This is a sample of some weapons. Should you want something not in this, or different in some quality, let me know, and there probably is something available out there. I use the Phoenix Command combat rules, so the weapons data of Albedo has been adapted to my needs. Length is the weapons length in inches. If the stock length can be adjusted, then the weapon has 2 lengths. Weight is the weight in lbs of the loaded weapon, without non-standard additions. Reload time is the time in actions needed to reload the weapon: every character has a specific and potentially different number of actions in a combat round (number not known to you). The shorter the reload time, the better. Rate of fire is the number of bullets fired per 1/2 second. 1 a number indicates the cost in actions to fire the weapon: it might mean that the weapon has a bolt or lever action. * denotes automatic fire capacity. A number following it means that the weapons fire the stated number of bullets in a half second if the finger keeps the trigger depressed. ** means that the weapon has a 3 round burst setting. If it is followed by a number, the weapon is able to fire the stated number of bullets while on full auto mode. SAB is Sustained Automatic Burst. The recoil of the weapon. The lower the number, the easier it is to put a second shot on target. Price modifiers are in effect for all ILR weapons and ammunition. NAME : PAKW 2-8 Nationality : EDF Type : Pistol Caliber : 4mm L8 Cost : 725 Length : 6 Weight : 1.5 Reload Time : 4 Rate of fire : * Ammo Capacity : 26 Ammo Weight : .60 Mag SAB : 1 * Laser spot. * Reliable, accurate up to medium ranges. * No stopping power, near-useless against armor. * Standard EDF pistol for smallest species. NAME : PAKW 3-10 Nationality : EDF Type : Pistol Caliber : 6mm L10 Cost : 700 Length : 7 Weight : 1.7 Reload Time : 4 Rate of fire : * Ammo Capacity : 26 Ammo Weight : .65 Mag SAB : 2 * Basically, a recalibered PAKW 4-12 * Laser spot. * Reliable, accurate up to medium ranges. * Small stopping power, Very weak against armor. NAME : PAKW 4-12 Nationality : EDF Type : Pistol Caliber : 8mm L12 Cost : 700 Length : 7 Weight : 1.8 Reload Time : 4 Rate of fire : * Ammo Capacity : 24 Ammo Weight : .70 Mag SAB : 4 * Laser spot. * Reliable, accurate up to medium ranges. * Small stopping power, weak against armor. * Standard EDF pistol. Also used by police and security forces. NAME : PAKW 5-15 Nationality : EDF Type : Pistol Caliber : 10mm L15 Cost : 725 Length : 8 Weight : 2.5 Reload Time : 5 Rate of fire : * Ammo Capacity : 18 Ammo Weight : .9 Mag SAB : 5 * The wolven sidearm of choice! * Laser spot * Reliable, accurate up to medium ranges. * Acceptable stopping power, moderate against armor. NAME : PAKW 6-20 Nationality : EDF Type : Pistol Caliber : 12mm L20 Cost : 900 Length : 11 Weight : 4.4 Reload Time : 5 Rate of fire : * Ammo Capacity : 14 Ammo Weight : 1.0 Mag SAB : 7 * A truly monstrous and awesome gun. But if you really want to blast something, why don't you use a rifle? * Laser spot * Mostly reliable, accurate up to medium ranges. * Good stopping power, moderate against armor. * *heavy* recoil... NAME : MP 197 Nationality : ILR Type : Machine Pistol Caliber : 6mm L30 (Caseless) Cost : 550 Length : 14/18 Weight : 4.8 Reload Time : 7 Rate of fire : *6 Ammo Capacity : 40 Ammo Weight : .6 SAB : 2 * Laser Spot, Removable telescoping stock. * Unreliable and inaccurate at ranges longer than short. * No stopping power. Effect neglible on armored targets. * Used by pilots and vehicle crews, not by choice. NAME : MPKW 1-14 Nationality : EDF Type : Machine-pistol Caliber : 4mm L14 Cost : 725 Length : 9/13 Weight : 3.6 Reload Time : 7 Rate of fire : *12 Ammo Capacity : 36 Ammo Weight : .95 Mag SAB : 1 * Foldable wire stock. * Unreliable and inaccurate. * Although not a good weapon, the volume of fire it can output makes it interesting to some. * Laughable stopping power and totally useless against armor. NAME : MPKW 2-18 Nationality : EDF Type : Machine-pistol Caliber : 8mm L18 Cost : 650 Length : 10/19 Weight : 4.2 Reload Time : 7 Rate of fire : *7 Ammo Capacity : 24 Ammo Weight : .85 mag SAB : 2 * Laser spot. Foldable wire stock. * Reliable, but inaccurate at longer than short ranges. * Pilots and vehicles crew prefer it to longer weapons. * No stopping power, very poor against armor. * Also used by some police forces. NAME : LAKW 2-24 with GLKW-32 Nationality : EDF Type : Silenced assault Sub-machine gun with Grenade launcher Caliber : 4mm L24 Cost : 2200 Length : 16/22 Weight : 6.3 Reload Time : 7 (12 Grenade) Rate of fire : **10 ( 1 Grenade) Ammo Capacity : 70 ( 1 Grenade) Ammo Weight : 2.0 Mag (.50 Round, Grenade) SAB : 2 * Laser spot, Reflex Sights, Grenade aiming features, Sliding stock, Silenced mechanism, Silencer available (.70 lbs), Bayonet. * Accurate to medium ranges. * Reliable. * GLKW-32 fires 32mm AP/frag selectable grenade. * No stopping power, poor against armor. * The weapon of choice of light-framed species in commando units. * The silencer degrades weapon performance (no automatic fire) but it is very quiet. NAME : LAKW 1-30 with GLKW-32 Nationality : EDF Type : Assault Sub-machine gun with grenade launcher Caliber : 8mm L30 Cost : 1500 Length : 19/27 Weight : 8.8 Reload Time : 8 (12 Grenade) Rate of fire : **7 ( 1 Grenade) Ammo Capacity : 56 ( 1 Grenade) Ammo Weight : 1.9 Mag (.50 Round, Grenade) SAB : 3 * Laser spot, Reflex Sights, Grenade aiming features, Sliding stock, bayonet. * Accurate to medium ranges. * Average reliability. * GLKW-32 fires 32mm AP/frag selectable grenade. * Small stopping power, poor against armor. * Used mostly by light infantry and skirmishers, or in built-up areas. Also used by police and security forces. NAME : ML 199 Nationality : ILR Type : Assault Sub-machine gun Caliber : 6mm L50 (Caseless) Cost : 900 Length : 16/23 Weight : 5.5 Reload Time : 7 Rate of fire : *6 Ammo Capacity : 40 Ammo Weight : .75 SAB : 3 * Laser Spot, Folding stock, Bayonet (Very rarely used). * Accurate to short ranges. * Average reliability. * Poor stopping power, very poor against armor. * Used mostly by Skirmisher infantry units and in built-up areas. * Standard ILR police equipment. NAME : AW 1915 Nationality : ILR Type : Special Weapon (ie, Sniper) Caliber : 6mm L80 (Caseless) Cost : 3300 Length : 39/52 Weight : 10.2 Reload Time : 7 Rate of fire : * Ammo Capacity : 16 Ammo Weight : .7 Mag SAB : 4 * Laser spot, Low light telescope, Retractable bipod, Telescoping stock, Bayonet. * Accurate to extreme range. * Excellent stopping power. Good against armor. * ILR Standard sniper weapon. NAME : AW 201 Nationality : ILR Type : Sniper/Assault Rifle (!!) Caliber : 6mm L100 (Caseless) Cost : 4200 Length : 33/39 Weight : 8.3 Reload Time : 11 Rate of fire : **5 Ammo Capacity : 50 Ammo Weight : 1.2 Mag SAB : 5 * Laser spot, Low light telescope, Sliding stock. * Can fire as a sniper weapon only in Single shot mode. * Accurate to extreme range (Sniper), to long range (other). * Excellent stopping power. Excellent against armor. * ILR Standard sniper weapon. NAME : R 201 Nationality : ILR Type : Special weapon (Sniper Rifle) Caliber : 6mm L100 Cost : 3700 Length : 33/39 Weight : 8.4 Reload Time : 10 Rate of fire : ** Ammo Capacity : 60 Ammo Weight : 1.5 Mag SAB : 5 * Laser spot, Low light telescope, Folding stock. * Can fire as a sniper only in single shot mode. * Accurate to extreme range (Sniper), to long range (other). * Excellent stopping power. Excellent against armor. * ILR Standard sniper weapon. Also used by ILR SWAT teams. NAME : CKW 8*56 Nationality : EDF Type : Precision Rifle (read Sniper) Caliber : 8mm L56 Cost : 3500 (But watch the price soar as you add "extras") Length : 48 Weight : 11.5 Reload Time : 8 Rate of fire : * Ammo Capacity : 10 Ammo Weight : .72 Mag SAB : 5 (Yes, it does kick) * Low light telescope, Laser range finder, Bayonet. Many extras. * Accurate to extreme range. * Excellent reliability. * Excellent stopping power. Excellent against armor. * EDF standard sniper weapon. Also used by SWAT teams. NAME : CKW 12*80 Nationality : EDF Type : Sniper rifle Caliber : 12mm L80 Cost : 3800 Length : 48/54 Weight : 14.2 Reload Time : 12 Rate of fire : * Ammo Capacity : 8 Ammo Weight : .9 Mag SAB : 7 * Low light telescope, Laser range finder, Bipod, Sliding stock. * Accurate to extreme range. * Excellent reliability. * Extreme stopping power. Excellent against armor. NAME : CKW 16*120 Nationality : EDF Type : Sniper Rifle Caliber : 16mm L120 Cost : 4700 Length : 52/65 Weight : 23 Reload Time : 14 Rate of fire : * Ammo Capacity : 6 Ammo Weight : 1.2 Mag SAB : 12 * Low light telescope, Laser range finder, Computer assist, tripod, Sliding stock. * This cumbersome weapon is one of the most powerful available. * Accurate to extreme range. * Good reliability. * Awesome stopping power. Awesome against armor. NAME : AW 191 w RB13 Nationality : ILR Type : Assault Rifle with Grenade launcher Caliber : 6mm L50 Caseless Cost : 1600 Length : 26/33 Weight : 7.6 Reload Time : 7 (12 Grenade) Rate of fire : **5 ( 1 Grenade) Ammo Capacity : 40 ( 1 Grenade) Ammo Weight : .75 (.6 round, Grenade) SAB : 3 * Laser spot, Snap shot sight, Folding stock, Bayonet, Grenade aiming features. * Accurate to long ranges. * Average reliability. * RB13 fires 40mm AP/frag selectable grenade. * Average stopping power. Average against armor. * Standard ILR assault weapon. Sometimes available to ILR police. NAME : LAKW 2-40 Nationality : EDF Type : Assault Rifle Caliber : 4mm L40 Cost : 1500 Length : 22/28 Weight : 9,2 Reload Time : 7 Rate of fire : * Ammo Capacity : 72 Ammo Weight : 2.2 Mag SAB : 3 * Laser spot. Reflex sights. Bayonet. Sliding stock. Unable to fire Rifle grenades. * Accurate at medium ranges. * Reliable. * Average stopping power. Average against armor. NAME : LAKW 1-56 Nationality : EDF Type : Assault Rifle Caliber : 8mm L56 Cost : 1400 Length : 30/45 Weight : 11 Reload Time : 8 Rate of fire : *6 Ammo Capacity : 56 Ammo Weight : 2.3 Mag SAB : 4 * Laser spot. Bayonet. Sliding stock. May fire Rifle grenades. * Accurate at long range. * Reliable. * Good stopping power, good against armor. * Standard EDF assault rifle. Not usually available for police forces. NAME : LAKW 5-70 Nationality : EDF Type : Assault Rifle Caliber : 12mm L70 Cost : 1500 Length : 35-55 Weight : 14.5 Reload Time : 9 Rate of fire : **5 Ammo Capacity : 32 Ammo Weight : 2.4 Mag SAB : 6 * One of the first Bulpup models. * Laser spot. Bayonet. Reflex sight. Sliding stock. May fire Rifle grenades. * Accurate at long range. * Slightly unreliable. * Excellent stopping power. Excellent against armor. * Rifle used by solid and huge framed species. NAME : MAKW 3-60 Nationality : EDF Type : Light Machine Gun Caliber : 8mm L60 Cost : 2300 Length : 41 Weight : 19.2 Reload Time : 8/12 (Mag/Belt) Rate of fire : **8 Ammo Capacity : 56/200 Ammo Weight : 2.5/9.3 (Mag/Belt) SAB : 3 * Integral folding bipod. Better use a tripod. Bayonet (doubtful use) * Accurate at long ranges. * Reliable. * Excellent stopping power. Efficient against armor. * Standard EDF LMG. NAME : MG 189/2 Nationality : ILR Type : Light Machine Gun (LMG) Caliber : 6mm L80 (Caseless) Cost : 2400 Length : 36/45 Weight : 17 Reload Time : 8/12 (Mag/Belt) Rate of fire : *6 Ammo Capacity : 40/120 (Mag/Belt) Ammo Weight : 1.9/6.8 (Mag/Belt) SAB : 3 * Integral folding bipod, Folding stock, Reflex sight, Laser range finder. * Accurate at long ranges. * Average reliability. * Good stopping power. Good against armor. * Standard ILR LMG. Sometimes used by ILR police forces. NAME : MG 202 Nationality : ILR Type : General Purpose Machine Gun (GPMG) Caliber : 6mm L80 (Caseless) Cost : 3200 Length : 40/47 Weight : 19 Reload Time : 12 Rate of fire : *8 Ammo Capacity : 100/200 (Belt/Belt) Ammo Weight : 4.9/9.8 (Belt/Belt) SAB : 2 * Integral folding bipod, Folding stock, Laser spot. * Accurate at long ranges and Reliable. * Excellent stopping power. Good against armor. * Standard ILR GPMG. NAME : NAKW 2-80 Nationality : EDF Type : General Purpose Machine Gun (GPMG) Caliber : 10mm L80 Cost : 3700 Length : 46/54 Weight : 29.6 Reload Time : 12 Rate of fire : *7 Ammo Capacity : 100/200 (Belt/Belt) Ammo Weight : 5.9/11.9 (Belt/Belt) SAB : 4 * Sliding stock. Laser spot and range-finder. Integral tripod. * Accurate at long ranges and Reliable. * Excellent stopping power. Excellent against armor. * Standard EDF GPMG. NAME : HAKW 1-100 Nationality : EDF Type : Heavy Machine Gun (HMG) Caliber : 12mm L100 Cost : 4600 Length : 66 Weight : 42 Reload Time : 13 Rate of fire : *7 Ammo Capacity : 200/500 (Belt/Belt) Ammo Weight : 16.3/32.8 (Belt/Belt) SAB : 2/6 (Bolted/Tripod) * Laser spot and range-finder. Tripod mounted. * Ususally mounted on vehicles, tripod bolted in place. Also used to defend positions. Not normally carried by the infantry. * Accurate at long ranges but slightly unreliable (overheating problems) * Extreme stopping power. Excellent against armor. * Standard EDF HMG. NAME : GKWP 2 Nationality : EDF Type : Automatic Grenade Launcher Caliber : 32mm Cost : 4400 Length : 28 Weight : 32 Reload Time : 10 Rate of fire : *3 Ammo Capacity : 8 Ammo Weight : 4.2 Mag SAB : 3 * Tripod. * Fires 32mm AP/frag selectable grenade. * Accurate at medium ranges. Reliable. * Often mounted on light all-terrain vehicles. * AP is not very good against armored vehicles. NAME : SKWP 3-70 Nationality : EDF Type : Assault Shotgun Caliber : 10mm L70 Cost : 1100 Length : 36 Weight : 7.2 Reload Time : 8 Rate of fire : **3 Ammo Capacity : 15 Ammo Weight : 1.8 Mag SAB : 4 * Accurate at short ranges. Reliable. * Commonly used while fighting in built-up areas (FIBUA) * Wide range of ammunition available. HEAVY WEAPONS Cannon Propellants: Cannon/mortar rounds use binary liquids as propellant. These liquids are inert when taken separately, but they are mixed and injected in the firing chamber a moment before ignition, with better results than cased ammo. There are many advantages: being inert unless mixed, the liquids will not explode or take fire when hit, thus improving crew survivability. It also takes less room, which is always a serious concern. And then, by setting the quantity of propellant in the firing chamber, the range of the gun can be controlled while being economical on propellant usage. But if both liquid tanks are ruptured and the fluids are mixed, even only a little, a subsequent hit will often cause spectacular explosions. Miniguns: Miniguns are a relatively new invention. While they do not use powerfull ammo (6mm or 8mm), their very rate of fire makes them extremely dangerous weapons (2400 rounds per minute!). Stay clear of them. The ILR got it out first, then the EDF copied the idea. Light Cannons: Usually mounted on vehicles, light cannons usually are of the chain gun type. The fired ammo is usually APDSDU (Amor- piercing Discarding Sabot Depleted Uranium) but can also be incendiary, illuminating or HE. Heavy Cannons: Conventional artillery. Can fire almost any kind of shell. Cannons will come in a large variety of caliber and type. Due to the efficiency of modern counterbattery fire, it is rare to see artillery of any type that is not self-propelled. Mortars: Mortars are fairly rare weapons, especially the heavy ones. Still, now that space-based fire support is becoming rare, they are becoming more and more popular. And then, guerilla and terrorist units have discovered how perfect this inexpensive and portable weapon can be to their needs. Rockets: Rockets have never been really used, although some theories exist on their use to saturate a bombardment area in one large short wave of unguide rockets. Anti-tank Rockets/Misiles: While AT rockets and missiles have been in the standard equipment of infantry units in known space, their use remain limited as the warheads are rarely heavy enough to deal critical damage to an armored vehicle. Most AT missiles are of dual use: they can be used against aircrafts, with good chances of succes. The infantry mostly depends on air support and friendly armor to deal with armored vehicles. Armored vehicles: They come in all kind of types, but the EDF use only one vehicle chasis, from which versions are developed. The AFV-4 was the winner of a long-term development project in which more than five prototypes were proposed. The vehicle is well designed, and is quite good. For those of you who know tanks, it looks a lot like the Swedish IKV-91. Its basic version is an IFV (Infantry Fighting Vehicle). The infantry rides to battle in the vehicle, and can get out through top hatches or the drop-down rear wall. The infantry carrier version has several HMG and GPMG for self-defense, and may even boast a grenade launcher. The infantry may fire from the top-hatches: there are no firing ports as the placement of the extra fuel cells render firing ports impracticable. The hatches of the top hatches are designed to be used as shields. All the fuel cells are self-sealing, and the fuel does not burn. If empty, the extra fuel cell will give the vehicle sufficient buoyancy to float, and the tracks are used to propell the vehicle. The armor is made of one or two centimeters of monomolecular laminates, and it is extremely strong. Stong enough to stop most shaped charge explosives and it is usually able to survive one or two APDSDU hits. The engine is place just behind the driver, and the engine's mass of metal help protect the aft passengers. The vehicle is, of course, NBC capable. The vehicle is used in diverse versions as tank-killer, IFV, mobile artillery, CP, Field hopital, medical evac, equipment transport, tractor, field engineer vehicle, etc... The versions used by the EDF are all air-transportable. The ILR uses vehicles that are similar in their use. ILR armored vehicles are wheeled, not tracked. This makes for better speeds and general maneouverability, and is easier to maintain. But it also limits their use in bad terrain: the vehicles have about the same weight, but the PSI (Pounds per Square Inch) ratio favors the EDF's tracked vehicles. Aerodynes: Aerodynes are the vehicles used for air transport and air support. Most of them are obital/sub-orbital capable with only minor transformations. Some of the biggest are used within a planetary system, and the very largest of the Aerodynes (about 8000 tons) are jump-capable, although they are limited in that respect. Most military Aerodynes are at least lightly armored, and the gunships can use a large variety of weapons, going from miniguns and missiles to one or two laser gun turrets. Aeros have no wings. They are powered by CCF reactors (Continuous Confine- ment Fusion) which provides high pressure super-heated hydrogen which is routed through an array of intermix venturii to combine with the atmosphere before being shunted out for vertical or horizontal thrust. Maneuvering for all axes are by differential thrust, managed by on-board computer, which receives its inputs through the pilot's grips and pedals. The pilot's inputs, however, are for desided attitude rather than direct control, and the computer arranges thrust to suit, keeping track of attitude and environment so as to avoid any "controlled conflicts" with the ground or objects. The computer can also assist in fire control and combat maneuve- ring, or even take over if a pilot is disabled (of course, what disables a pilot will probably also disable the computer :-) Airplanes and helicopters also exist: they are mostly used in low-industry colonies as their maintainance is easier and can be built with local ressour- ces. Interstellar Crafts: Starships are formed by lining a ship by lining the hull with jump field generators and installing the capacitors and magneto hydrodynamic (MHD) coils required to power a jump drive. Ships have several reactors and decks oriented for use when the ship is under thrust. When the ship has no acceleration, there is no gravity. A starship must get out of the gravity well of the nearby star, and this requires the ship to accelerate out-system. This can take 2 or 3 weeks for passenger ships, and even longer for merchants but military vessels can manage it in a week and a half in most systems. While better time could be made, the safety limits are rarely exceeded: hitting space debris at too high a speed can ruin your day. All vessels have significant armor to deal with this, and military and courier vessels have heavy front and aft armor. Before the war, merchants and passengers were not armed, except for point-defense weapons whose purpose was to destroy or fragment debris which could not be avoided. While good against rocks and the like, it is a poor defense against ships or ACVs. During and after the war, most merchant ships received better armaments, but it remains weak. Warships, on the other hand, have sophisticated point-defense equipment, battle lasers for the odd knife fight, and stores for ACVs (Autonomous Combat Vehicle: in effect, a very smart missile). All this controlled by battle computers, and the ship defense com- pleted by heavy armor and excellent damage control equipment. Most are also equipped to engage surface targets. ACV: Autonomous Combat Vehicle. The navy equivalent of a missile, except that it is bigger than a large truck, and awfully expensive. Most of those carry no warhead: they are kinetic weapons. At the speeds at which they hit a target, a warhead would be superfluous. The only way to evade them is to maneuver wildly at the last moment, and hope that the point defenses can damage or destroy it. Even destroyed, an ACV can be extremely dangerous, as the fragments still have their speed. At usual engagement speeds, a sizable fragment (give it a mass of a pound :-) will pass through the ship from end to end, vaporizing everything on its path. The ACVs can also be used against planetary targets. Their speed will guarantee massive destruction, and a planetary target cannot evade the ACV. The ILR introduced MIRVed ACVs during the war, with devastating effect. Huge amounts of ACVs were used during the war, depleting the stores. The postwar capacity to build them was virtually nonexistent, and the very high-tech components of an ACV insured that few can be built. As such, ACVs are scarce and precious. Few are the ships that have half their prewar stores in ACVs. Right now, the only ACV producer is the Ekosiak Military Industries factory, and production is limited to the number of components currently in stores. Also, they are less efficient than prewar models. Ekosiaki ACVs will MIRV when close to their intended target, spreading fragments in the hopes of a hit. This is due to the less good than Prewar guidance system. While this solution works, most of the time, it also reduces ACV lethality. ---- You may use this file for personal use. You may also redistribute it provided that this message is there and no alterations have been made to this file. Albedo and Birthright are copyrighted by Steve Gallacci. This file was written for use with my Albedo email game; elements in it may very well diverge from the official storyline. As well, in this or other files, certain elements may have been modified to suit my game. This file may contain game-related information directed at my players that make no sense to you: I unfortunately do not have the time to go over my files and make the necessary corrections. Louis Fillion kamerym@cam.org (main address) lfillion@buscom.ca (secondary address) ----