These weapons use magnetic fields to accelerate projectiles to very high velocities. This translates into high accuracy, range, and kinetic damage. They do not require chemical propellant, which makes storing ammunition safer (less risk of fire or explosion) and reduces the magazine weight and volume. They appear as heavy weapons at TL9, and personal weapons at TL10+.
The electromagnetic pulse produced when an electromagnetic gun fires may be detectable, but it will usually be difficult to localize. The only noise is the crack of the projectile breaking the sound barrier. Ammunition velocity can also be varied, exactly as for a liquid-propellant slugthrower. The primary disadvantage of electromagnetic guns is their high power consumption.
Electromagnetic guns may use Gauss guns or railgun technology. Gauss guns – also called coilguns or mass-drivers – accelerate a conductive projectile down a series of coils via a quickly changing magnetic field, and can achieve very high rates of fire. Railguns use two conductive rails to generate a current flow that accelerates a saboted projectile to high velocities. In game terms, both use the same rules, differing only in their combat statistics. Railguns usually do more damage and have superior range to equivalent-size Gauss guns, but tend to have slower rate of fire.
ARTILLERY (CANNON) (IQ-5)
TL |
Weapon |
Damage |
Acc |
Range |
Weight |
RoF |
Shots |
ST |
Bulk |
Rcl |
Cost |
LC |
Notes
|
9 |
160mm Railgun |
6d×100(3) pi++ |
6+6 |
100,000/300,000 |
300,000/30,000 |
1/4 |
100(4i) |
750M |
-24 |
2 |
$20,000,000 |
1 |
—
|
10 |
Electromag Mortar, 64mm |
6d×3 pi++ |
4 |
1,000/6,000 |
50/10 |
1 |
4(5) |
12M |
-10 |
2 |
$40,000 |
1 |
[4]
|
GUNS (PISTOL) (DX-4, or most other Guns at -2)
GUNS (SMG) (DX-4, or most other Guns at -2)
GUNS (RIFLE) (DX-4, or most other Guns at -2)
TL |
Weapon |
Damage |
Acc |
Range |
Weight |
RoF |
Shots |
ST |
Bulk |
Rcl |
Cost |
LC |
Notes
|
9 |
Sniper Railgun, 7mm |
6d×2(3) pi |
7+3 |
2,400/10,000 |
20/1.4 |
1 |
30(3) |
11B† |
-6 |
2 |
$18,000 |
2 |
[4]
|
10 |
Gauss Needle Rifle, 3mm |
2d+1(3) pi- |
4 |
500/2,000 |
6/1 |
20 |
100(3) |
8† |
-3 |
2 |
$3,000 |
2 |
[3]
|
10 |
Gauss Rifle, 4mm |
6d+2(3) pi- |
7+2 |
1,200/4,800 |
8.5/1.4 |
12 |
60(3) |
10† |
-4 |
2 |
$7,100 |
2 |
[3]
|
10 |
Portable Railgun, 10mm |
5d×3(3) pi+ |
7 |
3,000/12,000 |
20/1.5 |
3 |
25(3) |
10† |
-6 |
3 |
$18,000 |
1 |
[3]
|
GUNS (SHOTGUN) (DX-4, or most other Guns at -2)
GUNS (GRENADE LAUNCHER) (DX-4, or most other Guns at -4)
GUNS (LMG) (DX-4, or most other Guns at -2)
GUNNER (CANNON) (DX-4, or other Gunner at -4)
GUNNER (MACHINE GUN) (DX-4, or other Gunner at -4)
Notes:
- [1] Powered by a B cell.
- [2] Powered by two B cells.
- [3] Powered by a C cell.
- [4] Powered by a D cell.
- [5] External power.
The weapon's power cell provides enough energy for firing its specified number of Shots, and is included in the weight.
Electromagnetic Gun Ammunition Table
TL |
Ammo |
WPS |
CPS |
LC
|
10 |
3mm |
0.004 |
$0.04 |
3
|
10 |
4mm |
0.006 |
$0.06 |
3
|
10 |
7mm |
0.024 |
$0.24 |
3
|
10 |
10mmG |
0.08 |
$0.8 |
3
|
10 |
18.5mm |
0.037 |
$0.37 |
3
|
10 |
25mmG |
0.09 |
$0.9 |
3
|
10 |
40mmG |
0.33 |
$5 |
3
|
10 |
40mm |
6 |
$60 |
2
|
10 |
64mm |
2 |
$20 |
2
|
9 |
160mm Railgun Shell |
300 |
$3,000 |
1
|