Firearms
This section covers ranged weapons of all types. For more variety, feel free to use the energy weapons in the Ultimate Edition Rifts book, but they would probably have different names.
Rocket Weapons: Rocket weapons fire bullets with a flashless second-stage propellant that accelerates the bullet to about 5 times the speed of a normal bullet. Their design and capabilities are more similar to energy weapons than ballistic weapons and users should have W.P. Energy Pistol to wield them appropriately. Almost any S.D.C. firearm can be converted to fire rocket rounds, but they must have the barrel replaced to handle the heat from the second-stage propellant. Any converted S.D.C. weapon does equivalent damage in M.D.C. when firing rockets. Shotguns and anything that does more damage than an assault rifle are not available. Rocket weapons are VERY dangerous when used aboard starships, due to the risk of a hull puncture.
M-07 Heavy Ion Pistol

Before the true nature of the Arkhons’ cerasteel was understood, the Protectorate just assumed that the substance was naturally tougher and lighter than any human-known composites. Once they saw their weapons were only half as effective as they should be, the solution seemed simple: Double the power of Protectorate weaponry. The M-07 Heavy Ion Pistol is a classic example of this philosophy. It uses twice as much power per shot as pistols of a previous generation, at the cost of burning through E-clips at a prodigious rate. For years, this was the standard service pistol of all Protectorate armed forces, and is still fairly popular today among officers and fleet personnel. This weapon also has an S.D.C. setting, making it the standard side arm for most colonial law enforcement agencies, as well as M.P.s posted inside space ships.
Weight: 3.5 lbs.
Mega-Damage: 5D6 M.D. per shot on M.D. heavy power setting, 6D6 S.D.C. on light setting
Rate of fire: Single shots only.
Bonuses: +1 to strike on an aimed shot.
Payload: 8 M.D. shots per E-clip. 32 S.D.C. shots per E-Clip.
Market Price: 12,000. Common availability. They made millions of these things.
MR-10 “Mister Ten” Rocket Pistol

Eventually, the Protectorate came to understand that cerasteel was vulnerable to physical attacks, and began to equip their military forces appropriately. Normal ballistics weapons were not enough, so the Protectorate employed electromagnetic rail technology for larger weapons. However, this technology was not available for pistols and small caliber weapons, so the Protectorate turned to micro-rocket technology. The MR-10 and similar weapons fire special 10mm rounds that utilize a powerful chemical micro-booster to accelerate each round to many times that of a normal bullet. The rocket rounds are also equipped with an explosive tip, to inflict even more damage. The recoil has cost the weapon some accuracy, but compensators in the grip negate most of that.
This is the current standard side-arm of the Protectorate Armed Forces, and is sold openly to independent spacers.
Weight: 4 lbs.
Mega-Damage: 2D6 M.D. per single shot, 6D6 M.D. for a three-shot burst (remember to double damage against cerasteel armor).
Rate of fire: Single shots or 3-shot bursts.
Payload: 15 rounds per clip.
Market Price: 15,000 credits for the gun, 600 credits for a box of 50 10mm rocket rounds. Fair availability.
ML-03 Precision Laser Pistol

One of the simple truths of warfare is that you don’t have to worry about how good your enemy’s armor is if you can catch him not wearing it. Rocket pistols are fairly loud and ion blasters emit a pretty decent flash. They are engineered for open warfare and combat. Some of the Protectorate’s soldiers, particularly its Special Forces and commando units, are far more than willing to trade stopping power for stealth. You don’t have to worry about cerasteel if you shoot an Arkhon in the back of the head…preferably while they’re asleep. The ML-03 is quiet, excellently balanced, and light, making it an excellent weapon for marksmen or anyone who wishes to be discreet.
Weight: 2 lbs.
Mega-Damage: 2D4 M.D. per shot.
Rate of fire: Single shots only
Bonuses: +3 to strike on an aimed shot.
Payload: 20 shots per e-clip.
Market Price: 20,000; rarely available, and only through black market channels. Not sold to the general public openly.
Abdicator Heavy Plasma Pistol

Often touted as the most powerful handgun on the market, the Abdicator is an overpowered plasma pistol favored by mercenaries and people who like their weapons intimidating and devastating. However, discerning weapons buyers consider it a substandard gun. The abdicator certainly lives up to its reputation for damage, but it has poor range, a low payload and has to be fired two-handed for any hope of accuracy.
Weight: 6 lbs.
Mega-Damage: 5D6+6 M.D. per shot.
Rate of Fire: Single shots only.
Penalties: -2 to strike if fired with one hand due to balance issues.
Payload: 6 shots per e-clip.
Market Price: 25,000 credits; most gun dealers will have one on display or behind the counter on heavily settled worlds.
Carnivore 12.7mm Rocket Pistol

The Carnivore is the largest caliber rocket pistol currently available. It is a sturdy, powerful weapon favored by mercenaries for both its stopping power and durability. It is designed for heavy field use and combat situations, almost never jams and is well-balanced and reasonably priced. Range is only average, however, and it has a lower-than-average payload.
Weight: 3.5 lbs.
Mega-Damage: 5D6 M.D. per shot.
Rate of Fire: Single shots only.
Payload: 12 rounds per clip.
Market Price: 15,000 credits. Rounds cost about 400 credits for a box of 120. Good availability, particularly in higher-end weapons dealers or places that cater to mercenaries.
Hermes Corp. Frontiersman Blaster

The Hermes Corp. Frontiersman series of weapons are rugged, reliable firearms common throughout the Free Colonies and the Protectorate. Designed for colonists who might be exposed to all sorts of environments, the Frontiersman weapons can work in almost any environment, including space and under deep water. The ion blaster is the most popular of the line, and includes an optical 20x Mag Scope and rangefinder. These weapons are known as much for their performance as for the advertising campaign, which shows a Trebuchet piloted by a sexy girl stomping on the pistol several times and then showing that it still works.
Weight: 4 lbs.
Mega-Damage: 2D6 M.D. per shot
Rate of Fire: Single shots only.
Bonuses: +1 to strike on an aimed shot
Payload: 12 shots per e-clip.
Market Price: 8,000 credits, readily available.
H.I.P. Mk II

The Heavy Ion Pistol, Mark II, is an intimidating weapon often used by mercenaries and some Special Forces units. It has slightly less stopping power than the old ‘07s, but a greatly increased e-clip capacity and increased range. It is fairly popular both in the Protectorate and throughout the Free Colonies.
Weight: 5 lbs.
Mega-Damage: 4D6 M.D. per shot
Rate of Fire: Single shots only.
Payload: 20-shots per clip.
Market Price: 16,000 credits. Fair availability.
Guardsman “Double Jeopardy” Enforcement
Pistol

Exclusive to employees of the Guardsman Interplanetary Security Service, this pistol is two guns in one: an excellent, long-range energy weapon, and a powerful rocket pistol with good stopping power. There are no known knock-offs, nor have any shipments ever gone missing. This means that it is generally assumed that you, or someone you dealt with, killed a Guardsman to get it.
Weight: 4 lbs.
Mega-Damage: 2D6 M.D. for the laser, 4D6 M.D. for the rocket pistol. Cannot be fired at the same time.
Rate of Fire: Single shots only.
Bonus: +3 to strike on aimed shots for the laser, +1 for aimed shots with the rocket pistol.
Payload: 16 shots with the laser per e-clip, and 10 shots per clip for the rocket pistol.
Market Cost: Not for sale; it is a seller’s market and the price can vary dramatically.
The Gunslinger Special

The Gunslinger Special is a weapon for those with money, or enemies, to burn. This pistol fires small packets of plasma with highly destructive force, and has a number of features. It is popular among the very rich, big game hunters and successful pirates. Large and intimidating, the heavy pistol is almost as well known for being used to pistol whip people into submission as it is as a ranged weapon. The gun comes with a built-in laser sight and rangefinder, a cooling cowl under the barrel that keeps the weapon from overheating, and the ability to fire just the primer for the plasma rounds, which can be used as a flare (1,000 foot range, does no damage). The actual plasma packets are designed like Old Earth bullets and the weapon stores them in a cylinder-barrel similar to six-shooters of old.
Weight: 8 lbs.
Mega-Damage: 5D6 M.D. per single shot, 1D8 S.D.C. when used as a blunt weapon.
Rate of Fire: Single shots only.
Bonuses: +3 to strike, but only if both hands are used to steady it. +1 to strike if fired with just one hand.
Payload: 6 shots. Comes with a speed loader. Plasma rounds cost 120 credits for six.
Market Cost: 30,000 credits! You’re paying as much for the name and prestige as anything else. Each weapon is handcrafted. Rare availability. Excellent resale value.
L5 Super Pistol

A popular line of laser weapons, the L5 weapons are known for range and accuracy more so than power. The Super Pistol is more of a laser sub-machine gun than a pistol. It has a double energy-clip port which allows the user to use one or two E-clips. The low power, high payload and small size makes it an excellent weapon for boarders and is often used by close combat specialists and mercenary marines.
Weight: 5 lbs.
Mega-Damage: 2D4 M.D. per single shot, 4D6 M.D. for a 3-shot burst, 1D4x10 M.D. for a 10-shot burst.
Rate of Fire: Single shot, short burst and long-burst settings.
Bonuses: +1 to strike on single shots only.
Payload: 30 rounds for each E-clip, for a maximum of 60 shots possible.
Market Cost: 22,000 credits. Poor availability outside of the Terran Protectorate, where they are manufactured and sold. Good availability in the Protectorate.
“Magma” Mogg’Theran Plasma Pistol

This is the standard sidearm of the Mogg’Theran military and every officer is given one upon being given their commission. The weapon utilizes compressed hydrogen clips, heating small amounts of the hydrogen into a plasma state before firing the plasma out of the barrel. This gives it decent damage and a high ammunition capacity. It is also small and concealable (+5% to all concealment and palming rolls).
Weight: 2 lbs.
Mega-Damage: 2D6 M.D. per shot. Also has a “double tap” setting for firing bursts of two shots that do 4D6 M.D. Double taps are considered bursts.
Rate of Fire: Single or double shots.
Payload: 30-round hydrogen clips.
Market Cost: 10,000 credits, clips cost about 600 credits each. Very good availability.
“Nova” Mogg’Theran Heavy Plasma Pistol

A favorite of mercenaries and pilots, particularly in the Empire of Many Suns, this is a heavy combat version of the Magma pistol and is internally identical in almost every way except that it heats a larger amount of hydrogen for the plasma shots and the barrel has a much more powerful magnetic field projector to keep the plasma packet cohesive over longer distances. Special Forces units in Mogg’Theran armadas often use these pistols, but for the most part they are sold outside of the military and have been for about 300 years. The Fahreen are the main manufacturer of this design now.
Weight: 3.5 lbs.
Mega-Damage: 3D6+6 M.D. per shot. “Double tap” does 6D6 M.D., but counts as a burst.
Rate of Fire: Single or double shots.
Payload: 20-round hydrogen clips.
Market Cost: 14,000 credits, clips cost about 600 credits each. Fair availability.
“Ragnarok”
Particle Beam Pistol

A Xintrin heavy pistol with a casing modeled off of old human designs. Favored by pirates and close combat specialists, this is a well-rounded weapon with good power, excellent range, and good balance. Its main drawback is its limited ammo capacity.
Weight: 4 lbs.
Mega-Damage: 4D6 M.D. per shot.
Bonus: +1 to strike when fired two-handed.
Rate of Fire: Single shots.
Payload: 8 shots per energy clip.
Market Cost: 18,000 credits. Poor Availability (limited production runs).
“Specialist” Xintrin Rocket Carbine

Based on human rocket weapon technology, this weapon has twice the stopping power of the MR-10, and is handled similarly to a sub-machine gun. It can be handled using either the W.P. Energy Pistol or W.P. Energy Rifle skill. It comes standard with a laser sight mounted under the barrel. It is frequently used by close combat specialists, freelancers and pirates.
Weight: 6 lbs.
Mega-Damage: 4D6 M.D. per single shot, 1D6x10 M.D. on a three-shot burst.
Rate of Fire: Single shots or three-shot bursts.
Payload: 30-rounds per clip. Uses standard 10mm rocket rounds.
Market Cost: 20,000 credits. Fair availability.
SM-14 “Ghostmaker”
Combat Shotgun

This large, brutal weapon is a high-capacity shotgun that fires dense shells loaded with depleted uranium shot and plasma gel. The effect is the same as with a shotgun, but with mega-damage effects. In addition, the weapon is designed for high-capacity magazines, for extended field use. The weapon is gaining popularity with Protectorate units charged with tackling the Arkhon’s Spectral Hunter cyborgs, and among explorers delving into the Orion Expanse. There have even been bulk sales to the Xintrin military, who shave off the trigger guard, and increase the size of the trigger and grip for Xintrin hands. Often known as the “Hall Howitzer” for its usefulness in clearing a starship hallway of targets.
Weight: 14 lbs.
Mega-Damage: 6D6 M.D. to the target, half-damage to everything within a 15-foot area of the target.
Rate of fire: Single shot only
Payload: 40-round magazine.
Market Price: 15,000 credits, magazines cost 300 credits each.
Stinger Hold-Out Ion Pistol

This small, concealable weapon is favored by affluent women, corporate execs and anyone who wants a small, concealable weapon. It provides a +10% bonus to palming and concealment rolls when someone is trying to hide it. It will not fool weapon scanners, however.
Weight: 11 ounces.
Mega-Damage: 2D4 M.D. per shot.
Rate of Fire: Single shots only.
Payload: 6 shots per E-clip.
Market Price: 4,000 credits. Excellent availability. Carried by most weapons dealers.
M-99 Rocket Rifle

This is a powerful rifle using the Protectorate’s standard 10mm rifle rocket rounds, which are longer than those in pistols, allowing more accelerant and a larger explosive charge. Instead of a traditional sight, the rifle is topped by an infrared targeting sensor that relays targeting data directly into a Protectorate tactical headset. The rifle is known for its high ammo capacity and power. This is the standard combat rifles for the Protectorate Colonial Marine Corps.
Weight: 12 lbs.
Mega-Damage: 5D6 M.D. per round
Rate of fire: Standard; fully automatic weapon capable of short, long, and full-melee bursts.
Bonuses: +1 to strike with both aimed shots and bursts.
Payload: 60-shot long clip in stock, giving it the equivalent of two clips worth of ammunition for the sake of automatic firing rules.
Market Price: 26,000. Rare availability.
Agonizer Gravity
Wave Assault Cannon

Often referred to as the “Black Hole Minigun,” this is a Fahreen weapon that fires bursts of small gravity disrupting spheres. It is fired from the hip, often with the use of a stabilizing harness rig that helps support the weight. Only usable by those with a physical strength of 20 or better without the rig.
Weight: 40 lbs.
Mega-Damage: 3D6 M.D. per single shot, 1D6x10 M.D. for a 5-shot burst, or 3D6 M.D. to 1D4 targets for a 5-shot spraying burst.
Rate of Fire: Single shots, tight burst or spraying burst.
Payload: 100 blasts per energy canister.
Market Price: 35,000 credits. Poor availability. All Fahreen energy canisters cost 1,500 credits each and are rechargeable.
Carrionmaker Sonic
Cannon

One of the few weapons made and manufactured solely by the Sigmari, this powerful shouldercannon devastates its target with pulverizing waves of sound. In addition to the pure kinetic impact of the sonic blast (does full damage to ceresteel despite being an energy weapon), the noise (directed solely at the point of impact) is deafening and debilitating. Can only be wielded by creatures with supernatural or robotic strength.
Weight: 150 lbs.
Mega-Damage: 1D6x10 M.D. to a 10-foot area. Targets with no hearing protection are automatically deafened by the blast for 1D4 melee rounds, and are -2 attacks per melee, and -4 to initiative and -4 to strike, parry and dodge while their heads ring from the soundwave. Targets in fully environmental body armor suffer only half the penalties and can make a save vs nonlethal poison to completely resist the effects. Targets protected by power armor, robots or the hull of a vehicle suffer no ill effects.
Rate of Fire: Single shots only.
Payload: 8 shots per rechargeable energy cell.
Market Cost: Only 10,000 credits when purchased on Sigmar. Anywhere else they cost 30,000 credits and up. Energy cells for this weapon cost 250 credits on Sigmar, and 500 credits elsewhere. Common on Sigmar but rare anywhere else, as they are not exported.
Conflagration Mogg’Theran Plasma Rifle

Using the same basic design features as the plasma pistol, this Mogg’Theran rifle is the standard assault weapon in most of the armadas. Knock-offs are also manufactured by the Fahreen, the Rhtharians and the Xintrin, making it a common weapon. It has good stopping power and excellent range for a plasma weapon, although it still does not have the range of most laser rifles. It is also durable, reliable and can carry a good payload.
Weight: 10 lbs.
Mega-Damage: 5D6 M.D. per shot or 1D6x10+10 M.D. for a three-shot burst.
Rate of Fire: Single shots or three-shot bursts only.
Payload: 45 hydrogen charges.
Market Price: 14,000 credits. Excellent Availability.
Crusader Light Gauss Cannon

Manufactured by the makers of the Carnivore pistols and Paladin Exoskeletons and Power Armor, this gauss cannon was designed for use with power armor and heavy combat cyborgs. It magnetically fires depleted uranium slugs that deliver incredible kinetic damage to their targets. Unlike railguns of the same size, it does not fire bursts, instead focusing more power on firing a heavy, individual slug. It comes fully equipped to integrate with virtually any targeting system. Cannot be wielded by anyone with less than an augmented strength of 20 or better (all attempts to fire are wild shots at -6).
Weight: 80 lbs.
Mega-Damage: 2D4x10 M.D. per round.
Rate of Fire: Single shots only.
Bonus: +2 to strike when not using any other targeting system, otherwise its own targeting system is overridden by those of the power armor or cyborg (cannot be combined for cumulative bonuses).
Payload: 40 shells.
Market Price: 75,000 credits. Illegal on most worlds. Generally only used in full combat theatres. Rare.
Fahreen Resonance
Cannon

This weapon uses the same principle behind the Sigmari sonic cannon. But instead of firing one massive sonic blast, it fires a beam of powerful ultrasonic waves that shake targets apart. This is a heavy weapon that can only be wielded by those with augmented physical strength, power armors or exoskeletons. While its damage is comparable to that of the Sigmari sonic cannon, it has greater range and can be linked to a power armor or vehicle’s power supply for unlimited ammunition. It also lacks the debilitating noise effects of the sonic cannon.
Weight: 50 lbs.
Mega-Damage: 1D6x10+10 M.D. per shot.
Rate of Fire: Single shots only.
Bonus: +1 to strike.
Payload: 30 shots with a Fahreen energy cannister, unlimited when linked to a power armor or robot power supply.
Market Price: 50,000 credits. Illegal on most worlds. Poor availability.
Fahreen “Black Hole
Gun” Gravity Wave Cannon

The Fahreen have made a name for themselves selling their own line of unique, gravity-based weaponry. The most well-known is the gravity wave cannon. This large, but lightweight weapon can be fired either from the shoulder or from the hip and is sometimes favored by stronger, larger races. It fires a ball of gravity disrupting force that briefly (fractions of a second) increases gravity at the point of impact 20-fold. First, targets suffer crushing damage, and then are usually thrown off their feet when the field explosively decompresses. This has led to this weapon being called a “Black Hole Gun” which is a grossly inaccurate misnomer.
Weight: 16 lbs.
Mega-Damage: 1D6x10 M.D. to a 5-foot area, plus targets under 500 lbs. have a 75% chance of being thrown off their feet, losing initiative and their next attack/action.
Rate of Fire: Single shots only.
Payload: 20 shots per energy canister.
Market Price: 35,000 credits. Illegal on most worlds. Rare, but growing more available with each year.
General Model Light Laser Machinegun

This high-capacity laser weapon fires pulses of medium-powered lasers and is ideal for suppressing fire or shipboard combat (due to the low penetration of each individual laser). It is often used as a crew-served weapon or as a primary weapon by pilots of power armor and exoskeletons. It is also frequently used by larger and stronger species, like the Sigmari and Arnuban. It is made by a variety of human and non-human manufacturers and is readily available.
Weight: 20 lbs.
Mega-Damage: 2D6 M.D. per individual laser, 6D6 M.D. for a three-shot burst, or 1D6x10 M.D. per 6-shot burst.
Payload: Rechargeable battery pack with 120-shot capacity. Also can run off standard E-clips, which provide it with 30 shots.
Market Price: 20,000 credits. Spare battery packs cost 1,000 credits. Good availability.
Hermes Corp. Frontiersman Ion Rifle

Continuing the successful Frontiersman series of weapons is the Frontiersman Ion Rifle. Like the pistol, it is a sturdy, no-frills weapon designed for colonists and explorers who need rugged, tough and reliable weapons. In addition to being a good rifle, this weapon comes with its own little survival kit. There is a survival knife in the back below the 20x Optical Mag sight, high-tensile strength; 2,000 lbs. test line (200 feet); four signal flares; a radio beacon; and two small canisters of sealant spray (for plugging small holes in space suits); all built into various spots on the rifle.
Weight: 12 lbs.
Mega-Damage: 4D6 M.D. per shot, 1D6x10 M.D. on a three-shot burst.
Rate of Fire: Single shots or three-shot bursts.
Payload: 30-shot energy clip.
Market Price: 12,000 credits. Commonly available.
HOLMSTEAD 480 ASSAULT RIFLE

Exclusive to the Guardsman Interplanetary Security Service, this is a high-capacity rocket assault rifle and grenade launcher in over-under configuration. It is a sturdy weapon with a built-in laser-sight and the ability to go full auto, much like the M-99 Rocket Rifle. While it tends to be more accurate, it does not have the stopping power or ammunition capacity of that weapon, however.
Weight: 12 lbs.
Mega-Damage: 3D6 M.D. per round for the rifle. Grenades do 5D6 M.D. to a 20-foot area, and can be substituted with smoke grenades, tear gas or “flash bangs.”
Rate of Fire: Standard, able to fire short, long, and full-melee bursts, as per standard weapon rules. Grenades are single-shot only.
Bonus: +2 to strike on aimed shots, +1 to strike with bursts.
Payload: 30-shot clip for the rifle, 6-shot manual load for the grenades.
Market Price: 20,000 credits. Like the Double Jeopardy, this weapon is not sold and is exclusive to the Guardsmen, however a few have hit the market but they are very hard to find. Very rare availability.
MR-70 Sniper Rifle

This is a traditional ballistic sniper rifle, except that the shells it fires are more on the line of micro-grenades that can be devastating to cerasteel armor, or anything it hits really. It has extreme long range, high accuracy and power, but a low payload. This is the standard sniper weapon of snipers in the Protectorate. The standard scope has an x20 magnification, passive nightsight and an automated targeting mini-computer that calculates wind, target speed and gravity (which can vary greatly from planet-to-planet, making accurate shots difficult).
Weight: 12 lbs.
Mega-Damage: 1D4x10 M.D. per shot
Rate of Fire: Single shot only.
Bonus: +3 to strike on an aimed shot.
Payload: 6 rounds
Market Price: 30,000. Rare, very limited availability. Illegal outside of the military.
The Arcblaster
120

This weapon is often touted as a non-lethal crowd control device. It fires debilitating directed electrical blasts that shut down or temporarily overload the nervous systems on most carbon-based life forms. It is often distributed to riot police when dealing with unruly crowds and prison guards, but it has also found popularity among some pirates, who have their own “crowd control” needs. Since the weapon is considered non-lethal, it is available to the general public. However, there have been some fatalities tied to the weapon. Three or more shots in quick succession (within one minute) have been known to cause cardiac arrest in the target.
Weight: 14 lbs.
Mega-Damage: None, victims must make a save vs. stun of 15 or better (including PE bonuses) or be stunned for 2D4 melee rounds. Failing a saving throw three times in one melee round means the victim is suffering a heart attack (and that your attacker was trying to kill you, considering the fact that you were stunned before the two other shots hit). Someone with paramedic skills or higher, or through the use of a robot medical kit, must successfully roll to save the character’s life. Alternately, the character can ride out the heart attack by rolling a save vs coma/death roll of 60% or better; but if successful, the character will be at half all combat bonuses, speed, P.E, and attacks per melee until they receive proper medical attention at a fully-equipped facility.
Rate of Fire: Single shot only.
Payload: 16 shots per E-clip.
Market Cost: 14,000 credits. Fair availability.
L-5 Hawkeye Laser Sniper Rifle

Another weapon from the popular L-5 laser weapon line, this weapon is billed as an urban combat sniper rifle. Not only can it be used to snipe targets with long-range blasts, but it can also be switched to pulse mode for more close quarters fighting (although its length makes it cumbersome for pointblank combat). It comes with a 20x mag digital scope, a cyberport that allows it to link with cybernetic or robotic targeting systems and a detachable stock if close quarters fighting is anticipated. It also has an advanced cooling barrel that allows long-term use of its pulse fire mode. Like the super pistol, it has a dual clip mount to allow the user to double the payload.
Weight: 10 lbs.
Mega-Damage: 5D6 M.D. on a single shot, 1D6x10 M.D. on a three-shot pulse burst.
Rate of Fire: Single shots or pulse burst.
Bonus: +2 to all aimed shots.
Payload: 30 rounds per dual clip, or 15 rounds per single clip.
Market Cost: 25,000 credits. Fair Availability.
MP-105 “Roaster” Light Plasma Cannon

This heavy weapon fills the niches of both heavy anti-armor and anti-personnel weapon. This plasma cannon can fire both tight beams of destructive plasma, or large plasma “grenades” that can sew destruction over a small area. Generally, two marines in a platoon will carry one of these to combat light vehicles, power armors, or the dreaded Spectral Hunter cyborgs, or to clear out dug-in machine gun nests or caves and destroy fortifications. Because the plasma packets this weapon fires are reduced in effectiveness against the Arkhon, it’s popularity and use is limited. But it still packs quite a wallop, even against Arkhon. Besides, there are more foes out there than the Arkhon. Although it has two barrels, both the beams and grenades are fed from the same E-clip.
Weight: 18 lbs.
Mega-Damage: Plasma Beam: 1D6x10+10 M.D. Single shots only. Plasma Grenades: 1D4x10 M.D. to a 20 foot area.
Rate of Fire: Single shots only. Cannot fire both the beam and the grenade at the same time.
Payload: 30 shot E-clip. Firing the plasma grenades takes up two shots.
Market Price: 40,000. Very rare and always illegal outside of the military. However, mercenaries in the Free Colonies pay top dollar to get this weapon. They find it extremely useful, since most mercs are involved in conflicts that have nothing to do with the Arkhon.
MX-120 “Harbinger Minigun”
Heavy Assault Rail Gun

This is the Protectorate’s first attempt to make rail guns usable by the standard infantry soldier. More than any other weapon, even rocket rounds, rail guns have been found to be highly effective against cerasteel armor, but most are too large for infantry units. Even this beast pushes the limits of what an infantry soldier can carry into battle, as the heavy gunner carrying it has to lug not only the power pack, but the ammunition as well. In most squads, the minigun operator is one man of a two-man fire team, and his partner generally carries the majority of the gun’s ammunition. Firing 7.65mm tungsten rounds at a prodigious rate, this weapon mows through cerasteel (and those wearing it), and its distinctive buzzsaw sound has been known to trigger panic attacks in some Arkhons who have survived being on the wrong end of it. Reserved almost exclusively for heavy gunners, it is also used as a crew-served anti-personnel weapon in bunkers and base perimeter defenses, and as a weapon on some APCs and light combat hovercraft. Operator must have a P.S. of at least 18 to wield this weapon, or suffer a -2 to all combat rolls and -2 attacks per melee round. The weapon comes standard with a servo-mount to make handling easier, but it reduces speed by 25%.
Weight: 25 lbs. for the gun, with a 20 lbs power pack.
Mega-Damage: 2D4x10 M.D. per 50-round burst. Only fires bursts.
Rate of fire: Bursts only.
Payload: Back ammo pack of 1,000 rounds (20 bursts) or hip canister belt of 500 rounds (10 bursts). Operator generally carries one hip canister, while his or her fire team partner carries two additional hip canisters and one or two ammo backpacks.
Market Price: 50,000. Very rare and highly illegal to own outside the Protectorate military.
Needler Particle
Beam Rifle

Getting its name from the thin, piercing beam it emits, the Needler is a long-range heavy particle beam rifle used by the Mogg’Theran special forces and snipers. It is highly accurate with excellent range. It comes with a built in 30x magnification scope and an infrared targeting laser which can only be seen through the scope (or through the use of other infrared optic sensors).
Weight: 16 lbs.
Mega-Damage: 6D6 M.D. per shot.
Rate of Fire: Single shots only.
Bonus: +3 on an aimed shot.
Payload: 10 shots per energy clip.
Market Price: 30,000 credits. Rare. Usually only found in the hands of Mogg’Theran special forces or marines. No known manufacturers of knock-offs.
P-10 Beam Rifle

This is a particle beam assault rifle frequently used by heavy weapons soldiers. It has excellent stopping power and can fire short bursts. It also has very good range. However, it is cumbersome and has the typical drawbacks when used against Arkhon ceresteel. It is used as a heavy weapon by human mercenaries and Stellar Navy personnel. This is a portable particle accelerator, and uses a small amount of uranium in a double-hulled cadmium chamber. If the chamber is pierced the radioactive material is flooded with cadmium rendering it (relatively) harmless if cleaned up in short order.
Weight: 16 lbs.
Mega-Damage: 5D6 M.D. per single shot, 2D4x10 M.D. for a four-shot burst.
Rate of Fire: Single shots and short bursts only.
Payload: 20 shots per energy clip.
Market Price: 45,000 credits. Illegal to own outside of the military in the Terran Protectorate, restricted or illegal on most other worlds. Generally used by military or mercenary forces in ground combat situations.
P-120 Super Beam Cannon

This is a man-portable anti-armor particle beam cannon. It is usually used against power armors, robot vehicles, tanks and other combat vehicles. It is also sometimes used as a portable anti-aircraft weapon system. It is a triple-barreled particle accelerator that drains an E-clip with one shot. Like the P-10, it has a small amount of uranium in a double-hulled cadmium chamber. It puts out enough power that it is even a threat to Arkhon weapons, despite the effects of ceresteel. It is usually tripod mounted or carried by someone wearing an exoskeleton or power armor. However, it is so well balanced that a normal human with a P.S. of 18 or better can fire it accurately, despite the weight. Anyone with less strength can only fire it wild. Both the Stellar Navy and the Colonial Marines use this weapon despite the loss of half its stopping power to ceresteel because it is more potent than most missile systems and the ammunition, E-clips, are much lighter. One soldier can carry as many as 50 clips in a backpack if necessary.
Weight: 30 lbs.
Mega-Damage: 4D6x10 M.D.
Rate of Fire: Can only be fired twice per melee round.
Payload: One shot per E-clip.
Market Price: 60,000 credits. Illegal to own outside of the military in the Terran Protectorate, restricted or illegal on most other worlds. Generally used by military or mercenary forces in ground combat situations.
Suppressor Merchant Guild Combo Rifle

This is a Xintrin over-under combination laser rifle and explosive shell shotgun popular with both the Xintrin and humans in the Free Colonies. Billed as the assault rifle for all occasions, it fires both a medium-powered laser and an explosive solid slug. It comes equipped with a 10x Mag site (although it is by no means a sniper rifle). It is a heavy, intimidating weapon that is useful in a variety of environments. Frequently used by pirates, independent adventurers and some militias.
Weight: 12 lbs.
Mega-Damage: 6D6 S.D.C. or 4D6 M.D. for the laser depending on the setting, 6D6 M.D. to a 5-foot area for the explosive shell.
Rate of Fire: Single shots only.
Payload: The laser runs off a standard E-clip with a capacity of 30 high-powered shots and 300 low-powered shots. Also uses 40-round drum magazines for the explosive shells.
Market Cost: 18,000 credits. Additional drums cost 800 credits.
Vanquisher Rocket Machinegun

This is an assault weapon designed by the Xintrin specifically for the human market. It was made to play on human colonists’ fears of another war with the Arkhon and also sold to human mercenaries who would likely be involved in actions against aliens armed with Arkhon weaponry. Since the end of the last war, these weapons found their way across the galaxy, even to the hands of the Arnuban, who use them against Rhtharian units armed with surplus Arkhon gear. This weapon is either crew-served, used by creatures with augmented or supernatural strength, or mounted/carried by robots, power armors or vehicles.
The Vanquisher is simply two side-by-side rocket machineguns mounted in the same casing with a single trigger. It is fed by two external drums. The weapon itself is extremely simple in design, with not much more technology than is present in a 21st century assault weapon. That makes it extremely reliable and resistant to jamming. The weapon is heralded for its ability to work in a wide variety of environments, from dry, salt deserts to arctic methane jungles. The weapon is illegal in Arkhon territory, on pain of death.
Weight: 20 lbs.
Mega-Damage: 1D6 M.D. for a single round, 2D6 M.D. for a dual round, 1D6x10 M.D. for a 10-shot burst, 2D6x10 M.D. for a 20-shot bursts.
Rate of Fire: single shots, dual shots, short and long bursts.
Payload: two ammo drums, each carrying a belt of 200 10mm rocket rounds, for a total of 400 rounds.
Market Cost: 13,000 credits. This is cheaper than many handguns. These have been mass produced for 40 years and have been used to equip entire planetary defense forces. They are one of the most common weapons in human and Xintrin space.
Warhammer Heavy
Assault Rifle

Another popular Xintrin design, this weapon combines a pulse laser rifle with a plasma “grenade launcher” that fires packets of hydrogen heated to a plasma state and compressed in an unstable magnetic field. Upon impact or at the edge of the weapon’s range, the magnetic field dies and unleashes the plasma in an explosive blast.
Weight: 16 lbs.
Mega-Damage: Laser does 3D6 M.D. on a single shot, 1D4x10+10 M.D. on a 3-shot burst. The grenade launcher does 5D6 M.D. to a 10-foot area.
Rate of Fire: Laser – single shots or pulse bursts. Grenade launcher – single shots only.
Payload: The laser uses a standard E-clip and can fire 30 shots. The Grenade Launcher uses a separate heavy E-clip that can fire 6 shots.