Firearms

Names in italics represent specific models by particular manufacturers; the others are typical of weapons from many different sources.
Scopes are divided into 'none', 'basic', 'battle' (adjustable for range), and 'e-scope' (interactive imaging systems)

Weapon Name  caliber   ammo types   OCV   STR   Rmod   Pc   Damage   Stun   rds.   mass, kg   sights   ROF   cost 
Holdout Pistol 9mm CL ET, AP +1 9 2" 1 1d6+1 +1 10 0.7 basic d 100
-- An easily concealed pistol, made from inert plastics (only the bullets are metal).
Ming-Toledo Mavrik 10mm CL Short LRN +o 8 2" ? 1d6+1 +0 2 0.5 basic d 100
-- A very easily concealed 2-barrel pistol; sold mostly to "modern" colonies.
Ming-Toledo Dirty Halley 10mm CL Short ET +1 9 3" ? 1.5d6 +1 6 1.0 basic d 250
-- A large, traditional (by 39th Century standards) revolver; sold mostly to "modern" colonies.
Ming-Toledo Game Carbine 10mm CL Long ET +1 9 4" ? 2d6 +1 6 1.5 battle 1 290
-- A short pump-action rifle; sold mostly to "modern" colonies.
Ming-Toledo Game Rifle 10mm CL Long ET +1 10 5" ? 2d6+1 +1 6 2.4 battle 1 350
-- A large pump-action rifle; sold mostly to "modern" colonies.
Ming-Toledo Travajah 20mm Versa various +1 9 4" ? var. var. 6 3.0 battle 1 350
-- A large pump-action smoothbore weapon, nominally a shotgun; versions with a very short barrel and folding stock only weigh 2.5 kg, hold 4 rounds, have a 3" range mod, and drop a DC from most loads. Sold mostly to "modern" colonies.
Ming-Toledo Travajah 20mm Versa various +1 9 4" ? var. var. 6 3.0 battle 1 350
-- A large pump-action smoothbore weapon, nominally a shotgun; versions with a very short barrel and folding stock only weigh 2.5 kg, hold 4 rounds, have a 3" range mod, and drop a DC from most loads. Sold mostly to "modern" colonies.
Ming-Toledo Hungry Hunter conform various +1 8+ 5" ? var. var. 1 2.3 battle 1 250
-- Resembling a breech-loading shotgun, the conformable chamber and barrel of this weapon will adapt to most known cased or caseless small arms ammunition of less than 30mm diameter. The range mod is only -1/3" except with 10mm CL Short, 10mm CL Long, or 20mm Versa (probably a marketing department decision at Ming-Toledo).
Police Pistol 11mm CL ET, AP +1 10 3" 1 1.5d6 +1 14 0.9 basic d 300
-- Typical of various similar designs; a silencer can be fitted.
Submachinegun 11mm CL ET +1 10 4" 1 1.5d6 +1 60 2.5 battle d/10 1000
-- Used by special operations types. Select fire, with folding stock and sound suppressor.
Combat Shotgun 18x70mm buck, DS, ET, baton, HEAP +1 11 5" 0 4x1d6+1 +0 15 3.5 basic d 400
-- Magazine-fed semi-auto weapon, sometimes with folding stock or flashlight fitted. Many other kinds of ammunition are possible.
Assault Shotgun 18x70mm buck, DS, ET, baton, HEAP +1 13 3" 0 4x1d6 +0 10 2.2 basic d 450
-- Magazine-fed semi-auto short-barrelled weapon, resembling a very large pistol. Many other kinds of ammunition are possible.
Sniper Rifle 10x28mm CL APHE, HEAP +1 7 9" 8 2.5d6 +2 15 4.3 e-scope d 3000
-- Magazine-fed semi-auto weapon, fitted with a bipod, sound/flash suppressor, barrel cooling shroud, electronic scope, and precision trigger mechanism.
Anti-Materiel Rifle 15mm CL APIFSDS +0 18 9" 15 3d6+1 +2 5 18 e-scope d 6000
-- Large magazine-fed semi-auto weapon, fitted with a bipod, muzzle brake (and other recoil compensation systems), and electronic scope.
Assault Rifle 10mm CL HEAP, APHE +1 11 7" 10 3d6 +2 100 4.9 e-scope d/10 1000
-- A select-fire military rifle, fitted with a telescoping stock. Expensive versions include a pump-action 30mm grenade launcher; cheap versions come with battle sights only.
Machinegun 10x28mm CL HEAP, APHE +1 10 8" 10 3d6 +2 200 10.3 none d/20 10000
-- Fires at 2500 RPM; mounted either on a remote turret, remote tripod, or gunner's harness. Sighting is done through the remote controls, or with the harness optics.
Gauss Rifle 4mm dart +1 8 6" 12 2d6 +1 200 4.0 battle d/10 1000
-- Found only on older colonies, this select-fire weapon propels metal darts at very high velocity.
Colonial Musketoon 13mm bullet +1 9 4" 0 1d6+1 +1 20 4.0 basic d 500
-- Uses force field tech; can fire any projectile that will fit down the bore, though bullets are used in the magazine for reliable feeding. Mostly seen on newer colonies or in survival kits.


Grenade Launchers

Weapon Name  caliber   ammo types   OCV   STR   Rmod   Pc   Damage   Stun   rds.   mass, kg   sights   ROF   cost 
Grenade Launcher 30mm GL HEAP, HE, buck, baton, smoke, TPA, illum +0 10 3" 12 5.5d6 +2 6 2.7 battle 1 500
-- A manually-operated, magazine-fed grenade launcher. "Smart" versions of the HEAP round are available at considerable expense. 10d6 normal explosion adjacent to target.
Integral Grenade Launcher 30mm GL HEAP, HE, buck, baton, smoke, TPA, illum +0 10+ 3" 12 5.5d6 +2 3 0.7 as mounted 1 500
-- A manually-operated launcher mounted on another weapon (typically on Assault Rifles, Gauss Rifles, or Laser Rifles); magazine is integral to launcher. 10d6 normal explosion adjacent to target.


Flamethrowers

Weapon Name  ammo types   OCV   STR   Rmod   Damage   Stun   bursts   mass, kg   sights   ROF   cost 
Flamer TPA, napthal +1 0 2" 3d6 +0 10 2.7 basic 1 300
-- A canister-fed flamethrower, projecting 'hot' or 'cold' shots up to 30 meters (15") distance. The fuel in the canister is sufficient for 20 seconds of firing. Available canisters are thickened napthal (a petrochemical) or TPA (an aluminum-based combustant).


Lasers

Weapon Name  output   OCV   Rmod   Pc   Damage   Stun   shots   mass, kg   sights   ROF   cost 
Laser Pistol 20MW for 10ms, 0.4 µm, 2 cm +3 5" 4 4d6 +4 35 1.0 basic d 300
-- This pistol is connected by a power cable to either a 1 kg belt pack, or directly to a space suit power supply. A common weapon for Spacers. Damage range 3 km.
Laser Rifle 70MW for 10ms, 0.4 µm, 3 cm +3 10" 2 4.5d6 +5 10 2.5 e-scope d 1000
-- A heavy power pack (1 kg) is incorporated into the buttstock of this weapon. Most often seen at older colonies, or with dedicated Zero-G troops. Damage range 8 km.


Gravity Guns

Weapon Name  setting   OCV   STR   Rmod   effects   Damage   Stun   shots   mass, kg   sights   ROF   cost 
Arcusian Gravity Gun Lash +1 20 2" 2x AP 3d6 +3 3 50.0 basic 1 10000
Bolt +0 18 3" Does KB -2d 10d6 N +0
Crowd +0 18 3" Does KB -2d 8d6 Stun Cone +0
-- An obvious military application of contra-grav and gravity plating. The weapon is very big, very heavy, and difficult to control, even with a host of gravity compensating techniques. The weapon is short ranged and power hungry. The internal battacitors carry power for 3 firings, and the optional generator pack (25 kg) is exhausted after 12 firings. .


Power Guns

Weapon Name  output   OCV   STR   Rmod   Pc   Damage   Stun   rds.   mass, kg   sights   ROF   cost 
GE PPP4 0.01 gm @ 20 km/s = 2 kj +1 3 3" 21 2d6 +0 10 1.2 basic d 1000
-- General Electron plasma weapons, such as this compact pistol, are mass produced (not 100% reliable), heavily advertised, popular, and commonly available to the civil market throughout the colonies. The disposable power/fuel/coolant cartridges (type "GE 4mm" 100 mg) are difficult to replace in the weapon -- it takes 1 full turn to replace the cartridge. A Quick-Draw reload roll can replace the cartridge in one full phase. 370" max range in normal atmosphere.
GE PPP5 0.01 gm @ 25 km/s = 3.2 kj +1 5 4" 21 2d6+1 +1 30 1.8 basic d/3 1700
-- General Electron plasma weapons, such as this large pistol, are mass produced (not 100% reliable), heavily advertised, popular, and commonly available to the civil market throughout the colonies. The disposable power/fuel/coolant cartridges (type "GE 5mm" 300 mg) are difficult to replace in the weapon -- it takes 1 full turn to replace the cartridge. A Quick-Draw reload roll can replace the cartridge in one full phase. 460" max range in normal atmosphere.
GE PRF5 0.01 gm @ 25 km/s = 3.2 kj +1 5 4" 21 2d6+1 +1 50 2.5 battle d/5 2000
-- General Electron plasma weapons, such as this submachine-gun sized weapon, are mass produced (not 100% reliable), heavily advertised, popular, and commonly available to the civil market throughout the colonies. The disposable power/fuel/coolant cartridges (type "GE 5mm" 500 mg) are difficult to replace in the weapon -- it takes 1 full turn to replace the cartridge. A Quick-Draw reload roll can replace the cartridge in one full phase. 460" max range in normal atmosphere.
GE PRC5 0.01 gm @ 25 km/s = 3.2 kj +1 5 5" 21 2d6+1 +1 60 4.0 battle d/3 2500
-- General Electron plasma weapons, such as this carbine-sized weapon, are mass produced (not 100% reliable), heavily advertised, popular, and commonly available to the civil market throughout the colonies. The disposable power/fuel/coolant cartridges (type "GE 5mm" 600 mg) are difficult to replace in the weapon -- it takes 1 full turn to replace the cartridge. A Quick-Draw reload roll can replace the cartridge in one full phase. 460" max range in normal atmosphere.
GE PRR6 0.01 gm @ 36 km/s = 6.4 kj +2 8 6" 21 2.5d6 +1 60 6.5 battle d/3 3000
-- General Electron plasma weapons, such as this rifle-sized weapon, are mass produced (not 100% reliable), heavily advertised, popular, and commonly available to the civil market throughout the colonies. The disposable power/fuel/coolant cartridges (type "GE 6mm") are difficult to replace in the weapon -- it takes 1 full turn to replace the cartridge. A Quick-Draw reload roll can replace the cartridge in one full phase. 670" max range in normal atmosphere.
GE PRG8 'Purge' 0.02 gm @ 100 km/s = 100 kj +3 10 8" 21 4d6 +2 6 11.0 battle 1 5000
-- General Electron plasma weapons such as this large-rifle-sized model are mass produced (not 100% reliable), heavily advertised, popular, and commonly available to the civil market throughout the colonies. The disposable power/fuel/coolant cartridges (type "GE 6mm") are difficult to replace in the weapon -- it takes 1 full turn to replace the cartridge. A Quick-Draw reload roll can replace the cartridge in one full phase. 6d6 normal energy explosion adjacent to target; 1d6 normal energy thermal effect along beam path. Max range 1800" in normal atmosphere.
Midcon Plasma Pistol 0.02 gm @ 19 km/s = 3.5 kj +1 8 3" 21 2d6+1 +0 30 1.5 e-scope d/3 2000
-- Midcon's line of military plasma weapons are used extensively by the Solarian and other governments; max range 350" in normal atmosphere. This large pistol also features a 20mm VersaPak launcher below the barrel, holding 1 cartridge.
Midcon Plasma Carbine 0.02 gm @ 26 km/s = 7 kj +2 8 4" 21 2.5d6 +1 30/60/100 2.9 e-scope d/5 3800
-- Midcon's line of military plasma weapons are used extensively by the Solarian and other governments; max range 480" in normal atmosphere. This carbine also features a 20mm VersaPak semi-automatic launcher below the barrel, feeding from either a 3 or 6 round magazine (which can be fired in 3 round bursts themselves!).
Midcon Plasma Rifle 0.03 gm @ 40 km/s = 25 kj +3 10 5" 21 3d6+1 +1 30/60/100 4.0 e-scope d/5 5000
-- Midcon's line of military plasma weapons are used extensively by the Solarian and other governments. This rifle also features a 20mm VersaPak semi-automatic launcher below the barrel, feeding from either a 6 or 12 round magazine (which can be fired in 3 round bursts themselves!). 4d6 normal energy explosion adjacent to target; max range 740" in normal atmosphere.
Spec Ops Blast Pistol 0.035 gm @ 54 km/s = 0.1 Mj +2 6 5" 21 4d6 +4 6 2.5 basic d 3000
-- Max range in atmosphere 500". 6d6 normal energy explosion adjacent to target; 1d6 normal energy thermal effect along beam path. Showy weapon for well-equipped Special Operations troops.
Spec Ops Blast Rifle 0.15 gm @ 102 km/s = 1 Mj +2 10 10" 21 5d6 +5 6 4.8 e-scope 1 8000
-- Max range in atmosphere 900". 10d6 normal energy explosion adjacent to target; 5d6 normal energy thermal effect along beam path. Normally only seen in the hands of showy Special Operations troops.
Spec Ops Heavy Blast Rifle 0.32 gm @ 187 km/s = 6 Mj +2 17 20" 21 5.5d6 +6 5 25 e-scope 1 24000
-- Max range in atmosphere 1700". 13d6 normal energy explosion adjacent to target; 7d6 normal energy thermal effect along beam path. Normally only seen in the hands of showy Special Operations troops.


Portable Missile Launchers

Missile Type  eff range   vel. m/s   guidance   Pc   Damage   Stun   blast   secondary   mass, kg   cost 
90mm HEAP anti-vehicle 1500 m 450 F&F 12 6d6 +8 14d6 no lock on people 6.0 2000
90mm antipersonnel 1500 m 450 F&F n/a frags n/a 13d6 OCV -2 frags eff rng 24", 1d3K 4.0 1000
90mm beehive flechette 100 m 400 none 3 12x1d6 +0 none 4" damage range, spreads 1 hex per 8" 6.0 1500
90mm anti-aircraft 5000 m 600 F&F 2 4d6 +1 12d6 will only lock on aircraft 4.0 4400
90mm incapacitant 1500 m 450 F&F n/a 10 hex/seg for 6 seg n/a n/a causes weakness, lack of control, drowsiness 4.0 2000
90mm inciendiary 1500 m 450 F&F n/a 3d6 +0 n/a 3" x 6", does 1 less DC per seg 6.0 2000
90mm obscurant 1500 m 450 F&F n/a none n/a n/a multi-spectral smoke and laser scatter 6.0 800
-- OCV 4, no range mod; 2" arming range on explosive rounds. Fired from either a single-shot disposable tube with a simple sight linked to the missile electronics; or a break-open 4 round launcher (mass 4 kg empty, fitted with e-scope, cost 4000).


see Weaponry Notes Page for more info.



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