Slammer Weaponry

Disputed Zone and Terran Stellar Empire

Weapon Name Type Damage Rating Close Eff. Range Notes
Gyrojet Weapons or Rocket Guns (these work underwater)
Gyrojet Pistol B 1D +2 10" none
Gyrojet Carbine B 1D +2 12" none
Gyrojet Rifle B 1D+1 +1 18" none
Infinite Repeater BA 1D+2 0 22" none
Cone Rifle EXH* 2D+2 +1 28" AKA Storm Gun
Laser Weapons (these may work underwater at 1/2 range)
Laser Pistol E 1D-1 +3 12" None
Laser Carbine E 1D-1 +3 14" None
Laser Rifle E 1D +2 24" As Carbonlite
Auto-Laser EA 1D+1 +1 28" none
Lazooka EH* 3D -1 36" Energy Anti-Armor
Other Weapons
Disruptor Rifle E 2D +2 12" AKA Disintegrator, Debonder
Sonic Stunner E 1D+1 +4 10" Stunner Weapon
Frag Grenade EX 2D N/A 6" thrown grenade
Stun Grenade EX 2D N/A 6" thrown grenade; non-lethal
Grenade Launcher EX - +1 24" Effect as Grenade type
Flame Thrower EA 2D-2 +3 8" AKA Toaster, Zippo, Flamer
Buzzbomb EX 3D+2 N/A 18" 1 shot AT rocket
PML * EX 3D+2 N/A 24" Fire 1/2 without loader (unless it uses "clips" of missiles)

* Must brace

Armor

  • All types from the rules are in use.
  • There is also Improved Light Armor, which is +0 Ballistic, +0 Energy. This appears around Tech Level 9 or 10 and is a response to widespread use of energy weapons. Movement is the same as Light Armor (8 inches)
  • Light Powered Armor (AKA Powered Plate) is basically heavy armor with extras. The suit gives movement of 8" and magnifies the user's strength slightly. It is otherwise treated as Heavy Armor, and gets none of the usual bonuses for Powered Armor (Activation and Close Combat Modifiers, etc.). This might be considered Scout Armor.

Hi-Tech Melee Weapons:

  • Shock Batons have both Stun and Shock settings. If the weapon is set on Shock, it functions just like a normal melee weapon. The Stun setting is treated as non-lethal, but will not work on Robots, silicon-based lifeforms, etc.
  • Coagulators curdle flesh and blood. These do not work on robots, etc. An extremely nasty weapon, it is possible that figures using it will not be allowed to surrender.
  • Neuronic whips cause extreme pain in most organic creatures, but do not kill. Treat them as non-lethal weapons. Like the coagulator, the Neuronic Whip is not a weapon to be captured with.
  • Force/Light/Plasma/Sonic Swords, Vibro-blades and the like all count as Door Breakers.

Still need to add:

  • Tangler/Web-gun/Foamer - traps victim(s) with goo, threads, etc.
  • Higher-Tech Gyrogun ammo (seeker rounds, yum!)
  • Screamers (and other area denial gizmos)
  • Fusion Guns?
  • Needler/Dart weapons
  • Gauss Weapons
  • Tac-Nukes! (or maybe not :P )

Arbitrary Tech Levels (as Traveller, may change these)

  • TL 7 Gyro-weapons (Infinite Repeaters, etc.)
  • TL 8 Lasers, Sonic Stunner
  • TL 12 Gauss Weapons
  • TL 13 Disruptors (early models have more explosive/violent effect, later versions look more like disintegration and may do 3D damage)

Non-Lethal Damage (stunners, gas, drugs, etc.)

Stunners, stun bombs, etc. : Energy weapons, they treat all wounds as one level less (serious becomes light, dead becomes serious). Seriously wounded people are most likely KOed, but there is a chance (double ones on 2d6?) that they die (heart failure, etc.). Otherwise, the victim is rendered senseless or numb (in the case of light wounds). May not work on machines, cyborgs, some aliens, etc. The Stun effect applies in close combat as well.

Gas weapons: Sealed suits/gas masks ignore gas; unprotected models are hit by the dice as a normal weapon (damage varies by gas stength?) and suffer the effects as usual - armor does not apply to the roll. This may be a lethal or nonlethal agent (and may not work on some aliens). Damage is taken each turn the model is in the gas.



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