Galactic Rebels – Fact Sheet

Firearms

PEC

PEC stands for Penetrating Explosive Charge, and describes this weapon group well. The PEC ammunition is typically (but not always) self-propelling (also known as case-less), and features an explosive head which detonates after burrowing into the target. PEC ammunition comes in several flavors, from anti-personnel to anti-vehicle.

The PEC gun is a favorite amongst adventures because to some it represents rebellion and independence. It is an illegal firearm on many planets, and possession of a PEC gun inside a space-station or a commercial spaceship is punished with great severity. The reason for this is because this type of weapon has the potential to rupture the outer hull of a craft, and could expose it to space.

It isn’t very effective to use silencers on these weapons since the impact of the PEC shell creates a large explosion. The only reason for silencing the PEC would be to conceal the location of the shooter. For this tactic to work the weapon would also need muscle flash suppression.

Typical configurations of PEC weapons:

PEC pistol (small projectile):

ROF: 3/2, Damage: 1d10, IM: 4, # shots: 5, Accuracy: -2, Reliability: Poor

Weight: 1.5 kg, Length: 25 cm, Cost: 780 cr, Ammunition Cost: 80 cr

PEC Sub-Machine Gun (medium projectile):

ROF: 3, Damage: 1d4+2, IM: 7, # shots: 15, Accuracy: -4, Reliability: Very Poor

Weight: 4 kg, Length: 55 cm, Cost: 1800 cr, Ammunition Cost: 200 cr

PEC Rifle (large projectile):

ROF: 1, Damage: 2d8, IM: 11, # shots: 8, Accuracy: -1, Reliability: Poor

Weight: 6 kg, Length: 115 cm, Cost: 1600 cr, Ammunition Cost: 120 cr

Ion-Streamers

Laser weapons have been used for thousands of years, but they have never matched the stopping power of PEC. With the introduction of the Ion-Streamer in the late GST era the margin decreased considerably, and it stopped being unfashionable amongst space-farers to use radiation weapons.

These weapons are legal to carry on most civilized planets, although the maximum yield which weapons may possess varies from planet to planet. Usually the allowable MDC (Maximum Damage Capability) is 8 planet-side, which means that the weapon may do no more than 8 hp in damage in a single shot.

The Ion-streamer is a similar design to the Particle Laser Cannon (PLC) which GCE introduced with it’s Viper C-E series attack cruisers; it fires a modulated laser beam, which acts as a guide for relativistic Xenon ions. Because the ions are accelerated to such great speeds, the weapon has something of a kick. It’s not as much as their PEC counterparts, but is still very noticeable. The effect of being hit with this weapon is burning, and wounds are usually cauterized, so bleeding is minimal. It’s an effective alternative to the coarse PEC weapons.

The Ion-Streamer is referred to as a ‘Streamer’ or a ‘Ion-S’ on the street.

Typical configurations of Ion-Streamer weapons:

Ion-Streamer pistol (small radiation):

ROF: 3/2, Damage: 1d8, IM: 4, # shots: 8, Accuracy: 0, Reliability: Average

Weight: 1 kg, Length: 25 cm, Cost: 850 cr, Ammunition Cost: 200 cr

Ion-Streamer Sub-Machine Gun (medium radiation):

ROF: 3, Damage: 1d6, IM: 7, # shots: 15, Accuracy: -1, Reliability: Poor

Weight: 3 kg, Length: 55 cm, Cost: 2000 cr, Ammunition Cost: 350 cr

Ion-Streamer Rifle (large radiation):

ROF: 1, Damage: 1d12, IM: 10, # shots: 12, Accuracy: 0, Reliability: Reliable

Weight: 5 kg, Length: 110 cm, Cost: 2000 cr, Ammunition Cost: 380 cr

Tirellium guns

The Tirellium weapon was introduced by the Dilern Regime when they invaded the Galaxy in the year 560 NGST (in the end of the NGST era). The weapons are famously difficult to procure, and the Dilern has wowed to punish severely anyone outside their military for using one of these extremely effective weapons. Despite that threat, the weapons have found their way into the hands of other species, and have become weapons of choice for many intelligence agencies in the Galaxy, such as the Empire’s Special Operations and Misc.

These weapons are extremely dangerous to handle on board space stations and spaceships, as the Tirellium ammunition can rip through anything.

A drawback with using these guns is that the ammunition is very difficult to obtain, as the alloy is in short supply in the Milky Way galaxy. It’s quite common in the older star systems of the Dilern Regime’s home galaxy. This rare and valuable metal is one of the reasons that many of the larger conglomerates in the Galaxy are eying the Large Magellan Cloud as an expansion opportunity, and are beginning to send expeditions there, something the Dilern Regime is not too happy about.

Tirrelium ammunition has mutated since its introduction into the Milky Way, as intelligence agencies are beginning to combine the qualities of PEC and Tirellium, creating explosive ammunition capable of penetrating almost anything.

Typical configurations of Tirellium weapons:

Tirellium pistol (small projectile):

ROF: 3/2, Damage: 1d10+2, IM: 4, # shots: 6, Accuracy: -1, Reliability: Average,

Weight: 1.5 kg, Length: 25 cm, Cost: 15000 cr, Ammunition Cost: 1200 cr, Reduces AC by 1.

Tirellium Sub-Machine Gun (medium projectile):

ROF: 4, Damage: 1d4+2, IM: 7, # shots: 20, Accuracy: -3, Reliability: Poor

Weight: 4 kg, Length: 60 cm, Cost: 35000 cr, Ammunition Cost: 3000 cr, Reduces AC by 1.

Tirellium Rifle (large projectile):

ROF: 1, Damage: 3d6+2, IM: 12, # shots: 10, Accuracy: -1, Reliability: Average

Weight: 8 kg, Length: 120 cm, Cost: 30000 cr, Ammunition Cost: 2000 cr, Reduces AC by 2.

Grenades

When it comes to crowd control, nothing beats a good grenade! Like the old saying says “Action speaks louder than words. Grenades speak louder than action!” Hallelujah!

There are all sorts of grenades available, although most of them are illegal almost everywhere. The typical explosive grenades are of course available, and come in all sizes and damages; anti-personnel fragmentation, anti-structural and even intelligent grenades which can alter their course after being thrown, and can control when they detonate to cause maximum damage.

Other, less lethal varieties include smoke grenades, flash-bangs, stun grenades, etc.

Typical configurations of grenades:

Small Fragmentation Grenade (heavy):

ROF: 1, Damage: 2d8, IM: 12, # shots: 1, Accuracy: -5, Reliability: Reliable

Weight: 0.5 kg, Size: 8 cm, Cost: 150 cr

Medium Fragmentation Grenade (heavy):

ROF: 1, Damage: 3d8, IM: 13, # shots: 1, Accuracy: -5, Reliability: Reliable

Weight: 0.5 kg, Size: 12 cm, Cost: 300 cr

Heavy Fragmentation Grenade (heavy):

ROF: 1, Damage: 4d8, IM: 15, # shots: 1, Accuracy: -5, Reliability: Reliable

Weight: 1 kg, Size: 18 cm, Cost: 500 cr

Smoke Grenade (heavy):

ROF: 1, Damage: special, IM: 12, # shots: 1, Accuracy: -5, Reliability: Very Reliable

Weight: 0.5 kg, Size: 10 cm, Cost: 150 cr

Lasers

Lasers have become obsolete since the introduction of the Ion-Streamers. They are used now almost exclusively for home defence. The advantage of laser weapons is that they have no recoil, they are very silent, and the beam is hardly visible unless the weapon is discharged in a smoky environment.

The advantage of the Laser is that the weapon’s Rate Of Fire is higher than the Ion-Streamer, and it is an accurate and reliable weapon. In the hands of an adept individual the Laser can be quite effective.

A variety of the Laser weapon is the CLAD (Clone Light Amplification Device) Laser. This weapon is much more powerful than the vanilla Laser, and is quite similar to the Ion-Streamer in terms of damage. It is, however, notoriously difficult to control and not very reliable.

Typical configurations of the laser:

Laser Pistol (small radiation):

ROF: 2, Damage: 1d4, IM: 3, # shots: 10, Accuracy: +2, Reliability: Very Reliable

Weight: 1 kg, Length: 20 cm, Cost: 450 cr, Ammunition Cost: 80 cr

Laser Rifle (large radiation):

ROF: 3/2, Damage: 1d8, IM: 6, # shots: 15, Accuracy: +3, Reliability: Very Reliable

Weight: 4 kg, Length: 100 cm, Cost: 850 cr, Ammunition Cost: 150 cr

CLAD Pistol (small radiation):

ROF: 3/2, Damage: 1d6+2, IM: 5, # shots: 6, Accuracy: -4, Reliability: Very Poor

Weight: 1 kg, Length: 25 cm, Cost: 1800 cr, Ammunition Cost: 180 cr

Masers

Masers are close cousins of Lasers. The word MASER stands for Microwave Amplification by Stimulated Emission of Radiation, so this weapon is, in essence, a microwave gun. The effects of being hit are not at all the same as with the lasers, and the Maser can leave bleeding wounds. This makes the Maser slightly more popular than Lasers, at least amongst the more unscrupulous elements in the Galaxy.

The Maser does not have an ammunition magazine, and it ‘recharges’ automatically in 15 minutes/shot. This is both an advantage and a disadvantage, as the weapon cannot be used for very long, and it doesn’t require the user to carry extra ammunition.

Typical configurations of Maser weapons:

Maser pistol (small radiation):

ROF: 2, Damage: 1d6, IM: 3, # shots: 10, Accuracy: 0, Reliability: Reliable

Weight: 1 kg, Length: 30 cm, Cost: 350 cr

Maser Sub-Machine Gun (medium radiation):

ROF: 4, Damage: 1d3, IM: 5, # shots: 20, Accuracy: -1, Reliability: Average

Weight: 2 kg, Length: 50 cm, Cost: 1850 cr

Maser Rifle (large radiation):

ROF: 3/2, Damage: 1d10, IM: 7, # shots: 15, Accuracy: 0, Reliability: Reliable

Weight: 4 kg, Length: 100 cm, Cost: 1500 cr

SP weapons

SP stands for Solid Projectile and is a legacy term to describe projectile weapons that do not have explosive ammunition. By definition, Tirellium guns are SP weapons, but this category applies only to older, and less effective weapons.

There has been some development in these weapons in an attempt to make them smarter, increasing their accuracy, but their damage is still pretty minimal next to other, more sophisticated, weapons.

Typical configurations of SP weapons:

SP pistol (small projectile):

ROF: 3/2, Damage: 1d3, IM: 4, # shots: 5, Accuracy: +2, Reliability: Poor

Weight: 0.5 kg, Length: 20 cm, Cost: 60 cr, Ammunition Cost: 8 cr

Hyperbaric weapons

This is an old technology that has never really gathered much momentum. The weapons are similar to SP weapons, but the ammunition and delivery method is different. The projectile leaves behind a vapor trail of very volatile mist which ignites, creating a small shockwave capable of knocking people off their feet. This weapon is most effective in close quarters, and less effective outside (it is totally ineffective in oxygen-less environments).

Typical configurations of Hyperbaric weapons:

Hyperbaric Rifle (large projectile):

ROF: 1, Damage: 1d8+1d2 (shock), IM: 9, # shots: 8, Accuracy: +2, Reliability: Poor

Weight: 3 kg, Length: 80 cm, Cost: 450 cr, Ammunition Cost: 25 cr

Special: On a successful hit which does not penetrate the target (hits the armour) the target receives the shock damage of 1d2. The same applies when the weapon would have hit if it wasn’t for a dodge attempt or agility armour class bonuses.

Plasma launchers

Plasma launchers replaced flamethrowers many thousands of years ago, but they haven’t changed much since. This weapon shoots a ball of sticky goo which burns at more than 500 degrees, and can be quite lethal. The PL can also spew the plasma, acting like a flame thrower.

The downside (or upside) to the PL is that it is more difficult to set things on fire than with the flame thrower, as the plasma is meant to be used on living targets.

Plasma Launchers are illegal everywhere, and their use in war has been declared illegal by IREA (although Forte still use them extensively). The PL come in two flavors, with or without a backpack. The backpack can hold ten times as much ammunition as the weapon itself, and this type is sometimes used in conjunction with a ROAS battle armour system. The range of these weapons is around 25 m with a thrown discharge (with an effective radius of 5 m), and 4-5 m using the ‘flamethrower method’. Typical configurations of Plasma Launchers:

Plasma Launcher (heavy):

ROF: 1/2, Damage: 4d10, IM: 18, # shots: 5, Accuracy: -7, Reliability: Very Poor

Weight: 15 kg, Length: 1 m, Cost: 2500 cr, Ammunition Cost: 200 cr

Plasma Launcher with pack (heavy):

ROF: 1/2, Damage: 4d10, IM: 18, # shots 50, Accuracy: -7, Reliability: Very Poor

Weight: 15+20 kg, Length: 1 m, Cost: 6000 cr, Ammunition Cost: 2500 cr

Personal Missile Launchers

PML’s are always fun to have around. These high-yield weapons are usually shoulder mounted and can deliver an explosive charge at a range up to 500 m. There is not as much stigma surrounding the PML as the Plasma Launcher, and it is extensively used in warfare.

Typical configurations of Plasma Launchers:

Single shot PML (heavy):

ROF: 1/2, Damage: 4d10, IM: 20, # shots: 1, Accuracy: -8, Reliability: Very Poor

Weight: 10 kg, Length: 1.2 m, Cost: 2000 cr, Ammunition Cost: 200 cr

Semi automatic PML (heavy):

ROF: 1/2, Damage: 4d10, IM: 20, # shots: 4, Accuracy: -8, Reliability: Very Poor

Weight: 20 kg, Length: 1.2 m, Cost: 5000 cr, Ammunition Cost: 200 cr

Magnetic Rail Guns

Magnetic Rail guns accelerate projectiles by using magnetism, and the ammunition uses no ‘fuel’ to propel itself to the target. The projectile can reach velocities of more than 20 times the speed of sound, so the real power of this gun comes from shear momentum of the 50 mm steel pellet.

The weapon itself is not very loud, but a 0.5 kg steel ball breaking the sound barrier can produce a large roar, stunning anyone within 5 meters who’s ears are not protected (if they fail a resistance roll vs. stun).

These weapons are mostly used in large-scale warfare against vehicles, and almost always with a ROAS armour, since the recoil is considerable. The weapon was invented by the Imperial Navy in the NGST era, and it has underwent constant modifications since then. It is even rumored that there is a type of MRG which uses Tirellium ammunition under development. This weapon would be capable of delivering more than three times the stopping power of the conventional MRG.

Typical configurations of Plasma Launchers:

Magnetic Rail Gun (heavy):

ROF: 1/2, Damage: 10d6, IM: 25, # shots: 5, Accuracy: -7, Reliability: Average

Weight: 35 kg, Length: 1.6 m, Cost: 35000 cr, Ammunition Cost: 500 cr

Stun Guns

The Stun Gun is often called NPR (Neuron Paralyzing Ray) gun, since that’s what it does. It causes severe overload to the nervous system of the person being shot, which can cause him to become stunned or lose consciousness as a result.

This weapon is a great non-lethal solution for police units and military.

The victim makes a Resistance Roll vs. Stun upon a successful hit. If he fails the roll then he becomes stunned for 1d10 rounds. If he fails the roll with more than 5 then he becomes unconscious. A successful resistance roll negates the effects of the weapon and makes the target immune to such attacks for 1d10 rounds.

Typical configurations of Stun Guns:

Stun Gun (Medium Radiation):

ROF: 1, Damage: special, IM: 7, # shots: 20, Accuracy: -3, Reliability: Very Reliable

Weight: 3 kg, Length: 60 cm, Cost: 1800 cr, Ammunition Cost: 50 cr

Spaceship weapon systems

Lasers

Particle Lasers

Missiles and rockets

Masers