Weapon Gadgets

Weapon Gadgets

(The price is based off the enchantment system of Dnd, but the mechanical enhancements do not contribute to the max of a +10, but a piece of equipment can only have a +10 total of mechanical enhancements.)

Alternate 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. They both must also use the same ammo type (Ballistic/Beam) if they are both weapons of the sort.
Price: +2 the Base weapon

Autofire Module: Some firearms and energy weapons are capable of firing in singleshot or semiautomatic forms only. This mod increases the the fire rate of the weapon from 1 to 2.
Restrictions: This cannot be applied to scoped weapons or weapons with a fire rate above 2.
Price: +3.

Auto-Loader Module: This module allows weapons to be reloaded whenever they run out as a free-action. This comes in the form of either a belt attachment or an internal mechanism of some kind. This module cannot be changed from one weapon to the next, due to it being fine-tuned to a specific weapon.
Restrictions: Ranged weapons only. They cannot have a clip of greater than or equal to 30, or be spread weapons.
Price: +3

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.

Electric Shock: Power cells in the weapon’s grip discharge and deal 1d6 points of 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 alternate weapon gadget (see above) and is typically used to trigger an explosive device.
Restrictions: None
Price: +2

Expanded Clip: Some weapon engineers recognize that stopping to reload a weapon in combat is a dangerous and potentially life-threatening maneuver. Taking steps to reduce the amount of time required to keep the weapon full, these engineers have increased the ammunition capacity of the weapon to reduce the frequency with which it must be reloaded. Any weapon with the expanded magazine gadget doubles its normal magazine capacity. This gadget may only be taken once per weapon.
Restrictions: Ranged Weapons only
Price: +1

Genetic Tag: Some law enforcement agencies and military units 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 Ballistic weapon only
Price: +1

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.
Price: +1

Techno-Organic Makeup: Though the technology of Earth is based on electronics and mechanics, some alien cultures may have developed technology based on living organisms working in harmony for an intended purpose. Additionally, advanced civilizations may make use of certain biological forms of technology integrated with their own mechanical devices to form a techno-organic hybrid capable of performing certain tasks with increased efficiency.

A weapon with the techno-organic makeup gadget is composed of living tissue or a biological/mechanical hybrid material. Unlike normal weapons, the weapon with this gadget heals itself at a rate of one hit point per hour when damaged. Additionally, weapons with this gadget are susceptible to diseases and poisons specifically designed to target techno-organic material.
Restrictions: None
Price: +1

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.
Restrictions: Ranged weapon with a scope only.
Price: +2

Sound Suppressor: Similar to the technology that produced the silent suit, the sound suppressor gadget is the Gravity Age 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 almost all Gravity Age 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.
Restrictions: Ranged Weapons only.
Price: +2

Teleporting Magazine: One disadvantage to the use of ranged weapons has always been limited ammunition. Unless the weapon’s bearer is willing to cart around a bulky power backpack or ribbons of ammunition, reloading is always a problem. The teleporting magazine gadget allows a character to reload without ever having to actually reload; when the weapon detects that it has run out of ammunition, the current box magazine is teleported out of the weapon and another one is teleported in instantaneously. Though the character never has to reload, he must possess enough magazines or power packs to be teleported in or else the gadget does not function.
Restrictions: Ranged Weapons only
Price: +4

Automated: Huge weapons that require a mount or tripod can be set to attack automatically. When setup, the weapon attacks a 10×10 foot area set by the person. It targets visually so it cannot shoot what it cannot see. 9Assume it has a +0 to spot.) For weapons that require more than one person, this can be taken multiple times to replace a crewmember each time. The weapon attacks with the attack bonus of the user.
Restrictions: Huge mounted ranged weapon or larger
Price: +2

Electrified: a successful hit deals an extra 1d6 points of damage.
Restrictions: Melee Weapons only.
Price: +1

Extended Range: Double Range increment.
Restrictions: Ranged Weapon
Price: +1

Reduced Weight: by 25%
Restrictions: None
Price: +1

Weapon Gadgets

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