2. DURABILIDAD DEL HORMIGÓN ARMADO EN ENTORNO INSULAR
2.6. Influencia de las variables climáticas en la velocidad de corrosión de
2.6.1. Características climáticas de la isla de Tenerife
These weapons are slug-throwers and energy weapons that can be carried and fired by individual characters.
Assault Blaster: The assault blaster is a military-
grade automatic rifle capable of firing three-pulse bursts. A standard minicell is good for 20 shots with an assault blaster.
Assault Carbine: This military-grade, automatic
slug-thrower is a slightly more compact version of the assault rifle. It uses a binary chemical propellant to fire caseless ammunition. The assault carbine is capable of firing three-round bursts. A standard magazine holds 50 rounds and a propellant cartridge is good for 300 shots.
Assault Laser: The assault laser is a military-grade
automatic rifle capable of firing three-pulse bursts. A standard minicell is good for 20 shots with an assault laser.
Assault Rifle: This automatic slug-thrower was stan-
dard issue among military and security forces before the development of reliable and portable energy weapons. It uses a binary chemical propellant to fire caseless ammu- nition. The assault rifle is capable of firing three-round bursts. A standard magazine holds 50 rounds and a pro- pellant cartridge is good for 300 shots.
Blaster Carbine: This semiautomatic carbine is a
lighter, compact version of the blaster rifle. A standard minicell is good for 25 shots with a blaster carbine.
Blaster Pistol: This semiautomatic handgun fires
pulses of highly energetic ionized particles. A standard minicell is good for 20 shots with a blaster pistol.
Blaster Rifle: This semiautomatic rifle is the standard
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civilian-issue blaster weapon. It is used for a broad range of tasks, from hunting to home defense. A stan- dard minicell is good for 30 shots with a blaster rifle.
Flamethrower: This semiautomatic weapon ignites
and jets sticky, burning fuel. The weapon deals 3d6 points of damage to everything in a 5-foot-wide stream extending to its maximum range. Characters caught in the stream can make a Reflex save (DC 20) for half damage.
Grenade Launcher: These semiautomatic, maga-
zine-fed weapons use an efficient compressed-gas mechanism to fire any of the grenade types listed in this chapter (see page 101). A standard magazine holds five grenades and the compressed-gas reservoir is good for 20 shots. For the same price as a grenade launcher pur- chased separately, these weapons can also be mounted under the barrel of an assault weapon. Some assault weapon models even come with integral launchers, pro- viding both direct fire and area-effect fire support.
Heavy Autopistol: This is a large-caliber, semiauto-
matic slug-thrower. It uses a binary chemical propellant to fire caseless ammunition. A standard magazine holds 20 rounds and a propellant cartridge is good for 500 shots.
Holdout Laser: This is a concealable, semiautomatic
laser pistol. It is typically used as a secondary weapon, concealed in an ankle- or forearm holster. A standard microcell is good for 15 shots with a holdout laser.
Holdout Pistol: This is a concealable, semiautomatic
slug-thrower. It is typically used as a secondary weapon, concealed in an ankle- or forearm holster. The holdout pistol uses a binary chemical propellant to fire caseless ammunition. A standard magazine holds 10 rounds and a propellant cartridge is good for 500 shots.
Hunting Carbine: This semiautomatic slug-thrower
is a lighter, more compact version of the hunting rifle. Hunting carbines are extremely common in civilian use, especially on frontier worlds. It uses a binary chemical propellant to fire caseless ammunition. A standard mag- azine holds 20 rounds and a propellant cartridge is good for 300 shots.
Hunting Rifle: This semiautomatic slug-thrower is
very common in civilian use, especially on frontier worlds. It uses a binary chemical propellant to fire case- less ammunition. A standard magazine holds 30 rounds and a propellant cartridge is good for 300 shots.
Laser Carbine: The laser carbine is a lighter, more
compact version of the laser rifle, and is very common in civilian use. A standard minicell is good for 25 shots with a laser carbine.
Laser Pistol: This semiautomatic energy weapon is
very common among civilians, law enforcement offi- cers, and military personnel. A standard minicell is good for 30 shots with a laser pistol.
Laser Rifle: The semiautomatic laser rifle is used for
a variety of tasks, from hunting, to home defense, to law enforcement and security. A standard power cell is good for 20 shots with a laser rifle.
Light Autopistol: This is a small-caliber, semiauto-
matic slug-thrower. It uses a binary chemical propellant to fire caseless ammunition. A standard magazine holds 25 rounds and a propellant cartridge is good for 500 shots.
Light Machinegun: These support weapons are some
of the most common slug-throwers remaining in mili- tary service. They fire a large-caliber rifle round at a very high rate and are effective at longer ranges than lighter weapons. Light machineguns fire five-round bursts and a standard magazine holds 100 rounds.
Missile Launcher: The man-portable, shoulder-fired
missile launcher is a common support weapon in mili- tary service. It is typically used to attack ground vehi- cles and aircraft. The missile launcher is a single-shot weapon. Missile launchers have an onboard targeting computer that provides a +3 bonus to attack rolls when a target has been acquired (see Vehicle Combat, page 157). Loading it is a full-round action that provokes attacks of opportunity. Missile launchers are military weapons and access to them is tightly restricted.
Plasma Rifle: This large, military-grade weapon fires
devastating pulses of highly energetic, high-temperature plasma that inflicts severe heat damage on the target. The plasma rifle can be used in both anti-personnel and anti-vehicle roles. The plasma rifle is a semiautomatic weapon and cannot fire bursts like many other military- grade energy weapons. A heavy power cell is good for 20 shots with a plasma rifle. Plasma rifles are military- grade weapons and access to them is tightly restricted.
Rocket Launcher: The rocket launcher is a man-
portable weapon that can fire any of the rockets listed in this chapter (see page 102). It is a single-shot weapon. Loading the rocket launcher is a full-round action that provokes attacks of opportunity. Rocket launchers are military-grade weapons and access to them is tightly restricted.
Rocket Launcher, Multishot: The multishot rocket
launcher is a semiautomatic weapon. Its large magazine has a capacity of four rockets. As with the single-shot launcher, reloading this weapon is a full-round action that provokes attacks of opportunity. Rocket launchers are military-grade weapons and access to them is tight- ly restricted.
Screamer Pistol: This semiautomatic energy weapon
is a bit more exotic than lasers and blasters, but still fair- ly common. A standard minicell is good for 30 shots with a screamer pistol.
Screamer Rifle: This semiautomatic weapon is no
match for similar models of lasers and blasters, but it is
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sometimes used when the target is suspected of having protection from fire and electricity. A standard minicell is good for 20 shots with a screamer rifle.
Shotgun: This semiautomatic, binary-propellant
weapon uses shells filled with small projectiles that scatter when it is fired. The shotgun does 3d6 points of damage to a target in the first range increment, 2d6 to a target in the second range increment, and 1d6 to anyone in a 5-foot-wide path beyond that distance out to maxi- mum range. A standard magazine holds 15 shells. A propellant reservoir is good for 300 shots.
Sniper Rifle: This semiautomatic slug-thrower is a
large-caliber rifle used primarily by law enforcement and military sharpshooters. It has excellent accuracy at extended ranges. A standard magazine holds 30 rounds and a propellant cartridge is good for 300 shots.
Submachine Gun: This is a military-grade, automat-
ic slug-thrower. It is smaller than a carbine and typical- ly fires ammunition in handgun calibers. It uses a bina- ry chemical propellant to fire caseless ammunition. A submachine gun is capable of firing three-round bursts. A standard magazine holds 50 rounds and a propellant cartridge is good for 300 shots.
Taser Pistol: This diminutive weapon is extremely
effective for its size. It is most often used as a self- defense weapon or by law enforcement officers, as it
can buy the wielder sufficient time to escape from a threat or to apprehend a criminal. A creature hit by a taser dart must make a Fortitude save (DC 15) or be stunned for 1 round. The darts do piercing damage, but the stun effect is electrical. Creatures immune to elec- tricity are not harmed by this effect. A microcell is good for 15 shots with a taser pistol.