Advanced
Firearms for
All modifications which affect the ratings of a weapon are expressed as either a bonus ("+ something"), a penalty ("- something") or a multiplier ("x something"). Bonuses and penalties are cumulative, so a +4 bonus and a -2 penalty would have a net result of +2. Multipliers ae applied in sequence, so the net result of a x2 multiplier and a x4 multiplier would be x8.
Shell-firing: Built like a real-world gun, the rounds are fed into a firing chamber and detonated, propelling the bullet down the barrel. Available in four calibres, from 6mm to 16mm.
Shredder: Uses a Gauss rail to fire small, sharp duralloy discs. The Supershredder version uses heavier disks.
Blaster: The classic energy weapon. Nicely painful when it hits and has good range, but expensive. The Sunblaster variant, developed in the Shogunate, is more efficient.
Laser: very old technology, but still useful for long-range assassination. The newer Tachyon laser has a much higher range.
The technology used defines properties of the weapon as follows:
Technology | Damage | Close Range | Range | Min. ST | Cost | Availability |
16mm shell | 2M | 100 | 2000 | +3 | 2M | 5 |
12mm shell | 1M+3 | 70 | 1500 | +2 | 1.5M | 6 |
8mm shell | 1M+2 | 50 | 1000 | +1 | 1M | 7 |
6mm shell | 1M | 30 | 500 | 0 | 500 | 9 |
Shredder | 1M+2 | 50 | 150 | 0 | 900 | 5 |
Supershredder | 2M | 50 | 200 | +1 | 1.5M | 3 |
Blaster | 1M+2 | 30 | 1K | -5 | 2M | 5 |
Sunblaster | 1M+4 | 100 | 1K | 0 | 2M | 3 |
Laser | 1M | 50 | 5K | -5 | 1.4M | 6 |
Tachyon Laser | 1M+2 | 50 | 10K | -5 | 3M | 4 |
Strength | Max. Slots |
-5 | 3 |
-4 | 4 |
-3 | 5 |
-2 | 6 |
-1 | 7 |
0 | 8 |
+1 | 10 |
+2 | 12 |
+3 | 14 |
+4 | 16 |
+5 | 18 |
Size | damage | Close Range | Range | Min. St | Cost | Slots | Availability |
Handgun | -3 | x0.25 | x0.25 | -3 | x0.25 | 2 | - |
Handcannon | -2 | x0.5 | x0.5 | -2 | x0.5 | 4 | - |
Carbine | -1 | x0.75 | x0.75 | -1 | x0.75 | 6 | - |
Rifle | - | - | - | - | - | 8 | - |
Support Weapon | +2 | x1.5 | x1.5 | +1 | x2 | 11 | -1 |
Heavy Support Weapon | +4 | x2 | x2 | +2 | x4 | 15 | -2 |
Emplacement Weapon | +1M | x4 | x4 | +3 | x8 | 18 | -3 |
Cool. That wasn't too painful, was it?
Rate of Fire | Type | Cost | Min. St |
Single Shot | S | x0.75 | - |
Semi-auto | X | - | - |
Automatic | F | x2 | +1 |
Full Burst | O | x5 | +2 |
Multiweapons: You can have great fun by combining two or more weapons into one, like a shotgun and an assault rifle or a pair of full burst low-calibre systems mounted on top of a single shot high-calibre system. Work out each weapon individually in terms of slots (you can still only carry your normal maximum) and cost, and add them together. Cool, huh? If you want to fire multiple barrels at once, the MS requirement is the total of all the positive Min. ST requiements of the systems being fired. That means that you add all the Min. STs toether, but negative ones don't count.
Anti-Recoil: Min. ST requirements of weapons can be bought off, at a x100 cumulative credit cost. So buying a +3 requirement down to +2 costs 100 credits, buying it down to +1 would cost 300 credits, buying it down to 0 would cost 600 credits, etc. This represents increasingly more devious stages of technology being empoyed to reduce the force of recoil, from simple baffling to lev-packs.
Sights: Several of the weapon types have very long possible ranges, which is fine until you realise that you can't actually see your target. Sighting systems make it easier to hit your target (reducing the penalty for firing past close range to -3) and cost 100 credits.
Laser Sights: A simple low-power laser system projects a red dot onto your target, making it easier to aim quickly at close range. These cost 100 credits and boost your initiative by 2 when firing at 50m or less. Alternative versions use UV or IR beams, which won't alert the target the way a bright red dot does. Of course, to use these you need some way of seeing into those spectra yourself.
Lev-pods: The same technology used to keep skimmer bikes in the air and the floating city of Ikarus aloft can be used to lighten weapons, allowing the wielder to tote around much more firepower than normal. Each lev-pod increases your maximum weapon size by one slot and costs 1 megacredit.
Gauss Barrels: This modification can only be applied to shell-firing weapons. The standard chemical propellant system is replaced by a magnetic spiral which both fires and spins the bullet. This doubles the close range and range, adds +1 to the damage rating, and multiplies the cost of the weapon by 10. It is also much quieter than normal chemical projectiles.