Weapons & Weapon Accessories

Melee Weapons
Bayo - Can be mounted as a bayonet; does 1d12 Damage (Size Large) in this configuration.

Stun - Target is stunned for 1d4 rounds unless a Fort save (DC 10+damage taken) is passed.

UCT - Improved by Unarmed Combat feat tree (e.g., Brawl damage-die improvement applies).

The Chainsword reflects weapons like the Juicer chainsaw, and is rare enough to require an Exotic Weapon Proficiency.

Ranged Weapons
Grenade launchers may make use of the Burst Fire feat.

CM-50 may carry one of the following as an additional weapon:


 * Grenade Launcher (can also fire standard 8-gauge shotgun ammunition types as well as grenades)
 * Flamer
 * Plasma Rifle

The JA-12 gets a +2 equipment bonus to hit.

The Dinosaur Laser takes a -2 equipment penalty to hit and requires specialized ammunition not compatible with other weapons.

Ammunition Types
Kinetic Penetrator rounds have the Armor-Penetrating characteristic; they reduce any target's armor bonus (including natural armor) by 2. KP rounds also have the Extended Range characteristic; they increase range increment by half. They are in essence small rockets. KP rounds are unguided.

Fragmentation and Shot rounds may have the Flechette characteristic; this increases damage by 1d6 (normal flechette rounds increase threat range) and increases purchase DC by 4.

To find rocket-launcher damage for these same round types, increase die type by one (to xd8 in most cases) and add one die (so shoulder-fired rocket KPs cause 6d8 damage and shoulder-fired plasma rockets do 9d8 damage). Rounds per pound becomes 1. Purchase DCs remain constant.

Accessories
Generally, accessories follow the Gadget system as per armor.

Masterwork Improvements
Masterwork improvements as per Spycraft may be implemented. This remains to be determined, but is worth considering.