APPENDIX THREE: SAMPLE ENERGY WEAPONS
Here are some sample energy weapons.
Military Heavy Blaster Rifle
Damage: 5d8+2
Critical: 18-20 / x2
Accuracy: +0 (-1 recoil, +1 laser targeter)
Fire Rate: 1
Settings: Normal, High, Overburn, Charge Shot (special, see text)
Range: 75', max of 15 increments
Type: Electric
Energy per Shot: 9
Power Source: Self-Recharging Energy Cell, 130 Energy, recharge 1/20 min.
Modifications: Laster Targeter
Size: Large
This is the dream footsoldier weapon. Recharging energy cell, requires little to no skill to use, deals a tremendous amount of damage and creates a truely massice explosion. This is one of those rare modells where the burst deals damage minus 2 dice to the surrounding area. In addition, a Charged Shot can be fired. If the soldier spends a move action (that can be combined with an actual move) charging for fire, the attack deals tripple damage (but costs quadruple energy). If the spend a full round charging, it deals quadruple damage, but costs quintuple energy. These imprssive weapons are also equipped with a laser targeting device, basically a rich government flexing it's economic muscles. Don't think you can pick up one of these babies at your local hunting store, military issue only. Then there's the black market. I'd say AT LEAST 15,000 credits.
And on the opposite end of the scale, we have the . . .
Civilian Defense Stungun
Damage: 2d6 Subdual
Critical: 19-20 / x2
Accuracy: +0
Fire Rate: 1
Settings: Stun
Range: 40' max of 15 increments
Type: Electric
Energy per Shot: 1
Power Source: Nuclear Battery, 30 energy
Modifications: Stun Only, Decreased Fire Rate
Size: Tiny
The complete opposite of the aforementioned baddass blaster cannon. This little pistol stuns only, and is meant for military defense. You can pick em up at a thrift shop for about 20 cr, or at the army surplus if you live in a more reputable area. The main roleplaying advantage to a gun like this is similar to that of a quarterstaff: Everyone has one, and they're not much of a threat anyway, so go ahead, take it into the ambassador's chamers.
Long Range Sniper Rifle
Damage: 4d8
Critical: 18 - 20 / x2, Vital Scanning (see text)
Accuracy: +2 (+1 recoil, +1 targeter)
Fire Rate: 2
Settings: Medium, Stun
Range: 150', max of 10 increments
Type: Fire
Energy per Shot: 5
Power Source: Liquid Gel (8 liters), 160 energy, recharge 2 / 7.5 min
Modifications: Decreased Particle Drift, Laser targeter, Increased Crit, Infrared Targeter, Scope
Size: Large
The LR Sniper is the perfect example of a sniper rifle: Increased range, method of targeting vital areas, low recoil. If the sniper makes a Spot check DC 15, and spends a full round action firing the sniper rifle, they may treat the critical as being 15-20 / x3. Good for assasinations and covert opps, this rifle is also purely army issue, but would probably fetch a price of at least 4,000 cr on the streets.