======PARTICLE ACCELERATORS====== These are deadly versions of the particle accelerators used in physics research. An electric field (or in some superscience versions, gravitic field) accelerates stored particles to near-lightspeed velocities and focus them into a tight beam. As the particles strike the target, they disrupt its atomic structure, causing it to heat up rapidly to very high temperatures. They have greater penetrating power than most laser beams, and can damage deep internal components. They can even cause a target to explode from the massive amount of energy being transferred. A particle beam strike will also damage electrical systems with a shower of secondary radiation. ====Charged Particle Beams (“Blasters”) (TL10-11)==== These particle beam weapons accelerate ionized particles – usually electrons – to near-light velocities. They work best in an atmosphere – the beam collides with air molecules, creating enough ions of the opposite charge so that the beam is self-neutralized and remains coherent. The beam resembles a linear lightning bolt. In a vacuum, range is reduced, since the particles repel one another, but the beam is invisible. Blasters inflict burn damage with a (5) armor divisor and the surge damage modifier. In a vacuum or trace atmosphere, the beam’s Acc is halved (round up) and the beam’s Range is divided by 5. These weapons compete with Gauss guns (p. 141), plasma guns (p. 127), rainbow lasers (p. 116), and field-jacketed X-ray lasers (p. 117) as standard TL11 lethal weapons. ===Personal Weapons=== These require Beam Weapons (Pistol or Rifle) skill to use. Blaster Carbine (TL11): Compact assault weapons with the same power as a blaster rifle, but reduced range. Popular with vehicle crews and special ops teams. Blaster Pistol (TL11): A long-barreled particle beam pistol. It is sometimes known as an “electron pistol.” It is most often used as a military sidearm by combat-armored troops – especially if fighting robots, where its surge effects are useful. Blaster Rifle (TL11): A standard military weapon of TL11 troops. It’s also called an electron rifle. Heavy Blaster (TL11): An oversized blaster rifle with a backpack power supply, often used by powered troopers or as a squad support weapon. Heavy Blaster Pistol (TL11): A large and powerful “magnum” blaster pistol, this is a favorite sidearm for Space Patrol officers, swaggering space pirates, and powered armor troopers. Its bulk makes it hard to conceal, but it will (barely) fit into a standard holster. Holdout Blaster (TL11): A palm-sized blaster similar to the holdout laser (p. 115). ===Mounted Weapons=== These are usually vehicle- or tripod-mounted; they require Gunner skill to use. Blaster Cannon (TL10-11): A multi-ton weapon installed in the turret or hull of a spacecraft or tank. Semi-Portable Blaster (TL11): This infantry support weapon can fire a bolt capable of burning through three inches of steel. It is usually carried by heavy powered troopers, or installed on a vehicle or tripod mount. ===Particle Beam Table=== ==BEAM WEAPONS (PISTOL) (DX-4, other Beam Weapons-4, or Guns (Pistol)-4)== ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ | 11 | Blaster Pistol | 3d(5) burn sur | 5 | 300/900 | 1.6/C | 3 | 40(3) | 4 | -2 | 1 | $2,200 | 3 | | 11 | Heavy Blaster Pistol | 4d(5) burn sur | 5 | 500/1,500 | 3.3/2C | 3 | 33(3) | 6 | -3 | 1 | $5,600 | 3 | | 11 | Holdout Blaster | 2d(5) burn sur | 3 | 130/500 | 0.35/B | 3 | 13(3) | 3 | -1 | 1 | $600 | 3 | ==BEAM WEAPONS (RIFLE) (DX-4, other Beam Weapons-4, or Guns (Rifle)-4)== ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ | 11 | Blaster Carbine | 5d(5) burn sur | 10+1 | 500/1,500 | 5.6/2C | 3 | 17(3) | 5† | -3 | 1 | $9,200 | 2 | | 11 | Blaster Rifle | 6d(5) burn sur | 10+2 | 700/2,100 | 10/2C | 3 | 10(3) | 7† | -4 | 1 | $18,000 | 2 | | 11 | Heavy Blaster | 8d(5) burn sur | 10+4 | 1,200/3,600 | 20/Dp | 3 | 20(5) | 10† | -6 | 1 | $40,000 | 1 | ==GUNNER (BEAMS) (DX-4, or other Gunner-4)== ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ | 10 | Blaster Cannon | 5dx10(5) burn sur | 15 | 30,000/90,000 | 4,000/10Fp | 1 | 20(5) | 160M | -10 | 1 | $2,000,000 | 1 | | 11 | Blaster Cannon | 5dx20(5) burn sur | 15 | 120,000/360,000 | 4,000/10Fp | 1 | 20(5) | 160M | -10 | 1 | $2,000,000 | 1 | | 11 | Semi-Portable Blaster | 6dx2(5) burn sur | 15 | 2,800/8,400 | 70/Ep | 3 | 62(5) | 18M | -8 | 1 | $140,000 | 1 | ====Antiparticle Beams (“Pulsars”) (TL11-12^)==== These weapons accelerate a beam of antimatter particles, usually positrons or anti-hydrogen atoms. Their interaction with normal matter results in an explosion when they strike the target. They require a trapped store of antiparticles as “ammunition,” but the amount is negligible and is included in the weapon’s cost. Antiparticle beams inflict crushing damage with a (3) armor divisor and the explosive, radiation, and surge damage modifiers. Their armor penetration is slightly less than a charged particle beam, but the overall energy delivered is greater. Antiparticle beam range in atmosphere cannot exceed 1,000 yards divided by atmospheric pressure unless the beam is field-jacketed (p. 133). ===Antiparticle Weapons=== Pulsars are available in the same styles as blasters (p. 123). Due to their explosive and radiation effects, they’re less likely to be used as civilian weapons, hence their lower LC. ====Omni-Blasters==== At +100% to cost, a blaster may incorporate a stun setting, firing a non-lethal energy bolt similar in nature to an electrolaser beam. A stun setting usually feels like a powerful electrical shock. Unlike an electrolaser, a blaster’s stun bolt works in any environment. It takes one turn to “switch to stun.” When set to stun, the victim takes no damage, but must make a HT roll to resist suffering an unconsciousness affliction. The penalty is -1 for every die of damage the blaster usually inflicts, up to a maximum of -10. The victim adds one-third of his DR to HT – that is, the blaster gets a (3) armor divisor instead of its usual (5). A failed roll results in the victim falling unconscious for minutes equal to the margin of failure. ===Antiparticle Beam Table=== ==BEAM WEAPONS (PISTOL) (DX-4, other Beam Weapons-4, or Guns (Pistol)-4)== ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ | 12 | Heavy Pulsar Pistol | 8d(3) cr ex | 5 | 400/1,200 | 3.3/2C | 3 | 33(3) | 6 | -3 | 1 | $5,600 | 2 | | 12 | Holdout Pulsar | 4d(3) cr ex | 3 | 130/500 | 0.35/B | 3 | 13(3) | 3 | -1 | 1 | $900 | 2 | | 12 | Pulsar Pistol | 6d(3) cr ex | 5 | 300/900 | 1.6/C | 3 | 40(3) | 4 | -2 | 1 | $3,300 | 2 | ==BEAM WEAPONS (RIFLE) (DX-4, other Beam Weapons-4, or Guns (Rifle)-4)== ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ | 12 | Heavy Pulsar | 8dx2(3) cr ex | 10+4 | 1,200/3,600 | 20/Dp | 3 | 20(5) | 10† | -6 | 1 | $60,000 | 1 | | 12 | Pulsar Carbine | 10d(3) cr ex | 10+1 | 500/1,500 | 5.6/2C | 3 | 17(3) | 5† | -3 | 1 | $14,000 | 1 | | 12 | Pulsar Rifle | 6dx2(3) cr ex | 10+2 | 700/2,100 | 10/2C | 3 | 10(3) | 7† | -4 | 1 | $27,000 | 1 | ==GUNNER (BEAMS) (DX-4, or other Gunner-4)== ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ | 11 | Antiparticle Cannon | 8dx10(3) cr ex | 15 | 40,000/120,000 | 5,000/Fp | 1 | 20(5) | 160M | -10 | 1 | $3,000,000 | 0 | | 12 | Antiparticle Cannon | 8dx20(3) cr ex | 15 | 120,000/360,000 | 5,000/Fp | 1 | 20(5) | 160M | -10 | 1 | $3,000,000 | 0 | | 12 | Semi-Portable Pulsar | 6dx4(3) cr ex | 15 | 2,800/8,400 | 70/Ep | 3 | 60(5) | 18M | -8 | 1 | $100,000 | 1 |