TEXT: GHOSTBUSTERS and the GHOSTBUSTERS LOGO are registered trademarks of Columbia Pictures Industries, Inc.  References to GHOSTBUSTERS and elements of the GHOSTBUSTERS 
  fictitious universe do not constitute a challenge to trademark status.  SAVAGE WORLDS and the SAVAGE WORLDS LOGO are trademarks of Pinnacle Entertainment Group (http://www.peginc.
  com), used with permission.   This is a fan product created without the involvement of the aforementioned parties.  Neither Pinnacle nor Columbia Pictures Industries Inc. makes any representation 
  or warranty as to the quality, viability, or  suitability for purpose of this product.  Original artwork and design by T. Jordan Peacock.  Permission is granted to print this document for private use.  
  Range 12/24/48+; damage 2d6 (energy, ignites flammable targets)
  • HEAT: Default of 1 Heat Unit buildup per use.
  • CAPACITY: Maximum of 10 Heat Units (expandable to 15 with add-ons).
  • SAFETY: Will not fire if device would be pushed past maximum Heat.
  • HOTWIRE: Repair check can be made to disable Safety.  ONE attack can 
  be made to push unit past 10 Heat Units, but it will fry the pack, requiring a 
  Repair check and 1d20 hours to repair back at base.
  • HAZARDOUS: Deals Environmental Damage on any miss, or if a “1” is 
  rolled on the skill die (even if the intended target is still hit).
  • MELEE: Can be used in close combat, but user is an Unarmed Defender.
  • VENT: At end of each round Proton Pack is unused, it cools 1 Heat Unit.
  • “NONLETHAL”: Causes no more than a Shaken result to living targets.
  • CAPTURE STREAM (optional attack mode): No damage, but target is En-
  tangled as long as beam is maintained (1 Heat Unit/round).  Snared ghosts 
  can be moved up to 6” per round with opposed Shooting vs. Spirit.
  • STRAFE (optional attack mode): +2 to Shooting and Damage, but 3x Heat 
  Buildup, and automatically does Environmental Damage.
  PROTON PACK / NEUTRONA WAND TECHNICAL NOTES
  Range 6/12/24; damage 2d4 (slime, supernatural, nonlethal)
  • SLIME UNITS: Default usage of 1 Slime Unit for Small Burst Template; 2 
  Units for Medium Burst; 4 Units for Cone or Large Burst.
  • CAPACITY: 10 Slime Units (expandable to 20 with upgrades).
  • MALFUNCTION: On roll of “1” on skill die, user is hit by backsplash for 2d4 
  slime damage.
  • STUN: Cannot cause more than a Shaken result against living targets.
  • MELEE: Can be used in melee, but user is an Unarmed Defender.
  • SAFE: Unlike the proton pack, Environmental Damage is not dealt on a 
  miss—only on a Critical Failure.  Damage is still applied against specific 
  items caught within the blast radius, however (e.g., fragile glassware; using 
  a slime blower to try to knock a door down).
  • REGENERATE: At the end of any round the Slime Blower is unused, it 
  regenerates 1 Slime Unit.
  • REVEAL: Invisible/ethereal targets hit (even if not damaged) by slime are 
  easier to see and hit; targeting penalties due to invisibility are negated.  
  PDS “SLIME BLOWER” TECHNICAL NOTES
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Ghostbusters/Savage Worlds - Ghostbusters - Player Reference Cards.pdf