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M41A PULSE RIFLE

The M41A Pulse Rifle is the standard issue rifle for the USCM, firing M309 10 x 24
mm caseless round which has been developed to penetrate armour, and then
‘explode’ after impact, ergo creating a armour piercing and hollow point bullet in
one go. It can be fired in bursts of four shots, or in full automatic mode. It can also
be fitted with a 3X scope, to increase accuracy at range or in Low Lighting
Conditions. On the underside of the rifle is a 30 mm grenade launcher, which fires
an assortment of different grenades.
Range: Rifle = 10/250/500/1000/2100
Grenade Launcher = 10/50/180/300/400 (with a few
noted exceptions)
Damage: Rifle = D6 x 4 (Halve armour value, triple internal
damage)
Grenade Launcher = Various, dependant upon grenade
used (listed below)
Capacity: Rifle = 99 rounds per magazine (though normally
filled 95% of capacity to prevent jamming)
The rifle also needs a Lithium Battery to fire the
weapon, which is inserted near the stock. This is
good for about 10,000 shots before it needs to be
recharged.
Grenade Launcher = 4 grenades.
Encumbrance 10/5
Value:
Cost: $£ 2,500 per unit
Availability UNCOMMON

GRENADE TYPES:

M40 High Explosive:


A simple fragmentation grenade.
Damage Zones = 1/3/6
Damage = D6 x 8/D6 x 4/ D6 x 2

M38 High Explosive Armour Piercing:


Designed for penetrating thin layers of steel armour. Damage taken in ground
zero is armour piercing.
Damage Zones = 1/3/5
Damage = D6 x 12/D6 x 6/ D6 x 3

M108 Canister (Buckshot) Round:


Essentially, a large and heavy duty shotgun round, whose range differs to
that of normal grenades.
Range = 3/10/15/20/30
Damage = D8 x 8

M230 Baton Round:


A safety bullet, essentially a long plastic projectile designed to incapacitate
instead of kill. Again, range is different to other grenades.
Range = 3/5/10/15/25
Damage = D10 x 4 (blunt - if Endurance rules are in play, this will only
damage endurance points.)

M60 White Phosphorous Incendiary:


A grenade which creates a thick cloud of white phosphorous smoke within a
range of 15 metres/yards from the point of impact, reducing visibility to Bad
Lighting Conditions, as well as having a secondary incendiary effect against
vegetation and materials.

M72A1 Starshell:
This can be launched 200 metres into the air, where it bursts into a flare
giving off light equivalent to 50,000 candelas for approximately 45 seconds.
If used as a weapon, apply the same damage as a normal flare.

M51A Bounding Fragmentation:


Instead of detonating on impact, this grenade has a small explosive charge
that propels the grenade 2 metres/ yards into the air before erupting, ideal for
clearing out foxholes.
Damage Zones = 1/3/6
Damage = D6 x 8/D6 x 4/D6 x 2

Other variants of the Pulse Rifle include include the M41A-E2, which doesn’t come
with the the under slung grenade launcher, but instead comes with a large L-shaped
magazine which can hold up to 300 rounds.

If using a Pulse Rifle, the operator is just as adept at using the grenade launcher as
the rifle itself, so if a marine takes Guns (Pulse Rifle) +4, then he has +4 when using
either rifle or grenade launcher.

M56 SMARTGUN:
The marine’s primary assault machine gun, the M56 is a heavy and robust weapon
that the operator doesn’t actually carry, but wear. The weapon itself is aimed by an
IR sensor near the muzzle of the gun, which tracks it’s targets automatically by
moving on the self-aiming articulated arm. The operator doesn’t need to fight the
gun, merely move with it. The operator also still needs to fire the weapon. Using
M250 10 x 28 mm ammo, the operator has the option of setting the fusing of the
rounds, which is selected by flicking a switch: Super setting (hollow point), which
explodes the shell on contact, and Delay (armour piercing, then normal bullet),
which explodes the shell only after penetrating the armour. The weapon also has
the choice of 4-shot bursts, or continuous firing types.
Range: 15/400/800/1500/2100
Damage: D6 x 5 +10 (25)
Capacity: 400 rounds per drum (also requires a DV9 Lithium
battery, good for 50,000 rounds).
Encumbrance 26/13
Value:
Cost: $£ 9,000 per unit
Availability RARE

Notes = Self-targeting arm gives a +5 to targeting tasks, unless


otherwise deemed by the Zombie master (a secret roll of one on a D10
malfunctioning the IR tracker because of: targets that are shielded or
give off no heat signature, desert-like environment can that play havoc
with the IR sensor) in which case modifiers can drop to -3. Self targeting
is not affected by pitch black conditions.

M240 INCINERATOR RIFLE:


The M240 Incinerator Rifle is a carbine-format flame-thrower, designed specifically
for close-combat situations. Though it’s maximum range, ordinarily, is only thirty
yards, it can be almost doubled by raising the muzzle to a 45 degree angle and
raining the flaming napalm down on the target. This is disliked by many operators,
as the fuel reservoir is particularly vulnerable to shrapnel and small arms fire,
making Flame-thrower units favourable targets for snipers.
Range: 3/7/12/30/50
Damage: D4 x 2 Fire Damage (burns for thirty seconds)
Capacity: Sufficient fuel for a continuous burst of 20
seconds.
Encumbrance 8/4
Value:
Cost: $£ 1,500 per unit
Availability UNCOMMON

M42A SCOPE RIFLE:


The M42A scope rifle is a powerful sniper rifle used primarily by scout-snipers within
the marine corps. Able to use either normal Smartgun M250 ammo, or it’s own
M252 supply with no reconfiguring or adaptors required, Smartgun ammo is less
effective to a distance of less that 1,500 yards, while it’s own taylor made ammo is
effective up to distances exceeding 3000 yards. It comes with a targeting scope
attached as standard, which offers magnification at 20-times, and can also display
various spectrums and tactical data received by orbiting satellites.
Range: 10/500/1200/2950/3800
Damage: D6 x 5 + 10 (25)
Capacity: 15 rounds per magazine.
Encumbrance 16/8
Value:
Cost: $£ 3,000 per unit
Availability RARE

M4A3 PISTOL:
The M4A3 is the standard sidearm of the Marines, and has been in service for over
sixty years now. Fed from a magazine, the weapon offers little to no stopping power
against someone wearing body armour, and has a limited effective range even
against fleshy or soft targets.
Range: 3/20/50/500/1000
Damage: D6 x 4 (12)
Capacity: 12 rounds per magazine.
Encumbrance 1/1
Value:
Cost: $£ 300 per unit
Availability COMMON

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