Additional Equipment

Taser

Damage Critical Damage Type Range Increment Rate of Fire Magazine Purchase DC
1d4 - Electricity 5 Ft. 1 1 Int 7

A taser uses springs or compressed air to fire a pair of darts at a target. On impact, the darts release a powerful electrical current. On a successful hit, the darts deal 1d4 points of electricity damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds. Reloading a taser is a full-round action that provokes attacks of opportunity.

Flashbang

Damage Burst Radius Fortitude DC Range Increment Purchase DC
- 15 Ft. 16 10 Ft. 14

A flash-bang grenade is a non-lethal device that uses a bright flash and loud report to disable victims within its burst radius. All creatures within the burst radius must succeed at a Fortitude save (DC 16) or become blinded and deafened for 1d6 rounds. The purchase DC given in the table above is for a box of six grenades.

Combat Stimulants

Powerful drugs to heighten performance, but with potential adverse side-effects for the ignorant, the unwary, or the unlucky. See combat stimulants.

Ammunition Types

*Pistol and SMG

Type Effect
Full-Metal Jacket +4 Severity
Hollow-Point +8 Severity vs. Unarmored Targets
Steel-Core +2 Severity, Ignores 2 Points of Armor (critical and regular hits)
Tracer +4 Severity, +1 to Reflex Save DC for Autofire, +1 to Hit for Burst Fire, ignites flammable materials

*Rifle and Light Machine Gun

Type Effect
Full-Metal Jacket +5 Severity
Ballistic Tip +9 Severity vs. Unarmored Targets, +1 Severity vs. Armored Targets
Steel-Core +2 Severity, Ignores 3 Points of Armor (critical and regular hits)
Tracer +5 Severity, +1 to Reflex Save DC for Autofire, +1 to Hit for Burst Fire, ignites flammable materials

*Medium and Heavy Machine Gun

Type Effect
Full-Metal Jacket +6 Severity
Ballistic Tip +10 Severity vs. Unarmored Targets, +2 Severity vs. Armored Targets
Tracer +6 Severity, +2 to Reflex Save DC for Autofire, +2 to Hit for Burst Fire, ignites flammable materials
Saboted Light Armor Penetrating +4 Severity, Ignores 8 Points of Armor
Saboted Light Armor Penetrating-Tracer +4 Severity, Ignores 8 Points of Armor, +2 to Reflex Save for Autofire, +2 to Hit for Burst Fire, ignites flammable materials
Armor Piercing Incendiary Tracer +4 Severity, Ignores 6 Points of Armor, if striking a vehicle or target of large size or greater burns target for 2d6 fire damage per round for 10 rounds on hit or until extinguished, 2 to Reflex Save DC for Autofire, +2 to Hit for Burst Fire, ignites flammable materials

*Shotgun

Type Effect
Buckshot +8 Severity vs. Unarmored Targets, +2 dice of damage to adjacent targets, +1 dice of damage to targets within first range increment, -1 dice of damage per range increment after first
Lead Slug +4 Severity, Cannot use Buckshot Patterning
Dragon’s Breath No crits, 30 foot maximum range, ignites flammable materials, deals overwhelming fire damage instead of physical, if hit, target must make reflex save vs. DC 15 or be ignited

Additional Equipment

Fire In The Sky rrtoboz