WEAPONS





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.

GRENADES

Dusk Grenade: The dusk grenade releases a dark, odorless gas that immediately spreads out to a five-meter radius, dimming out the entire area. Only Yazirians or tha characters using from form of IR or starlight optics or scanners can see normally. Otherwise, they suffer a -1 Column Shift combat modifier. Artificial light sources only work to one-third their normal range.

Flash Grenade: When a flash grenade goes off there is a brilliant flash and a loud boom. Though no damage results, everyone in the area is momentarily disoriented by the flash and noise. Characters wearing sonic headphones are not affected by a flash grenade unless they are looking in the direction of the flash. Anyone outside of the area of effect has automatic surprise during the turn of the blast on anyone affected. Flash grenades are used by Star Lawmen to get the jump on terrorists or criminals.

Foam Grenades: Foam grenades release chemicals that instantly swell in normal oxygen atmosphere and standard graivty. The swelling creates a thick, opaque, foamlike substance that expands in one turn to completely fill an area within a three-meter radius of the blast point. The dense foam cannot be visually penetrated without the help of scanners or radar. It will dissipate after one minute (10 turns).

For every tenth the gravity is lighter than 1.0 the foam dissipates one turn later (foam in 0.8 gravity lasts 12 turns). For every two-tenths the gravity is heavier than 1.0, the foam dissipates one turn earlier (foam in 1.4 gravity lasts eight turns). There are eight different types of foam grenades.

Acid: A chemical acid causes maximum damage of 16 points per turn to everything in the foam area. A thin covering of salgel negates the acidic effects on objects and cuts damage to bioforms in half. Damage is halved if a Stamina check ismade. This is checked every turn the character is in the foam.

Chemical Defoliant: A chemical defoliant foam breaks down any vegetable matter in the foamed area within one minute, leaving a slimy, green residue. It has no effect on non-floral organisms.

Dye: This foam dyes anything it contacts. The dye dissipates after 20 hours. It can be any color the player desires. This is often used to mark escaping fugitives or vehicles.

Extinguish: Smothers any flame in the blast area in one turn.

Irritant: This foam causes 8 points maximum damage for every turn it touches exposed flesh or hair. If the character's flesh is entirely protected no damage is taken. Damage is halved if a Stamina check is made. This is checked every turn the character is in the foam.

Slick: Coats all surfaces in the blast area with a super-slippery substance. Walking movement is cut to one-quarter normal. No one can run without falling and receiving 3 points of damage. This is especially effective agaisnt vehicles and robots.

Solid: Solidifies completely after one minute, trapping anything and anyone inside as if encased in porous rock. Air can filter through the solidified foam, so the trapped charater can breathe, but not move, speak, or see. This type of foam grenade is extremely rare and expensive.

Rad-Blast: An extremely powerful mixture of chemical agents acts to temporarily negate the penetration of readioactivity into the foamed area. When the minute duration is over, the radiation level immediately climbs back to its previous level.

Infra-Grenade: The infra-grenade does no damage at all upon explosion, except to heat sensors. The blast is a quick burst of heat that activates and burns out any heat sensors within 10 meters of the blast. The purpose of such a grenade is to heat up everything in the area so its shows up clearly in the IR spectrum.

The heating lasts for one minute and anyone wearing IR or IR high-res optical devices can see everything in the room during that period, even if the room is dark and empty or filled with smoke. This effect does not work against a foam grenade.

Nightfall Grenade: The nightfall grenade releases a gas that immediately causes darkness within five meters. Only by using a method of IR vision, scanners, or radar can one "see" in this darkness. The blackout lasts two minutes. Artificial light sources only work to one-tenth their normal range in the area of effect.

Sonic Grenade: This class ofgrenades does its damage through blasts of high frequency sonics. There are three types of sonic grenades.

Marble: So named because of its 2.5-cm size, this sonic grenade causes a maximum of 16 points of daamge in a one-meter blst radius. Up to three can be thrown per turn and they are sometimes formed and painted as camouflaged jewelry or decorations. Sonic screens or sonic headphones provide full defense against this type of grenade. However, if three or more marble grenades are detonated at the same time, the third marble, and all others following it which detonate in the same turn, are the treated as polyhedron sonic grenades for defense purposes.

Polyhedron: This many-sided grenade blasts all in a three-meter radius and causes maximum damage of 56 points. Damage is halved if sonic screens or sonic headphones are used.

Boomer: A boomer grenade causes a five-meter-radius blast that inflicts a maximum damage of 80 points. Rare and expensive, they are too large to use in grenade rifles or mortars, but are favorites for mines. Damage is reduced by one-quarter if the victims are wearing sonic screens.

WARHEADS

Anti-Missile: This warhead is only used on type II or III missiles. Its purpose is to destroy an incoming missile in flight. A successful roll on the Resolution Table (against the user's Weapons: Missiles skill) indicates an automatic hit on the incoming missile.

Electrical Discharge: This warhead causes daamge by releasing a high charge of electrical energy when it strikes. This electrical discharge short-circuits every device in the blast radius and can stop a vehicle, warbot, etc. dead in its tracks. The ED warhead acts as an electrostunner set to damage for every bioform in the blast area. If the target is specially insulated, the damage is negated.

Field Crusher: This warhead only damages force fields and causes a maximum damage of 60 points times the missile type (I, II, or III).

Foam: This warhead behaves as a foam grenade of the same type, but its blast radius is five meters times the missile type.

Gas: This warhead behaves exactly like a gas grenade of the same type, but its blast radius is eight meters times the missile type.

High Explosive: This warhead causes a maximum damage of 72 points times the missile type to anything within the blast radius of eight meters times the missile type.

Scanning: This is a non-damaging warhead that is only used with type II or III missiles. It uses a scanner to lock onto a specific type of target: heat producing, certain shape, emitting strong UV radiation, and so forth. See the Scanner section in this book for a complete list of scanner types. If the scanner locks onto a target, the firer receives a +3 Column Shift combat modifier.

Sonic: This affects all within a radius of six meters times the missile type. Anyone failing his Stamina check is stunned for 1d100 turns.

Standard Explosive: This warhead acts like a fragmentation grenade, except that it causes a maximum of 68 poitns per missile type to anyone within a radius of five meters times the missile type.

Tangler: This warhead acts like a tangler grenade except that the tentacles cover a five-meter radius.