S-Mart Munitions

      Since prehistoric times, human kind has required ammunition for impliments either for survival or war. Survival meaning for hunting - or war, both necessary according to human nature. Naturally, S-Mart, being a producer of weapons, and war machines of all sorts must also produce a range of munitions for all sorts of weapons. These range from solid slugs propelled by high tech Mass Driver Cannons that weigh tons to simple hand thrown grenades. Most are variations on existing weapons, found the world over, either in post cataclysmic times OR found in the history of man, while a handful of them are unique to S-Mart.

Explosive Devices Unique to S-Mart

      These two devices are unique impliments of war, developed by S-Mart both for use by the NOMADs and for export.


Death Star



      These explosive devices were developed far from Earth, in a dimension that is home to the Three Galaxies and Phase World. An entrepeneur on Phase World developed these and although they were not terribly popular there, a handful of Earthbound adventurers found such an interest in them, that one of their number even offered to purchase the designs of these devices from the entrepeneur. The owner of the designs agreed, and sold them to none other than Ace Ripley. Shaped like a four pointed throwing star, the design acts like a shaped charge that directs it's blasting force towards whichever point or points strike first. To arm the throwing star, two red buttons, one on either side, must be depressed simultaniously. The trigger for the explosive charge, are the points. Once 5 Lb. of pressure is placed on any one of the four points, the charge detonates in a shaped blast of molten metal with a prodigious amount of force and heat.
Weight: 10 oz.
Mega-Damage: 5D6 M.D.
Blast Radius: 2.5'.
Maximum Effective Range: Varies with the skill of the user. (See the Dart listing in the Main RIFTS Book, pg. 9, and W.P. Archery and Targeting pg. 32.)
Market Cost: 800 credits each - and oft made offer however is ten for the price of nine. Buying in even higher numbers often results in a 20-40% off discount.

Minilet Explosive Pack


      This is the bane of any infantry it is deployed against. The minilet pack is a relic of the pre-cataclysm research and development portion of "Project Archive". It is about the size of a shoebox and contains 50 transparent half dollar sized disks that feel soft to the touch. These disks are filled with a clear gel substance that reacts violently when exposed to oxygen. On top of the pack is a three button digital control box that draws power from a conventional E-clip, not supplied with the pack. (It's energy consumption is very limited, about 1/50 of a charge per activation. With this control box the user can program in how large of an area they would like to cover, with what sorts of effects, and how many minilets they wish to use. Once programmed, the control box will begin to cue the user to walk certain distances. Once the distance has been covered, at the push of a button, one of the doors in the front of the pack will open and an appropriate number of minilets will be pushed out via a tiny piston contained within the slot. Once deployed, these disks act similarly to a mine field - any time 20 or more Lbs of pressure is placed on a disk, the gel will squish out of it resulting in an explosion. If the disks are placed within 5' of one another the result will be a chain explosion, as the pressure wave resulting from an explosion will set the others off. Larger explosions from high explosive, fragmentation, or armor piercing explosions will set them off as well, from much longer distances. (For every 5 M.D.C. inflicted by an explosion consider the pressure wave as being an additional 1' larger.) The minilets inside of the pack are pretty well cushioned, unless dropped from more than 100' in height or the 25 M.D.C. of the pack itself is depleted, those inside of the case are unaffected by the pressure waves caused by explosions. At the sides of the pack are two adaptors that allow for the fitting of a strap to allow for easy transportation.
Weight: 10 Lb. for the whole box. (About 2 oz. per minilet.)
Mega-Damage: 4D6 M.D. per minilet. The chemical nature of the disks allow them only to detonate when exposed to oxygen, thus they are useless in a vacuum or underwater.
Blast Radius: 2.5' per disk.
Maximum Effective Range: Not applicable, this is an infantry distribution version. S-Mart does produce a couple of different versions of the minilet explosive pack, designed to be fitted to power armor, as something called a Backfire Minilet Pack. These packs mount a cannister of compressed air that allows the minilets to be blasted out of the pack for instant deployment over a set area, instead of the piston and instruction distribution method used for this version. Another version includes a small timed or radio detonated minilet, along with 49 of the regular disks, that allows for the power armor so equipped, to lay down timed ambushes for an enemy.
Payload: 50 minilets.
Market Cost: 30,000 credits per box.


Ammunition

Number Caliber Type Damage Blast Radius Cost
1 1 cm MassDr. Var. Nil. 1,200 credits
2 19.5 mm Exp. Shl. 4D6 M.D. 2' 200 credits
3 20 mm 100 Series Var. 3 inch 350 credits
4 20 mm 200 Series Var. 3 inch 400 credits
5 2 cm MassDr. Var. Nil. 1,600 credits
6 30 mm 300 Series Var. 4.5 inch 500 credits
7 30 mm 400 Series Var. 4.5 inch 650 credits
8 3 cm MassDr. Var. Nil. 2,000 credits
9 40 mm High Velocity Grenade High Explosive 6D6 M.D. 6' 360 credits
10 40 mm High Velocity Grenade Fragmentation Mercs pg.105 Mercs pg.105 450 credits
11 40 mm High Velocity Grenade Armor Piercing Mercs pg.105 Mercs pg.105 600 credits
12 40 mm High Velocity Grenade Plasma 1D6x10 M.D. 4' 650 credits
13 40 mm Low Velocity Grenade High Explosive 4D6 M.D. 6' 300 credits
14 40 mm Low Velocity Grenade Fragmentation 2D6 M.D. 10' 380 credits
15 40 mm Low Velocity Grenade Plasma 6D6 M.D. 4' 550 credits
16 75 mm High Explosive 1D4x10 M.D. 12' 850 credits
17 75 mm Fragmentation 5D6 M.D. 20' 1,000 credits
18 75 mm H.E.A.T. 2D4x10 M.D. 5' 2,250 credits
19 75 mm A.P.S.D. 1D6x10 M.D. Nil 600 credits
20 75 mm MORTAR High Explosive 1D4x10 M.D. 12' 650 credits
21 75 mm MORTAR Fragmentation 5D6 M.D. 20' 750 credits
22 75 mm MORTAR Plasma 2D4x10 M.D. 20' 900 credits
23 75 mm MORTAR Smoke Nil. 20' 350 credits
24 75 mm MORTAR Illumination Nil. 1,800' 350 credits
25 120 mm High Explosive Mercs pg.110 Mercs pg.110 1,300 credits
26 120 mm Fragmentation 6D6 M.D. 30' 1,800 credits
27 120 mm H.E.A.T. Mercs pg.110 Mercs pg.110 3,200 credits
28 120 mm A.P.S.D. Mercs pg.110 Mercs pg.110 850 credits
29 200 mm High Explosive Mercs pg.108 Mercs pg.108 1,200 credits
30 200 mm H.E.A.T. Mercs pg.108 Mercs pg.108 4,000 credits
31 200 mm A.P.S.D. Mercs pg.108 Mercs pg.108 1,000 credits


1. 1 cm Mass Driver Cannon Slugs: A 10 mm wide by 100 mm long slug of dense, heavy metal for use in Mass Driver Cannons, which sling solid slugs of metal at speeds that exceed that of common rail guns. It is primarily an armor penetration weapon. The only S-Mart product that uses 1 cm MDC Slugs, is the S-Mart Maxwell.

2. 19.5 mm Shot Gun Shell: A small explosive slug, fired from a conventional shotgun inflicting great damage for a hand held weapon. This caliber is the equivalent of a 10 gauge shotgun and can be fired from any weapons of this caliber.

3. SM-100 Series 20 mm Cannon Ammunition: Advanced explosive formula 20 mm cannon ammunition, meaning, that it is essentially the same as pre-cataclysm 20 mm cannon shells but are outfitted with advanced explosives. The 100 series ammunition is mostly used in aircraft cannons, like those outfitted on the S-Mart Javelin, S-Mart Skyhawk, and Wa-Daisho's Type 16 Trainer.

4. SM-200 Series 20 mm Cannon Ammunition: Identical to the 100 series ammunition, BUT it is produced with metal rings around the shell, that allows the shell to be accellerated down the length of a weapon's barrel through electromagnetic accelleration. This boosts the speed, range, and penetration value of the cannon shells. These shells are commonly used in the RFFC-17/R.I. Type 13 RFFC/R.I. Type 13/15 RFFC, RFFC-19, and the ISC-2. These shells are almost twice the size of a 50 caliber round, and weigh 11.2 oz. each. (Note that box magazines for the RFFCs cost 25 credits each for cheap SDC versions, and 850 credits for magazines with 20 M.D.C., while a 50 round ISC belt costs 20,100 credits.)

5. 2 cm Mass Driver Cannon Slugs: Virtually identical to the 1 cm MDC Slug, only scaled up to be 20 mm wide and 200 mm long. The only S-Mart product that uses 2 cm MDC Slugs, is the S-Mart Stonewall.

6. SM-300 Series 30 mm Cannon Ammunition: Virtually identical to the 100 series cannon ammunition, but scaled up to 30 mm. The 300 series ammunition is commonly used in second generation aircraft cannons like those outfitted on the S-Mart Eagle and the S-Mart Assassin-A.

7. SM-400 Series 30 mm Cannon Ammunition: Virtually identical to the 200 series cannon ammunition, but scaled up to 30 mm. The 400 series ammunition is commonly used in third generation aircraft cannons like those outfitted on the S-Mart Stiletto, S-Mart Assassin-B, S-Mart Assassin-C, and the proposed S-Mart Eagle-B.

8. 3 cm Mass Driver Cannon Slugs: Virtually identical to the 1 cm MDC Slug, only scaled up to be 30 mm wide and 300 mm long. The only S-Mart product that uses 3 cm MDC Slugs, is the S-Mart Atlas.

9. 40 mm High Explosive High Velocity Rifle Grenade: Basically a powerful HE grenade fired from a purpose built grenade launcher.

10. 40 mm Fragmentation High Velocity Rifle Grenade: Basically a powerful Frag grenade fired from a purpose built grenade launcher.

11. 40 mm Armor Piercing High Velocity Rifle Grenade: Basically a 40 mm cannon shell, with a reduced amount of powder so as to not pulverize the shoulder of the person firing the grenade launcher or explode the grenade launcher itself.

12. 40 mm Plasma High Velocity Rifle Grenade: Basically a powerful plasma grenade fired from a purpose built grenade launcher.

13. 40 mm High Explosive Low Velocity Rifle Grenade: This is a powerful HE grenade fired from a low velocity rifle mounted grenade launcher.

14. 40 mm Fragmentation Low Velocity Rifle Grenade: This is a powerful Frag grenade fired from a low velocity rifle mounted grenade launcher.

15. 40 mm Plasma Low Velocity Rifle Grenade: This is a powerful Plasma grenade fired from a low velocity rifle mounted grenade launcher.

16. 75 mm High Explosive Cannon Shell: A cannon shell designed to make a large explosion when it makes impact - more of an area effect weapon to disrupt armor, fortifications, etc..

17. 75 mm Fragmentation Cannon Shell: A cannon shell designed to explode upon impact, causing a white hot shower of shell fragments over a large area - primarily intended as an anti-personnel weapon.

18. 75 mm High Explosive Anti-Tank Cannon Shell: A cannon shell designed for direct impact attacks against armored targets, focusing the charge of a high explosive weapon directly at the target, rather to cover a large area.

19. 75 mm Armor Piercing Sabot Discarding: A solid cannon shell intended to punch through armored targets.

20. 75 mm Mortar High Explosive: A mortar shell designed to make a large explosion when it makes impact, when within proximity of an object, or with a set time delay.

21. 75 mm Mortar Fragmentation: A mortar shell designed to create a white hot shower of shell fragments over a large area when within proximity of an object, with a set time delay, or with impact. Most often these are burst in the air or at knee level to maximize effect.

22. 75 mm Mortar Plasma: A mortar shell designed to blanket an area in searing hot plasma. While it can be set for proximity, delay burst, or impact - it's typically set off as an air burst for maximum effect.

23. 75 mm Mortar Smoke: A mortar shell designed to create a smoke haze to either obscure friendly troop movements or to mark locations for landing zones, enemy positions for air strikes, and similiar.

24. 75 mm Mortar Illumination: A mortar shell designed to illuminate a large area with a 500,000 candlepower flare suspended by parachute for 60 seconds.

25. 120 mm High Explosive Cannon Shell: Same as #12 only scaled up.

26. 120 mm Fragmentation Cannon Shell: Same as #13 only scaled up.

27. 120 mm High Explosive Anti-Tank Cannon Shell: Same as #14 only scaled up.

28. 120 mm Armor Piercing Sabot Discarding Cannon Shell: Same as #15 only scaled up.

29. 200 mm High Explosive Cannon Shell: Same as #12 only scaled up.

30. 200 mm High Explosive Anti-Tank Cannon Shell: Same as #14 only scaled up.

31. 200 mm Armor Piercing Sabot Cannon Shell: Same as #15 only scaled up.

NOTE: Standard S.D.C. ammunition, ramjets, and explosive rounds ARE produced in Desert Star, under S-Mart's subsidary label of Capos Industries. Those listed above are those officially produced by S-Mart.

Hand Grenades

      These are essentially the same as those found in the Coalition's arsenal, as they are based upon the exact same specifications the CS based their design off of. Basically speaking, they are producing materials from the same page of history. Unlike the Coalition States, S-Mart has not begun production of Micro-Fusion Grenades or Fusion Blocks - since these were post cataclysm developments in the CS's arsenal.

Type Cost
*High Explosive 180 credits
*Fragmentation 225 credits
*Plasma 320 credits
*Smoke 65 credits
**Tear Gas 220 credits
**Stun Flash 110 credits


* See the RIFTS Main Book pg. 204 or RIFTS World Book 11: Coalition War Campaign pg. 98 for capabilities.

** See the RIFTS World Book 5: Triax & The NGR, pg. 149-150 for capabilities.

Ordinance

      S-Mart produces the following ordinance, presently. HOWEVER, S-Mart has been making extensive efforts in advancing in this field. This goal was furthered in it's course, through the procurement of a variety of New Style CS Ordinance that was captured, and brought back to Desert Star during the closing stages of the Tolkeen Conflict and Operation Helping Hand. (An operation where a pair of squads from each Wa-Daisho & Desert Star air lifted Tolkeenites out of besieged Tolkeen.) They will likely succeed in knocking off all the Short and Medium Range types by 123PA, but will not likely have all of the Long Range Missile types knocked off until 130PA. Also, following the end of the Tolkeen Conflict in 119PA, S-Mart will begin putting forth great effort to developing magical ordinance as well, such as the infamous "Cold Shoulder" used during the closing stages of the war by Tolkeenite Fighter Units.


Type Warheads Cost
Micro-Rocket HE; 4D6 M.D. 400 credits
Mini-Torpedo HE; See Mercs pg.117 3,850 credits
Mini-Missile Smoke 750 credits
Mini-Missile HE & Frag 1,320 credits
Mini-Missile AP & Plasma 2,640 credits
Short Range Torpedo HE; See Mercs pg.117 8,800 credits
Short Range Missile Gas/Toxin & Smoke 1,350 credits
Short Range Missile HE Med. & Frag 2,750 credits
Short Range Missile AP & Plasma 5,500 credits
HATGM Spectre H.E.A.T. 50,000 credits
AAM Red Knight High Explosive 250,000 credits
Medium Range Missile HE Heavy & Frag 27,500 credits
Medium Range Missile AP & Plasma 55,000 credits
Medium Range Missile Multi-Warhead 110,000 credits
Long Range Missile HE Heavy & Frag 220,000 credits
Long Range Missile AP & Plasma 550,000 credits
Long Range Missile Proton Torpedo & Nuclear 1.65 million credits


Note: For details on a variety of missiles, bombs, and other ordinance also produced by S-Mart - including details on those listed here, please refer to the Pod Weapons of S-Mart.



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