The following
weapons are available at PL 5 and later.
The
law enforcement response to the ever-growing firepower found in the hands of criminals and gang members, the Falcon pistol not only possesses increased stopping power but also integrates the ability to fire in full automatic mode. Additionally, the Falcon is lightweight and easy to carry.
Similar in concept to the standard fragmentation grenade, the shrapnel grenade propels dangerous shards of metal outward at high velocity when it explodes. Unlike the fragmentation grenade, the shrapnel grenade incorporates aerodynamic metal shards and directional tubes to ensure that each shard is propelled at lethal velocity along a set path. The result is a calculated field of flying shrapnel that is far more effective than the simple pop-and-spray chaos of a fragmentation grenade.
A sonic pulse grenade deals 3d6 points of nonlethal sonic
damage to any living creature in the burst radius. (Robots and other nonliving creatures are not affected.) In addition, creatures that take
damage from the sonic pulse grenade must also succeed on a Fortitude save (DC 12) or be shaken for 1d4 rounds.
One of the most technologically advanced
weapons to ever reach production during the Information Age, the OICW (Objective Individual
Combat Weapon) assault rifle is a combination weapon.
The
weapon houses a 5.56mm compact assault rifle as well as a 20mm grenade launcher (the
weapon uses the
alternate weapon gadget to add a mini- grenade launcher). The grenade launcher features multiple detonation modes, including detonate-on-impact mode (in which the grenade explodes on impact) and air burst mode (in which the grenade explodes in the air after traveling a certain distance).
The rifle includes a
combat-capable scope with built-in targeting computers that are designed to link into the Land Warrior
combat system. This system, known as TA/FCS (Target Acquisition/Fire Control System), functions as a built-in night vision scope as well as a rangefinding scope (the
scope, rangefinding laser gadget). Additionally, the weapon has an integrated computer link that can hook directly into the
Land Warrior armor and transmit images and data to the armor's onboard computer system. On its own, separate from the Land Warrior system, the
OICW assault rifle is one of the most dangerous and effective
weapons on the market.
not have the automatic rate of fire, this
weapon cannot be used to make autofire attacks.
Tactical Military (TACMIL) Sniper Rifle
With the success of the
OICW assault rifle, a sniper rifle equivalent was developed. The rifle itself fires a standard 7.62mm round and sports a rangefinding scope (the
scope, rangefinding laser gadget) that can connect to a Land Warrior
combat armor computer. Additionally, the TacMil sniper rifle features a flash suppressor as well as an effective sound suppressor, ensuring maximum stealth.
The Twin Thunder is a reduced-recoil .50 caliber machine gun capable of dispensing roughly 260 rounds per minute. The machine gun is designed for use in
combat by two soldiers, a single gunner and an aide to feed the
ammunition belt into the
weapon. What makes the Twin Thunder unique from other modern machine guns is that its reduced recoil allows for greater accuracy over longer distances with less variance in the aim of the user.
Table: Progress Level 5 Ranged Weapons
|
Weapon1
|
Damage
|
Critical
|
Damage Type
|
Range Increment
|
Rate of Fire
|
Magazine
|
Size
|
Weight
|
Purchase DC
|
Restriction
|
Falcon .45
|
2d6
|
20
|
Ballistic
|
40 feet
|
S, A
|
20 box
|
Medium
|
2.5 lb.
|
18
|
Lic (+1)
|
OICW assault rifle
|
2d8
|
20
|
Ballistic
|
70 feet
|
S
|
30 box
|
Large
|
18 lb.
|
26
|
Mil (+3)
|
TacMil sniper rifle |
2d10
|
20
|
Ballistic
|
120 feet
|
S
|
15 box
|
Large
|
14 lb.
|
21
|
Res (+2)
|
Twin thunder machine gun
|
2d10
|
20
|
Ballistic
|
100 feet
|
A
|
Linked
|
Huge
|
42 lb.
|
22
|
Mil (+3)
|
1 All weapons listed in this table require the Personal Firearms Proficiency feat. |
Table: Progress Level 5 Explosives And Splash Weapons
|
Weapon
|
Damage
|
Critical
|
Damage Type
|
Range Increment
|
Rate of Fire
|
Magazine
|
Size
|
Weight
|
Purchase DC
|
Restriction
|
Grenade, shrapnel
|
5d6
|
-
|
Slashing
|
20 ft.
|
15
|
10 ft.
|
Tiny
|
1 lb.
|
18
|
Mil (+3)
|
Grenade, sonic pulse
|
3d6 nonlethal plus special1
|
-
|
Sonic
|
15 ft.
|
12
|
10 ft.
|
Tiny
|
1 lb.
|
15
|
Res (+2)
|
1 See the weapon description for details. |
Grenades, Missiles, and Mines
Most explosives are given in the form of grenades. These grenades provide the base form for these
weapons, but equivalent missiles or mines can also exist.
To create a missile from a grenade covered here, simply take the base statistics of the grenade and use them as the statistics for
ammunition for a missile launcher. Be sure to adjust the range increment, since missiles travel much farther than thrown grenades.
Mines are treated in almost the opposite way; their range increment is eliminated. A mine must be placed to be effective.
Despite differences in their form, missiles, mines, and grenades all have the same primary effect regardless of the method of delivery for their payloads.