Reibok's Warehouse

Star Frontiers Weapons Table


Weapon         Damage      Ammo     SEU   Rate  Mass  Cost 
                     use      (kg)  (cr)
Beam Weapons                                    
Laser Pistol      1d10/seu 20 seu clip 1 - 10   2  1  600
Laser Ke-1000 snub   8/seu    20 seu clip 1 - 10   2  1  600
Laser Ke-1500 pistol 12/seu      20 seu clip 1 - 10   2  2  750
Laser Rifle    1d10/seu 20 seu clip 1 - 20   2  3  800
Laser Ke-2000 rifle  16/seu      20 seu clip 1 - 20   2  3  800
Heavy Laser    1d10/seu 100 seu pack   5 - 20   1  20 6000
Laser Ke-5000 rifle  100/seu     100 seu pack   5 - 20   1  20 6000
                  
Electrostunner    4d10 or stun   20 seu clip 2  1  1  500
(Electrostunner)  40/stun     20 seu clip 2  1  1  500
Sonic Stunner     stun     20 seu clip 2  1  1  500
(Sonic Stunner)      stun     20 seu clip 2  1  1  500
Sonic Disruptor      6/4/2/1d10  20 seu clip 4  1  4  700
(Sonic Disruptor) 60    20 seu clip 4  1  4  700
Sonic Devastator  20/15/10 100 seu pack   10 1  15 5000
         /5d10
(Sonic Devastator)   80    100 seu pack   10 1  15 5000
                  
Rafflur M-1    28    microdisc   all   1  0.5   300
Rafflur M-2    32    10 seu clip 2  2  1  650
Rafflur M-3 (starlaw)   36    10 seu clip 2  2  2  825
Rafflur M-4    special     10 seu clip 10 1  3  1000
Rafflur M-6    40    10 seu clip 2  2  4  900
Rafflur M-8    44    10 seu clip 2  1  5  1200
Rafflur M-10      52    100 seu pack   5  1  22 8000
                  
Maser Pistol      32    10 seu clip 2  1  1  675
Maser Razer (Rifle)  40    10 seu clip 2  1  2  850
                  
WarTech Alpha-Bolt   10/seu      10 seu clip 1 - 10   1  2  3000
WarTech Omega-Bolt   1d100    20 seu clip 5  1  3  4000
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Projectile Weapons   Damage      Ammo     SEU   Rate  Mass  Cost 
                     use      (kg)  (cr)        
Automatic Pistol  1d10/5d10   20 rounds   -  3(1)  2  200
5.56 cal. Auto-pistol   44/12    20 rounds   -  3(1)  2  200
Automatic Rifle      1d10/5d10   20 rounds   -  3(1)  4  300
5.56 cal. Auto-rifle 44/12    30 rounds   -  3(1)  4  300
Shotgun        2d10     6 shells -  2  4  200
Auto Shotgun      2d10     10 shells   -  3  4  500
Sawed-off Shotgun 2d10/ 4d10  2 shells -  2(1)  3  150
Machine Gun    10d10    10 bursts   -  1  20 2000
Recoilless Rifle  12d10    1 shell     -  1 - 2 20 4000
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Needler Weapons      Damage      Ammo     SEU   Rate  Mass  Cost 
                     use      (kg)  (cr)     
Needler Pistol    2d10/    10 shots -  3  1  200
         1d10+sleep
Needler I      16/ 8 + sleep  10 shots -  3  1  200
Needler II     20/ 8 + sleep  10 shots -  3  2  300
Needler Rifle     3d10/    10 shots -  3  3  400
         1d10+sleep
Needler III    24/ 8 + sleep  10 shots -  3  3  400
-------------------------------------------------------------------------------------
Gyrojet Weapons      Damage      Ammo     SEU   Rate  Mass  Cost 
Gyrojet Pistol    2d10     10 rounds   -  3  1  200
Gyrojet Sidearm      20    10 rounds   -  3  1  200
Gyrojet Rifle     3d10     10 rounds   -  3  4  300
Gyrojet Rifle     28    10 rounds   -  3  4  300
Grenade Rifle     as grenade  1 bullet -  1 / 2 4  700
Grenade Rifle     as grenade  1 bullet -  1 / 2 4  700
Grenade Mortar    as grenade  1 shell     -  1 / 2 15 2000
Grenade Mortar    as grenade  1 shell     -  1 / 2 15 2000
                                    
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Spray Weapons     Damage      Ammo     SEU   Rate  Mass  Cost  
Acid Sprayer      varies      10-squirt tank -  1  5  1300
Flame Thrower     44/ special 20-shot tank   -  1 / 2 5  1500

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Grenades    Damage         Blast Mass  Cost 
                  Radius   (kg)  (cr)
                  (m)         
Caltrop        slick surface     5  -  10
Chaff          blocks IR               
Concussion     stun              
Flash       surprise    3  -  10
Foam - Acid    16/turn        3  -  45
         - Chemical  defoliates     3  -  40
         - Dye    marking        3  -  10
         - Extinguish   smother flame     3  -  10
         - Irritant  8/turn         3  -  25
         - Slick  slick surface     3  -  20
         - Solid (rare) entrapment     3  -  100
         - Rad-blast blocks radiation  3  -  30
Fragmentation     8d10        3  -  20
Fragmentation     64       3  -  20
Gas - Doze     sleep       3  -  10
      - Doze      sleep       3  -  10
      - Dusk      dim light      3  -  20
      - Nightfall darkness    3  -  25
      - Poison    S5/T10         3  -  30
      - Poison    S5/T10         3  -  30
      - Smoke     -10 to hit     3  -  10
      - Smoke     -1 CS       3  -  10
Incendiary     4d10+1d10      3  -  20
            for 3 turns             
Incendiary     32 + 8x3 turns    3  -  20
Infra       sensor damage     3  -  20
Sonic - Marble    16       1  -  8
Sonic - Polyhedron   56       3  -  25
Sonic - Boomer (rare)   80       5  -  75
Tangler        entanglement      3  -  25
Tangler        entanglement      3  -  25
                  
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Missile Launchers Damage      Ammo        Mass  Cost     
Rocket Launcher      15d10    1 rocket    15 5000
Popper (Launcher) varies      6 micromissiles   15 1500
Missilier (Launcher) varies      20 seu clip    10 2000
               types I,II only            
MLTC's (Launcher) varies      one type (I-III) only   2  1200/tube
                  
Missiles                
Micromissile      52    -        1  25
Missile I      (1 warhead) -        2  30
Missile II     (2 warheads)   -        4  50
Missile III    (3 warheads)   -        5  75

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Missile Warheads  Damage      Blast Radius (m)  Mass  Cost        
Antimissile    none     none        1  50
Electrical Discharge electrical  5        1  55
         short
Field Crusher     66    target         1  35
         (forcefields only)               
Foam        varies      6        1  30
Gas         varies      8        1  30
High Explosive    75    7        1  40
Scanner                 
   EM       -     -        1  50
   Infrared    -     -        1  50 
   Motion      -     -        1  70
   Radar    -     -        1  85
   Radioactive    -     -        1  35
   Shape    -     -        1  85
   Sonar    -     -        1  40
   Ultraviolet    -     -        1  50
Sonic       Stun     6        1  35
Standard Explosive   68 x Msl#   5        1  35
Tangler        Entrapment  5        1  30
                  
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Explosives     Damage         Mass  Cost                 
Tornadium D-19       5d10+475    1  50
Tornadium D-20       -        1  100
Plastid     -        1  500

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Archaic / Melee Wpns.   Damage         Mass  Cost
Axe         2d10 / 16      1  15
Bottle/Mug     1d5 / 4        1  -
Bow         1d10 / 9    -  50
Brass Knuckles    1d10 / 6    -  10
Chain/Whip     1d10 / 7    2  20
Chair       1d10 / 5    2  -
Club (small)      1d10 / 5    -  -
Garrote        1d10 (special)    -  5
Javelin        14       2  15
Knife       1d10 / 10      -  10
Knuckle Knife     2d10/ 16    1  25
Musket         1d10        2  100
Net, weighted     entrapment     4  35
Nightstick     2d10 / 12      1  20
Pistol Butt    1d10 / 8    -  -
Polearm        4d10 / 26      4  40
Rifle Butt     2d10 / 18      -  -
Spear       2d10 / 4    2  20
Sword       3d10        2  30
Sword, small      13       1  15
Sword, medium     20       2  30
Sword, large      28       3  45

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Advanced Melee Wpns. Damage         Ammo     SEU use     Mass  Cost  
Electric Sword    4d10 or stun/     20 seu clip 2/hit    2  150
            32 or stun              
Electric Whip     3d10 or stun      20 seu clip 2/hit    1  100
Force Axe      48       20 seu clip 2/hit    2  450
Shock Gloves      2d10 / 16      power pack  2/hit    -  50
Sonic Knife    3d10 / 24      20 seu clip 1/hit    1  50
Sonic Sword    5d10 / 40      20 seu clip 2/hit    1  300
Spray Hypo     special        -     -     1  10
Stunstick      3d10 or stun/     20 seu clip 2/hit    1  75
            24 or stun              
Vibroknife     2d10 / 20      20 seu clip 1/hit    1  25


Note: Many of the weapons are shown from both the Alpha Dawn Rules and the
Zebulon's Guide Rules to illustrate the differences.  ZG rules show damage as a 
maximum figure, to be divided into four increments depending on the roll on the
resolution table.  Melee weapons are shown only once with the differenc damages 
displayed together (AD/ZG).            



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