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weapon_gadgets

Weapon Gadgets

The following gadgets are universal and can apply to weapons found in any era, provided all gadget-specific restrictions are observed.

ALTERNATE WEAPON

Some weapons are capable of serving multiple purposes by integrating two types of weapon into one. This can encompass every-thing from having a bayonet installed on a rifle to allowing a weapon to switch between two different energy types at any given time. When dealing with firearms and other ranged weapons, this usually involves only mixing like types; for example, energy weapons are only combined with energy weapons, and ballistic weapons are only combined with ballistic weapons. This is not a hard-and-fast limitation but rather a suggestion based on the logistics of designing such a weapon. When selecting the alternate weapon gadget, choose a second weapon. That weapon is integrated into the base weapon and can be used at any time. Additionally, you must choose whether or not the alternate weapon may be physically separated from the base weapon or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional weapon to the base model. Restrictions: The character must also purchase the weapon to be integrated separately from the primary weapon, before the gadget modification is made. Purchase DC Modifier: +4.

AUTOFIRE MODULE

Some firearms and energy weapons are capable of firing in single shot or semiautomatic forms only. The autofire module gadget allows these weapons to be fired on autofire. Restrictions: Ranged weapon without autofire only. Purchase DC Modifier: +2.

AUTOLOADER MODULE

Many weapons rely on box magazines or power packs to function. The autoloader gadget facilitates quick reloading. This may come in the form of an integrated power pack alternator, or in spring-mounted magazine loaders worn on the wrist of the user. Regardless of their location on the owner's body or the form that the autoloader takes, a weapon with the autoloader module gadget is always automatically reloaded as a free action as soon as the previous magazine or power pack is expended. This module cannot be transferred from one weapon to another, even those of similar types, due to the fact that each autoloader module is keyed to the individual weapon for which it was designed. Restrictions: Ranged weapons using box magazines or power packs only. Purchase DC Modifier: +3.

AUTOMATED

Any ranged weapon that must be mounted on a tripod or similar hard point can be auto-mated. An automated weapon attacks any target that enters a 10-foot-by-10-foot area specified by the person who sets up the weapon. The weapon targets visually, so it cannot attack targets that it cannot see. (For targets using Hide, assume the weapon has a Spot modifier of +0.) This gadget can be selected multiple times for crew-served weapons, each time replacing one crewmember. Restrictions: Mounted ranged weapons only. Purchase DC Modifier: +3.

BOOBY TRAPPED

Those characters with a more paranoid out-look on life may consider the booby trapped gadget for protecting their personal belongings. Any weapon with this gadget is designed to function properly only for the own-er or owners of the weapon, or for a particular group of characters. If an unauthorized character picks up or attempts to use the weapon, a special trap is immediately triggered. After a trap is triggered, only an authorized user can reset the weapon to its normal state. When selecting the booby trap gadget. the character must designate a single person or a particular group (for example, members of the 101st Space Marines) that can use the weapon safely without triggering the trap. Additionally, the character must select a single trap from the list below. GMs may wish to allow traps from other sources, but always consult with the GM before using any such modification. Barbs: The weapon rapidly projects spikes or blades from its grip, dealing 1d6 points of damage to the user each round the weapon is held. Electric Shock: Power cells in the weapon's grip discharge and deal 1d6 points of electricity damage to the user. Stun Bolt: A stun shock (Fortitude save DC 15) is discharged from a special nozzle built into the weapon. See the stun module gadget (page 61) for more information on the effects of stun shocks. Trigger Integrated Weapon: An inte-grated weapon is triggered and targets the unauthorized user. This trap requires that the weapon make use of the alternate weapon gadget (see above) and is typically used to trigger an explosive device. Restrictions: None. Purchase DC Modifier: +6.

COLLAPSIBLE

In situations that call for stealth and deception, it is of great value to be able to separate an item into its parts and transport them in their broken down state. A weapon that makes use of the collapsible gadget is easily disassembled and reassembled at a moment's notice. Breaking down a weapon into its individual parts requires a full-round action, while reassembling them in the correct order requires another full-round action. Obviously, the weapons must be fully assembled to be used. In its disassembled state. a weapon is not easily identified; a Knowledge (technology) check (DC 17) is required to identify a collapsed weapon for what it really is. Restrictions: None. Purchase DC Modifier: +2.

COMPACT

By eliminating wasted space and using small-er components, some engineers are capable of producing weapons far smaller than their standard counterparts. Any weapon that makes use of the compact gadget is one size smaller than normal, to d minimum size of Diminutive. This gadget can only be added to ranged weapons, as most melee weapons rely on size and mass to deliver damage. Restrictions: Ranged weapons only. Purchase DC Modifier: +2.

CONCEALABLE

Some weapons can be installed (and operated from) inside other items; for example, guns that fit into briefcases, grenades disguised as cosmetic products, and so forth. The concealed item cannot be identified as a weapon except through close examination, or when it is in use. The concealed weapon cannot be larger than the item in which it is concealed. Restrictions: None. Purchase DC Modifier: +2.

ELECTRIFIED

The weapon is attached to a power source. On a successful hit, the target takes 4d6 points of electricity damage as well as the damage dealt by the weapon. Ranged weapons are not affected by this gadget. Restrictions: Melee weapons only. Purchase DC Modifier: + 2.

EXPANDED MAGAZINE

Some weapon engineers recognize that stop-ping to reload a weapon in combat is a dangerous and potentially life-threatening maneuver. Taking steps to reduce the amount of time required to keep the weapon full. these engineers have increased the ammunition capacity of the weapon to reduce the frequency with which it must be reloaded. Any weapon with the expanded magazine gadget doubles its normal magazine capacity. This gadget may only be taken once per weapon. Restrictions: Ranged weapons only. Purchase DC Modifier: +2.

EXTENDED RANGE

The range of the weapon is doubled. Melee weapons are not affected by this gadget. Restrictions: Ranged weapons only Purchase DC Modifier: +2.

GENETIC TAGS

Some law enforcement agencies and military units go out of their way to track the exact actions of their members by placing an identifying marker on any ammunition expended. This marker may come in the form of a serial number stamped on a weapon's casing. or may be as subtle as a chemical compound sprayed on the outside of the ammunition it leaves the weapon's chamber. Regardless of form, each round of ammunition that is fired from the weapon bears a unique tag that corresponds to the genetic code of the per-son to whom the weapon is assigned. immediately identifying the attacker to any forensic analysis. Restrictions: Ranged ballistic weapons only. Purchase DC Modifier: +2.

GRAPPLING SHEATH

Grenades and mines can be fitted with custom grappling sheaths designed to adhere to any surface against which they are thrown or placed. This gadget ensures that grenades deviate much smaller distances, and em-placed bombs cannot be easily removed. When throwing a grenade equipped with a grappling sheath no farther than one range increment, the attacker chooses the corner of the target square in which the grenade lands. For two to three range increments. use the deviation diagram for explosives thrown from 1 foot to 5 feel. For four to five range increments, use the deviation diagram for ex-plosives thrown from 6 feet to 10 feel. (The deviation diagrams are on page 149 of the d20 MODERN Roleplaying Game.) Once placed, a mine or other explosive equipped with a grappling sheath cannot be moved, short of tearing it loose. Doing so requires a DC 20 Strength check, and, depending on the mine's trigger, might cause it to detonate, Restrictions: Grenades and mines only. Purchase DC Modifier: +2.

IMPROVED ACCURACY

Through rifling, laser rangefinding, and microcomputer targeting, this gadget improves the accuracy of a ranged firearm, granting a +1 equipment bonus on attack rolls. This gadget can be selected for the same weapon multiple times. Restrictions: Ranged weapons only. Purchase DC Modifier: +2.

IMPROVED DAMAGE

This gadget increases the bore of a projectile weapon's barrels or improves the output of an energy weapon, adding 1 to the weapon's damage. Restrictions: Ranged weapons only. Purchase DC Modifier: +2.

IMPROVED STOPPING POWER

Incorporating modified chokes and reducing the impedance of focusing crystals allows ranged weapons to produce significantly greater damage output. This gadget adds 1 die to the weapon's damage (increasing damage from 2d8 points to 3d8, for example). Restrictions: Ranged weapons only. Purchase DC Modifier: +10.

INCREASED DAMAGE POTENTIAL

A weapon with this gadget has been modified such that, when it deals significant dam-age, it can have devastating results on its chosen target. This might include barbs in melee weapons, secondary explosions in ballistic weapons, or any number of other possible modifications. This increases the threat range of the weapon by 1; for example, a weapon with a threat range of 20 becomes 19-20, or with a threat range of 19-20 be-comes 18-20, and so on. This gadget may be applied up to five times, each time increasing the weapon's threat range by 1 and modifying the purchase DC accordingly. Restrictions: This gadget may only be applied to weapons with a threat range; this gadget may not modify weapons incapable of scoring critical hits. Purchase DC Modifier: +2

INTEGRATED EQUIPMENT

A particular piece of nonweapon equipment has been integrated into the weapon and can be used by the weapon's bearer at any time. This gadget is often used to give ranged weapons features like glow-lamps or flares, though it is not limited to those applications. Some weapons may use the integrated equipment gadget to incorporate a small computer or sensor module. reducing the amount of equipment the character has to carry. When selecting the integrated equipment gadget, choose a piece of equipment. That equipment is integrated Into the base weapon and can be used at any time Additionally, you must choose whether or not the equipment may be physically separated from the base weapon or not at the time of purchase. This gadget may be selected multiple times, each time adding a single additional piece of equipment to the base model. Restrictions: The character must also purchase the piece of equipment to be Integrated separately from the weapon, before the gadget modification is made. Purchase DC Modifier: +1.

LONG RANGE

Weapons with this gadget have been specially modified to increase the overall range of a weapon, though not its accuracy at long ranges. A weapon with this gadget may fire at a target up to 15 range increments away, as opposed to the normal 10. Standard range increment penalties still apply at these extreme long ranges. Restrictions: Ranged weapons only. Purchase DC Modifier: +1

MINIATURIZED

By eliminating wasted space and using microscopic components, some engineers are capable of producing weapons vastly smaller than normal. Any weapon that makes use of the miniaturized gadget is two size categories smaller than normal, to a minimum size of Diminutive. A weapon to which the miniaturized gadget has been added cannot fire standard am-munition. It must fire appropriate ammunition modified by the miniaturized universal equipment gadget. This gadget can only be added to ranged weapons. as most melee weapons rely on size and mass to deliver damage. Restrictions: Ranged weapons only. Purchase DC Modifier: +5.

MOTION-SENSITIVE

Motion-sensitive weaponry attacks any target moving faster than 5 feet per round. The weapon's user chooses a 10-foot-by-10-foot area for the weapon to cover; any eligible target in the area causes the weapon to at-tack. Restrictions: Grenades, mines, or auto-mated ranged weapons only. Purchase DC Modifier: +4.

PENETRATING ATTACK

This weapon possesses an extremely effective method of delivering damage, allowing it to overcome even the toughest armor and the finest materials in order to deal damage to the real target. A weapon with the penetrating attack gadget ignores a certain amount of DR when striking objects and armor, allowing it to cleave through a target as though the tough materials simply were not there. The amount of DR ignored by this weapon depends on the amount by which the purchase DC is modified by this gadget. Restrictions: None. Purchase DC Modifier: +1 (ignores 1 point of DR); +2 (ignores 2 points of DR); + 3 (ignores 3 points of DR); +4 (ignores 4 points of DR); +5 (ignores 5 points of DR).

REDUCED WEIGHT

The weight of the weapon is reduced by 25%. Restrictions: None. Purchase DC Modifier: +2.

SCOPE, RANGEFINDING LASER

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

SENSOR BAFFLNG

From simple metal detectors to advanced x-ray scanners. there's a way to detect every weapon. As the technology level increases, so does the accuracy of weapons sensing devices. The ability to confuse these sensors can be invaluable, especially when smuggling weapons past security. Any weapon with the sensor baffling gadget grants a +4 bonus on any checks made to conceal the weapon from sensors or other detection devices. Restrictions: None. Purchase DC Modifier: +2.

SOUND-ACTIVATED

Sound-activated weaponry attacks any target that makes noise. The weapon's user chooses a 1O-foot-by-10-foot area for the weapon to cover; any eligible targets in the area cause the weapon to attack. The weapon targets via audio, so it cannot attack targets that it does not hear. (For targets using Move Silently, assume the weapon has a Listen modifier of +0.) Restrictions: Grenades, mines. or auto-mated ranged weapons only. Purchase DC Modifier: +4.

SPRING-LOADED

Some weapons are designed to be concealed from sight and then quickly drawn into the hand at a moment's notice. The spring-loaded gadget ensures that small weapons can remain hidden under layers of clothes or armor and still be called to action at any time. The bearer of a weapon with this gadget automatically gains the benefits of the Quick Draw feat with this weapon only. even if the weapon is hidden from sight on that character's person. Restrictions: Weapons of size Small or smaller only. Purchase DC Modifier: +2

STUN MODULE

One advantage of energy weapons over their ballistic and physical counterparts is that they are capable of altering their own output on the fly. With the stun module gadget, this means that an energy weapon can be used to apply nonlethal force. The stun module is an alternate firing mode; switching to or from stun mode is a free action (just like changing a weapon's rate of fire). Whenever a character fires a weapon set to stun and successfully hits the target, the target must make a Fortitude save (DC determined by cost of the gadget) or be stunned for 1d4 rounds. Restrictions: Energy weapons only. Purchase DC Modifier: +2 (Fort DC 12): +4 (Fort DC 15): +6 (Fort DC18).

TECHNO-ORGANIC MAKEUP

Though the technology of Earth is based on electronics and mechanics, some alien cultures may have developed technology based on living organisms working in harmony for an intended purpose. Additionally, advanced civilizations may make use of certain biological forms of technology integrated with their own mechanical devices to form a techno-organic hybrid capable of performing certain tasks with increased efficiency. A weapon with the techno-organic makeup gadget is composed of living tissue or a biological/mechanical hybrid material. Unlike normal weapons, the weapon with this gadget heals itself at a rate of one hit point per hour when damaged. Additionally, weapons with this gadget arc susceptible to diseases and poisons specifically designed to target techno-organic material. Restrictions: None. Purchase DC Modifier: +2.

THERMAL TARGETING

Weaponry equipped with thermal targeting systems homes in on any target that produces heat in a certain temperature range, specified by the weapon's user. Attacks made with the weapon gain a +2 circumstance bonus against targets in that temperature range, but take a -4 penalty against targets in other temperature ranges. Resetting the temperature range is a full-round action. Restrictions: Grenades, mines, or auto-mated ranged weapons only. Purchase DC Modifier: +3.

VARIABLE AMMUNITION

Firearms typically draw their ammunition from a single source and do so until they are reloaded with a fresh magazine. The variable ammunition gadget changes this: it allows the user to load an additional type of ammunition. This essentially doubles the ammunition capacity of the weapon and allows the user to switch between the two different types of ammunition as a free action. So, for example, a weapon with this gadget might be loaded with one magazine of standard ammunition and a second magazine of shrapnel ammunition. This gadget may be selected multiple times, each time adding a single additional magazine capacity for a different type of ammunition. Restrictions: Ranged ballistic weapons only. Purchase DC Modifier: +4.

VARIABLE CHARGE

As with the stun module gadget, the variable charge gadget takes advantage of an energy weapon's ability to modify the damage caused by its own shots. This gadget gives the user the ability to “power up” his or her shots by focusing more energy into a single blast A weapon with the variable charge gadget may be primed as an attack action, increasing the damage of its next shot by +1 die. For example, a weapon that normally deals 2d6 points of damage deals 3d6 points of damage after being primed for one round. A weapon may be primed for up to three rounds. If primed for more than three rounds, it becomes unstable: on the fourth round the weapon must be fired or else it explodes and deals the fully charged damage (normal weapon damage, +4 dice) to the us-er. When this occurs, the weapon is completely destroyed. Restrictions: Ranged energy weapons only. Purchase DC Modifier: +6.

VOICE-ACTIVATED

Voice-activated weaponry allows the wielder to switch between firing modes (including activating or deactivating the safety) as a free action, even without the use of one's hands, and including when the weapon is out of one's hands. A voice-recognition chip can be installed (at an additional cost) to ensure that only the weapon's registered owner can is-sue commands to the weapon. Restrictions: Ranged weapons only. Purchase DC Modifier: +2 (+3 with voice-recognition chip).

VOICE RECOGNITION SYSTEM

A countermeasure commonly built into weapons is the voice recognition system gadget. It requires any user to speak a command word to unlock the weapon before it can be used. Some weapons couple the voice recognition system with the booby trap gadget to require a voice command to reset the weapon to its previous state. Any weapon With the voice recognition system gadget will not fire or activate unless the owner (or designated group) gives the command word to the weapon. Restrictions: None. Purchase DC Modifier: +l.

PL 6: FUSION AGE WEAPON GADGETS

The following gadgets are found in the Fusion Age and can apply to weapons of that era or later, provided all gadget-specific restrictions are observed.

LASER BAYONET

Laser bayonets are not actually bayonet, but they serve the same purpose. Mounted on longarms (usually assault rifles), the laser bay-onet triggers when the wielder strikes an op-ponent with the weapon itself as a melee weapon (taking the usual –4 attack penalty for using an improvised weapon). The weap-on deals standard damage as described in the d20 Modern core rules, as well as 2d6 points of energy damage. Restrictions: Longarms only. Purchase DC Modifier: +3

REDUCED RECOIL

A weapon with this gadget has been specifically engineered to function in low- and zero-gravity environments, reducing its recoil to prevent difficulties with momentum and knocking the wielder off balance. A character wielding this weapon suffers no penalty for firing the weapon in low-gravity environments, and only suffers a -2 penalty to firing the weapon in zero-gravity environments; conditions that would negate attack penalties under these conditions (such as being native to such an environment or zero-gravity feats) negate this penalty as normal. Restrictions: Ranged ballistic and energy weapons only. Purchase DC Modifier: +2

SCOPE, VIDEO

The video scope is a special modification to ranged weapons that provides an easier way to survey remote portions of the battlefield from the comfort of a safe haven. The video scope is a three-inch-by-three-inch viewscreen attached to the rear of a standard scope. It allows the weapon's user to sit back and examine the details in the image rather than having to press his eye against the scope. Additionally, the viewscreen can be used to freeze-frame and take still images and boasts zoom and image enhancement soft-ware, allowing on-the-fly computer analysis and dissection of battlefield images. Some video scopes are capable of receiving broad-cast images from remote locations, allowing the screen to be used for video communication (by jacking in an optional earpiece and microphone) or to transmit maps and movement orders with visual aides. Restrictions: Ranged weapons only. Purchase DC Modifier: +3.

PL 7: GRAVITY AGE WEAPON GADGETS

The following gadgets are found in the Gravity Age and can apply to weapons of that era or later, provided all gadget-specific restrictions are observed.

DUAL-TARGETING

A dual-targeting weapon is designed to allow the wielder to attack two targets simultaneously. The dual-targeting gadget adds a new firing mode to the weapon (labeled DT for short). which splits the energy beam into two identical blasts that lance out from the weapon and hit two targets. When entering DTmode, the wielder declares which two targets will be attacked: both targets must be within 30 feet of one another. Firing a weapon in DT mode is an attack action, and only a single attack roll is made. Success against the targets' Defense scores and any applicable damage are determined normally. Firing a weapon in DT mode consumes 2 charges from the energy weapon.

Restrictions: Weapon must have an integrated computer to function, ranged energy weapons only.

Purchase DC Modifier: +4

SOUND SUPPRESSOR

Similar to the technology that produced the silent suit, the sound suppressor gadget is the Gravity Age replacement for the silencers of the modern era. Since energy weapons cannot make use of the traditional silencers found on most ballistic weapons, the sound suppressor takes over this function with almost all Gravity Age weapons. The sound suppressor generates a field of sonic energy that cancels sound produced within field, reducing weapon firing noise to a mere whine of sonic energy discharge. The sound suppressor adds +10 to the DC of Listen checks made to hear the weapon firing.

Restrictions: Ranged weapons only.

Purchase DC Modifier: +3.

weapon_gadgets.txt · Last modified: 2021/12/04 00:39 (external edit)