
In most places, this is an Artifact or what kind of small-unit tactics
a Relic) beings advanced this advanced
Tentative Purchase DC: 31 (if would devise.
available) The gun can deliver either a
Required Proficiency: Exotic single bolt, using one charge from
Weapons-Ranged Handed: its power cell, or a continuous
Weapon must be fired from a beam which can be played across
mount Range Increment: 500 feet an entire ten-foot square like an
“To Hit” Bonus: Ignores Armor autofire weapon at a cost of three
Magazine: 70 charges. The target square has an
Rate of Fire: Once per round effective defense of 10. Anyone
Damage: 10d20+20 Weird Energy caught in the target square can
Weight: 2 pounds Armor Class: 3 make a Reflexes Saving Throw vs.
Hardness: 25 Hit Points: 80 DC 20 to take half damage.
DC required to break this item Roughly the size and shape of a
with a Strength shoulder-mounted rocket launcher,
Roll: 25 to disable with a skill it is as light as a feather but still
roll (perhaps the “Repair” skill, needs to be fired from a bipod
although this of course is up to mount, because of its length and
the DM) awkward balance. It is very hard to
The Witherslant understand
weapon.
Gunshow to operate this
The Weapon Masters of Witherslant lurk in the Made world's dark corners,
from some strange quietly
living
plying the trade of death. No one knows metal,
much it about them, savedamage
can regenerate that theyat
sell the finest weapons ever created, yet the price
a rate ofthey
one charge is so and
hp per hour dreadful
that you still wouldn't want one. never looks old or worn from use.
I have left most details about the Witherslant Masters deliberately vague
and/or mysterious so as to better fit your campaign. Shadowy arms
merchants who produce energy weapons of remarkable power, no one
knows who they are, what they want or what could be done to stop them.
Their products are far more advanced than the technological norm and
function according to principles that aren't fully understood. They sell their
wares surreptitiously and they don't charge money. Instead, the buyer must
kill whoever the Witherslant Masters instruct them to for one year.
The DM is free to come up with the identity and goals of the Witherslant
Masters. Appendix A "A Few Brief Notes on Dealing With the Witherslant
Masters" provides extensive suggestions for how to incorporate them into
Required Proficiency:
your campaign without any major adjustments, as well as a lengthy
description of how one would actually go Simple Handed:
about Requires
acquiring one of their
2 hands
weapons. Use or discard as much of it as you like. to use Range
Increment: 200 feet “To
Hit” Bonus: +3 Magazine:
75
Rate of Fire: As many times as the
wielder has attacks
Damage: 6d8 Weird Energy (19-20
x3)
Witherslant Gun, Model Weight: 7 pounds Armor Class: 7
Hardness: 20 Hit Points: 25
Zed DC required to break this item
Size: Large (-8 penalty to conceal with a Strength Roll: 30
with a “sleight of hand” roll) Accessories: Scope and targeting
Cost: Kill whoever the horrible system are already built into the
Weapon Masters say for one year weapon, and taken into account in
Tentative Purchase DC: N/A (see its
"cost")
375
Range Modifier
Description: Crafted by the
infamous Weapon- Masters of
Witherslant, this unbelievably
powerful energy weapon is
available to any human being who
cares to pay their terrible price. It Witherslant Gun, Model Q
does 6d8 damage, and flies up Size: Medium (-4 penalty to
into the wielder's hand at a conceal with a “sleight of hand”
thought, rendering it totally roll)
unnecessary to Ready the weapon Cost: Kill whoever the horrible
before combat. It also projects an Weapon Masters say for one year
invisible force field around the Tentative Purchase DC: N/A (see
wielder, adding a +5 to their AC "cost")
(the field can be expanded to Required Proficiency: Simple
cover anyone at Close range). Handed: Requires 2 hands to use
Each of their weapons is Range Increment: 200 feet “To Hit”
isomorphic,
Witherslant andGun,
responds Modelonly to
X Bonus: +3 Magazine: 70
its one
Size: individual
Medium user.
(-4 It looks
penalty to Rate of Fire: As many times as the
unremarkable—-just
conceal with a a carbine-
“sleight of hand” wielder has attacks
shaped
roll) piece of what looks like Damage: 2d6 Weird Energy (18-20
molded
Cost: graywhoever
Kill plastic. Buttheanyone
horrible x3) plus 4d8
who
Weaponknows what
Masters it
sayis will
for give
one the
year Nonlethal
bearer a wide berth.
Tentative Purchase DC: N/A (see Weight: 7 pounds
"cost") Armor Class: 7
Required Proficiency: Hardness: 20
Simple Handed: Hit Points: 25
Requires 2 hands to DC required to break this item
use Range Increment: with a Strength Roll: 30
100 feet “To Hit” Accessories: Scope and targeting
Bonus: +2 Magazine: system are already built into the
50 weapon, and taken into account in
Rate of Fire: As many times as the its Range Modifier
wielder has attacks Description: Another cruel and
Damage: 4d8 Weird Energy (17-20 twisted product of the Witherslant
x3), Ignores up to Masters, This model specializes in
7 points of Hardness or Damage inflicting pain. It fires a green ray
Resistance which can be adjusted to affect
Weight: 6 pounds either a 40 foot cone or a single
Armor Class: 7 target. It can also be sprayed back
Hardness: 20 and forth like an autofire weapon,
Hit Points: 20 attacking everything in a ten foot
DC required to break this item with square (this takes only a single
a Strength charge). Anyone hit by the beam
Roll: 25 suffers unbelievable torments and
Special: will take not only Nonlethal
Accessories: Scope and targeting damage from the pain itself, but
system are already built into the also normal damage from the
weapon, and taken into account in spasms and convulsions. A small-
its Range Modifier touch activated switch on the side
Description: An ugly weapon, grim makes the gun affect sentient
and lethal looking. About the size robots instead of living organisms.
and shape of a submachine gun, Any troops hit by this weapon
it's made of what looks like matte- must make an immediate morale
black plastic, with a sharp three- check at -4.
pronged spike where the barrel The gun itself is small, narrow
should be. The Model X needs to and streamlined looking. It's too
fired with two hands, but it can be long for a shoulder holster but
easily concealed under a coat. It could be hidden under a long
makes no sound at all when fired, coat. The material it is made from
although silent blue electrical is somehow alive, and can
sparks flicker around the trident. regenerate one hit point per hour
Like all of the Witherslant guns it if the weapon is damaged.
flies up into the wielder's hand at a Like all of the Witherslant guns,
thought, rendering it totally it projects an energy field around
unnecessary to Ready the weapon its user which increases their
before combat. It also projects an armor class by +3, and it will fly up 376
invisible force field around the into their hand at a thought.
wielder, adding a +3 to their AC vs. Readying the weapon is always a
energy weapons (the field can be free action. It responds only to its
expanded to cover anyone within a owner. If anyone else presses the
5 foot radius). It responds only to trigger-button, they suffer the full
say for one year Witherslant has been the first
Tentative Purchase DC: N/A (see name in evil since the nameless
"cost") depths of time!
Required Proficiency: Simple
Handed: Requires 2 hands to use
Range Increment: 200 feet “To
Hit” Bonus: +1 Magazine: 65
Rate of Fire: As many times as
the wielder has attacks
Damage: 5d8 Weird Energy (19-20
x3)
Weight: 7 pounds Armor Class: 7
Hardness: 20 Hit Points: 25
DC required to break this item Witherslant Pistol
with a Strength Roll: 30 Size: Small (No bonus or penalty
Accessories: Scope and targeting to conceal with a “sleight of hand”
system are already built into the roll)
weapon, and taken into account in Cost: Kill whoever the Witherslant
its Range Modifier Weapon Masters say for one year
Description: A diabolical product Tentative Purchase DC: N/A (see
of the fiendish Weapon Masters, "cost")
this gun fires a lethal stream of Required Proficiency: Simple
Tachyon particles, which move Handed: Requires 1 hand to use
backward it time, hitting the Range Increment: 40 feet “To Hit”
target before you can even pull Bonus: +1 Magazine: 50
the trigger. Rate of Fire: As many times as the
For reasons that involve time wielder has attacks
paradoxes the Tachyons can't hit Damage: 4d8 Weird Energy (19-20
anything before you made the x3), Ignores up to
decision to pull the trigger, so they 7 points of Hardness or Damage
normally travel only a few fractions Resistance
of a second backwards in time. In Weight: 2 pounds
game terms this means that you Armor Class: 9
automatically win any contest of Hardness: 20
initiative. Unless you are surprised, Hit Points: 10
you always go first. DC required to break this item
Physically the gun looks with a Strength Roll: 20
harmless enough. It's a piece of Accessories: Holster (costs 20
what looks like matte beige Units, weighs 1/2 pound)
plastic, about the size of a sawed- Description: Another game-
off shotgun, with two grips unbalancing product of the
molded into the side. It's hard to fiendish Weapon-Masters, this
tell which end is which-- there is gun is small enough to hide in a
no obvious barrel and it fires no pocket but can punch holes in a
visible beam. You point it at the tank. Thought-senstitve, it flies up
target, they explode and then you into the user's hand by itself and
pull the trigger. In game terms it never takes an action to Ready. It
isn't really possible to stop projects an invisible force field
someone from pulling the trigger around the wielder, adding a +2
after the target has already Entropy
been Weapons
to their AC vs. energy weapons. It
only responds to its owner's
hitis(there
It rumoredisn'tthat
enough
some time).
races at the highest end of the technological scale
Likedeveloped
all of the Witherslant guns, thoughts.
have
this that's
one projects weapons
an energy that project
screen the primal force of entropy itself. Some
say
which gives impossible,
the to
user or at least gravely immoral (it increases the rate of
universal
Class bonusdecay
vs. firea one
energy
+3 Armor
of these guns, reducing the lifespan of the
weapons,
Universe
and will byup
fly perhaps
into theanuser's
hour with
handeach shot). If you have neither objection to
using them, here they are.
at a thought (and so never needs to
Entropy
be readied).Projector or a Relic)
A testament
Size: Small (No to how or
bonus scary and
penalty Tentative Purchase DC: 17 (if
awful
to super-weapons
conceal with a “sleightcan ofbe. Buy available)
one today
hand” roll) and you'll see why Required Proficiency: Exotic
Cost: 850 Units (Only available for Weapons, Missile
sale in very advanced societies. In Handed: N/A
most places, this is an Artifact Range Increment: 40 feet
“To Hit” Bonus: Ignores Armor
377
Magazine: 50 field. It costs a full charge every
Rate of Fire: Once per round time you use the weapon, even if
Damage: Can be set to do the field you create is smaller
anywhere from 1-12 d8 of damage than usual.
(no critical hits). Each die of Just being around the anti-life
damage done expends one projector is subtly unpleasant.
charge. Living things instinctively know
Weight: 2 pounds Armor Class: 9 that it is saturated with death. Any
Hardness: 7 Hit Points: 10 living thing reacts to someone
DC required to break this item carrying an anti-life projector at a -
with a Strength Roll: 19 2. Troops faced with an anti-life
Description: A small, matte-gray projector, even if they don't know
oval with a handle at one end, this what
Pocket it is, Anti-Life
must make Projector
all morale
is not obviously a weapon. It emits checks
Size: at
Tiny a -2
(+4 penalty.
bonus Robots
to conceal
no beam and makes no sound don't care, and react normally.
with a “sleight of hand” roll)
when in operation -the target just Cost: 1,200 Units (Only available
blackens and dies. Useless as a for sale in very advanced societies.
cutting tool or to start campfires, In most places, this is an Artifact or
it is only really good for killing a Relic).
things. It responds to thought- Tentative Purchase DC: 18
commands from its user, and does Required Proficiency: Energy
between 1 and 12 eight-sided dice Weapons
of damage. If used on a wall or Handed: Requires 1 hand to use
Anti-Life Projector
other non-living object, the target Range Increment: This is an area
will blacken
Size: and crumble,
Huge (can't rather
be concealed) effect weapon and
than
Cost: bursting into(Only
1,500 Units flames or
available doesn't have a Range Increment as
exploding.
for sale in very advanced societies. such.
In most places, this is an Artifact “To Hit” Bonus:
or a Relic). Ignores Armor
Tentative Purchase DC: 19 Magazine: 30
Required Proficiency: Simple Rate of Fire: As many times as
Handed: Requires 2 hands, usually the wielder has attacks
fired from a Damage: Special, see
mount description Weight: 2
Range Increment: This is an area pounds Armor Class:
effect weapon and doesn't have a 9 Hardness: 4 Hit
Range Increment as such. Points: 5
“To Hit” Bonus: Ignores Armor DC required to break this item
Magazine: 60 with a Strength Roll: 13
Rate of Fire: Once per round Accessories: Holster (must be
Damage: Special, see description custom-made, for about 150 Units,
Weight: 35 pounds Armor Class: 3 weighs 1/2 pound), Energy Cell (8
Hardness: 4 Hit Points: 15 oz in weight, price unknown, a
DC required to break this item minor artifact in its own right,
with a Strength Roll: 15 almost never available).
Accessories: Energy Cell (1 pound Description: A tiny, handheld
in weight, price unknown, a minor version of the anti-life projector. It
artifact in its own right, almost functions like a scaled down
never available). version of the full-sized device.
Description: A large, chunky Living creatures don't like it and
weapon with a complicated array will react to someone carrying it at
of lenses in place of a barrel. a -2. Troops faced with an anti-life
Smaller than a cannon, bigger projector must make all morale
than a rifle, it's not really a hand- checks at a -2 penalty, regardless
weapon and is usually fired from a of whether or not they consciously
mount. It's controls are complex know what it does. Their
and arcane, a maze of toggle unconscious mind grasps the truth
switches, buttons and mysterious only too well. This thing is Death.
gauges. The projector creates an area
The projector creates an area one square across and up to four
one square across and up to ten squares long (you can shape it
squares long (you can shape it however you like) in which any
however you like) in which any living creature must make a
living creature must make a Fortitude roll vs. DC 20 or instantly
Fortitude roll vs. DC 20 or die. They must roll once for every
instantly die. They must roll once round that they remain within the378
for every round that they remain field. It always takes a charge to
within the use the projector, even if you
create a field that's smaller than
maximum size.
Other Super-Advanced Weapons
The Porcupine
Size: Tiny (+4 bonus to conceal
with a “sleight of hand” roll)
Cost: 1,000 Units (Only available
for sale in very advanced societies.
In most places, this is an Artifact or
a Relic).
Tentative Purchase DC: 18 (if
available)
Required Proficiency: Simple
Handed: Requires 1 hand to use
Range Increment: 10 feet if thrown,
could be more if launched from
some kind of a weapon “To Hit”
Bonus: -Rate of Fire: Once per
Round Damage: 4d6 piercing
damage to anything in a 10 foot
radius. Anyone caught in the
device's radius of effect can make
a Reflexes Saving Throw vs. DC 20
to take half damage Weight: 1
pound Armor Class: 15 Hardness: 3
Hit Points: 10
DC required to break this item with
a Strength Roll: 20
Description: A small spikey ball
made from some weird alien metal.
When it lands in the target square,
its spines suddenly grow out to ten The Vivisector Pane
feet long, plunging through Size: Tiny (+4 bonus to conceal
everything in a 10 foot radius. with a “sleight of hand” roll)
Then just as suddenly they retract, Cost: 1,000 Units (Only available
leaving the ball sitting there for sale in very advanced societies.
harmlessly on the ground. It can In most places, this is an Artifact or
do this an unlimited number of a Relic).
times--it has no magazine as such. Tentative Purchase DC: 18 (if
After it has been in a particular available)
user's posession for 3d6 days Required Proficiency: Simple
minus their Charisma bonus, it Handed: Requires 1 hand to use
becomes attuned to their thoughts Range Increment: 20 feet “To Hit”
and can be set to play a number of Bonus: -Rate of Fire: As many
nasty tricks. It can be instructed to times as the wielder has attacks
wait for a variable amount of time Damage: 3d8 Slashing (18-20 x4)
(there is no upper limit) before it to everything in a ten foot square
goes off, or to go off only when On a critical hit, the target has
someone picks it up, or when a been cut in half.
moving object passes within ten Weight: 1 pound Armor Class: 13
feet of it, or when a warm moving Hardness: 15 Hit Points: 25
object passes within ten feet of it. DC required to break this item
It can be told to do this just once, with a Strength Roll: 50
or as many times as you like. Description: A small rectangle of
what looks like glass. It is in fact
made of some strange
polydimensional substance which
doesn't function like ordinary
matter. You throw the rectangle at
a particular square, and it rapidly
expands when it reaches the
target, slicing neatly across the
square and effectively attacking
anything inside it. Anyone caught
in the target square must make a 379
Reflexes
Saving Throw vs. DC 15 or take 6d8 damage.
damage as the pane slices through The Thousand Wound Spiral
their body. After the attack has can trap any being from size
been resolved, the pane contracts Huge to size Small. If it is thrown
to its original size and can be at a larger or smaller creature it
collected and used again. will become confused and seek
out the nearest available target.
If the only available target is the
person who cast it, they had
better be prepared to have a
sense of humor about their
plight.
The device continues to wound
the target until they die or break
out of the device's orbit or the
device runs out of power or its
user mentally commands it to stop.
Alas, it won't recognize your
mental commands if it has already
Variable
decided Metal
that Throwing
you are
the target dies or you command
its target. If
Disk
the blade to stop, it instantly flies
Size:
back Small to (no bonushand,
your or penalty to
taking
conceal with a
effectively no time.“sleight-of-hand”
roll)
Once the device runs out of
Cost:
power, 1,000 Units
it falls (Only
to the available
ground inert.
for sale in
If there is very
someadvanced societies.
way to recharge
In
it, most
no one places,
hasthis is an
ever Artifact
found outor
The Thousand Wound a Relic).
what it is.
Spiral Tentative Purchase DC: 18 (if
Size: Tiny (+4 bonus to conceal available)
with a “sleight of hand” roll) Required Proficiency: Exotic
Cost: 1,050 Units (Only available for Weapons-Ranged (also works with
sale in very advanced societies. In any other Variable Metal weapon)
most places, this is an Artifact or a Handed: Requires 1 hand to use
Relic). Range Increment: 20 feet “To Hit”
Tentative Purchase DC: 18 (if Bonus: +3
available) Rate of Fire: Each weapon can only
Required Proficiency: Simple be thrown once, but you can
Handed: Requires 1 hand to use launch as many of them as you
Range Increment: 40 feet “To Hit” have attacks
Bonus: Hits automatically Damage: 1d4+3 Slashing (17-20
Magazine: 35 x3) or 2d10 Nonlethal Damage.
Rate of Fire: Once per round Ignores Hardness and Damage
Damage: Special, see description Resistance.
Weight: 1 pound Armor Class: 13 Weight: 1 pound Armor Class: 9
Hardness: 10 Hit Points: 5 Hardness: 15 Hit Points: 5
DC required to break this item with DC required to break this item with
a Strength Roll: 35 a Strength Roll: 30
Description: This mean little Special: Ignores armor, makes a
weapon looks like a crooked, Ranged Touch Attack.
irregularly shaped piece of Description: A razor-sharp
plastic with a single razor-sharp throwing disk made from super-
edge. advanced variable metal. It can
You throw it at the target, and it adjust is own molecular density
begins circling them at high speed, and pass harmlessly through solid
unpredictably changing its course objects. It can also materialize
with every orbit. It spins so fast that inside them. The disk can hit
it looks like a single long metallic objects on the other side of walls
streak. Each round it brushes up or pass right though a target's
against the target's exposed flesh, armor and hit them from the
doing a point of damage. If the inside. it can also partially
target attempts any physical action rematerialize and do nonlethal
apart from standing perfectly still, damage, shocking the target's
they must make a Reflexes Saving system as it passes through them
Throw vs. DC 20 or take an without actually slicing into their
flesh. You have to tell the disk 380
additional 1d6 damage. Anyone
who tries to touch them will also which objects to pass through and
take 1 d6 damage with each when to rematerialize before you
attempt. If the target leaves the launch it. You can't give it any
spot they are standing on, they further instructions once it has
Rate of Fire: Once per round
Damage: Special, see description
Weight: 1 pound
Armor Class: 13 when dormant, 3
when in use. Hardness: 10 Hit
Points: 20
DC required to break this item with
a Strength Roll: 27
Description: A small flat pentagon,
made from what looks like smooth
gray plastic. It feels very odd to the
touch, both smooth and yet
somehow rubbery and sticky at the
same time.
Restraint Ring You can fling the device at the
Size: Small (No bonus or penalty to target or it can fly there under its
conceal with a “sleight of hand” own power-the weapon is
roll) thought- guided. Once it reaches
Cost: 350 Units (Only available for the target, it expands to an
sale in very advanced societies. In appropriate size and hovers just
most places, this is an Artifact or a above their head.
Relic) Then eleven other pentagons
Tentative Purchase DC: 14 (if materialize out of some
available) extradimensional space, trapping
Required Proficiency: Exotic the target in a prison the shape of
Weapons-Ranged Handed: a twelve-sided die.
Requires 1 hand to use Range The Imprisonment Module is
Increment: 20 feet “To Hit” Bonus: gas-permeable (the prisoner can
-Magazine: N/A Rate of Fire: Once breathe normally through its walls)
per round Damage: Special, see and offers no protection against
description Weight: 1 pound toxic atmospheres or poison gas
Armor Class: 13 (18 in the air, 12 attacks. The temperature inside is
when pinioning a live opponent) always ten degrees warmer that it
Hardness: 15 Hit Points: 25 is outside. The module has a
DC required to break this item with Hardness of 10 and it takes 20 hp
a Strength Roll: 65 worth of damage to break open. If
Description: A small metal ring, an attacker does more than 20
points of damage to the module,
covered with incomprehensible Tesseract
the characterThrowing
trapped inside takes
alien circuitry. It flies out from the Weapon
the remainder. To burst the prison
wielder's hand, expanding to a open from the
diameter of about five feet, then Size: Varies (butinside
alwayswith
hassheer
a +4
drops down over the target, brute force
bonus to berequires
concealed a Strength
with a roll
pinning their arms to their sides. If vs. DC 27.
“Sleight of Hand” roll)
it misses, it flies back to the The1,100
Cost: module Unitscan(Only
expand wide for
available
wielder's hand. It is possible to enough
sale to imprison
in very advanceda societies.
Large In
attack the ring in midflight, but Creature,
most places,butthis
it will grow
is an confused
Artifact or a
because it drops on the target and return to its wielder if it is
Relic).
from above, it does not provoke an asked to imprison
Tentative Purchaseanything
DC: 18 (ifbigger
Attack of Opportunity. The trapped than that. A simple thought-
available)
character suffers a -2 penalty on all command from its user
Required Proficiency: releases
Exotic
attacks, has their Dexterity the prisoner.
Weapons-Ranged
Imprisonment
effectively reduced Module
by 4, and Handed: Requires 1 hand to use
Size: Tiny
moves (+4 bonus
at half speed. to
Toconceal
free Range Increment: 20 feet
with a “sleight
themselves, theyof must
hand”take
roll)a full “To Hit” Bonus: +4
Cost:
action350andUnits
make(Only available
an Escape for
Artist Magazine: N/A
sale in very
roll vs. DC 25.advanced societies. In Rate of Fire: As many times as the
most places, this is an Artifact or a wielder has attacks
Relic) Damage: 2d4 Slashing (17-20 x2),
Tentative Purchase DC: 14 (if ignores armor,
available) hardness, damage resistance and
Required Proficiency: Simple cover altogether.
Handed: Requires 1 hand to use Affects Ethereal targets
Range Increment: 30 feet “To Hit” Weight: 1 pound
Bonus: -- Armor Class: 9
Hardness: 15
Hit Points: 30 381
DC required to break this item with
a Strength Roll: 45
Description: A four-dimensional
throwing blade, which teleports
back to your hand after you throw
you have the Weapon Proficiency). Required Proficiency: Simple
This is not a magical or psionic Handed: N/A Range Increment: --
weapon and neither magical nor “To Hit” Bonus: -Rate of Fire: Once
psionic attempts to block its per round Damage: Special, see
teleportation ability will affect it. It description Energy Drain Weight: 1
looks like a semitransparent star- pound Armor Class: 13 Hardness: 1
and changes its shape and size as Hit Points: 3
you move it. It's angles don't make DC required to break this item
sense to human eyes and hurt to with a Strength Roll: 18
look at for very long. Description: An odd psychic
As a four-dimensional object, it is artifact which looks like an
not subject to the laws of three irregular transparent pancake with
dimensional space. It ignores five black spheres of varying sizes
armor and makes a ranged touch stuck in it. When it is detonated, it
attack. Cover is useless against it-- gives 1 d4 negative levels to
the weapon can hit a target on the anyone in a ten-foot radius. It
far side of a wall and leave the wall responds to thought commands
undamaged. It attacks the target and can be set to detonate when it
Dagger of the
from the inside andMind
leaves deep is stepped on or whenever it
incisions that don't
Size: Diminutive (+8reach
bonusthe to psychically senses a living being
surface of
conceal thea target's
with “sleight skin and
of hand” within ten feet. It can also be set
have
roll) bizzare spatial properties, off by telepathic command. The
sometimes
Cost: 1,600 connecting
Units (Only with one for
available mine can hear its master's
another in impossible
sale in very ways.
advanced societies. In thoughts at a range of about one
most places, this is an Artifact or a mile. It does not however have a
Relic) mind of its own, stictly speaking,
Tentative Purchase DC: 19 (if Vortex
and
about
cannotMine
what
communicate anything
it "sees"
available) Size: Tiny (+4 bonus back to its
to conceal
Required Proficiency: Simple master.
with a “sleight of hand” roll)
Handed: Requires 1 hand to use Cost: 550 Units (Only available for
Range Increment: -“To Hit” Bonus: sale in very advanced societies. In
Hits automatically, See description most places, this is an Artifact or a
Rate of Fire: As many times as the Relic)
wielder has attacks Tentative Purchase DC: 16 (if
Damage: Special, see description available)
Weight: 1/2 pound Armor Class: 13 Required Proficiency: Simple
Hardness: 9 Hit Points: 10 Handed: N/A Range Increment: --
DC required to break this item with “To Hit” Bonus: -Rate of Fire: Once
a Strength Roll: 30 per round Damage: Special, see
Description: A small, jagged piece description Weight: 2 pounds
of what appears to be light green Armor Class: 13 Hardness: 3 Hit
glass, shaped a little like a knife. It Points: 5
has very strange reflective DC required to break this item
properties and can induce mild with a Strength Roll: 15
vertigo if stared at too long. It Accessories: Remote Detonator
gives the wielder the ability to (1/20th lb, costs 10 Units, range of
make mental attacks, stabbing into 200 yards unless the DM
the mind of the opponent. You can determines that something is
use the weapon to attack anyone in interfering with the signal)
your line of sight. You don't need Description: A very advanced
to roll to hit them, but you do need device, but still a recognizably a
to Concentrate to make the land-mine. It can be set to go off
weapon work. The target must when it is touched, when up to
make a Willpower Saving Throw vs. five moving objects pass within its
your Intelligence +2 or take 1d8 range (it will count them, and only
damage. This damage
Energy-Drain Mine is extremely go off when the required number
gruesome--the Target
Size: Tiny (+4 bonus tobleeds
concealfrom of moving objects are present) or
the nose and eyes. There
with a “sleight of hand” roll) is no limit when it receives a coded radio
to the500
Cost: number
Unitsof times
(Only the weapon
available for signal.
can
sale be used-it
in very runs onsocieties.
advanced the power In When triggered, it opens a round,
of your
most mind,this
places, notissome power or a
an Artifact 20 foot wide dimensional portal,
source
Relic) of its own. sending everything in its range off
Tentative Purchase DC: 18 (if to some other plane. Some
available) inventive DM's may allow there to
be some way for characters
stranded on the far side of the 382
dimensional barriers to one day
come back. for the most part,
however, we can assume they are
gone for good.
Magazine: 15
Ultra-Smart Land Mine Rate of Fire: Once per round
Size: Tiny (+4 bonus to conceal Damage: Special, see description
with a “sleight of hand” roll) Weight: 3 pounds Armor Class: 9
Cost: 1,000 Units (Only available Hardness: 5 Hit Points: 2
for sale in very advanced societies. DC required to break this item
In most places, this is an Artifact or with a Strength Roll: 15
a Relic) Accessories: Energy Cell (1/2
Tentative Purchase DC: 18 (if pound, costs 10 units), Holster
available) (must be custom-made, for about
Required Proficiency: Simple 150 Units, weighs 1/2 pound)
Handed: N/A Range Increment: -- Description: A small silver
“To Hit” Bonus: -Rate of Fire: Once colored, streamlined object that
per round Damage: Varies, from 1- bears only the faintest reseblance
7d6 damage, nonlethal or normal. to a pistol. It creates a 25 foot
Affects a radius from 5 feet to 20 cone in which time comes to a
feet. Can do varying amounts of stop. Anyone and anything stuck
damage to individual targets in in the cone is frozen in place,
the same blast radius. See invulnerable and unable to take
description for more details any action, until either the device
Bludgeoning Weight: 2 pounds runs out of charges or the user
Armor Class: 9 Hardness: 5 Hit turns it off. It is possible to shoot
Points: 2 an object caught in the field with
DC required to break this item a ranged weapon, but the shot
with a Strength Roll: 20 will freeze in place at the edge of
Description: Weird relic of some the field until the generator is
lost civilization, it looks like a lump turned off. A frozen character
of transparent goop about the size can't use their Dexterity to
of a fried egg, with a pulsing enhance
Temporal their ArmorGenerator
Stasis Class. The
crystal nodule at the center. It is in Stasis Pistol takes ordinary power
Size:
cells, Huge
of the(can't
typebeused
concealed)
by most
fact a hyperintelligent land mine. It Cost:
can recognize complex commands other 1,400
energy Units (Only available
weapons. It can be
for sale ininvery
reloaded oneadvanced
Standard Action.
("detonate as soon as the third societies. In most places, this is
admiral enters the room" or even an Artifact or a Relic)
"don't detonate unless you can see Tentative Purchase DC: 18 (if
the negotiations have failed" are available)
well within its capacities). It will Required Proficiency: Simple
follow orders thoughtfully and Handed: Requires 2 hands, usually
intuitively, not rigidly and fired from a
mechanically. It can also arrange mount
to direct it's blast partly on this Range Increment: This is a cone
plane of existence and partly on effect weapon and doesn't have a
others, so it can hit ethereal Range Increment as such “To Hit”
targets. The mine can easily shape Bonus: -Magazine: 30
its impact to hit some targets Rate of Fire: Once per round
while leaving others unscathed Damage: Special, see description
and can vary the number of dice of Weight: 38 pounds Armor Class: 5
damage it does to each one. It can Hardness: 5 Hit Points: 9
affect a ten foot radius, a ten foot DC required to break this item
cone, or any smaller shape the with a Strength Roll: 18
user requests.Stasis
Temporal In addition
Pistol to the Special: Creates a 25 foot cone in
burst
Size: of
Smallexplosive
(Noits force,
bonus it can
or penalty which time comes to a stop.
arrange
to conceal to do
with damage
a “sleight in the
of hand” Anyone and anything stuck in the
form
roll) of heat, cold, hard radiation, cone is frozen in place,
electricity
Cost: 1,100or any combination
Units (Only available of invulnerable and unable to take
the
for above. It also
sale in veryand writes
advanced poetry in
societies. any action, until either the device
six
In languages
most places, thiswill
is askArtifact
an politelyor runs out of charges or the user
not
a be detonated. If it is instructed
Relic) turns it off. It is possible to shoot
to destroy
Tentative itself, theDC:
Purchase mine 18 will
(if carry an object caught in the field with
out its
available)user's orders to the very a ranged weapon, but the shot
best of itsProficiency:
Required ability, despite
Simplethe will freeze in place at the edge of
regret
Handed: it feels at leaving this
Requires 1 hand to use the field until the generator is
existence.
Range Increment: This is a cone turned off.
effect weapon and Description: A large, silver
doesn't have a Range Increment as colored device that just barely
such resembles a gun. Only the fact383
“To Hit” Bonus: -- that it's fired with a trigger
indicates that it's some kind of
weapon. Only rarely would it be
mounted on a vehicle. While the
field isn't lethal in and of itself,
someone caught inside it. Just Armor Class: 13 Hardness: 2 Hit
shoot them a bunch of times with Points: 2
some other weapon, and then turn DC required to break this item
the generator off. All the shots with a Strength Roll: 15
you fired at them will be frozen in Special: Disintegrates everything in
place at the edge of the Temporal a ten-foot radius.
Stasis field, ready to slam into the It completely annihilates
target simultaeously once you everything in that radius,
switch the field off. The Stasis regardless of hit points, hardness,
Generator is hardly standard, off- etc. If a target makes a Reflexes
T emporal
the-shelf Stasis but
technology, Grenade
it has Saving Throw vs. DC 25, and
been adapted
Size: Tiny to taketostandard
(+4 bonus conceal immediately moves out of the
power cells. of hand” roll)
with a “sleight grenade's radius of effect, they
Cost: 500 Units (Only available for only take 5d6 damage. A chunk of
sale in very advanced societies. In their body is now missing.
most places, this is an Artifact or a Description: A transparent, barrel-
Relic) shaped object, made from artificial
Tentative Purchase DC: 15 (if matter. Somewhere deep inside
available) some sort of mechanism appears
Required Proficiency: Simple to be moving and shifting, but it's
Handed: Requires 1 hand to use impossible to make out. A product
Range Increment: 10 feet if thrown, of technonolgy that can
more if launched manipulate reality at its most
from a weapon. fundamantal level, it simply
“To Hit” Bonus: -Rate of Fire: Once cancels the existance of anything
per round Damage: Special, see in its radius of effect. Don't roll for
damage.
Selective Everything in its radius is
simply gone.Matter-
description Weight: 1 pound
Armor Class: 13 Hardness: 2 Hit This creates no
Points: 2 Annihilation
explosion or detectableGrenade energy
DC required to break this item signature.
Size: Thebonus
Tiny (+4 only noise it makes
to conceal
with a Strength Roll: 15 is
withthea"whoosh"
“sleight ofofhand”
air rushing
roll) in to
Special: Stops time in a 15 foot fill the1,200
Cost: empty space.
Units If anyone
(Only availabletries
radius. Anyone and anything stuck to take
for sale the grenade
in very apartsocieties.
advanced to see
in the area of effect is frozen in how
In it works,
most places,it this
goesisoff.
an Artifact
place, invulnerable and unable to or a Relic)
take any action, for 2-12 rounds. It Tentative Purchase DC: 18 (if
is possible to shoot an object available)
caught in the field with a ranged Required Proficiency: Simple
weapon, but the shot will freeze in Handed: Requires 1 hand to use
place at the edge of the field until Range Increment: 10 feet if thrown,
the effect wears off. Description: A more if launched
silver-colored grenade, covered in from a weapon.
strange looking circuitry, which “To Hit” Bonus: -Rate of Fire: Once
seems to cross over and under per round Damage: Special, see
itself in impossible ways. When description Weight: 2 pounds
flung at the target, it creates a Armor Class: 13 Hardness: 2 Hit
field of temporal stasis, freezing Points: 2
everything in its radius of effect in DC required to break this item
Matter-Annihilation
place. To keep the enemy from with a Strength Roll: 15
Grenade
flinging it back at you, the Special: Disintegrates everything
grenade
Size: Tiny has
(+4 only
bonusenough charge
to conceal in a ten-foot radius but leaves
in
withitsapower
“sleightcell
of for oneroll)
hand” shot, and anything the user wants to spare
its circuits
Cost: fuse (Only
1,000 Units together into a
available totally untouched. Everything else
useless
for sale inmass
veryonce its charge
advanced has
societies. is completely and utterly
been
In mostused up. this is an Artifact
places, annihilated, regardless of how
or a Relic) many hit points or how much
Tentative Purchase DC: 18 (if damage resistance it has. If a
available) target makes a Reflexes Saving
Required Proficiency: Simple Throw vs. DC 25, and immediately
Handed: Requires 1 hand to use moves out of the grenade's radius
Range Increment: 10 feet if thrown, of effect, they only take 3d8
more if launched damage. Targets that are large
from a weapon. enough to be only partially
“To Hit” Bonus: -Rate of Fire: Once destroyed take 6d10 damage,
per round Damage: Special, see which ignores hardness and
description Weight: 2 pounds damage resistance. 384
Description: A transparent, barrel-
shaped object, made from arfiticial
matter. Some sort of mechanism
appears to be moving and shifting
around near its center. A thought-
to, so the user must conciously assembled)
instruct the grenade as to what to DC required to break this item with
leave intact. The objects it a Strength Roll: 10 (20 when
destroys simply wink out of assembled)
existance, leaving no trace. Special: Vorpal. On a critical hit,
Vortex Grenade this weapon will sever the
Size: Tiny (+4 bonus to conceal target's head from their body.
with a “sleight of hand” roll) This does not work on creatures
Cost: 1,500 Units (Only available that do not have heads, and at
for sale in very advanced the DM's discretion there may be
societies. In most places, this is an targets who suffer no particular
Artifact or a Relic) ill effect from having their heads
Tentative Purchase DC: 19 cut off (robots, for example, or
Required Proficiency: Simple zombies).
Handed: Requires 1 hand to use Description: A small blue capsule
Range Increment: 10 feet if thrown, which looks a lot like a vitamin pill.
more if launched When you twist the two halves of
from a slingshot or other such the capsule in opposite directions
device. (this takes two hands) it unfolds a
“To Hit” Bonus: -Rate of Fire: Each large hypersharp sword from some
weapon can only be thrown once, extradimensional space. It takes a
but you can launch as many of round for the blade to fully
them as you have attacks manifest. The weapon itself is
Damage: Special, see made from some synthetic
description Weight: 2 material and is as sharp as a
pounds weapon edged with
Armor Class: 13 (Can't be attacked mononofilament
Self-Assembling wire.Gun
It can be
in flight by most weapons) folded
Size: back
Fine (+12up into
bonus the package
toThis
conceal
Hardne and
with reused,
a if
“sleight you
of like.
hand” roll)also
before
ss: 2 takes a full round.
it is assembled. Large once it has
Hit been assembled (-8 penalty to
Points: conceal with a “sleight of hand”
2 roll)
DC required to break this item Cost: 1,000 Units (Only available
with a Strength Roll: 15 for sale in very advanced societies.
Description: A very advanced In most places, this is an Artifact or
weapon which barely looks like a a Relic).
traditional grenade. It comes only Tentative Purchase DC: 18 (if
in a hand-thrown version--there is available)
no rifle-grenade variant. When Required Proficiency: Energy
detonated, it opens an Weapons Handed: Requires
Self-Assembling
extradimensional portal Sword
and sucks 2 hands to use Range
Size: Fine (+12
in everything bonus
within to conceal
a fifteen foot
with a “sleight of hand” Increment: 80 feet “To Hit”
radius. Anyone caughtroll)inwhen
the Bonus: -Magazine: 50
dormant.
vortex must Medium make a Reflexes when
assembled (-4 penalty to conceal Rate of Fire: As many times as
Saving Throw vs. DC 20 be the wielder has attacks
with a “sleight
transported to ofanother
hand” roll) Cost:
plane of
1,000 Damage: 3d10+3 Radiation (19-20
existence (which plane is for
Units (Only available of x3)
sale in very
course up advanced
to the DM, societies.
but In
it
most Weight: 1/10 pound when
almostplaces, this is matter--they're
doesn't an Artifact or a
dormant, 4 pounds when
Relic).
probably gone for good).
Tentative Purchase DC: 18 (if assembled
available) Armor Class: 13 when
Required Proficiency: dormant, 7 when fully
Martial-Melee Handed: assembled.
Requires 1 hand to use Hardness: 10
Range Increment: -“To Hit Points: 10 when dormant,
Hit” Bonus: -Magazine: 15 when fully assembled)
Unlimited DC required to break this item with
Rate of Fire: As many times as the a Strength Roll: 10 (18 when
wielder has attacks assembled)
Damage: 1d8+1 Slashing (17-20 x2) Description: A small red capsule,
Weight: 1/10 pound when about the size of a vitamin pill,
dormant, 3 pounds when packed with nano-machines. To
assembled. activate the device, you twist the
Armor Class: 13 when dormant, 7 capsule open and throw it up into
when fully assembled. the air. It pulls matter out of a tiny385
Hardness: 15 dimensional rift and assembles it
Hit Points: 15 when dormant, 25 into an energy rifle. It takes only a
when fully single standard action for the
weapon to form and drop into the
user's hands. The rifle itself is
really made to last and once it has Weight: 1/10 pound when
exhausted its battery it will take dormant, 500 pounds when
itself apart into a pile of watery assembled
gray soup. Armor Class: 13 when dormant, 3
when fully assembled.
Self-Assembling Heavy Hardness: 16
Hit Points: 15 when dormant, 65
Weapon when fully assembled)
Size: Fine (+12 bonus to conceal DC required to break this item with
with a “sleight of hand” roll) a Strength Roll: 10 (24 when
before it is assembled. Huge (can't assembled)
be concealed) once it has been Description: A small blue capsule,
fully assembled Cost: 1,650 Units about the size of an asprin. To
(Only available for sale in very activate the device, you twist the
advanced societies. In most places, capsule open and throw it up into
this is an Artifact or a Relic). the air. It pulls matter out of a tiny
Tentative Purchase DC: 19 (if dimensional rift and assembles it
available) into an energy cannon, which
Required Proficiency: Exotic settles down into the nearest two
Weapons-Ranged Handed: unoccupied squares. It takes only a
Requires 2 hands, usually fired single standard action for the
from a mount weapon to form and settle to the
Range Increment: 200 feet “To Hit” ground. If there are no unoccupied
Bonus: -Magazine: 75 squares available the device will
Rate of Fire: Once per round not activate. The cannon itself is
Damage: 5d10 Weird Energy (20 extremely simple. It fires
Self-Assembling Bomba focused
x3) beam of light
Size: Fine (+12atbonus
the target, relying
to conceal
Weight: 1/10 pound when on its massive power supply
with a “sleight of hand” roll) untilto
dormant, 22 pounds when make this It
activated. crude
thentechnique
becomes Huge
assembled. effective. Once ittohas
and impossible exhausted
conceal with aits
Armor Class: 13 when dormant, 5 battery
Sleight ofit will
Hand take itself
roll. apart
Cost: into a
3,000
when fully assembled. pile of watery gray soup.
Units (Only available for sale in
Hardness: 10 very advanced societies. In most
Hit Points: 10 when dormant, 15 places, this is an Artifact or a Relic).
when fully assembled) Tentative Purchase DC: 22 (if for
DC required to break this item sale at all) Required Proficiency:
with a Strength Roll: 10 (20 when Simple Handed: Requires 1 hand to
assembled) use “To Hit” Bonus: -Magazine: Can
Special: Affects a 60 foot cone. only be used once Damage: 10d6
Anyone caught in its area of effect Bludgeoning damage to anything
can make a Reflexes Saving Throw in a 40 foot radius
vs. DC 18 to take half damage. Weight: 1/20 of a pound before it
Description: A transparent green has been assembled. 500 pounds
capsule, which looks not unlike a once it has assembled itself.
vitamin tablet. When you twist Armor Class: 18 before it is
both ends end and let it drop, a assembled, 0 after it has been
heavy energy weapon unfolds assembled Hardness: 15 Hit Points:
itself from some transdimensional 15
Self-Assembling
space and settles to the Howitzer
ground at DC required to break this item with
Size: Fine (+12
your feet. bonus
This gun to conceal
clearly isn't a Strength Roll: 15 to disable with a
with
made afrom “sleight of like
anything hand”normalroll) "Demolitions" or other skill roll, but
before it is ofassembled.
matter. Parts it look like aHuge See description.
(can't
glowing beoutline,
concealed)
ratheronce
thanit ahas Accessories: -Description: A
been assembled.
solid object, parts of it are transparent red capsule, roughly
Cost: 2,000 Units
transparent (Onlythe
and even available
solid bits the size of a vitamin tablet. When
for
have sale in very advanced
a distinctly unnaturalsocieties.
feel. It you twist it and throw it to one
In most
fires places,
a broad 60this
footiscone
an Artifact
of some side, it unfolds itself into a
or a Relic).
strange green energy and when its tremendously destructive explosive
Tentative
magazine Purchase DC: 19
is exhausted, (if
it dissolves device about the size and shape of
available)
away into nothingness a barrel. The bomb clearly isn't
Required Proficiency: Exotic made of ordinary matter—parts of
Weapons-Ranged Handed: it are transparent and glow. If you
Requires 2 hands to use Range are in the square where the bomb
Increment: 500 feet “To Hit” unfolds itself, make a Reflexes
Bonus: -Magazine: 20 Saving Throw vs. DC 15 to avoid
Rate of Fire: Once per round being caught underneath it. 386
Damage: 9d6 Weird Energy Anyone the bomb lands on top of
will take 1 d6 Bludgeoning damage
and have part of their body pinned
beneath the device unless they can
free themselves with a Strength
15 rounds, the bomb will go off. A hands and can't be persuaded to
Demolitions skill roll is useless for pick up a weapon. It seems to
disarming the device or resetting somehow know who the operator
its timer, unless you learned the wants it to fight and it will soldier
skill from the superadvanced on without pause or question for
beings who made this weapon. (in either six hours or fifty rounds of
which case deactivating or combat, whichever comes first. It
resetting the bomb is a DC 15 will respond to orders, whether
task). Should you somehow figure verbal or mental, but it can't handle
out how to reset it, the timer can anything more complex than "go
Self-Assembling
be set for up to three days, Killer
or over there", "smash that" , "pick me
down to one round
Robot Glob
up and get us out of here," etc.
When it is done,
Size: Medium it has
(but quietly
an fades
Size: Fine (+12 bonus to conceal back into nothingness.
additional -2 penalty to conceal
with a “sleight of hand” roll) with a “sleight of hand” roll, for a
before it is assembled. total of -6) Cost: 1,000 Units (Only
Cost: 1,150 Units (Only available available for sale in very advanced
for sale in very advanced societies. societies. In most places, this is an
In most places, this is an Artifact Artifact or a Relic).
or a Relic). Tentative Purchase DC: 18 (if
Tentative Purchase DC: 18 (if available)
available) Required Proficiency: Simple
Required Proficiency: Handed: Requires 1 hand to use
Simple Handed: Range Increment: 10 feet “To Hit”
Requires N/A hands to Bonus: +2
use Range Increment: -- Rate of Fire: As many times as the
“To Hit” Bonus: -- wielder has attacks
Magazine: N/A Rate of Damage: 2d6 bludgeoning (20 x2)
Fire: -Damage: 2d10+5 or nonlethal damage.
Bludgeoning (20 x2) Weight: None Armor Class: 14
Weight: 1/10 pound when Hardness: None, but see below Hit
dormant, 2 tons after it has Points: 100
assembled itself. DC required to break this item with
Armor Class: 13 when dormant, a Strength Roll: N/A
see description for stats when fully Special: Can only be damaged by a
assembled. Lepton Weapon, a Singularity
Hardness: See description Projector or the weird harmonic
Hit Points: 10 when dormant, 45 energies of the Ogmius Harp.
when fully Description: A glowing wad of pure
assembled. force, left lying around by some
DC required to break this item unbelievably advanced and/or
with a Strength Roll: 10 (N/A when unbelievably strange beings.
assembled) Anyone can pick it up and use it.
Description: A small crystalline The glob can be flung at anything
bead which when activated within 100 feet, and instantly
unfolds a combat robot from returns to the hand of whoever
some extradimensional pocket. hurled it. The Glob can't be
The Defender Unit is not made of attacked in the air, nor does
normal matter and looks very anything but a Lepton Weapon
strange. In places it seems to be a seem to do damage to it. It glows
glowing outline rather than an brightly enough to illuminate a 30

Artifacts and Relics


actual solid object, in other places by 30 foot room, and is for this
it is transparent. reason very difficult to conceal.
Treat it as a Medium Construct
with an AC of 20, 45 hit points, 10
These
pointsare the weapons
of Hardness and that wars are fought over and whole campaigns
an Attack
revolve
Bonus of around.
+10. ItEach one has
is immune toa long and tangled story of its own, which I've
sketched
mind-influencing
in lightly,effects,
so as to
poison,
better allow you to fit them into your campaign
world.
disease, Most
critical
are hits,
presented
nonlethal
here as the relics of vanished civilizations but they
could
damage, justability
as welldamage,
have dropped
energy out of a time warp or a dimensional rift.
Many
drain, ofor them
deathwerefromsimply
massive discovered lying around somewhere and their
origins
damage. remain
It can completely
move 60 feet obscure.
per
round under its own power and
They
does aren't
2d10+5 meant to be found
Bludgeoning (20 at
x2)random, unless that's the premise you use to
with its fists.
jump-start the entire campaign.
The robot fights with only its own
massive metal 387
Remember as well that once a character owns a relic, they will become a
target for all the various parties who want to control, possess or destroy it. In
some game worlds these can be very large forces indeed. Whole interstellar
civilizations might be willing to go to war over a relic like the Oughtred Lens
or the Mark IV Tyranizer.
drain
2d6 from their Constitution (a
Fortitude Saving
Throw negates this attack), or if the
wielder is so
inclined, restore 3d8 lost hit points
or 2d6 lost
Constitution. (and no, you can't use
the device to
artificially enhance your hit points
or Constitution
above their usual level). It can also
be set to restore
blind characters' vision, deaf
characters' hearing or to
revive a Stunned, sleeping or
unconcious character.
Each such repair costs one charge.
Fleshmaster 6A1 The target will
Size: Small (No bonus or penalty recover
Mark IV from their affliction in 1 -6
Tyranizer
to conceal with a “sleight of hand” rounds.
Size:
It isHuge (can'tto
possible beuse
concealed)
the tool to
roll) Cost:infectious
Artifact, DM sets price based
Cost: Artifact, DM sets price based cure
on situation,
diseases, usually not for sale.
Tentative but it is confused
on situation, usually not for sale.
unfamiliar Purchase DC: N/A by the
Tentative Purchase DC: N/A Required Proficiency: Energy
Required Proficiency: Exotic pathogens of this epoch and prone
Weapons Handed:
to making ugly Requires 1 hand
Weapons, Missile Handed: to use Range Increment: 600 feet a
Requires 1 hand to use Range mistakes. If the machine expends
“To Hit” Bonus:
charge to cure a -Magazine: See
Increment: 50 feet “To Hit” Bonus: description Rate of 80%
Fire: chance
Once per
disease, there is 9d12+12
an
-Magazine: 150 when fully charged round Damage:
it will cure it, but heat, inthat
a
(holds 30 charges presently) 5015%
footchance
radius that
fromitthe point of do
Rate of Fire: As many times as the a will instead
impact.
1d6 No saving
damage to thethrow will help
wielder has attacks reduce the damage.
Damage: Special, see description target and a 5% chance that it will
Weight:
kill them 20 pounds Armor Class: 5
outright.
Weight: 1 pound Armor Class: 9 Hardness: 50 Hit Points: 150
Hardness: 5 Hit Points: 5 DC required to break this item with
DC required to break this item a Strength Roll: 60
with a Strength Roll: 20 Accessories: None known
Description: A relic from the Description: The most powerful
distant future, this device was hand weapon ever produced--
originally intended as a medical legends are told about this one and
tool, but in our more violent age it wars are fought over it.
has been used mostly as a No one knows who produced it
weapon. It looks like a short, fat or why. No one knows what it's
plastic rod with rounded ends. made from or how it works. It fires
There is a set of six nested dials on a huge, loud jet of flame which
the butt-end, each marked with gives off a weird neutrino
pictographic icons. It appears to signature and creates a whopping
use matter transmission big explosion when it comes into
technology to selectively contact with anything. This is all
reassemble its patients. we know. Even its age is in
This is strictly a close-range dispute--its shiny red casing has
tool—you have to actually touch no scratches or nicks and looks
the "patient" with the device to brand new.
heal or harm them. If you miss The weapon is about as long as
with your attack, it does not a man is tall, but it seems to
expend a charge. No one is really weigh nothing. It has a sleek,
sure how much power the device molded look and it's hard to tell
has left in it (Note to the DM: It which end is which--there is no
has thirty charges left) or how to hole in the end of the barrel and
replace the power supply when it the grip is oddly placed. A long 388
runs out. cable made of the same shiny red
It takes a full action to change material leads from the body of
settings-the dials are complex and the gun to a gauntlet,
the settings finicky
which somehow directs the take half-damage, if caught in the
weapon. blast).
People who have used the Setting 4 emits a specialized
Tyranizer say that once you put the form of short-range matter
gauntlet on the weapon links into disruption beam (range Increment
your nervous system and you 20 feet) that does 4d10 damage
instinctively know how to use it. Its (18-20 x3), but only affects
scope and heads-up targeting Ethereal beings or objects (anyone
display actually appear on your who looks through the "gem"
visual field, sent directly to your while the weapon is on setting
brain. Unfortunately, it doesn't tell four can see onto the ethereal
you how many shots it has left or plane).
how you would recharge it (this is Setting five warps the "Gem"
up to the DM, but I recommend into a strangely- shaped hand-
giving it a hundred or so charges if weapon, which ignores armor and
you think it is never likely to fall does 2d8 damage. Any proficiency
into a player character's hands, with swords will enable you to use
fifteen or so if you think a player this weapon.
may eventually get their hands on The "gem" will shift itself around
it) into weird and improbable new
As feared and famed as this gun configurations for each setting but
is, it has certain
Matter real disadvantages.
Disruption Tool that it's not really possible to tell what
The radius of effect
Size: Medium (-4 penalty is so huge
to each setting does by looking at
it's impossible
conceal with a to use the
“sleight of Tyranizer
hand” the shapes it assumes.
against
roll) anything at close range. It The device is thought-activated
gives off a completely
Cost: Artifact, DM sets distinctive
price based and after a week or so it will
energy signature,
on situation, it'snot
usually impossible
for sale. to become attuned to its user and
conceal
Tentative Purchase DC: N/Anot
and of course let's respond only to them. Whatever
forget
Required thatProficiency:
every scoundrel,
Energykiller, strange source of energy this thing
and evil star-empire
Weapons Handed: Requires in the galaxy
1 hand uses, it never seems to run out.
wants
to use itRange
for their own. 30 feet
Increment:
“To Hit” Bonus: -Magazine:
Unlimited Rate of Fire: Once per
round Damage: Special, see
description Weight: 3 pounds
Armor Class: 13 Hardness: 25 Hit Matter Storage Gun
Points: 15 Size: Small (No bonus or penalty
DC required to break this item with to conceal with a “sleight of hand”
a Strength Roll: 40 roll)
Accessories: None known Cost: Artifact, DM sets price based
Description: Made of some weird on situation, usually not for sale.
transdimensional material, this Tentative Purchase DC: N/A
weapon knows a wide variety of Required Proficiency: Unavailable-
nasty tricks. -see description Handed: Requires
It looks like a transparent 1 hand to use Range Increment: 20
multifaceted gem stone, floating feet “To Hit” Bonus: -Magazine:
just above a short brass-colored Can store up to 15 objects at a
metal handle. It hurts to look at the time. See description for more
pseudo-gem, which seems to shift details.
and pulse in deeply unnatural Rate of Fire: Once per round
ways. The handle has a dial, Damage: Special, see description
marked with five simple, if Weight: 2 pounds Armor Class: 9
meaningless, icons. Hardness: 9 Hit Points: 10
It's easy enough to operate. Each DC required to break this item
symbol on the dial marks one of its with a Strength Roll: 24
five settings. Accessories: None known
Setting 1 projects a 30 foot cone Description: This weapon is either
of Radiant Energy that does 3d10 a relic from the distant past or a
damage (anyone caught in the misplaced souvenir from the
area of effect can make a Reflexes distant future. It stores matter. Any
Save vs. DC 20 to take half- single object, size "Large" or
damage). smaller that is struck by the beam
Setting 2 delivers a single, gets taken apart and stored in its
concentrated energy attack at memory. It will not take
long range, doing 6d10 (20 x3) to
a single target (range increment 389
200 ft).
Setting 3 produces a Matter
Disruption beam (range Increment
100 ft) that causes a 3d10
Explosion in a 10 foot radius (make
anything bigger than a "Large" Range
object and it won't take chunks Increment: --
out of bigger things. There is no “To Hit”
saving throw. Bonus: --
Anything previously stored in Magazine: 60
the gun’s memory can be Rate of Fire: As many times as the
released, unharmed, after an wielder has attacks
indefinite amount of time. To Damage: 1d8 Slashing (18-20 x2)
release a trapped object or entity, and see description
the user must have a direct, Weight: 2 pounds
unobstructed path to the spot Armor Class: 7
where the object will reappear, Hardness: 10
which must be within the device's Hit Points: 50
rather limited range. Cruel DMs DC required to break this item with
may have any number of a Strength Roll: 19
unpleasant things lurking in the Special: The Psion Sabre has ten
machine's memory banks, waiting powers, which can be activated
to be unleashed. either separately or together. (Only
It has room to store fifteen one weapon proficiency is required
separate objects. Once it reaches to use all of its various functions).
its limit, a warning light goes off 1: Teleports into the wielder's
and the gun asks in some hand, eliminating the need to
incomprehensible language spend an action Readying the
whether the user wants to delete weapon (this uses a charge)
an item or free one. If they say 2: Projects an anti-missile field
nothing, it frees something. around the user, increasing their
The user can intentionally erase AC by 4, but only vs. ranged
a victim from the device's projectile weapons (this uses one
memory, or release them in a charge per round)
hostile environment (deep space, 3: Projects an anti-energy field
over a cliff, the crater of an active around the user, increasing their
volcano etc). They cannot however AC by 6, but only vs. energy
send the prisoner back into a solid weapons (this uses one charge per
object-the device will refuse to round)
even try. 4: On a successful melee hit, the
Instructing the device to erase sword can be instructed to drain
something from its memory, free a an extra 1d4 HP from the target
particular item or to choose (this uses up one charge) and
whether or not to delete transfer them to the sword's
something from memory requires wielder. This function only works if
an Int roll vs. DC 15. the wielder is already wounded,
The device is no more complex and won’t give them extra Hit
than a TV remote controller, but Points.
imagine trying to set your VCR if 5: Psi-Scream. Forces every living
the buttons were labeled in being in a 30 foot cone to make a
Aramaic and you had never seen a Willpower Saving Throw vs. the
remote before. It is simple enough wielder's Intelligence Score +2 or
to fire the device (no Int roll run away in panic for 1-6 rounds. A
required) but the non-proficiency panicked character can't do
penalty is a -4. anything but run away or defend
themselves, can't use any skills,
and can't use any feats except for
those directly associated with
running or defense. They will run
Psion Saber away on foot even if they have
Size: Medium (-4 penalty to some better mode of transport
conceal with a “sleight of hand” available, unless they are actually
roll) sitting at the controls of a vehicle.
Cost: Artifact, DM sets price based If they are cornered and can't run,
on situation, usually not for sale. they cower instead, unable to take
Tentative Purchase DC: N/A any action but defend themselves.
Required Proficiency: Martial- 6: Psi-Shock. Touch attack-
Melee Handed: Requires 1 hand to ignores armor. 3d8 Nonlethal
use damage, ignores up to 8 points of
Damage Resistance. (This attack
uses one charge). 390
7: In addition to doing physical
damage, the sword drains 1d6 pts
of Strength from a target with a
successful hit. (This uses one
charge) These lost points will
one Willpower Saving Throw, next round. Otherwise it will go off
instantly, without taking an action. right there and do 18d6 damage to
(This uses two charges). Accessories: everything in a 5 foot radius, with
Scabbard (Costs 35 Units, weighs no chance of a saving throw!
1/2 lb) Description: An intelligent A packet of pure energy is a
psychoactive blade, the Psion Sabre fearsome weapon indeed, and
has a whole wide range of mental does considerably more damage
attacks and defenses at its than a fusion gun or for that
command. matter any other hand weapon
No one knows who constructed ever built (with the possible
this artifact, although the names of exception of the legendary Mark IV
many psionically powerful races Tyrannizer).
have been suggested. It looks like It runs off some strange power
a long asymmetrical piece of cell that can only be produced by
crystal with a strangely shaped whatever
Selective super-advancedBiological
handgrip and gives off a faint civilization built the gun. Should
bluish glow which doesn't come Disrupter
you find a replacement cell, it
out on film. takesSmall
Size: a Standard Action
(No bonus orto reload.to
penalty
To regenerate its sixty charges, conceal with a “sleight of hand”
the wielder must hold the blade roll)
and meditate over it for one Cost: 2,000 Units (Only available
uninterrupted hour per charge. for sale in very advanced societies.
The blade is very fussy about In most places, this is an Artifact or
who it will attach itself to. Anyone a Relic)
who finds it must make a Tentative Purchase DC: 18 (if
Charisma Roll vs. DC 15 and a available)
Wisdom Roll vs. DC 15 or it won't Required Proficiency:
manifest any of its powers for Energy Weapons Handed:
them. It is loyal to its user and Requires 1 hand to use
won't perform for anyone who Range Increment: 60 feet
has done them harm, so it's not “To Hit” Bonus: Ignores
really possible to loot it from an Armor Magazine: 60
opponent's corpse. Rate of Fire: Once
The bladePacket
Quantum will communicate
Gun per round Damage:
mentally with
Size: Medium (-4 penalty its user.
to It Special, see
remembers
conceal with aeveryone
“sleight ofwhohand”ever description Weight: 2
wielded
roll) it and knows a lot of pounds Armor Class:
interesting
Cost: Artifact,things
DM sets (places where
price based 9 Hardness: 10 Hit
old treasures
on situation, might
usually not be found,
for sale. Points: 10
locations of wrecked
Tentative Purchase DC: N/Aspacecraft DC required to break this item with
and
Requiredancient ruins--the
Proficiency: Energy sword a Strength Roll: 35
should
Weapons have at least
Handed: half a2dozen
Requires Description: It's hard to tell what
adventure
hands to useseeds it can send
Range Increment: 70 the original function of this artifact
players
feet “To off
Hit”on) butIgnores
Bonus: doesn'tArmor
know might have been. It has been
who made 40
Magazine: it or why. Its personality speculated that it may have been
is
Ratealoof, reserved,
of Fire: As manybut timeshelpful.
as the It been some kind of superadvanced
feels more like
wielder has attacks a butler than a medical tool like the “Fleshmaster”
friend.
Damage: 18d6 Weird Energy but no one has ever been able to
Weight: 40 pounds Armor Class: 5 get it to heal anything. Instead it
Hardness: 20 Hit Points: 10 hurts living things in amazingly
DC required to break this item with precise ways.
a Strength Roll: 55 The Disrupter can be set to do
Accessories: Energy Cell (8 oz in between one and 4d8 damage to
weight, price unknown, may not the target. It can also be set to
even be available) reduce any of their Characteristics
Description: A long, bulky, by one or two d6, down to a
wedge-shaped piece of metal minimum of one point (it can only
with a spike at one end. You stick damage one Characteristic in a
one hand inside the back of the single round). It can cause
gun and balance it with the other. Blindness or Deafness if the target
When activated it generates a fails a Fortitude Saving Throw vs.
glowing ball of pure quantum DC 30. Lost Characteristics return
energy, which hovers and pulses at a rate of one point per week.
just off the tip of the spike. It Blindness and Deafness last 2d6
takes a full round to form the weeks.
quantum packet, which must be In addition to the obvious 391
launched on the very effects, a blind character has a 50%
chance of missing any target they
attack, regardless of whether they
make their attack roll (all
opponents have full concealment).
touch-activated screen on the side. one and hope your grandchildren
When you touch the screen, a are prepared to carry on the task.
complex and incomprehensible Collecting two of every animal you
graphic interface appears. There can lay your hands on might also
are pictographs here and there be advisable.
among the glowing lines, arcs and The Beige Slayer
circles, which show the device's Size: Small (No bonus or penalty
different functions. Touch a to conceal with a “sleight of
pictograph, the white hemisphere hand” roll) but can be expanded
pulses, and the device somehow into a Medium, Large or even a
inflicts the selected harm on the Huge weapon. However, since it
target without making a sound. takes effectively no time to
As with many ancient change shape, the wielder can
Singularity Projector
technological artifacts, no one is always count it as a Small weapon
really sure how many
Size: Gargantuan charges
(can't be the (No bonus or penalty to conceal
device has left in its batteries, or
concealed) with a “sleight of hand” roll),
how
Cost:to recharge
Artifact, DMthem.
sets price based unless for some reason they
on situation, usually not for sale. prefer not to shrink it down to its
Tentative Purchase DC: N/A original size.
Required Proficiency: Energy Cost: Artifact, DM sets price based
Weapons on situation, usually not for sale.
Handed: Requires 2 hands to use Tentative Purchase DC: N/A
Range Increment: 200 feet Required Proficiency: Martial-
“To Hit” Bonus: Ignores Armor, Melee Handed: Requires 1 or 2
makes Ranged hands to use, depending on the
Touch attacks, can hit ethereal setting
targets. Range Increment: can be extended
Magazine: Unlimited, but will only to have up to 10 feet of reach “To
fire four times per day Hit” Bonus: -Magazine: None, can
Rate of Fire: Once Every Three be used an effectively unlimited
Rounds Damage: 12d8 Special (no number of times.
critical hits) Rate of Fire: As many times as the
Weight: 200 tons Armor Class: 0 wielder has attacks
Hardness: 13 Hit Points: 500 Damage: 1d10+4 Special (and see
DC required to break this item with description)
a Strength Roll: N/A Weight: 1 pound
Accessories: None known Armor Class: 9
Description: It isn't shaped like a Hardness: 5
cannon--it's just some gigantic and Hit Points: 40
incomprehensible alien machine, DC required to break this item with
about two stories tall. Only the tiny a Strength Roll: 45
little round emitter barrel gives you Description: This weapon is
any hint that this is a weapon, and comprised of a kind of
it looks more like a small security polymorphous pseudo-matter,
camera. made possible by tinkering with
When fired, the device projects reality at the sub-quark level. It
tiny black holes, no larger than a looks like a sharp piece of matte-
uranium atom, with only slightly beige, about the size of a bayonet,
more mass than the Earth's moon. with no features or irregularities on
They make pinpricksized tunnels its surface at all. The handle molds
through whatever they hit, itself to fit the user's grip.
emerging cleanly from the other It has two basic settings. On the
side. Most of the damage is first setting it only affects living
actually done by the black hole's matter. This allows it to penetrate
gravitational field bending and armor and make a kind of modified
warping the target's internal touch attack. Any armor class
structure in impossible ways, bonuses or damage resistance the
creating localized time diallation target gets from dexterity, tough
effects that wreak havoc with hide or strange psychic powers still
biochemical processes, etc. apply, but armor worn externally
The weapon can't be fired very does not (unless the armor is itself
often, but when it is, you might alive). On the second setting it only
want to make arrangements to affects non-living matter.
leave the planet as quickly as It can also adjust its internal
possible. If the Projector is used structure to become longer or
inside the gravity well of a shorter. If the user takes a 392
planetary body, the black hole will Standard Action they can reduce
plummet to the center of the the blade to the size of a large
planet (this takes about an hour dagger or extend it into a kind of
with a planet the size of the Earth, bladed polearm that has ten feet of
and about a day for a gas giant) reach, with all the usual bonuses
character can once more attempt to
become dominant whenever they
next enter combat or whenever the
DM feels that the situation has
come to some significant crisis.
The Torc isn't evil, but it may well
want the wearer to kill or steal for
it. The DM should decide what the
thing's agenda actually is, but it
should always seem weird and
incomprehensible to the luckless
wearer.
The Benadanitto Torc
Size: Small (No bonus or penalty to J
conceal with a “sleight of hand” Q
roll)
Cost: Artifact, DM sets price based
on situation, usually not for sale.
Tentative Purchase DC: N/A
Required Proficiency: Simple
Handed: Requires no hands to use
(you wear it around your neck)
Range Increment: 100 feet “To Hit”
Bonus: -Magazine: 75
Rate of Fire: As many times as the
wielder has attacks
Damage: Special, see description
Weight: 1 pound Armor Class: 13
Hardness: 25 Hit Points: 90 The Black Gauntlet
DC required to break this item with Size: Medium (-4 penalty to
a Strength Roll: 55 conceal with a “sleight of hand”
Accessories: None known roll)
Description: The Benadanitto Torc Cost: Artifact, DM sets price based
clamps around the user's neck like on situation, usually not for sale.
a high metal collar. It is covered Tentative Purchase DC: N/A
with what are either alien Required Proficiency: Simple
decorative designs or very strange Handed: Requires 1 hand to use
integrated circuits. A small oval Range Increment: See description
gem on the front pulses with “To Hit” Bonus: -Magazine: 90
indescribable colors. Rate of Fire: As many times as the
The torc projects an energy wielder has attacks
screen around the user which gives Damage: Variable, see description
them +3 AC vs. all attacks and an Weight: 4 pounds Armor Class: 9
extra 10 Damage Resistance vs. Hardness: 30 Hit Points: 125
energy attacks. It also allows them DC required to break this item with
to read the surface thoughts of a Strength Roll: 58
intelligent beings (per the spell Accessories: None known
Detect Thoughts, see the Player's Description: An oversized black
Handbook, page 194 ) to gauntlet, made for a six-fingered
telekinetically lift up to 160 lbs at a left hand. It is made of some shiny,
range of 30 feet and to shoot bolts glasslike substance. It looks almost
of psychic energy out of their as though it is filled with a swirling
hands (3d10 damage, normal or black liquid. While the gauntlet
nonlethal). appears to be made for a Medium
Each use of the torc costs one sized creature, it will grow or shrink
charge. It restores its charges by to fit Large or Small creatures if
draining its users life-energy, they try it on. It can regenerate
recovering one charge per point of damage done to itself at a rate of 1
Nonlethal Damage it does to its hp per hour.
wearer. The user decides how fast The Black Gauntlet is
to recharge the torc. They can take superhumanly strong (Strength 25)
as much or as little nonlethal but can only exert this strength for
damage as they like, and will crushing objects or hanging on to
recover this damage normally, things. It does not make the
through rest or sleep. wielder's arm or body stronger,
Alas, all this power comes with a just the hand itself. 393
higher price than a few points of
nonlethal damage. The Torc is
conscious, has an Ego of 18 and
will constantly try to subvert the
wearer to some strange agenda of
The Gauntlet enables the user to
telekinetically grab and
manipulate objects at a distance.
In game terms, this allows them to
do anything that they could
ordinarily do with one hand at a
range of up to forty feet. Their
telekinetic grip is as strong as the
Gauntlet, but they can't lift any
more than they could with their
arm. They can pick locks, wield
weapons, etc, all at a distance.
Remember though, it's their left
hand. If the character is right-
handed, then all the usual off-
handed penalties apply.
It also grants the wielder a weird
kind of sixth sense. Count this as
Clairvoyance, per the spell (see the
Player's Handbook, page 184),
usable six times per day.
It projects an invisible energy
screen around its wearer, which
improves their Armor Class by 3
(this does not drain any of its
charges).
It can project beams of heat,
cold or pure bludgeoning kinetic
force, doing 1-7 d6 damage (1920
x2) to either a single target (Range
Increment 80 feet) or a 30 foot
cone. Each use of a Heat, Cold or
Kinetic Force (Bludgeoning) attack
The Eye of Zluggoth
Size: Small (No bonus or penalty to
uses a single charge, regardless of conceal with a “sleight of hand”
how many dice of damage the roll)
user chooses to do, whether the Cost: Artifact, DM sets price based
user is attacking a single target or on situation, usually not for sale.
a cone. Anyone caught in one of Tentative Purchase DC: N/A
its cone attacks can make a Required Proficiency: Simple
Reflexes Saving Throw vs. DC 18 to Handed: Requires 1 hand to use
take half damage. Range Increment: 10 feet (if
The Gauntlet is intelligent (Int thrown)
18, Wis 19) and has its own “To Hit” Bonus: -Rate of Fire: The
agenda. It will not speak to its weapon itself can be used only
wearer, but it will communicate once, but Zluggoth can attack up
with them empathically from time to five different opponents at
to time. It doesn't do this much- once.
only when it wants them to do Damage: See description
something. There are people it Weight: Canister weighs 4 pounds.
would like to attack, others it The thing that emerges from it
would like to avoid and places it quickly expands to weigh about
would like to go. The DM should 1000 pounds.
fill in the details of what the Armor Class: 13 Hardness: 0 Hit
Gauntlet actually wants. Its actions Points: 5
should be bewildering to the DC required to break this item with
character who owns it. It isn't evil, a Strength Roll: N/A
but it is ruthlessly determined to Special: This weapon can be used
do whatever it is trying to only once. The Hardness, Hit
accomplish and won't hesitate to Points and AC listed above apply
kill people or to defy its wearer if it to the canister, not to the creature
needs to. If the Gauntlet gets into which emerges from it. Treat
a conflict with its wearer, have Zluggoth itself as a Large, Chaotic
them make opposed Willpower Evil Outsider with an AC of 17, 50
Saving Throws (the Gauntlet has a hit points and an Attack Bonus of
bonus of +7) If the character wins, +10. It can move 20 feet per round
they force the Gauntlet to do what under its own power. It does 394
they want next round. If it wins, it 3d6+4 Bludgeoning or 2d6+5
forces them to do what it wants Slashing damage, whichever the
for the next round.Of course, you situation seems to call for.
can always end a struggle with the Description: A pulsing black
Gauntlet by taking it off. organic canister, about
the size of a can of baked beans. nonlethal, to living tissue and if it
When flung at the target, a is attacking a coneshaped area of
horrendous alien monster explodes effect it can be set to harm some
out of it. targets and not others.
The thing doesn't really have a It can also be set to cause
shape--it's just a mass of tentacles Blindness and/or Deafness in the
and pincers, bloodshot eyes on target (Fortitude Saving Throw vs.
stalks and less easily defined DC 20 to avoid these effects).
appendages (it's hard to say what It can also do 1 -3 d6 damage to
they do, but it's clearly something any of the target's stats but
unpleasant). Wisdom (Fortitude Saving Throw
This creature is only one small vs. DC 20 to avoid this effect).
manifestation of a much larger Furthermore, on the area effect
transdimensional obscenity, but setting it can do one type of
fortunately it can only push a little damage to some targets and other
of itself into our reality and can types of damage to others. So, for
stay here for only a limited time. example, if three targets were
Zluggoth knows what you want caught in its cone, it could do
of it and will only attack the Nonlethal Damage to one of them,
targets you want it to attack. It strike another one blind and shave
doesn't need to be told and it 2d6 points off the third one's
doesn't bother to read your mind. Charisma.
If you are rendered unconcious it It is powered by a non-standard,
will fight on, choosing whatever ultra
The high-tech
Fulgichromeenergy Blade
cell which is
targets you would be most likely to almost but not quite impossible to
pick. Size:
find. A Medium
few of them (-4turnpenalty
up in to
Despite its vast intellect, conceal with adigs
archaeological “sleight
or in theof hands
hand”
Zluggoth doesn't understand our roll)
of private collectors. Finding a new
universe well enough to use any Cost:
powerArtifact, DMbe
cell could setstheprice based
subject of
skills or feats here. It will not on situation, usually not for
an adventure, but it shouldn't be sale.
speak, but does a fine job of Tentative Purchase DC:
totally impossible.
The
howling,Flenser
snarling and gurgling. N/A Required
Size: Large (-8 penalty to conceal Proficiency: Martial-
with a “sleight of hand” roll) Melee Handed: Requires
Cost: Artifact, DM sets price based 1 hand to use “To Hit”
on situation, usually not for sale. Bonus: +3
Tentative Purchase DC: N/A Magazine: 5 doses of wasting
Required Proficiency: Energy illness, 5 doses of fast- acting
Weapons Handed: Requires 2 poison, 5 doses of slow poison, 5
hands to use Range Increment: 50 doses of flesh-eating virus, 5 doses
feet “To Hit” Bonus: Ignores Armor of brain-scrambler toxin, 5 doses
Magazine: 80 of debilitation toxin, 5 doses of
Rate of Fire: Once per round nerve-rot, 5 doses of muscle
Damage: Special, see description spasmodic, 5 doses of virulent
Weight: 3 pounds Armor Class: 7 plague. Rate of Fire: As many times
Hardness: 15 Hit Points: 25 as the wielder has attacks
DC required to break this item with Damage: 1d8 slashing (19-20 x2).
a Strength Roll: 48 See description for additional
Accessories: Weird energy cell (1/2 effects.
pound in weight, price unknown, Weight: 3
minor artifact in its own right) pounds
Description: This infamous relic is a Armor
larger and more powerful version Class: 7
of the “Fleshmaster” and appears Hardness: 8
to be a product of the same Hit Points:
distant epoch. While the Flenser 6
may have once been a medical DC required to break this item with
tool, now it does nothing but a Strength Roll: 23
cause harm, and grievous amounts Accessories: Scabbard (has to be
of it. In this it resembles the specially custom- made, costs 200
“Selective Biological Disrupter” but Units, weighs 1/2 pound)
it looks nothing like it and seems Description: From somewhere on
to be a product of an entirely the darkest side of biological
different civilization. engineering comes the
The Flenser can be adjusted to Fulgichrome Blade.
either attack a single target or a This living weapon looks a bit
thirty-foot cone. It can be set to do like a short scimitar, made from 395
anywhere from 1 to 8d10 damage, shiny black obsidian. On closer
normal or examination, the blade is slick with
some foul black excrescence it
sweats out through its pores. Look
more carefully and you can see it
for 4d8 days.
It can inject the target with a
fast-acting poison, which does 3d8
additional damage if the target
fails a Fortitude Saving Throw vs.
DC 20. It can release a slow poison
which will do 1 d4 additional
damage per round until the target
makes a Fortitude Saving Throw vs.
DC 25.
It can infect the target with a
flesh-eating virus that does 1 d6
damage per round until the victim
either dies or makes a Fortitude
Save vs. DC 20.
It can release a brain-scrambler
toxin that requires the target to
make a Fortitude Save vs. DC 18 or
lose 3d6 points of Intelligence (to
a minimum of 1) until cured by
some kind of advanced The Hermatrode
neurological treatment. Size: The device itself is Medium
It can give out a debilitation sized (-4 penalty to conceal with a
toxin which reduces the target's “sleight of hand” roll). However,
Strength by 3d6 (minimum of 1) the effects of the Hermatrode on
unless they make a Fortitude its wielder can't really be
Saving Throw vs. DC 25. concealed with the Sleight of
The Blade can give the target a Hand skill.
fearsome case of nerve-rot, Cost: Artifact, DM sets price based
permanently reducing their on situation, usually not for sale.
Dexterity by 3d6 unless they Tentative Purchase DC: N/A
make a Fortitude Saving Throw Required Proficiency: Simple
vs. Handed: Requires 1 hand to use
DC 20. Range Increment: 30 feet (can also
It can dose the target with a be used to make
muscle spasmodic. If the target melee attacks)
fails a Fortitude Saving Throw vs. “To Hit” Bonus: +3 (for both melee
DC 20 they take 1 d4 damage per and missile attacks)
round for 6 rounds. They are also Magazine: 95
afflicted with an increasing penalty Rate of Fire: As many times as the
to all their die rolls of -1 per round wielder has attacks
as their muscles start to lock up. By Damage: 3d6 Weird Energy (18-20
the sixth round they will make all x3)
their die rolls at a -6 and this Weight: 6
penalty won't go away for 2d6 pounds
hours. Armor Class:
But its most feared attack is a 7 Hardness:
virulent plague that reduces the 15 Hit
target's Constitution by one point Points: 30
an hour, and requires anyone who DC required to break this item
comes into contact with the victim with a Strength Roll: 48
(after the first hour) to make a Accessories: Weird energy cell (1/2
Fortitude Saving Throw vs. DC 20 pound in weight, price unknown,
or contract the same disease. minor artifact in its own right)
It regenerates all of its toxins Description: A short rod with an
and contaminations at a rate of odd hooked blade on the end. It
one dose per four hours. seems to be made of some sort of
The blade is alive and in living metal. It is shiny, hard and
constant telepathic contact with its smooth but pulses as though
host. It has a wide experience of breathing.
killing things and will guide its The first time anyone picks it up
wielder's hand to the target (hence with their bare hand they must
the melee bonus) It's thoughts are make a Willpower Saving Throw
poison and it continually tries to vs. DC 15. If they fail, they take
subvert its wielder to some foul 3d6 Nonlethal damage and are
agenda of its own (not a Big Stunned for one round. They can 396
Sinister Plot, just acts of sadism never use the device once they
and treachery--it likes to see have failed their initial roll. If they
things suffer). pick it up again it will jolt them
with 1d4 Nonlethal damage each
round and refuse to do anything
armor off of them, ruining it. The Hit Points: 90
transformation happens very DC required to break this item
fast—it takes only one Standard with a Strength Roll: 54
Action. Accessories: None known
The armor itself grants a +4 to Description: The Morganos Device
the wearer's AC and gives them 5 occasionally turns up in the
points of Damage Resistance. The possession of one hero or another,
armor's wearer also receives a but whether it chooses them or
temporary +10 bonus to their they simply find it remains a
Strength and a +5 to their mystery. It looks like an oddly-
Dexterity. This affects all their skills shaped asymmetrical prism, which
and attack rolls. pulses with a weird yellow light. It
For each round that they remain will function for only one user (you
suited up, they burn one of the attune it to your psyche by making
device's charges. They can make as a Willpower Saving Throw vs. DC
many attacks as they like, either 21). It will not attune itself to
ranged or melee--it drains power Robots or other artificial
strictly according to how long you intelligences.
wear it. With a little practice (21 minus
The Hermatrode can't be used to Int hours worth) the user can can
make attacks with the armor turned figure out how to access its
off. It makes a loud crackling, weapon systems. It can fire a beam
buzzing sound, and gives off a of radiant energy (4 d 10 makes a
blinding white bolt of energy Critical Hit on a 20 for 2x normal
whether it is making a melee attack damage), a 25-foot cone-shaped
or a ranged one. It can be used attack (2d10, a Reflexes Saving
with any of the melee combat feats Throw vs. DC 18 halves the
that apply to swords. damage) project a defensive force-
The device uses a completely field (+4 AC), erect a Force-Wall
bizarre and unfamiliar type of (as per the spell) or grab and lift
energy cell, which isn't compatible objects at a distance on a beam of
with anything else. There are a few force.
of these cells scattered around, The prism can lift up to 800 lbs.
with varying amounts of energy left out to a range of 50 feet and can
in them. Acquiring one could be grab creatures up to size Large. To
the subject of an adventure, but grab and pin an unwilling
you're unlikely to find them for opponent, make a Ranged Touch
sale. Attack, ignoring any points of AC
that come from Armor. They are
entitled to a Reflexes Saving Throw
vs. DC 25. If they fail the roll, they
have been caught. A character who
has been seized by the prism
cannot move and makes all skill
rolls, attack rolls and Reflexes
The Morganos Device Saving Throws at a -4.
Size: Tiny (+4 bonus to conceal The Device is capable of fine
with a “sleight of hand” roll) manipulation as well as brute force
Cost: Artifact, DM sets price based and can be used to perform any
on situation, usually not for sale. manual skill at up to a fifty foot
Tentative Purchase DC: N/A range, but if the objects you are
Required Proficiency: Simple manipulating are too far away to
Handed: Requires 1 hand to use see clearly, the DM should assess a
Range Increment: 150 feet “To Hit” The
penaltyMorituri
of between Staff
-2 and -8 to
Bonus: -Magazine: 70 Size: Huge
the roll. (can't be concealed)
Rate of Fire: As many times as the Cost:
EachArtifact, DM device,
use of the sets price
whether
wielder has attacks based on situation, usually
to maintain a force-field, notup
pick
Damage: Special, see description for object
an sale. or fire a bolt of energy,
Weight: 2 pounds Armor Class: 13 Tentative
costs one Purchase
charge per round. The
Hardness: 25 DC: N/A Required
Morganos Device regains one
Proficiency:
charge per hourSimplewhile its user is
Handed: Requires
awake and 3 charges 2 per hour
hands to user
while its use Range
is asleep (or "at rest"
Increment:
for beings who-“To do
Hit”not sleep). If it
Bonus:
ever runs+3out
Magazine:
of charges
Unlimited
completely, it vanishes and turns
up later in someone else's hands. 397
Rate of Fire: As many times as the being used. See description for
wielder has attacks details.
Damage: 3d8/3d8 Weird Energy “To Hit” Bonus: --
(19-20 x2) Magazine: 75
Weight: 5 pounds Armor Class: 5 Rate of Fire: As many times as
Hardness: 15 Hit Points: 30 the wielder has attacks
DC required to break this item Damage: Varies according to
with a Strength Roll: 38 the effect. See description for
Special: If you use both ends to details.
make separate attacks in a single Weight: 5 pounds Armor Class: 7
round, you suffer the penalties for Hardness: 5 Hit Points: 35
making two weapon attacks as DC required to break this item with
though you were using a One a Strength Roll: 20
Handed Weapon and a Light Accessories: None known
Weapon (see the Player's Description: From somewhere out
Handbook, page 124). on the farthest edge of science-
Description: This powerful, fantasy comes the Ogmius Harp.
dangerous weapon never stays in Part weapon, part musical
one user’s hands for long. It looks instrument, it is the product of
like a plump staff with rounded some unimaginable alternate
ends. Made from some dark technology. It plays the "Celestial
synthetic material, it is covered Harmonies", whatever that means,
with irregular metal patches, and can harness their power to
circuitry and winking lights. When create a wide variety of unearthly
it’s switched on, rippling globes of effects.
distorted space pulse over both The harp looks like a
ends of the staff. transparent, curved piece of
It attunes itself to the mental volcanic glass, with a number of
signature of the first living being oddly shaped tuning pegs and
who picks it up, and will function small levers set around it here and
only for them until they die. there. It sounds a little like a
Anyone else who touches the stringed instrument when played,
weapon will receive a jolt of 1d4 but no strings are visible. You play
radiation damage. it by moving your hands (or
The device no longer works as tentacles, psuedopods, etc.) over
well as it once did, and does one its surface and adjusting the pegs
HP of damage to its wielder every and levers.
day. The missing point won’t heal, The Ogmius Harp has ten
and can’t be repaired medically. settings, each with its own effect.
They are dying, and there isn’t All of them will work underwater or
really much that can be done in a vacuum. Each sounds like some
about it. Discarding the staff won’t strange musical note, and is
stop the damage. It seems to be audible even if it shouldn't be (in a
able to reach its chosen wielder vacuum, for example).
anywhere. Shifting it to another If it's an attack which affects
plane would keep it from being only a single being, then only that
able to get at its owner, as would one particular target can hear the
subjecting it to some severe time- note, whether or not the attack
dilation effect (so that it would hits them.
take eons for the wielder to lose Setting 1: Causes Fear in any one
their next hit point). Dropping it in target (ranged touch attack,
a black hole would do both. maximum range of 200 feet) unless
they make a Willpower Saving
The Ogmius Harp Throw vs. DC 15. Characters who
Size: Medium (-4 penalty to fail the roll will drop whatever they
conceal with a “sleight of hand” are doing and flee for 2d10 rounds,
roll) taking no actions but to run away
Cost: Artifact, DM sets price based and to defend themselves. If
on situation, usually not for sale. cornered, unable to flee, they will
Tentative Purchase DC: N/A cower, unable to undertake
Required Proficiency: Exotic anything but purely defensive
Weapon Handed: Requires 2 actions.
hands to use Range Increment: Setting 2: Causes Fear, as per
Varies according to the effect above, but affects every living
thing in a 15 foot radius.
Setting 3: Does 3d6 Nonlethal
Damage to any living target in a 398
20 foot radius, can be adjusted
to spare selected targets.
Setting 4: Negates
unconsciousness, paralysis and/or
15 points of Hardness or Damage
Resistance, Range Increment 75
feet, scores a Critical Hit on a 20,
for x2 damage).
Setting 8: 4d6 Vibratory Attack,
ignores up to 5 points of Hardness
or Damage Resistance, affects a
35-foot cone. Anyone caught in its
area of effect can make a Reflexes
Saving Throw vs. DC 18 to take
half damage.
Setting 9: Vibratory attack,
affects everything in a 15-foot
radius, does 5d6 damage, but only
to nonliving materials that have at
least 4 points of Hardness. A
sentient robot or other such
construct is entitled to make a
Reflexes Saving Throw vs. DC 15 to
take half damage. The Oughtred Lens
Setting 10: Every sentient being Size: Tiny (+4 bonus to conceal
in a 50 foot cone must make a with a “sleight of hand” roll)
Willpower Saving Throw vs. DC 15 Cost: DM sets price based on
or be fascinated by the sound of situation, usually not for sale.
the harp, unable to take any Tentative Purchase DC: N/A
actions but listen to its eerie Required Proficiency: Simple
music. This effect lasts as long as Handed: Requires no hands to use
the harp's user cares to keep (attaches to the middle of the
playing this note and expending user's forehead, like a third eye).
charges, without using any of its Range Increment: Varies according
other functions. A fascinated to the effect being used. See
character is instantly released from description for details.
the harp's effect if they take “To Hit” Bonus: -Magazine: 60
damage while under its influence, Rate of Fire: As many times as the
and the fascination effect won't wielder has attacks
work on them again for at least an Damage: Multiple Types, See
hour. description
Anyone who doesn't have the Weight: 1 pound
weapon proficiency but tries to Armor Class: 13
play the harp anyway must roll on Hardness: 25
the chart beneath Hit Points: 70
1-2 Nothing happens. It doesn't DC required to break this item
even make a sound. with a Strength Roll: 46
3-4 The harp plays a discordant Special: Can produce a wide
blast of sound and jerks violently variety of different effects.
in your hands, but nothing else At the cost of one charge, it can
happens. generate an energy screen which
5-6 The harp plays a horrible gives the wielder +4 AC vs. energy
noise that does 2d6 Nonlethal attacks for 2 rounds.
damage to anyone in a forty-foot It can do 4d8 Weird Energy
radius, no saving throw. Even damage to a single target
creatures that don't have ears are (Range Increment 110 feet,
affected. makes a Critical Hit on a 20, for
7 The harp raises or lowers the x3 damage), or 2d8 in a 30 foot
temperature of everything in a 30 cone (anyone caught in the
foot radius by 1-100 degrees (roll cone can make a Reflexes
percentile dice) Saving Throw vs. DC 20 to take
8-10 The harp functions half damage).
normally and does exactly what It can create a 3d6 explosion
you told it to. which affects everything in a 10
foot radius of the lens (a Reflexes
Saving Throw vs. DC 18 halves the
damage) and can be set to leave
certain targets in the blast radius
untouched.
It can also fire a ray which does 399
5d10 damage, but only affects
non-living tissue (Range Increment
of 30 feet, makes a Critical Hit on a
20, for x2 damage).
All of its attack functions can be
The lens grants its bearer a +2 safe from it.
bonus to Willpower Saving Throws Creatures with unprotected eyes
and can be called upon to produce must also make a Reflexes Saving
Telekinesis, per the spell, three Throw vs. DC 15 every round they
times per day. Accessories: None remain inside the cloud. This won't
known reduce the damage, but it will save
Description: A strange crystalline them from being permanently
artifact with a gem at the center, blinded by the flying metal shards.
the Oughtred Lens grafts itself A blind character has a 50%
into the flesh of whoever picks it chance of missing any target they
up, attaching itself to their attack, regardless of whether they
forehead, wrist or chest until they make their attack roll (all
figure out how to make it detach opponents have full concealment).
(You detach it by asking it to let They also lose any Dexterity bonus
go of you). Surgery can't remove to AC, while anyone who attacks
it—the lens is intermeshed too them has a +2 bonus to their roll.
tightly with the target's central Blind characters move at half
nervous system. speed, and suffer a -4 penalty on
The lens is intelligent (Int 15) and most Strength and Dexterity-based
can communicate non-verbally with skills.
its wearer but knows little apart It is possible that some futuristic
from its own combat capabilities. It medical technique might be able
is a friendly, distant presence in the to repair their mutilated eyes.
wearer's mind, but it won't do This is a difficult weapon to
much for them apart from attack, because it is almost
explaining how to use its various impossible to hit the individual
functions. The Lens cannot see or shards. The Razor Cloud is
hear, and it does not know where it completely immune to Piercing,
came from, who made it or how it Slashing, and Bludgeoning damage.
works. It has no particular agenda Only area effect attacks will have
apart from helping its wielder and any effect on it, and anything but
no personality
Razor Cloud to speak of. an electrical or ionic attack will do
Once
Size: Hugeit has been withtoa conceal)
(impossible only half damage. Worse, it can
particular user for 2d6
Cost: Artifact--not hours
usually foritsale reintegrate itself once it has been
grows attuned to their
Tentative Purchase DC: -Requiredmental damaged, and regenerates a hit
energies
Proficiency: andExotic
will work only for
Weapons-- point every round unless it is
them.
Ranged Handed: Requiresfor
It must go unused 3d6
0 hands completely destroyed.
months
to use “Toto Hit”
accept a new
Bonus: owner.
-Rate of It Contrary to appearances, the
has
Fire:no
Can particular
attack asdefenses against
many targets as Razor Cloud isn't an independent
being stolen-it just refuses
are engulfed inside its radius, to but
work construct. Rather, the weapon
for
canwhoever
attack them stoleeach
it (for 3d6
only once responds directly to the thoughts
months). It can
per round Damage: See be instructed to of its operator.
accept someone
description Weight:else-Armor
as its new
Class: To use the Razor Cloud, you must
master,
8 but it won't explain this first have the weapon proficiency.
unless asked.
Hardness: 10 (and see You must be within 600 feet of the
description-most weapons don't cloud to initially take control of it.
harm it at all) It takes a Willpower check vs. DC
Hit Points: 75 15 to make the cloud yours, unless
DC required to break this item of course someone else is already
with a Strength Roll: n/a controlling it, in which case you
Accessories: -Description: An must win an opposed willpower
animate cloud 15 feet in diameter, contest with them. It takes a
made up of whirling, tinkling Standard Action to attempt to seize
razor-sharp metal shards. control of a Razor Cloud.
Although the individual metal To direct the cloud's movements,
fragments spin and tumble at the user must stand within 600 feet
tremendous speed, the cloud itself of it. Once the cloud has been
moves slowly, at a maximum rate attuned to a particular user,
of 20 feet per round. It can move in
The Wummel
controlling it is easyDevice
and requires
any direction, including up and Size: Tiny (but
no special rollsstill impossible to
or even
down and can float in midair conceal with a “sleight
concentration. The userofis hand”
free to
indefinitely. roll)
perform other tasks while directing
Anything engulfed by the cloud Cost: Artifact,
the cloud. DM
If the sets price
cloud's userbased
takes 3d6 slashing damage per on situation,
somehow losesusually notwith
contact for sale.
it or
round that they remain inside, moves out of its range, they will
making this a bad weapon to get have to take another standard
cornered by. The cloud will not action and roll to take control of it400
hurt its owner if it passes over again the next time they come
them, but no one else is within range.
If the cloud becomes
uncontrolled, it will sit patiently in
Tentative Purchase DC: N/A
Required Proficiency: Simple
Handed: Does not occupy either
hand when in use
(floats over the user's left wrist)
Range Increment: 80 feet “To
Hit” Bonus: -Magazine: 150
Rate of Fire: As many times as
the wielder has attacks
Damage: Multiple Types, see
description Weight: -Armor
Class: 9 Hardness: 30 Hit Points:
75
DC required to break this item
with a Strength Roll: N/A (Can’t
be broken with this kind of roll)
Accessories: None known
Description: A weird relic from
some distant age, the Wummel Unclassified Anomalous
device functions according to Object 6
principles that defy most of what Size: Small (No bonus or penalty to
we think we know about physics. conceal with a “sleight of hand”
It looks like a mass of flashing roll)
lights, circling a space about five Cost: Artifact, DM sets price based
inches in diameter just above the on situation, usually not for sale.
wielder's left wrist. When it is Tentative Purchase DC: N/A
fired, a small polyhedron briefly Required Proficiency: Martial
appears in the midst of the Missile Handed: Requires 1 hand
lights, but it vanishes too quickly to use Range Increment: 40 feet
to make out in any detail. “To Hit” Bonus: Ignores Armor
The Wummel Device attunes Magazine: 85
itself to the first person who finds Rate of Fire: Up to three attacks per
it and functions only for them. If round
more than one person discovers it, Damage: Special, see description
then it attaches itself to the one Weight: 2 pounds
with the highest Charisma. Armor Class: 9
Anyone within sight of the Hardness: 15
device's owner can attempt to steal Hit Points: 60
it by beating them at a Charisma DC required to break this item with
contest (both characters roll a Strength Roll: 45
twenty-sided dice and add Special: Can attack up to three
whatever bonuses they have for targets per round. Anyone struck
Charisma. The high roll wins). The by the device must make a
Device is seldom stolen, however, Fortitude Saving Throw vs. DC 20
since the thief must conciously or be utterly disintegrated, leaving
attempt to take it over and almost not even dust behind. With a
no one knows that it is possible to successful throw, the target only
do this. takes 5d6 damage. The beam can
Once the Wummel Device runs only disintegrate about twenty
out of charges, the lights grow dim cubic feat of material, so targets
and slow down. It regenerates one larger than "Large" in size
charge every four hours. automatically make their saving
It can fire a variety of different throws. If the weapon is used
rays, with a number of different against a Huge or larger non-living
effects. object it will remove a twenty-
One does 4d10 radiation cubic foot chunk of material.
damage (20 x2) to a single target Accessories: None known
(Range Increment 80 feet). Description: A powerful and
One does 2d10 radiation baffling artifact, it looks like an
damage in a 25 foot cone (anyone eight-pointed metal star with a
caught in the cone can make a bronze-colored nozzle at each
Reflexes Saving Throw vs. DC 16 to point. Throw it like a shuriken and
take half damage). it will seek out up to three
One makes a Ranged Touch opponents you mentally designate,
Attack (Range Increment 20 feet) make a Ranged Touch Attack
and does 2d10 heat damage (20 against each of them with its 401
x2). nozzles and disintegrate them in a
One does 5d10 Weird Energy flash of greenish light. It cannot
damage (20 x3), but only affects make multiple attacks against the
non-living tissue (Range Increment same target in a single turn. If it
40 feet). can't find three separate targets
charges the device has left, or how
you would go about recharging it.
Nor for that matter does anyone
understand why its makers didn't
simply build a disintegration ray, if
they wanted to disintegrate things
at range.

The Xugulor
Size: Medium (-4 penalty to
conceal with a “sleight of hand”
Witherslant Gun, Model roll)
Omega Cost: Artifact, DM sets price based
Size: Huge (can't be concealed) on situation, usually not for sale.
Cost: Kill the person you love most Tentative Purchase DC: N/A
for the amusement of the Required Proficiency: Energy
Witherslant Masters Tentative Weapons Handed: Requires 1 hand
Purchase DC: N/A Required to use Range Increment: 70 feet
Proficiency: Simple Handed: “To Hit” Bonus: -Magazine: Special,
Requires 1 hand to use Range see description Rate of Fire: As
Increment: 300 feet “To Hit” Bonus: many times as the wielder has
+2 Magazine: 55 attacks
Rate of Fire: As many times as the Damage: As many d10 of Weird
wielder has attacks Energy as you ask it for--but see
Damage: Anyone struck by the "Special"
beam must make a Willpower Weight: 4 pounds Armor Class: 7
Saving Throw vs. DC 25 or die. Hardness: 20 Hit Points: 50
Weight: 10 pounds Armor Class: 5 DC required to break this item with
Hardness: 20 Hit Points: 30 a Strength Roll: 25
DC required to break this item with Special: Permanently drains 1
a Strength Roll: 50 permanent point of Constitution
Special: Makes a Ranged Touch from its user per 2d10 of damage it
Attack, ignores armor. inflicts (round fractions up).
Accessories: Scope and targeting Accessories: None known
system are already built into the Description: A horrible vampiric
weapon, and taken into account artifact from who- knows where,
in its Range Modifier pity the wielder of the Xugulor, but
Description: The ultimate creation pity his victims, too. Made of some
of the dreaded Witherslant- weird greenish metal, the Xugulor
Masters, the existance of this is about the length of a man's
weapon has only been rumored. forearm. The user puts their arm
They supposedly offer it to special inside, the weapon unfolds its
clients or to creatures who have strange gossamer wings and then
amused them in other ways. Like grafts itself into the user's flesh. It
all of their guns it flies up into the requires a Strength Roll vs. DC 20
user's hand at a thought, and never or an hour's worth of work with a
has to Readied. It also projects an set of surgical tools and a medical
invisible force field around the skill roll vs. DC 18 to remove the
wielder, adding a +5 to their AC thing. It causes 1d6 damage to
(the field can be expanded to cover carefully remove the device and
anyone at Close range). It is 2d6 to just rip it loose. Sometimes
isomorphic, and responds only to the Xugulor's users swear they can
its owner. Anyone else who picks it hear it whispering to them in their
up suffers 2d8 radiation damage. dreams.
Unlike most of their weapons, it
looks dramatic. As long as a heavy
machine-gun, it's impossible to
conceal. It is slender, waspish,
swept back and somehow radiates 402
death. A faint, high, unpleasant
whine constantly emmanates from
the gun, setting everyone's teeth
on edge.
Roll: 50
Special: Automatically hits the
target, if the target is within the
shooter's line of sight. The shooter
can hit any target they can see,
whether with their own eyes or on
a monitor, provided that the target
The Zed Gun is on the same plane of reality.
Size: Medium (-4 penalty to Accessories: Holster (must be
conceal with a “sleight of hand” custom-made, for about 140 Units,
roll) weighs 1/2 pound)
Cost: Artifact, DM sets price based Description: The legendary Zed
on situation, usually not for sale. Gun never misses, it is said. It fires
Tentative Purchase DC: N/A a beam which can turn corners,
Required Proficiency: Simple reverse on itself and chase down its
Handed: Requires 1 hand to use prey. Anything which the wielder
Range Increment: -“To Hit” Bonus: can see is within the Zed Gun's
Always hits, never misses Magazine: reach. There is only one Zed Gun, if
Unlimited indeed the weapon exists at all. It
Rate of Fire: As many times as the has its own strange power-
wielder has attacks generation device which never runs
Damage: 3d12 Weird Nameless dry. In appearance, the Zed Gun is
Energy a strangely-shaped green metal
Weight: 3 pounds pistol, with a globe filled with some
Armor Class: 9 strange red swirling liquid set on
Hardness: 30 top. The metal is a weirdly mottled
Hit Points: 100 color and seems to slowly change
DC required to break this item with its pattern when you aren’t looking

Weapons of Mass
a Strength directly at it. It does not have a
trigger, but it knows when you
want it to fire. No one can really

Destruction
say where it came from, but it is
said to have never brought its
owner happiness.
And now for the part you've all been waiting for. Weapons of mass
destruction come in many forms, but for the purposes of this book we're
chiefly interested in the ones that make really loud noises. And here they
are, organized roughly in order of lethality, from weapons that can devastate
cities to weapons that can lay waste to continents, to far worse things.
Some DMs may worry that these devices might upset game balance,
particularly the ones that are powerful enough to split planets in half but fit
Fuel-Air Explosive
conveniently Device
in a suitcase. Units,
To this I can only uses that
respond a satellite uplink
if your campaign
has
Size:already reached
Huge (can’t the stage where weapons
be concealed) and ofhas
masseffectively unlimited
destruction would be
flung around,Units
Cost: 10,000 the time to worry about game
Tentative range
balance unless
is already the DMIt’s
long past.
time to kick
Purchase DC:back and
2625 determines that something is
enjoy the special effects.
Required
Proficiency: Simple Handed: N/A interfering with the signal)
Range Increment: -“To Hit” Bonus: - Description: A poor man's atomic
Rate of Fire: Once per round bomb. But not a very poor man.
Damage: 15d6 Heat damage to This is perhaps the most
everything in a 500 foot radius. destructive device you can build
Anyone caught within that range without a nuclear reaction. It
can make a Reflexes Saving Throw releases a fine vapor of flammable
vs. DC 25 to take half damage. fuel over a wide area and then
Weight: 1 ton Armor Class: 3 ignites it all at once. Fuel-air
Hardness: 2 Hit Points: 3 explosives aren't small and they
DC required to break this item with aren't very portable, but they're
a Strength Roll: 14 to disable ideal for denying resources to an
Accessories: Remote Detonator invading army, or for blackmailing
(1/20th lb, costs 150 cities into paying enormous
ransoms. This one comes with a
timer, which can be set for up to six
hours. It can also be detonated by
remote control, preferably from a
great distance.
403
Small Fission Bomb
Size: Medium (-4 penalty to conceal
with a “sleight of hand” roll)
Cost: 20,000,000 Units (almost
always a prototype-- this is
actually the cost required to build
the weapon) Tentative Purchase
DC: 45
Required Proficiency: Demolition
(or other skill, at the DM's
discretion) at +5 or better.
Handed: N/A Range Increment: --
“To Hit” Bonus: -Rate of Fire: Can
Large Fuel-Air Explosive only be fired once.
Damage: Special, see description
Device Weight: 25 pounds Armor Class: 7
Size: Gargantuan (can't be Hardness: 5 Hit Points: 15
concealed) DC required to break this item with
Cost: 50,000 Units Tentative a Strength Roll: Demolitions Skill
Purchase DC: 31 30 Check vs. DC 15 Special: Does area
Required Proficiency: effect damage which decreases as
Simple Handed: N/A Range it gets further from the site of the
Increment: -“To Hit” Bonus: blast.
-Rate of Fire: Once per It does 30d8 Bludgeoning + 20d8
round Heat Damage +5d6 Radiation
Damage: Does area effect damage Damage to anything in a 150 foot
that decreases with the distance. radius. This damage ignores up to
Everything in a 100 foot radius 50 points of Hardness or Damage
takes 18d6 heat damage Resistance. Anything in this first
Everything between 100 and 500 area which loses all its hit points
feet away from the bomb takes can never be repaired, restored or
8d6 damage, everything between brought back to life-it has been
500 and 100 feet takes 5d6 utterly annihilated.
damage. Anyone standing more The bomb does 20d8
than a hundred feet from the Bludgeoning + 10d8 Heat Damage
weapon can make a Reflexes +4d6 Radiation Damage to
Saving Throw vs. DC 25 to take half anything in a radius of 151-300
damage. feet. This damage ignores up to 30
Weight: 30 tons Armor points of hardness or Damage
Class: 0 Hardness: 3 Hit Resistance.
Points: 4 It does 15d8 Bludgeoning + 8d8
DC required to break this item with Heat Damage +3d6 Radiation
a Strength Roll: 14 to disable Damage to anything in a radius of
Accessories: Remote Detonator 301-500 feet. This damage ignores
(1/20th lb, costs 150 Units, uses a up to 20 points of Hardness or
satellite uplink and has effectively Damage Resistance.
unlimited range unless the DM It does 10d8 Bludgeoning + 6d8
determines that something is Heat Damage +2d6 Radiation
interfering with the signal) Damage to anything in a radius of
Description: This one really is the 501-1,000 feet. This damage
most destructive device you can ignores up to 10 points of
build without a nuclear reaction. Hardness or Damage Resistance.
It's just like a fuel-air explosive It does 5d8 Bludgeoning + 3d8
device, but much, much bigger. It Heat Damage +1d6 Radiation
releases a fine vapor of flammable Damage to anything in a radius of
fuel over an even wider area and 1,0012000 feet. Hardness and
then ignites it all at once. As big as Damage Resistance protect
building, far too large to drop from normally against this damage. At
an aircraft, this model is more the this range the DM may decide that
kind of thing you'd find in an arch- a character must make a Reflexes
villain's lair. Despite its terrifying Saving Throw vs. DC 15-20 to avoid
destructive power, it doesn't really being crushed by some flying piece
have that much value as a military of debris for additional damage
weapon, since you can't launch it (DM's discretion as to how much).
at a target, and if detonated it will It does 3d8 Bludgeoning + 2d8
devastate a huge swath of your Heat Damage to anything in a 404
own territory. Favored by insane radius of 2001-3,500 feet. A
dictators who'd rather blow up Reflexes Saving Throw vs. DC 20
their country than lose control of will halve this damage (it is at this
it, or masked lunatics who can't range that you generally start to
afford a giant death ray. Its timer see a few wounded survivors,
It does 1 d8 Bludgeoning You can set the timer for up to
Damage to anything in a radius of seventy-two hours (no skill roll
4,501-6,000 feet, still more than required) and run like Hell, or
enough to kill an ordinary Level 0 detonate the weapon with a coded
citizen or blast all the windows out satellite transmission (It takes a
of a building. A Reflexes Saving skill roll vs. DC 10 to do this. The
Throw vs. DC 20 will halve this DM should decide which futuristic
damage. Flying Debris isn't as skill would be appropriate).
much of a hazard at this range, but The bomb cannot be armed by
the DM can still call for a Reflexes remote control. Someone has to
Saving Throw to avoid taking extra physically move it into position
damage. and arm the device before the
There are certain additional timer can be set into motion by
hazards to being in the vicinity of a satellite feed.
small, dirty nuclear blast. Anyone Once you get the case open, the
who takes any damage from the device is surprisingly easy to
bomb must make a Fortitude disarm. A Demolitions skill check
Saving Throw vs. DC 15+the vs. DC 15 will do the job. Only
number op hit points taken in rolling an unmodified 1 will set the
damage, or suffer the effects of bomb off in the course of trying to
radiations sickness. Radiation disarm it.
Sickness destroys one point of The bomb itself is round and
Constitution per hour. It lasts until with its white pentagonal shaped
the character can make a Fortitude charges set all over it surface it
Save vs. DC 20, (roll once per 2 looks a lot like a soccer ball.
hours) but since their Con score is It is also possible to set a booby
continually declining, it gets harder trap in place which will detonate
and harder to make the roll. the bomb the moment the case is
The final stages of the condition opened, but few operatives would
are extremely unpleasant to ever be fanatical or suicidal
experience. One the character's enough to use it. If the booby trap
Con reaches 4, they make all their has been set in place, then
rolls (except Fortitude Saving disarming the bomb becomes a
Throws, just to be fair) at a -2 DC 20 skill check. Fail the roll and
penalty. When they reach Con 3 the the weapon detonates.
penalty increases to -4. When they
lose another point it becomes a -6
penalty and when they reach Con 1
they are unable to take any action,
or even to move. If they can make a
Willpower Saving Throw vs. DC 15,
they can force themselves to say a
few words or to undertake some
purely mental action-at a -6
penalty, of course.
Small, primitive nuclear weapons Large Fission Bomb
like this one are also notoriously Size: Huge (can't be concealed)
dirty. 20-240 (2d12x10) minutes Cost: 10,000,000 Units Tentative
after the initial blast, a black, greasy Purchase DC: 45 Required
rain begins to fall from the sky, Proficiency: Demolition (or other
contaminating everything out side skill, at the DM's discretion) at +5
with radiation (no saving throw). or better.
Anyone caught out in this deadly Handed: N/A Range Increment: --
rain (or "fallout") must at once “To Hit” Bonus: -Rate of Fire: Can
make a Fortitude Saving Throw vs. only be fired once.
DC 15 or suffer the effects of Damage: Special, see description
Radiation Sickness, as described Weight: 1 ton
above. Armor Class: 4
Anyone caught outside or Hardness: 15
within sight of a window anywhere Hit Points: 35
inside the blast radius of an DC required to break this item
atomic attack must make a with a Strength Roll: Demolitions
Reflexes Saving Throw vs. DC 15 Skill Check vs. DC 10
or become permanently blind.
There may or may not be some
kind of futuristic medical 405
technique which can fix this. The
DM may assign bonuses to the
Saving Throw, depending on
various extenuating factors.
How far the character is from the
Special: Does area effect damage reaches 4, they make all their
which decreases as it gets further rolls (except Fortitude Saving
from the site of the blast. Throws, just to be fair) at a -2
It does 30d8 Bludgeoning + 20d8 penalty. When they reach Con 3
Heat Damage +5d6 Radiation the penalty increases to -4. When
Damage to anything in a 200 foot they lose another point it
radius. This damage ignores up to becomes a -6 penalty and when
50 points of Hardness or Damage they reach Con 1 they are unable
Resistance. Anything in this first to take any action, or even to
area which loses all its hit points move. If they can make a
can never be repaired, restored or Willpower Saving Throw vs. DC
brought back to life--it has been 15, they can force themselves to
utterly annihilated. say a few words or to undertake
The bomb does 20d8 some purely mental action--at a -
Bludgeoning + 10d8 Heat Damage 6 penalty, of course.
+4d6 Radiation Damage to Anyone caught outside or within
anything in a radius of 201-350 sight of a window anywhere inside
feet. This damage ignores up to 30 the blast radius of an atomic attack
points of hardness or Damage must also make a Reflexes Saving
Resistance. Throw vs. DC 15 or become
It does 15d8 Bludgeoning + 8d8 permanently blind. There may or
Heat Damage +3d6 Radiation may not be some kind of futuristic
Damage to anything in a radius of medical technique which can fix
351-550 feet. This damage ignores this. The DM may assign bonuses
up to 20 points of Hardness or to the Saving Throw, depending on
Damage Resistance. various extenuating factors.
It does 10 d8 Bludgeoning + 6d8 How far the character is from the
Heat Damage +2d6 Radiation window, the angle they're facing,
Damage to anything in a radius of etc. This is strictly the DM's call.
551-1,500 feet. This damage Fission weapons also produce a
ignores up to 10 points of Hardness lot of radioactive waste. 20-240
or Damage Resistance. (2d12x10) minutes after the initial
It does 5d8 Bludgeoning + 3d8 blast, a black, greasy rain begins
Heat Damage +1d6 Radiation to fall from the sky,
Damage to anything in a radius of contaminating everything outside
1,5013000 feet. Hardness and with radiation (no saving throw).
Damage Resistance protect Anyone caught out in this deadly
normally against this damage. At rain (or "fallout") must at once
this range the DM may decide that make a Fortitude Saving Throw
a character must make a Reflexes vs. DC 15 or suffer the effects of
Saving Throw vs. DC 15-20 to avoid Radiation Sickness, as described
being crushed by some flying piece above.
of debris for additional damage The whole target area will
(DM's discretion as to how much). probably be contaminated for a
It does 3d8 Bludgeoning + 2d8 long time. For the first 2d4 weeks,
Heat Damage to anything in a anyone who ventures into the blast
radius of 3001-4,500 feet. A radius must make a Fortitude
Reflexes Saving Throw vs. DC 20 Saving Throw vs. DC 15 once per
will halve this damage (it is at this every two hours they spend there,
range that you generally start to or lose a point of Constitution. For
see a few wounded survivors, 2d6 years, there is a 15% chance
buildings that are still standing and that anyone who spends more
so forth). Flying Debris remains a than a month here will contract
serious hazard at this range, and Small
some lethalFusion
form Bomb
of cancer. The
the DM is entitled to make a Size: Huge
chance rises(can’t
to 30%be if
concealed)
they spend
character roll to avoid it. Cost:
more 30,000,000
than five yearsUnitsliving
Tentative
in the
It does 2d8 Bludgeoning + 1d8 Purchase DC: 50 Required
vicinity. Description: A one-
Heat Damage to anything in a Proficiency:
megaton fission Demolition (or other
bomb, meant to
radius of 4,501-6,500 feet. A skill,
be dropped on a populationat
at the DM's discretion) +5
center
Reflexes Saving Throw vs. DC 15 or
by better.
airplane. It looks like a squat
will halve this damage. At this Handed:
black steel N/A Range
ball. You tend to see
range flying debris is still Increment:
these weapons-“Toin Hit”
the hands of
everywhere, and the DM should feel Bonus: -Rate
states that of Fire:
have just figured out
free to make characters make Can
how only
to usebeatomic
fired once.
bombs, before
Reflexes Saving Throws of up to DC they become capable of making
20 to avoid it. cleaner and more powerful fusion406
It does 1 d8 Bludgeoning weapons. A site that has been
Damage to anything in a radius of nuked by one of these things won't
6,501-9,000 feet. A Reflexes Saving be safe for a long time. This bomb
Throw vs. DC 20 will halve this doesn't have a timer or a radio
damage. Flying Debris isn't as detonator-it's meant to go off
Damage: Special, see Radiation sickness destroys one
description Weight: point of Constitution per hour. It
150 pounds Armor lasts until the character can make a
Class: 4 Hardness: 15 Fortitude Save vs. DC 20, (roll once
Hit Points: 20 per 2 hours) but since their Con
DC required to break this item score is continually declining, it
with a Strength Roll: Demolitions gets harder and harder to make
Skill Check vs. DC 15 Special: Does the roll.
area effect damage which This is a bad way to die and the
decreases as it gets further from agony it causes will begin to
the site of the blast. seriously affect the character's rolls
It does 30d8 Bludgeoning + as it enters its final stages. One the
20d8 Heat Damage +3d6 character's Con reaches 4, they
Radiation Damage to anything in a make all their rolls (except
300 foot radius. This damage Fortitude Saving Throws, just to be
ignores up to 50 points of fair) at a -2 penalty. When they
Hardness or Damage Resistance. reach Con 3 the penalty increases
Anything in this first area which to -4. When they lose another
loses all its hit points can never be point it becomes a -6 penalty and
repaired, restored or brought back when they reach Con 1 they are
to life-it has been utterly unable to take any action, or even
annihilated. to move. If they can make a
The bomb does 20d8 Willpower Saving Throw vs. DC 15,
Bludgeoning + 10d8 Heat Damage they can force themselves to say a
+2d6 Radiation Damage to few words or to undertake some
anything in a radius of 301-500 purely mental action- at a -6
feet. This damage ignores up to 30 penalty, of course.
points of hardness or Damage Anyone caught outside or within
Resistance. sight of a window anywhere inside
It does 15d8 Bludgeoning + 8d8 the blast radius of an atomic attack
Heat Damage +2d6 Radiation must also make a Reflexes Saving
Damage to anything in a radius of Throw vs. DC 15 or become
501-750 feet. This damage ignores permanently blind. There may or
up to 20 points of Hardness or may not be some kind of futuristic
Damage Resistance. medical technique which can fix
It does 10d8 Bludgeoning + 6d8 this. The DM may assign bonuses
Heat Damage +2d6 Radiation to the Saving Throw, depending on
Damage to anything in a radius of various extenuating factors.
751-1,500 feet. This damage How far the character is from the
ignores up to 10 points of window, the angle they're facing,
Hardness or Damage Resistance. etc. This is strictly the DM's call.
It does 5d8 Bludgeoning + 3d8 The target area will be
Heat Damage +1d6 Radiation dangerously radioactive for a few
Damage to anything in a radius of days. For the first 3d20 hours,
1,5013000 feet. Hardness and anyone who ventures into the blast
Damage Resistance protect radius must make a Fortitude
normally against this damage. At Saving Throw vs. DC 15 once per
this range the DM may decide that every two hours they spend there,
a character must make a Reflexes or lose a point of Constitution.
Saving Throw vs. DC 15-20 to Accessories: None Known
avoid being crushed by some Description: A one-megaton fusion
flying piece of debris for bomb, this is the main nuclear
additional damage (DM's weapon in the arsenal of late 20th-
discretion as to how much). century superpowers. Far cleaner
It does 3 d8 Bludgeoning + 2d8 than a fission bomb of the same
Heat Damage to anything in a size, it produces very little lasting
radius of 3001-4,500 feet. A atomic waste.
Reflexes Saving Throw vs. DC 20 Small fusion weapons come in
will halve this damage (it is at this a lot of shapes and
range that you generally start to configurations. This particular
see a few wounded survivors, device is a modular warhead,
buildings that are still standing meant to be mounted on any of a
and so forth). Flying Debris number of different delivery
remains a serious hazard at this systems. It could be placed on an
range, and the DM is entitled to ICBM and hit targets on the far
make a character roll to avoid it. It side of the planet, or on a small407
does 2d8 Bludgeoning + 1d8 Heat surface-to-surface battlefield
Damage to anything in a radius of missile with a range of just a few
4,5016,500 feet. A Reflexes Saving miles. Or it could be dropped out
Throw vs. DC 15 will halve this of a bomber.
damage. At this range flying All too often Player Characters
Large Fusion Bomb Throw vs. DC 20 will halve this
Size: Huge (can't be concealed) damage. Flying Debris isn't as
Cost: 50,000,000 Units Tentative much of a danger at this range, but
Purchase DC: 55 Required the DM can still call for a Reflexes
Proficiency: Demolition (or other Saving Throw to avoid taking extra
skill, at the DM's discretion) at +5 damage.
or better. There are certain additional
Handed: N/A Range Increment: -- hazards to being in the vicinity of a
“To Hit” Bonus: -Rate of Fire: Can nuclear blast. While fusion weapons
only be fired once. aren't nearly as dirty as fission
Damage: Special, see description bombs, there is still a risk of
Weight: 800 pounds Armor Class: getting radiation sickness from the
4 Hardness: 15 Hit Points: 50 initial exposure. Anyone who takes
DC required to break this item damage directly from the bomb
with a Strength Roll: Demolitions must make a Fortitude Saving
Skill Check vs. DC 20 Special: Does Throw vs. DC 10 or suffer the
area effect damage which effects of radiation sickness.
decreases as it gets further from Radiation sickness destroys one
the site of the blast. point of Constitution per hour. It
It does 30d8 Bludgeoning + 20d8 lasts until the character can make a
Heat Damage +3d6 Radiation Fortitude Save vs. DC 20, (roll once
Damage to anything in a 600 foot per 2 hours).
radius. This damage ignores up to The final stages of the condition
50 points of Hardness or Damage are excruciatingly unpleasant. One
Resistance. Anything in this first the character's Con reaches 4, they
area which loses all its hit points make all their rolls (except
can never be repaired, restored or Fortitude Saving Throws, just to be
brought back to life-it has been fair) at a -2 penalty. When they
vaporized. reach Con 3 the penalty increases
The bomb does 20d8 to -4. When they lose another point
Bludgeoning + 10d8 Heat Damage it becomes a -6 penalty and when
+2d6 Radiation Damage to they reach Con 1 they are unable to
anything in a radius of 601-800 take any action, or even to move. If
feet. This damage ignores up to 30 they can make a Willpower Saving
points of hardness or Damage Throw vs. DC 15, they can force
Resistance. themselves to say a few words or to
It does 15d8 Bludgeoning + 8d8 undertake some purely mental
Heat Damage +2d6 Radiation action-at a -6 penalty, of course.
Damage to anything in a radius of Anyone caught outside or
801-1,200 feet. This damage within sight of a window
ignores up to 20 points of Hardness anywhere inside the blast radius
or Damage Resistance. of an atomic attack must also
It does 10d8 Bludgeoning + 6d8 make a Reflexes Saving Throw vs.
Heat Damage +2d6 Radiation DC 15 or become permanently
Damage to anything in a radius of blind. There may or may not be
1,201-1,750 feet. This damage some kind of futuristic medical
ignores up to 10 points of Hardness technique which can fix this. The
or Damage Resistance. DM may assign bonuses to the
It does 5d8 Bludgeoning + 3d8 Saving Throw, depending on
Heat Damage +1d6 Radiation various extenuating factors.
Damage to anything in a radius of How far the character is from the
1,7516000 feet. Hardness and window, the angle they're facing,
Damage Resistance protect etc. This is strictly the DM's call.
normally against this damage. At The target area will be
this range the DM may decide that dangerously radioactive for a few
a character must make a Reflexes days. For the first 3d20 hours,
Saving Throw vs. DC 15-20 to avoid anyone who ventures into the blast
being crushed by some flying piece radius must make a Fortitude
of debris for additional damage Saving Throw vs. DC 15 once per
(DM's discretion as to how much). every two hours they spend there,
It does 3d8 Bludgeoning + 2d8 or lose a point of Constitution.
Heat Damage to anything in a Accessories: None Known
radius of 6001-9,500 feet. A Description: A twenty-megaton
Reflexes Saving Throw vs. DC 20 fusion bomb, made for cracking
will halve this damage (it is at this open underground missile silos and
range that you generally start to fortifications. This device can't be 408
see a few wounded survivors, hidden in a suitcase or a car-trunk,
buildings that are still standing and and is almost always either
so forth). Flying Debris remains a dropped from an aircraft or placed
serious hazard at this range, and on a ballistic missile.
the DM is entitled to make a It is just conceivable that a
some flying piece of debris for
additional damage (DM's discretion
as to how much).
It does 3d8 Bludgeoning + 2d8
Heat Damage to anything in a
radius of 12,001-19,000 feet. A
Reflexes Saving Throw vs. DC 20
will halve this damage (it is at this
range that you generally start to
see a few wounded survivors,
buildings that are still standing and
so forth). Flying Debris remains a
serious hazard at this range, and
the DM is entitled to make a
character roll to avoid it.
It does 2d8 Bludgeoning + 1d8
Heat Damage to anything in a
Very Large Fusion Bomb radius of 19,001-24,000 feet. A
Size: Gargantuan (can’t be Reflexes Saving Throw vs. DC 15
concealed) will halve this damage. At this
Cost: 800,000,000 Units (almost range flying debris is still
always a prototype-- this is actually everywhere and the DM should feel
the cost required to build the free to make characters make
weapon) Tentative Purchase DC: 75 Reflexes Saving Throws of up to DC
Required Proficiency: Demolition 20 to avoid it.
(or other skill, at the DM's It does 1 d8 Bludgeoning
discretion) at +5 or better. Damage to anything in a radius of
Handed: N/A Range Increment: -- 24,001-39,000 feet. A Reflexes
“To Hit” Bonus: -Rate of Fire: Can Saving Throw vs. DC 20 will halve
only be fired once. this damage. Flying Debris isn't as
Damage: much of a danger at this range, but
Special, the DM can still call for a Reflexes
see Saving Throw to avoid taking extra
descripti damage.
on There are certain additional
Weight: 3 hazards to being in the vicinity of a
tons nuclear blast. While fusion weapons
Armor aren't nearly as dirty as fission
Class: 4 bombs, there is still a risk of
Hardness getting radiation sickness from the
: 15 Hit initial exposure. Anyone who takes
Points: damage directly from the bomb
75 must make a Fortitude Saving
DC required to break this item with Throw vs. DC 10 or suffer the
a Strength Roll: Demolitions Skill effects of radiation sickness.
Check vs. DC 15 Special: Does area Radiation sickness destroys one
effect damage which decreases as point of Constitution per hour. It
it gets further from the site of the lasts until the character can make a
blast. Fortitude Save vs. DC 20, (roll once
It does 30d8 Bludgeoning + per 2 hours).
20d8 Heat Damage +3d6 Radiation The final stages of the condition
Damage to anything in a 1,200 foot are extremely unpleasant to
radius. This damage ignores up to experience. One the character's
50 points of Hardness or Damage Con reaches 4, they make all their
Resistance. Anything in this first rolls (except Fortitude Saving
area which loses all its hit points Throws, just to be fair) at a -2
can never be repaired, restored or penalty. When they reach Con 3 the
brought back to life--it has been penalty increases to -4. When they
utterly annihilated. lose another point it becomes a -6
The bomb does 20d8 penalty and when they reach Con 1
Bludgeoning + 10d8 Heat Damage they are unable to take any action,
+2d6 Radiation Damage to or even to move. If they can make a
anything in a radius of 1,201-1,600 Willpower Saving Throw vs. DC 15,
feet. This damage ignores up to 30 they can force themselves to say a
points of hardness or Damage few words or to undertake some
Resistance. purely mental action-at a -6 409
It does 15d8 Bludgeoning + 8d8 penalty, of course.
Heat Damage +2d6 Radiation Anyone caught outside or within
Damage to anything in a radius of sight of a window anywhere
1,601-2,400 feet. This damage inside the blast radius of an
ignores up to 20 points of atomic attack must also make a
than the other nukes we have listed Radiation Damage to anything in
here--it's the size of a house. a radius (or cone) of 1,501-3000
Very large nuclear bombs hit a feet. Hardness and Damage
point of diminishing returns on Resistance protect normally
destructive yield. This weapon does against this damage. At this range
not do nearly as much damage as the DM may decide that a
twenty ten- megaton bombs, and character must make a Reflexes
far less than two-hundred one- Saving Throw vs. DC 15-20 to
megaton devices. avoid being crushed by some
This bomb is probably either a flying piece of debris for
terror-weapon or the product of additional damage (DM's
some large, wasteful and discretion as to how much).
destructive civilization with a lot of It does 3 d8 Bludgeoning + 2d8
resources and a regular habit of Heat Damage to anything in a
annihilating other cultures. radius (or cone) of 3001-4,500 feet.
It would take a rocket the size of A Reflexes Saving Throw vs. DC 20
a Saturn Five to effectively launch will halve this damage (it is at this
this weapon. But of course there range that you generally start to
may be warlikeNuke
Directional galactic empires see a few wounded survivors,
with
Size: enough
Large (-8resources
penalty toto conceal
put ten buildings that are still standing and
or twenty
with of them
a “sleight on every
of hand” roll)police so forth). Flying Debris remains a
cruiser and pleasure
Cost: 50,000,000 yacht.
Units Tentative serious hazard at this range, and
Purchase DC: 80 Required the DM is entitled to make a
Proficiency: Demolition (or other character roll to avoid it.
skill, at the DM's discretion) at +5 It does 2d8 Bludgeoning + 1d8
or better. Heat Damage to anything within
Handed: N/A Range Increment: -- 4,501-6,500 feet. A Reflexes Saving
“To Hit” Bonus: -Rate of Fire: Can Throw vs. DC 15 will halve this
only be fired once. damage. At this range flying debris
Damage: Special, see description is still everywhere, and the DM
Weight: 200 pounds Armor Class: 4 should feel free to make characters
Hardness: 15 Hit Points: 40 make Reflexes Saving Throws of up
DC required to break this item with to DC 20 to avoid it.
a Strength Roll: Demolitions Skill It does 1 d8 Bludgeoning
Check vs. DC 15 Special: Does area Damage to anything within 6,501-
effect damage which decreases as 9,000 feet. A Reflexes Saving Throw
it gets further from the site of the vs. DC 20 will halve this damage.
blast. Flying Debris isn't as much of a
It can be set to do damage in danger at this range, but the DM
either a hemisphere or a cone- can still call for a Reflexes Saving
shaped area of attack, but the Throw to avoid taking extra
actual amount of damage doesn't damage.
vary according to the shape of the There are certain additional
blast--only the distance from the hazards to being in the vicinity of a
point of detonation. nuclear blast. While fusion
It does 30d8 Bludgeoning + weapons aren't nearly as dirty as
20d8 Heat Damage +3d6 Radiation fission bombs, there is still a risk of
Damage to anything in a 300 foot getting radiation sickness from
radius (or cone). This damage exposure to the blast itself. Anyone
ignores up to 50 points of who takes damage directly from
Hardness or Damage Resistance. the bomb must make a Fortitude
Anything in this first area which Saving Throw vs. DC 10 or suffer
loses all its hit points can never be the effects of radiation sickness.
repaired, restored or brought back Radiation sickness destroys one
to life--it has been utterly point of Constitution per hour. It
annihilated. lasts until the character can make a
The bomb does 20d8 Fortitude Save vs. DC 20, (roll once
Bludgeoning + 10d8 Heat Damage per 2 hours) but since their Con
+2d6 Radiation Damage to score is continually declining, it
anything in a radius (or cone) of gets harder and harder to make the
301-500 feet. This damage ignores roll.
up to 30 points of hardness or The final stages of the condition
Damage Resistance. are extremely unpleasant to
It does 15d8 Bludgeoning + 8d8 experience. One the character's
Heat Damage +2d6 Radiation Con reaches 4, they make all their
Damage to anything in a radius (or rolls (except Fortitude Saving 410
cone) of 501-750 feet. This damage Throws, just to be fair) at a -2
ignores up to 20 points of penalty. When they reach Con 3
Hardness or Damage Resistance. the penalty increases to -4. When
It does 10d8 Bludgeoning + 6d8 they lose another point it becomes
Heat Damage +2d6 Radiation a -6 penalty and when they reach
Saving Throw vs. DC 15 once per crater where the field cuts into the ground.
every two hours they spend there,
or lose a point of Constitution.
Accessories: None Known Gravitic Implosion Bomb
Description: A fusion weapon Size: Huge (can't be concealed)
equipped with a nuclear damper-- Cost: Artifact, DM sets price based
it can be set to do its catacylsmic on situation, usually not for sale.
damage in a cone-shaped area or Tentative Purchase DC: N/A
a hemishpere instead of a radius- Required Proficiency: Exotic
effect. Weapon Handed: N/A Range
If you are standing within fifty Increment: -“To Hit” Bonus: -Rate
feet of the bomb when it goes off, of Fire: Can only be fired once.
you still take 6d6 bludgeoning Damage: Special, see description
damage and 4d6 heat damage Weight: 500 pounds Armor Class: 4
from the collateral effects of Hardness: 10 Hit Points: 10
having such a massive explosion DC required to break this item with
occur in your immediate vicinity. a Strength Roll: 27 to deactivate
Any being smaller than Colossal with a skill roll (but See
in size will also be flung 50-500 description)
Thanatic
feet
(possibly
Field
in a random
into the
Projector
direction
heat andtoatomic
Accessories: None Known
Size: Medium (-4 penalty Description: Gravitic explosion
catastrophe
conceal withof the actual
a “sleight of blast).
hand” bombs are among the most
Colossal
roll) creatures are merely terrible and devastating weapons
knocked
Cost: to theDM
Artifact, ground whenbased
sets price they ever produced. One of these
take damage.usually not for sale.
on situation, devices can burst a planet open
Tentative Purchase DC: N/A like a rotten piece of fruit.
Required Proficiency: Simple It works according to a very
Handed: N/A Range Increment: -- simple principle. A few drops of
“To Hit” Bonus: -Rate of Fire: Can liquid fall through a vacuum tube
only be fired once. (the tube is typically about six
Damage: Special, see description inches in length). When the liquid
Weight: 2 pounds Armor Class: 7 reaches the bottom of the tube, it
Hardness: 60 Hit Points: 250 falls through a tiny space-warp
DC required to break this item with back up to the top. The material
a Strength Roll: N/A keeps falling through that tiny
Accessories: None Known space, over and over again,
Description: A smooth, shiny gray accelerating, building up speed as
cube, made of it falls and falls. After 12 hours or
what appears to be metal but is in so of continuous acceleration, it is
fact something going to make one Hell of a bang
much stronger. There is a large red when it finally slams into the
button on one bottom of the tube.
side. At an acceleration rate of 32 feet
When you press the button, per second, per second (normal for
every living thing within a 5 foot Earth-gravity) it will take only a few
radius of the device must make a days for the material to reach
Saving Throw vs. DC 25 or lie down speeds where it would be
and die. Robots and complex extremely dangerous to turn the
machines fare a little better, and machine off.
only roll vs. DC 20. You must roll After the first 12 hours, it does
once every round that you remain 10d6 damage to anything in a 40
within the field. foot radius when switched off or
After two rounds, the field broken. After the next 12 hours it
begins to expand. It doubles in size does 20d6 damage to anything
every round thereafter, affecting a within 100 feet. After the 40 th hour
ten- foot radius, then a twenty- it does 30d6 damage to anything
foot radius, then a fourty- foot within two hundred miles. After the
radius, then an eighty foot radius, 48th hour it will do 40d6 damage
then a 160 foot radius and so to anything within a thousand mile
forth. It grows to a maximum radius, devastating a significant
radius of 1280 feet, about the size chunk of the planet and causing
of a small nuclear blast (although catastrophic weather over the rest
of course it is far more of it.
destructive). Once the field reaches As the materials approach the
its maximum range it will remain speed of light, some time near the
there for 2-12 years, and then middle of the third day, their 411
suddenly vanish, taking the device effective mass begins to increase,
with it. bending local space like a black
Everything inside the field will hole and very possibly disrupting
slowly turn to dust over the first the planet's rotation. Earthquakes,
few months. By the time two years tidal waves and exceptionally
remain within 50 feet of it. metal pull tab in the top. It's easy
Anyone who gets within 25 feet to tip over, but after the first day it
will take 1d6 points of damage would be a terrible idea.
per round (no Saving Throw The device works exactly the
unless the character somehow same way as a fullsized gravitic
has the ability to warp space implosion bomb--it just uses a
themselves--and then it should much smaller machine to create
be a tough one) as the buckling the space-warp. Use the same rules
space-time continuum stretches to determine how much damage it
their veins and organs in does when switched off or knocked
unpleasant ways. over and how hard it is to
By this point it would certainly approach after the 60th hour. In
doom all life on the planet's 60+1d12 hours it will blow the
surface to switch the bomb off. planet apart like an M-80 in a
Then, 1d12 hours after the first bullfrog.
earthquakes, the bomb tears itself Until it starts seriously
apart and the material hits the floor distorting the planet's
with enough force to crack the gravitational field on the third
planet like a nut. day, it is alomst impossible to
The physical statistics given here find--it could be hidden just
assume that the device was built by about anywhere.
some cruel interstellar empire with Really big mean civilizations
a foreign policy mandate that issue three or four of these
involves blowing up planets. If on grenades to every infantry grunt.
the other hand some madman has Really, really big mean civilizations
built the machine in his basement, sell them to juvenile delinquents
it will be a lot bigger and a lot for kicks.
more delicate.
A mad scientist's homemade
gravititc implosion bomb should
consist of about five tons of
equipment linked up with a maze
of cables around the central
vacuum chamber. It should have a
Hardness of 5 in some places, but
as little as 1 in others. It will take 5
Hit Points worth of damage, Thanatos Device
whether to a single one of its Size: Fine (+12 bonus to conceal
components or spread out among with a “sleight of hand” roll,
all of them,Implosion
before it ceases to although you can’t really pick it up)
Gravitic
function. Grenade Cost: Artifact, DM sets price based
Size:
TheSmall (No bonus or
mass-produced penalty
version to
looks on situation, usually not for sale.
conceal
like a withtruncated
squat a “sleightmetal
of hand” Tentative Purchase
roll)
pyramid with aDMcontrol panelbased DC: N/A Required
Cost:
hidden Artifact,
behind one sets
of price
its plates. Proficiency: Simple
on situation,
Alas, there is usually
no safe not
way for
to sale.
shut a Handed: N/A
Tentative
Gravitic Purchase
Implosion Bomb down Range Increment: n/a (It’s a
DC:
once N/A Required
it's started going. grenade-like weapon, but is
Proficiency: Simple impossible to throw or launch)
Handed: N/A “To Hit” Bonus: -Rate of Fire: Can
Range Increment: 10 ft (if thrown-- only be fired once.
but frankly there would be little Damage: Every living thing and
point in throwing it) cybernetic entity in an eighty-
“To Hit” Bonus: -Rate of thousand light-year radius must
Fire: Can only be fired make a Fortitude Saving Throw vs.
once. DC 60 or die. Those few gods,
Damage: Special, see cosmic entities, etc. who make
description Weight: 2 their Saving Throws take 175d10
pounds Armor Class: 9 damage just roll 7d10 and multiply
Hardness: 15 Hit Points: the result by 25). The stars then go
5 out and their planets plunge
DC required to break this item with hurtling off into the void.
a Strength Roll: 21 (but See Weight: Nil Armor Class: 13
description) Hardness: N/A (can't be damaged
Accessories: None Known unless instructed to self-destruct)
Description: Slightly worse than a Hit Points: N/A (It can't be
Gravitic Implosion Bomb, this damaged, but it can be instructed412
version fits conveniently in a large to self destruct with an Intelligence
coat pocket. It looks like a long Roll vs. DC 35, if you also know the
shiny gold cylinder with a code-phrase)
DC required to break this item with galaxy dies.
a Strength Roll: N/A Who would create such a
Special: The effect of the blast is weapon is almost as puzzling as
not instantaneous. Instead the how. The device itself would be
destruction radiates outward at a happy to answer any such
speed of questions once it has been
10,0 light years per round. activated. It is sentient, can
Someone with a sufficiently fast communicate telepathically with
starship might actually be able to any concious being and is willing
get away to some other galaxy, to engage in conversation if you
fleeing ahead of the wave as the think to ask. You can hold off the
stars wink out behind them. explosion by talking to the device.
Accessories: None Known Make a Charisma Check vs. DC 25
Description: An extremely small, every round to keep its attention.
extremely simple device. It looks When its mind starts to wander,
like a tiny upside-down four-sided everything dies.
die hovering in space, so black that Despite its flightiness, the device
it has no features at all It can't be knows most of the great cosmic
moved and it can't be damaged secrets of the universe which have
unless you know the code-phrase baffled men and gods from the
that makes it self-destruct (and of very dawn of time and will gladly
course no one does). If you were to tell them to you. It's a pity that
ram someone into it with all your you won't have time to share them
strength, its sharp corners ignore or to put them to any use.
all damage resistance and do 1d6 The self-destruct phrase is "And
Piercing damage You activate the the thing which I am thinking of is
Thanatos Device by thinking the not part of the thing that I am
phrase "Death to Life" at it (any thinking of, or any other thing
language will do). There is no timer, except the thing that I am thinking
the device simply goes off and the of." You can't just say the words--
you have to mentally express the
concept.

413
Appendix A: A Few Brief
Notes on Dealing With the
Witherslant Masters
I have left the Witherslant Masters
as open and undefined as I could,
that is required is that the target
die. At the end of the year, the
in an effort to let you work them customer will receive their gun. If a
into your campaign (or leave them player asks how they will know who
out of it) as easily as possible. If to kill, the robot says that they will
however you would like guidelines be informed. It won't discuss
on how a Player Character would methods.
go about acquiring one of their
weapons, feel free to use the No written contract is required, the
following. robot is content to accept their
word, and will shake their hand if
No one knows who the Witherslant they like. If they ask to test a
Masters really are, where they particular gun, the weapon
come from or what they want. At materializes on the countertop and
unpredictable intervals, one of the robot politely asks if they
their shops will suddenly appear at would like to shoot him with it. If
some random location. The shop they would like to test the gun
will never appear while anyone is more thoroughly, the back wall of
looking or any security cameras the shop can be extended about a
are pointed at it. Sometimes it will thousand feet to form a sort of
appear in a vacant lot and impromptu firing range (this has no
sometimes it will temporarily effect on its external appearance).
replace an existing storefront. The If they destroy the robot while
shops have a way of appearing testing the gun, another identical
where people who are looking for robot materializes behind the
a Witherslant Gun will stumble counter to complete the
across them, but there is no transaction. If they would rather
reliable way to summon one. shoot some other target, a
When and if the Player characters strangely shaped bullseye appears,
find one, it will be strictly at the floating in the air. It has a basic AC
DM's whim. of 15 and can absorb 150 hit points
worth of damage.
A number of weird looking energy
weapons are displayed in the The robots are infinitely patient
shop's window, and a small sign and will allow the customers to
explains that Witherslant Guns play around for as long as they
may be purchased here. It also like before deciding on a weapon.
bears their motto: “The Only Real They can't get insulted and don't
Freedom is the Freedom to Kill.” take offense at anything a
customer might say. They can't be
The door opens inwards, revealing threatened either, as they have no
a single small room with matte sense of pain and no regard for
gray walls, about 20 feet by 20 their own existence.
feet. There are no furnishings apart
from a counter that appears to be Customers are free to test the
molded from the same material as weapons on one another if they
the floor. prefer. The robots will not
intervene if one customer decides
A humanoid plastic robot with to rob, fight or kill another,
rudimentary facial features greets although it will politely ask if they
prospective customers from are finished afterwards
behind the counter. Stats for the
shopkeeper are listed at the end of If a buyer intentionally attacks the
this section. shop itself, it vanishes, leaving
them behind. Although it's not
Despite the robot's bland voice likely to come up, the walls, ceiling,
and blank appearance, there is counter, door, window and floor all
something indefinably sinister have 25 points of damage
about it (the DM might simulate resistance and can take 30 points
this by inserting unnervingly long of damage. 414
pauses into its sentences, or
speaking its dialogue softly If a display model of a gun is taken
enough that the players out of the shop, it disintegrates the
inadvertently lean forward in their instant it leaves. So does the robot
chairs). shopkeeper, if for some reason a
to be about thirrty years old. In within one year, but there is no
thirty years, surely you must have obvious logic to the choice of most
met someone that you wanted to targets. Only very rarely do the
kill."). Witherslant Masters ask for the
head of anyone famous. Most
While describing the various guns victims are just ordinary people,
for sale, the shopkeeper will not going about their lives, unaware of
mention the Witherslant Model the assassin on their trail. Yet at
Omega unless asked, and then it is least two of them are certain to be
completely up to the DM as to really difficult and dangerous. Here
whether this fearsome weapon is too, there seems to be no central
currently available. organizing principle. Dangerous
targets could be mafia bosses or
If a PC has some means of reading soldiers on active duty or the
or controlling artificial minds, they residents of some super-high-tech,
will find that the shopkeeper ultra-secure retirement home or
knows nothing about the anything else that poses a difficult
Witherslant Masters or how the challenge.
shop works or for that matter
anything else apart from how to The Witherslant Masters do not
sell guns to people. care what order you kill the targets
in, how many other people get
Once a buyer leaves the store, the killed, how much publicity you
Witherslant Masters begin to make attract or whether or not you tell
use of them. Messages will arrive, anyone that you are working for
neatly printed on folded up sheets them. The only rule is that if the
of what appears to be paper (but is targets don't all die within a year,
in fact plastic), listing a prospective you don't get your gun. They may
victim's name, address and or may not send another customer
sometimes some information to kill you if you fail. If they do, the
about their habits and where they assassin could arrive tomorrow or
can be found at a particular time of they could take decades. They
day. A photograph of the target is might send just one killer or they
usually printed on the page. might keep sending them until you
die.
The notes arrive at seemingly
random intervals. They do not wait If you have failed them once and
for a target to die before they find one of their shops again, they
assign the next one. will deal with you as though
nothing has happened. The
The DM should feel free to have shopkeeper gives no sign of
the messages arrive by all kinds of recognition and the terms remain
mysterious means. Sometimes they the same. You probably won't be
are delivered by private courier, in assigned to kill any of the same
which case no one seems to be targets, but then again you might.
able to figure out who dropped the If another customer is already out
message off or paid the delivery to kill you, they won't call it off.
fee. The desk clerk at the PC's hotel Nor will they assign you to kill
may tell them they have a yourself.
message, and hand them the note.
The clerk has no idea who dropped Once the last target dies, the gun
it off and the security tape, if there arrives. It either arrives by
is one, doesn't show anyone doing delivery service with no return
it. The PC may be approached by a address or else it simply appears
street urchin who was paid fifty while no one is looking. The gun
bucks to hand them a note. The comes in a large unmarked
man who paid the street kid looked plastic box, padded with ordinary
ordinary enough, but now he's packing material. Once the gun is
nowhere to be found. The money yours, they never contact you
he gave the street urchin is real, again. Unless of course you
but newly minted and bears no stumble onto another one of
chemical trace of anyone else their shops and decide that you
having ever touched it. Perhaps a need another gun.
public phone rings as they pass it
on the street and when they pick it If the customer wishes to purchase
up a quiet voice tells them where the Model Omega (and the DM
to find the note hidden nearby. decides that it is actually available)415
the method of payment is much
You can use all kinds of simpler. They must kill the person
atmospheric tricks like this, but the they love most, apart of course
message should always prove to be from themselves. Once the greatest
untraceable. When in doubt, the love of their life lies dead, the gun
this trouble and expense or Special Qualities: Robot. Immune
what they get out of it, to mind- influencing effects,
although they do seem to enjoy poison, sleep, paralysis, stunning,
spreading chaos, havoc and and disease. Not subject to critical
woe. hits, nonlethal damage, ability
The Shopkeeper damage, energy drain, or death
from massive damage.
Medium-Size Saves: Fort +1, Ref +2, Will +5
Robot Hit Dice: Abilities: Str 20, Dex 12, Con --, Int
10d10 (100 hp) 18, Wis 13, Cha
Initiative: +1 (Dex) 19
Speed: 30 ft. Skills: Diplomacy +9, Profession
AC: 15 (+1 Dex, +4 natural) (Salesman) +10, Spot +8 Feats:
Damage Resistance: 15 (all types) None.
Attacks: Slam +3 melee (but it Challenge Rating: 0 (it won't fight
never attacks) Damage: Could Slam back)
a target for 1d4+1 Bludgeoning Alignment (if you use Alignment in
damage, but won't. your game): Lawful Evil
Face/Reach: 5 ft. by 5 ft./5 ft. Combat: The Shopkeeper will
Special Attacks: None neither attack nor defend itself. It

Appendix B: Bonus Weapons


won't even take the trouble to
Dodge
minute until they either succeed
Here are a few Bonus Weapons, or your players kill you and/or the
over and above the thousand-and- author, whichever happens first.
one I promised you (‘cause you'd
come hurt me if I tried to make Orgasmatron
you pay me money for them). Size: Large (-8 penalty to conceal
with a “sleight of hand” roll)
Atomic Disco Ray Cost: 1,500 Units
Size: Large (-8 penalty to conceal Tentative Purchase DC: 19 (often
with a “sleight of hand” roll) sold out, purchaser must often
Cost: Artifact, not usually for sale wait in long lines at dubious
Tentative Purchase DC: -Required shops) Required Proficiency:
Proficiency: Exotic Weapons Simple Handed: Requires 2 hands
(Ranged) or a “Disco Dancing” skill to use (oddly enough) Range
level above +3 Handed: Requires 2 Increment: Affects everything in a
hands to use Range Increment: 20 45 foot cone
feet “To Hit” Bonus: -Magazine: 50 “To Hit” Bonus: -Magazine: 45
(regenerates one charge every Rate of Fire: As many times as the
hour) Rate of Fire: Once per Round wielder has attacks (most targets
Damage: Special, see Description wish it was more)
Weight: 15 pounds (hea-vy!) Damage: 3d6 Subdual Damage
Armor Class: 5 Hardness: 15 Hit Weight: 20 pounds Armor Class: 5
Points: 10 Hardness: 8 (Ahem, you may
DC required to break this item with expect me to make a rude joke
a Strength Roll: 29 here, but I shall refrain)
Accessories: None Known. Gold Hit Points: 4
chains with medalion optional. DC required to break this item
Description: From the deepest with a Strength Roll: 18
darkest depths of the Disco Accessories: Energy Cell (1/2
Dimension comes this dreaded pound, costs 10 units, takes a
implement of infamy. It emits an Standard Action to reload)
Atomic Disco Ray that looks and Description: Errr... this weapon,
sounds like a terrible late 1970s ah... it does Subdual Damage. The
special effect— perhaps designed Orgasmatron emits a coneshaped
by Sid and Marty Kroft. area of effect and anyone caught
Anyone unlucky enough to be in it. well.. .they're incapacitated
struck by the ray must make a Gut
and
Disrupter
breathe really heavy and
Willpower save vs. DC 20 or Size: Small (No bonus or penalty
strange. Bring it on, baby!
to conceal with a “sleight of hand”
commence to boogie down. While
getting their freak on, they will be roll)
unable to do anything but par-tay Cost: 1,000 Units
and their AC will be reduced by 4.
The victim will continue to endure 416
the torments of the disco inferno
until they manage to make the
Willpower Save. Check once per
game
Tentative Purchase DC: 18 (usually Weight: 1
illegal, thank God) pound
Required Proficiency: Simple Armor
Handed: Requires 1 hand to use Class:
Range Increment: Affects Hardness:
everything in a 30 foot Hit Points:
cone. DC required to break this item with
“To Hit” Bonus: -Magazine: 15 a Strength Roll:
Rate of Fire: As many times as the Accessories: Energy Cell (Weighs
wielder has attacks 1/2 pound, costs 10 units, takes a
Damage: Variable. Can be set to do Standard Action to reload),
from 1-3 d8 Subdual to anyone in Colostomy Bag (Weighs 1/20 of a
a 30 foot cone. Each die burns a pound, costs 5 units for a new box
charge. A Willpower Saving Throw of 20, less if used. Do not buy
vs. DC 18 halves the damage. The used!)
target gains a +2 bonus to their Description: Errr... this weapon, ah...
Saving Throw if they haven't eaten it also does Subdual Damage. It has
anything in 18 hours or more. three settings. Anal Storm, Rectal
Apocalypse, and Prolapse. The Gut
Disrupter emits a 30 foot cone-
shaped area of effect and anyone
caught in it. well.. .they're
incapacitated and breathe really
heavy and strange.

417
OPEN GAME LICENSE
Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards
of the Coast, Inc. d20 System rules and content
Copyright 2000, Wizards of the Coast, Inc.
1001 Weapons Copyright 2003,
James M Thomson III All Rights
Reserved
“d20 System" is a Trademark owned by Wizards of the Coast and is used according to the
terms of the d20 System License version 3.0. A copy of this License can be found at
www.wizards.com/d20 All other content is ©2003 James M Thomson III. The Plain Brown
Wrapper Games logo is a trademark owned by James M Thomson III. The 1001 Weapons
logo is a trademark owned by James M Thomson III. All rights reserved.
This promotional document is produced under version 1.0, 1.0a, and/or draft versions of
the Open Game License, the d20 System Trademark Logo Guide, and the System
Reference Document by permission of Wizards of the Coast. Subsequent versions will
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The following items are hereby designated as Product Identity in accordance with
Section 1(e)of the Open Game License, version 1.0a: Any and all Plain Brown
Wrapper Games logos and identifying marks and trade dress, such as all Plain
Brown Wrapper Games product and product line names including but not limited
to 1001 Weapons; non-generic names of weapons including but not limited to the
Witherslant Guns, Destrukt-O-Zap, the Wubbly, the Oughtred Lens, the Thanatos
Device, the Benadanitto Torc, the Eye of Zluggoth, the Hermatrode, etc.; names of
fictional companies and munitions firms including but not limited to Basuto Home
Appliances, Gnorg Industries, Krutch Industries, Snorkstrom-F'naaugh, Thar-Zebb,
the Witherslant Masters and Zlotny-Grushka.
The above Product Identity is not Open Game Content.
Subject to the Product Identity designation above, the following portions of this document
are designated as Open Game Content: All weapons and new d20 game mechanics and their
descriptive titles, all text and numerical information referring to any of the above, and
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Some portions of this promotional document which are Open Game Content
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Plain Brown Wrapper Games with permission.

419
Index
.75 Caliber, 208 10 mm Thunder Gun, 201 Acid- Aerosol Iniection Spray, 169 Aerosol Metal-
Filled Arrow, 120 Acid-Filled Crossbow Bolt, 131 Eating Spray, 168 Aerosol Napalm-Spray,
Action at-a Distance Gauntlet, 358 Action-at a 170 Aerosol Pain Spray, 163 Aerosol
Distance Katar, 359 Advanced Alloy Blade, 41 Paralysis Spray, 165 Aerosol Rage Spray,
Advanced Alloy Holdout Dagger, 41 Advanced 167 Aerosol Sleep Spray, 164 Aerosol Spray
Alloy Rapier, 42 Advanced Alloy Sword, 41 Weapon, 162 Aerosol Stun Spray, 162
Advanced Alloy Throwing Axe, 42 Advanced Aerosol Suicide Gas Spray, 167 Aerosol
Combat Speargun, 136 Advanced Gauss Pistol, Weapon, Disposable, 182 Agony Ray, 345,
277 Advanced Gauss Rifle, 277 Advanced Gauss 367 Agony Ray, Pocket-Sized, 346 Agony
Rifle, Infantry Version, 277 Advanced Gyrojet, 217 Spore-Pod, 23 Amorphous Horror in a Can,
Advanced Gyrojet Assault Rifle, 218 Advanced 36 Anti-Etheric Blast Grenade, 248 Anti-
Hand Crossbow, 130 Advanced Laser Pistol, 291, Etheric Ray, 374 Anti-Floral Thanatizer, 359
303 Advanced Laser Rifle, 293, 295 Advanced Anti-Lie Projector, 412 Antimatter Cannon,
Materials Arrow, 118 Advanced Materials Blowgun, 334 Antimatter Grenade, 249 Antimatter
148 Advanced Materials Bolas, 102 Advanced Pistol, 333 Antimatter Rile, 333 Antimatter
Materials Bow, Lightweight, 117 Advanced Weapons, 333 Antimatter-Projector, Heavy,
Materials Bow, Masterpiece, 117 Advanced 333 Anti-Personnel Rocket, 255 Anti-Tank
Materials Bow, Ultraheavy, 117 Advanced Materials Mine, 262 Anti-Tank Rocket, 255 Arc-Eel, 38
Composite Bow, 116 Advanced Materials Armor-Piercing Explosive Harpoon, 142
Crossbow, 129, 130 Advanced Materials Crossbow Armor-Piercing Explosive Spearhead, 137
Bolt, 130 Advanced Materials Dart, 148, 150 Arrow With Blinding Drug, 122
Advanced Materials Mortar, 252 Advanced Arrow With Brain-Scrambler Toxin, 126
Materials Net, 338 Advanced Materials Pick, 43, 44 Arrow With Flesh-Eating Virus, 124
Advanced Materials Punch Dagger, 43 Advanced Arrow With Pain Drug, 122
Materials Ribbon, 43 Advanced Materials Scythe, Arrow With Paralysis Drug, 127
44 Advanced Materials Shortbow, 117 Advanced Arrow With Psychedelic Drug, 123
Materials Shuriken, 99 Advanced Materials Arrow With Sleep Drug, 122
Slingshot, 115 Advanced Materials Throwing Disk, Arrow, Acid-Filled, 120
97 Advanced Materials Throwing Disk, Blunt, 97 Arrow, Advanced Materials, 118
Advanced Materials Weapons, 41 Advanced Arrow, Boxing Glove (?!), 116, 121
Materials Whip, 43 Advanced Particle Accelerator Arrow, Electroshock, 121
Pistol, 314 Advanced Particle Accelerator Pistol, Arrow, Exploding, 118, 119
Lightweight, 315 Advanced Particle Accelerator Arrow, Exploding, Fragmentation, 119
Rifle, 314 Advanced Portable Railgun, 279 Arrow, Exploding, Shaped Charge, 119
Advanced Underwater Laser Carbine, 294 Arrow, Force-Projection, 120
Advanced Underwater Laser Pistol, 293 Aerosol Arrow, Fragmentary, Flechette, 119
Blindness Spray, 166 Aerosol Carcinogenic Spray, Arrow, Frost, 127
169 Aerosol Caustic Spray, 170 Aerosol Fear Arrow, Glue, 127
Spray, 166 Aerosol Flesh-Eating Spray, 168 Arrow, Guided, 128
Aerosol Freezing Spray, 165 Aerosol Arrow, Incendiary, 124
Hallucinogenic Spray, 163 Aerosol Hemorrhage- Arrow, Lie-Drain, 126
Gas Spray, 164 Aerosol Immobilizer Foam Spray, Arrow, Meltaway, 125
162 Arrow, Napalm, 125
Arrow, Plague, 124
Arrow, Poison, 123
Arrow, Poison Gas, 121
Arrow, Poison, Extra-Lethal, 123
Arrow, Poison, Superlethal, 124

420
Arrow, Psi-Scream, 126 Blade, Vibronic, 58, 59, 61, 62, 64 Bladeless, 55
Arrow, Robot Disrupter, 121 Blaster Cabrine, Model 1, 316 Blaster Cannon, Autofire,
Arrow, Sonic Screamer, 116, 125 321 Blaster Cannon, Heavy, 321 Blaster Carbine, Model
Arrow, Spent Uranium, Armor-Piercing, 118 Aleph-3, 318 Blaster Carbine, Model Upsilon, 318
Arrow, Tangleweb, 127 Blaster Crossbow, 318 Blaster Dueling Pistol, 317
Arrow, Variable Metal, 120 Blaster Pistol, Heavy (Model ZE-7, 317 Blaster Pistol,
Artifacts and Relics, 422 Light (Model ZM-3), 317 Blaster Pistol, Model ZE-5, 316
Assault Carbine, Police Model 90, 202 Blaster Rile, Dinosaur Gun (Gridley-Forbes Mark III
Assault Rifle, 200, 202, 203, 213 Dinosaur Gun), 320 Blaster Rile, Light (Model T-40), 319
Assault Rifle, Advanced, 202 Blaster Rile, Model Daleth-Rho, 319 Blaster, Big Game
Assault Rifle, Heavy, 201 Rile (T-90), 319 Blaster-Pistol, Disposable, 183 Blinding
Assault Rifle, Helix Gun, 201 Gas Grenade, 235 Blood Hook, 93 Blood-Bomb, 21, 22
Assault Rifle, Last Generation, 213 Bloodrot Grenade, 239 Blowgun, Advanced Materials,
Assault Rile, Light, 201 148 Blunt Advanced Materials Throwing Disk, 97 Bolas,
Assault Rile, Mark X, 202, 204 Advanced Materials, 102 Bolas, Constriction, 105 Bolas,
Atomic Ray, 6, 7, 383, 384 Electroshock, 103 Bolas, Exploding, 102 Bolas,
Atomic Ray, Pocket-Sized, 384, 385 Razorwire, 104 Bolas, Sonic Disruptor, 103 Bolas, Sonic
Attack Drones, 157 Screamer, 104 Bolt-Gun, Superheavy Caliber, 209 Bolt-
Auto-Cannon, 251 Pistol, 210 Boomerang, Automatic, 107 Bore Worm Dart,
Autogun, Model Q-90, 203 156 Boreworm Bolt, 132
Automatic Boomerang, 107 Bow, Composite, Advanced Materials, 116 Bow, Energy,
Automatic Shotgun, Disposable, 173 128
Automatic Spike Gun, 146 Bow, Lightweight, Advanced Materials, 117
Auto-Shotgun, 188, 189 Bow, Masterpiece, 117
Axe, Double-Bladed Hypersharp, 53 Bow, Short, Advanced Materials, 117
Axe, Force Field, 77 Bow, Ultraheavy, Advanced Materials, 117
Axe, Hot, 67 Bows and Arrows, 116
Axe, Hypersharp, 52 Box Full oi Death, 360
Axe, Superheavy, 80 Boxing Glove Arrow, 116, 121
Axe, Vibronic, 58 Brain Scrambler Mine, 266
Backpack-Mounted Atomic Ray, 384 Brain-Melting Ray, 376
Backpack-Mounted Hand-Flamer, 355 Brain-Melting Ray, Pocket-Sized, 377
Backpack-Mounted Particle Accelerator, 311 Brain-Rot Thorn, 18
Bang Stick, 88, 89 Brain-Scrambler Grenade, 245
Bang Stick With Boreworm Head, 89 Brain-Scrambler Rod, 94
Bang Stick With Flechette, 88 Bubble Gun, 392
Bang Stick With Toxic Flechettes, 89 Bubble Gun, Pocket-Sized, 392
Bang Stick, Multi-Use, 88 Burrowing Torpedo, 160
Basuto Heavy Submachine Gun Mk 7, 196 Bush Rifle, 300
Bean-Bag Gun, 349 Buzz-Saw Blade, 66
Beige Slayer, the, 427 Buzz-Saw Blade on a Stick, 66
Benadanitto Torc, the, 428 Buzzsaw Blade, Flying, 111
Bio-Barrier Grenade, 242 Buzzsaw Bladed Yo-Yo, 46
Bio-Enguier, 38 Buzzsaw Cannon, 361
Biological Claws, 14 Buzzsaw Gun, 360
Biological Katar, 15 C12, 258, 259
Biological Katar, Irfected, 15
Bio-Spear, Venomous, 13
Bio-Stabbing-Stick, Venomous, 13
Bio-Sword, Venomous, 12
Biotic Eraser Grenade, 250
Bio weapon Mine, 264
Black Gauntlet, the, 428, 429
Black Stinger, The, 18
Black Talon Gyrostabilized Machine Pistol, 198
Blade, Advanced Materials, 41
Blade, Ceramic, 86
Blade, Disposable, Organic, 10
Blade, Hot, 67
Blade, Hypersharp, 51
Blade, Radioactive, 49
Blade, Superchilled, 70

421
C24, 259 Armor Piercing, 131 Crossbow Bolt, Frost-Load,
Cancer Ray, 380, 381 Cancer Ray, Pocket-Sized, 134 Crossbow Bolt, Glue-Load, 134 Crossbow Bolt,
381 Cancer Ray, Portable, 381 Carniex, 84 Incendiary-Load, 133 Crossbow Bolt, Indetectible,
Caustic Grenade, 241 Ceramic Blade, 86 130 Crossbow Bolt, Poison Gas Load, 133
Ceramic Pistol, 190 Ceramic Shortsword, 86 Crossbow Bolt, Robot Disrupter Load, 132 Crossbow
Ceramic Stiletto, 86 Bolt, Screamer-Load, 134 Crossbow Bolt, Sei-
Ceramic Throwing Blade (Generic), 101 Ceramic Guided, 135 Crossbow Bolt, Superheated, 133
Throwing Hatchet, 101 Chain Carbine, Hand- Crossbow Bolt, Tangleweb, 134 Crossbow,
Held, 211 Chain Sweeper Gun, 361 Chainsaw, Advanced Materials, 129, 130 Crossbow, Handheld,
65 Advanced, 130 Crossbow, Repeating, 129 Crowd-
Chainsaw, Flying, Three-Bladed, 112 Chainsaws Control Heavy Stunner, 349 Crusher Gauntlet, 92
and Buzzsaws, 64 Chainsword, 5, 65 Dagger oi the Mind, 416 Dagger, Hypersharp, 51
Chainsword, Double Ended, 65 Chemical Dart Pistol, Animal Collection, 149 Dart Projector,
Warhead Rocket, 255 Claws, Advanced Concealed, 148 Dart Projector, Disposable, 179 Dart
Materials, 42 Claws, Biological, 14 Claws, Projector, Throwaway, 147 Dart Projector, Wrist-
Electrified, 73 Claws, Fusion-Blade, 82 Claws, Mounted, 148 Dart Rifle, Animal Collection, 149 Dart
Hot, 68 Claws, Hypersharp, 51 Claws, Irfectious, Rifle, Military/Intel, 149 Dart With Blinding Drug, 153
14 Claws, Venomous, 14 Claws, Vibronic, 59 Dart With Brain-Scrambler Toxin, 153 Dart With
Coagulation Ray, 329 Coagulator, 94, 329, 330 Flesh-Eating Virus, 155 Dart With Mental Domination
Coagulator Pistol, 329 Coagulator Ray, Micro, Implant, 156 Dart With Mesmeric Drug, 153 Dart
330 Coagulator Rile, 329 Combat Yo-Yo, 45 With Motor Function Disrupter Toxin, 153 Dart With
Compressed Air Dart Pistol, Animal Collection, 149 Pain Drug, 152 Dart With Paralysis Drug, 154 Dart
Concealed Dart Projector, 148 Concealed Gauss With Psychedelic Drug, 154 Dart With Sleep Drug,
Gun, 274 Concealed Micro-Stunner, 344 Concealed 151 Dart, Advanced Materials, 148, 150 Dart, Bore
Needle Gun, 356 Concealed Rapier, 85 Concussion Worm, 156 Dart, Electrostatic, 155 Dart, Incendiary,
Grenade, Heavy, 232 Concussion Grenade, Light, 155 Dart, Lie-Drain, 157 Dart, Plague, 154 Dart,
232 Concussion Grenade, Shaped Charge, 234 Poison, 151, 152 Dart, Poison, Extra-Lethal, 152
Concussion Grenade, Ultraheavy, 232 Constriction Dart, Poison, Super-Lethal, 152 Dart, Psi-Scream,
Bolas, 105 Constrictor Eel, 19 Construction Laser, 156 Dart, Stun, Super-High Potency, 151 Dart,
285 Contaminated Living Fog Cloud, 36 Undetectable Materials, 151 Dart, Vibratory
Contamination Wad, 37 Continuous Beam Proton Disruptor, 155 Darts and Dart Guns, 147 Dazzleflash
Gun, 315 Crossbow Bolt With Hypersharp Head, 130 Crossbow Bolt, 132 Dazzleflash Gun, 349
Crossbow Bolt, Acid-Filled, 131 Crossbow Bolt, Dazzleflash Gun, Tiny, One-Shot, 351 Dazzleflash
Advanced Materials, 130 Crossbow Bolt, Boreworm Gun, Two-Handed, 350 Death Ray, 379, 380 Death
Head, 132 Crossbow Bolt, Dazzleflash, 132 Ray, Pocket-Sized, 380 Death Thorn, 16 Death-Ray,
Crossbow Bolt, Electroshock, 133 Crossbow Bolt, Micro, 380 Death-Thorn, 16 Debilitation Gas
Exploding, 131 Crossbow Bolt, Exploding, Grenade, 236 Debilitation Gas Mine, 265 Debilitation
Fragmentation Load, 131 Ray, 372, 373 Debilitation Ray, Pocket-Sized, 372
Crossbow Bolt, Exploding, Shaped Charge,

422
Debilitation Thorn, 17 Drill, Heavy, 93
Debilitator Rod, 343 Early Gamma-Ray Projector, 330
Deck of Many Wounds, 56 Eel,, 19
Deep-Space Scuttlebomb, 29 Eel, Arc, 38
Demon Eel, 19 Eel, Constrictor, 19
Derringer, Disposable, 174 Eel, Electric, 19
Destrukt-O-Zap, 328 Electric Eel, 19
Detachable Bore-Worm Harpoon, 142 Electrified Buzz-Saw on a Stick, 66 Electrified Lariat, 338
Detachable Bore-Worm Spearhead, 137 Electrified Net, 339 Electrified Rapier, 73 Electrified
Devourer, 38, 39 Sword, 73 Electrified Whip, 74 Electro-Demolisher, 66
Dexxaxx, 259, 260 Electroshock Arrow, 121 Electroshock Bolas, 103
Directional Nuke, 445 Electroshock Claws, 73 Electroshock Crossbow Bolt, 133
Discombobulator Grenade, 246 Electrostatic Dart, 155 Electrostatic Discharge Mine, 264
Discombobulator Mine, 263 Electrostatic Grenade, 241 Energy Bow, 128 Energy
Discombobulator Rod, 56 Claws, 82 Energy Drain Gauntlet, 397 Energy Drain Rod,
Disintegration Ray, 403, 405 397 Energy Lash, 364 Energy Rocks, 368 Energy-Drain
Disintegration Rod, 396 Mine, 417 Enslavement Ray, 377 Enslavement Ray,
Disintegration Rod, Pocket-Sized, 396 Giant, 378 Enslavement Ray, Pocket-Sized, 377 Entropy
Disintegrator Cannon, 406, 407 Projector, 412 Entropy Wave Projector, 385 Entropy
Disintegrator Pistol, 405 Wave Projector, Handheld, 385 Evil Ray, 373, 388, 389
Disintegrator Rifle, 406 Evil Ray, Giant, 389 Evil Ray, Tiny, 389 Expanding
Disposable 12-Shot Grenade Launcher, 178 Harpoon, 141 Expanding Spearhead, 136 Exploding
Disposable 1-Shot Grenade Launcher, 177 Arrow, 118, 119 Exploding Arrow, Flechette, 119
Disposable 6-Shot Grenade Launcher, 177 Exploding Arrow, Fragmentary, 119 Exploding Arrow,
Disposable Aerosol Weapon, 182 Shaped Charge, 119 Exploding Bolas, 102 Exploding
Disposable Automatic Shotgun, 173 Crossbow Bolt, 131 Exploding Crossbow Bolt, Shaped
Disposable Blaster-Pistol, 183 Charge, Armor Piercing, 131 Explodinq Crossbow Bolt,
Disposable Compressed Air Dart Projector, 147 With Fragmentation Load, 131 Exploding Immobilizer
Disposable Dart Projector, 179 Foam Yo-Yo, 45 Exploding Shuriken, 100 Exploding
Disposable Derringer, 174 Shuriken With Fragmentation, 101 Exploding Yo-Yo, 45
Disposable Gyrojet Pistol, 179 Explosive Harpoon, 141 Explosive Spearhead, 137
Disposable Hyper-Soaker, 182 Explosive X, 258, 260, 261 Explosives, 258 Eye of
Disposable Laser Pistol, 180 Zluggoth, the, 429 Fear Gas Grenade, 235 Fear Gas
Disposable Laser Rifle, 181 Mine, 266 Fear Gauntlet, 340 Fear Projector Pistol, 382
Disposable Machine Pistol, 176
Disposable Micro-Dart Projector, 179
Disposable Mortar, 252
Disposable Needle Gun, 178
Disposable One-Shot Missile Launcher, 184
Disposable Organic Blade, 10
Disposable Organic Blade, Venomous, 11
Disposable Poison Injector, 180
Disposable Shotgun Pistol, 176
Disposable Slugthrower Carbine, 175
Disposable Slugthrower Pistol, 175
Disposable Stiletto, 184
Disposable Throwing Blade, 183
Disposable Tomahawk, 184
Disrupter Pistol, Heavy, 326
Disruptor Grenade, 248
Disruptor Pistol, 325
Disruptor Rifle, 327
Disruptor, Heavy, 328
Double Axe, Hypersharp, 53
Double-Barreled Harpoon Gun, 141
Double-Barreled Shotgun, 186
Double-Bladed Force Field Sword, 77
Double-Bladed Fusion Sword, 83
Double-Bladed Remote Control Fusion Sword, 84
Double-Sided Axe, Vibronic, 63
Double-Sided Sword, Vibronic, 62
Dragunov Model Z-4980 Machine Gun, 212

423
Fear Ray, 381, 382, 383 Frost-Load Crossbow Bolt, 134 Fuel-Air Explosive
Fear Ray, Giant, 382 Device, 438 Fuel-Air Explosive Device, Large, 439
Fear Ray, Tiny, 383 Fulgichrome Blade, the, 430, 431 Fusion Blades, 82
Fear Wand, 340 Fusion Bomb, Large, 443 Fusion Bomb, Small, 442
FGXx2 Fusion Gun, 337 Fusion Bomb, Very Large, 444 Fusion Cannon, 337
FGZ-20 Backpack-Mounted Fusion Gun, 336 Fusion Glaive, 83 Fusion Grenade, 250
FGZ-46 Fusion Support Weapon, 337 Fusion Gun, Backpack-Mounted (FGXx2), 337
Fission Bomb, Large, 440 Fusion Gun, Backpack-Mounted (FGZ-20), 336
Fission Bomb, Small, 439 Fusion Pistol, 404 Fusion Rile, 404
Flail, Superheavy, 81 Fusion Support Weapon (FGZ-46), 337 Fusion
Flamer, Backpack-Mounted, 355 Sword, 82 Fusion Sword, Double-Bladed, 83 Fusion
Flamer, Heavy, 355 Sword, Remote Control, Double-Bladed, 84
Flamer, Light, 354 Futuristic Melee Weapons, 41, 84 Futuristic Muscle-
Flamethrower, Improvised, 355, 356 Powered Ranged Weapons, 114
Flechette Grenade, 233, 234 Futuristic Throwing Weapons, 97 G-1, 303 G-5.1,
Flechette Grenade, Shaped Charge, 234 303 G-6, 304
Flenser, the, 430 Gamma-Ray Broadbeam Emitter, 332 Gamma-Ray
Flesheater Blade, 14 Cannon, 332 Gamma-Ray Pistol, 331 Gamma-Ray
Flesheater Spike, 13 Projector, Early, 330 Gamma-Ray Rile, 331
Flesh-Eating Grenade, 240 Gauntlet, Electriied, 71 Gauntlet, Energy Drain, 397
Flesh-Eating Scuttlebomb, 29 Gauntlet, Force, 75 Gauntlet, Hot, 68 Gauntlet,
Flesh-Eating Spore-Pod, 24 Superchilled, 70 Gauss, 278
Flesh-Eating Virus Dart, 155 Gauss Gun, Concealed, 274
Flesh-Eating Virus Warhead, 256 Gauss Gun, Magnetic Needle Cannon, 276
Fleshmaster 6A1, 423 Gauss Pistol, 273
Flesh-Melting Ray, 370 Gauss Pistol, Advanced, 277
Flesh-Melting Ray, Pocket-Sized, 371 Gauss Pistol, Intelligence Model, 273
Flesh-Warping Ray, 369 Gauss Rile,, 279
Flesh-Warping Ray, Pocket-Sized, 370 Gauss Rile, Advanced, 277
Flying Bio-Injection Delivery System, 34 Gauss Rile, Advanced, Irfantry Version, 277
Flying Buzz-Bomb Torpedo, 161 Gauss Rile, Military Version, 274
Flying Buzzsaw Blade, 111 Gauss Rile, Model Orion, 275
Flying Disk, Sei-Returning, 106, 107 Gauss Rile, Sportsman's Version, 275
Flying Disk, Sei-Returning, Hypersharp, 107 Gauss-Pistol, High-End, 273
Flying Guillotine, 110 General Weapon System Mark 183, 364
Flying Miniature Robot Attack Drone, 158 General Weapon System Mark 490, 365
Flying Shield, 106 Generic 20th Century Carbine, 192
Flying Three-Bladed Chainsaw, 112 Generic Ray Cannon, 366
Force Field Axe, 77 Giant Armor-Piercing Explosive Harpoon, 144
Force Field Halberd, 77 Giant Enslavement Ray, 378
Force Field Sword, 76 Giant Evil Ray, 389
Force Lance, 76 Giant Expanding Harpoon, 144
Force Projection Shuriken, 99 Giant Explosive Harpoon, 144
Force Projector, Heavy, 323 Giant Fear Ray, 382
Force Staff, 76 Giant Fragmentation Harpoon, 145
Force-Blade, Sei-Returning, 109 Force-Gauntlet, 75 Giant Freeze-Cannon, 376
Force-Katar, 75 Force-Projection Arrow, 120 Force-
Projection Weapons, 74 Fragmentation Grenade,
203, 233 Fragmentation Grenade, Improvised, 247
Fragmentation Harpoon, 142 Fragmentation Mine,
261 Fragmentation Spearhead, 137 Freeze Wand,
94 Freeze-Cannon, Giant, 376 Freeze-Ray, 375,
376 Freeze-Ray Pistol, 375 Freeze-Ray Rile, 376
Frost Arrow, 127 Frost Grenade, 241

424
Giant Harpoon Gun, 135, 144 Grenade, Matter-Annihilation, 419
Giant Homicide Ray, 393 Grenade, Matter-Annihilation, Selective, 419
Giant Hypersharp Scissors, 57 Grenade, Metal-Eating, 245
Giant Insanity Ray, 388 Grenade, Motor Dysfanction Gas, 238
Giant Robot-Disrupter Harpoon, 145 Grenade, Napalm, 241
Giant Solar Ray, 390 Grenade, Neutron, 242
Glaive, Fusion, 83 Grenade, Pain Gas, 235
Glaive, Hypersharp, 53 Grenade, Paralysis Gas, 238
Glaive, Variable Metal, 398 Grenade, Plague, 239
Glaive, Variable Metal, Remote Control, 399 Grenade, Plasma, 249
Glaive, Vibronic, 62, 66 Grenade, Plastic-Eating, 246
Glaive, Xammitrice, 399 Grenade, Poison Flechette, 233
Glob, 422 Grenade, Poison Gas, 238, 239
Glue Arrow, 127 Grenade, Poison Gas, Extra-Lethal, 239
Glue Bolt, 134 Grenade, Poison Gas, Superlethal, 239
Glue Grenade, 242 Grenade, Psi-Scream, 250
Gluegun, 351 Grenade, Psychedelic Gas, 236
Gnorg Industries Heavy Disrupter Pistol, 326 GP-4 Grenade, Radiation Pulse, Variable-Intensity, 247
Backpack-Mounted Plasma Gun, 335 GP-X7 Grenade, Rage Gas, 237
Plasma Rile, 335 Grabber Arm, 90 Grenade, Selective Effect, 249
Gravitic Implosion Bomb, 446, 447 Grenade, Single-Plane Blast, 244
Gravitic Implosion Grenade, 447 Grenade, Sleep Gas, 234
Grenade Launcher, 1 Shot, 229 Grenade, Sonic Screamer, 243
Grenade Launcher, 12-Shot, 230 Grenade, Stun, 244
Grenade Launcher, 6-Shot, 230 Grenade, Suicide Gas, 237
Grenade Launcher, Disposable, 12-Shot, 178 Grenade, Tanglebomb, 243
Grenade Launcher, Disposable, 1-Shot, 177 Grenade, Temporal Stasis, 418
Grenade Launcher, Disposable, 6-Shot, 177 Grenade, Viral, Superlethal, 240
Grenade Pistol, 231 Grenade, Vortex, 419
Grenade,, 246, 247 Grenades, 97, 202, 203, 204, 229, 365
Grenade, Anti-Etheric Blast, 248 Gridley-Forbes Mark III Dinosaur Gun, 320
Grenade, Antimatter, 249 Guided Arrowhead, 128
Grenade, Anti-Robot, 234 Guided Javelin, 106
Grenade, Anti-Robot, Variable-Intensity, 248 Guided Land-Torpedo, 160
Grenade, Bio-Barrier, 242 Guided Throwing Blade, 105
Grenade, Biotic Eraser, 250 Gyrojet Assault Rile, 217
Grenade, Blinding Gas, 235 Gyrojet Assault Rile, Advanced, 218
Grenade, Bloodrot, 239 Gyrojet Carbine, 216
Grenade, Brain-Scrambler, 245 Gyrojet Carbine, Primitive, 215
Grenade, Caustic, 241 Gyrojet Derringer, 216
Grenade, Concussion Ultraheavy, 232 Gyrojet Load, Anti-Robotic Warhead, 219
Grenade, Concussion, Heavy, 232 Gyrojet Load, Armor-Piercing, 219
Grenade, Concussion, Shaped Charge, 234 Gyrojet Load, Exploding Round, 220
Grenade, Concussion, Variable-Intensity, 247 Gyrojet Load, Fear Gas, 220
Grenade, Debilitation Gas, 236 Gyrojet Load, Fragmentation Bomb, 220
Grenade, Discombobulator, 246 Gyrojet Load, Glue-Bomb, 220
Grenade, Disruptor, 248 Gyrojet Load, Heat-Seeker, 220
Grenade, Electrostatic, 241 Gyrojet Load, High-Explosive, Anti-Vehicle, 221
Grenade, Fear Gas, 235 Gyrojet Load, Incendiary, 221
Grenade, Flechette, 233, 234 Gyrojet Load, Mercy Gas, 221
Grenade, Flechette, Shaped Charge, 234 Gyrojet Load, Paralysis Gas, 221
Grenade, Flesh-Eating, 240 Gyrojet Load, Poison Flechette Bomb, 222
Grenade, Fragmentation, 203, 233 Gyrojet Load, Standard, 219
Grenade, Frost, 241 Gyrojet Pistol, 216
Grenade, Fusion, 250 Gyrojet Pistol, Advanced, 217
Grenade, Glue, 242 Gyrojet Pistol, Disposable, 179
Grenade, Hemorrhage Gas, 245 Gyrojet Pistol, Primitive, 215
Grenade, Hyperflash, 243 Gyrojet Sniper Rile, 218
Grenade, Immobilizer Foam, 244 Gyrojet, Miniature, Concealed, 217
Grenade, Incendiary, 240 Halberd, Force Field, 77
Grenade, Liie-Drain, 250 Hammer, Sei-Returning, 109
Hammer, Superheavy, 80

425
Hand Stunner, 347 Hand Tazer, 339 Hot Blade, 67 Hot
Hand-Flamer, Backpack-Mounted, 355 Gauntlet, 68 Hot
Hand-Flamer, Heavy, 355 Katar, 68 Hot
Hand-Flamer, Light, 354 Mace, 67
Hand-Held Chain Carbine, 211 Hot Motorized Hook and Chain, 69 Hot Sword,
Handheld Entropy Wave Projector, 385 67
Hand-Held Sonic Screamer, 308 Hot, Cold and Electrified Weapons, 66
Harmonic Painwave Projector, 345 Howitzer, 252 Hunter-Killer, 35 Hunter-Killer,
Harpoon Gun, 135, 140, 141, 147 Telepathic, 35 Hush-My-Darling, 246, 247
Harpoon Gun, Double-Barreled, 141 Hyperalloy Claws, 42 Hyperdense Ball, Self-
Harpoon Gun, Giant, 135, 144 Returning, 110 Hyperflash Grenade, 243
Harpoon Gun, Heavy, 141 Hyper-Helix Gun, 203 Hyperlce Blade, 47
Harpoon, Detachable Bore-Worm Head, 142 Hyperice Katar, 47 Hyperice Spear, 140
Harpoon, Expanding, 141 Hyperice Throwing Hatchet, 48 Hyperice
Harpoon, Exploding, 141 Weapons, 47 Hypermass Spear Launcher, 400
Harpoon, Explosive, Armor-Piercing, 142 Hypermissile, 402 Hypersharp Axe, 52
Harpoon, Explosive, Fragmentation, 142 Hypersharp Blade, 51 Hypersharp Claws, 51
Harpoon, Giant, Expanding, 144 Hypersharp Crossbow Bolt, 130 Hypersharp
Harpoon, Giant, Exploding, 144 Dagger, 51 Hypersharp Double Axe, 53
Harpoon, Giant, Explosive, Armor-Piercing, 144 Hypersharp Glaive, 53 Hypersharp Punch
Harpoon, Giant, Explosive, Fragmentation, 145 Dagger, 54 Hypersharp Rapier, 52 Hypersharp
Harpoon, Giant, Robot-Disrupter, 145 Scythe, 53 Hypersharp Shuriken, 99
Harpoon, Poison, 142 Hypersharp Sickle, 54 Hypersharp Spear, 54,
Harpoon, Radioactive, 143 139 Hypersharp Sword, 52 Hypersharp
Harpoon, Robot-Disrupter, 143 Throwing Disk, 98 Hypersharp Trident, 55
Heatseeker Missile, 257 Hypersharp Weapons, 51 Hypersharp Whip,
Heavy Antimatter-Projector, 333 55 Hypersoaker, 172 Hyper-Soaker,
Heavy Blaster, 320 Disposable, 182 Hyperspeed Ball, Self-
Heavy Blaster Cannon, 321 Returning, 111 Hyperthermexx, 260 Hyperwire
Heavy Construction Waldo, 90 Web-Pod, 110 Hypno-Ray, 368 Hypno-Ray,
Heavy Disruptor, 328 Pocket-Sized, 369 Ice Pistol, 357 Ice Rifle, 358
Heavy Force Projector, 323 Idiot Gun, 222, 223, 224, 225 Idiot Gun (Ball-
Heavy Fragmentation Mine, 261 Bearing Load), 224 Idiot Gun (Caltrop Load),
Heavy Hand-Flamer, 355 224 Idiot Gun (Chainload), 223 Idiot Gun
Heavy Harpoon Gun, 141 (Napalm Load), 225 Idiot Gun, Variable
Heavy Ion Projector, 306 Intensity, 223 Immobilizer Foam Grenade, 244
Heavy Ion Projector,, 306 Immobilizer Foam Mine, 269 Imprisonment
Heavy Laser Cutter, 284 Module, 416 Improvised Flamethrower, 355,
Heavy Laser Pistol, 292 356 Improvised Fragmentation Grenade, 247
Heavy Lightning Rifle, 281 Improvised Laser Carbine, 289 Improvised
Heavy Machine Gun, 211 Slingshot, 115
Heavy Microwave Projector, 301
Heavy Nausea Gun, 352
Heavy Particle Accelerator Rifle, 313
Heavy Railgun, 279
Heavy Thump-Gun, 322
Helix Pistol, 200
Helix Rifle, 201
Helix Rifle, Advanced, 203
Hemorrhage Gas Grenade, 245
Hermatrode, the, 2, 431, 432
High-End Gauss-Pistol, 273
Homicide Ray, 392, 393
Homicide Ray, Giant, 393
Homicide Ray, Pocket-Sized, 393
Hook and Chain, Advanced Materials, 44
Hook and Chain, Electrified, 74
Hook and Chain, Hot, 69
Hook and Chain, Hyperalloy, 44
Hook and Chain, Venomous, 89
Hot Axe, 67

426
Incendiary Arrow, 124 Laser Pistol, Heavy,, 292 Laser Pistol, Heavy,
Incendiary Bolt, 133 Advanced, 291 Laser Pistol, Mark 1.9, 286 Laser Pistol,
Incendiary Dart, 155 Mark 4.5, 287 Laser Pistol, Primitive, 284 Laser Pistol,
Incendiary Grenade, 240 Techtronics Type 9, 286 Laser Pistol, Underwater, 290
Incendiary Mine, 268 Laser Pistol, Underwater, Advanced, 293 Laser Rile,
Incendiary Missile, 257 Advanced, 293, 295 Laser Rile, Disposable, 181 Laser
Indetectible Crossbow Bolt, 130 Sniper Rile,, 289 Laser Sphere Protection Unit, 364
Irfected Biological Katar, 15 Laser, Early Military,, 285 Laser, Light Construction,
Irfectious Claws, 14 285 Lawdog, 217 Lepton Carbine, 408 Lepton Pistol,
Injection Device, 87 408 Lepton Pistol (Light), 408 Lepton Projector, Early,
Insanity Ray, 386, 387 407 Lepton Rile, 409 Liberator Assault Gun, 189 Lie-
Insanity Ray, Giant, 388 Drain Arrow, 126 Lie-Drain Dart, 157 Lie-Drain
Insanity Ray, Handheld, 387 Grenade, 250 Lie-Essence Transierence Ray, 373 Lie-
Insanity Ray, Portable, 387 Essence-Draining Ray, 373 Light 3-Barrel Spike Pistol,
Insanity Rod, 344 146 Light Assault Rile, 201 Light Blaster Rile, Model T-
Insanity Spore-Pod, 23 40, 319 Light Construction Laser, 285 Light Disrupter
Ion Cannon, 307 Rile, 327 Light Hand-Flamer, 354 Lightning Cannon,
Ion Projector, Heavy, 306 283 Lightning Gun, Variable Intensity, 281 Lightning
Ion Projector, Heavy,, 306 Pistol, 280 Lightning Rile, 281 Lightning Rile, Heavy,
Ion Rile, GS-2, 304 281 Lightweight Advanced Particle Accelerator Pistol,
Ion Rile, Heavy Sporting (GS-X), 305 315
Ion Rile, Military (GS-9), 304 Liquid Sword, 96 Living Glue, 22
Ionic Elephant Gun, 306 Living Torpedo, Caustic Flying Bomb, 32
Ionic Sidearm, G-1, 303 Living Torpedo, Flying Bomb, 31
Ionic Sidearm, G-5.1, 303 Living Torpedo, Flying Pain-Gas Bomb, 33
Ionic Sidearm, G-6, 304 Living Torpedo, Flying Sleep-Gas Bomb, 33
Ionic Tool, Variable Intensity, 307 Living Torpedo, Flying Stench Bomb, 32
Jack Murder, 187 Living Torpedo, Plague-Ridden Flying Bomb, 32
Javelin, Guided, 106 Living Torpedo, Scuttlebomb, 26
Katar, Action-at a Distance, 359 Living Torpedo, Stench-Gas Scuttlebomb, 30
Katar, Advanced Materials, 43 Living Torpedo, Telepathic Flying Bomb, 31
Katar, Biological, 15 Living Torpedo, Telepathic Scuttlebomb, 27
Katar, Force-Field, 75 Living Torpedo, Toxic Flechette Scuttlebomb, 26
Katar, Hot, 68 Living Torpedo, Toxic Flying Bomb, 31
Katar, Hyperice, 47 Living Torpedo, Toxic Gas Scuttlebomb, 26
Katar, Hypersharp, 54 Living Toxic Cloud, 37
Katar, Variable Metal, 398 Low-End Plastic Sword, 87
Katar, Vibronic, 60 M-48 Sonic Sniper Rile, 310
Killer Waldo, 89 Mace, Hot, 67
Krutch Industries Submachine Gun 4, 197 Mace, Radioactive, 50
Krutch Industries Submachine Gun 40, 197 Machine Gun, Heavy, 211
Krutch Industries Submachine Gun 43-B, 197 Machine Gun, Heavy,, 212
Land Mines, 261 Machine Gun, Ultra-Heavy, 212
Land-Torpedo, Guided, 160
Large Fission Bomb, 440
Large Fuel-Air Explosive Device, 439
Large Fusion Bomb, 443
Lariat, Electriied, 338
Laser Beam-Effect Pistol, 294
Laser Beam-Effect Rile, 294
Laser Big Game Rile, 288
Laser Cannon, 295
Laser Carbine, Improvised, 289
Laser Carbine, Mark 3, 288
Laser Carbine, Underwater, 290
Laser Carbine, Underwater, Advanced, 294
Laser Cutter, Heavy, 284
Laser Hunting Rile, Advanced,, 293
Laser Personnel Removal Tool, 295
Laser Pistol, Advanced, 291, 303
Laser Pistol, Advanced,, 291
Laser Pistol, Disposable, 180

427
Machine Pistol,, 198, 199 Mine, Concussion, Variable-Intensity, 269 Mine,
Machine Pistol, Heavy, 199 Debilitation Gas, 265 Mine, Directional, Shaped-
Machine Pistol, Helix Gun, 200 Charge, 262 Mine, Discombobulator, 263 Mine,
Machine Pistol, Z-Series, 205 Electrostatic Discharge, 264 Mine, Electrostatic
Magnetic Needle Cannon, 276 Discharge, Variable-Intensity, 270
Mark 1 Military Laser, 285 Mine, Energy-Drain, 417 Mine, Fear Gas, 266 Mine,
Mark 1.9 Laser Pistol, 286 Fragmentation, 261 Mine, Fragmentation, Heavy, 261
Mark 12 Gyrostabilized Machine Pistol, 199 Mine, Immobilizer Foam, 269 Mine, Incendiary, 268
Mark 14 Microwave Pistol, 300 Mine, Mercy, 265
Mark 3 Laser Carbine, 288 Mine, Mercy, Variable-Intensity, 270 Mine, Metal-
Mark 4.5 Laser Pistol, 287 Melter, 268 Mine, Pain Gas, 267 Mine, Plastic-Eating,
Mark 7 Microwave Pistol, 298 269 Mine, Protein Disrupter, 271 Mine, Proximity
Mark IV Tyranizer, 423 Fused, 263 Mine, Psi-Scream, 271 Mine, Radiation
Mark X Assault Rifle, 202, 204 Pulse, 268 Mine, Smart, 270 Mine, son Flechette, 262
Mark X4 Laser Sniper Rifle, 289 Mine, Sonic Disrupter, 264 Mine, Sonic Screamer, 265
Mass-Driver Weapon System, 279 Mine, Suicide Gas, 267 Mine, Toxic Gas, 266 Mine,
Matter Disruption Tool, 424 Toxic Gas, Ultralethal, 266 Mine, Vortex, 417 Miniature
Matter Storage Gun, 424 Robot Attack Drone, 158 Miniature Robot Attack
Matter-Annihilation Grenade, 419 Drone, Flying, 158 Miniature Robot Attack Drone,
Megasplat Gun, 207 Poison Injecting, 158
Melee Weapons, Advanced Materials, 41 Miniature Speargun, 136
Melee Weapons, Hot, Cold and Electrified, 66 Miniature, Concealed Gyrojet, 217
Melee Weapons, Hypersharp, 51 Miscellaneous Futuristic Melee Weapons, 84
Melee Weapons, Miscellaneous, 84 Miscellaneous Futuristic Ranged Weapons, 358
Melee Weapons, Organic, 10 Missile Launcher, Disposable, One-Shot, 184
Melee Weapons, Radioactive, 48 Mk 1 Gyrostabilized Machine Pistol, 198
Melee Weapons, Super-Advanced, 396 Model 1 Blaster, 316
Melee Weapons, Superheavy, 78 Model Aleph-3 Blaster Carbine, 318
Melee Weapons, Vibronic, 57 Model Daleth-Rho Blaster Rifle, 319
Meltaway Arrow, 125 Model Orion Sporting Gauss Rifle, 275
Mental Disruption Wand, 343 Model Q-90 Autogun, 203
Mental Domination Helmet, 386 Model T-40 Light Blaster Rifle, 319
Mental Domination Implant Dart, 156 Model T-90 Big Game Rifle, 319
Mercy Mine, 265 Model Upsilon Military Blaster Carbine, 318
Metabolic Interference Ray, 367 Model XX Competition Blaster, 320
Metal-Eating Grenade, 245 Model ZE-5 Blaster Pistol, 316
Metal-Eating Scuttlebomb, 28 Model ZE-7, 317
Metal-Eating Virus Warhead, 256 Model ZM-3 Light Blaster Pistol, 317 Model ZX-15
Metal-Melter Mine, 268 Heavy Blaster, 320 Molecular Agitator, 402, 403
Metal-Melting Ray, 371 Monofilament Whip, 55 Monster-in-a Can, 35
Metal-Melting Ray, Pocket-Sized, 372 Morganos Device, the, 432 Morituri Staff, the, 432
Micro Robot Enslavement Ray, 379 Mortar, Advanced Materials, 252 Mortar, Disposable,
Micro-Coagulator Ray, 330 252 Mortar, Smart, 253 Mortars, 252
Micro-Dart Projector, Disposable, 179
Micro-Injection Device, 87
Micro-Nausea Gun, 353
Micro-Stunner, Concealed, 344
Microwave, 300
Microwave Cannon, 302
Microwave Carbine, Variable Effect, 302
Microwave Heavy Support Weapon, 301
Microwave Pistol,, 298, 300
Microwave Pistol, Heavy,, 299
Microwave Pistol, Variable Effect, 302
Microwave Projector, Heavy, Short-Range, 301
Microwave Rifle,, 301
Military/Intel Dart Rifle, 149
Mind Sword, 399
Mine, Anti-Robot, 263
Mine, Anti-Tank, 262
Mine, Bioweapon, 264
Mine, Brain Scrambler, 266

428
Motor Dysfanction Gas Grenade, 238 Motor Function Particle Accelerator, Backpack-Mounted, 311
Disrupter Ray, 394 Motor Function Disrupter Ray, Particle Accelerator, Continuous Beam, 315
Pocket-Sized, 394 Motor Function Disruption Thorn, 18 Particle Accelerator, Tiny, 312
Motor Function Disruptor Rod, 343 Motorized Hook and Personal Saiety Unit, 403
Chain, Electroshock Model, 74 Pertriication Ray, 390
Motorized Hook and Chain, Envenomation Model, 89 Pertriication Ray, Portable, 391
Motorized Hook and Chain, Superheated Model, 69 Petrification Ray, Pocket-Sized, 391
Multi-Use Bang Stick, 88 Phased Lepton Projector, 407
Murder Gun, 312 Phase-Shit Gun, 403
Murder Mole, 159, 160 Pick, Advanced Materials, 43
Napalm Arrow, 125 Pick, Advanced Materials (Small), 44
Napalm Grenade, 241 Pick, Hot, 69
Nausea Gun, 352, 353 Pick, Supercold, 71
Nausea Gun, Heavy, 352 Pick, Superheavy, 81
Nausea Gun, Micro, 353 Pick, Superheavy (Small), 81
Nausea Gun, Pocket-Sized, 352 Pick, Vibronic, 60
Needle Gun, 356 Pick, Vibronic (Small), 60
Needle Gun, Concealed, 356 Pincer Gauntlet, 92
Needle Gun, Disposable, 178 Pincer Pike, 93
Needle Rile, Spring-Loaded, 357 Pipe Organ Shotgun, 186
Needlegun,, 357 Piranha Ball, 39
Nerve-Rot Spore-Pod, 24 Pistol, Ceramic, 190
Nerve-Rot Thorn, 18 Pistol, Subsonic, 190
Net, Advanced Materials, 338 Plague Arrow, 124
Net, Electrified, 339 Plague Blade, 11
Neutron Grenade, 242 Plague Dart, 154
Non-Lethal Ranged Weapons, 345 Plague Grenade, 239
Non-Lethal Weapons, 338 Plague Scuttlebomb, 28
Nunchaku, Electrified, 72 Plague Sword, 11
Nunchaku, Superheavy, 79 Plague Wand, 12
Ogmius Harp, the, 433 Plague Warhead Rocket, 256
One-Shot Spike Pistol, 146 Plasma Cannon, 336
Organic Blade, Disposable, 10 Plasma Grenade, 249
Organic Blade, Disposable, Venomous, 11 Plasma Gun, Backpack-Mounted (GP-4), 335
Organic Spore-Pod Launcher, 25 Plasma Gun, Prototype, 334
Organic Weapons, 10, 37 Plasma Rile, Backpack-Mounted (GP-X7), 335
Other Super-Advanced Weapons, 413 Plasma-Blade Flingering, 83
Oughtred Lens, the, 434 Plastic Shotgun, 187
Pain Gas Grenade, 235 Plastic Sword, 87
Pain Gas Mine, 267 Plastic-Eating Bio Pod, 22
Pain Glove, 341 Plastic-Eating Grenade, 246
Pain Wand, 341 Plastic-Eating Mine, 269
Pain-Thorn, 16 Plastic-Eating Scuttlebomb, 27
Painwave Projector, 345 Pocket Agonizer, 341
Paralysis Gas Grenade, 238 Pocket Agony Ray, 346
Paralysis Spore-Pod, 25 Pocket Anti-Lie Projector, 413
Paralysis Thorn, 16 Pocket Atomic Ray, 384, 385
Paralyzer, 339 Pocket Brain-Melting Ray, 377
Particle Accelerator Cannon, 314 Particle Accelerator Pocket Bubble Gun, 392
Hunting Rile, 313 Particle Accelerator Pistol, 312 Pocket Cancer Ray, 381
Particle Accelerator Pistol, Advanced, 314 Particle Pocket Death Ray, 380
Accelerator Pistol, Advanced, Lightweight, 315 Particle Pocket Debilitation Ray, 372
Accelerator Rile, 312 Particle Accelerator Rile, Pocket Disintegration Rod, 396
Advanced, 314 Particle Accelerator Rile, Heavy, 313 Pocket Enslavement Ray, 377
Particle Accelerator Support Gun, 313 Pocket Flesh-Melting Ray, 371
Pocket Flesh-Warping Ray, 370
Pocket Homicide Ray, 393
Pocket Hypno-Ray, 369
Pocket Metal-Melting Ray, 372
Pocket Motor Function Disrupter Ray, 394
Pocket Nausea Gun, 352
Pocket Petrification Ray, 391

429
Pocket Sei-Immolation Ray, 395 QQ19 Laser Hunting Rile, 293
Pocket Shrink Ray, 375 Quantum Cannon, 409
Poison Arrow, 123 Quantum Mass Sword, 79
Poison Arrow, Extra-Lethal, 123 Quantum Packet Gun, 426
Poison Arrow, Superlethal, 124 QZ-5 Light Submachine Gun, 196
Poison Dart, 151, 152 Radiation Projector Wand, 48
Poison Dart, Extra-Lethal, 152 Radiation Pulse Mine, 268
Poison Dart, Superlethal, 152 Radioactive Blade, 49
Poison Flechette Grenade, 233 Radioactive Hand Weapons, 48
Poison Flechette Mine, 262 Radioactive Harpoon, 143
Poison Gas Arrow, 121 Radioactive Mace, 49
Poison Gas Crossbow Bolt, 133 Radioactive Spearhead, 139
Poison Gas Grenade, 238, 239 Radioactive Sword, 49
Poison Gas Grenade, Extra-Lethal, 239 Rage Gas Grenade, 237
Poison Gas Grenade, Superlethal, 239 Rage Thorn, 17
Poison Glove, 95 Railgun, Heavy, 279
Poison Glove, Undetectable, 95 Railgun, Man Portable, 275
Poison Harpoon, 142 Railgun, Portable, dvanced, 279
Poison Injecting Miniature Robot Attack Drone, 158 Ranged Weapons, Miscellaneous, 358
Poison Injector, Disposable, 180 Poison Spearhead, Rapier, Advanced Materials, 42
138 Polarizing Anti-Robot Grenade, 234 Polarizing Rapier, Concealed, 85
Anti-Robot Mine, 263 Polarizing Anti-Robot Shuriken, Rapier, Electriied, 73
101 Police Model 90 Assault Carbine, 202 Porcupine, Rapier, Hypersharp, 52
the, 413 Portable Cancer Ray, 381 Portable Heavy Ray Cannon, Generic, 366
Drill, 93 Portable Pertriication Ray, 391 Power Rod, Ray oi Silence, 383
75 Razerang, 109
Power Staff, Remote Control, 78 Primitive Gyrojet Razor Cannon, 362
Carbine, 215 Primitive Gyrojet Pistol, 215 Primitive Razor Cloud, 435
Laser Pistol, 284 Protein Disrupter Mine, 271 Razor Fan, 87
Protoplasmic Disruptor Wand, 94 Prototype Plasma Razor Tentacles, 91
Gun, 334 Prototype Rail Gun, 272 Proximity Mine, Razorgun, 362
263 Psion Saber, 425 Psi-Scream Arrow, 126 Psi- Razorwire Bolas, 104
Scream Dart, 156 Psi-Scream Grenade, 250 Psi- Razorwire Yo-Yo, 46
Scream Mine, 271 Psychedelic Dart, 154 Psychedelic Red Hot Claws, 68
Gas Grenade, 236 Psychoactive Spike, 15 Pulse- Red Hot Pick, 69
Laser Big Game Rile, 288 Pump-Action 12 Gauge, Red-Hot Scythe, 69
186 Punch Dagger, Advanced Materials, 43 Punch Relics, 422
Dagger, Force-Field, 75 Punch Dagger, Hot, 68 Remote Control Double-Bladed Fusion Sword, 84
Punch Dagger, Hyperice, 47 Punch Dagger, Remote Control Injection Device, 159
Hypersharp, 54 Punch Dagger, Vibronic, 60 Punch- Remote Control Power Staff, 78
Dagger, Action-at a Distance, 359 Punch-Dagger, Remote Control Variable Metal Glaive, 399
Biological, 15 Punch-Dagger, Irfected, 15 Punch- Remote Control Vibroblade, 64
Daqqer, Variable Metal, 398 Q2, 297 Repair Kit Waldo, 91
Q334 Laser Pistol, 291 Repeating Crossbow, 129
Restraint Ring, 415
Riot-Ram, 187
RK Arnvelt Heavy Machine Pistol, 199 Robot Disrupter
Arrow, 121 Robot Disrupter Crossbow Bolt, 132 Robot
Disrupter Wand, 72 Robot Enslavement Ray, 378 Robot
Enslavement Ray, Micro, 379 Robot-Disrupter Harpoon,
143 Robot-Disrupter Spearhead, 138 Rocket, Anti-
Personnel, 255 Rocket, Anti-Tank, 255 Rocket, Chemical
Warhead, 255 Rocket, Flesh-Eating Virus Warhead, 256
Rocket, Heatseeker, 257 Rocket, Incendiary, 257
Rocket, Metal-Eating Virus Warhead, 256 Rocket,
Plague Warhead, 256

430
Rocket, Shaped-Charge Concussion Warhead, 257 Shotgun, Riot-Ram, 187 Shoulder-Mounted Rocket
Rocket, Target-Lock, 258 Rod oi the Lawgiver, 96 RR- Launcher, 253, 254 Shoulder-Mounted Rocket
X20, 292 RZ-7, 209 Launcher, Five-Pack, 254
Sarvio Korrfeld Heavy Microwave Pistol, 299 Shoulder-Mounted Rocket Launcher, SK 12, 255
Scissors, Hypersharp, 57 Shoulder-Mounted Rocket Launcher, Three- Pack, 254
Screamer Bolt, 134 Shrink Ray, 374 Shrink Ray, Pocket-Sized, 375
Scuttlebomb, Deep-Space, 29 Shuriken With Poison Delivery System, 100 Shuriken,
Scuttlebomb, Metal-Eating, 28 Advanced Materials, 99 Shuriken, Anti-Robot, 101
Scuttlebomb, Plague, 28 Shuriken, Exploding, 100 Shuriken, Exploding,
Scuttlebomb, Plastic-Eating, 27 Fragmentation, 101 Shuriken, Force Projection, 99
Scythe, Advanced Materials, 44 Shuriken, Hypersharp, 99 Shuriken, Poison, 100
Scythe, Hot, 69 Shuriken, Sei-Returning, 108 Shuriken, Sei-Returning,
Scythe, Hypersharp, 53 Poison, 108 Shuriken, Variable Metal, 100 Sickle,
Scythe, Superchilled, 71 Hypersharp, 54 Sickle, Vibronic, 61 Single-Plane
Scythe, Vibronic, 61 Grenade, 244 Singularity Projector, 422, 427 SK 12
Selective Biological Disrupter, 426, 430 Shoulder-Mounted Rocket Launcher, 255 Slashmatic
Selective Effect Grenade, 249 Kobra Blade, 63 Sleep Gas Grenade, 234 Sleep Gas
Selective Matter-Annihilation Grenade, 419 Spore-Pod, 23 Slingshot, Advanced Materials, 115
Sei-Assembling Bomb, 421 Slingshot, Improvised, 115 Slingshots, 114
Sei-Assembling Gun, 420 Slugthrower Carbine, Disposable, 175 Slugthrower
Sei-Assembling Heavy Weapon, 421 Pistol, 190, 191, 212 Slugthrower Pistol, . 75 Caliber,
Sei-Assembling Howitzer, 421 208 Slugthrower Pistol, Derringer, 191 Slugthrower
Sei-Assembling Killer Robot, 422 Pistol, Disposable, 175 Slugthrower Pistol, Heavy
Sei-Assembling Sword, 420 Caliber, 191 Slugthrower Pistol, Last Generation, 212
Sei-Guided Crossbow Bolt, 135 Slugthrower Rile, 192, 193, 194 Slugthrower Rile, 20th
Sei-Immolation Ray, 394, 395 Century Carbine, 192 Slugthrower Rile, Big Game, 194
Sei-Immolation Ray, Pocket-Sized, 395 Slugthrower Rile, Elephant Gun, 194 Slugthrower Rile,
Sei-Returning Flying Disk, 106, 107 Heavy Caliber, 193 Slugthrower Rile, Light Caliber, 193
Sei-Returning Flying Disk, Hypersharp, 107 Slugthrower Rile, Type 1, 193 Slugthrower Sniper Rile,
Sei-Returning Force-Blade, 109 194, 195 Slugthrower Sniper Rile, High-Caliber, 195
Sei-Returning Hammer, 109 Slugthrower Target Pistol, 191 Small Advanced
Sei-Returning Hyperdense Ball, 110 Materials Pick, 44 Small Fission Bomb, 439 Small
Sei-Returning Hyperspeed Ball, 111 Fusion Bomb, 442 Small Superheavy Pick, 81 Small
Sei-Returning Shuriken, 108 Vibro-Pick, 60 Smart Gun, 401 Smart Mine, 270 Smart
Sei-Returning Shuriken With Venom, 108 Mortar, 253 SmartSword, 64
Sei-Returning Throwing Knie, Hypersharp, 108 Sniper Rile, Superheavy Caliber, 209 Solar Ray, 390
Shaped-Charge Concussion Warhead, 257 Solar Ray, Giant, 390 Solar Torch, 401
Shaped-Charge Directional Mine, 262 Sonic Broad-Beam Demolisher, 310
Shield, Flying, 106
Shock Gauntlet, 71
Shockstick, 71, 72
Shockstick Nunchaku, 72
Shockstick Staff, 72
Shopkeeper Robot (Stats), 452
Shortbow, Advanced Materials, 116
Short-Range Heavy Microwave Projector, 301
Short-Range Micro Death-Ray, 380
Short-Range Personal Stunner, 346
Shortsword, Ceramic, 86
Shotgun Pistol, 192
Shotgun Pistol, Disposable, 176
Shotgun, Automatic, 188, 189
Shotgun, Combat, 187
Shotgun, Double-Barreled, 186
Shotgun, Liberator Assault Gun, 189
Shotgun, Light Combat, 187
Shotgun, Pipe Organ, 186
Shotgun, Plastic, 187
Shotgun, Pump-Action 12 Gauge, 186

431
Sonic Cannon, 310 Sonic Disrupter Mine, 264 Sonic Stun-Bomb Projector, 354 Stunner,
Disrupter Wand, 88 Sonic Disruptor Bolas, 103 Sonic Concealed, Miniature, 344 Stunner, Hand,
Pistol, 308 Sonic Rifle, 309 347 Stunner, Heavy (Crowd-Control), 349
Sonic Screamer Arrow, 116, 125 Sonic Screamer Bolas, Stunner, Short-Range, Personal, 346
104 Sonic Screamer Grenade, 243 Sonic Screamer Stunner, Wide-Beam, 348, 349 Stunstick,
Mine, 265 Sonic Screamer, Hand-Held, 308 Sonic 342
Sniper Rifle, 310 Sonik Destruktor, 309 Spear Submachine Gun, (Krutch Industries #4, 197
Launcher, Hypermass, 400 Spear Venomous, 13 Submachine Gun, (Krutch Industries #40, 197
Spear, Armor-Piercing Explosive Head, 137 Submachine Gun, (Krutch Industries #43-B, 197
Spear, Detachable Bore-Worm Head, 137 Submachine Gun, Heavy,, 196 Submachine Gun, Light,
Spear, Expanding, 136 QZ-5, 196 Subsonic Murder Gun, 190 Suicide Gas
Spear, Exploding, 137 Grenade, 237 Suicide Gas Mine, 267 Super-Advanced
Spear, Exploding Fragmentation, 137 Melee Weapons, 396 Super-Advanced Ranged
Spear, Hyper ice, 140 Weapons, 400 Super-Advanced Weapons, 395
Spear, Hyper ice, Toxic, 140 Superchilled Blade, 70 Superchilled Gauntlet, 70
Spear, Hypersharp, 54, 139 Superchilled Scythe, 71 Superchilled Sword, 70
Spear, Poison, 138 Supercold Pick, 71 Superheated Crossbow Bolt, 133
Spear, Radioactive, 139 Superheavy, 79 Superheavy Axe, 80 Superheavy
Spear, Robot-Disrupter Head, 138 Caliber Bolt-Gun, 209 Superheavy Caliber Sniper Rifle,
Spear, Thermite, 138 209 Superheavy Flail, 81 Superheavy Hammer, 80
Spear, Variable Metal, 138, 398 Superheavy Nunchaku, 79 Superheavy Pick, 81
Spear, Vibronic, 62, 139 Superheavy Truncheon, 79 Superheavy Weapons, 78
Spear, Vibronic Head, 139 Super-High Potency Stun Dart, 151 Swarm Pod, 20
Speargun, 135 Swarm-Pod, Vacuum, 21 Swauk Mortenson-Davies
Spearguns, Spike Guns and Harpoon Guns, 135 Ionic Elephant Gun, 306
Spent Uranium Arrowhead, 118 Sword, Advanced Materials, 42
Spike Pistol, 145 Sword, Electrified, 73
Spike Pistol, Light (3-shot), 145 Sword, Force Field, 76
Spike Pistol, One-Shot, 146 Sword, Force Field, Double-Bladed, 77
Splat Gun, 206, 207, 208 Sword, Fusion, 82
Spore-Pod, Agony, 23 Sword, Hot, 67
Spore-Pod, Flesh-Eating, 24 Sword, Hypersharp, 52
Spore-Pod, Insanity, 23 Sword, Plastic, Low-Quality, 86
Spore-Pod, Nerve-Rot, 24 Sword, Quantum Mass, 79
Spore-Pod, Paralysis, 25 Sword, Radioactive, 49
Spore-Pod, Sleep Gas, 23 Sword, Superchilled, 70
Spore-Pod, Toxic, 22 Sword, Variable Metal, 397
Spring-Loaded Needle Rifle, 357 Sword, Vibronic, 59
Spring-Loaded Wrist Blade, 85 Sword, Water Blade, 96
Stabbing-Stick, Venomous, 13 Tanglebomb Grenade, 243
Staff, Electrified, 72 Tanglechain, 339
Staff, Force, 76 Tangle-Ribbon, 342
Staff, Remote Control, Power-Enhanced, 78 Tanglevine, 12
Steam Gun, Backpack-Mounted, 363 Tanglewand, 342
Steam Gun, Two Handed, 363 Tangleweb Arrow, 127
Steam Pistol, 363 Tangleweb Crossbow Bolt, 134
Steel Talon Needlegun, 357 Tangleweb Gun, 351
Steissner Combat Shotgun, 187 Target Competition Blaster, 320
Stiletto, Ceramic, 86
Stiletto, Disposable, 184
Stiletto, Vibronic, 58
Stun Glove, 344
Stun Grenade, 244
Stun Ram, 348
Stun Rifle, 347

432
Target-Lock Smart Missile, 258 Tazer, 339 Turbo Blaster Cannon, 321 Turbo-Cannon Heavy Ion
Techtronics Type 9 Laser Pistol, 286 Projector, 306 Two-Bladed Axe, Vibronic, 63 Two-
Telepathic Hunter-Killer, 35 Bladed Chainsword,, 65 Two-Bladed Sword, Force
Temporal Stasis Generator, 418 Field, 77 Two-Bladed Sword, Fusion, 83 Two-Bladed
Temporal Stasis Grenade, 418 Sword, Vibronic, 62 Two-Dimensional Blade, 399
Temporal Stasis Pistol, 418 Two-Handed Dazzleffash Gun, 350 Type 1, 193
Tentacle Wad, 38 Type 483 X-Ray Laser Sniper Rile, 298 Type RSK
Tesseract Throwing Weapon, 416 Microwave Heavy Support Weapon, 301
Tesseract Weapon, 400 Type V-6 Microwave Rifle, 301 Ultra-Heavy Machine
Thanatic Field Projector, 446 Gun, 212 Unclassified Anomalous Object 6, 436
Thanatos Device, 447, 448, 455 Underwater Laser Carbine, 290 Underwater Laser
Thar-Zebb Light Disrupter Rile, 327 Pistol, 290 Universal Energy Tool, 368 V186 Heavy
The Black Stinger, 18 Laser Pistol, 291 Vacuum Swarm-Pod, 21 Variable
The Death-Head Scarab, 34 Effect Microwave Carbine, 302 Variable Effect
The Master's Rod, 367 Microwave Pistol, 302 Variable Intensity Idiot Gun,
The Triparite Blade, 112 223 Variable Intensity Ionic Tool, 307 Variable
Thermexx, 260 Intensity Lightning Gun, 281 Variable Metal Arrow,
Thermite Spearhead, 138 120 Variable Metal Glaive, 398 Variable Metal Glaive,
Thorn oi Madness, 17 Remote Control, 399 Variable Metal Punch-Dagger,
Thorn, Brain-Rot, 18 398 Variable Metal Shuriken, 100 Variable Metal
Thorn, Debilitation, 17 Spear, 138, 398 Variable Metal Sword, 397 Variable
Thorn, Motor Function Disruption, 18 Metal Throwing Disk, 415 Variable-Intensity Anti-
Thorn, Nerve-Rot, 18 Robot Grenade, 248 Variable-Intensity Concussion
Thorn, Pain, 16 Grenade, 247 Variable-Intensity Concussion Mine,
Thorn, Paralysis, 16 269 Variable-Intensity Electrostatic Discharge Mine,
Thorn, Rage, 17 270
Thousand Wound Spiral, the, 414, 415 Variable-Intensity Mercy Mine, 270
Three-Bladed Chainsaw, Flying, 112 Variable-Intensity Radiation Pulse Grenade, 247
Throwing Axe, Advanced Materials, 42 Venomous Bio-Spear, 13
Throwing Blade, Ceramic, 101 Venomous Bio-Stabbing-Stick, 13
Throwing Blade, Disposable, 183 Venomous Bio-Sword, 12
Throwing Blade, Guided, 105 Venomous Claws, 14
Throwing Disk, Advanced Materials, 97 Venomous Disposable Organic Blade, 11
Throwing Disk, Advanced Materials (Blunt), 97 Very Large Fusion Bomb, 444
Throwing Disk, Hypersharp, 98 Vibratory Disruptor Dart, 155
Throwing Disk, Variable Metal, 415 Vibro Disk, Sei-Returning, 107
Throwing Disk, Vibronic, 98 Vibroblade, 58, 59, 61, 62, 64
Throwing Hatchet, Ceramic, 101 Vibroblade Axe, 58
Throwing Knie, Sei-Returning, Hypersharp, 108 Vibroblade Double-Sided Axe, 63
Throwing Weapons, Futuristic, 97 Vibroblade Double-Sided Sword, 62
Thud Gun, 206, 207 Vibroblade Sickle, 61
Thump-Club, 85 Vibroblade Stiletto, 58
Thump-Gun, Heavy, 322 Vibroblade Sword, 59
Thump-Pistol, 322 Vibro-Cannon, 324
Thump-Rile, 322 Vibro-Claws, 59
Tigershark. 75 Pistol, 208 Vibro-Disk, 98
Tiny Evil Ray, 389 Vibro-Katar, 60
Tiny Fear Ray, 383 Vibronic Glaive, 62, 66
Tiny One-Shot Dazzleffash Gun, 351 Vibronic Spear, 62, 139
Tomahawk, Disposable, 184
Torpedo, Burrowing, 160
Torpedo, Flying Buzz-Bomb, 161
Torpedo, Land, Guided, 160
Toxic Gas Mine, 266
Toxic Gas Mine, Ultralethal, 266
Toxic Hyperice Spear, 140
Toxic Spore-Pod, 22
Tractor-Pressor Vibro Gun, 323
Triaxx, 259
Trident, Hypersharp, 55 Truncheon, Superheavy, 79

433
Vibronic Spearhead, 139 Vibronic Weapons, 57 Wrist-Rocket, Anti-Robotic Warhead, 227
Vibronic Whip, 63 Vibro-Pick, 60 Vibro-Pistol, 323 Wrist-Rocket, Armor-Piercing, 228
Vibro-Scythe, 61 Viral Grenade, Superlethal, 240 Wrist-Rocket, Concussion Bomb, 227
Vivisector Pane, the, 414 Vortex Grenade, 419 Wrist-Rocket, Fragmentation Load, 227
Vortex Mine, 417 Waldo, Grabber Arm, 90 Waldo, Wrist-Rocket, Glue-Bomb, 227
Heavy Construction, 90 Waldo, Killer, 89 Waldo, Wrist-Rocket, Heat-Seeker, 229
Razor Tentacles, 91 Waldo, Repair Kit, 91 Water Wrist-Rocket, High-Explosive, Anti-Vehicle, 228
Blade, 95 Wrist-Rocket, Incendiary, 228
Weapons of Mass Destruction, 438 Wrist-Rocket, Poison Flechette Bomb, 228
Weird Science, 368 Wrist-Rocket, Solid Spike, 226
Whip, Advanced Materials, 43 Wubbly, The, 39
Whip, Electrified, 74 Wummel Device, the, 435, 436
Whip, Hypersharp, 55 X-Ray Laser Pistol, 296
Whip, Vibronic, 63 X-Ray Laser Rifle, 296
Whirligig, 113 X-Ray Laser Sniper Rifle, 297
Whomp-Ball, 113 X-Ray Laser Sniper Rifle,, 298
Whomp-Disk, 113 X-Ray Laser Target Pistol, 297
Wide-Beam Stunner, 348, 349 Xugulor, the, 437
Witherslant Gun, Model Aleph-Naught, 411 Yo-Yo Weapons, 44
Witherslant Gun, Model Omega, 437 Yo-Yo, Buzzsaw Bladed, 46
Witherslant Gun, Model Q, 411 Yo-Yo, Combat, 45
Witherslant Gun, Model X, 410 Yo-Yo, Exploding, 45
Witherslant Gun, Model Zed, 410 Yo-Yo, Immobilizer, 45
Witherslant Masters, The, 451 Yo-Yo, Razorwire, 46
Witherslant Masters' Shopkeeper Robot, 452 Z-1 Survival Rifle, 204
Witherslant Pistol, 412 Z-12 Assault Rifle, 206
Wriggleblade, 11 Z-3 Pistol, 205
Wrist Blade, Spring-Loaded, 85 Z-5 Assault Rifle, 206
Wrist-Mounted Dart Projector, 148 Zed Gun, the, 438
Wrist-Rocket Launcher, 226 Zero-Grav Carbine, 210
Zero-Grav Pistol, 210
Zip-Gun, 213, 214
Zip-Gun Rifle, 214
Zip-Shotgun, 214
Zlotny-Grushka 12 Gauge Light Combat Shotgun, 187
Z-Series Gyrostabilized Machine Pistol, 205

434

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