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Free20: Command Armory


A Micro-Sourcebook for the Galaxy Command Campaign Setting Written by Chris A. Field Cover Illustration by: Storn Cook (LPJD Image Portfolio) Interior Illustrations by: Amanda Webb, Purple Duck Stock Art. All images are copyright their respective creators, and are used with permission. www.otherversegames.blogspot.com Requires the Use of the D20 Modern Core Rulebook, Published by Wizards of the Coast

Ranged Weapons
Shows like Space Academy were reluctant to show a lot of violence. Maybe it was a political concern; probably it had more to do with the fact they didnt want to have to pay a stuntman to mock up a fist fight. Bigger budget prime-time shows like Star Trek werent shy about showing a punch or three, but for the most part, the heroes and enemies of pulp sci-fi solved things with a dazzling variety of fancy energy pistols.

Amnesia Wand
This small golden cylinder is studded with psychoactive yahn crystals. This psychoactive weapon directly affects the targets mind, weakening their intellect, making concentration and memory difficult and sabotaging abstract reasoning. Special: Anyone struck by the weapons golden beam suffers a -4 circumstance penalty on all skill checks for 12 hours after the strike. A character cant be affected again by this weapon until the effects of the previous shot wear off completely. This is a mind-influencing effect. Special: This weapons effects are resolved as a Ranged Touch Attack.

A Galaxy Command campaign is all about toys. The starships, the droids, the energy pistols and the photon torpedoes define this sci-fi sub-genre as much, if not more than the plot. The star-spanning command has an assortment of technological wonders to share with its member worlds, and the heroes need all these technological marvels to beat back wave after wave of indomitable WARSTAR juggernauts. This short sourcebook spotlights the futuristic weapons approved for use by Galaxy Commands heroes and adventurers. Several of these weapons first appeared in the Galaxy Command campaign setting, or either the Space Mafia or Adorable Avenger sourcebooks, and are collected here for the first time. A few new weapons have made their way into this quick, useful and completely free sourcebook.

Atom Cracker Heavy Rifle


This massive device is only used by the strongest, genetically engineered troops. The device resembles an old combustion engine more than a modern energy weapon, with four piston-like devices, two on either size of the barrel, which pump in and out as the weapon power cycles. Special: This armor is designed to unleash the atomic energy stored within heavily armored targets. On a successful hit, the atom crackers target suffers additional damage equal to its Natural Armor or Equipment Bonus to Defense/AC. This weapon is usually only deployed to take down mecha, constructs, armored vehicles and other such technological adversaries.

Ranged Weapons

Damage

Critical

Range Increment

ROF

Magazine Size

Weight

Purchase DC

Rest.

PERSONAL FIREARMS PROFICIENCY Amnesia Wand (PL 7) Deckard- 74 Ion Pistol (PL 6) Defender- 1000 (PL 7) Diplomacy Pistol (PL 7) Cryogenic Pulse Crystal (PL 7) Encephlo- Rifle (PL 7) Gunbuster Blaster (PL 7) Hungergun (PL 7) Reduces Skill 2d4 electrical* 2d6 force Improves Attitude 2d8 cold 2d8 subdual Nullifies Weapon Causes Fatigue NA 20/x3 20/x2 NA 19- 20/x2 19- 20/x2 NA NA 20 ft 20 ft 40 feet 10 ft 20 ft 80 ft 50 ft 20 ft Single Shot Fully Auto Full Auto Single Shot Single Only Single Shot Single Shot Single Shot 20 Cell 12 Cell 20 Cell 20 Cell 10 Cell 10 Cell 8 Box 20 Cell Small 2.5 lbs 12 19 18 R (+2) M (+3) M (+3) R (+2) R (+2) R (+2) M (+3)

Medium 5 lbs Medium 2 lbs Small

2.5 lbs 19 20 22 18 21

Medium 2 lbs Large Small Tiny 12 lbs 4 lbs 1.5 lbs

R (+2)

EXOTIC FIREARMS PROFICIENCY Atom Cracker Heavy Rifle (PL 7) 2d10 ballistic plus bonus* Semi Auto 22.5 lbs M (+3)

20/x2

50 ft

12 Cell

Large

23

Tracker Gun (PL 6) 2d12 fire

20/x2

150 ft

Full Auto

100 cell (backpack)

Huge

50 lbs

24

M (+3)

MARTIAL WEAPONS PROFICIENCY Hiawathian Energy Bow (PL 6) Tal- Anon Raptorix (PL 2) 2d4+STR fire 1d3 slashing 20/x3 15- 20/x3 40 ft 30 ft Single Shot Single Shot Unlimited Medium 5 lbs NA Small 1 lb 20 12 M (+3) None

Melee Weapons Hiawathian Crook- Axe Urlok Ice Spear

Damage 1d 8 slashing 1d8 cold

Critical

Range Increment 5 ft thrown

Special

Size

Weight

Purchase DC 8

Rest.

20/x2

Trip Reach, Set

Medium

3- 4 lbs

None

20/x3

Large

12 lbs

11

None

Cryogenic Pulse Crystal


The Cryogenic Pulse Crystal is a Proximite weapon. This fist sized blue-white crystal is veined with luminous golden circuitry and is carved into a rough pyramid shape. Held in a fist, it responds to the users thoughts, and fires a beam of lethal cold. Special: A target struck by the cryo pulse from this weapon is encased in a sheet of ice. The target must succeed at a REF Save (DC 10 + the damage inflicted) or be entangled for 1d6 rounds after the shot by sheets of ice. The ice melts if the target suffers any fire damage.

Defender-1000
The sleek Defender pistol is the standard sidearm of Galaxy Command. This angular, black and grey pistol can be set switched between lethal and stun settings with a simple click of a button, and at its full power setting can vaporize plate steel. Special: The Defender can be set for either lethal or subdual damage. Switching between modes is a standard action. When set for stun, it not only inflicts subdual damage, but anyone struck by the beam must succeed at a FORT save (DC 10 + the subdual damage inflicted) or be paralyzed for one round from neural trauma. Special: When set for lethal damage, the Defender-1000 ignores the first 5 points of hardness or non-magical Damage Reduction in a target.

Diplomacy Pistol
This unusual, wand like silver weapon is carried as a standard sidearm by all Pacifician ambassadors and Adorable Avengers. Unlike Unlike most weapons, this psychoactive device aims to defuse and de-escalate conflicts, using soothing sonic pulses and euphoria inducing psychic viruses. Special: The guns user receives a +4 equipment bonus against anyone she successfully strikes with this weapon, as the victim is slightly more receptive to her words. This bonus remains for 1 hour after a target is hit. This is a mind-influencing effect. Special: This weapons effects are resolved as a Ranged Touch Attack.

Encephlo-Rifle
The Encephlo-Rifle is a Galaxy Command weapon commonly issued to Galactic Marshals, as a way to capture dangerous criminals without killing. It is also commonly issued to xeno-biology teams, so they can anesthetize and examine alien animals from a safe distance. This well made, finely machined energy rifle is always considered a masterwork weapon, and provides the shooter with a +1 masterwork bonus to attack and damage rolls. Special: This long barreled, sniper-like rifle deals only subdual damage. In addition to the subdual damage inflicted, the target must succeed at a FORT Save (DC 12 + the subdual damage inflicted) or fall unconscious for 1d4 hours, or until shaken awake.

Deckard-74 Ion Pistol


This heavy, long barreled pistol was designed by android-hunters long before the Great Robot Liberation. Though an older model, and much heavier than modern weapons, it still does its job well. Special: This weapon does double damage to Constructs (including Star Droid), Full Conversion and Light Reconstruction Cyborgs, as well as any character with more than five cybernetic implants of any type or mostly robotic characters such as Synths.

Gunbuster Blaster
This weapon somewhat resembles a traditional pistol, but fires a gelatinous shell filled with unique nanites. The barrel is short and blunt, and is ringed with decorative, multicolored bands which recall the ring-system of the Pacifician homeworld. Special: If this weapon hits a target, all powered ranged weapons worn or carried by that

target become nonfunctional for 1d4 rounds. Otherwise, the soft, rubbery shell does no damage as it bursts against the target. This effect has no effect on musclepowered ranged weapons such as bows, crossbows, or thrown weapons. It can however, nullify energy weapons and ballistic weapons of virtually any other type. Special: Only a Pacifician human character can use this weapon. The guns artificial intelligence will not fire if wielded by another species. The weapon can be hacked with a DC 28 Computer Use check to modify it for use by other species.

Hiawathian Energy Bow


This modern version of a traditional hunting weapon has only become popular among Hiawathians within the last century or so. The energy bow fires packets of neon plasma rather than arrows, giving it tremendous stopping power. This greenish alloy weapon uses a magnetized metallic bow string to generate energy to power the laser system built into the bows curving shaft. As a result, the archer adds his STR modifier to the energy damage inflicted with a successful hit.

Hungergun
The Pacifician populace dislikes this weapon, though it is carried by most Pacifician heroes. Using a Hungergun is too close to actively harming another life form for Pacifician tastes. The tiny Hungergun is designed to fit into the palm of a womans hand. Its small size grants its user a +2 circumstance bonus on Sleight of Hand checks made to conceal the weapon. Special: This weapon causes intense hunger in the targets, making the unfortunate victims feel if they are on the verge of starvation. Targets struck by this weapon field become fatigued, and already fatigued victims become exhausted. The effects

fade 1d4 hours after leaving the fields area of effect; during the hunger state, most victims will gorge themselves to the point of illness if the opportunity presents itself. Special: A Hungerguns effects are resolved as a Ranged Touch Attack. This weapon has no effect on some one fully enclosed in an airtight structure, vehicle, armor or spacesuit, nor on creatures who do not need to eat.

Tal-Anon Raptorix
The Raptorix is a thrown weapon, resembling a razor edged discus, forged from light but strong alloys unique to the Tal-Anon homeworld. The Raptorix was designed to bring down birds on the wing, but its nearly monomolecular edge makes it a great, if unconventional weapon against lightly armored targets. A slice from the Raptorix can easily open a humans arteries. The Raptorix is a boomerang-like weapon. The thrower can catch the weapon after a ranged attack roll, either successful or not, as a swift action at the end of her turn.

Melee Weapons
Galaxy Commands heroes trust a good blaster by their side. For the most part, the age of martial weapons is a distant memory, but there are a few holdouts who still wield the ancient weapons of their race with pride and skill.

Hiawathian Crook-Axe
This traditional weapon is a heavy, long hafted axe with a curving, S-shaped blade. The long handled weapon can be used to hack with its sharp edge, or hook an adversarys hoof (or leg) with the axes blunt inner curvature. Hiawathian hunters wear this weapon strapped to their backs, and are quite adept at using it to break the ankles of the horse-like quattha striders which form a core part of their races diet.

Tracker Gun
This massive energy weapon is mounted on a servo frame worn over the shooters armor. Capable of laying down withering fire, the Tracker Gun is commonly issued to the largest and most powerful guys in a Galactic Marshall squad, and only when heavily armored or dug-in resistance is expected. It requires a STR score of 16+ to use a Tracker Gun effectively. Users with a lower STR score suffer a -4 penalty on ranged attacks with this weapon, in addition to non-proficiency penalties if those apply. While wielding a Tracker Gun, the shooter suffers an additional -2 armor check penalty, which stacks with additional armor check penalties, if any. The wielders maximum DEX bonus can be set at no higher than +1. Tracker Guns provide users with the proper STR a +2 bonus on aimed single shot attack rolls with this weapon. Using a Tracker Gun in full auto mode imposes no penalty due to the weapons superior gyro-stabilization.

Urlok Ice Spear


This jagged, twisted hunting spear is nearly fifteen feet long, and sized for an Urloks powerful hand. The Ice Spear has an iron core; a blade of chemically hardened, pale blue native wood twines around the shaft; chemical reactions within the strange wood reduce temperatures more efficiently than a liquid nitrogen bath. Ice crystals form along the length of the blade, and the weapon steams in normal temperatures. Urlok hunters have used the ice spear to bring down game (or to win glory in warfare) since the dawn of their history. Special: In any area where the ambient temperature is at least 100 degrees F, the Ice Spears cold generating properties fail, and the weapon delivers piercing damage rather than cold, until it is removed from the hot environment.

Other Galaxy Command Weapons


Galaxy Command commonly issues its troops the following weapons from the D20 Future sourcebook (Wizards of the Coast, 2004). Grenade (Sonic Pulse) (PL 5) Grenade (Concussion, EMP, Tangler) (PL 6) High Frequency Sword (PL 6) Laser Pistol, Laser Rifle (PL 6) Tangler Gun (PL 6) Concussion Rifle (PL 7) Grenade (Gravatic, Stun) (PL 7) Plasma Pistol, Plasma Rifle (PL 7) Rail Gun (PL 7- very rarely issued, usually for anti-mech warfare only) Beam Sword (PL 8) Disintegrator (PL 8- only to heavy weapons specialists) Pulse Rifle (PL 8)

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