M-81 Pulse Rifle
Classification: Standard Combat Rifle
This is the standard firearm for all combat
personnel in the Colonial Marine Corps. It fires an
amplified high-energy radiation pulse, which is
accurate at up to 500 feet. This energy bolt
experiences no measurable drop due to gravity or
decrease in velocity in any atmosphere. These
characteristics are critical for marines who find themselves fighting in a
wide variety of environments at a moment's notice.
The M-81's capacitor is capable of holding enough power for a
sustained burst of 12 shots. It is recharged from a steady energy source,
either the TPS-51 Energy Pack or the micro-fusion generator of a
standard battlesuit. This means that the marine has an almost
inexhaustable supply of ammunition for his primary weapon and never
needs to be distracted from the fight on hand in order to reload his rifle.
Blast Radius: None
Damage: Low
Armor Pierce: Medium
Rate of Fire: High
Effective Range: 350 feet
M-215 Autorifle
Classification: Rifle Attachment
This rifle fires 3.5mm microplasma-propelled
composite projectiles at an extremely high
rate-of-fire. The highly compressed ammunition
cartridge contains 180 rounds of ammunition,
including a purple tracer for every 5-round burst.
While each round does little damage (especially
through armor), the unbelievable fire rate and high ammunition capacity
make this a popular secondary weapon.
Blast Radius: None
Damage: Low
Armor Pierce: Low
Rate of Fire: Very High
Effective Range: 250 feet
This weapon mixes a highly flammable gas with
pure oxygen just before ignition, ensuring that this
weapon is usable in almost any atmosphere (or
none at all). The weapon does not contain enough
gas for prolonged use, but the extremely high
temperature blast from this weapon is enough to
destroy any lightly armored creature or vehicle at close range within
moments.
Blast Radius: Special
Damage: Medium
Armor Pierce: Low
Rate of Fire: Constant
Effective Range: 100 feet
Firing literally hundreds of tiny, needle-like
armor-piercing shards in a deadly cone, this
weapon is lethal at close ranges. It should not be
used in circumstances requiring precise aim.
However, against clusters of enemy forces, it can
be devastating since the shard burst is capable of
hitting multiple opponents in a single blast.
Blast Radius: None
Damage: Medium
Armor Pierce: Medium
Rate of Fire: Medium
Effective Range: 180 feet
Nicknamed the "Whisper Cannon," this powerful
weapon is still only in the prototype stages, but it
should be entering production before the end of
the year. Using extremely powerful, localized
magnetic fields, it can project an armor-piercing
round over significant distance almost silently.
This makes it a perfect sniper's weapon since it is nearly imperceptible
to modern tracking systems.
Blast Radius: None
Damage: High
Armor Pierce: High
Rate of Fire: Low
Effective Range: 500 feet
This is the baseline grenade weapon. It is fired in
a parabolic arc and so must be aimed above the
intended target. The weapon is very useful in
attacking targets behind cover, as the grenade can
be lobbed over many obstacles.
Blast Radius: 5 feet
Damage: High
Armor Pierce: Medium
Rate of Fire: Low
Effective Range: 425 Feet
This weapon is designed to explode in mid-air,
releasing several small explosive "bomblets" that
fall over a wide area. This weapon is frequently
employed over small groups of enemy forces,
especially those hiding behind cover. Due to the
spread of the bomblets, it is usually not very
effective against individual targets, although a direct hit at close range
can be deadly (if somewhat of an overkill). Supplies of this weapon are
as yet somewhat limited.
Blast Radius: Special
Damage: Special
Armor Pierce: Medium
Rate of Fire: Low
Effective Range: 200 feet
This weapon creates a field of flame that lasts for
several seconds, damaging anything within its
radius. It is often used to suppress an enemy
charge by creating a "wall of flame."
Blast Radius: Special
Damage: Medium
Armor Pierce: Low
Rate of Fire: Low
Effective Range: 400 feet
This is a special defensive weapon. It acts as a
decoy for most forms of homing projectiles.
Homing weapons within the vicinity of an active
ECM grenade will deflect from their course to
pursue the grenade. The ECM grenade does not
discriminate between forces - it effects friendly as
well as enemy weaponry.
Blast Radius: None
Damage: Special
Armor Pierce: None
Rate of Fire: Low
Effective Range: 800 feet
Rockets are unguided, long-range, line-of-sight
weapons. Their long range makes them very useful
for an airborne jump trooper.
Blast Radius: 6 feet
Damage: Medium
Armor Pierce: Medium
Rate of Fire: Medium
Effective Range: 600 feet
Homing Missiles are not extremely damaging
against other battle-armored combatants, but their
ability to visually home in on a target selected
from the tracking system makes up for this
deficiency. The homing ability of the missile is
subject to environmental conditions, as is the
battlesuit's tracking-system. Once in flight, however, the homing missile
rarely loses it's lock unless subjected to countermeasures (such as the
ECM grenade) and is difficult to evade unless the target can find cover.
Blast Radius: 4 feet
Damage: Medium
Armor Pierce: Low
Rate of Fire: Low
Effective Range: 700 feet
A new and improved version of the homing
missile, swarm missiles have reduced homing
ability and damage potential, but are fired in
clusters of four. This makes them very difficult to
evade and makes them more deadly against
groups of targets. This weapon is just entering
production and should be available to front-line forces soon.
Blast Radius: 2 feet
Damage: Medium
Armor Pierce: Low
Rate of Fire: Low
Effective Range: 800 feet
This weapon is only issued to troops expected to
combat other rocket-pack-equipped units. This
missile causes a chemical reaction within the
plasma chamber of a rocket-pack, causing the
molecules to bond differently and become inert.
The net result is that for several seconds the
rocket-pack looses usable fuel.
Blast Radius: None
Damage: Special
Armor Pierce: None
Rate of Fire: Low
Effective Range: 800 feet
This mine, launched by the M-17, has a proximity
fuse that detonates whenever it detects nearby
movement without the correct corresponding IFF
signal. This prevents it from detonating on friendly
targets. It is not foolproof, however, it can still be
detonated by the presence of another signal, even
if a designated "friendly" is within the detection or blast radius.
CDF doctrine calls for DM-5s being laid across false retreat zones.
Friendly units pretend to flee across a field mined with DM-5, far enough
in advance of enemy units. The pursuing enemy, not transmitting the
proper IFF codes, will detonate the mines and sustain heavy damage.
The Jump Corps have determined an additional way to use the DM-5s.
Flying high over a target via rocket pack, the dreadnaut drops a mine on
top of concentrations of enemy units. The explosive radius will generally
eliminate a number of soft targets. Always be sure to be at least 30 feet
from a target before dispensing the mine.
Blast Radius: 10 feet
Damage: High
Armor Pierce: Medium
Rate of Fire: Low
Effective Range: 0 feet
With almost twice the explosive force of the
DM-5, the DM-9 is another "boobytrap" weapon.
Once dropped, the weapon is armed to detonate
by remote signal from the soldier. All DM-9s are
pre-coded to accept the detonation signal only
from the soldier who deployed it. These mines are
not intended as a long-term threat and will self-destruct after
approximately one minute.
Blast Radius: 25 feet
Damage: Very High
Armor Pierce: High
Rate of Fire: Low
Effective Range: 0 feet
This weapon is intended for demolitions of
enemy structures. This mine has an explosive
force greater than any other man-portable weapon
and must be used with caution. After it is
dropped, the mine will self-destruct after a short
period of time (usually 10 seconds). Jump Corps
doctrine strongly recommends dispensing this mine only while in full
flight.
Blast Radius: 50 feet
Damage: Extreme
Armor Pierce: High
Rate of Fire: Low
Effective Range: 0 feet
This pickup will recharge your current rifle to
100% capacity.
This pickup will fully reload your current
grenade. If you have two types of grenades
loaded onto your battlesuit, it will load each one
with 50% of maximum capacity.
This pickup will fully reload your current missiles.
If you have two types of missiles loaded onto your
battlesuit, It will load each one with 50% of
maximum capacity.
This pickup will fully reload your current mines. If
you have two types of mines loaded onto your
battlesuit, It will load each one with 50% of
maximum capacity.
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