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[HOE] Junker device: Sunray laser pistol
This is a pretty basic concept of a junker's sidearm: an laser pistol designed
for efficiency, burning only one G-ray per shot, but still packing more punch
than a .44 Magnum round into each brilliant emerald beam. On top of this basic
function, Jared's added a couple of frills. First, a thumb switch above the grip
switches the weapon between safety, kill, and stun modes: the stun setting fires
a low-power laser that ionizes a path through the atmosphere, acting as a highly
conductive "air wire" for a disabling electrical charge. (Check out
http://www.hsvt.org/ for more information on this sort of weapon.) This is seen
as a pale violet beam wrapped in crackling purple electrical arcs. Second, a
button on the back of the barrel, where the hammer would be on a revolver,
activates the laser in a continuous, very low power mode that functions as a
laser sight (+2 aiming bonus to all shots). The laser sighting dot shows neon
green when set to kill, purple when set to stun. It takes two batteries, a large
ammo-clip style one inside the grip with enough juice for ten shots and a
smaller one at the back of the barrel that runs the laser sight for up to two
hours.
A final note: by removing the batteries and applying a bit of efficiency, you
can cram the whole deal into a single cyber mount or light hardpoint, making a
kickass holdout weapon. This is the route Jared took, building a custom
quickchange clamp mount into his cyber arm to hold it. One of these babies ought
to make your cyborg or scrapper buddies happy campers.
Device Profile: Sunray laser pistol
Frame: 1
Flash Gordon: 5d6 damage, ROF 1, range 10 (3.5 slots, 4 drain/shot)
Extras: laser sight selector switch, wind selector switch, 2-point battery jack,
10-point battery jack (3.5 slots)
Drain: 1/shot; 1/hour for laser sight
Available Slots: 0
Components: 1 electronic, 1 mechanical, 3 structural ($21, TN 8, 1d6 hours, 4
cards)
Weapon ROF Damage Range Inc Shots
Sunray Laser Pistol 1 5d6 10 10
--Robert Holland