Gear: Induction Guns

Induction guns, also called coilguns, launch guns, or I-guns, use an electromagnet pulse to inductively launch a payload, which can be a bullet, slug, shot, warhead, or less-than-lethal options like a tangler or tear gas shell. The payload is surrounded by a superconductive jacket, sabot, or cup; the pulsed magnetic fields in the barrel push on this jacket to accelerate the payload. Launch guns are silent when fired and have no muzzle flash. If the Speed of the projectile is less than 80, the payload bullet is subsonic and also silent, making launch gun fire hard to pin down. Those with a speed of more than 80 make a sharp crack from their sonic boom.

The energy for launching a projectile is provided by a custom-sized button SMES at the back of the cartridge. This ensures that you don't need to worry about charging your gun's batteries as well as giving it ammunition.

The given damage is for a direct impact with the projectile, neglecting any effect of the warhead. Since many warheads are designed to be non-lethal, the speed can be dialed down to give less injury on a direct hit – this is listed as the "low-V" (for low velocity) setting in the weapon table.

In the Verge, asteroid mining makes gold and silver cheap. Since it is non-toxic as well as dense and malleable, gold-silver alloys are used instead of lead for bullets, slugs, and shot.

Induction Rifles

Induction rifles shoot bullets in superconductive jackets that are magnetically spun as they are launched in order to stabilize the bullet point-forward in flight.

Induction rifles are popular for hunting and self defense, where their larger bullets and ability to fire expanding bullets gives them an improved capability to rapidly incapacitate their targets – particularly when using expanding bullets. They generally lack the armor penetration capabilities needed for weapons of war, although the recent introduction of disruptor bullets might change this. As civillian weapons they usually have ergonomics optimized for aiming rather than rapid fire, with a down-turned stock and a stock grip.

DescriptionPenWoundAPROFAmmoBulkAimRCLStrSpreadDASpeedPSzSigMassPrice
Varmint I-Rifle11-2s30+1+3½+5-4-2+27150300-12½+93|0.12100|0.45
Hunting I-Rifle14+1-2s16+1+4½+5-1+0+27250250-11+94.5|0.2180|0.7
Mammoth I-Rifle18+1¾-2s4+1+5+5+1+0+27450120-10+106|0.18200|0.5

  • Varmint I-Rifle: A light and handy carbine-sized I-rifle for hunting small game. It fires a light-weight 5.5 mm bullet.

    Energy per shot: 3 kJ
    Projectile Mass: 3.5 g

  • Hunting I-Rifle: A popular rifle for taking medium to large game. It fires full-sized 8mm bullets at high speed for significant penetration and stopping power.

    Energy per shot: 5 kJ
    Projectile Mass: 10 g

  • Mammoth I-Rifle: This is a rifle for dropping the largest of game – elephants and mammoths and the like. It fires a relatively slow but massive 12.5 mm bullet for deep penetration. It's weight and punishing recoil make it unpopular for anyone who doesn't absolutely need it.

    Energy per shot: 6 kJ
    Projectile Mass: 40 g

Ammunition options

  • Bullets: A standard dumb projectile. It causes normal Pierce damage.

  • Dum-Dum Bullets: A bullet designed to expand after impact, causing a larger wound channel. Despite common misconceptions, dum-dums are not much worse at penetrating hard armor than standard bullets. Reduce Pen by 1 RS, increase Wound by +1, and give an additional -1 to AP. Cost is unchanged.

  • Armor-Piercing Bullets: A bullet made out of very dense, hard, tough materials, to allow it to better punch through armor. Armor-piercing bullets have AP of -2 RS if Speed is 200 or more, AP of -1 RS otherwise. Cost is increased by 3× the base cost. Bullets cannot be both armor-piercing and dum-dum.

  • Big Game Bullets: Most rifle bullets are designed to tumble in flesh, causing most of their damage when going sideways but limiting their penetration. When going after really big game, like rhinos or mammoths, hunters often prefer blunt-nose bullets that keep going straight after they hit. AP goes to +0, but RS Pen up by the change in AP and decrease Wound by the change in AP (so if the bullet normally has an AP -2, Pen 16, Wound +1½, a big game bullet for that gun would cause AP +0, Pen 32, Wound -½). DA decreases by 1 RS. Cost is unchanged.

  • Supercavitating Bullets: In water, normal bullets have only 1/1000th of their DA range. A supercavitating bullet can go much further underwater – their underwater DA range is 110th the listed DA range. They otherwise act like big game bullets. Supercavitating cannot also be dum-dum bullets. Their cost is increased by the base price.

  • Disruptor-Augmented Bullets: A bullet made out of a deflector-supported carboplast jacket over a dense (usually gold) core, housing a disruptor generator and a button SMES. Upon firing, the disruptor screen is activated. This gives a -5 AP and +3 to Wound. The shot will act as a tracer, providing a visibly obvious glowing blue-violet streak, producing a loud shriek, and near misses will give a tingling sensation – Sig increases by 4. Cost is is increased to 10× the base price.

    As usual with disruptor-based weapons, a disruptor bullet loses its disruptor-based AP against deflector screens.

Induction Pistols

Induction pistols use the same basic design as the induction rifles. However, their bullets tend to be slower, shorter, fatter, and higher calliber. Pistols, like all sidearms, are made for ease of carry, they lack the sheer power of a longarm. They are thus usually used where you need to have a gun with you at all times, where concealment is necessary, where a longarm would be too bulky in cramped quarters, or in other situations that make a longarm impractical. While convenient, they lack the ability of a longarm to punch through armor and they tend to cause fewer immediately incapacitating wounds. Induction pistols remain in use for self defense despite their difficulty with getting through armor because, when used with expanding bullets, they cause larger wound channels than most other kinds of sidearms and thus are better able to stop unarmored attackers.

DescriptionPenWoundAPROFAmmoBulkAimRCLStrSpreadDASpeedPSzSigMassPrice
Compact I-Pistol9+0s8+1-1+1-3-3+208080-11½+60.5|0.0718|0.2
Induction Pistol11+0s20+1+0+2-3-1+2080100-11½+71|0.1830|0.5
Heavy I-Pistol11+0s16+1+0+2-2-1+20100100-11+71|0.230|0.6
Magnum I-Pistol14+0s16+1+2-1+0+20100120-11+81.5|0.250|0.6
Ultra-Magnum I-Pistol15+0s12+1+1+2+0+1+20120120-10½+82|0.2570|0.8

  • Compact I-Pistol: A slim and slender 9mm pistol designed for concealment.

    Energy per shot: 500 J
    Projectile Mass: 8 g

  • Induction Pistol: A common semi-automatic 9mm pistol.

    Energy per shot: 800 J
    Projectile Mass: 8 g

  • Heavy I-Pistol: A 10mm pistol that provides a bit more punch than the usual 9mm models.

    Energy per shot: 800 J
    Projectile Mass: 10 g

  • Magnum I-Pistol: A 10mm high-velocity pistol.

    Energy per shot: 1.5 kJ
    Projectile Mass: 10 g

  • Ultra-Magnum I-Pistol: This virtual hand cannon is for those who feel the need to get their macho on. It fires heavy 12mm bullets with high muzzle energy.

    Energy per shot: 2 kJ
    Projectile Mass: 18 g

Ammunition options

  • Bullets: A standard dumb projectile. It causes normal Pierce damage.

  • Dum-Dum Bullets: A bullet designed to expand after impact, causing a larger wound channel. Reduce Pen by 1 RS, increase Wound by +1, and give an extra -1 to AP. Pistol dum-dums require more careful engineering and more complicated manufacturing than those of rifles in order for the slower bullet to expand reliably – cost is increased by 2× over the base price.

  • Armor-Piercing Bullets: A bullet made out of very dense, hard, tough materials, to allow it to better punch through armor. Armor-piercing bullets have AP of an additional -1. Cost is increased by 3× the base price. Bullets cannot be both armor-piercing and dum-dum.

  • Supercavitating Bullets: In water, normal bullets have only 1/1000th of their DA range. A supercavitating bullet can go much further underwater – their underwater DA range is 110th the listed DA range. They otherwise cause normal damage. Supercavitating cannot also be dum-dum bullets. Their cost is increased by the base price.

  • Disruptor-Augmented Bullets: A bullet made out of a deflector-supported carboplast jacket over a dense (usually gold) core, housing a disruptor generator and a button SMES. Upon firing, the disruptor screen is activated. This gives a -5 AP and +3 to Wound. The shot will act as a tracer, providing a visibly obvious glowing blue-violet streak, producing a loud shriek, and near misses will give a tingling sensation – Sig increases by 4. Cost is is increased to 10× the base price.

    As usual with disruptor-based weapons, a disruptor bullet loses its disruptor-based AP against deflector screens.

Induction Shotguns

Induction shotguns, or I-shots, are popular sporting, police, and home defense weapons. By using a superconductive shotshell sabot-case to engage the induction-creating magnetic pulse, they can launch a wide variety of projectiles. They are valued for their versatility - a single weapon can throw a dense slug that can kill a deer or bear at 100 meters, fling a spray of shot for dropping waterfowl, or deliver a tangler warhead to an intruder to take him down without injury – even through heavy armor. Most I-shots of the Verge use 18 mm diameter cartridges, a legacy of the 12 gauge shotguns of old Earth.

The listed damage is from a direct impact. The damage of the first line of every description and the low-V line assume that the weapon is firing a warhead, which will have additional effects.

Shotguns can be fitted with chokes in the barrel. It can not shoot slugs or warheads as long as the choke is in place, but the Spread score tightens to +12 or +13 (depending on the choke used). Choke tubes screw in and out, it takes about a minute to install or remove a choke.

Low-velocity-only shotguns (or "Civvy guns") are made for self-protection in jurisdictions where lethal weapons are regulated. They are mainly designed for use with tanglers, electroshock cartridges, flares, paralysis gas, and tear gas – while more deadly munitions can be used, they are likely to be illegal in places where anyone would carry a weapon like this rather than one capable of launching higher velocity projectiles.

DescriptionPenWoundAPShotROFAmmoBulkAimRCLStrSpreadDASpeedPSzSigMassPrice
I-shot Derringer6.5+1¼+011+0+2+0+0+166080-9½+81.2|0.0250|0.07
   low-V0.5+1¼+0-6+166012-9½-6
   slug11+1+0+1+1610060-10+1
   buckshot5.5-1+0+3+1+115060-12+1
Civvy I-shot Derringer0.5+1¼+012-1+1-6-8+166012-9½-60.4|0.0452|0.15
I-shot Revolver7.5+1¼+0s6+2-1-1+1660100-9½+82|0.1280|0.45
   low-V0.5+1¼+0-7+166012-9½-6
   slug12+1+0+0+1610070-10+1
   buckshot6-1+0+3+0+115070-12+1
Civvy I-shot Revolver0.5+1¼+0s6+0+2-6-4+166012-9½-60.8|0.1212|0.45
Auto I-shot8+1¼+0s,b320+1+3+4-2-2+2060120-9½+93.5|0.5100|1.5
   low-V0.5+1¼+0-9+206012-9½-6
   slug15+1+0-1+20100100-10+9
   buckshot7-1+0+3-1+1150100-12+9
Dual-Mag I-shot8+1¼+017/7+1+3+4-2-2+2060120-9½+93|0.35100|1
   low-V0.5+1¼+0-9+206012-9½-6
   slug15+1+0-1+20100100-10+9
   buckshot7-1+0+3-1+1150100-12+9
Sport I-shot8+1¼+017/7+1+3½+5-1-1+2060120-9½+93.5|0.35120|1
   low-V0.5+1¼+0-8+206012-9½-6
   slug15+1+0+0+20100100-10+9
   buckshot7-1+0+3+0+1150100-12+9
   gooseshot3-4+0+7½+0+1120100-15+9
   duckshot2-5+0+9+0+1115100-16+9

  • I-shot Derringer: A break-action pistol, loading a single cartridge at a time. The low speed of the projectile makes them less effective at delivering kinetic slugs or shot, but they are valued for the ability to fling payloads from a sidearm. On the other hand, the subsonic speed of slugs and shot make their firing hard to notice.

    Energy per shot: 1.5 kJ
    Projectile Mass: 20 g

  • Civvy I-shot Derringer: A low-velocity-only break-action pistol, with an over-under double barrel configuration allowing two shells to be loaded at a time. Shotshells and slugs are subsonic, making the firing of this weapon very quiet.

    Energy per shot: 25 J
    Projectile Mass: 20 g

  • I-shot Revolver: A bulky six-shot revolver pistol, usually fired with two hands.

    Energy per shot: 2 kJ
    Projectile Mass: 20 g

  • Civvy I-shot Revolver: A low-velocity-only six-shooter sidearm.

    Energy per shot: 25 J
    Projectile Mass: 20 g

  • Auto I-shot: A magazine-fed auto-firing launch longarm, capable of suppressive fire, area attack, and heavy-hitting firepower. It finds common use as a warhead delivery weapon among military troops, or when close-quarters fighting is expected as with SWAt and counter-terrorism units.

    Energy per shot: 3 kJ
    Projectile Mass: 20 g

  • Dual-Mag I-shot: Twin internal tube magazines run under the barrel of this carbine-sized bullpup longarm. Each magazine can be loaded with a different kind of ammunition. Switching between magazines takes an action, or the weapon can be set to alternate shots between magazines. The chamber is loaded with a pump-action slide. Since slugs and shot-loads are much more compact than the assumed warheads, three times as many can be fit into the I-shot's magazines (with a consequent increase to the price and mass of a fully loaded weapon).

    Energy per shot: 3 kJ
    Projectile Mass: 20 g

  • Sport I-shot: A full rifle-length version of the dual-mag launch, with a shoulder stock. Like the dual-mag I-shot, it can fit three times as many slug or shot rounds into its magazines as the listed number of assumed warheads. This is a common hunting and sporting weapon. While all other I-shotguns can also fire the gooseshot and duckshot listed here, these small game rounds are rarely used with any platform other than the sport I-shot.

    Energy per shot: 3 kJ
    Projectile Mass: 20 g

Ammunition Options

  • Slugs: Shotgun bullets are called slugs. A slug is typically slightly sub-calliber and (due to its increased density) much shorter than the assumed warhead listed as the default ammunition for the weapon.

  • Supercavitating Slugs: In water, normal slugs have only 1/1000th of their DA range. A supercavitating slig can go much further underwater – their underwater DA range is 110th the listed DA range. Their cost is increased by the base price.

  • Disruptor-Augmented Slug: A slug made out of a deflector-supported carboplast jacket over a dense (usually gold) core, housing a disruptor generator and a button SMES. Upon firing, the disruptor screen is activated. This gives a -5 AP and +3 to Wound. The shot will act as a tracer, providing a visibly obvious glowing blue-violet streak, producing a loud shriek, and near misses will give a tingling sensation – Sig increases by 4. Cost is is increased to 10× the base price.

    As usual with disruptor-based weapons, a disruptor slug loses its disruptor-based AP against deflector screens.

  • Shot: Penetration decreases by 2 or more RS, Wound decreases by the same as the RS shift to Pen, and Shot score is three times the RS shift. Spread of shot is +11 unless a choke is used. Guns that commonly shoot shot will have the stats listed for representative shot in the weapon table listing.

  • Warheads: I-guns can launch warheads. The warhead effect occurs independently of the penetration injury (although if the warhead penetration punches through armor, the effect occurs inside the armor).

    Warheads
    DescriptionPenWoundAPAimBBRSBRPBBoostDASpeedSigMassPrice
    Kinetic22+2¾-6+5-600500+$0.5
    Explosive: Blast-1½ RS(7)+1[-6]-+21+$0.5
              Contact8+7¾(7)-
    Collapse: Blast+9 RS(7)+6+11[-6]-+36+2.5 kg+$2.5 k
              Contact300+18(7)-
              Pulse+12½ RS-
    FlareBase radius 60 m for 800 s (12 m), signature +29.+$0.18
    TanglerBrawn +5, Size +0 grapple+$0.25

    • Kinetic: Aim score only applies to guided warheads using the guidance Homing score for the ranged attack skill roll.

Induction Grenade Launchers

The induction principle is also used for higher-caliber grenade launchers. These fling larger payloads at lower speeds, with less focus on kinetic damage than what the payload brings with it.

DescriptionPenWoundAPShotROFAmmoBulkAimRCLStrSpreadDASpeedPSzSigMassPrice
Grenade Carbine8+2½+0s12+1+3+4+0-1+2010060-7½+24.5|1.5120|4
   low-V0.6+2½+0-5+2010010-7½-4
Break-Action I-Launch6.5+3¾+011+3+4+1-2+2012035-7+23|0.25100|0.8
   low-V0.7+3¾+0-3+2012010-7-3
Under-barrel I-Launch2.5+3¾+011**-1*+1612018-7-11|0.2535|0.8
   low-V0.7+3¾+0-3+1612010-7-3
Pump-Action I-Launch6.5+3¾+013+1+3½+4+1-1+2012035-7+24.5|0.8100|2.5
   low-V0.7+3¾+0-3+2012010-7-3
Auto I-Launch10+2½+0s,1030+1+4½+4+1+1+2010070-7½+28|3.5180|10
I-Launch HMG14+3¾+0s,820+5+5+4+4+2112080-7+1120|5500|15

  • Grenade Carbine: A 30mm magazine-fed semi-automatic grenade launcher. It gives good area and suppressive fire, and allows killing adversaries behind cover by shooting over the cover with a range-fused warhead.

    Energy per shot: 3 kJ
    Projectile Mass: 100 g

  • Break-Action I-Launch: This break-action 40mm longarm provides potent area-effect and anti-armor options in a relatively small package. In addition to 40mm grenades, it can launch 40mm mini-missiles as well – because a mini-missile provides its own propulsion, these typically use the low-V launching option to cut down on recoil.

    Energy per shot: 3 kJ
    Projectile Mass: 250 g

  • Under-barrel I-Launch: A 40mm grenade launcher designed to be mounted underneath the barrel or aperture of a longarm. Use the Bulk and Min Str of the weapon it is mounted on. Aim is that of the primary weapon, up to a maximum of +4. Like the break-action I-launch an under-barrel I-launch can also fire 40mm mini-missiles, usually using the low-V option.

    Energy per shot: 700 J
    Projectile Mass: 250 g

  • Pump-Action I-Launch: An underbarrel magazine and a pump action allows this 40mm i-launch to carry up to four grenades for rapid fire. 40mm mini-missiles can be loaded from the muzzle (requiring 3 actions), but cannot be loaded into nor fed from the magazine.

    Energy per shot: 3 kJ
    Projectile Mass: 250 g

  • Auto I-Launch: This is an autofiring 30mm grenade launcher, used as a light squad support weapon.

    Energy per shot: 5 kJ
    Projectile Mass: 100 g

  • I-Launch HMG: A heavy machine gun class weapon, launching 40mm payloads and fired from a mount or tripod, or fixed to a vehicle or power armor.

    Energy per shot: 15 kJ
    Projectile Mass: 250 g

30mm Grenades

Guidance
Type
HomingEvasionLock-OnSigPrice
Inertial-8+$2
Homing+0+0+0-8+$4.5
Agile Homing+3+3+0-8+$9
Hi-Agile Homing+6+6+0-8+$18

Payloads
DescriptionPenWoundAPAimBBRSBRPBBoostDASpeedSigMassPrice
Kinetic40+3¾-6+52 1k500+$3
Explosive: Blast-½ RS(7)+3[-8]-+24+$3
          Contact18+9½(7)-
Collapse: Blast+9½ RS(7)+7½+13[-7]-+39+15 kg+$15 k
          Contact500+19¾(7)-
          Pulse+16½ RS-
FlareBase radius 150 m for 700 s (12 m), signature +32.+$1
TanglerBrawn +5, Size +2 grapple+$1.5
Gas2 m radius cloud+$0.7

  • Kinetic: Aim score only applies to guided warheads using the guidance Homing score for the ranged attack skill roll.

40mm Grenades

Guidance
Type
HomingEvasionLock-OnSigPrice
Inertial-7+$3.5
Homing+0+0+0-7+$6.5
Agile Homing+3+3+0-7+$14
Hi-Agile Homing+6+6+0-7+$28

Payloads
DescriptionPenWoundAPAimBBRSBRPBBoostDASpeedSigMassPrice
Shaped Charge: Jet40+3½-7-+23+$6
          Microfrag6+3½+0-15
          Blast-1 RS(7)+3[-8½]-
          Contact15+9¼(7)-
Kinetic45+4¾-6+52.5 1.2k500+$6
          Blast-3 RS(7)-1½+0[-7½]-
Explosive: Blast-½ RS(7)+1+3[-6½]-+25+$6
          Contact20+10¼(7)-
Collapse: Blast+12 RS(7)+7½+13½[-6]-+40+30 kg+$30 k
          Contact600+20½(7)-
          Pulse+18½ RS-
FlareBase radius 200 m for 700 s (12 m), signature +33.+$2
TanglerBrawn +5, Size +2½ grapple+$3
Gas3 m radius cloud+$1.5

  • Kinetic: Aim score only applies to guided warheads using the guidance Homing score for the ranged attack skill roll.

Induction Cannons

It is often useful for armored vehicles and fighting robots to fling large warheads at their enemies at high speeds. Payload-lobbing induction cannons fill this role. While they don't have the sheer armor-piercing ability of needle cannons, their choice of ammunition gives them flexibility and makes them useful against infantry and fortifications. Their ability to rapidly fire guided projectiles also allows them to serve in an anti-missile role.

DescriptionPenWoundAPROFAmmoAimStrSpreadDASpeedPSzSigMassPrice
Induction Autocannon38+6¾-310500+5+15+271.8k150-5½+15800|50012k|1.8k
Induction Cannon42+8-3s50+5+15+272k150-4½+16600|15020k|500

  • Induction Autocannon: A light, rapid-firing cannon that flings 40mm shells.

    Energy per shot: 200 kJ
    Projectile Mass: 1 kg

  • Induction Cannon: A medium 60mm cannon for light armored vehicles.

    Energy per shot: 500 kJ
    Projectile Mass: 3 kg

40mm Autocannon Ammunition

Guidance
Type
HomingEvasionLock-OnSigPrice
Inertial-5+$7
Homing+0+0+0-5+$12
Agile Homing+3+3+0-5+$25
Hi-Agile Homing+6+6+0-5+$50

Payloads
DescriptionPenWoundAPAimBBRSBRPBBoostDASpeedSigMassPrice
Kinetic90+5¼-6+58 4.5k500+$20
          Blast-2 RS(7)+1[-6½]-
Explosive: Blast+2½ RS(7)+1½+5[-8½]-+27+$20
          Contact30+11½(7)-
Microfrag10+5+0-30+23+$4
          Blast+½ RS(7)+0+3[-9]-
          Contact15+9¼(7)-
Collapse: Blast+12½ RS(7)+8½+15[-7]-+42+100 kg+$100 k
          Contact800+21¾(7)-
          Pulse+21½ RS-
Gas3 m radius cloud for 2 rounds+$5

  • Kinetic: Aim score only applies to guided warheads using the guidance Homing score for the ranged attack skill roll.

60mm Cannon Shells

Guidance
Type
HomingEvasionLock-OnSigPrice
Inertial-4+$14
Homing+0+0+0-4+$22
Agile Homing+3+3+0-4+$48
Hi-Agile Homing+6+6+0-4+$100

Payloads
DescriptionPenWoundAPAimBBRSBRPBBoostDASpeedSigMassPrice
Kinetic160+6-6+525 7k500+$60
          Blast-½ RS(7)+0+2[-6½]-
Explosive: Blast+2 RS(7)+2½+6[-8½]-+28+$60
          Contact45+12½(7)-
Microfrag10+6½+0-30+25+$12
          Blast-½ RS(7)+1+3[-6½]-
          Contact20+10¼(7)-
Collapse: Blast+14 RS(7)+9+16[-7]-+44+300 kg+$300 k
          Contact1500+22¾(7)-
          Pulse+24 RS-
Gas3 m radius cloud for 6 rounds+$15

  • Kinetic: Aim score only applies to guided warheads using the guidance Homing score for the ranged attack skill roll.

Induction Artillery

Artillery are weapons designed to lob munitions across long ranges. Most artillery of the Verge are capable of pinpoint accuracy by firing guided shells, either inertially guided to strike a given set of coordinates or self-guided by an on-board robotic brain and sensors. Active shells may have high-agility aerodynamic shapes and controls for jinking to avoid point-defense systems, or might be highly stealthed to avoid detection as they approach.

DescriptionPenWoundAPROFAmmoAimStrSpreadDAMaxSpeedPSzSigMassPrice
Induction Mortar30+8-211+5+10+271.2k6k60-4+835|4.55k|15
Induction Howitzer110+10-211+5+22+273k35k150-1½+217k|40300k|150
Long Range Howitzer140+10-211+5+24+273k80k250-1½+2218k|40700k|150

  • Induction Mortar: A man-portable launch gun barrel attached to a base plate, capable of flinging 80mm warheads.

    Energy per shot: 150 kJ
    Projectile Mass: 4.5 kg

  • Induction Howitzer: A heavy artillery piece for delivering 160mm payloads.

    Energy per shot: 8 MJ
    Projectile Mass: 40 kg

  • Long Range Howitzer: An artillery piece that shoots 160mm shells at high speed for longer range.

    Energy per shot: 18 MJ
    Projectile Mass: 40 kg

80mm Mortar Shells

Guidance
Type
HomingEvasionLock-OnSigPrice
Inertial-4+$18
Homing+0+0+0-4+$28
Agile Homing+3+3+0-4+$70
Hi-Agile Homing+6+6+0-4+$160

Payloads
DescriptionPenWoundAPAimBBRSBRPBBoostDASpeedSigMassPrice
Kinetic220+6½-6+58 10k500+$80
          Blast-1 RS(7)+3[-8½]-
Explosive: Blast+3½ RS(7)+2½+6[-7]-+29+$80
          Contact50+13(7)-
Microfrag10+7¼+0-30+25+$18
          Blast+1½ RS(7)+1+4[-8]-
          Contact25+10¾(7)-
Cluster Bomb-4 RS(7)+6+7[-7]-+24+$80
Shielded Collapse: Blast+9½ RS(7)+6½+12[-7]-+37+$45 k
          Contact300+18½(7)-
          Pulse+13½ RS-
Collapse: Blast+13½ RS(7)+9½+16[-6]-+44+450 kg+$450 k
          Contact1500+23¼(7)-
          Pulse+25½ RS-
FlareBase radius 800 m for 700 s (12 m), signature +37.+$30
Gas3 m radius cloud for 8 rounds+$20

  • Kinetic: Aim score only applies to guided warheads using the guidance Homing score for the ranged attack skill roll.

160mm Shells

Guidance
Type
HomingEvasionLock-OnSneakSigPrice
Inertial-2+$80
Homing+0+0+0-2+$110
Agile Homing+3+3+0-2+$320
Hi-Agile Homing+6+6+0-2+$750
Sneaker-Seeker+4+4-6+$5.5 k
A howitzer sneaker-seeker package includes a turbofan for self-propelled flight. A sneaker-seeker howitzer shell flies at a level speed of 550 km/h for up to 140 km. In tactical combat, it has 5 Action points and moves at 480 meters pur turn with a maneuver of 480.

Payloads
DescriptionPenWoundAPShotAimBBRSBRPBSpreadBoostDASpeedSigMassPrice
Kinetic420+9-6+535 18k500+$800
          Blast+2½ RS(7)+1½+5[-8½]-
Explosive: Blast+6 RS(7)+4+8[-6]-+32+$800
          Contact120+15¼(7)-
Thermal Pulse+5½ RS+6[-6]-
Fragmentation15-1¼+0+11+0-40+29+$150
          Blast+3 RS(7)+2½+6[-7½]-
          Contact50+13(7)-
Cluster Bomb-4 RS(7)+10+11[-7]-+24+$800
Shielded Collapse: Blast+11 RS(7)+8+14[-7½]-+41+$400 k
          Contact700+20¾(7)-
          Pulse+19½ RS-
Collapse: Blast+15½ RS(7)+11+18½[-7]-+48+4 tons+$4 M
          Contact3000+25½(7)-
          Pulse+30½ RS-
Gas5 m radius cloud for 20 rounds+$200

  • Kinetic: Aim score only applies to guided warheads using the guidance Homing score for the ranged attack skill roll.

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