Serena Dawn Spaceport



WEAPONS
    WA:  The modifier when shooting.  The Smart Gun has special rules.
    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

______________ WA RANGE DC ROF SHOTS EV COST
VP 70 0 50 m 2 2 11 0 400
M4A3 0 100 m 2 2 12 0 400
ATM-2 Medina +1 200 m 2 2 16 0 900
ATM-1 Sabot-Pistol +3 80 m 2 3 16 0 800
Basic Stunner 0 25 m 4 <STUN>* 1 6 0 400

*:  Full damage if penetrates armor.

    COLONIAL MARINE MEDIUM FIREPOWER
______________ WA RANGE DC ROF SHOTS EV COST
M41A1 Pulse Rifle -1 900 4 40 100  0 2 000
PN 30mm Grenade Launcher -1 100 Grenade 1 3 0 n/a
M42A Scope Rifle +5* 3 800 4 1 12  -1 2 300
M41AE2 Pulse Rifle Mk. 2 0 900 4 30 95-300 0 3 500
M21A Shotgun -1 50 3 2 12 0 1 000
L96 Sniper Rifle +3 2 500 3 2 12  -1  2 000
Duchamp Blaster  -2 500 5 50 300 -1 2 300
M42A3 Light Rifle 0 700 3 30 90 0 1 800
ATM-3 Shiva Mk. 1 -1 900 2 60 120 0 4 000
ATM-4 Sabot-Stick 0 600 2 30 120 0  1 000

    COLONIAL MARINE HEAVY FIREPOWER
____________ WA_ RANGE DC ROF SHOTS EV COST
M56A2 Smart gun +1 / +2* 1500  4 60 300 -1 10 000
M240A1 Flamethrower 0 3-50 3/3** 3 60 0 4 000
GC20 Plasma Rifle 0 1000 5 30 500 -1 8 000
M-199 Mk2 Smart Gun +2 / +3 1500 4 60 500 -2  15 000
ATM-5 Shiva Mk.2 0  1500  6 30 270 -3  10 000
M-23 "Thumper" -1 50 Grenade 1 12 0 2 500

    COLONIAL MARINE ASSAULT FIREPOWER
____________ WA RANGE DC ROF SHOTS EV_ COST TARGETS
Plasma Cannon -2 2 000 2k ½ 20 0 / -5* 15 000 Any
M5 RPG 0 2 000 3k 1 1 -1  2 000 Any
M78 PIG 0 1000 1k 1 30 -1 7 000  Any
M83A2 SADAR@ +1 1000 4k 1 1  -1 4 000 Ground only
M112 HIMAT***@ +1  5 000  6k 1 3 0**  8 000 Ground only
SIM-118 Hornet@ 0 10 000 4k 1 1 -1 4 000 Air only
ATM-1 Bolter -1 1 500 1k 1 20 -3 4 000 Any
M80 LP-Cannon -2 3 000 3k 1 9 -2  5 000 Any

      COLONIAL MARINE MISCELANEOS FIREPOWER (These are weapon systems.  See below)
___________ WA RANGE DC ROF SHOTS COST TARGETS
UA 571-C Sentry +1 800 4 50 500 60 000 Any
UA 571-D Sentry +1 1 200  5 40 500 70 000 Any
UA 571-F Sentry 0 100 Grenade 3 30  65 000 Any
LIM-417 Phalanx @ 0 80 000 4k 1 6 120 000 Air only
HIM-122 Lancer@ +1 120 000 5k 1/10* 1 240 000 Air only
HIM-78 Sprint@ 0 540 000 6k 1 4 350 000 Air & Space only

NON COLONIAL MARINE FIREPOWER
____________ WA RANGE DC ROF SHOTS EV_ COST CLASS
ZCT 9mm Avenger 0 50m 1 9 0 400 Handgun
Falcon Street 12mm -1 75m 3 1 6 0 700 Hnadgun
Falcon Street Auto 0 50m 1 6 18 0 800  Hnadgun
Alphatech .454 -2 50m 4 1 4 0 700 Handgun
Colt “Reliable”  0 50m 1 2 6 0 350 Handgun
WY Corp. Special +3 75m 3 2 12 0 1 200 Handgun
Tradex Assault Auto -2 750m 3 30 90 0 1 500 Autofire
Ventral Heavy Rifle 0 900m 4 30 90 -1  1 500 Autofire
Boyars “Buster” Rifle 0* 500m 7 10 50 -1 2 000 Autofire
Tradex SMG-Alpha-01 +1 750m 2 10 130 0 2 300 Autofire
WY Defender Hvy. Auto  +3  1200m   4  30  120 0 4500  Autofire
Ventral “Maniac” Rotary -1  1000m 90  900  -2  3500  Heavy Weapons
Ventral “Peacemaker”  -2  2500m 2k 2 15 -2 4 000 Heavy Weapons
Alphatech Railgun 0 5 000m 2k 1 15 -2 5 000 Heavy Weapons
Ventral Air Sniper*** 0 5 000m 7 (.5k) 3 30 0** 8 000 Heavy Weapons
WY “Brilliant Pebble”* +4 10 000m 3k 1/2 10 -3 18 000 Heavy Weapons
*:  -5 if not on a tripod      **Cannot be fired unless deployed
***Air targets only.

MINES
_____________ BR DC SHOTS COST DEPLOYMENT SPECIAL
Nuclear Failsafe 1km 40k 1 1500000 Personnel See Below
M760 Antipersonnel  2m 6 1 900 Air / Armor None
M862 anti-armor  3m 7 1 1200 Air / Armor ½ Armor
M5A3 Bounding  2m 6 1 1 000 Infantry Can be linked
M20 Claymore mine 3m 7 1 1 000 Infantry Remote det.

GRENADES
_______________ CAP_ DC_ BR USE SPECIAL COST
M40 High-Explosive Fragmentary*  Red 7 3m  Anti-personnel 
100
M38 HEAP Green  10 (1k) 1m Anti-tank ½ Armor 250
M51A Bounding Fragmentary Blue 7 1m Small-Charge double dam stun 120
M108 Canister (Buckshot) Black 6 0 Close-in Fighting
70
M230 Baton (Rare in USCM)  N/A 7stun 0 Civil Disturbances
20
M60 Phosphorous* Incendiary White 0 15m Smoke Screen
50
M72A1 Starshell* "S" on top 0 10m  Flare  45 seconds, 50,000 candles 70
    *:  Can be thrown.  The detonator can be set to a 6 or 12 second fuse.

CANNONS
_______________ WA RANGE DC ROF SHOTS COST BR TARGET
25mm Gargoyle Gattling 0 13000 8(.7k)  20 300 75000 0 Any.
30mm Railcannon 0 100 000 11 (1k) 12 100 120 000 2m Any, Missile
800 MV Particle Beam  -3 250 000 10k* 1 n/a 1 550 000 40m Any.
80 MW Infrared Laser** 0 30 000 1.5k 3 n/a 350 000 3m Any,  Missile
Orbital minefield n/a  0 1k 1 1 50 000 10m Any
*:  NO real damage--20k of sufficient electronic damage.  Destroying the ship means the ship shuts down…see below.
**This is the weapon one spacecraft laser turrets.

COLONIAL MARINE ARMOR FIREPOWER
________________ WA RANGE DC_ ROF SHOTS BR COST TARGET
Tri-Barrled Particle Beam 0 2 000 7 (.5k) 6 300 0 75 000 Any.
20mm Gattling Cannon 0 1 000 7 (.5k) 30 1700 0 65 000 Ground
Phased Plasma Cannon*  -1 4 000 11 (1k) ½ 500 2m 50 000  Ground
Free-Electron Laser* +2 3 000 11 (1k) ½ 200 0 65 000 Any
Charged Particle Beam*  +1   3 000  1.5k ½ 100 1m 100 000 Any, ½ Armor
 *These weapons are found in pairs on the M577 Turret.

   HARDPOINTS:
     Hardpoints are areas where weapons can be placed.  Each area must be of the same weapon class.  You cannot have missiles and laser in the same Hardpoint but can have different types of missiles in one area.  Weapons not listed below cannot be placed and are permanent mount are craft.  Other can be placed anywhere.  Armor (Tank) weapons are too heavy to be placed on Aerospace craft.  However, Aerospace craft can be mounted on Armor vehicles if the weapon as a “Ground”, “Any”, or “Air” Targeting capacity. No “Space” can be used.  Weapons on a craft of the same type can be linked to fire at the same target.  All weapons in a Hardpoint are automatically linked.  Missiles are the exception.  Guided missiles  fire normally since they are not aimed.  Any number in each Hardpoint can fire. Dumbfire missiles (unguided) can fire one to the maximum in the Hardpoint.  Each missile is considered 1 ROF.   Firing all 16 150mm rockets in a Hardpoint has a 16ROF.
 
WEAPON SPACE WEAPON SPACE
AGM-204A TSAM 0.34 (3 per point)  AGM-220C Hellhound 0.25
AIM-90E Headlock 0.34 (3 per point) XIM-28A Long Lance 1
Mk. 16 Banshee 0.062 (16 per point) Mk. 10 Zeus  0.062 (16 per point)
Mk. 88 120mm SGW  0.062 (16 per point) 25mm Gargoyle Gattling  1
30mm Railcannon 1 80 MW Infrared Laser 1
Tri-Barrled Particle Beam 1 20mm Gattling Cannon 0.5
Phased Plasma Cannon  0.5  Free-Electron Lasers 0.5
Charged Particle Beam 0.5


    AMMUNITION:

     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:
         What follows is how much damage a weapon can take before being rendered inoperable.  This is done by direct fire or by acid spray.
 
WEAPON TYPE  SPD WEAPON TYPE SPD
Marine Light Firepower 10 Marine Medium Firepower 20
Marine Heavy Firepower  30 Marine Assault Firepower 35
Marine Miscellaneous Firepower 35 Mines 20
Grenades 5 Marine Aerospace Firepower (Missiles) 1k
Marine Aerospace Firepower (Cannons)  2k Marine Armor Firepower 3k
     DESCRIPTIONS (Not all weapons are described):

    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.
     The simplicity of the VP70's firing mechanism is one of its most notable features, resulting in an extremely reliable, accurate weapon in the harshest conditions. When carried as a conventional weapon, the VP70 fires with a standard blowback mechanism linked to a unique trigger configuration. The trigger is a double action mechanism that requires substantial pressure when first pulled back. If this pressure is continued, the trigger bar slips from a spring-loaded firing pin to fire the chambered round. This safety-in-trigger design negates the need for any additional safety catch. The optional shoulder stock latches into grooves on the back of the pistol's receiver and butt. Single and burst fire is available when this unit is attached. Use: Since the VP70 uses the inherently accurate, low powered 9mm Parabellum round, it proves to be an easily controlled pistol when fired. Range is increased by the accuracy of the round, and even in three round burst mode the pistol provides surprisingly accurate, directable fire. In the years since the introduction of the original design, the VP70 has undergone little in the way of substantive change. More commonly, new, lighter, stronger plastics and alloys have gone into the pistol's parts, providing an even more reliable and more compact sidearm.

    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.

    ATM-1 SABOT-PISTOL (TL2):  Alphatech’s cheap and small Sabot pistol is a holdout weapon used by police groups as a standard side arm.  It is also used as a good backup weapon in the CMC.  It uses the same small Sabot rounds used in Sabot Sticks.

    BASIC STUNNER:  A common weapon for police and national guardsmen.  The Stunner fires a sedative needle that disintegrates upon penetration.  It can penetrate all but the heaviest armor and can usually knock the average human in one firing.  A long crumbled corporation developed it in an attempt so appease controversy over armed corporate soldiers.  The sight is now common but the Stunner still found a market.  If the weapon penetrates armor, the ENTIRE stun damage is dealt.

    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 grenade launcher.
 Lightweight and rugged, the M41 is constructed largely from ultra-light alloy precision metal stampings.  The outer casing is made from titanium aluminide alloy and many internal parts are molded from high-impact, temperature resistant plastics.  Layout is conventional, and a spring loaded retractable stock allows the rifle to be used either in carbine format (with stock retracted) or as a rifle, with the 'in-line' stock extended for greater stability during automatic fire from the shoulder.  Sighting is made down a groove in the carrying handle, with an adjustable tangent leaf backsight positioned in the rear slot.  A 3x power AN/RVS-52 CCD television sight can be optionally fitted to the carrying handle for accuracy at great range and under low-light conditions.

    The M41 fires the standard US M309 10mm x 24 round.  This ammunition comprises a 210 grain projectile embedded within a rectangular caseless propellant block of Nitramine 50.  The propellant content is small but highly efficient, generating muzzle velocities on the order of 840 meters per second.  The round is steel-jacketed and explosive tipped, with impact fusing that is preset during manufacture.  Terminal ballistic characteristics have been optimized for maximum lethality against infantry wearing personal armor.  The round is designed to penetrate the armor, exploding just after impact to inflict lethal internal damage.  The standard M41 ammunition clip will hold up to 100 M309 rounds in a 'U' bend conveyor that feeds the rounds mechanically into the rotating breech mechanism.  However, in practice the clips are only filled to 95% capacity in order to reduce the autoloader's tendency to jam.
     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 internal mechanism of the M42 is designed to have a high degree of commonality with the M41 - using the same rotating breech and feed - though it is chambered for the match-standard 10mm x 28 caseless round such as in the M56.  The barrel is free-floating with a right-handed twist and is contained within a protective shroud and receiver housing.  Ammunition feed is from a 15 round Match Rounds magazine inserted beneath the stock of the rifle, behind the thumbhole of the pistol grip.
     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 really easy to load, there's a stainless steel fork that is located underneath the pump-action barrel. There, you would put the shell up at a slight angle, and feed it right in. And then when you are done putting the shell into the weapon, the fork closes and from there, you can hold up to three shells plus one in the barrel, which would make the total ammunition count to four total rounds (Modifications were made on these weapons so they could take more than three rounds.  Sometimes four to five shells were in the shotgun tube).
 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).

     There is also a silenced model with full length silencer. It is a very accurate rifle, typical groups are sub 1/2 MOA at 100 yds and just over that at 200 yds. Well designed and built with a very nice stock .The syntech stock has very nice lines, it has adjustable length of pull (done with spacers), a thumbhole design. All in all a very nice and accurate rifle. I was supposed to test fire one of these rifles, however, the company is very reluctant to send any rifle to individuals, they like to deal with agencies, governments and such.

     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.

     M42A3 LIGHT RIFLE:  The M42A3 is a smaller variant of the M41 Pulse Rifle.  This weapon is lighter, easier to use and more robust.  The servicing cost of the M42 is so low, the weapon became the Rifle of choice for colonies in the outer veil as well as deep space CMC scouts.  Light armor urban squads and jungle militias often use the M42A3 in replacement of the heavier M41A.
     ATM-3 SHIVA Mk. 1 (TL3):   The two Shiva designs, built by Alphatech were originally developed for their own forces but found use in most of the Outer Veil colonies as a heavy weapon to compete with M41A Pulse Rifle.  The Deep Space CMC forces have been found using these weapons since supply runs to the Periphery are uncommon.  The Shiva is a two handed weapon with two individual handgrips.  It uses larger Sabot rounds found in the Sabot stick and the Sabot pistol.  The only real problem with both Shiva models is their heavy recoils.  Ever subsequent round of firing (after the first one) more than ½ the weapon’s ROF invokes a –1 penalty to hit.  The stop this, stop firing for one round or fire shorter, controlled bursts.

     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.
     The stabilized articulation arm is attached to the left hip mounting and plugged in via coaxial cable to the processor and power outlets in the breastplate.  The gun itself is clipped and secured to the end of the arm.  The operator plugs this HMS (head mounted sight) into the tracking and comms system in the armor.  the gun tracker is jacked into the process by a universal connector, and the gun itself must be powered up before the weapon is loaded.  Power for the entire gun system is supplied by standard DV9 Lithium battery units, good for up to 50,000 rounds when fully charged.  Both ends of the DV9 unit are plugged into the power leads that run from the articulation arm to the gun; common practice in the field is to let the battery hand free beneath the gun, where it is easily accessed in an emergency.
     The M250 10mm x 28 ammunition is a 230 grain caseless projectile encased in a rectangular block of Nitramine.  Higher powered that the M309 round for the pulse rifle, the M250 also significantly differs in having a selectable fuse setting.  A switch on the hand grip is used to select the ammunition fusing, which is set electronically as the round is loaded into the chamber.  The 'Super' setting is optimized against soft targets and will detonate the round on impact, while the 'Delay' setting explodes the shell only after penetrating the target armor.
     The M250 ammunition is stored on a roll of continuous plastic non-disintegrating link belt in the ammunition drum, which can be reloaded in the field.  The gun motor drives the feed mechanism as well as the rotating breech, and automatically loads each round off the belt and into the breech.  In the event of a jam, the manual cocking handle at the side can be pulled to eject the round and clear the breech.  This procedure can also be used to manually charge the mechanism.
     The first +1 to hit is automatic.  If the target is not destroyed, the next round increases to +2.  Every subsequent round past it adds, another +1 until the target is destroyed.  This can be applied when spreading the shots over multiple targets.  All targets receive have the bonus. Blind fire gives no bonus.

    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.
     With sufficient fuel in a standard fuel reservoir for a burst of up o twenty seconds, the M240 is undoubtedly one of the most fearsome weapons in the Marine inventory, and has proven especially useful in close combat and against the Xenomorph.  It is also ideal for use against fortifications because of the ability of the flame to be directed through defensive apertures.  However, it is unpopular with many of its operators, partly because of its short range, and also because of the tendency of the fuel reservoir to rupture violently when hit by shrapnel or small arms fire.
     The M240 is 88cm long and weighs 2.7 kg with a full reservoir.  A valve at the rear of the incinerator is used to refuel the weapon; alternatively, the reservoir can be screwed off and refilled or replaced separately.  A twist-valve on the Flamethrower regulates the fuel flow and a thumb switch on the handgrip electrically ignites the nozzle burner when depressed.  The weapon is fired by squeezing the handgrip trigger, and will continue firing until the trigger is released.  The range of the M240 can be increased by making a high angle show, firing the flame unit up at an angle of about 45 degrees – the burning fuel then descends onto the target in an arc.  In this way shots can be  made up to a range of 50 meters, though it is far less effective then direct fire in penetrating an armored firing slit or aperture.

     GC-20 PLASMA RIFLE (TL3):  Grant Corp developed several plasma weapon designs based on the heavy firepower of the PIG and the heavy turrets on the M577 APC.  They created the GC-20 and its heavier Cannon cousin.  The GC-20 is almost unrecognizable in comparison to existing weapon designs.  The three-barreled weapon is ivory white with very few additional features.

    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.
     If carried off its tripod, the weapon is heavy and cumbersome, requiring a STR of 8 to a least use.  Still, the weapon has a –3 to hit anything.  The large weapon is capable for taking down aircraft, puncturing tank armor, and incinerating whole squads.  The CMC operates few, preferring to use their lighter Phased Plasma Infantry Gun.  Still, the weapon is still the largest reusable infantry weapon available.  The weapons six second recharge rate is a major hindrance, however.  Usually, the weapon is wired into a link system with another cannon.  Both guns can be wired into a remote user, safely behind cover and fire both guns alternatively.

     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 sight.  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.
      The M83 acquires and tracks targets with a cooled infrared imaging seeker mounted in the rocket's nose. When the charge button is pressed, the inert IR seeker is cooled to it's operating temperature within two seconds and begins feeding images to the operator's thermal acquisition sight. The seeker remains charged for twenty minutes, after which the rocket may only be fired unguided. When a target enters the acquisition sight, the operator can lock the seeker's field of view, the weapon can be launched at it.
     When launched, the SADAR rocket accelerates to maximum velocity. As the rocket approaches the target, the guidance system selects the hottest part of the target and flies and attack profile the offers optimum penetration. Against a tank, it will typically climb briefly before diving on the target's thinner upper surfaces. The M83A2 version is capable of identifying defensive countermeasures such as decoy flares and has improved logic to aid in rejecting them. The shaped-charge HEAT warhead is capable of defeating most light and medium armor.  The SADAR is guided and all rules to it apply.   It is listed with a 3 missile capacity because purchasing one delivers a crate of three launchers.
     ATTACKS:  2
     AUTOMATIC SKILL:  8

     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.
     ATTACKS:  4
     AUTOMATIC SKILL:  9

     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.
     The core element of the system is a 11.3 kg single-round self-contained disposable launcher is a carbon-fiber composite tube containing the HIMAT round and RTM ports for the fire control system.  The bipod can be set to launch the round horizontally or at increasing angles up until the vertical, depending on deployment.
 Fire control for the M112 varies according to mission.  For defensive deployment, the system can be set for either ‘Command’ ‘Autonomous’ configuration.  In both cases, one or more launchers are connected by cable to an APS-100 Fire Controller, an 800 Gb intelligent system which imports data from the local sensor matrix, including motion trackers, infrared scanners, lider, radar and robot sentries.  It is also possible to datalink the Fire Control unit into higher-level assets such as surveillance drones or artillery Forward Observers.  The APS-200 unit analyzes the sensor data, and if it positively identifies a target it will lock-on with one or more missiles under its command and prepare to launch.
     If set to Command  mode, the APS-100 is connected to the terminal of an operator who constantly monitors the Anti-Tank defense plan for the area.  If a target is identified, the system will flash a ‘Target Lock’ indicator to the operator who can authorize a weapon’s launch or, if the exact identity of the target is unsure, a further IFF interrogation.  If enables for Autonomous mode, the APS-100 will work through its target identification protocols until it is sure it has lock-on to an enemy and then automatically launched one of more missiles.   The HIMAT is guided and all rules to it apply.  It can be fired manually so it is not classes as a system.
     ATTACKS:  2
     AUTOMATIC SKILL:  8

    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

NOTE:   These systems can never be manually controlled.
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.
     Access to the system by a marine proficient in sentry gun maintenance is aided by a microwave datalink connected to a remote command console. Once the unit is placed into position, it can be set to cover an entire range of 360 degrees.
     The sentry unit may specifically be set to monitor targets in infrared or optical depending on the profile of the target. In particular, targets with thermal or visual profiles respectively. For the most comprehensive target profile, the sentry unit will be set for multispectral mode. Here, data is transmitted from the sentry's sensor suite (infrared, optical, and motion) and is then cross - correlated by system software. If the sentry unit is set for auto - remote, all targets within the range of the 60 degree sensor cone will be interrogated.
     To prevent the possibility of casualties by means of 'friendly fire,' all USCMC vehicles, officers, and troops are equipped with an Identification Friend Foe (IFF) transponder.  Since the introduction of the UA 571-C, the IFF transponder has become an everyday part of the marine's communication gear. When a marine is interrogated, the transponder will relay a coded radio signal. If the sentry unit reads are positive, the marine OR vehicle will be free to pass; otherwise, the weapon will open fire. Under the 'semi-automatic' mode, a target's profile will be relayed back to the command console. Here, the system operator will choose whether or not to fire.
     A servo suite aids the sentry unit upon the opening of fire. Its primary components consist of a servo-mechanism and -motor. The servo-mechanism is a rather delicate device. Though, despite its delicacy, it has its importance. The mechanism's necessity lies in its ability to control large bursts of power by means of very small amounts of power. Apart from that, it automatically corrects the performance of a mechanism. In this case the mechanism is the UA 571.  Alongside the servo-mechanism is the -motor, which is a device that supplements a primary control operated by a comparatively weaker force (such as the servo-mechanism).
     The suite, together with the tripod mounting boresights the sentry onto the target. That is, the sentry is aided from resistance (moving backwards when firing). So literally, the sentry's ammo "bores" right into its victim. The servos support the tripod to keep the sentry unit sturdy and in place when firing. The rounds fired in one burst depends on the target's profile so that the most economical use of ammo is used.
     Variants of the sentry unit include the UA 571-D that mounts a 20 wM HF laser cannon and the UA 571-F that mounts a 40 mm grenade launcher. Both are currently employed by the USCMC.
     The UA 571-C is a man-portable automatic perimeter defense system currently deployed by the US Army and Colonial Marines. A remote sentry unit weights 19.6 kg and can be assembled in under 150 seconds. The major components consist of a snap-open tripod mounting, battery pack, breech and barrel assembly, sensor unit and 500 round ammunition drum. A microwave datalink connects the sentry to a remote command console. Once employed, the system may be set to sweep wide arcs up to 360 degrees though doctrine is to set several sentries to cover smaller, interlocking fields of fire on a narrow frontage. The UA 571-C mounts a pulse action machine gun, using the M250 10 mm x 28 HEAP round. The weapon has a cyclic rate of 1100 rpm and is air cooled, with an automatic cutout preventing the loading of any more rounds into the breech should overheating cause a chance of ammunition explosion.
      The sentry unit’s sensor array is mounted above the barrel, aligned to cover a 60 degree cone in front of the weapon. This sensing suite consists of a cooled infrared detector, ambient light optics, and ultrasonic motion tracker and a lidar. If a target’s visual or thermal profile is known, the system may be set just to monitor these specific targets using infrared or optical.  However, the system is usually set to multi-spectral mode, where the sentry’s software cross-correlates received data from the different sensors to obtain a full target profile.
 When the weapon fires, automatic servos in the tripod boresight the weapon on the target.  The number and grouping of rounds fired in a burst is dependent on the target profile, so that the most economical use of ammunition is made.
     AUTOMATIC SKILL:  10

    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 is guided.
     ATTACKS:  3
     AUTOMATIC SKILL:  12

     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 is guided.
     ATTACKS:  2 each missile.
     AUTOMATIC SKILL:  10

     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.
     ATTACKS:  5
     AUTOMATIC SKILL:  12
 

    COLONIAL MARINE AEROSPACE FIREPOWER

     MISSILES

    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.
     ATTACKS:  1
     AUTOMATIC SKILL:  10

    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.
     ATTACKS:  1
     AUTOMATIC SKILL:  9

     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.

           M18:  The M18 is an incendiary warhead intended for target marking and for use against buildings and light fortifications.
               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.
     The warhead consists of thirty four explosive darts that are released by the missile as it approaches the target. To ensure a kill, the AIM-90's unique fusing system directs these flechettes into an optimum attack pattern upon release, dependent on the target's current aspect. The 'E' variant of the missile incorporates changes to the countermeasures software and enlarged aerodynamic surfaces to improve lift at high altitudes.
     ATTACKS:  3
     AUTOMATIC SKILL:  10

     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.
     ATTACKS:  4
     AUTOMATIC SKILL:  9

     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.
    ATTACKS:  2
    AUTOMATIC SKILL:  8

     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.
     ATTACKS:  5
     AUTOMATIC SKILL:  7

 CANNONS
    25mm GARGOYLE GATTLING CANNON:  This is the Fredrickson 25mm "Gargoyle" servo-slaved gattling anti-aircraft cannon. With a cyclic rate of 300 shells a minute, this is an extremely powerful addition to any craft, and allows for greater air dominance and flexibility in missions. The 25mm "Gargoyle" has a Jullet cooling system running from the engines to cool the gun during use.

       “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.
    The only drawback of the weapon is that it is mounted to cover only the vehicle's forward arc.  traversing between 60 degrees left and right of axis, and cannot be fired from a hull-down position.

     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.
     20 MeV TURBOALTERNATOR POWERED CHARGED PARTICLE BEAM CANNON:  The deployment of this weapon has been made possible die to the introduction of a Martin-Continental micro magnethydrodynamic turbine capable of generating 20mW of electrical power to run the big particle accelerator guns. Sufficient turbine fuel exists to power the guns for 50 seconds firing and there is some 300kg of deuterium tankage to provide particle beam mass.

 NON-COLONIAL WEAPONRY
     Only the most popular and most reliable examples are listed.  Hundred more have been designed over the course of centuries but most of the weapons that follow top a very long list.
     ZCT 9mm AVENGER:  Easy, simple, and cheap to produce.  The Avenger is a perfected weapon dating back two hundred years.  It’s rugged, reliable, and very common throughout the rim colonies.  It’s a common pistol with smugglers.
FALCON STREET 12mm:  Plain numbers, pretty gun.  Made for the showman in mind, the Falcon Street feels average all around, but it is available in 12 different metallic colors with your choice of Ivory, Gunmetal, Carbon Fiber, Silver, or Gold Plated grip.
FALCON STREET AUTO:  Less glamorous than the 12mm, but offsets this with a high cyclic rate.  The Falcon Auto is more like a miniature submachine gun.  They even included a small fold-down second grip for stability.  Falcon Autos are common with Merc groups.
ALPHATECH .454:  Why build a 4 round clip for a weapon you ask?  With twice the punch of Marine handgun, you would only need one shot.  The Alphatech probably could squeeze one more bullet in the already cramped clip, but then they would risk fracturing the firing system.  The weapon already carries a viscous kickback and barrel length longer than the VP70 in total.  The .454 is never meant to be fired in the air or as a warning shot.  It was designed to hit something…and stop it…permanently.
 COLT “RELIABLE”:  The only holdover from a company older than any other corporation.  Of course, Colt Inc. is long gone but a private manufacturer still bangs out these trusty weapons by the boatload.  Built like they feel, Colts have been known to lie freezing in the depths of space for years, sink under water; get blasted by radiation and the harshest elements and still fire after a good cleaning.  Unlike the Falcon Street, the Colt is not made for looks.
WY CORP. SPECIAL:  Weyland-Yutani’s weapons are designed exclusively for their own people and often are not seen in the hands of anyone other that a WY card member.  The Special is a common sight for all WY bodyguards, mercenaries, and militia.  The weapon was laser cut to a perfect precision and comes standard with a laser sighting.  It’s an elite weapon of supreme quality and very few consumers can justify the cost.  The weapon is available only in pure silver.
TRADEX ASSAULT AUTO:  Tradex’s only problem relies with their choice of ammunition.  In effort to miniaturize the weapon and make the design compact and easy to store and ship, Tradex opted for a smaller round.  In fact, Tradex uses the smallest ammunition possible for a submachine.  Tradex did succeed with the design and both Tradex automatic models are the smallest in the market.  Because of the size, the weapon has been known to be modified for concealment in briefcases, modified to be disassembled in several inconspicuous pieces, modified to be held one hand and modified to even act emergency weapons for secret compartments.
 

VENTRAL HEAVY RIFLE:  The VFR came very close to being the fully endorsed weapon of the Colonial Marines.  It came down to this model and the final they chose.  Very similar in almost all respects, the VFR became popular as a cheaper alternative to local militia units and for Mercenary forces, especially those groups who feel a tangle with CMC to be a side effect of their occupation.  The weapons have similar stopping power, range, and ammo capacities.  The VFR cycles slower but the end result was really technology.  The CMC chose to endorse the 10mm explosive tip caseless shell rather than the VFR traditional 9mm hypervelocity standard shell.
 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.
 TRADEX SMG-ALPHA-01:  Tradex continued their trend of using smaller ammunition into the Alpha-01.  The Alpha-01 carries a similar round as the Assault, only with a much larger ammo capacity.  It also has a better accuracy but at the risk of a lower rate of fire.  The weapon gathered controversy, as an identical design is the standard firearm for infantry n the UPP.  It is unsure if the design was copied or sold. However, Tradex stock did not take the plummet it was expected to take when this information arose…instead, they recorded record earnings.  The investigation still has not brought any new evidence to the surface.
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.
 VENTRAL “PEACEMAKER”:  The “Peacemaker” is almost a clone to the LP Cannon.  Both weapons were in contention to be endorsed by the Colonial Marines.  Even though the LP won, the “Peacemaker” found itself on many CMC ships eventually.  Externally, the weapons couldn’t be more different.  The Peacemaker’s sole purpose was Armor-killing.  It was not designed to be a throwaway model.  It carries more ammunition and is easier to carry.  Ventral decided to offer better accuracy.  The weapon would attach itself to the shoulder of its user.  A massive recoil system built in the barrel prevented shoulder damage.  It then could easily be fired by a single user without any external assistance.  The ammo stows on backpack unit that also assists in securing the wearer.   The weapon is quieter (not that quiet) than the LP and is much more complicated, making it a rarity in most forces other than CMC and Corporate Military.
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.