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RIFTS WEAPONS

Various Types of new Weapons below.

The Site Builder I'm using likes to scramble the letters some times so sorry if things seem unintelligible.

PULSE LASER WEAPONS


Wilk's 357 Laser Pulse Pistol

As rival weapon industries are putting out more powerful weaponry cutting into Wilk's sales in certain areas. Wilk's Laser Industries Inc. has put out a new and powerful long range pulse laser pistol capable in all combat conditions. The latest from the design wizards of Wilk's Laser Industries Inc. The 357 is a pulse laser pistol that has all the trademarks features of all of Wilk's high quality weapons: sleek, light weight, black plastic and ceramic construction, long distance firing range, and reliability in the field. It appears to resemble a slightly larger and beefier version of the Wilk's 320 laser pistol. It also has a new S.D.C. for times when you don't need the M.D.C. settings, for a more truly well rounded combat weapon. Along with a detachable telescoping stock for use as sub-machine gun style laser carbine for those who need a lightweight yet potent weapon who don't normally use pistols and the stock along with the pistol. The Wilk's 357 also comes with universal sight mounts for those who feel they need even greater accuracy.

Pistol M.D.C.: 8 M.D.C.
Weight: 2.4 lbs. (1.1 kg), Stock: 1.6 lbs. (.7 kg), Total weight: 4 lbs. in Laser Carbine mode or when left on but not extended. (1.8 kg)
Mega-Damage: Setting 1: 2D6+2 M.D. single shot. Setting 2: 1D4 X 10 M.D. for a triple pulse burst. S.D.C. Damage: Setting 3: 1D4 X 10 S.D.C. Ten S.D.C. shots Equal one M.D.C. shot.
Rate of Fire: Standard, see Modern Weapon Proficiency Section.
Effective Range: 1,200 feet. (365m)
Payload: 20 shot short E-Clip, 30 standard E-Clip, 40 shot long E-Clip; 12 shots Wilk's short pistol E-Clip, 24 shot Wilk's long pistol E-Clip. Plus the one inserted in the stock which can effectively double the pay load while in carbine mode. No E-Clip in the E-Clip port when using a Northern Gun Power Pack adapter in it (84 shots from a 3 lbs./1.4 kg power pack 60,000credits; 140 shots from a 12 lbs./ 5.4 kg power pack 70,000 credits.).
Special Bonus: +2 to strike on aimed single shot, +1 to strike on aimed multiple burst; +2 on Quick Draw in and +2 on Sharp Shooting all only in Pistol Mode. + 1 to strike on aimed shot only with optional stock in Carbine Mode.
Cost: 30,000 credits. Cost does not include NG Power Packs.
Note: Use of the optional stock requires a W.P. Energy Rifle for full benefits. The Wilk's can use Wilk's pistol or rifle E-Clips of either type in pistol grip or stock, and has an adapter for a Northern Gun power pack in either the pistol grip or stock E-Clip ports. The unextended Telescoping Stock, if the user chooses to leave it on, still can hold the extra E-Clip but then there is no Quick Draw bonus, but the W.P. Energy Pistol still applies not the W.P. Energy Rifle. And YES two NG Power Packs could be hooked up to it, but the power would be drained from the Pistol grip E-Clip port first before the one in the stock would.


Wilk's 454 Commando Laser Pulse Rifle

As rival weapon industries are putting out more powerful weaponry cutting into Wilk's sales in certain areas. Wilk's Laser Industries Inc. has put out a new and more versatile pulse laser rifle capable in all combat conditions. The latest from the design wizards of Wilk's Laser Industries Inc. The 454 Commando is a pulse laser rifle that has all the trademarks features of all of Wilk's high quality weapons: sleek, light weight, black plastic and ceramic construction, long distance firing range, and reliability in the field in a Bullpup configuration. With an E-Clip going in to the pistol grip and one in to the telescoping stock effectively Doubling its payload with out Wilk's having to develop a Canister Type E-Clip, yet. It also has a new S.D.C. for times when you don't need the M.D.C. settings, for a more truly well rounded combat weapon. Along with a detachable telescoping stock for use as sub-machine gun style laser carbine for those who need a light weight yet potent weapon in tight Tactical situations. The Wilk's 454 Commando also comes with universal sight mounts for those who feel they need even greater accuracy and an universal under barrel weapons mount for other weapons like grenade launchers or other sighting systems. Originally the Wilk's 454 Commando was to be named the Wilk's 454 Combo for its combinations of capabilities, but the Marketing Department changed it to the more marketable name of Commando.

RIFLE M.D.C.: 15 M.D.C.
Weight: 5 lbs. (2.25 kg), Stock: 2 lbs. (.9 kg), Total weight: 7 lbs. (3.175 kg) in Laser Carbine mode or when left on but not extended.
Mega-Damage: Setting 1: 3D6+2 M.D. single shot. Setting 2: 1D6 X 10 M.D. for a triple pulse burst. S.D.C. Damage: Setting 3: 1D6 X 10 S.D.C. Ten S.D.C. shots Equal one M.D.C. shot.
Rate of Fire: Standard, see Modern Weapon Proficiency Section.
Effective Range: 2,000 feet. (610m)
Payload: 20 shot short E-Clip, 30 standard E-Clip, 40 shot long E-Clip; any combo of 2 types of E-Clips can be used.
No E-Clip in the E-Clip port when using a Northern Gun Power Pack adapter in it (140 shots from a 12 lbs./ 5.4 kg power pack 70,000 credits. 280 for 2 NG Power Packs if used.).
Special Bonus: + 1 to strike on aimed shot only with optional stock and in Carbine Mode.
Cost: 50,000 credits. Cost does not include NG Power Packs.
Note: The Wilk's can use Rifle E-Clips of either type in pistol grip or stock, and has an adapter for a Northern Gun power pack in either the pistol grip or stock E-Clip ports. The unextended Telescoping Stock still can hold an extra E-Clip in it; with out hampering the Energy Rifle, it was intentionally designed that way. And YES two NG Power Packs could be hooked up to it, but the power would be drained from the Pistol grip E-Clip port first before the one in the stock would. With Wilk's advanced laser technology they were able to get more out of the SDC setting in fire power and power efficiency.


Kittani K-4 Kommando

Seeing that the Humans beat them to the punch again as with a new weapon innovation the Kittani quickly followed suit with the K-4 Kommando. Making yet another Wilk's knock off. The K-4 Kommando is a pulse laser rifle that has all the trademarks features of all of their knock offs of Wilk's high quality weapons: sleek, light weight, black plastic and ceramic construction, long distance firing range, and reliability in the field in a Bullpup configuration. With an E-Clip going in to the pistol grip and one in to the telescoping stock effectively Doubling its payload with out Kittani having to develop a Canister Type E-Clip, yet. It also has a new S.D.C. for times when you don't need the M.D.C. settings, for a more truly well rounded combat weapon. Along with a detachable telescoping stock for use as sub-machine gun style laser carbine for those who need a light weight yet potent weapon in tight Tactical situations. The K-4 Kommando also comes with universal sight mounts for those who feel they need even greater accuracy and an universal under barrel weapons mount for other weapons like grenade launchers or other sighting systems. Originally the K-4 Kommando was to be named the K-4 Kombo for its combinations of capabilities, but the Splugorth Marketing Department changed it to the more marketable name of Kommando likes its Wilk's counter parts.

RIFLE M.D.C.: 20 M.D.C.
Weight: 3 lbs. (1.36kg), Stock: 1 lbs. (.45 kg), Total weight: 4 lbs. (1.81 kg) in Laser Carbine mode or when left on but not extended.
Mega-Damage: Setting 1: 3D6+6 M.D. single shot. Setting 2: 1D6 X 10+6 M.D. for a triple pulse burst. S.D.C. Damage: Setting 3: 1D6 X 10+6 S.D.C. Ten S.D.C. shots Equal one M.D.C. shot.
Rate of Fire: Standard, see Modern Weapon Proficiency Section.
Effective Range: 3,000 feet. (914.4 m)
Payload: 20 shot short E-Clip, 30 standard E-Clip, 2 types of E-Clips can be used.
No E-Clip in the E-Clip port when using a Northern Gun Power Pack adapter in it (140 shots from a 12 lbs./ 5.4 kg power pack 70,000 credits. 280 for 2 NG Power Packs if used.).
Special Bonus: + 1 to strike on aimed shot only with optional stock and in Carbine Mode.
Cost: 80,000 credits. Cost does not include NG Power Packs.
Note: The K-4 Commando can use Rifle E-Clips of either type in pistol grip or stock, and has an adapter for a Northern Gun power pack in either the pistol grip or stock E-Clip ports. The unextended Telescoping Stock still can hold an extra E-Clip in it; with out hampering the Energy Rifle, it was intentionally designed that way. And YES two NG Power Packs could be hooked up to it, but the power would be drained from the Pistol grip E-Clip port first before the one in the stock would. With Kittani replicated Wilk's advanced laser technology they were able to get more out of the SDC setting in fire power and power efficiency. The Kitanni made the E-Clip ports adaptable for a variety E-Clips and power supplies so the NG-Power pack is also adaptable to it, some thing that the Splugorth find that greatly helps the sale of the K-4 Commando.



PARTICAL BEAMS



NG-45/45 DLP Double Long Pistol

Northern Gun(TM)test marketed a Double Barrel version of their big NG-45LG making it in to another of their over and under models. New modern materials were used to keep the weight down. And the field testing of this pistol got good remarks and it soon may enter full production, it seems to be VERY popular among Pilots of smaller Power Armors and Borgs also enhanced humans and other strong beings. Due to its weight any one of under a normal PS of 15 is at -2 to hit with one hand.

Pistol M.D.C.: 16 M.D.C.
Weight: 8 lbs. (3.36 kg)
Mega-Damage: Setting 1: 5D6M.D. single shot. Setting 2: 1D6 X 10 M.D double shot.
Effective Range: 1,200 feet. (366m)
Payload: 8 shots Northern Gun short pistol E-Clip, 16 shot Northern Gun long pistol E-Clip. 56 shots from a Northern Gun Power Pack (3 lbs./1.4 kg power pack 60,000credits).
Also has a power cord for attachment to an out side power supply, this has even made it
Cost: 30,000 credits. Cost does not include NG Power Packs.



GRENADE LAUNCHERS


4M-AGL1 Auto Grenade Launcher
Seeing a potentional market for a new form of hand held Auto Grenade Launcher they used plands from an ancient M-174 E3 AGL they found and brought it up to modern standards with MDC matierals and made it to use the ever popular Wellington Industries(TM) grenades for thier heavier punch than other grenades. Surpisingly light for its size and purpose thanks to the newer lighter yet stronger mordern alloys, some people use it mounted under a laser rifle for extra fire powers. This weapon also uses advanced fire compesation control so can be fired on full auto with out any negatives to hit. -1 to hit if PS is under 12, none of the internal Bipod or Tripod is used.

Weapon MDC: 30 MDC

Primary Purpose: Assault

Secondary Purpose: Defense

Weight: Gun: 16 lbs (7.25kg).

Mega-Damage:
Standard Wellington Idustustry Grenades:
Fragmentation Grenade 4D6 M.D.C. to a blast area of 12 feet (3.6m).
Armor Piercing Grenade 1D4X10 M.D.C. to a blast area of 3 feet (.9m).
A burst of 3 Fragmentation grenades 1D6x10 M.D. with a blast area of 12 feet (3.6m).
A burst of 3 Armor Piercing 2D6x10 M.D. with a blast area of 3 feet (.9m).
A burst of 10 Fragmentation grenades 2D6x10 M.D. with a blast area of 40 feet (12m).
A burst of 10 Armor Piercing grenades 3D6x10 M.D. with a 8 feet (2.4m) blast radius.

K-HEX or Northern Gun NG-6 M.D. Plastique enhanced grendades:
Fragmentation Grenade 1D4X10 M.D.C. to a blast area of 12 feet (3.6 m).
Armor Piercing Grenade 1D6X10 M.D.C. to a blast area of 3 feet (.9 m).
A burst of 3 Fragmentation grenades 2D6x10 M.D. with a blast area of 12 feet (3.6m).
A burst of 3 Armor Piercing grenades 3D6x10 M.D. with a blast area of 12 feet (3.6m).
A burst of 10 Fragmentation grenades 3D6x10 M.D. with a blast area of 40 feet (12m).
A burst of 10 Armor Piercing grenades 4D6x10 M.D. with a 8 feet (2.4m) blast radius.

NOTE: Other types of WI genades can be launched as well.

Rate of Fire: Equal to the number of combined hand to hand attacks of the pilot. Single shot, Three round Burst and the Auto Grenade Launcher can do 10 round busts, each burst counts as one action.

Maximum Effective Range: Grenade Launcher 1200 feet (366 m). 2000 feet for NGR style rocket assist rounds. (Rifter 4) Now available in large numbers now.

Payload: 12 round magazine, 24 round Magazine. Or a 36, 40 or 60 round drum magazine on the GL or a 200 round belt if the built in light Bi/Tripod is used. 300 Credits for Fragmentation. 500 credits for Armor Piercing. 600 credits for K-Hex or NG-6 M.D. Plastique Fragmentaion. 800 credits for K-Hex or NG-6 M.D. Plastique Armor Piercing. Add 500 credits per grenades for rocket assist grenades.

Cost: 60000 Credits. Plus cost of grenades. Each grenade weighs .1 lbs. or .045kg. 300 Credits for Fragmentation. 500 credits for Armor Piercing. 400 Credits for NG-6 M.D. Plastique Fragmentaion, 600 credits for K-Hex Fragmentaion. 600 Credits for NG-6 M.D. Plastique Armor Piercing. 1000 credits for K-Hex Armor Piercing. Add 500 credits per grenades for rocket assist grenades.


Note: The 4M-AGL has universal mounting brackets to be placed under over or to the side of another weapon as the feed system can be moved to any position to acomplish this. The 4M-AGL1 also has a built in Bipod and Light Tripod for steadying on full auto fire with the 200 round belt if needed. Cannot use the 200 round belt ammo unless used with Bipod/Tripod due to bulk of ammo.


4M-AGL1B Auto Grenade Launcher
Seeing a potentional market for a new form of hand held Auto Grenade Launcher they used plands from an ancient M-174 E3 AGL they found and brought it up to modern standards with MDC matierals and made it to use the ever popular Wellington Industries(TM) grenades for thier heavier punch than other grenades. Surpisingly light for its size and purpose thanks to the newer lighter yet stronger mordern alloys, some people use it mounted under a laser rifle for extra fire powers. This weapon also uses advanced fire compesation control so can be fired on full auto with out any negatives to hit. This is the weapon mounted under main weapons of the SAMAS PA-4 Mark 02 varients only it is slightly more beefed up version of the 4M-AGL1 for the heavier combat it is expected to see from the 4M-AGL1B. -1 to hit if PS is under 20, none of the internal Bipod or Tripod is used.

Weapon MDC: 50 MDC

Primary Purpose: Assault

Secondary Purpose: Defense

Weight: Gun: 25 lbs (11.4kg).

Mega-Damage:
Standard Wellington Idustustry Grenades:
Fragmentation Grenade 4D6 M.D.C. to a blast area of 12 feet (3.6m).
Armor Piercing Grenade 1D4X10 M.D.C. to a blast area of 3 feet (.9m).
A burst of 3 Fragmentation grenades 1D6x10 M.D. with a blast area of 12 feet (3.6m).
A burst of 3 Armor Piercing 2D6x10 M.D. with a blast area of 3 feet (.9m).
A burst of 10 Fragmentation grenades 2D6x10 M.D. with a blast area of 40 feet (12m).
A burst of 10 Armor Piercing grenades 3D6x10 M.D. with a 8 feet (2.4m) blast radius.

K-HEX or Northern Gun NG-6 M.D. Plastique enhanced grendades:
Fragmentation Grenade 1D4X10 M.D.C. to a blast area of 12 feet (3.6 m).
Armor Piercing Grenade 1D6X10 M.D.C. to a blast area of 3 feet (.9 m).
A burst of 3 Fragmentation grenades 2D6x10 M.D. with a blast area of 12 feet (3.6m).
A burst of 3 Armor Piercing grenades 3D6x10 M.D. with a blast area of 12 feet (3.6m).
A burst of 10 Fragmentation grenades 3D6x10 M.D. with a blast area of 40 feet (12m).
A burst of 10 Armor Piercing grenades 4D6x10 M.D. with a 8 feet (2.4m) blast radius.

NOTE: Other types of WI genades can be launched as well.

Rate of Fire: Equal to the number of combined hand to hand attacks of the pilot. Single shot, Three round Burst and the Auto Grenade Launcher can do 10 round busts, each burst counts as one action.

Maximum Effective Range: Grenade Launcher 1200 feet (366 m). 2000 feet for NGR style rocket assist rounds. (Rifter 4) Now available in large numbers now.

Payload: 12 round magazine, 24 round Magazine. Or a 36, 40 or 60 round drum magazine on the GL or a 200 round belt if the built in light Bi/Tripod is used. A 200 round ammo Drum on the back of a PA, Borg, or Bot for a larger payload in the field also now.

Cost: 80000 Credits. Plus cost of grenades. Each grenade weighs .1 lbs. or .045kg. 300 Credits for Fragmentation. 500 credits for Armor Piercing. 400 Credits for NG-6 M.D. Plastique Fragmentaion, 600 credits for K-Hex Fragmentaion. 600 Credits for NG-6 M.D. Plastique Armor Piercing. 1000 credits for K-Hex Armor Piercing. Add 500 credits per grenades for rocket assist grenades.


Note: The 4M-AGL has universal mounting brackets to be placed under over or to the side of another weapon as the feed system can be moved to any position to acomplish this. The 4M-AGL1 also has a built in Bipod and Light Tripod for steadying on full auto fire with the 200 round belt if needed. Cannot use the 200 round belt ammo unless used with Bipod/Tripod due to bulk of ammo.


4M-AGL-2 Auto Rifle Grenade Launcher
This Rifle mounted Auto Grenade Launcher was designed to give the common grunt more fire power and flexibility in the field. Its burst capabilties give the common grunt infantry the ability to do several or one massive attack before the AGL needs reloading. This weapon was designed to go with universal mounts to fit any weapon in any position on it for even greater mounting flexability. It also comes with an internal sliding stock so the 4M-AGL2 its self can be used as a single stand alone weapon unmounted on a rifle. This weapon also uses advanced fire compesation control so can be fired on full auto with out any negatives to hit.

Weapon MDC: 15 MDC

Primary Purpose: Assault

Secondary Purpose: Defense

Weight: Gun: 7 lbs (3.2kg).

Mega-Damage:
Standard Wellington Idustustry Grenades:
Fragmentation Grenade 4D6 M.D.C. to a blast area of 12 feet (3.6m).
Armor Piercing Grenade 1D4X10 M.D.C. to a blast area of 3 feet (.9m).
A burst of 3 Fragmentation grenades 1D6x10 M.D. with a blast area of 12 feet (3.6m).
A burst of 3 Armor Piercing 2D6x10 M.D. with a blast area of 3 feet (.9m).
A burst of 10 Fragmentation grenades 2D6x10 M.D. with a blast area of 40 feet (12m).
A burst of 10 Armor Piercing grenades 3D6x10 M.D. with a 8 feet (2.4m) blast radius.

K-HEX or Northern Gun NG-6 M.D. Plastique enhanced grendades:
Fragmentation Grenade 1D4X10 M.D.C. to a blast area of 12 feet (3.6 m).
Armor Piercing Grenade 1D6X10 M.D.C. to a blast area of 3 feet (.9 m).
A burst of 3 Fragmentation grenades 2D6x10 M.D. with a blast area of 12 feet (3.6m).
A burst of 3 Armor Piercing grenades 3D6x10 M.D. with a blast area of 12 feet (3.6m).
A burst of 10 Fragmentation grenades 3D6x10 M.D. with a blast area of 40 feet (12m).
A burst of 10 Armor Piercing grenades 4D6x10 M.D. with a 8 feet (2.4m) blast radius.

NOTE: Other types of WI genades can be launched as well.

Rate of Fire: Equal to the number of combined hand to hand attacks of the pilot. Single shot, Three round Burst and the Auto Grenade Launcher can do 10 round busts, each burst counts as one action.

Maximum Effective Range: Grenade Launcher 1200 feet (366 m). 2000 feet for NGR style rocket assist rounds. (Rifter 4) Now available in large numbers now.

Payload: 4 rounds, one in chamber 3 in internal magazine. 12 Round Drum, plus one in chamber, then there are still 3 in the internal Magazine that can only be used when the drum is removed. Yes larger drums can fit it from the other 4M AGLs but this weapon is intended for use to be mounted on other weapons.

Cost: 30000 Credits. Plus cost of grenades. Each grenade weighs .1 lbs. or .045kg. 300 Credits for Fragmentation. 500 credits for Armor Piercing. 400 Credits for NG-6 M.D. Plastique Fragmentaion, 600 credits for K-Hex Fragmentaion. 600 Credits for NG-6 M.D. Plastique Armor Piercing. 1000 credits for K-Hex Armor Piercing. Add 500 credits per grenades for rocket assist grenades.


4M-AGL-3 Auto Grenade Launcher
This is a direct knock off off the Wellington Industries(TM) WI-20/21 AGL only it was given a 3 round rapid fire burst option, and it has the built in bipod/tripod so it can be used as a squad based heavy weapon. This is the weapon is also popular for mounting on various vehicles and Bots, Borgs, and PAs. -1 to hit if PS is under 22, none of the internal Bipod or Tripod is used.

Weapon MDC: 50 MDC

Primary Purpose: Assault

Secondary Purpose: Defense

Weight: Gun: 130 lbs (58kg). 150 lbs (68kg) with a fully loaded 200 round belt or drum.

Mega-Damage:
Standard Wellington Idustustry Grenades:
Fragmentation Grenade 4D6 M.D.C. to a blast area of 12 feet (3.6m).
Armor Piercing Grenade 1D4X10 M.D.C. to a blast area of 3 feet (.9m).
A burst of 3 Fragmentation grenades 1D6x10 M.D. with a blast area of 12 feet (3.6m).
A burst of 3 Armor Piercing 2D6x10 M.D. with a blast area of 3 feet (.9m).
A burst of 10 Fragmentation grenades 2D6x10 M.D. with a blast area of 40 feet (12m).
A burst of 10 Armor Piercing grenades 3D6x10 M.D. with a 8 feet (2.4m) blast radius.

K-HEX or Northern Gun NG-6 M.D. Plastique enhanced grendades:
Fragmentation Grenade 1D4X10 M.D.C. to a blast area of 12 feet (3.6 m).
Armor Piercing Grenade 1D6X10 M.D.C. to a blast area of 3 feet (.9 m).
A burst of 3 Fragmentation grenades 2D6x10 M.D. with a blast area of 12 feet (3.6m).
A burst of 3 Armor Piercing grenades 3D6x10 M.D. with a blast area of 12 feet (3.6m).
A burst of 10 Fragmentation grenades 3D6x10 M.D. with a blast area of 40 feet (12m).
A burst of 10 Armor Piercing grenades 4D6x10 M.D. with a 8 feet (2.4m) blast radius.

NOTE: Other types of WI genades can be launched as well.

Rate of Fire: Equal to the number of combined hand to hand attacks of the pilot. Single shot, Three round Burst and the Auto Grenade Launcher can do 10 round busts, each burst counts as one action.

Maximum Effective Range: Grenade Launcher 3000 feet (366 m). 5000 feet for NGR style rocket assist rounds making it matching the ranges of contemporary rail guns. (Rifter 4) Now available in large numbers now.

Payload: 40 or 60 round drum magazine on the AGL or a 200 round belt if the built in light Bi/Tripod is used. A 200 round ammo Drum on the back of a PA, Borg, or Bot for a larger payload in the field also now.

Cost: 60000 Credits. Plus cost of grenades. Each grenade weighs .1 lbs. or .045kg. 300 Credits for Fragmentation. 500 credits for Armor Piercing. 400 Credits for NG-6 M.D. Plastique Fragmentaion, 600 credits for K-Hex Fragmentaion. 600 Credits for NG-6 M.D. Plastique Armor Piercing. 1000 credits for K-Hex Armor Piercing. Add 500 credits per grenades for rocket assist grenades.

Note: The 4M-AGL has universal mounting brackets to be placed under over or to the side of another weapon as the feed system can be moved to any position to acomplish this. The 4M-AGL1 also has a built in Bipod and Light Tripod for steadying on full auto fire with the 200 round belt if needed. Cannot use the 200 round belt ammo unless used with Bipod/Tripod due to bulk of ammo.



RAIL GUNS



4M RG-1: Electro-Magnetic Rail Gun

This item is a reversed-engineered Shemarrian Rail Gun with Modern lines so it doesn't look so alien and an up rated sight system. Has it's own Fusion Chamber (built in power supply). Shemarrian Ammo Clips and Ammo Packs are compatible. Requires a PS of 24 or greater or it is a -2 to strike. This weapon design has been licensed to TRIAX to produce as an exchange of technologies and for exchanges in future agreements.

4M RG-1 M.D.C.: 100 M.D.C.
Weight: Gun: 128 lbs. (57.6 kg), Belts: (250) 35 lbs. and (220) 30 lbs. (13.6 kg), 15 round Clip: 2.2 lbs. (1 kg), 12 round Clip: 2 lbs. (.91kg).
Primary Purpose: Assault.
Mega-Damage: 2D6X10 M.D. per round, Hardened Ammo adds 1D6X10 MDC for a total of 3D6X10 MDC Critical on an 18-20. Armor Piercing Rocket Assisted Projectile (A.P.R.A.P.) Delta Dart damage is 4D6X10 MDC and penetrating armor critical on a 16-20. (A.P.R.A.P. Delta Dart range is a base of 12,000 feet (3,657.6 m))
4D6X10 H.P. (2D4M.D.) Wood and 3D6X10 H.P. (1D6X10M.D.) Silver Rounds to Vampires.
Rate of Fire: Aimed or wild, bursts are no possible. Number of shots is Equal to the H.T.H. attacks of the operator.
Effective Range; 6,000 feet (1,828.8 m), 12,000feet (3,657.6 m) for the A.P.R.A.P. Delta Dart, 2,000 feet (610 m) for silver and wood rounds.
Payload; 15 shot Clip, 12 shot Clip, 220 rounds or 250 rounds per belt fed backpack.
Special Bonus: Built in Multi-optic (Polarized, I.R., U.V., Thermo-Imaging, Passive Night Vision, Variable 1X20 Power Telescopic all range 2 miles/3.2km) computer guided targeting sight and laser targeting for plus +2 to strike in addition to any other bonuses.
Cost: 2,000,000 credits.


4M EGRG-1: Electro-Magnetic-Gravitc Rail Gun

This item is a reversed-engineered Shemarrian Rail Gun with Modern lines so it doesn't look so alien and an up rated sight system. Has it's own Fusion Chamber (built in power supply). And has Gravitic Module built in to it. Shemarrian Ammo Clips and Ammo Packs are compatible. Requires a PS of 24 or greater or it is a -2 to strike. This weapon design has been licensed to TRIAX to produce as an exchange of technologies and for exchanges in future agreements.

4M RG-1 M.D.C.: 125 M.D.C.
Weight: Gun: 160 lbs. (73.7 kg), Belts: (250) 35 lbs. and (220) 30 lbs. (13.6 kg), 15 round Clip: 2.2 lbs. (1 kg), 12 round Clip: 2 lbs. (.91kg).
Primary Purpose: Assault.
Mega-Damage: 2D6X10 M.D. per round, Hardened Ammo adds 1D6X10 MDC for a total of 3D6X10 MDC critical on an 18-20. Armor Piercing Rocket Assisted Projectile (A.P.R.A.P.) Delta Dart damage is 4D6X10 MDC and penetrating armor critical on a 16-20. (A.P.R.A.P. Delta Dart range is a base of 12,000 feet (3,657.6 m))

The Gravitc Assister adds another 1D6X10 MD and doubles the range to 12,000 feet (3,657.6 m) so with standard ammo 3D6X10 MDC and for Hardened ammo 4D6X10 MDC. For A.P.R.A.P. Delta Dart damage is 5D6X10 MDC and penetrating armor critical on a 16-20 with range of 24,000 feet (7,315.2 m).
The Gravitic Assister has its own power supply.

Rate of Fire: Aimed or wild, bursts are no possible. Number of shots is Equal to the H.T.H. attacks of the operator.

Effective Range; 6,000 feet (1,828.8 m) for plain Electro-Magnetic Rail Gun or only as a Gravitc rail gun.
12,000 feet (3,657.6m) with Electro-Magnetic-Gravitc Rail Gun together with the Gravitic Assister and the Delta Fart A.P.R.A.P is 12,000 feet (3,657.6 m) alone.
24,000 feet (7,315.2 m) A.P.R.A.P. Delta Dart with Gravitic Assist.
2,000 feet (610 m) for silver and wood rounds.

Payload; 15 shot Clip, 12 shot Clip, 220 rounds or 250 rounds per belt fed backpack.
Special Bonus: Built in Multi-optic (Polarized, I.R., U.V., Thermo-Imaging, Passive Night Vision, Variable 1X20 Power Telescopic all range 2 miles/3.2km) computer guided targeting sight and laser targeting for plus +2 to strike in addition to any other bonuses.
Cost: 3,000,000 credits.



GBX-1 4M EGGRG-1: Electro-Magnetic-Gravitic Assist-Graviton Rail Gun Cannon.

Main Weapon of a new type of Glitter Boy that looks very much like a Beefed up version of the Mark V Glitter Boy produced on Freedom Station by the KLS Corp. This weapon can be mounted on any existing Glitter Boy that has can Field a BOOM Gun. It has the same sonic "Boom" problems as the earlier models in an atmosphere. So other types of Glitter Boys with out Contra-Grav, Null Gravitc Stabilization with Synchronized back up Jet assist with Pylons or other forms of Counter Balancing Systems the Glitter Boy suffers the same penalties as if fired with no Stabilization System Engaged while firing Projectiles in any form with the Electro-Magnetic system. However when fired as a Gravity Rail Gun or in Graviton Pulse/Blast mode it does not need a Stabilization System Engaged.

GBX-1 4M EGGRG-1 M.D.C.: 300 M.D.C.
Weight: Gun: 1000 lbs. (454.5 kg), 10 round Clip: 15 lbs. (6.8 kg)
Mega-Damage: 3D6X10 M.D. per round, Hardened Ammo adds 1D6X10 MDC for a total of 4D6X10 MDC critical on an 18-20. Armor Piercing Rocket Assisted Projectile (A.P.R.A.P.) Delta Dart damage is 6D6X10 MDC and penetrating armor critical on a 16-20. (A.P.R.A.P. Delta Dart range is a base of 22,000 feet)

The Gravitc Assister adds another 2D6X10 MD and doubles the range to 22,000 feet (6,705.6 m) so with standard ammo 5D6X10 MDC and for Hardened ammo 6D6X10 MDC. For A.P.R.A.P. Delta Dart damage is 8D6X10 MDC or 1D4X100+80 MDC and penetrating armor critical on a 16-20 with range of 44,000 feet (13,411.2 m).

As a Gravity Rail Gun the Gravitic Assister does 2D6X10 MDC alone with Standard ammo, and 3D6X10 MDC with hardened Ammo, with the standard range of 11,000 feet (3,352.8 m). And with A.P.R.A.P. Delta Dart damage is 5D6X10 MDC and penetrating armor critical on a 16-20 with range of 22,000 feet (6,705.6 m). So it can act as a light gravity rail gun also if need be the, Gravitc Asisiter has it own power supply.

The Graviton Pulse does 4D6X10 MDC/hits by its self and damages all energy or incorporeal beings range 36,000 feet (10,972.8 m), The Graviton unit also has its own power supply. Full Damage to Phased and Super Natural Beings.

The Graviton Blast is 1D6X100 MDC/hits once per Melee then lower settings are used range 48,000feet (14,630.4 m) in an atmosphere. Then lower setting are used. Full Damage to Phased and Super Natural Beings.


The Graviton pulse/blast can be added to the normal projectiles and infuse them with Graviton Particles making them do damage to phased type and energy beings too and super natural beings...all damage is cumulative.

The Graviton Pulse with Gravitc Assist when shooting flechette ammo or A.P.R.A.P. Delta Dart does 1D6X100 MDC for all types of ammo. Full Damage to phased type and energy beings and super natural beings. For silver ammo it is 1D6X100 Hits for vampires and other beings effected buy silver, same range but only 1D4X100+80 MDC for other beings.

The Graviton Blast with Gravitc Assist when shooting flechette ammo or A.P.R.A.P. Delta Dart does 2D6X100 MDC for all types of ammo once per melee. Full Damage to phased type and energy beings and super natural beings. For silver ammo it is 2D6 X100 Hits for vampires and other beings effected buy silver, same range but only 1D6X100 MDC for other beings.

The Graviton unit also has its own power supply.

All Graviton attacks cause Warp Fields and Rifts to collapse when a shield is penetrated. They also can be set to punch a hole in a Force Field for 4D6 melees 4D6 feet in size, if the field saves at 16 or higher it takes damage as it would if hit by the Gravitic Pulse/Blast depending on the setting that hit the field.

Graviton Emitter Pulse/Blast Sealing Setting
When sealing Rifts the Rifts save at 10 for a small Rift Random, 12 for a slightly larger one, 14 for a normal one, 16 for a large one and 18 for the largest kind.
The Process takes one melee round for small rifts. Two (2) melee rounds for a normal one. Four (4) melee rounds for larger ones. For the Largest Rift it is Four Melees plus 1D4 Melees.
When the Rift makes a save from the Graviton Emitting Sealing Setting and the GESS is still being applied to the Rift, the Rift saves at -2 per melee the GESS is continuously applied to the Rift till it fails.
When sealing Large and Largest Rifts the Rift will spend one Melee Round going to the next lowest size and when reaching small size it will totally dissipate.
When one or more GESS systems are applied to a Rift on the same setting the Rift saves at -2 per GESS unit being applied. And the dissipation rate is also increased by a factor of per unit. (IE Four GESS units are applied to a large Rift would make it save at -6 and if failed save would dissipate in one melee. If saved it would save at -8 on the next turn. Five or more units working on the Largest Rift only lowers the Rift's save by -2 times the number of units and it would still take 1D6 Melees to seal the Rift.)

Graviton Pulse/Blast Expulsion Setting
This setting can be used to send a summoned or powerful being back to its plane of origin by attacking the very anchor points that is holding it in the current dimension. This only works on beings that are summoned or need to arrive in another dimension with the assistance of some form of mystical or technological means. Also those beings that can be banished through normal means that arrived by them selves through natural rifts.
When on this setting the charged Gravitons infuse the Target with the same stabilizing effects as the same as the Rift Sealing setting. Damage is done normally but when the Damage exceeds that of the Target, the Target simply is sent back to its primary plane of existence.
This only works with the Graviton Pulse/Blast setting or the Graviton Pulse/Blast with Gravitic Assist setting. It does not work with the Magnetic/Gravitic assist or Gravitic Rail Gun settings alone. The Target does have the option to make a Save at 18 to not to be sent back. If the save is made the Target simply dies and then it goes back to its plane of origin.

5D6X10 H.P. (2D6M.D.) for Wood rounds and 4D6X10 H.P. (2D4X10M.D.) Silver for Rounds to Vampires.

Rate of Fire: Aimed or wild, bursts are no possible. Number of shots is Equal to the H.T.H. attacks of the operator plus those added to those of the PA bonuses.
Effective Range: 11,000 feet (3,352.8 m) for standard, hardened or Gravity Rail Run for standard or hardened ammo.
22,000 feet (6,705.6 m) for A.P.R.A.P. Delta Dart also as Gravity Rail Run ammo, also for Gravitic Assist with standard or hardened ammo.
44,000 feet (13,411.2 m) for A.P.R.A.P. Delta Dart with Gravitic Assist.
36,000 feet (10,972.8 m) Graviton Pulse. Dual Gravitc Assist/Pulse and Flechette or A.P.R.A.P. Delta Dart. Dual Gravitc Assist/Blast and Flechette or A.P.R.A.P. Delta Dart.
48,000feet (14,630.4 m) Graviton Blast
2,000 feet (610 m) for silver and wood rounds.
Rail Shots Doubled in space. Graviton Pulse/Blasts and Dual shots/blasts and Gravity assisted rail shots X 100 in range.
Payload: 100 shot drum and 10 shot Clips. Graviton Pulse/Blasts are effectively unlimited.
Special Bonus: Built in Multi-optic (Polarized, I.R., U.V., Thermo-Imaging, Passive Night Vision, Variable 1X500 Power Telescopic all range 30 miles/64km, Gravitic Sensor 30 Miles/48.28km all ranges X1000 in space) computer guided targeting sight and laser and gravitic sensor targeting for plus +2 to strike in addition to any other bonuses.
Cost: 50,000,000 credits.


4M EGGRG-2: Electro-Magnetic-Gravitic Assist-Graviton Rail Gun Cannon.
This item is a reversed-engineered Shemarrian Rail Gun with Modern lines so it doesn't look so alien and an up rated sight system. Has it's own Fusion Chamber (built in power supply). And has Gravitic Assist and Graviton Pulse/Blast Modules built in to it. Shemarrian Ammo Clips and Ammo Packs are compatible. Requires a PS of 24 or greater or it is a -2 to strike.

4M EGGRG-2 M.D.C.: 150 M.D.C.
Weight: Gun: 180 lbs. (81.6 kg), Belts: (250) 35 lbs. and (220) 30 lbs. (13.6 kg), 15 round Clip: 2.2 lbs. (1 kg), 12 round Clip: 2 lbs. (.91kg).
Primary Purpose: Assault.
Mega-Damage: 2D6X10 M.D. per round, Hardened Ammo adds 1D6X10 MDC for a total of 3D6X10 MDC critical on a 18-20. Armor Piercing Rocket Assisted Projectile (A.P.R.A.P.) Delta Dart damage is 4D6X10 MDC and penetrating armor critical on a 16-20. (A.P.R.A.P. Delta Dart range is a base of 12,000 feet (3,657.6 m))

The Gravitc Assister adds another 1D6X10 MD and doubles the range to 12,000 feet (3,657.6 m) so with standard ammo 3D6X10 MDC and for Hardened ammo 4D6X10 MDC. For A.P.R.A.P. Delta Dart damage is 5D6X10 MDC and penetrating armor critical on a 16-20 with range of 24,000 feet (7,315.2 m).

As a Gravity Rail Gun the Gravitic Assister does 1D6X10 MDC alone with Standard ammo, and 2D6X10 MDC with hardened Ammo, with the standard range of 6,000 feet (1,828.8 m). And with A.P.R.A.P. Delta Dart damage is 3D6X10 MDC and penetrating armor critical on a 16-20 with range of 12,000 feet (3,657.6 m). So it can act as a light gravity rail gun also if need be the, Gravitc Assister has it own power supply.

The Graviton Pulse does 1D6X10 MDC/hits by its self and damages all energy or incorporeal beings range 24,000 feet (7,315.2 m), The Graviton unit also has its own power supply.
The Graviton Blast is 1D4X100 MDC/hits once per Melee then lower settings are used range 24,000 feet (7,315.2 m ), in an atmosphere. Then lower setting are used.

The Graviton pulse/blast can be added to the to normal projectiles and infuse them with Graviton Particles making them do damage to phased type and energy beings and super natural beings....all damage is cumulative.

The Graviton Pulse with Gravitc Assist when shooting flechette ammo or A.P.R.A.P. Delta Dart does 1D4X100 MDC for all types of ammo with a range of 24,000 feet (7,315.2 m). Full Damage to phased type and energy beings and super natural beings. For silver ammo it is 1D4 X100 Hits for vampires and other beings effected buy silver, same range but only 4D6X10 MDC for other beings.
The Graviton Blast with Gravitc Assist when shooting flechette ammo or A.P.R.A.P. Delta Dart does 2D4X100 MDC for all types of ammo with a range of 24,000 feet (7315.2 m ). Full Damage to phased type and energy beings and super natural beings. For silver ammo it is 2D4X100 Hits for vampires and other beings effected buy silver, same range but only 1D4X100 MDC for other beings.

The Graviton unit also has its own power supply.

All Graviton attacks cause Warp Fields and Rifts to collapse when a shield is penetrated. They also can be set to punch a hole in a Force Field for 4D6 melees 4D6 feet in size, if the field saves at 16 or higher it takes damage as it would if hit by the Gravitic Pulse/Blast depending on the setting that hit the field.

Graviton Emitter Pulse/Blast Sealing Setting
When sealing Rifts the Rifts save at 10 for a small Rift Random, 12 for a slightly larger one, 14 for a normal one, 16 for a large one and 18 for the largest kind.
The Process takes one melee round for small rifts. Two (2) melee rounds for a normal one. Four (4) melee rounds for larger ones. For the Largest Rift it is Four Melees plus 1D4 Melees.
When the Rift makes a save from the Graviton Emitting Sealing Setting and the GESS is still being applied to the Rift, the Rift saves at -2 per melee the GESS is continuously applied to the Rift till it fails.
When sealing Large and Largest Rifts the Rift will spend one Melee Round going to the next lowest size and when reaching small size it will totally dissipate.
When one or more GESS systems are applied to a Rift on the same setting the Rift saves at -2 per GESS unit being applied. And the dissipation rate is also increased by a factor of per unit. (IE Four GESS units are applied to a large Rift would make it save at -6 and if failed save would dissipate in one melee. If saved it would save at -8 on the next turn. Five or more units working on the Largest Rift only lowers the Rift's save by -2 times the number of units and it would still take 1D6 Melees to seal the Rift.)

Graviton Pulse/Blast Expulsion Setting
This setting can be used to send a summoned or powerful being back to its plane of origin by attacking the very anchor points that is holding it in the current dimension. This only works on beings that are summoned or need to arrive in another dimension with the assistance of some form of mystical or technological means. Also those beings that can be banished through normal means that arrived by them selves through natural rifts.
When on this setting the charged Gravitons infuse the Target with the same stabilizing effects as the same as the Rift Sealing setting. Damage is done normally but when the Damage exceeds that of the Target, the Target simply is sent back to its primary plane of existence.
This only works with the Graviton Pulse/Blast setting or the Graviton Pulse/Blast with Gravitic Assist setting. It does not work with the Magnetic/Gravitic assist or Gravitic Rail Gun settings alone. The Target does have the option to make a Save at 18 to not to be sent back. If the save is made the Target simply dies and then it goes back to its plane of origin.

4D6X10 H.P. (2D4M.D.) for Wood rounds and 3D6X10 H.P. (1D6X10M.D.) for Silver rounds to Vampires.

Rate of Fire: Aimed or wild, bursts are no possible. Number of shots is Equal to the H.T.H. attacks of the operator.
Effective Range: 6,000 feet (1,828.8 m) for standard, hardened or Gravity Rail Run for standard or hardened ammo.
12,000 feet (3,657.6m) for A.P.R.A.P. Delta Dart also as Gravity Rail Run ammo, also for Gravitic Assist with standard or hardened ammo.
24,000 feet (7,315.2 m) for A.P.R.A.P. Delta Dart with Gravitic Assist. Graviton Pulse. Dual Gravitc Assist/Pulse and Flechette and A.P.R.A.P. Delta Dart. Dual Gravitc Assist/Blast and Flechette or A.P.R.A.P. and for Gravitic Blast.
36,000feet (10,972.8 m) Graviton Blast
2,000 feet (610 m) for silver and wood rounds.
Rail Shots Doubled in space. Graviton Pulse/Blasts and Dual shots/blasts and Gravity assisted rail shots X 100 in range.

Payload; 15 shot Clip, 12 shot Clip, 220 rounds or 250 rounds per belt fed backpack. Graviton Pulse/Blasts are effectively unlimited.
Special Bonus: Built in Multi-optic (Polarized, I.R., U.V., Thermo-Imaging, Passive Night Vision, Variable 1X20 Power Telescopic all range 2 miles/3.2km, Gravitic Sensor 30 Miles/48.28km all ranges X10 in space) computer guided targeting sight and laser targeting for plus +2 to strike in addition to any other bonuses.
Cost: 10 million credits.



SMGS



Here are some slightly modified Submachine guns I make available to players. The M.D.C. ammo is idea is from Robo Tech(TM) and is a much over looked potential, of course it was improved and manufactured by Wellington Industries and put in to their M.D.C. ammo selection as the same in their 1 MD ammo group in both 1D4 M.D. and 1D6 M.D. per round. But then went with the higher yield ammo.

The MP-23B SMG has a very high cyclictic rate of fire so it can throw out bullets in a tight 3 round group where the recoil of the first bullet is not even a factor till after the third bullet has left. And with even 20th century recoil compensation technology it would even effect a longer burst that much. Hence the high damage capacity for the newer MDC ammo in 20 round bursts. Or an alternative damage could be 1D4 X10 M.D. per 20 round burst of 1D6 M.D. ammo and 4D6 per 20 round burst of 1D4 M.D. ammo. But after research and play testing the data in the weapon specs are better.

The M36B "Badger" Sub-Machinegun is just your standard M36 "Badger" Sub-Machinegun with a 3 round burst option and was picked up by Wellington Industries because they thought it was cool.

MP-23B SMG Sub-Machinegun (B stands for the 3 round Burst Model)

Weight: 3 lbs. (1.4 kg).
Cartridge: 10 mm caseless.
Damage: standard and silver 10 mm caseless S.D.C. ammo 4D6 S.D.C. per signal shot, 1 D6 x 10+12 S.D.C. per 3 round bust to a single target, and 2D6 X 10 S.D.C. for a burst of 20 rounds. 10 mm caseless is 1D6 MD per round, 3D6 M.D. per 3 round burst, and 1D6 X10 M.D. per 20 round burst. (Older 1D4 ammo is 2D6 per 3 round burst and 1D4 X10 M.D. per 20 round burst) all other WI ammo same as in Mercenaries, see Modern Weapon Proficiencies for rest.
Range: 1800 ft (548.6 m), 900 ft (274.3 m) for silver bullets.
Rate of Fire: See Modern Weapon Proficiencies. Aimed, burst, or wild.
Payload: 100 round magazine.
Cost: 4,500 for sub-machinegun, 30 credits for a box of 50 standard bullets (excellent availability), 60 credits for a box of 50 silver bullets, M.D.C. ammo (1D4 M.D.) 10 credits per round or 500 credits for a box of 50 M. D.C. bullets. M.D.C. ammo (1D6 M.D.) 15 credits per round and 750 credits for a box of 50 M.D.C. bullets. Other WI ammo same as in Mercenaries.


MP-10B Pistol (B stands for the 3 round Burst Model)

Weight: 2 lbs. (.9 kg).
Cartridge: 10 mm casless.
Damage: standard and silver 10 mm caseless S.D.C. ammo 3D6 S.D.C. per signal shot, 1 D4 x 10+10 S.D.C. per 3 round bust to a single target, and 1D6 X 10 S.D.C. for a burst of 10 rounds. 10 mm caseless is 1D6 MD per round, 3D6 M.D. per 3 round burst, and 1D4 X 10 M.D. per 10 round burst. (Older 1D4 ammo is 2D6 per 3 round burst and 4D6 M.D. per 10 round burst) all other WI ammo same as in Mercenaries, see Modern Weapon Proficiencies for rest.
Range: 1200 ft (366 m), 600 ft (183 m) for silver bullets.
Rate of Fire: See Modern Weapon Proficiencies. Aimed, burst, or wild.
Payload: 20 or 30 round magazine.
Cost: 4,500 for sub-machinegun, 30 credits for a box of 50 standard bullets (excellent availability), 60 credits for a box of 50 silver bullets, M.D.C. ammo (1D4 M.D.) 10 credits per round or 500 credits for a box of 50 M. D.C. bullets. M.D.C. ammo (1D6 M.D.) 15 credits per round and 750 credits for a box of 50 M.D.C. bullets. Other WI ammo same as in Mercenaries.


M36B "Badger" Sub-Machinegun (B stands for the 3 round Burst Model)

Weight: 5.5 lbs. (2.6 kg).
Cartridge: 9 mm parabellum.
Damage: Explosive bullets 1D4 M.D each, 2D6 M.D. per 3 round burst to a single target, see Modern Weapon Proficiencies for rest. Silver and standard 9 mm SDC. ammo 2D6 S.D.C. per signal shot, with silver and standard 9 mm S.D.C. ammo 6D6 SDC. per 3 round bust to a single target, see Modern Weapon Proficiencies for rest. (New Ammo of 1D6 MD is available so a 3 round Burst is 3D6 per Burst)
Range: 600 ft (182.88 m), 300 ft (91.44 m) for silver bullets.
Rate of Fire: See Modern Weapon Proficiencies. Aimed, burst, or wild.
Payload: 30 round magazine.
Cost: 2,000 for sub-machinegun, 30 credits for a box of 96 standard bullets (excellent availability), 60 credits for a box of 96 silver bullets, M.D.C. ammo (1D4 M.D.) 10 credits per round or 500 credits for a box of 50 M. D.C. bullets. M.D.C. ammo (1D6 M.D.) 15 credits per round and 750 credits for a box of 50 M.D.C. bullets. Other WI ammo same as in Mercenaries.



PULSE LASER GATTLINGS



4M XTX-41 Extended Ranged Variable Pulse Laser Gattling/Vulcan

Realizing the need for a greater ranged energy weapons in the escalating arms races of the Megaverse and to stay competitive and with other companies making Pulse Laser Gattling the 4M Corp came up with an LPG of vastly superior range. The 4M Corp in America was given licensing rights to manufacture much of Triax technologies and is an official repair and services of TRIAX products. However due to licensing agreements they had to give the design to TRIAX who is now manufacturing it for the NGR military. Requires a PS of 30 or greater or it is a -2 to strike. The first shot does half damage, after the First Shot the XTX-41 automatically adjust to the Laser Resistant armor for full damage.

XTX-41 V-Gattling M.D.C.: 200 M.D.C. due to its armored housing.
Weight: 300 lbs. (136.4 kg)
Mega-Damage: Setting 1: 3D6+2 M.D. single shot. Setting 2: 2D6 X 10 M.D. Setting 3: 6D6 X 10 M.D.C.
Rate of Fire: MAXIMUM OF 6 PER MELEE.
Effective Range: 12,000 feet. (3,657.6m) X100 in space.
Payload: Effectively unlimited due to its own built in power supply. Also has a standard E-Clip port that doubles as a universal power port, and a power cable for external hook ups in an emergency, it can give power from built in supply or receive it when needed.
Special Bonus: Retains all of the XTX-41's Variable Laser systems. All first hits on a laser resistant armor not pre programmed to hit a target are half damage, then all following hits are at full damage and all future hits on similar armor are at full damage and stored in the weapons computer. Built in Multi-optic (Polarized, I.R., U.V., Thermo-Imaging, Passive Night Vision, Variable 1X20 Power Telescopic all range 2 miles/3.2km, all ranges X100 in space, Gravitic Sensor 30 Miles/48.28km all ranges X10 in space) computer guided targeting sight and laser targeting for plus +2 to strike in addition to any other bonuses.
Cost: 4 million credits.
Note: The XTX-41 V-Gattling is intended to be used by a PA or PA/Bot or a being of similar in size and strength. It also may be used a two handed weapon by a GB or equivalent class PA/Bot 10 plus feet in height or a single hand held weapon by a PA/Bot of 20 plus feet in height. The PLG has built in Tripod and Bipod mounts.


4M TX-41 Variable Pulse Laser Gattling/Vulcan

Realizing the untapped market for superior energy weapon fire power for bigger PA's and Boots the TX-41 Laser Pulse Gattling came in to being. Using already existing units and technology the TX-41 PLG proved easy to make and produce in large numbers. The 4M Corp in America was given licensing rights to manufacture much of Triax technologies and is an official repair and services of TRIAX products. Requires a PS of 30 or greater or it is a -2 to strike. The first shot does half damage, after the First Shot the TX-41 automatically adjust to the Laser Resistant armor for full damage.
TX-41 V-Gattling M.D.C.: 150 M.D.C. due to its armored housing.

Weight: 200 lbs. (182 kg)
Mega-Damage: Setting 1: 3D6M.D. single shot. Setting 2: 2D6 X 10 M.D. Setting 3: 6D6 X 10 M.D.C.
Rate of Fire: MAXIMUM OF 6 PER MELEE.
Effective Range: 4,000 feet. (1,220m) X100 in space.
Payload: Effectively unlimited due to its own built in power supply. Also has a standard E-Clip port that doubles as a universal power port, and a power cable for external hook ups in an emergency, it can give power from built in supply or receive it when needed.
Special Bonus: Retains all of the TX-41's Variable Laser systems. All first hits on a laser resistant armor not pre programmed to hit a target are half damage, then all following hits are at full damage and all future hits on similar armor are at full damage and stored in the weapons computer. Built in Multi-optic (Polarized, I.R., U.V., Thermo-Imaging, Passive Night Vision, Variable 1X20 Power Telescopic all range 2 miles/3.2km, all ranges X100 in space, Gravitic Sensor 30 Miles/48.28km all ranges X10 in space) computer guided targeting sight and laser targeting for plus +2 to strike in addition to any other bonuses.
Cost: 1.2 million credits.
Note: TX-41 V-Gattling is intended to be used by a PA or PA/Bot or a being of similar in size and strength. It also may be used a two handed weapon by a GB or equivalent class PA/Bot 10 plus feet in height or a single hand held weapon by a PA/Bot of 20 plus feet in height. The PLG has built in Tripod and Bipod mounts.



4M TX-42 Variable Pulse Laser Gattling/Vulcan

Realizing the untapped market for superior energy weapon fire power for bigger PA's and Bots the TX-42 Laser Pulse Gattling came in to being. Using already existing units and technology the TX-42 PLG proved easy to make and produce in large numbers. The 4M Corp in America was given licensing rights to manufacture much of Triax technologies and is an official repair and services of TRIAX products. Requires a PS of 24 or greater or it is a -2 to strike. The first shot does half damage, after the First Shot the TX-42 automatically adjust to the Laser Resistant armor for full damage.

TX-42 V-Gattling M.D.C.: 100 M.D.C. due to its armored housing.
Weight: 96 lbs. (43.6 kg)
Mega-Damage: Setting 1: 2D4M.D. single shot. Setting 2: 2D4 X 10 M.D. Setting 3: 4D6 X 10 M.D.C.
Rate of Fire: MAXIMUM OF 6 PER MELEE.
Effective Range: 2,000 feet. (610m) X100 in space.
Payload: Effectively unlimited due to its own built in power supply. Also has a standard E-Clip port that doubles as a universal power port, and a power cable for external hook ups in an emergency, it can give power from built in supply or receive it when needed.
Special Bonus: Retains all of the TX-42's Variable Laser systems. All first hits on a laser resistant armor not pre programmed to hit a target are half damage, then all following hits are at full damage and all future hits on similar armor are at full damage and stored in the weapons computer. Built in Multi-optic (Polarized, I.R., U.V., Thermo-Imaging, Passive Night Vision, Variable 1X20 Power Telescopic all range 2 miles/3.2km, all ranges X100 in space) computer guided targeting sight and laser targeting for plus +2 to strike in addition to any other bonuses.
Cost: 750,000 credits.
Note: TX-42 V-Gattling is intended to be used by a PA or PA/Bot or a being of similar in size and strength. It also may be used a two handed weapon by a GB or equivalent class PA/Bot 10 plus feet in height or a single hand held weapon by a PA/Bot of 15 plus feet in height. The PLG has built in Tripod and Bipod mounts.



Wilk's 457 Pulse Laser Gattling/Vulcan

Realizing the untapped market for superior energy weapon fire power for bigger PA's and Bots the Weapons designers came up with the Wilk's 457 Laser Pulse Gattling. Using already existing units and technology the Wilk's 457 Laser Pulse Gattling proved easy to make and produce in large numbers. Requires a PS of 24 or greater or it is a -2 to strike.

Wilk's 457 Pulse Laser Vulcan/Gattling M.D.C.: 100 M.D.C. due to its armored housing.
Weight: 90 lbs. (40.8 kg)
Mega-Damage: Setting 1: 3D6M.D+2. single shot. Setting 2: 2D6 X 10 M.D. Setting 3: 6D6 X 10 M.D.C.
Rate of Fire: MAXIMUM OF 6 PER MELEE.
Effective Range: 2,000 feet. (610m) X100 in space.
Payload: Effectively unlimited due to its own built in power supply. Also has a standard E-Clip port that doubles as a universal power port, and a power cable for external hook ups in an emergency, it can give power from built in supply or receive it when needed.
Special Bonus: Built in Multi-optic (Polarized, I.R., U.V., Thermo-Imaging, Passive Night Vision, Variable 1X20 Power Telescopic all range 2 miles/3.2km, all ranges X100 in space) computer guided targeting sight and laser targeting for plus +3 to strike in addition to any other bonuses.
Cost: 500,000 credits.
Note: Wilk's 457 Pulse Laser Gattling is intended to be used by a PA/Bot or a being of similar in size and strength. It also may be used a two handed weapon by a GB or equivalent class PA/Bot 10 plus feet in height or a single hand held weapon by a PA/Bot of 15 plus feet in height. The PLG has built in Tripod and Bipod mounts.


Wilk's 357 Pulse Laser Gattling/Vulcan

Realizing the untapped market for superior energy weapon fire power for bigger PA's and Bots the Weapons designers came up with the Wilk's 357 Laser Pulse Gattling. Using already existing units and technology the Wilk's 357 Laser Pulse Gattling proved easy to make and produce in large numbers. Requires a PS of 17 or greater or it is a -2 to strike.

Wilk's 357 Pulse Laser Vulcan/Gattling M.D.C.: 100 M.D.C. due to its armored housing.
Weight: 40 lbs. (40.8 kg)
Mega-Damage: Setting 1: 2D4M.D. single shot. Setting 2: 2D4 X 10 M.D. Setting 3: 4D6 X 10 M.D.C.
Rate of Fire: MAXIMUM OF 6 PER MELEE.
Effective Range: 2,000 feet. (610m) X100 in space.
Payload: Effectively unlimited due to its own built in power supply. Also has a standard E-Clip port that doubles as a universal power port, and a power cable for external hook ups in an emergency, it can give power from built in supply or receive it when needed.
Special Bonus: +1 to hit. Built in Multi-optic (Polarized, I.R., U.V., Thermo-Imaging, Passive Night Vision, Variable 1X20 Power Telescopic all range 2 miles/3.2km, all ranges X100 in space) computer guided targeting sight and laser targeting for plus +3 to strike in addition to any other bonuses.
Cost: 300,000 credits.
Note: Wilk's 357 Pulse Laser Vulcan/Gatling is intended as by a normal human to carry in the field or a light power armor and is built with perfect balance for this purpose. The PLG has built in Tripod and Bipod mounts.


K-4 Pulse Laser Gattling/Vulcan

Kicking them selves that the Humans came up with yet another innovative and powerful weapons system before they did the Kitanni quickly followed suit with the K-4 Laser Pulse Gattling. Using already existing units and technology the K-4 Laser Pulse Gattling proved easy to make and produce in large numbers. Requires a PS of 22 or greater or it is a -2 to strike.

K-4 Pulse Laser Vulcan/Gattling M.D.C.: 125 M.D.C. due to its armored housing.
Weight: 72 lbs. (32.7 kg)
Mega-Damage: Setting 1: 3D6M.D+6. single shot. Setting 2: 2D6 X 10+12 M.D. Setting 3: 6D6 X 10+36 M.D.C. or 1D4 X 100 M.D.C.
Rate of Fire: MAXIMUM OF 6 PER MELEE.
Effective Range: 3,000 feet. (914.4m) X100 in space.
Payload: Effectively unlimited due to its own built in power supply. Also has a standard E-Clip port that doubles as a universal power port, and a power cable for external hook ups in an emergency, it can give power from built in supply or receive it when needed.
Special Bonus: Built in Multi-optic (Polarized, I.R., U.V., Thermo-Imaging, Passive Night Vision, Variable 1X20 Power Telescopic all range 2 miles/3.2km, all ranges X100 in space) computer guided targeting sight and laser targeting for plus +3 to strike in addition to any other bonuses.
Cost: 750,000 credits.
Note: K-4 Pulse Laser Gattling is intended to be used by a PA or PA/Bot or a being of similar in size and strength. It also may be used a two handed weapon by a GB or equivalent class PA/Bot 10 plus feet in height or a single hand held weapon by a PA/Bot of 15 plus feet in height. The PLG has built in Tripod and Bipod mounts.


4M JA-12 Pulse Laser Gattling/Vulcan

Realizing the untapped market for superior energy weapon fire power for bigger PA's and Bots the JA-12 Laser Pulse Gattling came in to being. Using already existing units and technology the JA-12 PLG proved easy to make and produce in large numbers. And requiring no special Variable Laser Technology the JA-12 proved to be simpler to manufacture and produce. Requires a PS of 30 or greater or it is a -2 to strike.

JA-12 Laser Pulse Gattling M.D.C.: 150 M.D.C. due to its armored housing.
Weight: 200 lbs. (182 kg)
Mega-Damage: Setting 1: 4D6M.D. single shot. Setting 2: 2D6 X 10+20 M.D. Setting 3: 6D6 X 10+60 M.D.C. or 1D4 X 100+ 20 M.D.C.
Rate of Fire: MAXIMUM OF 6 PER MELEE.
Effective Range: 4,000 feet. (1,220m) X100 in space.
Payload: Effectively unlimited due to its own built in power supply. Also has a standard E-Clip port that doubles as a universal power port, and a power cable for external hook ups in an emergency, it can give power from built in supply or receive it when needed.
Special Bonus: Built in Multi-optic (Polarized, I.R., U.V., Thermo-Imaging, Passive Night Vision, Variable 1X20 Power Telescopic all range 2 miles/3.2km, all ranges X100 in space) computer guided targeting sight and laser targeting for plus +2 to strike in addition to any other bonuses.
Cost: 1 million credits.
Note: JA-12 Laser Pulse Gattling is intended to be used by a PA or PA/Bot or a being of similar in size and strength. It also may be used a two handed weapon by a GB or equivalent class PA/Bot 10 plus feet in height or a single hand held weapon by a PA/Bot of 20 plus feet in height. The PLG has built in Tripod and Bipod mounts.


HI-80 Pulse Laser Gattling/Vulcan

Realizing the untapped market for superior energy weapon fire power for bigger PA's and Bots the Weapons some designers came up with the HI-80 Laser Pulse Gattling. Using already existing units and technology the HI-80 Laser Pulse Gattling proved easy to make and produce in large numbers. Requires a PS of 24 or greater or it is a -2 to strike.

HI-80 Pulse Laser Vulcan/Gattling M.D.C.: 100 M.D.C. due to its armored housing.
Weight: 90 lbs. (40.8 kg)
Mega-Damage: Setting 1: 4D6+6M.D. single shot. Setting 2: 3D6 X 10 M.D. Setting 3: 9D6 X 10 M.D.C. or 1D4 X100 + 140 M.D.C.
Rate of Fire: MAXIMUM OF 6 PER MELEE.
Effective Range: 2,000 feet. (610m) X100 in space.
Payload: Effectively unlimited due to its own built in power supply. Also has a standard E-Clip port that doubles as a universal power port, and a power cable for external hook ups in an emergency, it can give power from built in supply or receive it when needed.
Special Bonus: Built in Multi-optic (Polarized, I.R., U.V., Thermo-Imaging, Passive Night Vision, Variable 1X20 Power Telescopic all range 2 miles/3.2km, all ranges X100 in space) computer guided targeting sight and laser targeting for plus +2 to strike in addition to any other bonuses.
Cost: 500,000 credits.
Note: HI-80 Pulse Laser Gattling is intended to be used by a PA/Bot or a being of similar in size and strength. It also may be used a two handed weapon by a GB or equivalent class PA/Bot 10 plus feet in height or a single hand held weapon by a PA/Bot of 15 plus feet in height. The PLG has built in Tripod and Bipod mounts.


4M 4M-90 Pulse ION Gattling/Vulcan

Realizing the untapped market for superior energy weapon fire power for bigger PA's and Bots the 4M-90 Pulse ION Gattling came in to being. Using already existing units and technology the 4M-90 IPG proved easy to make and produce in large numbers. While heavier than Laser Pulse Gattlings and some what harder to produce, this weapon has the advantage of being able to fire under water with out penalty and is not effected by laser resistant armor. And is a way lot tougher than any other Pulse Gattlings produced by the 4M Corp. The new navy and some Tech preserves in their holdings seem to be doing limited production of this weapon besides the 4M-Corp. Requires a PS of 30 or greater or it is a -2 to strike.

4M-90 Pulse ION Gattling M.D.C.: 500 M.D.C. due to its armored housing.

Weight: 500 lbs. (227.3 kg)

Mega-Damage: Setting 1: 2D6 X 10+20 M.D. Setting 2: 6D6 X 10+60 M.D.C. or 1D4 X 100 + 20 M.D.C.

Rate of Fire: MAXIMUM OF 6 PER MELEE.

Effective Range: 4,000 feet. (1,220m) X100 in space.

Payload: Effectively unlimited due to its own built in power supply. Also has a standard E-Clip port that doubles as a universal power port, and a power cable for external hook ups in an emergency, it can give power from built in supply or receive it when needed. E-Clip is 30 single shots base.

Special Bonus: Built in Multi-optic (Polarized, I.R., U.V., Thermo-Imaging, Passive Night Vision, Variable 1X20 Power Telescopic all range 2 miles/3.2km, all ranges X100 in space) computer guided targeting sight and laser targeting for plus +2 to strike in addition to any other bonuses.

Cost: 2 million credits.

Note: The 4M 4M-90 Pulse ION Gattling/Vulcan is intended to be used by a PA or PA/Bot or a being of similar in size and strength. It also may be used a two handed weapon by a GB or equivalent class PA/Bot 10 plus feet in height or a single hand held weapon by a PA/Bot of 20 plus feet in height. The PLG has built in Tripod and Bipod mounts.