Miscellanous Weapons


Plasma Weapons
Personal Plasma Carbine
Personal Plasma Gun
Personal Plasma Rifle
Heavy Repeating Plasma Weapons Emplacement
Plasma Deatomizer
Plasma Pistol
Disruptor Weapons
Disruptor Pistol
Th'ta Manufacturing TA-9 Disruptor Pistol
Th'ta Manufacturing TA-10 Rifle
Concealable Weapons
Minas Cardsharp Deck
Minas Mighty Pen
Personal Laser Weapons
DDC Piratehunter Laser Rifle
DDC Spacer Laser Pistol
Phaser Rifle
Flame Throwers
Sunfire ML-144 Mk IV
BlasTech F3 and F3C
Merr-Sonn F-93 Flame Thrower
Incinerator Flamethrower
Other Misc. Stuff
Type 4 Brain Disruptor/Blaster Rifle
Crossbow
Dart Gun
EMP Rifle
Needle Rifle
Noisy Cricket
Plasma Weapons 

Personal Plasma Carbine 

Model: BlasTech PPC-4
Type: Plasma carbine
Scale: Character
Skill: Plasma weapons: plasma carbine
Ammo: 50
Cost: 1,590 (power packs: 50)
Availability: 2, R
Fire Rate: 1
Range: 3-8/30/100
Damage: 5D+1

With plasma weapons catching on sparsely throughout the galaxy, BlasTech needed a plasma weapon that would appeal to naval forces and boarding parties. The result was the PPC-4 (Personal Plasma Carbine). The PPC-4 is a direct variant of the PPR-2. The stock was shortened and the overall size reduced by nearly 15%. Unlike the PPR-2, the PPC-4 doesn't use the standard plasma clips (the PPR-2 required two at a time), thus allowing the PPC-4 to operate perfectly with only one clip, the only downside is that it cannot use the standard BlasTech plasma clip like the PPG-1 and the PPR-2 does.

Ryan Matheny (darkweji@gte.net)
http://www.neurogamer.com/dlos/

Personal Plasma Gun 


The BlasTech PPG-1 is one of the smallest hand held plasma weapons ever developed. The PPG, or Personal Plasma Gun, is only slightly larger than an average sized hold-out blaster but carries more ammo and packs more of a punch than other weapons of its size. Some security forces in the Inner Rim have begun arming themselves with the PPG-1, preferring it to heavy blaster pistols. It has found a wide acceptance on worlds where blasters are strictly restricted and hold-out blasters are the way on the streets.

Model: BlasTech PPG-1
Type: Hold-out plasma pistol
Scale: Character
Skill: Plasma Weapons: plasma pistol 
Ammo: 25
Cost: 1,100 (power packs: 50) 
Availability: 2, R 
Fire Rate: 1
Range: 3-10/30/80
Damage: 5D

Ryan Matheny (darkweji@gte.net)
http://www.neurogamer.com/dlos/

Personal Plasma Rifle 

When BlasTech designed the PPG-1 they had never expected it to excel in performance the way it did. Deciding to expand on the personal plamsa weapon concept, BlasTech went to work designing a plasma rifle. The result was the Personal Plasma Rifle, or the PPR. The PPR was the second in the line of the PP-series and was dubbed the PPR-2. The rifle resembles a smaller version of the BlasTech A280, and with good reason, BlasTech took the main chassis from the A280 and incorporated the plasma concepts into it. The PPR-2 uses the same power clips as the PPG-1, using two of them at once. The clips are small and cylindrical shaped, fitting into a spot on top of the stock.

Model: BlasTech PPR-2
Type: Plasma Rifle
Scale: Character
Skill: Plasma Weapons: plasma rifle
Ammo: 50 (2 clips)
Cost: 1,750 (power packs: 50)
Availability: 2, R
Fire Rate: 1
Range: 4-10/40/120
Damage: 6D+1

Ryan Matheny (darkweji@gte.net)
http://www.neurogamer.com/dlos/

Heavy Repeating Plasma Weapons Emplacement 

BlasTech's RPG-3 (Repeating Plasma Gun) was based off of the widely popular E-Web design with aspects of their newer plasma weapons line in mind. In  most respects, the RPG-3 appears to be an E-Web at first glance, however, closer examination will reveal that indeed, it is the RPG-3. Distinquishing features include a backup battery pack mounted under the main body of the weapon that can store up to five extra shots just in case something happens to the power generator, a targeting computer, motion detector, infra red scanner, and a self destruct charge.

Model: BlasTech RPG-3
Type: Heavy repeating plasma weapons emplacement
Scale: Character
Skill: Plasma Weapons: RPG
Ammo: Unlimited (power generator), 5 (backup battery)
Cost: 12,550 credits
Availability: 2, X
Range: 3-70/200/450
Damage: 8D+1

Ryan Matheny (darkweji@gte.net)
http://www.neurogamer.com/dlos/

Plasma Deatomizer 

Kashan Technological Development, a cooperative effort of Kashan Industries and Kashan Systems, has developed the first prototype of the next age of  weapons, the plasma deatomizer.

The plasma deatomizer is a highly advanced plasma rifle that earned its  nickname of "deatomizer" due to the affects that it tends to have on targets at point blank range. Kashan Systems called in a platoon of raw naval troops and had a handful of the prototype weapons tested on them. In the instances  where the weapon was fired at point blank range, the majority of the targets were simply vaporized, leaving little to no trace that they were ever there.

The weapon uses a tri-barrel array, having them in a triangular formation  with one barrel centered over the other two. Each barrel fires when the  trigger is pulled, the exiting plasma bursts combine creating a larger,  more powerful. ball of blue-white plasma energy.

The weapon itself is still far from being perfected as the development team remains baffled as to why the weapon seems to randomly malfunction, sending  its plasma energy around the gun and vaporizing the user, but functioning  completely normal if picked up and fired immediately afterward.

Model: Kashan Technological Development's Series 4 "Deatomizer"
Type: Heavy plasma rifle
Scale: Character
Skill: Plasma Weapons: rifle
Ammo: 23
Cost: 14,570 (power packs: 150)
Availability: 4, X
Fire Rate: 1
Range: 2-8/90/250
Damage: 9D/7D/5D
Game Notes: 
            Rolling a Mishap indicates that the Plasma Deatomizer has malfunctioned, literally vaporizing the user, but doing no damage to the weapon itself.
            If the damage roll of the weapon is 20 more than the opposing strength roll of the target, then the target is instantly vaporized, leaving nothing but a horribly foul stench behind.

Ryan Matheny (darkweji@gte.net)
http://www.neurogamer.com/dlos/

Plasma Pistol 

The plasma pistol may be fired in three fire modes: Low, Medium or High. Low power uses one shot, Medium uses two shots and High uses three shots. The plasma pistol recharges itself while not in use. It must be set to recharge. While on recharge mode it regenerates 1 shot per second so it is fully loaded in a minute.

Model: Model T-17 Plasma Pistol
Type: Plasma Pistol 
Scale: Character 
Skill: Plasma weapons: pistol 
Ammo: 60
Cost: At least 2,500 credits 
Availibility: 4,X
Fire Rate: Low 3, Med 2, High 1 
Range: 3-10/30/100
Damage: Low 2D+2, Med 4D+2, High 6D+2
Notes: The color of the plasma bolt is different in each of the power settings:
                Low: Red
                Med: Green
                High: Blue

Made by: Erik Alt

 

Disruptor Weapons 

Disruptor Pistol 


While this has only 5 shots per power pack, I often only need one. Being a pirate, once I've gathered prisoners( if any are left), I often make an example of one of them. The thought of literally being atomized usually scares the heebie jeebies out of most of my prisoners. If any still show resistance, I vape them, too. I don't keep more prisoners than I have ammo for anyway.

Model: Standard disruptor pistol
Type: Anti-personnel weapon
Scale: Character
Skill: Blaster: disruptor
Ammo: 5
Cost: 3000 (power packs : 50)
Availability: 4, X
Fire Rate: 1
Range: 0-3/ 5/ 7
Damage: 6D+2

Todd (frankc@local.net)
 

Th'ta Manufacturing TA-9 Disruptor Pistol 


A typical disruptor pistol, the TA-9 is popular across the Outer Rim. A large framed weapon, the TA-9, like other disruptors, works by shattering the target at the molecular level. It is also a class two felony to possess one with out proper Imperial permits, and class one on many worlds. The TA-9 is special for one particular reason- it has a "panic setting" This causes the system to fire in one massive, explosive purge of energy, capable of stopping almost anything short of an AT-AT. It also has one-in-three chance of taking out the shooter and everyone else within a meter of him.

Type: disruptor pistol 
Skill: Blaster: disruptor pistol 
Cost: 3000 (50) 
Availability: 4 X 
Ammo: 6 
Range: 2-4/5/7 
Damage: 6D+2 
Notes: Panic setting: requires that there be at least 3 shots left in powercell. Doubles range, does 18D damage. If wild die results in a one, two or three, pistol explodes, doing 6D damage in a three meter radius.

 

Th'ta Manufacturing TA-10 Rifle 


A large, powerful weapon, the Th'ta TA-10 does an incredable amount of damage for a personal weapon, capable not of cutting a stormtrooper at half, but of evaporating him. Produced in very low nembers for desperate or determined folks, the TA-10 is sometimes found in the Outer Rim in the hands of Outer Rim law enforcement officers for everything from puting down escaping vehicles to breaching locks to making door ways. It is also used by assassians and pirates for much the same purposes. 

Type: disruptor pistol 
Skill: Blaster: disruptor rifle 
Cost: 5000 (50) 
Availability: 4 X 
Ammo: 5 
Range: 4-10/15/30 
Damage: 9D+2

 


 
Concealable Weapons

Minas Cardsharp Deck


The Cardsharp Deck is a weapon that does not appear as a weapon, nor does it function as one at all times. They appear as a slightly thicker than average deck of Sabacc card-chips. They function as such, having a full deck of 76 of totally functional cards with beveled, silvery edges. These edges are actually vibroedged metal that is activated by centrifugal force, much like a vibrostar. They come in a perfectly normal looking box to assist in the illusion. 

Type: Covert throwing blades
Skill:  Thrown Weapons: virbostar
Availability: 3  R
Cost:  1000 (for the full set)
Range:  2-3/5/10
Damage:  STR+1D
 

 

Minas Mighty Pen


Another concealed weapon form the folks at Minas, the Mighty Pen is a single shot, disposable laser. It is the size of a large barreled stylus or laser pointer, which it is intended to look like. It actually IS a laser pointer, which is activated by pressing down on a side switch. The other end is blunt stylus of the kind used on pressure sensitive screens and datapads. When the tip is twisted in the right manner, it arms a separate subcircuit, which fires the laser at lethal force when the side switch is pressed. When it has been fired, the focusing crystal and power source are fused, rendering it an unusable hunk of scrap. This is popular with couriers, as it has totally innocent appearance. Should the power source and focus system be noticed by scanners, it is explainable as a laser pointer and stylus, which can be proven.

Type: Single shot laser pen
Skill:  Blaster: laser pen
Availability: 3 X
Cost: 1000
Range:  .5-1/2/4
Damage: 4D

 


 
Personal Laser Weapons
Personal lasers formed the bridge between early blasters and such things as neutron pulse rifles and sonic pistols. Today, of all the major manufacutures, only Drearian Deffense Conglomerate continues regular production of such weapons. Becasue of the fact that thier discharge is at the speed of light, unlike the typical blaster 1/500,000c velocity, they are easier to hit with at longer ranges. They also have no recoil, and require only power cells, not blaster gases. This has made them very desirable to forces who must work in low or zero gravity situations. It should be noted that they are about 20% bulkier than comperable blasters, and not as powerful. They also are not as power efficent. The most popular of these, the Piratehunter rifle, is nearly a meter and half long.  They are not very common, and most of those that are out there in the hands of corporate security forces, the Imperial Navy, scouts, and (unfortunatley) pirates and Rebels.

DDC Piratehunter Laser Rifle

Type: Laser rifle
Skill: Blaster: laser rifle
Cost: 1250; 25 for power packs
Availability: 3 R,X
Ammo: 70
Range: 3-40/120/375
Damage: 4D+2
Notes: +2 to hit at medium range, +1D to hit at long range; no recoil; pure laser, requires no blaster gases

 

DDC Spacer Laser Pistol

Type: Laser pistol
Skill: Blaster: Laser Pistol
Cost: 625; 25 for power packs
Availability: 2 F, R, X
Ammo: 50
Range: 3-15/40/150
Damage: 3D+1
Notes: +2 to hit at medium range, +1D to hit at long range; no recoil; pure laser, requires no blaster gases

 

Phaser Rifle


Merr-Sonn's PR-14 "Phaser" Rifle is a revolution in blaster and laser cannon technology. Merr-Sonn invested years of research in developing the concept behind the phaser rifle. Instead of firing blaster bolts like a regular blaster rifle, the phaser fires a steady stream of energy. The PR-14 features seven variable power settings, the first two are stun, the third and forth are considered "maiming" settings, while everything above that is considered the kill setting. Merr-Sonn has sold a handful of the weapons to Imperial Intelligence for use by their Adjustments department.

Model: Merr-Sonn PR-14 "Phaser" Rifle
Type: Phaser
Scale: Character
Skill: Phasers: rifle
Ammo: 100
Cost: 9,000 (power packs: 50) 
Availability: 4, X
Fire Rate: 1
Range: 3-10/40/140
Damage: 7D
Game Notes: 
             The PR-14 has 7 settings (1 for each D in damage) and can be set to output any amount of damage from 1D to 7D. The first two settings (the 1D and 2D settings) are stun settings and anything above the second setting applies normal damage. When on the highest setting, if a wild die roll results in a 1, the phaser overloads and explodes causing a 5D explosion with a two meter blast radius.

Ryan Matheny (darkweji@gte.net)
http://www.neurogamer.com/dlos/
 


 
Flame Throwers

Sunfire ML-144 Mk IV


The Sunfire Corporation is one of the most prolific manufacturers of incendiary weapons today. Their ML-144 Mk IV is probably their most conventional, and popular, design, consisting of large packframe-mounted tanks and a projector wand fitted with a conventional pistol grip and an adjustable nozzle. For safety reasons, they have fitted the ML-144 with an electric igniter, which is triggered from a thumb switch mounted along the left side of the trigger group. This has the added bonus of allowing the user to release a pool of fuel on the ground for later ignition. They have also made the system highly adaptable to different kinds of fuel, reducing the second most common problem with flame throwers, keeping them fueled.

type: Heavy Incinerator Unit
skill: Flamethrower: heavy
availability: 2 R,X
cost: 900 (50)
range: 3-4/7/10
area of effect: 2m
fire rate: 1
ammunition: 50
damage: 5D+1, 3D next five rounds
notes: Bulky: -1D DEX
Tanks: If pack struck, tanks explode if the damage is equal to a Wounded result. Does 10D damage, 3D next 5 rounds per every ten shots of fuel left in tank, 6m area of effect.
 

BlasTech F3 and F3C


The F3, and it's slightly smaller brother, the F3C, are BlasTech's first expedition into the manufacture of flamethrowers inover a hundred years. Being of fairly modern design, they both use a small tank of fuel that is attached to the underside ofthe "barrel", and connected via a threaded socket to a pump housed before the standard pistol grip. The F3 is the larger ofthe two, and is fitted with a carrying handle/sight assembly, a heavy insulated forearm and a full shoulder stock, along withvertically mounted fuel bottle. The F3C is smaller, about the same size as the E11 blaster rifle, and lacks the shoulder stockand carrying handle, instead fitted with a LED "bead"-type sight at the muzzle and a horizontally mounted fuel bottle, eliminating the need for a forearm. It is small enough to be fitted under the barrel of some of the larger blaster rifles, such as the BlasTech A280 or EKX-10, or the Merr-Sonn Tracker 16, but not the newer, carbine sized weapons such as the Stormtrooper One or the E11. [stats for the F3C appear in brackets]

type: flame rifle [flame carbine]
skill: Flamethrower: rifle [carbine]
availability: 2 F,R,X
cost: 700 (25) [500 (20)]
range: 3-5/7/10 [3-4/5/7]
area of effect: 1m [1/2m]
fire rate: 1 [1/2]
ammunition: 15 [10]
damage: 5D+1 [5D], both do 3D damage for the next five rounds
 

Merr-Sonn F-93 Flame Thrower


The F-93 is one of the heaviest flamethrowers available for personal carry and operation. It consists of the traditionalpack-mounted tanks, but the weapon itself is constructed more like a rifle, complete with stock and holographic reflexivesight. Using a new formula of Liquid Plastic-Fire (LPF), it is one of the few, if the only, truly all terrain incinerators available. Composed of magnesium-oxide and thermite suspended in a semi-liquid, hydrocarbon based gel, this fuel provides its own oxygen, making the possibility of vacuum and underwater operations a strong one. (However, to the best of Merr-Sonn's, and this writer's, knowledge no one has been brave enough to try it out, meaning no one knows if it actually works. If anyone actually does so (in combat), and has a confirmable visual recording of the incident, Merr-Sonn will give them a 75,000cr salary (plus expenses) to become the spokesperson for the design.) This high viscosity, along with incredibly high tank pressures, make this one of the few incinerators that can hit anything much beyond the range of a thrown shockball.

type: heavy incinerator unit
skill: Flamethrower: heavy
availability: 3 X
cost: 1000 (120)
range: 3-10/30/100
area of effect: 2m
rate of fire: 1/2
ammunition: 20
damage: 6D, does 4D damage for next 10 rounds.
notes: LPF: Will function in vacuum and underwater (-1D damage, -50% of range when submerged)
Bulky: -1D+2 DEX
Tanks: If pack struck, tanks explode if the damage is equal to a Wounded result. Does 14D damage, 4D next 15 rounds per every ten shots of fuel left in tank, 10m area of effect (due to high pressure).
 

Incinerator Flamethrower


Grayson Corporation is fairly new in the armaments business and made several mistakes with the mark 1 incinerator. The igniter had a tendency to "backflash" and ignite napalm in the nozzle and tank, blowing the wielder to little pieces. That was fixed and the flammable chemicals spray out of the nozzle, and splatter burning fuel over a meter-wide square. A backpack holds the compressor unit and the napalm tank. A good weapon for the pyromaniac, as napalm is cheap and the gun is relatively inexpensive.

Weapon: Grayson Corporation Incinerator Mark 2
Type: Typical flamethrower
Damage: 4D (add +1 every round the target remains on fire)
Range: 3-20/50/100
Blast Radius: 1 meter
Cost: 400 (Ammo:10)
Ammo: 100 (uses napalm packs)

Brian D Eager (BEAGER2@prodigy.net)
 


 
 
Other Misc. Stuff

Type 4 Brain Disruptor/Blaster Rifle


Model: NeuroSaav Type IV(G) Brain Disruptor
Type: Neurological (nervous system) disruption rifle
Scale: Character
Skill: Blaster: blaster rifle
     Electronic weapons: brain disruptor
Ammo: Blaster rifle: 100
     Brain disruptor: - -
Cost: 6,500 credits (power packs: 25, disruption energy cells: 250)
Availability: 4, X
Fire Rate: Blaster rifle: 1
     Brain disruptor: 1/2
Range: Blaster rifle: 3-50/130/275
     Brain disruptor: 5-20/40/65
Damage: Blaster rifle: 5D
     Brain disruptor: (see "Game Notes")
Game Notes: The brain disruptor outputs a beaconing signal that overrides the target's brain and reprograms it to shut down the nervous system, causing the target to be completely helpless, until a small switch on the disruption weapon is released, sending out yet another signal, but this time telling the brain to start the body's systems' up, awakening the target. One squeeze of the rigger outputs the signal for 5 seconds (yet it takes another 5 seconds to build the energy again).

The NeuroSaav Type 2 Brain Disruptor was one weapon created a millenia ago, when barbaric energy weapons and primitive slugthrowing weapons were in the hands of soldiers and brute forces at the time.

But, over a thousand years later, the NeuroSaav company soon built, in limited numbers, the Type 4 brain diruptor, a prototype of their failing Type 3 model. Only ten Type 4s were ever made, 4 of which were contracted to the Bounty Hunter's Alliance (BHA), which needed the service of a weapon that could capture a target without ever touch them with ANY physical or energy weapon. This weapon favors brute over finesse, but is still a great weapon, if you could ever get a hold of one the few ten ever made.

Craig Marx (dr.madman@mailexcite.com)
 

Crossbow


Model: SurvivaTec Crossbow
Type: Combat crossbow
Scale: Character
Skills: Bows: crossbows
Ammo: 10
Cost: 200 (arrows: 10)
Availability: 2 F
Range: 3-10/30/100
Fire Rate: 2 (1/2 for truly quiet operation)
Damage: "target" points: 3D (+1D against armor)
broadheads: 3D+2 (target must make a Difficult Stamina roll every minute, or suffer 3D damage from blood loss)

    This weapon is popular with special operations troops who rely on stealth to accomplish their missions. A repeating crossbow, the SurvivaTec Crossbow feeds from a 10 shot detachable box and has a horizontal pump forearm to recock the bow (which is quite noisy, so most users take the time to recock the bow manually without the lever). For transport, the arms and stock fold down along the body of the bow, and are locked into firing position via several screws. There are several types of bolts available, including the typical "target" point (which has wonderful armour penetration), broadheads and "bird" or stun tips. It is fitted with a low magnification red-dot scope, carry case (with room for two magazines) and sling swivels as a standard issue, and many popular models of aiming device are adaptable to it.
 

Dart Gun


Model: Gee-Tech XL-34
Type: Microdart spring gun
Scale: Character
Skill: Missile Weapon: dart shooter
Ammo: 30
Cost: 350 (darts: 30)
Availability: 1, F
Range: 2-4/8/10
Damage: varies by serum type

    The GT XL-34 dart shooter is typical of this class of weapon. Firing a small (.25mm by 5mm) metal sliver coated with a toxin, via a hightension spring. This allows for nearly silent firing, but the projectile must hit exposed skin. By using a detachable magazines, an agent may carry several sticks loaded with a variety of agents ranging from near instant neurotoxins to long incubation bacteria to truth serums. About the same size as a typical holdout blaster, and having no electrical systems or powercells, it has a very small sensor signature. It has one serious drawback: you must hit an unarmoured area. Even light clothing, such as a spacer's vest, will stop the slivers fired by a dart shooter.
 

EMP Rifle


Model: Drerian Defense Conglomerate 'Meltdown' EMP Rifle
Type: Electro-Magnetic Pulse Rifle
Scale: Character
Skill: Blaster: EMP Rifle
Ammo: 6
Cost: 3,500
Fire Rate: 1/2
Range: 3-12/25/50
Damage: 6D+2/5D/4D+2/3D

    The DDC 'Meltdown' EMP Rifle fires a tight beam electro-magnetic pulse which will disable or destroy most electronic systems and can even kill an organic being at close range. The beam cannot be perceived in the visible EM spectrum (it's invisible) and disperses over distance, resulting in substantially less damage the further the target is from the weapon when discharged. While designed to be compatible with standard power packs, it draws a considerable amount of power from these packs allowing only 6 discharges before the pack is drained.
    Furthermore, due the time it takes to charge and saturate the EM elements within the weapon's barrel, the 'Meltdown' rifle can only be fired once every other round. If utilizied against an organic being, the rifle does stun damage only, with one notable exception. If fired at point blank range, and the target is 'killed' by the damage, the EMP beam has lethally affected their nervous system and they are dead. Otherwise, even when discharged at point blank, the damage is stun only (this reflects the EMP scrambling the bio-electric impulses of the central nervous system... they can recover from this, but it takes some time). Otherwise, treat the weapon as a more powerful version of a DEMP Rifle.
 

Needle Rifle


Model: Rodiarms' Needle Rifle
Type: Frozen dart rifle
Scale: Character
Skill: Missile Weapons: needle rifle
Ammo: 500
Availability: 3 R,X
Cost: 3,000
Range: 3-50/150/400
Fire rate: 1
Damage: Varies by toxin
Game Notes: Scope: +1D to hit if used for one round of aiming.
Brittle: Can not penetrate any armour heavier than +1 Physical.
Unnoticeable: requires Difficult PERC roll to feel impact of the dart.

    Not what one thinks of as a sniper rifle, the Rodiarms Needle Rifle is almost the perfect covert marksman's weapon: silent, compact, lethal. The Needle Rifle fires a frozen dart of some kind of poison, ranging from fast acting knockout drugs, to slow toxins, to truth serums, with jets of compressed gas. When fired, the dart makes a soft "thirp"ing noise which is almost impossible to hear after three meters, and feels like the bite of an annoying insect when it hits. Unfortunately, the projectile is quite brittle, and can be beaten by all but the absolute lightest armour, even leather or chromasheath swooper jackets! COMPNOR agents have made some use of this weapon to expose corrupt politicians, hitting them with truth serum darts just prior to making speeches (often, the Rebellion has claimed the actions as their own).
Kevin Dole
 

Noisy Cricket


Model: MariTech BS-120 "Noisy Cricket"
Type: Hold-out pulse gun
Scale: Character
Skill: Pulse Weapons: hold-out
Ammo: 4
Cost: 15,400 (power packs: 50)
Availability: 4, R or X
Fire Rate: 1
Range: 3-6/12/50
Damage: 10D
Game Notes: This weapon, even though extremely small in size, produces a powerful kick when fired. This kick will propel the firer back 2D meters in the direction opposite that he/she has fired. Any GMs should take into consideration what the firer may land in or on or against when firing this weapon and apply applicable damage as they see fit.

    The MariTech BS-120 "Noisy Cricket" (even though the name may make you think otherwise) is reputedly the most powerful hand-held weapon in existance. It is slightly smaller than your average hold-out blaster but does more damage than a heavy repeater. There is a major drawback to the Noisy Cricket, however. It fires such a highly concentrated and powerful blast that it has more kick than a large slugthrower.
    The weapon's first field test was an assassination of a local official (no one big, MariTech just needed a target to test it on). The assassin walked right up behind him, slid the Noisy Cricket from his wrist holster, leveled it at the target's back, and fired. The target was reduced to nothing more than several chunks laying scattered over a few dozen meter diameter. The assassin was thrown backwards roughly ten meters into a brick wall, breaking his back upon impact. MariTech observers, who were placed in various spots around the area, were able to recover the Noisy Cricket prototype and escape the scene.

Ryan Matheny (darkweji@gte.net)
http://www.neurogamer.com/dlos/