handgun
Tussock
0
d4
90
non-lethal
handgun
Flying knife
-1
d6
90
handgun
Pelletshot
*
*
90
at < 30ft +0 d8, 30ft +1 d6, 60ft +2 d4
handgun
Flare
-1
d8
120
if fighting in low light, any subsequent ranged attacks in a round against a target hit by a flare have advantage
handgun
Wasp
-1
*
90
Can be loaded with any serum
handgun
Firecracker
-2
d12
90
apply attack roll against all adjacent characters
handgun
Smoke
*
*
120
pick a square in range, starting at the beginning of your next turn, all squares in 20' radius obscured
long gun
Iridium (AP)
(+)1
d10
600
long gun
Elephant
-2
2d6
400
long gun
Nailshot
*
*
100
at <30ft +0 d10, 30ft +1 d8, 70ft +2 d6
long gun
Fragmentation
drift
d10
200
20 ft blast radius, BALANCE roll for half
long gun
Bull Wasp
-1
*
120
double dose - imposes disadvantage on resistance
long gun
Noxin Cloud
drift
*
200
15 ft blast radius, grows to 20 ft in 1 round, dissipates in 5 rounds. If caught in smoke roll ENDURANCE save, for every fail, waste turn coughing, can move 5ft
long gun
Phospherus
drift
2d8
150
10ft blast, BALANCE save negates