(These are listed here by the names the party has given them, not their military designation.
Hence the "Rambo Gun"):
Rambo Gun (machine gun / grenade launcher): The machine gun can be used for either semi-auto fire for 2 attacks at +2 to hit from laser sight or fully automatic fire, 3 attacks with no plus to hit. Damage: 2d8. The ammo is contained in a belt-fed ammo box, holding 54 rounds for 18 rounds of fully automatic firing. Grenade Launcher: max range of 600’, 200-400’ takes a -2 to hit, 400-600’ takes a -4 to hit. Explodes for 10d6 damage, 15’ radius burst. Must be reloaded after firing, reloading takes a movement action.
Heavy Machine Gun: Effective range to 3,000 feet (longer range possible at severe penalties). May be fired in semi-automatic bursts of 3 shots per round (at close ranges of 70’ and closer this gets +1 to hit) or fully automatic for 6 shots per round (you do not get a bonus to hit for close range firing while using the fully automatic mode). Ammo belts come in boxes that are easily exchanged as a move action, each box containing 90 rounds (15 full rounds of fully auto fire). Each shot does 2d10 damage (for a max of 12d10 if all 6 fully auto shots hit!). This is not a weapon designed to be held by hand while firing, but particularly large or strong mutants might be able to do so (Bozko the giant mutated nettle plant has fired one of these bad boys by hand, but he stands 14' tall. Don't try this at home, kids!).
Four Barreled Rocket Launcher: Range up to 2,000 feet, with a -2 to hit at ranges greater than 1,000 feet. One shot per round. Rockets explode in a 20’ radius for 10d6+10 damage. It takes a
movement action to reload one barrel.
Single Shot Missile Launcher: Laser sighting and lock-on smart missile tracking gives +4 to hit, no range penalties. Max range: 10,000 feet. Missiles explode in 40’ radius for 10d10 damage. Takes a movement action to reload.
Plasma Rifle: Range up to 1,000 feet. Laser sighting gives a +2 to hit. Two shots per round, 25 shots per energy cell. The intensity of the plasma burst fired is controlled with a slider on the side of the gun, and can be set anywhere from "stun" to "max". The intensity slider has seven positions reflecting stun (for 1d4 rounds if save vs. stun attacks is failed), 1d10, 2d10, etc., all the way through 6d10 damage. The plasma rifles seem to have degraded slightly over time, and occasionally have superheated during use and seemed on the edge of melting down or blowing up. Until such a time as this actually happens during play, I will not reveal the game mechanic governing the chances of a meltdown. Unfortunately for the players, this is the weapon that they ended up with the most of. They looted several bagfuls of these things from a large combat training chamber.
1. Integrated circuits (ICs), CPUs, silicon chips.
2. Transistors and diodes.
3. Inductors, electric motors
4. Vacuum tubes: also known as thermionic valves, shielded gold-coated tubes can often survive substantial EMP
As the players do not know the actual percentage chances of each of these kinds of electronic equipment being disrupted, I will not reveal this on the blog until they spend some time field testing these puppies.
Smoke Grenades: Hand thrown, 15’ radius irritant smoke screen. Anyone within the smoke screen takes a cumulative -2 to hit and +2 to AC penalty for each round spent in the smoke. The smoke persists for 2d6+1 rounds, or 1d6 rounds if in a windy or very well ventilated area.
Plasma Pistol: Range up to 500 feet. Two shots per round, 50 shots per energy cell. Damage: 7d6
1: Energy Beam, 1 mile range (save vs. energy attacks for 1/2 damage at 2000+'), 2 shots per round, 50 shots per energy cell. Damage: 8d6
2: Flame Thrower, 40' cone, 20' wide at apex, 1 shot per round, 10 shots per fuel cartridge. Damage: 8d6
3: Worm Dart - a glass dart containing a ravenous alien worm, 4 per clip. 1d6 damage + worm attacks with +1 to hit per point of damage done by the dart. If the worm hits, it burrows under the flesh - this takes 1 full round, so the victim gets one chance to destroy it before it dissapears. Worm: AC: 6, 2 HD (10 HP), 1 Attack (bite): 1d6 damage, when it has done 10 damage it splits into two 10 HP worms with identical stats (which can also split).
4: Homing Dart - a barbed dart with a homing beacon in the tip, 10 per clip. 1 damage, but removing it causes 2d6 damage and there is a 10% chance per point of damage done that the tip breaks off in the wound, requiring another 1d6 damage be done to dig it out. While the dart is embedded in a target, all wielders of Alien Guns receive a +4 to hit the target.
5: Alien Web - a ball of tissue that expands into a 10' web when it strikes a target, which contracts and snares the object it hit in an extremely strong mesh of alien muscle fiber. 4 per clip. Target must roll under its dexterity with a +4 penalty to the roll or both arms are pinned - if the check is successful, at least one arm is free. The web is AC: 5 and takes 30 HP of damage to destroy.