Laser Weapons

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 (5,600m; 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 (7,550m; 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.

Laser Weapons

Sins of The Empire Dholcrist