RANGE: Max range of the weapon in meters.
DC: Damage Capacity.
ROF: The Maximum firing rate of the weapon. Refer to autofire rules in FUZION. Also the weapons can be shot in smaller bursts. Tell the GM how many rounds the PC is firing before rolling. The standard ROF is a third of the number listed.
SHOTS: All the rounds in the clip of the weapon.
BR: Blast Radius
EV: The penalty to Dexterity for carrying the weapon. Not firing.
CAP: The distnguising feature of the tip of a grenade.
DEPLOYMENT: The procedure to deploy the weapon on the battlefield.
TARGET: What the weapon can fire at. Anti-missile is a special rule. 'Any' means any target except missile.
CLASS: What type of Hardpoint can this weapon load into and whether or not it is guided or not.
COST: Black Market cost.
COLONIAL MARINE LIGHT FIREPOWER
*: Full damage if penetrates armor.
COLONIAL MARINE MEDIUM FIREPOWER
COLONIAL MARINE HEAVY FIREPOWER
COLONIAL MARINE ASSAULT FIREPOWER
COLONIAL MARINE MISCELANEOS FIREPOWER (These are weapon systems. See below)
NON COLONIAL MARINE FIREPOWER
***Air targets only.
**This is the weapon one spacecraft laser turrets.
COLONIAL MARINE ARMOR FIREPOWER
A full clip of a weapon costs %10 of original cost. With the exception of the RPG, weapons with one shot are disposable. Reloads for Spacecraft does not technically exsist since all the ammunition is linked to the weapon so the maximum ammunition is listed already. However, the GM may consider loading up a ship by taking up one Cargo slot for two full reloads of a weapon. Two different weapons may be held (one reload each weapon for one slot) but one full slot will be occupied regardless if totally full or not. Each reload has the number of shots equal to the weapon's regular capacity .
SPD OF WEAPONS:
COLONIAL MARINE LIGHT FIREPOWER
VP 70 PISTOL: The VP 70 'PREDATOR' by Ventrel is a 9mm semi automatic
sidearm crafted entirely of composite materials making it light, rugged
and dependable. The PREDATOR project was started over 30 years ago by Ventrel
to create a firearm for the modern soldier. Originally created from 150
separate parts, this has been reduced to 6. The main feature of the
PREDATOR is the simplicity. With a safety latch built into the trigger and
a concealed hammer, the VP 70 has an extremely low chance of jamming or misfiring,
even under high levels of heat and pressure. The VP 70 can fire after 72
hours at 700 degrees and a combined weight of 7 atmospheres. The VP
70 contains an insulated magazine that will prevent ammunition 'cook off'
at temperatures up to 500 degrees. The PREDATOR holds 11 rounds of 9mm ammunition
with 1 in the chamber, and accepts both Military combat effective munitions
and civilian shells.
M4A3 SERVICE SIDEARM: The M3A3, with its older variants, has been the USCM standard sidearm for the past sixty years. It is a 9mm automatic, recoil operated, magazine fed hand weapon. The working mechanism is made of steel alloy with some plastic parts and the outer casing is machined from lightweight alloys. The entire weapon, including a full 12 round magazine weighs no more than 0.95 kg. The cartridge is a 9mm ball rimless straight round with a bullet weight of 126 grain.
ATM-2 MEDINA (TL2): The Medina is a zero-recoil shell weapon designed for CMC units in zero-gravity environments. Alphatech designed it for the military but found demand in the CMC who needed more weaponry in the hostile dangers of space.
COLONIAL MARINE MEDIUM FIREPOWER
M41A1 PULSE RIFLE: The Armat M41A is a 10mm pulse-action air-cooled
automatic assault rifle, which over the last decade has become the basic
rifle of the US Colonial Marines and the US Army. The standard service
variant has an over-and-under configuration incorporating a PN 30mm pump-action
The M41 uses electronic pulse action to fire, controlled directly from the trigger. The internal mechanism, including the rotating breech, is mounted on free-floating rails within a carbon-filter jacket. This assembly is recoil dampened to reduce the effects of muzzle climb during burst and full automatic fire. From the thumb selector, the weapon can be set to four-round bursts, or full automatic fire, the latter allowing a rate of fire up to the weapons cyclic rate of 900 rounds per minute. An LED display situated just below the receiver indicates the ammo remaining in the clip. This display can be dimmed for night operations. A Lithium battery in the carrying handle provides electrical power for the gun’s motor mechanism. This battery is good for 10,000 rounds and can be recharged either from a rifle rack or a portable power clip.
The M41 is a robust weapon, fully sealed against corrosion, dirt and moisture, yet easy to disassemble and maintain. The solid state electronics are hardened against TREE and background radiation, and the weapon is perfectly usable in a vacuum environment. However, it is not sufficiently stabilized or recoil dampened for use in free-fall combat operations
M42A SCOPE RIFLE: The M42A is a 10mm pulse action semi-automatic rifle employed as the primary sniper weapon of the USCMC. This rifle is a key component of battalion operations; it's long range and precision extending the tactical zone of control by up to a kilometer or more, subject to local terrain. The rifle is issued on a scale of one per company, though it is normally held for use in a battalion controlled pool of up to four Scout-Snipers.
The match-standard batched M252 HEAP round has a maximum effective range of 2,950 meters. A long-range stabilized ball round is also available, with an effective range of 3,800 meters. The factory standard M250 smart gun round can be used with no adaptation, though it has an effective range well under 2,000 meters. Fusing for the M250/M252 ammunition is controlled from a separate selector switch.
A combined, multi-spectral twenty power passive sensor scope is mounted over the receiver. the scope display shows a composite image based on visual, infrared and electromagnetic emissions. The scope display can be augmented by input from the local sensor matrix via a digital comms broadcast or direct optic cable link. Motion trackers, ground radar, lidar and IR sensors may all be linked into the rifle; furthermore, the optical PARGET control system - exact details of which are classified - is apparently able to connect the rifle into the local sentry gun matrix, allowing the Scout-Sniper to redirect sentry gun firing arcs when in hot contact. Instead of adding +1 for every additional round, the Scope rifle adds +2.
M41AE2 (TL2): The M41AE2 is built on the same basis as the M41A1but with and a slightly lower ROF. Optional L clip contains 300 rounds.
M21A COMBAT SHOTGUN: The shotgun has a length from the barrel to the stock is about three and half to four feet long. However, during the Vietnam war, the soldiers had modified them so that they would be about two and half feet long. To be used in jungle combat, they would prove to be one of the most versatile weapons used. The maximum range for a "sawed off shotgun" would be approximately 2 and a half feet.
The shotgun is made out of tempered steel that is molded to become the top and lower barrel, while the trigger is made also from the tempered steel. The wood for the pistol grip and the hand pump are
both hardened and weather proofed so to avoid rotting and getting moldy.
L96 SNIPER RIFLE: The L96A1 is made by a firm called Accuracy International. In sniper try-outs, the L96 beat the Parker & Hale M85. The rifle was built under supervision of a top UK rifle shooter. It has an unusual set-up, the stock is of two piece design and the two pieces bolt onto a sub-chassis. The action is both glued and screwed to this sub-chassis. The barrel is SS and there are few variants of the rifle, a heavy bull barrel (newest), an anti-terrorist model (long barrel, no iron sight, a muzzle break), the regular L96A1 (iron sight, hence front post, no muzzle break, in 308).
DUCHAMP BLASTER (TL2): 500 round MAG with two in-board clips. Medium Recoil, Piss poor at distance. The Duchamp was an attempt to scale up the existing Pulse Rifle design. The result is a hardly used heavy rifle that was scrapped by the CMC in favor of the M41AE2 Mk.2 Pulse Rifle. The Duchamp still found use from civilian groups and budget minded corporations.
ATM-4 SABO-STICK (TL2): The single cheapest rifle in Alphatech’s arsenal is the basic Sabot Stick. It has a simple firing mechanism and a simple design. The only major problem is that it tends to overheat. Sticks are considered disposable rifles. After their tenth’s clip change, the massive heat buildup has caused the firing mechanism to fuse, making it inoperable.
COLONIAL MARINE HEAVY FIREPOWER
M56A2 SMART GUN: The M56A2 is a 10mm general-purpose automatic
squad support weapon, effective out to 1500 meters. The pulse-action
system employs a free-floating recoil-dampened rotating breech mechanism
chambered for the M250 series 10mm x 28 caseless round. the gun also
incorporates a muzzle booster to ensure the necessary operating forces from
the large round. Cyclic rate is around 1200 rounds per minute.
The gun is constructed largely from molded carbon-fiber and light alloy stampings,
though some interior parts of the mechanism are made from plastic.
The replaceable barrel system is air-cooled, though a heat-sink attachment
can be jacketed onto it. The system is mounted on an operator's harness
and slaved to an infrared tracking system. the gun is self-steering
on the mount, though firing must be commanded manually. the entire
gun assembly masses 17.82 kg. The length of the gun itself is 122 cm,
and the length of the barrel is 54.5 cm.
M240A1 FLAMETHROWER: The M240A1 is a lightweight, carbon-format
Flamethrower designed for use in close combat at the squad and firearm level.
Using pressurized, ultra-thickened napthal fuel as a base and ignited by the
nozzle burner, the M240 can shoot flame at targets up to 30 meters away.
Once a target has been hit, fuel droplets from the Flamethrower will stick
and continue to burn for approximately thirty seconds. Damage
is immediately done again next round. If struck. If not extinguished,
it will continue to burn every next round for full damage for 2D6 turns.
If still not extinguished, it will continue doing –1d damage after until
it fizzles itself out. All materials considered combustible will not
reduce damage until it is destroyed. It will then burn itself out.
To keep cost down, standard rifle features often found are missing including ergonomic handgrips, a magazine counter, and even a shoulder guard. The almost featureless weapon perfectly matches the Acid Resistant Combat Wardrobe for which the weapon was primarily designed for, even though the armor itself would be released later (R&D on the acid resistance proved more difficult than designing a hand held plasma weapon. The three barrels allowed the GC-20 to have high cyclic rate and keep the internal heat down.
M-199 SMART GUN Mk. 2 (TL2): The M-199 modified the existing Smart gun design almost from the ground up. The rifle is over a foot shorter, and has been converted into a gattling weapon. The ammo drum was moved under the weapon and the strength of the harness was increased. The M-199 was a valuable weapon used by Beserker teams because it increased the firepower of a regular heavy gunners. Most prefer the less clumsy original design. However, the increased size of the weapon led to a larger , more advanced computer system. Although heavier, it is a better shot.
The Mk. 2 has a +2 bonus with an additional +1 next round after than. Like the original design, the shots can be dispersed among a group. Blind fire gives no bonus.
ATM-5 SHIVA Mk. 2 (TL2): The Massive Mk. 2 Shiva was designed, originally, as a heavy weapon used primarily for military synthetics. The massive weight of the weapon made common deployment difficult. When synthetics were banned from an active offensive rule and reduced to support only, the Shiva became a rarity. Still found on occasion, the Shiva popped up now and then, the preferred weapon of choice for stronger soldiers since it can be used as an “autofire” weapon, making it available to general infantry without penalty. When Offensive synthetics designed to combat the xenomorph threat appeared in TL4, the Shiva Mk2 appeared again as a standard weapon for heavier unit.
COLONIAL MARINE ASSAULT FIREPOWER
GC-10 PLASMA CANNON (TL3): Grant Corp’s larger Plasma weapon
made before the final release of the GC-20. The designers took a stock
Sentry Gun chassis and removed al the mechanical and computer components.
The project originally was to create an automated system like the Sentry
gun, but the size of the cannon prevented this unless the entire chassis
was reconstructed. The automatic systems were dropped in exchange for
basic hydraulic control. The gun pivots and tilts effortlessly on its
axis, 360 degrees around and 60 degrees up with no effort from the user.
M5 ROCKET PROPELLED GRENADE: The M5 rocket propelled grenade
system is a small reloadable shoulder-launched weapon. The launcher consists
of a 140 cm steel alloy tube weighing 2.3 kg, with a rear backblast vent
incorporating backblast diffusers, trigger mechanism and 4x power telescopic
Each 2.2 kg round is a 60 mm hypervelocity spin-stabilized rocket with an
impact-fused supercritical HEAT warhead. The rounds are carried separately
and hand-loaded into the launch tube. Sighted visually, the system has an
accurate range of approximately 400 m and a maximum range of around 2,000
m. Though the rocket's warhead has little chance against medium and heavy
tank armor, it has proven popular and effective for use in it's secondary
role against infantry in bunkers and building strongpoints.
M78 PHASED PLASMA INFANTRY GUN: The M78 PIG (Phased-plasma Infantry Gun) is a man-portable anti-armor weapon. Weighting 15.2 kg in its entirety, the PIG consists of two parts: the gun and its power pack. The M78 is a 15 mW phased plasma system firing vaporized Cadmium Telluride pellets from a 30 round feed. The fast-discharge system powering the gun's laser and magnetic coil is fed from a 4 mW hydrogen fuel cell in the power pack. The firing cycle takes 3 seconds, most of which is taken up by the powering up of the discharge generator. The penetrating power of the system is considerable, and it is claimed to be able to breach the flank armor of a heavy tank at 1,000 meters.
M83A2 SADAR: The M83A2 SADAR (Shoulder-launched Active-homing
Disposable Anti-tank Rocket) is a lightweight one-shot anti-armor weapon
capable of engaging enemy vehicles at ranges up to 1,000 m. Fully disposable,
the rocket's launcher is discarded after firing, whilst the rocket, a fire-and-forget
weapon, guides itself toward the target. When stowed, the SADAR system consists
of a watertight carbon-fiber composite blast tube, inside of which is an
aluminum launch tube containing the missile and guidance electronics. The
weapon is cocked by unlatching the forward ring of the blast tube and pulling
the inner launch tube forwards until it locks. A trigger assembly and thermal
acquisition sight are then flipped into position, and the weapon activated
by pushing a charge button on the trigger grip. From this point the weapon
can be sighted and fired from the shoulder.
SIM-118 HORNET: A shoulder launched man-portable SAM (Surface
to Air Missile) capable of an all aspect engagement of targets up to 10 km.
The millimeter-wave seeker is capable of acquiring as well as tracking targets,
allowing the infantryman to fire at craft beyond the range of his vision or
obscured by cloud. A no-frills hypervelocity missile, the Hornet has
no warhead, relying on its high accuracy, and the kinetic energy of its impact
to destroy the target. The Hornet is guided and all rules to it apply.
M112 HIMAT: The Hypervelocity Intelligent Missile, Anti-Tank
is a man portable battlefield ‘brilliant’ weapon with a range of over 5 000
m. The versatility of the system allows the field commander many options
for its deployment and use.
ATM-1 BOLTER (TL2): The Bolter is another heavy weapon by Alphatech designed primarily for combat synthetics that didn’t see wide release until TL4. The weapon was so large, most couldn’t even use it. The kickback was enough to knock smaller people off their feet. Some were modified by Alphatech and the CMC with a tripod unit to ease the firing recoil. This variant found wide use in heavy armor units. The original came back at TL4 when Combat Synthetics met wide release.
M80 LP-CANNON: This long range, shoulder cannon found use with heavy soldiers to accentuate armor units. The LP-Cannon’s basic objective was to give infantry unit a heavy weapon to combat ground military without having to set up heavy missile systems. The M80 is a clip fed railcannon with a built in-power source. It accelerates a needle-shaped flechette past Mach. The fact that it has a clip made the weapon popular for field units who didn’t need to the constantly reload the weapon in a pinch.
COLONIAL MARINE MISCELANEOS FIREPOWER
They are automated and must use their skills to fire. They also require setup time.
NUCLEAR FAILSAFE MINE (TL4): The NFM is a weapon specifically designed for Beserker teams as a last ditch effort to wipe out the Hive if they fail to clear out the infestation. It cannot be accidentally set off. It is magnetically or gravitically attached to an area just inside the Hive and set to a timer up to 12 hours. When the timer runs out, the Nuke instantly kills everything in a 500m radius and deal out 40k to everything 500m past that. Ever 100 m past that does half damage. Only the right code can disarm the mine. Forcing its removal causes it detonation within one minute.
UA 571 REMOTE SENTRY WEAPON SYSTEM: The robot sentry unit is
primarily used as an automatic perimeter defense system. Its average
weight is 19.6 Kg and can be assembled within 150 seconds. Major components
of the UA 571 include a snap open tripod mounting, battery pack, breech and
barrel assembly, sensors, and a 500 round ammunition drum.
LIM-417 PHALANX: The CMC primary SAM is the LIM-417 Phalanx,
a long-range hypervelocity missile capable of engaging aerospace craft to
the limits of the stratosphere. This active homing weapon employs a
three-stage booster for the launch, sustain, and terminal phases of flight
and uses active and passive seekers, including radar, IR, optical, UV and
jam-homing, backed by mid-course update from the ground station, to ensure
the intercept, regardless of countermeasures. The third-stage booster
ensures the missile remains highly agile in the terminal phases of flight,
and the multi-data kinetic penetrating warhead can be adjusted by the fusing
mechanism into an optimum “swarm’ pattern prior to impact. This weapon
HIM-122 LANCER: Anti-ballistic missile defense is provided by
the HIM-122 Lancer, a multi-stage, multi-warhead missile designed to engage
aerospace craft, spacecraft and reentry vehicle constellations from medium
altitude to the mesopause. In the terminal phase of flight, the Lancer
can assign each of its ten maneuvering warheads to engage a separate target,
as in the case of a constellation attack, or a single target, as in the case
of a re-entering starship. An unjammable datalink with the ground launch
tracking station ensures high accuracy, and ECCM capability. This weapon
HIM-78 SPRINT: The HIM-78 Sprint is a high speed ground
launched space weapon designed to destroy spacecraft and satellites in near
orbit. Usually launched in clusters in order to overwhelm any spaceship
point defense, the Spirit comprises a two-stage booster designed to insert
an ASAT missile with a kinetic warhead into orbit. Against low orbiting
targets, the Sprint ASAT payload can be inserted directly into its path;
however a typical injection profile versus a geostationary target involves
lofting the payload into a hohmann transfer orbit before completing a circularization
burn into geostationary orbit (GSO). For an Earth-like world, the time
from ignition to transfer to GSO is some 3 800 seconds. A special feature
of the HIM-78 is its low launch signature that improves the chance of first-strike
surprise on an armed or maneuvering target.
COLONIAL MARINE AEROSPACE FIREPOWER
AGM-204A TSAM: The TSAM (Threat Suppression Attack Missile)
is a low-cost self-protection weapon designed to defend strikeships and dropships
against airborne missiles, early warning radars, SAM sites and AAA. Small,
short ranged and lightweight, the TSAM design trades off the loiter mode of
most modern Threat Suppression Missiles for speed, in order to eliminate a
threat rapidly. The Tekell solid motor is a high impulse unit that will accelerate
the missile to hyper velocity in less than two seconds; after burnout, the
missile coasts to the target. Range varies considerably with launch speed
and altitude, though practical limits in an Earth-density atmosphere are
20 km at sea-level up to 60 km at high altitude. The TSAM is guided
but cannot be fired at. It is designed to attack incoming missiles.
It locks on automatically.
AGM-220C HELLHOUND II: The Hellhound II is a multi-role tactical
missile designed for use against point targets such as vehicles, armor,
buildings and bunkers. Based around a greatly enlarged version of the Hellhound
I airframe, the missile employs a three-stage motor consisting of a launch
boost engine, and in flight sustained motor and a third-stage booster designed
to accelerate the weapon during its terminal attack phase. The weapon can
be launched in two different modes: in the first, the dropship Weapons Officer
locks the missile's seeker onto a target before launch and provided he maintains
the lock until the moment of launch the weapon will then be guided to that
target; in the second, the weapon is directed to a grid reference where it
then commences a search for a pre-designated target, or one selected from
an internal menu of potential targets, or for a target of opportunity. The
dual-seeker system combines a high-resolution millimeter-wave radar and infrared
imager linked to a sophisticated 12 Mb processor which determines the missile's
optimal attack profile and warhead fusing to ensure a kill. The 'C' variant
of the AGM-220 incorporates a new, jam-resistant radar and improved countermeasures
refection logic to bring it in line with the 'F' version employed by the USASF.
This is a guided weapon.
Mk. 16 150mm BANSHEE 70: The Banshee 70 system constitutes one of the most important unguided weapons in US service. In the Colonial Marines, it is most commonly associated with the LAU-190/A 16 tube launcher mounted on the UD-4 Cheyenne dropship. Each rocket is spin stabilized by a fluted exhaust nozzle and has three spring-mounted wrap-around fins at the rear. The Mk. 16 model has a high-impulse rocket motor, giving a burnout velocity in excess of 1800 m per second, providing excellent stand-off range and accuracy in the air-to-surface role.
M451: The M451 is a 36kg High Explosive, blast-fragmentation warhead with a ‘smart’ fuse for use against a wide variety of targets. The TIAS target analysis system aboard the dropship will set the fuse at the moment of launch according to the target, allowing for airbursts against soft targets or impact fusing against armor.
M597: The M97 is a multi-dart warhead containing 17 incendiary flechettes designed to penetrate tank armor, field defenses and bunkers, and then causes fires within them.
M598: The M598 is a ‘beehive’ round for use against battlefield targets such as exposed personnel, soft vehicles, helicopters and VTOL platforms. The warhead carries a load of approximately 4 800, 7.2 g kinetic-penetrating darts capable of saturating an area the size of a football field. With both M597 and M597 warheads, he dropship TIAS will set the optimum distribution pattern of the darts the moment of launch, depending on the primary target.
AIM-90E HEADLOCK: The AIM-90E is a short-ranged air-to-air missile
optimized for dogfight engagements. Guided by a dual optical / active radar
seeker, the Headlock missile accelerates to hyper velocity speeds after
launch and then glides the remaining distance to the target.
Mk. 10 70mm ZEUS: The Mk. 10 ZEUS is a 70mm unguided rocket system that has been the mainstay of USCM service for some sixty years, in its various forms. A small, spin-stabilized rocket, the ZEUS is now supplied with only two types of warhead: a smart fused antipersonnel fragmenting warhead and a smoke warhead for laying particulate smoke screens.
Mk. 88 120mm SGW: The Mk. 88 is a 120mm, short ranged (under 1500m) weapon designed as a low-cost alternative to the Hellhound versus light armor and prepared positions such as hangars or gun emplacements. A simple weapon, it comprises a rocket with a low-impulse motor steered by fold-out fins. Guidance is by an imaging infra-red seeker in the nose, and a 2.2 kg shaped-charge warhead is positioned just behind. The SGW is a fire-and-forget weapon - once locked-up by the dropship, the missile self-guides to the target.
XIM-28A LONG LANCE: The XIM-28A Long Lance ASAT missile is a
5.6 m Anti-Satellite Missile powered by a two-stage Lockmart LP-XII solid-rocket
booster. Upon release from the launch bay, the first-stage motor ignites
and accelerates the missile away from the launching ship. After four seconds
the first stage burns out and the missile coasts the rest of the way toward
the target. The second stage ignites when the missile enters its terminal
phase to provide the necessary burn to complete the intercept against the
target. A coolant jet system in the tail helps mask the motor's infrared
and UV signature when it burns. Guided.
NIC-79 CAPTOR MISSILE:
The NIC-79 is a low yield nuclear weapon with an almost microscopic
sized payload. The explosive capacity is directed forward, incinerating
the rocket before it even impacts on its targets. The blast is enough
to go right through most craft. The Captor missile is designed to
go against space targets only. It is so clumsy, however, smaller vessels
can evade the explosive charge. Hitting a smaller craft is a little
like overkill. Captor Missiles cannot survive entry in an atmosphere.
They are also guided.
STG BALLISTIC MISSILE: The STGBM carries your standard Space-to-Ground
nuclear warhead. Everything in 100m from the point of impact is destroyed
and everything past it from another 100m suffers 20k. Every 100m past
that cuts that damage by half. STG can be fired at any target but they
are slug for maneuverability. STGs must use their skill.
They are guided but cannot be aimed.
“THUNDERHAWK” 30 mm RAILCANNON: Railgun launchers fire kinetic ammunition at velocities over 12 km per second. Despite their high rate of fire, these weapons are less accurate than beam weapon’s against maneuvering starships or missiles, and have a practical engagement range less than 100 km. However, since a single hit from a railgun round is capable of causing catastrophic damage to a space target, they remain the most powerful close defense weapons in a starship’s inventory. The railguns work by accelerating a charged plasma to high velocities and using it to propel a kinetic round at the target. They fire up to 30 rpm each and are fed from an autoloader.
800 MEGAVOLT TURBOALTERNATOR-POWERED NEUTRAL PARTICLE BEAM:
The 800 MeV Weapons are the primary beam weapons of the CMC Frigates.
They fire into the starship’s forward ‘cone’, each capable of disabling a
target’s electronics and instrumentation at ranges up to 250 km. Sufficient
deuterium tanking exists for up to 230 seconds of firing. One hit to
a ship will cause 10k of damage but the ship won’t be damaged. Instead,
if “destroyed”, all electrical systems shut down, rendering the ship dead.
No weapons can fire. Emergency batteries onboard escape pods still
allow them to be ejected. The engineer of the victim ship can attempt
to restore the systems every minute with a 25 skill that drops by 2 every
additional minute (5 rounds). The 10k damage is relative to the DV.
The difference between the damage inflicted and the hull of the ship is added
to the Engineer’s roll (armor still applies). So if the hulls is greater
than 10k, the difference is added to the Engineers roll (or reduced from
the DV whichever). If it’s a negative number (for a ship with a hull
less than 10k) the Engineer is penalized by that amount. The systems
will not come back themselves for another 2D6 hours. If the damage
received is less than half the total hull of the craft (like a Conestoga
or Bougainville), the ship is untouched, even though a second shot will sure
spell doom since the effect is cumulative (unless the target is the Razzia).
Every additional shot after the ship shuts down extends the shut down by
1D6 hours and increases the difficulty by 2.
80 MEGAWATT INFRARED LASER: Point defense for the large spacecraft used by the CMC is provided by a 80mW free-electron laser capable of vaporizing small targets such as railgun rounds, or disabling incoming missiles and fighter at ranges up to 30km
ORBITAL MINEFIELD: An Orbital Minefield is dispensed out the
rear and can be released in any number. When deployed, the organize
themselves in a lattice fashion and actually construct their own defense
network by connecting themselves with the other units. These lightweight
nets, which can stretch tens of kilometers across, are held rigid by alloy
framed and stabilized by tiny thrusters. If the mine is struck on its
own, the damage is dealt normally. If the ship strikes the net, the
front mines explode, but the outer ones can bend themselves in and strike
the rear or midsection of the ship.
COLONIAL MARINE ARMOR FIREPOWER
REPUBLIC ELECTRIC 20mm GATTLING CANNON: Two linked 20mm Gattlings
are on the front turret of the M577 APC. Both weapons are supplied
by a 1700 round multi-feed ammunition dispensor which offers a selection
of High Explosive, High Explosive Armor Piercing and 'Beehive' type Anti-Personne
Fletchette (APF) rounds at the flick of a switch. These casless rounds
carry no propellant and are fed mechanically into the revolving chambers
which are then sprayed with hypergolic binary propellants which ignite and
launch the round. Binary propellant systems are rare at this caliber,
but aboard the M577 this system offers substantial weight, rate-of-fire and
reliability advantages over standard caseless weapon and provides effective
anti-personnel support for the APC.
20mw BOYARS PARS 150 PHASED PLASMA CANNON: The power source for the Boyars is a 6mW hydrogen fuel cell capable of powering 3000 firing before refueling. The fuel cell drives a homopolar fast-discharge generator which stores power until it has sufficient energy to pulse the plasma gun’s laser. When the laser is fired, it creates an ionized trail in the atmosphere which is charged by the gun’s electromagnetic coil to form a solenoid mass – is fed mechanically into the tunnel, where it is vaporized by the laser beam into a superheated plasma. Which is accelerated by the magnetic coil to velocities in the region of 5 000m/s. The Plasma travels the tunnel until it impacts the target at a focussed point, using its considerable kinetic and thermal energy for maximum effect penetration. Because of the power usage, both guns in a turret fire in sequence rather than simultaneously.
REPUBLIC DYNAMICS M2025 40 mW FREE-ELECTRON LASER: These are
effective against both ground and air targets. Beam power is supplied
by a 10 mW hydrogen fuel cell driving a homopolar fast discharged generator.
The Beam is propagated, without the need for lasants, by the interaction
of a particle-accelerated electron beam with a static electric field.
The advantage of a free-electron laser I Colonial Marine service is its ability
to be tuned to wavelengths that would minimize beam degradation by the local
atmosphere. In addition, a reactive tune facility, cued by laser returns
from the beam, is incorporated to allow rapid returning in the event that
countermeasures are deployed to block the beam. The lasers can be used
in two modes. In ‘dazzle’ mode, the beam is used to burnout enemy optical/infrared
sensors or blind infantrymen and pilots (20 difficulty or blinded for 2d6
minutes, invoking –6 penalty), has a low output. It is in this mode
that the beam is at its most efficient, playing continuously across a target
without the need for pulsing or the associated effects on beam propagation
from thermal blooming , ionization or dielectric breakdown (huh?). In
‘pulse’ mode, a beam is pulsed at full power at the target. Damage is
caused by the mechanical impulse of the beam as it superheats the target area,
and in the case of the M2025 is capable of penetrating infantry persona armor
or the skin of a missile or aerospace craft.
BOYARS “BUSTER” RIFLE: Coming from the “What were they thinking?” department, the Buster looks like something from a concept designers dream book. Boyars took a slug similar to the gattling rounds they use in mounted firepower. Obviously the designers were given an ultimatum from the corporate heads to make the weapon work with the bullet provided no matter the end result. That end result is a weapon with one huge drum clip feeding into two different firing systems coming out of two different recoilless barrels. The weapon is clunky and heavy but packs more punch than most.
WEYLAND YUTANI DEFENDER HEAVY AUTO: Continuing WYs commitment to quality, they arm their personal guards and elite troops with the Heavy Auto. Feeling similar to the M41A Pulse Rifle because they both take caseless ammunition, the Defender’s shells are smaller, allowing more bullets per clip. The weapon is also lighter with a greater range. The only drawback is a slightly smaller rate of fire. As always, all Weyland Yutani weaponry is prohibited outside their own personnel, so seeing any WY weaponry in the hands of other groups is rare.
VENTRAL “MANIAC” ROTARY: Yes, Ventral finally answered the hardened military with that which they always wanted, a portable rapid-fire gattling cannon. The six-barreled Rotary is cumbersome, loud, and somewhat inaccurate and each flachette is relatively weak. However, it also fires faster than any other weapon in production and can go into battle with almost a thousand rounds. The ammo belt feeds into a chest-mounted clip similar to the Smart Gun. The Mk2 Smart Gun was an attempt by Ventral of combining the two into an effective whole. After that release, the “Maniac” saw little use and became rarer as time went on. The weapon is quite inefficient but its effectiveness is measured in intimidation more than actually stopping power.
ALPHATECH RAILGUN: “Alphatech knows Magnetics” was a common slogan. Alphatech became such an authority in the technology; they proved it with a very flashy show off at a weapon convention. A weapon bearing resemblance to two long shafts of metal, bristling with electricity, exposed itself to the world…then barreled through nine plates of titanium. The weapon is expensive, rare, and power hungry, but it will inflict vicious kinetic damage to whatever it is aimed at. Alphatech has succeeded in a design that fires faster, deadlier, and from a lighter weapon than the Peacemaker and LP Cannon. However the cost of the weapon prevents its mass use.
VENTRAL AIR SNIPER: A modern day version of old war flak-gun, the Air Sniper boasts far more accuracy. It can strike from distance and target pilots in a cockpit with it laser system. It fires large explosive-tipped shells frighteningly fast. Ventral utilizes most of these models on their own worlds and have not often sold them outside their corporate assets.
WY “BRILLIANT PEBBLE”: The WYBP is a long barrel--almost lance shaped--cannon capable of striking targets on the ground from 10 kilometers in the air, and vice versa. The “Brilliant Pebble” is really a highly advanced particle accelerator capable of taking targets out with extreme accuracy at almost the speed of light. It pounds its target with untold kinetic kill energy. These weapons have found themselves in almost every field of Weyland Yutani military including on their tanks, spacecraft, and aircraft, as well as ground units. Its massive cost and technological advancement prevents its use beyond Weyland Yutani facilities.