|
Armor Type Table
|
Armor
Type
|
Cost
|
Armor
Bonus
|
Max
Dex
|
Armor
Check
|
Spell
Failure
|
Speed
|
Wt.
|
|
Clothing
|
|
|
|
|
|
|
|
|
Padded Spidersilk
|
1,000 gp
|
+4
|
|
|
|
30 ft.
|
2 lb.
|
|
TopTech Armorcloth
|
250 gp
|
+4
|
+8
|
0
|
|
30 ft.
|
5 lb.
|
|
RDA Leather Line
|
300 gp
|
+4
|
+8
|
0
|
|
30 ft.
|
5 lb.
|
|
SK Safety Styles
|
400 gp
|
+4
|
|
0
|
|
30 ft.
|
5 lb.
|
|
Light
Armor
|
|
|
|
|
|
|
|
|
Arming Doublet or Padding
|
5 gp
|
+1
|
+8
|
0
|
5%
|
30 ft.
|
10 lb.
|
|
Cuir-boulli Leather
|
10 gp
|
+2
|
+6
|
0
|
10%
|
30 ft.
|
15 lb.
|
|
Studded Leather
|
25 gp
|
+3
|
+5
|
-1
|
15%
|
30 ft.
|
20 lb.
|
|
Chain Shirt
|
100 gp
|
+4
|
+4
|
-2
|
20%
|
30 ft.
|
25 lb.
|
|
Half-chain
|
125 gp
|
+4
|
+5
|
-1
|
15%
|
30 ft
|
20 lb.
|
|
Elven Chain Shirt
|
1,100 gp
|
+4
|
+6
|
0
|
10%
|
30 ft.
|
10 lb.
|
|
Elven Chainmail, Traditional
|
4,150 gp
|
+5
|
+4
|
-2
|
20%
|
30 ft.
|
20 lb.
|
| Armor
Vest |
375
gp
|
+5
|
+5
|
0
|
5
|
30
ft
|
8
lb
|
|
TopTech
Armorcloth Plus
|
500
gp
|
+6
|
+6
|
-1
|
10%
|
30
ft.
|
10
lb.
|
|
RDA Bronze
Dragonscale
|
450
gp
|
+6
|
+6
|
-1
|
10%
|
30
ft.
|
8
lb.
|
|
SK-6 Combat
Clothing
|
650
gp
|
+6
|
+6
|
0
|
10%
|
30
ft.
|
8
lb.
|
|
Wonderwood Elven Mail
|
2,250 gp
|
+7
|
+6
|
-1
|
10%
|
30 ft.
|
15 lb.
|
|
Medium
Armor
|
|
|
|
|
|
|
|
|
Scale mail
|
50 gp
|
+4
|
+3
|
-4
|
25%
|
20 ft.
|
30 lb.
|
|
Partial
laced armor
|
50
gp
|
+4
|
+4
|
-3
|
25%
|
20
ft.
|
30
lb.
|
|
Chain mail
|
150 gp
|
+5
|
+2
|
-5
|
30%
|
20 ft.
|
40 lb.
|
|
Breastplate & Vambraces
|
200 gp
|
+5
|
+3
|
-4
|
25%
|
20 ft.
|
25 lb.
|
|
Reinforced Half-chain
|
250 gp
|
+5
|
+4
|
-2
|
20%
|
20 ft.
|
25 lb.
|
|
Dwarven Adamant Breastplate
|
5,200 gp
|
+5
|
+3
|
-3
|
25%
|
20 ft.
|
25 lb.
|
| SK-7
Combat Armor |
2,100
gp
|
+7
|
+6
|
-1
|
10%
|
20
ft.
|
12
lb.
|
| TopTech
Combat Armor |
3,750
gp
|
+9
|
+5
|
-3
|
20%
|
20
ft.
|
25
lb.
|
| RDA
Silver Dragonscale |
3,200
gp
|
+9
|
+5
|
-3
|
20%
|
20
ft.
|
20
lb.
|
| SK-9
Combat Armor |
3,800
gp
|
+9
|
+5
|
-2
|
20%
|
20
ft.
|
20
lb.
|
| Amazon
Girding* |
750
gp
|
+9
|
+6
|
-1
|
15%
|
20
ft.
|
25
lb.
|
|
Battle Dress (Wolverine) °
|
NA
|
+10
|
+4
|
-4
|
25%
|
20 ft.
|
30 lb.
|
|
Heavy
Armor
|
|
|
|
|
|
|
|
|
Splint mail
|
200 gp
|
+6
|
+0
|
-7
|
40%
|
20 ft.*
|
45 lb.
|
|
Chain-lamellar
|
225 gp
|
+6
|
+1
|
-6
|
35%
|
20 ft.*
|
40 lb.
|
|
Banded mail
|
250 gp
|
+6
|
+1
|
-6
|
35%
|
20 ft.*
|
35 lb.
|
|
Half-plate
|
600 gp
|
+7
|
+0
|
-7
|
40%
|
20 ft.*
|
50 lb.
|
|
Great armor (o-yoroi)
|
1,000 gp
|
+7
|
+2
|
-5
|
40%
|
20 ft.*
|
45 lb.
|
|
Full Plate armor
|
1,500 gp
|
+8
|
+1
|
-6
|
35%
|
20 ft.*
|
50 lb.
|
|
Dwarven Adamant Plate
|
16,500 gp
|
+8
|
+1
|
-5
|
20%
|
20 ft.
|
25 lb.
|
|
Duralloy Plate armor
|
3,000 gp
|
+10
|
+1
|
-4
|
25%
|
20 ft.*
|
30 lb.
|
| RDA
Gold Dragonscale |
7,500
gp
|
+12
|
+2
|
-4
|
35%
|
20
ft.*
|
50
lb.
|
|
Rael Armor°
|
NA
|
+16
|
+4
|
-3
|
25%
|
20 ft.*
|
50 lb.
|
° For reference only; cannot be purchased. Note
that Rael armor confers hardness 10 on its wearer.
* Normally crafted for members of the Amazon Sorority only.
Shaded items are no longer in common use, having
been replaced by more modern forms of protection. See also the Exotic
Metals file.
|
Kzin
Armor Type
|
Cost
|
Armor
Bonus
|
Max
Dex
|
Armor
Check
|
Spell
Failure
|
Speed
|
Wt.
|
|
Kzin
Irridesium Mail
|
400
gp
|
+6
|
+4
|
-1
|
20%
|
40
ft.
|
30
lb.
|
| Kzin
Battle Suit |
500
gp
|
+7
|
+6
|
-1
|
10%
|
40
ft.
|
20
lb.
|
|
Kzin Irridesium Breastplate
|
500 gp
|
+8
|
+4
|
-3
|
25%
|
30 ft.
|
50 lb.
|
| Kzin
Combat Armor |
3,750
gp
|
+10
|
+5
|
-3
|
20%
|
30
ft.
|
50
lb.
|
|
Kzin Irridesium Plate
|
3,750 gp
|
+10
|
+2
|
-5
|
35%
|
30 ft.*
|
100 lb.
|
| Kzin
Shock Armor |
25,000
gp
|
+13
|
+2
|
-5
|
35%
|
30
ft.*
|
100
lb.
|
Melee Weapons, Martial
|
Weapon
Type
|
Cost
|
Damage
|
Critical
|
Special
|
Weight
|
Type
|
|
Keenblade
treatment
|
x5
|
no
change
|
x2
range
|
+1
to hit
|
|
Pierce/Slash
|
|
Fineblade
|
100 gp
|
1d8
|
18-20/x2
|
|
3 lb.
|
Pierce/Slash
|
|
Fineblade (keenblade)
|
500 gp
|
1d8
|
15-20/x2
|
|
3 lb.
|
Pierce/Slash
|
|
Kzin Twohander
|
75 gp
|
2d8
|
19-20/x2
|
|
20 lb.
|
Slashing
|
Melee Weapons, Exotic
|
Weapon
Type
|
Cost
|
Damage
|
Critical
|
Special
|
Weight
|
Type
|
|
Katana
|
350 gp
|
1d10
|
19-20/x2
|
|
4 lb
|
Pierce/Slash
|
|
Katana (keenblade)
|
1750 gp
|
1d10
|
17-20/x2
|
|
4 lb
|
Pierce/Slash
|
|
Lajatang
|
90 gp
|
1d8
|
19-20/x2
|
|
7 lb.
|
Slashing
|
|
Sai
|
10 gp
|
1d4
|
x2
|
|
2 lb.
|
Bludgeon
|
Ranged Weapons, Simple
|
Weapon
Type
|
Cost
|
Damage
|
Critical
|
Range
Increment
|
Weight
|
Type
|
|
Tiny
|
|
|
|
|
|
|
|
Boltcaster, hand
|
100 gp
|
1d8
|
19-20/x2
|
60 ft.
|
3 lb.
|
Piercing
|
|
Bolts, hand (10)
|
5 gp
|
|
|
|
1 lb.
|
|
|
Firebolts, any size
|
+25 gp ea
|
+1d6
fire each
|
|
|
|
|
|
Foxdarter
|
varies
|
special
|
x2
|
special
|
1
lb.
|
Force
|
| RDA
L1 Stun Pistol |
400
gp
|
2d8
|
x2
|
100
ft.
|
2
lb.
|
Non-lethal
|
| RDA
Mk I Phaser° |
2000
gp
|
2d10
|
x2
|
100
ft.
|
2
lb.
|
Force
|
| Surestop-10
Taser |
250
gp
|
stun
|
|
20
ft.
|
1
lb.
|
Electrical
|
|
Small
|
|
|
|
|
|
|
| AzTech
Laser Pistol |
2200
gp
|
2d10
|
x2
|
100
ft.
|
2
lb.
|
Fire
|
| Fairlight-6
Gauss Pistol° |
3000
gp
|
2d8
|
x3
|
150
ft.
|
6
lb.
|
Piercing
|
| K12
Slug Pistol |
600
gp
|
2d6
|
x3
|
50
ft.
|
4
lb.
|
Piercing
|
| K14
Slug Pistol |
800
gp
|
2d8
|
x3
|
50
ft.
|
5
lb.
|
Piercing
|
| Prrarir
Blaster Pistol° |
2400
gp
|
3d8
|
x2
|
100
ft.
|
3
lb.
|
Electricity
|
| Prrarir
Laser Pistol |
1500
gp
|
2d10
|
x2
|
120
ft.
|
2
lb.
|
Fire
|
| RDA
L2 Stun Pistol |
450
gp
|
2d10
|
x2
|
100
ft.
|
2
lb.
|
Non-lethal
|
| SK-LP
Laser Pistol |
2800
gp
|
2d10
|
x2
|
100
ft.
|
2
lb.
|
Fire
|
|
Medium-size
|
|
|
|
|
|
|
|
Boltcaster, light
|
80 gp
|
1d10
|
19-20/x2
|
120 ft.
|
8 lb.
|
Piercing
|
|
Bolts, light (10)
|
5 gp
|
|
|
|
1 lb.
|
|
| K20
Slug Carbine |
600
gp
|
2d8
|
x3
|
200
ft.
|
8
lb.
|
Piercing
|
| Prrarir
Laser Carbine |
2100
gp
|
3d8
|
x2
|
150
ft.
|
7
lb.
|
Fire
|
| RDA
L4 Stun Carbine |
600
gp
|
3d8
|
x2
|
180
ft.
|
8
lb.
|
Non-lethal
|
|
Large
|
|
|
|
|
|
|
|
Boltcaster, heavy
|
200 gp
|
2d6
|
19-20/x2
|
180 ft.
|
12 lb.
|
Piercing
|
|
Bolts, heavy (10)
|
5 gp
|
|
|
|
1 lb.
|
|
|
Electric Rifle EM-61
|
150 gp
|
1d12
|
x3
|
150 ft.
|
10 lb.
|
Piercing
|
|
Electric Rifle EM-63
|
300 gp
|
1d12
|
x3
|
200 ft.
|
6 lb.
|
Piercing
|
|
EM-61/63 Bullets (20)
|
30 gp
|
|
|
|
2 lb.
|
|
| Fairlight-8
Gauss Rifle° |
4500
gp
|
3d12
|
x3
|
250
ft.
|
10
lb.
|
Piercing
|
| Prrarir
Laser Rifle |
2400
gp
|
3d10
|
x2
|
200
ft.
|
8
lb.
|
Fire
|
| RDA
L5 Stun Rifle |
800
gp
|
3d10
|
x2
|
240
ft.
|
9
lb.
|
Non-lethal
|
| K21
Slug Rifle |
900
gp
|
2d10
|
x3
|
250
ft.
|
12
lb.
|
Piercing
|
Ranged Weapons, Martial
|
Weapon
Type
|
Cost
|
Damage
|
Critical
|
Range
Increment
|
Weight
|
Type
|
|
Tiny
|
|
|
|
|
|
|
| Surestop-22
Taser |
550
gp
|
stun
|
|
20
ft.
|
2
lb.
|
Electricity
|
|
Small
|
|
|
|
|
|
|
| RDA
Mk III Phaser° |
5200
gp
|
2d10
|
x2
|
120
ft.
|
4
lb.
|
Force
|
| SK-ALP
Autolaser |
3800
gp
|
2d10
|
x2
|
100
ft.
|
3
lb.
|
Fire
|
|
Medium-size
|
|
|
|
|
|
|
| AzTech
Assault Carbine |
900
gp
|
2d6
|
x3
|
150
ft.
|
6
lb.
|
Piercing
|
| AzTech
Autolaser |
3000
gp
|
2d10
|
x2
|
100
ft.
|
5
lb.
|
Fire
|
| Fairlight-11
Assault Carbine° |
6000
gp
|
2d12
|
x3
|
150
ft.
|
9
lb.
|
Piercing
|
| KM-22-M
Assault Carbine |
1600
gp
|
2d6
|
x3
|
150
ft.
|
6
lb.
|
Piercing
|
| Prrarir
Assault Blaster° |
6000
gp
|
4d8
|
x2
|
150
ft.
|
9
lb.
|
Electricity
|
| RDA
ACR Combat Rifle |
450
gp
|
2d8
|
x3
|
150
ft.
|
8
lb.
|
Piercing
|
| RDA
ACR Micro-grenades |
25
gp
|
4d6
|
|
100
ft.
|
|
Sonic
& Bludgeon
|
| RDA
Mk II Phaser° |
12000
gp
|
3d10
|
x2
|
200
ft.
|
8
lb.
|
Force
|
| SK-UAL
Urban Assault Laser |
9500
gp
|
3d10
|
x2
|
100
ft.
|
6
lb.
|
Fire
|
|
Large
|
|
|
|
|
|
|
| AzTech
Assault Rifle |
1200
gp
|
2d8
|
x3
|
150
ft.
|
8
lb.
|
Piercing
|
| AzTech
Combat Laser |
6400
gp
|
3d10
|
x2
|
250
ft.
|
8
lb.
|
Fire
|
|
Electric Rifle EM-64
|
750 gp
|
1d12
|
x3
|
200 ft.
|
8 lb.
|
Piercing
|
|
EM-64 Bullets (50)
|
80 gp
|
|
|
|
2 lb.
|
|
| Fairlight-15
Combat Rifle° |
7500
gp
|
3d12
|
x3
|
250
ft.
|
14
lb.
|
Piercing
|
| KM-25-M
Assault Rifle |
1800
gp
|
2d8
|
x3
|
150
ft.
|
8
lb.
|
Piercing
|
| Prrarir
Advanced Combat Blaster° |
8000
gp
|
4d10
|
x2
|
200
ft.
|
10
lb.
|
Electricity
|
| RDA
HAR Heavy Autorifle |
600
gp
|
2d10
|
x3
|
150
ft.
|
7
lb.
|
Piercing
|
| SK-HLR
Laser Rifle |
4500
gp
|
3d12
|
x2
|
300
ft.
|
12
lb.
|
Fire
|
| SK-CLR
Combat Laser Rifle |
7800
gp
|
3d10
|
x2
|
250
ft.
|
8
lb.
|
Fire
|
° Restricted; cannot currently be purchased. Ask
DM for details.
Weapons in italics are capable of fully automatic fire.
All Schniedarkraft (SK) products are masterwork items and prices
reflect this.
Weapon Descriptions
Blaster
Weapons (simple/martial, ranged, technical proficiency required):
The Prrarir Corporation of the Prreshtuwan Federation produces several
models of particle accelerator weapons, typically called "blasters."
Blasters hit their targets with high energy packets of charged particles
causing damage through intense heat, cellular disruption, and electro-magnetic
pulse effects. Martial blaster weapons are usually fully automatic.
Blaster weapons use energy cells (25 gp cost) that give simple weapons
15 shots before a new cell is needed. Cells for martial weapons
cost 100 gp and provide energy for 30 shots. Blasters come standard
with a low power laser sight, giving a +1 circumstance bonus on
attack rolls. Blaster weapon sales are restricted and a tightly
controlled by the Federation. They are not available for purchase
under normal circumstances.
Boltcaster
(simple, ranged): The boltcaster is a dwarven weapon manufactured
by the Klangsmitt Clan of Technikor. It operates by using a magically
enhanced spring to propel a sharp, armor-piercing bolt at its target.
The boltcasters listed here are standard semiautomatic versions,
using a handy thumb lever to load a new bolt after each shot. Like
crossbows, boltcasters are simple point-and-shoot weapons. They
come equipped with safety catches to reduce the likelihood of unwanted
weapon discharge. Loading a boltcaster is a standard action that
requires two hands. Unlike a crossbow, however, loading a boltcaster
is simpler, and does not provoke an attack of opportunity.
Each
type of boltcaster uses its own properly-fitted bolts. The hand
boltcaster is a Tiny weapon. It can be easily concealed under cloaks
or outer garments. The light boltcaster is a medium-sized weapon
the size of a light crossbow stock, but slightly heavier, and is
the standard version for routine use. The heavy boltcaster is a
Large weapon about the size of a heavy crossbow stock and slightly
heavier.
Firebolts
incorporate a small amount of a mixture like alchemist's fire
into the tip of each bolt. Each bolt does an extra 1d6 fire
damage to whatever it hits. Each bolt costs 25 gp, in addition
to the standard cost of the ammunition for the size of boltcaster
used.
Electric
Rifle (simple/martial, ranged, technical proficiency required):
The Sony clan has been experimenting with this magitech weapon for
at least thirty years. While they do not consider it perfected,
they have managed to produce a weapon that is capable of respectable
combat performance. The electric rifle uses electromagnets to propel
a steel bullet at great speeds. The electricity is provided by small
sunbox batteries packed at the end of each cartridge. The cartridges
are about 1/3 of an inch in diameter and three inches long. When
the special firing prongs make contact with the battery terminals,
the rifle fires with a Zapp! noise and launches the bullet. All
versions are autoloaders, and offer sustained semiautomatic fire.
Fully automatic fire is possible with the Sony EM-64 version, a
martial weapon. Each of the EM series weapons are Medium-sized weapons.
Users are advised to save the spent sunbox cartridges where possible
to receive a 50% discount on reloads.
Fairlight-n
Gauss Weapons (simple/martial, ranged, technical proficiency
required): Fairgrove Industries of Shinantra manufactures several
models of hyper-velocity projectile weapons. These weapons use an
electro-magnetic pulse to throw a metallic slug at extremely high
velocities. Typically called railguns or gauss weapons, these weapons
are almost as effective as energy weapons. Martial gauss weapons
are fully automatic. Gauss weapons use energy cells that provide
power for 50 shots before a new cell is needed. Projectiles are
small caliber needle-nosed slugs that come 50 to a cartridge. Cartridges
(50 gp cost) are packed with an energy cell for convenience. Fairgrove
weapons come standard with a low power laser sight, giving a +1
circumstance bonus on attack rolls. Fairgrove Industries currently
sells weapons only to closely allied elves.
Fineblade
(martial, melee): First crafted by elven smiths, the fineblade
is now in use throughout demihuman lands. It is a finely crafted
rapier with a slightly heavier blade of a fine and more flexible
alloy. Masterwork fineblades are usually made from mithral, or even
irridesium. Proficiency in the rapier is interchangable with proficiency
in the fineblade, and vice versa. The fineblade is a light weapon
and may be used with the Weapon Finesse feat.
Foxdarter
(magic, ranged): The foxdarter is a magical Wondrous Item that
emits darts of force. It can be considered a ranged weapon because
a ranged touch hit roll is required. Follow
this link for details.
Katana
(exotic, melee): As described in the Dungeon Master's Guide,
the katana is essentially a version of a masterwork bastard sword.
As such, it has the masterwork +1 situation bonus to hit. It can
be used as either a slashing or piercing weapon, as needed. Because
its one-handed use and different techniques for slashing and piercing
attacks require special training, it is an exotic weapon.
Keenblade
Treatment: Weapons can be created with a reinforced molecular
structure that binds a coating of industrial diamond to the blade
of a slashing or piercing weapon. As a result, the weapon gains
a +1 circumstance bonus to attack rolls and has its threat range
increased (e.g., 20 becomes 19-20, 19-20 becomes 17-20, and 18-20
becomes 15-20). The circumstance bonus stacks with bonuses for masterwork
quality and enhancement. The keenblade cannot receive further enhancements
to its threat range (e.g., keen weapon enchantment), but works normally
with the Improved Critical feat. This treatment can be applied to
any weapon with a durable metallic blade or penetrating head. The
process must be used in the initial manufacturing process; it cannot
be applied to an existing weapon. A keenblade multiples the normal
cost of the weapon by five.
Kzin
Twohander (martial, melee): As larger creatures,
the kzinti can use larger weapons. Most kzinti use greatswords
that match the size and statistics of the weapon listed in
the Player's Handbook. Some kzinti prefer even larger weapons,
and use the kzin twohander. This weapon has reach, and extends
the user's threatened area out to two squares, but it may
be used within one square. It cannot be used in close combat,
or to make attacks of opportunity in response to an opponent
using an unarmed combat technique (bull rush, grapple, unarmed
attack) if that opponent only has to move into the wielder's
square (a step, as opposed to a move or charge). If the opponent
has to move more than one square to enter close combat, the
wielder of the twohander may take normal attacks of opportunity.
Lajatang
(exotic, melee): The lajatang is a short staff with crescent-shaped
blades on either end. It requires special training to use, and allow
a monk to use his more favorable number of unarmed combat attacks.
It is a double weapon, allowing you to fight as if using a one-handed
weapon and a light weapon (see the "Attacking with Two Weapons"
section in the Player's Handbook, p. 125). The monk may elect to
trade proficiency in another special monk weapon for proficiency
in the lajatang, or can select the Exotic Weapon feat to master
this weapon, as desired.
Laser
Weapons (simple/martial, ranged, technical proficiency required):
There are a variety of companies producing several different types
of directed energy weapons. Lasers use a coherent light beam that
produces intense heat at the point of aim. In addition to causing
severe burns, the sudden heat of a laser discharge boils the fluid
in living tissues, causing more damage than a typical high velocity
slug. Martial laser weapons are usually fully automatic. Laser weapons
use energy cells (25 gp cost) that give simple weapons 20 shots
before a new cell is needed. Cells for martial weapons cost 100
gp and provide energy for 50 shots. Lasers come standard with a
low power laser sight, giving a +1 circumstance bonus on attack
rolls. Schiedarkraft products (abbreviation SK) are masterwork designs
and receive a +1 enhancement bonus on attack rolls.
Phaser
Weapons (simple/martial, ranged, technical proficiency required):
The Royal Dragon Armaments of Lebensbrüke produce several
types of advanced energy weapons based on the principles of phased
kinetic pulses. These weapons do force damage and can be set to
do non-lethal subdual damage, instead of lethal damage, as the user
requires. Phasers come standard with a low power laser sight, giving
a +1 circumstance bonus on attack rolls. All energy weapons, including
phasers, produced or sold within Lebensbrüke have biolocks
to prevent unauthorized use. Phasers are restricted weapons, not
normally available for sale to the public.
Sai
(exotic, melee): The sai is a blunt weapon with side prongs
that can be used to trap opponents' weapons. It had its origins
as a farming tool, and is one of the monk's special weapons, allowing
her to use her more favorable unarmed number of attacks and other
modifiers. Monks are proficient in the sai without further expenditure
of feats. Using a sai to trap, disarm, or parry an opponent's weapon
gains a +4 situation bonus to the opposed attack roll. As light
weapons, sais are also often used in pairs.
Royal
Dragon Armaments Slugthrowers (simple/martial, ranged, technical
proficiency required): The Royal Dragon Armaments corporation
produces low cost slug throwers for regular troops in its armed
forces. These are sturdy, well-designed, reliable weapons that can
take a beating in the field and keep on working. Some models are
capable of fully automatic fire; these are martial weapons. The
RDA ACR combat rifle also includes a micro-grenade launcher and
rangefinder sight. Microgrenades burst in a 10 foot radius for 4d6
damage, half sonic and half bludgeoning (air). The microgrenade
magazine holds six rounds and must be reloaded manually. All RDA
weapons come equipped with a low-power laser sight, giving a +1
circumstance bonus on attack rolls. RDA slug throwers have biolocks
to prevent unauthorized use.
Stun
Weapons (simple, ranged, technical proficiency required):
The Royal Dragon Armaments corporation of Lebensbrüke produces
several personal defense weapon models that rely on lower-powered
phaser principles to do non-lethal subdual damage. This only affects
creatures who could be affected by non-lethal damage; creatures
immune to critical hits are also immune to subdual damage. Stunners
come standard with a low power laser sight, giving a +1 circumstance
bonus on attack rolls. All stunners have biolocks to prevent unauthorized
use. Stunners are becoming quite popular in Jaastenland as the Royal
Dragon Armaments corporation produces and sells them at reasonable
prices.
Surestop-15
Taser (simple, ranged): The Surestop-15 is a handheld
taser weapon for personal protection. It fires a pair of light,
reusable darts that attach to a target's skin or clothing (metal
armor or shields offer no protection, but other armor and natural
armor does). The wires trailing from the darts deliver electrical
current, using the two attached darts as contacts to complete the
circuit. This partially paralyzes the target's voluntary muscles.
The target falls prone and is considered stunned unless it makes
a DC 15 Fort save. This save must be made each round while the darts
are attached and the user has the trigger depressed. The stun can
be maintained each round as a standard action by the user, who must
remain attentive and within wire range of the target (a maximum
of 60 ft.). The wires automatically retract into the taser when
removed from the target. The target can remove the darts with a
DC 12 Reflex save or Escape Artist check or break the wires with
a DC 12 Strength check. Each of these escape methods requires a
standard action. A target sustains no lasting damage from a taser
hit. The taser operates for 10 minutes of charge on a battery.
Surestop-22
Taser (martial, ranged): The Surestop-22 is a handheld
taser weapon for law enforcement. It operates in the same way that
the Surestop-10 does, but has a more powerful effect. This model
requires a DC 22 Fort save to avoid the stunning effect. In addition
to the darts, the Sureshot-22 can be used as a melee touch weapon
to deliver the stun, with the same required save. The battery lasts
for 20 minutes of use. Range, removal of the darts, and other characteristics
are the same as the Surestop-15, but this model is only available
to security and law enforcement buyers.
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