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
- Poison - 2d6 Drain (Body), Ranged, 12 charges of 1 minute
- Knockout - 2d6 Drain (Stun), Ranged, 12 charges of 1 minute
- Frenzy - 12d6 Mind Control, Based on Con, One Command (Go Berserk), 12 charges, only if target is already unhappy
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]
- Fragmentation - 21/2d6 RKA, Armour Piercing, Explosive, 16 charges
- Concussion - 10d6 EB, Explosive, 16 charges
- Anti-Armour - 51/2d6 RKA, Armour Piercing, Penetrating, 1 charge
- Gas - 7d6 NND vs LS : Self-contained or holding breath, Explosive, 8 charges of 1 Turn
- Sonic Screamer - 6d6 NND vs deafness or hard ear coverings, Area Effect (12" radius), Invisible to Sight, 8 charges of 1 Turn
- Smoke - 5" radius Darkness vs Radar and all sight, 4 charges of 5 minutes
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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