|Laser PistolR||Lt Firearm||2D6/3D6 fire||20/×2||60' RI||2pd||½ E-Bar (25)||T||9 600gp|
|Laser Carbine||1H Firearm||2D6/3D6 fire||20/×2||60' RI||6pd||E-Bar (50)||TU||22 400gp|
|Laser Sniper RifleR||2H Firearm||4D6/6D6 fire||19+/×2||150' RI||8pd||E-Bar ×2 (50)||TU||25 600gp|
|Stat PistolR||Lt Firearm||3D6/4D6 nonlethal electricity||20/×2||30' RI||2pd||½ E-Bar (25)||T||12 800gp|
|Blaster PistolR||Lt Firearm||2D4/2D6 force||20/×3||40' RI||2pd||½ E-Bar (25)||TB||9 600gp|
|Blaster Carbine||1H Firearm||2D4/2D6 force||20/×3||40' RI||6pd||E-Bar (50)||TUB||22 400gp|
|Flamer Rifle||2H Firearm||2D6/3D6 fire||- -||20' RI*||7pd||De-Bar (25)||TU||33 600gp|
|Plasmafist||Lt Simple||+1D4/+1D6* fire||<NC>||<NC>||1pd||De-Bar (200)||- -||5gp|
|"Eightball" GL||2H Artillery||<by grenade>*||- -||70' RI||7pd||8 grenades||- -||22 400gp|
|"Snapdragon" FAGL||2H Artillery||<by grenade>*||- -||70' RI||14pd||16 grenades||- -||44 800gp|
R This weapon has its rate limited by capacitors, but the wielder is not busy while it charges. It can fire once per round.
* Special rules or stats apply, see description.
All items here weigh half as much when made for Small characters. Those that take bars take them half the length, and get 70%(round up) as many shots. Those that take grenades take them one size smaller.
A light energy weapon, sometimes used by ultratech troops as a sidearm. Adventurers sometimes slot a full E-bar — it fits, it gives twice the shots, but it looks funny and isn't concealable.
The primary weapon used by ultratech soldiers. It charges fast enough to keep up with any reasonable trigger pulls.
The personal energy weapon of choice when you have to make the first shot count. It's got good accuracy, range, and power.
An ultratech home defense weapon, it packs decent stopping power in a light frame, yet has low lethality.
A light energy weapon useful against incorporeal foes and those on adjacent ethereal layers, sometimes as a sidearm by those who travel the Deep Ethereal.
The personal energy weapon of choice among those who travel the Deep Ethereal. It has a good set of capacitors, and can get at incorporeal foes and those on adjacent ethereal layers with sublime indifference.
A support weapon which fires a jet of plasma. It can be used to "hose down" an area, or for directed fire in a line. It also uses De bars, and therefore doesn't have any of the capacitor problems common among E-bar weapons.
The jet is a 200' line, but "hosing" switches this to a 45' cone. Instead of using an attack roll, Ref DC: 16 halves.
A gauntlet with a plasma valve. Turned on, each hit adds a burst of plasma.
On or off, deals gauntlet damage. While on, each successful hit gains the listed bonus damage and consumes one "shot" of ammo.
A standalone grenade launcher.
Uses the splash weapon rules, but scatter is per 20', not per RI. Grenades detonate at the beginning of your next turn after firing them.
A fully-automatic grenade launcher, designed for rapid saturation and area denial. Not designed to be especially practical.
Takes a full-round attack to fire up to its full load. Uses the splash weapon rules, rolling separately for each shot, but scatter is per 10', not per RI. Grenades detonate at the beginning of your next turn after firing them.
|Primary Radius||Secondary Damage|
|Frag||4D6/6D6 cut||20'||3D6/4D6 cut||40'||.1pd²||1 920gp|
|HE||4D6/6D6 bash||10'||3D6/4D6 bash||20'||.1pd²||1 920gp|
|Plasma||3D6/4D6 fire||30'||2D6/3D6 fire||60'||.2pd²||1 920gp|
² These items weigh half as much when made for Small characters. They also halve the damage and radii.
Hand grenades are cheaper but bulkier than launch grenades. They can be thrown as simple splash weapons, with an RI of 10'. Thrown grenades detonate at the beginning of your turn, two turns after arming them; they're customarily armed a round before throwing for a more-responsive detonation.
|full E-Bar||1pd||1 600gp|
|+2 Scope||.5pd²||2 000gp|
|Aux Focal Column||1pd²||1 000gp|
|Echo Blaster||6pd²||22 400gp|
|Underbarrel GL||7pd²||22 400gp|
² These items weigh half as much when made for Small characters.
A cell of pure energy™, the most versatile of power sources.
A cell of plasma fuel, an efficient power source for a limited set of weapons.
Stats are the same as E-bars.
Mounts on a top accrail(T acc slot), improving accuracy.
Grants its competence bonus to hit, and allows the use of Aim feats.
Screws onto the barrel(B acc slot) of a laser, boosting its range and accuracy.
×2 RI, +1 circumstance bonus to hit.
Screws onto the barrel(B acc slot) of a blaster, boosting its power. However, the resulting thunderous crack can be unpleasant.
+1D6 damage(or +1D4 for Small characters). Also deals 1 nonlethal sonic damage to anyone within 15'; anyone deaf or with hearing protection is immune.
Clamps under the barrel(U acc slot) of a blaster carbine, firing simultaneous blasts(from its own E-bar). Has its own B acc slot, and two loudeners will be needed for a pair of loudened shots.
On an attack that barely hits the target's AC, the echo blaster grants no benefit; on any better attack, both shots hit. They count separately for ER and such, and precision-based damage only applies to the primary shot.
Clamps under a barrel(U acc slot), providing a secondary weapon for variety. Same weapon stats as an Eightball. It has its own trigger, ammo, etc.
Mounts on a top accrail(T acc slot), taking a picture each time the weapon is fired. Stores 256 pictures, and can print any picture it's taken if given ordinary paper.