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Automatic Weapons are a category of Projectile Weapons. They are essentially modern firearms and field artillery in that they use a chemical reaction to propel an unguided projectile to the target.

Fully automatic weapons Edit

Star Frontiers Automatic Pistol

PGC-9 automatic pistol with extended clip.

Fully automatic weapons are capable of single shots or burst fire at the flip of a switch. On many worlds, they are considered military or paramilitary weapons, and their possession or carrying may be regulated or prohibited. Examples of fully automatic weapons are:

Semiautomatic weapons Edit

Automatic Rifle

Semi-automatic rifle.

Semiautomatic weapons are only capable of single shots and lack the burst fire setting of fully automatic firearms. Examples of semiautomatic weapons are:

Ammunition Edit

Many modern models use non-reloadable bulletclips that are self-contained with projectiles, propellant and a small battery to interface with the pistol's ammo reader. Other models use reloadable magazines that use cased ammunition.

Protection Edit

Skeinsuits and inertia screens reduce bullet damage by half. If a skeinsuit and an inertia screen are used together, damage is reduced to one-fourth the amount rolled.

Table of Automatic Weapons Edit

Weapon Skill Damage Ammo RoF Defense Range Cost Mass Ammo
Hold-Out Pistol, Light Projectile (+0) 1d10 4 1 Inertia 5/8/12/30/- 50 (1) .5 Pistol Cartridge
Hold-Out Pistol, Heavy Projectile (+0) 2d10 2 1 Inertia 5/8/12/30/- 75 (1) .5 Heavy Pistol Cartridge
Semiautomatic Pistol Projectile (+0) 1d10 20 3 Inertia 5/15/30/60/150 150 (2) 1.5 Pistol Cartridge
Semiautomatic Pistol, Heavy Projectile (+0) 2d10 10 3 Inertia 5/15/30/60/150 150 (2) 2 Heavy Pistol Cartridge
Automatic Pistol Projectile (+0) 1d10 20 3 Inertia 5/15/30/60/150 200 (2) 2 Pistol Cartridge
(burst fire mode) Projectile (+20) 5d10 + 1d10 per additional target (burst uses 10 rounds) 1 Inertia 5/15/30/60/150
Semiautomatic Rifle Projectile (+0) 1d10 20 3 Inertia 10/40/100/150/300 200 (5) 4 Rifle Cartridge
Semiautomatic Rifle, Heavy Projectile (+0) 2d10 20 3 Inertia 10/40/100/150/300 250 (7) 4 Heavy Cartridge
Automatic Rifle Projectile (+0) 1d10 20 3 Inertia 10/40/100/150/300 300 (5) 4 Rifle Cartridge
(burst fire mode) Projectile (+20) 5d10 + 1d10 per additional target (burst uses 10 rounds) 1 Inertia 10/40/100/150/300
Advanced Combat Rifle Projectile (+0) 2d10 20/30/40 3 Inertia 12/50/120/180/350 500 (7) 4 Heavy Cartridge
(burst fire mode) Projectile (+20) 7d10 + 1d10 per additional target (burst uses 10 rounds) 1 Inertia 12/50/120/180/350
Machine Gun, man-portable Projectile (+20) 10d10 + 1d10 per additional target 200 (burst uses 20 rounds) 1 Inertia -/70/200/500/1000 2,000 (50) 20 (4) Rifle Cartridge
Machine Gun, vehicle-mounted Projectile (+20) 15d10 + 1d10 per additional target 200 (burst uses 20 rounds) 1 Inertia -/100/350/700/1,500 3,000 (125) 22 (12) Heavy Cartridge

All items (7)

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