You are viewing the legacy Pathfinder Reference Document website.
Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at pfrd.info.
You are viewing the legacy Pathfinder Reference Document website.
Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at pfrd.info.
Each technological weapon has a full description, including a set of abbreviated statistics. This information is organized as follows.
Price: This is the cost (in gold pieces) to purchase the weapon if it's available for sale. As with magic weapons, a technological weapon can be sold by PCs for half this value.
Type: This indicates whether the weapon is a light, one-handed, or two-handed melee or ranged weapon.
Proficiency: This entry lists whether the weapon is simple, martial, or exotic. If an existing weapon proficiency allows the new weapon's use, that weapon proficiency is listed in parentheses. Note that Exotic Weapon Proficiency (heavy weaponry) works similarly to Exotic Weapon Proficiency (firearms) in that it allows access to a wide range of similar weapons.
Some GMs may wish to replace Weapon Proficiency (firearms) with Weapon Proficiency (technological firearms) to further restrict access to these devices to player characters in their campaigns.
Damage: This is the weapon's base damage. The type of damage dealt by the weapon is listed after the damage value. Most weapons list the damage dealt by Medium and Small versions of the weapon; weapons with only one damage entry deal the same amount of damage regardless of size.
Critical: This entry lists the weapon's critical threat range and critical damage multiplier.
Range: This lists the weapon's range increment; no listing is given for melee weapons that cannot be thrown. Unless otherwise noted, all firearms in this chapter are treated as projectile weapons for the purpose of determining their maximum range.
Capacity: Unless otherwise specified, this value is the maximum number of charges the weapon can hold.
Usage: This value lists the number of charges the weapon consumes from its capacity each time it is activated.
Special: This entry lists any special weapon qualities the weapon might have. New weapon qualities are listed below.
Weight: This is the weight of the weapon in pounds. The weights given are for Medium weapons. A Small weapon weighs half as much; a Large weapon weighs twice as much.
Automatic: This weapon can act as a semi-automatic weapon (see below), or it can fire a burst of shots with a single pull of the trigger to attack all creatures in a line. This line starts from any corner of the wielder's space and extends to the limit of the weapon's range or until it strikes a barrier it cannot penetrate. When using an automatic weapon to attack all creatures in a line, the wielder makes a separate attack roll against each creature in the line. Each creature in the line can be attacked with only one shot from each burst. Each attack roll takes a -2 penalty, and its damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not affect an automatic weapon's line attack. Roll to confirm each attack roll that threatens a critical hit separately. A single burst with an automatic weapon consumes 10 charges. When taking a full-attack action with an automatic weapon, the wielder can fire as many bursts in a round as he has attacks, provided he has enough charges to make all of the attacks.
Semi-Automatic: A semi-automatic weapon normally fires one shot as an attack. However, the user can take a full-attack action to fire twice, as if using the Rapid Shot feat (including taking a -2 penalty on all attacks). If the wielder has the Rapid Shot feat, she can use the additional shot from that as well, but the penalty for all shots fired in that round increases to -6.
Slow-Firing: A slow-firing weapon requires a full-round action to use, and thus cannot be used to make iterative attacks.
Touch: Attacks with the weapon resolve as touch attacks.
Description: This section describes the weapon's abilities and appearance.
Construction: Certain requirements must be met for a character to craft a technological weapon. These requirements generally consist of having a feat and access to a particular kind of manufacturing facility.
Craft: This is the Craft DC required to create the weapon. It is also the Knowledge (engineering) DC to correctly identify the weapon.
Cost: This is the cost in gold pieces to create the weapon. Generally this cost is equal to half the price of the weapon.
|Martial Weapons||Price||Dmg (S)||Dmg (M)||Critical||Range||Capacity||Usage||Weight||Type1||Special|
|One-Handed Melee Weapons|
|Laser torch||6,000 gp||1d8||1d10||×3||—||10||1 charge||4 lbs.||F||Touch|
|Stun baton||5,000 gp||Special||Special||×2||—||10||1 charge/round||2 lbs.||B and E (special)||Touch|
|Light Melee Weapons|
|Monowhip||70,000 gp||1d10||2d6||18-20/×3||—||10||1 charge/round||1 lb.||S||Performance, reach, touch|
|One-Handed Melee Weapons|
|Null blade||58,835 gp||1d8||1d10||19-20/×2||—||10||1 charge/round||4 lbs.||S||—|
|Two-Handed Melee Weapons|
|Chainsaw||2,700 gp||1d12||3d6||18-20/×2||—||10||1 charge/hour||10 lbs.||S||Deadly, distracting|
|One-Handed Ranged Weapons (Firearms)|
|Arc pistol||10,000 gp||1d6||1d8||×2||50 ft.||10||1 charge||2 lbs.||E||Semi-automatic, touch|
|Dart gun||3,000 gp||1d3||1d4||×2||30 ft.||1 nanite canister||1 charge||2 lbs.||P||—|
|Death ray||140,000 gp||Special||Special||—||200 ft.2||1 nanite canister||Varies||1 lb.||Special||Slow-firing, touch|
|EMP pistol||12,000 gp||1d10||2d6||×2||50 ft.||10||1 charge||2 lbs.||E||Semi-automatic, touch|
|Flare gun||300 gp||1d6||1d8||×3||240 ft.||1||Disposable||1 lb.||F||Slow-firing, touch|
|Gravity pistol||95,000 gp||1d6||1d8||×2||50 ft.||10||1 charge||2 lbs.||Force||Semi-automatic, touch|
|Laser pistol||10,000 gp||1d6||1d8||×2||50 ft.||10||1 charge||2 lbs.||F||Semi-automatic, touch|
|Mindrender||56,000 gp||Special||Special||×2||40 ft.||1 nanite canister||2 charges||2 lbs.||Special||Slow-firing, touch|
|Sonic pistol||13,000 gp||1d6||1d8||×2||50 ft.||10||1 charge||2 lbs.||Sonic||Semi-automatic, touch|
|Stun gun||3,000 gp||1d6||1d8||×2||20 ft.||10||1 charge 3||lbs.||—||Nonlethal, semi-automatic, touch|
|Zero pistol||10,000 gp||1d6||1d8||×2||50 ft.||10||1 charge||2 lbs.||C||Semi-automatic, touch|
|Two-Handed Ranged Weapons (Firearms)|
|Arc rifle||20,000 gp||1d10||2d6||×2||150 ft.||20||1 charge||6 lbs.||E||Automatic, touch|
|Autograpnel||4,000 gp||1d6+6||1d8+6||×3||30 ft.||20||1 charge||10 lbs.||P||Grapple, slow-firing|
|EMP rifle||24,000 gp||2d6||3d6||×2||150 ft.||20||1 charge||6 lbs.||E||Automatic, touch|
|Gravity rifle||165,000 gp||1d10||2d6||×2||150 ft.||20||1 charge||6 lbs.||Force||Automatic, touch|
|Id rifle||50,000 gp||Special||Special||×2||50 ft.||1 nanite canister||1 charge||5 lbs.||Special||Slow-firing, touch|
|Laser rifle||20,000 gp||1d10||2d6||×2||150 ft.||20||1 charge||6 lbs.||F||Automatic, touch|
|Sonic rifle||26,000 gp||1d10||2d6||×2||150 ft.||20||1 charge||6 lbs.||Sonic||Automatic, touch|
|Zero rifle||20,000 gp||1d10||2d6||×2||150 ft.||20||1 charge||6 lbs.||C||Automatic, touch|
|Two-Handed Ranged Weapons (Heavy Weaponry)|
|Atom gun||144,000 gp||Special||Special||—||40-ft. cone||—||—||24 lbs.||Special||Scatter, slow-firing, touch|
|Grenade launcher||8,000 gp||Varies||Varies||—||100 ft.||20||(5 genades)||1 grenade and 1 charge 8 lbs.||Varies||Slow-firing|
|Nuclear resonator||90,000 gp||Special||Special||18-20/×2||80 ft.2||20||5 charges||11 lbs.||Sonic||Slow-firing, touch|
|Plasmathrower||30,000 gp||2d10||4d6||19-20/×2||60 ft.||20||2 charges||15 lbs.||E and F||Automatic or slow-firing, scatter, touch|
|Rail gun||30,000 gp||3d8||3d10||×4||200 ft.||10||1 charge||14 lbs.||B and P||Slow-firing, touch|
|Rocket launcher||10,800 gp||8d6||12d6||—||120 ft.||10||1 (disposable)||10 lbs.||B and F||Slow-firing, touch|
|Vortex gun||182,000 gp||8d6||10d6||19-20/×2||100-ft. cone||30||10 charges||15 lbs.||Force||Slow-firing, scatter, touch|
|X-laser||40,000 gp||6d4||5d6||×4||200 ft.||20||5 charges||10 lbs.||F||Touch|
|1 A weapon with two types is both types if the entry specifies "and," and is either type (wielder's choice) if the entry specifies "or." Damage types are abbreviated as follows: B (bludgeoning), C (cold), E (electricity), F (fire), P (piercing), and S (slashing).|
|2 This weapon has either no range increment or a special range. See the text for more information.|
Price 10,000 gp; Type one-handed ranged; Proficiency exotic (firearms); Dmg (M) 1d8 elec.; Dmg (s) 1d6 elec.; Critical ×2; Range 50 ft.; Capacity 0; Usage 1 charge; Special semi-automatic, touch; Weight 2 lbs.
An arc pistol emits bolts of ionized particles that it then electrifies, creating a crackling beam of electricity between it and its target. Arc pistols gain a +2 circumstance bonus on attack rolls against targets that are metal or are wearing medium or heavy metal armor.
Craft DC 23; Cost 5,000 gp
Price 20,000 gp; Type two-handed ranged; Proficiency exotic (firearms); Dmg (M) 2d6 elec.; Dmg (S) 1d10 elec.; Critical ×2; Range 150 ft.; Capacity 20; Usage 1 charge; Special automatic, touch; Weight 6 lbs.
An arc rifle is a larger, more powerful version of an arc pistol, and functions as such except for the differences listed here.
Craft DC 27; Cost 10,000 gp
Price 144,000 gp; Type two-handed ranged; Proficiency exotic (heavy weaponry); Damage special (see text); Critical —; Range 40-ft. cone; Capacity —; Usage —; Special scatter, slow-firing, touch; Weight 24 lbs.
An atom gun is a cruel weapon that harnesses the devastating energies of a miniaturized nuclear reactor to create a focused cone of radiation that blasts and sickens those caught in the beam. An atom gun's range is relatively short, and the weapon can fire only scattering shots. The beams of radiation created when the wielder fires an atom gun do not fill the cone in a homogeneous area, and she must still make a ranged touch attack to irradiate a target. A creature struck by an atom gun attack suffers the effects of medium radiation. The small core of radioactive material in an atom gun is powerful enough to keep the weapon charged for tens of thousands of years, but the weapon becomes incredibly hot when fired, dealing 1d6 points of damage to the user and subsequently beginning a cool-down protocol, during which the weapon cannot be fired for 1 minute.
An atom gun cannot be fired more than 3 times per day. A functional atom gun's power source is shielded well, and the gun itself is not a source of dangerous radioactivity. If an atom gun gains the broken condition, it begins to leak radiation and becomes a source of low radiation to all creatures that touch it. An atom gun that gains the destroyed condition becomes a source of high radiation to those in contact with it, a source of medium radiation to those within 10 feet of it, and a source of low radiation to those within 30 feet of it.
Craft DC 35; Cost 72,000 gp
Price 4,000 gp; Type two-handed ranged; Proficiency exotic (firearms); Dmg (M) 1d8+6 pierc.; Dmg (S) 1d6+6 pierc.; Critical ×3; Range 30 ft.; Capacity 20; Usage 1 charge; Special grapple, slow-firing; Weight 10 lbs.
An autograpnel looks like a rifle with a small adamantine spike protruding from its barrel. When fired, an autograpnel launches the spike with a muffled bang. The spike trails an incredibly strong and thin metal cable behind it. An instant after the spike punches into a solid target, tiny spurs lance out of it, anchoring the spike in place. An autograpnel's cord is long enough to allow the grapnel to reach its maximum range of 300 feet, and the internal retraction motors are strong enough to hold up to 500 pounds of weight. If the grapnel misses its target, it can be rewound into the gun as a standard action; reattaching the grapnel to the gun barrel is a move action.
An autograpnel strikes with an effective Strength score of 22 for the purposes of determining damage. If it strikes a creature, it remains lodged in the target and connected to the rifle and its wielder by the metal cord. This cord has AC 12, hardness 10, and 20 hp. A successful DC 32 Strength check is required to snap the cord. If the wielder retracts the cord while it's attached to a creature, the autograpnel attempts a pull combat maneuver check with a CMB of +16. If used against objects, an autograpnel can pull an item that weighs 25 pounds or less back to the user as a full-round action, or it can pull a heavier object that weighs no more than 100 pounds back to the user at a speed of 20 feet.
When attached to a solid object, the gun's retraction rate can be set to maintain a taut line while the gun is attached to a harness worn to aid climbing checks.
Craft DC 20; Cost 2,000 gp
Price 2,700 gp; Type two-handed melee; Proficiency exotic; Dmg (M) 3d6 slash.; Dmg (S) 1d12 slash.; Critical 18-20/×2; Capacity 10; Usage 1 charge/hour; Special deadly, distracting; Weight 10 lbs.
Originally developed for use as tools, chainsaws work remarkably well as weapons and are often used by lunatics or those who want to intimidate their enemies. A chainsaw consists of a weighty housing for the engine and power source that is fitted with two handles, and a 2- to 3-foot-long blade extending from the front, around which a whirling, buzzing chain of razor-sharp cutting links spins at blinding speed when the weapon is activated. It's a standard action to activate a chainsaw, and doing so consumes a charge of power. The chainsaw continues to run constantly after activation, draining an additional charge each hour. A dropped chainsaw automatically turns off unless it is set down carefully as a move action. The buzzing of a chainsaw's blade is loud and distracting (but not deafening), causing anyone carrying an activated chainsaw to take a -10 penalty on Stealth checks. An activated chainsaw grants a proficient user a +2 morale bonus on Intimidate checks.
Craft DC 20; Cost 1,350 gp
Price 3,000 gp; Type one-handed ranged; Proficiency exotic (firearms); Dmg (M) 1d4 pierc.; Dmg (S) 1d3 pierc.; Critical ×2; Range 30 ft.; Capacity 1 canister; Usage 1 charge; Weight 2 lbs.
A dart gun makes use of nanotechnology to craft a small pointed projectile that does minimal damage on its own. Unlike other nanotech weapons, the nanites that make up a dart do not have any additional effect on the target. Instead, a dart gun contains a small reservoir above its handle into which a single dose of a pharmaceutical, drug, poison, or even potion can be poured as a standard action. The next dart fired from the dart gun delivers that liquid into the target immediately upon a hit.
Craft DC 24; Cost 1,500 gp
Price 140,000 gp; Type one-handed ranged; Proficiency exotic (firearms); Damage special; Critical —; Range 200 ft.; Capacity 1 canister; Usage varies; Special slow-firing, touch; Weight 1 lb.
A death ray is a handheld, wand-like weapon that fires a harmless carrier beam of energy at a target. When the beam hits a target, the death ray then projects a stream of specialized nanites through the beam into the body of the target. When firing a death ray, the wielder must decide how many charges of nanites she is consuming, to a maximum of 10. Even if the wielder engineers a method of using a larger reserve of nanites than normally come in a canister, this maximum does not increase. Immediately upon being struck, the nanites inflict incredible pain on the target, which must succeed at a Fortitude saving throw to avoid a grisly fate (DC = 10 + twice the number of charges consumed by the attack). For example, if 1 charge is consumed, the target must succeed at a DC 12 Fortitude save to resist the death ray, but if all 10 charges are consumed in the attack, the DC to resist the effects is 30.
If the target fails this save, it takes 100 points of damage as the nanites tear apart the victim's cardiovascular system. On a successful saving throw, the victim takes only 6d6 points of damage. Creatures slain by a death ray die spectacularly, seeming to melt into a pool of blood that swiftly fades away. The victim's gear is unaffected by this attack. A death ray has no effect on creatures that aren't living (such as constructs or undead) and can't penetrate a force field. The wielder can't score critical hits with a death ray. A death ray has a maximum range of 200 feet with no range increment.
Craft DC 32; Cost 70,000 gp
Price 12,000 gp; Type one-handed ranged; Proficiency exotic (firearms); Dmg (M) 2d6 elec.; Dmg (S) 1d10 elec.; Critical ×2; Range 50 ft.; Capacity 10; Usage 1 charge; Special semi-automatic, touch; Weight 2 lbs.
An EMP pistol emits a beam of electromagnetic energy that cannot harm living creatures, but deals terrible damage to robots. An EMP pistol can harm androids and creatures with cybernetic implants, but they take half damage from a hit. A creature that is critically hit by an EMP pistol and takes damage from that hit must succeed at a DC 15 Fortitude save or be staggered for 1d4 rounds.
Craft DC 25; Cost 6,000 gp
Price 24,000 gp; Type two-handed ranged; Proficiency exotic (firearms); Dmg (M) 3d6 elec.; Dmg (S) 2d6 elec.; Critical ×2; Range 150 ft.; Capacity 20; Usage 1 charge; Special automatic, touch; Weight 6 lbs.
An EMP rifle is a larger, more powerful version of an EMP pistol. It emits a beam of electromagnetic energy that can't harm living creatures, but deals significant damage to robots. It functions as an EMP pistol except for the differences listed here.
Craft DC 29; Cost 12,000 gp
Price 300 gp; Type one-handed ranged; Proficiency exotic (firearms); Dmg (M) 1d8 fire; Dmg (s) 1d6 fire; Critical ×3; Range 240 ft.; Capacity 1; Usage disposable; Special slow-firing, touch; Weight 1 lb.
A flare gun looks like a wide-barreled pistol, and although it can be used in combat, the item's primary use is to send signals. A flare gun and its ammunition (a small, rocket-propelled magnesium charge) are completely self-contained and disposable—once fired, a flare gun is useless. While a flare gun has excellent range, the flare tends to wobble and spiral in flight, incurring a 20% miss chance if it's being used to target a specific point. The flare detonates once it hits a target or reaches its maximum range of 2,400 feet, bursting into a sphere of fire that illuminates a 120-foot-radius area for 1 minute as it drifts slowly back to the ground. Any creatures within 20 feet of the flare must succeed at a DC 12 Fortitude saving throw each round or be dazzled by the intense light for as long as they remain in the area. Creatures adjacent to a lit flare are also blinded for 1d4 rounds on a failed save. A creature struck by a flare takes 1d8 points of fire damage (1d6 points of fire damage from Small flare guns), and continues to take the same amount of fire damage each round until the flare is removed. Removing a flare is a full-round action.
Craft DC 18; Cost 150 gp
Price 95,000 gp; Type one-handed ranged; Proficiency exotic (firearms); Dmg (M) 1d8 force; Dmg (S) 1d6 force; Critical ×2; Range 50 ft.; Capacity 10; Usage 1 charge; Special semi-automatic, touch; Weight 2 lbs.
A gravity pistol is one of the most advanced pieces of technology found. It uses a focused beam of gravitons to create a bolt of force. A gravity pistol has two settings—switching between settings is a swift action. On its pulse setting, it can be used as a typical beam weapon, but on it sustained setting, holding the pistol's trigger down creates a stable beam of gravitons rather than a short, destructive burst. In this mode, the gravity pistol can be used to move and manipulate objects at a distance, similar to a telekinesis spell in its sustained force or combat maneuver versions (a gravity pistol cannot duplicate the violent thrust option of a telekinesis spell). In this mode, a gravity pistol consumes 1 charge per round. The graviton beam can move objects weighing no more than 225 pounds up to 20 feet per round. A creature can negate this effect on an object in its possession with a successful DC 19 Reflex save. If used to perform a combat maneuver, the beam uses the wielder's CMB, but uses her Intelligence modifier in place of her Strength or Dexterity modifier.
Craft DC 32; Cost 52,500 gp
Price 165,000 gp; Type two-handed ranged; Proficiency exotic (firearms); Dmg (M) 2d6 force; Dmg (S) 1d10 force; Critical ×2; Range 150 ft.; Capacity 20; Usage 1 charge; Special automatic, touch; Weight 6 lbs.
A gravity rifle is a larger, more powerful version of the gravity pistol, and functions as such except for the differences listed here. When a gravity rifle is on sustained setting, it can move objects weighing no more than 350 pounds up to 20 feet per round, and the wielder gains a +4 bonus on combat maneuver checks; she still substitutes her Intelligence modifier in place of her Strength or Dexterity modifier when calculating her CMB for these maneuvers.
Craft DC 34; Cost 82,500 gp
Price 8,000 gp; Type two-handed ranged; Proficiency exotic (heavy weaponry); Damage as grenade; Critical —; Range 100 ft.; Capacity 20 (5 grenades); Usage see text; Special slow-firing; Weight 8 lbs.
A grenade launcher is a bulky weapon that can fire any grenade a great distance. Grenades propelled by a launcher can be set to detonate upon impact or at the start of the wielder's next turn. A grenade launcher requires charges to fire, but unless the weapon is also loaded with a grenade, any charges that are consumed are wasted. A grenade launcher can hold up to 5 grenades at a time. Loading a single grenade into a grenade launcher is a move action.
Craft DC 28; Cost 4,000 gp
Price 50,000 gp; Type two-handed ranged; Proficiency exotic (firearms); Damage special; Critical ×2; Range 50 ft.; Capacity 1 canister; Usage 1 charge; Special slow-firing, touch; Weight 5 lbs.
An id rifle looks like a sleek, low-caliber rifle made of burnished skymetal. It fires a tiny barb of solid nanites with a range increment of 50 feet. Although this barb does minimal damage on a hit, any creature damaged by an id rifle barb must succeed at a DC 16 Fortitude saving throw or have its central nervous system flooded with nanites that swiftly overwhelm the creature's brain, reducing its mind to the instinctive level of an animal. The victim takes 1d4 points of Intelligence damage each round, but the total amount of damage taken can never equal the victim's actual Intelligence score. Each round after the first, the victim can resist the Intelligence damage by succeeding at a DC 16 Fortitude saving throw, at which point the damage ceases. The recurring Intelligence damage automatically ends after 6 rounds. A victim already suffering from the effects of an id rifle who is affected by an additional shot has the save DC increased by 2 per additional shot.
An id rifle has a microphone built into its stock. During any round in which a creature takes Intelligence damage from an id rifle, as a move action the wielder of that rifle can speak a short command into the microphone. Any applicable target within 50 feet of the wielder must then succeed at a DC 16 Will save to resist following the command, as if under the effect of a suggestion spell. A victim follows only the latest suggestion spoken into the microphone, and abandons any previous suggestion if it fails a saving throw against a new suggestion. A victim continues to follow the suggestion for up to 5 hours after succumbing to its effects.
The effects created by an id rifle are mind-affecting effects.
Craft DC 32; Cost 25,000 gp
Price 10,000 gp; Type one-handed ranged; Proficiency exotic (firearms); Dmg (M) 1d8 fire; Dmg (S) 1d6 fire; Critical ×2; Range 50 ft.; Capacity 10; Usage 1 charge; Special semi-automatic, touch; Weight 2 lbs.
A laser pistol emits a beam of intensely focused light capable of burning anything it strikes. A laser attack can pass through force fields and force effects, such as a wall of force, to strike a foe beyond without damaging that field. Objects like glass or other transparent barriers do not provide cover from lasers—but unlike force barriers, a transparent physical barrier still takes damage from a laser passing through it. Invisible creatures are immune to damage caused by a laser weapon. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than providing concealment, and though a laser consists of highly focused light, it does not provide any illumination.
Craft DC 23; Cost 5,000 gp
Price 20,000 gp; Type two-handed ranged; Proficiency exotic (firearms); Dmg (M) 2d6 fire; Dmg (S) 1d10 fire; Critical ×2; Range 150 ft.; Capacity 20; Usage 1 charge; Special automatic, touch; Weight 6 lbs.
A laser rifle is a larger, more powerful version of a laser pistol, and functions as such except for the differences listed here.
Craft DC 27; Cost 10,000 gp
Price 6,000 gp; Type one-handed melee; Proficiency martial; Dmg (M) 1d10 fire; Dmg (S) 1d8 fire; Critical ×3; Capacity 10; Usage 1 charge; Special touch; Weight 4 lbs.
A laser torch is a handheld tool intended to cut through objects with great speed. When activated, a laser torch emits a beam of highly focused light, cutting and burning through surfaces up to 6 inches away. Attacks from a laser torch resolve as touch attacks and deal 1d10 points of fire damage. This damage is not modified further by Strength. When the laser torch is used as a tool or as a weapon to sunder, its damage bypasses up to 20 points of hardness, and damage is not halved (as is normally the case for energy damage applied to objects) unless the object is particularly fire-resistant. A laser torch's cutting beam passes through force fields and force effects without damaging the field. Invisible objects and creatures can't be harmed by a laser torch.
Craft DC 26; Cost 3,000 gp
Price 56,000 gp; Type one-handed ranged; Proficiency exotic (firearms); Damage 1 negative level plus staggered; Critical ×2; Range 40 ft.; Capacity 1 canister; Usage 2 charges; Special slow-firing, touch; Weight 2 lbs.
A mindrender is a cruel weapon that emits a carrier wave of light which transmits a mass of nanites into the body of the creature struck. The victim must succeed at a DC 17 Fortitude save or it takes 1 negative level and is staggered for 1 round as the nanites flood the victim's brain and suppress long term memories. If the victim succeeds, he's instead sickened for 1d4 rounds and is immune to further attacks from a mindrender for 1 hour. A creature can attempt a new saving throw every 24 hours to remove the negative level. These are mind-affecting effects.
Craft DC 33; Cost 28,000 gp
Price 70,000 gp; Type light melee; Proficiency exotic (whip); Dmg (M) 2d6 slash.; Dmg (S) 1d10 slash.; Critical 18-20/×3; Capacity 10; Usage 1 charge/round; Special performance, reach, touch; Weight 1 lb.
A monowhip is a deadly melee weapon capable of inflicting horrible wounds, even in the hands of the weak. An inactive monowhip looks like a short metal baton, but when it's activated, a small weight detaches, revealing a 15-foot-long monofilament length. Wielded like a whip, a monowhip slices deeply into targets and can inflict grievous critical hits with shocking ease. Attacks made with a monowhip resolve as touch attacks, and they ignore hardness as if the monofilament were made of adamantine. A monowhip's damage cannot be enhanced by strength, as the monofilament slices with equal ease regardless of the force applied. Activating a monowhip is a move action; once activated, the whip consumes power incredibly quickly, at the rate of 1 charge per round.
Craft DC 32; Cost 35,000 gp
Price 90,000 gp; Type two-handed ranged; Proficiency exotic (heavy weaponry); Damage special (see text); Critical 18-20/×2; Range 80 ft.; Capacity 20; Usage 5 charges; Special slow-firing, touch; Weight 11 lbs.
A nuclear resonator is a bulky weapon that creates a droning shriek when fired—and even when it's not being fired, it buzzes, whirs, and flashes. The wielder takes a -4 penalty on any Stealth checks made while it is active. It can be powered off completely to negate this penalty; either activating or deactivating is a standard action.
When this weapon is fired, it creates a highly focused beam of sound that swiftly modulates to resonate at the atomic frequencies of the first target it strikes. The wielder make one attack roll when firing a nuclear resonator, then resolves that roll against the Armor Class of every creature in an 80 foot line from his position. The resonator's beam tunes itself to the precise molecular structure of the first creature in the line he hits, dealing 9d6 points of sonic damage to that target. Any other targets of the same creature type in the line which are subsequently struck take 5d6 points of sonic damage, while creatures of different types than the initial target take 3d6 points of sonic damage. If the attack roll is a critical threat, choose one target hit by the attack to resolve the critical confirmation against. A creature that's critically hit by a nuclear resonator must succeed at a DC 18 Fortitude saving throw to resist being stunned for 1 round and deafened for 1d6 rounds. A creature slain by a nuclear resonator is completely disintegrated (any gear carried remains unaffected).
Force fields and force effects are not damaged by a nuclear resonator's beam, and completely block its effects. The beam emitted by a nuclear resonator is a sonic effect, and cannot pass through an area of magical silence or an area under the effects of a signal jammer.
Craft DC 35; Cost 45,000 gp
Price 58,835 gp; Type one-handed melee; Proficiency exotic (bastard sword); Dmg (M) 1d10 slash.; Dmg (S) 1d8 slash.; Critical 19-20/×2; CL 11th; Capacity 10; Usage 1 charge/round; Aura moderate abjuration; Weight 4 lbs.
A potent fusion of magic, advanced science, and masterful weaponsmithing, null blades were devised as weapons against both magic and machine. Null blades incorporate an adamantine-noqual alloy in their blades, a closely guarded metallurgical secret. These weapons closely guarded, and when one falls into another's hands, they spare no expense in their efforts to recover it.
A null blade is a +1 construct-bane bastard sword—using it in this capacity does not consume any charges. The blade's strange alloy penetrates hardness as if it were made of adamantine. The blade can be activated as a swift action. While it's active, a shimmering field of green energy wraps around the blade, disrupting magic and technology alike, and the weapon's enhancement bonus increases to +2. In addition, the first time in a round that an activated null blade strikes a creature or object, it consumes an additional charge and targets the creature or object struck with dispel magic and discharge. If a technological item damaged by a null blade is used in the same round it took damage, it glitches as if it were timeworn.
Craft DC 30; Cost 33,835 gp
Price 30,000 gp; Type two-handed ranged; Proficiency exotic (heavy weaponry); Dmg (M) 4d6 e and f; Dmg (S) 2d10 e and f; Critical 19-20/×2; Range 60 ft.; Capacity 20; Usage 2 charges; Special automatic or slow-firing, scatter, touch; Weight 15 lbs.
A plasmathrower is a devastating weapon that fires blasts of superheated, electrically charged gas. This weapon has two firing modes: slow-firing and automatic. When used on the slow-firing setting, the weapon fires a scattering shot with no range increment; on the automatic setting, it fires individual bursts of plasma that can reach up to 3 range increments. Half the damage dealt by a plasmathrower is fire damage and the other half is electricity damage.
Craft DC 32; Cost 15,000 gp
Price 30,000 gp; Type two-handed ranged; Proficiency exotic (heavy weaponry); Dmg (M) 3d10 blu. and p; Dmg (S) 3d8 blu. and p; Critical ×4; Range 200 ft.; Capacity 10; Usage 1 charge; Special slow-firing, touch; Weight 14 lbs.
A rail gun uses gravitons to compress raw metal scrap placed in its sequencing chamber into hyperdense shells that it then accelerates to astounding speed and fires from its electromagnetically charged barrel. The weapon's rate of fire is slow compared to most other technological weapons, yet its relatively high damage combined with its potential for particularly grisly critical hits makes it a much sought-after weapon for long-range combat. Shots fired from a rail gun bypass an object's first 10 points of hardness, and can completely penetrate targets without hardness.
When making an attack with a rail gun, make a single attack roll and compare that result to the ACs of all creatures in a line extending out to the weapon's maximum range. This weapon damages all targets with an AC equal to or lower than the attack roll. However, if the attack's damage fails to penetrate any target's hardness or damage reduction, this shot is blocked and cannot damage targets that are farther away.
Craft DC 32; Cost 15,000 gp
Price 10,800 gp; Type two-handed ranged; Proficiency exotic (heavy weaponry); Dmg (M) 6d6 f, 6d6 blu.; Dmg (S) 4d6 f, 4d6 blu.; Critical —; Range 120 ft.; Capacity 10; Usage 1 (disposable); Special slow-firing, touch; Weight 10 lbs.
A newly created rocket launcher contains its entire load of rockets and energy charges. It cannot be reloaded, and once its final rocket is fired, the weapon is useless. Rockets fired from a rocket launcher can target a single target or a grid intersection. A creature that takes a direct hit from a rocket cannot attempt a saving throw to reduce the damage taken. When a rocket strikes its target, it explodes in a 30-foot-radius burst that deals fire and bludgeoning damage to all creatures within that area of effect—a successful DC 15 Reflex save halves the damage for all but the target. Some rocket launchers carry alternate loads, replacing the fire damage with electricity or cold damage, and there are rumors of rocket launchers capable of doing even more damage, firing gravity-based weapons or using radioactive payloads.
Craft DC 28; Cost 5,400 gp
Price 13,000 gp; Type one-handed ranged; Proficiency exotic (firearms); Dmg (M) 1d8 sonic; Dmg (S) 1d6 sonic; Critical ×2; Range 50 ft.; Capacity 10; Usage 1 charge; Special semi-automatic, touch; Weight 2 lbs.
A sonic pistol emits a blast of devastating sound waves that shatter and blast flesh, bone, and anything else they happen to strike. A creature critically hit by a sonic pistol must succeed at a DC 15 Fortitude save to resist being permanently deafened.
Craft DC 23; Cost 6,500 gp
Price 26,000 gp; Type two-handed ranged; Proficiency exotic (firearms); Dmg (M) 2d6 sonic; Dmg (S) 1d10 sonic; Critical ×2; Range 150 ft.; Capacity 20; Usage 1 charge; Special automatic, touch; Weight 6 lbs.
A sonic rifle is a larger, more powerful version of the sonic pistol, and functions as such except for the differences listed here.
Craft DC 27; Cost 13,000 gp
Price 5,000 gp; Type light melee; Proficiency martial; Dmg (M) 1d8 e, 1d6 blu.; Dmg (S) 1d6 e,1d4 blu.; Critical ×2; Capacity 10; Usage 1 charge/round; Special touch; Weight 2 lbs.
This slender rod has an insulated grip and a conductive tip. All bludgeoning damage dealt by an active stun baton is nonlethal, while the electrical charge can be either nonlethal or lethal. By activating a control in the handle as a swift action, the wielder can switch the attack between a nonlethal jolt and a lethal shock. On a confirmed critical hit, a target must succeed at a Fortitude saving throw (DC = 10 + the damage dealt by the critical hit) or be staggered for 1 round. When it's not activated, a stun baton functions as a sap. A character who is proficient with saps is proficient with a stun baton.
Craft DC 24; Cost 2,500 gp
Price 3,000 gp; Type one-handed ranged; Proficiency exotic (firearms); Dmg (M) 1d8 nonlethal; Dmg (S) 1d6 nonlethal; Critical ×2; Range 20 ft.; Capacity 10; Usage 1 charge; Special semi-automatic, touch; Weight 3 lbs.
This weapon uses a sonic amplifier to produce powerful low-frequency blasts of energy that pummel targets. The weapon has a relatively short range, but the fact that it deals nonlethal damage at range and can knock targets prone makes it a favorite for those seeking to capture their foes alive. A hit by a stun gun deals nonlethal damage—on a critical hit, the gun can attempt a free trip combat maneuver check against the target (CMB = user's base attack bonus + 10); this attempt doesn't provoke attacks of opportunity.
Craft DC 22; Cost 1,500 gp
Price 182,000 gp; Type two-handed ranged; Proficiency exotic (heavy weaponry); Dmg (M) 10d6 force; Dmg (S) 8d6 force; Critical 19-20/×2; Range 100-ft. cone; Capacity 30; Usage 10 charges; Special slow-firing, scatter, touch; Weight 15 lbs.
A vortex gun looks like a sleek shotgun with three barrels arranged in a triangular formation. When this weapon is fired, the three barrels release a beam of gravitons that spiral around each other to create a 100-foot-long cone-shaped vortex of devastating energy. This energy tears, crushes, and twists everything in its path. Being struck by a vortex gun induces overwhelming vertigo in living victims. A living creature damaged by a vortex gun must succeed at a DC 18 Fortitude saving throw to avoid being nauseated for 1 round. A critical hit also allows the user of the gun to attempt a trip combat maneuver check against the target (CMB = user's base attack bonus + 15); this attempt doesn't provoke attacks of opportunity. Flying creatures struck by a vortex gun are affected as if they were struck by hurricane force winds. A creature protected by a force field takes no damage from a vortex gun but must succeed at a DC 18 Reflex save or the shot automatically depletes all of the force field's remaining hit points.
Craft DC 33; Cost 91,000 gp
Price 40,000 gp; Type two-handed ranged; Proficiency exotic (heavy weaponry); Dmg (M) 5d6 fire; Dmg (S) 6d4 fire; Critical ×4; Range 200 ft.; Capacity 20; Usage 5 charges; Special touch; Weight 10 lbs.
An x-laser is a super-charged laser with devastating effects. It fires a highly focused, incredibly powerful beam of high-frequency light. An x-laser's beam functions as a laser rifle's beam, but it bores holes through any creature or object it damages. The beam is stopped if it cannot penetrate the hardness, fire resistance, or fire immunity of a barrier or creature. When making an attack with an x-laser, make a single attack roll and compare that result to the ACs of all creatures in a line extending out to the weapon's maximum range. This weapon damages all targets with an AC equal to or lower than the attack roll. The hole created by an x-laser is less than an inch in diameter and serves primarily as evidence of the weapon's discharge rather than significantly altering an object's structural integrity beyond the damage the laser blast deals as part of the attack.
Craft DC 33; Cost 20,000 gp
Price 10,000 gp; Type one-handed ranged; Proficiency exotic (firearms); Dmg (M) 1d8 cold; Dmg (S) 1d6 cold; Critical ×2; Range 50 ft.; Capacity 10; Usage 1 charge; Special semi-automatic, touch; Weight 2 lbs.
A zero pistol fires a beam of freezing particles at high velocity, dealing cold damage to anything it strikes. Any creature critically hit by a zero pistol ray must succeed at a DC 15 Fortitude saving throw or become staggered by the cold for 1 round.
Craft DC 23; Cost 5,000 gp
Price 20,000 gp; Type two-handed ranged; Proficiency exotic (firearms); Dmg (M) 2d6 cold; Dmg (S) 1d10 cold; Critical ×2; Range 150 ft.; Capacity 20; Usage 1 charge; Special automatic, touch; Weight 6 lbs.
A zero rifle is a larger, more powerful version of the zero pistol, and functions as such except for the differences listed here.
Craft DC 27; Cost 10,000 gp


On Friday, I gave you all the reasons why I love the defense sector. Now, it’s time for the big “reveal” I promised you – my single-favorite defense sector stock. The company is …
Lockheed Martin (LMT, Rated “B”).
It’s no secret our country and our allies face threats all around – in North Korea, in the Middle East, and potentially even in Europe, depending on the actions of Russian President Vladimir Putin.
Keeping those threats (and others) at bay is where LMT comes in. The Bethesda, Maryland-based company is the largest U.S. defense contractor. It’s well-known for products like the Black Hawk military helicopter, the HIMARS artillery rocket mobile launch system, and the F-16 and F-35 fighter aircraft.
But it also produces the Aegis missile defense system, something that would come in handy if North Korea were to launch a first strike or retaliatory attack on South Korea, Japan, or Guam. The system was originally designed for use on Navy vessels, but its “Aegis Ashore” counterpart is already deployed or nearing deployment in Romania and Poland. Japan is reportedly talking with the U.S. about putting two systems in that country as well.
Lockheed is also a partner with Raytheon (RTN, Rated “A-”) on the Patriot missile system. The Saudis recently used one of its batteries to shoot down an incoming missile aimed at the capital city of Riyadh. And LMT produces the Terminal High Altitude Area Defense (THAAD) system, another missile defense product that’s already operating in South Korea and that Japan and Saudi Arabia may be purchasing next.
Now it’s true that LMT stumbled ever so slightly in the third quarter thanks to a change in accounting practices and a profit dip related to a couple of older weapons programs. But I think it’s just a short-term issue. Other investors apparently agree – because the stock is still up 28% year-to-date even after the October dip.
It doesn’t hurt that LMT also recently boosted its stock buyback program by $2 billion. Plus, it raised its quarterly dividend payout by 10% to $2 per share. That makes this the fifth straight year LMT has raised its dividend at double-digit annual rates, and puts the stock’s yield at around 2.3%.
Bottom line: No one wishes for more military conflicts, myself included. But we have to invest with a realistic view of the world, not an idealized one. LMT is helping keep our nation and our allies safe. Given its very solid Weiss Rating, I believe it’s also a safer, and potentially very profitable, investment for you.
Finally, as a reminder, you can get recommendations like LMT first … as well as specific “Buy” and “Sell” guidance for an entire portfolio of higher-yielding, rock-solid companies … in my High Yield Investing service. Be sure to check out the details here, or give my team a call at 877-934-7778 to get signed up today!
Until next time,


SEOUL—North Korea said it had successfully tested a new antiaircraft missile, state media reported, as Pyongyang embarks on a long-term weapons strategy aimed at countering military threats from Washington and Seoul.
wasn’t reported to have attended the Thursday launch, North Korea’s fourth weapons test in recent weeks. But a day earlier, Mr. Kim, in a policy speech to his rubber-stamp legislature, had praised the country’s weapons scientists for developing “ultramodern weapons” at “an extremely fast speed.”
The test was of “very practical significance” to North Korea’s antiaircraft missile systems, Pyongyang’s state media said, demonstrating guidance accuracy and showing an ability to down air targets from a farther distance.
Based on photos published by state media, the launcher for the surface-to-air missile appears to have been showcased at a North Korean military parade roughly a year ago, said
a senior fellow in the Nuclear Policy Program at the Carnegie Endowment for International Peace.
“Its testing now serves as a reminder that North Korea’s military modernization ambitions go far beyond just nuclear-capable systems,” Mr. Panda said.
On Thursday, Secretary of State
said North Korea’s recent launches represented repeated violations of United Nations Security Council resolutions and needed to be taken seriously by the international community. The launches create “greater prospects for instability and insecurity,” Mr. Blinken said.
North Korea has shown little interest in returning to denuclearization talks with the U.S., ignoring outreach from the Biden administration. In his recent policy speech, Mr. Kim said the U.S. threat against his country had remained “utterly unchanged” under President Biden.
Pyongyang had held off on weapons tests throughout the summer. But in the past several weeks, the Kim regime has conducted launches of long-range cruise missiles, weapons fired from a train and a hypersonic missile. In January, Mr. Kim had outlined a new five-year strategic weapons plan.
—Courtney McBride in Washington contributed to this article.
Write to Timothy W. Martin at email@example.com
Copyright ©2021 Dow Jones & Company, Inc. All Rights Reserved. 87990cbe856818d5eddac44c7b1cdeb8


The Tactician Knife
We're excited to bring to you The Tactician Knife! This is truly a unique item from our Barbu workshop. Given our love for EDC, The Tactician is a great support side carry tool if your primary goes down. With a battleworn stonewashed blade and black G10 scales it screams tactical badassery!
Proudly American made from USA sourced materials.
Made of 440C Hi Carbon Stainless Steel providing excellent wear resistance and corrosion resistance.
Etched & Stonewashed
Black G10 scales.
Stainless steel rivet screws.
Kydex sheath and belt clip (Fits up to 2" wide belts). Will NOT fit on duty or battle belts.
Paracord lanyard with knots and steel bead.
AC Knives makers mark. (AC Knives™ is a subsidiary of Barbu Beard Co.™)


1920s - 1990s
The Connaught Ranges opened in time for the DCRA to hold its Annual Prize Meeting in 1921. With the exception of the period 1939 to 1946, the DCRA Annual Prize Meeting has been held on an annual basis at Connaught.
During the early years the Annual Prize Meetings consisted of smallbore, pistol, Service Rifle (A) (Military Targets) and Service Rifle (B) (Target Rifle Targets). Upwards of 3,000 competitors, including 800 Cadets, attended the 10 day competitions. All competitions were under the control of DCRA staff. Additionally, in those years all members of the DCRA Bisley Team were Military members, as was the majority of the membership.
In 1957 the Canadian Army introduced the FNC1 as the military rifle. DCRA members were entitled to borrow these firearms from DND for competition purposes in the Service Rifle matches. The .303 continued to be the firearm utilized for target rifle competitions. The matches continued to be conducted by DCRA staff members.
In the mid 1970's the military staff at the National Defence Headquarters decided to take over the conduct of the military Service Rifle competition. This arrangement lasted for about four years when DND approached the DCRA to again take responsibility for the conduct of the Service Rifle matches. This arrangement prevailed until the late 1980's when the Army staff again took control of the Service Rifle matches. Since that time the Canadian Armed Forces Small Arms Competition (CAFSAC) and the DCRA National Service Arms Competition (NSAC) have been conducted conjointly.
Since before the turn of the century the DCRA has been conducting a smallbore Winter Postal Programme which has included a programme specifically dedicated to Cadet Units across Canada. This programme is still in existence and will continue for the foreseeable future.


|The Benjamin Trail 1100 NP–a potent weapon for small game.|
And, for clarity, folks, it is a weapon. This isn't your grandfather's Red Rider. Not even close.
The Trail 1100 NP is a .22 caliber, high-quality rifle. The fact that .22-caliber pellets are propelled by the gun's nitrogen piston is immaterial. At reasonable distances, this rifle is every bit as potent as a traditional .22. Using alloy pellets the unique "nitropiston" can propel a .22-caliber pellet up to 1,500 feet per second. Judging from my experience shooting the gun on a target range, that's deadly to a ground squirrel or a marmot at 50 yards. And, with the rifle's 3-9x40mm Center Point scope, the weapon is dead-on accurate if you take the time to sight it in.
The first thing I noticed about the gun was its heft. I own a 30.06 synthetic-stocked hunting rifle, and the high-quality hardwood-stocked Benjamin, at 8.8 pounds, outweighs it. Thankfully, it comes ready for a shoulder sling–it would be difficult to tote this rifle around the field without being able to sling it over your shoulder, especially if you're hunting in challenging terrain.
The second thing I noticed was the craftsmanship. The hardwood stock is very handsome, and the thumbhole grip really feels nice when this rifle is at the shoulder. The break-barrel cocking system takes some getting used to, especially for a guy who's used to the pump of the old Crosman 760, or the more modern Daisy models that are patterned after that old classic. But, once you load the weapon a couple of times, you'll come to appreciate the power that the single action can provide, and the relative ease of loading a pellet and being ready for the next shot. In all, it just takes a few seconds.
What's more, with the nitropiston technology, you can load the rifle and keep it cocked and ready without worrying about losing too much air pressure and having to pump the gun again. This weapon holds its load for a long time–a luxury for air rifle hunters who spend a lot of time glassing trees for squirrels or waiting for the next rockchuck to make a curious appearance.
There's simply no questioning the quality of this product, and its retail price–right around $300–is more than reasonable. I'm anxious to spend some more time in the field with this gun, and I hope to report back on some squirrel hunting adventures in the near future–the kids are getting antsy to be outside, and this rifle will offer a good excuse to spend some time together as a family.
One note of caution–we all take care to follow all the rules and regulations that accompany gun use in the field. If you're interested in purchasing this rifle for a youngster, make sure there's an adult close by. As I said, this weapon is potent and powerful, and in inexperienced hands, that can prove dangerous. Use caution, stay close to the kids and enjoy this fine piece of hunting equipment.
I plan to.


재질 : Polymer body, Aluminum Weight: 890g
길이 : 360mm - 580mm
Compatible with: SIG SAUER/Umarex VFC M17 , M18 / WE M17 / WE M18
Conversion kit comes with forearm grip.
A long picatinny rail allows combing two devices. (i.e. red-dot, backup sights).
Aluminum flash hider, and thumb rests set.
Front integral tactical light (Not Included).
Front extra magazine carrier for fast reload.
Ambidextrous trigger-guard safety.
Ambidextrous charging handle for easy and fast handling.
Direct access for pistol slide release.
Features a right-folding stock for easy concealment and carry.
Provides two extra side Picatinny rails on both right and left for mounting
No pistol disassembly required – Just place pistol into the kit and lock.
Includes a pair of thumb rests and a charging handle.
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We are open, pre booking is mandatory: Book Now
The Aberystwyth Rifle and Pistol Club was formed from the Home Guard Rifle Club by Sqd Leader J. Raw-Rees. Since 1966, it has been located at an old quarry near the the picturesque seaside town of Aberystwyth in Ceredigion, Mid Wales. From here we promote the safe sport of target and gallery shooting for all disciplines and ages.
We have a 25m outdoor range facility with turning targets, 10 covered firing positions, a clubhouse and are licenced for full bore, gallery firearms and muzzle loading firearms.
We participate in the North Wales Air Pistol and Rifle League and Phoenix postal league, hold competitions including Black powder and regularly attend many competitions around the UK. We join with other Clubs to shoot on Military Ranges such as Brecon.
We are looking at introducing two 50m firing positions and doubling our 5 covered points for 10 metre air rifle/pistols.
If you would like to join, visit or participate, please contact us at firstname.lastname@example.org
Due to social distancing you will required to book online. You can do you so here: Booking Site


# 9mm Carbine Shtf - (Step By Step) - 9mm Carbine Shtf
Get live Free Game Zone (FGZ) videos feed as mentioned on Youtube to help you stay informed on latest news, trends and ideas.This is shot with the DJI Inspire one mounted with the Zenmuse XT Flir camera and gimbal.
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On Monday, LG has launched new budget tablet in South Korea named LG G Pad IV 8.0 FHD LTE to its G Pad tablet portfolio.
caliber Conversions Table - Manuel Lisa
Then select your bullet weight, powder manufacturer and powder type. If you.
WW2 Small Arms Identification Gallery - German Daggers
Expedient Homemade Firearms, The 9mm Submachine Gun
Multiphase Design Example...
What is the average effective range of a 9mm round fired
We used the 336 resolution camera with the 9mm lens and are.To the best of our knowledge, all the examples shown are original pre-1945.


The Benchmade® 7 Hook is a skelotonized 440C (58-60 HRC) high-chromium stainless steel rescue style fixed hook blade featuring a single piece dip-coated handle. Balancing hardness and corrosion resistance, the larger handle works well even with larger hands.
LENGTH: 4.30 in | 10.92 cm
WEIGHT: 1.50 oz | 42.52 g
440C (58-60 HRC) HC Stainless Steel
At no cost to you, Benchmade will inspect, repair, clean, oil, adjust, and re-sharpen your Benchmade knife to a factory-sharp edge, for the entire life of the blade.


Designed for law enforcement and military applications where weapon organization is a necessity.
Offer an affordable storage solution for
long guns in 4-post shelving.
Vary in storage density from 11 weapons (36" wide) to 15 weapons (48" wide).
Available in 36", 42" and 48" widths
Designed for 12" depth.
Barrel Rest - 1.5" wide x 2.5" deep
bottom shelf - 2" wide x 2.5" deep
Stock Color: White
Shelf Supports for bottom shelf - not included.
Rubber Edging included in Net Price. Edging is shipped bulk
This functional and economical solution is engineered and designed to be interchangeable inside 4-post shelving and can accommodate a variety of long gun sizes. The "Rifle Storage Rack" consists of a base shelf that holds the rifle butt stock and a cantilever barrel rest that cradles the barrel.


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TANTO SAMURAI SWORDS. The smallest of our Samurai Swords for sale, a Japanese Tanto (tantō) is a type of dagger. The tanto blade is traditionally single or double edged and can range in length between 15 and 30cm. The tanto's primary use was a type of stabbing weapon, however, the blade could also be used for slashing as well. Slashes down enemies with double kunai knives and the katana blade on its back. Ninja Clash 3d is one of the best Shooting Game you can play on Kevin Games. Community content is available under CC-BY-SA unless otherwise noted. ... 2010. exe 02. fandom. Utain Prommin. Recruitable at level 70 Yagura Yagura Ninjas use sword, martial arts, and. List of Double-Edged Sword Weapons. Have spinning slash attacks that can deal damage to multiple targets but are difficult to wield for beginners. Works well as dual weapons rather single-handed. Spinning Slash: A favorite skill of dexterous warriors. WH4B-SS1195: Japanese Double Dragon Fury Samurai Katana Sword Local Business Mississauga / Peel Region 10/07/2022. Description: This is the Japanese Dragon Fury Samurai Katana Sword. The blade of the sword measures 26.75 inches and has been constructed from high carbon steel with a visible Hamon (temper line) and it comes slightly sharpened..
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The Dual Samurai Swords are a members-only clothing item that is worn on the back. It is currently sold in Epic Wonders and it was first released in January 2012. The Dual Samurai Swords consists of two swords that have wide, shiny blades and are attached to a strap with a buckle. Each sword has a handle with a flat pommel and a rectangular hilt with ribbons tied to. Double Edged Sword: Directed by Alex Kirby. With Ian McShane, Dudley Sutton, Caroline Langrishe, Diane Parish. Shady businessman Frank Whymark's priceless 18th Century samurai sword has been stolen and he enlists Lovejoy to locate within 3 days or else. Our Online Swords Store in the UK has the largest variety of Hand Forged Samurai Swords in the world. +44 (0208) 125-7158 ... Honshu Boshin Double Edge Ninja Sword With Scabbard - UC3245. Our sword stands will turn your sword collection clutter to an exquisite focal point in the room. We have display stands that can display multiple swords. ... Double Sword Wall Mounted Rack SKU: MC-WS-2WH $ 17.00 Add to Cart. Quick View. ... Samurai Double Sword Stand SKU: MC-WS-2NDX $ 20.00 Add to Cart. Quick View. AOSHI SHINOMORI DOUBLE KODACHI: SAMURAI KATANA SWORD PHILIPPINES. Metro Manila Metal Wood and Glass Rare. Aoshi Shinomoris Double Kodachi: Samurai Katana Sword Philippines Shinomori Aoshi , known in Western order as Aoshi Shinomori in the English version of the anime, is a fictional "Okashira" (literally means "the head", means "boss" or.
CosgodRoll Handmade Demon Slayer Sword, 41 inches 1045/1060 Forged Carbon Steel Anime Cosplay Sword with Leather Scabbard, Katana Samurai Swords for Anime Fans. (26) $58.99. +. +. This item: 36" Double Katanas Samurai Swords w/ Twin Back Scabbard. $69.99. Only 16 left in stock - order soon. Ships from and sold by Sharp Knives. List of Double-Edged Sword Weapons. Have spinning slash attacks that can deal damage to multiple targets but are difficult to wield for beginners. Works well as dual weapons rather single-handed. Spinning Slash: A favorite skill of dexterous warriors.
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Rare Antique Signed Japanese Old Tanto Engraved Eagle Sword Samurai Horimono. Super Rare! Beautiful Japanese Horimono!antique Signed Japanese Old Tanto With Engraved Eagle, Horimono Carvingold Blade Japanese Hand Forged Tanto Knife W Eagle Engraving Nice Hamon Temper- Washi With Bag-6 12" Long Blade Including Habaki-10 12" Long Overall W Scabbard.
Buy these functional sharpened swords available with samurai katana, Nodachi and ninja blades in all types of popular colors and designs. Shinwa Katana Swords: Dragon Double Edge Katana Swords ... Buy the Shinwa Dragon Double Edge Katana Swords for $ 239.99. Black Katana Swords $ 139.99. Red Knight Katanas $ 139.99. White Knight Katanas $ 139..


Messerschmitt Me-262 Schwalbe
The first "V1" prototype was ready in April 1941 however the BMW 003 jet engines intended for the aircraft weren't ready so a conventional Junkers Jumo 210 engine with a propeller was fitted to the nose so basic testing of the airframe could be carried out. It wasn't until November 1941 that a pair of BMW 003 were ready to be fitted to the prototype. For the first test flight the Jumo 210 was retained for safety, which proved wise as both BMW 003 engines suffered a flameout causing them to stall, the Jumo 210 was then used to bring the prototype safely back to base. With this failure it was decided to switch to the more reliable Jumo 004 jet engines. The first flight with the Jumo 004 took place on July 1942 in the V3 prototype, marking the first flight of the Me-262 with jets only.
There was opposition to the Me-262 from several high-ranking officials during early development including the head of Messerschmitt, who wanted to concentrate production on proven propeller designs. As well as the commander-in-chief of the Luftwaffe Hermann Göring who expected the war to be won before the aircraft could be ready for production, as such funding & support was withheld at times. After the Me-262 prototype was demonstrated to Hitler in mid 1943 he also insisted that the design should be modified into a multi-role fighter-bomber which lead to redesigns of the nearly finished fighter aircraft. These political problems along with the extended development of the jet engines meant that the Me-262 wasn't able to go into operation use until April 1944, six years after its original conception.
Once in combat though it proved highly capable and able to outperform most allied fighters, with several pilots becoming aces. It was however extremely vulnerable when taking off or landing as it couldn't maneuver or accelerate during this time or the engines would stall. Allied pilots would take advantage of this by loitering around airfields & then attacking Me-262 as they appeared. To combat this the Germans reinforced the anti-aircraft fortifications leading up to the runway in order to give the Me-262 more cover. As the war situation deteriorated though most Me-262's were grounded because of fuel shortages & a lack of trained pilots that could handle the power of the new jet aircraft.
Following the end of the war American, British, French & Soviet forces scrambled to capture these prized aircraft so they could be studied to advance their own jet aircraft programs. Comparative tests between the British Gloster Meteor & American P-80 Shooting Star showed the Me-262 to be superior in several aspects however the engines required constant maintenance & had a relatively short lifespan. As such these tests didn't last long and several aircraft were lost due to engine failures.
Out of the 1,430 aircraft built during the war only nine still exist today in museums, with only one still in its original markings. In 2003 the Texas Airplane Factory started the "Me-262 Project" in which they built several replicas using an original Me-262 that was undergoing restoration as a template. Unlike most replicas, which are classified as unique aircraft, the exact replication of the parts used in these Me-262s meant that they are officially registered as newly built Me-262s with the variant name of A-1c. They are all owned by private collectors who often fly them during air shows in American & Germany.
|1930 - 1940:
|1940 - 1942:
|1942 - 1944:
|1944 - 1945:
|1945 - 1960:
|1930 - 1960:


Responsible for Equality And Liberty (R.E.A.L.) has warned for many years of the human rights in Communist totalitarian North Korea. R.E.A.L. has reported about the North Korea concentration camps, starvation of vulnerable public and abandonment of children in North Korea. We have seen the singular focus of Communist North Korea’s development of weapons of mass destruction. North Korea’s primary ideologies is one of “tanil minjok” (pure race), which seeks a warlike “minjok” against the rest of the world. This is an excuse for war by the North Korean dictator; it is not true and not based in reality. It similar to the same rationale that the Axis powers used during World War II.
R.E.A.L. calls upon responsible members of the North Korea society to bring an end to growing efforts at violence in their nation today.
The current threat of a North Korea nuclear bomb or use of it as an Electromagnetic Pulse (EMP) device is a threat to the world. Not only are such nuclear bomb weapons a threat to world peace, the calls by the North Korea government to use such a weapon for a “super-powerful EMP attack” has the capability of threatening the lives of many more individuals, including those vulnerable individuals depended on the shared electrical grid dependent on such resources for their survival.
On September 3, 2017, the Government of North Korea (DPRK) made such a threat, using its KCNA news agency in a report entitled “Kim Jong Un Gives Guidance to Nuclear Weaponization.” In the report, the North Korea government stated that Communist dictator Kim Jong Un met ith “senior officials of the Department of Munitions Industry of the Central Committee of the Workers’ Party of Korea (WPK) and scientists of the Nuclear Weapons Institute before being briefed on the details of nuclear weaponization. The institute recently succeeded in making a more developed nuke, true to the strategic intention of the WPK for bringing about a signal turn in nuclear weaponization.” It further stated: “The scientists further upgraded its technical performance at a higher ultra-modern level on the basis of precious successes made in the first H-bomb test. The H-bomb, the explosive power of which is adjustable from tens kiloton to hundreds kiloton, is a multi-functional thermonuclear nuke with great destructive power which can be detonated even at high altitudes for super-powerful EMP attack according to strategic goals.”
Some “experts” told the New York Times, they are skeptical of the North Korea’s full “hydrogen bomb” level of testing.
While many believe this to be a threat targeted towards only the United States of America (U.S.A.), the reality is the Communist North Korea threat is a threat to world peace for all people and all nations. As recent research shows, the expanded North Korea threat will target all nations, both in nuclear strikes and possible EMP destruction. On July 21, 2017, North Korea fired a missile at an elevated trajectory of 3,700 kilometers (2,300 miles) high and for a distance of 1,000 kilometers (621 miles). On a flatter, standard trajectory, this would be a significantly broader distance, up to 10,400 kilometers (6,500 miles), and some analysts believe North Korea is building capability for missile strike of 11,700 kilometers (7,250 miles).
A high-altitude EMP attack could be achieved by a nuclear weapon detonated at 30-400 kilometers altitude above the atmosphere. On July 21, 2017, the world discovered that this was definitely a possible threat by the Communist North Korean government, and one that it could possibly achieve quickly and without warning.
The North Korea September 3, 2017 threat to use a EMP and nuclear attack on the public is a massive threat of public human rights and safety, especially given the documented history of the North Korean government’s willingness to use Nazi-like crimes against humanity against their own citizens.
We must not exaggerate the danger of an EMP strike to every electronic device. But the threat of an EMP strike does not have meaningful testing in our modern age. The destruction of masses of vulnerable electrical grids, is not only an act of war, but also an act that would inevitably become an act of mass casualty terrorism, not in moments, but prolonged over months through societal and infrastruction distruption to vulnerable individuals.
The April 2008 “The Report of the Commission to Assess the Threat to the US from EMP Attack” states: “When a nuclear explosion occurs at high altitude, the EMP signal it produces will cover the wide geographic region within the line of sight of the detonation. This broad band, high amplitude EMP, when coupled into sensitive electronics, has the capability to produce widespread and long lasting disruption and damage to the critical infrastructures that underpin the fabric of U.S. society.”
The March 26, 2008 Congressional Research Service (CRS) report “High Altitude Electromagnetic Pulse (HEMP) and High Power Microwave (HPM) Devices: Threat Assessments” states: “Study for A HEMP attack directed against the Unites States continent might involve a one-megaton nuclear warhead, or a smaller one that is specially-designed, using a burst several hundred miles above the mid-western states to affect computers on both coasts. However, creating a HEMP effect over an area 250 miles in diameter, an example size for a battlefield, might only require a rocket with a modest altitude and payload capability that could loft a relatively small nuclear device. If a medium or higher range missile with a nuclear payload were launched from the deck of a freighter at sea, the resulting HEMP could reportedly disable computers over a widearea of the coastal United States.”
Based on physics and mathematically assessments, MIT Engineering Graduate Dr. Jack Liu has assessed the following updated general formula, in a detailed technical study on this issue: “D = Y, where D is the maximum damage distance expressed in kilometers and Y is the yield of the blast in kilotons.” Previous North Korea nuclear bomb tests were estimated at 20 kilotons. EMP impacts would yield an estimated EMP impacted area, per Dr. Liu, as follows: “a 20 KT bomb detonated at optimum height would have a maximum EMP damage distance of 20 km; a 1 MT (1,000 KT) bomb would damage out to 1,000 km” (621 miles). On September 3, 2017, initial studies by NORSAR came to the conclusion that the September 3, 2017 nuclear bomb had a damage yield of 120 kilotons. If this NORSAR estimate of 120 KT is correct and Dr. Liu’s formula is correct, this would give the EMP threat of 120 km area (74 miles). However, we have limited intelligence on the true range of such threats based on attacks at high altitudes.
At the time of posting, the issue of the seismic activity of the September 3, 2017 North Korea nuclear bomb test is not clear and not settled. While NORSAR had estimated that the seismic event resulting from the North Korea nuclear bomb test as 5.8, US stated this (as did China) as 6.3, Japan as 6.1, Russia states as 6.4. According to Arms Control analyst Jeffrey Lewis, he initially reported, “Just for reference: 5.6 is ~100 kilotons. 6.3 is a megaton. Just using Mb=4.05+.75Log(W). YMMV.” And further stated: “6.3 puts us up around a megaton. That would be a staged thermonuclear weapon folks.” Many hours later, he came up with a wide range of kiloton ranges from 63 kilotons (KT) to 542 KT, based on the various calculations. He further explained the different types of equations. (Note: Ankit Panda writes “seismic event magnitudes are measured on the moment magnitude scale. *Not* the Richter scale.”
R.E.A.L. calls for global efforts to stop the aggressive campaign by Communist North Korea’s threatening the security and human rights of people around the world, including significant cooperation by China and Russia in ending this threat.
R.E.A.L. also calls for the North Korea people to stop such efforts at violence by their government and threats against the world. Vulnerable individuals around the world are threatened by such aggressiveness. We urge the North Korean people to stop the escalation of violence against the public human rights and security.
Choose Love, Not Hate. Love Wins.


Just a Technicality, The Sten Sputter Gun.
In 1982 a man named William M. York had a brilliant idea. He created his own fully automatic weapon that he claimed defied federal law and were legal to own. Under the name “York Arms Co.” he took semi-automatic Sten submachine guns and modified them to full auto. Federal law at the time defined a machine gun as firing multiple rounds with a single pull of the trigger. York thought he saw a loophole, his guns didn’t need a trigger!
Instead his Sputter Gun operated by releasing the bolt mechanism. Once the bolt was released the gun would fire continuously (and uncontrollably) until the 32 round magazine was depleted. He also added a forward grip and cuff shaped butt plate to better “control” the device. York advertised the gun as a weapon for those “who want the fun and excitement of owning and firing a fully automatic weapon without the government tax and red tape.”
In 1985 the ATF caught on to York’s creations and ordered him to cease and desist. He was also ordered to recall his Sputter Guns and issue a full refund to all his customers. This proved unnecessary since no one actually purchased any of his firearms.


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Stardate: Forday, 103-130 ABY/TAg Market Island Security Forces
Region: The Tau-Tau Autonomous District
After Action Review: Pre-Emptive Strike Against Bongolaanian Fighter Base;
Morning, Local Time
Based on information provided by members of a Tarsan Diplomatic Security Team, TAg Market Facility managers agreed to launch a pre-emptive strike against the Crimson Ace fighter base on Concmar Island. The purpose of the strike was to prevent Bongolaanian forces from obtaining air and space superiority over the TAg Market Islands.
The Tarsan Security personnel did not want their names or ship (an armed YT-1300 transport) to be identified in this report, but volunteered to join the strike. An electronic warfare pod was attached to their vessel and was assigned to follow Squadron Leader Shamira's X-Wing on the attack run. The station's remaining 4 X-Wings were also readied for action.
The 6-ship formation took off before dawn and flew nap-of-the-earth (NOE) in a circuitous route to the objective.
Due to on-going diplomatic talks, the Crimson Aces were ordered to stand-down, so all their TIE Fighters were on the ground. However, the base was protected by two Surface-to-Orbit Artillery (SOAs--mobile blaster cannons).
Once over Concmar Island, the strike divided into 3 x 2-ship formations, as it flew through the valleys on Concmar Island.
The attack achieved complete surprise. Five TIE fighters and a Lambda-Class Shuttle were destroyed on the first pass.
However, the central SOA vehicle opened fire, damaging Flight Leader Shamira's fighter.
Five more TIE Fighters were destroyed in the second pass. Flight Leader Shamira managed to get off some shots at the second SOA vehicle, but not before receiving more damage to his X-wing. Lieutenant Adva's fighter was also damaged by blaster fire from the central SOA weapon.
Another volley of blaster fire damaged Lieutenant Tsvi's X-Wing as the formation egressed from the target area. Grazing fire from the SOA vehicle destroyed the electronic warfare pod strapped to the YT-1300 freighter.
The pilots of the damaged X-Wings were forced to ditch near the southern tip of Kulovaan Island. The remaining ships landed at Pierson Station without incident. The crew of the YT-1300 insisted on readying their vessel for space flight and took off within hours of landing. Their destination remains unknown at this time.
The three pilots who ejected were picked up by GPV-254 (Grav Patrol Boat).
While only 2 X-Wings remain serviceable, the strike was deemed successful in neutralizing the Crimson Aces' presence on Zenya. Post-strike BDA (Battle Damage Assessment) indicates the remaining craft, 2 x TIE Fighters and a Lambda-Class Shuttle, received at least minor damage.
While successful, less than one-quarter of the Crimson Aces mercenary unit was with hired for by Bongolaan. It is likely the remaining personnel will want to opt-out of their contract and return to their headquarters.


R & R Shootin' Range is a family owned and operated shooting range and gun shop, they are dedicated to serving the community. We offer certified shooting courses and a wide range of top-quality firearms and ammunition at very reasonable prices. Everyone is welcome in our shop from first-time shooters, hunters, gun enthusiasts, to anyone who likes to target practice.
For more information call us at (386)938-1117.
6798 NW 19th Trail, Jennings, FL 32053


Don’t be fooled by its good looks - this is one serious hunting knife. Sharp clip point blade, available in straight- or Double-D® edge, stands up to the rigors of hunting. Its comfortable ergonomic handle offers maximum control. Leather sheath included. Is engraveable and makes a great gift. 5-3/8" blade.
CUTCO's original hunting knife has been a member of the line for nearly half a century and is still a favorite today.
Choose straight- or Double-D® edge blade. Its comfort-grip handle offers maximum control. Leather sheath included.