Business Name:  Wally's Weapons

Staff/Proprietor: 

Name

Race

P.S.A.

STR/S TA

DEX/R S

INT/L OG

PER/L DR

PS

IM

RW

MW

Special Abilities

Skills

Equipment

Wally

Dralasite

Military

65/65

45/35

55/55

45/35

4

5

23

23

Form Change, Detect Lie 5%

Martial Arts 1,  Gyrojet 1

Magnigoggles,Chro nocom

StellarTowerEastMall  Con's first stop is Wally's Weapons.  Through his polyvox the Dralasite asks
  "Can I help you sir?"
  "Yes, I need to get my weapon qualifications up to date."
  "Sorry sir, I am not qualified to train you, but I have a friend who just might be able to help you out!"
  "Great, who is he and how can I get in touch with him?"
  "His name is Horradd Wullubber, he works at the night club and casino, he's working tonight."
  "Thanks, I was headed that way anyway!"

Frontier Date 40.309

  Con heads off to Wally's Weapons also attending to business before pleasure. He enters the long standing establishment and walks straight up to the counter.

  "Yes, may I help you sir?"

  "Yes you can." The enforcer replies, "I'll take one bow and three quivers of arrows, and a recognition grip for each laser pistol (2). The clerk pulls the bow and arrows off the shelf and tallies up the cost.

  "These I can supply straight away. Recognition grip huh? That kinda thing might take a while. Come back and see me next week, Ill see what we can arrange. I'll need to outsource some specialised labour for that one. Con grunts his response as he hands over his credit card and completes the transaction. Con grabs up his new toys and walks out the door.

  "See you next week sir." The merchant says to his rapidly disappearing back.

Frontier Date 53.189
 

Archaic Weapons

Mass

Avail

Cost

Quantity

Axe

1

-

15

 

Bow

0.5

-

50

 

Arrows x 20

-

-

2

 

Knife

0.1

-

10

 

Musket

2

-

100

 

Spear

1

-

20

 

Sword

2

-

30

 

Polearm

4

-

40

 

Whip

1

-

20

 

Customer: 

 

 

 

  

Goods/Services:  Melee  and Archaic Weapons

Archaic Weapons:

Bow
. For simplicity, all bows (crossbows, longbows, composite bows, etc.) are handled the same. An arrow causes 1d10 points of damage. Readying another arrow takes one full turn. Inertia screens and skeinsuits halve the damage from an arrow.

Musket. Muskets include all muzzle-loading firearms, such as arquebuses, blunderbusses, and flintlock rifles. Muskets use black gunpowder and lead bullets (powder and shot). Loading a musket takes two turns, so a musket can be fired only once every three turns.

Melee Weapons:

Axe
. An axe is actually a tool, but it can be used as either a thrown or melee weapon. If used as a thrown weapon, all the usual ranged weapon modifiers apply. Inertia screens and skeinsuits will halve the damage from an axe.

Brass Knuckles. Besides actual brass knuckles, this category includes any improvised weapon that increases the damage caused by someone's fist. Examples are rocks, coin rolls, sword or dagger handles, etc. Inertia screens and skeinsuits halve the damage from brass knuckles.

Chain/Whip. Besides chains and whips, this category includes any flexible weapon, such as flails, nunchuks, weighted ropes, etc. Inertia screens and skeinsuits absorb half the damage caused by these types of weapons.

Club. Any blunt weapon used like a club is considered a club. This includes chair legs, metal pipes and bottles. Inertia screens and skeinsuits reduce club damage by half.

Electric Sword. This is a light-weight metal rod that contains a battery in the handle. It delivers an electrical shock when it strikes someone. It can be set to shock or stun. When set on stun, a successful hit causes no damage but can stun the victim for d100 turns. The victim can resist the stun by making a successful current Stamina check. An electric sword can be hooked into a beltpack or powerpack with a power cable. A successful hit by an electric sword uses 2 SEU. Individuals wearing gauss screens or with anti-shock implants are not affected by electric swords.

Knife. This category covers any knife that is big enough to fight with. If thrown, the usual ranged combat modifiers apply. Inertia screens and skeinsuits will absorb half of the damage caused by a knife.

Melee Weapons

Mass

Avail

Cost

Quantity

Brass Knuckles

1

-

10

 

Electric Sword

2

-

150

 

Nightstick

1

-

20

 

Shock Gloves

1

-

50

 

Sonic Knife

1

-

50

 

Sonic Sword

1

-

300

 

Stunstick

1

-

75

 

Vibroknife

1

-

25

 

Customer:

 

 

 

  

Nightstick. A nightstick is a weighted plastic club. This category also includes improvised weapons that are more effective than simple clubs, like chairs, baseball bats and quarterstaffs. Inertia screens and skeinsuits halve the damage from a nightstick.

Polearm. A polearm consists of a long pole with a heavy blade at one end. Typical polearms are halberds, partisans, naginatas and glaives. Inertia screens and skeinsuits halve the damage from a polearm.

Shock Gloves. Shock gloves are silvery gloves that deliver an electrical shock to anything they touch. They must be connected to a beltpack or powerpack to work. Shock gloves will not affect anyone protected by a gauss screen or an anti-shock implant. Shock gloves use 2 SEU each time they hit.

Sonic Knife. A sonic knife looks like a golden tube, 15 cm long and 4 cm in diameter. This tube is actually only the weapon's handle. When a small button on the side of the tube is pressed, a powerful "blade" of focused sound is created at one end of the tube. The sound blade is about 20 cm long, and is invisible. It emits a high-pitched whine, however. The blade is turned off when the button is released. The knife is powered by a 20 SEU clip, but can be hooked into a beltpack or power pack. A sonic knife uses 1 SEU when it hits. Anyone wearing a sonic screen can not be injured by a sonic knife. Unlike a regular knife, a sonic knife cannot be thrown.

Sonic Sword. A sonic sword looks like a sonic knife, but the blade is 1 m long when it is turned on. A sonic sword causes 5d10 damage and uses 2 SEU when it hits.

Spear. Any pole with a knife-like blade on the end is a spear. Bayonets and pikes are included in this category. Inertia screens and skeinsuits halve the damage from a spear.

Stunstick. A stunstick is a copper-colored tube 30 cm long and 3 cm in diameter, with an insulated grip. It has two settings: shock and stun. When set on shock, a successful hit causes 3d10 points of damage. When set on stun, a successful hit will stun the victim for d100 turns. A character can resist the stun by making a successful check against his current Stamina. A successful hit uses 2 SEU. A 20 SEU clip can be fitted into the handle, or the weapon can be connected to a beltpack or powerpack. A character with an anti-shock implant is immune to the stun setting.

Sword. Any long-bladed, hand-held weapon is a sword. Examples are broadswords, machetes or rapiers. Inertia screens and skeinsuits reduce the damage from a sword by half.

Vibroknife. A vibroknife has a 20 cm saw-toothed blade. When it is turned on, the blade vibrates at high speed. It uses 1 SEU with each successful hit. A 20 SEU clip can be plugged into the handle, or the weapon can be connected to beltpack or powerpack. Inertia screens and skeinsuits halve vibroknife damage

New Technologies:

Force Axe: A force axe looks like a 1-meter-long ebony bar. The bar's diameter is wide enough to hold a normal powerclip. When activated, the bar emits a high-pitched whining sound, indicating that its 65-cm-wide, disc-shaped force field is activated. The field is located on the end of the bar opposite the switch and can only be seen by the use of UV (ultraviolet) optics.  The force axe is an estrelemy dangerous item because the damaging field cannot be seen without UV optics. There is a 10-cm-long light bar on one side of the haft that lights up when the field is activated. Anyone familiar with the force axe knows the light indicates that the field is on (of course, the high whine also gives it away). Some characters who have used the weapon for years disconnect the light so as not to grant their opponents any warning.

Weapon Attachments

Mass

Avail

Cost

Quanti ty

Attachable Stock

0.5

-

15

 

Bandolier Sling

0.5

-

1

 

Flash Muzzle, Pistol

-

-

20

 

Flash Muzzle, Rifle

-

-

5

 

Grenade Launcher Attachment

3

-

700

 

Holster, Pistol

-

-

5

 

Holster, Rifle

1.5

-

10

 

Holster, Spring

2

-

75

 

Knife Mount

-

-

2

 

Maxiclips

-

N/A

-

 

Muzzle Extender

0.5

-

50

 

Power Light

-

-

 

 

Recognition Grip

0.5

N/A

-

 

Scopes

-

-

 

 

Silencer, Pistol

-

-

40

 

Silencer, Rifle

1.5

-

80

 

Slide Mount

9

-

50

 

Swing Arm

5

N/A

-

 

Customer:

 

 

 

  

Weapon Attachments
The following items can be added as options to weapons. The installation fee is included in the price of the item. 
Attachable Stock: Attachable stocks are made for all known pistols. They are one of two types: screw-on or folding. They advantage of a staock on a pistol is that it reduces the Movement Combat Modifier by a +1 Column Shift. This a character using a pistol with a stock would suffer no column shift penalty for a slow-moving target and only a -1 Column Shift for a fast-moving target. A pistol with a stock attached cannot be kept in its holster. It takes two turns to attach a stock.
Bandolier Sling: All rifles are fitted with rings so a sling can be attached for easy carrying. The bandolier sling has patch pockets taht hold up to ten ammo clips or powerclips.
Flash Muzzle: For use with auto-weapons and gyrojet weapon only. A flash muzzle eliminates the flare from auto-weapons or gyrojet weapons fire, thus making it harder to see the weapon firing. (Normal auto-weapons and gyrojet weapons fire is highly visible.)
Grenade Launcher Attachment: This device can be attached to any type of normal rifle. It is attached under the rifle's barrel. Special grenade bullets are used to fire the grenade from the launcher, just like a grenade rifle. Any type of grnade can be used, except soinc grenades (because of their unusual sizes and shapes). It can fire one grenade, and then must be reloaded, which takes one turn. A rifle cannot be used for anything else during the turn its grenade launcher is used. Once installed, the grenade launcher cannot be easily removed. The installation of a power light or a knife mount prevents the installation of a grenade launcher.
Holster, Spring: This holster is powered by a minipowerclip and accomodates all pistol sizes. Its function is two-fold: to secure the pistol in place and assure it cannot be taken out of the holster by anyone but the wearer, and to eject the pistol upward with the user wishes. These functions are assisted by nerve sensors attached to key points on the wearer's body. Unless he reacehs for the pistol himself the locking mechanisms do not release. The effect of the eject function is to add +1 to the usre's IM, but only if he is drawing and firing during his combat phase. The minipowerclip powers the holster for 100 draws.
Knife Mount: The knife mount fits on a rifle barrel behind the muzzle. To this mount a charcter can attach a large knife, sonic knife, or vibroknife. If the knife is powered, the SEU clip is inserted as normal but the mount has a remote control switch that is activated near the trigger. Once attached, the knife serves as a bayonet and no grenade launcher can be attached to the rifle. The damage of the attached weapon remains the same but a +1 Column Shift combat modifier is added for melee combat using the attached weapon. The installation of a pwoer light or grenade launcher prevents the installation of a knife mount.
Maxiclips: Any pistol using a maxiclip cannot be fitted into a normal holster or spring holster because of the maxiclip's size.
Maxibulletclip: This drum clip is for use with auto-pistols only. It holds 30 bullets.
Maxiclip: This drum clip is for use with gyrojet sidearms only. It holds 15 gyrojets.
Maxineedleclip: This drum clip is for use with the Needler I only. It holds 15 clusters of needles.
Muzzle Extender: Muzzle extenders are available for all known rifles. A muzzle extender eliminates the Medium Range combat modifier and reduces the Long Range combat modifier from a -2 Column Shift to a -1 Column Shift.
Power Light: This is identical to the power light found in the Optical Devices section of this manual except it is mounted on the bottom of the rifle's barrel instead of being hand held. Another variation on the power light is the infralight, which can also be mounted on a rifle. These are favorites of guards using IR goggles. The installation of a knife mount or a grenade launcher prevents the installation of a power light.
Recognition Grip: This custom-made pistol grip is for use with beam pistols. It cleverly reroutes the circuitry in the pistol through the grip, which is inlaid with thousands of recognition circuits. These circuits are encoded to recognize only the owner's hand print. If anyone else tries to fire the gun it will not operate. Dralasites have to pay double the price because their entire bodyprint has to be encoded in order for the pistol grips to recognize them.
Scopes: A scope mounted on any weapon improves the weapon to the next range group. For example, a scope attached to a type B (pistol) ranged weapon raises it to a type C (long pistol, short rifle). This adjustment of range includes the new Column Shift modifiers that come with the better range group. Many of the special optical enhancements found in the Optical Devices section of this booklet (IR, Starlight, UV, EM, etc.) also come in scope form. The cost for a scope is 100 Cr times Range Type, plus any enhancement feature added on. For example, a scope for a pistol (range type B or 2) would be 200 credits. If it had UV capability, add another 250 Cr (see the Equipment Tables at the end of this booklet).
Silencer: For use with auto-weapons only. The silencer reduces the normally loud auto-weapon gunfire to the sound of a needler weapon's "cough." The silencer is good for only 10 single shots or three bursts. Pistol and rifle silencers cannot be interchanged. Silencers are illegal on all known planets.
Slide Mount: The slide mount is a thin plasteel rig that is mounted on the inside of a character's lower arm and holds a small pistol (Ke-1000 Laser pistol, Rafflur M1, Sonic Stunner, or a Needler I) out of sight. When the character jerks his arm straight forward, as if aiming at something, the mechanism releases and slides the weapon forward, into the character's hand, in a split second. The mechanism is spring loaded and requires no energy consumption. It can also be used to hold other small items: a knife, a grenade, a detonator, etc.
Swing Arm: This small robotic arm holds a rifle until it is needed and then quickly swings it into position. The swing arm is mounted on the character's back, off to one side (the side that corresponds to the character's handedness).  The rifle must be attached to the end of the arm in advance and it is them carried upright on the back like a normal rifle. A microswitch cable is attached to the unit and ends at the user's wrist. When activated, the robot arm swings the rifle under the character's arm and thrusts it forward. The user must keep his arm at a sixty-five degree angle while this happens or it might be taken off by the mechanism's action. The rifle butt ends up against the user's shoulder and if the user grasps the rifle and tugs firmly the arm immediately releases the rifle and returns to its place. The end result is a character's ability to draw, aim, and fire his rifle in the same turn with no penalty. The unit is powered by a powerclip that lasts for 100 uses.

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