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Bullet/Shell Firing Weapons

Bullet/Shell firing weapons fire a projectile from a casing, normally using a small explosive between the projectile and the casing.

To represent the large variety of weapons avaliable in the galaxy, this game allows you to design your own weapons. With bullet/shell firing weapons, this is probably one of the more complex weapon designing methods, but the end result is worth it, a weapon of your own liking. Just follow the rules that follow.

Step One: Choose a Calibre and Gun Size

You need to choose the size of your gun (either auxillary, pistol, rifle, heavy or artillary) and the calibre size (this is the diameter of the bullet/shell that the weapon fires). A calibre of 20mm or less is considered a bullet, a calibre of 25mm and above is a shell. The table below shows the basic cost for your choices. A '-' indicates that the calibre is not avaliable for that size weapon.

AuxillaryPistolRifleHeavyArtillary
2.5mm152530--
5mm173045--
7.5mm204060--
10mm 255075100-
12.5mm3060100150-
15mm4075150250-
17.5mm-100200450-
20mm-150300600-
25mm--5008001500
30mm---10002000
40mm---12502850
50mm---15003000
75mm---18504500
100mm---25006500
150mm---35009000
250mm---500012500
450mm----18000

Step Two: Choose Magazine Size

Most Weapons can have a magazine attached to them that allows them to carry and automatically reload bullets/shells. You now need to determine the size of the magazine on your weapon. The maximum size you can have depends upon again the size of the gun and the calibre, as shown in the following table in a moment.

For each bullet/shell your weapon can hold after the first, the base cost increases. What it increases by depends on the size of your weapon:

Auxillary: +1 credit per bullet
Pistol: +2 credit per bullet
Rifle: +3 credit per bullet
Heavy: +5 credit per bullet/shell
Artillary: +10 credits per shell

AuxillaryPistolRifleHeavyArtillary
2.5mm15100250--
5mm1050100--
7.5mm42050--
10mm 21030150-
12.5mm161575-
15mm13650-
17.5mm-2330-
20mm-1220-
25mm--1101000
30mm---8750
40mm---7350
50mm---6150
75mm---575
100mm---450
150mm---320
250mm---15
450mm----1

Step Three: Choose Weapon Modes

At the moment, you weapon has only one mode of firing, called single shot. What this means is that once a single shot has been fired, you need to rearm the weapon (otherwise dodgely known as cocking the weapon) before you can fire again. In the Dark Thaum, such a slow way of firing could prove fatal, so you may wish to purchase so additional modes for your weapon. If you buy more than one mode, it means that your weapon is capable of firing in more than one mode and will have a selector switch to flick between the different modes.

Below is a list of modes and the cost it adds to your base cost of your gun depending on the size of the weapon. It is then followed by a description of what each mode does and any restrictions:

Semi-Automatic (SA)
AuxillaryPistolRifleHeavyArtillary
35102050

Description: This mode basically means that your weapon automatically reloads itself after each shot, saving you from having to cock the weapon every time. It will give you a rate of fire of around about one bullet/shell per second.
Restrictions: The weapon must have a magazine of at least 2 or more bullets/shells.

Burst Fire (BF):
AuxillaryPistolRifleHeavyArtillary
102050100250

Description: This enables the weapon to reel of quick firing salvo's of around three bullets at a time before it needs to reload itself properly. The upside is the weapon fires off around three shots per second, the down side is that shots are fired in rounds of three so you could end up wasting ammunition is one is not careful.
Restrictions: The weapon must have a magazine capacity of at least 3 or more bullets/shells.

Automatic (A):
AuxillaryPistolRifleHeavyArtillary
204080200500

Description: The weapon is capable of firing off a large number of rounds in a short space of time just by holding the trigger down, usually somewhere between 4-12 rounds per second. This however has the potential to waste more ammunition then Burst Fire does.
Restrictions: The weapon must have a minimum magazine capacity of at least 10 bullets/shells.

Fully Automatic (FA):
AuxillaryPistolRifleHeavyArtillary
N/A60120250650

Description: This is much more rapid version of the Automatic mode and though the potential is to waste once again even more ammunition, many consider the pay off from having a rate of fire around 15-30 rounds per second well worth it.
Restrictions: The weapon must have a minimum magazine capacity of at least 20 bullet/shells.

Gatling (G):
AuxillaryPistolRifleHeavyArtillary
-15035012003000

Description: The ultimate in automatic fire. The weapon comprises off a number of barrels that rotate that assist in increasing the rate of fire of the weapon dramatically. Very hungry on ammunition, a gatling fire weapon will fire of between 40-100 rounds per second.
Restrictions: The weapon must have a minimum magazine capacity of at least 50 or more bullets/shells.

Chain Fed (CF):
AuxillaryPistolRifleHeavyArtillary
-2550100200

Description: Not a mode as such, but a part of the gun that allows the weapon to recieve ammunition via a chain feed instead of from it's magazine (see accessories for different types of chain feeds). A weapon which can be chain fed can also have any off the modes mentioned above, ignoring any restrictions mentioned for the above modes.
Restrictions: Auxillary weapons are too small to have chain feeds.

Step Four: Work out avaliability

Now you need to work out how common the weapon you have designed is to get hold off. This is fairly simple. Have a look at what you weapon has and then follow the following rules to see which catogry it falls in:

Common Weapons: Any weapon which is either auxillary, pistol or rifle in size, has a calibre of 12.5mm or less and isn't chain fed, gatling or automatic.

Super Rare Weapons: All artillary is considered super rare. Also, any rifle with a calibre of 25mm is also classed as being super rare.

Rare Weapons: Any weapon that doesn't fit into the above two availabilities.

Step Five: Abbreviate your weapon

Now that you have designed your weapon, it may help if you can abbreviate it to help in writing it down. This is fairly simple once again. First give your weapon a name and then put in brackets after it's details, each field seperated by a forward slash. The order should size, calibre, magazine size, modes, cost and availability. Take the following example:

MQK Ind. Blater (Pistol/10mm/10/SA,BF/93/C)

This tells us the weapon is of pistol size, fires 10mm bullets and can hold a magzine of 10 bullets at a time. It is capable of Semi-Automatic and Burst Fire modes, it costs 93 credits and it's availability is common.

And that's it. Sit back and enjoy your new gun... well almost, now you are going need ammunition.


Bullets and Shells

Though there are many different sizes of bullets, there are also many different types of bullets/shells as well. When buying ammunition, you need to not only state how many you are buying and off what calibre, but also what type you wish to use. For most purposes, standard bullets and shells should do the trick, but some circumstances may require that special type of bullet.

The first step is to work out the base cost of your individual bullet from the table given below. This is the cost of a normal standard bullet/shell of that calibre and if that is all you require, then you need not go any further. However, below the table is listed a number of special types of bullets which are described as follows:

The types name
Cost Modifyer: multiply the cost of a standard bullet/shell to get the cost this type of bullet/shell of this calibre.
Availiability: This is the availability of the bullet.
Calibres: This is what calibres this type of bullet/shell can be used with. Not all calibres are capable of being every type of bullet.
This is then followed by a brief description which indicates what makes this type of ammunition so special.

A quick final note. All shells (i.e. 25mm calibre and above) are considered to be Super Rare regardless of type while all bullets of 15mm to 20mm are considered to be rare unless their type indicates that they are super rare.

Calibre2.557.51012.51517.52025
Cost0.20.51248153075

Calibre30405075100150250450
Cost1503006001200 250050001000025000

Armour Piercing
Cost Modifyer: x1.5
Availiability: Common
Calibres: 7.5mm-450mm
Built with a specially shaped charge in the head, the Armour Piercing bullet has greater chance of penetrating armour than most standard bullets/shells.

High Explosive
Cost Modifyer: x2
Availiability: Common
Calibres: 12.5mm-450mm
Built with a large explosive head, this bullets/shells explode upon impact, usually with a diametre that is equivilant in cm to it's calibre (i.e. a 12.5mm high explosive bullets explodes with a diameter of 12.5cm).

Fragmentation
Cost Modifyer: x1.5
Availiability: Common
Calibres: 5mm-450mm
These otherwise standard bullets are designed to fragment and shatter upon impact, leaving debris throughout the wound site that is difficult to remove.

Laser Piercing
Cost Modifyer: x4
Availiability: Common
Calibres: 10mm-450mm
These bullets/shells have a tiny laser point built within that activates just before impact. This laser weakens any armour before impact. These has a higher chance of penetrating armour than the Armour Piercing bullet does but some consider it's considerably higher cost for what is otherwise a marginally better chance at penetration a bit of detterant.

Injection
Cost Modifyer: x1.25
Availiability: Common
Calibres: 10mm-20mm
These modified bullets are capable off delivering the equivilant of a single vial or dose of drugs or chemicals (as described in the Narcotics and Medicines section) upon impact.

Dry Ice
Cost Modifyer: x3
Availiability: Rare
Calibres: 5mm-17.5mm
These special bullets need to be carried in a special cyrogenics case (costs 50 credits, availability rare, holds 25 dry ice bullets) and loaded only minutes before use. The Dry Ice bullet is no more powerful than a standard bullet. However, after the bullet has struck the target, the bullet melts, leaving no trace or evidence of a bullet hit. Very useful for assasians.

Ghost
Cost Modifyer: x0.1
Availiability: Common
Calibres: 2.5mm-450mm
Ghost Bullets and Shells would appear when fired to behave like any other bullet. However, because of the way they are made (which is incredible cheap), the ghost bullet actually disintigrates before it hits it target and does no damage (or at best stings). A cheap bullet that is good for forcing people to take cover.

Shrieker
Cost Modifyer: x5
Availiability: Rare
Calibres: 7.5mm-450mm
These projectiles have specially crafted vents along there side and special fibres placed inside of them. Once fired, the bullet emmits a high pitch shrieking noise that can grate and unnerve all those who can hear it (note, this noise has no effect on races who naturally have higher range hearing like Deleebans and Dalgora).

Shredder
Cost Modifyer: x7
Availiability: Rare
Calibres: 12.5mm-25mm
These bullets contain very thin wires within the tip of the bullet. Upon impact, a small generator spins these wires at the bullets tip, causing any surrounding organs to the wound site to be turn into instant putty. These wires can extend for some 20cm either side of the bullet.

EM Lash
Cost Modifyer: x4
Availiability: Rare
Calibres: 12.5mm-450mm
These bullets/shells contains a single shot high electrical charge. On biological targets, this does nothing but adds some third degree burns to the impact site, but on electrical equipment and cybernetics, this is enough of a charge to knock the electronics or cybernetics out.

Flame Trail
Cost Modifyer: x6
Availiability: Rare
Calibres: 15mm-450mm
These bullets/shells contain a high flammable chemical that ignites the moment the bullet is fired. These leaves a thin flamming trail behind the bullet that ignites anything flammable that the projectile passes by. Upon impact, the bullet shatters, coating the target area in a highly sticky and flamming substance.

Camera
Cost Modifyer: x10
Availiability: Super Rare
Calibres: 15mm-450mm
No one who is sure who's sick and twisted minds this was created by but the camera bullet/shell has an inbuilt camera and transmitter that can send back to any unit designed to pick up such a visual signal, showing in grotesque detail the bullets flight and impact.

Tracer
Cost Modifyer: x8
Availiability: Rare
Calibres: 5mm-25mm
This has an inbuilt tracer that remains active for 24 hours. The tracer sends out a signal simalar to that given by normal tracers (see miscellaneous gear).

Spent Uranium
Cost Modifyer: x12
Availiability: Rare
Calibres: 15mm-450mm
Spent Uranium is a rather nasty bullet/shell that has a much higher chance of penetration than other projectiles and leaves behind a rather horrible radiation wound.

Grenade Shell
Cost Modifyer: x0.25
Availiability: Super Rare
Calibres: 450mm only
These hollow shells have become quite popular considering their cost over normal shells. They can be fitted with upto eight grenades of the owners choice which will all detonate upon impact.

Ion Charged Shell
Cost Modifyer: x20
Availiability: Super Rare
Calibres: 100mm-450mm
These shells have an Ion radiation warhead that is both highly explosive and highly penetrative. Very devastating weapons indeed.

High Yield Warhead Shell
Cost Modifyer: x30
Availiability: Super Rare
Calibres: 75mm-450mm
Equipped with a very compact and destructive warhead, the explosive devastation cause by one of these shells is far more powerful than the normal High explosive warhead. The 450mm shell alone has a blast radius of 100 metres diameter.

Dimensional Disruptive
Cost Modifyer: x50
Availiability: Super Rare
Calibres: 450mm
The most powerful shell listed here. The Dimensional Disruptive has an internal Dimensional warhead that upon impact rips open a large rip between this and several other dimensions at the same time, obliturating anything caught in the way.


Shotguns

Shotguns are simple barrel like devices. Like bullet/shell firing weapons, you can design your own shotguns, however, the proceedure is much simpler.

Step One: Choose the number of barrels

Using the table below, choose how many barrels your shotgun has to find out what the base cost is:

Number of Barrels123456
Base Cost30507090120150

Step Two: Choose Modifications

A shotgun will hold as many cartridges as it has barrels at anyone time and these can all be fired together or singular. A shot gun is also considered at this stage to be single shot (needs to be cocked between shots) and is off Rifle size. You may now choose a number of modifications to add to the weapon from the list below, adding the cost shown to the weapon.

Shotgun Magazine (SM):
Cost: +4 per cartridge to be held
This gives your shot gun a magazine filled with cartridges. This must be done in multiples of the number of barrels the gun has. The maximum size is the equivilant of the number of barrels times five.

Auto Reload (AR):
Cost: +20 per barrel
This basically turns your shotgun into a semi-automatic weapon meaning you do not have to recock the gun between shots.

Sawn Off (SO):
Cost: None
Basically, this is done by sawing the end of the barrels off. This dramatically reduces the range of the shotgun but does mean that it's shot spreads out at a greater angle, catching more people within the end of the barrel. This modification can be performed to a shotgun at any stage, not just when it is purchase by taking a simple hack saw to the gun. Doing this modification to a shotgun with three or less barrels will turn it into a pistol size weapon.

Step Three: Work out Availability

Once again, this is relatively simple to work out. If the gun has one or two barrels, it counts as a common weapon. If it has three or more barrels it is a rare weapon.

Step Four: Abbreviate the weapon

To abbreviate the weapon into a description that is easy to use when talking about the gun, give it a name and then put in brackets the following information in this order: Number of Barrels, Modifications (for the Shotgun Magazine, don't forget to include the number of cartridges it holds), cost and availability. Here's an example already worked out for you.

Wrecker (2/SM6,SO/66/c)

From this, we can tell that the shot gun called a wrecker has two barrels, has a magazine holding 6 cartridges, is sawn off, costs 66 credits to purchase and is a common weapon.


Shotgun Cartridges

There are three types of Shotgun cartridges avaliable for the shotgun user to purchase:

Standard Cartridges
Cost: 2 credits each
Availability: Common
This is the standard shotgun cartridge and is the one that pretty much most people use when out and about with a shotgun.

Salt Cartridges
Cost: 1 credits each
Availability: Common
This type of cartirdge is comprised of harmless salt that does nothing more than leaving a stinging sensation on the target. Used by some instructors and trainers for live fire practice. A paintball version of the cartridge is also available at the same cost.

Flame Cartridges
Cost: 10 credits each
Availability: Rare
Mixed with a flammable chemical, these cartridges when fired give out a single gush of flame in one quick burst. The substance it releases is very sticky and flammable and leaving a target wreathed in flames. Some users find they have to clean their barrels regularly with these as residue from the cartridge can build up quickly on the inside of the barrel, causing blockages.





























































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