This section covers ranged weapons of all types. For more variety, feel free to use the energy weapons in the Ultimate Edition Rifts book, but they would probably have different names.


Rocket Weapons: Rocket weapons fire bullets with a flashless second-stage propellant that accelerates the bullet to about 5 times the speed of a normal bullet. Their design and capabilities are more similar to energy weapons than ballistic weapons and users should have W.P. Energy Pistol to wield them appropriately. Almost any S.D.C. firearm can be converted to fire rocket rounds, but they must have the barrel replaced to handle the heat from the second-stage propellant. Any converted S.D.C. weapon does equivalent damage in M.D.C. when firing rockets. Shotguns and anything that does more damage than an assault rifle are not available. Rocket weapons are VERY dangerous when used aboard starships, due to the risk of a hull puncture.




The following weapons use the WP Energy Pistols skill unless otherwise noted.


M-07 Heavy Ion Pistol



Before the true nature of the Arkhons’ cerasteel was understood, the Protectorate just assumed that the substance was naturally tougher and lighter than any human-known composites. Once they saw their weapons were only half as effective as they should be, the solution seemed simple: Double the power of Protectorate weaponry. The M-07 Heavy Ion Pistol is a classic example of this philosophy. It uses twice as much power per shot as pistols of a previous generation, at the cost of burning through E-clips at a prodigious rate. For years, this was the standard service pistol of all Protectorate armed forces, and is still fairly popular today among officers and fleet personnel. This weapon also has an S.D.C. setting, making it the standard side arm for most colonial law enforcement agencies, as well as M.P.s posted inside space ships.

Weight: 3.5 lbs.

Mega-Damage: 5D6 M.D. per shot on M.D. heavy power setting, 6D6 S.D.C. on light setting

Effective Range: 800 feet

Rate of fire: Single shots only.

Bonuses: +1 to strike on an aimed shot.

Payload: 8 M.D. shots per E-clip. 32 S.D.C. shots per E-Clip.

Market Price: 12,000. Common availability. They made millions of these things.



MR-10 “Mister Ten” Rocket Pistol


Service Rocket pistol

Eventually, the Protectorate came to understand that cerasteel was vulnerable to physical attacks, and began to equip their military forces appropriately. Normal ballistics weapons were not enough, so the Protectorate employed electromagnetic rail technology for larger weapons. However, this technology was not available for pistols and small caliber weapons, so the Protectorate turned to micro-rocket technology. The MR-10 and similar weapons fire special 10mm rounds that utilize a powerful chemical micro-booster to accelerate each round to many times that of a normal bullet. The rocket rounds are also equipped with an explosive tip, to inflict even more damage. The recoil has cost the weapon some accuracy, but compensators in the grip negate most of that.

This is the current standard side-arm of the Protectorate Armed Forces, and is sold openly to independent spacers.

Weight: 4 lbs.

Mega-Damage: 2D6 M.D. per single shot, 6D6 M.D. for a three-shot burst (remember to double damage against cerasteel armor).

Effective Range: 650 feet

Rate of fire: Single shots or 3-shot bursts.

Payload: 15 rounds per clip.

Market Price: 15,000 credits for the gun, 100 credits for a box of 50 10mm rocket rounds. Fair availability.



ML-03 Precision Laser Pistol


laser pistol


One of the simple truths of warfare is that you don’t have to worry about how good your enemy’s armor is if you can catch him not wearing it. Rocket pistols are fairly loud and ion blasters emit a pretty decent flash. They are engineered for open warfare and combat. Some of the Protectorate’s soldiers, particularly its Special Forces and commando units, are far more than willing to trade stopping power for stealth. You don’t have to worry about cerasteel if you shoot an Arkhon in the back of the head…preferably while they’re asleep. The ML-03 is quiet, excellently balanced, and light, making it an excellent weapon for marksmen or anyone who wishes to be discreet.

Weight: 2 lbs.

Mega-Damage: 2D4 M.D. per shot.

Effective Range: 1,000 feet.

Rate of fire: Single shots only

Bonuses: +3 to strike on an aimed shot.

Payload: 20 shots per e-clip.

Market Price: 20,000; rarely available, and only through black market channels. Not sold to the general public openly.



Abdicator Heavy Plasma Pistol


Often touted as the most powerful handgun on the market, the Abdicator is an overpowered plasma pistol favored by mercenaries and people who like their weapons intimidating and devastating. However, discerning weapons buyers consider it a substandard gun. The abdicator certainly lives up to its reputation for damage, but it has poor range, a low payload and has to be fired two-handed for any hope of accuracy.

Weight: 6 lbs.

Mega-Damage: 5D6+6 M.D. per shot.

Effective Range: 450 feet.

Rate of Fire: Single shots only.

Penalties: -2 to strike if fired with one hand due to balance issues.

Payload: 6 shots per e-clip.

Market Price: 25,000 credits; most gun dealers will have one on display or behind the counter on heavily settled worlds.



Burner WP "Willie Pete" Rocket Pistol

Burner Plasma Pistol.jpg

Illegal in both the Free Colonies and the Terran Protectorate, this is a 10mm rocket pistol specifically designed to fire mega-damage white phosphorus rounds. White Phosphorus round of this type would damage any other rocket pistol, but the Burner WP has a specially lined barrel able to endure the super-hot rounds. The danger of white phosphorus is that it is super-hot and very flammable. It continues to burn for up to a minute after impact, allowing it to burn through armor and, eventually get to the person inside. Fortunately, it burns flesh at about the same rate as it burns mega-damage alloys, meaning that once it hits skin it does SDC damage, not MDC, unless the creature is mega-damage, at which point the burning effect does its normal damage. This is mainly because the damage is over such a tiny area.

This weapon leaves grievous injuries and increases the risk of damage to civilians. It is considered insane and stupid to use one aboard a starship unless you care nothing for the damage you do. The Fahreen are the main producers of this weapon, with sales mostly to pirates, raiders. The gun can also fire normal 10mm rocket rounds.

Weight: 4 lbs.

Mega-Damage: 4D6 M.D. for the initial shot, then the subject takes an additional 2D6 M.D. every melee round for 1D4 rounds. The fire can only be put out by smothering, and anything used to smother it will take half damage (1D6 M.D.). It will even burn when submerged under water.

Additional Effects: The white phosphorous unleashes bright sparks, thick white smoke and a horrible hissing sound as it burns through metal and flesh. This can panic and distract most living creatures. Victims struck by a round must make a Horror Factor roll of 10 or better or lose 1 attack per melee, and -2 to strike, parry and dodge as long as the fire burns. If the white phosphorus hits flesh, the horror factor is increased to 14. Can also fire normal rocket rounds that do 2D6 M.D. with a 650 foot range.

Effective Range: 400 feet.

Rate of Fire: Single shots only.

Bonus: Targets already hit and on fire are +1 to strike by all other ranged attacks by any other attackers as long as they continue to burn.

Payload: 6-round standard magazine or 12-round extended clip.

Market Price: Varies. The pistol itself costs between 20,000 and 25,000 credits. The ammunition costs 5 credits per round. Usually sold by the magazine (30 credits per standard magazine, 60 credits per extended clip. Very rare, and the ammo is rarely found in bulk. 



Carnivore 12.7mm Rocket Pistol


The Carnivore is the largest caliber rocket pistol currently available. It is a sturdy, powerful weapon favored by mercenaries for both its stopping power and durability. It is designed for heavy field use and combat situations, almost never jams and is well-balanced and reasonably priced. Range is only average, however, and it has a lower-than-average payload.

Weight: 3.5 lbs.

Mega-Damage: 5D6 M.D. per shot.

Effective Range: 600 feet.

Rate of Fire: Single shots only.

Payload: 12 rounds per clip.

Market Price: 15,000 credits. Rounds cost about 400 credits for a box of 120. Good availability, particularly in higher-end weapons dealers or places that cater to mercenaries.




Hermes Corp. Frontiersman Blaster




The Hermes Corp. Frontiersman series of weapons are rugged, reliable firearms common throughout the Free Colonies and the Protectorate. Designed for colonists who might be exposed to all sorts of environments, the Frontiersman weapons can work in almost any environment, including space and under deep water. The ion blaster is the most popular of the line, and includes an optical 20x Mag Scope and rangefinder. These weapons are known as much for their performance as for the advertising campaign, which shows a Trebuchet piloted by a sexy girl stomping on the pistol several times and then showing that it still works.

Weight: 4 lbs.

Mega-Damage: 2D6 M.D. per shot

Effective Range: 600 feet

Rate of Fire: Single shots only.

Bonuses: +1 to strike on an aimed shot

Payload: 12 shots per e-clip.

Market Price: 8,000 credits, readily available.



H.I.P. Mk II




The Heavy Ion Pistol, Mark II, is an intimidating weapon often used by mercenaries and some Special Forces units. It has slightly less stopping power than the old ‘07s, but a greatly increased e-clip capacity and increased range. It is fairly popular both in the Protectorate and throughout the Free Colonies.

Weight: 5 lbs.

Mega-Damage: 4D6 M.D. per shot

Effective Range: 1,200 feet

Rate of Fire: Single shots only.

Payload: 20-shots per clip.

Market Price: 16,000 credits. Fair availability.



Guardsman “Double Jeopardy” Enforcement Pistol




Exclusive to employees of the Guardsman Interplanetary Security Service, this pistol is two guns in one: an excellent, long-range energy weapon, and a powerful rocket pistol with good stopping power. There are no known knock-offs, nor have any shipments ever gone missing. This means that it is generally assumed that you, or someone you dealt with, killed a Guardsman to get it.

Weight: 4 lbs.

Mega-Damage: 2D6 M.D. for the laser, 4D6 M.D. for the rocket pistol. Cannot be fired at the same time.

Effective Range: laser: 1,400 feet. Rocket pistol: 800 feet.

Rate of Fire: Single shots only.

Bonus: +3 to strike on aimed shots for the laser, +1 for aimed shots with the rocket pistol.

Payload: 16 shots with the laser per e-clip, and 10 shots per clip for the rocket pistol.

Market Cost: Not for sale; it is a seller’s market and the price can vary dramatically.



The Gunslinger Special




The Gunslinger Special is a weapon for those with money, or enemies, to burn. This pistol fires small packets of plasma with highly destructive force, and has a number of features. It is popular among the very rich, big game hunters and successful pirates. Large and intimidating, the heavy pistol is almost as well known for being used to pistol whip people into submission as it is as a ranged weapon. The gun comes with a built-in laser sight and rangefinder, a cooling cowl under the barrel that keeps the weapon from overheating, and the ability to fire just the primer for the plasma rounds, which can be used as a flare (1,000 foot range, does no damage). The actual plasma packets are designed like Old Earth bullets and the weapon stores them in a cylinder-barrel similar to six-shooters of old.

Weight: 8 lbs.

Mega-Damage: 5D6 M.D. per single shot, 1D8 S.D.C. when used as a blunt weapon.

Effective Range: 600 feet.

Rate of Fire: Single shots only.

Bonuses: +3 to strike, but only if both hands are used to steady it. +1 to strike if fired with just one hand.

Payload: 6 shots. Comes with a speed loader. Plasma rounds cost 120 credits for six.

Market Cost: 30,000 credits! You’re paying as much for the name and prestige as anything else. Each weapon is handcrafted. Rare availability. Excellent resale value.



Kessler "Professional" Precision Ion Pistol

Kessler Professional 2.jpgKessler Professional.jpg

For the well-to-do who actually know how to use a gun and like something with stopping power and practicality, the Kessler Professional aims to be their weapon of choice. Favored among corporate executives who have to travel off the beaten path, bodyguards of the rich, powerful and famous, and mercenaries and pilots who want to make a fashion statement while trying to kill you. The weapon is light, finely balanced for any and all users, and comes with an optional flash suppressor (-2 to perception rolls and -10% to detect ambush rolls if shooter is successfully prowled).

Weight: 2 lbs.

Mega-Damage: 3D6+6 M.D. per blast.

Effective Range: 1,200 feet.

Rate of Fire: Single Shots only.

Bonuses: +2 to all aimed shots, +1 to all other shots (standard and wild).

Payload: 12 shots per e-clip.

Market Cost: 16,000 credits. Fair availability.



L5 Super Pistol



A popular line of laser weapons, the L5 weapons are known for range and accuracy more so than power. The Super Pistol is more of a laser sub-machine gun than a pistol. It has a double energy-clip port which allows the user to use one or two E-clips. The low power, high payload and small size makes it an excellent weapon for boarders and is often used by close combat specialists and mercenary marines.

Weight: 5 lbs.

Mega-Damage: 2D4 M.D. per single shot, 4D6 M.D. for a 3-shot burst, 1D4x10 M.D. for a 10-shot burst.

Effective Range: 1,500 feet.

Rate of Fire: Single shot, short burst and long-burst settings.

Bonuses: +1 to strike on single shots only.

Payload: 30 rounds for each E-clip, for a maximum of 60 shots possible.

Market Cost: 22,000 credits. Poor availability outside of the Terran Protectorate, where they are manufactured and sold. Good availability in the Protectorate.





“Magma” Mogg’Theran Plasma Pistol


Mogg lplasmapistol

This is the standard sidearm of the Mogg’Theran military and every officer is given one upon being given their commission. The weapon utilizes compressed hydrogen clips, heating small amounts of the hydrogen into a plasma state before firing the plasma out of the barrel. This gives it decent damage and a high ammunition capacity. It is also small and concealable (+5% to all concealment and palming rolls).

Weight: 2 lbs.

Mega-Damage: 2D6 M.D. per shot. Also has a “double tap” setting for firing bursts of two shots that do 4D6 M.D. Double taps are considered bursts.

Effective Range: 800 feet.

Rate of Fire: Single or double shots.

Payload: 30-round hydrogen clips.

Market Cost: 10,000 credits, clips cost about 600 credits each. Very good availability.




“Nova” Mogg’Theran Heavy Plasma Pistol

Mogg Hplasmapistol

A favorite of mercenaries and pilots, particularly in the Empire of Many Suns, this is a heavy combat version of the Magma pistol and is internally identical in almost every way except that it heats a larger amount of hydrogen for the plasma shots and the barrel has a much more powerful magnetic field projector to keep the plasma packet cohesive over longer distances. Special Forces units in Mogg’Theran armadas often use these pistols, but for the most part they are sold outside of the military and have been for about 300 years. The Fahreen are the main manufacturer of this design now.

Weight: 3.5 lbs.

Mega-Damage: 3D6+6 M.D. per shot. “Double tap” does 6D6 M.D., but counts as a burst.

Effective Range: 1,200 feet.

Rate of Fire: Single or double shots.

Payload: 20-round hydrogen clips.

Market Cost: 14,000 credits, clips cost about 600 credits each. Fair availability.




“Ragnarok” Particle Beam Pistol



A Xintrin heavy pistol with a casing modeled off of old human designs. Favored by pirates and close combat specialists, this is a well-rounded weapon with good power, excellent range, and good balance. Its main drawback is its limited ammo capacity.

Weight: 4 lbs.

Mega-Damage: 4D6 M.D. per shot.

Effective Range: 1,200 feet.

Bonus: +1 to strike when fired two-handed.

Rate of Fire: Single shots.

Payload: 8 shots per energy clip.

Market Cost: 18,000 credits. Poor Availability (limited production runs).



Rhtharian Boltthrower

Rhtharian boltpistol.jpg


This mean little pistol fires small bolts of lightning-like energy bursts, which are a mixture of both plasma and electromagnetic pulses. So not only does it injure and kill, it also damages and disables equipment.

Weight: 4.5 lbs.

Mega-Damage: 3D4 M.D., plus any electricity-based equipment, from laser pistols to wrist computers, are temporarily disabled. In the case of energy weapons, a new e-clip must be installed. Wrist computers and armor systems must reboot (two actions). Making a called shot to a particular weapon or item will damage it, requiring repairs before it functions again. The EMP is ineffective against anything larger or more complex than body armor. So a hover bike would be affected, but an exo-skeleton or power armor would not.

Effective Range: 600 feet.

Rate of Fire: Single shots only.

Payload: 12 shots per energy clip.

Market Cost: 20,000 credits. Poor availability outside the Empire of Many Suns (where the price is likely to be about 50% higher).


Rhtharian Flash Pistol

Rhtharian flashpistol.jpg

Flash weapon technology is unique to Rhtharian arms manufacturers, and are thus flash weapons are rare outside of the Empire of Many Suns. They are a combination of lethal and non-lethal technology designed to injure and incapacitate most life forms. The weapons use directed light and sound waves to cause neurological and biological effects on targets, causing pain, injury, and incapacitation. Similar to "active denial" weaponry, these are often used by Rhtharian security forces and have been adopted by other police forces as well. While effective and generally nonlethal, because of the wide variability of alien species, their results can be unpredictable.

Weight: 5 lbs.

Damage: All living, carbon-based life forms struck by a shot from the gun must make a save vs. non-lethal poison of 14 or better or they are assaulted with concentrated flashing lights in excess of 2 million candlepower and piercing sound waves in excess of 10,000 decibels. A successful saving throw means they only lose their next melee action. An aimed shot to the face is not necessary, as the beam affects everyone within a cone 10-feet wide at maximum range. If the target(s) fail their saving throw(s), roll on the following chart

01-20% -- The target is wracked with violent seizures, dropping any handheld item and falling to the ground for 1D4 melee rounds. They are completely incapacitated and could face other dangers, such as if they were driving a vehicle, they will certainly crash...being on a high narrow bridge when struck by these seizures would cause them to fall, etc.

21-40% -- The target is struck blind and disoriented (-9 to strike, parry, and dodge, initiative is always a 1) for 1D4 melee rounds.

41-60 -- The target's nervous system is overloaded, sending shooting pain throughout the body. The target is completely incapacitated for 1 melee round, and suffers 2D6 damage directly to hit points (or MDC, if an MDC creature).

61-80 -- The target is placed in a trance-like state for 1d4 minutes, and is completely open to any suggestions, answering any and all questions guilelessly (no attempts at deception or avoiding giving complete answers). Any violence towards them will immediately shake them out of their trance, though they will have no initiative for the first round of combat afterwards.

81-90 -- The lights cause the brain to create horrifying visual and audio hallucinations for 2D4 minutes. The target must save vs. horror factor of 16 or they will flee, seeking a hiding place for the duration of the effect. A successful horror factor roll means they will aggressively attack anyone nearby. There is only a 25% chance the character will recognize friends from foe. they will target the nearest "enemy" and unleash their most lethal and potent attacks until that target is destroyed, before moving on to the next nearest target.

91-00 -- Severe neurological damage. The target's brain stops functioning. A successful medical roll by someone with paramedics or better must be made in the next 1D6 minutes. A successful roll will save the character's life. However, the character must then make a save vs. coma/death roll based on the level of care received (see Rifts Main Book rules) or permanently lose 1 I.Q. point (adjust all skills accordingly if this results in a loss or reduction of I.Q. bonus. If no medical roll is made before the time expires, the target dies.

Bonuses to Saving Throws: Creatures without eyes or those who are already blinded automatically make their saving throw, with the sound being the only problem. Characters who are deaf, but can still see, receive a +2 to their saving throws. Characters with polarized lenses get a +4, as do those with sound dampening systems. These bonuses are cumulative, so a character who is deaf, wearing armor with polarized lenses, would get a +6 to save.

Effective Range: 200 feet.

Rate of Fire: Single Shots only.

Payload: 10 shots per energy clip.

Market Cost: 20,000 credits. Rare outside of the Empire of Many Suns, and likely to cost twice as much.



Samson 904 Precision Heavy Laser Pistol


The Samson is a pistol designed to have rifle ranges. Visually intimidating, it is a sharpshooter's weapon, made popular by its heavy use in competition shooting. It has slightly better than average stopping power for a laser pistol, though it is weaker than many ion or plasma weapons. Where it shines is its range, and the patented holographic targeting display which gives it its excellent precision, even in the fast draw. The display automatically finds the wielders eye and projects itself onto the eye or interfaces with a helmet's HUD. For the wielder, a crosshair appears in their vision, showing where the blast will likely hit.

Weight: 4 lbs.

Mega-Damage: 3D6 M.D. per shot.

Effective Range: 2,000 feet.

Bonus: +2 to strike, even when shooting wild or when untrained with the weapon.

Rate of Fire: Single Shots only.

Payload: 12 shots per E-clip.

Market Cost: 15,000 credits. Good availability.



“Specialist” Xintrin Rocket Carbine



Based on human rocket weapon technology, this weapon has twice the stopping power of the MR-10, and is handled similarly to a sub-machine gun. It can be handled using either the W.P. Energy Pistol or W.P. Energy Rifle skill. It comes standard with a laser sight mounted under the barrel. It is frequently used by close combat specialists, freelancers and pirates.

Weight: 6 lbs.

Mega-Damage: 4D6 M.D. per single shot, 1D6x10 M.D. on a three-shot burst.

Effective Range: 1,500 feet

Rate of Fire: Single shots or three-shot bursts.

Payload: 30-rounds per clip. Uses standard 10mm rocket rounds.

Market Cost: 20,000 credits. Fair availability.




Stinger Hold-Out Ion Pistol



This small, concealable weapon is favored by affluent women, corporate execs and anyone who wants a small, concealable weapon. It provides a +10% bonus to palming and concealment rolls when someone is trying to hide it. It will not fool weapon scanners, however.

Weight: 11 ounces.

Mega-Damage: 2D4 M.D. per shot.

Effective Range: 250 feet.

Rate of Fire: Single shots only.

Payload: 6 shots per E-clip.

Market Price: 4,000 credits. Excellent availability. Carried by most weapons dealers.



Vintner 10mm Rocket Revolver

vintner 10mm sport revolver.jpg

Heavily used in urban settings and by colonists, this is a cheap but sturdy mass-produced 10mm rocket revolver. The only handguns that may be as common are the MR-10 and the Mogg'Theran "Magma" plasma pistol. It can be used by those with either the W.P. Energy Pistol or W.P. Revolver skills. Its longer barrel gives it slightly better range than the MR-10.

Weight: 2 lbs.

Mega-Damage: 2D6 M.D.

Effective Range: 750 feet.

Rate of Fire: Single shots only.

Payload: 6-shot cylinder.

Market Price: 1,100 credits. Excellent availability. Carried by all weapons dealers and even available in general stores. 100 credits for a box of 50 10mm rocket rounds.



Vintner "Heavy" 12.77 mm Rocket Revolver

vintner 12.77 mm Rocket Revolver.jpg

This beefy rocket revolver fires the heavier 12.77 mm rocket rounds. Like the Vintner 10mm, it is usable by those with either the energy pistol or revolver skills. It is most often used by ground combatants, as its heavier rounds are more dangerous onboard a starship. Mercenaries, street thugs and pirates specializing in dirtside raids are often the users, though some special forces like it as well.

Weight: 2.5 lbs.

Mega-Damage: 5D6 M.D.

Effective Range: 600 feet.

Bonus: +1 to strike on aimed shots only.

Rate of Fire: Single shots only.

Payload: 6-shot cylinder.

Market Price: 4,000 credits. Fair availability. Rounds cost about 400 credits for a box of 120.




The following weapons use the skill WP Energy Rifle unless otherwise noted



SM-14 “Ghostmaker” Combat Shotgun




This large, brutal weapon is a high-capacity shotgun that fires dense shells loaded with depleted uranium shot and plasma gel. The effect is the same as with a shotgun, but with mega-damage effects. In addition, the weapon is designed for high-capacity magazines, for extended field use. The weapon is gaining popularity with Protectorate units charged with tackling the Arkhon’s Spectral Hunter cyborgs, and among explorers delving into the Orion Expanse. There have even been bulk sales to the Xintrin military, who shave off the trigger guard, and increase the size of the trigger and grip for Xintrin hands. Often known as the “Hall Howitzer” for its usefulness in clearing a starship hallway of targets.

Weight: 14 lbs.

Mega-Damage: 6D6 M.D. to the target, half-damage to everything within a 15-foot area of the target.

Effective Range: 400 feet

Rate of fire: Single shot only

Payload: 40-round magazine.

Market Price: 15,000 credits, magazines cost 300 credits each.




M-99 Rocket Rifle


M99 rocket rifle


This is a powerful rifle using the Protectorate’s standard 10mm rifle rocket rounds, which are longer than those in pistols, allowing more accelerant and a larger explosive charge. Instead of a traditional sight, the rifle is topped by an infrared targeting sensor that relays targeting data directly into a Protectorate tactical headset. The rifle is known for its high ammo capacity and power. This is the standard combat rifles for the Protectorate Colonial Marine Corps.

Weight: 12 lbs.

Mega-Damage: 5D6 M.D. per round

Effective Range: 3,000 feet

Rate of fire: Standard; fully automatic weapon capable of short, long, and full-melee bursts.

Bonuses: +1 to strike with both aimed shots and bursts.

Payload: 60-shot long clip, giving it the equivalent of two clips worth of ammunition for the sake of automatic firing rules.

Market Price: 26,000. Fair availability.



2407 Espalda 12.77mm Assault Rocket Rifle

2405 Longarm .jpg

The 24 "ought" 7 is a versatile combat rocket rifle using 12.77mm rifle rounds. It has more kick than the M-99 and better range, but can only fire single rounds or preset bursts of three shots. It also carries less of a payload. It is more of a weapons kit, with a removable stock and telescoping barrel that lets it transition from assault rifle to sniper rifle. Conversion takes two melee actions by anyone with W.P. Energy Rifle. Anyone else takes an entire melee round. It comes standard with scope, infrared laser sight, flash suppressor and silencer. The infrared laser can only be seen by looking through the scope or by someone using an optics system that allows them to see infrared emissions. It is commonly used throughout the Colonies of the Line militia forces (especially the Inquisition and cyborgs) and by mercenary snipers.

Weight: 14 lbs.

Mega-Damage: 6D6 M.D. per round. 2D4x10 M.D. for a three-round burst.

Effective Range: 1 mile in sniper configuration, 2,500 feet in assault rifle mode.

Rate of Fire: Single or 3-shot burst only.

Bonuses: +3 to aimed shots in sniper configuration (with scope and laser sight), +1 to aimed shots in assault rifle mode.

Payload: 30-round box magazine.

Market Price: 31,000. Fair availability in the Colonies of the Line or where mercenary weapons are sold, rare everywhere else.



M-108 Chandler Plasma Assault Rifle

Chandler M-108 Plasma Rifle.jpg

The flagship weapon Chandler Arms Defense Solutions, the M-108 is a plasma assault rifle loved by mercenaries for its durability and reliability. It is a no-frills, no-nonsense gun that can survive almost anything. Soldiers report having found M-108s left for more than a year in the sludge at the bottoms of coolant vats, shaking them clean, slapping in a new e-clip and then firing them in the heat of battle. The design is adapted from Mogg'Theran technology and uses hydrogen bottles and energy clips in conjunction. It has better range, but lower power than the Mogg'Theran rifles, and is better balanced. Like most Chandler weapons, the e-clip loads into the stock and the liquid hydrogen bottle is placed into an armored container which is then attached in front of the trigger guard. The gun comes with a railed, adjustable scope.

Weight: 16 lbs.

Mega-Damage: 4D6 M.D. per shot, or a 1D6x10 M.D. three-round burst.

Effective Range: 2,000 feet.

Rate of Fire: Single or 3-shot burst only.

Bonuses: +1 on all single shots.

Payload: 30-rounds from the e-clip, 120 rounds from the liquid hydrogen bottle.

Market Price: 15,000 credits. Excellent availability. E-clips are standard, and liquid hydrogen bottles of the appropriate size cost about 50 credits each and are commonly available.



Conflagration Mogg’Theran Plasma Rifle


mogg Conflagration Rifle

Using the same basic design features as the plasma pistol, this Mogg’Theran rifle is the standard assault weapon in most of the armadas. Knock-offs are also manufactured by the Fahreen, the Rhtharians and the Xintrin, making it a common weapon. It has good stopping power and excellent range for a plasma weapon, although it still does not have the range of most laser rifles. It is also durable, reliable and can carry a good payload.

Weight: 10 lbs.

Mega-Damage: 5D6 M.D. per shot or 1D6x10+10 M.D. for a three-shot burst.

Effective Range: 1,500 feet.

Rate of Fire: Single shots or three-shot bursts only.

Payload: 45 hydrogen charges.

Market Price: 14,000 credits. Excellent Availability.



General Model Light Laser Machinegun



This high-capacity laser weapon fires pulses of medium-powered lasers and is ideal for suppressing fire or shipboard combat (due to the low penetration of each individual laser). It is often used as a crew-served weapon or as a primary weapon by pilots of power armor and exoskeletons. It is also frequently used by larger and stronger species, like the Sigmari and Arnuban. It is made by a variety of human and non-human manufacturers and is readily available.

Weight: 20 lbs.

Mega-Damage: 2D6 M.D. per individual laser, 6D6 M.D. for a three-shot burst, or 1D6x10 M.D. per 6-shot burst.

Effective Range: 3,000 feet.

Payload: Rechargeable battery pack with 120-shot capacity. Also can run off standard E-clips, which provide it with 30 shots.

Market Price: 20,000 credits. Spare battery packs cost 1,000 credits. Good availability.




Hermes Corp. Frontiersman Ion Rifle




Continuing the successful Frontiersman series of weapons is the Frontiersman Ion Rifle. Like the pistol, it is a sturdy, no-frills weapon designed for colonists and explorers who need rugged, tough and reliable weapons. In addition to being a good rifle, this weapon comes with its own little survival kit. There is a survival knife in the back below the 20x Optical Mag sight, high-tensile strength; 2,000 lbs. test line (200 feet); four signal flares; a radio beacon; and two small canisters of sealant spray (for plugging small holes in space suits); all built into various spots on the rifle.

Weight: 12 lbs.

Mega-Damage: 4D6 M.D. per shot, 1D6x10 M.D. on a three-shot burst.

Effective Range: 2,000 feet

Rate of Fire: Single shots or three-shot bursts.

Payload: 30-shot energy clip.

Market Price: 12,000 credits. Commonly available.







Exclusive to the Guardsman Interplanetary Security Service, this is a high-capacity rocket assault rifle and grenade launcher in over-under configuration. It is a sturdy weapon with a built-in laser-sight and the ability to go full auto, much like the M-99 Rocket Rifle. While it tends to be more accurate, it does not have the stopping power or ammunition capacity of that weapon, however.

Weight: 12 lbs.

Mega-Damage: 3D6 M.D. per round for the rifle. Grenades do 5D6 M.D. to a 20-foot area, and can be substituted with smoke grenades, tear gas or “flash bangs.”

Effective Range: 2,000 feet for the rifle, 500 feet for the grenade launcher

Rate of Fire: Standard, able to fire short, long, and full-melee bursts, as per standard weapon rules. Grenades are single-shot only.

Bonus: +2 to strike on aimed shots, +1 to strike with bursts.

Payload: 30-shot clip for the rifle, 6-shot manual load for the grenades.

Market Price: 20,000 credits. Like the Double Jeopardy, this weapon is not sold and is exclusive to the Guardsmen, however a few have hit the market but they are very hard to find. Very rare availability.



The Arcblaster 120




This weapon is often touted as a non-lethal crowd control device. It fires debilitating directed electrical blasts that shut down or temporarily overload the nervous systems on most carbon-based life forms. It is often distributed to riot police when dealing with unruly crowds and prison guards, but it has also found popularity among some pirates, who have their own “crowd control” needs. Since the weapon is considered non-lethal, it is available to the general public. However, there have been some fatalities tied to the weapon. Three or more shots in quick succession (within one minute) have been known to cause cardiac arrest in the target.

Weight: 14 lbs.

Mega-Damage: None, victims must make a save vs. stun of 15 or better (including PE bonuses) or be stunned for 2D4 melee rounds. Failing a saving throw three times in one melee round means the victim is suffering a heart attack (and that your attacker was trying to kill you, considering the fact that you were stunned before the two other shots hit). Someone with paramedic skills or higher, or through the use of a robot medical kit, must successfully roll to save the character’s life. Alternately, the character can ride out the heart attack by rolling a save vs coma/death roll of 60% or better; but if successful, the character will be at half all combat bonuses, speed, P.E, and attacks per melee until they receive proper medical attention at a fully-equipped facility.

Effective Range: 2,000 feet.

Rate of Fire: Single shot only.

Payload: 16 shots per E-clip.

Market Cost: 14,000 credits. Fair availability.



P-10 Beam Rifle


particlebeam rifle

This is a particle beam assault rifle frequently used by heavy weapons soldiers. It has excellent stopping power and can fire short bursts. It also has very good range. However, it is cumbersome and has the typical drawbacks when used against Arkhon ceresteel. It is used as a heavy weapon by human mercenaries and Stellar Navy personnel. This is a portable particle accelerator, and uses a small amount of uranium in a double-hulled cadmium chamber. If the chamber is pierced the radioactive material is flooded with cadmium rendering it (relatively) harmless if cleaned up in short order.

Weight: 16 lbs.

Mega-Damage: 5D6 M.D. per single shot, 2D4x10 M.D. for a four-shot burst.

Effective Range: 2,000 feet.

Rate of Fire: Single shots and short bursts only.

Payload: 20 shots per energy clip.

Market Price: 45,000 credits. Illegal to own outside of the military in the Terran Protectorate, restricted or illegal on most other worlds. Generally used by military or mercenary forces in ground combat situations.



Rhtharian Lightning Caster

Rhtharian lightningcaster.jpg

This is an upscaled version of the bolt thrower pistol. It fires a much more powerful beam of artificial lightning, which has greater range, does significantly more damage, and can disable more powerful and complex devices.

Weight: 9 lbs.

Mega-Damage: Single shots of 4D4 M.D., or a four-shot burst that does 1D4x10+10 M.D. plasma damage, plus any electricity-based equipment, from laser pistols to wrist computers, are temporarily disabled. In the case of energy weapons, a new e-clip must be installed. Wrist computers and armor systems must reboot (two actions). Exo-skeletons, power armor, and vehicles up to the size of small trucks lose one attack/action as the power supply stutters (in the case of vehicles, a piloting roll will be needed to prevent crashing). Making a called shot to a particular weapon or item will damage it, requiring repairs before it functions again. The EMP is ineffective against anything larger or more complex than power armor or medium-sized vehicles.

Effective Range: 2,000 feet.

Rate of Fire: Individual shots or in four-shot bursts.

Payload: 32 shots per energy clip.

Market Price: 22,000 credits. Poor availability outside of the Empire of Many Suns, where the price ranges from 25% to 50% higher.



Suppressor Merchant Guild Combo Rifle


Guild Combo Rifle

This is a Xintrin over-under combination laser rifle and explosive shell shotgun popular with both the Xintrin and humans in the Free Colonies. Billed as the assault rifle for all occasions, it fires both a medium-powered laser and an explosive solid slug. It comes equipped with a 10x Mag site (although it is by no means a sniper rifle). It is a heavy, intimidating weapon that is useful in a variety of environments. Frequently used by pirates, independent adventurers and some militias.

Weight: 12 lbs.

Mega-Damage: 6D6 S.D.C. or 4D6 M.D. for the laser depending on the setting, 6D6 M.D. to a 5-foot area for the explosive shell.

Effective Range: Laser – 2,000 feet; Explosive Shell – 500 feet.

Rate of Fire: Single shots only.

Payload: The laser runs off a standard E-clip with a capacity of 30 high-powered shots and 300 low-powered shots. Also uses 40-round drum magazines for the explosive shells.

Market Cost: 18,000 credits. Additional drums cost 800 credits.



Vanquisher Rocket Machinegun


rocket machinegun

This is an assault weapon designed by the Xintrin specifically for the human market. It was made to play on human colonists’ fears of another war with the Arkhon and also sold to human mercenaries who would likely be involved in actions against aliens armed with Arkhon weaponry. Since the end of the last war, these weapons found their way across the galaxy, even to the hands of the Arnuban, who use them against Rhtharian units armed with surplus Arkhon gear. This weapon is either crew-served, used by creatures with augmented or supernatural strength, or mounted/carried by robots, power armors or vehicles.

The Vanquisher is simply two side-by-side rocket machineguns mounted in the same casing with a single trigger. It is fed by two external drums. The weapon itself is extremely simple in design, with not much more technology than is present in a 21st century assault weapon. That makes it extremely reliable and resistant to jamming. The weapon is heralded for its ability to work in a wide variety of environments, from dry, salt deserts to arctic methane jungles. The weapon is illegal in Arkhon territory, on pain of death.

Weight: 20 lbs.

Mega-Damage: 1D6 M.D. for a single round, 2D6 M.D. for a dual round, 1D6x10 M.D. for a 10-shot burst, 2D6x10 M.D. for a 20-shot bursts.

Effective Range: 4,000 feet.

Rate of Fire: single shots, dual shots, short and long bursts.

Payload: two ammo drums, each carrying a belt of 200 10mm rocket rounds, for a total of 400 rounds.

Market Cost: 13,000 credits. This is cheaper than many handguns. These have been mass produced for 40 years and have been used to equip entire planetary defense forces. They are one of the most common weapons in human and Xintrin space.



Warhammer Heavy Assault Rifle



Another popular Xintrin design, this weapon combines a pulse laser rifle with a plasma “grenade launcher” that fires packets of hydrogen heated to a plasma state and compressed in an unstable magnetic field. Upon impact or at the edge of the weapon’s range, the magnetic field dies and unleashes the plasma in an explosive blast.

Weight: 16 lbs.

Mega-Damage: Laser does 3D6 M.D. on a single shot, 1D4x10+10 M.D. on a 3-shot burst. The grenade launcher does 5D6 M.D. to a 10-foot area.

Effective Range: Laser – 2,000 feet. Grenade – 800 feet.

Rate of Fire: Laser – single shots or pulse bursts. Grenade launcher – single shots only.

Payload: The laser uses a standard E-clip and can fire 30 shots. The Grenade Launcher uses a separate heavy E-clip that can fire 6 shots.

Market Cost: 25,000 credits. Poor availability.




In addition to bonuses from the W.P. Energy Rifle skill, the following weapons also can gain a bonus from the Sniper skill as well.



MR-70 Sniper Rifle




This is a traditional ballistic sniper rifle, except that the shells it fires are more on the line of micro-grenades that can be devastating to cerasteel armor, or anything it hits really. It has extreme long range, high accuracy and power, but a low payload. This is the standard sniper weapon of snipers in the Protectorate. The standard scope has an x20 magnification, passive nightsight and an automated targeting mini-computer that calculates wind, target speed and gravity (which can vary greatly from planet-to-planet, making accurate shots difficult).

Weight: 12 lbs.

Mega-Damage: 1D4x10 M.D. per shot

Effective Range: 1.5 miles

Rate of Fire: Single shot only.

Bonus: +3 to strike on an aimed shot.

Payload: 6 rounds

Market Price: 30,000. Rare, very limited availability. Illegal outside of the military.



M-190 Chandler Plasma Sniper Rifle

Chandler M-190 Plasma Sniper Rifle.jpg


This is an extremely long-range sniper rifle that fires bolts of plasma generated from a liquid hydrogen bottle. It is powered by an energy clip loaded into the stock. It has a low payload, and a low rate of fire, but is highly accurate and very lethal. Comes with its own bipod and a high powered optical targeting scope that accounts for environmental effects such as high wind and higher or lower gravity.

Weight: 20 lbs.

Mega-Damage: 2D4x10 M.D. per shot.

Effective Range: 2.5 miles.

Rate of Fire: Two shots per melee round.

Bonus: +5 to strike on an aimed shot.

Payload: The e-clip is good for 5 shots. The liquid hydrogen has a 25-shot charge.

Market Price: 40,000 credits. Extremely rare. Each weapon is ordered from a Chandler dealership and calibrated to the owner's arm length, vision, etc. Using a M-190 calibrated for someone else unless the new user is remarkably similar in height, weight, build and vision will reduce the bonus to strike to +2. Liquid hydrogen bottles are cheap and readily available at most general supply stores for about 50 credits. However, they explode when hit by high heat, like an energy weapon, doing 1 point of megadamage to a 5-foot radius (it's not plasma until the charge from the energy clip super-heats it in the weapon's chamber). Chandler will only sell the weapons to someone with a Class 2 weapons permit.



L-5 Hawkeye Laser Sniper Rifle


LRS-5 Kestrel

Another weapon from the popular L-5 laser weapon line, this weapon is billed as an urban combat sniper rifle. Not only can it be used to snipe targets with long-range blasts, but it can also be switched to pulse mode for more close quarters fighting (although its length makes it cumbersome for pointblank combat). It comes with a 20x mag digital scope, a cyberport that allows it to link with cybernetic or robotic targeting systems and a detachable stock if close quarters fighting is anticipated. It also has an advanced cooling barrel that allows long-term use of its pulse fire mode. Like the super pistol, it has a dual clip mount to allow the user to double the payload.

Weight: 10 lbs.

Mega-Damage: 5D6 M.D. on a single shot, 1D6x10 M.D. on a three-shot pulse burst.

Effective Range: 4,000 feet.

Rate of Fire: Single shots or pulse burst.

Bonus: +2 to all aimed shots.

Payload: 30 rounds per dual clip, or 15 rounds per single clip.

Market Cost: 25,000 credits. Fair Availability.



Needler Particle Beam Rifle


Mogg longarm

Getting its name from the thin, piercing beam it emits, the Needler is a long-range heavy particle beam rifle used by the Mogg’Theran special forces and snipers. It is highly accurate with excellent range. It comes with a built in 30x magnification scope and an infrared targeting laser which can only be seen through the scope (or through the use of other infrared optic sensors).

Weight: 16 lbs.

Mega-Damage: 6D6 M.D. per shot.

Effective Range: Approximately one mile.

Rate of Fire: Single shots only.

Bonus: +3 on an aimed shot.

Payload: 10 shots per energy clip.

Market Price: 30,000 credits. Rare. Usually only found in the hands of Mogg’Theran special forces or marines. No known manufacturers of knock-offs.





The following weapons require the W.P. Heavy Energy skill to use.


AV-40 Borg Sniper Rifle

AV-40 borg Sniper Rifle.jpg

This heavy weapon is usable only by cyborgs or other beings with an augmented strength of at least 22 or a normal strength of at least 28. It uses gauss cannon technology to fire high explosive mega-damage rounds accurately over long distances. It is a huge weapon that does devastating damage to its target. It is favored by cyborgs in the Colonies of the Line, among cyborg or power armor mercenary units, and has become popular among the Sigmari and strong Arnuban.

Weight: 45 lbs.

Mega-Damage: 1D6x10+10 M.D. per round to a 5-foot area.

Effective Range: 3 miles.

Rate of Fire: Single shots only

Bonus: +2 to aimed shot. Also integrates with cybernetic targeting systems.

Payload: 10 round clip.

Market Price: 42,000. Poor availability. Rounds cost 500 credits per 10-round clip.




Agonizer Gravity Wave Assault Cannon


Agonizer Minigun

Often referred to as the “Black Hole Minigun,” this is a Fahreen weapon that fires bursts of small gravity disrupting spheres. It is fired from the hip, often with the use of a stabilizing harness rig that helps support the weight. Only usable by those with a physical strength of 20 or better without the rig.

Weight: 40 lbs.

Mega-Damage: 3D6 M.D. per single shot, 1D6x10 M.D. for a 5-shot burst, or 3D6 M.D. to 1D4 targets for a 5-shot spraying burst.

Effective Range: 2,000 feet.

Rate of Fire: Single shots, tight burst or spraying burst.

Payload: 100 blasts per energy canister. 

Market Price: 35,000 credits. Poor availability. All Fahreen energy canisters cost 1,500 credits each and are rechargeable.




Carrionmaker Sonic Cannon



One of the few weapons made and manufactured solely by the Sigmari, this powerful shouldercannon devastates its target with pulverizing waves of sound. In addition to the pure kinetic impact of the sonic blast (does full damage to ceresteel despite being an energy weapon), the noise (directed solely at the point of impact) is deafening and debilitating. Can only be wielded by creatures with supernatural or robotic strength.

Weight: 150 lbs.

Mega-Damage: 1D6x10 M.D. to a 10-foot area. Targets with no hearing protection are automatically deafened by the blast for 1D4 melee rounds, and are -2 attacks per melee, and -4 to initiative and -4 to strike, parry and dodge while their heads ring from the soundwave. Targets in fully environmental body armor suffer only half the penalties and can make a save vs nonlethal poison to completely resist the effects. Targets protected by power armor, robots or the hull of a vehicle suffer no ill effects.

Effective Range: 1,200 feet.

Rate of Fire: Single shots only.

Payload: 8 shots per rechargeable energy cell.

Market Cost: Only 10,000 credits when purchased on Sigmar. Anywhere else they cost 30,000 credits and up. Energy cells for this weapon cost 250 credits on Sigmar, and 500 credits elsewhere. Common on Sigmar but rare anywhere else, as they are not exported.



Crusader Light Gauss Cannon



Manufactured by the makers of the Carnivore pistols and Paladin Exoskeletons and Power Armor, this gauss cannon was designed for use with power armor and heavy combat cyborgs. It magnetically fires depleted uranium slugs that deliver incredible kinetic damage to their targets. Unlike railguns of the same size, it does not fire bursts, instead focusing more power on firing a heavy, individual slug. It comes fully equipped to integrate with virtually any targeting system. Cannot be wielded by anyone with less than an augmented strength of 20 or better (all attempts to fire are wild shots at -6).

Weight: 80 lbs.

Mega-Damage: 2D4x10 M.D. per round.

Effective Range: Approximately 2 miles.

Rate of Fire: Single shots only.

Bonus: +2 to strike when not using any other targeting system, otherwise its own targeting system is overridden by those of the power armor or cyborg (cannot be combined for cumulative bonuses).

Payload: 40 shells.

Market Price: 75,000 credits. Illegal on most worlds. Generally only used in full combat theatres. Rare.




Fahreen Resonance Cannon


Resonance Cannon

This weapon uses the same principle behind the Sigmari sonic cannon. But instead of firing one massive sonic blast, it fires a beam of powerful ultrasonic waves that shake targets apart. This is a heavy weapon that can only be wielded by those with augmented physical strength, power armors or exoskeletons. While its damage is comparable to that of the Sigmari sonic cannon, it has greater range and can be linked to a power armor or vehicle’s power supply for unlimited ammunition. It also lacks the debilitating noise effects of the sonic cannon.

Weight: 50 lbs.

Mega-Damage: 1D6x10+10 M.D. per shot.

Effective Range: 4,000 feet.

Rate of Fire: Single shots only.

Bonus: +1 to strike.

Payload: 30 shots with a Fahreen energy cannister, unlimited when linked to a power armor or robot power supply.

Market Price: 50,000 credits. Illegal on most worlds. Poor availability.




Fahreen “Black Hole Gun” Gravity Wave Cannon


sonic cannon

The Fahreen have made a name for themselves selling their own line of unique, gravity-based weaponry. The most well-known is the gravity wave cannon. This large, but lightweight weapon can be fired either from the shoulder or from the hip and is sometimes favored by stronger, larger races. It fires a ball of gravity disrupting force that briefly (fractions of a second) increases gravity at the point of impact 20-fold. First, targets suffer crushing damage, and then are usually thrown off their feet when the field explosively decompresses. This has led to this weapon being called a “Black Hole Gun” which is a grossly inaccurate misnomer.

Weight: 16 lbs.

Mega-Damage: 1D6x10 M.D. to a 5-foot area, plus targets under 500 lbs. have a 75% chance of being thrown off their feet, losing initiative and their next attack/action.

Effective Range: 1,200 feet.

Rate of Fire: Single shots only.

Payload: 20 shots per energy canister.

Market Price: 35,000 credits. Illegal on most worlds. Rare, but growing more available with each year.



MP-105 “Roaster” Light Plasma Cannon




This heavy weapon fills the niches of both heavy anti-armor and anti-personnel weapon. This plasma cannon can fire both tight beams of destructive plasma, or large plasma “grenades” that can sew destruction over a small area. Generally, two marines in a platoon will carry one of these to combat light vehicles, power armors, or the dreaded Spectral Hunter cyborgs, or to clear out dug-in machine gun nests or caves and destroy fortifications. Because the plasma packets this weapon fires are reduced in effectiveness against the Arkhon, it’s popularity and use is limited. But it still packs quite a wallop, even against Arkhon. Besides, there are more foes out there than the Arkhon. Although it has two barrels, both the beams and grenades are fed from the same E-clip.

Weight: 18 lbs.

Mega-Damage: Plasma Beam: 1D6x10+10 M.D. Single shots only. Plasma Grenades: 1D4x10 M.D. to a 20 foot area.

Effective Range: 2,000 feet for the beam, 1,200 feet for the grenade.

Rate of Fire: Single shots only. Cannot fire both the beam and the grenade at the same time.

Payload: 30 shot E-clip. Firing the plasma grenades takes up two shots.

Market Price: 40,000. Very rare and always illegal outside of the military. However, mercenaries in the Free Colonies pay top dollar to get this weapon. They find it extremely useful, since most mercs are involved in conflicts that have nothing to do with the Arkhon.



MX-120 “Harbinger Minigun” Heavy Assault Rail Gun




This is the Protectorate’s first attempt to make rail guns usable by the standard infantry soldier. More than any other weapon, even rocket rounds, rail guns have been found to be highly effective against cerasteel armor, but most are too large for infantry units. Even this beast pushes the limits of what an infantry soldier can carry into battle, as the heavy gunner carrying it has to lug not only the power pack, but the ammunition as well. In most squads, the minigun operator is one man of a two-man fire team, and his partner generally carries the majority of the gun’s ammunition. Firing 7.65mm tungsten rounds at a prodigious rate, this weapon mows through cerasteel (and those wearing it), and its distinctive buzzsaw sound has been known to trigger panic attacks in some Arkhons who have survived being on the wrong end of it. Reserved almost exclusively for heavy gunners, it is also used as a crew-served anti-personnel weapon in bunkers and base perimeter defenses, and as a weapon on some APCs and light combat hovercraft. Operator must have a P.S. of at least 18 to wield this weapon, or suffer a -2 to all combat rolls and -2 attacks per melee round. The weapon comes standard with a servo-mount to make handling easier, but it reduces speed by 25%.

Weight: 25 lbs. for the gun, with a 20 lbs power pack.

Mega-Damage: 2D4x10 M.D. per 50-round burst. Only fires bursts.

Effective Range: 4,000 feet

Rate of fire: Bursts only.

Payload: Back ammo pack of 1,000 rounds (20 bursts) or hip canister belt of 500 rounds (10 bursts). Operator generally carries one hip canister, while his or her fire team partner carries two additional hip canisters and one or two ammo backpacks.

Market Price: 50,000. Very rare and highly illegal to own outside the Protectorate military.




P-120 Super Beam Cannon


Heavy Particlebeam Rifle

This is a man-portable anti-armor particle beam cannon. It is usually used against power armors, robot vehicles, tanks and other combat vehicles. It is also sometimes used as a portable anti-aircraft weapon system. It is a triple-barreled particle accelerator that drains an E-clip with one shot. Like the P-10, it has a small amount of uranium in a double-hulled cadmium chamber. It puts out enough power that it is even a threat to Arkhon weapons, despite the effects of ceresteel. It is usually tripod mounted or carried by someone wearing an exoskeleton or power armor. However, it is so well balanced that a normal human with a P.S. of 18 or better can fire it accurately, despite the weight. Anyone with less strength can only fire it wild. Both the Stellar Navy and the Colonial Marines use this weapon despite the loss of half its stopping power to ceresteel because it is more potent than most missile systems and the ammunition, E-clips, are much lighter. One soldier can carry as many as 50 clips in a backpack if necessary.

Weight: 30 lbs.

Mega-Damage: 4D6x10 M.D.

Effective Range: Approximately one mile.

Rate of Fire: Can only be fired twice per melee round.

Payload: One shot per E-clip.

Market Price: 60,000 credits. Illegal to own outside of the military in the Terran Protectorate, restricted or illegal on most other worlds. Generally used by military or mercenary forces in ground combat situations.