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, flechette, 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 rip or crack from their sonic boom. Very high speed projectiles, such as flechettes and armor piercing darts, will impact with enough energy to produce a blast, with a resulting bright fireball and potentially throw sparks, splatter, or other debris from where they hit.

Needlers: For smallarms, there is a distinction between the usual bullet-flinging I-guns and needlers, the latter of which shoot fin stabilized armor-piercing flechettes at very high speeds. Heavy weapons often lack this distinction with the ability to switch between shells and APFSDS rounds depending on what is loaded – as an APFSDS dart is merely a large needle gun flechette.

The high speed and low mass of a needler's darts generate little recoil, allowing needlers to fire rapidly while maintaining control. Most needlers allow shooting three round bursts with one pull of the trigger, giving something of a shotgun effect and somewhat overcomming the relatively limited wounding potential of the small darts. For civilian applications, heavier darts are often used to increase the size of the wound channel at the expense of penetration of hard armor. This leads to more rapid incapacitation of game animals and makes a shot more likely to drop an assailant in a self-defense situation. The military usually uses light darts to maximize armor penetration.

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 exception are the needler flechette guns, which have their SMES ring or rings stored in the magazine housing, so that each magazine carries enough energy to launch all of its 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.

Ammunition options

Induction guns can shoot various kinds of projectile. Changing the projectile type will affect the performance.

Bullets

Bullets shot from an I-gun are usually magnetically spun as they are launched in order to stabilize the bullet point-forward in flight. Guns that have the option to shoot projectiles that do not benefit from being spun (such as shot, APFSDS darts, canister, or flechettes) will switch off the rotational electric motor coils for those alternate rounds.
  • Basic 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. 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 if bullet Speed is under 150, and unchanged otherwise. Bullets cannot be both armor-piercing (any kind) and dum-dum.

  • Armor Piercing Bullets (AP): A bullet with a core of hardened steel, to allow it to punch through armor without deforming. Cost is unchanged. The table below gives the change to AP score.
    Speed AP
    ≤ 120 0
    150 – 180 -1
    ≥ 200 -2

  • Armor Piercing Hard Core Bullets (APHC): A bullet with a lightweight alloy jacket and an inner rod of very dense, hard materail – usually tungsten carbide or tungsten. This concentrates more pressure over the narrower area of the penetrating rod, while the very dense and high strength rod material allowed it to punch through with little deformation. Cost is × 10. The table below gives the change to AP score.
    Speed AP
    ≤ 75
    80 – 120 -1
    150 -2
    180 -3
    ≥ 200 -4

  • Armor Piercing Discarding Sabot (APDS) : A dense, hard penetrating rod (usually made of tungsten or tungsten carbide) is surrounded by a full bore sized sabot made of light alloy that helps to accelerate the munition, but which falls away from the penetrator rod after the round leaves the barrel, allowing the rod to fly toward the target on its own. The rod is usually designed to be lighter than a full-bore bullet, allowing it to reach higher speeds while the dense rod concentrates the force on its narrow tip, allowing a high sectional density for armor penetration despite the lower overall mass. If a gun already lists performance of APDS ammunition, use that. Otherwise, increase the listed speed by +1 RS, decrease Wound by -1 and increase Pen by +2 RS. AP uses the Armor Piercing Hard Core table for the modified Speed.

  • Armor Piercing Fin Stabilized Discarding Sabot (APFSDS) : Many larger I-guns can launch long, thin penetrator darts stabilized with fins, made out of a dense, hard, strong material like tungsten or uranium. Guns that are able to launch APFSDS darts as part of their repertoire will have the stats for this ammunition type listed in the weapon description.

  • 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 bullets cannot also be dum-dum bullets. Their cost is increased by the base price.

  • Shells: Many larger guns can shoot bullets that deliver payloads, called shells. These are often explosive, but can contain other warheads such as gas or tanglers. I-guns that can shoot shells will have game stats for those shells listed immediately after the description of the gun.

  • 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 30× the base price. Disruptor bullet can also be big game bullets or supercavitating bullets, but not dum-dum or any kind of armor piercing.

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

Flechettes

Needle gun flechettes are finned needle-shaped darts. They are engineered to tumble in meat and cause most of their damage when going sideways.
  • Basic Flechettes: The standard flechettes are assumed to be a dense armor-piercing tungsten alloy, designed for high speed launch to maximize armor penetration.

  • Practice Flechettes: Stamped steel flechettes are commonly used for target practice, general plinking, or hunting. They cost 13rd as much, but Pen is reduced by -1 RS, AP is decreased by +2, Wound is increased by +½, and Speed is increased by +1 RS.

  • High-Mass Flechettes: Flechettes can be made heavier and still be fired from the same gun. They will not be as fast, will have more recoil, and will have reduced armor penetrating capabilities, but will punch deeper through soft material like flesh and will leave bigger holes. The table below gives the change to the listed needler stats for different speeds. Remember that adding to AP score decreases the armor piercing ability of the shot.
    Speed Pen Wound AP RCL DA
    400 +0 RS +0 +0 +0 +0 RS
    350 +¼ RS +1 +1 +½ RS
    300 +¼ RS +2 +2 +1 RS
    250 +½ RS +1 +3 +3 +1½ RS
    This is cumulative with the effects of practice flechettes (increase the Speed of the practice flechette from the reduced speed of the high-mass flechette).

Induction Pistols

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+3+0+1+20120120-10½+82|0.2570|0.8
Mini Needle Pistol10-2½-7s,b360-1+1-8-3+2050400-15+60.5|0.02518|1(0.7)
Needle Pistol14-2¼-7s,b3120+0+2-6-1+2060400-14+71|0.135|4(2.5)
Heavy Needle Pistol17-1¾-7s,b390+0+2-4+0+2070400-13½+81.5|0.1260|4.5(3.5)

  • 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

  • Mini Needle Pistol: A compact pistol for concealed carry.

    Energy per shot: 500 J
    Projectile Mass: 0.35 g

  • Needle Pistol: A standard sidearm for self-defense and law enforcement work.

    Energy per shot: 1 kJ
    Projectile Mass: 0.7 g

  • Heavy Needle Pistol: A larger pistol firing a longer and heavier flechette.

    Energy per shot: 1.5 kJ
    Projectile Mass: 1 g

Induction Rifles

DescriptionPenWoundAPROFAmmoBulkAimRCLStrSpreadDASpeedPSzSigMassPrice
Induction PDW11-2s,b350+1+2+4-5-2+20150300-12½+93|0.2100|0.7
Assault I-Carbine12+0-2s,b360+1+3+5-4-1+25180300-12+94|0.35150|1.2
Varmint I-Rifle11-2s30+1+3½+5-4-2+27150300-12½+93|0.12100|0.45
Plinking I-Rifle5-2s30+1+3½+5-8-9+2715070-12½-31.8|0.126|0.35
Brush Gun12+2¼-2s10+1+3½+5+0-2+2740070-9½+13|0.6100|1.8
Hunting I-Rifle14+1-2s16+1+4½+6-1+0+27250250-11+94.5|0.2180|0.7
Mammoth I-Rifle18+1¾-2s4+1+5+7+1+0+27450120-10+106|0.18200|0.5
Battle I-Rifle14+1-2s,b340+1+3½+5-2+0+25250250-11+95|0.5180|1.8
Storm I-Rifle16+1½-2s20+1+4+6-1+0+25300180-10½+106|0.5200|1.5
Anti-Materiel I-Rifle28+2-2s4+1+5+7+2+4+25350250-10+1220|0.2800|0.6
VROF Needle Carbine14-2¼-7s,b10600+2½+4-9-3+2560400-14+72.5|0.580|20(12)
Needle Carbine28-1-7s,b3150+3+5-5-1+25100400-13+93.5|0.45120|18(12)
Needle Rifle32-1-7s,b360+3½+5-4+0+25120400-12½+95|0.3200|10(7)
Magnum Needle Rifle38-7s,b345+4½+6-3+1+25150400-12+107|0.3300|12(8)
Anti-Materiel Needle Rifle42-7s,b330+5+7+1-1+25180400-11½+1115|0.4500|15(10)

  • Induction PDW: A personal defense weapon, offering a lightweight firearm for personnel who are not front-line fighters but might find themselves in harm's way. It is also popular with SWAT and counter-terrorist teams, and other operatives expecting to work in close quarters. It fires lightweight 5.5mm bullets at high speed to give reasonable stopping power while keeping the recoil under control.

    Energy per shot: 3 kJ
    Projectile Mass: 3.5 g

  • Assault I-Carbine: A bullpup-style layout keeps this carbine compact and easy to handle while still allowing enough barrel to get high muzzle energy. It fires intermediate-weight 6mm bullets.

    Energy per shot: 4 kJ
    Projectile Mass: 4.5 g

  • 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

  • Plinking I-Rifle: A very light I-rifle that shoots a subsonic 5.5 mm bullet. It is used for target practice, recreational shooting, and hunting very small game such as squirrels and rabbits. The very low signature makes it convenient for not disturbing the neighbors.

    Energy per shot: 150 J
    Projectile Mass: 3.5 g

  • Brush Gun: An I-rifle launching a slow, heavy 13.5 mm bullet. It is popular for hunting, particularly in heavy brush where it is less likely to be deflected by intervening twigs and leaves. The shots are sub-sonic, making the gun very quiet. The low weight is appreciated by hunters that have to carry the gun in the field with them all day. Militarized versions are sometimes used by commandos for stealth raids.

    Energy per shot: 2.5 kJ
    Projectile Mass: 50 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

  • Battle I-Rifle: A rapid-fire rifle shooting the same 8mm bullets as the hunting I-rifle. A bullpup layout gives it a more compact form and greater controllability during rapid fire.

    Energy per shot: 5 kJ
    Projectile Mass: 10 g

  • Storm I-Rifle: A hard-hitting bullpup-style rifle shooting heavy 10mm bullets.

    Energy per shot: 6 kJ
    Projectile Mass: 20 g

  • Anti-Materiel I-Rifle: A very large rifle shooting 12.5 mm bullets, intended for use against equipment and vehicles.

    Energy per shot: 20 kJ
    Projectile Mass: 40 g

  • VROF Needle Carbine: VROF stands for Very high Rate Of Fire. The VROF carbine is designed to minimize recoil so as to enable highly controlled automatic fire and allow throwing large numbers of flechettes downrange very fast.

    Energy per shot: 1 kJ
    Projectile Mass: 0.7 g

  • Needle Carbine: A light carbine for clearing houses and vehicles. It is valued for its excellent controllability under automatic fire combined with good ability to penetrate solid armor. Needle carbines are commonly used by SWAT and paramilitary forces and are a common weapon for militias and the Republican Army, particularly for troops expected to operate in confined quarters like vehicle operators.

    Energy per shot: 3.5 kJ
    Projectile Mass: 2.5 g

  • Needle Rifle: This longarm is a good compromise between armor penetration and rate of fire, providing a threat against highly armored opponents while still allowing suppression fire.

    Energy per shot: 5 kJ
    Projectile Mass: 3.5 g

  • Magnum Needle Rifle: One of the heaviest-hitting needle rifles available that can still be fired while standing. It is useful for taking down personnel in heavy armor or hunting large game.

    Energy per shot: 8 kJ
    Projectile Mass: 5 g

  • Anti-Materiel Needle Rifle: A machine needler fitted with a smaller magazine to cut down on weight, and modified slightly for semi-automatic and burst fire instead of sustained fire. It is a large, hard-hitting needler for destroying equipment and light vehicles. The stats assume firing from a bipod – if shoulder-fired, increase both RCL and Str by +4.

    Energy per shot: 15 kJ
    Projectile Mass: 10 g

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. All the models listed here are sub-sonic, making them very quiet to fire. The main sound is the mechanical working of any action for loading rounds, and the impact of the projectiles.

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+1¼+0+1+1612050-9½+1
   buckshot5.5+0+3+1+116050-11½+1
Civvy I-shot Derringer0.5+1¼+012+0+2-6-8+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+1¼+0+1+1612060-9½+1
   buckshot6+0+3+1+116060-11½+1
Civvy I-shot Revolver0.5+1¼+0s6+2-6-4+166012-9½-60.8|0.1212|0.45
Auto I-shot8+1¼+0s,b320+1+3+5-2-2+2060120-9½+93|0.5100|1.5
   low-V0.5+1¼+0-9+206012-9½-6
   slug15+1¼+0-1+2012070-9½+2
   buckshot7+0+3-1+116070-11½+2
Dual-Mag I-shot8+1¼+017/7+1+3+5-2-2+2060120-9½+93|0.35100|1
   low-V0.5+1¼+0-9+206012-9½-6
   slug15+1¼+0-1+2012070-9½+2
   buckshot7+0+3-1+116070-11½+2
Sport I-shot8+1¼+017/7+1+4+6-1-2+2060120-9½+93.5|0.35120|1
   low-V0.5+1¼+0-8+206012-9½-6
   slug15+1¼+0+0+2012070-9½+2
   buckshot7+0+3+0+116070-11½+2
   gooseshot4-2¾+0+6+0+113570-13½+2
   duckshot3-3¾+0+7½+0+112570-14½+2
   doveshot2-4¾+0+9+0+111870-15½+2

  • 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, duckshot, and doveshot 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

I-shots have a few additional options for their ammunition. When they do shoot bullets, they are usually called slugs.
  • Shot: Penetration decreases by 2 or more RS, Wound decreases by the same as the RS shift to Pen, and Shot score is 32rd of 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
    Shaped Charge: Jet65+1¼-10-+20+$0.5
              Blast-2 RS(7)-1½+0[-6½]-
              Contact7+6¾(7)-
    Kinetic48-7+5-2k500+$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 Machine Guns

Machine guns are heavy weapons designed for sustained high rates of fire. To help manage recoil (and sometimes weight), they are usually designed to be fired from a bipod or tripod. While bipod-equipped guns can be fired from the shoulder or from the hip, they are practically uncontrollable that way without power armor: without the bipod increase both RCL and Str by +4. If mounted on a tripod instead, decrease RCL and Str by -5. The heavier machine guns are designed for tripods. Without the tripod increase both RCL and Str by +9. A fixed mount allows to ignore RCL and Str altogether.

DescriptionPenWoundAPROFAmmoBulkAimRCLStrSpreadDASpeedPSzSigMassPrice
IMG17+1½-210200+4½+6+2-2+25300250-10½+1010+5350|15
VROF IMG17+1½-260200+4½+6-7-7+25300250-10½+1010+5350|15
Heavy IMG28+2-28200+5½+7-5-5+25350250-10+1220+10800|30
Machine Needler42-710,60600+5+7+1-1+25180400-11½+1112+8500|300(200)
Hvy. Machine Needler48+1¼-710,60600+5½+7-6-4+25200400-11+1225+151k|600(400)

  • IMG: This is a bipod-fired gun shooting 10 mm bullets.

    Energy per shot: 10 kJ
    Projectile Mass: 20 g

  • VROF IMG: A very rapid fire 10 mm machine gun, fired from a tripod.

    Energy per shot: 10 kJ
    Projectile Mass: 20 g

  • Heavy IMG: A large, tripod-mounted weapon shooting big 12.5 mm bullets.

    Energy per shot: 20 kJ
    Projectile Mass: 40 g

  • Machine Needler: A bipod-mounted needler machine gun.

    Energy per shot: 15 kJ
    Projectile Mass: 10 g

  • Hvy. Machine Needler: A heavy needle gun designed for a tripod.

    Energy per shot: 30 kJ
    Projectile Mass: 20 g

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.

DescriptionPenWoundAPROFAmmoBulkAimRCLStrSpreadDASpeedPSzSigMassPrice
Grenade Carbine8+2½+0s12+1+3+5+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+5+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+5+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+6+1+1+2010070-7½+28|3.5180|10
I-Launch HMG14+3¾+0s,820+5+7-3-5+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. The stats assume a tripod, if firing from the shoulder (as from power armor), increase both RCL and Str by +9 (to +6 and +4 respectively).

    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
Shaped Charge: Jet100+3-10-+22+$3
          Blast-1 RS(7)+0+2[-7]-
          Contact12+8¾(7)-
Kinetic80+2½-7+52 3.5k500+$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: Jet150+3¾-10-+23+$6
          Microfrag6+3½+0-15
          Blast-1 RS(7)+3[-8½]-
          Contact15+9¼(7)-
Kinetic110+3-7+52.5 4.5k500+$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 have big guns to shoot big projectiles at big enemies at high speeds. Cannons have a flexible choice of ammunition, from armor piercing darts to various explosives to smoke screens, that allow them to take out enemy big guns, reduce fortifications and other structures, and blast infantry. Their ability to rapidly fire guided projectiles also allows them to serve in an anti-missile role. The larger cannons produce sufficient blast with the direct impact of their APFSDS darts that they can injure nearby unarmored individuals that were not directly hit.

DescriptionPenWoundAPShotROFAmmoBulkAimSpreadDASpeedPSzSigMassPrice
Light I-Autocannon30+3½-23–60300+4+6+27400250-8½+1360+352.5k|120
   APFSDS100-7+27500400-10+13
   shell18+4½-3+27700250-7½+13
Medium I-Autocannon32+4-23–60300+7+9+27450250-7½+14100+604k|250
   APFSDS140+1½-7+27600400-9½+14
   shell25+5-3+27800250-7+14
Heavy I-Autocannon42+4½-23–60300+8+10+27600250-7+15180+1207k|450
   APFSDS170+2¼-7+27700400-9+15
   shell30+5½-3+271k250-6½+15
Light I-Cannon55+8-2150+10½+12+27800300-4+192.5k+200100k|800
   APFSDS500+4-7+272.5k450-6½+19
     –Blast-1½ RS(7)+0
   shell55+8-2+27800300-4+19
   canister18-3½+23+1170250-11½+19
Medium I-Cannon65+8½-2150+11+13+271k250-3½+204.5k+400180k|1.5k
   APFSDS650+4½-7+273k450-5½+20
     –Blast+½ RS(7)+0
   shell60+8-2+27800400-4+20
   canister18-3½+23+1170250-11½+20
Heavy I-Cannon80+8¾-2150+11½+13+271.2k300-3+218k+700350k|2.5k
   APFSDS750+5¼-7+273.5k450-5+21
     –Blast+1 RS(7)
   shell75+8¾-2+271.2k300-3+21
   canister18-3½+24+1170250-11½+21

  • Light I-Autocannon: A rapid-firing light 20 mm cannon mounted on light armored vehicles, aircraft, or stationary mounts. If used as a battlesuit rifle, it has RCL +5, Str +7.

    Energy per shot: 50 kJ
    Projectile Mass: 120 g

  • Medium I-Autocannon: A 25 mm rapid-fire cannon, used on armored vehciles and aircraft. If used as a battlesuit rifle, it has RCL +7, Str +9.

    Energy per shot: 100 kJ
    Projectile Mass: 200 g

  • Heavy I-Autocannon: A rapid-firing cannon that flings 30mm bullets or shells.

    Energy per shot: 180 kJ
    Projectile Mass: 400 g

  • Light I-Cannon: A 80mm cannon for light armored vehicles.

    Energy per shot: 2.5 MJ
    Projectile Mass: 4 kg

  • Medium I-Cannon: A 100mm cannon for light tanks and similar armored vehicles.

    Energy per shot: 5 MJ
    Projectile Mass: 7 kg

  • Heavy I-Cannon: A 120mm cannon for heavy armored vehicles.

    Energy per shot: 8 MJ
    Projectile Mass: 12 kg

20mm Autocannon Ammunition

Guidance
Type
HomingEvasionLock-OnSigPrice
Inertial+$1.7
Homing+0+0+0+$4.2
Agile Homing+3+3+0+$8
Hi-Agile Homing+6+6+0+$16

Payloads
DescriptionPenWoundAPAimBBRSBRPBBoostDASpeedSigMassPrice
Shaped Charge: Jet80+2¾-10-+22+$2.5
          Blast-2 RS(7)+0+2[-8]-
          Contact12+8½(7)-
Kinetic120+1½-7+5-6k500+$2.5
          Blast-4½ RS(7)-2-1[-7½]-
Explosive: Blast-1 RS(7)+3[-8½]-+23+$2.5
          Contact15+9¼(7)-
Microfrag10+1¾+0-30+20+$0.5
          Blast-3 RS(7)-1+1[-9]-
          Contact7+7(7)-
Collapse: Blast+11 RS(7)+7+13[-7½]-+39+12 kg+$12 k
          Contact450+19½(7)-
          Pulse+16 RS-
Gas2 m radius cloud for 1 rounds+$0.6

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

25mm Autocannon Ammunition

Guidance
Type
HomingEvasionLock-OnSigPrice
Inertial+$2.5
Homing+0+0+0+$5.5
Agile Homing+3+3+0+$10
Hi-Agile Homing+6+6+0+$20

Payloads
DescriptionPenWoundAPAimBBRSBRPBBoostDASpeedSigMassPrice
Shaped Charge: Jet80+2¼-10-+23+$4
          Blast-½ RS(7)+0+2[-6½]-
          Contact15+9(7)-
Kinetic160+2¼-7+51.5 7k500+$4
          Blast-4½ RS(7)-1½+0[-9]-
Explosive: Blast+1 RS(7)+3[-7]-+24+$4
          Contact18+9¾(7)-
Microfrag10+2½+0-30+21+$0.8
          Blast-1½ RS(7)-1+1[-7½]-
          Contact8+7½(7)-
Collapse: Blast+10½ RS(7)+7½+13[-6]-+40+20 kg+$20 k
          Contact500+20(7)-
          Pulse+17½ RS-
Gas3 m radius cloud for 0.4 rounds+$1

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

30mm Autocannon Ammunition

Guidance
Type
HomingEvasionLock-OnSigPrice
Inertial+$3.8
Homing+0+0+0+$7.5
Agile Homing+3+3+0+$16
Hi-Agile Homing+6+6+0+$32

Payloads
DescriptionPenWoundAPAimBBRSBRPBBoostDASpeedSigMassPrice
Shaped Charge: Jet100+3-10-+24+$8
          Blast+0 RS(7)+3[-7½]-
          Contact18+9¾(7)-
Kinetic200+2¾-7+53 8k500+$8
          Blast-2 RS(7)-1½+0[-6½]-
Explosive: Blast+1 RS(7)+1+4[-8½]-+25+$8
          Contact20+10½(7)-
Microfrag10+3½+0-30+22+$1.5
          Blast-½ RS(7)+2[-8]-
          Contact12+8¼(7)-
Collapse: Blast+11 RS(7)+8+14[-7½]-+41+40 kg+$40 k
          Contact700+20¾(7)-
          Pulse+19½ RS-
Gas3 m radius cloud for 1 rounds+$2

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

80mm Cannon Shells

Guidance
Type
HomingEvasionLock-OnSigPrice
Inertial+$16
Homing+0+0+0+$25
Agile Homing+3+3+0+$65
Hi-Agile Homing+6+6+0+$140

Payloads
DescriptionPenWoundAPAimBBRSBRPBBoostDASpeedSigMassPrice
Shaped Charge: Jet300+6-10-+28+$80
          Blast+2½ RS(7)+2+5[-7]-
          Contact40+12(7)-
Kinetic480+4½-7+530 25k500+$80
          Blast+½ RS(7)+0+3[-9]-
Explosive: Blast+3 RS(7)+2½+6[-7½]-+29+$80
          Contact50+13(7)-
Microfrag10+7+0-30+25+$15
          Blast+1 RS(7)+1+4[-8½]-
          Contact20+10½(7)-
Collapse: Blast+13 RS(7)+9½+16[-6½]-+44+400 kg+$400 k
          Contact1500+23¼(7)-
          Pulse+25 RS-
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.

100mm Cannon Shells

Guidance
Type
HomingEvasionLock-OnSigPrice
Inertial+$30
Homing+0+0+0+$42
Agile Homing+3+3+0+$110
Hi-Agile Homing+6+6+0+$250

Payloads
DescriptionPenWoundAPAimBBRSBRPBBoostDASpeedSigMassPrice
Shaped Charge: Jet400+6½-10-+29+$180
          Blast+3 RS(7)+2½+6[-8]-
          Contact50+12¾(7)-
Kinetic600+5½-7+545 30k500+$180
          Blast+1 RS(7)+3[-6½]-
Explosive: Blast+4½ RS(7)+3+6½[-6½]-+30+$180
          Contact60+13¾(7)-
Microfrag10+8¼+0-30+27+$35
          Blast+2 RS(7)+1½+5[-8½]-
          Contact30+11½(7)-
Collapse: Blast+14 RS(7)+10+17[-7½]-+45+900 kg+$800 k
          Contact2000+24(7)-
          Pulse+27 RS-
Gas3 m radius cloud for 18 rounds+$45

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

120mm Cannon Shells

Guidance
Type
HomingEvasionLock-OnSigPrice
Inertial+$48
Homing+0+0+0+$65
Agile Homing+3+3+0+$170
Hi-Agile Homing+6+6+0+$380

Payloads
DescriptionPenWoundAPAimBBRSBRPBBoostDASpeedSigMassPrice
Shaped Charge: Jet450+7-10-+30+$350
          Blast+3½ RS(7)+3+6½[-7½]-
          Contact60+13½(7)-
Kinetic700+6¼-7+5150 35k500+$350
          Blast+1½ RS(7)+1+4[-8]-
Explosive: Blast+5 RS(7)+3½+7½[-7½]-+31+$350
          Contact80+14½(7)-
Microfrag10+9¼+0-30+28+$70
          Blast+2½ RS(7)+2+5[-6½]-
          Contact40+12(7)-
Collapse: Blast+14½ RS(7)+10½+17½[-6½]-+46+1.8 tons+$1.8 M
          Contact2500+24¾(7)-
          Pulse+29 RS-
Gas3 m radius cloud for 35 rounds+$80

  • 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.

DescriptionPenWoundAPROFAmmoAimSpreadDAMaxSpeedPSzSigMassPrice
Induction Mortar30+8-211+9+271.2k6k60-4+835|4.55k|15
Induction Howitzer110+10-211+13+273k20k150-1½+217k|40300k|150
Long Range Howitzer140+10-211+14+273k25k250-1½+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
Shaped Charge: Jet300+6-10-+28+$80
          Blast+2½ RS(7)+2+5[-6½]-
          Contact40+12(7)-
Kinetic480+4¾-7+58 25k500+$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+$6 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
Shaped Charge: Jet600+8-10-+31+$800
          Blast+4½ RS(7)+3½+7[-6]-
          Contact80+14¼(7)-
Kinetic900+7¼-7+535 45k500+$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+11¼+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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