PERSONAL WEAPONS LIST
 
 

Cost are expressed in Credits. Clip costs are in brackets.

Weapon calibers:

Note: weapons with ROF of 4 or higher have autofire capabilities.


Projectile  weapons

Firearms
A critical failure means a weapon jam when using autofire. A succesful weaponsmith firearms skill roll is needed to repair it.
Shotguns have a maximum 2m effect radius.
Shotguns see their DC halved (round down) beyond half range.
Recoil has higher impact on firearms accuracy in absence of gravity. Firearms attacks get a malus of -2 in low gravity (less than 0.1 g), and -4 in zero-g. Autofire penalty is doubled in low gravity, and quadrupled in zero-g.
TL 5-6 weapon.
 
Weapon WA DC ROF Shots Range Recoil Sign Cost
Revolver 0 3 1 6 100 Med Med 100 [15]
Pistol 0 3 2 8 70 Med Med 300 [25]
Rifle 1 7 2 10 300 Med Med 1000 [50]
Assault rifle 1 6 12 25 300 Med Med 1500 [100]
Submachinegun 0 3 12 30 100 Med Med 1250 [100]
LMG 0 7 12F 100 300 Med Hi 3000 [500]
HMG 0 8 12F 100 400 Med Hi 5000 [600]
Shotgun 0 8 1 5 50 Med Hi 800 [30]

Tasergun weapons
Tasergun weapons fire a barb which trails behind a fine conducting wire connected to the shell. When hitting the target, the user can then use a battery to dump "stun charges".
TL 5 weapon.
 
Weapon WA DC ROF Shots Range Recoil Sign Cost
Taser pistol -1 3s 1 1 10 Low Low 200

Recoilless weapons
Recoilless weapons have a sophisticated anti-recoil system to neutralize the gun's movement after a shot.
Recoilless weapons cannot be fired while in movement.
No autofire capabilities.
TL 6 weapon.
 
Weapon WA DC ROF Shots Range Recoil Sign Cost
Recoilless pistol 0 2 2 8 50 Low Med 500 [25]
Recoilless rifle 1 5 2 20 100 Low Med 1500 [50]

Rocketgun weapons
Rocketgun weapons fire self-propelled small caliber ammunitions.
No autofire capabilities.
Targets beyond half range get a DC x2 (it takes time to the projectile to reach full velocity).
TL 6 weapon.
 
Weapon WA DC ROF Shots Range Recoil Sign Cost
Rocketgun heavy pistol 1 2 1 5 100 Low Med 900 [60]
Rocketgun heavy rifle 1 4 2 10 100 Low Med 1700 [100]

Needlegun weapons
Needlegun weapons fire a round that contains a bundle of tiny, razor-sharp flechettes.
Shotguns have a maximum 2m effect radius.
TL 6 weapon.
 
Weapon WA DC ROF Shots Range Recoil Sign Cost
Needle shotgun 1 8 6 15 100 Med Low 2500 [150]
Heavy needle shotgun 2 8 9 30 100 Med Low 3500 [250]

Gauss weapons

Gauss weapons fire a ferromagnetic projectile that was accelerated by a magnetic field. The barrel length is never less than 40 cm for a pistol, and 1.5 m for a rifle.
It's the quiter slugthrower weapon.
TL 7 weapon.
 
Weapon WA DC ROF Shots Range Recoil Sign Cost
Gauss pistol 1 3 2 20 400 Low Low 1200 [15]
Gauss rifle 2 4 2 50 400 Low Low 2000 [25]
Gauss assault rifle 2 5 9 50 400 Low Low 2500 [25]
Gauss heavy rifle 2 7 12 150 500 Low Low 5000 [60]

Optional rules:

Ammuntions are interchangeable between two weapons of the same category and caliber (ie assault rifles and pistols use the same rounds).

Special Ammunition for firearms, recoilless and rocketgun weapons:

Special Ammunition for gauss and needlegun weapons:

Energetic weapons

Laser weapons
Laser weapons produce a beam of coherent energy that does burn damage to the target.
Lasers can operate on any light frequency (near-infrared, visible, ultraviolet or X-ray), but only TL 8+ weapon could be manufactured with adjustable frequency (ie firing a beam in more than one frequency range).
DC are reduced by 3 in presence of rain, fog, clouds, dust or smoke (adjustable frequency lasers has their DC reduced by
only 2).
Basic laser weapons use disposable energy storage in form of clips or energy storage backpack.
TL 7 weapon.
 
Weapon WA DC ROF Shots Range Recoil Sign Cost
Laser pistol 2 3 2 30 100 Low Med 1500 [50]
Laser rifle 2 5 2 50 500 Low Med 2500 [100]
Laser assault rifle 2 6 6 50 1000 Low Med 3000 [100]
Laser LMG 1 6 9F 200 1000 Low Med 4000 [200]
Laser HMG 1 7 9F 200 1000 Low Med 6000 [200]

Sonic weapons
A sonic weapon uses sonic energy -audible as a loud, low-frequency rumble- to incapacitate a target.
These weapons automatically penetrate any armor that is not thick enough to stop sound passing through (ie almost all personal armors). Protections against noises like headphones give immunity to sonic attacks.
Sonic weapons have a maximum area affect of 3m.
Deafs are immune to sonic weapons.
Sonic weapons doesn't function in a vacuum.
TL 7 weapon.
 
Weapon WA DC ROF Shots Range Recoil Sign Cost
Sonic pistol 1 3s 2 20 20 Low Med 500 [50]
Sonic SMG 1 3s 6 30 20 Low Med 1000 [50]

Stunner weapons
A stunner weapon is a laser weapon that creates an ionized path with a laser beam. A high-voltage pulse is then sent down this path.
A stun pluse from a weapon is very visible, makes crackling sounds and leaves an ozone smell.
Stunner weapons are recoiless, there's no modifier for every 10 rounds fired per phase.
Basic stunner weapons use disposable energy storage in form of clips or energy storage backpack.
TL 8 weapon.
 
Weapon WA DC ROF Shots Range Recoil Sign Cost
Stunner pistol 2 4s 2 30 50 Low Low 750 [50]
Stunner rifle 2 5s 2 50 100 Low Low 1500 [100]

Blaster weapons
Blaster weapons are directed energy weapons which do damage based on the effects of a small quantity of atomic particles travelling at relativistic speeds. It fire beams that interact with the target, doing damage by generating lots of heat and secondary X-rays.
Blaster weapons are very visible when fired in an atmosphere, and will look like white-hot bolts of light, accompanied by small thunderclaps. In vacuum, a blaster beam is barely visible.
Blaster weapons are recoiless, there's no modifier for every 10 rounds fired per phase.
Basic blaster weapons use disposable energy storage in form of clips or energy storage backpack.
TL 8 weapon
 

Weapon WA DC ROF Shots Range Recoil Sign Cost
Blaster pistol 2 4 2 20 100 Low Med 2000 [50]
Blaster rifle 2 7 6 50 400 Low Med 3500 [100]
Blaster LMG 1 7 9F 200 400 Low Hi 4500 [200]
Blaster HMG 1 8 9F 200 400 Low Hi 7000 [200]

Fusion weapons
Fusion weapons are gauss weapons that fire a projectile so hot that when hitting its target, it becomes a nasty fusion magma.
Not really an energetic weapon, but not also a true slugthrower. Use the best armor value between KD and EKD.
TL 8 weapon.
 
Weapon WA DC ROF Shots Range Recoil Sign Cost
Fusion rifle 1 8 2 50 300 Low Low 3000 [125]
Fusion heavy rifle 1 10 2 50 300 Low Low 5500 [125]

Maser weapons
Maser weapons are microwave beaming weapons. They use a small mass reactor and an internal antenna array to create a broadband blast of microwave radiation.
As maser is deflected by metals, armor's EKD is tripled against maser weapons.
Basic maser weapons use disposable energy storage in form of clips or energy storage backpack.
TL 9 weapon.
 
Weapon WA DC ROF Shots Range Recoil Sign Cost
Maser pistol 2 8 2 30 200 Low Low 3000 [50]
Maser rifle 2 8 6 50 200 Low Low 4500 [100]
Maser heavy rifle 3 10 2 100 200 Low Low 6000 [200]
Maser HMG 3 10 6F 100 200 Low Low 8000 [200]

Plasma weapons
Plasma weapons fire a bolt that looks like a ball lightning with a fusion plasma core, a metastable magnetic field generated by the plasma itself, which dissipates upon contact with a solid object.
Plasma weapons have an area effect of 1 m.
Basic plasma weapons use disposable energy storage in form of clips or energy storage backpack.
TL 9 weapon
 

Weapon WA DC ROF Shots Range Recoil Sign Cost
Plasma rifle 2 10 3 30 400 Low Hi 5000 [100]
Plasma LMG 1 12 5F 100 400 Low Hi 8000 [200]
Plasma HMG 1 12 5F 100 500 Low Hi 10000 [200]

Optional rules:

Clips:
Energy clips exist in three formats: small (cost: 50), medium (cost: 100) and large (cost: 200). Two clips of the same format and
TL is interchangeable, ie you could use the same energy clip to supply a stunner pistol and a blaster pistol.
Fusion weapons use two clips: a standard energy clip and a gauss projectile clip.

Backpacks:
Energy storage backpacks could store up to TLx30 shots. Cost: 300.


Miscleanous Heavy weapons
 

Weapon WA DC ROF Shots Range TL Cost Skill
Flamethrower 0 3 1 12 30 4 500 [200] Flamers
Molotov cocktail -2 3 NA NA Per STR 4 15 Throwing
Grenade, fragmentation -1 7 NA NA Per STR 4 75 Throwing
Grenade, concussion -1 5 NA NA Per STR 4 75 Throwing
Grenade, flare -1 NA NA NA Per STR 4 75 Throwing
Grenade, incendiary -1 4 NA NA Per STR 4 150 Throwing
Grenade, smoke -1 NA NA NA Per STR 4 75 Throwing
Grenade launcher 0 As load 1 1 200 5 1000 Heavy weapons
Auto Grenade launcher 0 As load 1 6 250 5 1500 Heavy weapons
Grenade, stun -1 4s NA NA Per STR 6 250 Throwing
Grenade, plasma -1 8 NA NA Per STR 7 400 Throwing


Miscleanous weapons

Melee  weapons

Weapon WA DC Min STR Notes Cost
Bludgeon 1 2s 1 TL 4 20
Combat knife 1 1 1 TL 4 35
Taser 1 3s* 1 TL 5 300
Stun rod 1 4s* 1 TL 6 500
Neuronic flail -1 5s* 1 TL 7 1000
Vibrosword 1 5 4 TL 7 - 2 handed 1500
Power glove NA +2s NA TL 8 1000
Laser sword -2 8* 1 TL 9 8000
*No additional DC of damage for superior STR.

Archery
TL 2 weapons.
 
Weapon WA DC ROF Min STR Range Cost
Compound bow -2 2 1 3 40 200 [1]
Crossbow -1 2 1 2 40 400 [1]


Weapons Accessories
 

Optical sighting scope
Gives an additional +1 WA bonus when aiming.
TL 4.
50 Cr.

Silencer
Silencers muffles the bang a firearm makes when it fires. Doesn't fit on LMG, HMG and shotguns.
Reduces to Low the gun Signature.
TL 5.
200 Cr.

Laser sight
Projects a small laser dot at the point where the weapon will hit.
+1 to the weapon's WA, +2 when aiming.
Range: 100 m.
TL 5.
100 Cr.

Telescopic scope
Negates range penalities up to 100 meters. -1 penalty per 100 meters thereafter.
TL 5.
200 Cr.

Starlight scope
Uses light enhancement, halves the penalty for darkness, and acts as a telescopic scope.
Its battery lasts for four hours.
TL 5.
1000 Cr.

IR scope
Allows the user to see heat sources. Halves the penalty for darkness against non cold targets. This scope is also be able to see targets through thin walls.
Its battery lasts for four hours.
TL 5.
500 Cr.

Enhanced imaging scope
Looks like a flat color plasma panel providing a computerized targeting system. Halves the penalty for darkness. It acts also like a telescopic scope, and gives a +2 bonus to WA when aiming.
Its battery lasts for two hours.
TL 6.
1500 Cr.
 



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