Ramses Shipyards presents their new heavy fighter: Regulus.
A platform meant to counter CSM`s heavy missile fighters nad to dominate the supporting ship to ship combat. Its ultra efficient powersolution allows it to bear more heavy armor and a whopping 20% more weaponry and ammunition that it predecessor.
Taler Oceanic Arms just came out with their newest breakthrough in small arms development. This close quarters gun features a powerfull semi-plasma-cartridge. A technology that sounded like science fiction when first pitched, is now amazing reality. This is the first plasma based platform available in the sector. And to top it off, TOA announced they would soon release a full series of plasma based weaponry.
So get yours now, to gain the upper hand. Get the
Moskalenko`s new Dreamkiller
Moskalenko has a long tradition of extremely reliable energy weapons.
A tradition that continues with the new Mos. EPR IV, the Dreamkiller.
Used in the most difficult environments and conflicts, this is the rifle you wanna get your hands on.
Point defense or area denial, with the trusty “Nero” turret, you will not be disappointed. Now out in the all new, reworked “Nero Carver” version.
Renard`s marketing team enabled us to do a little give away. Three of these babies are given to three of you.
To partake, just put the code-phrase “Carve me tender” into you next order form, unitl the end of the month.
Need to operate from within the shadows? Do not let the enemy know you were there, use the all new Maximum Tactical Inc. “Cell” pistol.Â
A love child of body pistol and assault pistol, it has the best from both worlds. -GET YOURS NOW-
The “Rex V3” combat drone is the latest banger in Siden`s security and military line-up. Either in autonomous mode or best used with the “Firewall V2” for its operator.
*** NEW ***
The Arasaka “Firewall V2” full-dive-gear.
It features a 4 times (!!!) neural link redundancy and is produced to withstand a lvl 5 emp.
This piece of dive-tech is THE must have, for a serious security-company.
An autopistol designed to fire bursts of fully-automatic fire, assault pistols are notoriously inaccurate and suffer DM-2 to all attack rolls when using burst or full auto modes. Users are advised to carry as many extra magazines as they can as the assault pistol burns ammunition very quickly
Variants of this semi-automatic pistol are the standard sidearm for law enforcement officers and criminals across the charted space.
Body pistols are manufactured from plastics and cultured bone, making them very difficult to detect using conventional weapons scanners.
Essentially a sawed-off double-barrelled black powder shotgun, the coach pistol is deadly at close range but useless at any real distance. Both barrels can be discharged at once, in which case the damage is increased.
A large smoothbore revolver chambered for a nonstandard 13mm light shotgun cartridge, this weapon is often used to deal with vermin but has some combat applications.
This pistol is designed to be an efficient and silent weapon for use by those who do not wish to bring attention to themselves. It uses compressed air to launch a cluster of metal darts.
A conventional six-shooter handgun.
A more robust and solidly built version of the standard revolver, a heavy revolver fires a long (Magnum) 10mm or even 12mm cartridge.
These lightweight, low-recoil weapons fire rocketpropelled rounds and were designed for use aboard spacecraft and in zero gravity.
A Zip Gun is a one-shot weapon cobbled together from whatever materials are available. They are, by definition, unique. Zip guns suffer DM-1 to their attack rolls.
This is the all new “M/H Pulsar [DM] Rifle” The single most prominent feature is probably its versatility, when it comes to zero G combat. Its trademark M/H-flow-back system, allows it to reduce the recoil to zero while firing a variety of ammunitions. All of which are available in this shop.
Representing several variations on the theme of a rod penetrator launched with a sabot and featuring
increasingly long acronyms, APDS is an anti-armour round representative of various efforts to get through
armour. APDS ammunition provides a weapon with
an AP trait equal to triple the number of damage dice
it rolls but reduces damage by one point per damage
dice. If the weapon already has the AP trait, this is
added to the final AP score. Artillery weapons and
bombs may not use ADPS rounds.
A baton round is non-lethal, usually filled with rubber, plastic or some less solid material. It is far from
harmless but will deliver less lethal results, with half
(round up) of any hits applied as Stun damage. Any AP or Blast traits are negated by the use of a baton round.
Often used in training exercises and as a distraction in close assaults, concussion rounds are non-lethal shells
that burst with a loud noise and bright flash. They are
intended to stun opponents rather than kill them.
Incendiary rounds are designed to set fire to things,
causing flammable material nearby to catch fire. The round’s Blast trait will be equal to half the number of
damage dice of the weapon, rounded down.
A basic anti-armour round, solid shot is essentially a pointed projectile of dense or hard material. Solid shot
provides a weapon with an AP trait equal to half the number of damage dice it rolls, rounding up. If the weapon already has the AP trait, this is added to the final AP score.
Extended range rounds use more efficient propellant
or even a chemical boost to increase their velocity and
therefore effective range.
Also known as gyrojet weapons, accelerator rifles are designed for zero-gravity combat. They fire tiny missiles that leave the rifle with minimal velocity and thus minimal recoil, then accelerate to high speed. The TL11 version has greater range and is sometimes equipped with guided rounds capable of multiple burns and firing around corners.
The ultimate evolution of the conventional firearm, advanced combat rifles are the weapon of choice for many military units. Standard equipment includes an electronic battlefield sight, incorporating both light amplification and passive IR, visual magnification and a laser rangefinder which may also be used as a target painting device. The weapon is also gyroscopically stabilised during firing. A sling is provided and the muzzle of the rifle includes an integral flash suppressor and adaptor for launching a 40mm RAM shoot-through grenade.
This is a rifle whose projectile is propelled by compressed air, charged by pumping an internal reservoir to the required pressure. One shot can be fired before the reservoir needs recharging (a process that takes 10 Minor Actions). These are not toys – weapons of this type are designed to kill, although they are generally more useful for hunting or avoiding Law Level restrictions. Not considered firearms, they are often permitted at Law Level 6 or occasionally 7. At TL4, air rifles come with a detachable air cylinder to allow multiple shots (five but the rifle still needs to be reloaded after every shot). These can be refilled for free outside of combat by simply pumping air into them (this can be done manually but takes a few minutes).
Assault rifles fire lighter projectiles than rifles but are capable of a higher rate of fire and are more suitable to short-range encounters.
A heavy shotgun fed from a bulky drum magazine, the assault shotgun is capable of automatic fire. It uses the same ammunition as other shotguns and can lay waste to a wide area.
Assault rifles fire lighter projectiles than rifles but are capable of a higher rate of fire and are more suitable to short-range encounters.
A bolt-action rifle firing heavy ammunition, this weapon is sometimes named after local wildlife (such as elephant gun). Its recoil is massive but the stopping power is impressive.
This is a scaled-up version of the flechette pistol capable of full-automatic fire. A longer barrel, ‘assault’ foregrip and folding stock make it more of a combat weapon than an assassination tool and while it lacks stopping power, it sees use in some special operations units.
This short weapon uses gauss technology to accelerate many flechettes, creating a rapid-firing ‘shotgun’ effect. Its small size makes it convenient onboard ships and amongst vehicle crews, yet it retains a powerful short-ranged punch.
Utilising gauss technology, this sniper rifle is the ultimate in long-ranged surgical killing using projectiles. The scope includes light amplification and passive IR, visual magnification and a laser rangefinder which may also be used as a target painting device.
Using larger calibre rounds, the heavy advanced combat rifle is functionally similar to its smaller counterpart and hits harder but has a lower rate of fire and requires a strong user to handle the recoil. Standard equipment includes an electronic battlefield sight, incorporating both light amplification and passive IR, visual magnification and a laser rangefinder which may also be used as a target painting device. The weapon is gyroscopically stabilised during firing but still considered Bulky. A sling is provided and the muzzle of the rifle includes an integral flash suppressor and adaptor for launching a 40mm RAM shoot-through grenade
A long-range hunting rifle or light infantry weapon.
Popular more as a threat and it's (comparative) ease of concealment than as a serious combat weapon, a sawed-off shotgun has had its barrels greatly shortened and the stock removed. It has a very short range but the wide spread of shot doubles the attack roll bonus at short range (DM+2). A sawed-off shotgun is treated as a light assault weapon and prohibited at Law Level 4 and above, although conversion from a standard shotgun requires only a saw that will cut through metal.
This is a high-tech, high-calibre rifle designed for maximum accuracy and penetration. With its integrated silencer and magnification scope, long-distance targets can be killed quietly and efficiently.
This is a weapon intended for use underwater. Utilising compressed air, it fires a harpoon or spear, which may be attached to the spear gun by a strong line. A Significant Action is required to reload a spear gun after it has been fired.
A short weapon capable of automatic fire, it puts the power of an assault rifle into a small package. However, it lacks a rifle’s accuracy at range.
Aerosol grenades create a fine mist that diffuses any lasers fired into or through it but the mist does not block normal vision. Any laser attack tracing a line of sight into or through the mist has its damage reduced by -10. Laser communications are completely blocked by the mist. Aerosol clouds dissipate after 1Dx3 rounds, although heavy winds and rain can drastically reduce this time. Multiple uses will not increase this effect, only reset the time interval for dissipation.
This grenade creates a cloud of gas which, depending on composition, will either be incapacitating or deadly. Any living target within the cloud that does not have a respirator or sealed suit will be attacked as if by a poison with a Very Difficult (12+) END check, Damage 1D and Interval of 1 round. A non-lethal grenade will deal stun damage, while a lethal grenade cause injury and often death from lung and/or skin contact. Gas clouds dissipate after 1Dx3 rounds but heavy winds and rain can drastically reduce this time.
This grenade, also called an EMP grenade, unleashes a burst of electromagnetic radiation that does not harm living tissue but causes unshielded electronics to shut down for 1D minutes. Unshielded electronics of more than two Tech Levels lower than that of the grenade will be permanently fried, while all electronics of more than two Tech Levels higher will be completely immune.
Fragmentation grenades explode in a blast of shrapnel designed to kill or cripple anyone close by.
Incendiary grenades ignite their targets upon impact with a fuel mixture that continues to burn.
This grenade creates a cloud of gas that, if inhaled, will likely prove deadly. Any living target within the cloud that does not have a respirator or sealed suit will be attacked as if by a poison with a Very Difficult (12+) END check, Damage 1D INT and Interval of one round. Gas clouds dissipate after 1Dx3 rounds, although heavy winds and rain can drastically reduce this time. These grenades are banned, often even for military use, on any world of Law Level 1 or above.
A development of the frag grenade, the plasma grenade unleashes a microsecond burst of pure energy to vaporise its targets.
Smoke grenades create a thick cloud that disrupts vision. This imposes DM-2 to all attacks on targets within the cloud. IR vision completely bypasses this cloud of smoke. Smoke clouds dissipate after 1Dx3 rounds, although heavy winds and rain can drastically reduce this time.
Stun grenades release a powerful pulse of energy, usually in the form or light and/or sound that incapacitates targets rather than killing them.
This acts as a smoke grenade but throws out hot particles that block IR vision as well. This imposes DM-2 to all attacks on targets within the cloud. Smoke clouds dissipate after 1Dx3 rounds, although heavy winds and rain can drastically reduce this time.
This grenade creates a cloud of gas that, if inhaled, will likely render an enemy unconscious. Any living target within the cloud that does not have a respirator or sealed suit will be attacked as if by a poison with a Difficult (10+) END check, Damage unconscious and Interval of one round. Gas clouds dissipate after 1Dx3 rounds, although heavy winds and rain can drastically reduce this time.
This is a small pre-packed shaped charge for cutting or breaching. Charges are self-adhesive and can be set on a timer or command detonated. When a breaching charge explodes, it concentrates its force so while the blast radius is very small, the destructive effect is greatly enhanced.
When two chemical polymers are combined physically, normally through a timed mechanical or electronic device, they react explosively. There is a D3 round delay between the chemical chain forming and the charge exploding but the resulting chemical detonation is very powerful and concentrated.
This is a dense and expensive material formed into a cube and fitted with a chemi-pressure trigger. This creates a shaped explosion of fusion energy. This explosion is extremely powerful and does not pause for most physical matter, sublimating it into gas almost instantly.
A complex device about the size of a laptop computer, the neutrino detonator uses a complex process to create a powerful explosion that sends a wave of overlapping neutrinos through all matter surrounding it. This wave causes breaks in the bonds that hold matter together. It has little direct effect on inorganic substances, which just return to their former state instantly. Organic matter, however, suffers major cellular damage. This explosion ignores all inorganic substances (walls, doors, armour and so on), inflicting its damage only on organic materials within its Blast. Armour provides no protection against a neutrino detonator.
This generic, multi-purpose plastic explosive is a favourite of military units, terrorists, demolition teams and Travellers across Charted Space.
Hideously illegal on most worlds, the pocket nuke is actually the size of a briefcase and therefore too large to fit into a grenade launcher. Using multiple pocket nukes will not increase the Damage or Blast of the explosion.
An advanced gravity-polarised explosive, TDX explodes only along the horizontal axis.
The anti-materiel rifle is a single-shot super-heavy rifle firing long cartridges at high velocity. It is designed to destroy light vehicles and will make a real mess of armoured infantry. It comes equipped with a bipod and scope, and although it can be fired from the hip, this is an arduous task for most individuals.
The assault rocket launcher (ARL) fires 10mm solidfuel rocket slugs. Ammunition is held in detachable magazines inserted into the underside of the weapon behind the pistol grip. The standard ARL is not capable of automatic fire. A more expensive support version is otherwise quite similar and magazines are interchangeable between the two. A personal defence weapon (PDW) variant also exists, which has an extremely short barrel and no stock.
Firing a superheated chemical cell, the CPPG is an early plasma gun which uses a tubular magazine similar to that used by some shotguns. With integrated holographic sights (see page 175), the CPPG is an effective anti-material gun and sniping platform but it initially lacks range.
In one way the opposite of a flamethrower, the cryojet projects a stream of cryogenically chilled liquid which can do massive damage to living tissue. However, its primary use is to freeze the joints of sealed armour, temporarily incapacitating the target. If a target wearing any kind of sealed protective suit is struck by a cryojet, they must make an Average (8+) STR check or be held in place for 1D rounds.
This is a self-contained, disposable weapon launching an 80mm rocket-propelled directed plasma warhead. The plasma launcher is a deadly weapon able to destroy even high-technology armoured vehicles. It is a favoured import with mid-tech forces that need a deterrent against higher-tech foes.
Once the principles of machineguns were understood, militaries were quick to adopt them. Design flaws and tendencies to jam were soon overcome, leaving a weapon that ruled the battlefield utterly.
A relatively crude device, the flamethrower consists of a fuel tank, compressor and a nozzle that can project a torrent of fire for some distance. Changing magazines (fuel tanks) takes 2D rounds and if a person carrying a flamethrower is hit by any attack with an Effect of 4 or greater, the weapon will explode, destroying itself and immediately inflicting damage on the carrier as if they had been hit by it. Flamethrowers of TL8 or greater are not prone to explode in this fashion.
Grenade launchers are used to fire 40mm rifle grenades over long distances. The grenade launcher may use the heavy weapon variant ammunition found in the Specialised Ammunition chapter.
This is a heavy 20mm calibre rifle, fed by a five-round magazine. It is intended to be truly human-portable, delivering extremely hard-hitting power at squad-level but its low rate of fire and small magazine mean its user must be adequately supported in a fire fight. The light assault gun comes equipped with a bipod and may use the heavy weapon variant ammunition found in the Specialised Ammunition chapter.
An attempt to put a multiple barrel laser system into a small package, the light gatling laser is low-powered compared to similar support weaponry but is capable of delivering a hail of fire. This alone can defeat or at least scare off lower Tech Level enemies but it quickly runs out of steam against heavily armoured targets. However, there is little in its class that matches it for price versus performance. Firing chemical cartridges, the gatling laser uses disposable magazines which can be replaced in the same manner as slug thrower magazines.
A larger and less portable version of the autorifle, the machinegun may be relatively low tech but it is capable of sawing even armoured targets in half. The machinegun may use the rifle variant ammunition found in the Specialised Ammunition chapter.
A crude use of plasma technology, the plasma jet is also the ultimate expression of primitive flamethrowers. Powered by a micro-fusion generator carried in a backpack, this weapon unleashes a short-ranged, barely controlled torrent of plasma capable of annihilating anything close by.
Rocket Assisted Multi-Purpose grenade launchers have a long range and are capable of firing up to three grenades in a single attack. The RAM grenade launcher may use the heavy weapon variant ammunition found in the Specialised Ammunition chapter.
The poor man’s FGHP. Anyone standing behind a rocket launcher when it is fired will be caught in its back blast and suffer 3D damage from the burning gases. It takes three Minor Actions to reload a rocket launcher. The rocket launcher may use the heavy weapon variant ammunition found in the Specialised Ammunition chapter.
The Kang Tao multipurpose battle rifle type “Yokai”, is the answer to the CSM ground capabilities and is designed to give Shiguen ground forces the technical advantage in projectile based small arms weaponry. Though not available in the military variant “Yokai-M”, we could strike a deal with Kang Tao to release a civilian version, the “Yokai-C”.
We proudly announce, the first batch to ever release to the public will be availabel in three waves beginning april 1st this year.
Effectively a laser pistol mounted to the back of a shielded gauntlet, this weapon is powered by a backpack-carried energy source fed to it by a cable usually tethered around the arm. Although very similar to a laser pistol, the gauntlet allows the wielder to retain an open hand while still armed with a potent weapon.
The TL9 pistol is bulky but effective, with no recoil and a large magazine. At TL11, advances in battery technology and miniaturisation mean the pistol is no larger than a conventional firearm but must still be connected to a battery pack for sustained use.
A non-lethal weapon designed to inflict a massive shock to the target, incapacitating it.
A cartridge laser carbine dispenses the need for a power pack by using a magazine that provides the necessary energy to fire the weapon via chemical reaction. This greatly reduces the overall weight, albeit at the cost of fewer shots. However, the cartridge is no slower to replace than a slug magazine and is disposable, meaning no lengthy recharges are required.
A heavier, more powerful version of cartridge laser weapon, this rifle is capable of automatic fire.
An advanced flamethrower, the flame rifle packs everything a firestarter needs into one compact package.
A large and somewhat unwieldy weapon, the heavy laser rifle is intended for snipers who hunt heavily armoured targets but it is equally well-suited to targeting light vehicles. The power pack is integrated into the weapon itself, removing the need for a heavy backpack.
Laser carbines are shorter and lighter than laser rifles and have a correspondingly shorter range.
Laser rifles are highly accurate at long range and are powered by heavy backpacks.
A six-shot model designed to be used for mobile sniping. The power pack is integrated into the weapon itself, removing the need for a heavy backpack.
This weapon uses an industrial-grade beam splitter to create an automatic fire effect from a single powerful laser pulse. While reducing the energy of each individual shot, it allows a supporting role without massive amounts of energy, reducing the need for over-sized power packs.
A stun carbine is a larger, longer-range version of the hand-held stunner. Its major advantage over a standard hand-held stunner is its range. The detachable power pack is mounted in the weapon’s stock and is not interchangeable with power packs of smaller hand stunners.
A primitive short-barrelled smoothbore weapon, the black powder mortar is little more than a very short cannon placed upon a high-angle mount. They are sometimes called ‘grasshopper guns’ due to their tendency to jump about when firing.
A fairly practical weapon as these things go, this super heavy gun is designed for bombardment of static or slowmoving targets. It is normally fielded as a railway gun, aboard a maritime vessel or as a coastal defence weapon.
This is a short-barrelled petard weapon designed to deliver an extremely large explosive charge over a short distance. The demolition gun is normally mounted aboard engineering or assault support vehicles, to demolish fortifications and flatten obstructions.
A standard artillery piece on many worlds, this gun is usually mounted on a vehicle. Some versions can handle small nuclear warheads but this is not usual. This weapon is theoretically capable of firing over open sights but it is somewhat ineffective in this role.
A light portable support weapon capable of launching small explosive bombs.
A short-barrelled artillery piece crewed by up to six personnel and usually moved by animal power or towed by a vehicle, the light howitzer can deliver shells towards far off targets. It can also fire over open sights but there are far better weapons for this role.
A long-barrelled artillery piece, this gun has a higher muzzle velocity than the equivalent howitzer and can hit targets further away. It is also more capable in the direct fire role.
An advanced tube-based artillery piece using electromagnetic acceleration to hurl its payload, a mass driver will normally be mounted on a vehicle. It requires a crew of at least eight, including power technicians as well as gunners and is effective in the direct-fire role.
An updated version of the largest artillery piece ever built on old Terra, this 800mm siege gun must be moved in parts and assembled in its firing position, making it unwieldy and prone to counter-battery fire by lesser, but more practical, pieces. Its awesome warhead can be delivered to a target many kilometres away and a direct hit from its five ton shell would flatten a tank, or even a maritime vessel, with ease – before detonating. It is extremely slow to reload, requiring 1D hours between firing shells.
A heavy mortar mounted on a wheeled carriage rather than being carried by infantry, the support mortar flings a bomb in the 120mm range over a respectable distance.
A powerful laser weapon designed for emplaced or mobile aerospace defence, it consumes immense power but delivers impressive damage. It is intended primarily to engage missiles and small craft but can attack starships, aircraft and grav vehicles equally well.
Autocannons are rapid-fire belt-fed weapons, with shells ranging from 20–65mm, capable of providing tactical support against infantry, light vehicles and aircraft. Autocannons are generally used to protect bunkers or mounted on light armoured vehicles, aircraft or aboard maritime vessels. Autocannons may use the variant ammunition types found in the Specialised Ammunition chapter.
A rifled muzzle-loading cannon mounted on a horse-drawn carriage and requiring a crew of six or more, the field gun is more accurate at range than a smoothbore cannon. Field guns may use canister rounds but not other variants listed in the Specialised Ammunition chapter.
This weapon uses advanced electromagnetic (‘gauss’) propulsion to accelerate a metal dart to tremendous speed. The projectile is a lump of dense metal which damages the target using kinetic energy and the gauss cannon is capable of firing them rapidly. The gauss cannon may use the variant ammunition types found in the Specialised Ammunition chapter.
A single barrel laser main gun for a vehicle, the laser cannon is the first truly effective vehicle energy weapon.
A heavy plasma gun designed for mounting on vehicles, this weapon is generally fitted to advanced grav vehicles and some aircraft. However, it is intended more as a support weapon than main anti-vehicle armament.
This is a powerful vehicle-mounted cannon that uses electromagnetic propulsion to fling a solid projectile in a flat trajectory that damages the target using kinetic energy. Time of flight to the target is less than conventional guns, making compensation for movement easier.
Although relatively small calibre, this autocannon utilises rotating barrels, enabling it to sustain a hideous rate of fire. It is equally effective against infantry and light vehicles and, with armour-piercing ammunition, it can even be useful against tanks. A rotary autocannon may use the variant ammunition types found in the Specialised Ammunition chapter.
This weapon is constructed from six machinegun barrels which rotate through firing positions to maintain a very high rate of fire without adverse heating. The VRF machinegun may use the rifle variant ammunition types found in the Specialised Ammunition chapter.
A large axe with one or two blades and wielded in one or both hands, the battle axe is a basic weapon for lowtechnology infantry. In modern societies, such weapons are more likely to appear as utilitarian fire axes.
This is a light one-handed polymer blade that features a monofilament edge, a cutting edge just a few nanometres thick created by spinning a singlemolecule strand. A monoblade is as sharp as any physical object can be.
A small but high torque engine built into the hilt of this weapon drives a paired row of sawing teeth, creating the blade of the weapon. A truly vicious weapon, it is used by those who like to intimidate. The batterypowered chaindrive will operate for 30 minutes of combat or intimidation before requiring a recharge.
This is a highly advanced weapon that does not actually have a blade at all; arc-field weapons have dense, conductive fibres that are flooded with energy from a self-contained power pack when activated. The result is a plane of energy that can slice through nearly anything. Arc-field weapons cannot be parried by any weapon of a lower Tech Level. When available, these weapons are categorised and restricted as energy weapons (banned at Law Level 2).
A sword with a single-edged curved blade, this is the standard shipboard blade weapon, often kept near airlocks to repel boarders.
A polearm with a pointed tip, usually of metal, a spear can be made from something as basic as a sharpened stick with a fire-hardened end. More advanced versions are based on the same in principle but may have a more durable head, crosspieces to prevent an impaled animal advancing up the shaft and so forth.
Also called the invisiknife, this weapon is made from low-density plastic and very hard to detect using standard weapons scanners. Electronics (sensors) checks made to detect this weapon suffer DM-4. This check is subject to TL differential rules but more advanced versions of the stealth dagger are available up to TL12. Stealth daggers are usually banned at Law Level 1 and above.
A heavy glove with retractable claws, this item was developed to counter augmented Aslan dewclaws and to support lethal pit-fighting in seedier human and Vargr communities, although versions are available for nearly any species with hands. Most worlds ban such activities – and the gloves, which are considered personal concealable weapons.
A heavy glove with retractable claws, this item was developed to counter augmented Aslan dewclaws and to support lethal pit-fighting in seedier human and Vargr communities, although versions are available for nearly any species with hands. Most worlds ban such activities – and the gloves, which are considered personal concealable weapons.A heavy glove with retractable claws, this item was developed to counter augmented Aslan dewclaws and to support lethal pit-fighting in seedier human and Vargr communities, although versions are available for nearly any species with hands. Most worlds ban such activities – and the gloves, which are considered personal concealable weapons.
A stunfist is a high-technology knuckleduster containing a shock unit (along with insulation for the wearer) that incapacitates the victim rather than pummels them.
Used by shipboard security personnel and law enforcement special-response teams, the boarding shield is a large movable obstacle. It cannot be used to parry but instead provides the wielder with cover (Protection +8, see page 77 of the Traveller Core Rulebook for the effects of cover). Most boarding shields have a vision slit or firing port in the front surface. A boarding shield completely protects anyone hiding behind it and is large enough for two people to benefit from it simultaneously or to move it forward while remaining covered.
An expandable shield deploys from a bracer on the wearer’s forearm. Using morphable materials, it expands on voice or electronic command to become any size from a buckler to a boarding shield, providing Protection +8 as cover but it is lightweight enough to not be considered bulky in that role.
A round or rectangular shield of fireproof plastic, which may be clear or opaque, a riot shield is the modern version of a shield but is lighter and also grants Protection +1 against ranged attacks. It also makes the Traveller immune to the Fire trait from weapons that make attacks from the front.
A large shield is normally hung on a strap from the shoulder to help bear its weight and cannot be used as a weapon. So long as the wielder has STR 9+, the large shield increases their effective Melee skill by +2 when parrying and a wielder with no Melee skill counts as having Melee 1 when using a large shield to parry. However, if the wielder does not have the required STR, it simply counts as a shield.
A standard weapon carried in the bays or hanging from the hardpoints of many fighter aircraft, the antiair missile sees widespread use until direct energy weapons and advanced targeting systems arrive. The light anti-air missile is also found on ground vehicles to provide a cheap response to aerial threats. A longerrange version is designed to engage targets far beyond visual range and is mounted on dedicated interceptors.
Despite its compact size, this missile delivers a deadly punch. It is commonly seen on attack aircraft, although versions are also sometimes mounted as external auxiliary weapons on the turrets of lighter armoured vehicles to give them offensive capabilities against heavier enemies.
Unguided high explosive bombs are beautiful in simplicity but devastating in effect. Accurately dropped onto a target, they will blast apart anything short of a hardened fortification. Bombs may use the variant ammunition types found in the Specialised Ammunition chapter.
A large missile, this weapon is intended to rain death upon enemies at great distance. Typically fired in salvoes, it is the perfect weapon for attacking fortifications but has sufficient guidance systems to track moving vehicles. Bombardment missiles may use the variant ammunition types found in the Specialised Ammunition chapter.
This usually appears as a self-contained rack suitable for mounting on the back of a truck or similar vehicle. It contains 12 large rockets with high-explosive warheads. Rockets can be fired one at a time or rippled off in a rolling salvo. These rockets may use the variant ammunition types found in the Specialised Ammunition chapter.
The earthquake bomb is the ultimate example of taking a good idea to its logical conclusion – an airlaunched bomb that is as large as the aircraft of its Tech Level are capable of carrying. Normally, these are specially modified, although some societies may consider building aircraft dedicated to delivering these weapons. The immense damage caused by this bomb comes from the artificial earthquakes it generates after penetrating the ground and exploding. Earthquake bombs may use the variant ammunition types found in the Specialised Ammunition chapter.
This pod contains six large rockets with high-explosive warheads. The pod can be fitted to most vehicles and aircraft and is usually aimed by pointing the craft. Rockets can be fired one at a time or rippled off in a rolling salvo. Heavy rocket pods may use the variant ammunition types found in the Specialised Ammunition chapter.
A terrifying weapon to be on the receiving end of, and capable of flattening entire cities when used en masse, the plasma missile rack ripple-fires medium-sized missiles to devastating effect. The plasma warheads detonate with the power of a small sun, vaporising anything within their lethal zone.
This is a pod containing small rockets with high-explosive warheads. The pod can be fitted to most vehicles and aircraft and is usually aimed by pointing the craft. Rockets can be fired one at a time or rippled off in a rolling salvo. Rocket pods may use the variant ammunition types found in the Specialised Ammunition chapter.
A support weapon capable of firing battlefield tactical (tac) missiles, this launcher provides a cheap and easy way to arm a vehicle with missiles. Tac launchers can use a variety of missiles.
Effectively an underwater missile, torpedoes are large and unwieldy weapons when they first appear but can prove extremely threatening to even the largest ships. Development of torpedoes accelerates rapidly, spelling the demise of naval craft until defences improve to match them.
These are used for fire suppression, riot control and dispersal of chemicals. Any target struck by a water cannon must pass a Difficult (10+) STR check or be knocked prone and rendered helpless for one round. A water cannon’s magazine is dependent upon how much water it has access to. Every extra 0.25 tons dedicated to the water cannon increases its magazine size by 10.
This is a high priority notification code magenta.
As an Shiguen Federation asset, you are obliged
to acknowledge and react accordingly!