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 w