2300AD

 

   

Effect

       

Name

MF

Scr

LW

SW

FW

Rng

Load

ST/AG

Mag

Handguns

Hancock 923 enforcer

9x23 fixed cartridge

3

1-6

7-10

11-15

16+

10m

4/2

8/8

6

Arno 5-15

5x15 fixed cartridge

5

1-7

8-12

13-15

17+

15m

2

8/8

14

Chip Traylor Special

9x24 fixed cartridge

4

1-6

7-10

11-15

16+

20m

2

8/8

10

Stracher P-11

11mm Magnum

2

1-5

6-9

10-14

15+

30m

2

11/9

7

Traylor Government Model

11x26mm short

3

1-5

6-9

10-15

16+

20m

2

10/9

8

Stracher Bodyguard

7.5x20 fixed cartridge

5

1-7

8-12

13-15

17+

10m

2

8/8

7

Rifles

AS-89 (30mmGL)

4.54mm Gaus

Auto

1-5

6-10

11-14

15+

60m

2

10/8

60

Fam90 (30mmGL)

4.5mm Gaus

Auto*

1-5

6-10

11-14

15+

70m

2

8/8

60

M4A1 (30mmGL)

4.5mm Gaus

Auto*

1-5

6-10

11-14

15+

60m

2

10/8

60

M41a-Pulse Rifle (30mmGL)

10mm ETAP fixed cartridge

Auto

1-4

5-9

10-13

14+

50m

2

12/10

90

SK-19 (30mmGL)

9mm APHE (BP)

Auto*

1-4

5-8

9-14

15+

50m

2

10/8

50

FTE-10 (Kentucky Long Rifle)

10mm Gaus

2

1-3

4-8

9-12

13+

100m

3

10/10

10

Type-81 Stormgun

20mm APHE (BP)

2

1-2

3-5

6-10

11+

40m

3

13/10

10

SG-77 (Type-79)

5.5mm fixed cartridge

Auto

1-5

6-10

11-14

15+

50m

2

8/8

40

Wu-Beijing Type-49

7.5mm fixed cartridge

Auto

1-5

6-9

10-14

15+

40m

2

9/7

25

Traylor M2

9mm APHE fixed cartridge

Auto

1-4

5-8

9-14

15+

50m

2

10/8

30

BF-1

7.5mm (BP)

Auto

1-5

6-10

11-14

15+

40m

2

10/10

40

Giscard FC-68

5x15 fixed cartridge

Auto

1-7

8-12

13-16

17+

40m

2

6/8

70

Stracher SS-7

4mm Air rifle

Auto

1-13

14-17

18-19

20+

30m

3

4/6

20

Giscard FC-70

7.5mm fixed cartridge

2

1-5

6-10

11-14

15+

60m

2

8/8

5

Rockwell 12-81 Magnum

12x81 Magnum

2

1-3

4-8

9-12

13+

90m

2

13/12

6

Shotguns

Traylor M-10

18mm flechette

3

1-3

4-8

9-13

14+

20m

4

10/10

8

DunArmCo CAW

18mm flechette

4

1-3

4-8

9-13

14+

20m

2

10/10

10

Sawn-Off/Pipegun

18mm flechette

-

1-4

5-9

10-14

15+

10m

3

12/8

2

Lasers

Mueller-Rivera P-3

C

Auto

1-5

6-10

11-14

15+

40m

4

4/6

35 Pack

Mueller-Rivera F-7

C

5

1-4

5-8

9-13

14+

100m

2

4/8

16

Rorttmann LK-1 (30mmGL)

C

5

1-4

5-8

9-13

14+

100m

2

4/8

20

Luce-3

C

3

1-4

5-8

9-13

14+

100m

2

4/8

5

Luce-7B (30mmGL)

C

4

1-4

5-8

9-13

14+

100m

2

4/8

12

Mueller-Rivera F-19

C

4

1-3

4-8

9-11

12+

120m

2

4/8

10

SVB

C

4

1-3

4-8

9-11

12+

140m

2

4/8

6

Plasma Guns vs. Personnel

A-9 Sturmgewehr

5MW plasma cell

-

1

2-5

6-11

12+

90m

4

12/12

6

Type-1

10MW plasma cell

-

1

2-4

5-10

11+

70m

4

13/12

4

Kurita 21f

15MW plasma cell

-

1

2-3

4-9

10+

100m

4

13/13

4

MK-2 PGMP

20MW plasma cell

-

1

2

3-8

9+

170m

6

14/12

10

Plasma Guns vs. Vehicles

   

Ld

Md

Sd

Dd

       

A-9 Sturmgewehr

5MW plasma cell

 

1-5

6-10

11-18

19+

       

Type-1

10MW plasma cell

 

1-4

5-9

10-17

18+

       

Kurita 21f

15MW plasma cell

 

1-3

4-8

9-16

17+

       

MK-2 PGMP

20MW plasma cell

 

1-2

3-7

8-15

16+

       

Machine Guns vs. Personnel

MG-7

5.5mm fixed cartridge

Auto

1-5

6-10

11-14

15+

70m

4

10/10

75-d

200-c

Wu-Beijing Type391

7.5mm fixed cartridge

Auto

1-4

5-9

10-13

14+

70m

4

10/10

150-c

DunArmCo Mini-12

12mm fixed cartridge

Auto

1-3

4-7

8-11

12+

100m

4

Mount

100-c

Type 12 Autocannon

25mm fixed cartridge

Auto

1

2

3-7

8+

120m

4

Mount

50-d

Machine Guns vs. Vehicles

   

Ld

Md

Sd

Dd

       

DunArmCo Mini-12

12mm fixed cartridge

 

1-5

6-9

10-18

19+

       

Type 12 Autocannon

25mm fixed cartridge

 

1-4

5-8

9-17

18+

       

Sonics

AS-3

Ultrasonic

3

1-6 stun

7-10 stun

11-15 stun

16+ stun

15m

4

8/8

40

Quinn Optronics Carbine

Ultrasonic

Auto

1-5

stun

6-9

stun

10-14

stun

15+

stun

60m

2

8/10

15

Grenades and Launchers

Integral Launcher

30mm

-

       

40m

(200m)

3

-/-

3

Integral (Pump Action) Launcher 30mm

2

       

40m

(200m)

4

-/-

4

G-12 (Pump Action)

30mm

2

       

40m

(200m)

2

10/8

6

Fragmentation

3mBR

 

1-3

4-8

9-12

13+

10m

 

10/8

 

High Explosive

3mBR

 

1-4

5-9

10-13

14+

       

High Explosive AP

3mBR

 

1-4

5-9

10-13

14+

       

Concealment

10mBR

         

10m

 

10/8

 

Concussion

3mBR

 

1-4

stun

5-10

stun

11-14

stun

15+

stun

10m

 

10/8

 

Grenades vs. vehicles

   

Ld

Md

Sd

Dd

       

HE

 

1-12

13-15

16-18

19+

       

HEAP

 

1-8

9-12

13-15

16+

       
                   
                   

Armour

Type

Wt.

Init

Cvrs

Firearms

Melee

Fire

Rads

Helmet

0.5

-

Head

10

5

5

-

High-threat Helmet

1

-1

Head

12

10

5

-

Steel Helmet

1.5

-1

Head

10

10

5

-

Heavy Clothing

-

-1

Chest Abdomen

2

3

3

-

Chainmail Vest

8

-3

Chest

Abdomen

6

8

8

-

Vedette Half Armour

2

-1

Chest

10

5

5

-

Ridgid Breastplate

8

-3

Chest

Abdomen

10

5

5

-

Nonridgid Vest

2

-1

Chest

Abdomen

8

8

8

-

Inertial Armour Vest

3

-1

Chest Abdomen

10

8

8

-

Full Body Nonridgid Armour

10

-5

Chest

Abdomen

Limbs

8

8

8

-

Full Body Inertial Armour

10

-5

Chest

Abdomen

Limbs

10

8

8

-

Full Body Combat Armour

20

-7

Chest Abdomen

Limbs

10

10

5

-

P-Suit/NBC suit

20

-9

Head

Chest

Abdomen

Limbs

-

-

15

15

Note: Many soldiers wear their rigid body armour and High threat helmets stripped down. They remove the face guards from the helmets and the high and bicep (and sometimes forearm) plates from the armour.

A stripped down helmet absorbs 8 points in melee.

Stripped down armour has a 50% chance of stopping attacks directed at the limbs.

Stripped down helmets have no initiative penalty.

Total Initiative penalty for stripped down rigid armour is –5.

Wounds: Fatal wounds to arms and legs count as serious wounds.

Auto *: These weapons are easier to control under automatic fire due to reduced muzzle velocities.

For 3 round bursts add +3 to the hit roll.

For 10 round bursts add +6 to the hit roll.

Reduce the wound effect roll by –2.

Armour Piercing Rounds: APHE and ETAP rounds reduce armour absorption by 5.

Plasma: Plasma rounds reduce body armour absorption by 8.