These weapons can't be hot-shotted.
They use either powercells (15eb, 20 charges) or military
power-backpacks (150eb, 200 charges). Each weapon uses a
different
number of charges per shot (listed where magazine capacity usually
is)
and hold a different number of powercells (listed after it's
name).
The
cells and backpacks may be recharged using cyberpunk laser rules or
by
combustion chargers (requires CHOOH2 fuel, 15 charges per hour, 175
eb
approx.), solar chargers (45 charges per hour, requires light source,
350eb approx.) or direct connection to a nuclear power source (100
charges per hour). The guns may be directly hooked up to nuclear
power
for infinite shots.
Energy weapons:
Generic laspistol (2 cells)
P +1 J P 4D6
(2) 3 VR 75m 750eb
Hold-out laspistol (1 cell)
P +1 P P 2D6 (3)
3 ST 40m 100eb (raise this one if you like, it's dirt
cheap!)
Nakjama laspistol (1 cell)
P +1 J P 3D6 (1)
3 VR 90m 750eb
Sunbeam Nova laspistol (2 cells)
P +1 J P 5D6 (4)
3 VR 70m 750eb
Sunbeam Supernova laspistol (3 cells)
P +1 J R 8D6 (10)
2 VR 100m 1250eb
Generic laspistol (2 cells)
RIF +1 L P 4D6+2
(5)
3 VR 190m 1250eb
Intek lasrifle (2 cells)
RIF +2 L P 2D6+2
(2)
3 VR 320m 1250eb
Pulse laspistol (2 cells)
P +2 J R 3D6 (2)
3/10 VR 50m 1000eb
Pulse lasrifle (4 cells)
RIF +2 L R 3D6+2
(4)
3/10 VR 175m 2000eb
Powered weapons :
Mauser 960 assault system - 2200eb,
holds 4 cells.
RIF +2 N R 3D6+3
(2) 1/10 VR 180m
HVY 0 - -
(
25mm ) 6 1/3 ST 150m
(grenade)
Sonic Stunner - 200eb, holds 2
cells.
P 0 J C 2D6+4*
(4) 1 VR 25m
*Roll damage against the target's BOD. If damage is greater,
target
is knocked out for 5D6 minutes. If damage is less, user suffers
-3 REF
and -3 INT from headaches and lack of coordination for 1D6 minutes.
Targets knocked out suffer -2 REF and -2 INT from headaches and lack
of
coordination for 1D6 minutes when they wake up.
Slug weapons (using good old bullets, and costing virtually nothing!)
Generic pistol : P +1
J E 2D6+3
6 1 ST 50m 120eb
(.357 mag)
Autopistol : P +1
J
E 2D6 10 2 ST
50m
150eb
(9mm)
Sternsnacht : P +1 J E
4D6+2
3 1 ST 75m 250eb
(.50 AE)
Mydron MP : P +1 J E
1D6+2
20 1/3 ST 75m 200eb
(7mm)
Generic holdout : P 0 P E 1D6+2
5 2 ST 25m 60eb
(7mm)
Generic SMG : SMG +1 L E 3D6
50
1/3/25 ST 150m 300eb
(11mm)
Rorynex SMG : SMG +1 L E 3D6+2 100
1/3/25
ST 135m 300eb
(.45 Super)
Imperator SMG : SMG +1 L E 2D6 50
1/3/25
ST 170m 375eb
(9mm)
Generic rifle : RIF 0 N E 5D6 40
1/3/20 ST 250m 240eb
(5.56mm)
Federated long rifle : RIF 0 N E 4D6
10 1 ST 350m 300eb
(4.5mm)
Zeus heavy rifle : RIF 0 N E 6D10
5 1 ST 500m 350eb
(.460 WM)
2-barrel shotgun : SHG +1 N E 4D6 2
2
ST 50m 200eb
(12 ga.)
Pump shotgun : SHG +1 N E 4D6 6
1 ST 70m 300eb
(12 ga.)
Mini-grenade launcher (May be underbarrel mounted on rifles/SMG's)
HVY 0 J/L
E
(25mm grenade) 5 1 ST 75m 200eb
Gyrojet weapons : These fire
rockets of various sizes and are equally
effective against vehicles and infantry (ignore 2x SP modifier for
vehicles).
Gyrojet rifle : RIF 0
N C 3D6+6 10
1 VR 435m 1250eb
Ammo : 200eb/magazine.
Heavy gyrojet gun : RIF 0 N C 6D6+6
5
1 VR 435m 2500eb
Ammo : 250eb/magazine.
Gyroslug rifle : RIF 0 L C 3D6+3 50
2 VR 255m 1000eb
Ammo : 20eb/magazine.
Gyroslug carbine : RIF 0 J/L C 2D6+5
20 2 VR 180m 500eb
Ammo : 5eb/magazine.
Holdout gyrojet pistol : P 0 P C 3D6+3
2 2 ST 25m 40eb
Ammo : 1eb/magazine.
Needler weapons : These fire
flechettes (SP 1/4, damage 1/2) stripped
from a plastic block in burst-fire mode. The ROF is how many
bursts you
may fire.
Needler pistol : P +1
J C 2D6+2 10
3 ST 30m 140eb
Ammo : 1eb/block.
Needler SMG : SMG J/L C 3D6+2 20 3
ST 80m 220eb
Ammo : 2eb/block.
Holdout needler : P +1 P C 2D6 5
3 ST 15m 70eb
Ammo : 1eb/block.
Flamers (Burn, baby burn!)
Flamer pistol : P
+2 J C 2D6 (2.5m) 10
1 ST 35m 250eb
Fuel :
1eb/tank.
Flamer : RIF +1
L C 2D10 (7.5m) 12
1 ST 30m 500eb
Fuel :
2eb/tank.