TERRACIDE

WEAPONS

Gyroc-Type Hand Weapons

Notes: "Gyro-sluggers" are an ancient technology dating back almost 350 years, although the basic concept of rocket-propelled projectiles has been around for millennia. They're very commonly used in Terran space for a variety of reasons; they work well in vacuum as well as zero-gee conditions, and they're cheap, reliable, and flexible, being capable of firing a number of different types of ammunition. It doesn't hurt that gyroc weapons also have a reputation for being quite powerful in relation to their size, which gives them a strong 'intimidation' value.

Four different types of ammo are commonly available for gyroc weapons

Stun rounds are somewhat mis-named; like any other form of non-lethal ammo, they can cause serious injury, or even death against soft targets, in the event of a mis-hap. They receive a +4 stun multiple and the reduced penetration modifier. However, the reduced penetration only applies to the Body damage, not the stun. This is a (-0) limitation.

Seeker rounds have a micro-computer with an uplink to the gyroc's targeting system, enough memory to store a single target image, and processing power to track its movement. When fired, they lock onto their target and maneuver towards it unerringly, even if it dodges behind cover or around a corner. They have the Indirect and No Range Modifier advantages, and take no penalties for coriolis effects when used in spin-gee environments.

Flechette rounds fire a small spread of ultra-sharp darts. They have the Area Effect: One Hex and Armor Piercing advantages, and the Reduced Penetration limitation. Unlike the stun rounds, this applies to both Body and Stun.

Plasma rounds are difficult to purchase without military connections due to the materials used in their manufacture. These explosive rounds contain microgram amounts of stabilized metallic deuterium. They have the Area Effect: One Hex and Penetrating advantages; they are applied to ED instead of PD.

(Deuterium is an isotope of hydrogen; its metallic form can only be stabilized with the application of millions of atmospheres of pressure. When it de-stabilizes, a like amount of pressure is released, with predictable results.)

Rocket Pistol

Value: $380Weight: 0.40kg
RKA 1d6 (+2 OCV; -1 Range Mod), Invisible to Single Sense, Source Only (Invisible to normal sight when concealed.; +1/4), Variable Advantage (+1 Advantages; Limited Group of Advantages; +1 3/4) (66 Active Points); OAF (-1), STR Minimum 1-5 (STR Min. Cannot Add/Subtract Damage; -3/4), 8 Charges (-1/2), Real Weapon (-1/4)

Rocket-SMG

Value: $680 Weight: 0.80kg
RKA 2d6 (+2 OCV), 16 Charges (+0), Autofire (3 shots; +1/4), Variable Advantage (+1 Advantages; Limited Group of Advantages; +1 3/4) (120 Active Points); OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4)

Gyroc Rifle

Value: $1080Weight: 1.60kg
RKA 3d6 (+2 OCV; +1 Range Mod), 32 Charges (+1/4), Autofire (5 shots; +1/2), Variable Advantage (+1 Advantages; Limited Group of Advantages; +1 3/4) (203 Active Points); OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4)

Solid-state Firearms

Notes: "Standard" 23rd century firearms are based on advanced designs dating back to the early 21st century. They have no moving parts whatsoever--ammo is stored in the barrel, with plasma propellent between the individual rounds, fired by electronic iginition. They may be fired in single shot mode, or rapid-fire, emptying the entire barrel before recoil can take effect. (Advanced rules for recoil in zero-gee will be posted elsewhere.) After it's empty, the entire barrel is replaced.

Typically, each weapon has four barrels, allowing different types of ammo to be kept ready to fire. Ammo for standard firearms is similar in performance to that of gryoc weapons, except that plasma rounds cannot be used, due to the type of propellent employed--the deuterium tends to de-stablize in the barrel, with sub-optimal results for the gunman. Instead, a low velocity sub-sonic ammo is available, which mitigates some of the problems of standard firearms in zero-gee. It has the Personal Immunity advantage (v. recoil only, +1/4), Armor Piercing, and Invisible Power Effects (silent, +1/4) advantages.

Pistol

Value: $460Weight: 0.60kg
RKA 1d6 (+1 OCV), Invisible to Single Sense, Source Only (Invisible to normal sight when concealed; +1/4), 20 Charges (+1/4), Autofire (5 shots; +1/2), Variable Advantage (+1 Advantages; Limited Group of Advantages; +1 3/4) (75 Active Points); OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4)

SMG

Value: $800Weight: 1.20kg
RKA 2d6-1 (+1 OCV; +1 Range Mod), 40 Charges (+1/2), Autofire (10 shots; +1), Variable Advantage (+1 Advantages; Limited Group of Advantages; +1 3/4) (140 Active Points); OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4)

Auto-Rifle

Value: $1220 Weight: 2.40kg
RKA 2d6+1 (+1 OCV; +2 Range Mods), 80 Charges (+3/4), Autofire (20 shots; +1 1/2), Variable Advantage (+1 Advantages; Limited Group of Advantages; +1 3/4) (230 Active Points); OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4)

Shotguns

Notes: Despite the fact that they're completely unsuitable for use in space, many people still prefer shotguns in 2289. The basic design hasn't changed much in 300 years, although the materials are improved, so modern-day shotguns in Terran Space may be used in vacuum conditions, if necessary. A wide variety of gauges and shells are available; the example presented here is built as a 12-gauge, with a multi-power to represent the various ammo types. The list here should not be considered complete--other types may be available if needed.

Generic 12-gauge shotgun

Value: $400Weight: 2.5 kg
Multipower, 90-point reserve, (90 Active Points); all slots OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), 8 Charges (-1/2), Required hands (Two-handed weapon; -1/2), Real Weapon (-1/4), Limited range (-1/4)

Standard shot

Value: $4Weight:
RKA 3d6+1, +1 Increased STUN Multiplier (+1/4), Area Of Effect (One Hex; +1/2) (87 Active Points); OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), Required hands (Two-handed weapon; -1/2), Reduced By Range (-1/4), Reduced Penetration (-1/4), Real Weapon (-1/4), Limited range (-1/4)

Standard Slug

Value: $3Weight:
RKA 3d6+1, +1 Increased STUN Multiplier (+1/4) (62 Active Points); OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), Required hands (Two-handed weapon; -1/2), Beam (-1/4), Real Weapon (-1/4), Limited range (-1/4)

A-P Slug

Value: $6Weight:
RKA 3d6+1, +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/2) (87 Active Points); OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), Required hands (Two-handed weapon; -1/2), Beam (-1/4), Real Weapon (-1/4), Limited range (-1/4)

Explosive Slug

Value: $44Weight:
RKA 3d6+1, +1 Increased STUN Multiplier (+1/4), Area Of Effect (One Hex; +1/2) (87 Active Points); OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), Required hands (Two-handed weapon; -1/2), Real Weapon (-1/4), Limited range (-1/4)

Flare

Value: $9Weight:
Sight Group Flash 9d6, Explosion (+1/2), Armor Piercing (+1/2) (90 Active Points); OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), Required hands (Two-handed weapon; -1/2), Real Weapon (-1/4), Limited range (-1/4)

Rubber Shot

Value: $7Weight:
EB 10d6, Area Of Effect (One Hex; +1/2) (75 Active Points); OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), Required hands (Two-handed weapon; -1/2), Reduced By Range (-1/4), Reduced Penetration (-1/4), Real Weapon (-1/4), Limited range (-1/4)

Silent

Value: $18Weight:
RKA 3d6-1, +1 Increased STUN Multiplier (+1/4), Invisible to Single Sense (v. normal hearing; +1/4), Personal Immunity (v. recoil only; +1/4), Armor Piercing (+1/2) (90 Active Points); OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), Required hands (Two-handed weapon; -1/2), Beam (-1/4), Real Weapon (-1/4), Limited range (-1/4)

Blow-out

Value: $135Weight:
(Total: 88 Active Cost, 20 Real Cost) RKA 2d6-1, Penetrating (+1/2) (37 Active Points); OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), Required hands (Two-handed weapon; -1/2), Beam (-1/4), Limited Power Power loses about a fourth of its effectiveness (only v. rigid armor; -1/4), Real Weapon (-1/4), Limited range (-1/4) (Real Cost: 6) plus Dispel Life support 17d6 (51 Active Points); OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), Required hands (Two-handed weapon; -1/2), Limited Power Power loses about a fourth of its effectiveness (only if RKA does body; -1/4), Real Weapon (-1/4), Limited range (-1/4) (Real Cost: 9)

Notes: Blow-out rounds are a highly illegal shotgun load designed to defeat life-support systems. Fortunately, they are only effective against vac-suits, and not the hulls of spacecraft or habitats.

Grenade Launchers

Notes: At tech level 10, the distinction between a large shotgun and a small grenade launcher gets a bit blurry. The example presented here fires 22mm self-propelled grenades, (mini-rpg's) which give it some of the characteristics of a gyroc weapon. The grenades are about the size of 4-gauge shotgun shells, and are about as powerful. The launcher is built as a Multipower, with a different slot for each type of grenade. Military connections are needed to purchase the launcher and any of the ammo types.

4ga. Pump-Action Grenade Launcher

Value: $2400 Weight: 3.0
Multipower, 110-point reserve, (110 Active Points); all slots OAF (-1), Str Min 6-14 (-1), 6 Charges (-3/4), Required hands (Two-handed weapon; -1/2), Real weapon (-1/4)

Fragmentation

Value: $50Weight:
RKA 3d6, +1 Increased STUN Multiplier (+1/4), Explosion (-1 DC/3"; +1) (101 Active Points); OAF (-1), Str Min 6-14 (-1), Required hands (Two-handed weapon; -1/2), Real weapon (-1/4)

High Explosive Armor Piercing

Value: $500Weight:
RKA 3d6, +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/2), Area Of Effect (One Hex; +1/2) (101 Active Points); OAF (-1), Str Min 6-14 (-1), Required hands (Two-handed weapon; -1/2), Real weapon (-1/4)

Plasma

Value: $550Weight:
RKA 4d6-1, +1 Increased STUN Multiplier (+1/4), Explosion (-1 DC/2"; +3/4) (110 Active Points); OAF (-1), Str Min 6-14 (-1), Required hands (Two-handed weapon; -1/2), Real weapon (-1/4) 0

Shot canister

Value: $55Weight:
RKA 4d6-1, +1 Increased STUN Multiplier (+1/4), Explosion (Cone; -1 DC/3"; +3/4) (110 Active Points); OAF (-1), Str Min 6-14 (-1), No Range (-1/2), Required hands (Two-handed weapon; -1/2), Real weapon (-1/4) 0

Flechette canister

Value: $55Weight:
RKA 3d6-1, +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/2), Area Of Effect (28" Line; +1) (110 Active Points); OAF (-1), Str Min 6-14 (-1), Required hands (Two-handed weapon; -1/2), Reduced Penetration (-1/4), Real weapon (-1/4), No range (-1/2)

Concussion

Value: $55Weight:
EB 11d6, Explosion (+1/2), Armor Piercing (+1/2) (110 Active Points); OAF (-1), Str Min 6-14 (-1), Required hands (Two-handed weapon; -1/2), Reduced Penetration (-1/4), Real weapon (-1/4)

Knock-Out Gas

Value: $110Weight:
EB 5d6+1, Continuous (+1), Area Of Effect (8" Radius; +1), NND (Life support; +1) (108 Active Points); OAF (-1), Str Min 6-14 (-1), Required hands (Two-handed weapon; -1/2), Real weapon (-1/4)

Aerogel

Value: $110Weight:
Entangle 8d6, 4 DEF, Takes No Damage From Attacks Limited Group (beams and small projectiles; +1/4), Area Of Effect (One Hex; +1/2) (105 Active Points); OAF (-1), Str Min 6-14 (-1), Required hands (Two-handed weapon; -1/2), Cannot Form Barriers (-1/4), Nonresistant DEF (-1/4), Real weapon (-1/4)

Anti-Laser Aerosol

Value: $110Weight:
(Total: 110 Active Cost, 29 Real Cost) Suppress 4d6, all laser powers simultaneously (+2), Area Of Effect (6" Radius; +1) (80 Active Points); OAF (-1), Str Min 6-14 (-1), Required hands (Two-handed weapon; -1/2), Real weapon (-1/4) (Real Cost: 13) plus Change Environment 4" radius, -4 OCV (30 Active Points); OAF (-1), Str Min 6-14 (-1), Required hands (Two-handed weapon; -1/2), Real weapon (-1/4) (Real Cost: 5)

Ultra-Violet Lasers

Notes: The standard hand-held laser weapon in 2289 fires a 10-millisecond pulse of coherent ultra-violet light. After three centuries of development, laser power supplies are quite portable, although they're still too heavy to incorporate into the actual weapon. For pistols, the power pack is worn adjacent to the holster, while the power supplies for larger weapons are generally worn on the back. Proficient users seldom have problems with the power cables, and the lack of recoil and coriolis effects make lasers a favorite weapon of travellers throughout Terran Space.

Laser Pistol

Value: $800Weight: 0.40kg
RKA 1d6 (+1 OCV), 16 Boostable Charges (+1/4), Armor Piercing (+1/2) (26 Active Points); OAF (-1), STR Minimum 1-5 (STR Min. Cannot Add/Subtract Damage; -3/4), Beam (-1/4), Real Weapon (-1/4)
Notes: Boostable up to +3DC (A-P); Power supply 2.0 kg

Assault Laser

Value: $3000Weight: 1.20kg
RKA 2d6 (+1 OCV; +1 Range Mod), Armor Piercing (+1/2), Autofire (4 shots; +1/2), 64 Boostable Charges (+3/4) (104 Active Points); OAF (-1), STR Minimum 1-5 (STR Min. Cannot Add/Subtract Damage; -3/4), Beam (-1/4), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4)
Notes: Boostable up to +3DC (A-P); Power supply 8.0 kg

Laser Rifle

Value: $5000 Weight: 3.60kg
RKA 3d6 (+1 OCV; +2 Range Mod), Armor Piercing (+1/2), Autofire (8 shots; +1), 128 Boostable Charges (+1) (196 Active Points); OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4)

Notes: Boostable up to +3DC (A-P); Power supply 16.0 kg

Tuneable Lasers

Notes: One advantage which projectile weapons have over lasers is the ability to switch ammo types when the situation calls for a change in tactics. The closest substitute for this in laser weapons is the ability to change the laser's frequency. The result is the 'tuneable' laser, a free-electron type weapon which is inferior to the standard laser in every respect save one -- flexibility. This example is built as a multipower with a different slot for each available setting.

Tune-able Laser Rifle

Value: $6000Weight: 4.50kg
Multipower, 100-point reserve, all slots: +1 OCV; +2 Range Mod, (111 Active Points); all slots OAF (-1), Str Min 6-14 (-1), Required Hands (Two-handed weapon; -1/2), Real Weapon (-1/4), Beam (-1/4)

Notes: Power supply 10.0kg

1) Low UV setting

Value: Weight:
RKA 3d6-1, Semi-Armor Piercing (+1/4), Autofire (4 shots; +1/2), 64 Boostable Charges (+3/4) (100 Active Points); OAF (-1), Str Min 6-14 (-1), Required Hands (Two-handed weapon; -1/2), Real Weapon (-1/4), Beam (-1/4)

2) I-R setting

Value: Weight:
RKA 3d6-1, Invisible to Sight Group, SFX Only (+1/4), Autofire (4 shots; +1/2), 64 Boostable Charges (+3/4) (100 Active Points); OAF (-1), Str Min 6-14 (-1), Required Hands (Two-handed weapon; -1/2), Real Weapon (-1/4), Beam (-1/4)

3) Visible light setting

Value: Weight:
RKA 3d6-1, Variable Special Effects (Limited Group of SFX; +1/4), Autofire (4 shots; +1/2), 64 Boostable Charges (+3/4) (100 Active Points); OAF (-1), Str Min 6-14 (-1), Required Hands (Two-handed weapon; -1/2), Real Weapon (-1/4), Beam (-1/4)

4) Blinder setting

Value: Weight:
(Total: 101 Active Cost, 101 Real Cost) RKA 1d6, Autofire (5 shots; +1/2), 64 Boostable Charges (+3/4) (34 Active Points); OAF (-1), Str Min 6-14 (-1), Required Hands (Two-handed weapon; -1/2), Real Weapon (-1/4), Beam (-1/4) (Real Cost: 8) plus Sight Group Flash 6d6, Autofire (5 shots; +1/2), 64 Boostable Charges (+3/4) (67 Active Points); OAF (-1), Str Min 6-14 (-1), Required Hands (Two-handed weapon; -1/2), Real Weapon (-1/4), Beam (-1/4) (Real Cost: 17)

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