Bean Bag shotgun rounds
Bean Bag rounds allow a character to se the Push maneuver to move or knockdown a target. The shooter makes an shooting skill roll with appropriate modifiers for range. If they get a raise, they add 1d6 to the resulting strength roll. The weapon has a strength of 2d10 (slug damage) for the purposes of the Push Maneuver. The attack does no damage unless it is dealt because of the Push maneuver.
BigBore Rounds
BigBore rounds. There are two basic types of BigBore rounds the small BB - known as the "BigBore revolver round" as they were first used in the BB-6 revolvers, and the large BB rounds dubbed the "BigBore shotgun shell" as they are roughly the same size and shape as a 10 gauge shotgun shelL But if you break open either sized shell, you will find pretty much the same thing, a metallic ball (large or small), that resembles a steel ball bearing or marble. This "marble" is an impact explosive sealed in a light M.D. ferro-carbon, compression casing. When the BigBore casing undergoes a catastrophic impact, like when striking a target, the casing implodes around the explosive, detonating in a powerful blast of concussive force and shrapnel. The rest of the round/shell is a solid propellant similar to that used in the Wellington Industries caseless ammunition and is completely consumed in the combustion when the BB shell is fired.
BigBore rounds allow a character to knock down their target. The shooter makes an shooting skill roll with appropriate modifiers for range. If they get a raise, they add 1d6 to the resulting strength roll and the damage roll. The weapon has a strength of 2d10 for the purposes of the Push Maneuver. Size acts as a positive modifier to the target's ability to resist. For example, size 2 creatures gain a +2 bonus to the resisting strength roll, and vehicles and robots are unaffected.
The downside is that the weapons have an incredible minimum strength, and unless your strength is the second value, you are -2 to shoot them, even then. Those with lesser strength are also subject to the same knockdown as their target. The other downside is their actual damage is not that incredible, though it is significant. Revolver rounds are meant for anti-personnel usage, and the shotgun rounds have been known to stop dinosaurs, cyborgs, and even power armor on occasion, though it is meant for Crazies, Juicers, Magic Users and Psionicists.
- BigBore Revolver Rounds: 80 credits per round or 10,000 credits for a box of 144 rounds.
BigBore Shotgun Shells: 120 credits per shell or 16,000 credits for a box of 144 shells.
The weapon's weight (for its size) and gas venting means the gun is very stable when fired, negating its recoil and providing a steady aim for the shooter. The Holdout is a favorite among gamblers, card sharks, saloon girls, shopkeepers, bartenders, con artists, City Rats and bankers throughout North America, but especially in the New West.
- Range: 5/10/20
Damage: 2d4, AP 0; Also see push attack.
Rate of Fire: 1
Shots: 2
Min Str: d8 to use; d12+2 to use without penalty.
Cost: 4,500 Credits
- Range: 8/16/32
Damage: 3d4, MD, AP 0; Also see push attack.
Rate of Fire: 1
Shots: 4
Min Str: d12+1 to use; d12+5 to use without penalty.
Cost: 12,000 credits
The BigBore is a large revolver that fires high explosive shells. The "bullets" could be considered small grenades. The advantages to the BigBore handgun is its knock down power, damage yield, and intimidation factor. It is just plain scary to look down the business end of the BigBore. The BB-6 is an intimidating weapon, and adds +1 to initimdate checks when pointed in someone's face.
- Range: 12/24/48
Damage: 2d4, AP 0; Also see push attack.
Rate of Fire: 1
Shots: 6
Min Str: d8 to use; d12+2 to use without penalty.
Cost: 6,500 credits
The BigBore Sawed-Off looks like a sawed-off shotgun and fires a large, high explosive shell and has even greater knock down power. This is another intimidating weapon adds +2 when pointed at most mortal opponents. It is also known as "the Mule" because it has a kick like one. It is not uncommon to see these mounted on a vehicle and used in an anti-riot capacity. Doing so eliminates shooting penalties. Similarly, Power Armor need only meet the lower strength requirements as their limbs act without regard for fatigue.
- Range: 12/24/48
Damage: 3d4, MD, AP 0; Also see push attack.
Rate of Fire: 1
Shots: 2 or 12 with a drum
Min Str: d12 to use; d12+4 to use without penalty.
Cost: 15,000 credits
The BB Long-Barrel looks like a heavy shotgun and fires the same high explosive shell as the BB Sawed-Off; it adds +2 to intimidation. A
strength of d12 or better is required to shoot it (those with less Strength will be knocked off their feet, and lose one melee
attack/action); P.S. 22 to fire it one handed. The advantage of this rifle is its greater range. It is not uncommon to see these mounted on a vehicle and used in an anti-riot capacity. Doing so eliminates shooting penalties. Similarly, Power Armor need only meet the lower strength requirements as their limbs act without regard for fatigue.
- Range: 16/32/64
Damage: 3d4, MD, AP 0; Also see push attack.
Rate of Fire: 1
Shots: 4 or 12 with a drum
Min Str: d12 to use; d12+4 to use without penalty.
Cost: 18,000 credits
The Black Market has produced a popular, man-portable rail gun infantry weapon. This weapon is light enough for a single soldier to use comfortably but still delivers the firepower of a rail gun. The 5000 series rail guns are effectively high-tech, lightweight machineguns (some argue that they are heavy assault rifles) that fire explosive rounds. The basic design and technology to make these weapons was uncovered by Bandito arms at Area 51! They also produce the Bandit 5000 series as well as knock-offs of CS, Northern Gun and other types of rail guns.
The main advantage of the Bandit 5000 series is that the comparatively light, manageable weapons deliver the same punch as the average rail gun, but are easily used by a two-man team of normal humans, or by a single individual with d12+1 Strength, making them ideal for Juicers, Crazies, and cyborgs, as well as many mutants and D-bees. This also works to the weapons' disadvantage, because they have a tiny payload compared to conventional rail guns, and a reduced range. It is not uncommon to see these mounted on a vehicle and used in an anti-riot capacity. Doing so eliminates shooting penalties. Similarly, Power Armor need only meet the lower strength requirements as their limbs act without regard for fatigue.
- Range: 75/150/300
Damage: 3d8+4, MD, AP 0
Rate of Fire: 1
Shots: 60 rounds (fired in 6 round bursts; 10 bursts)
Min Str: d12+1; d12+5 to use without penalty
Cost: 55,000 credits