Beruflich Dokumente
Kultur Dokumente
Notes
Accessory, modification, and upgrade are used interchangeably here.
Bolt, lever- and pump-action SA weapons have been changed to SS unless they had other firing modes.
Sniper weapons were given a critical effect – just my own capricious decision
New Rules
Accessory Slots: If a weapon has any accessory slots open or able to be modified, they will be listed after the weapon
description. If a weapon has standard upgrades, they may be already slotted, but unless they are noted as integral or
internal, they can be removed or replaced. An entry of “none” only prohibits the use of slotted-accessories; slot-less
accessories can be used unless otherwise noted in the weapon’s description.
Burst Fire: Weapons with BF or FA firing modes have the option of using burst fire as an Attack Action (SA weapons can
use burst fire as a Full Action unless they are unwieldy). The effects of a burst fire attack depend on the burst fire stat
(see Firing Modes, below). When a weapon uses burst fire its usage is equal to its burst fire stat, and half the burst fire
stat is added as a circumstance bonus on the attack roll (one-third in FA mode). For the rest of the round, subsequent
attacks suffer the full burst fire stat as a penalty to attack rolls. Multiple burst fire penalties stack. Using burst fire with
less ammunition than the burst fire stat simply uses the remaining ammo as the burst fire stat for that attack. If a critical
hit is rolled, add the burst fire stat as a bonus to the damage roll.
Note: The total burst fire attack penalty for projectile weapons (after stacking for multiple bursts) is reduced by recoil
compensation (below). Any remaining burst fire penalties are doubled for weapons wielded with only one hand and all
Heavy Weapons.
Multiple Explosions: If a target is affected by multiple explosions simultaneously (usually by overlapping areas of effect of
grenades, missiles, or other weapons with the explode property), it takes damage from the effect with the highest
potential base damage plus one additional dice of damage for each other damaging effect. It also suffers the other
effects of the highest level effect, with a +2 DC or damage bonus for each other source with the same effect also
affecting the target (i.e. entangled, deafened, burn, etc.). In the case of equal potential base damages or multiple effects
of the same level, the attacker chooses which one applies.
For example, if a target would be affected by a shock grenade I, a flash grenade III, and an incendiary grenade I, it would
suffer 1d8 electricity damage from the shock grenade (the highest potential base damage), +1d8 damage (due to the
presence of one additional damaging grenade—the damage type and dice size are set by the shock grenade). The flash
grenade deals no damage, and so does not contribute that way. It is, however, the highest level effect (item level 12),
and so the target may be blinded for 1d6 rounds. If a second flash grenade of the same or lower level were also
included, the DC to resist the blinding effect would increase by 2. The target does not have to worry about the
incendiary's burn condition.
Caseless Ammunition: Bullets are available in either caseless or traditional cased varieties. The prices for both types are
the same. Most weapons fire cased ammunition by default, while a few (usually those with electronic firing
modifications) fire caseless ammunition. A very few can fire both. Caseless ammunition uses a small amount of plastic
explosive in place of gunpowder, and, except for the lack of bullet casings being tossed around, performs the same as
cased ammunition.
Close-Quarters: When fighting in tight confines with the enemy potentially popping up right next to you, some weapons
are better suited than others. By taking the listed penalty on attack rolls, a character with Advanced Melee Weapon
Proficiency may choose one enemy to not provoke attacks of opportunity from for firing a ranged weapon while
threatened.
Weapon Subtype CQ Penalty*
Holdout/Taser [bulk]
Light Pistol [bulk]+1
Heavy Pistol/Machine Pistol [bulk]+2
Submachine Gun/Carbine [bulk]+3
*Bulk L is considered 0
Firing Modes: Some firearms are capable of (or restricted to) firing more than a single shot with every pull of the trigger.
Manually changing a weapon’s firing mode is a Swift Action unless otherwise noted. Weapons with smartgun systems
can change firing modes as a free action. For each firing mode, a single press of a trigger (actuator, solenoid, button,
etc.) is an Attack Action, and can be used as part of a Full Attack Action. Some SS weapons may not be capable of Full
Attack Actions due to additional required actions, and FA mode Attack Actions are limited to the long burst (since fully
automatic mode is itself a Full Attack Action).
SS—Single shot weapons fire once with each pull of the trigger, but require an intermediate step before another
shot can be fired; such as bolt action rifles, single action revolvers, and weapons that hold a single round. If a
special action is required to ready a new shot, it is specified in the weapon’s Special Rules. SS weapons are not
usually capable of burst fire (above), but they reduce the chance of jamming by 30%. Starfinder weapons with a
capacity of 1 or the unwieldy property are usually single shot weapons.
SA—Semiautomatic is the most common firing mode in modern firearms. Each pull of the trigger fires a single
shot as long as there is ammo (or charges) left. SA mode weapons that do not have the unwieldy property can
use a burst fire attack (above) as a Full Attack Action. The burst fire stat can be any number up to the lower of
the user’s base attack bonus or the weapon’s capacity. Starfinder weapons with a capacity greater than 1 and a
usage of 1 are almost all semiautomatic, though some (usually those with the unwieldy property) are single shot.
BF—Burst fire weapons fire a specific number of shots with each pull of the trigger; this is the burst fire stat and
is noted in brackets after BF in the weapon’s modes. Starfinder weapons with capacity (in rounds) and usage
greater than 1 may be burst fire weapons with a burst fire stat equal to their usage.
FA—Full-auto weapons are capable of firing repeatedly until their ammo runs out with a single pull of the
trigger. These weapons also have the option of using burst fire (called a long burst): the burst fire stat for a long
burst is noted in brackets after FA in the weapon’s modes. Starfinder weapons with the automatic property are
FA weapons. Their burst fire stat is usually equal to half their level.
Jamming: Projectile weapons have a nasty habit of malfunctioning at the worst possible time. When firing multiple times
in a row (i.e. burst fire, fully automatic, or Full Attack actions), if an attack roll is a natural 1, the weapon has a 50%
chance of jamming and ruining the attack (with no ammo spent). A Standard Action is required to clear the jam before
the weapon can be fired again. Some effects increase the chance of jamming (such as desert, jungle, or polar
environments; +15%), and a number of effects reduce the chance of jamming. These effects stack to a minimum
jamming chance of 5%. Having Weapon Focus with a weapon reduces the jamming chance by 10%, while a weapon with
the broken condition increases the jamming chance by 40%
Recoil Compensation (RC): Recoil compensation is important to anyone who likes to fill the air with lead. For projectile
weapons, every point of RC increases the range when using a Full Attack Action (including automatic mode) by 5 ft. to a
maximum of the weapon’s normal range increment. The penalty to subsequent attacks after making a burst fire (or long
burst) attack are reduced by the total RC on a projectile weapon. Longarms, Sniper, and Heavy weapons with fixed
stocks as part of the standard weapon kit do not gain RC from them—they are designed to be fired with the stock
braced. [insert link to SR-SF Conversions here]
Skill Check, Extended: Some skill checks are noted as an extended check. The format is similar to a normal skill check but
also includes a time interval after the DC. For instance: “Engineering (15, 1 hour)” calls for a series of Engineering skill
checks at DC 15 with each check taking 1 hour to complete. The number of checks depends on how skilled (or lucky) you
are. Each check that exceeds the DC contributes to your success; every point over the DC counts as one point of
progress. Every point under the DC subtracts from your total. Fail a check by 10 or more points (a glitch) and you’ll wipe
out your progress entirely. Fail a check by 10 or more with a natural 1 (a critical glitch) and your Game Master should
come up with something spectacular (and hopefully violent). The total points you need is equal to the DC unless
otherwise noted.
Normally, you can walk away from an extended skill check and come back later to finish it. If this isn’t the case, the check
will note it.
Standard Upgrades: Some weapons come with upgrades, modification, or accessories, unless otherwise noted, the
effects of these items are not included in the weapon’s stats. An upgrade noted as integral or internal cannot be easily
removed from a weapon normally (your GM may allow you to use the Engineering skill to craft replacement parts). A
listed upgrade with no slot noted in parenthesis does not take up a slot. On rare occasions, standard upgrades break the
one-upgrade-per-slot rule. Removing any upgrade removes all the upgrades using the same slot. If a standard upgrade
would have an item level higher than the level of the weapon it comes with, its item level is reduced to that of the
weapon. For upgrade and accessory effects, see [insert link to SR-SF Conversions here].
Unarmed (Damage Type): Weapons with ‘unarmed’ listed as their damage alter the properties and possibly the damage
type (but not the amount of damage) of the wearer’s unarmed attacks with the appropriate body part (gloves affect
punches, boots affect kicks, etc.). These weapons may be normally enhanced with fusions which may modify the amount
of damage from an attack.
Weapon (Sub)Type: Each of the weapons presented here have a subtype listed in parenthesis. For many games this will
have no effect. However, you may find some benefit from these subtypes if your game uses skill specializations (such as
those presented in the alternate infosphere rules) or third party feats that need to be restricted to weapon groups
smaller than the six basic Starfinder groups. Regardless of a weapon’s subtype, if it is thrown as an attack, it is treated as
having the (Thrown) subtype.
Wireless: Some items presented here have a wireless ability listed in their descriptions. This is the reward you gain for
opening your gear up to the risk of being hacked. The wireless functionality can be activated or deactivated as a
Standard Action. Wireless functionality can be turned off, but not on, wirelessly by the owner.
Hacking Wireless Items: If you have a means of hacking from a distance (such as the Remote Hacking and Wireless
Hacking abilities), items with wireless functionality turned on can be hacked with the computers skill check (DC of
13+twice its Item Level).
Hacking the system allows the hacker to see basic information about the item such as its firing mode, ammo
count, and installed mods.
Succeeding on a Disable or Manipulate Module check allows the hacker to switch the firing mode, change the
active barrel/weapon, or control wireless abilities or accessories (such as using a smartgun system to eject the
clip, turning off a laser sight, or changing the imaging scope’s vision setting).
If a hacker Gains Root Access, they can attack the weapon’s systems directly by sending harmful instructions to
the device. With a Standard Action, a hacker can inflict 1d6 damage + 1d6 for every five points they exceeds the
DC. This damage ignores the weapon’s hardness.
Belt-fed: A rapid-fire weapon capable of high cyclic rates can chew through ammo at an alarming rate. To satisfy their
hunger for lead, rather than their normal box or drum magazines, these weapon have the option to be loaded with
articulated ammunition belts. Belts are available in increments of 100 bullets and can be joined or broken apart as a
Standard Action. The total rounds in a belt becomes the weapon’s capacity, and the weapon gains 1 bulk for each belt
beyond the first. Loading an ammunition belt is a Full Action. Firing in fully automatic mode (not to be confused with the
FA Long Burst option, above) uses 100 rounds, unless otherwise noted in the weapon’s description.
Choke: By narrowing or widening the bore of a shell-firing weapon it is possible to somewhat control the rate of spread.
Weapons with the choke property can be set to a specific range increment (from second through fifth). At the chosen
increment and beyond, the weapon only does half damage and the DC of weapon effects suffers a -2 penalty, but each
attack can hit two adjacent targets (the same attack roll is used against both targets).
Collapsible: Similar to breakdown weapons, collapsible weapons are able to fold up, roll up, or otherwise shrink to a
smaller size. Unless otherwise stated, readying or collapsing a weapon with this property is a Move Action, and while in
its collapsed state, the weapon has half the bulk (bulk 1 items become bulk L and gain the conceal property). Individual
weapons may have other restrictions or effects listed in their special rules.
Cylinder: Some weapons, classically revolvers, store their ammunition in a cylinder that usually revolves within the gun
to ready the next shot. A character can manually reload a number of rounds per Move Action equal to their Dexterity
modifier (minimum 1). A speed loader (50¥, specific to a given weapon model) can reload the entire capacity of a
weapon in a single Move Action. Weapons with the cylinder property do not require a Move Action to clear a jam. When
a jam is rolled, simply treat the ammunition for that attack as expended with no effect. Modern cylinders are
manufactured with extremely close tolerances and are gas-sealed; there is no proscription against using a silencer or
suppressor with them.
Disorienting: The targets of weapons with this property are subjected to a combination of force, strobing lights, bone-
shaking harmonics, or other effects such that they become sickened. A successful save reduces the effect to dazzled.
Fragile: If an attack with this weapon misses by 10 or more, it suffers the damage that would have been dealt. On a
natural 1 or a critical hit, it suffers double the damage.
MAD Invisible: Weapons with this property are made of composite, non-metallic materials or have their metal
components shielded in some special way. In either case, they are undetectable by Magnetic Anomaly Detectors
(MADs)/metal detectors such as those installed at most security checkpoints. Firearms do not confer this property to
their ammunition.
Silent: Whether it’s the discharge of gunpowder, the clang of blades hitting armor, the burning of fuel, or the buzz of
energy fields, most modern weapons make some of noise. Some few weapons, however, are whisper quiet. Bows and
other mechanically powered ranged weapons usually fall into this category. The DC to notice their use starts at 20.
Spread: Due to the payload (scattergun shells, flechettes, soundwaves, or otherwise) expanding outward once fired,
weapons with this property convert attack rolls penalties due to range into damage roll penalties. Effect DCs that would
be affected by attack roll penalties are still modified by the converted penalty.
Finely crafted but also expensive, the Fineblade line of Cougar products are usually only found in the hands of
professionals where they belong. They come in two designs, a long blade, currently crafted in the fashion of a gladius;
and a short blade, currently fashioned after the Bowie knife. Previous years’ designs have run the gamut since the
introduction of the original Fineblade back in the ‘50s.
Special Rules: When determining this item’s hardness and hit points, treat it as 2 levels higher, as if it was crafted with
the engineering skill.
Sword [SF Converted Corpse Fleet Dueling Sword] Level 4 Price 2,380¥
Type Advanced Melee (Blade) Category — Bulk L
Damage 1d8 S Critical — Special analog
It’s sharp, it’s heavy, and it will fragging cut you wide open. Available in a wide variety of styles (wakizashi, seax, scimitar,
jian, machete, and so on and so forth), this one-handed blade is not as formidable as a katana but is substantially easier
to hide.
Small Arms
Krime Stopper-II
Type Small Arms (Shotgun) Category Projectile Bulk 1
Range 35 ft. Capacity 2 rounds/shells Usage 1 Modes SS
Damage 2d12 P Critical — Special choke, spread
Redesigned after extensive customer reviews and suggestions, the Stopper-II still provides larger metahumans a valid
defensive option for the street and home. Now developed as an over-under pistol-sized shotgun which still has a five-
round ammo holder built into the bottom barrel for ease of reloading in tense situations. The Krime Stopper-II is now
easier and faster to bring back on target for that second round to go downrange. A variety of different pistol grips are
available as factory orders or aftermarket modifications, making this wonderful weapon available to the smaller
audience for the first time ever! Check out our Shopkeeper model with a folding shoulder brace and the Homeguard
model with a thumbhole stock that includes five more rounds carried on it!
NARCOJECT
Level 3; Price 50¥ per dose
Effect progression track is Healthy—Weakened; no end state. The initial hit point damage from this poison is
nonlethal. Additionally, each failed save inflicts 1d4 nonlethal damage.
Cure 2 saves
Narcoject is a common tranquilizer many runners rely on for extractions. It is generally safe for the target, though a
tiny percentage of people express an allergic reaction to the tranquilizer. Some of those allergic reactions can be life
threatening. Narcoject is believed not to cause any significant side effects in a subject who is not allergic to it.
A fumbling target has a chance of dropping a held item—50% if held in one hand and a 25% if held in two hands.
An unhanded target cannot use their hand to grasp; either to hold an item, to grapple, or to climb.
An unintelligible target cannot speak aloud clearly, but this does not affect other methods of communication.
An aimless target cannot raise their arm, suffers a -4 penalty on all attack rolls using that arm, cannot take aim
actions, and is unable to use shields with the affected arm.
Longarms
AK-97 Level 12 Price 30,450¥
Type Longarm (Assault Rifle) Category Projectile Bulk 1
Range 140 ft. Capacity 38 rounds Usage 1 Modes SA/BF [5]/FA [10]
Damage 3d10 P Critical — Special automatic
The AK-97 is a legendary weapon with storied reliability—you can bury it for ten years, dig it up, and fire it immediately
without a single problem. When all of the nano-fabricated AK—174s melted to slag, the AK-97s kept functioning just
fine.
Accessory Slots: barrel-, internal-, side-, stock-, top-, and under-mounted
Special Rules: The design of the AK-97 reduces jamming chance by 15%.
HK XM30, Carbine
Type Longarm (Carbine) Category Projectile Bulk 1
Range 100 ft. Capacity 30 rounds Usage 1 Modes SA/BF [5]/FA [10]
Damage 3d6 P Critical — Special automatic
Sniper
Ares Desert Strike Level 17 Price 218,500¥
Type Sniper (Rifle) Category Projectile Bulk 2
Range 355 ft. Capacity 14 rounds Usage 1 Modes SA
Damage 8d8 P Critical wound Special sniper (1,250 ft.), unwieldy
This combat-hardened sniper rifle is intended for long-range shooting in harsh environments. That means it was built
without materials or technologies prone to failure.
Accessory Slots: barrel-, internal-, side-, stock-, top-, and under-mounted
Special Rules: Reduce environmental effects that increase the chance of jamming by 10%.
Standard Upgrades: shock pad (stock), imaging scope (top)
Heavy Weapons
Ares Antioch-2 Level 8 Price 9,470¥
Type Heavy (Launcher) Category — Bulk 1
Range 130 ft. Capacity 8 grenades Usage 1 Modes SS
Damage — Critical airburst Special —
The Antioch-2 features a classic grenade launcher design combined with an integral smartgun system. It is one of the
more affordable grenade launchers on the market.
Accessory Slots: internal-, side-, stock-, top-, and under-mounted
Special Rules: The Antioch-2 stores its ammunition in an internal magazine. A user can reload a number of grenades per
Move Action equal to their Dexterity modifier (minimum 1).
Standard Upgrades: smartgun system (internal)
Wireless Bonus: You can use the wireless link to detonate your grenades as a Free Action, even if you don’t have DNI.
Ares Archon Heavy MP Laser Level 20 Price 750,800¥
Type Heavy (Laser) Category Laser Bulk 4
Range 545 ft. Capacity 100 charges Usage 4 Modes SA
Damage 10d12 F Critical burn 5d12 Special penetrating
Pushing the limits of the MP denotation, the Archon is Ares’ biggest personal laser system. Too heavy and awkward for
most users the Archon comes standard with a bipod and a mount for either a tripod or gyro- mount. This bad boy will
make anyone stand up and take notice.
Accessory Slots: side-, stock-, top-, and under-mounted
Special Rules: Uncompensated burst fire penalties are ignored for this weapon. Attack roll penalties due to range also
apply as damage penalties.
Standard Upgrades: heavy bipod (under)
American][Set DescriptiveText=Yes]
([Bubba dances like a damn fool while shooting off various Krime guns to the tune of “Dueling Banjos,” while Cletus
breaks open the double-barrel Krime Confederate cannon to reload it, and unloads it into a wrecked and unbranded
Ares Roadmaster.]
Bubba: [Tries to take the Krime Confederate cannon from Cletus] “My turn!”
Cletus: [Pulling the Krime Confederate cannon away from Bubba] “Gitcherown!”
The Duke (off-camera): “The Krime Confederate. No game too big, most game too small.” [End Trideo Playback]
MCT DSP (Digital Signal Pulse) "Static Gun" Level 20 Price 1,000,000¥
Type Heavy (Ranged Exotic) Category — Bulk 3
Range 70 ft. Capacity 10 pulse rounds Usage 1 Modes SS
Damage Special Critical special Special explode (special)
Two months ago at the International Arms Expo, MCT stunned the world when they announced they had found the key
to the “new generation of direct electronic and digital warfare to replace and emulate the EMPs of old in a modern
setting.” Since the advent of modern electronics, the threat of EMPs had become a thing of the past. But with MCT’s
new “Digital Signal Pulse” or DSP line of weaponry, the ability to disrupt or eliminate the electronic systems of an enemy
is closer to becoming a reality again. This announcement sent a shockwave through the arms industry. The idea of a
modern EMP-type weapon or device had long been considered a holy grail of modern weaponry. Claiming that the
system was in its final phases of testing, MCT showcased a wide variety of delivery systems ranging from high-powered,
vehicle-mounted emitters to small, grenade-sized “quick burst” weaponry. MCT was short on details, specifically how
the system worked, claiming it was proprietary information. They said, though, that the DSP system is a combination
static-blast that weakens the target and a subsequent data-spike that specifically targets a device or system through its
wireless connection.
Accessory Slots: side-, stock-, top-, and under-mounted
Special Rules: When you attack with the Static Gun, aim at a grid intersection and roll 5d20 to determine the pulse
strength. The pulse travels outward in all directions (ignoring normal, but not magical or magnetic barriers), and its
strength weakens by one with every five additional feet it travels. The pulse only affects technological items. Unattended
items in the area with an item level equal to or less than the pulse strength cease functioning and are destroyed, though
they are left physically intact. Unattended items with a level higher than the pulse strength—and all attended items—
instead take electricity damage equal to the pulse strength (ignoring hardness, Reflex save for half if attended). Items
with electricity resistance add that value to their level to determine how they are effected. Items immune to electricity
damage are immune to these effects.
Standard Upgrades: smartgun system (internal)
Large creatures are not entangled on their first failed save and only suffer a -2 Dexterity penalty. A second hit affects
them normally. Huge creatures suffer no adverse effects on the first failed save. They suffer a -2 Dexterity penalty on the
second failed save, -4 Dexterity penalty on the third, and are affected normally with the fourth failed save. Creatures
larger than Huge are usually unaffected by Narcoject Foam.
Each square of hardened foam has a hardness of 5, 60 hit points, and a break DC of 20 (which may differ from the
entangled DC). Foam takes minimum damage from piercing attacks and bludgeoning attacks, and half damage from
energy attacks except acid, which deals double damage. Creatures trapped in foam also take half damage from energy
attacks.
The Magwager takes a Full Action to ready to fire after being initially powered on. After being powered on for 5 minutes,
a Magwager suffers a cumulative 5% chance every minute of suffering a catastrophic failure; exploding at the end of the
round and dealing 10d6x10 bludgeoning damage to everything within 30 feet. The blast wave expands out to 600 feet in
the first round, dealing 10 less damage every 30 feet it travels. If the damage value is still above zero, it continues to
expand during the next round until it no longer deals damage.
Special
Ares Giantslayer Slingshot Level 2 Price 510¥
Type Special (Exotic Ranged), 2-handed Category — Bulk 1
Range 20 ft. Capacity Drawn Usage Drawn Modes SS
Damage 1d4 B Critical staggered Special collapsible, quick reload, silent
Not quite the wrist rocket you had as a kid—if David had the Giantslayer, the end result of his little tiff with Goliath
wouldn’t be quite so startling. Modern materials throughout make this “kid’s toy” as deadly as any holdout and most
light pistols on the market.
Accessory Slots: top-mounted
Special Rules: This weapon can be used to fire either hard projectiles, like ball bearings or rocks, and do the listed
damage and critical effect; or soft projectiles, such as gel rounds filled with toxins and only do damage based on the
substance within.
PEPPER PUNCH™
Impaired
The victim is exhausted. Whenever she takes a standard or full action, she must succeed at a Fortitude save at the
disease’s DC or lose the action and become nauseated for 1 round. Every time the victim attempts a Fortitude save
against the poison—whether he succeeds or fails—he loses Stamina Points as per on initial exposure.
Pepper punch is an irritant combining CS and oreocapsicum, the active ingredient in hot peppers, along with other
chemicals. It is typically deployed as a liquid spray for personal defense and deterrence. Someone dosed with pepper
punch feels an intense burning on any exposed skin; this affect is even more pronounced if it gets in the eyes, nose, or
mouth. Victims sprayed in the eyes have trouble seeing, and breathing becomes difficult.
Rather than hit point damage, this poison only deals damage to Stamina Points. Using Pepper Punch creates a cloud that
generally lasts two rounds (less in a windy area, longer in an area that is confined or with poor ventilation, per Game
Master discretion). Creatures passing through or ending their turn in the cloud are exposed to the poison. Protections
from inhalation or contract vector toxins stack for saves against Pepper Punch. A creature immune to either vector gains
a +4 bonus on their save.
New Ammunition
Ball Bearings
The statistics here reflect the 22mm ferrous ball bearings used as ammunition for the Spinrad-Global Spinstorm line of
weapons. These happen to be well suited to the Ares Giantslayer Slingshot as well.
Bolts
Also called quarrels or crossbow arrows, these missiles are shorter and heavier than those intended to be fired by a bow.
Darts, Taser
These are essentially charged capacitors with needles that allow your taser to deliver a high voltage shock wirelessly.
Darts, Taser, Wired
While not as high-tech or long-ranged as their wireless cousins, the wired version of taser darts allow for increased
voltage and even repeated shocks
Disruptor, Nerve
Each of these rounds produces the energy necessary for the Nerve Gun line of weapons to disrupt a target’s muscle
control in a limited area, but we’re not sure how. No part of the round exits the weapon’s barrel, so it may be a directed
energy effect. Spent rounds are ejected like bullet casings, and some mages claim they have a lingering astral signature.
Narco-dart
Narcoject’s patented and proprietary anesthesia delivery system for their One dart pistol. They won’t fire from other
dart weapons, and the One won’t fire other darts.
Narcoject Foam Charges
This canister holds the liquid version of the Trackstopper’s foam payload. Be careful, the stuff reacts instantly with the
air, if a canister is damaged, you might find yourself in a sticky situation.
Narcoject Foam Solvent
The counter to the Trackstopper’s foam. This solvent comes in one ounce plastic vials. Just crush one over some foam
and watch is liquefy instantly. No runner with 50¥ on their credstick should be without this.
Rounds, Belt (Longarm or Heavy)
These belted rounds come in 100-round lengths and can be connected or disconnected at any point in the belt. The
standard belt uses a disintegrating link between rounds. They don’t actually disintegrate, but are composed of small
pieces that break apart and are ejected like cased bullets.
Non-disintegrating, re-usable metal belts are found in some militaries, but reloading these is usually more trouble than
it’s worth without a reloading machine. Each 100 round length of empty belt has bulk L. Reloading a 100-round belt
takes 2 minutes.
In a pinch, you might find canvas or cloth belts, relics from bygone eras. These are prone to malfunctions and increase
the chance of jamming by 50%.
Rounds, Gauss
These rounds are, at their core, finned darts of tungsten or depleted uranium. The dart are surrounded by a graphite-
fiber reinforced plastic sabot necessary to maintain structural integrity as the round is fired, but discarded immediately
to limit drag.
Tar Rockets
The Man-Catcher’s ammunition is similar to that of the Trackstoppper’s in effect, but delivery method is closer to an
RPG. Each of these short, fat rockets is loaded with the liquid form of the expanding foam rubber you’ll grow to hate as
it gets more popular with corpsec.