Progress Level Six Markets
Format is as Follows:
Name Damage [Crit Range] [Damage Type] - Range Increment - Rate of Fire [Mag Size - Size - Weight] (Purchase DC - Restriction)
*Special Conditions*
Special Note: There are tons of weapon modifiers. Please see the d20 Future Guides for more info as it would take forever to list them here. Alternately tell Aiden to hook you up and Ill select fun things by myself.
Format is as Follows:
Name Damage [Crit Range] [Damage Type] - Range Increment - Rate of Fire [Mag Size - Size - Weight] (Purchase DC - Restriction)
*Special Conditions*
Special Note: There are tons of weapon modifiers. Please see the d20 Future Guides for more info as it would take forever to list them here. Alternately tell Aiden to hook you up and Ill select fun things by myself.
Restricted Objects Info

Licensed Items [Lic]: When purchasing the Licenses for an Item, make a Wealth check against the table above to attain the proper Licenses for the item in question. The paperwork and approvals take a day to complete. A Knowledge [Business] check against the Purchase DC can reduce this time to 1d6 hours. Legitimate Dealers will not sell to those without licenses.
Restricted Items [Res]: Similar to Licensed Items they are only issued to very select individuals. They may also be harder to find, as they would not be something everyone would carry. They require two days time and a higher purchase DC for licensing. Otherwise they work the same as Licensed Items.
Military Items [Mil]: These are the hardest for normal citizens to obtain. With the highest licensing fee and a three day turn over time. If the buyer is actually military personnel they can treat these items as though they simply required a normal License. A Knowledge [Business] check cannot be be used, except by Military personnel.
Black Market/Illegal Items [Ill]: When you dont have a license and you're in need, you can always turn to the Black Market. To locate a Black Market requires a Knowledge [Streetwise] check. 15 in large cities, 20 in towns and 25 in small villages or backwater areas. A Knowledge [Business] check cannot reduce the four day wait time. But it can be reduced down to one day by increasing the Purchase DC by +1 per day reduced.
Requisitioning Equipment
Requisition Request: For Task Forces like Task Hind, it is possible that the characters may attempt to request the use of equipment for the duration of a mission, rather than buying it outright. Provided that Hydra can provide the equipment within the time frame, the character can make a Requisition Request. This is a check done by rolling [1d20 + Character Level + Cha Mod + Table Mods] against the Purchase DC of the item being requisitioned. Generally Requisition Requests, even for items on the premises take 24 hours. But if the check is beaten by more than 5, this can be reduced to 1d4 hours. Below is the Table for Additional Requisition Mods:

In the case that the character making the Request has a License or Restricted License for the item but not the item itself the negative can be waved. Likewise, if the item is a Military grade item and both the user and group they are requesting the item from are military the negative is waved. If only one is currently military [for instance a military company but a non-military requisitioner] then the negative is halved.

In the case that the character making the Request has a License or Restricted License for the item but not the item itself the negative can be waved. Likewise, if the item is a Military grade item and both the user and group they are requesting the item from are military the negative is waved. If only one is currently military [for instance a military company but a non-military requisitioner] then the negative is halved.
Masterwork Equipment
Masterwork Quality: When an Item is Masterwork Quality it means that it is better than the average piece of equipment. Generally Masterwork +1 is the highest you could find on sale in a store which specializes in the item you are looking for. This boost adds +1 to either attack rolls, damage or in the case of armor, defense. It adds +3 to the Purchase DC of the item in question. +2 Masterwork would be exceptionally hard to find, and should rarely be accessible to the players except when they go out of their way to locate such equipment. +3 Masterwork equipment can generally only be made by a character with the appropriate Class or Feats.
Progress Lvl 6 Ranged Weapons
Charge Pistol 2d8 [20] [Ballistic] - 60 ft - S, A [30 - Med - 2lb] (18 DC - Lic)
Charge Rifle 2d10 [20] [Ballistic] - 150 ft - S, A [50 - Large - 14lb] (24 DC - Lic)
Concussion Gun 2d10 [20] [Concussion | Non-Lethal] - 10 ft - S [Special - Large - 9 lb] (16 DC - Lic)
Flechette Pistol 2d6 [20] [Piercing, Slashing] - 40 - S, A [30 - Med - 2 lb] (20 DC - Res)
Flechette Rifle 2d8 [20] [Piercing, Slashing] - 80 - S, A [50 - Large - 12 lb] (26 DC - Res)
Laser Pistol 2d8 [20] [Fire] - 40 - S [50 - Med - 3 lb] (17 DC - Lic)
Laser Rifle 3d8 [20] [Fire] - 80 - S, A [50 - Large - 8 lb] (19 DC - Res)
Laser Sniper 3d8 [20] [Fire] - 120 - S [50 - Large - 14 lb] (21 DC - Res)
Charge Rifle 2d10 [20] [Ballistic] - 150 ft - S, A [50 - Large - 14lb] (24 DC - Lic)
Concussion Gun 2d10 [20] [Concussion | Non-Lethal] - 10 ft - S [Special - Large - 9 lb] (16 DC - Lic)
Flechette Pistol 2d6 [20] [Piercing, Slashing] - 40 - S, A [30 - Med - 2 lb] (20 DC - Res)
Flechette Rifle 2d8 [20] [Piercing, Slashing] - 80 - S, A [50 - Large - 12 lb] (26 DC - Res)
Laser Pistol 2d8 [20] [Fire] - 40 - S [50 - Med - 3 lb] (17 DC - Lic)
Laser Rifle 3d8 [20] [Fire] - 80 - S, A [50 - Large - 8 lb] (19 DC - Res)
Laser Sniper 3d8 [20] [Fire] - 120 - S [50 - Large - 14 lb] (21 DC - Res)
Progress Lvl 6 Melee Weapons
Chain Sword 2d8 [19-20] [Slashing] - n/a - [Large - 4 lb] (17 DC - Ill)
High Frequency Sword 2d6 [19-20] [Slashing] - n/a - [Large - 2 lb] (15 DC - Lic)
Stun Baton 1d6 + Special* [20] [Bludgeoning] - n/a - [Med - 1 lb] (16 DC)
*DC 10+ Damage Dealt Fort Save or stunned for 1d4 rounds*
High Frequency Sword 2d6 [19-20] [Slashing] - n/a - [Large - 2 lb] (15 DC - Lic)
Stun Baton 1d6 + Special* [20] [Bludgeoning] - n/a - [Med - 1 lb] (16 DC)
*DC 10+ Damage Dealt Fort Save or stunned for 1d4 rounds*
Progress Lvl 6 Tech & Gadgets
Armor Flex: Armorflex is a treatment applied to armor that reacts to an electrical current controlled by the wearer. This current allows the armor to become more flexible or more rigid. With a move action the wearer can adjust the equipment's bonus to defense, alter the max dex bonus and armor penalty of the armor. The baseline is the normal armor's bonus. This can be decreased down point by point to zero, each time increasing the max dex bonus by one and reducing the armor penalty by one [to a minimum of zero]. Purchase DC: +5 to the Armor DC
Blackout Goggles: An incredibly advanced version of night-vision goggles, Blackout Goggles do not need any light to see. Even in artifically enhanced darkness they provide black and white vision out to sixty feet. Purchase DC: 18 [Lic]
Jumper Pack: A jumper pack is a bulky backpack that allows the wearer to fly short distances. It is less versatile than the jetpack as it can carry the wearer a maximum of 250 feet before it forces the user to land. A character equipped with a jumper pack can fly at a speed of 50 feet with poor maneuverability. Each pack carries enough fuel for 10 jumps, at which point it must be replaced with a DC 8 fuel cell. Purchase DC: 15
Jetpack: A jetpack can provide powered flight at a speed of 60 feet with good maneuverability for up to two hours. Replacement fuel cells on this pack require a DC 10 check. Purchase DC: 16 [Lic]
Microtorch: The microtorch, which is no larger than a flashlight, is a handheld welder and cutting torch combination. It is commonly used by rescue services, service workers and military engineers. In addition to making sturdy welds, the microtorch can burn through steel. A microtorch deals 2d10 points of damage, but must be an inch from the surface it is trying to cut. To be used as a weapon the user must make a melee touch attack. Purchase DC: 12
Piercing Panel: The forerunner of the piercing visor, the panel allows the user to see through any solid object that the Panel is pressed against. It uses various sensors to render an image of what lies on the other side. Placing and activating the Panel is a Full-Round Action and it can only penetrate up to 3 inches of metal [except lead, which it cant penetrate] or 1 foot of other materials. Purchase DC: 13 [Res]
Graphic Weave: A fine mesh installed in the clothing of the user allows them to change the programmed color, pattern or even appearance of cut of the clothing [though the shape itself does not actually change]. Depending on the use this could potentially give the user a +1 to Disguise or Hide checks. It requires a move action to change the current pattern and six variations can be stored at any given time. Creating a new pattern takes a DC 15 Computer Use check. Purchase DC: +1 to the Clothing's DC
Wrist-Comp: This small computer can fit on the user's wrist, similar to a wrist watch. It functions exactly like any other computer except its small size imposes a -1 penalty to Computer Use checks done on it. Purchase DC: 20
Computer Card: A super miniature computer that has been reduced in size, similar to a wrist computer but with a larger screen the approximate size of a credit card. It can be hooked into any computer interface or display and can function exactly like any other personal computer. Purchase DC: 22
Holographic Display: A three-dimensional holographic display allows for increased graphic rendering and finger control. This grants a +2 equipment bonus to Computer Use checks. Purchase DC: +3 to the Computer/System
Prehensile Appendage: Useful for scientists, explorers and anyone in need of an extra hand. This long cylindrical appendage attaches at the base to a piece of armor and has a grasping claw at the end of it. It cannot be used to make an attack but can be used to make a grapple check [w/ a +2 bonus] or hold items. Purchase DC: +6 to the Armor
Blackout Goggles: An incredibly advanced version of night-vision goggles, Blackout Goggles do not need any light to see. Even in artifically enhanced darkness they provide black and white vision out to sixty feet. Purchase DC: 18 [Lic]
Jumper Pack: A jumper pack is a bulky backpack that allows the wearer to fly short distances. It is less versatile than the jetpack as it can carry the wearer a maximum of 250 feet before it forces the user to land. A character equipped with a jumper pack can fly at a speed of 50 feet with poor maneuverability. Each pack carries enough fuel for 10 jumps, at which point it must be replaced with a DC 8 fuel cell. Purchase DC: 15
Jetpack: A jetpack can provide powered flight at a speed of 60 feet with good maneuverability for up to two hours. Replacement fuel cells on this pack require a DC 10 check. Purchase DC: 16 [Lic]
Microtorch: The microtorch, which is no larger than a flashlight, is a handheld welder and cutting torch combination. It is commonly used by rescue services, service workers and military engineers. In addition to making sturdy welds, the microtorch can burn through steel. A microtorch deals 2d10 points of damage, but must be an inch from the surface it is trying to cut. To be used as a weapon the user must make a melee touch attack. Purchase DC: 12
Piercing Panel: The forerunner of the piercing visor, the panel allows the user to see through any solid object that the Panel is pressed against. It uses various sensors to render an image of what lies on the other side. Placing and activating the Panel is a Full-Round Action and it can only penetrate up to 3 inches of metal [except lead, which it cant penetrate] or 1 foot of other materials. Purchase DC: 13 [Res]
Graphic Weave: A fine mesh installed in the clothing of the user allows them to change the programmed color, pattern or even appearance of cut of the clothing [though the shape itself does not actually change]. Depending on the use this could potentially give the user a +1 to Disguise or Hide checks. It requires a move action to change the current pattern and six variations can be stored at any given time. Creating a new pattern takes a DC 15 Computer Use check. Purchase DC: +1 to the Clothing's DC
Wrist-Comp: This small computer can fit on the user's wrist, similar to a wrist watch. It functions exactly like any other computer except its small size imposes a -1 penalty to Computer Use checks done on it. Purchase DC: 20
Computer Card: A super miniature computer that has been reduced in size, similar to a wrist computer but with a larger screen the approximate size of a credit card. It can be hooked into any computer interface or display and can function exactly like any other personal computer. Purchase DC: 22
Holographic Display: A three-dimensional holographic display allows for increased graphic rendering and finger control. This grants a +2 equipment bonus to Computer Use checks. Purchase DC: +3 to the Computer/System
Prehensile Appendage: Useful for scientists, explorers and anyone in need of an extra hand. This long cylindrical appendage attaches at the base to a piece of armor and has a grasping claw at the end of it. It cannot be used to make an attack but can be used to make a grapple check [w/ a +2 bonus] or hold items. Purchase DC: +6 to the Armor
Progress Level 6 HUD Equipment
Heads-Up Display: A HUD is something that we all recognize from sci-fi, comprised of a series of optical sensors, data intake and display, all of which can be projected over someone's vision. The basic HUD is a large visor that allows for communication and transition of images and data to others on a linked network. It provides a +2 Spot bonus to searching for specific targets or objects. Purchase DC: 7
Display Glasses: An upgrade of the HUD in the form of a pair of slim, wrap around glasses that have ear-pieces for the transmission of audio information. Provides all the same bonuses of the HUD in a smaller form. Purchase DC: 12
Display Contacts: These contact lenses project a semi-transparent image in the user's field of vision that can be controlled. This is a replacement for the HUDs of previous generations and provides all the same bonuses in a smaller form. Purchase DC: 16
HUD Software: Targeting: This can only be utilized in conjunction with a weapon that has the video or digital scope gadget attached. This allows the user to see through the video scope without actually looking through at the weapon at all. This allows things such as firing around corners without exposing oneself. It grants a +1 Attack Bonus to the weapon it is linked to. Purchase DC: +2 to the HUD DC
HUD Software: Vehicle Link: Allows the user to link to and interact with a vehicle through their HUD. Grants a +1 bonus on Drive or Pilot Checks to the linked device. Purchase DC: +2 to the HUD DC
Display Glasses: An upgrade of the HUD in the form of a pair of slim, wrap around glasses that have ear-pieces for the transmission of audio information. Provides all the same bonuses of the HUD in a smaller form. Purchase DC: 12
Display Contacts: These contact lenses project a semi-transparent image in the user's field of vision that can be controlled. This is a replacement for the HUDs of previous generations and provides all the same bonuses in a smaller form. Purchase DC: 16
HUD Software: Targeting: This can only be utilized in conjunction with a weapon that has the video or digital scope gadget attached. This allows the user to see through the video scope without actually looking through at the weapon at all. This allows things such as firing around corners without exposing oneself. It grants a +1 Attack Bonus to the weapon it is linked to. Purchase DC: +2 to the HUD DC
HUD Software: Vehicle Link: Allows the user to link to and interact with a vehicle through their HUD. Grants a +1 bonus on Drive or Pilot Checks to the linked device. Purchase DC: +2 to the HUD DC
