Revolvers | Accuracy | mag | Damage | Dmg type | crit | multiple | range | Rate of Fire | Purchase Dc | Restriction |
---|---|---|---|---|---|---|---|---|---|---|
Light revolver | +2 | 6 Cylinder | 2d4 | ballistic | 20 | X2 | 30 ft | single | 12 | None+0 |
Medium revolver | +1 | 6 Cylinder | 2d6 | ballistic | 20 | X2 | 30 ft | single | 13 | None+0 |
Heavy revolver | +0 | 6 Cylinder | 2d8 | ballistic | 19 | X3 | 40 ft | single | 14 | None+0 |
Super heavy revolver | -1 | 5 Cylinder | 2d10 | ballistic | 20 | X4 | 25 ft | single | 16 | None+0 |
Auto Pistols | accuracy | magazine | Damage | Dmg type | crit | multiple | range | Rate of Fire | Purchase Dc | Restriction |
Light pistol | +2 | 10 Box | 2d4 | ballistic | 20 | X2 | 40 ft | Semi | 11 </center> | None+0 |
Medium pistol | +1 | 16/20 Box | 2d6 | ballistic | 20 | X2 | 30 ft | Semi | 15 | None+0 |
Heavy pistol | +0 | 10 Box | 2d8 | ballistic | 19 | X3 | 30 ft | Semi | 16 | None+0 |
Super heavy pistol | -1 | 7 Box | 2d10 | ballistic | 20 | X4 | 20 ft | single | 17 | Lic+1 |
N'sss render Pistol | +2 | 10 | 2d8 | Piercing | 20 | x2 | 20 | Semi Auto | Special | Special |
Sliver Gun | +3 | 20 | 1d6 | Piercing toxin | 19 | x2 | 10 | Full Auto | 18 | Lic +1 |
Tranq Pistol | -2 | 10 | 1pt | Piercing toxin | 20 | x2 | 20 | Semi | 15 | none |
Gel Slug Pistol | -2 | 10 | 2d6 | bludgeoning Non lethal | 20 | x2 | 20 | Semi | 15 | none |
Gyroslug Pistol | -2 | 10 | 2d10 +1d6 5ft rad | slashing | 20 | x3 | 40 | Semi Auto | 15 | Res +2 |
Cone Pistol | +2 | 10 | 2d6 | Piercing | 18 | x3 | 50 | Single | 20 | Res +2 |
Gauss Pistol | +0 | 10 | 2d10 | Piercing | 18 | x3 | 50 | Single | 21 | Mil +3 |
Micro Grenade Launcher | -4 | 6 | as per grenade | varies | --- | --- | 30 | Single | 18 | Mil +3 |
Sub Machine Guns | accuracy | magazine | Damage | Dmg type | crit | multiple | range | Rate of Fire | Purchase Dc | Restriction</Blue> |
Light SMG | +2 | 30 Box | 2d4 | ballistic | 20 | X2 | 40 ft | Auto, Burst | 13<center> | Res +2 |
Medium SMG | +1 | 30 Box | 2d6 | ballistic | 20 | X2 | 40 ft | Auto, Burst | 18 | Res +2 |
Heavy SMG | +0 | 20 Box | 2d8 | ballistic | 19 | X3 | 40 ft | Auto, Burst | 19 | Res +2 |
Super heavy SMG | -1 | 20 Box | 2d10 | ballistic | 20 | X4 | 60 ft | Auto, Burst | 20 | Res +2 |
Shotguns | accuracy | magazine | Damage | Dmg type | crit | multiple | range | Rate of Fire | Purchase Dc | Restriction |
Double barrel | -1 | 2 Individual | 2d8 12 gauge 000 Buck | Slashing | 20 | X3 | 30 ft | semi | 12 | None+0 |
pump shotgun | -1 | 3/5/8 Tube | 2d8 12 gauge 000 Buck | Slashing | 20 | X3 | 30 ft | Single | 15 | None+0 |
Semi auto shotgun | -1 | 3/5/10 Tube or box | 2d8 12 gauge 000 buck | Slashing | 20 | X3 | 30 ft | semi | 16 | None+0 |
Close Assault Weapon | -2 | 3/5/10/20 Box or Drum | 2d8 12 gauge 000 Buck | Slashing | 20 | X3 | 30 ft | semi/Full auto | 18<center></center> | mil +3 |
10 Gauge Semi auto shotgun | -2 | 3/5/8 Tube or Box | 2d8 10 gauge 000 buck | Slashing | 20 | X3 | 30 ft | semi | 18 | Lic+1 |
8 Gauge Big Game Gun | -2 | 2Tube or Box | 2d10 8 gauge solid slug | concussion | 20 | X3 | 30 ft | semi | 23 masterwork weapon | Lic+1 |
Tangle gun | -2 | 6 round Box | special | entangle | -- | -- | 20 | Semi | 16 | none |
Micro Rocket Launcher | -2 | 6 round Box | 3d6 AP | fire | 19 | x4 | 60 10meter minimum | Semi | 23 | Mil +3 |
Rifles | accuracy | magazine | Damage | Dmg type | crit | multiple | range | Rate of Fire | Purchase Dc | Restriction |
Sport Rifle | +1 | 10 | 2d4 | ballistic | 20 | x2 | 60ft | Single | 14 | None+0 |
Hunting rifle | +2 | 3/5 Individual or Box | 2d8+1 | ballistic | 18 | X3 | 80 ft | Single | 19 | None+0 |
Semi auto rifle | +0 | 10/20 Box | 2d8 | ballistic | 20 | X2 | 70 ft | semi | 16 | None+0 |
Carbine | +0 | 20/30 Box | 2d6 | Ballistic | 20 | x2 | 50 | Semi/Burst | 16 | Lic +2 |
Assault rifle | +0 | 20/30/75 Box or Drum | 2d8 | ballistic | 20 | X2 | 60 ft | Semi/Full Auto/Burst | 17 | Lic+2 |
Battle Rifle | +0 | 20 box | 2d10 | Ballistic | 20 | x3 | 80 | Semi Full Auto | 19 | Lic +2 |
Elephant rifle | +2 | 2 Individual | 2d12 | ballistic | 18 | X3 | 90 ft | Single | 23 Masterwork weapon | None+0 |
Sniper rifle | +2 | 3/5/10 Box | 2d10 | ballistic | 19 | X3 | 90 ft | Single | 21 | Res+2 |
Anti material rifle | +2 | 5 Box | 2d12 12.5mm | ballistic | 18 | X3 | 120 ft | Single | 21 | Mil+3 |
Assault Cannon | -2 | 5 Box | 4d6 Heat +2d6 5ft radius | ballistic | 18 | X3 | 80 ft | Single | 22 | Mil +3 |
Machine Guns | Accuracy | Magazine | Damage | Dmg Type | crit | Multiple | Range | Rate of fire | Purchase DC | Restriction |
Squad Automatic | -2 | 240 box or belt | 2d8 | ballistic | 20 | x2 | 80 | Full auto | 23 | Mil +3 |
General purpose MG | +0 | 1200 box or belt | 2d10 | Ballistic | 20 | x2 | 100ft | full Auto | 23 | Mil +3 |
Heavy Machine Gun | -2 | 250 belt | 2d12 | Ballistic | 19 | x4 | 110ft | Full Auto | 25 | Mil +3 |
5.56mm Mini Gun | -2 | 1200 belt | 2d8 | Ballistic | 20 | x2 | 80ft | full Autox2 | 25 | Mill +3 |
7.62mm Mini Gun | -2 | 1200 belt | 2d10 | Ballistic | 20 | x2 | 100FT | Full Autox2 | 28 | Mill +3 |
25mm Chain gun | -2 | 120 belt | 4d12 | Ballistic | 19 | x4 | 150ft | full Auto | 30 | Mil +3 |
AGL-7 Grenade launcher | -4 | 20 rd Belt | 4d6 10ft radius | slashing | --- | --- | 70ft | full Auto | 25 | Mil +3 |
MDG-7 "Nail Gun" | -2 | 20 round box | 4d12 | piercing | 18 | x3 | 150 ft | full Auto | 30 | Mill +2 |
Heavy Weapons | accuracy | Magazine | damage | Damage Type | crit | multiple | range | Action | purchase DC | restriction |
88mm RPG | -4 | 1 internal | 88mm warhead | varies | --- | --- | 50ft | single | 18 | Mil +3 |
60mm LAW | -2 | 1 Disposable | 60mm warhead | Varies | --- | --- | 50ft | disposable | 18 | Mil +3 |
60mm Incendiary 4pack | -4 | 4 disposable | 60mm Incendiary | flame | --- | --- | 40 | Semi | 15 | Mil +3 |
60mm Demolition 4Pack | -4 | 4 disposable | 60mm warhead | Varies | --- | --- | 50ft | Semi | 19 | Mill +3 |
78mm Urban Assault gun | -4 | 1 internal | 78mm warhead | varies | --- | --- | 40ft | single | 20 | Mil +3 |
3,5 inch Bazooka | -4 | 1 internal | 3.5 in rocket | varies | --- | --- | 40ft | single | 10 | Mill +3 |
95mm Panzer Faust | -2 | 1 internal | 95mm warhead | varies | --- | --- | 50ft | Single | 15 | Mill +3 |
90mm recoilless rifle | -4 | 1 Internal | 88mm warhead | Varies | 20 | x2 | 100ft | Single | 15 | Mil +3 |
105mm recoilless rifle | -4 | 1 Internal | 105mm Warhead | Varies | --- | --- | 100 | Single | 16 | Mil +3 |
105 mm Tow | guided | 1 internal | 105mm warhead | Varies | --- | --- | 1000ft | single | 20 | Mil +3 |
160mm ATGM | Guided | 1 Internal | 160mm ATGM | Varies | --- | --- | 1200 ft | Single | 25 | Mil +3 |
160mm Anti Personnel 4pack | Guided | 4 Internal | 160 mm Anti Personnel | Varies | --- | --- | 1200 ft | semi | 25 | Mil +3 |
160mm ATGM 4Pack | Guided | 4 Internal | 160mm ATGM | Varies | --- | --- | 1200 ft | Semi | 28 | Mil +3 |
60mm Mortar | indirect | 1 muzzle | 60mm warhead | Varies | --- | --- | 110ft | Single | 13 | Mil +3 |
37mm GL | -4 | 1 internal | 37mm grenade | Varies | --- | --- | 70ft | single | 14 | Mil +3 |
40mm GL | -4 | 1 internal | 40mm Grenade | Varies | --- | --- | 70 | single | 14 | Mil +3 |
37mm Rotary GL | -4 | 6 internal | 37mm Grenade | Varies | --- | --- | 70 | single | 15 | Mil +3 |
40mm Rotary GL | -4 | 5 Internal | 40mm Grenade | Varies | --- | --- | 60 | single | 16 | Mil +3 |
37mm AGL | -4 | 6 Box | 37mm grenade | Varies | --- | --- | 70 | Semi | 18 | Mil +3 |
40mm AGL | -4 | 5 Box | 40mm Grenade | Varies | --- | --- | 70 | Semi | 18 | Mil +3 |
37mm auto Cannon | -2 | belt | 4d6 AP +2d6 10ft radius | Fire | 19 | x3 | 110 | semi | 20 | Mill +3 |
40mm Auto cannon | -4 | 20rd Box | 4d12 AP +4d6 10 ft radius | Slashing | 19 | x3 | 110 | Auto | 30 | Mil +3 |
Micro Missile Launcher | +2 seeking | 10 rd Box | 2d6 5 ft radius | Slashing | --- | --- | 300ft | Semi | 25 | Mil +3 |
2CM Gauss Cannon | -2 | 10 rd Box | 6d10 | Piercing | 20 | x5 | 150 ft | Single | 35 | Mil +4 |
2CM Thud cannon | -4 | 5 rd Box | 4d10 | Ballistic | 20 | x3 | 60 | Semi | 23 | Mil +3 |
Energy Pistol | accuracy | magazine | Damage | Dmg type | crit | multiple | range | Rate of Fire | Purchase Dc | Restriction |
Stun Pistol | -2 | 20 | 4d6 | electrical Non lethal | 19 | X2 | 10 | Semi Auto | 15 | none |
Laser Pistol | +2 | 50 | 1 to 2d8 Laser | Light | 20 | x2 | 40 | Full Auto | 17 | Lic +1 |
Burner Pistol | -2 | 20 | 1d6 | Flame | 20 | x2 | 10 | Full Auto | 18 | Mil +3 |
Quetzl Phoenix Disrupter | +2 | 18 | 2d6 | Energy | 19 | x3 | 30 | Semi Auto | 20 | Mil +3 |
Najuhlim Blaster Pistol | -2 | 20 | 2d8 | Energy | 20 | x3 | 20 | Semi Auto | 20 | Mil +3 |
Tau IP-7 Plasma Pistol | +0 | 20 | 2d8 | Energy | 19 | x3 | 20 | Semi Auto | 21 | Mil +3 |
Tae Mk III Blaster Pistol | +0 | 16 | 2d6 | Energy | 20 | x2 | 30 | Semi Auto | 18 | Res +2 |
Cesti Light Blaster | -2 | 30 | 2d6 | energy | 20 | x2 | 35 | Full Auto | 18 | Mill +2 |
Nephilum laser | +2 | 50 | 2d8 | Energy | 19 | x3 | 40 | Full Auto | 22 | Mil +3 |
Energy Carbine | accuracy | magazine | Damage | Dmg type | crit | multiple | range | Rate of Fire | Purchase Dc | Restriction |
Stunner Carbine | -2 | 30 | 4d6 | Electrical Non lethal | 19 | x2 | 30 | Semi Auto | 18 | None |
Laser carbine | +2 | 50 | 1 to 3d8 | Laser | 19 | x2 | 60 | Full Auto | 19 | Lic +1 |
Quetzl Dragon Disrupter | +2 | 32 | 3d6 | Energy | 19 | x3 | 60 | Semi Auto | 22 | Mil +3 |
Najuhlim Blast Carbine | -2 | 30 | 3d8 | Energy | 20 | x2 | 50 | Semi Auto | 20 | Mil +3 |
Cesti Repeat Blaster | -2 | 50 | 2d8 | Energy | 20 | x2 | 50 | Full Auto | 21 | Mil +3 |
Tau C-5 Plasma Carbine | +2 | 30 | 2d8` | Energy | 19 | x3 | 70 | Semi Auto | 22 | Mil +3 |
Tae Mk32 Assault carbine | +2 | 32 | 2d8 | Energy | 20 | x2 | 60 | Full Auto | 22 | Mil +3 |
MK32 launcher | -2 | 10 | as assault cannon | ----- | -- | --- | 40 | Semi Auto | --- | --- |
Energy Rifle | ||||||||||
Laser Rifle | +2 | 50 | 3d8 | Laser | 19 | x2 | 90 | Semi Auto | 19 | Res +2 |
Laser Sniper Rifle | +2 | 50 | 3d8 | Laser | 19 | x2 | 150 | Semi Auto | 21 | Res +2 |
Pulse Laser | +2 | 100 | 3d8 | Laser | 19 | x2 | 80 | Full Auto | 21 | Mil +3 |
Najuhlim Plasma Rifle | -2 | 50 | 3d10 | Flame | 20 | x3 | 60 | Full Auto | 20 | Mil +3 |
Najuhlim Concussion Rifle | -2 | --- | 2d10+special | Concussion | 20 | x3 | 20 | Semi Auto | 22 | Lic +2 |
Tau R-6 Plasma Rifle | +2 | 30 | 3D10 | Heat | 20 | x3 | 80 | Semi Auto | 19 | Mil +3 |
Kroath Darklight Rifle | +2 | 20 | 3d6 | Negative Energy | 18 | x3 | 20 | Semi Auto | 32 | Mil +4 |
Kroath Darklight trigun | -2 | 100 | 3d6 | Negative Energy | 18 | x3 | 50 | Full Auto | 37 | Mil +4 |
Terran Unified Defense P-5 tribarrel | -2 | 200 | 3d10 | Heat | 20 | x3 | 60 | full Auto | 30 | Mil +3 |
Quetzl Force rifle | +2 | 20 | 2d10 | Piercing | 19 | X3 | 80 | Semi | 21 | Mil +3 |
Melee Weapons: even with the presence of advanced projectile weapons and energy weapons, sometimes a person finds themself up close and personal. a good knife or sharp pointy stick is always a comfort when the bad guys get too close. | ||||||||||
Weapon | Proficiency | Damage | Type | Critical | Multiple | Range | Size | Purchase DC | ||
Knife | - | 1d4 | Slash/Pierce | 19-20 | x2 | 10 | tiny | 5 | None | |
Combat Knife | -- | 1d4 (BLADE) | Pierce | 19-20 | x2 | 5 | Tiny | 7 | None | |
Combat Knife | 1 (Brass Knuckles) | Bludgeon | 20 | x2 | Melee | Tiny | -- | -- | ||
Quetzl Machotle | Removes Limb on Crit Fort save to resist DC 10+damage | 1d6 | Slashing | 19 | x3 | 5ft | Medium | 7 | None | |
Valkiir Blade | Archaic | 1d6 | Slash/Pierce | 19 | x2 | Melee | Medium | 8 | None | |
Valkiir Broadsword | Archaic | 1d8 | Slashing | 19 | x2 | Melee | Medium | 11 | ||
Vibro Knife | Archaic | 1d6 | Slashing | 18 | x2 | Melee | Small | 11 | ||
Vibro Blade | Archaic | 1d8 | Slashing | 18 | x2 | Melee | Medium | 14 | None | |
Vibro Sword | Archaic | 1d12 | Slashing | 18 | x3 | Melee | Medium | 16 | None | |
Boarding Axe | Archaic | 1d8( Axe) | Slashing | 20 | x2 | Melee | Large | 12 | None | |
Boarding Axe | Archaic | 1d6 (Spike) | Piercing | 19 | x2 | Melee | --- | --- | --- | |
Power Axe | Exotic | 1d12 | slashing | 19 | x3 | Melee | Large | 18 | None | |
Thaen Staff | exotic | Multi Weapon | 1d4 +1d8 | Bludgeon + Electrical | 20 | x3 | Melee | Large | 21 | Lic +1 |
Thaen Staff | 2d6 | Plasma | 20 | x2 | 40 ft | Large | ||||
Stun Baton | Simple | 1d6 (Stun Dc14) | Electrical (non Lethal) | 20 | x2 | Melee | Small | 12 | None | |
Concussion Rod | Simple | 2d8 | Concussion/Bludgeon | 20 | x2 | Melee | Medium | 17 | None | |
Plasma Sword | exotic | Damages weapons On Parry | 2d8 | Energy | 18 | x3 | Melee | Medium | 17 | Lic +1 |
Whip Cutter | Exotic | Trip | 2d8 | slashing | 19 | x2 | 10ft Reach | Medium | 18 | Lic +1 |
Neural whip | Exotic | Trip | 1d6 Stun DC 14 | Slashing + special | 19 | x2 | 10ft Reach | Medium | 19 | Lic +1 |
Spiked Chain | Exotic | Trip | 1d4 | Slashing | 19 | x2 | 10ft Reach | Large | 11 | None |
Thermal rod | Archaic | 1d4 +1d6 | Bludgeon + Fire | 20 | x2 | Melee | Medium | 15 | None | |
Bat'leth | Exotic | Twin Bladed | 1d8/1d6 | Slashing/Piercing | 19 | x3 | Melee | Medium | 12 | None |
A'Niss HiruKaga | Exotic | multi Weapons | 1d8 | Energy | 20 | x2 | Melee | medium | 23 | Lic |
2d8 | Energy | 20 | x2 | 30ft | ||||||
A'Niss Fan Blade | Exotic | 1d6 | Slashing | 20 | x3 | Melle | 5ft | 12 | None | |
A'Niss Katana | Exotic | Massive crit +1d4 | 2d6 | Slashing/Pierce | 18 | x3 | Melee | Melee | 22 | None |
Najuhlim K'Tah | Exotic | Twin Blades | 1d8/1d6 | Slashing | 19 | x3 | +5ft reach | Large | 12 | None |
Tae Kraken | None | Self Guided, attacks any target within 10ft of wearer, BAB+7 AC(wearers) 25 HP, Str 18, Dex 10 | 1d8 | Slashing/Grapple | 20 | x2 | 10ft reach | Large | 25 | Lic |
Tae Viper | None | Self Guided, attacks any target within 10ft of wearer, BAB+7 AC(wearers) 15 HP | 1d4+toxin | Slashing+toxin | 20 | x2 | 10ft | Medium | 23 | Lic +1 |
Tae Hornet | Exotic | If attack Succesful Hornet locks on and continues to attack for 1d4 rounds BAB +4 AC 20, 10HP | 1d4 | Slashing | 20 | x2 | 15ft | Tiny | 23 | None |
Tae Stinger | Poison | 1d2 | Piercing+ toxin | 20 | x2 | 15ft | Tiny | 14 | Res +2 | |
Quetzl B'coh | Exotic | Returning Ref Save DC 12 to catch failure indicates damage to hand | 1d4 | Slashing | 19 | x2 | 15ft | Tiny | 12 | None |
Classic weapons | Accuracy | mag | Damage | Dmg type | crit | multiple | range | Rate of Fire | Purchase Dc | Restriction |
GyroJet Pistol | +0 | 10 Box | 2d10 | ballistic | 20 | X2 | 50 ft(10ft minimum) | semi | 15 | None+0 |
GyroJet Rifle | +0 | 20 Box | 2d10 | ballistic | 20 | X2 | 100 ft(20ft minimum | semi | 18 | None+0 |
Needler Pistol | +2 | 10 Box | 2d6+chem | Piercing +chem | 20 | X2 | 20 ft | single | 14 | None+0 |
Needler rifle | +2 | 20 Box | 2d8+chem | Piercing +chem | 20 | X2 | 20 ft | semi | 14 | None+0 |
Sonic Stunner | +2 | 20 cell | 2d6 | sonic non lethal | 20 | X2 | 20 ft | single | 14 | None+0 |
Sonic disruptor | +2 | 20 cell | 2d6 | sonic lethal | 20 | X2 | 20 ft | single | 17 | Mil +3 |
Sonic devastator | +2 | 60 cell | 2d10 | sonic lethal | 100 | X2 | 50ft cone | semi | 17 | Mil +3 |
Dose Grenade | -2 | ------ | Fort save dc 15 | chemical 10ft radius | --- | --- | 10ft thrown | --- | 17 box of six | res +2 |
BlackRay pistol | +0 | 10 cell | special | energy | 100 | X2 | 30ft | single | 21 | Mil +3 |
BlackRay rifle | +0 | 20 cell | special | sonic | 100 | X2 | 70ft | semi | 23 | Mil +3 |
MkIII Blaster(pistol) | -1 | 10 cell | 2d10 | energy | 100 | X2 | 30ft | semi | 19 | Mil+3 |
MkV Blaster(rifle) | -1 | 30 cell | 2d10 | energy | 100 | X2 | 60ft | semi/burst | 21 | Mil+3 |
MkVII Blaster(heavy) | -1 | 150 cell | 3d10 | energy | 100 | X2 | 60ft | semi/burst/auto | 24 | Mil+3 |
Classic weapons from Roleplaying Games we love | |
---|---|
Gyrojet Weapon | GyroJet weapons fire small self propelled high velocity rockets tipped with an explosive projectile. the weapon isrecoilless and works in vacuum as well as in atmosphere. Gyro rounds don not reach full power or arm until safely away from the shooter. resulting in a minimum range area where the round does only 1d4 bludgeoning damage. requires advanced firearms proficiency |
Needler Weapons | Needlers fire a spread of slim drug doped steel darts or needles. a needler is a low recoil weapon that fires a burst of 10 needles every time it fires. the darts do not spread and do not count as an area effect weapon. the darts strike a single target who must make a Fort Save DC18 or be stunned 1d4 round by the drug. lethal darts are available but the are highly illegal. Burst fire and autofire attacks may not be used with a needler but the double tap feat is allowed. requires personal firearm feat |
Sonic Weapons | Sonic weapons use focused beams of high pitched sound waves to inflict damage. sonic weapons require an atmosphere to function and have an area affect of 10ftx50ft line under water beginning in the square in front of the firing creature. Partial or unsealed armor has it's equipment bonus halved against sonic weapons |
Sonic Stunner | sonic stunners inflict no damage but the target must make a Fort Save DC (10+damage rolled)or be dazed by intense disorientation and deafened for 1d4 rds. creatures with no hearing organs, constructs and oozes are not affected by the sonic stunner. requires personal firearm feat |
Sonic Disrupter | A sonic weapon designed to injure organic tissue and leave machinery and structures untouched. the weapon has no affect on inorganic non living tissue. requires advanced firearm feat |
Sonic Devastator | a heavy weapon designed using sound to damage life forms and structures. requires Exotic Weapons Heavy weapons feat |
dose grenade | A small chemical grenade designed to incapacitate hostiles without injuring them. the effects are unconsciousness and every round for 1d4 rd or until target escapes area of effect creatures must save or be knocked out. Requires no feat |
Blackray pistol | A target hit by a blackray pulse must make a fort save DC 20 or be reduced to zero hit points.If the target makes it save it suffers 4d10 pts damage. If an inanimate target is hit with a blackray pulse, it must make a save DC 18 or take 4d10 damage. Any target reduced to -1 hit point is disintegrated repair or resuscitation is not possible. |
Blackray rifle | A target hit by a Blackray pulse must make a fort save DC 20 or be reduced to zero hit points.If the target makes it save it suffers 4d10 pts damage. If an inanimate target is hit with a Blackray pulse, it must make a save DC 18 or take 4d10 damage. Any target reduced to -1 hit point is disintegrated repair or resuscitation is not possible. |
Blaster weapons | Blasters fire a tremendous bolt of destructive energy,usually these bolts are a modulated pulse of electromagnetic energy that hyper excites matter causing intense heatand explosive vaporization of moisture within the target material. Blasters are common weapons for some races and perfect for space combat since the lack of atmosphere does not affect the weapons performance although it's kick is somewhat potent for an energy weapon. Blasters use a non specific energy to do damage. all blasters require advanced firearm feat |
Armor | Purchase DC | <Armor DR/AC Bonus | Maximum Dexterity Bonus | Armor Check Penalty | <Arcane Spell Failure | Speed 30 ft/20 ft | Weight |
Light Armor | |||||||
Heavy Clothes | 6 | +1/1 | +6 | 0 | 10% | 30/20 | 10 lb |
Flight Suit | 6 | +2/1 | +8 | 0 | - | 30/20 | 6 lb |
Armor Vest | 8 | +2/1 | +5 | 0 | 5 % | 30/20 | 8 lb |
Combat Fatigues | 9 | +4/2 | +6 | -1 | 10% | 30/20 | 10 lb |
Ship suit | 10 | +2/1 | 4 | -2 | 30/20 | 12 LB | |
Protective Inserts | 10 | +1/2 | +4 | -2 | 30/20 | 5 lb | |
Medium Armor | |||||||
Patrol Armor | 12 | +5/2 | +4 | -2 | 30/15 | 15 | |
Battle Suit | 14 | +7/2 | +4 | -2 | 10% | 30/15 | 15 lb |
Battle Armor | 15 | +8/2 | +3 | -2 | 15% | 30/15 | 20 lb |
Combat Armor | 16 | +9/2 | +3 | -3 | 20% | 25/15 | 25 lb |
Heavy Armor | |||||||
Medium Combat Armor | 18 | +8/2 | +2 | -4 | 25/15 | 25 lb | |
Shock Armor | 20 | +10/3 | +2 | -4 | 25% | 20/15 | 30 lb |
Combat Exoskeleton | 22 | +11/3 | +2 | -5 | 30% | 20/15 | 40 lb |
Assault Exoskeleton | 23 | +12/3 | +2 | -5 | 35% | 20/15 | 50 lb |
Powered Armor | |||||||
Combat Hardsuit | 25 | +14/4 | +1 | -7 | 40% | 40/30 | 250 lb |
Assault Hardsuit | 17 | +16/4 | 0 | -7 | 40% | 30/20 | 350 lb |
Energy Shields | Bonus HP | -- | -- | -- | -- | ||
Plasma Screen | 21 | 15 | 4 Lb | ||||
Plasma Shield | 23 | 25 | 6 Lb | ||||
Barrier Shield | 25 | 40 +2AC | 8 Lb | ||||
Plasma Barricade(immobile) | 25 | 150 | 25lb | ||||
Extras | |||||||
Camouflage | +1 | - | - | - | - | -/- | - |