TEXT:  
  1 
  WEAPONS AND 
  EQUIPMENT FROM 
  THE FRINGE 
   
  VERSION 1.5 
  AN UNOFFICIAL LASERBURN SUPPLEMENT 
   
   
                    
   
   
   
   
   
   
   
  A compilation of material from the A few gonads more website, additional 
  material by Neil Cooper 
  Some illustrationsby Tony Yates, or from the official Laserburn rules book, 
  with thanks. 
   
  
   
  2 
  Welcome to weapons and equipment from the fringe! 
   
  This volume sets out to present all of the basic 
  weapons, equipment from the laserburn series of 
  rules books, all in one, easy to read booklet. Along 
  with the basic weapons and equipment, I present a 
  further selection of items, some taken from 
  material published on the ‘A few Gonads more’ 
  website by other players, and others devised by 
  myself. 
   
  You should try to own all of the rulebooks for 
  Laserburn to be able to use this volume to its full 
  extent, as some entries for items refer you to the 
  full rules in the official publications. 
   
  With a Galaxy full of guns, grenades, vehicles and 
  equipment, what is presented here is obviously 
  meant only to be a guide to what could be available 
  in a particular location. Gun types are just 
  examples of the many thousands of contemporary 
  variants which will be found across the Cosmos, so 
  Umpires should be flexible if players wish to deviate slightly from the statistics given, of 
  course the cost may go up or the availability down! 
   
  Vehicle types and variations can vary considerably 
  depending on the type of world they are found on. 
  So transport vehicles may have to endure freezing 
  cold, searing heat, airless worlds, tempestuous gas 
  worlds or the like, and be propelled via wheels, 
  tracks, anti- grav platforms, jets, internal 
  combustion engines, giant wings, propellers or any 
  number of exotic propulsion methods. Devise new 
  vehicles to suit the planet or scenario they are being 
  used with! 
  Please feel free to add weapons and equipment to 
  the lists given, and share this information with other 
  laserburn players as far as possible. It is only by 
  doing this that the Hobby and the game can stay 
  alive. 
   
  Finally thanks to: 
  Tabletop games for Laserburn itself! 
  Tony Yates for many of the pictures. 
  Members of the ‘A few gonads more’ yahoo web 
  group, which can be found here: 
  http://games.groups.yahoo.com/group/afewgonadsm
  ore/ 
  No infringement of any copyrighted publications or artwork was intended in this book, I will 
  of course remove pictures/ artwork if the artists concerned are offended. 
   
  Neil Cooper 2005 
  Mail to: Neilandannettec@blueyonder.co.uk 
  
   
  3 
  CONTENTS 
   
  Page 
  Item Type 
  3 
  Weapon entry description 
  4 
  Laser guns 
  5 
  Slug throwers 
  6 
  Gyrobolt guns 
  7 
  Flame, Indirect. 
  8 
  Gauss, Plasma, fusion guns  
  9 
  Projection weapons, Needle, light artillery.  
  10 
  Grenades and Missiles 
  11 
  Ammunition 
  12 
  Vehicle summary 
  12 
  Armour, shields, Melee weapons 
  13 
  Gun attachments, targeting devices 
  14-
  15 
  Personal equipment 
  16 
  Robots, Cost of living 
   
   
   
   
  Weapon listings 
  Weapon: Name of weapon 
   
  Initiative level modifier: This is the deduction to the figures initiative level when carried. 
   
  Variation per metre: Amount that the percentage hit chance is reduced, per metre of target range. 
   
  Damage: L=use lasers chart. S= use slug thrower chart, B= use gyrobolt chart. 
   
  Shots: Number of shots before reloading required, for energy weapons battery type indicated. 
   
  Cost: Cost of the gun with 1 full load of ammunition in credits. 
   
  Availability: Percentage chance of obtaining for non- military personnel, see black market rules. 
   
  Fire modes: S=Single shot, A= semi automatic(3 shots per turn), F= Full automatic(10 shots per 
  turn).RFS= Rapid fire support, see FOTI page 23 
   
  Notes: Other information on the weapon, or description of operation  
   
  Image: Picture of the weapon. 
   
  Abbrieviations: 
  ALAA= Advanced laserburn and Aliens rules supplement, FOTI= Forces of the Imperium 
  supplement. 
   
  
   
  4 
  Weapon 
  ILM 
  Variation 
  per metre 
  Damage 
  shots 
  Cost in  
  CREDITS 
  Availability 
  Fire 
  mode 
  notes 
  Image 
  LASER WEAPONS (L.A.S.E.R=Light Amplification by Stimulated Emission of Radiation. The device produces a 
  focused beam of light at a defined wavelength that can vaporize tissue and other materials) 
  Lasers are the standard weaponry of the military, a laser fires short pulses of energy which will sear flesh and in 
  the right conditions, melt steel. All lasers can also be adjusted so as to project a continuous beam, but owing to the 
  huge demands on the weapons battery, the beam is short lived (damage as per bolt hit, uses all the weapons shots 
  in one go). All lasers can also be adjusted to fire a ‘low power’ shot 
  Laser pistol 
  -1 
  -3 
  L 
  20 
  LWB 
  50 
  100 
  S,A 
  Laser pistols, of 
  varied origin and 
  state of repair can 
  be bought almost 
  anywhere 
   
  Heavy laser pistol 
  -2 
  -2 
  S 
  15 
  SB 
  150 
  20 
  S,A 
  Also called a 
  ‘blaster’, a high 
  power, high calibre 
  version of the 
  standard laser 
  pistol 
   
  Autolaser 
  -3 
  -2 
  L 
  60 
  SB 
  250 
  20 
  F 
  A rapid fire 
  automatic laser 
  weapon 
   
  Laser rifle 
  -3 
  -1 
  L 
  50 
  SB 
  150 
  40 
  S,A 
  Standard light 
  military rifle 
   
  Heavy laser 
  -5 
  -1 
  S 
  30 
  SB 
  300 
  20 
  S,A,F 
  Infantry squad 
  support weapon 
   
  Support laser 
  -5 
  -1 
  S 
  100 
  2xSB 
  500 
  10 
  S,A,F
  ,RFS 
  Uses 2 standard 
  batteries. Can be 
  plugged into 
  vehicle power 
  supply when 
  mounted on it. 
   
  Snub laser 
  -0.5 
  -4 
  L 
  15 
  LWB 
  75 
  75 
  S,A 
  Compact version 
  of the laser pistol 
  for concealed use, 
  loses ranged ability 
  though 
   
   
  Lightweight Atomic Battery (10cm long) 
   
   
   
   
   
   
  Standard Battery (12cm long) 
   
   
   
   
   
   
   
   
  Atomic Battery technology: 
  Early in the 22nd Century, discovery of new radioactive 
  materials enabled scientists to develop Atomic batteries. 
  Able to convert the enormous stored nuclear energy 
  contained in a highly radioactive lump of Ursulium into 
  many other forms of energy, this revolutionized the 
  weaponry, vehicular and other energy fueled  industries. 
  Early batteries were dangerous to use and had the annoying 
  tendency to explode, they were also an environmental 
  disaster. 
  But 
  with 
  centuries 
  of 
  refinement 
  and 
  sophistication, the current, lightweight, portable devices 
  are common place. Recycling and disposal of the batteries 
  is still a current issue with this technology, and explains in 
  part 
  the 
  current 
  high 
  price- 
  per- 
  unit.   
   
  Vehicular atomic batteries are cheaper than the more 
  compact versions but much larger and heavier, as they use 
  heavier , slower energy release isotopes. 
  
   
  5 
  Weapon 
  ILM 
  Variation 
  per metre 
  Damage 
  shots 
  Cost in 
  CREDITS 
  Availability 
  Fire 
  mode 
  notes 
  Image 
  SLUG THROWERS 
  These are the descendants, and close relatives, of the conventional small arms of the 20th-23rd century. Dum-dum or 
  smash head ammo is available for man stopping power, and armour piercing rounds for hard targets. 
  Slug revolver 
  -0.5 
  -4 
  S 
  6 
  15 
  100 
  S 
  A little passé but still 
  favoured by some 
  diehards for its no- 
  nonsense  sturdiness 
  and simple 
  mechanism 
   
  Autopistol 
  -1 
  -4 
  S 
  15 
  20 
  100 
  S,
  A 
  Also called slug gun, 
  simple automatic 
  pistol 
   
  Machine pistol 
  -2 
  -4 
  S 
  30 
  100 
  60 
  F 
  Simple but effective, 
  any competent 
  blacksmith can knock 
  one up. Traditional 
  weapon of the 
  gangster, 
  revolutionary and 
  terrorist 
   
  Submachinegun 
  -3 
  -3 
  S 
  30 
  150 
  60 
  F 
  Increased range 
  compared to machine 
  pistol 
   
  Assault rifle 
  -3 
  -2 
  S 
  20 
  125 
  60 
  S,
  A 
  Largely outdated but 
  still in use by hunters, 
  sportsmen and local 
  defence forces and 
  militia 
   
  Hvy rifle 
  -5 
  -1 
  S 
  10 
  200 
  30 
  S 
  Descendent of the 
  20th century sniper 
  rifle, features heavy 
  barrel and integral 
  scope 
   
  Machinegun 
  -5 
  -1 
  S 
  50/ 
  200 
  250 
  20 
  F, 
  RF
  S 
  A descendant of the 
  M60 machinegun 
   
  Hvy machinegun 
  -7 
  -1 
  S 
  200 
  400 
  10 
  F,
  RF
  S 
  Belt driven 
  ammunition supply 
  Usually tripod/ bipod 
  or vehicle mounted 
   
  Auto shotgun 
  -3 
  Template
  , but 
  roll to 
  hit for 
  each 
  target in 
  area 
  L 
  10 
  200 
  75 
  S,
  A 
  A weapon of low 
  penetration, ideal for 
  shipboard use Use 
  sungun 
  template.Targets 
  within A or B, if hit 
  take 1d6 laser hits 
  each 
   
   
  Derringer 
   
  non
  e 
  -6 
  S 
  4 
  12 
  100 
  S 
  A ladies weapon, 
  easily concealed, 
  poor range and low 
  magazine capacity 
   
   
   
   
   
   
  
   
  6 
  Weapon 
  ILM 
  Variation 
  per metre 
  Damage 
  shots 
  Cost in 
  CREDITS 
  Availability 
  Fire 
  mode 
  notes 
  Image 
  BOLT WEAPONS 
  Also known as gyroguns, these weapons fire a spine- stabalised rocket powered bolt with an explosive tip, a well 
  placed bolt can blow a mans arm off. Plastic tipped bolts are also available, for shipboard use and crowd control. 
  Armour piercing bolts are used against power armoured opponents. 
  Bolt pistol 
  -1 
  -3 
  B 
  5 
  60 
  70 
  S,A 
  If someone has one 
  of these strapped to 
  his hip, you know 
  he means business 
   
  Bolt rifle 
  -3 
  -2 
  B 
  15 
  200 
  40 
  S,A 
  Standard military 
  issue weapon 
   
  Autobolter 
  -3 
  -3 
  B 
  30 
  250 
  20 
  F 
  Also called rapid 
  fire bolt gun. 
  Difficult to control 
  when firing due to 
  high recoil 
   
  Heavy bolt rifle 
  -5 
  -1 
  B 
  20 
  300 
  20 
  S,A 
   
  Standard military 
  squad support 
  weapon 
   
  Support bolter 
  -5 
  -1 
  B 
  50 
  600 
  10 
  S,A,F
  ,RFS 
  Standard military 
  heavy support or 
  vehicle mounted 
  weapon 
   
  Enforcer pistol 
  -1 
  -3 
  B 
  10/5 
  100 
  NA 
  S 
  Lightweight 
  boltgun which can 
  also fire micro 
  grenades 
   
  Ramjet pistol 
  (As power glove 
  for armour 
  penetration) 
  -1 
  -4 
  B(AP+2 
  1 
  250 
  10 
  S 
  Hand weapon 
  using special 
  armour piercing 
  ammunition. 
   
  Law Officer Bolt 
  gun 
  -1 
  -3 
  B/ 
  tangle 
  4x2 
  85 
  30 
   
  See FOTI page 11 
  for use 
   
  Double barrel 
  support bolter 
  -6 
  -1 
  B 
  60 
  700 
  10 
  RFS 
  See FOTI page 9 
   
   
   
   
  Projectile weapons: 
  Even in the far future, where energy weapons are common-
  place, the tried and tested use of solid projectile weapons to 
  impact a high velocity metal slug against flesh and bone 
  remains highly effective. 
   
  The chart to the left shows relative sizes of some common 
  projectile ammunition. Note in all cases except the Gauss 
  spike, it is only the forward bullet or bolt which hits the 
  target, the rest of the round is the casing holding a solid 
  explosive compound. Note with the gyrobolt, small fins 
  pop out the sides of the bolt during flight, to increase the 
  accuracy of what is a very heavy round. 
   
  
   
  7 
  Weapon 
  ILM 
  Variation 
  per metre 
  Damage 
  shots 
  Cost in 
  CREDITS 
  Availability 
  Fire 
  mode 
  notes 
  Image 
  FLAME WEAPONS 
  Disliked by many races, loved by others, flame weapons spread fear amongst many due to the horrific damage and 
  indiscriminate area of effect. Burning chemical similar to 20th century napalm is projected at high velocity. The 
  pinnacle of development is the ‘Sun gun’ , a military weapon capable of  devastating any material it contacts. 
  Hand flamer 
  -1 
  -6 
  B 
  1 
  200 
  NA 
  S 
  A military sidearm 
  sometimes used by 
  organization 
  assasins, favourite 
  with the red 
  redemption 
   
  Flamethrower 
  -3 
  -4 
  B 
  1 
  400 
  NA 
  S 
  Heavier version of 
  the hand flamer 
   
  Sun gun 
  -3 
  template 
  special 
  1/6 
  1000 
  NA 
  S 
  PA and DN troops 
  only, others have 
  30% chance of d6 
  HF hits when fire 
   
  Plasma Gun 
  -5 
  As sun 
  gun 
  template 
  x2 
  special 
  3 
  2500 
  NA 
  S 
  Requires 1 battery 
  and 1 sungun 
  backpack for 3 
  shots.PA or DN 
  only 
  Heavier version of sun 
  gun, for military use by 
  armoured troops 
  INDIRECT FIRE WEAPONS 
  Projectiles generally fired in an arc, raining down on targets from above. Allows firing over cover or obstructions. 
  Uncertainty about landing point of grenade or missile can make friendly fire a problem if used at close range. 
  Wide variety of munitions available makes these very versatile weapons. 
  Grenade launcher 
  -3 
  -5 
  Gren 
  1 
  250 
  NA 
  S 
  Needs 1 SB for 
  200 launches 
   
  GL attachment 
  -1 
  -5 
  Micro 
  gren 
  1 
  20 
  NA 
  S 
  Needs 1 CAC per 
  shot 
   
  Missile launcher 
  -5 
  -2 
  Missile 
  3 
  500 
  NA 
  S 
  Needs 1 SB for 
  100 launches, 
  standard squad 
  support weapon 
   
  Riot Gun 
  -3 
  -4 
  Gren 
  1 
  200 
  NA 
  S 
  Shorter version of 
  grenade launcher, 
  used by security 
  forces 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  8 
  GAUSS WEAPONS  (also known as RAIL GUNS) 
  Use an electromagnetic field to accelerate projectiles along the barrel at high velocity. Standard ammunition 
  combines a dense armour piercing core surrounded by a softer metal which terminates in a hollow tip. High 
  stopping power and armour piercing capability are thus combined. Spin stabilization comes from magnetic bias. 
  High technology required for maintenance and repair. Very accurate weaponry but discharge noise levels amongst 
  the highest for any guns due to projectile velocity. 
  Weapon 
  ILM 
  Variation 
  per metre 
  Damage 
  shots 
  Cost in 
  CREDITS 
  Availability 
  Fire 
  mode 
  notes 
  Image 
  Gauss pistol 
  -1 
  -2 
  S 
  15 
  100 
  35 
  S,A 
  Compact Gauss 
  weapon, good 
  accuracy 
   
  Gauss rifle 
  -3 
  -1 
  S 
  40 
  400 
  15 
  S,A 
  Standard Gauss 
  rifle 
   
  Hvy Gauss rifle 
  -5 
  -1/2 
  B 
  60 
  600 
  5 
  S,A 
  A heavy weapon, 
  very high accuracy 
  and good 
  ammunition 
  capacity make this 
  a real threat to the 
  bolt rifle 
   
   
  PLASMA GUNS 
  A power pack is used to heat hydrogen fuel to a plasma state. The plasma is briefly held in an ignition chamber 
  before being magnetically induced along the barrel. Damage is as per per hand-flamer hit.  These weapons have 
  intrinsic very high recoil rate and for the power are very expensive. Penetration of armour similar to heavy gyro 
  but without range penalties. Better at close range due to accuracy issues. 
  PGMP-12 
  -5 
  -3 
  B 
  40 
  PFP 
  4000 
  NA 
  S 
  Very high recoil, 1 
  shot per 2 turns 
  only 
   
  PGMP-13 
  -5 
  -2 
  B 
  40 
  PFP 
  6000 
  NA 
  S 
  PA or DN 
  armoured troops 
  only, firer must 
  remain still while 
  firing 
   
  PGMP-14 
  -5 
  -2 
  B 
  40 
  PFP 
  12000 
  NA 
  S 
  Uses anti grav 
  generator to 
  compensate for 
  recoil 
   
  FUSION GUNS 
   
  Similar to plasma guns. The superheated plasma stream is retained in the ignition chamber for longer allowing a 
  fusion reaction to begin. 
  FGMP-14 
  -5 
  -2 
  B 
  40 
  PFP 
  7000 
  NA 
  S 
  Power or DN 
  armoured troops or 
  vehicle mount only 
  due to recoil 
   
  FGMP-15 
  -5 
  -2 
  B 
  40 
  PFP 
  15000 
  NA 
  S 
  Uses anti grav 
  generator to 
  compensate for 
  recoil 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  9 
  PROJECTION WEAPONS 
  Esoteric or unusual weapons using matter conversion or phase technology. Tend to be expensive and of dubious 
  battle field value compared to more convention arms. 
  Weapon 
  ILM 
  Variation 
  per metre 
  Damage 
  shots 
  Cost in 
  CREDITS 
  Availability 
  Fire 
  mode 
  notes 
  Image 
  Conversion beam 
  projector 
  -5 
  -1 
  * 
  NA 
  2000 
  N/A 
  S 
  See pages 12 and 22 of 
  Laserburn rulebook 
   
  Phase rifle 
  (penetration as 
  per autolaser) 
  -3 
   
   
  -2 
   
   
   
   
  1d6 
  laser 
  hits 
  30 
  PFP 
  1000 
  NA 
  S,A 
  A phase rifle fires a 
  ‘phase’ pulse similar to 
  a forcefields energy 
  field which when hits 
  solid matter, discharges 
  as an unpredictable 
  series of burns. 
   
   
  Vortex rifle 
  (penetration as 
  per bolt rifle) 
  -4 
   
   
   
  -3 
   
   
  1d6 bolt 
  hits 
  20 
  PFP 
  2500 
  NA 
  S 
  Fires an energy bolt similar to a 
  vortex grenades energy.Roll 
  2d20 +20. This is the maximum 
  range of the shot, the bolt 
  detonates either if it hits the 
  target before this range, or 
  harmlessly at this 
  range..unpredictable 
   
   
  Nuclear 
  Acceleration 
  Rifle (N.A.R) 
  -4 
  -3 
   
  30 
  PFP 
  1000 
  NA 
   
  Use sun gun template, 
  anyone in A or B takes 
  1d6 laser hits. 
  Penetration as per 
  incendiary 
   
   
   
  Electron 
  Disrupter 
  (Penetration as 
  per assault rifle 
  hit) 
   
  -4 
   
   
  -2 
   
   
   
   
  S 
  100 
  SB 
  500 
  NA 
  S,A
  F 
  Favourite weapon of the 
  Calmin. Fires pencil thin 
  beam of energized 
  electrons, hit effect as 
  per assault rifle 
   
  NEEDLE WEAPONS 
  Fire quick dissolving slivers of  semi- gel fluid, super- cooled at point of firing to produce razor sharp needles. 
  Appalling at armour penetration (not mentioned in original LB rules, but use the ‘other mêlée weapon’ values) 
  Accurate and devastating against poorly armoured opponents. The intergral low power laser can be used as per 
  laser pistol if required in an emergency  (+2 hit effect chart modifier, as per low power laser) 
  Weapon 
  ILM 
  Variation 
  per metre 
  Damage 
  shots 
  Cost in 
  CREDITS 
  Availability 
  Fire 
  mode 
  notes 
  Image 
  Needle pistol 
  -1 
  -3 
  * 
  50 
  LWB 
  30 
  100 
  S 
   
   
  Needle rifle 
  -3 
  -1 
  * 
  200 
  LWB 
  80 
  50 
  S,A,F 
   
   
  Weapon 
  ILM 
  Variation 
  per 5 
  metres 
  Damage 
  shots 
  Cost in 
  CREDITS 
  Availability 
  Fire 
  mode 
  notes 
  Image 
  LIGHT ARTILLERY 
  See advanced laserburn and Aliens rules for basic rules. Note VPM is per 5 metres. These weapons will be vehicle, 
  turret or tripod mounted. None of these can be used without mount, no mater what armour is worn. 
  M3 50mm bolt 
  cannon 
  -12 
  -2 
  special 
  12 
  1000 
  NA 
  S,A 
  See ALAA page 24 
   
  M5 Robocannon 
  NA 
  -2 
  special 
  100 
  2500 
  NA 
  F 
  See ALAA page 26 
   
  M7 Laser cannon 
  -10 
  -1 
  As bolt 
  500 
  PS 
  1500 
  NA 
  SAF 
  Standard vehicle mount or 
  light artillery 
   
  M6 Slug Cannon 
  -13 
  -4 
  As HVY 
  bolt 
  1000 
  900 
  NA 
  RFS 
  Multi barreled, electric rotary 
  cannon 
   
  M9 Rocket 
  battery  
  -14 
  -3 
  As missile 
  24 
  1000 
  NA 
  A,F 
  Can trigger any combination 
  of tubes , up to 10 maximum 
  per turn 
   
  M12 100mm 
  Main Gun 
  NA 
  -1 
  As per M3 
  damage/ but 
  penetration is 
  additional 
  +50 
  9 
  3500 
  NA 
  S,A 
  Tank/ turret armament. 
  Ammunition loads are priced as 
  per missile but treble cost. All 
  rounds also use HE grenade burst 
  template and effects. 
   
  
   
  10 
   
  GRENADES AND MISSILES 
  Grenades are about the size of a snooker ball and have a variable timer built in, or can be set to detonate on impact. 
  Micro- grenades are the size of a ping pong ball and detonate on impact only (unless modified), finally rockets/ 
  missiles are small battlefield missiles about 8 inches long and 3 inches wide. Many variants available, depending on 
  situation. See laserburn page 21 for rules on acquisition on the black market as all grenades and missiles are not 
  available to the general public. 
   
  TYPE 
  COST IN CREDITS 
  Random 
  Notes 
   
  MICRO--------GREN-----------MISSILE 
   
   
  Concussion 
  10 
  15 
  25 
  1-5 
  Flare 
  3 
  5 
  7 
  6-20 
  Smoke 
  5 
  10 
  15 
  21-35 
  KO Gas 
  15 
  30 
  40 
  36-50 
  Poison Gas 
  20 
  30 
  45 
  51-53 
  High Explosive 
  15 
  20 
  35 
  54-65 
  Armour Piercing 
  15 
  20 
  35 
  66-75 
  Vortex 
  NA 
  50 
  70 
  76-78 
  Atomic 
  NA 
  NA 
  2000 
  - 
  Dist. Field 
  10 
  10 
  15 
  79-85 
   
   
   
   
  See pages 17-19 of the original laserburn rules 
  for full descriptions of the effects of these 
  explosive types 
  Incendiary 
  20 
  30 
  45 
  86-90 
  Use AP templates for effect. Targets in area C 
  take 2 hits as per handflamer, targets in area A 
  take 1 hit as per laser. Any combustable 
  material in blast area is ignited instantly. Smoke 
  as per HE. 
  Tangle 
  5 
  NA 
  NA 
  91-94 
  As per tangle bolt, page 11 FOTI 
  Riot 
  NA 
  20 
  NA 
  95-96 
  Page 11 FOTI 
  Marking 
  3 
  5 
  7 
  97-00 
  Marks all objects and units within blast radius 
  with  permanent  UV/ luminouspaint, cannot be 
  removed for 1 week. For blast templates, use  
   
   
   
  Micro- grenade ILM -0.3 
  Standard Grenade ILM-0.5 
  Missile/ Rocket ILM-2 
   
  
   
  11 
   
  AMMUNITION/ power sources (Cost in credits, per 1 round/ Unit) 
   
  Presented below are a selection of power sources for guns, and solid ammunition for all the weapons in this 
  supplement. Some cost/ availability deviances will be noted from the original Laserburn rules where I felt original cost 
  was unrealistic, or where rules were contradictory between supplements. 
   
  Item 
  Cost  
  Code 
  ILM 
  Availibility 
  Notes 
  Stand. Atomic Battery 
  10 
  SB 
  -0.3 
  100 
  Lightweight Battery 
  5 
  LWB 
  -0.2 
  100 
  Bolt round 
  2 
   
  -0.5 
  per20 
  70 
  AP bolt 
  4 
   
  -0.5 per 
  20 
  30 
  Slug 
  0.5 
   
  -0.5 per 
  50 
  100 
   
  AP slug 
  1 
   
  -0.5 per 
  50 
  30 
  Greater armour penetration, does less damage 
  though. 
  Dum dum slug 
  1 
   
  -0.5 per 
  50 
  50 
  Much higher damage but poor at penetrating 
  armour. 
  Compressed air cylinder 
  1 
  CAC 
  - 
  100 
   
  Poison needles 
  1 
   
  -.05 for 
  200 
  50 
   
  Sedative needle 
  0.25 
   
  -0.5 for 
  200 
  100 
   
  Chemical fuel cannister 
  10 
  CFC 
  0.5 
  10 
   
  Sungun backpack 
  100 
   
  3 
  NA 
  Specifically for the sun gun 
  Ramjet round 
  10 
   
  -0.5 per 
  15 
  10 
  Specifically for the ramjet pistol 
  Power source 
  6 
  PS 
  -6 
  100 
  Portable Atomic power source, can be used to 
  power force fields, large equipment etc, or 
  drive laser weapons (1000 shots) 
  Plasma/ fusion pack 
  200 
  PFP 
  -0.5 
  NA 
  Plasma/ fusion weapons only 
  Gauss round 
  4 
   
  -0.5 per 
  100 
  35 
  For gauss weapons 
  Shotgun shell 
  3 
   
  -0.5 per 
  20 
  70 
  For autoshotgun, standard buckshot load 
  Shotbolt 
  4 
   
  -0.5 per 
  20 
  60 
  Shotgun ammo, acts as standard bolt round 
  from rifle(use autobolter penetration chart) 
  Plastic bolt 
  1 
   
  -0.5 per 
  20 
  100 
  Less lethal ammo for all boltguns, penetration 
  as per dum dum slug, damage is on laser chart 
  +3 
  Tangle bolt 
  6 
   
  -0.5 per 
  20 
  70 
  See page 12 FOTI for effect 
  M3 AP 50mm bolt 
  12 
  M3B 
  -1 
  NA 
  M3 DB 50mm bolt 
  8 
  M3DB 
  -1 
  NA 
  M3 FB 50mm bolt 
  20 
  M3FB 
  -1 
  NA 
  See ALAA page 24 for use, price is 
  per round 
  M6 AP slug box 
  450 
  M6SB 
  -8 
  NA 
  1000 round box ammo for the M5 
  M6  Dum Dum box 
  850 
  M6DD 
  -8 
  NA 
  1000 round box ammo for the M5 
  M5 robocannon bolt 
  10 
  M5 
  -0.5 
  NA 
  Ammo for robocannon 
   
   
   
   
   
   
   
   
   
   
   
   
  Vehicle atomic battery 
  7 
  VAB 
  -3 
  100 
  Lasts 1 day 
  Vehicle recharge 
  1 
  VR 
  - 
  100 
  Lasts 3 hours 
   
          
          
  
   
  12 
   
  LIGHT VEHICLE SUMMARY 
   
  Type 
  Seats 
  MR 
  Speed 
  MR 
  ACC 
  MR 
  DECEL 
  COST 
  Armour 
  weapons 
  Avail 
  Turn  
  circle 
  power 
  Loco. 
  Runabout 
  2 
  18 
  4 
  6 
  800 
  40 
  none 
  100 
  1/2 
  VABx4 
  Wheeled 
  Sky scooter/ Jet 
  cycle 
  2 
  40 
  5 
  3 
  400 
  10 under 
  40 rest 
   
  100 
  1/2 
  VABx2 
  Jet 
  Jetpack 
  1 
  - 
  - 
  - 
  200 
  40 
  None 
  100 
  - 
  3xCFC 
  Jet 
  HVY Jetpack 
  1 
  - 
  - 
  - 
  500 
  10 
  None 
  100 
  - 
  12xCFC 
  Jet 
  Imp.Scout bike 
  2 
  26 
  6 
  8 
  1300 
  40 
  FOTI 
  page 21 
  NA 
  1/4 
  VABx1 
  Wheeled 
  Redemption 
  trike 
  2 
  24 
  6 
  8 
  375 
  40 
  none 
  100 
  1/4 
  VABx2 
  Wheeled 
  Redemption 
  skimmer 
  2 
  20 
  5 
  5 
  800 
  10 
  None 
  std. 
  100 
  1/2 
  VABx1 
  Hover 
  Command 
  Trike 
  2 
  20 
  5 
  8 
  570 
  10 
  none 
  70 
  1/4 
  VABx2 
  Wheeled 
   
   
   
   
   
   
   
   
   
   
   
   
  Strider AASV 
  2 
  15 
  5 
  10 
  25,000 
  Legs -10 
  Body 10 
  Front-10 
  Under-10 
  Pg.32 
  ALAA 
  NA 
  1/4 
  VABx 
  Legs 
  6x6 Utility Van 
  2 
  25 
  3 
  5 
  2500 
  40 
  none 
  85 
  1/4 
  VABx4 
  Wheeled 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Flit Car 
  4 
  20 
  5 
  5 
  2500 
  40 
  none 
  100 
  1/2 
  VABx4 
  Grav 
  Hover Van 
  8 
  13 
  2 
  1 
  3000 
  40 
  none 
  90 
  1 
  VABx6 
  Hover 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Scythe copter 
  7 
  65 
  1 
  3 
  25,000 
  40/FF 
  Pg.22 
  FOTI 
  NA 
  1/2 
  VABx10 
  Rotors 
  Glaive APC 
  9 
  10 
  1 
  1 
  8000 
  -10 
  RTx2 
  NA 
  1 
  VABx6 
  Hover 
   
   
  20 
  4 
  5 
  7000 
  “ 
  “ 
  “ 
  ½ 
  “ 
  Wheeled 
   
   
  8 
  1 
  2 
  7000 
  “ 
  “ 
  “ 
  ¼ 
  “ 
  Tracks 
   
   
  26 
  1 
  1 
  10,000 
  “ 
  “ 
  “ 
  1 
  “ 
  Anti-gra 
  Imp scout car 
  4 
   
   
   
   
   
   
   
   
   
   
  Partizan car 
  3 
  28 
  4 
  4 
  4000 
  10 
  RTx1 
  NA 
  1/2 
  VABx3 
  Hover 
  Scorpion 
  assault lander 
  13 
  30 
  1 
  10 
  50,000 
  -10 
  RTx4 
  NA 
  X2 
  VABx10 
  Anti- 
  grav 
  Air raft 
  4 
  10 
  1 
  2 
  1000 
  40 
  None 
  100 
  1 
  VABx4 
  Hover 
  Hover sport 
  wagon 
  6 
  15 
  3 
  3 
  5500 
  40 
  none 
  100 
  3/4 
  VABx8 
  Hover 
  Sabre copter 
  6 
  70 
  2 
  5 
  35,000 
  40/FF 
  RTx2 
  30 
  1/2 
  VABx10 
  Jet 
   
  Abbreviations and Explanations 
   
  RT= Roboturret 
   
  Seats: Number of passengers carried, including driver 
   
  MR Speed. I have used Movement rates from Advanced Laserburn. 1MR= 10 metres per turn 
   
  MR Acc: Average acceleration rate for vehicle in MR,per turn. 
   
  MR Dec: Average deceleration rate, or braking rate, per turn in MR. 
   
  ARMOUR: Given as a Base penetration rate. 
   
  WEAPONS: Any standard armament , if fitted. Note weapons can be fitted to some models at additional cost, e.g. 
  Redemption trike often fitted with heavy laser. 
   
  TURN CIRCLE: As a fraction of current speed, this is the turn RADIUS the vehicle has. 
   
  POWER: The number and type of atomic batteries the vehicle runs on. An atomic battery will last for 1 day of 
  average use, so a vehicle with 4 batteries will run for 4 days before renewal is needed. Vehicular batteries are fairly 
  large, about the size of a Cereal box/ Box file, so are bigger but cheaper than weapon batteries.  
   
  LOCOMOTION TYPE: Will affect how vehicles move over difficult terrain etc 
  
   
  13 
  ARMOUR 
   
  Type 
  ILM 
  COST 
  Base PEN 
  Thickness 
  Code 
  Availability 
  No armour 
  +5 
  0 
  100 
  0mm 
  UA 
  - 
  Padded 
  +2 
  30 
  80 
  5mm 
  PD 
  100 
  Flak/ mesh 
  none 
  100 
  60 
  10mm 
  FM 
  100 
  FM body 
  +1 
  50 
  60 
  10mm 
  - 
  100 
  Light full 
  -2 
  310 
  40 
  5mm 
  LA 
  100 
  Light body 
  -1 
  200 
  40 
  5mm 
  - 
  100 
  Light per limb 
  none 
  25 
  40 
  5mm 
  - 
  100 
  Light helmet 
  none 
  10 
  40 
  5mm 
  - 
  100 
  Pers. Force 
  bubble 
  -5 
  1000 
  10 
  0mm 
  FB 
  100 
  Forcefield 
   
  1000/m 
  20 
  0mm 
  FF 
  100 
  Power 
  -5 
  500 
  10 
  50mm 
  PA 
  NA 
  Dreadnought 
  -10 
  1000 
  -10 
  100mm 
  DN 
  NA 
  Holtzmann 
  -3 
  1250 
  See IC page 20 
  NA 
  Invisibility 
  -3 
  2500 
  100 
  See IC page 20 
  INV 
  NA 
   
  SHIELDS 
   
  TYPE 
  ILM 
  COST 
  Availability 
  Base PEN 
  % proj hits 
  caught by 
  shield 
  % melee hits 
  caught by 
  shield 
  Armourplas shield 
  -2 
  10 
  100 
  40 
  30 
  50 
  SCF Shield 
  -5 
  1000 
  5 
  30 
  50 
  DME Shield 
  -3 
  300 
  50 
  See ALAA 
  page 22 
  30 
  50 
  Riot forceshield (see page 
  11 FOTI) 
  -3 
  245 
  40 
  -10 
  30 
  50 
  Forcefield shield (needs 
  1xSB for 100 hr use) 
  -3 
  200 
  50 
  -10 
  30 
  50 
  Riot shield (large square) 
  -4 
  25 
  70 
  40 
  50 
  70 
   
  MELEE WEAPONS 
   
  Weapon 
  Cost 
  Combat 
  modifier 
  Availability 
  ILM 
   
  STD knife 
  1 
  +70 
  100 
  -0.5 
  STD sword 
  5 
  +100 
  100 
  -2 
  STD Axe 
  3 
  +80 
  100 
  -1 
  STD bayonet 
  2 
  +60 
  90 
  none 
  STD polearm 
  10 
  +120 
  100 
  -3 
  MONO knife 
  20 
  +70 
  100 
  -0.5 
  MONO 
  Sword 
  40 
  +100 
  100 
  -2 
  MONO Axe 
  30 
  +80 
  100 
  -1 
  MONO 
  polearm 
  70 
  +120 
  80 
  -3 
   
   
   
   
   
  Riot stick 
  (See page 11 
  FOTI) 
  45 
  +80 
  70 
  -2 
  Force dagger 
  60 
  +70 
  70 
  -0.5 
  Force sword 
  100 
  +100 
  70 
  -2 
  Force Axe 
  80 
  +80 
  70 
  -1 
  Force 
  polearm 
  160 
  +120 
  40 
  -3 
  Power glove 
  180 
  +60 
  10 
  none 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  14 
  GUN ATTACHMENTS/ ACCESSORIES 
   
  ITEM 
  COST 
  ILM 
  Availability  
  Use 
  Force field weapon 
  adapter 
  50 
  -1 
  30 
  Allows firing out of a forcefield 
  Silencer 
  20 
  none 
  20 
  For slug pistols/ rifles/ SMG, greatly silences shots , 
  single shot, semi auto only 
  Bipod 
  3 
  -1 
  100 
  For any rifle, gives EXTRA +10 to hit when resting 
  weapon (a total of +20 when resting) 
  Tripod 
  10 
  -3 
  100 
  For mounting heavy or support weapons for accurate fire, 
  see page 23 of FOTI 
  Antigrav harness 
  500 
  -1 
  NA 
  Expensive ,rare item, allows heavy weapon to be used 
  with only a -1 initiative modifier. 
  Empty clip 
  5 
  - 
  Same as gun 
  Empty clip for weapons which take solid ammo, 
  availability is same chance as for weapon. 
  M2 Artillery mount 
  260 
  -8 
  NA 
  Included with artillery. Hvy, support or artillery pieces can 
  be mounted on it, and classed as on pintle mount 
  Advanced sights 
  10 
  none 
  90 
  See page 19 IC, added to SMG or machine pistol 
   
   
   
   
   
   
   
   
   
   
   
  TARGETING DEVICES 
   
  ITEM 
  COST 
  ILM 
  Availability  
  Use 
  Autoranger 
  120 
  +3 
  NA 
  +10 to hit 
  Support Autoranger 
  250 
  +3 
  NA 
  Allows indirect fire support at -20 
  Scope sight (image 
  intensifying/ night 
  capable) 
  50 
  -1 
  100 
  +20 to hit, fitted to shoulder arms or rifles only 
  Laser 
  rangefinder/pointer 
  50 
  +1 
  100 
  +10 to hit, reads range, paints target with laser 
  light of chosen wavelength.Can be fitted to any 
  weapon. 
   
   
   
   
   
   
  PERSONAL EQUIPMENT (mostly for role-playing games!) 
   
  ITEM 
  COST 
  ILM 
  Availability  
  Use 
  Automedic 
  200 
  -1 
  100 
  See page 24, adds 2 to medical aid chance (this is a 
  change from the standard rules) 
  Nose filters 
  1 
  - 
  100 
  seeLB page 24 
  Image intensifier/anti 
  flash lenses 
  3 
  - 
  100 
  seeLB page 24 
  Throat mike/ ear 
  plugs 
  3 
  - 
  100 
  seeLB page 24 
  survival pack 
  5 
  - 
  100 
  Basic survival kit to allow individual to stay alive in a 
  hostile environment, includes knife. 
  medical kit 
  10 
  -0.3 
  100 
  Conventional medical pack, adds 1 to chance of 
  successfully giving medical aid 
  first aid kit 
  5 
  - 
  100 
  No bonus to medical aid roll, but allows individual to 
  treat himself, negate deduction if treating oneself. 
  Electrical kit 
  35 
  -1 
  100 
  Basic electronics repair and construction kit 
  tool kit 
  25 
  -2 
  100 
  Basic tool kit for fixing and making things 
  demolition kit 
  300 
  -4 
  NA 
  Contains the equivalent explosives of 3 missiles (select 
  any except nuke and vortex), along with timers, 
  detonators and lock busters. Specialist use only 
  supplies 
  5 
  -3 
  100 
  Food and water pack to sustain 1 man for 7 days, along 
  with basic utensils, sterilization tablets, flare 
  50m mono cord 
  10 
  -0.5 
  100 
  Wire thin, incredibly strong, will hold 1000kg weight. 
  grapler 
  3 
  -1 
  100 
  Grappling hook, for scaling walls when attached to cord 
  tent 
  40 
  -2 
  100 
  2 person compact self inflating temporary shelter in a 
  range of colours. Runs on 1 SB, small self heating unit 
  installed, well insulated and comfortable. 
  
   
  15 
  ITEM 
  COST 
  ILM 
  Availability  
  Use 
  Infiltration kit 
  100 
  -1 
  20 
  Contains picklock set, electronic bugs,the equivalent of 
  1 grenade in explosives, timers and fuses.  
  sleeping bag 
  5 
  -0.5 
  100 
  Very compact, well insulated bag with combined pillow 
  which inflates for use. 
  Flashlight 
  5 
  - 
  100 
  Xenon bulb technology gives 1 million candle power 
  from a unit the size of a mobile telephone. 1LWB 
  needed. 
  Gyro binoculars 
  15 
  -0.3 
  100 
  Stabilized, range finding, infrared, image intensifying, 
  fully coated, antiglare x2 to x 30 power 1LWB needed 
  high power binocs 
  30 
  -0.5 
  100 
  As above but record function, and up to x200 
  magnification 
  Communicator 
  10 
  -0.5 
  100 
  Combines functions of videophone,  basic computer and 
  sat nav finder. Range 1000km. 1LWB needed 
  Hand Computer 
  50 
  -0.3 
  200 
  5 terabyte palmtop PC with basic software, multimedia 
  projector and virtual keyboard, runs on 1 LWB 
  Field communicator 
  100 
  -3 
  100 
  Classed as a shoulder arm, this backpack contained 
  communicator runs on 1 SB.  Has terrestrial range of 
  20,000km, multi waveband. 
  Portable multi sensor 
  400 
  -1 
  85 
  See ALAA page 25 for use 
  Multi- detector 
  25 
  -1 
  100 
  Gives 85% chance of detecting explosive and bugging/ 
  surveillance devices within 5 metres. 
  wire cutters 
  6 
  -0.5 
  100 
  Laser edged cutters, will cut through ANY material up 
  to 5cm thick. Needs 1LWB. 
  camo cream/gun dull 
  1 
  - 
  100 
  Available in various colours depending on theatre, 
  reduces reflections and detection when using stealth. 
  combat outfit 
  20 
  - 
  100 
  Combat fatigues including boots, belt, undergarments, 
  webbing belt etc, wide variety of colours available 
  depending on theatre. E.G woodland camo, desert camo 
  etc…etc.. 
  light supply pack 
   
  3 
  -1 
  100 
  Food and water pack to sustain 1 man for 4 days, along 
  with basic utensils, sterilization tablets, flare 
  Tangle solvent 
  5 
  - 
  100 
  5 use can which dissolves tangle webs 
   
   
   
   
   
  Small HAB bubble 
  100 
  -4 
  90 
  3 person basic shelter, uses 1 SB, self heating, insulated, 
  built in air beds, self inflating to 6 foot by 8 foot by 5 
  foot high. Uses very thin but very strong plastic 
  inflating layers, which then fill with high expansion 
  foam and set. Non- reusable. Range of colours available, 
  counts as padded armour for pen. 
  Med HAB Bubble 
  250 
  -6 
  80 
  As above but for 5 people,14 foot by 9 foot by 7 foot high. 
  Large HAB Bubble 
  500 
  -10 
  70 
  As above but for 8 people,20 foot by 10 foot by 7 foot high 
   
   
   
   
   
  Portable atomic 
  stove and cookset 
  5 
  -1 
  100 
  Requires 1xSB for 10 hours use, complete with pan set, 
  beakers and eating utensils. 
   
   
   
   
   
  Survival DROP pack 
  220 
  -20 
  70 
  Plastisteel crate, used to drop supplies to troops or for 
  starship escape pods/ vehicle etc..Comprises: 
  Supplied x 4, survival kit, Small Hab bubble, medikit, 
  tool kit, mono cord, flashlightx2, communicator x2, 
  stove and cookset, 5x standard batteries, 6x flare, 
  distress beacon, survival booklet and 6x foil blanket. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  16 
  ROBOT SUMMARY 
  See the Laserburn supplemental rulebook ‘ROBOT’ for more details on each type, including hit tables and typical use, 
  and details of Androids available, as they are not listed here. 
   
  Type 
  Height 
  Cost  
  Avail 
  Batteries 
  Armour 
  WS 
  CS 
  IL 
  Weapons 
  Notes 
  Security robot 
  9 
  1500 
  30 
  8 
  40 head, 
  body 
  60 limbs 
  130 
  60 
  10 
  Laser rifle 
  See Robot page 4 
  Law 
  enforcement 
  module 
  7 
  500 
  20 
  4 
  60 
  120 
  50 
  13 
  3xlas pistol 
  2xbolter 
  1xmac.pistol 
  See robot page 6 
  LEM mk.2 
  5. 5 
  800 
  15 
  3 
  10 head, 
  body 
  40 other 
  130 
  55 
  12 
  4xlaser 
  pistol, 
  1xgyro 
  pistol 
  See robot page 7 
  Sandar 1 
  7.6 
  550 
  100 
  solar 
  60 
  40 
  10 
  3 
  none 
  Domestic, page 10 
  robot. 
  Social robot 
  6 
  500 
  100 
  charged 
  40 
  40 
  20 
  5 
  special 
  Protocol, see page 
  11 
  Utility robot 
  2 
  450 
  100 
  4 
  40 
  80 
  40 
  5 
  Las pitolx2 
  Carrier robot, page 
  12 
  Robo-mechanic 
  3.6 
  500 
  100 
  5 
  40 
  40 
  10 
  2 
  Power glove 
  Page 13 
  Imp, Hvy 
  Battle robot 
  8 
  9000 
  NA 
  12 
  10 
  170 
  85 
  18 
  RFS bolter 
  200 rounds 
  Page 15 
  Robo fighting 
  machine 
  7.6 
  3500 
  NA 
  10 
  10 
  120 
  60 
  11 
  2xmissile 
  2xgyro rifle 
  1xlaser pisto 
  Page 25 
  6- gun attack 
  robot 
  5 
  2900 
  NA 
  12 
  10 
  110 
  50 
  11 
  2xmissile 
  2xhvy laser 
  2xmac pis 
  2x gyro rifle 
  Page 26 
  Robo- recce 
  6 
  1000 
  10 
  12 
  10 
  105 
  50 
  11 
  Bolt rifle 
  3x mags 
  Page 27 
  Spider 
  7 
  850 
  25 
  charged 
  40 
  85 
  45 
  8 
  none 
  Repair, page 28 
  IMSDU 
  5.9 
  950 
  20 
  12 
  -10 
  100 
  45 
  10 
  none 
  Mine sweeper, page 
  29 
  Sewerguard 
   
  320 
  25 
  4 
  60 
  75 
  0 
  14 
  Laspistolx2 
  Sewerbot 
   
  300 
  45 
  3 
  60 
  0 
  8 
  7 
  none 
  Mainbot 
   
  600 
  55 
  5 
  60 
  70 
  15 
  4 
  Las pistol 
  See sewerville 
  shootout supplement 
   
   
   
   
   
   
   
   
   
   
   
  City pat. Unit 
  8 
  3950 
  NA 
  charged 
  10 
  150 
  70 
  16 
  Bolt rifle 
  2xpow claw 
  Stun laser 
  Page 30 
  Warbot 
  6 
  3950 
  NA 
  charged 
  10 
  140 
  60 
  15 
  2xRFS gyro 
  1xRFS 
  machinegun 
  Page 31 
  Armament varied 
  depend ing on use 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The WS,CS,IL given are averages for each type of robot, you may dice for values if this is an option in the 
  ‘Robot’ supplement. 
  Please note that some of the costs for fighting robots have been adjusted to take into account multiple weapons 
  carried. 
   
  COST OF LIVING 
   
  Average wage of working man: 50 credits per week 
   
  Average megacity accommodation and food/ living expenses: 30 cr per week 
   
  Average luxury living/ good food:  200 cr per week 
   
  Ticket price inter- continental: 25cr. 
   
  Ticket price Inter planetary: 110cr. 
   
  Ticket price Inter solar  1000cr+ 
   
  Meal in a restaurant: 1-5 cr. 
  
SOURCE: textdata/thevault/Laserburn/Laserburn - Weapons and Equipment from the Fringe.pdf