Here is a list, with descriptions and Alternity stats, of the personal weapons
available in the WC: Twilight Falling campaign.
Throughout the many technological levels, humanity and other races have developed a wide array of personal weaponry with which to maim or kill their opponents. The following are brief descriptions of the most common personal weapons of the WC Universe. Included in this list are melee, ranged, and heavy ranged weapons.
Laser Weapons (PL 6)
The first effective vehicle mounted, heavy laser systems were developed near
the end of the 20th century. With the advent of fusion technology and
superconductive batteries, personal laser weapons became a possibility.
Miniturization of parts was the problem, and it was almost the end of the
fusion era before reliable, lightweight laser weaponry became available.
However, though it took so long to bring to production, it became a favored
weapon in most conflicts due to its excellent range and accuracy. While
outmatched by newer Multiphase Lasers and Pulse technology, many worlds retain
standard lasers as a common weapon, easy to make, maintain and learn to use
effectively. All laser weaponry is considered zero-g compatible.
Reaper Assault Minigun (PL 6)
This deadly weapon is a fully automatic shotgun. Possessing 6 rotating barrels
and an advanced loading mechanism, the Reaper fires any standard 10 or 12
guage (set by switch) shotgun shells. Only possessing a fully automatic firing
mode, the Reaper is designed to clear wide open spaces quickly. Like all
shotgun based weapons, the Reaper does double damage at short range and half
at long.
Rail Weapons (PL 6)
Rail weaponry was first designed as heavy cannons at the end of the 20th
century using tiny projectiles launched at hypersonic speeds by an
electromagnetic accelerator. With the advent of high capacity superconducting
batteries and miniturization of supermagnets, rail weaponry was made available
in personal sized designs. Successfully produced before the first lasers,
rail weaponry maintained great popularity even when energy weapons became
available due to its extraordinary penetration capability and the fact that
although projectile based it is zero-g compatible as the magnetic acceleration
of the projectiles produces no kickback.
MultiPhase Lasers (PL 7)
An advancement over the original personal laser weapons, multiphase lasers
(MPLs) actually cycle through a wide spectrum of emission with each shot,
rather than using a single band spectral emission. In effect, an MPL starts
in the near infrared and works thru the visible spectrum to ultraviolet and
briefly touches the xray and gamma spectra with each shot. Most materials
have a hard time resisting a focused assault from such a wide variety of
emissions, and MPLs have exceptional cutting power because of this. Due to
this cycle however, MPLs draw more power than standard lasers and generally
get fewer shots off before the gas chamber clip and batteries must be
recharged.
Pulse Weapons (PL 7)
With the advent of supermagnetic and gravitic technologies, the chance to
project 'particles' of matter or energy as weapons became possible. Pulse
weaponry generates a magnetic or gravitic field containing a vacuum into
which atomic, subatomic or charged particles of some kind are placed, at
which point the 'packet' is projected from the gun at its target. Impact
with solid or liquid matter breaks the field, realeasing the array of energetic,
radioactive or explosive particles. In vacuum or gas, the field breaks down
with moderate speed, releasing its particles with a flash if it fails to
strike anything with greater cohesion. Pulse weapons are the mainstay of
their era, with a hundred different varieties produced and used upon hundreds
of worlds. While different groups manufacture pulse weaponry which uses different
particles, the general effects are the same in terms of damage and penetration
overall. About 30% of pulse weapons, however, use highly radioactive particles,
and anyone suffering a direct hit from such a weapon suffers radiation poisoning.
While most pulse weapons are line of sight, single target weapons, there
are pulse burst rifles which launch a fairly large field, which releases
its load of particles in a meter blast radius, thus capable of doing damage
to multiple targets in a confined space. Most pulse weapons are limited in
range in comparison to lasers, and thus the two weapons co-exist well, each
with a niche of its own.
Stutter Weapons (PL 7)
Successful sonic manipulation technology was developed during the fusion
age, but certain advancements in the gravity age made personal sonic stun
weapons possible. With the discovery of safe, ranged stun weaponry, many
advanced worlds begin the conversion of civilian police and security forces
to non-lethal stutter weaponry for everyday use in the defense of citizenry
and apprehension of criminals. Highly effective against most bipedal species,
stutter weapons sometimes need to to be adjusted to properly affect some
alien races due to differences in auditory and nerve structure.
EMP Weapons (PL 7)
Effective ElectroMagnetic Pulse weapons finally came into use during the
Gravity era. Largely ineffective against living targets, EMP weapons deliver
a ionizing pulse to a target that tends to short out most electrical systems.
EMP weapons are highly effective against older technologies, and tech which
is current with them. Eventually, however, new energy transfer systems and
default shielding techniques render EMP weapons obsolete versus technology
of late PL 7 and higher. EMP weapon damage is rated as a percentage chance
to cause a complete shutdown of a given target's energy systems. If successful,
consider it equivalent to all the stun boxes of the target item being checked
if the target item has stun boxes. If the target does not have its own stun
rating, or if the EMP weapon scores an Amazing hit and shuts the target down,
the target item must be fully repaired before it can function again - essentially
permanently stunned until repairs are made. The second damage box is what
happens if an unprotected living creature is struck by an EMP burst. EMP
weapons are eventually superseded by Leech Technology.
Sabot Weaponry (PL 7)
Also known as Rocket Guns, sabot weapons fire scramjet accelerated rounds
at hypersonic speeds. Relatively large as personal ammunition goes, the high
speed projectile can cause massive damage upon striking a target. As the
rounds are initially launched electromagnetically, and then the scramjet
fires after exiting the barrel, Sabot weapons are one of the evolutionary
paths of Rail Weaponry. However, as they require an atmosphere for the scramjet
to function, sabot guns cannot be used in vacuum.
Graviton Weaponry (PL 7)
Developed near the end of its era, graviton weapons are devastating weapons
and are highly restricted in Terran space. A high energy power cell runs
a miniature particle accelerator which generates gravitons and emits them
in a stream toward a target. As the particles scatter over and through the
target, gravity fluxes within the creature or object, warping, twisting,
pulling and crushing simultaneously. The lucky are only horribly bruised.
the unlucky are ripped apart.
Leech Weaponry (PL 8)
Discovered during the previous era for use as a large space fighter gun,
Leech weaponry is finally miniaturized to a personal level with the advent
of new technologies. The descendent of EMP weapons, Leech technology causes
a polarizing feedback loop in nearly all known power systems of the Orion
Arm. While Leech weapons aren't as immediately effective as EMP weapons could
be, they affect a much wider array of power transfer systems, and there is
no known truly successful shielding technology against it. With each shot,
the user of a targeted vehicle or item must make an operation check to see
if the system can continue functioning, using the penalty denoted by the
quality of hit. Penalties are cumulative in a given round, but do not carry
over to the next round. If the check fails, the item/vehicle shuts down
completely until repairs can be made. Leech weapons have absolutely no effect
on living organisms.
Gauss Weaponry (PL 8)
Developed in the previous era as heavy cannon designs, new miniturization
techniques allow Gauss weapons to be made on a personal scale. The final
evolution of Rail Weaponry, Gauss weapons are the ultimate projectile weapons.
Using magnetic and gravitic forces to crush raw atoms and molecules into
projectiles, then accelerating them electromagnetically down a barrel while
heating and electrifying them, Gauss weapon rounds can shatter the toughest
armors. Also, their complete lack of moving parts makes them extremely efficient
and easy to service. Due to the electric and thermal charging of the rounds,
Gauss weapons do damage as either HI or En, whichever is better against the
target's armor.
Plasma Weaponry (PL 8)
A specific form of pulse weaponry, Plasma Weapons launch a contained mass
of hydrogen at near fusion toward a target, blasting them with the heat of
a small star. While the range is shorter than standard Pulse Weapons, the
ammunition is cheaper, more efficient, and the clips lack the wide array
of radiation and energy safeguards necessary on standard Pulse Weapons.
MultiPulse Weaponry (PL 8)
The other evolutionary road of the Pulse Weapon, the MultiPulse guns (known
as MPulse weapons) launch magneto-gravitic fields at a target, but the fields
are subdivided with each pocket containing a different dangerous atmoic,
energetic or subatomic particle - some of which are reactive with each other.
Due to the multiple effects of any given shot, damage is incredibly high
as half a dozen or more different forms of energy, particle and radiation
bombard a target simultaneously. Very little can withstand a MultiPulse barrage,
and even if it does, 80% of these weapons use extremely radioactive particles,
and living targets suffer the effects of radiation poisoning with any direct
hit.
Grenades (PL 6+)
Grenades have been an excellent personal combat explosive for use in combat
for centuries. With the advent of new technologies, the grenade has been
updated and diversified. Low tech worlds may have access to PL 4 and 5 grenades,
but most advanced races use more efficient, compact grenades of PL 6 design
or higher. The advanced grenades of the future include the following:
Advanced Fragmentation (Adv Frag): A powerful explosive which launches pre-fractured high tensile shrapnel. (PL 6) Blast radius: 3/8/12
Advanced Concussion (Adv Conc): The same explosive as the Adv Frag, but without the shrapnel material. Still deadly, but with a smaller range to avoid friendly injuries in open terrain. (PL 6) Blast radius: 2/5/8
Phased Smoke (PH Smoke): A smoke grenade which produces a specific chemical smoke cloud which is transparent to 1 to 3 spectra of light, but opaque to all others. Troops with proper goggles are thus completely unaffected. (PL 6) Blast radius: 5
Plasma: A superior incendiary using a minor fusion explosion to generate a super hot plasma cloud with the heat of a star's surface. (PL 6) Blast radius: 2/4/8
Stun: Using a non-lethal concussion wave, the stun grenade is capable of dropping most races quickly with a minimum of real injury. (PL 6) Blast radius: 2/4/10
EMP: The EMP grenade produces a large electrical 'blast' capable of stunning unprotected life forms and damaging unshielded electrical systems. (PL 7) Blast radius: 2/4/10
Tracer: A smart-grenade, the tracer has an advanced motion sensor with which it attempts to acquire a target w/in 2 meters to directly impact with its shaped charge fragmentation material. It can wait up to 2 rounds while waiting for a target - otherwise it shuts down and can be recovered and reused. (PL 7) Blast radius: 0/2/4
Blinder: The Blinder utilizes high energy photon emisions of a rapid radioactive decay which is otherwise harmless. Unprepared or unprotected individuals in the blast radius are blinded, sometimes permanently. The damage noted is the number of ROUNDS that targets are blinded. All in the Amazing damage area should also make a stamina check to see if the blindness is permanent. (PL 7) Blast radius: 3/6/9
Leech: An upgrade of the EMP Grenade to Leech technology, a Leech grenade causes a power feedback loop in all powered items in its blast radius, and can cause many items to quickly shut down into uselessness. (PL 8) Blast radius: 3/6/10
PulseBlast: Using a group of contained, initially harmless elements, the PulseBlast grenade mixes them upon trigerring into a highly volatile, radioactive compound. This compound is compressed by an initial charge and then generates a tiny nuclear explosion capable of rending anything in the blast area. (PL 8) Blast radius: 4/8/15
Grenade Launcher: Grenade launchers come in under barrel
launchers which are capable of holding up to 4 grenades, a wide barreled
hand gun version which holds a single grenade at a time, and a 6 shot grenade
'shotgun'.
Personal Rocket Launcher (PL 6)
Developed as a lightweight, reusable advancement to the old rocket launchers
of the past, the PRL (Pearl, for short), is a composite material, lightweight
4 barrel launch system. The general design caught on after about 50 years
and is more or less standardized across human space, and capable of launching
a wide array of loadouts. The most common missiles available are as follows:
Anti-Aircraft: Three major designs of AA missile exist: Laser Guided, Friend or Foe and Heat Seeker. Damage and range are the same for all three mini-missiles, only how they track and reach a target differs. (PL 6) Blast radius: 4/8/12
Anti-Personnel : These rockets are indirect guided missiles which explode delivering a concussive wave along with searing high energy radiation which damages living things while doing almost no damage to vehicles and buildings (half damage as Stun to such in the Amazing radius). PL (6) Blast radius: 4/8/12
Anti-Vehicular: Designed for use against armored vehicles and hardened installations, this rocket is a shaped charge design to do the most damage possible on impact with a solid object. (PL 6) Blast radius: 0/4/8
Stun: Using a combination of concussive force and sonic waves, the stun rocket causes no damage to vehicles and structures while delivering generally non-lethal damage to living targets in the blast area. (PL 7) Blast radius: 6/10/15
Ultra Hi-Ex: Using extremely powerful explosive and plasma based reactions, this missile is designed to obliterate anything in its blast radius, and set fire to anything that survives. Anything caught in the blast may catch on fire as per flammability rules. (PL 8) Blast Radius: 6/12/18
Leech: Using the most advanced Leech Technology this rocket
can cause a struck vehicle or powered installation to lose power due to the
Leech feedback effect. (PL 8)
Specialty Rounds
Sabot, Rail and earlier projectile weaponry can have specialty ammunition
which is deadlier than the standard load. One such load is Acid Rounds. Rather
than being a solid slug, acid rounds contain two compartments in the shell,
each containing a harmless, generally inert chemical. Upon impact, the shell
shatters for minimal damage to its target, but the two chemicals mix and
are reactive to each other, becoming a deadly acid capable of dissolving
armor and flesh alike. Other specialty rounds are possible.
Nightstick (PL 6)
Based on martial arts parry/block weapons, the standard law enforcement
nightstick is a rugged, serviceable weapon. Updated by current technology
and made with composite and fibrous materials, the Nightstick is extremely
durable and amazingly light and fast. The nightstick provides a -2 bonus
to parry attempts, and if used by a martial artist, reduces two-weapon penalties
by 1 step.
IsoMetal Knife (PL 7)
The current standard combat/survival knife is made of super-heavy isometal.
While it is amazingly dense and heavy for its size, it makes up for this
by being able to punch through just about anything, even powered battle armor.
This is the standard knife of ConFed Marines.
Mono Weapons (PL 6 late / 7 for filament)
Advancements in molecular nano-manufacturing during the past several hundred
years made mono-weapons a possibility. Mono weapons include monoknives,
monoswords, and filament blades. Constructed on a molecular level so that
the edges and cutting surfaces are only a single molecule thick, monoblades
are capable of cutting through any known substance. The largest drawback
to monoblades, however, is the very thinness which gives them their cutting
power. With such thin edges, monoblades are prone to nicks and snapping (+3
step penalty to any durability checks that may snap the blade). And once
nicked, or broken, monoblades are nearly impossible to fix to their original
strength. On the other hand, the newest filament blade design, being essentially
a monomolecular string of durable composite fiber attached to a weighted
end eliminates the problems of nicking, and reduces the chance of breakage,
or in this case, snapping (+1 penalty to all durability checks). The weighted
module is powered with a minor gravitic sensor in order to keep the filament
taut at all times. The filament is extendable from a minimum combat length
of 0.3 meters out to a maximum of 4 meters. All monoweapons must make a
durability check to avoid breakage on an Amazing hit.
Power Blades (PL 6)
Powered blades were a natural fusion of advancing technologies with the ancient
beauty of the bladed weapon, not to mention, old knives just couldn't pierce
newer personal armors. Thus were the power blades born. First was the vibroblade,
which used advanced metals and composites to form the blade, which agitated
up and down and back and forth a fraction of a centimeter. This action, combined
with an almost mono-edge allowed vibroblades to pierce stronger materials
with their hyper fast cutting/burrowing motion. Following this was the Ion
Blade, which is of moderately strong materials and good edge, but is reknowned
for the stunning jolt of electromagnetic energy it discharges on a hit. Capable
of stunning a target thru unshielded armor, Ion Blades also interfere with
the power systems of unshielded objects, just like EMP weapons, but also
capable of strongly stunning a living target as well (target creatures and
objects receive a +2 penalty to all following endurance checks). Also of
use is the Chainblade. Rather than making the blade itself move, the blade's
edge is made of super sharp teeth similar to a chainsaw, which grant the
chainblade awesome cutting power, despite its weight and awkwardness.
Power Gloves (PL 7)
Power gloves are just that, either mechanically, electrically, or gravitically
powered hand or arm sheathes that allow its user to enhance there unarmed
striking ability. In all cases, users may use either an unarmed attack skill
or powered melee weapons skill to effectively use these weapons. The three
best known items are Stun Gloves, Power Cesti, and Battlegloves. Stun Gloves
do just what they say, stunning a target by energetic discharge much like
a pulse baton, they have no effect on mechanical items, though their heavy
shielding to protect the user from accidental stun makes them ideal for grabbing
charged fences and live energy cables. Power Cesti use a gravitic field to
make the user's fist hit like a sledgehammer, but with the ease of pushing
a feather. Battlegloves aren't gloves, they are mechanized, full arm sheathes.
Essentially an arm-unit from a suit of battle armor redesigned for single
use without hard mounting, the battle glove drastically increases the wearer's
punching and crushing ability, and effectively armors the arm it is worn
on. Battlegloves are rarely seen outside security or military forces.
Pulse batons (PL 6)
Also known as stunsticks, pulse batons are hand-held cudgels designed to
stun and wound a target with a heavy energy discharge upon striking. The
standard pulse baton can be deadly with a good shot due to the high amperage
of its strike. The Stun Baton packs more volts with a lower amperage allowing
it to overwhelm its target non-lethally. All pulse baton weapons must be
wielded with grounded gloves, otherwise the user will get the shock instead.
Gravimetric Mace (PL 7)
The gravimetric mace is a large cudgel like weapon containing a small internal
gravity maniuplation emitter which modifies the mace's gravity during swings
and impacts, reducing it during swings and increasing it milliseconds before
impact. It is a powerful crushing weapon, and with no moving parts, has a
much longer lasting energy supply.
Zero-G Axe (PL 7)
This weapon is designed for zero-g and microgravity combat, and possesses
a gravimetric counterweight unit at the end of its haft to compensate for
the inertia of the striking blade. This reduces all zero-g / light gravity
penalties to attack by 2 steps. Other Zero-G melee weapons exist, and a general
rule of thumb is triple the cost, and add 1 kg to the total mass.
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Damage |
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Weapon |
Skill |
Acc |
Modes |
Range |
Type |
Ordinary |
Good |
Amazing |
Acts |
Clip Size |
Clip Cost |
Hide |
Mass |
Avail |
Cost |
Laser Pistol |
Mod-rng-pistol |
-1 |
F |
20/40/200 |
En/O |
d4+1w |
d6+1w |
d4m |
4 |
20 |
50 |
+3 |
1 |
Con |
1000 |
Laser Rifle |
Mod-rng-rifle |
-1 |
F |
100/400/1000 |
En/O |
d6+1w |
d6+3w |
d4+1m |
3 |
12 |
75 |
- |
4 |
Mil |
1500 |
Laser SMG |
Mod-rng-SMG |
- |
B/A |
20/80/200 |
En/O |
d6w |
d6+2w |
d4m |
4 |
-/10 |
75 |
+1 |
3 |
Con |
1500 |
Laser Autogun |
Hvy-direct |
-2 |
F/B |
250/700/2500 |
En/O |
d8+1w |
d8+3w |
d6+1m |
3 |
120/40 |
200 |
- |
10 |
Mil |
3500 |
Reaper Minigun |
Mod-rng-SMG |
- |
A |
10/30/60 |
HI/O |
d4+1w |
d6+2w |
d4+1m |
4 |
-/15 |
80 |
- |
4 |
Mil |
3000 |
Rail Pistol |
Mod-rng-pistol |
-1 |
F |
30/60/240 |
HI/G |
d4+3w |
d6+3w |
d4+2m |
4 |
15 |
120 |
+2 |
2 |
Con |
800 |
Rail Rifle |
Mod-rng-rifle |
-1 |
F/B/A |
80/320/800 |
HI/G |
d6+2w |
d6+4w |
d6+2m |
4 |
45/15 |
120 |
- |
4 |
Mil |
1500 |
Rail SMG |
Mod-rng-SMG |
- |
B/A |
40/100/200 |
HI/G |
d6+2w |
d6+3w |
d4+2m |
4 |
-/15 |
200 |
+1 |
3 |
Mil |
1500 |
Rail Cannon |
Hvy-direct |
-1 |
B/A |
200/600/2000 |
HI/G |
d6w |
d6+2w |
d6m |
4 |
-/30 |
150 |
- |
20 |
Res |
20000 |
MPL Pistol |
Mod-rng-pistol |
-1 |
F |
25/50/250 |
En/O |
d4+3w |
d6+3w |
d4+2m |
4 |
15 |
100 |
+3 |
1 |
Con |
1500 |
MPL Rifle |
Mod-rng-rifle |
-2 |
F/B |
125/500/1250 |
En/O |
d6+3w |
d6+5w |
d4+3m |
3 |
9/3 |
150 |
- |
4 |
Mil |
2000 |
MPL SMG |
Mod-rng-SMG |
- |
B/A |
25/100/250 |
En/O |
d6+2w |
d6+4w |
d4+2m |
4 |
-/8 |
150 |
+1 |
3 |
Con |
2000 |
MPL Cannon |
Hvy-direct |
-1 |
F/B/A |
300/850/3000 |
En/G |
d8+2w |
d8+4w |
d6+2m |
3 |
90/30 |
400 |
- |
12 |
Mil |
7500 |
Pulse Pistol |
Mod-rng-pistol |
-1 |
F |
10/20/40 |
En/G |
d6w |
d6+2w |
d6m |
4 |
8 |
150 |
+2 |
1 |
Mil |
2500 |
Pulse Rifle |
Mod-rng-rifle |
-1 |
F |
50/150/250 |
En/G |
d6w |
d8+1w |
d6+1m |
3 |
15 |
350 |
- |
5 |
Mil |
4500 |
Pulse SMG |
Mod-rng-SMG |
+1 |
B/A |
30/90/180 |
En/G |
d6w |
d6+2w |
d6+1m |
4 |
-/15 |
300 |
+1 |
4 |
Mil |
3500 |
PulseBurst Rifle |
Mod-rng-rifle |
- |
F |
40/140/200 |
En/G |
d4+1w |
d6w |
d4m |
3 |
10 |
500 |
- |
6 |
Res |
4500 |
Pulse Cannon |
Hvy-direct |
- |
F/B |
100/300/900 |
En/G |
d8+2w |
d8+4w |
d6+1m |
4 |
60/20 |
300 |
- |
12 |
Res |
15000 |
Stutter Pistol |
Mod-rng-pistol |
- |
F |
6/12/30 |
LI/O |
d6+2s |
d8+2s |
d8+4s |
4 |
10 |
50 |
+2 |
1 |
Com |
500 |
Stutter SMG |
Mod-rng-SMG |
- |
B/A |
10/20/80 |
LI/O |
d6+2s |
d8+2s |
d8+4s |
4 |
-/20 |
200 |
+1 |
3 |
Con |
1000 |
Stutter Cannon |
Hvy-direct |
-1 |
F |
20/40/80 |
LI/O |
d6+2s |
d8+3s |
2d6+3s |
2 |
10 |
100 |
- |
15 |
Con |
2500 |
EMP Rifle |
Mod-rng-rifle |
- |
F |
40/130/200 |
En/O |
25% |
45% |
80% |
3 |
20 |
200 |
- |
4 |
Con |
4000 |
|
|
|
|
|
|
- |
d4-2s |
d4-1s |
|
|
|
|
|
|
|
EMP SMG |
Mod-rng-SMG |
+1 |
B/A |
25/75/160 |
En/O |
20% |
35% |
60% |
4 |
-/15 |
200 |
+1 |
4 |
Con |
4250 |
|
|
|
|
|
|
- |
d4-3s |
d4-2s |
|
|
|
|
|
|
|
EMP Cannon |
Hvy-direct |
- |
F |
120/300/800 |
En/O |
45% |
65% |
85% |
2 |
50 |
300 |
- |
9 |
Mil |
6000 |
|
|
|
|
|
|
d4-1s |
d4s |
d4+1s |
|
|
|
|
|
|
|
Sabot Pistol |
Mod-rng-pistol |
- |
F |
10/20/100 |
HI/O |
2d4w |
2d4+1w |
d4+3m |
3 |
6 |
75 |
+1 |
2 |
Con |
900 |
Sabot Rifle |
Mod-rng-rifle |
-1 |
F |
30/60/300 |
HI/O |
d8+1w |
2d4+2w |
d4+3m |
2 |
12 |
130 |
- |
5 |
Mil |
1400 |
Sabot Cannon |
Hvy-direct |
- |
F |
100/200/2000 |
HI/G |
d8w |
d4+1m |
d6+2m |
2 |
20 |
200 |
- |
10 |
Mil |
10000 |
Graviton Rifle |
Mod-rng-rifle |
-1 |
F |
60/110/220 |
En/G |
d6+1w |
d8+1w |
d6m |
3 |
10 |
250 |
- |
5 |
Res |
7500 |
Graviton Cannon |
Hvy-direct |
- |
F |
90/190/750 |
En/G |
2d4w |
d6m |
d6+2m |
2 |
30 |
350 |
- |
10 |
Res |
13000 |
Leech Pistol |
Mod-rng-pistol |
-1 |
F |
30/50/100 |
En/A |
+1 |
+2 |
+3 |
4 |
5 |
300 |
+3 |
1 |
Con |
2500 |
Leech Rifle |
Mod-rng-rifle |
-2 |
F/B |
70/120/180 |
En/A |
+1 |
+3 |
+4 |
3 |
15/5 |
400 |
- |
4 |
Mil |
3300 |
Leech Cannon |
Hvy-direct |
-1 |
F |
110/250/500 |
En/A |
+2 |
+4 |
+5 |
2 |
40 |
650 |
- |
8 |
Mil |
8500 |
Gauss Rifle |
Mod-rng-rifle |
-1 |
F/B/A |
90/350/900 |
A |
d8+2w |
d6+2m |
d8+1m |
4 |
90/30 |
360 |
- |
3 |
Mil |
10000 |
Gauss Cannon |
Hvy-direct |
-1 |
B/A |
250/700/3000 |
A |
2d6w |
d8+2m |
2d4+2m |
3 |
-/60 |
500 |
- |
13 |
Res |
17000 |
Plasma Pistol |
Mod-rng-pistol |
-1 |
F |
8/16/32 |
En/G |
d6+2w |
d6+4w |
d6+2m |
4 |
16 |
75 |
+2 |
1 |
Mil |
1250 |
Plasma Rifle |
Mod-rng-rifle |
-1 |
F |
40/120/200 |
En/G |
d6+2w |
d8+3w |
d6+3m |
3 |
30 |
175 |
- |
3 |
Mil |
2250 |
Plasma SMG |
Mod-rng-SMG |
+1 |
B/A |
20/60/150 |
En/G |
d6+2w |
d6+3w |
d6+2m |
4 |
-/30 |
150 |
+1 |
2 |
Mil |
1750 |
PlasmaBurst Rfl |
Mod-rng-rifle |
- |
F |
30/120/180 |
En/G |
d4+3w |
d6+2w |
d4+2m |
3 |
20 |
250 |
- |
5 |
Res |
2250 |
Plasma Cannon |
Hvy-direct |
- |
F/B |
75/200/700 |
En/G |
d8+4w |
d8+6w |
d6+3m |
4 |
120/40 |
150 |
- |
9 |
Res |
7500 |
MPulse Pistol |
Mod-rng-pistol |
-2 |
F |
10/20/40 |
En/A |
d8+3w |
d8+5w |
d8+3m |
3 |
10 |
450 |
+2 |
2 |
Mil |
4000 |
MPulse Rifle |
Mod-rng-rifle |
-2 |
F |
50/150/250 |
En/A |
d8+3w |
d10+4w |
d8+3m |
2 |
20 |
1200 |
- |
6 |
Mil |
9000 |
MPulse SMG |
Mod-rng-SMG |
- |
B/A |
30/90/180 |
En/A |
d8+3w |
d8+5w |
d8+4m |
3 |
-/20 |
900 |
+1 |
5 |
Mil |
7000 |
MPulseBurst Rfl |
Mod-rng-rifle |
-1 |
F |
40/140/200 |
En/A |
d6+4w |
d8+3w |
d6+3m |
2 |
12 |
1500 |
- |
7 |
Res |
10000 |
MPulse Cannon |
Hvy-direct |
-1 |
F/B |
100/300/900 |
En/A |
d10+5w |
d10+7w |
d8+4m |
2 |
75/25 |
900 |
- |
15 |
Res |
25000 |
Grenade Lnchr |
Hvy-indirect |
- |
F |
75/300/500 |
Var |
Var |
3 |
4/1/6 |
Var |
-/+1/- |
2 |
Mil |
1000 |
||
Adv Frag Grnde |
Athl-throw |
+1 |
F |
per STR |
HI/G |
d6w |
d6+2w |
2d4+2w |
2 |
- |
- |
+3 |
1 |
Mil |
100 |
Adv Conc Grnde |
Athl-throw |
+1 |
F |
per STR |
LI/O |
d8+1s |
d6+1w |
2d4w |
2 |
- |
- |
+3 |
0.5 |
Mil |
100 |
PH Smoke Grnd |
Athl-throw |
+1 |
F |
per STR |
- |
+2 to attack/awareness |
2 |
- |
- |
+3 |
0.5 |
Con |
75 |
||
Plasma Grenade |
Athl-throw |
+1 |
F |
per STR |
En/G |
d4+2w |
d6+2w |
d4m |
2 |
- |
- |
+3 |
0.5 |
Res |
400 |
Stun Grenade |
Athl-throw |
+1 |
F |
per STR |
En/O |
d6+1s |
d8+1s |
d8+3s |
2 |
- |
- |
+3 |
0.5 |
Mil |
250 |
EMP Grenade |
Athl-throw |
+1 |
F |
per STR |
En/G |
50% |
75% |
90% |
2 |
- |
- |
+3 |
0.5 |
Res |
350 |
|
|
|
|
|
|
d4+2s |
d6+2s |
d8+2s |
|
|
|
|
|
|
|
Tracer Grenade |
Athl-throw |
+1 |
F |
per STR |
HI/G |
d4+2w |
d6+2w |
d4+2m |
2 |
- |
- |
+3 |
0.5 |
Mil |
350 |
Blinder Grenade |
Athl-throw |
+1 |
F |
per STR |
HI/O |
d4-2 |
d4 |
d4+2 |
2 |
- |
- |
+3 |
0.5 |
Con |
400 |
Leech Grenade |
Athl-throw |
+1 |
F |
per STR |
En/G |
+1 |
+3 |
+6 |
2 |
- |
- |
+3 |
0.5 |
Mil |
1000 |
PulseBlast Grnd |
Athl-throw |
+1 |
F |
per STR |
En/A |
d10+3w |
2d4m |
2d6+4m |
2 |
- |
- |
+1 |
2 |
Res |
2500 |
PR Launcher |
Hvy-indirect |
- |
F |
100/800/4000 |
Var |
Var |
2 |
4 |
- |
- |
7 |
Mil |
4000 |
||
AA Rocket |
Hvy-indirect |
-2 |
F |
as launcher |
HI/G |
d4w |
d4+2w |
d4m |
2 |
- |
- |
+1 |
3 |
Res |
1000 |
AP Rocket |
Hvy-indirect |
- |
F |
as launcher |
En/O |
d6w |
d6+2w |
d8+2w |
2 |
- |
- |
+1 |
3 |
Mil |
500 |
AV Rocket |
Hvy-indirect |
-2 |
F |
as launcher |
HI/G |
d4+2w |
d4+4w |
d4+1m |
2 |
- |
- |
+1 |
3 |
Mil |
1000 |
Stun Rocket |
Hvy-indirect |
- |
F |
as launcher |
En/G |
d6+2s |
2d4+1s |
3d4+1s |
2 |
- |
- |
+1 |
3 |
Mil |
1200 |
UHX Rocket |
Hvy-indirect |
-2 |
F |
as launcher |
En/A |
d8+2w |
d4+3m |
2d4+2m |
2 |
- |
- |
+1 |
3 |
Res |
4000 |
Leech Rocket |
Hvy-indirect |
-2 |
F |
as launcher |
En/G |
+1 |
+3 |
+6 |
2 |
- |
- |
+1 |
3 |
Mil |
3000 |
Acid Rounds |
- |
- |
- |
As firearm |
HI/O |
2d4w |
4d4w |
5d4w |
- |
- |
x3 |
- |
- |
Res |
- |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Nightstick |
Melee/Martial |
-1 |
- |
Personal |
LI/O |
d6s |
d6+2s |
d4+1w |
4 |
- |
- |
+2 |
1 |
Com |
60 |
Isometal Knife |
Melee-blade |
- |
- |
Personal |
LI/G |
d6w |
d6+1w |
d4m |
4 |
- |
- |
+3 |
4 |
Com |
500 |
Monoknife |
Melee-blade |
-2 |
- |
Personal |
LI/A |
d6+1w |
d8w |
d4+1m |
4 |
- |
- |
+3 |
1 |
Com |
650 |
Monosword |
Melee-blade |
-1 |
- |
Personal |
LI/G |
2d6-1w |
d12w |
d8+1m |
3 |
- |
- |
+1 |
2.25 |
Con |
1500 |
Filament Blade |
Melee-powered |
- |
- |
Personal - 4m |
LI/O |
d8-1w |
d8w |
2d6-1w |
3 |
20 |
- |
+2 |
1.75 |
Con |
2000 |
Vibroblade |
Melee-powered |
-1 |
- |
Personal |
LI/G |
d6w |
d6+2w |
d4+1m |
3 |
40 |
- |
+1 |
4 |
Con |
900 |
Chainblade |
Melee-powered |
- |
- |
Personal |
LI/G |
d8+1w |
d8+2w |
d4+2m |
2 |
10 |
- |
- |
7 |
Mil |
1250 |
Ion blade |
Melee-powered |
- |
- |
Personal |
LI/G |
d4+3s |
d6+4s |
d4+3w |
4 |
20 |
- |
+2 |
2.25 |
Mil |
750 |
Pulse baton |
Melee-powered |
- |
- |
Personal |
En/O |
d8s |
d4+2w |
d6+2w |
3 |
15 |
- |
+4 |
1 |
Con |
500 |
Stun baton |
Melee-powered |
- |
- |
Personal |
En/O |
d6+1s |
d8+2s |
d12+3s |
3 |
10 |
- |
+2 |
2 |
Com |
425 |
Stun gloves |
Melee/Unarmed |
- |
- |
Personal |
En/O |
d4+2s |
d6s |
d6+2s |
4 |
20 |
- |
+5 |
1 |
Com |
600 |
PowerCesti |
Melee/Unarmed |
- |
- |
Personal |
LI/O |
d4+2s |
d4w |
d4+2w |
4 |
12 |
- |
+3 |
2 |
Con |
625 |
Battleglove |
Melee/Unarmed |
- |
- |
Personal |
LI/G |
d6w |
d6+2w |
d4+2m |
3 |
50 |
- |
- |
5 |
Mil |
1200 |
Gravmace |
Melee-powered |
- |
- |
Personal |
LI/O |
d8+2s |
d6+2w |
d8+2w |
3 |
20 |
- |
+1 |
3 |
Con |
850 |
Zero-G Axe |
Melee-powered |
- |
- |
Personal |
LI/O |
d6+2w |
d4+4w |
d4+2m |
3 |
10 |
- |
- |
4 |
Mil |
950 |
All powered weapons use High-capacity grav-electric batteries. Powered melee weapons need to replace the battery after their number of shots under clip size are used. Powered ranged weapons (ie pure energy or those using energy systems to accelerate their projectiles) may fire 4 clips of ammo before a new battery is required. |
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