The Colonial Civilian market had many options available to the discriminating small arms buyer. Though the Colonial Military has settled on Blasters as the standard small arms there are many other alternatives available.
Blasters, Lasers, slug throwers, rocket guns, stun weapons, explosives and melee weapons are available for a price. Legality varies from point to point and within the Fugitive Fleet most lethal energy weapons and virtually all explosives are heavily restricted.
The weapons listed below are representitive of type but are by no means a complete list of all the various manufacturers and kinds of lasers, blasters or whatever available.
Civilian Blasters
Weapon Name/Type = Light Blaster
Damage and Type = imp 4d
Snap Shot = 10
Accuracy = 6
½ Damage Range = —
Maximum Range = 300
Weapon Weight = 2
Rate of Fire = 3~
Shots in Magazine/Power Cell = 20/c
Minimum Strength to Use = 5
Recoil = -1
Cost = $2,000
Hold Out Penalty/Bonus = 0
Garigan Model 9 Light Blaster
The Garigan Model 9 is an excellant example of the basic Blaster pistol. It is a high quality weapon but does not include a built in Electro Laser so it lacks a stun capacity. Security has confiscated most of these weapons over the years and possession of one, without special authorization, is a crime. However, some are still at large and can be had on the Black Market. Private Guards can be authorized to carry a blaster. The G9 is small enough to be worn concealed in a shoulder holster.
Weapon Name/Type = Heavy Blaster
Damage and Type = 6d Impaling
Snap Shot = 12
Accuracy = 8
½ Damage Range = 300
Maximum Range = 450
Weapon Weight = 5
Rate of Fire = 3~
Shots in Magazine/Power Cell = 10/c
Minimum Strength to Use = 6
Recoil = -1
Cost = $4,500 ($4,800 for the Enhanced)
Hold Out Penalty/Bonus = -2
Raygen Pulse Blaster
Raygen Pulse Blaster Enhanced(Accuracy 10)
Popular holster rig for the Raygen series.
The Raygen series of Heavy Blaster pistols are some of the highest quality weapons made by Colonial Industry. They were built to military specs and have as much knock down power as the standard military heavy blaster. The main difference is a lack of stun capacity.
Though a superb weapon they are (were) very expensive, a factor that limited their appeal. They are rather heavy, bulky and are difficult to conceal.
Weapon Name/Type = Orion Trade Blaster
Damage and Type = 6d Impaling
Snap Shot = 10
Accuracy = 6
½ Damage Range = 300
Maximum Range = 450
Weapon Weight = 3.5
Rate of Fire = 3~
Shots in Magazine/Power Cell = 10/c
Minimum Strength to Use = 5
Recoil = -1
Cost = $1,200
Hold Out Penalty/Bonus = -2
Orion Trade Blaster
With the growing popularity of blasters the Orion’s saw an opportunity to carve out a niche in the market. The Trade Blaster is a cheap and powerful weapon that is stamped out in the shops of the Orion Trade Ships to meet the growing demand.
Orion Trade Blasters are stripped down, no frills weapons. They are inexpensive (compared to Colonial Heavy Blasters) are still pretty reliable. They are light weight and have a slim profile allowing them to be concealed under a jacket and they are easily maintained. Their construction makes them easily and cheaply manufactured in any well equipped machine shop. The safety is a simple mechanical device and there are no readouts or digital functions. They lack a stunner and are not known for a high degree of accuracy.
Weapon Name/Type = Phalcon 3 Holdout Blaster
Damage and Type = 2d+6 imp
Snap Shot = 10
Accuracy = 4
½ Damage Range = -na-
Maximum Range = 200
Weapon Weight = 1.5
Rate of Fire = 1~
Shots in Magazine/Power Cell = 10/b
Minimum Strength to Use = -na-
Recoil = -1
Cost = $3,000
Hold Out Penalty/Bonus = +2
Phalcon Holdout Blaster
This is a small concealable blaster pistol (+2 to Holdout) it can be hidden in a pocket or ankle holster. (This is illegal in the Fleet!) The Phalcon have very few metal parts, and the small power cell make it hard to find with a scan. They are a very low powered blaster with limited range and knock down ability. The Phalcon is definately a back up weapon.
Civilian Lasers and Electro Lasers
The laser was the standard Colonial sidearm for over a 150 yahrens. The technology was perfected and enhanced until it reached its current state. Though Blasters have replaced lasers as the basic military small arm technology, lasers remain common in the civilian sector.
Variations in lasers, such as between Orion, Delphian, Colonial and other racial designs, is primarily variations in range, number of shots and weight. The basic ‘kill’ power of the different designs is essentially the same.
Weapon Name/Type = Starling Laser Pistol
Damage and Type = 3d+2 imp or Stun (see description)
Snap Shot = 10
Accuracy = 13
½ Damage Range = 450 Stun = 50
Maximum Range = 900 Stun = 100
Weapon Weight = 2.5
Rate of Fire = 3~ Stun = 1
Shots in Magazine/Power Cell = 12/c
Minimum Strength to Use = 8
Recoil = 0
Cost = $1,750
Hold Out Penalty/Bonus = 0
Starling Laser Pistol with Stunner atachment
Colonial Starling Laser Pistol
This was the standard side arm of Colonial Warriors for almost a century. Minor variations and improvements were made, but the basic design held steady for the entire run. The Starling was only phased out after it became obvious that it simply could not be improved enough to counter the reflective coating of the Cylon Centurions. The Starling has an almost cherished place in the image and legends of the old Warriors and civilian versions (identical to the old military ones) are popular sellers in the Colonies.
The basic Starling does not have a stun capacity, an enhanced version with a top mounted Electro Laser Stunner is common variant..
Weapon Name/Type = Colonial Laser Carbine
Damage and Type = 4d+2 imp or Stun (see description)
Snap Shot = 10
Accuracy = 14
½ Damage Range = 600 Stun = 100
Maximum Range = 1,200 Stun = 200
Weapon Weight = 9
Rate of Fire = 3~ Stun = 1
Shots in Magazine/Power Cell = 20/2C cells
Minimum Strength to Use = 9
Recoil = 0
Cost = $4,500
Hold Out Penalty/Bonus = -1
Laser Carbine
The Colonial Military’s Laser Carbine hung on awhile longer then the Starlings, but eventually it was also phased out in favor of Blaster variants. The carbine did have a stun capacity.
The carbine has remained in production and has enjoyed strong sales in the outer colonies.
Stun ability. This is a low powered Electro Laser charge that ionizes the air, creating a path that an electric charge follows to the target. The weapon can be set to Stun or Kill. They are most effective in dry environments. High humidity or wet areas can result in the bolt jumping off its path. Stun effects have a much shorter range then a standard laser.
Stun charges require the target to make a roll vs HT – half the damage that got through the targets DR. Stunning last 20 minutes – HT and the target is at -2DX for an additional 20-HT minutes. A Kill setting also requires a roll vs HT – half the damage that passed DR. Failure means the heart stops and death will follow without immediate aid.
Weapon Name/Type = Galleon MF4, Multifunction Pistol
Damage and Type = Laser 2d+2 imp, Blaster 4d imp, Stun
Snap Shot = 10
Accuracy = 12
½ Damage Range = Laser 300 Stun = 50
Maximum Range = Laser 700 Blaster 300 Stun = 100
Weapon Weight = 3.5
Rate of Fire = 3~
Shots in Magazine/Power Cell = 20/c (Special)
Minimum Strength to Use = 7
Recoil = Laser = 0 Blaster -1
Cost = $3,500
Hold Out Penalty/Bonus = 0
The Galleon MF4 is a multifunction pistol that combines a blaster, laser and electro laser stunner functions. The Galleon was an attempt to fill the gap between lasers and blasters during the transition period. The manufacturer thought that the multi use weapon would appeal to spacers and even wrangled extensive trials with the Colonial Military. Though the MF4 was not picked up by the military, and never achieved the hoped for popularity, it still managed to achieve financial success.
One feature of the Galleon weapons was the use of a non standard power cell. Though the Galleon cell was similar enough in design to work in a standard recharge unit, the weapon, either through design constraints or as a marketing ploy, cannot accept regular C cells. The weapon is shipped with six Galleon power cells and more could be purchased after market. ($20 each)
Weapon Name/Type = Delphian Standard Laser Pistol
Damage and Type = 2d+2 imp or Stun (see description)
Snap Shot = 10
Accuracy = 12
½ Damage Range = 300 Stun = 50
Maximum Range = 700 Stun = 100
Weapon Weight = 2
Rate of Fire = 3~ Stun = 1
Shots in Magazine/Power Cell = 20/c
Minimum Strength to Use = 7
Recoil = 0
Cost = $1,500
Hold Out Penalty/Bonus = 0
Delphian Standard Laser Pistol
Delphian Standard Laser Pistol. Until the war with the Cylons forced design changes. This was the standard laser pistol turned out by the Delphian armaments factories. A fairly peaceful race the Delphians never felt a desire for a wide range of weapon types or a compulsion for new and better killing tools. Though a high quality and well made weapon that yields more shots per charge then any other hand laser, it is not popular because it is one of the lowest powered hand lasers available.
All Delphian lasers have Stun ability. This is a low powered Electro Laser charge that ionizes the air, creating a path that an electric charge follows to the target. The weapon can be set to Stun or Kill. They are most effective in dry environments. High humidity or wet areas can result in the bolt jumping off its path. Stun effects have a much shorter range then a standard laser.
Stun charges require the target to make a roll vs HT – half the damage that got through the targets DR. Stunning last 20 minutes – HT and the target is at -2DX for an additional 20-HT minutes. A Kill setting also requires a roll vs HT – half the damage that passed DR. Failure means the heart stops and death will follow without immediate aid.
Weapon Name/Type = Delphian Heavy Laser Pistol
Damage and Type = 3d+2 imp or Stun (see description)
Snap Shot = 11
Accuracy = 13
½ Damage Range = 500 Stun = 50
Maximum Range = 1,000 Stun = 100
Weapon Weight = 3.5
Rate of Fire = 3~ Stun = 1
Shots in Magazine/Power Cell = 20/2 C cells
Minimum Strength to Use = 9
Recoil = 0
Cost = $3,000
Hold Out Penalty/Bonus = -2
Delphian Heavy Laser Pistol
The Delphian Heavy Laser Pistol was designed to try and meet the needs to destroy Cylons. Like the Standard Laser it is well made and very efficient. The up-gunned version, though an improvement over the Standard was no better then the Colonial Starling in knock down ability. Its increased range did little to make up for its increased weight.
Weapon Name/Type = Orion Hand Laser
Damage and Type = 2d+4 imp or Stun (see description)
Snap Shot = 10
Accuracy = 11
½ Damage Range = 300 Stun = 50
Maximum Range = 800 Stun = 100
Weapon Weight = 1.5
Rate of Fire = 3~ Stun = 1
Shots in Magazine/Power Cell = 15/c
Minimum Strength to Use = 5
Recoil = 0
Cost = $1,700
Hold Out Penalty/Bonus = 0
Orion Hand Laser
The Orion Hand Laser is slightly more powerful then the Delphian Standard Laser but that is about all that can be said for it. The design of the weapon is not attractive to most humans but it is very light in weight. The weapon does have a stun function.
The Orions, when faced with the need for a more powerful side arm, switched to Blaster technology rather then try and upgrade their lasers.
Weapon Name/Type = Jax Mini Laser Pistol
Damage and Type = 2d imp
Snap Shot = 8
Accuracy = 8
½ Damage Range = 100
Maximum Range = 250
Weapon Weight = .75
Rate of Fire = 1~
Shots in Magazine/Power Cell = 6/a
Minimum Strength to Use = -na-
Recoil = 0
Cost = $1,800
Hold Out Penalty/Bonus = +3
Jax Mini Laser
The Jax was designed to be a back up weapon. Small, light and easily hidden it is a weapon of last resort. The beam is weaker and the range shorter then a standard laser but the fact that the designers got as much power as they did out of the tiny power cell is remarkable in itself. The Jax has a tendency of burning out power cells leaving them useless for recharging.
Weapon Name/Type = Electro Laser, Concealable
Damage and Type = Imp 2d+1 STUN
Snap Shot = 10
Accuracy = 6
½ Damage Range = 50
Maximum Range = 100
Weapon Weight = 1
Rate of Fire = 1~
Shots in Magazine/Power Cell = 5/B
Minimum Strength to Use = -na-
Recoil = 0
Cost = $1,200
Hold Out Penalty/Bonus = 2
Concealable Electro Laser or ‘Zap’
A beam weapon also called a ‘Shocker’ or ‘Zap Gun’ that does stunning and damage via a discharge of electricity. A low power laser ionizes the air, creating a path that the electric charge follows to the target. The weapon can be set to Stun or Kill. They are most effective in dry environments. High humidity or wet areas can result in the bolt jumping off its path.
Stun charges require the target to make a roll vs HT – half the damage that got through the targets DR. Stunning last 20 minutes – HT and the target is at -2DX for an additional 20-HT minutes. A Kill setting also requires a roll vs HT – half the damage that passed DR. Failure means the heart stops and death will follow without immediate aid.
A ‘Shocker’ is an Electro Laser that has only a Stun setting, there is no kill setting. An armorer roll can alter the circuitry to allow a kill setting.
Shockers are legal in the Fleet. Modified Shockers or “Zaps” are NOT legal.
Numos
Numo’s are a slug firing weapon that uses compressed air and a spring to propel the slug. The basic Numo is a single shot weapon that must be loaded and hand pumped before each shot.
The Numo Autos use a preloaded cylinder of compressed air to allow multiple shots without reloading or pumping. In most models a tubular, under barrel magazine holds the slugs which are spring fed, one at a time, into the chamber. The air cylinder can be recharged anywhere an O2 bottle can be refilled. A standard cylinder is able to power 24 slugs, large cylinders up to 50.
The shot from a Numo Auto tends to be slightly weaker then the same type of shot fired from a Standard Numo. This is compensated by the ability to shoot more then once!
Numo ammunition is most commonly a metal slug. This is widely used in Agro colonies for hunting and pest control. It has excellant knockdown power for small game and is effective against unarmored targets. It is also easily stamped out in a simple press using cheap metals. However, monocrys fabrics are particularly good at stopping Numo slugs leading to the developement of Numo Darts.
The darts come in several varieties, the most common being a simple, hardened and shaped dart designed to better penetrate monocrys and other non rigid armor.
Other varieties have been modified to deliver poisons, sedatives and similar substances. Some specialty darts carry tracking devices and others have been designed to deliver a small explosive charge that detonates in the body.
Darts require finer tolerences in their manufacture in order to ensure flight stability (without taking into consideration payloads) so they are more expensive and less common on Agro Colonies, where they may be kept in reserve for emergencies.
Despite efforts to increase their hitting power, Numos are obsolete technology but can be found on low tech agro colonies and in the hands of small time criminals because they can be easily produced in any machine shop, require no special high tech ammunition, are easily maintained and are almost completely silent. Since they do not employ power cells they are difficult to locate by scanning and can be stored for long periods without fear of the power cell draining. Because of these features they are popular with the criminal elements of the Fleet. Generally legal to own, (though some ammunition types are not) they may not be carried concealed.
Within the Fugitive Fleet ALL types of Dart ammo are illegal.
Numos are virtually useless against a Cylon regardless of ammo type. They are also useless against most rigid combat armor.
Weapon Name/Type = Standard Numo Pistol
Damage and Type = Slug = 2d crush Standard Dart = 2d imp
Explosive Dart= 2d imp + 2d exp
Snap Shot = 12
Accuracy = 6
½ Damage Range = 50
Maximum Range = 100
Weapon Weight = 3.5
Rate of Fire = 1
Shots in Magazine/Power Cell = 1
Minimum Strength to Use = 7
Recoil = 0
Cost = $100
Hold Out Penalty/Bonus = -1
Standard Numo Pump Pistol
Weapon Name/Type = Numo Auto Pistol
Damage and Type = Slug = 2d-1 crush Standard Dart = 2d-1 imp
Explosive Dart= 2d-1 imp + 2d exp
Snap Shot = 12
Accuracy = 6
½ Damage Range = 50
Maximum Range = 100
Weapon Weight = 4
Rate of Fire = 1~
Shots in Magazine/Power Cell = 12 slugs/darts 24 air charges in cylinder
Minimum Strength to Use = 8
Recoil = 0
Cost = $500
Hold Out Penalty/Bonus = -1
Automatic Numo Pistol
Numo designs vary enormously depending on the shop or craftsman that manufactured the weapon. No major manufacturer has made a line of Numos in at least seventy yahren. Those that are available are the results of short runs by local companies or custom work. The dimension and weight of slugs and darts are of a standard that dates back over a hundred yahrens and the convention is followed closely to ensure that existing ammo remains compatible.
Standard, single shot Numo Carbines are almost unheard of. Anyone that makes the effort to manufacture one makes it automatic. However, it is customary to make a carbine switchable. If one is used on a primitive planet where recharging air cylinders is difficult, then the weapon can be used in a single shot pump mode. Note: A hand pumped round has more hitting power then the discharge of the cylinder.
Weapon Name/Type = Numo Carbine
Damage and Type = Auto Slug = 2d+2 crush Auto Standard Dart = 2d+1 imp Explosive Dart= 2d+1 imp + 2d exp
Pumped Slug = 2d+4 crush Pumped Standard Dart = 2d+3 imp Pumped Explosive Dart = 2d+3 + 2d exp.
Snap Shot = 14
Accuracy = 11
½ Damage Range = 150
Maximum Range = 200
Weapon Weight = 4
Rate of Fire = 1~ on auto or 1 pumped
Shots in Magazine/Power Cell = 24 slugs/darts 50 air charges in cylinder OR it can be used in single shot mode.
Minimum Strength to Use = 8
Recoil = 0
Cost = $800
Hold Out Penalty/Bonus = -3
Numo Carbine
Gyro Rocket Weapons
The gyro rocket weapons, such as those produced by the Latham Corporation, saw some success during the developmental period for hand lasers. More powerful then Numos and more reliable then lasers (at that time) they were effective in taking down the Cylon Centurion of the time. Unfortunately Cylon Centurions became tougher, with thicker carapaces, and the rocket rounds simply reached their limit in ability while maintaining their compact size. The rapid advancements in hand lasers (and later blasters) left the gyro rockets far behind.
The military adapted gyrocs into successful hybrid combination carbines and continue with variations even now. Hybrid pistol combinations were too heavy and bulky to enjoy much success.
Weapon Name/Type = Latham Gyro Rocket Pistol
Damage and Type = damage varies with round
Snap Shot = 12
Accuracy = 5
½ Damage Range = na
Maximum Range = 2,500
Weapon Weight = 4
Rate of Fire = 2~
Shots in Magazine/Power Cell = 9
Minimum Strength to Use = 7
Recoil = 0
Cost = $800
Hold Out Penalty/Bonus = -1
Gyro Rocket Pistol
The basic Gyroc pistol. This enjoyed popularity in the civilian markets until the new generation of Cylon Centurion and its heavier armor rendered it obsolete. Still it was one of the few weapons able to present a threat until reliable blaster technology proved able to best the Centurions armor plate.
Weapon Name/Type = Latham Rocket Carbine
Damage and Type = damage varies with round
Snap Shot = 14
Accuracy = 9
½ Damage Range = na
Maximum Range = 2,500
Weapon Weight =
Rate of Fire =
Shots in Magazine/Power Cell =
Minimum Strength to Use =
Recoil = 0
Cost =
Hold Out Penalty/Bonus = -4
Gyro Rocket Carbine
The carbine uses the same round as the pistol, its only real advantage is in improved accuracy over distances resulting from the longer barrel imparting greater stability to the rocket’s flight.
Gyroc Ammunitions
The Gyrocs fire .75 calibre stabilized rockets. These come in a variety of kinds.
APEX: Armor Piercing EXplosive. This is the standard military round. The APEX round halves the DR of armor struck. Impact damage depends on the range from the muzzle the target is.
3D crsh up to 1 yard
6D crsh up to 2 yards
8D crsh from there to 1/2 damage range
In addition thay do 1D+3 explosive damage. If the round is in flesh they do explosive damage x5.
There is a 50% chance the explosion will ignite flammables
Legality Class is a strictly enforced 0
Cost is $500 per hundred for the Colonial Military, $3,000 per hundred on the Black Market
CHEM: CHEMical rounds do 1 point of crsh damage at 1 yard
1D-3 crsh at 2 yards
1D crsh to 1/2 damage range
When a CHEM round hits the filler covers 1 hex for 3 seconds
Price is $100 per hundred plus filler for Colonial Military and $500 per hundred plus filler x5 on black market.
HEX: High EXplosive. Designed for use against unarmored targets. Impact damage depends on the range from the muzzle the target is.
1D crsh up to 1 yard
2D crsh up to 2 yards
4D crsh from there to 1/2 damage range
In addition they do 2D explosive damage which is x5 if in flesh. They are 66% likely to ignite flammable materials.
Cost is $300 per hundred for Colonial Military and $2,000 per hundred on the black market.
SLAP: Standard Light Anti-Personnel. SLAP is standard for Colonial Military police and Security troops. Impact damage depends on the range from the muzzle the target is.
2D crsh up to 1 yard
4D crsh up to 2 yards
6D crsh from there to maximum range
SLAP Round