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Weapon Options

[Garin]Garin Machine Pistol

[M-23]M-23 Battle Rifle

During the war with the Boomers, the UN and Dr. Stingray have developed many new weapons intended for use with hardsuited soldiers. The weapons' designs do away with many features required for a non-hardsuited operator such as shoulder stocks, sights, etc. The weapons are ruggedized and rounded for rapid deployment and to prevent catching on obstructions. Sights and scopes are integrated into the hardsuits sensor systems. These new weapons are very powerful and can make even the weakest man the equal to the toughest boomer on the battlefield, so long as he is in a hardsuit.

Weapon

WA

RNG

DMG

ROF

Ammo Capacity

CP

Spaces

Weight

B-MOD

Special Notes

Garin Machine Pistols

+1

400m

11DC

5

30AP

7.3

0.5

3.2kg

-0.32

 

Clip

       

30AP

1.25

0.3

0.8kg

-0.08

 

M-23 Battle Rifle

+0

 500m

17DC
(1.2K)

5

50 AP

8.1

1.04

6.0kg

-0.6

 

Clip

       

50AP

2.0

0.5

1.22kg

-0.122

 

 AR-14 Azrek Laser Carbine

+1

700m

20DC
(1.4K)

40

400

8.5

1.1

7.5kg

-0.75

 

Clip

       

400

0.2

0.2

0.5kg

-0.05

 

 Galant Mini-gun

+0

 450m

14DC
(1K)

 40

600

20.2

1.72

32.5kg

-3.25

May be used against missiles.

Clip

       

600

1.75

1.75

4.4kg

-0.44

 

Dragon Rocket Launcher

+0

975m

2K

1

5 HEAP

16.6

2.52

10.5kg

-1.05

 Blast Radius = 2m

Clip

       

5 HEAP

10

0.312

0.78kg

-0.078

 

 GR-105 Scorpion Grenade Launcher

 +0

600m

21 DC
(1.5K)

1

10 HEAP

14.1

0.96

5.25

-0.525

Blast Radius = 1m 

Clip

         

9.7

0.4

1.0kg

-0.1

 

 M-23/GR-105

 +0

 500m

17DC
(1.2K)

5

50 AP

15.3

1.4

9.725

-0.9725

Machinegun with attached Grenade Launcher 

Clip

       

50AP

2.88

0.72

1.8kg

-0.18

 

 

 +0

600m

21 DC
(1.5K)

1

3 HEAP

 

 

 

 

Blast Radius = 1m 

Clip

       

3 HEAP

2.89

0.12

0.3kg

-0.03

 

B-MOD is added together and subtracted from the suit's wearer's Reflexes and Dexterity. Thus, one Garin Machine Pistol isn't so bad at -0.52 B-MOD, but two would total -1.04, which would reduce the wearer's Reflexes and Dexterity by 1. Spaces represents how many spaces are required to mount the weapon to the hardsuit's detachable hardpoints (which keep the hands free). It also represents whether the weapon can be fired one-handed, two-handed, or must be used with a tripod or braced. An arm may carry and use as many Spaces worth of weapon as it has Hits in the arm divided by 25. Therefore, a 15 Hit arm may carry a weapon that requires 0.6 spaces. Hand-held weapons are vulnerable to "Grab" maneuvers. Two arms can carry large weapons. For example, a large rifle costs 3.0 CP. Two 40 Hit arms, each with 1.6 Spaces, may carry the large weapon two-handed. Heavy or Superheavy hydraulics multiply the amount of spaces an arm can carry.

Space requirements can be reduced for 0.5 CP per Space (or 0.05 per 0.1 Space) added to the cost of the weapon. For example, a 5.0 CP weapon normally requires 5.0 spaces. The Space Requirements for that weapon are reduced by 2.5 Spaces, thus increasing the cost of the weapon to 6.25 CP.

Use the following table to determine handedness:

StrengthUnscaled Kills/Spaces
per Arm
Scaled Spaces
per Arm
1/10 scale (Hardsuits, people)
120.2
230.3
340.4
450.5
560.6
670.7
780.8
890.9
9101.0
10*111.1
11*121.2
1/5 scale (motorslaves, V3 Hardsuits)
720.4
730.6
840.8
851.0
961.2
971.4
10**81.6
1091.8
11102.0
11112.2
12122.4
* Old style and UN hardsuits.
** V3 Hardsuits have superheavy hydraulics and their allowable carried spaces are doubled to 3.2 per arm.