Ray Guns:
Ray Gun Magazines: All ray guns have internal microgenerators that grant the weapon an infinite magazine, provided the weapon receives its annual tune-up.
Red Ray Gun: As pistol or rifle, but +1 to hit and damage, damage is fire damage. Also called blasters, heat rays, thermo-rays, laser guns, melter guns, etc.
Orange Ray Guns: As pistol or rifle, but +1 to hit and damage, damage is fire damage, and capable of automatic fire. Also called pulse guns, pulse rays, pulse blasters, etc.
Yellow Ray Guns: As pistol or rifle, but damage is electricity damage, +3 to hit and damage vs. robots, androids, cyborgs, and computers. Against other targets, +1 to hit and damage, all damage is nonlethal, and on a natural 20 target must save vs. paralysis or be rendered unconscious for 1d6 turns. Also called stun guns, stun rays, stunners, shock guns, shock rays, shockers.
Green Ray Gun: As pistol or rifle, but +3 to hit and damage, and on a natural 20 target must save vs. death or be transformed into a pile of fine ash. Also called disintegrators, disintegration rays, etc.
Blue Ray Gun: As pistol or rifle, but +1 to hit and damage, damage is cold damage, and on a natural 20 target must save vs petrification or be frozen and unable to act for 1d6 turns. Also called freeze rays, cryo-blasters, etc.
Black Ray Gun: As pistol or rifle, but +3 to hit and damage, damage is negative-energy damage that has no effect against undead creatures, and on a natural 20 target must save vs death or die instantly. Anyone killed by this weapon (not just with its special ability) rises as an undead creature within 1d3 days. Also called death rays, nega-guns, etc.