Saturday, November 9, 2013

Space Opera: Small Arms


Because we’re talking Space Opera we can’t just talk about planets and the make-up of the star cluster. We need to have a full discussion on the subjects relating to what the PCs are going to be using relatively often, their weapons. I generally have a view on technology for sci-fi that variety is important to a realistic setting. Each species, planet, and culture is going to have its own preferences, capabilities, and resources that will determine what types of weapons are available to them. Each type of weapon will have its own strengths, weaknesses, and unique advantages. This will determine their usefulness in battle. With that being said, my sci-fi setting does not discriminate against most types of imaginary weaponry (I only discriminate against lasers because they’re lame in reality) and includes a wide variety to choose from because of the multitude of species, systems, and cultures.

The first type of weapon is the Particle Blaster. Typically referred to as a Blaster; this weapon essentially rips solid matter from its own barrel, superheats it, and projects it downrange using a magnetic field to push it into hypersonic speeds. It has the advantage of causing impact as well as energy damage to targets. It is the most common weapon type in the galaxy because it uses a simple power pack to fire (just called “Packs” for short). These power packs are easy to recharge pretty much anywhere power is generated and are highly reliable. They can even be adapted into power sources for other things in an emergency. The catch with Blasters is that after about 5 power packs worth of shots their barrels don’t have any more particles they can pull from and have to be replaced otherwise they suffer a meltdown. They have a very reasonable price point as far as weapons go and are a very good balance of Stopping Power and Range.

The second type of weapon is the Plasma Caster. Plasma weapons superheat special gasses inside of a magnetic field and then send the whole thing downrange. Plasma is a powerful energy weapon, but it is limited range. The Mag-field used by plasma weapons can only last a set amount of distance before it dissipates and releases the plasma to the air in a relatively harmless form. Typically considered a step above Blasters in terms of damage, but a step below in their range. They have the same amount of functionality as a blaster though, so they find their way to similar platforms. Plasma weapons use a combination Gas Canister and Battery to hold the gasses and generate the power required to make each plasma bolt. These are typically called “Cans” by those who use them.

The third type of weapon is called a Needler. Needlers are essentially scaled down railguns. They fire tiny metal projectiles with a magnetic rail at hypersonic speeds. They require very little power to operate and are capable of very high rates of fire. The ammunition is generated by the gun shaving a tiny, needle-like shard of metal off a block inserted into the weapon called a “Slab”. A one pound slab is able to generate about 100 or more rounds of ammunition. Some types of needlers are even able to use scrap metal found on the battlefield if it is inserted into its receiver (this could have a detrimental effect on the damage, range or accuracy depending upon the metal inserted) It is a very efficient and effective system but it can generate a lot of waste heat over the course of firing the weapon and the rounds are not as powerful as a comparable Blaster bolt. The rounds do have the advantage of being solid matter though, so they are able to go further than the rounds of most other weapons. Built-in cooling systems and external cooling enhancers help extend the amount of time a needler can function without hours long “rest” periods. (The Mass Effect series uses these types of weapons exclusively, outside of their heavy weapons.)

The fourth type of weapon is a Gyrojet. A Gyrojet is essentially a miniature rocket that shoots out of a small arm. They are self-propelled, explosive tipped bullets. People familiar with Warhammer 40k know who the Space Marines are and know what their iconic weapon, the Bolter, is. That weapon is essentially a Gyrojet. In this setting they’re smaller than bolters, they have a low rate of fire (I’m thinking semi-auto for the handheld stuff), and have powerful explosive heads relative to their size. So when compared to a Blaster, they’ll be stronger, longer range, more expensive, have a lower rate of fire, and a very limited magazine.

The last type of weapon is called a PlasCart. (The name needs work, shut up) This name is short for Plasma Cartridge. PlasCarts are self-contained cartridges that allow someone using an old slugthrower to fire plasma bolts. They are cheap, one-time use items that people on the frontier like to keep around. You don’t have to spend a ton of money on a modern weapon, you don’t have to have fancy recharge machines, and you don’t have to have high tech tools to maintain the weapon. Old slug throwers tend to be far more resistant to environmental wear and tear than most modern weapons so people who spend a lot of time exploring might keep one on them when exploring. These plasma rounds have about the same punch as a Needler, the range of a Blaster, and are dirt cheap to buy. They come in various calibers to fit whatever weapon you’re using them in and are highly praised for their reliability. Due to the nature of the design, these rounds are also undetectable by most modern sensors. No one knows why that is, but people are starting to take advantage of this feature more and it is making some places paranoid.

The typical small arms platforms you see in the galaxy fit into the following categories; Pistols, Submachine guns, Carbines, Rifles, and Heavy Weapons.

Pistols are pretty much anything that falls under the category of a handgun. They are typically small, concealable, semi-automatic, lower powered, and able to be held in one hand. All types of weapons are supported by this platform.

Submachine guns are typically larger versions of pistols that have a larger supply of ammunition and are capable of full-auto fire. They offer your normal pistol advantages as well. These weapons are typically heavily restricted in most civilized space and being caught with one can mean trouble. There are no Gyrojet submachine guns and loading one with PlasCarts is seen as impractical and unnecessarily expensive.

Carbines are shortened rifles. Traditionally used by ancient armies for use on horseback, the carbine found its way into regular military use by troops who needed the power of a rifle in tight spaces that others might use a submachine gun in. In the modern era, carbines are the primary weapons used in urban warfare and starship boarding actions. They have the power and capabilities of rifles, but with a shorter barrel and lighter weight to make them more maneuverable in tight spaces. Military models are capable of full auto. Supports all weapon types, Gyrojet weapons are not capable of automatic fire.

Rifles are the quintessential long-arm. These range from simple target practice rifles to the highest tech rifles carried by the military. They are accurate at long range and military models are capable of putting out an insane amount of rounds down range. The power of a rifle depends greatly upon its role. Same as Carbines.

Heavy weapons are anything that is big, bulky and able to wreak destruction above the norm. This is where you’ll see rocket launchers, machineguns, and other types of anti-material/anti-group weaponry. Weapon types expand here to also include small versions of vehicle/starship weapons as well as more powerful versions of small arms. Here is where you’ll be able to see Gyrojet weapons capable of fully automatic fire.

I’ve been thinking about adding a Shotgun category, if I do it will only work for Needlers since everything else uses an accelerated beam/energy source. Although Plasma Casters and Plasma Cartridges might be able to simulate something similar.

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