Special Materials   Technology
  Dynamium     Types of Ancient Technology
Nephelium Technological Equipment
Sandcrystal, Kreen     Communication and Information Item Descriptions
Silmarillium     Fabrication and Manufacturing Item Descriptions
    General Properties     Medical Item Descriptions
    Coldstone     Storage Item Descriptions
    Darkstone     Vehicle and Transport Item Descriptions
    Deathstone     Other Technological Item Descriptions
    Forcestone Powering Ancient Equipment
    Lifestone     Power Cells and Chargers
    Lightstone     Power Cell Descriptions
    Mirrorstone     Charger Descriptions
    Powerstone Energy Weapon Rules and Advanced Energy Types
    Sunstone     Technological Weapons
    Technological Weapon Descriptions
Special Items     Missiles, Grenades, and Bombs
Taeran Weapons     Grenade Descriptions
    Weapon Descriptions     Missile Descriptions
Special and Superior Items Force Fields
Unique Items     Force Field Descriptions
Intelligent Items Ancient Armor
    Epic Intelligent Items  |  Feats     Technological Armor Descriptions
Magical and Psionic Items     Technological Shield Descriptions
    Magical and Psionic Item Descriptions Intelligent Machines
    Programming and Machine Communication


Technology


Types of Ancient Technology

Ancient Taera was not a world ruled by magic or psionics alone. In their wisdom, the Ancients knew that magic and psionics require inborn talent that few people possess to a significant degree, and their civilization required more egalitarian powers. Therefore, they developed their knowledge of physical sciences to a high degree, learning of the forces that lie behind, underneath, and within the everyday world, and how to harness and manipulate those forces. Rather than simply using the easiest tool every time (which, in comparatively primitive societies like modern Taera, is usually magic or psionics), the Ancients applied their efforts to learning multiple ways to do things, and as their learning grew they became able to duplicate (and in some cases exceed) magic with machines. Because these machines were so powerful, their civilization came to depend on them heavily- so heavily, in fact, that after the Annihilation, when many machines wouldn't work due to the massive and chaotic forces covering the world, their society collapsed and died. The machines which survived intact did eventually start working again, however, so the inheritors of their legacy- the inhabitants of modern Taera- are able to use them today, even though they usually know nothing about how the devices work, and cannot build more.

Though modern people cannot build or duplicate Ancient devices, some Ancient devices can build other such devices. The Ancients had many abilities which can only be duplicated or approximated by powerful magic or psionics today; for instance, they could create illusions of sight and sound that looked completely real until one tried to touch them, convert any form of material to any other form of material (or energy) at will, and even to control the fundamental forces of nature themselves- something only gods can do on modern Taera. The machines which allowed them to do these things have alien workings that modern people simply can't understand, no matter how well they know the exact effects of using the devices themselves. Most Ancient technology is extremely difficult to repair if it breaks down, and very few people have the skills and equipment necessary to do so. Some Ancient technology falls into a few general categories (called "tech levels," though no relationship or hierarchy has been established which reliably applies to them) based on its workings, and these categories were even known and discussed by the Ancients themselves. A basic summary of these "tech levels" is listed below.

One further fact about Ancient devices is notable for game purposes. The Ancients had access to manufacturing and crafting techniques far superior to those of the modern world (as evidenced by the fact that those machines with all their working parts can still function today, several millennia later), and as a result any technological item is considered to be of at least Masterwork quality for the purposes of enchantment or empowerment with magic or psionics. Technological items which have never had parts replaced or jury-rigged should be considered Masterpiece quality, and any repair attempts that exceed the necessary Craft DC by 10 or more can bring full function (and the Masterpiece quality) back to a damaged device. Thus, Ancient devices do not have "masterwork" or "masterpiece" versions, despite being otherwise mundane items. This rule applies to all Ancient technology, even weapons and armor.


Technological Equipment

The table below shows Ancient equipment which is still useful today, which does not fall into a category requiring special rules such as Power Cells, weapons, or armor. Descriptions of the listed items follow the table. Note that some listed devices have a "Cost" of $$$; these devices are so rare and precious that they are considered Minor or Major Artifacts in game terms. Owners of such devices can reasonably charge whatever they want for them, if they are willing to sell them at all- and most such devices will not be for sale.

Miscellaneous Technological Devices
     Device Cost Weight Charges Used
     Communication and Information
          Datacube/Holocube 10 gp 1/2 lb. -
          Holocamera 1000 gp 1 lb. 1 CU/picture, or 1 CU/10 minutes
          Holomap 3000 gp 5 lb. 1 CU/10 minutes
              Feature Scanner¤ +2000 gp * 1 CU/10 minutes
              Lifeform Scanner¤ +3000 gp +1 lb. 1 CU/minute
              Motion Scanner¤ +5000 gp +1 lb. 1 CU/2 rounds
              Blindsight Scanner¤ +7000 gp +2 lb. 1 CU/round
          Holorecorder 15000 gp 5 lb. 1 CU/minute
          Personal Communicator 300 gp * -
     Fabrication and Manufacturing
     Medical
     Storage
     Vehicles and Transport
     Other
          Guider Glove 2500 gp * -
          Synthesizer 2000 gp 10 lbs. 1 CU/10 minutes
              Recordcube Interface¤ +1000 gp +2 lbs. -
          Targeting Scope 5000 gp * -

* These items have no effective weight.
§ Ten of these items weigh 1 pound.
¤ This is not a seperate item, but is instead an optional upgrade for another device (usually listed above the option). The description for the option is set apart by the qualifier option: in the descriptions below. A character must take Ancient Device Proficiency (and track Use Ancient Device bonuses) for options seperately from the actual devices they upgrade, since the option changes the original device's functionality.


Communication and Information Item Descriptions

    option: Blindsight Scanner:
    Datacube/Holocube:
    option: Feature Scanner:
    Holocamera:
    Holomap:
    Holorecorder:
    option: Lifeform Scanner:
    option: Motion Scanner:
    Personal Communicator:


Fabrication and Manufacturing Item Descriptions


Medical Item Descriptions


Storage Item Descriptions


Vehicle and Transport Item Descriptions


Other Technological Item Descriptions

    Guider Glove: A Guider Glove is an item designed to be used with certain technological weapons that can control their own flight, such as a Guided Blade or Guided Missiles. It is a bulky glove of supple black material with several tiny lights embedded in its outer surface. The inside of the Glove is a strangely pliant greenish mass that fits to the wearer's hand snugly, making the Glove quite comfortable to wear. This mass is an Organitech construction linked with the outer elements of the Glove, which uses the wearer's own body processes to provide what power the Glove needs to function. A Guider Glove is therefore affected by Heal checks and healing magic, instead of Craft checks and repairing magic. Guider Gloves have AC 16, Hardness 2 (on the outside- 0 on the inside), and 3 hit points. The given price is for a single Guider Glove- only one is required to use the Guided weapons properly, though some people do like to wear matched sets purely for appearance's sake.
    option: Recordcube Interface: Some Synthesizers include this additional device on one of the button-free faces. The Recordcube Interface is essentially a small box into which a standard-size holocube may be slotted; once the holocube is inserted, the Synthesizer may record sounds it makes into the cube for later playback. Holocubes which contain stored sounds may be loaded into the Synthesizer without it recording anything onto them first, though many (or perhaps most) such cubes originally came from other Synthesizers with Recordcube Interfaces installed. Once a sound-cube is correctly loaded into the Interface, the pack's display shows a menu of the cube's contents, allowing the Synthesizer's user to load chosen sounds into the instrument (so that keypresses produce those sounds instead of whatever they produced before), record new sounds into the cube (if it has room), or even cause the Synthesizer to "play back" entire compositions with a single keypress. It must also be noted that the Synthesizer can record sounds from the area around it, as well, as if by a creature taking 10 on Listen (with a Listen bonus of +10). Also, since the Synthesizer is capable of duplicating any sound, it is possible to use one with correctly-loaded recordcube sounds to hold actual conversations in completely different voices than the user's own, for example. A character proficient in the use of the Recordcube Interface may thus use the Synthesizer to gain a +10 competence bonus on Perform (Keyboards) and Disguise checks made to mimic other persons' voices.
    Synthesizer: A Synthesizer is a musical instrument capable of replicating nearly any sound. It is a rectangular object roughly two and a half feet long, with buttons studding four of its six faces; the buttons are used as keys to play various notes (similar to an organ or harpsichord), and also to select options for what each note sounds like. It is literally possible for a well-played Synthesizer to sound like an entire band of ordinary instruments simultaneously. A character must have the Ancient Device Proficiency feat for it, or have a +20 circumstance bonus to Use Ancient Device checks regarding the Synthesizer, in order to be able to play it well enough to gain a full bonus from ranks in Perform (Keyboards). Characters unable to apply their full ranks in Perform (Keyboards) are limited to applying either their Use Ancient Device bonuses for the Synthesizer, or their Perform ranks, whichever is lower. Most Ancient musical compositions known today made use of one or more Synthesizers, and the few people who know those pieces generally know how to use a Synthesizer as well.
    Targeting Scope: A Targeting Scope is a small device that attaches to a rifle or pistol (i.e., most technological ranged weapons). When properly used in conjunction with firing the weapon it is attached to (Use Ancient Device check DC 15, does not count as an action since it happens as part of the attack), it doubles the critical threat range of the weapon. For instance, a Dimensional Phaser Pistol with a Targeting Scope has a threat range of 17-20 instead of 19-20. By contrast, a Chaos Rifle with a Scope has a threat range of 19-20. Because the bonus from success at Use Ancient Device is +5, most users of a Targeting Scope never spend a feat to become proficient in it, and can simply take 10 on the check after the first successful use.


Powering Ancient Equipment

Ancient equipment used strange energies to work, and required exotic energy (or fuel to produce such energy) to function. Many devices known today are found in working condition, but have no energy to power them, and so do not work. Fortunately, the Ancients built their equipment well, and designed most of it to be durable and hard to damage- and that includes the small devices they made solely to contain energy for their other machines, devices called "Power Cells." Power Cells were standardized in such a way that any Power Cell could be used in any device that needed it; however, devices themselves got varying numbers of "charges" from a full Power Cell depending on how much energy they needed to do their work. Not all Ancient devices actually use Power Cells; most vehicles and nonportable devices, for instance, have internal reactors or other such structures, which can generate power for the device. However, most portable devices (and in fact, most devices that survived to the present day at all) do use Power Cells.

Power Cells come in several varieties, despite being standardized; apparently, as long as the Cell fit the device and gave it power, the Ancients were satisfied with it. Most Power Cells are small cylinders of exotic material, about an inch wide and two or three long. All surviving Power Cells in the modern day can be recharged in certain Ancient devices made for that purpose; Power Cells which could not be recharged have long since been used up and drained of energy.

For game purposes, fully charged Power Cells contain a number of "charge units," or CUs, and technological devices consume charge units to do their work. The number of CUs in a fully charged Power Cell is usually 300, but some Cells contain more or less than this amount. A cell which runs out of CUs, or doesn't have enough in it to allow the device to use any of its functions (for instance, a cell with less CUs in it than are consumed by a single shot from a technological weapon), provides no power to the device, rendering it useless until the cell is recharged or replaced. Standard cells cannot be recharged while in the devices they power; they must be removed from the device's cell chamber to connect to the recharger. Removing a power cell from a device uses a move action, and requires a Use Ancient Device check (DC 5) to do successfully; if the check fails, the cell stays in the device. Once the chamber is empty, putting a cell into it requires another move action and another DC 5 Use Ancient Device check (if this check fails, the cell is not slotted correctly, and provides no power to the device). It therefore requires, under normal circumstances, one full round to swap one power cell with another. Both the action to remove a power cell and the action to insert one provoke attacks of opportunity, so it is generally wise to do one's recharging away from combat.

The most common type of alternate-charge Power Cells are known as "Feeder" Cells, because the user must open the Power Cell (requiring a move action which provokes attacks of opportunity and a DC 15 Use Ancient Device check) and put appropriate material into it to start the recharging process. Exactly what kind of material is appropriate for a given Feeder Cell requires a Knowledge Ancient Technology (DC 20) to figure out, unless the one who sold the cell to the character using it told him or her what to use. Once it contains appropriate material, the user closes the now-full Cell once more (another move action which provokes attacks of opportunity, with a DC 10 Use Ancient Device check) to activate it. Once properly "fed," a Feeder Cell takes approximately 1 minute to consume the material, after which time it is recharged (the exact rate depends on the type of Cell and the amount of material fed to it). If the user does not feed the Cell with proper material, the Cell cannot consume it, and gains no charge, though this never causes actual damage to the Cell except under very unusual circumstances. Feeder Cells can always be charged in a Charger like other Cells can, if the user doesn't want to (or can't) feed them appropriate materials. If either of the Use Ancient Device checks to open or close the Cell fails, it is possible to damage the Cell as noted in the Use Ancient Device skill description, and a damaged Feeder Cell is normally unusable until repaired. Most Feeder Cells can be fed without removing them from the devices they power, but while such a cell is consuming material it provides no power to the device it is within, so doing so in a combat situation still renders the device useless for the recharge time unless the wielder swaps out the Feeder Cell with a charged cell before providing the material the Feeder Cell needs.

The most precious kinds of Power Cells, called Autocharge Cells, replenish their own power over time, gaining CUs at a certain rate while below maximum charge. Autocharge Cells do not require any Use Ancient Device checks as Feeder Cells do, and need not (in fact, cannot) be charged in Chargers, but are much more difficult than other types of Cells to repair if damaged. If an Autocharge Cell inside a device runs out of power, then the device is useless until the Autocharge Cell regains enough power to allow it to work. Of course, the depleted Autocharge Cell may be swapped out for another Power Cell just like any other, if the character has one handy.

It is rumored that some spellcasters and psionic manifesters know spells and powers that can recharge Power Cells which need it, but such people are sure to hide their abilities well given how high the demand for such powers is (and how dangerous having it makes them). Also, in theory, a modern crafter could craft his or her own (simple, non-rechargeable) Power Cells with proper understanding of the energies and materials used, but no known crafters have that knowledge- so the Power Cells existing today are carefully hoarded and treasured, as damaged ones are usually difficult and/or dangerous to repair (and destroyed ones can only be replaced by buying another from somebody willing to sell one).


Power Cells and Chargers

Power Cells and Related Devices
     Device Cost Weight CU Capacity Charge Rate
     Cells
          Standard Cell 1000 gp 1 lb. 300 -
          Quick-Charge Cell half standard * 150 -
          Long-Charge Cell double standard * 600 -
          Psionivore Feeder Cell 3000 gp ½ lb. 300 10 CU/PP
          Magivore Feeder Cell 3000 gp ½ lb. 300 15 CU/spell level
          Fusion Feeder Cell 5000 gp 1 lb. 300 1 CU/10 GP
          Organitech Feeder Cell 7500 gp 2 lb. 300 100 CU/minute
          Genitech Feeder Cell 15000 gp 1 lb. 300 50 CU/minute
          Powerstone Autocharge Cell 5000 gp ½ lb. 300 10 CU/hour
          Genitech Autocharge Cell 25000 gp 2 lb. 300 1 CU/minute
          Quantumtech Autocharge Cell 50000 gp 1 lb. 300 10 CU/minute
     Chargers
          Standard Feeder Charger 30000 gp 50 lb. 300/pound 10/minute
          Double Charger double standard 1.5 × standard special standard
          Quad Charger quadruple standard 2.5 × standard special standard
          Powerstone Charger 20000 gp 20 lb. - 5/minute
          Organitech Charger-Bush 50000 gp special - 10/minute
          Genitech Conversion Charger 75000 gp 60 lb. - 20/minute
          Quantumtech Extraction Charger 100000 gp 100 lb. - 60/minute

* These items have no effective weight.


Power Cell Descriptions

    Fusion Feeder Cell: This Power Cell is a small silvery cylinder with a dial and indicator lights on one end, and the normal power leads on the other. It is designed such that it is possible to open the Feeder Chamber without removing the Cell itself from a typical device, assuming the cell slot has been opened of course. A Fusion Feeder Cell operates by consuming certain kinds of minerals and metals, turning them into iron dust and deriving energy from the transformation. For game purposes, the Feeder Cell will take gems and coins, and it derives 1 CU per 10 gp value of the original object(s) converted in its chamber. The converted object is destroyed in the process. Fusion Feeders are expensive to feed, but they have the useful quality of being quick to charge; the actual conversion takes place in a split-second, so a Fusion Feeder Cell can be recharged as a standard action during combat (using the skill-check process described above). Fusion Feeder Cells have AC 12, Hardness 8, and 5 hit points.
    Genitech Autocharge Cell: A Genitech Autocharge Cell looks like a pair of glass bubbles linked together with golden rods. One of the bubbles has a pair of metal prongs protruding from its surface, and these power leads are how one can recognize it as a Power Cell (since it looks so different from most other types). This type of Autocharge Cell converts energy of other types, such as gravity and magnetism, to energy the Cell itself and the device it is powering can use. In essence, it is a tiny reactor that consumes no material fuel. The conversion process is slow, however, so a Genitech Autocharge Cell recharges only one CU during each minute of charging. A Genitech Autocharge Cell is AC 13, Hardness 10 (the globes may look like glass, but are actually made of something much stronger), and 5 hit points.
    Genitech Feeder Cell: Genitech Feeder Cells look much like Fusion Feeder Cells, because they were a later development of the same technology. The Genitech version has a slight gold finish to it, but is otherwise virtually impossible to distinguish from a Fusion Feeder without actually using it. Genitech Feeder Cells are the most prized type of Feeder, because they can convert any type of material besides pure iron to iron dust (and energy), rather than just minerals and metals. Simply emptying its chamber of iron dust, and then filling it with any available matter (several handfuls of sand, dirt, or other earth is a favorite among those lucky enough to own one) will allow the Cell to recharge completely, though the conversion process is slow. Genitech Feeder Cells replenish only 50 CUs per minute of charging time, and cannot gain more CUs than the Cell's maximum capacity in any case (for instance, if CUs are used up while the Cell is still charging, they count against the number the Cell has when done charging). A Genitech Feeder Cell has AC 12, Hardness 8, and 5 hit points.
    Long-Charge Cell: Long-Charge Cells are not a type in and of themselves, but rather refer to special Power Cells that have double the normal capacity of CUs. It is possible to find Long-Charge versions of any of the types of Power Cells, except Quick-Charge Cells, which are the opposite of Long-Charge ones. Long-Charge Cells look very similar to their normal counterparts, but generally weigh twice as much, and are slightly longer (having 3 more hit points than a normal Cell of the same type). All standard Cell chambers can accept Long-Charge Cells as easily as the normal kind, despite the greater length. Long-Charge versions of Power Cells are usually priced at double the normal price for a Cell of that type.
    Magivore Feeder Cell: An odd-looking crystal lozenge, a Magivore Feeder Cell is recognizable as a Power Cell only because of its general dimensions and the power prongs on one end. Opening the end opposite the prongs exposes the feeding chamber, which is completely black (and in fact is lined with Darkstone). A Magivore Feeder Cell is fed with magic items or spells; any magic items fed to it must be small enough to fit (potions and scrolls are normally the only kind that can), and are totally destroyed by the energy conversion process. Alternatively, a spellcaster can cast spells directly into the chamber, regardless of the spells' normal targetting restrictions; doing so uses up the spell slots normally, and charges the Cell. A Magivore Feeder Cell replenishes 15 CUs per spell level spent on charging it; magic items contribute the spell levels of the spells used to create them, or the "plusses" of magical enhancement in the case of magical weapons which required no specific spells for creation and are small enough to fit (such as sling bullets). In spite of the difficulty of fully charging a Magivore Feeder Cell, they are fairly popular choices for spellcasters who need Power Cells, because they are certain of having a constantly renewable source of power (their own daily allotment of spells). Magivore Feeder Cells are AC 15, Hardness 10, and have 5 hit points (the Darkstone lining in the chamber is indestructible, but the crystal that forms the Cell itself is not a form of Silmarillium).
    Organitech Feeder Cell: Organitech Feeder Cells, like other Organitech devices, aren't what most people think of as "technology." They aren't machines in the usual sense, but are actual living things- in this case, exotic plants. Organitech Feeder Cells look like large seed pods, or perhaps mutant fruit, but have a flap which seals itself shut with stiff tendrils, and a pair of brown thorns which serve as the Cell's power transfer prongs. Feeding an Organitech Power Cell is simple; one simply opens the feed flap, packs in some fertile topsoil and some water, and closes the flap again. The plant quickly consumes the nutrients and water, and generates energy in the process, gaining approximately 10 CUs per round (100/minute) of charging. Operation of the Organitech Feeder Cell is much easier than other Power Cells, granting a +5 circumstance bonus to each skill check. When not in use, an Organitech Feeder Cell can be planted in soil, whereupon its tendrils will extend into the ground and form roots; in this state, it is difficult to recognize for what it is (Knowledge (Ancient Technology) or Knowledge (Nature) DC 20), though it can be pulled free of the ground to use as a Power Cell once more with little trouble. Organitech Feeder Cells can reproduce like normal plants when rooted; there must be two Cells planted within 10 feet of each other for fertilization to occur. Once the Cells are fertilized, the seed grows in the soil/food chamber in approximately three months, during which time the parent Cell is unusable for power. Each Cell can only generate one seed at a time, each pair of Cells only produces one seed between them at a time, and no Cell can produce (or be parent to) more than one seed in a year. Organitech Feeder Cell seeds typically take 1 year to reach full growth, and live for up to 20 years if well cared-for. Organitech Feeder Cells have AC 5, Hardness 2, and 5 hit points. Because they can reproduce, this type of Power Cell is probably the most common one on Taera today, though they are easily destroyed and very expensive due to the difficulty of tending them in their rooted state.
    Powerstone Autocharge Cell: The earliest kind of Autocharge Cell invented relied on Powerstone Silmarillium to charge itself, and wasn't very quick to recharge, but it did its job well enough that many have survived to the present day. Powerstone Autocharge Cells consist of a core lozenge of Powerstone surrounded by an elaborate, generally ovoid assembly of exotic metal rods and wires, from which protrude the power transfer prongs (on one of the narrow ends of the ovoid). Because the core of a Powerstone Autocharge Cell is a form of Silmarillium, it is virtually indestructible, and can produce power for another assembly should it be lost or removed from the first- however, the assembly itself is delicate and easily damaged, so Powerstone Autocharge Cells are the least popular (and expensive) Autocharge type. Powerstone Autocharge Cells typically recharge at the rate of 10 CUs per hour of charging, meaning that an average Cell takes more than a day to fully recharge; however, the charging is relatively constant as long as the Cell assembly remains functional. Powerstone Autocharge Cells typically have AC 9, Hardness 5, and 5 hit points.
    Psionivore Feeder Cell: A Psionivore Feeder Cell looks much like a Powerstone Autocharge Cell, having a crystal suspended in an assembly of rods and wires. While the Powerstone version contains a lozenge of Powerstone, however, the Psionivore Feeder Cell contains a hollow lozenge of Coldstone. Psionic characters can channel power points directly into the stone to power the Cell (at an exchange rate of 10 CU per power point spent). Also, the Coldstone chunk is hollow, and has a lid like other Feeder Cells which can be opened. If psionic items are placed inside (most Psionic Tattoos, Third Eyes, and Powerstones will fit), they are destroyed, but provide power as if the powers they contained were all discharged simultaneously into the Feeder Cell. While psionic creatures are always uncomfortable around Coldstone, the Psionivore Feeder Cell is a common choice of Power Cell among psionicists who require technological power, because their own daily-replenishing well of psionic energy can provide power for the Cell and whatever it powers. A Psionivore Feeder Cell is AC 9, Hardness 5, and has 5 hit points, because although the Coldstone chamber itself is indestructible, the wires and rods which are needed to draw the power from it are far from that.
    Quantumtech Autocharge Cell: Quantumtech Autocharge Cells are simple, dull metal cylinders much like Standard Power Cells, but formed out of a strange reddish metal. They are by far the most valuable type of Power Cell, because they somehow derive energy from space itself, never running out of fuel. Furthermore, as their outside construction is simple, they are difficult to damage, having an AC of 15, Hardness 15, and 10 hit points. Quantumtech Cells also recharge faster than any other type of Autocharge Cell, gaining back 1 CU/round (10/minute). As a result, these Power Cells are highly treasured, often fetching prices higher than most of the devices they can be used in when they're sold at all.
    Quick-Charge Cell: Quick-Charge Cells are, like Long-Charge ones, not a type in and of themselves, but instead are Power Cells with a lower energy capacity than normal. It is possible to find Quick-Charge versions of any of the standard types of Power Cells, except the Long-Charge ones of course (since those are not a "true" type). Quick-Charge Cells look very much like the normal sort, being only slightly smaller (having 2 less hit points than normal). Though they do not provide as much energy as standard Power Cells, Quick-Charge Cells remain popular for two reasons. First, they live up to their name, taking only half the usual time to reach full charge (even if they do need recharging twice as often); second, they are significantly cheaper when sold, usually only costing half as much as a normal cell of the same type.
    Standard Cell: Standard Power Cells are simple cylinders of a dull grayish metal, with a bar of strange translucent material on one end, and a pair of metal prongs on the other. The metal prongs are designed to exactly fit into slots in a standard Cell chamber in a device requiring Power Cells to function; if the prongs are somehow slotted incorrectly, the Cell will not slide fully into the chamber, and the device will remain unpowered. The bar of translucent material lights up, in part or in whole, and the proportion of lit to unlit in the bar exactly corresponds to how much energy the Cell has left, thus allowing the user to see at a glance how soon it will need a recharge. Standard Power Cells store 300 CUs of energy, and can be recharged in any Charger machine (detailed below). They have AC 10, Hardness 7, and 7 hit points.


Charger Descriptions

    Double Charger: A Double Charger is not a type in and of itself, but is instead a Charger of one of the other standard types (i.e., every type other than Quad) which can charge up to two Power Cells at the same time instead of just one. The extra Cell slot and accompanying equipment weighs about half as much as the main Charger itself does, so Double Chargers are even less portable than their standard counterparts. Double Chargers have the same AC and Hardness ratings as the normal Charger of the same type, but have double the normal amount of hit points. Double Chargers which are charging only one Cell instead of two charge it at double the normal rate, so operators of Double Chargers usually offer that special "speed charging" at double the normal fee.
    Genitech Conversion Charger: Just as the Standard Feeder Charger works onthe same principle as a typical Feeder Cell, the Genitech Conversion Charger works on the same principle as the Genitech Autocharge Cell. It converts energy from various ambient fields (typically gravity and magnetic) into power for devices, and stores that power for later use. A Conversion Charger has 6000 CUs at maximum capacity, and uses whatever capacity it has to recharge Power Cells attached to it (at the rate of 2/round, or 20/minute). The Charger itself replenishes power somewhat more slowly, gaining back only 1 CU/round (10/minute), so it is possible to deplete the Charger and render it less useful. Genitech Conversion Chargers are bulkier and harder to move than Feeder Chargers are, and are more easily damaged (AC 8, Hardness 10, 30 hit points), so they are kept more securely by those who own them. Operation of a Genitech Conversion Charger is a simple matter; basically, just hooking up a Power Cell starts it charging, and the Charger replenishes its own supply- however, the security around the few working examples left means that owners usually charge at least 5 gold to charge a Power Cell in their devices. If a Conversion Charger is destroyed while still storing CUs, it explodes in a burst of arcing energy similar to a Scintillating Sphere spell, dealing 1d6 electrical damage per 10 CUs left (maximum 20d6) to those caught within it. Such an explosion has a radius of 10 feet per 1000 CUs (or fraction thereof) left in the device at the time of destruction.
    Organitech Charger-Bush: Like most Organitech, Charger-Bushes don't look like machines, because they are living things. Charger-Bushes are also known as Light Bushes, because they are plants which take soil nutrients and water, and use solar and other ambient energy to produce power that is useful in technological devices of all kinds. The produced power circulates within the branches of the Bush, and is available to Power Cells through special pod-fruits that the Bush grows. Placing a Cell within a pod-fruit causes the bush to circulate energy into the Cell as if it were part of the Bush itself, thus recharging it (usually at the rate of 10 CU/minute). Most Charger-Bushes grow only one pod-fruit at a time, but some rare specimens grow two or four (and are treated as Double or Quad Chargers respectively). Creatures don't generally feed on the bush, or the pod-fruit, because the Charger-Bush is highly toxic to other living creatures. The energy circulating within it deals electrical damage to any creature that touches its sap or juice directly, and actually ingesting a chunk of pod-fruit is treated as a case of poisoning (DC 20, Damage 1d10 CON/1d10 CON), at least while the Bush is alive. Charger-Bushes weigh around 20 pounds, but must stay rooted in fertile soil to produce power; therefore, they are very difficult to relocate without killing them. Charger-Bushes reproduce as other plants do, producing small glowing blue flowers during the spring which are non-toxic to pollinating creatures such as bees. The pod-fruit is a permanent fixture on any Charger-Bush, but during the summer, each Bush also produces 3d4 small brown nuts. If the Bush has been fertilized by pollinators, each nut has a fertile seed in it, though the seeds require an enormous amount of care and attention to bring to adulthood (Profession (Farmer) and Knowledge (Nature) checks against DC 20, once per week, for 2 years). Charger-Bushes can live up to 100 years if tended properly, and have AC 6, Hardness 3, and 20 hit points. Charger-Bushes are usually grown in farms by those lucky enough to own any, and the farmers usually charge the standard rate of 1 gold/hour to charge Power Cells in their Bushes.
    Powerstone Charger: Powerstone Chargers are, unlike other Chargers, not devices, but rather are simple slabs of Powerstone with slots for attaching and charging Power Cells. They are the slowest type of Charger, giving only 5 CUs per minute to the Cell being charged, but the material they are made of makes them virtually indestructible (they typically have AC 12, Hardness 100, and 100 hit points). Owners of Powerstone Chargers who hire out their charging services, usually ask for a fee of 1 silver per hour of charging time, so a typical Power Cell will cost 1 silver to charge completely. Due to the simplicity of its construction, this is one of the few Chargers which could be made by modern crafters; however, since it would be extremely expensive to do so, and so few crafters know how to make Powerstone, none are known to have been made for thousands of years.
    Quad Charger: A Quad Charger is not a type in and of itself, but is instead a Charger of one of the other standard types (i.e., every type other than Double) which can charge up to four Power Cells at the same time instead of just one. The extra Cell slot and accompanying equipment for each extra Cell weighs about half as much as the main Charger itself does, so Quad Chargers weigh about two and a half times as much as normal Chargers do, and are one size category larger. Quad Chargers have the same Hardness ratings as the normal Charger of the same type, but have triple the normal amount of hit points, and AC two points lower due to larger size. Quad Chargers which are charging less than four Cells split the amount that would go into the missing ones, between the Cells it is charging; so a Quad Charger can charge two Cells in half the time, or one Cell in one-quarter the time. Operators of Quad Chargers usually offer "speed charging" at rates corresponding to the speed of charging- for instance, using one to charge only a single Cell would usually be call for four times the normal amount.
    Quantumtech Extraction Charger: The most powerful type of Charger was really a "legacy" device as far as the Ancients were concerned, since by the time they were able to make them, they were also able to make Quantumtech Autocharge Cells and thus didn't really need separate Chargers anyway. A Quantumtech Extraction Charger works along the same principle as the Autocharge Cell, but on a more massive scale, drawing energy from space itself and simply adding it to any attached Power Cell. Quantumtech Chargers do not store energy like Genitech ones do; they draw energy as needed to power the Cells attached to them, typically at the astounding rate of 6/round (60/minute), so a standard Cell is fully charged in only 5 minutes at most. Quantumtech Extraction Chargers are small devices made from some extremely dense, heavy, reddish metal, and they require Use Ancient Device checks (DC 10) to activate and charge Power Cells. Not many of these extremely valuable devices are known to still exist, because they are usually fought over by those who know about them. Assuming one can find an owner willing to charge others' Cells in his or her Quantumtech Extraction Charger, it is likely to cost no less than 10 gold per Cell. Quantumtech Extraction Chargers have AC 14, Hardness 20, and 50 hit points.
    Standard Feeder Charger: The most common type of Power Cell charger on modern Taera is a "Feeder" device which operates on the same principles as the Genitech Feeder Cell. It has a fuel chamber (about 3 cubic feet in volume) into which any form of matter other than pure iron can be placed. The Charger converts the material into iron dust once the chamber is sealed, and derives energy from the conversion process, using that energy to charge the Power Cell attached to it. Filling the chamber completely provides 300 CUs per pound of material, up to a maximum of approximately 6000 CUs of energy, which the device can transfer to attached Power Cells at the rate of 10 CUs per minute (1/round). Power Cells are attached to the Charger as if they were powering it (even though the reverse is the actual truth), so they are unavailable for powering other devices while being charged. Standard Feeder Chargers require Use Ancient Device checks (DC 10) to operate properly, and most owners who know how to operate them require fees of 1 gp/hour when charging Power Cells in their devices. Feeder Chargers are large, bulky boxes of metal, crystal, and other materials, with a typical AC of 9, Hardness 10, and 30 hit points. Destruction of a Feeder Charger with any CUs left in itself (as opposed to having been used to recharge Power Cells) causes an explosion similar to a Fireball which deals 1d6 fire damage per 10 CUs (or fraction thereof) remaining, to a maximum of 20d6; the explosion's blast radius is 10 feet per 1000 CUs (or fraction thereof).


Energy Weapon Rules and Advanced Energy Types

Technological weapons come in essentially two varieties, energy weapons and non-energy weapons. Non-energy weapons are either standard weapons made with exotic materials (in which case the usual requirement for Ancient weapons to be treated as Exotic does not apply if the standard version is not Exotic), or weapons with strange capabilities that modern weaponsmiths are unable to duplicate. The only examples of the second type that are known today are the Immobilizer (also called the Web Pistol), Neural Shredder, Poison Needler, VR Tranquilizer, Mag Rifle (also called a Rail Gun), and the Guided Blade. Energy weapons, by contrast, do not duplicate any standard weapons, and are always considered Exotic weapons (even the Forceblade, which comes close to duplicating a sword- especially one with the Brilliant Energy quality).

Energy weapons are, fundamentally, mundane items which deal damage to targets when used, much like normal low-tech weapons. Whereas those weapons generally do physical damage via slashing, piercing, etc., energy weapons deal damage via forms of energy, much like some damaging spells and psionic powers. Taeran energy weapons don't normally use the same energy types that spells do, however, such as Fire and Cold. Instead, they often use one of several new energy types. Resistance or Immunity to the normal energy types does not usually help a target avoid damage from the new energy types, but the exact rules are noted below. The new types are:

Energy weapons tend to fire beams of the energy, and in practice behave much like spell rays- however, since an actual weapon is being used to generate the beam, Weapon Focus (Rays) does not help a user of an energy weapon. A weapon wielder must take the Weapon Focus feat for that weapon normally in order to gain a bonus to attack rolls with it.

In most cases, energy weapons have multiple settings, and deal damage based on the setting used. The table below shows this by noting damage for whatever settings a particular weapon has differently. Note that using higher settings on energy weapons consumes more power, and depletes the weapon's Power Cell faster than using lower settings- the rules for this are similar to those for Wands and Staves in most respects. For instance, an X-Ray Laser Pistol has three settings, Low, Medium, and High, which consume 25, 50, and 100 charges per shot, respectively. The rules noting the settings each weapon has are noted in the individual weapon descriptions.

Note that the prices for the weapons below assume a weapon in working condition, with no Power Cell- Power Cells to actually make the weapons usable must be purchased separately for game purposes (though in fact, weapons on the market usually come with Power Cells inside them already, and are sold at higher prices depending on what kind of Cell is powering the weapon).

Since energy weapons, by their nature, destroy any matter they strike, attacks performed with energy weapons do not treat armor and shields in the standard manner. If an attack fails to hit the target because of armor or shield, the energy has struck the armor or shield rather than the intended target, and deals its damage to the object instead. Because they do such enormous amounts of damage, however (see table below), what usually happens in a case like this is that the weapon bores a hole through the armor/shield and may damage the intended target anyway. Therefore, if an energy weapon strikes an armor or shield, first deal damage to the item, including the damage reduction for Hardness rating. If the energy weapon dealt more damage than the item has hit points (based on its material and thickness) plus Hardness, then the energy bored right through the item, and all remaining damage actually hits the original target. For instance, a knight wearing Full Plate Armor (steel, about a quarter-inch thick, so 7 hit points) is attacked by an X-Ray laser pistol (Medium setting- see stats in table). The weapon hits AC 14, enough to hit the knight based on his DEX and Dodge bonuses, but not enough to get by his armor. However, since this is a laser beam hit, the damage is now applied to the armor- and it deals 23 damage. Subtracting the Hardness rating for Steel (see PHB page 136), we have 13 points of damage left, which is applied to the armor's 7 hit points. After using up 7 more points to burn a hole in the armor, the knight takes 6 hit points of damage from the blast (and realizes that he might be in serious trouble)! An extension of this rule is that energy weapons which miss due to a natural armor bonus don't actually miss, but instead deal half damage to the target. In the case of weapons which deal both energy damage and regular damage, such as Forceblades and Shearwire Whips, only the energy damage counts towards these special rules for striking armor or natural armor.

Many weapons below are classified as "Light Ranged" weapons. The full rules for light ranged weapons are given in the Rules document, but the important thing for the light ranged energy weapons below is that they may be fired one-handed by creatures able to wield them. This means that it is possible, should one have two such weapons, to fire and use both in one round (taking any penalties for using two weapons into account). Most Ancient light ranged weapons are classified as "pistols" regardless of the actual name of the weapon, whereas most normal ranged technological weapons are classified as "rifles."

Technological weapons which are essentially the equivalents of modern siege engines are also listed in the table below, in the "Siege Class" section at the bottom. These weapons can usually be manned and fired by a single person, despite their size, though the individual weapon descriptions note what is needed to operate each one. Siege-class technological weapons do not normally require Power Cells to provide them with energy; instead, they come with built-in reactors similar to Chargers in most respects (see above) to meet their power needs. There is no Organitech reactor for such siege-class weapons, but otherwise just use the price for a standard Charger in the table above to determine the cost of the reactor in a given siege-class weapon. The reactor recharges CUs (up to a maximum of 6000) as noted in the description for the charger, as if it were powering a single Power Cell with a 6000 CU capacity; thus, a feeder reactor only recharges when filled with material, a Quantumtech Extraction reactor regains 6/round, and so on. Reactors can be damaged and destroyed just as Chargers can be, with essentially identical effects, so most siege-class technological weapons shield their reactors heavily.


Technological Weapons

Technological Weapons
     Weapon Cost Setting/
Charges Used
Damage (S) Damage (M) Critical Range
Increment
Weight Type
     Light Melee Weapons
          Forceblade 10000 gp Dagger (4/round) 1d4 1d6 19-20/×2 - 1 lb. Particle and Slashing
              Short Sword (8/round) 1d8 1d10 19-20/×2     Particle and Slashing
              Longsword (12/round) 2d6 2d8 19-20/×2     Particle and Slashing
              Bastard Sword (16/round) 3d6 3d8 19-20/×2     Particle and Slashing
              Greatsword (20/round) 4d6 4d8 19-20/×2     Particle and Slashing
          Multiweapon special special by form by form by form by form special by form
          Neural Shredder 15000 gp 10 2d8 3d6 19-20/×4 - 4 lb. Subdual
          Shearwire Whip 5000 gp 5/round 1d10 1d12 ×5 - 2 lb. Radiation and Slashing
     Light Ranged Weapons
          Antimatter Pistol 3500 gp Single (50) 2d6ø 2d8ø ×2 60 ft. 2 lb. Particle
              Double (100) 3d6ø 3d8ø ×2     Particle
          Blaster Pistol 2000 gp Stun (15) 1d8 1d10 ×2 60 ft. 1 lb. Subdual
              Full (30) 1d10 1d12 ×2     Particle
          Compression Bubbler 150000 gp 75 special special - 30 ft. 4 lb. special
          Corrosion Beamer 3000 gp Low (30) 1d10 2d6 ×3 30 ft. 2 lb. Disruption
              Medium (60) 3d6 4d6 ×3     Disruption
              High (90) 4d8 6d6 ×3     Disruption
          Dimensional Phaser Pistol 25000 gp 75 1d6 1d8 19-20/×5 60 ft. 1 lb. special
          EM Pistol 1000 gp 10 1d6 1d8 ×3 60 ft. 4 lb. Electromagnetic
          Gamma Ray Laser Pistol 3500 gp Low (35) 2d8 2d10 ×2 100 ft. 1 lb. Radiation
              Medium (75) 3d10 3d12 ×3     Radiation
              High (150) 5d10ø 5d12ø ×3     Radiation
          Guided Blade 15000 gp 1/round 1d6 1d8 19-20/×2 30 ft. 2 lb. Slashing
          Immobilizer/Web Pistol 12000 gp 10 1d2 1d3 ×2 60 ft. 2 lb. Subdual
          Life Pistol 10000 gp 75 2d6 2d8 ×2 40 ft. 1 lb. Healing
          Multiweapon special special by form by form by form by form special by form
          Poison Needler 40000 gp 1 1 + poison 1 + poison ×2 30 ft. 1 lb. Piercing and poison
          Singularity Gun $$$ 300 special special n/a 300 ft. 10 lb. special
          Stun Pistol 2500 gp 10 2d8 2d10 ×3 60 ft. 2 lb. Subdual
          Voidsphere Pistol 15000 gp 10/round 2d4 2d4 ×4 100 ft. 1 lb. Vacuum
          VR Tranquilizer 15000 gp 100 special special - 20 ft. 3 lb. special
          X-Ray Laser Pistol 2500 gp Low (25) 2d6 2d8 ×2 100 ft. 1 lb. Radiation
              Medium (50) 3d8 3d10 ×2     Radiation
              High (100) 5d8 5d10 ×3     Radiation
     Ranged Weapons
          Chaos Rifle 50000 gp 100 5d10 5d12 ×2 40 ft. 5 lb. Disruption and Random
          Chill Beamer 5000 gp Chill (30) 1d10 2d6 ×2 40 ft. 5 lb. Cold
              Freeze (60) 2d10 3d8 ×2     Cold
          Conversion Beamer 7000 gp Single (75) 2d8ø 2d10ø ×2 80 ft. 8 lb. Particle
              Double (150) 3d10ø 3d12ø ×2     Particle
          EM Pulse Rifle 4000 gp 30 3d6 3d8 ×3 60 ft. 10 lb. Electromagnetic
          EMF Potential Rifle/Lightning Gun 8000 gp Single (50) 2d8 3d6 ×3 40 ft. 7 lb. Electrical
              Double (100) 4d8 5d8 ×3     Electrical
          Fusion Rifle 6000 gp Single (30) 1d10 2d6 ×3 100 ft. 15 lb. Plasma
              Double (60) 2d8 2d10 ×3     Plasma
          Mag Rifle/Rail Gun 10000 gp 1 2d6 2d8 ×5 400 ft. 12 lb. Piercing
              Rail Slugs (10) 500 gp -         5 lb.  
              Iron Slugs (10) 50 gp - 1d6 1d8     1 lb.  
              Gold Slugs (10) 150 gp - 2d4 2d6     4 lb.  
          Missile Launcher 5000 gp 3 by Missile by Missile by Missile 100 ft. 7 lb. by Missile
          Sonic Resonator Gun/Screamer 8000 gp 30 2d8 3d6 ×2 60 ft. cone 5 lb. Sonic
          Variable-Frequency (VF) Laser Rifle 10000 gp Microwave (1) 1d3 1d4 ×3 120 ft. 5 lb. Fire
              Infrared (2) 1d8 1d10 ×3     Fire
              Red (4) 1d6 2d4 ×3     Radiation
              Green (6) 1d8 2d6 ×3     Radiation
              Violet (10) 2d6 2d8 ×3     Radiation
              Ultraviolet (25) 3d8 3d10 ×3     Radiation
              X-Ray (50) 4d10ø 4d12ø ×3     Radiation
              Gamma (100) 6d10ø 6d12ø ×3     Radiation
          Warp Rifle 30000 gp 100 special special - 100 ft. 10 lb. special
     Siege-Class Weapons
     Weapon Cost Setting/
Charges Used
Damage Critical Range
Increment
Weight Type Typical
Crew
          Antimatter Cannon 300000 gp 200 12d8ø§ 19-20/×2 160 ft. 600 lb. Particle 1
          Cryo Cannon 200000 gp 60 6d12§ 19-20/×2 300 ft. 700 lb. Gelid 1
          Disruptor 200000 gp 150 12d8 19-20/×3 500 ft. 400 lb. Disruption 1
          Gauss Cannon 50000 gp 1 4d10 19-20/×5 1600 ft. 300 lb. Piercing 2
              Rail Shells (100) 5000 gp -       200 lb.    
              Iron Shells (100) 500 gp - 2d10     40 lb.    
          Ion Cannon 50000 gp 50 6d12§ 19-20/×3 600 ft. 800 lb. Electromagnetic 1
          Laser Cannon 150000 gp Microwave (5) 3d6 19-20/×3 1200 ft. 500 lb. Fire 1
              Infrared (10) 4d8 19-20/×3     Fire  
              Red (20) 3d8 19-20/×3     Radiation  
              Green (30) 3d12 19-20/×3     Radiation  
              Violet (40) 6d8 19-20/×3     Radiation  
              Ultraviolet (60) 8d10 19-20/×3     Radiation  
              X-Ray (100) 10d12ø 19-20/×3     Radiation  
              Gamma (200) 15d12ø 19-20/×3     Radiation  
          Missile Rack 50000+ gp
(see text)
1000 by Missile by Missile 1000 ft. 700 lb. by Missile 1
          Plasma Cannon 200000 gp 60 6d12§ 19-20/×3 200 ft. 1000 lb. Plasma 1
          Singularity Cannon $$$ 1200 special n/a 600 ft. 1000 lb. special 1
 
ø If the weapon hits, the target is exposed to Lethal-25 radiation for 1d2 rounds.
§ The weapon deals splash damage equal to the listed amount, in a 10-foot radius around the target. If the shot misses, use the "Missing With a Thrown Weapon" procedure (PHB page 158) to determine where the shot ends up.


Technological Weapon Descriptions

    Antimatter Cannon: A siege-class version of the Antimatter Pistol or Conversion Beamer, this device fires packets of antimatter plasma ("antiplasma") contained in a thick sheath of luminous ions. Upon hitting solid or liquid matter, the sheath breaks open and releases the antiplasma, causing a significant portion of the target's matter to suddenly annihilate into energy. This not only deals Particle damage to the target (and anything nearby that gets caught in the resulting 10-foot radius blast), but also exposes those creatures and objects to hard Radiation (Lethal-25 intensity) for 1d2 rounds after the actual shot hits.
    The Antimatter Cannon has a control panel that may be operated by a single individual, requiring a standard action (and a DC 20 Use Ancient Device check) to fire. Aiming the cannon requires a move action, and the operator must make an attack roll using his or her Base Attack Bonus modified by his or her INT. Once aimed, subsequent shots from the cannon will all hit the same square, unless the operator uses another move action and roll to aim the cannon again. A shot which misses the target deals damage to something near the target instead, using the "Missing With Thrown Weapons" procedure (PHB page 158) to determine where it goes.
    Antimatter Pistol: An Antimatter Pistol is an odd, bulbous little hand weapon designed for medium-range combat. It fires a few antimatter atoms sheathed in luminous ions, much like a Blaster Pistol, but the Antimatter Pistol fires significantly more antimatter atoms than the Blaster (and thus requires more power to fire). The sheath breaks open and dissipates upon encountering solid or liquid matter, releasing the anti-atoms to interact with (and destroy part of) it. Antimatter Pistols have two settings, one of which fires approximately twice as many anti-atoms as the other (referred to as a Double and a Single shot, respectively). Since antimatter releases a great deal of energy upon encountering ordinary matter, even a few anti-atoms can do a lot of damage, and a target struck by shots of antimatter is exposed to hard Radiation (Lethal-25 intensity) for 1d2 rounds after the actual shot hits.
    Blaster Pistol: One of the most common technological weapons still available on Taera today, Blaster Pistols were a standard civilian-issue weapon during the Golden Age, and most adults kept one for emergencies. A Blaster Pistol fires a squirt of antimatter atoms sheathed in strongly magnetic, luminous ions, which gradually erodes as it passes through gas (hence the range limit). Upon encountering solid or liquid matter, the sheath breaks open and dissipates, releasing the antimatter onto the object struck and dealing damage. Blaster Pistols have two settings, one which fires the actual antimatter (thus dealing real damage), and a Stun setting which fires only the empty sheath of ions (and deals subdual damage). Because of the composition of the sheath particles, Blaster shots do not cause exposure to dangerous Radiation the way most other weapons that use antimatter do.
    Chaos Rifle: The Chaos Rifle is a Quantumtech device which suppresses the effects of physical laws on its target. While this might not sound particularly bad to most people, the fact of the matter is that physical laws are responsible for many of the processes of life in any creature's body, including nonliving ones such as Constructs and Undead- and suppression of those laws even for a few instants is invariably disruptive, and sometimes catastrophic. Though it is not strictly possible to simulate the true effects of the weapon in game terms, they can be approximated by making the damage half Disruption, and half something else- a random type from the table below. Roll a d12 to decide the other damage type:

  1.   Acid
  2.   Bludgeoning
  3.   Cold
  4.   Electricity
  5.   Electromagnetic
  6.   Fire
  7.   Force
  8.   Particle
  9.   Plasma
  10.   Radiation
  11.   Slashing
  12.   Sonic
    A Chaos Rifle has but one firing mode, which costs 100 CUs per shot. It creates no projectile, and thus cannot be Deflected by feats or abilities which allow a target to deflect projectiles; however, its targeting behavior works as if it did produce projectiles- exactly how this can be is (like most inner workings of Quantumtech devices) unknown and probably unimaginable to modern people. When fired, it produces a shifting, shimmering curtain of light and energy of all colors around the target for a second or two; this is the visible effect of the suppression of physical laws. When the zone of energy vanishes, the target is in a newly damaged state- though some targets which are destroyed or killed by a Chaos Rifle never reappear at all. There is a 5% chance of this happening per hit point above the target's total dealt by the Chaos; e.g., a creature reduced to -6 hit points by the Chaos would have a 30% chance of being completely removed from existence. If a target is so removed, only a True Resurrection, Wish, or Miracle can bring it back.
    Chill Beamer: This strange rifle-class weapon fires a beam of antiphotons in the infrared wavelength, which has the effect of removing heat from any objects struck. The beam feels intensely cold to creatures it strikes, and it effectively deals Cold damage to them. It has two firing settings, unimaginatively (but mirthfully) dubbed "Chill" and "Freeze" by most modern scholars; the "Chill" setting uses up 30 CUs per shot, and the "Freeze" setting uses up 60. While the Chill Beamer is in effect a laser beam, its range is considerably less than laser beams of conventional matter, because the antiphotons so quickly react with ordinary photons and dissipate. Furthermore, unlike conventional lasers, a Chill Beam is visible before it strikes its target, due to the interaction of antiphotons with ordinary matter in the air itself- it creates an effect of thousands of bluish sparks as antiphotons meet normal photons and annihilate. Finally, for some unknown reason, the Chill Beamer is able to largely ignore the Hardness of Silmarillium objects it strikes- they effectively have a Hardness of 5 against it rather than the normal Hardness of 100. This is true even of Sunstone, which normally absorbs any Cold attack used directly against it, and of Mirrorstone, which normally reflects any attack (period). A Chill Beamer can damage Sunstone or Mirrorstone like any other variety of Silmarillium, despite being both an energy attack and a Cold one.
    Compression Bubbler: One of the more frightening applications of Quantumtech, this weapon bears the distinct stamp of Gnomish design, both in its appearance and its effects- proof positive that the fascination Gnomes today possess for technology is a truly ancient predilection. A Compression Bubbler resembles a normal pistol-type weapon, but where most of those end in thin or tapered snouts or barrels, the Compression Bubbler has a flaring, open hemisphere. When fired, it creates a small bubble of dark greenish material which flies toward the target. Upon striking solid matter, the bubble quickly bursts, expands, and turns itself inside-out around the object it struck, forming a 10-foot diameter (5-foot radius) bubble of thin green goo around it (a Compression Bubbler attack is therefore resolved as a ranged touch attack). If the object is too large to fit within such a bubble, then the bubble material breaks apart and dissipates with no further effect. Creatures struck by the bubble are allowed a Reflex save (DC 30) to escape before it closes; if the save fails, they are trapped inside the newly-expanded shell. Evasion and Improved Evasion are irrelevant to the Compression Bubbler (see explanation of effects below), and the projectile cannot be Deflected (striking it to deflect simply causes it to burst and begin its normal process).
    Objects or creatures trapped within the bubble are not long for the world. The bubble immediately begins to contract and shrink upon itself, losing 1 foot of diameter per round, until it literally pops out of existence after the 10th. While it looks weak and easy to tear, the bubble's material is in fact fearsomely tough and hard to damage- and also quite capable of crushing anything in its way. Thus, anything within the bubble will be slowly crushed and compacted as the minute creeps by, finally disappearing entirely- leaving no remains- after the bubble vanishes. What happens to the matter caught within the bubble once it vanishes is not known today, and a matter of some debate among scholars, but it is certainly not any known plane or dimension of existence. Creatures caught inside the bubble begin to take mounting crushing damage as the bubble collapses beyond the space they can safely occupy; a Large-size creature begins taking damage immediately, whereas Medium creatures begin taking damage on the third round and Small creatures on the 6th. The first round of damage deals 1d6 damage, the second 2d6, the third 3d6, and so on until the creature dies or is crushed out of existence along with the bubble on the 10th round. No saving throw is possible to reduce this damage, and two Small creatures trapped together count as a Medium creature for the purposes of this timing, while two Medium creatures count as a Large one. Creatures killed by the Compression Bubbler usually do not leave bodies behind, and can only be recovered by True Resurrection or similarly powerful effects. Worst of all, however, is the fact that the bubble encloses a Dimension Lock effect while it exists, so nothing can teleport into or out of a bubble before it collapses out of existence or is destroyed (see below).
    It is possible to prevent the utter destruction of an object or creature caught in the bubble by attacking the bubble itself before it compresses out of existence, but doing so is extraordinarily difficult. The bubble has Hardness 30, AC 15, and 50 hit points; all hit points must be removed before it is pierced and destroyed. The material is very tough, but also very flexible; accordingly, it takes no damage from bludgeoning, impact, or crushing attacks of any kind, and is immune to Sonic damage. On top of its Hardness, it has Damage Resistance 20 against Fire, Cold, and Electricity, and DR 10 against all other forms of energy attack. Finally, those statistics apply only to the outside of the bubble; creatures trying to attack it from the inside face Hardness 50 and can attack it only with light weapons. However, while the bubble exists, no attack can penetrate it, so companions outside the bubble can help creatures trapped inside it with area attacks such as Fireball without worry of hurting their trapped comrades. If a bubble is destroyed during a real combat situation, it should be treated as a CR 15 creature for the purpose of final XP determination.
    Conversion Beamer: A Conversion Beamer is a rifle-class weapon which fires large projectiles of antimatter held in sheaths of luminous ions, essentially the most powerful (sidearm) version of the Blaster and Antimatter Pistol. Like those two weapons, the Conversion Beamer has two firing modes, called Single and Double, which use up 75 and 150 CUs per shot respectively. When the projectiles strike solid or liquid matter, the sheaths burst open and dissipate, releasing the antimatter to interact with the normal matter of the target. A target struck by a shot from a Conversion Beamer is exposed to hard radiation (Lethal-25 intensity) for 1d2 rounds after the actual shot hits it.
    Corrosion Beamer: A Corrosion Beamer is a strange-looking weapon which is shaped like a rounded triangle, with a handle across the entire back side providing a grip- the trigger is on the top, designed to be pressed by the thumb of the wielder. A trio of thin pipes of translucent white, flexible material protrudes from the front of the weapon, attaching a metal ring to the rest of the device. The ring holds a faceted crystal of some exotic material which is unknown today, though it resembles a translucent, light green gemstone. When fired, a hole in the rounded front of the triangle disgorges a stream of particles into the crystal, where they are combined with other particles discharged by the pipes. The combination causes a reaction within the crystal which ultimately results in a beam of other particles (Ancient documents mysteriously refer to them simply by an undecipherable symbol, or by the Ancient letter corresponding to the modern "K") shooting forth from the front facet of the crystal and striking the target. The beam is visible as a greenish-yellow streak in the air; underwater, it is wider and creates myriad bubbles of superheated steam rising from its path (the range of the weapon is halved under water due to the greater reactivity of the medium). When it strikes a solid object, it heats and excites various atomic components in the material, causing them to dissociate and fly apart. Strangely, some of the atoms so discorporated produce more of the mysterious "K" particles in the process, so the single discharge from the weapon can cause the object struck to disintegrate entirely over several seconds depending on how strong the original beam was and where the object was struck. In game terms, this deals Disruption damage to the target, and targets which lose all their hit points to the Corrosion Beamer are mostly or entirely disintegrated (so creatures killed by the device cannot be Raised, but must be Resurrected). There are three beam settings, Low, Medium, and High, which require 30, 60, and 90 CUs per shot, respectively.
    A Corrosion Beamer is a fairly delicate instrument- the main body of the weapon has Hardness 30, AC 15, and 5 hit points, but it is easy to prevent the weapon from being able to fire a dangerous beam by removing or destroying the green crystal, or by breaking off one of the three pipes leading to the metal ring which holds the crystal. The pipes are flexible and tough, but still fairly easy for a competent individual to sever- they have Hardness 5, AC 10, and 1 hit point each (though typically, unless the weapon is unattended, an attacker trying to specifically strike the pipes has a called-shot penalty due to the wielder moving the weapon around). The crystal has Hardness 20, AC 15 (though again, with a called-shot penalty in most cases), and 10 hit points, but may be popped out of its ring with less difficulty (break DC 20). If any of these components are destroyed or separated from the weapon, it will not fire, and about 80% of the Corrosion Beamers found today are damaged in this way (typically by missing their crystals). The crystals look like citrines or light emeralds, so could be fenced as ordinary jewels by a thief with little trouble. It takes a masterful eye (Appraise DC 30) to tell the difference between the weapon crystal and an actual gem, and most who can tell the difference still have no idea what they're looking at (Knowledge (Ancient Tech) DC 35) when they do notice that the crystal isn't a gem. If a weapon which is undamaged except for missing a crystal (roughly 70% of the Corrosion beamers remaining on the planet today, it is estimated) has an appropriate crystal set in the proper position (Repair DC 20), it will be able to fire again.
    Cryo Cannon: The Cryo Cannon fires a sphere of extremely cold matter called "condensate" held in a sheath of luminous plasma. After being fired, the sphere is visible as a small projectile of blue-white light streaking toward the target. Upon striking solid or liquid matter, the "condensate" is released, immediately absorbing heat energy from the nearby environment and thus creating a 10-foot radius burst of extremely intense cold. Anything in the burst when it explodes takes 6d12 points of Gelid damage as its temperature lowers instantly and drastically.
    The Cryo Cannon has a control panel that may be operated by a single individual, requiring a standard action (and a DC 20 Use Ancient Device check) to fire. Aiming the cannon requires a move action, and the operator must make an attack roll using his or her Base Attack Bonus modified by his or her INT. Once aimed, subsequent shots from the cannon will all hit the same square, unless the operator uses another move action and roll to aim the cannon again. A shot which misses the target deals damage to something near the target instead, using the "Missing With Thrown Weapons