Stellar Swords
An OGL Resource for Space Fantasy Roleplaying

Equipment:
Martial Ranged Weapons

Weapon Cost Damage Critical Range
Increment
Weight Type
Two-Handed Weapons
Assault carbine 650 cr 1d10 x3 250 ft. 10 lb. Piercing
   Magazine (50) 25 cr 1 lb.
Assault railgun 1,500 cr 3d12 x3 250 ft. 14 lb. Piercing
   Magazine (4) 50 cr 1 lb.
Assault blaster 2,000 cr 4d10 x2 200 ft. 12 lb. Electricity
   Minicell (20) 15 cr 1/2 lb.
Assault laser 1,500 cr 3d10 x2 200 ft. 12 lb. Fire
   Minicell (20) 15 cr 1/2 lb.
Assault rifle 750 cr 1d12 x3 250 ft. 12 lb. Piercing
   Magazine (50) 25 cr 1 lb.
Flamethrower 1,000 cr 3d6 20 ft. 8 lb. Fire
   Fuel pack (10) 25 cr 1/2 lb.
Grenade launcher 500 cr * * 200 ft. 12 lb. *
   Magazine (5) varies 1 lb.
Hellfire revolver 1,350 cr 3d6 x2 150 ft. 7 lb. Radiation
   Magazine (4) 100 cr 1/4 lb.
Launch pack 10,000 cr * * 300 ft. 18 lb. *
Light machinegun 1,000 cr 2d6 x2 300 ft. 14 lb. Piercing
   Magazine (100) 75 cr 3 lb.
Missile launcher 7,500 cr * * 20 lb. *
Plasma rifle 3,000 cr 5d10 x2 300 ft. 14 lb. x2
   Heavy cell (20) 50 cr 5 lb.
Rocket launcher 5,000 cr * * 400 ft. 15 lb. *
Rocket launcher, multishot 6,500 cr * * 400 ft. 24 lb. *
   Magazine (4) 1,000 cr 12 lb.
Sniper rifle 800 cr 1d12 x3 300 lb. 12 lb. Piercing
   Magazine (30) 20 cr 1/2 lb.
Submachine gun 500 cr 1d10 x3 200 ft. 8 lb. Piercing
   Magazine (50) 25 cr 1/2 lb.
 
Mounted Weapons
Automated Support Weapon 2,275 cr 3d12 x3 400 ft. 30 lb. Piercing
   Magazine (120) 75 cr 5 lb.
Blaster cannon 5,000 cr 8d10 x2 500 ft. 65 lb. Electricity
   Heavy cell (10) 50 cr 5 lb.
Heavy machinegun 1,500 cr 3d6 x2 400 ft. 20 lb. Piercing
   Magazine (100) 75 cr 5 lb.
Laser cannon 4,000 cr 6d10 x2 500 ft. 50 lb. Fire
   Heavy cell (15) 50 cr 5 lb.
Laser minigun 2,500 cr 3d10 x2 200 ft. 25 lb. Fire
   Magazine (75) 50 cr 1 lb.
Missile launcher, multishot 7,000 cr (4 missiles)
8,500 cr (8 missiles)
11,000 cr (16 missiles)
15,000 cr (24 missiles)
*
*
*
*
*
*
*
*



60 lb.
90 lb.
120 lb.
150 lb.
*
*
*
*
Rail cannon 4,000 cr 4d12 x3 500 ft. 60 lb. Piercing
   Magazine (15) 100 cr 5 lb.
Sniper cannon 1,800 cr 3d12 x3 500 ft. 30 lb. Piercing
   Magazine (12) 30 cr 1/4 lb.

About Personal Firearms

Several new weapon types are introduced Here. Individual weapons are listed separately under each category.

RAILGUNS

These advanced weapons use powerful magnetic fields to accelerate metal slugs through the barrel. They are capable of both very high muzzle velocities and extreme rates of fire.

MOUNTED WEAPONS

These weapons are designed as support or anti-vehicle weapons. A character can fire a mounted weapon only if the weapon is supported by a bipod, tripod, weapon harness, or vehicle mount. Even a bipod or weapon harness is insufficient for some weapons: Such weapons must be mounted on a tripod or vehicle mount. Many of these weapons are typically connected to a vehicle battery or fixed power generator, which give them an unlimited power supply. However, if these power sources are knocked out, the weapons will no longer fire.

All of these weapons are military-grade weapons and access to them is tightly controlled, even on worlds whose laws are otherwise rather lax.

Weapon Descriptions

Assault Blaster: The assault blaster is a military-grade automatic rifle capable of firing three-pulse bursts. A standard minicell is good for 20 shots with an assault blaster.

Assault Carbine: This military-grade, automatic slug-thrower is a slightly more compact version of the assault rifle. It uses a binary chemical propellant to fire caseless ammunition. The assault carbine is capable of firing three-round bursts. A standard magazine holds 50 rounds and a propellant cartridge is good for 300 shots.

Assault Laser: The assault laser is a military-grade automatic rifle capable of firing three-pulse bursts. A standard minicell is good for 20 shots with an assault laser.

Assault Rifle: This automatic slug-thrower was standard issue among military and security forces before the development of reliable and portable energy weapons. It uses a binary chemical propellant to fire caseless ammunition. The assault rifle is capable of firing three-round bursts. A standard magazine holds 50 rounds and a propellant cartridge is good for 300 shots.

Assault Railgun: The assault railgun is a military-grade automatic rifle capable of firing five-round bursts. It is a popular weapon with ground-based infantries. An assault railgun magazine holds 50 rounds and a minicell provides sufficient energy for 500 shots.

Automated Support Weapon: Known more commonly as the “panic pack” among mercenary grunts, the ASW serves as near-instant heavy fire support for many infantry units. The weapon isn't necessarily effective at wiping out opposition, but is intended more to intimidate the enemy with a withering curtain of automatic fire in an instant response to sudden attack. It consists of a computer automated heavy machine gun mounted on a backpack harness featuring a pop-up tripod assembly.

The soldier assigned to carry the weapon on his back is frequently called the "lug." He carries a little gear on his belt but reserves most of his strength for the ASW. When the squad encounters sudden resistance and soldiers fall prone and take cover, the lug falls onto his belly and activates a switch on the pack's belt clip. The tripod assembly pops up, bringing the heavy machine gun into a prime position above the soldier to lay down suppressive fire. Each time the lug activates the gun, it fires suppressive fire in a computer-randomized pattern. The designers intended the ASW to initially return fire and potentially tear up an enemy when the squad was least prepared to retaliate.

The weapon's customized magazine has 120 rounds, enough ammunition to support several rounds of suppressive fire under power of one propellant cartridge. The wearer makes an attack roll with a -8 penalty: -4 for suppressive fire and -4 for essentially shooting blind.

The backpack tripod assembly allows one Medium-size person to carry the Huge weapon and deploy it effectively in combat. The soldier essentially becomes part of the fire platform for the cannon. With the weapon mounted on his back, he cannot reload it nor can he undertake any other action other than lying prone on the ground while firing the cannon. When the magazine empties, the tripod assembly retracts and the lug can get up on his own—with the assembly extended, the soldier cannot rise on his own.

The tripod assembly and weapon requires two minutes to strap on, but comes with a fast-release harness, allowing the bearer to shed the weapon and tripod mount with a standard action. One cannot wear both the ASW and anything more bulky and protective than light armor.

Units operating in frontier areas sometimes mount the ASW on Large four-legged creatures as rearward fire support, in which case the lug can move forward as if appropriately encumbered, all while the weapon lays down a withering curtain of suppressive fire with the usual penalties.

The cost listed includes one 200-shot propellant cartridge and the modified 120-round magazine. The ASW is bulky and imposes a -4 armor check penalty on the wielder.

Blaster Cannon: This heavy weapon is the massive relative of the common blaster rifle. It is used to combat light mechanized forces. A heavy cell is sufficient for only 10 shots with a blaster cannon. Most are connected to vehicle batteries or large generators for an effectively unlimited power supply.

Flamethrower: This semiautomatic weapon ignites and jets sticky, burning fuel. The weapon deals 3d6 points of fire damage to everything in a 5-foot-wide stream extending to its maximum range. Characters caught in the stream can make a Reflex save (DC 20) for half damage.

Grenade Launcher: These semiautomatic, magazine-fed weapons use an efficient compressed-gas mechanism to fire any type of the grenade. A standard magazine holds five grenades and the compressed-gas reservoir is good for 20 shots. For the same price as a grenade launcher purchased separately, these weapons can also be mounted under the barrel of an assault weapon. Some assault weapon models even come with integral launchers, providing both direct fire and area-effect fire support.

Heavy Machinegun: These powerful slug-throwers must be mounted on a heavy tripod or vehicle. This weapon fires a heavy round at a very high rate of fire and is effective at very long ranges. Heavy machineguns have only two modes: autofire and suppressive fire. They do not fire single shots. Heavy machineguns fire five-round bursts. A standard drum magazine holds 100 rounds and a propellant cartridge is good for 200 shots.

Hellfire Revolver: This is a strange weapon found in some of the outlying regions of the modern galaxy. There are rumors of vigilante gangs in these regions carrying such weapons as a status symbol. Revolvers are rare, as the frequent need to reload makes them less attractive than semiautomatics. The unusually high power and cost of a hellfire round makes revolvers an appropriate design. A hellfire revolver has the profile of a short shotgun and is fired with both hands. Its revolving cylinder has room for four rounds. The fat, scarlet-marked rounds meant for this weapon are quite distinctive and expensive.

Laser Cannon: This heavy laser is used as a support and anti-vehicle weapon. A heavy cell is good for only 15 shots with a laser cannon, and most are connected to a vehicle battery or generator for an effectively unlimited power supply.

Laser Minigun: This devastating weapon is essentially an oversized assault laser that uses multiple rotating barrels to sustain an extreme rate of fire. The laser minigun deals damage as an assault laser, but it can fire up to five shots with a single burst. An oversize magazine offers an improved sustained rate of fire. The weapon can only be used effectively by a Medium-size character if it is mounted or braced using the integral bipod assembly. Unlike most mounted weapons, it can also be mounted on an intertial harness.

Launch Pack: This is a multishot rocket launcher shoulder mounted on a harness that a Medium-size solider can wear on the battlefield. The launch module has a capacity of five rockets, and it can fire any type of rocket. If the launch pack is linked to a heads-up display, a soldier can fire one rocket per round as a free action. If the character is using another weapon in combat, he must select one target for the round and all attacks from both weapons must be directed at that target. A character using a launch pack suffers a -1 armor check penalty for each rocket loaded in the module, unless the system is mounted on powered armor. A fully loaded launch pack imposes a -5 armor check penalty, but this penalty drops by 1 for each rocket that is fired.

Light Machinegun: These support weapons are some of the most common slug-throwers remaining in military service. They fire a large-caliber rifle round at a very high rate and are effective at longer ranges than lighter weapons. Light machineguns fire five-round bursts and a standard magazine holds 100 rounds.

Missile Launcher: The man-portable, shoulder-fired missile launcher is a common support weapon in military service. It is typically used to attack ground vehicles and aircraft. The missile launcher is a single-shot weapon. Missile launchers have an onboard targeting computer that provides a +3 bonus to attack rolls when a target has been acquired. Loading it is a full-round action that provokes attacks of opportunity. Missile launchers are military weapons and access to them is tightly restricted.

Missile Launcher, Multishot: These launch systems are usually vehicle mounted or integral vehicle weapons. Some models are magazine fed, but most feature independent launch tubes. They come in four, eight, 16, and 24-missile models. These weapons can fire 1/4 of their missile capacity with a single attack action. For example, a 4-missile launcher can only fire one missile per attack action, while a 24-missile launcher can fire six. Missile launchers have an onboard targeting computer that provides a +3 bonus to attack rolls when a target has been acquired.

Plasma Cannon: This heavy plasma weapon is capable of truly frightening firepower. A plasma cannon must be connected to a vehicle battery or generator, but both provide an effectively unlimited power supply.

Plasma Rifle: This large, military-grade weapon fires devastating pulses of highly energetic, high-temperature plasma that inflicts severe heat damage on the target. The plasma rifle can be used in both anti-personnel and anti-vehicle roles. The plasma rifle is a semiautomatic weapon and cannot fire bursts like many other military-grade energy weapons. A heavy power cell is good for 20 shots with a plasma rifle. Plasma rifles are military-grade weapons and access to them is tightly restricted.

Rocket Launcher: The rocket launcher is a manportable weapon that can fire any of the rockets. It is a single-shot weapon. Loading the rocket launcher is a full-round action that provokes attacks of opportunity. Rocket launchers are military-grade weapons and access to them is tightly restricted.

Rocket Launcher, Multishot: The multishot rocket launcher is a semiautomatic weapon. Its large magazine has a capacity of four rockets. As with the single-shot launcher, reloading this weapon is a full-round action that provokes attacks of opportunity. Rocket launchers are military-grade weapons and access to them is tightly restricted.

Sniper Cannon: This is a massive single-shot rifle used by military snipers in support roles. The weapon fires large-caliber rounds that are only slightly smaller than autocannon shells, and they are powerful enough to punch through walls, vehicles, and other obstructions. These weapons are especially effective in their specialized roles when loading non-standard ammunition, such as armor-piercing and explosive rounds.

Sniper Rifle: This semiautomatic slug-thrower is a large-caliber rifle used primarily by law enforcement and military sharpshooters. It has excellent accuracy at extended ranges. A standard magazine holds 30 rounds and a propellant cartridge is good for 300 shots.

Submachine Gun: This is a military-grade, automatic slug-thrower. It is smaller than a carbine and typically fires ammunition in handgun calibers. It uses a binary chemical propellant to fire caseless ammunition. A submachine gun is capable of firing three-round bursts. A standard magazine holds 50 rounds and a propellant cartridge is good for 300 shots.