Savage Shatterzone Weapons
Weapons can be broken down into these basic types (with their SWADE Translation):
Holdout (Light Pistol)
Intended primarily for conceal and carry self-defense, holdout weapons are meant to be used one-handed. They are designed for ease of concealment at the sacrifice of range, ammunition capacity, and damage potential. Holdouts can be drawn quickly, and at close range, and be just as deadly as their larger cousins.
Pistol/Sidearm (Medium Pistol)
Sidearms or Medium Pistols are commonly used by mega-corporate security forces, local law enforcement as well as the average adventurer. These weapons try to balance stopping power, ammunition capacity, range, reliability and size, placing as many as possible into one package. The result is often a weapon which has as much stopping power as a long arm but limited range or ammunition. Others may have acceptance range and ammo capacity but require several shots to bring down a target. Sidearms are intended for one-handed use, but two hands can also be used.
Urban Environment/Carbine (Large Pistol or SMG)
Urban Environment weapons, Carbines, and SMGs all fall in the broad categories of Large Pistol and SMGs. These are hybrid of weapons classes. These weapons cause large amounts of damage at close range, and are still quite small for ease of handling. Because of this, these weapons are very useful in close quarters urban combats. However, weapons of these classes often have very limited ranges.
Military Issue (Assault Rifle)
These weapons are designed to be effective in any type of combat, jack-of-all trades or Swiss army knife for the average soldier or merc. Assault rifles can vary widely in performance. Usually lethality, range, and ammo capacity are the priorities in design. However, ease of maintenance and use, hardiness, and weight are also factors.
Civilian/Sniper Rifle (Rifles)
These weapons emphasize range and accuracy at the expense of weapon hardiness. Because they are meant for such precise shooting, sniper weapons often lack the capacity for fully automatic fire. This lack of fire power sometimes means that these weapons are able to stay within the bounds of the law on some major worlds, when other more powerful weapons are not. The dual classification comes from the fact that a good sniper weapon often makes a good civilian hunting weapon.
The difference between modern Consortium slugthrowers and conventional weapons is in the propellant. These slugthrowers use a variety of different priming chemical that produces a significantly larger expulsion and they are caseless – meaning the case is now part of the round and disintegrates upon firing – which also means the slugthrower will fire in vacuum and non-oxygen environments.
|Brodie Fang S2||1||1||2d6-1||10/20/40||5||200||5mm Hold Out, +2 to conceal, plasteel construction|
|Brodie Derringer||1||1||2d6||10/20/40||3||150||.44 cal Hold Out, +3 to conceal. 3 barrel pistol|
|Brodie Vengeance||3||2||2d6||12/24/48||12||250||.44 cal Hold Out, +1 to conceal.|
|Furtherman T25||3||3||2d6||15/30/60||24||450||10 mm caseless Pistol, 3RB|
|Furtherman Dracon||3||2||2d6+1||15/30/60||30||750||SMG, 3RB|
|Kalag MP31 Assault Carbine||3||2||2d6+1||20/40/80||64||800||9mm SMG, 3RB, dual-feed system.|
|WolfArms GP1 Assault System||3||3||2d8||25/50/100||60||–||Assault Rifle, SA, 3RB, gas-propelled system, Military Issue|
|Furtherman HA Rifle||3||2||2d8+1||25/50/100||40||1500||5.6mm Assault Rifle, 3RB, Flechette Ammo option – +1 damage, no AP)|
|Furtherman LHR||1||2||2d8+1||25/50/100||12||600||8mm Hunting Rifle|
|Gurtman “Heavy Roller” X4 Shotgun||3||2||1-3d8||10/20/40||12/30||1100||Rifle|
|Gurtman “Heavy Roller” X4 Shotgun, HE||3||2||1-3d8||15/30/60||12/30||1100||Rifle, SBT Explosive|
Gauss weapons – also called linear accelerators or rail guns – uses electromagnetism to propel a ferrous round at high, very lethal speeds. The stronger the field, the greater the velocity that can be achieved. The drawback with these weapons is that they require both a power cell and a supply of ammo. Often a clip contains both the ammunition and the super insulation cell. These cells can’t be removed from the clip since they’re an integral part of them.
|Kereteka HA4||1||2||2d6+2||15/30/60||25||200||5mm Holdout. Improvised ammo possible, 5mm or less,must be ferrous.|
|Kereteka LA2 Linex||1||2||2d6+2||25/50/100||25||350||10mm Pistol, -2 to conceal. Improvised ammo possible, 10mm or less,must be ferrous|
|Brodie Auto Pistol||3||3||2d6+2||20/40/80||50||375||5mm Pistol, Double-shot Armor Piercing (increase damage die type by one if aim)|
|NetArm Defender||3||0||3d6||10/20/40||30||400||5mm Gauss-Flechette Pistol|
|Taril Assault Carbine||3||2||2d6+2||25/50/100||48||750||3mm SMG|
|Kereteka LA20 Rifle||4||0||3d6+2||75/150/300||100||1100||Assault Rifle|
|Kereteka LA15||1||0||3d8+2||250/500/1k||25||1360||10mm Hunting Rifle|
|Brodie “Metalstorm” Needler||3||0||2d6||15/30/60||15||200||Rifle|
Gyrojet weapons are pistols and rifles that fire micro-missiles. They have good range, can be heavy hitting, and support a wide variety of warheads. The only differences between the pistol and the rifle versions are the number of rounds which each can hold and the size of each round.
HIgh Explosive, Heat Seeker and Armor Piercing are similar to those in the Science Fiction Companion aside from the above differences.
Burst Effect Gyro-Rounds : These are basically useless against armored opponent, but can wreak havoc against a crowd of unarmored soft targets. Damage applies to everything within burst template.
|>> High Explosive||2||4d6||Pistol, Warhead, MBT, HW|
|>> Armor Piercing||10||2d6||Pistol, Warhead, HW|
|>> Heat Seeker||0||3d6||Pistol, Warhead|
|>> Burst Effect||0||4d6||Pistol, Warhead, LBT|
|WolfArms “Rocker” Underslung||1||0||50/100/200||12||500||Weapon Add-on, Underslung Rifle|
|NetArms ‘Lewis” Gyrojet Rifle||1||0||60/120/240||12||800||Rifle|
|Brodie Automatic Gyrojet Rifle||3||0||50/100/200||12||850||Rifle|
|>> High Explosive||-2||4d6||Rifle, Warhead, MBT, HW|
|>> Armor Piercing||10||2d6||Rifle, Warhead, HW|
|>> Heat Seeker||0||3d6||Rifle Warhead|
|>> Burst Effect||0||4d6||Rifle, Warhead, LBT|
|Gurtman T4 Holdout||3RB||2||2d6-1||20/40/80||15||200||Holdout, fires 5 3RB only.|
|Gurtman T6 Pistol||1||2||2d6||25/50/100||25||220||Pistol, SA|
|WolfArms “Fury” Repeating Laser Pistol||1||2||2d6-1||25/50/100||48||350||Pistol, SA|
|Brodie Repeating Laser Pistol||1||2||2d6||30/60/120||54||375||Pistol, SA|
|Gurtman T10 Heavy Laser Pistol||3||2||2d6||35/75/150||99||400||Large Pistol|
|Gurtman “Hammer” Laser Rifle||1||4||3d6+1||125/250/500||100||500||Heavy Rifle|
|Furtherman F20 Laser Assault Rifle||1||2||3d6||25/50/100||90||500||Assault Rifle, SA|
|Brodie Arsenal Repeating Laser Rifle||3||2||3d6||75/150/300||90||800||Rifle, SA|
Microwave weapons are essentially lasers with a lower frequency. The energy drain is offset by the extra damage you’ll do to your opponent. Where a laser burn tissue, a microwave laser will excite the molecules and cook your target. It also can be used to wipe out data on computer disks and trash unshielded electronic gear. Microwaves render any unshielded electronics useless.
However, microwaves do have their drawbacks. First, microwaves are ineffective against buildings, hardened objects, etc. Reduce Microwaves damage by 4 against anything with a Hardness value.
In addition, metal makes a great shield against the waves – metallic or alloy armors are much more effective against Microwaves. However, plastic and non-metal armor are less effective. Reduce the AP of a Microwave to 0 against metal armor. Use the existing AP (3) for other armor.
Additionally, when a microwave burst misses its target, the blast can bounce off a metal surface and cause interesting side effects. (GM Discretion).
|Brodie M-20 MicroDefender||1||0/3||2d6-1||10/40/80||6||150||Hold Out, +2 to conceal. Round palm laser|
|Brodie M-25 Micro-Pistol||1||0/3||2d6||35/70/140||15||200||Pistol|
|Brodie M-30 Heavy Repeating Micro-Pistol||3||0/3||2d6||50/100/200||18||500||SMG/Large Pistol|
|Brodie MW-3 Repeating Micro-Rifle||3||0/3||3d6||75/150/300||90||750||Assault Rifle, SA|
|Brodie MW-2 RIfle||1||0/3||3d6+1||250/500/1000||18||675||Civilian/Sniper|
These weapons hyper-accelerate particles stripped from their barrel towards a target. The barrel and the power supply must be replaced from time to time. Typically, the ratio is one barrel to every five power packs. The barrels make these weapons difficult to conceal from electronic scanners (-4 to conceal from electronic scans)
|Brodie X2 Holdout Blaster||1||2||2d8-1||12/24/48||6||500||Holdout, loud report|
|Furtherman Blaster Pistol||1||2||2d8||40/80/160||25||600||Pistol, SA, 3RB|
|Brodie Blaster Pistol Carbine||1||2||2d8||50/100/200||60||750||Heavy Blaster Pistol,SA, 3RB. Plasteel Quick Draw Holster. Use specially designed holster as a support, may shoot full -auto (3) and add 50 to range.|
|Brodie LX4 Blaster Rifle||3||2||2d8+1||75/150/300||90||800||Blaster Rifle, Standard issue for Brodie Security|
|Gurtman Assault Blaster||3||2||3/2/1d8||30/60/120||90||850||SMG, close-combat blaster|
|Gurtman RF3 Blaster Rifle||3||2||3d8||100/200/400||90||1200||Assault Rifle, Military Issue|
|Brodie LX5 Blaster Rifle||1||2||3d8||75/150/300||100||1000||Civilian Rifle, SA|
Sonics weapons – screamers – grew out of the medical field into weapons only recently. They fire a concentrated beam of sound waves at a target. The beam penetrates clothing, most armor, and does large-scale tissue and bone damage. While deadly, screamers have their drawbacks. Primarily, they can’t be fired in a vacuum – they need a medium to travel through. They also cause sound needs and can not be silenced. since sound dissipates faster in a thin atmosphere, they lose something in range under those conditions – halve their range. While underwater, the sonic weapons are more effective – double medium and long range, increase the damage by one die type.
The other slam against screamers is that the beam only moves at the speed of sound. That means, at long range, there’s a lag between when you fire and when you hit. Armor values against Sonic weapons are halved unless they have sonic treatment.
|Furtherman Personal Sonic Defender||1||–||3/2/1d6-1||5/10/20||20||120||HoldOut|
|Tracer “High C” Sonic Pistol||1||–||3/2/1d6||12/24/48||30||500||Pistol, SA|
|Tracer “Crusher” Sonic Rifle||3||–||3/2/1d6+1||25/50/100||30||500||Assault Rifle,SA|
|Tracer S20 Assault Rifle||3||–||3/2/1d6+1||75/150/300||36||750||Assault Rifle|
|Tracer S15 Sniper Rifle||1||–||4/3/2d6||50/200/800||15||800||Civilian/Sniper|
Electron weapons – aka lighting guns – are very effective in dry climates. However, in more wet environments renders them less effective. Electron lasers are basically low-powered lasers fired from the weapon to ionize a corridor through the air. A beam of electrons rides along this corridor, which then hits the target, doing almost as much damage as the charged particles of a blaster. The shot is usually accompanied by a big flash of light, which can be blinding for a few seconds. Usually, users of this weapons wear protective googles.
Unfortunately, these weapons have issues around water. When it’s real humid, the electron beam tends to follow a path of lesser resistance, reducing range and effectiveness. In rain, a vacuum, or underwater, these guns don’t work at all. When in humid environments, halve all electron weapon ranges and the attacker suffers a -2 to shoot his target.
|Furtherman E145 “Handbuzzer”||1||2||2d6+1||10/20/40||5||150||Holdout, not as loud but bright flash.|
|Furtherman E245 Electron Pistol||1||2||2d8-1||40/80/160||10||250||Pistol, standard issue for NetWorld security forces.|
|Gurtman Lightning Electron Carbine||1||2||2d8||45/90/180||30||400||Large Pistol/Carbine, multi-laser corridor.|
|Furtherman E345 Electron Rifle||3||2||3d8-1||30/250/750||30||600||Assault Rifle, SA|
|Furtherman 445 Electron Sniper Rifle||1||2||2d8+2||50/1000/1500||10||500||Civilian/Sniper, over 2 m long rifle, -1 to hit if fired without a tripod.|