Personal Hardware

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.

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.

Melee Weapons

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.

     

Damage

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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