Ranged Weapons
Ranged weapons are usually those that you aim and fire or throw, and are small enough that they can be carried around and operated with minimal or no assistance.
Centrefire Ammunition
Modern firearms use the centrefire firing system (as opposed to rimfire in more archaic firearms, and newer mechanisms such as caseless, discarding sabot and flechette). Centrefire guns rely on the impact ignition of a primer and gun powder through the centre of the round. In Striker rimfire weapons are extremely rare to non-existent, except in museums.
Centrefire ammunition can come in a variety of forms, each having a range of favourable properties, such as accuracy, armour-piercing and damage.
Full metal jacket. The most common round for firearms is the soft-tipped, centrefire, expanding round, which provides good accuracy, range and damage characteristics.
Armour-piercing. These are modern rounds made for firearms, which are normally low-tech weapons. They feature a diamond or corundum core for greater penetration.
Hollow-point. Hollow point rounds sacrifice penetrative ability for damage on impact for firearms. It is also possible to use blanks, riot rounds and tracer ammunition, although these are likely to be rarely needed in gameplay.
Discarding Sabot Ammunition
Discarding sabot rifles can benefit from a wide range of ammunition, some of which are described below.
Armour-piercing rounds. These are the default rounds of a discarding sabot rifle, featuring a diamond or corundum core. These rounds can punch through vehicle bodies and armour.
Dense-armour-piecing rounds. This variant features depleted uranium, plutonium or other heavy metal within a diamond or corundum jacket. These generally have the penetrative ability to get through armoured vehicles.
Hi-ex. Rather than a hard core, the core is a small metal capsule, surrounded by a corundum jacket. The round can still pierce light armour but as the jacket is deformed, the outer layer of the capsule explodes outward, inducing fusion by compaction in the core. The resulting damage is… satisfying.
Incendiary. The incendiary round is similar to hi ex, but the core is instead superheated to a plasma.
Shotgun Ammunition
While the buckshell is by far the most common ammunition for shotguns, various types of slugs can be substituted.
Buckshell. This is a very simple shell that contains small balls of dense material, designed to spread and impact a target at high speed. Range and penetrative power are sacrificed for stopping power and damage.
Slug. The cartridge is replaced by a solid metal slug. The effect of the slug is to give the shotgun a powerful armour-piercing quality.
Accelerator Rifle, carbine
cost=8K|2 : wt=5.5 : CC=13
Op: inactive, held ◊ s2a -> 6hp 8ep [main-act]
Usage: ranged-att(main-act) -> chk(TC)= +M(Wpn-Flechettes (Cbt-Ranged)) -> Strength(min)=-4 : burst=4 : sniping : audio=50 : range=50|150 : dmg(hp,prc)=3d4 +M -> 1hp : 1ep [10act]
Description: Rocket-assisted projectile rifle. Near-zero recoil; designed for zero-G use.
Accelerator Rifle, assault
cost=10K|2 : wt=6.5 : CC=14
Op: inactive, held ◊ s2a -> 7hp 10ep [main-act]
Usage: ranged-att(main-act) -> chk(TC)= +M(Wpn-Flechettes (Cbt-Ranged)) -> Strength(min)=-2 : burst=4 : sniping : audio=60 : range=50|150 : dmg(hp,prc)=3d6 +M -> 2hp : 1ep [10act]
Description: Assault-sized accelerator rifle.
Accelerator Rifle, battle
cost=13K|2 : wt=7.5 : CC=14
Op: inactive, held ◊ s2a -> 8hp 13ep [main-act]
Usage: ranged-att(main-act) -> chk(TC)= +M(Wpn-Flechettes (Cbt-Ranged)) -> Strength(min)=0 : burst=4 : sniping : audio=70 : range=50|150 : dmg(hp,prc)=3d8 +M -> 3hp : 1ep [10act]
Description: Battle-sized accelerator rifle.
Autoloader Rifle, light
cost=600|1 : wt=5.5 : CC=12
Op: inactive, held ◊ s2a -> 6hp 1ep [main-act]
Usage: ranged-att(main-act) -> chk(TC)= +M(Wpn-Rifles (Cbt-Ranged)) -> Strength(min)=-2 : sniping : recoil=L : audio=600
◊ ap(rounds) -> range=50|150 : dmg(hp,prc)=1d6 +M : pen=3 -> 1hp [10act]
◊ hp(rounds) -> range=50|150 : dmg(hp,prc)=2d4 +M -> 1hp [12act]
◊ std(rounds) -> range=50|150 : dmg(hp,prc)=1d6 +M : pen=1 -> 1hp [12act]
Description: Semi-automatic cased rifle. Cheap, legal, and available everywhere.
Autoloader Rifle, heavy
cost=800|1 : wt=6.5 : CC=12
Op: inactive, held ◊ s2a -> 7hp 1ep [main-act]
Usage: ranged-att(main-act) -> chk(TC)= +M(Wpn-Rifles (Cbt-Ranged)) -> Strength(min)=-1 : sniping : recoil=M : audio=800
◊ ap(rounds) -> range=50|150 : dmg(hp,prc)=1d8 +M : pen=5 -> 1hp [8act]
◊ hp(rounds) -> range=50|150 : dmg(hp,prc)=2d6 +M -> 1hp [10act]
◊ std(rounds) -> range=50|150 : dmg(hp,prc)=1d8 +M : pen=1 -> 1hp [10act]
Description: Heavier calibre autoloader rifle.
Autoloader Rifle, ds
cost=2400|1 : wt=5.5 : CC=13
Op: inactive, held ◊ s2a -> 6hp 3ep [main-act]
Usage: ranged-att(main-act) -> chk(TC)= 1+M(Wpn-Rifles (Cbt-Ranged)) -> Strength(min)=-1 : sniping : recoil=L : audio=600
◊ ap(rounds) -> range=70|280 : dmg(hp,prc)=1d8 +M : pen=5 -> 1hp [10act]
◊ dap(rounds) -> range=70|280 : dmg(hp,prc)=1d8 +M : pen=8 -> 2hp [10act]
◊ he(rounds) -> range=70|280 : dmg(hp,prc)=3d6 +M : pen=1 -> 1hp [10act]
◊ inc(rounds) -> range=70|280 : dmg(hp,fire)=1d8 +M : pen=2 -> 1hp [12act]
Description: Discarding-sabot autoloader with excellent range and multi-ammo versatility.
Automatic Rifle, carbine
cost=1K|1 : wt=5.5 : CC=13
Op: inactive, held ◊ s2a -> 6hp 1ep [main-act]
Usage: ranged-att(main-act) -> chk(TC)= +M(Wpn-Rifles (Cbt-Ranged)) -> Strength(min)=-1 : burst=3 : sniping : recoil=L : audio=600
◊ ap(rounds) -> range=30|90 : dmg(hp,prc)=2d4 +M : pen=2 -> 2hp [12act]
◊ hp(rounds) -> range=30|90 : dmg(hp,prc)=2d6 +M -> 1hp [15act]
◊ std(rounds) -> range=30|90 : dmg(hp,prc)=2d4 +M : pen=1 -> 1hp [15act]
Description: Full-auto rifle. Cheap and field-serviceable, if heavy and recoil-prone.
Automatic Rifle, assault
cost=1100|1 : wt=6.5 : CC=13
Op: inactive, held ◊ s2a -> 7hp 2ep [main-act]
Usage: ranged-att(main-act) -> chk(TC)= +M(Wpn-Rifles (Cbt-Ranged)) -> Strength(min)=0 : burst=3 : sniping : recoil=M : audio=800
◊ ap(rounds) -> range=40|120 : dmg(hp,prc)=2d6 +M : pen=2 -> 2hp [9act]
◊ hp(rounds) -> range=40|120 : dmg(hp,prc)=3d4 +M -> 1hp [12act]
◊ std(rounds) -> range=40|120 : dmg(hp,prc)=2d6 +M : pen=1 -> 1hp [12act]
Description: Heavier automatic rifle.
Automatic Rifle, battle
cost=1200|1 : wt=7.5 : CC=13
Op: inactive, held ◊ s2a -> 8hp 2ep [main-act]
Usage: ranged-att(main-act) -> chk(TC)= +M(Wpn-Rifles (Cbt-Ranged)) -> Strength(min)=3 : burst=3 : sniping : recoil=H : audio=600
◊ ap(rounds) -> range=40|120 : dmg(hp,prc)=2d8 +M : pen=2 -> 2hp [6act]
◊ hp(rounds) -> range=40|120 : dmg(hp,prc)=3d6 +M -> 1hp [9act]
◊ std(rounds) -> range=40|120 : dmg(hp,prc)=2d8 +M : pen=1 -> 1hp [9act]
Description: Battle-weight automatic rifle.
Automatic Rifle, caseless, carbine
cost=2K|2 : wt=5.5 : CC=13
Op: inactive, held ◊ s2a -> 6hp 1ep [main-act]
Usage: ranged-att(main-act) -> chk(TC)= 1+M(Wpn-Rifles (Cbt-Ranged)) -> Strength(min)=-2 : sniping : recoil=L : audio=400 -> range=35|105 : dmg(hp,prc)=2d4 +M : pen=2 -> 1hp [6act]
Description: Caseless rifle: lighter, more accurate, greater capacity. Always fires in 4-round bursts.
Automatic Rifle, caseless, assault
cost=2500|2 : wt=6.5 : CC=13
Op: inactive, held ◊ s2a -> 7hp 2ep [main-act]
Usage: ranged-att(main-act) -> chk(TC)= 1+M(Wpn-Rifles (Cbt-Ranged)) -> Strength(min)=0 : sniping : recoil=M : audio=500 -> range=40|120 : dmg(hp,prc)=2d6 +M : pen=2 -> 2hp [10act]
Description: Heavier caseless assault rifle.
Automatic Rifle, caseless, battle
cost=3300|2 : wt=7.5 : CC=13
Op: inactive, held ◊ s2a -> 8hp 2ep [main-act]
Usage: ranged-att(main-act) -> chk(TC)= 1+M(Wpn-Rifles (Cbt-Ranged)) -> Strength(min)=2 : sniping : recoil=H : audio=600 -> range=40|120 : dmg(hp,prc)=2d8 +M : pen=2 -> 2hp [8act]
Description: Battle-weight caseless rifle.
Automatic Rifle, ds, carbine
cost=3K|2 : wt=6 : CC=13
Op: inactive, held ◊ s2a -> 6hp 3ep [main-act]
Usage: ranged-att(main-act) -> chk(TC)= 1+M(Wpn-Rifles (Cbt-Ranged)) -> Strength(min)=-1 : burst=3 : sniping : recoil=L : audio=500
◊ ap(rounds) -> range=70|280 : dmg(hp,prc)=2d6 +M : pen=5 -> 1hp [15act]
◊ dap(rounds) -> range=70|280 : dmg(hp,prc)=2d6 +M : pen=8 -> 2hp [10act]
◊ he(rounds) -> range=70|280 : dmg(hp,prc)=4d4 +M : pen=1 -> 1hp [10act]
◊ inc(rounds) -> range=70|280 : dmg(hp,fire)=2d6 +M : pen=2 -> 1hp [15act]
Description: Discarding-sabot carbine. Excellent all-round infantry workhorse with wide ammo choice.
Automatic Rifle, ds, assault
cost=4K|2 : wt=6.5 : CC=13
Op: inactive, held ◊ s2a -> 7hp 4ep [main-act]
Usage: ranged-att(main-act) -> chk(TC)= 1+M(Wpn-Rifles (Cbt-Ranged)) -> Strength(min)=0 : burst=3 : sniping : recoil=M : audio=600
◊ ap(rounds) -> range=70|280 : dmg(hp,prc)=2d8 +M : pen=6 -> 1hp [10act]
◊ dap(rounds) -> range=70|280 : dmg(hp,prc)=2d8 +M : pen=10 -> 2hp [8act]
◊ he(rounds) -> range=70|280 : dmg(hp,prc)=4d6 +M : pen=1 -> 1hp [8act]
◊ inc(rounds) -> range=70|280 : dmg(hp,fire)=2d8 +M : pen=2 -> 1hp [10act]
Description: Assault-sized discarding-sabot rifle.
Automatic Rifle, ds, battle
cost=5K|2 : wt=7 : CC=13
Op: inactive, held ◊ s2a -> 7hp 5ep [main-act]
Usage: ranged-att(main-act) -> chk(TC)= 1+M(Wpn-Rifles (Cbt-Ranged)) -> Strength(min)=3 : burst=3 : sniping : recoil=H : audio=700
◊ ap(rounds) -> range=70|280 : dmg(hp,prc)=2d10 +M : pen=7 -> 2hp [15act]
◊ dap(rounds) -> range=70|280 : dmg(hp,prc)=2d10 +M : pen=10 -> 3hp [10act]
◊ he(rounds) -> range=70|280 : dmg(hp,prc)=4d8 +M : pen=1 -> 2hp [10act]
◊ inc(rounds) -> range=70|280 : dmg(hp,fire)=2d10 +M : pen=2 -> 2hp [15act]
Description: Battle-weight discarding-sabot rifle.
Flame thrower
800:1(cost), 0.1/9(wt), 12(CC)
Op: inactive, held ◊ s2a: 7hp 1ep for main-act
Usage: ranged-att(main-act)
-> chk(TC(A))= +M(Wpn-Spray)
-> -Stringth(min)=2 : audio=400
-> imp-sv(Agl,8)= 40(spray), 3d6(hp,fire)
-> 20hp for 10act
Description: A flame thrower is a backpack-mounted weapon with a firing system ending in a firer that pressurises, sprays and lights a jet of combustable substance, producing an arc of flame up to 40 metres. The combusting substance is usually an oily fuel, designed to stick to whatever it hits and continue burning.
Flechette, carbine
cost=8K|2 : wt=7 : CC=13
Op: inactive, held ◊ s2a -> 7hp 8ep [main-act]
Usage: ranged-att(main-act) -> chk(TC)= 1+M(Wpn-Flechettes (Cbt-Ranged)) -> Strength(min)=-2 : sniping : recoil=L : audio=500 : range=200|600 : dmg(hp,prc)=3d4 +M : pen=1 -> 2hp : 1ep [10act]
Description: Magnetic-needle weapon. Long range, accurate, burst-mode. Quiet, no ejecta.
Flechette, assault
cost=10K|2 : wt=8 : CC=14
Op: inactive, held ◊ s2a -> 8hp 10ep [main-act]
Usage: ranged-att(main-act) -> chk(TC)= 1+M(Wpn-Flechettes (Cbt-Ranged)) -> Strength(min)=0 : sniping : recoil=L : audio=550 : range=200|600 : dmg(hp,prc)=3d6 +M : pen=1 -> 3hp : 1ep [10act]
Description: Assault-sized flechette.
Flechette, battle
cost=13K|2 : wt=9 : CC=14
Op: inactive, held ◊ s2a -> 9hp 13ep [main-act]
Usage: ranged-att(main-act) -> chk(TC)= 1+M(Wpn-Flechettes (Cbt-Ranged)) -> Strength(min)=2 : sniping : recoil=M : audio=600 : range=200|600 : dmg(hp,prc)=3d8 +M : pen=1 -> 4hp : 2ep [10act]
Description: Battle-sized flechette.
Handflechette, 1mm
cost=1700|2 : wt=0.3 : CC=13
Op: inactive, held ◊ s2a -> 1hp 2ep [main-act]
Usage: ranged-att(main-act) -> chk(TC)= +M(Wpn-Handguns (Cbt-Ranged)) -> Strength(min)=-6 : audio=300 : range=30|90 : dmg(hp,prc)=2d4 +M -> 3hp : 3ep [10act]
Description: Flechette firing mechanism in handgun form. Quiet, minimal recoil, no ejecta.
Handflechette, 2mm
cost=2500|2 : wt=0.5 : CC=13
Op: inactive, held ◊ s2a -> 1hp 3ep [main-act]
Usage: ranged-att(main-act) -> chk(TC)= +M(Wpn-Handguns (Cbt-Ranged)) -> Strength(min)=-4 : recoil=L : audio=350 : range=30|90 : dmg(hp,prc)=2d6 +M -> 4hp : 3ep [10act]
Description: Heavier calibre handflechette.
Handflechette, 2mm long
cost=4K|2 : wt=0.6 : CC=13
Op: inactive, held ◊ s2a -> 1hp 4ep [main-act]
Usage: ranged-att(main-act) -> chk(TC)= +M(Wpn-Handguns (Cbt-Ranged)) -> Strength(min)=-3 : recoil=M : audio=400 : range=30|90 : dmg(hp,prc)=2d8 +M -> 3hp : 3ep [10act]
Description: Long-calibre handflechette.
Handflechette, 2mm pulse
cost=5K|3 : wt=0.7 : CC=13
Op: inactive, held ◊ s2a -> 1hp 5ep [main-act]
Usage: ranged-att(main-act) -> chk(TC)= +M(Wpn-Handguns (Cbt-Ranged)) -> Strength(min)=-3 : recoil=M : audio=500 : range=40|120 : dmg(hp,fire)=2d10 +M -> 3hp : 3ep [10act]
Description: Pulse variant: needles superheated to plasma packets. More commonly called a pulse gun.
Handflechette, 3mm snub
cost=4400|2 : wt=0.8 : CC=13
Op: inactive, held ◊ s2a -> 1hp 5ep [main-act]
Usage: ranged-att(main-act) -> chk(TC)= +M(Wpn-Handguns (Cbt-Ranged)) -> Strength(min)=-2 : recoil=H : audio=700 : range=30|90 : dmg(hp,prc)=2d10 +M -> 3hp : 3ep [10act]
Description: Very powerful high-calibre handflechette.
Lasergun, carbine
40K:3(cost), 0.1/6(wt), 14(CC)
Op: inactive, held ◊ s2a: 6hp 40ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= 1+M(Wpn-Energy)
-> Stringth(min)=-3 : sniping, 80(audio)
-> 300/900(range), 3d6 +M(hp,heat)
-> 9ep for 10act
Description: The laser gun fires short, intense laser beams at very high frequency. While laser guns consume a lot of power, they are extremely long-ranged, quiet, accurate and very damaging.
The lasergun is also an effective sniper’s weapon because they have no muzzle flash and the beam fired is totally invisible in a vacuum, and visible in atmospheres only with magnetoreception and ultravision. This means that a sniper has a good chance of not giving away their position even after firing.
Lasergun, assault
50K:3(cost), 0.1/7(wt), 14(CC)
Op: inactive, held ◊ s2a: 7hp 50ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= 1+M(Wpn-Energy)
-> -Stringth(min)=2 : sniping, 90(audio)
-> 300/900(range), 3d8 +M(hp,heat)
-> 12ep for 10act
Description: A higher calibre version of the previous listing.
Lasergun, battle
cost=65K|3 : wt=8 : CC=14
Op: inactive, held ◊ s2a -> 8hp 65ep [main-act]
Usage: ranged-att(main-act) -> chk(TC)= 1+M(Wpn-Energy (Cbt-Ranged)) -> Strength(min)=0 : sniping : audio=100 : range=300|900 : dmg(hp,heat)=3d10 +M -> 18ep [10act]
Description: Heaviest laser weapon variant.
Pistol, body
160:1(cost), 0.1/0.3(wt), 12(CC)
Op: inactive, held ◊ s2a: 1hp 1ep for bonus-act
Usage: ranged-att(main-act)
-> chk(TC)= +M(Wpn-Handguns)
-> Strength(min)=-6 : 500(audio)
-> 15/30(range), 1d4 +M(hp,prc)
-> 1hp for 6act
Description: The pistol is an autoloading, slug-throwing handgun, designed to be easily carried and concealed. The short barrel and lack of rifling means that the pistol has a shorter range and less penetrative power than its much heavier, archaic cousin, the crossbow.
Pistol, light
200:1(cost), 0.1/0.5(wt), 12(CC)
Op: inactive, held ◊ s2a: 1hp 1ep for bonus-act
Usage: ranged-att(main-act)
-> chk(TC)= +M(Wpn-Handguns)
-> Stringth(min)=-3 : recoil=L : audio=600
-> 12/36(range), 1d6 +M(hp,prc)
-> 2hp for 15act
Description: A higher calibre version of the previous listing.
Pistol, heavy
600:1(cost), 0.1/0.8(wt), 12(CC)
Op: inactive, held ◊ s2a: 1hp 1ep for bonus-act
Usage: ranged-att(main-act)
-> chk(TC)= +M(Wpn-Handguns)
-> -Stringth(min)=2 : recoil=M : 800(audio)
-> 20/60(range), 1d8 +M(hp,prc)
-> 3hp for 15act
Description: A higher calibre version of the previous listing.
Pistol, stun
cost=1K|1 : wt=0.6 : CC=13
Op: inactive, held ◊ s2a -> 1hp 1ep [bonus-act]
Usage: ranged-att(main-act) -> chk(TC)= +M(Wpn-Handguns (Cbt-Ranged)) -> Strength(min)=-6 : audio=800 : range=10|30 : dmg(hp,frc)=1d2 +M -> imp-sv(Health)= 8+M -> cond,stunned -> 1hp [15act]
Description: Gas-propelled micro explosive shell designed primarily to stun through concussion.
Plasmagun, carbine
12K:2(cost), 0.1/6(wt), 14(CC)
Op: inactive, held ◊ s2a: 6hp 12ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= 1+M(Wpn-Energy)
-> -Stringth(min)=2 : sniping, 200(audio)
-> 300/900(range), 3d6 +M(hp,fire)
-> 9ep for 10act
Description: The plasmagun is another variant on the railgun or flechette. In this case, the magnetic accelerator, compresses and superheats carbon beads, until they become a fine plasma stream, which is accelerated to hundreds of kilometres per second. The resulting weapon has a laser-like fire with minimal recoil, and very … pleasing damage.
Plasmagun, assault
cost=18K|2 : wt=7 : CC=14
Op: inactive, held ◊ s2a -> 7hp 18ep [main-act]
Usage: ranged-att(main-act) -> chk(TC)= 1+M(Wpn-Energy (Cbt-Ranged)) -> Strength(min)=-1 : sniping : audio=250 : range=300|900 : dmg(hp,fire)=3d8 +M -> 12ep [10act]
Description: Assault-sized plasma stream weapon.
Plasmagun, battle
cost=25K|2 : wt=8 : CC=14
Op: inactive, held ◊ s2a -> 8hp 25ep [main-act]
Usage: ranged-att(main-act) -> chk(TC)= 1+M(Wpn-Energy (Cbt-Ranged)) -> Strength(min)=0 : sniping : audio=300 : range=300|900 : dmg(hp,fire)=3d10 +M -> 12ep [10act]
Description: Battle-sized plasma stream weapon.
Rotorflechette
cost=16K|2 : wt=8 : CC=14
Op: inactive, held ◊ s2a -> 8hp 25ep [main-act]
Usage: ranged-att(main-act) -> chk(TC(A))= M(Wpn-Spray (Cbt-Ranged)) -> Strength(min)=0 : recoil=H : audio=300 -> imp-sv(Agility+B)= 10+M -> 50(spray) : dmg(hp,prc)=4d8 : pen=3 -> 6hp : 1ep [4act]
Description: Six flechettes in rotary configuration feeding from a single cassette. ~10,000 rpm.
Shotgun, 12 gauge
cost=400|1 : wt=5.5 : CC=12
Op: inactive, held ◊ s2a -> 5hp 1ep [main-act]
Usage: ranged-att(main-act) -> chk(TC(A))= M(Wpn-Spray (Cbt-Ranged)) -> Strength(min)=-1 : recoil=H : audio=900 -> imp-sv(Agility+B)= 8+M -> 20(spray) : dmg(hp,prc)=2d6 -> 3hp [6act]
Description: Smooth-bore long arm firing buckshell or slug. Best at close quarters.
Shotgun, 10 gauge
cost=600|1 : wt=5.5 : CC=12
Op: inactive, held ◊ s2a -> 6hp 1ep [main-act]
Usage: ranged-att(main-act) -> chk(TC(A))= M(Wpn-Spray (Cbt-Ranged)) -> Strength(min)=1 : recoil=H : audio=1K -> imp-sv(Agility+B)= 8+M -> 20(spray) : dmg(hp,prc)=2d8 -> 4hp [6act]
Description: Higher calibre shotgun with greater stopping power.
Shuriken
cost=1|1 : wt=0.1 : CC=10
Op: inactive, held ◊ s2a -> 1hp 1ep [bonus-act]
Usage: ranged-att(main | bonus-act) -> chk(TC)= +M(Wpn-Thrown (Cbt-Ranged)) -> Strength(min)=-3 : audio=10 : range=thrown : dmg(hp,prc)=1d2 +M
Description: Throwing stars. Mainly a tactical diversion but can deal lethal damage. Carry many.
Sniper Rifle, light
600:1(cost), 0.1/5.5(wt), 12(CC)
Op: inactive, held ◊ s2a: 6hp 1ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= 1+M(Wpn-Rifles)
-> -Stringth(min)=2 : reload, sniping, recoil=L : 500(audio)
◊ eff(ap)= 60/240(range), 1d8 +M(hp,prc), 3(pen)
-> 2hp for 10act
◊ eff(hp)= 60/240(range), 2d6 +M(hp,prc)
-> 2hp for 8act
◊ eff(std)= 60/240(range), 1d8 +M(hp,prc) : pen=1
-> 1hp for 10act
Description: The sniper rifle is a non-autoloading, slug-throwing weapon, designed for accuracy, and comes into its own with accuracy over a long range. Sniper rifles have the scope accessory by default.
The centrefire version of this weapon is sometimes referred to as a bolt or lever action rifle, and is a repeating firearm, used for hunting, and yes, sniping. The weapon focuses on range and accuracy, not needing to make any performance compromises for autoloading.
Sniper Rifle, ds
cost=2400|1 : wt=5.5 : CC=13
Op: inactive, held ◊ s2a -> 6hp 3ep [main-act]
Usage: ranged-att(main-act) -> chk(TC)= 2+M(Wpn-Rifles (Cbt-Ranged)) -> Strength(min)=-1 : reload : sniping : recoil=L : audio=300
◊ ap(rounds) -> range=80|360 : dmg(hp,prc)=1d8 +M : pen=5 -> 2hp [10act]
◊ dap(rounds) -> range=80|360 : dmg(hp,prc)=1d8 +M : pen=8 -> 3hp [8act]
◊ he(rounds) -> range=80|360 : dmg(hp,prc)=3d6 +M : pen=1 -> 3hp [10act]
◊ inc(rounds) -> range=80|360 : dmg(hp,fire)=1d8 +M : pen=2 -> 2hp [10act]
Description: Discarding-sabot sniper rifle with longslide-puller repeating action and four ammo types.
Snotter, deathsignal
cost=25K|2 : wt=8 : CC=13
Op: inactive, held ◊ s2a -> 1hp 6ep [main-act]
Usage: ranged-att(main-act) -> chk(TC(A))= +M(Wpn-Spray (Cbt-Ranged)) -> Strength(min)=-1 : audio=700 -> imp-sv(Health)= 8+M -> cone=20 : dmg(hp,frc)=3d4 -> 2ep [10act]
Description: Hand-held sonic weapon directing soliton waves through a nanobot field. Pulps targets in the focal area.
Snotter, dreadmouth
cost=25K|3 : wt=8 : CC=14
Op: inactive, held ◊ s2a -> 8hp 25ep [main-act]
Usage: ranged-att(main-act) -> chk(TC(A))= +M(Wpn-Spray (Cbt-Ranged)) -> Strength(min)=-1 : audio=800 -> imp-sv(Health)= 10+M -> spray=60 : dmg(hp,frc)=5d4 -> 3ep [10act]
Description: Heavier, more focussed version of the deathsignal.
Submachinegun
750:1(cost), 0.1/4(wt), 12(CC)
Op: inactive, held ◊ s2a: 4hp 1ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= +M(Wpn-Rifles)
-> -Stringth(min)=1 : recoil=M : 800(audio)
-> 20/60(range), 2d6 +M(hp,prc)
-> 3hp for 10act
Description: The submachine gun is a low firepower automatic weapon, designed to fire pistol cartridges in burst mode. They are best for close-quarter combat against non-armoured targets.
cost=800|1 : wt=9 : CC=12
Op: inactive, held ◊ s2a -> 7hp 1ep [main-act]
Usage: ranged-att(main-act) -> chk(TC(A))= +M(Wpn-Spray (Cbt-Ranged)) -> Strength(min)=-2 : audio=400 -> imp-sv(Agility+B)= 8+M -> 40(spray) : dmg(hp,fire)=3d6 -> 20hp [10act]
Description: Backpack-mounted pressurised combustible sprayer producing a 40m arc of flame.