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-MartThese two devices are unique impliments of war, developed by S-Mart both for use by the NOMADs and for export.
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.
Number | Caliber | Type | Damage | Blast Radius | Cost1
| 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 | |
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 | |
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 | CostMicro-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 | |