WeaponsPower of Cybernetics includes a number of new weapons, including a new category of ranged weapons: firearms.
Ammunition and ReloadingFirearms are ranged projectile weapons. While each type of firearms uses a different type of ammunition, their individual units of ammunition are generically referred to as "rounds" of ammunition.
Ammo Cell: Nanoguns use ammo cells, small cubes of material that the guns' nanoforges can break down into projectiles to be shot and the energy with which to launch it. Ammo cells are universal, meaning that any given cell can be used by any nanogun for which it is sized. Each ammo cell has 50 units of ammunition when at full capacity. A completely depleted ammo cell is reverted to an empty, blank ammo cell, which can be discarded or filled with ammunition of a different type.
Reloading a nanogun is a move action that provokes an attack of opportunity, or a free action with the Rapid Reload feat (or the Nanogun Focus feat, which applies to all nanoguns). Removing an ammo cell from a nanogun is a free action.
Like drawing any other kind of ammunition, drawing an ammo cell is a free action that doesn't provoke attacks of opportunity.
A nanogun can also be used to combine two partially charged ammo cells of the same type, or to transfer some amount of remaining ammunition from one cell to another (either a cell of the same type, or a blank ammo cell). This takes the same action as reloading the nanogun, and may likewise provoke an attack of opportunity. Without a nanogun or similar equipment, the ammunition within a given ammo cell is inaccessible and cannot be manipulated separately from the ammo cell as a whole.
Box: Many firearms use box magazines or clips of ammunition, which hold a certain number of rounds of ammunition at a time. Although this section refers primarily to boxes, it applies equally to both boxes and clips. Each firearms that uses a box specifies what type of box it uses. Boxes are only compatible between different types of firearms if they use the same type of box. Boxes are never compatible between firearms of different sizes.
Ejecting a box is a free action, but inserting a new box is a move action that provokes attacks of opportunity. The Rapid Reload feat reduces the action to insert a new box to a free action. Drawing a box is the same as drawing ammunition (a free action that does not provoke attacks of opportunity).
Boxes need to be filled with ammunition beforehand. Normally this is done in a safe location, where there is no danger and time is not an issue. Where it matters, loading a box with ammunition provokes an attack of opportunity and takes a move action to load up to 5 rounds, or a full-round action to load up to 12 rounds. If a box is loaded with multiple types of ammunition, the order in which they are fired must be determined when the rounds are loaded into the box.
Linked: Some firearms, mostly heavy weapons and machine guns, use linked belts of ammunition. The bullets are chained together with small metal clips, forming a belt. Typically, a single belt holds 50 bullets, but any number of belts can be clipped together, allowing the firearm to seamlessly transition to the next belt when the current one is depleted. In military units, as the gunner fires, an assistant clips new ammunition belts together, keeping the weapon fed.
Feeding a new belt into a firearm or removing a belt from a firearm's feed is a full-round action, or a move action with the Rapid Reload feat, but this cannot be done while the firearm is firing from that belt. This provokes an attack of opportunity.
Attaching two belts together or detaching two attached belts is a move action that provokes attacks of opportunity. The Rapid Reload feat reduces this to a free action.
Unlimited: Some energy-based firearms use internal power generators or long-lasting power cells. These can last for hundreds, if not thousands, of shots with the weapon, and frequently include easy methods of recharge. Assuming basic maintenance, these weapons never run out of ammunition. Generally, the weapon must be disassembled to remove the generator or power cell. Unlike other firearms, the individual units of ammunition that these weapons use cannot be altered or enhanced.
LegendHere is the format for weapon entries (given as column headings on Table: Weapons and Table: Ammunition).
Cost: This value is the weapon’s cost in gold pieces (gp). The cost includes miscellaneous gear that goes with the weapon. This cost is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price.
Damage: The Damage columns give the damage dealt by the weapon on a successful hit. The column indicates the damage for Medium weapons. Larger and smaller weapons deal appropriately more or less damage. If two damage ranges are given then the weapon is a double weapon. Use the second damage figure given for the double weapon’s extra attack.
In the case of Table: Ammunition, "--" means the ammunition does not change the weapon's normal statistics, while "*" means it may.
Critical: The entry in this column notes how the weapon is used with the rules for critical hits. Some weapons are incapable of causing critical hits, as noted by a "--" in their Critical column.
In the case of Table: Ammunition, "--" means the ammunition does not change the weapon's normal statistics, while "*" means it may.
Range Increment: Any attack at less than this distance is not penalized for range. However, each full range increment imposes a cumulative -2 penalty on the attack roll. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot out to ten range increments.
In the case of Table: Ammunition, "--" means the ammunition does not change the weapon's normal statistics, while "*" means it may.
Magazine: For ranged weapons, the weapon’s magazine capacity and type are given in this column. The amount of ammunition a weapon carries, and hence how many shots it can fire before needing to be reloaded, is determined by its magazine capacity. How the firearm is reloaded depends upon its magazine type. The number in this entry is the magazine’s capacity in shots; the word that follows the number indicates the magazine type: box, cylinder, or internal. The linked type has an unlimited capacity; for this reason the entry does not also have a number. The ammo cell type uses standardized universal magazines, regardless of the specific weapon, each of which have a capacity of 50. Weapons with a dash in this column have no magazines; they are generally thrown weapons, or weapons (such as bows) that are loaded as part of the firing process.
Damage Type: Weapons are classified according to the type of damage they deal: bludgeoning, piercing, or slashing. Some weapons deal unusual forms of damage.
In the case of Table: Ammunition, "--" means the ammunition does not change the weapon's normal statistics, while a listed damage means it overrides the projectile weapon's normal damage type.
Size: This column indicates how difficult the weapon is to wield for a creature of the appropriate size: light (light), one-handed (1-h) or two-handed (2-h).
In the case of Table: Ammunition, "--" means the ammunition does not change the weapon's normal statistics.
Weight: This column gives the weight of a Medium version of the weapon.
Special: Some weapons have special features. See the weapon descriptions for details.
Table: Melee WeaponsMelee Weapons | Cost | Damage | Critical | Range Increment | Damage Type | Size | Weight | Special |
Simple Weapons |
Laser Chainknife | 35 gp | 1d6 | 19-20/x2 | 10 ft. | Piercing and Slashing | Light | 2 lb. | Energized, Equivalent |
Stun Baton | 25 gp | 1d6 | x2 | 10 ft. | Bludgeoning | 1-h | 5 lb. | Special |
Martial Weapons |
Laser Chainaxe | 100 gp | 2d8 | x3 | -- | Piercing and Slashing | 2-h | 15 lb. | Energized, Equivalent |
Laser Chainblade | 50 gp | 1d8 | 19-20/x2 | -- | Piercing and Slashing | Light | 4 lb. | Energized, Equivalent |
Laser Chainsword | 75 gp | 1d10 | 19-20/x2 | -- | Piercing and Slashing | 1-h | 6 lb. | Energized, Equivalent |
Exotic Weapons |
Plasma Whip | 150 gp | 1d8 | x2 | -- | Fire | 1-h | 1 lb. | Disarm, Energized, Finesse, Reach, Special, Trip |
Urtragian Battle Scythe | 100 gp | 1d8 | x3 | -- | Slashing | 1-h | 8 lb. | Special, Trip |
Table: Ranged WeaponsRanged Weapons | Cost | Damage | Critical | Range Increment | Magazine | Damage Type | Size | Weight | Special |
Simple Weapons |
Desert Eagle | 50 gp | 1d8 | x2 | 40 ft. | 8 box | Piercing | 1-h | 4 lb. | Prone Shot |
Glock 20 | 40 gp | 1d6 | x2 | 40 ft. | 15 box | Piercing | Light | 3 lb. | Prone Shot |
Hardlight Pistol | 75 gp | 1d4 | x2 | 30 ft. | Unlimited | Bludgeoning | Light | 5 lb. | Prone Shot, Special |
Nanopistol | 50 gp | 1d6 | x2 | 40 ft. | Ammo Cell | Piercing | Light | 3 lb. | Prone Shot |
Martial Weapons |
DS-111 Combat Shotgun | 100 gp | 2d6 | x2 | 40 ft. | 10 box | Piercing | 2-h | 8 lb. | Proximity, Prone Shot |
Falcon .45 | 75 gp | 1d6 | x2 | 40 ft. | 20 box | Piercing | 1-h | 3 lb. | Automatic, Prone Shot |
Hardlight Rifle | 200 gp | 1d10 | x2 | 60 ft. | Unlimited | Bludgeoning | 2-h | 5 lb. | Special |
Nanorifle | 100 gp | 1d12 | x2 | 90 ft. | Ammo Cell | Piercing | 2-h | 8 lb. | Prone Shot |
Nanoshotgun | 120 gp | 2d8 | x2 | 30 ft. | Ammo Cell | Piercing | 2-h | 10 lb. | Proximity |
Pulse Cannon | 100 gp | 1d8 | x2 | 30 ft. | Ammo Cell | Piercing | 1-h | 6 lb. | Prone Shot, Strength |
Railgun | 120 gp | 2d8 | x2 | 100 ft. | Ammo Cell | Piercing | 2-h | 12 lb. | Energized |
TacMil Sniper Rifle | 100 gp | 1d10 | x2 | 120 ft. | 15 box | Piercing | 2-h | 14 lb. | Prone Shot, Special |
Exotic Weapons |
Assault Nanorifle | 400 gp | 2d6 | x2 | 110 ft. | Ammo Cell | Piercing | 2-h | 8 lb. | Automatic, Prone Shot |
Bolt Pistol | 75 gp | 1d8 | x2 | 60 ft. | 10 box | Piercing | Light | 5 lb. | Automatic, Prone Shot |
Bolter | 100 gp | 1d10 | x2 | 80 ft. | 20 box | Piercing | 1-h | 12 lb. | Automatic |
Heavy Bolter | 350 gp | 2d6 | 19-20/x2 | 100 ft. | Linked | Piercing | 2-h | 30 lb. | Automatic |
Table: AmmunitionAmmunition | Cost | Damage | Critical | Range Increment | Damage Type | Size | Weight | Special |
Bolter Ammunition |
Bolter Rounds (20) | 1 gp | -- | -- | -- | Piercing | -- | 1 lb. | -- |
Bolter Rounds, Inferno (20) | 40 gp | * | -- | -- | Piercing | -- | 1 lb. | Special |
Bolter Rounds, Hellfire (20) | 40 gp | * | -- | -- | Piercing | -- | 1 lb. | Special |
Bolter Rounds, Metal Storm (20) | 200 gp | * | -- | -- | Slashing | -- | 1 lb. | Special |
Firearm Ammunition |
.45 Calibre Rounds (20) | 1 gp | -- | -- | -- | Piercing | -- | 0.5 lb. | -- |
.50AE Calibre Rounds (20) | 1 gp | -- | -- | -- | Piercing | -- | 0.5 lb. | -- |
7.62mm Rounds (20) | 1 gp | -- | -- | -- | Piercing | -- | 0.5 lb. | -- |
10mm Rounds (20) | 1 gp | -- | -- | -- | Piercing | -- | 0.5 lb. | -- |
DS-111 Shells (10) | 1 gp | -- | -- | -- | Piercing | -- | 0.5 lb. | -- |
Nanogun Ammunition |
Nanogun Ammunition (50) | 1 gp | -- | -- | -- | -- | -- | -- | -- |
Nanogun Ammunition, Cryonic (50) | 100 gp | * | -- | -- | -- | -- | -- | Special |
Nanogun Ammunition, Plasma (50) | 100 gp | * | -- | -- | -- | -- | -- | Special |
Nanogun Ammo Cell | 5 gp | -- | -- | -- | -- | -- | 0.5 lb. | -- |
Nanogun Chem Cell | 25 gp | -- | -- | -- | -- | -- | 1 lb. | Special |
Special Weapon PropertiesAutomatic: A ranged weapon with this property can be used to make autofire attacks. Autofiring takes as much ammunition as 10 normal attacks, but allows the wielder to attack all creatures and unattended objects within a 5-foot radius.
Disarm: A weapon with this property grants a bonus on the opposed attack roll for a disarm attempt, usually +2.
Energized: A weapon with this property is an energy receptacle, and requires that at least one point of energy be allocated to it to use it properly. The weapon's description indicates what occurs when no energy is allocated.
Equivalent: This weapon is can benefit from feats and other options that normally apply to certain other weapons. See the weapon's description for more details.
Finesse: An appropriately-sized weapon with this property can be used with the Weapon Finesse feat and similar options, even though it isn't a light weapon.
Prone Shot: A ranged weapon with this property can be fired while prone.
Proximity: A ranged weapon with this property is dramatically more effective at close range. The penalty to attack rolls for firing beyond the first range increment also applies to damage rolls with this weapon.
Special: See the weapon's description for details.
Reach: This weapon is a reach weapon.
Strength: A ranged weapon with this property uses its wielder's Strength modifier to determine damage, just like a melee weapon.
Trip: A melee weapon with this property can be used as part of a trip attempt. If the trip attempt fails, the weapon can be dropped.
Weapon DescriptionsWeapons found on Table: Weapons and Table: Ammunition that have special options for the wielder (“you”) are described below.
Assault Nanorifle: You can use an assault nanorifle to make autofire attacks.
Like a crossbow, you can fire an assault nanorifle while prone.
Assault nanorifles are nanoguns and use standard nanogun ammo cells.
Bolt Pistol: You can use a bolt pistol to make autofire attacks.
Like a crossbow, you can fire a bolt pistol while prone.
Bolt pistols are firearms. They use bolter rounds in 10-round bolt pistol clips.
Bolter: You can use a bolter to make autofire attacks.
Bolters are firearms. They use bolter rounds in 20-round bolter clips.
Bolter, Heavy: You can use a heavy bolter pistol to make autofire attacks.
Heavy bolters are firearms. They use bolter rounds in belts.
Bolter Rounds: The standard bolt is the standard-issue antipersonnel ammunition for the bolter. It is designed to penetrate a target and detonate, causing horrific injuries.
Bolter rounds can come in various shapes and sizes, depending on the weapon they are made for. Bolt pistols and bolters use the same .75 calibre ammunition, albeit stored in different clips, but heavy bolters use a .998 calibre version linked in belts.
Bolter Rounds, Hellfire: Hellfire Bolts are designed for use against organic targets. The core and tip are replaced with a vial of mutagenic acid and thousands of needles. When the round enters the target's body, the vial shatters and the needles pierce the victim's flesh, pumping the acid into the target. Hellfire bolts deal damage as though fired from a weapon of one size category smaller, but deal an extra 1 point of acid damage. Any target hit by a hellfire bolt must also make a DC 15 Fortitude save or be sickened for 1d4 rounds.
Bolter Rounds, Inferno: Inferno bolts are designed to immolate their targets and destroy them with superheated chemical fire. The uranium core is replaced with an oxy-phosphorus gel, known as promethium. However, due to the decreased projectile mass, armour-piercing capabilities are compromised. Inferno bolts deal damage as though fired from a weapon of one size category smaller, but deal an extra 1 point of fire damage. Any target hit by an inferno bolt must also make a DC 15 Reflex save or catch on fire.
Bolter Rounds, Metal Storm: In the metal storm frag bolt, the mass-reactive fuse of the standard bolt is replaced with a proximity fuse, and the uranium core and diamantine tip are replaced with increased high-explosives and a fragmentation casing. This means the bolt explodes when it nears an enemy, creating a lethal hail of shrapnel. This bolt is capable of inflicting casualties on multiple lightly-armoured targets, but its effectiveness is dramatically reduced when facing heavily-armoured foes. Metal storm bolts deal damage as though fired from a weapon of one size category smaller, and further impose a -4 penalty on the attack roll. However, attacks with them that hit damage also deal the bolter's base damage (including modifications to the weapon's effective size, such as that caused by using metal storm rounds themselves, but not including other bonuses and penalties to the damage roll, such as enhancement bonuses, or bonus damage dice) to all creatures within 5 feet of the target.
Metal storm bolts deal slashing damage, unlike the piercing damage that most bolter rounds deal.
Desert Eagle: Like a crossbow, you can fire a desert eagle while prone.
Desert Eagles are firearms. They use .50AE calibre rounds in 8-round boxes.
DS-111 Combat Shotgun: DS-111 combat shotguns are dramatically more effective at close range. The penalty to attack rolls for firing beyond the first range category also applies to damage rolls with this weapon.
Like a crossbow, you can fire a DS-111 combat shotgun while prone.
DS-111 combat shotguns are firearms. They use DS-111 shells in 10-round boxes.
Falcon .45: You can use a falcon .45 to make autofire attacks.
Like a crossbow, you can fire a falcon .45 while prone.
Falcon .45s are firearms. They use .45 calibre rounds in 20-round boxes.
Glock 20: Like a crossbow, you can fire a glock 20 while prone.
Glock 20s are firearms. They use 10mm rounds in 15-round boxes.
Hardlight Pistol: Like a crossbow, you can fire a hardlight pistol while prone.
A hardlight pistol fires a beam of semisolid light. This hardlight projectile counts as a magic weapon even if it is nonmagical, allowing it to bypass DR/magic and damage incorporeal creatures. Hardlight weaponry does not function in an area where magic is suppressed, such as an
anti-magic field or a dead magic plane.
Hardlight pistols are firearms. They have unlimited ammunition. Hardlight pistol ammunition cannot be individually altered or enhanced.
Hardlight Rifle: A hardlight rifle fires a beam of semisolid light. This hardlight projectile counts as a magic weapon even if it is nonmagical, allowing it to bypass DR/magic and damage incorporeal creatures. Hardlight weaponry does not function in an area where magic is suppressed, such as an
anti-magic field or a dead magic plane.
Hardlight rifles are firearms. They have unlimited ammunition. Hardlight rifle ammunition cannot be individually altered or enhanced.
Laser Chainaxe: This weapon resembles a greataxe. When energized, an oscillating energy field surrounds the head.
A laser chainaxe is an energy receptacle, and requires that at least one point of energy be allocated to it to use it properly. If no energy is allocated, it deals slashing damage (instead of piercing and slashing) as a weapon one size category smaller and has a critical of x2 instead of x3.
Feats and other options that apply to the greataxe also apply to the laser chainaxe.
Laser Chainblade: This weapon resembles a short sword. When energized, an oscillating energy field surrounds the blade.
A laser chainblade is an energy receptacle, and requires that at least one point of energy be allocated to it to use it properly. If no energy is allocated, it deals piercing damage (instead of piercing and slashing) as a weapon one size category smaller and has a critical of x2 instead of 19-20/x2.
Feats and other options that apply to the short sword also apply to the laser chainblade.
Laser Chainsword: This weapon resembles a longsword. When energized, an oscillating energy field surrounds the blade.
A laser chainsword is an energy receptacle, and requires that at least one point of energy be allocated to it to use it properly. If no energy is allocated, it deals slashing damage (instead of piercing and slashing) as a weapon one size category smaller and has a critical of x2 instead of 19-20/x2.
Feats and other options that apply to the longsword also apply to the laser chainsword.
Laser Chainknife: This weapon resembles a dagger. When energized, an oscillating energy field surrounds the blade.
A laser chainknife is an energy receptacle, and requires that at least one point of energy be allocated to it to use it properly. If no energy is allocated, it deals piercing or slashing damage (instead of piercing and slashing) as a weapon one size category smaller and has a critical of x2 instead of 19-20/x2.
Feats and other options that apply to the dagger also apply to the laser chainknife.
Nanogun Ammunition: A combination of materials, nanogun ammunition provides the material that nanoguns' nanoforges can break down into projectiles to be shot and the energy with which to launch it. Nanogun ammo is always stored within ammo cells, and cannot be recovered once fired.
Nanogun ammunition can be made of any metal, and can be made masterwork, have weapon templates, be enchanted, and so on as normal.
Nanogun Ammunition, Cryonic: Cryonic ammunition is normal nanogun ammo mixed with a quick-hardening goo, similar to that of tanglefoot bags. Cryonic ammo deals damage as though fired from a weapon of one size category smaller, but deals an extra 1 point of cold damage from the goo's endothermic reaction. Any target hit by a round of cryonic ammo must also make a DC 15 Reflex save or become entangled for 1d4 rounds, moving at half speed (the goo is not strong enough to glue a creature to another surface or object).
Nanogun Ammunition, Plasma: Plasma ammunition is normal nanogun ammo mixed with superheated plasma. Plasma ammo deals damage as though fired from a weapon of one size category smaller, but deals an extra 1 point of fire damage. Any target hit by a round of plasma ammo must also make a DC 15 Reflex save or catch on fire.
Nanogun Ammo Cell: Nanoguns use ammo cells, small cubes of material that the guns' nanoforges can break down into projectiles to be shot and the energy with which to launch it. Ammo cells are universal, meaning that any given cell can be used by any nanogun. Each ammo cell has 50 units of ammunition when at full capacity. A completely depleted ammo cell is reverted to an empty, blank ammo cell, which can be discarded or filled with ammunition of a different type.
Reloading a nanogun is a move action, or a free action with the Nanogun Focus feat, which applies to all nanoguns. A nanogun can also be used to combine two partially charged ammo cells of the same type, or to transfer some amount of remaining ammunition from one cell to another (either a cell of the same type, or a blank ammo cell). This takes the same action as reloading the nanogun. A given ammo cell can never store more than one type of ammunition at a time. Removing an ammo cell from a nanogun is a free action.
Like drawing any other kind of ammunition, drawing an ammo cell is a free action that doesn't provoke attacks of opportunity.
Poison cannot be applied to individual nanogun rounds, and applying to to the ammo cell itself does not affect the projectiles created from it. Specialized ammo cells are required for such purposes.
Nanogun Chem Cell: A variant on the traditional ammo cell, chem cells are designed to transmit poisons and other chemicals with ammunition created from them. A chem cell has a reservoir capable of holding up to 50 doses of poison within it. While any doses of poison remains, the chem cell's internal nanoforge will apply it to the raw material provided to the firing nanogun. This automatic application can be toggled on or off as a free action. Each round fired uses one dose until no more doses remain. Other chemicals than poisons can be used with a chem cell.
Chem cells no safer to handle and shoot with than any other poisoned weapon; a natural 1 on an attack roll still risks exposing the attacker to the poison applied on a failed DC 15 Reflex save, as normal. The risk the user takes of exposing himself to the poisons or chemicals stored occurs when they are loaded into the chem cell, as per poisoning a weapon normally. Mixing multiple types of poisons or chemicals inside a single chem cell usually dilutes both of them to the point of inefficacy, so the chem cell automatically rejects the addition of a poison or chemical while at least one dose of a different type remains stored. A chem cell can purge its chemical contents, rendering them as impotent as if they had been wiped off a weapon.
Nanopistol: Like a crossbow, you can fire a nanopistol while prone.
Nanopistols are nanoguns and use standard nanogun ammo cells.
Nanorifle: Like a crossbow, you can fire a nanorifle while prone.
Nanorifles are nanoguns and use standard nanogun ammo cells.
Nanoshotgun: Nanoshotguns are dramatically more effective at close range. The penalty to attack rolls for firing beyond the first range category also applies to damage rolls with this weapon.
Nanoshotguns are nanoguns and use standard nanogun ammo cells.
Plasma Whip: This weapon is a thin, flexible metal wire attached to a handle. When energized, the wire becomes superheated. Because it deals fire damage, plasma whip attacks are affected by fire resistance and immunity, but not by damage reduction. Unlike most sources of fire damage, a plasma whip deals full damage to objects, not half (it is still affected by hardness).
A plasma whip is an energy receptacle, and requires that at least one point of energy be allocated to it to use it properly. If no energy is allocated, it deals nonlethal slashing damage (instead of fire) as a weapon three size categories smaller, deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher, doesn't threaten the area into which it can be used to make an attack, and provokes an attack of opportunity when used, just like ranged weapons.
A plasma whip has reach, so you can strike opponents twice as far away as normal with it. In addition, unlike most other weapons with reach, it can be used against foes within your normal reach.
You can use a plasma whip to make trip attacks. If you are tripped during your own trip attempt, you can drop the plasma whip to avoid being tripped.
When using a plasma whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a plasma whip sized for you, even though it isn’t a light weapon for you.
Feats and other options that apply to the whip also apply to the plasma whip.
Pulse Cannon: Your Strength modifier applies to damage rolls when you use a pulse cannon, just as it does for thrown weapons.
Like a crossbow, you can fire a pulse cannon while prone.
Pulse cannons are nanoguns and use standard nanogun ammo cells.
Railgun: This projectile weapon launches metallic shards out of its long barrel. It uses a series of electromagnets to accelerate these shards to extreme velocities. This uses a significant amount of power with each shot, more than its internal generator can quickly provide. A railgun is an energy receptacle, and requires that at least one point of energy be allocated to it to use it properly. If no energy is allocated, it takes a full-round action to fire each shot, and thus it cannot be used as part of a full attack or a martial strike, nor to perform attacks of opportunity or bonus attacks from other abilities and effects.
Railguns are nanoguns and use standard nanogun ammo cells.
Stun Baton: You can deal nonlethal damage with a stun baton at no penalty.
TacMil Sniper Rifle: The tactical military (TacMil) sniper rifle was developed near the end of the information age. While it has been updated to incorporate newer technologies, its highly effective basic design has remained largely unchanged.
Like a crossbow, you can fire a TacMil sniper rifle while prone.
The TacMil sniper rifle features a flash suppressor as well as an effective sound suppressor, ensuring maximum stealth. The flash suppresser reduces the penalty on Hide checks for sniping with this weapon by 10, to a minimum of -0 (a -10 penalty instead of -20). The sound suppressor adds +10 to the DC of Listen checks made to hear the weapon firing (to DC -10). This qualifies as and does not stack with the sound suppressor gadget. The rifle also has a selector that allows it to fire ammunition at subsonic speeds, which further increases the DC of the Listen check by an additional +20 (to DC 10), but this reduces the range increment by half (to 60 feet) and decreases the damage dealt to that of a weapon one size category smaller (to 1d8 for a Medium creature).
TacMil sniper rifles are firearms. They use 7.62mm rounds in 15-round boxes.
Urtragian Battle Scythe: Despite the similar name and appearance, battle scythes are not simply scaled down versions of the archaic reinforced scythe frequently seen in combat. Battle scythes have a very different curvature and weighting to them, and can be particularly deadly when used to transmit large amounts of kinetic energy. On a charge attack, the battle scythe's critical threat range is 18-20 instead of 20. Its multiplier remains x3.
You can use a battle scythe to make trip attacks. If you are tripped during your own trip attempt, you can drop the battle scythe to avoid being tripped.
Urtragian space pirates treat battle scythes as martial weapons.
Sidebar/Variant: Lethal WeaponryThe damage values presented for firearms here may seem a bit low compared to the killing power of guns in real life. And that's because they probably are. The weapons presented here are designed to be balanced against existing D&D ranged weapons, primarily light crossbows and composite longbows, for a variety of reasons.
- To avoid forcing the use of firearms on characters in order to remain competitive.
- To avoid heavily altering the existing balance and dynamic between melee and ranged combat, and between weapon-based and magic-based damage (such as damaging spells and modules).
- To not exacerbate the already significant lethality of D&D at low levels.
- To avoid having characters and their abilities be eclipsed by what items they use.
If you wish to increase the deadliness of guns and other firearms, you can simply double the base damage of all firearms (not bonus damage from Strength, enhancements, abilities, or other sources, just the base damage described on the table above). This will result in weapon statistics very similar to those described for modern firearms in the DMG (page 146) and in the D20 Modern game system. You can make firearms still more lethal by tripling the base damage instead of doubling it, which results in statistics similar to futuristic firearms in the DMG and of PL 6 and higher weapons in the D20 Future supplement.
Firearms aren't the only weapons that can have their damage increased to represent technological advancements. You are free to provide technologically advanced versions of D&D's traditional medieval weapons that benefit from this same improvement. In addition to ensuring mechanical compatibility with existing abilities, this also lets you and your players represent all sorts of archetypes. Fiction is filled with characters wielding archaic weapons improved with technology and construction techniques that simply weren't possible to provide when those weapons were originally in use.
You can also use this to differentiate between different but similar weapons of different technology levels. For example, in a game featuring both medieval longswords and futuristic beam swords, the beam swords could simply be represented as longswords that deal 2d8 damage instead of 1d8.
If you decide to increase the lethality of weapons, consider also increasing the lethality of magic and cybernetics to keep up with it. If you don't, the already weak damage-dealing capabilities of magic and other subsystems may fall by the wayside entirely (although if that is what you want, then more power to you). Do not, however, increase those abilities with the same multiplier as physical weapons. The damage dealt by weapon attacks depends only partly on the weapon's base damage, and at higher levels, more and greater sources of bonus damage appear, causing the increased base damage to have a smaller and smaller effect. If you double the base damage of weapons, add +1 die of damage to damaging spells and effects. Add +1 die more per 5 levels for any level-dependent damaging spells, subject to any normal level limits of the effect in question, or +1 die more per 5 PP spent for powers whose damage is increased by augmentation, or +1 die more for every 2 energy allocated to a module for module effects whose damage is increased by energy allocation. For example, a
fireball spell would deal 7d6 damage at 5th level and would scale up to a maximum of 13d6 at 10th level. The Corrosion Inducement module would deal 2d6 damage + 3d6/2 energy. Damage-dealing effects whose damage increases indirectly should be increased through that same indirect enhancement. For example, a
magic missile spell would create 2 missiles at level 1, up to a maximum of 7 at level 9. Do not alter sources of bonus damage (such as the Dragonfire Inspiration feat), just effects that deal damage in and of themselves. If you elect to triple base weapon damage, provide twice as many extra dice as when doubling base weapon damage.
LegendHere is the format for explosive weapon entries (given as column headings on Table: Explosives).
Cost: This value is the explosive's cost in gold pieces (gp). The cost includes miscellaneous gear that goes with the explosive. This cost is the same for a Small or Medium version of the explosive. A Large version costs twice the listed price.
Damage: The Damage columns give the damage dealt by the explosive on a successful hit. The column indicates the damage for Medium explosives. Larger and smaller explosives deal appropriately more or less damage.
Critical: The entry in this column notes how the explosive is used with the rules for critical hits. Most explosives are incapable of causing critical hits, as noted by a "--" in their Critical column.
Burst Radius: The burst radius is the area affected by the explosive. All creatures or objects within the burst radius take damage from the explosive.
Damage Type: Explosives are classified according to the type of damage they deal: bludgeoning, piercing, or slashing. Many explosives deal unusual forms of damage.
Reflex DC: Any creature caught within the burst radius of an explosive may make a Reflex save against the DC given in this column for half damage.
Range Increment: Any attack at less than this distance is not penalized for range. However, each full range increment imposes a cumulative -2 penalty on the attack roll. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot out to ten range increments. Grenades and most other explosives are thrown weapons.
Size: This column indicates how difficult the explosive is to wield for a creature of the appropriate size: light (light), one-handed (1-h) or two-handed (2-h).
Weight: This column gives the weight of a Medium version of the explosive.
Craft DC: This column gives the Craft DC to create the explosive.
Special: Some explosives have special features. See the explosive descriptions for details.
Table: ExplosivesGrenades | Cost | Damage | Critical | Burst Radius | Damage Type | Reflex DC | Range Increment | Size | Weight | Craft DC |
Concussion Grenade | 100 gp | 4d6 | -- | 15 feet | Nonlethal Sonic | 15 | 10 ft. | Light | 1 lb. | 20 |
Cryogenic Grenade | 250 gp | 8d6, see text | -- | 10 feet | Cold | 15 | 10 ft. | Light | 2 lb. | 30 |
Dissolver Grenade | 150 gp | See text | -- | 5 feet | Acid | -- | 10 ft. | Light | 2 lb. | 20 |
Dissolver Grenade, Improved | 700 gp | See text | -- | 10 feet | Acid | -- | 10 ft. | Light | 2 lb. | 25 |
Dissolver Grenade, Advanced | 1650 gp | See text | -- | 20 feet | Acid | -- | 10 ft. | Light | 2 lb. | 30 |
EMP Grenade | 375 gp | 5d6, see text | -- | 20 feet | Electricity | 15 | 10 ft. | Light | 2 lb. | 25 |
EMP Grenade, Improved | 1250 gp | 10d6, see text | -- | 20 feet | Electricity | 18 | 10 ft. | Light | 2 lb. | 30 |
EMP Grenade, Advanced | 2625 gp | 15d6, see text | -- | 20 feet | Electricity | 21 | 10 ft. | Light | 2 lb. | 35 |
EMP Grenade, Prototype | 4500 gp | 20d6, see text | -- | 20 feet | Electricity | 24 | 10 ft. | Light | 2 lb. | 40 |
Fireflush Grenade | 75 gp | 3d6 | -- | 10 feet | Fire | 15 | 10 ft. | Light | 2 lb. | 20 |
Flash-Bang Grenade | 375 gp | See text | -- | 15 feet | -- | 16 | 10 ft. | Light | 1 lb. | 25 |
Fragmentation Grenade | 125 gp | 4d6 | -- | 20 feet | Slashing | 15 | 10 ft. | Light | 1 lb. | 22 |
Gravitic Grenade | 200 gp | 6d6 | -- | 10 feet | Bludgeoning | 15 | 10 ft. | Light | 1 lb. | 25 |
Kinetic Wave Grenade | 75 gp | 2d6 | -- | 10 feet | Force | 15 | 10 ft. | Light | 2 lb. | 20 |
Kinetic Wave Grenade, Improved | 200 gp | 6d6 | -- | 10 feet | Force | 18 | 10 ft. | Light | 2 lb. | 25 |
Kinetic Wave Grenade, Advanced | 400 gp | 10d6 | -- | 10 feet | Force | 21 | 10 ft. | Light | 2 lb. | 30 |
Kinetic Wave Grenade, Prototype | 1000 gp | 14d6 | -- | 10 feet | Force | 24 | 10 ft. | Light | 2 lb. | 35 |
Shrapnel Grenade | 150 gp | 5d6 | -- | 20 feet | Slashing | 15 | 10 ft. | Light | 1 lb. | 20 |
Singularity Grenade | 1000 gp | 15d6 | -- | 5 feet | Disintegration | 15 | 10 ft. | Light | 2 lb. | 40 |
Smoke Grenade | 50 gp | See text | -- | See text | -- | -- | 10 ft. | Light | 2 lb. | 20 |
Sonic Pulse Grenade | 125 gp | 3d6, see text | -- | 15 feet | Nonlethal Sonic | 12 | 10 ft. | Light | 1 lb. | 22 |
Tear Gas Grenade | 300 gp | See text | -- | See text | -- | -- | 10 ft. | Light | 2 lb. | 25 |
Thermite Grenade | 150 gp | 6d6 | -- | 5 feet | Fire | 12 | 10 ft. | Light | 2 lb. | 25 |
White Phosphorous Grenade | 100 gp | 2d6, see text | -- | 20 feet | Fire | 12 | 10 ft. | Light | 2 lb. | 20 |
Grenade DescriptionsGrenades are a form of splash weapon, and thus require no proficiency to use. They deal their damage (or cause other effects) within the indicated radius burst, centered on where they explode. A successful Reflex save halves the damage a grenade deals. Grenades are created with the Craft (alchemy) skill.
Concussion Grenade: Law enforcement officers in the future use concussion grenades to knock out threatening targets. A few concussion grenades can knock out a room full of criminals, without risk of death or destruction of property.
Cryogenic Grenade: When a cryogenic grenade explodes, it deals cold damage to all creatures and objects in its burst radius. The freezing cold automatically stabilizes any creature reduced to negative hit points by the blast. If the cryogenic blast deals sufficient damage to reduce a target to –10 or fewer hit points, the target instead drops to –9 hit points and stabilizes automatically (in other words, the target does not die). Creatures that are destroyed at 0 hit points can still be destroyed by this explosion.
Despite the name, a cryogenic grenade's explosion does not ease cryopreparation of a dead creature. The cryoprep process is far more involved than just freezing everything.
Dissolver Grenade: This grenade releases a cloud of gas that dissolves organic matter, dealing 2d6 points of acid damage per round to all living creatures and organic materials in a 5-foot-radius spread emanation. No saving throw is allowed against this damage. Suspended in an artificial gravity well, the cloud persists until the gravity well collapses after 1 minute. The gravity well prevents even strong winds from dispersing the acid cloud.
Improved dissolver grenades also obscure line of sight, as per the
fog cloud spell. It affects a 10-foot radius spread emanation.
Advanced dissolver grenades also obscure line of sight and impede movement, as per the
acid fog spell. It affects a 20-foot radius spread emanation.
EMP Grenade: An EMP grenade releases an electromagnetic pulse that instantly shorts out all electronic devices (including computers) within a 20-foot burst radius. Affected devices remain nonfunctional until repaired. The EMP grenade deals no damage to most living creatures. Unattended cybernetic items and magic items are suppressed for 1d4 rounds if the grenade's thrower succeeds of a dispel check with a +5 modifier (1d20+5) against that item (DC 11 + the item's activator or caster level), as though with a targeted
dispel magic effect. Similarly, magical auras in the area are at risk of being dispelled, as though with an area
dispel magic effect.
A cybernetic creature with any active modules takes 1d6 points of electricity damage per module, to a maximum of 5d6. If the cybernetic creature rolls a natural 1 on its Reflex save, each of its modules are at risk of being suppressed as described above. An EMP grenade also deals 5d6 points of electricity damage to any construct in the burst. Cybernetic constructs take damage only once. They do not take damage both for being a construct and for having active modules. Use only the greater damage expression.
Improved EMP grenades have a +10 modifier on the dispel check, deal 2d6 damage per module (maximum 10d6), and deal 10d6 damage to constructs.
Advanced EMP grenades have a +15 modifier on the dispel check (which functions as
greater dispel magic), deal 3d6 damage per module (maximum 15d6), and deal 15d6 damage to constructs.
Prototype EMP grenades have a +20 modifier on the dispel check (which functions as
greater dispel magic), deal 4d6 damage per module (maximum 20d6), and deal 20d6 damage to constructs.
Fireflush Grenade: A fireflush grenade contains a chemical compound that combusts immediately upon contact with oxygen. When a fireflush grenade detonates, it produces geysers of flame that fill its burst radius. All creatures and objects within the burst radius take 3d6 points of fire damage. The blast also ignites clothing and other flammable items.
Flash-Bang Grenade: A flash-bang grenade is a non-lethal device that uses a bright flash and loud report to disable victims within its burst radius. All creatures within the burst radius must succeed at a Fortitude save or become deafened for 1 minute, a Will save or be blinded for 1d6 rounds, and a Reflex save or be staggered for 1 round.
Fragmentation Grenade: The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.
Gravitic Grenade: When this grenade detonates, it releases incredible gravitational forces. All creatures within a 10-foot-radius burst are crushed for 6d6 points of bludgeoning damage. A successful Reflex save halves the damage. Massless and incorporeal creatures are unaffected.
Kinetic Wave Grenade: Kinetic wave grenades release a pulse of semisolid energy when they detonate. The detonation is a force effect, and thus can affect incorporeal and ethereal creatures. Further, any creature that takes damage from the explosion is subject to a bull rush attempt, pushing it directly away from the burst's point of origin. The grenade functions as a creature of its weapon size (ie: a kinetic wave grenade designed for Medium creatures bull rushes as a Medium creature, one designed for Large creatures as a Large creature, and so on), and has an effective Strength score of 14.
An improved kinetic wave grenade functions as a creature of one size category larger than its weapon size (ie: a kinetic wave grenade designed for Medium creatures bull rushes as a Large creature, one designed for Large creatures as a Huge creature, and so on), and has an effective Strength score of 20.
An advanced kinetic wave grenade functions as a creature of two size categories larger than its weapon size (ie: a kinetic wave grenade designed for Medium creatures bull rushes as a Huge creature, one designed for Large creatures as a Gargantuan creature, and so on), and has an effective Strength score of 26.
A prototype kinetic wave grenade functions as a creature of three size categories larger than its weapon size (ie: a kinetic wave grenade designed for Medium creatures bull rushes as a Gargantuan creature, one designed for Large creatures as a Colossal creature, and so on), and has an effective Strength score of 32.
Shrapnel Grenade: Similar in concept to the standard fragmentation grenade, the shrapnel grenade propels dangerous shards of metal outward at high velocity when it explodes. Unlike the fragmentation grenade, the shrapnel grenade incorporates aerodynamic metal shards and directional tubes to ensure that each shard is propelled at lethal velocity along a set path. The result is a calculated field of flying shrapnel that is far more effective than the simple pop-and-spray chaos of a fragmentation grenade.
Singularity Grenade: A singularity grenade generates a gravity field so powerful that it bends space into a miniature black hole. The black hole instantly devours all light and matter before collapsing and vanishing. Any character or object in the grenade’s 5-foot burst radius takes 15d6 points of damage. A successful Reflex save halves the damage. If the damage is enough to reduce a creature to –10 hit points, the grenade leaves no trace of the creature behind. The damage from a singularity grenade is not affected by damage reduction or resistances. Massless and incorporeal creatures are unaffected by a singularity grenade.
Smoke Grenade: Military and police forces use these weapons to create temporary concealment. On the round when it is thrown, a smoke grenade fills the four squares around it with smoke. On the following round, it fills all squares within 10 feet, and on the third round it fills all squares within 15 feet. The smoke obscures sight, including the darkvision ability, as per a
fog cloud spell. Any creature within the area has total concealment (attacks suffer a 50% miss chance, and the attacker can't use sight to locate the target). It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round. Smoke grenades are available in several colors, including white, red, yellow, green, and purple. As such, they can be used as signal devices.
Sonic Pulse Grenade: A sonic pulse grenade deals 3d6 points of nonlethal sonic damage to any creature in the burst radius. In addition, creatures that take damage from the sonic pulse grenade must also succeed on a Fortitude save against the same DC or be shaken for 1d4 rounds.
Tear Gas Grenade: Military and police forces use these weapons to disperse crowds and smoke out hostage takers. Tear gas grenades have a larger capacity and a more staggered release of the irritant than simply shattering a vial of it. On the round that it is thrown, a tear gas grenade fills a 5-foot radius with a cloud of irritant that causes eyes to fill with tears. On the following round, it fills a 10-foot radius, and on the third round it fills a 15-foot radius. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round.
Creatures caught in a cloud of tear gas are subjected to the irritant (they must make a DC 15 Fortitude save or be nauseated for 1d6 rounds). Those who succeed at their saves but remain in the cloud must continue to save each round. A gas mask renders the target immune to the effects. A wet cloth held over the eyes, nose, and mouth provides a +2 bonus on the Fortitude save.
Thermite Grenade: Thermite does not technically explode. Instead, it creates intense heat meant to burn or melt through an object upon which the grenade is set. Military forces use thermite grenades to quickly destroy key pieces of equipment. The fire damage dealt by a thermite grenade deals full damage to objects, rather than half.
White Phosphorous Grenade: White phosphorus grenades use an explosive charge to distribute burning phosphorus across the burst radius. Any target that takes damage from a white phosphorus grenade is also set on fire. In addition, a white phosphorous grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade (see above), except that it only fills squares within 5 feet of the explosion point.