New Equipment Tables - Issue 5

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This page give the statistics in tabular form for the various new equipment introduced in Star Frontiersman Issue 5. These equipment are Combat Armor, Motion Tracker, Sentry Guns, Pulse Rifle, Yazirian Disc-Grenades, Inertia Wall, and Blastaxe.

Ammunition Cost WeightEnergy/Rounds
Pulse Rifle Ammo
PulseClip 50Cr -- 99 bullets
Cartridge Frag Gren 25Cr -- 1 grenade

Sentry Gun Ammo
Type 1 Parabattery 600Cr 25kg 50 shots
MachineDrum 200Cr 5kg 50 bursts
FragCylinder 500Cr 8kg 25 shots
IncendiaryCylinder 500Cr 8kg 25 shots


Defenses Mass Cost DEX/RS
Combat Armor
- Light 7kg 650Cr -0
- Medium 15kg 1,200Cr -5
- Heavy 25kg 2,000Cr -10
 
Inertia Wall 100kg 5,000Cr --
Note:
The Inertia Wall also requires the purchase and use of a Type 1 Parabattery (500SEU). It drains 2 SEU per turn, plus 1 SEU per die of damage it absorbs.


WeaponsCost (Cr)Wgt (kg) DamageAmmoSEURateDefenseRange (PB/S/M/L/E)
Pulse Rifle 1,800Cr 5kg 99 bullets
- Semiautomatic Mode 1d10+1 per bullet -- 3 Inertia 10/40/100/150/300
- Burst Fire Mode 3d10+3 per burst -- 2 Inertia 10/40/100/150/300
- Full Auto Mode 5d10+5 per spray -- 1 Inertia 10/40/100/150/300
- Pump-Action Grenade 8d10 per grenade -- 1 Inertia --/25/50/100/200
 
Sentry Guns
- Heavy Laser 12,000Cr 35 10d10 50 10 4 Albedo Special*
- Machine Gun 7,000Cr 25 10d10 50 -- 4 Inertia Special*
- Grenade Launcher 5,000Cr 20 by grenade 25 -- 4 Inertia Special*
 
Yazirian Disc-Grenade 25Cr -- 8d10, 3m radius -- -- 1 Inertia 5/15/25/50/75
 
Blastaxe (beam) 300Cr 2 4d10 beam 20 SEU 2 1 Albedo 5/15/-/-/-
              (melee) 3d10 melee Inertia --

* Each weapon has the range of a normal weapon of its type, but is limited by the on-board sensors to a maximum 30m range.