Hero System Weapon Definitions
Terran Laser Weapons
Other Laser Weapons
Terran Plasma Weapons
Other Plasma Weapons
Terran Ion Weapons
Other Ion Weapons
Terran Gamma Weapons
Terran Grenades
Other Grenades
Terran EMP Weapons
Other Firearms
Terran Targeting Systems
COMMON WEAPONS
WeaponYearATRIOCVRModDamageSTUNxSTR MinShotsA/RNotes
Terran Laser Weapons
Mark V Laser Rifle259810+1+23d601340135/33AF5, AP, IMR (2,800"), 2H
Mark VII Laser Rifle263810+2+23�d6+11264181/45AF5,AP,IMR (3,775"), 2H
Mark II-K Laser Pistol24799+1+12d60101238/10
Mark II-Q Laser Pistol255510+1+22�d6081651/16
Mark II-T Laser Pistol263010+1+23d6082467/20
Other Laser Weapons
Ackalian Laser Rifle264010+2+23d6+21560151/36AF5, Pen, 2H
Mondabi Laser Pistol263310+2+22� d6083066/20
Perseid Laser Pistol263810+1+23d6-1072084/24Pen
Thorgon Laser Rifle263610+2+23+1+11264195/48AF8,AP, 2H
Terran Plasma Weapons
M49 Plasma Rifle2550100011d6 N EX1720110/23AF2, Bulky, 2H
M90P Squad Plasma Rifle2612110012d6 N EX1440150/37AF5, 2H
M1T Plasma Tube2590110015d6 N EX101112/14NR, 2H
Other Plasma Weapons
Ackalian Plasma Rifle2618110013d6 N EX1532146/34AF5, 2H
Varanyi Plasma Rifle258712+1+115d6 N EX1060195/50AF5, 21I
Terran Ion Weapons
MI-31 Ion Rifle256911+1+13d6/10d6 N01336TextAF5,2H
M1-66 Ion Rifle261611+2+23d6/12d6 N01150TextAF5, 2H
MIP-162 Ion Pistol263811+1+ -13d6/10d6 N0930TextAF2
Grenades
Concussion2543100010d6 N EX/N/A10118/41RBS 6d6 Fla
Fragmentation254310003d6+1 EX/0N/A10118/41RBS 6d6 Fla
Plasma2629100012d6 N EX0N/A4120/34RBS
Grenade launcher25431000TextN/A60/13
Key:

Year: The year the weapon first becomes available.

ATRI: The weapon's Available Technical Resources Index rating.

OCV: A modifier applied to all attacks made with the weapon. See page 333 of the HERO System 5th Edition.

RMod: The modifier to the weapon's accuracy at Range. See page 333 of the HERO System 5th Edition. RMod can never raise a character's Base OCV, it can only negate penalties.

Damage: The damage the weapon does; see Notes for any abbreviations used.

STUNx: The STUN Multiplier for Killing Damage weapons (0 indicates a normal 1d6-1 multiplier).

STR Min: STR Minimum. See the HERO System 5th Edition, pages 32728, for rules.

Shots: The standard amount of ammunition or power in the gun's magazine or battery.

A/R: Active Point/Real Point cost.

Notes: Any information not listed elsewhere, often using the following abbreviations:

2H: Two-Handed Weapon Act: Activation Roll
AF: Autofire (the number indicates the number of shots)
AP: Armor Piercing
Bulky: A Bulky Focus other than a bipod-mounted weapon
EX: Explosion
Fla: Flash
IMR: Increased Maximum Range (distance indicated in parentheses)
N: Normal Damage (all other weapons do Killing Damage)
NR: Charge is Not Recoverable
Pen: Penetrating
RBS: Range Based On STR Text: See text for information

Terran Laser Weapons

Mark I Laser Rifle

Killing Attack - Ranged 1d6 (vs. ED), 20 Charges (+¼) (19 Active Points); OAF Bulky (-1 ½), STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 ¼), Activation Roll 14- (-½), Required Hands Two-Handed (-½), Concentration (½ DCV; -¼), Beam (-¼), Blocked By Smoke Or Steam (-¼), Real Weapon (-¼)

Mark III Laser Rifle

(Total: 60 Active Cost, 14 Real Cost) Killing Attack - Ranged 2d6 (vs. ED), 30 Charges (+¼), Autofire (5 shots; +½) (52 Active Points); OAF Bulky (-1 ½), STR Minimum 14 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-½), Real Weapon (-¼), Beam (-¼), Blocked By Smoke Or Steam (-¼) (Real Cost: 11)

plus +1 OCV (5 Active Points); OAF (-1), Two-Handed (-½), Real Weapon (-¼) (Real Cost: 2)

plus +1 versus Range Modifiers (3 Active Points); OAF (-1), Two-Handed (-½), Real Weapon (-¼) (Real Cost: 1)

Mark V Laser Rifle

Description: Improvements to previous models of Terran laser rifle resulted in a slimmer, lighter-weight weapon that assured the laser's dominance on the battlefield. Improved armor-penetration capabilities, a more efficient power pack, and enhanced rangefinding equipment make this a potent weapon indeed.

(Total: 135 Active Cost, 33 Real Cost) Killing Attack - Ranged 3d6 (vs. ED), Increased Maximum Range (2,800"; +¼), Autofire (5 shots; +½), 40 Charges (+½), Armor Piercing x1 (+½) (124 Active Points); OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-½), Real Weapon (-¼), Beam (-¼), Blocked By Smoke Or Steam (-¼) (Real Cost: 29)

plus +1 OCV (5 Active Points); OAF (-1), Two-Handed (-½), Real Weapon (-¼) (Real Cost: 2)

plus +2 versus Range Modifiers (6 Active Points); OAF (-1), Two-Handed (-½), Real Weapon (-¼) (Real Cost: 2)

Mark VII Laser Rifle

Description: First available to Imperial soldiers as a mass-production weapon in 2638, the latest version of the Terran laser rifle incorporates more improvements and upgrades than ever before. Onboard targeting computers make it more accurate both in general and over long distances, and the increased size and power of the beam inflict more painful wounds on the foe.

(Total: 181 Active Cost, 45 Real Cost) Killing Attack - Ranged 3 ½d6 (vs. ED), Increased Maximum Range (3,775"; +¼), +1 STUN Multiplier (+¼), Autofire (5 shots; +½), 64 Charges (+½), Armor Piercing x1 (+½) (165 Active Points); OAF (-1), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-½), Real Weapon (-¼), Beam (-¼), Blocked By Smoke Or Steam (-¼) (Real Cost: 39)

plus +2 OCV (10 Active Points); OAF (-1), Two-Handed (-½), Real Weapon (-¼) (Real Cost: 4)

plus +2 versus Range Modifiers (6 Active Points); OAF (-1), Two-Handed (-½), Real Weapon (-¼) (Real Cost: 2)

Mark VII Laser Rifle w/Energy Boost

(Total: 195 Active Cost, 48 Real Cost) Killing Attack - Ranged 3 ½d6 (vs. ED), Increased Maximum Range (4,125"; +¼), +1 STUN Multiplier (+¼), Autofire (5 shots; +½), Armor Piercing x1 (+½), 64 Boostable Charges (+¾) (179 Active Points); OAF (-1), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-½), Real Weapon (-¼), Beam (-¼), Blocked By Smoke Or Steam (-¼) (Real Cost: 42)

plus +2 OCV (10 Active Points); OAF (-1), Two-Handed (-½), Real Weapon (-¼) (Real Cost: 4)

plus +2 versus Range Modifiers (6 Active Points); OAF (-1), Two-Handed (-½), Real Weapon (-¼) (Real Cost: 2)

Mark VII Laser Rifle w/Sustained Beam

(Total: 236 Active Cost, 58 Real Cost) Killing Attack - Ranged 3 ½d6 (vs. ED), Increased Maximum Range (5,150"; +¼), +1 STUN Multiplier (+¼), Autofire (5 shots; +½), 64 Charges (+½), Armor Piercing x1 (+½), Continuous (+1) (220 Active Points); OAF (-1), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-½), Real Weapon (-¼), Beam (-¼), Blocked By Smoke Or Steam (-¼) (Real Cost: 52)

plus +2 OCV (10 Active Points); OAF (-1), Two-Handed (-½), Real Weapon (-¼) (Real Cost: 4)

plus +2 versus Range Modifiers (6 Active Points); OAF (-1), Two-Handed (-½), Real Weapon (-¼) (Real Cost: 2)

Mark VII Laser Rifle w/Range Augmentation

(Total: 208 Active Cost, 51 Real Cost) Killing Attack - Ranged 3 ½d6 (vs. ED), Increased Maximum Range (4,475"; +¼), +1 STUN Multiplier (+¼), Autofire (5 shots; +½), 64 Charges (+½), Armor Piercing x1 (+½), No Range Modifier (+½) (192 Active Points); OAF (-1), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-½), Real Weapon (-¼), Beam (-¼), Blocked By Smoke Or Steam (-¼) (Real Cost: 45)

plus +2 OCV (10 Active Points); OAF (-1), Two-Handed (-½), Real Weapon (-¼) (Real Cost: 4)

plus +2 versus Range Modifiers (6 Active Points); OAF (-1), Two-Handed (-½), Real Weapon (-¼) (Real Cost: 2)

Mark VII-UV Laser Rifle

(Total: 208 Active Cost, 51 Real Cost) Killing Attack - Ranged 3 ½d6 (vs. ED), Increased Maximum Range (4,475"; +¼), +1 STUN Multiplier (+¼), Autofire (5 shots; +½), 64 Charges (+½), Armor Piercing x2 (x2; +1) (192 Active Points); OAF (-1), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-½), Real Weapon (-¼), Beam (-¼), Blocked By Smoke Or Steam (-¼) (Real Cost: 45)

plus +2 OCV (10 Active Points); OAF (-1), Two-Handed (-½), Real Weapon (-¼) (Real Cost: 4)

plus +2 versus Range Modifiers (6 Active Points); OAF (-1), Two-Handed (-½), Real Weapon (-¼) (Real Cost: 2)

Mark VII-X Laser Rifle

(Total: 296 Active Cost, 72 Real Cost) Killing Attack - Ranged 4 ½d6 (vs. ED), Increased Maximum Range (6,550"; +¼), +1 STUN Multiplier (+¼), Autofire (5 shots; +½), 64 Charges (+½), Penetrating (+½), Armor Piercing x2 (x2; +1) (280 Active Points); OAF (-1), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-½), Real Weapon (-¼), Beam (-¼), Blocked By Smoke Or Steam (-¼) (Real Cost: 66)

plus +2 OCV (10 Active Points); OAF (-1), Two-Handed (-½), Real Weapon (-¼) (Real Cost: 4)

plus +2 versus Range Modifiers (6 Active Points); OAF (-1), Two-Handed (-½), Real Weapon (-¼) (Real Cost: 2)

Mark II Laser Pistol

Killing Attack - Ranged 1d6 (vs. ED) (15 Active Points); OAF Fragile (-1 ¼), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), 6 Charges (-¾), Activation Roll 14- (-½), Beam (-¼), Blocked By Smoke Or Steam (-¼), Real Weapon (-¼)

Mark II-D Laser Pistol

(Total: 28 Active Cost, 6 Real Cost) Killing Attack - Ranged 1 ½d6 (vs. ED) (25 Active Points); OAF Fragile (-1 ¼), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), 8 Charges (-½), Activation Roll 14- (-½), Real Weapon (-¼), Beam (-¼), Blocked By Smoke Or Steam (-¼) (Real Cost: 5)

plus +1 versus Range Modifiers (3 Active Points); OAF (-1), Two-Handed (-½), Real Weapon (-¼) (Real Cost: 1)

Mark II-K Laser Pistol

Description: During the Reunification Campaigns, the Imperial Army commissioned the development of this weapon. Greater cutting power, accuracy, and most of all reliability made it a significant improvement over earlier models.

(Total: 38 Active Cost, 10 Real Cost) Killing Attack - Ranged 2d6 (vs. ED) (30 Active Points); OAF (-1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), 12 Charges (-¼), Real Weapon (-¼), Beam (-¼), Blocked By Smoke Or Steam (-¼) (Real Cost: 7)

plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-¼) (Real Cost: 2)

plus +1 versus Range Modifiers (3 Active Points); OAF (-1), Real Weapon (-¼) (Real Cost: 1)

Mark II-Q Laser Pistol

Description: Ordered by the Imperial military to improve the troops' firepower during the Galactic War, this weapon only saw general release in 2555, a year after the War ended, due to problems with the development process. Although still considered a viable weapon today, it suffers from a small power supply when compared to later pistols.

(Total: 51 Active Cost, 16 Real Cost) Killing Attack - Ranged 2 ½d6 (vs. ED), 16 Charges (+0) (40 Active Points); OAF (-1), STR Minimum 8 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-¼), Beam (-¼), Blocked By Smoke Or Steam (-¼) (Real Cost: 11)

plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-¼) (Real Cost: 2)

plus +2 versus Range Modifiers (6 Active Points); OAF (-1), Real Weapon (-¼) (Real Cost: 3)

Mark II-T Laser Pistol

Description: Issued to both the Imperial Army and Navy in 2630, the Mark II-T represents the most advanced Terran laser pistol yet developed. Its powerful beam, coupled with its targeting function and large power supply, make it the favorite not only of military personnel, but of underworld figures who've gotten their hands on one.

(Total: 67 Active Cost, 20 Real Cost) Killing Attack - Ranged 3d6 (vs. ED), 24 Charges (+¼) (56 Active Points); OAF (-1), STR Minimum 8 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-¼), Beam (-¼), Blocked By Smoke Or Steam (-¼) (Real Cost: 15)

plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-¼) (Real Cost: 2)

plus +2 versus Range Modifiers (6 Active Points); OAF (-1), Real Weapon (-¼) (Real Cost: 3)

Mark II-T Laser Pistol w/Range Augmentation

(Total: 101 Active Cost, 29 Real Cost) Killing Attack - Ranged 3d6 (vs. ED), 24 Charges (+¼), Increased Maximum Range (1,975"; +¼), No Range Modifier (+½) (90 Active Points); OAF (-1), STR Minimum 8 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-¼), Beam (-¼), Blocked By Smoke Or Steam (-¼) (Real Cost: 24)

plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-¼) (Real Cost: 2)

plus +2 versus Range Modifiers (6 Active Points); OAF (-1), Real Weapon (-¼) (Real Cost: 3)

Other Laser Weapons

Ackalian Laser Rifle

Description: The standard Ackalian laser rifle during Marissa III's reign lacks the range of the Terran model, and has more bulk to boot, but hits almost as hard and creates painful wounds.

(Total: 151 Active Cost, 36 Real Cost) Killing Attack - Ranged 3d6 (vs. ED), Autofire (5 shots; +½), 60 Charges (+½), +2 STUN Multiplier (+½), Penetrating (+½) (135 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 ¼), OAF (-1), Required Hands Two-Handed (-½), Real Weapon (-¼), Beam (-¼), Blocked By Smoke Or Steam (-¼) (Real Cost: 30)

plus +2 OCV (10 Active Points); OAF (-1), Two-Handed (-½), Real Weapon (-¼) (Real Cost: 4)

plus +2 versus Range Modifiers (6 Active Points); OAF (-1), Two-Handed (-½), Real Weapon (-¼) (Real Cost: 2)

Mon'dabi Laser Pistol

Description: Similar to the Terran Mark II-Q, but more accurate, the Mondabi laser pistol represents an excellent choice for shooters who favor an increased chance of hitting rather than improving the sheer raw power of the beam. Its power cell has enough energy for significantly more shots than Terran models.

(Total: 66 Active Cost, 20 Real Cost) Killing Attack - Ranged 2 ½d6 (vs. ED), 30 Charges (+¼) (50 Active Points); OAF (-1), STR Minimum 8 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-¼), Beam (-¼), Blocked By Smoke Or Steam (-¼) (Real Cost: 13)

plus +2 OCV (10 Active Points); OAF (-1), Real Weapon (-¼) (Real Cost: 4)

plus +2 versus Range Modifiers (6 Active Points); OAF (-1), Real Weapon (-¼) (Real Cost: 3)

Perseid Laser Pistol

Description: The typical sidearm of the Perseid military, this weapon also achieves great popularity with the underworld from 2640 on, due to the successful theft of a cargo of 20,000 units by the infamous Dorvalan pirate Grenta Shal. However, many civilian owners don't know how to care for the pistol properly, which often results in cancelling out the weapon's inherent OCV bonus.

(Total: 81 Active Cost, 24 Real Cost) Killing Attack - Ranged 3d6-1 (vs. ED), 20 Charges (+¼), Penetrating (+½) (70 Active Points); OAF (-1), STR Minimum 7 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-¼), Beam (-¼), Blocked By Smoke Or Steam (-¼) (Real Cost: 19)

plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-¼) (Real Cost: 2)

plus +2 versus Range Modifiers (6 Active Points); OAF (-1), Real Weapon (-¼) (Real Cost: 3)

Thorgon Laser Rifle

Description: The standard Thorgon laser rifle resembles the Terran Mark VII in many particulars - so many the TIC suspects Thorgon operatives stole early prototypes and plans for the weapon and rushed it into production to beat the Imperial Army to the punch. However, the Thorgon weapon trades off a greater rate of fire for significantly reduced range.

(Total: 195 Active Cost, 48 Real Cost) Killing Attack - Ranged 3 ½d6 (vs. ED), +1 STUN Multiplier (+¼), 64 Charges (+½), Armor Piercing x1 (+½), Autofire (10 shots; +1) (179 Active Points); OAF (-1), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-½), Real Weapon (-¼), Beam (-¼), Blocked By Smoke Or Steam (-¼) (Real Cost: 42)

plus +2 OCV (10 Active Points); OAF (-1), Two-Handed (-½), Real Weapon (-¼) (Real Cost: 4)

plus +2 versus Range Modifiers (6 Active Points); OAF (-1), Two-Handed (-½), Real Weapon (-¼) (Real Cost: 2)

LASER MODIFICATIONS

Characters can apply the following general modifications to Terran laser weapons (other species often have similar technology). The fact that people can modify lasers this way is one reason lasers maintain their popularity.

Energy Booster (ATRI 10): This multi-part device, which attaches to a Terran laser weapon at various points on the body and barrel, allows the shooter to "juice up"the blasts, draining the weapon's power cell more quickly to fire more powerful beams. The Imperial Military frowns on these devices in most circumstances, but many soldiers like them and find ways to acquire them even when the brass forbids them. This writeup fits the Mark VII Laser Rifle, but characters can obtain Energy Boosters suitable for other laser weapons as well.

Convert Mark VIPs 64 Charges to Boostable Charges (14 Active Points); OAF (-1), Real Weapon (-1/4). Total cost: 6 points

Sustained-Beam Energy Pack (ATRI 10): The SBEP fits onto the barrel, trigger assembly, and handle of a Terran laser weapon (such as the Mark VII rifle, which this writeup works with). It provides the modifications necessary for the shooter to project a sustained laser beam.

Continuous (+1) for Mark VII Laser Rifle (55 Active Points); OAF (-1), Real Weapon (-1/4), Total cost. 24 points.

Range Augmentation System (ATRI 10): One advantage lasers have over many other weapons is their ability to fire at far-away targets with relatively little loss of accuracy. The Terran Empire has created several devices to exploit this fact.

Range Augmentation System (Mark VII Laser Rifle): No Range Modifier for Mark VII Laser Rifle (27 Active Points); OAF (-1), Real Weapon (-1/). Total cost. 12 points.

Range Augmentation System (Mark II-T Laser Pistol): Increased Maximum Range (1,400"; (+1/4) and No Range Modifier (+1/2) for Mark II-T Laser Pistol (34 Active Points); OAF (-1), Real Weapon (-1/4). Total cost: 15 points.

UV/X-Ray Conversion (ATRI 11): In addition to standard lasers, the Terran Empire fields UV- and X-ray-based lasers as well, indicating the variants with the -UV and -X suffixes to the weapon's designation. The UV conversion adds a level of Armor Piercing; the X-Ray conversion adds damage, Armor Piercing, and Penetrating. Here are two examples using the Mark VII rifle:

Mark VII-UV Laser Rifle: Add another level of Armor Piercing (+1/2) to Mark VII Laser Rifle (27 Active Points); OAF (-1), Real Weapon (-1/4). Total cost. 12 points.

Mark VII-X Laser Rifle: Add RKA +1d6, another level of Armor Piercing (+1/2) and Penetrating (+1/2) to Mark VII Laser Rifle (115 Active Points); OAF (-1), Real Weapon (-1/4). Total cost: 51 points.

Terran Plasma Weapons

Plasma guns shoot fusing hydrogen at the target. Favored by many soldiers and species for their power, they suffer from a relatively short range and poor accuracy. They come only in rifle or larger form. The Terran Empire uses them mainly as infantry support weapons, but the Ackalians and Thorgons employ them almost as much as lasers, and the Varanyi have ATRI 12 plasma weapons that put anything those three species have to shame.

M27 Plasma Cannon

Energy Blast 9d6 (vs. ED), Explosion (+½) (67 Active Points); OAF Bulky (-1 ½), Side Effects (-1), Activation Roll 14- (-½), Crew-Served (3-Man) (-½), Limited Range (30") (-¼), Real Weapon (-¼), Requires A PS: Operate Plasma Weapons Roll (-¼), 10 Charges (-¼)

M49 Plasma Rifle

Description: Developed by the Imperial Navy to give its troops extra firepower during the Galactic War, the M49 is credited with turning the tide on a number of crucial battlefields. The first Human plasma weapon carryable and fireable by one soldier, it provides a significant boost to a squad's offensive capabilities.

Energy Blast 11d6 (vs. ED), 20 Charges (+¼), Explosion (+½), Autofire (3 shots; +1 ¼) (165 Active Points); OAF Bulky (-1 ½), STR Minimum 17 (STR Min. Cannot Add/Subtract Damage; -1 ¼), Required Hands Two-Handed (-½), Limited Range (30") (-¼), Real Weapon (-¼)

M88 Plasma Gun

Energy Blast 10d6 (vs. ED), Explosion (+½), 60 Charges (+½) (100 Active Points); OAF Bulky (-1 ½), STR Minimum 17 (STR Min. Cannot Add/Subtract Damage; -1 ¼), Required Hands Two-Handed (-½), Limited Range (25") (-¼), Real Weapon (-¼)

M90P Squad Plasma Rifle

Description: Developed after the brief "Perseid War," the M90P has become the standard plasma weapon of the Terran armed forces. Typically each infantry squad carries at least one. While nowhere near as bulky or difficult to use as its predecessors, it makes the Mark VII Laser Rifle look small and streamlined by comparison.

Energy Blast 12d6 (vs. ED), Explosion (+½), 40 Charges (+½), Autofire (5 shots; +1 ½) (210 Active Points); OAF (-1), STR Minimum 14 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-½), Limited Range (30") (-¼), Real Weapon (-¼)

M1T Plasma Tube

Energy Blast 15d6 (vs. ED), Explosion (+½) (112 Active Points); 1 Charge which Never Recover (-4), OAF (-1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-½), Limited Range (50") (-¼), Real Weapon (-¼)

Other Plasma Weapons

Ackalian Plasma Rifle

Description: The Ackalians and Thorgons both use large, heavy plasma rifles with slightly greater power and range than Terran models (but slightly less efficient power cells). The primary difference between the two is cosmetic; in game terms, they function identically.

Energy Blast 13d6 (vs. ED), 32 Charges (+¼), Explosion (+½), Autofire (5 shots; +1 ½) (211 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 ¼), OAF (-1), Required Hands Two-Handed (-½), Limited Range (35") (-¼), Real Weapon (-¼)

Thorgon Single-Shot Plasma Rifle

Energy Blast 10d6 (vs. ED), Explosion (+½), 60 Charges (+½) (100 Active Points); OAF Bulky (-1 ½), STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 ¼), Required Hands Two-Handed (-½), Limited Range (25") (-¼), Real Weapon (-¼)

Thorgon Plasma Rifle

Energy Blast 13d6 (vs. ED), 32 Charges (+¼), Explosion (+½), Autofire (5 shots; +1 ½) (211 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 ¼), OAF (-1), Required Hands Two-Handed (-½), Limited Range (35") (-¼), Real Weapon (-¼)

Thorgon Fire Bomb Cannon

Killing Attack - Ranged 8d6 (vs. ED), Explosion (+½) (180 Active Points); OAF Bulky (-1 ½), STR Minimum 20 (STR Min. Cannot Add/Subtract Damage; -1 ½), 4 Charges (-1), Required Hands Two-Handed (-½), Real Weapon (-¼)

Varanyi Plasma Rifle

Description: The standard Varanyi plasma rifle, an ATRI 12 weapon, has greater power, accuracy, and range than Terran models, and is lighter and more easily carried to boot. The Terran military would love to acquire some to study, but so far all its efforts in this regard have failed.

(Total: 270 Active Cost, 68 Real Cost) Energy Blast 15d6 (vs. ED), Explosion (+½), 60 Charges (+½), Autofire (5 shots; +1 ½) (262 Active Points); OAF (-1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-½), Limited Range (50") (-¼), Real Weapon (-¼) (Real Cost: 65)

plus +1 OCV (5 Active Points); OAF (-1), Two-Handed (-½), Real Weapon (-¼) (Real Cost: 2)

plus +1 versus Range Modifiers (3 Active Points); OAF (-1), Two-Handed (-½), Real Weapon (-¼) (Real Cost: 1)

Terran Ion Weapons

Although ATRI 10-11 civilizations can (and do) make a wide variety of blasters, including electron beams and particle beams, in the Galaxy of the Imperial era ion weapons remain the blaster of preference. Although a few soldiers and adventurers favor custom-made particle guns because they penetrate armor well, most choose ion blasters because they have lethal and non-lethal settings and are cheaper to manufacture.

Weapons experts more accurately refer to the "non-lethal" setting on an ion weapon as "less lethal." It can still kill an unprotected person or cause significant property damage, even though it's much more likely to simply knock a target out than the lethal setting.

MI-07 Ion Rifle

Multipower, 50-point reserve, all slots 24 Charges (+¼) (62 Active Points); all slots OAF Bulky Fragile (-1 ¾), STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 ¼), Required Hands Two-Handed (-½), Real Weapon (-¼)

Lethal Setting: Killing Attack - Ranged 2 ½d6 (vs. ED), Autofire (3 shots; +¼) (50 Active Points); OAF Bulky Fragile (-1 ¾), STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 ¼), Required Hands Two-Handed (-½), Real Weapon (-¼)

Non-Lethal Setting: Energy Blast 8d6 (vs. ED), Autofire (3 shots; +¼) (50 Active Points); OAF Bulky Fragile (-1 ¾), STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 ¼), Required Hands Two-Handed (-½), Real Weapon (-¼)

MI-31 Ion Rifle

Description: Issued to millions of Terran troops during the mid-twenty-sixth century due to the influence of (and extensive bribes paid by) its manufacturer, Heldean Industries of Margrave's World, the MI-31 nevertheless proved an effective battlefield weapon. Had the TSS not uncovered the corrupt officers who approved its issuance, ion blasters might have supplanted laser rifles as the Imperial Army's preferred weapon.

Multipower, 75-point reserve, all slots 36 Charges (+½) (112 Active Points); all slots OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-½), Real Weapon (-¼)

Lethal Setting: Killing Attack - Ranged 3d6 (vs. ED), Autofire (5 shots; +½) (67 Active Points); OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-½), Real Weapon (-¼)

Non-Lethal Setting: Energy Blast 10d6 (vs. ED), Autofire (5 shots; +½) (75 Active Points); OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-½), Real Weapon (-¼)

Accuracy: +1 OCV (5 Active Points); OAF (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Two-Handed (-½), Required Hands Two-Handed (-½), Real Weapon (-¼), Real Weapon (-¼)

Range Finder: +1 versus Range Modifiers (3 Active Points); OAF (-1), Two-Handed (-½), Real Weapon (-¼)

MI-66 Ion Rifle

Description: The latest Terran ion rifle, the MI-66 has a shorter, boxier body than previous models. The designers concentrated on improving the weapon's accuracy, carryability, and non-lethal settings at the expense of its lethal setting, a decision many Army officials still complain about.

Multipower, 90-point reserve, all slots 50 Charges (+½) (135 Active Points); all slots OAF (-1), STR Minimum 11 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-½), Real Weapon (-¼)

Lethal Setting: Killing Attack - Ranged 3d6 (vs. ED), Autofire (5 shots; +½) (67 Active Points); OAF (-1), STR Minimum 11 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-½), Real Weapon (-¼)

Non-Lethal Setting: Energy Blast 12d6 (vs. ED), Autofire (5 shots; +½) (90 Active Points); OAF (-1), STR Minimum 11 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-½), Real Weapon (-¼)

Accuracy: +2 OCV (10 Active Points); OAF (-1), STR Minimum 11 (STR Min. Cannot Add/Subtract Damage; -1), Two-Handed (-½), Required Hands Two-Handed (-½), Real Weapon (-¼), Real Weapon (-¼)

Range Finder: +2 versus Range Modifiers (6 Active Points); OAF (-1), Two-Handed (-½), Real Weapon (-¼)

MIP-127 Ion Pistol

Multipower, 40-point reserve, (40 Active Points); all slots OAF Fragile (-1 ¼), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), Activation Roll 13-, Burnout (-½), 12 Charges (-¼), Real Weapon (-¼), Limited Range (50") (-¼)

Lethal Setting: Killing Attack - Ranged 2d6 (vs. ED) (30 Active Points); OAF Fragile (-1 ¼), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), Activation Roll 13-, Burnout (-½), Real Weapon (-¼), Limited Range (50") (-¼)

Non-Lethal Setting: Energy Blast 8d6 (vs. ED) (40 Active Points); OAF Fragile (-1 ¼), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), Activation Roll 13-, Burnout (-½), Real Weapon (-¼), Limited Range (50") (-¼)

MIP-140 Ion Pistol

Multipower, 45-point reserve, all slots 20 Charges (+¼) (56 Active Points); all slots OAF (-1), STR Minimum 9 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-¼), Limited Range (50") (-¼)

Lethal Setting: Killing Attack - Ranged 2 ½d6 (vs. ED) (40 Active Points); OAF (-1), STR Minimum 9 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-¼), Limited Range (50") (-¼)

Non-Lethal Setting: Energy Blast 9d6 (vs. ED) (45 Active Points); OAF (-1), STR Minimum 9 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-¼), Limited Range (50") (-¼)

MIP-162 Ion Pistol

Description: The MIP-162 is what most Imperial citizens mean when they say "blaster." Commonly used throughout the Empire as a law enforcement weapon or military sidearm, it features a longer range, higher power output, and greater accuracy than any previous Imperial ion pistol.

Multipower, 62-point reserve, all slots 30 Charges (+¼) (77 Active Points); all slots OAF (-1), STR Minimum 9 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-¼), Limited Range (60") (-¼)

Lethal Setting: Killing Attack - Ranged 3d6 (vs. ED), Autofire (3 shots; +¼) (56 Active Points); OAF (-1), STR Minimum 9 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-¼), Limited Range (60") (-¼)

Non-Lethal Setting: Energy Blast 10d6 (vs. ED), Autofire (3 shots; +¼) (62 Active Points); OAF (-1), STR Minimum 9 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-¼), Limited Range (60") (-¼)

Accuracy: +1 OCV (5 Active Points); OAF (-1), STR Minimum 9 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-¼), Real Weapon (-¼), Limited Range (60") (-¼)

Range Finder: +1 versus Range Modifiers (3 Active Points); OAF (-1), Real Weapon (-¼)

Other Ion Weapons

Mon'dabi Ion Pistol

Multipower, 62-point reserve, all slots 40 Charges (+½) (93 Active Points); all slots OAF (-1), STR Minimum 9 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-¼), Limited Range (50") (-¼)

Lethal Setting: Killing Attack - Ranged 3d6 (vs. ED), Autofire (3 shots; +¼) (56 Active Points); OAF (-1), STR Minimum 9 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-¼), Limited Range (50") (-¼)

Non-Lethal Setting: Energy Blast 10d6 (vs. ED), Autofire (3 shots; +¼) (62 Active Points); OAF (-1), STR Minimum 9 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-¼), Limited Range (50") (-¼)

Se'Ecra Ion Pistol

Multipower, 69-point reserve, all slots 40 Charges (+½) (103 Active Points); all slots OAF (-1), STR Minimum 9 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-¼), Limited Range (70") (-¼)

Notes: Slots 3 & 4 need to be removed from the Multipower after the weapons is selected.

Lethal Setting: Killing Attack - Ranged 3d6 (vs. ED), Autofire (3 shots; +¼) (56 Active Points); OAF (-1), STR Minimum 9 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-¼), Limited Range (70") (-¼)

Non-Lethal Setting: Energy Blast 11d6 (vs. ED), Autofire (3 shots; +¼) (69 Active Points); OAF (-1), STR Minimum 9 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-¼), Limited Range (70") (-¼)

Accuracy: +1 OCV (5 Active Points); OAF (-1), STR Minimum 9 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-¼), Real Weapon (-¼), Limited Range (70") (-¼)

Range Finder

+1 versus Range Modifiers (3 Active Points); OAF (-1), Real Weapon (-¼)

Varanyi Ion Rifle

Multipower, 105-point reserve, all slots 50 Charges (+½) (157 Active Points); all slots OAF (-1), STR Minimum 11 (STR Min. Cannot Add/Subtract Damage; -1), Two-Handed (-½), Real Weapon (-¼)

Notes: Slots 3 & 4 need to be removed from the Multipower after the weapons is selected.

Lethal Setting: Killing Attack - Ranged 4d6 (vs. ED), +1 STUN Multiplier (+¼), Autofire (5 shots; +½) (105 Active Points); OAF (-1), STR Minimum 11 (STR Min. Cannot Add/Subtract Damage; -1), Two-Handed (-½), Real Weapon (-¼)

Non-Lethal Setting: Energy Blast 12d6 (vs. ED), Autofire (5 shots; +½) (90 Active Points); OAF (-1), STR Minimum 11 (STR Min. Cannot Add/Subtract Damage; -1), Two-Handed (-½), Real Weapon (-¼)

Accuracy: +2 OCV (10 Active Points); OAF (-1), STR Minimum 11 (STR Min. Cannot Add/Subtract Damage; -1), Two-Handed (-½), Two-Handed (-½), Real Weapon (-¼), Real Weapon (-¼)

Range Finder

+2 versus Range Modifiers (6 Active Points); OAF (-1), Two-Handed (-½), Real Weapon (-¼)

Terran Gamma Weapons

GR-01 Gamma Rifle MKI

(Total: 77 Active Cost, 20 Real Cost) Energy Blast 6d6 (vs. ED), 32 Charges (+¼), No Normal Defense (+1) (67 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 ¼), OAF (-1), Required Hands Two-Handed (-½), Real Weapon (-¼), Limited Range (150" Atmosphere, 1250" Vacuum) (-¼) (Real Cost: 16)

plus +2 OCV (10 Active Points); OAF (-1), Real Weapon (-¼) (Real Cost: 4)

GP-03 Gamma Pistol

(Total: 45 Active Cost, 13 Real Cost) Energy Blast 4d6 (vs. ED), No Normal Defense (+1) (40 Active Points); STR Minimum 11 (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), 12 Charges (-¼), Real Weapon (-¼), Limited Range (80" Atmosphere, 500" Vacuum) (-¼) (Real Cost: 11)

plus +1 OCV (5 Active Points); OAF (-1), Real Weapon (-¼) (Real Cost: 2)

Terran Grenades

Terran Empire soldiers use a wide variety of grenades, only a few of which are described here. Some are not necessarily significantly more effec tive than their twenty-first century counterparts - just much smaller, lighter, and easier to use. The Imperial Army typically issues them to soldiers in packs of ten.

Suppression Grenade Launcher

Drain STR 5d6, Ranged (+½), Explosion (-1 DC/3"; +1) (125 Active Points); OAF (-1), PD Applies (-1), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-½), Real Weapon (-¼), 9 Charges (-¼)

Concussion Grenade

This grenade detonates with a powerful, deafening explosion that's as likely to knock someone out as kill them (a valuable effect for urban fighting or taking prisoners). They have a mass of about .05 kg.

(Total: 118 Active Cost, 41 Real Cost) Energy Blast 10d6 (vs. PD), Explosion (-1 DC/2"; +¾) (87 Active Points); OAF (-1), Range Based On Strength (-¼), Real Weapon (-¼), 10 Charges (-¼) (Real Cost: 32)

plus Hearing Group Flash 6d6, Explosion (-1 DC/2"; +¾) (31 Active Points); OAF (-1), Linked (Energy Blast; -½), Range Based On Strength (-¼), Real Weapon (-¼), 10 Charges (-¼) (Real Cost: 9)

Fragmentation Grenade

This grenade sprays deadly shrapnel throughout the burst zone, making casualties more likely. It also weighs about .05 kg.

(Total: 118 Active Cost, 41 Real Cost) Killing Attack - Ranged 3d6+1 (vs. ED), Explosion (-1 DC/2"; +¾) (87 Active Points); OAF (-1), Range Based On Strength (-¼), Real Weapon (-¼), 10 Charges (-¼) (Real Cost: 32)

plus Hearing Group Flash 6d6, Explosion (-1 DC/2"; +¾) (31 Active Points); OAF (-1), Linked (-½), Range Based On Strength (-¼), Real Weapon (-¼), 10 Charges (-¼) (Real Cost: 9)

Plasma Grenade

A fairly recent development, this much larger, heavier grenade (.35 kg) creates a large, devastating plasma explosion.

Energy Blast 12d6 (vs. ED), Explosion (-1 DC/3"; +1) (120 Active Points); OAF (-1), 4 Charges (-1), Range Based On Strength (-¼), Real Weapon (-¼)

Grenade Launcher

This weapon, designed to function either independently or as an underslung attachment for any Imperial military rifle, provides a much greater range for grenades. If attached to a rifle with OCV or RMod modifiers, those modifiers apply to it.

+40 STR, Does Not Add To User's STR (+0), Reduced Endurance (0 END; +½) (60 Active Points); Only To Throw Grenades (-2), OAF (-1), Extra Time (Full Phase, -½)

Other Grenades

Se'Ecra Frag Grenade Launcher

Killing Attack - Ranged 3d6 (vs. PD), +2 STUN Multiplier (+½), Armor Piercing x1 (+½), Explosion (-1 DC/2"; +¾) (124 Active Points); OAF (-1), STR Minimum 12 (STR Min. Cannot Add/Subtract Damage; -1), 6 Charges (-¾), Required Hands Two-Handed (-½), Real Weapon (-¼)

Terran EMP Weapons

EMP Grenade

Dispel Electrical Powers 10d6, Explosion (-1 DC/2"; +¾), All Powers Simultaneously (+2) (112 Active Points); 1 Charge (-2), OAF (-1), Range Based On Strength (-¼), Real Weapon (-¼)

EMP Pistol

Dispel Electrical Powers 10d6, All Powers Simultaneously (+2) (90 Active Points); OAF (-1), 4 Charges (-1), STR Minimum 8 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-¼), Reduced By Range (-¼)

EMP Rifle

Dispel Electrical Powers 15d6, All Powers Simultaneously (+2) (135 Active Points); OAF (-1), 4 Charges (-1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-½), Real Weapon (-¼), Reduced By Range (-¼)

Other Firearms

Hand Flamer

Killing Attack - Ranged 3d6 (vs. ED), Area Of Effect (10" Cone; +1) (90 Active Points); OAF (-1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), No Range (-½), Real Weapon (-¼), 10 Charges (-¼)

Magnetic Bolo Gun

Entangle 4d6, 4 DEF, Takes No Damage From Attacks All Attacks (+½) (60 Active Points); Set Effect (Feet Only) (-1), OAF (-1), STR Minimum 8 (STR Min. Cannot Add/Subtract Damage; -1), 8 Charges (-½), Real Weapon (-¼), Limited Range (100") (-¼)

Sonic Stunner

Energy Blast 8d6 (vs. ED), No Normal Defense (+1) (80 Active Points); OAF (-1), STR Minimum 8 (STR Min. Cannot Add/Subtract Damage; -1), Real Weapon (-¼), 10 Charges (-¼), Limited Range (40") (-¼)

Toractan "Beast Slayer" Cannon

Killing Attack - Ranged 6d6 (vs. ED), Area Of Effect (2" radius; +¾) (157 Active Points); OAF Bulky (-1 ½), STR Minimum 18 (STR Min. Cannot Add/Subtract Damage; -1 ½), 2 Charges (-1 ½), Required Hands Two-Handed (-½), Real Weapon (-¼)

Terran Targeting Systems

Type 1 Targeting Computer

+1 versus Range Modifiers, Not Cumulative With Inherent Weapon Bonuses (+0) (3 Active Points); OAF (-1), Real Weapon (-¼), Only Works With Terran Weapons (-¼)

Type 2 Targeting Computer

(Total: 8 Active Cost, 3 Real Cost) +1 OCV, Not Cumulative With Inherent Weapon Bonuses (+0) (5 Active Points); OAF (-1), Real Weapon (-¼), Only Works With Terran Weapons (-¼) (Real Cost: 2)

plus +1 versus Range Modifiers, Not Cumulative With Inherent Weapon Bonuses (+0) (3 Active Points); OAF (-1), Real Weapon (-¼), Only Works With Terran Weapons (-¼) (Real Cost: 1)

Type 3 Targeting Computer

(Total: 11 Active Cost, 4 Real Cost) +1 OCV, Not Cumulative With Inherent Weapon Bonuses (+0) (5 Active Points); OAF (-1), Real Weapon (-¼), Only Works With Terran Weapons (-¼) (Real Cost: 2)

plus +2 versus Range Modifiers, Not Cumulative With Inherent Weapon Bonuses (+0) (6 Active Points); OAF (-1), Real Weapon (-¼), Only Works With Terran Weapons (-¼) (Real Cost: 2)

Type 4 Targeting Computer

(Total: 16 Active Cost, 6 Real Cost) +2 OCV, Not Cumulative With Inherent Weapon Bonuses (+0) (10 Active Points); OAF (-1), Real Weapon (-¼), Only Works With Terran Weapons (-¼) (Real Cost: 4)

plus +2 versus Range Modifiers, Not Cumulative With Inherent Weapon Bonuses (+0) (6 Active Points); OAF (-1), Real Weapon (-¼), Only Works With Terran Weapons (-¼) (Real Cost: 2)

Type 5 Targeting Computer

(Total: 19 Active Cost, 8 Real Cost) +2 OCV, Not Cumulative With Inherent Weapon Bonuses (+0) (10 Active Points); OAF (-1), Real Weapon (-¼), Only Works With Terran Weapons (-¼) (Real Cost: 4)

plus +3 versus Range Modifiers, Not Cumulative With Inherent Weapon Bonuses (+0) (9 Active Points); OAF (-1), Real Weapon (-¼), Only Works With Terran Weapons (-¼) (Real Cost: 4)

Type 6 Targeting Computer

(Total: 24 Active Cost, 10 Real Cost) +3 OCV, Not Cumulative With Inherent Weapon Bonuses (+0) (15 Active Points); OAF (-1), Real Weapon (-¼), Only Works With Terran Weapons (-¼) (Real Cost: 6)

plus +3 versus Range Modifiers, Not Cumulative With Inherent Weapon Bonuses (+0) (9 Active Points); OAF (-1), Real Weapon (-¼), Only Works With Terran Weapons (-¼) (Real Cost: 4)

Type 7 Targeting Computer

(Total: 27 Active Cost, 11 Real Cost) +3 OCV, Not Cumulative With Inherent Weapon Bonuses (+0) (15 Active Points); OAF (-1), Real Weapon (-¼), Only Works With Terran Weapons (-¼) (Real Cost: 6)

plus +4 versus Range Modifiers, Not Cumulative With Inherent Weapon Bonuses (+0) (12 Active Points); OAF (-1), Real Weapon (-¼), Only Works With Terran Weapons (-¼) (Real Cost: 5)

Type 8 Targeting Computer

(Total: 32 Active Cost, 13 Real Cost) +4 OCV, Not Cumulative With Inherent Weapon Bonuses (+0) (20 Active Points); OAF (-1), Real Weapon (-¼), Only Works With Terran Weapons (-¼) (Real Cost: 8)

plus +4 versus Range Modifiers, Not Cumulative With Inherent Weapon Bonuses (+0) (12 Active Points); OAF (-1), Real Weapon (-¼), Only Works With Terran Weapons (-¼) (Real Cost: 5)

Type I Rangefinder

(Total: 9 Active Cost, 3 Real Cost) +2 versus Range Modifiers (6 Active Points); OAF (-1), Real Weapon (-¼), Only Works With Terran Weapons (-¼) (Real Cost: 2)

plus Absolute Range Sense (3 Active Points); OAF (-1) (Real Cost: 1)

Type II Rangefinder

(Total: 15 Active Cost, 6 Real Cost) +4 versus Range Modifiers (12 Active Points); OAF (-1), Real Weapon (-¼), Only Works With Terran Weapons (-¼) (Real Cost: 5)

plus Absolute Range Sense (3 Active Points); OAF (-1) (Real Cost: 1)

Type III Rangefinder

(Total: 21 Active Cost, 8 Real Cost) +6 versus Range Modifiers (18 Active Points); OAF (-1), Real Weapon (-¼), Only Works With Terran Weapons (-¼) (Real Cost: 7)

plus Absolute Range Sense (3 Active Points); OAF (-1) (Real Cost: 1)

Type IV Rangefinder

(Total: 27 Active Cost, 11 Real Cost) +8 versus Range Modifiers (24 Active Points); OAF (-1), Real Weapon (-¼), Only Works With Terran Weapons (-¼) (Real Cost: 10)

plus Absolute Range Sense (3 Active Points); OAF (-1) (Real Cost: 1)

Firearm-Mounted Flashlight

Multipower, 30-point reserve, (30 Active Points); all slots OAF (-1)

Illumination: Sight Group Images, 1" radius, 1 Continuing Fuel Charge lasting 1 Day (+½) (15 Active Points); Only To Create Light (-1), OAF (-1), Time Based On Flash Charges (15 minutes per Charge Used) (-½)

Blinding Pulse Flash: Sight Group Flash 6d6 (30 Active Points); 4 Charges (-1), OAF (-1)