Weapons

The following weapons are organized by MR Rating (Ordinary, Good, Amazing) and the number of hands needed to use them by Medium sized creatures (Light, One-handed, Two-handed, Mounted). There is also a separate section for explosives, since their use is different from other uses. Weapons are categorized by the highest MR they can use (important for weapons with variable settings).

All the following weapons are considered Martial Weapons unless otherwise stated, and their masterwork versions have a +1 to hit but cost 1.15 times their base price, or an additional 300 credits, whichever price is higher.

*Name =*Cost: , Availability: , Damage: , Critical: , Range: , Weight: , Capacity: , Ammunition: , Special Qualities: , Description:

## Ordinary MR Weapons

Ordinary MR weapons are capable of doing Ordinary MR damage, and are made from Ordinary MR materials unless otherwise noted.

### Light Weapons

All the weapons detailed in Pathfinder books continue to exist here, as normal. The only difference is their price. A Gold Piece is equivalent to 10 Credits, the currency in this new game, so the price of weapons would be a bit different.

##### *Neural Mace*

Cost: 240 Credits, Availability: Common, Damage: d6 Bludg.+d3 Shock, Critical: 20 x2, Range: Melee, Weight: 4 lbs, Capacity: 100 Strikes, Ammunition: Small Battery Cell, Special Qualities: Stun, Description: Police-Baton-like weapon, equipped with a buzzing shocker. When striking an unprotected or Ordinary MR Target, they must make a DC16 Fortitude Save or be Shaken for d6 rounds. On a critical hit, the Shaken qualiy is increased to Stunned

##### *Wilk's Laser Scalpel*

Cost: 1,000 credits, Availability: Average, Damage: 1 to 6 Laser Damage, Critical: x2, Range: Melee, Weight: 1 lbs, Capacity: 50 charges, Ammunition: Mini-e-clip , Special Qualities: Variable, Improvised, Fragile, Description: This device is used for surgery more than combat, though it can be used in combat. The advantage to this tiny item is the fact that its damage can be set to anything from 1 to 6 points of damage, making it a very reliable source of damage. However, if used as a weapon, the Strength Modifier (Min 1) and the amount of damage it is set to is added to the Critical Failure chance of the weapon. Any number lower than this number on the die of the attack roll causes the weapon to break and do a d6 of Ordinary MR Laser damage to both the wielder and the target.

### One-Handed Weapons

All the weapons detailed in Pathfinder books continue to exist here, as normal. The only difference is their price. A Gold Piece is equivalent to 10 Credits, the currency in this new game, so the price of weapons would be a bit different.

### Two-Handed Weapons

All the weapons detailed in Pathfinder books continue to exist here, as normal. The only difference is their price. A Gold Piece is equivalent to 10 Credits, the currency in this new game, so the price of weapons would be a bit different.

### Mounted Weapons

All the weapons detailed in Pathfinder books continue to exist here, as normal. The only difference is their price. A Gold Piece is equivalent to 10 Credits, the currency in this new game, so the price of weapons would be a bit different.

## Good MR Weapons

Good MR weapons are capable of doing Good MR damage (or lower if stated), and are made from Ordinary MR materials unless otherwise noted.

### Light Weapons

*Wilk's 320 Laser Pistol*
Cost: 11,000 credits, Availability: Poor, Damage: d6 Laser, Critical: 19-20 x2, Range: 200 ft, Weight: 2 lbs, Capacity: 20 shots, Ammunition: E-clip, Special Qualities: Aiming, Description: An excellent pistol known for its durability, range, accuracy, and light weight.

##### *Wilk's Laser Wand*

Cost: 800 credits, Availability: Average, Damage: Variable, Critical: x2, Range: 5 ft, Weight: 1 lbs, Capacity: 50 charges, Ammunition: Mini-e-clip, Special Qualities: Variable, Description: A six inch, pen-shaped laser is useful for working with very fine detail in mind. It is considered an improvised laser weapon if used as a weapon. It has a several settings: d4 O MR Laser Damage for 1 charge, d6 O MR Laser Damage for 2 charges, d10 O MR Laser Damage 4 charges, 1 G MR Laser damage for 8 charges.

##### *NG-33 Laser Pistol*

Cost: 6,500 credits, Availability: Poor, Damage: d6 Laser, Critical: 20 x2, Range: 160 ft, Weight: 4 lbs, Capacity: 20 shots, Ammunition: E-clip, Special Qualities: None, Description: A well made, cheap, and useful laser weapon. Its range is a bit less and less likely to score devestating strikes.

##### *C-18 Laser Pistol*

Cost: 12,000 credits, Availability: Rare, Damage: 2d4 Laser, Critical: 19-20 x2, Range: 160 ft, Weight: 4 lbs, Capacity: 10 shots, Ammunition: E-clip, Special Qualities: None, Description: Expensive but strong, the weapon is used by the Coalition, and is thus rarer to find for sale.

##### *IP-10 Ion Pistol*

Cost: 12,000 credits, Availability: Poor, Damage: 3d6 Ion, Critical 20 x3, Range: 80 ft, Weight: 3 lbs, Capacity: 10 shots, Ammunition: E-clip, Special Qualities: None, Description: A powerful ion pistol favored by many.

##### *LP-1 Laser Pistol*

Cost: 20,000 credits, Availability: Poor, Damage: 2d4 Laser, Critical 19-20 x2, Range: 200 ft, Weight: 2 lbs, Capacity: 20 shots, Ammunition: E-clip, Special Qualities: None, Description: Low range laser weapon but with a sizable damage output.

##### *Big Bore Revolver*

Cost: 6,500 credits, Availability: Poor, Damage: d6 Pierc./Bludg./Explosive, Critical 18-20 x2, Range: 30 ft, Weight: 4 lbs, Capacity: 6 rounds, Ammunition: BB-Revolver Rounds, Special Qualities: Projectile, Knockdown, Description: A potent weapon favored in the New West for its look and utility. Its knockdown effect is detailed more fully in the Ammunition section below.

### One-Handed Weapons

*NG-47 Heavy Duty Ion Blaster*
Cost: 8,000 credits, Availability: Poor, Damage: Variable, Critical: x4, Range: 100, Weight: 5 lbs, Capacity: 12 Shots, Ammunition: E-clip, Special Qualities: Variable, Description: This versatile weapon has several settings: Setting one uses up 1 charge and does 3d6 Ordinary MR Ion damage, while setting two uses 3 charges to do 2d4 Good MR Ion damage.

##### *NG Super Laser Pistol/Grenade Launcher*

Cost: 21,000 credits, Availability: Poor, Damage: 2d4 Laser or 2d6 Explosive, Critical: 19-20 x2 or None, Range: 160 ft or 100 ft, Weight: 13 lbs, Capacity: 20 shots and 6 grenades, Ammunition: E-clip and NG Mini-grenades, Special Qualities: Dual, Unwieldy, Description: This weapon has two firing modes, and can be switched from one to the other during a full attack action as often as desired. However, the weapon is heavy and clunky for a pistol, and suffers from a -3 attack penalty at all times. This penalty can be reduced to -1 if used in two hands. .

##### *Wilk's Portable Laser Torch*

Cost: 2,800 credits, Availability: Common, Damage: Variable, Critical: x3, Range: 5 ft, Weight: 3 lbs , Capacity: 200 charges, Ammunition: E-clip, Special Qualities: Variable, Double-damage against Objects Description: This is more a tool than a weapon, but can be used as such. It functions as an improvised Melee Laser Weapon if used in combat. It has numerous settings as well each consuming different amounts of charge. This weapon does a d6 of Ordinary MR Laser damage for 1 charge, 2d6 for 2 charges, 3d6 for 4 charges, and 4d6 for 8 charges. For 20 charges, it can do a d6 of Good MR Laser damage, 2d6 for 40 charges, or 3d6 for 80 charges. It can also do a d6 of Amazing MR Laser damage for 100 charges. The Laser Torch however is most useful when used to damage an object. It does double damage against an object if a full round action is taken to do damage to a single object.

##### *Bandit Big Bore Sawed-off Shotgun*

Cost: 15,000 credits, Availability: Poor, Damage: 2d4 Pierc./Bludg./Explosive, Critical 18-20 x2, Range: 25 ft, Weight: 4 lbs, Capacity: 2 shells, Ammunition: BB-Shotgun Shells, Special Qualities: Knockdown, Unwieldy, Projectile,  Double Blast, Description: However, the weapon is heavy and clunky for a one-handed weapon, and suffers from a -3 attack penalty at all times. This penalty can be reduced to -1 if used in two hands. If the double blast feature is used and both shells hit, then the Knockdown DC is increased by 3.

### Two-Handed Weapons

##### *Bandit 5,500 Flechette Rail Gun*

Cost: 56,000 credits, Availability: Rare, Damage: d4/3d6 Pierc./Bludg., Critical: 18-20 x2, Range: 400 ft, Weight: 30 lbs, Capacity: 42 rounds, Ammunition: BB-Flechette Rounds, Special Qualities: Burst, Description: A lighter weight rail gun than most, the weapon's drum is mounted on the end. Each burst fires 6 rounds. An e-clip loaded either into the gun or the back-pack can fire 5,000 rounds.

##### *Wilk's 447 Laser Rifle*

Cost: 18,000 credits, Availability: Poor, Damage: 3d6 Laser, Critical: 19-20 x2, Range: 400 ft, Weight: 5 lbs, Capacity: 20 shots, Ammunition: E-clip, Special Qualities: Lesser Aiming, Description: A reliable and light-weight laser weapon.

##### *NG-L5 Laser Rifle*

Cost: 16,000 credits, Availability: Poor, Damage: 3d6 Laser, Critical: 19-20 x2, Range: 320 ft, Weight: 14 lbs, Capacity: 10 shots, Ammunition: E-clip, Special Qualities: None, Description: Bulky, smaller capacity, and with a slightly shorter range than most laser weapons, the NG-L5 is still a frequently purchased weapon due to its slightly-sturdier frame (+5 HP and +2 Hardness).

##### *NG-P7 Particle Beam Rifle*

Cost: 22,000 credits, Availability: Poor, Damage: d4x10 Beam, Critical: 20 x3, Range: 240 ft, Weight: 21 lbs, Capacity: 8 shots, Ammunition: E-clip, Special Qualities: None, Description: A typical Beam weapon, the NG-P7 is a powerful and very dangerous weapon. However, its unbalanced weight and length make it difficult to use. This weapon has a -1 to all attack rolls with it, and cannot fire more than once per round.

##### *L-20 Pulse Rifle*

Cost: 25,000 credits, Availability: Poor, Damage: 2d6 Laser, Critical: 19-20 x2, Range: 320 ft, Weight: 7 lbs, Capacity: 40 shots, Ammunition: E-clip, Special Qualities: Triple Blast, Description: A high capacity, low damage weapon, that is still used quite often for its rapid-fire, triple blast setting, drastically increasing its potential damage output.

##### *JA-11 Energy Rifle*

Cost: 40,000 credits, Availability: Poor, Damage: Variable, Critical: 19-20 x2, Range: Variable, Weight: 23 lbs, Capacity: 10 - 40 shots, Ammunition: E-clip and an E-cannister, Special Qualities: Lesser Aiming, Bulky, Description: This potent weapon is favored by juicer's and other characters with enhanced strength. In addiition, the JA-11 has several damage settings: 2d6 Good MR Laser damage for 1 charge, 4d6 Good MR Laser damage for 4 charges, or 2d6+2 Good MR Ion damage for 3 charges. Each of its Energy settings has Range 300 ft, and its Ion setting has Range 180 ft. It can also hold and fire 1 7.62 bullet (d8 Ordinary MR Pierc./Bludg. damage, Projectile with range increment 100 ft). This weapon can also be plugged into an e-cannister mounted on the end of the weapon or attached to the wielder's hip.

##### *JA-9 Variable Laser Rifle*

Cost: 8,000 credits, Availability: Poor, Damage: 2d6 Laser, Critical: 19-20 x2, Range: 800 ft, Weight: 18 lbs, Capacity: 8 shots, Ammunition: E-clip, Special Qualities: Alternating Frequency, Bulky, Description: A cheap but potent weapon designed for Medium creatures with enhanced strength or the Bulky quality. This weapon's low damage output is offset by its ability to overcome Laser Resistance and Immunity. When hit by the JA-9, a creature with Resist Laser has its Resist Laser amount reduced by 8 points (minimum 0). A Glitterboy's Laser Resistance is reduced to 25% damage reduction instead of 50% damage reduction, and anything immune to Lasers is isntead treated as if it had 50% resistance to Laser Damage.

##### *C-10 Light Assault Laser Rifle*

Cost: 16,000 credits, Availability: Rare, Damage: 2d6 Laser, Critical: 19-20 x2, Range: 400 ft, Weight: 5 lbs, Capacity: 10 shots, Ammunition: E-clip, Special Qualities: Greater Aiming, Description: A suitable weapon for most Coalition soldiers despite its fragile nature. It has one of the best scopes available, but its prototype nature leaves it quite fragile. Any fall that deals damage to the wielder or any attack on the weapon itself has a 40% chance of damaging the scope and rendering it inoperable.

##### *C-12 Heavy Assault Laser Rifle*

Cost: 20,000 credits, Availability: Rare, Damage: Variable, Critical: 19-20 x2, Range: 400 ft, Weight: 7 lbs, Capacity: 20-50 shots, Ammunition: E-clip and E-cannister, Special Qualities: Lesser Aiming, Description: An extremely potent and valuable weapon, this gun has a number of useful settings. This weapon can do 6d6 Ordinary MR Laser damage for 1 charge, 2d6 good MR Laser damage for 1 charge, and 4d6 Good MR Laser damage for 4 charges. This weapon can also be plugged into an e-cannister mounted on the end of the weapon or attached to the wielder's hip.

##### *C-14 "Fire Breather" Assault Laser and Grenade Launcher*

Cost: 30,000 credits, Availability: Rare, Damage: 3d6 Laser or 2d6 Explosive, Critical: 19-20 x2 - None, Range: 500/240 ft, Weight: 10 lbs, Capacity: 20 shots and 10 grenades, Ammunition: E-clip and C-14 Grenades, Special Qualities: Dual, Description: A weapon favored by heavily armored foes at the front-lines, the potent grenades and reliable, long-range laser blasts of the C-14 make it a terrifying weapon.

##### *C-27 Heavy Plasma Cannon*

Cost: 32,000 credits, Availability: Rare, Damage: 6d6 Laser, Critical: x3, Range: 320 ft, Weight: 12 lbs, Capacity: 10, Ammunition: E-cannister, Special Qualities: Lesser Aiming, Description: An extremely powerful and deadly weapon, the C-27 is frequently seen in the hands of commanders and generals.

##### *CR-1 Mini-missile Launcher*

Cost: 18,000 credits, Availability: Rare, Damage: Varies, Critical: Varies, Range: 1,000 ft, Weight: 14 lbs, Capacity: 1 mini-missile, Ammunition: Mini-missiles, Special Qualities: None, Description: This weapon's various qualities, aside from range and capacity, is determined by the missile loaded into it. A list of mini-missiles is located in the Explosives  section

##### *Bandit Big Bore Shotgun*

Cost: 18,000 credits, Availability: Poor, Damage: 2d4 Pierc./Bludg./Explosive, Critical: 18-20 x2, Range: 150 ft, Weight: 6 lbs, Capacity: 4, Ammunition: BB-Shotgun Shells, Special Qualities: Projectile, Knockdown, Double Blast, Description: The BB-Shotgun is a potent weapon, especially due to the highly-concussive explosive rounds that it uses. If both barrels are fired at a single target, the Knockdown DC is increased by 3.

##### *Bandit 5,000 Big Bore Rail Gun*

Cost: 50,000 credits, Availability: Rare, Damage: d6/2d6 Pierc./Bludg./Explosive, Critical: 18-20 x2, Range: 400 ft, Weight: 25 lbs, Capacity: 60 rail gun bullets, Ammunition: E-clip and BB-Revolver Rounds, Special Qualities: Burst, Bulky, Projectile, Knockdown, Description: A low-damage rail-gun compared to others, but its use of the BB-revolver rounds make it a fan favorite. The weapon's burst uses 6 rounds, and increases the DC of the Knockdown effect by 5 if used on a single target. Otherwise its Knockdown effect functions identitically to the "Bandit Big Bore Revolver Rounds." An e-clip is required to power its rail-gun abilities, and can fire 960 rounds before it needs to be replaced.

### Mounted Weapons

Mounted Weapons are powerful, unbalanced weapons that are difficult to use by humanoids. They are considered Large two-handed weapons (and thus unuseable by Medium size creatures normally), and have a -2 to all attack rolls due to their unwieldy nature. Often, the ammunition of mounted weapons depends heavily on where their ammo comes from, be it an ammo belt, mounted ammo drum, or some other source.

##### *C-40R SAMAS Rail Gun*

Cost: 110,000 credits, Availability: Rare, Damage: d4/d4x10 Pierc./Bludg., Critical: x3, Range: 800 ft, Weight: 32 lbs, Capacity: 1 C40R Ammo belt , Ammunition: Rail Gun Bullet or Specialty Rail Gun Bullet, Special Qualities: Burst, Projectile, Description: The C-40R is a reliable weapon that comes standard with most SAMAS suits. Included in the price but NOT in the weight, is the 60 lb Power-pack attached by powerful clamps (if worn on a suit of armor/robot) or back-pack straps. The power pack is powered by 2 e-clips and good for 10,000 rounds fired. Each burst fires 40 rounds.

##### *NG-101 Rail Gun*

Cost: 70,000 credits, Availability: Rare, Damage: d4/6d6 Pierc./Bludg., Critical: 19-20 x2, Range: 800 ft, Weight: 48 lbs, Capacity: 1 NG-101 Ammo Belt , Ammunition: Rail Gun Bullet or Specialty Rail Gun Bullet, Special Qualities: Burst, Projectile, Description: Included in the price but not in the weight is the 80 lb power-pack attached by powerful clamps (if worn on a suit of armor/robot) or back-pack straps. The power pack is powered by 2 e-clips and good for 12,000 rounds fired. Each burst fires 30 rounds.

##### *NG-202 Rail Gun*

Cost: 70,000 credits, Availability: Rare, Damage: d6/d4x10 Pierc./Bludg., Critical: 19-20 x2, Range: 800 ft, Weight: 92 lbs, Capacity: 1 NG-202 Ammo Belt , Ammunition: Rail Gun Bullet or Specialty Rail Gun Bullet, Special Qualities: Burst, Projectile, Description: A cheaper alternative to the C-40 R, the weapon is made from heavier and bulkier materials. Included in the price but not in the weight is the 100 lb power-pack attached by powerful clamps (If worn on a suit of armor/robot) or back-pack straps. The power pack is powered by 2 e-clips and good for 11,000 rounds fired. Each burst fires 30 rounds.

##### *Bandit 6,000 Grenade Launcher*

Cost: 90,000 credits, Availability: rare, Damage: 2d6 Explosive, Critical: --, Range: 400 ft, Weight: 40 lbs, Capacity: 12 grenades, Ammunition: BB Heavy Grenades , Special Qualities: Double Blast, Knockdown, Description: This large grenade launcher is a favorite among stage-coach and Wave Wagon riders. Its knockdown feature functions as detailed in the Ammunition section. If both barrels are fired at one target, the weapon has a +4 on its Knockdown DC.

## Amazing MR Weapons

Light Weapons

Placeholder

## Vibro-Weaponry

Vibro Weapons are another class of melee weapon capable of doing higher MR than normal melee weapons are capable of. It is a good alternative to low MR characters seeking reliable ways of doing higher MR damage without accessing complicated technology and weapons. They are powered by a combination of ultra-fine solar cells and nuclear batteries in the handle that allow them to run indefinitely. Vibro-weapons can be turned off to do damage as if they were a non-vibro weapon. Only Piercing and Slashing weapons can be made into Vibro-weapons. Vibro-weapons are not only capable of doing higher MR damage when active, they are considered higher MR objects, and thus more resistant to damage. Due to the constant vibration of a vibro-weapon, however, all attack rolls with melee weapons are made at -1, while ranged attacks have a -2. The faint humming can be heard with a DC 10 Perception check when within 5 ft of the wielder. When deacitvated, these weapons suffer none of these penalties.

One of the additional benefits of Vibro-weapons, is any damage caused by the weapons is converted into the higher MR when activated. This is particularly useful for Rogues and Fighters, with access to Sneak Attack damage and bonus damage from special feats.

Good MR Vibro-weapons: +1 MR weapons are made by multiplying the weight of the weapon by 350 for a light weapon, 400 for one-handed weapons, and 500 for two-handed weapons, and this is added to the price of the weapon itself. A Masterwork version of a Good MR Vibro-weapon costs an additional 25 x Weight. This price covers both ends of a double-weapon, or half can be payed to only turn one part of a double-weapon into an Good MR VIbro-weapon. Good MR Vibro-Arrows and Bolts can be made from Vibro-blade material for 1,500 credits for 20 arrows/bolts. Vibro-arrows, since the are made from Good MR materials, can always be recovered from Ordinary MR foes. Bullets, however, do not rely on a cutting edge for their damage, so even though guns do Piercing damage, their bullets cannot be made from Vibro-weapon technology.

Amazing MR Vibro-weapons: Amazing MR Weapons are made by multiplying the weight of the weapon by 1,200 for a light weapon, 1,500 for a one-handed weapon, and 2,000 for a two-handed weapon. This value is added to the price of the weapon itself. A Masterwork version fo an Amazing MR Vibro-weapon costs an additional 300 x Weight. This price covers both ends of a double-weapon, or half can be payed to only turn one part of a double-weapon into an Amazing MR VIbro-weapon. Amazing  MR Vibro-Arrows and Bolts can be made for 7,500 credits for 20 arrows/bolts. Vibro-arrows, since the are made from Amazing MR materials, can always be recovered from Good and Ordinary MR foes.

## Ammunition and Explosives

### Ammunition

*Big Bore Flechette Rounds*
Cost: 80 credits,Availability: Good, Charge Effect: --, Weight: 1/15 lb, Special Qualities: None, Description: Used in the Big Bore 5,500 Flechette Rail Gun

##### *E-clip*

Cost: 6,000 credits, Recharge Cost: 1,500 credits, Availability: Common, Charge Effect: 1x, Weight: 1 lb, Special Qualities: None, Description: Standard ammunition for energy weapons.

##### *E-clip, Mini*

Cost: 1,600 credits, Recharge Cost: 400 credits, Availability: Poor, Charge Effect: 1/3x, Weight: 1/4 lb, Special Qualities: None, Description: A more rare counter-point to the e-clip, most weapons are incompatible with it. Weapons designed for its use function as normal, but the Charge Effect affects any device not supposed to be powered by E-clips.

##### *E-clip, Long*

Cost: 10,000 credits, Recharge Cost: 2,500 credits, Availability: Rare, Charge Effect: x1.5, Weight: 1 1/4 lbs, Special Qualities: None, Description: Useful but rare, these clips increase the capacity of any energy weapon they are plugged into.

##### *E-cannister*

Cost: 12,000 credits, Recharge Cost: 3,000 credits, Availability: Rare, Charge Effect: x1.6, Weight: 2 lbs, Special Qualities: Corded, Description: Rarely used among anything but the weapons that require them, they have a cord that can be used to plug into the guns E-clip slot; this allows the e-cannister to be worn on the hip, in a pack, or carried separately.

##### *Rail Gun Bullet*

Cost: 1 credit, Recharge Cost: --, Availability: Common, Charge Effect: --, Weight: 1/20 lb, Special Qualities: None, Description: Used as ammo for any Rail Gun, its a common, simple, sphere made of magnetic metal.

##### *Specialty Rail Gun Bullet*

Cost: 3 credits, Recharge Cost: --, Availability: Common, Charge Effect: --, Weight: 1/20th lb, Special Qualities: None, Description: These specialty bullets are specifically designed for a specific Rail Gun (C40-R, NG-101, NG-202, etc). They have a +1 to Burst attacks when used with the appropriate gun, but have a 10% chance per bullet fired of Jamming when used in any other Rail Gun.

##### *Name*

Cost: , Recharge Cost: , Availability: , Charge Effect: , Weight: , Special Qualities: , Description:

### Explosives

Explosives come in several flavors: Ammunition, Timed, and Grenade. Ammunition is loaded into a gun or other projectile device, timed is set using the "Knowledge (Demolitions)" skill, and Grenades are thrown, sometimes from a weapon or by hand. For more information on Timed explosives, see the above skill page. Grenades are treated as splash weapons with a range increment of 20 ft.

##### *Bandit Big Bore Revolver Rounds*

Cost: 80 credits, Availability: Good, Damage: d6 Pierc./Bludg./Explosive, Critical: 18-20 x2, Radius: 1 ft, Reflex DC: Attack Roll, Weight: 1/8th lb, Special Qualities: Knockdown, Ammunition, Description: A Big Bore Revolver Round has a lot of the same qualities as a normal Revolver round AND a grenade. However, its got a far smaller blast radius and it is highly unlikely that the weapon will damage multiple structures/body-parts. Its most potent ability, however, is a direct effect of the highly-localized explosion. Weapons firing these rounds (only the Big Bore Revolver and the Big Bore Rail Gun is capable of firing these rounds unaugmented), can knock down their targets. A Reflex save is made against the attack roll of the attacker. Failure means the target is knocked prone and Shaken for 1 round. Success means they maintain their footing, but are still Shaken for 1 round due to the force of the impact. Any target that is Huge size can negate the Shaken affect with a successful save and is not knocked prone if they fail, and any target larger than Huge is immune to this effect in its entirety. Any target with bonuses against Trip (from multiple legs/wheels or feats) can add those bonuses to their Save. A target also adds their Size modifier to CMB to this save.

##### *Bandit Big Bore Shotgun Shells*

Cost: 120 credits, Availability: Good, Damage: 2d4 Pierc./Bludg./Explosive, Critical: 18-20 x2, Radius: 1 ft, Reflex DC: Attack Roll, Weight: 1/4th lb, Special Qualities: Knockdown, Ammunition, Description: A Big Bore Shotgun Shell has a lot of the same qualities as a normal solid slug AND a grenade. However, its got a far smaller blast radius and it is highly unlikely that the weapon will damage multiple structures/body-parts. Its most potent ability, however, is a direct effect of the highly-localized explosion. Weapons firing these rounds (only the Big Bore Sawed-off Shotgun and the Big Bore Shotgun is capable of firing these Shells unaugmented), can knock down their targets. A Reflex save is made against the attack roll of the attacker. Failure means the target is knocked prone and Stunned for 1 round. Success means they maintain their footing, but are Shaken for 1d4 rounds due to the force of the impact. Any target that is Huge size decreases the Shaken effect to 1 round but is still knocked prone and Shaken if they fail their save. Any target larger than Huge is Shaken for 1 round on a failed save, but is not knocked prone. Success means they are unaffected. Any target with bonuses against Trip (from multiple legs/wheels or feats) can add those bonuses to their Save.Creatures with a size penalty to CMB has that penalty subtracted from their Save.

##### *Bandit Big Bore Heavy Grenades*

Cost: 500 credits, Availability: Fair, Damage: 2d6 Pierc./Bludg./Explosive, Radius: 2 ft, Reflex DC: Attack Roll, Weight: 1/2 lb, Special Qualities: Knockdown, Ammunition, Description: A Big Bore Heavy Grenade has a lot of the same qualities as a normal grenade. However, its got a far smaller blast radius and it is highly unlikely that the weapon will damage multiple structures/body-parts. Its most potent ability, however, is a direct effect of the highly-localized explosion. Weapons firing these grenades (only the Big Bore 6,000 Grenade Launcher is capable of firing these grenades unaugmented), can knock down their targets. A Reflex save is made against the attack roll of the attacker. For Huge or smaller targets, failure means the target is knocked prone and Stunned for 1d4 rounds AND thrown 5 ft away from the point of impact, +5 for every 5 that the save is failed by. Success means they maintain their footing, but are Staggered for d3 rounds due to the force of the impact, and still knocked back by 5 ft. Any target that is Gargantuan size decreases the Staggered effect to a 1 round Stun, but is still knocked prone and staggered for 1 round if they fail their save (but they are not forced to move). Any target larger than Gargantuan is Shaken for 1 round on a failed save, but is not knocked prone. Success means they are unaffected. Any target with bonuses against Trip (from multiple legs/wheels or feats) can add those bonuses to their Save. Creatures with a size penalty to CMB has that penalty doubled and subtracted from their Save.

##### *Mini-missile, Armor-Piercing*

Cost: 2,200 credits, Availability: Poor, Damage: d4x10 Pierc./Bludg./Explosive, Radius: 15 ft, Reflex DC: 18, Weight: 1 lb, Special Qualities: Piercing, Ammunition, Description: Armor-piercing missiles are favorites among light-infantry for their high damage, wide radius, and Piercing quality.

##### *Mini-missile, Light*

Cost: 1,000 credits, Availability: Poor, Damage: 3d6 Pierc./Bludg./Explosive, Radius: 10 ft, Reflex DC: 15, Weight: 1 lb, Special Qualities: Ammunition, Description: Cheap and reliable, these missiles are staples of any Missile-Launcher-wielder.

##### *Mini-missile, Plasma*

Cost: 2,200 credits, Availability: Poor, Damage: d6x10 Pierc./Bludg./Explosive, Radius: 5 ft, Reflex DC: 15, Weight: 1 lb, Special Qualities: Ammunition, Description: The raw damage of this weapon but its rather low Radius and low DC make it an expensive and useful weapon against a single, slow enemy, but often decreases in usefulness against multiple enemies.

##### *Fusion Block, Light*

Cost: 1,000 credits, Availability: Poor, Damage: d4x10 Explosive, Radius: 10 ft, Reflex DC: 16, Weight: 2 lbs, Special Qualities: Timed, Description: Highly effective Fusion Block often used to set traps.

##### *Fusion Block*

Cost: 3,000 credits, Availability: Poor, Damage: 2d6x10 Explosive, Radius: 10 ft, Reflex DC: 19, Weight: 5 lbs, Special Qualities: Timed, Description: The massive damage available for a relatively low price make this the most common Fusion Block used for whole-sale destruction.

##### *Fusion Block, Heavy*

Cost: 8,000 credits, Availability: Poor, Damage: 4d6x10 Explosive, Radius: 10 ft, Reflex DC: 22, Weight: 8 lbs, Special Qualities: Timed, Description: Often used to punch through space-craft hulls or wreck entire buildings, Heavy Fusion Blocks are a dangerous weapon in anyone's hands.

##### *Grenade, Fragmentation*

Cost: 250, Availability: Poor, damage: 2d6 Explosive, Radius: 20 ft, Reflex DC: 14, Weight: 1/2 lb, Special Qualities: Grenade, Description: A low damage, large radius grenade favored for its use against large groups of enemies.

##### *Grenade, High-explosive*

Cost: 200, Availability: Poor, Damage: 3d6 Explosive, Radius: 6 ft, Reflex DC: 20, Weight: 1/2 lb, Special Qualities: Grenade, Description: An extremely devestating grenade used against a single target.

##### *Grenade, Plasma*

Cost: 350, Availability: Poor, Damage: 5d6 Fire/Explosive, Radius: 12 ft, Reflex DC: 18, Weight: 1/2 lb, Special Qualities: Grenade, Description: A simple, destructive Grenade favored for its moderate radius and high damage output.

##### *Grenade, Smoke*

Cost: 70, Availability: Common, Damage: --, Radius: 40 ft, Reflex DC: --, Weight: 1/2 lb, Special Qualities: Grenade, Description: Smoke grenades create a thick smoke cloud that obscures vision, giving all adjacent characters a 20% concealment effect and any target more than 5 ft from another target 50% concealment.

##### *Grenade, Tear Gas*

Cost: 200, Availability: Common, Damage: d4 Non-Lethal Explosive, Radius: 20 ft, Reflex DC: Special, Weight: 1/2 lb, Special Qualities: Grenade, Sickened, Description: Anyone who breathes in the gas from this Grenade must make a DC 18 Fortitude save or suffer the sickened Condition while inside the cloud and for d6 rounds after leaving the cloud.

##### *Name*

Cost: , Availability: , Damage: , Radius: , Reflex DC: , Weight: , Special Qualities: , Description:

## Miscellaneous Weapon Items

##### *Bandit Big Bore Sawed-off Ammo Drum*

Cost: 2,000 credits, Availability: Poor, Weight: +2 lbs, Description: +10 Capacity of the BB Sawed-off Shotgun.

##### *Bandit Big Bore Shotgun Ammo Clip*

Cost: 1,500 credits, Availability: Poor, Weight: +2 lbs, Description: +8 Capacity of BB Shotgun.

##### *Bandit Big Bore 5,000 Rail Gun Ammo Backpack*

Cost: 1,000 credits, Availability: Poor, Weight: 22 lbs, Description: 240 round Capacity for BB-5,000 Rail Gun.

##### *Bandit Big Bore 5,500 Flechette Rail Gun Ammo Backpack*

Cost: 1,500 credits, Availability: Poor, Weight: 30 lbs, Description: 180 round Capacity for BB-5,500 Flechette Rail Gun.

##### *Bandit Big Bore 6,000 Grenade Launcher Ammo Drum*

Cost: 1,000 credits, Availability: Poor, Weight: 20 lbs, Description: +50 Capacity for BB-6,000 Grenade Launcher.

##### *Mini-missile Satchel*

Cost: 100 credits, Availability: Common, Weight: 2 lbs, Description: Holds 6 mini-missiles for convenience, and can be made of higher MR materials for protection

##### *Mini-missile Carrying Case*

Cost: 250 credits, Availability: Common, Weight: 16 lbs, Description: Holds 24 mini-missiles for convenience, and can be made of higher MR materials for protection.

##### *C40R Ammo Belt*

Cost: 1,000 credits, Availability: Common, Weight: 5 lbs (25 lbs fully loaded), Description: This Ammo belt holds 400 Rail Gun Bullets or Specialty Rail Gun Bullets.

##### *NG-101 Ammo Belt*

Cost: 850 credits, Availability: Common, Weight: 12 lbs (27 lbs fully loaded), Description: This Ammo belt holds 300 Rail Gun Bullets or Specialty Rail Gun Bullets.

##### *NG-202 Ammo Belt*

Cost: 1,250 credits, Availability: Common, Weight: 18 lbs (33 lbs fully loaded), Description:This Ammo belt holds 300 Rail Gun Bullets or Specialty Rail Gun Bullets.

##### *Ammo Belt Carrying Case*

Cost: 200 credits, Availability: Common, Weight: 10 lbs, Description: This useful device rolls up and holds up to six ammo belts of any type, allowing for easy storage and transport. The box is about 3 ft square and can ready the next ammo belt as a swift action. Hooking the belt into the gun counts as a reload action (normally a standard action, faster with appropriate feat).

##### *E-charge Unit*

Cost: 8,000 credits, Availability: Extremely Rare, Weight: 20 lbs, Description: This device specifically modulates incoming power to recharge E-clips of all kinds. This requires a very delicate and complicated series of relays, transformers, and modulators, so this very specific adapter must be used. It requires Power 5 to operate, and can recharge an E-clip in three hours, a mini-e-clip in 1 hour, and a long e-clip in 8 hours. An E-cannister takes a full day of charging to fully restore its capacity.

##### *Name*

Cost: , Availability: , Weight: , Description:

## Weapon Qualities

##### *Blast*

Description: Weapons with the Blast quality can be fired at a single target multiple times (indicated with a Double, Triple, or Quadruple prefix) with a single pull of the trigger. Each shot follows almost immediately after the first or comes simultaneously, so there is no penalty to firing both at once. However, multiple attack rolls must be made, one for each Blast. Each attack is resolved in order, and if one misses, all subsequent shots miss. Example: the L-20 pulse rifle has a Triple Blast feature. If pointed at a target and fired on this setting, it could deal a whopping 2d6 x3 points of damage, more if critical hits are rolled and confirmed. However, if its first pulse misses, then the other two pulses fly past the foe, using the normal miss rules. This is because the shots come so rapidly that it is impossible to correct ones aim after pulling the trigger.

##### *Dual*

Description: Not ot be confused with Double or Double Blast, a dual weapon has multiple firing buttons, usually one for each different type of ammo or weaponry. Anyone proficient with the weapon can use either mode during a full attack action at no penalty, since switching is a free action that does not provoke attacks of opportunity. Without proficiency, switching firing modes is a Swift action that does provoke attacks of opportunity.

##### *Fixed*

Description: A fixed weapon is limited to targeting opponents in front of the wielder. It can only strike targets that are in a cone in front of the weapon. This usually only applies to mounted weapons.

##### *Moving*

Description: A moving weapon is not limited to targeting opponents in front of the wielder. It can target anyone in any direction at no penalty. This is usually described in more detail in the weapons entry.

##### *Burst*

Description: A burst weapon fires a mass of rounds instead of a single one. This massive burst will strike a single target for immense damage, or can be spread out among any targets in a cone in front of the shooter. When targeting a single target, it does the second damage listed in its entry (a dice and a multiplier, usually). When firing in a cone, the rules are identical to the Scatter ability down below, and it does damage equal to a single round, albeit each subsequent ability is at a cumulative -2 to strike.

##### *Volley*

Description: A volley weapon can fire multiple times at a single or multiple targets. This is a full-round action unless otherwise stated, and each missile is at a -2 penalty for each additional missile fired. Separate attack rolls are made for each missile.

##### *Aiming*

Description: An Aiming weapon has a +2 bonus on any Called shots, but can only be used if the Aim action is used.

##### *Aiming, Lesser*

Description: A Lesser Aiming weapon has a +1 bonus on any Called shots, but can only be used if the Aim action is used.

##### *Aiming, Greater*

Description: A Greater Aiming weapon has a +3 bonus on any Called shots, but can only be used if the Aim action is used.

##### *Unwieldy*

Description: An Unwieldy weapon is a one-handed weapon that is far heavier and clunkier than it should be. These weapons have a -3 to attack rolls made with it, though this penalty can be reduced if wielded in two hands and a swift action is taken each round to reset ones stance.

##### *Bulky*

Description: A Bulky weapon is a weapon that is designed for characters a tough bigger and stronger than normal ones. Bulky weapons have a -2 size penalty to creatures without the Bulky Quality but the appropriate size and to creatures one size category larger than the weapon is sized for. Characters with the bulky quality OR the ability to use weapons larger than themselves at no penalty can use these weapons normally.

##### *Variable*

Description: Weapons with the variable quality often have various settings of damage, MR, and/or firing modes. Switching between these modes is, for anyone with proficiency in the weapon, a swift action that provokes attacks of opportunity, and a full-round action for anyone without proficiency.

##### *Projectile*

Description: Projectile weapons ignore the Armor Bonus to AC of any target within one range increment of the attacker.