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.