Space Opera Weapons
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 VobroBlade 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 GPR, 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.