Individual weapons:   Posted by Gunny Spooky.Group: 0
Gunny Spooky
 GM, 5 posts
 Head Drill Instructor
 Pain is the new normal
Thu 15 Sep 2016
at 20:23
Individual weapons:
Every marine is a rifleman, right? Though game books mention some projectile weapons (Guns), I feel that there is no way a rifleman with an M16 could drop a Challenger tank, so they will not be used. So you're not coming out of the bathroom with just your dick in your hands, here's some basic weapons:

Rifles:

M-30 Wolf multiple weapon system:
This is actually what the wolf/hound pistol is called, as is the rifle conversion with stock and barrel. This used to be called the Wolverine Assault Rifle. It does not use protoculture energy. The M-30 Wolf is the standard rifle for the Marine Corps, and is issued to flyers as a survival weapon.

M-30 “Wolf” Modular Energy Weapon System


Weight:  4 pounds (1.8 kg.) as pistol, 9 pounds (4.3 kg.) as a rifle.
Range
Pistol: 800 feet (243.8 m.)
Rifle: 1700 feet (518 m.)

SDC-Damage: 1D6 SDC for single round or 3D6 SDC for a three round burst.
MDC-Damage
Pistol: 1D6 MD for single shot, or 2D6+2 MD for three round burst.
Rifle: 2D6 MD for single shot, or 4D6 MD for a five round burst.

Rate of Fire
Pistol: Single shot or three round burst shots count as one action.
Rifle: Single shot or five round burst shots count as one action.

Payload: 2000 SDC rounds, 622 MD Pistol Shots, 311 MD Rifle Blast, or 62 MD Rifle Burst.
MDC of the Weapon Itself: 12 MDC

The Fal-2 Carbine:
This is a compact weapon favored by special operations. It's light, compact and packs a nice punch.It does not do SDC damage, so it's not as suitable as a survival weapon as the M-30, which has minimal damage ratings.Not a protoculture weapon.
Weight: 6 lbs (2.7 kg)
Range: 1,900 ft (579 m)
Mega-Damage: 3D6 single shot, or 6D6 for a three round burst
Rate of Fire: each single shot or burst count as one melee action
Payload: 290 single shot, or 96 burst
MDC of the Weapon Itself: 32 MDC

EU-5 Rifle:
A heavier rifle normally standard issue used by the VR-011 Cyclone. It may also be used dismounted as a heavy infantry weapon. Users need a PS of 22 or higher to effectively use this weapon standing, and without a bipod, and is -2 to strike. Bipods negate this penalty, if fired from prone position. This is a protoculture-powered weapon.
Weight: 12 lbs (5.4 kg)
Range: 2000 ft (610 M)
Damage: 2d4 single shot 5d6 for burst
Payload: 50 single shot, 10 5 round bursts
MDC: 25
Bonus: +1 strike in cyclone battloid for single shot only.

Sniper Weapons:
These weapon systems are both Southern Cross issue for snipers and DM's. They are issued to snipers in the REF. No other Southern Cross weapons were available at the time of departure.

LAR-10L
Weight: 7 lbs. (3.2 kg)
Range: 3,200 feet, (975.4 m)
Mega Damage: 4d6
Rate of Fire: Single shot only
Payload: 16
Bonuses: Optics afford a +1 to strike at ranges of 2000 feet or greater.


LAR-12S Designated marksman's rifle
Weight: 7 lbs. (3.2 kg)
Range: 2,500 feet, (975.4 m)
Mega Damage: 4d6
Rate of Fire: Single shot only
Payload: 20
Bonuses: Optics afford a +1 to strike at ranges of 1500 feet or greater.

Standard Sidearm:
The standard sidearm for officers, and SOG marines seeking a backup on the ground is the SAL-9 Laser pistol. It's rugged, non-protoculture, light weight, has good range and good stopping power. It's main drawback is its slightly oversized frame.
Weight: 4lbs (1.8 kg)
Range: 1,000 feet (305 m)
Damage: 1d6 for single shot
Rate of Fire: Single shots only
Payload: 40 blasts

Optics and Customizations:
Genesis Climber Mospeada was created and aired in the early 1980's. The SOPMOD kits we see on M4's in the real world were far from dreamed of. Even in "The Terminator" Arnold had a cable running up his sleeve and behind him to an auto battery to make the laser sight work on his AMT Hardballer. I am going to allow modifications like the SOPMOD kits used now.

Options include:
Illuminator: Visible or IR
Laser aimer: +1 up to 1,000 feet (IR or Visible)
Grenade Launcher M320 (single shot: Smoke, teargas, smoke, flare or cobalt grenade (3d6 damage, 15 ft blast radius) 250 ft range.
M26 shotgun: Breaching rounds (no damage), Buckshot: 4d6 SDC and Slug: 5d6 sdc, 20 ft range)
Foregrip/grip pod: +1 to aimed shots
Mini night sight
Holo sight: +1 up to 1000 feet, X4 magnification
TeleSight: +1 strike over 1500 feet X20 magnification

This message was lightly edited by the GM at 04:17, Sat 01 Oct 2016.