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Engineering

The document outlines the engineering skills and mechanics for creating constructs, gadgets, and devices, detailing their attributes, power sources, and malfunction effects. It describes the differences between clockwork constructs and androids, including their functionalities and repair requirements. Additionally, it provides guidelines for item ranks, operation, and the impact of various exotic substances on device performance.
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0% found this document useful (0 votes)
26 views24 pages

Engineering

The document outlines the engineering skills and mechanics for creating constructs, gadgets, and devices, detailing their attributes, power sources, and malfunction effects. It describes the differences between clockwork constructs and androids, including their functionalities and repair requirements. Additionally, it provides guidelines for item ranks, operation, and the impact of various exotic substances on device performance.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Engineering

Sub Skills – Constructs, Explosives, Gadgets, Guns, Vehicles of a leaky boiler or something similar. If the substance is not applied
Attribute – Intelligence daily, the device ceases to function.
Gathering Skill – Tinkering Total Failure: Not only does the malfunctioning device fail, so do
Description – This skill allows the PC to craft mechanical items, all its add-ons. They must be repaired individually.
trinkets, machines, guns and explosives as well as siege machines and Inhibited Function: Once the device is repaired, its Time Factor
fortifications. Master engineers can create permanent power sources (determined in step four, above) is doubled.
allowing unlimited uses of the item created. Grandmaster engineers Degradation: Even after being repaired, one feature (randomly
can create intelligent items infusing part of their own intellect into an determined) is decreased as if the feature’s ER were –1 lower
item. (minimum 0). An armor bonus may be reduced by –1, maximum
movement speed might decrease by –20 mph, and so on.
Power Sources Balky: The device’s Maneuverability Rating decreases by –1.
Most of the technological wonders presented here require energy Pieces Everywhere: The device falls apart into a multitude of tiny
to function. These items each have a capacity score, which indicates components. Craft (technological device) checks to repair the device
the maximum number of charges the item can store at any one time. have their DCs increased by +4.
The number of charges an item consumes when it is used varies from Awkward Operation: The device is more difficult to operate after
item to item. An item's capacity can be filled from any power source being repaired. All skill checks or attack rolls made with the device
like a battery or a generator-as a standard action. When an item is take a –2 circumstance penalty.
charged, it always takes as many charges from the attached power Backfire: All weapons on the device backfire, dealing their
source as it can hold, filling as close to its capacity as possible. damage to the operator.
Frangible: Though it can be repaired normally, the device is more
Energy Sources and Exotic Substances likely to malfunction in the future. Its Malfunction Rating increases
In Border Realms there are five separate exotic substances that by +1.
both Alchemists and Engineers can gather in nature or harness from Kickback: The device somehow deals damage to its operator, by
living elementals. Each substance is linked to one of the five jerking her around violently, blasting her with steam or the like. She
elements (Air, Earth, Fire, Plant, Water). All 5 substances can be takes 3d6 points of damage.
found naturally in nature but in extreme environments and under Bulky: You can repair the device, but it needs extra components.
hostile conditions (consider them Table III for the purpose of Lots of extra components. For the purposes of repair, its market price
gathering naturally). Engineers will not risk conflict with elementals increases by 25%. After you repair it, the device is one size larger.
in order to gather these substances from their bodies but can find The device’s weight doubles, and its movement speed decreases by –
themselves in conflict with elementals when attempting to harness 20 mph (if applicable).
these power sources from natural locations. When an item stats it Critical Component: The malfunction destroys a critical
requires 1 unit of energy it is often a battery fueled by one of these component. You cannot repair the device until a rare or delicate
five substances. component worth at least 10% of the device’s total market value can
Ebonysium (Plant) This power source is normally only used by be replaced.
nature-based engineers (druids, rangers, elves, fey). Self-Destructive: After you repair it, the device damages itself,
Nitrous (Water) This source is often used for explosives. taking 1 point of damage each time it is successfully operated. The
Orichalcum (Earth) This power source is used to fuel androids. device’s Hardness does not protect it against this damage.
Phlogiston (Air) This power source is most often used in gadgets. Noisemaker: The device immediately emits a loud and annoying
It is the easiest source for engineers to gather. noise that can be heard by any creature within 60 feet. Even after
Sulferous (Fire) This power source is often used to make repair, the function makes the noise continuously during its operation
ammunition for guns. and for a period afterward equal to its Time Factor (but not less than
1 minute).
Malfunction effects Fused Function: You cannot upgrade the device and all skill
A tinker maxim: “Two devices may be made from the same plans, checks made to repair it have their TNs increased by +3.
but each fouls up in its own way.” While constructing a device, Fragile: The device’s maximum hit points are halved.
players and the GM should choose an effect from the list that is Pain Machine: The device can be repaired normally, but it deals
appropriate to the device. The device sometimes produces this effect 1d6 points of damage to its operator each time it is used.
when it malfunctions. Phlogiston Explosion: The device’s phlogiston boiler explodes,
Several malfunctions have permanent effects. In most cases, you dealing piercing, slashing and fire damage = bonus-d8 to all
can correct these effects by upgrading the device, as described above, characters and creatures within 15’. The Craft Engineering checks
returning it to its former capacity. In cases where this does not make required to repair the device have their DCs doubled if the device
sense (for example, the noisemaker or pain machine effect), you can explodes.
repair the effect by following the normal rules for the Craft
Engineering skill. You therefore have to repair the device twice: once Item Ranks
to get it working again, and once to correct the permanent Each item has a rank as per other magical items. Engineering
malfunction effect. Malfunction effects are cumulative. ranks are the equivalent of Caster level in magical items. This rank is
Function Lock: For 2d6 rounds, the device continues to repeat the the number used to determine the effect of the item, strength of the
action taken during the round in which it malfunctioned. Weapons item or resilience of the item. Engineering item ranks are determined
continue to fi re and their direction cannot be altered; vehicles by the level of the engineer and his total intellect. The formula to
continue to move uncontrollably in the same direction at the same determine an item’s rank when created is shown below.
Rank = (Creator’s Level + Current Int bonus + Racial bonus)/3
speed. All ammunition or fuel loaded into the device is consumed or
Ex: Dwaliz has an Intelligence bonus of 7 but is wearing a gem
destroyed in the malfunction. that boosts it by +5 for a total of +12. He is a 5th level character with
Mangled: The device can be repaired, but it will never look the 5 ranks in Engineering. He is a dwarf and gains an additional bonus
same again. For all purposes related to the device’s sale or appraisal, = his current HD which is 10. His formula then becomes (12 + 5 +
its market value is halved. If a device suffers this malfunction effect 10)/3 = 9. All Engineering items he creates will have a Rank of 9.
twice, it is ravaged beyond recognition and must be replaced. When found the engineering item’s rank is used to determine the
Leaky: The device now requires regular applications of some TN for an engineer or a character with Knowledge: Engineering to
substance in order to continue operating. This substance may be a discover its function, how to activate it and any other information
lubricant to keep gears turning, phlogiston to replace that seeping out about the item the DM wishes to share.
Typical TN = 15 + Item Rank to determine its function (increase
the TN +5 if the character has Knowledge Engineering skill but not
the Engineering skill itself). To activate and use the item requires a
TN = 20 + 5 * items rank for non-engineers who do not have the
knowledge or the skill, 15 + 5 * item’s rank for non-engineers with
the knowledge skill only and 10 + 5 * Item’s rank for engineers
(lowered to 10 + 2 * items rank if engineer has both knowledge and
craft skill).
Name
Description: The item’s description, which explains what it is and
what it can do.
Operation: How a character operates the device and what happens
when she operates it correctly.
Fuel: The fuel (often phlogiston or sulferous) that the device
consumes. If the device does not require fuel, this entry is absent.
Ammunition: If the device uses ammunition, it is listed here. If
the device does not require ammunition, this entry is absent.
Hardness = Dr that the item subtracts from each die of damage it
suffers (minimum of 1) from physical attacks. Energy attacks ignore
this rating.
Malfunction (MR): When they malfunction, most devices simply
jam or otherwise stop working for a time. Sometimes a malfunction is
particularly unpleasant, and in such a case the effect listed here
occurs. For engineers a malfunction happens on a natural roll of a 1
on D20. For non-engineers, the threshold for a malfunction happen
on a natural roll of 20 – intelligence bonus or less. It is possible to
have the device both work and malfunction. When weapons
malfunction, they usually misfire or explode.
Stats: Hardness, HP; Size, Weight; Init, AP (Action points), Spd;
MR (Malfunction rating), ER (Engineering rank required to
craft/repair), Craft TN; Construct Traits; AL (alignment); Fort, Ref,
Wil; Str, Dex, Con, Per, Int, Wis, Cha; AB, Dam, DS, DR, MR;
Skills.
Constructs
Constructs are technological devices crafted to imitate living An Android’s weapons and defenses are fueled by its central
beings. They come in two forms: Clockwork and Android. energy core, and unless otherwise indicated, an Android’s weapons
Clockwork constructs have no intelligence. They must be wound and defenses have infinite ammunition and power.
to be started (though there are ways to perform this function Force Fields: A force field sheathes a robot in a thin layer of
magically). They have basic functions and are easily damaged. shimmering energy that grants # bonus hit points that varies
Androids are the superior version of Constructs. They are according to the robot (typically +5 * bonus). All damage dealt to an
intelligent, can perform multiple functions and are more difficult to android with an active force field is reduced from these hit points
create. Androids run off of exotic substances and do not require first. As long as the force field is active, the android is immune to
winding to activate. Though Androids rarely have a problem with critical hits. A force field has fast healing = the android bonus, but
malfunctioning they are susceptible to remote control devices and once its hit points are reduced to 0, the force field shuts down and
attempts to reprogram their functions. does not reactivate for # shifts = bonus.
All Constructs have the following features. Integrated Weaponry: An android that has a technological
 Hit Die = bonus-d10 weapon (such as a laser rifle or chain gun) built into its body treats
 BAB = total Hit Dice such weapons as natural attacks and not manufactured weapons
 No good saves attacks. Integrated weaponry can still be targeted by effects that
 Skill points = 2 + Int modifier (minimum 1) * bonus. However, most target manufactured weapons (such as magic weapon spells or sunder
constructs are mindless and gain no skill points or feats. Constructs do attempts). An android is always proficient with its integrated
not have any class skills, regardless of their Intelligence scores. weapons. Integrated ranged weapons do not provoke attacks of
 # Feats = bonus opportunity when fired in melee combat.
 Construct Size = HP adjustment [Fine +5 / Diminutive +25 / Tiny +50 / Laser Weapons: These weapons emit beams of intensely focused
Small +100/ Medium +200/ Large +300/ Huge +400/ Gargantuan +600 light waves that resolve as touch attacks and deal fire damage. A
Colossal +800] laser can pass through force fields and force effects like a wall of
force without damaging that field to strike a foe beyond. Objects like
Traits: A construct possesses the following traits (unless otherwise glass or other transparent barriers do not provide cover from lasers
noted in a creature’s entry). (but unlike force barriers, glass still takes damage from a laser strike
 No Constitution score. Any DCs or other statistics that rely on a passing through it). Fog, smoke, and other clouds provide cover in
Constitution score treat a construct as having a score of 10 (no bonus or addition to concealment from laser attacks.
penalty). Plasma Weapons: These weapons emit bursts of superheated,
 Low-light vision, Darkvision 60’. electrically charged gas known as plasma. A plasma weapon’s attacks
 Immunity to all mind-affecting effects (charms, compulsions, morale resolve as touch attacks. Half the damage dealt by plasma is fire
effects, patterns, and phantasms); Psionic Telepathy
damage, and half is electricity damage.
 Immunity to disease, death effects, necromancy effects, paralysis,
poison, sleep effects, and stunning: Necromancy
 Cannot heal damage on its own, but often can be repaired via Craft Clockwork
Engineering. Constructs can also be healed through spells such as make Clockworks are constructed by precise technologies driven by
whole, or repair. A construct with the fast healing special quality still internal churning and turning of thousands of intricate springs,
benefits from that quality. screws, and gears. Clockwork creatures function by combining the
 Not subject to ability damage, ability drain, energy drain, or fatigue energies of rare substances and clockwork mechanisms. The myriad
damage. metal parts that go into the construction of a clockwork creation
 Immunity to any effect that requires a Fort save (unless the effect also require absolute precision in order to function properly, so they must
works on objects or is harmless). be built by only the steadiest of hands. Amateurish attempts at
 Immediately destroyed when reduced to 0 hit points or less; cannot be clockwork construction typically result in nonfunctional units or
raised or resurrected. misfires, and many an engineering lab has been burned to the ground
 Gains bonus hit points based on size by novices seeking to learn the basics of clockworks and the elements
 Proficient with its natural weapons only, unless generally humanoid in that power them.
form, in which case proficient with any weapon mentioned in its entry; Particularly guileful crafters may construct miniature clockwork
Proficient with no armor.
spies that can record sound, and rumors tell of even more advanced
 Constructs do not breathe, eat, or sleep.
technologies that allow visual recording. While magical wonders
such as spells can allow the user to scry information or to see where
Android one isn’t normally physically able to, clockwork spies provide an
An Android is a special subtype that can be applied to any edge in that their memories are concrete and incorruptible, enabling
construct. Androids share some features with clockwork constructs, them to make flawless recordings of events not subject to the regular
and as with clockworks, you can simply remove the android subtype perversions of human memories.
and its traits to transform it into a typical construct animated by Clockwork creations, as their names suggests, must be wound up
magic. A construct cannot possess both the android and the before they animate. The creator of a clockwork crafts a unique key
clockwork subtypes. All androids gain the following traits, unless for each creation. This key is typically inserted into the clockwork’s
noted otherwise. back and turned clockwise to wind it. Turning the key
 Intelligent: Androids are intelligent, and thus have skills and feats as counterclockwise has the effect of winding the machine down,
appropriate for their Hit Dice. Unless otherwise indicated for a specific though only a willing (or completely helpless) machine will allow
android, all androids have Intelligence scores of 10 + bonus. The
itself to be unwound in this way, meaning either its creator or
following are class skills for androids: Awareness, Climb, Disable
Device, Knowledge (all), and Linguistics. someone its creator has specifically designated can normally do so.
 Vulnerable to Critical Hits: Whenever an android takes extra damage Since each key is totally unique, construction of a new key (or
from a critical hit, it must make a Fort save with TN = amount of bypassing a key entirely) requires a successful Disable Device check
damage sustained to avoid suffering a malfunction. (TN = 20 + the clockwork’s CR). Larger clockworks tend to have
 Vulnerable to Electricity: Androids take 150% as much damage as larger keys, and particularly huge keys require more than one set of
normal from electricity attacks, unless they are immune to electricity via hands to turn. Rather than seek assistance from other engineers,
other special defenses. eccentric or hermetic inventors often rely upon other clockwork
creations to help them turn keys or aid in the creation of more
monumental constructs. Other times, engineers give copies of keys to
Technology their most trusted clockworks, which can be programmed to wind
allies and even themselves as the situation requires.
Clockwork creatures can be given any number of commands; a current action. The animal can operate continuously for 10 hours (2 shifts)
perpetually turning script in their core records those orders and before it must shut down to cool off, which takes 1 hour.
programs the rest of the machine. Only one who possesses a key to Fuel: The battle animal requires 1 unit of energy/hour.
Malfunction: The animal attacks its master and his allies.
the clockwork can program it, but any commands given to the
Stats: Hardness 5/bonus, DR 5/bonus/Adamantium; HD bonus-d10, HP
construct last until the clockwork is reprogrammed or destroyed. An +100; Small construct; Weight 25 lb.; Init (+bonus), AP 4+bonus, Spd 20’;
individual clockwork’s potential is only limited by its creator’s MR 2, ER 12; Construct Traits; AL N; Fort 6 + bonus, Ref 5 + bonus, Wil 1
innovation and aptitude. Unlike many golems, which are trapped in +bonus; Str 18(4+bonus), Dex 10 (+bonus), Con —, Per 20 (5+bonus), Int
bodies resembling lumbering and fallible cages, clockwork constructs 1+bonus, Wis 1+bonus, Cha 1+bonus; Att +21 melee (bonus-d6+4, bite);
can be repeatedly reworked and reengineered—gears can be oiled, CMB 10 +bonus, CMD 20 +bonus; AC 20 +bonus, TAC 10 +bonus, FFAC 20
springs can be replaced, and pistons can be fine-tuned. The ever- +bonus; Skills Awareness 15 +bonus; Feats # = bonus.
adjustable framework of these mechanical beasts allows for extreme
variation from creation to creation. Chaos Chicken
Since clockwork creations are mostly mechanical and are at the The chicken was originally a clockwork toy that danced around, pleasing
mercy of their creator’s adeptness with the technology, they are prone children. One child had the dangerous idea to put small firecrackers in the
to malfunctions. Loose bolts, improper programming, or lack of chicken, blowing it to smithereens. This episode placed an idea in the head of
the designer, and he created the chaos chicken.
maintenance are all cause for malfunctions, errors that can range
Operation: The body of the chaos chicken is hollow (the clockwork gears
from minute energy leaks to deadly explosions. Creatures attacking are located in the body shell). The body has enough space to hold 5 grenades.
the machine gradually unhinge screws and twist cogs with each Once the chicken is activated, it runs towards the enemy (or at the very least
landed blow, giving the clockwork a greater chance of backfire. straight forward from where it was placed), clucking. Once it gets 20’ from
Many combat clockworks are thus accompanied by clockwork where it was launched, it begins to lay its deadly cargo. The grenades are
servants—servitor clockworks that quickly and readily fix their queued, and a flint-and-steel contraption lights the fuses as they fall. The
mechanical allies in the heat of battle. chicken struts forward, getting out of range of the first explosive before
depositing another.
The following are some examples of technological devices. The After laying its first egg, the chicken walks in a chaotic pattern, but always
away from the last bomb it dropped. Even with this safety measure, most
devices are presented in the following format:
chaos chickens don’t last beyond their first mission. The chaos chicken takes
5 rounds and a TN 15 Engineering check to ready.
Alarm-o-Bot Fuel: If it survives that long, the chaos chicken uses 1 unit of energy for
This small android looks like a child’s toy with various wires and sensor every 5 times it is used.
arrays jutting out in all directions, enabling it to “see” in the dark. When it Stats: Hardness 3/bonus, HP 5/bonus; Size Tiny, Weight 10lb.; Init
detects a living creature, or any sort of movement, it emits a high-pitched +bonus, AP 4 + bonus, Spd 30; MR 4, ER 6; Construct Traits.
warning.
Operation: The alarm-o-bot’s operator can program the device to either Collecting Spider
stand in place or walk a predetermined, simple path involving no more than A Clockwork spider used to collect metallic items and spent ammunition.
four turns. This path can be as long as desired, but the device only moves at a Operation: The spider’s clockwork is powered by the magnet as well,
speed of 10’/round, and is fairly noisy, with a Stealth penalty of –4 to move cleverly designed to run from the magnetic field that sits below it. It walks
silently. The alarm-o-bot cannot maneuver around obstacles; if it encounters forward for 20’, steps one step to the right or the left (determined by a switch)
terrain more than a few inches higher or lower, it stops moving, but remains and then walks back. It continues doing this until switched off or until it runs
vigilant. Setting up the bot, or changing its movement pattern, requires 5 out of phlogiston. If it meets an obstacle it cannot cross, it goes around it. The
minutes of programming and testing. spider can carry up to 10 pounds of accumulated metal (any more than this
The alarm-o-bot’s detection abilities are entirely visual; it cannot detect and it cannot move). Activating the spider requires a TN 15 Engineering
sounds. The bot “sees” any motion, heat, or even unusual shifts in air currents, check.
allowing it to detect invisible creatures or those shrouded in magical darkness. Fuel: The device consumes 1 unit of energy every 4 hours.
The device has an Awareness check skill modifier of +30, but its range only Stats: Hardness 3/bonus, HP 5/bonus; Size Tiny, Weight 15lbs.; Init
extends to a maximum of 60’. If it detects anything suspicious, it immediately +bonus, AP 4, Spd 30; MR 1, ER 1; Construct Traits.
shrieks “INTRUDER ALERT!” and flashes a bright red light for 30 seconds.
The howling alarm can be heard with a TN 10 Awareness (Listen) check and
the bright red light with a TN 10 Awareness (Spot) check, so guards some Field Repair Bot
distance away can notice the warning easily. The screech and flare can be This construct starts out as a medium sized chest that unfolds when
stopped only by destroying the alarm-o-bot, magically silencing and/or activated into an android and it’s small portable crafting laboratory.
darkening it in some way, using a remote control device or if the owner uses a Operation: Requires Engineering TN 10 + 5 * bonus to activate and 1 full
standard action to switch it off. Switching off a screaming alarm-o-bot minute to convert itself into the laboratory. It can be programmed with 1 craft
requires a TN 15 Engineering check. The bot also issues its warning if it takes skill (table I), 3 craft skills (Table II), 5 craft skills (Table III), or all craft
damage from any source but is not destroyed by that damage. skills (Table IV). The main purpose is to repair items (total # up to 10 +
The alarm-o-bot can be set to ignore certain sizes of creatures, such as bonus) before needing to be restocked with materials. A crafting kit can be
anything smaller than Tiny, or anything that isn’t Medium. Its heat or motion used to restock the repair bot. The Bot has a Crafting Rank = bonus and gains
detection functions can also be switched off independently if desired. Finally, the +2 bonus from using a crafting kit as well. The bot takes 1 hour/bonus of
the owner can select a specific motion, such as a vigorous hand wave or the item to be repaired to fix the broken item. The bot cannot create new
repeated jumping, that acts as a “password” to cause the bot to not activate its items. When not in use the bot turns back into a chest.
alarm. This enables the owner to approach without being deafened. Fuel: The device consumes 1 unit of energy/shift (5 hours) of continuous
Fuel: The alarm-o-bot uses 1 unit of energy for up to 10 hours (2 shifts) of use.
continuous use. However, issuing its alarm draws additional power, counting Malfunction: The bot malfunctions on a natural roll of 1 and destroys the
as 10 minutes off this time. item it is attempting to repair beyond normal repair (only magic can fix an
Stats: Hardness 5/bonus, HP 5/bonus; Size Tiny, Weight 20lb.; Init item destroyed in this manner).
+5/bonus, AP 2, Spd 10; MR 1, ER 4; Construct Traits; AL N. Stats: Hardness 5/bonus, HP 5/bonus; Size medium, Weight 50 lbs./bonus;
MR 2, ER 2/bonus; Construct Traits.
Battle Animal
An oversized android animal, these construct versions of fauna are made 1 Mech Medic
size larger than the normal animal. This construct starts out as a medium sized chest that unfolds when
Operation: Starting an inert battle animal, which involves cranking activated into an android and it’s small portable engineering infirmary.
cranks, pushing buttons, turning little knobs, and speaking into flared tubes, Operation: The bot has an Engineering skill rank = 2 * its bonus. The bot
takes 1 minute and a TN 40 Engineering check. The animal obeys the voice may repair # HP = bonus * 5 HP/use and can be used a total # = 10 + (2 *
commands of the engineer that started it, attacking his enemies and doing bonus) before needing to be restocked by an engineer’s kit. The mech medic
anything else he asks. The animal can understand only simple commands; see can wind clockworks and repair androids.
the tricks in the Handle Animal skill. Fuel: The device consumes 1 unit of energy/shift (5 hours) of continuous
Whenever the controller issues a new command, he must make a TN 25 use.
Engineering check or the animal ignores him and continues performing its Malfunction: The bot malfunctions on a natural roll of 1 and causes the
target # HP damage = bonus-d6.
Stats: Hardness 5/bonus, HP 5/bonus; Size medium, Weight 10 lbs./bonus; standard action, or can attempt to throw it (as a thrown simple weapon) to any
MR 1, ER 2/bonus; Construct Traits. unoccupied square. However, the crate is somewhat bulky, so it has a range
increment of only 2 areas.
Mech Warrior (1-5 HD) Once the crate hits the ground, the target dummy deploys. All opponents
Description: This construct is an android mechanical fighter that can be who can see the dummy might be distracted by its presence — they must
armed with melee and/or ranged weapons, is used to pull aggro away from the make TN 5 * bonus Awareness checks to recognize it as a fake. While this
engineer and unlike the target dummy, this bot can fight back. may not seem like much, at a distance or in darkened conditions it can be
Operation: Requires an Engineering TN 15 + (5 * bonus) skill roll to surprisingly effective. Of course, the dummy doesn’t move (although it
activate. Once activated the bot will fight whoever the engineer directs it to bounces around with its “weapons” held in a threatening manner), so enemies
attack. already engaged in combat with another foe may simply have no reason to
Fuel: The device consumes 1 unit of energy/round and can hold a total react to the dummy’s presence. Animals that attack by sound, scent or
amount = 5 * bonus. Tremorsense may also not view the dummy as a threat.
Ammunition: If the bot is fitted with a ranged weapon then it can store up A deployed target dummy has DS 10, Hardness 5 and 10 hit points. It stays
to its bonus * an ammo pack in ammunition (a +5 bot can store 100 arrows [5 in place for up to 1 minute before falling over into a useless heap. If not
* 20 arrows/pack]). destroyed before then, it can be folded back up to its original configuration
Malfunction: A malfunction will cause the bot to attack the nearest living and recharged in as few as 5 rounds.
thing (which could be the engineer) until either it runs out of energy or it is Fuel: A portable target dummy uses a negligible amount of phlogiston to
under control again. Most engineers keep a remote control device handy for control its deployment.
just such emergencies. Malfunction: The dummy breaks into pieces.
Small Mech Warrior Stats: Hardness 5/bonus, DR 5/bonus/Adamantium; Stats: Hardness 5; 10 HP; Size Small (undeployed) or Medium (deployed);
HD bonus-d8 +100; Construct; Weight 150lbs.; Init (+bonus), AP 4+bonus, Weight 10 lb.; MR 1; TS 1
Spd 20’; MR 2, ER 20; Construct Traits; AL N; S-18(4+bonus), D-10(+bonus),
C—, Per-18(4+bonus), I-1+bonus, W-1+bonus, C-1+bonus; Fort 6 + bonus, Target Dummy, Advanced
Ref 5 + bonus, Wil 1 +bonus; Slam Att 15 +bonus (Bonus-d6) or by weapon; One thing about tinkering is that no device is ever considered “finished.”
CMB 10 +bonus, CMD 20 +bonus; AC 20 +bonus, TAC 10 +bonus, FFAC 20 There are always improvements that can be made, and the portable target
+bonus; Skills Awareness 15 +bonus; Feats # = bonus; Vulnerability dummy is no exception.
electricity (+50% damage). Operation: The advanced clockwork dummy looks more realistic than the
Medium Mech Warrior Stats: Hardness 10/bonus, DR standard model, as it includes better padding and realistic-looking armor.
10/bonus/Adamantium; HD bonus-d10 +200; Construct; Weight 300lbs.; Init Once deployed, the device also makes random combat like sounds (clanking
(+bonus), AP 6+bonus, Spd 30’; MR 3, ER 35; Construct Traits; AL N; S- metal, challenging shouts, and the like). Better still, its fake sword arm
20(5+bonus), D-14(2+bonus), C—, Per-22(6+bonus), I-1+bonus, W-1+bonus, actually swings on a ball joint, and the dummy also takes a 5’ step each round
C-1+bonus; Fort 12 + bonus, Ref 10 + bonus, Wil 2 +bonus; Slam Att (in a random direction). Finally, the padding is soaked in human sweat and
30+bonus (Bonus-d8) or by weapon; CMB 10 +bonus, CMD 20 +bonus; AC pheromones, so animals are more likely to be fooled by the dummy’s
40 +bonus, TAC 10 +bonus, FFAC 40 +bonus; Skills Awareness 20 +bonus; presence. These features greatly improve the advanced target dummy’s ability
Feats # = bonus; Vulnerability electricity (+50% damage). to distract opponents.
Large Mech Warrior Stats: Hardness 15/bonus, DR An advanced target dummy requires a TN 15 Spot check to reveal its status
15/bonus/Adamantium; HD bonus-d12 +300; Construct; Weight 450lbs.; Init as a fake. It can also fool opponents who can’t see it. They must make a TN
(+bonus), AP 10+bonus, Spd 40’; MR 4, ER 60; Construct Traits; AL N; S- 15 Listen check to realize what they’re hearing isn’t a real enemy.
25(7+bonus), D-16(3+bonus), C—, Per-26(8+bonus), I-1+bonus, W-1+bonus, For 5 rounds after activation, the advanced dummy takes a 5’ step in a
C-1+bonus; Fort 18 + bonus, Ref 15+ bonus, Wil 3 +bonus; Slam Att 45 random direction every round. If it attempts to enter the square of any creature
+bonus (Bonus-d12) or by weapon; CMB 10 +bonus, CMD 20 +bonus; AC 60 or object of Small size or larger, it doesn’t move.
+bonus, TAC 10 +bonus, FFAC 60 +bonus; Skills Awareness 25 +bonus; An advanced target dummy falls apart after 1 minute, just like its lesser
Feats # = bonus; Vulnerability electricity (+50% damage). counterpart.
Huge Mech Warrior Stats: Hardness 20/bonus, DR Fuel: An advanced portable target dummy uses a negligible amount of
20/bonus/Adamantium; HD bonus-d20 +400; Construct; Weight 600lbs.; Init phlogiston to control its deployment.
(+bonus), AP 14+bonus, Spd 60’; MR 5, ER 115; Construct Traits; AL N; S- Malfunction: The advanced target dummy falls into pieces
30(10+bonus), D-18(4+bonus), C—, Per-30(10+bonus), I-1+bonus, W- Stats: Hardness 5; 10 HP; Size Small (undeployed) or Medium (deployed);
1+bonus, C-1+bonus; Fort 24 + bonus, Ref 20 + bonus, Wil 5 +bonus; Slam Weight 15 lb.; MR 1; TS 1
Att 60 +bonus (Bonus-d20) or by weapon; CMB 10 +bonus, CMD 20 +bonus;
AC 80 +bonus, TAC 10 +bonus, FFAC 80 +bonus; Skills Awareness 30
+bonus; Feats # = bonus; Vulnerability electricity (+50% damage).

Mechanical Familiar
The painfully cute and perky android animals serve as familiars for those
without the familiar class feature.
Operation: Now the squirrel is still cute, and still follows its master, but it
has two, needle-sharp retractable claws in each foot, and the tiny steam engine
that powers it vents through the mouth. The squirrel can attack with a full
attack, using both claws (1d2 damage each, +0 attack bonus) and bite (1d4 fire
damage, +2 attack bonus); this function requires a TN 20 Engineering check.
Squirrels sold these days are also fitted with two homing transmitters,
allowing the user to give one beacon to a companion. Thus, when a switch is
triggered on the squirrel’s hind foot, it follows the second transmitter, making
it a stealthy messenger. The squirrel can follow a beacon up to 50 miles,
moving at 10 miles per hour. It is mostly watertight, but malfunctions if
submerged in water. Activating it requires a TN 20 Engineering check. The
mechanical squirrel takes 3 rounds to start.
Fuel: The mechanical squirrel uses 1 unit of energy for every 10 hours of
use.
Stats: Hardness 3; MR 1; ER 3; all other statistics as per the base animal +
add the construct trait.

Target Dummy
A clockwork construct designed to look like a threatening target.
Operation: Designed to attract any and all opponents within 3 area radius
and hold aggro (force them to attack it) for a total # rounds = the bonus. The
target dummy is considered to be wound once it is created but once employed
must be repaired to be able to be reused.
Throwing a portable target dummy’s crate onto the ground causes it to
spring open. The owner can place it in any square adjacent to his position as a
Explosives
Bomb
Explosives are often designed by using a combination of metal and Bombs are simple weapons made of gunpowder and bits of metal poured
sulferous. If a weapon malfunctions (roll natural 1) then the weapon backfires into a steel ball. About half the weight of a bomb is gunpowder, while the rest
and explodes doing its damage to the wielder and half as much damage to any is casing, scrap metal and a fuse. All bombs must be primed to explode; doing
adjacent targets. so requires a move action and a TN 12 Use Technological Device check
before you throw, emplace or launch it. If the check is successful, the bomb
explodes on impact. Failure can lead to a gunpowder explosion.
Gunpowder
You can set a bomb to explode after a delay of 1 or more rounds. Each
Firearms use 1 ounce of gunpowder per shot. Gunpowder is sold in small
round of delay adds +1 to the TN of the Use Technological Device check to
kegs (15-pound capacity, 20 pounds total weight) and in water-resistant
prime the bomb. Setting a delay requires adding fuse or laying a trail of
powder horns (2-pound capacity and total weight). Sixteen ounces are in a
gunpowder; in the latter case, it is only effective with bombs that are not
pound. That’s 180 bullets/keg. If gunpowder gets wet, it is ruined and does not
thrown or moved. Priming a bomb with a delay requires a standard action
burn.
instead of a move action.
Dwarven experimentation has revealed several improvements over
common gunpowder.
 Refined gunpowder propels ammunition with greater velocity. It Bomb Dispenser
provides a +5 enhancement bonus on attack rolls though it inflicts less This clockwork device consists of a multi-chambered miniature assembly
damage. Increase Fatigue caused by use of the firearm by +2 as well due plant stored within a large backpack. The bottom of this pack contains a hatch
to recoil increase. that can be opened and closed by pulling on control handles attached to the
 Imbued gunpowder is an alchemical mixture that protects the gunpowder shoulder straps. Inside the container, all the parts for a self-actuating bomb
and enhances its explosive properties. Water does not ruin imbued wait for assembly, each kept separate from the others so that accidents never
gunpowder. A weapon that uses imbued gunpowder has its MR happen. Almost.
increased by +1 but grants a +5 enhancement bonus on damage rolls and Operation: To use the bomb dispenser, the wearer tugs on a control bar
overcomes DR as if it were a magic weapon. Increase fatigue caused by attached to the straps on his shoulder (a TN 15 Engineering check). Over 3
use of the firearm by +5 as well due to recoil increase. rounds, automated equipment inside the bag gathers up the separated parts and
The enhancement bonuses from refined and imbued gunpowder stack with assembles them into a small, mobile bomb. A beep warns the wearer that the
those of the weapon (or the weapon’s ammunition) to which it is applied. This bomb is now ready. He can then deploy it by pulling on a different strap
makes up a bit for the more expensive upkeep of these weapons. Rumors tell (another standard action and a TN 15 Engineering check), opening the trap
of magic gunpowder that provides even greater bonuses, but no inventor or door. If 3 rounds pass without deployment, the bag’s safety measures take the
spellcaster has yet come forth with such a discovery. bomb back apart (over the course of another 3 rounds).
When the user releases the bomb, it drops to the ground between the user’s
legs and charges on spindly legs directly towards the target ahead of the user’s
present facing. The bomb doesn’t discriminate friend from foe, but charges
Fire in the Hole! straight ahead at a speed of 60’/round. When it enters a creature’s area, it
Gunpowder has MR 1; refined gunpowder an MR 2 and imbued
explodes, dealing bonus-d6 points of fire damage on the target (TN 19 Reflex
gunpowder has MR 3. On a malfunction, the gunpowder uncontrollably
save for half). The bomb has AC 14 (touch 12), Hardness 3 and 5 hit points; if
detonates. One pound of gunpowder deals 2d12 points of fire damage to all
completely destroyed, it does not explode.
characters adjacent to the wielder (TN 15 +5/weapon bonus Ref save halves
A deployed bomb acts immediately, taking a charge action (total speed
the damage) ignoring DR. Loads of gunpowder kegs all piled together deal
60’). It can travel only in a straight line. If it encounters an obstacle it can’t
more damage and affect a larger radius; for each additional pound of
pass through(anything larger than Tiny size) or any creature of Tiny size or
gunpowder, the explosion deals an additional d12 points of fire damage and
larger, it blows up. The explosion affects only creatures in the explosion’s
the radius increases by +1 area radius (1 keg = 18d20 or 18 Hull damage to a
square.
ship and a radius of 15 areas). Refined Gunpowder deals 4d8 +2d8/lb. and
Fuel: The bomb dispenser uses a vial of sulferous, which is sufficient to
Imbued gunpowder deals 2d20 +d20/lb. of gunpowder.
produce up to 10 bombs. If a bomb is aborted and disassembled, one bomb’s
worth of sulferous is still consumed. The device also requires bomb parts. It
Take Cover! holds enough parts to create 10 bombs. An Engineering kit can be used to
If a character rolls a natural 1 on a save against a fire effect (such as restore the lost parts but the whole kit is consumed to do so.
burning hands or a gunpowder explosion), in addition to any other negative Malfunction: The deployed bomb explodes prior to moving.
effects, all the gunpowder he is carrying immediately detonates unless it is in Stats: Hardness 5; 10 HP; Size Small; Weight 30 lb.; MR 1; ER 15
a dimensional carrying source (bag of holding, everfull quiver, backpack of
holding, etc.) Dynamite
Description: This short, thin cylinder of explosive material has a fuse that
Anything Mortar must be lit before it is thrown or set. The explosive has a blast radius of 5’
Dwarves have developed this device to test grenades and bombs of and deals 2d6 points of blunt physical and fatigue damage. Anyone caught
virtually any size or shape without much risk to themselves. The device is a within the blast radius can make a TN 15 Reflex save to take half damage.
modification of a standard mortar, consisting of a pressurized, malleable tube Operation: Lighting a stick of dynamite is a move action, and the
fitted with a large, sulferous-based explosive charge. When operated properly, dynamite goes off in the same round (1 phase/inch of fuse) or can be set to go
the mortar launches its contents high into the air, often to great distances with off several round later (1rd/foot of fuse).
surprising accuracy. Fuel: It’s possible to bind together several sticks of dynamite so they ignite
Operation: An anything mortar operates as a normal mortar, except as and explode at the same time. Each additional stick increases the damage by
described here. The anything mortar has a range increment of 50’ instead 40’. +d6 and the burst radius by 5’ and increases the save TN by +5.
The mortar requires least 100’ of overhead clearance, regardless of the target’s Malfunction: If the powder gets wet it will either delay ignition or not
range. The operator makes a TN 15 Use Engineering check to employ the ignite at all. On a critical failure roll to use dynamite it fails to ignite.
mortar. If this check fails, the mortar malfunctions (it jams, or the shell was a Stats: Hardness 0, HP 1, size small, weight 1lb.
dud, in all likelihood). If the roll succeeds, add the amount by which the roll
exceeded TN 15 to the user’s ranged touch attack roll. Grenades
Fuel: Each object launched by a mortar uses 5 ounces of sulferous. A grenade is a small, cylindrical device that is designed to be thrown as a
Ammunition: A mortar can launch any Diminutive or smaller item of a splash weapon or fired from a grenade launcher. Before being thrown by
generally round or oblong shape (including, if desired, a standard mortar hand, the grenade must be primed with a quick twist of a dial at one end and
shell), but it deals 1d2 points fire damage to anything it launches while it is then armed with a click of a button at the center of that dial. Priming and
still within the mortar. Typically, this is not enough to destroy a customized arming a grenade is a free action; a grenade launcher primes and arms all
grenade or shell, but incinerates most paper or cloth, shatters glass vials, and grenades it fires. The grenade detonates at the beginning of the wielder's next
wounds or kills small creatures. turn, hopefully in the area targeted. When a grenade detonates, it damages all
Mortars are intended for use with timed grenades or specially designed targets within a 20’ radius spread. A successful TN 15 Reflex save halves any
bombs but have been known to lob alchemist’s fire (in special ceramic damage dealt by a grenade.
containers), messages encased in sealed iron cylinders, unfortunate frogs, or The type of damage dealt by grenades varies widely and depends upon the
anything else the owner can stuff inside. The GM may apply penalties to the nature of the specific grenade. The different types of grenades and the damage
Engineering check for particularly unusual items. types they deal (along with any additional effects their damage deals) are
Hardness 5; 10 HP; Size Small; Weight 30 lb.; MR 1; ER 3 listed below. Grenades are made with sulferous which is consumed when the
grenade is detonated.
 Arc Grenade: Deals electricity damage. behind some other sort of cover. The detonator can also be set to activate
 Acid Grenade: Creates a 20’ radius area burst of acid that does Bonus- automatically, without the wire, after a preset delay period.
d6 acid damage each rd for # rounds = ½ bonus (rd up). Operation: Seaforium charges come in three basic sizes: small, large and
 Bang Grenade: Deals fatigue damage and staggers creatures for 1 round powerful. Small charges are generally effective at destroying items of Small
and deafens them for 1d4 rounds (TN 15 + grenade Bonus Fort save size, while large charges can eradicate Medium objects and powerful charges
negates). take apart Large items. Each size charge is specifically prepared for maximum
 Concussion Grenade: Deals 5d6 points of bludgeoning and fatigue damage, so adding more than one charge together isn’t cumulative, and the
damage. different types of charges cannot be intermixed. (One cannot make a “super
 EMP Grenade: Deals 5d6 points of electricity damage to Constructs powerful charge” by pushing two or more powerful seaforium charges
and electronic-based gear, half damage to Golems, and no damage to together.) If desired, the user can employ only part of the charge, tailoring the
other creatures. explosion to deal less than maximum damage. A seaforium charge can be set
 Flash-bang Grenade: Blinds creatures for 1d4 rounds (TN 15 + grenade to activate anywhere from 1 round to 10 minutes after placement, or if
Bonus Fort save negates). All targets inside the blast radius are dazzled connected by wire, can be detonated on demand. The engineer using the
for 1 round and must make a TN 14 Fort save or be dazed for 1 round. charge may use a remote control device to set off the charge as well.
 Flechette Grenade: Deals piercing damage and ignore DR 5* grenade A seaforium charge deals piercing damage, not fire damage like most
bonus. explosives. It isn’t designed for use against creatures, but rather against
 Fragmentation: A fragmentation grenade looks like a large egg, objects, such as doors or boulders; therefore, the charge has no blast radius
sometimes mounted on a 1’ long stick with small fins. If thrown, it uses and damages only the item it is attached to. The explosion and resulting
its range increment, but if launched from a grenade launcher, it uses that concussion ignores Hardness. If a seaforium charge only deals part of the
weapon’s range increment. Fragmentation grenades are advanced damage needed to destroy an object, its shaped nature blows off part of that
antipersonnel explosives that deal slashing damage in a 20’ radius. object. This allows a tinker to blast off a piece of an item rather than destroy it
Anyone caught within the blast radius can make a TN 15 + grenade completely, if he so desires. The GM must resolve such cases individually.
bonus Reflex save to take half damage. For example, a huge statue may have thousands of hit points, but a powerful
 Gravity Grenade: Deals force damage. Creatures damaged by a gravity seaforium charge applied to one leg can still cause it to fall over, even if only
grenade are automatically subjected to a trip attack (grenade's CMB = a fraction of the statue’s total hit points are destroyed in the blast.
+15 +Grenade bonus). Setting a seaforium charge requires a TN 15 + charge bonus Engineering
 Inferno Grenade: Deals fire damage. check. The charge deals bonus-d6 points of damage.
 Plasma Grenade: Deals fire and electricity damage. Small Charge: Hardness 0; 1 HP; Size Fine; Weight ¼ lb.; MR 1; ER 6.
 Smoke: A smoke grenade looks like a squat cylinder, sometimes (Opens doors rank 1-5)
mounted on a 1’ long stick with small fins. If thrown, it uses its range Large Charge: Hardness 0; 3 HP; Size Diminutive; Weight 1 lb.; MR 1;
increment, but if launched from a grenade launcher, it uses that ER 12. (Opens doors rank 6-10)
weapon’s range increment. One round after it lands or hits its target, this Powerful Charge: Hardness 0; 5 HP; Size Tiny; Weight 3 lb.; MR 1; ER
nondamaging explosive emits a cloud of smoke (as the fog cloud spell) 24. (Opens doors rank 11-15)
in a 20’ radius. A moderate wind (11+ mph) disperses the smoke in 4 Malfunction: Setting up a seaforium charge requires 8 action points, but in
rounds; a strong wind (21+ mph) disperses the fog in 1 round. times of haste it can be done more quickly. Reducing the time to 6 action
 Sonic Grenade: Deals sonic damage; creatures who fail a TN 15 + points (1 full phase) increases the MR to 2; setting it in 2 action points
grenade Bonus Fort save are also deafened for 1d4 rounds. increases the MR to 3; placing the charge in 1 action increases the MR to 5.
 Stun Grenade: Deals fatigue damage and stuns target for # rds =
grenade bonus.
 Zero Grenade: Deals cold damage.

Landmine
This is a bomb that resembles a thick plate, about 2” thick and 2’ in
diameter. It is designed to be placed and set off when pressure is applied to it
(usually buried). To notice a landmine takes an awareness roll of 15 +5/bonus
of the landmine (better designed mines are harder to detect). The landmine
will do Bonus-d6 concussive (fatigue) damage + bonus-d6 physical damage to
the creature that steps on it and half as much damage to any being in an
adjacent area to where the mine is placed. It takes an Engineering/Disable
device roll of 20 + 5/bonus of landmine to disable and disarm the landmine
without setting it off.

Mortar
Mortars launch explosive shells in high arcs to land near or on their targets.
Mortars are treated like fi rearms in most respects, except that they require
their own Exotic Weapon Proficiency feat and each shot uses 4 ounces of
gunpowder. Firing a mortar is a standard action; reloading it is a full-round
action that provokes attacks of opportunity. A mortar requires 2 hands to use.
Operation: Mortar attacks ignore all cover that does not protect the target
from above. Targets with full cover have full concealment instead. A mortar
cannot fire at targets within one range increment. The mortar has a range
increment of 40’. The mortar requires least 10’ of overhead clearance,
regardless of the target’s range. The operator makes a TN 15 Use Engineering
check to employ the mortar. If this check fails, the mortar malfunctions (it
jams, or the shell was a dud, in all likelihood). If the roll succeeds, add the
amount by which the roll exceeded TN 15 to the user’s ranged touch attack
roll.
Fuel: Each object launched by a mortar uses 5 ounces of sulferous.
Ammunition: Mortars are intended for use with timed grenades or
specially designed bombs.
Stats: Hardness 5; 10 HP; Size Small; Weight 30 lb.; MR 1; ER 3

Seaforium Charge
Seaforium is a favorite of sappers everywhere. Dwarves developed this
explosive as a safer alternative to the catastrophically dangerous fuels used by
goblin sappers during the Third War. The material is putty-like in appearance
and can be shaped or molded by anyone without risk of detonation. Seaforium
only explodes if an external source (a detonator) provides a significant
electrical surge. The detonator is typically attached to a length of copper wire
so the operator can stand some distance away, preferably around a corner or
Firearms As with other projectile weapons, the enhancement bonus from a firearm
Firearms are treated like other ranged projectile weapons, although they stacks with the enhancement bonus from its ammunition. Ammunition fired
cannot be constructed to benefit from a wielder’s exceptional Strength bonus. from a firearm is always lost or destroyed, even if it misses the target. The
Firearms are exotic weapons (except for the blunderbuss, which requires no shot is always against the target’s TAC and if the maximum is rolled on
expertise — it’s point-and-shoot). Exotic Weapon Proficiency (firearms) damage the die explodes (keep rolling until the maximum is not rolled again
grants a character proficiency with all firearms; otherwise, she takes –4 non- on the die).
proficiency penalty on attack rolls. (Dwarves and Goblinoids treat pistols and The Malfunction Rating (MR) for firearms and explosives varies
rifles as martial weapons.) depending on the specific weapon. When firearms malfunction they usually
Firearms use various types of ammunition. Most firearms and firearm jam or misfire, while explosives go off prematurely or prove to be duds.
ammunition obey all the normal rules for masterwork and engineering items. An Engineer can design and build Early Firearms but it takes an expert
As with other projectile weapons, the enhancement bonus from a firearm Engineer (rank 5+) to build Advanced Firearms. It takes an Artisan Engineer
stacks with the enhancement bonus from its ammunition. Ammunition fired (rank 9+) to build Modern Era Firearms and a Master (rank 13+) to create
from a firearm is always lost or destroyed, even if it misses the target. The Futuristic Weapons. A Grandmaster Engineer (rank 17+) can invent High
shot is always against the target’s TAC and if the maximum is rolled on Futuristic Weapons.
damage the die explodes (keep rolling until the maximum is not rolled again
on the die). Usage Modes
The Malfunction Rating (MR) for firearms and explosives varies Full Automatic (FA): This weapon can act as a semi-automatic weapon
depending on the specific weapon. When firearms malfunction they usually (see below), or it can fire a burst of shots with a single pull of the trigger to
jam or misfire, while explosives go off prematurely or prove to be duds. attack all creatures in a line. This line starts from any corner of the wielder's
An Engineer can design and build Early Firearms but it takes an expert space and extends to the limit of the weapon's range or until it strikes a barrier
Engineer (rank 9+) to build Advanced Firearms. It takes an Artisan Engineer it cannot penetrate. When using an automatic weapon to attack all creatures in
(rank 13+) to build Modern Era Firearms and a Master (rank 17+) to create a line, the wielder makes a separate attack roll against each creature in the
Futuristic Weapons. A Grandmaster Engineer can invent High Futuristic line. Each creature in the line can be attacked with only one shot from each
Weapons. burst. Each attack roll takes a -2 penalty, and its damage cannot be modified
by precision damage or damage-increasing feats such as Vital Strike. Effects
Usage Modes that grant concealment, such as fog or smoke, or the blur, invisibility, or
Full Automatic (FA): This weapon can act as a semi-automatic weapon mirror image spells, do not affect an automatic weapon's line attack. Roll to
(see below), or it can fire a burst of shots with a single pull of the trigger to confirm each attack roll that threatens a critical hit separately. A single burst
attack all creatures in a line. This line starts from any corner of the wielder's with an automatic weapon consumes 10 charges. When taking a full-attack
space and extends to the limit of the weapon's range or until it strikes a barrier action with an automatic weapon, the wielder can fire as many bursts in a
it cannot penetrate. When using an automatic weapon to attack all creatures in round as he has attacks, provided he has enough charges to make all of the
a line, the wielder makes a separate attack roll against each creature in the attacks.
line. Each creature in the line can be attacked with only one shot from each Semi-Automatic (SA): A semi-automatic weapon normally fires one shot
burst. Each attack roll takes a -2 penalty, and its damage cannot be modified as an attack. However, the user can take a full attack action to fire twice, as if
by precision damage or damage-increasing feats such as Vital Strike. Effects using the Rapid Shot feat
that grant concealment, such as fog or smoke, or the blur, invisibility, or (including taking a -2 penalty on all attacks). If the wielder has the Rapid Shot
mirror image spells, do not affect an automatic weapon's line attack. Roll to feat, she can use the additional shot from that as well, but the penalty for all
confirm each attack roll that threatens a critical hit separately. A single burst shots fired in that round increases to -6.
with an automatic weapon consumes 10 charges. When taking a full-attack Single Shot (SS): A slow-firing, single shot weapon.
action with an automatic weapon, the wielder can fire as many bursts in a Double Shot (DS): This weapon can be loaded with 2 shells and has 2
round as he has attacks, provided he has enough charges to make all of the triggers allowing either single or double shots.
attacks.
Semi-Automatic (SA): A semi-automatic weapon normally fires one shot Firing and Capacity
as an attack. However, the user can take a full attack action to fire twice, as if Firearms have a limited # rounds that can be fired before they need to be
using the Rapid Shot feat reloaded as shown on the tables below. Though the # AP needed to fire varies
(including taking a -2 penalty on all attacks). If the wielder has the Rapid Shot from firearm to firearm, it normally takes 4 AP to reload unless stated
feat, she can use the additional shot from that as well, but the penalty for all otherwise by the firearm description.
shots fired in that round increases to -6.
Single Shot (SS): A slow-firing, single shot weapon. Recoil and Fatigue
Firearms recoil when shot which for the early firearms is handled solely by
Firing and Capacity suffering Fatigue. Advanced firearms cause both Fatigue and recoil. Recoil
Firearms have a limited # rounds that can be fired before they need to be causes an attack penalty to additional shots fired in the same round. The
reloaded as shown on the tables below. Though the # AP needed to fire varies wielder can offset the recoil by having a high strength. Lower the recoil
from firearm to firearm, it normally takes 4 AP to reload unless stated penalty by ½ points of the wielder’s strength bonus.
otherwise by the firearm description.
Bullets
Recoil and Fatigue These are normally large, round projectiles made from lead. The
Firearms recoil when shot which for the early firearms is handles solely by ammunition can be made for other forms of metal and can have varying
suffering Fatigue. Advanced firearms cause both Fatigue and recoil. Recoil effects as shown on the ammunition table below.
causes an attack penalty to additional shots fired in the same round. The
wielder can offset the recoil by having a high strength. Lower the recoil Ammunition
penalty by ½ points of the wielder’s strength bonus. Metal type Damage Special effect
Lead Normal Poisons target causing Int loss
Bullets Silver -10% Affects Lycanthropes and Undead
These are normally large, round projectiles made from lead. The Cold Iron Normal Affects Demons and Fey
ammunition can be made for other forms of metal and can have varying normally ignoring their normal
effects as shown on the ammunition table below. item invulnerability
Adamantine *3 vs targets without Ignores DR
DR
Firearms Mithril *2 vs targets without Halves DR and affects Undead
Firearms are treated like other ranged projectile weapons, although they DR
cannot be constructed to benefit from a wielder’s exceptional Strength bonus.
Firearms are exotic weapons (except for the blunderbuss, which requires no
expertise — it’s point-and-shoot). Exotic Weapon Proficiency (firearms)
grants a character proficiency with all firearms; otherwise, she takes –4 non-
proficiency penalty on attack rolls. (Dwarves and Goblinoids treat pistols and
rifles as martial weapons.)
Firearms use various types of ammunition. Most firearms and firearm
ammunition obey all the normal rules for masterwork and engineering items.
Early Firearms rolls. You can shoot a long rifle with each hand, but you take a penalty on
attack rolls as if attacking with 2 1-handed weapons. This penalty is
Blunderbuss cumulative with the penalty for 1-handed firing.
Operation: This firearm shoots a 20’ cone of lead pellets that deals 3d6 Ammunition: Long rifles are packed with a mixture of gunpowder and
points of piercing damage to all creatures and objects in the area. No attack small lead pellets.
roll is necessary, and thus no feat is needed to operate the weapon effectively. Stats: Hardness 5; 5 HP; Size medium (weapon category: medium, 1 or 2-
Any creature caught in the cone can make a Reflex save (TN 15) to take half handed); Weight 10 lb.; MR 3; ER 4
damage. Creatures with cover get a bonus on their Reflex saves. A
blunderbuss requires two hands to use. Reloading it is a full-round action that Mortar
provokes attacks of opportunity. Operation: Mortars launch explosive shells in high arcs to land near or on
Ammunition: Blunderbuss shot is sold 12 at a time, with each load their targets. Mortars are treated like firearms in most respects, except that
individually wrapped in a muslin bag. they require their own Exotic Weapon Proficiency feat and each shot uses 4
Stats: Hardness 5; 5 HP; Size medium (weapon category: medium, 2- ounces of sulferous. Firing a mortar is a standard action (2 AP); reloading it is
handed); Weight 7 lb.; MR 2; ER 4 a full-round action (4 AP) that provokes attacks of opportunity. A mortar
requires 2 hands to use. Mortar attacks ignore all cover that does not protect
Cannon the target from above. Targets with full cover have full concealment instead.
Operation: Cannons are crafted of metal—some are cast in one piece, A mortar cannot fire at targets within 1 range increment.
others welded with iron bands—and mounted either in the ground or on Ammunition: 1 grenade/shot
wooden frames. Stats: Hardness 5; HP 10; Size small (weapon category: small, 2-handed);
Cannons use sulferous to propel their projectiles with great force. Cannons Weight 30 lb.; MR 3; ER 9
have a Hardness of 10 and 70 hit points. Cannon balls cost 30 gp each and
weigh 25 pounds. Musket
Malfunction: A cannon has a misfire range of 1 and when it explodes Operation: The musket holds a single shot and requires a standard action
damages everyone within 4 areas radius. to reload.
Ammunition: Cannon shoot large, metallic balls that cause bludgeoning Ammunition: Muskets are packed with a mixture of gunpowder and small
damage upon impact. lead pellets.
Stats: Hardness 15; HP 50; Size large (weapon category: large, 2-handed); Stats: Hardness 5; 5 HP; Size medium (weapon category: medium, 2-
Weight 150 lb.; MR 1; ER 9 handed); Weight 7 lb.; MR 2; ER 4

Flintlock Pistol Pepperbox Rifle


Operation: A flintlock pistol is powerful but inaccurate. It holds a single Operation: This Rifle has 3 barrels instead of one. The entire barrel
ball; reloading it is a standard action that provokes attacks of opportunity. You housing can be quickly rotated by hand between shots (a free action requiring
can shoot, but not load, a flintlock pistol with 1 hand at no penalty. You can one free hand), allowing all 6 bullets to be fired before the weapon must be
shoot a flintlock pistol with each hand, but you take a penalty on attack rolls reloaded. Each barrel of a pepperbox uses either a bullet and a single dose of
as if attacking with 2 light weapons. black powder or a single alchemical cartridge as ammunition.
Ammunition: The flintlock pistol shoots pistol balls (tiny metallic pellets) A pepperbox rifle functions like a flintlock rifle. It holds 3 shots, and
that must be packed with sulferous and lit. switching barrels takes little time (1 AP). Reloading a barrel is a move action
Stats: Hardness 3; HP 5; Size Tiny (weapon category: small, 1-handed); (2 AP).
Weight 3 lb.; MR 2; ER 4 Ammunition: The repeating rifle fires the same pistol balls as flintlock
rifles. The repeating rifle uses 1 ounce of sulferous/shot.
Stats: Hardness 5; 5 HP; Size medium; Weight 7 lb.; MR 2; ER 4
Musket
Operation: This long-barreled firearm has a much greater range than a
pistol. The musket holds a single shot and requires a standard action to reload.
Revolver
Ammunition: A musket uses either a bullet and a single dose of black Operation: A revolver can fire 6 times before it needs reloading (which
powder or an alchemical cartridge as its ammunition. requires 1 AP to load each bullet).
Stats: Hardness 5; HP 5; Size medium (weapon category: medium, 2- Ammunition: A revolver holds 6 bullets
handed); Weight 7 lb.; MR 2; ER 4 Stats: Hardness 5; HP 5; Size small (weapon category: small, 1-handed);
Weight 5 lb.; MR 1; ER 5
Pepperbox Pistol
Operation: This pistol, also called a repeater, resembles a flintlock pistol
Shotgun
with 6 barrels arranged in a circle. A clockwork mechanism is incorporated Operation: A shotgun is most effective at close range; on any successful
into the barrels, so that when a character fires the pistol, a new barrel rotates attack, a –1 penalty is applied to the damage roll for each range increment of
into position, saving her the trouble of reloading it. A repeating pistol deals d8 the attack.
points of damage and has a range increment of 20’. Ammunition: It can fire 2 times before it needs reloading (which requires
This pistol functions like a flintlock pistol. It holds five shots, and switching a full-round action). The weapon uses shotgun shells, cylindrical cartridges
barrels takes little time; you can fire a repeating pistol several times per round that have a built-in firing cap at their base. They are packed with a mixture of
if you have a high base attack bonus, the Rapid Shot feat, or a similar ability. gunpowder and small lead pellets.
Reloading a barrel is a move action. Stats: Hardness 5; HP 15; Size medium (weapon category: medium, 2-
Ammunition: The pepperbox pistol fires the same pistol balls as flintlock handed); Weight 14 lb.; MR 2; ER 5
pistols. The repeating pistol uses 1 ounce of sulferous/shot.
Stats: Hardness 3; 5 HP; Size Tiny (weapon category: tiny, 1-handed);
Weight 7 lb.; MR 2; ER 4 Modern Firearms
Automatic Pistol
Advanced Firearms Operation: An automatic pistol can fire 15 times before reloading and can
Automatic Pistol be used to attack more than 1/rd if the user has the ability to make multiple
Operation: An automatic pistol can fire 10 times before reloading and attacks. Releasing an empty magazine and inserting a new one is a move
may only be shot 1/phase if the user has the ability to make multiple attacks. action (2 AP).
Releasing an empty magazine and inserting a new one is a move action (2 Ammunition: The automatic pistol has a 15 bullet clip capacity.
AP). Stats: Hardness 5; HP 5; Size small (weapon category: small, one-handed);
Ammunition: The automatic pistol has a 10 bullet clip capacity. Weight 5 lb.; MR 1; ER 5
Stats: Hardness 5; HP 5; Size small (weapon category: small, one-handed);
Weight 5 lb.; MR 1; ER 5 Double Barrel Shotgun
Operation: A shotgun is most effective at close range; on any successful
Long Rifle attack, a –1 penalty is applied to the damage roll for each range increment of
Operation: The king of personal firearms, a long rifle is nearly as long as the attack. It can fire 2 times before it needs reloading (which requires 3 AP)
a dwarf is tall. Reloading it is a standard action that provokes attacks of or it can be fired both barrels at the same time. The weapon uses shotgun
opportunity. Normally, operating a long rifle requires 2 hands. However, you shells, cylindrical cartridges that have a built-in firing cap at their base. They
can shoot, but not load, a long rifle with one hand at a –4 penalty on attack are packed with a mixture of gunpowder and small lead pellets. When shot the
shotgun hits all targets within a 15’ cone. Half of the shotgun damage is the attack. It can fire 6 times before it needs reloading (which requires 1
fatigue and the other half is physical. AP/shell reloaded). When shot the shotgun hits all targets within a 15’ cone.
Ammunition: The weapon uses shotgun shells, cylindrical cartridges that Half of the shotgun damage is fatigue and the other half is physical.
have a built-in firing cap at their base. They are packed with a mixture of Ammunition: The weapon uses shotgun shells, cylindrical cartridges that
gunpowder and small lead pellets. have a built-in firing cap at their base. They are packed with a mixture of
Stats: Hardness 5; HP 25; Size medium (weapon category: medium, two- gunpowder and small lead pellets.
handed); Weight 7 lb.; MR 1; ER 5 Stats: Hardness 5; HP 25; Size medium (weapon category: medium, two-
handed); Weight 7 lb.; MR 1; ER 5
Gatling Gun
Operation: A Gatling gun is a siege engine, not a weapon. A Gatling gun Futuristic Weapons
must be mounted on an artillery cart or a stationary support to be fired. The
device and cart together are one size category larger than the intended Dart Stunner
operator, for whom the sizes are listed. A Gatling gun is usually pulled around Operation: The darts of this taser contain wireless capacitors, meaning
on its cart rather than carried but can be carried (but not fired) in a pinch. A that the Pulsar eliminates the need for cumbersome wires. As a trade-off, it is
Gatling gun is fired by turning its crank. A Gatling gun is listed as a simple slightly less powerful than the wired taser, although it can fire faster. It lacks
weapon because all that is required to use it is to aim and turn the crank. The the wired taser’s melee contacts.
operator must know this to use it. Ammunition: The dart stunner has a 10 shot capacity before needing to be
A Gatling gun can make # attacks/rd = 2 + its operator's Strength score as a reloaded.
full-round action (6 AP), or half its operator's strength score as a standard Stats: Hardness 3; HP 10; Size small (weapon category: small, one-
action (2 AP). Each sequential attack takes a cumulative -2 penalty on its handed); Weight 2 lb.; MR 1; ER 5
attack roll. All attacks must be made within a 90-degree cone, and the gun Hold-out Pistol
may turn in only 1 direction while firing (so the gun could attack target A # Operation: Hold-out pistols are very small firearms built with the priority
times, then attack target B # times, but could not then turn back to hit target A of easy concealment rather than firepower or ammunition capacity.
again in the same round). Firing a Gatling gun always provokes an Attack of Ammunition: The Hold out Pistol has a 21 bullet clip capacity.
Opportunity. Stats: Hardness 5; HP 10; Size small (weapon category: small, one-
A Gatling gun's cartridges are waterproof and self-contained, so it can fire handed); Weight 2 lb.; MR 1; ER 5
when wet. It may be fired underwater, but the number of attacks that may be
made/rd is halved, the penalty for each subsequent attack increases to -5, and
its range increment decreases to 5’. A Gatling gun can be used in the absence Light Pistol
of air. Operation: Light pistols are highly accurate and fairly concealable,
A Gatling gun's bullets do piercing damage. They are usually made of lead occupying a comfortable middle ground between Hold-outs and Heavy
(Hardness 7). Pistols. They’re extremely common on the streets. Use the Pistols skill when
A Gatling gun's magical enhancements cost 10 times what they would firing a light pistol. Light pistols can take top- and barrel-mounted
normally cost. accessories.
After 1 round of firing black-powder (the default) rounds, a cloud of thick Ammunition: The light pistol has a 30 bullet clip capacity.
smoke is visible at the gun's location, making it very obvious (TN 10 Stats: Hardness 3; HP 10; Size small (weapon category: small, one-
Awareness check, before applying distance modification) and makes ranged handed); Weight 2 lb.; MR 1; ER 5
attacks going through that square take a -10 circumstance penalty. This smoke
dissipates after 1d6 rounds in light wind, after 1d4 rounds in moderate wind, Heavy Pistol
or after 1 round in strong wind or stronger. Operation: Heavy pistols are powerful sidearms that are a good
Ammunition: Reloading a Gatling gun is a move-equivalent action. A compromise between concealability and firepower. Requires a 12 strength or a
Gatling gun is reloaded either by pouring ammunition into a hopper attached strength bonus of +2 to wield
to the feed, which does not interfere with firing during that round, or by Ammunition: The heavy pistol has a 30 bullet clip capacity.
removing whatever is attached to the feed and attaching a magazine, which Stats: Hardness 5; HP 10; Size small (weapon category: small, one-
prevents the gun from firing during that round. A hopper or magazine without handed); Weight 5 lb.; MR 1; ER 5
cartridges is cheap: only 1 sp. Each cartridge costs 1 gp. A magazine can hold
120 cartridges, while a hopper can hold 30. Machine Pistol
Malfunctions: If the gatling gun malfunctions it jams and stops Operation: Machine pistols offer a high rate of fire in a compact package.
functioning until the bullet is cleared which requires 6 AP to clear before it Ammunition: The machine pistol has a 40 bullet clip capacity.
can be fired again. Stats: Hardness 5; HP 10; Size small (weapon category: small, one-
Stats: Hardness 25; HP 55; Size Large (weapon category: Large, two- handed); Weight 5 lb.; MR 1; ER 9
handed); Weight 170 lb.; MR 5 (hopper) or MR 3 (magazine); ER 13
Submachine Gun
Revolver Operation: Use the Automatics skill when firing a submachine gun.
Operation: A revolver can fire 6 times before it needs reloading (which Requires a 12 strength or a strength bonus of +2 to wield
requires 1 AP to load each bullet). Ammunition: The submachine gun has a 50 bullet clip capacity.
Ammunition: A revolver holds 6 bullets Stats: Hardness 5; HP 10; Size small (weapon category: small, one-
Stats: Hardness 5; HP 5; Size small (weapon category: small, one-handed); handed); Weight 7 lb.; MR 1; ER 9
Weight 5 lb.; MR 1; ER 5
Wired Taser
Rifle, Hunting Operation: Tasers are pistol-like weapons that use an electrical charge to
Operation: A hunting rifle can fire 5 times before it needs reloading inflict Electricity Damage. This heavy-duty taser fires up to 4 darts that trail
(which requires 2 AP to load and cock each shell). wires up to 4 areas long. The wired connection to the power unit allows for a
Ammunition: 5 shells powerful shock. It also features contacts that allow it to be used as a stun
Stats: Hardness 5; HP 15; Size medium (weapon category: medium, two- weapon in melee. If used against a target in contact with metal (armor, shield,
handed); Weight 15 lb.; MR 2; ER 9 weapon) the wielder of the taser need only touch the metal with the taser to
inflict the electrical damage. The wielder can also choose to fire 1 wire at a
Rifle, Automatic time or any combination against one target. The taser requires an Engineering
Operation: An automatic rifle can fire 30 times before it needs reloading. check of 15 to reset wires that have been shot out of it.
Releasing an empty magazine and inserting a new one is a move action. As an Fuel: The wired taser uses 1 unit of energy for every 20 total shots before
attack, an automatic rifle can instead spray a space 10’ across with ten bullets. it needs a new energy unit.
If the attacker succeeds on an attack roll against TAC, everyone in that space Stats: Hardness 3; HP 10; Size small (weapon category: small, one-
must make a TN 15 Ref save or take the weapon’s damage. handed); Weight 5 lb.; MR 1; ER 13
Ammunition: The assault rifle has a 30 bullet clip capacity.
Stats: Hardness 5; HP 15; Size medium (weapon category: medium, two-
Assault Rifle
handed); Weight 20 lb.; MR 2; ER 9
Operation: The assault rifle is used more for close ranged combat.
Requires a 12 strength or a strength bonus of +2 to wield
Shotgun Ammunition: The assault rifle has a 60 bullet clip capacity.
Operation: A shotgun is most effective at close range; on any successful
attack, a –1 penalty is applied to the damage roll for each range increment of
Stats: Hardness 5; HP 25; Size medium (weapon category: medium, two- Operation: A light machine gun is physically bigger and heavier than an
handed); Weight 10 lb.; MR 2; ER 9 assault rifle. A light machine gun requires a strength score 16+ or a strength
bonus = +4 or greater.
Sniper Rifle Ammunition: LMG are loaded with a 50 bullet clip.
Operation: The sniper rifle is built for long range shooting in harsh Stats: Hardness 3; HP 20; Size medium (weapon category: medium, two-
environmental conditions. Requires a 12 strength or a strength bonus of +2 to handed); Weight 15 lb.; MR 2; ER 5
wield
Ammunition: The Sniper rifle has a 20 bullet clip capacity. Medium Machine Gun
Stats: Hardness 5; HP 25; Size medium (weapon category: medium, two- Operation: A heavier machine gun that requires a Strength of 18+ or with
handed); Weight 12 lb.; MR 2; ER 9 a strength bonus = +8 or greater.
Ammunition: MMG are loaded by belt of 100 bullets that feed into the
Sawed off Shotgun gun.
Operation: Sawed off shotguns are considered crowd control weapons as Stats: Hardness 5; HP 30; Size medium (weapon category: medium, two-
they shoot out a cone of shrapnel that is less about physical damage and more handed); Weight 25 lb.; MR 3; ER 9
about fatigue and pain.
When shot the shotgun hits all targets within a 15’ cone. Half of the shotgun Heavy Machine Gun
damage is fatigue and the other half is physical. Operation: Primarily a vehicle-mounted support weapon. The HMG is
Ammunition: Shotguns are loaded with shells that are filled with tiny equipped with a detachable tripod and is usually fired from a prone, sitting, or
pieces of metal or stone. kneeling position when not mounted on a vehicle. The wielder requires a
Stats: Hardness 5; HP 25; Size medium (weapon category: medium, two- Strength score of 20+ to fire or a strength bonus = +10 or greater.
handed); Weight 7 lb.; MR 1; ER 5 Ammunition: HMG are loaded by belt of 100 bullets that feed into the
gun.
Stats: Hardness 7; HP 50; Size medium (weapon category: medium, two-
Special Weapons handed); Weight 50 lb.; MR 3; ER 13
Pain Inducer
Operation: The pain inducer makes someone feel like they are in a
microwave, roasting from the inside out. Treat an attack from this gun as a Cannons & Launchers
toxin attack with a rank = bonus. Anyone hit by the weapon must make a Assault Cannon
Will save (TN = fatigue damage taken) and if they fail the target must spend Operation: An assault cannon is the largest of hand held firearms. The
his next Action Phase doing whatever it takes to run away from the pain. The shells it shoots forth are more like cannon shells than bullets and the damage
attacker can continue to hold her beam on a target with a Complex Action inflicted is area of effect as opposed to personal. The wielder chooses a target
unless the gamemaster deems the target has dodged away or found cover. If area to shoot into and the cannon inflicts damage to all targets in a 10’ radius
the target cannot get out of the beam, he is incapacitated with pain, suffering a of the target area. It
penalty to all rolls = -5 * bonus for as long as the beam is trained on him. Ammunition: The Assault cannon can hold a total # of shells = its bonus
Ammunition: 10 charges/unit of energy before needing to be reloaded.
Malfunction: If this gun malfunctions the wielder is affected by the pain Stats: Hardness 5; HP 25; Size medium (weapon category: medium, two-
inducer. handed); Weight 50 lb.; MR 3; ER 9
Stats: Hardness 3; HP 10; Size small (weapon category: small, one- Grenade Launcher
handed); Weight 2 lb.; MR 1; ER 13 Operation: A grenade launcher is a bulky weapon that can fire any
grenade a great distance. Grenades propelled by a launcher can be set to
Dart Pistol detonate upon impact or at the start of the wielder's next turn. A grenade
Operation: The dart pistol fires injection darts that can be loaded with launcher requires charges to fire, but un less the weapon is also loaded with a
potions or poisons. Similar to the Hand Crossbow but with greater range, the grenade, any charges that are consumed are wasted. A grenade launcher can
Dart pistol is loaded with special darts that contain a liquid load and the target hold up to 12 grenades at a time. Loading a single grenade into a grenade
is affected by the load as soon as they are damaged by it (must bypass DR to launcher is a move action.
damage target before liquid has an effect unless it is contact poison). If the Ammunition: 12 grenades
liquid is contact poison follow the rules for that poison’s effects. Stats: Hardness 5; HP 25; Size medium (weapon category: medium, two-
Ammunition: The Dart Pistol has a 30 dart clip. handed); Weight 30 lb.; MR 3; ER 9
Malfunction: If this gun malfunctions it jams and the liquid in the dart
loaded pours out all over the wielder. Missile Launcher
Stats: Hardness 3; HP 10; Size small (weapon category: small, one- Operation: A missile launcher can be loaded with missiles to deliver
handed); Weight 4 lb.; MR 1; ER 13 larger payloads than a grenade launcher. Missiles fired from the launcher can
target a single target or a 10’ radius burst +5/bonus. A creature in the area can
Dart Rifle make a Ref save (TN 25 +5/bonus) to take half damage but a target that takes
Operation: Originally designed to non-lethally take down large game a direct hit from a missile cannot attempt a save to reduce the damage. When a
animals at long ranges, the dart rifle uses compressed air cartridges to fire missile strikes its target, it explodes in a 15’-radius burst that deals fire and
injection darts. This weapon includes a top-mounted imaging scope. Similar to bludgeoning damage to all creatures within that area of effect doing bonus-
the Heavy Crossbow but with greater range, the Dart rifle is loaded with d10 damage. Some missiles carry alternate loads, replacing the fire damage
special darts that contain a liquid load and the target is affected by the load as with electricity or cold damage.
soon as they are damaged by it (must bypass DR to damage target before Ammunition: The launcher can only hold 1 Missiles at a time and takes 4
liquid has an effect unless it is contact poison). If the liquid is contact poison AP to reload.
follow the rules for that poison’s effects. Malfunction: When the missile launcher malfunctions, the missile
Ammunition: The Dart rifle has a 20 dart clip. explodes and does damage to the wielder and anyone in a 15’ radius burst.
Malfunction: If this gun malfunctions it jams and the liquid in the dart Stats: Hardness 10; HP 25; Size large (weapon category: large, two-
loaded pours out all over the wielder. handed); Weight 75 lb.; MR 3; ER 21
Stats: Hardness 5; HP 25; Size medium (weapon category: medium, two-
handed); Weight 10 lb.; MR 2; ER 9
High Future Weapons
Machine Guns
Machine guns come in three varieties—light, medium, and heavy—that Arc Pistol
determine their ranges and their recoil when shot multiple times in the same Operation: An arc pistol emits bolts of ionized particles that it then
round. Light machine guns have a recoil penalty of -2/bullet shot. Medium electrifies, creating a crackling beam of electricity between it and its target.
machine guns have a recoil of -5/bullet shot and Heavy machine guns have a Arc pistols gain a +bonus circumstance boost on attack rolls against targets
recoil of -10/bullet fired. that are metal or are wearing medium or heavy metal armor, metal shields or
Malfunctions: If the Machine Guns malfunction they jam and stop wielding a metallic weapon.
functioning until the bullet is cleared which requires 6 AP to clear and reload Fuel: The Arc pistol uses 1 unit of energy/10 shots.
before the gun can be fired again. Stats: Hardness 3; HP 10; Size small (weapon category: small, one-
handed); Weight 2 lb.; MR 2; ER 13
Light Machine Gun
Arc Rifle: An arc rifle is a larger, more powerful version of an Stats: Hardness 3; HP 10; Size small (weapon category: small, one-
handed); Weight 10 lb.; MR 1; ER 13
arc pistol.
Operation: Arc pistols gain a +bonus circumstance boost on attack rolls
against targets that are metal or are wearing medium or heavy metal armor, EMP Rifle
metal shields or wielding a metallic weapon. Operation: An EMP rifle is a larger, more powerful version of an EMP
Fuel: The Arc rifle uses 1 unit of energy/20 shots. pistol. It emits a beam of electromagnetic energy that can't harm living
Stats: Hardness 5; HP 25; Size medium (weapon category: medium, two- creatures but deals significant damage to robots. It functions as an EMP pistol
handed); Weight 6 lb.; MR 3; ER 9 except for the differences listed here.
Ammunition: 1 unit of energy provides 20 shots
Stats: Hardness 5; HP 25; Size medium (weapon category: medium, two-
Auto grapnel handed); Weight 30 lb.; MR 2; ER 17
Operation: An auto grapnel looks like a rifle with a small adamantine
spike protruding from its barrel. When fired, an autograpnel launches the
spike with a muffled bang. The spike trails an incredibly strong and thin metal Flare Gun
cable behind it. An instant after the spike punches into a solid target, tiny Operation: A flare gun looks like a wide-barreled pistol, and although it
spurs lance out of it, anchoring the spike in place. An autograpnel's cord is can be used in combat, the item's primary use is to send signals. A flare gun
long enough to allow the grapnel to reach its maximum range of 300’, and the and its ammunition (a small, rocket-propelled magnesium charge) are
internal retraction motors are strong enough to hold up to 500 lbs. of weight. completely self-contained and disposable-once fired, a flare gun is useless.
If the grapnel misses its target, it can be rewound into the gun as a standard While a flare gun has excellent range, the flare tends to wobble and spiral in
action; reattaching the grapnel to the gun barrel is a move action. flight, incurring a 20 % miss chance if it's being used to target a specific point.
An auto grapnel strikes with an effective Strength score of 22 +2/bonus for The flare detonates once it hits a target or reaches its maximum range of
the purposes of determining damage. If it strikes a creature, it remains lodged 2,400’, bursting into a sphere of fire that illuminates a 120’ radius area for 1
in the target and connected to the rifle and its wielder by the silk cord. This minute as it drifts slowly back to the ground. Any creatures within 20’ of the
cord has AC 12, Hardness 10, and 20 HP. A successful TN 32 +2/bonus flare must succeed at a TN 15 +5/bonus Fort save each round or be dazzled by
Strength check is required to snap the cord. If the wielder retracts the cord the intense light for as long as they remain in the area. Creatures adjacent to a
while it's attached to a creature, the auto grapnel attempts a pull combat lit flare are also blinded for 1d4 rounds on a failed save. A creature struck by a
maneuver check with a CMB of +16. If used against objects, an autograpnel flare takes bonus-d8 points of fire damage and continues to take the same
can pull an item that weighs 25 lbs. +5 lbs/bonus or less back to the user as a amount of fire damage/round until the flare is removed. Removing a flare
full-round action, or it can pull a heavier object that weighs no more than 100 requires 4 AP.
lbs. back to the user at a speed of 20’. When attached to a solid object, the Ammunition: 1 Flare/shot, must be reloaded after each shot and takes 2
gun's retraction rate can be set to maintain a taut line while the gun is attached AP to reload.
to a harness worn to aid climbing checks. Stats: Hardness 3; HP 10; Size small (weapon category: small, one-
Ammunition: 1 grapple hook + 50’ silk rope handed); Weight 20 lb.; MR 1; ER 13
Stats: Hardness 5; HP 25; Size medium (weapon category: medium, two-
handed); Weight 15 lb.; MR 2; ER 5 Gravity Pistol
Operation: A gravity pistol is one of the most advanced pieces of
Dart Gun technology. It uses a focused beam of gravitons to create a bolt of force. A
Operation: A dart gun makes use of nanotechnology to craft a small gravity pistol has two settings-switching between settings is a swift action. On
pointed projectile that does minimal damage on its own. Unlike other its pulse setting, it can be used as a typical beam weapon, but on it sustained
nanotech weapons, the nanites that make up a dart do not have any additional setting, holding the pistol's trigger down creates a stable beam of gravitons
effect on the target. Instead, a dart gun contains a small reservoir above its rather than a short, destructive burst. In this mode, the gravity pistol can be
handle into which a single dose of a pharmaceutical, drug, poison, or even used to move and manipulate objects at a distance, similar to a telekinesis
potion can be poured as a standard action. The next dart fired from the dart spell in its sustained force or combat maneuver versions (a gravity pistol
gun delivers that liquid into the target immediately upon a hit. The Nanites cannot duplicate the violent thrust option of a telekinesis spell). In this mode,
stay in the target’s system for 1 day/bonus and can deliver the stored liquid at a gravity pistol consumes 1 charge/round. The graviton beam can move
any time (may be preprogrammed to deliver upon a hit or delayed for up to 1 objects weighing no more than 225 lbs./bonus up to 20’/rd. A creature can
day/bonus). negate this effect on an object in its possession with a successful TN 15
Ammunition: 10 shots/nanite cannister +5/bonus Will save. If used to perform a combat maneuver, the beam uses the
Stats: Hardness 3; HP 10; Size small (weapon category: small, one- wielder's CMB, but uses her Intelligence modifier in place of her Strength or
handed); Weight 10 lb.; MR 2; ER 13 Dexterity modifier.
Ammunition: 1 unit of energy provides 10 shots
Stats: Hardness 3; HP 10; Size small (weapon category: small, one-
Death Ray handed); Weight 10 lb.; MR 1; ER 13
Operation: A death ray is a handheld, wand-like weapon that fires a
harmless carrier beam of energy at a target. When the beam hits a target, the Gravity Rifle
death ray then projects a stream of specialized nanites through the beam into
Operation: A gravity rifle is a larger, more powerful version of the gravity
the body of the target. When firing a death ray, the wielder must decide how
pistol, and functions as such except for the differences listed here. When a
many charges of nanites she is consuming, to a maximum of 10. Immediately
gravity rifle is on sustained setting, it can move objects weighing no more
upon being struck, the nanites inflict incredible pain on the target, which must
than 350 pounds/bonus up to 20’/rd, and the wielder gains a +4 bonus on
succeed at a Fort save to avoid a grisly fate (TN = 15 + 5/bonus + 2 * #
combat maneuver checks; she still substitutes her Intelligence modifier in
charges consumed by the attack).
place of her Strength or Dexterity modifier when calculating her CMB for
If the target fails this save, it takes 100 points of damage/bonus as the
these maneuvers.
nanites tear apart the victim's cardiovascular system. On a successful save, the
Ammunition: 1 unit of energy provides 20 shots
victim takes only bonus-d6 points of damage. Creatures slain by a death ray
Stats: Hardness 5; HP 25; Size medium (weapon category: medium, two-
die spectacularly, seeming to melt into a pool of blood that swiftly fades
handed); Weight 30 lb.; MR 2; ER 17
away. The victim's gear is unaffected by this attack. A death ray can't
penetrate a force field. The wielder can't score critical hits with a death ray. A
death ray has a maximum range of 200’ with no range increment. Grenade Launcher
Ammunition: 10 charges nanite cannister Operation: A grenade launcher is a bulky weapon that can fire any
Stats: Hardness 3; HP 10; Size small (weapon category: small, one- grenade a great distance. Grenades propelled by a launcher can be set to
handed); Weight 10 lb.; MR 1; ER 13 detonate upon impact or at the start of the wielder's next turn. A grenade
launcher requires charges to fire, but un less the weapon is also loaded with a
grenade, any charges that are consumed are wasted. A grenade launcher can
EMP Pistol hold up to 20 grenades at a time. Loading a single grenade into a grenade
Operation: An EMP pistol emits a beam of electromagnetic energy that
launcher is a move action.
cannot harm living creatures but deals terrible damage to robots. An EMP
Ammunition: 20 grenades
pistol can harm androids and creatures with cybernetic implants, but they take
Stats: Hardness 5; HP 25; Size medium (weapon category: medium, two-
half damage from a hit. A creature that is hit by an EMP pistol and takes
handed); Weight 30 lb.; MR 3; ER 9
damage from that hit must succeed at a TN 15 +5/bonus Fort save or be
staggered for 1d4 rounds.
Ammunition: 1 unit of energy provides 10 shots
ID Rifle Sonic Resonator
Operation: An id rifle looks like a sleek, low caliber rifle made of Operation: A sonic resonator is a bulky weapon that creates a droning
burnished skymetal. It fires a tiny barb of solid nanites with a range increment shriek when fired-and even when it's not being fired, it buzzes, whirs, and
of 50’. Although this barb does minimal damage on a hit, any creature flashes. The wielder takes a -4 penalty on any Stealth checks made while it is
damaged by an id rifle barb must succeed at a TN 50 +5/bonus Fort save or active. It can be powered off completely to negate this penalty; either
have its central nervous system flooded with nanites that swiftly overwhelm activating or deactivating is a standard action. When this weapon is fired, it
the creature's brain, reducing its mind to the instinctive level of an animal. The creates a highly focused beam of sound that swiftly modulates to resonate at
victim takes 1d4 points of Intelligence damage each round, but the total the atomic frequencies of the first target it strikes. The wielder makes 1 attack
amount of damage taken can never equal the victim's actual Intelligence score. roll when firing a sonic resonator, then resolves that roll against the AC of
Each round after the first, the victim can resist the Intelligence damage by every creature in an 80’ line from his position. The resonator's beam tunes
succeeding at a Fortitude save, at which point the damage ceases. The itself to the precise molecular structure of the first creature in the line he hits,
recurring Intelligence damage automatically ends after 6 rounds. A victim dealing bonus-d12 points of sonic damage to that target. Any other targets of
already suffering from the effects of an id rifle who is affected by an the same creature type in the line which are subsequently struck take -1d12
additional shot has the save TN increased by +2/additional shot. An id rifle points of sonic damage from the main damage. If the attack roll is a critical
has a microphone built into its stock. During any round in which a creature hit, choose 1 target hit by the attack to resolve the critical against. A creature
takes Intelligence damage from an id rifle, as a move action the wielder of that that's critically hit by a sonic resonator must succeed at a TN 25 +5/bonus Fort
rifle can speak a short command into the microphone. Any applicable target save to resist being stunned for 1 round and deafened for 1d6 rounds. A
within 50’ of the wielder must then succeed at a TN 50 +5/bonus Will save to creature slain by a sonic resonator is completely disintegrated (any gear
resist following the command, as if under the effect of a suggestion spell. A carried remains unaffected). Force fields and force effects are not damaged by
victim follows only the latest suggestion spoken into the microphone and a sonic resonator's beam, and completely block its effects. The beam emitted
abandons any previous suggestion if it fails a save vs a new suggestion. A by a sonic resonator is a sonic effect and cannot pass through an area of
victim continues to follow the suggestion for # hours = bonus after magical silence or an area under the effects of a signal jammer.
succumbing to its effects. The effects created by an id rifle are mind-affecting Fuel: The sonic resonator uses 1 unit of energy/20 shots.
effects. Malfunction: When the sonic resonator malfunctions, it explodes doing
Ammunition: 1 cannister = 20 shots sonic damage to the user and anyone in a 15’ radius burst.
Stats: Hardness 5; HP 25; Size medium (weapon category: medium, two- Stats: Hardness 5; HP 20; Size medium (weapon category: medium, two-
handed); Weight 30 lb.; MR 3; ER 25 handed); Weight 45 lb.; MR 3; ER 13

Laser Pistol Plasmathrower


Operation: A laser pistol emits a beam of intensely focused light capable Operation: A plasmathrower is a devastating weapon that fires blasts of
of burning anything it strikes. A laser attack can pass through force fields and superheated, electrically charged gas. This weapon has 2 firing modes: single
force effects, such as a wall of force, to strike a foe beyond without damaging shot and automatic. When used on the single shot setting, the weapon fires a
that field. Objects like glass or other transparent barriers do not provide cover scattering shot with close (60’) increment; on the automatic setting, it fires
from lasers-but unlike force barriers, a transparent physical barrier still takes individual bursts of plasma that can reach up to 3 range increments (180’).
damage from a laser passing through it. Invisible creatures are immune to Half the damage dealt by a plasmathrower is fire damage and the other half is
damage caused by a laser weapon. Fog, smoke, and other clouds provide electricity damage.
cover in addition to concealment from laser attacks. Darkness (magical or Fuel: The plasmathrower uses 1 unit of energy per shot and takes a full
otherwise) has no effect on lasers other than providing concealment, and round (6 actions to reload).
though a laser consists of highly focused light, it does not provide any Malfunction: When the plasmathrower malfunctions, it explodes doing
illumination. The laser pistol does bonus-D8 fire and fatigue damage to the damage to the user and anyone in a 15’ radius burst.
target (half is fire and half is fatigue). Stats: Hardness 15; HP 40; Size large (weapon category: large, two-
Fuel: The laser pistol uses 1 unit of energy for every 20 shots. handed); Weight 55 lb.; MR 3; ER 21
Malfunction: When the x-laser malfunctions it causes bonus-d4 burning
damage to the wielder. Rail Gun
Stats: Hardness 3; HP 10; Size small (weapon category: small, one- Operation: A rail gun uses gravitons to compress raw metal scrap placed
handed); Weight 10 lb.; MR 1; ER 13 in its sequencing chamber into hyperdense shells that it then accelerates to
astounding speed and fires from its electromagnetically charged barrel. The
Laser Rifle weapon's rate of fire is slow compared to most other technological weapons,
Operation: A laser rifle is a larger, more powerful version of a laser pistol, yet its relatively high damage combined with its potential for particularly
and functions as such except for the differences listed. A laser attack can pass grisly critical hits makes it a much sought-after weapon for long-range
through force fields and force effects, such as a wall of force, to strike a foe combat.
beyond without damaging that field. Objects like glass or other transparent Shots fired from a rail gun bypass a target's DR (ignore 10 DR/bonus) or
barriers do not provide cover from lasers-but unlike force barriers, a an object’s first 10 points of Hardness/bonus and can completely destroy
transparent physical barrier still takes damage from a laser passing throughit. objects without Hardness and cripple targets without DR. When making an
Invisible creatures are immune to damage caused by a laser weapon. Fog, attack with a rail gun, make a single attack roll and compare that result to the
smoke, and other clouds provide cover in addition to concealment from laser ACs of all creatures in a line extending out to the weapon's maximum range.
attacks. Darkness (magical or otherwise) has no effect on lasers other than This weapon damages all targets with an AC = to or lower than the attack roll.
providing concealment, and though a laser consists of highly focused light, it However, if the attack's damage fails to penetrate any target's Hardness or DR
does not provide any illumination. The laser pistol does bonus-D12 fire and this shot is blocked and cannot damage targets that are farther away.
fatigue damage to the target (half is fire and half is fatigue). Fuel: The rail gun uses 1 unit of energy per shot and takes a full round (6
Fuel: The laser rifle uses 1 unit of energy for every 10 shots. actions to reload).
Malfunction: When the x-laser malfunctions it causes bonus-d6 burning Malfunction: When the rail gun malfunctions, it explodes doing damage
damage to the wielder. to the user and anyone in a 15’ radius burst.
Stats: Hardness 5; HP 25; Size medium (weapon category: medium, two- Stats: Hardness 15; HP 40; Size large (weapon category: large, two-
handed); Weight 30 lb.; MR 2; ER 17 handed); Weight 75 lb.; MR 3; ER 21

Mindrender Rocket Launcher


Operation: A mindrender is a cruel weapon that emits a carrier wave of Operation: A newly created rocket launcher contains its entire load of
light which transmits a mass of nanites into the body of the creature struck. rockets and energy charges. It cannot be reloaded, and once its final rocket is
The victim must succeed at a TN 50 + 5/bonus Fortitude save or it takes 1 fired, the weapon is useless.
negative level and is staggered for 1 round as the nanites flood the victim's Rockets fired from a rocket launcher can target a single target or a 10’ radius
brain and suppress long term memories. If the victim succeeds, he's instead burst +5/bonus. A creature in the area can make a Ref save (TN 25 +5/bonus)
sickened for 1d4 rounds and is immune to further attacks from a mindrender to take half damage but a target that takes a direct hit from a rocket cannot
for 1 hour. A creature can attempt a new save every 25 hours to remove the attempt a save to reduce the damage. When a rocket strikes its target, it
negative level. These are mind-affecting effects. explodes in a 30’-radius burst that deals fire and bludgeoning damage to all
Ammunition: 1 cannister = 20 shots creatures within that area of effect doing bonus-d10 damage. Some rocket
Stats: Hardness 5; HP 25; Size medium (weapon category: medium, two- launchers carry alternate loads, replacing the fire damage with electricity or
handed); Weight 30 lb.; MR 3; ER 25 cold damage.
Ammunition: Rockets
Fuel: The rocket launcher can shoot 1 full payload (# rockets = bonus)/unit save or the shot automatically depletes all of the force field's remaining hit
of energy. So a +5 rocket uses 1 unit of energy to shoot 5 rockets before points.
needing to be reloaded. Fuel: The vortex gun uses 1 unit of energy/shot.
Malfunction: When the rocket launcher malfunctions, all the remaining Malfunction: When the vortex gun malfunctions, it causes the wielder to
rockets in the payload explode and do their damage to the user and anyone in be nauseated.
a 15’ radius burst. Stats: Hardness 2; HP 15; Size medium (weapon category: medium, two-
Stats: Hardness 10; HP 25; Size large (weapon category: large, two- handed); Weight 20 lb.; MR 3; ER 17
handed); Weight 75 lb.; MR 3; ER 21
X-laser
Sonic Pistol Operation: An x-laser is a super-charged laser with devastating effects. It
Operation: A sonic pistol emits a blast of devastating sound waves that fires a highly focused, incredibly powerful beam of high-frequency light. An
shatter and blast flesh, bone, and anything else they happen to strike. x-laser's beam functions as a laser rifle's beam, but it bores holes through any
The weapon has a medium range of 150’ and it deals bonus-d8 fatigue and creature or object it damages. The beam is stopped if it cannot penetrate the
blunt damage at range and knocks the target prone (Ref TN 30 +5/bonus to Hardness, fire resistance, or fire immunity of a barrier or creature. When
avoid). A creature critically hit by a sonic pistol must succeed at a TN 15 making an attack with an x-laser, make a single attack roll and compare that
+5/bonus Fort save to resist being permanently deafened. result to the ACs of all creatures in a line extending out to the weapon's
Fuel: The sonic pistol uses 1 unit of energy/10 shots. maximum range. This weapon damages all targets with an AC = or lower than
Malfunction: When the sonic rifle malfunctions, it deafens the wielder for the attack roll. The hole created by an x-laser is less than an inch in diameter
# rds = bonus. and serves primarily as evidence of the weapon's discharge rather than
Stats: Hardness 3; HP 15; Size small (weapon category: small, one- significantly altering an object's structural integrity beyond the damage the
handed); Weight 15 lb.; MR 1; ER 9 laser blast deals as part of the attack. The beam does bonus-d20 damage to all
targets.
Sonic Rifle Fuel: The x-laser uses 1 unit of energy for every 5 shots.
Operation: A sonic rifle is a larger, more powerful version of the sonic Malfunction: When the x-laser malfunctions it causes bonus-d6 burning
pistol, and functions as such except for the differences listed. damage to the wielder.
The weapon has a long range of 300’ and it deals bonus-d12 fatigue and blunt
damage at range and knocks the target prone (Ref TN 30 +5/bonus to avoid). Stats: Hardness 5; HP 25; Size medium (weapon category: medium, two-
Fuel: The sonic rifle uses 1 unit of energy/20 shots. handed); Weight 20 lb.; MR 3; ER 17
Malfunction: When the sonic rifle malfunctions, it stuns the wielder for #
rds = bonus. Zero Pistol
Stats: Hardness 5; HP 30; Size medium (weapon category: medium, two- Operation: A zero pistol fires a beam of freezing particles at high velocity,
handed); Weight 35 lb.; MR 2; ER 17 dealing cold damage to anything it strikes. Any creature critically hit by a
zero pistol ray must succeed at a TN 15 +5/bonus Fort save or become
Stun Gun staggered by the cold for 1 round. The pistol does Bonus-d8 cold damage.
Operation: This weapon uses a sonic amplifier to produce powerful low- Half of this damage is fatigue damage as well. A success on the Fort save
frequency blasts of sonic energy that pummel targets. The weapon has a short eliminates the fatigue damage.
range of 30’ and it deals bonus-d4 fatigue damage at range and knocks the Fuel: The zero pistol uses 1 unit of energy for every 10 shots.
target prone (Ref TN 15 +5/bonus to avoid). Malfunction: When the zero pistol malfunctions it causes damage to the
Fuel: The stun gun uses 1 unit of energy/10 shots. wielder and creates a block of ice around the hand of the user.
Malfunction: When the stun gun malfunctions, it stuns the wielder for # Stats: Hardness 3; HP 5; Size small (weapon category: small, one-handed);
rds = bonus. Weight 5 lb.; MR 1; ER 5
Stats: Hardness 2; HP 15; Size small (weapon category: small, one-
handed); Weight 5 lb.; MR 1; ER 9 Zero Rifle
Operation: A zero rifle is a larger, more powerful version of the zero
Vortex Gun pistol, and functions as such except for the differences listed here.
Operation: A vortex gun looks like a sleek shotgun with three barrels Any creature critically hit by a zero rifle ray must succeed at a TN 30
arranged in a triangular formation. When this weapon is fired, the 3 barrels +5/bonus Fort save or become stunned by the cold for 1 round. The pistol
release a beam of gravitons that spiral around each other to create a 100’- long does Bonus-d12 cold damage. Half of this damage is fatigue damage as well.
cone-shaped vortex of devastating energy. This energy tears, crushes, and A success on the Fort save eliminates the fatigue damage.
twists everything in its path. Being struck by a vortex gun induces Fuel: The zero rifle uses 1 unit of energy for every 5 shots.
overwhelming vertigo in living victims. The gun does bonus-d8 fatigue Malfunction: When the zero rifle malfunctions it causes damage to the
damage. A living creature damaged by a vortex gun must succeed at a TN 18 wielder and creates a block of ice that surrounds the user who starts
Fort save to avoid being nauseated for 1 round. A critical hit also allows the suffocating.
user of the gun to attempt a trip combat maneuver check against the target Stats: Hardness 5; HP 10; Size medium (weapon category: medium, two-
(CMB = user's base attack bonus + 15); this attempt doesn't provoke attacks of handed); Weight 14 lb.; MR 2; ER 9
opportunity. Flying creatures struck by a vortex gun are affected as if they
were struck by hurricane force winds. A creature protected by a force field
takes no damage from a vortex gun but must succeed at a TN 15 +5/bonus Ref
Early Firearms
Us
Firearm Dmg AP Fat* Crit Range MR Cap e Wt Type Special
One-Handed Firearms
Pepperbox Pistol 1d8 6 ×4 20’ 2 (5’) 6 SS 5 lbs. B/P
Flintlock Pistol 1d8 6 ×4 20’ 1 (5’) 1 SS 4 lbs. B/P
Two-Handed Firearms
Musket 1d12 10 ×4 40’ 2 (5’) 1 SS 9 lbs. B/P
Blunderbuss d8 10 x2 special 2 (10') 1 SS 8 lbs. B/P Scatter
Siege Firearms
Cannon 6d10 20 ×4 100’ 1 (20’) 1 SS 3,000 lbs. B/P
*Fatigue costs include loading and firing the firearm together. Separately loading any firearm except a cannon = 1 Fatigue and
the remaining fatigue is for firing the gun. For a Cannon loading takes 4 fatigue and firing 16.

Advanced Firearms
Dmg AP Fat Rcl Crit Rng Mf Cap Use Wt Type Spcl
1 handed ranged weapons (firearms)
Automatic Pistol d6 2 5 - x3 50' 1 10 SS 3 lb. P -
Revolver d8 2 5 -2 x4 20' 1 6 SS 4 lbs. B/P -
2 handed ranged weapons (firearms)
Musket d12 3 7 - x3 150' 2 1 SS 10 lb. P -
Long Rifle d10 3 7 - x4 80' 1 1 SS 12 lbs. B/P -
Pepperbox Rifle d10 2 7 -2 x4 80' 2 4 SS 15 lbs. B/P -
Shotgun d8 3 7 -4 x2 20' 2 2 SS 12 lbs. B/P Scatter
Double Shotgun D10 3 7 -6 x2 20' 2 2 SS 12 lbs. B/P Scatter
2 handed ranged (heavy weapons)
Mortar 3d6 4 3 - x2 40’ 1 1 SS 25 lbs. Fire -

Modern Weapons
Dmg AP Fat Rcl Crit Rng Mf Cap Use Wt Type Spcl
1 handed ranged weapons (firearms)
Automatic Pistol d6 2 5 - x3 50' 1 10 SS 3 lb. P -
Revolver d8 2 5 -2 x4 20' 1 6 SS 4 lbs. B/P -
2 handed ranged weapons (firearms)
Musket d12 3 7 - x3 150' 2 1 SS 10 lb. P -
Long Rifle d10 3 7 - x4 80' 1 1 SS 12 lbs. B/P -
Pepperbox Rifle d10 2 7 -2 x4 80' 2 4 SS 15 lbs. B/P -
Shotgun d8 3 7 -4 x2 20' 2 2 SS 12 lbs. B/P Scatter
Double Shotgun D10 3 7 -6 x2 20' 2 2 SS 12 lbs. B/P Scatter
2 handed ranged (heavy weapons)
Mortar 3d6 4 3 - x2 40’ 1 1 SS 25 lbs. Fire -

Futuristic Weapons
Dmg AP Fat Rcl Crit. Rng Cap Use Str Type
1 handed ranged weapons (firearms)
Wired Taser 4d8 2 - - *2 Close 4 Wires 1 Ch - Elec.
Dart Stunner 2d6 1 - - *2 Close 10 clip 1 Ch - Elec.
Light Pistol d6 2 3 2 *2 Close 30 clip SA - P
Hold Out Pistol d8 2 3 4 *3 Close 21 clip SA/BF - P
2 handed ranged weapons (firearms)
Heavy Pistol 2d8 2 5 4 *3 Close 30 clip SA/BF 12 P
SA/BF/
Machine Pistol 2d10 4 5 6 *4 Close 40 clip FA - P
SA/BF/
Submachine Gun 3d6 4 5 6 *4 Close 50 clip FA 12 P
SA/BF/
Assault Rifle 3d8 4 7 6 *4 Close 60 clip FA 12 P
Sniper Rifle 2d10 2 7 4 *3 Close 20 clip SA/BF 12 P
Sawed off Shotgun d6 2 7 4 *3 Close 20 drum SA/BF - P
2 handed ranged (heavy weapons)
L. Machine Gun d18 4 9 6 *4 Close 50 clip BF/FA 12 P
M. Machine Gun d10 6 9 6 *5 Close 100 belt FA 14 P
H. Machine Gun d12 6 9 8 *5 Close 100 belt FA 16 P
4/
Assault Cannon 2d20 6 shot 10 *2 Long 15 SS 20 P
Grenade Launcher 2d6 2 3 8 *2 Med 12 SS/SA 14 G
Missile Launcher 2d20 4 9 10 *5 Long 2 SS 18 M
Special Weapons
Pain Inducer 2d6 2 3 - *2 Close 10 SS - P
Dart Pistol 2d4 2 3 - *2 Med 30 SS - P
Dart Rifle 3d4 2 5 - *2 Long 20 SS 12 P
High Future Weapons
AP FC Rcl DMG Crit Range Cap Usage Weight Type Special
1 handed ranged weapons (firearms)
Arc Pistol 2 3 2 d8 *2 50' 10 1 Ch. 2 lbs. E SA, touch
Dart Gun 2 3 0 d4 *2 30' 1 NC 1 Ch. 2 lbs. P
Death Ray 4 3 2 special 200' 1 NC varies 1 lb. Special SS, touch
EMP Pistol 3 3 2 2d6 *2 50' 10 1 Ch. 2 lbs. E SA, touch
Flare Gun 2 3 0 d8 *3 240' 1 Disposable 1 lb. F SS, touch
Gravity Pistol 3 3 2 d8 *2 50' 10 1 Ch. 2 lbs. Force SA, touch
Laser Pistol 2 3 2 d8 *2 50' 10 1 Ch. 2 lbs. F SA, touch
Mindrender 4 3 2 special *2 40' 1 NC 2 Ch. 2 lbs. Special SS, touch
Sonic Pistol 2 3 2 d8 *2 50' 10 1 Ch. 2 lbs. Sonic SA, touch
Stun Gun 2 3 2 d8 *2 20' 10 1 Ch. 3 lbs. B Fatigue, SA, touch
Zero Pistol 2 3 2 d8 *2 50' 10 1 Ch. 2 lbs. C SA, touch
2 handed ranged weapons (firearms)
Arc Rifle 3 5 5 2d6 *2 150' 20 1 Ch. 6 lbs. E FA, touch
Autograpnel 4 5 3 d8+6 *3 30' 20 1 Ch. 15 lbs. P Grapple, slow firing
EMP rifle 4 5 5 3d6 *2 150' 20 1 Ch. 6 lbs. E FA, touch
Gravity Rifle 4 5 5 2d6 *2 150' 20 1 Ch. 6 lbs. Force FA, touch
ID Rifle 3 5 5 special *2 50' 1 NC 1 Ch. 5 lbs. Special SS, touch
Laser Rifle 3 5 5 2d6 *2 150' 20 1 Ch. 6 lbs. Force FA, touch
Sonic Rifle 3 5 5 2d6 *2 150' 20 1 Ch. 6 lbs. Sonic FA, touch
Zero Rifle 3 5 5 2d6 *2 150' 20 1 Ch. 6 lbs. C FA, touch
2 handed ranged (heavy weapons)
Grenade Launcher 4 9 7 varies 100' 20 1 grenade 8 lbs. Varies SS, touch
Nuclear Resonator 4 9 7 special 18+/*2 80' 20 5 Ch. 11 lbs. Sonic SS, touch
Plasma Thrower 4 9 7 4d6 19+/*2 60' 20 2 Ch. 15 lbs. E and F FA, SS, scatter, touch
Rail Gun 6 9 9 3d10 *4 200' 10 1 Ch. 140 lbs. B and P SS, touch
Rocket Launcher 6 9 7 12d6 *5 120' 10 10 75 lbs. B and F SS
Vortex Gun 6 9 7 10d6 19+/*2 100' 30 10 Ch. 15 lbs. Force SS, scatter, touch
Xlaser 4 9 7 5d6 *4 200' 20 5 Ch. 10 lbs. Force Touch

A weapon with 2 types is both types if the entry specifies "and," and is either type (wielder's choice) if the entry specifies "or." Damage types are
abbreviated as follows: B (bludgeoning), C (cold), E (electricity), F (fire), P (piercing), and S (slashing); NC = Nanite Canister.
Gadgets

Army Knife capped by the character’s height +20’. When this function is used, the
It’s not stylish and it’s useless as a weapon, but no sensible engineer autostilts may not be used again for 10 minutes while steam pressure
marches without this tool of-all-trades. The army knife digs trenches, saws rebuilds inside the pistons. A character’s movement speed is halved
wood, hammers nails, lights fires, sounds 3 different kinds of duck calls, when wearing autostilts.
polishes and oils armor, sews clothing, stores 25’ of spidersilk rope with a test Fuel: Autostilts use 1 unit of energy/3 hours of operation; each jump
weight of 100 lbs., extends into a fishing rod, and unreels into a 1-person counts as 1 hour of operation for these purposes.
canvas tent. All this utility in just 4 pounds, and it even cuts things! The army Stats: Hardness 3; 5 HP; Size Tiny; Weight 20 lb.; MR 2; ER 9.
knife is the appropriate tool for just about any Craft skill.
Operation: Operating the intricate system of levers to access each function Bubble Suit
of the knife takes 3 rounds and adds the bonus of the knife to any craft skill This is not so much a suit as a set of thick straps like suspenders that start
roll. at the hips and loop around the shoulders and around the pelvis.
Malfunction: Pieces everywhere. Operation: If the user finds herself falling, a quick pull of a cord (an
Stats: Hardness 1; 3 HP; Size Diminutive; Weight 4 lb.; MR 1; ER 2. immediate action) starts a tiny but powerful fan at the base of her lower back,
sucking air into the straps. Hidden balloons burst from the straps, allowing her
Assassin’s Injector to ignore the first 1d6 points of falling damage.
Although it is based on the technology behind the potion injector, the She can use this item in melee combat — as the balloons give a +bonus to
assassin’s injector is much smaller. It is a small device about the size of a 4” AC against bludgeoning attacks — but they also reduce her movement by –
cube with a timer, a spring, a needle and a small amount of powerful poison 10’. She takes a – 4 penalty to Agility. The straps can be adjusted to fit Small
inside. to Large creatures. A TN 10 Agility check is required to put on or remove the
Operation: When set (a TN 15 Engineering check) and slipped inside a device.
pocket (a TN 15 Sleight of Hand check), the device goes off after 5 rounds: A Stats: Hardness 1; 3 HP; Size Diminutive; Weight 2 lb.; MR 2; ER 2.
spring shoots the needle into the target with a successful attack roll. (The
device has no bonuses on attack rolls, but the target is considered flat-footed Cargo Pack
for the attack.) The needle deals 1d2 points of damage, ignores DR + any This cargo pack has a sturdy and intricate series of supports creating its
added poison damage. If the device is discovered before the timer goes off, it frame, allowing the wearer to comfortably carry massive loads despite its
has a 70% chance of discharging in the finder’s hands, making an attack roll enormous size. The straps on this well-balanced pack can be adjusted to fit
against the target’s touch AC. any Small or Medium humanoid creature. A larger, non-standard pack for
Malfunction: If the malfunction is rolled while setting it, the handler even larger loads is available for Large humanoids.
suffers from the poison attack (auto hit). Operation: Any load up to the full capacity may be carried inside a cargo
Stats: Hardness 1; 3 HP; Size Diminutive; Weight 0 lb.; MR 3; ER 6; pack; only a quarter of the total weight is counted against the wearer’s
Craft TN 21; Price 152 gp. carrying capacity. A TN 10 Agility check is required to put on or remove the
device.
Army Boots Malfunction: One of the cargo pack’s complex support straps breaks. It
Army boots are made from sturdy leather and are strapped up to the knee. acts as a standard backpack until it is repaired, with all weight treated
The thick heels add 6” to the height of anyone wearing a pair. Contained normally.
within the heel are several devices that aid in moving through thick brush and Stat: Hardness 5; 20 HP; Size Medium (standard) (5’ tall * 3’ wide * 3’
difficult terrain. This multipurpose footwear is watertight and adjustable with deep), cargo capacity 400 lb.; Medium (large) (8’ tall * 4’ wide * 4’ deep),
several straps to fit the wearer’s feet snugly. The laces can be used as 50’ of cargo capacity 600 lb.; Weight 20 lb. (standard), 25 lb. (large); MR 1; ER 2
strong spidersilk line. (standard), 3 (large).
Operation: The wearer can direct the boot’s many functions by
manipulating a series of toe triggers with a TN 15 Engineering check; failure Cloaking Device
means the desired function is not triggered. It takes 3 rounds to switch the The cloaking device doesn’t need to be a cloak, necessarily. To all eyes it
boots from one mode to the next. The soles of the boots contain several is a stylish, gray woolen cloak, but the chaos generator is hidden in a small
options for negotiating terrain, not to mention sticky situations. Tightly coiled box that is woven into the cloak at the base of the neck and connected by a
springs release from the heel, giving the wearer a +5 circumstance bonus on thin wire to the brooch that clasps the cloak at the shoulder.
Jump checks as well as increasing his base land speed by 10’. Another Operation: When the wearer pushes a button set into the brooch (often
mechanism allows stilts to unfold accordionlike from the heel, giving an hidden; a TN 15 Engineering check), the chaos generator revs up and the
additional 2’ of height, although a TN 10 Balance check is required to stay molecules in the air around the wearer begin to vibrate at a rate that causes the
upright each round. Using bellows at the heel, air bladders in each boot inflate user to appear to become invisible. He gets a +bonus circumstance boost on
to allow a wearer of Small or Medium size to cross a body of water without Stealth checks to hide and can attempt to hide in plain sight. After 1 round, the
getting wet, provided they succeed on a TN 15 Balance check each round to generator overheats and shuts down, unable to restart for 1 hour.
stabilize and stay upright while walking on water. The boots even aid in Fuel: The chaos generator burns phlogiston at an intense rate; 1 unit of
combat situations: a dagger blade can extend from the toe of each boot to energy can power the gnomish cloaking device for only 5 cycles (1 day).
provide stopgap weapons. Using these blades, the wearer’s kick attack deals Stats: Hardness 3; 5 HP; Size Tiny; Weight 6 lb.; MR 4; ER 20.
an additional +1d4 points of piercing/slashing damage.
Although incredibly useful, the boots are heavy, each weighing 10 pounds. Combat Armor
They reduce the speed of the wearer by –10’ (negated if the springs are This device resembles a suit of chainmail with a metal breastplate. A
active). phlogiston boiler is attached to the breastplate’s back, and molded metal
Malfunction: The wrong function is activated, forcing the user to wait 3 plates, connected by pistons, strap to the backs of the wearer’s arms and
rounds to reset the boots. hands. In addition to providing protection, the boiler drives the pistons and
Stats: Hardness 3; 5 HP; Size Tiny; Weight 20 lb.; MR 3; ER 4. lends strength to the wearer’s blows. Two small pipes on the boiler’s top vent
the excess heat and steam.
Autostilts Combat armor provides a 5 + bonus armor boost to DR, counts as heavy
Autostilts are mechanical devices that strap to the feet and lower legs of the armor, has a max Agility bonus of +0, an armor check penalty of –7, and an
wearer, with cables snaking to a control unit that hangs from his belt. arcane spell failure chance of 45%. It includes gauntlets. When the boiler is
Operation: Use of the buttons (a TN 10 Engineering check) on the control active, it provides a +bonus enhancement boost to the wearer’s Strength.
unit has the following effects: Operation: Strapping on the armor is easy enough; it counts as a
 Buttons 1 and 2: Pressing the first button on the control unit raises the breastplate for the purposes of determining how much time it takes to put on
wearer atop the stilts to a maximum height of 60’ at a rate of 10’/round, and take off. Properly adjusting the arm plates and starting the boiler requires
while allowing him to stop rising at any time. Pressing the second button 2 rounds and a TN 25 Engineering check.
lowers him at the same rate. Moving while the stilts are extended Fuel: The boiler requires 1 unit of energy/hour of continuous use.
requires a Balance check (TN 5 + 3 for each 10’ of stilt extension). Malfunction: Kickback.
 Button 3: Pressing the third button extends the stilts to a 20’ length Stats: Hardness 5; 40 HP; Size Small; Weight 50 lb.; MR 2; ER 12.
nearly instantaneously, and then retracts them just as quickly. This
function allows for prodigious leaps — the character may make a Jump
check with a +15 circumstance bonus, and a maximum distance that is
Communicator Force Reactive Disk (lightning fireshield)
These hand-held radio devices allow 2-way communication between the This is a more enhanced version of the Noise machine. It creates a barrier
devices. They also allow the user to pick up communications from other of energy and sound and when it blocks damage it releases an electrical
communicators by way of changing the frequencies. charge that damages all adjacent targets.
Operation: The use makes an Engineering check (TN 15) to discover the Operation: Activating and deactivating the shield takes a simple action. If
correct frequency to communicate with another communicator device. If the shield takes enough damage to bypass its protection from 1 attack then the
shown the frequency ahead of time, a non-engineer can use the communicator wearer suffers the electrical damage as well as those adjacent to him. The
without an engineering check. The communicator has a range of 1 Shield causes bonus-d4 (Table I), bonus-d6(Table II), bonus-d10 (Table III) or
league/bonus. bonus-d20 (Table IV) electrical damage to anyone attempting to harm the user
Fuel: Communicators utilize 1 unit of energy/tenday whether or not the with a melee attack (whether they succeed or fail at their attempt).
device is used. flipping the switch turns on coils that vibrate creating a sonic barrier that
Malfunction: A malfunction of the communicator causes an electrical jolt protects the user from physical damage. The shield can absorb 10 * the noise
to the user that does the communicator’s bonus in electrical damage and machine’s bonus in physical damage from each attack targeting the user.
requires an engineering check TN 15 +5 * communicator’s bonus to fix. Fuel: The device uses 1 unit of energy/1 minute of use. The user may
Stats: Hardness 3; 5 HP; Size Tiny; Weight 6 lb.; MR 2; ER 12. activate and deactivate at will until the total duration has passed.
Malfunction: If it malfunctions it causes a sonic/electrical explosion that
harms the user for 20 HP/bonus of energy (½ sonic and ½ electric damage).
Deep Dive Helm Stats: Hardness 5; 20 HP; Size small; Weight 20 lb.; MR 3; ER 9.
This helm allows its wearer to breathe underwater for # hours/bonus.
Tubes can be attached to the helm to allow others to share the air that the helm
converts from the water but this lessens the time (divide the total time by the Furious Gauntlets
total # of beings using the tubes). These gauntlets stretch from the wrist to the elbow. Their interiors are
Operation: The wearer must make an Engineering TN 15 + 5/extra person leather, and their exteriors are metal. The inside is hollow and filled with
to get the device to function properly. minute machinery and pistons.
Fuel: The helm uses 1 energy unit/5 hour shift it is turned on. Operation: With a flip of a switch, the pistons drive down and hit specific
Malfunction: The helm converts the water to a non-breathable gas and the acupressure points in the right arm to quicken the heart rate and cause the
wearer (and others using the tubes) must make a Fort save for suffocation or muscles to contract, giving the user a +bonus enhancement boost to Agility
begin to choke and then to suffocate. and Strength for 5 rounds. After this time, the wearer is fatigued for 1 hour.
Stats: Hardness 5; 20 HP; Size as needed; Weight 75 lb./size category; MR The left gauntlet is a check, as flipping a switch there hits different points
2; ER 9. to calm the user down if needed. They are always sold in pairs.
The gauntlets require a TN 10 Engineering check to turn on and a TN 15
Engineering check to turn off (if less than 5 rounds have passed). If you turn
Dimensional Ripper off the gauntlets, you are fatigued (-2 full ranks of fatigue) for 1 hour, as
This device creates a portal between two locations. It mirrors a
normal.
teleportation spell in its effects. If another device of the same type is on the
Fuel: The gauntlets need 1 unit of energy/20 uses.
receiving end then it acts as a greater teleport spell. The ripper can send the
Stats: Hardness 3; 5 HP; Size Tiny; Weight 4 lb.; MR 2; ER 12.
user and a # of others up to its bonus a total # leagues = 100/bonus.
Operation: The user must make an Engineering TN of 15 + 5/10 leagues
distance in order to activate the device. Table I rippers can only teleport to Goggles
known locations on the same continent. Table II rippers can teleport to Engineering goggles are a combination of gears, glass and metal framed to
unknown locations (Engineering TN 25 +5/100 leagues). Table III rippers fit across the wearer’s eyes.
can teleport across dimensions (inner planes, outer planes, astral plane, etc.) Description: Googles are eyewear designed to strap to the head of the user
and a Table IV version of the ripper can teleport across time based upon its and cover the eyes granting bonus abilities to the wearer.
bonus (+16 up to 1 year, +17 10 years, +18 100 years, +19 1000 years and Operation: Due to the defensive design of the goggles the wearer is
+20 up to 10000 years). provided with a bonus to DR. Also, engineering goggles are designed to
Fuel: The ripper requires 1 unit of energy/person being teleported (up to enhance the wearer’s Perception attribute. The goggles enhance sight,
500 lbs./person max). doubling low light and darkvision distances and providing the wearer with the
Malfunction: If the ripper malfunctions it explodes and must be rebuilt ability to see concealed targets (lower the Stealth result of the target by –
from the ground up. Those attempting to use it to travel are sent as per the goggle’s bonus). Uncommon goggles grant the user low light vision and
mishap rule for the Teleport spell. deeper darkvision. Rare goggles grant the user True Sight. There is only 1 set
Stats: Hardness 5; 160 HP; Size Gargantuan; Weight 12,000 lb.; MR 5; of the Unique googles known to exist and it grants Dimensional Sight
ER 13. allowing the user to see into other dimensions (ethereal, astral, etc.).
Fuel: The small batteries that power the goggles work for only 1 hour
Eye of the Dragon before they must be recharged with a fresh supply of phlogiston. Recharging
The eye of the dragon is a small balloon, usually colored to match the the goggles’ requires a TN 15 Engineering check and 1 unit of energy.
scenery (white for indoors, black for nighttime, and so forth). Filled with Stats: Hardness 1; 3 HP; Size Diminutive (10” wide * 6” tall * 4” deep);
heated air, it carries a device underneath that, with a remote control, can open Weight 3 lb.; MR 0; ER 7.
a shutter and capture images on a sticky black film. The device can capture #
pictures = 5 + bonus before the balloon loses altitude and descends (six Gravity Well
rounds). This item called a gravity well when activated allows the wearer to ignore
Operation: The eye of the dragon is considered to have a Stealth rank = gravity. The device can be placed into boots, belts, helms or as part of armor.
bonus. Using it requires TN 15 + bonus Engineering check. The eye of the Operation: Activating the gravity well will grant the user access to
dragon is susceptible to winds, and only if the user has it tethered to her by a levitation as per the spell with a CL = the bonus of the item.
wire can she direct its path. Making black film requires an Alchemist or an Fuel: 1 vial of energy will run the gravity well a total for a total duration of
Inscriptionist of Journeyman rank or higher. 10 minutes.
Malfunction: It takes pictures of the wrong targets wasting the black film. Malfunction: If it malfunctions, the gravity well will shoot the wearer into
Fuel: 1 energy unit/bonus lasts total of 1 hour/energy unit. the air up to 10’/bonus and the wearer will suffer falling damage.
Stats: Hardness 3; 5 HP; Size Tiny; Weight 10 lb.; MR 2; ER 5. Stats: Hardness 1/bonus; 3 HP/bonus; Size small; Weight 2 lb.; MR 2; ER
3
Engineer’s Torch (Flashlight) (6 areas beam)
This item creates a beam of light that gives off enough light like a torch up Gryphon’s Eyes
to a total distance of 20’/bonus. These bulky goggles grant the wearer low-light vision.
Operation: The flashlight is activated or deactivated by the flip of a Operation: The wearer can see normally in starlight, moonlight, torchlight
switch. Anyone can use it once the power source is placed inside it. To swap and similar conditions of poor illumination. However, due to the goggles’
out the power source requires an Engineering check TN 5 +bonus. The thick lenses, the wearer takes a –4 penalty on Awareness (Spot) checks and
greater the bonus the bigger the flashlight and the more units of energy it takes checks related to observing visual detail. It takes a full-round action to turn
to activate it. low-light vision on or off.
Fuel: 1 energy unit/bonus lasts total of 1 hour/energy unit. Fuel: The small batteries that power the goggles work for only 1 hour
Stats: Hardness 5; 15 HP; Size tiny; Weight 2 lb./bonus; MR 1; ER 1. before they must be recharged with a fresh supply of phlogiston. Recharging
the goggles’ requires a TN 15 Engineering check and 1 unit of energy.
Stats: Hardness 1; 3 HP; Size Diminutive (10” wide * 6” tall * 4” deep); Malfunction: The bot crawls over the device loosening nuts and bolts,
Weight 3 lb.; MR 0; ER 7. increasing its MR by +2 (TN 20 Awareness (Spot) check to notice).
Stats: Hardness 3; 5 HP; Size Tiny; Weight 10 lb.; MR 2; ER 2.
Image Projector
The image projector uses two boxes with lights and a painted image on a Miner’s Buddy
lens. The miner’s buddy consists of a hammer attached to a series of electrically
Operation: The boxes are pointed at each other and are controlled by remote. charged cables (100’ range), leading to a series of bells.
When the engineer hits a switch, the lights turn on and the image of the Operation: Pulling back the hammer and letting it swing forward to hit the
engineer (or whatever the engineer had put on the lens) shoots into the room. cave wall (a TN 15 Engineering check) causes the force to travel through the
The image needs something to reflect from, either a wall or a column of dust. cords to the bells. If there is gold or silver (or other usable ore) in the hill, the
The image doesn’t move but fools an attacker who fails a TN 20 +5/bonus machine recognizes the difference in the returning waves and indicates it by
Awareness (Spot) check. sounding the chimes. Each ore has a different-sounding chime. The miner’s
The downside to the image projector is the fact that it requires considerable buddy has a 20% failure rate due to weather conditions, temperature and
set-up time: 8 rounds. This is not a tool that can be used during a surprise moisture situations. If the chimes do not sound, listeners do not know whether
melee battle. Most engineers have such devices permanently set in their it is because the area contains no ore or if other situations cause the device to
workshops and other areas where they think danger could interfere with their fail. It takes 5 rounds to charge properly.
everyday lives. Fuel: The miner’s buddy uses 1 unit of energy/20 uses.
The device requires a TN 25 Engineering check to set up and a TN 10 Stats: Hardness 5; 20 HP; Size Medium; Weight 200 lb.; MR 5; ER 2.
Engineering check to turn on.
Fuel: The image projector uses 1 unit of energy/2 hours it is in operation. Noise Machine (creates Sonic shield that absorbs damage
Stats: Hardness 5; 10 HP; Size Small; Weight 50 lb.; MR 3; ER 2.
100-500)
The noise machine creates a barrier made of sound vibrations.
Jumper Cables Operation: flipping the switch turns on coils that vibrate creating a sonic
This device consists of several thick yellow cables that snake out from a barrier that protects the user from physical damage. The shield can absorb 10
copper-wrapped battery. Attach the cables to various points of a recently * the noise machine’s bonus in physical damage from each attack targeting the
fallen comrade, flip the switch, and the body jerks off the ground and spasms user.
mightily while electricity plays over the thinly insulated cables. The smell of Fuel: The noise machine uses 1 unit of energy/10 minutes of use. The user
burning hair wafts up. In addition to being fun to watch, this display may activate and deactivate at will until the total duration has passed.
sometimes revives the character. Malfunction: If it malfunctions it causes a sonic explosion that harms the
Operation: Jumper cables can only revive a character that has been dead user for 5 HP/bonus of physical damage.
for fewer than # rounds = bonus. Attaching the cables to the body and Stats: Hardness 5; 20 HP; Size small; Weight 20 lb.; MR 3; ER 2.
properly activating the equipment requires 1 round and an Engineering check
(TN = 10 + 5 * HD of target). A character with 5 or more ranks in Heal skill
Parachute Cloak
gets a +10 synergy bonus on this check. If the check is successful, the body
This wraparound cloak is a simple and useful invention. If the wearer
begins breathing again. The character returns to life with –1 HP and is stable.
begins to fall, the cloak immediately unfolds into a huge parachute, slowing
If he was a spellcaster, he loses all energy. The character is also exhausted
his descent to safe speeds — at least, for a few seconds.
until he gets a full day of uninterrupted rest.
Operation: The parachute cloak operates automatically. When the wearer
Malfunction: The battery explodes, dealing bonus-d10 points of slashing
falls more than 10’, it deploys, slowing his fall by up to 2d10 * 100’ of total
damage to all creatures within 15’ (TN 18 Reflex half).
distance. After that, it crumples up into a useless wad of fluttering material
Stats: Hardness 5; 10 HP; Size Small; Weight 15 lb.; MR 4; ER 16.
that flops directly on the wearer when he lands. Assuming the wearer survives
the fall, he must make a TN 14 Reflex save or be considered entangled for 3
Mechanical Lock Picks rounds while he disengages himself from the tangled cloth. Folding the
The mechanical lock pick is a small, pistol-gripped device with a series of parachute back into a cloak is an exhaustive process that takes 10 minutes.
triggers and levers designed to give a trained thief a needed boost to pick a Fuel: A parachute cloak requires a tiny bit of phlogiston whenever it
lock in record time. activates. The contents of the cloak’s internal storage tank, located around the
Operation: Not only does the rapid selection of picks and probes grant a neckpiece, last for 50 deployments.
thief a +bonus on Open Lock checks, but the speedy device lets the thief do it Stats: Hardness 3; 10 HP; Size Large; Weight 2 lb.; MR 1; ER 3.
in 1 standard action. The lock pick also functions as a standard set of
masterwork thieves’ tools. The noise they make is only a slight clicking, but it
Personal Defense Shield
is possible to detect them with a TN 20 Awareness (Listen) check.
The personal defense shield, attempts to mimic the effect of a ring of
Using mechanical lock picks requires a TN 10 Engineering check. It takes the
protection by providing a deflection shield around the owner’s body. The
mechanical lock picks 1 round to start up.
shield consists of a vest of fine metal fibers worn on top of normal clothing or
Stats: Hardness 1; 3 HP; Size Diminutive; Weight 3 lb.; MR 3; ER 8.
armor. When activated, the fibers hum to life, literally thickening the air about
the wearer’s torso and head via a complicated series of tiny coils and
Many-Hands Gloves electromagnets. Although protection extends some way down the arms and
In the effort to make gadgets ever smaller, the many-hands gloves were legs, it doesn’t extend far because the thicker air would otherwise disrupt the
invented. wearer’s combat movements. Should he remain still, however, the defense
Operation: The gloves have large finger holes, allowing the wearer’s shield automatically expands to provide full coverage.
fingers to shift around inside, moving different pressure spots. Three tiny, Operation: Activating a personal defense shield is a full-round action that
mechanical arms extend from each finger, powered by a small device that provokes attacks of opportunity and requires a TN 25 Engineering check.
wraps around the wrist and supports the glove. The use of 2 gloves gives the While active, it provides a +bonus deflection boost to AC. If the wearer does
user a +bonus circumstance boost on Craft Engineering checks made to create not move out of his space, the deflection bonus increases by +5 until he moves
devices of Tiny size or smaller. Using the device requires a TN 20 5’ or more, as the shield extends to every part of his body.
Engineering check. The gloves need 2 rounds to charge up. Fuel: The personal defense shield uses 1 unit of energy/30 minutes of
Fuel: The many-hands gloves take 1 unit of energy/6 hours of operation. continuous operation.
Stats: Hardness 1; 3 HP; Size Diminutive; Weight 2 lb.; MR 2; ER 5. Malfunction: The field functions in bursts and spits around the wearer’s
legs. In addition to gaining no bonus, he takes a –4 penalty to AC until he
Mechanical Repair Kit removes the device (which takes 3 rounds).
The bare kit is sold in a large, black leather case. It has room for an army Stats: Hardness 0; 10 HP; Size Small; Weight 1 lb.; MR 1; ER 10.
knife, a coil of spidersilk rope, gloves and goggles (the full case comes with
all of these items, and is often given to engineers upon ending their Phlogiston Collector
apprenticeships). The item that is in the crowning glory of the mechanical This wagon-sized machine has a large intake valve to pull air into a reserve
repair kit is the repair bot, a small construct that can crawl over devices from over a glowing crucible. Once the device separates and purifies the
weapons to vehicles and tighten every nut and bolt, testing for small fissures phlogiston, it bubbles it into a mixture of oil and water to capture it. The
and cracks. When it finds damage, the bot whistles until someone comes to machine then siphons the liquid into glass vials. These vials of liquid
investigate. phlogiston serve as the fuel for many devices.
Operation: TN 10 Engineering to use. The bot takes 5 minutes to charge Operation: A phlogiston collector running at full speed can collect 40
up, and 1 minute to cover 1’ sq. vials of liquid phlogiston/hour, though collectors running on mountaintops
Fuel: The repair bot uses 1 unit of energy/3 hours of use. collect a bit more than collectors at seaside.
Phlogiston collectors are temperamental and require constant supervision. Activating the potion injector is a standard action but does not provoke the
If they collect too little phlogiston gas, the water content of the liquid attack of opportunity associated with drinking a potion. Attacks may be
phlogiston is too high and devices won’t operate properly. If too much directed at the potion injector, but the device takes damage before any potions
phlogiston gas is collected, the crucible inside may start to react with the gas, it contains — inside a protective chainmail covering — can be harmed. The
burning white-hot until the entire collector melts into slag and the collected wearer of a potion injector cannot wear any armor covering the area where the
gas explodes. The collector requires an Engineering check each hour; failure device is worn. The potion injector can hold # potions = bonus. If the potion
means that no phlogiston is collected that hour. If the collector is shut down, injector is activated when it is not worn, the potion is expended with no effect.
even for a moment, a full day is required for it to heat up and collect enough Loading a potion into the injector requires a TN 17 Engineering check.
air to begin processing again. Operating the device requires a TN 20 Stats: DR 5; 15 HP; Size Diminutive; Weight 4 lb.; MR 2; ER 6.
Engineering check.
Fuel: The phlogiston collector uses 1 unit of energy/hour it runs. Rocket Boots
Stats: Hardness 5; 160 HP; Size Gargantuan; Weight 12,000 lb.; MR 2; These thick leather boots are lined with metal plates on the front, back, and
ER 10. on the soles. The underside of each sole contains two small jets, and when you
activate the device the jets emit powerful blasts of fire, propelling you forward
Pocket Survivalist and increasing your running speed. Rocket boots increase base your land
This device looks like a small metal head (usually the same race and speed by +10’/bonus. This increase is an enhancement bonus. While the boots
gender as its creator). It is handy for those who have little knowledge of the are active, you cannot move less than 50’ in a round.
wilderness who fear they may one day find themselves lost without a guide. Operation: Activating the boots requires a TN 23 Engineering check.
Operation: After allowing the device to charge for 2 rounds, the user Turning them off similarly requires a TN 23 Engineering check.
places berries, vegetables, herbs, or even the meat of unfamiliar animals into Fuel: Rocket boots require Nitrous; the boots hold one vial of nitrous and
the head. Its teeth clamp shut and enzymes coat the item. If the eyes glow a burn through it in 10 minutes.
content blue, then the food is safe for consumption. If it glows red, then the Malfunction: The boots explode, dealing 6d6 points of fire and slashing
food is not safe. Activating the device requires a TN 10 Engineering check. damage to the wearer (no save) and 3d6 points of fire and slashing damage to
Fuel: The pocket survivalist needs 1 unit of energy/20 tests. all creatures within 15’ (TN 18 Reflex half). The Craft Engineering checks
Stats: Hardness 1; 3 HP; Size Diminutive; Weight 5 lb.; MR 2; ER 2. required to repair the boots have their DCs increased by +6.
Stats: Hardness 3; 5 HP; Size Tiny; Weight 3 lb. each; MR 3; ER 16.
Portable Forge
This is an anvil with an attached forge that is fueled by Sulferous. It allows Rope Weaver
the engineer to build or repair engineering and blacksmithing items in the The rope weaver is a small spinning wheel with mechanical arms coming
field. The Force has a mechanical track under it and will follow the Engineer out of the side.
as commanded. Operation: The user feeds grass, vines, and other flora into the hands,
Operation: Upon flipping a switch the forge lights and heats up. Flipping which starts the machine. The hands twist and prime the materials, bringing a
the ignition switch pops out a seat that the engineer can use to drive the anvil. thin copper wire to wrap around the rope. It takes a TN 15 Survival check to
Levers are used for forward, backward and sideways movement. find appropriate flora for the rope, and a TN 15 Engineering check to use the
Fuel: 1 unit of Sulferous allows for 10 hours of operation. device. It takes the rope weaver 1 hour to make 100’ of rope. The rope has the
Stats: Hardness 15; 10 HP; Size Small; Weight 75 lb.; MR 2; ER 4; Cargo: same statistics as standard hemp rope.
200 lb. Stats: Hardness 5; 10 HP; Size Small; Weight 45 lb.; MR 1; ER 3.

Port-A Porter Scope


This simple-looking chest looks like most wooden chests wealthy travelers Description: Can be applied to any ranged weapon (bows, crossbows and
use. It has standard storage, a brass clasp and lock, and strong oak guns) to boost attack rolls, damage, and/or lower critical strike threshold.
construction. Operation: user attaches scope to ranged weapon and peers through it.
Operation: When the owner flips a hidden switch next to the lock (a TN Must have eyes in order to benefit from the effect of a weapon with a scope.
10 Engineering check), 100 tiny mechanical feet come out of the bottom, Types: Accuracy Scopes lower the weapons critical threat threshold to hit a
lifting the chest. The feet carry the chest as far as the owner directs it (or until target by making the target seem closer while peering through the scope. The
the fuel runs out), following the owner (who directs it with clicks and Deadly Scope provides the user with a sight that changes color when focused
whistles). The porter needs 4 rounds to charge up. on a weak point on a target adding to the damage of the weapon. The Light
Fuel: The port-a porter uses 1 unit of energy/4 hours of travel. Scope places a grey dot upon the target that turns red when focusing on a
Stats: Hardness 15; 10 HP; Size Small; Weight 75 lb.; MR 2; ER 4; Cargo: weak spot on the target that will lower the penalty for called shots. The
200 lb. Sniper Scope combines the effects of all the other scopes together. The basic
Standard Scope adds to the wielder’s attack bonus.
Port-A Porter, Upgraded
Type Bonus Cost Rank Effect
Engineers are never pleased when someone else comes up with an idea
they should have had. An engineer decided the port-a porter was an ideal Accuracy (C) 1 100 5 Lower critical Threshold
invention but didn’t go far enough. He added a transmitter inside, letting the Deadly (C) 1 100 1 Add bonus to Damage
chest be directed by a remote. The remote has a range of 300’. The addition Light (U) 3 300 9 Lower Called shot penalty
of a remote meant, of course, that the tinker had to try it out in battle. While Add bonus to AB, Dam,
the port-a porter had poor maneuverability, it was good for charge attacks, lower called shot penalty
dealing bonus-d4 points of bludgeoning damage to whatever it hit. It takes 2 Sniper (R) 5 500 17 and lower crit. threshold
rounds to slow the chest down and turn it around after a charge. Standard (C) 2 200 1 Add bonus to attack roll
Operation: TN 15 Engineering to use. The upgraded porter needs 4
rounds to charge up. Seaforium Detonator
Fuel: The upgraded port-a porter uses 1 unit of energy/4 hours of travel. If This is a T-shaped plunger in a red box with lightning bolts on the side.
used in battle, it consumes it at twice the speed. Copper wires connect the box to a seaforium charge.
Stats: Hardness 15; 20 HP; Size Small; Weight 75 lb.; MR 3; ER 10; Operation: A seaforium detonator detonates a seaforium charge. Properly
Cargo: 200 lb. attaching the wires to the charge requires a TN 15 + charge bonus Engineering
check.
Potion Injector Stats: Hardness 5; 10 HP; Size Small; Weight 20 lb.; MR 1; ER 3.
A potion injector is a device that straps around the upper arm of the wearer.
A cable connects it to a control box worn on the wrist. Vials of potions can be Tinker’s Arms
mounted on clamps around its exterior, their stoppers replaced with corks and This device adds 2 additional arms to the engineer’s body (waist).
tubes running into the device. Operation: The resulting apparatus straps to the wearer’s arms, and when
Operation: When the wearer presses a stud on the control box the potion activated grants a +bonus enhancement boost to her Strength score and a
in the indicated slot is immediately injected into the wearer. In all but a few bonus of +4 actions/round. Tinker’s arms designed for creatures of one size
rare cases, this injection has the same effect as swallowing the potion, and its category may not be used by a creature of another size category.
effects take place normally. If the wearer of a potion injector is unconscious, Activating the phlogiston boiler that powers the tinker’s arms takes 2 rounds
using the device to administer a potion is a standard action (as opposed to the and a TN 20 Engineering check.
normal full-round action required to force a potion down another’s throat). Fuel: The tinker’s arms uses 1 unit of energy/hour.
Stats: Hardness 3; 5 HP; Size Tiny; Weight 20 lb.; MR 2; ER 6.
Malfunction: The remote empowers the target construct, granting it a
Tinker’s Arms, Extra +bonus enhancement boost to Strength and drawing its attention to attack the
This device adds 4 additional arms to the engineer. operator.
Operation: Two extra arms are attached to a strong shoulder harness and Stats: Hardness 1; 3 HP; Size Diminutive; Weight 1/2 lb.; MR 5; ER 14.
extend from the shoulders in addition to the two added to the waist. They have
many joints and can bend at any level. The gnome who invented it rigged it so Voice Amplifier
the claws on the end of the arms open and close based on voice activation, but This device amplifies the voice of the user so as to bypass the effects of
the arms can have a greater range of movement through a remote. The arms silence spells. The bonus of the device is considered the rank by which the
give the user a +bonus circumstance boost on Craft Engineering checks and CL of the caster of the silence spell must be higher than in order for the spell
have a Strength of 14 + bonus for all arms. to work and even then the caster must make a CL check against a TN of 15 +
In battle each arm deals bonus-d6 points of bludgeoning damage. 5/amplifier bonus.
The arms are made out of heat-resistant metal, making them excellent tools Operation: The device must be worn around the neck and requires an
for a workshop. They have resistance to fire 5/bonus. engineering TN 15 + CL of the being who cast the silence spell.
Activating the phlogiston boiler that powers the arms takes 3 rounds and a Fuel: The device requires 1 unit of energy/10 minutes of use.
TN 20 Engineering check. Malfunction: the device burns the wearer’s throat and causes enough
Fuel: The extra arm uses 1 unit of energy/hour. damage (bonus no DR) to prevent the user from being able to talk until the
Stats: Hardness 3; 5 HP; Size Tiny; Weight 50 lb.; MR 3; ER 14. damage is healed.
Stats: Hardness 1; 3 HP; Size Diminutive; Weight 1/2 lb.; MR 5; ER 3.
Tinker’s Shield
While other adventurers can concentrate on the fighting at hand, sometimes Wave Location Device
engineers have to worry about explosives, guns or special devices. Taking This machine sends sound waves through rocks, water or air to determine
their attention away from the battle has proven deadly many times. Although the locations of objects or people. It helps dwarves with mining — and with
the other members of the group do their best to keep melee combat far from rescuing victims of cave-ins — and helps captains at sea avoid running
the tinker, nothing stops ranged weapons from taking her out. Thus, came the aground. Submarine captains are interested in seeing how it can be built into
need for the tinker’s shield: 2 fans mounted on a harness worn on the their vehicles. It is only a matter of time before it is used in war, but tinkers
shoulders. warn that it is doubtful that the device can distinguish between friendly and
Operation: When turned on, the fans surround the tinker with a strong hostile troops, and to proceed with caution.
current of air, giving her a +bonus deflection boost to AC against ranged Operation: The machine is a box on a tripod with a set of headphones
attacks. The fans are so loud, however, that the tinker takes a –5 circumstance coming out of one end, and two cones sticking out of the other. One cone
penalty on Awareness (Listen) checks and a –3 circumstance penalty on Craft focuses the sound waves, and the other detects the returning waves, runs them
Engineering checks, as the wind is strong enough to blow away essential through circuitry, and into the headphones. Skilled users (those who make a
parts. It takes 1 round and a TN 15 Engineering check to start the tinker’s TN 25 Listen check) can use the sounds to determine object locations. The
shield. device takes 5 rounds to charge and a TN 20 Engineering check to activate.
Fuel: The tinker’s shield uses 1 unit of energy/hour of operation. Fuel: The wave location device uses 1 unit of energy/2 hours it runs.
Stats: Hardness 3; 5 HP; Size Tiny; Weight 20 lb.; MR 2; ER 1. Stats: Hardness 5; 20 HP; Size Medium; Weight 100 lb.; MR 2; ER 2.

Trap Thumper Water Purifier


Pressure plates, razor traps and needles in locks are all rapid routes to a This device consists of a glass bottle set in a stand with a burner at the
quick demise or at least substantial personal injury. When stealth isn’t an issue bottom. The bottle has copper wire threaded through it; these wires connect to
and time is abundant, the trap thumper is the best way to check a hallway, electrical wires at the top. A removable glass tube leads from the top of the
door or lock to trigger any countermeasures left for the unwary. The trap flask to another flask.
thumper resembles a spring-loaded, 3’ tall heavy leather bag with 2 short feet. Operation: The user pours befouled water into the copper wire flask. As
The device also has an armature probe for checking locks. the burner heats up, the wires shoot electrical currents through the water,
Operation: Winding the trap thumper sets it into 1 of 3 modes. killing anything living in it. Once the water boils, the steam is collected in the
 Thumping: When set in this mode, the clumsy leather creation hops up tube, and the purified water collects in the second flask. It takes 1 hour to
and down, traveling forward at a speed of 10’ to a preset distance (up to purify 1 gallon of water.
100’, decided by the activator). This pattern sets off any pressure plates, The device requires a TN 15 Engineering check to use.
triggers or pit traps in the thumper’s path. Fuel: The water purifier uses 1 unit of energy/2 hours it runs.
 Probing: In this mode, the device extends the armature and pokes the Stats: Hardness 1; 3 HP; Size Diminutive; Weight 10 lb.; MR 1; ER 2.
end of it into a lock or hole to see if there are any traps within. A leather
pad indicates pinpricks or bites, and a small, soft felt tip on the end of Weather Blanket
the probe becomes damp when exposed to poison. The “finger” of the This device can create fog.
trap thumper probes up to 10 times before requiring a replacement pad Operation: The machine is a large box that contains a mixture of
(5 gp). chemicals and a near-silent fan. Once the user turns a knob on the machine (a
 Baiting: This is the most innovative mode. The thumper crawls forward TN 10 Engineering check), the chemicals mix together and the fan starts
at a speed of 30’ to a preset distance (up to 100’, decided by the blowing the resulting gas out of vents. The gas is safe to breathe. In 1 round, it
activator). Once at its destination, the leather-clad trap thumper moves obscures a 10’ radius, and in 3 rounds has covered a 30’ radius. It provides
back toward its point of origin while clanging and whistling to draw concealment to all creatures within the radius. The machine’s fan, while
attention to its motion. Starting the trap thumper takes 5 minutes and a making all other tinkers green with envy at its near-silence, still makes noise,
TN 15 Engineering check. and therefore gives the user a –1 circumstance penalty on Stealth checks to
Stats: Hardness 5; 10 HP; Size Small; Weight 100 lb.; MR 5; ER 4. move silently.
Fuel: The weather blanket uses 1 unit of energy/3 hours.
Universal Remote Stats: Hardness 3; 5 HP; Size Tiny; Weight 20 lb.; MR 3; ER 12.
This small bronze contraption bears numerous knobs, dials, pointers,
winding thingies and whirring gizmos. A competent user can take control of Wizard Silencer
constructs, both android and clockwork, from a distance — if he’s lucky. The device resembles a handgun, but the barrel flares out to look like a horn
Operation: To use a universal remote, the operator must be within 30’ of a instead of a tube.
construct. Operating the universal remote is a full-round action that provokes Operation: With a push of a button on the handle of the rifle (a TN 10
attacks of opportunity. The operator makes an Engineering check with a TN = Engineering check), the silencer records the sound of someone speaking and
15 + the construct’s Hit Dice. If he succeeds, he controls # of the construct’s analyzes the waves. When that person speaks again, the user can pull the
next actions = bonus of the remote. The construct gains no save to resist but trigger and the silencer generates a wave that cancels out the speaker’s words.
the control is not automatic and once the total number of actions is performed, The wielder can use a readied action to foil a spell with a verbal component in
the engineer must make another roll to try and control the construct further. this way; doing so requires a ranged touch attack with the device.
Once this object is used, the construct recognizes the controller and when The silencer takes 1 round to cool down after firing. The recording device
freed from control will attack the engineer before any other target. inside must be cleaned (requiring 5 rounds and a TN 15 Engineering check) in
Fuel: Orichalcum battery. order to target a different creature.
Stats: Hardness 1; 3 HP; Size Diminutive (weapon category: exotic
(firearms), ranged, one-handed); Weight 2 lb.; MR 2; ER 3.
Vehicles
Vehicles are mostly used for transportation of the driver, passengers and Operation: Vehicle Proficiency (water vehicles) to use and TN 30
equipment. Engineering checks to operate. Starting an iron fish takes 2 minutes.
Fuel: An iron fish consumes 10 unit of energy/2 hours.
Army Supply Cart Stats: AC 18; Hardness 8; 80 HP; Size Huge (3’ wide x 12’ long); Weight
The inside of this supply cart has a large refrigeration unit and a 600 lb.; Speed 60 mph (530’); Maneuverability Rating 5 (excellent); Cargo
phlogiston-powered stove. Shelves line the walls of the cart, making ample 200 lb.; Crew 1; MR 2; ER 12.
room for supplies.
Operation (Cart): Vehicle Proficiency (land vehicles) to drive Meat Wagon
proficiently and TN 15 Engineering checks to operate. A weapon of both destruction and terror, the meat wagon is a vehicle
Operation (Kitchen): TN 20 Engineering to operate. It takes 5 rounds to constructed by the Scourge to collect corpses from the field of battle. These
start the kitchen. corpses can then be flung at the enemy with the meat wagon’s catapult or, if
Fuel: The army supply cart uses 1 unit of energy/3 hours cooking, and 1 the meat wagon carries a necromancer, raised to swell the Scourge’s undead
unit/hour driving. ranks.
Stats: AC 13; Hardness 5; 40 HP; Size Large; Weight 6000 lb.; Speed 20 Operation (Meat Wagon): Vehicle Proficiency (land vehicles) and TN 20
mph (165’) (good); Cargo 800 lb.; Crew 4; MR 2; ER 13 Engineering checks to operate. The meat wagon can automatically gather up
to six corpses that it drives over.
Destroyer Operation (Catapult): The catapult deals 3d6 points of bludgeoning
Destroyers are heavy, iron-clad warships that can quickly carry a half- damage and requires two full-round actions to reload. It fire boulders or
dozen heavy cannon to any point on a coastline and bombard a target into corpses. It often fires diseased corpses: Living creatures within a 15’ radius
submission. are subject to the disease (inhaled, Fort TN 12, incubation 1d3 days, 1d3
Operation: TN 30 Engineering checks to operate. Starting a destroyer’s Dex/1d3 Con).
phlogiston boiler and getting the ship moving takes 10 minutes. Fuel: The meat wagon is fueled by Soul shards and requires 1 shard/hour
Fuel: A destroyer consumes 5 units of energy/hour. of operation.
Stats: AC 15; Hardness 15; 320 HP; Size Colossal; Weight 22,000 lb.; Stats: Hardness 5; 320 HP; Size Colossal; Weight 5,000 lb.; Speed 40’;
Speed 20 mph (165’) (poor); Cargo 4,400 lb.; Crew 7 (1 pilot, 6 gunners); MR Maneuverability Rating 1 (poor); Cargo 600 lb.; Crew 2; MR 1; ER 9.
1; ER 22. Catapult: Size Large (weapon category: exotic (catapult), ranged).

Destroyer Cannon Mecho-Chopper (With options-bond car) (drive over any


Destroyers carry these weapons into battle. surface with options) (Side car; increased speed)
Operation: Firing a destroyer’s cannon is a full-round action that provokes A vehicle that rides on 2 wheels and resembles the modern-day
attacks of opportunity. It takes 2 full-round actions to reload. The cannon motorcycle. It is often created with a retractable side car for allowing
deals 4d6 points of bludgeoning damage and has a range increment of 100’. passengers or animal companions to accompany the rider.
Ammunition: The cannon fires cannonballs. Operation: Requires a Ride skill of 10+ ranks and an Engineering skill of
Fuel: Each shot consumes 4 ounces of sulferous. 9+ ranks to operate (Engineering TN 10 to initiate). The Mecho-chopper can
Stats: Hardness 5; 20 HP; Size Medium (weapon category: exotic ride across any terrain with ease and the rider (+passenger if any) is treated as
(firearm), ranged); Weight 60 lb.; MR 2; ER 6. if under the effect of a Freedom of movement spell. The chopper cannot cross
Ice or water or ride up vertical surfaces without further modifications,
Escape Mole however. Special spikes added to the wheels allows driving across ice and
The capsule is not much bigger than the user’s body. grants the chopper the Spider Climb effect for # areas = the choppers bonus *
Operation: Small paddles dig away in front of the mole and an intake tube 5. Adding the spikes requires an Engineering check of 20 + chopper’s bonus.
sucks the dirt throughto fill in the hole behind it. It requires a TN 20 Fuel: The Chopper requires 10 units of energy/hour of travel and can
Engineering check to use. travel at the speed of a horse * the bonus of the chopper.
Fuel: The mole uses 1 unit of energy/hour it is in operation. Malfunction: Energy unit explodes destroying the chopper and doing
Stats: AC 10; Hardness 5; 10 HP; Size Small; Weight 500 lb.; Speed 10 chopper bonus-d20 damage to the rider and passenger if any.
mph (90’/round) (clumsy); Crew 1; MR 4; ER 10. Stats: AC 10 +5/bonus Hardness 2; HP 5/bonus; Size Medium; Weight
1000 lbs; Spd 40 mph, or 60’ (12 areas/rd); Crew 1; MR 1; ER 9.
Flying Machine
The flying machine is a heavily armed, flying gun platform. Thick armor Mechano-Strider
protects the daredevil pilots who pilot the flying machines, but the armor also Using steam compression and steel plating, engineers created these Ram-
slows the vehicle considerably. like automatons to use as mounts.
Operation (Flying Machine): Vehicle Proficiency (air vehicles)* to use Operation: The mechano-strider can move at speeds up to 30 mph. It takes
and TN 70 Engineering checks to operate. 5 rounds to start up or cool down a mechano-strider. Operating the device
Operation (Flak Cannon): Exotic Weapon Proficiency (firearms)* to use requires TN 15 Engineering checks. The pilot must be Small.
and ranged attack roll. Fuel: A mechano-strider consumes 10 units of energy/hour of operation.
Operation (Bomb): Ranged attack roll. Stats: AC 2; Hardness 5; 20 HP; Size Medium; Weight 300 lb.; Speed 30
Fuel: The flying machine uses 10 units of energy/hour. mph (excellent) (265’); Crew 1; MR 1; ER 10.
Stats: AC 18; Hardness 10; HP 50; SZ Large (20’ long x 15’ wide); WT 1,
100 lb.; Spd 60 mph (530’/round) (good); Cargo 200 lb.; Crew 1; MV 7,170 Submarine
Bp; Create TN 25; ST 3 min.; MR 1. Determined to not let the mysteries of the sea elude their curious minds,
Flack Cannon: RoF l/round; Range 50ft.; 3d6; MR 1; Bomb: RoF once; engineers created these watertight vessels that can travel under the waves.
Range 10 ft.;6d6; MR 3. Operation: The submarines are a powerful threat to ships as well as
coastal targets, with a battery of long range torpedoes. The device travels at 20
Gyro-Copter mph on the water and 10 mph underwater. It requires the Vehicle Proficiency
The first tiny flying machines though unarmed, fragile and temperamental, (water vehicles) feat to use and TN 30 Engineering checks to operate.
remain some of the fastest and most maneuverable machines in the skies. A successful opposed Stealth check allows a crewmember to use the
Operation: Vehicle Proficiency (air vehicles) to use and TN 20 periscope to view the surface without being spotted.
Engineering checks to operate. Starting a copter takes 3 minutes. Fuel: The submarine uses 10 units of energy/hour.
Fuel: The Gyro copter uses 10 units of energy/hour. Stats: AC 15; Hardness 5; 320 HP; Size Colossal; Weight 5,500 lb.; Speed
Stats: AC 13; Hardness 5; 80 HP; Size Huge; Weight 600 lb.; Speed 80 20 mph (165’) (good); Cargo 600 lb.; Crew 2 (1 pilot, 1 gunner); MR 1; ER
mph (705’/round) (excellent); Cargo 200 lb.; Crew 1; MR 2; ER 16. 10.

Iron Fish Submarine Torpedo Launcher


This single-person vehicle holds enough air to allow for 1 hour of These paired launchers are placed at both sides of the sub. Although both
underwater travel. On several occasions, pilots have taken advantage of its tubes cannot be fired at the same time, they allow for 2 quick shots (1/round)
powerful engine and thick metal hull to ram — and even sink — other vessels. without reloading torpedoes. The ship can hold 20 torpedoes at once.
Operation: Firing a torpedo is a standard action and requires a ranged
attack roll; a mechanism reloads the launcher automatically, taking 2 rounds
to do so. A torpedo explodes on impact in a 10-foot radius, dealing 4d6 points Operation: TN 15 Engineering
of slashing and fire damage. It has a range increment of 100’ on the surface Operation (Steamsaw): TN 10 Use Technological Device* check to start;
and 50’ underwater. Exotic Weapon Proficiency (steamsaw) and melee attack rolls for combat.
Ammunition: The launcher fires torpedoes (50 gp each). Fuel: The Shredder requires 10 units of energy/hour of operation.
Fuel: A small phlogiston boiler powers the launcher. One unit of energy Stats: AC 5; Hardness 5; HP 50; Size Large (15’ tall x 9’ wide); Weight
fuels 5 torpedo launches. 900 lb.; Spd 10 mph (90’/round) (poor); Cargo 1,000 1b.; Crew 1; MR 3.
Stats: Hardness 5; shares submarine’s HP; Size Small (weapon category: Steamsaw (mounted on right arm): 4d6; MR 3.
exotic (firearm), ranged); Weight 35 lb.; MR 1; ER 12.
Steamwarrior Armor
Personal Environmental Suit These suits of mechanical armor possess axe blades built into them that
While the gnomish submarine and the iron fish allow for safe underwater fold out from the wrists to allow melee combat.
movement, the personal environmental suit is more suited for the stealthy Operation (Steamwarrior Armor): Vehicle Proficiency (combat armor)
adventurer who wishes to approach and board enemy ships without notice. to use and TN 25 Use Technological Device* check to operate.
Operation: The full-body suit contains a tank with 30 minutes of Operation (Wrist Axe): Martial Weapon Proficiency (axe) and melee
compressed air/bonus for the user to breathe. The user wears this tank attack roll.
horizontally across her shoulders, which connects to a helmet that makes a Fuel: The steam warrior requires 10 units of energy/hour of operation.
watertight seal with the suit. Below that is a powerful motor designed to move Stats: AC 12; Hardness B; HP 40; Size Large (11’ tall x 7’ wide); Weight
her through the water faster than she could normally swim, allowing her to 1,300 lb.; Spd 40 mph (350’/round) (good); Cargo 400 lb.; Crew 1; Create TN
catch up with many ships. She can control the angle of the motor to allow her 25; MR 1.
to move more easily within the water. The belt that comes with the suit Wrist Axe (one on each arm).
contains a grappling hook for boarding.
The synthetic material that makes up the suit itself is also quite heat- Zeppelin
resistant, providing fire resistance 5/bonus. However, if the tank on the back Zeppelins have become a widespread method of transportation. They are
of the suit contains compressed air, a single point of fire damage (that swift, able to make long journeys, and pass above rough terrain. A zeppelin
penetrates its resistance) causes it to explode, dealing 2d6 points of damage to consists of a wooden gondola attached to large balloon. A phlogiston boiler
the wearer. It takes 10 rounds and a TN 15 Engineering check to put on or pumps hot air into the balloon. Ropes connect fins on the balloon’s back to a
take off a personal environmental suit. Piloting the device also requires TN 15 wheel in the gondola, allowing the pilot to control the zeppelin’s direction. He
Engineering checks. controls its altitude and speed by regulating the balloon’s degree of inflation
Fuel: The personal environmental suit consumes 1 unit of energy/4 hours. and with ballast. One or more rotors provide thrust and alter the zeppelin’s
Replacing the compressed air is free (the device includes an air compressor) speed. A goblin zeppelin can hold 2,600 pounds of cargo. It flies at a speed of
but requires a TN 20 Engineering check. 15 miles per hour with a maneuverability of clumsy.
Stats: Hardness 5; 20 HP; Size Medium; Weight 30 lb.; Speed 10 mph Operation: Inflating the zeppelin’s balloon takes 1 hour and a TN 20
(average) (90’); MR 3; ER 6. Engineering check every 10 minutes. Piloting a zeppelin requires a TN 20
Engineering check 1/hour.
Siege Engine Fuel: The zeppelin’s boiler requires 20 vials of phlogiston to inflate the
Though many believe the siege engine tank to be unwieldy and slowed by balloon and 1 unit of energy/hour it is in operation.
thick layers of armor, tank pilots can coax them up to surprisingly high speeds Malfunction: Zeppelins are one of the most stable technological devices,
to ram enemy fortifications. and malfunctions tend to be nonthreatening. The zeppelin may drift off course
Operation: Ride to drive, and TN 25 Engineering to operate cannons or develop a leak, forcing it to descend to the ground, but only rarely does the
Fuel: The Siege engine requires 100 units of energy/hour phlogiston boiler explode (in which case it deals 10 + bonus-d20 points of
Stats: AC 20, Hardness 10, HP 50, Size Huge (14’W x 25’L x 12’ T), slashing and fire damage to all creatures within 15’).
weight 4500 lb., spd 40 mph (350’/rd), cargo 1200lb., Crew 3 (1 pilot, 1 Stats: AC 12; Hardness 0; HP 170; SZ Colossal (90’ long x 30’ wide x 50’
gunner, 1 fueler), RoF 1/rd, range 200’, damage bonus-d20 bludgeoning, MR1 tall); Weight 3,000 1b.; Spd 40 mph (poor); Cargo 8,000 lb.; Crew 7 (1 pilot,
1 engine tender); MR 0.
Shredder
The first machine designed to mimic the humanoid form, shredders use the
steamsaws attached to their arms to cut down lumber at an incredible rate
unmatched by peasant work crews.

New Inventions

Engineers can design gadgets for every occasion and often make
mechanical gadgets that mirror spell effects. When determining the rank
necessary to design a gadget that mirrors a spell the Engineering rank to
design and create the gadget = 2 * the spell level (a level 5 spell would require
a rank 10 in engineering).
Gadgets may be fused together into a gestalt items (scope + firearm,
firearm + Android, Android + Vehicle, Vehicle + Firearm + Gadget, etc.).
The Engineering TN to merge the items = the rank (bonus) of the items added
together * 5.

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