TSP: The Armory (Equipment)

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Far beyond the edge of the inhabited universe lies the Silent Planet, a fertile but isolated world rumoured to be the final resting place for a number of lost interplanetary expeditions. Despite the planet’s deadly reputation, legends of riches, vast resource deposits, and lost alien technology tempt those brave, or foolish, enough to take the risk. Will the Silent Planet’s latest batch of colonists quell its dangerous wildlife and hostile inhabitants, or will they end up as another in a long line of expeditions that have simply ‘gone silent’?

Moderator: Calvin

TSP: The Armory (Equipment)

Postby Calvin » Sun May 08, 2016 11:40 pm

Ranged Weapons
Kick: Many modern ranged weapons have a powerful kick after being shot. This can interfere with your aim. If a firearm has a damage bonus that is greater than your strength bonus, you subtract the difference from your attack roll.
Load: Unless noted otherwise, loading a ranged weapon is a move action that provokes attacks of opportunity.

(Simple) One-Handed Ranged Weapons:
Sidearm: Characters can make ranged attacks in melee with a one-handed ranged weapon without drawing attacks of opportunity (unless attacking with a melee weapon would also draw one).

DMLS-1911 Pistol
Cost: 12 Cr
Damage:: 1d6+2
Critical: 19-20/x2
Damage Type: P
Range Increment: 30 ft.
Capacity: 7
Weight: 2 lbs.

Using a timeless and widely copied design, the DMLS-1911 pistol is simple and compact enough to be fabricated using commercial DMLS (direct metal laser sintering) printers. These weapons are often ‘manufactured’ en masse by grey market entrepreneurs in the distant reaches of the universe. Though some of these amateur gunsmiths sell exclusively to colonists and explorers, others are less discerning about their clientele, making the DMLS-1911 pistol a popular weapon among criminals.

The DMLS-1911 pistol can fire up to seven .45 caliber rounds before requiring a reload, and can be fired, but not loaded with one hand at no penalty. You can shoot a DMLS-1911 pistol with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.


Fuijin Type 316 Pistol
Cost: 215 Cr
Damage:: 1d6+1
Critical: 19-20/x2
Damage Type: P
Range Increment: 30 ft.
Capacity: -
Weight: 3 lbs.

Fuijin Co., Ltd. is a small, but well respected, arms company that caters to sport shooters and purists who have an aversion to directed-energy weapons. The Type 316 pistol is typical of their product line. Firing a 6.2mm caseless round, the Fuijin Type 316 pistol has a well-deserved reputation for accuracy and reliability, which, along with the relative ease with which it can be maintained, makes it and similar weapons popular with interplanetary explorers.

The Fuijin Type 316 pistol can be fired, but not loaded with one hand at no penalty. You can shoot a Fuijin Type 316 pistol with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.

High-Capacity Magazine: The Fuijin Type 316 pistol has a 48-round dual compartment magazine, meaning that it rarely needs to be reloaded in combat. It can be treated as if it has a magazine with unlimited capacity.

High-Quality Manufacture: The Fuijin Type 316 pistol is always considered a masterwork weapon. As such, it grants a +1 bonus on attack rolls.


HGMunitions ‘Redstone Rocketeer’ Gyrojet Revolver
Cost: 250 Cr
Damage:: 1d12
Critical: 19-20/x2
Damage Type: P
Range Increment: 30 ft.
Capacity: 6
Weight: 2 lbs.

The gyrojet design dates back many years, to when humanity was making into first forays into space. Initially considered a failure, the technology was abandoned, it was resurrected when zero-g combat made the need for a low-recoil weapon particularly important. HGMunitions’ ‘Redstone Rocketeer’ fills this niche quite nicely, having virtually no recoil despite firing a high-caliber rocket capable of punching through its target’s armor. The simplicity of the gyrojet revolver's design also makes it rugged, reliable and easy to repair in the field, with the ‘Redstone Rocketeer’ in particular having a reputation for firing no matter what abuse it is subjected to, though the high cost of the ammunition limits its general utility. This is compounded by the slow burn times and relative inaccuracy of its rockets, making guided munitions ideal, though these are harder to come by, and even more expensive.

The ‘Redstone Rocketeer’ gyrojet revolver can be fired, but not loaded with one hand at no penalty. You can shoot a gyrojet revolver with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.

Rocket Projectiles: More rocket launcher than firearm, the projectiles fired by the ‘Redstone Rocketeer’ gyrojet revolver each contain their own rocket engine and means for stabilization. While conventional bullets reaches its maximum kinetic energy at the muzzle, a rocket does not reach maximum energy until its fuel is expended, which occurs approximately 30 ft. from its muzzle. When fired at adjacent targets, the ‘Redstone Rocketeer’ deals only 1d4 damage, and when firing at targets beyond point-blank range but less than 30 ft. away, it deals 1d8 damage. Full damage (1d12) is dealt to targets at least 30 ft. away.


Interstellar Arms ‘Auto/Clip’ Pistol
Cost: 20 Cr
Damage:: 1d6+1
Critical: 19-20/x2
Damage Type: P
Range Increment: 10 ft.
Capacity: 5
Weight: 0.5 lbs.

Inexpensive but of good quality, the Interstellar Arms ‘Auto/Clip’ is an ultralight, subcompact pistol chambered for the 6.2mm caseless cartridge. Designed to be used as a concealed carry self-defense weapon, the ‘Auto/Clip’ lacks any external slide lock, release, or safety, reducing the chance of these protruding components from snagging on clothing when the weapon must be drawn in a hurry. The ‘Auto/Clip’ is popular as a defensive weapon for civilians and as a backup weapon for mercenaries and bounty hunters.

The Interstellar Arms ‘Auto/Clip’ pistol can fire up to five 6.2mm caseless rounds before requiring a reload, and can be fired, but not loaded with one hand at no penalty. You can shoot an ‘Auto/Clip’ pistol with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.

Concealable: You get a +2 bonus on Sleight of Hand skill checks made to conceal an ‘Auto/Clip’ pistol on your body.


’Krikit-32’ Pistol
Cost: 5 Cr
Damage:: 1d4+1
Critical: 19-20/x2
Damage Type: P
Range Increment: 20 ft.
Capacity: 6
Weight: 1 lb.

Crudely made from low-quality materials, the ‘Krikit-32’ pistol can be constructed with very limited tools and without much skill on behalf of its manufacturer. Though the .32 round it fires is a bit underpowered, making it a bit lackluster as a self-defense weapon, it is perfectly suitable as a cheap, concealable weapon, making it a favourite of criminals and insurgents. If you’re in a remote corner of a particularly shady space station, and some low-life criminal pulls a pistol on you, odds are it’s a ‘Krikit-32’, or possibly a ‘Weiss’ piezoelectric pistol.

The ‘Krikit-32’ pistol can fire up to six .32 caliber rounds before requiring a reload, and can be fired, but not loaded with one hand at no penalty. You can shoot a ‘Krikit-32’ with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.

Concealable: You get a +2 bonus on Sleight of Hand skill checks made to conceal a ‘Krikit-32’ pistol on your body.


Micron Systems E-53 Laser Pistol
Cost: 75 Cr
Damage:: 1d8
Critical: x3
Damage Type: Fire
Range Increment: 20 ft.
Capacity: -
Weight: 7 lbs.

Originally designed for zero-g use and close quarters combat aboard starships, the Micron Systems E-53 laser pistol is bulky and inaccurate, but it packs a serious punch. The E-53 has seen frequent use as a backup weapon by interplanetary explorers, who simply bring their shipboard weapon planetside in case their primary weapon fails or lacks sufficient firepower to deal with the local wildlife.

The Micron Systems E-53 laser pistol can be fired, but not loaded with one hand at no penalty. You can shoot a Micron System E-53 laser pistol with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons.

High-Capacity Magazine: The energy cell used by the Micron System E-53 laser pistol is long-lasting and rarely needs to be reloaded in combat. The weapon can be treated as if it has a magazine with unlimited capacity.


UATC BORT-85 Flare Gun
Cost: 10 Cr
Damage:: 1d4
Critical: x3
Damage Type: Fire
Range Increment: 50 ft.
Capacity: 1
Weight: 2 lbs.

The UATC BORT-85 flare gun is a single-shot, breach-loading pistol typically used for distress signaling and often included in survival kits. It is typically carried by survey teams, to be used in emergency situations when comms fail, or by those on worlds with fledgling colonies, where much of the wilderness still remains untamed. Fired directly above, a BORT-85 flare gun releases a bright flare that can be seen from up to 40 miles away under optimal conditions.

Though not intended as a weapon, a flare gun can be used as one. On a critical hit, the target is blinded for 1 round. Firing a flare gun causes unintelligent animals within 20 feet of the projectile to become frightened for 1d3 rounds; an animal can overcome this effect with a successful DC 11 Will save or if an adjacent ally calms the animal with a successful DC 11 Handle Animal check (an immediate action).

A UATC BORT-85 flare gun can be fired, but not loaded with one hand at no penalty. You can shoot a flare gun with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.


Vidar Technologies M/81 Laser Pistol
Cost: 90 Cr
Damage:: 1d6
Critical: x3
Damage Type: Fire
Range Increment: 60 ft.
Capacity: -
Weight: 3 lbs

Essentially a scaled-down version of Vidar Technologies’ M/80 laser rifle, the M/81 laser pistol retains the same basic design as its parent rifle. Though the highly focused laser is perhaps a bit underpowered when scaled down to pistol size, it gives the M/81 a range far exceeding most other sidearms. As such, Vidar Technologies’ marketing department has often attempted to stress the uniqueness of the weapon, at times calling it a “laser carbine”, a “directed-energy personal defence weapon”, or even a “laser sub-machine gun”. However, as the M/81 is, ultimately, a laser weapon designed to be fired in one hand, most prefer to simply call it a “laser pistol”.

The Vidar Technologies M/81 laser pistol can be fired, but not loaded with one hand at no penalty. You can shoot a M/81 laser pistol with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons.

High-Capacity Magazine: The energy cell used by the Vidar Technologies M/81 laser pistol is long-lasting and rarely needs to be reloaded in combat. The weapon can be treated as if it has a magazine with unlimited capacity.

Integrated Laser Sight: The Vidar Technologies M/81 laser pistol contains a laser sight (see weapon accessories, below) integral to its design. It cannot be removed or destroyed without breaking the weapon. The cost of this laser sight is included in the cost of the weapon.


'Weiss' Piezoelectric Pistol
Cost: 5 Cr
Damage:: 1d8
Critical: x3
Damage Type: Electricity
Range Increment: 10 ft.
Capacity: 5
Weight: 1 lb.

The ‘Weiss’ piezoelectric pistol is a cheap stamped-metal energy pistol, made by colonists and cottage gunsmiths using whatever materials are available and cut down for concealment and quick draw. It uses a low-powered laser to form an electrically-conductive laser-induced plasma channel, which becomes a conduit for a powerful electric current. Though the ‘Weiss’ pistol’s primary use is by colonists on distant world for self-defence, it is also popular with assassins and bounty hunters who need an untraceable, concealable weapon that is cheap enough to be disposable.

The ‘Weiss’ piezoelectric pistol can be fired, but not loaded with one hand at no penalty. You can shoot a ‘Weiss’ piezoelectric pistol with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.

Concealable: You get a +2 bonus on Sleight of Hand skill checks made to conceal a ‘Weiss’ piezoelectric pistol on your body.


X-Caliber Industries ‘Golden Arrow’ Revolver
Cost: 300 Cr
Damage:: 1d6+3
Critical: 19-20/x2
Damage Type: P
Range Increment: 40 ft.
Capacity: 5
Weight: 4 lbs.

The X-Caliber Industries ‘Golden Arrow’ revolver is a 5-shot revolver firing the massive .500 magnum round. With its high-caliber, pearl grips, and gold plated hammer and trigger, the ‘Golden Arrow’ is a quite ostentatious weapon, but also a quite effective one. The high-energy of its magnum rounds can stop all but the largest creatures dead in their tracks, making it popular with explorers on dangerous planets as well as bounty hunters who want an intimidating weapon, and don’t like to shoot twice.

The X-Caliber Industries ‘Golden Arrow’ revolver can be fired, but not loaded with one hand at no penalty. You can shoot a ‘Golden Arrow’ revolver with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons.
Calvin
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Re: TSP: The Armory (Equipment)

Postby Calvin » Thu May 12, 2016 11:31 pm

(Simple) Two-Handed Ranged Weapons:

‘Archimedes’ Microwave Gun
Cost: 25 Cr
Damage:: 1d4+1d6 (see text)
Critical: x2
Damage Type: Fire, Sonic
Range Increment: 30 ft.
Capacity: 1
Weight: 14 lbs.

The ‘Archimedes’ is an improvised microwave gun designed to incapacitate targets. Though based on a design originally used for riot control purposes, when built with modern energy cells it generates enough power to be lethal to humans. The technology required to make improvised microwave weapons like the ‘Archimedes’ is inexpensive, and it is generally easy to construct, making it a cost-effective, if somewhat inhumane, method of warding off wildlife.

The ‘Archimedes’ acts as a splash weapons, dealing 1d4 points of fire damage. The pulsed microwave radiation also causes thermoelastic expansion of portions of the target’s auditory apparatus, dealing an additional 1d6 points on sonic damage and forcing a DC 11 Fortitude save to avoid being nauseated for 1d3 rounds. Each round a creature remains nauseated by an ‘Archimedes’ microwave gun, it takes an additional 1 point of sonic damage. All creatures within the splash effect take 1 point of fire damage from the heat of the microwave radiation but do not risk being nauseated.

Set for Stun: The ‘Archimedes’ microwave gun can be fired at a lower power level in order to deal nonlethal damage, taking the normal -4 attack penalty for using a lethal weapon to deal nonlethal damage. When used in this manner, it deals 1d6 points of nonlethal damage on a successful hit and forces the target to make a DC 11 Fortitude save to avoid being nauseated for 1d3 rounds. Each round a creature remains nauseated by an ‘Archimedes’ microwave gun, it takes an additional 1 point of nonlethal damage. All creatures within the splash effect take 1 point of nonlethal damage but do not risk being nauseated.


Black Stone Industries ‘Scimitar’ Assault Rifle
Cost: 200 Cr
Damage:: 1d8+1
Critical: 19-20/x2
Damage Type: P
Range Increment: 100 ft.
Capacity: -
Weight: 9 lbs.

The Black Stone Industries ‘Scimitar’ is an assault rifle chambered to fire the 8.5mm caseless round and equipped with a high-capacity magazine to allow for sustained fire. Primarily intended for combat use, the ‘Scimitar’ is often issued to gunners or marksmen in support of infantry equipped with more compact weapons, such as the Edon-Tec ASH-9 ‘Bulldog’ assault rifle, or as a primary weapon in environments where its increased range give it an edge. The ‘Scimitar’ assault rifle, and other similar weapons, have fallen out of favour since the development of effective long-range, high-capacity energy weapons, though many still prefer conventional firearms, both for practical and personal reasons.

Normally, operating a BSI ‘Scimitar’ assault rifle requires two hands. However, you can shoot, but not load, it with one hand at a -4 penalty on attack rolls. You can shoot a ‘Scimitar’ assault rifle with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.

High-Capacity Magazine: The BSI ‘Scimitar’ assault rifle uses a 120-round magazine, meaning that it rarely needs to be reloaded in combat. It can be treated as if it has a magazine with unlimited capacity.


Edon-Tech ASH-9 ‘Bulldog’ Assault Rifle
Cost: 160 Cr
Damage:: 1d8+1
Critical: 19-20/x2
Damage Type: P
Range Increment: 60 ft.
Capacity: -
Weight: 6 lbs.

Developed by Edon-Tech, with Black Stone Industries as a major subcontractor, the Edon-Tech ASH-9 ‘Bulldog’ assault rifle was designed both as a direct competitor to Essen’s AE-0006+ assault rifle and as a CQB supplement for BSI’s ‘Scimitar’ assault rifle. Using the same 8.5mm caseless round as the ‘Scimitar’ assault rifle, the ‘Bulldog’ packs a bigger punch than its rival, making it ideal for close-quarters combat, though it is not quite as accurate and has a shorter effective range. Like its rival, the ASH-9 ‘Bulldog’ has proved popular with PMCs, and it has met the same fate now that it has become obsolete.

Normally, operating an Edon-Tech ASH-9 ‘Bulldog’ assault rifle requires two hands. However, you can shoot, but not load, it with one hand at a -2 penalty on attack rolls. You can shoot an ASH-9 assault rifle with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.

High-Capacity Magazine: The Edon-Tech ASH-9 ‘Bulldog’ assault rifle uses an 80-round magazine, meaning that it rarely needs to be reloaded in combat. It can be treated as if it has a magazine with unlimited capacity.


Essen AE-0006+ Assault Rifle
Cost: 150 Cr
Damage:: 1d6+1
Critical: 19-20/x2
Damage Type: P
Range Increment: 80 ft.
Capacity: -
Weight: 7 lbs.

A compact firearm designed for use in close-quarters combat and by support personnel, the Essen AE-0006+ assault rifle fires the small-caliber 6.2mm caseless round, meaning that while it was initially developed and marketed as a compact assault rifle, it can also be considered a submachine gun or personal defence weapon. The AE-0006+ features a compact bullpup design, high capacity magazine, and fully ambidextrous controls, making it a popular weapon with mercenaries, though most of the large PMCs have since switched to more modern weapons, selling off their old stocks of AE-0006+ assault rifles on the open market.

Normally, operating an Essen AE-0006+ assault rifle requires two hands. However, you can shoot, but not load, it with one hand at a -2 penalty on attack rolls. You can shoot an AE-0006+ with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.

High-Capacity Magazine: The Essen AE-0006+ assault rifle uses a 100-round magazine, meaning that it rarely needs to be reloaded in combat. It can be treated as if it has a magazine with unlimited capacity.

Integrated Flashlight: The Essen AE-0006+ assault rifle contains a flashlight (see weapon accessories, below) integral to its design. It cannot be removes or destroyed without breaking the weapon. The cost of this flashlight is included in the cost of the weapon.


Interstellar Arms Model M Semi-Automatic Rifle
Cost: 25 Cr
Damage:: 1d8+1 or 1d6+1
Critical: 19-20/x2
Damage Type: P
Range Increment: 100 ft. or 140 ft.
Capacity: 6 or 8
Weight: 8 lbs.

Despite the popularity of caseless ammunition with military and law enforcement users, it has proved a much less attractive product on the civilian market. Caseless ammunition tends to be sole source, and can’t be handloaded at home, making it inconvenient for the typical civilian shooter or colonist to acquire. However, after PMCs began selling off their old stocks of 6.2mm and 8.5mm caseless weapons, these ammunition types flooded the market and became extremely cheap to purchase. In order to profit from this development, Interstellar Arms released the Model M semi-automatic rifle, a low-cost rifle able to be chambered in both the 6.2mm and 8.5mm caseless rounds. Due to its low cost and wide availability of surplus ammunition, the Model M soon became a popular weapon with colonists and explorers on a tight budget, gaining a reputation as the ‘poor man’s hunting rifle’.

Normally, operating an Interstellar Arms Model M semi-automatic rifle requires two hands. However, you can shoot, but not load, it with one hand at a -4 penalty on attack rolls. You can shoot an Interstellar Arms Model M with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.

Multi-Caliber: The Model M semi-automatic rifle can, as a full-round action, by modified to fire either 6.2mm or 8.5mm caseless rounds. When using 8.5mm caseless rounds, it deals 1d8+1 damage, has a 100 ft. range increment, and can hold 6 rounds. When using 6.2mm caseless rounds, it deals 1d6+1, has a 140 ft. range increment, and can hold 8 rounds.


Merritt Island Arsenal LC-19 ‘Gemini’ Double-Barreled Gyrojet Carbine
Cost: 300 Cr
Damage:: 1d12
Critical: 19-20/x2
Damage Type: P
Range Increment: 30 ft.
Capacity: 8
Weight: 12 lbs.

The primary drawback of gyrojet weapons has always been their ineffectiveness at close range. Early shipboard combat doctrine called for gyrojet pistols to be used in tandem with combat knifes, and as an off-hand weapon while wielding plasma swords or high-frequency axes. Merritt Island Arsenal attempted to mitigate this drawback with their LC-19 ‘Gemini’ double-barreled gyrojet carbine. The initial concept behind the weapon was simple: use two barrels to double the gyrojet carbine’s firepower in emergency situations, such as close-quarters combat. The ‘bolo shot’ feature the weapon would later become known for was added by a particularly eccentric engineer, who was given perhaps a bit too much latitude in his approach to the weapon’s design. Though the feature was touted as an effective way of clearing starship hallways, becoming a distinctive selling point, it also delayed the weapon’s development, and by the time it made it to market, it was already obsolete. Merritt Island Arsenal went out of business, and their unsold LC-19 ‘Gemini’ carbines were sold on the open market, most stripped of their advanced targeting systems, though intact versions can sometimes be found in the hands of particular resourceful black-marketeers.

Normally, operating a Merritt Island Arsenal LC-19 ‘Gemini’ double-barreled gyrojet carbine requires two hands. However, you can shoot, but not load, it with one hand at a -4 penalty on attack rolls. You can shoot a LC-19 ‘Gemini’ with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.

Bolo Shot: The LC-19 ‘Gemini’ has two barrels, and while it is not accurate enough to effective fire both rockets at the same target, it can fire a special attack referred to by its designers as a ‘bolo shot’. If the ‘Gemini’ has at least two rockets loaded, the weapon can magnetically attach a steel wire between the two projectiles. Both rockets are then fired simultaneously, their trajectories deviating during flight, pulling the wire taut and creating a projectile resembling rocket-propelled bolas.

When used in the manner, you make one attack roll. If it hits, the target takes 2d4 damage (regardless of range) and you can make a ranged trip attack against that opponent as a free action. You can't be tripped during your own trip attempt when using the ‘Gemini’.

Rocket Projectiles: More rocket launcher than firearm, the projectiles fired by the ‘Gemini’ double-barreled gyrojet carbine each contain their own rocket engine and means for stabilization. While conventional bullets reaches its maximum kinetic energy at the muzzle, a rocket does not reach maximum energy until its fuel is expended, which occurs approximately 30 ft. from its muzzle. When fired at adjacent targets, the ‘Gemini’ deals only 1d4 damage, and when firing at targets beyond point-blank range but less than 30 ft. away, it deals 1d8 damage. Full damage (1d12) is dealt to targets at least 30 ft. away.


Micron Systems X-25 Laser Rifle
Cost: 50 Cr
Damage:: 1d10
Critical: x3
Damage Type: Fire
Range Increment: 120 ft.
Capacity: 5
Weight: 9 lbs.

The X-25 is an early prototype laser rifle produced by Micron System, whose technology has since become the basis for many of their weapons. Though it doesn’t suffer from the blooming problem that severely limits the effective range of their more recent E-53 laser pistol in planetary atmospheres, the high-energy laser is very inefficient, draining the X-25 laser rifle’s energy cell in only five shots. Though the X-25 was only a prototype which was never intended for public released, the specifications leaked during development, meaning that many knock-off versions have surfaced, often masquerading as genuine Micron Systems products, or using slight variations of their name. Some examples seen being offered for sale by merchants unconcerned for intellectual property law include the “Micro Systems X-25”, “Micross Tech X2-S”, “McRon Tech R-26”, and “Macroon Systems XS”.

Normally, operating a Micron System X-25 laser rifle (or one of its many knockoffs) requires two hands. However, you can shoot, but not load, it with one hand at a -4 penalty on attack rolls. You can shoot a X-25 with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.


UATC AR-14 ‘Pioneer’ Semi-Automatic Rifle
Cost: 40 Cr
Damage:: 1d8+2
Critical: 19-20/x2
Damage Type: P
Range Increment: 110 ft.
Capacity: 5
Weight: 6 lbs.

Sold under the tagline “Don’t leave civilization without one”, the UATC AR-14 ‘Pioneer’ semi-automatic rifle is a favorite of interplanetary explorers who might have need for a weapon for hunting or defence in an emergency. The AR-14 ‘Pioneer’ is lightweight, highly portable, and chambered for the powerful .300 caliber round. UATC opted to load the rifle for the somewhat-outdated cased round instead of more modern caseless rounds in order to simplify the design and better facilitate the field manufacture and reloading of cartridges.

Normally, operating an AR-14 ‘Pioneer’ semi-automatic rifle requires two hands. However, you can shoot, but not load, it with one hand at a -4 penalty on attack rolls. You can shoot an AR-14 with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.

Takedown Gun: The UATC AR-14 ‘Pioneer’ can be disassembled for convenient transport. Assembling or disassembling the weapon takes 2 full rounds.


Vidar Technologies M/80 Laser Rifle
Cost: 100 Cr
Damage:: 1d8
Critical: x3
Damage Type: Fire
Range Increment: 120 ft.
Capacity: -
Weight: 8 lbs.

The M/81 laser pistol’s big brother, the Vidar Technologies M/80 laser rifle set the standard for affordable laser weaponry, at least according to Vidar Technologies. Though originally built as a military rifle, stripped down versions, sold without the advanced targeted systems of their military counterparts, have become ubiquitous on the civilian market. Although the name “M/80” remains a registered trademark of Vidar Technologies, variants of the laser rifle are made, modified, and sold under various names by multiple manufacturers.

Normally, operating a Vidar Technologies M/80 laser rifle requires two hands. However, you can shoot, but not load, it with one hand at a -4 penalty on attack rolls. You can shoot a M/80 laser rifle with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.

High-Capacity Magazine: The energy cell used by the Vidar Technologies M/80 laser rifle is long-lasting and rarely needs to be reloaded in combat. The weapon can be treated as if it has a magazine with unlimited capacity.

Integrated Laser Sight: The Vidar Technologies M/80 laser rifle contains a laser sight (see weapon accessories, below) integral to its design. It cannot be removes or destroyed without breaking the weapon. The cost of this laser sight is included in the cost of the weapon.


Vostok Mk III Survival Carbine
Cost: 20 Cr
Damage:: 1d8+2
Critical: 19-20/x2
Damage Type: P
Range Increment: 50 ft.
Capacity: 2
Weight: 5 lbs.

Intended for use as a survival aid by interplanetary explorers, the Vostok Mk III survival carbine can be used for hunting, defence against wildlife, and for visible and audible distress signals. Nicknamed the “Troika”, the Vostok Mk III has two side by side barrels firing .300 caliber rounds and a lower barrel which can be used to launch flares. The detachable stock, which comes with a canvas sheath, can also be used as a machete. Improvised weapons with a similar design to the Vostok Mk III, without the machete and ability to launch flares, can be found for half the price.

Normally, operating a Vostok Mk III survival carbine requires two hands. However, you can shoot, but not load, it with one hand at a -2 penalty on attack rolls. You can shoot a Vostok Mk III with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.

Detachable stock: The stock of the Vostok Mk III survival carbine can be removed as a move action and used as a machete. The Vostok Mk III can be fired without its stock at a -1 penalty on attack rolls, which does not stack with the penalty for one-handed firing.

Double Shot: If the Vostok Mk III survival carbine is fully loaded, a character can fire both barrels at once. Make one attack roll at a -2 penalty, and if the attack hits the target takes damage from both bullets. Critical hits, sneak attack damage, and other precision-based damage only apply to the first bullet.

Integrated Flare Gun: The lower barrel of the Vostok Mk III acts as a flare gun (see simple one-handed ranged weapons, above). It cannot be removed or destroyed without breaking the weapon, and the cost of the flare gun is included in the cost of the weapon. The flare gun component uses a separate trigger, and switching between the carbine and flare gun functions of the Vostok Mk III is a free action.

Load: The barrels of the Vostok Mk III must be reloaded separately, requiring a move action to load a single cartridge. A character with the Rapid Reload feat can instead reload both barrels at once as a single move action.


Vostok Mk VII Bolt Gun
Cost: 35 Cr
Damage:: 1d6+3 or 1d8+3 (see text)
Critical: 19-20/x2
Damage Type: P
Range Increment: 70 ft. or 140 ft. (see text)
Capacity: 6
Weight: 6 lbs.

A simple coilgun using ferromagnetic projectiles and a low-cost rudimentary design, the Vostok Mk VII bolt gun is known for its ruggedness and ease of use. Vostok opted to dub the weapon a ‘bolt gun’ to differentiate it from more complex coilgun and gauss rifle designs that are often challenging for unskilled users to operate, and even more difficult for them to maintain in the field. The Vostok Mk VII, by contrast, was designed to be cheap, simple, and easy to operate and repair, allowing explorers and colonists without an easy method of resupply to repair the weapon with limited equipment or expertise. It does, however, have quite heavy recoil, making it difficult for most users to fire effectively, but it has become popular with physical labourers such as farmers or miners, and the Vostok Mk VII has seen heavy use in a number of mining colony rebellions. The Vostok Mk VII and its variants are made throughout the universe, with quality ranging from finely engineered weapons to pieces of questionable workmanship.

Normally, operating a Vostok Mk VII bolt gun requires two hands. However, you can shoot, but not load, it with one hand at a -2 penalty on attack rolls. You can shoot a Vostok Mk VII with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.

Improvised Ammunition: Though purpose-built ammunition for the Vostok Mk VII bolt gun and other coilguns or gauss rifles does exist, it is often expensive and most users instead opt to use improvised ammunition. The Vostok Mk VII is renown for its ability to fire virtually any ferromagnetic projectile, no matter how crude, including pieces of rebar, iron bars, and large nails, screws or bolts. When using a Vostok Mk VII with improvised ammunition, it deals 1d6+3 damage and the range increment of the weapon is halved to 70 ft.. When using 10mm gauss projectiles, it deals 1d8+3 damage and has a 140 ft. range increment.


XMatter ‘Firestarter’ Personal Flamethrower
Cost: 100 Cr
Damage:: 2d6
Critical: x2
Damage Type: Fire
Range Increment: - (See text)
Capacity: 10
Weight: 45 lbs.

The concept of throwing fire as a weapon has fascinated man since ancient times, inflicting terror and a particularly horrific death on enemies. However, such a weapon comes at a cost, namely the encumbrance and hazards that come with carrying a thin metal tank of highly-flammable fuel on your back. As such, flamethrowers have long since fallen out of favour as combat weapons, and the main purpose of modern flamethrowers is for igniting controlled burns for land management or agriculture, or for rapidly clearing brush, snow, or ice. However, the main selling point of devices such as the ‘Firestarter’ personal flamethrower tends to be that certain je ne sais quoi that comes with the ability to wield fire as a weapon, which carries a certain primal satisfaction.

The ‘Firestarter’ personal flamethrower shoots a 5-foot-wide, 30-foot-long line of flame that deals 2d6 points of fire damage to all individuals and objects in its path. No attack roll is necessary. Any individual caught in the line of flame can make a Reflex save (DC 15) to take half damage. Individuals with cover get a bonus on their Reflex save.

A flamethrower's backpack has hardness 5 and 5 hit points. When worn, the backpack has a AC equal to 1 + the wearer’s touch AC. Since it is worn on a character's back, it also gains soft cover (+4 AC) against opponents the character is facing. A backpack reduced to 0 hit points ruptures and explodes, dealing 6d6 points of fire damage to the wearer (no save allowed) and 3d6 points of splash damage to individuals and objects in adjacent 5-foot squares (Reflex save, DC 15, for half damage).

Load: A ‘Firestarter’ personal flamethrower can shoot 10 times before the fuel supply is depleted. Loading a new fuel tank is a full-round action which cannot be performed can a character wearing the flamethrower, meaning it either must first be removed or it must be reloaded by another character.


’Zap Gun’ Laser Rifle
Cost: 4 Cr
Damage:: 1d6
Critical: x3
Damage Type: Fire
Range Increment: 60 ft.
Capacity: -
Weight: 8 lbs.

The ‘Zap Gun’ is a homemade laser rifle often used by colonists with limited supplies, gangs seeking to supplement their long-range firepower or by insurgents in need of a crude semi-disposable weapon. Individual examples of the weapon can vary, as the ‘Zap Gun’ is not a set design but a common nickname for all homemade laser rifles found throughout the universe. The ‘Zap Gun’ is cheap and simple to produce in home workshops, though most examples tend to be somewhat underpowered.

Normally, operating a ‘Zap Gun’ requires two hands. However, you can shoot, but not load, it with one hand at a -4 penalty on attack rolls. You can shoot a ‘Zap Gun’ with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.

High-Capacity Magazine: The energy cell used by the ‘Zap Gun’ is long-lasting and rarely needs to be reloaded in combat. The weapon can be treated as if it has a magazine with unlimited capacity.
Calvin
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Re: TSP: The Armory (Equipment)

Postby Calvin » Wed May 18, 2016 5:54 pm

(Martial) One-Handed Ranged Weapons:
Sidearm: Characters can make ranged attacks in melee with a one-handed ranged weapon without drawing attacks of opportunity (unless attacking with a melee weapon would also draw one).

Aspid APG-11 Gauss Pistol
Cost: 375 Cr
Damage:: 1d6+4
Critical: 19-20/x2
Damage Type: P
Range Increment: 70 ft.
Capacity: -
Weight: 4 lbs.

Following on the heels of Aspid’s ARG-7 gauss rifle, the APG-11 gauss pistol pushes coilgun miniaturization technology to its limit. The APG-11 packs a large punch is a small package, but with that comes what is often described as an almost comical amount of recoil, and more than one wannabe tough guy has injured himself attempting to fire the weapon. The APG-11 has not enjoyed the same popularity among mercenaries as the ARG-7, with one armorer for a large private military company, who wished to remain nameless, remarking that “no one who fired the pistol ever wanted to shoot it again” and describing firing the weapon as “singularly unpleasant and alarming”. Though its exceptional recoil and mechanical complexity made it impractical as a combat sidearm, the APG-11 gauss pistol’s status as the “most powerful handgun in the universe” and its appearance in a popular holofilm series as the weapon wielded by the film’s iconic antihero has made it popular on the civilian market, as well as among some less-than-professional mercenaries, bounty hunters and gangsters.

The Aspid APG-11 gauss pistol can be fired, but not loaded with one hand at no penalty. You can shoot an APG-11 with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons.

High-Capacity Magazine: The Aspid APG-11 gauss pistol uses a 40-round magazine, meaning that it rarely needs to be reloaded in combat. It can be treated as if it has a magazine with unlimited capacity.


Central Arms Manufacturing Company M-296 Grenade Launcher
Cost: 105 Cr
Damage:: - (see text)
Critical: -
Damage Type: -
Range Increment: 70 ft.
Capacity: 1
Weight: 3 lbs.

The Central Arms Manufacturing Company (CAMCO) M-296 grenade launcher is known for its simplicity and practicality, being easy to load and operate, but is somewhat more challenging to fire accurately, requiring combat training to use effectively. Offering explosive firepower in a highly compact package, the M-296 is often referred to as “pocket artillery”, and its development meant that planetary assault teams no longer needed to rely on orbital bombardment for fire support, which is often excessively destructive for most combat scenarios and dangerous to use in close proximity to friendly troops or civilians.

The CAMCO M-296 grenade launcher can fire any thrown weapon with ‘grenade’ in its name, or which specifically indicates that it can be fired from a grenade launcher.

The CAMCO M-296 grenade launcher can be fired, but not loaded with one hand at no penalty. You can shoot a grenade launcher with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.


O-Tech Industries LP4 Grappling Gun
Cost: 250 Cr
Damage:: 1d6+1 (see text)
Critical: 19-20/x2
Damage Type: -
Range Increment: 30 ft.
Capacity: 1
Weight: 3 lbs.

Like the flare gun, the O-Tech Industries LP4 grappling gun is more a tool than a weapon. Originally intended to allow infantry to board enemy starships, it failed miserably in that role, the grappling hook failing to attach to a starship’s hull more often than not. The LP4 was repurposed as a climbing aid, finding greater success in this role, being used primarily by interplanetary explorers and survey crews. Though not intended to be used as a weapon, the LP4 grappling gun is reasonably effective as one in emergency situations, it's grappling hook being fired with enough force to deal lethal damage to it’s target.

On a successful hit with the LP4 grappling gun, you can grapple the target of the attack. The wielder can then attempt a combat maneuver check to grapple his opponent as a free action. This grapple attempt does not provoke an attack of opportunity from the creature you are attempting to grapple if that creature is not threatening you. While you grapple the target with a grappling gun, you can only move or damage the creature on your turn. You are still considered grappled, though you do not have to be adjacent to the creature to continue the grapple. If you move far enough away to be out of the weapon’s reach (300 ft.), you end the grapple with that action. When using the LP4 grappling gun, you gain a +2 bonus on grapple combat maneuver checks to pull the target toward you.

The LP4 grappling gun can also be used to provide a +2 bonus on Climb checks.

The LP4 grappling gun can be fired, but not loaded with one hand at no penalty. You can shoot a grappling gun with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.


Rostec Arms PP3010 Personal Defense Weapon
Cost: 60 Cr
Damage:: 1d6+2
Critical: 19-20/x2
Damage Type: P
Range Increment: 40 ft.
Capacity: -
Weight: 5 lbs.

The Rostec Arms PP3010 personal defense weapon is an unusual gun, designed to be strapped to the user’s forearm instead of held, reducing the effective length of the weapon and preventing the user from being disarmed. Originally planned to be a lightweight, concealable weapon, the final design is considerably bulkier than first envisioned, prioritizing firepower over miniaturization. Though not particularly compact and concealable, the PP3010 has proved popular with assassins and special forces operatives, particularly when equipped with a suppressor, and is an effective weapon for close-quarters combat.

The Rostec Arms PP3010 personal defense weapon can be fired, but not loaded with one hand at no penalty. You can shoot a PP3010 personal defense weapon with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.

Attached: The Rostec Arms PP3010 personal defense weapon is designed to be attached to the user’s forearm, requiring a full-round action to don or remove. You can’t use a hand on which the PP3010 personal defense weapon is worn for anything else, but you also cannot be disarmed.

High-Capacity Magazine: The Rostec Arms PP3010 personal defense weapon has a 40-round magazine, meaning that it rarely needs to be reloaded in combat. It can be treated as if it has a magazine with unlimited capacity.


SWC Model-68 Graviton Pistol
Cost: 90 Cr
Damage:: - (see text)
Critical: -
Damage Type: -
Range Increment: 10 ft.
Capacity: -
Weight: 4 lbs.

Sometimes referred to as an 'immobilizer' or ‘gravitational tangler’, the SWC Model-68 graviton pistol uses the same technology used to create an artificial gravitational field aboard starships, but much more localized and focused into a manipulatable beam. Target’s caught in the graviton pistol’s beam find it difficult to move in the heightened gravitational field can often be forced to the ground. One of the most effective non-lethal methods of neutralizing a fleeing or armed target, the SWC Model-68 is a favourite of law enforcement and bounty hunters alike. The weapon has received a number of high-profile endorsements from planetary law enforcement agencies, security corporations, and well-known bounty hunters.

When you fire the SWC Model-68 graviton pistol, you make a ranged touch attack against your target. If you hit, the target is entangled as long as you maintain a clear line of sight between you and your target. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you succeed on an opposed Strength check while holding it, the entangled creature cannot move. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 17 + the spell's level or be unable to cast the spell.

Only one target at a time can be entangled using a graviton pistol, and you must keep it pointed at the target, which means the entanglement ends if the SWC Model-68 graviton pistol is dropped or holstered. On your turn in place of an attack you may make a trip combat maneuver check against that opponent; if you succeed, you may trip the opponent or deal 1 point of bludgeoning damage to the opponent. If your trip attempt fails by 10 or more, you are disarmed, dropping the graviton pistol, instead of being knocked prone.

An entangled creature can escape with a DC 22 Escape Artist check (a full-round action) or a DC 25 Strength check (also a full-round action). A graviton pistol is useful only against creatures whose size is large or smaller.

The SWC Model-68 graviton pistol can be fired, but not loaded with one hand at no penalty. You can shoot a Model-68 graviton pistol with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.

High-Capacity Magazine: The energy cell used by the SWC Model-68 graviton pistol is long-lasting and rarely needs to be reloaded in combat. The weapon can be treated as if it has a magazine with unlimited capacity.


(Martial) Two-Handed Ranged Weapons:

Aspid ARG-7 Gauss Rifle
Cost: 460 Cr
Damage:: 1d8+3
Critical: 19-20/x2
Damage Type: P
Range Increment: 150 ft.
Capacity: -
Weight: 15 lbs.

The development of man-portable electromagnetic weapons, adapted from technology used in heavy artillery, starship weaponry, and mass drivers, was spurred on by advances in personal protection against laser weapons. The high velocity of electromagnetically-propelled projectiles makes them highly effective against armored targets, but generates considerable recoil, making such weapons difficult to operate. Despite this drawback, man-portable electromagnetic weapons such as the Aspid ARG-7 gauss rifle have proved popular with many private military companies, where they are typically used by highly-trained elite troops and exosuit-equipped heavy support units. When in capable hands, the ARG-7 gauss rifle is a powerful and accurate weapon, making it suitable for use as a combat or designated marksman rifle.

Normally, operating an Aspid ARG-7 gauss rifle requires two hands. However, you can shoot, but not load, it with one hand at a -4 penalty on attack rolls. You can shoot an ARG-7 with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.

High-Capacity Magazine: The Aspid ARG-7 gauss rifle uses a 50-round magazine, meaning that it rarely needs to be reloaded in combat. It can be treated as if it has a magazine with unlimited capacity.

Retractable Scope: The Aspid ARG-7 gauss rifle contains a scope (see weapon accessories, below) integral to its design. It cannot be removed or destroyed without breaking the weapon, but it can be retracted (removing its effects) or deployed as a free action. The cost of this scope is included in the cost of the weapon.


Civil Protection Corporation P8 ‘Riotlance’ Stun Rifle
Cost: 180 Cr
Damage:: 1d4+1d6 (see text)
Critical: x2
Damage Type: P, Electricity
Range Increment: 50 ft.
Capacity: -
Weight: 7 lbs.

The Civil Protection Corporation P8 ‘Riotlance’ stun rifle was designed as a less-lethal weapon to be used for riot control and the incapacitation of violent subjects. However, its usage has become controversial after several civilians were killed by the weapon. During a high-profile lawsuit, it was demonstrated that the weapon has more lethal than was originally thought, resulting in a large settlement against CPC. The P8 ‘Riotlance’ stun rifle’s usage for riot control purposes has been dramatically limited since then, and at least one large security company destroyed its stock of P8s, though it remains a favorite of bounty hunters with a much looser definition of what constitutes a ‘less lethal weapon’.

A creature struck by the ‘Riotlance’ stun rifle’s electro-shock flechette rounds takes 1d4 piercing damage and 1d6 points of electricity damage.

Normally, operating a P8 ‘Riotlance’ stun rifle requires two hands. However, you can shoot, but not load, it with one hand at a -4 penalty on attack rolls. You can shoot a ‘Riotlance’ with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.

Set for Stun: The Civil Protection Corporation P8 ‘Riotlance’ stun rifle can be fired at a lower voltage level in order to deal nonlethal damage, without taking an penalty for using a lethal weapon to deal nonlethal damage, though the damage from the flechette themselves is still lethal. When used in this manner, it deals 1d6 points of nonlethal damage on a successful hit in addition to the normal 1d4 points of piercing damage.


MagTek LAKK-99 Anti-Materiel Rifle
Cost: 500 Cr
Damage:: 1d8+4
Critical: 19-20/x2
Damage Type: P
Range Increment: 300 ft.
Capacity: 5
Weight: 29 lbs.

The destruction of military equipment can often prove advantageous, disrupting an enemy’s supply lines or communications, or, in the case of violent rivalries between corporations, impeding their ability to do business. Many weapons have been devised for this purpose, from focused electromagnetic pulse weapons to nano-robotic saboteurs, but often it is the simplest solution that is the most effective, in this case, the age-old solution of shooting it with a large-caliber projectile. Relatively low-cost and difficult to defend against without making equipment unnecessarily bulky, the MagTek LAKK-99 anti-materiel rifle has proved remarkably effective in this role, firing a range of specialized projectiles, most notably the armor-penetrating MAHEM round. The LAKK-99 anti-materiel rifle is intended for deployment against a range of targets, including parked space fighters and shuttles, power lines, missile sites, resource extraction platforms, and satellite dishes. The 20mm round used by the LAKK-99 has also proved effective for counter-sniper use and the destruction of explosive ordnance from a safe distance.

Operating a MegTek LAKK-99 anti-materiel rifle requires two hands.

Bipod: The LAKK-99 anti-materiel rifle has a bipod that can be deployed as a standard action. When placed on a suitably stable surface (at the GM’s discretion), the kick penalty to your attack roll is reduced by 1 point. If fired while prone with the bipod deployed, the penalty is reduced by a further 1 point, for an overall reduction of 2 points, meaning the LAKK-99 can be fired in this manner without penalty by a character with a +2 Strength modifier or greater.

Integrated Scope: The MagTek LAKK-99 anti-materiel rifle has a scope (see weapon accessories, below) integral to its design. It cannot be removed or destroyed without breaking the weapon, but it can be replaced with a computerized scope. The cost of the scope is included in the cost of the weapon.

Recoil: In addition to the normal penalties for kick, any character with less than a +4 Strength modifier who attempts to fire a LAKK-99 anti-materiel rifle while standing must make a DC 14 Strength check or be knocked prone.


Rostec Arms ‘Terminator’ Assault Rifle
Cost: 410 Cr
Damage:: 1d8+2
Critical: 19-20/x2
Damage Type: P
Range Increment: 100 ft.
Capacity: -
Weight: 18 lbs.

Manufactured by Rostec Arms, a wholly-owned subsidiary of the Rostec-Aldori Group, the ‘Terminator’ assault rifle was marketed as giving a single individual the firepower of an infantry weapons team. Consisting of two separate weapons combined into a single unit: an assault rifle chambered to fire .300 caliber rounds with a grenade launcher mounted below, the ‘Terminator’ is a powerful weapon, but it is also bulky, difficult to control, complex to operate, and uses antiquated cased ammunition. Prototype versions of the weapon were initially chambered for more modern caseless ammunition, but the weapon had a propensity for overheating, causing Rostec to switch to the .300 cased round primarily used in survival weapons, since the extracted metallic cartridge case could function as a heat sink. These commercial cartridges are rarely found in the armories of PMCs, which, combined with the weapon’s other deficiencies, means that the ‘Terminator’ did not sell as well as Rostec Arms expected. However, many of the unsold weapons later surfaced on the black market - a scandal that led to the resignation of several Rostec-Aldori executives - where they have become popular with criminals, who appreciate the weapon’s intimidating design and indiscriminate firepower.

Normally, operating a Rostec Arms ‘Terminator’ assault rifle requires two hands. However, you can shoot, but not load, it with one hand at a -4 penalty on attack rolls. You can shoot a ‘Terminator’ assault rifle with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.

High-Capacity Magazine: The Rostec Arms ‘Terminator’ assault rifle uses a 50-round drum magazine, meaning that it rarely needs to be reloaded in combat. It can be treated as if it has a magazine with unlimited capacity.

Integrated Grenade Launcher: The Rostec Arms ‘Terminator’ assault rifle contains a grenade launcher (see above) integral to its design. It cannot be removed or destroyed without breaking the weapon. The cost of the grenade launcher is included in the cost of the weapon system. Switching between the assault rifle and grenade launcher components of the ‘Terminator’ is a free action.


Sandia Designs Mk 41 Gyrojet Machine Gun
Cost: 500 Cr
Damage:: 1d12
Critical: 19-20/x2
Damage Type: P
Range Increment: 30 ft.
Capacity: -
Weight: 16 lbs.

As gyrojet weapons began to fall out of favour as general-issue armaments, they became relegated to a support role. Often these weapons would be used in an indirect-fire capacity, using high-explosive rockets, or as anti-armor weapon, particularly while firing the powerful MAHEM rocket. Recognizing a new niche, Sandia Designs created the Mk 41 gyrojet machine gun, a large squad-support weapon capable of firing a barrage of 14mm rockets, providing infantry units with light artillery or anti-armor capabilities. Bulky and difficult for untrained users to operate effectively, the Mk 41 gyrojet machine gun is somewhat impractical as a general-purpose weapon, but it serves admirably in its intended role as a squad-level support weapon and, in some cases, a vehicle-mounted weapon.

Normally, operating a Sandia Designs Mk 41 gyrojet machine gun requires two hands. However, you can shoot, but not load, it with one hand at a -4 penalty on attack rolls. You can shoot a Sandia Designs Mk 41 gyrojet machine gun with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.

High-Capacity Magazine: The Sandia Designs Mk 41 gyrojet machine gun uses a 100-round magazine, meaning that it rarely needs to be reloaded in combat. It can be treated as if it has a magazine with unlimited capacity.

Rocket Projectiles: More rocket launcher than firearm, the projectiles fired by the Mk 41 gyrojet machine gun each contain their own rocket engine and means for stabilization. While conventional bullets reaches its maximum kinetic energy at the muzzle, a rocket does not reach maximum energy until its fuel is expended, which occurs approximately 30 ft. from its muzzle. When fired at adjacent targets, the Mk 41 deals only 1d4 damage, and when firing at targets beyond point-blank range but less than 30 ft. away, it deals 1d8 damage. Full damage (1d12) is dealt to targets at least 30 ft. away.


SWC Model-77 Particle Beam Cannon
Cost: 635 Cr
Damage:: 1d8+5
Critical: 19-20/x2
Damage Type: Electricity
Range Increment: 200 ft.
Capacity: -
Weight: 46 lbs.

Occasionally referred to as an ion cannon or lightning gun, due to the appearance of the beam, which resembles a focused bolt of lightning, the SWC Model-77 particle beam cannon is based on large designs used aboard starships, scaled down to a weapon that is (arguably) man-portable, but still extremely bulky. Firing a high-energy beam negatively charged electrons accelerated to speeds approaching that of light, the Model-77 particle beam cannon is capable of dealing devastating damage to its target, and is difficult to defend against using conventional shielding, but although particles fired have a negligible mass, the extreme velocity that they are fired at means that the weapon generates considerable recoil, making it impossible for soldiers without genetic or technological augmentation to fire.

Operating a SWC Model-77 particle beam cannon requires two hands.

High-Capacity Magazine: The SWC Model-77 particle beam cannon generates its ammunition internally and it uses a backpack-mounted generator instead of energy cells, meaning that it never to be reloaded. It can be treated as if it has a magazine with unlimited capacity.

Recoil: In addition to the normal penalties for kick, any character with less than a +5 Strength modifier who attempts to fire a SWC Model-77 particle beam cannon must make a DC 15 Strength check or be knocked prone.
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Re: TSP: The Armory (Equipment)

Postby Calvin » Wed May 25, 2016 12:01 am

Ammunition
Cartridges:
.32 caliber pistol round (20 cartridges)
Used by: 'Krikit-32' pistol
Cost: 1 Cr
Weight: 0.3 lbs.

.45 caliber pistol round (20 cartridges)
Used by: DMLS-1911 pistol, Rostec Arms PP3010 personal defense weapon
Cost: 1 Cr
Weight: 0.5 lbs.

6.2mm caseless pistol round (20 cartridges)
Used by: Essen AE-0006+ assault rifle, Fuijin Type 316 pistol, Interstellar Arms 'Auto/Clip' Pistol, Interstaller Arms Model M semi-automatic rifle
Cost: 1 Cr
Weight: 0.2 lbs.

8.5mm caseless rifle round (20 cartridges)
Used by: Black Stone Industries ‘Scimitar’ assault rifle, Edon-Tech ASH-9 ‘Bulldog’ assault rifle, Interstallar Arms Model M semi-automatic rifle
Cost: 1 Cr
Weight: 0.3 lbs.

.300 caliber rifle round (10 cartridges)
Used by: Rostec Arms ‘Terminator’ assault rifle, UATC AR-14 ‘Pioneer’ semi-automatic rifle, Vostok Mk III survival carbine
Cost: 1 Cr
Weight: 0.5 lbs.

.500 magnum round (10 cartridges)
Used by: X-Caliber Industries ‘Golden Arrow’ revolver
Cost: 1 Cr
Weight: 0.7 lbs.

20mm anti-materiel round (5 cartidges)
Used by: MagTek LAKK-99 anti-materiel rifle
Cost: 1 Cr
Weight: 1.5 lbs.

Special Cartridges:
Unless otherwise noted, the following ammunition types are available in all calibers listed above.

Cartridge, armor-piercing
Cost: x2 normal
Armor-piercing cartridges are high-velocity rounds built around a tungsten penetrator designed to retain its shape and carry the maximum possible amount of energy as deeply as possible into the target. Armor-piercing ammunition has the ability to overcome the damage reduction of some creatures and robots, but the increased velocity of these rounds makes it more difficult for them to change their trajectory in flight, increasing the cost needed to develop armor-piercing smart bullets. Adding any technological enhancement to armor-piercing rounds costs an additional 40 Cr per cartridge.

Cartridge, armor-piercing incendiary
Cost: x20 normal
As incendiary ammunition (see below), but with the added ability to overcome the damage reduction of some creatures and robots. As with armor-piercing ammunition, the increased velocity of armor-piercing incendiary bullets means that adding any technological enhancement costs an additional 40 Cr per cartridge.

Cartridge, incendiary
Cost: x10 normal
Incendiary bullets contains a compound that burns rapidly after hitting a target, dealing an additional 1 point of fire damage. On a critical hit, the target must succeed at a DC 15 Reflex save or catch fire. Incendiary bullets are less ballistically-stable, resulting in excessive bullet yawing and erratic flight, meaning that you take a -1 penalty on attack rolls when using incendiary ammunition.

Cartridge, high-explosive
Available in: 8.5mm, .300 caliber, .500 magnum, 20mm anti-materiel
Cost: 25 Cr each
High-explosive rounds contain a small explosive charge that detonates on impact with a target, dealing 1d3 points of bludgeoning damage to all creatures within a 5 ft. burst (Reflex DC 18 negates).

Cartridge, MAHEM
Available in: 20mm anti-materiel
Cost: 60 Cr each
Magneto Hydrodynamic Explosive Munition (MAHEM) rounds, available only in 20mm anti-materiel, are designed to use an electromagnetic charge to propel jets of molten metal into their target. The self-forging penetrators created by the MAHEM round are capable of overcoming the damage reduction of most creatures and can bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.

Cartridge, match
Cost: x2 normal
Match cartridges are specifically decided for long-range use. A match cartridge's range increment is 20 ft. greater with rifle or anti-materiel rounds (8.5mm, .300 or 20mm) and 10 ft. greater with pistol-caliber rounds (.45, 6.2mm or .500 magnum), but has its damage die reduced by one step (from 1d8 to 1d6, or from 1d6 to 1d4).

Cartridge, piezoelectric
Cost: 40 Cr each
The bullets fired by piezoelectric cartridges have copper electrodes on the surface connected to a filling of ceramic piezoelectric material. When the bullet hits the target, the piezoelectric filling is violently compressed and releases a shock pulse, dealing an additional 1d4 points of electricity damage.

Cartridge, rubber bullet
Cost: x2 normal
Rubber bullets are intended as a non-lethal alternative to metal projectiles, used primarily for riot control and crowd dispersal. Firearms using rubber bullets deal nonlethal damage, taking the normal -4 penalty on attack rolls for using a lethal weapon to deal nonlethal damage.

Cartridge, shredder
Available in: .32 caliber, .45 caliber, 6.2mm caseless, .500 magnum
Cost: 360 Cr each
Shredder rounds, available only in pistol-calibre cartridges, are designed to open up into six-razor sharp fragments on impact, cutting through organs and inflicting grievous wounds. Shredder rounds deals normal damage when it hits a creature. Each round thereafter, the creature bleeds for 1 point of damage until the bleeding is stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic. A critical hit does not multiply the bleed damage. Creatures immune to critical hits (such as plants and constructs) are immune to the bleed damage dealt by this weapon.

Cartridge, subsonic
Available in: 8.5mm caseless, .300 caliber
Cost: x2 normal
Subsonic rounds have their damage die reduced by one step (from 1d8 to 1d6, or from 1d6 to 1d4), but, when used with a suppressor, are difficult to hear (Perception check, DC 15, to notice).

Energy Cells:
Energy cell, common (20 charges)
Usable by: ‘Archimedes’ microwave gun, Micron Systems E-53 laser pistol, Micron Systems X-25 laser rifle, SWC Model-68 graviton pistol, Vidar Technologies M/80 laser rifle, Vidar Technologies M/81 laser pistol, ‘Weiss’ piezoelectric pistol, 'Zap Gun' laser rifle
Cost: 1 Cr
Weight: 0.1 lbs.

Energy cell, dazzler
Usable by: Micron Systems E-53 laser pistol, Micron Systems X-25 laser rifle, Vidar Technologies M/80 laser rifle, Vidar Technologies M/81 laser pistol, 'Zap Gun' laser rifle
Cost: 10 Cr per charge
Dazzler energy cells are designed to create a bright laser that can disorient and blind targets with intense directed electromagnetic radiation. When a dazzler hits a target, it only deals half damage, but the creature struck is blinded for 1 round (Fortitude DC 15 reduces this to dazzled), and creatures within a 20-foot burst are dazzled for 1 round (Fortitude DC 15 negates the effect).

Energy cell, gamma
Usable by: Micron Systems E-53 laser pistol, Micron Systems X-25 laser rifle, Vidar Technologies M/80 laser rifle, Vidar Technologies M/81 laser pistol, ‘Weiss’ piezoelectric pistol, 'Zap Gun' laser rifle
Cost: 10 Cr per charge
Gamma energy cells are nuclear batteries which use small amounts of radioisotopes with high energy densities in order to produce beams of high-frequency electromagnetic radiation with a very short wavelength. Gamma lasers can cause temporary sickness in humans and other creatures. Targets hit by a gamma laser must make a DC 13 Fortitude save or be nauseated for 2 rounds. A gamma laser only needs to beat a target’s touch AC to force a save vs. nausea, though it only deals damage if it regularly would. Though most of the energy produced by the gamma laser does not fall on the visible spectrum, it emits Cherenkov radiation, creating a visible beam with a bright blue glow.

Energy cell, infrared (20 charges)
Usable by: Micron Systems E-53 laser pistol, Micron Systems X-25 laser rifle, Vidar Technologies M/80 laser rifle, Vidar Technologies M/81 laser pistol, 'Zap Gun' laser rifle
Cost: 2 Cr
Infrared energy cells get their power from chemical reactions that produce intense infrared radiation. The Infrared lasers produced by weapons using these energy cells operate at a longer wavelength, allowing them to penetrate atmospheric turbulence better and extending their maximum effective range. An infrared laser's range increment is 20 ft. greater when used with laser rifles (M/80 or X-25) and 10 ft. greater with laser pistols (E-53 or M/81), but has its damage die reduced by one step (from 1d12 to 1d10, from 1d10 to 1d8, 1d8 to 1d6, or from 1d6 to 1d4). In addition, as the beam is infrared, it cannot be seen with the naked eye.

Energy cell, ionizing
Usable by: Micron Systems E-53 laser pistol, Micron Systems X-25 laser rifle, Vidar Technologies M/80 laser rifle, Vidar Technologies M/81 laser pistol, 'Zap Gun' laser rifle
Cost: 150 Cr per charge
Ionizing energy cells are used to create a high-intensity laser with an electromagnetic field strong enough to rip electrons off of air molecules, creating a laser-induced plasma channel. On your turn, one round after impact, a powerful electric current is sent down this plasma channel, dealing 1d6 points of electricity damage to the target. The rapid heating creates a sonic boom that is audible within 500 ft. of the beam, and since it relies on ionization, it cannot be used in a vacuum environment. In addition, the ionizing energy cell causes additional plasma breakdown, or ‘blooming’, causing the laser to defocus and taking a -1 penalty on attack rolls.

Energy cell, overcharged
Usable by: ‘Archimedes’ microwave gun, Micron Systems E-53 laser pistol, Micron Systems X-25 laser rifle, Vidar Technologies M/80 laser rifle, Vidar Technologies M/81 laser pistol, ‘Weiss’ piezoelectric pistol, 'Zap Gun' laser rifle
Cost: 50 Cr per charge
Overcharged energy cells are modified to operate at a higher power level, dealing an additional 1d4 points of fire damage on a successful hit.

Flechettes:
Flechette, biodart
Used by: Civil Protection Corporation P8 ‘Riotlance’ stun rifle
Cost: 100 Cr each
Biodarts are filled with a fentanyl based chemical agent designed to rapidly incapacitate targets. Anyone struck by a biodart must make a DC 13 Fortitude save or be knocked unconscious for 1 minute. A target affected by the biodart’s poison must make a second Fortitude save (DC 13) or remain unconscious for an additional 2d4 hours. Those using biodarts do not risk poisoning themselves, but the enlarged hollow-point tip affects the flechette’s accuracy, doubling the range penalties taken when using weapons loaded with biodarts. Unlike other flechette ammunition, the biodart does not deal an additional electricity damage.

Flechette, electro-shock (10 flechettes)
Used by: Civil Protection Corporation P8 ‘Riotlance’ stun rifle
Cost: 1 Cr

Flechette, frangible (10 flechettes)
Used by: Civil Protection Corporation P8 ‘Riotlance’ stun rifle
Cost: 2 Cr (10)
A frangible flechette is designed to disintegrate into tiny particle on impact to prevent penetrative damage. Frangible flechettes can be used to deal nonlethal damage, taking the normal -4 attack penalty for using a lethal weapon to deal nonlethal damage. However, frangible flechettes still deal lethal damage on a critical hit.

Gauss projectiles:
Gauss projectiles are designed to be fired by coilguns and similar weapons. Because of the high velocity at which they are fired, it is extremely difficult for them to change their trajectory during flight, which increases the cost of technological enhancements by 40 Cr per round.

Gauss, 10mm, ceramic composite slug
Used By: Aspid APG-11 gauss pistol, Aspid ARG-7 gauss rifle, Vostok Mk VII bolt gun
Cost: 5 Cr each
Designed for optimal performance with electromagnetic weapons, ceramic composite slugs have a superconducting niobium-titanium coil wrapped around its exterior, embedded in a ceramic projectile casing, allowing them to achieve incredible velocities. Ceramic composite slugs have the ability to overcome the damage reduction of some creatures and robots.

Gauss, 10mm, HDES
Used By: Aspid APG-11 gauss pistol, Aspid ARG-7 gauss rifle, Vostok Mk VII bolt gun
Cost: 65 Cr each
The HDES (High Density Electromagnetic Sabot) round is a type of kinetic energy penetrator ammunition that uses a fin-stabilized sabot made of high-density iridium. HDES rounds are capable of overcoming the damage reduction of most creatures and can bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.

Gauss, 10mm, Hellfire
Used By: Aspid APG-11 gauss pistol, Aspid ARG-7 gauss rifle, Vostok Mk VII bolt gun
Cost: 125 Cr each
Similar to the HDES round, the Hellfire round differs only in the composition of its sabot, using osmium in place of iridium. Offering the same power and penetration, the osmium used in the sabot is also pyrophoric, dealing an additional 1 point of fire damage. In addition, on a successful critical hit, the osmium in the projectile can react with the oxygen in the atmosphere (if present), forming osmium tetroxide, a highly poisonous substance that can cause pulmonary edema. Osmium tetroxide poisoning deals 1 point of Con damage (Fortitude DC 13 negates), and a save must be made once a round until a successful save is made or 4 rounds pass, whichever comes first. Because of the toxicity of these rounds, those attempting to handle loose Hellfire rounds also risk contracting osmium tetroxide poisoning (Fortitude DC 13).

Gyrojet Rockets:
Rocket, 14mm, armor-piercing (5 rockets)
Used by: HGMunitions ‘Redstone Rocketeer’ gyrojet revolver, Merritt Island Arsenal LC-19 ‘Gemini’ double-barreled gyrojet carbine, Sandia Design Mk 41 gyrojet machine gun
Cost: 1 Cr
Weight: 0.1 lbs.
The most common form of gyrojet ammunition are high-caliber armor-piercing rockets, which have the ability to overcome the damage reduction of some creatures and robots.

Rocket, 14mm, gravitic
Cost: 20 Cr each
You fire a gravitic rocket as a ranged touch attack which deals no damage when it hits, instead encapsulating the target in an intense gravitational field. A creature stuck in this gravitation field is entangled, taking a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a DC 10 Reflex save or be stuck to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a gravitic rockets. A flying creature is not stuck to the floor, but it must make a DC 10 Reflex save or be unable to fly and fall to the ground. A creature that is stuck to the floor (or unable to fly) can break free by making a DC 12 Strength check. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 10 + the spell's level or be unable to cast the spell. The gravitational field weakens after 2d4 rounds, losing its effectiveness and reverting to normal gravity.

Rocket, 14mm, high-explosive
Cost: 25 Cr each
High-explosive rockets have an explosive warhead that detonates on impact with a target, dealing 1d3 points of bludgeoning damage to all creatures within a 5 ft. burst (Reflex DC 18 negates).

Rocket, 14mm, high-explosive dual-purpose
Cost: 50 Cr each
High-explosive dual purpose (HEDP) rockets have a small shaped-charge warhead designed both to penetrate armor and and inflict personnel casualties in the target area. HEDP rockets function similar to high-explosive rockets, dealing 1d3 points of bludgeoning damage to all creatures within a 5 ft. burst (Reflex DC 18 negates), with the added ability to overcome the damage reduction of some creatures and robots.

Rocket, 14mm, illumination
Cost: 2 Cr each
Illumination rockets are an emergency-survival flare version of the gyrojet rocket, which, when fired into the air, can be seen from up to 24 miles away under optimal conditions. Illumination rockets are not intended to be used as weapons, and only deal half damage. On a critical hit, the target is blinded for 1 round.

Rocket, 14mm, MAHEM
Cost: 60 Cr each
Magneto Hydrodynamic Explosive Munition (MAHEM) rockets, similar to those used by the 20mm anti-materiel rifle, are designed to use an electromagnetic charge to propel jets of molten metal into their target. The self-forging penetrators created by the MAHEM rockets are capable of overcoming the damage reduction of most creatures and can bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.

Rocket, 14mm, smoke
Cost: 10 Cr each
Smoke rockets are used for the creation of smoke screens for concealment and signalling purposes. Each creates a 5 ft. cube of smoke where it strikes, otherwise functioning as a normal gyrojet rocket in terms of damage, range, and so on, though it does not have the ability to overcome damage reduction.

Rocket, 14mm, squash head
Cost: 25 Cr each
Squash head rockets are designed to flatten on impact, delivering a large amount of kinetic energy over a large surface area. Squash head rockets deal bludgeoning damage instead of piercing damage. If the rocket hits, it makes a trip attack against the target with a CMB of +5; the target falls prone if it fails its check, but if it succeeds it cannot attempt to trip you in return.

Other Ammunition:
Flare
Used by: UATC BORT-85 flare gun
Cost: 1 Cr each
Weight: 0.4 lbs.

Fuel Tank
Used by: XMatter ‘Firestarter’ Personal Flamethrower
Cost: 40 Cr
Each fuel tank has enough fuel to allow a flamethrower to be used 10 times before it is depleted.
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Re: TSP: The Armory (Equipment)

Postby Calvin » Wed May 25, 2016 4:35 pm

Weapon Accessories
Flashlight
Cost: 2 Cr
Weight: 0.3 lbs.
A flashlight can be hand-held or mounted on a weapon that can be activated or deactivated as a swift action. When active, it sheds normal light in a 30-foot cone and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A flashlight does not increase the light level in normal light or bright light.

Laser sight
Cost: 60 Cr
Weight: - (Negligible)
A laser sight can be activated or deactivated as a swift action. While active, you do not gain any benefit from concealment, but can, as a swift action make a ranged touch attack (range increment 50 ft., max 10 range increments in low light or darkness, 1 range increment in normal light, nonfunctional in bright light) to illuminate a target. On a successful hit, the target takes a -20 penalty on all stealth checks and does not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. These effects last until the laser sight is deactivated or otherwise prevented from marking the target.
In addition, as a standard action, a laser sight can be used to designate a target, making a ranged touch attack that, if successful, causes the target to take a -2 penalty to AC against ranged attacks in addition to the normal effects of being marked with a laser sight. This effect lasts 1d4 rounds, or until the laser sight is deactivated or otherwise prevented from marking the target, whichever comes first.
Only one target can be marked or designated at a time using the laser sight.

Rifle Sling
Cost: 1 Cr
Weight: - (Negligible)
A rifle sling can be attached to any two-handed ranged weapon, allowing the user to retain control of their weapon while leaving their hands free or while switching to a sidearm or melee weapon for close-quarters combat. If you drop your weapon or are disarmed, you can recover it as a move action, and it never moves any further away from you than an adjacent square. A character with the Quick Draw feat can instead recover the weapon as a free action. Only one weapon at a time can be carried on a rifle sling.

Scope
Cost: 10 Cr
Weight: 1 lb.
A scope can be attached to any two-handed ranged weapon. A weapon scope gives the user a +2 bonus to attacks made beyond 1 range increment, but the user also takes a -2 penalty to attacks made within 1 range increment. Adding or removing a weapon scope from a ranged weapon requires a full-round action.

Scope, computerized
Cost: 4,100 Cr
Weight 2 lbs.
A computerized scope can be attached to any two-handed ranged weapon. A computerized scope gives the user all the benefits and drawbacks of using a regular scope, while allowing them to spend a full-round action too make a single shot with that weapon, which is revolved against the touch AC of their target. Adding or removing a computerized scope from a ranged weapon requires a full-round action.

Sight, holographic
Cost: 4,000 Cr
Weight: - (Negligible)
A holographic sight can be attached to any ranged weapon. A character using a weapon with a holographic sight can choose to spend a full-round action to make a single shot with that weapon, which is resolved against the touch AC of their target.

Suppressor
Usable By: DMLS-1911, Black Stone Industries ‘Scimitar’, Edon-Tech ASH-9 ‘Bulldog’, Essen AE-0006+, Fuijin Type 316, Interstellar Arms 'Auto/Clip', Interstellar Arms Model M, 'Krikit-32', Rostec Arms PP3010, Rostec Arms ‘Terminator’, UATC AR-14 ‘Pioneer’
Cost: 250 Cr
Weight: 1 lb.
A suppressor fits on the end of a firearm, capturing the gases travelling at supersonic speed that propel a bullet as it is fired. This eliminates the noise from the bullet's firing, dramatically reducing the sound the weapon makes when it is used. For weapons using .32 caliber, .45 caliber or 6.2mm caseless rounds, the only sound is the mechanical action of the weapon (Perception check, DC 15, to notice). For other weapons, the supersonic speed of the bullet itself still makes noise unless subsonic rounds are used. However, it's difficult to tell where the sound is coming from, requiring a Perception check (DC 15) to locate the source of the gunfire. A suppressor can be attached or removed as a move action.

Wrist Sheath
Usable with: Interstellar Arms 'Auto/Clip' pistol, 'Krikit-32' pistol, KRX LVII 'Bloodhound' combat knife, Sykes survival knife, 'Weiss' piezoelectric pistol
Cost: 5 Cr
Weight: 1 lb.
A wrist sheath is designed to be strapped to your forearm and hidden under a long sleeve. The sheath can hold one weapon that possesses the concealable property. Drawing this weapon is a swift action, but preparing the sheath for this use requires a full-round action that provokes an attack of opportunity.
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Re: TSP: The Armory (Equipment)

Postby Calvin » Tue May 31, 2016 2:58 pm

Melee Weapons

(Simple) Light Melee Weapons:
Civil Protection Corporation P5 ‘Pacifier’ Stun Baton
Cost: 2 Cr
Damage:: 1d6
Critical: 19-20/x2
Damage Type: Electricity
Weight: 2 lbs.

The Civil Protection Corporation P5 ‘Pacifier’ stun baton is a less-lethal weapon primarily used for crowd control, self-defence, and forced compliance of unruly citizens, or for animal control purposes. The P5 ‘Pacifier’ is designed to deliver a high-voltage electric shock on impact, disrupting muscle functions and causing pain without seriously injuring the target. CPC’s best selling product, the P5 is used by law enforcement organizations and security companies across the universe, as well as by bounty hunters and various criminals who have use for a low-cost weapon that can quickly incapacitate their target.

Nonlethal: The P5 ‘Pacifier’ stun baton deals nonlethal damage.


KRX LVII ‘Bloodhound’ Combat Knife
Cost: 2 Cr
Damage:: 1d4
Critical: 19-20/x2
Range 10 ft.
Damage Type: P or S
Weight: 1 lbs.

The KRX LVII ‘Bloodhound’ is a combat knife with a large, heavy blade, perfect for hand-to-hand combat. In addition to its primary role as a close-quarters combat weapon, the ‘Bloodhound’ is secondarily designed for utility use, including clearing foliage and opening ammunition crates. A low-cost, durable weapon and functional tool, the ‘Bloodhound’ is good to have in an emergency situation.

Concealable: You get a +2 bonus on Sleight of Hand skill checks made to conceal a combat knife on your body.


Raiding Club, Light
Cost: -
Damage:: 1d6
Critical: x2
Damage Type: B
Weight: 4 lbs.

Homemade melee weapons with a heavy metal head, raiding clubs are often used as an improvised weapon by the crews of small starships to defend against bandits. Raiding clubs have no set design, and are generally made out of desperation when a raid is imminent, using whatever materials are on hand at the moment.


Sickle
Cost: 1 Cr
Damage:: 1d6
Critical: x2
Damage Type: S
Weight: 2 lbs.

A hand-held agricultural tool with a curved blade, sickles have been used for harvesting crops for over 10,000 years. Despite numerous advances in agricultural technology, they continue to see use in fledgling or distant colonies where advanced technology is hard to come by, and most tools need to be manufactured locally.

Trip: You can use a sickle to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.


Sykes Survival Knife
Cost: 5 Cr
Damage:: 1d4
Critical: x3
Range 10 ft.
Damage Type: P or S
Weight: 1 lbs.

Marketed primarily to starship pilots and interplanetary explorers, the Sykes Survival Knife has a number of feature to aid in survival in case of a crash landing on a distant planet. It can be used for sawing through metal, cutting through seat belt webbing, and hammering through the window of a small starship or the door of an escape pod. Of course, it can also be used as an weapon, and though it is primarily designed for stabbing, it has an edge that can be used to slashing too. The Sykes Survival Knife’s handle is electrically insulated, and includes holes for tying the knife to a stick to act as a spear.

Concealable: You get a +2 bonus on Sleight of Hand skill checks made to conceal a survival knife on your body.

Tip of the Spear: The Sykes Survival Knife includes holes for tying the knife to a stick to act as a spear. Depending on the length of the stick, it can act as either a Shortspear, Spear, or Longspear


(Simple) One-Handed Melee Weapons:
Raiding Club, Heavy
Cost: -
Damage:: 1d8
Critical: x2
Damage Type: B and P
Weight: 8 lbs.

Sometimes called a ‘captain’s club’ or ‘skullcrusher’, the heavy raiding club is a bigger and deadlier version of the light raiding club, often featuring spikes to maximize damage. Though primitive in design, it’s lethality in close-quarters combat is not to be underestimated.


(Simple) Two-Handed Melee Weapons:
Electro-spear
Cost: 2 Cr
Damage:: 1d8
Critical: x2
Damage Type: Electricity
Weight: 9 lbs.

The electro-spear is a crude homemade weapon consisting of little more than two electrodes mounted on the end of a metal pole. Primarily used by colonists to ward off dangerous wildlife, the electro-spear usually delivers a nasty shock that can prove lethal, though it can be tuned to use a high-voltage, low-current electrical discharge that can override body's muscle-triggering mechanisms, stunning the target instead of killing them.

Brace: If you use a readied action to set an electro-spear against a charge, you deal double damage on a successful hit against a charging creature

Reach: You use a electro-spear to strike opponents 10 feet away, but you can't use it against an adjacent foe.

Set for Stun: The electro-spear can be tuned to deal either lethal or nonlethal damage. Switching between these two modes requires a full-round action.


Scythe
Cost: 3 Cr
Damage:: 2d4
Critical: x4
Damage Type: P or S
Weight: 10 lbs.

Like the sickle, the scythe, though long superseded by more advanced agricultural technology, is still an indispensable tool for farmers in developing colonies or mountainous terrain. Though not a weapon, the blade of the scythe can be rotated to extend upright, requiring a standard action, thus forming a homemade pole weapon similar to a fauchard. If the scythe is used as a weapon without first rotating the blade, it loses the brace property and is treated as an improvised weapon, conferring the usual -4 penalty on attack rolls.

Brace: If you use a readied action to set a scythe against a charge, you deal double damage on a successful hit against a charging creature.

Trip: You can use a scythe to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.


(Martial) Light Melee Weapons:
Fusion Tools Ltd. M48 ‘Hawk’ Tactical Tomahawk
Cost: 8 Cr
Damage:: 1d6
Critical: x3
Range: 10 ft.
Damage Type: S
Weight: 2 lbs.

Useful and relatively light, the tomahawk is an effective weapon and an indispensable tool in camping and bushcraft scenarios. Though not as deadly as a sonic axe, the M48 ‘Hawk’ is much more versatile and easier to maintain, making it popular with explorers and colonists.


SWC Model-32 Electron Whip
Cost: 5 Cr
Damage:: 1d4
Critical: x2
Damage Type: Electricity
Weight: 1 lbs.

Originally a proof of concept design, the predecessor to SWC’s Model-68 graviton pistol, the Model-32 electron whip suffered from short range and excessive ionization in atmospheric environments, creating a weapon reminiscent of a whip made out of lightning. Though normally such a design would be abandoned as a failed prototype, one of the SWC executives overseeing the project took a liking to the design, and it was later sold as a weapon in it’s own right. Due to it’s reliance on atmospheric ionization, the electron whip deals no damage in a vacuum environment, though it can still be used for disarm or trip attempts.

Disarm: When you use a electron whip, you get a +2 bonus on Combat Maneuver Checks to disarm an enemy.

Reach: The electron whip is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).

Trip: You can use a electron whip to make trip attacks. If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.


UATC KMS-10 Machete
Cost: 10 Cr
Damage:: 1d6
Critical: 19-20/x2
Damage Type: S
Weight: 2 lbs.

The UATC KMS-10 machete is marketed as both a tool and a weapon, popular with explorers and colonists alike. Frequently used to cut through thick undergrowth or for agricultural purposes, the KMS-10 machete is also an effective slashing weapon - often an invaluable quality for interplanetary trailblazers facing an unexpected encounter with local wildlife who disagree on which end of the food chain they fall on.

A character proficient with a machete gains a +1 circumstance bonus on Survival checks to get along in the wild.


(Martial) One-Handed Melee Weapons:
Aspid AES-4 Plasma Sword
Cost: 30 Cr
Damage:: 1d10
Critical: 19-20/x2
Damage Type: Fire
Weight: 6 lbs.

Essentially a supercharged plasma torch, the Aspid AES-4 plasma sword is a new twist on an old design that enjoyed a brief renaissance during the early years of zero-g and shipboard combat, when man-portable directed-energy weapons were still in their infancy and had a short effective range. Though still the weapon of choice for eccentrics, the plasma sword’s primary use these days is as a status symbol among mercenaries, ship captains, and crime lords.


Elite Designs Class II Arm Blade
Cost: 25 Cr
Damage:: 1d8
Critical: 19-20/x2
Damage Type: P or S
Weight: 6 lbs.

The Elite Designs Class II arm blade is a retractable longsword-like blade built for close quarters combat scenarios. The mechanisms itself is relatively unobtrusive, and is designed to be strapped to the user’s forearm. A Brain-Computer Interface, or Neural Link, allows the blade to be swiftly extended or retracted with little more than a thought, though the use of such systems requires proper training. Despite the learning curve involved, it’s compact and concealable design, and ease of deployment makes the Class II arm blade ideal for use in covert operations or as a backup weapon.

Brace: If you use a readied action to set an arm blade against a charge, you deal double damage on a successful hit against a charging creature.

Concealable: You get a +2 bonus on Sleight of Hand skill checks made to conceal an arm blade on your body.

Wrist Sheath: The Elite Designs Class II arm blade is designed to be strapped to your forearm and hidden under a long sleeve. Drawing or sheathing the arm blade is a swift action (provoking attacks of opportunity as normal). While the arm blade is extended, the protruding blade prevents that hand from being used for most action, though items can still be held. An arm blade takes a full-round action to don or remove, and cannot be disarmed.


Micron Systems S-49 High-Frequency Axe
Cost: 30 Cr
Damage:: 1d10
Critical: x3
Damage Type: S
Weight: 8 lbs.

The Micro Systems S-49 high-frequency axe (or HFA) uses a compact generator in its handle to send out high-frequency sonic pulses, causes the head to vibrate at an extremely high rate, invisibility to the human eye, but causing it to hum softly. Like the Aspid AES-4 plasma sword, the S-49 high-frequency axe was popular in the early days of zero-g and shipboard combat, but has fallen out of favour since. Lacking the versatility of the tactical tomahawk or the iconic status of the plasma sword, the high-frequency axe is primarily used by criminals and various assorted thugs, who tend to use it more for the intimidation factor, particularly due to the vicious wounds it inflicts, than as an actual combat weapon.


(Martial) Two-Handed Melee Weapons:
Fusion Tools Ltd. M51 ‘Hard Knock’ Breaching Hammer
Cost: 70 Cr
Damage:: 1d10
Critical: x2
Damage Type: B
Weight: 12 lbs.

Touted by Fusion Tools Ltd.’s marketing campaign as the tool you need “for when you don’t want to knock twice”, the M51 ‘Hard Knock’ breaching hammer is specifically designed to facilitate forcible entry. The principle behind the M51, is, of course, relatively simple - applying substantial force to a small area to break a lock or door - and many of its features, including an enlarged hammer head with machined cross-hatching and a pry bar at the end of its handle specifically designed to wedge into door frames, are designed to maximize its effectiveness in this role.

Successful sunder attacks with a breaching hammer deal an additional +4 points of damage. Alternatively, the pry bar at the end of the handle can be used to force open a door, granting a +2 circumstance bonus on the related Strength check.


NOK Gear G6020EC Portable Chainsaw
Cost: 50 Cr
Damage:: 1d12
Critical: 19-20/x2
Damage Type: S
Weight: 11 lbs.

An inexpensive, low-maintenance and relatively lightweight electric chainsaw powered by a long-lasting energy cell, the NOK Gear G6020EC portable chainsaw is a favourite of colonists in need of a tool capable of clearing forested areas or harvesting firewood. Though perfect for logging and woodworking, the G6020EC is too unwieldy to be an effective weapon - a fact that has not stopped it from being portrayed in this role in a number of popular holofilms, particularly those in the horror genre. Most notably, it was prominently featured in The Silent Planet, a fictionalized version of the fate of one of Plato-12898c lost colonies, where the discovery of a mysterious alien artifact causes the colonists to turn against one another, and which contains a number of scenes where the G6020EC is used in gruesome murders.

A chainsaw deals an additional +4 points of damage during successful sunder attacks against wooden objects. Versions of the G6020EC portable chainsaw with diamond-embedded cutting edges are available for an additional 25 Cr, allowing the chainsaw to also deal an additional +4 points of damage during successful sunder attacks against concrete, brick, or stone objects.
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Re: TSP: The Armory (Equipment)

Postby Calvin » Sat Jun 04, 2016 6:50 pm

Grenades and Other Explosive Weapons
Grenades:
All grenades can be thrown as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 25 feet, with a maximum range of 5 range increments. Alternatively, they can be fired from a grenade launcher, extending their effective range.

Grenade, Antimatter
Cost: 150 Cr
Weight: 0.5 lbs.
Create: Craft (chemistry) DC 25
An antimatter grenade contains a microscopic amount of antimatter in a shielded electromagnetic containment field. 1d3 rounds after the grenade is activated, the antimatter is released. Collisions between these antiparticles and particles in the surrounding atmosphere lead to the annihilation of both in a violent reaction, dealing 1d6 points of fire damage and 2d6 points of non-elemental energy damage (not subject to energy resistance) in a 10-foot-radius burst (Reflex DC 15 halves).

Grenade, Concussion
Cost: 50 Cr
Weight: 0.5 lbs.
Create: Craft (chemistry) DC 20
The concussion grenade is an anti-personnel device that is designed to damage its target with explosive power alone. A concussion grenade deals 1d10 points of bludgeoning damage to its target and all other creature within 5 ft. of the target. Creatures not directly struck by the grenade are allowed a DC 15 Reflex save for half damage.

Grenade, Fragmentation
Cost: 50 Cr
Weight: 0.5 lbs.
Create: Craft (chemistry) DC 20
Fragmentation grenades are anti-personnel weapons designed to disperse lethal fragments upon detonation. A fragmentation grenade deals 1d10 points of slashing damage to its target and all other creature within 5 ft. of the target. Creatures not directly struck by the grenade are allowed a DC 15 Reflex save for half damage.

Grenade, Gamma
Cost: 50 Cr
Weight: 0.5 lbs.
Create: Craft (chemistry) DC 20
A gamma grenade, also known as a radiological dispersal grenade, contains a small amount of radioactive material, usually a caesium-137 or hafnium-178m2 pellet, which emits gamma radiation upon decay. On a direct hit with a gamma grenade, the target is nauseated for 1 round and sickened for 3 rounds after that. A successful DC 12 Fortitude save prevents the nauseated condition, but not the sickened condition. Creatures within 5 feet of where the grenade hits are sickened for 1 round. This is a poison effect.

Grenade, Gravitic
Cost: 50 Cr
Weight: 0.5 lbs.
Create: Craft (chemistry) DC 25
A gravitic grenade is designed to use an artificial gravitational field to incapacitate targets. You throw or launch a gravitic grenade as a ranged touch attack which deals no damage when it hits, instead encapsulating the target in an intense gravitational field. A creature stuck in this gravitation field is entangled, taking a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a DC 15 Reflex save or be stuck to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a gravitic grenade. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly and fall to the ground. A creature that is stuck to the floor (or unable to fly) can break free by making a DC 17 Strength check. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The gravitational field weakens after 2d4 rounds, losing its effectiveness and reverting to normal gravity. Unlike most grenades, the gravitic grenade does not have a splash effect, and thus requires a direct hit.

Grenade, Pulse
Cost: 300 Cr
Weight: 0.5 lbs.
Create: Craft (chemistry) DC 30
A pulse grenade is a powerful area-denial weapon that periodically emits powerful pulses of ionized particles. 1d4 rounds after it is thrown or launched, the pulse grenade explodes, dealing 2d6 points of electricity damage to anything in a 10-foot-radius burst (Reflex DC 15 for half). A pulse grenade explodes in this way three times— the second pulse occurs 1d3 rounds after the initial explosion, and the third pulse occurs 1d2 rounds after the second.

Grenade, Smoke
Cost: 35 Cr
Weight: 0.5 lbs.
Create: Craft (chemistry) DC 20
A smoke grenade is used for signalling, target marking, or for screening troop movements, and is capable of filling a 10-foot cube with smoke. The smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). A moderate (11+ mph) or stronger wind dissipates the smoke in 1 round, otherwise the smoke dissipates naturally after 1 minute.

Grenade, Stun
Cost: 35 Cr
Weight: 0.5 lbs.
Create: Craft (chemistry) DC 25
Stun grenades are designed to temporarily neutralize the combat effectiveness of opponents without causing serious injury. It functions as a miniature fuel-air bomb, the grenade itself being a gas generator that spews out a cloud of aluminium powder. One round later on your turn, the aluminium powder ignites, producing an intensely bright light and deafening noise. The target takes 1 point of sonic damage, is deafened for 1d4 rounds, and must make a DC 12 Fortitude save or be stunned for 1 round. Creatures within 5 feet of the explosion take 1 point of sonic damage. The target can use a full-round action to brush off the aluminium powder before it detonates, depositing the material in its square or an adjacent square; the material detonates as normal, though the original target only takes damage as if it were within 5 feet of the explosion.

Grenade, Tear Gas
Cost: 60 Cr
Weight: 0.5 lbs.
Create: Craft (chemistry) DC 20
Similar to a smoke grenade, a tear gas grenade is filled with a riot control agent, usually CS gas. A tear gas grenade functions as a smoke grenade, except the smoke only lasts 1 round before dispersing. In addition, creatures that are hit by a tear gas grenade or pass through the smoke must succeed at a DC 12 Fortitude save or be sickened for 1 round.

Grenade, Thermobaric
Cost: 100 Cr
Weight: 0.5 lbs.
Create: Craft (chemistry) DC 25
A thermobaric grenade uses oxygen from the surrounding atmosphere to generate an intense, high-temperature explosive. The grenade consists of a container of fuel and two separate charges. The first explosive charge, which detonates on impact, bursts open the container and disperses the fuel in a cloud that mixes with atmospheric oxygen. 1d3 rounds later the second charge explodes, detonating the cloud, creating a massive blast wave which deals 2d6 points of bludgeoning damage and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). Since a thermobaric grenade relies on oxygen to produce its explosion, it does not function in a vacuum environment.

Other Explosives:
C4/Semtex
Cost: 60 Cr
Weight: 1 lbs.
Create: Craft (chemistry) DC 20
Composition C4 and Semtex are two types of general-purpose plastic explosives containing a RDX or PETN filler. Though not as powerful as military-grade explosive charges, C4 and Semtex are easier to manufacture, making it more popular for civilian use, as well as among terrorists and other malcontents. The price listed above is for a 1-pound block of plastic explosive, which deals 4d6 points of bludgeoning damage in a 10 foot radius (Reflex DC 18 halves). Additional blocks can be wired together, increasing the damage and burst radius. Each additional block increases the damage by +2d6 and the burst radius by 2 feet and requires a Craft (chemistry) check (DC 15) to link them. Plastic explosives can be set off remotely using a detonator, requiring a standard action and at least one free hand, or using an electronic timer, set to detonate at a specified time. Setting the detonator and arming the explosives requires a full-round action and a successful Craft (chemistry) check (DC 15). Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed.

Molotov Cocktail
Cost: 15 Cr
Weight: 1 lbs.
Create: Craft (chemistry) DC 10
A molotov cocktail, or petrol bomb, is a breakable glass bottle containing a flammable substance such as petrol or a napalm-like mixture, usually with an alcohol-soaked rag as a wick, though versions that ignite on impact without the need for a wick exist (20 Cr, Craft (chemistry) DC 15 to create). You can throw a molotov cocktail as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. If using a design with a wick, it must first be ignited before use, requiring a move action and a source of ignition (such as a lighter).

The bottle smashes on impact, igniting its contents and causing an immediate fireball followed by spreading flames as the remainder of the fuel is consumed. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the molotov cocktail hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire.

Nano-thermite charge
Cost: 75 Cr
Weight: 1 lbs.
Create: Craft (chemistry) DC 20
Nano-thermite charges, typically used for equipment destruction or door breaching, contain a metastable intermolecular composite similar to traditional thermite, but whose oxidizer and reducing agent (usually iron oxide and aluminium) are in the form of nanoparticles, which greatly increases reactivity and allows for high and customizable reaction rates. A nano-thermite charge can be attached to any unattended object as a standard action (or removed as a standard action). Once the charges are in place, they can be set off remotely using a detonator (either multiple at once or independently), requiring a standard action and at least one free hand. Once activated, the nano-thermite charges generate short bursts of very high temperatures focused on a small area, dealing 1d4 points of fire damage each round for 1d6+1 rounds to the object it was placed on, ignoring hardness. Despite dealing energy damage, nano-thermite charges deal full damage against most objects, instead of half damage. A single large nano-thermite charge is capable of burning a 1 square-foot wide hole, but more commonly smaller charges are sold in boxes for 20 (for the same listed price), each capable of burning a hole 2 square-inches wide, perfect for burning through the hinges or latch of a door.

Pipe Bomb
Cost: 50 Cr
Weight: 1 lbs.
Create: Craft (chemistry) DC 20
A pipe bomb is an improvised explosive device, using a tightly sealed section of pipe filled with explosive material, capable of producing a relatively large explosive and lethal shrapnel from fragments of the pipe itself. Lighting the fuse is a move action; 1d3 rounds later the pipe bomb explodes, dealing 1d6 points of bludgeoning damage, 1d6 points of piercing damage, and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). After the fuse is lit, you can throw a pipe bomb as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
Calvin
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Re: TSP: The Armory (Equipment)

Postby Calvin » Thu Jun 09, 2016 11:24 pm

Armor and Shields
Light Armor:
Assai Designs ‘Guardian’ Underarmor
Cost: 5 Cr
Armor Bonus: +1
Maximum Dex Bonus: +8
Armor Check Penalty: 0
Arcane Spell Failure Chance: 5%
Speed: 30 ft.
Weight: 1 lbs.

Appearing as little more than a light grey undershirt, the Assai Designs ‘Bodyguard’ underarmor is lightweight and concealable, capable of comfortably fitting under most clothing. Though, unlike similar designs favoured by politicians and megacorp executives, the ‘Bodyguard’ underarmor offers only minimal protection, it is much more affordable than its exorbitantly priced competitors. Offering concealable protection at a reasonable price, the ‘Bodyguard’ is popular with starship crew members and vendors on particular shady space stations who face the risk of armed robbery.


Tactical Fashion Inc. ‘Ronin’ Reinforced Leather Jacket
Cost: 10 Cr
Armor Bonus: +2
Maximum Dex Bonus: +6
Armor Check Penalty: 0
Arcane Spell Failure Chance: 10%
Speed: 30 ft.
Weight: 5 lbs.

Comfortable and stylish, Tactical Fashion’s ‘Ronin’ reinforced leather jacket offers a convenient and discreet way to conceal a lightweight, removable ballistic lining. The ‘Ronin’ is Tactical Fashion’s most popular design, though similar items of clothing with removable ballistic linings are often available in a variety of styles, including suits, topcoats, vests, and winter jackets.


Space Recon Corp. SK-7L Space Activity Suit
Cost: 50 Cr
Armor Bonus: +2
Maximum Dex Bonus: +6
Armor Check Penalty: 0
Arcane Spell Failure Chance: 10%
Speed: 30 ft.
Weight: 15 lbs.

Sleek and form-fitting, the SK-7L space activity suit uses mechanical counter-pressure to compress the human body in low-pressure environments, which, when combined with a pressurized helmet, protects the wearer from the harsh environment of outer space. Providing a high degree of mobility, the SK-7L is ideal for extravehicular activity. However, it is not intended for combat operations, and provides only minimal protection against ballistic and energy weapons.

The SK-7L space activity suit provides protection in a vacuum environment and comes equipped with Kzinti micro-thrusters (see armor upgrades, below), whose price is included in the cost of the armor.


Micron Systems Z-61 Multi-Mission Armor Suit
Cost: 20 Cr
Armor Bonus: +3
Maximum Dex Bonus: +4
Armor Check Penalty: -1
Arcane Spell Failure Chance: 15%
Speed: 30 ft.
Weight: 15 lbs.

Micron Systems’ entry into the market for high-mobility protective equipment, the Z-61 Multi-Mission Armor Suit features lightweight ceramic plates and a grid of webbing used to attach a variety of pouches, holsters, and other equipment, allowing wearers to customize their kit. Though insufficient for front-line combat use, it offers a balance of mobility and protection that makes it suitable for a variety of missions, such as combat medic, interplanetary surveyor or field scientist.


Shinkawa Heavy Industries Model 76 Spectra Suit
Cost: 30 Cr
Armor Bonus: +3
Maximum Dex Bonus: +5
Armor Check Penalty: -1
Arcane Spell Failure Chance: 15%
Speed: 30 ft.
Weight: 10 lbs.

A one-piece, form fitting suit made primarily from ultra-high-molecular-density polyethylene fabric, the Shinkawa Heavy Industries Model 76 Spectra Suit remains extremely lightweight and flexible while offering effective protection to its wearer. In addition to being popular with hoverbike riders, the Model 76 Spectra Suit is a favourite of assassins, mercenaries, and black ops units who value the suit’s mobility and its ability to be worn under most clothing.


Shinkawa Heavy Industries Model 92 Heavy Spectra Suit
Cost: 100 Cr
Armor Bonus: +4
Maximum Dex Bonus: +4
Armor Check Penalty: -2
Arcane Spell Failure Chance: 20%
Speed: 30 ft.
Weight: 20 lbs.

A fortified version of Shinkawa Heavy Industries Model 76 Spectra Suit, the Model 92 Heavy Spectra Suit is reinforced with an additional layer of interlocking ceramic plates. Though this additional protection comes at the cost of additional weight and a marginal loss in flexibility, it still provides a far higher degree of mobility than most commercially-available protective equipment. The blend of protection and mobility offered by the Model 92 Heavy Spectra Suit makes it the armor of choice for many covert operations. It's iconic appearance and intimidating design also makes it popular among those who idolize these covert operatives.


Medium Armor:
Elite Designs Class IX Armored Coat
Cost: 50 Cr
Armor Bonus: +4
Maximum Dex Bonus: +3
Armor Check Penalty: -2
Arcane Spell Failure Chance: 20%
Speed: 20 ft.
Weight: 20 lbs.

Though appearing at first glance as little more than an ordinary coat, upon donning the Elite Designs Class IX Armor Coat, it’s heavy weight soon differentiates it. Though the armored lining is quite bulky, it provide discreet and effective protection.

More cumbersome than light armor but less effective than most medium armors, the advantage of an armored coat is that a person can don it or remove it as a move action (there is no “don hastily” option for an armored coat). If worn over other armor, use the better AC bonus and worse value in all other categories; an armored coat has no effect if worn with heavy armor. The only enhancements that apply are those worn on top.


Artemis Mark IV Spacesuit
Cost: 15 Cr
Armor Bonus: +4
Maximum Dex Bonus: +4
Armor Check Penalty: -3
Arcane Spell Failure Chance: 20%
Speed: 20 ft.
Weight: 20 lbs.

The Artemis Mark IV is one of the first spacesuits purpose-built for combat operations, and the first to achieve commercial success, becoming ubiquous in the early years of zero-g and shipboard combat. Far more cumbersome than modern space activity suits and far less well-armored than most modern combat spacesuits, the Artemis Mark IV is now widely regarded as obsolete. However, the low cost of surplus suits makes it an attractive option when on a tight budget, and they can still be frequently found used by the crews of deep space freighters, particularly in regions where pirate attacks are more common.

The Artemis Mark IV spacesuit provides protection in a vacuum environment.


UGOA Modular Warfare System S-1 Scout Armor
Cost: 50 Cr
Armor Bonus: +5
Maximum Dex Bonus: +3
Armor Check Penalty: -4
Arcane Spell Failure Chance: 25%
Speed: 20 ft.
Weight: 25 lbs.

UGOA’s Modular Warfare System was originally intended as a full-spectrum set of combat equipment, using interchangeable components to simplify logistics and field repair, but failed to attract any large organizational buyers. The baseline product and first to market was the S-1 scout armor, the lightest and most flexible of the set. Featuring overlapping ceramic composite discs encased in a fabric cover, the S-1 was touted as the next generation in lightweight body armor, but failed a heavily-publicized test run by a trio of influential PMCs, meaning that sufficient organizational buyers failed to materialize. However, instead of folding, UGOA claimed that the tests were rigged and channelled public distrust of PMCs into a successful crowd-funding campaign, salvaging the Modular Warfare System project.


UGOA Modular Warfare System C-1 Combat Armor
Cost: 150 Cr
Armor Bonus: +6
Maximum Dex Bonus: +2
Armor Check Penalty: -5
Arcane Spell Failure Chance: 30%
Speed: 20 ft.
Weight: 35 lbs.

The middle child in UGOA’s Modular Warfare System program, the C-1 combat armor features additional layers of protection at the expense of some mobility and additional weight. Though not developed until after the S-1 scout armor’s failure to attract organizational buyers to the Modular Warfare System, and thus never intended as a serious contender for PMC usage, the C-1 was marketed by UGOA as “military-grade combat armor”. Despite now being out of production for decades, cut-rate versions of the armor can still be commonly found on the open market, often with field repairs.


LATEAM Lightweight Battle Armor
Cost: 200 Cr
Armor Bonus: +6
Maximum Dex Bonus: +3
Armor Check Penalty: -4
Arcane Spell Failure Chance: 25%
Speed: 20 ft.
Weight: 25 lbs.

The LATEAM lightweight battle armor was formerly the signature outfit of the Leishen Consortium’s now-defunct Lightning Action Teams. Initially a well-regarded and elite unit, rapid expansion of the Lightning Action Team program caused hiring standards to drop dramatically. The organization’s ranks swelled with those dishonorably discharged from other organization, the underqualified with falsified applications, and unreformed criminals. Embezzlement, arms trafficking, civilian massacres and a host of class action lawsuits led Leishen to jettison the Lightning Action Team program. The equipment used by the Lightning Action Teams, including their signature armor, found its way onto the open market, and many of its veterans found their way into such illustrious organization as the Solaris Cartel, La Stella Rossa, and AK-54.


Civil Protection Corperation P10 ‘Paladin’ Battlesuit
Cost: 400 Cr
Armor Bonus: +6
Maximum Dex Bonus: +3
Armor Check Penalty: -4
Arcane Spell Failure Chance: 25%
Speed: 20 ft.
Weight: 20 lbs.

Coming soon…

The armor check penalty for Climb checks and Acrobatics checks made to jump is only -1 (masterwork and ultralight alloy versions of this armor reduce this penalty as well as the normal penalty).

The P10 ‘Paladin’ battlesuit provides protection in a vacuum environment.


Heavy Armor:
Plazma Tech H.N.A. Chassis
Cost: 250 Cr
Armor Bonus: +7
Maximum Dex Bonus: +1
Armor Check Penalty: -6
Arcane Spell Failure Chance: 35%
Speed: 20 ft.
Weight: 40 lbs.

Coming soon…

The H.N.A. chassis provides protection in a vacuum environment.


Alcyone Weaponry T6K ‘Demiurg’ Battle Armor
Cost: 1,200 Cr
Armor Bonus: +7
Maximum Dex Bonus: +1
Armor Check Penalty: -5
Arcane Spell Failure Chance: 35%
Speed: 20 ft.
Weight: 50 lbs.

Coming soon…

The T6K ‘Demiurg’ battle armor provides protection in a vacuum environment.


UGOA Modular Warfare System A-1 Heavy Battle Armor
Cost: 600 Cr
Armor Bonus: +8
Maximum Dex Bonus: +0
Armor Check Penalty: -7
Arcane Spell Failure Chance: 40%
Speed: 20 ft.
Weight: 50 lbs.

Coming soon…


Essen MX-0001 Shock Trooper Armor
Cost: 850 Cr
Armor Bonus: +8
Maximum Dex Bonus: +0
Armor Check Penalty: -7
Arcane Spell Failure Chance: 40%
Speed: 20 ft.
Weight: 55 lbs.

Coming soon…

The armor check penalty for Climb checks and jump checks is only -4 (masterwork and ultralight alloy versions of this armor reduce this penalty as well as the normal penalty). In addition, unlike most heavy armors, the wearer can still run at quadruple speed instead of triple speed.

The MX-0001 shock trooper armor provides protection in a vacuum environment.


Plazma Tech T.I.T.A.N. Mech Armor
Cost: 1,500 Cr
Armor Bonus: +9
Maximum Dex Bonus: +1
Armor Check Penalty: -6
Arcane Spell Failure Chance: 35%
Speed: 20 ft.
Weight: 50 lbs.

Coming soon…

The T.I.T.A.N. mech armor provides protection in a vacuum environment.


Shields:
Gun-Mounted Shield Generator
Cost: 5 Cr
Armor Bonus: +1
Maximum Dex Bonus: -
Armor Check Penalty: -1
Arcane Spell Failure Chance: 5%
Weight: - (Negligible)

A gun-mounted shield generator can be attached to any two-handed ranged weapon, creating a small energy shield around the barrel, protecting its user. It functions both as a weapon accessory and a regular shield, including the associated armor check penalty and spell failure chance, though you cannot make a shield bash with a gun-mounted shield generator. You also take a -1 penalty on attack rolls with the attached weapon while the shield is active.


Light Energy Shield
Cost: 9 Cr
Armor Bonus: +1
Maximum Dex Bonus: -
Armor Check Penalty: -1
Arcane Spell Failure Chance: 5%
Weight: 1 lbs.

Coming soon…

A light energy shield can be used to make a shield bash attack. Treat this as a light martial weapons that deals 1d3 points of fire damage (x2 critical).


Heavy Energy Shield
Cost: 20 Cr
Armor Bonus: +2
Maximum Dex Bonus: -
Armor Check Penalty: -2
Arcane Spell Failure Chance: 15%
Weight: 1 lbs.

Coming soon…

A heavy energy shield can be used to make a shield bash attack. Treat this as a one-handed martial weapons that deals 1d4 points of fire damage (x2 critical).


Riot Shield
Cost: 30 Cr
Armor Bonus: +4
Maximum Dex Bonus: +2
Armor Check Penalty: -10
Arcane Spell Failure Chance: 50%
Weight: 16 lbs.

Coming soon…

In most situations, a riot shield provides the indicated shield bonus to your Armor Class. As a standard action, however, you can use a riot shield to grant you total cover until the beginning of your next turn. When using a riot shield in this way, you must choose one edge of your space. That edge is treated as a solid wall for attacks targeting you only. You gain total cover for attacks that pass through this edge and no cover for attacks that do not pass through this edge. The shield does not, however, provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding. You cannot bash with a riot shield, nor can you use your shield hand for anything else.

When employing a riot shield in combat, you take a -2 penalty on attack rolls because of the shield's encumbrance.


Armor Upgrades:
’Boomerang’ Individual Laser Detection System
Cost: +1,000 Cr
Weight: +10 lbs.
The ‘Boomerang’ Individual Laser Detection System uses an array of sensors to trace laser weapons directed at the user back to their source. Whenever an opponent fires a laser weapon at the wearer and misses by 5 or fewer, the wearer gains a +1 circumstance bonus on his next ranged attack roll against that opponent. This attack must be made in the next round or the bonus is lost. Direct hits blind the sensors, making to impossible to track the shot, and wider misses are too distant for the sensors to pick up. In addition to increasing the armor’s base cost and weight, this upgrade reduces the wearer’s speed by 5 feet.

CBRN Protection
Cost: +2,250 Cr
Weight: +5 lbs.
Designed to protect the wearer from chemical, biological, radiological and nuclear threats, CBRN protection consists of a number of modifications, including radiation shielding, charcoal impregnated lining, and air purifying respirators. Armor with this upgrade grants the wearer on +3 resistance bonus on saving throws against radiation, as well as airborne poisons and disease.

Kzinti Micro-thrusters
Cost: +50 Cr
Weight: +10 lbs.
Kzinti micro-thrusters can be added to any armor that provides protection in a vacuum environment, granting the wearer a fly speed of 20 ft. (poor) in areas of zero gravity. Though these boosters have no benefit in areas of high, low, or normal gravity, many users have found that in emergency situations, they can function quite effectively as short-ranged weapons. Kzinti micro-thruster deal an extra 1d6 fire damage (x2 critical) on a successful grapple attack. The micro-thrusters count as a martial weapon. If you are not proficient with them, you take a -4 penalty on grapple checks when you try to use them. You can also make a regular melee attack (or off-hand attack) with the micro-thrusters, and they count as a light weapon in this case. (You can't also make an attack with micro-thrusters if you have already made an attack with another off-hand weapon, and vice versa.) An enhancement bonus to your armor does not improve the micro-thruster’s effectiveness, but they can be made into technologically-enhanced weapons in their own right.

Vital Guard
Cost: +500 Cr
Weight: +15 lbs.
The vital guard upgrade consists of additional ceramic plates designed to reinforces its defense in the most vulnerable locations. Whenever an opponent scores a critical threat against the wearer, treat the wearer’s armor bonus as +2 higher than normal for the confirmation roll. In addition to increasing the armor’s base cost and weight, this upgrade reduces the wearer’s speed by 5 feet.

Armor Modifications:
Only one of the following modifications can be applied to a single set of armor.

Coming soon...

Shield Upgrades:
Disruptive Pulse
Cost: +80 Cr
The disruptive pulse upgrade can be applied to the light or heavy energy shield. Upon contact with a target, a disruptive pulse shield is able to ablate the surface and create a small amount of exploding plasma. This produces a pressure wave that stuns the target and electromagnetic radiation that affects nerve cells, causing a painful sensation. You can attempt trip combat maneuver checks with a disruptive pulse shield. If the combat maneuver check is successful, the opponent does not fall prone, but is considered flat-footed until the beginning of its next turn. The disruptive pulse upgrade cannot be applied to a shield with the superheated upgrade, and visa versa.

Illuminated Shield
Cost: +35 Cr
The illuminated shield upgrade can be applied to the light or heavy energy shield, as well as the gun-mounted shield generator, allowing it to glow brightly. When active, it sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A illuminated does not increase the light level in normal light or bright light. This ability can be activated or deactivated as a move action.

Ionized Shield
Cost: +200 Cr (light), +250 Cr (heavy)
The ionized shield upgrade can be applied to the light or heavy energy shield, allowing it to ionize surrounding matter, creating a plasma channel that helps facilitate its movement. An ionized shield is considered a masterwork item and has an armor check penalty of 0 (even if it has the rapid activation system upgrade). In addition, a shield bash with an ionized shield deals electricity, rather than fire, damage. This upgrade can be applied to a gun-mounted shield generator, but it has no benefit over a masterwork version of the shield.

Rapid Activation System
Cost: +50 Cr
The rapid activation system upgrade can only be applied to a light energy shield, allowing it to be remotely activated and deactivated, but increasing its armor check penalty by 1. If you have a base attack bonus of +1 or higher, you may don or put away a shield with the rapid activation system upgrade as a swift action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw a light or one-handed weapon with one hand and the shield with the other in the time it would normally take you to draw one weapon. If you have the Quick Draw feat, you may don or put away the shield as a free action.

Riot Shield Entry Light
Cost: +15 Cr
Weight: +1 lbs.
An entry light can be attached to the front of a riot shield, acting as a flashlight (see weapon accessories, above).

Superheated
Cost: +10 Cr
The superheated upgrade can be applied to a light or heavy energy shield, increasing the damage done by its shield bash attack by one step, to 1d4 for light energy shield and 1d6 for heavy energy shields. If the shield also has the ionized upgrade, half of this damage is fire damage and half is electricity. The superheated upgrade cannot be applied to a shield with the disruptive pulse upgrade, and visa versa.
Calvin
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Joined: Mon Jul 25, 2011 1:06 pm


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