Professional Documents
Culture Documents
Techno-Wizard Ion Energy Weapons (RIFT) - handguns and rifles, PPE 10, Call
Lightning, Energy Bolt, 100cr ruby, 2d4hr build/convert, 10shots/charge, weapon
range unchanged, 3d6md/shot, recharge Call Lightning and Energy Bolt, 40000cr
Techno-Wizard Laser Energy Weapons (RIFT) - handguns and rifles, PPE 8, Globe of
Daylight, Energy Bolt, 100cr rose quartz, 2d4hr build/convert, 10shots/charge,
weapon range unchanged, 2d6md/shot, recharge Globe of Daylight and Energy Bolt,
30000cr
Techno-Wizard Plasma Energy Weapons (RIFT) - handguns and rifles, PPE 10, Fire
Bolt, Energy Bolt, 1000cr diamond, 3d4hr build/convert, 5shots/charge, weapon range
unchanged, 4d6md/shot, recharge Fire Bolt and Energy Bolt, 40000cr
Pistols
Daisho-10 Multiweapon (DB3) - pg61
ID-4 Ion Disruptor (SCRS) - 6lb, 400ft, 4shots/e-clip, 4d6md/shot, 10000cr
Lancer Laser Pistol (SCRS) - 8lb, 1000ft, 2d4md/shot 600ft, 1d4md/shot 600-1000ft,
1200cr
NE-4 Plasma Cartridge Pistol (MERC) - -2strk less than PS 17, 6lb, 500ft, 10shot
mag, 1d4x10md, 25000cr, 40cr/rnd
NG-56 Light Ion Pistol (MERC) - 3lb, 400ft, 6shot/e-clip, 12shot/long clip,
42shot/power pack, power pack 3lb recharges 4shots/hr, 2d6md, 5000cr, 60000cr power
pack
TCRI Alien Variable Blasters (GTTU) - 600ft, 22 shots at max charge, 88 shots at
stun setting, built-in targeting screen gives +8strk with 2rnds concentration, stun
settings do dmg direct to hp of organic creatures, vic unconscious 1d4hr, recover
hp in less than 5min, does no real damage but can push things back, to be effective
must roll above target's AR
Stun setting, 1/4 power - 2d6 sd
Heavy stun, 1/2 power - 6d6sd
Laser Beam, 3/4 power - 4d6sd
Laser Blast, full power - 8d6sd
Triceraton Commando Sidearm (GTTU) - 600ft, 24 charges, optional 45lb 240 charge
power backpack, 3 shots/rnd, 6d6sd/shot
Techno-Wizard Handguns
Laser Wrist Blasters (SB1) - pg109
Lightning Blaster (RIFT) - Ion Blaster, PPE 15, 5th lv Call Lightning, Energy Bolt,
500cr violet amethyst, 6d4hr build/convert, 2shots/charge, weapon range unchanged,
5d6md/shot, recharge Call Lightning and Energy Bolt, 80000cr
E-20 Gun Pod (SCRS) - 4000ft, unlimited payload, shots = atks/rnd, 1d4x10md/shot
Mindwerks Pistols (SB3) - pg34
Zentraedi Laser Pistol (RBTC) - 300ft, unlimited payload, 1d6md/shot
Rifles
ARCH-22 Pulse Rifle (SB1) - pg81
Arch-23 Laser Pulse (RFT4) - pg75
Arch-30 Laser/Ion Assassin (RFT4) - pg74
"Colonial" HI-Laser Rifle (DB3) - pg60
CP-40 Pulse Laser Rifle (WB13) - pp46-47
CV-212 Variable Light Laser Rifle (SB1) - pg57
LR-30 Laser Assault Rifle (SCRS) - 9lb, 1400ft, 30shots/e-clip, 2d6md/shot 790ft,
1d6md 800-1400ft
NE-10 Plasma Cartridge Rifle (MERC) - 20lb, 1200ft, 20rnd mag, 1d4x10md/rnd,
40000cr, 40cr/rnd
NE-50 Particle Beam Rifle (MERC) - 13lb, 1200ft modified, 1600ft unmodified,
8shots/e-clip modified only, 16shots/long clip modified only, 24shots/Naruni clip
unmodified only, 1d4x10md, 45000cr
NG-LG6 Laser Rifle & Grenade Launcher (MERC) - 19lb, 1600ft laser, 1100ft grenade,
10shots/e-clip, 20shots/long clip, 70shot/power pack, 4grenades pump action, reload
5sec, power pack 12lb recharge 4shots/hr, 3d6md/shot, 4d6md/grenade 12ft blast
radius, 20000cr, 70000cr power pack, 400cr grenade
RDF Heavy Laser Rifle (RBTC) - 9lb, 16lb backpack generator, 900ft,
20shots/backpack, 1d6md
Zentraedi Assault Rifle (RBTC, ZNTD) - 4000ft, 200rnds, 4 short bursts, 2 long or
one full burst/rnd, 1d6md/short burst, 2d6md/long burst, 4d6/full burst, 50mdc
EP-1 Energy Weapon Pod, shoulder-mounted (RDF) - 1200ft, short burst only, bursts =
atks/rnd, unlimited payload, 1d4x10/burst, explodes when the gun or its power pack
loses half mdc, gun 100mdc, power pack 125mdc, explosion inflicts 4D6x10md to
everything within 60ft
EU-11 Gun Pod (SCRS) - 6000ft, unlimited payload, shots = atks/rnd, 1d4x10md/shot
GU-11 Gun Pod (RBTC) - 55mm, 4000ft, 200rnd/clip, half rnd reload, 20 short bursts,
10 long bursts, 5 full bursts, 3d6md short burst, 6d6md long burst, 1d6x10 full
burst, short and long bursts = atks/rnd
GU-12 Gun Pod (RDF) - 100mm, 4000ft, short burst only, 10rnds/burst, bursts =
atks/rnd, 100rnds/cartridge, one extra cartridge may be carried, 1d4x10md/burst,
30% chance of jamming after the first clip/100 rounds are fired, roll percentile
for each burst after the first 10 bursts
NE-200 Plasma Cartridge Machinegun (MERC) - req PS 24, 70lb with magazine, 15lb
belt, 2000ft, 200shot/belt, 40shot/mag, 1d4x10md/rnd, 2d6x10md/10rnd burst,
95000cr, 40cr/rnd
Heavy MD Weapons
NE-1000 "Modified" Plasma Ejector Rifle - 22lb, 2000ft, 3000ft unmodified only,
8shot/e-clip, 16shot/long clip, 30shot/Naruni clip unmodified only, 6d6md/shot,
1d4x10md/shot unmodified only, 36000cr
NE-200 Plasma Cartridge Machinegun (MERC) - 70lb with magazine, 15lb belt, 2000ft,
200shot/belt, 1d4x10md/rnd, 2d6x10md/10rnd burst, 95000cr, 40cr/rnd
NG-E12 Heavy Plasma Ejector (MERC) - 30lb, 2000ft, 6shot/e-clip, 12shot/long clip,
42shot/power pack, power pack 20lb recharge 4shot/hr, 1d6x10md, 80000cr, 80000cr
power pack
Tarlok Sidewinder Plasma Cannon (DB4) - pg120
V-81 Volcano Mark-I Plasma Discharger (DB3) - pp60-61
WI-23 Missle Launcher (MERC) - pg104
WI-40M Fire & Forget Super-Heavy Missle Launcher (MERC) - pp105-106
WI-GL4 Revolving Grenade Launcher (MERC) - pg104
WI-GL20 Automatic Grenade Launcher (MERC) - pg105
NG-E4A Heavy Plasma Ejector (MERC) - 30lb, 2000ft, 6shot/e-clip, 12shot/long clip,
42shot/power pack, power pack 20lb recharge 4shot/hr, 1d6x10md, 80000cr, 80000cr
power pack
Explosives
mines deal damage to legs first
Special
Cattle Prod (HU) - pg342
CN-1 Net Gun (WB13) - pg51
CS Electro-Sttuers and Neural Mace (WB13) - pp49-50
CS Rope Pole (WB13) - pp50-51
Handjaw (RIA2) - wrist gauntlet, 30ft, clamps target, disarm or 1d4md, retrieve up
to 15lb
HW-19 Stun Pistol (DB3) - pg62
Stun Pistol (blaster) (RBTC, RIFT) - sv vs toxins or vic is dazed 2d4rnds, -10strk,
parry, dodge, 100ft, 5shots/rnd, 10 charges, 4000cr, 1000cr/e-clip