Weapon Name |
caliber |
ammo types |
OCV |
STR |
Rmod |
Pc |
Damage |
Stun |
rds. |
mass, kg |
sights |
ROF |
cost |
Holdout Pistol |
9mm CL |
ET, AP |
+1 |
9 |
2" |
1 |
1d6+1 |
+1 |
10 |
0.7 |
basic |
d |
100 |
-- An easily concealed pistol, made from inert plastics (only the bullets are metal). |
Ming-Toledo Mavrik |
10mm CL Short |
LRN |
+o |
8 |
2" |
? |
1d6+1 |
+0 |
2 |
0.5 |
basic |
d |
100 |
-- A very easily concealed 2-barrel pistol; sold mostly to "modern" colonies. |
Ming-Toledo Dirty Halley |
10mm CL Short |
ET |
+1 |
9 |
3" |
? |
1.5d6 |
+1 |
6 |
1.0 |
basic |
d |
250 |
-- A large, traditional (by 39th Century standards) revolver; sold mostly to "modern" colonies. |
Ming-Toledo Game Carbine |
10mm CL Long |
ET |
+1 |
9 |
4" |
? |
2d6 |
+1 |
6 |
1.5 |
battle |
1 |
290 |
-- A short pump-action rifle; sold mostly to "modern" colonies. |
Ming-Toledo Game Rifle |
10mm CL Long |
ET |
+1 |
10 |
5" |
? |
2d6+1 |
+1 |
6 |
2.4 |
battle |
1 |
350 |
-- A large pump-action rifle; sold mostly to "modern" colonies. |
Ming-Toledo Travajah |
20mm Versa |
various |
+1 |
9 |
4" |
? |
var. |
var. |
6 |
3.0 |
battle |
1 |
350 |
-- A large pump-action smoothbore weapon, nominally a shotgun; versions with a very short barrel and folding stock only weigh 2.5 kg, hold 4 rounds, have a 3" range mod, and drop a DC from most loads. Sold mostly to "modern" colonies. |
Ming-Toledo Travajah |
20mm Versa |
various |
+1 |
9 |
4" |
? |
var. |
var. |
6 |
3.0 |
battle |
1 |
350 |
-- A large pump-action smoothbore weapon, nominally a shotgun; versions with a very short barrel and folding stock only weigh 2.5 kg, hold 4 rounds, have a 3" range mod, and drop a DC from most loads. Sold mostly to "modern" colonies. |
Ming-Toledo Hungry Hunter |
conform |
various |
+1 |
8+ |
5" |
? |
var. |
var. |
1 |
2.3 |
battle |
1 |
250 |
-- Resembling a breech-loading shotgun, the conformable chamber and barrel of this weapon will adapt to most known cased or caseless small arms ammunition of less than 30mm diameter. The range mod is only -1/3" except with 10mm CL Short, 10mm CL Long, or 20mm Versa (probably a marketing department decision at Ming-Toledo). |
Police Pistol |
11mm CL |
ET, AP |
+1 |
10 |
3" |
1 |
1.5d6 |
+1 |
14 |
0.9 |
basic |
d |
300 |
-- Typical of various similar designs; a silencer can be fitted. |
Submachinegun |
11mm CL |
ET |
+1 |
10 |
4" |
1 |
1.5d6 |
+1 |
60 |
2.5 |
battle |
d/10 |
1000 |
-- Used by special operations types. Select fire, with folding stock and sound suppressor. |
Combat Shotgun |
18x70mm |
buck, DS, ET, baton, HEAP |
+1 |
11 |
5" |
0 |
4x1d6+1 |
+0 |
15 |
3.5 |
basic |
d |
400 |
-- Magazine-fed semi-auto weapon, sometimes with folding stock or flashlight fitted. Many other kinds of ammunition are possible. |
Assault Shotgun |
18x70mm |
buck, DS, ET, baton, HEAP |
+1 |
13 |
3" |
0 |
4x1d6 |
+0 |
10 |
2.2 |
basic |
d |
450 |
-- Magazine-fed semi-auto short-barrelled weapon, resembling a very large pistol. Many other kinds of ammunition are possible. |
Sniper Rifle |
10x28mm CL |
APHE, HEAP |
+1 |
7 |
9" |
8 |
2.5d6 |
+2 |
15 |
4.3 |
e-scope |
d |
3000 |
-- Magazine-fed semi-auto weapon, fitted with a bipod, sound/flash suppressor, barrel cooling shroud, electronic scope, and precision trigger mechanism. |
Anti-Materiel Rifle |
15mm CL |
APIFSDS |
+0 |
18 |
9" |
15 |
3d6+1 |
+2 |
5 |
18 |
e-scope |
d |
6000 |
-- Large magazine-fed semi-auto weapon, fitted with a bipod, muzzle brake (and other recoil compensation systems), and electronic scope. |
Assault Rifle |
10mm CL |
HEAP, APHE |
+1 |
11 |
7" |
10 |
3d6 |
+2 |
100 |
4.9 |
e-scope |
d/10 |
1000 |
-- A select-fire military rifle, fitted with a telescoping stock. Expensive versions include a pump-action 30mm grenade launcher; cheap versions come with battle sights only. |
Machinegun |
10x28mm CL |
HEAP, APHE |
+1 |
10 |
8" |
10 |
3d6 |
+2 |
200 |
10.3 |
none |
d/20 |
10000 |
-- Fires at 2500 RPM; mounted either on a remote turret, remote tripod, or gunner's harness. Sighting is done through the remote controls, or with the harness optics. |
Gauss Rifle |
4mm |
dart |
+1 |
8 |
6" |
12 |
2d6 |
+1 |
200 |
4.0 |
battle |
d/10 |
1000 |
-- Found only on older colonies, this select-fire weapon propels metal darts at very high velocity. |
Colonial Musketoon |
13mm |
bullet |
+1 |
9 |
4" |
0 |
1d6+1 |
+1 |
20 |
4.0 |
basic |
d |
500 |
-- Uses force field tech; can fire any projectile that will fit down the bore, though bullets are used in the magazine for reliable feeding. Mostly seen on newer colonies or in survival kits. |
Weapon Name |
caliber |
ammo types |
OCV |
STR |
Rmod |
Pc |
Damage |
Stun |
rds. |
mass, kg |
sights |
ROF |
cost |
Grenade Launcher |
30mm GL |
HEAP, HE, buck, baton, smoke, TPA, illum |
+0 |
10 |
3" |
12 |
5.5d6 |
+2 |
6 |
2.7 |
battle |
1 |
500 |
-- A manually-operated, magazine-fed grenade launcher. "Smart" versions of the HEAP round are available at considerable expense. 10d6 normal explosion adjacent to target. |
Integral Grenade Launcher |
30mm GL |
HEAP, HE, buck, baton, smoke, TPA, illum |
+0 |
10+ |
3" |
12 |
5.5d6 |
+2 |
3 |
0.7 |
as mounted |
1 |
500 |
-- A manually-operated launcher mounted on another weapon (typically on Assault Rifles, Gauss Rifles, or Laser Rifles); magazine is integral to launcher. 10d6 normal explosion adjacent to target. |
Weapon Name |
output |
OCV |
STR |
Rmod |
Pc |
Damage |
Stun |
rds. |
mass, kg |
sights |
ROF |
cost |
GE PPP4 |
0.01 gm @ 20 km/s = 2 kj |
+1 |
3 |
3" |
21 |
2d6 |
+0 |
10 |
1.2 |
basic |
d |
1000 |
-- General Electron plasma weapons, such as this compact pistol, are mass produced (not 100% reliable), heavily advertised, popular, and commonly available to the civil market throughout the colonies. The disposable power/fuel/coolant cartridges (type "GE 4mm" 100 mg) are difficult to replace in the weapon -- it takes 1 full turn to replace the cartridge. A Quick-Draw reload roll can replace the cartridge in one full phase. 370" max range in normal atmosphere. |
GE PPP5 |
0.01 gm @ 25 km/s = 3.2 kj |
+1 |
5 |
4" |
21 |
2d6+1 |
+1 |
30 |
1.8 |
basic |
d/3 |
1700 |
-- General Electron plasma weapons, such as this large pistol, are mass produced (not 100% reliable), heavily advertised, popular, and commonly available to the civil market throughout the colonies. The disposable power/fuel/coolant cartridges (type "GE 5mm" 300 mg) are difficult to replace in the weapon -- it takes 1 full turn to replace the cartridge. A Quick-Draw reload roll can replace the cartridge in one full phase. 460" max range in normal atmosphere. |
GE PRF5 |
0.01 gm @ 25 km/s = 3.2 kj |
+1 |
5 |
4" |
21 |
2d6+1 |
+1 |
50 |
2.5 |
battle |
d/5 |
2000 |
-- General Electron plasma weapons, such as this submachine-gun sized weapon, are mass produced (not 100% reliable), heavily advertised, popular, and commonly available to the civil market throughout the colonies. The disposable power/fuel/coolant cartridges (type "GE 5mm" 500 mg) are difficult to replace in the weapon -- it takes 1 full turn to replace the cartridge. A Quick-Draw reload roll can replace the cartridge in one full phase. 460" max range in normal atmosphere. |
GE PRC5 |
0.01 gm @ 25 km/s = 3.2 kj |
+1 |
5 |
5" |
21 |
2d6+1 |
+1 |
60 |
4.0 |
battle |
d/3 |
2500 |
-- General Electron plasma weapons, such as this carbine-sized weapon, are mass produced (not 100% reliable), heavily advertised, popular, and commonly available to the civil market throughout the colonies. The disposable power/fuel/coolant cartridges (type "GE 5mm" 600 mg) are difficult to replace in the weapon -- it takes 1 full turn to replace the cartridge. A Quick-Draw reload roll can replace the cartridge in one full phase. 460" max range in normal atmosphere. |
GE PRR6 |
0.01 gm @ 36 km/s = 6.4 kj |
+2 |
8 |
6" |
21 |
2.5d6 |
+1 |
60 |
6.5 |
battle |
d/3 |
3000 |
-- General Electron plasma weapons, such as this rifle-sized weapon, are mass produced (not 100% reliable), heavily advertised, popular, and commonly available to the civil market throughout the colonies. The disposable power/fuel/coolant cartridges (type "GE 6mm") are difficult to replace in the weapon -- it takes 1 full turn to replace the cartridge. A Quick-Draw reload roll can replace the cartridge in one full phase. 670" max range in normal atmosphere. |
GE PRG8 'Purge' |
0.02 gm @ 100 km/s = 100 kj |
+3 |
10 |
8" |
21 |
4d6 |
+2 |
6 |
11.0 |
battle |
1 |
5000 |
-- General Electron plasma weapons such as this large-rifle-sized model are mass produced (not 100% reliable), heavily advertised, popular, and commonly available to the civil market throughout the colonies. The disposable power/fuel/coolant cartridges (type "GE 6mm") are difficult to replace in the weapon -- it takes 1 full turn to replace the cartridge. A Quick-Draw reload roll can replace the cartridge in one full phase. 6d6 normal energy explosion adjacent to target; 1d6 normal energy thermal effect along beam path. Max range 1800" in normal atmosphere. |
Midcon Plasma Pistol |
0.02 gm @ 19 km/s = 3.5 kj |
+1 |
8 |
3" |
21 |
2d6+1 |
+0 |
30 |
1.5 |
e-scope |
d/3 |
2000 |
-- Midcon's line of military plasma weapons are used extensively by the Solarian and other governments; max range 350" in normal atmosphere. This large pistol also features a 20mm VersaPak launcher below the barrel, holding 1 cartridge. |
Midcon Plasma Carbine |
0.02 gm @ 26 km/s = 7 kj |
+2 |
8 |
4" |
21 |
2.5d6 |
+1 |
30/60/100 |
2.9 |
e-scope |
d/5 |
3800 |
-- Midcon's line of military plasma weapons are used extensively by the Solarian and other governments; max range 480" in normal atmosphere. This carbine also features a 20mm VersaPak semi-automatic launcher below the barrel, feeding from either a 3 or 6 round magazine (which can be fired in 3 round bursts themselves!). |
Midcon Plasma Rifle |
0.03 gm @ 40 km/s = 25 kj |
+3 |
10 |
5" |
21 |
3d6+1 |
+1 |
30/60/100 |
4.0 |
e-scope |
d/5 |
5000 |
-- Midcon's line of military plasma weapons are used extensively by the Solarian and other governments. This rifle also features a 20mm VersaPak semi-automatic launcher below the barrel, feeding from either a 6 or 12 round magazine (which can be fired in 3 round bursts themselves!). 4d6 normal energy explosion adjacent to target; max range 740" in normal atmosphere. |
Spec Ops Blast Pistol |
0.035 gm @ 54 km/s = 0.1 Mj |
+2 |
6 |
5" |
21 |
4d6 |
+4 |
6 |
2.5 |
basic |
d |
3000 |
-- Max range in atmosphere 500". 6d6 normal energy explosion adjacent to target; 1d6 normal energy thermal effect along beam path. Showy weapon for well-equipped Special Operations troops. |
Spec Ops Blast Rifle |
0.15 gm @ 102 km/s = 1 Mj |
+2 |
10 |
10" |
21 |
5d6 |
+5 |
6 |
4.8 |
e-scope |
1 |
8000 |
-- Max range in atmosphere 900". 10d6 normal energy explosion adjacent to target; 5d6 normal energy thermal effect along beam path. Normally only seen in the hands of showy Special Operations troops. |
Spec Ops Heavy Blast Rifle |
0.32 gm @ 187 km/s = 6 Mj |
+2 |
17 |
20" |
21 |
5.5d6 |
+6 |
5 |
25 |
e-scope |
1 |
24000 |
-- Max range in atmosphere 1700". 13d6 normal energy explosion adjacent to target; 7d6 normal energy thermal effect along beam path. Normally only seen in the hands of showy Special Operations troops. |
Missile Type |
eff range |
vel. m/s |
guidance |
Pc |
Damage |
Stun |
blast |
secondary |
mass, kg |
cost |
90mm HEAP anti-vehicle |
1500 m |
450 |
F&F |
12 |
6d6 |
+8 |
14d6 |
no lock on people |
6.0 |
2000 |
90mm antipersonnel |
1500 m |
450 |
F&F |
n/a |
frags |
n/a |
13d6 |
OCV -2 frags eff rng 24", 1d3K |
4.0 |
1000 |
90mm beehive flechette |
100 m |
400 |
none |
3 |
12x1d6 |
+0 |
none |
4" damage range, spreads 1 hex per 8" |
6.0 |
1500 |
90mm anti-aircraft |
5000 m |
600 |
F&F |
2 |
4d6 |
+1 |
12d6 |
will only lock on aircraft |
4.0 |
4400 |
90mm incapacitant |
1500 m |
450 |
F&F |
n/a |
10 hex/seg for 6 seg |
n/a |
n/a |
causes weakness, lack of control, drowsiness |
4.0 |
2000 |
90mm inciendiary |
1500 m |
450 |
F&F |
n/a |
3d6 |
+0 |
n/a |
3" x 6", does 1 less DC per seg |
6.0 |
2000 |
90mm obscurant |
1500 m |
450 |
F&F |
n/a |
none |
n/a |
n/a |
multi-spectral smoke and laser scatter |
6.0 |
800 |
-- OCV 4, no range mod; 2" arming range on explosive rounds. Fired from either a single-shot disposable tube with a simple sight linked to the missile electronics; or a break-open 4 round launcher (mass 4 kg empty, fitted with e-scope, cost 4000). |