Email comments and questions to: adkohler@ieee.org
Chapter 5:
Tools of War: weapons and armor
One of the primary modes
of conflict in many SF settings is combat. In the future, technology is
one of the most telling trappings of the 20th century and will
continue to be so some time into the future.
As technology advances, improvements
in offensive technology force advancements in defensive technology, and
vice versa. No character who expects to find himself on the field of battle
should do so unless properly equipped.
5.1 Man Portable Weapons
The following weapons are
man-portable weapons are developed using the realistic weapon guidelines
in the GM's guide.
5.11 Realistic Weapon Types
Although the SAGE can model
a wide variety of bizarre weapons that may appear in science fiction literature,
the author can hardly guess what particular weapons various GMs will devise.
Accordingly, I have chosen to focus to those weapons I will label "realistic."
These weapons either currently exist or are being theorized in some fashion,
and appear in a wide variety of science fiction literature and games.
The four major types of weapons
are: chemically propelled round weapons (or CPR weapons),
laser weapon, particle beam weapons, and railguns.
CPR weapons describe
conventional "guns" that exist today. They typically use a propellant that
is ignited, expanding to accelerate a metal slug at the target. This category
includes modern pistols, rifles, shotguns, and rockets.
Advanced CPR weapons
might include caseless ammunition weapons, gyrojets, electrochemical weapons,
or liquid propellant weapons.
Caseless ammunition weapons
do not use a metallic case to contain the propellant; the propellant is
in the form of a solid brick that the slug in embedded into. The case makes
the ammunition lighter, allowing a soldier to carry larger amounts of it.
Gyrogets are miniature rockets
that are designed to be launched for man-portable weapons. This reduces
the recoil that the user experiences, and may allow a soldier to fire a
higher energy round than is available with conventional firearms.
Electrochemical weapons utilize
electrical current to ignite, heat, or control the burn rate of a round's
propellant. This adds to a weapon's muzzle energy and allows more efficient
use of the weapon's structural material, thus the same weapon to fire more
powerful rounds.
Liquid propellant weapons
use a liquid propellant instead of a solid one. This allows the user to
vary the amount of propellant used according to the current need.
The second major category
of weapons is laser weapons. These weapons use a beam of coherent
light to transfer thermal energy to the target.
Similar to laser weapons
are particle beam weapons, variously known as particle accelerators,
particle cannons, or "blasters." Usually protons are used, accelerated
to relativistic speeds, and burn a hole into a target similar to laser
weapons. Additionally, particle weapons inflict significant radiation damage
to the target.
The final major category
of hypothetically plausible futuristic weapons are railguns. Railguns use
electric and magnetic fields to accelerate a magnetized slug at a target.
Railguns are also variously known as mass drivers, magnetic linear accelerators,
or gauss weapons.
5.12 Advantages and Disadvantages of Weapons:
CPR weapons:
Advantages:
Advantages:
Advantages:
Advantages:
Starfarer is intended as
a broad system capable of covering a variety of different weapon types.
The GM's Guide contains rigorous rules for making realistic weapons and
armor.
Though these rules are considered
to be the standard for weapons in the Starfarer system, many GMs will make
a less "hard" setting than warrants use the strict guidelines of the Starfarer
weapon construction system. Others may simply prefer to avoid its attendant
complexity in favor of an ad hoc approach.
The following is a listing
of the PR and DR of a variety of real-world and extrapolated weapons. This
should provide GMs with a measuring stick by which to make their own weapons,
or compare with weapons made using the weapon construction system.
General Weapons List:
CPR Rounds:
Modern Weapons:
Weapon: Penetration: Damage:
9mm short 5 5
.357 magnum 7 7
.32 ACP 5 4
.22 short 5 4
9mm para 7 6
7.62 NATO 11 9
.45 ACP 6 6
5.56 NATO 10 8
.50 cal 15 15
Advanced CPR rounds:
Weapon: Penetration: Damage:
2mm screamer 9 5
9mm DS 8 7
10 mm Auto 7 8
4 mm Police 8 7
5 mm Electric 9 8
5 mm Caseless 11 10
7 mm Assault 11 9
7 mm DS 12 8
15 mm Shaped 16 13
23 mm DS 16 20
Beam Weapons:
Lasers:
Weapon: Penetration: Damage:
500j 5mm 7 6
1 kj 5mm 9 7
2.5 kj 5mm 11 9
5 kj 5mm 13 11
10 kj 7mm 14 13
15 kj 8.5 mm 15 14
20 kj 9.5mm 16 16
Particle beam weapons:
Weapon: Penetration: Damage:
5 kj 5mm 13 11
10 kj 5mm 16 13
20 kj 5mm 19 16
30 kj 5mm 20 17
40 kj 5mm 22 19
50 kj 5mm 23 20
Mass driver weapons:
Weapon: Penetration: Damage:
2 kj 2mm 13 7
5 kj 2mm 16 9
5 kj 3 mm 15 9
10 kj 2mm 20 11
10 kj 3 mm 18 11
20 kj 2 mm 23 13
20 kj 3 mm 21 13
30 kj 2 mm 26 14
30 kj 3 mm 23 15
30 kj 6 mm 20 16
40 kj 2mm 28 15
40 kj 3 mm 25 16
40 kj 6 mm 21 17
50 kj 2 mm 29 16
50 kj 3 mm 26 17
50 kj 6 mm 22 18
All above specs are for 10:1
iron shells. 2mm shells have optimum RR of 3 (carbine use). 3mm shells
have RR of 4 (rifle). 6 mm shells have RR of 5 (heavy weapons). Military
weapons can have higher densities and thus better range characteristics.
5.14 Man-portable weapons list
The following weapons were
made using realistic guidelines for the Hegemony / Guild Space setting.
They are included here because they should be applicable to a variety of
settings in the "hard SF" vein. See the Starfarer GM's guide for
information on designing weapons.
The following notes describe
the format of the tables:
PR/DR: Penetration and Damage
Ratings of the weapon.
RC: Range Class of the weapon.
An "E" indicates that the weapon can fire at extended range.
Recoil: Ratings for 2 hands
/ 1 hand. For each 2 points of recoil above STR, apply -1 DEX mod to the
to hit task for the first shot, and -1 per point difference to subsequent
shots unless the character accepts a similar initiative penalty before
firing again. If recoil is higher than the character's resilience, they
may also take damage. Note that energy weapons have NO recoil.
BR: If there is an entry
here, it will indicate the weapon's autofire capability. The Burst Rating
(BR) is the number of bursts the character can fire in an action. Each
burst is resolved as a normal hit from the weapon with a +1 bonus to the
task LOS. Bursts cannot benefit from the aiming task. Weapons firing bursts
add one the recoil rating of the weapon per burst. The number in parenthesis
is the ROF per second; this is used if you are using the sustained fire
optional rule.
Accuracy Mod: Modifier to
the character's skill when rolling to hit tasks using the weapon.
Initiative Mod: Modifier
to the character's initiative rolls when using the weapon as a declared
action.
Length: Length of the weapon
in centimeters.
Mass: Mass of the weapon,
followed by mass of a full ammo load (including the mass of the clip) in
kilograms. If there is only one number here, it is an energy weapon with
an internal clip.
Cost: Cost of the weapon,
followed by cost of full ammo load (for projectile weapons only), followed
by cost of an empty clip. Energy weapons will only list weapon cost and
cost of external energy pack (if any.)
Shots: A full normal ammo
load for a standard clip for the weapon.
Disadvantages:
Laser Weapons:
Disadvantages
Railguns:
Disadvantages:
Particle Beams:
Disadvantages:
5.13 Weapon Benchmarks
5.14 TL 14 Weapons:
TL14 5mm caseless electric
LIR (Light infantry rifle); AB/AT.
PR/DR | RC: | Recoil | BR | Accuracy | Initiative Mod | Length | Mass | Cost (W/A/C) | Shots |
10/7 | 3 | 6/9 | 4 (21) | +2* | 0 | 77 | 2.7 / .1 | 4426 / 16.4 / 10 | 21 |
13/8 | 3 | 7/10 | N/A | +2* | 0 | (With 2500 J electric boost) |
This weapon uses a 21 round
detachable clip of caseless 5 mm ammo. It has electric capability, and
can attach to a standard 10 or 20 shot 2500 j laser power pack. It cannot
fire in AB or AT mode with electric boost active.
TL14 5mm colonial issue 2500J
light laser rifle, SA.
PR/DR | RC: | Recoil | BR | AccuracyMod: | Initiative Mod | Length | Mass | Cost (W/A/C) | Shots |
11/9 | 4 | N/A | N/A | +3 | +1 | 60 | 2.7 / 4.1* | 1525 / 60* | 21 |
TL14 5mm heavy laser / stunner
pistol, SA.
PR/DR | RC: | Recoil | BR | Accuracy Mod: | Initiative Mod | Length | Mass | Cost (W/A/C) | Shots |
8/7 | 2E | N/A | N/A | +2 | +1 | 15 | 1.0 | 1370 | 40 |
7/6* | 1E | N/A | N/A | 0 | 0 | (Stun Pulse) |
TL14 10mm big game rifle,
SA internal clip.
PR/DR | RC: | Recoil | BR | Accuracy Mod: | Initiative Mod | Length | Mass | Cost (W/A/C) | Shots |
14/14 | 4 | 9 / 14 | NA | +2 | -1 | 93 | 6.7 / .3 | 1870 / 9.8 | 10 |
TL14 3mm Gauss SMG (Railgun)
PR/DR | RC: | Recoil | BR | Accuracy Mod: | Initiative Mod | Length | Mass | Cost (W/A/C) | Shots |
8 / 4 | 3 | 3 / 4 | 2 (10) | +0 | +1 | 22 | 1.1 / .4 | 1400 / 8 / 60 | 50 |
5.15 TL15 Weapons
CPR:
TL15 2mm "screamer" pistol,
SA.
PR/DR | RC: | Recoil | BR | Accuracy Mod: | Initiative Mod | Length | Mass | Cost (W/A/C) | Shots |
6/3 | 1 | 4 | N/A | 0 | +2 | 15 | .21 / .02 | 360 / 3 / 16 | 20 |
Laser Weapons:
TL15 5mm 2500J Military Laser
Carbine
PR/DR | RC: | Recoil | BR | Accuracy Mod: | Initiative Mod | Length | Mass | Cost (W/A/C) | Shots |
11/9 | 3 | N/A | 2 (10) | +2 | +1 | 39 | 2.1 | 4290 | 30 |
TL15 5.5mm 6000J Military
Laser Rifle
PR/DR | RC: | Recoil | BR | Accuracy Mod: | Initiative Mod | Length | Mass | Cost (W/A/C) | Shots |
13/11 | 4 | N/A | 2 (10) | +3 | +1 | 60 | 2.3 / 1.6 | 4460 / 365 | 30 |
Particle Beam Weapons
TL 15 5mm 20000J Squad Assault
Accelerator, AB.
PR/DR | RC: | Recoil | BR | Accuracy Mod: | Initiative Mod | Length | Mass | Cost (W/A/C) | Shots |
19/16 | 5 | N/A | 2 (10) | +3 | +1 | 90 | 4.6 / 6.9 | 23550 / 2020 | 40 |
Radiation Damage Rating:
4 (6)
Railguns
TL15 3mm 4000j heavy infantry assault rifle,
AB:
PR/DR | RC: | Recoil | BR | Accuracy Mod: | Initiative Mod | Length | Mass | Cost (W/A/C) | Shots |
16 / 8 | 4 | 5 / 7 | 5 (32) | +2* | 0 | 60 | 4.1 / .5 | 12000 / 7 / 430 | 50 |
The clip cost shown is for a disposable detachable battery pack. A rechargeable beltpack is available weighing 2.2 kg and costing 850 cr. The mass shown for the clip is the battery pack; the ammo clip is near negligible at 25 grams. Armor piercing shells are available at x4 cost that have a PR / DR of 19/6.
5.2 body Armor
As the tide of technology
makes it easier to kill, so does it provide countermeasures against weapons.
Some of these measures are limited in effectiveness since it is, as an
axiom, easier to destroy than protect. However any soldier who takes to
the ultra-modern battlefield would be remiss in failing to don body armor.
5.21 Body Armor Technology.
While it is fairly straightforward
to guess what types of weapons may dominate the battlefield once the energy
storage technology becomes available, guessing what kinds of armor will
be able to protect soldiers from such weapons is a little more "up in the
air."
Accordingly, there are a
number of assumptions have been made for the core Starfarer system.
These may or may not be appropriate for the setting your GM intends to
run.
The basic assumption is that
material technology will advance, producing more effective armor than versions
available at previous tech levels. However, within any tech level, there
exists light, standard, heavy and extra heavy armor types. Lighter armors
are lighter for a given protection level, but must be thicker to compensate.
Armor that will protect against
futuristic weapons is fairly massive. Generally, only light armor
material is used in the construction of body armor.
Standard armor is of limited
effectiveness against energy weapons. Accordingly, there are a number of
developments that allow armor to deal with such attack modes.
The first is reflective
armor. This consists of armor with a highly polished reflective surface
and heat resistance. This is effective against lasers but nearly useless
against other attack modes, including particle beam weapons.
Reflective armor is effective
against all visual laser fire at TL 14+, UV laser fire at TL 16+, and x-ray
lasers at TL 18+.
The next type of special
armor is ablative. Like reflective armor, this is available at TL
12+. This is designed to stop energy weapon fire, but unlike reflective
armor, will also stop particle beam fire. However, it does so by vaporizing,
carrying energy away from the target. As ablative armor absorbs energy
weapon fire, its effectiveness is reduced.
The final development of
anti-energy weapon armor is called thermal dispersing, or simply
thermal. Available at TL 15+, thermal armor is effective against
all energy weapon fire by rapidly dispersing energy from the attack.
Also available at TL15+ is
Reflex armor. Reflex armor allows fairly thin armors to become
rigid and deflect kinetic attacks by changing properties at the moment
of impact.
Bioflex armor becomes
available at TL16+. Bioflex armor has the same property that Reflex
armor has, but is also effective against energy weapons. Also, Bioflex
armor is literally alive, can repair damage to itself, and conforms better
to the user, acting like a sort of powered armor, reducing associated armor
penalties.
5.22 Armor Table Conventions
The following tables list
the armor values (AV) of various armor thickness at given tech levels.
The thickness is listed in centimeters. All of these armors are light armor
materials.
Special armor types are listed
under the type of armor that has the given additional thickness of the
special armor type. For example, "2mm / .5mm reflective" armor consists
of 2mm of light armor plus .5mm of light reflective coating, for an actual
total thickness of 2.5 mm. Where no second number is listed, assume that
the armor add on is a the maximum level - 50% for thermal or ablative,
25% for reflective.
These tables include only
personal armor and light combat armor. See the campaign guide for powered
armor.
5.23 TL13 Armor
Armor
Type |
Location |
|
Enc.
Rating |
Mass |
Cost |
|||
Sharp | Blunt | Pierce | Energy | |||||
1mm light armorcloth | 2-10 | 4 | 3 | 2 | 2 | 7 | 4.2 | 220 |
2mm aromorcloth | 2-10 | 8 | 5 | 4 | 4 | 10 | 8.4 | 440 |
2mm/.5mm reflective armorcloth | 2-10 | 8 | 6 | 5 | 4(6) | 11 | 4.2 | 780 |
4mm Light Personal Vest | 2-6 | 15 | 11 | 9 | 8 | 8 | 5.6 | 190 |
4mm Light Personal Armor | 2-10 | 15 | 11 | 9 | 8 | 13 | 4.2 | 220 |
4mm/1mm reflective light personal vest | 2-6 | 17 | 12 | 10 | 8(11) | 9 | 7.0 | 330 |
4mm/1mm reflective light personal armor | 2-10 | 17 | 12 | 10 | 8(11) | 14 | 21.0 | 770 |
4mm / 2mm ablative personal vest | 2-6 | 17 | 13 | 11 | 15 | 10 | 8.4 | 260 |
6mm heavy personal vest | 2-6 | 21 | 16 | 13 | 11 | 10 | 8.4 | 280 |
6mm / 1.5mm reflective personal vest | 2-6 | 21 | 18 | 15 | 13(17) | 11 | 10.5 | 500 |
3mm standard sleeves & leggings | 7-10 | 11 | 8 | 7 | 6 | 10 | 8.4 | 190 |
3mm reflective sleeves & leggings | 7-10 | 13 | 9 | 7 | 6(8) | 11 | 10.5 | 330 |
4mm standard sleeves & leggings | 7-10 | 15 | 11 | 9 | 8 | 11 | 11.2 | 250 |
4mm reflective sleeves & leggings | 7-10 | 17 | 12 | 10 | 8(11) | 12 | 14.0 | 440 |
6mm standard helmet | 1 | 21 | 16 | 13 | 11 | 5 | 2.8 | 30 |
6mm reflective helmet | 1 | 21 | 18 | 15 | 13(18) | 6 | 3.5 | 50 |
7mm reflective helmet | 1 | 22 | 21 | 17 | 15(19) | 7 | 4.1 | 60 |
8mm standard helmet | 1 | 24 | 21 | 17 | 15 | 6 | 3.7 | 40 |
5.24 TL14 Armor
Armor
Type |
Location |
|
Enc.
Rating |
Mass |
Cost |
|||
Sharp | Blunt | Pierce | Energy | |||||
2mm aromorcloth | 2-10 | 8 | 6 | 5 | 4 | 10 | 8.4 | 440 |
2mm/.5mm reflective armorcloth | 2-10 | 9 | 6 | 5 | 5(6) | 11 | 4.2 | 780 |
4mm/1mm reflective light personal vest | 2-6 | 17 | 12 | 10 | 8(11) | 9 | 7.0 | 330 |
4mm/1mm reflective light personal armor | 2-10 | 18 | 13 | 11 | 9(12) | 14 | 21.0 | 770 |
4mm / 2mm ablative personal vest | 2-6 | 19 | 14 | 12 | 16 | 10 | 8.4 | 260 |
3mm/3mm organic light antishock vest | 2-6 | 18 | 14 | 11 | 10 | 8 | 5.5 | 150 |
6mm heavy personal vest | 2-6 | 22 | 17 | 14 | 12 | 10 | 8.4 | 280 |
6mm / 1.5mm reflective personal vest | 2-6 | 22 | 19 | 16 | 14(18) | 11 | 10.5 | 500 |
4mm / 4mm organic antishock vest | 2-6 | 21 | 18 | 15 | 13 | 9 | 7.2 | 200 |
4mm / 4mm / 2mm organic antishock reflective vest | 2-6 | 21 | 21 | 17 | 15(21) | 11 | 10.1 | 490 |
3mm standard sleeves & leggings | 7-10 | 12 | 9 | 7 | 6 | 10 | 8.4 | 190 |
3mm reflective sleeves & leggings | 7-10 | 14 | 10 | 8 | 7(9) | 11 | 10.5 | 330 |
4mm standard sleeves & leggings | 7-10 | 16 | 11 | 9 | 8 | 11 | 11.2 | 250 |
4mm reflective sleeves & leggings | 7-10 | 18 | 13 | 11 | 9(12) | 12 | 14.0 | 440 |
3mm / 2mm antishock sleeves & leggings | 7-10 | 17 | 12 | 10 | 9 | 11 | 10.1 | 200 |
3mm / 2mm / 1mm antishock reflective sleeves & leggings | 7-10 | 17 | 13 | 11 | 10(13) | 12.9 | 12 | 390 |
6mm standard helmet | 1 | 22 | 17 | 14 | 12 | 5 | 2.8 | 30 |
6mm reflective helmet | 1 | 22 | 19 | 16 | 14(18) | 6 | 3.5 | 50 |
7mm reflective helmet | 1 | 24 | 23 | 18 | 16(21) | 7 | 4.1 | 60 |
8mm standard helmet | 1 | 26 | 23 | 19 | 16 | 6 | 3.7 | 40 |
4mm / 4mm / 2mm antishock reflective helmet | 1 | 21 | 21 | 17 | 15(21) | 6 | 3.4 | 50 |
5mm / 5mm antishock helmet | 1 | 23 | 23 | 19 | 16 | 5 | 3.0 | 30 |
5.25 TL15 Armor
Armor
Type |
Location |
|
Enc.
Rating |
Mass |
Cost |
|||
Sharp | Blunt | Pierce | Energy | |||||
1mm reflex armorcloth | 2-10 | 10 | 4 | 3 | 2 | 7 | 4.2 | 440 |
2mm reflex aromorcloth | 2-10 | 14 | 9 | 6 | 4 | 10 | 8.4 | 880 |
2mm/.5mm reflective armorcloth | 2-10 | 14 | 10 | 7 | 5(6) | 11 | 10.5 | 1550 |
3mm reflex armorcloth | 2-10 | 17 | 13 | 9 | 6 | 11 | 12.6 | 1330 |
4mm/1mm reflective light personal reflex vest | 2-6 | 20 | 20 | 14 | 10(13) | 9 | 7.0 | 660 |
4mm/1mm reflective light personal armor | 2-10 | 20 | 20 | 14 | 10(13) | 14 | 21.0 | 1550 |
4mm / 2mm thermal reflex personal vest | 2-6 | 20 | 20 | 15 | 15 | 10 | 8.4 | 260 |
3mm/3mm organic light antishock reflex vest | 2-6 | 19 | 19 | 15 | 10 | 8 | 5.5 | 310 |
6mm personal reflex vest | 2-6 | 24 | 24 | 18 | 13 | 10 | 8.4 | 570 |
5mm / 2.5mm thermal reflex personal vest | 2-6 | 22 | 22 | 19 | 19 | 11 | 10.5 | 1180 |
3mm reflex sleeves & leggings | 7-10 | 17 | 13 | 9 | 6 | 10 | 8.4 | 380 |
3mm thermal reflex sleeves & leggings | 7-10 | 17 | 16 | 12 | 11 | 11 | 12.6 | 950 |
4mm reflex sleeves & leggings | 7-10 | 19 | 17 | 12 | 9 | 11 | 11.2 | 510 |
4mm thermal reflex sleeves & leggings | 7-10 | 20 | 20 | 15 | 15 | 13 | 16.8 | 1260 |
6mm reflex helmet | 1 | 24 | 24 | 18 | 13 | 5 | 2.8 | 60 |
6mm reflex thermal helmet | 1 | 24 | 24 | 23 | 23 | 7 | 4.2 | 150 |
5mm thermal reflex body armor | 1-10 | 22 | 22 | 19 | 19 | 16 | 35.0 | 2890 |
6mm thermal reflex LCA | 1-10 | 24 | 24 | 23 | 23 | 17 | 41.9 | 3470 |
7mm / 3mm thermal reflex LCA | 1-10 | 26 | 26 | 26 | 25 | 17 | 46.6 | 3700 |