Last Updated 3 January 2002.
*The Aimed Fire DM equals the range number whose upper limit equals but does not exceed the weapon's maximum range.
Range Number:
0
1
2
3
4
5
6
7
Flamethrower
Easy
Avg
Diff
Form
Stag
Imp
Imp+3
Imp+6
1D
2D
3D
4D
5D
6D
7D
8D
Name
TL
Aim
DM*Ammo
NotesRnds
Pen/
AttenDmg
Max
RangeClose
<1mShort
<3mMed
<45mLong
<300mVLong
<600mDist
<1.5kmVDist
<3kmSubR
<50kmAuto
TgtsDngr
SpcSig**
Recoil
Flamethrower
5
+2
fire
10
--
10
50 m
--
--
--
--
--
--
--
--
--
3
Hi
Med
Mines
APERS Mine
5
--
HE
--
TL+2/-
8
--
TL+2
--
--
--
--
--
--
--
--
1.5
Med
--
Bounding APERS
5
--
HE
--
TL+2/-
8
--
TL+2
TL+2
--
--
--
--
--
--
--
6
Med
--
Anti-Tank Mine
5
--
HEAP
--
TLx3/-
40
--
TLx3
TLx3
TLx3
--
--
--
--
--
--
30
Hi
--
Chemical Mine
5
--
***
--
--
***
--
--
--
--
--
--
--
--
--
--
18
Med
--
Trip-Wire Mine
5
--
HE
--
TL+2/-
7
--
TL+2
TL+2
--
--
--
--
--
--
--
3
Med
--
5
--
signal
--
--
1
--
--
--
--
--
--
--
--
--
--
--
Hi
--
5
--
flare
--
--
1
--
--
--
--
--
--
--
--
--
--
50
Hi
--
Directional Mine
6
--
flech
--
TL+2/1
8
50 m
TL+2
TL+2
TL+2
½(TL+2)
--
--
--
--
--
6/50
Hi
--
Spooktek
Revolver, Silent (9mm)
7
+1
--
6
1/2
3
25 m
1
1
1
--
--
--
--
--
--
--
Low
Med/R
Magnum Revolver, Silent
(9mm)7
+1
--
6
2/2
3
30 m
2
2
2
--
--
--
--
--
--
--
Low
Med/R
Shotgun, Silent
7
+1
pellets
10
1/1
4
25 m
1
1
0
--
--
--
--
--
--
--
Low
Med
4 cm GL, Silent
7
+2
HE
2
7/-
8
100 m
7
7
7
7
--
--
--
--
--
3
Low
Med
Taser
7
+1
electricity
20
--
spl#
5 m
--
--
--
--
--
--
--
--
--
--
Med
Low
Paint Pistol (17mm)
7
+2
capsaicin
50
0/-
spl%
50 m
0
0
0
0
--
--
--
--
--
--
Low
Med/R
Personal Defence Aerosol
8
+1
capsaicin
25
--
spl%
10 m
--
--
--
--
--
--
--
--
--
--
Low
Med/R
Shotgun, Flamer
8
+2
fire
10
--
2
100 m
--
--
--
--
--
--
--
--
2
1.5
Hi
Med
M-100 Special Objectives
Firearm, Silenced (9mm)8
+2
--
30
3/2
3
100 m
3
3
3
1
--
--
--
--
0/1
--
Low
Med/R
8
+2
FMJ HLR
30
3/2
4
100 m
3
3
3
1
--
--
--
--
0/1
--
Low
Med/R
8
+2
HJHP XLR
30
4/2
4
100 m
4
4
4
2
--
--
--
--
0/1
--
Low
Med/R
**All Mines have a Low signature until detonated.
***Chemical Mine effects depend on the filler - lethal, non-lethal, persistent or non-persistent agents.
#Current paralyses target's nervous system, reducing DEX to 0 and causing unconciousness. After 10 mins, DEX returns at 1 point per 10 mins.
% If capsaicin (a cayenne pepper derivative or equivalent) hits a character not in enclosed armour, they must roll a Difficult check against their END or be rendered helpless, coughing and choking for 1D rounds.
Causes incendiary chemicals to ignite, spewing forth high-temperature metals in a fireball 1.5 m across and 100 m long. This lasts for three seconds, allowing the firer to sweep it from side to side in an arc up to 90 degrees. The firer must declare up to three (1-second-long) 1.5 m wide swaths in a 90 degree arc. All three may attack the same target, if desired. Roll to hit as normal, a miss indicating it went up in the air. Each swath that hits causes 2D damage to the target.
The Aimed Fire DM out to 25 m is +4 due to laser dot sight (requires IR goggles to receive this bonus at night). FMJ HLR = Full Metal Jacketed, High-Lethality Round; HJHP XLR = Half-Jacketed Hollowpoint, Extreme-Lethality Round. Autofire targets are for ROF 1 and ROF 3, respectively.
Stats for Flamethrower and Mines are taken from:
BRINES, Michael, "Mercenary Supermart", Challenge 68, GDW, Bloomington, IL, USA, 1993, p 20.
Stats for most Spooktek weapons are converted from GDW's "House System" stats presented in:
ANDRON, Roman J., "Spooktek", Challenge 61, GDW, Bloomington, IL, USA, 1992, pp 8, 9.
Stats for Taser are taken from:
BARRY, Kevin, "Taser", Challenge 40, GDW, Bloomington, IL, USA, 1989, p 33.
Stats for the M-100 SOF are converted from GDW's "House System" stats presented in:
MULKEY, Capt. Thomas E, "Murder Century", Challenge 61, GDW, Bloomington, IL, USA, 1992, p 10.