BEAM WEAPONS
Laser Weapons: The Ke series represents the latest generation of
lasers. Their beams are a bright orange. The Ke-1000 is a small pistol version,
the Ke-1500 is a 40-cm-long pistol, the Ke-2000 is a standard rifle, and the
Ke-5000, which has recently been released, is a larger version that is pwoered
by a 100 SEU pack or parabattery and is usually mounted on a vehicle, defensive
position, or field mount (though a character with a Strength of 75 can use it
like a rifle to defend himself in times of dire need.). Albedo suits and screens
still defend against laser weapons as described on page 44 of the STAR
FRONTIERS® Alpha Dawn game book. Also see Defensive Suits, Gridsuit in this
book.
Proton Weapons: Proton weapons are usually refereed to as "rafflurs"
(RApidly FLUctuating Radiation). All proton beams are bright white and emit a
powerful blast of protons toward the target. Rafflurs are unusual in that most
take only minipowerclips and cannot be attached to powerpacks (they have a nasty
habit of backcharging and blowing up any power source heavier than a
minipowerclip). Proton beams can be deflected or bent away from their target by
powerful magnetic fields.
See the Power Screen sction, and DefensiveSuits section in this booklet for
the defenses against rafflurs.
Rafflur M-1: This personal defense device is the size of a cigar and
contains an SEU microdisk. It only fires once at an extremely limited range.
After it is fired, the microdisc must be ejected and a fresh one inserted before
it can fire again.
Rafflur M-2: The proton pistol is a handgun that is slightly larger
than a Ke-1000 laser pistol. Each shot uses 2 SEUs.
Rafflur M-3: This extremely limited production model was specifically
designed for Star Law Forces. It is a 45-cm-long pistol that provides more room
for attachments. It has design modifications such as a folding stock and energy
modulator that increases its range and accuracy (+1 Column Shift modifier).
Anyone other than a Star Lawman would have a great deal of difficulty locating a
M-3.
Rafflur M-4: The official weapon of the "Hoppin' Hundred and Eighth"
Humma Elite Forces, the main advantage of these 75-cm-long rifles is that they
release all 10 SEUs at once in an area effect. Their range, however, is
extremely limited (as that of a pistol). Their beam is cone shaped with the
point at the gun's muzzle. The beam width increases by 1 meter for every 2
meters from the muzzle (5 meters wide at 10 meters from the muzzle, 13 meters
wide at 26 meters, etc.). Any target in the blast path receives a maximum of 40
points of damage (is a Cobalt result is obtained on the attack roll). If the
first target is within 2 meters of the muzzle, it totally blocks the beam and
nothing behind the first target can be damagfed. Otherwise the M-4 can damage
any target in the beam. The weapon's circuits superheat when fired, requrieing
the weapon to cool three turns before reloading with a new minipowerclip.
Rafflur M-6: This proton rifle is slightly larger than the Ke-2000
laser rifle.
Rafflur M-8: This long-barreled, long-range beauty comes equipped with
a built-in telescopic sight. It cannot be aimed accurately at anything closer
than 15 meters. An expensive break-down version is often used by hunters.
Rafflur M-10: The M-10 is the proton counterpart of the Ke-5000
laser. It comes equipped with a folding quadpod mount that safely holds the
100-SEU pack or parabattery used in its operation. Unlike the rest of the
rafflur M series, this weapon has a special capacitor baffle fitted to prevent
feedback when using a power source more powerful than a minipowerclip. Two
human-sized or one large bioform are needed to transport it. Optional swivel
mounting equipment for vehicles, fortifications, etc., can also be purchased.
Electrostunner: This electrostunner is very similar to that in the
Alpha Dawn rules, except the amount of daamge caused is a maximum of 40 points,
not 4d10. The gauss screen (on page 44 of the Alpha Dawn rule book) and the
gridsuit (in the Defensive Suits section of this book) both reduce the damage
from an electrostunner attack.
Sonic Weapons: Sonic weapons fire concentrated blasts of sound that do
terrible damage to living organisms. They are treated, for the most part, as
they were in the Alpha Dawn rules. The sonic stunner and sonic screen are
identical to those presented in the Alpha Dawn rule book.
Sonic Disruptor: A sonic disruptor is an exotic-looking weapon the
size of a rifle that does a maximum damage of 30 points to most materials, but
double that amount to living tissue.
Sonic Devastator: A sonic devastator is a medium-ordinance piece that
is much larger than a rafflur M-10. It does a maximum damage of 40 points to
most materials, but double that to organic life forms. A sonic devastator must
be mounted on a fixed mount before operating: it is too large to drag into
battle, set up for a few shots, then move again.
Maser Weapons: Masers are amplified microwave emitters. Though the
microwaves are emitted over a wide area, the major concentration is a tight
invisible beam. The maser beam cannot be seen unless a character is wearing a
pair of IR high-resolution goggles (not to be confused with normal IR goggles).
Anyone wearing IR high-res goggles may be temporarily or permanently blinded if
looking at the maser when it is fired at them. Maser fire only does damage to
living organisms, but it can heat up liquids. Maser fire penetrates any type of
defensive suit or screen except maser mesh or a gridsuit (see the Defensive Suit
section of this booklet).
Maser Penetrator: The maser penetrator is a handgun that is slightly
larger than a rafflur M-2 pistol. It uses minipowerclips.
Maser Penetrator II: The MP II is the size of a small rifle and also
uses minipowerclips.
Bolt Weapons: Bolt weapons resemble 50-cm-long tubes with a black
handgrip at one end and a firing button mounted on top. Their butt ends unscrew
and their power source is either a minipowerclip or a normal powerclip,
depending on the type. The bolt is an invisible beam of heavy ions that creates
a thunderclap that can be heard for hundreds of meters. Bolt weapons cannot be
attached to powerpacks. Only a gridsuit, found in this book's Defensive Suits
section, protects against bolt weapons.
WarTech Alpha-Bolt: This weapon has an adjustable dial that allows the
character to select how many SEUs are used each time it is fired. The maximum
damage is 12 points per SEU used. The alpha-bolt uses a minpowerclip.
WarTech Omega-Bolt: WarTech developed this as a sporting weapon, but
it was never popular. Each shot from the weapon uses 5 SEUs and does between 1
and 100 points of maximum damage (roll 1d100 to determine the maximum damage).
P.G.S. Weapons: P.G.S. weapons still exist on the Frontier because
they are much cheaper and easier to repair and maintain than energy weapons.
P.G.S. weapons are easier to contruct on a planet with little or no access to
high-tech equipment. WarTech does not control the P.G.S. market as it does the
energy weapon market. Therefore it is easier for illegal or covert groups to
acquire P.G.S. weapons.
But there are also many drawbacks to P.G.S. weapons. Energy weapons almost
never jam, but a projectile or gyrojet weapon can jam if not properly maintained
or if used in a hostile climate (like a desert). No P.G.S. weapon is allowed in
space, neitherj on ships nor space stations. Security measures are extensive and
anyone trying to smuggle one on board faces a fine of life imprisonment. (Space
ship and space station walls are treated to deflect or absorb energy fire, but a
fast-moving solid object will puncture most walls in space.)
Inertia screens and skeinsuits (page 44 of Alpha Dawn rule book) reduce the
damage from projectile and gyrojet weapons. Maser mesh reduces the damage done
by these weapons by one-quarter.
Needler Weapons: These are identical in description to those found in
the STAR FRONTIERS® Alpha Dawn game, complete with sleep or barbed option for
the needles. A new version, the Needler II, is a short rifle that is easily
concealed.
Auto-Weapons: The latest versions of auto-weapons are the 5.56 caliber
auto-pistol and the 5.56 caliber auto-rifle. The auto-pistol is rather larger
(larger than all other pistols listed) and feeds its normal 20-round clip up
through its long handle. The auto-rifle is a "bull-pup" design, that is, it
holds its 30 round clip in the stock, behind its firing mechanism. This gives it
a shorter overall length while maintaining the barrel length. It is the shrotest
rifle listed.
Gyrojets: Gyrojets are identical to those listed in the STAR FRONTIERS
Alpha Dawn game. Gyrojet weapons are not effecctive at short range, because the
rocket is still accelerating. Therefore, treat both the short and medium ranges
as a -1 Column Shift.
Grenade Rifle and Mortar: Grenade rifles and mortars are identical to
those introduced in the STAR FRONTIERS Alpha Dawn game.
Acid Sprayer: Aa acid sprayer is actually an agricultural and
construction tool taht is used as a weapon. It is very small (the size of a
medium pistol) and has a screw-in tank in its handle that holds 10 squirts of
acid. The maximum damage possible depends on the strength of the acid. Acid is
rated from level 1 to 20; each level does a maximum of 4 points of damage.
Salgel (in Miscellaneous Items section) protects against acid.
Flamethrower: A flamethrower is an agricultural tool (used to clear
undergrowth) that can be used as a weapon. It fires a stream of liquid fire and
ca be fired against only one target at a time.
A blast from a flamethrower does a maximum of 44 points of damage, if heat or
fire can damage the target. A flamethrower attack will immediately set on fire
any flammable clothing, fur, etc. This fire does an additional 5 points of
damage per round until it either burns out or is put out.
The flamethrower barrel is the size and shape of a rifle with a tube
connecting to a chemical tank worn on the user's back. The 20-shot tank is
unwieldy but not very heavy.
The flamethrower tank is liable to explode if hit and damaged. Damage to the
wearer is up to the referee and depedns on how many flamethrower shots are left
in the tank.
The only defenses against a flamethrower attack are asbestos material or
exploding an extinguishing-foam grenade in tha area around the target, denying
the flame sufficient oxygen to burn.
Micromissile: The micromissile is a hand-held missile but can be
launched in a variety of ways. The most common method is to hold the 10-cm-long
missile by its detachable tailrod and press the rod's ignition button.
Micromissiles do not have warheads, but do impact damage up to a maximum of 56
points. If hand firing a micromissile, only one per turn can be launched.
Poppers can some types of MLTCs (detailed below) are designed to hold and fire
micromissiles.
Missiles: Missiles are self-propelled rockets with attached warheads.
There are three types of missiles: Level I, II, and III. For each successive
level, missiles can add another warhead, doubling its payload capability, and
increasing its range. For example, a type I missile has "F" range and holds one
warhead, a type II missile has double the "F" range and carries two warheads,
and a type III missile has triple the "F" range and carries three warheads. The
missile warheads are described in their own section, and come in different sizes
for each missile type and are not interchangeable. Missiles can never be hand
held and fired; they are launched from either a missilier or an MLTC (see
below).
Missilier: (formerly Rocket Launcher) The missilier closely resembles
a grenade rifle in appearance. It is designed to fire one type I or type II
missile per turn. The weapon's range depends on the missile type. The weapon
ignites the missile's propulsion unit with a small electrical charge (costing 1
SEU). The missilier can use normal powerclips, minipowerclips, or be connected
to a powerpack.
Popper: The popper is a hand-held or swivel mounted Multi-Launch Tube
Cluster (MLTC) weapon. Its firing mechanism acts as a missilier, but with six
launch tubes instead of one. It holds six micromissiles and can fire two per
turn in the order loaded. Once loaded and locked in place, the popper cannot be
opened until al of its micromissiles have been fired. Reloading can occur at any
time after the micros have been used, but takes one turn for every two
micromissiles reloaded unless a fastrack is used.
Fastrack Missile Loader: A fastrack is a plastic set of rings with a
collapsible inner tube. It is designed to carry six micromissiles for easy
loading into a popper. Loading in this fashion takes one turn for the entire
rack. Carrying a set-up fastrack is no more dangerous than carrying the
micromissiles on their own, it just takes up a lot more room. When loading, the
inner tube collapses and the plastic rings snap off as the micromissiles are
inserted into the weapon. Once loaded, the remains of the fastrack are
discarded.
MLTCs: As a general rule Multi-Launch Tube Clusters can be any number
of missile launcher tubes in any formation. The popper, described above, is one
of the simples versions of an MLTC. The greater the number oftubes, the grater
the complexity of the computer fire control system and the more expensive the
unit. Most MLTCs are designed for only one type of missile (including
micromissiles) and are not adjustable to another type.
The MLTC concept was designed for use during SWII and they can still be found
in Landfleet's armored cavalry and modern warbots. General configurations
include a triangular bank of three or six tubes for type III missiles, banks of
three to eight tubes for type II missiles (usually with an ordinance energy
weapon mounted in the middle), and linear or square banks of four to ten tubes
for type I missiles. Micromissile MLTCs have no standard shape or number of
tubes.
Force Axe: A force axe looks like a 1-meter-long ebony bar. The bar's
diameter is wide enough to hold a normal powerclip. When activated, the bar
emits a high-pitched whining sound, indicating that its 65-cm-wide, disc-shaped
force field is activated. The field is located on the end of the bar opposite
the switch and can only be seen by the use of UV (ultraviolet) optics.
The force axe is an estrelemy dangerous item because the damaging field
cannot be seen without UV optics. There is a 10-cm-long light bar on one side of
the haft that lights up when the field is activated. Anyone familiar with the
force axe knows the light indicates that the field is on (of course, the high
whine also gives it away). Some characters who have used the weapon for years
disconnect the light so as not to grant their opponents any warning.
The following items can be added as options to weapons. The installation fee
is included in the price of the item.
Attachable Stock: Attachable stocks are made for all known pistols.
They are one of two types: screw-on or folding. They advantage of a staock on a
pistol is that it reduces the Movement Combat Modifier by a +1 Column Shift.
This a character using a pistol with a stock would suffer no column shift
penalty for a slow-moving target and only a -1 Column Shift for a fast-moving
target. A pistol with a stock attached cannot be kept in its holster. It takes
two turns to attach a stock.
Bandolier Sling: All rifles are fitted with rings so a sling can be
attached for easy carrying. The bandolier sling has patch pockets taht hold up
to ten ammo clips or pwoerclips.
Flash Muzzle: For use with auto-weapons and gyrojet weapon only. A
flash muzzle eliminates the flare from auto-weapons or gyrojet weapons fire,
thus making it harder to see the weapon firing. (Normal auto-weapons and gyrojet
weapons fire is highly visible.)
Grenade Launcher Attachment: This device can be attached to any type
of normal rifle. It is attached under the rifle's barrel. Special grenade
bullets are used to fire the grenade from the launcher, just like a grenade
rifle. Any type of grnade can be used, except soinc grenades (because of their
unusual sizes and shapes). It can fire one grenade, and then must be reloaded,
which takes one turn. A rifle cannot be used for anything else during the turn
its grenade launcher is used. Once installed, the grenade launcher cannot be
easily removed. The installation of a power light or a knife mount prevents the
installation of a grenade launcher.
Holster, Spring: This holster is powered by a minipowerclip and
accomodates all pistol sizes. Its function is two-fold: to secure the pistol in
place and assure it cannot be taken out of the holster by anyone but the wearer,
and to eject the pistol upward with the user wishes. These functions are
assisted by nerve sensors attached to key points on the wearer's body. Unless he
reacehs for the pistol himself the locking mechanisms do not release. The effect
of the eject function is to add +1 to the usre's IM, but only if he is drawing
and firing during his combat phase. The minipowerclip powers the holster for 100
draws.
Knife Mount: The knife mount fits on a rifle barrel behind the muzzle.
To this mount a charcter can attach a large knife, sonic knife, or vibroknife.
If the knife is powered, the SEU clip is inserted as normal but the mount has a
remote control switch that is activated near the trigger. Once attached, the
knife serves as a bayonet and no grenade launcher can be attached to the rifle.
The damage of the attached weapon remains the same but a +1 Column Shift combat
modifier is added for melee combat using the attached weapon. The installation
of a pwoer light or grenade launcher prevents the installation of a knife mount.
Maxiclips: Any pistol using a maxiclip cannot be fitted into a normal
holster or spring holster because of the maxiclip's size.
Maxibulletclip: This drum clip is for use with auto-pistols only. It
holds 30 bullets.
Maxiclip: This drum clip is for use with gyrojet sidearms only. It
holds 15 gyrojets.
Maxineedleclip: This drum clip is for use with the Needler I only. It
holds 15 clusters of needles.
Muzzle Extender: Muzzle extenders are available for all known rifles.
A muzzle extender eliminates the Medium Range combat modifier and reduces the
Long Range combat modifier from a -2 Column Shift to a -1 Column Shift.
Power Light: This is identical to the pwoer light found in the Optical
Devices section of this manual except it is mounted on the bottom of the rifle's
barrel instead of being hand held. Another variation on the power light is the
infralight, which can also be mounted on a rifle. These are favorites of guards
using IR goggles. The installation of a knife mount or a grenade launcher
prevents the installation of a power light.
Recognition Grip: This custom-made pistol grip is for use with beam
pistols. It cleverly reroutes the circuitry in the pistol through the grip,
which is inlaid with thousands of recognition circuits. These circuits are
encoded to recognize only the owner's hand print. If anyone else tries to fire
the gun it will not operate. Dralasites have top pay double the price because
their entire bodyprint has to be encoded in order for the pistol grips to
recognize them.
Scopes: A scope mounted on any weapon improves the weapon to the next
range group. For example, a scope attached to a type B (pistol) ranged weapon
raises it to a type C (long pistol, short rifle). This adjustment of range
includes the new Column Shift modifiers that come with the better range group.
Many of the special optical enhancements found in the Optical Devices section
of this booklet (IR, Starlight, UV, EM, etc.) also come in scope form. The cost
for a scope is 100 Cr times Range Type, plus any enhancement feature added on.
For example, a scope for a pistol (range type B or 2) would be 200 credits. If
it had UV capability, add another 250 Cr (see the Equipment Tables at the end of
this booklet).
Silencer: For use with auto-weapons only. The silencer reduces the
normally loud auto-weapon gunfire to the sound of a needler weapon's "cough."
The silencer is good for only 10 single shots or three bursts. Pistol and rifle
silencers cannot be interchanged. Silencers are illegal on all known planets.
Slide Mount: The slide mount is a thin plasteel rig that is mounted on
the inside of a character's lower arm and holds a small pistol (Ke-1000 Laser
pistol, Rafflur M1, Sonic Stunner, or a Needler I) out of sight. When the
character jerks his arm straight forward, as if aiming at something, the
mechanism releases and slides the weapon forward, into the character's hand, in
a split second. The mechanism is spring loaded and requires no energy
consumption. It can also be used to hold other small items: a knife, a grenade,
a detonator, etc.
Swing Arm: This small robotic arm holds a rifle until it is needed and
then quickly swings it into position. The swing arm is mounted on the
character's back, off to one side (the side taht corresponds to the character's
handedness).
The rifle must be attached to the end of the arm in advance and it is them
carried upright on the back like a normal rifle. A microswitch cable is attached
to theunti and ends at the user's wrist. When activated, the robot arm swings
the rifle under the character's arm and thrusts it forward. The user must keep
his arm at a sixty-five degree angle while this happens or it might be taken off
by the mechanism's action. The rifle butt ends up against the user's shoulder
and if the user grasps the rifle and tugs firmly the arm immediately releases
the rifle and returns to its place. The end result is a character's ability to
draw, aim, and fire his rifle in the same turn with no penalty. The unit is
powered by a powerclip that lasts for 100 uses.
Tornadium D-20: TD-20 isa modified version of TD-19 and is used in the
construction of shaped charges. TD-20's maximum damage is 30 points for a
50-gram charge, and an additional 15 points maximum damage for every 50 grams
additional weight. (TD-20 does twice this damage to structures.) Characters with
the Weapons: Demolition skill purchase TD-20 in set shapes and weights and
cannot reshape it. Once the thin plastic disc is peeled away from the base, the
sticky base can be attached to almost anything.
TD-20 is a shaped charge and explodes in only one direction. Thus the user
can remain one meter away from the explosion and suffer no daamge whatsoever. A
cone of TD-20 is perfect to attach to walls, floors, doors, etc. and blow an
entry into another room.
If anyone is foolish enough to try to throw a charge of TD-20 as a weapon,
use the Area Effect Weapon Miss Diagram to determine the direction of the blast.
A thrown TD-20 charge inflicts only half its normal damage to bioforms and
structures. The blast range is identical to that of TD-19. TD-19 and TD-20 use
the same detonation devices.
Plastid: Stabilized plastic acid is illegal on most planets. Only
highly placed Star Lawmen and powerful crooks have access to it. It usually
comes in a plastic or ceramic alloy wrap and is shaped like thick spaghetti. One
hundred grams of plastid applied to a lock and ignited will melt the lock in one
turn (five turns for heavy duty locks).
Plastid must be applied directly to the material it is to elt; it cannot be
thrown.
Plastid only affects plastics and metals. Special detonators that use acidic
chemical reactions are required to activate a plastid charge. Plastics or metals
that have been laminated with glasss or ceramics are not affected by plastid.
Determinations of quantities needed for large-scale melting are left to the
discretion of the referee.
EXPLOSIVES, DETONATORS
Acid Detonator Cap: Acid detonator caps are used by characters with
Weapons: Demolition skill to detonate plastid. They can be fitted into
detonation devices in place of normal blasting caps.
Chemical Detonator: Chemical detonators are used when a character with
Weapons: Demolotion skill wishes the explosion to coincide with an influx of
unusual quantities of liquids or gas. For instance, a chemical detonator can be
set to explode if it gets wet, if too much oxygen gets into the air or a room,
etc.
Counter Detonator Attachment: This tiny counter is inserted between
the explosive and its detonator. It is preset to cause detonation once it is
triggered a set number of times.
For example, a counter attachment is set between 50 g. of TD-19 and its
pressure-sensitive whip wire detonator. The bomb is placed behind a door in such
a fashion that each time the door opens, the whip wire is triggered. The counter
is set at 10. The first nine times the door opens, the whip wire is triggeret
and the counter records it. The tenth time the door opens, the bomb explodes.
Light Detonator: Light detonators are larger than other types, about
the size of a small human fist. These detonators are sensitive to light
intensity and they can be set to detonate an explosive when a light is turned on
in a room, when sunrise or dusk occurs, when a flash grenade explodes, etc.
Pressure Detonator: Pressure detonators contain either a small plate,
a button, or a whip wire that is set to key an explosion when a certain pressure
is either exerted or released. For example, a pressure detonator whip wire
affixed next to a door will detonate its charge when the door is opened,
pressure detonators placed under a dead Sathar body will explode when the body
is moved, etc.
Radio Beam Detonator: Radio beam detonators have a maximum range of
100 meters. When a radio beam detonator is used, modify the detonation roll by
-1 Column Shift. The radio beam signaling ddevice comes with the detonator when
purchased.
Variable Timer Detonator: Variable timers can be set to any time delay
from one second to 60 hours.
A mine is a hidden, stationary bomb that is triggered by any one of a variety
of detonators (as outlined in the previous section) or small scanners (heat
sensitive, motion detection, etc.). The available types of bombs are similar to
grenades or some warheads: electrical discharge, field crusher, gas, high
explosive, sonic, standard explosive, and tangler warheads all designed for use
with type I missiles. There is no secondary blast area to consider when using a
buried mined. There is a secondary blast area when using one of the two
following mine-delivery systems.
Grasshopper Delivery System: A grasshopper mine flings itself straight
up into the air and then explodes. This can get it closer to its target,
especially if the target is flying. A grasshopper mine is preset to jump up to
three meters then detonate. If it hits an obstacle on the way up, it deflects
two meters in a random direction then detonates. Use the Area Effect Weapon Miss
Diagram for random direction.
Leap Frog Delivery System: Rather than jumping straight up into the
air, this mine delivery system tries to leap toward its target. Use the Area
Effect Weapon Miss Diagram to determine where it lands. The trigger system is
usually a scanner, as it must know which direction to leap toward the target.
See the Scanner section of this book to determine how they work.