D6 Stats
Model: No formal designation Type: Plasma weapon Scale: Character Skill: Plasma Weapons Ammo: 10 Cost: 10,000 Availability:4, X Range: 5-20/50/80 Damage: 7D Special: Requires at least 3D+1 Strength to use, requires a Moderate Strength check after firing to fire again next round
D20 Stats
Model: Plasma Rifle Type: Exotic Size: Large Ammo: 10 Cost: 10,000 Range Increment: 10 Critical: 20 Damage: 7d6 Special: Requires Strength 13; Strength check (DC 15) after firing to fire again next round
Description: A totally revolutionary, totally illegal, and totally lethal new weapon, the plasma rifle uses a new form of energy to give immense destructive power. Originally conceived by the outlaw tech Spyder as an improvement upon its cousin the Plasma Pack, it harnesses a mini-fusion reactor and electromagnets to harness the power of raw plasma (superheated gas). The gun is massive, bigger than some diminutive species of aliens, and incredibly heavy. It seems to not even be built for humans; it fits much more easily into the hands of larger aliens such as Wookies and Herglics. Its unmistakable flat barrel and huge loading mechanism make it quite obvious to those who know what it is. When fired, the gun opens up the minuature fusion reactor, releasing deadly hot gas. The magnets inside then channel the energy down and out the barrel, resulting in what appears to be a storm of blinding-hot flame and arcing electricity in a giant bolt, making it somewhat hard to avoid. The release is accompanied by a thunderclap as air is incinerated in its path. Though a very new weapon, in the few times it has been seen, it is usually in the hands of terrorists and the like; law enforcement cannot use it due to civilian casualties, smugglers cannot because it attracts attention and bounty hunters usually need at least a recognizable piece of their target left.
Zolar's Note: One of the hidden drawbacks with this weapon is its extreme visibility; once you start firing it you'll stand out like a stormtrooper in a Rebel convention. But with this gun, sometimes it doesn't even matter...
D6 Stats
Model: No Formal Designation Type: Anti-Vehicular Vulcan Cannon Scale: Character Ammo: Packs of 3,000 Cost: Not For Sale (usually) Availability: 4, X Range: 20-30/30-60/60-200 Rate of Fire: 1/2 Damage: 5D Walker Special: Requires at least 4D Strength to use, goes through targets
D20 Stats
Model: "Reason" Anti-Vehicular Vulcan Cannon Type: Exotic Size: Large Ammo: 1,500 (expends 250 bullets per shot) Cost: Not For Sale (usually) Range Increment: 20 Critical: 19-20 Damage: 5D10 Special: Autofire, Multifire, fires once every other round, requires Strength 15 to use
Description: "I'm sure they'll listen to Reason."
Whatever Reason is, it was surely named by a man with a good sense
of irony, just as it must have been created by a man with the
unreasonable need to destroy. Reason is a slugthrowing gatling
gun on a waist-mounted pivot, with three rotating barrels that
spew out high-grade uranium bullets at almost 200 rounds per second
and a large hopper usually carried behind on a small repulsorlift.
The destructive effects of this gun are unbelievable for a weapon
its size: anything the size of an airspeeder or smaller is pulverized
in seconds, Imperial-class repulsortanks are stopped dead in their
tracks, and even starships have their hulls chewed up and light
damage inflicted. Even more amazingly, Reason is designed for
use by a single individual or a small team of two. What possible
need or use a single man could have with this weapon is unknown,
save for destroying everything he lays eyes upon. Reason's defects
include its incredible ammo usage, making attacks with it short-lived
at best, and the amazing heat produced while firing. After being
fired, Reason must wait a round to let its barrels cool. This
is more or less the only exploitable weakness in this otherwise
awe-inspiring weapon.
Zolar's Note: I think its description speaks for itself.
D6 Stats
Model: No formal designation Type: Plasma Weapon Scale: Character Skill: Plasma Weapons Ammo: 10 Cost: 8,000 Availability: 4, X Range: 3-10/20/35 Blast Radius: 1-2/3/5 Damage: 5D+2
D20 Stats
Model: Proton Energy Streamer Pack Type: Exotic Size: Medium Ammo: 10 Cost: 8,000 Range Increment: 10 Critical: 20 Damage: 3D8 Special: See below; User suffers -2 penalty to attack rolls
Description: The proton pack is a unique electromagnetic device, designed by the outlaw tech Spyder. It takes the form of a backpack, which contains a small nuclear accelerator, and a rifle-like device hooked to the end of a flexible tube which is in turn connected to the backpack. When activated, the pack emits a deadly stream of electromagnetic plasma, basically becoming a (barely) controlled lightning gun. The effects are spectacular to behold, not to mention deadly. The proton pack can be as dangerous to friends as enemies; since it is little more than an outlet for a small plasma streamer, it is extremely difficult to aim.
D6: Those trying to use the weapon suffer a -1D to their Plasma Weapons skill (or Dexterity if the skill is not owned) for purposes of aiming, and anyone (including friends) caught in the blast radius receives a -5 penalty to their Dodge checks. Due to the weapon's peculiar electromagnetic makeup, droids hit by the weapon receive a -1D to all checks, and must beat the weapon's damage with a Strength check or be disabled.
D20: The proton pack fires in a 10-meter cone, starting from the user. Anything caught in the weapon's blast radius must roll a Reflex save in place of their Defense, or be damaged by the weapon. Due to the weapon's peculiar electromagnetic makeup, droids hit by the proton pack receive a -2 to all ability scores and checks, and must make a Fortitude save (DC 17) or be disabled.
Zolar's Note: I've only used this weapon once- against the Human Replica Droid Arn- and I was very impressed. Though definetly nonstandard, this is definetly a weapon to use if you want to stand out in the crowd. Just not if you don't want the crowd pissed off at you after you hit them all with it.
D6 Stats
Model: Zolarian Systems "Toaster" Type: Blaster Modification Scale: Character Cost: 200 Availability: 3 Range: 1-2; Damage: 2D Difficulty: Easy Special: Automatically gives user surprise under certain situations
D20 Stats
Model: Zolarian Systems "Toaster" Type: Simple Size: Diminuitive (fits inside blaster) Ammo: 1 Cost: 200 Range Increment: 1 Critical: 20 Damage: 1D4 Special: Weapon can be fired as a free action, gives user surprise under certain situations
Description: Despite its name, the Toaster is not an exotic kind of energy weapon. It is a simple spring system, loaded within the ammo pack of a typical blaster, and attached to the pack ejection button. When the pack is ejected, such as when it is empty and reloading necessary, the Toaster shoves it out with enough force to travel a few feet and cause a nasty welt. While it sounds useless, the Toaster can be a surpringly effective "last-ditch" weapon; when you're out of ammunition and surrounded or have been captured, noone's going to expect your last defense appearing when you surrender your blaster. It may just give you the edge you need to escape.
In game terms, the Toaster gives automatically gives it user (and only its user) surprise in combat IF AND ONLY IF it is used to initiate combat. Thus, a character could fire the weapon as a free action, gain surprise and be allowed to attack before anyone else. Coupled with its limited range, this makes the Toaster a "gotcha" weapon, most likely used to initiate or re-initiate combat in the event of a surrender. After firing the Toaster, a weapon is considered to be out of ammo until it is reloaded.
Zolar's Note: If anyone ever tells you to "stick 'em up," you can do so... then smack 'em between the eyes with your pack. If you're quick, it can be the difference between being vaped and beating it.