Energy Pistols Tables

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Using the following weapons requires the Energy Pistols skill. All of these weapons use a dynamo to generate ammo, fire a form of energy (not a solid projectile), and are small enough to be used in one hand. None of the weapons on these tables have a recoil rate and, by extension, recoil compensation.

Blaster Pistols

An homage to the science fiction of the fifth world, blaster pistols fire segmented bursts of intensely hot ionized particles. While some models are capable of faster fire rates, the blaster is known largely as a single shot weapon with a powerful punch. When fired, the ion emission leaves a path of heat, making it visible to IR vision. Blasters otherwise have no visual indicators when fired and make little more than a faint sizzling sound as the heated ions pass through colder air. Because of the nature of blaster emissions, blasters are capable of penetrating shots and can therefore attack through cover.

Weapon Reach Range Mode DV AP Ammo CON Availability Price Weight
Generic Blaster 6 SS 5 E C 6 dy (3) +1 5R 5

Bolt Pistols

Easily discernable by their ‘2-barrel’ design, bolt pistols paint a target first with a strong positive charge, then expose a stored negative charge. The result is a target struck by lightning, regardless of its material. This gives bolters an interesting quirk: if you hit a target with a bolt attack, all other bolt attacks gain a +1 dice bonus to weapon tests against that target for a decay equal to your net hits or until a different target is hit. A fired bolt illuminates a number of spaces around it equal to its base DV for an instant, can be seen by normal and UV light, and produces a signature thunderclap as loud as firearms, but easily distinguishable. Bolt weapons are perhaps most vulnerable to environmental conditions and can be affected by water, strong electromagnetic fields, or grounding enclosures. While bolt pistols can damage cover, they cannot attack through it.

Weapon Reach Range Mode DV AP Ammo CON Availability Price Weight
Generic Bolter 1 3 SA 6 E C 4 dy (3) 0 6R 7

Lazer Pistols

A new and popular self-defense choice for the common man, lazer pistols fire a steady stream of heat-inducing focused light so long as the trigger is held down. While these weapons don’t pack an immediate punch, their purposes is to burn through targets over time, making them exceptionally useful against unarmored opponents. All lazer pistols are full-auto only. When fired, the beam is invisible except to IR vision. Targets hit by a lazer begin to burn instantly, offering the only auditory or olfactory indications of a lazer weapon’s usage (lazers don’t make noise). Lazers cannot attack through cover, though they can damage it.

Weapon Reach Range Mode DV AP Ammo CON Availability Price Weight
Generic Lazergun 5 FA 3 E C 36 dy (2) +1 4R

Sonic Pistols

Seen mostly in the upper echelons of the corporate world, sonic pistols were derived to allow combatants to reduce collateral damage in a fight. These weapons produce streams of concussive force utilizing the vibrations of sound. Sonic weapons are non-penetrating and cannot attack through cover, but they can still be extremely debilitating since they emit a small burst at every point of contact. A sonic weapon’s Range column lists the increment followed by a number in parentheses, which is its sphere area radius centered on the target hit. Sonic pistols also do poorly against reinforced materials, but their effects on living targets can be felt even if the concussive impact did little to damage a target. Despite being sound-based, only those near the target of a sound weapon can hear the attack (within the secondary area effect). The weapon otherwise produces no sensory cues to be detected.

Weapon Reach Range Mode DV AP Ammo CON Availability Price Weight
Generic Sonic Pistol 4 (1) SS 4 E L +1 9 dy (3) 0 6R
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Energy Pistols Tables

Nymsilet Shadowrunners TheWaylander