Reibok's Warehouse

New Weapons for Star Frontiers


Caltrop Grenades - golf-ball-sized, ceramic spheres that contain 
thousands of tiny metal bearings, released when the grenade is 
dropped and shatters - pursuers may make a RS check to avoid 
falling 
(1d5 dmg) and must walk slowly (assuming they see the balls) at 
1/2 normal speed for the next 2 turns.
Damage: slick surface
Defenses: RS check
Weight: insignificant
Cost: 10

Chaff Grenade - When detonated a chaff grenade scatters heated 
aluminum/ ceramic composite 
fibers in a 10 meter radius that interferes with any images seen 
through infrared goggles or scanners.  IR scopes and laser sights are 
ineffective for the 5 turns it takes for the cloud of debris to settle.  
For a character trying to monitor movement through IR goggles, he 
will have no information available for during this time.
Weight: Insignificant
Cost: 10 cr.

Concussion Grenade - These grenades create a powerful shock wave 
in a 5 meter radius.  Characters within this radius must pass a 
STAMINA check or be stunned for d100 turns.  Characters wearing 
protective headphones or earplugs recieve a +10 modifier to their 
STAMINA check.
Weight: Insignificant
Cost: 10 cr.

Electric Whip - An electric whip is similar to a regular whip but 
made of a conductive filament.  The handle holds a 20 SEU clip or can 
be connected to a belt or back pack.  Every strike uses up 2 SEU.  On 
a roll of 01-05 the victim is snared and is automatically shocked each 
turn until the victim passes a DEXTERITY check to free himself.  The 
whip can be set to either stun or shock.
Damage: 2d10 / stun
Defenses: Gauss Screen / Anti-shock Implant
Ammo: 20 SEU clip
SEU use: 2 SEU / attack
Weight: 2
Cost: 100
Structural Damage: none
Melee Modifier: -5 / -1 Column Shift

Garrote - A garrote is any thin, strong filament that can be wrapped 
around a humanoid's neck to constrict and crush their trachea, 
cutting off their airway and thereby killing them.  The generic 
garrote described here is a retractable 60 cm. line wound inside a 
metal bracelet - a ring can be gripped and pulled to extend the line 
to full length.  
   A Garrote attack is a special case of the Wrestling attack.  The 
user must have initiative and begin the combat turn behind the 
victim.  If the target is unaware of the attacker, the hit is automatic.  
The attack is a normal melee roll, modified if the Melee skill is 
known.  On a successful attack the garrote is firmly wrapped around 
the victim's neck and the victim takes 1d10 pts. actual damage, 2d10 
pts. virtual damage each turn starting with the first turn.  The virtual 
damage is used to assess how long the victim is conscious - when 
virtual STAMINA reaches zero during a garrote attack, the victim has 
passed out even though his actual STAMINA is still above zero.  If a 
victim breaks free, only the actual damage has been inflicted.  If the 
victim does not bring at least one of his hands up to fight against the 
constriction, insisting on grabbing a weapon or other action, then the 
virtual damage is 2d10 + 5 per turn.
   A victim of a garrote attack can only break free by inflicting 
damage on the attacker.  This can be a counter-wrestling move as 
described in the combat rules, but at -10 modifier and is rationalized 
as the victim trying to heave the attacker against nearby objects to 
inflict damage.  Damage will be the victim's Punch Score.  Other 
attacks, of course, are possible but will be difficult given the victim's 
position.  For 1-10 points inflicted in a turn on the attacker, the 
attacker must roll a STRENGTH check or release his hold.  For 11-20 
points the attacker rolls at a STRENGHT check at -20.
   Inertia screens and skeinsuits offer no protection.  Garrotes are 
ineffective against Vrusk or Dralasites.
Weight: Insignificant
Cost: 10 cr.

Gel Rounds - Gel rounds are small gel capsules that contain one of 
many contact agents that are absorbed through the skin (available in 
Stayput, poison, or foraline drugs similar in strength to a stayput 
patch).  The capsules burst on contact, seeping through normal 
clothing but not defensive suits.  The capsules can be fired as a called 
shot.  Gel rounds can be bought for automatic or gyrojet weapons.  
Weight: Insignificant
Cost: 10 cr.

Heavy Ordinance Harness - (as seen in the movie “Aliens”) Also 
known as a "waldo" gyro-stabilizer, this heavy fabric harness fits like 
a vest and shorts with pockets for 10 clips and a special pivot servo 
on each hip.  For 50 credits any heavy weapon can be modified to fit 
the servo, making it easier to carry and fire (those with Weapons: 
Repair skill can do this).  Using a Waldo effectively cuts a heavy 
weapon's weight by 5 kilograms, so more heavy weapons can be 
carried by characters without being encumbered.  It also cuts down 
on the kick-back associated with heavy weapons.  Due to the heat 
generated and the awkward shape of most large weapons, a battle 
harness is a must for carrying a heavy weapon in a ready-to-fire 
position for any length of time.  
   Infantry squads typically have a heavy-ordnance soldier 
strapped into a harness and ready with a machine gun or heavy 
laser.  It takes 2 turns to don a harness or connect a heavy weapon 
(already modified), 1 turn to get out of the harness or disengage a 
connected weapon from it.  Movement is reduced by 1/3 for the 
wearer and Reaction Speed reduced by 10.  Harness supports 25 kg. 
maximum load and can fit any race.
Weight: 3 kg.
Cost: 100 cr.



Knuckle Knife - A heavier knife that features a knuckle guard around 
the handle that may be used as   brass knuckles and may even 
have spikes protruding from it (3x Punch Score when used).  Much 
harder to lose in combat (any roll to disarm is at a Basic-to-Hit 
chance  -30 instead of -20 against a knuckle knife).
Damage:  1d10 / 12
Defenses: skein suit / inertial screen
Weight: insignificant
Cost: 20
Structural Damage: 2
Melee Modifier: +10 / +1 Column Shift

Laser Sight - A laser sight mounted on a pistol or rifle projects an 
infra-red beam along the sight-line of the gun's barrel, indicating 
where the next shot will fall.  It cannot be used with any other 
sight/scope mounted on a gun.  Sighting with a laser sight increases 
the shooter's to-hit chance by +10 but only on the first shot if 
multiple shots are fired that turn - a ‘burst' is considered a single 
shot in terms of sighting.  Sighting takes no time from a combat turn.   
The +10 modifier is only good for up to medium range and will not 
work under soft or hard cover.  One caveat to users is that the sight 
is highly visible in dark rooms.
Weight: Insignificant
Cost: 50 cr.

Net, Weighted - A popular hunting item, it is thrown over the prey - 
the weights hinder its removal. 
Drawcords held by the attacker can then close the net, bagging the 
target.  Anyone caught in a thrown weighted net must make an 
immediate REACTION SPEED check on the first turn to escape, a 
DEXTERITY check every turn afterwards to escape.  Once the 
drawcords are pulled, however, the victim cannot escape - this 
requires the attacker to move close enough to pull the cords closed.  
Slashing through the net takes a while, using bladed weapons against 
30 structure points - characters must make DEXTERITY rolls each 
turn after the 30 points are slashed to see if they are freed.  A 
weighted net is sometimes used in snares, using an overhead cord to 
pull the victim up and the net closed.  In this case there is only an 
initial RS check to avoid the trap, but no checks to open the net once 
closed.  Characters with the Survival skill have a chance to detect and 
avoid such traps.
Damage:  entrapment
Defenses: RS check
Weight: 3
Cost: 35
Melee Modifier: -15 / -2 Column Shift

Sap Glove - A sap glove describes any glove laden with weights or 
spikes to increase punching damage.  A sap glove inflicts 1d10+5 pts. 
damage.  Characters suffer a -10% chance to hit with melee weapons 
held by hands wearing sap gloves.
Weight: Insignificant
Cost: 5 cr. 

Stun Rounds - Stun rounds are essentially rubber bullets, causing 
only 1d4 dmg.  They are most effective in crowd control.  For each 
stun round that hits, a character makes a STAMINA check or is 
stunned for 1d10 turns.  Stun rounds can be bought for automatic or 
gyrojet weapons.
Weight: Insignificant
Cost: 2 cr.

Shotgun - Not as common a weapon with the advent of the automatic 
rifle, the shotgun is still a favorite among shock ground troops and 
mercenaries for close-quarter combat.  Shells come individually and 
are loaded into a 6-shot reservoir.  It takes one full turn to chamber 
and fire 2 shells.  It takes 1 turn to reload 3 shells.     
   Shells are considered scatter-shot and are very concussive - 
targets within 10 meters must pass a STRENGTH check ea. hit or be 
knocked down.  Each shell does 3d10 points damage; multiple targets 
within a 5-meter spread divide damage at PB and Short ranges (10 
meters).  Also, there is a +10 / +1 Column Shift modifier to hit at up 
to Short Range of 10 meters.   On a roll of 01-05 a shotgun jams and 
1 full turn must be taken to fix the problem.
Damage:  3d10
Defenses: skeinsuit / inertia screen
Ammo: 6 shell capacity
Rate of Fire: 2
Weight: 4
Cost: 200
Structural Damage: 20 per shell

Shotgun (Double-Barrel) - The double-barrelled shotgun is the oldest 
version of the shotgun.  It is common on primitive worlds and among 
criminals.  It holds two shells and has an option to fire one or both 
shells in a turn - characters must specify which setting.  Reload time 
is one turn, so rate of fire is either one shot each turn for two turns 
and a reload, or two shots simultaneously in one turn, then reload.
   Shells are considered scatter-shot and are very concussive - 
targets within 10 meters must pass a STRENGTH check ea. hit or be 
knocked down.  Each shell does 3d10 points damage; multiple targets 
within a 5-meter spread divide damage at PB and Short ranges (10 
meters).  Also, there is a +10 / +1 Column Shift modifier to hit at up 
to Short Range of 10 meters.   On a roll of 01-05 a shotgun jams and 
1 full turn must be taken to fix the problem.
Damage:  3d10 per shot
Defenses: skeinsuit / inertia screen
Ammo: 2 shells
Rate of Fire: 1 per 2 or 3 turns
Weight: 4
Cost: 100
Structural Damage: 20 per shell

Shotgun (Auto) - (source: Italian-French 12-guage special-purpose 
auto shotgun (s.p.a.s.))
The shotgun was refined into an automatic model that is 
considerably more expensive.  The autoshotgun shells are smaller 
and fit into a 10-shot magazine, allowing 4 shots per turn.  Reload 
time is one turn.  The autoshotgun comes with a folding stock for 
one-arm use.
   Shells are considered scatter-shot and are very concussive - 
targets within 10 meters must pass a STRENGTH check at +10  ea. hit 
or be knocked down.  Each shell does 2d10 points damage; multiple 
targets within a 5-meter spread divide damage at PB and Short 
ranges (10 meters).  Also, there is a +10 / +1 Column Shift modifier to 
hit at up to Short Range of 10 meters.   On a roll of 01-05 a shotgun 
jams and 1 full turn must be taken to fix the problem.
Damage:  3d10
Defenses: skeinsuit / inertia screen
Ammo: 10 shells per clip
Rate of Fire: 3
Weight: 5
Cost: 500
Structural Damage: 20 per shell

Shotgun Ammunition:
10 cr. for 50 shells (5 kg. total weight)
10 cr. for 1 autoshotgun clip (1 kg. total weight)

Shotgun Ranges:
Alpha Dawn System:
PB/Short/Medium/Long/Extreme
0-5/6-10/11-20/21-30/31-50
Zebulon System
Short/Medium/Long
0-5/06-15/16-30


Vibrosword - A vibrosword is a larger version of the virbroknife.  It 
has a longer, 50 cm. saw-toothed blade.  It causes 4d10 points 
damage instead of 2d10, and uses 2 SEU per hit instead of 1.  It lends 
a +10 melee weapon modifier instead of +5.
Weight: 2 kg.
Cost: 50 cr.


Laser Sniper Rifle
(developed by Albin Johnson and Andrew Chang)
Damage:  20d10
Defenses: albedo suit/screen
Ammo: Sniper Clip - 240 SEU - 1 kg. - 350 cr.
SEU use: 20 SEU / shot
Rate of Fire: 1 (special)
Weight: 6 kg.
Cost: 3000-4000 cr.
Structural Damage: 5 / SEU
Status: Illegal on all worlds


1. A sniper rifle is used only for long-distance, thoroughly-prepared 
shots.  Using the sniper rifle requires the rifle be set up properly 
(taking 10 turns or longer if sniper is trying to remain hidden) and 
aimed for at least another 10 turns minus 1 turn per level of PGS 
skill of user.  Aiming an LSR requires a set of magnigoggles that can 
easily be plugged into 
scope and range-finder built into the rifle.

2. Rate Of Fire - 1 shot per turn, up to 6 shots, then requires a 
restingperiod of 6 turns as the big coil used to propel the shot long 
ranges recharges.

3. Basic-To-Hit chance is -20 for anyone using it as a normal short-
range weapon in quick combat.

4. Accepts only LSR (sniper) clips (high-powered clips for long-range 
shots) which carry 12 rounds (240 seu), weigh 1 kilo, and cost 350 
credits.

5. Damage setting is fixed at 20d10.  Any character with a Physics 
skill level 4 can instantly identify the ballistics signature of this 
weapon.

6. The LSR itself is a work of art - light enough to carry but 
efficientenough to deliver long-range, high-impact shots.  LSR rifles 
are illegal on all worlds, used primarily by the military and contract 
assassins.  Costs vary with the black market, anywhere between 
3000 and 4000 credits.  It comes in a long black case and can easily 
be damaged, due to its precision balance and composition.  Any 
character with Weapons: Repair can return an LSR to operating 
condition.

7. Use of the LSR's scopes in broad daylight runs the risk of 
reflectingthe sun and giving away the shooter's position.  For this 
reason it is recommended to flip open the scope hood at the last 
possible second.  An exposed scope during the day runs a risk of 
detection per turn left up to the GM's discretion.

8. The laser sighting on an LSR can also be 'bounced' off a reflective 
target, providing a sight-line for any guided missiles locked into that 
beam's frequency.  The sighting procedure requires two radiophones 
connected for 1d10 turns to lock the missile on-target.


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