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 |