The following
weapons are available at PL 6 and later.
Unfortunately for its victims, biological warfare continues to be a common part of
combat even in the Fusion Age. Bio-agent
ammunition is a logical extension of previous
military tactics with regards to biological warfare.
Bio-agent
ammunition contains a miniscule amount of a biological
weapon inside an insulated chamber within each round. Use of bio-agent
ammunition causes a -1 penalty to
damage. However, any living creature damaged by the round is injected with a poisonous bio-agent with effects identical to cyanogen gas.
Law enforcement officers in the Fusion Age use concussion grenades to knock out threatening targets. Living creatures within the concussion grenade's 10-foot burst radius take 4d6 points of nonlethal concussion
damage, or half
damage on a successful Reflex save (DC 15). Concussion grenades do not affect robots or other nonliving creatures.
An EMP grenade releases an electromagnetic pulse that instantly shorts out all electronic devices (including computers) within a 20-foot burst radius. Affected devices remain nonfunctional until repaired (see the Repair
skill description for details).
A fireflush grenade contains a chemical compound that combusts immediately upon contact with oxygen
When a fireflush grenade detonates, it produces geysers of flame that fill a 10-foot burst radius. All creatures and objects within the burst radius take 3d6 points of fire
damage. The blast also ignites
clothing and other flammable items.
The tangler grenade operates on the same principle as the
tangler gun, but targets an area rather than one specific character. Any time a character is struck by a tangler grenade, that character suffers a cumulative -2 penalty to Dexterity. This penalty remains in place until the compound is dissolved.
If the character is struck with enough tangler grenades that the penalty is equal to or greater than his Dexterity, he is immobilized and may take no actions until the compound is dissolved. Dexterity penalties from tangler grenades stack with those from
tangler guns.
Hardened compound dissolves naturally after 8 hours or can be removed by using solvaway chemical or some other spray solvent.
One of the few
melee weapons to be developed in the Fusion Age, the
high frequency sword is made of a durable metal alloy many times tougher than steel. Inside the blade itself, and controlled by a switch on the hilt of the weapon, are microscopic machines that cause the blade to vibrate at incredibly high speeds. Though the wielder of the weapon is shielded from these vibrations by a soft hilt, any character or object struck by the
high frequency sword finds that the weapon is given extra cutting power thanks to its technological
enhancements.
Laser weapons come in many shapes and sizes, from pistols to rifles and other
longarms. Many different forms of technology can be used to create
laser weapons, resulting in many different forms of lasers; short, self-contained beams are as common as longer, solid stream lasers, while others produce spherical balls of energy and others fire laser rings. The coloration and noise created by the laser may vary, but the effect is the same.
by power packs.
Though personal grenade launchers were commonly found in the Information Age, the
mini-grenade launcher is somewhat different in that it is reduced to roughly the size of a large pistol. Additionally, the
ammunition it uses, while still as potent as hand-held counterparts, is reduced in size to match the
weapon.
Though shoulder-carried missile launchers were commonly found in the Information Age, the mini-rocket launcher is somewhat different in that it is reduced to roughly the size of a large pistol. Additionally, the
ammunition it uses is reduced in size to match the
weapon.
The
stun baton is a long rod similar to those carried by modern-day police officers, though on one end of the baton a metal cap that emits a pulse of stunning energy when it strikes a target. Any creature hit by a
stun baton takes 1d6 points of bludgeoning
damage and must succeed on a Fortitude save (DC 10 +
damage dealt) or be stunned for 1d4 rounds.
A unique nonlethal
weapon eagerly adopted by
law enforcement agencies around the world, the
tangler gun fires condensed balls of an incredibly sticky compound that can render a target immobile in a few short moments. The
tangler gun fires pellets of an inert compound that, when broken, expand into a gelatinous substance that covers large portions of a target. Unfortunately for the target, the disgusting mess soon becomes more problematic as the compound hardens. Within second, a single pellet no larger than a fingernail has expanded into a ball of goop and then hardened into an immobilizing layer of tough chitin.
Any time a character is struck by a
tangler gun, that character suffers a cumulative -2 penalty to Dexterity. This penalty remains in place until the compound is dissolved.
If the character is struck with enough tangler pellets that the penalty is equal to or greater than his Dexterity, he is immobilized and may take no actions until the compound is dissolved. Dexterity penalties from
tangler guns stack with those from tangler grenades.
Hardened compound dissolves naturally after 8 hours or can be removed by using solvaway chemical or some other spray solvent.
Table: Progress Level 6 Ranged Weapons
|
Weapon1
|
Damage
|
Critical
|
Damage Type
|
Range Increment
|
Rate of Fire
|
Magazine
|
Size
|
Weight
|
Purchase DC
|
Restriction
|
Laser pistol |
2d8
|
20
|
Fire
|
40 feet
|
S
|
50 box
|
Medium
|
3 lb.
|
17
|
Lic (+1)
|
Laser rifle |
3d8
|
20
|
Fire
|
80 feet
|
S, A
|
50 box
|
Large
|
8 lb.
|
19
|
Res (+2)
|
Laser sniper rifle |
3d8
|
20
|
Fire
|
120 feet
|
S
|
50 box
|
Large
|
14 lb.
|
21
|
Res (+2)
|
Mini-grenade launcher
|
Varies2
|
20
|
Varies2
|
70 feet
|
Single
|
1 int.
|
Medium
|
4 lb.
|
20
|
Mil (+3)
|
Mini-rocket launcher |
Varies2
|
20
|
Varies2
|
150 feet
|
Single
|
1 int.
|
Medium
|
5 lb.
|
23
|
Mil (+3)
|
Tangler gun
|
Special
|
-
|
-
|
20 feet
|
S, A
|
20 box
|
Large
|
8 lb.
|
16
|
Lic (+1)
|
1 All weapons listed in this table require the Personal Firearms Proficiency feat. |
2 Damage and damage type varies depending on the ammunition. |
Table: Progress Level 6 Ammunition Types
|
Ammunition (Quantity)
|
Damage Type
|
Purchase DC
|
Restriction
|
Bio-agent (20) |
Ballistic
|
14
|
Mil (+3)
|
Power pack (50) |
Special1
|
8
|
-
|
1 A power pack powers any ranged weapon that deals energy damage (such as a laser pistol). A power pack does not change the weapon's damage type. |
Table: Progress Level 6 Explosives And Splash Weapons
|
Weapon
|
Damage
|
Critical
|
Damage Type
|
Burst Radius
|
Reflex DC
|
Range Increment
|
Size
|
Weight
|
Purchase DC
|
Restriction
|
Grenade, concussion
|
4d6 nonlethal
|
-
|
Concussion
|
15 ft.
|
15
|
10 ft.
|
Tiny
|
1 lb.
|
15
|
Mil (+3)
|
Grenade, EMP
|
Special1
|
-
|
Electricity
|
20 ft.
|
15
|
10 ft.
|
Small
|
2 lb.
|
16
|
Mil (+3)
|
Grenade, fireflush
|
3d6
|
-
|
Fire
|
10 ft.
|
15
|
10 ft.
|
Small
|
2 lb.
|
18
|
Res (+2)
|
Grenade, tangler
|
Special1
|
-
|
-
|
5 ft.
|
12
|
10 ft.
|
Tiny
|
1 lb.
|
14
|
Lic (+1)
|
1 See the weapon description for details. |