BEAM WEAPONS
Laser Weapons: The Ke series represents the latest generation
of lasers. Their beams are a bright orange. The Ke-1000 is a
small pistol version, the Ke-1500 is a 40-cm-long pistol, the
Ke-2000 is a standard rifle, and the Ke-5000, which has recently
been released, is a larger version that is pwoered by a 100 SEU
pack or parabattery and is usually mounted on a vehicle, defensive
position, or field mount (though a character with a Strength of
75 can use it like a rifle to defend himself in times of dire
need.). Albedo suits and screens still defend against laser weapons
as described on page 44 of the STAR FRONTIERS® Alpha Dawn game
book. Also see Defensive Suits, Gridsuit in this book.
Proton Weapons: Proton weapons are usually refereed to as "rafflurs"
(RApidly FLUctuating Radiation). All proton beams are bright
white and emit a powerful blast of protons toward the target.
Rafflurs are unusual in that most take only minipowerclips and
cannot be attached to powerpacks (they have a nasty habit of backcharging
and blowing up any power source heavier than a minipowerclip).
Proton beams can be deflected or bent away from their target
by powerful magnetic fields.
See the Power Screen sction, and DefensiveSuits section in this
booklet for the defenses against rafflurs.
Rafflur M-1: This personal defense device is the size of a cigar
and contains an SEU microdisk. It only fires once at an extremely
limited range. After it is fired, the microdisc must be ejected
and a fresh one inserted before it can fire again.
Rafflur M-2: The proton pistol is a handgun that is slightly larger
than a Ke-1000 laser pistol. Each shot uses 2 SEUs.
Rafflur M-3: This extremely limited production model was specifically
designed for Star Law Forces. It is a 45-cm-long pistol that
provides more room for attachments. It has design modifications
such as a folding stock and energy modulator that increases its
range and accuracy (+1 Column Shift modifier). Anyone other than
a Star Lawman would have a great deal of difficulty locating a
M-3.
Rafflur M-4: The official weapon of the "Hoppin' Hundred
and Eighth" Humma Elite Forces, the main advantage of these
75-cm-long rifles is that they release all 10 SEUs at once in
an area effect. Their range, however, is extremely limited (as
that of a pistol). Their beam is cone shaped with the point at
the gun's muzzle. The beam width increases by 1 meter for every
2 meters from the muzzle (5 meters wide at 10 meters from the
muzzle, 13 meters wide at 26 meters, etc.). Any target in the
blast path receives a maximum of 40 points of damage (is a Cobalt
result is obtained on the attack roll). If the first target is
within 2 meters of the muzzle, it totally blocks the beam and
nothing behind the first target can be damagfed. Otherwise the
M-4 can damage any target in the beam. The weapon's circuits
superheat when fired, requrieing the weapon to cool three turns
before reloading with a new minipowerclip.
Rafflur M-6: This proton rifle is slightly larger than the Ke-2000
laser rifle.
Rafflur M-8: This long-barreled, long-range beauty comes equipped
with a built-in telescopic sight. It cannot be aimed accurately
at anything closer than 15 meters. An expensive break-down version
is often used by hunters.
Rafflur M-10: The M-10 is the proton counterpart of the Ke-5000
laser. It comes equipped with a folding quadpod mount that safely
holds the 100-SEU pack or parabattery used in its operation.
Unlike the rest of the rafflur M series, this weapon has a special
capacitor baffle fitted to prevent feedback when using a power
source more powerful than a minipowerclip. Two human-sized or
one large bioform are needed to transport it. Optional swivel
mounting equipment for vehicles, fortifications, etc., can also
be purchased.
Electrostunner: This electrostunner is very similar to that in
the Alpha Dawn rules, except the amount of daamge caused is a
maximum of 40 points, not 4d10. The gauss screen (on page 44
of the Alpha Dawn rule book) and the gridsuit (in the Defensive
Suits section of this book) both reduce the damage from an electrostunner
attack.
Sonic Weapons: Sonic weapons fire concentrated blasts of sound
that do terrible damage to living organisms. They are treated,
for the most part, as they were in the Alpha Dawn rules. The
sonic stunner and sonic screen are identical to those presented
in the Alpha Dawn rule book.
Sonic Disruptor: A sonic disruptor is an exotic-looking weapon
the size of a rifle that does a maximum damage of 30 points to
most materials, but double that amount to living tissue.
Sonic Devastator: A sonic devastator is a medium-ordinance piece
that is much larger than a rafflur M-10. It does a maximum damage
of 40 points to most materials, but double that to organic life
forms. A sonic devastator must be mounted on a fixed mount before
operating: it is too large to drag into battle, set up for a few
shots, then move again.
Maser Weapons: Masers are amplified microwave emitters. Though
the microwaves are emitted over a wide area, the major concentration
is a tight invisible beam. The maser beam cannot be seen unless
a character is wearing a pair of IR high-resolution goggles (not
to be confused with normal IR goggles). Anyone wearing IR high-res
goggles may be temporarily or permanently blinded if looking at
the maser when it is fired at them. Maser fire only does damage
to living organisms, but it can heat up liquids. Maser fire penetrates
any type of defensive suit or screen except maser mesh or a gridsuit
(see the Defensive Suit section of this booklet).
Maser Penetrator: The maser penetrator is a handgun that is slightly
larger than a rafflur M-2 pistol. It uses minipowerclips.
Maser Penetrator II: The MP II is the size of a small rifle and
also uses minipowerclips.
Bolt Weapons: Bolt weapons resemble 50-cm-long tubes with a black
handgrip at one end and a firing button mounted on top. Their
butt ends unscrew and their power source is either a minipowerclip
or a normal powerclip, depending on the type. The bolt is an
invisible beam of heavy ions that creates a thunderclap that can
be heard for hundreds of meters. Bolt weapons cannot be attached
to powerpacks. Only a gridsuit, found in this book's Defensive
Suits section, protects against bolt weapons.
WarTech Alpha-Bolt: This weapon has an adjustable dial that allows
the character to select how many SEUs are used each time it is
fired. The maximum damage is 12 points per SEU used. The alpha-bolt
uses a minpowerclip.
WarTech Omega-Bolt: WarTech developed this as a sporting weapon,
but it was never popular. Each shot from the weapon uses 5 SEUs
and does between 1 and 100 points of maximum damage (roll 1d100
to determine the maximum damage).
PROJECTILE/GYROJET/SPRAYER WEAPONS
P.G.S. Weapons: P.G.S. weapons still exist on the Frontier because
they are much cheaper and easier to repair and maintain than energy
weapons. P.G.S. weapons are easier to contruct on a planet with
little or no access to high-tech equipment. WarTech does not
control the P.G.S. market as it does the energy weapon market.
Therefore it is easier for illegal or covert groups to acquire
P.G.S. weapons.
But there are also many drawbacks to P.G.S. weapons. Energy weapons
almost never jam, but a projectile or gyrojet weapon can jam if
not properly maintained or if used in a hostile climate (like
a desert). No P.G.S. weapon is allowed in space, neitherj on ships
nor space stations. Security measures are extensive and anyone
trying to smuggle one on board faces a fine of life imprisonment.
(Space ship and space station walls are treated to deflect or
absorb energy fire, but a fast-moving solid object will puncture
most walls in space.)
Inertia screens and skeinsuits (page 44 of Alpha Dawn rule book)
reduce the damage from projectile and gyrojet weapons. Maser
mesh reduces the damage done by these weapons by one-quarter.
Needler Weapons: These are identical in description to those found
in the STAR FRONTIERS® Alpha Dawn game, complete with sleep or
barbed option for the needles. A new version, the Needler II,
is a short rifle that is easily concealed.
Auto-Weapons: The latest versions of auto-weapons are the 5.56
caliber auto-pistol and the 5.56 caliber auto-rifle. The auto-pistol
is rather larger (larger than all other pistols listed) and feeds
its normal 20-round clip up through its long handle. The auto-rifle
is a "bull-pup" design, that is, it holds its 30 round
clip in the stock, behind its firing mechanism. This gives it
a shorter overall length while maintaining the barrel length.
It is the shrotest rifle listed.
Gyrojets: Gyrojets are identical to those listed in the STAR FRONTIERS
Alpha Dawn game. Gyrojet weapons are not effecctive at short
range, because the rocket is still accelerating. Therefore, treat
both the short and medium ranges as a -1 Column Shift.
Grenade Rifle and Mortar: Grenade rifles and mortars are identical
to those introduced in the STAR FRONTIERS Alpha Dawn game.
Acid Sprayer: Aa acid sprayer is actually an agricultural and
construction tool taht is used as a weapon. It is very small
(the size of a medium pistol) and has a screw-in tank in its handle
that holds 10 squirts of acid. The maximum damage possible depends
on the strength of the acid. Acid is rated from level 1 to 20;
each level does a maximum of 4 points of damage. Salgel (in Miscellaneous
Items section) protects against acid.
Flamethrower: A flamethrower is an agricultural tool (used to
clear undergrowth) that can be used as a weapon. It fires a stream
of liquid fire and ca be fired against only one target at a time.
A blast from a flamethrower does a maximum of 44 points of damage,
if heat or fire can damage the target. A flamethrower attack
will immediately set on fire any flammable clothing, fur, etc.
This fire does an additional 5 points of damage per round until
it either burns out or is put out.
The flamethrower barrel is the size and shape of a rifle with
a tube connecting to a chemical tank worn on the user's back.
The 20-shot tank is unwieldy but not very heavy.
The flamethrower tank is liable to explode if hit and damaged.
Damage to the wearer is up to the referee and depedns on how
many flamethrower shots are left in the tank.
The only defenses against a flamethrower attack are asbestos material
or exploding an extinguishing-foam grenade in tha area around
the target, denying the flame sufficient oxygen to burn.
MISSILE WEAPONS
Micromissile: The micromissile is a hand-held missile but can
be launched in a variety of ways. The most common method is to
hold the 10-cm-long missile by its detachable tailrod and press
the rod's ignition button. Micromissiles do not have warheads,
but do impact damage up to a maximum of 56 points. If hand firing
a micromissile, only one per turn can be launched. Poppers can
some types of MLTCs (detailed below) are designed to hold and
fire micromissiles.
Missiles: Missiles are self-propelled rockets with attached warheads.
There are three types of missiles: Level I, II, and III. For
each successive level, missiles can add another warhead, doubling
its payload capability, and increasing its range. For example,
a type I missile has "F" range and holds one warhead,
a type II missile has double the "F" range and carries
two warheads, and a type III missile has triple the "F"
range and carries three warheads. The missile warheads are described
in their own section, and come in different sizes for each missile
type and are not interchangeable. Missiles can never be hand
held and fired; they are launched from either a missilier or an
MLTC (see below).
MISSILE LAUNCHERS
Missilier: (formerly Rocket Launcher) The missilier closely resembles
a grenade rifle in appearance. It is designed to fire one type
I or type II missile per turn. The weapon's range depends on
the missile type. The weapon ignites the missile's propulsion
unit with a small electrical charge (costing 1 SEU). The missilier
can use normal powerclips, minipowerclips, or be connected to
a powerpack.
Popper: The popper is a hand-held or swivel mounted Multi-Launch
Tube Cluster (MLTC) weapon. Its firing mechanism acts as a missilier,
but with six launch tubes instead of one. It holds six micromissiles
and can fire two per turn in the order loaded. Once loaded and
locked in place, the popper cannot be opened until al of its micromissiles
have been fired. Reloading can occur at any time after the micros
have been used, but takes one turn for every two micromissiles
reloaded unless a fastrack is used.
Fastrack Missile Loader: A fastrack is a plastic set of rings
with a collapsible inner tube. It is designed to carry six micromissiles
for easy loading into a popper. Loading in this fashion takes
one turn for the entire rack. Carrying a set-up fastrack is no
more dangerous than carrying the micromissiles on their own, it
just takes up a lot more room. When loading, the inner tube collapses
and the plastic rings snap off as the micromissiles are inserted
into the weapon. Once loaded, the remains of the fastrack are
discarded.
MLTCs: As a general rule Multi-Launch Tube Clusters can be any
number of missile launcher tubes in any formation. The popper,
described above, is one of the simples versions of an MLTC. The
greater the number oftubes, the grater the complexity of the computer
fire control system and the more expensive the unit. Most MLTCs
are designed for only one type of missile (including micromissiles)
and are not adjustable to another type.
The MLTC concept was designed for use during SWII and they can
still be found in Landfleet's armored cavalry and modern warbots.
General configurations include a triangular bank of three or
six tubes for type III missiles, banks of three to eight tubes
for type II missiles (usually with an ordinance energy weapon
mounted in the middle), and linear or square banks of four to
ten tubes for type I missiles. Micromissile MLTCs have no standard
shape or number of tubes.
ADVANCED MELEE WEAPONS
Force Axe: A force axe looks like a 1-meter-long ebony bar. The
bar's diameter is wide enough to hold a normal powerclip. When
activated, the bar emits a high-pitched whining sound, indicating
that its 65-cm-wide, disc-shaped force field is activated. The
field is located on the end of the bar opposite the switch and
can only be seen by the use of UV (ultraviolet) optics.
The force axe is an estrelemy dangerous item because the damaging
field cannot be seen without UV optics. There is a 10-cm-long
light bar on one side of the haft that lights up when the field
is activated. Anyone familiar with the force axe knows the light
indicates that the field is on (of course, the high whine also
gives it away). Some characters who have used the weapon for
years disconnect the light so as not to grant their opponents
any warning.
WEAPON ATTACHMENTS
The following items can be added as options to weapons. The installation
fee is included in the price of the item.
Attachable Stock: Attachable stocks are made for all known pistols.
They are one of two types: screw-on or folding. They advantage
of a staock on a pistol is that it reduces the Movement Combat
Modifier by a +1 Column Shift. This a character using a pistol
with a stock would suffer no column shift penalty for a slow-moving
target and only a -1 Column Shift for a fast-moving target. A
pistol with a stock attached cannot be kept in its holster. It
takes two turns to attach a stock.
Bandolier Sling: All rifles are fitted with rings so a sling can
be attached for easy carrying. The bandolier sling has patch
pockets taht hold up to ten ammo clips or pwoerclips.
Flash Muzzle: For use with auto-weapons and gyrojet weapon only.
A flash muzzle eliminates the flare from auto-weapons or gyrojet
weapons fire, thus making it harder to see the weapon firing.
(Normal auto-weapons and gyrojet weapons fire is highly visible.)
Grenade Launcher Attachment: This device can be attached to any
type of normal rifle. It is attached under the rifle's barrel.
Special grenade bullets are used to fire the grenade from the
launcher, just like a grenade rifle. Any type of grnade can be
used, except soinc grenades (because of their unusual sizes and
shapes). It can fire one grenade, and then must be reloaded,
which takes one turn. A rifle cannot be used for anything else
during the turn its grenade launcher is used. Once installed,
the grenade launcher cannot be easily removed. The installation
of a power light or a knife mount prevents the installation of
a grenade launcher.
Holster, Spring: This holster is powered by a minipowerclip and
accomodates all pistol sizes. Its function is two-fold: to secure
the pistol in place and assure it cannot be taken out of the holster
by anyone but the wearer, and to eject the pistol upward with
the user wishes. These functions are assisted by nerve sensors
attached to key points on the wearer's body. Unless he reacehs
for the pistol himself the locking mechanisms do not release.
The effect of the eject function is to add +1 to the usre's IM,
but only if he is drawing and firing during his combat phase.
The minipowerclip powers the holster for 100 draws.
Knife Mount: The knife mount fits on a rifle barrel behind the
muzzle. To this mount a charcter can attach a large knife, sonic
knife, or vibroknife. If the knife is powered, the SEU clip is
inserted as normal but the mount has a remote control switch that
is activated near the trigger. Once attached, the knife serves
as a bayonet and no grenade launcher can be attached to the rifle.
The damage of the attached weapon remains the same but a +1 Column
Shift combat modifier is added for melee combat using the attached
weapon. The installation of a pwoer light or grenade launcher
prevents the installation of a knife mount.
Maxiclips: Any pistol using a maxiclip cannot be fitted into a
normal holster or spring holster because of the maxiclip's size.
Maxibulletclip: This drum clip is for use with auto-pistols only.
It holds 30 bullets.
Maxiclip: This drum clip is for use with gyrojet sidearms only.
It holds 15 gyrojets.
Maxineedleclip: This drum clip is for use with the Needler I only.
It holds 15 clusters of needles.
Muzzle Extender: Muzzle extenders are available for all known
rifles. A muzzle extender eliminates the Medium Range combat
modifier and reduces the Long Range combat modifier from a -2
Column Shift to a -1 Column Shift.
Power Light: This is identical to the pwoer light found in the
Optical Devices section of this manual except it is mounted on
the bottom of the rifle's barrel instead of being hand held.
Another variation on the power light is the infralight, which
can also be mounted on a rifle. These are favorites of guards
using IR goggles. The installation of a knife mount or a grenade
launcher prevents the installation of a power light.
Recognition Grip: This custom-made pistol grip is for use with
beam pistols. It cleverly reroutes the circuitry in the pistol
through the grip, which is inlaid with thousands of recognition
circuits. These circuits are encoded to recognize only the owner's
hand print. If anyone else tries to fire the gun it will not
operate. Dralasites have top pay double the price because their
entire bodyprint has to be encoded in order for the pistol grips
to recognize them.
Scopes: A scope mounted on any weapon improves the weapon to the
next range group. For example, a scope attached to a type B (pistol)
ranged weapon raises it to a type C (long pistol, short rifle).
This adjustment of range includes the new Column Shift modifiers
that come with the better range group.
Many of the special optical enhancements found in the Optical
Devices section of this booklet (IR, Starlight, UV, EM, etc.)
also come in scope form. The cost for a scope is 100 Cr times
Range Type, plus any enhancement feature added on. For example,
a scope for a pistol (range type B or 2) would be 200 credits.
If it had UV capability, add another 250 Cr (see the Equipment
Tables at the end of this booklet).
Silencer: For use with auto-weapons only. The silencer reduces
the normally loud auto-weapon gunfire to the sound of a needler
weapon's "cough." The silencer is good for only 10
single shots or three bursts. Pistol and rifle silencers cannot
be interchanged. Silencers are illegal on all known planets.
Slide Mount: The slide mount is a thin plasteel rig that is mounted
on the inside of a character's lower arm and holds a small pistol
(Ke-1000 Laser pistol, Rafflur M1, Sonic Stunner, or a Needler
I) out of sight. When the character jerks his arm straight forward,
as if aiming at something, the mechanism releases and slides the
weapon forward, into the character's hand, in a split second.
The mechanism is spring loaded and requires no energy consumption.
It can also be used to hold other small items: a knife, a grenade,
a detonator, etc.
Swing Arm: This small robotic arm holds a rifle until it is needed
and then quickly swings it into position. The swing arm is mounted
on the character's back, off to one side (the side taht corresponds
to the character's handedness).
The rifle must be attached to the end of the arm in advance and
it is them carried upright on the back like a normal rifle. A
microswitch cable is attached to theunti and ends at the user's
wrist. When activated, the robot arm swings the rifle under the
character's arm and thrusts it forward. The user must keep his
arm at a sixty-five degree angle while this happens or it might
be taken off by the mechanism's action. The rifle butt ends up
against the user's shoulder and if the user grasps the rifle and
tugs firmly the arm immediately releases the rifle and returns
to its place. The end result is a character's ability to draw,
aim, and fire his rifle in the same turn with no penalty. The
unit is powered by a powerclip that lasts for 100 uses.
EXPLOSIVES
Tornadium D-20: TD-20 isa modified version of TD-19 and is used
in the construction of shaped charges. TD-20's maximum damage
is 30 points for a 50-gram charge, and an additional 15 points
maximum damage for every 50 grams additional weight. (TD-20 does
twice this damage to structures.) Characters with the Weapons:
Demolition skill purchase TD-20 in set shapes and weights and
cannot reshape it. Once the thin plastic disc is peeled away
from the base, the sticky base can be attached to almost anything.
TD-20 is a shaped charge and explodes in only one direction.
Thus the user can remain one meter away from the explosion and
suffer no daamge whatsoever. A cone of TD-20 is perfect to attach
to walls, floors, doors, etc. and blow an entry into another room.
If anyone is foolish enough to try to throw a charge of TD-20
as a weapon, use the Area Effect Weapon Miss Diagram to determine
the direction of the blast. A thrown TD-20 charge inflicts only
half its normal damage to bioforms and structures. The blast
range is identical to that of TD-19. TD-19 and TD-20 use the
same detonation devices.
Plastid: Stabilized plastic acid is illegal on most planets.
Only highly placed Star Lawmen and powerful crooks have access
to it. It usually comes in a plastic or ceramic alloy wrap and
is shaped like thick spaghetti. One hundred grams of plastid applied
to a lock and ignited will melt the lock in one turn (five turns
for heavy duty locks).
Plastid must be applied directly to the material it is to elt;
it cannot be thrown.
Plastid only affects plastics and metals. Special detonators that
use acidic chemical reactions are required to activate a plastid
charge. Plastics or metals that have been laminated with glasss
or ceramics are not affected by plastid. Determinations of quantities
needed for large-scale melting are left to the discretion of the
referee.
EXPLOSIVES, DETONATORS
Acid Detonator Cap: Acid detonator caps are used by characters
with Weapons: Demolition skill to detonate plastid. They can
be fitted into detonation devices in place of normal blasting
caps.
Chemical Detonator: Chemical detonators are used when a character
with Weapons: Demolotion skill wishes the explosion to coincide
with an influx of unusual quantities of liquids or gas. For instance,
a chemical detonator can be set to explode if it gets wet, if
too much oxygen gets into the air or a room, etc.
Counter Detonator Attachment: This tiny counter is inserted between
the explosive and its detonator. It is preset to cause detonation
once it is triggered a set number of times.
For example, a counter attachment is set between 50 g. of TD-19
and its pressure-sensitive whip wire detonator. The bomb is placed
behind a door in such a fashion that each time the door opens,
the whip wire is triggered. The counter is set at 10. The first
nine times the door opens, the whip wire is triggeret and the
counter records it. The tenth time the door opens, the bomb explodes.
Light Detonator: Light detonators are larger than other types,
about the size of a small human fist. These detonators are sensitive
to light intensity and they can be set to detonate an explosive
when a light is turned on in a room, when sunrise or dusk occurs,
when a flash grenade explodes, etc.
Pressure Detonator: Pressure detonators contain either a small
plate, a button, or a whip wire that is set to key an explosion
when a certain pressure is either exerted or released. For example,
a pressure detonator whip wire affixed next to a door will detonate
its charge when the door is opened, pressure detonators placed
under a dead Sathar body will explode when the body is moved,
etc.
Radio Beam Detonator: Radio beam detonators have a maximum range
of 100 meters. When a radio beam detonator is used, modify the
detonation roll by -1 Column Shift. The radio beam signaling
device comes with the detonator when purchased.
Variable Timer Detonator: Variable timers can be set to any time
delay from one second to 60 hours.
MINES
A mine is a hidden, stationary bomb that is triggered by any one
of a variety of detonators (as outlined in the previous section)
or small scanners (heat sensitive, motion detection, etc.). The
available types of bombs are similar to grenades or some warheads:
electrical discharge, field crusher, gas, high explosive, sonic,
standard explosive, and tangler warheads all designed for use
with type I missiles. There is no secondary blast area to consider
when using a buried mined. There is a secondary blast area when
using one of the two following mine-delivery systems.
Grasshopper Delivery System: A grasshopper mine flings itself
straight up into the air and then explodes. This can get it closer
to its target, especially if the target is flying. A grasshopper
mine is preset to jump up to three meters then detonate. If it
hits an obstacle on the way up, it deflects two meters in a random
direction then detonates. Use the Area Effect Weapon Miss Diagram
for random direction.
Leap Frog Delivery System: Rather than jumping straight up into
the air, this mine delivery system tries to leap toward its target.
Use the Area Effect Weapon Miss Diagram to determine where it
lands. The trigger system is usually a scanner, as it must know
which direction to leap toward the target. See the Scanner section
of this book to determine how they work.