WEAPONS

Weapons and defenses.

Blastpistol

Blastpistol

Cost     200 Cr
Wgt      1.5kg
Damage   4d10
Ammo     SEU
SEU      2
Rate     1
Defense  Albedo
Range(PB/S/M/L/E) 5/15/-/-/-

BlastPistolNot every world is so well equipped as the core worlds of the UPF. In fact, on the rim worlds, few beam weapon specialists are sporting the latest laser pistol. They carry a Blastpistol.

It’s a little bit bulky, doesn’t clear a holster quite quick enough, but it does pack a wallop. When fired, the energy from a standard SEU clip is focused through inexpensive crystal membranes (where some of the energy is wasted and dissipates in the form of heat). The energy releases in a rather large, nasty red blast that sounds thunderous rather than elegant. After the shot, there is a few seconds of high pitched whine while the crystal membranes perform a regeneration (thus the slow rate of fire for a beam weapon). It is not a stealthy pistol.

The blastpistol drains 2 SEU per shot, and uses a standard 20 SEU clip. It does not come equipped with a power port for the connection of an external beltpack or powerpack.
When holstered, the bulky nature of the end of the muzzle takes a little bit of effort to draw, causing an Initiative Modifier of -1 (in addition to the -3 penalty normally associated with holstered weapons).

An albedo suit or screen defends against the Blastpistol as effectively as it does against other laser weapons.

Electrostunner


electrostunner

Weapon Name Electrostunner
Skill Used
Beam Weapons
Damage
4d10 or Stun
Ammunition 20 SEU PowerClip, each shot drains 2 SEU. Can be attached to a Power BeltPack or Power BackPack.
Rate of Fire 1 shot per turn
Defense Gauss / Anti-Shock Implant
Range 5/15/-/-/-

 
Cost 500 Cr
Mass
1kg
Description
An electrostunner looks like a large pistol. It is a short-range weapon. It fires an arc of electrons that looks like a lightning flash. It is commonly called a zapgun because of the noise it makes when fired.

An electrostunner has two settings, stun and blast. A blast causes 4d10 points of damage. A stun can knock a creature unconscious for d100 turns. Anyone hit by a stun beam can resist the stun by rolling a number less than or equal to its current Stamina.

A zapgun uses two SEU per shot. It holds a 20 SEU clip, but can also be connected to a beltpack or powerpack with a 1.5 meter powercord. A gauss screen will block the electrostunner's beam. An anti-shock implant will nullify a stun but not a blast.

Gauss accelerators

Gauss accelerators
Gauss (magnetic coil) technology is basically an electric field that repulses an object. It then pulses to make the object travel. High rates of speed can be obtained. Early versions of gauss accelerators where in the form of simple guns. They utilized a power source with a series of capacitors to accelerate the projectile. These early versions where severely limited by the ever increasing gap needed between capacitors as the projectile increases velocity. Also the imbalance in repulsor magnetism needed as more power is applied. 

The latest technology utilizes a pulsing inertia field that pushes the projectile. The hardened projectile reaches extreme velocities. This advancement made the concept of accelerators much more reliable and efficient. In addition the repulsor force field spins the projectile for stability. 

The advantage of gauss rifles is that they have virtually no recoil and a very high velocity. Up to 5,000 meters per second, many times faster than conventional rifles. The disadvantage is that the weapons require nearly as much power in SEU to operate as a laser weapons, and still need caseless projectiles. 

The gauss rifle fires a small caseless projectile, 5mm. which allows a high capacity clip. Due to the need for ammo and a separate power source, there high cost and being unreliable, gauss accelerator guns never reached widespread use throughout the Frontier. They have seen limited use by UPF marines. When a gauss rifle fires there is no explosion of gunpowder. Just a sharp crack as the bullet breaks the sound barrier. Due to the hyper acceleration, the air that is displaced is turned to plasma by the bullet. This effect leaves a short red or blue streak trailing the projectile. 

In spite of its drawbacks, gauss rifles are still encountered, mainly used by collectors or eccentric sportsman. Their armor penetration is unrivaled. 

Note: a gauss rifle won’t fire from within an activated gauss screen!

GAUSS ASSAULT RIFLE
Cost: 1500Cr
Weight: 4kg
Damage: 3d10 / 10D10
Rate: 3 (1)
Defense: Inertia
Range: 10/40/100/300/600
Ammo: 20 SEU/ 100 SHOTS CASELESS (50Cr)
Skill: Beam Weapons

Description: The gauss assault rifle uses 1 SEU per shot as well as a bullet. Though it holds a 20 SEU clip, it is commonly used with a SEU belt pack or a backpack. The magazine is located rear of the trigger and handle, and is packed with 100 long, thin projectiles. The rifle can fire up to three single shots per turn, fired independently (3d10 per bullet), and can also fire bursts of ten bullets (which cause 10d10 and follow all the normal rules for firing bursts). The scope mounted on it takes into account the ranges given, so no bonus for scope. On a roll of 96-00 the rifle has overheated and will not fire for 1 turn. When firing a burst, the rifle’s coils overheat on a roll of 90-00.

GAUSS SNIPER RIFLE
Cost: 2000Cr
Weight: 5kg
Damage: 4d10*
Rate: 1
Defense: Inertia
Range: -/70/200/500/1000
Ammo: 20 SEU/ 10 SHOTS CASELESS (5Cr)
Skill: Beam Weapons
* In the hands of a skilled character, a sniper rifle can be even more deadly. Military PSA characters can multiply their rolled damage by their Beam Weapons skill level, but only if two turns are spent aiming.

Description: The sniper rifle uses 2 SEU per shot as well as a bullet. The sniper rifle holds a 20 SEU clip. It is does not have an outlet for an SEU pack. The silent nature of the gauss acceleration helps to keep the sniper hidden while performing his art. The scope mounted on it takes into account the ranges given, so no bonus provided for the scope. On a roll of 96-00 the rifle has overheated and will not fire for 1 turn.

Gyrojet Wrist Rockets

Gyrojet Wrist Rockets

Cost     125 Cr
Wgt      1.5kg
Damage   2d10/bullet
Ammo     3 rounds
Rate     3
Defense  Inertia
Range(PB/S/M/L/E) -/5/25/50/100

This durable pair of gloves each have a simple, gyrojet rocket rack on their backs that holds three gyrojet rockets. Characters wearing such weapons simply point their wrist, bend their hand down, and hit the dual trigger buttons to launch the rockets. This means they have to use one hand to fire the rockets on the other... it’s not possible with only two hands to fire both wrist rockets at the same time.

The rockets have slightly less range than a gyrojet pistol, but are otherwise quite similar. The owner of this weapon purchases pistol jetclips and disassembles them to extract the loose shells, and loads them into the chambers of the gloves. Reloading takes place after combat, as it takes several minutes to properly clean and replace the shells.
Gyrojet Wrist Rockets
The wrist rocket is mounted on a polyplate gauntlet, giving it a really cool look and acting as brass knuckles in combat (causes 1d10 damage when punching).

Skeinsuits and inertia screens reduce gyrojet damage by half. If a skeinsuit and an inertia screen are used together, damage is reduced to one-fourth the amount rolled.

Some planets consider Gyrojet Wrist Rockets to be concealed weapons and have laws prohibiting their use. Most worlds consider it personal protection equipment, like a knife.

Laser Pistol

 

Laser Pistol

Weapon Name Laser Pistol ("Blaster")
Skill Used
Beam Weapons
Damage
1d10 per SEU fired
Ammunition 20 SEU PowerClip, each shot drains from 1 to 10 SEU, depending on the current power setting. Can be attached to a Power BeltPack or Power BackPack.
Rate of Fire 2 shot per turn
Defense Albedo
Range 5/20/50/100/200

 
Cost 600 Cr
Mass
1kg

Description

A laser pistol is a large handgun. It fires a pulse of bright light. Laser pistols are commonly called blasters.

A laser pistol has a dial that can be set from 1 to 10 to control how many SEU are fired by each shot. Each SEU fired causes 1d10 points of damage. For example, when the dial is set at 3, the shot uses 3 SEU and causes 3d10 points of damage. Players must tell the referee what setting they are using before rolling the dice to see if the shot hits.

Laser pistols use 20 SEU clips but can be attached to beltpacks or powerpacks. An albedo suit or screen halves the damage from lasers.

Laser Rifle

 

Laser Rifle

Weapon Name Laser Rifle ("Blaster Rifle")
Skill Used
Beam Weapons
Damage
1d10 per SEU fired
Ammunition 20 SEU PowerClip, each shot drains from 1 to 20 SEU, depending on the current power setting. Can be attached to a Power BeltPack or Power BackPack.
Rate of Fire 2 shots per turn
Defense Albedo
Range 10/40/100/200/400

 
Cost 800 Cr
Mass
3kg

Description

A laser rifle is a rifle-sized version of the laser pistol. It fires a pulse of bright light. Laser rifles are commonly called blaster rifles.

A laser rifle has a dial that can be set from 1 to 20 to control how many SEU are fired by each shot. Each SEU fired causes 1d10 points of damage. For example, when the dial is set at 13, the shot uses 13 SEU and causes 13d10 points of damage. Players must tell the referee what setting they are using before rolling the dice to see if the shot hits.

Laser rifles use 20 SEU powerclips but can be (and usually are) attached to power beltpacks or powerpacks. An albedo suit or screen halves the damage from lasers.

Light Stunner Pistol

Light Stunner Pistol

Cost     150 Cr
Wgt      0.5kg
Damage   Stun
Ammo     SEU
SEU      4
Rate     1
Defense  Gauss/AS
Range(PB/S/M/L/E) 5/10/-/-/-

First developed during the first Sathar War, and still in use by those agents of PanGal seeking brainwashed double agents, the Light Stunner is a great little weapon. Although it is less effective than the Electrostunner, its small size and concealable nature make it a great alternative.
Light Stunner Pistol
Unfortunately, it is inefficient, and this is the reason it is not in widespread use among espionage agencies or megacorp security groups. Its inexpensive construction still gives it a place among the public.

It fires a bluish arc of electrons similar to the electrostunner, but smaller and even shorter range than its big brother. Military specialists snicker when they see the tiny gun, having nicknamed it the “zappy,” a cute shortened version of “zapgun,” which the electrostunner has come to be known as. Unlike the electrostunner, the Light Stunner can only fire in stun mode, it has no damage setting.
Whenever it fires, it drains 4 SEU from its source. Since it takes a 20 SEU clip, it can fire five shots before needing to be reloaded. The Light Stunner can be attached to a beltpack or powerpack with a 1.5 meter powercord. A gauss screen will block the beam, and an anti-shock implant will nullify the stun arc entirely.

Semiautomatic Pistol

Semiautomatic Pistol

Cost     150 Cr
Wgt      1.5kg
Damage   1d10/bullet
Ammo     20 bullets
Rate    
3
Defense  Inertia
Range(PB/S/M/L/E) -/5/25/50/100

Semi-automatic Pistol
These predecessors of the modern automatic pistols are functionally nearly equivalent. They fire bullets as quickly as the user can pull the trigger (up to three bullets per turn). There is no burst fire mode. The Semiautomatic Pistol uses the same ammunition and magazine as the modern automatic pistol. Skeinsuits and inertia screens reduce bullet damage by half. If a skeinsuit and an inertia screen are used together, damage is reduced to one-fourth the amount rolled.

Sonic Disruptor

 

Sonic Disruptor

Weapon Name Sonic Disruptor
Skill Used
Beam Weapons
Damage
6d10/4d10/2d10/1d10
Ammunition 20 SEU PowerClip, each shot drains from 4 SEU. Can be attached to a Power BeltPack or Power BackPack.
Rate of Fire 1 shot per turn
Defense Sonic
Range 2/10/20/40/-

 
Cost 700 Cr
Mass
4kg

Description

A sonic disruptor is a type of rifle. It is commonly called a disruptor. A sonic disruptor generates a focused sound beam. The damage it causes depends on the range. At closer ranges, it causes more damage. It causes 6d10 at point blank range, 4d10 at short range, 2d10 at medium range, and 1d10 at long range. It has no extreme range. It uses a 20 SEU clip but can also be attached to a beltpack or powerpack. A disruptor uses 4 SEU per shot. Only a sonic screen can stop its deadly beam.

Sonic Stunner

Sonic Stunner

Weapon Name Sonic Stunner
Skill Used
Beam Weapons
Damage
Stun
Ammunition 20 SEU PowerClip, each shot drains from 2 SEU. Can be attached to a Power BeltPack or Power BackPack.
Rate of Fire 1 shot per turn
Defense Sonic / Anti-Shock Implant
Range 3/10/20/30/50

 
Cost 500 Cr
Mass
1kg

Description

A sonic stunner is a type of pistol. It is commonly called a stunner. It will stun a victim for d100 turns. The victim can avoid the effect of the hit by rolling his current Stamina or lower. One shot uses two SEU. It uses a 20 SEU clip, but can be attached to a beltpack or a powerpack. A target with an anti-shock implant can not be stunned. Otherwise, only a sonic screen can stop the stunner's sound beam.

StunStick

Stunstick. A stunstick is a copper-colored tube 30 cm long and 3 cm in diameter, with an insulated grip. It has two settings: shock and stun. When set on shock, a successful hit causes 3d10 points of damage. When set on stun, a successful hit will stun the victim for d100 turns. A character can resist the stun by making a successful check against his current Stamina. A successful hit uses 2 SEU. A 20 SEU clip can be fitted into the handle, or the weapon can be connected to a beltpack or powerpack. A character with an anti-shock implant is immune to the stun setting.

Tangler Gun

by [[Larry Moore]]
Star Frontiersman #5-p1

Although not common in the Frontier, the tangler gun is an extremely effective tool for law enforcement personnel and bounty hunters who prefer to bring them in alive rather than dead. It is a heavy pistol with a large fore-end, capable of firing tangler gelpacks that explode on impact, releasing their strands into the air, expanding and immediately beginning their hardening process.
Tangler Gun
The bullets fired by the gun are not hard, nor are they selfpropelled. They are gelatinous and encased in a tough outer plastic wrap designed to rupture on impact. The gun itself doesn’t fire through explosive means. No gunpowder or rocket fuel is used. Simple air compression is used, forcing air into the TanglerClip, causing the gelpack to be launched straight and true. The sound made by the tangler gun (as well as the general pneumatic nature of the weapon’s delivery of its payload) has earned the weapon the nickname “spitball.”

The weapon has a 20-SEU PowerClip in the handle, but this is simply to power the rapid air compressing pneumatic delivery system. The ammunition for this unusual weapon is the TanglerClip, which is a large cylinder with ten chambers, each with a tangler gelpack loaded into it with a thin plastsheet cover (to keep it from falling out when the gun is pointed downward). When the trigger is pressed, the PowerClip energizes the pneumatics and forces air into the chamber – breaking the plastsheet cover and launching the gelpack. The force of the air then rotates the cylinder clockwise to the next available cylinder. The weapon can be fired up to three times per turn in this manner. When the TanglerClip is depleted (10 shots), 1 SEU is drained from the PowerClip (it was drained gradually by firing those ten shots). When the PowerClip is depleted, the weapon can still be fired but must be pumped manually by pulling back on the top/back of the pistol. Pumping it in this manner builds up pressure without power, but reduces the rate of fire to one shot per turn.

Tangler Gun
Cost:
 250Cr
Weight:  2 kg
Damage:  Entanglement
Ammo:  10 shot TanglerClip
Rate:  3 when powered, 1 when manually pumped
Defense:  RS Avoidance Roll
Range:  5/10/20/40/80
Ammo Cost:  25Cr (10-shot TanglerClip)
Skill:  Projectile Weapons

Yazirian Disc-Grenades

By [[Bill Logan]]
Star Frontiersman #5-p19

Yazirians have a keen sense of air currents and the weight distribution of gliding and flight. Their air cars must look like aerodynamic works of art – and probably handle like a dream. Their weapon of choice? A disc-shaped dueling blade that they hurl with both grace and precision. It only makes sense that they would take their keen embrace of the air and its usefulness to other technological developments. 

The Yazirian disc-grenade is a smallish discus (15cm in diameter) with a curved outer lip. It’s able to be thrown with a rapid motion flick of the wrist, hurling it forward to ride on the air. It’s made of a lightweight plastic shell with an inner core consisting of gunpowder and fragments of steel and phosphors. It uses the thrower’s Thrown Weapons skill, but can be used to throw around corners and bounce off certain solid surfaces in order to get it to where the thrower desires. In the right hands, it can get around defensive barriers. 
Yazirian Disc Grenade
The grenade inside the core will detonate on impact. Therefore, when bouncing the disc-grenade off solid surfaces, it’s important for the thrower to understand the limits on how hard one can strike a wall with it without it exploding. Experience and practice is best, with training dummy disc-grenades being half the price of a normal one. 

Yazirian disc-grenades can be purchased in any location where normal grenades are sold, as long as it’s a world with a notable Yazirian population. They’re quite common on Gruna Garu and sites decidedly Yazirian. Clan markings are often placed on these devices, left as a calling card in clan politics.

Type of throw Penalty 
Simple, normal throw +0
Impressive throw
(difficult air currents, rain, etc.)
 -10
Challenging throw
(throwing around an obstacle or bouncing once off a wall) 
 -20
Complext throw
(using air currents to make complex aerial flight path, or bouncing off multiple obstacles)
 -30

Heavy Laser

Heavy Laser

Weapon Name Heavy Laser
Skill Used
Beam Weapons (-10 to hit)
Damage
1d10 per SEU
Ammunition 20 SEU PowerClip, each shot drains from 5 to 20 SEU, depending on the current power setting. Can be (and usually is) attached to a Power BeltPack or Power BackPack.
Rate of Fire 1 shot per turn
Defense Albedo
Range -/100/500/1km/2km

 
Cost 6,000 Cr
Mass
20kg

Description

A heavy laser is about the size of a machine gun. It must be mounted on a tripod or a swivel mount to be fired. It has longer range than a laser rifle, and a minimum SEU setting of 5. Otherwise it operates the same as the laser rifle.

Note: Heavy lasers are heavy weapons. When a character fires a heavy weapon, he must subtract 10 from his chance to hit.