Stanadard Weapons: |
Gauss Rifle {Heat 1 ~ Damage 15 ~ (min2) Range 7/15/22 ~ Weight 15.0tn ~ Critical 7 ~ 8 Shots per ton} Available 14+ Cost 300,000cb AC/20 {Heat 7 ~ Damage 20 ~ Range 3/6/9 ~ Weight 14.0tn ~ Critical 10 ~ 5 Shots per ton} Available 10+ Cost 300,000cb AC/10 {Heat 3 ~ Damage 10 ~ Range 5/10/15 ~ Weight 12.0tn ~ Critical 7 ~ 10 Shots per ton} Available 9+ Cost 200,000cb AC/5 {Heat 1 ~ Damage 5 ~ (min3) Range 6/12/18 ~ Weight 8.0tn ~ Critical 4 ~ 20 Shots per ton} Available 8+ Cost 125,000cb AC/2 {Heat 1 ~ Damage 2 ~ (min4) Range 8/16/24 ~ Weight 6.0tn ~ Critical 1 ~ 45 Shots per ton} Available 7+ Cost 75,000cb Machine Gun {Heat 0 ~ Damage 2 ~ Range 1/2/3 ~ Weight 0.5tn ~ Critical 1 ~ 200 Shots per ton} Available 7+ {Up to 2 MGs per roll} Cost 5,000cb Anti Missile System {Heat 1 ~ Damage 2 ~ Range 0/1/2 ~ Weight 0.5tn ~ Critical 1 ~ 200 Shots per ton} Avaialble 10+ Cost 100,000cb {(EXPERIMENTAL Footnote) AMS may be used as a Machine Gun. } {(EXPERIMENTAL Footnote) Ammo for AMS increased to 200 per ton. Ammo usage increased from 2d6 to 10d6 against missiles. } |
LBX Weapons: |
AC/20 {Heat 6 ~ Damage 20 ~ Range 4/8/12 ~ Weight 14.0tn ~ Critical 11 ~ 5 Shots per ton} Available 16+ Cost 600,000cb AC/10 {Heat 2 ~ Damage 10 ~ Range 6/12/18 ~ Weight 11.0tn ~ Critical 6 ~ 10 Shots per ton} Available 13+ Cost 400,000cb AC/5 {Heat 1 ~ Damage 5 ~ (min 3) Range 7/14/21 ~ Weight 8.0tn ~ Critical 5 ~ 20 Shots per ton} Available 12+ Cost 250,000cb AC/2 {Heat 1 ~ Damage 2 ~ (min 4) Range 9/18/27 ~ Weight 6.0tn ~ Critical 4 ~ 45 Shots per ton} Available 11+ Cost 150,000cb |
Ultra Weapons: |
AC/20 {Heat 7 ~ Damage 20 ~ Range 3/7/10 ~ Weight 15.0tn ~ Critical 10 ~ 5 Shots per ton} Available 15+ Cost 480,000cb AC/10 {Heat 3 ~ Damage 10 ~ Range 6/12/18 ~ Weight 13.0tn ~ Critical 7 ~ 10 Shots per ton} Available 13+ Cost 320,000cb AC/5 {Heat 1 ~ Damage 5 ~ (min 2) Range 6/13/20 ~ Weight 9.0tn ~ Critical 5 ~ 20 Shots per ton} Available 11+ Cost 200,000cb AC/2 {Heat 1 ~ Damage 2 ~ (min 3) Range 8/17/25 ~ Weight 7.0tn ~ Critical 3 ~ 45 Shots per ton} Available 11+ Cost 120,000cb |
Rifles: |
Heavy {Heat 2 ~ Damage 6 ~ Range 6/12/18 ~ Weight 8.0tn ~ Critical 3 ~ 6 Shots per ton} Available 13+ Cost 300,000cb Medium {Heat 1 ~ Damage 3 ~ Range 5/10/15 ~ Weight 5.0tn ~ Critical 2 ~ 9 Shots per ton} Available 12+ Cost 150,000cb Light {Heat 0 ~ Damage 1 ~ Range 6/12/18 ~ Weight 3.0tn ~ Critical 1 ~ 18 Shots per ton} Available 11+ Cost 60,000cb |
Omni Tech Corporation Weapons: |
Light Gauss Rifle {Heat 1 ~ Damage 8 ~ (min 3) Range 8/17/25 ~ Weight 12tn ~ Critical 5 ~ 16 Shots per ton} Available 13+ Cost 275,000cb AC/12 {Heat 4 ~ Damage 12 ~ Range 3/6/9 ~ Weight 8tn ~ Critical 6 ~ 8 Shots per ton} Available 13+ Cost 240,000cb AC/6 {Heat 1 ~ Damage 6 ~ Range 4/8/12 ~ Weight 3.5tn ~ Critical 2 ~ 16 Shots per ton} Available 9+ Cost 65,000cb AC/5 Rapid {Heat 1*~ Damage 5 ~ Range 3/6/9 ~ Weight 3.0tn ~ Critical 2 ~ 20 Shots per ton} {Uses Ultra ROF options} Available 10+ Cost 100,000cb AC/2 Rapid {Heat 1*~ Damage 2 ~ Range 3/6/9 ~ Weight 1.0tn ~ Critical 1 ~ 50 Shots per ton} {Uses Ultra ROF options} Available 9+ Cost 60,000cb AC/2 Light {Heat 1 ~ Damage 2 ~ Range 3/6/9 ~ Weight 0.5tn ~ Critical 1 ~ 32 Shots per ton} Available 9+ Cost 30,000cb |
Ammo: |
Standard Available 6+ {Up to 3 tons per roll} Cost 10,000cb per Ton LBX Ammo Available 8+ {Up to 1 ton per roll} Cost 20,000cb per Ton {1/2 repair pool recovery} {May only be used with LBX Auto Canon} Cluster Available 9+ {Up to 1 ton per roll} Cost 30,000cb per Ton {1/3 repair pool recovery} {-1 hit modifier all ranges / Roll on missile chart for locations hit for one point of damage. Adjust this roll by +2 at short range and -2 at long range.} Armor Piercing Availble 10+ {Up to 1 ton per roll} Cost 40,000cb per Ton {1/4 repair pool recovery} {Each Hit has a chance to do a critical. Roll for chance and modify as follows, AC/20 -0, AC/10 -1, AC/5 -2, AC/2 -3. Ammo reduced from 100 dam per tn to 60 dam per tn.} Precision Available 12+ {Up to 0.5 ton per roll} Cost 60,000cb per Ton {1/6 repair pool recovery} Reduce Target Movement Modifier by 2, to a minimum of zero. Negated by Guardian White Phosphorous Avaialble 9+ {Up to 1 ton per roll} Cost 30,000cb per Ton {1/3 repair pool recovery} vs Mech ~ for each point of damage, inflict one point of heat instead of normal damage. vs Vech ~ for each hit, roll for possible critical -2 adjustment for Combat Vehicles vs Inf. ~ for each point of Damage, eliminate one trooper. Volatile ammo ~ Roll twice to check for ammo explosions. Fractional Tonnage 1.00 ton = 100 Damage 0.50 ton = 40 Damage 0.25 ton = 16 Damage |