Copyright crap: The author of this thingy retains full copyright of the material, while hereby granting full permission for it to be reprinted in any format whatsoever, with the provisos that his name be forever attached to it, the text of the document be forever unaltered, and if anyone manages to figure out how to make big bucks off of it, the above mentioned author wants a cut. Oh, yes, and lest I forget, this notice must remain attached to the main text. I. Marc Carlson IMC@VAX2.UTULSA.EDU 7 June 1994 *************************************************************************** BTRC, TimeLords, WarpWorld, SpaceTime, Guns Guns Guns, 3G3, More Guns, and those components dealing with subjects covered by BTRC products are copyrighted by Greg Porter. Note that their use herein does not connote any official stamp of approval by Greg Porter, nor should their use by me imply an abandonment of those rights and privileges guaranteed to the holder of said copyrights. ================================================================================ Some Sci Fi Guns Compiled and converted by I. Marc Carlson On the change you neither play TL nor own and of the 3G3 things, here's a quick and dirty breakdown of the abbreviations Cal. Caliber RC Range Class DV Damage Value A Roman numeral after the Arabic numeral indicates some degree of non-lethal damage An E after the number indicates the amount of explosive damage. IA Inherent Accuracy (Adjustment to a skill score to get number needed to hit) IN Initiative Bonus Mass In Kilograms Bulk 2 parts Letter is basic size "around" an item is. VS is about the size of a ring S is about the size of a shoe M is the size of a "Hit location" or 15cmx15cm L is about the size of a tire VL is about the size of a person, and so forth The number after the slash is the approx number of "Hit Locations" long the item is. Cost Should be equivalent in 1990s money Length In cm Clip Rounds in a clip Act Action: Letter before the slash is action B is Bolt Action L is Lever Action SS is Single Shot SA is SemiAutomatic AT is Automatic RV is Revolver Letter After the slash indicates type of clip I internal E External C Clip A letter after a dash indicates is a weapon is -m Matchlock -w Wheelock -f Flintlock -p Percussion ROF Rate of Fire ClMs Clip Mass - How much a clip weighs Locs What areas of the body it covers. Range How far away it works Life How long it lasts Capacity How much it holds DV RC IA IN Mass Bulk TL Clip Act ROF H AV BP DeLameter Tight 80AP 2/2 +2 -2 Pist 1.8 S/2 18 20 SA/C 3 2 8 6 Norm 150 1/2 +2 -3 Fan 80 1/2 +2 -4 (Lensmen - P-Beam "Blaster". One tight beam shot counts as 3 shots; one fan beam shot counts as .25 shots (and will not penetrate armor at all)). Lewiston M5 32 2/2 +1 -4 Pist 1.1 S/2 18 8+1 SA/C 3 1 (Lensman - Slugthrower) Lewiston M17 114 1/2 +1 -4 Pist 2.3 S/2 18 20 SA/C 3 1 8 6 (Lensman - P-Beam "Blaster") Lewiston M23 32 2/2 +1 -3 Pist .9 S/2 18 17+1 SA/C 3 1 (Rocket round) Standish (Beam) 43 5/1 HMG 58.0 18 SA/I 3 2 (27mm Grenade) 212E 3/3 6 (each round masses 2.5kg) Barbican AV 235 Force Field (vs. Beam) AV 630 (vs. Proj) AV 340 BP 500 Laser Pistol (BTRC) 30 3/3 +1 +2 Pist .7 S/2 12 10 SA/C 4 1 3 2 Laser Pistol (BTRC) w/hip pack 7.3 20 SA/E Laser Rifle (BTRC) 36 2/2 +2 +0 Rifl 2.3 S/5 12 20 SA/C 6 2 3 4 Laser Rifle (BTRC) w/back pack 2.7 100 SA/E (Clip Mass 7.3) MinilaserTool (BTRC)10 2/2 +1 +4 Imhw .1 VS/1 12 20 SA/C 2 1 3 1 P-Beam (BTRC) 160 5/5 +2 -1 Rifl 5.4 S/4 12 10 SA/C 2 2 16 4 Ion Blaster (BTRC) 14 2/2 +1 +2 Pist .9 S/2 12 14 SA/C 7 1 8 2 Hvy Ion Blstr(BTRC) 24 1/1 +1 +2 Pist .9 S/2 12 10 SA/C 4 1 8 2 DV RC IA IN Mass Bulk TL Clip Act ROF H AV BP Laser Pistol (I.Allen) 5mm 43 3/5 +2 +1 Pist 2.9 S/2 13 100 SA/C 3 1 4 2 Laser Pistol (Porter) 5mm 34V/24 2/3 +1 +1 Pist 1.66 S/1 14 100 SA/I 3 1 3 1 Vapotech MIL-2 (Porter) 5mm 33/66 2/3 +1 +1 Pist 1.9 S/2 19 100 SA/I 4 1 3 1 DV RC IA IN Mass Bulk TL Clip Act ROF H AV BP Arcadian Forced Draught Steam Powered Laser 10mm 27 1/5 +0 -3 Rifl 63.0 M/7 8 1 SS/1 1/100 2 5 3 Powered by a 500kg boiler, and requires 100 seconds to recharge. Electric Rifle 5mm 28 6/6 +3 -3 Rifl 9.0 S/11 9/13 40 SA/E 1 2 7 24 Victorian Gauss Rifle. Requires 256 kg of external battery, and a 197kg capacitor Shield Plasma Gun 25mm 30 3/4 +2 -1 Pist 5.8 S/2 12 95 AT/C 10 1 7 4 Shield Machine Pistol 7.4mm 21 2/3 +1 +0 Pist 3.4 S/2 12 60 AT/C 20 1 8 9 Shield Needle Gun 3.5mm 18 4/7 +1 +0 Pist 1.4 S/3 12 300 AT/C 10 1 6 5 "Predator" Shoulder Laser Canon 5mm 121 3/5 +2 -4 Rifl 9.7 L/2 12 20 SA/I 10 1 5 3 Gazi Blaster 5mm 40R 3/5 +2 -1 Pist 9 S/3 15 20 SA/C 10 1 3 2 MkI Sonic Disruptor (Klingon) 1cm 46 1/1 +1 +2 Pist 1.0 S/3 20 20 SA/I 1 1 4 2 MkII Sonic Disruptor (Klingon) 1cm 46 1/1 +1 +2 Pist 1.2 S/3 20 20 SA/I 1 1 4 2 MkIII Sonic Disruptor (Klingon) 1cm 46 2/2 +1 +2 Pist 2.5 S/4 20 20 SA/I 1 2 4 2 DV RC IA IN Mass Bulk TL Clip Act ROF H AV BP Laser Pistol (Star Fleet) (5mm) * 1/1 +1 +1 Pist 1.2 S/2 19 20 SA/C 1 1 3 1 1. Stun 8IV 1 Temporary Central Nervous System (CNS) disruption - "Stun" up to 1 hour / 15 mins for resistant or shielded creatures. 2. Kill 70II 3 First "disruption effects" as beam heats water in organic cells to point of cellular rupture. CNS disruption causes death in most creatures due to the shock of organic disruption. Beam heats to 2000+ Celsius. 3. "Overload" Laser Rifle (Star Fleet) (5mm) * 3/3 +1 +0 RIFL 3.9 S/3 19 40 SA/C 1 2 3 1 1. Stun 8IV 1 Temporary Central Nervous System (CNS) disruption - "Stun" up to 1 hour / 15 mins for resistant or shielded creatures. 2. Kill 70II 3 First "disruption effects" as beam heats water in organic cells to point of cellular rupture. CNS disruption causes death in most creatures due to the shock of organic disruption. Beam heats to 2000+ Celsius. 3. "Overload" Phaser I (TOS) (5mm) * 1/1 +1 +2 Pist .8 S/1 20 20 SA/I 1 1 3 1 1. Lt. Stun 2V 1 Temporary Central Nervous System (CNS) disruption - "Stun" up to 5 min / Has no effect on resistant or shielded creatures. 2. Med. Stun 4V 2 "Stun" up to 15 min / 5 mins for resistant or shielded creatures. 3. Hv. Stun 8IV 4 "Stun" up to 1 hour / 15 mins for resistant or shielded creatures. 4. Wide Angle 4V 6 "Stun" up to 15 min / 5 mins for resistant or shielded creatures. 30 Degree angle. 5. "Heat" 24III 1 Radiation causes severe deep burning. CNS disruption causes "Stun" for up to 3.5 hours / 1 hour for resistant or shielded creatures. 6. "Heat" 30III 2 Radiation causes severe deep burning. CNS disruption causes "Stun" for up to 7 hours. 7. 60III 3 First "disruption effects" as beam heats water in organic cells to point of cellular rupture. CNS disruption causes "Stun" for up to 15 hours. Can cut a hole through a person or Duralloy wall. 8. "Kill" 80II 4 CNS disruption causes immeadiate deathin most creatures due to the shock of organic disruption. Beam heats to 2315+ Celsius. 9. "Disrupt" 90I 5 CNS disruption causes immeadiate death in most creatures due to the shock of organic disruption. Beam heats 8000+ Celsius. and 50% of organic matter is phased out of continuum. 10. "Overload" (Notes: Stunning damage causes lingering chills and muscular aches.) Phaser II (TOS) (5mm) * 2/2 +1 +2 Pist 1.5 S/2 20 70 SA/C 1 1 4 2 1. Lt. Stun 2V 1 Temporary Central Nervous System (CNS) disruption - "Stun" up to 5 min / Has no effect on resistant or shielded creatures. 2. Med. Stun 4V 2 "Stun" up to 15 min / 5 mins for resistant or shielded creatures. 3. Hv. Stun 8IV 4 "Stun" up to 1 hour / 15 mins for resistant or shielded creatures. 4. Wide Angle 4V 6 "Stun" up to 15 min / 5 mins for resistant or shielded creatures. 30 Degree angle. 5. "Heat" 24III 1 Radiation causes severe deep burning. CNS disruption causes "Stun" for up to 3.5 hours / 1 hour for resistant or shielded creatures. 6. "Heat" 30III 2 Radiation causes severe deep burning. CNS disruption causes "Stun" for up to 7 hours. 7. 60III 3 First "disruption effects" as beam heats water in organic cells to point of cellular rupture. CNS disruption causes "Stun" for up to 15 hours. Can cut a hole through a person or Duralloy wall. 8. "Kill" 80II 4 CNS disruption causes immeadiate deathin most creatures due to the shock of organic disruption. Beam heats to 2315+ Celsius. 9. "Disrupt" 90I 5 CNS disruption causes immeadiate death in most creatures due to the shock of organic disruption. Beam heats 8000+ Celsius. and 50% of organic matter is phased out of continuum. 10. 309I 15 Beam vaporizes thick layers of ceramic and metal alloys. 11. 429I 20 Beam vaporizes thick, heavy structural materials. 12. 664I 35 Beam vaporizes 10 cu meters (sg.6.0). Stones explode. 13. "Overload" (Notes: Stunning damage causes lingering chills and muscular aches.) Phaser III (TOS) (5mm) * 3/3 +1 +1 RIFL 3.9 S/3 20 105 SA/C 1 1 4 2 (Notes: Stunning damage causes lingering chills and muscular aches.) DV RC IA IN Mass Bulk TL Clip Act ROF H AV BP Phaser I (TMP) (5mm) * 1/1 +1 +2 Pist .8 S/1 21 30 SA/I 1 1 3 1 1. Lt. Stun 2V 1 Temporary Central Nervous System (CNS) disruption - "Stun" up to 5 min / Has no effect on resistant or shielded creatures. 2. Med. Stun 4V 2 "Stun" up to 15 min / 5 mins for resistant or shielded creatures. 3. Hv. Stun 8IV 4 "Stun" up to 1 hour / 15 mins for resistant or shielded creatures. 4. Wide Angle 4V 6 "Stun" up to 15 min / 5 mins for resistant or shielded creatures. 30 Degree angle. 5. "Heat" 24III 1 Radiation causes severe deep burning. CNS disruption causes "Stun" for up to 3.5 hours / 1 hour for resistant or shielded creatures. 6. "Heat" 30III 2 Radiation causes severe deep burning. CNS disruption causes "Stun" for up to 7 hours. 7. 60III 3 First "disruption effects" as beam heats water in organic cells to point of cellular rupture. CNS disruption causes "Stun" for up to 15 hours. Can cut a hole through a person or Duralloy wall. 8. "Kill" 80II 4 CNS disruption causes immeadiate deathin most creatures due to the shock of organic disruption. Beam heats to 2315+ Celsius. 9. "Disrupt" 90I 5 CNS disruption causes immeadiate death in most creatures due to the shock of organic disruption. Beam heats 8000+ Celsius. and 50% of organic matter is phased out of continuum. 10. "Overload" (Notes: Stunning damage causes lingering chills and muscular aches.) Phaser II (TMP) (5mm) * 2/2 +1 +2 Pist 1.5 S/2 21 105 SA/C 1 1 4 2 1. Lt. Stun 2V 1 Temporary Central Nervous System (CNS) disruption - "Stun" up to 5 min / Has no effect on resistant or shielded creatures. 2. Med. Stun 4V 2 "Stun" up to 15 min / 5 mins for resistant or shielded creatures. 3. Hv. Stun 8IV 4 "Stun" up to 1 hour / 15 mins for resistant or shielded creatures. 4. Wide Angle 4V 6 "Stun" up to 15 min / 5 mins for resistant or shielded creatures. 30 Degree angle. 5. "Heat" 24III 1 Radiation causes severe deep burning. CNS disruption causes "Stun" for up to 3.5 hours / 1 hour for resistant or shielded creatures. 6. "Heat" 30III 2 Radiation causes severe deep burning. CNS disruption causes "Stun" for up to 7 hours. 7. 60III 3 First "disruption effects" as beam heats water in organic cells to point of cellular rupture. CNS disruption causes "Stun" for up to 15 hours. Can cut a hole through a person or Duralloy wall. 8. "Kill" 80II 4 CNS disruption causes immeadiate deathin most creatures due to the shock of organic disruption. Beam heats to 2315+ Celsius. 9. "Disrupt" 90I 5 CNS disruption causes immeadiate death in most creatures due to the shock of organic disruption. Beam heats 8000+ Celsius. and 50% of organic matter is phased out of continuum. 10. 309I 15 Beam vaporizes thick layers of ceramic and metal alloys. 11. 429I 20 Beam vaporizes thick, heavy structural materials. 12. 664I 35 Beam vaporizes 10 cu meters (sg.6.0). Stones explode. 13. "Overload" (Notes: Stunning damage causes lingering chills and muscular aches.) DV RC IA IN Mass Bulk TL Clip Act ROF H AV BP Phaser I (5mm) * 1/1 +1 +2 Pist .8 S/1 22 60 SA/I 1 1 3 1 1. Lt. Stun 2V 1 Temporary Central Nervous System (CNS) disruption - "Stun" up to 5 min / Has no effect on resistant or shielded creatures. 2. Med. Stun 4V 2 "Stun" up to 15 min / 5 mins for resistant or shielded creatures. 3. Hv. Stun 8IV 4 "Stun" up to 1 hour / 15 mins for resistant or shielded creatures. 4. Wide Angle 4V 6 "Stun" up to 15 min / 5 mins for resistant or shielded creatures. 30 Degree angle. 5. "Heat" 24III 1 Radiation causes severe deep burning. CNS disruption causes "Stun" for up to 3.5 hours / 1 hour for resistant or shielded creatures. 6. "Heat" 30III 2 Radiation causes severe deep burning. CNS disruption causes "Stun" for up to 7 hours. 7. 60III 3 First "disruption effects" as beam heats water in organic cells to point of cellular rupture. CNS disruption causes "Stun" for up to 15 hours. Can cut a hole through a person or Duralloy wall. 8. "Kill" 80II 4 CNS disruption causes immeadiate deathin most creatures due to the shock of organic disruption. Beam heats to 2315+ Celsius. 9. "Disrupt" 90I 5 CNS disruption causes immeadiate death in most creatures due to the shock of organic disruption. Beam heats 8000+ Celsius. and 50% of organic matter is phased out of continuum. 10. "Overload" (Notes: Each setting has a unique sound. Stunning damage causes lingering chills and muscular aches. Weapon has an automatic timer.) Phaser II (5mm) * 2/2 +1 +2 Pist 1.5 S/2 22 210 SA/C 1 1 4 2 1. Lt. Stun 2V 1 Temporary Central Nervous System (CNS) disruption - "Stun" up to 5 min / Has no effect on resistant or shielded creatures. 2. Med. Stun 4V 2 "Stun" up to 15 min / 5 mins for resistant or shielded creatures. 3. Hv. Stun 8IV 4 "Stun" up to 1 hour / 15 mins for resistant or shielded creatures. 4. Wide Angle 4V 6 "Stun" up to 15 min / 5 mins for resistant or shielded creatures. 30 Degree angle. 5. "Heat" 24III 1 Radiation causes severe deep burning. CNS disruption causes "Stun" for up to 3.5 hours / 1 hour for resistant or shielded creatures. 6. "Heat" 30III 2 Radiation causes severe deep burning. CNS disruption causes "Stun" for up to 7 hours. 7. 60III 3 First "disruption effects" as beam heats water in organic cells to point of cellular rupture. CNS disruption causes "Stun" for up to 15 hours. Can cut a hole through a person or Duralloy wall. 8. "Kill" 80II 4 CNS disruption causes immeadiate deathin most creatures due to the shock of organic disruption. Beam heats to 2315+ Celsius. 9. "Disrupt" 90I 5 CNS disruption causes immeadiate death in most creatures due to the shock of organic disruption. Beam heats 8000+ Celsius. and 50% of organic matter is phased out of continuum. 10. 309I 15 Beam vaporizes thick layers of ceramic and metal alloys. 11. 429I 20 Beam vaporizes thick, heavy structural materials. 12. 664I 35 Beam vaporizes 10 cu meters (sg.6.0). Stones explode. 13. "Overload" (Notes: Each setting has a unique sound. Stunning damage causes lingering chills and muscular aches. Weapon has an automatic timer.) DV RC IA IN Mass Bulk TL Clip Act ROF H AV BP Phaser I (TNG) (5mm) * 1/1 +1 +4 Pist .9 S/1 23 ** SA/I 1 1 4 1 248,276 1. Lt. Stun 3V 1 Temporary Central Nervous System (CNS) disruption - "Stun" up to 5 min / Has no effect on resistant or shielded creatures. 2. Med. Stun 6V 3 "Stun" up to 15 min / 5 mins for resistant or shielded creatures. 3. Hv. Stun 11IV 10 "Stun" up to 1 hour / 15 mins for resistant or shielded creatures. 4. "Heat" 28III 32 Radiation causes severe deep burning. CNS disruption causes "Stun" for up to 3.5 hours / 1 hour for resistant or shielded creatures. 5. "Heat" 36III 54 Radiation causes severe deep burning. CNS disruption causes "Stun" for up to 7 hours. 6. 63III 169 First "disruption effects" as beam heats water in organic cells to point of cellular rupture. CNS disruption causes "Stun" for up to 15 hours. Can cut a hole through a person or Duralloy wall. 7. "Kill" 85II 307 CNS disruption causes immeadiate deathin most creatures due to the shock of organic disruption. Beam heats to 2315+ Celsius. 8. "Disrupt" 148I 940 CNS disruption causes immeadiate death in most creatures due to the shock of organic disruption. Beam heats 8000+ Celsius. and 50% of organic matter is phased out of continuum. OL "Overload" (Notes: Each setting has a unique sound. Stunning damage causes lingering chills and muscular aches. Weapon has an automatic timer.) Phaser II (TNG) (5mm) * 3/3 +2 +1 Pist 1.5 S/1 23 ** SA/I 1 1 4 1 1,551,724 1. Lt. Stun 3V 1 Temporary Central Nervous System (CNS) disruption - "Stun" up to 5 min / Has no effect on resistant or shielded creatures. 2. Med. Stun 6V 3 "Stun" up to 15 min / 5 mins for resistant or shielded creatures. 3. Hv. Stun 11IV 10 "Stun" up to 1 hour / 15 mins for resistant or shielded creatures. 4. "Heat" 28III 32 Radiation causes severe deep burning. CNS disruption causes "Stun" for up to 3.5 hours / 1 hour for resistant or shielded creatures. 5. "Heat" 36III 54 Radiation causes severe deep burning. CNS disruption causes "Stun" for up to 7 hours. 6. 63III 169 First "disruption effects" as beam heats water in organic cells to point of cellular rupture. CNS disruption causes "Stun" for up to 15 hours. Can cut a hole through a person or Duralloy wall. 7. "Kill" 85II 307 CNS disruption causes immeadiate deathin most creatures due to the shock of organic disruption. Beam heats to 2315+ Celsius. 8. "Disrupt" 148I 940 CNS disruption causes immeadiate death in most creatures due to the shock of organic disruption. Beam heats 8000+ Celsius. and 50% of organic matter is phased out of continuum. 9. 309I 4075 Beam vaporizes thick layers of ceramic and metal alloys. 10. 429I 7837 Beam vaporizes thick, heavy structural materials. 11. 664I 18809 Beam vaporizes 10 cu meters (sg.6.0). Stones explode. 12. 753I 33856 Beam vaporizes 50 cu meters (sg.6.0). 13. 813I 45141 Beam vaporizes 90 cu meters (sg.6.0). Heavily shielded materials begin to heat up (as per setting 4). 14. 889I 58307 Beam vaporizes 160 cu meters (sg.6.0). Heavily shielded materials begin to heat up (as per setting 5). 15. 951I 73354 Beam vaporizes 370 cu meters (sg.6.0). Heavily shielded materials begin to heat up (as per setting 6). 16. 1067I 97179 Beam vaporizes 680 cu meters (sg.6.0). Metals break up explosively. OL 1.5*10^8E 1 Kiloton of TNT (Notes: Each setting has a unique sound. Stunning damage causes lingering chills and muscular aches. Weapon has an automatic timer.) Phaser III (TNG) (5mm) * 3/4 +2 +0 RIFL 3.5 S/4 23 ** SA/I 1 1 4 1 2,327,586 (Notes: Each setting has a unique sound. Stunning damage causes lingering chills and muscular aches. Weapon has an automatic timer.) DV RC IA IN Mass Bulk TL Clip Act ROF H AV BP Varon-T Disruptor (5mm) 148 1/1 +1 +4 Pist .4 S/1 23 10 SA/I 1 1 4 1 CNS disruption causes immeadiate death in most creatures due to the shock of organic disruption. Beam heats 8000+ Celsius. and 50% of organic matter is phased out of continuum. "Radium Ristol" 20mm * 2/4 +1 +1 Pist 2.5 S/2 15 12 SA/C 3 1 5 2 Gauss launched Rocket Round (20mm x 60mm w/20mm dia warhead & 1 gram of battery, which powers the Railgun to launch the round. The Warhead is impact triggered, and is either a simple HE charge, or else is a shaped implosion charge surrounding a very small core of fissionable material. Round mass 62.9g, Clip mass is 755g). Weapon is 23cm long & 3cm wide (and built for a larger hand than "normal" for a human) DV: Rocket only, impact: DV 14 Gauss impulse only, impact: DV 21 Combined, impact: DV 24 HE explosive DV 13E/Fission DV 500E + rad. Mass: 1.8 kg (Unloaded) 2.5 kg (Loaded) Cost: 812 + 4.5+/round (Non-explosive round) Clip: 12 (in a staggered, rear-loading grip magazine) Velocity (Gauss impelled) 193 m/s (Rocket Impelled) 50 m/s (Requires 33 meters to reach velocity) (Combined) 243 m/s (Max range = 5900 m on Earth; 9340 m on Mars)