Table of Contents

Homebrew Weapons

The Blast-Force Gun: An Exercise in Massive Firepower

The moniker 'BFG' is well known as a term of endearment for weapons of ludicrous power and size, and Altrek Munitions has officially claimed the acronym with their famous Blast-Force Gun series. (Most people still think the term stands for 'Big Fucking Gun', though, and rarely is this descriptor inaccurate.)

BFG-1000: A Killer is Born

The BFG-1000 is considered antiquated by modern standards of violence; it generates a single large plasma burst that causes massive damage to anything that happens to get in the way. Unfortunately, the plasma ball is relatively slow-moving by modern energy weapon standards, very easily seen, and can be deflected by most magnetic shielding systems, so it is only considered useful against large groups of unarmored targets.

According to unofficial reports, the BFG-1000 was originally designed as a compact defensive weapon system for fightercraft; there are still some smugglers known to use it as a rear-facing weapon of surprise to discourage pursuers. Something about having a ball of plasma burn through your cockpit can ruin your whole day. During its prime, however, it was used by commando troops to burn through security (guards, locks, doors, walls) and destroy electronics; one commando with a BFG-1000 could easily 'neutralize' a typical merchant ship with little risk.

The fact that it may have originally been designed for vehicle use may explain its flaw; the weapon is not properly shielded against radiation feedback, resulting in unfortunate side effects.

BFG-1020

This 'version upgrade' of the BFG-1000 sees a slight improvement in charge time, and less radiation feedback. Users were complaining of radiation sickness after sustained usage; this has been reduced to 'acceptable levels'.

BFG-1021

A minor version upgrade with the weapon completely sealed against leakage. Radiation discharge and plasma energy should now only travel in the direction the weapon is fired, as long as the weapon is properly maintained.

BFG-1030

Users complained of heightened recoil after v.1021 implementation; the 1030 includes additional bracing materials, including an optional bracing tripod that can be mounted to the underside of the weapon.

BFG-2000: Two Times The Plasma

From the press release:

Altrek Munitions is pleased to announce the second in its line of Blast-Force Generator cannons, the BFG 2000. The BFG 2000 uses a pair of rapidly cycling cannons to send a cascading double helix of superheated plasma towards a target. This can flash-cook an unarmored shuttle and its cargo in seconds, reduce light infantry to lighted fires, quickly decimate powered infantry units, and even punch holes in a heavily armored battletank.

While the press blurb is more or less accurate, the fact that the BFG-2000 is a power hog that rapidly depletes its energy supply is not typically mentioned. The high rate of fire makes it devastating against standard infantry, and it can overwhelm standard defensive fields through sheer firepower, but its tendency to eat through power cells like fires eat marshmallows makes it less useful for any sustained combat operation. An adapter is available to hook into building power, however, making the massive weapon into a massive base defense tool.

BFG-2010

A flaw in the BFG-2000 design that caused unpredictable core failures when the weapon was used for sustained periods of over five minutes was corrected. Previously, the weapon could melt if used for constant firing. This variant includes clearer warnings about weapon overheating, including a safety option that will stop the weapon from firing when it is at dangerous temperatures (and an override option to disable this feature; using the override confirms your acknowledgement of the unsafe nature of the weapon when pushed beyond safe limits.)

Ultra-Tech Weapons and Ammunition

Gauss Weapons

For a full description of Gauss weapons, their effects and the options of low-velocity and high-velocity settings, see GURPS Ultra-Tech p. 141. The weapons given here are over-engineered to the extent that their power cells support firing at high-velocity exclusively without running out of energy before they can expend the given number of shots.

Low-velocity mode is more effective at reducing the noise signature of the weapon than indicated in Ultra-Tech. Instead of the -3 given there, apply a -7 and note that this will make subsonic Gauss weapons almost as stealthy as bows and crossbows. Weapons chambered for less than 8mm rounds firing low-velocity have their damage type reduced to pi- if it is not already at that point. Note also that on many colonies, low-velocity mode will be LC2 and civilian weapons (assuming that civilians can buy weapons at all) will be sold without access to it.

High velocity mode adds about 33% to the normal velocity of the gun. Based on simple physics, high-velocity should increase felt recoil. This is best represented by an increase in MinST. By comparing the velocity and range gain (+1/die damage and 1.3×range) to Extra-Powerful loads in High-Tech, this should probably multiply ST by 1.2 (round to nearest whole number).

Note that unless the text for an individual weapon says otherwise, a Gauss weapon is assumed to have DR 4, HT 10 and HPs according to the Damage to Objects table p. B558. Military weapons, such as automatic rifles and mil-spec SMGs, are assumed to have DR 6 and HT 11 unless specifically noted.

All Gauss weapons from Ultra-Tech are assumed to exist in the setting unless otherwise noted by the Wearer of the Viking Hat. Most of these are older designs for which the patent has long since expired, meaning that copies can be found nearly anywhere where the local technology is at least early TL10 as regards manufacturing infrastructure. The 4mm round that the Gauss Pistol, PDW and Rifle all use is a fin-stabilised flechette which achieves anti-armour results comparable with APEP rounds at a much lower cost. Other Gauss weapons may or may not use similar flechettes, with some still using round-nosed or ogive bullets that give better after-armour effects. Since such weapons are optimised for projectiles with a lower sectional density than the Gauss rounds given in Ultra-Tech, making APEP rounds for them will generally be very expensive. Therefore, the Gauss weapons from Ultra-Tech still see heavy use as inexpensive anti-armour weapons.

Ultra-Tech was written before the guidelines for cutting down shotguns and using machine pistols in one hand appeared in High-Tech. On the theory that later mechanics trump older ones (and that Newton trumps rubber science), I therefore assume that using a weapon firing a round normally used for two-handed weapons in one hand does increase its MinST requirements. A pistol version of a shotgun or a SMG used in one hand will multiple ST by 1.2 (round to nearest whole number) in addition to the +1 Rcl that Ultra-Tech assumed. Noted below, where applies.

The Ultra-Tech Weapon Tables are fraught with errata. Some of them have been reported, some haven't. Here's a list of the most important errata for Gauss weapons, both those that have made it to the errata page and others:

Ultra-Tech Errata for Gauss Weapons

Electromagnetic Weapons List

GUNS (PISTOL) (DX-4 or most other Guns at -2)

HKS-22 Orloff; 5mmLV Gauss Pistol

The Orloff-22 along with its close cousins (the design dates back to Earth and is extremely widespread) is probably one of the most common weapons in human space. It is easy to use, reliable and low-maintenance. It does not use a lot of power and the ammunition is available nearly anywhere. The round it fires is a little too small for serious tactical use, but weapons like this (often Fine (Accurate)) are sometimes used as silent weapons by covert operatives.

SM-15 Kalends; 5mmLV Gauss Pistol

The Kalends is a small pistol that is usually reserved for concealed carry. Lack of stopping power inhibits its acceptance by security services, but some colonies issue local version of them to their officer corps, as they look very fine and are small enough not to crease a uniform.

Kulekav Vabn T-9; 6mmLP Gauss Pistol

The T-9 enjoys the dubious distinction of being the weapon most often reported in connection to criminal behaviour on several colonies. Weapons that do not differ from it in any important particulars often serve the same purpose on other colonies. The weapon is small, cheap and widely available. There is no access lock on it and many of those used in criminal activity are stolen. The tools needed to create such a gun are not expensive and many in circulation are illegal copies made in underworld factories.

Hazakura Arms S-6 Electron; 6mmLP Gauss Pistol

The Electron is a miniature hold-out pistol, considered the smallest pistol commercially available. It is a reduced version of the well-regarded Hazakura Arms S-6 Atom (same stats, but Weight: 0.85 lbs.).

EM-66 Xiphos; 6mmL Gauss Pistol

A hard-hitting handgun firing a very high velocity small round that performs exceptionally well against armour. It has a rugged, military appearance (DR 6, HT 11). A modified version of this weapon (see ‘EM-66 Spartan’ below) was one of the ones that were considered for the service sidearm of Imperial police forces, but in a series of extensive tests designed for the projected tactical necessities, the ‘KH-4510’ won out. One of the primary factors was the lack of a perceived need to engage targets heavier body armour than polyaramids for most police officers in IDJ. The Xiphos is designed as a companion to the ‘EM-6 Sarissa PDW‘ and uses the same APEP ammunition as standard. Loaded with normal ball ammo it has Range: 350/2,750 and Dam: 6d-1 pi-. A modified version of the Xiphos that is nearly as popular as the unchanged gun is made by Prewlett-Kowakura and sold as the ‘EM-66 Spartan’ (Fine (Reliable) and Accessory Rails; Weight 2.3.; Cost $4000). The newly unveiled ‘Spartan II’ adds Acc 4 to those modifications and costs $6,250.

Oberst Militaire 6mm; 6mmL Gauss Pistol

The Oberst Militaire is not the lightest pistol available, made out a high-tech composite or plastic of some sort. It’s made from non-sparking, non-magnetic durametal alloy. It does not offer the widest selection of after-market accessories, custom options or personalised looks. It comes in gunmetal black only. The design is not optimised to pack as many rounds into a small magazine as the frame will support. The Militaire is not the most accurate or hard-hitting production pistol, even though it can achieve respectable accuracy out of the box. It lacks a diagnostics computer, HUD link, integral laser sight and all other amenities that come standard on most other electromagnetic weapons. It cannot be toggled to vary between fire modes, using exclusively high-velocity mode. Indeed, the only electronics found in the weapon is the action itself and the only accessory is a single accessory rail under the barrel.

So why does it enjoy favour as a privately bought gun with Imperial Marine officers? Simple. Like all Oberst firearms, it is rugged (DR 8, HT 12) and when the trigger is pulled, a loaded Oberst will fire. In game terms, even when Malf. is lowered by lack of maintenance, the number it starts from is one higher (19 instead of 18 as for other Very Reliable guns). The Oberst Militaire Ultra 6mm is an even more durable pistol, made out of prohibitively expensive alloys and using only those components which pass one of the most rigorous quality inspection in known space (Very Fine (Reliable), DR 10, HT 13; Cost: $13,000). The standard 6mmL ammunition counts as APEP.

Oberst Gendarme 6mm; 6mmL Gauss Pistol

An Oberst intended for the police market, chambered for the 6mmL round. Made from the same durable metal alloys as the Militaire model (DR 8 and HT 12) and having the same legendary reliability, this weapon also enjoys favour with military officers. The features of the gun, or the lack thereof, match the Militaire (above).

Oberst Surête 6mm; 6mmL Gauss Pistol

A smaller and more concealable Oberst intended for people who need to wear a handgun discreetly or for long periods of time. It has all the same features as the Militaire model (above).

SM-12 Nones; 7mmP Gauss Pistol

The Nones is a very similar to the SM-15 Kalends, but chambered for a larger round. Like its smaller cousin, it mainly sees use in concealed carry.

SM-9 Ides; 8mmULP Gauss Pistol

The Ides is simply a version of the SM pistols chambered for a slightly larger and slower round. A copy built by Belgrade Technical and sold under the same name (a Fine (Reliable) weapon costing $2300) was seriously considered as a sidearm for ICfJ investigators, but criticism from Imperial Marine Provosts resulted in a series of trials in which the pistol lost out to larger service weapons.

Akatec T-88; 8mmULP Gauss Pistol

A very compact and very popular hold-out pistol, firing a relatively slow-moving (for Gauss weapons) 8mm round. This weapon is small enough to be completely concealed under the hand of an average man. The ammunition is not interchangeable with the 8mmLP rounds.

P-8 Jason; 8mmLP Gauss Pistol

The Jason is an old pistol design from New Eden, now mostly phased out of active service. Plenty of similar weapons exist throughout the colonies, those that have reached TL10, and many normal citizens carry something in this size category on those colonies where weapons are permitted to private citizens. A Very Fine (Decorated) Jason pistol is presented to graduates of the New Eden South Oceania Military Academy.

KH-4008; 8mmP Gauss Pistol

The venerable ‘four-O-eight’ is one of the most popular handguns in the world. It‘s a medium-frame service handgun constructed partly from light-weight composites, designed in 540 PDT on Seeonee, by Utgard Industries, Security Branch. The weapon has been licensed to 17 corporations with production plants on 29 different colonies. In addition to that, countless imitations and similar models exist, with magazine size ranging from 15-25 and cost from $1500-$3000. The action of the four-O-eight is unusually reliable and the cheaper imitators are often Malf. 17. Genuine four-O-eights also have HT 11. This weapon offers smart grip as an optional extra, at $500 and with a MinST -1.

Constellation FEM; 8mmP Gauss Pistol

Until it started being eclipsed by the ‘four-O-eight’ in recent centuries and especially the last few decades, the Mayflower-designed ‘Constellation FEM’ or one of its horde of similar guns was the primary self-defence sidearm of countless people all over the world. The over-engineered frame is as rugged as dedicated military weapons (DR 6, HT 11) and almost as widespread as the basic version is a version called the ‘Constellation FEM-A1’ (a Fine (Reliable) weapon with Cost: $3,750). Few new FEMs are made on the more advanced colonies, as the machining and materials are more expensive than modern methods, any colony without restrictive weapon laws, used versions would be available for less than $1,000 or $1500 for the A1 versions (age and quality varies). FEMs can also be manufactured with TL9 technology relatively easily, as long as one has access to the design blueprints (public domain for a long time now) and hence still enjoy favour on colonies without the infrastructure to build newer guns efficiently.

Xtreme Arms Ranger F-41; 8mmP Gauss Pistol

An attempt to replicate the legendary toughness and reliability of Oberst weapons (for which the design is still proprietary) in a package that still offers the full range of options and accessories. The basic weapon comes equipped with four accessory rails and an amazing variety of gizmos is offered. The durasteel alloy construction and rugged frame do give the gun DR 6 and HT 11, but the legendary reliability and tolerance for harsh conditions displayed by Oberst weapons was not successfully reproduced. A very good marketing department at the Tau Ceti owned Xtreme Arms Corporation (an independent division of the well-known survival kit supplier Xtreme Tech) has still resulted in modest success for this weapon, as well as the license being sold to several colonies for their standard issue police or army weapon.

KH-4909; 9mmP Gauss Pistol

The ‘KH-Nine’ is medium-frame composite-body handgun that fires a high-velocity 9mm round. It lends itself well to concealed carry for people who might face armoured opposition, especially when loaded with APEP rounds. This weapon has HT 11. The comparatively small frame has led to criticism of it not being heavy enough to absorb the recoil fully, with the result that fast follow-up shots suffer. The smart grip is a standard feature of the ‘KH-Nine’, due to the punishing recoil. Hessian Steelworks make a custom version of the Nine that they call ‘A-9 Tactical’ (Acc 4; Weight 2.3 lbs.; Cost $4,750; two accessory rails) which is very popular with security forces and entry teams.

M-539 Vedette; 9mmHP Gauss Pistol

This very large handgun from Esarheddon Armaments, Ltd. is chambered for a considerably smaller round than the other large-frame pistols offered by that company. While it fires a quite high-velocity 9mm round, the heavy frame dissipates much of the felt recoil and the weapon actually handles quite well, provided the shooter has hands large enough to handle the grip. Few pistols offer comparable firepower without loss of control and most flexible body armour cannot stand up to APEP rounds from the Vedette, especially not when it is set on the high-velocity setting (Dam 6d pi). The drawback of this weapon, of course, is that it is nearly as large as a full-size SMG and the thick grip and long barrel make it hard to conceal or bring to bear quickly. The ammunition is not compatible with the 9mmP.

EMP-10 Thegn; 10mmP Gauss Pistol

This composite-body, medium-frame handgun is reliable, simple to operate and as useful in a firefight as any pistol is likely to be. As a result, it is a popular issue weapon with police forces. The Eichberger Realty Corporation Police Service and the Home Office Police designate it as Electromagnetic Pistol -10, but Utgard Industries, Security Branch sells it as ‘KH-4510’. It is equipped with palm-print access control and a smart grip (figured into ST). The light materials of the weapon mean that unlike dedicated military weapons, the DR is not increased from that of normal handguns (DR 4). It does have a solid reputation for withstanding climatic changes or dirt, so HT 11 is in order. The ‘KH-4510’ is available in various after-market and custom versions, both from Utgard and other manufacturers. The best of these count as Fine (Accurate) and increase cost proportionally. A custom design from Hessian Steelworks called the ‘A-10 Combat Master’ (Acc 4; Weight 2.2 lbs.; Cost $4,500; 2 accessory rails) is under consideration for adoption for tactical units under the new ICfJ.

S6A1 Rwanda HEM; 10mmP Gauss Pistol

The Rwanda Handgun, Electromagnetic is made to specification for the Empire by Service Solutions, Inc.; in Aenas. It is the current service sidearm of the Imperial Marines. The weapon relies on an old and tried design from pre-Formation Wars days, mainly departing from it to remove unnecessary features according to reports from Marines in the field. As such, it is reliable, rugged (DR 6, HT 12) and simple to use. Unlike the service rifle, the HEM does still feature a recognition grip, but in deference to Marine sensibilities, it is a model that is tolerant of some margin of error. The Marines reason that a weapon that fails to recognise the hand of its user when its covered in mud is a far greater danger than one that has around 1% (an order of magnitude above most recognition systems) chance of wrongly allowing unauthorised personnel to discharge it. The proper way to secure guns is training and discipline, not a gizmo in the handle. The S16A1 ‘Tiananmen Square HEM-C’ is a slightly smaller version that officers or specialists can elect to carry (Dmg: 3d+2 pi+; Range: 210/2400; Shots 12(3); Weight: 2.1/0.5; Notes: Powered by 2 B cells in the magazine; Cost: $3,700/$38).

Annapolis THS, Mod 0; 10mmP Gauss Pistol

The ‘THS’ (Tactical Handgun System) is a respected combat pistol equipped with two accessory rails. The action is designed for silent cycling and with a toggle it is possible to reduce the speed of even further, down to RoF 1, for an extra -1 to Hearing when using low-velocity mode. It’s a military design, heavy enough to have DR 6 and HT 11. The civilian version is similar, but lacks the silent action cycling option (Cost $2800). Annapolis makes a longer version designed for long-range accuracy called the THS-L Eagle (Acc 4; Weight: 2.6 lbs.; Cost $4500). There’s also a popular slightly more compact version called the THS-C Falcon (Dmg: 3d+2 pi+; Weight: 2/0.6; Cost: $2900). Many optional accessories, such as a smart grip, are also possible.

Oberst Militaire 10mm; 10mmP Gauss Pistol

This is an Oberst Militaire chambered for the larger and slower 10mmP round, useful for the wide variety of warheads it can fire. Many militaries, including the Imperial Marines, field the 10mmP as their primary pistol chambering and the Oberst is a popular item for Imperial officers to acquire privately. Apart from the larger calibre, this weapon is identical to the 6mmL Oberst, with no extraneous electronics and firing exclusively high velocity. Like its smaller cousin, it is offered in ‘Oberst Militaire Ultra 10mm’ (Very Fine (Reliable), DR 10, HT 13; Cost: $11,500).

Oberst Gendarme 10mm; 10mmP Gauss Pistol

The Oberst Gendarme in 10mmP is mainly aimed at the police market, but many officers who wish to own an Oberst also choose to carry a smaller gun than the Militaire. The tough frame and simple design of this weapon is identical to other Obersts. Oberst also offers the Oberst Surête in 10mm, with Acc: 2; Weight: 2.1/0.7; Shots: 8(3); Bulk: -1 and Cost: $6,000/$60. The Surête is powered by 2 B cells in the magazine.

KHC-5110; 10mmP Gauss Pistol

A slightly more compact version of the ‘KH-4510’ (‘EMP-10 Thegn’ in Imperial Service). The smart grip is an optional accessory which for $500 lowers MinST by 1. Otherwise, the weapon is very similar to its larger cousin and can use the same magazines if necessary (it will protrude slightly from the handgrip). An even smaller version called the KHS-5210 is also available (Acc 2; Weight 1.7/0.4; Shots: 12(3); Bulk: -1; Cost: $2300/$38). The KHS-5210 is powered by 2 B cells in its magazine instead of the 3 of its larger cousins. It can use the magazines of its larger cousins, but this negates its Bulk advantage.

Defence Tech Mjolnir-10; 10mmHP Gauss Pistol

This is a copy of the Hammer-5 (below) and shares its rugged frame (DR 6, HT 12). The patent for the modifications done on the basic Hammer-5 model expired almost a century ago and it’s now possible to find weapons of this kind in much of the Central sector and richer colonies elsewhere. The Sikandar Global Industries ‘Kaumodaki 10mmHP’ (Fine (Accurate); Acc 4; Cost: $7,000) is a beautiful example of this gun, often available in colourful decorations.

Pegasus Ordnance Hammer-5; 12mmP Gauss Pistol

A pistol design that dates back to the 23rd century and is still in active use, the Hammer-5 is made by nearly every colony that has enough technology for a TL10 factory. The basic design is renowned for accuracy, durability and reliability and enough modified versions exist so that no single man could possibly memorise them all. Originally a manufactured as a rugged military firearm and still retaining that tough frame (DR 6, HT 12), the weapon is now more common among private owners. For $36, a slightly larger magazine weighting 0.5 lbs. (3 C cells), fits into the gun with no modifications and holding 12 rounds is a common accessory for those not buying the Hammer as a historically accurate replica (it was the issue pistol both for several forces on Earth during the destruction of Terra and of the Orinoco Ground Defence Corps). The electronics in the gun range from minimal for a faithful replica to top-of-the-line for a modern target or combat pistol. Popular holdout models include the Ziggurat Technology ‘Microhammer’ or Panavista’s ‘H-5 Pocket Pistol’ (Acc 2; Weight 2.2/0.6; Shots: 6(3); Bulk -1). Target versions such as the ‘Hammer-5 Expert’ (Fine (Accurate); Acc 4; Cost: $6,200) are perennially popular and some colonies hold shooting competitions where only copies of the Hammer are allowed.

Ursa Defence Hammer-5 Tipperary; 12mmP Gauss Pistol

This copy of the Hammer-5 (above) has a very long barrel and accelerator. Innovations in manufacturing technology also allow the gun to be built for much less than the more faithfully reproduced Hammers. Unfortunately, while the new design is exceptionally good, the fit of the action is still not as reliable as that of its venerable predecessor. The weapon has DR 6, but only HT 11.

M-521 Hussar; 12mmHP Gauss Pistol

Wherever there are pistols, there are men who believe that shooting the largest one makes you more of a man. The Hussar is an offering from Esarheddon Armaments, Ltd. that chambers an energetic 12mm round that is among the heaviest in regular use. Few military or security units carry such a weapon, despite the power, as the size and bulk make it impractical as a side arm and it is outclassed by any decent longarm. Most users buy it for prestige value as much as anything else, but it is undeniable that it does hit hard, especially on high-velocity setting (Dam 7d pi+). Esarheddon Armaments also offers versions in a stainless light-weight titanium alloy (Weight 3.3 lbs.; Cost $10,800; DR 6, HT 11, Styling x2) or Duralite™ alloy in a range of colour-schemes (Weight: 3.6 lbs.; Cost: $6,600). Similar big guns are offered by many other manufacturers, with advertised uses ranging from backup on big game hunts to intimidation of potential enemies.

M-525 Dragoon; 13mmHP Gauss Pistol

The Esarheddon Armaments ‘M-525 Dragoon’ chambers an even bigger round than the 12mmHP ‘M-521 Hussar’. On high-velocity, this weapon does Dam 8d pi+, which is more powerful than many service rifles. Nonetheless, it does not enjoy favour among professional militaries or police, likely because of its excessive size. Entertainment media likes it for its imposing profile, though, and there are always macho men eager to demonstrate the size of their… hands by using such an oversized weapon. Features are similar to the Hussar and like that gun, copies and similar weapons abound. Both stainless titanium alloy (Weight 3.3 lbs.; Cost $11,000; DR 6, HT 11; Styling +1) and Duralite™ alloy (Weight: 3.6 lbs.; Cost: $6,600) versions are offered from the factory.

Arcor Tech Hellion; 15mm Pistol

The Hellion is more of a gimmick than a weapon. It’s a cut down version of an enormously powerful light anti-armour weapon used by battle-suited troopers. Such a weapon might perhaps be useful as a secondary weapon for powered infantry, but the expense and trouble involved means that no army would bother. While the weapon is powerful enough to deliver explosive rounds or other types of ordnance over vast distances, the process of cutting it down to pistol size also stripped it of useful sights or aiming aid apart from the HUD link. Firing multiple projectiles, this weapon uses the Guns (Shotgun) skill.

GUNS (SMG) (DX-4 or most other Guns at -2)

Oberst Securité 4mm; 4mm Gauss PDW

The Securité is a tough and reliable Oberst weapon in a venerable and still popular PDW caliber. As with other offerings from that company, it is made from the most resilient materials available (DR 8, HT 12) and includes no extraneous electronics. The weapon fires only in high-velocity mode (included in stats). Standard ammunition for the Securité counts as APEP.

Raman-Hess EMG-5; 5mmL Gauss PDW

An improved and very successful design originally based on the Terran Smelt ‘PMA 5mm’ (Not Very Reliable (MAlf. 17); Weight: 4.6/0.5; Cost: $6,000), one of Lucius Ladon’s famous PDW designs. The action is entirely sealed and the coil arrangement is exceptionally stable. The Tau Ceti patent on it recently expired and it’s starting to show up all over, being a very reliable and efficient design. Both the Imperial Navy and Marines are examining the possibility of adopting it as a sidearm for pilots and specialists or as an easily concealable automatic weapon for bodyguard and security forces. It appears much like a large pistol and the ammunition is loaded into the pistol grip. It also has a folding foregrip, three accessory rails (on the top and sides), as well as a retractable stock. If fired like a pistol, one-handed and without using the stock, it has ST 10 and Rcl 3. A larger magazine which weights 0.9 lbs. and is available for $50 gives Shots 40(3), but this is clumsy and gives -1 Bulk. The larger magazine is powered by 5 B cells. Standard ammunition for the Raman-Hess EMG counts as APEP.

EM-6 Sarissa; 6mmL Gauss PDW

A military and security PDW that fires the same round as the smaller ‘EM-66 Xiphos’. It has a ruggedized and ergonomic frame (DR 6, HT 11) and is favoured as a light and handy CQB weapon by many forces. A larger magazine, weighting 2.5 lbs. and powered by a C cell, is also available. It costs $120 and has Shots: 120(5). Standard ammunition for this weapon counts as APEP. Loaded with normal ball ammo it has Range: 270/2,850 and Dam: 6d-1 pi-. An improved version, the ‘Hoplite Six’ (Fine (Accurate); Acc 6; Cost: $10,550) is popular as a primary issue light assault weapon for some forces.

Oberst Securité 6mm; 6mmL Gauss PDW

A Securité chambered for the larger and more effective 6mmL round. It has a longer barrel than many comparable PDWs and the high-velocity 6mmL rounds achieve a speed very close to that of many service rifles. The Securité is made from durable alloys and has an action specifically selected for reliability (DR 8, HT 12). In the same fashion as other Obersts, it does not come with other electronic components than those necessary for the operation of the weapon. It can only be used in high-velocity mode (included in stats). Standard ammunition for the Securité counts as APEP.

“Ratbane” EMSMG; 7mmP Gauss Pistol

Cheap and simple, this gun is rarely used by legitimate security forces. Instead, it is a popular weapon for smugglers, terrorists and other underworld figures. It can be built with simple tools for TL10 and does not demand the kind of precision quality control that more complex weapons require. Yet, for all that, the low powered coils and light round ensure that malfunctions happen relatively rarely. This weapon cannot fire in high-velocity mode, only low- and standard velocity. This weapon is usually sold under some intimidating trade-name, ‘Manticore’, ‘Fury’ or ‘Tempest’, but the many Imperials refer to it as the ‘Ratbane’ after a long ago jest from an IDJ Infonet report. If firing the Ratbane one-handed with the stock retracted, it has ST 8 and Rcl 3.

Cheyenne MAG-8; 8mmP Gauss SMG

An extremely widespread 8mmP SMG, available on nearly all TL10 colonies under one name or another, since all patents for it have long expired. Opinions are divided whether the ‘original’ version came from Tau Ceti or Earth, but the most recognisable name for it is the one it’s manufactured under on Paraiso. Fired one-handed, the weapon has ST 11 and Rcl 3. Smaller versions of this basic design also exist. The Mini-MAG is Dmg 4d pi; Weight: 7/1.1; ST: 8† and Cost: $3,600. The even smaller Micro-MAG has Dmg: 4d; Range: 240/3,700; Weight: 5.2/0.9; Shots: 20(3); ST:7†; Bulk-3* and Cost: 3,600/$34 and is powered by 2 B cells in the magazine. If the smallest version is fired one-handed with the stock retracted, it has ST 8 and Rcl 3.

KH-6608; 8mmP Gauss Machine Pistol

The Double-Sixer is a selective fire machine pistol based on the four-O-eight pistol. It uses the same magazines as the parent weapon. When fired in semi-automatic mode only, this weapon uses the Guns (Pistol) skill and has ST 9 and Rcl 2, as well as being Very Reliable. An extended magazine with Shots: 40(3) is available for $60, it weights 1.1 lbs., is powered by 4 B cells and adds -1 to Bulk. The Double-Sixer can come with a smart grip as an optional extra, at $500 and with a MinST -1.

EMS-10 Huscarl; 10mmP Gauss SMG

A widespread SMG that fires the same 10mm round as the EMP-10 Thegn pistol. Among others, Imperial Home Office Police, Special Branch use it for their entry teams. It is a reasonably robust and reliable weapon (DR 5, HT 11), but not meant for harsh military use. Many entry teams and military personnel favour weapons that perform better against armoured targets, but the logistical advantages to using the same ammunition as the service pistol are undeniable. The EMS-10 can even use the same magazines as the EMP-10 in a pinch. It features a folding stock and the same electronics as the smaller gun, including a smart grip; as well as accessory rails to mount optics, lights or other accessories.

Oberst Nécessité 10mm; 10mmP Gauss SMG

A recent SMG offering from Oberst in 10mmP, designed to capitalise on the use of that calibre as a delivery system for a variety of warheads. Like all Oberst firearms, this is a rugged, no-nonsense weapon made for the battlefield. It’s constructed from gunmetal black, non-sparking, non-magnetic durametal alloy (DR 8, HT 12) and has no electronics but the electromagnetic action. Consequently it cannot be toggled to vary between fire modes and the stats above assume exclusive use of the high-velocity mode. A peculiarity of the weapon is the horizontal magazine and the over-engineered barrel (treat as heavy barrel for automatic firing).

S14A2 Sbrenica SMGEM; 10mmP Gauss SMG

The Sbrenica is the Imperial Marine issue SMGs, used in urban combat and anti-terror operations. It is a simple and robust weapon (DR 6, HT 11), without grip recognition or other electronics that might prevent it from firing when the trigger is pulled. The large and helical magazines are inserted below and parallel to the barrel, where they lock tightly to the action. The coil-system is exceedingly reliable, a proprietory design of Kazumi Industries, New Sunrise. A downside to the coil system is that the first proto-types were somewhat inaccurate, but a complete redesign for later versions appears to have fixed that problem. As a result of that redesign, the Sbrenica already counts as Fine (Accurate) weapon and any possible improvement to Acc would have to be done by upgrading it to Very Fine (Accurate). Such a gun would have a cost of $17,100 and Acc 6, but no such weapon is made (Marines preferring a rifle for long-range work).

Terracorp UAW-K; 10mmP Gauss SMG

This weapon is an under-barrel SMG that can be clamped under another weapon of Bulk -4 or greater and then adds -2 Bulk to the parent weapon. Fired alone, it lacks a stock and has Acc 4; ST: 10† and Rcl 3. It uses the optics of whatever weapon it is attached to.

S33A1 Warsaw UEM; 10mmP Gauss SMG

Made on Aeneas by Service Solutions, Inc. (their trade name is the 'Kronauer WDS10'), this is a relatively recent Imperial Marine issue weapon. It can be attached under the barrel of a weapon with Bulk -3 or greater and adds -1 Bulk to its parent weapon. Mainly used to add the capability to use HEMP rounds to the rifle in urban combat with armoured infantry. This is a rugged and reliable weapon (DR 6, HT 11).

Jakarta Weaponry Corp SMG-2500; 10mmHP Gauss SMG

Some argue that the SMG-2500 ought to be classified as a rifle. It fires a powerful round, is accurate out to rifle ranges and it weights almost as much as many service rifles. On high-velocity it does 7d pi+ damage, fully as much as many service rifles. But the 10mmHP is certainly classified as a pistol round, being short and stubby when compared to genuine rifle loads. Despite the uncomfortable kick, this weapon always enjoys some favour, especially with those who want to use an automatic weapon to deliver explosive rounds accurately. Against armoured infantry, it is possible to load the SMG-2500 with HEMP rounds that are effective against anything but a heavy battlesuit.

GUNS (Shotgun) (DX-4 or most other Guns at -2)

Tyler-West ‘MPEM’; 18.5mm Gauss Shotgun

This is a typical shotgun for home-defence or hunting. It’s loaded by means of a 5-round stripper clip that also includes the power cell. The action is pump. Stats are given for a rifled slug and typical combat buckshot (00 or 8.5mm).

Oberst Peré; 18.5mm Gauss Shotgun

A pump-action shotgun from Oberst in a riot-length. Made from ultra-rugged materials (DR 8 and HT 12), as well as having an action designed to work under any circumstances. Will only fire on high-velocity (in stats) and includes no electronics apart from the action itself. If lack of maintenance lowers Malf., start from Malf. 19. It is loaded by means of stripper clips and it is possible to load just one clip at a time, giving it Shots: 5(3).

Maxwell Tactical MABG; 18.5mm Gauss Shotgun

The ‘MABG’ or Magnetic Accelerator Breaching Gun is a fairly popular model of shotgun for police forces. This is a mil-spec weapon with DR 6, HT 11. It’s a riot length gun that uses a stripper clip and a pump action like the ’MPEM’. It comes with accessory rails on top and bottom, as well as retractable stock. It is possible to load just one clip at a time, giving gun Shots: 5(3). Stats are given for rifled slugs and 8.5mm (00) buckshot. There are literally hundreds of brand-names, some of them being cheaper copies that have Cost: $1,600 and Malf. 17.

P&S Tulwar Combat Master; 18.5mm Gauss Shotgun

The Tulwar is a military shotgun (DR 6, HT 11) that is regarded by many as the premium semi-automatic combat shotgun available. It comes with two accessory rails, top and bottom, and a folding stock. Stats are given for both rifled slugs and 8.5mm buck (00).

Oberst Résistant; 18.5mm Gauss Shotgun

This Oberst semi-automatic riot shotgun is made from the same resilient frame (DR 8 and HT 12) as other Oberst guns. It has no electronics but the action and cannot fire in any other mode than high-velocity (already accounted for in stats).

Enforcement Gear Entry Gun; 18.5mm Gauss Shotgun

A well-regarded semi-automatic police shotgun with four accessory rails and a famously light, but ruggedized frame (DR 6, HT 12). At the user’s option, it can also be cycled manually by means of a small pump (RoF 2 or 2×9). Stats are given for both rifled slugs and 8.5mm buckshot (00).

EME-185 Fyrd; 18.5mm Gauss Shotgun

The weapon issued to many police and security units of the Empire, among them the Special Branch of the Home Office Police, is a very short-barrelled light and handy semi-automatic combat shotgun. It comes with a retractable stock, full-range of electronics and two accessory rails, under and over the barrel. It is not designed for military operations, but the design is sound and the light composites it is constructed from are relatively durable (HT 11). Stats are given for both rifled slugs and 8.5mm buckshot (00).

Maxwell Tactical Cruiser CQBW; 18.5mm Gauss Shotgun

The CQBW is a military/police shotgun cut down to a whippet-length and has no stock at all, just a pistol grip. It’s a pump action, uses stripper clips and comes with accessory rails under and over the barrel. Stats are given both for rifled slugs and 8.5mm buckshot (00). As with the MABG, similar guns abound, with the cheaper ones having Cost: $1,600 and Malf. 17.

Canberra-Webley Werewolf TSG-12; 18.5mm Gauss Shotgun

The light, no-frills ‘Tactical Shotgun’ is common among police and security entry teams as a breaching weapon. It is a ‘riot’ length, stockless shotgun with pistol grip, a small fore-grip, and a single accessory rail above the barrel. Its electric-powered semi-automatic action is quiet, reliable, and does not require a second hand to operate (a popular feature among CQB operators). The most common ‘accessory’ is a set of covers for grips and rail in red, white, or yellow; common practice in many units to make the breaching shotgun distinct from combat shotguns. Since it is usually assigned to a team instead of an individual, it lacks both HUD link and recognition grip (it does still come with integral laser sight). Although noted for its reliability and sturdy construction (HT 11) it is not a military grade weapon. A loading port and feed switch at the top rear of the barrel allows individual rounds to be loaded (typically tear gas or APEP rounds as the magazines normally hold breaching rounds). The 5 B cells in each magazine can fire a total of 10 rounds (at the usual high-power setting). Stats are given for both rifled slugs and 8.5mm buckshot (00). [Copyright © 2009, by Jeffrey Murrell. All rights reserved.]

Canberra-Webley Wolf-Pup TSG-12.5; 18.5mm Gauss Shotgun

This 'Twelve and a-half' is a 'whippet' length, pistol format version of the CW Werewolf (see above). It lacks the fore-grip and accessory rail but otherwise has the same features as the Werewolf. The Wolf-Pup Custom is built to order for a specific user and counts as Fine(Accurate and Reliable) ($6,200; Acc: 5 or 4; Malf starts at 19). Stats are given for both rifled slugs and 8.5mm buckshot (00). [Copyright © 2009, by Jeffrey Murrell. All rights reserved.]

Ladon Ultralight; 18.5mm Gauss Shotgun

A very small shotgun pistol with a folding foregrip, pump action and a military frame (DR 6, HT 11). It is fed by tiny stripper clips and has an accessory rail below the barrel. Stats are provided both for rifled slugs and 8.5mm buckshot (00). Similar shotgun pistols are common throughout settled space, with some being cheaper at Cost: $1,800 and Malf. 17. Firing it one-handed is ST: 14; Rcl 6 or 1.

M-185 Warg; 18.5mm Gauss Shotgun

A semi-automatic shotgun pistol that enjoys a good reputation for reliability and toughness (DR 6, HT 11). Stats are provided both for rifled slugs and 8.5mm buckshot (00). The ‘M-185 Barghest’ is similar but is Fine (Accurate) and has Acc 5 or 4; Cost: $6,000.

Hessian Steelworks Katzbalger; 18.5mm Gauss Shotgun

The ‘Katzbalger’ is a mil-spec shotgun pistol with an ergonomic frame (DR 6, HT 11). It has a manual action for optional bolt-action cycling. The most remarkable thing about the gun is the advanced recoil compensation that it offers and the comfortable centre of gravity of the weapon, which together reduce felt recoil down to a manageable level for a strong man. It has a very large magazine that’s inserted from the rear of the gun and so cannot use a stock. A folding foregrip is offered with it and two-handed use is ST 11†. Stats are provided both for rifled slugs and 8.5mm buckshot (00).

S15A2 Peterloo MPEM; 18.5mm Gauss Shotgun

The ‘Peterloo’ is issued to Imperial Marines during special duties. It is a semi-automatic shotgun barrel that can be clamped under the barrel of a rifle or a carbine and adds -2 Bulk to the parent weapon and uses whatever sighting systems that has installed. Many similar weapons exist, some with Cost: $2,000 and Malf. 17.

GUNS (Rifle) (DX-4 or most other Guns at -2)

Avebishi-Krag AMAG-45; 5mm Gauss Rifle

The AMAG-45 is one of the oldest and most successful Gauss assault rifles. When the opposition is not wearing heavy armour, the 5mm round is usually enough and few humans can reliably hit targets outside the effective range of the AMAG-45. It is true that there exist many weapons with greater power and range, but most of those are either more expensive or less reliable than this old standby. This weapon can fire high-cyclic controlled bursts (p. HT83) of 3 rounds each that have effective Rcl 1.

Scorpion Armaments AREM-30; 5.5mm Gauss Rifle

A design of assault rifle that was old before the destruction of Terra. Some gun that’s very similar to this can be found on all colonies that have achieved TL10 and many that haven’t.

Catamaran Industries T-55 Assault Carbine; 5.5mm Gauss Rifle

The T-55 carbine is representative for shorter versions of the venerable 5.5mm Gauss rifle. It comes equipped with four accessory rails.

S1A1 Somme REM; 6mm Gauss Rifle

The service rifle of the Imperial Marines is chambered for a moderately powerful round that is suitable for close-quarters battle encounters in urban combat. It is of a bullpup design and the action and magazine are both engineered to ensure reliability over other concerns. Due to concerns about the reliability of electronic components, the weapon does not have a recognition grip and cannot be modified for a smart grip without rebuilding the frame. The statistics above include the CTS sighting system that comes issued with it. There is also an accessory rail under the barrel for the attachment of various accessories. The Somme is usually employed loaded with APEP and firing at high-velocity (Dmg: 10d(3) pi-; Range: 3,120/14,000); ST: 11†).

S1A2 Ypres M-REM; 6mm Gauss Rifle

This is a fireteam marksman’s version of the ‘Somme REM’ (above). It has a longer barrel and an action selected especially for accuracy. The marksman also receives a Targeting program (p. UT149) to interface with his visor. Other features match the parent gun. With APEP rounds and on high-velocity it has the following modifications to its stats; Dmg: 10d+2(3) pi-; Range: 3,315/14,400; ST11†.

S3A1 Verdun CEM; 6mm Gauss Rifle

The Verdun is a carbine version of the service rifle of the Marines. Most Marines employ the Verdun loaded with APEP and firing at high-velocity (Dmg: 8d+2(3) pi-; Range: 2,925/11,300); ST: 11†).

Oberst Défense 6.5mm; 6.5mm Gauss Rifle

Like its predecessor, the Lithgova AR-65 (Acc 5; Cost: $1,800/$40), the ‘Défense’ is a weapon legendary for reliability and ruggedness (DR 8, HT 12). Like all Oberst weapons, it has no electronics other than the action and cannot fire in any other modes than high-velocity (already indicated in stats).

NTM Fletchette Battle Rifle; 7mm Gauss Rifle

One of the most popular battle rifles in existence, this weapon fires a fin-stabilised round that exists as APEP but costs much less as the default. Budget conscious regimes everywhere favour it as a cheap way to achieve anti-armour capacity. It is a long and slender weapon made out of light composites, but deceptively strong.

Sailesh Weapons EMBR; 7.5mm Gauss Rifle

This respected weapon is an old redesign of a venerable battle rifle, with a precision machined barrel, sealed action and heavy-duty coils to ensure reliability. Despite its power, reliability, handiness and accuracy, few military forces issue this as their main rifle. It is considered too expensive for that. Its patent has only recently expired, though, meaning that it will become more common with time. It is common with elite forces that have access to it.

S8A1 Gallipoli DM-REM; 7.5mm Gauss Rifle

This is a purpose-built weapon for a sniper or platoon level marksman issued to Imperial Marines. It is based on the Sailesh Weapons ’EMBR’ (above) design, but shorn of unnecessary extras like the recognition grip. It has DR 6 and HT 11, but is treated as a sniper rifle when it suffers abuse (p. HT80). The cost and weight includes the ETS sight and Targeting program it is issued with. Most Marines use this weapons on high-velocity with APEP rounds (Dmg: 14d pi-; Range: 3,900/16,400; ST: 12†) It is issued with a 0.5 lbs. quick-detach (5 seconds) bipod that’s not included in the weight above.

ADA Phoenix Sniper Rifle; 8.5mm Gauss Rifle

This Mayflower-designed weapon is well-made sniper rifle with a folding stock, bipod and ETS scope. By the destruction of Mayflower, it was already popular on many worlds and by now, it is one of the premium long-range rifles available.

S9A1 Sankō Sakusen SREM; 9mm Gauss Rifle

Issued to the Imperial Marines as a speciality weapon for long-range sniping, the Sankō Sakusen is based on the Phoenix rifle (above), but chambered in a different calibre. It does not include a recognition grip, but is equipped with an ETS sight, Small Ladar (p. UT64), Targeting Program (p. UT149) and bipod. Most Marines fire it in high-velocity and with APEP rounds (Dmg: 19d+1(3); Range: 5,070/16,100; ST: 14B†).

Snopes-Carcano APRG; 10mm Gauss Rifle

A portable railgun designed for anti-personnel work, this weapon fires a fin-stabilised fletchette that performs much like an APEP round for much less cost. The action is smooth and even, enabling even a normal person to use the weapon without feeling too much discomfort from the kick.

TAE-15; 15mm Multi-Purpose Weapon

The TAE-15 is a bit of an oddity. A military weapon using what amounts to a powerful anti-personnel round, this weapon is overpowered for most human targets, but the extra velocity is not relevant when using HEMP rounds. The tactical role this is designed for is taking on battlesuited troopers or military vehicles with stand-off armour at short ranges, firing APEP on high-velocity (Dmg: 20d+1(3) pi+; Range: 3,120/20,700; ST: 14B†). It has also seen use in a wide variety of other roles, including as a multiple projectile launcher. In that role, it uses the Guns (Shotgun) skill.

GUNS (GL) (DX-4 or most other Guns at -4)

Terracorps UAW-HE; 20mmAG Grenade Launcher

A light grenade launcher firing a long-ranged grenade, useful for engaging armoured infantry at long ranges. This weapon is usually combined with the UAW-K 10mmP weapon to form the IUAW. In that formation, it weights 11 lbs. and has Bulk: -6.

Mercury Ultralight GL; 20mmAG Grenade Launcher Pistol

A cut-down 20mmAG grenade launcher that can also be fired one-handed, like a pistol. In that mode, it has Acc 2; ST 16.

Soargar MAG-25; 25mmG Grenade Launcher

A fairly typical electromagnetic grenade launcher used as primary weapon. Similar launchers may be found nearly anywhere.

Oberst Fantassin 25mm; 25mmG Grenade Launcher

The ‘Oberst Fantassin’ is a famously rugged (DR 8, HT 12) and reliable under-barrel grenade launcher. It can be added to a weapon with Bulk -3 or more and adds a -1 Bulk to the parent weapon. It’s designed to use whatever optics are built into the parent weapon. As with other Oberst weapons, no electronics are included in the weapon other than the action and it cannot be set for any other firing mode than high-velocity. If lack of maintenance lowers Malf., start from Malf. 19.

S18A1 Salsu GLEM; 25mmG Grenade Launcher

A rugged (DR 6, HT 11) under-barrel grenade launcher that is clamped under the Imperial Marine rifle or SMG. It can be added to a weapon with Bulk -3 or more and adds a -1 Bulk to the parent weapon. This launcher is designed to use whatever optics are built into the parent weapon.

Salsu Pistol Launcher; 25mmG Grenade Launcher

This is a Salsu Grenade Launcher (above) that’s been custom-modified by an armourer to have a pistol stock, folding foregrip and separate sights. It can be used one-handed, like a pistol, by a strong man and has Acc 3 and ST 15 in that role. As part of the customisation, a small HUD link and laser sight have been mounted under the barrel and the top of the barrel has been fitted with an accessory rail. It’s still as rugged (DR 6, HT 11) as the original.

Autocad Inc. EMGL-40; 40mmG Grenade Launcher

This is a very large under-barrel grenade launcher in 40mmG. It clasps under a weapon with Bulk -4 or more and adds -2 Bulk to the parent weapon.

Efficiency Design MLGL; 40mmG Grenade Launcher

Just the thing for a colonial military on a budget, this 40mmG launcher is an under-barrel model which can only fire in standard velocity mode. It is a single-shot muzzle-loading design and the grenades are loaded in plastic cases with the power cells included. The weapon itself includes no powered features, but many militaries choose to install a small packet with HUD link, diagnostics and laser designator that is designed to interface with the electronics of the parent weapon (comes for $200; neg. weight). As with other under-barrel models, this weapon can be fitted under the barrel of a weapon with Bulk-4 or more and adds -1 Bulk to that weapon.

Oberst Sapeur 40mm; 40mmG Grenade Launcher

Made by Oberst and designed for tough conditions, this under-barrel GL cannot fire in any other mode than high-velocity (given in stats). It includes no electronic components other than the action and is built from the toughest materials (DR 8; HT 12). If lack of maintenance should lower Malf., it starts from Malf. 19 and not from Malf. 18 as normal Very Reliable weapons do. It’s loaded from the breech and aimed with the optics of the parent weapon. As with other under-barrel models, this weapon can be fitted under the barrel of a weapon with Bulk-4 or more and adds -1 Bulk to that weapon.

Ishikawa Bantam UBGL; 40mmG Grenade Launcher

This is a very light under-barrel launcher in 40mmG that comes without a magazine. The operator must load each shell individually into the breech behind the action. It can be fitted to any weapon with Bulk -4 or more and adds -1 Bulk to that weapon.

Arcor Tech Scorpion GLP; 40mmG Grenade Launcher

This weapon is based on the Ishikawa ‘Bantam UBGL’, but cut down to pistol size and fitted with a stock. Given that the batteries are only good for one shot on high-velocity and 2 on normal velocity, most users elect to fire in low-velocity unless the extra range is needed. The weapon comes with a comfortable ghost-ring sight and a full range of electronics.

S4A1 La Rochelle GLEM; 30mmG Grenade Launcher

The La Rochelle is a grenade launcher that can be mounted on a battlesuit or carried alone as a primary weapon. It has an inbuilt CTS sight and interfaces easily with most common types of HUDs. On high-velocity, it has Damage 10d+1 pi++, Range 260/1,300 and ST 12†. A design consideration for this weapon is that the grenades for it can be used as hand grenades without any modification. Common types of grenades include the S4A2 Fragmentation (HE grenades; Damage: 5dx2 cr ex [2d]; Cost: $10); S4A3 Incendiary (Thermobaric grenades; Damage 7dx3 cr ex inc; $50); S4A4 Riot Gas (Biochemical Aerosol (Riot Gas) grenade; Damage: spec (4 yds); Cost: $90); S4A5 Smoke (Biochemical Aerosol (Prism Smoke) grenades; Damage: spec (4 yds); Cost: $18); S4A6 HESH (8d(0.5) pi++ + linked 6dx6 cr ex; Cost: $20); S4A7 Foam (Tangler grenades; Damage: ST 24 (+2 per additional layer; hardens by 4 ST per 10 seconds until it reaches max; total 5 cubic feet); Cost: $20); S4A8 HEPD (HEDP grenades; Damage: 8dx5 cr inc + linked 4d cr ex [2d]; Cost: $20); S4A9 Illuminating (Flare grenade; Damage: spec (400 yards); Cost: $20) and the S4A10 HARM (Multi-Spectral Homing (-50% Active Only) HEDP grenade; Damage: 8dx5 cr inc + linked 4d cr ex [2d]; Cost: $60).

GUNS (LMG) (DX-4 or most other Guns at -2)

S17A2 Taiping FAW; 5mmL Gauss LSW

The Taiping is a handy LSW with a telescoping stock that fires a light PDW round and is consequently one of the lightest automatic support weapons available. It’s a military weapon (DR 6, HT 11) and the coil system is exceedingly reliable. It cannot penetrate heavy battle armour, but the standard projectiles count as APEP and are good against any flexible armour. Marines prize this weapon for urban fighting against lower tech enemies. The light round allows the weapon to count as having an extra-heavy barrel for the purposes of sustained fire (p. HT85-86). The TL multiplier at TL10 is x3. The stats given above are for high-velocity and the weapon cannot fire in any other mode.

S2A1 Vendée SAW; 8mm Gauss Machine Gun

This popular weapon is issued to Imperial Marines as a section automatic weapon. The Vendée is also often used as a self-propelled gun to support Marine operations. It comes with an ETS sighting system and a folding bipod. It feeds from an innovative disintegrating belt system which features a combination of pouch and reusable power cell packet which is attached to the side of the gun. It’s a rugged weapon made for military service (DR 6, HT 12). Most Marines fire the Vendée on high-velocity with APEP rounds (Dmg: 15d(3) pi-; Range: 4,300/17,500; ST 13B†).

GUNNER (MG) (DX-4 or other Gunner at -4)

S33A1 San Fernando CIWS; 2mm MF Gauss Minigun

This is a three-barrelled minigun chambered in 18.5mm and optimised to fire 2mm MF fletchettes. Other shotgun ammo will chamber, but is likely to reduce Acc and Malf., apart from behaving unpredictably in other ways. The San Fernando is designed for close-in defence against missiles, but can be a devastatingly effective weapon against un-armoured infantry. The Imperial Marines use it in a vehicle mount or as a self-propelled gun, but it can also use a 10 lbs. tripod ($2,500). If the weapon is fired at sustained fire for long enough to expend its E cell, it will quickly become dangerously hot, but it cools rapidly down again if supplied with power. In game terms, use the rules on HT85-86 after firing the first 3,000 shots and treat the San Fernando as a normal machine gun (TL10 multiplier is x3), but the cooling period is only 5 minutes if supplied with power. Designated the F2A1 San Fernando CIWS when mounted on a vehicle.

S34A1 Drogheda PDG; 4mm Gauss Minigun

This is a standard Gauss Minigun, 4mm (p. UT143) that is issued to Imperial Marines for various roles. It is often seen as a point-defence weapon on vehicles or as a self-propelled weapon controlled by an LAI. When mounted on a vehicle, it is designated the F1A1 Drogheda PDG.

S35A1 Borodino EMG; 7mm Gauss Minigun

The Borodino is a six-barrelled minigun made from light composites and titanium and chambered for the venerable 7mm fletchette round. It is usually fired from a vehicle mount or as a self-propelled gun, but it can also use a 20 lbs. tripod ($3,500). The rate of fire can be set for anything from 10! to 100!, depending on the tactical situation. The ammunition is usually carried in a huge case that is bigger than the gun, but the weapon can also use a smaller magazine which holds 200 rounds, is powered by a D cell and weights 12 lbs. In high-velocity setting, it does 15d+1(3) pi- damage, a ST 24M and a range of 3,120/13,000. When mounted on a vehicle, it becomes the F3A1 Borodino EMG.

S32A1 Chilcheollyang HMG; 10mm Gauss Machine Gun

The Chilcheollyang heavy machine gun can be used either as a self-propelled gun, mounted on a vehicle or used with a 25 lbs. tripod ($5,000). An extra barrel weights 20 lbs. (treat as extra heavy, see Sustained Fire HT p. 85-86). The gun fires exclusively in high-velocity (reflected in stats). When used as a vehicle-mounted gun, it is designated the F4A1 Chilcheollyang HMG.

F5A1 Tannenberg AC; 30mm Gauss Autocannon

The Tannenberg autocannon is usually mounted on Imperial Marine aircars and other vehicles. In addition to the APHEX-SD-T (IR) rounds (in table), it can also fire a variety of other ammunition. Some examples are APEP-T (IR), used on high-velocity, (Damage: 6dx13(3) pi++; Range: 6,500/26,000; ST 36M; Cost: /$9,750); HEMP-SD-T (IR) (Damage 6dx3(10) cr inc + linked 2d cr ex [1d+1]; Cost: /$4,000) and Thermobaric-SD-T (IR) (Damage: 5dx2 cr ex inc (divide damage by only [2 x distance in yards from the center of the blast]); Cost: /$6,250).

ARTILLERY (Cannon) (IQ-5) in indirect fire //or// GUNNER (Cannon) (DX-4 or other Gunner at -4) in direct fire

F6A1 Chibi MEM; 50mm Mortar

The Imperial Marines mount the Chibi on aircars or specialised troops may carry them during battlesuited operations. In the battlesuit role, it is designated the S31A1 Chibi MEM. Available munitions include the F6A2 Fragmentation (HE warhead; Damage: 7dx3 cr ex [3d]; Cost: $40); F6A3 Incendiary (Thermobaric warhead; Damage 8dx5 cr ex inc; $200); F6A4 Riot Gas (Biochemical Aerosol (Riot Gas) warhead; Damage: spec (7 yds); Cost: $340); F6A5 Smoke (Biochemical Aerosol (Prism Smoke) warhead; Damage: spec (7 yds); Cost: $70); F6A6 HESH (8d(0.5) pi++ + linked 6dx10 cr ex; Cost: $80); F6A7 Foam (Tangler warhead; Damage: ST 36 (+2 per additional layer; hardens by 6 ST per 10 seconds until it reaches max); 1-yard radius; Cost: $80); F6A8 HEPD (HEDP warhead; Damage: 6dx10 cr inc + linked 8d cr ex [3d]; Cost: $80); S40A9 Illuminating (Flare warhead; Damage: spec (600 yards); Cost: $80) and the F6A10 HARM (Multi-Spectral Homing (-50% Active Only) HEDP warhead; Damage: 6dx10 cr inc + linked 8d cr ex [3d]; Cost: $240).

Beam Weapons

Personal beam weapons proved impractical in the world of Flat Black for a variety of reasons, but spacecraft and vehicles often carry high-energy pulse laser weapons. These use the rules from GURPS Ultra-Tech p. 118.

GUNNER (Beams) (DX-4 or other Gunner at -4)

F11A1 Teutonburg PDB; 70 KJ UVA Optical Phased Array

A tiny and cheap point defence weapon that is often mounted in batteries. The weight and cost includes a servomount that except for being designed to mount on vehicles is identical to the Shoulder Servomount (p. UT151).

F9A1 Terek PDB; 600 KJ UVA Optical Phased Array

The Terek is a very satisfactorily laser, which is favoured by the Imperial Marines as a point-defence weapon. It does not have the power to penetrate battle armour or even lightly armoured vehicles, but it is more than enough to destroy thin-skinned missiles.

F10A1 Heraclea CB; 1,3 MJ UVA Optical Phased Array

The Heraclea is useful both as the smallest assault-capable lascannon fielded by the Imperial Marines and as a larger, more effective point defence weapon. It comes with 12 capacators and a total of 50 lbs. of batteries, which provide energy for the listed number of shots. It is usually recharged with spare energy from aircar generators.

Missiles

Missiles are favoured both as light anti-armour weapons for individual soldiers and a fire support from vehicles. Many guidance systems are used, anything from fire-and-forget genius hyperspectral missiles to dumb wire-guided missiles slaved to a human controller.

Artillery (Guided Missile) (IQ-5) //or// GUNS (LAW) (DX-4 or most other Guns at -4)

S7A1 Changping HAVW; 66mm Multiple Missile Launcher

The Changping comes with an ETS sight. IIt has a potentially lethal backblast doing 2d burning to anyone within a 2 yds cone behind the user. The Changping can use a variety of munitions, including the S7A2 SAM (Multi-Spectral Homing ABF missile; damage 3d(3) pi and ROF: 1×100; cost: $1,100); the S7A3 SSM (Infrared Homing MS-HEAT missile; damage 6dx2(10) cr inc + 6dx7 cr inc followup + linked 8d cr ex; Cost: $450); the S7A4 HARM (Multi-Spectral Homing (Active only -50%) HEDP missile; damage 6dx8(10) cr inc + linked 8d cr ex [3d]; Cost: $520); the S7A5 Counter Battery Missile (HE missile; damage 6dx5(0.5) pi++ + linked 7dx3 cr ex [3d]; Cost: $110) and the S7A6 Area Denial Missile (Thermobaric missile; 8dx5 cr ex inc (divide damage by only [2 x distance in yards to the center of blast]); Cost: $150). The SSM, Counter-Battery and Area Denial missiles have a Range of 230/54,700 instead of the standard range. Some Changpings can also be mounted on vehicles and in that role is designated the F7A1 Changping HAVW.

S30A1 Leipzig TAVW; 100mm Twin Missile Launcher

The Leipzig consists of two launch tubes with shared electronics and an ETS sight. The hollow tubes on their own only weight 15 lbs. (with the sight making up the final 2 lbs.), but once loaded with tactical missiles, only a battlesuit trooper may easily carry the weapon. The weapon gently accelerates tactical missiles that then ignite a hypersonic (Mach 8) rocket engine that expends its fuel in a matter of seconds. It is most often mounted on vehicles or a self-propelled carriage, but a 25 lbs. tripod exists ($5,000). In a vehicle mount, it is referred to as the F8A1.

As with the Changping, it can use a variety of munitions. A few examples include the S30A2 SAM (Multi-Spectral Homing ABF missile; damage 6dx3(3) pi+ and ROF: 1×250; cost: $4,400); the S30A3 SSM (Infrared Homing MS-HEAT missile; damage 6dx5(10) cr inc + 6dx10 cr inc followup + linked 8dx2 cr ex; Cost: $1,800); the S30A4 HARM (Multi-Spectral Homing (Active only -50%) HEDP missile; damage 6dx12(10) cr inc + linked 8dx2 cr ex [5d]; Cost: $2,080); the S30A5 Counter Battery Missile (HE missile; damage 6dx50(0.5) pi++ + linked 8dx5 cr ex; Cost: $440); S30A6 Area Denial missile (Thermobaric missile; 6dx13 cr ex inc (divide damage by only [2 x distance in yards to the center of blast]); Cost: $600); the S30A7 Anti-Personnel Missile (Beehive missile; Damage: 6d+2 cut; ROF: 1×2,000; Cost: $600) and the S30A8 SOW (Multi-Spectral Homing; Annular Blast Fragmentation SEFOP Top-Attack Missile; Damage: 6dx5(3) pi++; ROF: 1×100; Cost: $4,600). It has a potentially lethal backblast doing 4d burning to anyone within a 3 yds cone behind the user. The SSM, the Anti-Personnel Missile and the Area Denial Missile have a much slower burn and have range 500/60,000 instead of the listed range. The SOW cruises to a high position in the sky before reaching Mach 8 in a dive on the targeted position. Except that it actually reaches much faster speeds in the dive, it also has Range 500/60,000.

Stun Weapons

Stun weapons in Flat Black are less-than-lethal weapons which fire sonic solitons, acting much like a physical blow when they impact the target. This blow causes normal knockdown rolls and shock for the listed damage, but is No Wounding. That means that it causes no actual damage other than possible Blunt Trauma (treat flesh as Flexible, for 1 point of Blunt Trauma damage per 5 rolled). The sonic weapons inflict a linked Pain Affliction (p. B428). Beyond the 1/2D range, there is a +3 bonus to the HT roll to resist. The affliction persists for a number of minutes equal to the margin of failure. If the weapon inflicts Severe or Terrible Pain, the effects do not end at that time, but are downgraded to the next lower level which persists for an equal length of time.

The solitons is propagated through air, which means that the range is multiplied by the pressure on the atmosphere, up to the maximum of twice the listed range. Sonic soliton weapons do not function in vacuum or trace atmosphere unless touching the subject. At extremely short range, the blow is concentrated on a much smaller area of the target. As a result, within 10% of 1/2D range the damage is not considered no wounding and the solitons can kill.

GUNS (PISTOL) (DX-4 or most other Guns at -2)

TPI Inc. Ace; Stun Pistol

The Ace is a small and light stun pistol that can easily be concealed nearly anywhere. TPI Inc. claims that it can stun a large man in one shot, but few security forces issue this as their primary weapon. The affliction caused by this weapon is Moderate Pain.

SSP-67 Vigiles; Stun Pistol

This is a popular stunner model with a pleasingly non-military appearance, available in day-glo orange, fire-truck red, soothing green and many other colours. Many private citizens carry one in jurisdictions where personal stunners are legal. Models like it are sold on the commercial market under many names, but the best known to Imperials is probably Corcoran Pushaway™ (Good quality; Acc: 2; Cost: $500). This weapon inflicts Moderate Pain.

Pro-Tek Guardian, Mark 2; Stun Pistol

The Guardian is a large and heavy brand of stun pistol that leaves ugly bruises even if correctly employed. It does, however, enjoy a better track record than the SSP-67 with incapacitating its targets. It causes Moderate Pain.

SSP-69 Cohortes; Stun Pistol

This large and effective stun pistol was adopted by the Imperial Home Office Police as a primary non-lethal sidearm. It causes Moderate Pain. The Imperial Marines issue it as the S11A1 Baghdad NLSS.

M-33 Auctoritas; Stun Pistol

A heavy-duty and bulky stun pistol meant for use as a military and police sidearm during riot control. This weapon is much more powerful and effective than most other stun pistols. It has been severely criticised for deadly accidents involving protestors at point-blank range, however. This weapon causes Severe Pain.

GUNS (SMG) (DX-4 or most other Guns at -2)

P&S Riot Guard; Stun SMG

A small stun SMG that is often used to quell riots. It causes Moderate Pain. A similar weapon is also available from Duranic Arms as the ‘Iron Butterfly’ (Fine (Accurate); Acc 4; Cost: $3,000).

Metterstein NLW; Stun SMG

This weapon is designed for reliability and accuracy. It’s got a rugged frame (DR 6, HT 11) and is often chosen by security guards who are not allowed lethal weapons. A hit from it causes Moderate Pain. Less robust versions of this weapon also exist. Most have Weight: 5.5 lbs.; Cost: $2,000 and a normal frame and reliability.

SSW-70 Gladius; Stun SMG

An Imperial Home Office Police SMG with a very advanced action. This weapon is equipped with a variable power mode and can fire in three power settings; low, moderate and high. The stats in the table are for the moderate power setting. At low power it has the following stats; Dmg: 2d cr + HT-2(0.5) aff; Range: 10/50. In high-power is works as follows; Dmg: 3d cr + HT-3 aff; Range: 20/100. The weapon inflicts Moderate Pain on moderate and low power, but Severe Pain on high power. High power mode expends two shots for every shot and low-power mode expends ½ shots. Issued to the Imperial Marines as the S12A1 Sidon NLSS.

RKA Hard Case Mod-4; Stun SMG

The ‘Hard Case Mod-4’ is a heavy-duty anti-riot and prison security tool. The frame is military and rugged (DR 6, HT 11). The solitons from this weapon cause Severe Pain.

Tactical Expertise UNW-50; Stun SMG

An under-barrel stun weapon with a variable power function. This weapon is clamped to the barrel of any Bulk: -3 weapon or larger and adds -1 to the Bulk of the parent weapon. The stats in the table are for normal power, but the weapon can also fire at low power (Dmg: 2d cr + HT-2(0.5) aff; Range: 10/40) and high-power (Dmg: 3d cr + HT-3 aff; Range: 20/80). It inflicts Moderate Pain on normal and low power, but Severe Pain on high power. High power mode expends two shots for every shot and low-power mode expends ½ shots.

S13A1 Thessaloniki RNLSS; Stun SMG

An under-barrel stun launcher that Imperial Marines are issued for special purposes. This weapon is clamped to the barrel of any Bulk: -3 weapon or larger and adds -1 to the Bulk of the parent weapon. This is a rugged military stun launcher (DR 6, HT 11). It inflicts Severe Pain. The weapon can also be used with the Guns (Rifle) skill if clamped to a weapon that employs that skill.

GUNS (Rifle) (DX-4 or most other Guns at -2)

Pro-Tec Defender Carbine; Stun Rifle

An automatic stun carbine in a light synthetic frame. It causes Severe Pain. Very effective at riot suppression. Similar weapons abound.

New Houston Tech SR-7; Stun Rifle

This is a semi-automatic stun rifle often used for crowd-control at longer ranges or perhaps to stun dangerous creatures. A shot from it causes Severe Pain. There are many versions of this rifle and one can be had nearly anywhere.

S10A1 Waco NLSS; Stun Rifle

A heavy duty automatic stun rifle of excellent quality that is issued to Imperial Marine Regiments for special riot control and security details. It has a retractable stock, two accessory rails under and above the barrel and a mil-spec frame (DR 6, HT 11). A shot from it causes Severe Pain.

Chemical Propellant Weapons

Some primitive or conservative colonies still manufacture and use weapons that rely on chemical explosives to accelerate their payload.

GUNS (PISTOL) (DX-4 or most other Guns at -2)

Freehold Adder; 10mm ETC Pistol

The standard sidearm of the military of the Brolgan Republic of Freehold is a versatile and accurate weapon. It is particularly prized for its reliable action and simple, but rugged design (DR 6, HT 11).

15mm Gauss Utility Weapon Multiple Projectile Loads

Shell Dmg Range RoF Legality Code CPS
SAPHE 10mm
follow-up
7d+1(0.5) pi+
1d+1 cr ex [1d-2]
500/1,450 3×3 LC2 $4
Triplex 10mm 7d+1 pi+ 500/1,450 3×3 LC3 $2
10mm X0 6d pi+ 150/2,250 3×3 LC3 $1.5
APEP 9.5mm 7d+1(3) pi- 1,000/2,900 3×3 LC2 $15
9mm 000 5d+1 pi 135/2,000 3×4 LC3 $1
8.5mm 00 4d+2 pi 120/1,800 3×5 LC3 $1
Carnage 8.5mm 4d+2(0.5) pi+ 90/1,350 3×5 LC2 $5
8mm 0 4d+1 pi 120/1,800 3×6 LC3 $1
Mark 1 7.5mm 3d+2(0.5) pi- 110/1,200 3×8 LC3 $1
Pro-Tec 6mm 3d pi- 90/1,350 3×12 LC2 $3
Mark 4 6mm 3d-1(0.5) pi- 90/1,350 3×15 LC3 $1
MF 2mm 3d+1(2) pi- 300/2,700 3×10 LC2 $4

18.5mm Gauss Shotgun Multiple Projectile Loads

Shell Dmg Range RoF Legality Code CPS
10mm X0 3d+1 pi+ 100/1,500 (n)x6 LC3 $0.75
Talon 9.5mm 3d(3) pi- 190/3,000 (n)x7 LC2 $10
9.5mm 0000 3d pi 95/1,500 (n)x7 LC3 $0.5
9mm 000 3d-1 pi 90/1,350 (n)x8 LC3 $0.4
8.5mm 00 2d+2 pi 80/1,200 (n)x9 LC3 $0.37
Carnage 8.5mm 2d+2(0.5) pi+ 60/900 (n)x9 LC2 $1.8
8mm 0 2d+1 pi 80/1,200 (n)x12 LC3 $0.37
Mark 1 7.5mm 2d(0.5) pi- 75/1,150 (n)x15 LC3 $0.35
Pro-Tec 6mm 1d+2 pi- 60/900 (n)x25 LC2 $1
Mark 4 6mm 1d+2(0.5) pi- 60/900 (n)x28 LC3 $0.33
MF 2mm 2d(2) pi- 200/1,800 (n)x16 LC2 $1.5

20mm Gauss Grenade Launcher Multiple Projectile Loads

Shell Dmg Range RoF Legality Code CPS
10mm X0 1d+2 pi+ 50/750 (n)x8 LC3 $5
Talon 9.5mm 1d+2(3) pi- 85/1,500 (n)x9 LC2 $40
9.5mm 0000 1d+2 pi 45/750 (n)x9 LC3 $4
9mm 000 1d+2 pi 45/900 (n)x10 LC3 $4.5
8.5mm 00 1d+1 pi 40/800 (n)x12 LC3 $3
Carnage 8.5mm 1d+1(0.5) pi+ 30/600 (n)x12 LC2 $15
8mm 0 1d+1 pi 40/800 (n)x15 LC3 $3
Mark 1 7.5mm 1d(0.5) pi- 35/750 (n)x18 LC3 $2.5
Pro-Tec 6mm 1d-1 pi- 30/600 (n)x32 LC2 $6
Mark 4 6mm 1d-1(0.5) pi- 30/600 (n)x36 LC3 $2
MF 2mm 1d(2) pi- 100/1,200 (n)x20 LC2 $12
; SAPHE 10mm : A fearsome multiple projectile load available only in 15mm, this consists of a single bullet encased in Ferrowax™, a wax-like ferrous substance that acts somewhat like a sabot. The bullet splits into three semi-aerodynamic parts after leaving the coils of the barrel. Each bullet contains a small quantity of DEXAX explosive.
; Triplex 10mm : Three ball projectiles encased in Ferrowax™. They offer more range and penetration than round shotgun-style pellets, but are much more expensive.
; 10mm X0 : The largest available size of round pellets for this size category of weapons. In a powerful Gauss weapon, each can strike with as much power as a 20th century combat handgun. As with all pellets, their round and un-aerodynamic shape causes them to lose energy much faster than rifle bullets. This limits their effective range.
; APEP 9.5mm :  A triplex load with three smart fin-stabilised armour-piercing rounds that deploy after the saboted Ferrowax™ slug has left the barrel. Extremely expensive due to sensors and computer parts.
; Talon 9.5mm : Large pellets with attempts at aerodynamic shaping and tiny fins that deploy after firing. Come encased in Ferrowax™. As above, cost is astronomical.
; 9.5mm 0000 : Very large pellets. More useful for large bores than smaller shotguns.
; 9mm 000 : Combat pellet load, each of which strikes with all the power of a modern .357 SIG when fired from a typical Gauss shotgun.
; 8.5mm 00 :  The most common combat load in shotguns. Typical load is 9 pellets per 18.5mm shell.
; Carnage 8.5mm :  Double-ought buckshot designed to expand or fragment on impact. Very nasty.
; 8mm 0 :  The smallest type of buckshot.
; Mark 1 7.5mm :  Just a shade smaller than buckshot, this load is useful when the bore isn’t large enough for a full load of larger pellets. It is also a good hunting round, suitable for many small and medium animals.
; Pro-Tec 6mm :  These small pellets are APHC. They do not always impact correctly and so the armour divisor is reduced to 1. This is still an improvement over the (0.5) which small pellets get.
; Mark 4 6mm :  Some users prefer many small pellets for self-defence. This load suits a home defence gun or perhaps a weapon designed for jungle warfare, where range is not important.
; MF 2mm :  The multiple fletchette round is a military munition that discharges a mass of tiny arrows that penetrate armour well and lose velocity slowly due to their high sectional density. Some users feel that it is not effective enough against flesh, however, but others swear by a full blast of it to the vitals.

Electromagnetic ammunition tables

The default ammo given for Gauss weapons in Ultra-Tech assumes a cheap, but effective version of APEP rounds. This works best for small calibres. Where the notes in the tables below do not indicate that a round is APEP by default; that option must be purchased separately. Only rounds which this table indicates are APEP rule out the selection of options such as APHC, APDS and APEP from Ultra-Tech due to already using similar ammunition.

Handgun, SMG and PDW ammunition

TL Ammo WPS CPS Notes
10 4mm 0.006 $0.06 APEP
10 5mmLV 0.004 $0.025
10 5mmL 0.006 $0.1 APEP
10 6mmP 0.006 $0.025
10 6mmL 0.006 $0.1 APEP
10 7mmP 0.009 $0.025
10 8mmULP 0.01 $0.05
10 8mmLP 0.011 $0.05
10 8mmP 0.013 $0.075
10 9mmP 0.014 $0.1
10 9mmHP 0.018 $0.1
10 10mmP 0.02 $0.075
10 10mmHP 0.021 $0.15
10 12mmP 0.024 $0.125
10 12mmHP 0.027 $0.175
10 13mmHP 0.034 $0.25

Rifle and carbine ammunition

TL Ammo WPS CPS Notes
10 4mm 0.006 $0.06 APEP
10 5mm 0.006 $0.125
10 5.5mm 0.013 $0.125
10 6mm 0.014 $0.125
10 6.5mm 0.018 $0.15
10 7mm 0.024 $0.24 APEP
10 7.5mm 0.028 $0.2
10 8mm 0.03 $0.3
10 8.5mm 0.034 $0.4
10 9mm 0.058 $0.8
10 10mm 0.08 $0.8 APEP

Multipurpose and heavy weapon ammunition

TL Ammo WPS CPS Notes
10 15mm 0.1 $1 Solid Slug
10 18.5mm 0.037 $0.37 Solid Slug
10 20mmAG 0.14 $3
10 25mmG 0.09 $0.9 Solid Slug
10 30mmG 0.25 $10
10 30mm 0.5 $5 Solid Slug
10 40mmG 0.33 $5
10 50mm 2 $20

Copyright © 2008, by Garðar Steinn Ólafsson. All rights reserved.

GURPS Force Sword Variants (TL 11/12) V. 1.1

Basic Force Sword Statistics

Type: Imp./Cut, Amt.: 4d imp/8d(5) cut, Reach 1, Cost $3,000, Wt 2, ST -, LC 3, TL11, Holdout +1. See the rules on p. B50, UT91, SP58, COII26.

Force Sword Options

Basic Force Swords can be fitted with several options to give the individual Ultra-Tech knight an edge over the competition. By making some of these options hard to obtain, illegal or simply unusual, the GM might spare them for later discoveries and surprises.

Anti-Theft System (p. UT21). This option is often combined with the Grip-Recognition Pad. If not, the user has to key in a secret code to unlock the weapon for use, which takes one action. Any attempt of unauthorized use is registered to a log and the weapon will not function. Three failed attempts in a row will destroy the circuits, disabling the weapon until repaired. If a D-Tag is also fitted, the anti-theft system may be set to raise a silent radio alarm. The system may also be set to detonate the weapon after a preset number of failed attempts, causing 6dx10 explosive damage for a fully charged C cell or 6d less for every half minute of operation (e.g. if a force sword has been used for two minutes before it is detonated by the anti-theft system, it explodes for 6dx6 damage). To disable the anti-theft system make a roll against Electronic Operations (Security Systems)-1; a failed roll at least permanently disables the sword or triggers the self-destruct, if any. +$250; double cost for each additional -1 to Electronic Operations (Security Systems), to a maximum of -5 ($4,000).

Backup Powercells. Force swords use C cells (2.5 kWh or 9,000 kWs at TL11), lasting 5 minutes of continuos activation. The standard number of powercells in a force sword is one, which is usually sufficient for most fights, but any number may be installed. The reasonable limit is normally two C cells. The first powercell's weight is already included, each additional one weights 0.5 lb. and costs $100.

Constriction field disrupter. The energy blade of a force sword is constricted - brought into and held in form - by a force field. This option allows to open this field while still at high power output. The effect is that the annihilating energy of the blade escapes in a sudden fan-like blast, doing damage to anything within a 30° cone, up to 10 yards. Damage is 2d for every full minute-worth of power left in the energy cell. The swords wielder rolls vs. DX-4 to hit a specific target; a roll of 18 indicates an explosion of the force sword. The attack may be dodged or blocked, but not parried. This empties the power cell. +$500.

D-Tag (p. UT21). This is a tiny receiver that upon receiving a coded signal responds with sending out a homing signal. A successful Electronic Operations (Security Systems) roll is required to find it; a second roll (at -2) must be made to disable it without disabling the force sword. +$20.

Grip-Recognition Pad (p. UT50). This palm-print scanner analyzes and recognizes the users palm. If the scanned print is not in its memory it will lock the weapons safety. Up to 100 different users my be registered. The recognition pad system may be set to detonate the weapon immediately if any unauthorized user is detected (see under anti-theft systems for damage). To disable the recognition pad make a roll against Electronic Operations (Security Systems), after disabling any anti-theft systems first. +$250.

Grip-Security Override. Standard force swords deactivate immediately if dropped. For the purpose of throwing a force sword while it is still activated it is possible to override the grip-security with this switch. This takes one action. +$100.

Overload-Interrupter with Disable-Switch. This is a rare and frowned upon option, considered dishonorable by most knights. The overload-interrupter prevents any parrying by another force sword. The blade collapses for the fraction of a second when hitting the blocking blade of the opponent, rebuilding sufficiently behind the blocking blade to damage the opponent with half damage. The disable-switch of the overload-interrupter allows normal parrying by the user, but each parry requires first a successful Force Sword skill roll. If the separate skill roll is missed, the parry is automatically unsuccessful, too. TL12, +$3,000.

Starter Capacitor. The standard TL11 force sword takes one turn after activation for the blade to form and stabilize. This TL12 option shortens the start up time for the blade and allows the wielder to use the force sword immediately, albeit with reduced effect. Halve all damage done during the second of activation. This opens the possibility of instant Fast-Draw attacks. +$2,000.

Self-destruction. This is not exactly an option but a - final - way of using the Anti-Theft System. Someone desperate enough to do so may set the number of false attempts to zero and then key in a false code, immediately self-destructing the force sword in his hand. For effects see under Anti-Theft System above.

Training Power Modulator. This adds an extra low-power setting, that is used for traing purposes. A hit with a force sword in training modus does not cause serious injury but may cause minor burns: 1d-3 burning damage. This option costs +$450.

Two-Blade-Synchronizer. This system allows for two blades to pass through each other, useful for two-handed two-bladed combat styles. Both weapons must get this option and they must be synchronized during installation of the systems. This takes at least one hour and successful roll against Armoury (Force Swords). The synchronizer can be turned on and of at any time, spending one action. Cost per weapon: +$600.

Variable-Length Control (p. UT91, SP58). The most common option. The length of the energy blade may be varied to adapt Reach from C to 2, spending one action. +$550.

Variable-Power Regulator. Similar to the variable beam option for lasers (p. UT21, SP59). May be useful to light fires, cook water or otherwise expend controlled amounts of energy without excessive destruction. +$500.

Punji Stick Pits (TL 1)

GURPS rules for cheap and nasty Traps Description

Punji stick pits are cheap, effective, and very nasty traps, used in modern times in revolutionary warfare as the “poor mans land mine”. Several bamboo or wooden sticks are rammed into a small pit and the upward ends are sharpened to points. The points may be hardened with fire but that is optional. The sticks are smeared with excrement or fluids from rotten animals. The pit is camouflaged. Anyone crossing the pit might step into it and impale his foot on the sticks.

Detection

Make a Vision-2 or Traps skill roll (whatever is better) vs. the Camouflage skill or Traps skill (whatever is better) of the one who set the trap. On a success you spot the trap. On a failure you discover it the hard way.

Damage

You suffer Thrust damage to the foot (location 15,16), based on your own ST. Add +1 if overweight and +2 if fat (p. B28). PD and DR of footwear protects normally. Make a roll vs. Will-4 to avoid crying out loud if it matters. High pain threshold will reduce this to a roll vs. Will. Damage over HT/3 cripples the foot. Excess damage is lost. If crippled make a HT roll to avoid permanent injury (the GM should make that roll secretly and not tell the player until after a full medical examination).

In any way treat the damaged foot as lame (temporary crippled) and hurting for 1d days. Move is reduced by 3. You suffer a -3 penalty to use any physical skill that requires walking or running (see p. B29). Using the foot (e.g. walking around without crutches) will suspend the healing. Do not roll for healing when the foot has been used at this day. Otherwise treat recovery as usual (p. B133). Dirty Wounds

The sticks are envenomed with a “blood agent” in GURPS terms. It costs nothing and is made of excrements or dead animals. Roll HT+1 to resist infection (see p. B134). A successful immediate First-Aid skill roll at -1 will prevent this.

A success on the resistance roll means only a minor localized infection. A failure means a severe infection. A critical failure means a very severe infection: all further HT-rolls are at -2 and a merciless GM might apply the potentially deadly rules for Tetanus (p. COII173).

If the wound is severely infected, you lose 1 HT and 1 Fatigue for every failure on your daily recovery roll (p. B133). A success lets you regain 1 HT. The first fatigue loss is automatic. Fatigue can only be recovered at a rate of two per day of total rest. The infection ends when all lost HT is recovered or immediately if a critical success is rolled for recovery.

Place your Stake

Expanded GURPS rules for using wooden stakes and knifes to immobilize or kill vampires in GURPS Vampire and GURPS Blood Types with advanced GURPS rules for the HEART hit location for Non-Vampire combat. Version 1.2

Contents: [Introduction] [Targeting the Heart] [The Wooden Knife] [Penetrating the Ribcage and the Heart] [Fast Draw (Stake or Wooden Knife)] [Concealing your Stake or Wooden Knife] [Attacking Others than Vampires with Stakes or Wooden Knifes] [Realistic Heart Damage Effects for Non-Vampires] [Thrown Weapon (Stake or Wooden Knife)] Warning: It the concept of thrusting pointed things through the heart of someone disturbs you, stop reading immediately. This article is not for the faint of heart. Please go somewhere else.

Introduction

Stakeman is ready for you, suckers.In GURPS Vampire (p. VTM82) the rules for staking vampires are not satisfactory for the sophisticated vampire hunter. But do not despair. Here are all necessary additions and upgrades.

If you use GURPS Blood Types you may note that some of the types of vampires in that book are also susceptible to attacks with organic weapons, especially wooden ones (p. BT67). The added benefit is that these vampires are actually damaged by wooden weapons, not just immobilized.

1. Targeting the Heart

In GURPS Vampire the hit location modifier for the heart is -6. But in the (more recent) GURPS Compendium II (p. CII53) it is only -4. So the used modifier should be -4.

2. The Wooden Knife

An improvised or run-off-the-mill stake is at -2 to Knife skill because it is not balanced. But nothing prevents the manufacture of improved, knife-shaped, balanced stakes. Better take some really hard wood like that from some tropical trees (e.g. ironwood). A good wooden knife costs about $100. It can be made with the Woodworking skill in 1d hours with only a knife for a tool and in one hour with a complete shop of woodworking tools. A wooden knife is at +0 to Knife skill. It cannot cut. When using a wooden knife there is no required minimum strength.

A somewhat unusual variant of the wooden knife is the wooden Katar (see p. CII27). It is a small wooden thrusting weapon gripped like a corkscrew. This aids slightly in putting more force into the trust. Cost and skill modifier is as for the ordinary wooden knife but a Katar cannot be thrown.

3. Penetrating the Ribcage and the Heart

In GURPS Vampire you need a minimum strength (ST) of 13 to penetrate the ribcage and the heart of a vampire with a pointed stake. That does not exclude weaker vampire hunters from placing their stakes. They simply have to use a hammer.

Thrust damage for someone with ST 13 is 1d; swing damage for someone with ST 10 is also 1d. So using a hammer lowers the minimum strength requirement for penetrating the ribcage and the heart of a vampire with a pointed stake to ST 10. Roll against DX to hit the stake with the first strike if you are in a hurry, use DX+4 plus aiming bonuses if you have at least one second time to prepare. A critical miss damages the hand holding the stake.

4. Fast Draw [Stake or Wooden Knife]

You may use the Fast-Draw [Knife] skill (p. B50) to draw stakes or wooden knifes in virtually no time and without loosing your opportunity to attack in the same second/round. Every holster type and weapon location has its own modifiers on Fast Draw. Both modifiers are added into one in the following examples (for more customization see pp. CII87). The first modifier is for standing fighters, the second for sitting or lying ones.

Vampire hunters may use ankle holsters (-5/-2), standard belt holsters (+1/+1), shoulder holsters (-1/-1), holsters in the small of the back (-2/-3), or a wrist spring holster hidden in a sleeve (+4/+4; but a 14 or higher is a critical failure). Note: The same holster types and weapon locations may be used for firearms with the same modifiers.

5. Concealing your Stake or Wooden Knife

Custom concealment holsters are off course possible for stakes and wooden knifes as well as for firearms. They cost $200 and give +2 to Holdout skill. A dress or suit specifically designed and tailored to assist in hiding weapons gives a bonus to Holdout skill of up to +4 (GMs decision).

6. Attacking Others than Vampires with Stakes or Wooden Knifes

The weapon statistics for stakes and wooden knifes are as follows: Weapon Type Dam Reach Cost Weight ST Holdout Wooden Stake imp thr-1 C - 1 - 0 Wooden Knife imp thr-1 C 100 1 - +1 Wooden Katar imp thr C 100 1 - +1 Out of habit the trained vampire hunter might want to strike at the heart of some other than a vampire in combat. In that case use the hit location rules from p. CII53. To-Hit Modifier: -4. Miss By 1 Hits: TORSO. Multiplier: x3. Blow-Through: HTx3. Special Effects: On any impaling hit that does damage equal or greater than HTx3, an additional HT roll is required to avoid instant death.

7. Realistic Heart Damage Effects for Non-Vampires

The special effects rule for heart damage (p. CII53) is simple but not to close to reality (an exception in GURPS). I checked this with a licensed paramedic and a physician. Heart Penetration and Double Penetration

If anything (larger than a needle) penetrates your heart you are very close to death. The heart is penetrated by any bullet or impaling attack that does equal or more than HTx1/3 (round down) unmodified damage. It is doubly penetrated (“blown-through”) by any attack that does equal or more damage than HTx2/3 (round down). Double penetration gives a -4 on all further HT rolls. Heart Bleeding Rule

With a penetrated heart, roll against your HT at the beginning of each turn. A success means you lose 1 Hit Point. A failed roll means you lose 3 Hit Points. (This is a specialized variant of the bleeding rule from p. B130). Instant Death

The special effect rule for instant death from p. COII53 still applies, meaning that on any bullet or impaling hit that does damage equal or greater than HTx3, an additional HT roll is required to avoid instant death. Medical Aid

If you (your body that is, you will go unconscious long before that) reach a well prepared operating theater within no more than 10 minutes (under ideal conditions) you have a chance, even if your heart has stopped working. Make a roll against HT minus the basic damage you took to your heart. The amount by which you make or fail you roll is the modifier for the emergency heart surgery (which is at -6 for any surgeon not specialized on this, and at -2 for any specialized heart surgeon). Any less than a well prepared facility gives an additional modifier of -1 to -6 (GMs decision). 8. Thrown Weapon [Stake or Wooden Knife]

To throw a stake you may use either the specialized Thrown Weapon [Stake] skill or the Throwing skill at -2 to hit with the sharpened point. To throw a wooden knife you can use Thrown Weapon [Knife] (a.k.a. Knife Throwing skill). Weapon Type Dam SS Acc 1/2D Max. Wooden Stake (thrown) imp thr-1 12 0 ST-2 ST+5 Wooden Knife (thrown) imp thr-1 12 0 ST-2 ST+5

Flame Weapon Damage for GURPS

Version 1.2 Expanded GURPS rules for the effects of flame weapons from Greek fire bombs to magic Fireballs and modern Flamethrowers. This article tells you more about your possible protection against flame weapons, the intense pain, the potential eye damage and the slow recovery from burns. It also describes the psychological effect of using a flame weapon and the likely reactions on flame weapon users. Introduction

The use of flame weapons is widespread among roleplaying game characters. GURPS is no exception in that. The Fireball spell is not by coincidence included in the spell list of the GURPS Basic Set. Most fantasy style adventuring parties seem to regard a fireball hurling mage as a valuable addition. In some TL 5+ scenarios like GURPS Special Ops the characters have access to flamethrowers and other flame weapons. But as John M. Ford wrote in Roleplayer 16: “RPGs have always underrated the effects of injury on PCs, and nowhere more so than large-scale burns: until very recently, anyone with second-degree or worse burns over half or more of the skin was almost certainly doomed.” This article will tell you something about the hard facts of flame damage and how to include them in GURPS. It is the GMs decision to emphasize realistic flame damage or not. It might take some roleplayers by surprise and adds some worthwhile realism to play. As a result players may get a different attitude regarding flame weapons. They will perhaps see them more as what they are: weapons of terror.

Protection

For DR to count against an explosion or an attack like a flamer or flamethrower, it must be sealed or airtight. The burning substances will find any possible way inside your armor. In addition, some burning agents like napalm use up all the available oxygen, asphyxiating anyone without independent oxygen supply.

Intense Pain

Burns are painful. Make a HT roll at -1 for every point of flame damage or be effectively stunned as per p. B127. High Pain Threshold gives +5 to this roll; Low Pain Threshold doubles the penalties. In addition to the normal Shock (p. B126) burns are so painful that they reduce your IQ and DX by -1 for every 4 points of flame damage. This can only be canceled by pain killing drugs (fast) or recovery (slow). Anyone stunned by pain will also involuntarily try to retreat from the flames as the perceived source of the pain. If this will bring him into danger, e.g. of falling from something or loosing control of a vehicle, than roll against his (reduced) IQ to see if he can avoid that reaction.

Blow Through

There is no “blow through” with flame damage. All damage is applied to the body and reduces hit points. If hit locations (p. B203, p. B248, p. COII52) are used a location that takes HT damage from burns can be considered not only to be crippled (if possible by the standard rules) but also having received 3rd-degree burns. Toughness helps.

Eye Damage

The eyes may take damage from flame hits even if not the main target of the attack. You may use the following table to determine if the eyes are collaterally damaged or not.

Flame weapon hit at Probability of collateral eye damage head, brain, nose, neck or jaw (areas 3-5) 5 or less on a roll of 1d arm, middle and upper torso, vitals (areas 6, 8-10, 17-18) 4 or less on a roll of 1d hand, lower torso (areas 7, 11) 3 or less on a roll of 1d body (center of mass; not using hit locations) 4 or less on a roll of 1d If one eye is affected by flame damage, it is very likely that both are. Roll 1d. On a 5 or less both eyes are damaged.

More than 2 hits of damage blinds the eye. Closing the eye does not help. Any blinded eye counts as crippled for purposes of recovery. Having your eyes burned is extremely painful. You are at -4 to IQ to think clearly for 1d minutes, in addition to all other IQ modifiers. In some cases the pain never stops.

Recovery

Burns can be as crippling as any other injuries. Roll for recovering from crippling injuries as per p. B129. At TL 6 or less the affected limb may be amputated to avoid severe and potentially lethal complications. If this is no option the patient is in need of intensive medical care. All Physician skill rolls for medical care (p. B128) are modified by the extend of burn injuries (-1 for every hit point below 0 HT) and the TL of available medical care (TL-7) (e.g. at victim with HT 10 that took 15 hit points flame damage at TL 4 gives the physician a -8 to his skill). Failed rolls simply mean no extra hit point is recovered. Critical failure costs the patient 1 hit point. A victim that has lost more than HT hit points from burns is in serious trouble without adequate medical care. Tetanus (p. COII173) is a very likely complication. Before 1890 there is no tetanus anti-toxin.

All rolls for natural recovery (p. B128) without medical aid are at -1 for every hit point below 0 HT. This makes recovering from serious burns very slow which is realistic.

Most severe burns leave distinctive marks, even if fully healed. Make an additional roll against HT at -1 for every hit point below HT/2. A failed roll lowers appearance by one level (e.g. average becomes unattractive). A critical failure lowers appearance by two levels. Plastic surgery (TL6+) may avoid or correct this. The Surgery skill roll is at -2 per level of appearance that is to be improved. Appearance will never be improved by more than two levels without a critical success. A failure means no visible success. A critical failure indicates lengthy and painful complications and - if the GM is really mean - a further loss of appearance.

Flame Weapons

Flame weapons include but are not limited to Fireballs, Flamethrowers, Molotov Cocktails, Napalm, Oil Flasks and White Phosphorus ammunition.

Fireballs (p. B159, M34) are mentioned here as an example of many different magical flame attacks. These are the most common flame weapons available to fantasy adventures. Damage ranges usually from 1d to 3d.

   Modern flamethrowers (TL6/7) can project enough burning liquid per round for 12d burn damage in the first second, with additional damage from the sticking liquid for several seconds after the hit (see p. HT79). This makes taking a full burst highly lethal. But even a single hit (3d in the first second) will burn any affected part of the body seriously.
   Molotov Cocktails are discussed on page B121. Damage for anyone in a burning hex is 1d per second for one minute.
   Napalm is stickier than the filler of a Molotov Cocktails - it will cling to whatever it hits - and it burns hotter (3d/sec).
   Oil flasks are fantasy weapons functionally similar to Molotov Cocktails but filled with "Greek fire" (p. B121).
   White Phosphorus is used in grenades (e.g. the M34), bombs and incendiary devices like the "Handflammpatrone" (HAFLA, p. UT121). The phosphorus fragments continue to burn, inflicting damage each turn. Depending on weapon this can be 1 point each for 120 seconds (HAFLA) or 1d points for 60 seconds (M34), to give two examples. They are difficult to remove and pose additional hazards to the physician treating the injury. If fragments are buried deep within the wound they sometimes ignite spontaneously if brought into contact with air during surgery, jumping - still burning - out of the wound propelled by evaporated body fluids.

Using a Flame Weapon

The victims of a flame weapons are a gruesome sight even for some of the more hard boiled types of adventurers. They scream terribly in their agony, if still able to do so. The stench of burned flesh and hair is awful. Make a Will roll to keep from turning your eyes away. Empathy gives -3 on that roll. The amount by which this roll is made or failed is used as a modifier for a HT roll. Failure indicates throwing up or some similar reaction. Routine helps sometimes. But some people never get used to this.

Reaction to Flame Weapon Users

Witnesses of flame attacks suffer the same consequences as the weapon user, making a Will roll and a HT roll. Depending on circumstances a Fright Check might also be required, especially if the witnesses were not prepared for the use of flame weapons.

Anyone with the Empathy advantage that witnesses the burning of a sentient being will react at -3 or worse to those responsible for that. Likewise anyone with Animal Empathy or Sense of Duty to Nature (like most Elves) will never tolerate the burning of (living) animals.

It would be perfectly reasonable if most people that the adventurers meet have a deep aversion against flame weapons and their users. Imagine how the scene might change immediately if the adventurers boast in a tavern about a fight and one of them mentions the effective fireballs. The other customers might loose the friendly expressions from their faces, turn their backs to the party and here and there a murmur might be heard like “Poor devils. That is too cruel, even for an Ork.”, “What a bitter way to die.” and “Cold-blooded bastards.”.

Sample reaction modifiers are:

Generally, the more civilized the audience, the worse the reactions.

Neutral reactions are possible (e.g. because of a very poor imagination, overall stupidity, an unusually low empathy or strong internal suppression mechanisms).

Only pathologic individuals like those suffering from Sadism or the Pyromania disadvantage might react with a positive modifier to the users of flame weapons.

Mercury Fulminate, Acetylene and Blasting Gelatin

More ways to blast things in the second half of TL 5 (1800-1900)

In 1858 an assassin used a grenade that had no fuse and no trigger but worked very well. Read on to find out more about some explosives not detailed in GURPS High-Tech, 3 rd Ed. A timeline is given, showing when a particular explosive was first discovered and when it was available commercially.

Knowing the Explosive

The interested amateur and even more so the man (or woman) of science could reasonably claim to know about the discovery of a new explosive any time since it took place. The international press functioned in distributing scientific information and people of that era read a lot. Roll against Demolition skill -2, Chemistry skill -3, Research skill -4, or Engineer (specialized on mining, bombs and traps, or combat engineering) skill -2. The roll is at +1 for every fife years since the discovery, up to a maximum of +4. Success indicates that you know when, where and who discovered a particular explosive.

Researching the Formula

If you know about the existence of a formula it is fairly easy to find a source describing the way to reproduce the explosive. Roll against Demolition skill -2, Chemistry skill -2, Research skill, or Engineer (specialized on mining, bombs and traps, or combat engineering) skill -2 to find the source. A failure simply means that you will take some more time to find a source. A critical failure either indicates a flawed source, possibly resulting in dangerously unstable products, or that you have drawn unwanted attention with your research into explosives.

Producing the Explosive

To use a formula to create chemical explosives requires a roll against Chemistry skill. A failure indicates wasted raw material or minor injuries (e.g. fire or acid burns for 1d-3 damage), a critical failure indicates a disaster: 3d explosive damage and 1d fragmentation damage. For fragmentation use the Random Location Rule from p. B203. A natural 18 indicates contact damage to a random location (double all damage results and see p. HT23/24).

Timeline of the discovery and introduction of explosives from 1799 to 1885

Mercury Fulminate

Mercury fulminate is mentioned on page HT61 as a filler for percussion caps. It is a mixture of mercury, nitric acid, alcohol and water that explodes furiously (REF 1.3) if shaken or struck hard. As history shows it can be used as a filler for - very dangerous - grenades as well. Mercury Fulminate appears to have been prepared for the first time by Hohann Kunckel von Lowenstern. (1630 - 1703) The preparation and properties of mercury fulminate were described in much detail by Edward Howard in 1800 in a paper presented to the Royal Society of London.

On the 4th of November 1857 the French Simon Francis Bernard bought the ingredients for mercury fulminate from a pharmacy in central London. They were all free to buy. He told the pharmacist that he was processing daguerreotypes (an early form of photographs, made public in 1938 by the French Mandé Daguerre). The mercury fulminate was filled in custom made hollow spherical metal containers with a small opening hole that could be sealed with a screw. There was no need for a fuse or trigger mechanism. Simply hitting anything hard (e.g. the ground) with the grenade triggers the explosion, with the metal container providing material for fragments.

It was on the 14th of January in 1858 that the Italian gentleman Felice Orsini and his helpers hurled four of the metal spheres filled with mercury fulminate at the French Emperor Napoleon III., wounding 156 people, of which 8 later died from their wounds, but missing the emperor.

Custom Mercury Fulminate Grenade Year Malf. Damage Wt. Fuse Fuse Time Cost TL 1800+ crit. 6d 1 impact instant $25 5 The price is a rough estimate. These devices where never for sale. Each one has to be made individually and in secret. The metal containers are more difficult to obtain than the chemicals. The size and shape will be recognized correctly as part of an exploding weapon by most craftsmen, soldiers and policemen.

Anyone carrying mercury fulminate grenades must roll against DX+1 any time he falls, is hit, in a car or carriage accident and so on. A successful roll means he cushioned the explosive safely. A failure … R.I.P.!

Acetylene

Acetylene was used from its introduction in the 1860s in lighters, lanterns and welding torches. The calcium carbide needed to produce the gas by adding water was sold widely and was not to hard to obtain even in remote locations if a store with mining supplies was accessible. (This is also a source of dynamite as well.) Any mixture of acetylene with air is highly explosive if between 2.3% and 82% acetylene gas are present. Gas explosions are hard to calculate in their effect as they depend on the mixture and distribution of the gas. For any practical purpose you should roll 1d+1 and divide the result by 2. What you get is the REF for that particular gas explosion. Possible REF is between 1.0 and 3.5.

To trigger a gas explosion you simply need to bring any flame, spark or sufficiently hot metal in contact with the gas mixture. This can be a burning arrow, a fired gun, or simply a fired percussion cap.

Blasting Gelatin

Blasting gelatin is well suited for use with the Underwater Demolition skill, as it is not soluble in water and very powerful (REF 1.7). The difficulty in using it is that it explodes to fast for many applications. If you would trigger it inside a rifle barrel, the barrel would rupture from overpressure before the shockwave had any time to leave through the muzzle. And it is not as stable and secure as TNT. This limits its normal use to heavy construction work like blasting tunnels into hard rock or, as mentioned, underwater demolitions. Whenever blasting gelatin is dropped or shocked roll 3 dice. On a 16 or higher, it explodes.