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Power Armour Hand-Held Weapons |
NOTE: the weapons function in all environments - from water to space - with relatively little chance of jamming. These weapons are designed for and used exclusively against Power Armour-or-greater classes of armour. The Unified Forces have deemed it a war crime to use these weapons against unarmoured humans.
Power Armour Power Blade
The Power Blade is a hand-held weapon designed to overcome the armour of Power Armour in hand to hand combat. Deactivated, it is little more than a square shaped handle with a single switch near the hilt. When activated, a pair of filament sized prongs extend from the hilt and a magnetically 'bottled' dark-gray energy matrix forms around and between them. The thickness of the energy matrix is minute, only 1 micron thick. Viewed head-on, the 'blade' is virtually invisible except for a faint shimmering. The weapon emits a faint humming noise when it is used.
The blade is usually combat knife sized. It can be extended to sword length, but the weapon's operation time is reduced by 1/2. Power Blades can also be attached to firearms and used as anti-armour bayonets.
- PRIMARY PURPOSE: Assault/defense
- SECONDARY PURPOSE: cutting through obstacles (walls, etc..)
- RANGE: maximum throwing range of user.
- DAMAGE: 1D6x100 SDC (can damage MDC objects.)
- POWER CHARGE: 10 minutes constant use before requiring a recharge. 5 minutes or less at blade lengths longer than a combat knife.
- RECHARGING: The sheath of the weapon (usually mounted on the hips) is connected to the Power Armour's power supply. They can recharge the weapon at the rate of 1 minute of use per every 5 minutes of recharging time.
VF-scale Power Blade
A VF sized version of the Power Blade. Unlike the Power Armour version, the VF version cannot be attached to a gun pod. The Power Blade is only issued to pallet-equipped VFs, such as the VF-11, VF-17, VF-19 and VF-22. The reason is that the weapon's cradle and recharger occupy one entire pallet. When activated, the pallet door extends outwards, and the Power Blade hilt extends upwards allowing the VF's hands an easier chance to retrieve or return the weapon to its cradle.
- PRIMARY PURPOSE: Assault/defense
- SECONDARY PURPOSE: cutting through obstacles
- RANGE: maximum throwing range of user.
- DAMAGE: 1D12x10 MDC
- POWER CHARGE: 10 minutes constant use before requiring a recharge. 5 minutes or less at blade lengths longer than a combat knife.
- RECHARGING: The internal pallet mounted cradle of the weapon is connected to the VF's power supply. It can recharge the weapon at the rate of 1 minute of use per every 5 minutes of recharging time.
Assault Rifle 1
The standard assault rifle for Power Armour. The weapon has optional mounting points for attachments such as an underbarrel grenade/speaker pod launcher, bayonet, laser indicator, penlight and so on.
- AMMO TYPE: 10 mm caseless
- RANGE: 1,000 m
- DAMAGE: 1D12X10 SDC per round. 1D6X100 SDC (1D6 MDC) per 5 round burst. Refer to the Gun Pods and Beam Machine Gun Burst and Spray Rules for alternatives.
- RATE OF FIRE: Equal to the pilot's combined number of attacks. Semi-automatic / Burst (5 rounds) / Full Automatic
- PAYLOAD: 40 rounds. Optional Drum Magazine: 100 rounds.
Assault Rifle 2
A larger calibre assault rifle for Power Armour. The weapon has optional mounting points for attachments such as an underbarrel grenade/speaker pod launcher, bayonet, laser indicator, penlight and so on.
- PRIMARY PURPOSE: Anti-personnel
- AMMO TYPE: 12.7 mm
- RANGE: 1,800 m
- DAMAGE: 1D20X10 SDC per round. 1D10X100 SDC (1D10 MDC) per 5 round burst. Refer to the Gun Pods and Beam Machine Gun Burst and Spray Rules for alternatives.
- RATE OF FIRE: Equal to the pilot's combined number of attacks. Semi-automatic / Burst (5 rounds) / Full Automatic
- PAYLOAD: 25 rounds. Optional long Magazine: 50 rounds.
Grenades
Large grenades for Power Armour. Like the grenades for unarmoured humans, they must be thrown.
- RANGE: 125 m
- RATE OF FIRE: Equal to the pilot's combined number of attacks.
- PAYLOAD: sets of 3 standard
- Fragmentation/Anti-Personnel - DAMAGE: 1D4X100 SDC (1D4 MDC) to 15 m.
- High Explosive/Anti-Mobile Weapon - DAMAGE: 1D20X100 SDC (1D20 MDC) to 3 m.
- Smoke/Signalling - DAMAGE: none, but creates a screen of smoke that covers a 20 m area.
Grenade/Speaker Pod Launcher Underbarrel Attachment
An underbarrel attachment for assault rifles. Grenades have wonderful anti-personnel affects. However, in the world of Power Armour, their effectiveness is reduced as the fragments from a grenade have significantly lower rates of armour penetration than the bullets usually fired by the weapons that the grenade launcher is attached to. In addition to grenades, the launcher can fire gas shells, an electro-shock shell and recently, speaker pods.
- AMMO TYPE: 55 mm caseless
- RANGE: 450 metres
- RATE OF FIRE: Equal to the pilot's combined number of attacks. Semi-automatic only
- PAYLOAD: 6 rounds
- Grenades
Explode on impact. They flood an area with metal fragments that can rip those affected to shreds.
- PRIMARY PURPOSE: Anti-personnel
- DAMAGE: 1D4X100 SDC (1D4 MDC) to 15 m.
- Gas Shell
Various types of gas are available. Such as smoke, tear gas, knockout gas and so on. The Unified Government doesn't condone the use of nerve gas, biological or chemical weapons. However they are avaiable for black ops missions. For Power Armour, the standard shell used is smoke.
- PRIMARY PURPOSE: concealment
- SECONDARY PURPOSE: crowd control
- DAMAGE: damage depends on the type of gas used. The shell creates a large cloud of gas to a 6 m radius.
- Electro-shock Shells
Essentially a stun-gun for power armour. The shells are designed to discharge a large electromagnetic charge upon contact. The electromagnetic charge basically fries the sensitive electronics inside of power armour. No effect against unarmoured opponents. Minimal effects against armour greater than that of a Power Armour.
- PRIMARY PURPOSE: non-lethal incapacitation
- DAMAGE: 1D4X100 SDC (1D4 MDC) from initial impact and roll on the following table +10% (or more) to roll if the Power Armour is protected against electromagnetism. -10% to roll if fired into a bullet hole (called shot at -7 to strike.):
- 01-35: vehicle immediately ceases operation and collapses (or falls) to the ground. (GMs option: power armour is disabled, but pilot inside can still attempt to move. Normal hand to hand combat bonuses only at -2 strike and parry, -5 to dodge, -3 roll, -5 SPD and -35% on piloting skill checks. Flight and leaps are impossible.)
- 36-65: electromagnetic charge in the avionics. -1 initiative, -2 strike, parry and dodge and -10% on piloting rolls. Shutting down the vehicle and restarting it will negate the effects.
- 66-95: static charge in the avionics. -1 initiative, -2 strike, parry and dodge and -10% on piloting rolls. Effects last for 1D4 melees until the charge dissipates.
- 96-00: no effect
- Speaker Pods
Are armor piercing shells designed to distract the enemy without having to defeat them by destroying them. The shells can penetrate the toughest of armours. Once embedded in armour plate, the speaker pods open and transmit soundwaves into the mecha's body, filling it with loud music. In addition to their use as a distraction, speaker pods have been known to cause spiritia reactions in the minds of brainwashed Varauta pilots, occasionally permitting them to break free of the brainwashing. NOTE: This not a Sound Energy System (SES), this is just a normal speaker unit.
- PRIMARY PURPOSE: distraction
- SECONDARY PURPOSE: Spiritia Warfare
- DAMAGE: 1D4X100 SDC from the initial impact. Once embedded in a target's armor, the pod will extract anchors that adhere it to the mecha's hull. The only way to remove a speaker pod is to physically cut it off back at base. ONLY used against armour. If it hits an unarmoured target, it acts just like a regular bullet; most likely tearing off a limb in the process.
- Special Effects: The loud music played by the speaker pods is very distracting. Pilots forced to listen to it in combat suffer a -2 penalty to their iniative rolls, and a -1 to strike and dodge.
Machine Pistol
A smaller sized automatic weapon for Power Armour. The weapon has optional mounting points for attachments such as an underbarrel bayonet, laser indicator, penlight and so on.
- AMMO TYPE: 10 mm caseless
- RANGE: 1,000 m
- DAMAGE: 1D12X10 SDC per round. 1D6X100 SDC (1D6 MDC) per 5 round burst. Refer to the Gun Pods and Beam Machine Gun Burst and Spray Rules for alternatives.
- RATE OF FIRE: Equal to the pilot's combined number of attacks. Semi-automatic / Burst (5 rounds) / Full Automatic
- PAYLOAD: 20 rounds.
Mine/Timed Explosive
A block of explosives about the size of the first mobile phones. The detonator, when primed, is either timed delay (up to 6 hours), remote detonation or fuse (trip wire initiated).
- RANGE: mines are designed for placement, not throwing. If one attempts to throw the explosive, range is 1D12x10 m, as the explosives are not aerodynamic.
- RATE OF FIRE: Equal to the pilot's combined number of attacks.
- PAYLOAD: sets of 2 standard.
- Fragmentation/Anti-Personnel - DAMAGE: 1D4X10 MDC to 15 m.
- High Explosive/Anti-Mobile Weapon - DAMAGE: 1D12X10 MDC to 3 m.
- Shaped Charge/Demolitions - DAMAGE: 1D20x10 MDC to GM's discretion. Explosive is used for such things as "cutting" support columns and blowing holes in fortifications.
Missile Launcher
Coinciding with the release of the Mk 3.0, the Unified Government developed a multi-round hand-held rocket launcher designed exclusively for use with power armour. It has met with great success due to the increased mobility it allows and the ease in quick reloading of the weapon.
It is effective against armoured targets (Power Armour) as well as blasting holes in fortifications to make entry points. The weapon is able to rapidly fire. However, after 5 rapid-fire shots, there is a possibility that the shells will "cook-off" inside the barrel unless adequately cooled.
Some power armour, such as the Mk 3.0, have a special mounting point on the buttocks plate for a single hand-held rocket launcher.
- PRIMARY PURPOSE: Anti-materiel
- AMMO TYPE: 150 mm
- RANGE: 4,900 metres
- DAMAGE: 1D6X10 MDC to 3 m.
- RATE OF FIRE: Equal to the pilot's combined number of attacks. Semi-automatic only
- PAYLOAD: 5 per clip. Mk 3.0 Power Armour and some others can carry two additional clips mounted on the hips. It costs 1 action to reload the weapon.
The launcher can be used like a pistol (held in one hand and fired), however it's strong kickback gives a -3 to strike. It is possible to carry two rocket launchers, though the fatigue rate doubles for the pilot. Cannot be used by unprotected humans due to the heated exhaust of the rockets.
Rocket Launcher
A multiple-shot anti-materiel rocket launcher. It is effective against armoured targets (Power Armour) as well as blasting holes in fortifications to make entry points. The weapon is able to rapidly fire. However, after 8 rapid-fire shots, there is a possibility that the shells will "cook-off" inside the barrel unless adequately cooled.
- PRIMARY PURPOSE: Anti-materiel
- AMMO TYPE: 105 mm
- RANGE: 1,400 metres
- DAMAGE: 1D20X100 SDC (1D20 MDC) to 3 m.
- RATE OF FIRE: Equal to the pilot's combined number of attacks. Semi-automatic only
- PAYLOAD: 8 rounds
Pistol - Auto
The standard auto pistol for Power Armour.
- AMMO TYPE: 10 mm caseless
- RANGE: 750 m
- DAMAGE: 1D12X10 SDC per round. 1D6X100 SDC (1D6 MDC) per 5 round burst. Refer to the Gun Pods and Beam Machine Gun Burst and Spray Rules for alternatives.
- RATE OF FIRE: Equal to the pilot's combined number of attacks. Semi-automatic / Burst (5 rounds) / Full Automatic
- PAYLOAD: 20 rounds. Optional Drum Magazine: 40 rounds.
Pistol - Vehicle Stopper
The vehicle stopper are a revolver with an extremely large calibre designed to do only one thing: stop an opponent cold. These weapons have been known to blow entire limbs off of power armour and are even a lethal threat to full-sized Zentraadi.
- AMMO TYPE: 24 mm caseless
- RANGE: 250 m
- RATE OF FIRE: Equal to the pilot's combined number of attacks. Semi-automatic
- PAYLOAD: 3 shells. Shells must be reloaded individually.
- Shells
Large-sized bullets designed to stop oncoming vehicles with a powerful shot to the engine. They are effective at blowing limbs off of power armour, too.
- PRIMARY PURPOSE: stopping
- DAMAGE: 1D100X10 SDC (1D10 MDC) per round.
- Grenades
Explode on impact. They flood an area with metal fragments that can rip those affected to shreds.
- PRIMARY PURPOSE: Anti-personnel
- DAMAGE: 1D4X100 SDC (1D4 MDC) to 3 m.
- Gas Shell
Various types of gas are available. Such as smoke, tear gas, knockout gas and so on. The Unified Government doesn't condone the use of nerve gas, biological or chemical weapons. However they are avaiable for black ops missions. For Power Armour, the standard shell used is smoke.
- PRIMARY PURPOSE: concealment
- SECONDARY PURPOSE: crowd control
- DAMAGE: damage depends on the type of gas used. The shell creates a large cloud of gas to a 6 m radius.
- Electro-shock Shells
Essentially a stun-gun for power armour. The shells are designed to discharge a large electromagnetic charge upon contact. The electromagnetic charge basically fries the sensitive electronics inside of power armour. No effect against unarmoured opponents. Minimal effects against armour greater than that of a Power Armour.
- PRIMARY PURPOSE: non-lethal incapacitation
- DAMAGE: 1D4X100 SDC (1D4 MDC) from initial impact and roll on the following table +10% (or more) to roll if the Power Armour is protected against electromagnetism. -10% to roll if fired into a bullet hole (called shot at -7 to strike.):
- 01-35: vehicle immediately ceases operation and collapses (or falls) to the ground. (GMs option: power armour is disabled, but pilot inside can still attempt to move. Normal hand to hand combat bonuses only at -2 strike and parry, -5 to dodge, -3 roll, -5 SPD and -35% on piloting skill checks. Flight and leaps are impossible.)
- 36-65: electromagnetic charge in the avionics. -1 initiative, -2 strike, parry and dodge and -10% on piloting rolls. Shutting down the vehicle and restarting it will negate the effects.
- 66-95: static charge in the avionics. -1 initiative, -2 strike, parry and dodge and -10% on piloting rolls. Effects last for 1D4 melees until the charge dissipates.
- 96-00: no effect
Pump-Action Shot Gun
Where the assault rifle is designed for warfare, the shot guns are designed for more traditional police style roles. They are an extremely large calibre designed to do only one thing: stop an opponent cold. These weapons have been known to blow entire limbs off of power armour and are even a lethal threat to full-sized Zentraedi.
There are two versions of this robust weapon: one with a folding stock and the other with a short barrel. The shotguns have optional mounting points for attachments such as a bayonet, laser targeter, penlight and so on.
- AMMO TYPE: 24 mm caseless
- RANGE: 350 m
- DAMAGE: 1D100X10 SDC (1D10 MDC) per round.
- RATE OF FIRE: Single shot. Requires pump action to load next shell. Equal to the pilot's combined number of attacks.
- PAYLOAD: folding stock: 10 shells, short barrel: 7 shells. Shells must be reloaded individually.
Sniper Rifle
A sniping rifle on steroids! Though it is designed to take on Power Armour, it is threatening even to full-sized Zentraadi. The sniper rifle has optional mounting points for attachments such as a bayonet, silencer, nightvision or thermovision scope and so on. The weapon comes standard with a folding bipod for added stability. There are even connections to allow the Power Armour's Fire Control System to assist in targeting the weapon.
- AMMO TYPE: 20 mm
- RANGE: 4,500 m
- DAMAGE: 1D20X100 SDC (1D20 MDC) per round.
- RATE OF FIRE: Equal to the pilot's combined number of attacks. Semi-automatic.
- PAYLOAD: 10 rounds.
Submachine Gun
A shorter weapon for Power Armour for use within combined spaces. The weapon has optional mounting points for attachments such as an underbarrel bayonet, laser indicator, penlight and so on.
- AMMO TYPE: 8 mm caseless
- RANGE: 1,000 m
- DAMAGE: 1D8X10 SDC per round. 1D4X100 SDC (1D4 MDC) per 5 round burst. Refer to the Gun Pods and Beam Machine Gun Burst and Spray Rules for alternatives.
- RATE OF FIRE: Equal to the pilot's combined number of attacks. Semi-automatic / Burst (5 rounds) / Full Automatic
- PAYLOAD: 40 rounds. Optional Drum Magazine: 100 rounds.
REFERENCES
© Aaron Sketchley