











Assault
Assault Weapons are used for close to medium range combat. A good general purpose weapon.
Can be upgraded to improve range and accuracy or sheer power. Assault weapons can be found in nearly any role.
Troopers with exceptional strength may use an assault weapon in each hand.
| Smartgun | High tech SMG. Excellent for gang support.
ET, smart link, Rate 1, recoil 1, maxCap 2 |
| Shotgun | The old favorite. Firing a large spread of heavy shot plus capable of a heavy slug. |
| Heavy Assaultgun | Heavy Barrel Frame. Flechette and Incendiary firemodes. 2 Extra Barrels. Fire Rate upgrade.
An enhanced shotgun with higher rate and increased power is amoungst the most fearsome close range weapons, often called the 'room sweeper'. Supershotgun model. maybe more barrels. ammo drum. |
| LAW Bolter | Mini Rocket Rifle. Similar to the Q2 rocket launcher
A common weapon for LAW troopers Fires small rockets at a quite high rate. The explosive radius is very useful. Upgrades can see this weapon shooting multiple rockets at once filling the air with explosive projectiles. (eg bullgut or Duke Devastator) Light Rocket frame. kinetic and standard rockets. Rate upgrade. |
| Plasma gun | Super heated gas to the point where electron cohesion breaks down.
Hot as a star.
2ndry fire flamer type? |
| Assault Rifle | Sniper Rifle with Floating Breech Upgrade and enhanced fire rate. Deadly enough in close quarters to hold off most foes yet still has the Sniper rifle long range punch even more enhanced by 3 rounds striking the target nearly instantaneously.
Heavy Barrel Frame. Long barrel 1, Floating Breech. Incend, Solids. |
| Assault Railgun | Magnetic Accelerator Gun
Accelerates small metal darts to massive velocities. Enhanced recharge rate and capacity means this weapon can keep up a fairly constant high rate of high power rails. Supply 20cell, cap rate 20 |
| Laser Rifle | Burns apart the target with a coherent light beam
Enhanced with superior cooling to allow long bursts becomes quite a powerful Assault weapon. Can be specialised for the sniper role with increased power output for quick powerful bursts. Various frequencies can be added for improved anti-personel or armour defeating roles. Variable capacitors may also be installed allowing the weapon to switch between the assault and sniper roles. Firing at low power for long bursts or high power for sniper shots. |
| Item | Heavy Assaultgun | Smartgun | Assault Railgun | LaserRifle | Plasmagun | Bolter |
|---|---|---|---|---|---|---|
| Material/Econ | ||||||
| Mass | 5 | 2 | 13 | 10 | ||
| cost | 30+2*25+15+15? | 15 | 80 | 50 | 50 | |
| owner | WWC | bullet | Cyber | laser | Cyber | rocket |
| drain | ||||||
| drain self | 0,0,0 | 0,0,2 | 0,0,10 | 0,0,1 | 0,0,3 | 0,0,0 |
| drain ammo | 5,5,0 | 2,2,0 | 1,0,0 | 0,0,0 | 1,0,0 | 2,10,0 |
| supply | n.0,0,0 | 30.0,0,2 | n.0,0,20 | n.0,0,10 | n.0,0,20 | 20.0,0,0 |
| ammo atts | ||||||
| muzzleenergy | 8kJ KE | 6kJ.ke 1kJ.T | 10kJ KE | 0 | ||
| maxAmmoMass | 50gm | 12gm,0,2 | 5gm,0,10 | 0,0,2 | 2gm,0,5 | 500gm |
| H+Vaccuracy | 500,200 | 0? | ||||
| H+V deviation | ammo. 50,20 | 100? | ||||
| Recoil | calc. MuzE/mass | |||||
| FireModes | APslug, Flech, Incen | |||||
| fire rate | ||||||
| rate | 0.9s | 0.1s | 0.5-1.0s | ?0.1s-10s | ?0.2s | 0.8s |
| burstnum | 3 | 1 | 2 | ?25 | ?6 | 2 |
| burstgap | 1 | 1 | 2 | 1 | 2 | 2 |
| mechanical | ||||||
| spinup | 0 | 0 | 0 | 1 | 2 | 2 |
| spindown | 0 | 0 | 0 | 1 | 2 | 2 |
| reliability | 0.02*heat | 0.05*heat | 0.02 | 0.02 | 0.01 | 0.05 |
| heat per shot | 1 | 2 | 2 | 5? | 15? | 2 |
| coolant per sec | 1 | 1 | 2 | 10 | 10 | 2 |
| capacitance rate | 0 | 20/s | 20/s | 10/s | 30/s | 0 |
| max heat | 2000 | 2000 | 2000 | 2000 | 100 | 100 |
| location | 3+2+1 | 3 | 2 | 1 | 2 | |
| calced stats (per ammo) | ||||||
| damage energy 0m | 100k | 50k | 15k | 100kAP | 25t | 20k,100t |
| muzzle vel | 800m/s | 1400m/s | 500m/s | 2000m/s | ||
| damage 1km | 50k? | 15k | 15k | 100kAP | 25t | 20k,100t |
| vel at 1000m | ||||||
| var at 1000m | ||||||
| dam/sec | ||||||
| dam/resource |
--ammo stuff int fRange; //either max range or amount before next lot of deviation int fSpeed; //How fast the projectile goes, eg rockets, plasma kick sound drain metal,chem,cells energy kinetic, thermal, elect 600/20 = 30gm long barrel = +accur -deviation +muzE slug guns will have some Thermal. esp eg ElectroThermal energy weap recharge time may be main spin up etc should be E capacity + charge time? + heat? ------------------------- pistol ammo = 9mm 30gm max. given 1000J of KE. uses 1 chem 1 metal. muzzle speed = 400m/s. instability = 30. V+H acc = 30'. drag = 50m/s/s //////////////////// weight cost //complexity? time to nanofacture. + materials + processor tech //eg rail, bullet. hopefully now obsolete. drain self drain ammo int supply; //magazine capacity in each fire mode //represented by ammo, chem, cell. //ammo supply of n eg clip of 10a or na belt //chem pool //30 in cells is max energy. //note can be na, 20+a, 10 //ammo, 20 chem from pool, 10 cells muzzleenergy ie energy given to ammo. usually kinetic as speed maxAmmoMass ? H+Vaccuracy Recoil //magnitude and angle. based on muzzle energy? rate time between burst burstnum eg FBB, metalstorm. how long a burst is. most is 1. burstgap eg FBB, space between shots in burst spinup; //mainly a function of the coolant or maybe energy demands. spindown; reliability;? //how much it jams heat per shot //energy transfrred to weap per shot. coolant per second //energy gen in the weapon? coolant = -thermal E max heat when jams etc location probably only one, eg for breaking, getting shot --ammo stuff int fRange; //either max range or amount before next lot of deviation int fSpeed; //How fast the projectile goes, eg rockets, plasma kick sound