Disruptor Weapon Table

A disruptor uses a pulsed tractor/pressor beam to smash and rip its target apart with a surge of oscillating force fields. The disruptor beam is discharged by contact with the first signifcant solid object it encounters, it can punch through minor intervening barriers (such as leaves, sheets of paper, thin glass) but has essentially no penetration, shattering the first object that offers significant resistance. The user can set the parameters of the beam to determine what DR constitutes "significant resistance," but the DR of objects that do not discharge the beam is not halved (the beam does pi damage to these objects, and can thus blow through thin enough barriers). The default setting is that the beam affects the first thing that would provide DR 2 or more to whatever is behind it. This makes disruptors a popular home defense weapon, since their pulses will not punch through interior walls and kill innocent people on the other side if you miss the bad guy.

Despite causing crushing damage, disruptors cause no knockback. Because of Newton's third law, this is the price they pay for being recoilless.

When fired, the disruptor pulse produces a visible distortion along the length of the beam and an intense visible distortion at the site of impact. The beam and discharge produces a buzzing sound.

The mass of the power pack is not included in the listed mass of the disruptor weapon. Small power packs are typically attached direcly to the weapon; add the mass of the pack to that of the weapon. If the power pack weighs more than 50% of the empty weapon, increase Bulk by 1; if it weighs as much or more than the weapon, increase bulk by 2; if it weighs double the empty weapon's mass, increase bulk by 3. Attaching the power pack to the weapon with a flexible power cord eliminates the increase to bulk, but can pose other inconveniences (the cord snagging on brush or furniture, having to put on a bulky pack when you want to use the weapon, etc).

Disruptor Weapons
TL Weapon Type Damage Acc Range Weight Max E/s E/shot Min ST Bulk Rcl Cost LC Notes
10^ Light Disruptor Pistol cr 2d+2(2) 3+1 50/100 0.5 2 0.5 6 -1 1 $1000 3 [1,2]
10^ Medium Disruptor Pistol cr 3d^(2) 3+1 100/200 0.9 4 1 8 -2 1 $2000 3 [1,2]
10^ Heavy Disruptor Pistol cr 5d(2) 3+1 200/400 1.6 8 2 10 -3 1 $4000 3 [1,2]
10^ Target Disruptor cr 5d(2) 7+2 200/400 1.8 8 2 6 -4 1 $4000 3 [1,2]
10^ Auto Disruptor cr 5d(2) 4+2 200/400 3.2 20 2 5 -3 1 $7500 2 [1,2]
10^ Sport Disruptor cr 6d(2) 7+2 300/600 2.5 12 3 7 -5 1 $5800 3 [1,2]
10^ Assault Disruptor cr 6d(2) 7+2 300/600 4.8 30 3 6 -4 1 $11250 2 [1,2]
10^ Battle Disruptor cr 8d(2) 7+2 500/1000 4.1 20 5 5 -3 1 $9500 3 [1,2]
10^ Storm Disruptor cr 8d+2(2) 7+2 600/1200 4.8 24 6 6 -4 1 $11250 3 [1,2]
10^ Big Game Disruptor cr 10d(2) 7+2 800/1600 6.3 32 8 8 -5 1 $15000 3 [1,2]
10^ Heavy Disruptor cr 12d+1(2) 7+2 1200/2400 9.5 48 12 10B -6 1 $23500 1 [1,2]
10^ Elephant Disruptor cr 12d+1(2) 7+2 1200/2400 4.1 6 12 8 -4 1 $9800 3 [1,2]

Notes
[1] Includes "smartgun" electronics.

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