BF Combat Gear

Bright Future Combat Gear

BF Manufacturers

Melee Weapons

Name Damage Qualities Cost License Heat
Chakain
Stun Blade 1d6 Lightning Shock Effect $12,400 Res (+$6,750) Low
Chakain Trick Blade 1d10 Slashing Versatile (1d12), Second Blade $6,900 Very Low
Chakain Light Blade 1d6 Slashing Versatile (1d8), Finesse $4,100 Very Low
Chakain Heavy Blade 1d12 Slashing Two-Handed, Heavy $4,750 Very Low
Skaajan Blade 1d6 Slashing + 3d6 Psionic Two-Handed, Sacrificial (1d6) $32,900 Res (+$44,000) Low
Stun Blade

Cost: $12,400 (50W)
License: Restricted. (Black Market + $6,750)
Heat: Low (Non-Lethal but Restricted)
Damage: 1d6 Shock Damage.
Effect: If the target is struck, make a Constitution Save. Pick the first DC on the list that they fail for the effect.
DC 8: Gain Status Unconscious for 2d6 rounds, and a level of Exhaustion.
DC 10: Gain status Paralyzed for 2d6 rounds and a level of Exhaustion, make a roll at the end of your turn, DC 18 to clear Paralyzed status.
DC 12: Gain status Stunned for 2d4 rounds, make a roll at the end of your turn, Constitution DC 16 to clear Stunned status
DC 14: Gain status Incapacitated for 1d6 rounds, make a roll at the end of your turn, Constitution DC 14 to clear Incapacitated status.
Description: A blade not made with a sharp edge, but a collection of capacitors that are designed to discharge on contact. Manufactured for use by Chakain Riot Police, allowing them to non-lethally deal with enemies. They’ve become a symbol of the Chakain Patrol Officer, criminal elements despise anyone who carries this weapon.

Chakain Trick Blade (Stacked Blade)

Cost: $6,900 (28W)
License: None.
Heat: Very Low (Expected)
Outer Blade: The larger outer blade, when combined use this alone.
Damage: 1d10 Slashing
Qualities: Versatile (1d12)
Inner Blade: Designed as the off hand blade.
Damage: 1d6 Slashing
Qualities: Light, Finesse.

Chakain Light Blade

Cost: $4,100
License: None.
Heat: Very Low (Expected)
Damage: 1d6 Slashing
Qualities: Finesse, Versatile (1d8).
Details: This blade was designed for use against the forces of the Far Realm, extremely well balanced, so despite the size it can be wielded with great skill.

Chakain Heavy Blade

Cost: $4,750
License: None.
Heat: Very Low (Expected)
Damage: 1d12 Slashing
Qualities: Two Handed, Heavy.
Details: This heavy blade has been well sharpened and heavy blade designed for combat.

Skaajan Blade

Cost: $32,900
License: Restricted. (Black Market + $44,000)
Heat: Low (Restricted use)
Damage: 1d6 Slashing + 3d6 Psionic
Qualities: Two Handed, Sacrificial (1d6)
Details: Forged from horrifying materials from the Far Realm strikes it’s foes not only physically but lets the wielder lash out mentally as well. Those who wield the blade find it claims a heavy toll, as the wielder’s mind is also scared.

Armor

Armor AC Cost Strength License
Light Armor
Light Duty Vest 11 + Dex Mod $4,000
Light Duty Helmet + 1 $2,500
Medium Armor
Chakain Military Standard 13 + Dex modifier (Max 2) $8,900 Mil (+$2,600)
Chakain Army Standard Helmet + 2 $3,300 Mil (+$1,100)
Tactical Officer Armor 14 + Dex modifier (Max 2) $10,000 Res (+$4,800)
Heavy Armor
S.P.U. Exoskeletal Armor 16 $25,000 13 Res (+$18,500)
Bomb Disposal Armor 17 $30,200 15 Res (+$39,800)
Heavy Duty Helmet + 2 $4,000
Shields
Riot Shield + 2 $2,750 13 Res (+$970)
Fortress Shield + 3 $7,750 15 Res (+$2,600)
Light Duty Vest (Light Armor)

Cost: $4,000
License: None.
AC: 11 + Dex modifier
Effect: Gain Resistance Bludgeoning, Piercing, Slashing, and Ballistic. If dropped to zero health by a resisted type of damage, you are knocked unconscious and not dying.
Details: This light polymer vest is re-enforced with Ceramic trauma plates to reduce damage.

Light Duty Helmet (Light Armor)

Cost: $2,500
License: None.
AC: + 1
Effect: Grants Immunity to Called Shots to the head. Gain Immunity to Long Term Injuries from Bludgeoning, Piercing, Slashing, and Ballistic damage, if resistant to that damage.
Details: A Silk Steel helmet covered in a light polymer weave, protects it’s wearer from otherwise fatal injuries.

Riot Shield (Shield)

Cost: $2,750
License: Restricted. (Black Market + $970)
AC: + 2
Weight: 30 lb
Strength Requirement: 13
Effect: Grants Immunity to Called Shots to the hand holding the Riot Shield. Using the dodge action grants the wielder of the shield half cover (+2 AC and Dexterity saving throws)
Details: A light weave of Silk Steel on a metal frame. the edges arc back around the user slightly, providing a small amount of cover when the user can hide behind it.

Fortress Shield (Shield)

Cost: $7,750
License: Restricted. (Black Market + $2,600)
AC: + 3
Weight: 50 lb
Strength Requirement: 15
Effect: Grants Immunity to Called Shots to the hand holding the Fortress Shield. Can be placed or removed from the ground an action to provide cover, draw a line to represent the shield. A creature adjacent to the shield can take the dodge action to gain full cover (Can not be targeted directly), or three-quarters cover (+5 to AC and Dexterity Saves) and the attack comes from the opposite side of the shield.
The Fortress Shield has 40 health, Resists Bludgeoning, Piercing, Slashing, Ballistic and an AC of 15 while placed. Mending restores 2d8 + 4 health.
Details: A Silk Steel plate with a Plexiglas view window, 45 degree angled side shields extend out eight inches providing cover from angled attacks. The bottom of the shield has a set of six spikes that implant into the ground when activated, allowing the shield to be planted and freeing up the users hands.

Chakain Army Standard Armor (Medium)

Limited Manufacturer: Mako Manufacturing, Chakai Army Standard and Pro-Tech only.
Cost: $8,900 (36W))
License: Military. (Black Market + $2,600 (10W))
AC: 13 + Dex modifier (Max 2)
Effect: Grants Immunity to Called Shots to the hands. Gain Resistance Piercing, Ballistic and Force. If dropped to zero health by a resisted type of damage, you are knocked unconscious and not dying.
Details: The Chakain army developed a set of armor to protect it’s soldiers in the field. It remains light and flexible enough for quick movements and prevents a soldier from fatiguing, while also covering vital areas and providing maximal survivability for troops in the field.

Chakain Army Standard Helmet (Medium Armor)

Limited Manufacturer: Mako Manufacturing, Chakai Army Standard and Pro-Tech only.
Cost: $3,300
License: Military. (Black Market + $1,100)
AC: + 2
Effect: Grants Immunity to Called Shots to the head. Gain Immunity to Long Term Injuries from Piercing, Ballistic, and Force damage, if resistant to that damage.
Details: The Chakain army helmet was designed to keep soldiers in the field alive.

Tactical Officer Armor (Medium)

Cost: $10,000
License: Restricted. (Black Market + $4,800)
AC: 14 + Dex modifier (Max 2)
Effect: Grants Immunity to Called Shots to the hands. Gain Resistance Gain Resistance Bludgeoning, Piercing, Slashing, and Ballistic. If dropped to zero health by a resisted type of damage, you are knocked unconscious and not dying.
Details: A mixture of Silk Steel and polymer weaves over a vest and various strapped on pads protects the wearer from traumatic injury.

S.P.U. Exoskeletal Armor (Heavy)

Limited Manufacturer: Chakai Army Standard and Pro-Tech only.
Cost: $25,000
License: Restricted. (Black Market + $18,500)
Strength: Str 13
AC: 16
Effect: Grants Immunity to Called Shots to the hands and legs. Gain Resistance Gain Resistance Bludgeoning, Piercing, Slashing, and Ballistic. If dropped to zero health by a resisted type of damage, you are knocked unconscious and not dying.
Details: A heavy suit of Silk Steel and polymer armor made lighter through the use of militarized exoskeleton. Used by the Special Protocol Unit.

Bomb Disposal Armor (Heavy)

Cost: $30,200
License: Restricted. (Black Market + $39,800)
Strength: Str 15
AC: 17
Effect: Grants Immunity to Called Shots to the hands and legs. Gain Resistance Gain Resistance Bludgeoning, Piercing, Slashing, Ballistic, Force, and Fire. If dropped to zero health by a resisted type of damage, you are knocked unconscious and not dying.
Details: A heavy suit of Silk Steel and polymer armor, fitted with steel plates and heat flame resistant fabrics.

Heavy Duty Helmet (Heavy Armor)

Cost: $4,000
License: None.
AC: + 2
Effect: Grants Immunity to Called Shots to the head. Gain Immunity to Long Term Injuries from Bludgeoning, Piercing, Slashing, Ballistic, Force, and Fire damage, if resistant to that damage. Immune to Airborne poisons, toxins, and diseases.
Details: A full Composite helmet with a hardened polymer face plate and sectioned neck plating. There’s also an attached filter mask to protect it’s wearer from chemical warfare.

Ammunition

Ammo Type Amount Cost License Heat
7 Universal Standard (7us) Box of 100 $800 Lic (+$800) Very Low
9 Universal Standard (9us) Box of 100 $1,000 Lic (+$1,000) Very Low
12 Universal Standard (12us) Box of 100 $2,000 Lic (+$2,000) Very Low
Shell, Slug (Shell) Box of 25 $1,250 Lic (+$1,250) Very Low
Shell, Birdshot (Shell) Box of 25 $1,000 Lic (+$1,000) Very Low
Lance Rounds (LR) Box of 20 $800 Lic (+$800) Very Low
Heavy Lance Rounds (HLR) Box of 20 $1,200 Res (+$1,200) Low
Lightning Core (LC) 1 Core $1,400 Res (+$1,400) Low
Blaster Suppression Rounds (BR) Case of 4 $1,600 Res (+$1,600) Low
Blaster Explosive Rounds (BR) Case of 4 $8,000 Res (+$12,000) High
Blaster Kaiju Buster Rounds (BR) Case of 4 $24,000 Res (+$30,000) Very High
Ammo Modifiers Effect Cost License Heat
Hollow Point US 1d6 Bleed unarmored +$500 Mil (+$1,500) High
Magi-Core US 1d6 Magic Damage +$6,000 Res (+$4,000) Low
7 Universal Standard (7us)

Cost: $800 (for a box of 100)
License: Licensed. (Black Market + $800)
Heat: Very Low (Expected)
Simple bullet design, usually reserved for target practice, small game, and personal defense.

9 Universal Standard (9us)

Cost: $1,000 (for a box of 100)
License: Licensed. (Black Market + $1000)
Heat: Very Low (Expected)
Simple bullet design, the normal sized personal defense caliber, but still larger than a target practice weapon.

12 Universal Standard (12us)

Cost: $2,000 (for a box of 100)
License: Licensed. (Black Market + $2000)
Heat: Very Low (Expected)
Simple bullet design, heavy caliber, used for hunting large game and some personal defense weapons.

Universal Standard Hollow Point (ushp)

Cost: + $500 (on a box of 100)
License: Military. (Black Market + $1,500)
Heat: High (Military Hardware, restricted theater of use)
Hollow Point ammunition has a hollow tip that fragments on contact, causing large wounds. When an unarmored target is hit, they take 1d6 bleed damage at the start of every turn until treated with a Wisdom (Medicine) DC 14 check or magically healed.

Universal Standard Magi-Core (usmc)

Cost: + $6,000 (on a box of 100)
License: Restricted. (Black Market + $4,000)
Heat: Low (More dangerous than other munitions, but still legal)
Magi-Core ammunition has a residuum core which stores an elemental damage type with in. When purchasing a box of 100, select a damage type, Cold, Fire, Lightning, Thunder, Acid, Radiant, Necrotic, Force. When the bullet strikes it’s target it deals an extra 1d6 damage of the selected type.

Shell, Slug (Shell)

Cost: $1,250 (for a box of 25)
License: Licensed. (Black Market + $1,250)
Heat: Very Low (Expected)
A shell designed to carry a single slug, treated the same way as a bullet would be, but designed for shotguns.

Shell, Birdshot (Shell)

Cost: $1,000 (for a box of 25)
License: Licensed. (Black Market + $1,000)
Heat: Very Low (Expected)
A shell designed to carry 20 small pellets that scatter slightly. Change Damage type to Piercing instead of Ballistic.

Lance Rounds

Cost: $800 (For a box of 20)
License: Licensed. (Black Market + $800)
Heat: Very Low (Expected)
Small individually packed spell components and dense residuum, Specially designed for use in Lance weaponry.

Heavy Lance Rounds

Cost: $1,200 (For a box of 20)
License: Restricted. (Black Market + $1,200)
Heat: Low (Restricted use)
Small individually packed spell components and dense residuum, Specially designed for use in Lance weaponry.

Lightning Core

Cost: $1,400 (per core)
License: Restricted. (Black Market + $1,400)
Heat: Low (Restricted use)
A small concentrated Elemental Lightning core, designed for Bolt weaponry.

Blaster Suppression Rounds

Cost: $1,600 (For a set of 4)
License: Restricted. (Black Market: + $1,600)
Heat: Low (Restricted, but non-lethal)
Damage: Deals 6d8 Psionic Damage in a 20 ft radius, Targets knocked to 0 by this damage are rendered unconscious instead of dying.
A modified version of sleep, designed to suppress large crowds.

Blaster Explosive Rounds

Cost: $8,000 (For a set of 4)
License: Military. (Black Market: + $12,000)
Heat: High (Explosive)
Damage: Deals 8d6 Force Damage in a 5 ft Radius,
A small self contained explosive spell package, that detonates on contact.

Blaster Kaiju Buster Rounds

Cost: $24,000 (For a set of 4)
License: Military. (Black Market: + $30,000)
Heat: Very High (High Explosive)
Damage: Deals 12d6 Force Damage in a 5 ft Radius, Considered Magic for purposes of Damage reduction.
A small but dense self contained explosive spell package, designed to pierce a layer of Kaiju skin before detonating.

Weapons

Weapon Damage Ammunition Storage Qualities Cost License Heat
Ballistic
Light Pistol 2d4 + Dex Ballistic 7us, 30/120 ft Magazine 18 Light, SA $2,900 Lic (+$700) Very Low
Holdout Pistol 2d6 + Dex Ballistic 9us, 30/120 ft Internal 4 Light, SA $3,300 Res (+$1,700) Low
Medium Pistol 2d6 + Dex Ballistic 9us, 40/160 ft Magazine 10 SA $3,250 Lic (+$750) Very Low
Heavy Pistol 2d8 + Dex Ballistic 12us, 30/120 ft Magazine 5 Heavy, SA $3,750 Lic (+$850) Very Low
Sawed off Shotgun 2d8 + Dex Ballistic Shell, 30/120 ft Internal 2 SA $4,400 Lic (+$850) Very Low
Hunting Shotgun 2d8 + Dex Ballistic Shell, 50/200 ft Internal 2 Two-Handed, SA $4,850 Lic (+$750) Very Low
Combat Shotgun 2d8 + Dex Ballistic Shell, 40/160 ft Internal 8 Two-Handed, S $9,350 Res (+$3,650) Low
Automatic Shotgun 2d8 + Dex Ballistic Shell, 30/120 ft Magazine 12 Two-Handed, FA $23,150 Res (+$6,850) Medium
Lancer
Lance Pistol 1d6 + Dex/Int Force, 2 Rays LR, 30/90 ft Magazine 6 Light, S $4,500 Lic (+$1,000) Very Low
Lance Repeater 1d8 + Dex/Int Force, 2 Rays LR, 60/180 ft Magazine 8 Two-Handed, S $11,050 Res (+$4,000) Low
Lance Military Repeater 1d8 + Dex/Int Force, 2 Rays LR, 60/180 ft Magazine 8 Heavy, Two-Handed, SA $24,000 Mil (+$8,000) Medium
Lance Rifle 3d10 + Dex/Int Force, 1 Ray HLR, 120/360 ft Magazine 4 Heavy, Two-Handed, S $28,500 Mil (+$8,500) High
Lance Shotgun 1d6 + Dex/Int Force, 4 Rays HLR, 15/45 ft Magazine 3 Heavy, Two-Handed, S $9,750 Res (+$4,500) Low
Bolt Weapons
Bolt Pistol 1d12 + Dex/Int Lightning BC, 25/75 ft, Stun DC 12 Internal 5 Light, S $6,700 Res (+$3,300) Low
Bolt Rifle 2d12 + Dex/Int Lightning BC, 30/90 ft, Stun DC 15 Internal 3 Two-Handed, S $6,700 Mil (+$10,800) Medium
Bolt Cannon 2d12 + Dex/Int Lightning BC, 30/90 ft, Chain Attack Internal 1 Two-Handed, Heavy, S $24,400 Mil (+$12,850) High
Launcher
Blaster Launcher Blaster Ammo + Dex/Int BC, 100/300 ft Internal 1 Two-Handed, Heavy, S $17,750 Mil (+$22,250) Medium
Exotic Weapons
Flame Thrower 6d6 Fire, Dex DC 8 + Prof + Dex 25 ft cone. Internal 8 Two-Handed, Heavy, S, Called Shot (Fuel Cell) $18,500 Mil (+$12,000) Very High
Frost Thrower 4d8 Cold, Con DC 8 + Prof + Dex 25 ft cone. Internal 8 Two-Handed, Heavy, S, Called Shot (Fuel Cell) $16,000 Res (+$9,000) High
Thrown
Fragmentation Grenade 6d6 Piercing 10/40 ft, 10 ft Radius $2,000 Mil (+$1,000) High
Tear Gas Grenade Con DC 18, Incapacitated 10/40 ft, 15 ft Radius Lasts 1d6 + 4 rounds $1,500 Res (+$750) Low
Flash Grenade Con DC 18, Blind & Deafened 10/40 ft, 15 ft Radius Status lasts 1d4 turns $1,250 Res (+$600) Low
Smoke Grenade Full Cover & Blind 10/40 ft, 20 ft Radius Lasts 1d4 + 3 rounds $1,000 Res (+$500) Very Low
Acid Cloud Grenade 2d6 Acid 10/40 ft, 10 ft Radius Lasts 1d4 + 3 rounds $3,500 Military (+$2,500) Very High

Ballistic Weapons

Ballistic weapons work on propelling pieces of metal at high velocities using combustion.

Light Pistol

Cost: $2,900
License: Licensed. (Black Market: + $700)
Heat: Very Low (Expected)
Weight: 2 lb
Proficiency Class: Personal Firearms.
Damage: 2d4 Ballistic + Dexterity Bonus.
Attributes: Ammunition (7US, 50/200 ft), Magazine (18), Light, Semi-Automatic.

Holdout Pistol

Cost: $3,300
License: Restricted. (Black Market: + $1,700)
Heat: Low (Restricted use)
Weight: 1 lb
Proficiency Class: Personal Firearms.
Damage: 2d6 Ballistic + Dexterity Bonus.
Attributes: Ammunition (9US, 30/120 ft), Internal (4), Light, Semi-Automatic.
Effect: Advantage on Slight of Hand to hide the Holdout Pistol.
Description: A small pistol designed to be easily hidden. Used by both undercover police and organized crime, most are shielded against magical detection. Due to the small size, it loads ammunition internally, as it’s designed for surprise and not long fire fights.

Medium Pistol

Cost: $3,250
License: Licensed. (Black Market: + $750)
Heat: Very Low (Expected)
Weight: 3 lb
Proficiency Class: Personal Firearms.
Damage: 2d6 Ballistic + Dexterity Bonus.
Attributes: Ammunition (9US, 40/160 ft), Magazine (10), Semi-Automatic.

Heavy Pistol

Cost: $3,750
License: Licensed. (Black Market: + $850)
Heat: Very Low (Expected)
Weight: 5 lb
Proficiency Class: Personal Firearms.
Damage: 2d8 Ballistic + Dexterity Bonus.
Attributes: Ammunition (12US, 30/120 ft), Magazine (5), Heavy, Semi-Automatic.

Sawed off Shotgun

Cost: $4,400
License: Licensed. (Black Market: + $850)
Heat: Very Low (Expected)
Weight: 4 lb.
Proficiency Class: Personal Firearms.
Damage: 2d8 Ballistic + Dexterity Bonus.
Attributes: Ammunition (Shell, 30/120 ft), Internal (2), Semi-Automatic.

Hunting Shotgun

Cost: $4,850
License: Licensed. (Black Market: + $750)
Heat: Very Low (Expected)
Weight: 7 lb.
Proficiency Class: Personal Firearms.
Damage: 2d8 Ballistic + Dexterity Bonus.
Attributes: Ammunition (Shell, 50/200 ft), Internal (2), Two-Handed, Semi-Automatic.

Combat Shotgun

Cost: $9,350
License: Restricted. (Black Market: + $3,650)
Heat: Low (Restricted use)
Weight: 9 lb.
Proficiency Class: Personal Firearms.
Damage: 2d8 Ballistic + Dexterity Bonus.
Attributes: Ammunition (Shell, 40/160 ft), Internal (8), Two-Handed, Single.

Automatic Shotgun

Cost: $23,150
License: Restricted. (Black Market: + $6,850)
Heat: Medium (Automatic Weapon)
Weight: 12 lb.
Proficiency Class: Advanced Firearms.
Damage: 2d8 Ballistic + Dexterity Bonus.
Attributes: Ammunition (Shell, 30/120 ft), Magazine (12), Heavy, Two-Handed, Automatic.

Lance Weapons

Lance weapons use modified Scorching Ray spells, that fire rays of force instead of fire, allowing the wielder to target multiple people in the same attack.

Lance Pistol

Cost: $4,500
License: Licensed. (Black Market: + $1,000)
Heat: Very Low (Expected)
Proficiency Class: Personal Firearms.
Lance Rays: 2 Rays.
Damage: 1d6 Force + Dexterity/Intelligence Bonus.
Attributes: Ammunition (Lance Rounds, 30/90 ft), Magazine (6), Light, Single.
Using a direct source of magic for ammunition, the Lance Pistol fires a highly modified version of the Scorching Ray spell, instead of picking three targets, it only allows for two shots against the same target, the fire has been replaced with a city safe, Force magic.

Lance Repeater

Cost: $11,050
License: Restricted. (Black Market: + $4,000)
Heat: Low (Restricted use)
Proficiency Class: Personal Firearms.
Lance Rays: 2 Rays.
Damage: 1d8 Force + Dexterity/Intelligence Bonus.
Attributes: Ammunition (Lance Rounds, 60/180 ft), Magazine (8), Two Handed, Single.

Lance Military Repeater

Cost: $24,000
License: Military. (Black Market + $8,000)
Heat: Medium (Military Weaponry)
Proficiency Class: Advanced Firearms.
Lance Rays: 2 Rays.
Damage: 1d8 Force + Dexterity/Intelligence Bonus.
Attributes: Ammunition (Lance Rounds, 60/180 ft), Magazine (8), Heavy, Two Handed, Semi-Automatic.

Lance Rifle

Cost: $28,500
License: Military. (Black Market + $8,500)
Heat: High (High Powered Military Weaponry)
Proficiency Class: Advanced Firearms.
Lance Rays: 1 Rays.
Damage: 3d10 Force + Dexterity/Intelligence Bonus.
Attributes: Ammunition (Heavy Lance Rounds, 120/360 ft), Magazine (4), Two Handed, Heavy, Single.

Lance Shotgun

Cost: $9,750
License: Restricted. (Black Market + $4,500)
Heat: Low (Restricted use)
Proficiency Class: Advanced Firearms.
Lance Rays: 4 Rays.
Damage: 1d6 Force + Dexterity/Intelligence Bonus.
Attributes: Ammunition (Heavy Lance Rounds, 15/45 ft), Magazine (3), Two Handed, Heavy, Single.
Using a direct source of magic for ammunition, the Lance Shotgun fires a highly modified version of the Scorching Ray spell, instead of picking four targets, it only allows for four shots against the same target, the fire has been replaced with a city safe, Force magic.

Bolt Weapons

Bolt Weapons use elemental lightning cores and fire bolts of lightning, hence the name.

Bolt Pistol

Cost: $6,700
License: Restricted. (Black Market + $3,300)
Heat: Low (Restricted use)
Proficiency Class: Personal Firearms.
Stun Save: Constitution DC 12.
Damage: 1d12 Lightning + Dexterity/Intelligence Bonus.
Attributes: Ammunition (Lightning Core, 25/75 ft), Internal (5 shots per core), Light, Single.
The Bolt Pistol uses a modified version of the chain lightning spell, causing stun until the end of the targets next turn if they fail the weapons Stun Save.

Bolt Rifle

Cost: $13,200
License: Military. (Black Market + $10,800)
Heat: Medium (Military Hardware)
Proficiency Class: Advanced Firearms.
Stun Save: Constitution DC 15.
Damage: 2d12 Lightning + Dexterity/Intelligence Bonus.
Attributes: Ammunition (Lightning Core, 30/90 ft), Internal (3 shots per core), Two-Handed, Single.
The Bolt Rifle uses a modified version of the chain lightning spell, causing stun until the end of the targets next turn if they fail the weapons Stun Save.

Bolt Cannon

Cost: $24,400
License: Military. (Black Market + $12,850)
Heat: High (Military Hardware, Splash Damage)
Proficiency Class: Exotic Firearms.
Extra Targets: 3 Targets with in 30 of original target.
Damage: 2d12 Lightning + Dexterity/Intelligence Bonus.
Attributes: Ammunition (Lightning Core, 30/90 ft), Internal (1 shot per core), Two-Handed, Heavy, Single.
The Bolt Rifle uses a modified version of the chain lightning spell, allowing the cannon to target a single target, and then make a single attack roll against the other 3 additional targets with in short range (30 feet by default) of the original target, they take half the original damage on a hit.

Launchers

Launchers are designed to deliver a payload.

Blaster Launcher

Cost: $17,750
License: Military. (Black Market + $22,250)
Heat: Medium (Military Hardware)
Proficiency Class: Exotic Firearms.
Damage: Blaster Ammo + Dexterity/Intelligence Bonus.
Attributes: Ammunition (Blaster Ammo, 100/300 ft), Internal (1), Two Handed, Heavy, Single.
A large launcher tube that activates and propels Blaster rounds. Used for large crowd control or anti-Kaiju purposes based on ammo.

Exotic

Flame Thrower

Cost: $-
License: Military. (Black Market + $-)
Heat: Very High (Military Hardware, Area Fire Damage, Inhumane)
Proficiency Class: Exotic Firearms.
Damage: 6d6 Fire, Dexterity Save DC 8 + Proficiency + Dexterity, save for half damage.
Attributes: Ammunition (Fire Salts, 25 ft cone), Internal (8 shot per fuel cell), Two-Handed, Heavy, Single, Called Shot (Fuel Cell): The Fuel cell can be targeted, a hit dealing 10 or more damage, causes the fuel cell to rupture can deal Xd6 fire damage in a 5 foot radius, where X is the number of shots left in the fuel cell.
This military flamethrower is used for both utility and combat purposes. Used heavily against the Annelids during the Resurgence, it’s effectiveness against large numbers of weaker annelids proved vital in the cleansing of infected areas. The fuel cells have always been slightly problematic as the Fire Salts contained within ignite at first contact with fresh air, a single puncture and the fuel cell turns into a deadly fireball for the wielder and anyone standing next to them.

Frost Thrower

Cost: $-
License: Restricted. (Black Market + $-)
Heat: High (Police Hardware, Area Damage, Dangerous but Non-Lethal)
Proficiency Class: Exotic Firearms.
Damage: 4d8 Cold, Constitution Save DC 8 + Proficiency + Dexterity, save for half damage.
Attributes: Ammunition (Frost Salts, 25 ft cone), Internal (8 shot per fuel cell), Two-Handed, Heavy, Single, Non-Lethal, Called Shot (Fuel Cell): The Fuel cell can be targeted, a hit dealing 10 or more damage, causes the fuel cell to rupture can deal Xd6 cold damage in a 5 foot radius, where X is the number of shots left in the fuel cell.
Originally designed for riot police, the frost thrower is a less than lethal crowd control method. Anyone dropped to 0 hit points is frozen in ice, gaining the petrified status for 1d10 * 10 minutes. Once a creature thaws they suffer 3 levels of Exhaustion from the extreme cold if not properly thawed. Medical services can reduce the Exhaustion gained to just 2 levels with a successful Medicine Check DC 15, this also ends the petrified status early, and takes a full minute to perform the medicine check.

Thrown Weapons

Fragmentation Grenade

Cost: $2,000
License: Military. (Black Market + $1,000)
Heat: High (Military Hardware, Explosive)
Damage: 6d6 slashing damage in a 10ft radius, Dexterity DC 16 for half damage.

Tear Gas Grenade

Cost: $1,500
License: Restricted. (Black Market + $750)
Heat: Low (Non-Lethal Chemical Weapon)
Damage: 15 ft radius, Constitution check DC 18 or become Incapacitated.
Attributes: Dissipates in 1d6 + 4 rounds.

Flash Grenade

Cost: $1,250
License: Restricted. (Black Market + $600)
Heat: Low (Non-Lethal Tactical Weapon)
Damage: 15 ft radius, Dexterity Save DC 18 or become Blind and Deafened for 1d4 turns, on a successful save, only Deafened for 1d4 turns.

Smoke Grenade

Cost: $1,000
License: Restricted. (Black Market + $500)
Heat: Very Low (Non-Lethal Tactical Weapon)
Damage: 20 ft radius square, creatures inside have full cover and are blind.
Attributes: Dissipates in 1d4 + 3 rounds.

Acid Cloud Grenade

Cost: $3,500
License: Military. (Black Market + $2,500)
Heat: Very High (Military Hardware, Inhumane)
Damage: 10 ft radius, creatures inside take 3d6 acid damage. Constitution Save DC 18 or be incapacitated.
Attributes: Dissipates in 1d4 + 6 rounds.
Given the loving name ‘Disintegration’ Grenades, these proved useful against the Skaajan. However some of these remained on the market, and caught public attention when people were found dead from acid burns and inhalation. Investigations revealed they’d been used in gang warfare and other organized crime, becoming for a while the bloody hook to crimes boogie man. The mist of acid released stays active for almost a full minute, denying an area for a serious amount of time. Gas masks and other breathing apparatuses may prevent their user from breathing acid for a short time, but they become ineffective shortly there after as the acid eats through the majority of filtering material.

Inferno Grenade

Cost: $4,500
License: Military. (Black Market + $3,500)
Heat: Very High (Military Hardware, Inhumane)
Damage: 10 ft radius, creatures inside take 4d6 fire damage. Dexterity DC 16 for half damage.
Attributes: Dissipates in 1d4 + 2 rounds.
Powdered Fire Salts are sprayed into the surrounding area, causing everything to burn. The Fire Salts are pre-treated with a slow decay compound that activates in oxygen rich environments, allowing the Inferno grenade to turn an area into a wild fire for half a minute on average.

Blizzard Grenade

Cost: $3,500
License: Restricted. (Black Market + $1,500)
Heat: Medium (Police Hardware, Non-Lethal)
Damage: 10 ft radius, creatures inside take 3d8 cold damage. Constitution DC 16 for half damage.
Attributes: Dissipates in 1d4 + 2 rounds.
Similar to the Inferno Grenade, this powdered version of Frost Salts was originally used for crowd control. Anyone reduced to 0 health while in the effect of a Blizzard Grenade gains the petrified status, and will thaw in 1d6 * 5 minutes taking 3 levels of exhaustion. A medicine check DC 15 will end the Petrified status early, reducing the exhaustion taken to just 2 levels, however it takes a full minute to perform the medicine check.
Blizzard Grenades have become a favorite of Bounty Hunters, able to throw one out or have it set as a trap and lay down enough fire to drop them, freezing them solid for easy retrieval.

BF Combat Gear

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