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 |
2 |
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 |
2 |
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 |