TEXT:  
   
   
  Heavy Weapons 
   
   
   
  A Rules Supplement for Omnirole 
   
   
  Robert C. Prätzler 2005 
   
   
  
  Page 2 
  Heavy weapons 
   
  The purpose of this rules supplement is to provide some 
  ideas about rather military type weapons and to allow them 
  to be used in the game. This is mainly due to the fact that 
  players often want to make military campaigns, or simply 
  are looking for more firepower in certain combat situations. 
   
  The term heavy weapons is used in Omnirole to describe a 
  category of weapons that is in the range between 
  handguns and artillery. Typically, these are weapons that 
  are either used to support military operations (e.g. 
  machine guns) or that are mounted in vehicles or fixed 
  installations. 
   
  In the following, the most important heavy weapons of tech 
  levels up to 13 are introduced and special rules for their 
  use will be given. 
   
  Heavy weapons against individuals 
   
  Heavy weapons are mainly intended for use against 
  vehicles or armored targets. Therefore, the final damage of 
  a heavy weapon is doubled against individuals. This does 
  not apply for explosions, needlers or scatter weapons, but 
  for energy weapons. 
   
  Example: Lex (protection value 10) is hit by a medium MG 
  (P15). The armor roll produced full protection, so that Lex 
  takes 5D6 damage. The die roll result of 18 is doubled to 
  36. 
   
  Heavy weapons and minimum strength 
   
  The minimum strength information concerns situations in 
  which the respective weapon is held and fired by a 
  character. For most weapons, this is impossible for 
  ordinary humans. Instead, they are installed on a carriage, 
  a tripod or similar mount. The theoretically possible case of 
  characters with super human strength (e.g. superheroes or 
  aliens) that might be able to carry and fire them has to be 
  decided by the master on a case by case basis. 
   
  Indirect fire 
   
  Various heavy weapons fire indirectly, i.e. on a ballistic 
  track. Consequently, they can fly over obstacles, but 
  require sufficient space in the height, usually making their 
  use inside buildings impossible. The master decides if in 
  doubt. 
   
  The weapons 
   
  Gatling machine gun 
   
  This early machine gun uses several rotating barrels that 
  are operated by a crank. One of its drawbacks is a certain 
  susceptibility for overheating and jamming. To simulate 
  this, in each combat turn of operation, there is a 5% 
  cumulative accident chance, until the weapon has not 
  been fired for at least as many turns as it has been used 
  before. The chance is increased to a cumulative 10% per 
  turn, if the weapon has fired at least 50% of its maximum 
  rate of fire in a combat turn. 
   
  The gatling machine gun is not man portable. Instead, it is 
  usually installed on a wheeled carriage or alternatively in a 
  fixed mount. Normally it is reloaded by a loading gunner. 
  The carriage of the gatling provides level 10 recoil 
  compensation.  
   
  Nordenfelt machine gun 
   
  This is another early multi-barreled machine gun. Different 
  to the gatling principle, however, it does not have rotating 
  barrels. Instead, each barrel has a separate firing 
  mechanism. Historically, different versions with varying 
  numbers of barrels and consequently deviating rates of fire 
  were constructed. Due to the different design, the risk of 
  jamming is much lower and can be ignored for game 
  purposes. Similar to the gatling, this weapon is usually 
  mounted on a carriage and reloaded by a loading gunner. 
  The carriage counts as level 10 recoil compensation. 
   
  Gardner machine gun 
   
  This machine gun already looks similar to typical weapons 
  of higher tech levels. It is a one or two-barreled machine 
  gun with a nevertheless surprisingly high rate of fire. 
  Normally, it is mounted on a carriage, but may also be 
  fired from a tripod (weight 15 kg). There is a certain danger 
  of overheating and jamming. For game purposes, use the 
  same rules as fort he gatling gun with a base chance of 
  2%, including doubling for high rates of fire. The weapon is 
  loaded from the top. Normally, this is the job of a second 
  gunner. The tripod counts as level 7 recoil compensation, 
  a full carriage as level 10. 
   
  Machine guns 
   
  The term machine gun describes weapons with an 
  automatic firing mechanism that are usually air- or water-
  cooled and have a single barrel. The ammunition is fed via 
  belts, drums or internal chamber magazines. There are 
  portable as well as bipod or tripod machine guns, but also  
  vehicular versions. 
   
  Especially early machine guns are prone to overheating 
  and subsequent jamming. For game purposes, assume a 
  cumulative accident chance of 2% at TL 9 using the same 
  rules as for the gatling (including the doubled chance for 
  high rates of fire). At TL 10, the chance is reduced to 1%. 
  For machine guns of higher tech levels, the risk of 
  jamming may be ignored. 
   
  Typical abreviations: LMG = light machine gun, MMG = 
  medium machine gun, HMG = heavy machine gun. 
   
  A full mount provides at least level 15 recoil compensation, 
  a tripod at least level 10, a bipod level 5. Furthermore, it 
  can be assumed that these weapons have at least an 
  integrated recoil compensation of level 5. 
   
  Minigun 
   
  The minigun is a development based on the gatling 
  principle. This is a multi-barreled automatic weapon whose 
  barrels are rotated by an electric motor, resulting in an 
  extreme rate of fire. The weapon is mainly used on board 
  of combat helicopters or planes. As it usually fires a large 
  portion of tracer ammunition, the resulting visible effect 
  resembles a „death ray“. Normally, miniguns are not man 
  portable! Typical vehicle mounts provide at least level 30 
  recoil compensation. Furthermore, it can be assumed that 
  this weapon has at least an integrated recoil compensation 
  of level 5. 
   
  Bazooka 
   
  A light portable anti-tank weapon. Normally it can only fire 
  a single shot and is of very limited range and accuracy. 
  Early models cannot be reloaded because the launch 
  typically causes heavy damage to them. Furthermore, it 
  should be noted that the area behind the gunner is 
  exposed to hot gas. At least two squares directly behind 
  the gunner are affected. An area damage of 3d6 occurs in 
  these squares using the rules for scatter weapons. 
  Defense is allowed as against explosions. 
   
  The weapon usually fires armor piercing (AP) projectiles 
   
  Rocket launcher 
   
  
  Page 3 
  Rocket launchers are a portable weapons system that 
  allows launching of missiles. Usually they are single shot 
  weapons that than have to be reloaded. Similar to the 
  bazooka, the squares behind the gunner are affected by 
  hot exhaust (4d6 damage at least three squares behind). 
  The missiles are normally fitted with explosive or 
  fragmentation warheads. However, shaped charges for 
  anti-armor use also exist. Against aircraft, usually special 
  missiles will be launched. 
   
  Tank rifle 
   
  This early heavy weapon was developed during World War 
  1 to destroy tanks. It fires massive bullets that are able to 
  show an astonishing penetration power at short ranges. To 
  simulate this, always use the rules for armor piercing 
  ammunition with this weapon. Its main drawbacks are the 
  high weight and incredible recoil. Normally, a separate 
  bipod (weight 2 kg) was therefore used. 
   
  Automatic cannon 
   
  This term covers all light cannon with a caliber between 20 
  and 30 mm. In connection with the high rate of fire, they 
  are especially suited for anti-aircraft defense or combat 
  against unarmored or light armored vehicles.  
   
  Automatic cannon also fire explosive or armor piercing 
  ammunition. They are either installed in a vehicle or on a 
  fixed mount. Typical vehicle mounts or carriages provide at 
  least level 30 recoil compensation. Furthermore, it can be 
  assumed that these weapons have at least an integrated 
  recoil compensation of level 8. 
   
  Light mortar 
   
  This infantry support weapon launches grenades on a 
  ballistic curve. The launch is normally made via gas 
  pressure, at TL 12 or above sometimes magnetic 
  accelerators are used. The mortar must be set up before it 
  can be fired. This takes one combat turn. The weapon fires 
  single 
  shots. 
  The 
  typical 
  ammunition 
  consists 
  of 
  fragmentation or explosive grenades, however, chemical 
  or smoke charges are also being used. If intelligent 
  ammunition is fired, armor piercing warheads are possible 
  as well. 
   
  Automatic grenade launcher 
   
  This weapons system can fire bursts of several grenades. 
  Thus, it actually is a combination of a machine gun and a 
  grenade launcher. The high weight means that the weapon 
  is usually mounted as a vehicle weapon. Nevertheless, it 
  can also be set up on a tripod. The tripod provides at least 
  level 15 recoil compensation. Vehicular mounts or 
  carriages have at least level 30. 
   
  Laser cannon 
   
  This is a heavy laser weapon that is able to fire single 
  shots as well as bursts at TL 13. Upon its introduction at 
  TL 12, it is limited to single shots. Normally, this weapon is 
  used as a vehicle weapon. 
   
  Needler cannon 
   
  The needler cannon fires small needle projectiles that are 
  accelerated to supersonic velocities by a magnetic field. It 
  is especially effective against unarmored targets or against 
  Kevlar or monofiber armor. However, it is almost unable to 
  affect armored targets. 
   
  Rocket cannon 
   
  This is the heavy variant of the rocket weapons that also 
  exist as handguns. The caliber of the missiles is larger, 
  resulting in higher damage and an improved range. 
  Nevertheless, the standard rules for minimum distance 
  apply. The damage of the projectiles is only 25% up to 1 
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  Gatling laser 
   
  The gatling laser is a multi-barreled laser weapon that can 
  achieve a very high rate of fire. It is available as portable 
  weapon as well as in a vehicle version. Use the rules for 
  automatic energy weapons. 
   
  Special ammunition forms 
   
  Tracers 
   
  Tracers are a special ammunition type that usually only is 
  fired from weapons with a sufficient rate of fire. The bullets 
  produce a visible glowing trace, making it easy to spot 
  where they are aimed to, and thus to correct deviations. 
  This works best under low light conditions. In game terms, 
  tracers result in a cumulative attack DM of +1 per bullet 
  fired at a single target, provided that the light is partial light 
  at best. The DM is added until the target is changed. In 
  case of normal light, the cumulative DM is +1 per full five 
  bullets.  
   
  Intelligent ammunition  
   
  At TL 11 and above, it becomes possible to purchase 
  intelligent projectiles for certain weapons. As this 
  supplement is not planned as an extensive military 
  sourcebook, only one such system shall be presented in 
  the form of laser-guided projectiles. These are available for 
  rocket launchers, grenade launchers and mortars and 
  require that the target is illuminated by an observer with a 
  laser pointer. The projectile will then follow the laser beam 
  into the target. For game purposes, this is simulated by 
  making a check:artillerist for the observer, with distance 
  modifiers as for a weapon attack on normal distance. If the 
  check succeeds, all distance modifiers may be ignored on 
  the actual attack roll with the weapon. However, the target 
  must be marked until the projectile has impacted. 
   
  Shaped charges 
   
  At TL 10, the first shaped charges for heavy weapons 
  appear. Their purpose is better armor penetration.  
  Generally speaking, shaped charges may only be used in 
  grenade type weapons (bazooka, rocket launcher, mortar, 
  grenade launcher). They are treated as armor piercing with 
  the additional benefit that the damage is constant on all 
  ranges, and the special rule that armor is not only halved, 
  but divided by three. 
  
  Page 4 
   
  Table: Heavy weapons  
   
   
  Weapon  
  Skill 
  TL 
  Target 
  Snap 
  Shot 
  Recoil 
  Rof 
  ST 
  DX 
  Dodge DM 
  Mini 
  normal 
  long 
   
  extreme 
  Notes 
  Gatling 
  machine 
  gun 
  Machine 
  gun 
  8 
  +10 
  -50 
   -8 
  8 
  - 
  10 
  -50 
  2 
  80 (16) 
  200 (8) 
  1.000 (2) 
   
  Nordenfelt
  MG 
  Machine 
  gun 
  8 
  +10 
  -50 
   -8 
  6 
  - 
  10 
  -50 
  2 
  90 (15) 
  250 (8) 
  1.200 (2) 
   
  Gardner 
  machine 
  gun 
  Machine 
  gun 
  8 
  +10 
  -50 
  -10 
  8 
  - 
  10 
  -50 
  2 
  100 (16) 
  260 (8) 
  1.200 (2) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Tank rifle 
  Tank rifle 
  9 
  +40 
  -50 
  -35 
  1 x 1 
  (17) 
  10 
  -50 
  2 
  50 (20) 
  150 (10) 
  1.000 (2) 
  Armor 
  piercing 
  Light MG 
  Machine 
  gun 
  9 
  +20 
  -50 
   -10 
  3 x 1 / 15 
  (18) 
  10 
  -50 
  2 
  160 (20) 
  400 (10) 
  1.200 (3) 
   
  Medium 
  MG 
  Machine 
  gun 
  9 
  +20 
  -50 
   -10 
  3 x 1 / 15 
  - 
  10 
  -50 
  2 
  160 (23) 
  400 (12) 
  1.600 (3) 
   
  Heavy MG 
  Machine 
  gun 
  9 
  +20 
  -50 
   -10 
  3 x 1 / 15 
  - 
  10 
  -50 
  2 
  160 (26) 
  400(13) 
  2.000 (4) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Light MG 
  Machine 
  gun 
  10 
  +25 
  -50 
   -10 
  3 x 1 / 12 / 
  18 
  (17) 
  10 
  -50 
  2 
  200 (20) 
  500 (10) 
  1.200 (3) 
   
  Medium 
  MG 
  Machine 
  gun 
  10 
  +25 
  -50 
   -10 
  3 x 1 / 15 / 
  25 
  - 
  10 
  -50 
  2 
  200 (24) 
  500 (12) 
  1.600 (3) 
   
  Heavy MG 
  Machine 
  gun 
  10 
  +25 
  -50 
   -10 
  3 x 1 / 15 / 
  25 
  - 
  10 
  -50 
  2 
  200 (27) 
  500(14) 
  2.000 (4) 
   
  Bazooka 
  Rocket 
  launcher 
  10 
  +15 
  -50 
  -30 
  1 x 1 
  (12) 
  10 
  -50 
  3 
  25 (40) 
  75 (20) 
  250 (5) 
  Armor 
  piercing 
  Light 
  Mortar 
  Grenade 
  launcher 
  10 
  +10 
  n/a 
  n/a 
  1 x 1 
  - 
  10 
  -50 
  10 
  100 (30) 
  500 (15) 
  2.500 (3) 
  Radius = 3 
  Automatic 
  cannon 
  Cannon 
  10 
  +25 
  -50 
   -15 
  3 x 1 / 10 / 
  20 
  - 
  10 
  -50 
  2 
  200 (35) 
  500 (18) 
  3.000 (6) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Light MG 
  Machine 
  gun 
  11 
  +25 
  -50 
   -10 
  3 x 1 / 12 / 
  20 
  (16) 
  10 
  -50 
  2 
  300 (20) 
  600 (10) 
  1.600 (3) 
   
  Medium 
  MG 
  Machine 
  gun 
  11 
  +25 
  -50 
   -10 
  3 x 1 / 15 / 
  25 
  - 
  10 
  -50 
  2 
  300 (24) 
  600 (12) 
  1.800 (3) 
   
  Heavy MG 
  Machine 
  gun 
  11 
  +25 
  -50 
   -10 
  3 x 1 / 15 / 
  25 
  - 
  10 
  -50 
  2 
  300 (28) 
  600(14) 
  2.500 (4) 
   
  Minigun 
  Machine 
  gun 
  11 
  +20 
  -50 
  -8 
  30 / 60 
  - 
  10 
  -50 
  2 
  250 (24) 
  500 (12) 
  2.000 (4) 
   
  
  Page 5 
  Portable 
  Rocket 
  launcher 
  Rocket 
  launcher 
  11 
  +30 
  -50 
  -35 
  1 x 1 
  (13) 
  10 
  -50 
  10 
  250 (60) 
  750 (30) 
  2.000 (6) 
  Radius = 3 
  Bazooka 
  Rocket 
  launcher 
  11 
  +25 
  -50 
  -30 
  1 x 1 
  (12) 
  10 
  -50 
  3 
  50 (60) 
  180 (30) 
  450 (5) 
  Armor 
  piercing 
  Automatic-
  Grenade 
  launcher 
  Grenade 
  launcher 
  11 
  +20 
  -50 
   -25 
  3 x 1 / 6 / 
  12 
  - 
  10 
  -50 
  2 
  150 (30) 
  500 (17) 
  1.500 (4) 
  Radius = 2 
  Automatic 
  cannon 
  Cannon 
  11 
  +25 
  -50 
   -15 
  3 x 1 / 15 / 
  25 
  - 
  10 
  -50 
  2 
  250 (36) 
  600 (18) 
  3.300 (6) 
   
  H. 
  Automatic 
  cannon 
  Cannon 
  11 
  +25 
  -50 
   -20 
  3 x 1 / 15 / 
  25 
  - 
  10 
  -50 
  2 
  250 (42) 
  600 (21) 
  3.300 (7) 
   
  Light 
  Mortar 
  Grenade 
  launcher 
  11 
  +10 
  n/a 
  n/a 
  1 x 1 
  - 
  10 
  -50 
  10 
  200 (35) 
  600 (20) 
  2.800 (4) 
  Radius = 3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Light MG 
  Machine 
  gun 
  12 
  +35 
  -50 
   -10 
  3 x 1 / 18 / 
  30 
  (15) 
  10 
  -50 
  2 
  350 (22) 
  700 (11) 
  1.800 (3) 
   
  Medium 
  MG 
  Machine 
  gun 
  12 
  +35 
  -50 
   -10 
  3 x 1 / 18 / 
  30 
  (19) 
  10 
  -50 
  2 
  350 (26) 
  700 (13) 
  2.000 (4) 
   
  Heavy MG 
  Machine 
  gun 
  12 
  +35 
  -50 
   -10 
  3 x 1 / 18 / 
  30 
  - 
  10 
  -50 
  2 
  350 (30) 
  700(15) 
  2.500 (5) 
   
  Minigun 
  Machine 
  gun 
  12 
  +30 
  -50 
   -8 
  40 / 80 
  - 
  10 
  -50 
  2 
  300 (26) 
  650 (13) 
  2.200 (4) 
   
  Portable 
  Rocket 
  launcher 
  Rocket 
  launcher 
  12 
  +35 
  -50 
  -35 
  1 x 1 
  (12) 
  10 
  -50 
  10 
  300 (70) 
  900 (35) 
  2.800 (6) 
  Radius = 3 
  Bazooka 
  Rocket 
  launcher 
  12 
  +30 
  -50 
  -30 
  1 x 1 
  (11) 
  10 
  -50 
  3 
  60 (70) 
  200 (35) 
  500 (5) 
  Armor 
  piercing 
  Automatic-
  Grenade 
  launcher 
  Grenade 
  launcher 
  12 
  +25 
  -50 
   -25 
  3 x 1 / 9 / 
  15 
  - 
  10 
  -50 
  2 
  180 (36) 
  600 (18) 
  1.800 (5) 
  Radius = 2 
  Automatic 
  cannon 
  Cannon 
  12 
  +35 
  -50 
   -15 
  3 x 1 / 15 / 
  25 
  - 
  10 
  -50 
  2 
  300 (40) 
  750 (20) 
  3.600 (6) 
   
  H. 
  Automatic 
  cannon 
  Cannon 
  12 
  +35 
  -50 
   -20 
  3 x 1 / 15 / 
  25 
  - 
  10 
  -50 
  2 
  300 (45) 
  750 (22) 
  3.600 (7) 
   
  Light 
  Mortar 
  Grenade 
  launcher 
  12 
  +15 
  n/a 
  n/a 
  1 x 1 
  - 
  10 
  -50 
  10 
  250 (44) 
  700 (22) 
  3.000 (4) 
  Radius = 3 
  Needler 
  cannon 
  Cannon 
  12 
  +35 
  -50 
  0 
  5 x 1 / 15 / 
  25 / 50 
  - 
  10 
  -50 
  2 
  250 (12) 
  700 (6) 
  1.800 (2) 
  In D6, close 
  combat 
  protection 
  Weapon  
  Skill 
  TL 
  Target 
  Snap 
  Shot 
  Recoil 
  Rof 
  ST 
  DX 
  Dodge DM 
  Mini 
  normal 
  long 
   
  extreme 
  Notes 
  Rocket 
  cannon 
  Cannon 
  12 
  +35 
  -50 
  -4 
  3 x 1 / 15 / 
  25 
  - 
  10 
  -50 
  2, 
  speziell 
  800 (40) 
  1.500 (36) 
  3.000 (18) 
   
  
  Page 6 
  Heavy 
  needler 
  cannon 
  Cannon 
  12 
  +35 
  -50 
  0 
  5 x 1 / 15 / 
  25 / 50 
  - 
  10 
  -50 
  2 
  250 (16) 
  700 (8) 
  1.800 (3) 
  In D6, close 
  combat 
  protection 
  Laser 
  cannon 
  Cannon 
  12 
  +35 
  -50 
  0 
  2 x 1 
  - 
  10 
  -60 
  2 
  600 (60) 
  1.400 (20) 
  3.300 (5) 
  Energy 
  Portable 
  laser 
  cannon 
  Laser 
  cannon 
  12 
  +35 
  -50 
  0 
  1 x 1 
  (16) 
  10 
  -60 
  2 
  200 (50) 
  500 (16) 
  1.000 (4) 
  Energy 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Light MG 
  Machine 
  guns 
  13 
  +40 
  -50 
   -10 
  3 x 1 / 20 / 
  35 
  (15) 
  10 
  -50 
  2 
  400 (22) 
  900 (11) 
  2.100 (3) 
   
  Medium 
  MG 
  Machine 
  guns 
  13 
  +40 
  -50 
   -10 
  3 x 1 / 20 / 
  35 
  (18) 
  10 
  -50 
  2 
  400 (26) 
  900 (13) 
  2.400 (4) 
   
  Heavy MG 
  Machine 
  guns 
  13 
  +40 
  -50 
   -10 
  3 x 1 / 20 / 
  35 
  - 
  10 
  -50 
  2 
  400 (30) 
  900(15) 
  2.800 (5) 
   
  Minigun 
  Machine 
  guns 
  13 
  +40 
  -50 
   -8 
  50 / 100 
  - 
  10 
  -50 
  2 
  350 (26) 
  700 (13) 
  2.400 (4) 
   
  Portable 
  rocket 
  launcher 
  Rocket 
  launcher 
  13 
  +40 
  -50 
  -35 
  1 x 1 
  (11) 
  10 
  -50 
  10 
  500 (70) 
  1.500 (35) 
  3.600 (6) 
  Radius = 3 
  Bazooka 
  Rocket 
  launcher 
  13 
  +35 
  -50 
  -30 
  1 x 1 
  (10) 
  10 
  -50 
  3 
  80 (70) 
  300 (35) 
  600 (5) 
  Armor 
  piercing 
  Automatic 
  grenade 
  launcher 
  Grenade 
  launcher 
  13 
  +30 
  -50 
   -25 
  3 x 1 / 9 / 
  15 
  - 
  10 
  -50 
  2 
  250 (36) 
  750 (18) 
  2.500 (5) 
  Radius = 2 
  Automatic 
  cannon 
  Cannon 
  13 
  +40 
  -50 
   -15 
  3 x 1 / 15 / 
  25 
  - 
  10 
  -50 
  2 
  450 (40) 
  1.000 (20) 
  4.000 (6) 
   
  H. 
  automatic 
  cannon 
  Cannon 
  13 
  +40 
  -50 
   -20 
  3 x 1 / 15 / 
  25 
  - 
  10 
  -50 
  2 
  450 (45) 
  1.000 (22) 
  4.000 (7) 
   
  Light 
  mortar 
  Grenade 
  launcher 
  13 
  +20 
  n/a 
  n/a 
  1 x 1 
  - 
  10 
  -50 
  10 
  300 (44) 
  800 (22) 
  3.300 (4) 
  Radius = 3 
  Needler 
  cannon 
  Cannon 
  13 
  +40 
  -50 
  0 
  5 x 1 / 15 / 
  25 / 50 / 
  100 
  - 
  10 
  -50 
  2 
  350 (12) 
  800 (6) 
  2.000 (2) 
  In D6, close 
  combat 
  protection 
  Rocket 
  cannon 
  Cannon 
  13 
  +40 
  -50 
   -4 
  3 x 1 / 15 / 
  25 
  - 
  10 
  -50 
  2, 
  speziell 
  1.000 (40) 
  2.700 (36) 
  5.000 (18) 
   
  Heavy 
  needler 
  cannon 
  Cannon 
  13 
  +50 
  -50 
  0 
  5 x 1 / 15 / 
  25 / 50 / 
  100 
  - 
  10 
  -50 
  2 
  350 (16) 
  800 (8) 
  2.000 (3) 
  In D6, close 
  combat 
  protection 
  Laser 
  cannon 
  Cannon 
  13 
  +45 
  -50 
  0 
  3 x 1 / 5 / 
  10 
  - 
  10 
  -60 
  2 
  600 (60) 
  1.700 (20) 
  5.500 (5) 
  Energy 
  Portable 
  laser 
  cannon 
  Laser 
  cannon 
  13 
  +40 
  -50 
  0 
  1 x 1 
  (15) 
  10 
  -60 
  2 
  300 (50) 
  600 (16) 
  1.300 (4) 
  Energy 
  Gatling 
  laser 
  Laser 
  cannon 
  13 
  +40 
  -50 
  0 
  10 / 20 / 36 
  (18) 
  10 
  -60 
  2 
  500 (32) 
  1500 (16) 
  5000 88) 
  Energy 
  
  Page 7 
   
  Weapon 
  TL 
  Weight / kg 
  Ammo 
  Ammo weight / kg 
  Gatling machine gun 
  8 
  300 
  50 M 
  3 
  Nordenfelt machine gun 
  8 
  125 
  50 M 
  3 
  Gardner machine gun 
  8 
  40 
  100 M 
  5 
   
   
   
   
   
  Tank rifle 
  9 
  16 
  1 E 
  0,25 
  Light MG 
  9 
  20 
  50 M or 300 Belt 
  2 resp. 12  
  Medium MG 
  9 
  30 
  50 M or 300 Belt 
  2,5 resp.15 
  Heavy MG 
  9 
  40 
  50 M or 300 Belt 
  3 resp. 18 
   
   
   
   
   
  Light MG 
  10 
  12 
  50 M or 300 Belt 
  2 resp. 12  
  Medium MG 
  10 
  20 
  50 M or 300 Belt 
  2,5 resp.15 
  Heavy MG 
  10 
  32 
  50 M or 300 Belt 
  3 resp. 18 
  Bazooka 
  10 
  5 
  1 E 
  0,6 
  Light mortar 
  10 
  20 
  1 E 
  2 
  Automatic cannon 
  10 
  360 
  200 Belt 
  100 
   
   
   
   
   
  Light MG 
  11 
  10 
  50 M or 300 Belt 
  2 resp. 12  
  Medium MG 
  11 
  18 
  50 M or 300 Belt 
  2,5 resp.15 
  Heavy MG 
  11 
  24 
  50 M or 300 Belt 
  3 resp. 18 
  Minigun 
  11 
  50 
  500 Belt 
  28 
  Portable rocket launcher 
  11 
  6 
  1 E 
  0,8 
  Bazooka 
  11 
  4 
  1 E 
  0,5 
  Automatic grenade launcher 
  11 
  35 
  32 Belt 
  20 
  Automatic cannon 
  11 
  320 
  50 M or 200 Belt 
  26 resp. 100 
  H. automatic cannon 
  11 
  440 
  50 M or 200 Belt 
  36 resp. 140 
  Light mortar 
  11 
  18 
  1 E 
  1,8 
   
   
   
   
   
  Light MG 
  12 
  8 
  50 M or 300 Belt 
  2 resp. 12  
  Medium MG 
  12 
  15 
  50 M or 300 Belt 
  2,5 resp.15 
  Heavy MG 
  12 
  22 
  50 M or 300 Belt 
  3 resp. 18 
  Minigun 
  12 
  45 
  500 Belt 
  28 
  Portable rocket launcher 
  12 
  5,5 
  1 E 
  0,8 
  Bazooka 
  12 
  3,5 
  1 E 
  0,5 
  Automatic grenade launcher 
  12 
  32 
  32 Belt 
  20 
  Automatic cannon 
  12 
  300 
  50 M or 200 Belt 
  26 resp. 100 
  H. automatic cannon 
  12 
  400 
  50 M or 200 Belt 
  36 resp. 140 
  Light mortar 
  12 
  15 
  1 E 
  1,8 
  Needler cannon 
  12 
  100 
  1.000 M 
  5 
  Rocket cannon 
  12 
  150 
  100 M or 200 Belt 
  3 resp. 6 
  Heavy needler cannon 
  12 
  150 
  1.000 M 
  7 
  Laser cannon 
  12 
  150 
  30 EP / 2 F 
  2 x 2,5 
  Portable laser cannon 
  12 
  22 
  8 EP / F 
  2,5 
   
   
   
   
   
  Light MG 
  13 
  6,5 
  50 M or 300 Belt 
  2 resp. 12  
  Medium MG 
  13 
  14 
  50 M or 300 Belt 
  2,5 resp.15 
  Heavy MG 
  13 
  20 
  50 M or 300 Belt 
  3 resp. 18 
  Minigun 
  13 
  40 
  500 Belt 
  28 
  Portable rocket launcher 
  13 
  5 
  1 E 
  0,8 
  Bazooka 
  13 
  3 
  1 E 
  0,5 
  Automatic grenade launcher 
  13 
  30 
  32 Belt 
  20 
  Automatic cannon 
  13 
  280 
  50 M or 200 Belt 
  26 resp. 100 
  H. automatic cannon 
  13 
  380 
  50 M or 200 Belt 
  36 resp. 140 
  Light mortar 
  13 
  12 
  1 E 
  1,6 
  Needler cannon 
  13 
  80 
  1.000 M 
  5 
  Rocket cannon 
  13 
  120 
  100 M or 200 Belt 
  3 resp. 6 
  Heavy needler cannon 
  13 
  120 
  1.000 M 
  7 
  Laser cannon 
  13 
  120 
  50 EP /  2 F 
  2 x 2,5 
  Portable laser cannon 
  13 
  15 
  10 EP / F 
  2,5 
  Gatling laser 
  13 
  16 
  80 EP / 2 F 
  2 x 2,5 
  
  Page 8 
   
  
SOURCE: textdata/thevault/Omnirole/Omnirole Heavy Weapons.pdf