Business Name: Sporting Goods
Gloo visits an old buddy from the service who now runs, of all things a sporting goods store.
Shotgun.. These weapons are often included in spaceship arms lockers, their effects on space suits can be dramatic. The damage decrease occurs at each range and is applied to all the targets within the spread of shot (2m wide at PB and short, 4m wide at medium and long range.) A shotgun blast only causes 3 points of structural damage but they are very dangerous weapons to use against space suits. A shotgun blast will cause 1d10 2cm holes in a spacesuit, each of which has a 60% chance of self-sealing. Spacesuit armour has a 55% protection rating against a shotgun blast. When a character uses a shotgun in zero gravity, he or she should make a Dexterity adility check. Failure indicates that the character has been thrown off balance by the recoil and must spend the next turn recovering or suffer a -50 penalty on the chance of hitting a target.
Shotgun, Sawn-off. Has a much shorter barrel than the standard model and comes in either a single shot or 3 round clip models.
Automatic Pistol. An automatic pistol is a refined version of the submachine gun. It looks like a heavy pistol, with a folding metal wire stock. The gun can be fired like a pistol when the stock is folded, or fired from the shoulder when the stock is extended. An automatic pistol can be set to fire single shots or bursts. Up to three single shots or one burst can be fired in a turn. A single shot causes 1d10 points of damage. A burst fires 10 bullets, and has a +20 modifier to hit. It can be aimed at up to five adjacent targets in a 10-meter wide area. A burst causes 5d10 points of damage, plus 1d10 for every additional target after the first. Only one roll is needed to hit all the targets, but any negative modifiers that could apply to one target apply to the entire group. For example, if one target has soft cover, all of them are considered to have soft cover. The damage from a burst is divided as evenly as possible between all the targets. Skeinsuits and inertia screens reduce bullet damage by half. If a skeinsuit and an inertia screen are used together, damage is reduced to one-fourth the amount rolled.
Automatic Rifle. An automatic rifle is similar to the automatic rifles being used today. It is basically a heavier, longer version of the automatic pistol. It can fire up to three single shots or one burst.
Needler Pistol. A needler pistol is a handgun that uses an upright disc c!ip. It makes only a very soft, coughing noise when it is fired. Needler pistols magnetically propel a cluster of needles at high speed. Two types of needles can be used: barbed needles that cause 2d10 points of damage per shot, and anesthetic needles that cause only 1d10 points of damage but can put the victim to sleep for d100 turns. An individual can resist the anesthetic by passing a current Stamina check. Needles will not penetrate skeinsuits or inertia screens. Neither the suit, screen, or individual is damaged.
Needler Rifle. A needler rifle is a rifle-sized version of a needler pistol. It has a longer range than a needler pistol and its barbed ammunition does more damage (the longer barrel gives the needles more velocity).
Machine Gun. A machine gun is a fully automatic heavyweapon that must be mounted on a tripod or a swival mount to fire. A burst fires 20 bullets. Except for its greater damage and range, it operates just like an automatic pistol.
Recoilless Rifle. A recoilless rifle is a heavy weapon that must be mounted on a tripod or a swival mount to fire. It fires an exploding shell that causes 12d10 points of damage if it hits. Only one shell can be fired per turn, and loading another shell takes one turn. Inertia screens and skeinsuits halve the damage.
P.G.S. Weapons: P.G.S. weapons still exist on the Frontier because they are much cheaper and easier to repair and maintain than energy weapons. P.G.S. weapons are easier to contruct on a planet with little or no access to high-tech equipment. WarTech does not control the P.G.S. market as it does the energy weapon market. Therefore it is easier for illegal or covert groups to acquire P.G.S. weapons. But there are also many drawbacks to P.G.S. weapons. Energy weapons almost never jam, but a projectile or gyrojet weapon can jam if not properly maintained or if used in a hostile climate (like a desert). No P.G.S. weapon is allowed in space, neitherj on ships nor space stations. Security measures are extensive and anyone trying to smuggle one on board faces a fine of life imprisonment. (Space ship and space station walls are treated to deflect or absorb energy fire, but a fast-moving solid object will puncture most walls in space.)
Inertia screens and skeinsuits reduce the damage from projectile and gyrojet weapons. Maser mesh reduces the damage done by these weapons by one-quarter.
Needler Weapons: A new version, the Needler II, is a short rifle that is easily concealed.
Auto-Weapons: The latest versions of auto-weapons are the 5.56 caliber auto-pistol and the 5.56 caliber auto-rifle. The auto-pistol is rather larger (larger than all other pistols listed) and feeds its normal 20-round clip up through its long handle. The auto-rifle is a "bull-pup" design, that is, it holds its 30 round clip in the stock, behind its firing mechanism. This gives it a shorter overall length while maintaining the barrel length. It is the shrotest rifle listed.
Flamethrower: A flamethrower is an agricultural tool (used to clear undergrowth) that can be used as a weapon. It fires a stream of liquid fire and ca be fired against only one target at a time. A blast from a flamethrower does a maximum of 44 points of damage, if heat or fire can damage the target. A flamethrower attack will immediately set on fire any flammable clothing, fur, etc. This fire does an additional 5 points of damage per round until it either burns out or is put out. The flamethrower barrel is the size and shape of a rifle with a tube connecting to a chemical tank worn on the user's back. The 20-shot tank is unwieldy but not very heavy. The flamethrower tank is liable to explode if hit and damaged. Damage to the wearer is up to the referee and depedns on how many flamethrower shots are left in the tank. The only defenses against a flamethrower attack are asbestos material or exploding an extinguishing-foam grenade in tha area around the target, denying the flame sufficient oxygen to burn.
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