Difference between revisions of "Space Opera Weapons"
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+ | [[Equipment Lists]] for [[Galactic Crusade]] | ||
+ | ---- | ||
+ | |||
=Advanced Melee Weapons= | =Advanced Melee Weapons= | ||
With advanced technology, hand-to-hand combat weapons | With advanced technology, hand-to-hand combat weapons | ||
Line 13: | Line 16: | ||
replaced every 10 weeks. A hit exhausts 1/2d6 charges. The | replaced every 10 weeks. A hit exhausts 1/2d6 charges. The | ||
MonoFilament is a Tech/7 weapon.<br><br> | MonoFilament is a Tech/7 weapon.<br><br> | ||
− | VibroBlades: The | + | VibroBlades: The VibroBlade is a knife or sword with ‘power steering.’ |
Hypersonic vibrations are set up in the duralloy blade | Hypersonic vibrations are set up in the duralloy blade | ||
which causes it to cut extremely well. Cost = CR 1250 to fit it to a | which causes it to cut extremely well. Cost = CR 1250 to fit it to a | ||
Line 128: | Line 131: | ||
rocket rounds.<br><br> | rocket rounds.<br><br> | ||
{| | {| | ||
− | |Weapon Type ||Caliber ||ROF ||Ammo ||Length ||Mass ||Cost | + | |Weapon Type ||Caliber ||ROF ||Ammo ||Length ||Mass ||Cost (CR) |
− | (CR) | + | |
|- | |- | ||
|GyroJet Pistol ||5mm ||2/10 ||10c ||250mm ||850gm ||500 | |GyroJet Pistol ||5mm ||2/10 ||10c ||250mm ||850gm ||500 | ||
Line 165: | Line 167: | ||
|40mm InfR* ||125 kg ||3000 | |40mm InfR* ||125 kg ||3000 | ||
|} | |} | ||
− | *Actual number of rounds is higher; Infinite Repeaters fire an | + | <nowiki>*</nowiki>Actual number of rounds is higher; Infinite Repeaters fire an |
effective 500 rounds per minute.<br><br> | effective 500 rounds per minute.<br><br> | ||
All recoiless weapons will have a reduced penetration | All recoiless weapons will have a reduced penetration | ||
Line 206: | Line 208: | ||
|Gauss Pistol ||20mm ||2 ||6c ||300mm ||1500gm ||15,000 | |Gauss Pistol ||20mm ||2 ||6c ||300mm ||1500gm ||15,000 | ||
|} | |} | ||
− | *firearm rifle range category | + | <nowiki>*</nowiki>firearm rifle range category |
Breakdown No. = 3/3 rolled every 10th firing. | Breakdown No. = 3/3 rolled every 10th firing. | ||
Cost and mass of ammo are: | Cost and mass of ammo are: | ||
Line 303: | Line 305: | ||
40 000gm or 40 kg. Note: mass of powercell is in addition to | 40 000gm or 40 kg. Note: mass of powercell is in addition to | ||
weapon mass. | 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).<br><br> | ||
+ | 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.<br><br> | ||
+ | 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.<br><br> | ||
+ | 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 [[GPR|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.<br><br> | ||
+ | {| | ||
+ | |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.<br> | ||
+ | @@Tripod mounted or TE/Mech mounted, often in a vehicle as | ||
+ | a cupola or coaxial gun.<br> | ||
+ | @@@Turret vehicle weapon or aircraft/spaceship weapon: 25m | ||
+ | Blast Zone.<br> | ||
+ | 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.<br><br> | ||
+ | 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.<br> | ||
+ | @@Use FireArm P.1 range.<br> | ||
+ | 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.<br><br> | ||
+ | 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.<br><br> | ||
+ | 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.<br> | ||
+ | IR = Irritation: Victim may be roused to fury by the drug, and he will at least be surly.<br> | ||
+ | N = Natural Source: Drug can be extracted from plants, etc., or | ||
+ | can be purchased.<br> | ||
+ | S = Sleep: Drug causes victim to became unconscious.<br> | ||
+ | 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.<br> | ||
+ | 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.<br><br> | ||
+ | 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.<br><br> | ||
+ | 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.<br><br> | ||
+ | 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.<br><br> | ||
+ | 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.<br><br> | ||
+ | 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.<br><br> | ||
+ | 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 | ||
+ | |} | ||
+ | <nowiki>*</nowiki>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.<br> | ||
+ | @Tripod mounted.<br> | ||
+ | @@Vehicle mounted only.<br> | ||
+ | @@@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.<br> | ||
+ | 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.<br><br> | ||
+ | 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.<br><br> | ||
+ | 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.<br><br> | ||
+ | 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.<br><br> | ||
+ | |||
+ | 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.<br><br> | ||
+ | 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. |
Latest revision as of 20:29, 17 March 2016
Equipment Lists for Galactic Crusade
Contents
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.