Core Universal Weapon Gadgets

Return to Home

Return to Equipment Guide

**Alternate Weapon**

Some weapons are capable of serving multiple purposes by integrating two types of weapon into one. This can encompass everything from having a bayonet installed on a rifle to allowing a weapon to switch between two different energy types at any given time. When dealing with firearms and other ranged weapons, this usually involves only mixing like types; for example, energy weapons are only combined with energy weapons, and ballistic weapons are only combined with ballistic weapons. This is not a hard-and-fast limitation but rather a suggestion based on the logistics of designing such a weapon. When selecting the alternate weapon gadget, choose a second weapon. That weapon is integrated into the base weapon and can be used at any time. Additionally, you must choose whether or not the alternate weapon may be physically separated from the base weapon or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional weapon to the base model.

**Restrictions:** The character must also purchase the weapon to be integrated separately from the primary weapon, before the gadget modification is made.

**Purchase TN Modifier:** +4.

**PL:** 4

**Autofire Module**

Some firearms and energy weapons are capable of firing in singleshot or semiautomatic forms only. The autofire module gadget allows these weapons to be fired on autofire.

**Restrictions:** Ranged weapon without autofire only.

**Purchase TN Modifier:** +2.

**PL:** 5

**Autoloader Module**

Many weapons rely on box magazines or power packs to function. The autoloader gadget facilitates quick reloading. This may come in the form of an integrated power pack alternator, or in spring-mounted magazine loaders worn on the wrist of the user. Regardless of their location on the owner’s body or the form that the autoloader takes, a weapon with the autoloader module gadget is always automatically reloaded as a free action as soon as the previous magazine or power pack is expended. This module cannot be transferred from one weapon to another, even those of similar types, due to the fact that each autoloader module is keyed to the individual weapon for which it was designed.

**Restrictions:** Ranged weapons using box magazines or power packs only.

**Purchase TN Modifier:** +3.

**PL:** 5

**Booby Trapped**

Those characters with a more paranoid outlook on life may consider the booby trapped gadget for protecting their personal belongings. Any weapon with this gadget is designed to function properly only for the owner or owners of the weapon, or for a particular group of characters. If an unauthorized character picks up or attempts to use the weapon, a special trap is immediately triggered. After a trap is triggered, only an authorized user can reset the weapon to its normal state. When selecting the booby trap gadget, the character must designate a single person or a particular group that can use the weapon safely without triggering the trap. Additionally, the character must select a single trap from the list below.

Barbs: The weapon rapidly projects spikes or blades from its grip, dealing 1d6 points of damage to the user each round the weapon is held.

Electric Shock: Power cells in the weapon’s grip discharge and deal 1d6 points of electricity damage to the user.

Stun Bolt: A stun shock (Fortitude save TN 15) is discharged from a special nozzle built into the weapon. See the stun module gadget for more information on the effects of stun shocks.

Trigger Integrated Weapon: An integrated weapon is triggered and targets the unauthorized user. This trap requires that the weapon make use of the alternate weapon gadget (see above) and is typically used to trigger an explosive device.

**Restrictions:** None.

**Purchase TN Modifier:** +6.

**PL:** 5

**Collapsible**

In situations that call for stealth and deception, it is of great value to be able to separate an item into its parts and transport them in their broken down state. A weapon that makes use of the collapsible gadget is easily disassembled and reassembled at a moment’s notice. Breaking down a weapon into its individual parts requires a full-round action, while reassembling them in the correct order requires another full-round action. Obviously, the weapons must be fully assembled to be used. In its disassembled state, a weapon is not easily identified; a Knowledge (technology) check (TN 17) is required to identify a collapsed weapon for what it really is.

**Restrictions:** None.

**Purchase TN Modifier:** +2.

**PL:** 5

**Compact**

By eliminating wasted space and using smaller components, some engineers are capable of producing weapons far smaller than their standard counterparts. Any weapon that makes use of the compact gadget is one size smaller than normal, to a minimum size of Diminutive.

This gadget can only be added to ranged weapons, as most melee weapons rely on size and mass to deliver damage.

**Restrictions:** Ranged weapons only.

**Purchase TN Modifier:** +2.

**PL:** 4

**Expanded Magazine**

Some weapon engineers recognize that stopping to reload a weapon in combat is a dangerous and potentially life-threatening maneuver. Taking steps to reduce the amount of time required to keep the weapon full, these engineers have increased the ammunition capacity of the weapon to reduce the frequency with which it must be reloaded. Any weapon with the expanded magazine gadget doubles its normal magazine capacity. This gadget may only be taken once per weapon.

**Restrictions:** Ranged weapons only.

**Purchase TN Modifier:** +2.

**PL:** 4

**Genetic Tags**

Some law enforcement agencies and military units go out of their way to track the exact actions of their members by placing an identifying marker on any ammunition expended. This marker may come in the form of a serial number stamped on a weapon’s casing, or may be as subtle as a chemical compound sprayed on the outside of the ammunition it leaves the weapon’s chamber. Regardless of form, each round of ammunition that is fired from the weapon bears a unique tag that corresponds to the genetic code of the person to whom the weapon is assigned, immediately identifying the attacker to any forensic analysis.

**Restrictions:** Ranged ballistic weapons only.

**Purchase TN Modifier:** +2.

**PL:** 6

**Integrated Equipment**

A particular piece of nonweapon equipment has been integrated into the weapon and can be used by the weapon’s bearer at any time. This gadget is often used to give ranged weapons features like glow-lamps or flares, though it is not limited to those applications. Some weapons may use the integrated equipment gadget to incorporate a small computer or sensor module, reducing the amount of equipment the character has to carry.

When selecting the integrated equipment gadget, choose a piece of equipment. That equipment is integrated into the base weapon and can be used at any time. Additionally, you must choose whether or not the equipment may be physically separated from the base weapon or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional piece of equipment to the base model.

**Restrictions:** The character must also purchase the piece of equipment to be integrated separately from the weapon, before the gadget modification is made.

**Purchase TN Modifier:** +1.

**PL:** 6

**LS-81 Laser Sight**

This small laser mounts on a firearm, and projects a tiny red dot on the weapon’s target. A laser sight grants a +1 equipment bonus on all attack rolls made against targets no farther than 30 feet away. However, a laser sight can’t be used outdoors during the daytime.

**Restrictions:** Ranged weapons only.

**Purchase TN Modifier:** +3.

**PL: 5**

**M41 - Range Finder Scope**

A scope is a sighting device that makes it easier to hit targets at long range. However, although a scope magnifies the image of the target, it has a very limited field of view, making it difficult to use. The M41 increases the range increment for a ranged weapon by one-half (multiply by 1.5). However, to use a scope a character must spend an attack action acquiring his or her target. If the character changes targets or otherwise lose sight of the target, he or she must reacquire the target to gain the benefit of the scope.

**Restrictions:** Ranged weapons only.

**Purchase TN Modifier:** +3.

**PL: 5**

**M45 - Thermal Imaging Scope**

A scope is a sighting device that makes it easier to hit targets at long range. However, although a scope magnifies the image of the target, it has a very limited field of view, making it difficult to use. The M45 scope functions the same as a standard scope in normal light. In darkness, however, the user sees through it as if he or she had the darkvision ability granted by night vision goggles.

**Restrictions:** Ranged weapons only.

**Purchase TN Modifier:** +3.

**PL: 5**

**Miniaturized**

By eliminating wasted space and using microscopic components, some engineers are capable of producing weapons vastly smaller than normal. Any weapon that makes use of the miniaturized gadget is two size categories smaller than normal, to a minimum size of Diminutive.

A weapon to which the miniaturized gadget has been added cannot fire standard ammunition. It must fire appropriate ammunition modified by the miniaturized universal equipment gadget.

This gadget can only be added to ranged weapons, as most melee weapons rely on size and mass to deliver damage.

**Restrictions:** Ranged weapons only.

**Purchase TN Modifier:** +5.

**PL:** 6

**Scope, Rangefinding Laser**

One of the most valuable additions to any weapon is a scope, allowing the bearer to target opponents farther away than normal. What makes the rangefinding laser scope gadget so valuable is that it serves two purposes. First, a weapon with this gadget increases its range increment by one-half (multiply by 1.5). Additionally, the scope also sends out an invisible laser that can determine the exact range to a target, and then relay that information via a computer link. If that information is relayed to another weapon with the rangefinding laser scope gadget targeting the same character or object, the second attacker gains a +1 equipment bonus on his first attack roll against the target. This allows multiple characters with rangefinding laser scope gadgets to triangulate the exact position of a target and ensures greater accuracy.

**Restrictions:** Ranged weapons only.

**Purchase TN Modifier:** +1.

**PL:** 5

**Scope, Video**

The video scope is a special modification to ranged weapons that provides an easier way to survey remote portions of the battlefield from the comfort of a safe haven. The video scope is a three-inch- by-three-inch viewscreen attached to the rear of a standard scope. It allows the weapon’s user to sit back and examine the details in the image rather than having to press his eye against the scope. Additionally, the viewscreen can be used to freeze-frame and take still images and boasts zoom and image enhancement software, allowing on-the-fly computer analysis and dissection of battlefield images. Some video scopes are capable of receiving broadcast images from remote locations, allowing the screen to be used for video communication (by jacking in an optional earpiece and microphone) or to transmit maps and movement orders with visual aides.

**Restrictions:** Ranged weapons only.

**Purchase TN Modifier:** +3.

**PL:** 6

**Sensor Baffling**

From simple metal detectors to advanced x-ray scanners, there’s a way to detect every weapon. As the technology level increases, so does the accuracy of weapons sensing devices. The ability to confuse these sensors can be invaluable, especially when smuggling weapons past security. Any weapon with the sensor baffling gadget grants a +4 bonus on any checks made to conceal the weapon from sensors or other detection devices.

**Restrictions:** None.

**Purchase TN Modifier:** +2.

**PL:** 6

**Sound Suppressor**

Similar to the technology that produced the silent suit, the sound suppressor gadget is the Gravity Age replacement for the silencers of the modern era. Since energy weapons cannot make use of the traditional silencers found on most ballistic weapons, the sound suppressor takes over this function with almost all Gravity Age weapons.

The sound suppressor generates a field of sonic energy that cancels sound produced within field, reducing weapon firing noise to a mere whine of sonic energy discharge. The sound suppressor adds +10 to the TN of Listen checks made to hear the weapon firing.

**Restrictions:** Ranged weapons only.

**Purchase TN Modifier:** +3.

**PL:** 7

**Spring-Loaded**

Some weapons are designed to be concealed from sight and then quickly drawn into the hand at a moment’s notice. The spring-loaded gadget ensures that small weapons can remain hidden under layers of clothes or armor and still be called to action at any time. The bearer of a weapon with this gadget automatically gains the benefits of the Quick Draw feat with this weapon only, even if the weapon is hidden from sight on that character’s person.

**Restrictions:** Weapons of size Small or smaller only (example such as a 9mm handgun or a lightsaber).

**Purchase TN Modifier:** +2

**PL:** 3

**Stun Module**

One advantage of energy weapons over their ballistic and physical counterparts is that they are capable of altering their own output on the fly. With the stun module gadget, this means that an energy weapon can be used to apply nonlethal force. The stun module is an alternate firing mode; switching to or from stun mode is a free action (just like changing a weapon’s rate of fire). Whenever a character fires a weapon set to stun and successfully hits the target, the target must make a Fortitude save (TN determined by cost of the gadget) or be stunned for 1d4 rounds.

**Restrictions:** Energy weapons only.

**Purchase TN Modifier:** +2 (Fort TN 12); +4 (Fort TN 15); +6 (Fort TN 18).

**PL:** 7

**Variable Ammunition**

Firearms typically draw their ammunition from a single source and do so until they are reloaded with a fresh magazine. The variable ammunition gadget changes this; it allows the user to load an additional type of ammunition. This essentially doubles the ammunition capacity of the weapon and allows the user to switch between the two different types of ammunition as a free action.

This gadget may be selected multiple times, each time adding a single additional magazine capacity for a different type of ammunition.

**Restrictions:** Ranged ballistic weapons only.

**Purchase TN Modifier:** +4.

**PL:** 6

**Variable Charge**

As with the stun module gadget, the variable charge gadget takes advantage of an energy weapon’s ability to modify the damage caused by its own shots. This gadget gives the user the ability to “power up” his or her shots by focusing more energy into a single blast. A weapon with the variable charge gadget may be primed as an attack action, increasing the damage of its next shot by +1 die. For example, a weapon that normally deals 2d6 points of damage deals 3d6 points of damage after being primed for one round. A weapon may be primed for up to three rounds. If primed for more than three rounds, it becomes unstable; on the fourth round the weapon must be fired or else it explodes and deals the fully charged damage (normal weapon damage, +4 dice) to the user. When this occurs, the weapon is completely destroyed.

**Restrictions:** Ranged energy weapons only.

**Purchase TN Modifier:** +6.

**PL:** 7

**Voice Recognition System**

A countermeasure commonly built into weapons is the voice recognition system gadget. It requires any user to speak a command word to unlock the weapon before it can be used. Some weapons couple the voice recognition system with the booby trap gadget to require a voice command to reset the weapon to its previous state. Any weapon with the voice recognition system gadget will not fire or activate unless the owner (or designated group) gives the command word to the weapon.

**Restrictions:** None.

**Purchase TN Modifier:** +1.

**PL:** 6

**Teleporting Magazine**

One disadvantage to the use of ranged weapons has always been limited ammunition. Unless the weapon’s bearer is willing to cart around a bulky power backpack or ribbons of ammunition, reloading is always a problem. The teleporting magazine gadget allows a character to reload without ever having to actually reload; when the weapon detects that it has run out of ammunition, the current box magazine is teleported out of the weapon and another one is teleported in instantaneously. Though the character never has to reload, he must possess enough magazines or power packs to be teleported in or else the gadget does not function.

**Restrictions:** Ranged weapons only.

**Purchase TN Modifier:** +6.

**PL: 9**

**Techno-Organic Makeup**

Though the technology of Earth is based on electronics and mechanics, some alien cultures may have developed technology based on living organisms working in harmony for an intended purpose. Additionally, advanced civilizations may make use of certain biological forms of technology integrated with their own mechanical devices to form a techno-organic hybrid capable of performing certain tasks with increased efficiency.

A weapon with the techno-organic makeup gadget is composed of living tissue or a biological/mechanical hybrid material. Unlike normal weapons, the weapon with this gadget heals itself at a rate of one hit point per hour when damaged. Additionally, weapons with this gadget are susceptible to diseases and poisons specifically designed to target techno-organic material.

**Restrictions:** None.

**Purchase TN Modifier:** +2.

**PL:** 8