Difference between revisions of "Future Imperfect - Weapons"
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The following ranged weapons are a representative list of the most common found in the universe. The list should not be assumed exhaustive. There could be considerable variation even among similar types. As with just about anything, higher cost can lead to greater effectiveness within a weapon category. | The following ranged weapons are a representative list of the most common found in the universe. The list should not be assumed exhaustive. There could be considerable variation even among similar types. As with just about anything, higher cost can lead to greater effectiveness within a weapon category. | ||
− | |||
'''Ammo:''' The amount of ammo carried, and method (m for magazine or b for belt) <br> | '''Ammo:''' The amount of ammo carried, and method (m for magazine or b for belt) <br> | ||
'''TL:''' Tech Level <br> | '''TL:''' Tech Level <br> | ||
'''Range:''' Range increment, in meters. <br> | '''Range:''' Range increment, in meters. <br> | ||
'''Pen:''' Penetration value of the weapon. <br> | '''Pen:''' Penetration value of the weapon. <br> | ||
− | |||
'''Damage:''' Full damage for the weapon, used on P results or against unarmored foes.<br> | '''Damage:''' Full damage for the weapon, used on P results or against unarmored foes.<br> | ||
− | ''' | + | '''RD:''' Reduced damage for the weapon, used on A results. <br> |
− | ''' | + | '''SP:''' Snapshot penalty. The penalty when making a snapshot with the weapon.<br> |
+ | '''S:''' Snapshot AP cost. <br> | ||
+ | '''N:''' Normal shot AP cost.<br> | ||
+ | '''Aim:''' AP cost for an aim action with the weapon.<br> | ||
+ | '''C:''' Cock AP cost. Weapons with * in this column have no cocking mechanism.<br> | ||
+ | '''Size:''' Size value of the weapon. <br> | ||
'''Rel:''' Reliability of the weapon. <br> | '''Rel:''' Reliability of the weapon. <br> | ||
+ | '''Cost:''' Cost in credits (see economics section). <br> | ||
'''Attributes:''' See below. <br> | '''Attributes:''' See below. <br> | ||
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Many weapons have special attributes which contribute to their unique brand of effectiveness. | Many weapons have special attributes which contribute to their unique brand of effectiveness. | ||
+ | '''Double Action''': Double action weapons can be fired without cocking. If fired in this manner, the shot is -1 against any target beyond the first range increment.<br> | ||
+ | '''Swing Out''': Weapon requires a 1 AP action to begin reloading. Weapon reloads a single round per AP once ready, and costs 1 AP to replace cylinder.<br> | ||
+ | '''Folding Stock''': Weapon may fold the stock to reduce the size by 1.<br> | ||
+ | '''Magazine''': Weapon is loaded from a box magazine. 1 AP to remove old magazine and 1 AP to insert new.<br> | ||
+ | '''Belt Fed''': Weapon is fed ammunition via a belt of connected rounds. 1 AP to prepare reload, 2 AP to place belt and prepare for firing. Weapon must be cocked only before first round.<br> | ||
+ | '''PP''': Weapon is powered by an external power pack. <br> | ||
+ | '''Accurate''': Weapon receives a bonus equal to the accurate level when firing an aimed shot.<br> | ||
'''Stat''': Stat weapons decrement armor on D results if the Toggle value is YES. <br> | '''Stat''': Stat weapons decrement armor on D results if the Toggle value is YES. <br> | ||
+ | '''Burst''': Weapon may fire using a burst. Firer may choose to use the appropriate burst section of the Action Card. Must declare burst fire before drawing the card.<br> | ||
+ | '''Semi Auto''': Weapon automatically loads the next round upon firing. Need only be cocked before firing first shot after reloading.<br> | ||
+ | '''Auto''': Weapon fires on fully automatic only. Use the Burst 10 section of the Action Card.<br> | ||
'''Fire''': Fire weapons set the target on fire if the Toggle value is YES. See fire rules in Chapter XX. Note that if the shot is a miss, wherever the weapon hits is set on fire. Use the clock face to determine hit location. <br> | '''Fire''': Fire weapons set the target on fire if the Toggle value is YES. See fire rules in Chapter XX. Note that if the shot is a miss, wherever the weapon hits is set on fire. Use the clock face to determine hit location. <br> | ||
'''Smoke''': Weapons with the smoke attribute produce smoke that may block laser fire. When firing a laser weapon through an area filled with smoke, check the Fragment value on the card. If it is equal to or less than the number of smoke value, the laser fire is blocked by the smoke. <br> | '''Smoke''': Weapons with the smoke attribute produce smoke that may block laser fire. When firing a laser weapon through an area filled with smoke, check the Fragment value on the card. If it is equal to or less than the number of smoke value, the laser fire is blocked by the smoke. <br> | ||
− | ''' | + | '''Slow''': Slow weapons lose all initiative based ties and the user may not bid any APs toward going first. Additionally, slow weapons may only be used if sufficiently steadied by a bipod, tripod or harness as necessary. Slow weapons may not be fired if the firing character moved during the movement phase. Slow weapons can never fire aimed shots.<br> |
'''Suppress''': Weapons with the suppress attribute are excellent at suppressive fire. They may hit unintended targets up to 2 meters from the intended path of fire. They may also attempt to hit any and all targets that enter their zone during a suppression fire action. <br> | '''Suppress''': Weapons with the suppress attribute are excellent at suppressive fire. They may hit unintended targets up to 2 meters from the intended path of fire. They may also attempt to hit any and all targets that enter their zone during a suppression fire action. <br> | ||
'''Invisible''': Weapon fire is more difficult to perceive with normal sight. Attempts to ascertain where hidden users of invisible weapons are located are assessed a -4 penalty.<br> | '''Invisible''': Weapon fire is more difficult to perceive with normal sight. Attempts to ascertain where hidden users of invisible weapons are located are assessed a -4 penalty.<br> | ||
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'''Stun''': Stun damage weapons never deal wounds, and only deal concussion as a non-lethal hand to hand attack. Instead, figure damage normally and the character must attempt a Stun check. Apply these effects. <br> | '''Stun''': Stun damage weapons never deal wounds, and only deal concussion as a non-lethal hand to hand attack. Instead, figure damage normally and the character must attempt a Stun check. Apply these effects. <br> | ||
'''Warhead''': Weapon may use specialized warhead ammunition. <br> | '''Warhead''': Weapon may use specialized warhead ammunition. <br> | ||
− | |||
'''Area Effect''': Weapons uses area effect rules. <br> | '''Area Effect''': Weapons uses area effect rules. <br> | ||
'''LR''': Weapon is low recoil. No penalty in Zero G usage. <br> | '''LR''': Weapon is low recoil. No penalty in Zero G usage. <br> | ||
'''EMP''': Weapon can disable or alter the function of vulnerable electronic, cybernetic and/or positronic devices. Unshielded electronic devices are affected on a step value of 1-3, shielded electronic or cybernetic devices on step value of 1-2, positronic devices on step values of 0 or 5. Positronic devices affected by EMP are caused to "reboot" and miss 1 action. Other electronic devices are disabled for a number of rounds equal to the fragment. <br> | '''EMP''': Weapon can disable or alter the function of vulnerable electronic, cybernetic and/or positronic devices. Unshielded electronic devices are affected on a step value of 1-3, shielded electronic or cybernetic devices on step value of 1-2, positronic devices on step values of 0 or 5. Positronic devices affected by EMP are caused to "reboot" and miss 1 action. Other electronic devices are disabled for a number of rounds equal to the fragment. <br> | ||
− | '''APRO''': APROBDIF weapons are very effective at disabling or altering the function of electronic, positronic and cybernetic devices, however they do no other damage of any kind. See the APRO chart in the Robots section of Chapter XX, Gear for their effect on positronic devices. APRO weapons disable unshielded electronics on a step value of 0-4, and shielded electronics and cybernetics on 0-3. The length of the disabling is until properly repaired by a qualified technician (TN 11). | + | '''APRO''': APROBDIF weapons are very effective at disabling or altering the function of electronic, positronic and cybernetic devices, however they do no other damage of any kind. See the APRO chart in the Robots section of Chapter XX, Gear for their effect on positronic devices. APRO weapons disable unshielded electronics on a step value of 0-4, and shielded electronics and cybernetics on 0-3. The length of the disabling is until properly repaired by a qualified technician (TN 11).<br> |
+ | '''Pierce:''' Pierce weapons are thin and strong enough to puncture targets and armor. Pierce weapons ignore screens.<br> | ||
+ | '''Impact:''' Impact weapons rely on delivering great kinetic force to bludgeon the target. Impact weapons ignore screens.<br> | ||
+ | '''Slash:''' Slash weapons have broad cutting edges that deliver sharp damage to targets. Slash weapons ignore screens. <br> | ||
==Tech Level 5== | ==Tech Level 5== | ||
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pintle/post mounts as well as actual tripods used for field | pintle/post mounts as well as actual tripods used for field | ||
mounts. The harness mount is a traversing and elevation mount | mounts. The harness mount is a traversing and elevation mount | ||
− | or else a coaxial mounting in weapon turrets or even available for CBA/PAPA. Tech 5 Firearms are | + | or else a coaxial mounting in weapon turrets or even available for CBA/PAPA. Tech 5 Firearms are kinetic weapons. |
==Tech Level 6== | ==Tech Level 6== | ||
[[image:TL6-weapons.JPG]] | [[image:TL6-weapons.JPG]] | ||
− | Tech/6 civilian weapons differ little from those of Tech/5. However, Military small arms have improved considerably. Tech level 6 firearms are | + | Tech/6 civilian weapons differ little from those of Tech/5. However, Military small arms have improved considerably. Tech level 6 firearms are kinetic weapons. |
The automatic rifle is the standard infantry | The automatic rifle is the standard infantry | ||
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military weapons. The pistols are capable of delivering | military weapons. The pistols are capable of delivering | ||
a considerable amount of hitting power and have | a considerable amount of hitting power and have | ||
− | excellent range and penetration power. Tech 7 firearms are | + | excellent range and penetration power. Tech 7 firearms are kinetic weapons. |
[[image:TL7-Gauss.JPG]] | [[image:TL7-Gauss.JPG]] | ||
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but it is not available to civilians. | but it is not available to civilians. | ||
− | Gauss/recoilless weapons are | + | Gauss/recoilless weapons are kinetic weapons. |
[[image:TL7-Laser.JPG]] | [[image:TL7-Laser.JPG]] | ||
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wrench supplied with the gun, the weapons are totally silent at | wrench supplied with the gun, the weapons are totally silent at | ||
distances over 10m. Thus the position of the firer cannot usually | distances over 10m. Thus the position of the firer cannot usually | ||
− | be determined by sound. All needle guns fire | + | be determined by sound. All needle guns fire 3mm flechettes at |
high velocity which do surprising damage. The flechettes are | high velocity which do surprising damage. The flechettes are | ||
sharp-edged and spin furiously upon penetrating the target, | sharp-edged and spin furiously upon penetrating the target, | ||
Line 195: | Line 211: | ||
Chapter XX Poisons & Drugs for details. | Chapter XX Poisons & Drugs for details. | ||
− | Needlers are | + | Needlers are kinetic weapons. |
[[image:TL7-Misc.JPG]] | [[image:TL7-Misc.JPG]] | ||
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can be affixed to a Dart Rifle round to a crossbow quarrel | can be affixed to a Dart Rifle round to a crossbow quarrel | ||
(giving it the range of the appropriate weapon delivering it). | (giving it the range of the appropriate weapon delivering it). | ||
+ | |||
+ | [[image:TL7-Tangler.JPG]] | ||
'''Tanglers:''' The Tanglegun is a Tech/7 police weapon about the size and | '''Tanglers:''' The Tanglegun is a Tech/7 police weapon about the size and | ||
Line 234: | Line 252: | ||
Blaster, fusion gun, flamer, etc will readily melt the tanglestrands | Blaster, fusion gun, flamer, etc will readily melt the tanglestrands | ||
and release a victim. However, the technique should be | and release a victim. However, the technique should be | ||
− | restricted to personnel in armor protection classes | + | restricted to personnel in armor protection classes 8 or higher. |
[[image:TL7-Flamer.JPG]] | [[image:TL7-Flamer.JPG]] | ||
Line 416: | Line 434: | ||
Note: Stat | Note: Stat | ||
weapons are strictly military arms and rarely find their way into | weapons are strictly military arms and rarely find their way into | ||
− | civilian hands. They are available in Tech/8 cultures. Stat rifles are | + | civilian hands. They are available in Tech/8 cultures. Stat rifles are kinetic weapons. |
==Tech Level 9== | ==Tech Level 9== | ||
Line 450: | Line 468: | ||
Scope: Double aim bonus and double range increment. Is not effective unless shot is aimed (not ready). 100 <br> | Scope: Double aim bonus and double range increment. Is not effective unless shot is aimed (not ready). 100 <br> | ||
− | Laser Dot Sight: Reduce duration of | + | Laser Dot Sight: Reduce duration of normal shot and aim action by 1 AP. 200 <br> |
Thermal Scope: Acts as scope, but also removes penalty for firing in darkness. 250 <br> | Thermal Scope: Acts as scope, but also removes penalty for firing in darkness. 250 <br> | ||
Latest revision as of 14:08, 16 July 2020
Contents
Ranged Weapons
The following ranged weapons are a representative list of the most common found in the universe. The list should not be assumed exhaustive. There could be considerable variation even among similar types. As with just about anything, higher cost can lead to greater effectiveness within a weapon category.
Ammo: The amount of ammo carried, and method (m for magazine or b for belt)
TL: Tech Level
Range: Range increment, in meters.
Pen: Penetration value of the weapon.
Damage: Full damage for the weapon, used on P results or against unarmored foes.
RD: Reduced damage for the weapon, used on A results.
SP: Snapshot penalty. The penalty when making a snapshot with the weapon.
S: Snapshot AP cost.
N: Normal shot AP cost.
Aim: AP cost for an aim action with the weapon.
C: Cock AP cost. Weapons with * in this column have no cocking mechanism.
Size: Size value of the weapon.
Rel: Reliability of the weapon.
Cost: Cost in credits (see economics section).
Attributes: See below.
Weapon Attributes
Many weapons have special attributes which contribute to their unique brand of effectiveness.
Double Action: Double action weapons can be fired without cocking. If fired in this manner, the shot is -1 against any target beyond the first range increment.
Swing Out: Weapon requires a 1 AP action to begin reloading. Weapon reloads a single round per AP once ready, and costs 1 AP to replace cylinder.
Folding Stock: Weapon may fold the stock to reduce the size by 1.
Magazine: Weapon is loaded from a box magazine. 1 AP to remove old magazine and 1 AP to insert new.
Belt Fed: Weapon is fed ammunition via a belt of connected rounds. 1 AP to prepare reload, 2 AP to place belt and prepare for firing. Weapon must be cocked only before first round.
PP: Weapon is powered by an external power pack.
Accurate: Weapon receives a bonus equal to the accurate level when firing an aimed shot.
Stat: Stat weapons decrement armor on D results if the Toggle value is YES.
Burst: Weapon may fire using a burst. Firer may choose to use the appropriate burst section of the Action Card. Must declare burst fire before drawing the card.
Semi Auto: Weapon automatically loads the next round upon firing. Need only be cocked before firing first shot after reloading.
Auto: Weapon fires on fully automatic only. Use the Burst 10 section of the Action Card.
Fire: Fire weapons set the target on fire if the Toggle value is YES. See fire rules in Chapter XX. Note that if the shot is a miss, wherever the weapon hits is set on fire. Use the clock face to determine hit location.
Smoke: Weapons with the smoke attribute produce smoke that may block laser fire. When firing a laser weapon through an area filled with smoke, check the Fragment value on the card. If it is equal to or less than the number of smoke value, the laser fire is blocked by the smoke.
Slow: Slow weapons lose all initiative based ties and the user may not bid any APs toward going first. Additionally, slow weapons may only be used if sufficiently steadied by a bipod, tripod or harness as necessary. Slow weapons may not be fired if the firing character moved during the movement phase. Slow weapons can never fire aimed shots.
Suppress: Weapons with the suppress attribute are excellent at suppressive fire. They may hit unintended targets up to 2 meters from the intended path of fire. They may also attempt to hit any and all targets that enter their zone during a suppression fire action.
Invisible: Weapon fire is more difficult to perceive with normal sight. Attempts to ascertain where hidden users of invisible weapons are located are assessed a -4 penalty.
Silent: Weapon fire are more difficult to perceive with normal hearing. Attempts to ascertain where hidden users of silent weapons are located are assessed a -4 penalty.
Drug: Weapon may deliver a drug or toxin. See the drug section for effects.
Stun: Stun damage weapons never deal wounds, and only deal concussion as a non-lethal hand to hand attack. Instead, figure damage normally and the character must attempt a Stun check. Apply these effects.
Warhead: Weapon may use specialized warhead ammunition.
Area Effect: Weapons uses area effect rules.
LR: Weapon is low recoil. No penalty in Zero G usage.
EMP: Weapon can disable or alter the function of vulnerable electronic, cybernetic and/or positronic devices. Unshielded electronic devices are affected on a step value of 1-3, shielded electronic or cybernetic devices on step value of 1-2, positronic devices on step values of 0 or 5. Positronic devices affected by EMP are caused to "reboot" and miss 1 action. Other electronic devices are disabled for a number of rounds equal to the fragment.
APRO: APROBDIF weapons are very effective at disabling or altering the function of electronic, positronic and cybernetic devices, however they do no other damage of any kind. See the APRO chart in the Robots section of Chapter XX, Gear for their effect on positronic devices. APRO weapons disable unshielded electronics on a step value of 0-4, and shielded electronics and cybernetics on 0-3. The length of the disabling is until properly repaired by a qualified technician (TN 11).
Pierce: Pierce weapons are thin and strong enough to puncture targets and armor. Pierce weapons ignore screens.
Impact: Impact weapons rely on delivering great kinetic force to bludgeon the target. Impact weapons ignore screens.
Slash: Slash weapons have broad cutting edges that deliver sharp damage to targets. Slash weapons ignore screens.
Tech Level 5
Tech/5 firearms represent a further increase in general performance of small arms. Ranges of most rifles have increased, while many accept magazine ammunition. A good range of handguns will be available, incuding double-action weapons with an excellent rate of fire. Military arms evidence a significant number of fully automatic weapons. While the civilian rifles and pistols largely speak for themselves, the military weapons deserve some comment. The standard infantry arm is either the automatic rifle or carbine. Both will accept a bayonet. The machine pistol is a mini-submachine gun derived from the 9mm pistol. The LMG or light machine gun is comparable to the U.S. BAR or the British Bren. The MMG medium machine gun and HMG heavy machine gun must be mounted on tripods or harness mounts. Tripods include vehicle pintle/post mounts as well as actual tripods used for field mounts. The harness mount is a traversing and elevation mount or else a coaxial mounting in weapon turrets or even available for CBA/PAPA. Tech 5 Firearms are kinetic weapons.
Tech Level 6
Tech/6 civilian weapons differ little from those of Tech/5. However, Military small arms have improved considerably. Tech level 6 firearms are kinetic weapons.
The automatic rifle is the standard infantry arm in Tech/6 cultures. It is fitted with a shoulder sling, accepts a bayonet, and can be fitted with Scope sights, infra-red visors, night visors, and other specialized sighting equipment. It has a 30-round magazine which can be inserted beneath the weapon to the front of the pistol grip/trigger guard. The weapons these types are modelled after are the FN FAL. 7.62 and M-14 semi-automatic rifles, the AK-47 and M-16 assault rifles, while the SMG is the Israeli ‘Uzi’. The LMG is a modified automatic rifle, bipod stabilized and having a receiver for belt ammunition. The MMG it a NATO 7.62mm automatic support weapon, while the HMG is an improved .50 cal. with ranging machinegun long-range fire capabilities. The heavy handguns represent the latest in heavy revolver and automatic side arms. These become standard military and police issue in the later part of a Tech/7 development period.
Tech Level 7
Tech/7 firearms represent the farthest advance in the development of the traditional small arm. Virtually all the rifle and carbine types are on the automatic rifle model and bear a close resemblance to the Tech/6 military weapons. The pistols are capable of delivering a considerable amount of hitting power and have excellent range and penetration power. Tech 7 firearms are kinetic weapons.
The ‘Recoilless’ 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.
Recoilless weapons have the advantages of ‘no kick’, or greatly reduced recoil, while the slugs themselves will attain very high velocities and deliver excellent stopping power against the target once the shells have reached full velocity. A Recoilless weapon can be fired under water (range increment halved). Recoilless small arms have enjoyed popularity as rocket shells are unaffected by smoke and aerosols, which attenuate Laser fire. 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.
All recoilless weapons will have a reduced penetration capability at up to two range increments because the rocket rounds have not attained maximum velocity and are still accelerating. The 20mm lnfR 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.
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 magazine-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 = armorpiercing- discarding-sabot, hypervelocity round): A Tech/10 pistol version has been developed for the Terran Space-Forces, but it is not available to civilians.
Gauss/recoilless weapons are kinetic 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 defense 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 laser fire. 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. Lasers are energy weapons.
‘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 Pierce/Slash 4. Thus their use is restricted to ‘soft’ targets in limited or no armor. See Chapter XX Poisons & Drugs for details.
Needlers are kinetic weapons.
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).
Tanglers: The Tanglegun is a Tech/7 police weapon about the size and general configuration of an SMG. It fires a burst of synthesilk fiber which wraps around a target and effectively ties him up. Synthesilk fiber is resistant to breakage (TN 11) because of its strength, but will readily ‘relax’ when a droplet of KMC is touched to a strand. A Tanglegun ammo capsule can be fitted in one combat turn. Tanglestrands will continue to constrict a victim as long as he struggles, hugging tighter and tighter until no movement other than breathing is possible. Normally, such restraint is non-lethal, but a tangleround fired into a person’s mouth (a nasty trick practiced by some planetary police forces in autocratic cultures) will effectively strangle a victim because the tanglestrand will react to the swallowing and gagging reaction, forming a ball in the process which blocks the breathing passage.
Tanglerounds must be aimed at the upper or lower body, so a victim will either have his hands or his feet (or equivalent) restrained. Large creatures and silicate beings will probably require several rounds to restrain them. Amoeboid life forms can ‘flow’ through the strands and are thus unaffected by them. Synthesilk is heat-sensitive, and thus a low-setting on a laser, Blaster, fusion gun, flamer, etc will readily melt the tanglestrands and release a victim. However, the technique should be restricted to personnel in armor protection classes 8 or higher.
Flamers are energy weapons. Weapons with the Flame attribute set the target alight on YES toggle results, even if they do not penetrate. Flamers can be operated on wide or narrow beam. Wide beam fire is area effect, and costs 3 charges per shot. Use the 3 burst section to determine how many targets in the area are hit, while the unintended targets may hit those outside the area.
APROBDIF projectors are Anti-Robot Positronic Brain Disruptor Field weapons used to disable the Positronic systems of robotic and other forms of computer equipment. Thus the weapons can be used to reduce the capacities of combat computers by knocking out special HUD targeting bonuses and reducing the computers to more-or-less standard functions. Combat use of mini-computers and multi-computers is thus necessarily limited in that personnel do not place full reliance on them and will resort to the least vulnerable of all fire-control and general decision making systems, namely the well-trained combatant.
APRO weapons come in pistols, rifle, support weapon (MG), heavy vehicle projector, and area defense generator versions. All portable weapons and the heavy projector fire a beam of positrons which disrupt the higher level ‘discretionary’ functions of a Positronic brain,’ reducing it to a standard computer which must be directed to perform actions which it previously could decide for itself. In other words, a Robot affected by an APRO hit will still function if direct control is taken by its controller, such as: ‘Move 50m forward. Fire weapon at Target ‘X’. Assume prone position. Five rounds grenade fire at bunker ‘V’. Assume standing position. Withdraw at ‘A’ speed.’
In effect, a controller will be able to operate only 1 unit per level of expertise he possesses in Military Programming. etc. (See Chapter XX Robots), and all bonuses for targeting, as well as all combat ‘expertise’ possessed by the robotic equipment will be lost. If an APRO penetration occurs, the functions of the Positronic brain will be affected as indicated on the ARPO damage table.
Disruptors are weapons which interfere with the normal
molecular resonation of matter;
Sonic Protein Disruptors 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 Disruptors are specifically designed to disrupt the circuits and servos of Robots, Power Armor, and electrical systems of lightly armored or un-armored vehicles.
If an SMD weapon penetrates, check the fragment on the action card. On a 0-1 the target is subject to EMP rules until internal automatic resetting interlocks can restore the affected systems to normal function.
Metal Disruptors will also affect silicate life in the same way that SPDs affect hydrocarbon life forms. They have sonic weapon limitations.
Disruptors are energy weapons.
Tech Level 8
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 may start fires as indicated in combat, Chapter XX, and will create plenty of smoke.
Blasters have a limited range under water (10% range increments) and comparable viscous media. They have a slight but significant recoil, so only EVA trained 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. Blasters are energy 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.
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 Chapter XX Lasers.
Fusion weapons are energy weapons.
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.
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 effect, only the effect will take place instantly. The standard antidote to a Stun beam is a charge with the reverse setting.
Stunners are energy weapons.
The Stat rifle is a logical development of the Recoilless 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.
Stat weapons decrement armor on D results as well if the toggle shows YES.
Note: Stat weapons are strictly military arms and rarely find their way into civilian hands. They are available in Tech/8 cultures. Stat rifles are kinetic weapons.
Tech Level 9
Energy Disruptors 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. The ED weapons ‘phased’ to the molecular resonation of the target, and thus the weapons are called ‘phasers’ in some starcultures.
Energy disruptors are energy weapons.
Grenades
Grenade Attributes
Area Effect x: The weapon affects all targets in the given area (x). Unarmored targets may be hit with reduced damage outside the blast area.
Concussion: Targets must make stun checks even if otherwise unaffected by the blast, difficulty of the TL of the grenade. If the target is already forced to perform a stun check, add 1 to the current difficulty and the TL of the weapon, and use the higher result as the difficulty. Failure has normal stun effects, plus target falls prone.
Smoke: Same as the weapon attribute above.
Fire: Same as the weapon attribute above.
Ablation: On an ablate result, reduce the armor value by 2. Reduce armor by 1 on a deflect result.
EMP: Same as weapon attribute above.
Tangle: Same as weapon attribute above.
Dazzle: Target is blind and deaf for a number of combat rounds equal to the fragment of the action card.
Drug: Drug effects as per chapter XX.
Weapon Accessories
Weapons are like cars, people who have them want to trick them out. In Future Imperfect, many options are available.
Scope: Double aim bonus and double range increment. Is not effective unless shot is aimed (not ready). 100
Laser Dot Sight: Reduce duration of normal shot and aim action by 1 AP. 200
Thermal Scope: Acts as scope, but also removes penalty for firing in darkness. 250
Harness: Allows bulky weapon to be used without bipod/tripod if user Strength d10+. 300
Integrated harness: As above, but may be attached to CBA. 350
Melee Weapons
With advanced technology, hand-to-hand combat weapons became remarkably efficient, so that even high-grade battlearmor is anything except immune to them:
MonoFilament Blades: Any edged weapon type can be a MonoFilament Blade, but 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. 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.
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. 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.
ForceBlades: 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. Each hit exhausts 1 charge. The Powercell costs CR 200 to replace or can be recharged for CR 75. Tech/8 weapon.
Note: MonoFilament, VibroBlade and ForceBlades are not separate weapon types, rather they are upgrades for existing weapon types. The listed cost is in addition to the standard weapon cost, and the damage listed is added to the regular weapon value.
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 armor. The weapon is traditionally used like a Foil. It causes horrible wounds (double healing time, With Quicktime also increased to x3 normal). 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. Each hit will exhaust 1d6 charges. The Powercell costs CR 200 to replace and can be recharged for CR 75. Tech/7 weapon.
Neuronic Whip: The Neuronic Whip is developed from a ForeRunner device discovered on Agol VIII. Technically, it is a non-lethal weapon, but most beings would probably prefer to be hit by a blaster bolt. The Neuronic Whip causes extreme pain by directly stimulating the nervous system and can bring unconsciousness by overloading the nervous system with ravening pain impulses. The effect is exactly as described for PainBlast (Chapter XX, Psionics 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.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. The weapon is used like a Katana. If it strikes a weapon other than a ForceBlade, LaserBlade, or LightSword, it will shear through it on fragment value of 4+. When activated, the Laser’Blade’ is a brilliant blue-white or red in colour. 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. The LightSword consist of a 300mm hilt massing 1250gm. It contains a PPK500 continuous TMTX forcefield (akin to a Blaster bolt). 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 can reach from 500mm to 2000mm. The power source 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 will shear through on a fragment value of 3+. When activated, the LightSword is a deep violet mauve colour. Tech/9 weapon. When not in use, the TMTX field is turned off.