Modern Weapons Listings

Related Rules

Damage is in d8's unless otherwise specified.

Handgun
WeaponROFDamPen MagRecoilRangeTLCost Mass (Kg)
Revolver, 5mmDAR1 Nil6R2 / - 105100 / 2 0.5 / 0.05
Revolver, 7mmDAR2 Nil6R4 / - 105125 / 2 0.6 / 0.05
Revolver, 9mmDAR2 Low6R3 / - 124150 / 5 0.9 / 0.06
Magnum Revolver, 9mmDAR 3Low6R 3 / -145 300 / 8 1.1 / 0.06
Snub Pistol, 10mm
     StdDAR 3Low6R 2 / -48 150 / 10 0.35 / 0.05
     HEDAR 4Low6R 2 / -48 150 / 10 0.35 / 0.05
     HEAPDAR 4Std6R 2 / -48 150 / 10 0.35 / 0.05
     TranqDAR 1*Nil6R 1 / -48 150 / 10 0.35 / 0.05
Auto Snub Pistol, 10mm
     StdSA 3Low20 2 / -48 600 / 32 0.4 / 0.18
     HESA 4Low20 2 / -48 600 / 32 0.4 / 0.18
     HEAPSA 4Std20 2 / -48 600 / 32 0.4 / 0.18
     TranqSA5 1*Nil20 1 / -48 600 / 32 0.4 / 0.18
Body PistolSA2 Nil62 / - 88500 / 20 0.2 / 0.05
Autopistol, 7mmSA3 Low154 / - 106500 / 20 0.5 / 0.12
Autopistol, 9mmSA3 Std153 / - 125200 / 9 0.7 / 0.13
Accelerator Pistol, 6mm3 4Std15 4 / 72011 600 / 20 0.75 / 0.22
Gauss Pistol, 4mm34 Std156 / 9 3013 600 / 20 0.6 / 0.22
Snare PistolSS1 Nil12 / - 311 250 / 5 0.4 / 0.3
Tranq Pistol (Dart)SS1* Low11 / - 56 100 / 2 0.5 / 0.25

Rifleman
WeaponROFDamPen MagRecoilRangeTLCost Mass (Kg)
Carbine, 7mmSA3 Std103 / - 305200 / 10 3 / 0.26
Rifle, 7mmSA4 Std203 / - 405200 / 20 4 / 0.66
Rifle, 9mmSA5 Std203 / - 5071000 / 40 5 / 0.88
Hunting Rifle, 12mmBA4 Low22 / - 4052000 / 5 6 / 0.01
Autorifle, 7mm54 Std203 / 7 4061000 / 20 5 / 0.66
Shotgun, 18mm
     SlugPA 4Low10 5 / -404 150 / 103.7 / 0.7
     Buckshot (close)PA 9Nil10 5 / -404 150 / 103.7 / 0.7
     Buckshot (medium)PA 1Nil10 5 / -404 150 / 103.7 / 0.7
     TranqPA 1*Nil10 5 / -304 150 / 203.7 / 0.7
Autoshotgun, 18mm
     SlugSA5 4Low10 5 / -407 500 / 104 / 0.7
     Buckshot (close)SA5 9Nil10 5 / -407 500 / 104 / 0.7
     Buckshot (medium)SA5 1Nil10 5 / -407 500 / 104 / 0.7
     TranqSA5 1*Nil10 5 / -307 500 / 204 / 0.7
Snare RiflePA1 Nil44 / - 1010300 / 20 2.5 / 1.2
Tranq Rifle (Dart)SS1* Nil12 / - 156400 / 20 4 / 1
Sniper Rifle, 12mmBA5 High106 / - 10063000 / 50 7 / 1

Combat Rifleman
WeaponROFDamPen MagRecoilRangeTLCost Mass (Kg)
Carbine, 7mmSA3 Std103 / - 305200 / 10 3 / 0.26
Rifle, 7mmSA4 Std203 / - 405200 / 20 4 / 0.66
Rifle, 9mmSA5 Std203 / - 5071000 / 40 5 / 0.88
Hunting Rifle, 12mmBA4 Low22 / - 4052000 / 5 6 / 0.01
Assault Rifle, 5mm53 Std303 / 7 507400 / 30 3 / 0.4
Assault Rifle, 7mm54 Std303 / 7 507400 / 30 4 / 0.9
Accelerator Rifle, 6mm3 5Std15 1 / 2509 900 / 252.5 / 0.25
Gauss Rifle, 4mm5/105 High40 1 / 2 / 57012 1500 / 553.5 / 0.8
Advanced Combat Rifle, 7mm
     HE5 8Std20 1 / 35010 800 / 203 / 0.4
     HEAP5 8High20 1 / 35010 800 / 203 / 0.4
     DS5 5High20 2 / 57010 800 / 203 / 0.4
     TranqSA5 1*Nil20 1 / -3010 800 / 203 / 0.4
Sniper Rifle, 12mmBA5 High106 / - 10063000 / 50 7 / 1

SMG
WeaponROFDamPen MagRecoilRangeTLCost Mass (Kg)
SMG, 9mm53 Std302 / 5 305500 / 20 2.5 / 0.28
Machine Pistol, 7mm53 Std202 / 4 106300 / 15 1.5 / 0.2

Energy Weapons
WeaponROFDamPen MagRecoilRangeTLCost Mass (Kg)1
PGMP-12SA19 Std59 / - 2012 18,000 / 752.4 / 7.5 / 4.8
PGMP-13SA111 Std1011 / - 2013 20,000 / 2003.2 / 20 / 4.8
PGMP-14SA113 Std44 / - 2014 48,000 / 803.2 / 8 / 6.4
FGMP-14SA112 Std43 / - 4014 86,400 / 1604.8 / 8 / 9.6
FGMP-15SA114 Std47 / - 5015 54,000 / 2003 / 10 / 6

1 Mass is of weapon, Full Magazine, and Backpack Generator.

Particle Weapons
(Energy Weapons)
WeaponROFDamPen MagRecoilRangeTLCost Mass (Kg)
Hand BlasterSA35 Std10- / - 5141700 / 100 2 / 20
Blaster RifleSA37 Std10- / - 15121700 / 100 2 / 20

Laser Weapons
WeaponROFDamPen MagRecoilRangeTLCost Mass (Kg)
Laser Pistol-9SA25 / 7 Low70- / - 8091700 / 100 2 / 20
Laser Pistol-13SA35 Low15- / - 12013 3000 / 252.2 / 0.4
Laser Pistol-16SA55 Std20- / - 12016 3000 / 251.75 / 0.3
Laser Carbine-8SA15 Low70- / - 10082500 / 80 5 / 20
Laser Carbine-13SA37 Std20- / - 30013 4000 / 304.4 / 0.55
Laser Carbine-16SA57 Std40- / - 30016 4000 / 303 / 0.4
Laser Rifle-9SA27 / 10 Low70- / - 1309 2500 / 2505 / 29
Laser Rifle-13SA310 Std10- / - 30013 8000 / 608.8 / 1.1
Laser Rifle-16SA510 Std20- / - 30016 8000 / 606.6 / 0.8

Neural Weapons
WeaponROFDamPen MagRecoilRangeTLCost Mass (Kg)
Neural PistolSA53 -15- / - 8151500 / 30 2 / 0.3
Neural RifleSA55 -20- / - 1514 2500 / 404 / 0.4
Neural BlasterSA37 -10- / - 1013 2000 / 405 / 0.4
EM Pulse PistolSA54 High15- / - 8141750 / 10 2 / 0.3
EM Pulse RifleSA56 High20- / - 1513 2700 / 305 / 0.4
Sonic PistolSA54 High15- / - 811500 / 5 2 / 0.3
Sonic RifleSA56 High20- / - 1510 1000 / 205 / 0.4

Hand Thrown Grenades
(Thrown Weapons)
WeaponROFDamPen MagRecoilRangeTLCost Mass (Kg)
Frag 14 Std1- / - B455 0.5
Smoke1- Nil1- / - B1255 0.5
Incendiary12 Nil1- / - B455 0.5
HE 16 Low1- / - B658 0.5
HEAP18 Std1- / - B4712 0.5
EM Pulse110 Std1- / - B101225 0.5
Sonic18 Std1- / - B8920 0.5

Grenade Launchers
(Heavy Weapons)
WeaponROFDamPen MagRecoilRangeTLCost Mass (Kg)
Grenade Launcher, 4cm
     HE1 8Low1 4 / -30,B168 400 / 102 / 0.3
     HEAP1 12High1 4 / -30,B68 400 / 142 / 0.3
     Illum1 -Nil1 4 / -30,B1008 400 / 52 / 0.3
     Frag1 6Std1 4 / -30,B128 400 / 72 / 0.3
     Smoke1 -Nil1 4 / -30,B208 400 / 72 / 0.3
     EM Pulse1 15Nil1 4 / -30,B1512 400 / 252 / 0.3
     Sonic1 12Nil1 4 / -30,B129 400 / 202 / 0.3
Auto Grenade Launcher, 4cm
     HESA3 8Low5 4 / -30,B169 600 / 508 / 4
     HEAPSA3 12High5 4 / -30,B69 600 / 708 / 4
     IllumSA3 -Nil5 4 / -30,B1009 600 / 258 / 4
     FragSA3 6Std5 4 / -30,B129 600 / 358 / 4
     SmokeSA3 -Nil5 4 / -30,B209 600 / 358 / 4
     EM PulseSA3 15Nil5 4 / -30,B1512 600 / 1258 / 4
     SonicSA3 12Nil5 4 / -30,B129 600 / 1008 / 4
Under-Barrel Grenade Launcher, 3cm
     HEPA 6Low6 3 / -20,B128 700 / 551.9 / 2.1
     HEAPPA 10High6 3 / -20,B58 700 / 751.9 / 2.1
     IllumPA -Nil6 3 / -20,B1008 700 / 301.9 / 2.1
     FragPA 5Std6 3 / -20,B108 700 / 421.9 / 2.1
     SmokePA -Nil6 3 / -20,B158 700 / 351.9 / 2.1
     EM PulsePA 12Nil6 3 / -20,B1212 700 / 1501.9 / 2.1
     SonicPA 10Nil6 3 / -20,B109 700 / 1201.9 / 2.1

Rocket Guns
(Heavy Weapons)
WeaponROFDamPen MagRecoilRangeTLCost Mass (Kg)
Rocket Gun, 2cm
     HEPA 6Std5 2 / -60,B129 500 / 505 / 2
     HEAPPA 10High5 2 / -60,B59 500 / 705 / 2
     IllumPA -Nil5 2 / -60,B1009 500 / 255 / 2
     FragPA 5Std5 2 / -60,B109 500 / 355 / 2
Auto Rocket Gun, 2cm
     HESA3 6Std5 2 / -60,B129 750 / 508 / 2
     HEAPSA3 10High5 2 / -60,B59 750 / 708 / 2
     IllumSA3 -Nil5 2 / -60,B1009 750 / 258 / 2
     FragSA3 5Std5 2 / -60,B109 750 / 358 / 2

Missile Launchers
(Heavy Weapons)
WeaponROFDamPen MagRecoilRangeTLCost Mass (Kg)
Disposable Missile Launcher
     HESS 16Std1 8 / -80,B327 1000 / 1009 / 4
     HEAPSS 20High1 8 / -80,B107 1000 / 1509 / 4
     FragSS 10High1 8 / -80,B207 1000 / 909 / 4
Portable Missile Launcher
     HESS 16Std1 8 / -80,B327 1500 / 10012 / 4
     HEAPSS 20High1 8 / -80,B107 1500 / 15012 / 4
     FragSS 10High1 8 / -80,B207 1500 / 9012 / 4

Flame Thrower
(Unskilled)
WeaponROFDamPen MagRecoilRangeTLCost Mass (Kg)
Flame ThrowerSpecial Special Nil120 Seconds 1 / - 105100 / 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.


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