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=== Weaponry ===
 
=== Weaponry ===
 
*Weapons are -2 to hit against armor that is higher TL. Weapons are +2 against armor that is 1 TL lower, and usually ignore armor that is 2 or more Tech Levels lower.
 
*Weapons are -2 to hit against armor that is higher TL. Weapons are +2 against armor that is 1 TL lower, and usually ignore armor that is 2 or more Tech Levels lower.
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*Spike Throwers are intended as assault weapons, to take out unprepared enemies in confined spaces.  Note their very poor range.  Additionally, they perform poorly against armor.  When attacking any vehicle with an Armor rating, they deal only half damage.  Damage is halved after applying armor.
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*Spike Throwers are intended as assault weapons, to take out unprepared enemies in confined spaces.  Note their very poor range.  Additionally, they perform poorly against armor.  When attacking an enemy with good armor (Combat Field Uniforms or better), or any vehicle with an Armor rating, they deal only half damage.  Damage is halved before applying Armor.  Armors of less than TL4 will not usually be able to resist Spike Throwers in this way.
 
*Void Carbines are intended to allow assaults on spacecraft, so that the crew can be killed while leaving the spacecraft intact.  They rip vacc suits like the Suit Ripper on page 35.  They are considered suspect weaponry, but are not a capital offense if a person is otherwise authorized to be armed.
 
*Void Carbines are intended to allow assaults on spacecraft, so that the crew can be killed while leaving the spacecraft intact.  They rip vacc suits like the Suit Ripper on page 35.  They are considered suspect weaponry, but are not a capital offense if a person is otherwise authorized to be armed.
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*Mag pistols and mag rifles are the signature military technologies of humanity.  They tend to mitigate the effects of cover.  They subtract 2 from the armor rating of anything that can be damaged by non-gunnery scale weaponry (and that's at TL4, they may ignore the armor rating of objects below TL4.)  They usually overpenetrate through hard cover, and penalties to attack targets behind cover are lessened unless the cover is extremely tough, if the attacker has a means of accurately determining the location of the enemy.   
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*Mag pistols and mag rifles are the signature military technologies of humanity.  They tend to mitigate the effects of cover.  They subtract 2 from the armor rating of anything that can be damaged by non-gunnery scale weaponry (and that's at TL4, they may ignore the armor rating of objects below TL4.)  They usually overpenetrate through hard cover, and penalties to attack targets behind cover are lessened unless the cover is extremely tough, if the attacker has a means of accurately determining the location of the enemy.  They will also blast neat holes through enemies; ''mag rifles or pistols are not limited to killing one enemy per shot when attacking a horde or swarm.''
 
*Grenades are a topic of some concern for player characters, for obvious reasons (Hint: It's because player characters like to blow things up.)
 
*Grenades are a topic of some concern for player characters, for obvious reasons (Hint: It's because player characters like to blow things up.)
 
**Each Readied grenade takes up 1 encumbrance by itself.
 
**Each Readied grenade takes up 1 encumbrance by itself.

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