Weapons in Darkness Between Stars | World Anvil
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Weapons

"Now, hold on, before you start wearing a standard issue 10-mil on your hip, let’s be clear about something: firing a high-velocity weapon on a spaceship or space station is a BAD THING. One shattered viewport or punctured seal later, and you’ll be wondering why it’s gone very cold and your eyeballs are frozen.   Weapons are for serious situations only, and carrying them around is an absolute NO. Only trained personnel, mainly Security Officers, are allowed weapons, and that's usually just the Dazer Mark III stun gun. It shoots a dart that delivers an electric shock, which is painful. Trust me on that."
 

Close Combat (Melee) Weapons

 

Blunt Instrument

Bonus: +1 Damage: 1 Range: Engaged Weight: 1 Cost: $0 Comments: Any item that can deliver blunt force trauma. Wrench, maintenance jack, pipe, etc.  

Cutting Torch

Bonus: 0 Damage: 3 Range: Engaged Weight: 1 Cost: $300 Comments: Armor piercing, Power Supply 5. A utilitarian blowtorch used for both welding and cutting through metal. In a pinch, a cutting torch can be used as a weapon. The Rexim EVA pistol started life as a laser cutting torch. You want to stay alive? You need to improvise. You need to make a Power Supply roll after every use. Its battery has a Power Supply level of 5 when fully charged.   When used as a tool, the cutting torch gives a +2 modification to HEAVY MACHINERY in relevant situations. The cutting torch consumes a lot of electricity, and you need to make a Power Supply roll after every use (see page 36). Its battery has a Power Supply level of 5 when fully charged.  

Knife

Bonus: +1 Damage: 2 Range: Engaged Weight: 1/2 Cost: $50 Comments: It's a Knife.  

Stun Baton

Bonus: +1 Damage: 1 Range: Engaged Weight: 1/2 Cost: $80 Comments: Stun effect, Power Supply 5. Basically a cattle prod, these electroshock devices are designed to keep pests and livestock in order on the Frontier. While the charge isn’t strong enough to kill a human, a touch can incapacitate the target. If you see something lurking underfoot, hit it with it. Shouldn’t damage the little bastard, unless its skin is thinner than ours…   Anyone hit by a stun baton who takes one or more points of damage must make an immediate STAMINA roll (doesn’t count as an action) or be stunned for one Round. After each attack, you need to make a Power Supply roll. The battery has a Power Supply level of 5 when fully charged.  

Grenades

If a grenade misses, it lands in a random adjacent zone.  

Frag Grenade

A target hit by a frag grenade suffers explosion damage (Blast Power 9) plus one extra point of damage. All other targets in the same zone suffer explosion damage.  

Smoke Grenade

A smoke grenade causes no damage but blocks line of sight inside, into, and out of the target zone.  

Flash Grenade

A flash grenade forces all targets in the zone to make an immediate STAMINA roll (no action) or lose their next slow action.  

G2 Electroshock Grenade

Bonus: 0 Damage: Stun Range: Medium Weight: 1/2 Cost: $400 Comments: Stun Effect (-2) These grenades are called “electronic ballbreakers” with good reason. When deployed, they propel themselves about 3 feet off the ground before releasing a mega voltage electric pulse. The usually non-lethal shock is still strong enough to freeze a person’s central nervous system.   These weapons are good for crowd control. When there is only one seat left on the last shuttle to leave a space station stuck in a decaying orbit around a gas giant, pop a few of these puppies into the mob, cycle that airlock closed, and strap yourself in for the ride home. All humans in the target zone must make a hard STAMINA roll (–2, doesn’t count as an action) or be stunned for one Round.  

Handguns

 

.357 Magnum Revolver

Bonus: +1 Damage: 2 Range: Medium Weight: 1 Cost: $300 Comments: Commonly known as the "Frontier Revolver" is a simple, reliable, practically unjammable and powerful weapon that even untrained people could effectively use.   When the Hyperdyne Corporation decided to make a "3D Printed" gun designed for explorers and miners, they went with a more traditional revolver format that was easier to maintain. The massive punch more than made up for the kick and single chamber reload, making these very common in the Outer Rim and equally popular amongst both Frontier Marshals and lowlifes.  

Dazer Mark III Stun Gun

Bonus: +1 Damage: 1 Range: Engaged Weight: 1/2 Cost: $80 Comments: Stun effect, Power Supply 5.   A Conducted Energy Device used to incapacitate people, allowing them to be approached and handled in an unresisting and thus safe manner, a Dazer is an effective, less-lethal defense tool that can immobilize attackers.   They are marketed as less-lethal, since the possibility of serious injury or death exists whenever the weapon is deployed   It fires two small barbed darts intended to puncture the skin and remain attached to the target, at 55 m/s (120 mph; 200 km/h). Their range extends from 4.5 m (15 ft) for non-Law Enforcement Tasers to 10.5 m (34 ft) for Law Enforcement Tasers. The darts are connected to the main unit by thin insulated copper wire and deliver a modulated electric current designed to disrupt voluntary control of muscles, causing "neuromuscular incapacitation." The effects of a taser may only be localized pain or strong involuntary long muscle contractions, based on the mode of use and connectivity of the darts.   Anyone hit by a Dazer who takes one or more points of damage must make an immediate STAMINA roll (doesn’t count as an action) or be stunned for one Round. After each attack, you need to make a Power Supply roll. The battery has a Power Supply level of 5 when fully charged.  

M4A3 9mm Service Pistol

Bonus: +2 Damage: 1 Range: Medium Weight: 1/2 Cost: $200 Comments: This inexpensive 9mm pistol is the standard sidearm of the USCMC. You should always have a backup for your backup, and this pistol might as well be it.  

Colt N99 10mm Service Pistol

Bonus: +1 Damage: 2 Range: Medium Weight: 1 Cost: $300 Comments: The large-framed N99 was selected as the standard issue conventional sidearm of the United States military, following the phaseout of the N80 in 2051. The pistol is designed to withstand the most extreme conditions, which was one of the requirements for a new service sidearm. It can also be repaired easily by anyone with even the most basic technical knowledge. This includes both clearing misfeeds and restoring a unit to working condition after long exposure to elements without maintenance.   These features also make it popular with wastelanders, who appreciate the ease of maintenance. It remains a common weapon, as even though many civilian units were ruined, they can easily be restored by anyone with some repair knowledge. Even damaged units can be used reliably, though they will offer subpar performance and jam frequently. The number of manufactured pistols means that parts are easy to come by, however. The N99 10mm pistol may be equipped with a suppressor for more covert applications.  

Rexim RXF-M5 EVA Pistol

Bonus: +1 Damage: 1 Range: Medium Weight: 1/2 Cost: $400 Comments: Armor Piercing.   A miniaturized and weaponized version of a Weyland-Yutani laser welder in use from the 2100-2120s. This tool was originally improvised as a weapon by the J’Har rebels during the 2106 uprising on Torin Prime. Always one to find profit in anything, Weyland-Yutani studied the modifications after the war and made them the standard self-defense armament on their commercial fleet.  

Light Weapons

 

AK-4047 Pulse Assault Rifle

Bonus: 0 Damage: 2 Range: Long Weight: 1 Cost: $500 Comments: Full Auto.   The UPP equivalent to the M41A Pulse Rifle, the AK-4047 is a cheap and reliable substitute. While not as accurate, the AK-4047 is much sturdier than the USCMC weapon. An AK-4047 still works after being thrown off a cliff and left underwater for a month.  

Armat M41A Pulse Rifle

Bonus: +1 Damage: 2 Range: Long Weight: 1 Cost: $800 Comments: Armor Piercing, Full Auto.   The standard issue weapon of the USCMC, the M41A Pulse Rifle is a 10mm automatic assault rifle with underslung 30mm pump-action grenade launcher combined in a sturdy housing with retractable stock and optional scope. The M41A fires explosive-tip caseless standard light armor-penetrating US M309 rounds accelerated via electronic pulse. Remaining ammo is tracked via an LED counter and the rifle has two firing modes—burst and full automatic.   An otherwise reliable weapon, the M41A can jam when fully-loaded, so partially loaded magazines are recommended. (In their downtime on mission Marines will take the time to remove a few rounds from each of the magazines they carry.) Even with this flaw, the M41A is what you want slung over your shoulder—but if you are a civilian, good luck getting a permit to own one.   For more about the grenade launcher, see the U1 below.  

Armat Model 37A2 12-Gauge Pump Action

Bonus:+2 Damage: 3 Range: Short Weight: 1 Cost: $500 Comments: Armor Doubled.   A classic pump-action combat shotgun, the M37A2 is an optional weapon in use by the USCMC. Reliable and direct, the '37 is the gun you want to keep handy for close encounters.  

Armat XM99A Phased Plasma Pulse Rifle

Bonus: 0 Damage: 4 Range: Extreme Weight: 2 Cost: $20,000 Comments: Armor Piercing, Power Supply 5.   Another prototype being tested by the USCMC, the extremely potent XM99A can kill a man and most creatures with a single shot. The weapon has a plasma charge build-up delay upon firing—so take care in lining up your target and make sure you hold steady.   If you pull the trigger and check to see why it hasn’t gone off yet, you just may accidentally redefine the term “friendly fire.” This weapon must be aimed carefully (fast action) before it’s fired. The weapon consumes a lot of electricity, and you need to make a Power Supply roll after every shot. Its battery has a Power Supply level of 5 when fully charged.  

M42A Scope Rifle

Bonus: +2 Damage: 2 Range: Extreme Weight: 1 Cost: $1,000 Comments: Full Auto.   Equipped with a folding bipod, muzzle flash suppressor, and a fully adjustable stock, the M42A is USCMC’s semi-automatic electronic pulse sniper rifle of choice. If you manage to see what’s lurking in the shadows before it sees you, you go ahead and take the shot.  

M9-2 Harpoon Gun

Bonus: 0 Damage: 1 Range: Medium Weight: 1 Cost: $300 Comments: The M9-2 Harpoon Gun was a weapon developed by Sector Seven, under the direction of Rebecca Howard. The initial prototype was completed in 2003. Featuring an armor-piercing projectile that weighs 21.2 kilograms, the weapon has a range of 55 meters with a muzzle velocity of 324 meters per second. Primitive by N.B.E. standards, the vehicle-mounted weapon is nevertheless effective at subduing non-hostile aliens and contain them for cryo-freezing.   On a hit with this weapon, the grappling hook attaches to the target. If the target is heavier than you, you can use the tether to rappel quickly toward the target (slow action, moves you from MEDIUM range to ENGAGED). If you are heavier, you can instead pull the target toward you (requires a STRENGTH vs. STRENGTH opposed roll if the target resists).  

Spacesub ASSO-400 Harpoon Grappling Gun

Bonus: 0 Damage: 1 Range: Medium Weight: 1 Cost: $300 Comments: Armor Doubled, Single Shot.   Designed for aiding in emergency manual docking maneuvers, the ASSO-400 fires a grappling-hook-tipped harpoon that carries a tether. The ASSO-400 is used to close the distance between free-floating objects and personnel in space.   On a hit with this weapon, the grappling hook attaches to the target. If the target is heavier than you, you can use the tether to rappel quickly toward the target (slow action, moves you from MEDIUM range to ENGAGED). If you are heavier, you can instead pull the target toward you (requires a STRENGTH vs. STRENGTH opposed roll if the target resists).  

Heavy Weapons

 

ARMAT M41AE2 HEAVY PULSE RIFLE

Bonus: +1 Damage: 3 Range: Extreme Weight: 2 Cost: $1,500 Comments: Armor Piercing, Full Auto.   A USCMC Squad Automatic Weapon modification of the M41A, this electric pulse support rifle has a longer barrel in place of the U1 grenade launcher. This is the machinegun you want laying down suppressing fire to cover your ass during an evac.  

Armat U1 Grenade Launcher

Bonus: +1 Damage: Blast 9 Range: Long Weight: 1/2 Cost: $600 Comments: Can fire other grenade types.   This 30mm pump-action is typically found as part of the M41A Pulse Rifle, but individual units do exist. Standard payload for the U1 is M40 High Explosive fragmentation grenades, but the launcher accommodates a variety of other grenade types from smoke and flash grenades to electronic G2 Electroshock Grenades (below). When facing superior numbers, the U1 is your friend—don’t enter an alien hive without one. Well, don’t enter a hive with one, either. Just stay away from the hive. Okay?  

M240 INCINERATOR UNIT

Bonus: 0 Damage: 2 Range: Medium Weight: 1 Cost: $500 Comments: Fire Intensity 9. This carbine-style flamethrower uses naphtha fuel canisters to fire a thick, steady stream of flame at a target. It is in common use by the USCMC, who deploy the weapon at the squad and fireteam level. Civilian models exist too. The troops in the field have given the M240 the unceremonious nickname of “Bake-a-Flake.” It’s a good standby weapon to have in a pinch, especially when facing off against hostile organisms. Most animals retreat from fire, yes? Any target hit by an incinerator unit also catches fire, Intensity 9.  

MK-55 Rocket Launchers

Like armies of the 20th century, the Mobile Infantry troopers use MK-55 Rocket Launchers to destroy large targets. The primary munition of the Launchers is the Tactical Oxygen Nuke; a small Nuclear explosive the size of a grenade which is fired at targets over a range of several hundred yards. They are capable of vaporizing everything in the blast radius.   Unlike fission or fission-fusion nuclear weapons, the Tactical Oxygen Nuke is an ultra-low yield pure fusion weapon. Pure fusion releases energy like conventional nuclear weapons but doesn't require fissile materials such as Plutonium or Uranium and therefore produces no fallout. This allows the Mobile Infantry to destroy targets and then immediately rush into the area.  

M56A2 SMART GUN

Bonus: +3 Damage: 3 Range: Long Weight: 3 Cost: $6,000 Comments: Armor Piercing, Full Auto. The heavy firepower of every USCMC squad, the M56 Smartgun is mounted on an articulating arm and gimbal attached to an armored harness worn by the weapon’s operator. What makes the M56A2 a smart gun is its ability to choose targets for you. It is equipped with an infrared tracking system and data transmitter/receiver that homes in on potential threats and sends that information to a Head Mounted Sight. Fire control is still at your discretion, so if you are running low on ammo, pick your targets. The M56A2 fires in either bursts or full automatic. A glancing shot can sever a limb and a full burst can cut a person in half, so watch that friendly fire, Private.  

UA 571-C SENTRY GUN

Bonus: +2 Damage: 4 Range: Extreme Weight: NA Cost: $12,000 Comments: Armor Piercing, Full Auto, Ranged Combat 8.   These tripod-mounted robot sentries form an automated perimeter defense system that tracks and automatically fires upon any target that moves within range. The UA 571 series is equipped with automatic thermal and movement actuated AI targeting capabilities. The UA 571-C utilizes an M30 Autocannon. Just be mindful of your friend or foe settings before walking in front of one.   Those set up with ARS—Advanced Recognition Software can be programmed to identify friendly targets with a variable success rate. If set for motion and heat only, anything hot that moves might as well be dead. When activated, the Sentry Gun is always in overwatch position and fires with skill level 8 in RANGED COMBAT (no AGILITY). The Sentry Gun can also be operated remotely by using a Head Mounted Sight.

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