1 Explodes when shot. Timed (see Special Weapon Effects); Dynamite has a max fuse of 2 rounds. Long-fuse dynamite has a max fuse of 4 rounds.
2 Deals 6d12 additional damage versus machines, electronics, and power armor. If this damage meets or exceeds ½ the DT of any device containing a spell-matrix that matrix will shut down for a minimum of 5 rounds (or until re-activated).
3 Nonlethal Only. Flashbang Special: 2x Radius in dark locales. INT roll MFD ½ or be blinded for 3 rounds (3 MFD step targeting penalty). User doesnt need to roll.
4 Fire (see Special Weapon Effects).
5 Gas Bomb Special: Deals Fire or Poison (but not both), users choice. Also provides a 1MFD targeting penalty into, through or out of its radius for 2 rounds after its detonation.
6 Ignores 30 DT. May cause Disintegration (see Special Weapon Effects).
7 Rads (see Special Weapon Effects). May cause Disintegration (see Special Weapon Effects).
8 Satchel Charges take 2 actions to disarm outside of SATS.
9 Windigo Special: All within its radius must roll END MFD ½ or become frozen solid for 1 round, after which they will automagically thaw. Failures cannot move or shoot, but can still use magic. Successes can shoot, but are still immobilized. Critical failures are frozen solid, killing them instantly. Ambient temperature is lowered by 5°C.
10 Bio-gas Special: Fills a 5 radius up to 5 high with volatile gases. This gas is easily ignited by gunfire, explosives, or offensive magics. If ignited, all characters or creatures in the radius are lit on Fire as per the special weapon effect.
Magical Energy Weapons
(By Value)
Dmg/
shots
Crit
SATS
Range Inc (ft)
Ammo
Mag Size
Reload
Wt
Value
Effect**
Flare Gun (mw)
3d6
x1.5
Flamer Fuel
Internal
FIX-45 Recharger Rifle
4d8
x1.5
MFC Breeder
**
FIP-7 Magical Beam Pistol (mw)
4d8
x1.5
ME-Cell
Internal
Magical Pulse Pistol (mw)
5d8
x1.5
ME-Cell
Internal
FIR-9 Magical Beam Rifle
5d8
x1.5
MFC
DTM
Trots 1000 Magical Beam Pistol (mw)
4d8
x1.5
ME-Cell
Internal
Magical Pulse Rifle
5d12
x2
MFC
DTM
Compliance Regulator (mw)
4d6
x1.5
ME-Cell
Internal
Celestial Scorcher (mw)
3d20
x1.5
Solar Cell
**
1, 5
AER-17 Magical RCW (Rainbow Combat Weapon)
6d10/5
x1
Gem Cell
DTM
FIX-47 Recharger Pistol (mw)
4d10
x1.5
MFC Breeder
**
FIP-31 Disintegration Pistol (mw)
5d8
x1
ME-Cell
Internal
Tri-Beam Magical Rifle (mw)
8d12/3
x1.5
MFC
DTM
Trots 2000 LRMB (Long Range Magical Beam) Rifle
6d12
x3
MFC
DTM
Multi-Pulse Magical Pulse Rifle
8d20/3
x1
MFC
DTM
MAER (Magically Assisted Equestrian Rifle)
6d12
x1.5
MFC
DTM
FSW-32 Shock Pistol (mw)
3d12
x1.5
ME-Cell
Internal
Gauss Rifle
9d20
x4
MFC
Internal
FSW-42B Shock Rifle
8d12
x2
MFC
DTM
Sonic Emitter (mw)
5d12
x1
ME-Cell
Internal
Star Atomizer (mw)
5d10
x1
SPC
Internal
Star Disintegrator
7d12
x2
SPC
Internal
Star Blaster (mw)
20d20
x100
SPC
Internal
On average, energy weapons seem to do less damage than small guns especially when comparing price tags! They have a distinct advantage however- energy weapons using MFC, ME-Cell, Solar Cell, Gem Cell, and Star Power Cell (SPC) based ammunition automatically ignore 5 points of target DT. This includes MFC breeders, as they are technically a modified version of a conventional Magical Fusion Cell (MFC).