====== Ballistic Weapons ====== The simplest way to kill or injure at a distance is with a projectile. Guns and launchers can carry inert slugs, explosives, or chemical weapon. The difference between them is that a launcher fires a self-propelled projectile, such as a rocket, that continues to accelerate after it has left the weapon. Guns and launchers are described with the name of the weapon followed by a designation for the ammunition it fires. The designation is a projectile diameter in millimeters and a letter code used to differentiate it from others of the same diameter. The damage on the weapon tables assumes a solid projectile, but all guns and launchers (except ice guns) may also fire weapons with more exotic warheads. See Warheads and Ammunition section for more information. ====High-Cyclic Controlled Bursts for Ultra-Tech Guns==== High-Cyclic Controlled Bursts are when a gun fires several rounds so quickly after each other that they all leave the barrel before the has moved due to recoil, giving the entire burst Recoil 1. Ultra-tech firearms can even stack cartridges within the barrel for ultra-fast firing speeds! ===Conventional Firearms=== In general, caseless firearms can have an alternate fire mode which allows them fire high-cyclic controlled bursts at one-third their normal rate of fire (round down). If this number comes out to 1 or less, they cannot fire high-cyclic controlled bursts. This modification adds +0.5 CF. Alternatively, a caseless firearm can be built with a replaceable barrel, containing cartridges stacked up end-to-end, allowing the gun to fire high-cyclic controlled bursts at half their normal rate of fire (round up). This modification halves magazine capacity (as the barrel becomes the magazine), doubles reloading time, doubles weight and cost of empty magazines and decreases Malf. by 1. At TL10, the magazines are normal weight and cost and there is no effect on Malf. +1 CF, but this replaces the CF for the modification above. Binary liquid propellant firearms cannot fire high-cyclic controlled bursts. ===Electromagnetic Guns=== Electromagnetic guns can fire high-cyclic controlled bursts at one-third their normal rate of fire (round down) at no additional cost. If this number comes out to 1 or less, they cannot fire high-cyclic controlled bursts. An additional modification (+0.5 CF) allows electromagnetic guns to fire high-cyclic controlled bursts at half their rate of fire (round down). ===Incompatible Weapons=== Gas-powered air guns, grav guns and gyrocs cannot use high-cyclic controlled bursts at all. =====Ammunition Tables===== Projectile weapons require ammunition. The weight of a loaded magazine of ammunition is given in the Weapon Tables, after the weapon’s weight. The price of ammunition is not included, however, and adventurers may also wish to buy individual rounds. Ammunition Tables provide the following information about individual rounds of ammunition: TL: The tech level of the ammunition. Name: The name of the ammunition, e.g., 7mmCL. WPS: The weight per shot, in pounds. CPS: The cost per shot, in dollars. This is increased if using specialized warheads. LC: The legality class of the ammunition (if firing ordinary solid projectiles). Different weapons can’t share magazines except where indicated, but if the ammunition is identical, it’s possible to remove individual rounds from one magazine and load them into another; e.g., ammo taken from any 7mmCL weapon will work in any other 7mmCL weapon. ===== CONVENTIONAL AND ETC GUNS ===== These weapons use the expanding gases from a burning chemical propellant to push a projectile down a barrel. In many ultra-tech settings, ordinary TL7-8 slug throwers continue to be used even at high TLs; see GURPS High-Tech for a full range of suitable hardware. ==== Conventional Small Arms ==== These firearms are conservative, evolutionary developments of modern weapons. They use light polymer-cased or caseless telescoped ammunition, in which a projectile is embedded into a block of solid propellant. This reduces the ammunition’s weight and bulk so that more shots can be carried. The propellant is ignited with an electrical system; this is integrated into the weapon’s smartgun electronics and uses the same power cell. Preloaded Barrels: Some conventional guns replace their ammunition feed and ejection systems with alternating propellant charges and projectiles stacked inside the gun barrel. These are fired electronically, singly or in very rapid sequence. The theoretical rate of fire can exceed a million rounds per minute, but the shots that fit into a barrel limit the effective rate of fire! In practice, the rounds can be fired fast enough that any recoil impulse is minimized. The whole barrel must be changed to reload; most guns of this sort have more than one barrel. === Pistols === These ultra-tech versions of modern handguns feature advanced composite construction and caseless ammunition. Pocket Pistol, 5.5mmCL: This tiny automatic pistol is not especially accurate and does not have much of a punch – it uses a round designed for “varmint rifles” that is more suitable to taking out rattlesnakes and rabbits than human beings – but it is easy to carry and conceal. Additionally, its low recoil also makes it relatively easy to shoot. It is popular among people who want a pistol they can have on hand without attracting attention (for example, a street thug who needs a gun he can hide in his pocket, or a woman who wants a firearm she can keep in a small purse). Derringer Quad, 7.5mmCLP: This is a stylish, if not particularly practical four-barrel derringer. It is about the same size as the 7.5mm holdout pistol. This makes it useful as a backup weapon or a tool for assassins, but most firearms experts agree that it is best suited to function as a fashion accessory. (This point is also made about 5.5mm pocket pistol at times, especially since both weapons are available in various colors at two times the normal price, or with decorative engraving at five times normal price.) Snub-Nosed Revolver, 7.5mmCLP: By TL9, improvements in the basic design of automatic pistols – reducing the likelihood of jamming and increasing the number of rounds that can be carried – make the revolver almost obsolete. However, many shooters still prefer to use a revolver, and several TL9 models exist. This is one of the smaller and more compact ones, with a 2.5” snub-nosed barrel. It is extremely reliable, and its size makes it easy to carry in a purse, a shoulder holster, or an ankle holster. Although it suffers from the same problem as most small caliber pistols – limited stopping power – it is practical enough to be a common back-up weapon for undercover police and government agents. Heavy Revolver, 10mmCLP: This heavy-framed revolver, chambered for the 10mm round used in the heavy automatic pistol, comes with a 4” barrel. It is well-respected in rural communities, where one of its main uses is against wild animals like poisonous snakes or wild dog. Its exceptional reliability is considered an important asset. It can also be purchased with a rather intimidating 7.5” barrel (Damage 3d+1 pi+, $650, 3.0 lbs.). Heavy Pistol, 10mmCLP: This powerful pistol uses the same round as the machine pistol (below). Holdout Pistol, 7.5mmCLP: This is a small, easily concealed semi-automatic pistol. It files rounds at a higher velocity than many modern pistols of the same caliber. Magnum Pistol, 15mmCLP: This semi-automatic pistol fires a powerful magnum round. Its size makes it hard to conceal, and only a strong person can shoot accurately with it. Medium Pistol, 7.5mmCLP: The standard semi-automatic pistol, with a sturdy plastic and alloy frame and a high-capacity magazine. === Submachine Guns === These are compact fully-automatic assault weapons with pistol grips, folding front foregrips, and retractable telescoping stocks. They are favored by special forces, police SWAT teams, and criminals. Machine Pistol, 7.5mmCLP: This is a version of the machine pistol designed for lighter 7.5mm ammunition. It trades killing power for an increase in the number of rounds carried in the magazine, which makes it a very attractive option to some shooters. It can be kept in a properly designed shoulder holster, although the user normally needs to wear bulky clothing to truly make it a concealed weapon. Machine Pistol, 10mmCLP: This weapon fires the same medium-velocity pistol-caliber round as the 10mm pistol. Police SWAT teams like them – the gun has good stopping power, but errant rounds are unlikely to tear through walls (or targets) and hit bystanders. Personal Defense Weapon (PDW), 5.7mmCL: A PDW fires a small, high-velocity bullet that resembles a miniature rifle round, with better accuracy and range than the pistol ammo used in a submachine gun. This weapon has a big magazine that runs horizontally alongside the weapon. An ergonomic handgrip completely encloses the firing hand. Urban Assault Weapon, 10mmCLP (UAW): A double-barrel weapon with a 10mm machine pistol and 18.5mm shotgun (use the underbarrel shotgun statistics). It’s intended for use by SWAT teams and special operations soldiers, especially in buildings. === Rifles === These weapons incorporate shoulder stocks, and are designed to be used two-handed. Too large to holster, they come with carrying slings. Light Hunting Rifle, 5.5mmCL: This is a light “varmint rifle” ideal for taking down small game like rabbits and foxes. It uses a round that is, for all practical purposes, a caseless version of the venerable .22 LR cartridge. It is underpowered for shooting at people – it is used because a more powerful round would simply splatter small game – but it can still kill. It is a very common weapon in rural areas and it is often the first firearm owned by young people who live in such communities. Combat Rifle, 5.7mmCL: This light assault rifle uses the same cartridge as the Gatling carbine and the PDW, but it has a somewhat longer barrel. This gives it increased accuracy at longer ranges. While it is not as powerful as the standard assault rifle, it is a capable infantry weapon that can double as a sniper rifle; it is also lighter and carries more ammunition than the standard assault rifle. Some cynical social critics have remarked that since the combat rifle is more likely to wound than kill, when compared to the assault carbine, it is ideal for waging //economic// warfare: a dead soldier can be buried in an hour by two unskilled workers but it will cost an enemy nation a fortune to create and maintain the medical infrastructure (doctors, nurses, hospitals, etc.) needed to keep tens of thousands of injured ones alive and try to restore them to health. Anti-Materiel Rifle, 15mmCL: The 15mm AMR is a large-caliber sniper weapon powerful enough to cripple light vehicles more than a mile away. Special forces and recon units use them to pin down or neutralize high-value targets such as command posts, guided-missile teams and combat robots. This gun becomes especially fearsome when upgraded with electrothermal or liquid propellant! The rifle’s Acc assumes an integral 8x telescopic sight (+3 bonus). Assault Carbine, 7mmCL: This bullpup-configuration assault rifle is a basic but effective infantry weapon. Gatling Carbine, 5.7mmCL: This triple-barreled, electric-motor-driven chaingun boasts a carbine format no larger than an ordinary assault rifle. It fires the same 5.7mm round as the PDW. Its long magazine slides and locks into the back of the weapon. A separately loaded B cell provides power for 19,500 shots. Hunting Rifle, 7mmCL: This plastic-and-alloy semi-automatic rifle fires the same high-velocity ammunition as the assault carbine. Payload Rifle, 25mmCL: A bulky semi-automatic rifle, similar to an anti-materiel rifle, that fires a medium-velocity 25mm cannon shell. This provides a long-ranged alternative to a grenade launcher. It has a very effective muzzle brake. Storm Carbine, 10mmCL: Sometimes you need more punch than an assault carbine can provide. This weapon fires a more powerful 10mm caseless round, making it popular with troops who expect to face armored opponents. Its drawbacks include heavier ammunition and noticeably higher recoil. Storm Rifle, 10mmCLR: A heavier semi-automatic version of the storm carbine, this fires a higher-velocity, full-sized ("10mm Caseless Long Rifle") bullet. It’s used as a sniper or hunting weapon. === Machine Guns === These automatic weapons are designed to be fired in long bursts from a bipod or tripod mount. They use an ammunition belt, which is sometimes contained within a cassette. When firing on the move, machine guns can be carried in an articulated weapon harness or a gyrostabilized weapon harness. Light Gatling Gun, 15mmCL: A high-speed rotary multi-barrel Gatling gun using the same cartridge as the heavy chain gun, this weapon can be mounted on light armored vehicles, mecha, and aircraft. It can also be used in an air-defense role on tanks and naval vessels. Its heavy round makes it effective against almost any target without significant armor. Its computerized controls allow gunners to set any rate of fire up to the maximum of RoF 100 (6,000 rounds per minute); the most common settings are a 20- round burst, a 50-round burst, and a 100-round burst. Along with solid projectiles, various types of armor-piercing rounds and HE rounds (15d(0.5) pi+ with a 2d cr ex [1d-1] follow-up blast) are common choices for ammunition. Light Autocannon, 25mmCLR: This is a scaled-up version of the 15mm chain gun firing a much heavier round and delivering significantly more damage. It has the added advantage that it can use a wider variety of special ammunition. (The round has a much higher muzzle velocity than the one used by the 25mm payload rifle or 25mm assault cannon, but the bullet itself is virtually identical.) Along with solid projectiles, APHEX (6d¥4(2) pi++ with a 1d cr ex [1d+1] follow-up blast) and HE (6d¥4(0.5) pi++ with a 4d cr ex [1d+1] follow-up blast) are common ammunition choices. Heavy Gatling Gun, 25mmCLR: This is a multi-barrel version of the light autocannon. It is often used on manned aircraft and ships. It makes a superb close-defense anti-missile weapon. At its maximum rate of fire, it can lay down a storm of bullets that will literally disintegrate most targets. Computerized controls allow the gunner to preset different rates of fire; the most common are a 20-round burst, a 50-round burst, and a 100-round burst. Heavy Autocannon, 40mmCL: Often used on light tanks, by giant mecha, aboard ships, or as an anti-aircraft weapon, this huge automatic cannon can employ almost any type of special ammunition, including antitank and high-explosive rounds. It fires a much heavier round than a 40mm grenade. This greatly increases its range and muzzle velocity, but the warhead is the same in terms of how much explosive it can carry. Along with solid projectiles and HE (6d¥6(0.5) pi++ with an 8d cr ex [2d] follow-up blast), APHEX (6d¥6(2) pi++ with a 2d cr ex [2d] follow-up blast) and shapedcharge warheads (6d¥4 (10) cr inc + linked 4d cr ex [2d]) are commonly used ammunition types. Assault Cannon, 25mmCL: This is a tripod- or vehicle-mounted automatic cannon firing medium-velocity shells, similar to those of the payload rifle (above). Light Support Weapon (LSW), 7mmCL: This light machine gun comes with a folding bipod for accurate prone firing. The LSW normally employs a belt feed, but it fires the same bullet as the assault carbine (above), and can use its magazines if necessary. Minigun, 7mmCL: This portable, tripod-mounted Gatling gun boasts six rotating barrels and an electric action, firing up to 100 rounds per second. A separately loaded C cell powers it for up to 15 minutes. Storm Chaingun, 10mmCLR (TL9): This is an electric motor driven, machine-gun version of the storm rifle (above). It uses a 100-shot belt contained within an ammo cassette. It can also use the same 30-shot 10mmCLR magazines as the storm rifle, but it cannot fire storm-carbine ammunition. The storm chaingun incorporates a folding bipod for accurate prone firing. A separately loaded B cell provides 15 minutes of power. Heavy Chaingun, 15mmCL (TL9): This electric motor driven, single-barrel machine gun fires the same round as the anti-materiel rifle. It is used for perimeter defense or as a vehicular weapon. Normal humans can’t handle its weight without a tripod, but powered troopers can use it as a handheld weapon. A separately loaded C cell provides 15 minutes of power. === Shotguns === Shotguns are a special category of slugthrower: low-powered, short-barrel smoothbores firing large rounds, often with multiple projectiles. Most ultra-tech conventional shotguns fire 18.5mm (12 gauge) plastic-cased ammo. Civ Shotgun, 18.5mmPC: A semi-automatic shotgun used as a hunting and police weapon, although it also finds its way into the hands of criminals who can’t get anything better. It is fitted with a plastic shoulder stock. Close Assault Weapon (CAW), 18.5mmPC: A fully-automatic assault shotgun favored for house-to-house fighting. Underbarrel Shotgun, 18.5mmPC: A modular pump-action shotgun that can be clamped under any weapon with Bulk -3 or more. Use the Bulk, ST, and sighting bonuses of the weapon it is installed in. Shotgun Pistol, 18.5mmPC: A wide-bore pistol that fires shotgun ammunition. It is ideal for house-to-house work or for firing from a vehicle. It’s also a favorite police undercover weapon, despite its substantial recoil. === Mortars and Grenade Launchers === Underbarrel Grenade Launcher (UGL), 25mmPC: This is a tube-fed pump-action grenade launcher firing medium-velocity plastic-cased shells. It may be clamped under the barrel of any weapon with Bulk -3 or more. Use the Bulk, ST, and sighting bonuses of the weapon it is installed in. Underbarrel Grenade Launcher (UGL), 40mmPLB: This grenade launcher fires low-velocity shells. Like its 25mm counterpart, it’s designed to be clamped under another weapon with Bulk -3 or more. Each "magazine" is actually a preloaded barrel stacked with five 40mm shells and propellant charges. It can fire up to three grenades before any recoil impulse is felt. Use the Bulk, ST, and sighting bonuses of the weapon it is installed in. Mortar Box, 40mmPLB: A four-tube version of the 40mm UGL. Designed for remote control firing, it has a cable jack and its own short-range radio. Mortar Box, 64mmPLB: A larger version of the 40mm mortar box, consisting of a pod holding six mortar barrels, each containing five stacked 64mm shells. This potent "area denial weapon" can deliver as many as 30 shots in a single salvo! Commando Mortar, 64mmPLB: Lightweight and portable, the commando mortar is ideal for small teams that need some form of light artillery. It trades the higher rate of fire provided by the 64mmPLB mortar box (UltraTech, pp. 136 and 138) for greater mobility. The mortar can be broken down into three pieces (each weighing less than 15 lbs. and easily carried by a single person); it can be taken apart or reassembled in 10 minutes. The most common forms of ammunition include HE, flare, smoke, gas, and incendiary rounds. Light Howitzer, 64mmCL: The light howitzer is optimized for indirect fire, and can be effective at longer ranges. The most commonly used ammunition with this weapon is HE (6dx8(0.5) pi++ with an 8dx2 cr ex [3d] follow-up blast). === Cannon === Light Tank Cannon, 64mmCL: The need for an intermediary artillery piece led to the development of 64mm field guns. These weapons are light compared to other artillery, and do not produce as much damage, but are easy to transport – they can be carried by either truck or helicopter. Ammunition is also lighter and more can be carried. Tanks and self-propelled howitzers armed with these weapons are usually equipped with an automatic loader and an ammunition canister with space for 50-100 rounds. The round fired by these weapons is much heavier than the 64mm mortar round, but the warhead is identical in terms of how much explosive it can carry. The most common ammunition types employed with the direct fire weapon are HE (6dx15(0.5) pi++ with an 8dx2 cr ex [3d] follow-up blast) and shaped charge (6dx7(10) cr inc linked with an 8d cr ex [3d] blast). Dual-Purpose Gun, 64mmCL: This is a lightweight rapid fire artillery piece that can be used to attack air or surface targets. It is most commonly seen on naval vessels but can also be used as a coastal defense or a heavy anti-aircraft weapon. Dual-purpose guns tend to be heavier than their howitzer counterparts; the more robust design permits rapid fire and includes the machinery for handling a large ammunition canister. The typical ammunition for this weapon is HE (6dx8(0.5) pi++ with an 8dx2 cr ex [3d] follow-up blast). Tank Cannon, 100mm: A medium tank gun with an automatic loader. It is often upgraded with liquid propellant or electrothermal options, or loaded with APEP ammunition. Medium Howitzer, 100mmCL: This is a standard medium field-artillery piece capable of delivering significant amounts of firepower over long distances. It is easy to transport, and can be delivered by truck or helicopter. It is commonly deployed with regular military forces. The most common ammunition used with this weapon is HE (6dx12(0.5) pi++ with a 6dx5 cr ex [5d] follow-up blast). Dual-Purpose Gun, 100mmCL: This is a scaled up version of the 64mm dual-purpose gun. A heavier weapon, it is optimized for anti-surface warfare, but can still be employed against aircraft. Its large round can have a devastating effect when employed for coastal bombardment. The typical ammunition for this weapon is HE (6d¥12(0.5) pi++ with a 6d¥5 cr ex [5d] follow-up blast). Heavy Howitzer, 160mmCL: This is a standard heavy-artillery piece. Its tremendous shells are ideal for heavy bombardments. In modern warfare, the use of the howitzer, especially heavier models such as this, is sometimes constrained by the danger of creating collateral damage. The trade-off of a weapon that can deliver an extraordinary amount of explosive power at relatively low cost is that unguided shells, even aimed by highly trained professionals, are likely to often destroy not only military targets, but to significantly damage any nearby civilian ones as well. Using guided smart shells can greatly reduce this problem, but this will also significantly increase the cost of ammunition. The most commonly used ammunition is HE (6dx20(0.5) pi++ with an 8dx4 cr ex [8d] follow-up blast). === Light Anti-Armor Weapons === Splat Gun, 15mmPLB: Designed to destroy light armored vehicles and battlesuit troopers, this is a favorite weapon of mercenaries fighting in low-tech countries. It is a bulky, multi-barrel weapon resembling a short, thick bazooka, with a pistol grip, a padded shoulder stock, and a bipod. Nicknamed the "splat gun," it has six preloaded barrels stacked with 15mm shells and propellant. Its electronic ignition can fire up to 30 shells before any recoil impulse is felt. The shooter can also fire a smaller number of shells by adjusting a selector switch (this is a Ready action). ==== Conventional Smallarm Table ==== GUNS (PISTOL) (DX-4, or most other Guns at -2) ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ | 9 | Heavy Pistol, 10mmCLP | 3d pi+ | 2 | 180/2,000 | 2.5/0.7 | 3 | 20+1(3) | 10 | -2 | 3 | $540 | 3 | | 9 | Holdout Pistol, 7.5mmCLP | 2d pi- | 1 | 100/1,200 | 1/0.2 | 3 | 18+1(3) | 6 | -1 | 2 | $240 | 3 | | 9 | Magnum Pistol, 15mmCLP | 4d+1 pi++ | 2 | 235/2,600 | 3/1 | 3 | 9+1(3) | 11 | -2 | 4 | $870 | 3 | | 9 | Medium Pistol, 7.5mmCLP | 2d+2 pi- | 2 | 150/1,900 | 2/0.5 | 3 | 30+1(3) | 9 | -2 | 2 | $450 | 3 | | 9 | Pocket Pistol, 5.5mmCL | 1d+1 pi- | 1 | 70/1,400 | 0.7/0.2 | 3 | 6+1(3) | 6 | -1 | 2 | $200 | 3 | | 9 | Derringer Quad, 7.5mmCLP | 2d pi- | 1 | 100/1,200 | 1.2/0.024 | 1 | 4(3i) | 7 | -1 | 2 | $350 | 3 | | 9 | Snub-Nosed Revolver, 7.5mmCLP | 2d pi- | 1 | 100/1,200 | 1.3/0.03 | 3 | 5(3i) | 7 | -1 | 2 | $400 | 3 | | 9 | Heavy Revolver, 10mmCLP | 3d pi+ | 2 | 180/2,000 | 2.5/0.084 | 3 | 6(3i) | 10 | -2 | 3 | $600 | 3 | GUNS (SMG) (DX-4, or most other Guns at -2) ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ | 9 | Machine Pistol, 10mmCLP | 3d pi+ | 2 | 180/2,000 | 3/1 | 10 | 30+1(3) | 10 | -2 | 3 | $750 | 2 | | 9 | Personal Defense Weapon, 5.7mmCL | 4d pi- | 4 | 350/3,000 | 4.5/1 | 10 | 100+1(5) | 9† | -3 | 2 | $1,000 | 2 | | 9 | Urban Assault Weapon | | | SMG barrel, 10mmCLP | 3d pi+ | 4 | 200/2,100 | 8/1 | 10 | 40+1(3) | 9† | -3 | 3 | $2,100 | 2 | | | Shotgun barrel, 18.5mmPC | 4d+4 pi++ | 2 | 100/500 | –/0.75 | 2 | 5+1(3i) | 10† | – | 1 | | | | 9 | Machine Pistol, 7.5mmCLP | 2d+2 pi- | 2 | 150/1,900 | 3/1 | 10 | 60+1(3) | 9 | -3 | 3 | $750 | 2 | GUNS (RIFLE) (DX-4, or most other Guns at -2) ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ | 9 | Anti-Materiel Rifle, 15mmCL | 15d pi+ | 6+3 | 2,000/9,000 | 30/2 | 3 | 10(3) | 12B† | -6 | 4 | $8,000 | 3 | | 9 | Assault Carbine, 7mmCL | 6d pi | 4 | 700/4,000 | 7/1.5 | 15 | 50+1(3) | 9† | -4 | 2 | $1,600 | 2 | | 9 | Gatling Carbine, 5.7mmCL | 4d pi- | 4 | 350/3,000 | 10/2 | 40 | 200(5) | 9† | -4 | 2 | $2,400 | 1 | | 9 | Hunting Rifle, 7mmCL | 6d+1 pi | 4 | 750/4,200 | 7/0.3 | 3 | 10+1(3) | 9† | -5 | 2 | $800 | 3 | | 9 | Payload Rifle, 25mmCL | 10d pi++ | 4 | 700/8,500 | 38/10 | 3 | 8+1(3) | 12B† | -6 | 4 | $8,000 | 2 | | 9 | Storm Carbine, 10mmCL | 7d pi++ | 4 | 700/2,100 | 8/2 | 10 | 50+1(3) | 10† | -4 | 3 | $1,800 | 2 | | 9 | Storm Rifle, 10mmCLR | 9d pi++ | 5 | 1,300/5,800 | 10/1.2 | 3 | 12+1(3) | 10† | -4 | 3 | $2,700 | 3 | | 9 | Light Hunting Rifle, 5.5mmCL | 1d+2 pi- | 4 | 80/1,400 | 5/0.3 | 3 | 10(3) | 7† | -4 | 2 | $500 | 3 | | 9 | Combat Rifle, 5.7mmCL | 4d+1 pi- | 5 | 400/3,000 | 6.5/1 | 15 | 100+1(3) | 9† | -4 | 2 | $1,200 | 2 | GUNS (SHOTGUN) (DX-4, or most other Guns at -2) ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ | 9 | Civilian Shotgun, 18.5mmPC | 4d+4 pi++ | 3 | 100/500 | 6/0.75 | 3 | 5+1(3) | 10† | -5 | 4 | $450 | 3 | | 9 | Close Assault Weapon, 18.5mmPC | 4d+4 pi++ | 3 | 100/500 | 10/1.5 | 10 | 10+1(3) | 11† | -5 | 4 | $800 | 2 | | 9 | Shotgun Pistol, 18.5mmPC | 4d pi++ | 1 | 100/500 | 4/0.7 | 3 | 5+1(3) | 10 | -3 | 5 | $330 | 3 | | 9 | Underbarrel Shotgun, 18.5mmPC | 4d+4 pi++ | 2 | 100/500 | 1.5/0.75 | 2 | 5+1(3i) | 10† | – | 4 | +$300 | 3 | ====Infantry Support Weapons Table===== GUNS (GRENADE LAUNCHER) (DX-4, or most other Guns at -4) ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ | 9 | Underbarrel Grenade Launcher, 25mmPC | 4d pi++ | 4+2 | 360/2,200 | 1.5/0.8 | 1 | 3(3) | 10 | – | 3 | +$300 | 1 | | 9 | Underbarrel Grenade Launcher, 40mmPLB | 1d pi++ | 2 | 75/450 | 3/2 | 3 | 5(5) | 10 | – | 1 | +$200 | 1 | GUNS (LIGHT MACHINE GUN) (DX-4, or most other Guns at -2) ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ | 9 | Light Support Weapon, 7mmCL | 6d pi | 4 | 700/4,000 | 15/5 | 15 | 200(5) | 9B† | -5 | 2 | $3,000 | 1 | | 9 | Storm Chaingun, 10mmCLR | 9d pi+ | 5 | 1,300/5,800 | 20/6 | 10 | 60(5) | 11B† | -6 | 3 | $11,000 | 1 | | 9 | Light Gatling Gun, 15mmCL | 15d pi+ | 6 | 2,000/9,000 | 150/120 | 100 | 500(5) | 25M | -10 | 2 | $50,000 | 1 | | 9 | Light Autocannon, 25mmCLR | 6dx4 pi++ | 6 | 2,000/9,000 | 250/120 | 10 | 100(5) | 32M | -11 | 2 | $45,000 | 1 | | 9 | Heavy Gatling Gun, 25mmCLR | 6dx4 pi++ | 6 | 2,000/9,000 | 500/350 | 100 | 300(5) | 45M | -12 | 2 | $75,000 | 1 | | 9 | Heavy Autocannon, 40mmCL | 6dx6 pi++ | 6 | 2,000/9,000 | 500/350 | 5 | 125(5) | 45M | -12 | 2 | $60,000 | 1 | GUNS (LAW) (DX-4, or most other Guns at -4) ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ | 9 | Splat Gun, 15mmPLB | 3d+2 pi++ | 4 | 220/2,000 | 20/10 | 30 | 30(30) | 10† | -6 | 1 | $3,000 | 1 | ==== Mounted Weapons Table ==== ARTILLERY (CANNON) (IQ-5) ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ | 9 | Mortar Box, 40mmPLB | 1d pi++ | 2 | 75/450 | 12/8 | 4x4 | 16(20) | 12M | -6 | 1 | $1,000 | 1 | | 9 | Mortar Box, 64mmPLB | 6dx2 pi++ | 3 | 360/3,000 | 160/80 | 6x5 | 30(30) | 25M | -10 | 1 | $6,000 | 1 | | 9 | Commando Mortar, 64mmPLB | 6dx2 pi++ | 3 | 360/3,000 | 40/2 | 1 | 1(2i) | 15M | -8 | 2 | $1,000 | 1 | ARTILLERY (CANNON) (IQ-5) for indirect fire; GUNNER (CANNON) (DX-4, or other Gunner at -4) for direct fire ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ | 9 | Light Tank Cannon, 64mmCL | 6dx15 pi++ | 6 | 3,000/10,000 | 1,500/12 | 1 | 1(4i) | 125M | -14 | 4 | $75,000 | 1 | | 9 | Light Howitzer, 64mmCL | 6dx8 pi++ | 6+3 | 5,000/15,000 | 1,500/12 | 1 | 1(4i) | 125M | -14 | 4 | $75,000 | 1 | | 9 | Dual-Purpose Gun, 64mmCL | 6dx8 pi++ | 6+3 | 5,000/15,000 | 3,000/1,500 | 5 | 100(4i) | 185M | -16 | 4 | $225,000 | 1 | | 9 | Medium Howitzer, 100mmCL | 6dx12 pi++ | 6+3 | 10,000/30,000 | 2,500/40 | 1 | 1(4i) | 150M | -15 | 4 | $100,000 | 1 | | 9 | Dual-Purpose Gun, 100mmCL | 6dx12 pi++ | 6+3 | 10,000/30,000 | 5,000/3,000 | 3 | 60(4i) | 225M | -17 | 4 | $300,000 | 1 | | 9 | Howitzer, 160mmCL | 6dx20 pi++ | 6+3 | 15,000/50,000 | 10,000/150 | 1 | 1(4i) | 250M | -18 | 6 | $500,000 | 1 | GUNNER (CANNON) (DX-4, or other Gunner-4) ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ | 9 | Tank Cannon, 100mmCL | 6dx25 pi++ | 6 | 3,000/10,000 | 2,500/40 | 1 | 1(4) | 150M | -10 | 4 | $100,000 | 1 | GUNNER (MACHINE GUN) (DX-4, or other Gunner-4) ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ | 9 | Assault Cannon, 25mmCL | 10d pi++ | 4 | 700/8,500 | 75/12 | 8 | 34(5) | 20M | -8 | 2 | $17,000 | 1 | | 9 | Heavy Chaingun, 15mmCL | 15d pi+ | 6 | 2,000/9,000 | 75/12 | 12 | 50(5) | 20M | -8 | 2 | $34,000 | 1 | | 9 | Minigun, 7mmCL | 6d pi | 4 | 700/4,000 | 33/10 | 100 | 400(5) | 15M | -7 | 2 | $14,000 | 1 | ==== Conventional Ammunition Table ==== Pistol Ammo ^ TL ^ Ammo ^ WPS ^ CPS ^ LC ^ | 9 | 7.5mmCLP | 0.006 | $0.12 | 3 | | 9 | 10mmCLP | 0.014 | $0.28 | 3 | | 9 | 15mmCLP | 0.060 | $1.2 | 3 | Rifle and PDW Ammo ^ TL ^ Ammo ^ WPS ^ CPS ^ LC ^ | 9 | 5.7mmCL | 0.009 | $0.18 | 3 | | 9 | 7mmCL | 0.027 | $0.54 | 3 | | 9 | 10mmCL | 0.04 | $0.8 | 3 | | 9 | 10mmCLR | 0.06 | $1.2 | 3 | | 9 | 15mmCL | 0.2 | $4 | 3 | Shotgun Ammo ^ TL ^ Ammo ^ WPS ^ CPS ^ LC ^ | 9 | 18.5mmPC | 0.092 | $1.8 | 3 | Payload Rifle and Cannon Ammo ^ TL ^ Ammo ^ WPS ^ CPS ^ LC ^ | 9 | 25mmCL | 1 | $20 | 2 | | 9 | 100mmCL | 40 | $400 | 1 | Splat Gun Ammo ^ TL ^ Ammo ^ WPS ^ CPS ^ LC ^ | 9 | 15mmPLB | 0.27 | $7 | 2 | Grenade Launcher and Mortar Ammo ^ TL ^ Ammo ^ WPS ^ CPS ^ LC ^ | 9 | 25mmPC | 0.22 | $4.4 | 3 | | 9 | 40mmPLB | 0.4 | $10 | 3 | | 9 | 64mmPLB | 2 | $40 | 2 | New Ammunition Table ^ TL ^ Ammo ^ WPS ^ CPS ^ LC ^ | 9 | 5.5mmCL | 0.005 | $0.10 | 3 | | 9 | 25mmCLR | 1.25 | $25 | 2 | | 9 | 40mmCL | 4 | $80 | 2 | | 9 | 64mmCL | 12 | $240 | 1 | | 9 | 100mmCL | 40 | $400 | 1 | | 9 | 100mm Rocket | 25 | $400 | 1 | | 9 | 160mmCL | 150 | $1,500 | 1 | | 9 | 160mm Railgun Shell | 300 | $3,000 | 1 | | 9 | 160mm Strike Missile | 200 | $2,000 | 1 | | 9 | 400mm Cruise Missile | 2,500 | $25,000 | 1 | ==== Electrothermal-Chemical (ETC) Systems ==== These weapons augment chemical energy with electrical power. A controlled plasma burn provides a smoother and more complete utilization of propellant, increasing the projectile velocity without a significant increase in recoil. They are commonly used by civilians and conservative forces that want an extra 'edge' in penetrating power but don't want to upgrade to beam weapon technology. ETC weapons are not shown on the weapon table. Instead, all conventional slugthrowers are also available in ETC-boosted versions. ETC guns have 1.5 times the piercing damage and range of a conventional caseless-propellant gun. They are also twice as expensive. They require electrical power as well as ammunition, although this power requirement is much less than an electromagnetic gun or a beam weapon. The grip or stock of an ETC slugthrower incorporates a removable A cell (for pistols), B cell (for SMGs, PDWs, shotguns, rifles), or C cell (for heavy weapons) to provide electrical power. Each power cell can fire 10 magazines of ammunition. ==== Liquid-Propellant Slugthrowers ==== Liquid propellants are an advanced option for chemical propellant. Propellant and oxidizer are kept in a separate bottle, then squirted into the firing chamber and ignited electrically when the trigger is pulled. Binary propellants are often used; the chemicals are inert until combined in the firing chamber. Liquid propellant is a bit more powerful and easier to store, but its chief advantage is precise control of propellant velocities. In additional to standard velocity, they have two other options: Boosted velocity dumps extra propellant into the firing chamber; increase the piercing damage by +1 per die and multiply range by 1.3. Each counts as 1.5 shots for purposes of draining the propellant bottle. Low velocity dumps much less propellant into the firing chamber, making the weapon subsonic. Reduce the piercing damage and range by half! Rolls to hear the weapon fire are made at -3. Each counts as 1/4 shot for draining the propellant bottle. Liquid propellant weapons use the same statistics as conventional caseless weapons, but they get 1.5 times as many shots per magazine and are 1.5 times as expensive. (The mechanical design is more complex, so this technology is often limited to specialized sniper and artillery weaponry.) A propellant bottle can fire three magazines of shots and takes five seconds to reload. Additional propellant bottles weigh as much as a normal loaded magazine. ==== Electrothermal-Kinetic (ETK) Systems ==== "ETK" guns are similar to both liquid propellant guns and electrothermal-chemical weapons; they are the final evolutionary stage of conventional firearms before a complete transition to electromagnetic weaponry. Instead of relying on the chemical energy of the propellant, they use a powerful electrical charge to vaporize it. The expanding steam and plasma accelerates the round to a very high velocity. They use more energy than an electrothermal-chemical weapon, but less than a gauss gun. All TL9 conventional slugthrowers can also be available in TL10 ETK versions. They propel projectiles at roughly twice the velocity of a conventional slugthrower. ETK slugthrowers get double their normal piercing damage, double the range, and have 1.5 times as many shots of a conventional-propellant slugthrower. Two-handed weapons (rifles, shotguns, SMGs, etc.) also add +1 to Acc. They are also four times as expensive. They have the same variable velocity setting as LP slugthrowers. Other statistics are the same. The grip or stock of an ETK slugthrower incorporates a removable B cell (for pistols) or C cell (for SMGs, PDWs, shotguns, rifles), or D cell (for larger weapons) to provide the electrical pulse. Each provides enough power to fire 10 magazines worth of ammunition. ===== GAS-POWERED AIR GUNS ===== These use air or carbon dioxide, compressed and stored in liquid form. When the trigger is pulled, the liquid is released and expands into a gas, propelling the projectile. Gas-powered air guns are quiet and have no muzzle flash. They are often used as sporting weapons, and tend to have a higher Legality Class than other weapons. ==== Weapons ==== Needler, 3mm: A small-caliber air gun that can fire a bullet, or a drugged dart holding one dose of any injectable biochemical poison. Also called a "needle pistol." Needle Rifle, 3mm: A higher-powered air rifle, otherwise similar to the needle pistol. Paint Carbine, 15mm: A large-caliber, low-velocity air gun used to fire plastic pellets containing paint or biochemical liquid ammunition. It is electrically powered (a B cell can fire 10 magazines of ammunition) and capable of automatic fire. It may be designed as a replica of an actual rifle or carbine, although versions distributed to civilians for entertainment or to others for training are typically marked with features to make them distinguishable - bright blue or red coloration, orange barrel markings, and so forth. Paint Pistol, 15mm: A large-caliber, low-velocity air gun used to fire plastic pellets containing paint or biochemical liquid ammunition. Some models are designed as replicas of pistols, similar to the rifles above. Tangler, 25mm: A compressed gas gun about the size of a shotgun, with a folding stock. It fires a 25mm projectile at a very low velocity. It usually fires tangler ammunition, but can also fire other 25mm warhead rounds or solid metal slugs. Tangler Pistol, 25mm: A pistol-sized tangler that uses a less powerful compressed air charge. Wrist Needler, 3mm: A needler designed to be strapped to the wrist and concealed up a sleeve. It incorporates a simple neural input sensor reading muscle signals. A trained shooter can fire it with no more effort than pointing a finger, but it’s tricky to use without practice. Double penalties for lack of familiarity. Ice Gun: These use compressed gas to fire needles of frozen liquid. The needles dissolve without a trace in the target’s body. They are intended for survival or assassination. Each 20-shot magazine includes a self-contained refrigeration unit. Pour a cup of water into the magazine, activate the refrigeration unit, and in half an hour, 20 new ice needles will be ready to fire. A single C cell can freeze 100 magazines' worth of ice needles. An ice gun may also deliver drugged rounds. A dose of any hypo-injected drug or poison can be pre-frozen into a sliver and fired, with the normal follow-up effect if it penetrates. Add the cost of 20 doses of that drug or poison. Partisan Needler, 3mm (TL10): This spring-rifle weapon is designed for low-tech guerrilla fighters, or for use by people planning a long stay in cultures that can’t produce sophisticated ammo. The solar-powered flywheel foundry in the stock makes its own ammunition. It can produce 140 needles in an hour using a 2x3x1-inch metal block ($1), which can be made by any village blacksmith with access to ore. After that, it must recharge for 10 hours in the sun. ==== Option: Non-Metallic ==== All of these weapons except the partisan needler may be made of non-metallic materials for 1.5 times normal cost, allowing an unloaded weapon to bypass ordinary metal detectors. ====Gas-Powered Air Gun Table==== GUNS (PISTOL) (DX-4, or most other Guns at -2) ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ | 9 | Needler, 3mmN | 1d+2 pi- | 1 | 50/150 | 1/0.3 | 3 | 100(3) | 7 | -2 | 2 | $500 | 3 | | 9 | Paint Pistol, 15mm | 1d-4 pi++ | 1 | 14/90 | 1/0.5 | 3 | 20+1(3i) | 8 | -2 | 2 | $100 | 4 | | 9 | Tangler Pistol, 25mmT | 1d pi++ | 1 | 20/130 | 2/0.5 | 1 | 4+1(3i) | 10 | -3 | 2 | $300 | 4 | | 9 | Wrist Needler, 3mmN | 1d-2 pi- | 1 | 25/100 | 0.1/0.03 | 3 | 25(3) | 3 | -1 | 2 | $200 | 3 | | 10 | Ice Gun, 3mm ice | 1d-1 (0.2) pi- | 1 | 50/150 | 1/0.3 | 3 | 20(3) | 7 | -2 | 2 | $600 | 2 | GUNS (RIFLE) (DX-4, or most other Guns at -2) ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ | 9 | Needle Rifle, 3mmN | 2d pi- | 4 | 75/300 | 5/1 | 3 | 100(3) | 7† | -4 | 2 | $600 | 4 | | 9 | Paint Carbine, 15mm | 1d-4 pi++ | 2 | 20/130 | 4/1 | 10 | 50+1(3i) | 6† | -2 | 2 | $400 | 4 | | 9 | Tangler, 25mmT | 1d pi++ | 2 | 30/190 | 5/1 | 3 | 8+1(3i) | 7† | -4 | 2 | $600 | 4 | | 10 | Partisan Needler, 3mmN | 2d pi- | 4 | 75/300 | 12/1 | 3 | 140(3) | 10† | -5 | 2 | $1,500 | 4 | ====Air Gun Ammunition Table==== ^ TL ^ Ammo ^ WPS ^ CPS ^ LC ^ | 9 | 3mmN | 0.005 | $0.1 | 4 | | 9 | 15mm | 0.025 | $0.5 | 4 | | 9 | 25mmT | 0.12 | $2.4 | 4 | ===== ELECTROMAGNETIC GUNS ===== These weapons use magnetic fields to accelerate projectiles to very high velocities. This translates into high accuracy, range, and kinetic damage. They do not require chemical propellant, which makes storing ammunition safer (less risk of fire or explosion) and reduces the magazine weight and volume. They are often found in the possession of military units and corporate security forces. The electromagnetic pulse produced when an electromagnetic gun fires may be detectable, but it will usually be difficult to localize. The only noise is the crack of the projectile breaking the sound barrier. Ammunition velocity can also be varied, exactly as for a liquid-propellant slugthrower. The primary disadvantage of electromagnetic guns is their high power consumption. Electromagnetic guns may use Gauss guns or railgun technology. Gauss guns – also called coilguns or massdrivers – accelerate a conductive projectile down a series of coils via a quickly changing magnetic field, and can achieve very high rates of fire. Railguns use two conductive rails to generate a current flow that accelerates a saboted projectile to high velocities. In game terms, both use the same rules, differing only in their combat statistics. Railguns usually do more damage and have superior range to equivalent-size Gauss guns, but tend to have slower rate of fire. ==== Pistols ==== Gauss Minineedler, 3mm: One of the smallest machine pistols available, this is an ultra-compact holdout version of the Gauss needler. Gauss Needler, 3mm: A short-ranged but rapidfiring machine pistol. Gauss Pistol, 4mm: A long-barreled hypervelocity pistol with more kinetic energy than a 15mm magnum pistol, but only a fraction of the recoil. ==== Submachine Guns ==== Gauss Machine Pistol, 4mm: The Gauss machine pistol's compactness, high rate of fire, and stopping power make it popular with military officers, special forces, and terrorists. ST becomes 11 and Rcl becomes 3 if used with one hand. Gauss Personal Defense Weapon (PDW), 4mm: A compact assault weapon that accelerates bullets to a velocity between that of the Gauss pistol and Gauss rifle. ==== Rifles ==== Sniper Railgun, 7mm: An early sniper railgun used by and against battlesuits and combat robots, or for shooting down aircraft. It fires a 7mm dart at 10,000 feet per second, with twice the power of a 15mm sniper rifle. It has a comparatively low recoil, and can be fired without a bipod. Portable Railgun, 10mm: This long-barreled, semi-automatic Gauss rifle fires 10mm slugs at hypersonic velocities. Used as a heavy sniper rifle, its advantage over conventional weapons is its larger ammunition capacity and lighter weight, especially when loaded. Gauss Needle Rifle, 3mm: This weapon fires 3mm darts at very high rate of fire. Gauss Rifle, 4mm: This is a standard military rifle found in modern infantry use. It is an automatic weapon that accelerates a 4mm bullet to almost 5,000 feet per second. ==== Shotguns ==== Gauss Close Assault Weapon (CAW), 18.5mm: Essentially a Gauss auto-shotgun, this is a fearsome close-combat weapon firing a swarm of 12-gauge projectiles at 150% of the velocity of a conventional shotgun. Gauss Shotgun Pistol, 18.5mm: Similar to the Gauss CAW (above), but in pistol format. This big-bore, snub-nosed semi-automatic is a favorite police sidearm in jurisdictions where it is available, due to the many types of warheads it can fire. ==== Machine Guns ==== Gauss Minigun, 4mm: This weapon spits out high-velocity projectiles at up to 10,000 rounds per minute. It is used as a heavy machine gun and point-defense weapon. The cryogenic cooling jacket surrounding the barrel and the huge ammo cassette allow sustained automatic fire. Gauss Heavy Machine Gun (HMG), 7mm: This tripod-mounted 7mm machine gun fires from a 4,000-round ammo cassette, and is used to tear apart heavy infantry and moderately armored vehicles. Gauss Light Support Weapon (LSW), 4mm: A heavy-barrel version of the Gauss rifle, used as a machine gun or battlesuit sidearm. It can fire 3,000 rounds per minute. ==== Cannon, Grenade Launchers, and Mortars ==== Electromag Grenade Launcher (EMGL), 40mm: An EMGL is a stubby, shotgun-like Gauss gun, similar in shape to 20th-century grenade launchers. Electromag Auto Grenade Launcher (Auto EMGL), 40mm: A bulky weapon firing the same round as the EMGL, but at higher velocities. It’s used as a tripod-mounted infantry support weapon, or by powered troopers. Electromag Mortar, 64mm: This heavy basemounted tube is a standard semi-portable infantry artillery piece. It’s also found mounted in vehicle turrets. Railgun, 40mm: An electromagnetic cannon with a very long barrel, firing a projectile at hypersonic velocities. It’s a suitable main gun for a tank or small warship. Underbarrel Electromag GL, 25mm: This is a Gauss grenade launcher that can be attached under any weapon with Bulk -3 or more. It’s also called a mini-GL. Use the Bulk, ST, and sighting bonuses of the weapon it is installed in. Railgun, 160mm: This is the weapon that sounded the death knell for other large artillery pieces on many worlds. Unlike the 40mm railgun (Ultra-Tech, p. 141), this huge cannon is not primarily a direct fire weapon (although it could be used as one if necessary). Instead, it can fire projectiles at nearly orbital velocities, allowing it to hit targets almost 200 miles away. It can also fire more rapidly than most artillery pieces; it is capable of launching 100 160mm shells in a little more than six minutes. A single navy cruiser armed with one of these weapons can deliver as much death and destruction as a TL8 carrier battle group, and can do so more rapidly and at far lower cost, with almost no risk to military personnel (such as pilots), and at distances that make it easier to surprise an enemy and difficult for an enemy to retaliate. It is equally effective as a defensive weapon. A battery of railguns emplaced as shore defense weapons and aimed using satellites that can track targets from orbit can make approaching enemy territory too closely an unhealthy course of action. The 160mm railgun uses external power. ==== Electromagnetic Gun Table ==== ARTILLERY (CANNON) (IQ-5) ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ Notes ^ | 10 | Electromag Mortar, 64mm | 6dx3 pi++ | 4 | 1,000/6,000 | 50/10 | 1 | 4(5) | 12M | -10 | 2 | $40,000 | 1 | [4] | GUNS (PISTOL) (DX-4, or most other Guns at -2) ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ Notes ^ | 10 | Gauss Minineedler, 3mm | 1d(3) pi- | 1 | 50/200 | 0.1/0.03 | 4 | 25(3) | 3 | -1 | 2 | $800 | 3 | [1] | | 10 | Gauss Pistol, 4mm | 3d(3) pi- | 3 | 500/2,100 | 2/0.5 | 3 | 40(3) | 9 | -2 | 2 | $1,700 | 3 | [2] | GUNS (SMG) (DX-4, or most other Guns at -2) ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ Notes ^ | 10 | Gauss Machine Pistol, 4mm | 3d(3) pi- | 3 | 500/2,100 | 3/0.5 | 20 | 40(3) | 9 | -2 | 2 | $1,700 | 2 | [2] | | 10 | Gauss Needler, 3mm | 2d(3) pi- | 2 | 100/300 | 1.5/0.5 | 12 | 100(3) | 7† | -2 | 2 | $2,000 | 2 | [2] | | 10 | Gauss PDW, 4mm | 4d(3) pi- | 5+1 | 700/2,900 | 4.6/1 | 16 | 80(3) | 9† | -3 | 2 | $3,600 | 2 | [3] | GUNS (RIFLE) (DX-4, or most other Guns at -2) ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ Notes ^ | 9 | Sniper Railgun, 7mm | 6dx2(3) pi- | 7+3 | 2,400/10,000 | 20/1.4 | 1 | 30(3) | 11B† | -6 | 2 | $18,000 | 2 | [4] | | 10 | Gauss Needle Rifle, 3mm | 2d+1(3) pi- | 4 | 500/2,000 | 6/1 | 20 | 100(3) | 8† | -3 | 2 | $3,000 | 2 | [3] | | 10 | Gauss Rifle, 4mm | 6d+2(3) pi- | 5+2 | 1,200/4,800 | 8.5/1.4 | 12 | 60(3) | 10† | -4 | 2 | $7,100 | 2 | [3] | | 10 | Portable Railgun, 10mm | 5dx3(3) pi | 7 | 3,000/12,000 | 20/1.5 | 3 | 25(3) | 10† | -6 | 3 | $18,000 | 1 | [3] | GUNS (SHOTGUN) (DX-4, or most other Guns at -2) ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ Notes ^ | 10 | Gauss CAW, 18.5mm | 8d pi++ | 4 | 200/1,000 | 10/1.5 | 15 | 30(3) | 10† | -4 | 3 | $2,400 | 2 | [3] | | 10 | Gauss Shotgun Pistol, 18.5mm | 8d pi++ | 2 200/1,000 | 3/0.5 | 3 | 10(3) | 12 | -3 | 4 | $2,000 | 3 | [3] | GUNS (GRENADE LAUNCHER) (DX-4, or most other Guns at -4) ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ Notes ^ | 10 | EMGL, 40mmG | 4d pi++ | 3 | 150/1,000 | 10/3 | 1 | 3(5) | 8† | -5 | 2 | $7,000 | 1 | [3] | | 10 | Underbarrel EMGL, 25mmG | 4d pi++ | 4 | 360/2,200 | 2/1 | 1 | 3(3) | 10 | – | 2 | $1,000 | 1 | [3] | GUNS (LMG) (DX-4, or most other Guns at -2) ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ Notes ^ | 10 | Gauss LSW, 4mm | 6d+2(3) pi- | 5+2 | 1,200/4,800 | 20/7 | 20 | 300(5) | 12B† | -5 | 2 | $13,000 | 1 | [3] | GUNNER (CANNON) (DX-4, or other Gunner at -4) ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ Notes ^ | 10 | Auto EMGL, 40mmG | 8d pi++ | 4 | 300/2,000 | 64/10 | 1 | 20(5) | 14† | -8 | 2 | $54,000 | 1 | [4] | | 10 | Railgun, 40mm | 6dx25(3) pi++ | 8 | 8,000/29,000 | 4,000/150 | 20 | 200(5) | 57M | -10 | 2 | $630,000 | 1 | [5][6] | ARTILLERY (CANNON) (IQ-5) ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ Notes ^ | 9 | Railgun, 160mm | 6dx100(3) pi++ | 6+6 | 100,000/300,000 | 300,000/30,000 | 1/4 | 100(4i) | 750M | -24 | 2 | $20,000,000 | 1 | GUNNER (MACHINE GUN) (DX-4, or other Gunner at -4) ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ Notes ^ | 10 | Gauss HMG, 10mm | 16d(3) pi | 8 | 3,000/12,000 | 64/20 | 20 | 200(5) | 20M | -8 | 2 | $44,000 | 1 | [4][6] | | 10 | Gauss Minigun, 4mm | 10d(3) pi- | 8 | 1,800/7,200 | 64/20 | 100 | 1,000(5) | 20M | -8 | 2 | $44,000 | 1 | [4][6] | * [1] Powered by a B cell. * [2] Powered by two B cells. * [3] Powered by a C cell. * [4] Powered by a D cell. * [5] External power. * [6] Very Reliable (won’t malfunction unless lack of maintenance lowers Malf.). The weapon’s power cell provides enough energy for firing its specified number of Shots, and is included in the weight. ==== Electromagnetic Gun Ammunition Table ==== ^ TL ^ Ammo ^ WPS ^ CPS ^ LC ^ | 10 | 3mm | 0.004 | $0.04 | 3 | | 10 | 4mm | 0.006 | $0.06 | 3 | | 10 | 7mm | 0.024 | $0.24 | 3 | | 10 | 10mm | 0.08 | $0.8 | 3 | | 10 | 18.5mm | 0.037 | $0.37 | 3 | | 10 | 25mmG | 0.09 | $0.9 | 3 | | 10 | 40mmG | 0.33 | $5 | 3 | | 10 | 40mm | 6 | $60 | 2 | | 10 | 64mm | 2 | $20 | 2 | ===== GYROCS ===== Gyrostabilized rocket launchers fire spin-stabilized rockets the size of bullets. While rocket pistols developed during the 20th century such as the Gyrojet were notably inaccurate and slow to accelerate, subsequent developments in rocket fuels and microelectromechanical systems stabilize even unguided rockets, and allow miniaturized homing systems at extra cost. (Not all "gyrocs" actually use gyrostabilization – some have smart skins that steer them in flight via tiny aerodynamic bumps or fins.) Since they are propelled by a rocket motor, gyrocs have a flat trajectory with a maximum range similar to the 1/2D range. Gyroc launchers are also light compared to conventional guns – almost half a typical gyroc weapon’s weight is its ammunition. They’re effectively recoilless, and quieter than ordinary guns. The hissing sound the rockets make is hard to localize: a Hearing roll is needed to spot the firer by sound alone. Gyrocs have a few disadvantages. They’re less accurate than conventional bullets. Also, like most rockets, they take some time to accelerate: divide their piercing damage by 3 at one or two yards and by 2 at three to 10 yards. This limits their utility as civilian or police weapons unless using specialized (e.g., explosive) ammunition. Gyroc ammo is also bulky and expensive, which limits the number of shots their magazines can be loaded with. Users often rely on homing ammunition (see Gyroc Micromissiles, below), substituting precision for volume of fire. ==== Gyroc Weapons ==== Gyrocs are available in several configurations. Typical gyroc weapons include: Gyroc Carbine, 15mm: This is a popular infantry weapon, especially when loaded with armor-piercing explosive rockets (such as HEMP ammunition). Gyroc Launch Pistol, 15mm: A semi-automatic magazine-fed rocket pistol. Gyroc Light Support Weapon, 15mm: An electrically powered machine gun-sized gyroc with a large ammunition cassette and full automatic fire capability. A B cell provides up to 15 minutes continuous fire. Gyroc Pistol, 15mm: A simple and compact weapon – basically a four-shot revolver. Different rockets can be loaded in each chamber. Holdout Gyroc, 15mm: Also called the "sleeve gyroc," this is an single-shot rocket launcher. It’s often worn attached above the wrist. Underbarrel Gyroc, 15mm: An alternative to a grenade launcher, this compact weapon is designed to be clamped onto (or built into) an assault rifle for extra firepower. Use the Bulk, ST, and sighting bonuses of the weapon it is installed in. ==== Gyroc Micromissiles ==== Gyrocs are often equipped with homing projectiles (sometimes called "micromissiles" or "viper gyrocs") – see Homing Projectiles under Warheads and Ammunition. Micromissiles are quite expensive, so troops may not be issued full magazines of them, receiving a few as "silver bullets" in addition to the regular gyroc ammo load. ==== Gyroc Launcher Table ==== GUNS (GYROC) (DX-4, or most other Guns at -4) ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ Notes ^ | 9 | Gyroc Carbine, 15mm | 6d pi++ | 2 | 1,900 | 4/1 | 3 | 10(3) | 7† | -3 | 1 | $500 | 2 | | | 9 | Gyroc Launch Pistol, 15mm | 6d pi++ | 1 | 1,900 | 2/0.7 | 3 | 6(3) | 10 | -2 | 1 | $300 | 3 | | | 9 | Gyroc LSW, 15mm | 6d pi++ | 2 | 1,900 | 12/3 | 10 | 30(5) | 10† | -4 | 1 | $1,400 | 1 | | | 9 | Gyroc Pistol, 15mm | 6d pi++ | 1 | 1,900 | 1/0.4 | 3 | 4(3i) | 9 | -2 | 1 | $200 | 3 | | | 9 | Holdout Gyroc, 15mm | 6d pi++ | 0 | 1,900 | 0.25/0.1 | 1 | 1(3i) | 6 | -1 | 1 | $50 | 3 | | 9 | Underbarrel Gyroc, 15mm | 6d pi++ | 2 | 1,900 | 1.5/0.7 | 3 | 6(3) | 6† | – | 1 | $150 | 2 | [1] | * [1] May be attached to any weapon of Bulk -3 to -6; use that weapon’s Bulk. Gyroc Ammunition Table ^ TL ^ Ammo ^ WPS ^ CPS ^ LC ^ | 9 | 15mm gyroc | 0.1 | $5 | 3 | | 9 | 15mm micromissile | 0.1 | $50 | 3 | ===== ROCKETS AND MISSILES ===== These are missile launchers larger than the gyroc weapons. The standard weapons are solid propellant rockets, but superscience reactionless-drive missiles are also possible. ==== Infantry Missile Launcher (IML) ==== This is a single-shot launch tube with a pistol grip and an electronics system. It holds one mini-missile, but can be reloaded after each shot if extra missiles are carried. It is light enough (six pounds loaded) that every soldier could carry one. The launcher fires a supersonic missile with a 64mm warhead. It produces a dangerous backblast when fired, doing 2d burning damage to everyone within a cone up to two yards behind the launcher. Each missile costs $100 without a warhead; homing missiles cost more. The usual warhead is a solid "kinetic kill" projectile inflicting the listed piercing damage. The warhead costs $10; multiply this figure for the more expensive warheads listed under Warheads and Ammunition. ==== Multiple Light Anti-Armor Weapon System (MLAWS), 64mm ==== The MLAWS is a six-tube launcher with a loaded weight of 35 pounds. It is quite hefty, but its lack of recoil allows an ordinary person to fire it. The MLAWS is used as a squad support weapon, although it’s not uncommon to see them attached to post mounts on vehicles or hung under the pylons of attack aircraft. The MLAWS fires the same missile as an IML (see above), with the same options and backblast hazard. ==== Tactical Missile Launcher (TML), 100mm ==== This bulky launch tube holds a single pre-packaged missile. An unguided rocket costs $400; missiles with guidance systems cost more. The basic warhead is a 100mm solid "kinetic kill" projectile that inflicts the listed piercing damage. This costs $40; multiply this figure for the more expensive warheads listed under Warheads and Ammunition. It has a potentially lethal backblast when fired, doing 4d burning damage to everyone within a cone up to three yards behind the launcher. ====Multiple Tactical Missile Launcher (MTML)==== This is a four-round missile launcher for 100mm tactical missiles. It is suitable for vehicles, helicopters, or mecha (shoulder pods are considered particularly stylish). A helicopter equipped with four of these pods can carry 16 missiles. A light armored vehicle equipped with a single MTML can serve as an effective mobile surface-to-air missile platform. The TL10 version is identical to the TL9 version, but fires the TL10 missiles described in Ultra-Tech. ====Modular Launch System==== This heavy modular launch system can carrying 20 100mm missiles. It is mostly employed as an air-defense system for ships and ground installations. The TL10 version is identical to the TL9 version, but fires the TL10 missiles described in Ultra-Tech. ====160mm Strike Missile==== This is a medium-sized tactical missile for use against heavy targets. While slower than the 100mm Tactical Missile, it has a larger warhead and much greater range. A TL10 version of the missile is identical except that damage with an inert solid warhead is now 6dx30 pi++ and range is now 1,500/75,000. As is the case with all guided missiles, the figure listed before the slash in the range statistic is the velocity of the missile in yards per second. Backblast is usually not a problem as these are not shoulder-launched weapons (except possibly for mecha). However, in case it ever matters, the missile produces a potentially lethal backblast, doing 8d burning damage to anything in a cone up to four yards behind the launcher. ====Multiple Strike Missile Launcher (MSML)==== This is a four-round pod for the 160mm missile. It is suitable for helicopters, large vehicles, and heavy mecha. A helicopter equipped with four of these pods can carry 16 air-to-air and/or air-to-ground missiles. A truck carrying an MSML can serve as a mobile surface-to-air or surface-to-surface missile platform. The TL10 version is identical to the TL9 version, but fires TL10 missiles. ====Heavy Modular Launch System==== This is a heavy modular launch system carrying 20 160mm missiles. It is mostly employed as an air-defense system for ships and ground installations. The TL10 version is identical to the TL9 version, but fires TL10 missiles. ====400mm Cruise Missile==== A highly capable autonomous heavy missile, able to cruise at treetop altitudes for two hours and hit a target the size of a dinner plate at a range of 1,000 miles when fitted with a proper guidance system, this is an apex predator of precision munitions. Its gigantic 400mm warhead can deliver a huge amount of explosive death to a target. It can bust bunkers, sink battleships, or carry a nuclear warhead big enough to a kill a city. Different versions can be launched from aircraft, ground installations, surface vessels, or submarines. A heavy bomber or a warship carrying a dozen of these missiles can inflict almost unspeakable damage on an enemy. The standard HE warhead does 6dx15(0.5) pi++ with a 6dx20 cr ex [20d] follow-up blast. A TL10 version of the missile is identical except that damage with an inert solid warhead is 6dx25 pi++ and range is 500/5,000,000. Backblast is usually not a problem as these are not shoulder-launched weapons. However, in the event that it ever matters, the missile produces a potentially lethal backblast, doing 16d burning damage to anything in a cone up to six yards behind the launcher. ==== Missile Launcher Table ==== ARTILLERY (GUIDED MISSILE) (IQ-5, or other Artillery at -4) ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ ST ^ Bulk ^ Rcl ^ Cost ^ LC ^ | 9 | IML, 64mm | 6dx3 pi++ | 3 | 500/4,000 | 4/2 | 1 | 1(5) | 7† | -4 | 1 | $2,000 | 1 | | 9 | MLAWS, 64mm | 6dx3 pi++ | 3 | 500/4,000 | 35/12 | 1 | 6(5) | 11B† | -8 | 1 | $23,000 | 1 | | 9 | TML, 100mm | 6dx30 pi++ | 3 | 2,000/10,000 | 35/25 | 1 | 1(20) | 11B† | -8 | 1 | $10,000 | 1 | | 10 | IML, 64mm | 6dx5 pi++ | 3 | 750/6,000 | 4/2 | 1 | 1(5) | 7† | -4 | 1 | $2,000 | 1 | | 10 | MLAWS, 64mm | 6dx5 pi++ | 3 | 750/6,000 | 35/12 | 1 | 6(5) | 11B† | -8 | 1 | $23,000 | 1 | | 10 | TML, 100mm | 6dx50 pi++ | 3 | 3,000/15,000 | 35/25 | 1 | 1(20) | 11B† | -8 | 1 | $10,000 | 1 | | 9 | 100mm MTML | 6dx30 pi++ | 3 | 2,000/10,000 | 150/100 | 1 | 4(20i) | 25M | -10 | 1 | $25,000 | 1 | | 9 | 100mm Modular Launch System | 6dx30 pi++ | 3 | 2,000/10,000 | 1,500/500 | 1 | 20(20i) | 140M | -15 | 1 | $300,000 | 1 | | 9 | 160mm Strike Missile | 6dx20 pi++ | 3 | 1,000/50,000 | 200 | 1 | 1(20i) | 23M | -11 | 1 | $2,000 | 1 | | 9 | 160mm MSML | 6dx20 pi++ | 3 | 1,000/50,000 | 1,200/800 | 1 | 4(20i) | 140M | -15 | 1 | $200,000 | 1 | | 9 | 160mm Heavy Modular Launch System | 6dx20 pi++ | 3 | 1,000/50,000 | 16,000/4,000 | 1 | 20(20i) | 300M | -19 | 1 | $2,000,000 | 1 | 9 | 400mm Cruise Missile | 6dx15 pi++ | 3 | 300/3,000,000 | 2,500 | 1 | 1(20i) | 150M | -15 | 1 | $25,000 | 1 | All statistics are for “baseline” high-velocity rockets with solid warhead. Most weapons will fire homing projectiles (below) with a more specialized warhead! ==== Homing Projectiles ==== Ultra-tech projectile weapons may contain sensors and steering systems that enable the projectile to home in on a target by itself. Gyroc, missile, and rocket launchers often fire homing projectiles. Guns may fire homing projectiles if the homing system can fit in the bullet or shell. Homing projectiles use the Homing Weapon rules (p. B413). The firer rolls against Artillery (Guided Missile) to aim. On a success, the missile gets its Acc bonus. The weapon’s "1/2D" range is its speed in yards/second. The missile’s skill and type of homing attack depends on the type of homing systems installed: === Infrared Homing ("Viper") === These inexpensive systems are available for 10mm or larger projectiles, and make a Homing (Infravision) attack. They have a skill of 14. Add 300% to the base projectile cost (i.e., a projectile costs four times as much). === Multi-Spectral Homing === These sophisticated guidance systems are available for 25mm or larger projectiles. They can be set for "passive" homing, making a Homing (Hyperspectral Vision) attack. They can be set for "anti-radiation" to track any radio or radar signals the target emits, making a Homing (Detect Radar and Radio) attack. Finally, they may be set for "active" homing, making a Homing (Imaging Radar) attack. They have a skill of 15. Add 900% to the base projectile cost (i.e., a projectile costs 10 times as much). === Brilliant Weapons === These are robotic missiles capable of autonomous flight and target selection. Unlike a normal homing weapon, which the user locks onto a target he can see or otherwise detect, a brilliant weapon is simply released to look for targets on its own. See Robot Weapons for examples of various brilliant weapons. ===== HAND GRENADES ===== Traditional hand grenades are convenient and deadly weapons in close combat – and a powered suit or robotic body can throw them much further than humanly possible! There are three standard grenade sizes: Hand Grenade: This is the standard grenade, about the size of a baseball. It has the same effect as a 64mm warhead. $40, 1 lb. Mini Hand Grenade: An easy-to-conceal grenade the size of a golf ball. It has the effect of a 40mm warhead. $10, 0.25 lbs. Thimble Grenade: A tiny grenade one inch in diameter. It has the same effect as a 25mm warhead. $2.5, 0.06 lbs. The effect of a grenade, its TL, and its LC depends on the grenade’s warhead. See Warheads and Ammunition. The cost given is the base cost for a high explosive fragmentation grenade. Other warhead types may have a multiple to cost. Standard ultra-tech grenades have an activator handle and a two-second delay. To use the grenade, take one second to "pull the pin" and arm the grenade. The grenade will explode two seconds after the user releases the grenade (usually by throwing it). ==== Smart Grenades ==== These grenades incorporate a computer chip and microcommunicator. A smart grenade can be controlled by any computer terminal, usually a wearable system. To activate them, the user must first press an arming switch on the grenade (this is manual, to prevent unauthorized remote activation). The grenade sends out a signal, and if the user is in range, a grenade arming display pops up on the user’s interface. He can then select any menu option for the grenade. The options are: a specified time delay (up to two weeks), command detonation (detonates by radio command; each grenade carried has its own frequency), impact fusing (goes off if struck, dropped, or thrown against a hard surface), or anti-tamper fusing (as per command or delay, but goes off if touched). The user can reprogram the grenade if he uses its unique code, or he can lock the grenade so that its commands cannot be changed. It takes three Ready maneuvers to program a smart grenade. Smart grenades also have a conventional pin that can be pulled, turning the grenade into an ordinary grenade that will go off two seconds after the grip is released. Sometimes a regular fuse is enough, especially when there’s no time to mess around with computer menus! The cost of a 'smart' grenade system is effectively subsumed into the cost of the type of warhead. Smart grenades may have a message option – see Message Bombs. ==== Saucer Grenades ==== These grenades come in a aerodynamic disk shape, and are sheathed in a flexible rubberized plastic. They are armed the same way as other grenades, and come in both ordinary and smart versions. Their effect is the same as a mini-grenade, but they’re bulkier due to their shape; only one can fit in a large pocket. Use Throwing skill to hurl them, but instead of using the throwing rules, treat them as a thrown weapon with the statistics shown below. The rubberized sheath allows them to be bounced around corners: roll at -3 to get the grenade to do this. If a saucer grenade misses and scatters (p. B414), and an obstacle blocks it before it travels the full scatter distance, the grenade will bounce back the remaining yards in the opposite direction. === Saucer Grenade Table === ^ TL ^ Weapon ^ Damage ^ Acc ^ Range ^ Weight ^ RoF ^ Shots ^ Cost ^ ST ^ Bulk ^ | 9 | Saucer Grenade | 40mm warhead | 2 | x3/x5 | 0.5 | 1 | T(1) | $40 | 5 | -1 | ==== Limpet Mines ==== Limpets are similar to hand grenades, but are not balanced for throwing. Instead, they can stick (or unstick) to almost any surface upon receiving the correct communicator pulse. They can also be used as handheld weapons (with any preset delay) by slapping them on a target, from a human to a starship. Limpets may be worn on armor as defensive decoys: e.g., limpets filled with prismatic smoke can be set to trigger instantly if laser sensors detect a laser beam. To remove a limpet without the proper code, roll vs. ST-5, one try per second. Pulling one off of flesh does one point of damage. Otherwise, limpet mines have the same statistics as smart grenades. ====Typical Weapons by TL==== An enormous variety of weapons are possible, and individuals, organizations or cultures will have their own favorites. Some suggestions are given below. ===TL9=== * Personal Sidearm: 10mm auto pistol, 3mm needle pistol, 15mm gyroc pistol, or a nonlethal electrolaser pistol, nauseator pistol, tangler pistol, or vortex pistol. * Paramilitary or Special Ops: 5.7mm PDW, 10mm machine pistol, 15mm gyroc carbine, urban assault weapon, 40mm grenade launcher. Snipers may use a 10mm sniper rifle, a 15mm anti-material rifle, or a laser sniper rifle. Biochemical, strobe, and tangler grenades are popular. * Infantry: 7mm assault carbine or 10mm storm carbine, with 25mm grenade launcher. Concussion, fragmentation, and shaped-charge grenades are popular. * Squad Support or Powered Infantry: 7mm LSW, 7mm sniper railgun, 25mm payload rifle, 40mm grenade launcher, or MLAWS launcher. * Holdout: Holdout pistol, sleeve gyroc, wrist needler. * Melee Weapons: Stun wand, superfine knife, zap glove. In superscience settings, monowire blades or whips are popular! ===TL10=== * Personal Sidearm: 4mm Gauss pistol or laser pistol; sonic stunners. * Paramilitary or Special Ops: 4mm Gauss PDW, heavy laser pistol, gyroc carbine, or laser carbine; 40mm electromagnetic grenade launcher; snipers use a 10mm portable railgun, a dinosaur laser, or a laser rifle. * Infantry: 4mm Gauss rifle or laser rifle, with 25mm underbarrel EMGL; HEMP grenades are popular. * Squad Support or Powered Infantry: 4mm Gauss LSW, 15mm portable railgun, 40mm EMGL, Gatling laser, or MLAWS missile launcher. * Holdout: Gauss needler, holdout laser. * Melee Weapons: Neurolash; vibroblade knife; in superscience settings, the monowire switchblade is highly effective.