Cost: Unknown (2500+) Size: Muzzle 12" long Weight: 3 Range: 1200 Damage: 1d10 + variable ROF: variable (max ROF: 1) Shots: 14 Capacitor Clip (uses two at the same time) Cost: 25cr *2 Size: 3" x 2" x 1" Weight: 4 oz.The laser carabine is a bit more bulky than a laser pistol, and have the same features as that weapon. Due to the Doomsday technology incorporated in the weapon, it can release a very powerful beam if the weapon is allowed to charge itself. Its maximum ROF is 1, but the blast can be delayed to allow the weapon to charge more. Each round after the first the weapon is charging, it uses one "shot" - thus, if the weapon is fired after 3 rounds of charging, that shot takes 3 points of "shot", and deals 1d10+2 points of damage. The weapon can be charged for a maximum of 13 additional rounds, delivering 1d10+13 points of damage.
The charge in the weapon cannot be retained at all - the instant the weapon is empty of charges, the weapon will discharge (if it has 3 shots left, and is set to charge, the weapon will discharge in the 3rd round no matter what).
Cost: 1200cr Size: Muzzle 9" long Weight: 7 Range: 600 Damage: 1d6 / 2d6 / 3d6 / 4d6 / 5d6 ROF: 1 volley Shots: 7 volleys Capacitor Clip (uses five at the same time) Cost: 25cr * 5 Size: 3" x 2" x 1"The gatling laser is basically three barrels mated to a stock, with the barrels configured in a triangular design. It can fire one "volley" of 5 individual shots at the same time, creating the potential of devastating firepower.
The volley can either be targeted at one target, or divided among up to five targets. For every point the character beats the to-hit number, one extra beam will hit the target, up to the number of beams fired at the target. For every target above one, the character will get a cumulative -2 penalty to his to-hit roll. The inherent inaccuracy in this weapon gives an extra -1 penalty (not cumulative).
The gatling laser will drain all its power through its overload circuitry if a "2" to hit is rolled, and must pass a ST (hard plastic) or need repairs amounting to 200cr (Average Repair Weapon). The gatling laser will possibly melt (ST (hard plastic)), and may even explode (ST (hard plastic) -2, 1d6-1 rounds until it explodes, power equal to [number of shots left]d4) on a roll of "1". It will no matter how it goes need repairs amounting to 500cr (Difficult (.5) Repair Weapon).
Example: Johnny the Crazed Gunman is firing at a squad of Terrines with his new gatling laser. The Terrines have (through their heavy body torso armor) an AC of 4. Johnny has an effective THAC0 of 17. He decides to incinerate one of the Terrines, and gives the Terrine a full volley of gatling laser fire. The to-hit number is 14. If Johnny rolls 14, he will have hit with only one beam, and roll 1d6+1 (he is specialized with gatling laser) damage. If he rolls 18, however, he will have hit with all of the beams, rolling 5d6+1 damage. Scary.
Example: Johnny's just gained a level, and faces a lot of angry Terrines (again!). This time, however, there're A LOT of them, and he decides to really let loose. He decides to fire at three targets, giving them two, two and one bolt. Johnny has an effective THAC0 of 15 (he specialized in gatling laser again, of course). The to-hit number for the first Terrine is 12, and if Johnny rolls 13 or more, he has hit with both beams, rolling 1d6+2 or 2d6+2 in damage. The to-hit number for the second Terrine is 14, and if Johnny rolls 15 or more, both beams will have hit that one too. The to-hit number for the third Terrine is 16.
Cost: 700cr / 850cr Size: Muzzle 18" long / 18" long Weight (unloaded): 6 / 6 Range: 300 / 400 Damage: (1-3)d3 / (1-3)d4 ROF: 3 "volleys" / 2 "volleys" Needle Ammo Clip (uses three) / Bolt Ammo Clip (uses three) Cost: 10cr / 10cr Size: 4" x 3" x 1" / 4" x 3" x 1" Weight: 1 / 2The mechanics for this weapon is the same as for the gatling laser, though this weapon can fire multiple times. Each volley is counted as a separate "shot", and the inherent inaccuracy in the weapon gives a separate -1 penalty. The cumulative -2 penalty for multiple targets apply here, too.
Example: Johnny's brother, Insane Gregory, likes his Tri-barrel Bolt Gun better than his brother's "toy", and decides to help out with blowing Terrines away. He's fairly good with his bolt gun (effective THAC0 16), and decides to "let it rip" at one Terrine. The to-hit number is 13. If he rolls 15 or better, the Terrine got 3d4+1 damage.
(Note: I still think that specialists with this weapon - i.e. needle guns more than bolt guns - are scary. Imagine a warrior with a "Lunarian" (+4 dam) needle gun, triple specialized. Three shots at 1d3+7 per shot, with a THAC0 that's laughably low. Even more so with the Tri-barrel, though getting better-quality weapons than the "standard" variety might be a bit of a problem.)
Cost: 150cr (250cr) Size: 3' Weight (unloaded): 3 Range: 60 Damage: variable (6+AC-spread) ROF: "2" or 1 (1) Shots: 2 (5) One Conerifle Shell Cost: 3cr Size: 2" x 1/2" (cylinder) Weight: 1 oz.(Stats in parantheses for the pump-action variant of the cone rifle, the main stats for the break-action side-by-side variant of the cone rifle. It is also available in "single shot", and might even be available in an automatic version)
A cone rifle is an area-effect weapon, using much the same rules as a heat gun but with a wider spread. The blast is 1' wide after 10', 2' wide after 20', and so on, to a maximum of 60 feet. The damage is based on the AC of the target, and the cone rifle will not penetrate fully sealed heavy body armor or better (AC 2 or better) at all. The character rolls a THAC0 against all targets in the area (friends or enemies have nothing to do with it - if it is an eligible target, a THAC0 roll is called for) with a +4 bonus to the to-hit roll because of the wide spread of the blast. Remember range penalties, though.
Example: A guy (probably the father of Insane George and Johnny) is firing his trusty cone rifle at two sprawlers (AC 7) that has come to bug him. He decides to give them both barrels, with his THAC0 of 19 he should be able to hit them, considering they're only 12 feet away. The sprawlers are, unlucky for them, close enough that both blasts will affect both of them.
The to-hit number to hit the sprawlers is 7, and if he hits, he will do 6+7-1 (each 10' multiple away is a -1 to damage), or 12 points damage. He'll probably hit both both times, doing a net total of 24 points of damage. To both.
Cost: 300 Size: Muzzle 2" long Weight: 1 Range: 100 Damage: 1d4+number of shots (i.e. min 1d4+1, max 1d4+5) ROF: 1 (1-5 shots in one "volley") Shots: 5 "Smart" Ammo Clips (one is needed to reload a wrist mount) Cost: 50cr Size: 5" x 2" x 1" Weight: 1These wrist rockets are a last-ditch defense. The triggers (one for each tube) are usually mounted in the glove, to be trigged by a specific move of the hand (usually a snap wrist action), and the designated tubes fired with pressure on the trigger pads. Though last-ditch, they can be quite effective when dual mounted (-2/-4 penalty to-hit if both are fired at the same time), for a potential of 2d4+10 points of damage (plus double specialization of course) if both volleys hit. This weapon is most uncommon in the 25th century, though some pirates and gadget-freaks like it. Notably, Black Barney does not mount this system. (Actually, it would interfere with his wrist-dagger action, but that is not known to the general public ;)