Support Weapons
A support weapon is one that lies between a firearm carried by an individual and a vehicle mounted or turret mounted weapon. A support weapon can sometimes be used by a single individual, but usually its a team of two or three: one to carry the weapon itself, another to carry most of the additional ammunition, and another to carry even more ammunition, plus spare barrels, the tripod and any other apparel.
So these weapons typically come with some infrastructure and need some preparation, assembly or other setting up for use. They are generally fired from a braced position by being set down, on a base{0} mount, or support harness (backpack or gyro arm).
The idea is that the support weapons are ones that still move around with units, but provide some more serious firepower than that normally carried by an individual.
With the addition of power armour, you can pick up that support weapon, with its belts of ammunition, and become the thinking-man’s rotorflechetteer: or maybe just a less insane one.
Flechette, VRF, light
22K:2(cost), 0.1/12(wt), 14(CC)
Op: inactive, held ◊ s2a: 12hp 22ep for rnd
Usage: ranged-att(main-act)
-> chk(TC)= 1+M(Wpn-Support)
-> eff= 4(Str,min), sniping, m(recoil), 700(audio)
-> eff= 250/750(range), 3d12 +M(hp,prc), 4(pen)
-> 10hp 5ep for 10act
Description: The very rapid fire (VRF) flechette is a support-level flechette, where the needle-like projectiles are larger and heavier and the rate of fire is increased to around 3500 rounds per minute.
Flechette, VRF, heavy
35K:2(cost), 0.1/17(wt), 14(CC)
Op: inactive, held ◊ s2a: 17hp 35ep for rnd
Usage: ranged-att(main-act)
-> chk(TC)= 1+M(Wpn-Support)
-> eff= 6(Str,min), sniping, h(recoil), 800(audio)
-> eff= 250/750(range), 2d4{i} +M(hp,prc), 1{i}(pen)
-> 20hp 8ep for 10act
Description: A heavier-calibre version of the previous listing.
Grenade launcher, set-down
400:1(cost), 0.1/12(wt), 12(CC)
Op: inactive, set-down ◊ s2a: 12hp 1ep for rnd
Usage: ranged-att(main-act)
-> chk(TC-A)= +M(Wpn-Support)
-> eff= 400(audio), 300/400(range)
-> eff(frag) -> imp(sv,Agl,8+M)= 15(radius), 2d6(hp,frc)
-> 6hp 3ep for 10act
-> eff(emp)= 15(radius), 15(field,elec)
-> 15hp 6ep for 10act
-> eff(inc) -> imp(sv,Agl,8+M)= 15(radius), 4d4(hp,fire)
-> 20hp 2ep for 4act
-> eff(gas) -> imp(sv,Agl,8+M)= 15(radius), 2d6(hp,psn)
-> 10hp 1ep for 5act
-> eff(stun) -> imp(sv,Per,8+M)= 15(radius), 0(audiosense,lightsense) 1d6 rnd
-> 10hp 1ep for 10act
-> eff(smoke)= 15(radius), 0.01/dark(field,rad) for min
-> 3hp 1ep for 10act
-> eff(aerosol)= 20(radius), block(laser)
-> 10hp 1ep for 10act
-> eff(starlight)= 50(radius), 0.04(field,rad)
-> 3hp 2ep for 10act
-> eff(nuke) -> imp(sv,Health,12+M)= 25(radius), 1d8{i}(hp,frc), 5(field,rad) for hr
-> 20hp 12ep for 2act
Description: A very small piece of artillary that you place firmly on the ground, from which you can launch 40mm grenades.
Grenade launcher, rifle
2K:2(cost), 0.1/6(wt), 13(CC)
Op: inactive, held ◊ s2a: 6hp 2ep for main-act
Usage: ranged-att(main-act)
-> chk(TC-A)= +M(Wpn-Support)
-> eff= -2(Str,min), m(recoil), 400(audio), 200/250(range)
-> eff(frag) -> imp(sv,Agl,8+M)= 15(radius), 2d6(hp,frc)
-> 6hp 3ep for 10act
-> eff(emp)= 15(radius), 15(field,elec)
-> 15hp 6ep for 10act
-> eff(inc) -> imp(sv,Agl,8+M)= 15(radius), 4d4(hp,fire)
-> 20hp 2ep for 4act
-> eff(gas) -> imp(sv,Agl,8+M)= 15(radius), 2d6(hp,psn)
-> 10hp 1ep for 5act
-> eff(stun) -> imp(sv,Per,8+M)= 15(radius), 0(audiosense,lightsense) 1d6 rnd
-> 10hp 1ep for 10act
-> eff(smoke)= 15(radius), 0.01/dark(field,rad) for min
-> 3hp 1ep for 10act
-> eff(aerosol)= 20(radius), block(laser)
-> 10hp 1ep for 10act
-> eff(starlight)= 50(radius), 0.04(field,rad)
-> 3hp 2ep for 10act
-> eff(nuke) -> imp(sv,Health,12+M)= 25(radius), 1d8{i}(hp,frc), 5(field,rad) for hr
-> 20hp 12ep for 2act
Description: A rifle configuration of the previous listing.
Grenade launcher, rifle
4K:2(cost), 0.1/1.5(wt), 13(CC)
Op: inactive, long-arm-attached ◊ s2a: 2hp 4ep for rnd
Usage: ranged-att(main-act)
-> chk(TC-A)= +M(Wpn-Support)
-> eff= +1(Str,min,long-arm), reload, m(recoil), 400(audio), 100/150(range)
-> eff(frag) -> imp(sv,Agl,8+M)= 15(radius), 2d6(hp,frc)
-> 6hp 3ep for 10act
-> eff(emp)= 15(radius), 15(field,elec)
-> 15hp 6ep for 10act
-> eff(inc) -> imp(sv,Agl,8+M)= 15(radius), 4d4(hp,fire)
-> 20hp 2ep for 4act
-> eff(gas) -> imp(sv,Agl,8+M)= 15(radius), 2d6(hp,psn)
-> 10hp 1ep for 5act
-> eff(stun) -> imp(sv,Per,8+M)= 15(radius), 0(audiosense,lightsense) 1d6 rnd
-> 10hp 1ep for 10act
-> eff(smoke)= 15(radius), 0.01/dark(field,rad) for min
-> 3hp 1ep for 10act
-> eff(aerosol)= 20(radius), block(laser)
-> 10hp 1ep for 10act
-> eff(starlight)= 50(radius), 0.04(field,rad)
-> 3hp 2ep for 10act
-> eff(nuke) -> imp(sv,Health,12+M)= 25(radius), 1d8{i}(hp,frc), 5(field,rad) for hr
-> 20hp 12ep for 2act
Description: An under-barrel longarm-mounted version of the previous listing.
Lasergun, light
70K:2(cost), 0.1/12(wt), 14(CC)
Op: inactive, held ◊ s2a: 12hp 70ep for rnd
Usage: ranged-att(main-act)
-> chk(TC)= 2+M(Wpn-Support)
-> eff= 4(Str,min), sniping, 100(audio)
-> eff= 300/900(range), 4d10 +M(hp,heat)
-> 25ep for 10act
Description: The lasergun has a higher flux and can sustain longer bursts of fire than its smaller, hand-held cousin. The bulk of the weapon and its power pack is usually the limiting factor on the weapon’s portability.
Lasergun, heavy
100K:2(cost), 0.1/16(wt), 15(CC)
Op: inactive, held ◊ s2a: 16hp 100ep for rnd
Usage: ranged-att(main-act)
-> chk(TC)= 2+M(Wpn-Support)
-> eff= 6(Str,min), sniping, 150(audio)
-> eff= 300/900(range), 4d12 +M(hp,heat)
-> 35ep for 10act
Description: A heavier version of the previous listing.
Machinegun, cf, heavy
5K:2(cost), 0.1/15(wt), 13(CC)
Op: inactive, held ◊ s2a: 15hp 5ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= 1+M(Wpn-Support)
-> eff= 5(Str,min), sniping, h(recoil), 900(audio), 90/270(range)
◊ eff(ap)=3d6 +M(hp,prc), 3(pen)
-> 15hp for 10act
◊ eff(st)= 3d8 +M(hp,prc), 1(pen)
-> 10hp for 10act
Description: Where an automatic rifle is capable of full automatic fire, they generally can’t sustain it, mostly because of overheating. The centrefire machine gun has a number of enhancements that allow it to sustain automatic fire, as well as doing so at larger calibres. The Light machine gun is generally a 7.62 millimetre full automatic fire, while .
Machinegun, cf, heavy
8K:2(cost), 0.1/22(wt), 13(CC)
Op: inactive, held ◊ s2a: 22hp 8ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= 1+M(Wpn-Support)
-> eff= 6(Str,min), sniping, ko(recoil), 1K(audio), 90/270(range)
◊ eff(ap)=3d8 +M(hp,prc), 8(pen)
-> 20hp for 10act
◊ eff(st)= 3d10 +M(hp,prc), 1(pen)
-> 15hp for 10act
Description: A higher calibre version of the previous listing; generally a truck-mounted, 50 calibre weapon on a swivel mount.
Machinegun, caseless, light
6.5K:2(cost), 0.1/9(wt), 13(CC)
Op: inactive, held ◊ s2a: 9hp 7ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= 1+M(Wpn-Support)
-> eff= 3(Str,min), sniping, m(recoil), 800(audio), 100/300(range)
-> eff=3d10 +M(hp,prc), 2(pen)
-> 4hp 2ep for 10act
Description: As with the firearm version, the caseless firing mechanism brings a higher range and less recoil. The caseless firing mechanism only became popular as a support weapon with the development of powered armour. The reduction in recoil meant that heavier calibres could be used, resulting in a much more damaging weapon.
Machinegun, caseless, heavy
9K:2(cost), 0.1/12(wt), 13(CC)
Op: inactive, held ◊ s2a: 12hp 9ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= 1+M(Wpn-Support)
-> eff= 4(Str,min), sniping, h(recoil), 900(audio), 100/300(range)
-> eff=3d12+M(hp,prc), 3(pen)
-> 5hp 2ep for 10act
Description: A higher calibre version of the previous listing.
Machinegun, ds, heavy
Op: inactive, held ◊ s2a: 10hp 8ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= 1+M(Wpn-Support)
-> eff= 4(Str,min), sniping, h(recoil), 900(audio), 120/360(range)
◊ eff(ap)= 3d10 +M(hp,prc), 8(pen)
-> 7hp 2ep for 10act
◊ eff(dap)= 3d10 +M(hp,prc), 12(pen)
-> 8hp 2ep for 10act
◊ eff(he)= 5d10 +M(hp,prc), 2(pen)
-> 20hp 6ep for 5act
Description: As with the firearm version, the discarding sabot firing mechanism is useful for its high range, accuracy and its variety of fireable ammunition, particularly the armour- piercing and high-explosive types.
Machinegun, ds, heavy
15K:2(cost), 0.1/16(wt), 13(CC)
Op: inactive, held ◊ s2a: 16hp 15ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= 1+M(Wpn-Support)
-> eff= 6(Str,min), sniping, ko(recoil), 1K(audio), 120/360(range)
◊ eff(ap)= 3d12 +M(hp,prc), 8(pen)
-> 10hp 2ep for 10act
◊ eff(dap)= 3d12 +M(hp,prc), 12(pen)
-> 12hp 2ep for 10act
◊ eff(he)= 5d12 +M(hp,prc), 2(pen)
-> 30hp 8ep for 5act
Description: A higher calibre version of the previous listing.
Plasmagun, light
28K:2(cost), 0.1/12(wt), 14(CC)
Op: inactive, held ◊ s2a: 12hp 28ep for rnd
Usage: ranged-att(main-act)
-> chk(TC)= 1+M(Wpn-Support)
-> eff= 3(Str,min), sniping, 400(audio)
-> eff= 500/1.5K(range), 4d10 +M(hp,fire)
-> 25ep for 10act
Description: Support weapon plasmaguns are simply higher flux weapons than their firearm counterparts. This is achieved through strengthening the magnetic field and increasing the quantity of carbon fuel.
Plasmagun, heavy
45K:2(cost), 0.1/16(wt), 14(CC)
Op: inactive, held ◊ s2a: 16hp 45ep for rnd
Usage: ranged-att(main-act)
-> chk(TC)= 1+M(Wpn-Support)
-> eff= 5(Str,min), sniping, 500(audio)
-> eff= 500/1.5K(range), 4d12 +M(hp,fire)
-> 35ep for 10act
Description: A heavier version of the previous listing.
Railgun, light
14K:2(cost), 0.1/15(wt), 14(CC)
Op: inactive, held ◊ s2a: 15hp 14ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= +M(Wpn-Support)
-> eff= 6(Str,min), sniping, h(recoil), 1K(audio), 400/1.6K(range)
◊ eff(shell)= 4d10 +M(hp,prc), 10(pen)
-> 8hp 7ep for 10act
◊ eff(emp)= 2d10 +M(hp,prc), 8(pen), 20(field,elec)
-> 8hp 20ep for 10act
◊ eff(he)= 6d10 +M(hp,prc), 4(pen)
-> 8hp 20ep for 10act
Description: Although the railgun has a similar firing mechanism to the flechette, it focuses on firing a single large projectile, rather than a squillion needles.
Railgun, heavy
26K:2(cost), 0.1/21(wt), 14(CC)
Op: inactive, held ◊ s2a: 21hp 26ep for main-act
Usage: ranged-att(main-act)
-> chk(TC)= +M(Wpn-Support)
-> eff= 7(Str,min), sniping, ko(recoil), 1K(audio), 400/1.6K(range)
◊ eff(shell)= 4d12 +M(hp,prc), 20(pen)
-> 12hp 2ep for 10act
◊ eff(emp)= 2d12 +M(hp,prc), 15(pen), 30(field,elec)
-> 12hp 30ep for 10act
◊ eff(he)= 6d12 +M(hp,prc), 4(pen)
-> 12hp 30ep for 10act
Description: A higher calibre version of the previous listing.
Rocket launcher, set-down
60K:2(cost), 0.1/30(wt), 14(CC)
Op: inactive, set-down ◊ s2a: 30hp 60ep for rnd
Usage: ranged-att(main-act)
-> chk(TC-A)= 2+M(Wpn-Support)
-> eff= 900(audio), 30K(range)
-> eff(frag) -> imp(sv,Agl,8+M)= 25(radius), 2d12(hp,frc)
-> 10hp 2ep for 10act
-> eff(emp)= 25(radius), 25(field,elec)
-> 20hp 10ep for 10act
-> eff(inc) -> imp(sv,Agl,8+M)= 25(radius), 4d6(hp,fire)
-> 20hp 4ep for 8act
-> eff(nuke) -> imp(sv,Health,12+M)= 40(radius), 1d12{i}(hp,frc), 10(field,rad) for day
-> 40hp 30ep for 3act
Description: The rocket launcher fires 84mm weapon-guided rockets. The guided range depends on the configuration of the rocket launcher.
The set-down rocket launcher, provides the best accuracy and range, but it must be set down, which requires an action to perform.
The shoulder fired rocket launcher is the lightest, but cannot be used without a mnemonic targeting package.
The backmount rocket launcher is built onto a harness that the creature wears. The creature must also have a mnemonic, but they don’t need a targeting package, rather they wear a targeting headpiece, or plug in a neural jack.
Rocket launcher, shoulder
60K:2(cost), 0.1/18(wt), 14(CC)
Op: inactive, set-down ◊ s2a: 18hp 60ep for rnd
Usage: ranged-att(main-act)
-> chk(TC-A)= +M(Wpn-Support)
-> eff= 900(audio), 600/1.8K(range)
-> eff(frag) -> imp(sv,Agl,8+M)= 25(radius), 2d12(hp,frc)
-> 10hp 2ep for 10act
-> eff(emp)= 25(radius), 25(field,elec)
-> 20hp 10ep for 10act
-> eff(inc) -> imp(sv,Agl,8+M)= 25(radius), 4d6(hp,fire)
-> 20hp 4ep for 8act
-> eff(nuke) -> imp(sv,Health,12+M)= 40(radius), 1d12{i}(hp,frc), 10(field,rad) for day
-> 40hp 30ep for 3act
Description: The shoulder fired rocket launcher is the lightest, but cannot be used without a mnemonic targeting package.
Rocket launcher, backpack
60K:2(cost), 0.1/22(wt), 14(CC)
Op: inactive, set-down ◊ s2a: 22hp 60ep for rnd
Usage: ranged-att(main-act)
-> chk(TC-A)= +M(Wpn-Support)
-> eff= 900(audio), 5K(range)
-> eff(frag) -> imp(sv,Agl,8+M)= 25(radius), 2d12(hp,frc)
-> 10hp 2ep for 10act
-> eff(emp)= 25(radius), 25(field,elec)
-> 20hp 10ep for 10act
-> eff(inc) -> imp(sv,Agl,8+M)= 25(radius), 4d6(hp,fire)
-> 20hp 4ep for 8act
-> eff(nuke) -> imp(sv,Health,12+M)= 40(radius), 1d12{i}(hp,frc), 10(field,rad) for day
-> 40hp 30ep for 3act
Description: The backmount rocket launcher is built onto a harness that the creature wears. The creature must also have a mnemonic, but they don’t need a targeting package, rather they wear a targeting headpiece, or plug in a neural jack.