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The SpaceMaster Armory
Last Update: July 1999
The Glibber-Gun
The Glibber-Gun (GG) is of ancient origin, made by race now long ago
dead. Imperial scientist have not got any clue how this weapon works. It
is of strange design and, like a great, hollow cylinder in which a humanoid
hand can fit. Once release it fires a greenish iridescent plasma which,
upon impact, turns the target (must consist of living matter) into wobbly
jelly with woodruff flavouring. A chemical analyses with confirm that the
greenish mass is indeed wobbly jelly. The victims appearance is being preserved;
really ghastly!
The Glibber-Gun
Optional Space
Combat Rules
Neural Nanonics
Neural Nanonics are introduced in Peter F. Hamilton's The Reality
Dysfunction, 950 pages of some the best Space Opera Science Fiction I have
ever read! There is no way I can truly represent what Neural Nanonics are
capable of here. If you are interested in much more detailed information,
you should read the book (it comes in two parts by the way)
Neural Nanonics (NN) are super-enhanced versions of the MMDs introduced
in SpaceMaster Companion I with none of the side effects. Unlike MMDs which
flow around in the bloodstream, NN are grown on the body's central nervous
system (including brain). A person outfitted with NN has complete control
over them via simple thought processes. Unlike normal electronic equipment,
nothing will adversly affect NN that will not adversly affect normal nerve
impulses because they are genetically engineered programmable nerves. They
can however, still be damaged and/or destroyed. Think of it as a guardian
angel with a supercomputer as a brain and a high-paid union technician
who works for free ... and likes it. NN are not self aware.
Neural Nanotics store programs and give feedback to the user via a HUD.
This HUD is fed directly to brain's vision center. Thus total blackout
will not affect a NN system. Each program running on the NN takes up Memory
Storage Units (MU) and Processing Units (PU) capabilites. As each NN only
has so many PU and MU, only a limited number of programs can be stored
and running. Located in italics is the name of the program required to
get the benefit.
-
Medical Monitoring - All monitoring abilities granted MMD type IV
are available plus the ability to visualize the same information via a
HUD-like interface. This is the base program. It comes free of charge and
is hardwired into the NN system. You can't take it out, however it can
be shutdown and not run. HUD display is a schematic of the body with OK
areas in green, damaged areas in yellow, critical areas in flashing red
and missing areas are black. Ancillary readouts are available as needed.
-
Combat - Automatic targeting interface while firing any weapon.
All the user has to do is choose a target. The NN will then calculate trajectory,
make minor adjustments to the hand and arm to line up the weapon and then
shoot. What the user usually sees during combat with this program running
are grid lines and target trajectories with threat assessment calculations.
It will make recommendations, however it will not act on this information
unless the program is told to or is in Primary Mode (see below). What this
means in game terms is a bonus when using any weapon or form of combat
including Martial Arts and Adrenal Defense. Cost = Rating * 10,000 credits.
PU = Rating * 5, MU = Rating * 10, Bonus as per skill development. Rating
used cannot exceed inherit capabilities of user. ie. If the user only has
5 ranks in Martial Arts, he can only use five ranks of the program. However,
if he also has 10 ranks in Adrenal Defense, he can use up to 10 ranks of
the program with his Adrenal Defense, too. This can make for some really
bad-ass Armsmen.
-
Medical Repairs - As per MMDs type IV except you can override any
and all functions. Cost = 50,000 credits. PU = 20, MU = 50
-
Physical Booster - Increase any physical stat bonus as per rating
bonus. Continued use of Physical Boosters can have detrimental effects
on the body. For every round over 60 continuous rounds use, reduce Temporary
stat by 1 until proper medical service has been performed to repair the
damaged tissue. For every round used, there must be a 3 round rest break
where the user does nothing physical. Once this rest period is over, use
can begin again with no side effects. This program works by shunting the
body's own storage of hormones and endocrines to the needed organs. (To
keep it simple a rating 1 will affect a user as a rating 10 will) Cost
= Rating * 50,000 credits. PU = Rating, MU = Rating, Bonus = 3 * rating.
One physical stat/Booster program. This bonus is applied to the Stat Bonus.
-
Sense Booster - Increase sensitivity of any sense as per rating
bonus. Cost = Rating * 7500 credits. PU = Rating, MU = Rating, Bonus as
per skill development. One sense/Booster program. Adds bonus to perception
for that sense. Wide range of filtering options available at 10% per option
-
Camera - Used to create a Sensevise. Duration is based off of rating.
User must have working set of senses to use this program or the resulting
Sensevise will not have those senses when played back. This can cut down
on total Sensevise storage requirements by 1/5 per sense not used. Cost
= Rating * 100 credits. PU = 1, MU = Rating * 50, 100 Hours / Rating.
-
Playback - User can playback a Sensevise. User has complete control
of zoom, speed, sense intensity, etc. A Sensevise can be sent between users
via the Personal Communication program at 100 Hours/round. It is not possible
to view a scene in "Realtime" between two users. While the camera is active,
the Sensevise file is "open" and cannot be read. See Mind Discipline below.
Cost = 1000 credits. PU = 1, MU = Rating * 50 (or fraction thereof), 100
Hours / Rating.
-
Personal Communications - As per Psion List Telepathy as long as
targets are all NN capable. Range is limited to 10 meters. Uses special
"NN Channel" for communications. This channel is undetectable via standard
means. Cost = 5000 credits. PU = 2, MU = 2
-
Mind Discipline - As per Psion List Mind Discipline without psions
1, 8, 9, 10, and 12. See Camera and Playback above. Cost = Rating * 10,000
credits. PU = Rating, MU = Rating, Rating of program determines level psion
emulated. Must have Camera and Playback for appropriate functions.
-
Body Discipline - As per Psion List Body Discipline without psions
15, 30 and 10 on the Additional Psion List. For every psion emulated, there
is a physical cost. The body can only do so much. As such, the user only
has the capability of using the equivalent of the average all Physical
Stats (Temps) in total psion emulation. You use a 10th level ability and
your average is 90, then you only have 80 left. These points are regained
as psion points are regained, only you have to eat, too. Cost = Rating
* 10,000 credits. PU = Rating, MU = Rating, Rating of program determines
level psion emulated. Must have appropriate Physical Booster program to
use this program and its restrictions also apply.
-
Metabolic Control - As per Psion List Metabolic Control without
psions 6, 7, 12, 14 and 20+. Capabilites limited by program rating. For
every psion emulated, there is a physical cost. The body can only do so
much. As such, the user only has the capability of using the equivalent
of the average all Physical Stats (Temps) in total psion emulation. You
use a 10th level ability and your average is 90, then you only have 80
left. These points are regained as psion points are regained, only you
have to eat, too. Cost = Rating * 10,000 credits. PU = Rating, MU = Rating,
Rating of program determines level psion emulated. Must have Medical Repairs
program to use this program and Physical Booster restrictions apply.
-
Interface - As per Psion List Interface as long as the target machine
is NN capable. Capabilites limited by program rating. Cost = Rating * 10,000
credits. PU = Rating, MU = Rating, Rating of program determines level psion
emulated.
-
NanoScan - Taking control of someone else's NN system is virtually
impossible, however viruses can still be real killers. The NanoScan program
is designed by the company that geneered NN and thus is the best on the
market. There are others out there, but only the NanoScan can "guarantee
the ability to shut down a program if it starts behaving badly." This
guarantee is backed by a lifetime warrenty as long as the latest version
is installed. Virtual Humanitronics will fix or replace any part of the
body that has sustained damage with an equal or better part assuming the
victim is still alive and servicable. If not, then the victim's beneficiary
gets twice the purchase price of the NN system. In addition to this
feature, it scans all incoming communications and programs and alerts the
user if anything looks suspicious. This program is free as well as upgrades
which come out about twice a year. PU = 1, MU = 5
-
Any physical skill (any skill with a physical stat attached) can be programmed
and loaded into a user's NN. Skill bonus is rating based. Combat skills
are not covered with this category. Cost = Rating * 30,000 credits. PU
= Rating, MU = Rating * 2, Bonus as per skill development.
Neural Nanonics Specifications
-
Total PU = Average of all Temporary Mental Stats (not bonuses)
-
Total MU = Total of all Temporary Mental Stats (not bonuses)
-
A program can be loaded and started running in 1 Round / 5 ratings of a
program. ie. A rating 10 program takes 2 rounds to load and start running.
Once a program is running, all commands are executed immediately. Giving
a command to a NN program takes negligable time.
-
Any program can be kept running indefinately with just about any given
set of conditions to initiate some action. ie. You could have the Metabolic
Control running and a command that says, "When stunned, then UnStun me."
-
A program can be put into "Priority Mode." Priority Mode gives the program
complete control of the body so the mind can work on things. ie. Putting
a driving program in Priority Mode allows the program to handle all tasks
of driving the vehicle with little or no input from the user while the
user does other things ... like scan the surrounding area for hostiles.
-
If you are using cybernetic enhancements in your game, then Neural Nanonics
should be a welcome addition as it gives the user the ability to programmatically
control different aspects of his enhancements. You could use an IR image
enhancement program to tie directly into cyber-eyes. You could also run
multiple combat programs, each controlling a different cyber-arm. The possibilites
are endless.
-
Neural Nanonics take 5 weeks to grow and cost 500,000 credits. A simple
injection of genetically engineered nanites is all that is needed. During
the five week period, the user will occasionally see different diagnostic
programs running in his field of vision. If at anytime during the incubation
period a warning message flashes, the user must contact the supplier to
get them fixed. Incubation stops if a warning is displayed. During the
five week period, roll percentile once a week. On a 15 or less, a warning
message appears. On -150 or less, the host is incompatible and cannot use
Neural Nanonics. He will get a full refund. Once the incubation is completed,
a short training class (usually 2 weeks) is conducted to assist the new
users in the proper operation of Neural Nanonics. A new character starting
out can choose Neural Nanonics as ALL background options and bypass all
of this.
-
Neural Nanonics get a +50 resistance roll against anything that would normally
affect the person on a nerve level. If, however, the NN fail that resistance
roll, the Neural Nanonics are destroyed and all Potential Mental Stats
are reduced by an amount equal to the amount failed by (Note: this can
kill the user if any mental stat falls to 0). If they pass the resistance
roll, then they are unaffected and can go about their duties. When making
resistance rolls for NN, treat their level as equal to the Average of all
Mental Stat Bonuses based off of Temp stats only. No race mods.
-
Electronic Warfare will affect NN, but only at -50. And as NN have redundant
sytems built in (it IS part of the brain), the EW must keep trying every
round to keep them knocked out.
-
Medical Scanners can detect NN at -50 (during a medical diagnostic, it
might be in the character's interest to have them respond to the scanner
in which case there is no penalty). Multiscanners at -75 and repair scanners
might as well not even try ... -100. Shipboard Sensors are at -25.
-
A complete memory download can be accomplished in as much as 10 minutes
(depending on age). 10 minutes is normal for an eighty year old individual.
This "Memory Clone" can be stored in a much larger NN capable machine.
The memory would be there and able to interact with the outside world,
but the essence of the individual would be gone. Reversing the process
is impossible because NN grow as the brain does. You would need an EXACT
duplicate of the dead brain to store it in. This is utterly impossible
as no two brains develop the same way through life.
-
Characters can write their own programs for a Neural Nanonics system. The
language to write your own programs is NeuroNan. Use the rules and guidelines
in the Players Book for such projects. Note that this could introduce bugs
in the program ... which could be lethal. Virtual Humanatronics' warrenty
will not cover programs written by non-certified personal. To become a
certified programmer, you must make a roll of 101 in Computer Technics
and have NeuroNan to 10 in order to pass the test. Once you are certified,
you have to re-qualify every time a new version of NanoScan comes out.
First time applicants are charged 1000 credits and re-cerfication costs
500. The requirements are the same for each re-certification.
Harmonic/Equilibrium Disruptor (HED)
20th level attack:
The Harmonic/Equilibrium Disruptor is a device (or set of devices)
that build up harmonic vibrations within rigid structures causing a nerve
disrupting tone to personnel within that structure.
The activation devices are small (0.05 to 0.1 Kg) plunger-like resonators
that are attached to the outside of a building or structure (1 per 300
cumet volume). They can be activated by timer or remote. For every percent
under the needed amount for the structure, the level of the attack is reduced
by an equal amount. The level of the attack cannot be raised above 20th
level. It takes 5 rounds to get up a tone of sufficient strength for the
attack to be successful. Once a tone is established, it can only be maintained
for 1 round because the tone is also detrimental to the plungers themselves.
If the tone is not cancelled within 3 rounds after establishment,
each plunger must make a RR vs 20th level or be destroyed. Each round the
tone is maintained, each occupant in the structure will continue to make
RR roles (whether conscious or not) and results applied as below. Note:
As
plungers begin to be destroyed, the level of the attack may be reduced.
Example: 10,000 ton warehouse = 30,000 cumets
100 resonators are required. Due to an accident during the last mission,
only 85 are now available. (85 / 100) x 20 = 17th level attack against
all personnel within the structure.
If RR failed:
1 round of unconciousness for every 1% failed by, followed by a -75
penalty to all actions due to headache and ringing ears. This penalty will
drop off one per round until completely gone. The represents damping of
the residual resonance inside the victim's the head. Should the victim
fail by more than 100, roll an "E" Impact Critical adding 20 to the result
and converting all rounds to minutes (ie. Stunned 2 rounds becomes Stunned
2 minutes) and ignoring all "non-head" strikes.
If RR saved:
At (% passed by - 75) due to headache and ringing ears. The penalty
will drop off by one every round until the penalty is completely gone.
This respresents damping of the residual resonance inside the victim's
head.
If a helmet is worn, the AT of the armor times 2 pertaining to
the helmet is used as a bonus to the resistance roll (the helmet must be
on and sealed at the time of the attack). Armor bonuses vs. Energy are
not valid because this is NOT an energy attack. "This is a Physical attack
by the atmosphere!"
Example: Vernon McJagger, 13th level Armsman and trusty side-kick of
"Plasma" John Smith, is inside his house eating a sandwich and watching
the Power Raking Finals on the 3V. Unbeknowest to him, that dirty dog of
a foe, Wilford P. Crank, has attached 83 HED resonators along the outside
of his house. These 83 resonators should generate a tone of sufficient
strength to knock poor Vernon out. Using the table on page GP95 we see
that Vernon must roll a 69 to stay conscious. He rolls a 74 and is indeed
conscious but at ((74 - 69) - 75) = -70. If Vernon had had his AT20 on,
he would have only been at -30. Poor Vernon.
A New Combat Attack
Resolution System
If you are like me, you hate looking up the gazillions and gazillions
of charts, cross references and the like to find out if you hit the beer
bottle on the fence 50 feet away. Well, with this system (still in its
infancy ... not even play tested yet) you can have the speed and realism
similiar to the Silent Death system.
Weapon Attack Die
The first thing to throw out is the percentile rolls for damage and critical
determination. What I have done is checked all the standard damage charts
and generated a list of all the different type of weapons classes and ordered
them by the amount of possible damage that can be done by these weapon
classes. I then sat down and figured the average damage that can be done
with the various dice available, such as d4, d6, d8, etc. I then assigned
that value to the weapon classes in increasing order for Mk1. For each
of the subsequent Mk#'s, I added one like die to the total. This will be
called the Weapon Attack Die. Don't worry about the Damage Threshold
Value just yet.
Weapon Attack Dice
Mk1 Mk2 Mk3 Mk4 Mk5 Dam Thr
Sweeps 2d4 3d4 4d4 5d4 L
Entangle d6 2d6 3d6 4d6 5d6 L
Grenade d8 2d8 3d8 4d8 5d8 L
Laser 2d4 3d4 4d4 5d4 6d4 H
Strikes 3d4 4d4 5d4 6d4 M
Small Proj d10 2d10 3d10 4d10 5d10 M
Flamer d10 2d10 3d10 4d10 5d10 M
Stun/Disr d12 2d12 3d12 4d12 5d12 H
Fall/Crush 2d6 3d6 4d6 5d6 6d6 H
Shotgun 2d8 3d8 4d8 5d8 6d8 H
Blaster d20 2d20 3d20 4d20 5d20 H
Melee 2d10 3d10 4d10 5d10 6d10 H
Critical A B C D E
Criical charts are broken up into 12 different
sections by percentile. Simply roll a d12 and count down by the roll to
the appropriate box. No more percentiles! See how easy it was?
Now you may be asking, "How many hit points did I do?" Well, the
answer to that is quite simple also. See the Damage Threshold Value (DTV)
on the far right of the chart above? The 'H' means that the value on the
highest die you rolled is the number of hit points of you did. "Only a
maximum of 4 points on any hit?" you may asked. Well, no. If you had rolled,
for instance, a 2 and two 4's then you would have done 8 points ... and
got 2 crits for the two fours! However, if you had only rolled a 2 and
two threes, then you would have done only six points and no crits. Trust
me on this, it will balance out. If you check the Laser Attack chart in
the Tech Book, you will see that the maximum amount of damage you can do
with a Mk5 Laser is 25 against AT1. This works (I think). Likewise, an
'L' means the lowest die rolled is the damage and an 'M' means the medium
die rolled (If only two values come up with a DTV of 'M' on an odd number
of dice, then the lower dice are the Medium Value).
If there is ever a chance in a game that you can never do damage, no
matter how lucky you can get, it is with the SpaceMaster rules. However,
with this system, it is possible to do damage no matter what a foes DV
is and no matter what weapon you have. If you max out on all of your Attack
Dice, then you automatically hit taking the DTV as you would normally.
The reverse is also true: if you roll the lowest possible with your Attack
Dice then you automatically miss and ... I am still figuring out how to
handle fumbles with the different weapons for this system.
Range Modifications
Range Mods are also quite simple to figure. See the chart below for modifications
to the Attack Roll for range. Calculate ranges based on what is shown in
the Tech Book.
Point Blank +1
Short 0
Medium -2
Long -6
Base Defensive Value
The Base Defensive Value (BDV) for a character is his/her inherent ability
to dodge, shrug off, or otherwise avoid getting hit. It is as follows on
this chart.
Armor Type BDV
1 10
2 9
3 12
4 13
5 12
6 13
7 14
8 15
9 14
10 15
11 16
12 17
13 16
14 17
15 18
16 19
17 18
18 19
19 20
20 21
As you can see, I have left in the inherent bad luck of the character in
AT2.
The Total Defensive Value (DV) for a character is calculated as follows:
DV = (Base DV) + (Adjusted Qu Bonus / 5)
The Adjusted Quickness Bonus is what is left after donning armor. This
DV is what a foe must get over on his Attack Roll. The only alteration
to this chart is the Martial Arts Sweeps Attack. Reverse the numbers on
this chart to take into the account the reason there are even two different
forms of Martial Arts in the game.
Skill Bonus
Now, on to the Skill Bonus and how they get used in this system. To calculate
a character's Attack Bonus, one must first divide his total Skill Bonus
with the weapon by 10. This Skill Bonus includes the usual stuff: stats,
level bonuses, rank bonuses, etc. It does not include any weapon bonuses.
Once it is divided by 10, round it off to the nearest whole integer. For
example, your character has a 93 in Laser Pistol. After dividing you have
9.3. After rounding you have 9. If you had had a 95 or higher (up to 104)
then you would have a 10. This is your Skill Bonus and is added to your
Attack Die. From the Previous example, you would then have a 3d4 + 9 to
get over the DV of 10. As you can see (and as you might expect), someone
with no armor and no quickness mod being shot at with a Mk2 Laser Pistol
stands a good chance of being shot.
Modern Master Weapons Chart
David F. M. Britten (Pendragon) has graciously donated the following Weapon
Charts to the FELIX SpaceMaster Page. I have looked them over and found
them to be quite complete and very useful for those of you who are running
a modern SpaceMaster game. These charts would even come in handy with little
or no modification in a far future scenario as well. You can either drop
the Mk# down by one or decrease any bonuses that come with the weapon.
This is a chart I wish I had had years ago when first playing. I can assure
you it will definately end up in my homebrew rules folder.
You can reach Dave at D.Britten2@gcal.ac.uk
I have only made one modification to the charts. I have deleted the
Assault Weapon Category and merged it with the Machinegun Category, because
we all know that any weapon can be used as an assault weapon. All you have
to do is assault someone with it. Besides, I hate furthering the cause
of the liberal media. :)
Thanks Dave.
(Pistols)
Name Rate F Range Mods Ammo Table
Beretta 84F 2 04 2 15 30 80 +15 0 -30 -90 13/8 Sml Proj 2
Browning HP 2 04 2 15 30 80 +15 0 -30 -90 13 Sml Proj 2
Calico 950 2burst 04 3 20 40 90 +20 0 -30 -90 50/100 Sml Proj 2
Colt Agent 2 03 1 10 25 50 +10 0 -30 -90 6 Sml Proj 1
Colt Delta Elite 2 04 2 15 30 80 +15 0 -30 -90 7 Sml Proj 2
Colt Double Eag. 2 04 2 15 30 80 +15 0 -30 -90 8 Sml Proj 2
Colt M1911A1 2 04 2 15 30 80 +15 0 -30 -90 8 Sml Proj 2
Colt Python 2 03 3 15 30 80 +20 0 -30 -90 6 Sml Proj 3
Colt 2000 2 03 2 15 30 90 +15 +5 -30 -90 15 Sml Proj 2
Glock 17 2 04 3 15 30 90 +20 +5 -30 -90 17 Sml Proj 2
Glock 19 2 04 2 15 30 90 +15 0 -30 -90 15 Sml Proj 2
Glock 20 2 04 3 20 35 100 +15 0 -30 -90 15 Sml Proj 2
Makarov PM 2 05 2 15 30 90 +10 -5 -30 -90 8 Sml Proj 2
PSM 2 05 1 10 25 50 +10 -5 -35 -100 8 Sml Proj 1
P6 2 04 2 15 30 80 +15 -5 -35 -90 8 Sml Proj 2
Tokarev TT-33 2 05 2 15 30 80 +15 0 -30 -90 8 Sml Proj 2
S & W 1006 2 04 2 15 30 80 +15 0 -30 -90 9 Sml Proj 2
S & W 3913 2 04 2 15 30 80 +15 0 -30 -90 8 Sml Proj 2
S & W 4006 2 04 2 15 30 80 +15 0 -30 -90 11 Sml Proj 2
S & W 5903 2 04 2 15 30 80 +15 0 -30 -90 14 Sml Proj 2
S & W model 10 2 03 1 10 25 40 +15 0 -30 -90 6 Sml Proj 1
S & W model 19 2 03 2 15 30 90 +15 0 -30 -90 6 Sml Proj 3
S & W model 29 2 03 3 20 40 100 +20 +5 -30 -90 6 Sml Proj 3
Walther PPK 2 04 1 10 25 40 +15 0 -30 -90 7 Sml Proj 1
(Sub-Machineguns)
Name Rate F Range Mods Ammo Table
CZ Skorpion 2burst 05 1 15 30 80 +15 0 -30 -90 10 Sml Proj 2
Colt 9mm 2burst 04 2 15 30 80 +20 0 -30 -90 20 Sml Proj 3
H&K MP5 2burst 04 2 15 30 80 +20 0 -30 -90 30 Sml Proj 2
H&K MP2000 2burst 03 3 15 30 80 +20 +5 -30 -90 30 Sml Proj 2
IMI micro-uzi 2burst 05 1 10 25 50 +15 0 -30 -90 20 Sml Proj 2
IMI mini-uzi 2burst 04 2 15 30 60 +15 0 -30 -90 20 Sml Proj 2
IMI uzi 2burst 03 2 15 30 80 +20 0 -30 -90 20 Sml Proj 3
Ingram M10 2burst 04 2 15 30 80 +15 0 -30 -90 32 Sml Proj 2
Ingram M11 2burst 04 2 15 30 60 +15 0 -30 -90 16 Sml Proj 2
AKSU-74 2burst 04 1 15 30 80 +10 -5 -30 -90 30 Sml Proj 4
Sterling L2A3 2burst 04 2 15 30 80 +15 0 -30 -90 34 Sml Proj 2
AUG 9mm Para 2burst 03 2 15 30 80 +15 +5 -30 -90 32 Sml Proj 3
(Machineguns)
Name Rate F Range Mods Ammo Table
M16A2 2burst 04 3 40 120 400 +15 0 -30 -90 30 Sml Proj 4
RSAF L85A1 2burst 05 3 40 120 400 +20 +5 -30 -90 30 Sml Proj 4
RSA AK-47 2burst 03 3 40 120 400 +20 0 -35 -100 30 Sml Proj 4
Steyr AUG 2burst 03 3 40 120 400 +20 0 -30 -90 30 Sml Proj 4
M16A2 LMG 2burst 04 3 50 200 450 +15 0 -30 -90 30 Sml Proj 4
RSAF L86A1 2burst 05 3 50 300 700 +20 0 -30 -90 30 Sml Proj 5
RSA PKM 2burst 05 3 50 300 700 +15 0 -30 -90 continuous b Sml Proj 5
SACO M60E1 2burst 05 3 50 300 700 +15 0 -30 -90 Disintegrating b Sml Proj 5
(Rifles)
Name Rate F Range Mods Ammo Table
Druganov SVD 2 03 4 50 200 450 0 + 5 -30 -90 10 Sml Proj 4
Springfield M21 2 03 4 50 300 700 0 +10 -30 -90 20 Sml Proj 4
WA-2000 2 03 4 50 300 700 0 +15 -30 -90 6 Sml Proj 4
(Shotguns)
Name Rate F Range Mods Ammo Table
Jackhammer 2burst 04 3 20 40 60 +25 +5 -30 -90 10 Shotgun
Remmington 870 2 02 3 20 40 60 +20 0 -30 -90 7 Shotgun
870 sawed-off 2 02 3 15 25 50 +25 -5 -30 -90 7 Shotgun
1300 Defender 2 02 3 20 35 50 +20 0 -30 -90 7 Shotgun
1300 sawed-off 2 02 3 15 25 40 +20 0 -30 -90 7 Shotgun
This list of weapons are for use with a modern
day genre of space master. They are scaled to do more damage than would
be if the weapons were used in a deep future genre. This is because the
repairable damage cause by firearm attacks is much less today.
Fallen Empire Master Weapons Chart
(Pistols)
Name Rate F Range Mods Table
mini maser 2 03 1 5 10 15 +15 0 -30 -90 disrupt 1
maser pistol 2 03 3 20 40 120 +15 0 -30 -90 disrupt 2
assault maser 2/burst 03 3 25 70 150 +15 0 -30 -90 disrupt 3
maser rifle 2/burst 03 3 30 90 150 +15 0 -30 -90 disrupt 4
heavy maser 2/burst 03 3 80 400 1000 +15 0 -30 -90 disrupt 5
Notes:
1. Masers are microwaves amplified through stimulated emission of radiation.
2. These weapons have an other effect. If a maser is fired at a electronic
device, the device must make a -50 RR or be destroyed ( This does affect
Androids).
Located here are some links to a few
other sites I have dug up on the internet. The last couple of months, the
content of this page has been getting fairly stale. So I thought I might
spruce it up some. These sites contain statistics and pricing for modern
day armor and other theifly type things. This list is duplicated on the
Equipment Page.
SpyZone
Spy
Store International
StarShire
The "Schrapnellgewehr"
The Schrapnellgewehr is likewise called the GNA (gravity nonlinear accelerator
or "gna - the last thing your'll enemy will say!"). This is an assault
weapon which accelerates in an elliptical gravitational field small discs.
This discs are made out of ceramic. This discs are brought to a high speed
and to very fast rotation. This makes the GNA a devasting weapons. Only
a society which is capable of controlling (like the Drakarians) gravity
can build this kind of weapon. They schould be scarcely available (if at
all) in the Imperium. This weapon is only available as an assault
carabiner.
Now the stats:
Weapon type: |
2H projectile |
|
|
|
Fire rate: |
2 bursts/rnd |
|
|
|
Fumble: |
6 |
|
|
|
Range |
10 |
50 |
200 |
400 |
Range modifier |
+15 |
0 |
-45 |
-100 |
Maximum result |
Mk. 5 |
Mk. 5 |
Mk. 4 |
Mk. 4 |
Burst |
8/14 |
|
|
|
This weapon doas double damage. It is also possible to use different
types of ammunition:
Normal:
no changes
Aluminium:
+10 (AT 1-4), -20 else
Tungstencarbid: +5 (AT AT
1-8), +10 AT(9-20)
Comments are welcome
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