Hostile Gunlocker
Hostile Gunlocker
Hostile Gunlocker
Concept
Ian Stead
Author
Paul Elliott
Cover
Ian Stead
Firearms Art
Ian Stead
123
All rights reserved. Reproduction of this work by any means is expressly forbidden.
This book is fully compatible with the Cepheus Engine roleplaying game, a Classic-
Era Science Fiction 2D6-Based Open Gaming System. Cepheus Engine and Samardan
Press are the trademarks of Jason "Flynn" Kemp,” and Zozer Games is in no way
affiliated with either Jason "Flynn" Kemp or Samardan Press™.
INTRODUCTION 4
AMMUNITION 4
INSIDE THE GUN LOCKER 7
HEAVY WEAPONS 33
GRENADES 35
ACCESSORIES 40
Correcting An Error
The illustration for the G6 Grenade Launcher in Zozer Games’ MARINE CORPS HANDBOOK
was wrongly attributed. The correct illustration is included in this book. The MARINE
CORPS HANDBOOK will be updated on release of this book. In addition, ammo details in
HOSTILE for the M5A5 coilgun and the stun gun will be revised to make them compatible
with this book.
USMC Corporal Dale Aker leads a patrol
through a ruined colony settlement on Tau
Ceti. Note the Singapore Arms M12 Auto
Shotgun, a favourite on these types of
patrols.
Firearms in 2225 are still mainly gunpowder-based, some still utilize brass cartridges
for their reliability and safety within a whole range of hostile environments. New
technologies are being introduced; many frontline military forces now have caseless
ammunition for their advanced combat rifles. All military rifles are of a bullpup
configuration. Laser rifles are in use as sniper weapons, as are high-energy magnetic
acceleration coilguns. Coilguns are also making headway as reliable, frictionless
machineguns. Still, shotguns are ever popular, particularly because there is little
danger of one puncturing a starship or colony hull. Other than some of the
remaining revolvers in use, automatic pistols are typically just that, fully automatic,
capable of 4 round and sometimes even 10 round bursts. This may just be a fashion.
All firearms require reloading with rounds or power-packs, and in many cases these
ammunition supplies are unique to that weapon. The table below provides the
details of ammunition used by the guns in this chapter. Each ammunition listing
gives the following information:
This all works adequately but requires the table be at hand. Here we propose a
faster method that dispenses with the table for the most part. The range bands
provided in each weapon description are directly linked to an optimum range band.
‘Pistol’, for example, will be equated with Short range. If a target is within that range
band the player requires an 8+ to hit. If successful, he deals damage to that target.
Each successive range band increases the difficulty as follows:
THROWN ATTACKS
Throwing Knives - Knives, rocks, bayonets or other weapons can all be thrown at
a target at short range. To throw a blade or rock the roll to hit is 8+; add the player
character’s Dexterity DM. They also add the Effect of the attack roll to their damage.
Thrown weapons cannot be aimed.
MACHINEGUNS
ASA M3 Hydra IMAG
Grenade LCHRS
Maverick M68 LMG Enfield L37A2 Launcher
Steyr-Brandt StG 340 Maverick G6 30mm Launcher
Voroncovo M5A5 Auto Coilgun Noricum Railrider M340
HN141 HMG
The gun can aim and track independently or be nudged to acquire another target
appearing on the smart-goggle display. It cannot fire on its own. Only the operator can
do this, with a pull of the trigger. The Hydra does not have a single-shot capability, but
the sophisticated target tracking system means that autofire is far more accurate than
other weapons (+1 to all attacks). This is the real advantage of the Hydra IMAG system:
precision-directed auto-fire attacks.
Supplied by an ammunition drum holding 250 rounds of 9x28mm caseless high explosive
giving the squad a real punch.
ASA M3 Hydra IMAG [9mm HE]
Cost Wgt ROF Range Dmg Min. Lgth Magazine
Str Rds Wgt Cost
5000 16 4/10 rifle 3D6+4 7 122 250 2 200
ASA Hoplite Combat Shotgun
The Hoplite is touted as a fully automatic shotgun, and it is capable of firing 4 round
bursts, but such short-range, indiscriminate firepower has little use other than in gang
warfare. More-often, the weapon is purchased for its handy bullpup layout, smooth
semi-auto (one shot per pull of the trigger) action and accessory rail above the barrel
for laser sights, torches etc.
ASA Hoplite Combat Shotgun [12 gauge]
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
2000 3.8 1/4 shotgun 4D6 6+ 81 8 0.6 15
An M340 30mm grenade launcher is mounted under the barrel and it utilises a high-low
recoil-minimising propulsion system. This launcher holds a total of four grenades and a
round is loaded into the breech ready for launching by cycling a pump-action grip. A
selector above the trigger allows the firer to choose between safety, single-shot, four
round or ten round bursts. It also has a setting for the grenade launcher, which means
that the grenades are fired using the same trigger as the 8.85mm rounds. The launcher
does make the rifle a little front-heavy and this has earned the rifle its nickname of ‘the
pig’ amongst US troops. Marine veterans claim PIG stands for ‘Piss-poor Infantry Gun’
whilst others contend it stands for a ‘Pain In-the-ass Gun’. Some show a preference for
the M24A3 carbine.
Maverick M24A1 ACR [8.85mmCL]
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
2000 4.6 1/4/10 assault 3D6+2 7+ 80 60 0.5 30
Maverick M24A3 Carbine
The M24A3 is a shortened carbine version of the standard M24A1 advanced combat rifle.
It is an advanced carbine firing high-velocity 8.85mm FSDS discarding sabot bullets at
1200 meters per second. It uses an annular gas piston located around the barrel and a
vertically moving bolt, making it possible to minimise the length of the receiver group
and have a magazine located at the extreme rear of the weapon. A U-shaped
rammer/extractor is used to chamber the caseless rounds by pushing them into the
chamber. The rearward positioning of the magazine maximizes the length of the barrel
itself, improving both range and accuracy. Sighting is done with an integral AN/PVS-29
telescopic sight (4x magnification), which features hybrid IR and light-intensification
imaging. Each caseless 5.60mm round is embedded deep within a polymer casing that is
packed with consolidated propellant - this is ignited by the M24A3’s electrical firing
mechanism.
This version is used by jump-jet and armoured vehicle crews who appreciate its
compact design, as well as by police forces, private military contractors and rear-
echelon troops (signallers, drivers and mine-clearance troops, etc.), Dispensing with the
M340 grenade launcher, the carbine is much lighter and it features a much shorter
barrel. Due to this shortened barrel it is less accurate and less powerful, especially at
long ranges. The lighter weight also increases the recoil, despite the weapon’s internal
compensation.
Sighting is done with an integral AN/PVS-29 telescopic sight (4x magnification), which
features hybrid IR and light-intensification imaging. Each caseless 5.60mm round is
embedded deep within a polymer casing (of 8.85mm calibre) that is packed with
consolidated propellant - this is ignited by the M68’s electrical firing mechanism. The
barrel is fitted with a flash suppressor to minimize the gun’s signature when under
observation from hostile forces.
The Zero-5 fires 10mm solid-fuel rocket rounds, each round has four pinhole-sized
nozzles angled to simulate rifling, and it burns for 5 metres before momentum takes
over. Ammunition types vary, but the most common ammunition load is KEAP (kinetic
energy armor piercing), which can penetrate heavy-duty vac suits and hostile
environment suiis. The 10mm Gyro rounds include a dense tungsten core penetrator and
are Teflon coated, which prevents the round from deforming as it strikes a hard or
resilient material.
The Zero-7 fires 10mm solid-fuel rocket rounds, each round has four pinhole-sized
nozzles angled to simulate rifling, and it burns for 5 metres before momentum takes
over. Ammunition types vary, but the most common ammunition load is KEAP (kinetic
energy armour piercing), which can penetrate heavy-duty vacc suits and hostile
environment suits. The 10mm Gyro rounds include a dense tungsten core penetrator and
are Teflon coated, which prevents the round from deforming as it strikes a hard or
resilient material.
Noricum 37 STAKEOUT
The Noricum 37 has since proven itself for more than two centuries as a workhorse
shotgun of worldwide police forces, security companies and military units. It cuts
everything down in size to create a very handy and easily used weapon, in buildings,
streets, jungles, starship corridors and mining installations. The gun is pump-action, and
includes a folding stock. It is capable of being concealed under long, loose clothing. A
tubular magazine inserted beneath the barrel holds 4 shells.
Noricum 37 Stakeout [12 gauge]
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
600 3.0 1 pistol 4D6 9+ 76 4 0.4 10
Noricum M8 Enhanced Battle Rifle
The M8 fires a 7.78 full-power conventional rifle cartridge at velocities of 720 meters
per second with an accuracy of around 600 meters. In operation, the rifle uses a short-
stroke gas-operated piston with a rotating bolt. The M8 provides both range and
stopping power for American forces. An integral 20mm grenade launcher is housed
beneath the rifle barrel, and is fed by a fixed, tubular magazine holding three grenades.
The M8 features a 30-round box magazine and a sturdy carrying handle that also
contains an integral AN/PVS-29 telescopic sight (4x magnification), which has hybrid IR
and light-intensification imaging.
Noricum M8 Enhanced Battle Rifle [7.78mm]
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
1200 3.58 1/4/10 assault 3D6+2 7+ 88 30 0.6 25
Hand Grenades
A number of hand grenades are described below. Each column is described as
follows:
M2 Riot Agent Grenade – The M2 riot agent grenade creates a cloud of fentanyl-
derivative gas six meters in radius, centred on the location of the grenade. This
fentanyl-analog will typically incapacitate anyone within the cloud that is not wearing
breathing equipment. Victims must make a Very Difficult (-4) Endurance roll to
avoid being knocked out for 1D6x10 minutes. Success means the victim suffers a -1
on all actions, but is otherwise free to act. A roll of double-2 indicates serious injury -
the victim suffers 2D6+2 damage. The gas will dissipate in 1D6x3 rounds, although
high winds and other extreme weather can sharply reduce this time.
M3 Stun Grenade – The M3 stun grenade is non-lethal and does not inflict normal
damage. A character within six meters of a stun grenade detonation must make an
Endurance check with a negative DM equal to the damage (after armour is
subtracted). If this Endurance check is failed the character is incapacitated for 1-3
rounds. If the Endurance check is successful, the character is unaffected by the
weapon and the stun damage is ignored.
Propelled Grenades
The US military use two calibers of propelled grenades – 20mm and 30mm. The
20mm grenade was introduced in the 2150s and is very popular, being utilized by
both the M8 rifle and M12 combat shotgun as an ancillary weapon. The 30mm
grenade, on the other hand, was introduced to provide greater power for stand-
alone grenade launchers, or grenade launchers mounted on vehicles. Maverick
Corporation have boldly used this larger caliber grenade for the underslung grenade
launcher on their new M24A1 Advanced Combat Rifle. Time – and field testing on
the battlefields of Tau Ceti – will see if this was a good choice. Propelled grenades
typically have point-detonating fuses which (for safety reasons) must travel at least
12 meters in order to arm.
A number of grenades are described below. Each column is described as follows:
M1P Smoke HC Grenade – The M1P smoke grenade creates a thick cloud of
coloured smoke six meters in radius, centred on the location of the grenade. This
smoke imposes a –2 DM on all attacks within or through the cloud (doubled for laser
weapons). Smoke dissipates in 1D6x3 rounds, although high winds and other
extreme weather can sharply reduce this time.
M2P Riot Agent Grenade – The M2P riot agent grenade creates a cloud of
fentanyl-derivative gas six meters in radius, centred on the location of the grenade.
This fentanyl-analogue will typically incapacitate anyone within the cloud that is not
wearing breathing equipment. Victims must make a Very Difficult (-4) Endurance
roll to avoid being knocked out for 1D6x10 minutes. Success means the victim
suffers a -1 on all actions, but is otherwise free to act. A roll of double-2 indicates
serious injury - the victim suffers 2D6+2 damage. The gas will dissipate in 1D6x3
rounds, although high winds and other extreme weather can sharply reduce this
time.
M3P Stun Grenade – The M3P stun grenade is non-lethal and does not inflict
normal damage. A character within six meters of a stun grenade detonation must
make an Endurance check with a negative DM equal to the damage (after armor is
subtracted). If this Endurance check is failed the character is incapacitated for 1-3
rounds. If the Endurance check is successful, the character is unaffected by the
weapon and the stun damage is ignored.
M4P Multiple Projectile Grenade – The warhead of the M4P is a cup of twenty
number 4 buckshot that are all released in a sabot-style design. This multiple
projectile grenade effectively makes the grenade launcher a very large shotgun
doing 4D6 damage to a single target. Use Cepheus Engine’s ‘shotgun’ range
category, rather than the ‘assault’ range category, and remember the ‘Shotgun
Spread’ rule from Cepheus Engine.
M5P High Explosive Grenade –The HEAP (High Explosive Armor Piercing)
grenade is able to inflict damage against lightly armoured and civilian vehicles as
well as bunkers, buildings and fortifications. It will halve the target’s Armour points,
and then inflict 5D6 damage. It has a blast radius of 5m and anybody within that
radius will suffer 2D6 damage. Fired from the G6 Grenade Launcher, this grenade is
laser targeted and will try to home in on any target designated by the firer using the
G6’s integral laser painter. This provides a +1 to hit.
M7P Baton Grenade - This non-lethal round uses a sand-bag jelly to inflict blunt
trauma, inflict 1D6 damage and knock over a target if they fail a Difficult Strength
roll. A target knocked over is stunned for 2 rounds before they can attempt to stand.
M8P EMP Grenade - EMP (or electromagnetic pulse) rounds create a massive burst
of electromagnetic radiation which will not harm humans but will cause unshielded
electronics within 100m of the impact point to shut down for 1D6+1 minutes. Most
electronics in the setting are robust and designed to survive such flares, and thus a
saving throw is allowed. Military equipment is unaffected on 5+, colonial equipment
is unaffected on 8+, Earth-based civilian electronics are unaffected on a 10+. Effects
are only temporary.
ACCESSORIES
Accessory Brand Leader Cost Wgt
Ammo Box Stern PA58 Hard Case 60 1
Bipod Novomo Crux Bipod 75 0.8
Body Bag Kinako Survival Bag N401 5 -
Cartridge Belt Nickelback Frontier Cartridge Belt 5 -
Gun Cleaning Kit Magtech Universal Care Kit 100 0.25
Laser Sight Okuda HR1 Terminal Spot Laser 200 1.5
Scope Inferno Electronics 500 1000 0.8
Powerscope
Shoulder Stock Magtech FS100 Frame-Stock 75 0.8
Snail Drum Pistol Miyagi Hi-Capacity Drum Series 3 130 1
Magazine
Speedloader Steyr Grand Ace Speedloader 10 0.12
Suppressor Voroncovo KL Suppressor 300 --
Tactical Light Overshot Tac-100 120 0.1
Toughened Scope Inferno Electronics 800 2500 1.2
Toughscope
Underslung Noricum Railrider 30GL 1000 1
Grenade Launcher