.357 Magnum
The .357 Magnum has a well-deserved reputation due to its high quality of manufacture and accuracy.
(Type: Cr, Dmg: 2D+1, Ss: 10, Acc: 5, Wt: 2.40, Rof: 3, Shots: 6, St: 9, Rcl: -2)
.44 Desert Eagle
Manufactured by Israeli Military Industries, the Desert Eagle is the king of large-frame, heavy-caliber autoloaders.
(Type: Cr, Dmg: 3D+1, Ss: 11, Acc: 6, Wt: 3.50, Rof: 3, Shots: 6, St: 10, Rcl: -2)
AP50
The AP50 is the standard issue sidearm across the ranks. The dual auto-pistols shoot 50 caliber rounds formed of depleted uranium for maximum impact to metallic bodies.
(Type: Cr, Dmg: 4D+1, Ss: 11, Acc: 6, Wt: 4.75, Rof: 3, Shots: 7+1, St: 10, Rcl: -3)
Beretta 92F
The standard service pistol of the United States military and many American law enforcement agencies, it replaced the Colt M1911 in the 1980’s as the standard service sidearm.
(Type: Cr, Dmg: 2D, Ss: 10, Acc: 5, Wt: 2.55, Rof: 3, Shots: 15+1, St: 9, Rcl: -2)
Colt M1911
This .45 semiautomatic pistol was used by the United States military for decades until it was recently replaced by the Beretta 92F. Manufactured at three locations in the United States alone, the M1911 can be found all over the world, and is still in use in several other military forces.
(Type: Cr, Dmg: 1D+1, Ss: 10, Acc: 5, Wt: 2.45, Rof: 3, Shots: 7+1, St: 9, Rcl: -1)
HK MP5
The Heckler & Koch MP5 family of weapons is among the most recognizable in the world. Many different designs exist; this weapon features a three-round burst setting.
(Type: Cr, Dmg: 2D+1, Ss: 14, Acc: 7, Wt: 7.10, Rof: 15, Shots: 30+1, St: 9, Rcl: -1)
R6-PAK
The R6-PAK is a projectile weapon that fires six miniature rockets from a rotating cylinder. It has a maximum capacity of 30 rockets, which inflict damaged by exploding on contact. When the R-6 hits its target, it explodes like a grenade or other explosive, dealing its damage to all within a 5-foot radius.
(Type: Var, Dmg: Var, Ss: 10, Acc: 4, Wt: 9.25, Rof: 1 Shots: 6, St: 10, Rcl: -4)
.50 cal Barrett M-82A1
The heavy and rugged Light Fifty fires a .50-caliber machine gun bullet, a round much more powerful than any other rifle ammunition.
(Type: Imp, Dmg: 14D, Ss: 18, Acc: 12, Wt: 29.55, Rof: 1, Shots: 10, St: 11, Rcl: -5)
12-Gauge Auto-Loader
This Italian-made shotgun is considered by many Tech-Com soldiers to be the best tactical shotgun made.
(Type: Cr, Dmg: 4D-1, Ss: 15, Acc: 5, Wt: 9.50, Rof: 7, Shots: 8, St: 8, Rcl: -1)
AR510 Assault Rifle
This assault rifle is an improvement on the older AR series of American rifles. It is Tech- Com's standard assault-style machine gun.
(Type: Cr, Dmg: 6D-1, Ss: 15, Acc: 11, Wt: 8.10, Rof: 3, Shots: 30+1, St: 9, Rcl: -2)
M-16A1 Standard Issue
Typical of the assault rifles used by militaries around the world, the M16A1 is the current service rifle of the United States military, and is common with other armies and in the civilian world. This weapon features a three-round burst setting.
(Type: Cr, Dmg: 4D, Ss: 14, Acc: 12, Wt: 5.85, Rof: 3, Shots: 30+1, St: 8, Rcl: -1)
Plasma Rifle, 1-X Regulator
The heavy but rugged Regulator is an incredibly powerful weapon for its size. Although it’s a sniper rifle, it fires a plasma bullet, a round much more powerful than any other rifle ammunition.
(Type: Imp, Dmg: 10D-1, Ss: 15, Acc: 13, Wt: 10.5, Rof: ˝, Shots: 2, St: 12, Rcl: -3)
Plasma Rifle, General Dynamics M-20
This is another standard issue weapon of Skynet forces. Over the years, many have fallen into Tech-Com hands.
(Type: Cr, Dmg: 7D-1, Ss: 15, Acc: 12, Wt: 6.85, Rof: 1, Shots: 30+1, St: 10, Rcl: -2)
Plasma Rifle, General Dynamics M-40
Plasma rifles in the 40-watt range were adapted years ago from salvaged enemy rifles. These heavy-duty weapons have evolved into the primary weapon for Tech-Com infantry.
(Type: Cr, Dmg: 6D+1, Ss: 15, Acc: 12, Wt: 5.75, Rof: 3, Shots: 30+1, St: 8, Rcl: -2)
Plasma Rifle, General Dynamics M-404
The M-404 plasma rifle is an extremely powerful, firing a full 200 megawatts. It's strong enough to melt a Terminator with a single blast.
(Type: Imp, Dmg: 10D+2, Ss: 15, Acc: 9, Wt: 8.40, Rof: 3, Shots: 50 St: 8, Rcl: -1)
Plasma Rifle, General Dynamics M-100
The 100-watt plasma rifle is easily recognized by its size – it's much larger than its predecessors. This plasma rifle is very effective against terminators and hunter-killers. Since humans captured Skynet manufacturing facilities that produced the M-100, it is could just be the man-portable weapon that might change the tide of the war in favor of Tech-Com.
(Type: Imp, Dmg: 15D+2, Ss: 15, Acc: 8, Wt: 9.50, Rof: 10, Shots: 50 St: 9, Rcl: -2)
Plasma Rifle, Westinghouse M-25
Built by Westinghouse Inc, the M-25 Pulse Rifle is the mainstay of Tech-Com. A traditional rifle design, the M-25 incorporates a "Pulse Remaining" level indicator and a flip-up flexy sight with CRT scope.
(Type: Imp, Dmg 6D, Ss 10, Acc 6, Wt 2, Rof 3, Shots 20c, St 8 Rcl -1)
Plasma Rifle, Westinghouse M-27
Built by Westinghouse Inc, the M-27 Battle Rifle is the general issue weapon of the T-600, T-700 and T-800 Series'. Larger and more powerful than the M-25, the M-27 is a devastating weapon.
(Type: Imp, Dmg 12D, Ss 14, Acc 13, Wt 10, Rof 3, Shots 12c, St 9, Rcl -1)
Plasma Shotgun
The plasma shotgun is a multiple beam weapon which acts quite similar to a 20th century shotgun. Only it shoots burning hot plasma instead.
(Type: Dmg: 7D+1, Ss: 13, Acc: 9, Wt: 8.50, Rof: 6, Shots: 50, St: 7, Rcl: -2)
Plasma Baton
Plasma batons are advanced hand-to-hand weapons created by skilled fighters. The telescoping baton is made of titanium and fitted with a plasma emitter. Batons trigger an aggressive electrical discharge when enemies are struck.
(Type: Spcl, Dmg: 5D, Ss: 14, Acc: 2, Wt: 2, Rof: 1/10, Shots: 1, St: 8, Rcl: -1)
EMP Generator
The EMP Generator fires an electromagnetic pulse in a wave which discharges in the direction the weapon is pointed. Any mechanical devices in the wave’s path are briefly paralyzed. EMP generators work on a charge and must recharge each time they are used. The EMP generator does not work against the highly advanced units, including the T-1000, T-X, and T-1000000.
(Type: Spcl, Dmg: Spcl, Ss: 14, Acc: 2, Wt: 7.85, Rof: 1/10, Shots: 1, St: 8, Rcl: -1)
Flamethrower
A flamethrower consists of a pressurized backpack containing fuel, connected to a tube with a nozzle. It shoots a 5-foot-wide, 30-footlong line of flame. A flamethrower can shoot 10 times before the fuel supply is depleted. Refilling or replacing a fuel pack is relatively easy, and is like refueling a car. People wearing this Flamethrower are basically walking bombs; if the Flamethrower’s backpack is hit there is a massive explosion.
(Type: Spcl, Dmg: 12D Burn Damage or 3D/ Second, Ss: 14, Acc: 10, Wt: 8.75, Rof: 1 Shots: 10, St: 11, Rcl: -3)
Gatling Gun
This weapon is more intimidating than accurate. It usually requires a heavy tripod for a human to use it. Gatling guns do not fire single shots. Calibers of gatling guns include 5.56mm, 7.62mm, and 12.7mm (.50). Larger weapons are integral parts of vehicles (such as the Vulcan cannon) or on a towed chassis (such as the Vulcan 20mm PIVAD area defense system). The 5.56mm and 7.62mm weapons are also referred to as “miniguns”.
(Type: Cr, Dmg: 5D+1, Ss: 20, Acc: 13, Wt: 45, Rof: 3-166, Shots: 500, St: 16, Rcl: -1)
Grenade Launcher
This simple weapon is a single-shot grenade launcher. It fires 40mm grenades. These grenades look like huge bullets an inch and a half across; they can’t be used as hand grenades, and the M79 can’t shoot hand grenades. Attacking with an M79 is identical to throwing an explosive, the differences between using the M79 and throwing an explosive lie in the range of the weapon, which far exceeds the distance a hand grenade can be thrown.
(Type: Spcl, Dmg: 4D, Ss: 14, Acc: 6, Wt: 4, Rof: 1, Shots: 1, St: 9, Rcl: -2)
Plasma Cannon, General Dynamics RBS-80
Built by General Dynamics, the RBS-80 is a 300-watt blaster and one of the largest infantry weapons used by Skynet. Traditionally supported by a tripod, the RBS-80 is too heavy to be carried by humans for sustained periods of time. However, the weight of this weapon is no problem for the hydraulics and reinforced structure of the T-600, T-700 and T-800 Series'. Its large size and subsequent powerful payload makes this weapon devastatingly effective.
(Type: imp, Dmg 14d, Ss 17 , Acc 10, Wt 15, Rof 3, Shots 20c, St 14, Rcl -4)
Plasma Machinegun, M-100
This weapon is a modification of the standard 100-watt plasma rifle, but it is fitted with a power amplifier to make it capable of fully automatic fire. For Terminators, the power amplifier is usually built into the Terminator's chassis, so in the hands of a Terminator it is practically impossible to tell whether the weapon is a plasma rifle or plasma machinegun. Tech-Com has stripped the power amplifier from disabled Terminators and adapted them to backpacks.
(Type: Imp, Dmg: 15D+2, Ss: 15, Acc: 8, Wt: 9.50, Rof: 10-50, Shots: 50 St: 9, Rcl: -2)
Antitank Plasma Mine
Used primarily against Skynet's largest battle units, the Antitank Plasma Mine has proved essential in many Tech-Com attacks. To arm the Antitank Plasma Mine, first the dust plug must be removed. The circuit is then tested and the safety ball disengaged. The handle is then twisted clockwise from 'Safe' to 'Armed' and the ring around the top half of the mine lights up. Once activated, there is a set period of time in which to dispose of the mine before it explodes. Capable of destroying a Hunter Killer Tank with one well-placed hit, the Antitank Plasma Mine has helped bring humanity back from the brink.
(Type: Cr, Dmg 6Dx15, Wt 1.4, Fuse 2-6)
C4 Explosive
So-called “plastic” explosives resemble slabs of wax. Hard and translucent when cold, these explosives warm up when kneaded, and then can be coaxed to take various shapes. C4 explosives must be set on a wall or floor, and then remotely triggered. The information on the table represents a 1-pound block. Additional blocks can be wired together, increasing the damage and burst radius; each additional block increases the damage and the burst radius by 2 feet, and requires a Demolitions check to link them.
(Type: ,Dmg: 6dx3 per pound, Wt: Spcl, Fuse: Spcl)
Grenades
Concussion does 6d concussion
Fragmentation does 6d concussion and 3d fragmentation
Fuel-Air does 6dx3 concussion
Stun Grenade victims within 10 yards roll HT-5 or be blind and deaf, HT-5 to recover
Smoke 6 yard radius, lingers 300/wind speed in mph, 5 seconds to fill area, -5 to Vision
Tear Gas as smoke, 1pt/second unless HT roll is made, 20-HT minutes to recover, blinds
White Phosphorus as smoke, 3d concussion and fragments do 1d for 30 seconds
Nerve Gas 2pts/second, HT-4 roll, or 4d damage and be paralyzed for 30-HT minutes
Biofilter Generator
Biofilter generators keep out all life. A biofilter generator erects a blue screen, 10 feet wide by 10 feet high directly above the generator. They draw energy from surrounding mechanicals. If enough Terminators leave the area or are deactivated, the biofilter will collapse. Touching a biofilter causes no damage but stuns the being touching it for 1 round. Terminators use biofilter generators to hold important prisoners and to block off escape routes.
MD301 Bio Spray
Bio Sprays are powerful first-aid kits utilizing stolen Skynet nanite technology to repair flesh and bone. A bio spray can be used to help a dazed, unconscious, or stunned person and can be used only once.
MD304 Burn Kit
Burn kits act like first aid kits but can only be used to help a dazed, unconscious, or stunned character suffering from fire related injuries, and can only be used once.
For more weapons click here.