The Death Ray
Like most Martian technology, the Death Ray was originally an Ancient Device, but is now known among all Martian civilizations.
The Death Ray is a directed energy weapon which targets a living being's nervous system and internal organs, bypassing skin, muscle, and bone. When fired, the barrel discharges a flash of light and a crackle of electricity. A similar, larger, nimbus often manifests at the point of impact, haloing the target creature. Because it does not deliver a projectile or kinetic energy, the Death Ray often leaves no entry or exit wound. However, the transfer of energy to internal tissue sometimes results in thermal overflow. A creature hit by a Death Ray may thus appear cooked, steamed or split from within, particularly if struck by one of the larger versions of the weapon.
Name
|
Range
|
RoF
|
Type
|
Mas
|
AP
|
HE
|
AT
|
Death Ray Carbine
|
24”
|
2
|
Man
|
0
|
0
|
0
|
0
|
Death Projector
|
24”
|
10
|
Light
|
01
|
1
|
0
|
0
|
Death Ray Cannon
|
36”
|
2
|
Heavy
|
2
|
2
|
0
|
0
|
The Heat Beam
Burrrrrn! |
Name
|
Range
|
RoF
|
Type
|
Mas
|
AP
|
HE
|
AT
|
Heat
Beam Projector (Arc)
|
24”
|
10
|
Light
|
0
|
0
|
1
|
0
|
Light
Heat Beam (Arc/Lance)
|
36”
|
10/2
|
Light
|
0
|
0
|
2/1
|
0/4
|
Medium
Heat Beam (Arc/Lance)
|
48”
|
10/2
|
Heavy (Vehicle Only)
|
0
|
0
|
3/1
|
0/5
|
Heavy
Heat Beam (Arc/Lance)
|
60”
|
10/2 |
Heavy (Vehicle Only)
|
0
|
0
|
4/1
|
0/6
|
Magneto-javelins
Employed primarily by the Free Humans, this weapon uses magnetic rails or rings to fire a elongated metal bolt. It offers clear advantages over chemical firearms, in terms of penetrating power, velocity and payload. The elongated cylindrical or ovoid shape of the projectile appears necessary to properly interface with weapon's firing field -- in some cases, the rear of the projectile is discarded after launch. Largely a specialty weapon, it excels at delivering kinetic kills to large creatures, or shaped charges to vehicular targets. The Free Humans clearly regard it as inferior to energy weapons, and only use it when necessary to actual projectiles against reinforced targets.
Name
|
Range
|
RoF
|
Type
|
Mas
|
HE
|
AT
|
|
Javelin Projector
|
24”
|
2
|
Man
|
1
|
1
|
0
|
0
|
Rapid Javelin Projector
|
24”
|
10
|
Light
|
2
|
2
|
0
|
0
|
Javelin Cannon
|
36”
|
2
|
Heavy
|
3
|
3
|
0
|
0
|
Javelin Tank Hunter | 24" | 2 | Man | 1 | 1 | 1 | 3 |
Conventional Guns
Firearms using chemical propellants remain the mainstay of Colonial technology. Small arms remain largely bolt-action pieces, with clips of varying sizes. A few automatic prototypes have been produced, as well as a larger number of sub-machine-guns firing pistol ammunition. Colonial troops regularly employ machine-guns of varying calibers and portability, and rapid firing artillery and howitzers. Mortars remain a new addition to their arsenal, as do lighter, man or vehicle portable anti-tank guns. The Colonials mount increasingly larger guns on their vehicles, as they search for some counter to the Ancients' powerful walkers.
The Matilda II. (Wikipedia.) |
Colonial Firearms
Name
|
Range
|
RoF
|
Type
|
Mas
|
AP
|
HE
|
AT
|
Rifle
|
24”
|
2
|
Man
|
0
|
0
|
0
|
0
|
SMG
|
12”
|
6
|
Man
|
0
|
0
|
0
|
0
|
LMG
|
24”
|
10
|
Light
|
1
|
0
|
0
|
0
|
HMG
|
36"
|
10
|
Heavy
|
2
|
1
|
0
|
1
|
Mortar
|
48”
|
10
|
Heavy
|
0
|
0
|
1
|
0
|
Light Artillery (HE/AT)
|
72”
/36”
|
15/2
|
Heavy
|
1/3
|
0/1
|
2/0
|
0/3
|
Light Gun
(HE/AT)
|
36”
|
10/2
|
Heavy
|
0/3
|
0/1
|
2/0
|
0/3
|
Medium Gun
(HE/AT)
|
48”
|
10/2
|
Heavy
|
0/4
|
0/2
|
2/0
|
0/4
|
Heavy Gun
|
60”
|
10/2
|
Heavy
|
0/5
|
0/3
|
3/0
|
1/5
|
The three gun entries (Light, Medium and Heavy) represent different carriage or turret-mounted guns. Light covers things such as early WWII 37mm or short 75mm guns, Medium guns represents later 75mms such as those on the Sherman or Panzer III, Heavy Guns represent advanced tank hunting pieces such as the 17pdr or the German 88mm.
Brute Firearms
Name
|
Range
|
RoF
|
Type
|
Mas
|
AP
|
HE
|
AT
|
Brute Musket
|
24”
|
1
|
Man
|
1
|
0
|
0
|
0
|
Brute Rifle
|
24”
|
2
|
Man
|
1
|
0
|
0
|
0
|
Brute LMG
|
24”
|
10
|
Light
|
2
|
0
|
0
|
0
|
Light Brute Cannon
(HE/AT)
|
36”
|
10/2
|
Heavy
|
0/4
|
0/1
|
2/0
|
0/3
|
Medium Brute Cannon
(HE/AT)
|
48”
|
10/2
|
Heavy
|
0/5
|
0/2
|
2/0
|
0/4
|
Geek Notes
You may notice that some of my conceptions have changed slightly since my initial Martian post. I think the balance of weapon types and availability is quite important in defining the setting and in balancing play. I don't want any one faction to overwhelmingly dominate another, or for one race's strength to be totally negated by an overabundance of countering weaponry.
The Death Ray in particular gave me problems. As the staple weapon of the Free Humans and human servants of the Ancients, it will be represented in multiple factions. At first I was going to make it Massive, but this seemed a bit unfair to the Brutes. The Brute's guns really ought to be Massive, and so should a lot of colonial pieces. That would give just about everybody Toughness-negating weaponry! What's a Brute to do? So then I thought about giving Death Rays AP, but that didn't seem to fit thematically. Eventually, I settled on just making them normal weapons, but giving the larger versions AP and Massive qualities. That puts the "basic" back into basic guns -- which are, after all, assumed to be man-lethal.
I have also endeavored to facilitate distinctive modeling of each gun type. Modelers can make a Death Ray by adding a bead or crystal to the stock of any existing gun. Magneto-javelins can be modeled with crossbow bits, maybe with some rings added, if the modeler is feeling creative. And there should be no lack of parts for Colonial and Brute weaponry.
Looks like Mars, don't it? (Wikipedia) |
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