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.