Simple random roll tables for a Technological weapon in 4th edition D&D.
As a rule, the weapon recharges slowly over the course of a day, and can be fired once or twice, I suggest giving the weapon a daily "full power' shot, and an at will "low power) shot, such as a stun effect.
I've created a set of simple random roll tables in five easy steps, so that you can throw together a new technological weapon in a jiffy.
Step One: Type of Weapon.Roll 1d20
1-2 : Ring.
3-4 : Ball.
5-6 : Rod.
7-8: Visor or Gauntlet.
9-10 : Pistol.
11-12 : Sub Machine Gun.
13-14 : Rifle.
15-16 : Staff or Lance.
17-18 : Bazooka.
19-20 : Portable Canon.
Step Two: Damage Type.Roll 1d20
1-2 : Arcane
3-4 : Thunder
5-6 : Poison
7-8 : Force
9-10 : Acid
11-12 : Fire
13-14 : Cold
15-16 : Lightning
17-18 : Radiant
19 : Necrotic
20 : Psychic
Step Three: Special Features.Roll 1d20
1- No Special Features.
2- The weapon may be over-charged, using up all charges for the day to inflict an automatic critical on any attack roll that hits the target.
3- Add an additional damage type, the weapons fires both of these at the same time.
4- The weapon has a stun setting, an attack that hits inflicts no damage but stuns the target for two turns.
5- Add an additional damage type, the weapon fire either type of damage, but not both at once.
6- The weapon can be fully recharged by putting an astral diamond in it (this destroys the diamond).
7- The weapon can be set to self destruct, exploding after five rounds, inflicting a critical hit to everything within 4 squares.
8- The weapon can generate a temporary field of the damage type determined in step two, this field surrounds the wielder and absorbs one point of incoming damage per level of the weapon, also, it inflicts one point per level to any object which makes contact with the protective field. This uses up one of the weapon charges and lasts for three turns.
9- The weapon has superior targeting, adding +1 to attack rolls.
10- Self Guidance System, the weapon can be fired using a minor action.
11- Sniper function, the weapon has no strike penalty for firing at long range targets.
12- Blaster, the weapon unleashes a burst 1 explosion where it strikes the target.
13- Damage settings, the weapon can be set to inflict 1 point of damage, or higher, up to the full damage listed for the weapon's level, it is up to the wielder to decide how much damage from a roll is inflicted.
14- The weapon can be set to add a slowing effect on any attack that hits (save ends).
15- The weapon can be fully recharged when a mage expends one daily power and one healing surge to power it up using arcane means.
16- The weapon can be set to drain a healing surge from the wielder for each shot it fires, with no limit to the amount of times it can be fired in one day.
17- The weapon will absorb another damage type by being charged up using that type as a power source, each change will last for that day worth of use only, before it resets to default damage type.
18- The weapon can be set to release a burst 3 charge that inflicts normal damage to all enemy targets only (attacking reflex defence), leaving allies unharmed, expends two charges per burst.
19- The weapon has an extra large power source, holding twice as many charges for daily use, but the damage it inflicts is one rank lower on the damage per level chart.
20- Two Special Features (roll twice on the table).
Step Four: Weapon Range.Roll 1d20 and add the result to a base range of 5 squares, add one square per level of the item.
Long range for the weapon is simply twice this number, and the usual strike penalty applies.
Step Five: Damage level.Ring - Base damage dice is 1d4
Ball – Base damage dice is 1d6
Rod - Base damage dice is 1d6
Visor or Gauntlet - Base damage dice is 1d6
Pistol - Base damage dice is 1d8
Sub Machine Gun - Base damage dice is 1d8
Rifle - Base damage dice is 1d10
Staff or Lance - Base damage dice is 1d10
Bazooka - Base damage dice is 1d12
Portable Canon - Base damage dice is 1d12