Human Weaponry

Accurate – Accurate Weapons take no penalty when firing at targets at short range.

Arc – Arc weapons fire their ammunition in a high parabola, and therefore cannot fire at targets within Point-Blank range.

Inaccurate – Inaccurate Weapons cannot fire at targets at long range.

Mastercraft – Mastercraft weapons are finely-made, highly reliable, or come equipped by default with finely-tuned scopes.  A Mastercraft weapon grants the user a +1 Equipment bonus to attacks.  This does not stack with a Smart weapon (see below).  While the bonus Mastercraft provides is lower than Smart, Mastercraft weapons have the distinct advantage of being non-reliant on a computer system, and therefore being easier to conceal and pretty much immune to hacking.

MicroGrav – These weapons have a system that allows them to be used safely in microgravity environments.  This usually entails the use of  Higgs-nullification fields that enable for a split second after the weapon as been fired (once the bullet leaves the barrel) to cancel out the inertia of the recoiling gun.  The MicroGrav system only works when firing in semiautomatic mode.  Firing in automatic mode without penalty in a microgravity environment is accomplished through the use of tripods and other weapon mounts.

NanoStore – These weapons include industrial-grade assembly/disassembly nanites in their construction, and allow them to be broken down and reconstructed at a rapid rate.  When stored, these weapons effectively collapse down to one size category smaller than they are when in use, but their weight stays the same.  Disassembly and reassembly of the weapon takes a standard action.

Rare – These weapons are essentially impossible to find on the open market and have to be custom-ordered.

Smart – The Smartgun System was developed during the Third World War by all sides involved (but first implemented by the Americans), and is regarded as one of the most crucial innovations in firearms capabilities of the 21st century, ranked behind only cheap caseless ammunition in terms of importance.  The smartgun system interfaces with a heads-up display to give the user constant access to various information relating to the weapon and combat environment.  Ammunition counts, heat levels, wind speed and direction, are all displayed, as well as a hit reticule showing where a bullet would hit if the weapon was fired at where it was aimed.  The Smartgun System also includes at least one visible-light camera (though more advanced ones include infrared cameras as well), allowing the weapon to be pointed around cover to be fired at targets without exposing yourself to them.
Not all firearms come with a smartgun system standard.  If a weapon does not have it listed in it’s description, it is not included.  If a weapon doesn’t say that it is incompatible with smartgun systems, a smartgun system can be added for 400 credits, at the expense of using a modification slot (see Equipment Modifications).
Using a Smartgun System requires a method of heads-up display.  Any armor with a Helmet Package meets this requirement.  Any form of Direct Neural Interface also counts as a heads-up display (CEC Neural Interface, Wirehead, Speak Digital ability available to Electromagnetism contractors).  Characters without a helmet package or CEC Neural Interface may instead use a Computer Interface Visor or Display Glasses to fulfill the heads-up display requirement.  Using a gun with a smartgun system while using a compatible heads-up display provides a +2 Equipment bonus to ranged attack rolls with that weapon.

 

Using firearms in microgravity – Unless a firearm has the MicroGrav adaptation, firing it in gravity less than 1G can incur certain penalties, dependent on gravity, the shooter’s mass, the mass of the round being fired, and the muzzle velocity of the round being fired.  A character of at least average mass (55+ Kg) will have no penalties as long as they can brace themselves against a solid object (or possibly by expending a use from their rocket boots (if they have any)), as long as they are firing average-sized rifle and pistol rounds.  For example, a Dragunov SVD incurs no penalties, since it fires a rifle-sized round.  Anti-material rounds may incur penalties due to their high velocity and larger mass.  Shotguns may also suffer penalties due to their increased recoil.

Firing a weapon on autofire can incur penalties and possibly move the character as well if they are not braced when firing in extremely low gravity.    For example, firing a HK G3A3 on full-auto will move the character back 3 squares, and if they are not acted upon by an outside force (such as hitting a wall, using maneuvering thrusters, or digging their feet into the ground (a move action)), they will continue to move backwards 3 squares every round.  Determining the amount of squares that firing on autofire without a tripod or other weapon mount moves you back can be done using the following formula (adjust the amount of bullets per autofire for weapons that have smaller autofire consumption):

SquaresMoved = \left \lfloor{(A_{b} * (\frac{V*M_{b}}{M_{c}}))* 6 )\div1.5}\right \rfloor

Ab = Bullets used per autofire burst (Normally 10 bullets)
V = Muzzle velocity of the weapon, in meters per second (Wikipedia is a good source)
Mb = Mass of the bullet, in gram (Bullet only, not cartridge+bullet. Again, Wikipedia is a good source.)
Mc = Mass of the character firing the weapon, in grams

Now, since I don’t want people running math like this at the gaming table, if you haven’t pre-determined this result, just assume you go back 3 squares – which is pretty much the standard result (assuming a roughly 55kg character firing a standard-size rifle round).

 

 

Weapon Ranges

Type of Ranged Weapon Point Blank(No Penalty) Short(-2 Attack) Medium(-5 Attack) Long(-10 Attack)
Heavy Weapons 0-50 Squares 51-100 Squares 101-250 Squares 251-500 Squares
Pistols 0-20 Squares 21-40 Squares 41-60 Squares 61-80 Squares
Rifles 0-30 Squares 31-60 Squares 61-150 Squares 151-300 Squares
Simple Weapons 0-20 Squares 21-40 Squares 41-60 Squares 61-80 Squares
Thrown Weapons 0-6 Squares 7-8 Squares 9-10 Squares 11-12 Squares
Targeting Laser 0-50 Squares 51-150 Squares 151-250 Squares 251-660 Squares

 

Ranged Weapons

Reloading – Any weapon that uses a clip can be reloaded as a move action.  For weapons that use magazines (such as the M206 Shotgun), a move action instead reloads a number of rounds equal to your Dexterity modifier.

Rate of Fire

Single – Single-fire weapons can only be fired once per round.  They cannot be used with Rapid Shot or any other ability that fires more than one shot.
S – Semiautomatic weapons can be fired multiple times per round.  It can be fired once as a standard action, twice as a standard action with a -2 penalty to attack for +1 die of damage (as the Rapid Shot feat), or – if the user has the Rapid Shot feat – three times as a standard action with a -4 penalty to attack for +2 dice of damage.
A – If a weapon has ‘S,A’ as a rate of fire, it is capable of both semiautomatic and automatic fire, and can switch between modes as a swift action.  If it has only ‘A’ it is only capable of automatic fire.  Automatic fire targets a 2-square by 2-square area, and makes a single attack at a -5 penalty to attack and compares that attack to the Reflex defense of all targets in the area.  If you beat the target’s Reflex defense, it takes full damage – otherwise it takes half damage.  This counts as an area-of-effect attack.  Autofire consumes 10 shots of ammunition, and cannot be used unless you have enough ammunition loaded. If you are using an autofire-only weapon, you may brace your weapon by taking two swift actions in the same round immediately before making your attack. When you brace an autofire-only weapon, you only take a -2 penalty on your attack roll when making an autofire attack or using the Burst Fire feat. Only heavy weapons, rifles, and pistols with an extended stock can be braced.

Simple

Name Size Cost Damage Rate of Fire Weight Ammo Capacity Availability Qualities
Diversionary Flash Detonator Tiny 500 Special Single 0.5 kg Military
High Velocity Canister Cartridge (HVCC) Tiny 200 5d8 Piercing By Grenade Launcher 0.5 kg Military
V-1 Thermal Detonator Tiny 2500 9d6 B/S/P/Fire Single 0.5 kg Military
Reverse Polarity Pulse Grenade Small 1200 4d6 Ion Single 1 kg Military

Diversionary Flash Detonator – When making an attack with a flashbang, make a single attack roll and compare the result to the Reflex Defense of every target within the weapon’s 2-square burst radius.  Any target successfully hit by the blast is blinded for 1d4 rounds (see SE 254). Missed targets are considered flat-footed for the remainder of the round. A target with the Evasion talent is considered flat-footed on a hit, and suffers no ill-effect on a miss.  Targets with specialized visual and auditory protection, such as photon-shielding visors/photoreceptors and sound dampeners, or species that only see outside the visible spectrum are unaffected by this weapon.

High Velocity Canister Cartridge – Based on a concept first used by the United States during the Vietnam War, this grenade is catching on as an excellent short-range anti-personnel and perimeter defense weapon. Each canister holds upwards of 115 flechette darts, which — when fired — are dispersed over an area nearly 9 meters long, mowing down fleshy targets along the way. This grenade can only be fired from a grenade launcher. Mini-grenade versions exist, at 3d8 damage instead of 5d8. The area of effect for this grenade is a 6-square long, 3-square wide cone originating from your square.

Reverse Polarity Pulse Grenade – When you make an area attack with a pulse grenade, make a single attack roll and compare the result to the Reflex Defense of every target in the grenade’s 2-square burst radius.  Vehicles, electronic devices, and cybernetically-enhanced creatures hit by the grenade take normal ion damage or half damage on a miss. If the ion damage dealt by the weapon would reduce the target to 0 hit points (before the ion damage is halved), the target is pushed -5 steps down the condition track and disabled.  Creatures without cybernetics take half damage on a hit, or no damage on a miss, and suffer no other ill effects.  A target with the Evasion talent or drones with the Hardened Systems accessory takes half damage from a successful attack and no damage if the attack misses.

V-1 Thermal Detonator – The V-1 is equipped with dampeners to muffle the detonation signature slightly. The detonation of a V-1 thermal detonator incurs a -5 penalty to Use Computer checks made to detect the explosion on sensors.  When making an attack with this weapon, make a single attack roll and compare the result to the Reflex Defense of all targets in the grenade’s 4-square burst radius. Targets hit take full damage, while missed targets take half damage. Targets with the Evasion talent take half damage on a successful hit, and no damage on a miss.  WARNING: Thermal detonators work by material vaporization – NOT explosions, like a grenade.  Beware collateral damage.

 

Pistols

Name Size Cost Damage Rate of Fire Weight Ammo Capacity Availability Qualities
Slugthrower, Hold-Out Tiny 325 2d4 Piercing S 0.5 kg 4 rounds (clip – 9x18mm TAAF Caseless), Licensed
Black-Powder Pistol Small 200 2d4 Piercing Single 1.4 kg 1 round (muzzleload – Black Powder Pistol Loads) Inaccurate
Crusader Machine Pistol Small 2000 2d6 Piercing S, A 2.5 kg 30 rounds (clip – 9x20mm TAAF Caseless) Military MicroGrav
BWG-5 Flechette Smart Pistol Small 1600 4d6 Slashing, 1-square radius burst S 1.3 kg 8 rounds (clip – 15mm Burst Projectile) Military Smart
Needler Small 650 2d4 Piercing S 1 kg 10 rounds (clip – Needler Darts) plus 200 shots (CO2 canister) Licensed Inaccurate
Ripper Small 750 2d4 Slashing S 1 kg 10 rounds (clip – Ripper Shrapnel Charge) Licensed Inaccurate
Slugthrower Pistol Small 250 2d6 Piercing S 1.4 kg 10 rounds (clip – 9x20mm TAAF Caseless) Licensed MicroGrav
Taser Small 100 3d6 Stun/Ion S 1.4 kg 1 round (clip) plus 20 shots (power pack) Licensed
Heavy Slugthrower Pistol Medium 400 2d8 Piercing S 2.1 kg 8 rounds (clip – 5.7x29mm TAAF Caseless) Restricted MicroGrav
Heavy Slugthrower Revolver Medium 800 2d8 Piercing Single 2.0 kg 6 rounds (cylinder – 5.7x28mm Pistol Round) Licensed Smart
Slugthrower SMG Medium 1400 2d6 Piercing S, A 3 kg 30 rounds (clip – 9x20mm TAAF Caseless) Military Inaccurate Weapon, MicroGrav
Snare Pistol Medium 600 1d4 Nonlethal Bludgeoning S 2 kg 2 rounds (clip – Snare Pistol Cartridge) Licensed Inaccurate Weapon
Decker Arsenal “Ordinatus” Large 10,500 3d6 Piercing Single (see details) 3 kg 2 rounds (breechload – 21x60mm RAB or 12 Gauge Shotgun Shell) Military Accurate, Mastercraft, Rare

Black-Powder Pistol – A black-powder pistol must be reloaded after each shot and requires a full-round action to reload, preventing the use of any feats or talents that allow multiple shots. A character trained in Mechanics can attempt to forage for supplies to make his or her own ammunition, requiring a DC 20 Perception check to search the area for the necessary materials. One hour and a DC 15 Mechanics check can produce enough ammunition for 5 shots, and an extra 5 shots are produced for every 5 points by which the check result exceeds the DC.  You may not, however, scavenge to create a black-powder weapon using native materials unless you want it to explode backwards and kill you instead of the ravenous lizard-man attacking you.  Nice try, Captain Kirk.  This weapon is incompatible with smartgun systems.

Crusader Machine Pistol – “The product that made Crusader Armory a household name.”  Designed shortly before World War III, this weapon exists somewhere between a submachine gun and a pistol – in that mystical realm of the Machine Pistol.  Firing a standard caseless round, it is capable of fully-automatic fire and is still able to be wielded in one hand thanks to its gas venting system.  This is the standard sidearm issued to TAAF special operations soldiers.  Prior to the Belt Rebellion, it was also found in the hands of private security forces.  Due to it’s built-in Gas Venting modification this weapon only takes a -3 attack penalty when firing on autofire, instead of the normal -5.  This weapon requires a power cell to operate.

Decker Arsenal “Ordinatus” – For details, go here.

BWG-5 Flechette Smart Pistol – The most widely-known product of the Swiss weapons manufacturer Bundeswaffengruppe, the BWG-5 Flechette Smart Pistol is a heavily-regulated weapon introduced during World War III.  As a pistol-sized flechette launcher, it has the potential for dealing massive damage to lightly-armored targets, but the difficulty of use and ammunition cost keeps it out of the hands of most forces.  It must be programmed as a move action prior to being fired, or it deals half damage.  In a sense, it can be seen as a predecessor to the more advanced burst shell system in the Marine Combat Rifle. This weapon requires an energy cell to operate, and includes an integrated smartgun system.  This weapon can only fire standard and armor-piercing ammunition.

Heavy Slugthrower Pistol – If you use the Double Attack, Triple Attack, or Rapid Shot feats – or Semiautomatic Fire (to fire more than 1 shot) with a heavy slugthrower pistol, you take an additional -1 penalty to attack rolls.  A heavy slugthrower pistol uses an ammo clip. After 8 shots, the clip must be replaced. Firing an electrically ignited caseless round, it requires an energy cell to operate.

Heavy Slugthrower Revolver – Unlike the Heavy Slugthrower Pistol, this weapon does not take an additional penalty for firing extra shots.  Heavy Revolvers use a 6-round cylinder to store their ammunition, and can swap out the cylinders in the same amount of time it takes to load them with a speed loader.  The weapon comes with an integrated smartgun, but it cannot fit a silencer or suppressor.  Unlike most standard slugthrowers, this weapon uses a ‘throwback’ cased round (by default, the same 5.7mm round that the FN Five-seveN uses), allowing for users to hand-load their own custom ammunition instead of relying on the more difficult to produce caseless ammunition.  An empty cylinder costs 10 credits.  This weapon requires an energy cell to operate the smartgun, but it can be fired when unpowered.

Hold-Out Slugthrower – The hold-out slugthrower pistol can only fire 4 shots before needing to be reloaded.  Firing an electrically ignited caseless round, it requires an energy cell to operate.

Needler – A needler fires tiny, ultra-sharp darts that drill into the target’s body.  A needler’s ammunition can be laced with contact poison, delivering the poison to its targets.  The needler uses compressed carbon dioxide to fire its ammunition.  The CO2 canister must be replaced after 200 shots, costing 100 credits.  This weapon can only fire standard ammunition.

Ripper – The ripper is a pistol that fires a variety of oddly shaped pieces of shrapnel, similar to a flechette weapon.  A ripper’s irregularly shaped ammunition penetrates deep into the target’s body, damaging it severely.  If a ripper moves a target at least 1 step down the condition track by dealing damage exceeding the target’s damage threshold, shrapnel embedded in the target’s body immediately does an additional 1d4 damage.  The ammunition it fires is caseless and electrically ignited, so the gun requires an energy cell to operate.

Slugthrower SMG – This is a fully automatic, gas operated, magazine fed, duel wieldable, short range sidearm. The weapon is equipped with a folding stock, allowing it to be braced for autofire if unfolded.  It requires an energy cell to operate.

Slugthrower Pistol – A slugthrower pistol fires an electrically ignited caseless round so it requires an energy cell to operate.

Snare Pistol – A snare pistol fires a length of weighted synthcord that wraps around the target, allowing the weapon’s wielder to initiate a grab or grapple against an enemy at up to Short range. An enemy that is grabbed or grappled can attempt to escape the snare with a DC 15 Acrobatics check or to break it with a DC 20 Strength check. You can use the Pin and Trip feats with a snare pistol, but you cannot use the Crush, Throw, or Bone Crusher feats. The snare pistol uses compressed carbon dioxide to fire it’s the nets, and CO2 canisters are included in the ammunition cartridges.

Taser – This weapon uses compressed gas to fire 2 darts out to a maximum of point-blank range.  The darts are connected back to the unit by thin wires, and deliver an electrical charge that can either do stun or ion damage, depending on the power setting.  It must be reloaded after each ranged shot with a replacement cartridge.  It can also be used in melee, which does not consume the gas used to fire it at range, allowing it to be fired at range at a later time.  The taser is powered by a power pack, which provides enough power for 20 discharges before needing to be replaced. A taser counts as an energy weapon.

 

Rifles

Name Size Cost Damage Rate of Fire Weight Ammo Capacity Availability Qualities
M90 Shotgun Medium 1000 3d8 or 2d8 Piercing S 5.7 kg 6 rounds (magazine – 12 Gauge Shotgun Shell) Military Inaccurate, MicroGrav
Micro Grenade Launcher Medium 2500 By Grenade S 3 kg 4 rounds (magazine – micro grenades (see text)) Illegal Inaccurate, MicroGrav, Smart
Civilian Slugthrower Rifle Medium 700 2d8 Piercing S 4 kg 10 rounds (clip – 7.62x40mm TAAF Caseless) Restricted Accurate
Slugthrower Rifle Medium 2000 2d8 Piercing S, A 5 kg 20 rounds (clip – 7.62x40mm TAAF Caseless) Military MicroGrav
Snare Rifle Medium 1200 1d6 Nonlethal Bludgeoning S 5 kg 5 rounds (clip – Snare Rifle Cartridge) Licensed
Executive Protector Large 2000 2d6 Piercing S, A 3 kg 30 rounds (clip – 9x20mm TAAF Caseless) Military MicroGrav, Smart
Flechette Launcher Large 2400 6d6 Slashing S 5 kg 6 rounds (clip – 20mm Burst Projectile) Illegal Inaccurate Weapon
Marine Combat Rifle Large N/A 2d8 Piercing or 4d6 Slashing S, A / S 8.1 kg 30 rounds (clip – 7.62x40mm TAAF Caseless) and 6 rounds (magazine – 15mm Burst Projectile) Military MicroGrav, Smart
S2 AM Sniper Rifle Large 2500 2d10 Piercing S 5 kg 4 rounds (clip – 8.6x70mm TAAF Sniper Round) Military MicroGrav, Smart
Decker Arsenal "Exterminatus" Large 30,500 3d6 Piercing S 8 kg 9 rounds (cylinder) Military Accurate, Mastercraft, Ammo Skip System

Civilian Slugthrower Rifle – This is a stripped-down version of the military slugthrower rifle, which it is identical to in all respects except for the fact that it lacks autofire capability and has a lower ammunition capacity.  It fires the TAAF standard caseless round with electrical ignition and requires a energy cell to operate.

Executive Protector – This submachine gun is designed to fire in two radically different methods.  The first, is its normal submachine gun form.  The second method is to be concealed in a specially made briefcase, either by pressing a stud on the handle of the briefcase, or through a link to the smartgun system.  The weapon is designed for use by bodyguards and undercover agents.  Due to the inability to aim the weapon properly in its briefcase method, it takes a -4 penalty to attacks when used this way and counts as an inaccurate weapon.  Removing the weapon from its briefcase and extending the stock allows it to be used normally, and takes a move action.  The requires an energy cell to operate.  The weapon cannot be reloaded while in the briefcase.  This weapon comes with an integrated smartgun system.

Flechette Launcher – A flechette launcher is considered a splash weapon, with a 2-square splash radius.  It must be programmed as a move action prior to being fired or it deals half damage.  The weapon requires an energy cell to operate.  This weapon comes with an integrated smartgun system.  This weapon takes double penalties incurred from firing at targets due to range.

M90 Shotgun – The M90 has a six-shell magazine. Shells must be loaded individually, and loading a single shell takes a swift action. The M206 deals 3d8 damage to adjacent targets or 2d8 to a  nonadjacent 2×2 square area within range.

Marine Combat Rifle – The standard issue weapon for Terran Marines, this rifle combines a standard caseless slugthrower with a 15mm Burst Projectile launcher.  The slugthrower has a 30 round magazine, and the burst shell launcher has a 6 shell magazine.  The slugthrower is a normal weapon firing a standard caseless round, but the explosive shell launcher is treated as a thrown grenade (but using one-half the numbers listed for rifle ranges instead of thrown weapon ranges), dealing 4d6 damage in a 1-square burst radius as an area attack.  The rifle comes standard with an Enhanced Low-Light Vision Targeting Scope.  It requires 3 energy cells to operate, one for the slugthrower, one for the shell launcher, and one for the scope and smartgun system.  The Marine Combat Rifle comes with a Slinker modification pre-installed for the explosive shell launcher (see Equipment Modifications), this does not count against it’s weapon modification slots.  This weapon comes with an integrated smartgun system, which applies to both weapons.

Micro Grenade Launcher – Unlike other grenade launchers, this weapon is classified as a rifle for the manner in which it is used.  A micro grenade launcher fires micro grenades, which act as normal grenades but are somewhat smaller.  Micro grenades follow all the normal rules for each type of grenade, but deal -2 dice of damage on a successful hit.  A micro grenade launcher holds four micro grenades and has to be reloaded as a full-round action.  A micro grenade launcher can be mounted on a rifle (but not a Marine Combat Rifle), which takes 1 minute and requires a DC 15 Mechanics check, or used as a separate weapon.  This weapon comes with an integrated smartgun system.  The weapon requires an energy cell to operate.

S2 AM Sniper Rifle – The S2 AM is designed to be used at medium to long ranges and is equipped with an electronic scope for precisely this purpose. The oversized scope functions as an enhanced low-light targeting scope as well as a pair of electrobinoculars while wielded.  Unlike most TAAF firearms, this one does not use caseless ammo, and instead uses custom-made 8.6x70mm rounds, similar to the old .338 Lapua.  Recoil causes this Rifle to take a cumulative -2 penalty for each attack after the first made each round.  This penalty stacks with the base penalty for multiple attacks, and cannot be reduced by the Multi-Attack Proficiency Talent.  This weapon comes with an integrated smartgun system which requires an energy cell, but the weapon itself does not require one as it is not a caseless firearm.

Slugthrower Rifle – A slugthrower rifle takes clips which contain 20 rounds.  The weapon requires an energy cell to operate and fires caseless ammunition.

Snare Rifle – A snare rifle allows you to initiate a grab or grapple against a character at range.  If the grab attack succeeds, the target takes the listed stun damage from the force of the snare.  A character that is grabbed or grappled can attempt to escape the snare (requiring a DC 15 Acrobatics check) or break out of it (requiring a DC 20 Strength check).  You can use the Pin and Trip feats with a snare rifle, but you cannot use the Crush or Throw feats.  A snare rifle uses a specialized cartridge that holds 5 shots.  The weapon requires an energy cell to operate.

 

Heavy Weapons

Name Size Cost Damage Stun Damage Rate of Fire Weight Type Availability Qualities
“Bulldog” Rocket-Launching Rifle Medium 1800 3d6 S 6 kg B/S/P Military MicroGrav, Smart
“Bunker Buster” Rocket Propelled Torpedo Launcher Large 8000 4d6 Single 12 kg B/S/P Military MicroGrav, Rare, Smart
General Purpose Machine Gun Large 2000 2d10 A 12 kg Piercing Military Smart
MMX Grenade Launcher Large 18000 Special Special S 24 kg Varies Military MicroGrav, Rare, Smart
PLX-1 Missile/Rocket Launcher Large 2000 7d8 Single 12 kg B/S/P Military Smart
PLX-2M Portable Missile Launcher Large 2250 8d6 S 48 kg B/S/P Military Smart
Gauss Cannon Huge 5000 5d10x2 Single 35 kg Piercing Military MicroGrav, Smart
Heavy Machine Gun Huge 3000 4d6 A 35 kg Piercing Military Smart
XR1 Experimental Railgun System Large N/A (4d10+4)x2 Single 18 kg Piercing Military Rare, Smart

“Bulldog” Rocket-Launching Rifle –  It carries six miniature rockets in an ammo clip and can be fired in one of two ways. The first mode is a standard “dumb-fire” setting that can be used at a fire rate typical of most rifles. The second mode provides a guidance-based target lock, which allows aiming using a single Swift action instead of two swift actions. The RLR functions  like a normal ranged projectile weapon but carries with it a 1-square splash radius.  The Bulldog RLR uses a specialized weapon clip that requires a full-round action to reload (costs 200 credits, weighs 2 kg).  This weapon comes with an integrated smartgun system.  The weapon requires an energy cell to operate.

“Bunker Buster” Rocket Propelled Torpedo Launcher – The weapon fires a two-stage rocket-propelled torpedo that is specifically designed to penetrate the ground or walls of a bunker to eliminate the soft targets inside. Once fired, the torpedo slams into the barrier by detonating a series of thermal detonators, burrowing deep into the target structure until it reaches the inside. At that point, a second, more powerful proton charge explodes. When the weapon is fired, make a Strength check for the torpedo with a +30 Strength modifier. If the Strength check fails in beating the structure’s break DC (see Break an Object, SE 152), the torpedo crashes into the structure and detonates, dealing damage to the structure (see Attack an Object, SE 151). On a successful Strength check, the torpedo penetrates the bunker and detonates inside, and the wielder of the weapon makes a single attack roll which is compared to the Reflex Defense of all targets within the torpedo’s 6-square burst radius. Targets successfully hit by the blast take full damage, while missed targets take half damage. Targets with the Evasion talent take half damage on a hit, and no damage on a miss.  The weapon comes with one torpedo.  Additional torpedoes cost 4000 credits, weigh 5 kg, and take a full-round action to reload into the weapon.  This weapon comes with an integrated smartgun system.  The weapon requires an energy cell to operate.

Gauss Cannon – The gauss cannon is a small railgun, typically mounted in stationary emplacements or vehicles.  The gauss cannon ignores the first 15 points of equipment-based DR.  This weapon comes with an integrated smartgun system.  This weapon requires an external power source, such as a generator, to operate.

General Purpose Machine Gun – It is normally seen as a stationary gun emplacement, or mounted on a dropship as a door gun. If you use a M344 without a tripod or other mount, you cannot brace the weapon before making an autofire attack.  The M344 uses 50-round linkable ammunition belts. Fixed monopod emplacements include a small armor plate that grants cover.   The mobile version mounts a foldable tripod or bipod for quick relocation and setup in the field. Each 50-round belt costs 100 credits and weighs 3 kg.  This weapon comes with an integrated smartgun system.  The weapon requires an energy cell to operate.

Heavy Machine Gun – The M444 uses 50-round linkable ammunition belts.  Fixed tripod emplacements include a small armor plate that grants cover.  Characters with a Strength score of 20 or higher may wield the HMG unmounted.  Each 50-round belt costs 100 credits and weighs 3 kg.  This weapon comes with an integrated smartgun system.  The weapon requires an energy cell to operate.

MMX Grenade Launcher – It is equipped with a dual-operated firing mechanism to allow it to be easily fired from multiple configurations.  It can be used via tripod, shoulder-mount, or vehicular mount with no modifications. It can be converted from one configuration to another using a full-round action.  This grenade launcher accepts a variety of ordnance. The type of grenade determines damage, type and burst radius. It is capable of holding 4 grenades before it requires reloading. The MMX requires a full-round action to reload and cannot be used to hurl thermal detonators.  This weapon comes with an integrated smartgun system.  The weapon requires an energy cell to operate.

PLX-1 Missile/Rocket Launcher – The launcher was specifically designed to home-in on engine signatures using its sensor suite. If the weapon is aimed at a vehicle prior to firing, the rocket will acquire a target-lock and track its target independently.  If the first attack misses, on the following round the rocket makes a second attack using the same attack bonus, but with a -5 penalty (you do not need to spend an action to make this attack). If the rocket misses a second time, it will make a third attempt the following round, but with a -10 penalty. If the third attack misses, the rocket detonates harmlessly.  The missiles can also fire in the traditional “dumb-fire” mode. The PLX-1 missiles have a 2-square burst radius. Switching between gravity activated mode and dumb-fire mode takes one swift action to perform.  When you make an area attack with a launcher, make a single attack roll and compare the result to the Reflex Defense of every target in the missile’s 2-square burst radius.  Targets hit by the blast take full damage, while missed targets take half damage. A target with the Evasion talent takes half damage on a hit, and no damage on a miss.  The PLX-1 uses a special missile that must be reloaded using a full-round action after each shot is fired. Additional types of missile loads are available for the PLX-1 as the mission parameters require.  These include tactical nuclear weaponry and chemical rounds.  The missiles cost 100 credits each and weigh 1 kg.  This weapon comes with an integrated smartgun system.  The weapon requires an energy cell to operate.  This is a recoilless weapon, and anything in a 2-square line behind you when you fire it takes 4d6 fire damage from the rocket exhaust.

PLX-2M Portable Missile Launcher – Designed to punch holes through heavy armor, the “Plex-Twoem” is also a particularly effective antipersonnel weapon.  The PLX-2M can be fired in direct mode, or it can be fired in heat-seeking mode or gravity-activated mode (providing a -2 penalty to the Reflex Defense of all targets of a particular type: character, vehicle, or artillery).  The warheads in the PLX-2M’s missiles detonate on impact, damaging all targets within a 3-square burst radius.  The PLX-2M is an area-effect weapon.  When you make an area attack, you make a single attack roll; if your modified attack roll result is equal to 10 or higher, compare the result to the Reflex Defense of every target in the area.  Creatures that are hit take full damage, creatures that are missed take half damage.  A natural 20 on an area attack does not deal double damage on a critical hit.  A target that has the Evasion talent (see page 50 of the SECR) takes half damage from a successful attack and no damage if the attack misses.  The missile launcher holds six missiles and can be reloaded as a full-round action.  Replacement missiles are available in packs of six, costing 350 credits weighing 8 kg.  This weapon comes with an integrated smartgun system.  The weapon requires an energy cell to operate.  This is a recoilless weapon, and anything in a 2-square line behind you when you fire it takes 4d6 fire damage from the rocket exhaust.

Razor-net – It functions the same as a regular net (see above), however, it is more difficult to escape (requiring a DC 20 Acrobatics check) or break out of it (requiring a DC 25 Strength check). If the target attempts either of these actions and fails, they immediately take 1d8 damage from the razor-sharp barbs embedded in the net.

XR1 Experimental Railgun System – Man-portable railgun systems had been in development for the better part of the latter half of the 2020s, but they did not see field deployment until after the Battle of Pluto.  Deployed at the behest of TAAF command, who was in dire need of a portable heavy weapons system that could deal with the innate damage resistance of the Dweller Heavies, the XR1 Experimental Railgun System is a hastily-deployed 4th-generation railgun system.  Developed by Project PRIESTESS MISSILE, the XR1 represents the first generation of man-portable railgun technology, and as such it is best described as ‘finicky’ and ‘tempermental.’  Powered by graphene supercapacitor battery packs while in the field, the weapon can fire twice before needing to have the battery pack replaced, and it can fire 10 times before it’s slug/sabot ammo magazine needs to be reloaded.  Reloading the battery pack takes a standard action, while reloading the slug/sabot ammo magazine takes 2 full-round actions.  As a prototype weapon, it has some bugs that are still in the process of being worked out.  On a natural attack roll of 1, 2, 3, or 4, the weapon automatically misses as if a natural 1 was rolled.  In addition, on a natural attack roll of 1, the weapon becomes disabled until repaired via the Mechanics skill. The XR1 Experimental Railgun System counts as an energy weapon, like all railguns.

 

Exotic

Name Size Cost Damage Stun Damage Rate of Fire Weight Type Availability Qualities
Concealed Dart Launcher Small 1900 3d8 S 0.5 kg Piercing Illegal
Wrist Rocket Launcher Small 2500 Varies Single 1 kg Varies Military Smart
Neural Inhibitor Medium 4200 1d6 Single 1 kg Piercing Illegal Inaccurate

Concealed Dart Launcher – A concealed dart launcher is treated as a pistol for the purposes of determining range.  Because of its compact design, a concealed dart launcher grants a +5 equipment bonus on Stealth checks to conceal the weapon.  A concealed dart launcher requires a bundle of darts to operate.  After 6 shots, the bundle must be replaced at a cost of 50 credits.

Neural Inhibitor – The neural inhibitor is a small coilgun, propelling a high-velocity dart at the target, which imbeds itself into the skin.  The dart then injects a special neurotoxin that can bring down even the toughest enemies.  When a living target is hit by an attack with a neural inhibitor, the target is poisoned and the dart makes an attack roll (1d20+5) against the target’s Fortitude Defense, moving the target 1 step down the condition track if it succeeds.  If the attack fails, the target does not move down the condition track, but the dart’s next attack gains a cumulative +1 bonus (so it attacks with 1d20+5 originally, 1d20+6 after the first failure, 1d20+7 after the second failure, etc.).  The target’s condition is considered persistent until the poison is treated, and the poison makes an attack roll at the beginning of the target’s turn until the poison is cured with a DC 20 Treat Injury check).  Once the target falls unconscious, the neurotoxin dissipates on its own.  This weapon must be reloaded after each shot, and each neurotoxin-laced dart costs 400 credits. It requires an energy cell to function. Neural Inhibitors count as energy weapons.

Wrist Rocket Launcher – The wrist rocket launcher is a versatile personal weapon designed to be useful in various combat situations.  It mounts on the forearm and extends over the back of the wielder’s hand.  Wrist rocket launchers are single-shot weapons, that must be reloaded after each shot.  See the table below for information on ammunition.  This weapon comes with an integrated smartgun system.  The weapon requires an energy cell to operate.

Name Cost Damage Stun Damage Weight Type Availability
Anti-personnel rocket 400 3d8 0.25 kg Slashing Military
Anti-vehicle rocket 500 3d10 0.25 kg B/S/P Military
Flash rocket 400 Special 0.25 kg Energy Military
Hollow-tip rocket, empty 200 2d6 0.25 kg Piercing Military
Hollow-tip rocket, nerve toxin 600 2d6 + Special 0.25 kg Piercing Illegal
Hollow-tip rocket, stun gas 400 3d6 0.25 kg Piercing Military
Ion blast rocket 400 3d6 ion 0.25 kg Energy (ion) Military

Anti-personnel Rocket: This style of rocket functions like a frag grenade, but it does not affect multiple squares.

Anti-vehicle Rocket: This rocket delivers a powerful kick, sufficient for disabling or significantly damaging a vehicle.

Flash Rocket: Upon detonation, the flash rocket emits intense light that causes temporary blindness.  Anyone within 3-square burst radius whose Reflex Defense is beaten by the attack roll is blinded for 1d4 rounds.

Hollow-Tip Rocket: This type of rocket is used as a means of exposing the target to a drug or chemical stored inside its specialized tip.  Bounty hunters most commonly use nerve toxin and stun gas.  The nerve toxin, if a successful hit is made, allows a secondary attack against the target’s Fortitude Defense.  If the secondary attack succeeds, the nerve agent is injected into the target’s body and moves the target -2 steps on the condition track.  The stun gas agent sprays into the air just before impact, creating a cloud that fills the square.

Ion Blast Rocket: This rocket emits an ionizing wave of energy in all directions upon impact that affects electronic devices, including vehicles and cybernetic systems.

 

Explosives

Sometimes a mission calls for the use of more powerful explosives than grenades or thermal detonators.  Set explosives aren’t ranged weapons and can’t be used like grenades.  Placing an explosive requires a Mechanics check (see Skills).

When set and activated, a charge’s timer begins counting down.  Standard timers can be set with as much as an hour delay.  Longer delays require specialized timers.

With a successful Mechanics check, explosives ignore the damage reduction of objects to which they’re attached.  Particularly good Mechanics check results can increase the damage even more (see the Handle Explosives use of the Mechanics skill).  Multiple explosives rigged to explode at the same time deal extra damage: Every time you double the number of explosives used, you add +2 dice of damage.  For example, two blocks of detonite deal 7d6 points of damage, while four blocks deal 9d6 points of damage.

Name Size Cost Damage Stun Damage Weight Type Availability
Detonite Fine 500 5d6 0.1 kg B/S/P Restricted
Republic Munitions Micro-Explosive Charge (6) Fine 200 1d8 0.1 kg B/S/P Military
Detonite Cord Tiny 1000 4d6 1 kg B/S/P Restricted

Detonite Cord – Detonite cord is very stable and requires a timer or manual trigger for detonation.  Detonite cord is sold in reels, each with enough explosive to extend 6 squares.  Multiple reels of detonite cord can be spliced together for larger explosions.  Designed for precise explosions, detonite causes negligible damage beyond its 1-square burst radius.  Detonite cord gives a +5 equipment bonus to a Mechanics check to determine if the explosion ignores the DR of an object the detonite is attached to.

Republic Munitions Micro-Explosive Charge – These marble-sized explosives see common use by the CEC and SDA, but not much use by anyone else.  Essentially overgrown cherry bombs, they can be employed in large amounts at a time.  Characters trained in the Magery skill can detonate them remotely using a DC 20 Magery check from up to 25 kilometers away if they were the character that planted the munitions (line of sight is not required).  They can also be detonated remotely, from up to 50 kilometers away using a coded signal from a comlink.  Due to their low damage and light weight, these are commonly used in large numbers, or for precision demolitions – such as opening a door (see rules above the Explosives table).  For reference, using 4 charges at once deals 5d8 damage.  200 credits purchases six of these micro-explosives.

 

Specific (“Vintage”) Firearms

By no means obsolete, these weapons (with the exception of the HK G11 and VAG-73) fire non-caseless ammunition, as opposed to standard issue Terran Alliance Armed Forces firearms that use caseless, electrically ignited ammunition.  Characters can purchase these weapons, at a cost determined by the GM, but more often they are issued by the character’s nation of origin (see table below this table), dependent on their service branch.  SDA characters (any character of the Psionic or Magic human subraces) begin play with an FN Herstal Five-seveN and 5 loaded clips for it, as well as an FN Herstal P90 and 5 loaded clips for it if they are proficient with it.  If the character is not proficient with rifles at creation and later becomes proficient with them, they may requisition the P90 at no cost.

Unlike most of the firearms listed above, these weapons to do not come standard with a smartgun system.  The weapon can be reworked to include an internal smartgun system for the following costs and a modification slot:

Tiny Weapon – 700 Credits

Small Weapon – 600 Credits

Medium Weapon – 500 Credits

Large Weapon – 400 Credits

Weapon Proficiencies and ranges with this weapon are broken down as follows (assuming medium-sized characters):

Assault Rifle -> Rifle

Any Pistol -> Pistol

Sniper Rifle -> Rifle

Medium and Small Submachine Gun -> Pistol

Large Submachine Gun -> Rifle

Clips for the weapons below cost 1 credits per shot.  Example: A clip for a Steyr GB costs 18 credits.  SDA Operatives can requisition clips for their Five-seveN and P90 at no cost at SDA locations and TAAF facilities (TAAF stations in the field will have a limited supply of 5.7mm ammo).

 

Name Cost Size Gun Type Caliber(s) Magazine Damage Rate of Fire Weight Availability Special?
Colt Model 1903/1908 Pocket Hammerless Tiny Autoloader Pistol .32in ACP/.380 Auto 8 box/7 box 2d4 S 0.9 kg Licensed, Rare +2 to conceal via Stealth
SITES M380 Resolver Tiny Autoloader Pistol .380in Auto 8 box 2d4 S 0.6 kg Licensed, Rare +2 to conceal via Stealth
AEK 906-1 Small Revolver Pistol 9mm Parabellum 6 cylinder 2d6 Single 0.9 kg Licensed
Beretta 92F Small Autoloader Pistol 9mm Parabellum 15 box 2d6 S 1.3 kg Licensed
Colt M1911A1 Small Autoloader Pistol .45in ACP 8 box 2d6 S 1.3 kg Licensed
FN Herstal BDA 9S Small Autoloader Pistol 9mm Parabellum 14 box 2d6 S 1.1 kg Licensed
FN Herstal Five-seveN Small Autoloader Pistol 5.7mm 20 box 2d8 S 0.6 kg Licensed
FN Herstal Five-seveN (suppressed) Small Autoloader Pistol 5.7mm 20 box 2d8 S 1.1 kg Licensed DC 15 Perception check to determine location when fired.
Gerasimenko VAG-73 Small Autoloader Pistol 7.62mm Caseless 48 box 2d4 S 1.2 kg Licensed, Rare Fires caseless ammunition that does not require electrical ignition
Glock Model 17 Small Autoloader Pistol 9mm Parabellum 17 Box 2d6 S 0.9 kg Licensed Mastercraft, Accurate
Glock Model 18 Small Submachine Gun 9mm Parabellum 17 box 2d6 S, A 0.9 kg Military
RSA Makarov PM Mk II Small Autoloader Pistol 9x18mm Russian 8 box 2d4 S 0.6 kg Licensed
SIG P225 Small Autoloader Pistol 9mm Parabellum 8 box 2d6 S 0.9 kg Licensed
Steyr GB-2 Small Autoloader Pistol 9mm Parabellum 18 box 2d6 S 1.1 kg Licensed Mastercraft, Accurate
Bushman IDW, .41in AE Medium Submachine Gun .41in AE 32 box 2d8 S, A 3.1 kg Military
Bushman IDW, 9mm/10mm Medium Submachine Gun 9mm Parabellum, 10mm 32 box 2d6 S, A 3.1 kg Military
Heckler & Koch MP5KA5 Medium Submachine Gun 9mm Parabellum 30 box 2d6 S, A 2.7 kg Military Autofire uses 3 rounds, can only hit a maximum of 3 targets.
IMI Desert Eagle, .357 Medium Autoloader Pistol .357 Magnum 10 box 2d6 S 1.8 kg Licensed Accurate
IMI Desert Eagle, .44/.50 Medium Autoloader Pistol .44in Magnum, .50in AE 9 box (.44 in), 8 box (.50in) 2d8 S 1.8 kg Licensed Accurate
Mateba Autorevolver Mk2, .357 Medium AutoRevolver Pistol .357 Magnum 6 cylinder 2d6 S 1.3 kg Licensed
Mateba Autorevolver Mk2, .44/.454 Medium AutoRevolver Pistol .44 Magnum, .454 Casull 6 cylinder 2d8 S 1.3 kg Licensed
Steyr TMP Medium Submachine Gun 9mm Parabellum, 10mm, .41in AE 25 Box 2d6 (.41in AE is 2d8) S, A 1.8 kg Military
AKSU-74 Large Submachine Gun 5.45x40mm Russian 30 box 2d8 S, A 3.2 kg Military Folding Stock (medium when folded, but cannot brace)
Colt M16B8 4000 Credits Large Assault Rifle 5.56x45mm NATO 30 box 2d8 S, A 4.0 kg Military Autofire uses 3 rounds, can only hit a maximum of 3 targets.
Dragunov SVD 5000 Credits Large Sniper Rifle 7.62x54R 10 box 2d10 S 4.5 kg Restricted Mastercraft, Accurate, Enhanced Low-Light Scope
FN Herstal P90 4000 Credits Large Submachine Gun 5.7mm 50 box 2d8 S, A 3.6 kg Military
Heckler & Koch G11 10000 Credits Large Assault Rifle 4.73mm Caseless 50 box 2d8 S, A 4.0 kg Military, Rare Mastercraft, Autofire uses 3 rounds (and can only hit a maximum of 3 targets) and has -3 penalty instead of -5, Scope, Requires Power Cell
HK G3A3 7000 Credits Large Assault Rifle 7.62x51mm NATO 20 box 2d10 S, A 4.9 kg Military

Epic Space Adventures Abound!