Kinetic Weapons

Side-Arm 1d8 +0 / +0 / -4  6 Bursts

Autogun 1d12 +0 / +0 / -4  2 Bursts

Autogun 2d8 -4 / +0 / -4  4 Bursts

Long Gun 1d12 -4 / +0 / +0  4 Bursts

Assault Weapon 3d6 +0 / -4 / -8  4 Bursts

Long Gun 1d20 -8 / -4 / +0  1 Burst

Kinetic Weapons can be modified to better suit the user or to be more effective. These modifications apply only to the modified weapon and can only be transferred with difficulty (DR 30 Mechanics, destroying the modification upon failure.).

This allows a user to draw this weapon (but not switch to) as a minor action.

Looking through the scope allows a character to see further, eliminating penalties for perception-related tests over distance, allows a character to see around corners just by pointing their weapon around it, and also allows a character to aim precisely as a standard action, providing a +4 attack bonus against a target until the end of this character's next turn.

Only authorized users can use this weapon.

The user may declare the ammunition type for each burst, rather than deciding upon reload. However, the weapon has its ammunition halved (round down). This modification may not be applied to single-shot weapons such as the Sniper Rifle.

Apply a +2 Attack bonus modifier. This modifier stacks with that from the scope's aim action, but does not stack with the Attack Bonus from Smartlink.

Apply a +2 Attack bonus modifier. This modifier stacks with that from the scope's aim action, but does not stack with the Attack Bonus from Laser Sight.

This weapon now ignores all penalties due to movement, such as firing out of a moving vehicle or while performing a roll.

As Kinetic Weapons fire their payloads via a combination of railgun and conventional directional explosives, this allows for several 'smart rounds' that would not normally survive traditional delivery systems. Only one type of ammunition can be loaded at a single time (barring modification to the weapon), allowing for several different effects.

These put holes in things and have no special effects.

These round carry microbugs that gather information on organic or synthetic targets. Upon contact, these rounds poll the target's approximate health and location and broadcast this data back to the bullet's originating character, allowing them to seek and destroy targets. Target can be tracked with a computing device.

These rounds attempt to jam any wireless communications by intermittent pulses once lodged inside a target. Jam rounds interrupt outgoing communication from the target.

These smart flechettes are known as 'zero-rounds'. Zero rounds use a micro-rangefinder to lock on to a target. Should a flechette miss its intended target, it measures the margin by which it missed its target and feeds this telemetry data back to the next flechette, which reshapes using smart materials to alter its flight path. This process repeats, effectively 'zeroing' in on a target with each round. A missed attack grants a +2 attack bonus for this weapon on the missed target for the next round.

These rounds release a small trail of mono-filament wires, slicing through targets in addition to the bullet's bore, increasing overall damage. Increases burst damage by 2.

These rounds detonate upon getting near a target, allowing for even imprecise shots to deal damage. Deals half damage upon miss, rounded down.

These self-sharpening rounds are designed to bore through armour, but do little damage to softer materials. Deals half damage (rounded down), but ignores up to 6 points of armour.