Listed below are an assortment of objects which may be found in Deadstar’s many marketplaces or discovered throughout a spacer’s journey. These items may also be available to spacers for the purpose of building their starting loadout (left to the Star Guide’s discretion).
Attachments that come pre-installed on items may not be installed on separate items.
UNIQUE WEAPONS
(For more details, see the WEAPONS section)
IMAGE
ITEM
MSRP
DESCRIPTION
PEPPER SPRAY
[UNIQUE]
FX: COMPACT, VOLATILE, APPLIES BLIND, MAY APPLY STUNNED
100¢
A staple of self-defense, be you a constable or a corpo. Targets in an area of CONE 2 are BLINDED for two (2) rounds (twelve in-game seconds). Targets must then succeed on a endurance Resist or take five (5) TOXIC damage and receive the STUNNED status. This item is a one time use.
DMG: 5 TOXIC RANGE: CONE 2 CAP: 1 CD: 5
FLARE GUN
[UNIQUE]
FX: COMPACT, RACK
175¢
A rudimentary gun meant to fire bright flares to alert allies of the user’s location. If fired at a target, deals five (5) HEAT damage. If the target is a Beast, it receives the ROUTED status. Uses Batteries.
DMG: 5 H. RANGE: 5/120 CAP: 1 CD: 5
HAND CANNON
[GAUSS GUN]
FX: BLOWBACK, RACK, COMPACT
TRAINED: FLATTEN
–
Crafted by rowdy pirates seeking a bigger bang, the gauss gun is a coil-propelled vehicle-mounted weapon system cut down and modified to fit in a humanoid's hands.
DMG: 12 BALLISTIC RANGE: 20/50 CAP: 1 LIFT: 14 CD: 30
LONG GUN
[GAUSS GUN]
FX: BLOWBACK, RACK, TWO-HANDED
TRAINED: FLATTEN
–
Crafted by rowdy pirates seeking a bigger bang, the gauss gun is a coil-propelled vehicle-mounted weapon system cut down and modified to fit in a humanoid's hands.
DMG: 14 BALLISTIC RANGE: 50/150 CAP: 1 LIFT: 16 CD: 35
PALENTINE
[UNIQUE + SUPPRESSOR + FAIL-SAFE + TARGETINGCPU]
FX: QUIET, RACK, CONCEALABLE, MARK
TRAINED: GRAZE
2000¢
A concealed wrist-mounted pistol commonly wielded by would-be assassins. With complex onboard mechanics, this weapon is designed to deliver a single kill shot. Fires light ballistic ammo.
DMG: 8 BALLISTIC RANGE: 10/25 CAP: 1 LIFT: 01 CD: 20
FLAMER
[UNIQUE]
FX: TWO-HANDED
TRAINED: GRAZE
3200¢
A repurposed welding torch, jury-rigged to run on chemical fuel canisters. Pelts foes with waves of molten slag. On a hit, the target receives the BURNED status. Its damage is determined by its ammunition.
DMG: – RANGE: CONE 3 CAP: 1 LIFT: 09 CD: 8
FREEZE RAY
[UNIQUE]
FX: TWO-HANDED
TRAINED: FLATTEN
4000¢
Originally developed to preserve subjects of the Human Varity Projects for further research. Blasts foes with a blizzard of sub zero fog, freezing them in their tracks. On a hit, the target receives the FROZEN status. Its damage is determined by its ammunition.
DMG: – RANGE: 20/60 CAP: 1 LIFT: 05 CD: 10
SHOCKER
[UNIQUE]
FX: TWO-HANDED
TRAINED: HINDER
5000¢
A Tesla coil mounted to a focusing magnetic array. Lambasts targets with bolts of electricity. Exceptionally effective against bots, drones, and other electronics. On a hit, the target receives the STUNNED status. Its damage is determined by its ammunition.
DMG: – RANGE: 10/30, CUBE 2 CAP: 1 LIFT: 04 CD: 8
FRIGHT GUN
[UNIQUE]
FX: QUIET, VOLATILE, COMPACT
TRAINED: HINDER
12,000¢
This weapon fires a ray which alters brain chemistry. Makes a target’s greatest nightmares a reality. On a hit, the target receives the PSYCHOSIS status. Uses Batteries.
DMG: 7 NERVE RANGE: CONE 3 CAP: 1 LIFT: 10 CD: 10
RAY GUN
[UNIQUE]
FX: VOLATILE, COMPACT, IGNORES DT
TRAINED: MARK
50,000¢
The pinnacle of energy weapon technology. This gun fires high-energy radiation waves which ignore conventional armor and shielding, deconstructing a target at the molecular level. Uses Batteries.
DMG: 7 RADIATION RANGE: 15/60 CAP: 1 LIFT: 06 CD: 14
DARK MATTER ACCELERATOR
[UNIQUE]
FX: RACK, VOLATILE, TWO-HANDED
TRAINED: MARK
200,000¢
A particle accelerator cannon which launches momentary Nano black holes at a target. This machine creates a sonic blast which can be heard four-hundred (400) mega units away. Without proper ear protection, all lifeforms within ten (10) units will become permanently deaf. All lifeforms within one-hundred (100) units must succeed on a reflex Resist or be STUNNED and BLINDED. Uses Gravium Cores.
DMG: 25 VOID RANGE: ∞ CAP: 1 LIFT: 20 CD: 30