Malmart HyperMart

Firearms

Name Range Damage AP ROF Ammo Cost SI Class Notes
AAK-94 4/8/16 2d8+1 2 3 30 +1 2 3 Min Str d8
BK-616 4/8/16 2d8 1 4 60 +6 2 3 Min Str d6, Multi-Optic Scope, Smartlink
Enkidu Tazer Pistol 1/2/3 2d10 F - 1 12 +0 0.5 1
Pneumatic Dart Rifle 1/3/5 2d4 - 1 12 +0 2 2 Snapfire, additional poison effect
Watchdog Pistol 2/5/10 2d8 2 1 12 -2 1 3 Min Str d6

Melee Weapons

Name Damage AP Hands Cost SI Class Notes
Grizzly Blasthammer Str+d6 1 -2 3 3 Shotgun blast on raise
Hammer Str+d6 1 -6 2 1
Kodiak Blasthammer Str+d6 1 +0 3 3 Double shotgun blast on raise

Single-Use Weapons

Name Range Damage AP ROF Cost SI Class Notes
Caltrops - 2d6 2 - -7 0.5 2 MBT, reduces Pace
Electrops - +2d6 F - -5 1 3 Enhanced Caltrops
Tear Gas Grenade 0/1/2 2d10 F - -4 0.25 3 MBT, -4 visibility

Weapon Accessories

Name Cost SI Class Notes
Multi-Optic Scope +5 0.25 2 IR/UV/Nightvision scope
Smartlink -3 0.25 3 +1 die step to Wild Die for Shooting

Items are designed as mundane gadgets using the EABA 2.01 powers system and the Savage Worlds damage conversion from page 6.32 of EABA Stuff!, with the following additional changes:

  • EABA ranges in meters are converted to the closest common Savage Worlds Long range in inches. Medium and Short ranges are half and quarter this distance.
  • Supersonic firearms receive one free point of inherent AP per full 2d+0 damage.
  • Melee weapons are created using a tech base of -6/3. Converted damage begins at Str+d4 and each two points of resulting damage (rounded down) converts to one die step added to Strength (strike+0 => Str+d4, strike+2 => Str+d6, etc.).

Malmart HyperMart

Interface Zero 1.5: Upgrade in Progress nDervish