Space Opera Weapons

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Equipment Lists for Galactic Crusade


Advanced Melee Weapons

With advanced technology, hand-to-hand combat weapons became remarkably efficient, so that even high-grade battlearmour was anything except immune to them:

MonoFilament Blades: Any edged weapon type can be a MonoFilament Blade--typically a knife or sword, although spears might also be so tipped. A monofilament wire stiffened by a forcefield renders the edge capable of sheering through most substances with greater ease than steel. Weapons so fitted are used in the usual way, but have MonoFilament penetration. Cost = CR 750. Powercell = 200 charge minicell at 100gm mass and CR 50. The powercell runs continuously, so it must be replaced every 10 weeks. A hit exhausts 1/2d6 charges. The MonoFilament is a Tech/7 weapon.

VibroBlades: The VibroBlade is a knife or sword with ‘power steering.’ Hypersonic vibrations are set up in the duralloy blade which causes it to cut extremely well. Cost = CR 1250 to fit it to a standard blade. The Powercell has 200 charges, with 1/2d6 charges expended each time the blade sheers through something. The minicell is the standard 100gm unit at CR 50. Tech/8 weapon.

ForeceBlades: The ForceBlade consists of a 200mm hilt containing a 500gm Powercell with 200 charges. The total unit weighs 1000gm. The forcefield generator inside the hilt will propagate a beam of energy that can be varied from 500mm to 1500mm in length which will cut through almost any material substance in time, unless it is forcefield reinforced. (That is why penetration is not automatic). Cost = CR 3000. Each hit exhausts 1 charge. The Powercell costs CR 200 to replace or can be recharged for CR 75. Tech/8 weapon.

Coagulators: The Coagulator is a 1000mm long rod massing 500gm. It contains a 500gm Powercell with 100 charges. The tip of the rod for about 250mm from the end farthest from the hilt has a VMXT forcefield generator which will scramble living tissue whenever the tip touches flesh or the field penetrates armour. The weapon is traditionally used like a Foil. It causes horrible wounds (double healing time, With Quicktime also increased to x3 normal) and has a +4 wound factor. The weapon is totally banned for civilian use throughout the known galaxy, but though there have been attempts to have the weapon outlawed as too horrible for use in war, it remains one of the most effective hand-to-hand weapons against Bugs and Klackons. It is, however, quite useless against silicate life forms and cold planet life forms. Cost = CR 9000 (M, F). Each hit will exhaust 1d6 charges. The Powercell costs CR 200 to replace and can be recharged for CR 75. Tech/7 weapon, built with Forerunner technology.

Neuronic Whip: The Neuronic Whip is developed from a ForeRunner device discovered on AgoI VIII. Technically, it is a non-lethal weapon, but most beings would probably prefare to be hit by a blaster bolt. The Neuronic Whip causes extreme pain by directly stimualting the nervous system and can bring unconsciousness by overloading the nervous system with ravening pain impulses. The effect is exactly as described for PainBlast (4.15 Telepathy). The ‘Whip’ is not effective against Bugs and Klackons, however, and Silicates and Cold Planet species are also immune. This 750mm rod, massing 1000gm, is issued to trusted Azuriach Officers and Officials as a badge of Authority in the State, and it is used at a punishment for insubordinate conduct, etc. It is utterly banned in the Terrain Union and other civilized nations, with possession bringing very heavy punishment. Actual use of such a terrible device may be subject to perpetual banishment or even the death penalty. The device is powered by a 100gm mini-cell with 100 charges, at a cost of CR 50. Each application of the rod exhausts 1d6 charges. Tech/7 weapon, used like a Foil.

Paralysis Rod: The Paralysis Rod is a 1000mm baton massing 1500gm. It contains a 100gm Powercell with 100 charges. The rod will temporarily paralyze the area of the body it touches and is similar in effect to a Stunner. It is general issue to Police as a Riot Control weapon. Each hit exhausts 1d6 charges from the powercell. Cost = CR 500. Tech/7 weapon, used like a Sabre.

LaserSword: The LaserSword consists of a 300mm hilt containing a JL57 continuous laser projector which will produce a focused laser beam of 500mm to 2000mm length. The 500gm KKK PowerCell contains 100 charges, one of which will be expended each time a hit is scored. The KKK can be recharged at a cost of CR 200 at any power main. The total weapon masses 1250gm and has the penetration power of a Laser HMG, and also its wounding factor. The weapon is used like a Katana., but has a speed factor of 10 and an effective length of 9. If it strikes a weapon other than a ForceBlade, LaserBlade, or LightSword, it has a 25% chance of sheering through it. When activated, the Laser’Blade’ is a brilliant blue-white or red in colour. Cost = CR 12 500 (M, R). Tech/8 weapon. When not in use, the laser beam is turned off.

LightSword: Of all the weapons developed for hand-to-hand combat, the LightSword is the most powerful. Only a Katana/10 Adept can use it to good effect. When so armed the Adept is the equivalent of 3 expertise levels higher than his opponent. The LightSword consist of a 300mm hilt massing 1250gm. It contains a PPK500 continuous TMTX forcefield (akin to a Blaster bolt) which has the penetration power of a Blast HMG, and also its wounding factor, The unit is developed from an artifact found on Formalhaut V by the Terran archaeologist Dr. T. M. Steiger in A.D. 2245, and it appears to have been one of the most prized melee weapons of the ForeRunners. The LightSword has a speed factor of 11 and an effective length of 9, for it can reach from 500mm to 2000mm. The powersource is a KTAM Klysestron 7c anti-matter powercell which will effectively activate the unit for its normal span of use. If it strikes a weapon other than a ForceBlade, LaserSword, or LightSword, it has a 50% chance of sheering through it. When activated, the LightSword is a deep violet •mauve colour. Cost = CR 35 000 (M, F). Tech/9 weapon. When not in use, the TMTX field is turned off.

Ranged Weapons

Given the vast diversity of cultures and technologies that span the galaxies of the Space Opera universe, the weapons that have been developed reflect this amazing breadth of military needs.

Recoiless (Gauss) Firearms

The ‘Recoiless’ rocket-firing weapons are Tech/7 descendants of such experimental guns as the Gyrojet rifles and pistols developed on Terra during the middle of the 20th century. The ammo consists of small, spin-stabilized rocket rounds which gather speed as they accelerate away from the muzzle of the weapon.

Recoiless weapons have the advantages of ‘no kick’ or recoil, while the slugs themselves will attain very high .velocities and deliver excellent hitting power against the target once the shells have reached full velocity. A Recoiless weapon can be fired under water (50% range divisions). Recoiless small arms have enjoyed popularity as rocket shells are unaffected by smoke and aerosols, which attenuate Laserfire. They do not drop off in velocity, unlike slugs fired by cartridge weapons, because the rockets fire throughout their flight. They continue in use in some regular forces, numerous militias, and training units. Civilian use is widespread in some areas. Long guns are sometimes referred to as ‘Cone Rifles’ because of the generally conical shape of the rocket rounds.

Weapon Type Caliber ROF Ammo Length Mass Cost (CR)
GyroJet Pistol 5mm 2/10 10c 250mm 850gm 500
GyroJet Rifle 5mm 2/10 30c 1000mm 3500gm 850
GyroJet Carbine 5mm 2/10 30c 750mm 2750gm 750
Cone Rifle 7mm 2/10 30c l000mm 500gm 1000
Hv. Cone Rifle 10mm 2/10 20c 1000mm 3750gm 1200
Lt. InfR @ 10mm 10 200c 1000mm 15kg 2500
Mdm. InfR @@ 20mm 10 200c 1500mm 250kg 15000
Hv. LnfR @@ 40mm 10 200c 2500mm 600kg 27500

@Tripod weapon.
@@Vehicle mounted in cupola or turret.
Cost and mass of ammo is:

Caliber of Ammo Mass of 100 Rounds Cost (CR)
5mm Gyro 1000gm 40
7mm Gyro 1350gm 50
10mm Cone 1750gm 60
10mm InfR* 10kg 200
20mm InfR* 50kg 1000
40mm InfR* 125 kg 3000

*Actual number of rounds is higher; Infinite Repeaters fire an effective 500 rounds per minute.

All recoiless weapons will have a reduced penetration capability at point-blank and short range because the rocket rounds have not attained maximum velocity and are still accelerating. The 20mm InfR and 40mm InfR rocket shells contain explosive charges, as these weapons are actually automatic cannons which were expressly designed for anti-tank and anti-aircraft fire. Infinite Repeaters actually put out a high volume of fire and only ‘area’ autofire is possible against infantry, while autofire is used to score hits on any vehicle Because of their good underwater performance, they are often mounted in submarines and submersibles as close range offensive armament.

Gauss Rifles

One of the lines of weapon development led to the application of the linear magnetic accelerator to accelerate non-metallic slugs encased in discarding steel sabots to hypervelocity's, often in excess of 5000m per second. The main thrust was toward the development of heavy anti-tank cannon, but the bipod heavy gauss anti-tank rifle was developed for use by infantry. The gauss ‘rifle’ is clip-loaded with 20 hypervelocity rounds. Each round contains a mini-cell which powers the accelerator field, so it is unnecessary to provide a powercell with the weapon itself.

Gauss weapons are exceedingly expensive and have a somewhat slow rate of fire. However, they are devastating against even well-armored infantry, and even a light tank is not immune to its fire. The 20mm rounds can be obtained in ‘solid-shot’ and ‘APDSV explosive’ form. (APDSV = armourpiercing- discarding-sabot, hypervelocity round): A Tech/10 pistol version has been developed for the Terran Space-Forces, but it is not available to civilians.

Weapon Type Calibre ROF Ammo Length Mass Cost(CR)
Gauss Rifle* 20mm 2 20c 1000mm 9000gm 22,500
Gauss Pistol 20mm 2 6c 300mm 1500gm 15,000

*firearm rifle range category Breakdown No. = 3/3 rolled every 10th firing. Cost and mass of ammo are:

Round Warhead Mass of 100 Rounds Cost (CR)
APDSV nil 7500gm 150
APDSVG ‘G’ 7500gm 1000
APDSVF ‘F’ 8000gm 2000
APDSVE ‘E’ 8000gm 3500

Gauss ‘warhead’ rounds explode upon penetration of vehicle and tank armour, and damage inflicted on a vehicle is that of an equivalent ‘HE’ warhead which has effected penetration. The actual penetration, however, is based upon the capabilities of the gauss weapon itself.

Stat Rifle

The Stat rifle is a logical development of the Recoiless rocket guns. The Stat ‘Penetrator’ is designed for maximum projectile penetration of armor using a low velocity rocket shell with a shaped Viradex V explosive charge. The +2500°C gasses produced by the Viradex V detonation can effect a ‘burn through’ of the armor. The Stat Rifle is, in effect, a re-chambered heavy Cone Rifle using 15mm rocket rounds. The cost and general specifications of the Stat Rifle are the same as for the heavy Cone rifle (see 6.11). Ammo masses 3500gm per 100 rounds and costs CR 450. Note: Stat weapons are strictly military arms and rarely find their way into civilian hands. They are available in Tech/8 cultures.

Laser Weapons

The Laser enjoyed a short period of dominance as the chief battlefield weapon of late Tech/6 and early Tech/7 cultures before it was replaced with the Blaster. However, it can still be found in the armaments of many planetary defence force militia units, especially on colony planets, and it remains a very common civilian small arm. Lasers suffered from a number of disadvantages. Smoke and light-dispersing gases can attenuate Iaserfire. The amount a laser beam is weakened depends on the type of smokes gas, fog, or anti-laser aerosol the beam travels through to reach the target.

The advantages of laser weapons almost outweigh the disadvantages. Lasers are silent. The beams cannot be readily detected unless it is dim or dark, or if there is dust or smoke in the air to reflect a portion of the beam and so render them visible to observers. Certain laser wavelengths are effective under water (all range increments at 50%), which makes them an effective submarine weapon. Their lack of recoil also makes them a preferred weapon for combat in low pressure atmospheres and airless conditions in low/null gravity fields. Because it is inadvisable to fill spacecraft with smoke from anti-laser aerosol grenades, lasers remain a standard boarding weapon.

Lasers come in pistol, carbine (actually little more than an SMG), rifle, machine gun, and light and heavy cannon versions. Underwater lasers cost about 150% of standard models:

Weapon Type Caliber ROF Ammo Length Mass Cost(CR)
Laser Pistol 3mm 2/10 20c 200mm 750gm 1000
Laser Carbine 5mm 2/10 30c 500mm 2000gm 1750
Laser Rifle 5mm 2/10 30c 900mm 3250gm 2250
Laser LMG@ 5mm 2/10 50c 1000mm 7500gm 3500
Laser MMG@@ 7mm 10 100c 1250mm 15 kg 5000
Laser HMG@@ 10mm 10 100c 1500mm 30 kg 7500
Hv. Laser @@@ 20mm 10 200c 1800mm 200 kg 22,500

@Bipod mounted.
@@Tripod or TE/Mech mounted, often in a vehicle as a cupola or coaxial gun.
@@@Turret mounted vehicle weapon or aircraft/spaceship weapon: 25m Blast zone.
The powercells may be recharged at any power main in a time period (in seconds) equal to the calibre x no. charges. A 3m/20c powercell for a pistol, for instance, recharges in 60 sec.; a 20mm/200c heavy duty powercell recharges in 4000 sec. or 66.7 mm. or 1.11 hr. Of course, high voltage mains are available and cut the recharge time to 10%. Cost of a recharge = CR 0.50 per sec. The 20rnm/200c would therefore cost CR 2000 to recharge, while the 3mm/20c would cost only CR 30. Spare powercells can be carried. These cost an equivalent to one full recharge plus 125% and will mass 10gm per charge/ second. A 3mm/20c therefore costs CR 67.5 and masses 600gm, while the 20mm/100c costs CR 4500 and masses 40 000gm or 40 kg. Note: mass of powercell is in addition to weapon mass.

Blast Weapons

The moment Blasters appeared, they began to replace the Laser. Blasters fire a series of pulses of Nova-related energy (see Nova Guns in the Space Combat section).

Blasters are unaffected by smoke, haze, fog, aerosols, etc., except insofar as such conditions affect the firer’s ability to see his target. Blasters also create ‘fog’ when their beams hit significant amounts of standing water (but not when firing through mere fog or rain). When fired at flammable targets, Blasters have a 5 to 20 chance of igniting flammable materials and will create plenty of smoke.

Blasters have a limited range under water (10% range increments) and comparable liquids. They have a slight but significant recoil, so only EVA/5-10 personnel may employ them in freefall without the possibility of ‘tumbling’ and other unwanted effects. The beams are plainly visible in all conditions as bolts of brilliant bluish-white or violet light. The position of a firer can be determined quite readily, making mobility a necessity. The Blaster emits a sound reminiscent of sharply torn cloth blended with the whining scream of a ricocheting bullet. Heavy weapons have the undulating howl of a banshee as the pulse-bursts of. energy tear across the intervening distance to the target.

Blasters are universally regarded as military weapons, but in a universe in which most spacefarers will serve as some form of naval auxiliary or reserve force, the Blaster is fairly easy to acquire. At the same time, many starcultures frown upon possession of such destructive weaponry by persons clearly not in the military or else ‘approved’ as responsible citizens. In autocratic nations like the Azuriach lmperium or the Galactic Peoples Republic, possession of Blast weapons is a serious offense unless licensed by the governing authority (a rarity). Blast weapons come in pistol, carbine, rifle, and machine gun versions.

Weapon Type Calibre ROF Ammo Length Mass Cost (CR)
Blast Pistol 5mm 2/10 20c 250mm 1250gm 1500
Blast Carbine 5mm 2/10 30c 600mm 2250gm 2500
Blast Rifle 7mm 2/10 30c 1000mm 3500gm 3500
Blast LMG@ 7mm 2/10 50c 1200mm 7500gm 6000
Blast MMG@@ 10mm 10 100c 1200mm 15kg 9000
Blast HMG@@ 15mm 10 100c 1500mm 30kg 15000
Hv. Blaster@@@ 20mm 10 200c 1800mm 200kg 32500

@Bipod mounted.
@@Tripod mounted or TE/Mech mounted, often in a vehicle as a cupola or coaxial gun.
@@@Turret vehicle weapon or aircraft/spaceship weapon: 25m Blast Zone.
All Blast weapons utilise a powercell to energise their firing systems. The capacity of the powercell is given in the ammo column. All other specifications are as given for Laser powercells in the preceding section.

Needlers

‘Needlers’ were developed as lightweight, ‘tamper-proof’ Tech/7 military weapons. Operated by a mechanical spring device wound by hand or with a small but powerful torque wrench supplied with the gun, the weapons are totally silent at distances over 10m. Thus the position of the firer cannot usually be determined by sound. All needle guns fire 3mm flechettes at high velocity which do surprising damage. The flechettes are sharp-edged and spin furiously upon penetrating the target, slashing through muscle, sinew, and even bone with awesome violence. It is a popular hunting weapon in the colonies, however, because it has fully automatic capabilities and is relatively inexpensive to operate. Thus colonial militias will evidence a good number of such weapons. It is also an excellent personal defense weapon.

Drugged and poisoned needles are available, but these will not penetrate armor over class H (chain-mail equivalent). Thus their use is restricted to ‘soft’ targets in limited or no armor. See 6.20 Poisons & Drugs for details. Needle weapons come in a pistol, carbine (SMG) and rifle version:

Weapon Type Caliber ROF Ammo Length Mass Cost (CR)
Mini Needler@ 3mm 2/10 10c 100mm 250gm 200
Needle Pistol 3mm 2/10 20c 200mm 750gm 250
RazorGun Carbine 3mm 2/10 50c 600mm 2500gm 450
Needle Rifle 3mm 2/10 50c 900mm 3250gm 550

@Hold-out weapon designed for concealment.
@@Use FireArm P.1 range.
Needle ammunition comes in 100-rounds lots (10c, 20c, or 50c clips) at CR 25 and at mass 500gm. Poisoned or drugged rounds are purchased at the costs indicated per ‘dose’ of chemicals, as given in 6.20 Poisons & Drugs.

Dart Guns

This Tech/6 weapon was originally developed to inject animals with a drug to pacify them without injury. It later became a popular hunting weapon in the colonies. The weapon fires a dart pneumatically, and it is therefore as hard to spot the firer from sound alone as it is to detect a needle rifleman.

Some darts are drugged or poisoned. Others are ‘shock darts’ (see below) which produce a deadly trauma through a combination of hydrostatic and electric shock to the victim’s body systems.

Weapon Type Caliber ROF Ammo Length Mass Cost (CR)
Dart Rifle 10mm 1 10 1000mm 3500gm 250

The weapons are loaded round by round, with 3 rounds loaded in a combat turn or 1 round and 1 shot in a combat turn. The compressed gas capsule is good for 100 shots. Ammunition costs CR 2.5 per dart, plus appropriate drugs or poisons, or CR 7.5 per shock dart. One round of the 10mm dart ammunition weighs 15gm, complete with drug or poison. It should be noted that Crossbow quarrels can be modified to take a dart or shock-dart tip.

Shock Darts

Shock Darts are 5mm projectiles designed to impart an electric and hydrostatic shock to the system of a victim. The Shock Dart projector is itself a ‘hold-out’ weapon, usually disguised as some innocent and functional personal item, such as a pen. Modified Shock Darts are also available for Dart Guns. 100 darts mass 500gm and cost CR 7.5 each. Shock Darts are available in late Tech/7 and early Tech/8 cultures.

The range of a Shock Dart is only 5m (point-blank range), but it can be affixed to a Dart Rifle round to a crossbow quarrel (giving it the range of the appropriate weapon delivering it).

Poisons

A wide range of drugs and poisons are available for use in Darts, Needle rounds, and Blowgun darts. In most instances, a Constitution CR is required, in which the victim must roll equal to or below his Constitution score on 1d20 to ‘save’ from the full effects of the drug or poison. However, this CR will be modified upward or downward according to the victim’s body chemistry and its interaction with the chemical. Chemicals (drugs and poisons) are identified as D or P plus a number. Players can give whatever names they wish to the chemicals. Costs and effects are listed below:

Race Affected D1 D2 D3 D4 D5 D6 D7 D8 D9 D10 D11 D12 D13 D14 D15
Humans -8 -10 -4 NE -3 -6 -3 -4 +0 IR +0 NE NE NE NE
Humanoids -4 -3 -7 -7 NE -3 -5 -4 -1 NE +0 NE NE NE NE
Felines NE -8 -1 -2 -5 -4 IR -3 -1 NE +0 NE NE NE NE
Canines -2 -2 -7 -4 -4 -6 -5 -3 -1 NE +0 NE NE NE NE
Pithicenes -7 -10 -5 NE -3 -3 -2 -4 -1 IR +0 NE NE NE NE
Ursoids IR -7 -5 IR -3 -4 -1 -2 +0 +0 +0 NE IR NE NE
Saurians -3 +0 -6 -5 +0 -3 -1 -4 +0 -3 +0 NE NE NE NE
Transhumans -4 -2 -3 -4 -1 -2 -1 -1 +0 NE NE NE NE NE NE
Arachnids NE -2 NE +0 +0 -2 NE NE NE -6 -2 -6 NE NE NE
Scorpionids NE -2 NE +0 +0 -2 NE NE NE -6 -2 -6 NE NE NE
Insectoids IR -3 NE -1 NE -5 NE NE NE -6 -6 NE NE NE
Amoeboids NE NE NE NE NE NE NE NE NE NE NE NE -5 NE NE
Icthyoids -5 -6 -6 -7 -4 -4 -2 -3 -10 -3 +0 NE NE NE NE
Silicates lR IR IR IR IR IR IR IR IR IR IR IR IR -7 IR
Cold Planet NE NE NE NE NE NE NE NE -5 NE -3 NE NE NE -7
Origin N M M M N* M M N M M M N M M M
Effect F S S S S S P P S P P S S S S
Cost (CR) 5 3 2 4 4 2 3 3 5 5 4 3 5 5 5

NE = No Effect: Body chemistry is able to absorb drug.
IR = Irritation: Victim may be roused to fury by the drug, and he will at least be surly.
N = Natural Source: Drug can be extracted from plants, etc., or can be purchased.
S = Sleep: Drug causes victim to became unconscious.
P” Pacify: Drug leaves victim awake but in a stupor which makes him capable of effective self-directed action. He is easily ‘led.’ The drug can also double for ‘Truth’ serums at x 5 cost.
Drugs will take 3-18 seconds to take effect (roll 3d6). If 0-6 seconds, effects will be immediate; 7-12 = effects occur at end of next combat turn; 13-18 = effects occur at end of second combat turn after shot. The effects last for a number of 1 minute tactical game turns equal to 2d6 plus the CR modifier (negative ‘sign becomes positive). For example, a human affected by D1 soporific will sleep for 2d6 + 10 minutes unless given an antidote. At that time, a Constitution CR must be successfully rolled to awaken. If a failure to awaken occurs, another attempt may be made every 1d6 minutes thereafter.

The effects of a soporific are such that fatigue and wind levels will be at 50% of normal for 20 minutes minus Constitution score once the victim awakens.

Pacification drugs have effects which last over a longer period of time. Duration = 6 minutes x 2d6 x CR modifier for the drug. An adjustment may be made for body size. Dosages are set for standard body mass of 200 kg or less. For each 200 kg over the standard body mass (or part thereof), an additional shot of the given drug may be required for any effects to occur. A 350 kg animal, for instance, will have to be shot twice for the drug to be effective at all. A 600 kg animal would have to be shot three times, etc. Once the required amount of drug has been delivered, one Constitution CR is rolled for the victim. Each shot delivered thereafter adds +1 Constitution CR roll. No creature can withstand the effects of more than 6 doses of a soporific. The effects will automatically take place if the drugs were all delivered within a 6-minute period.

Drug antidotes work in identical fashion to the drugs. There is a specific antidote for each drug, denoted AD1, AD2, etc. The antidote AD15 is a general antidote for all species marked ‘N’ and is available to registered Physicians only, as it has a flat 25% chance of destroying the nervous system if administered by anyone who is not a trained Physician or a MediTech/7-10. AD15 will counter the effects of all drugs listed. For an antidote to take effect, a modified CR is rolled, with the negative modifier now a standard +5 across the board for all drugs. The antidote will arouse the victim in 10.d6 seconds (6-60 seconds), but will not counter the temporary fatigue and wind reduction associated with being drugged.

A Stunner charge will cause the same effects as a drug, only the effects will be instantaneous. A ‘reverse’ charge on a Stunner or the administering of the appropriate drug will arouse the victim. Failure to arouse a stunned victim will mean that the time period has been tripled because the victim is in deep coma.

Disruptors

Disrupters are weapons which interfere with the normal molecular resonation of matter; Sonic Protein Disrupters are lethal versions of the sonic Stunner and require identical conditions to be effective. The weapons are effective against all hydrocarbon animal life forms but have no effect against silicate, cold planet, or other ‘exotic’ life forms. Nor will an SPD have any effect on a metal or plastic target. They work only in atmospheres over 250mm pressure.

Sonic Metal Disrupters are specifically designed to disrupt the circuits and servos of Robots, Power Armour, and electrical systems of lightly armoured or un-armoured vehicles. Upon a SMD penetration occurring, there is a 25% chance that the systems will ‘go down’ temporarily for 3d6 combat turns (18- 108 sec.) until internal automatic resetting interlocks can restore the affected systems to normal function. Metal Disrupters will also affect silicate life in the same way that SPDs affect hydrocarbon life forms. They have sonic weapon limitations.

Energy Disrupters are beam projectors which combine all the functions of SPDs and SMDs, with the added advantage that they also affect cold planet and other ‘exotic’ life forms. When autofired, they have the added advantage of producing the equivalent of explosive effects if aimed at a single target (1 shot only in this instance) will cause the target to ‘disintegrate’ if its defensive capacity is exceeded. The ED weapons ‘phased’ to the molecular resonation of the target, and thus the weapons are called ‘phasers’ in some starcultures. For an additional +25% of cost, a Stunner setting can also be obtained. They are usable in vacuum.

Weapon Type Model ROF Ammo* Length Mass Tech Level Cost (CR)
SPD Pistol sonic 1 10c 200mm 1000gm 7 2750
SPD Carbine sonic 1 20c 650mm 3750gm 7 3500
SPD Rifle sonic 1 20c 900mm 5000gm 7 4250
SPD MG@ sonic 10 50c 1200mm l5kg 7 6500
Hv. SPD@@ sonic 10 50c 1500mm 50kg 7 10000
SMD Pistol sonic 1 10c 200mm 1000gm 7 3000
SMD Rifle sonic 1 20c 650mm 3750gm 7 4500
SMD MG@ sonic 1 50c 1200mm l5kg 7 7500
Hv. SMD sonic 1 50c l500mm 50kg 7 12500
ED Pistol energy 2/10 10c 125mm 400gm 9 4000
ED Carbine energy 2/10 20c 650mm 3000gm 9 5750
ED Rifle energy 2/10 20c 900mm 4000gm 9 7000
ED MG@ energy 10 50c 1200mm l5kg 9 16000
Hv ED energy 10 50c 1500mm 50kg 9 25000

*Powercells Cost CR 5 x charges. Recharge take I minute per 10 charges and cost CR 1.50 per charge. Mass of powercells is 10gm per charge.
@Tripod mounted.
@@Vehicle mounted only.
@@@Applied when firing on silicate life forms.

Slug Gun

The Tech/7 ‘slug’ gun is a uniquely Terran hold-out weapon. Usually disguised as some ‘innocent’ personal item, such as a fully functional pocket lighter, wristwatch, pen, etc., it will bear the closest scrutiny, short of a detailed internal examination. The slug gun expels a droplet of highly compressed CX2 gas, which has the property of expanding rapidly in the direction in which it is initially ejected from the weapon. The wave front of expanding gas literally ‘puts the slug’ on the target, as an ancient Terran saying goes, effectively delivering a massive punch which can shatter bones and inflict massive internal injuries. The slug gun loses power very rapidly with range, and thus it is typically used by Terran Intelligence and Security agents or by Police undercover agents. A few of the weapons have passed into civilian hands and might be obtained on Terran worlds from the Black Market. They may also be issued from time to time to government personnel for personal protection in situations in which the obvious armaments are either too conspicuous for freedom of action or are forbidden by local governments. The slug gun is responsible for the ‘tough’ reputation of the Terrans in a brawl. The weapon is characteristically held in the fist (pocket lighter models being very useful for this) and is fired as the PC appears to throw a punch at his opponent. The effects of such a Terran ‘love tap’ are truly spectacular, as few victims remain on their feet, no mater how big they are, unless they are of ‘big game’ size.

Fusion Weapons

Fusion guns are advanced energy weapons related to the Flamer and to the Blaster. They project an actively fusing plasma which will splatter when the bolt hits, producing secondary incendiary effects in the general vicinity when autofired.

Weapon Type Caliber ROF Ammo Wound Factor Splatter Radius Rad Level Armour Penetration Length Mass Tech Level Cost (CR)
Fusion Pistol 10mm 2/10 20c +2 2m 3 F.10 275mm 1500gm 9 3500
Fusion Rifle 15mm 2/10 30c +3 5m 3 F.15 1000mm 4000gm 9 7500
Fusion MG@ 20mm 10 100c +5 10m 4 F.20 1200mm 18 kg 9 22500
Hv. Fusion Gun@ 25mm 10 100c +6 5m 5 F.25 1500mm 250 kg 9 27500

@The Fusion MG is a tripod-mounted support weapon, while the Hv. Fusion Gun is a regular light, turret-mounted, vehicle cannon.
Fusion weapons tend to be employed only by the Terran Union or the Azuriach lmperium. Some AFV with 20mm Hv. Blasters may substitute the 25mm Hv. Fusion Gun.

It should also be noted that the Fusion weapons produce hard radiation (Rad Level) at the surface of the target hit by the main bolt, but not the splatter. If a penetration occurs, this radiation will affect the personnel inside the target, whether in personal armor or in a vehicle. Armored personnel in a vehicle may apply the armor protection against radiation to defend against this hard radiation.

All Fusion weapons employ a powercell to energize their firing systems. The capacity of the powercell is given in the ammo column. All other specifications are as given for Laser powercells in 6.15 Lasers.

Stunners

Stunners are Tech/7-8 weapons designed to incapacitate rather than to injure or kill, Stun weapons come in a sonic and an energy version. Sonic stunners will function only in an atmosphere between 260mm and 300mm pressure. The sonic vibration will also travel through water to other similar liquids for up to 100m. Energy Stunners fire a beam and are capable of functioning in low pressure and vacuum, but are ineffective under water.

Stunners produce effects corresponding to the 15 drug categories Outlined in 6.20 Drugs & Poisons. A weapon will have 5 settings built in (custom order). The weapon is placed at the desired stun setting and, upon penetration, has the same effect as the corresponding ‘drug,’ only the effect will take place instantly. The standard antidote to a Stun beam is a charge with the reverse setting. Targets roll a Constitution CR upon penetration to determine effects.

Stunners are standard issue to most planetary and interstellar police agencies. They are a very humane method of subduing criminals and rioters with a minimum of violence. The weapons come in pistols, carbine, rifle, and vehicle-mounted ‘MG’ versions:

Weapon Type Model ROF Ammo Length Mass Cost
Stun Pistol sonic 2/10 10c 175mm 750gm 300
Stun Carbine sonic 2/10 30c 550mm 2500gm 475
Stun Rifle sonic 2/10 30c 800mm 3250gm 550
Hv. Stunner sonic 2/10 100c 1000mm 20kg 1000
Stun Pistol energy 2/10 10c 175mm 750gm 450
Stun Carbine energy 2/10 30c 550mm 2500gm 650
Stun Rifle energy 2/10 30c 800mm 3250gm 800
Hv. Stunner energy 2/10 100c 1000mm 20kg 1500

Powercells cost CR 2 x charges for sonic stunners and CR 3 x charges for energy stunners. A recharge takes 1 minute per 20 charges and costs CR 0.50 per charge.

Note: Stunners are often used by civilians as personal defense weapons as they are non-lethal and will not bring serious penalties if a ‘mistake’ is made (usually only an ‘assault’ charge at worst). Criminals prefer the weapon for much the same reason.