User Tools

Future Weapons

The following weapons are unavailable in most settings that lack more advanced technology and should not be allowed in conventional PathRunner campaigns or even modern settings. This is for Science Fiction and Science Fantasy

Ranged Weapons

Name Hands Dmg Critical Range Weight Capacity Caliber Type Cost Specials
Orda Enforcer One 4d6 x2 80ft 6 lbs 5 Orda,Half Explosive 20 BR (10), Reliable
Vulcan Inferno Pistol One 2d8 x2 40ft 4 lbs 20 H Cell Fire 15 BR (8), Automatic
Fluoroantimonic Caster One 3d6 x2 30ft 5 lbs 10 H Cell Acid 15 BR (8), Destructive
Breach Gun One 6d6 x2 10ft 7 lbs 1 Orda,Full Explosive 20 BR (15), Destructive
Orda Battle Rifle Two 6d6 x2 120ft 14 lbs 10 Orda,Full Explosive 30 BR (15), Reliable
Pyroflux Repeater Two 3d8 x2 80ft 9 lbs 40 H Cell + Fire 25 BR (12), Automatic
Fluoroplasmic Carbine Two 4d6 x2 50ft 10 lbs 20 H Cell + Acid 25 BR (12), Destructive
Turbine Pattern Autogun Two 2d8 x2 80ft 12 lbs 80 .223 Ballistic 20 BR (10), Twin Automatic
Archeotech Repeater Two 50 - 200ft 6 lbs 1 Archeo Force 50 Archeotech

Weapon Traits

Twin Automatic

This weapon is capable of firing incredible amounts of ammo. When making attacks with the firearm you spend up to twice your Prowess in extra bullets to gain a Circumstance bonus equal to extra bullets fired to the attack or damage.

Alternatively you can “spray and pray” by spending Twenty bullets to gain +8 Circumstance on Attack or Damage.

Ammo

Orda

Brutally powerful ballistic shells that have a powerful explosive in the sabot. Short for ordnance. They gain Savage and Armor Piercing equal to their ballistic rating

  • Half: 1TU per Bullet
  • Full: 2 TU per Bullet

H Cell

This chemical shell is used in most energy weapons. They gain Savage if the weapon does Fire damage, or Armor Piercing if it does Acid damage, both equal to their ballistic rating

  • H Cell: 1TU per 4 Bullets
  • H Cell+: 1 TU per 2 Bullet