Weapons

Weapons

Cyberfry Grenade

When thrown, this gives off an EMP burst in a particular spectrum so that it only affects the gel circuitry used in cyberware. Armor and skin reinforcement are ineffective against it, so anyone within the burst must rely on their base Toughness. Each success/raise on the damage roll knocks out one Cyberload point worth of cyberware for five minutes. For each raise beyond the character's Cyberload, the knockout period lasts an additional minute. Due to its lack of circuitry, skin reinforcement isn't affected.

Lasers

Lasers are the cheapest and most commonly available weapons on the market. Though they inflict relatively little damage they have good range and the advantage of not causing recoil (handy when in zero G). Ammunition comes in the form of rechargeable batteries which are in different sizes for pistols and rifles. A special kind of laser is the hyperdisrupter, which uses quantium wiring. When used against most sentients, all it causes is a mild sensation. Against spirits however, it causes regular damage, even if it hasn't manifested. Against Blacksouls, it acts as a stunner (see below). Against a possessed sentient, the wielder makes an opposed roll of Shooting vs. the demon's Spirit. On a basic success, the sentient automatically gets to make an opposed Spirit roll against the demon to regain control. On a raise, the demon is automatically evicted, though it doesn't stop it from possessing somebody else.

Needle Guns

Needle guns work by extracting slivers from a block of magnetic metal and propelling them magnetically. They provide the punch of a plasma gun with the range of a laser. However, they're not very effective at penetrating armor, which is treated as double its normal value against needle gun attacks. They also require a laser battery to power them. A fully charged battery is good for five ammo blocks. There is also a shotgun version of the needle gun using the shotgun rules on page 50 of Savage Worlds. It is a single barrel affair and uses rifle ammo blocks and batteries. However, due to the power requirements needed to cause the spread effect, each battery is good for only three ammo blocks.

Plasma Guns

Plasma guns are good for delivering lots of damage, though at the cost of a reduced range. As an advantage, they also cause fire damage as described on page 97 of Savage Worlds. However, this does not happen when in space. Plasma guns use the same kind of batteries that lasers do. There is also a shotgun version of the plasma gun using the shotgun rules on page 50 of Savage Worlds. It is a double barrel affair and uses chemical cartridges for ammunition instead of batteries. Both barrels can be fired at once, causing a fearsome spectacle.

Stunners

Stunners are the weapon preferred by those who like to shoot first and ask questions later while being able to get answers without the aid of a necromancer. Basic success on the damage roll gives a Shaken result as described on page 72 of Savage Worlds. For every raise on the damage roll, the target is knocked out for five minutes. If the target is wearing armor, the attack is stopped cold. There is also a modified form of stunner which is known as a screamer. Screamers deliver lethal damage and are illegal in the Confederacy. However, they look the same as stunners and most weapon scanners register them as such. When hit by a screamer, in addition to any normal damage caused, a Vigor roll must be made. If there were any raises on the damage roll, they are applied to the Vigor roll as a penalty. Failing the Vigor roll means that either Agility or Smarts (randomly determined) goes down by one die type until the wounds heal up. If the Vigor roll was snake eyes, the Agility/Smarts loss is permanent. Unlike stunners, screamers can penetrate armor, but any armor worn is effectively doubled as with needle guns. Stunners and screamers only come in pistol form, have no recoil, and use laser pistol batteries. Neither have any effect on manifested spirits.

Ranged Weapons

Type Range Damage RoF Cost Weight Shots Min. Str Notes
Cyberfry Grenade 5/10/20 3d6 1 800 .5 - - Medium Burst Template
Hyperdisrupter pistol 15/30/60 2d6 1 15000 3 20 - effective against spirits and Blacksouls only
Hyperdisrupter rifle 30/60/120 3d6 3 30000 6 30 - effective against spirits and Blacksouls only
Laser pistol 15/30/60 2d6 1 4000 3 20 -
Laser rifle 30/60/120 3d6 3 8000 6 30 -
Needle pistol 15/30/60 3d6 1 7000 4 15 - armor is effectively doubled
Needle rifle 30/60/120 4d6 3 14000 8 25 d6 armor is effectively doubled
Needle shotgun 18/36/72 1-3d8 1 10000 6 25 d6 armor is effectively doubled
Plasma pistol 10/20/40 3d6 1 5500 5 10 d6 AP 2, fire damage except in vacuum
Plasma rifle 20/40/80 4d6 3 11000 10 20 d8 AP 2, fire damage except in vacuum
Plasma shotgun 12/24/48 1-3d8 1 8000 8 2 d8 fire damage except in vacuum
Screamer 12/24/48 5d6 1 18000 2 5 - Vigor roll to avoid nerve damage, armor is effectively doubled
Stunner 12/24/48 3d6 1 3000 2 30 - knocks out target for five minutes per raise, ineffective against armor

Ammunition

Ammo Weight Cost Notes
Battery, pistol .5 100
Battery, rifle 1 200
HD battery, pistol .5 200 uses quantium wiring
HD battery, rifle 1 400 uses quantium wiring
Needle block, pistol 1 50
Needle bock, rifle 2 100
Plasma cartridge .1 5

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