Techan Weapons


Techan weapons are not listed by specific region. If this book went into details of every single model from every single bastion, the chapter would occupy half the book. As a result, only the broad examples are listed. However, some unique weapons are included.

The weapons covered here are grouped into three categories based on their general utility: ranged weapons, explosives, and splash weapons. Ranged weapons fall into several general groups: handguns, longarms, heavy weapons, and super heavy weapons. When using a ranged weapon, the wielder applies his Dexterity modifier to the attack roll. Handguns and longarms are personal firearms. A personal firearm is any firearm designed to be carried and used by a single person. Purchasing a weapon supplies no bullets or clips and they must be purchased separately. The only exceptions are one-use items like rocket launchers.

Firearms are all classed as weapons for medium-sized users. If a smaller user wields a techan weapons, they are classed one step larger. Handguns become longarms; longarms become heavy weapons, and heavy weapons become super heavy weapons. Tiny creatures cannot use techan weapons.


Many of the objects in this section require batteries. Any device that uses batteries requires one as they are not included in the purchase price. You cannot replace one type of battery for another type under ANY circumstances.

Battery classes: The three different types of battery cells are as follows:
Basic (B): These Cells are for smaller items and cost 5 UC each. 10 cells weigh 1 lb.
Medium (M): These cells power many weapons, smaller vehicles, and larger equipment. They cost 50 UC each. 1 cell weighs 0.5 lbs.
High (H): These Cells are larger, powerful, and usually reserved for huge weapons and massive energy equipment. They cost 250 UC each. 1 cell weighs 5 lbs.

Battery Type Charges
1 1 charge
2 5 Charges
3 10 Charges
4 25 Charges
5 50 Charges


Tech levels indicate the differences between the bastions themselves. Even the gimfen that pride themselves in machines cannot compete with the lowest technology of man.

Some bastions reached higher pinnacles of advancement far before others. Some struggle to survive while others flourish. With communications lines cut via the EDF, the bastions grew and developed separate from their brethren. After a thousand years, they are not about to start sharing. Some have developed modest trade and technology agreements. This created a new cold war, as bastions would not only fight for technology but for the people possessing the knowledge to give them an edge.

Player Characters can possess six tech levels. Some examples do exists for a bastion to develop a device one step above for a unique project. Higher tech level bastions gain access to all ones below them.

Tech Level 1: Vehicles — Aircraft utilize aeroforms and propellers. Vehicles roll on wheels. Military craft flaunt armor and tank treads. None of these vehicles require cells so are quite primitive and lack any navigational gear. Fly by wire. Weapons — Bolt action and flechette rounds fire from most guns. No energy weapons. Living — Natural healing mostly. Surgery can cure most wounds but recovery can last a while.

Tech Level 2: Vehicles — Same as TL1 except now the vehicles possess traction control and anti-lock brakes. Onboard computers help with navigation and power delivery. Jets now feature vectored thrust and vertical takeoff and landing. Weapons — Bolt-action weapons now sport advanced targeting. Basic energy weapons are limited to short range electric shocks. Living — Advanced drugs and computer based diagnostic tables catch injuries missed by a standard exam.

Tech Level 3: Vehicles — Vertol fan craft and wingless jets keep aircraft aloft, are much more stable, and can fly rings around TL1 craft. Aircraft designs are no longer dominated by their massive aeroforms. Ground vehicles still use wheels but now magnetic vehicles appear as an alternative. Weapons — Bolt weapons remain the choice for most but the way they fire improves. Railcannons and gyrocs appear. Living — Rapid healing injections and ability boosters. Healing time cut in half.

Tech Level 4: Vehicles — Magnetic vehicles shrink in size and now replace wheels in common transport. Fanjets shrink and become more efficient. Weapons — The beginning of basic laser weaponry. Advanced bolt weaponry. Living —Known diseases are cured. Healing time cut a third. Nano healing is in its infancy.

Tech Level 5: Vehicles — Robotics appear beyond the role of "dumb tool." Power Armor prototypes are released. Wheeled traffic virtually nonexistent or if it exists, it can traverse any terrain. Ramjets shrink and provide massive thrust in small packages, revolutionizing transportation outside the mag-traffic. Weapons — Laser Weapons "tunable." Plasma Weaponry. Bolt weapons are outdated. Living — Nanotechnology can heal any wounds and even regenerate limbs.

Tech Level 6: Vehicles — Antigravity replaces all previous transportation. Weapons — Disruptors, disintegrator weaponry. Living — Complete body reconstruction.


Smuggling quickly became popular among those outside the walls of bastions. Many would spend preposterous amounts of money to acquire higher tech levels. High tech level items and certain illegal items become harder to acquire depending on where they are bought. When a character attempts to purchase something in any fashion that may be considered rare, the DM should consider its scarcity. He may use his own personal judgment or roll a simple D20.

The base DC is 10 +(2 / TL of item). The roll is modified as follows.
+2 per tech level of bastion
+5 for black market.

Buyers may take 10, taking all day to search for the right store but they may never take 20. That roll applies to everything the store carries and the DM need not roll for every item. Higher tech items may cost more in lower tech bastions. If one is located in a lower TL bastion, the DM may add the difference between the two tech levels as multiplier to the item (TL4 item in a TL1 Bastion costs 3 times more). Since characters are assumed associated with a mercenary or military group, they are assumed to own any licenses needed in their home bastion. Of course, most other bastions don't wish to sell their weapons or equipment to outsiders so some diplomacy and an unfortunate increase in cost will eventually be required.


Some techan weapons rise above the quality of others. Some rare, limited models are constructed from rarer materials, assembled with a fine eye for exquisite detail. A master artisan of deft skill and delicate hands verified the final result. This end product may not look any different but all agree it is a prime example of what that item represents. These are not rolled off an assembly line, but crafted in a limited run. Masterwork firearms are examples of these selected models. However, some others are even rarer.

All weapons can be mastercrafted, increasing its cost by 300 uc. This offers a +1 enhancement bonus to hit.

However, a few rise to higher levels. A weapon can boost its enhancement bonus further (giving an additional +1 to Hit and +1 to Damage) but the price escalates substantially. An item cannot be boosted beyond its tech level and no item can be boosted above +4 (TL 1 items cannot be boosted past +1, and TL5 items cannot be boosted past +5 and so on).

Level Bonus Cost increase
Master +1 300 UC
Fine +2 4,000 UC
Premium +3 9,000 UC
Supreme +4 16,000 UC
Ultra +5 32,000 UC
Mega +6 64,000 UC

Items must be purchased with its class already and only a mechanic of significant skill can modify one later. The rarity of these items increases substantially as their bonus increases.


Rate of Fire (ROF): This relates to how many times the weapon can be fired by the user per round. A ranged weapon with a rate of fire of 1 can only be fired once per combat round regardless of how many attacks the user has. A rate of fire of Semiautomatic (TS) allows the weapon to be discharged once per attack the character has. Some feats allow rapid shots, firing more than one bullet per attack. An automatic (A) weapon enables burst fire, hailing streams of gunfire to a target. Weapons with this setting allow the weapon to autofire or use feats taking advantage of automatic fire.

Magazine: This lists the weapon's capacity and how the ammunition is loaded. Clips are any removable magazines able to be swapped in a standard action. Feats may improve this rate of change. Clips are not disposable and may be rearmed though doing so takes 1 round per 5 bullets. Caseless ammunition is an exception. The bullets are joined to form a clip so there is no reusable portion but caseless magazines carry a variable capacity. Cylinders are employed in revolvers, a weapon type rare but still found occasionally in Canam. There are no clips so loading a cylinder requires a standard action for each bullet as each one is loaded separately. Speed loaders maintain this time to a standard action but the entire capacity is changed. Internal ammunition has no clip volume and is usually reserved for single shot capacity weapons. Each shell must be reloaded by hand, taking a standard action each. There is no speed-load option. Linked ammunition feed their bullets from an external box, supplying the ammo to the weapon through a belt with no upper limit in capacity though the normal range varies from 50 to 500. After the belt is emptied, it takes a full round action

Tech Level (TL): The tech Level where the item can be found. This also adds to the attack and damage of the weapon. This affects its availability, its sensitivity to EDF, and often times, and its final price.

Table: Techan Weapons

Handguns (require the Personal Firearms Proficiency feat, is considered a one-handed weapon)

Weapon Damage/Critical Type Range Inc. ROF Magazine/Cell Weight Cost TL
9mm Autoloader 1d6+2 X2 Piercing 50 S 15 box 3 lb. 250 1
9mm Machine Pistol 1d6+2 X2 Piercing 40 S, A 20 clip 3 lb. 500 1
10mm Autoloader 2d6 X2 Piercing 40 S 9 clip 3 lb. 500 1
.45 Revolver 2d6+2 X2 Piercing 40 S 6 internal 5 lb. 400 1
.45 Autoloader 2d6+2 X2 Piercing 40 S 7 clip 3 lb. 450 1
.50 Autoloader 2d8 X2 Piercing 50 S 9 clip 4 lb. 550 1
.45 Machine Pistol 2d6+2 X2 Piercing 50 S, A 30 clip 6 lb. 450 1
.32 Revolver 2d4 X2 Piercing 50 S 6 internal 3 lb. 250 1
.32 Machine Pistol 2d4 X2 Piercing 50 S, A 20 clip 4 lb. 550 1
.32 Autoloader 2d4 X2 Piercing 40 S 7 clip 1 lb. 200 1
.555 Revolver 2d8+2 X2 Piercing 40 S 5 cylinder 5 lb. 900 1
Capsicum spray Special 19-20/Spcl Special 5 1 3 internal ½ lb. 15
9mm Caseless Pistol 1d6+2 X2 Piercing 40 S, A 50 clip 5 lb. 2000 1
12mm S.P.P. Gyrojet 2d6+2 19-20/x2 Piercing 80 S 8 clip 5 lb. 2500 2
Electroshock Gun 1d4 — Electricity 30 1 B2 2 lb. 100 2
12mm EA Pistol 2d6+2 X2 Piercing 80 S 10 clip, B4 6 lb. 4500 2
ESP 12mm Pistol 2d6+2 X2 Piercing 50 S, A B5, 24 internal 3 lb. 4500 2
12mm Coil Pistol 2d8 18-20/x3 Piercing 120 S 10 clip, M3 5 lb. 5000 3
Solid Laser Pistol 2d8+3 19-20/X2 Fire 100 S, A M3 4 lb. 7375 3
12mm Rail Pistol 2d8+3 17-20/x3 Piercing 150 S 10 clip, M3 5 lb. 10000 4
Plasma Pulse Pistol 2d6+3 X3 Fire 50 S M3 3 lb. 16000 4
Thumper Laser Pistol 2d10+4 19-20/x2 Fire 100 S, A M3 5 lb. 22000 5
Plasma Capacitor Pistol 3d6, 3d8, 3d10 X3 Fire 50 S M3 4 lb. 30000 5

Longarms (require the Personal Firearms Proficiency feat, is considered a two-handed weapon)

Weapon Damage/Critical Type Range Inc. ROF Magazine/Cell Weight Cost TL
7.62mm Assault Rifle 1d8+3 X2 Piercing 60 S, A 30 clip 10 lb. 600 1
12-Gauge Shotgun 1d8+3 X2 / X4 Piercing 30 S 5 clip 9 lb. 700 1
10-Gauge Shotgun 1d10+4 X2 / X4 Piercing 30 S 5 clip 11 lb. 800 1
12-Gauge Machine Shotgun 1d8+4 X2 / X4 Piercing 30 S, A 30 clip 20 lb 2500 1
9mm Submachine Gun 1d6+2 X2 Piercing 60 S, A 30 clip 7 lb. 1000 1
7.62mm Sniper Rifle* 1d8+8 19-20/x2 Piercing 150 S 5 clip 16 lb. 1300 1
.45 Compact Machine Gun 2d6+2 X2 Piercing 80 S, A 40 clip 10 lb. 3000 1
20mm grenade Launcher Various 70 1 12 internal 7 lb. 1500 1
NetGun Special Special 5 1 5 clip 20 lb. 1125 1
12mm Caseless Rifle 2d6+2 X2 Piercing 60 S, A 100 clip 16 lb. 5000 1
Air-Dart Gun Special 17-20/ Special Special 30 S 6 clip, B5 5 lb. 500 2
.50 Sniper Rifle * 2d8+8 19-20/ x2 Piercing 300 S 11 clip 35 lb. 3500 2
7.62mm Smart rifle 1d8+3 X2 Piercing 70 S, A 40 clip 18 lb. 5000 2
20mm Undermount Varies 40 S 10 internal 5 lb 1500 1
13mm S.P.P. Gyrojet 3d6 19-20/X2 Piercing 90 S 25 clip 10 lb. 6000 2
12mm EA Rifle 2d6+2 X2 Piercing 120 S, A 20 clip, M4 10 lb. 7500 2
ESP 13 mm Rifle 3d6 X2 Piercing 80 S, A B5, 100 internal 12 lb. 8500 2
13mm Coil Rifle 3d8 18-20/x2 Piercing 140 S 16 clip, M4 15 lb. 12000 3
Solid Laser Rifle 3d8+3 19-20/x2 Fire 100 S, A M4 15 lb. 20000 3
13mm Ultimate sniper 3d6+6 X2 Piercing 600 S 10 clip, B5 19 lb 35000 3
13mm Rail Rifle 3d8+3 17-20/x3 Piercing 200 S 10 clip, M3 20 lb. 25000 4
Restrainment Field Special Special 10 1 M3 15 lb. 1500 4
EM 'Pincher' Rifle Spcl Spcl 50 S M2 15 lb. 10000 4
Plasma Pulse Rifle 3d6+3 X3 Fire 80 S M3 10 lb. 26000 4
Disruption Wave Special / 3d8 Special 50 S M3 15 lb. 8500 4
Thumper Laser Rifle 3d10+5 19-20/x2 Fire 100 S, A H3 20 lb. 45000 5
Plasma Capacitor Rifle 3d8, 3d10, 3d12 X3 Fire 100 S H3 20 lb. 45000 5
Solid Sniper Laser Rifle 3d8+8 17-20/x2 Fire 300 S H2 30 lb. 25500 5

Heavy Weapons (Each requires a specific Exotic Firearms Proficiency feat, is considered a two-handed weapon & requires a brace)

Weapon Damage/Critical Type Range Inc. ROF Magazine/Cell Weight Cost TL
7.62mm Machine Gun 1d8+4 X2 Piercing 100 A Linked 22 lb. 1500 1
10mm Machine Gun 2d6 X2 Piercing 110 A Linked 75 lb. 2500 1
40mm grenade Launcher Various 70 1 6 Internal 7 lb. 1900 1
Rocket Launcher 10d6 X2 Fire 150 1 1 shot 5 lb. 2500 1
Guided Rocket Launcher 10d6 X2 Fire 200 1 1 shot 10 lb. 3000 2
7.62mm Rotary Cannon 1d8+4 X2 Piercing 100 A Linked (500), M3 40 lb 18000 2

Heavy Weapons (Each requires a specific Exotic Firearms Proficiency feat, is considered a two-handed weapon and requires a brace)

Weapon Damage/Critical Type Range Inc. ROF Magazine/Cell Weight Cost TL
12 gauge Rotary Shotgun 1d8+4 X2 / X4 Piercing 30 A Linked (100), M3 45 lb. 25000 2
14mm Railcannon 4d8+4 17-20/x2 Piercing 150 S 10 clip / H5 35 lb. 55000 4
Plasma Cannon 10d6 / 6d6 X2 Fire 50 1 H3 30 lb. 75500 4
Thumper Laser Cannon 4d10+5 19-20/x2 Fire 120 S, A H4 30 lb. 75000 5
Plasma Capacitor Cannon 5d6, 5d8, 5d10 X3 Fire 200 S H4 40 lb. 85000 5
Flamethrower 2d6 X2 Fire 1 10 internal, M5 50 lb. 7500 2
13mm EA Gun 3d6 X2 Piercing 80 S, A 100 clip, M4 20 lb. 12500 2
ESP 14 mm Maelstrom 2d8+4 X2 Piercing 80 A 500 internal 24 lb. 12000 2
Sonic Stunner Special Special 100 S M5 10 lb. 4000 2
Wave Stunner Special / 3d6 — Special 200 S M5 25 lb. 45000 3
14mm Coil Rifle 4d8 18-20/x2 Piercing 140 S 10 clip, M4 20 lb. 18000 3
Solid Laser Canon 4d8+4 19-20/x2 Fire 100 S, A H3 25 lb. 30000 3
20mm Sniper Gun* 3d8+8 18-20/x2 Piercing 500 S 5 clip 25 lb 23000 3
12mm Smart cannon 2d6+3 X2 Piercing 100 S, A Linked 30 lb. 25000 3
Vapor Rifle Special / 5d6 — Fire 300 S H3 35 lb. 90000 5

Techan Melee Weapons

Weapon Damage/Critical Type Range Inc. ROF Magazine/Cell Weight Cost TL
Chain Saw 2d6 X2 Slashing M3 10 lb. 300 2
Shock modification Special X2 Special M3 5 lb. 5000 3
Mono Filament 2d4/special 17-20/x2 Slashing M5 7 lb. 5000 4

Super Heavy Mounted Weapons (each requires a specific Exotic Firearms Proficiency feat, requires a brace to fire)

Weapon Damage/Critical Type Range Inc. ROF Magazine/Cell Weight Cost TL
30mm Cannon 2d12+12 X2 Fire 250 S, A Linked 150 lb. 38500 1
50mm Tank cannon 7d12+12 X2 Fire 250 1 1 550 lb. 65300 1
Rocket artillery system 10d6 X2 Fire 300 S 10 internal 500 lb. 22000 1
40 mm Grenade Machine Gun Various 180 S, A 50, M5 50 lb. 40000 2
20mm Rotary Cannon 3d8+4 X2 Piercing 200 A Linked (1000), M3 125 lb 45000 2
Sonic Devastator 5d6 / Special Sonic 200 S M3 50 lb. 25000 2
Ion Cannon 3d10/ Special X2 250 S H1 300 lb. 30000 3
20mm Rail cannon 5d8+8 17-20/x3 Piercing 300 S 10 clip / H5 350 lb. 65000 4
Plasma artillery gun 6d10+10 Fire Spcl S H2 350 lb. 85000 5
Particle Beam Cannon 15d6 / 5d6 X2 Fire 400 S H1 550 lb. 85000 6
Plasma Pulse Blaster 3d10+10 X2 Fire 250 S, A H5 150 lb. 63000 6

*This mastercraft weapon grants a +1 bonus on attack rolls.


Weapons are listed in the order of their technological development. They are cataloged in this order only to offer a guide on how bastions progressed.

Chemical Projectile Weapons: The first firearm after the antiquation of the arrow used chemical explosives to propel its deadly shell to its victim. Although the chemicals evolvedas knowledge did, the result remained. In the new world, echan disruption causes every 100th bullet or so to fizzle and ever 1000th bullet or so to explode in the barrel. Despite these unfortunate odds, many still embraced this path as the solution for defending one's self outside of bastion walls. Requiring no energy cell, standard ballistic firearms seldom broke down. As time continued, the chemicals needed became easier to locate. Even in the largest, most advanced bastions, chemical firearms are still popular among those leaving the safety of their walls.

Revolvers: The oldest, rarest firearm, the revolver still finds use in nostalgic circles. It is also a popular weapon among starting gimfen. It employs a multi-chamber firing mechanism organized into a cylinder holding usually 4-6 shots. Each time the trigger is pulled, the mechanism rotates the cylinders, aligning another waiting to be fired. Revolvers remained popular for many years because of their simple mechanics and their resistance to jamming. Even today, they find circulation because they offer a +1 bonus to EDF rolls.

Autoloaders: Also called semi-automatics or self-loading weapons, autoloaders use a single firing chamber. They are reloaded using either a blowback or short recoil design (for most smaller and medium handguns). A gas-powered design is reserved for heavier handguns and most rifles. This action ejects the spent cartridge and reloads a new bullet without requiring any additional effort by the user. They also feed via a clip, allowing a faster reload with a higher bullet capacity. Advances before finally being replaced with alternative magnetic and laser weaponry includes developing a final product that never jams, can fire under water or if bombarded with sand, and even fire without recoil.

Rotary Cannon: The rotary, phalanx, or gatling cannon, though one of the oldest designs of machine gun, remained popular as high firing rates can only be achieved with multiple barrels spinning around an axis. The more chambers, the higher the rate of fire as the strain of firing thousands upon thousands of rounds per minute breaks up between the barrels, cutting down on heat and the chance of a jam. Because of the increase of EDF with firearms, gatling weapons became more popular as the EDF rate was reduced if weapon strain also decreased. The onset of an electrically powered drum offset this advantage. The most common model features six barrels, allowing the rotary to fire faster than most weapons. The rotary cannon, when using standard autofire fires 50 shots per round instead of 10. The ref DC is 18 instead of 15. If using the burst fire feat, the weapon discharges 25 bullets instead of 5, still incurs the -4 penalty, but deals +4 dice damage. Many still steer away from this weapon due to its high cost of ammunition. The 20 mm variety offers the same effect.

Machine: Machine firearms range from smaller pistols, to submachine guns and full, high caliber machine cannons. Instead of a trigger releasing hold of a hammer and slamming a pin into a bullet to fire the weapon, it instead activates a firing mechanism that uses a gas-powered loading design to fire the first round and load the next. This same action brings back its firing pin to launch another bullet if the trigger is still pulled. This action requires no batteries and the weapon will continue to fire continuously until the trigger is released or the ammunition is spent. These weapons possess high firing rates.

Caseless: Caseless weapons use unique clipless, caseless ammunition. A square-shaped round is the entire firing mechanism. The shell is encased inside a solid propellant coffin, connected to others, and fed as a clip. Each bullet, when fired, incinerates its case, ejecting the remnants with the bullet. This makes a totally efficient system where no clips and no cases are used or ejected. Caseless weapons possess massive clip capacities.

Electronic Stacked Projectiles (ESP): No longer are bullets loaded from an external clip and fired via a firing pin. Now they are loaded directly into the barrel, separated only by the propellant. The concept dates back to traditional fireworks except the stacked projectile weapon does not need to fire its entire payload when ignited. Electrical pulses launch the bullets in the proper order. Misfires are pushed out by the next round, preventing backfire. This removes the need for a clip, a firing pin, or for that matter, any moving parts at all. The greatest advantage of this technology is a phenomenal firing rate, capable of discharging rounds literally as a stream of bullets. The weapon fires so fast, several bullets can fire before any recoil is felt, reducing the penalty for firing using the burst fire feat to -2 instead of -4. The weapon also can fire 10 rounds instead of 5, using the -4 penalty but adding +3 dice of damage instead of 2 when using the burst fire feat. The only disadvantage of the weapon is when its hefty payload is expended, the barrels must be loaded manually, taking 5 full rounds to reload completely. The pistol, rifle, and heavy weapon variant all feature multiple barrels around a simple firing housing. The unit still requires a small B cell. ESP weapons also gain a +1 bonus against EDF.

Laser Weapons: Any condensed, well-defined beam of light can be considered a laser. In history, the initial weapons concentrated radiation to a focal point, burning the target with intense heat. Later developments increased the size and potential of these beams. Often enough, lasers are often confused with pulse plasma weapons. The largest difference being that lasers cut through while plasma splashes. Lasers count as fire damage. They are also one of the few high tech weapons with sustained fire. The beam remains on for as long as the trigger is pulled. Alas, this drains the cell on the weapon significantly.

Solid Lasers: All lasers create a solid beam to their intended target. This beam slices through virtually anything it touches. Solid lasers cut through 10 points of an object's hardness. The solid beam gives up the firer's position. However, after the initial round, all subsequent shots receive a +1 competency bonus to hit that same target.

Thump Lasers: Along the solid light tunnel, pulses of concentrated energy run inside, striking in blasts of intense radiation, making the laser resemble a string of beads. The initial thump fires simultaneously along with the light tunnel, though the pulse reaches a fraction of a second behind. The tunnel remains as long as the gun continues to fire every round. Pulse lasers inflict more damage and retain all the other rules of the solid laser. These weapons have been nicknamed thumpers.

Magnetic Weapons: The most popular weapon for techan soldiers in the echan wilderness after the standard firearm, the coil and rail weapons emerged early when chemical explosives appeared unpredictable in heavy EDF. Magnetic fields remained constant, a welcomed blessing to those living under Earth's blanket of protection. Research teams quickly took advantage of this loophole. The process involves accelerating metal shells using magnetism. The specific process is complicated and both coil-based and rail-based technology fire their shells using different means. All magnetic accelerated weapons feature long ranges and high critical ratings. They also require changing both their clip and their cell every time it empties its clip. However, the weapons never explode. The worst it can do is break.

Coil guns: The first prototypes required electricity as natural earth magnets resulted in a hugely overweight design. Alas, contained electricity remains one of the most sensitive forces to EDF. The first designs were simple coilguns utilizing solenoids. Later models employed electromagnets. The result fires an iron flechette at Mach 8.

Rail guns: The successor of coil weapons, railguns employ similar methods but their end result fires much longer and at much faster speeds (over mach 12), increasing their kinetic potential. If a railgun shell kills a target, the shell continues on a straight path from the weapon, making a single free attack on any target in direct line of attack. This may only occur once per shot.

Plasma Weapons: Any weapon employing ionized gas is considered a plasma weapon. This involves either using the magnetically conductive matter as a delivery device or as a weapon itself. Because magnetism is one of the few scientific constants not broken in EDF, it became a popular choice.

EA (Electro thermal Accelerator): Plasma replaces gunpowder or nitrocellulose in the firing of a shell. These weapons appeared as chemical supplies were limited in the early years. EA weapons weigh heavier than standard weapons and require a small energy cell to operate along with its ammo clip. They are capable of holding larger calibers and can fire further.

Pulse: The plasma pulse concept deals with the energy cell firing a toroid of superheated gas inside a magnetohydrodynamic bubble that is then accelerated from the barrel in the same way a railgun fires its iron-core shell. The bubble remains solid for a significant time, or until it strikes its target, where the heat burns at an intense temperature. All pulse weapons count as fire damage.

Capacitor: Capacitor weapons resulted from research in plasma bottle technology. It succeeds this, combining elements from plasma and laser advances. For the capacitor weapons, the shooter can dial up the strength of the energy burst. The weapon charges up, siphoning energy from its cell. The weapon discharges plasma energy but also uses plasma as its accelerator. For most bastions, they developed EApulse weapons and followed it with plasma weapons. Pulse capacitors are the pinnacle of that development. Capacitor weapons have three settings. Each increase in damage also uses up one more cell charge (the Pistol has 3 settings: 3d6, 3d8, and 3d10. The 3d6 uses 1 charge while the 3d10 uses 3).

SPP Weapons: SPP stands for Self Propelled Projectile. They started emerging from Angel R&D and eventually found use across the world from identical development or stolen designs. They are basically small rockets fired from pistols or rifles that continue to accelerate after an initial air compression push fires them from the shell. Although more expensive, they proved useful for engagements when range mattered more. The ammunition for SPP weapons are known as sabot rounds as the shell ejected breaks apart and the contained self-propelled projectile ignites, breaking from its seal. The primary advantage of choosing SPP weapons is with its swappable warheads. Kinetic kill weapons are standard though the ammunition's price may be tripled to increase the damage die by +1d by employing explosive tips. The additional die of damage is considered fire. In addition, SPP weapons may employ partial selfguidance. If the shooter takes a round to paint the target with a touch attack, all subsequent shots to that same target receive a +2 competency bonus to hit. All SPP weapons can also fire underwater, though their range inc. is half.

Offshoots: Several weapons developed have neither a progression of evolution nor a pinnacle of achievement. They usually represent a unique branch from conventional weaponry. They mostly fill a niche to combat a specific opponent or overcome a specific situation.

Pincher weaponry: A pincher weapon utilizes a nonnuclear electromagnetic pulse to disrupt technology. Anything caught in a pincher blast must make an EDF roll or suffer disruption. Unlike an EDF spell, which affects all technology, pincher weapons only affect technology with power cells (TL2 and above). Pincher weaponry started only as a source fired radial blast so was only useful as a bomb or grenade, radiating the pulse by discharging an inbuilt battery or capacitor into a microwave generator. Further advances combined the EMP with plasma weapons to fire a bottle of electromagnetic energy that only radiates when striking a target.

Sonic Weapons: The first sonic weapon was no more than a simple high-powered oscillating pain siren generating 165 db acoustic waves in all directions. Newer sonic weapons utilize high frequency ultrasound to carry the painful audio waves in a straight, focused path. This technology offers increased range with no adverse side effects for the firer. In practical uses, the sonic weapon may be downgraded to transmit a normal voice across 10x its range increment to any other target without fear of anyone else overhearing unless they are inline. The basic sonic rifle only causes stun damage. The shooter only needs to make a ranged touch attack. If the target can be affected by sonic damage, the target must make a DC15 fort save or be stunned for 1d4 rounds and be deafened for 1d6 minutes.

The heavier sonic devastator generates a sudden massive acoustical burst that causes physical damage as well as the same effects as the rifle. The Fort save for that weapon is DC20.


A handgun is a light, one-handed weapon. All handguns require the Personal Firearms Proficiency feat. Using a handgun without this feat imposes a -4 penalty on attack rolls. With the proper feat, handguns may be fired without provoking an attack of opportunity.

Capsicum Spray: This three-use item employs a chemical irritant like capsaicin (common in some fruits, plants, and most chilies), also known as a lachrymatory agent. When a target is struck, the spray glues a sticky, waxy liquid that is colorless and odorless. The spray contains almost pure capsaicin with a scoville rating of more than 10,000,000, double the intensity of ancient pepper spray. This increase emerged from the need to inflict greater pain on the new magical beasts roaming the world, the exact formula changes with each bastion. Most are built with a compressed canister while others eject a breakable projectile. To use it requires only a simple touch attack. When struck, the target must make a Fortitude saving throw (DC 15) or be blinded for 1d4 rounds. Upon a critical strike, the DC increases to 20 and the target is stunned for 1d4 rounds, blinded for 2d6 rounds, and takes 1d4 points of damage.

Electroshock Gun: This wand-shaped device fires aircompressed barbed darts attached to coils towards a target. Upon impact, the coils conduct a massive electrical current, disrupting superficial muscle functions. Because of the length of coil, there is no range increment to the gun, 30 feet being the maximum. The darts can penetrate enough to attach to anything up to a 20 hardness. The darts are also magnetic. The electrical pulse does not need to penetrate skin to be effective. After used, tension springs recoil the darts and the coils back to the gun as a free action, making it available to fire again. However, it cannot fire for a full minute as its capacitor needs to charge. Its battery only allows 5 recharges before being drained. Upon impact, the target must make a Fortitude saving throw (DC 16) or be paralyzed for 1d6 rounds. The darts also deal 1d4 points of electricity (lightning) damage as well.


Longarms are two-handed martial weapons falling under the personal firearms feat. These include shotguns, most rifles, and several machine guns. Longarms are not well suited to close combat. A character takes a -4 penalty on the attack roll when firing at an adjacent target.

Special: These weapons may be purchased for a large user (eg: advanced armor). If so, longarms become onehanded weapons. However, they are no longer able to be used by medium users.

Air-dart gun: The air-dart gun resembles a standard long rifle except it fires a small needle via a battery-powered air compressor. The needle inflicts no damage but can deliver any number of medical injections. Because of the nature of the weapon, only aggressive injections should really be used as a medic cannot roll his heal skill to offset the side effects of a positive injection (though that may also be intended). Needles come with the injection when the injection is bought; no other ammunition needs to be purchased. If one purchases drugs, poisons, or viruses separately, then needles must be bought. Air dart guns cannot penetrate creatures with damage resistance unless scoring a successful critical strike, then the dart is assumed to have struck a tender spot (in the mouth, under an arm, etc.). Obviously, the target must be able to be struck by critical strikes. The target must also be alive.

Assault rifle: These gas-powered carbine-sized weapons possess a select fire option, capable of firing one shot or several per trigger pull. Assault rifles are the standard in most lowtech bastion militaries. Though many varieties exist, they all employ the same technology including a clip-fed magazine firing bullets from a locked breach.

Disruption Wave: This gun first emerged from a Porto beluga carrier from across the ocean and no one at Angel succeeded in reverse engineering the few models they found. Someone apparently at Porto's Tilthe Intelligica discovered that certain high-powered focused sonic waves inflict severe pain on certain targets. Prototypes, issued to test units, proved effective as an alternative to beam or shell weapons. The almost inaudible wave-rifle discharge inflicts massive damage on physical targets and on enemy combat units. However, in one incident, a test group encountered undead opponents and reported a much-elevated damage potential. The weapon inflicts normal damage to all targets. However, anything undead struck must make a Fort save DC15 or be destroyed. If not destroyed, it still takes 3d8 points of damage. The weapon only has 1 range increment.

NetGun: A short-range weapon with only 5 shots, a strike entangles the target. The victim receives -2 to attack rolls, -4 to Dex. The victim also cannot move. The victim needs to beat a Strength DC of 20 or an Escape Artist check (DC25) to escape.

Pincher Rifle: The pincher sends out a bubble of electromagnetic energy. If it strikes a target, all techa items above TL1 makes an EDF check at a -5 penalty to their roll.

Restrainment Field: This pistol shaped weapon export from Mann launches a balloon-styled force field, captures a target by warping its containment matrix around its victim and then compressing the field to restrain the target from moving. The target is unable to move or attack. The shooter makes a touch attack. Those struck by must make a Reflex save at DC20 or be caught by the field. Only large targets or smaller can be targeted. Additional fields striking adds +1 to the difficulty. Each shot and every round holding the target uses one charge.

Shotguns: Modern combat shotguns, large bore firearms typically ejecting small spherical pellets known as shot, no longer require manual action to reload. Break, pump, and lever action shotguns were quickly replaced with a recoiloperated, semi-automatic loading model. The machine shotgun utilizes a gas powered reloading design, enabling it a fully automatic setting. All shotguns lose 1d of damage past their first range increment. If fired on a target 15 feet away or less, the critical threat increases from x2 to x4.

Smart Assault Rifle: One of the most technologically advanced weapons to ever reach production before the age of laser and plasma weapons, the smart assault rifle is a combination weapon. The weapon houses a compact assault rifle as well as a grenade launcher. This weapon has a two-round burst setting. When the Burst Fire feat is used with this weapon, the penalty on the attack roll is lessened to -2 instead of -4. Also, the weapon, firing only two bullets instead of five, can be used with only two bullets in the weapon. However, the weapon only deals +1 die of damage instead of +2 dice of damage. It also features the standard 5 round setting as well.

Sniper rifles: Sniper rifles are no longer normal rifles with scopes attached but branched off on their own into their own field of high-caliber, low-recoil, long-range firearms. Most are semi-automatic, center fire, gas-powered, long barrel weapons equipped with an ergonomic stock and a removable, gas-strut bipod. 7.62mm and .50 sniper rifles fire with a minute of arc (MOA) of less than .50 making them extremely accurate. Floating barrels and buffers prevent any recoil. Laser weapons often give away the shooter's location but never deviate with wind or gravity. All sniper rifles have one of the damage dice maximized IF the user props the weapon on its bipod and takes a round to aim (included in the damage roll on the table). Even if the character does not have the feat to gain hit bonuses with aiming, taking a round to aim with a sniper rifle still gains the maximized die. Sniper weapons are always mastercraft, gaining a +1 enhancement bonus to hit.

Ultimate sniper rifle: This advanced 13mm rifle was first utilized in Angel to target goblins attacking approaching caravans. This weapon fires armor piercing, stabilized, depleted uranium rounds, which easily punch through any armor. It also features a recoil absorbing stock and a minute of arc (MOA) of less than .15 when firing. However, the real beauty of this weapon is its full spectrum, computer controlled targeting system. This system can see through walls as well as detect invisible targets. The target gains no benefits from concealment (unless total). If the total concealment carries a hardness less that the damage dealt, it passes through to hit the target, striking for full damage The ultimate is a tracking weapon with amazing range. After 4 rounds of tracking a target, the target is denied his Dex bonus to AC, regardless if they are aware of the attack or not. In addition, because of advanced critical sensing systems, the ultimate increases its critical threat rating for every round aiming past the first round to a maximum of 12-20/x2 (Round 1=20, Round 2=19-20, Round 3=18-20, Round 4=17-20, etc). A small B-clip uses one charge every time the weapon is fired.


The weapons covered in this section fall under the Exotic Firearms Proficiency feat. Someone who wields a heavy weapon without the appropriate proficiency takes a -4 penalty on all attack rolls with the weapon. Heavy weapons must be used two-handed and requires a brace to avoid the -4 penalty.

Special: These weapons may be purchased for a large user (eg: advanced armor). If so, heavy weapons become two-handed weapons. However, they are no longer able to be used by medium users.

20mm Sniper Cannon: The most powerful sniper weapon ever fires armor-piercing rounds capable of penetrating virtually any defense. It is considered a cannon as the 20mm shell is just large enough for the classification. Clumsy in design, it offers no additional aiming systems like other sniping weapons, requiring plain old skill to target itself. However, its punch is its selling point. The target's hardness or DR (regardless of its type) only counts as half (rounding up) when absorbing the sniper cannon's damage.

Flamethrower: This weapon shrunk in size over many years. Though still two-handed, it no longer requires an unsafe nozzle to an even more hazardous backpack. Modern flamethrowers keep their tank mounted under the weapon stock. The tank is comprised of a relatively safe solid fuel. When combined with air, it actually reacts into expanding foam. A small battery compresses air in a separate chamber. The foam enters the final chamber and when allowed to uncompress, sprays out in liquid form. A final magnesium igniter at its barrel sends the superheated stream of flame to its target. Despite rumors and urban legends, both older and modern flamethrower tanks do not explode easily if ruptured or if a spark flicks nearby. If the weapon tank is ruptured, the foam would break and spray but not automatically ignite. Even older models would only burst like aerosol cans and not violently explode. If breached, the tank will lose 5 rounds every round to waste until empty or sealed. The pressurized fuel is rather hard to ignite under normal circumstances and only a super hot source like the magnesium igniter could spark a reaction. Firing any form of shell will not cause ignition. Only a laser or pulse weapon could ignite the canister and that will only occur 50% of the time. If the tank does explode, it deals 6d6 points of fire damage to the wearer and 3d6 points of splash damage to creatures and objects in adjacent squares (Reflex save, DC 15, for half damage). The flamethrower shoots a 5-foot wide stream of napalm 50 feet long. The user may elect to strike a specific target or area. Specific targets struck gain no saving throw. Any targets struck or caught in the stream path suffer 2d6 points of fire damage. Creatures not directly targeted but still caught in the line can make a Reflex save (DC 15) to take half damage. Any creature or flammable object taking damage catches on fire, taking 1d6 points of fire damage each subsequent round until extinguished. Every round, if the target attempts to extinguish the flame, they may do so using a DC15 Ref Save.

Plasma Cannon: A much more powerful weapon than standard pulse technology. A direct hit strikes for 10D6. Everything 10 feet in every direction must also roll a ref save at DC20 or take 6d6. A success halves damage. It also combusts everything in the blast radius.

(Guided) Rocket launcher: There are many variations of shoulder-launched missiles systems in the world. They are all recoilless, shoulder mounted, self-propelled projectiles usually with a high explosive armor piercing shell at the tip. They are effective against large creatures and lightly armored ground and aircraft. Some eject the missile's gasses out the rear while others use a small recoilless charge to eject the rocket from the barrel, later ignited away from the launcher to prevent injury to the user or those around. Missile systems are then broken into two subcategories, guided and dumbfire. Dumbfires contain no aiming systems and will continue to rocket away at 100 ft movement every round until out of fuel or if stopped by another target. Guided weapons remain dumbfire unless they acquire a target. The target is acquired by initiating a ranged touch attack. When struck, the weapon may then be fired on the next attack round. The user may wish for an alternate course to a target or even acquire the target after the weapon has fired. However, the missile only remains airborne for four rounds. If the missile locks on, it guides itself to the target, making additional attacks at a +15 BAB (does not stack with the firer's attack roll). The rocket has an AC of 25, a hardness of 5, and 5 hit points. It strikes at the same initiative of the firer. Each time it makes an additional attempt to strike, an EDF roll is necessary (if disruption is present) to see if the weapon shorts out (it only drops from the sky if suffering a jam or break). The rocket has two settings that must be set before launching: Air burst or Armor Penetration. Air burst (AB) inflicts its damage as fire to everything within 30 (DC18 Ref save for half). Armor Penetration (AP) inflicts the damage as piercing to a single target.

Vapor Rifle: No one is entirely sure who created this weapon. This import first appeared in Angel several years ago and examples still pop up occasional. All bastions but Mann have banned its use in Canam. When a captain on a sail galleon at York was asked about it, Porto refused to accept responsibility of the design, claiming a rival bastion known as Motego developed it in reprisal to Porto and to strike fear into a subservient population currently under their control. It fires a plasma bottle similar to other pulse weapons but the gas inside contains many volatile components, above just being superheated. When struck, the victim is literally torn apart by the massive heat and chemical reaction some compare only to fluoroantimonic acid, as molecules are literally torn apart upon contact. If the pulse strikes a body of water, it actually causes the water to detonate in a tremendous explosion, vaporizing 50 gallons in the process and inflicting 5d6 damage to everyone within 30 feet of the target. When striking creatures, the pulse appears to simply vaporize a section of the victim, sometimes the entire body itself, leaving nothing but vapor and a clean cauterized cavity. A struck target must face a Fort DC of 20 or suffer 15d10. A save results in the target taking 5d6 damage. It will cut through all damage resistance.

Wave Stunner: The most advanced stunner designed features a lethal and non-lethal setting. The non-lethal mode employs millimeter wave electromagnetic radiation that penetrates 1/64th of an inch under the skin. This causes the water molecules under the skin to vibrate, activating pain sensors, giving the subject the impression they are on fire. The lethal setting increases the potency to microwave radiation, causing the skin to actually boil, causing severe burns. The weapons may change its setting as a free action. Either setting only requires a touch attack. The non-lethal mode, forces the target to make a DC20 fear check or be panicked for 1d4 rounds, believing it to be on fire. The lethal mode forces the same DC20 fear check or be panicked for 1d4 rounds, but also actually ignites the subject. The stunner does not work on undead, incorporeal creatures, elementals, or any creatures with fire resistance.


These specific techan weapons can short out in EDF and are thus placed here. They are all exotic weapons, even the ones that modify existing weapons.

Chain Saw: The chainsaw does not resemble ancient designs and is not run on internal combustion. This model is slightly larger, with heavier gauge teeth. It is not an effective weapon even with these modifications but somehow, it remains popular with certain groups, even if only just for intimidation.

Mono Filament: The monofilament is an ultra-thin, razor sharp wire requiring a battery cell to maintain is integrity. Failure results in the wire breaking apart from the slightest pressure as only a few atoms bind the cable together. The filament may be used a short-range whip though not able to grapple or reach with it. The filament cuts through 20 hardness, treating it as angelite (adamantine) for damaging but not in resisting a sunder attempt. Some skillful designers run the filament around a blade (often from bastion manufacture). A power system is either wired into the weapon or runs to a battery pack on the waist or back. This modification adds +500 UC to the cost of both weapons. The new weapon uses the blade's damage but the monofilament's threat range and damage penetration. If the item is shorted out, the blade is still effective but this threat increase and damage penetration is nullified.

Shock Modification: This is not a weapon but a modification that may be added to an existing melee weapon. It cannot be used as a weapon itself. Similar to the monofilament, the charge on the weapon runs to a battery back on the handle, to the waist, or back of the wielder. The modification delivers +1d6 points of electrical (lightning) damage on a successful strike. The target must also make a DC15 Fort save or be stunned for 1d4 rounds.


Mounted weapons MUST be mounted on a brace and cannot be hand held. Even still, these weapons incur an automatic -4 to hit while on turrets because of their clumsy nature. Super heavies on fixed mounts only receive this penalty if the -4 is greater than the vessel's maneuverability penalty (which penalizes aiming). (EG: A vessel's maneuver penalty is -4. Therefore, a super heavy weapon would receive a -4 penalty on a turret and fixed. A vessel with a Penalty of -8 receives a -8 for firing a weapon fixed or -4 if its turret mounted. A vessel with a +4 Maneuverability balances out. Both turret and fixed mounts receive no penalty.)

Special: These weapons may be purchased for a large user (eg: advanced armor). If so, super heavy weapons must be mounted on the suit or wielded with two hands. The weapon may be fired without bracing with a -2 penalty to hit. However, they are no longer able to be used by medium users.

Ion Cannon: Any techa items above TL1 struck as well as items in adjacent squares of the impact must make EDF saves at a -5 penalty.

Plasma artillery cannon: This fires a superheated stream of plasma that vaporizes everything in its path. The weapon fires as a cone of plasma fire 100 feet long. The Ref DC for half damage is 24.

Rocket artillery system: The RAS operates the same as a single shot guided missile (set weapon payload before firing, touch attack before firing to acquire a target). However, if a target is painted, any number of the missiles in the payload may be launched that round to that target. The shooter does not need to acquire each individual missile unless wishing to target separate opponents.


Ammunition for firearms and other ranged weapons is covered on Table: Ammunition. It should be noted that supplies are extremely limited, forcing many to drop gunpowder weapons in favor of magic. This is reflected in the cost. Purchasing a weapon supplies no bullets and they must be purchased separately. Ammunition missing its target cannot be recovered.

Alternate Ammunition: Certain weapons can have their standard ammunition altered with a more advanced substitute. Some variants deliver more damage while others fill a specific purpose against a specific enemy. Some ammunition can only be used with specific ammo types. Alternate ammunition costs 4 times as much as standard ammunition.

Angelite rounds (Angel): More advanced than simple AP rounds, angelite rounds count as adamantine for the purposes of damage reduction. Few bastions carry this type and only Selkirk has been known to output any decent quantity of the round. The actual angelite amount is near microscopic. They may be alternated for any non-energy round.

Cold Iron rounds (CI): Rare but some bastions made limited runs of cold-iron rounds, especially more xenophobic bastions like Mann. Bastions with positive echan relations like York and Selkirk prohibit their manufacture and sale. The shells count as cold iron. They may be purchased to alternate any non-energy round.

Fin stabilized warhead (FSW): The round contains a smaller shell with miniature control fins offering increased range and accuracy. The warhead atop may be replaced for a variety of purposes. High Explosive (HE) does half of its inflicted damage as fire additionally to adjacent squares (DC15 Ref save for half). Armor Piercing (AP) ignores the first 10 points of hardness. The range increment of the shell increases by +25%. They may be purchased to alternate for any 12 gauge & 10 gauge weapons.

Flechette Fragmentation (FF): A rail or coil gun may alternate their solid-core round with a flechette that breaks apart into a dozens of smaller pellets. The weapon's damage dice is reduced by half but strikes one square and all adjacent squares. The shooter may target a specific square at AC 15, forcing everything inside to make a Reflex DC15+(1/dice of damage) save or be hit. A critical strike increases the Ref DC by +5. A successful save halves the damage.

High Velocity rounds (HV): High velocity rounds fire with such an extreme speed, that they fire further, hit harder, and exit the barrel so fast, that they travel straight and true, increasing accuracy. HV rounds are one of the most advanced ammunition types for standard TL1 firearms. They ignore the aiming penalty into the second range increment and gain +2 points of damage. They will also ignore the first 5 points of an object's hardness. They may be alternated for any non-ESP, non-caseless, non-iron flechette, non-sabot, non-EA weapon.

Silver: Silver tipped rounds can break through silver damage reduction. They may be alternated with any non-energy round. Silver rounds only cost 3 times as much as normal rounds.

Table: Ammunition

Ammunition Type Cost per shell
7.62 mm 0.5
9 mm 0.5
9 mm caseless 1
10 mm 1
12 mm 1
12 mm caseless 2
12 mm EA 3
12 mm ESP 2
12 mm iron flechette (rail/coil) 10
12 mm Sabot Gyrojet 4
13 mm EA 4
13 mm ESP 4
13 mm Sabot Gyrojet 7
13 mm iron flechette (rail/coil) 13
14 mm iron flechette (rail/coil) 15
14 mm ESP 4
20 mm 7
20 mm iron flechette (rail/coil) 16
30 mm 11
50 mm 16
.32 caliber 0.5
.45 caliber 1
.50 caliber 2
.555 caliber 3
Flame Tank 150
Needles (air-dart gun) 1


All explosives require a detonator. With many, they detonate on contact by compressing a trigger or breaking a seal, which creates the charge. Others detonate with a signaled charge relayed from an implanted or remote source. All explosives feature direct damage and a blast radius. They do not require a feat to use.

Grenades come in three variations: 20mm, 40mm, and Special. 20mm and 40mm grenades can be fired from a launcher and specials cannot. All stats listed are for 20mm grenades. 40mm grenades have twice the blast radius and +2 dice damage. They also cost twice as much.

Burst Radius/Splash Damage: The burst radius is the area affected by the explosive or effect. All creatures or objects within the burst radius take damage from the explosion or suffer from the grenade's effects.

Damage Type: Damage from explosives and splash weapons is classified according to type, energy (of a specific type) or slashing. Some creatures or characters may be resistant or immune to some 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 (or be immune to its effects).

Weight: This column gives the weapon's weight. Cost: This is the purchase price to acquire the grenade. This number reflects the base price and doesn't include any modifier for purchasing the weapon on the black market.

Anti-tank grenade: Not an effective anti-personnel weapon, the anti-tank grenade employs a shaped charge to penetrate an opponent's armor. This grenade has either an adhesive or a magnetic surface on one side and it is seldom shaped like other grenades to specialize in this purpose. Mines are often equipped with this configuration. The antitank explosive contains its blast in a specific direction, thus reducing its radius. Though the blast is lower, anti-tank grenades ignores 20 points of an object's hardness before inflicting its damage, treating the grenade as angelite (adamantine) for the purposes of damage penetration.

EMP Grenade: This grenade contains a magnetic coil that generates a massive electronic burst when activated. The resulting pulse shorts out technology TL2 and higher. Everything above TL1 in the blast radius must make an EDF roll, suffering a -4 penalty with the roll.

Energy Grenade: A pure plasma energy burst explodes, affecting everything in around it. Unlike other plasma weapons, this burst sends out a superheated fireball, which also carries a severe electrical charge. The grenade damages everything, regardless of elemental resistance.

Flashbang Grenade: Also simply referred to as a stun grenade, a flashbang reduces the combat effectiveness of opponents by confusing and disorientating them with a sudden blinding magnesium generated light and a deafening blast. It won't cause permanent injury but those caught inside the radius must make a DC18 Fort save or be blinded and deafened for 2d4 rounds. They are also stunned for 1d4 rounds. The grenade body does not actually fragment so no shrapnel is dispersed.

Fragmentation Grenade: Frag grenades are designed purely as an antipersonnel explosive by discharging dozens of plastic or steel flechettes blowing out with fragments of the grenades own body. This deadly shrapnel shreds mostly anything it touches. The fragmentation device is the standard grenade configuration.

Moldable Explosive: This soft, malleable explosive is less effective for grenade use, being more specialized for standard demolition. It can be cut, formed, wrapped, and combined with others of its type. Applying a detonator is a simple procedure. Moldable explosive is more expensive than standard explosive but effective in its capacity. The entry represents a 1-pound block. Additional blocks can be wired together, increasing the damage and burst radius; each additional block increases the damage by +2d6 and the burst radius by 2 feet, and requires a Demolitions check (DC 15) to link them.

Nerve Toxin Grenade: A deadly and illegal weapon, this grenade expels a gas that attacks the nerve cells of a living creature. Paralysis sets in, followed quickly by death. A potent gaseous mixture blending a batrachotoxin and taipoxin and several other agents produces a deadly gas with causes complete paralysis of all muscles by stopping the release of acetylcholine. By blocking nerve pulses to the muscles, the subject dies from asphyxiation or heart failure. Nerve toxin grenades are a gaseous effect that only affects living creatures. All targets 6HD or under caught in the blast must make a DC20 Fort save or be reduced to -9 hit points. Those over 6HD must make the same save or suffer 6D6 points of damage.

Seeker Grenade: Seeker grenades may be thrown, but soon after, they deploy small fins and a turbine and travel under their own guidance afterwards. The seeker grenade predicts its landing point (or the user can configure it before firing) and targets the closest unit in that blast radius. It then seeks it out. The unit can be configured and let go instead of thrown. This allows the grenade to move over barricades and around corners. The grenade moves at 30 ft, has an AC of 25, a +5 BAB, a hardness of 1 with 5 hit points. It breaks if shot; it doesn't explode. The owner targets a square (no attack roll for targeting a square) or a creature and that is all that is required.

Smoke Grenade: There are three types of smoke grenades: screening grenades, signal grenades, and white phosphorous grenades. Mostly smoke grenades are employed as signaling devices, though they can also be used to screen unit movements and conceal advancement and hinder enemy fire. Signal smoke grenades cannot be used for screening, though screening grenades can be used as a signal grenade in a pinch; they are not generally colored. Screening grenades either expel a hexachloroethane/zinc (HC) mixture that is also an irritant, (forcing those who breathe it to make a Fort save DC15 or be dazed for 1d4 rounds) or a terephthalic acid mixture (TA), which is harmless. Signal grenades use potassium chlorate, lactose, and a colored dye to work.

Screening grenades fill all squares within 10 feet the round after they are deployed, and on the third round, they fill all squares within 15 feet. The smoke obscures all sight, including the darkvision ability granted by creatures and night vision

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 2d4+3 rounds, though a moderate wind (11+ mph) disperses the smoke in 3 rounds and a strong wind (21+ mph) disperses it in 1 round. Signal grenades are available in several colors, including white, red, yellow, green, and purple.

The white phosphorus grenade is a smoke grenade with an explosive burst. Rather than burning to make smoke, the phosphorous ignites in the air after spreading. The brilliant yellow flame produces phosphorus pentoxide, the smoke, as a byproduct. The intense heat allows the grenade to double as an anti-personal weapon. The heat is devastating in close quarters. After the initial damage, anyone struck suffers an additional 1d6 points of fire damage and risks catching on fire. The WP grenade also creates a cloud of smoke the same style as the screening grenade.

Tear Gas / Riot Grenade: Riot grenades are used usually to disperse crowds and disorientate attackers. The grenade does not explode but rather open valves, releasing the compressed CX agent gas. The gas replicates a smoke field, except it causes skin and eye irritation on contact, throat and nose irritation if inhaled. 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 2d4+3 rounds, though a moderate wind (11+ mph) disperses the smoke in 3 rounds and a strong wind (21+ mph) disperses it in 1 round.

A character caught in a cloud of tear gas must make a Fortitude save (DC 15) or be nauseated. This effect lasts as long as the character is in the cloud and for 1d6 rounds after he or she leaves the cloud. 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.

Thermax Grenade: Thermax replaced thermite and thermate some ways back and still proves effective today. This incendiary grenade, upon activation, creates a chemical reaction within. That reaction generates an intense heat greater than even a white phosphorus grenade, reaching and sometimes exceeding 3200 degrees Celsius. The tremendous heat melts most metals, making it useful for breaching defenses and destroying weapons, ammunition, and vehicles. The reaction self-sustains, resulting in no external fuel, not even oxygen. The heat will continue despite entering a vacuum or even dousing the area with water. The thermax will burn underwater. The heat is intense and fast, creating vicious injuries to creatures. Thermax will destroy 10 points of hardness to anything struck. The effect lasts for 1d4+1 rounds afterward.

Table: Grenades

Weapon Damage Type Crit Blast Radius DC Weight Cost TL
Anti-Tank Grenade 5d6 Adamantine X2 5 ft. 1 lb. 50 1
Flashbang Grenade Special Special X2 10 ft. Fort 18 ½ lb. 50 1
Fragmentation 6d6 Slashing X2 10 ft. Ref 15 ½ lb. 75 1
Moldable Explosive* 4d6 Fire X2 10 ft. Ref 18 ½ lb. 100 1
Nerve Toxin Grenade* Special Gas X2 5 ft. Fort 20 1 lb. 250 1
Smoke Grenade, Signal See text X2 — ft. ½ lb. 5 1
Smoke Frenade, Screening Special 10 ft. Ref 15 1 lb. 10 1
White Phosphorus 2d6 Fire X2 10 ft. Ref 15 1 lb. 50 1
Tear Gas Grenade SeeText X2 5 ft. SeeText ½ lb. 50 1
Thermax grenade 6d6 Fire X2 — ft. Ref 12 ½ lb. 75 1
Energy Grenade 1d8+10 Special X2 10 ft. Ref 18 1 lb. 150 3
Seeker Grenade 3d6 Fire X2 10 ft. Ref 15 1 lb. 200 3
EMP Grenade Special Special 20 ft. 1 lb. 300 4
  • Special Grenade. Cannot be fired from a launcher

The most basic form of attack with a firearm is a single shot. One attack is one pull of the trigger and fires one bullet at one target. The Personal Firearms Proficiency feat allows a character to make this sort of attack without penalty. If a character is not proficient in personal firearms, he or she takes a -4 penalty on attacks with that type of weapon. A number of other feats allow a character to deal extra damage when he or she fires more than one bullet as part of a single attack at a single target (If a character doesn't have those feats, he or she can still fire more than one bullet-but the extra bullets don't have any effect and are just wasted ammunition). As with most forms of ranged weapons, attacking with a firearm while within a threatened square provokes an attack of opportunity. Because of the weapon's unwieldy shape and size, an attacker using a longarm takes a -4 penalty on attacks against adjacent opponents. Handguns are so small, they may be fired without provoking an attack of opportunity.
If a ranged weapon has an automatic rate of fire, a character may set it on autofire. Autofire affects an area and everyone in it, not a specific creature. The character targets a 10-foot-by-10-foot area and makes an attack roll; the targeted area has an effective AC of 10 (If the character does not have the Advanced Firearms Proficiency feat, he or she takes a -4 penalty on the attack roll). If the attack succeeds, every creature within the affected area must make a Reflex save (DC 15) or take the weapon's damage. A successful critical strike on the area raises the Reflex save to DC20. Autofire shoots 10 bullets, and can only be used if the weapon has 10 bullets in it. Autofire is not the same thing as burst fire, which involves firing a short burst at a specific target. Firing a burst requires the Burst Fire feat. If a character fires a blast of automatic fire at a specific target without the Burst Fire feat, it's treated as a standard attack. The attack, if successful, only deals normal damage-all the extra ammunition the character fired is wasted. Some firearms-particularly machine guns-only have autofire settings and can't normally fire single shots.
An explosive is a weapon that, when detonated, affects all creatures and objects within its burst radius by means of shrapnel, heat, or massive concussion. Its effect is broad enough that it can hurt characters just by going off close to them. Some explosives, such as grenades, can be thrown, and they explode when they land. Others are planted, with fuses or timers, and go off after a preset amount of time elapses.
A planted explosive is set in place, with a timer or fuse determining when it goes off. No attack roll is necessary to plant an explosive; the explosive sits where it is placed until it is moved or goes off. When a planted explosive detonates, it deals its damage to all targets within the burst radius of the weapon. The targets may make Reflex saves (DC varies according to the explosive type) for half damage.
A splash weapon is a ranged weapon that breaks apart on impact, splashing or scattering its contents over its target and nearby creatures or objects. Most splash weapons consist of liquids in breakable containers. To attack with a splash weapon, make a ranged touch attack against the target. Thrown weapons require no weapon proficiency, so characters don't take the -4 non-proficient penalty. A hit deals direct hit damage to the target and splash damage to all other creatures within 5 feet of the target. A character can instead target a specific 5-foot square, including a square occupied by a creature. Use the rules for thrown explosives. However, if a character targets a square, creatures within 5 feet are dealt the splash damage, and the direct hit damage is not dealt to any creature. If the character misses the target (whether aiming at a creature or a square), check to see where the weapon lands, using the rules for thrown explosives. After determining where the object landed, it deals splash damage to all creatures within 5 feet.

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