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Weapons - Small Arms and Heavy Weapons (RDF & ASC)

Dannigan

Kaerri's Man. =)
Supporter
BIG THANKS to Sherwood for allowing me to copy the text from his games into this one (saving me a tremendous amount of time and typing)!


Robotech Defense Force personal arms and heavy weapons list

MP-84 Machine Pistol – Standard sidearm of officers, pilots and vehicle crews in the UEDF.

Weight: 2.8 lbs
Range: 165 feet
SDC Damage: 3d6 SDC per single round, or 1d6x10+5 SDC damage for a five round burst.
Rate of Fire: Single shot or five round burst. Each single shot or burst counts as a single attack.
Payload: 20 round box magazine is standard, but a 60 round drum is available
Note: The MP-84 has a folding stock that provides a +1 to Strike when used
Note: No picture available.

LP-3 Laser Pistol
A handgun available to RDF elite.
Weight: 1 1/2 pounds (.7 kg)
Range: 200 feet.
S.D.C. Damage: 4d6 per blast. Does not inflict Mega-Damage.
Rate of Fire: Equal to the character's total number of attacks per melee round.
Payload: 10 shot E-clip.
Note: I added this pistol from Robotech 1st Edition (page 79, thanks Psychie!) as we did not have an S.D.C. energy pistol yet in the game. I added the model number (LP for Laser Pistol). Also, I do not like the look of the pistol in the 1st Edition book, so in order to make a weapon worthy of the RDF elite, I am altering it to look more like this:


M-21 Assault Rifle – Standard issue assault rifle used by the UEDF, complete with an underslung grenade launcher. It is capable of firing conventional rounds as well as Saboted Light Armor Piercing (SLAP) rounds for hard armored targets.
Weight: 6.9 lbs
Range: 1,312 feet for the rifle, 800 feet for the grenade launcher.
SDC Damage: 4d6 SDC for a single round, 2d4x10 SDC for a five round burst.
MDC Damage: 1d6 MD for a single round of SLAP, 3d6+6 MD for a five round burst. 25mm grenades do 5d6 MD to a 10 foot radius, fired one at a time.
Rate of Fire: Single shot or five round burst count as a single melee attack.
Payload: 50 round box magazine. The grenade launcher carries three grenades and can be reloaded by hand in 15 seconds (one melee round).


[SIZE= 1.3rem](Image credit: mechajournal.com )[/SIZE]

Shotguns
Weight: 6 lbs
Range – Sawed off: 60 feet, Hunting: 200 feet, Police/Military 300 feet
Damage – Buckshot: 2d6 SDC to a 10 foot radius, Light Shot: 3d6 SDC, Medium Shot: 4d6 to 5d6 SDC, Heavy Shot/Large Bore: 6d6 SDC
Typical Payload: 2-6 in common shotguns, 20, 50 and 100 round drum magazines for police and military use are available

T-9 12.7mm Pump Pistol
The T-9 Pump Pistol is a powerful handgun originally designed for settlers who were repopulating the wastelands following the First Robotech War with the Zentraedi. They had to have a reliable, easy to use weapon that was effective against both human and rogue Zentraedi raiders. It had to be durable, utilitarian and have significant stopping power.

The T-9 uses large 12.7 mm slugs for smaller targets, and can fire explosive ammunition for larger or armored targets. Its pump action design keeps the weapon simple and easy to use, clean and repair. It has a side-loading, six-round magazine that virtually eliminates the possibility of jamming and can be fired comfortably one- or two-handed, although it has better balance when fired with both hands. It was originally sold with a survival knife (1D6 S.D.C. damage) that fit into the accompanying holster

Weight: 4.5 pounds (2 kg).
Range: 800 feet (244 m).
Mega-Damage: Standard 12.7 mm solid slugs do 5D6 S.D.C. damage, but explosive shells do 2D6 M.D.
Rate of Fire: Single shot only. Each shot uses one melee attack.
Payload: 6 rounds per clip.
Bonus: +1 to strike when fired with both hands; -1 to strike when fired one-handed, unless the character has a P.S. of 22 or greater.
Note: While pictures of this weapon exist, I cannot find any on the Internet.

M-223 5.56mm Light Machine Gun
Weight: 16.5 lbs for the weapon unloaded with bipod. A 200 round belt of 5.56mm weighs 5.2 lbs
Range: 4,000 feet
SDC Damage: 1d6x10 SDC for a 20 round burst.
MDC Damage: 2d6 MD for a 20 round burst of 5.56 SLAP
Rate of Fire: Can only fire 20 round bursts; each burst counts as one melee attack
Payload: Typically a 200 round belt; triple the payload when mounted on a vehicle
Note: No picture available.

M-225 7.62mm Medium Machine Gun
Weight: 27.6 lbs for the weapon and bipod, a 500 round belt weighs 25 lbs
Range: 4,000 feet
SDC Damage: 6d6 SDC for a single round. 2d6x10 SDC for a 20 round burst
MDC Damage: 1d6 MD for a single round of SLAP. 1d4x10 MD for a 20 round burst
Rate of Fire: Single shot or 20 round burst. Either mode counts as one melee attack
Payload: 500 rounds of 7.62mm in a disintegrating link belt. Double this when mounted on a vehicle
Note: No picture available.

M3A2M .50 Caliber Heavy Machine Gun
Weight: 84 lbs for an unloaded weapon, the tripod adds another 44 lbs. A 500 round belt is 125 pounds.
Range: 5,000 feet
SDC Damage: 1d6x10 SDC for a single round. 4d6x10 SDC for a 20 round burst
MDC Damage: 2d6 MD for a single round of SLAP. 1d8x10 MD for a 20 round burst
Rate of Fire: Single shot or 20 round burst. Either mode of fire uses one melee attack
Payload: 500 rounds of ball or SLAP in a disintegrating belt. Double this when mounted on a vehicle
Note: No picture available.

RL-1 Light Anti-Armor Weapon
The RL-1 is a small, man portable anti-armor weapon designed for Destroid and Veritech pilots when out of their mecha. Roughly the size and shape of an M-79 grenade launcher, it fires 60mm folding fin rockets from a five round magazine.
Weight: 10 lbs
Range: 1,148 feet
Mega Damage: Any type of mini-missile can be fired. The most common are High Explosive or Fragmentation that inflict 5d6 MD, or HEAP that do 1d6x10 MD.
Rate of Fire: One at a time. Each rocket uses a melee action to fire.
Payload: 5 rockets in a spring loaded magazine.
Note: Laser targeting systems provide the RL-1 a +2 to Strike.


(Image credit: mechajournal.com )

Mk.25 40mm Automatic Grenade Launcher
Weight: 54 lbs for the weapon unloaded 24.48 lbs for a 48 round belt, 50 lbs for a 96 round belt
Range: 1,700 feet
Mega Damage: By grenade type. Common loadouts are here:
AP/F (Anti Personnel Fragmentation): 4d6 MD to a 12 foot radius for a single shot. 2d6x10 to a 24 foot radius with a six grenade burst.
HEAP (High Explosive Armor Piercing): 6d6 MD toa three foot radius for a single shot. 3d6x10 to a 8 foot radius with a six round burst.
Tear Gas: Victims roll to make a save vs non-lethal poison (16 or higher). A failed roll to save means the victims' eyes water and burn, they lose half their melee attacks and are at a -3 on initiative and -10 to strike, parry, dodge and all other combat bonuses for 3d6 rounds (half that time outdoors with a steady wind). Creates a cloud of tear gas with a 25 foot radius.
Smoke: Creates a thick cloud of smoke, 40 feet in radius. Smoke grenades come in the colors blue, red, yellow, white and black. Smoke may be used to mark a target or extraction area, or for cover. Enemies shooting into a cloud of smoke where specific targets cannot be seen is the same as shooting wild and has all the same penalties. Those inside the smoke could not protected by environmental body armor, gas masks, or other breathing apparatus suffer a penalty of -5 to strike, parry and dodge, and a -1 on initiative. Note: Infrared and thermal optics cannot penetrate smoke, but passive nightvision scopes and optics do.
Rate of fire: Each single shot or burst uses one attack
Payload: 48 or 96 40mm grenades in a disintegrating link belt.
Note: No picture available.

Mk.17 Anti-Armor Missile Launcher
Weight: The launcher weighs 55 lbs and each missile weighs 46.6 lbs
Range: By short range missile type; typically 3 to 5 miles
Mega Damage: By warhead type; standard load is High Explosive Armor Piercing that does 2d6x10 MD
Rate of Fire: Singly or in volleys of two, four or all.
Payload: Six short range missiles.
Bonuses: the Mk.17 uses a laser guidance system and is +2 to strike ground-based targets.
Note: No picture available.

M440 60mm Mortar
The M440 is unique for a mortar design in that it comes as one piece, with the tripod built into the sides of the cannon, nor does it require a base plate. This makes set up as quick as three actions (two to deploy and one to set the range), and breaking it down is as simple as picking it up off the ground and folding the legs back against the launch tube. While the M440 can be fired by one person, it is most effective when used by a two-man team. W.P. Heavy Military Weapons is required to operate this mortar with any accuracy. Characters without this W.P. skill are -6 to strike.

Purpose: Anti-Fortification and Anti-Personnel.
Weight: 15 pounds (6.8 kg).
Range: One mile (1.6 km).
M.D.C.: Varies by shell type.
High Explosive (HE) shells: 1D6x10 M.D. to a 6 foot (1.8 m) blast radius; Plasma Gel (PG shells do 4D6 M.D. to an 8 foot (2.4 m) blast radius on impact and continue to bum for 1D4+1 melee rounds, doing 2D6 M.D. each round; in addition, there are Smoke Cartridge shells used for screening, signaling or marking targets, Standard Illumination shells which launch powerful flares that light up a night battlefield are also available.
Rate of Fire: It takes a lone operator two melee attacks to fire each shell, however a two-man team can launch five shells per melee round.
Payload: Each shell is dropped into the mortar immediately before firing. The ammo-bearer can carry a backpack with up to 15 shells. The shells are also often stored in crates of 60, particularly when the mortar is fired from the back of a flatbed truck or other vehicle which can quickly drive away after firing several rounds.
Bonus: +1 to Strike
Note: No picture available.


Army of Southern Cross personal armaments list

Pistols

LP-09 9mm Laser Pistol
The newly designed LP-09 is becoming the standard energy side arm of the ASC. Made of lightweight polymers and ceramics, this weapon is accurate, reliable, and easy to care for.
Weight: 2lbs
Range: 1,000 feet
Mega Damage: 2d4+1 M.D.
Payload: 24 blasts per rechargeable energy magazine

LP-10H Heavy Laser Pistol

The 10H is a heavier yield version of the LP-09. The barrel is a bit shorter than the standard barrel, but is wider and more heavily insulated.
Weight: 2lbs
Range: 950 feet
Mega Damage: 2d6+2 M.D.
Payload: 16 blasts per rechargeable energy magazine

IPP-5 10mm Ion Pistol
This large frame, 10mm ion weapon is more submachine gun than pistol. The IPP-5 is rugged, heavy and sealed against sand and dust to better survive in harsh environments.
Weight: 7lbs
Range: 700 feet
Mega Damage: 1d8 MD for a single blast, 3d8 MD for a three pulse burst.
Payload: 30 single shots or 10 bursts per magazine

IPP-5H Heavy Ion Pulse Pistol
With a wider barrel and higher capacity energy regulator than the standard IPP-5, the IPP-5H has nearly twice the penetration and stopping power of its smaller sibling.
Weight: 7lbs
Range: 600 feet
Mega Damage: 2d6 MD for a single blast, 6d6 MD for a three round burst
Payload: 21 single shots or 7 bursts.

LPP-2H Plasma Pistol
The LPP-2H fires a wide, flat beam from the weapon. It does damage to everything within three feet of its blast.
Weight: 5lbs
Range: 400 feet
Mega Damage: 3d8 MD
Payload: 10 shots per energy magazine

Rifles and Carbines

LAR-10 7.62mm Laser Assault Rifle
The LAR-10 is the infantry standard battle rifle of the ASC ground and aerospace forces. It comes standard with a built-in 4x magnification scope with integrated red-dot sight, a telescoping butt stock and a high strength tactical sling.
Weight: 9lbs
Range: 2,000 feet
Mega Damage: 3d6 MD for a single blast, 1d4x10+6 for a three round burst
Payload: 40 single blasts or 14 pulse bursts per magazine

LAR-10C Laser Carbine
This is a carbine version of the LAR-10, with a short barrel and optics calibrated specifically for Close Quarters Battle (CQB). It is issued mainly to vehicle crews, non-combat infantry and special forces teams.
Weight: 5.25lbs
Range: 1,400 feet
Mega Damage: 4d6+2 M.D. per single blast
Payload: 33 blasts
Bonuses: +1 to strike on an aimed shot at any range. At distances under 500 feet, this bonus is increased to +2.

LAR-10L 7.62 Laser Sniper Rifle
This is a “Long Rifle” version of the LAR-10. It fires single shots only, and is not well suited for combat at ranges closer than 2,000 feet.
Weight: 7lbs
Range: 3,200 feet
Mega Damage: 4d6 MD for a single shot.
Payload: 16 shots per energy clip
Note: The optics of the LAR-10L give it a +1 to strike at ranges over 2,000 feet.

LAR-12 5.56mm Light Laser Assault Weapon
It is a selective fire, 5.56mm laser rifle that is very accurate but has slightly shorter range and a bit lower yield than the LAR-10.
Weight: 7lbs
Range: 1,900 feet
Mega Damage: 4d4 MD for a single shot, 6d6+3 for a three round burst
Payload: 36 single shots or 12 bursts
Bonus: +1 to strike

LAR-12S Sharpshooter Sniper Rifle
The Sharpshooter variant of the LAR-12 is a dedicated sniper rifle.
Weight: 7lbs
Range: 3,000 feet
Mega Damage: 4d6 MD
Payload: 14 blasts
Note: The optics have an integrated 20x magnification with an illuminated reticle and give the weapon a +1 to strike at ranges over 2,000 feet.

M-55 Wolverine Assault Rifle
The Wolverine is a select fire assault rifle issued as the main infantry weapon to Marine platoons. The weapon fires either 5.56mm caseless ammunition or 5.56mm HEAP rounds. It also has an optional under-barrel 25mm grenade launcher.
Weight: 10lbs
Range: Rifle 2,000ft, Grenade Launcher 1,200 feet
S.D.C. Damage: 4d6 S.D.C. for a single rifle round, 1d4x10 S.D.C. for a three round burst
Mega-Damage: 2d4 M.D. for a single HEAP round or 4d4 M.D. for a three round burst of HEAP rounds
25mm Grenades do 4d6 M.D. to a 10 foot area
Payload: 96 round box magazine capable of 32 bursts of S.D.C. or HEAP rounds. The grenade launcher attachment carries 4 grenades. It takes 1 melee round to reload all four grenades.

Heavy Weapons

HLW-6 Heavy Laser Squad Support Weapon
The first successful energy Squad Assault Weapon (SAW) built by the ASC designers.
Weight: 37lbs
Range: 4,000 feet
Mega Damage: 1d4x10+5 MD for a rapid fire burst
Payload: Six bursts per magazine. A wearable power pack can also be connected to the HLW-6 to extend its capacity. The power pack is a rechargeable, high output capacitor that connects to the rear of a trooper’s utility belt or beneath a standard daypack or combat patrol pack. It holds enough energy for an additional 20 bursts.
Note: A PS of at least 17 is needed or must have the WP Heavy MD Weapons skill to use this weapon without penalty. All others are -3 to strike.

HPW-6 Heavy Plasma Squad Support Weapon
Another heavy, rapid-fire weapon based on the HW-6 frame, the HPW is a three-barreled rotary cannon that fires searing bolts of plasma energy. This weapon packs a heavier punch than the HLW-6, but uses more energy and is less accurate.
Weight: 30lbs
Range: 1,650 feet
Mega Damage: 1d8x10+6 for a rapid-fire energy burst
Payload: Three bursts per energy magazine. A wearable power pack, the same as the HLW-6, can also be connected to the HPW-6 to extend its energy capacity and provide an additional 10 bursts.
Note: Soldiers need a PS of at least 17 or must have the WP Heavy MD Weapons skill. All others are -2 to strike.

XHCPW-6 Heavy Particle Squad Support Weapon
Taking a page from the Zentraedi playbook, this experimental support weapon is the ASC’s first man portable charged particle weapon. It’s unwieldy, high maintenance and uses an incredible amount of energy, but has an incredibly high damage yield for a single shot weapon and has the added bonus being able to knock targets flat. Relatively rare.
Weight: 34.3lbs
Range: 1,200 feet
Mega Damage: 1d6x10+12 for a single blast. When striking a humanoid target under ten feet tall or 1,500 lbs, there is a 40% chance that the target is knocked off its feet. Victims knocked down lose initiative and one attack as they struggle to their feet.
Payload: Three blasts per energy magazine. A wearable power pack, same as the HLW-6, adds an additional 9 blasts.
Note: Solders need a PS of at least 17 or must have the WP Heay MD Weapons skill. All others are -3 to strike.

RL-6 60mm Light Repeating Rocket Cannon
The RL-6 is a light anti-armor weapon that fires 60mm mini-missiles.
Weight: The weapon weighs 16 pounds. A fully loaded magazine weighs around 8 pounds.
Range: One mile
Mega-Damage: By mini-missile type. Standard load is HEAP rounds which deal 1d4x10 per missile.
Rate of Fire: One missile per attack
(GM Note: Where's its payload?)

D-30 Cobalt Grenades
Weight: 0.5 lbs
Mega Damage: 3d6 MD
Blast Area: 15 feet

D-40 Cobalt Limpet Mine
This explosive mine is very compact, less than a foot long, and includes the explosives, detonator and timer. The timer is digital and can be set from 30 seconds to 60 minutes and can be stopped up to 5 seconds before detonation. The back is coated in a high-powered adhesive with a peel-off cover and will pretty much stick to anything.
Weight: 5 lbs
Mega Damage: 1d6x10 MD
Blast Radius: 20 feet

Mk.25 Automatic 40mm Grenade Launcher
This is a heavy weapon that can normally be mounted on combat jeeps and trucks as a gunner operated assault weapon.
Weight: 54 lbs for the launcher; add 25 lbs for a 48 round belt, or 50 lbs for a 96 round belt
Range: 1,700 feet
Mega Damage: By grenade type, typical loadouts include:
AP/F (Antipersonnel/Fragmentation) - 4D6 MD to a 12 foot radius for a single shot, 2d6x10 to a 24 foot radius with a six grenade burst
HEAP (High Explosive Armor Piercing) - 6d6 MD to a three foot radius for a single shot, 3d6x10 to an 8 foot radius with a six shot burst
Payload: 48 or 96 round 4omm grenades in a disintegrating link belt.
Note: Solders need a P.S. of at least 17 or must have the W.P. Heay M.D. Weapons skill. All others are -3 to strike.
 
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