Modern Weapons Listings
Related Rules
| Weapon | ROF | Dam | Pen | Mag | Recoil | Range | TL | Cost | Mass (Kg) |
|---|---|---|---|---|---|---|---|---|---|
| Revolver, 5mm | DAR | 1 | Nil | 6R | 2 / - | 10 | 5 | 100 / 2 | 0.5 / 0.05 |
| Revolver, 7mm | DAR | 2 | Nil | 6R | 4 / - | 10 | 5 | 125 / 2 | 0.6 / 0.05 |
| Revolver, 9mm | DAR | 2 | Low | 6R | 3 / - | 12 | 4 | 150 / 5 | 0.9 / 0.06 |
| Magnum Revolver, 9mm | DAR | 3 | Low | 6R | 3 / - | 14 | 5 | 300 / 8 | 1.1 / 0.06 |
| Snub Pistol, 10mm | |||||||||
| Std | DAR | 3 | Low | 6R | 2 / - | 4 | 8 | 150 / 10 | 0.35 / 0.05 |
| HE | DAR | 4 | Low | 6R | 2 / - | 4 | 8 | 150 / 10 | 0.35 / 0.05 |
| HEAP | DAR | 4 | Std | 6R | 2 / - | 4 | 8 | 150 / 10 | 0.35 / 0.05 |
| Tranq | DAR | 1* | Nil | 6R | 1 / - | 4 | 8 | 150 / 10 | 0.35 / 0.05 |
| Auto Snub Pistol, 10mm | |||||||||
| Std | SA | 3 | Low | 20 | 2 / - | 4 | 8 | 600 / 32 | 0.4 / 0.18 |
| HE | SA | 4 | Low | 20 | 2 / - | 4 | 8 | 600 / 32 | 0.4 / 0.18 |
| HEAP | SA | 4 | Std | 20 | 2 / - | 4 | 8 | 600 / 32 | 0.4 / 0.18 |
| Tranq | SA5 | 1* | Nil | 20 | 1 / - | 4 | 8 | 600 / 32 | 0.4 / 0.18 |
| Body Pistol | SA | 2 | Nil | 6 | 2 / - | 8 | 8 | 500 / 20 | 0.2 / 0.05 |
| Autopistol, 7mm | SA | 3 | Low | 15 | 4 / - | 10 | 6 | 500 / 20 | 0.5 / 0.12 |
| Autopistol, 9mm | SA | 3 | Std | 15 | 3 / - | 12 | 5 | 200 / 9 | 0.7 / 0.13 |
| Accelerator Pistol, 6mm | 3 | 4 | Std | 15 | 4 / 7 | 20 | 11 | 600 / 20 | 0.75 / 0.22 |
| Gauss Pistol, 4mm | 3 | 4 | Std | 15 | 6 / 9 | 30 | 13 | 600 / 20 | 0.6 / 0.22 |
| Snare Pistol | SS | 1 | Nil | 1 | 2 / - | 3 | 11 | 250 / 5 | 0.4 / 0.3 |
| Tranq Pistol (Dart) | SS | 1* | Low | 1 | 1 / - | 5 | 6 | 100 / 2 | 0.5 / 0.25 |
| Weapon | ROF | Dam | Pen | Mag | Recoil | Range | TL | Cost | Mass (Kg) |
|---|---|---|---|---|---|---|---|---|---|
| Carbine, 7mm | SA | 3 | Std | 10 | 3 / - | 30 | 5 | 200 / 10 | 3 / 0.26 |
| Rifle, 7mm | SA | 4 | Std | 20 | 3 / - | 40 | 5 | 200 / 20 | 4 / 0.66 |
| Rifle, 9mm | SA | 5 | Std | 20 | 3 / - | 50 | 7 | 1000 / 40 | 5 / 0.88 |
| Hunting Rifle, 12mm | BA | 4 | Low | 2 | 2 / - | 40 | 5 | 2000 / 5 | 6 / 0.01 |
| Autorifle, 7mm | 5 | 4 | Std | 20 | 3 / 7 | 40 | 6 | 1000 / 20 | 5 / 0.66 |
| Shotgun, 18mm | |||||||||
| Slug | PA | 4 | Low | 10 | 5 / - | 40 | 4 | 150 / 10 | 3.7 / 0.7 |
| Buckshot (close) | PA | 9 | Nil | 10 | 5 / - | 40 | 4 | 150 / 10 | 3.7 / 0.7 |
| Buckshot (medium) | PA | 1 | Nil | 10 | 5 / - | 40 | 4 | 150 / 10 | 3.7 / 0.7 |
| Tranq | PA | 1* | Nil | 10 | 5 / - | 30 | 4 | 150 / 20 | 3.7 / 0.7 |
| Autoshotgun, 18mm | |||||||||
| Slug | SA5 | 4 | Low | 10 | 5 / - | 40 | 7 | 500 / 10 | 4 / 0.7 |
| Buckshot (close) | SA5 | 9 | Nil | 10 | 5 / - | 40 | 7 | 500 / 10 | 4 / 0.7 |
| Buckshot (medium) | SA5 | 1 | Nil | 10 | 5 / - | 40 | 7 | 500 / 10 | 4 / 0.7 |
| Tranq | SA5 | 1* | Nil | 10 | 5 / - | 30 | 7 | 500 / 20 | 4 / 0.7 |
| Snare Rifle | PA | 1 | Nil | 4 | 4 / - | 10 | 10 | 300 / 20 | 2.5 / 1.2 |
| Tranq Rifle (Dart) | SS | 1* | Nil | 1 | 2 / - | 15 | 6 | 400 / 20 | 4 / 1 |
| Sniper Rifle, 12mm | BA | 5 | High | 10 | 6 / - | 100 | 6 | 3000 / 50 | 7 / 1 |
| Weapon | ROF | Dam | Pen | Mag | Recoil | Range | TL | Cost | Mass (Kg) |
|---|---|---|---|---|---|---|---|---|---|
| Carbine, 7mm | SA | 3 | Std | 10 | 3 / - | 30 | 5 | 200 / 10 | 3 / 0.26 |
| Rifle, 7mm | SA | 4 | Std | 20 | 3 / - | 40 | 5 | 200 / 20 | 4 / 0.66 |
| Rifle, 9mm | SA | 5 | Std | 20 | 3 / - | 50 | 7 | 1000 / 40 | 5 / 0.88 |
| Hunting Rifle, 12mm | BA | 4 | Low | 2 | 2 / - | 40 | 5 | 2000 / 5 | 6 / 0.01 |
| Assault Rifle, 5mm | 5 | 3 | Std | 30 | 3 / 7 | 50 | 7 | 400 / 30 | 3 / 0.4 |
| Assault Rifle, 7mm | 5 | 4 | Std | 30 | 3 / 7 | 50 | 7 | 400 / 30 | 4 / 0.9 |
| Accelerator Rifle, 6mm | 3 | 5 | Std | 15 | 1 / 2 | 50 | 9 | 900 / 25 | 2.5 / 0.25 |
| Gauss Rifle, 4mm | 5/10 | 5 | High | 40 | 1 / 2 / 5 | 70 | 12 | 1500 / 55 | 3.5 / 0.8 |
| Advanced Combat Rifle, 7mm | |||||||||
| HE | 5 | 8 | Std | 20 | 1 / 3 | 50 | 10 | 800 / 20 | 3 / 0.4 |
| HEAP | 5 | 8 | High | 20 | 1 / 3 | 50 | 10 | 800 / 20 | 3 / 0.4 |
| DS | 5 | 5 | High | 20 | 2 / 5 | 70 | 10 | 800 / 20 | 3 / 0.4 |
| Tranq | SA5 | 1* | Nil | 20 | 1 / - | 30 | 10 | 800 / 20 | 3 / 0.4 |
| Sniper Rifle, 12mm | BA | 5 | High | 10 | 6 / - | 100 | 6 | 3000 / 50 | 7 / 1 |
| Weapon | ROF | Dam | Pen | Mag | Recoil | Range | TL | Cost | Mass (Kg) |
|---|---|---|---|---|---|---|---|---|---|
| SMG, 9mm | 5 | 3 | Std | 30 | 2 / 5 | 30 | 5 | 500 / 20 | 2.5 / 0.28 |
| Machine Pistol, 7mm | 5 | 3 | Std | 20 | 2 / 4 | 10 | 6 | 300 / 15 | 1.5 / 0.2 |
| Weapon | ROF | Dam | Pen | Mag | Recoil | Range | TL | Cost | Mass (Kg)1 |
|---|---|---|---|---|---|---|---|---|---|
| PGMP-12 | SA1 | 9 | Std | 5 | 9 / - | 20 | 12 | 18,000 / 75 | 2.4 / 7.5 / 4.8 |
| PGMP-13 | SA1 | 11 | Std | 10 | 11 / - | 20 | 13 | 20,000 / 200 | 3.2 / 20 / 4.8 |
| PGMP-14 | SA1 | 13 | Std | 4 | 4 / - | 20 | 14 | 48,000 / 80 | 3.2 / 8 / 6.4 |
| FGMP-14 | SA1 | 12 | Std | 4 | 3 / - | 40 | 14 | 86,400 / 160 | 4.8 / 8 / 9.6 |
| FGMP-15 | SA1 | 14 | Std | 4 | 7 / - | 50 | 15 | 54,000 / 200 | 3 / 10 / 6 |
1 Mass is of weapon, Full Magazine, and Backpack Generator.
| Weapon | ROF | Dam | Pen | Mag | Recoil | Range | TL | Cost | Mass (Kg) |
|---|---|---|---|---|---|---|---|---|---|
| Hand Blaster | SA3 | 5 | Std | 10 | - / - | 5 | 14 | 1700 / 100 | 2 / 20 |
| Blaster Rifle | SA3 | 7 | Std | 10 | - / - | 15 | 12 | 1700 / 100 | 2 / 20 |
| Weapon | ROF | Dam | Pen | Mag | Recoil | Range | TL | Cost | Mass (Kg) |
|---|---|---|---|---|---|---|---|---|---|
| Laser Pistol-9 | SA2 | 5 / 7 | Low | 70 | - / - | 80 | 9 | 1700 / 100 | 2 / 20 |
| Laser Pistol-13 | SA3 | 5 | Low | 15 | - / - | 120 | 13 | 3000 / 25 | 2.2 / 0.4 |
| Laser Pistol-16 | SA5 | 5 | Std | 20 | - / - | 120 | 16 | 3000 / 25 | 1.75 / 0.3 |
| Laser Carbine-8 | SA1 | 5 | Low | 70 | - / - | 100 | 8 | 2500 / 80 | 5 / 20 |
| Laser Carbine-13 | SA3 | 7 | Std | 20 | - / - | 300 | 13 | 4000 / 30 | 4.4 / 0.55 |
| Laser Carbine-16 | SA5 | 7 | Std | 40 | - / - | 300 | 16 | 4000 / 30 | 3 / 0.4 |
| Laser Rifle-9 | SA2 | 7 / 10 | Low | 70 | - / - | 130 | 9 | 2500 / 250 | 5 / 29 |
| Laser Rifle-13 | SA3 | 10 | Std | 10 | - / - | 300 | 13 | 8000 / 60 | 8.8 / 1.1 |
| Laser Rifle-16 | SA5 | 10 | Std | 20 | - / - | 300 | 16 | 8000 / 60 | 6.6 / 0.8 |
| Weapon | ROF | Dam | Pen | Mag | Recoil | Range | TL | Cost | Mass (Kg) |
|---|---|---|---|---|---|---|---|---|---|
| Neural Pistol | SA5 | 3 | - | 15 | - / - | 8 | 15 | 1500 / 30 | 2 / 0.3 |
| Neural Rifle | SA5 | 5 | - | 20 | - / - | 15 | 14 | 2500 / 40 | 4 / 0.4 |
| Neural Blaster | SA3 | 7 | - | 10 | - / - | 10 | 13 | 2000 / 40 | 5 / 0.4 |
| EM Pulse Pistol | SA5 | 4 | High | 15 | - / - | 8 | 14 | 1750 / 10 | 2 / 0.3 |
| EM Pulse Rifle | SA5 | 6 | High | 20 | - / - | 15 | 13 | 2700 / 30 | 5 / 0.4 |
| Sonic Pistol | SA5 | 4 | High | 15 | - / - | 8 | 11 | 500 / 5 | 2 / 0.3 |
| Sonic Rifle | SA5 | 6 | High | 20 | - / - | 15 | 10 | 1000 / 20 | 5 / 0.4 |
| Weapon | ROF | Dam | Pen | Mag | Recoil | Range | TL | Cost | Mass (Kg) |
|---|---|---|---|---|---|---|---|---|---|
| Frag | 1 | 4 | Std | 1 | - / - | B4 | 5 | 5 | 0.5 |
| Smoke | 1 | - | Nil | 1 | - / - | B12 | 5 | 5 | 0.5 |
| Incendiary | 1 | 2 | Nil | 1 | - / - | B4 | 5 | 5 | 0.5 |
| HE | 1 | 6 | Low | 1 | - / - | B6 | 5 | 8 | 0.5 |
| HEAP | 1 | 8 | Std | 1 | - / - | B4 | 7 | 12 | 0.5 |
| EM Pulse | 1 | 10 | Std | 1 | - / - | B10 | 12 | 25 | 0.5 |
| Sonic | 1 | 8 | Std | 1 | - / - | B8 | 9 | 20 | 0.5 |
| Weapon | ROF | Dam | Pen | Mag | Recoil | Range | TL | Cost | Mass (Kg) |
|---|---|---|---|---|---|---|---|---|---|
| Grenade Launcher, 4cm | |||||||||
| HE | 1 | 8 | Low | 1 | 4 / - | 30,B16 | 8 | 400 / 10 | 2 / 0.3 |
| HEAP | 1 | 12 | High | 1 | 4 / - | 30,B6 | 8 | 400 / 14 | 2 / 0.3 |
| Illum | 1 | - | Nil | 1 | 4 / - | 30,B100 | 8 | 400 / 5 | 2 / 0.3 |
| Frag | 1 | 6 | Std | 1 | 4 / - | 30,B12 | 8 | 400 / 7 | 2 / 0.3 |
| Smoke | 1 | - | Nil | 1 | 4 / - | 30,B20 | 8 | 400 / 7 | 2 / 0.3 |
| EM Pulse | 1 | 15 | Nil | 1 | 4 / - | 30,B15 | 12 | 400 / 25 | 2 / 0.3 |
| Sonic | 1 | 12 | Nil | 1 | 4 / - | 30,B12 | 9 | 400 / 20 | 2 / 0.3 |
| Auto Grenade Launcher, 4cm | |||||||||
| HE | SA3 | 8 | Low | 5 | 4 / - | 30,B16 | 9 | 600 / 50 | 8 / 4 |
| HEAP | SA3 | 12 | High | 5 | 4 / - | 30,B6 | 9 | 600 / 70 | 8 / 4 |
| Illum | SA3 | - | Nil | 5 | 4 / - | 30,B100 | 9 | 600 / 25 | 8 / 4 |
| Frag | SA3 | 6 | Std | 5 | 4 / - | 30,B12 | 9 | 600 / 35 | 8 / 4 |
| Smoke | SA3 | - | Nil | 5 | 4 / - | 30,B20 | 9 | 600 / 35 | 8 / 4 |
| EM Pulse | SA3 | 15 | Nil | 5 | 4 / - | 30,B15 | 12 | 600 / 125 | 8 / 4 |
| Sonic | SA3 | 12 | Nil | 5 | 4 / - | 30,B12 | 9 | 600 / 100 | 8 / 4 |
| Under-Barrel Grenade Launcher, 3cm | |||||||||
| HE | PA | 6 | Low | 6 | 3 / - | 20,B12 | 8 | 700 / 55 | 1.9 / 2.1 |
| HEAP | PA | 10 | High | 6 | 3 / - | 20,B5 | 8 | 700 / 75 | 1.9 / 2.1 |
| Illum | PA | - | Nil | 6 | 3 / - | 20,B100 | 8 | 700 / 30 | 1.9 / 2.1 |
| Frag | PA | 5 | Std | 6 | 3 / - | 20,B10 | 8 | 700 / 42 | 1.9 / 2.1 |
| Smoke | PA | - | Nil | 6 | 3 / - | 20,B15 | 8 | 700 / 35 | 1.9 / 2.1 |
| EM Pulse | PA | 12 | Nil | 6 | 3 / - | 20,B12 | 12 | 700 / 150 | 1.9 / 2.1 |
| Sonic | PA | 10 | Nil | 6 | 3 / - | 20,B10 | 9 | 700 / 120 | 1.9 / 2.1 |
| Weapon | ROF | Dam | Pen | Mag | Recoil | Range | TL | Cost | Mass (Kg) |
|---|---|---|---|---|---|---|---|---|---|
| Rocket Gun, 2cm | |||||||||
| HE | PA | 6 | Std | 5 | 2 / - | 60,B12 | 9 | 500 / 50 | 5 / 2 |
| HEAP | PA | 10 | High | 5 | 2 / - | 60,B5 | 9 | 500 / 70 | 5 / 2 |
| Illum | PA | - | Nil | 5 | 2 / - | 60,B100 | 9 | 500 / 25 | 5 / 2 |
| Frag | PA | 5 | Std | 5 | 2 / - | 60,B10 | 9 | 500 / 35 | 5 / 2 |
| Auto Rocket Gun, 2cm | |||||||||
| HE | SA3 | 6 | Std | 5 | 2 / - | 60,B12 | 9 | 750 / 50 | 8 / 2 |
| HEAP | SA3 | 10 | High | 5 | 2 / - | 60,B5 | 9 | 750 / 70 | 8 / 2 |
| Illum | SA3 | - | Nil | 5 | 2 / - | 60,B100 | 9 | 750 / 25 | 8 / 2 |
| Frag | SA3 | 5 | Std | 5 | 2 / - | 60,B10 | 9 | 750 / 35 | 8 / 2 |
| Weapon | ROF | Dam | Pen | Mag | Recoil | Range | TL | Cost | Mass (Kg) |
|---|---|---|---|---|---|---|---|---|---|
| Disposable Missile Launcher | |||||||||
| HE | SS | 16 | Std | 1 | 8 / - | 80,B32 | 7 | 1000 / 100 | 9 / 4 |
| HEAP | SS | 20 | High | 1 | 8 / - | 80,B10 | 7 | 1000 / 150 | 9 / 4 |
| Frag | SS | 10 | High | 1 | 8 / - | 80,B20 | 7 | 1000 / 90 | 9 / 4 |
| Portable Missile Launcher | |||||||||
| HE | SS | 16 | Std | 1 | 8 / - | 80,B32 | 7 | 1500 / 100 | 12 / 4 |
| HEAP | SS | 20 | High | 1 | 8 / - | 80,B10 | 7 | 1500 / 150 | 12 / 4 |
| Frag | SS | 10 | High | 1 | 8 / - | 80,B20 | 7 | 1500 / 90 | 12 / 4 |
| Weapon | ROF | Dam | Pen | Mag | Recoil | Range | TL | Cost | Mass (Kg) |
|---|---|---|---|---|---|---|---|---|---|
| Flame Thrower | Special | Special | Nil | 120 Seconds | 1 / - | 10 | 5 | 100 / 2 | 2 / 5 |
Weapon Types And Accessories
- Slug Throwers
- Slug Throwers propel rounds at a target. The rounds may be propelled using a chemical explosion (gun powder), compressed gas, or magnetic acceleration. Rounds are typically solid but may be explosive or tranqs. The weapon may be manufactured as a handgun or in a longer ranged rifle format.
- Energy Weapons
- Energy weapons use a laser to punch a hole through the air and send a beam of plasma or other particles along the path created. Ranges are reduced by half in thin or vacuum environments as the beam can not maintain its integrity without the "air tunnel" to guide it. Most energy weapons are in the form of a rifle but handgun formats are beginning to appear at higher tech levels.
- Laser Weapons
- Laser weapons fire a beam of coherent light at their targets. Anything struck by the beam becomes superheated inflicting damage from the heat. Laser weapons are available in both handgun and rifle formats.
- Neural Weapons
- Neural Weapons produce an electro-magnetic pulse or
a sonic resonance that causes the neural pathways in the
victim to become overloaded stunning or damaging the target.
Variations can be used against electronic equipment such
as robots or computers to overload or damage circuits.
Neural weapons always cause unconsciousness if the hit location
is the head of the target. Neural weapons can be made in both
handgun and rifle formats.
Note that the Neural Pistol, Rifle, and Blaster ignore armor. Also note that EM Pulse weapons' ranges are doubled in a vacuum and halved in dense atmospheres. Sonic weapons' ranges are halved in thin atmospheres, double in dense atmospheres, and are unusable in a vacuum.
- Grenades and Grenade Launchers
- Grenades are hand thrown explosives. They are small and come
in a variety of types including HE, Tranq, Sonic, Frag, Smoke, etc.
Ranges are very limited for most grenades. To overcome the range
limitation, Grenade Launcher may be used. The ammo for a grenade
launcher is not interchangeable with a hand thrown grenade but the
types of grenades available is similar. Grenade launchers fire
small grenades that look much like a large shotgun shell. Most
use a gun powder based propellant though compressed gas launchers
are also available.
Grenade launchers may be standalone weapons but are frequently attached to military assault rifles (under-barrel grenade launchers). Auto grenade launchers fire and automatically load the next round. Other launchers are pump action or single shot systems. Launchers have no armor penetration though the grenade itself may. That is to say, grenades typically bounce off of an armored individual or vehicle, it is the explosion that does the damage. Grenade launchers support both direct and indirect fire. When used in indirect mode, increase range by 50%.
- Rocket Guns
- Rocket Guns are similar to grenade launchers except that the rounds are propelled by a integrated solid rocket engine. Typically, the round has two stages. The first stage burns for a fraction of a second to expel the round from the weapon and away from the firer. Once clear of the weapon, spring loaded fin extend for stabilization and the second stage ignites. Rocket guns are fired in direct mode only but because of the two stage rocket have very long ranges.
- Missile Launchers
- Missile launchers are small missile systems designed to be carried
and launched by a soldier (as opposed to a vehicle mounted or towed
system). In addition to the payload types (HE, HEAP, Frag, etc),
missiles may be guided or unguided. Guided missiles may be wire guided,
designated, or self-guiding. Unguided missiles are traditional
fire and forget systems.
Missile launchers come in two basic types, disposable and portable. Disposable systems are single shot systems that can not be reloaded (in the field). Portable systems are slightly heavier but can be reloaded in the field. Portable systems fire a single missile before needed to be reloaded.
- Flame Throwers
- Flame throwers use a tank of pressurized, flammable liquid, that is sprayed from a nozzle. A small flame near the nozzle ignites the liquid as it is sprayed from the weapon. The liquid is designed to burn with an intense heat and to be viscous so as to cling to walls and victims while burning. Unlike most other weapons, damage from flame throwers can be persistent. Once ignited, the target continues to burn until the flames burn out or are extinguished. Also, unlike most other weapons, flame throwers often hit multiple hit locations with a single shot causing severe burns. Because of these two effects, flame throwers are extremely lethal and banned from use against Tyconian citizens by the Ethics of War Treaty.
- Gyro Stabilizers
- A gyro stabilizer steadies a weapon during firing using small gyros. A gyro stabilized weapon adds 10% to the firer's skill and increases the effective range of the weapon by 10%.
- Silencer
- A silencer reduces the noise may be weapons fire (for weapons that make noise - mostly gun powder based systems). It has no other effect on weapon use but increases the length of the weapon significantly.
- Recoil Dampers
- Use of inertial damper technology to decrease the recoil of a weapon. The amount of decrease is variable by weapon but most weapons are reduce by at least 1 step (to a minimum of 1).
- Anti-Grav Stabilizers
- Similar to a gyro stabilizer but using anti-gravity technology. It is lighter and easier to use then the gyro system. Weapon skill and range are increased by 20%.
- Fully Stabilized Weapons
- A combination of Recoil Dampers and Anti-Grav Stabilizers and providing the benefit of both.
- Personalized Safety Lockouts
- This can be implemented in a variety of ways but regardless of
the implementation, it prohibits use of the weapon by anyone other
then the owner. Typically this is done using a ring or brace lot that
emits an encrypted code. If the weapon does not detect the code, it will
not fire. For added safety, the emitter can be embedded beneath the
skin of the weapon owner.
The safety lockout can be disable by entering a user settable code in the presence of the emitter. The lockout can be coded to re-enable automatically after a predefined time period or can be manually re-enabled. Similarly, the weapon can be locked into a no fire mode for safe storage. In no fire mode, the weapon can not be fired even in the presence of the emitter until the proper enable code is entered (in the presence of the emitter).
Safety lockouts are designed to protect gun owners and their families from accidents, from having stolen weapons used in the commission of a crime, and from having their own weapons used against them. Police forces on most modern world (TL 8+) use this system to prevent their weapons from being used against them.
- Discarding Sabot
- Discarding Sabot rounds have a sheath that peels off during flight imparting additional speed and power to the core of the round. The net result is typically greater penetration and/or greater range.
- Tranq Rounds
- In general, tranq rounds are gaseous. The rounds break on impact and the liquid becomes airborne. The damage from the round stems from the force of the impact. Gaseous rounds must be inhaled to be effective, therefore any form of filter or breathing gear renders them useless. Rounds can also be acquired that are darts. These rounds must penetrate the armor to be effective. If the rounds do damage then they inject the tranq. Darts are significantly more effective then gaseous tranqs.
- Standard Scope
- A scope may be mounted on most rifles. Sighting through the scope increases the effective range of the rifle by 15 meters. Generally, the rifle must have a recoil of 3 or less to effectively support a scope. Using the scope is an Aim action however, the benefit is increased range. Additional Aim actions have the usual aiming benefits as described in the Personal Combat rules.
- Electronic Sights
- Electronic sights may be mounted on most rifles. Using the
sights increases the effective range of the rifle by 20 meters. Generally,
the rifle must have a recoil of 3 or less to effectively support electronic
sights. Using the sight is an Aim action however, the benefit
is increased range. Additional Aim actions have the usual
aiming benefits as described in the Personal
Combat rules.
Electronic Sights are normally advanced optical imaging systems but may optionally include (at additional cost) LI or IR capabilities. All electronic sights include a ranging feature.
- Laser Sights
- Laser Sights may be added to almost any rifle or handgun. A weapon equipped with laser sights add 10% to the shooter's effective skill for all shots. Moreover, aimed shots gain a bonus 5%, thus each point of aiming nets an increase of 30% instead of the usual 25%.
- Active EMS Sights
- Active EMS Sights are the ultimate in weapon sights. They may
be added to most rifles with recoils of 4 or less. Active EMS
is one step beyond electronic sights. They use a broad spectrum
EMS sensor array to produce an artificial image of the target area.
Smoke, darkness, and other battlefield hazards are virtually nullified
by this system. Active EMS sights adds 20 meters to the effective
range of the rifle and 15% to the shooter's effective skill. Using
the sight is an Aim action however, the benefit is increased
range and skill. Additional Aim actions have the usual aiming
benefits as described in the Personal Combat rules.
The down side to Active EMS Sights is that they are active. As such, their use can be detected by passive scanners (like multiscanners) and can be used to target the person using them. They can be used in passive mode but doing so reduces the capabilities to being equivalent to Electronic Sights.
- HUD Tie-In
- Electronic and EMS sites may be tied-in to a HUD system allowing
the firer to aim the weapon around corners or over barriers without
exposing himself to return fire (at least minimally). Note, however,
that only the Aim action to use the sites is permitted in
this manner. Additional Aim actions have no effect as their
benefit is derived mostly from the stability of the aiming position.
- Depleted Uranium Core
- Most weapons that fire a standard round can replace that round with a depleted uranium core (DUC) round. A DUC round is heavier than a normal round, as such it does extra damage (+1 die) but reduces the weapons range by 20% (or 1 meter which ever is greater). Penetration is unaffected.
- Deforming Rounds
- Rounds can also be made to deform upon impact (hollow point, etc.). Deforming rounds do extra damage (+1 die) because they spread to a larger surface area and tear a bigger hole in soft tissue. Unlike DUC round, range is not effected but penetration is. Because the round is so soft, it doesn't penetrate as well. Penetration is reduced one step from normal when using deforming rounds. Deforming rounds are best used against unarmored targets.
- Teflon Coated
- Rounds can also be coated with teflon. Teflon coated rounds penetrate certain types of armor (ballistic cloth and ballistic weave) better than uncoated rounds. When using teflon coated rounds against these types of armor increase the penetration by one step. Against other armors teflon coatings have no effect.
- High Grain Loads
- Rounds can be loaded with extra gun powder (high grain loads).
Such rounds have more power and thus do extra damage and/or have
increased penetration and/or increased range. However, high grain
loads run the risk of jamming or breaching the weapon. Each time
a high grain round is used, there is a 1 in 6 chance of a jam. If
a jam occurs, there is a 1 in 10 chance it caused a breach (the
weapon explodes, effectively). Jams take 3d4 Action Points
to clear. If a breach occurs, the weapon is damaged and can not
be used again until repaired. In addition, the firer will take
2d8 in damage to their head (face) and primary arm (right arm for
right handed people, left arm for left handed people).
High grain loads add 1d8 to damage and increase range by 10% and increase penetration by one step to a maximum of Std. Weapons with penetrations of standard or higher receive no penetration bonus from high grain loads.
Note: Because of the large number of combinations of modifications to rounds, not all round combinations are listed in the above tables, only the most common. If a round modification you desire is not listed for a weapon, ask about its availability.