Zane’s Gun Emporium vol. 1

Ack-Ack

Uncommon combat shotgun ($5,000)

Whether you’re facing thugs with jetpacks or vicious birds of prey, there’s nothing better than a blast of buckshot to teach them a lesson. This shotgun has a dedicated tracking system that works wonders against flyers and its pellets temporarily increase gravitational pull, making them fly like they weigh a ton.

The Ack-Ack gains a +2 attack bonus and its range is doubled when it attacks a flying enemy. Each hit also reduces the target’s flying speed by 20 feet (to a minimum of 10 feet) for 3 rounds.

Models

  1. Brutal: When an attack hits with a natural 18+, the target must roll Toughness versus 16 to avoid being pushed 5 feet back and falling prone (requiring a move to stand up again).
  2. Expanded: +2 Ammo.
  3. Heavy: +2 damage.
  4. Incendiary: Inflicts fire damage.
  5. Mayhem: Damage reduced to 1D8 but attacks 2 targets with one shot if they are within 5 feet of each other.
  6. Nasty: +1 critical chance.

Bronze Rusher

Exotic combat shotgun ($27,000)

Specially made for people who like to rush into the middle of action without thinking it through. Not only will the built-in shield generator increase your survivability, it will also pump up the muzzle velocity for more damage per shot.

The Bronze Rusher has +1 damage die and 6 shield charges. It regains one used charge every 4 hours.

While holding the Bronze Rusher, you can spend a charge after being hit by an attack in order to summon a short-lived energy shield that reduces the damage you suffer by 1d10 points. You can only use one charge at a time and it is not effective against psionic damage. The Bronze Rusher gains +1 damage die for the rest of the round every time you use a charge.

Models

  1. Brutal: When an attack hits with a natural 18+, the target must roll Toughness versus 20 to avoid being pushed back 5 feet and falling prone (requiring a move to stand up again).
  2. Energised: Has 8 shield charges.
  3. Heavy: +2 damage.
  4. Mayhem: Damage reduced to D8, but attacks 2 targets with one shot if they are within 5 feet of each other.
  5. Nasty: +1 critical chance.
  6. Resilient: Each shield charge reduces damage by 2d10 points.

Doctor WTF

Legendary combat shotgun ($41,000)

More cutting edge than Sweeney Todd’s razor! Comes equipped with a time distortion module that slows down the action, allowing you to do a lot more in the span of a few heartbeats.

The Doctor WTF has a +1 bonus to attack rolls and does +2 damage. At the end of each round in which you’ve held the weapon continuously, you may choose one of the following options:

  • Fire one shot from the Doctor WTF.
  • Move up to half your speed.
  • Gain +2 Evasion until the end of the following round (you lose this bonus if you stop holding the weapon).

Models

  1. Brutal: When an attack hits with a natural 18+, the target must roll Toughness versus 22 to avoid being pushed back 5 feet and falling prone (requiring a move to stand up again).
  2. Corrosive: Shots inflict acid damage.
  3. Dextrous: +1 Evasion while holding the weapon.
  4. Heavy: +2 damage.
  5. Mayhem: Damage reduced to 1D8, but attacks 2 targets with one shot if they are within 5 feet of each other.
  6. Nasty: +1 critical chance.

Gunnerstein

Rare pump shotgun ($13,000)

If you think shotguns don’t have enough stopping power already, you need to see a doctor. You also need to get one of these monster guns.

The Gunnerstein holds 1 ammo only but does 2D6x3 physical damage.

Models

  1. Brutal: When an attack hits with a natural 18+, the target must roll Toughness versus 18 to avoid being pushed 5 feet back and falling prone (requiring a move to stand up again).
  2. Lightning: Shots inflict electric damage.
  3. Mayhem: Damage reduced to 2D4x3, but attacks 2 targets with each shot if they are within 5 feet of each other.
  4. Monstrous: +1 damage die.
  5. Nasty: +1 critical chance.
  6. Raging: When a damage die explodes, the new die rolled is added in full instead of being halved.

Hybrid Razor

Rare pump shotgun ($13,000)

Why choose between a long-ranged rifle and a short-range shotgun? You have both with this underbarrel weapon!

The Hybrid Razor is not a standalone weapon and cannot be used on its own. It can be attached to or detached from a combat rifle as an action and does not take up any inventory space while attached to another weapon. When you’re holding the rifle, you are able to use the Hybrid Razor as normal.

When you attack with the attached rifle, you can use a move to also fire one shot from the Hybrid Razor.

Models

  1. Arctic: Inflicts cold damage.
  2. Brutal: When an attack hits with a natural 18+, the target must roll Toughness versus 16 to avoid being pushed 5 feet back and falling prone (requiring a move to stand up again).
  3. Heavy: +2 damage.
  4. Mayhem: Damage reduced to 1D8 but attacks 2 targets with one shot if they are within 5 feet of each other.
  5. Nasty: +1 critical chance.
  6. Smart: +1 attack if you have attacked that target with the rifle previously in this round.

Lighting Rod

Legendary pump shotgun ($41,000)

Far from being a benevolent device designed to protect against lightning strikes, this weapon turns the target into a magnet for natural electrical discharges.

The Lightning Rod has a +1 bonus to attack rolls and +1 damage die. Roll 1d6 when the Lightning Rod hits a target (1d8 if it hits with a natural 18+). On a roll of 5 or more, a lightning bolt from the sky strikes the target for 1d10x3 electric damage. This ability only works outdoors.

Models

  1. Brutal: When an attack hits with a natural 18+, the target must roll Toughness versus 22 to avoid being pushed back 5 feet and falling prone (requiring a move to stand up again).
  2. Empowered: A critical hit automatically summons a lighting bolt with no roll necessary.
  3. Frenzied: Immediately after a lightning bolt strikes, you can fire the Lightning Rod again as part of the same action with a -2 attack penalty.
  4. Heavy: +2 damage.
  5. Nasty: +1 critical chance.
  6. Smiting: Lightning bolts do 2d10x3 damage.

Rainbow Serpent

Rare combat shotgun ($13,000)

Bring back the 70s to the battlefield! This gun won’t make you a better dancer or even a better fighter. What it will do is dazzle your enemies with powerful multi-spectrum flashes. If they can’t see you, they can’t fight you.

The Rainbow Serpent has a +1 bonus to attack rolls and inflicts fire damage. Once every 5 rounds, you can use an action to emit a blinding flash of light in a cone that is 30 feet long and 30 feet wide at its end. Everyone in this area must roll Toughness versus 18 to avoid being blinded for 2d6 rounds.

Models

  1. Brutal: When an attack hits with a natural 18+, the target must roll Toughness versus 18 to avoid being pushed back 5 feet and falling prone (requiring a move to stand up again).
  2. Heavy: +2 damage.
  3. Mayhem: Damage reduced to 1D8, but attacks 2 targets with one shot if they are within 5 feet of each other.
  4. Nasty: +1 critical chance.
  5. Potent: +2 DF to resist blindness.
  6. Rapid: Emits a flash every 3 rounds.

Rocksmasher

Uncommon pump shotgun ($5,000)

When you go up against hardened armor, you need a weapon that hits every bit as hard. This gun goes even further, shattering armor and turning the fragments into deadly shrapnel.

Each hit with the Rocksmasher damages 1 point of the target’s armor, as if he had been affected by acid damage. When an attack hits with a natural 18+ and damages armor, everyone else within 10 feet of the target suffers 1d4 physical damage from the flying shrapnel.

Models

  1. Brutal: When an attack hit with a natural 18+, the target must roll Toughness versus 16 to avoid being pushed back 5 feet and knocked prone (requiring a move to stand up again).
  2. Heavy: +2 damage.
  3. Mayhem: Damage reduced to 2D8, but attacks 2 targets with one shot if they are within 5 feet of each other.
  4. Nasty: +1 critical chance.
  5. Savage: Damages 2 armor per hit.
  6. Vicious: Causes collateral damage on a natural 16+.

Smokescreen

Uncommon pump shotgun ($5,000)

An internal smoke generator turns shots into mini smoke grenades. Whether you want to cover your advance or beat a safe retreat, it’s a great tool to keep around.

The Smokescreen has 3 smoke charges and regains one used charge every 8 hours. Spend a charge when you take a shot to fill a 20 feet radius around the target point with thick smoke. The smoke counts as heavy fog, inflicting a -2 penalty to close combat attacks and a -4 penalty to ranged attacks. It lasts for 5 minutes, unless dispersed by a strong wind.

Models

  1. Brutal: When an attack hits with a natural 18+, the target must roll Toughness versus 16 to avoid being pushed back 5 feet and falling prone (requiring a move to stand up again).
  2. Energised: Has 4 charges.
  3. Fiery: Shots inflict fire damage.
  4. Heavy: +2 damage.
  5. Mayhem: Damage reduced to 2D8, but attacks 2 targets with one shot if they are within 5 feet of each other.
  6. Nasty: +1 critical chance.

Typhoid Mary

Exotic pump shotgun ($27,000)

A state of the art weapon that has managed to fit a miniature biolab inside the barrel, able to synthesise and deliver a dangerous viral payload. Nothing wrong with a little biological warfare right?

The Typhoid Mary has a +1 bonus to attack rolls and +1 damage die. It also has 3 virus charges and regains one used charge every 6 hours.

Spend one charge after you hit with the shotgun to release a viral cloud that affects the target and everyone within 10 feet of him. Anyone affected must roll Toughness versus 20 to resist becoming infected with a rapidly developing respiratory infection. Those infected suffer a -2 penalty to Muscles and Reflexes rolls and lose 1d4 Health at the beginning of each round for 5 rounds. Mechs are immune to these effects.

Models

  1. Brutal: When an attack hits with a natural 18+, the target must roll Toughness versus 20 to avoid being pushed 5 feet back and falling prone (requiring a move to stand up again).
  2. Chronic: Has 4 charges.
  3. Corrosive: Inflicts acid damage.
  4. Heavy: +2 damage.
  5. Nasty: +1 critical chance.
  6. Virulent: +2 DF to resist infection.