Tag: weapon

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  • Tear Gas Grenade

    *Tear Gas Grenade* * Damage: 2d10 Fatigue * Weight: 0.5 kg (0.25 SI) * Covers Medium Burst Template * Gas masks or other environmental protection render the wearer immune to damage from tear gas. * The damage die size is reduced by one step after …

  • Enkidu Tazer Pistol

    *[[Ravenlocke Securities]] Enkidu Tazer Pistol* * Damage: 2d10 fatigue * Shot must hit an unarmored location; any armor negates all damage. * Range: 6/12/24m (1/2/4 zones) * Weight: 1 kg (0.5 SI) * 12 shot magazine (120g / 0.25 SI) * Cost Level: + …

  • Caltrops

    *Caltrops* * Damage: 2d6, AP 2, always hits Leg armor, reduce Pace by half if Shaken or Wounded * Weight: 1 kg (0.5 SI) * Covers Medium Burst Template * Anyone moving through area who is aware of caltrops (Notice roll to spot) must either slow to …

  • AAK-94

    *AAK-94* * Damage: 2d8+1 (7.62mm), AP 2, ROF 3, Auto, 3RB * Range: 24/48/96 (4/8/16) * Weight: 4 kg (2 SI), Min Str d8 * Ammo: 30 (box magazine, 0.6 kg/0.25 SI) or 60 (drum, 1.2 kg/0.5 SI) * Cost: +1 / Average (0), Rarity: Common (0) * Permit: …

  • BK-616

    *[[Black Knight Industries]] BK-616* * Damage: 2d8 (6mm caseless), AP 1, ROF 4, Auto, 3RB * Range: 24/48/96 (4/8/16) * Weight: 3.25 kg (2 SI), Min Str d6 * Ammo: 60 (drum, 0.6 kg/0.25 SI) * Integrated [[Multi-Optic Scope]], [[Smartlink]], and 1 …

  • Watchdog Pistol

    *[[Amy's Surplus]] [[Foley Arms]] Watchdog Pistol* * Damage: 2d8 (10mm APX), AP 2 * Range: 15/30/60m (2/5/10 zones) * Weight: 2.5 kg (1 SI) * 12 shot magazine (250g / 0.25 SI) * Cost Level: -2 / Cheap (-2), Rarity: Scarce (2) * Permit: Category 3

  • Blasthammer

    h4. [[Wasteland Traders]] Blasthammers *Grizzly Blasthammer* * Damage: Str+d6 * Holds a single shotgun shell, which is fired into the target on a hit with a raise, hitting automatically for 12 Gauge shotgun damage (3d6 buckshot or 2d10 slug). * On …

  • Pneumatic Dart Rifle

    *[[Wasteland Traders]] Pneumatic Dart Rifle* * Damage: 2d4+Poison, Snapfire * Ineffective against armor. Darts must hit an unarmored location or hit an armored location with a raise to have any effect. * For poison to take effect, at least 1 point …