Hostile Gunlocker

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A Firearms Compendium for the HOSTILE Setting

Gun Locker, Zozer Games 2020


Visit Zozer Games at www.paulelliottbooks.com
Find me on Facebook as Zozer Games

Gun Locker is a science-fiction roleplaying supplement for the Cepheus


Engine – and for Zozer Games’ Hostile setting.

Concept
Ian Stead

Author
Paul Elliott

Cover
Ian Stead

Firearms Art
Ian Stead

Thanks to Daniel Ansell

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.

READING THE WEAPON DATA


Each firearm listing gives the following information:

Cost: In American dollars ($). Common Ammunition Types


Wgt: Weight, unloaded, in kilogrammes.
ROF: The number of rounds that may be fired Pistol Calibres
during a significant action in the combat. This 10mm Corta (10x22)
7.65mm SR Browning (7.65x17)
entry will read either: 1 (Single Shot), 4 (4-rd
.44 Mag (10.9×33)
Burst) or 10 (10-rd Burst).
Range: The range category for the weapon. Rifle Calibres
Dmg: The damage in six-sided dice that a 6.50mm (6.50x50)
weapon inflicts. 7.78mm (7.78x52)
Recoil: The Strength required to fire the gun. 8.85mm FSDS Caseless (8.85x25)
If under this value (even due to wounding), 9mm HE Caseless (9x28)
12mm HVADS (12x67)
apply a -1 DM to all shots.
Min.Str: The operator must have this minimum Shotgun Shells
strength to carry and fire the ASA M3 Hydra. 12 Gauge (18.5mm)
Lgth: Weapon length in centimetres, with any
stocks folded/extended. Grenade Launcher Shells
Rds: The capacity of a weapon’s magazine. 20mm and 30mm

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:

Cost: In American dollars ($).


Wgt: Weight in kilogrammes.
Rounds: Number of rounds the weapon fires before it must be reloaded/ recharged.
Ammunition for Which Firearm Cost Wgt Rounds
($) (kg)
ASA M3 Hydra IMAG 200 2.0 250
ASA Hoplite Combat Shotgun 15 0.6 8
ASA Taurus Auto 15 0.2 20
Automat Kaliningrad AKZ-4 20 0.6 30
Automat Kaliningrad AK-340U 20 0.6 30
Chulai Type 56 .44 Pistol 10 0.25 9
Enfield L37A2 Grenade Launcher 120 2.0 4
Enfield L205 Combat Rifle 20 0.3 30
Enfield L206 Combat Carbine 20 0.3 30
Enfield L220 Personal Defence Weapon 20 0.25 30
HN141 Heavy Machinegun 100 12 200
Maverick G6 30mm Grenade Launcher 180 3.0 6
Maverick M24 Rifle & Carbine 30 0.5 60
Maverick M68 LMG 75 0.88 100
Maverick 800 Vector Assault Rifle 32 0.5 20
McConnell Zero-5 30 0.16 15
McConnell Zero-7 40 0.25 32
MLT Flame Unit 60 1.5 6
Noricum Cheetah Revolver 8 0.1 6
Noricum G2170 BP Combat Rifle 20 0.6 60
Noricum G2222 Assault Carbine 20 0.6 30
Noricum M8 Enhanced Battle Rifle 25 0.6 30
Noricum M44 Revolver 5 0.12 6
Noricum Railrider M340 Grenade Launcher 120 2.0 4
Noricum 37 Stakeout 10 0.4 4
Singapore Arms SA7 Survival Rifle 18 0.4 20
Singapore Arms SA66 20 0.5 25
Singapore Arms M12 Auto Shotgun 15 0.6 8
Stern Weapons 2000 Shotgun 10 0.4 5
Stern Universal T51 20 0.4 8
Stern Weapons VA50 ‘Grendel’ SMG 50 0.8 50
Stern Weapons VP90 10 0.16 16
Steyr-Brandt StG 340 75 0.88 100
Voroncovo M5A5 Auto Coilgun 100 6 100
Voroncovo M33 Coilgun 18 0.6 10
Voroncovo TX-1000 Special Ops SMG 20 0.25 30
Williams Auto Redhawk 10 0.16 16
Williams Model 9 Stun Gun 20 0.1 5
Zenith M1000 Combat Laser 75 1.0 10
Zenith XM4 Plasma Gun 300 2 38
A NEW RANGE OPTION
The Cepheus Engine rules are clear, to attack a visible opponent at range, the
attacker declares his target and then makes a skill check. The difficulty of the shot is
based on the Attack Difficulties By Weapon Type table on page 63 (of the Moon
Toad printed rulebook). Categories (‘pistol’, ‘rocket’, ‘rifle’ etc.) are cross-referenced
to find an attack difficulty, such as Average, Difficult or Very Difficult.

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:

RANGED ATTACK DIFFICULTY


Range Band of Target Modifier to Hit
Weapon’s Range Band 0
1 band beyond Range Band -2
2 bands beyond Range Band -4

The optimum range bands are as follows:

REVISED RANGE BANDS


Cepheus Engine Range Band Revised HOSTILE Range Band
Thrown Short (only grenades to Medium)
Pistol Short
Shotgun Medium
Assault Weapon Medium
Rifle Long
Rocket Long

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.

Throwing Grenades – The area effect of a grenade means that it is easier to


wound an individual opponent that is in range. Grenades can be thrown out to short
range (with DM +2), or out to medium range (with a DM 0). To throw a grenade the
roll to hit is 8+, add the player character’s Dexterity DM. Hand grenades cannot be
aimed.

PROPELLED GRENADE BONUS


Since the area effect of a grenade means that it is easier to wound an individual
opponent, all burst effect grenades receive DM +1 when directed at a specific
opponent. Burst effects are described on page 36.
REVOLVERS AUTO PISTOLS
Noricum Cheetah Revolver ASA Taurus Auto
Noricum M44 Revolver Chulai Type 56 Pistol
McConnell Zero-5
Stern Weapons VP90
Williams Auto Redhawk
CARBINES Williams Model 9 Stun Gun

Enfield L206 Combat Carbine


Maverick M24A2 Carbine
McConnell Zero-7 SMGs
Noricum G2222 Carbine
Automat Kaliningrad AK-340U
Enfield L220 PDW
Stern Weapons VA50 ‘Grendel’
ASSAULT RIFLES Voroncovo TX-1000 Spec-Ops

Automat Kaliningrad AKZ-4


Enfield L205 Combat Rifle
Maverick M24A1 Rifle
SHOTGUNS
Maverick 800 Vector
ASA Hoplite Combat Shotgun
Noricum G2170 BP Rifle
Noricum 37 Stakeout
Singapore Arms SA66
Singapore Arms M12 Auto
Stern Weapons 2000 Shotgun

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

RIFLES ENERGY WEAPONS


SA7 Survival Rifle Zenith M1000 Combat Laser
Stern Universal T51 Zenith XM4 Plasma Gun
Voroncovo M33 Coilgun
ASA M3 Hydra IMAG
The Intelligent Machinegun-Auto Guiding (IMAG) is a gimbal-mounted light machinegun
attached to a steady-mount and operator’s harness. Moving easily on its mount, the
operator can aim the gun through 180 degrees in front of him, squeezing the calliper-
like trigger to fire the weapon. The Hydra will self-steer the barrel under the operator’s
guidance and the articulation arm will compensate for any movement, making the
system accurate. Should the operator wish to point the gun elsewhere, the computer
will allow him to do so. Tracking is via both motion tracker and infra-red sensor
mounted above and below the barrel – these send images with targeting overlays to the
user’s smart goggles that are connected to the gun via cable and jack.

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

ASA Taurus Auto


Firing a light-weight 7.65x17 Browning round with fairly low recoil, the ASA Taurus is
capable - not just of 4-round bursts - but of sustained 10-round bursts. This advantage
has seen the gun accepted by many police and security forces.
ASA Taurus Auto [7.65mm]
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
300 1.2 1/4/10 pistol 2D6 5+ 24 20 0.2 15
Automat Kaliningrad AK-4
The Kalashnikov family of military rifles have a long pedigree and have been produced by
various manufacturers over the years. The AKZ-4 is a rugged bullpup assault rifle, in
essence it is the same light-weight polymer rifle as the AK-340, but now chambered for
the ubiquitous 6.50mm military rifle round. Rails for scopes and other attachments are
fitted on the underside of the barrel and on top of the receiver.
Automat Kaliningrad AK-4 [6.50mm]
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
1600 3.6 1/4 assault 3D6 6+ 78 30 0.6 20

Automat Kaliningrad AK-340U


The Russian AK-340U (‘U’ for ukorochenniy, or shortened) is a shortened version of the
stalwart AK-340 rifle which has supplied the Russian Federation for 40 years. Although
the AK-340 has since been replaced by the newer AKZ-4, the carbine form of the older
AK-340 is still in widespread use. It uses an annular gas piston located around the
barrel and a vertically moving bolt, making it possible to have the magazine located at
the extreme rear of the weapon. The weapon is known as the ‘Moscow Mule’.
Automat Kaliningrad AK-340U [6.50mm]
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
950 2.85 1/4/10 pistol 3D6 9+ 48 30 0.6 20
Chulai Type 56 Pistol
Manufactured by Chulai, a Chinese arms company, the Type 56 saw extensive export
throughout the Asia Pacific Partnership as a ‘man-stopper’, popular with police and
security forces. It includes an integral laser sight. The Chulai Type 56 was initially
chambered in China’s popular 5.8mm armour-piercing round, but export versions were
rechambered for the .44, which is more common
Chulai Type 56 Pistol
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
390 0.75 1 pistol 2D6+2 8+ 20 10 0.25 10

Enfield L37A2 Grenade Launcher


A British grenade launcher that uses a 4-round box magazine behind the trigger action.
It cannot use M5 laser-guided grenades. L37A2s are short and compact, fitted with a
carry handle and fore-grip. They are used by British military forces and have been sold
to many corporate security teams and colonial forces as riot control weapons.
Enfield L37A2 Grenade Launcher
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
650 1.8 1 assault varies 6+ 65 4 2.0 120
Enfield L205 Combat Rifle
The new British service rifle that uses the US 8.85mm FSDS discarding sabot bullet. The
UK employs dedicated squad grenadiers and so a grenade-launcher is not not fitted.
Each weapon comes with an integral Aztec 2020M scope. Part of the L200 family.
Enfield L205 Combat Rifle [8.85mmCL]
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
1700 3.6 1/4/10 assault 3D6+2 6+ 79 60 0.5 30

Enfield L206 Combat Carbine


British assault carbine based on the L205 service rifle, and still using the powerful US
8.85mm FSDS discarding sabot bullet. It has quite a kick when using 4 rd bursts – it has
no full auto option. Includes an integral Aztec 2020M scope. Part of the L200 family.
Enfield L206 Combat Carbine [8.85mmCL]
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
1700 3.3 1/4 assault 3D6+2 7+ 69 60 0.5 30
Enfield L220 Personal DefenCe WEAPON
British close range, personal defence weapon for use by aircrew, artillerymen and
drivers. Popular also with RM Commandoes and the SAS. In includes an integral Aztec
2020M scope. Full auto available. Part of the L200 family.
Enfield L220 Personal Defense Weapon [10mm Corta]
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
1000 3.2 1/4/10 assault 2D6+1 5+ 64 30 0.25 20

HERSTAL-NATIONALE HN141 HEAVY MACHINEGUN


Herstal-Nationale, a European tools and firearms manufacturer, designed the famous
HN141 almost a hundred years ago. Adopted by many militaries, including China, Japan
and the US (as the M6 HMG), it is still in service today, though mainly used on vehicles.
Lighter coilguns look set to replace it. It feeds from a side-hopper that holds a single
200-round ammunition belt.
HN141 Heavy Machinegun [13.50mm]
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
4000 18 1/4/10 rifle 4D6 7+ 56/70 200 12 100
Maverick G6 Grenade Launcher
A semi-automatic grenade launcher firing one grenade for each pull of the trigger. It
has a six-shot rotary magazine forward of the trigger assembly, a folding stock and
forward grip under the barrel. It takes two minor actions to load a 30mm grenade. The
weapon fires from a closed bolt, gas operated mechanism and its scope features an
integrated laser rangefinder and a ballistic computer, which calculates where the
grenade will land and will also guide the grenade (when using M5 laser-guided HE
grenades) or sets them to explode at a certain distance (when using M6 fragmentation
airburst grenades).

Maverick G6 Grenade Launcher [30mm]


Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
800 1.5 1 assault varies 6+ 56/80 6 3 180
Maverick M24A1 ACR
The M24A1 represents the cutting edge of American military firepower. It is an advanced
assault rifle 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 M24A1’s electrical firing mechanism.

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.

Maverick M24A3 Carbine [8.85mmCL]


Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
1800 3.4 1/4/10 assault 3D6+1 8+ 74 60 0.5 30
Maverick M68 Light Machine Gun
The M68 is a light machinegun variant of the standard M24A1 advanced combat rifle. In
order to fulfil its role as a squad support weapon, the M68 is fitted with a longer and
heavier barrel that can cope with sustained burst fire without over-heating. In addition,
the grenade launcher has been dropped in favour of a folding bipod, used to support the
weapon as it provides covering fire for the rest of the squad during fire and movement
operations. Like the M24A1 the M68 fires 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 (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.

Maverick M68 Light Machine Gun [8.85mmCL]


Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
2800 6.6 1/4/10 rifle 3D6+2 6+ 90 100 0.88 75
Maverick 800 Vector Assault Rifle
With its mighty punch, accuracy and rugged construction, the Vector has found its way
onto colony worlds, used by colonial forces and mercenaries across the Outer Veil.
Although now looking dated, the rifle has been popular with the forces of some Earth
nations and large stocks of the weapon are still available. The weapon includes in
integral night-scope, a flashlight and fore-grip. The Vector can swap the fore-grip with a
bipod, lose the flashlight and utilise a 32 round magazine for sustained fire use (adding
0.8kg to the weapon’s weight).

Maverick 800 Vector Assault Rifle [7.78mm]


Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
1400 3.3 1/4/10 assault 3D6+2 7+ 64/88 22 0.5 20
McConnell Zero-5 GYROJET PISTOL
The McConnell Zero-5 is a gyrojet pistol without recoil that has been designed
exclusively for personnel wearing vacuum suits. With its lack of trigger guard and easy
access to the trigger, coupled with a lack of recoil (a significant hazard in low or zero-G
environments), the Zero-5 found a ready market on the Frontier. To prevent accidental
discharge, the weapon has a thumb safety at the rear of the receiver. Both must be
pressed to fire the weapon. Aiming is done purely using the laser sight mounted beneath
the barrel. There are no iron sights or fittings for scopes.

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.

McConnell Zero-5 [10mm Gyro]


Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
850 1.3 1 pistol 2D6+3 no 32 15 0.16 30
McConnell Zero-7 GYROJET CARBINE
The McConnell Zero-5 is a gyrojet carbine without recoil that has been designed
exclusively for personnel wearing vacuum suits. With its lack of trigger guard and easy
access to the trigger, coupled with a lack of recoil (a significant hazard in low or zero-G
environments), the Zero-7 has been popular on airless worlds and with some military
space forces. To prevent accidental discharge, the weapon has a thumb safety at the
rear of the receiver. Both must be pressed to fire the weapon. Aiming is done purely
using the laser sight mounted beneath the barrel. There are no iron sights or fittings for
scopes.

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.

McConnell Zero-7 [10mm Gyro]


Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
1550 3.5 1/4/10 assault 2D6+3 no 65 32 0.25 40
MLT Flame Unit
The MLT Flame Unit ignites a jet of thickened napalm which it squirts forward out of the
barrel. The direct fire range of the MLT is only 30m, but any target hit is automatically
on fire. Targets beyond 30m (and out to its extreme range of 50m) can only be hit by
indirect fire, angling the weapon at an angle and letting the jet of napalm fall on the
target. The victim takes 2D6 damage immediately. In each subsequent round, the
burning character must make another Difficult (-2) Dexterity check. Failure means he
takes another 2D6 damage that round. Success means the fire has gone out. The
character on fire may automatically extinguish the flames by jumping into enough water
to douse himself, spraying himself down with a fire extinguisher, vent all atmosphere or
otherwise smother the flames. If the character has no such means, rolling on the
ground or smothering the fire with cloaks or the like permits the character a DM+2 on
his next Dexterity check.

MMLT Flame Unit


Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
500 2.5 4 pistol 2D6 5+ 70 6 015 60
Noricum Cheetah 10mm Revolver
Noricum is a British-owned firearms manufacturer, part of the Erebus conglomerate.
The Cheetah is a ubiquitous 10mm revolver, in use by police agencies and colonists,
alike. It is delivered with a Noricum scope and under-barrel laser sight attached on
proprietary mountings, as well as a holster designed to hold the Cheetah with these
accessories attached.
Noricum Cheetah Revolver [10mm Corta]
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
660 1.2 1 pistol 2D6+1 7+ 26 6 0.12 5

Noricum G2170 Binary Propellant Combat Rifle


In an effort to increase the firepower of the modern combat rifle, Noricum
experimented with binary propellant fuels in the late-22nd century. The G2170 was the
result. It fires full-metal jacketed rounds just like conventional rifles, but does away with
the propellant part of the cartridge. In effect there is no cartridge – instead it uses two
types of gases which are stable on their own, but are volatile when mixed together in the
G2170’s ignition chamber.
Noricum G2170 Binary Propellant Combat Rifle [6.50mm]
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
1700 2.8 1/4/10 assault 3D6 7+ 68 60 0.6 20
Noricum G2220 Assault Carbine
Noricum is a British-owned firearms manufacturer, part of the Erebus conglomerate.
The G2220 is a dedicated, purpose-designed full power carbine, with a fore-grip used to
steady the weapon’s recoil and with a folding stock. Fitted with a multi-purpose
equipment rail on top of the receiver.
Noricum G2220 Assault Carbine [6.50mm]
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
1700 3.0 1/4/10 assault 3D6 8+ 56/70 30 0.6 20

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

Noricum M44 Revolver


The Model 44 may look retro, but it is a cutting edge design. The Model 44 fires a .44
Magnum round, one of the biggest of the handgun calibres. It features custom grips and
an in-built red-dot laser sight and range-finder. An LED on top of the frame provides
range indication through colour change.
Noricum M44 Revolver [.44 Mag]
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
650 1.25 1 pistol 2D6+2 9+ 29 6 0.12 5
Singapore Arms SA7 SURVIVAL RIFLE
The Singapore Arms SA7 is a light-weight survival rifle firing the standard military
6.50mm rifle round. The gun is an adaptation of the SA66 assault rifle and is primarily
used as a survival rifle, found on-board rovers and shuttles and in survival kits. It has a
semi-automatic action and a simple vac formed clamshell body. Perhaps contributing to
the weapon’s popularity is its light weight, reliability and its ease of use.
Singapore Arms SA7 Survival Rifle [6.50mm]
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
500 2.6 1 assault 3D6 6+ 75 20 0.4 18

SINGAPORE ARMS SA66 Assault Rifle


A light-weight assault rifle firing the standard military 6.50mm rifle round. The gun is
sold fairly cheaply and found in service with a host of security forces, armed forces of
small nations and colonial forces and colonists (who need a simple, light-weight but
effective rifle). It incorporates a carrying handle and a vacuformed clamshell body.
Contributing to the weapon’s popularity is its light weight, reliability and its ease of use.
On the downside, the recoil is quite harsh making the gun a little hard to keep on target.
Singapore Arms SA66 [6.50mm]
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
1000 3.3 1/4/10 assault 3D6 7+ 75 25 0.4 10
SINGAPORE ARMS M12 AUTO SHOTGUN
A fully automatic combat shotgun aimed directly at the military market and used by both
the British Army and the US military. It has a fixed open port and a gas operated system
with a rotating bolt, providing a theoretical firing rate of 750 rpm. With only an 8 round
box magazine, however, automatic fire is limited to a maximum of two short, 4-round
bursts. A selector switch allows the firer to move easily from safety, to single-shot, to
burst-fire and then to ‘G’ for grenade. An integral 20mm grenade launcher is housed
beneath the rifle barrel, and is fed by a box magazine holding five grenades. The front
sight is a simple post with circular shroud, the rear sight is a fold-up leaf sight.
M12 Combat Shotgun [12 gauge]
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
2000 5.2 1/4 shotgun 4D6 6+ 90 8 0.6 15

STERN WEAPONS 2000 SHOTGUN


Stern has been producing shotguns for over two hundred years, and the 2000 is a
design that has changed little in that time. It is semi-automatic (one shot per pull of the
trigger), rather than pump-action, and is sold for use on colony outposts and starships
in a ‘personal defence’ layout [the stock is removed and the barrel shortened
drastically]. A tubular magazine inserted beneath the barrel holds 5 shells.
Stern Weapons 2000 Shotgun [12 gauge]
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
780 3 1 shotgun 4D6 8+ 77 5 0.4 10
Stern Universal T51
This semi-automatic rifle fires a powerful 7.78 x 52 bullet with some accuracy out to
1200m. The Universal T51 is popular with security marksmen, woodsmen and colonists
who need a rifle for both survival and hunting. A snug, form-fitting 8 shot magazine is
inserted forward of the trigger assembly. Integral optical sights come as standard, but
they can be removed. In fact, the entire rifle can be easily disassembled and stored
within a purpose-made impact-resistant carry-box. The intention was for the gun to
remain in a pristine condition when not used during activities in the colonies (bouncing
around in ATVs or thrown in the back of a temporary pressurized base).
Stern Universal T51 [7.78mm]
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
1200 3.4 1 rifle 3D6+2 6+ 99 8 0.4 20

Stern Weapons VA50 ‘Grendel’ Submachinegun


The VA50 ‘Grendel’ is an efficient and rugged SMG designed for hard, colonial life, and is
used by Marshals, police forces, colonial defence forces, and so on. By utilising the
lighter 7.65mm cartridge it is able to utilise a 50-round drum without making the
weapon too heavy or unwieldy. A fore-grip and a hydraulic stock are also fitted
Stern Weapons VA50 ‘Grendel’ Submachinegun [7.65mm]
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
900 3.2 1/4/10 assault 2D6 4+ 40/62 50 0.8 50
Stern Weapons VP90
The VP90 is a reliable 10mm machine pistol that has been re-designed and re-
engineered many times over the past fifty years – but the design is a strong one and its
reliability and accuracy have never been bettered. Used as a US Marine sidearm, as well
as a close protection firearm for security troops throughout human-explored space. It
features a double column magazine (to cram in 10 x 22mm Corta bullets) and a high-
impact plastic receiver.
Stern Weapons VP90 [10mm Corta]
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
200 0.8 1/4 pistol 2D6+1 8+ 20 16 0.16 10

Steyr-Brandt StG 340


A heavy assault rifle used either as a light machinegun, or with the bipod removed and
the ammo hopper swapped for a 30 round box magazine, as an assault rifle. Quick
conversion to a rifle lightens the gun to 4kg. The StG 340 fires the modern high-velocity
8.85mm discarding sabot bullet at 1200 meters per second. The 340 is used by several
armies, including Germany, Great Britain and Brazil.
Steyr-Brandt StG 340 [8.85mmCL]
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
2300 6.2 1/4/10 rifle 3D6+3 5+ 86 100 0.88 75
Voroncovo M5A5 Auto Coilgun
A development of the M33 sniper coil gun, the Auto Coilgun is heavy machinegun, used in
anti-aircraft defence and as an auxiliary weapon on many types of military vehicle. The
weapon overcomes the power dependencies of the M33 by relying on the powerplant of
its host vehicle. Auto Coilguns can also be mounted on to a tripod (mass 15kg) as an
infantry support gun and these are supplied with an M2 CAPSU (Combined Ammunition
and Power Supply Unit). The 12mm rounds are loaded into the gun via a flexible
ammunition belt that feeds from a side-mounted hopper.
Voroncovo M5A5 Auto Coilgun [12mm HVADS]
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
12,000 9.5 1/4/10 rifle 4D6+2 4+ 105 100 6 100

Voroncovo M33 Coilgun


A large caliber sniper and anti-material rifle that accelerates ferrous rounds through
electromagnetic coils that are powered by a high-energy liquid-metallic suspension
battery. Discarding sabot rounds are loaded into the gun in a 10 round magazine in front
of the trigger assembly. Each is a 12mm HVADS (High Velocity Accelerated Discarding
Sabot) that is given imparted spin using bias in the magnetic field. After leaving the
barrel, the sabots fall away to reveal the 9.46mm teardrop-shaped bullet that consists
of hardened steel, surrounded by a softer copper jacket with a hollow-point tip. The
combination of high-velocity, hollow-point tip and dense core, gives the round superb
stopping power as well as an effective armour-piercing capability.
Voroncovo M33 Coilgun [12mm HVADS]
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
3,000 5.5 1 rifle 4D6+2 8+ 103 10 0.6 18
Voroncovo TX-1000 Special Ops SMG
The TX-1000 is a specialised military SMG designed for covert operations. It is
lightweight, with an integral sound suppressor, night-vision scope and fore-grip. The
sight can be removed and iron sights are fitted to take its place. The Voroncovo TX has a
unique and eye-catching design.
Voroncovo TX-1000 Special Ops SMG [10mm Corta]
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
1300 2.7 1/4/10 assault 2D6+1 5+ 54/70 30 0.25 20

Williams Auto Redhawk Model 4


The Williams Auto Redhawk Model 4 is one of the most popular auto pistols in use today.
Capable of single-shot, for more accurate fire, it also has a burst-fire option. The
10x22m Corta rounds have a lethality that is appreciated by security forces and police
units across human space, but the round is still just about manageable in burst mode. Of
course, auto fire in a weapon this size requires some skill - a two-handed hold on the
weapon is recommended by Williams Arms
Williams Auto Redhawk Model 4 [10mm Corta]
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
175 0.74 1/4 pistol 2D6+1 7+ 19 16 0.16 10
Williams Auto Redhawk Model 5
Williams Arms produced a Model 5 from the popular Model 4 Redhawk auto firing pistol.
This upgrade featured a 2cm extension to the barrel and a revised front sight in the
form of a front post in a hooded ring. The Model 5 was designed to improve the
otherwise lacklustre accuracy of the Model 4.
Williams Auto Redhawk Model 4 [10mm Corta]
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
250 0.75 1/4 pistol 2D6+1 6+ 21 16 0.16 10

Williams Model 9 Stun Gun


Twenty-third century stun guns use focussed sonic waves to disorientate and hopefully
incapacitate their victims. They are a non-lethal alternative to handguns, easy to handle
with no recoil, but useful only at short range. When hit by the Stun Gun, a target makes
an Average End roll with a DM penalty equal to the damage rolled. Subtract armour from
this damage. If failed, the target is unconscious for 1D6 minutes. If successful, then the
target takes a -1 penalty to his actions for 1D6 minutes, but is otherwise free to act.
Williams Model 9 Stun Gun
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
500 0.5 1 pistol 2D6 special - 18 5 0.1 20
Zenith M1000 Combat Laser
Zenith is renowned for its optics and range of laser weapons - the M1000 is the lightest
and most portable of all of the company’s firearms. On a trigger pull, the liquid metallic
suspension battery charges a fast-discharge generator which briefly stores then
releases that energy as a pulse. The high energy, short-duration beam causes
instantaneous and extreme temperature change in a target’s surface causing
vaporization and thermal shock. The rifle is used for precision sniper attacks at
extremely long range, and to target this long range weapon Zenith have fitted a
sophisticated, gyro-stabilised electronic sighting system. The battery slots into the
underside of the stock. A bipod is fitted.

Zenith M1000 Combat Laser


Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
3500 4.2 1 rifle 4D6+2 - 80 10 1 75
Heavy weapons are larger, man-portable weapons that cause extreme property
damage. The table below lists the heavy weapons commonly available in a
HOSTILE campaign. Each column is described as follows:

Cost: Price in American dollars ($).


Wgt: Weight kilograms (kg).
RoF: Rate of Fire. The number of rounds that may be fired during a significant
action in the format: Single Shot / Auto
Range: The range category for this weapon.
Damage: The damage a weapon inflicts.
Recoil: Lists if the weapon has recoil when fired.

Zenith XM4 40MW ATPG Plasma Gun


A man-portable plasma weapon designed to provide concerted and devastating direct
fire and anti-tank support on the battlefield. In appearance it resembles a shoulder-
launched guided missile launcher, but it is connected to a portable fuel cell carried by a
second crewman via a power cable. The Advanced Tactical Plasma Gun is a 40 MW
phased plasma weapon firing cadmium-telluride pellets from a 38 round hopper. The on-
board laser powers the fast-discharge generator which then super-heats the fuel pellet
to a plasma state. This plasma is focussed through a magnetic field along the gun’s
barrel. The ATPG can fire once every other combat round due to the weapon’s need to
initiate a cool-down procedure, and then power-up for the next shot.
Zenith XM4 40MW ATPG Plasma Gun
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
20,000 15 1 rifle 10D6 8+ 100 38 2 300
M9 Eagle-Eye Disposable Missile
The M9 is a disposable missile that is easily carried in the field by a single infantryman.
When carried it is 3.2kg in weight and only 64cm long, telescoping out to 90cm for use.
Prep to fire requires four combat rounds in total. To counteract the recoil of the
weapon, the missile launcher channels exhaust backwards in an explosive back blast.
Anyone up to 2 meters behind a rocket launcher when it fires takes 3D6 damage from
the exhaust. The M9 Eagle-Eye contains a High Explosive Anti-Tank warhead for the
destruction of light and medium armour and is guided on to the target by an on-board
infra-red guidance system. This provides a +3 DM to hit unless the guidance computer
cannot lock on, is confused by decoys or has no IR signature to identify (such as with a
bunker or supply dump). It is a fire-and-forget missile. The M9 will halve the target’s
Armour points, and then inflict 8D6 damage. It has a blast radius of 6m and anybody
caught within that radius will suffer 2D6 damage.
M9 Eagle-Eye Disposable Missile
Cost Wgt ROF Range Dmg Recoil Lgth Magazine
Rds Wgt Cost
2000 3.2 1 rocket 8D6 - 64/90 - - -
A grenade is a small explosive device designed to be thrown by hand or launched
from a grenade launcher. Hand grenades, and both 20mm and 30mm grenades used
in launchers are not inter-changeable.

Hand Grenades
A number of hand grenades are described below. Each column is described as
follows:

Cost: Price in American Dollars ($) for a case of six grenades.


Wgt: Weight per grenade in kilograms (kg).
Damage: The damage a weapon inflicts.

HAND GRENADE Cost per Wgt Damage


Case
M1 Smoke HC 90 0.5 Special; see description
M2 Riot Agent 150 0.5 Special; see description
M3 Stun 180 0.5 2D6 stun; see description
M4 Fragmentation 180 0.5 5D6/3D6/1D6
M5 Incendiary 160 0.5 2D6 plus on fire

30mm M2 Riot M4 Frag M3 Stun


Agent
M1 Smoke HC Grenade – The M1 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.

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.

M4 Fragmentation Grenade – A core of high Distance Damage


explosive is surrounded by a layer of notched wire which 3 meters 5D6
fragments on detonation. The damage from 6 meters 3D6
fragmentation grenades decreases with distance from 9 meters 1D6
the blast.

M5 Incendiary Grenade – A phosphorous grenade burns with a white hot heat


and scatters fragments of super-heated phosphorus across its 3m radius blast area.
The grenade burns fiercely for 3 rounds igniting anything remotely flammable
nearby. Anyone within the blast radius suffers 2D6 damage and catches fire. Used
inside a vehicle or starship, the grenade will do a lot of component damage to
equipment, surfaces and fittings.

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:

Cost: Price in American Dollars ($) for a case of six grenades.


Wgt: Weight per grenade or kilograms (kg).
Damage: The damage a weapon inflicts.

PROPELLED Cost Wgt Damage


per
GRENADE Case
M1P Smoke HC 90 0.5 Special; see description
M2P Riot Agent 150 0.5 Special; see description
M3P Stun 180 0.5 2D6 stun; see description
M4P Multiple Projectile 180 0.5 4D6
M5P High Explosive 180 0.5 5D6; halves vehicle armor
M6P Airburst 180 0.5 5D6/3D6/1D6
M7P Baton 90 0.5 1D6 plus knockdown
M8P EMP 220 0.3 Special; see description
M9P Illumination 120 0.5 Special; see description
M14P White Phosphorus 180 0.5 2D6 plus on fire

These grenades are available either as 20mm or 30mm calibers, as


required. The effects (in game play at least) are identical.

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.

M6P Fragmentation Airburst Grenade - This has a Distance Damage


core of high explosive surrounded by a layer of notched 3 meters 5D6
wire which fragments on detonation. The damage from 6 meters 3D6
fragmentation grenades decreases with distance from 9 meters 1D6
the blast The M6P can be commanded to detonate in the
air above a target (if desired), once the firer has established range to the target
using the G6’s laser designator. This negates the defender’s -2 for shooting from
cover, and negates hard and total cover for a character who considers himself safe.

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.

M9P Illumination Grenade - Illuminating rounds are designed to provide almost


daylight intensity illumination of the immediate area. The grenade is shot into the air
and the bright illuminating flare descends on a parachute. Thermal sights and light
intensification scopes will normally cut out to protect the user’s vision. The flare will
take 3 rounds to descend and illuminate a radius of 100m.

M14P White Phosphorus Grenade - A white phosphorous (‘Willie Pete’) grenade


burns with a white hot heat and scatters fragments of super-heated phosphorus
across its blast area. The grenade burns fiercely for 3 rounds igniting anything
remotely flammable nearby. Anyone within the blast radius suffers 2D6 damage and
catches fire. Used inside a vehicle or starship, the grenade will do a lot of
component damage to equipment, surfaces and fittings.
A variety of add-ons or accessories may be useful to those who regularly use
firearms. See the individual descriptions for more details.

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

Inferno Electronics 500 Powerscope: High-quality telescopic sights with image


intensification and low-light capabilities for night-shooting. These are attached to the
upper surface of firearms, in order to increasing their accuracy, especially at longer
ranges. A weapon equipped with such sights gains an extra +1 DM bonus to any
attack that has been aimed. Scopes are delicate, however, and may be jarred out of
alignment by any violent action (such as being left untended in a moving truck, a
close explosion, or being dropped) on an 8+ on 2D6. When the sights go out of
adjustment, the firer will always miss. Some guns already come with integrated
scopes, see the individual descriptions. Cost $1000. Weight 0.8kg.
Inferno Electronics 800 Toughscope: A ruggedized version of the Inferno
Electronics 500 sights for use in hostile atmospheres, vacuum and extreme
temperatures. They are almost unbreakable. Cost $2500. Weight 1.2kg.
Kinako Survival Bag N401: Lightweight, tough polyethylene survival bag is
essential equipment for every hiker. Use for shelter in an emergency, or for keeping
you dry during a heavy rainstorm. Can also be used as a waterproof stash for your
kit, for storing muddy clothes and boots in a cramped tent or as a body bag.
Magtech FS100 Frame-Stock: Pistols and revolvers may be turned into light
carbines by the attachment of a wire-framed folding shoulder stock. The range is
increased to the ‘assault’ range band, although the weapon can no longer be
holstered. The overall length of the pistol is increased by the length of the stock,
although this can be folded if required. Attaching or detaching the stock takes 5
combat rounds. Cost $75. Weight 0.8kg.
Magtech Universal Care Kit: A set of cleaning rods, brushes and disassembly
tools for many types of rifle, pistol SMG and shotgun. Packed into a slim-line
waterproof pouch along with a set of lubricant bottles. Cost $100. Weight 0.25kg.
Miyagi Hi-Capacity Drum Series 3: With the advent and popularity of full
automatic firing pistols like the VP-90 and the Williams Redhawk, an aftermarket
add-on, the snail-drum has become available. This bulky and heavy ammo drum sits
below the gun’s handgrip and holds 45 rounds. Obviously the weapon can no longer
be holstered and remains clumsy and awkward to use. Cost $130, Weight 1kg
(loaded).
Nickelback Frontier Cartridge Belt: A leather or nylon belt fitted with cartridge
loops designed to hold either 6 propelled grenades, 8 individual shotgun cartridges,
20 pistol rounds or 14 rifle rounds. A different holder must be purchased for each
ammunition type. Cost $5. Weight negligible.
Noricum Railrider 30GL: An underslung 30mm grenade launcher can be added to
any rifle. This grenade launcher has a magazine of one grenade, cannot fire on
automatic and takes four minor actions to reload. Cost $1000. Weight 1kg.
Novomo Crux Bipod: Although some weapons boast integral bipods, firearms sold
without such accessories may also be fitted with them. Obviously, a bipod will only
benefit a long weapon such as the Stern Universal T51 rifle or Maverick 800 Vector
assault rifle. A bipod lowers the recoil by 2 points and makes firing from a prone
position for long periods, more comfortable. Cost $75. Weight 0.8kg.
Okuda HR1 Terminal Spot Laser: Integrated optics and red-dot laser sights give
an extra +1 DM bonus to any attack that has been aimed. Cost $200. Weight 1.5kg.
Overshot Tac-100: Purpose-built flashlight attaching to the top, side or underside
of a gun barrel. The flashlight is activated via a button on the flashlight itself.
Stern PA58 Hard Case: Tough steel cargo case (32x20x22cm) perfect for carrying
ammunition, equipment or supplies. It features a waterproof rubber seal and a tight
closing snap closure, multiple carrying handles and steel eyes for fastening to the
back of a quad track, the roof or an APC or for stacking securely on a cargo deck.
Assume it can carry 300 rounds of rifle ammo, or 500 rds of caseless ammo, 600 rds
of pistol ammo or 200 rounds of shotgun ammo or two 100rd belts of rifle ammo.
Steyr Grand Ace Speedloader: The speedloader is a preloaded frame of six
revolver rounds that can be used to load all six chambers of a revolver
simultaneously. The firer may have several speedloaders as part of his equipment to
speed the reloading of his revolver. Reloading with a speedloader requires 1 minor
action. Cost $10. Weight 0.12kg (loaded).
Voroncovo KL Suppressor: A suppressor can be added to any non-energy
weapon with a ROF of 4 or less, partially masking the sound produced by firing (–4
DM to detect). Cost $300. Weight negligible.
Legal Information
The Cepheus Engine Compatibility-Statement License (CSL)
You must state on the first page where you mention Cepheus Engine that “Cepheus
Engine and Samardan Press are the trademarks of Jason "Flynn" Kemp,” and that
you are not affiliated with Jason "Flynn" Kemp or Samardan Press™.
If you’re using the license to commit legal fraud, you forfeit the right to continue
using the license: specifically, if you are claiming compatibility with the rules of
Cepheus Engine, the claim must not constitute legal fraud, or fraud in the
inducement, under the laws of the State of Texas. Note that this requirement is
almost impossible to violate unintentionally—it’s largely intended to keep me out of
trouble, not to restrict legitimate statements of compatibility.
You must comply with the terms of the OGL if the terms apply.
Your cover must include the words “House Rules” or “Variant Rules” or "Alternate
Cepheus Engine Universe" near the title if the document is a full, free-standing game
that includes modifications. Feel free to contact the author if you wish to use a
different form of disclaimer.
Selling a full version of this game with your house rules incorporated into it is
perfectly permissible, but you may not sell an effectively unchanged copy of the
rules for money.
If your document is a private house rules document, not being sold for profit or
general use, you may scan and use artwork (including the cover) from the printed
version, published in print under the title of Cepheus Engine Core Rules, provided
that the cover contains the words “House Rules,” near the title, and that the artists
are appropriately credited.
Your rights under this CSL cannot be revoked, and are perpetual, unless you breach
the terms of the license, in which case your rights terminate.
If you comply with the above, you may state that your resource is “for use with the
Cepheus Engine Core Rules”, “compatible with the core rules of Cepheus Engine” or
“with the Cepheus Engine Core Rules.”
If you have questions about the license, feel free to contact the author.

OPEN GAME LICENSE Version 1.0a


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
Wizards of the Coast, Inc (‘Wizards’). All Rights Reserved.
1. Definitions: (a)’Contributors’ means the copyright and/or trademark owners who
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Game Content’ means the game mechanic and includes the methods, procedures,
processes and routines to the extent such content does not embody the Product
Identity and is an enhancement over the prior art and any additional content clearly
identified as Open Game Content by the Contributor, and means any work covered
by this License, including translations and derivative works under copyright law, but
specifically excludes Product Identity. (e) ‘Product Identity’ means product and
product line names, logos and identifying marks including trade dress; artifacts;
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poses, concepts, themes and graphic, photographic and other visual or audio
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personalities, teams, personas, likenesses and special abilities; places, locations,
environments, creatures, equipment, magical or supernatural abilities or effects,
logos, symbols, or graphic designs; and any other trademark or registered
trademark clearly identified as Product identity by the owner of the Product Identity,
and which specifically excludes the Open Game Content; (f) ‘Trademark’ means the
logos, names, mark, sign, motto, designs that are used by a Contributor to identify
itself or its products or the associated products contributed to the Open Game
License by the Contributor (g) ‘Use’, ‘Used’ or ‘Using’ means to use, Distribute, copy,
edit, format, modify, translate and otherwise create Derivative Material of Open
Game Content. (h) ‘You’ or ‘Your’ means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a
notice indicating that the Open Game Content may only be Used under and in terms
of this License. You must affix such a notice to any Open Game Content that you
Use. No terms may be added to or subtracted from this License except as described
by the License itself. No other terms or conditions may be applied to any Open
Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license
with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material
as Open Game Content, You represent that Your Contributions are Your original
creation and/or You have sufficient rights to grant the rights conveyed by this
License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of
this License to include the exact text of the COPYRIGHT NOTICE of any Open Game
Content You are copying, modifying or distributing, and You must add the title, the
copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any
original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as
an indication as to compatibility, except as expressly licensed in another,
independent Agreement with the owner of each element of that Product Identity.
You agree not to indicate compatibility or co-adaptability with any Trademark or
Registered Trademark in conjunction with a work containing Open Game Content
except as expressly licensed in another, independent Agreement with the owner of
such Trademark or Registered Trademark. The use of any Product Identity in Open
Game Content does not constitute a challenge to the ownership of that Product
Identity. The owner of any Product Identity used in Open Game Content shall retain
all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate
which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated
versions of this License. You may use any authorised version of this License to copy,
modify and distribute any Open Game Content originally distributed under any
version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of
the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game
Content using the name of any Contributor unless You have written permission from
the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of
this License with respect to some or all of the Open Game Content due to statute,
judicial order, or governmental regulation then You may not Use any Open Game
Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with
all terms herein and fail to cure such breach within 30 days of becoming aware of
the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such
provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
High Guard System Reference Document Copyright © 2008, Mongoose Publishing.
Mercenary System Reference Document Copyright © 2008, Mongoose Publishing.
Modern System Reference Document Copyright 2002-2004, Wizards of the Coast,
Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle,
David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based
on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter
Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
System Reference Document, Copyright 2000, Wizards of the Coast, Inc.; Authors
Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary
Gygax and Dave Arneson.
T20 - The Traveller’s Handbook Copyright 2002, Quiklink Interactive, Inc. Traveller is
a trademark of Far Future Enterprises and is used under license.
Traveller System Reference Document Copyright © 2008, Mongoose Publishing.
Traveller is © 2008 Mongoose Publishing. Traveller and related logos, character,
names, and distinctive likenesses thereof are trademarks of Far Future Enterprises
unless otherwise noted. All Rights Reserved. Mongoose Publishing Ltd Authorized
User.
Cepheus Engine System Reference Document, Copyright © 2016 Samardan Press;
Author Jason "Flynn" Kemp
16. Gun Locker contains new OGL rules and statistics for weapons. These can be
reproduced. Product Identity constitutes the company names, history and setting
material. These are not OGL, cannot be reproduced or reused and are protected by
copyright as identified in section 1. Copyright © 2020 Zozer Games; Author Paul
Elliott.

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