Shellshock Combat System Weapons Glossary
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Glossary of Weapons

Cannons, Rifled

Rifled Cannons are almost exactly like the more common Smoothbore cannons, but with a couple differences, namely a cheaper price and the inability of Rifled Cannons to use Special Ammunition. Rifled Cannons are not self-loading. Rifled Cannons can be used for indirect fire. Rifled Cannons can not use Special Ammunition.

Cannons, Smoothbore

The Smoothbore Cannon is the type most commonly found on today's units. Smoothbore Cannons are not self-loading. Smoothbore Cannons can be used for indirect fire. Smoothbore Cannons can use Special Ammunition.

Chain Guns

Essentially the same as a Machine Gun, a Chain Gun is also a breech-loading gun. Unlike Machine Guns, Chain Guns are always belt-fed. Chain Guns use slightly more powerful rounds and are used primarily to target armored vehicles. Chain Guns are self-loading and do not require an external loader. Chain-Guns are capable of Spreadfire.

Chemical Compression Rifle

A Chemical Compression Rifle is used to spray an area with a Chemical or Biological Agent. These weapons are also fitted with an aerosol dispenser that allows them to produce a cloud of the agent around the unit. Also, using incendiary fuel these devices can be used as flamethrowers. Multiple BioChem Storage Drums can be hooked up to a single Chemical Compression Rifle for various chemical agents. Most of the weight of this weapon is taken up by the large pump, which is used to produce the high pressures necessary to propel the liquid up to 500 feet. Aerosol cloud covers a three hex diameter.

Electromagnetic Pulse Cannon

Electromagnetic Pulse Cannons, also known as Pulse Cannons, generate a highly focused beam of electromagnetic radiation. This beam short circuits electronic components and can severely damage the human nervous system. Electromagnetic Pulse Cannons do not use Ammunition, instead it requires the listed number of Kriegs to fire, plus the listed number of Kriegs for each hex of range.

Gatling Cannon

Effectively a cannon version of the Minigun, the Gatling Cannon uses many of the same principles, but with much larger ammunition. Gatling Cannons are self-loading and do not require an external loader.

Grenade Launchers

Grenade Launchers, also known as Mini-Mortars, are simply smaller versions of the Mortars. Grenade Launchers cannot be reloaded during the course of a battlefield scale game, and thus are considered One-Shot weapons.

Guns

Guns are large Cannons that are extremely heavy. They do not have the high trajectory of the Howitzers. Guns do, however, have a much greater range than Howitzers. Guns are not self-loading. Guns use Artillery Ammo.

High Rate Cannons

Effectively a cannon version of the Machine Gun, the High Rate Cannon uses many of the same principles, but with much larger ammunition. High Rate Cannons are self-loading and do not require an external loader. High Rate Cannons are Spreadfire Capable. High Rate Cannons can not use Special Ammunition.

Howitzer

A Howitzer is a cannon with a short barrel. It fires shells at medium velocity, with a very high trajectory, but with a relatively short range. Howitzers are not self-loading. Howitzers use Artillery Ammo.

Hyper Velocity Gatling Cannon

Hyper Velocity Gatling Cannons are much like the smaller Gatling Cannons. The main difference is that the Hyper Velocity Gatling Cannon has heavier barrels and is reinforced to fire Hyper Velocity rounds. Hyper Velocity Gatling Cannons are self-loading and do not require an external loader.

Light Cannons

Light Cannons have light barrels to save weight, but thus do not have the power of the Rifled and Smoothbore Cannons. Light Cannons are primarily used as anti-aircraft weapons. Light Cannons are not self-loading. Light Cannons can be used for indirect fire. Light Cannons cannot use Special Ammunition.

Machine Guns

A Machine Gun is a breech-loading gun, usually belt-fed, that fires rapidly and repeatedly. Machine Guns are used primarily to target infantry and light vehicles. Machine Guns are self-loading and do not require an external loader. Machine Guns are Spreadfire Capable.

Maser

Maser is an acronym for Microwave Amplification by Stimulated Emission of Radiation. A Maser converts incident electromagnetic radiation of mixed frequencies into one discrete frequency of highly amplified microwave energy. Masers do not use Ammunition, instead they require the listed number of Kriegs to fire.

Melee Weapon

Melee Weapons are physical attack weapons. A Melee Weapon can be designed in any shape and for a variety of roles. A Melee Weapon can be specialized to penetrate the armor of a unit and shaped like a sword. It can be designed to smash a unit and create internal spalling, and be shaped like a mace. Indeed, a Melee Weapon's shape and effect is limited only by the designer's imagination. A unit must have hands in order to use a Melee Weapon.

Miniguns

Miniguns are also commonly referred to as Gatling Guns. Miniguns use multiple barrels to keep the gun from overheating. Using electric motors to spin the barrels, miniguns can produce extremely high rates of fire. Miniguns are self-loading and do not require an external loader. Miniguns are Spreadfire Capable.

Missiles

Missiles are self powered self-guided rockets. Missiles are usually mounted on hard-points, although some cannons have been modified to be able to fire a missile as well. The abilities and ranges of a Missile vary based on its type. Missiles cannot be reloaded during the course of a battlefield scale game, and thus are considered One-Shot weapons.

Mortars

Mortars are small cannons used to fire shells at low velocities, short ranges, and high trajectories.

Rail Guns

Railguns use electromagnets to propel a small shell at extremely high velocity. Railguns are self-loading and do not require an external loader. Railguns require high energy levels to charge the electromagnets. Requires listed number of Kriegs to fire.

Rocket Pods

Rocket Pods are hard-point mounted items containing a variable number of rockets. The entire Pod is fired at once. Rocket Pods cannot be reloaded during the course of a battlefield scale game, and thus are considered One-Shot weapons. Rocket Pods are Spreadfire Capable. Rocket Pods have a Defense Value of 6. Hyper Velocity Rocket Pods have a Defense Value of 8. Rocket Pods use 5 slots of Hardpoint Space.

Rocket Pods, Mini

Mini-Rocket Pods are exactly like Rocket Pods, only smaller. Mini Rocket Pods cannot be reloaded during the course of a battlefield scale game, and thus are considered One-Shot weapons. Mini Rocket Pods are Spreadfire Capable. Mini Rocket Pods have a Defense Value of 6. Mini Hyper Velocity Rocket Pods have a Defense Value of 8. Mini Rocket Pods use 3 slots of Hardpoint Space.

Truncated Beam Emission Laser

The Truncated Beam Emission Laser is also known as the Truncated Beam Emitter, or TBE. Truncated Beam Emission Lasers are exactly like Variable Lasers, except that the lasing Chamber is much lighter, and the weapon can only fire when fully charged. Truncated Beam Emission Lasers do not use Ammunition, instead they require the listed number of Kriegs to fire. TBEs are Spreadfire Capable.

Variable Lasers

Laser is an acronym for Light Amplification by Stimulated Emission of Radiation. A Laser converts incident electromagnetic radiation of mixed frequencies into one discrete frequency of highly amplified light. Variable Lasers can fire even when not fully charged but will only do as much damage as the energy pumped into them. Variable Lasers do not use Ammunition. The number of Kriegs used to charge a Variable Laser is the amount of damage dice the weapon does. A Variable Laser cannot be charged above its maximum damage dice. Does not require Ammunition. Requires at least one Krieg to fire. Variable Lasers are Spreadfire Capable.



Copyright 1996-2016 by Glenn V. Domingo & Justin W. Gramm
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