This is a list of common small arms which are generally available wherever Earthforces can be found. Small Arms are divided into two basic types, slug throwers and energy weapons.  As a general rule slug throwers are more reliable, if there is oxygen available since they use gunpowder to propel the slug.  Slugthrowers are always put into ship's weapon locker because of the danger of a 'slug' piercing the skin of a ship.

Energy weapons, primarily Phased Plasma Guns (PPG) are based.

Pistols - Slugthrowers

Item Name

Effects

Costs

Notes

.357 M Colt Python
RKA 1 1/2d6, STR Min 10, 6 Shot, -1 Range Mod Penalty, 45" Max Range, +1 CSV
1500
General
.45 Colt Peacemaker
RKA 2d6+1, -1 Range Mod Penalty, +1 STUN, STR Min 10, 6 Shot, 45" Max Range
2000
General
.380 A Walther PPK/S
RKA 1d6, 7 Shot, STR Min 6, -1 Range Mod Penalty, 30" Max Range, +1 CSV
400
General
.45 ACP Colt M1911/ M1911 A1
RKA 2d6-1, +1 STUNx, STR Min 9, 7 Shot, -1 Range Mod Penalty, plus +1 CSV
3500
General
.50 AE Desert Eagle
RKA 2d6+1, +1 STUNx, STR Min 13, 9 Shot, -1 Range Mod Penalty, 45" Max Range, plus +1 CSV
1600
General

Shotguns

Item Name

Effects

Costs

Notes

Pump Action 12 ga Barrel Shotgun
STR Min 10, 6 Shot
500
General
Double Barrel 12 ga Barrel Shotgun
STR Min 10, 2 Shot (Boostable - fire both barrels)
500
General

Shotgun Ammo

Item Name

Effects

Costs

Notes

Standard Slug
RKA 2 1/2d6, Double Knockback, STR Min 10, LR - 30"
250 per 200 credits
General
Rubber Shot
EB 8d6, Double Knockback, STR Min 10,LR - 20"
50 per 150 credits
Permit
HE Slug
RKA 2 1/2d6, Area Of Effect, STR Min 10, LR - 30"
5 per 100 credits
Permit
Standard Shot
RKA 2d6, +1 STUNx, Double Knockback, STR Min 10, Reduced By Range (1/2 damage > 5"), LR - 20", Reduced Penetration
250 per 50 credits
General
Spray Shot
RKA 2d6, +1 STUNx, Area Of Effect (10m Cone, +1/2), STR Min 10, No Range, Reduced Penetration
250 per 50 credits
General

Rifle Slugthrower

Item Name

Effects

Costs

Notes

30-06 Hunting Rifle (Bolt-Action)
RKA 3d6, +1 STUNx,STR Min 10, 6 Shot, Extra Phase to Reload, Beam, 140" Maximum Range, +1 CSV, +2 vs. Range
800
General
AK-47 (Semi Automatic Rifle)
RKA 2d6, +1 STUNx, STR Min 14, No Knockback, 175" Max Range, 30 Shot, +1 CSV, +1 vs. Range
1000
Speciality
AR-15 (Semi Automatic Rifle)
RKA 2d6, +1 STUNx, STR Min 9, No Knockback, 230" Max Range, 30 Shot, +1 CSV, +1 vs. Range
1500
Speciality

Phased Plasma Guns

Item Name

Effects

Costs

Notes

W&G Model-10 PPG (Civilian Pistol)
MP, 45-point reserve, 6 Boostable Shot, STR Min 7, 25" Max Range, No Knockback
  1. Killing Attack 1d6+1
  2. Stun 6d6 AVAD (rED)
850
General
W&G Model 21 PPG (Civilian Rifle)
MP, 62-point reserve, 2 Boostable Shot, STR Min 12, Beam, 100" Max Range, +2 vs. Range
  1. Killing attack 2d6 RKA
  2. Stun Only 8d6 AVAD (rED)
1200
General