UNIVERSAL WEAPON GADGETS

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

 

Autofire Module

Some firearms and energy weapons are capable of firing in singleshot, semiautomatic or rapid-fire forms only. The autofire module gadget allows these weapons to be fired as automatic weapons.

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.

 

Bipod Mount
Some heavier weapons are impossible to properly carry and fire without ludicrously high Strength or, more commonly, a bipod. A bipod takes an attack action that does not provoke an attack of opportunity to set up or break down, and it prevents the user from moving while deployed, except for five-foot steps: however, when deployed it allows the user to treat his Strength as 4 higher for the purposes of any Strength requirement the weapon has.
Restrictions: Ranged heavy weapon with Strength prerequisite only.
Purchase DC Modifier: +1

 

Booby Trapped

Those characters with a more paranoid outlook 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 owner 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 that can use the weapon safely without triggering the trap. Additionally, the character must select a single trap from the list below.

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. This damage is dealt to the hands so a target with gauntlets does not suffer the damage but a target without suffers the damage irrespective of the body armour worn.

Electric Shock: Power cells in the weapon’s grip discharge and deal 1d6 points of DRP 5 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 for more information on the effects of stun shocks.

Trigger Integrated Weapon: An integrated weapon is triggered and targets the unauthorized user. This trap requires that the weapon make use of the combi-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.

 

Combi-Weapon

Some weapons are capable of serving multiple purposes by integrating two types of weapon into one. This can encompass everything 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 it is common practice to have a primary ‘weaker’ weapon and a secondary power weapon. A combi bolter/plasgun for instance is quite popular. The secondary weapons normally have a reduced ammunition capacity because of the restrictive size when two weapons are fused. GMs can rule the weapon must double its energy consumption or halve its cartridge size based on the combination desired. 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.

 

Genetic Tags

Some IG Commanders and some Adeptus Arbite Courthouse Marshalls 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 person to whom the weapon is assigned, immediately identifying the attacker to any forensic analysis.

Restrictions: Ranged piercing weapons only.

Purchase DC Modifier: +2.

 

Heavy Suspensor
Some heavier weapons are impossible to properly carry and fire without ludicrously high Strength or, more commonly, some sort of mount. This modification utilizes the latest in miniaturized anti-grav technology to effectively reduce the weight of the weapon. A heavy suspensor takes an attack action that does not provoke an attack of opportunity to set up or turn off, and it prevents the user from moving while deployed, except for five-foot steps: however, when deployed it allows the user to ignore any Strength requirement the weapon has.
Restrictions: Ranged heavy weapon with Strength prerequisite only.
Purchase DC Modifier: +4

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.

 

Laser Sight, Red-Dot

This small laser mounts on a firearm, and projects a tiny red dot on the weapon’s target. A laser sight grants a +1 equipment bonus on all attack rolls made against targets no farther than 30 feet away. However, a laser sight can’t be used outdoors during the daytime. A character can spot the red dot of a laser sight with a DC 15 Spot check if the weapon user is trying to spend a turn taking aim at the character.

Restrictions: Ranged weapons only.

Purchase DC Modifier: +1.


Light Suspensor
Some heavier weapons are impossible to properly carry and fire without ludicrously high Strength or, more commonly, some sort of mount. This modification utilizes the latest in miniaturized anti-grav technology to effectively reduce the weight of the weapon. A light suspensor allows the user to treat his Strength as 4 higher for the purposes of any Strength requirement the weapon has.
Restrictions: Ranged heavy weapon with Strength prerequisite only.
Purchase DC Modifier: +4

 

Scope, Electro-Optical

An electro-optical scope functions the same as a standard scope in normal light. In darkness, however, the user sees through it as if he or she had the darkvision ability granted by night vision goggles.

Restrictions: Ranged weapons only.

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). Note that unlike the standard scope the Rangefinding Laser Scope does not need to spen an attack action acquiring a target. Additionally, the scope also sends out an invisible laser that can determine 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: +2.

 

Scope, Standard

A scope is a sighting device that makes it easier to hit targets at long range. However, although a scope magnifies the image of the target, it has a very limited field of view, making it difficult to use. A standard scope increases the range increment for a ranged weapon by one-half (multiply by 1.5). However, to use a scope a character must spend an attack action acquiring his or her target. If the character changes targets or otherwise lose sight of the target, he or she must reacquire the target to gain the benefit of the scope.

Restrictions: Ranged 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 software, allowing on-the-fly computer analysis and dissection of battlefield images. Some video scopes are capable of receiving broadcast 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. In addition to its comfort and communication benefits a video scope confers the same benefits as a rangefinding scope and an electro-optical scope.

Restrictions: Ranged weapons only.

Purchase DC Modifier: +3.

 

Self-Repairing

The self-repairing gadget implements nanotechnology in its infancy to repair minor problems with any piece of equipment. Whenever the equipment is damaged, the self-repairing gadget immediately issues commands to a set of nanites that move to the problem spot and begin making repairs. The gadget repairs one point of damage per minute to the equipment.

Restrictions: None.

Purchase DC Modifier: +6.

 

Sound Suppressor

Similar to the technology that produced the silent suit, the sound suppressor gadget is the 41st Millenium 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 all energy and atomic 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. Sound suppression is not available to weapons of the explosive type.

Restrictions: Ranged weapons only.

Purchase DC Modifier: +3.

 

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: Light weapons only.

Purchase DC Modifier: +2

 

Standard Suppressor

A suppressor fits on the end of a firearm, capturing the gases traveling at supersonic speed that propel a bullet as it is fired. This eliminates the noise from the bullet’s firing, dramatically reducing the sound the weapon makes when it is used. For handguns, the only sound is the mechanical action of the weapon (Listen check, DC 15, to notice). For longarms, the supersonic speed of the bullet itself still makes noise. However, it’s difficult to tell where the sound is coming from, requiring a Listen check (DC 15) to locate the source of the gunfire.

Suppressors cannot be used on shotguns. A suppressor purchased for one weapon cannot be neccesarily transferred to another weapon of the same type because the Imperium does not have a standard for stub and auto weapons.

Restrictions: Ranged piercing weapons 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 that functions similarly to the sniper rifle and needle pistol but is designed to render targets unconscious rather than damage and pin them. 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 DC 18).

 

Synthetic Metals

The weapon is crafted entirely from synethic plastics and does not trigger metal detectors. The ammunition may still trigger the metal detector but not if they too are synthetic. Other weapon sensors are also baffled; the gadget grants a +4 bonus on any checks made to conceal the weapon from sensors in general.

Restrictions: None.

Purchase DC Modifier: +2.

 

Tripod Mount
Some heavier weapons are impossible to properly carry and fire without ludicrously high Strength or, more commonly, a tripod. A tripod takes a full-round action that provokes an attack of opportunity to set up or break down, and it prevents the user from moving while deployed: however, when deployed it allows the user to ignore any Strength requirement the weapon has.
Restrictions: Ranged heavy weapon with Strength prerequisite only.
Purchase DC Modifier: +2

 

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.

This gadget may be selected multiple times, each time adding a single additional magazine capacity for a different type of ammunition.

Restrictions: Ranged weapons only.

Purchase DC Modifier: +4.

 

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: +3.

 

 

Hosted by www.Geocities.ws

1