One of the unique elements that makes the Iron Gods adventure path so fun is the crap-ton of exotic, high technology featured throughout. From laser guns, to force fields, to chainsaw swords, there is a wide selection of sci-fi loot that can be recovered from ancient Numerian ruins, purchased from friendly scavengers, or pried from the cold, dead hands of vanquished foes and, since these items play such a significant role in setting the tone for the Iron Gods adventure path 5E versions of these items are a necessity.
The following are a few new high tech items that I recently converted for a series of short fantasy/horror/sci-fi adventures.
NEW RULES FOR HIGH TECHNOLOGY ITEMS
High Technology Properties
A weapon that has the Autofire property can be used to fire a hail of shots at your enemies in two different ways, each of which takes your Action.
The first is to cover a 10ft radius area with a hail of lead. Make an attack roll and all targets in the area must make a Dexterity save against the result of your attack or take weapon damage (without adding your ability modifier) on a failed save, or half damage on a successful save. This attack uses 10 shots.
The second is to focus fire on a single target. Make an attack roll and, if you hit, add two extra damage dice to your damage roll. For example, if you hit a target with this attack using a Laser Rifle, you roll 4d10 fire damage. This attack uses 5 shots.
A weapon with the laser property passes through force fields and force effects, such as the wall of force spell. 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.
A weapon that has the semi-automatic property can attack twice when the attacker takes the Attack action. This does not stack with the Multiattack or Extra Attack abilities.
High Technology Items
Technological Gear, Very Rare
Weight 10 lbs., Capacity: 100, 1 charge per use
A jetpack consists of a pair of cylindrical tanks worn on a shoulder harness with a pair of motion-sensitive rings worn on the thumbs that are used as wireless thrust and attitude controls. The jetpack can be activated with a Use Object Action or your free “interact with object” action (as described on page 190 of the Player’s Handbook). The jetpack grants a fly speed of 60 feet. The exhaust isn’t hot or concentrated enough to be used as a weapon.
A jetpack can be operated in overdrive, giving the wearer a fly speed of 90 feet and consuming twice as many charges per round.
Weapon (firearm), Rare
Damage: 1d12 radiant, Weight: 2 lbs., Properties: Ammunition (range 50/200), Laser, Semi-Automatic, Reload (Capacity: 10, 1 charge per use).
Weapon (firearm), Very Rare
Damage: 2d10 radiant, Weight: 6 lbs., Properties: Ammunition (range 150/600), Automatic, Laser, Reload (Capacity: 20, 1 charge per use).
Nanite Ablative Armor
Medium Armor, Rare
Armor Class (AC): 13 + Dex modifier (max 2), Weight: 35 lbs, Properties: Reload (Capacity 24, 1 charge per hour)
This suit of armor consists of several layers of scaly mesh over a thick, clothlike polymer weave. When activated, a suit of nanite ablative armor grants the wearer additional protection against nanites, through the use of imperceptible magnetic fields that repel the microscopic robots. An active suit of nanite ablative armor grants advantage on all saving throws against effects from nanite sources and all attack rolls from nanites suffer disadvantage against you while this armor is active.
Medium Armor or Heavy Armor, Rare
Armor Class (AC): 13 + Dex modifier (max 2) (Compact Form) or 15 + Dex modifier (max 2) (Expanded Form), Weight: 20 lbs, Properties: Reload (Capacity 60, 1 charge per 10 minutes)
While inactive, smart armor resembles a breastplate of adamantine scales, which doesn’t seem out of place among most metal armor, except for its alien aesthetics. When activated as a Reaction, smart armor expands to cover the wearer’s legs and limbs, and a built-in magnetic generator hardens the armor into a rigid, plate-like form. When in this form, it uses the statistics of smart armor (expanded form). It can be collapsed back to breastplate form with a bonus action, and automatically retracts when it loses power. In either form, smart armor reduces bludgeoning, piercing, slashing from nonmagical weapons that aren’t adamantine by 2.
Weapon (firearm), Very Rare
Damage: 2d10 thunder, Weight: 6 lbs., Properties: Ammunition (range 150/600), Automatic, Reload (Capacity: 20, 1 charge per use).
A sonic rifle emits a blast of devastating sonic waves that shatter and blast flesh, bone, and anything else they happen to strike. A target critically hit by a sonic rifle must succeed at a DC 13 Constitution saving throw or be deafened. The deafened condition does not heal naturally and must be cured by a lesser restoration
Weapon (firearm), Rare
Damage: 1d12 thunder, Weight: 3 lbs., Properties: Ammunition (range 20/60), Semi-Automatic, Reload (Capacity: 10, 1 charge per use).
This weapon uses a sonic amplifier to produce powerful low-frequency bursts 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 foe alive. When a target is reduced to 0 hit points by a Stun Gun attack, it automatically stabilizes and does not have to make death saving throws. On a critical hit with this weapon, the target is knocked prone if it is Large size or smaller.