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
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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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