The following
weapons are available at PL 7 and later.
Deflecting
ammunition creates a
gravity deflection field that causes the bullets to bounce off walls. When used properly, deflecting
ammunition can be bounced around any barrier, around corners, underneath
vehicles, and so forth for maximum penetration potential.
Ammunition, Plasma-Coated
Each round of seeker
ammunition contains a microscopic computer and
gravity-bending generators. When seeking
ammunition leaves the chamber, it immediately detects the distance to its current target. If that target moves, the
gravity generators nudge the bullet into a new trajectory to intercept its target at its new location. Seeking
ammunition grants a +1 bonus on all ranged attacks.
A
concussion rifle fires an artificial
gravity pulse at the target with enough force to hurl it through the air (along a path away from the shooter). The discharged
gravity pulse is mostly transparent, but bends light around itself, creating a ripple effect along its path. The pulse deals 2d10 points of concussion
damage with a successful hit. In addition, the target is thrown back 5 feet for every 5 points of
damage dealt by the
weapon. The target must also succeed in a Fortitude save (DC =
damage dealt) or be knocked prone. If the thrown target strikes a wall or other solid surface, it takes
damage as though it had fallen from a height equal to the number of feet it was thrown back.
Modeled after the medieval mace, this
weapon has a miniature artificial
gravity generator embedded in its alloy head, which increases in mass at the instant of impact. The rod deals 2d8 points of
damage with each successful hit; half of the
damage is bludgeoning
damage; half is concussive
damage.
The
gravity snare resembles a laser rifle but with two metal prongs where the muzzle should be. When fired, the prongs generate a strip of luminescent white energy that leaps from the end of the rifle toward the target. When the strip of energy strikes a target, the energy bolt bends and creates a ring of gravity around the target.
A creature hit by the
gravity ring must succeed in a Reflex save (DC 13) to avoid its effects. On a failed save, the target is entangled and unable to move for 1d6 rounds, until the
gravity ring dissipates. An entangled creature can escape the
gravity ring with a successful Escape Artist check (DC 40) or break free with a successful Strength check (DC 30).
This grenade releases a cloud of gas that dissolves organic matter, dealing 2d6 points of
acid damage per round to all living creatures and organic materials in a 5-foot-radius burst. Suspended in an artificial
gravity well, the cloud persists until the
gravity well collapses after 1 minute. The
gravity well prevents even strong winds from dispersing the
acid cloud.
When this grenade detonates, it releases incredible gravitational forces. All creatures within a 10-foot-radius burst are crushed for 6d6 points of bludgeoning
damage. A successful Reflex save (DC 15) halves the
damage.
A stun grenade deals no
damage, but any creature within its 15-foot burst radius that fails a Reflex save (DC 18) must immediately make a Fortitude save (DC 15) or be stunned for 1d4 rounds. A creature that succeeds on the Reflex save is not required to make a Fortitude save and is unaffected by the grenade. A stun grenade has no effect on robots and other creatures immune to stunning effects.
Plasma occurs when gases become electrically charged after losing electrons.
Plasma weapons condense this electrically charged gas into a destructive force that can eat through solid objects and cause severe
damage. Like laser weapons,
plasma weapons come in many varieties. Most
plasma weapons generate their destructive
ammunition by superheating gasses held inside specialized power packs and then compressing those gasses into a
focused plasma round.
The
Gravity Age
rail gun uses
gravity pulses, not magnets, to propel a projectile at high velocities. Metal shards are accelerated along the
rail gun's length, leaving the barrel at an extremely high velocity.
Table: Progress Level 7 Ranged Weapons
|
Weapon1
|
Damage
|
Critical
|
Damage Type
|
Range Increment
|
Rate of Fire
|
Magazine
|
Size
|
Weight
|
Purchase DC
|
Restriction
|
Concussion rifle
|
2d10 + special
|
20
|
Concussion
|
20 feet
|
S
|
-
|
Large
|
6 lb.
|
22
|
Lic (+1)
|
Gravity snare
|
Special
|
-
|
-
|
30 feet
|
S
|
-
|
Large
|
7 lb.
|
17
|
Lic (+1)
|
Plasma pistol |
2d10
|
20
|
Fire
|
40 feet
|
S
|
50 box
|
Medium
|
3 lb.
|
17
|
Lic (+2)
|
Plasma rifle |
3d10
|
20
|
Fire
|
80 feet
|
S, A
|
50 box
|
Large
|
8 lb.
|
19
|
Res (+2)
|
Rail gun
|
3d12
|
20
|
Ballistic
|
100 feet
|
S
|
20 box
|
Large
|
18 lb.
|
24
|
Mil (+3)
|
1 All weapons listed in this table require the Personal Firearms Proficiency feat. |
Table: Progress Level 7 Melee Weapons
|
Weapon1
|
Damage
|
Critical
|
Damage Type
|
Range Increment
|
Size
|
Weight
|
Purchase DC
|
Restriction
|
Concussion rod
|
2d8
|
20
|
Bludgeoning/Concussion
|
-
|
Medium
|
3 lb.
|
17
|
-
|
1 All weapons listed in this table require the Simple Weapons Proficiency feat. |
Table: Progress Level 7 Ammunition Types
|
Ammunition (Quantity)
|
Damage Type
|
Purchase DC
|
Restriction
|
Deflecting (20) |
Ballistic
|
12
|
Lic (+1)
|
Plasma-coated (20) |
Ballistic/Fire
|
13
|
Res (+2)
|
Rail gun shards (20) |
Ballistic
|
10
|
-
|
Seeker (20) |
Ballistic
|
15
|
Res (+2)
|
Table: Progress Level 7 Explosives And Splash Weapons
|
Weapon
|
Damage
|
Critical
|
Damage Type
|
Burst Radius
|
Reflex DC
|
Range Increment
|
Size
|
Weight
|
Purchase DC
|
Restriction
|
Grenade, dissolver
|
2d6
|
-
|
Acid
|
5 ft.
|
15
|
10 ft.
|
Small
|
2 lb.
|
14
|
Res (+2)
|
Grenade, gravitic
|
6d6
|
-
|
Bludgeoning
|
10 ft.
|
15
|
10 ft.
|
Tiny
|
1 lb.
|
20
|
Mil (+3)
|
Grenade, stun
|
Special1
|
-
|
-
|
10 ft.
|
18
|
10 ft.
|
Tiny
|
1 lb.
|
17
|
Mil (+3)
|
1 See the weapon description for details. |
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