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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

Accelerator Rifle, carbine

8K:2(cost), 0.1/5.5(wt), 13(CC)
Op: inactive, held ◊ s2a: 6hp 8ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= +M(Wpn-Flechettes)
-> eff= -4(Str,min), 4(burst), sniping, 50(audio)
-> eff= 50/150(range), 3d4 +M(hp,prc)
-> 1hp 1ep for 10act
Description: The accelerator rifle is an automatic weapon that takes the caseless rifle to its ultimate conclusions, with the chemical propulsion element of the round now almost entirely outside the barrel. The rounds are often called rocket-assisted projectiles (RAP). The rifle imparts spin and initial propulsion of the projectile through a magnetic field. This reduces the recoil and muzzle rise to almost nothing at all. The accelerator is designed for use in zero-G conditions, and fires somewhat like a flechette.

Accelerator Rifle, assault

Accelerator Rifle, assault

10K:2(cost), 0.1/6.5(wt), 14(CC)
Op: inactive, held s2a: 7hp 10ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= +M(Wpn-Flechettes)
-> eff= -2(Str,min), 4(burst), sniping, 60(audio)
-> eff= 50/150(range), 3d6 +M(hp,prc)
-> 2hp 1ep for 10act
Description: Assault-sized version of the previous listing.

Accelerator Rifle, battle

Accelerator Rifle, battle

13K:2(cost), 0.1/7.5(wt), 14(CC)
Op: inactive, held s2a: 8hp 13ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= +M(Wpn-Flechettes)
-> eff= 0(Str,min), 4(burst), sniping, 70(audio)
-> eff= 50/150(range), 3d8 +M(hp,prc)
-> 3hp 1ep for 10act
Description: Battle-sized version of the previous listing.

Autoloader Rifle, light

Autoloader 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)= +M(Wpn-Rifles)
-> eff= -2(Str,min), sniping, l(recoil), 600(audio)
eff(ap)= 50/150(range), 1d6 +M(hp,prc), 3(pen)
    -> 1hp for 10act
eff(hp)= 50/150(range), 2d4 +M(hp,prc)
    -> 1hp for 12act
eff(std)= 50/150(range), 1d6 +M(hp,prc), 1(pen)
    -> 1hp for 12act
Description: The autoloader or semi automatic rifle fires cased ammunition on each pull of the trigger. These rifles are low tech, readily available and easy to make. They are usually employed for pest control, hunting and sporting uses, and are the most likely to be legal wherever you go.

Autoloader Rifle, heavy

Autoloader Rifle, heavy

800:1(cost), 0.1/6.5(wt), 12(CC)
Op: inactive, held s2a: 7hp 1ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= +M(Wpn-Rifles)
-> eff= -1(Str,min), sniping, m(recoil), 800(audio)
eff(ap)= 50/150(range), 1d8 +M(hp,prc), 5(pen)
    -> 1hp for 8act
eff(hp)= 50/150(range), 2d6 +M(hp,prc)
    -> 1hp for 10act
eff(std)= 50/150(range), 1d8 +M(hp,prc), 1(pen)
    -> 1hp for 10act
Description: A higher calibre version of the previous listing.

Autoloader Rifle, ds

Autoloader Rifle, ds

2400:1(cost), 0.1/5.5(wt), 13(CC)
Op: inactive, held s2a: 6hp 3ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= 1+M(Wpn-Rifles)
-> eff= -1(Str,min), sniping, l(recoil), 600(audio)
eff(ap)= 70/280(range), 1d8 +M(hp,prc), 5(pen)
    -> 1hp for 10act
eff(dap)= 70/280(range), 1d8 +M(hp,prc), 8(pen)
    -> 2hp for 10act
eff(he)= 70/280(range), 3d6 +M(hp,prc), 1(pen)
    -> 1hp for 10act
eff(inc)= 70/280(range), 1d8 +M(hp,fire), 2(pen)
    -> 1hp for 12act
Description: A more advanced form of the autoloader rifle, using a discarding sabot firing mechanism, providing better range, and more versatility in ammunition choice.

Automatic Rifle, carbine

Automatic Rifle, carbine

1K:1(cost), 0.1/5.5(wt), 13(CC)
Op: inactive, held s2a: 6hp 1ep for main-act Usage: ranged-att(main-act)
-> chk(TC)= +M(Wpn-Rifles)
-> eff= -1(Str,min), 3(burst), sniping, l(recoil), 600(audio)
eff(ap)= 30/90(range), 2d4 +M(hp,prc), 2(pen)
    -> 2hp for 12act
eff(hp)= 30/90(range), 2d6 +M(hp,prc)
    -> 1hp for 15act
eff(std)= 30/90(range), 2d4 +M(hp,prc), 1(pen)
    -> 1hp for 15act
Description: The automatic rifle fires the same ammunition that repeating or autoloading rifles fire, but it can fire these rounds in full automatic mode (multiple bullets per pull of the trigger). In practice, it is usually more effective to fire the rounds in bursts of three or four rounds. While heavy with recoil and overall weight, the advantages of automatic rifles over their more advanced caseless, sabot and flechette cousins, are that the weapon and its ammunition are cheap and easy to manufacture, and magazines of rounds can be made up in the field.

Automatic Rifle, assault

Automatic Rifle, assault

1.1K:1(cost), 0.1/6.5(wt), 13(CC)
Op: inactive, held s2a: 7hp 2ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= +M(Wpn-Rifles)
-> eff= 0(Str,min), 3(burst), sniping, m(recoil), 800(audio)
eff(ap)= 40/120(range), 2d6 +M(hp,prc), 2(pen)
    -> 2hp for 9act
eff(hp)= 40/120(range), 3d4 +M(hp,prc)
    -> 1hp for 12act
eff(std)= 40/120(range), 2d6 +M(hp,prc), 1(pen)
    -> 1hp for 12act
Description: A higher calibre version of the previous listing.

Automatic Rifle, battle

Automatic Rifle, battle

1.2K:1(cost), 0.1/7.5(wt), 13(CC)
Op: inactive, held s2a: 8hp 2ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= +M(Wpn-Rifles)
-> eff= 3(Str,min), 3(burst), sniping, h(recoil), 600(audio)
eff(ap)= 40/120(range), 2d8 +M(hp,prc), 2(pen)
    -> 2hp for 6act
eff(hp)= 40/120(range), 3d6 +M(hp,prc)
    -> 1hp for 9act
eff(std)= 40/120(range), 2d8 +M(hp,prc), 1(pen)
    -> 1hp for 9act
Description: A higher calibre version of the previous listing.

Automatic Rifle, caseless, carbine

Automatic Rifle, caseless, carbine

2K:2(cost), 0.1/5.5(wt), 13(CC)
Op: inactive, held s2a: 6hp 1ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= 1+M(Wpn-Rifles)
-> eff= -2(Str,min), sniping, l(recoil), 400(audio)
-> eff= 35/105(range), 2d4 +M(hp,prc), 2(pen)
-> 1hp for 6act
Description: An automatic rifle that fires caseless ammunition, and is lighter, has less recoil, more accurate, holds more rounds and generally has higher range than other automatic weapons. The ammunition’s case is replaced by a propellant jacket, surrounding the projectile. This weapon is always in burst mode, firing four rounds per burst.

Automatic Rifle, caseless, assault

Automatic Rifle, caseless, assault

2.5K:2(cost), 0.1/6.5(wt), 13(CC)
Op: inactive, held s2a: 7hp 2ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= 1+M(Wpn-Rifles)
-> eff= 0(Str,min), sniping, m(recoil), 500(audio)
-> eff= 40/120(range), 2d6 +M(hp,prc), 2(pen)
-> 2hp for 10act
Description: A higher calibre version of the previous listing.

Automatic Rifle, caseless, battle

Automatic Rifle, caseless, battle

3.3K:2(cost), 0.1/7.5(wt), 13(CC)
Op: inactive, held s2a: 8hp 2ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= 1+M(Wpn-Rifles)
-> eff= 2(Str,min), sniping, h(recoil), 600(audio)
-> eff= 40/120(range), 2d8 +M(hp,prc), 2(pen)
-> 2hp for 8act
Description: A higher calibre version of the previous listing.

Automatic Rifle, ds, carbine

Automatic Rifle, ds, carbine

3K:2(cost), 0.1/6(wt), 13(CC)
Op: inactive, held s2a: 6hp 3ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= 1+M(Wpn-Rifles)
-> eff= -1(Str,min), 3(burst), sniping, l(recoil), 500(audio)
eff(ap)= 70/280(range), 2d6 +M(hp,prc), 5(pen)
    -> 1hp for 15act
eff(dap)= 70/280(range), 2d6 +M(hp,prc), 8(pen)
    -> 2hp for 10act
eff(he)= 70/280(range), 4d4 +M(hp,prc), 1(pen)
    -> 1hp for 10act
eff(inc)= 70/280(range), 2d6 +M(hp,fire), 2(pen)
    -> 1hp for 15act
Description: The discarding sabot is an excellent all-round workhorse for infantry soldiers. Its variety of ammunition types, solid range, overall light-weight and rate of fire make it a good suppression weapon in a wide range of battle scenarios. If you move to zero G conditions, then accelerators or caseless rifles are better, and for higher battlefield precision, particularly against low armoured or unarmoured targets, flechettes are better, but for everything else its discarding sabot all the way.
One thing though, as most rounds for discarding sabots emphasise their armour-piercing quality, best to stow them away when you’re on a spaceship.

Automatic Rifle, ds, assault

Automatic Rifle, ds, assault

4K:2(cost), 0.1/6.5(wt), 13(CC)
Op: inactive, held s2a: 7hp 4ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= 1+M(Wpn-Rifles)
-> eff= 0(Str,min), 3(burst), sniping, m(recoil), 600(audio)
eff(ap)= 70/280(range), 1d8 +M(hp,prc), 6(pen)
    -> 1hp for 10act
eff(dap)= 70/280(range), 1d8 +M(hp,prc), 10(pen)
    -> 2hp for 8act
eff(he)= 70/280(range), 3d6 +M(hp,prc), 1(pen)
    -> 1hp for 8act
eff(inc)= 70/280(range), 1d8 +M(hp,fire), 2(pen)
    -> 1hp for 10act
Description: A higher calibre version of the previous listing.

Automatic Rifle, ds, battle

Automatic Rifle, ds, battle

5K:2(cost), 0.1/7(wt), 13(CC)
Op: inactive, held s2a: 7hp 5ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= 1+M(Wpn-Rifles)
-> eff= 3(Str,min), 3(burst), sniping, h(recoil), 700(audio)
eff(ap)= 70/280(range), 1d8 +M(hp,prc), 7(pen)
    -> 2hp for 15act
eff(dap)= 70/280(range), 1d8 +M(hp,prc), 10(pen)
    -> 3hp for 10act
eff(he)= 70/280(range), 3d6 +M(hp,prc), 1(pen)
    -> 2hp for 10act
eff(inc)= 70/280(range), 1d8 +M(hp,fire), 2(pen)
    -> 2hp for 15act
Description: A higher calibre version of the previous listing.

Flame thrower

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)
-> eff= -2(Str,min), 400(audio)
-> 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

Flechette, carbine

8K:2(cost), 0.1/7(wt), 13(CC)
Op: inactive, held s2a: 7hp 8ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= 1+M(Wpn-Flechettes)
-> eff= -2(Str,min), sniping, l(recoil), 500(audio)
-> eff= 200/600(range), 3d4 +M(hp,prc), 1(pen)
-> 2hp 1ep for 10act
Description: The flechette is a light cousin to the railgun, designed to be an easily-handled firearm. It sacrifices penetration and stopping power for range, accuracy and rate of fire.
Flechettes always operate in burst mode, firing at a rate of over 2000 rounds per minute. The power cell on a flechette provides the power for the magnetic field and the needle rounds themselves.

Flechette, assault

Flechette, assault

10K:2(cost), 0.1/8(wt), 14(CC)
Op: inactive, held s2a: 8hp 10ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= 1+M(Wpn-Flechettes)
-> eff= 0(Str,min), sniping, l(recoil), 550(audio)
-> eff= 200/600(range), 3d6 +M(hp,prc), 1(pen)
-> 3hp 1ep for 10act
Description: A higher calibre version of the previous listing.

Flechette, battle

Flechette, battle

13K:2(cost), 0.1/9(wt), 14(CC)
Op: inactive, held s2a: 9hp 13ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= 1+M(Wpn-Flechettes)
-> eff= 2(Str,min), sniping, m(recoil), 600(audio)
-> eff= 200/600(range), 3d8 +M(hp,prc), 1(pen)
-> 4hp 2ep for 10act
Description: A higher calibre version of the previous listing.

Handflechette, 1mm

Handflechette, 1mm

1.7K:2(cost), 0.1/0.3(wt), 13(CC)
Op: inactive, held s2a: 1hp 2ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= +M(Wpn-Handguns)
-> eff= -6(Str,min), 300(audio)
-> eff= 30/90(range), 2d4 +M(hp,prc)
-> 3hp 3ep for 10act
Description: The handflechette has the flechette firing mechanism in the form of a handgun. They only very loosely resemble a pistol, being somewhat ornate in design, with some of the gaussian shielding for the operator, forming part of its body. While pistols tend to be squarish in cross-section, handflechettes tend to be rounder and more like revolvers in shape. However, their operation remains very much like a pistol. Its firing mechanism is more brute-force than the longarm flechette, lacking most of its gyro-stabilisation, but it scores considerably over shell pistols in still offering considerable range, while having a quiet report, minimal recoil, and no casings or other ejecta at the point of firing. The handflechette requires its own special ammunition, and this can only be scaffold built and powered.

Handflechette, 2mm

Handflechette, 2mm

2.5K:2(cost), 0.1/0.5(wt), 13(CC)
Op: inactive, held s2a: 1hp 3ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= +M(Wpn-Handguns) -> eff= -4(Str,min), l(recoil), 350(audio)
-> eff= 30/90(range), 2d6 +M(hp,prc)
-> 4hp 3ep for 10act
Description: A higher calibre version of the previous listing.

Handflechette, 2mm long

Handflechette, 2mm long

4K:2(cost), 0.1/0.6(wt), 13(CC)
Op: inactive, held s2a: 1hp 4ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= +M(Wpn-Handguns)
-> eff= -3(Str,min), m(recoil), 400(audio)
-> eff= 30/90(range), 2d8 +M(hp,prc)
-> 3hp 3ep for 10act
Description: A long-calibre version of the previous listing.

Handflechette, 2mm pulse

Handflechette, 2mm pulse

5K:3(cost), 0.1/0.7(wt), 13(CC)
Op: inactive, held s2a: 1hp 5ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= +M(Wpn-Handguns)
-> eff= -3(Str,min), m(recoil), 500(audio)
-> eff= 40/120(range), 2d10 +M(hp,fire)
-> 3hp 3ep for 10act
Description: The pulse handflechette is more commonly referred to as a pulse gun. It is of such high energy that the needles become super heated and are emitted from the weapon as resonant packets of plasma.

Handflechette, 3mm snub

Handflechette, 3mm snub

4.4K:2(cost), 0.1/0.8(wt), 13(CC)
Op: inactive, held s2a: 1hp 5ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= +M(Wpn-Handguns)
-> eff= -2(Str,min), h(recoil), 700(audio)
-> eff= 30/90(range), 2d10 +M(hp,prc)
-> 3hp 3ep for 10act
Description: A very powerful and high-calibre flechette.

Lasergun, carbine

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)
-> eff= -3(Str,min), sniping, 80(audio)
-> eff= 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

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)
-> eff= -2(Str,min), sniping, 90(audio)
-> eff= 300/900(range), 3d8 +M(hp,heat)
-> 12ep for 10act
Description: A higher calibre version of the previous listing.

Lasergun, battle

Lasergun, battle

65K:3(cost), 0.1/8(wt), 14(CC)
Op: inactive, held s2a: 8hp 65ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= 1+M(Wpn-Energy)
-> eff= 0(Str,min), sniping, 100(audio)
-> eff= 300/900(range), 3d10 +M(hp,heat)
-> 18ep for 10act
Description: A higher calibre version of the previous listing.

Pistol, body

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)
-> eff= -6(Str,min), 500(audio)
-> eff= 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

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)
-> eff= -3(Str,min), l(recoil), 600(audio)
-> eff= 12/36(range), 1d6 +M(hp,prc)
-> 2hp for 15act
Description: A higher calibre version of the previous listing.

Pistol, heavy

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)
-> eff= -2(Str,min), m(recoil), 800(audio)
-> eff= 20/60(range), 1d8 +M(hp,prc)
-> 3hp for 15act
Description: A higher calibre version of the previous listing.

Pistol, stun

Pistol, stun

1K:1(cost), 0.1/0.6(wt), 13(CC)
Op: inactive, held s2a: 1hp 1ep for bonus-act
Usage: ranged-att(main-act)
-> chk(TC)= +M(Wpn-Handguns)
-> eff= -6(Str,min), 800(audio)
-> eff= 10/30(range), 1d2 +M(hp,frc)
-> imp(sv,Health,8+M)= stunned for 1d4 rnd
-> 1hp for 15act
Description: A gas-propelled weapon that fires a very small, high-explosive flight shell, designed mostly to stun your opponent through concussion.

Plasmagun, carbine

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)
-> eff= -2(Str,min), sniping, 200(audio)
-> eff= 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

Plasmagun, assault

18K:2(cost), 0.1/7(wt), 14(CC)
Op: inactive, held s2a: 7hp 18ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= 1+M(Wpn-Energy)
-> eff= -1(Str,min), sniping, 250(audio)\ -> eff= 300/900(range), 3d8 +M(hp,fire)
-> 12ep for 10act
Description: A higher calibre version of the previous listing.

Plasmagun, battle

Plasmagun, battle

25K:2(cost), 0.1/8(wt), 14(CC)
Op: inactive, held s2a: 8hp 25ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= 1+M(Wpn-Energy)
-> eff= 0(Str,min), sniping, 300(audio)
-> eff= 300/900(range), 3d10 +M(hp,fire)
-> 12ep for 10act
Description: A higher calibre version of the previous listing.

Rotorflechette

Rotorflechette

16K:2(cost), 0.1/8(wt), 14(CC)
Op: inactive, held s2a: 8hp 25ep for main-act
Usage: ranged-att(main-act)
-> chk(TC-A)= M(Wpn-Spray)
-> eff= 0(Str,min), h(recoil), 300(audio)
-> imp(sv,Agl,10+M)= 50(spray), 4d8(hp,prc), 3(pen)
-> 6hp 1ep for 4act
Description: This is likely to be the most ridiculous weapon ever invented. It is suitable to those who lack skill, are generally reckless, and want all their problems to just go away. It is essentially six flechettes arranged rotary gun style. The ammunition is fed into each flechette barrel from a central cassette. The cassette itself is fed via six different compartments by latching six flechette ammunition belts (the same type as used by very rapid fire field railguns) to a star feeder at the back. The total rate of fire is around 10,000 rounds per minute, and because there are six barrels, it can maintain full automatic fire, more or less indefinitely, to the extent of your ammunition. The recoil is very heavy and the whole thing only really works if you hold it somewhat like a chainsaw and just wave it around. With a mountain of flechette needles ripping out at considerably more than the speed of sound, you’ve just gotta hit something, and that’s pretty much the principle. You can be the only one left standing, assuming, of course, that all the calcium didn’t get rattled out of your body. It might be a good idea to bite down on something, before letting this one rip, or you might lose your teeth as well.

Shotgun, 12 gauge

Shotgun, 12 gauge

400:1(cost), 0.1/5.5(wt), 12(CC)
Op: inactive, held s2a: 5hp 1ep for main-act
Usage: ranged-att(main-act)
chk(TC-A, buckshell)= M(Wpn-Spray)
    -> eff= -1(Str,min), h(recoil), 900(audio)
    -> imp(sv,Agl,8+M)= 20(spray), 2d6(hp,prc)
chk(TC, slug)= M(Wpn-Rifles)
    -> eff= -1(Str,min), h(recoil), 900(audio)
    -> eff= 10/30(range), 1d10 +M(hp,prc), 6(pen)
-> imp(sv,Str,8+M)= prone
-> 3hp for 6act
Description: A shotgun is a smooth bore, non-rifled long arm, that usually fires shells filled with buckshot, although occasionally a solid slug is used for high penetration at close range. A shotgun trades rate of fire and range for pure stopping power, and are best suited to close quarters combat. The buckshot shell ammunition is best when you want to easily hit unarmoured targets. In the case of buckshot shells, attacks at the shotgun’s long range are not made at disadvantage, but rather the damage from a successful attack is halved. The rarer slug ammunition does less damage and does not spread, however it has extremely good penetration.

Shotgun, 10 gauge

Shotgun, 10 gauge

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-A, buckshell)= M(Wpn-Spray)
    -> eff= 1(Str,min), h(recoil), 1K(audio)
    -> imp(sv,Agl,8+M)= 20(spray), 2d8(hp,prc)
chk(TC, slug)= M(Wpn-Rifles)
    -> eff= 1(Str,min), h(recoil), 1K(audio)
    -> eff= 10/30(range), 1d12 +M(hp,prc), 10(pen)
-> imp(sv,Str,10+M)= prone
-> 4hp for 6act
Description: A higher calibre version of the previous listing.

Shuriken

Shuriken

1:1(cost), 0.1/0.5(wt), 10(CC)
Op: inactive, held s2a: 1hp 1ep for bonus-act
Usage: ranged-att(main-act)
-> chk(TC)= +M(Wpn-Thrown)
-> eff= -3(Str,min), 10(audio)
-> eff= thrown(range), 1d2 +M(hp,prc)
Description: Sometimes called throwing stars, are designed mostly as a tactical ploy in battle, but can do lethal damage in the right circumstances. Shuriken do less damage and a thrown dagger, but, they have the advantage that many more can be carried into an encounter.

Sniper Rifle, light

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)
-> eff= -2(Str,min), reload, sniping, l(recoil), 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), 1(pen)
    -> 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

Sniper Rifle, ds

2400:1(cost), 0.1/5.5(wt), 13(CC)
Op: inactive, held s2a: 6hp 3ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= 2+M(Wpn-Rifles)
-> eff= -1(Str,min), reload, sniping, l(recoil), 300(audio)
eff(ap)= 80/360(range), 1d8 +M(hp,prc), 5(pen)
    -> 2hp for 10act
eff(dap)= 80/360(range), 1d8 +M(hp,prc), 8(pen)
    -> 3hp for 8act
eff(he)= 80/360(range), 3d6 +M(hp,prc), 1(pen)
    -> 3hp for 10act
eff(inc)= 80/360(range), 1d8 +M(hp,fire), 2(pen)
    -> 2hp for 10act
Description: The discarding sabot version of this rifle is a technical advancement made available in the 24th Century. Apart from the much improved firing system, the repeating action is a longslide puller, which provides a slightly faster reload action than the traditional bolt or lever.

Snotter, deathsignal

Snotter, deathsignal

25K:2(cost), 0.1/8(wt), 13(CC)
Op: inactive, held s2a: 1hp 6ep for main-act
Usage: ranged-att(main-act)
-> chk(TC-A)= +M(Wpn-Spray)
-> eff= -1(Str,min), 700(audio)
-> imp(sv,Health,8+M)= 20(cone), 3d4(hp,frc)
-> 2ep for 10act
Description: The snotter is a catch-all term for hand-held sonic weapons in all their myriad varieties. Sonic weapons work through a grid of nanobots, sent out through a magnetic field, that assist in directing and concentrating sound. Through this field and through a soliton wave directed from the weapon itself, any targets in the focal area are pulped. Snotters require a minimum of 0.25(field,press) to operate..

Snotter, dreadmouth

Snotter, dreadmouth

25K:3(cost), 0.1/8(wt), 14(CC)
Op: inactive, held s2a: 8hp 25ep for main-act
Usage: ranged-att(main-act)
-> chk(TC-A)= +M(Wpn-Spray)
-> eff= -1(Str,min), 800(audio)
-> imp(sv,Health,10+M)= 60(spray), 5d4(hp,frc)
-> 3ep for 10act
Description: A heavier and more focussed version of the deathsignal.

Submachinegun

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)
-> eff= -1(Str,min), m(recoil), 800(audio)
-> eff= 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.