SUPERPUNK : Weapons

All created using the Hero System rules.


Handguns (use WF : Pistols)

Flechette Gun
1d6+1 RKA
Penetrating, Autofire (5 targets)
32 charges
OAF, Beam Effect
[fairly bulky]

Laser Pistol
2d6 RKA
Armour Piercing
12 charges, no knockback
OAF, Beam Effect
[fairly bulky]

Target Pistol
2d6 RKA
No Range Modifier, +2 inbuilt levels
8 charges
OAF, Beam Effect

Gyrojet Pistol
2d6 RKA
+1 Stun Multiplier, 16 charges
OAF, Beam Effect
[fairly small and light]

Microwaver (small)
2d6 RKA
Invisible to Sight, 8 charges of 1 Turn
no knockback, reduced by range
OAF, Beam Effect

Taser
6d6 NND vs sealed non-metallic armour or electrical powers
4 charges
OAF, Beam Effect
[fairly bulky]

Drug Needler
Effects of needles vary, all have Invisible to Sight and Hearing, not vs targets in rigid or hardened armour, IAF / OAF, Beam Effect

Short Two-Handed Guns (use WF : Sub-machinegun)

Gyrojet SMG
2d6 RKA
+2 Stun Multiplier, Autofire (5 targets)
64 charges
OAF, Beam Effect

Whisper Gun
2d6 RKA
Penetrating, Autofire (5 targets)
Invisible to Sound, 64 charges
OAF, Beam Effect

Microwaver (large)
3d6 RKA
Invisible to Sight, 16 charges of 1 Turn
no knockback, reduced by range
OAF, Beam Effect

E.M.P. Generator
3d6 Drain vs all Cyberware
Return 5 points per 5 minutes
Ranged, Invisible to Sight
reduced by range, 4 charges
OAF, Beam Effect

Paralyser
20d6 Mind Control
Based on Con, One Command (Do Nothing)
8 charges, activate 14-
OAF, Beam Effect

Sonic Stunner
5d6 NND vs deafness or hard ear coverings
Autofire (5 targets), Invisible to Sight
64 charges, +2 inbuilt levels
OAF, Beam Effect

Long Two-Handed Guns (use WF : Rifle)

Flechette Rifle
2d6 RKA
Penetrating, Autofire (5 targets)
No Range Modifier, 64 charges
OAF, Beam Effect

Rocket Rifle
4d6 RKA
Armour Piercing, +1 Stun Multiplier
16 charges
OAF, Beam Effect

Laser Rifle
4d6 RKA
Armour Piercing, No Range Modifier
16 charges, no knockback
OAF, Beam Effect

Snipers Rifle
2d6 RKA
Penetrating, Invisible to All Senses
No Range Modifier, x5 Range (4875m)
16 charges, no knockback
+4 Inbuilt Levels
OAF, Beam Effect
[X-ray Laser]

Heavy Weapons (different WF's needed)

Storm Gun
2d6 RKA
Non-Selective Area Effect (Line), 2 x Line Length (60")
Autofire (5 targets), 250 charges
+2 Inbuilt Levels
OAF, Beam Effect
[Multi-Flechette launcher, uses WF : Heavy Machine Gun]

Plasma Gun
2d6 RKA
Area Effect (36" Line)
+1 Stun Multiplier, Armour Piercing
Penetrating, 0 Endurance
no knockback, reduced by range
OAF, Beam Effect
[uses WF : Flamethrower]

Grenade Launcher
Effects of grenades vary, all have No Range Modifier, x 5 Range (7500m), Indirect (from anywhere, in any direction), +2 Inbuilt Levels, OAF
Indirect is self-propelled grenades peeling off after launch to come in from different directions so as to foil radar back-tracking of their trajectories.
[uses WF : Rocket Launcher]

Hand Grenades (no WF needed)

Flash Grenades
2d6 Flash vs normal sight
Area Effect (2" radius)
8 charges
IAF

Smoke Grenades
3" Radius Darkness vs normal sight,
8 charges of 1 Turn
IAF

Sonic Screamer
2d6 NND vs deafness or hard ear coverings
Area Effect (3" radius), Invisible to Sight
8 charges of 1 Turn
IAF, Beam Effect

Blades (use WF : Bladed Weapons)

Vibrosword
2d6 HKA
Armour Piercing, 0 Endurance
OAF

Vibroblade
1d6 HKA
Armour Piercing, 0 Endurance
OAF

Monosword
2d6 HKA
Penetrating, 0 Endurance
OAF

Monoknife
1d6 HKA
Penetrating, 0 Endurance
OAF

Chainsword
2d6 HKA
+1 Stun Multiplier, 0 End
OAF

Hand Flamer
2d6 HKA
+2 Stun Multiplier, 32 charges
no strength add, no knockback
OAF, Beam Effect
[a hand-held flame gun, more legitimately used as a welding torch]

Fist-Loads (no WF needed)

Electronux
6d6 EB
64 charges
No Range, OIF
OAF, Beam Effect

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