Weapon Database

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Now, every bug encountered and every weapon used in the Starship Troopers universe, here in one place. If you think I've overlooked or forgotten something... give me a name and image so I can add it to the database.

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Weapons from Starship Troopers "Total Conversion" for Duke Nukem 3D, (by BGames).

Morita SmartRifle MK1

Weapon image:

Statistics:
Automatic 7.62 mm
Point effect
Medium damage
30 rounds/clip, 300 max
Intel Brief:

This is the standard Mobile Infantry (MI) 7.62 mm assault rifle. It has great range and has demonstrated flexibility in all combat conditions, including underwater warfare. Optionally, it can be combined with the infrared sensor for night missions. 12 rounds fired directly into Warrior bug nerve center will stop him, and probably kill, instantly.

NOTE: Requires reload after 12 shots. Could not be changed.

  

Fragmentation Shotgun for MK1


Weapon image:

Statistics:
Fragmentation weapon
Light area effect
High damage
10 shells/pack, 80 max
Intel Brief:

In the last 8 years, with some design changes, Morita remained one of the most popular bullet-based weapons. Older models had an option of blast fire; from the add on attached under the barrel. New model of this shotgun addon has enhanced range with somewhat smaller effect radius, and it fires very deadly fragmentation shells. 
However, improved efficiency of this weapon requires all Morita's aiming and loading system resources, so 7.62 mm rounds cannot be fired while this addon is active. Barrel of the shotgun needs to be pulled back into the body of the weapon before the further firing of 7.62's is possible.
Boot camp training includes shotgun mount/unmount practices. Time needed for unmounting ranges from 0,75 to 2.5 seconds. ( statistic data, including training and combat situations ) Powerful blast from the shotgun can be used efficiently against Warrior bugs in close combat, or to take down incoming Hopper bug.

  

 

Rotary Cannon "PeaceMaker"


Weapon image:

Statistics:
Multi barrel automatic
Point effect
Very high damage
50 rounds/box, 500 max
Intel Brief:

This heavy 6-barrel weapon is used mainly for massive area cleansing. Enormous rate of fire substitutes the lack of accuracy. Repeated hits can penetrate the armor of a Tanker bug and slow down his advancement. Peacemaker is very effective against Hoppers. Based on Twin-50 Machine Gun.

  

 

MK55 and Thumper Warheads


Weapon image:


Statistics:
Rocket (H) weapon
Large area shock
High incineration effect
Deadly assessment
1 missile, 5 max
Intel Brief:

The MK55 Tactical Nuclear Launcher is a hand-held, shoulder-fired projectile launcher. Progress of the conflict resulted in a breakthrough with the construction of new "THUMPER" projectiles. Experiments with new elements, mainly from the LAMBDA twin-star system, have produced a warhead with a minimal emission of alpha, beta and gamma rays, thus lowering the radiation factor to virtual zero. Danger radius of "thumper" warhead is somewhat lower than the older warheads had ( 1000 m from the ground zero as opposed to the 3000 m from the ground zero ), but that can be considered as a positive characteristic. Older, MN 3, MN 4 and MN 5 warheads are still in general usage.
Ground zero of the detonation has all other standard characteristics of the nuclear explosion. After the white flash of light, that could blind you if you look exactly at it, comes the shockwave and then the heat wave, that sets anything nearby on fire.

Usage: Upon the launch, special scanner with will report you back your current distance from the projectile, and warn you when you are in the range, with a distinctive sound signal. It will also warn you if a detonation was detected, and alert you if you are in the heat wave zone.

Note: Scanner is very sensitive to other scanners. Thus, in multi player, only the scanner of the player closest to the nuke will be active. Also, you will get a kill only for a direct shot with the nuke, while deaths from the flames or shockwave will be counted as suicide.

  

 

MX-90 and MX-90TF Grenades


Weapon image:

Statistics:
Fragmentation grenade
Large area effect
Very high damage
1 grenade, 20max
Intel Brief:

Filled with HBE, the MX-90 fragmentation grenade is a standard weapon in the arsenal of each MI trooper. Although this grenade can be detonated telepathically, a lot of MI members prefer the "old-fashion" way of arming and detonating the bomb, using the remote detonator.
One of many different variations is the MX-90TF, containing neurotoxins deadly to Arachnid physiology.

  

 

Bio Rifle MPS 10 "Corroder"


Weapon image:

Statistics:
Bio weapon
Point effect
Deadly assessment
Ammo N/A, 30 shots
Intel Brief:

This weapon is the result of latest biomechanical achievement of the Terran Laboratories and success of the Intelligence.
MPS 10 has three main parts: reservoir with so-called "red stuff", (which is actually modified Plasma bug fuel), chemical accelerator cartridge, and the heat conductor.
When the trigger is pressed, in 0.50 seconds, "red stuff" and accelerator are separately heated, resulting in expansion of both elements. Afterwards, they are mixed together in the final chamber, with a violent chemical reaction that produces extremely toxic and corrosive material, which in fact gave this weapon it's nickname.
Activated "red stuff" can make 30 x 30 cm hole in 15 cm thick steel. Corroder bio-rifle is designed for quick and clean elimination of Tanker bugs. Slow rate of fire, small "ammo" container and slow movement of the projectile limits the usage.

  

 

RetroRadon Bomb


Weapon image:

Statistics:
Stealth grenade
Large area effect
Very high damage
1 bomb, 5 max
Intel Brief:

History:
To call the substance contained in these two canisters deadly would be to underestimate it. The history of this device goes 2 years to the past, when the scientists aboard a research vessel found a virus on the surface of a planet in border system X-433. This virus, containing only a few aminoacid chains manages to survive in a highly radioactive environment. After the same specimens were exposed to radon gas in a controlled environment of the research vessel, a violent eruption of blue gas killed 5 scientists in a few seconds. This microorganism stabilizes radium produced radon gas on subatomic level. Somehow, the molecules of radon expand in size and change structure. It is believed that this small lifeform is actually a much more complex life, were bosons actually function as working cells - making this organism built of pure energy, but this is yet to be proven.

Effect:
Either way, the hypercharged radon gas looses it's radioactivity, while the increased distance between atoms causes changes within the surrounding material. Oxygen in the air makes for a great "accelerator fuel" for the reaction, until the radon burns out. The result is quite unpredictable. For live tissue, the effect is usually spontaneous combustion or violent implosion. Various electric devices cease to operate, melt, explode, or break apart. Some surfaces also suffer from the same effect, while others are not affected. Air itself rises in temperature and density. Importance of a "blue gas" that destroys both the organic and synthetic was too great to be overlooked.

Construction and usage:
RetroRadon bomb contains of two canisters built to resist the reaction, containing virii and radon gas, held under extreme pressure, and thus inactive. On the surface of the canisters is a small detonator and a maser emitting phased electromagnetic wave. When something trips the maser wire, detonator destroys the secured lock system of the canisters, discharging contents into the air at a linear tempo. This device was intended as a safety measure for classified installations, securing of sensitive areas and boobytraping, and for that case the standard issue can be mounted only to wall surfaces. It can also be used for aerial attacks, and there is a hand grenade version. The weapon creates highly toxic blue "clouds" that are extremely hostile to anything that is within the active radius. Increased density of the surrounding air due to the reaction also makes it hard to walk through the smoke. The canisters hold enough fuel for about 15 seconds. RetroRadon bomb does not work under water.

  

 

Plasma Rifle MP 2 "Liquifier"


Weapon image:

Statistics:
Automatic
Point and splash effect
Medium damage
50 bursts/clip, 200 max
Intel Brief:

Latest breakthrough in the plasma weapon technology, the "Liquifier" is a powerful and lightweight weapon. Small bursts of concentrated energy upon impact unleash extreme power and heat, substantial to cause substantial damage to the thickest armor plates. The real advantage of this weapon is high fire rate (5 bursts/second), since repeated hits into the same area can melt even titanium alloy (this is how this rifle got the name). Since this weapon has been introduced 2 years ago, in every MI platoon several trained soldiers are equipped with this multi-purpose rifles. Usually their task is to protect flanks of the assault teams, but it's not a rarity to see Liquifiers clearing a path through the tunnel systems. Often they are used to guard sensitive areas during evacuations.
Liquifier draws the energy from energy charges. One energy charge lasts for 50 bursts. Weapon systems can handle maximum of 4 charges at the same time. Charges can be replaced/recharged at any time. (they are attached to the rear end of the weapon)
The only negative side of this weapon is a rather slow speed of the projectile. Prepared enemy can avoid the bursts if he is far enough. Advanced MI training for handling the Liquifier consists of numerous drills, including the "sweep fire mode", which covers large areas, and can be used to break of enemy attacks and slowdown incoming enemy units. 

Usages of this weapon: Sniper mode on unprepared enemy, mid-range combat, and the sweep/protective mode. Not effective against Hopper bugs.

Note: In dukematch, you will get no points for killing with this weapon.

  

 

Twin-50 mounted Heavy Machine Gun


Weapon image:

Statistics:
Immobile machine gun
Small area effect
Very high
Ammo unlimited
Intel Brief:

A rapid firing, fully automatic gun mounted in dual-gun configuration. Employed against both ground and aerial targets. It fires hyper velocity rounds, perodicaly together with tracing homing bullets. This weapon is usually found mounted in MI bases and areas of great importance.

To use Twin-50 turret, approach the weapon, and press "use key" (space). You will take the control of the the turret as the active weapon, and Twin-50 will notify you that it's ready and spin the machine gun. Use mouse aim to control weapon's direction (your aim), and "use key" (space) to fire.

Use ONLY mouse aim, because stepping away from the turret will release it from your control. While you are using Twin-50 you canot fire other weapons. To release turret for your control, step away from it.

 


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