Future Imperfect chapter 7
Contents
A Note on Economies
The costs listed in this manual all assume a similar marketplace. These costs are likely not accurate across disparate cultures, especially those which span wildly different tech levels and economic systems. For archaic items, the costs are based on a "modern" economy. In archaic economies, where those items are state of the art, their costs would be much, much higher, similar to the cost of comparable modern weapons.
Likewise, "futuristic" items might have an extremely inflated cost. In a tech 5 culture, given the right skill one could conceivably net millions for a fusion pistol.
Alternate Tech Levels
Many items change over time, and continue to be staples in economies even after they cease to be modern. Today we have calculators, just like those that cost hundreds of dollars in the 1970s, but now they are more functional, cheaper and smaller.
It should be assumed that you can buy items of lower or higher tech level than listed. In some cases (such as computers, below) options will be provided. In others, Master discretion will determine the differences.
Some guidelines: When purchasing a technology earlier (generally 1 TL) than it is normally available, assume it costs 10x as much (if being purchased in an economy of the lower tech level), its size would be 1.5-10x as large (or heavy) and the reliability would be F or E.
Sid Scorpio is trapped in a remote cantina on Denebola IV, a TL 6 planet, but he knows his only chance of escape is making it to the StarPort, where the Chain Lightning is moored. After doing some schmoozing, he finds word of a scientist who claims to have produced a laser pistol. Great! He loves those. Knowing the level of tech on this planet, he can expect to barter around 10,000 credits worth of goods, and get a 2 kg (approximately) hulk of a handgun. But not only that, it will likely be E reliability, because it is literally experimental.
When buying an item after it is generally available, the changes are much less drastic. The cost will be about 85-90% or normal. The reliability will be at least R, if not V. Finally, the size and cosmetic nature of the item will be greatly improved, Master's discretion.
Equipment Reliability
All equipment will be rated for reliability, on a scale of (from most to least reliable) Very Reliable, Reliable, Fragile and Experimental (V-> R-> F-> E). If a letter appears in the breakdown section of the card, check to see if a breakdown or mishap occurs.
To determine if a mishap is possible, check the broken wrench portion of the action card, below armor penetration and above the clock face. If no letter appears, there is no effect. If a letter appears, check if it is either the same or to the left of the given reliability rating. If so, a breakdown is indicated. The exception is the V* card. If that card is drawn, and the equipment being used is very reliable, shuffle that card back into the deck (including all discarded cards, but nothing from the hands of the Master or Crew in play) and draw again. If that card is drawn again, there is a breakdown.
Catastrophic Breakdown
Most breakdowns are of the mundane type, such as a weapon jam or a loose wire. If, however, the V* is drawn and the equipment being used is not very reliable, reshuffle and draw again as indicated above. If the card drawn in this extra draw would indicate a breakdown for the equipment being used, then a catastrophic breakdown has occurred. Consult the appropriate table or use Master discretion to determine the effect. Very reliable items never suffer catastrophic breakdown.
Armor
TECH/9 BSU BELT SCREEN UNIT: The BSU/9 is a small forcescreen generator about the size of several packages of cigarettes and is worn on the belt, It generates a standard screen capable of defending against projectiles and energy weapons. Mass = 1 kg. Powercell = 6 hr. continuous operation.
ARCHAIC ARMOR: All early forms of armor protection (pre- Tech/5) are included in this grouping. Hide, leather, and cloth armor also includes everyday garments made of such material which are reasonably thick. Heavy fur coats, for instance, are equivalent to Coat/1 hide armor. Similarly, heavy winter cloth coats could be classed as roughly equivalent to quilted cloth armor. Such protection can be obtained in early cultures or may be manufactured to order in advanced societies.
LBA LIGHT BODY ARMOR: LBA is personal armor designed to protect the torso and abdomen from small arms fire and sometimes from edged weapons in early Tech/5-6 versions. Later models also provide protection against energy fire. Early types are comparable to the rather bulky and heavy ‘bullet proof vests’ and flak jackets of the 20th century on Terra. With Tech/7 technology, a widespread use of lightweight synthetic fibers like Kevlar made fairly compact and effective body armor a possibility.
LBA/1 is equivalent to the bullet-proof vest, made of nylon
reinforced with titanium steel plates.
LBA/2 is equivalent to the standard flak vest of the 1940s-1950s,
made of ballistic nylon.
LBA/3 is an early Kevlar model, reinforced with ceramic or light
metal plates.
LBA/4 is an improved Kevlar
model, reinforced with plates
of high tensile strength alloy.
LBA/5 is a Nemourelon ballistic
cloth model, reinforced with
light, strong plates of
Titanallay and rather resistant
to energy fire.
LBA/6 is an improved
Nemourelon model coated
with Insular to yield improved
anti-energy protection.
LBA/7 is a model of woven Durallay coated with Insular to yield good anti-energy protection.
CBA COMBAT BODY ARMOR: All CBA is personal combat armor designed to protect the entire body under battlefield conditions. Some forms utilize a cuirass similar to the LBA types, with a lighter armor protecting the arms and legs. Helmets are also included, but these can be purchased separately at about CR 25 plus 10% of the cost of the whole unit. All CBA units have the possibility for optional features to be built in at added cost:
Sealed Armor: For CR 1000, the armor is sealed against the outside environment, effectively converting it into an armored pressure suit proof against toxic gases and liquids, law pressure conditions, etc. Like support and breathing apparatus must be purchased separately.
Rad Shielding: For CR 750 per rad factor, CBA can be shielded to the levels indicated in the tables below. The mass of the unit is Increased by +2 kg per rad factor of protection.
Other equipment-com gear, vision aids, jump packs, etc, can be added at additional expense, It should be noted that the overall mass of the armor will quickly increase as optional features are installed and battle efficiency will eventually be impaired by overloading.
PAPA POWER ASSISTED PERSONAL ARMOR: Some of the earliest forms of Power Armor to appear in science fiction are the battle armor types in ‘Doc’ Smith’s Lensman series. Robert A Heinlein’s Starship Troopers and Joe Haldeman’s Forever War provide more recent and detailed examples. Power Armor is a heavily armored exoskeleton employing servomechanisms to magnify the wearer’s strength. The result is that the CAP (Combat Armor, Powered) Trooper becomes, in essence, a one-man tank. Since the PAPA unit itself provides the power for normal actions, with the wearer providing control rather than ‘muscle,’ heavy activity can be performed for a considerable period of time before the wearer becomes fatigued. When the powercell is exhausted, the wearer will be unable to move the suit by himself.
All PAPA units should be considered as armored vacuum suits or armored space suits with mech strength. It is fully self-contained, with electrically powered life support systems capable of operation for up to 5 times the period indicated if the suit powercell is replaced or recharged. Life support systems include a heating/cooling unit to maintain livable conditions inside the suit in all environments, waste reclamation of recycle water and dehydrate solid wastes, air purifiers and a 4-hr. emergency oxygen tank, self-sealing system to close hole and leaks (some units have ‘nipper’ joints which can completely close points on the limbs when sections are totally blown away, while cauterizing the end of an amputated arm or leg), and food and water for designed suit duration (5x powercell duration). Food is in the form of concentrated ration pellets, while water is recycled except for a 2 liter emergency tank. Power Armor divides into 3 basic classifications: Scout, Marauder, and Assault BattleArmour. Scout PAPA units are typically used as ‘light’ reconnaissance armor by the military. Civilians may be able to obtain Scout armor as well. A degree of protection is sacrificed in the general interest of speed and endurance. Marauder armor is standard BattleArmor typically issued to Mobile Infantry. Assault BattleArmor is extra-heavy Power Armor developed for very specialized use by the Terran SpaceForces and the IPA. Armor protection in such Units may attain heavy tank levels. However, Assault PAPA units are exceedingly costly and therefore will never be encountered as general issue items.
Model: The type of armor.
TL: Tech Level
Material: The type of material the armor is crafted from.
Impact: Armor value versus impact weapons.
Pierce/Slash: Armor value versus piercing and slashing weapons.
Energy: Armor value versus energy weapons.
Type: The armor classification (Flexible, Rigid, Energy)
Ranged Weapons
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, all of them 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 the semi-automatic M-1 rifle, while the M-4 carbine is a light, fully automatic weapon designed for use by officers, etc. Both will accept a bayonet. The machine pistol is a mini-submachine gun derived from the 9mm pistol. The SMGs are modelled after the Schmeisser and the Thompson. The Thompson .45 can also accept a 50c. The LMG or light machine gun is comparable to the U.S. BAR or the British Bren. When fired with bipod support, it has LMG range. Fired from the hip or shoulder, it has only an effective R.2 rifle range. The MMG medium machine gun and HMG heavy machine gun must be mounted on tripods or TE/Mech mounts. Tripods include vehicle pedestal/post mounts as well as actual tripods used for field mounts. The TE/Mech mount is a traversing and elevation mount or else a coaxial mounting in a weapon turret. Such mounts confer certain benefits with respect to accuracy over long range. Tech 5 Firearms are Pierce/Slash 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 pierce/slash weapons.
The SAR or semi-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 (30c) which can be inserted beneath the weapon to the front of the pistol grip/trigger guard. Automatic rifles (ACR) are merely the fully automatic version of the SAR and can fire in bursts of up to 10 rounds in a combat turn. Assault rifles are shortened versions of the ACR, combining the lightness of the SMG with some of the accuracy of the carbine. The weapons these types are modelled after are the FN FAL. 7.62 and M-14 semi-automatic rifles, The FN Fal 7.62 and M-14 automatic combat 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 Magnum handguns represent the latest in heavy revolver and automatic side arms. The AutoMag ranges are increased somewhat over actual performance to reflect an improved weapon which does reach current target pistol accuracy. 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 fully 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 pierce/slash 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 (50% range divisions). Recoilless 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.
All recoilless 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 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 pierce/slash 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 laserfire. 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 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 3m 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 4 (chain-mail equivalent). Thus their use is restricted to ‘soft’ targets in limited or no armor. See Chapter XX Poisons & Drugs for details.
Needlers are pierce/slash 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 C 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.
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. Upon an 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 Disruptors will also affect silicate life in the same way that SPDs affect hydrocarbon life forms. They have sonic weapon limitations.
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 (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.
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 rifles 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 pierce/slash weapons.
Tech Level 9
ROF: Rate of fire. There are four possible entries here, A, B, D or S. Weapons rated A fire only on fully automatic, bursts of 10 or more rounds. Always use the 10 burst section of the action card. Weapons rated B are bolt action, or otherwise mechanically operated or slow. These weapons may never be double tapped. Weapons rated D are standard single fire weapons, but may be double tapped. Weapons rated S are selective fire, they may be single fired (including double tap) or used for burst fire. Pistols use the burst 3 section on autofire, submachinegun, carbine and rifle use burst 5.
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.
Aim: The Aim value of the weapon, expressed as number of steps to aim (as well as aim bonus)/penalty for un-aimed fire.
Damage: Full damage for the weapon, used on P results or against unarmored foes.
Red Dmg: Reduced damage for the weapon, used on A results.
Cost: Cost in credits (see economics section).
Rel: Reliability of the weapon.
Attributes: Any special properties the weapon possesses.
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.
Personal Locomotion
JUMP BELTS/GRAV BELTS: The Jump Belt is worn on the back and is attached to a person with a harness similar to that of a parachute. The Jump Belt operates under certain restrictions which should be noted by all operators:
1. The Jump Belt can ‘nullify’ a maximum of 225 kg 1495 lbs.), A ‘jump’ may be made if the total mass in the field does not exceed 225 kg. If a greater load is placed within the field, the reliability becomes F, and must check for breakdown every minute. On a catastrophic breakdown, the nullgrav generator will burn out. Balrad and Saurian units can ‘nullify’ 275kg.
2. An interruption of the grav-field lines generated by the Jump Belt will result in complete loss of lift. If in the air, the wearer will fall as gravity reasserts itself. Interruption is caused by the ‘interpenetration’ of another Jump Belt or GravSled field (within 2m) or the ‘immediate proximity’ (within 2m) of a large, fixed object such as a building, wall, cliff face, etc. An operator can ‘synchronize’ his Jump Belt with that of another in 30 seconds (5 combat turns) so that both fields will be compatible as long as physical contact is made. This permits several Jump Belt troopers to effect a ‘pick-up’ on a fallen comrade.
3. Because of its low power, the Jump Belt can operate only within a large gravity field, Such as that of a planet, ‘riding the magneto-gravitic lines of force of the planetary body itself. Remember: the 2m proximity rule applies, so ‘flight’ must be at least 2m from the ground. The higher one goes, the greater the power consumption. All Jump Belts have a powercell with 100 ‘charges’ which can be expended at the following rates:
The cost to climb to a given altitude must be met as well as the cost to remain at that altitude for one hour. Each altitude level counts separately. Thus, to climb to 7000m from the ground requires expenditure of power to attain 500m, 1000m, 2000m, 4000m and finally 7000m, for a total of I + 2 + 4 + 8 = 15 power charges. Fractional times spent at altitude may be divided into 15-minute segments. That is, for each 15 minutes or portion thereof which are spent at a given altitude, 1/4 of the power expenditure occurs (minimum of 1 charge in any event). Thus it will cost 1 charge to remain at 500m for 15 minutes. It would also cost 1 charge to remain at 600m because the 1-charge minimum rule applies.
4. Jump Belts are also capable of powered flight at low speeds. Power consumption is 1 charge per hour to maintain a standard speed. Max. speed = 1/4 max jump speed.
The standard technique used to move with a Jump Belt is a series of short jumps which do not take the user very far from the ground (usually 2m to 4m off the ground) and covering a distance of 10m to 25m per jump so that an over-all speed approaching that of a running man is produced. The effort requires some gymnastics, and a fatigue rate equal to about half that of normal running occurs. The user jumps parallel to the ground to avoid hanging in the air. Gravity will not do it for him. This procedure tends to make a series of short jumps look like a tumbler doing somersaults and deciding not to do the roll at the last minute, rather continuing his horizontal jump for a considerable distance then kicking down to land on his feet. This requires training and practice. (see 4.6 Armsman Skills for Jump -Belt training). Untrained personnel almost always make long, rather high jumps, rather than the more difficult short, low lumps (1.4 chance on 1d6). Green troops have a 1 in 6 chance of making such a mistake. Regular and veteran troops will almost never be so clumsy.
Jump Belts never suffer a ‘serious’ breakdown in the air unless it is the result of powercell failure. The controls will give ample warning in time to reach the ground (usually a matter of simply falling to low altitude, then kicking in the field at full power in the last few meters, similar to opening a delayed-action parachute). On the ground, a breakdown means that the unit refuses to lift at all. Minor breakdowns are merely inefficiency in power utilization, with double power consumption; serious breakdowns are total malfunctions.
As a final note, most terrain will not affect .Jump Belts. Rough terrain cuts the allowed movement by -25% because of the added hazards in landing. Woods and swamps cut movement by -50%, and dense woods by -75%. Jump Belt equipped personnel can jump over obstacles such as water, woods, etc., provided the obstacle is not more than 1/2 normal jump belt movement in clear terrain. Vertical jumps can be 1/4 the distance of normal jump belt movement in clear terrain. Any farther requires that the ‘climb’ function be cut in, which requires 6-20 seconds to set. Troops jumping over water and unable to clear it will find that their Jump Belts will not lift them out of water. The Jump Belt cuts in automatically to act like a parachute when a 20m drop has occurred. This function may be overridden to allow a free-fall drop or may be activated after 10m (allowing for react10m time) if a person accidently falls.
All Jump Belt powercells cost CR 75 each and mass 250gm. They can be recharged with 100 charges of power in about 1 minute, at a cost of CR 30. IRSOL powercells are triple-charge units, also massing 250gm but costing CR 175. They can be recharged with 100 charges in 3 minutes at a cost of CR 90. Jump Belts themselves mass 5 kg, and have a breakdown on 1/4. Costs = CR 3500 for type ‘A’, CR 2750 for type ‘B’, and CR 2000 for type ‘C’. See combat movement for speeds.
CONTRA—GRAVITY HARNESS: The CG Harness is a heavy-duty version of the Jump Belt, capable of lifting 500kg total mass. The unit is also called a Flying Belt, for it is fully powered by a small TurboGrav or reaction (rocket) pack. Since the drive provides the motive power, use of Flying Belts is not fatiguing. However, under power, the user must either stay in the air and make himself a good target, or he must attempt to fly ‘nap of earth’ like an aircraft. Nap of earth flying requires extreme concentration and can cause a crash. The units may be employed to make short jumps, as described for Jump Belts. All Jump Belt rules and restrictions apply, except that the Abbot null-grav unit is no longer affected by inter-penetrations and proximity problems because it is effectively damped like a GravSled unit.
@Power consumption is per 15 minutes of powered flight, This expenditure is in addition to basic Jump Belt consumption rates. However, climbs under power are made at 1/2 Jump Belt costs plus Max. Speed CG consumption rates. Flight at altitude can be made at CG rates, which are more economical than Jump Belt rates.
@@Cruising Speed is maximum economical speed with a CG Harness. The decimal factor in brackets is the multiplier which can be used to convert any of the speeds to scale speeds. For example, 72 km/h = .33 of 216 km/h. Speed in 6 minutes covers .33 x 21,600 = 7128m. Six second scale = 14.4 x .33 = 4.75 scale measure units (either inches or cm.)
All CG Harness units come equipped with a standard 200 charge power-pack, which masses, along with reaction fuel, 10 kg. Cost = CR 300. Recharge costs CR 75. Double-duty units can be had with mass 20 kg at CR 550, and recharge CR 150. Note: The reaction fuel is included in the concept of ‘charge’ to simplify bookkeeping and game mechanics.
All CG Harnesses themselves mass 15 kg. Cost = CR 10,000 for CG ‘C’, with each class above that costing an additional CR 2500. CG ‘AA’ may be worn with armour no heavier than class ‘C’ energy armour (light Scout Powered Armour, for instance). CG ‘AAA’ cannot be worn with armour heavier than class ~D’ energy armour: this is topflight spacesuit JetPack gear. Breakdown of all CG Harness is on 1/2.