TFL/Better Ultratech Weapons

[1] All laser weapons have an inherent +1 to hit.
[2] Civilian laser weapons can be bought in military versions for -1 LC, +50% cost, and RoF 10.
[3] Blasters have 1/5th range and half Acc in vacuum.
[4] See the description of vortex ring projectors for special characteristics.
[5] Zap pistols have a linked 1d-3 bu attack.
Guns (Longarm)

[1] All laser weapons have an inherent +1 to hit.
[2] Civilian laser weapons can be bought in military versions for -1 LC, +50% cost, and RoF 10.
[3] Blasters have 1/5th range and half Acc in vacuum.
[4] See the description of vortex ring projectors for special characteristics.
[5] Underbarrel weapons must be mounted on other longarms, increase the mounted weapon's Bulk by -1 and use it place of their own, and share any sighting aids.
[6] Zap rifles have a linked 1d-1 bu attack.
Gunner (Machine Gun)

Gunpowder projectile weapons
Antique gunpowder weapons utilize a controlled explosion of a nitrogen-oxygen compound to accelerate a projectile down the gun's barrel. The cartridges are combustible plastic with brass or steel bases and are mostly consumed on firing, though the base is ejected from the weapon and may be reloaded. Gunpowder weapons are loud but the projectile is mostly invisible to the naked eye.

Gunpowder ammunition can be loaded with variant bullets:

* Hollow-points reduce the armor divisor by 1 step, and increase the piercing damage type by 1 step. They are best used against unarmored targets.
* Armor-piercers increase the armor divisor by 1 step, and decrease the piercing damage type by 1 step. They are situationally useful against heavily armored targets.

ETK projectile weapons
Modern gunpowder weapons use an electric charge to ignite the nitrogen-oxygen compound as the bullet travels down the barrel. They burn the compound more thoroughly and provide more consistent acceleration, allowing the guns to be slightly lighter while firing more energetic projectiles. ETK cartridges are full combustible and are entirely consumed on firing, simplifying the gun's mechanisms but making them overheat more rapidly than antique gunpowder weapons. ETK guns require a power cell - an A cell for pistols, B for rifles, and C for machine guns - that needs to be replaced every 10 magazines. ETK weapons are loud but the projectile is mostly invisible to the naked eye.

ETK ammunition can use the same variant bullets as gunpowder weapons.

Gauss projectile weapons
Gauss weapons use powerful electromagnetics to launch relatively thin, long, and heavy steel coated darts down the barrel at very high speeds. They require magazines for the projectiles and power cells. Gauss weapons have the best penetration and range of any projectile weapon, but the comparatively small projectiles do less damage to organics and machinery. Gauss weapons are extremely loud but the projectile is nearly invisible to the naked eye.

Underbarrel Grenade Launchers
By default, these fire solid projectiles. See Ultratech pp 152-156 for variant loads. ETK grenade launchers count as pistols for power cell use.

Vortex ring projector weapons
Vortex ring projectors emit high velocity smoke rings across short distances. They are useful for delivering gasses at distance. The vortex ring travels slowly enough to be visible to the naked eye and the weapons make a some noise. By default, vortex ring projectors have a -2 to hit, but this can be removed with a training Perk.

See Ultra-Tech pp 159-160 for potential aerosol loads. Most vortex projectors deliver a single dose of aerosol in a single yard area cloud; backpack projectors affect the target hex and adjacent hexes.

Laser weapons
Lasers are beams of coherent infrared light. The beams are silent and nearly invisible, aside from a slight glow from incinerated dust particles. In a vacuum, they are completely invisible.

Civilian laser weapons are built with an interrupter that terminates the beam after a fraction of a second and requires retriggering the weapon to fire again.

Pulse Laser weapons
Pulse lasers shoot multiple, extremely short bursts of beams at the target for each shot. The individual pulses are weaker than a standard laser beam but the overall energy output is the same. Pulse lasers do not penetrate armor as well, but cause surface explosions on the target from the rapid heating. Pulse laser beams are silent and invisibile, but the explosion on the target usually is not.

Civilian pulse weapons are built with an interrupter that terminates the beam after a fraction of a second and requires retriggering the weapon to fire again.

Blaster weapons
Particle beams or blasters are a semi-experimental weapons technology in the Fringe. The technology is mature and well-known; whether the trade-offs for particle beams are worthwhile is still an open question. Particle beams fire beams of ionized electrons at near-light speed. Penetration and range is superior to other beam weapons in the same profile, but delivered injury is less. Blasters cannot fire enough quickly enough to be automatic weapons without using multiple barrels. Blaster bolts are extremely bright and visible to the naked eye and extremely loud.

Sonic stun weapons
Sonic stun weapons use a concentrated burst of ultrasound that can temporarily shut down someone's nervous system. They are silent and their beams are invisible. They do not work in vacuum.

If the target of a zap gun fails the HT check, they are stunned for MoF seconds, and then may make HT checks at the same penalty to recover. Failure by 5 or more causes unconsciousness for the same duration. Every 5 points of DR gives a +1 on the initial HT check but not subsequent checks. The resistance check is at +3 beyond 1/2d range, and at -5 if the head is hit.

Sonic stunners are longer ranged and somewhat more effective against unarmored targets than zappers, but less effective against armored targets. Unlike zappers, they do not effect electronics in any way.

Zap weapons
Electro-lasers or zappers use low powered UV lasers to ionize a path through air and then discharge a lot of electrons along that path, hopefully disrupting the nerves of organic targets or crashing the systems of robots. They do not work in vacuum. The beam is visible and the guns make a noticeable "zap" sound as electricity travels to the target.

If the target of a zap gun fails the HT check, they are stunned for MoF seconds, and then may make HT checks at the same penalty to recover. Every 10 points of DR gives a +1 on the initial HT check but not subsequent checks. The resistance check is at +3 beyond 1/2d range.

Zappers may be sold with a lethal setting, for 50% cost and LC -1. Lethal shots consume 2 ammo for every shot; if the target fails the HT check by 5 or more, they suffer the Heart Attack mortal condition (B 428).

### Melee Weapons

Superfine and vibro weapons are available and use the rules, costs, and weights in Ultratech (pp 163-164). Electric stun wands and zap gloves are also available, see Ultratech (p 165).

Rocket strikers are available for all axe/mace weapons and pole weapons.

### Ranged Weapon Accessories

HUD sights and reflex sights both have the same effect: they allow the user to see exactly where the shot is going to land, and give +1 skill to Guns or Gun Weapons. This bonus is \*not\* cumulative with the inherent +1 to hit for laser weapons. Laser sights (spots) also give a +1 skill bonus, but only with 300 yards, and that bonus is not cumulative with HUD sights, reflex sights, or lasers. This is instead of the Acc bonus. At TL 10, HUD sights with a backup reflex sight are built into the weapon at no additional cost, but HUD sights cost $500, reflex sights cost $250, and laser spots cost $100 when adding them to antique weapons; any of them weigh 0.25 lbs.

Targeting software gives an additional +1 to hit.

Note that all non-gunpowder weapons come with a targeting sight of some kind and a tiny computer with targeting software, so all modern weapons have an inherent +2 to hit if the shooter has an implant computer or AR goggles.

Access control systems are common but not all modern weapons have them. IFF Interrogators can be added to any weapon for $100 but are not included by default.

Scopes
TL10 targeting scopes are normally sighted through the weapon's HUD sights, and like HUD sights, can be used to shoot around obstacles without exposing the shooter.

Compact targeting scopes provide Hyperspectral Vision and Telescopic Vision 2 with Restricted Vision (Tunnel Vision). Used as aiming aids, they give +2 to Acc after 2 seconds of aiming. They add 0.5 lbs to the weight of any weapon they are mounted on and cost $1,00.

Enhanced targeting scopes provide Hyperspectral Vision and Telescopic Vision 2 with Restricted Vision (Tunnel Vision). Used as aiming aids, they give +3 to Acc after 3 seconds of aiming. They add 2 lbs to the weight of any weapon they are mounted on and cost $4,000.