Here's a little conversion / adaptation of the burner weapons in Dark Space into RMFRP/SM:P rules. I've also added a few new weapons for flavor.
My design philosophy here was to roughly match the damage potential of the burners (i.e. Mark 2 blasters/half-damage Plasma bolt, and Plasma Repeaters / normal Plasma bolts) in SM2 into Blaster Law tables, and considering they could be replaced by Plasma Bolts, they will also cause Plasma criticals. They are by far the strongest weapons in Twenty Weapons but they have severe limitations and risk to use, and their effective range is short, making bows, crossbows, and various magic bolts viable options in combat.
Burners
Typical burners come in two varieties: Burner pistols, and heavy burners. Weapon stats are given below. To use a burner weapon, it has to be primed. This is a 50% action in RMFRP/SM:P, or 2 AP if using RMU Beta v2 action points.
When a burner is primed, it makes a continuous hissing noise. Once primed, the weapon can be fired normally (as a semi-automatic or in burst mode, if applicable). Keeping the weapon in a primed state is dangerous, as any sudden movements (Medium moving maneuver or harder) causes 10% chance that the weapon will explode as a Grenade inflicting Plasma criticals. The explosion happens within 1 round of the occurrence.
Weapon Technology (Light) maneuver can be used to trigger the explosion manually (after which the weapon will explode after 1 round). Fumble (absolute failure or worse) causes it to explode immediately.
Burners (except for the oldtech ones) are typically powered by an organic battery that can power it a few dozen shots per day. After each 10 shots, the bio battery rolls for Fatigue: typical bonus of an organic battery is +30. Penalty accumulated this way is applied to the weapon’s bonus.
Burn bomb: This is a regular plasma grenade, attacking on the Grenade Attack Table and causing Plasma criticals. To fire it up, it’s primed (50% action) similar to a regular burner and then it explodes after a set amount of time as determined by the user (5-30 seconds). A single burn bomb costs 1000 tradits but they are only sold to militaries (though Cartel makes an exception to its allies).
Cartel burner: Standard burner pistol that attacks as PE 2 (Blaster Law) with semi-automatic fire. Fumble range is 1-3, breakage number is 7, reliability is 60. Range categories are: PB 2 m, Sh 4 m, Me 6 m, Lo 8 m, Ex 15 m.
Cartel heavy burner: Standard heavy burner attacks as PE 4 (Blaster Law) with both semi-automatic and burst modes (i.e. it is an automatic weapon). Fumble range is 3, breakage number is 8, reliability is 45. Range categories are: PB 2 m, Sh 5 m, Me 10 m, Lo 50 m, Ex 100 m.
Cartel heavy-service lighter: This is a heavy lighter produced by Cartel. It’s mainly used to ignite fireworks, but it does it a bit too well, attacking on the PE1 (Blaster Law) causing Heat criticals only (instead of Plasma). Range categories are: PB 0.1 m, Sh 0.5 m, Me 1 m, Lo 1.5 m, Ex 2 m.
Deatharms Ignitor:
This is an oldtech plasma pistol produced by an old arm of Cartel specializing
in firing arms. These aren’t being produced anymore so they are quite rare.
They are powered by power cells (32 shots per cell), also not being produced
any longer but magic may be used to restore the cells once depleted. Their range categories are the same as for Carter burner. Their
reliability is 80 and thus a lot better than the regular ones, and they even
give out a +10 bonus to firing. They still have the chance of explosion but it’s
down to 5%. They attack on PE3 (Blaster Law) plasma energy table. It
used to cost 15000 tradits but street price now goes to 50000 and up.
Deatharms
Howling Death: This oldtech heavy burner was produced by the
Deatharms branch of Cartel but it’s not produced any longer. It attacks on PE5 (Blaster
Law) with reliability of 95 and it’s capable of burst fire. When primed
(50% action to do as regular), the waepon produces a rather loud humming sound,
giving out its name. They are powered by heavy-duty power cells (128 shots per pack)
that are no longer supplied but can be restored through elaborate magic. Their range categories are the same as for Carter heavy burner. It has
the same safety regulations and effects as Carter heavy burner. HDs cost
roughly 200k tradits and up.
