TORG Weapons and Armour



Weight and Size

Each piece of equipment is given a carrying weight and size value. A person can carry their Strength minus four as a Strength value in Kilograms without any problems. Note Strength value is used for lifting things not for continuous carrying of heavy objects for a long time. Any weight over this limit causes a shock point of damage per hour per weight limit exceeded. These shock points are long term fatigue and only recover after 1 hour of rest per shock point.

Example: Jill has a Strength of 9 less 4 becomes Strength 5. She can carry 10 Kilograms of weight without taking long term fatigue. If she is carrying 20 Kilograms of equipment, she will suffer from long term fatigue. As the 20 Kilograms (value 7) is two values higher than 5 she will take 2 fatigue each hour. Thus to lose the fatigue she will have to rest two hours after one hour of travelling.

Equipment and weapons also have a size value, which is a value as to how easy the piece of equipment is to spot. The size value is subtracted from the difficulty number of a person's Perception roll to spot the item. However clothing can hide some equipment smaller then its own size.

Armour Weight and Size

The weight of the armour is the weight while wearing it, as the armour is spread over the body thus spreading the load. The size of armour works like the size of weapons and equipment. The size reflects the bulkiness and how easy it is to spot someone wearing it. Thus a low size means the armour is very hard to spot, armour also acts like clothing and is able to hide smaller items within it.

Tech Axiom

All pieces of equipment have a minimum Tech Axiom value, so equipment is available from that Tech Axiom and onwards. Equipment improves as Tech Axioms increase, so the size and weight will decrease, but the functions will remain basically the same.

Availability

Availability shows the difficulty number of getting the item, weapon or armour. The difficulty number depends the legal status and the how common the item is. The availability is a code, first a letter then the difficulty number. Each is expanded below.

S: Shop. The item can be purchased through a shop as long as the purchaser has the correct legal documents. It the item is not in stock at the shop, the shop will order it for the person, this takes a number of days that the difficulty number was failed by. The person makes a luck or Charisma roll to see if the item is in stock.

B: Black market: Almost anything can be purchased off the streets, as long as the character has the contacts and the money. Items available through a shop can be purchased through the black market, but no legal requirements are necessary. The difficulty number to purchase shop available items through the black market is 2 higher than the shop number. The purchaser makes a streetwise roll to find the item. As the black-market has higher prices for items, the base cost of the item will vary depending upon the success level. If a weapon has to be purchased through the black market so does the any special ammunition.

Average 3 times listed value Good 2 times listed value Superior 1.5 times listed value

Spectacular no increase in price

C: Collections Only: Some items are very rare and expensive. These are antique rifles, armour and swords etc. which collectors purchase for the weapon's finer qualities. Collections are the hardest place to get an item from, as there are limited sources to purchase the item from. The difficulty number is an average quality item, as the success level increases so the quality (and price) of the item.

The difficulty number is based off a Scholar(firearms) or scholar(melee weapons) etc. depending upon the item that is to be purchased.

Legal Status

The legal status states the restrictions that are upon the item, and what is required for a legal purchase. If a character uses or is caught in possession of an item without the proper permits etc., the character could be arrested, and will have item confiscated.

1 The item can be purchased without any permits etc.

2 The item requires a permit to purchase it. The permit costs $100.00, and requires the character to have passed a background check. If there are no criminal convictions or mental disorders the permit is granted. Any items purchased will be added to the permit by computer. The shop owner can run a computer check taking about 15 minutes for clearance. A permit is not needed to purchase the ammunition for a weapon.

3 The item needs a permit to purchase and a permit to carry around on one's person or in a vehicle. The carry permit costs $200.00, and requires a test of background. The permit is valid for any items listed on it. When an item is registered it will be automatically placed on the carry permit.

4 The item requires explosives permit. This requires at lest one add in demolitions and a cost of $1000.00. Corporate backing is required also, as the person should be purchasing explosives for commercial reasons. The purchase of any explosives will require a reason for their purchase.

5 Heavy Weapons Permit is needed. The Heavy Weapons Permit, allows individuals to carry the heavy weapons and armour when working. The Permit costs $5000 per year, and requires a background check and psychological test. Such Permits are issued to Bounty Hunters, Security Personnel, and those who pay enough to pass the tests. Anyone carrying a heavy weapon can be stopped (at gun point) by police to show the permit, and to explain what work she is doing. While not working such items should be kept locked in a vehicle or building. Weapons shops and Collectors can also get this permit.

6 Military, Police, or Corporate Security only. These items are hard to get hold of military, top of the line weapons and armour. Such organisations pay $500,000 per year to have the right to use such weapons within a country, state or city. The heavy weapons and armour must also show clearly the marking of the organisation (such as uniform colour with Militech written on it with their corporate logo), so the person can be easily recognised.

Toughness

Toughness is provided for purposes of damaging the armour or weapon. Weapons and armour takes damage as per the Ords damage chart. To damage the weapon or armour, the item must be targeted, instead to the user. Shock damage can accumulate until the item is knocked out, i.e. unusable until repaired. If Knocked Down the item just stops working correctly for that round. If wounded the item has long term damage and should be repaired, it functions at -1, If 2 wounds it is unusable for two rounds and is at -2 to use. If 3 wounds the item will not work until repaired. If 4 wounds the item is destroyed but can be used as parts. If 6 wounds are taken the item is completely destroyed i.e. nothing left of it.

Note armour and weapons do not suffer O results so they can not be easily Knocked Out. EMP attacks upon armour, means any electronics of the armour can be damaged. The base Toughness verses EMP attacks is 10, unless the armour has EMP protection, then the armour's Toughness values can be used.

Cost

To be generic the cost of equipment and weapons are listed in US dollars. The cost of the item reflects the basic cost with no customisation of weapons, but armour will be adjusted to fit the wearer. Armour can also be disguised as clothing if it has a size of 3 or less. The cost of adjust armour as clothing is modified by the following:

Generic Chic (normal) x1

Leisurewear (trendy) x2

Businesswear x3

High Fashion x4

Urban Standard x2

Armour

While offensive and defensive technologies have tried for superiority on the battlefield, the defensive superiority is always short lived.

The armour adds listed below presume that the armour covers the torso (front and back), but not the rest of the character's body. If the limbs are also protected, increase the armour adds by one; if a helmet of the same or better armour is worn, increase the add by one. A full suit of armour will therefore have two more adds than listed below, unless otherwise noted. The prices given are also only for torso; limb armour costs about 25 percent of the listed price, helmets are five percent of the listed price. If a character purchases only a helmet or limb armour, he is protected at full armour value, but only from blows that will strike the protected areas. If torso armour is added, the add is increased as above, and the armour is assumed to be protecting the whole body.

Example: Quin buys a Kevlar helmet, he has five armour adds for his head only. Later he gets a Kevlar vest; he now has six armour adds for all hits.

Any armour listed with a "fatigue penalty" increases shock points from two to three when the character suffers a fatigue result on the conflict line or from an enemy maneuver, regardless of the size of the suit. Some armours also have a minus to Dexterity, so while it is being worn all Dexterity actions suffer that minus. Limbs armour also decreases a wearer's ability to dodge and maneuver by one, while a helmet decreases the wearer's Perception rolls by one (note the decreased Perception only applies to rolls involving sight and hearing). All penalties are accumulative.

Helmets and Head Up Displays

From Tech 24 helmets can have Head Up Display (HUD) units built into them to improve the combat and sighting abilities of the wearer. Normally available within battle suits but any helmet can have inbuilt systems to help the wearer. Listed below are the systems that can be included within a helmet. The wearer is limited is using three vision enhancements at a time, unless the user is "jacked in" to the suit, then any number of enhancements can be used. (The limit of three is so stop confusion, as the many different signals to the brain could confuse someone enough that it effects their combat ability.

Data Display: Displays data readout over the helmet's visor, so the user can read it without effecting vision. The data can be orders, map information, medical status, or general information on a topic. The information can be updated from a computer sending signals to the person. Or a data chip inserted for specific knowledge for a mission.

Tech: 24 Cost: 3000

Thermal Image: This detects the heat signatures of objects and creatures. The thermal vision adds +2 to the find skill in poorly lit or dark areas.

Tech: 23 Cost: 1500

Colour Clarifier: This unit makes the spotting of camouflaged or hidden targets easier by boosting or reducing selected colours. It adds +2 to find skill in well lit conditions.

Tech: 24 Cost: 1500

Flash Protectors: The special filter detects surges in light and adjusts the visor, to protect the wearer from the effects of sudden light flashes. The protectors adds +10 Toughness when resisting flash attacks. While protected the user cannot use any other sight enhancement systems on the helmet.

Tech: 23 Cost: 1500

Infravision: The helmet sends out an infrared beam up to 50 meters. The beam allows the wearer to see any object or creature within the beam. It adds +3 to find and tracking skills at night. Anyone using any kind of thermal equipment will automatically spot the beam and its source. Unless the environment is very hot or cold it allows vision even in complete darkness. It can be jammed by open flame or other very active heat source (over 100 degrees Centigrade) in the user's line of sight.

Tech: 23 Cost: 2500

Low Light: This amplifies available light from five to 100,000 times. The helmet chooses a level of amplification which best approximates daylight. The Low Light will not work in complete darkness.

Tech: 23 Cost: 1500

Tele sight: The Tele sight enables the user to view distant objects clearly. The visor provides a magnification of x50, thus granting a +3 to find when examining objects in the distance. A Tele sight reduces the minus to hit from ranged attacks due to distance by 1. This cannot be combined with other telescopic sights.

Tech: 23 Cost: 1500

CSI HUD The Head Up Display is projected onto the inside of the visor. It shows the range and movement of any target within the user's field of vision. When linked to a smartgun or vehicle weapon system, or battlesuit weapon, an HUD registers deviation from and range to the target, greatly enhancing weapon skill. The HUD provides a +2 bonus to a character's weapon skill total. NeuralCal is not needed as the weapon plugs into the battlesuit or helmet directly. This display cannot be linked with EyeKill or laser sights (laser sights can be used but the bonus from the HUD is better).

Tech: 23 Cost: 2500

Command Map: This device allows an unit commander to keep track of troops within her unit, and to issue orders, and mark designated positions or target upon a map. The commander gets a map display which records to current positions of her troops and can mark individuals to go the different areas. The device then signals that person of the new position. The commander needs to be "jacked in" for the device to work, but the individual troops do not need to be. The Command Map requires a data display unit, and a scanned map of the area.

Tech: 26 Cost: 2500

Eavesdropper: This unit makes it easier for the wearer to hear and identify sounds and noises. For the purposes of hearing sounds which are within the frequency range for normal hearing, it increases Perception by +2.

Tech: 23 Cost: 1500

Damper: This unit detects harmful sound and protects the ears from them. the user can still hear normally while protected, but cannot use other hearing systems, while being protected. This system provides +10 Toughness to resist sound based attacks.

Tech: 24 Cost: 1500

Radio Receiver: A multi band radio tuner which allows the wearer to pick-up and transmit radio signal. It can be set to any wave band desired allowing reception of any specific radio transmissions.

Tech: 23 Cost: 1500

Decoder: For military use. The decoder decodes radio messages which have been deliberately scrambled prior to transmission, it also scrambles radio messages sent by the user. This is very helpful for military operations, so that the enemy do not intercept orders. The difficulty number to decode a scrambled message is 22 (at Tech 24) or 25 (at Tech 26).

Tech: 23 Cost: 1500

Sonar: This unit generates sonar ranging signals, which allow movement as if sighted even in total darkness or where vision is otherwise impaired. It grants a +3 to all find total to locate objects that would be visible to normal sight in daylight. It cannot, read print, or distinguish texture and colour. When sonar is used, the location is automatically known to anyone in the area with any form of high-frequency sonic detection gear.

Tech: 24 Cost: 4000

Mediserve: This can only work if the user is "jacked in" to the battlesuit. This unit is a bioscan, which monitors the user's physical activity readouts of blood pressure, heart rate, blood sugar levels, levels of adrenaline, respiration, levels of drugs, and other foreign substances, etc. Readouts can appear on a visual display. Often the Mediserve sends a signal to a base of operations, so the physical condition can be monitored. The Mediserve provides a +2 to first aid and medicine totals on a character.

Tech: 26 Cost: 2500

ECM Scrambler: The device scrambles electronic signals helping to conceal the character from electronic detection. It adds +5 to the difficulty number to anyone trying to detect a character by electronic or thermographic means. It reduces any bonuses for smart ammo used against to wearer by 2 points.

Tech: 26 Cost: 5000

Hot Wires: These: are injectors which release dosages of selected drugs into the bloodstream. The Hot Wire can be commanded by voice, mental command when "jacked in" or by a Mediserve if the Mediserve the character is in trouble. The Hot Wires holds ten doses a drugs (they can be of different types).

Tech: 26 Cost: 1500

Recorder: This is a camera unit which records and sends signals to a command unit, about what the wearer sees and hears. The camera will automatically switch to the vision mode of the wearer. It can also record and save the information to data chip (normally 24 hours worth of information). This recorder allows commanders to keep track of individual soldiers.

Tech: 24 Cost: 2000

EMP Protection: Some armours with heavy electronics have EMP protection to stop the electronics from being destroyed by electric pulse and microwaves. This also helps protect the wearer from such attacks. If the armour has EMP protection the full armours adds protect the person and armour.

Tech: 23 Cost: 5% of armour cost

Friend Foe System: This add on broad casts a coded signal at a specific frequency. Any automated eletronic system that receives the signal knows that the user is a freind and therefore will not fire. If the signal is not received then the user is seen as a foe and is fired upon. This system also includes a reciever to allow for the identification and location of comrades. The difficulty number to break the Friend Foe signal is equal to the Tech Level -1.

Tech: 24 Cost 2000

Reflective Paint: This paint reflects many wavelenghts og light, including radio waves, making it harder for sensors to pick up the object it covers. The paint adds +2 to the difficulty number to anyone trying to detect a charcater by electronic means.

Tech 24 Cost 1500

Magnetic Boots: These allow the user to adhere to a metallic surface (such as a spaceship hull) in zero gravity. The boots are computer assisted to allow for maximum freedom of movement by the user. This system can only be used with fully ENVI-capable armour. At Tech 23 these boots half the normal movement rate.

Tech 23 Cost 4000

Suit Integrity Micro Preservation System: This system is designed to be used on suits with ENVI capabilities. When the armour suffers amajor breach in one of the limbs (the armour suffers four wounds), a sphincter closes, amputating the limb. While this may seem drastic, it must be remembered that in hostile atmosphere or in zero gravity this is the only way the user may survive. (Losing a limb causes the victium to suffer four wounds - if he has already taken four or more wounds to the limb in question, he suffers no further damage as a result of the amputation).

Tech 25 Cost 6000



Shields

Shields can act as addition armour verses attacks made from the front or can be used to defend off blows. Shields cannot do both.

Use of a shield to defend off a blow, increases the difficulty number to hit, providing the shielded character is defending and his opponent is making a frontal attack. The difficulty modifier for each type of shield is noted in the individual entries below.

The sum of the shields difficulty modifier and the value of the skill used to defend (most like melee weapons) is the shield value. If the result of an opponent's attack falls between the defensive skill value and the shield value, the blow is considered to have hit the shield. Use the shield's Toughness to determine the effect of the strike - when the shield takes four wounds, it has shattered.

Buckler

Price: 900 Weight: 1.5 Size: 3 Tech Level: 8 Toug: 12 Legal Status: 1 Availability: S 3

Armour Value: +2 Maximum value: 16 Special: +2 to melee defence or to Toughness

A small round shield roughly the size of a dinner plate, that can be worn on the left wrist. The advantage of a buckler is that it allows the left hand to be used without the shield having to be dropped. The disadvantage is that, being so small in size, it does not provide a great deal of protection. Use of a buckler adds +2 to the defensive skill value.

Shield

The standard shield is a disc of metal held in one hand or strapped on to an arm. There are three common sizes:

The small shield is no more than one meter in length, easy to carry, and preferred by dwarves, Corsairs, and others who prefer to travel light. The small shield adds +4 to the defensive skill value.

Price: 1000 Weight: 2.3 Size: 4 Tech Level: 12 Toug: 14 Legal Status: 1 Availability: S 3

Armour Value: +4 Maximum value: 18 Special: +4 to melee defence or to Toughness

The medium shield is about 1.5 meters in length, and is the kind most often used by Ayslish knights. It adds +5 to the defensive skill values, and is not so heavy it cannot be handled with relative ease.

Price: 1500 Weight: 4.5 Size: 5 Tech Level: 12 Toug: 15 Legal Status: 1 Availability: S 5

Armour Value: +5 Maximum value: 19 Special: +5 to melee defence or to Toughness

The large shield is two meters in length and adds +6 to the defensive skill value, but it is awkward and difficult to carry and results in one additional shock point when taking a fatigue penalty. It tends to be used more in ceremonial jousts than actual battles.

Price: 2000 Weight: 6.8 Size: 7 Tech Level: 12 Toug: 16 Legal Status: 1 Availability: S 8

Armour Value: +6 Maximum value: 20 Special: +6 to melee defence or to Toughness

Hides and Furs

Price: 200 Weight: 8 Size: 4 Tech Level: 3 Toug: 11 Legal Status: 1 Availability: S 3

Armour Value: +1 Maximum value: 20 Special: none

Hides and Furs are the oldest forms of armour available. The hides are cured, but they are not tanned into leather and overall provide very little protection to the wearer. They can, however, provide warmth in cold climates, which makes them ideal for the nomads.

Bone and Hides

Price: 300 Weight: 13.6 Size: 5 Tech Level: 3 Toug: 13 Legal Status: 1 Availability: S 6

Armour Value: +3 Maximum value: 20 Special: none

Bone and hide armour consists of finely shaped bone pieces carefully sewn into the hide. It is very difficult to make, for if the bone layer does not conform in shape to the user, the bone breaks easily in combat. If the armour is not specifically made for the character wearing it, it breaks on a wound result or greater, reducing its add to +1.

Leather

Price: 400 Weight: 3.7 Size: 2 Tech Level: 5 Toug: 12 Legal Status: 1 Availability: S 3

Armour Value: +2 Maximum value: 20 Special: none

These are like hides, but are tanned to a stiffer, more durable finish. The primary appeal of leather armour is its flexibility, which allows a fighter with a melee weapon to maneuver with ease.

Cuir Bouilli

Price: 450 Weight: 10 Size: 5 Tech Level: 8 Toug: 13 Legal Status: 1 Availability: S 4

Armour Value: +3 Maximum value: 20 Special: -1 to Dexterity

Boiled, treated leather which is stronger, but less flexible than standard leather armour. Anyone wearing cuir bouilli has their Dexterity based skills reduced by one.

Bronze

Price: 3500 Weight: 20.5 Size: 5 Tech Level: 8 Toug: 14 Legal Status: 1 Availability: S 7

Armour Value: +4 Maximum value: 25 Special: extra fatigue

The softest of the true plate mail armours, bronze plate mail is made of heavy metal plates attached to a layer of brigandine or composite layers of metal scales and leather or padded armour. Bronze and other equally soft metal alloys are heavy in comparison to the protection they give. In addition to the normal dodge penalty, any character wearing bronze armour on torso and limbs takes four points of shock damage from a fatigue result instead of three.

Chain Mail

Price: 4500 Weight: 18 Size: 5 Tech Level: 12 Toug: 14 Legal Status: 1 Availability: S 6

Armour Value: +4 Maximum value: 25 Special: extra fatigue

Made of linked chains of worked metal, chain mail is usually worn over some form of padding to prevent chaffing and lessen the impact of blows. It is moderately heavy so increases shock points from fatigue to three.

Ring Mail

Price: 3000 Weight: 10 Size: 5 Tech Level: 12 Toug: 13 Legal Status: 1 Availability: S 5

Armour Value: +3 Maximum value: 20 Special: none

The larger mesh of ring mail makes it slightly lighter than chain mail, but therefore less effective.

Silk Lining

Price: 500 Weight: 0 Size: 2 Tech Level: 12 Toug: 12 Legal Status: 1 Availability: S 7

Armour Value: +2 Maximum value: 20 Special:only verse slashing and piecing weapons (not bullets)

Silk lining is an early example of composite armour - armour made from two distinct substances to gain benefits from both materials. Silk lining increases any other armour's effectiveness by giving, but not tearing when a weapon penetrates the outer coating. Silk lining is effective against all slashing and piecing weapons, but not bashing (i.e. it helps against swords, daggers, arrows, but not against clubs, war hammers etc.) or against firearms of Tech level 19 or better. Silk lining is very expensive at the Tech levels where it is effective; the price of silk is often literally its weight in gold.

Plate Mail

Price: 8000 Weight: 25 Size: 6 Tech Level: 13 Toug: 15 Legal Status: 2 Availability: S 10

Armour Value: +5 Maximum value: 25 Special: extra fatigue

Plate mail is a combination of chain with metal plates covering the vital areas such as the chest, abdomen and groin. Early plate mail is heavy and hot; any character wearing plate mail on torso, head and limbs (i.e. a full set) takes four points of shock damage from a fatigue result, three if wearing any plate. At Tech 15 these defects can be worked out by the best armourers, so the fatigue penalty is treated normally for a fully armoured knight, and is ignored otherwise.

Heavy Plate Mail

Price: 12000 Weight: 25 Size: 7 Tech Level: 15 Toug: 16 Legal Status: 2 Availability: S 12

Armour Value: +6 Maximum value: 25 Special: extra fatigue

This is a heavier version of plate, which is designed specially for the individual person. The plates are designed to be inter-locking thus providing the maximum amount of protection possible. The Heavy Plate Mail is worn as a full suit, but torso and limbs armour being the minimum combination. The heavy plate mail reduces dodge values by two instead of one because of its bulkiness. If the armour was not built for the individual the wearer suffers a minus two of Dexterity instead. Because the Tech level is high for heavy plate mail the shock damage for a fatigue result is three, unless the suit is not built for the wearer than it is four.

Giant Armour

Price: 10000 Weight: 60 Size: 6 Tech Level: 12 Toug: 16 Legal Status: 2 Availability: S 10

Armour Value: +4 Maximum value: 28 Special: extra fatigue

Special protective gear used exclusively by giant warriors, giant armour is fashioned by blacksmiths on Rakholm. Supporting its weight requires a Strength of at least 12.

Enchanted Armour and Shields

Virtually any kind of armour, from hides and furs to plate mail, and any size shield can receive the benefits of magic.

A spell can increase the Toughness of armour against physical attacks ( add +1 to standard armour values), as well as provide protection against magical attacks. There are a few armourers capable of focusing spells into armour after its forged, but it is more common for a suit of armour to be taken to a mage after the smith is finished with it. For enchanted armour, add +2 to the armour value when defending against magical attacks. Normal fatigue penalties associated with that armour will stay in effect.

The cost of getting magic added to one's armour varies, depending on the skill level of the wizard and the duration of the spell. Higher levels of protection are possible, but wizards with the talent to provide them are relatively rare and the service is expensive.

Faerie Weapons and Armour

When considering the properties of faerie objects, it must be remembered that it is very rare for anyone other than the faeries to be allowed to possess such an item. A hefty amount of persuasion and some bribery, is usually required to convince the elemental beings to forge a weapon, shield or breastplate large enough to be of any use. They are usually reluctant to do so, and to posses a faerie sword is a mark of great prestige in Aysle.

Another important thing to keep in mind when purchasing faerie armour is that when the enhancement used to create it wears off, the armour will vanish. If this happens in the middle of a battle, it can easily prove fatal.

The cost for the faerie armour is for a permanent set specially enchanted for the wearer. For a limited duration set the cost is 10 times cheaper. The duration is a base of one month.

Cinlum Cloud Armour

Price: 200,000 Weight: 0 Size: 3 Tech Level: 12 Toug: 14 Legal Status: 1 Availability: C 20

Armour Value: +2 Maximum value: 17 Special: Invisible when desired.

This protective covering resembles a dense white cloud wrapped around the fairies' bodies. While at first glance it seems to have no real substance, in fact it is as strong as any faerie armour. Enchanted, it is proof against physical and magical attacks, weakest against the shafts and swords of the infernas. The armour can be controlled by the wearer so it looks like a very small amount of smoke thus making it almost invisible. The faeries kept an small amount of cloud cover for modesty, as they wear nothing underneath.

Infernas Fire Armour

Price: 230,000 Weight: 10 Size: 5 Tech Level: 12 Toug: 14 Legal Status: 1 Availability: C 21

Armour Value: +2 Maximum value: 17 Special: flames do base 14 damage to a weapon.

The armour of the fire fairies looks like metal that is glowing red hot, and tongues of flame emerge from the shoulders and other joints. The oldest known protective gear in the faerie world, fire armour resist attacks by all but the aqueates. If converted into a suit for non-infernas, the wearer absorbs five shock points for fatigue due to the extreme heat generated by the armour.

Because of the flames the armour damages a melee weapon each time it strikes the wearer. A base amount of 14 damage is done by the flames (a bonus number is generated and added to the damage)

Aqueate Water Armour

Price: 300,000 Weight: 10 Size: 5 Tech Level: 12 Toug: 14 Legal Status: 1 Availability: C 20

Armour Value: +2 Maximum value: 17 Special: extra fatigue, Water Breathing

Literally a battle-suit made of solidified water, aqueate armour is constructed using both the water fairies' water spray spell and the cinlum weather control spell. The aqueate provide the liquid and the cinlum's manipulate the air pressure and temperature so as to contain it around the wearer's body. Each suit must be built around a specific warrior's body, and can only be used once, falling to the ground as water once its removed. While worn, the water circulates, actively deflecting any melee or missile weapon it is attacked with. It is however vulnerable to attack by cyprium weapons, which contain electric charges. The other drawback is that the suit is heavy and causes the wearer to move more slowly, so reduce all Dexterity-related skills by one when wearing it, outside of water. There has also been one recorded incident of a Draconis Teutonica using its arctic air weapon to freeze the armour solid.

The is useful because it can be worn underwater within affecting movement, and allowing the wearing the breath water via a Corgain's gill spell focusing into it.

It is extremely expensive to purchase a suit of aqueate armour, because it is difficult to get the two races to co-operate on its construction.

Solium Earth Armour

Price: 200,000 Weight: 25 Size: 6 Tech Level: 12 Toug: 14 Legal Status: 1 Availability: C 19

Armour Value: +4 Maximum value: 20 Special: extra fatigue, easily repaired

The earth fairies rely on layers of dirt and rock to serve as their armour, with mixed success. While it works well against many conventional and enchanted weapons, it has proven less than perfect against the powers of the aqueate and cinlum fairies, whose control of water can cause the armour to wash away. However being more of dirt the armour is very easy to repair, all the wearer needs to do is add dirt to the damaged area, and the armour repairs itself.

Cyprium Metal Armour

Price: 180,000 Weight: 5 Size: 6 Tech Level: 12 Toug: 17 Legal Status: 1 Availability: C 20

Armour Value: +5 Maximum value: 25 Special: very light armour

A suit that closely resembles the armour of human knights, the metal gear of the cypriums is extremely effective at repelling missile and melee attacks. It is least effective against infernas and aqueate weapons, which can melt and rust it, respectively. Cyprium armour is lightweight, surprisingly so considering its strength.

Celosia Plant Armour

Price: 150,000 Weight: 13 Size: 6 Tech Level: 12 Toug: 14 Legal Status: 1 Availability: C 20

Armour Value: +2 Maximum value: 17 Special: can catch melee weapons

Despite their disdain for martial pursuits, the celosia have taken an unique and effective approach to the armourer's art. Celosia armour is made up of plants, grasses, roots, and vines, entangled together so as to form an almost impenetrable garment. Not only is it difficult to pierce, but melee weapons have been known to become trapped in the web of plant life, while their wielders try desperately to free them. (This requires a Strength total of 10).

Like most faerie armour, this suit has a weakness, namely its extreme vulnerability to infernas fire shafts, which have been known to roast celosia alive, and explains in part why the plant fairies try so hard to stay on the good side of the fire fairies.

Elfmail

Price: 200,000 Weight: 12 Size: 3 Tech Level: 13 Toug: 16 Legal Status: 1 Availability: C 18

Armour Value: +5 Maximum value: 21 Special: extra +2 verses magic

A thin yet sturdy variety of plate mail developed by the elves of Aysle, elfmail impacts Toughness +5 protection, with an additional +2 when defending against magic attacks. It received an endorsement of sorts when Ardinay, while still possessed by Uthorion, began to wear it regularly. Light enough that it does not result in a fatigue penalty elfmail is available only from the smiths of Elveim, who occasionally sell a suit to the Free traders. They are often prohibitively expensive, however.

Dwarfmail

Price: 180,000 Weight: 15 Size: 4 Tech Level: 12 Toug: 17 Legal Status: 1 Availability: C 16

Armour Value: +5 Maximum value: 21 Special: extra +2 verses magic, extra fatigue

More bulky than elfmail, dwarfmail is used by tunnel fighter in the cosm and by dwarves and Ayslish in the realm. It provides a Toughness +5 protection against physical attacks, and an additional +2 against magical attacks. It does cause a fatigue penalty, but is also cheaper and more readily available than elfmail. It must be bought directly from the dwarves, though, preferably residents of the Land Between, as the workmanship of House Vareth mail is often sloppy.



Bullet Proof Vest

Price: 400 Weight: 4.5 Size: 4 Tech Level: 21 Toug: 15 Legal Status: 2 Availability: S 8

Armour Value: +5 Maximum value: 22 Special: -1 to Dexterity

Bullet proof vests first appeared in the form of flak jackets, and with refinements became available for infantry use. Wearing a full suit of bullet proof is impossible; no more than a helmet and vest may be worn for Tech 21 bullet proof armour. Note this changes for Tech 22 armour. The bullet proof vest is rigid and the wearer suffers a -1 penalty to Dexterity while wearing it.

Kevlar Armour

Price: 250 Weight: 2.2 Size: 3 Tech Level: 22 Toug: 14 Legal Status: 1 Availability: S 6

Armour Value: +4 Maximum value: 22 Special: extra fatigue

Kevlar is a synthetic material that becomes "bullet proof" when better than a dozen layers are carefully laminated together. Kevlar is light enough to line overcoats or other bulk outerwear, but is quite hot.

Kevlar/ Ceramic

Price: 1000 Weight: 4.5 Size: 5 Tech Level: 22 Toug: 16 Legal Status: 1 Availability: S 8

Armour Value: +6 Maximum value: 22 Special: extra fatigue

A composite armour which is quite heavy. The best available mix is helmet/ torso combination. Note the limbs can be protected by Kevlar giving them 5 adds of armour, but it does not add to the total armour value.

IriMesh

Price: 1000 Weight: 1 Size: 2 Tech Level: 24 Toug: 13 Legal Status: 1 Availability: S 6

Armour Value: +3 Maximum value: 20 Special:

IriMesh is the lightweight armour of choice, weighting about twice what comparable street clothes weigh. While the heat pores are only moderately successful at removing excess heat, they do negate any fatigue penalty.

Kyoto Police RKD

Price: 100,000 Weight: 10 Size: 7 Tech Level: 24 Toug: 17 Legal Status: 5 Availability: S 13

Armour Value: +7 Maximum value: 25 Special: see description

A product of the Kanawa manufacturing empire, processed RKD armour became known as Kyoto Police, or simply Kyoto armour, as that's where it had its extremely successful debut. Small biocams were hooked into the armour which augmented the motion of the wearer just enough to overcome the clumsiness of the full suit, while efficient H-cross units disposed of the heat, converting a fraction of it back into useful energy for the biocams.

A full suit of Kyoto armour also provides protection from gases, as the helmet is fitted with a breather, and the suit can be sealed airtight. Thus the police can fight in tear gas without any problems. The suit does not come with its own air supply. Note if the electronics are damaged by an EMP pulse or microwaves the armour causes the wearer to suffer normal fatigue penalty (i.e. three), and an additional Dexterity penalty of minus one. The electronics are damaged if they take a wound result from the above listed attacks.

The armour still suffers from the problems of added limbs and helmet, though the helmet is normally fitted with added options. See helmets.

Samurai 68-D Battlesuit

Price: 200,000 Weight: 10 Size: 7 Tech Level: 24 Toug: 18 Legal Status: 6 Availability: B 13

Armour Value: +8 Maximum value: 25 Special: see description

The Samurai 68-D is the latest in personal armour from Hachiman Arm labs. Designed by some of the same team responsible for the Rijato Battlesuit, the Samurai has the advantage of being tech 24 and yet phenomormally powerful. The Samurai features defence modulators power boosters, sensor packages and inbuilt weaponry (normally Hand lasers or a submachine gun (size 4 or less)).

Although the suit cannot be cybernetically controlled from a distance as the Rijato can, each outfit is attuned to the brainwaves of its wearer. A science (electronics) total of 25 will be necessary for a person to reattune a suit so that it will function for him. The power boosters provide +1 to Strength, by providing extra assistance to the wearer.

The sensors include Tele sight, low light, and flash protection, also included is a radio and scrambler, as while as a data display, so important information can be sent in. A Head Up Display unit works with the weapon with is within the suit. In addition a jet pack is included speed value of 9 (60 meters) requiring flight skill to operate.

The suit is fully sealed and will offer protection from chemical and gas attacks, and the breather filters out unwanted substances.

Note if the electronics are damaged by an EMP pulse or microwaves the armour causes the wearer to suffer normal fatigue penalty (i.e. three), and an additional Dexterity penalty of minus one. The electronics are damaged if they take a wound result from the above listed attacks.

Without the Strength enhancements the suit is very heavy and bulky and weights 40 kilograms.

Micro Link

Price: 2000 Weight: 2 Size: 3 Tech Level: 24 Toug: 15 Legal Status: 1 Availability: S 10

Armour Value: +5 Maximum value: 25 Special: extra fatigue

The is a heavier IriMesh, with micro amounts of ceramic particles added to provide extra hardness verses impact, but still spreading the shock over the armour. However, unlike IriMesh the Micro link armour is hot, as the venting process did not work with the extra ceramic, and causes an extra shock point on a fatigue result.

Rijiato Battlesuit

Price: 1,000,000 Weight: 10 Size: 7 Tech Level: 25 Toug: 18 Legal Status: 6 Availability: B 18

Armour Value: +8 Maximum value: 26 Special: see description

One of the most sophisticated suits of armour in the realm, the Rijiato is solar powered and equipped with wrist blasters, magnesium flares, and magnetic repellors which allow it to fly. It is not intended to be worn, but can be controlled from afar via a cybernetic helmet. This armour is beyond the Tech axioms of Nippon, and at present only the prototype is known to exist (it was stolen by its inventor before 3327 could appropriate it). It is not available on the open market, and there is no way of knowing if it could be duplicated.

Due to the strain of maintaining cybernetic control of the armour, for every hour in which the armour is in use, there is a -1 penalty to all of the controller's Mind-based skills. These skills can be returned to normal by resting for a number of hours equal to the time spent operating the armour.

While controlled by cybernetic link the armour has the following stats.

Dexterity 9 Strength 12 Toughness 20

For the over stats and skills are equal to the controlling character's.

The armour if worn provides +2 to Strength because of the advanced servo-motors. The armour also has infravision, thermalgraphic, tele sight, and flash protection sight enhancements. These work for both inside and outside the armour. Also these is a Head Up Display which works for the inbuilt weapons. The armour is full sealed so will work in any environment, including vacuum. The suit has two hours air supply, for the wearer, but doesn't need air will cybernetically controlled. The armour is EMP and microwave protected.

The wrist-blasters do damage value 18 (range 3-40/200/500), the magnesium flares do flash damage value 15. The damage total of the flare is added to the value and this is compared to a character's Perception (plus any flash protection). The character suffers a penalty to any action that requires him to see clearly, equal to the result points read through the power push table. The effect last for three rounds, and effects defensive actions as well.

The armour can fly at a speed of 70 kmh (value 11), this requires the flight skill.

Plexiflex

Price: 1200 Weight: 1 Size: 3 Tech Level: 25 Toug: 14 Legal Status: 1 Availability: S 8

Armour Value: +4 Maximum value: 25 Special: none

Plexiflex was GWI's first attempt at a kinetic fibre armour. It was discarded as unstable, but street labs quickly fixed the problem. Cheap for the protection it gives, GWI has now stolen back samples of the street armour and are manufacturing it themselves.

GWI HalloMesh

Price: 3000 Weight: 0.5 Size: 2 Tech Level: 25 Toug: 15 Legal Status: 1 Availability: S 9

Armour Value: +5 Maximum value: 25 Special: none

HalloMesh is a stronger form of IriMesh produced by GWI. It's woven from kinetic fibres which spread the impact of attacks over a larger area. It is also lighter than IriMesh, and can appear as any form of street clothes, include lingerie. However the penalties for limbs and head armour still apply.

GWI Armour of God

Price: 250,000 Weight: 5 Size: 7 Tech Level: 26 Toug: 18 Legal Status: 6 Availability: B 15

Armour Value: +8 Maximum value: 30 Special: see description

The armour worn by the Church Police is known as the armour of God. It consists of lightweight kinetic fibres, reinforced by HardPlas plates. Heat built-up within the armour is converted by cybernetic arrays into storage energy used to overcome the fatigue penalty the suit would otherwise have. Armour of God allows free movement to its wearer as well as providing substantial protection. It is produced by the Cyberpapacy at Avignon; only small quantities of it are available for sale on the streets.

As with Kyoto armour Armour of God protects from gases, when it is a full suit. The Helmet can have many inbuilt features, see helmets above. If the armour takes a wound from EMP or microwave armours the electronics will cause the wearer to suffer four shock points on a fatigue result. However the armour has inbuilt EMP protection making such attacks unlikely to cause damage.

GWI Destroyer Armour

Price: 500,000 Weight: 10 Size: 7 Tech Level: 26 Toug: 22 Legal Status: 6 Availability: B 16

Armour Value: +12 (full suit) Maximum value: 30 Special: See description

Destroyer armour is powered armour made from reinforced HardPlas plates. It resembles black plate armour with squarer, more angular surfaces. Destroyer armour is bulky and large, however the inbuilt power assistance means the armour reacts to move with the wearer. To do this the wearer must jack into the suit via interface plugs. If the wearer does not jack into the suit they suffer four shock on a fatigue result and a minus one penalty to Dexterity.

The armour contains its own air supply and can work within vacuum. The air supply lasts for two hours. The armour also provides added Strength to the user giving them a Strength of 14. However the Strength of the user is limited to 14, if the wearer has a cyberlimb of greater Strength the armour limits it to 14, so that damage is not done to the armour. The heat off the wearer is recycled to provide the armour with the energy necessary to function. The armour also has inbuilt EMP protection. However if the armour takes a wound from EMP attacks the electronics will shut causing the user to suffer minus three to Dexterity and four shock points per fatigue result.

Inbuilt electronic repair systems will try to repair the armour's electronics however this takes 10 minutes for a wound, one hour for heavily wounded and it will not repair mortal wounds. The repair system only works on the electronics not repairing the armour itself.

The helmet can have standard options which can unchanged depending upon the mission and cyberware of the wearer, thus the best combinations can be set.

Quantities of Destroyer armour are limited, but production is being increased to make it more widely available. Currently it is issued only to selected members of the Hospitallers and Church Police.

Reflec Armour

Price: 7000 Weight: 1 Size: 3 Tech Level: 26 Toug: 14 Legal Status: 1 Availability: S 10

Armour Value: +6/ +4 Maximum value: 25 Special: + 6 energy/ +4 other

Reflec is made from reflective cloth woven with a Plexiflex derivative, so that the armour can absorb and disperse heat, energy and light based attacks. The armour offers more protection from energy weapons than normal, but it is still as good as Plexiflex when it comes to stopping a bullet. The +6 to Toughness is verses, energy etc. and the +4 is verses other attack forms. The energy protection includes stunners, and EMP pulse weapons at full value.

Kap/3 Mesh

Price: 1200 Weight: 0.5 Size: 2 Tech Level: 24 Toug: 13 Legal Status: 1 Availability: S 6

Armour Value: +3 Maximum value: 20 Special: none

A flexible ballistic armour providing armour +3. Used widely as fatigues and in reinforcing liners worn under heavier armours, such as Kap/5 or Chod/5. It can be reinforced against energy weapons with Diffrax.

Kap/5 Synthileather

Price: 2800 Weight: 1.5 Size: 3 Tech Level: 25 Toug: 15 Legal Status: 1 Availability: S 7

Armour Value: +5 Maximum value: 25 Special: none

A synthetic leather made from rigiplast, a pressure responsive polymer and creametal mesh. Light and flexible, Kap/5 reacts to impact by hardening momentarily into a resistance hard plate at the point of impact.

Provides armour +5 with a maximum of 25. It can be reinforced against energy weapons using Diffrax.

Chod/5 Skirmisher Armour

Price: 5000 Weight: 2 Size: 4 Tech Level: 26 Toug: 15 Legal Status: 2 Availability: S 8

Armour Value: +5 Maximum value: 30 Special: see description

Light armour made from thin plates of cerametal, with superior ventilation and placement preventing fatigue. It provides armour +5 with a maximum of 30. Besides its lightness, it is sufficiently rigid that it can be reinforced against energy weapons using screens or Diffrax. It can be fitted with Jets.

Chod/8 Power Armour

Price: 400,000 Weight: 8 Size: 7 Tech Level: 26 Toug: 18 Legal Status: 6 Availability: B 15

Armour Value: +8 Maximum value: 30 Special: see description

Servo-motor augmented armour made from articulated cerametal plates. Thermocouple conversion units use body heat to power the armour, avoiding fatigue and cooling the water. Chod/8 still requires a power cell, which lasts one month before it needs recharging. Properly meshing with the armour's servo motors requires the wearer to be fitted with a Neural Jack. It provides armour + 8 with a maximum value of 30.

The armour is airtight and can work in Vacuum but has a limited air supply 20 minutes. Air is normally filtered through a special breather thus protecting the user, and includes EMP protection.

As with the Armour of God, the helmet options will vary depending upon need and cyberware.

Chod/8 armour can be augmented against energy weapons using screens. The armour is fitted with Jets (see below).

Chod/10 Power Armour

Price: 2 million Weight: 10 Size: 7 Tech Level: 26 Toug: 22 Legal Status: 6 Availability: B 17

Armour Value: +12 (full suit) Maximum value: 30 Special: see description

The Chod/10 is the latest in powered armour technology. It draws power from solar energy and waste heat from the wearer' body, but still requires a standard power cell. The power cell last for one month before it requires recharging.

Chod/10 provides +12 armour adds with a maximum value of 30. the user must be connected to the armour via a Neural Jack or suffer a -2 to Strength and Dexterity. If jacked in the user gets a +2 to Strength and no dexterity penalty. The wearer's climbing and lifting maximums are increased by +2.

The Strength add is not cumulative with that due to cyberarms, and if the user has a higher set of bonuses due to cyberarms, those supersede the armour's bonus.

However if the armour takes a wound from EMP attacks the electronics will shut causing the user to suffer minus three to Dexterity and four shock points per fatigue result.

Inbuilt electronic repair systems will try to repair the armour's electronics however this takes 10 minutes for a wound, one hour for heavily wounded and it will not repair mortal wounds. The repair system only works on the electronics not repairing the armour itself.

The helmet can have standard options which can unchanged depending upon the mission and cyberware of the wearer, thus the best combinations can be set. The armour is fully airtight and protects two hours of air supply and can function in vacuum.

Thakoldu wear Chod/10 armour modified to accommodate wings or cyberwings. It gives the wearer +2 to the demon's flight skill and +1 to its flying speed.

The Chod/10 has Gun Mounts in both arms. Any desired weapon of size 3 may be installed in these mounts. If the wearer is jacked into the armour he can fire these without penalty and gains the benefit of a HUD or EyeKill. Otherwise, increase his difficulty numbers by 2 since he must use manual controls to fire.

Attacks can be made directly on the armour instead of the wearer. In the event of a KO against the armour, it malfunctions until repaired using cybertech skill. each wound level suffered reduces the armour adds by 3. Wounds can be repaired using cybertech, treating each wound as a separate repair job. "Killing" the armour damages it irreparably. Shock damage against the armour has no effect but K's and O's will still be taken.

If Chod/10 armour is "killed" then the wearer is subject to the same penalties as if he was not using a Neural Jack. All special functions: built in weapons, jets and other systems, are unusable.

Chod/10 can be augmented against energy weapons using Diffrax or Screens, and can be fitted with Jets.

Jets

Price: 150,000 Weight: 8 Size: 4 Tech Level: 26 Toug: 14 Legal Status: 3 Availability: S 10

Armour Value: none Maximum value: none Special: Straps to armour to allow flight

Chod-pattern power armour may be equipped with plasma jets allowing flight at a speed value of 13 (100 mph). The jetpacks are powered by a plasma cell providing one hour of flight. The jets also increase long jumping by +5. The Jets can be purchased on their own with a special harness to strap onto the user's back. Use of Jets is flight skill.

Diffrax

Price: +6000 Weight: 0 Size: +1 Tech Level: 26 Toug: na Legal Status: 1 Availability: S 10

Armour Value: +6 Maximum value: 25 Special: An add on clothing to armour

Diffrax is a special polymer coating that increases armour's resistance to energy weapons. Diffrax sheathing provides +6 armour adds against energy weapons, electroweapons, ion guns, and plasma weapons, plus provides full protection against stunners, with a maximum protection of 25. Against other attacks, the armour has its normal protection. For example, Kap/3 Diffrax Mesh would have a +6/ Maximum 25 against energy weapons, as well as its normal +3/maximum 20 against other forms of violence.

Any form of armour with a value of +6 or less may be given Diffrax sheathing. None a Diffrax clothing increases the size of an armour by one.

Screen

Price: 1 million Weight: 2 Size: +1 Tech Level: 26 Toug: 15 Legal Status: 6 Availability: B 17

Armour Value: -5 Maximum value: na Special: reduces energy damage.

Screen is a plasma force field that impregnates the fabric of armour and increases its resistance to energy weapons and blasts from plasma bullets or shells. When hit, it radiates a wave burst that partially cancels the energy weapon's damage. Screen draws power from a plasma cell.

Unlike Diffrax, screens do not increase armour adds against energy weapons. Instead, they reduce the damage value of the energy attack by five. No maximum applies. Note This difference in protection type becomes important in the case of plasma weapons. If a screened character is in short range burst of a plasma weapon, the damage value against all characters is reduced by five. If more than one screened character is in the short range burst, the damage value is additionally reduced by the Many on One bonus modifier.

Example: Five characters wearing energy screened armour along with two who are not, are caught in the short range burst of a Thav/7- Nu, which has a damage of 35. The damage value is reduced by five, and reduced again by four, the many on One bonus modifier for five character's. The damage value is 26 (35-5-4). This damage value is applied to all seven characters.

The power pack for a personal screen unit contains two standard plasma cells. Every time a character takes any shock damage from an energy weapon, roll the dice. If the dice roll is less than or equal to the shock damage suffered, a plasma cell burns out. Once both are exhausted the screen is down until at least one sell is replaced or recharged.

Screen can be used to reinforce any plated armour. It cannot reinforce flexible armours (Kap/3 or Kap/5). It cannot be used to reinforce cyberarmour (Interdermal or Exdermal) since currents it sets up would disrupt the wearer's nervous system and cybercircuity.

Brodie Mark IV Deep Space and Armoured Combat Suit

Price: 3 million Weight: 20 (while worn) Size: na Tech Level: 27 Toug: 22

Legal Status: 6 Availability: B 18

Armour Value: +12 (full suit) Maximum value: 30 Special: see description

The Brodie Mark IV is worn both by Fleet marines and corporate troops, and though relatively bulky, is highly effective against all forms of attack, this includes EMP attacks (i.e. the suit has EMP protection). The Mark IV must be customised to the wearer's body. It is possible to override its programming with customisation software, but this can be unreliable. Armour that has not been customised may freeze up on a setback.

The Brodie suit relies on a complicated series of servo-motors and micro hydraulics to operate. It is not sold in pieces , but only as a complete suit, and it adds +3 to all the Dexterity related actions while not complete. It is equipped with power packs and ports for use with energy weapons providing 10 time the normal charges.

Within each helmet of the 215 kilogram suit is a small computer that wraps around the wearer's head from ear to ear. This monitors all of the armour's functions, including projecting a Heads Up Display (HUD), bio-medical system, scanner programmes, and briefing data downloaded from a ship's terminal. A commander's suit will often feature a bio-monitor, allowing him to keep tabs on the conditions of his troops.

The helmet also features a port which can be attached to a long range scanner dish, for use on scouting missions. The dish is contained in a small, metallic container, which can be fastened to the leg of the suit with electro-magnets, which provide a +3 boost to vision based Perception or find rolls. The helmet computer is voice-activated, or via data jack, and has complete control over the suit's systems. It is possible, simply by saying "Glove" firmly and clearly, to increase the Strength of that particular armour unit by +2 for the performance of a specific task (say, hooking up a stubborn power cable to its port).

The armour also acts as a full ENVI-suit, thus providing full life support for up to two weeks. The armour also has a backup repair system, allowing holes within the suit to be repaired instantly, thus avoid vacuum. When the computer detects a hole, a metal patch located within the armour will be moved to seal the breach. It the wearer's limbs have a breach the suit is sealed at the breach, unless four wounds are caused, than the suit severs the limb at the point of the wound.

The computer will detect shock levels of the user and inject any drugs needed into his system, or the wearer can ask for the drug. The suit contains up for 6 different drugs and 5 doses of each.

Protective Suits

Biotech protective suits are generally made from unicellular creatures with microscopic control devices which allow the wearer to regulate their function. They enclose the wearer from head to toe in a thin, transparent membrane, and are almost undetectable by visual means (Perception or find difficulty of 18 to spot on the wearer).

Most biotech suits tend to be symbiotic, drawing nutrients from the waste products of the wearer's body. Barring damage, the suit will remain functioning for as long as the wearer is alive. If the wearer dies, the suit will expire one hour later. The user may will the suit to remove itself at any time, at which point the biotech construct will become dormant until it is donned again.

As protective suits cover the full body the adds for limb and head protection are included within the listed protective value. Because the suits fit so there are no penalties for limb and head armour.

The protective suits can be worn over normal clothing or even armour. If the suit draws nutrients to function from the user, the suit will function as long as the armour and clothing does not cover all of the wearer's skin. Suits which are feed can be added over almost every clothing.

Chameleon Suit

Price: 300,000 Weight: 0 Size: 0 Tech Level: 30 Toug: 13 Legal Status: 3 Availability: C 15

Armour Value: na Maximum value: na Special: +3 to stealth skill

These constructs are capable of detecting light and colour and of matching their appearance to that of the background scenery. Their talent is sophisticated enough that they can even blend in with moving or erratic patterns.

Use of a chameleon suit adds +3 to a character's stealth value. The construct is attuned to its wearer's brain waves, so a Mind total of 8 is required to activate its chameleon abilities.

Cloaking Suit

Price: 420,000 Weight: 0 Size: 0 Tech Level: 30 Toug: 13 Legal Status: 3 Availability: C 16

Armour Value: na Maximum value: na Special: +5 to stealth skill

This bio-construct has the ability to bend light, heat and signature waves around itself, thus rendering itself (and the wearer) invisible to sight (including IR., UV and thermal graphic). The cloaking suit is activated by a Mind total of 8, and cannot be worn with any other suit. It provides a +5 bonus to the user's stealth value.

Flight Suit

Price: 820,000 Weight: 0 Size: 0 Tech Level: 30 Toug: 13 Legal Status: 3 Availability: C 17

Armour Value: na Maximum value: na Special: Allows wearer to fly at speed value 12

A bio-construct that is dormant until activated by its wearer (a Mind total of 7). Once roused, glider wings drop from the arms of the suit while the construct forms an air bladder at the chest. This allows the wearer a limited ability to fly, using the wings to steer. The flight or air vehicles skill is required to use the suit. The flight speed of 12.

The flight suit is not symbiotic, and must be fed once per week.

Gel-Vest

Price: 750,000 Weight: 0 Size: 2 Tech Level: 30 Toug: 17 Legal Status: 6 Availability: C 18

Armour Value: +7 (impact) Maximum value: 22 Special: does not work verses energy

A type of armour used by some aliens near the Glahnite frontier, the gel-vest is another bio-tech "device". It is made from the living flesh of a giant, amoeboid-like creature found on several planets, and it seems to live even after it has been cut and fitted. The gel-vest is very light and comfortable - and the material may be cut and made into type of clothing (leggings, arm grieves, helmets, etc.). The way it protects is simple. When a character wearing gel-armour is attacked by impact weapons - including unarmed, melee, missile, or projectile weapons, but not energy - the gel armour stiffens at the impact point instantly, providing the character with protection. However, if the character wearing the gel-armour is hit with an energy weapon, the armour provides no protection what so ever. In addition, if the character takes more than three wounds from any one energy attack while wearing the gel-armour, it dies and is useless.

The Gel-armour was one of the first biotech armours available, and the demand was so strong that the ameoboid creature the gel material came from was in imminent danger of becoming extinct, until laws were passed by the council governing biotech creatures. Gel-armour is indistinguishable from normal clothing and cannot be detected by normal means - except attacking the person wearing the armour.

Kinetic Armour

Price: 2 million Weight: 0 Size: 0 Tech Level: 30 Toug: 22 Legal Status: 6 Availability: C 18

Armour Value: +12 Maximum value: 30 Special: extra fatigue

Based upon the same biotechnology used to construct Akashan prison cells, kinetic armour protects the wearer by actually feeding off the kinetic energy of any object striking it. This has the effect of Toughness +12 protection to the wearer against physical attack.

Kinetic armour is symbiotic, and does have a fatigue penalty. It cannot be worn with any other biotech suit save the temperature regulator. It is ineffective against psionic or magical attacks.

Plasma Armour

Price: 3 million Weight: 0 Size: 0 Tech Level: 30 Toug: 22 Legal Status: 6 Availability: C 18

Armour Value: +12 Maximum value: 35 Special: see description

A biotech creation utilising a creature which thrives deep beneath the surface of Akasha. A symbiotic suit, plasma armour feeds on the energy spewed forth by most energy weapons, providing Toughness +12 /35 protection against such bolts. Plasma armour is ineffective against magic and psionic attack, and provides only Toughness +1 protection against non-energy attacks.

Reaver Armour

Price: 1 million Weight: 10 Size: 7 Tech Level: 29 Toug: 17 Legal Status: 6 Availability: C 18

Armour Value: +7 Maximum value: 23 Special: see description

Reaver Armour is used by some of the client races, as a means of protection. The reaver armour is an organic and non-organic material mix, which forms a hard shell. It is made from many interlocking pieces - scales, plates, and joints, which become flexible while moving. It is very light but strong. The helmets are one piece, often shaped to look like a monster, to add intimidation value. The wearer sees, breaths, and hears through the biotech creature.

Also the armour has spikes or quills "growing" out of it. This makes the armour itself a weapon. Some wearers have large blades growing out of their armour. The quills cause STR +3/17, and the blade STR +6/ 22. The suit adds +2 when attempting an intimidation.

Pressure Suit

Price: 5 million Weight: 0 Size: 0 Tech Level: 30 Toug: 17 Legal Status: 2 Availability: C 18

Armour Value: +7 Maximum value: 30 Special: see description

This construct feeds on carbon dioxide and stores oxygen, which it passes to its wearer while maintaining the user's internal body pressure, avoiding explosive decompression when in vacuum. The suit contains enough oxygen for 48 hours. This suit can also be used for underwater operations.

Unlike other biotech suits, this one is not form fitting. There is an air cushion about One centimetre thick in between the character and the suit. If the suit sustains a mortal wound, it is unable to reseal itself and protect the wearer. As with most biosuits, other biotech suits may not be worn underneath the suit as they interfere with its symbiosis.

The pressure suit works immediately upon donning and does not require a skill total. The pressure suit also acts as Toughness +7 armour, but reduces all Dexterity based skills by -1 and has a fatigue penalty.

Protective Suit

Price: 1.9 million Weight: 0 Size: 0 Tech Level: 30 Toug: 13 Legal Status: 1 Availability: C 15

Armour Value: +12 Maximum value: na Special: see description

This suit protects the wearer against harmful gas and chemical attacks, providing Toughness +12 protection against airborne spores or liquids. It is capable of storing sufficient oxygen for two hours of normal respiration, and is so bioengineered that it will not filter out gases its wearer needs to survive. As it shield the pores of the user, it has proven effective against the spread of the Comaghaz virus, and other viruses as well.

The protective suit does have drawbacks, however - it provides no armour value against physical attack, and can be torn by any combat action that results in a wound result or higher to its user. Once rendered, it requires three rounds to reseal itself.

Temp Suit

Price: 200,000 Weight: 0 Size: 0 Tech Level: 30 Toug: 13 Legal Status: 1 Availability: C 13

Armour Value: 0 Maximum value: na Special: see description

A temp (temperature) suit keeps the wearer at a constant, comfortable temperature, even in extreme heat and cold. A temp suit will die if subjected to temperatures of less than -40 degrees Celsius or over 90 degrees Celsius. Otherwise, the character's body temperature remains constant. Temp suits must be specifically bioengineered for a species to maintain the correct body temperature (Draygaaks, for example, tend to have lower body temperatures than Akashans.)

Temp suits are not symbiotic, and require vitamin pack feedings once per week.



Weaponry

AMMUNITION

Muzzle Loading

Small arms ammunition for muzzle loading weapons is composed of three elements, the primer, the propellant, and the projectile. Whereas now all three are contained inside the bullet, weapons such as the flintlock and matchlock muskets required that the three parts be carried separately. The most common propellant is gunpowder, black grains made up of charcoal, sulphur and saltpetre. Powder is normally kept in a flask (so it will remain dry) and poured down the muzzle of the weapon along with the projectile. When a spark was produced in the priming pin, it ignited the gunpowder and forced the projectile out of the muzzle.

The pin was primed with either flint, copper percussion caps, or iron pyrites. Flint is preferable in that it can spark for 20 shots before being replaced, while copper caps can be used only once.

Breech Loaders

Breech-loaders, like the Winchester Model 1873, are far simpler to use than muzzle-loaders. The user simply opens the breech (normally located above the trigger assembly), and inserts a metal cartridge which contains primer, propellant and projectile. This method save a great deal of time and mess, allows for greater accuracy and led to the invention of repeating rifles. Except where specified, reloading a weapon of this type is considered to be a simple action.

Types of Ammunition

Dumdum rounds can be prepared from standard bullets simply by filing the point of the round until it is flat, and then filling crossed grooves in the flat nose. Both hollow-point and dumdum rounds spread considerably more than regular bullets, drastically increasing the kinetic energy transfer from a hit - thus their damage potential. However the spread of the impact means the bullet won't penetrate armour very well. In game terms, both hollow-point and dumdum rounds increase a weapon's damage value by +1, but upon armour of +4 adds or greater the bonus does not apply. Cost: x2 Tech: 20

Armour-piercing rounds are designed to penetrate armour. These are bullets designed to deliver their full impact to a single point, instead of mushrooming out like a normal bullet. They don't cause as much damage as a standard lead or hollow point round but they cut through armour. Net effect -2 to Armour Value but -1 damage to unarmoured or fully negated Armour. Cost: x2 Tech: 22

Explosive rounds contain a small charge of some explosive material which will detonate upon striking the target. Since actual explosives may explode upon firing, the "explosive" substance is often mercury, held in the bullet's hollow tip. When the bullet if fired, the mercury is compressed against the back of the hollow area; when the bullet hits its target, the mercury vaporises and explodes from the bullets tip. More normal bullets use a stable explosive charge. Net effect +1 to damage. Cost: x3 Tech: 22

Caseless, this type of round was developed for the G11 assault rifle, does not have a metal jacket. Instead, its "case" is a block of propellant. This allows a high fire rate and leaves no casings as evidence. Cost: varies Tech: 23

Flechette rounds are made up of many tiny, tightly-packed sliver of metal. They are fired from special smoothbore guns (indicated in the lists). The flechettes themselves are contained in Fiberglas sabots which are peeled away by the force of the shot. The flechette's small weight means that it can be fired much further and faster than ordinary bullets. This allows the flechette's to do a great deal of damage, and can cut through the lighter armours, but it cannot go through heavy armour very well. Flechette rounds cannot be used with a silencer. Firing a flechette through a silencer will destroy the device, and the weapon is unusable until the silencer is removed. Some guns specially designed for flechette may have a special silencer (indicated in the lists). The rounds do +2 damage verses lightly armoured +3 armour adds or less or unarmoured people, but -2 verses heavier armours.

Cost x2 Tech: 23

Rubber rounds are designed to knock a target out, not to kill him. They count as doing stun damage, thus one less wound to a target if hit.

Cost x2 Tech: 22

Plastic rounds are made of a fibreglass or plastic instead of metal. This means they don't show up on x-rays or metal detectors. They also are designed to stun people but would a little more punch then rubber bullets. These bullets cause +1 damage but it is stun only, thus one less wound.

Cost: x3 Tech: 23

Poisoned rounds are normal rounds coated with cyanide, arsenic, or some other deadly poison. Thus, even if they cause only a small flesh wound, the victim can still die. If the bullet causes a K result or a wound the poison will effect the target. The damage for the poison depends upon the type (see poisons and drugs). Note placing the poison upon the individual bullet is required, taking about one round per bullet. The poison will last up to 24 hours before it becomes useless.

Poison can be applied to melee weapons. This requires the same results as above before the poison effects the target. To safely put poison upon a melee weapon takes one round per size value. The poison will last for two combat rounds before reducing in damage normally -1 damage per round after that. The poison will last up to 24 hours if covered.

Cost: Depends upon poison Tech: Depends upon poison

Tracer rounds are normal bullets which also contain chemicals that ignite upon firing, causing the shooter to correct his aim. Tracer bullets work best at night or in darkness, but they bright enough to be seen in the daytime. Tracers provide a +1 to cancel penalties while firing at night. This applies to burst shots or full auto fire not single shot.

Cost: x2 Tech: 20

Depleted Uranium rounds. This bullet is, made out of depleted uranium (non radioactive). Because uranium is so heavy, a depleted uranium bullet will have more fore of impact than a regular bullet of the same size. The depleted Uranium rounds decrease the effectiveness of armour without cutting through an armoured person. The rounds provide -2 armour value no decrease in damage.

Cost: $50 per bullet Tech: 24

CSI Smarts are guided ammunition which track onto heat signatures in their area. They are propelled by a small rocket and can change their trajectory to track around corners. Smarts add +2 to the firer's skill. ECM systems negate the +2 add.

Cost: $50 per bullet Tech: 26

Plasma ammo. Each bullet is a tiny plasma explosive. Nanotech lasers trigger a micro fusion blast when the bullet's built-in control circuits detect the proximity to the target. The target is hit for normal damage and everyone within a 2 meter radius of the target is hit also but the damage is reduce by -3. The effect when firing automatic weapons is impressive and a chaingun firing plasma rounds has to be seen to be believed.

Cost: $500 per bullet Tech: 26

Weapon Accessories

Weapon accessories are add-ons to a weapon to improve its ability in combat. List below are the different accessories, as well as the minimum size a weapon can be to have the accessories. Each add-on increases the size of the weapon making it less concealable. However there is a maximum limit to the size increase as some weapons are so big adding a little extra on will not make a difference. Some weapons have inbuilt add-ons (these function as listed here) which are listed under the weapon type, all weapon sizes include the inbuilt add-ons.

Bayonet: The first type of weapon attachment for a weapon. The Bayonet is a large blade that is attached to the burrel of a rifle of assault rifle. A bayonet can only be attached to size 5 or larger weapons to be effective. From tech 15 to 21 the bayonet counts as a short sword doing STR +4 in melee combat, while attached to the weapon the damage is STR +5 because of the extra weight. From Tech 22 the bayonet is the size of a knife, doing STR +3 (or STR +4 if attached). While attached to the weapon a bayonet can be used for charging attacks. Bayonets can use the same tech options as a dagger.

Size Mod: +1 Maximum Size: 7 Tech: 15 Cost: 50

Laser Sight: A Laser Sight is a laser targeting scope which projects a small laser beam onto the target. The beam marks the target with a red light 1 cm in diameter which can be seen by the weapon holder. A Laser Sight adds +1 to weapons skill. It cannot be used with a Targeter.

Size Mod: +1 Maximum Size: 3 Tech: 23 Cost: 600

Telescopic Sights: Only an advantage at medium or long range (or extended range), the standard telescopic sight is designed to magnify the distance so the user can see the target more clearly. Individual scopes are fitted to different weapons, so a weapon with a long range of 250 meters would have a different scope than a weapon with a 1000 meter range. The telescopic sights provide +2 to hit to conceal out range penalties (to hit only). The user must be aiming the weapon to take advantage of the telescopic sights.

Size Mod: +1 Maximum Size: 5 Tech: 19 Cost: 300

Laser Optic Sights: A like a telescopic sight, but a laser dot appears when aimed at a target. The Laser can only be seen while looking through the sight, thus the target will not see a laser dot upon her person. The Laser Optic Sights enable the user to aim the shot far better. The sights provide +3 to hit when aiming for a vital blow or specific area. The user must be aiming the weapon to take advantage of the laser optic sights.

Size Mod: +1 Maximum Size: 5 Tech: 23 Cost: 900

Silencer: Silencers trap the exploding gases given off when the gun is fired, thus muffling the sound of the explosion which propels the bullet forward. Silencers use baffles or absorbent materials to prevent the gases from escaping. Most smaller guns can be silenced, including submachine guns. Silencers tend to wear out quickly with use (normally 100 shots), allowing more and more noise to leak out. Characters standing near by when a silenced gun is fired (10 meters) can hear the gun if they make a hearing Perception roll DN 13.

Size Mod: +1 Maximum Size: 7 Tech: 21 Cost: damage x 20 (auto x 100)

Flash Suppression: flash suppressers hide the muzzle flash of a gun from normal sight. The flash suppresser can be combined with a silencer without adding an extra size increase.

Size Mod: +1 Maximum Size: 3 Tech: 23 Cost: damage x 5 (auto x 20)

Grenade Launcher: This is an attachment to weapon to fire 30mm or 40mm grenades. The minimum size of a weapon to carry a underslung grenade launcher is size 5 (assault rifle size). The grenade launcher holds one to six grenades (depending on tech level) and is reloaded through a pump action. At Tech 22-23 one shot, Tech 24 fours shots and Tech 25 six shots. The grenades do -2 damage compared to the standard grenade of the Tech level. The launcher fires the grenades the following ranges

short 10-40 medium 100 long 250. The person uses heavy weapons skill to fire it accurately and gets the minus to hit for range but the grenade does not do less damage because of range.

Size Mod: +1 Maximum Size: 7 Tech: 22 Cost: 500

Anti-Theft System: A basic anti theft system installed in any weapon; any attempt to fire the weapon without unlocking it will disable the firing circuits. To by pass the lock requires a security systems roll equal to the electronic lock placed on the gun. To remove the system requires a total of +2 greater than the locks security rating, if failed by more than 10 the gun is disable permanently. The average security rating is 14.

Size Mod: 0 Maximum Size: 0 Tech: 24 Cost: 250

D-tag: This is a tiny receiver built into a weapon or other item. Upon receiving a coded signal on a specific radio frequency it sends out a homing signal. D-tags are often built into police equipment, and some regimes may put them in weapons sold to the public to control them. A successful electronics roll of 12 is required to find and remove it, without disabling the weapon.

Size Mod: 0 Maximum Size: na Tech: 24 Cost: 50

Smart Button Receiver (Friend foe): This device is attached to a weapon. It acts like a laser sight, but sends an invisible beam which sweeps over the target. If the target is wearing a special "friend" button the weapon will not fire upon the target. This device cuts down the number of friendly troops shoot during combat. This device can be combined with a laser sight without an addition size increase. (warning if the enemy takes a button and wears it then the weapon won't fire which can lead to major problems).

Size Mod: +1 Maximum Size: 3 Tech: 25 Cost: 2000 + 200 per button

EXO Skeleton Harness: Used to steady very heavy weapons, it straps on like a backpack and has a chest plate in front, with a supporting arm and three articulated hydraulic joints positioned to allow universal motion and easy suspension. The harness enables heavy weapons to be man portable and usable by one person these are size weapons. The EXO Skeleton Harness provides Strength 11 for the firing of heavy weapons. This Strength can be used to brace to weapon instead of needing to fire from the ground, bi-pod or fixed mount. This harness does not apply to cannons etc. When aiming the user only gains +2 to hit instead of +3.

Size Mod: +1 size 5 weight: 2 Maximum size na Tech: 24 Cost 10,000

Recognition Pad

This is a palm print analyser and dedicated computer built into the gun's hand grip to scan the user's palm. The weapons safety will automatically lock if the print is not in its memory. Optionally the gun can be designed to explode instead (damage equal to the gun's base damage +2). To reprogram the pad, the hand grip must be opened up to get at the computer (requires owners palm print or a electronics tool kit DN 12). Entering a new palm print takes one minute. The Toughness is based upon the gun.

Size Mod: 0 Maximum Size: na Tech: 24 Cost 500

CSI Smart Gun Link

The CSI Smart Gun is not a weapon in itself, it is laser attachment which may be fitted to any weapon. It emits a low intensity laser beam which sweeps across the target. This SmartGun measures the range to the target and the current deviation of the weapon from the target. This information when relayed to a CSI EyeKill Mk IV, gives the user the benefits of the targeter bonus (+3). The link also has target recognition so a friendly target is not fired upon unless the users wants to fire on that person. The amount of ammunition available is displayed, and the amount of shots fired can be regulated. The link may be linked via NeuralCal or plugged into a neural jack.

Size Mod: 0 Maximum Size: na Tech: 26 Cost: 5000

Power Grapple Price: 700/900 Weight: 2 Size: 3 Tech level: 25 Toug: 20/14

Price: 1500 Weight: 2.8 Size: 3 Tech Level: 17 Toug: 13 Legal Status: Availability:

Damage Value: 14 Ammo: 1 Ammo Cost: $2/10 Range Short: 3-5 Medium: 15 Long: 25

Size Mod: +1 Maximum Size: 5

A power grapple fires a grappling hook up to 50 meters. One hundred meters of Ceramfibre cables (Toughness 20 can carry 10000 Kilos) is attached to an electric winch which reels in the cable at the rate of 50 meters per round. The grapple can be fitted with a one-shot explosive charge for the higher price. The missile weapons skill is used to fire the grapple. If used as a weapon, the grapple has a damage value of 15 (20 for the explosive grapple and grenade area effect). The lower Toughness for taking damage.

The power grapple can be attached to a size 5 or greater weapon.

Holster Price: 20 Weight: 0 Size: varies Tech Level: 18 Toug: 10

Normally leather a holster carries a pistol or small submachine gun. The size of the holster depends upon the size of the gun. Size 3 holsters are normally carried on the hip, under the arm or down the back, size 2 a long the body and legs excluding arms, size 0-1 anywhere. Holsters normally carry two extra ammo chips, or reloads. To draw a gun from a holster is a simple action but if an opponent has her gun out already then she gets first attack. If both have guns in holsters use the initiative cards as normal, or fire combat skill.

Types of holster include: ankle, inside trouser, hip, shoulder, and wallet. Others include covers to protect the weapon.

Speed Draw Holster Price: 100 Weight: 0 Size: 3 Tech Level: 21 Toug: 10

A specially designed holster to allow faster drawing of the gun from it. The holster has a special spring action when activated adds +1 to fire combat rolls if a character is trying to fast draw. The speed draw holster can used up an arm for size 0-1 weapons only.

Wrist Holster Price: 600 Weight: 0 Size: 2 Tech Level: 26 Toug: 12

A wrist holster is strapped to the user's wrist and arm and is activated via a NeuralCal command. The holster holds any type of pistol. The pistol is flipped into the user's hand when required. The action is smooth and precise, allowing the user to aim and fire the gun instantly. This adds +3 to fast draw. Note the gun is only drawn when the wearer commands it to so the weapon can not be taken out of the holster by an other person unless the user is dead.

Power Holster Price: 1000 Weight: 0 Size: 3 Tech Level: 24 Toug: 11

This is available for any pistol type weapon or knife. It consists of three parts: wrist sensor unit, a homing sensor on the hand grip of the weapon and break away holster. When the wrist sensor detects nerve impulses that mean the wearer wants to draw, the holster ejects the weapon toward the hand. This lets the weapon be readied instantly. This adds +2 to fast draw. The holster also stops a third party taking the weapon without the user's command. The holster gets 100 ejections before needing recharging.

Pistols

The advent of the cybernetics and nanotechnology have allowed a high degree of weapons miniaturisation. Lasers and their accompanying powercells can be small enough to fit into the weapons unit of a cyberhand, while pistols and rifles are capable of packing more stopping power for their size than ever before.

Tharkoldu firearms load caselesss ammunition with an integral propellant charge. Instead of mechanical firing mechanisms, they use an electronic ignition system of fire the bullet. A built in power cell provides three years of energy for the igniter.

Wheel Lock Pistol

Price: 1500 Weight: 3.5 Size: 3 Tech Level: 15 Toug: 14 Legal Status: 1 Availability: C 10

Damage Value: 13 Ammo: 1 Ammo Cost: $2/10 Range Short: 3-5 Medium: 10 Long: 25

The only firearm in use in Aysle, the wheel lock involves iron pyrites scrapping against a wheel which turns when the trigger is pulled, igniting a spark which sets off the primmer. Wheel lock pistols are commonly carried in a brace of two along side the sword, and are of great use against unarmoured foes. Pistols are carried primarily by dwarves, although they are favoured by Ayslish Free trades and Corsairs as well.

Loading is easily the wheellock pistol's biggest problem (four combat rounds, with a fire combat difficulty of 5). The amount of smoke produced is less than with a full-fledged musket, but still irritating. (This smoke forms a spherical cloud 0.5 meters in diameter. The cloud lasts for four combat rounds in the absence of strong winds, and acts as partial concealment with respect to any line of sight that passes through it.)

Flintlock Pistol

Price: 1500 Weight: 2.8 Size: 3 Tech Level: 17 Toug: 13 Legal Status: 1 Availability: C 10

Damage Value: 14 Ammo: 1 Ammo Cost: $2/10 Range Short: 3-5 Medium: 15 Long: 25

The mechanism used is the same as in the flintlock musket, and has the same significant advantages mentioned in relation to that weapon. The flintlock is generally the same length as the wheellock pistol (15 cm), but somewhat lighter (2.8 kg).

There's no real difference between loading a flintlock pistol and a flintlock musket (four combat rounds, or a difficulty number of 5). The amount of smoke produced is less than with the musket. (This smoke forms a spherical cloud 0.5 meters in diameter. The cloud lasts for four combat rounds in the absence of strong winds, and acts as partial concealment with respect to any line of sight that passes through it.)

Flintlocks are highly effective handguns, firing relatively large lead balls - often 1.25 cm in diameter or more.

Sword Pistol

Price: 1500 Weight: 4 Size: 5 Tech Level: 17 Toug: 14 Legal Status: 3 Availability: C 12

Damage Value: 13 Sword STR +4/17 Ammo: 1 Ammo Cost: $2/10 Range Short: 3-5 Medium: 10 Long: 20

Historically rare, the sword pistol combines two weapons in one. A small flintlock pistol is incorporated into the grip of a broad-bladed sword. The pistol's iron barrel extends four centimetres forward the sword's brass guard. The blade, 60 cm in length, is slightly offset from the centre of the grip to accept the barrel, and a broad groove down the length of the blade allows for passage of the ball.

This weapon is slow to and difficult to load (five combat rounds or a difficulty number of 7). However, this is rarely an overbearing hardship, since it is hardly the weapon for a pitched battle. It is at best, used as a coup de grace against a single enemy. The barrel is short, which decreases accuracy. If one does strike with a sword thrust and then pulls the trigger, accuracy is simply not an issue.

Pocket Pistol

Price: 1200 Weight: 0.5 Size: 2 Tech Level: 17 Toug: 13 Legal Status: 3 Availability: C 10

Damage Value: 14 Ammo: 2 Ammo Cost: $2/10 Range Short: 3-5 Medium: 10 Long: 20

This model of pocket pistol sports a flintlock firing mechanism with two short (seven centimetre) barrels in an over and under configuration. There is a single flintlock, activated by a trigger, while a metal slider on the pistol's side selects which barrel is connected with the flash pan. The carved wooden butt of this pistol is capped with metal, allowing the weapon to be reversed and used as a club when two shots have been fired.

Loading both barrels takes some time and since the pistol's a flintlock, this isn't a sure thing (four rounds per barrel or a difficulty number of 5). Once you're loaded you can fire the two barrels quickly. After firing the first round, just re-cock the flintlock mechanism, move the slider to select the other barrel, then pull the trigger again.

Blanch Percussion Pistol 1836

Price: 400 Weight: 0.7 Size: 3 Tech Level: 18 Toug: 13 Legal Status: 3 Availability: C 8

Damage Value: 15 Ammo: 1 Ammo Cost: $2/10 Range Short: 3-5 Medium: 15 Long: 40

This pistol uses the percussion cap, instead of flint to set off the gun powder. The hammer strikes a copper cap, which contains a chemical that sets the gun powder off. The caps could easily be placed upon the nipple to fire. The pistol is 28 cm long and weights 0.7kgs. The butt of the pistol contains a small compartment to place the caps, and the barrel has a swivel ramrod which helps speed up reloading. The pistol can be reloaded in three combat rounds (or difficulty number of 4).

As the weapon is using black powder of smoke cloud is produced when fired. (This smoke forms a spherical cloud 0.5 meters in diameter. The cloud lasts for four combat rounds in the absence of strong winds, and acts as partial concealment with respect to any line of sight that passes through it.)

Rutherford Single Barrel

Price: 300 Weight: 0.25 Size: 2 Tech Level: 18 Toug: 13 Legal Status: 3 Availability: C 8

Damage Value: 14 Ammo: 1 Ammo Cost: $3/10 Range Short: 3-5 Medium: 15 Long: 25

The Rutherford is similar to the Pocket Pistol but it is a percussion pistol instead of a flintlock. The total length of the weapon is 15 cm and it only weight 0.25 kilograms. This pistol is used a the gentleman of the Victoria era could not be seen wearing large pistols to deal with ruffians. As such the pistol fits into most jacket pockets without being too obvious.

Lee-Hollings Light Pepperbox

Price: 350 Weight: 0.8 Size: 2 Tech Level: 18 Toug: 13 Legal Status: 3 Availability: C 8

Damage Value: 14 Ammo: 6 Ammo Cost: $3/10 Range Short: 3-5 Medium: 10 Long: 25

The pepperbox design of pistol is an early percussion revolver design. Instead of a cylinder to load the bullets into, the pepperbox has six barrels which revolve around after each shot. The light pepperbox box has an internal hammer which strikes the cap on the lower barrel, after it has revolved around. To load the pepperbox, the barrel group is unscrewed and a percussion cap placed on each barrel nipple. The length of the light pepperbox is 18 cm, and like the Rutherford single barrel was designed for discrete protection.

The light pepperbox takes three rounds per barrel to reload, total of three minutes (a difficulty number of 4 per barrel will reduce the time to one minute).

Tawning .38

Price: 300 Weight: 0.85 Size: 2 Tech Level: 18 Toug: 13 Legal Status: 3 Availability: C 8

Damage Value: 14 Ammo: 2 Ammo Cost: $2/10 Range Short: 3-5 Medium: 10 Long: 25

This weapon is a percussion pistol, which has two barrels (over and under pistol). It has two hammers one which goes to each barrel, as well as two triggers (one per hammer respectively). The two barrels are compare and the overall length is 20cm. The butt contains a compartment for the caps.

It takes 3 rounds to load each barrel (or down a difficulty of four for each barrel to reduce the time to two rounds in total). Because the gun is small the smoke cloud produced does not obscure vision.

Percussion Revolver Pistol

Price: 500 Weight: 1 Size: 3 Tech Level: 19 Toug: 13 Legal Status: 3 Availability: C 8

Damage Value: 15 Ammo: 5 Ammo Cost: $3/10 Range Short: 3-5 Medium: 15 Long: 40

This five shot revolver, uses a self cocking action mechanism, meaning it can be used in one hand. The pistol has two triggers; an upper, protected by a standard trigger guard, and a lower, mounted below the trigger guard, which turns the cylinder and cocks the hammer. The cylinder assembly swings out from the axis of the gun.

Loading this pistol is considerably easier than loading flintlocks and wheellocks. One must load each of the five bullets and powder cartridges from the front of the cylinder, then mount the small percussion cap from the rear. (fully reloading the pistol takes two rounds with a difficulty number of 3 for completing the action in one round).

Muff Pistol

Price: 500 Weight: 0.2 Size: 2 Tech Level: 19 Toug: 13 Legal Status: 3 Availability: C 9

Damage Value: 13 Ammo: 1 Ammo Cost: $2/10 Range Short: 3-5 Medium: 12 Long: 15

A much less sophisticated form of percussion pistol, this weapon was designed to be hidden in a man's pocket or a lady's muff. It is short - only 8 cm on total length. Its butt is small and rounded with minimal protrusions that catch on clothing and prevent a first draw. This model has no trigger, to fire the user pulls back the spring loaded hammer either with the thumb of the gun hand or with the other hand, then simply releases it.

The archetypal holdout pistol - don't even think about using it for anything but close range self-defence. Bullet and powder are contained in a paper cartridge which is loaded down the muzzle. The percussion cap is positioned outside the barrel beneath the hammer on a small "nipple". The cap needs to be positioned carefully, so reloading isn't fast (two rounds, as a simple action).

Colt Model 1862 Police Revolver

Price: 400 Weight: 1.2 Size: 3 Tech Level: 19 Toug: 13 Legal Status: 3 Availability: C 8

Damage Value: 14 Ammo: 5 Ammo Cost: $3/10 Range Short: 3-5 Medium: 15 Long: 40

This fire shot revolver incorporates the "cutting edge" technology of fully self-contained cartridges. Its .36 calibre (9.1mm) rounds have a lower muzzle velocity and less stopping power than the famed "Peacemaker", but they are still highly lethal.

The Model 1862's cartridges are paper, rather than metal. This makes them more vulnerable to water and generally more fragile, but their lower weight makes it possible to carry more rounds and at a decreased cost.

Although this is a single action revolver, two techniques for cocking the pistol quickly were used. One-handed, using the thumb, and two-handed, using the palm of the other hand, (the second method is called fanning). Fanning allows the gun to use the three shot burst rules.

Colt Peacemaker

Price: 500 Weight: 1 Size: 3 Tech Level: 19 Toug: 13 Legal Status: 3 Availability: C 6

Damage Value: 15 Ammo: 6 Ammo Cost: $5/10 Range Short: 3-5 Medium: 15 Long: 40

The Colt .45 calibre (11.4mm) Single Action Army Revolver is the classic "six-shooter." It is single action in that the hammer must be manually cocked before each shot. Different models have varying barrel lengths, with the cavalry model being the longest (19 cm). The Peacemaker is reloaded by flicking the cylinder out to the side of the pistol frame.

The same rapid fire techniques to fire the Colt Police Revolver can be used with the "Peacemaker", thus allowing three shot burst when "fanning" the weapon.

Lemon Squeezer

Price: 500 Weight: 0.2 Size: 1 Tech Level: 19 Toug: 12 Legal Status: 3 Availability: C 10

Damage Value: 11 Ammo: 7 Ammo Cost: $5/10 Range Short: 1-5 Medium: 8 Long: 12

A seven shot revolver of unusual design, this assassin's palm pistol is designed to be hidden in the hand and fired using a squeezing action. Cocking the pistol and advancing the cylinder for the next shot is accomplished by moving a lever with a finger. Palm pistols such as this were designed in various calibre's, with .19 inch (4.82cm) and .22 inch (5.6cm) being the most common. The Hachiman model is a .22 calibre.

Range is very limited, both because of the relatively small powder charge and the very short barrel.

Apache Pistol

Price: 500 Weight: 0.2 Size: 1 Tech Level: 19 Toug: 12 Legal Status: 3 Availability: C 11

Damage Value: 11 Dagger STR +3/17 Ammo: 6 Ammo Cost: $5/10 Range Short: 1-5 Medium: 8 Long: 12

Another combination weapon is the so called "Apache" pistol. This is a six-chambered revolver, firing 4.6mm (.18 calibre) rounds. The pistol has no barrel, so it only can be used effectively at short range.

The pistol's butt is formed from a set of four linked iron rings in the shape of a "Knuckle-duster" or "brass knucks." This folds up beneath the cylinder arrangement so that the knuckle-duster can be worn with the cylinder clasped within the palm. Finally, a short (six centimetre) dagger can also fold out from beneath the cylinder apparatus.

When completely folded, the pistol will fit within a clenched fist - highly cancellable.

Standard Cross Heavy Revolver

Price: 500 Weight: 1.3 Size: 3 Tech Level: 19 Toug: 13 Legal Status: 3 Availability: C 7

Damage Value: 16 Ammo: 6 Ammo Cost: $7/10 Range Short: 3-5 Medium: 15 Long: 40

This weapon is a robustly made heavy pistol, firing bullets of 14.6mm (.577"). The pistol is loaded by bending the barrel forward, via a hinge which connects the barrel and cylinder to the pistol frame. The cartridges can easily be taken out and replaced. The pistol has a length of 29.2 cm and weights 1.3 kg. The pistol is single action and requires the hammer to be cocked after each shot.

The recoil of this pistol requires it to be fired with two hands, or requiring a Strength of 9 to fire it one handed.

Colt .45 Long Revolver

Price: 400 Weight: 1.2 Size: 3 Tech Level: 19 Toug: 13 Legal Status: 3 Availability: S 4

Damage Value: 16 Ammo: 6 Ammo Cost: $5/10 Range Short: 3-10 Medium: 40 Long: 60

The Colt Long Revolver uses the design of the Colt "Peacemaker", but increases the barrel length by an other 5cm. This pistol was designed for longer range, and thus used as a target pistol. The main difference between the Long Revolver and the Peacemaker is that the Long Revolver is double action. This means the hammer will automatically pull backup when the trigger is squeezed. When the trigger is squeezed back far enough the hammer is released. The double action meant that "fanning" is not required to perform three round bursts.

.455 Webbley

Price: 450 Weight: 1 Size: 3 Tech Level: 19 Toug: 13 Legal Status: 3 Availability: S 5

Damage Value: 17 Ammo: 6 Ammo Cost: $6/10 Range Short: 3-10 Medium: 15 Long: 40

This heavy pistol had a monopoly within the British Services and was used until 1932. Webbley invented a pistol that used recoil to rotate the cylinder and cock the hammer. The weapon is reloaded by bending the barrel forward via a hinge. The total length is 27.9 cm and the Webbley weights 1 kilogram.

.22 Revolver

Price: 120 Weight: 0.68 Size: 2 Tech Level: 20 Toug: 12 Legal Status: 3 Availability: S 3

Damage Value: 12 Ammo: 6 Ammo Cost: $3/50 Range Short: 3-5 Medium: 15 Long: 25

A light pistol that was design for indoor use, and for shooting smaller animals. The .22" is using an a holdout weapon for close range in case of trouble. The total length is 16cm and it weights 0.68 kilograms.

7.63 Mauser

Price: 300 Weight: 1.1 Size: 3 Tech Level: 20 Toug: 13 Legal Status: 3 Availability: S 4

Damage Value: 14 Ammo: 10 Ammo Cost: $15/20 Range Short: 3-10 Medium: 15 Long: 40

This is an semi-automatic pistol which operates on a short recoil system. The barrel and bolt recoil are locked together for a short distance. After which the bolt is unlocked and continues its rearward movement, while the barrel stops. The return spring, which is inside the bolt is compressed during the rearward travel, which cocks the hammer. As the recoil force dies, the compressed spring takes over and drives the bolt forward picking up a cartridge from the magazine. When the last round is fired, the magazine platform holds the bolt open and thus indicates the need for more ammunition.

Unlike most automatics, the mauser has its magazine in front of the trigger, instead of within the handle.

Derringer

Price: 250 Weight: 0.3 Size: 1 Tech Level: 19 Toug: 13 Legal Status: 3 Availability: S 5

Damage Value: 14 Ammo: 2 Ammo Cost: $2/10 Range Short: 3-5 Medium: 10 Long: 18

This is a neat compact two barrelled weapon, which handles surprisingly well, even though the butt can be gripped only by the second finger. To load the pistol, it is necessary first to turn the lever until it points forward; then the barrels can be raised, the cartridges inserted, and the barrels returned to their proper position and locked. The hammer is single action but is equipped with a floating nose which fires the top and bottom in succession. The weapon has a total length of 12 cm and it fires .45 calibre bullets.

9mm Browning

Price: 350 Weight: 1 Size: 2 Tech Level: 21 Toug: 12 Legal Status: 3 Availability: S 5

Damage Value: 15 Ammo: 13 Ammo Cost: $15/25 Range Short: 3-10 Medium: 25 Long: 60

This is the last of Browning's pistol design and was introduced in 1935. It was made in various versions, including one with an adjustable sight and a combined holster/stock. This is a semi-automatic pistol which has a total length of 19.7 cm.

9mm P38

Price: 300 Weight: 1 Size: 2 Tech Level: 21 Toug: 12 Legal Status: 3 Availability: S 5

Damage Value: 15 Ammo: 8 Ammo Cost: $15/25 Range Short: 3-10 Medium: 25 Long: 60

The P38 replaced the luger as the sidearm for the German officers in World War Two. This is a semi-automatic pistol with a total length of 21cm. After 1957, the P38 had it's steal frame replaced with an alloy frame.

Colt .38 Police Revolver

Price: 150 Weight: 0.68 Size: 2 Tech Level: 17 Toug: 12 Legal Status: 3 Availability: S 1

Damage Value: 14 Ammo: 6 Ammo Cost: $15/25 Range Short: 3-10 Medium: 25 Long: 50

A very straightforward six-cylinder revolver, typically with a 10cm barrel, the Police Revolver has been the weapon of choice for many law enforcement agencies world-wide. The pistol is double action so that pulling the trigger will pull the hammer back and release it to strike the bullet, without the need of using an action to pull back the hammer. This means the weapon can do three round bursts without "fanning" the hammer.

It is fairly accurate as such weapons go, and highly reliable. It is not high-tech, but the Police Positive is a highly serviceable weapon: easy to maintain and very effective, particularly at short ranges. Even though it can't punch through most kevlar-class body armour, getting hit by the Police Positive would down a target, but not kill them. This allows improved chances of questioning suspects, also in a firefight any missed shots, are less likely to kill innocent people.

.45 Colt Automatic

Price: 450 Weight: 1.1 Size: 2 Tech Level: 20 Toug: 13 Legal Status: 3 Availability: S 3

Damage Value: 16 Ammo: 7 Ammo Cost: $10/10 Range Short: 3-10 Medium: 25 Long: 40

This .45 calibre (11.44mm) semiautomatic pistol was the standard sidearm of the US armed forces from World War I until its eventual phased replacement in the 1990s. It magazine holds seven rounds. The .45 Colt is heavy, with a punishing recoil, but good stopping power. The total length of the Colt .45 is 21.6 cm.

Luger Parabellum P.08

Price: 300 Weight: 0.8 Size: 2 Tech Level: 20 Toug: 12 Legal Status: 3 Availability: S 1

Damage Value: 15 Ammo: 8 Ammo Cost: $15/25 Range Short: 3-10 Medium: 25 Long: 40

The rounded, angled butt, knurled cylindrical grips on the side, and the somewhat brutal-looking slide assembly made the Luger Parabellum virtually unmistakable. As with most successful designs, many variants of this weapon appeared. The Luger makes use of a rearward-moving barrel which breaks open a toggle-lock by moving the centre of the pivot along the line of the bore. With the lock then broken upwards, the beech block moves toward the rear of the receiver and compresses the return spring. The spring then returns the breech block to its position behind the barrel and the entire barrel receiver assembly moves back into firing position.

The Luger was considered one of the finest automatic weapons of its time, but it did have flaws, primarily the fact that the feed was quite delicate. This was because of the recoil action, which, when handling cartridges of lower pressure, often caused the breech block to fail to clear the top of the magazine. This led to the gun jamming or the breech block returning to an empty chamber.

The Luger can be fitted with a shoulder stock, and have a snail drum magazine which increases the number of shots from eight to fifty.

K08

Price: 350 Weight: 0.7 Size: 2 Tech Level: 21 Toug: 12 Legal Status: 3 Availability: S 4

Damage Value: 15 Ammo: 8 Ammo Cost: $8/10 Range Short: 3-10 Medium: 25 Long: 60

The K08 is the standard sidearm of the Imperial forces. It is a simple 9mm automatic, similar to many of the pistols native to Earth. Every soldier in the Imperial army carries a K08. It is the favoured weapon of many Imperial officers and commanders.

9mm Beretta

Price: 350 Weight: 0.65 Size: 2 Tech Level: 22 Toug: 12 Legal Status: 3 Availability: S 5

Damage Value: 15 Ammo: 9 Ammo Cost: $15/25 Range Short: 3-10 Medium: 25 Long: 40

The Beretta is a semi-automatic using blowback action; thus it fires a short cartridge in order to keep the pressure within safe limits. The hammer is cocked either by rearward movement of the slide, or manually, and it has a half cock position. The Beretta has a total length of 15 cm and weights 0.65 kilograms.

.357 Desert Eagle

Price: 400 Weight: 2 Size: 3 Tech Level: 22 Toug: 13 Legal Status: 3 Availability: S 5

Damage Value: 16 Ammo: 9 Ammo Cost: $10/10 Range Short: 3-10 Medium: 25 Long: 50

This is a very powerful autoloading pistol. A very large weapon, and requires strong hands to operate the controls with the slide stop needing the use of both thumbs to release a locked back slide. The weapon requires a Strength of 9 to fire one handed. The total length of the Desert Eagle is 27 cm.

.5 Desert Eagle

Price: 550 Weight: 2.4 Size: 3 Tech Level: 23 Toug: 13 Legal Status: 3 Availability: S 7

Damage Value: 18 Ammo: 6 Ammo Cost: $20/10 Range Short: 3-10 Medium: 25 Long: 50

The 0.5 Desert Eagle is similar in size to the earlier Desert Eagle. The barrel is a bit larger to accept the 0.50 cartridges, however the length remains the same at 27cm. The magazine can only fit six shots. The pistol requires a Strength of 9 to fire one handed.

.44 Smith & Wesson Magnum

Price: 400 Weight: 1.8 Size: 3 Tech Level: 22 Toug: 13 Legal Status: 3 Availability: S 6

Damage Value: 17 Ammo: 6 Ammo Cost: $15/10 Range Short: 3-10 Medium: 15 Long: 40

This is one of the more powerful revolvers, as it fires the .44 magnum round. A very large weapon, the Smith & weapon is a difficult weapon to master, because of the muzzle blast and noise. To use one handed requires a Strength of 9. When used with the proper ammunition, the Smith & Wesson is very accurate and has been used by hunters instead of a rifle. The barrel length can vary from 10 cm to 29 cm making the total length vary from 24 cm to 41 cm.

Glock 17

Price: 1500 Weight: 0.6 Size: 2 Tech Level: 22 Toug: 11 Legal Status: 3 Availability: S 5

Damage Value: 15 Ammo: 17 Ammo Cost: $15/25 Range Short: 3-10 Medium: 25 Long: 40

This Austrian weapon's appearance is a little different from other semi-automatic pistols. Its magazine holds 17 9mm Parabellum rounds. The weapon has an overall length of 19 cm and a mass of 618 grams. The Glock 17 is a recoil-operated semi-automatic with a cam controlled dropping barrel used to lock side and barrel together. There is no manual safety, since the pistol is prevented from firing by an integral firing pin unless the trigger is properly operated.

The pistol's slide is steel, out of necessity, but the rest of its frame is of polymer construction. While the designers originally did this to minimise mass, its got the advantage of cutting the ferrous metal content of the weapon down to almost nothing. It means the Glock 17 defeats many of the less sophisticated metal detectors providing security to low to mid-sensitivity sites. This counts as -2 on a security devices chances to detect the weapon.

Heckler & Koch HK 4

Price: 1000 Weight: 0.8 Size: 2 Tech Level: 22 Toug: 12 Legal Status: 3 Availability: S 6

Damage Value: 14/15 Ammo: 10/8 Ammo Cost: $15/25 Range Short: 3-10 Medium: 25 Long: 40

The Heckler & Koch HK 4 semi-automatic pistol combines H & K's almost mythical reliability and precision with unique versatility. The HK 4 may be chambered for .22 calibre (5.6mm), .25 calibre (6.4mm), 7.65mm or 9mm short rounds. This is accomplished by changing the barrel and recoil spring (and of course the magazine). magazines hold 10 rounds of .22 or .25 calibre, or eight rounds of 7.62mm or 9mm. The total length of this pistol is 16 cm.

Pardini Fiocchi Free Pistol

Price: 950 Weight: 2.8 Size: 4 Tech Level: 22 Toug: 11 Legal Status: 2 Availability: S 9

Damage Value: 13 Ammo: 1 Ammo Cost: $3/50 Range Short: 3-10 Medium: 50 Long: 65

There are many applications where pin point accuracy with a single shot over a relatively short range is more important than high rate of fire or extreme stopping power. For these applications, the weapon of choice is frequently a competition, match or "free" pistol. This design, originally by Pardini Fiocchi, is a fine example of this class of weapon. It is a single shot pistol firing a .22 calibre (5.6mm) Long Rifle round designed for Olympic or other world-class pistol competitions. Overall, the pistol is 30cm in length, massing just over one kilogram.

Its most noticeable feature is its walnut stock. It special hand fitting design, like those of most free pistols, wraps around the hand for excellent support and accuracy. These stocks are often designed for the individual shooter. On an aimed shoot the firer gains a +5 bonus to hit instead of the normal +3.

Walther P.88

Price: 800 Weight: 0.8 Size: 2 Tech Level: 22 Toug: 12 Legal Status: 3 Availability: S 6

Damage Value: 15 Ammo: 15 Ammo Cost: $15/25 Range Short: 3-10 Medium: 25 Long: 40

The Walther P.88 sports some very significant differences in technology from earlier Walthers, but virtually none of those are noticeable to the casual (i.e. non-gunsmith) user. In appearance, the P.88 differs little from other automatic pistols. Its barrel is 10.2cm long an average length for this class of pistol.

The P.88 fires 9mm rounds and accepts a 15 shot magazine.

The P.88 shows the quality workmanship and attention to detail expected of Walther products.

Tiger Arms Defender

Price: 800 Weight: 1 Size: 2 Tech Level: 24 Toug: 11 Legal Status: 3 Availability: S 6

Damage Value: 17 Ammo: 18 Ammo Cost: $15/20 Range Short: 3-15 Medium: 40 Long: 50

A heavy 9mm semi-automatic pistol, the Defender packs a serious punch. The magazine holds 18 caseless rounds, and can fire flechette rounds. The Defender boasts an integrally-mounted laser sight above the barrel, and a snap-on silencer and smartgun interface are options. Unloaded the pistol masses 0.95 kg and is 20cm in length (without silencer).

The stopping power of this weapon is very good, and its mass is sufficient to keep the recoil to a manageable level. The silencer is almost frighteningly effective: all you can hear of a silenced shot is the action of the pistol's mechanism. The silencer may be replaced or reconditioned after four shots.

The laser sighting system is precise, and mounted securely enough that recoil will not knock it out of alignment.

Komatsu Viper

Price: 350 Weight: 0.8 Size: 2 Tech Level: 24 Toug: 11 Legal Status: 3 Availability: S 6

Damage Value: 15 Ammo: 14 Ammo Cost: $25/10 Range Short: 3-10 Medium: 30 Long: 40

The Komatsu Viper Personal Defence Pistol is a light weapon designed specifically to fire flechette rounds and can fire nothing else. The weapon makes extensive use of plastic to keep the weight down (total mass 0.8 kg), and has a very striking design with gracefully swept lines. The magazine holds 14 rounds. The Viper comes standard with an integral laser sight.

The weapon is light, easily concealable, and a unique gas-vent compensation system takes recoil down to virtually nothing. and the 8mm flechette rounds do a very thorough job against lightly armoured opponents. The laser sight is ineffective beyond 40 meters, but for longer-range applications you wouldn't be depending on a light pistol. The plastic construction has enabled the weapon to slip through metal detectors in some low tech buildings.

This counts as -2 on a security devices chances to detect the weapon.

Komatsu Wakizashi

Price: 450 Weight: 0.5 Size: 1 Tech Level: 24 Toug: 11 Legal Status: 3 Availability: S 7

Damage Value: 14 Ammo: 6 Ammo Cost: $20/10 Range Short: 3-5 Medium: 15 Long: 25

The Wakizashi is a "holdout" - a light pistol designed expressly for easy concealment. Its total length is 11 cm, with a mass of 0.5 kg. The smooth lines of the weapon testify to its intended purpose: there are no corners or sharp edges, nothing that can catch on clothing to interfere with a fast draw from a pocket or bag. The majority of the pistol is formed from polyresin and the item is available in a range of designer colours (-3 to be detected by metal detectors).

The Wakizashi is chambered for 5.56mm rounds. It will accept flechette ammunition. The magazine holds six rounds. The Wakizashi packs more recoil than its big brother, the Viper. Presumably, that's because its small from factor precludes the gas-vent compensation used on the Viper.

Okawa Daishyu

Price: 1000 Weight: 2.2 Size: 4 Tech Level: 24 Toug: 12 Legal Status: 3 Availability: S 9

Damage Value: 17 Ammo: 100 Ammo Cost: $15/25 Range Short: 3-25 Medium: 40 Long: 100

The Daishyu is a long range hunting pistol, firing 9mm rounds. It is a large, heavy weapon - massing 2.2kg, sporting a 30.5 cm barrel - and generally impossible to conceal. Instead of the standard box magazine, Okawa has chosen a cylindrical magazine, with the rounds arranged hellically around a core. This helical magazine will hold 100 rounds! Fully loaded, the magazine is about the size and shape of a beer can, and it loads into the rear of the pistol's mainframe assembly, above the stock.

The Daishyu comes standard with integral silencer, flash suppresser and gas vent recoil compensation. Mounted above the barrel is an adaptive laser sight. (An ultrasonic device measures the range to the target and adjusts the depression of the laser aiming beam to account for drop. The adaptive sight also contains a small gyro which detects rapid gun movement and adjusts the laser beam to compensate for the angular barrel movement often present in snap shot.)

Muzzle velocity is exceptionally high - over 600 m/s - but the recoil compensators work very well, reducing the recoil to that equal to the 9mm Beretta. The laser sighting is very accurate. At ranges from 10 to 100 meters, the bullets impacts within five millimetres of the aiming point.

Militech Ronin Pistol

Price: 500 Weight: 0.6 Size: 1 Tech Level: 24 Toug: 11 Legal Status: 3 Availability: S 6

Damage Value: 14 Ammo: 7 Ammo Cost: $2/10 Range Short: 3-5 Medium: 15 Long: 25

The Ronin from Militech is slightly larger than the Komatsu Wakizashi, but it is still classed as a "hold out" pistol. It total length is 13cm with a mass of 0.65 kg. The design is stylistically quite different from the Wakizashi, but the intention is the same: to minimise corners or protrusions that can prevent a fast draw from a pocket. Like the Wakizashi, the pistol is largely polyresin. Militech eschews colour as an option; the pistol is available in black only (-3 to be detected by metal detectors).

The Ronin is chambered for 7.56 mm rounds. It will accept flechette ammunition. The magazine holds seven rounds. Integral laser sighting is standard. Militech does not offer silencers or suppressers for the Ronin.

Hachiman "Big Thunder" Heavy Pistol

Price: 900 Weight: 2.3 Size: 4 Tech Level: 24 Toug: 13 Legal Status: 3 Availability: S 8

Damage Value: 19 Ammo: 6 Ammo Cost: $20/10 Range Short: 3-10 Medium: 30 Long: 50

The Hachiman "Big Thunder" Heavy Pistol rivals the Chunyokai for the distinction of being the most powerful handgun available. There are significant similarities between the two weapons. Both are chambered for 13mm rounds and both have integral laser sighting and gas vent recoil compensation. The Hachiman pistol differs in that a single pull of the trigger fires a "burst" of two rounds, at a cyclical rate of 2000 rpm. The "Big Thunder's" magazine holds 12 rounds (six bursts).

The recoil is massive, even with the high-efficiency Hi Pass gas-vent compensation. After firing off a full magazine, your hand feels like a big guy in combat boots stomped on it. The weapon has a total length of 35 cm and weights 2.3 kilograms.

Requires a Strength of 9 to fire one handed.

Militech MP-11 Nail gun

Price: 700 Weight: 1.2 Size: 3 Tech Level: 24 Toug: 12 Legal Status: 3 Availability: S 10 Damage Value: 17 Ammo: 9 Ammo Cost: $25/10 Range Short: 3-10 Medium: 30 Long: 45

The Mp-11 from Militech is unique on the market: a military grade heavy pistol chambered for flechette rounds only. The Mp-11 is a large weapon, square and blocky in design - even the trigger guard is squared. Overall length is 26.7 cm and mass is 1.2 kg. The Mp-11 fires special Militech proprietary 11mm flechette rounds. The magazine holds nine rounds, and the weapon comes with integral laser sight and a special silencer.

Thus the special ammunition is needed or else the flechette rounds will destroy the silencer.

Hachiman Km11

Price: 700 Weight: 1.3 Size: 3 Tech Level: 23 Toug: 12 Legal Status: 3 Availability: S 3

Damage Value: 18 Ammo: 12 Ammo Cost: $20/10 Range Short: 3-10 Medium: 25 Long: 40

One of the top sellers within Nippon and as an export to Core Earth troops. This 12mm Auto-Mag, has excellent stopping power. This weapon, produced by Kanawa's Hachiman division, made the firm's reputation in the arms field. The weapon has integral laser sight, and very good recoil compensation which allows the weapon to be fired one handed. The total length of the Hachiman Km 11 is 25 cm.

LOV 9mm

Price: 600 Weight: 0.8 Size: 2 Tech Level: 23 Toug: 11 Legal Status: 3 Availability: S 5

Damage Value: 15 Ammo: 12 Ammo Cost: $15/25 Range Short: 3-20 Medium: 30 Long: 50

This weapon is noted more for accuracy than its ability to do damage. Roughly as powerful as the Beretta, the LOV features laser-optic sights which enhance the ability of a marksman (add +3 to fire combat when attempting a vital blow). The total length of this pistol is 18cm.

ZIIP77z

Price: 600 Weight: 0.5 Size: 2 Tech Level: 23 Toug: 11 Legal Status: 3 Availability: S 7

Damage Value: 16 Ammo: 12 Ammo Cost: $15/25 Range Short: 3-10 Medium: 25 Long: 40

A standard 9mm much in favour with the intelligence services, including the Rauru Block's Operations arms. It holds 12 rounds and its plastic casing allows it to slip past detection systems (-4 to be detected). The total length of the ZIIP77z is 16cm and it weights 0.5 kilograms.

Chiang 67

Price: 450 Weight: 0.9 Size: 3 Tech Level: 23 Toug: 12 Legal Status: 3 Availability: B 3

Damage Value: 16 Ammo: 8 Ammo Cost: $25/10 Range Short: 3-10 Medium: 25 Long: 50

A pistol of Chinese manufacture, the Chiang 67 is designed to kill in virtual silence. This is done through the use of a Maxim silencer which traps the gases emerging from the barrel and lower their escape velocity to the point that no noise is made. The downside of the Chiang is that it requires special 7.65mm ammo, although this can often be found on the black market. The integral silencer takes the total length of this pistol to 25 cm.

13mm Chunyokai

Price: 850 Weight: 2 Size: 3 Tech Level: 24 Toug: 13 Legal Status: 3 Availability: S 7

Damage Value: 18 Ammo: 9 Ammo Cost: $20/10 Range Short: 3-10 Medium: 40 Long: 50

The most advanced pistol yet to come out of the Nippon arms factories, the Chunyokai's primary appeals lie in its ability to do damage and its increased range, but owing to its Tech level (24), it is rarely exported. A number have found their way outside of Nippon on the persons of corporate ninja on both sides. This weapon has an integral laser sight. The recoil compensation is very good as the weapon has very little kick and can be fired one handed by an average person. The total length of the Chunyokai is 25 cm. The Chunyokai can fire flechette rounds.

Kana-Block

Price: 1000 Weight: 2.8 Size: 3 Tech Level: 24 Toug: 13 Legal Status: 3 Availability: S 10

Damage Value: 19 Ammo: 8 Ammo Cost: $25/10 Range Short: 3-10 Medium: 30 Long: 45

The Kana-Block is a heavy powerful semi automatic pistol which fires a 14mm round. The pistol has an integral laser sight and has an attachment for a silencer. However due to the weapons size and the power behind the bullet a silencer rarely lasts longer than twenty shots. This weapon uses the same recoil techniques as the Chunyokai, but this is not enough to keep the recoil down. To be fired one handed a Strength of 9 is required. The total length of the Kana-Block is 26 cm.

Ichiwa Disrupter

Price: 1200 Weight: 0.5 Size: 3 Tech Level: 25 Toug: 12 Legal Status: 5 Availability: B 10

Damage Value: 19 Ammo: 13 Ammo Cost: $30/10 Range Short: 3-15 Medium: 40 Long: 50

The Ichiwa Disrupter is a smooth lined heavy pistol chambered for 9mm ammunition. Its magazine holds 13 rounds. The weapon has an integral laser sighting silencer. It is the only weapon on the market to use Ichiwa's patented solenoid trigger, guaranteeing split second responsiveness. The Disrupter is a semi automatic pistol, incapable of firing bursts. because of its integral silencer, it cannot fire flechette rounds. The Disrupter is 21.6cm in length. it makes extensive use of plastics and special neo-polymers keeping its mass to a very low 0.5kg. It is also undetectable by metal detectors (-4 to be detected), however more complex weapon detectors will pick it up.

The weapon is almost noiseless, and seems to aim itself, and has the hitting power of an assault rifle, all in a package that weights less than some medium pistols.

This weapon is mainly used by the Corporate Security Guards and Military Personal, and is not normally available for the normal public.

9/Gam Snub Pistol

Price: 450 Weight: 0.5 Size: 2 Tech Level: 25 Toug: 13 Legal Status: 5 Availability: B 12

Damage Value: 15 Ammo: 9 Ammo Cost: $15/25 Range Short: 3-10 Medium: 20 Long: 30

A short barrelled autoloading handgun, easily concealed and accurate at short ranges. This weapon is totally HardPlas including the 9 mm bullets, thus the weapon is very hard to detect using metal and chemical detectors (-5 for such detectors), but weapons detectors will be able to pick up the weapon. The weapon has a total length of 15 cm, and can fire flechette rounds. Because of its low detection this weapon is restricted so it can not be sold to the public.

11/Alph Automatic

Price: 700 Weight: 1 Size: 3 Tech Level: 25 Toug: 13 Legal Status: 5 Availability: B 10

Damage Value: 16 Ammo: 21 Ammo Cost: $10/10 Range Short: 3-10 Medium: 30 Long: 50

A heavier autoloader, this 11mm weapon is the standard sidearm in the Free Nations. The weapon like the Snub Pistol is made out of HardPlas including the caseless bullets, thus hard to detect (-5 for metal and chemical detectors). The Alph Automatic has a total length of 24 cm, and weights 1 kilogram. This weapon can fire flechette rounds.

13/Zan Magnum

Price: 900 Weight: 1.3 Size: 3 Tech Level: 25 Toug: 13 Legal Status: 5 Availability: B 11

Damage Value: 18 Ammo: 21 Ammo Cost: $20/10 Range Short: 3-10 Medium: 40 Long: 60

A 13mm magnum autoloader delivering a tremendous punch. This weapon is made of HardPlas including the caseless rounds, thus hard to detect (-5 for metal and chemical detectors). The weapon also has an integral laser sight, and very good recoil compensation, so that weapon can be fired one handed by an average person. The total length of is pistol is 24 cm and it weights 1.3 kilograms. This weapon can fire flechette rounds.

Herod IV

Price: 1100 Weight: 1.8 Size: 3 Tech Level: 25 Toug: 13 Legal Status: 5 Availability: B 12

Damage Value: 19 Ammo: 50 Ammo Cost: $15/25 Range Short: 3-25 Medium: 100 Long: 150

Is a heavy, bulky automatic pistol, with a special chip just in front of the trigger. It was the first weapon designed for use with smart gun attachments, and performs well enough with them. Without them, its is unwieldy, with a -2 bonus modifier to hit. There are three reasons the Herod IV is in use; it contains 50 caseless high impact bullets so it keeps firing, and firing, and the pistol can take a great deal of abuse and still function, plus the accuracy of the weapon is remarkable. The pistol has a total length of 23cm and can easily be fired one handed.

Sparrow Light Pistol

Price: 800 Weight: 0.1 Size: 1 Tech Level: 25 Toug: 11 Legal Status: 5 Availability: B 10

Damage Value: 17 Ammo: 6 Ammo Cost: $30/10 Range Short: 3-5 Medium: 15 Long: 25

This pistol was first designed as a cyberfinger weapon, and the same miniaturisation are applied to this pistol. The pistol fires 5.56mm caseless explosive rounds. The weapon is made of HardPlas, however the bullet's explosive head can be detected by chemical detectors. The Sparrow also has an integral silencer making the weapon very quite. The total length of this auto pistol is 10 cm, and only two fingers can fit around the hand grip.

GWI GodMeeter

Price: 1300 Weight: 2 Size: 3 Tech Level: 25 Toug: 13 Legal Status: 6 Availability: B 12

Damage Value: 20 Ammo: 30 Ammo Cost: $60/chip Range Short: 3-12 Medium: 30 Long: 50

The GodMeeter is a pistol which fires hallow point ammunition fitted with a high explosive charge. These guns are issued to all members of the Church Police. They gain their name from their ability to send targets to meet their maker. The GodMeeter can not use other ammo types (see ammo list) with the exception of smart ammo that can be combined with the GodMeeter's ammo. The GodMeeter is a heavy pistol which a total length of 26 cm, and weights 2 kilograms despite use of HardPlas. However the recoil compensation allows an average person to fire it one handed. This powerful weapon is normally restricted to the church police and other military organisations of France or French Corporations.

Sub Machine Guns

The sub machine gun is of capable being fired single shot, three round burst, or long burst. The damage listed below are for single shot.

Bergmann SMG

Price: 500 Weight: 3.8 Size: 5 Tech Level: 20 Toug: 12 Legal Status: 3 Availability: S 7

Damage Value: 14 Ammo: 32 Ammo Cost: $15/25 Range Short: 3-10 Medium: 25 Long: 80

The Bergmann was one of the earliest autofire weapons to appear on the battlefields of the world. It is a true SMG in that it is recoil-operated and air-cooled. Its stock is wooden, with a rifle-style design, as opposed to the open or strut type stocks favoured in later models. The Bergmann accepts a 32 round drum magazine mounted to the left of the barrel.

As with other SMGs of this period, the Bergmann's accuracy is lousy. At short range however this shouldn't be too much of a problem.

Thompson SMG

Price: 900 Weight: 4.8 Size: 5 Tech Level: 20 Toug: 13 Legal Status: 3 Availability: S 8

Damage Value: 17 Ammo: 50 Ammo Cost: $10/10 Range Short: 3-15 Medium: 25 Long: 100

The Thompson submachine gun - the "Tommy gun" or "Tommy chopper" - is familiar to anyone who seen motion pictures of America's Prohibition and "gangster" era. A heavy wooden-stocked weapon, the Thompson boasts a 50 round drum magazine. The weapon fires the same .45 calibre ammunition as the M1911 pistol. The Thompson boasts a vertical foregrip with finger notches, but suffers from a cyclic rate that is reduced by the weight of the weapon. The Thompson is a relatively heavy gun at 5.2 kg.

The Thompson was designed as a close-in weapon with significant stopping power, and that's just what it is. Its range and accuracy are both bad.

Schmeisser Mp40

Price: 400 Weight: 3.2 Size: 4 Tech Level: 21 Toug: 12 Legal Status: 3 Availability: S 6

Damage Value: 14 Ammo: 32 Ammo Cost: $15/25 Range Short: 3-15 Medium: 40 Long: 100

Although named a machine pistol, the Schmeisser MP 40 is better classified as a submachine gun. Unlike its predecessor, the Bergmann SMG, the Schmeisser has a tubular metal shoulder stock, reducing the weapon's weight. The Bergmann's side mounted drum was replaced by a box magazine inserted vertically into the underside of the mechanism. The Schmeisser fires standard 9mm pistol ammunition.

With its smaller rounds and lesser rate of fire, the Schmeisser isn't quite the heavy duty close assault weapon that the Thompson SMG is. Although the technology used in the weapon's construction is relatively low on an absolute scale, the precision with which the technologies are applied is actually surprising.

MAC 10

Price: 600 Weight: 3.4 Size: 3 (4) Tech Level: 22 Toug: 12 Legal Status: 3 Availability: S 5

Damage Value: 15 Ammo: 30 Ammo Cost: $10/10 Range Short: 3-15 Medium: 25 Long: 50

The Ingram MAC 10 is seen far more often in popular movies and in criminal hands than in official use. Developed as a possible replacement for the US. military, the Ingram is a very compact weapon, while still firing a powerful .45 round. The sliding butt stock is too short for really comfortable use by most firers and the front strap, hanging under the barrel, is a useful but not very satisfactory front handgrip. A muzzle suppresser/silencer was designed for use with the Ingram and this makes the weapon much more manageable to use. The Ingram is most successful when used as a close in weapon. The weapon is size 3 without the suppresser and has a total length of 27 cm (weight of 3.4 kilograms). The suppresser increases the size to 4 and the weight to 3.9 kilograms, total length of 55 cm. Without the suppresser it requires a Strength of 9 to fire the MAC 10 one handed.

Heckler & Koch MP5 SMG

Price: 500 Weight: 2.7 Size: 4 Tech Level: 22 Toug: 12 Legal Status: 3 Availability: S 7

Damage Value: 14 Ammo: 30 Ammo Cost: $15/25 Range Short: 3-15 Medium: 40 Long: 100

A light, short barrelled submachine gun, the MP5 is striking in its stark simplicity. many variants of this compact, reliable weapon exist, with a wide range of stock designs, silencers, suppressers and sights. The weapon fires 9mm rounds, and magazines are available with 10, 15, 20 or 30 round capacity. A burst round control device allows two, three or four round bursts, at the user's selection. Massing only 2.4 kg the Mp 5 is a very compact, convenient weapon.

The MP5 has a reputation as a precise, reliable and hard hitting weapon. Britain's famed Special Air Services (SAS) and the German Bundespolizei agree - they've chosen it as one of their preferred weapons.

Variants of the MP5 include the MP5K, which was designed for use by anti-terrorist squads who need a compact weapon. The MP5K can fit inside a car's glove compartment, and one model, the MK5 KA1, has no sights that could catch on clothing when the weapon is being drawn. The HK53 takes the successful MP5 design and alters it so 5.56mm rounds can be fired. These bullets have a good deal more stopping power than the pistol ammunition normally used in MP5.

UZI SMG

Price: 500 Weight: 4.1 Size: 4 Tech Level: 22 Toug: 12 Legal Status: 3 Availability: S 3

Damage Value: 14 Ammo: 32 Ammo Cost: $15/25 Range Short: 3-15 Medium: 40 Long: 100

The Uzi has become the archetypical submachine gun design. When civilians are asked to picture a SMG, it is invariably the Uzi they imagine. The weapon has a short barrel and a folding skeletal stock. Extensive use of plastic makes the weapon light and easily ported. The gun balances so well that one-handed firing is possible.

The Uzi achieves its compact appearance by having a recessed bolt to take the face of the breech, thus having the mass of the bolt forward of the breech. Shooting 9mm rounds, the Uzi has a high rate of fire, The standard magazine holds 30 rounds.

This weapon is a big improvement over earlier SMG designs. With its high cyclical rate, excellent stopping power and good accuracy, the user can hit more often and do as much damage with each hit. The Uzi's high rate of fire and flat, drumming sound are distinctive. The weapon is very reliable, making it the ideal choice for either security or terrorist/infiltration applications.

The Uzi has a grip safety on the gun, which prevents it from firing accidentally if dropped. In addition, the folding stock allows the gun to be carried by vehicle crews for mobile operations.

Micro UZI

Price: 600 Weight: 2.3 Size: 3 Tech Level: 23 Toug: 12 Legal Status: 3 Availability: S 5

Damage Value: 14 Ammo: 20 Ammo Cost: $15/25 Range Short: 3-15 Medium: 25 Long: 50

This is the smallest version of the UZI available. The weapon fires the same 9 mm ammunition but at a higher rate of fire because of its smaller size. It is a shortened, lighter version of the standard UZI submachine gun will all the basic principle remaining the same. The stock is different as it is a single strut covered with a padded material and folding to the right side of the weapon. When the stock is folded, the butt plate, can be held with the non-firing hand, resulting in a very secure grip. The total length of the micro UZI is 27 cm. The weapon is concealable but lacks the accuracy at long range.

TEC-9 Scorpion Machine Pistol

Price: 450 Weight: 1.4 Size: 3 Tech Level: 23 Toug: 11 Legal Status: 3 Availability: S 4

Damage Value: 13 Ammo: 36 Ammo Cost: $25/20 Range Short: 3-15 Medium: 25 Long: 50

Matte black in finish with a straight magazine and 12.7cm barrel, the Scorpion machine pistol is very slick in appearance. Weighing in at 1.4kg, and 31.75 cm in length overall, it is a convenient concealable weapon that packs a nasty punch at short range. The Scorpion is chambered for 9mm ammunition and carries 36 rounds in its magazine.

The Tec-9 Scorpion fires either single shots or three round bursts. As expected, it's not very accurate at long ranges on burst fire. On single shot, however, its highly accurate up to 50 meters. The weapon is light, with a plastic mainframe and grip section. While this makes it easier to port around, it also means it's not as tough. Make sure the screws are tight, or it might come apart in your hands.

Militech Hornet SMG

Price: 850 Weight: 1.6 Size: 3 Tech Level: 24 Toug: 12 Legal Status: 3 Availability: S 8

Damage Value: 15 Ammo: 30 Ammo Cost: $15/25 Range Short: 3-15 Medium: 40 Long: 80

The Hornet is a light submachine gun with a very high rate is fire. Without its optional folding stock, the weapon is 31 cm in length, and masses only 1.6kg. The backward-curved magazine holds 30 rounds of 9mm ammunition. The weapon can fire flechette rounds. The Hornet's sculpted grip and forestock are distinctive.

SC Kyogo 144

Price: 1200 Weight: 2.3 Size: 4 Tech Level: 24 Toug: 12 Legal Status: 3 Availability: S 8

Damage Value: 15 Ammo: 45 Ammo Cost: $15/25 Range Short: 3-15 Medium: 40 Long: 150

With more ammo, greater damage capacity and an edge in range, the Kyogo 144 is a more effective weapon than the Sansu 11mm, yet only slightly more expensive. The Kyogo is an extremely accurate weapon, and is in widespread use throughout the world's armies. The SC Kyogo 144 uses 9mm rounds, and has a total length of 40 cm. The stock is adjustable and folds back to allow better concealability.

Sansu 11mm

Price: 750 Weight: 1.5 Size: 3 Tech Level: 23 Toug: 12 Legal Status: 3 Availability: S 7

Damage Value: 14 Ammo: 30 Ammo Cost: $15/20 Range Short: 3-15 Medium: 35 Long: 100

Another popular export, the submachine gun has been used with great effect by US forces against edeinos warriors in several recent battles. The Sansu features a large magazine, and durable light weight aluminium construction. The Sansu is a pistol sized and shaped SMG, which can fire single shot, three round burst or long burst. The recoil compensation is excellent, allowing the user to fire this weapon with amazing accuracy. The total length is 24 cm, and the light weight alloys kept the weight to 1.5 kilograms. This weapon can be easily fired one handed by the average person.

Hellfire SmartGun

Price: 1500 Weight: 1.8 Size: 3 Tech Level: 26 Toug: 12 Legal Status: 5 Availability: B 7

Damage Value: 15 Ammo: 36 Ammo Cost: $15/25 Range Short: 3-20 Medium: 30 Long: 100

The Hellfire SmartGun resembles most other submachine guns on the market, save in one way: it has no trigger assembly. The SmartGun is a standard SMG firing 9mm shells with a 36 round magazine. It has integral gas vent recoil compensation and a laser sight. What distinguishes the Hellfire SmartGun from other SMG designs is its integral smartgun interface circuitry. This delicate circuitry establishes a direct neural link between the user's brain, the laser sight and the weapons firing mechanism. In essence the technology works like this: the laser sight sends a signal through the interface circuitry to the user's brain when a target is in the weapon's sights. In the other direction, the circuitry picks up the user's neural "fire" reflex and triggers the weapon.

If the user has one or two cybereyes, another wrinkle is added. SmartGun circuitry projects a tiny sighting reticule or crosshairs on to the user's visual field. The reticule can be moved about the visual field under direct mental control. The user positions the crosshairs on to the desired target. When the gun's laser sighting point matches up with the crosshairs the gun fires automatically. this has the effect of improving accuracy (+2 to fire combat when using the projected crosshairs to aim the weapon). This bonus is not accumulative which EyeKill cybereyes.

The Hellfire cannot be used by anyone without the appropriate interface circuitry.

Vav-9 Machine Pistol

Price: 2500 Weight: 0.8 Size: 2 Tech Level: 26 Toug: 12 Legal Status: 5 Availability: B 10

Damage Value: 16 Ammo: 24 Ammo Cost: $15/25 Range Short: 3-10 Medium: 20 Long: 60

A small light-calibre submachine gun. Sophisticated muzzle break design prevents the severe problems with climbing found in light auto weapons on Core earth. It is compact and easily concealed. The Vac-9 is the smallest SMG available, having a total length of 18cm and a weight of 0.8 kilograms. The HardPlas construction makes this weapon undetectable to metal and chemical detectors (-5 to detect), this includes the caseless 9mm HardPlas rounds. The Vac-9 also has an integral laser sight, and the special recoil compensation allows single handed firing.

Thav-9 Submachine Gun

Price: 3000 Weight: 1.8 Size: 4 Tech Level: 26 Toug: 13 Legal Status: 5 Availability: B 10

Damage Value: 16 Ammo: 72 Ammo Cost: $15/25 Range Short: 3-15 Medium: 40 Long: 100

A standard SMG pattern in wide use on Tharkold. The Thav-9 uses caseless HardPlas 9mm similar to the Vac-9, but its magazine holds 72 rounds. The Thav-9 has a folding stock, but this is not necessary as the weapon has the no recoil because of the advanced recoil compensators. The stock is only used by those people who are not use to no recoil or have not used energy weapons. The user can select between single fire, three burst and long burst, but single fire is very rarely used because of the high magazine capacity. The total length of the Thav-9 is 40cm and it weights 1.8 kilograms. Like the Vav-9 the Thav-9 is made of HardPlas so metal and chemical detectors are at -5 to detect this weapon.

Rifles

Matchlock Musket

Price: 1200 Weight: 9 Size: 6 Tech Level: 15 Toug: 14 Legal Status: 2 Availability: C 10

Damage Value: 14 Ammo: 1 Ammo Cost: $2/10 Range Short: 3-10 Medium: 20 Long: 40

Also known as the arquebus, the matchlock musket is a simple weapon with a wooden stock and heavy iron barrel. It varies in length from 1.2 to 1.8 meters or more. The weapon is so heavy (9 kg) that a wooden rest is required to support the barrel while aiming, this is required if the user has Strength 9 or less.

The weapon is a simple muzzle loader; in other words, powder charge, wadding and shot must be loaded down the barrel, then tamped down using a ramrod. Once the weapon is loaded, the powder is ignited using a device called a matchlock. This holds a burning match - often a slow burning piece of thin cord - at the upper end, and a lever trigger at the low end. By pulling the level or trigger, the firer swings the match smoothly on to the touchhole, igniting the powder.

Reloading the weapon takes about one minute (six rounds) and is far from being a simple task. If this procedure is performed incorrectly, the weapon will not operate. To correct matters, it is necessary to completely unload the weapon and repeat the entire procedure. (In game terms, the task of loading a matchlock musket in one round requires a fire combat total of 7.)

The powder used in a matchlock create large quantities of dense white smoke, which has a deleterious effect on visibility. (This smoke forms a spherical cloud one meter in diameter. The cloud lasts for four combat rounds in the absence of strong winds, and acts as partial concealment with respect to any line of sight that passes through it.)

Wet conditions will extinguish the match, disabling the weapon.

Wheellock Musket

Price: 1200 Weight: 10 Size: 6 Tech Level: 15 Toug: 14 Legal Status: 2 Availability: C 10

Damage Value: 15 Ammo: 1 Ammo Cost: $2/10 Range Short: 3-10 Medium: 25 Long: 60

The wheellock was developed to overcome the susceptibility of the matchlock to wet conditions. Instead of a burning match, the matchlock uses a mechanical device to strike a spark. A tightly-wound spring spins a small, rough-edged wheel against a spark-producing substance (normally Iron Pyrite "fools gold"). The wheellock musket -a relatively rare weapon - is similar in size to the matchlock, but slightly heavier (1.2-1.8 meter in length, and 10 kg in mass).

Wheellock muskets are as cumbersome and difficult to reload as are matchlock (six rounds, requiring a fire combat total of 7 to reload in one round). Again, an unsuccessful load renders the weapon useless until cleaned. The powder creates the same thick smoke as matchlocks. (This smoke forms a spherical cloud one meter in diameter. The cloud lasts for four combat rounds in the absence of strong winds, and acts as partial concealment with respect to any line of sight that passes through it.)

Flintlock Musket

Price: 1500 Weight: 9 Size: 6 Tech Level: 17 Toug: 14 Legal Status: 2 Availability: C 10

Damage Value: 15 Ammo: 1 Ammo Cost: $2/10 Range Short: 3-25 Medium: 40 Long: 100

After the wheellock, the flintlock is the next logical development in muzzle-loading firearms. In size, it is similar to the matchlock (1.2-1.8 meters), and its weight is just lighter at 9 kg. The powder charge, wadding and shot must be loaded down the weapon's barrel, then tampered down using a ramrod. Powder and shot can be contained in a paper cartridge to speed up reloading. When the trigger is pulled, a spring drives a flint, held in a pair of adjustable jaws, against a rough steel hammer positioned directly above the priming powder. One contact, the hammer lifts, allowing sparks to fall on to the powder, igniting it. The standard model boasts a bayonet mount.

The time necessary to load the weapon drops drastically (from six to four rounds) and the chances of a misload are much less (difficulty number drops from 7 to 5 for one round loading).

The flintlock uses the same powder as the matchlock and wheel, and so creates a similar cloud of dense white smoke. (This smoke forms a spherical cloud one meter in diameter. The cloud lasts for four combat rounds in the absence of strong winds, and acts as partial concealment with respect to any line of sight that passes through it.)

Kentucky Rifle

Price: 1200 Weight: 6 Size: 7 Tech Level: 17 Toug: 14 Legal Status: 2 Availability: C 10

Damage Value: 16 Ammo: 1 Ammo Cost: $2/10 Range Short: 3-40 Medium: 100 Long: 250

This rifle was used during the height of the flintlock era. The Kentucky rifle was used as a hunting rifle and has a length over 1.8 meters. The rifle is accurate to much longer ranges than most other flintlocks. Also as the construction methods improved the rifle was made lighter but still very durable and strong.

The time necessary to load the weapon is four rounds and the chances of a misload are much less (difficulty number drops from 7 to 5 for one round loading).

The Kentucky Rifle uses the same powder as the matchlock, wheellock, and flintlock and so creates a similar cloud of dense white smoke. (This smoke forms a spherical cloud one meter in diameter. The cloud lasts for four combat rounds in the absence of strong winds, and acts as partial concealment with respect to any line of sight that passes through it.)

Sharps 1855

Price: 800 Weight: 3.5 Size: 6 Tech Level: 19 Toug: 13 Legal Status: 2 Availability: C 8

Damage Value: 18 Ammo: 1 Ammo Cost: $2/10 Range Short: 3-40 Medium: 250 Long: 600

This is a breech loading mechanism which uses a paper bullet cartridge. The trigger guard acts as the lever to open the breech, in which the cartridge is placed. The Sharps still required a percussion cap, or was fitted with a tape primer. The tape primmer took rolls of caps, a fresh cap is pushed over the nipple when the hammer was cocked. Thus it was harder to fumble while mounted.

Reloading the sharps takes one round, and requires no skill rolls. The length of the sharps is 1.1 meters.

Chassepot Rifle

Price: 1000 Weight: 3.8 Size: 6 Tech Level: 19 Toug: 13 Legal Status: 2 Availability: C 9

Damage Value: 18 Ammo: 1 Ammo Cost: $10/10 Range Short: 3-40 Medium: 200 Long: 400

The chassepot rifle is an effective breech-loading bolt action rifle. As with the more modern bolt-action rifles, the weapon operates as follows: as the bolt is pulled back, exposing the breech to the chamber, the firing pin and the spring to drive it forward are also drawn back. The cartridge is then inserted, and the bolt pushed forward - closing the breech - and turned to lock it in place. As the bolt moves forward, the firing-pin spring is driven forward through the propellant and into the percussion cap. Chassepots were often fitted with bayonets, which made use of a traditional design which left space for the hand to grip the ramrod during loading.

The chassepot rifle is a true single action rifle in that it has no magazine. Reloading is simple, and takes only seconds.

Weston Bolt-Action

Price: 800 Weight: 4.3 Size: 6 Tech Level: 19 Toug: 12 Legal Status: 2 Availability: C 8

Damage Value: 17 Ammo: 8 Ammo Cost: $10/10 Range Short: 3-60 Medium: 200 Long: 400

This is a bolt action rifle. Opening the bolt causes the magazine carrier to lift, and the bolt's closure fed the round into the chamber. The bolt also pulled the firing pin into a ready state for firing. The need to work the bolt of reload means that three rounds burst cannot be done. Instead multiple shots can be performed within a round. The length of the rifle is 1.3 meters.

Weston Bolt-Action Carbine

Price: 750 Weight: 3.3 Size: 5 Tech Level: 19 Toug: 12 Legal Status: 2 Availability: C 8

Damage Value: 17 Ammo: 8 Ammo Cost: $10/10 Range Short: 3-60 Medium: 120 Long: 250

This rifle is the same as the Weston Bolt-Action but the overall length and weight was reduced so that the rifle could be fired upon horseback with more convenience. The total length is 1 meter and the weight is 3.3 kilograms, one kilogram less then the normal rifle.

Winchester Model 1873

Price: 900 Weight: 3.3 Size: 5 Tech Level: 19 Toug: 12 Legal Status: 2 Availability: C 8

Damage Value: 17 Ammo: 8 Ammo Cost: $10/10 Range Short: 3-40 Medium: 250 Long: 600

Nicknamed "the gun that won the West", the Winchester '73 is a lever action repeating rifle. Cartridges are fed through a loading gate in the side of the rifle into a tubular magazine mounted below the barrel in the wooden forestock. A lever, incorporated with the trigger guard, ejects the empty cartridge case and feeds a fresh round into the breech. The tubular magazine will hold eight rounds.

What makes this rifle special is its rate of fire: keep pumping the lever and keep pulling the trigger, and you can bang off eight rounds before the other guy's got his second shot chambered. The Winchester fires the "44-40" cartridge (.44 calibre with 40 grain of powder). This cartridge is common to many Winchester rifles and Colt revolvers, which means you may only have to buy one type of ammunition.

Lee Enfield MK 1

Price: 550 Weight: 3.8 Size: 5 Tech Level: 20 Toug: 12 Legal Status: 2 Availability: S 8

Damage Value: 19 Ammo: 10 Ammo Cost: $12/10 Range Short: 3-40 Medium: 600 Long: 1500

This is the standard bolt action rifle that was used by the British Army. The rifle uses a zig zag magazine. The rifle was developed because it combined the best qualities for use on horseback and on the ground. The total length is 1.1 meters and it weights 3.8 kilograms.

7.92 KAR

Price: 750 Weight: 4 Size: 6 Tech Level: 20 Toug: 12 Legal Status: 2 Availability: S 8

Damage Value: 19 Ammo: 14 Ammo Cost: $10/10 Range Short: 3-40 Medium: 400 Long: 1000

This is bolt action rifle is based off the Mauser which was used by the German Army until the end of World War Two. The Mauser was the first bolt action rifle to cock on the opening of the bolt. The magazine size can vary from five shots to 14. The length of the rifle is 1.2 meters.

Elephant Gun 0.6 Nitro

Price: 1800 Weight: 7 Size: 7 Tech Level: 20 Toug: 13 Legal Status: 2 Availability: S 8

Damage Value: 21 Ammo: 1 Ammo Cost: $15/10 Range Short: 3-60 Medium: 600 Long: 1500

This is a bolt action hunting rifle, which uses a single .60 calibre round. This weapon was designed so that hunters could kill elephants. The word Nitro in the name refers to that fact that it uses nitro-cellulose (modern smokeless powder) instead of black powder, a necessary distinction at the time of the weapon's introduction in the late 19th century. The weapon is very accurate to long ranges. However a hunter should be warned to make the shot count as angered animals can travel a long distance very quickly. The recoil of the weapon often requires shooting from the ground or some type of brace (tree, truck etc.).

.30-06 Springfield

Price: 750 Weight: 4 Size: 6 Tech Level: 20 Toug: 12 Legal Status: 2 Availability: S 6

Damage Value: 19 Ammo: 13 Ammo Cost: $10/10 Range Short: 3-40 Medium: 600 Long: 1500

This is the bolt action rifle used by the US. army from 1903, until after World War II. The basic Springfield with a straight stock, has a leaf-type rear sight, and no finger grasping grooves in the fore-end of the stock. The Springfield fires a .30 caliber bullet, the magazine is reload through the top of the rifle. The rifle weights 4 kilograms and has a total length of 1.08 meters. It is still used as a sniper rifle by some units.

KK81

Price: 1200 Weight: 3.5 Size: 5 Tech Level: 21 Toug: 12 Legal Status: 3 Availability: S 8

Damage Value: 19 Ammo: 24 Ammo Cost: $10/10 Range Short: 3-40 Medium: 400 Long: 1000

The KK81 semi-automatic rifle is the Imperial soldier's standard issue weapon. It was designed and built by Doctor Mobius himself and enjoys several advantages over the rifles commonly available on Earth during the 1930s and 1940s, such as the 24 round magazine. The total length of the KK81 is 1 meter.

M1 Garand

Price: 200 Weight: 4.3 Size: 5 Tech Level: 22 Toug: 12 Legal Status: 2 Availability: S 6

Damage Value: 19 Ammo: 8 Ammo Cost: $10/10 Range Short: 3-40 Medium: 400 Long: 600

The standard American rifle throughout most of World War II and the first semi-automatic rifle to see service. The M1 has an internal magazine into which eight round clips are inserted from the top, with the bolt retracted. When the last round of a clip is fired, the action will eject the empty clip into the air with a loud ping, announcing to all who can hear it that the rifle is out of ammunition.

.30 M1 Carbine

Price: 250 Weight: 2.3 Size: 5 Tech Level: 22 Toug: 12 Legal Status: 2 Availability: S 7

Damage Value: 19 Ammo: 30 Ammo Cost: $10/10 Range Short: 3-45 Medium: 450 Long: 600

The .30 calibre (7.62mm) light rifle, or "carbine," is a highly effective bolt action rifle. Approximately 109cm long and weighing 2.3 kg, the carbine is very similar in appearance to the M1 Garand. The most popular configuration has a wooden stock, although a folding stock model - the M1A1, originally designed for use by paratroopers - is also available.

The carbine is lighter than the Garand, which can be important.

M16 Assault Rifle

Price: 300 Weight: 3.7 Size: 5 Tech Level: 22 Toug: 11 Legal Status: 2 Availability: S 1

Damage Value: 17 Ammo: 32 Ammo Cost: $10/20 Range Short: 3-40 Medium: 250 Long: 400

Designed to be the premier infantry weapon for the US Armed Forces, the M16 boasts several significant developments. First and foremost, the weapon is constructed largely of plastic to reduce the weight - a key issue for infantrymen in the field. This design decision succeeded: the weapon masses only 3.72 kg considerably less than comparable assault rifles. A secondary innovation was the incorporation of an integral carrying handle above the mechanism. The upper surface of this handle is usable as a sight, but also serves as an excellent mount for sophisticated scopes, night sights, laser sighting devices, etc.

The M16 fires NATO- standard 5.56mm rounds. The standard clip magazine holds five rounds, while larger "banana clip" holds 20 to 30 rounds. The M16's mechanism was originally designed to chamber a 7.56mm round.

The politically motivated decision to select 5.56mm rounds was a bad mistake; 7.56mm rounds made this weapon more effective. The 5.56mm round is small, and the stopping power wasn't that hot. The designers made up for this by adding a device that tumbles the round as they exit the barrel. Tumbled rounds as less susceptible to "drill-through", and transfer much more of their kinetic energy to the target. The damage value of the M16 is the same for both types of bullets.

M246 Squad Automatic Weapon

Price: 1500 Weight: 10 Size: 6 Tech Level: 22 Toug: 12 Legal Status: 5 Availability: B 8

Damage Value: 20 Ammo: 210 Ammo Cost: $10/10 Range Short: 3-150 Medium: 550 Long: 1300

The Squad Automatic Weapon, or SAW, resembles somewhat a longer, heavier version of the M16. The integral carrying handle is replaced by a rearward-pointing grip handle like that seen on the majority of heavy assault rifles. Overall, the weapon is 100 cm long, and masses 10 kg when loaded with its standard 200-round drum magazine.

The weapon is equipped with a bipod. It is intended to be fired with the barrel supported by the bipod, and the firer lying on the ground behind the weapon. For the majority of tactical situations the M16 was sufficient, but under certain circumstances its relative lack of range could be catastrophic. To compensate for this, it was decided that each fire team in a squad needed a weapon of greater all-around capability - i.e. rate of fire, range, penetration and stopping power - but nothing as heavy or sophisticated as a M60 machine gun. The weapon selected to fill the niche was the M249 SAW.

The M249 SAW has a 750 round per minute rate of fire and an effective range of 1300 meters, it offers an exceptional level of lethality in a light package.

To fire the M249 while standing requires both hands and a Strength of 10 or higher.

Heckler & Koch G11 Assault Rifle

Price: 1000 Weight: 3.6 Size: 5 Tech Level: 23 Toug: 12 Legal Status: 5 Availability: B 5

Damage Value: 18 Ammo: 50 Ammo Cost: $100/chip Range Short: 3-50 Medium: 300 Long: 500

The Heckler & Koch G11 design is a radical departure from earlier assault rifles. The best way to describe the weapon is as resembling a rifle carrying case, but with a trigger. The weapon masses only 3.6 kg.

The G11 fire 4.7mm caseless ammunition. The standard magazine holds 50 rounds. In an interesting design decision H & K chose to limit the G11 to three round bursts... but these three rounds are fired off at an astounding rate of 2200 rounds per minute.

Accuracy is inhuman. The weapon consistently groups three shots a 15cm circle at 500 meters. Even though the round as small, the muzzle velocity is high and the kinetic energy transfer and stopping power of three clustered rounds impacting within 0.1 seconds is devastating.

Kalashnikov AK47 Assault Rifle

Price: 500 Weight: 4.3 Size: 5 Tech Level: 21 Toug: 13 Legal Status: 2 Availability: S 1

Damage Value: 18 Ammo: 32 Ammo Cost: $10/20 Range Short: 3-40 Medium: 150 Long: 400

One evalutor described the AK47 as "industrial-ugly" and that ia a valid statement. With its combination of heavy black metal and polished wood, the weapon is both brytal and unmistake\able. The AK is gas-operated, but suffers from the fact that there is no hold-open device on the gun to indicate when the magazine is empty. The weapon fires 7.56 ammunition, and its distinctive curved magazine holds 30 rounds.

The straight-line stock largely eliminates the problem of muzzle rise when firing, by placing the firer's shoulder directly in line of the barrel.

The AK47 looks rugged and that's what it is. rate of fire and muzzle velocity are petty good, but the weapon is difficult to control under full-auto, which counteracts these advantages. The weapon's got a very distinctive sound when it's being fired at you.

Barrett Light 50

Price: 2400 Weight: 15.3 Size: 7 Tech Level: 23 Toug: 13 Legal Status: 5 Availability: B 9

Damage Value: 21 Ammo: 1 Ammo Cost: $50/10 Range Short: 3-300 Medium: 1000 Long: 2000

The Barrett Light 0.50 is chambered for the 0.50 Browning round, and the Barrett has both a rearward angled muzzle brake as well as a combination flash hider/ muzzle break mounted on its heavy, fluted barrel. The action is a multi-lug bolt that acts much like the breech plug on an artillery piece. The bolt is removed by rotating it, and a single cartridge is placed under the extractor. The bolt is reinserted to load the weapon. This unusual system of loading results in a very short action and a slow but very accurate, rate of fire. Accuracy with the standard military ammunition is acceptable in military sniping missions where the targets for a weapon of this power normally be vehicles and aircraft.

The weapon is very heavy weighting 15.3 kilograms and has a total length of 140 cm. The Barret can be disassembled and placed within a large breif case for easy carrying. The assembly time is one minute. The weapon comes with a high powdered telescopic sight.

The Barret Light 0.50 requires the firer to use the bipod that comes with the rifle, unless the user has Strength of 10 or higher.

Militech A-35 Medium Assault Rifle

Price: 1500 Weight: 3.5 Size: 5 Tech Level: 24 Toug: 12 Legal Status: 5 Availability: B 10

Damage Value: 22 (as burst) Ammo: 100 Ammo Cost: $10/20 Range Short: 3-50 Medium: 250 Long: 500

Externally, the A-35 strongly resembles the Heckler & Koch G11: smooth lines with no obvious protrusions. The stock is slightly broader and deeper than the G11's however. the A-35 is chambered for 5.56mm ammunition. Currently, it is incapable of firing flechette rounds, although Militech promises that this capability will be added to a later model. The A-35 uses the same cylindrical helical feed magazine system as that on the Okawa Daishyu. The magazine, which mounts within the shoulder stock, holds 100 rounds. Militech has also chosen the adaptive laser sighting found on the daishyu.

Like the G-11, the A-35 can fire only bursts. Bursts are four rounds, fired at a rate of 2500 rpm to minimise the effects of recoil. The A-35 caps off its four round burst so fast that the muzzle has no time to rise. Burst grouping is slightly inferior to the G-11, but the number of shots and increased round size makes the A-35 more lethal.

SC Kyogo T11

Price: 2000 Weight: 3.5 Size: 5 Tech Level: 24 Toug: 12 Legal Status: 5 Availability: B 10

Damage Value: 18 Ammo: 120 Ammo Cost: $200/chip Range Short: 3-40 Medium: 150 Long: 400

Automatic, powerful, with four times the ammo per clip as the AK-47 or the M-16, the SC kyogo has been put to use both as an assault weapon and part of automated security systems. A devastating weapon in the correct hands. The SC Kyogo fires 5.56mm caseless rounds. The magazine slaps into the stock allowing greater ammunition capacity. The S C Kyogo has selective fire so it can fire one shot, three shot bursts or long bursts. The total length of the SC Kyogo T11 is 69 cm and it weights 3.5 kilograms.

Yamaguchi 007 Paintball Gun

Price: 350 Weight: 3 Size: 5 Tech Level: 24 Toug: 11 Legal Status: 2 Availability: S 8

Damage Value: special Ammo: 10 Ammo Cost: varies Range Short: 3-8 Medium: 15 Long: 35

The 007 is a rifle design paintball gun, firing 15mm pellets that can contain a variety of liquid agents: paint, poison, acid and various drugs. The pellet bursts on impact - so high is the impact velocity that the liquid agent is often driven directly through the pores of the victim's skin into the blood stream.

The 007 uses a replaceable tubular magazine, holding ten rounds. The magazine is loaded by the user, so any combination and ordering of round type is possible. The pellets are propelled by pressurised CO2, from a cylinder mounted in the stock of the weapon. Each cylinder contains sufficient pressure for 30 shots.

The 007 has a damage value of 12 to try and penetrate the targets armour adds plus Toughness (or else an aimed shot for an unarmoured region is needed). The bonus number is added to the damage of the pellet to penetrate the armour not towards the damage taken by the target. If the pellet's damage is over (not the same) as the target's armour adds plus Toughness the dart causes the second lot of damage. The damage value depends on the type of rounds used in the weapon. Listed below are some examples. Note bonus numbers are not added to the second lot of damage. The target does not get any armour adds verses the second damage value.

Tranquilliser, stun damage only onset 1 round after being hit. Damage 20 plus automatic K result Cost: 100 Tech: 24

Neural Toxin, a lethal dose of poison onset time 1 round after being hit. Damage 22 Cost: 1000 Tech: 24

Acid, the acid damage is instance. Damage 21 Cost: 500 Tech: 24

Other poisons and drugs are listed under poisons and drugs.

Komatsu Requiter Sniper Rifle

Price: 2000 Weight: 4.4 Size: 6 Tech Level: 24 Toug: 12 Legal Status: 5 Availability: B 10

Damage Value: 20 Ammo: 25 Ammo Cost: $10/10 Range Short: 3-40 Medium: 750 Long: 2000

The Requiter is standard design sniper rifle with integral 6x40 scope. barrel length is 50.8 cm, with an overall length (fully assembled) of 103cm. It is chambered for proprietary 7.82 (.308 calibre) ammunition. It box magazine holds 25 rounds. Standard equipment on the Requiter includes a flash suppresser, integral silencer and Hi Pass recoil compensation. Total mass is 4.4kg.

Like most sniper rifles, the Requiter can be quickly disassembled into pieces small enough to conceal within a standard attach case. Komatsu plans to manufacture special cases designed to hold the various components of the weapon. Accuracy is exceptional out to the most extreme range, and the punch that it packs is unmatched. Komatsu's proprietary 7.82mm rounds are hollow pointed, ensuring maximal transference of kinetic energy to the target. At 1000+ meters, the Requiter has the best chance of a one shot take down. The Requiter doesn't accept flechette rounds, and cannot be fired on full automatic.

Toler Heavy Assault Rifle

Price: 1800 Weight: 4.3 Size: 6 Tech Level: 24 Toug: 13 Legal Status: 5 Availability: B 12

Damage Value: 18 Ammo: 108 Ammo Cost: $10/10 Range Short: 3-40 Medium: 200 Long: 400

The Toler Heavy Assault rifle is a bullpup design weapon with a folding stock. the barrel is 45 cm in length, including flash suppresser and gas vent recoil compensator. Overall length, with stock extended, is 99cm, and total mass is 4.35kg. The standard model is chambered for 5.62mm ammunition and the magazine holds 108 rounds. The weapon is capable is firing flechette rounds. Various sights are available, including high precision adaptive optics scopes and laser sighting.

This weapon has absolutely astounding reliability. During testing 10,000 rounds were fired through the HAR and not one misfire or misfeed. The Toler's recoil compensation is very good. On full auto, muzzle rise is virtually nil and weapon kick is negligible.

7mm Brandeis Rifle

Price: 1500 Weight: 3.5 Size: 6 Tech Level: 23 Toug: 12 Legal Status: 3 Availability: S 10

Damage Value: 20 Ammo: 18 Ammo Cost: $20/10 Range Short: 3-40 Medium: 220 Long: 550

A bolt action rifle in popular use among the Yakuza, the Brandeis features laser-optic sights for ease in targeting, and greater range than most weapons of its type. The Brandeis has proven an ideal weapon for assassinations. The 7mm round in powerful enough to kill a target and enables the Brandeis to be silenced very well. As with the Komatsu, the Brandeis comes with its own attach case, and it can be disassembled or reassembled within three rounds.

Barrett Light 20mm

Price: 3500 Weight: 15.3 Size: 7 Tech Level: 24 Toug: 13 Legal Status: 6 Availability: B 14

Damage Value: 23 Ammo: 10 Ammo Cost: $100/10 Range Short: 3-300 Medium: 1000 Long: 2000

The Barrett Light 20mm is a heavy duty sniper's rifle using a cut down 20mm round. The rifle is designed to take out troops in heavy armour and armoured vehicles. The weapon uses the same muzzle break system as the Barrett Light 0.50, but the breech bolt has been replaced so a 10 shot magazine. The advanced recoil compensation means the weapon is the same size and weight as the Barrett Light 0.50, but the weapon still requires to be shot from the ground using the bipod, unless the user has Strength of 10 or higher.

Like the Barrett Light 0.50 this rifle can be disassembled and placed within a attach case.

Mim-8/Alph Assault Weapon

Price: 1800 Weight: 2.5 Size: 5 Tech Level: 26 Toug: 13 Legal Status: 6 Availability: B 12

Damage Value: 19 Ammo: 90 Ammo Cost: $25/10 Range Short: 3-40 Medium: 150 Long: 400

The Mim 8 is a fully automatic weapon and comes in carbine (Mim-8 /Alph) and rifle (Mim-8/Bith) configurations, firing 8mm caseless ammo. The Mim-8 is made totally out of HardPlas as are the bullets, thus like the other HardPlas weapons, metal and chemical detectors are at -5 to detect the weapon. The total length of the Mim-8/Alph is 60cm and it weights 2.5 kilograms. This weapon is normally configured to the individual needs of the user, and full ability to fire any ammunition or have any attachment.

Mim-8/Bith Rifle

Price: 2000 Weight: 3 Size: 6 Tech Level: 26 Toug: 13 Legal Status: 5 Availability: B 12

Damage Value: 22 Ammo: 30 Ammo Cost: $25/10 Range Short: 3-180 Medium: 400 Long: 600

The Mim-8/Bith rifle is a fully automatic sniper's rifle, and is designed to be accurate at range. Because it is a Mim-8 configuration the Mim-8/Bith is made out of HardPlas and gains the -5 to be detected from metal and chemical detectors. The Bith Rifle can also be disassembled within two rounds, and packed into its brief case. To assemble the rifle takes three rounds. As with the Alph Assault Rifle, the Bith Rifle can be fire any ammunition and able to have any attachment.

The total length of the Bith Rifle is 1 meter, and it weights 3 kilograms.

MAS Fury

Price: 1800 Weight: 4 Size: 5 Tech Level: 25 Toug: 12 Legal Status: 5 Availability: B 10

Damage Value: 19 Ammo: 120 Ammo Cost: $15/20 Range Short: 3-20 Medium: 150 Long: 300

The MAS Fury is an assault rifle similar in construction to the GodMeeter. It is capable of single shot, burst or automatic fire. The Fury fires a 7.62 mm caseless round using an electrical charge to increase the explosive force behind the bullet. The electric charge recharges from the energy from the bullets firing. The weapon is heavy weighting 4 kilograms, this is so that the recoil from firing the gun is minimised. The total length is 65 cm. While the Fury has good stopping power the bullets suffer from a limited range.

GWI Hellfire

Price: 2200 Weight: 4 Size: 5 Tech Level: 25 Toug: 12 Legal Status: 6 Availability: B 13

Damage Value: 21 Ammo: 75 Ammo Cost: $20/10 Range Short: 3-50 Medium: 150 Long: 400

The GWI Hellfire is a rifle that may be fired either as a single shot weapon, burst fire, or full automatic. Its fires high explosive bullets the same as the GodMeeter, so it cannot have any extra options expect for smart ammo. The Hellfire is a combination Rifle/Assault Rifle, as it can function as each with no problems. The Hellfire can be disassembled in three rounds and replaced within a brief case. To reassemble it takes three rounds as well. This weapon can take any attachment, and is normally configured for the users. The stock is adjustable, to allow shoulder firing or firing from the hip. The total is 80 cm, but can be reduced to 65cm.

Shotguns

Shotguns are designed to scatter shot, so targets become easier to hit, and more damage can be done. However shotguns have a less effective combat range. The spread of shot provides +1 to fire combat when trying to hit a target. Also at medium and long range, a blast will strike up to two adjacent targets, one on each side of the primary target (and within a 0.5 meter area of the target). The shot's damage is decreased for secondary targets, by -2 at medium range and -3 at long range. Modern shotguns using shot ammo can use the Flechette ammo option, but no other option.

Solids: These are solid bullets for use in a shotgun. Solids forgo the +1 to hit, and the ability of hit multiple targets, but gain the ability to use other types of ammo besides Flechette.

Blunderbuss

Price: 1500 Weight: 4 Size: 5 Tech Level: 17 Toug: 13 Legal Status: 2 Availability: C 8

Damage Value: 17 Ammo: 1 Ammo Cost: $1/10 Range Short: 3-12 Medium: 20 Long: 30

The predecessor of the modern shotgun, the flintlock blunderbuss fires a load of multiple lead shot. Its brass barrel is broad with a flared muzzle and 40cm long, giving the weapon an over length of 85 cm. This model has a string loaded bayonet with a slender 18 cm blade mounted above the barrel. On releasing the catch, the bayonet flips forward and locks into position.

As with other flintlocks, a blunderbuss is not fast to load (three combat rounds), but it's easier to get right (difficulty number 5 to be done in one round) just because you don't have to be precise.

If you don't have standard lead shot, you can load a blunderbuss with just about anything you can cram down the barrel, e.g. gravel, nails, rusty scraps of iron etc. Loads of this nature decrease the damage of the weapon by -1. A blunderbuss cannot use solids.

Hammer Shotgun

Price: 100 Weight: 3 Size: 6 Tech Level: 19 Toug: 13 Legal Status: 2 Availability: S 3

Damage Value: 17 Ammo: 2 Ammo Cost: $5/10 Range Short: 3-15 Medium: 40 Long: 80

This is a double barrel hunting shoot gun. The each barrel has a hammer which is pulled back to be made ready for firing. There are two triggers, one for each hammer. The barrels lever open allowing easy reloading, then a cartridge is placed into each barrel. Reloading takes one round. The shotgun cartridges were originally made of paper, but at Tech 21 the plastic shotgun cartridge has replaced the paper one. These weapons are used a lot by the Orrorish Gentleman for hunting, and often customised for the individual. At tech 21 the two hammers are replaced with internal hammers, so the hammers do not need to be cocked before firing.

These shotguns are often cut down to become sawn off shotguns (see below).

Savage 77E

Price: 200 Weight: 3.2 Size: 6 Tech Level: 20 Toug: 12 Legal Status: 2 Availability: S 3

Damage Value: 18 Ammo: 5 Ammo Cost: $5/10 Range Short: 3-15 Medium: 40 Long: 60

This is a 12 gauge pump action shotgun. The weapon is used by police of the Nile as well as by normal hunters. The weapon is single shot and a new cartridge is readied for firing by pulling the under stock towards the users. This also throws the empty cartridge out of the weapon. The tubular magazine is placed underneath the length of the barrel. It takes one round to reload the weapon.

The total length of the Savage is 108 cm, and it weights 3.2 kilograms.

SPAS Franchi 12

Price: 400 Weight: 4.8 Size: 5 Tech Level: 23 Toug: 13 Legal Status: 3 Availability: S 8

Damage Value: 19 Ammo: 8 Ammo Cost: $10/10 Range Short: 3-15 Medium: 50 Long: 80

The SPAS 12 is a very unusual weapon both in appearance and action. SPAS stands for either Special Purpose Automatic Shotgun or Sporting Purpose Automatic Shotgun depending on who the weapon is being sold to. The sporting purpose of this weapon is hard to seen because its appearance is of a massive weapon for very lethal intentions. The action of the SPAS can be switched from gas operated semiautomatic to pump action repeater by a simple action of the operator. When in the semiautomatic mode the weapon is capable of firing up to four rounds per second using the most powerful ammunition available. In the pump action mode the act of operating the weapon can deter a situation and prevent escalation. In the pump action mode the SPAS can repeatedly fire rounds such as light shot or tear gas shells that would not have enough power to operate the weapon on semiautomatic. The barrel is threaded at the muzzle to accept a variety of accessories.

The folding stock locks solidly into position either open or closed. With the stock closed the SPAS can be hung over the seat of a vehicle by rotating the hook attachment. This same hook attachment acts as an arm brace with the stock unfolded and allows the SPAS to be controlled fired with only one hand. The tubular magazine is loaded from underneath the weapon, just in front of the trigger guard. It takes one round to reload the SPAS. The total length of the SPAS is 71cm with the stock folded, and 93 cm when it is unfolded.

Sawn Off Shotgun

Price: 200 Weight: 2.5 Size: 4 Tech Level: 20 Toug: 12 Legal Status: 5 Availability: B 3

Damage Value: 18 Ammo: 2 Ammo Cost: $5/10 Range Short: 3-5 Medium: 10 Long: 20

Also known as "whippit guns" - because of the ease with which it can be whipped out from under a raincoat or long jacket - sawn off shotguns are not normally sold on the open market. Consequently, the weapons are usually made by buying a standard double barrel shotgun, and cutting the barrel and stock off with a hacksaw. Their advantage is their ease of concealment and devastating firepower at close range; their disadvantages are that their range is so short and that they're almost uncontrollable, so must be fired with two hands unless the person has Strength 10 or more. The total length of the sawn off shotgun varies but 45 cm is an average length.

Militech Derringer Shotgun

Price: 500 Weight: 0.8 Size: 3 Tech Level: 24 Toug: 13 Legal Status: 3 Availability: S 10

Damage Value: 18 Ammo: 5 Ammo Cost: $20/10 Range Short: 3-5 Medium: 10 Long: 20

The Militech Handcannon is a shotgun Derringer optimised for one hand use. This optimisation is achieved by a special barrel that compensates for the inevitable out and up thrust of recoil. The Handcannon is easily concealable, and provides heavy hitting power at close range. The Derringer Shotgun holds five caseless shotgun rounds within it tubular magazine under the barrel. The total length of the Derringer is 30 cm.

Yamaguchi "Atcheson Assault 12" Shotgun

Price: 900 Weight: 3.8 Size: 5 Tech Level: 25 Toug: 12 Legal Status: 5 Availability: B 10

Damage Value: 19 Ammo: 30 Ammo Cost: $25/10 Range Short: 3-10 Medium: 40 Long: 50

The Atcheson Assault 12 from Yamaguchi is a short-barrelled, auto loading 12 gauge shotgun. Overall length is 71cm. The Atcheson Assault 12 is designed to be shot from the hip. Pistol grip and forestock are angled for comfort and freedom of movement. the hip pad is shock mounted to minimise recoil effects. The Atcheson's box magazine holds 30 rounds of caseless ammunition. The weapon can be fired on full-automatic.

The shot is contained in a thin polymer tube which is reduced to gas by the charge's ignition temperature. Surprisingly it works and is very reliable. The AA 12 has a low rate of fire when compared to automatic rifles, but when compared to other auto shotguns its amazing.

Nu-15 Close Assault Weapon

Price: 1800 Weight: 3.5 Size: 5 Tech Level: 26 Toug: 13 Legal Status: 6 Availability: B 12

Damage Value: 20 Ammo: 36 Ammo Cost: $35/10 Range Short: 3-10 Medium: 40 Long: 70

A combat Shotgun, capable of autofire. Murderous in close combat. The Nu-15 is made out of HardPlas as are the 15 gauge caseless bullets, thus -5 to be detected by metal and chemical detectors. The magazine of the Nu-15 is a drum magazine which fits in behind the trigger into the stock, and holds 36 rounds. To reload the Nu-15 the drum is removed and other inserted. The user controls the rate of fire, single, short burst or long burst. The total length of the Nu-15 is 79 cm, and it weights 3.5 kilograms. The Nu-15 can have the stock adjusted so it will brace against the albow, allowing one handed firing. This requires a Strength of 9 to do.

MAS Strom Gun

Price: 1400 Weight: 4 Size: 5 Tech Level: 25 Toug: 13 Legal Status: 5 Availability: B 11

Damage Value: 19 Ammo: 36 Ammo Cost: $25/10 Range Short: 3-15 Medium: 50 Long: 70

The storm gun is a fully automatic shotgun which fires at great velocities. It is carried by Church Police patrols. The weapon fires caseless shotgun rounds, which are loaded into a chip magazine, which makes the Storm Gun look like an assault rifle instead of a shotgun. The user can control the rate of fire, single, short burst or long burst. The total length of the Storm Gun is 70 cm and it weights 4 kilograms. Storm Guns are not designed to be used one handed.

Energy Weapons

Energy weapons have the advantage of being light (the later models anyway, as the weight of power packs in early energy weapons did cause problems), having no recoil, and can be recharged with a good power supply. They also are silence (except the sound of air super heating up) and can be made to fire invisible beams. However the firing of invisible beams means the user may not know where the shot went, so most weapons have a beam colour.

The improvement with power packages has meant energy weapons carry more shots than convential weapons. However energy weapons do not gain the advantages of being able to burst fire or perform longs burst (thus no three round burst bonus of +3 to damage or long round burst for +3 to hit). The reason is that energy weapons have a recharge time before the next shot is ready. This recharge time is short but not quick enough to perform the burst actions. However energy weapons can still perform multiple shots and multiple-actions.

At tech level 27 the energy weapons are capable of full auto fire.

Overloading Energy Weapons

A character can trigger a discharge from an energy weapon that packs its entire charge into one shot.

This increases the damage by an add equal to the value of the number of shots left in the weapon's power cell.

For example, a freshly loaded Res 14 Laser gets 50 shots from a standard power cell. A measure of 50 has a value of 8. If the user fired it on overload, the weapons damage would be 29. 21 (normal damage) +8. If the a Res-14 with 20 shots left in the cell fired on overload, its damage would be increased by +6, the value of 20.

However this is a dangerous trick.

No matter what the difficulty of the shot, a roll on the action die of 4 or less means that the overload has harmful effects.

On a 4: The power cell fuses. The weapon delivers a normal shot and exhausts the cell. The weapon must be reloaded.

On a 3: The weapon fuses. It is Junk

On a 2: The weapon explodes. An explosion with the increased damage goes off. Plasma weapons cause their usual explosive radius. Other weapons have a 1 meter radius.

This means that energy weapons can be set to explode on purpose but overloading it an not firing. The overloading weapon will explode three rounds after being set (some give warning of the overload). Energy weapons that are damaged do not explode.

Recharging

The other advantage of energy weapons is that they can be recharged just by plugging the power pack into a source of energy. On average it takes 5 minutes per charge (or shot) to recharge the battery.

Power Packs and Cables

Some energy weapons have a power pack that is too big to fit on the weapon itself, so either fits in a backpack or in a belt pouch. The weapon and pack are connected via a heavy cable. However this cable can be cut by doing an aimed shot at the power cable. This is at -5 to hit and no bonus to damage. The cable has the same Toughness as the weapon, and if it takes a wound result will be cut, thus stopping power going to the weapon.

Because of the alloy materials used in the making of energy weapons metal detectors suffer a -5 when trying to detect them.

Flamethrower

Price: 400 Weight: 19 Size: 7 Tech Level: 21 Toug: 12 Legal Status: 6 Availability: B 8

Damage Value: 17 Ammo: 50 Ammo Cost: $200 Range Short: 3-10 Medium: 25 Long: 40

First used in World War II the flamethrower fires a heavy stream of fire, designed to clear out entire enemy machinegun nests, and bunkers. The weapon uses a type of napalm, which is contained within a backpack. The backpack is connect to the firing nozzle via a hose. The nozzle has a heated wire (or separate flame), which sets the napalm burning when it is released. The flamethrower does 17 damage to the target within the first round, and will burn for an other two rounds doing 15 damage. The flamethrower can do a single shot or a special long burst. If the flame is spread over an area for a round the user gets +3 to hit and can do an area of effect in a 60 arc, in front of her. This causes no extra damage and uses five shots of the flamethrower.

This weapon is very heavy and will explode if the backpack takes two or more wounds.

Taser

Price: 200 Weight: 1 Size: 2 Tech Level: 23 Toug: 11 Legal Status: 5 Availability: B 6

Damage Value: 10/16 Ammo: 1 Ammo Cost: $10 Range Short: 1-3 Medium: 5 Long: 8

The taser is a pistol like weapon which is designed to stun or knockout the target. The taser fires two small darts into the victium. These darts are connected to the gun by fine wires which deliver 2,000 or more volts into the target. These weapons are good against unarmoured people but the darts have problems piecing armour. Also this weapon is not to be used during wet weather.

The taser's dart has a damage value of 10, in trying to bypass armour (or else an aimed shot for an unarmoured region is needed). The bonus number is added to the damage of the dart to penetrate the armour not towards the electric shock damage taken by the target. If the dart's damage is over (not the same) as the target's armour adds plus toughness the dart causes the second lot of damage. The damage value of 16 is taken by the target, this damage is stun damage and the target does not gain the benefit of armour adds to reduce the damage.

The darts have to be reloaded before the taser can be used again. This takes two rounds. The total length of the taser is 21 cm and it weights one kilogram.

Mini Flamethrower

Price: 1500 Weight: 4 Size: 5 Tech Level: 24 Toug: 13 Legal Status: 6 Availability: B 10

Damage Value: 18 Ammo: 10 Ammo Cost: $150 Range Short: 3-10 Medium: 40 Long: 100

A weapon used extensively in jungle warfare, the flamethrower operates by mixing volatile chemicals and adding heat, then shooting the flames out of a nozzle attached to a long hose. In most instances, it is a cumbersome weapon, but Kanawa researchers have redesigned if for use in gospog armour. The flamethrower is now the size of an assault rifle, and can fire flames of half a meter wide for up to 100 meters. If someone is hit the flames continue to burn for two more rounds doing damage of 16. The flame can be put out only by a fire extinguisher, or by cutting the fire's oxygen supply. The fuel supply can be replaced as a normal magazine on a rifle. The main difference is that the magazine is 6 cm wide. The flamethrower can do a shot short or a special long burst. If the flame is spread over an area for a round the user gets +3 to hit and can do an area of effect in a 60 arc, in front of her. This causes no extra damage and uses five shots of the flamethrower.



Yamaguchi Improved Taser

Price: 1000 Weight: 0.6 Size: 2 Tech Level: 24 Toug: 11 Legal Status: 5 Availability: B 8

Damage Value: 11/18 Ammo: 5 Ammo Cost: $10 clip Range Short: 2-5 Medium: 8 Long: 16

Favoured by many police and security forces who require the capacity for a non-lethal takedown, the Yamaguchi Improved Taser fires a dart containing a high capacitance battery. When the dart strikes its target's flesh, the capacitor discharges, stunning and effectively paralysing the victim. The darts are 15mm calibre and the weapon's magazine holds five rounds. Designed for close work, the Improved Taser has no enhanced sights.

The taser has to penetrate the target's armour to cause damage. The taser's dart has a damage value of 11, in trying to bypass armour (or else an aimed shot for an unarmoured region is needed). The bonus number is added to the damage of the dart to penetrate the armour not towards the electric shock damage taken by the target. If the dart's damage is over (not the same) as the target's armour adds plus toughness the dart causes the second lot of damage. The damage value of 18 is taken by the target, this damage is stun damage and the target does not gain the benefit of armour adds to reduce the damage.

These darts are self contained and can be used during wet weather. The total length of the Improved Taser is 15 cm.

Militech Laser Rifle

Price: 10,000 Weight: 9.8 Size: 5 Tech Level: 24 Toug: 11 Legal Status: 5 Availability: B 8

Damage Value: 22 Ammo: 10 Ammo Cost: $350 clip Range Short: 3-40 Medium: 80 Long: 150

The Militech Laser Rifle features a short bullpup design with formed polymer grips. Overall length is 56cm, and the total mass of the weapon is 0.8 kg. The weapon has a secondary low power laser mounted atop of the barrel for sighting. The folding stock is of the lightest possible construction because it need not stand up to recoil - its sole purpose is to reassure those users who are more comfortable with firing from the shoulder rather than the hip.

The power supply is a backpack mount incorporating three independently-mounted lithium power packs. All three are necessary for the weapon to operate. When the power supply is drained, all three packs must be replaced. The power supply is bulky, massing around 9kg. (Reloading the power packs takes one round). Weapon and backpack are connected by a cable of 0.8 meters in length. The bulky backpack seriously limits this weapon's effectiveness. It's accurate, and it definitely packs enough joules to burn holes in things, but it's a pig to use if mobility is an issue. Also the backpack does not carry many shots before the power packs need to be replaced.

Yamaguchi Stunbolt

Price: 10,000 Weight: 3 Size: 4 Tech Level: 25 Toug: 12 Legal Status: 5 Availability: B 10

Damage Value: 20 K Ammo: 8 Ammo Cost: $450 clip Range Short: 3-10 Medium: 25 Long: 40

The Yamaguchi Stunbolt is a light energy rifle 44.5 cm in length. Much of its 3.0 kg mass comes from the capacitor and battery power pack installed in the forestock. The power pack can be replaced easily in the same manner as a rifle magazine. The Stunbolt's output is an invisible beam of microwaves specifically tuned to disrupt the neural functioning of its target. Although it can kill, its main purpose is to stun a target non-fatally. The stunbolt does stun damage plus an additional K result.

The weapon has a mounting at the rear of the mainframe for a secondary power pack. This is mounted in a parallel sequence with the primary power pack, thus increasing the number of shots. The number of shots are shown on a "READY" light (inconveniently mounted beneath the weapon, next to the power pack socket). The Stunbolt is totally silent, and its microwave beam is invisible. The stunbolt can kill, if the target is hit multiple times.

Komatsu Highbeam

Price: 15,000 Weight: 2.2 Size: 4 Tech Level: 25 Toug: 11 Legal Status: 5 Availability: B 10

Damage Value: 23 Ammo: 4 Ammo Cost: $350 clip Range Short: 3-40 Medium: 150 Long: 400

With its short barrel, long rectangular power pack and skeletal stock, the Highbeam strongly resembles a submachine gun. Virtually the only thing that gives its true nature away is the final focusing lens which extends a few millimetres from the end of the barrel. Overall, the weapon is 57cm in length and masses 2.2kg. The Highbeam is based around a CO2 laser, so its tightly collimated beam appears as a pencil thin shaft of ruby light.

A second power pack can be mounted horizontally atop the weapon's mainframe section. The second adds to the number of shots available for the weapon.

Komatsu Radiant

Price: 15,000 Weight: 1.1 Size: 3 Tech Level: 25 Toug: 12 Legal Status: 5 Availability: B 10

Damage Value: 20/ 20 Ammo: 7 Ammo Cost: $750 clip Range Short: 3-10 Medium: 35 Long: 60

The Radiant from Komatsu is the first commercially available energy pistol. It is short barrelled and blocky in design, with a total length of 28cm and mass of 1.1kg. The primary pack is mounted within the butt. Up to two additional packs can be mounted, one on either side of the weapon's mainframe. The extra two packs are connected in parallel sequence, and loaded with the two secondary packs, the weapon masses 2.1kg.

The Radiant is unique in that a thumb switch can select two different output frequencies from its excimer laser. One, in the visible range, is a blue laser beam with inflicts damage through thermal effects; the second is an invisible beam of energetic microwaves tuned to inflict stunning damage on a living target.

Hand Laser

Price: 4,000 Weight: 3.8 Size: 4 Tech Level: 24 Toug: 11 Legal Status: 5 Availability: B 8

Damage Value: 17 Ammo: 20 Ammo Cost: $400 clip Range Short: 3-30 Medium: 100 Long: 200

On the cutting edge of Nippon technology, these miniaturised hand lasers require a belt pack to store the energy to fire the weapon. The pack is the heavy part of the pistol, weighting three kilograms. The Hand Laser fires a yellow beam designed to burn the target. The total length of the hand laser is 28 cm, and it has a special 0.6 meter cable connecting the laser to the power pack. Often to protect and hide the cable it is worn underneath clothing, and comes out of the sleeve.

Yamaguchi Mk.3 Microwaver

Price: 10,000 Weight: 0.7 Size: 2 Tech Level: 25 Toug: 11 Legal Status: 6 Availability: B 10

Damage Value: 19 Ammo: 8 Ammo Cost: $1000 clip Range Short: 3-5 Medium: 15 Long: 25

The Mk.3 resembles a battery operated flash light. It is 22cm long by 14cm wide by 13cm high (not including the handle atop of the device). It masses 0.7kg, and its case is red, with a white bezel around the bulb-lens assembly.

The Mk.3 will operate as a normal flash light with a beam range of 20 meters. Flipping a concealed switch on the underside of the handle puts it in weapon mode. At that point, pressing - rather than sliding - the on/off switch causes the Mk.3 to emit a concentrated, invisible beam of high-energy microwaves. The persistence of the beam is 0.1 seconds for each press of the button. The power pack contains sufficient energy for eight shots.

The microwave beam does damage to living tissue though local heating. It also has a disruptive effect on electronic devices, particularly those that are more delicate and intricate, such as computers.

Rate of fire is an issue with the Mk.3. If the button is pressed too fast the Mk.3 will overload and blow up the weapon. Rate is fire is limited to one shot every two rounds, if this is exceeded the weapon explodes, destroying itself and attacking everything within two meters with a damage value of 12.

Hachiman Stun Glove

Price: 800 Weight: 0.5 Size: 3 Tech Level: 25 Toug: 13 Legal Status: 5 Availability: B 8

Damage Value: 18 Ammo: 8 Ammo Cost: $50 clip Range Touch

The Hachiman Stun Glove is a full-hand gauntlet comprised of non-conducting polymer fabric interlaced with fine wire mesh. A small capacitor and battery pack in mounted on the vambrace of the glove. When the wearer strike or grabs an opponent the capacitor discharges a jolt of up to 30 kilovolts. This is enough to cause the disorientation and loss of consciousness characteristic in a taser weapon.

The Hachiman Stun Glove is available in both left and right-handed models. The battery pack contains enough energy for eight discharges. The battery can be fully recharged in one hour, or replaced.

Electroshock Grips

Price: 500 Weight: 0.2 Size: 2 Tech Level: 24 Toug: 10 Legal Status: 2 Availability: S 5

Damage Value: 9 Ammo: 10 Ammo Cost: $10 clip Range Touch

These finger-less gloves are wired to a powerful battery worn in the small of the back. When activated the gloves are capable of delivering a non-lethal stunning charge to anyone touched. These gloves are special insulated so that the user just feels a tingle on the fingers. These gloves are available for both the right and left hands.

Yamaguchi Starburst

Price: 250 Weight: 0.2 Size: 1 Tech Level: 24 Toug: 11 Legal Status: 1 Availability: S 5

Damage Value: -4 to actions Ammo: 4 Ammo Cost: $10 clip Range Short: 0-2 Medium: 4 Long: 6

The Yamaguchi Starburst is a small and light plastic unit - 9.5cm long by 6cm wide by 2.5cm thick, massing 200 grams - designed to be easily held in the palm. It contains a series of high power quartz halogen strobes and the capacitors necessary to fire them in rapid sequence. The brilliant flashes of light generated by the Starburst are more than bright enough to flash dazzle - and perhaps even blind - an opponent looking in the direction of the device.

(Anyone who was facing the device when it was triggered suffers a -4 penalty to all actions which require vision to perform. The initial penalty is decreased by -1 for each subsequent round until it reaches zero, at which point full vision has returned.). At medium range the penalty is reduced by -1 and at long range -2.

The Starburst is triggered by pressing a small button on the upper edge. Pressing the button generates one round of flashes. The replaceable battery pack has sufficient energy for four such sequences.

Heavier sunglasses and goggles will reduce the penalty to -3. Cyber flare-compensated eyes will stop the penalty.

GWI Godlight Pistol

Price: 10,000 Weight: 0.5 Size: 2 Tech Level: 26 Toug: 12 Legal Status: 6 Availability: B 13

Damage Value: 20 Ammo: 50 Ammo Cost: $500 clip Range Short: 3-10 Medium: 25 Long: 40

The GWI Godlight is a light laser pistol. The light emerges as a bright yellow beam. It is often fitted as a wrist gun or as an integral weapon. The total length of the Godlight is 18 cm and it weights only, 0.5 kilograms. The energy cells clips into the handle like and standard auto pistol magazine.

GWI GodBeam Rifle

Price: 17,500 Weight: 1.8 Size: 5 Tech Level: 26 Toug: 12 Legal Status: 6 Availability: B 13

Damage Value: 23 Ammo: 50 Ammo Cost: $750 clip Range Short: 3-150 Medium: 500 Long: 1500

The GWI GodBeam is a small laser rifle, which cannot be used as an integral weapons as its total length is one meter (most of which is the barrel). The GodBeam fire a bolt of blue laser energy at it target. The clip like power pack fits into the stock, the stock is used to improve the aiming of the laser rifle. Due to the light weight HardPlas the GodBeam only weights 1.8 kilograms.

GWI Harp

Price: 8,000 Weight: 0.6 Size: 3 Tech Level: 26 Toug: 12 Legal Status: 5 Availability: B 12

Damage Value: 16 (special) Ammo: 20 Ammo Cost: $250 clip Range Short: 3-5 Medium: 10 Long: 15

This pistol sends a cone of ultra sonic sound designed to disorientate the target. The Harp uses the Maneuver Skill Table. Base attack value is 16 plus or minus any bonus number. The result is compared to the target's Toughness, and the target suffers the maneuver result for a number of rounds equal to the success level. For example a good success will leave a person unskilled for three rounds. The weapon has a cone effect out to the range of 15 meters. The cone spreads out to be three meters wide at it's longest. The Harp decreases to value with range as per normal weapons. A battery can last 20 rounds before it needs to be replaced or recharged. The Harp is 26 cm long, and has a small "disk" on the end of the barrel (to spread the sound out).

The user only need to hit a target that is in close range, other targets in medium and long within the area of effect are automatically hit. Special sound dampers in cyberears or in some helmets offer protection from this weapon.

MM2 Taser

Price: 3000 Weight: 0.5 Size: 2 Tech Level: 25 Toug: 12 Legal Status: 3 Availability: S 10

Damage Value: 13/20 Ammo: 20 Ammo Cost: $30/1 Range Short: 3-10 Medium: 15 Long: 20

The MM2 Taser is a pistol which fires a small barbed dart which imbeds itself in the target's clothing or skin. The taser dart causes no damage itself, but is treated as having a damage value of 13 for purposes of penetrating armour (any bonus number is added to this damage). If the dart penetrates armour protection it lodges against of slightly imbeds itself in the skin. Each dart contains an electrical impulse (damage 20) which cause stun damage. If the dart has penetrated the armour the 20 damage (with no bonuses) is compared with straight Toughness. The taser dart does not have a long range, but suffers only the minus to hit and armour penetration due to range. If the dart penetrates its still does full damage. The total length of the MM2 Taser is 15 cm and it weights 0.5 kilograms.

MM4 Stun Gun

Price: 2500 Weight: 0.8 Size: 3 Tech Level: 25 Toug: 12 Legal Status: 5 Availability: B 10

Damage Value: 20 K Ammo: 25 Ammo Cost: $250 clip Range Short: 3-10 Medium: 25 Long: -

The MM4 Stun Gun emits a high frequency sound which causes stun damage to the target. It resembles a ray gun much beloved of the sci-fi serial and the Nile Empire. The total length is this pistol is 30 cm, with 5 cm being the coil at the end of the barrel. The beam is normally invisible and some black-market weapons have a coloured light affect go through the coil. The stun gun has a damage value of 20 and does an automatic K result. Note sound protection reduces the damage of the stun gun, as does armour. The stun gun has no long range.

MAS EMP Gun

Price: 3500 Weight: 2 Size: 4 Tech Level: 26 Toug: 13 Legal Status: 6 Availability: B 11

Damage Value: 18 Ammo: 15 Ammo Cost: $250 clip Range Short: 3-5 Medium: 10 Long: 15

The MAS EMP Gun fires a powerful electromagnetic pulse (damage value 18) at the target. If the target has no cyberware the damage is stun damage. If the target has cyberware (non EMP protected), the damage is regular damage; the MAS EMP Gun is designed to be an effective weapon against cyberfans, and other forms of electronics. In addition, interdermal plating, body plating or any metal armour offers no protection against an EMP Gun. However non metal armours use half their adds to protect the wearer, they use full adds if it has EMP Protection. The total length of the MAS EMP Gun is 35 cm and it weights 2 kilograms.

Ion Guns

Ion weapons generate a carrier beam using a low power laser, then can deliver a lethal blast of electricity down the path of the beam. They are useless in water, or even heavy rain. Metallic armour is ineffective against Ion attacks. Ion guns use a standard power cell for ammunition.

Pe-6 Ion Pistol

Price: 15,000 Weight: 0.8 Size: 2 Tech Level: 26 Toug: 13 Legal Status: 6 Availability: B 11

Damage Value: 20 Ammo: 30 Ammo Cost: $750 clip Range Short: 3-10 Medium: 50 Long: 100

The Pe-6 Ion Gun is a light pistol weapon. The Ion particular look like a light blue bolt about 10 mm in thickness as it streaks to its target. The total length of the Ion pistol is 18 cm and it weights 0.8 kilograms.

Pe-9 Ion Gun

Price: 20,000 Weight: 2.3 Size: 4 Tech Level: 26 Toug: 13 Legal Status: 6 Availability: B 11

Damage Value: 22 Ammo: 20 Ammo Cost: $1500 clip Range Short: 3-50 Medium: 150 Long: 300

A heavier Ion submachine gun sized weapon. The Ion particular look like a white/yellow bolt about 20mm in thickness. The power pack is loaded into the pistol like grip. This weapon also has a folding stock to enable aiming for long range. This weapon has no recoil and can easily be use one handed. The total length of 40 cm and the Ion gun weights 2.3 kilograms.

Res-14 Laser Pistol

Price: 17,500 Weight: 0.8 Size: 3 Tech Level: 26 Toug: 13 Legal Status: 6 Availability: B 11

Damage Value: 21 Ammo: 50 Ammo Cost: $1000 clip Range Short: 3-50 Medium: 100 Long: 200

The Res-14 is a standard heavy laser pistol. The Res 14 fires a green yellow beam 2mm in diameter at the target. The total length of the Res-14 is 25 cm and it weights 0.8 kilograms. The power pack load into the grip, the same way auto pistol's magazines are loaded.

Res-14/Alph Laser Rifle

Price: 25,000 Weight: 2.8 Size: 5 Tech Level: 26 Toug: 13 Legal Status: 6 Availability: B 11

Damage Value: 23 Ammo: 30 Ammo Cost: $1000 clip Range Short: 3-150 Medium: 400 Long: 2000

The Res-14/Alph is a heavy laser rifle derived from the RES-14. The range and power of the green/ yellow laser beam has been greatly increased to make this the sniper rifle of the High Tech Forces. Also the rifle can be disassembled and placed into a carry case within two rounds. This rifle is also can be reduced to be the Res-14 Laser Pistol, thus the rifle is multi-purpose. (The rifle contains special boosters to improve the performance. As the Res-14 pistol, use the states for the pistol). The total length of the Res-14/Alp Laser Rifle is 100 cm.

Plasma Guns

Plasma weapons fire packets of charged hydrogen plasma, bound in pulsed electromagnetic containment fields until they reach the target, whereupon they detonate, causing a violent explosion.

GWI GodsFire

Price: 500,000 Weight: 8 Size: 6 Tech Level: 26 Toug: 14 Legal Status: 6 Availability: B 15

Damage Value: 30 Ammo: 25 Ammo Cost: $5000 clip Range Short: 3-100 Medium: 300 Long: 500

The GWI GodsFire is a plasma gun which fires a bolt of superheated plasma along a corridor of air heated by the weapon's integral laser beam. The plasma appears as a fiery red ball which explodes when it hits, doing full damage to everything within a two meter radius. The weapon itself is 108cm long, attached by a cable to its power pack. The power pack if hit and takes an wound will not explode due to the need of the laser beam needed set the plasma off. However two wounds to the gun itself means the user should not fire if or else risk an explosive (treat as overloading the weapon for each shot taken).

Thav/6-NU Plasma Gun

Price: 750,000 Weight: 2.5 Size: 4 Tech Level: 26 Toug: 14 Legal Status: 6 Availability: B 17

Damage Value: 30 Ammo: 20 Ammo Cost: $7500 clip Range Short: 3-50 Medium: 300 Long: 500

This weapon is a submachine sized weapon, but because of its size both hands are needed to fire the weapon, or else a -2 penalty is suffered. A person with a Strength of 10 or more can fire this weapon one handed. The penalty is off set by the fact the plasma explodes in a burst radius of 1/2/3 meters. This weapon is one of the smallest and most dangerous weapons, the total length of 40 cm, and it weights 2.5 kilograms.

Stunners

Stunners and neural weapons use microwave pulses to damage the target's central nervous system and dispute cyberware systems. Stunners directly affect the nervous system and armour has less effect against them. Half the total adds of the armour when protecting against a stunner, unless the armour has a energy shield or designed to stop energy weapons (such as reflex). Energy screens are effective. Similarly, stunners cannot penetrate heavy cover, such as vehicular armours of structural surfaces. If you cannot see the target, you generally cannot stun it (unlike, for example, plasma weapons, which deal with most cover by blowing it to smithereens).

Stunners do not cause wounds to the target unless, the target has cyberware (not EMP protected), in which case the stunner causes one less wound.

Bith/66 Stunner Pistol

Price: 3000 Weight: 0.8 Size: 3 Tech Level: 26 Toug: 13 Legal Status: 5 Availability: B 12

Damage Value: 18 Ammo: 50 Ammo Cost: $500 clip Range Short: 3-15 Medium: 30 Long: -

This pistol combines ultrasonic and microwave energy to stun the target. It is ineffective past medium range. The total length of the Bith 66 is 24 cm and it weights 0.8 kilograms. The power pack loads into the grip like a normal auto-pistol magazine.

Bith/42 Neural Distorter

Price: 5000 Weight: 1.2 Size: 4 Tech Level: 26 Toug: 13 Legal Status: 6 Availability: B 13

Damage Value: 20 O Ammo: 50 Ammo Cost: $500 clip Range Short: 3-15 Medium: 30 Long: 45

The Bith /42 delivers a concentrated microwave pulse beam. The combination of energy does stun damage with an automatic "O" result, so on a "K" result, the target suffers a KO instead. The Bith /42 is a pistol however it has a long barrel length with is used to improve the power of the stun beam, thus improving damage and range. The total length of the Bith 42 is 35 cm, and this weapon can be easily used one handed.

Bith/90 Pulse Gun

Price: 7500 Weight: 1.4 Size: 4 Tech Level: 26 Toug: 13 Legal Status: 6 Availability: B 13

Damage Value: 20 O Ammo: 50 Ammo Cost: $750 clip Range Short: 3-15 Medium: 30 Long: 60

Similar to the Bith/42, but the weapon is specifically designed to induce current hysteresis in cybercircuitry. If the victim of a Pulse Gun shot has any implants at all, not protected from EMP Pulse the weapon does normal damage. Otherwise it does Stun damage. In either case, it has the same heavy stun effect as Bith/42, so that the Bith/90 does an auto "O" result and if K result occurs it counts as counts as a KO. The total length of the Bith/90 is 33cm, but the barrel is bulkier than the Bith/42, causing this weapon to weight 1.4 kilograms.

Blasters

Energy blasters fire condensed, focused beams of plasma energy. These beams cause damage by intense heat and kinetic energy. Blasters come in a variety of shapes and sizes from pistols to large tripod-mounted devices. Blasters use a power cell for energy. Some models of blaster come with laser sights which increase the energy weapons skills for purposes of hitting by +2.

Blaster Pistol

Price: 250,000 Weight: 0.45 Size: 3 Tech Level: 27 Toug: 14 Legal Status: 6 Availability: B 20

Damage Value: 24 Ammo: 40 Ammo Cost: $2500 clip Range Short: 3-30 Medium: 60 Long: 100

Surprisingly light (only 0.45 kilograms) for its size (26.5 cm), the "standard" blaster can be fired single shot or in three round bursts.

Bolter Rifles

Price: 400,000 Weight: 2.5 Size: 5 Tech Level: 27 Toug: 14 Legal Status: 6 Availability: B 20

Damage Value: 25/20 Ammo: 50 Ammo Cost: $4000 clip Range Short: 3-150 Medium: 350 Long: 600

Bolters fire bolts of super-heated fusion energy. These bolts cause damage from intense heat and explosive energy released when they hit the target. In addition, the explosion from a fusion bolt hits all characters, creatures and objects within its blast area. The radius of the blast is 2/4/6 meters. There are two damage values listed for bolters: one for a direct hit on a target; and the other used to attack all those affected by the blast. The initial damage of the weapon decreases with range but the burst damage remains the same.

Bolter-rifles are ugly-looking weapons, and all require a small belt pack. These contain the fusion reaction that powers the weapon. Beltpacks require recharging after 50 shots by being attached to a power supply. The total length of the this weapon is 90 cm.

Ice Gun

Price: 30,000 Weight: 0.5 Size: 2 Tech Level: 27 Toug: 12 Legal Status: 6 Availability: B 20

Damage Value: 19 Ammo: 30 Ammo Cost: 0 Range Short: 3-15 Medium: 30 Long: 45

This small pistol was designed, to be a survival weapon which could work almost anywhere, and allow the user to gain ammunition from any water source. The pistol has a freezing unit within which freezes water into super dense pellets, that can be fired from the pistol. The small power pack, is rechargeable within sunlight or by heat, and has enough power for 500 shots. The Ice gun is silence and the water bullets tend to melt after hitting the target, so this weapon is often used by assassins. The weapon is reloaded by placing the handle into a water source or by pouring water into it (like a water pistol). The total length is 15 cm and the Ice gun weights 0.5 kilograms.

Reloading can be a problem and it takes two rounds before the weapon is ready to fire. One round to load the water and one round for the water to freeze.

Pulse Rifle

Price: 400,000 Weight: 4.4 Size: 6 Tech Level: 27 Toug: 13 Legal Status: 6 Availability: B 20

Damage Value: 23 /25 /27 Ammo: 25 Ammo Cost: $3000 clip Range Short: 3-200 Medium: 500 Long: 1000

The bulkiest of the hand weapons, the pulse cannon is unique in that it is capable of causing more damage at long range than at short range. The gun fires pulses of plasma energy which are modified so that they convert their own kinetic energy into power. Thus, the farther they travel, the stronger they become. When they reach their range limit, they dissipate.

When using a pulse cannon add +2 to the damage if the target is at medium range and +4 at long range. Pulse cannons are powered by detachable energy packs capable of firing 25 shots. The total length of this rifle is 100 cm and it weights 4.4 kilograms. The power pack is slotted into the adjustable stock.

Smash Guns

Price: 75,000 Weight: 1.5 Size: 4 Tech Level: 27 Toug: 13 Legal Status: 6 Availability: B 20

Damage Value: 21 Ammo: 30 Ammo Cost: $750 clip Range Short: 3-20 Medium: 150 Long: 300

These are guns which use electro-magnetism to propel high explosive, shaped charges that are capable of punching through armour plate. The barrels of those guns are electro-magnetically charged. As the bullet passes down the barrel it is spun rapidly. The bullet explodes on impact, driving its head into the target's body. Both this and the splinter gun below are often modified for use by Lorbaat warriors. The bullets reduce armour protection by -2. The smash gun is the size of a submachine gun and has a total length of 35 cm. The bullets are loaded via clip into the smash gun. This weapon can be fired on single shot, burst fire or long burst.

Splinter Pistol

Price: 50,000 Weight: 0.9 Size: 3 Tech Level: 27 Toug: 13 Legal Status: 6 Availability: B 20

Damage Value: 20 Ammo: 40 Ammo Cost: $500 clip Range Short: 3-50 Medium: 150 Long: 400

Slimmer to the smash gun, a splinter gun works on much the same principle but fires a needle shaped bullet. The bullet explodes on contact, but instead of the charge driving the needles head into the target, it shatters into thousands of tiny, razor sharp splinters that embed themselves in the victim. The Splinter Pistol is reloaded like a normal semiautomatic pistol. The total length of the Splinter Pistol is 24 cm and it weights 0.9 kilograms.

Stun Gun

Price: 15,000 Weight: 0.1 Size: 1 Tech Level: 27 Toug: 11 Legal Status: 6 Availability: B 20

Damage Value: 20 K Ammo: 25 Ammo Cost: $500 clip Range Short: 3-10 Medium: 25 Long: 50

Favoured by spies and saboteurs, the stun gun can be concealed in the palm of the hand and fire inconspicuously at targets nearby. The gun does stun damage only, but inflict an additional K result, which is usually sufficient to render an opponent unconscious long enough to accomplish one's task. The stun gun looks like as small 3 cm diameter button which is 5 mm in weight. The stun gun is fired by pointing a small glass lenses at the target and pressing a button. A special safety within the weapon ensures that there must at less 10 cm between the focus lens and the target before it weapon will fire. (This is to prevent the fierier shooting themselves if the lens is pointed the wrong way). This weapon cannot have any weapon accessories expect for smart gun link.

Explosives

If a grenade or explosive explodes inside a confined space - a cubic area less than 5 meters on a side - its damage value is increased by +2.

Standard Explosive Blast Radius is Short: 0-3 Medium: 4-6 Long: 7-10

Plastique and other explosives are handled differently from grenades, in that the more explosive you use the bigger the blast radius or damage. Burst radius - for each range category - is multiplied by the number of extra packages used. Thus, three packages of C4 will have the following ranges: Short, 0-9 (3x3), Medium 18 (3x6), and Long 30 (3x10).

Damage increases in this manner: every doubling of the number of packages used, rounding down, results in a +2 bonus to the damage value. For instance, one package of C6 has a damage value of 18. Using two package adds +2 for a total damage of 20. Using four packages adds +4 for a damage value of 22, etc. When the explosives are set the user determines if the radius is increased for the damage is increased.

Keg of Black Powder

Price: 130 Weight: 1 Size: 4 Tech Level: 14 Toug: 10 Legal Status: 2 Availability: S 5

Damage Value: 15

Black Powder is used as an explosive, by packing it into wooden kegs or barrels. It will not explode unless packed into a bomb, other wise it will flare and burn. The best way to set off black powder is to lit a fuse which is lead into the barrel. The time delay depends on the length of fuse. Black powder is often set off by used a fuse of black powder leading to the barrel. The big problem with black powder is that it will not work in the wet, and it requires a lot of it to make a big explosion. However black powder is cheap, and readily available.

Nitro-glycerine

Price: 110 Weight: 0.2 Size: 1 Tech Level: 17 Toug: 10 Legal Status: 4 Availability: B 5

Damage Value: 15

Nitro-glycerine is an oily, clear liquid that can be easily made in a home workshop. It is very unstable, though quite powerful. These facts combine to make Nitro unpopular. Nitro-glycerine can be set off, by a serve jar, jerk or bump, as such on a setback result nitro-glycerine being used will explode. Nitro-glycerine is packed into small glass bottles.

Dynamite (TNT)

Price: 5 Weight: 0.1 Size: 2 Tech Level: 19 Toug: 10 Legal Status: 4 Availability: S 3

Damage Value: 15

Dynamite is nitro-glycerine stabilised in charcoal, and is made into sticks about 20 cm long. Dynamite is often used in mining and road construction, and can be detonate with blasting caps, fuses (i.e. burning), and timing devices. However dynamite that goes through changes of temperature over a fairly long period of time will "sweat" pure nitro-glycerine crystals. Dynamite in this state will appear shiny, not waxy as is normal (a setback result will set off deteriorated dynamite).

Plastic Explosives (Plastique)

Plastique is a generic name applied to a variety of highly-effective chemical explosives. There are three type available depending upon tech level, they are coded C5, C6, and C9. In consistency, all are similar to putty or modelling clay, and can be moulded easily. They are very stable, both thermally and kinetically. In general at temperature of 500o C or more is necessary to detonate plastique, while no amount of impact (dropping etc.) will detonate it. Instead, all three formulations are triggered electrically.

For convenience plastique is sold in 30 gram packages.

Plastique is not intended to be thrown. Rather, it is used for booby traps or demolition charges.

C5

Price: 50 Weight: 0.03 Size: 1 Tech Level: 23 Toug: 15 Legal Status: 4 Availability: S 7 Damage Value: 16

C6

Price: 100 Weight: 0.03 Size: 1 Tech Level: 24 Toug: 15 Legal Status: 4 Availability: S 9 Damage Value: 18

C9

Price: 150 Weight: 0.03 Size: 1 Tech Level: 25 Toug: 15 Legal Status: 4 Availability: S 12 Damage Value: 21

Grenades

Throwing a grenade uses to skill thrown weapons or Dexterity, this allows the person the throw grenade at the desired target. If the target is hit the target is the centre of the explosion. The base target number to hit a target it the targets dodge or Dexterity or if the target is stationary 5. If the target number is not achieved, the grenade lands a number of meters away from the target equal to difference between the DN and the result value. For example a person has a target number of 12 to get a person in the centre of the explosion, but rolls a thrown weapons total of 6, the grenade lands 6 meters away. (Note this can be modified by individual situations).

Should a character wish to throw an object at someone through a door, a window, into a foxhole, etc. the target number is increased by the concealment, provided to a maximum of +8 for a vital blow. If the grenade goes off if the confined space add +2 to the damage, if the target number is not met the grenade explodes outside.

The following chart is the distance a person can throw a grenade.

Point Blank three meters

Short Strength value is meters. I.e. if a character has 11 Strength the short range is 11 meters.

Medium Strength value times three. I.e. if a character has 11 Strength the medium range is 33 meters.

Long Strength value times five. I.e. if a character has 11 Strength the long range is 55 meters.

The range penalties from grenades only apply to the number to hit, as the grenade is a self contained the damage value is not decrease by range.

The explosive burst radius for grenades is Short 0-3 Medium 4-8 Long 9-15

The damage value decreases with range by 0 -3 -5

Dwarven Bomb

Price: 200 Weight: 2 Size: 4 Tech Level: 14 Toug: 11 Legal Status: 4 Availability: C 8

Damage Value: 19

Designed for use in dwarven tunnel fighting, these bombs consist of an iron ball filled with black powder. A fuse protrudes from the ball, and when it is lit, the ball explodes usually bringing down a large section of the tunnel on one's attackers. These explosives barely qualify as a missile weapon - being too heavy to throw (Halve the normal distance), they are often rolled into the midst of the enemy, hopefully without extinguishing the fuse in the process.

Nile Stick Grenades

Price: 60 Weight: 0.7 Size: 2 Tech Level: 21 Toug: 11 Legal Status: 5 Availability: B 3

Damage Value: 14 to living /18 to non living

The Nile stick grenades are similar to the stick grenades used by the German army in World War II. There is an adjustable fuse, so the grenade can be set to go off in 3 to 20 seconds. The user pull a pin placed at the top of the "stick" and throws. The Nile grenade are a little different as they do only 14 damage to living targets but 18 to non-living. This is part of the law of drama, in the fact that large explosions do smaller amounts of damage to living targets.

No. 36M Fragmentation Grenade

Price: 100 Weight: 0.6 Size: 2 Tech Level: 22 Toug: 13 Legal Status: 5 Availability: B 4

Damage Value: 19

The No.36M fragmentation Grenade is approximately the size of a clenched fist, and weights 0.6kg. Its outer casing of cast iron is divided into segments that will, on detonation, turn into damaging fragments. This design gives the grenade one of its nicknames the "pineapple". A spring loaded safety handle, or "spoon", is mounted in the grenade's head. This spoon is held in place by a cotter pin equipped with a ring. Pulling the pin free allows the spoon to spring away from the head, which ignites the grenade's fuse. Once the pin is pulled, the spoon can be manually held in place. The fuse is chemical, with a normal duration of seven seconds, although it can be shortened by manipulating the fuse mechanism itself. The explosive is Baratol.

The No.36M is classes as a "defensive grenade" in that it throws splinters a long way. This can be a problem for rapidly advancing infantry, who are in danger from their own grenades.

GF-9 Improved Fragmentation Grenade

Price: 150 Weight: 0.4 Size: 2 Tech Level: 24 Toug: 13 Legal Status: 5 Availability: B 6

Damage Value: 20

The GF-9 is a logical extension of the technology which went into the No. 36M grenades. It is a small cylinder three centimetres in diameter and nine in length, massing 0.4kg. On top of the cylinder is a small knurled knob. The timing of the electric fuse can be adjusted by turning this knob, while the fuse timer is started by depressing this knob past a click detonate (this is to prevent accidental triggering). The fuse timer can be set between one and 60 seconds.

The GF-9 has two alternate fusing strategies. The plastic fusing knob can be removed, revealing a spool of fine line which can be extended up to 10 meters to serve as a trip wire. Once the grenade and trip wire are positioned, any tug on the wire causes the grenade to detonate immediately. Alternatively, a small radio receiver can be attached to the top of the grenade, which allows the explosive to be detonated by a remote radio signal.

The major difference users will notice is in the fusing. It's electronic, so when you set it for five seconds you know it will go off in five seconds - not 5.5 or (worse) 4.5. The chemical fuse in the old pineapple would sometimes burn erratically, so a seven second grenade would sometimes go off in six or less. The GF-9 is an offensive grenade, so it depends much more on concussion than on fragments (this is so advancing infantry don't advance into their own shrapnel). What this means is that the GF-9 has a smaller burst radius, but it's much more effective within that radius.

GG-3 Gas Grenade

Price: varies Weight: 0.5 Size: 3 Tech Level: 24 Toug: 13 Legal Status: 5 Availability: B 7

Damage Value: varies

In appearance and operation, the GG-3 is identical to the GF-9 fragmentation grenade. When the GG-3 detonates, however, it releases a thick cloud of gas. Four versions of the grenade are available. The GG-3N releases a cloud of Neuro-4 neurotoxin (nerve gas). The GG-3L releases Somnus a patented sleep/stun gas, thirdly the GG-3S releases a thermal smoke which stops normal, IR and thermalgraphic vision and the GG-3T releases a tear gas designed to irritate the target.

When the grenade detonates anyone within three meters of it is immediately "attacked" by the gas. On the next round the, cloud cover a five meter radius extending from the blast point. At this point, damage from the gas is reduced by -4 due to dissipation. The gas will dissipate completely by the third round after detonation. Wind will have an effect, but - since this would add more complexity it is up to the gamesmaster to rule upon.

The GG-3S smoke will not dissipate as the other gases as it is designed to linger around. The smoke counts as darkness for those trying to see through it, thus a -5 to hit or see anything through the smoke. The smoke will thin out after ten rounds or quicker depending upon the wind. After ten rounds the smoke is half effect (-3 to hit or see) until it disappears after twenty rounds. The other gas types are designed to hit quickly and be safe to enter an area as soon as possible.

Damage: Nil Tech: 24 Cost: 250

Neuro-4 is a highly effective neurotoxin with very high lethality. It is absorbed through the skin, so breath shields and filters or armour is useless (damage go directly against Toughness) - only armour which is fully seal or environment suits offer protection. In which the gas does no damage.

Damage: 23 Tech: 24 Cost: 2500

Somnus is absorbed only across the permeable membranes of the lungs, so gas masks will prevent its effects. Only armour with its own gas mask, or air supply will stop this gas otherwise damage goes directly against Toughness.

Damage: 20 stun Tech: 24 Cost: 500

Tear Gas has a damage value of 15. If the gas overcomes the target's Toughness, then the Target suffers a penalty to Dexterity and Perception skills for 30 minutes; this penalty is equal to the result points read on the power push table. Even on a successful check, the target's Dexterity and Perception are reduced by -1 (unless protected with a breathing device or life support) until he or she leaves the area of effect. Damage: 15 Tech: 23 Cost: 150

GS-7 Stun Grenade

Price: 400 Weight: 0.5 Size: 3 Tech Level: 23 Toug: 13 Legal Status: 5 Availability: B 6

Damage Value: 20 K

In appearance and operation, the Gs-7 is identical to the GF-9 and GG-3 grenades. The effect of this grenade is quire different. When the grenade detonates, three events occur in sequence, separated by approximately 0.5 seconds. The first is a blinding flash of light; the second is a loud explosion, intended to burst the eardrums of anyone in the blast radius; the third is the emission of a high frequency screech, so tuned as to cause incapacitating pain to the inner ear no longer protected by the (now ruptured) eardrum. The general effect is disorientation at the least, incapacitation or even loss of consciousness in more severe instances.

Armour unless stated will not offer any protection verse the GS-7, however Anti-glare goggles or cyberoptics with flare compensation diminish the dazzling effects of the flash, while ear protectors minimise damage done by sonic effects. Both types of protection accumulation their protection to reduce the damage done by the GS-7. The grenade does stun damage but the combination attacks means an additional K result is added to the damage effects.

MAS Grenade Launcher

Price: 2000 Weight: 3.5 Size: 5 Tech Level: 24 Toug: 13 Legal Status: 5 Availability: B 9

Damage Value: as grenade Ammo: 6 Ammo Cost: varies Range Short: 3-25 Medium: 150 Long: 600

The MAS Grenade Launcher fires grenades more than 10 times the range a strong man can throw one. It holds six grenades which can be fired onto the target by large charges of smokeless low-powered explosives. The charges continue to burn for two seconds after firing, giving the grenade additional boost for longer range, but leaving a thermal trail which is easily seen by anyone with infrared vision. A special range selector enables the user to select the range, so that the burn rate will vary depending on range. The grenades are loaded into a tubular magazine fitted under the barrel. The total length of the MAS Grenade Launcher is 76 cm.

This weapon can be fired single shot or three round burst. It fires the grenades listed below.

Fragmentation Grenades

Price: 250 Weight: 0.4 Size: 2 Tech Level: 25 Toug: 13 Legal Status: 5 Availability: B 9

Damage Value: 21

Tech level 25 grenades have a damage value of 21. The burst radius is unchanged. These grenades are designed to be thrown or fired from the MAS Grenade Launcher. The electronic timer allows perfect timing for the grenade's explosion.

Flash Grenades

Price: 250 Weight: 0.4 Size: 2 Tech Level: 25 Toug: 13 Legal Status: 5 Availability: B 9

Damage Value: 20

Flash Grenade cause 5 meter radius flashes of blinding light with a value of 20. The damage total of the grenade is added to the value and this is compared to a character's Perception (plus any flash protection). The character suffers a penalty to any action that requires him to see clearly, equal to the result points read through the power push table. The effect last for six rounds, and effects defensive action as well.

For example, Hans Strucker has a Perception of 10 and sunglasses with in built flash protection of +5. He is affected by a flash grenade with a damage total of 22. Hans now suffers a -3 to all actions, damage and defensive actions that requires sight.

Net Grenades

Net Grenades are designed to be fired out of a grenade launcher. They are a 30mm grenade consists of a gel outer shell and the net type inside. When the grenade is fired at a target a direct hit will cause the grenade to explode the net around the person, thus a Good result is needed to entangle the target. The net grenades are designed to stop and human sized subject. For larger sized up to 3 meters tall a 40 mm grenade can be used instead.

The range of a grenade launcher is halved when firing the net grenades. The first price listed is for 30mm and the second is for 40mm grenades

Sticky Net Grenade

Price: 2000 /3000 Weight: 0.5 Size: 2 Tech Level: 25 Toug: 13 Legal Status: 5 Availability: B 10

Damage Value: 15 stun

The grenade does 15 stun damage to the target when hit. The strands are made of a synthetic spider web make material, called NetWeave. NetWeave sticks to the target once, requiring the victim within a sticky net to make a maneuver total of 17 to escape the net. Each round the a person is entangled within the net it counts as a knockdown result, for purposes of attacking and being attacked. The stickiness can be easily removed by applying an small amount of alcohol.

Electro Net

Price: 3000 / 4500 Weight: 0.5 Size: 2 Tech Level: 25 Toug: 14 Legal Status: 5 Availability: B 11

Damage Value: 15 (stun) K/ 16 stun

The grenade does 15 stun damage to the target when hit. The electro net, is made of strong fibres which conduct pulses of electricity into the target. Each round the a person is entangled within the net it counts as a knockdown result, for purposes of attacking and being attacked. To escape the victim must make a maneuver total of 13. If the person fails to escape the person takes 16 (stun) from the electrical charge, each round while within the net. The electric charge is will last for 5 rounds. The electric shock is controlled by a special key to turn off the pulse, thus stopping someone within the net turning off the shock damage. The control uses a low intensity laser beam.

Monofilament Net

Price: 20,000 / 25,000 Weight: 0.5 Size: 2 Tech Level: 26 Toug: 15 Legal Status: 6 Availability: B 15

Damage Value: 15 stun / 20

The grenade does 15 stun damage to the target when hit. The monofilament nets are made with a light PlasSteel strands and the monofilament molecules bonded to the strands. Thus the net will cause damage to the victim each round he moves. Each round the a person is entangled within the net it counts as a knockdown result, for purposes of attacking and being attacked. To escape the victim must make a maneuver total of 18. If the target fails the maneuver roll the net will do damage of 20. The monofilament net requires a maneuver roll of 14 to remove net from the target.

MAS Gas Gun

Price: 1500 Weight: 1.6 Size: 3 Tech Level: 25 Toug: 13 Legal Status: 5 Availability: B 9

Damage Value: varies Ammo: 12 Ammo Cost: varies Range Short: 3-12 Medium: 30 Long: 50

The MAS Gas Gun fires grenades of compressed gas which releases gas in a four meter cloud. Anyone breathing the gas is attacked by its effects. This semiautomatic pistol load the gas pellets in via a clip. The pellets of gas remain in solid form until it hits a surface. The total length of the MAS Gas Gun is 24 cm and it weights 1.6 kilograms. The Gas Gun fires the following grenade types.

Note the pellets can be used as a grenade but can only be thrown for a distance equal to the thrower Strength value because of their light weight. A user must be care throwing a Neurotoxin Gas Pellet as it will be absorbed into his skin unless protected.

Tear Gas: Has a damage value of 15. If the gas overcomes the target's Toughness, then the Target suffers a penalty to Dexterity and Perception skills for 30 minutes; this penalty is equal to the result points read on the power push table. Even on a successful check, the target's Dexterity and Perception are reduced by -1 (unless protected with a breathing device or life support) until he or she leaves the area of effect. Damage: 15 Tech: 25 Cost: 50

Knockout Gas: Has a damage value of 18. If the gas overcomes the target's Toughness, The target takes the result points for 6 rounds (1 minute), or until they reach zero fatigue. The target near remains unconscious for a number of minutes equal to the result points, i.e. 6 damage through is 15 minutes unconscious. Damage: 18 Tech: 25 Cost: 50

Smoke Gas will not dissipate as the other gases as it is designed to linger around. The smoke counts as darkness for those trying to see through it, thus a -5 to hit or see anything through the smoke. The smoke will thin out after ten rounds or quicker depending upon the wind. After ten rounds the smoke is half effect (-3 to hit or see) until it disappears after twenty rounds. The other gas types are designed to hit quickly and be safe to enter an area as soon as possible.

Damage: Nil Tech: 25 Cost: 20

Neurotoxin Gas is a highly effective neurotoxin with very high lethality. It is absorbed through the skin, so breath shields and filters or armour is useless (damage go directly against Toughness) - only armour which is fully seal or environment suits offer protection. In which the gas does no damage. Damage: 23 Tech: 25 Cost: 250

Thav-5/Mim Minigrenade Launcher

Price: 2700 Weight: 2 Size: 5 Tech Level: 26 Toug: 13 Legal Status: 6 Availability: B 13

Damage Value: varies Ammo: 10 Ammo Cost: varies Range Short: 3-25 Medium: 200 Long: 500

A man-portable, it requires the heavy weapons skill to operate. The Thav-5/ Min is designed to be used independently of any other weapons systems. The launcher fires 30mm aero dynamic minigrenades and can fire them singly or in bursts of 3 or on full auto. The total length of the Thav-5/Mim is 60 cm. The mini grenades are loaded by a clip magazine.

Aerodynamic 30mm Minigrenades

These are slim, rounded shells with retractable-fin stabilisation. The casing, including the fins, are irregularly matrixed ceramics which fragment violently upon detonation. As they work on fragmentation, plasma variants are counter productive.

Damage: 22 Tech: 26 Cost: 360

Aerodynamic 30mm Antiarmour Minigrenades

These are variants of the standard minigrenade. Its shaped charge allows it ignore the first five armour adds of a target. The shaped charge lessens the collateral damage, so the grenade dose damage value 18 to other targets in the short range blast radius. The damage decreases normally at medium and long radii to 15 at medium and 13 at long. Plasma variants do increase the blast radius.

Damage: 20 (-5) Tech: 26 Cost: 360

Thav-10/Mim Grenade Launcher

Price: 4000 Weight: 5.8 Size: 6 Tech Level: 26 Toug: 13 Legal Status: 6 Availability: B 13

Damage Value: 27 Ammo: 10 Ammo Cost: 600/1 Range Short: 3-150 Medium: 500 Long: 1200

The Thav-10 is a heavy, team served grenade launcher capable of direct or indirect fire. It has largely replaced the mortar in Tharkoldu tactics as a squad barrage weapon.

One character can handle the Thav-10 if her Strength is 15 or higher. the weapon can be fired from a shoulder position, like a bazooka, or from rest, using a by-pod and butt plate.

The weapon loads a magazine of ten 50mm grenades and can fire them individually or in bursts of three.

Espionage Weapons

This section is devoted to the tools normally used by members of the intelligence community - sophisticated pistols disguised as common household objects, radical technologies that can be used to stop better armed and armoured opponents. These devices are designed to give the user the advantage of surprise.

JB-1 Gun Pen

Price: 1500 Weight: 2.8 Size: 3 Tech Level: 17 Toug: 13 Legal Status: Availability:

Damage Value: 14 Ammo: 1 Ammo Cost: $2/10 Range Short: 3-5 Medium: 15 Long: 25

This unique weapon appears to be a normal fountain pen, 14 cm long and one in diameter, massing 80 grams. Concealed within it is a single shot 5.65mm gun mechanism. To prepare the weapon for use, the user twists the base of the pen body 90 degrees. This opens the firing port in the bottom of the device and cocks the mechanism. It is fired by pressing down on the clip. The single caseless round is loaded through the muzzle. The weapon will accept standard or flechette rounds.

The JB-1 does operate as a fountain pen although its ink reservoir is rather small, and it is available in a range of designer colours. Not until Tech 23 does the gun pen balance improve and does it stop leaking.

KG-5 Dart Gun Umbrella

Price: 1500 Weight: 2.8 Size: 3 Tech Level: 17 Toug: 13 Legal Status: Availability:

Damage Value: 14 Ammo: 1 Ammo Cost: $2/10 Range Short: 3-5 Medium: 15 Long: 25

The KG-5 appears to be a standard umbrella 91 cm long, massing 0.4kg. The umbrella mechanism itself is fully functional and spring loaded. The metal spike on the end of the umbrella contains a small CO2-powered dart gun that fires a tiny spherical capsule. This capsule can contain either high-lethality neurotoxin or a tranquillising drug. This weapon is triggered by pressing a concealed stud on the umbrella's handle. The discharge is virtually silent. Range is very low, since the weapon is intended to deliver it's dart into a nearby target. The dart is so small, and leaves so tiny a break in the skin, that it is unlikely that either the victim or a subsequent investigator will be able to determine exactly what happened (DN 12 for evidence analysis).

The weapon contains ammunition and sufficient CO2 for four shots. It is reloaded by unscrewing the entire spike assembly and reloading it. Of course, one is limited by weather conditions when using this weapon. A man walking with an umbrella on a bright, sunny day might seem a bit suspicious (expect in England).

Yamaguchi Killer Shades

Price: 1500 Weight: 2.8 Size: 3 Tech Level: 17 Toug: 13 Legal Status: Availability:

Damage Value: 14 Ammo: 1 Ammo Cost: $2/10 Range Short: 3-5 Medium: 15 Long: 25

This surprising device appears to be a normal pair of aviator-style sunglasses. Its weight is not perceptibly greater than a normal pair of glasses. It boasts high-grade polarising lenses. Built into the two "limbs" are tiny compressed gas devices which shoot 0.5mm poison darts out through the front of the glasses. The needles emerge through the two mounts that attach the limbs to the frames. These needles are treated with Neo-Fugu neurotoxin.

The weapon has two integral safeties. The first prevents the device from firing unless both limbs are fully extended, as when the glasses are being worn. The second is an electronic safety which is released by pressing upward on the upper portion of the nosepiece. The weapon can be triggered in two ways. The first is by pressing inward on the nosepiece. The second, and more subtle, method is by tensing the muscles behind the ears. When triggered both darts are fired at once.

The weapon is reloaded by unclipping the limbs from the frame and replacing them with new limbs. Both limbs must be replaced for the weapon to function.

SpaceGods Weapons

Baatase Rifle

Price: 300,000 Weight: 2 Size: 5 Tech Level: 30 Toug: 13 Legal Status: 6 Availability: B 20

Damage Value: 16 Ammo: 20 Ammo Cost: $5000 clip Range Short: 3-50 Medium: 200 Long: 400

A more non-organic based weapon, the baatase rifle is a mixture of a metallic stock and a bioengineered trigger assembly and barrel. The weapon does not produce its own ammunition, but uses baatase; the glue produced by the Lorbaat to affix their equipment to their shells. The total length of this rifle is 70 cm.

The damage value of the weapon is equal to the Strength of the glue covering the target. The victim must generate a Strength total higher than the damage value to pull free, or else have access to a vial of trioacid.

CellJammer

Price: 300,000 Weight: 2.5 Size: 5 Tech Level: 30 Toug: 13 Legal Status: 6 Availability: B 20

Damage Value: 23/23 Ammo: 15 Ammo Cost: fed monthly Range Short: 3-30 Medium: 100 Long: 200

A biotech creation which emits a signal capable of temporarily disrupting the cell structure of the target. This weapon has two setting, one which produces stun damage, and one which can be lethal. Altering the setting is a simple action, and can be accomplished by manipulating the non-organic implants. Cell jammers must be fed once per month. The Cell Jammer will reduce ammunition once the weapon is empty. This reproduction takes one round. The total length of the CellJammer is 60 cm.

Electronus

Price: 240,000 Weight: 0.2 Size: 4 Tech Level: 30 Toug: 13 Legal Status: 6 Availability: B 20

Damage Value: 22 Ammo: 3 Ammo Cost: fed 2 weeks Range Short: 3-15 Medium: 25 Long: 40

This weapon is one of the few which does not require that the user place his hand inside to operate it. The electronus is a biotech creation which appears as a hollow tube covered with scales, roughly .5 meters long. By activating its non-organic implants, it can be made to fire bolts of electricity. The metal armour is ineffective against the Electronus.

The electronus was originally bioengineered to allow the user to vary the strength of the bolts, but this idea proved to be impractical. This weapon has been used to great effect by Monitors when seeking to put down Lorbaat riots. The electronus can three blasts in succession before requiring a round to recharge.

An electronus must be fed once every two weeks.

Gravitic Ray

Price: 600,000 Weight: 3.3 Size: 5 Tech Level: 30 Toug: 13 Legal Status: 6 Availability: B 20

Damage Value: 24 Ammo: unlimited Ammo Cost: Nil Range Short: 3-150 Medium: 350 Long: 500

This weapon works on the same principles as the geomagnetic shuttle, drawing on gravitic energy and converting it into a bolt of pure force capable of feeling a foe. The gravitic ray is a standard weapon for planetside Monitors, but is largely useless when in space. It has the advantage that, when used near a source of gravitic energy, it will not run out of ammunition. The total length is 65 cm, and it weights 3.3 kilograms.

Mindlance

Price: 400,000 Weight: 1.2 Size: 4 Tech Level: 30 Toug: 13 Legal Status: 6 Availability: B 21

Damage Value: 16 Ammo: na Ammo Cost: fed 3 months Range Short: 3-10 Medium: 25 Long: 40

A long, rod-shaped creature with a non-organic trigger assembly (thus looking very much like a standard energy weapon), the mindlance beams the mental energy of its user at a target. The user does not need to have psionic capabilities to use this weapon. He generates a damage total by rolling on his Mind, which is then applied to the target as mental damage. This weapon is often used by non-psionics against those with advanced mental abilities (this is one of the few biotech weapons the Lorbaat have ever expressed interest in acquiring). Sale of a mindlance to a member of a client race is strictly forbidden by Akashan law. Mindlances must be fed once every three months.

Mitositer

Price: 200,000 Weight: 0.75 Size: 3 Tech Level: 30 Toug: 13 Legal Status: 6 Availability: B 20

Damage Value: 15 Ammo: 10 Ammo Cost: fed weekly Range Short: 3-10 Medium: 25 Long: 40

The firearm, which fits neatly over the user's hand, is actually a bioengineered unicellular organism whose size and rate of reproduction is governed by non-organic inhibitors. When the weapon is triggered, a portion of its substance splits off via mitosis and is launched toward the target. As it comes closer, it increases in size, so that it covers the target.

The mitositer's substance is a gelatinous mass, porous so that the target can breath, but extremely difficult to function within. Once trapped within, the bubble, all Dexterity and Strength related skills are reduced by 6.

The bubble has a Toughness of 15, but cannot contain magic or psionic powers, and can be shattered by a sufficiently powerful attack. The mitositer can regenerate a portion of its substance every two hours, ensuring that it never runs out of "ammunition" for very long. Mitositers must be fed once per week. The mitositer has a total length of 23 cm.

Rhadan Mark V Pistol

Price: 240,000 Weight: 0.5 Size: 3 Tech Level: 30 Toug: 13 Legal Status: 6 Availability: B 20

Damage Value: 17/ Ent 14 Ammo: 25 Ammo Cost: fed weekly Range Short: 3-40 Medium: 100 Long: 150

A biotech pistol constructed by splicing the genes of three organisms together, including that of the rhadangea plant. The weapon fires tendrils much like the vines of that plant, which ensure a target. The vines are covered with thorns, accounting for much of the weapon's damage value (17). If the weapon does a knockdown result of better, the target is entangled and must generate a Strength total of 14 to escape. The Rhadan has a total length of 26 cm and weights 0.5 kilograms. The Rhadan ammunition grows back at the rate of one shot per 5 minutes, and it must be fed one per week.

Shatterer

Price: 4 million Weight: 3.2 Size: 5 Tech Level: 30 Toug: 14 Legal Status: 6 Availability: B 20

Damage Value: 30 Ammo: 20 Ammo Cost: na Range Short: 3-50 Medium: 150 Long: 250

The most devastating hand weapon in the Akashan arsenal, the shatterer is feared even by those who wield it. This biotech creation acts to break down all organic matter but so powerful is it, that it does damage to its wielder as well as its target. Users of the shatter generate a damage total, and check it against the Extended Power Push Table to find the number of result points. Those result points are then compared to the user's Toughness, and he takes that many points in damage, plus an automatic three shock.

The shatterer has been banned in some sections of Akasha, bur Coar activists have been known to hoard the weapons and some have been seen to be sold at the black market in Lima. The damage taken by the user in the way of shock points reloads the weapon. Each shock point caused by the weapon to the user reloads one shot to a maximum of 20. The total length of the shatterer is 60 cm.

Shtar Thrower

Price: 1 million Weight: 0.8 Size: 2 Tech Level: 30 Toug: 14 Legal Status: 6 Availability: B 22

Damage Value: 20 Ammo: 50 (10 bursts) Ammo Cost: 10000 Range Short: 3-40 Medium: 100 Long: 300

This firearm fits over the user's forearm and can project deadly starfish-like organisms which are attracted to living tissue. These weapons are extremely danagerous to use in crowds, since a missed shot will likely hit a bystander. But the type of individual likely to use a Shtar Thrower probably wouldn't care, anyway.

The Shtar Thrower fires a burst of five of these small star-shaped creatures (if fired against a single target, the Many on One rules apply), otherwise the firer can hit five different people without penalty (if in the same area). The Shtar are attracted to living tissue and home in on it. Use of the weapon provides a +2 to the wielder's biotech weapons skill. If the target is missed the Shtar will continue to try and hit a living being within it path and range, (it does not turn fully around, only about 45( maximum).

The shtar Thrower does damage value 20. If a wound is scored, the target has been infected by the Shtar, who reproduce in living flesh. Tendrils will begin growing through the victium's flesh, doing damage 20 every hour they are left untrested. A medicine total of 18 is required to destroy the tendrils. No damage from Shtar Throwers can be healed until the tendrils are destroyed.

These weapons are barred from use in all corners of the Star Sphere. The weapon is reloaded by inserting a specially protected clip, which keeps the Shtar doment until fired.

White Noise

Price: 200,000 Weight: 2 Size: 4 Tech Level: 30 Toug: 13 Legal Status: 6 Availability: B 20

Damage Value: -5 to actions Ammo: 15 Ammo Cost: fed monthly Range Short: 3-20 Medium: 150 Long: 300

Another hand held weapon which emits a screech that interferes with the concentration of everyone within a three-meter radius. Users commonly wear some form of earplug to screen out the noise, which reduces all Perception and Mind-based skills by -5 for the duration of the following round. Effects of the white noise are not cumulative (shooting it twice in a flurry round against the same character will not reduce his skills by -10). Note cyber ear dampers and special helmet dampers will also stop the white noise.

White noise is commonly used against those possessing psionic abilities. White noise weapons need to be fed once per month. It takes 1 minute before the white noise is fully recharged. The total length of the white noise is 40 cm.

White Dragon

Price: 2 million Weight: 1 Size: 3 Tech Level: 30 Toug: 13 Legal Status: 6 Availability: B 25

Damage Value: 26 Ammo: 5 Ammo Cost: fed fortnightly Range Short: 3-10 Medium: 25 Long: 40

"White Dragon" is the slang term for a devastating new biotech firearm, a prototype of which was stolen from a Monitor-controlled research laboratory. The Akashan's answer to the flamethrower.

Held in one hand, the white dragon is fairly compact, about the size of a large pistol. Like other biotech devices, its almost completely organic, with the outer surface being almost blindingly white (hence the weapon's nickname). The white dragon is egg-shaped, with a small orifice at one end. A bone-like handle projects from the other end. When the user squeezes the handle tightly, the weapon spits out a viscous white glob of highly flammable material, which ignites on contact with oxygen. The fireball does damage value 26 when it hits - if a wound result or better is done, the flaming goo continues to do damage value 26 per round to the target until extinguished with foam or carbon dioxide or cut off from oxygen. Left unchecked it will continue to burn until it has consumed all the fuel in an area.

The flames are a ghostly phosphorescent white, and each shot leaves a trail of white light when fired, giving it the appearance of a single continuous flame. White dragons must be fed once every two weeks. Each feeding gives it enough energy to produce five rounds of flammable liquid; after all five are shot, it cannot be used again until after its next feeding.

Melee Weapons

One Handed Use These weapons can be used with a shield.

Two Handed Use When a weapon is used two handed the wielder gains +1 to pushing Strength. But cannot use a shield.

Dagger

Price: 50 Weight: 0.4 Size: 2 Tech Level: 7 Toug: 13 Legal Status: 1 Availability: S 1

Damage Value: STR +3 Maximum Damage: 17

A small blade, no more than a third of a meter in length, which can be easily concealed on the person and drawn no matter how close of a struggle one is engaged in. Daggers are also widely used as eating utensils throughout Aysle, and virtually everyone carries one.

Stiletto

Price: 100 Weight: 0.3 Size: 1 Tech Level: 15 Toug: 13 Legal Status: 1 Availability: S 6

Damage Value: STR +3 Maximum Damage: 17

The stiletto is a short dagger with a strong triangular or square sectioned blade that tapers to a sharp point at the tip. The stiletto is designed for thrusting, when in close combat. Most Aysle cities prohibit the carrying of a stiletto since it is an easily concealed weapon. Stilettos are narrow enough to be concealed in sword canes or even in the handle of a large sword, such as the broad, or two handed swords.

Parrying Dagger

Price: 100 Weight: 0.4 Size: 2 Tech Level: 9 Toug: 13 Legal Status: 1 Availability: S 3

Damage Value: STR +3 Maximum Damage: 17 Melee Defence: +1

The Parrying Dagger (or main-gauche) specialised type of dagger is used in conjunction with a sword (normally a rapier). The dagger is designed to deflect an opponent's weapon, thus added +1 to melee defence. The user of the dagger must decide to use it as a weapon or for defending.

Sword-breaker

Price: 800 Weight: 0.5 Size: 3 Tech Level: 14 Toug: 13 Legal Status: 2 Availability: S 8

Damage Value: STR +3 Maximum Damage: 18

A dagger designed for parrying and shattering an opponent's sword, the sword breaker is commonly held in the off hand. Its blade has a heavily serrated edge, allowing it to catch an attacker's weapon. The defender can then twist the weapon and snap the opposing blade free from its hilt.

If the user gets a good attack result while attempting to break the opponent's blade, then the sword-breaker does +6 damage (instead of +3). This damage is applied only to the weapon. If the blade takes two wounds the blade snaps off.

Short Sword

Price: 150 Weight: 1.4 Size: 3 Tech Level: 8 Toug: 14 Legal Status: 1 Availability: S 4

Damage Value: STR +4 Maximum Damage: 18

The weapon most favoured by shield-bearing Ayslish is the short sword. Used by most knights and some Vikings, the most effective is the double-blade sword with a small hand grip. The short sword can be more difficult to handle than the rapier, and will not cause as much damage per attack as that weapon, but is more durable.

Rapier

Price: 300 Weight: 1.8 Size: 5 Tech Level: 15 Toug: 14 Legal Status: 2 Availability: S 6

Damage Value: STR +5 Maximum Damage: 19

A one-handed sword with a long, thin blade, the rapier is light and allows for faster maneuvers. While it cannot cause as much damage as a broadsword or two handed sword, it is easier to penetrate an opponent's defences with the quick stroke of the rapier. Favoured by the Corsairs and Free traders, the major drawback of the rapier is that it is fragile, and will tend to break in battle, especially if matched against a heavier blade.

It only takes three wounds to destroy a rapier.



Sabre

Price: 300 Weight: 2.3 Size: 5 Tech Level: 14 Toug: 15 Legal Status: 2 Availability: S 6

Damage Value: STR +5 Maximum Damage: 19

This sword is a long, curved, single-edged blade intended mostly for horseman. It is a popular weapon for light cavalry and is used by the Victorian Officers.

Broadsword

Price: 400 Weight: 2.3 Size: 5 Tech Level: 9 Toug: 16 Legal Status: 2 Availability: S 5

Damage Value: STR +6 Maximum Damage: 20

The ancestor of the two-handed sword, the broadsword features a wide, heavy blade. It can be used either one handed, or two handed. It is commonly used by those who wish to forego the use of a shield and can do great damage, although its weight lessens manoeuvrability. Broadswords are used by Ayslish paladins and some Vikings.

Two-handed Sword

Price: 750 Weight: 6.8 Size: 7 Tech Level: 10 Toug: 17 Legal Status: 2 Availability: S 7

Damage Value: STR +7 Maximum Damage: 22

The preferred weapons of the Vikings, two-handed swords are essentially broadswords with greater heft. They are capable of the most damage (a maximum value of 22) of any unenchanted melee weapon in the realm, but their successful use requires that the attack be an intense and ferocious one. It is difficult to parry strokes with the weighty sword, and a shield cannot be used along with it.

Dwarf Spike

Price: 400 Weight: 2.8 Size: 5 Tech Level: 8 Toug: 14 Legal Status: 2 Availability: S 8

Damage Value: STR +4 Maximum Damage: 19

A small, pointed piece of metal bearing some resemblance to a chisel, the dwarf spike can be used as a weapon or as a tool for digging in the mines. It is used almost exclusively by dwarves.



Club

Price: 20 Weight: 1.5 Size: 5 Tech Level: 6 Toug: 13 Legal Status: 1 Availability: S 1

Damage Value: STR +3 Maximum Damage: 18

The first and simplest weapon, the club is nothing more than a weighted stick, which increases the momentum and thus the force of a blow. Clubs are commonly made of wood, although Ice Nomads have been known to use dragon bones for the same purpose. Clubs are also seen in the hands of barbarians.

Staff

Price: 50 Weight: 1.8 Size: 6 Tech Level: 7 Toug: 12 Legal Status: 1 Availability: S 1

Damage Value: STR +2 Maximum Damage: 17

A wooden stick, thinner than the average club, a staff is usually about two meters in length. Extremely inexpensive, staffs are carried by peasant farmers throughout the cosm as well as some Dunadian priests. In the hands of a trained user, the staff can be a very effective weapon, both on offensive and defence.

Giant War-Club

Price: 60 Weight: 60 Size: na Tech Level: 8 Toug: 14 Legal Status: 2 Availability: S 10

Damage Value: STR +4 Maximum Damage: 28

A huge wooden club with an iron spike driven through it and a band of metal wrapped around the head to give it added weight. This is the favoured weapon of the priests of Arthuk, and requires a minimum of Strength 14 to use.

Battle Axe

Price: 150 Weight: 3.2 Size: 6 Tech Level: 8 Toug: 15 Legal Status: 2 Availability: S 5

Damage Value: STR +5 Maximum Damage: 20

Another implement of destruction that can be either melee or missile weapon, the battle axe has been made famous by the dwarves, barbarians, Vikings and trolls. A sharp metal head attached to a wooden shaft, the battle axe can be either single edged or double edged. Currently, the latter is more popular.

War Hammer

Price: 250 Weight: 2.8 Size: 5 Tech Level: 8 Toug: 15 Legal Status: 2 Availability: S 5

Damage Value: STR +5 Maximum Damage: 20

A wooden handle with a metal hammerhead attached, with a spike emerging from the head, the war hammer was invented by the dwarves during the war of Crowns, and remains in use today. The hammerhead is used to stun an opponent, and the dagger used to pierce his armour.

Mace

Price: 100 Weight: 4.5 Size: 5 Tech Level: 8 Toug: 14 Legal Status: 2 Availability: S 5

Damage Value: STR +4 Maximum Damage: 19

The mace is a club made of metal, with spikes or sharp ridges on the head. Maces range in length from a third of a meter to a meter, and are intended as one-handed weapons, although they can be swung with both hands. Maces are extremely effective at unseating mounted attackers.

Morning Star

Price: 400 Weight: 5.5 Size: 6 Tech Level: 11 Toug: 15 Legal Status: 2 Availability: S 7

Damage Value: STR +5 Maximum Damage: 21

A variation of the mace, the handle and head of the morning star are connected by joints of chains which increase the force of the blow. Morning stars are favoured by the dwarves, who discovered that just spinning one is often enough to keep a larger opponent at bay.

Ball and Chain

Price: 400 Weight: 70 Size: 7 Tech Level: 10 Toug: 16 Legal Status: 2 Availability: S 10

Damage Value: STR +6 Maximum Damage: 30

A more powerful version of the morning star, the ball and chain is precisely that: a Length of chain with a round ball at the end. It usually functions as a melee weapon, but can also be thrown at an approaching opponent. The ball and chain is a favourite of the giants.

Pole Arms

Price: 120 Weight: 5.5 Size: 7 Tech Level: 8 Toug: 14 Legal Status: 2 Availability: S 8

Damage Value: STR +4 Maximum Damage: 19

Long wooden shafts often in excess of three meters, topped with sharp points, axe heads, claws, and son on. Pole arms are most frequently used by foot soldiers to unseat cavalry, or for grappling between ships. These have been used by the Vikings as a means of pulling elves off their dragon steeds. The Pole Arms can be set to receive a charge and if it hits the weapon does extra damage. The extra damage is the same as the bonus damage the charging person receives. For Example somebody who is charging, pushes his speed, a gets a final speed value of 11. The speed value is read through the power push table and becomes a bonus of +4 to the charging damage. This +4 also adds to the damage when a Pole Arm is set to receive a charge.

Charging Spear

Price: 150 Weight: 3.6 Size: 7 Tech Level: 10 Toug: 15 Legal Status: 2 Availability: S 6

Damage Value: STR +5 Maximum Damage: 20

This is a long spear that is like a normal spear, except that its shaft ranges from 3 to 3.5 meters in length and it cannot be thrown. The charging spear must be used two handed, and can be used for charging. These spears are also used as lances from horseback. This weapon is used by the Amazons, in the Nile.

Halberd

Price: 350 Weight: 6.8 Size: 7 Tech Level: 12 Toug: 15 Legal Status: 2 Availability: S 8

Damage Value: STR +6 Maximum Damage: 21

The Halberd is a heavy Pole Arm, which consists of a cleaver like axe blade mounted on a staff averaging two meters in length. The Axe blade is balanced at the rear with a fluke, and surmounted by a sharp spike, usually of quadrangular design. The fluke is sometimes replaced by a hook used to dismount cavalry. A halberd can be best described as a cross between a spear and an axe. Though a halberd's main function is to dismount cavalry, it may also be used as a thrusting weapon and a cutting weapon. It is not a fast weapon, even compared to other polearms. Still, it does more damage to opponents than all other polearms. The Halberd is used by the Royal Guard of England and Aysle.

This weapon is used two handed and can be set to receive a charge as per Pole Arm.

Lance

Price: 150 Weight: 6.8 Size: 7 Tech Level: 9 Toug: 14 Legal Status: 2 Availability: S 6

Damage Value: STR +6 Maximum Damage: 21

The lance is a long shaft of tough wood, usually ash, with an iron head in the shape of a laurel or willow leaf, with cutting edges and a sharp point meant to penetrate armour. Lances are meant to be gripped close to the bottom, putting a great distance between the wielder and his target. As a rule, the lance is aimed diagonally above the horse's neck. The opponents face each other with their left sides oncoming. In parades, lances are held vertically, with the butt set in a stirrup or on the horseman's right thigh. On a march, the lance is held across the shoulder, across the saddlebow, or horizontally alongside the horse.

This weapon is used one handed, and is designed to be used for charging, (the lance can still be used when not charging). Lances range from 3 meters to 4 meters in length.

Breaking Lances. Because of the impact from hitting someone when charging and the length of a lance, a lance has a change to break. The damage caused to the opponent is compared to the lances Toughness. If the Lance takes two wounds or more the lance breaks. This only applies when the lance is used while charging.

Jousting Lance

Price: 150 Weight: 6.8 Size: 7 Tech Level: 11 Toug: 12 Legal Status: 2 Availability: S 6

Damage Value: STR +3 (stun) Maximum Damage: 18

Jousting Lances are designed to be used in tournaments. These lances are fitted with a three-pronged head in order to prevent armour penetration. This lance does stun damage (one less wound), and only STR +3 damage.

Enchanted Weapons

The spells used to enhance the power of weapons are very close to those used on shields and armour. A magical weapon will be able to strike with more force in a melee or missile attack against a non magical opponent (add +1 to the standard damage value of the weapon). In addition, the weapon will damage magical creatures, and affect enchanted shield and armour. The damage value remains the same whether attacking a magical or non magical opponent. It is possible to strengthen weapons beyond the +1 add, but as with armour, it is difficult to find someone to do it and expensive when it is done.

Elf Long sword

Price: 50,000 Weight: 2 Size: 5 Tech Level: 11 Toug: 18 Legal Status: 2 Availability: C 18

Damage Value: STR +8 Maximum Damage: 23

The elven longsword, is a very finely made blade with a well crafted hilt, making the longsword lighter than the broadsword. The elves use their magic to enhance the sword so that is able to cut into foes better.

Cinlum Sword

Price: 1 million Weight: 1.4 Size: 4 Tech Level: 10 Toug: 16 Legal Status: 2 Availability: C 20

Damage Value: STR +6 Maximum Damage: 21

The blade of the elemental air faeries, the cinlum sword is noted for being lightweight yet durable, and capable of extremely quick strokes. The cilium sword makes the rapier look cumbersome and bulky, and often it has a weather control spell focused into it, allowing the bearer to call up a windstorm to buffet his opponent during the fray.

Infernas Sword

Price: 600,000 Weight: 1.4 Size: 4 Tech Level: 10 Toug: 16 Legal Status: 2 Availability: C 19

Damage Value: STR +6 Maximum Damage: 21

Wreathed in fire, the infernas sword makes for a frightening sight. Striking an object with sufficient force can cause it to burst into flame, and conjured fireballs can be shot from the tip of the blade. The major disadvantage to the infernas is that its enchanted flames reveal one's position during night battles.

Aqueate Sword

Price: 850,000 Weight: 1.4 Size: 4 Tech Level: 10 Toug: 16 Legal Status: 2 Availability: C 19

Damage Value: STR +6 Maximum Damage: 21

Aqueate faeries bearing their blades and marching to war are very difficult to spot, for their swords can be used to create a blanket of fog around them. Aqueate swords tend to be very light and the blades quite thin, to lessen the natural resistance when swinging them underwater.

Solium Sword

Price: 750,000 Weight: 1.8 Size: 4 Tech Level: 10 Toug: 16 Legal Status: 2 Availability: C 19

Damage Value: STR +6 Maximum Damage: 21

A wide, heavy blade, almost the equivalent of a faerie broadsword, the weapon of the earth faeries can not only slay opponents, but lead one to them as well. With the tracker spell focused into it, the sword can lead its bearer to the hiding place of an enemy (providing the conditions of the spell, which include possession of an object used by the quarry, are met).

Cyprium Sword

Price: 775,000 Weight: 1.4 Size: 4 Tech Level: 10 Toug: 17 Legal Status: 2 Availability: C 20

Damage Value: STR +6 Maximum Damage: 21

The metal faeries' sword is the most durable of all, as they are extremely proficient at metalwork. It is also among the most valuable, because it can be used to fire lightning bolts into stubborn machines to get them started.

Billy Club

Price: 60 Weight: 1 Size: 3 Tech Level: 8 Toug: 13 Legal Status: 1 Availability: S 7

Damage Value: STR +2 Maximum Damage: 18

A billy club is a smaller club about 50 cm in length, made or very hard wood. There is a leather strap on the end of the handle, for the users wrist, so the weapon is not disarmed in combat. These weapons are mainly used by the Victorian and Nile Police forces, however are still used in many countries around the world.



Sap

Price: 10 Weight: 0.2 Size: 2 Tech Level: 10 Toug: 12 Legal Status: 2 Availability: B 1

Damage Value: STR +2 (stun) Maximum Damage: 17

Alternatively called a blackjack, the sap is a small (black) leather bag filled with sand, lead shot, coins or other weighted materials. It is used to quietly knock out a victim by administering a blow to the head or back of the neck. This weapon is used by Nile Villains everywhere. At Tech 21 the sap can be made of rubber with the weighted end. The damage done by a sap is stun damage.

Sword Cane

Price: 300 Weight: 1.8 Size: 5 Tech Level: 16 Toug: 14 Legal Status: 2 Availability: S 8

Damage Value: STR +4 Maximum Damage: 20

The sword cane is a weapon design for gentleman, who did not want to carry a sword around, but needed a weapon for personal protection. The sword cane, looks just like a walking cane, but the user can quickly pull out a thin long and sharp blade. The length of the sword varies depending on the cane size but is normal 80 cm to 1 meter.

Machete

Price: 50 Weight: 1 Size: 4 Tech Level: 16 Toug: 15 Legal Status: 1 Availability: S 4

Damage Value: STR +5 Maximum Damage: 20

A machete is a heavy single edged blade, designed to cut through vegetation, while exploring. The blade is 40cm long and 6cm wide, thus the machete can be used without damaging the blade.

Baseball Bat

Price: 50 Weight: 2.8 Size: 5 Tech Level: 18 Toug: 13 Legal Status: 1 Availability: S 3

Damage Value: STR +3 Maximum Damage: 17

This weapon is normally used in the game of baseball, and is readily available from any sports and weapons sports. The baseball bat is normally made of wood but at Tech 22 can be aluminium. The length of the baseball bat is 1 meter and it used like a club.

Brass Knuckles

Price: 30 Weight: 0.2 Size: 1 Tech Level: 19 Toug: 13 Legal Status: 5 Availability: B 3

Damage Value: STR +1 Maximum Damage: 19

Brass knuckles (or knuckles dusters) are a set of four brass rings moulded together to fit over the four fingers of a hand. The brass knuckles are often used by Nile Villains, when they want to slowly "bust up" a person, within hurting their fist with each punch. The damage caused by the brass knuckles in not stun damage. Brass knuckles uses unarmed combat instead melee weapons.

Pocket Knife

Price: 10 Weight: 0.1 Size: 1 Tech Level: 17 Toug: 11 Legal Status: 1 Availability: S 1

Damage Value: STR +2 Maximum Damage: 17

A pocket knife is a small knife than folds into its handle for easier storage and safety. Pocket knife also covers flick knives and butterfly knives. The damage listed is for a large knife with a blade at least 8 cm long. Smaller knives only do STR +1 damage.

Bullwhip

Price: 150 Weight: 1 Size: 4 Tech Level: 9 Toug: 12 Legal Status: 1 Availability: S 5

Damage Value: STR +2 Maximum Damage: 18

The bull whip is a long heavy, plaited lash usually made of leather or rawhide. The braided leather is thicker toward the handle, narrowing to a slender cord at the end. The whip's length varies from 4 to 6 meters. A whip is carried coiled and attached to the user's belt. The size value is for when the whip is coiled.

In addition to functioning as a normal melee weapon, the bullwhip has special uses.

1. A bullwhip can be used to entangle a single opponent up to 2 meters away. If the entangle attempt earns a good success or better, the opponent is entangled in the whip and must generate a Strength total of 12 to escape. A n entangle attempt does full normal damage on the round it strikes.

2. A bullwhip can be used to disarm a single person up to 4 meters away. Such an attempt requires a good result or better. Attempts to disarm do not cause normal damage. The victim must make a Strength total to beat the damage result of the whip to retain the weapon.

3. A melee weapons total of 12 (difficult task) will allow a character armed with a bullwhip to use the whip to swing over an appropriately-sized pit or chasm (10 to 12 feet across), assuming there is a suitable item or projection overhead.

Chainsaw

Price: 650 Weight: 20 Size: 7 Tech Level: 22 Toug: 16 Legal Status: 1 Availability: S 3

Damage Value: STR +6 Maximum Damage: 22

Chainsaws are used to cut down trees, or to use on construction sites. As a weapon the chainsaw is big and clumsy as it is not designed as a melee weapon. Chain saws can be purchased at a normal hardware store, but to carry one around requires a "good" excuse. The chain saw has a -2 chance to hit and requires a Strength of 9 to use. However it provides +2 to intimidations when using the chain saw. Chain saws need to be refuelled after 60 rounds of use.

Manriki-Gusari

Price: 2000 Weight: 1.8 Size: 2 Tech Level: 8 Toug: 14 Legal Status: 1 Availability: S 6

Damage Value: STR +4 Maximum Damage: 19

One of the earliest known Asian weapons, the manriki-gusari consists of a short chain, weighted on one end and with a hook attached to the other. This can be used to kill or simply disarm, depending on the goals of the wielder. Relatively easy to conceal, the manriki-gusari is an effective weapon in close quarters combat, particularly if used to catch an opponent's sword in mid-stroke.

This manriki gusari can be used to swing across an appropriately-sized pit or chasm (10 to 12 feet across), assuming there is a suitable item or projection overhead, this requires a melee weapons total of 12.

Palanic Staff

Price: 20,000 Weight: 1.3 Size: 6 Tech Level: 7 Toug: 13 Legal Status: 1 Availability: C 10

Damage Value: STR +3 Maximum Damage: 18

Used exclusively by the priests of Palan, this bamboo rod by itself is roughly as effective as the standard staff. However, blessed with Palanic miracles and handled by trained fighters, it has been used to hold off accomplished swordsman and disarm MarSec agents wielding chain guns. This weapon is blessed by the priests of Palan so will effect creatures that require blessed weapons to hurt.

Katana

Price: 1000 Weight: 2.8 Size: 6 Tech Level: 9 Toug: 17 Legal Status: 2 Availability: S 7

Damage Value: STR +7 Maximum Damage: 21

The original "samurai sword" the katana is easier to wield than a broadsword but causes as much damage. However, unlike the shimsi, it is hard to conceal this weapon. The katana is favoured by ronin and Rauru Block samurai. The Katana used normally used two handed.

Nunchaka

Price: 250 Weight: 1.4 Size: 3 Tech Level: 9 Toug: 14 Legal Status: 1 Availability: S 4

Damage Value: STR +4 Maximum Damage: 18

Two short clubs joined by a length of chain, the nunchaka is used by holding one club and whirling the other at tremendous speed.

Shimsi Sword

Price: 1200 Weight: 1.8 Size: 4 Tech Level: 15 Toug: 15 Legal Status: 2 Availability: S 6

Damage Value: STR +5 Maximum Damage: 19

Also known as "breath of the ninja," the shimsi is a light weight sword that can be easily carried on the back. When in the hands of an adept warrior, shimsi strokes can be made with such blinding speed that the victim sees only a blur as his life is cut from him.

Electro Shimsi Sword

Price: 5000 Weight: 1.8 Size: 4 Tech Level: 24 Toug: 15 Legal Status: 2 Availability: S 10

Damage Value: STR +6 K Maximum Damage: 20

This is a shimsi sword with a chip embedded into the hilt that causes an electric shock to the victim when struck by the blade. This results in an automatic "K" result added to the damage done by the sword. The electric charge can only be used once. The sword wielder can switch the shock off until she wishes to use it.

Electro Katana

Price: 7500 Weight: 2.8 Size: 6 Tech Level: 24 Toug: 18 Legal Status: 2 Availability: S 10

Damage Value: STR +8 K Maximum Damage: 22

Very similar to the Electro shimsi sword, the Electro katana has a chip embedded into the hilt that causes an electric shock to the victim when struck by the blade. This results in an automatic "K" result added to the damage done by the sword. The electric charge can only be used once. The sword wielder can switch the shock off until she wishes to use it.

Spring-Loaded Stiletto

Price: 800 Weight: 0.5 Size: 1 Tech Level: 23 Toug: 14 Legal Status: 6 Availability: B 8

Damage Value: STR +4 Maximum Damage: 20

A weapon of assassination. The stiletto and spring mechanism are affixed to the wrist of the attacker, with only the small palm trigger protruding. When the trigger is pushed, the stiletto is thrust forward by the spring. The weapon is, naturally, only useful at extremely close quarters, and is associated with treachery and deceit.

EMP Sai

Price: 6000 Weight: 1 Size: 2 Tech Level: 24 Toug: 14 Legal Status: 5 Availability: B 8

Damage Value: STR +4 Maximum Damage: 19

The sai is normally a blunt iron spike, with two curved quillons, designed to catch weapons. The sai can be used as a dagger or to parry weapons thus adding +1 to melee weapons for defence only. Nippon engineers have turned it into a far more than a parrying weapon. When held so that the spike points upwards, the sai acts as an antenna to project an electro-magnetic pulse with an effective range of 10 meters and will effect a cone of one meter diameter. This acts to shut down any electronic gear - sensors, communication devices, computers, etc. The Sai does damage of 14 to electronic devices (note against cyberware which is unprotected this damage is caused to the individual). The sai has 5 charges worth of EMP pulse.

This weapon is often used in pairs, one to strike and the other to parry with.

Power Weapons

The arrival of the Cyberpapacy also brought a return to more traditional weapons, but with one big difference; they are all powered. These weapons deliver a more powerful blow than unaided Strength alone. In appearance they look very similar to their less technological counterparts, except that each one when activated, flickers with the laser or plasma-field energy running along its blade or head.

Plasma melee weapons use a standard plasma cell for energy. This will energise the plasma sheathe for one week of fairly heavy use and must then be replaced. Screens reduce the damage as -1.

At Tech 27 these weapons become fully powered, i.e. no blade just an on switch to active the plasma blade. The person carries a hilt of the weapon, which is just size 1. The weapons do the same amount of damage and last for up to a week's worth of continuous use.

Power Dagger

Price: 1000 Weight: 0.4 Size: 2 Tech Level: 26 Toug: 15 Legal Status: 5 Availability: B 12

Damage Value: STR +5 Maximum Damage: 19

Power Short Sword

Price: 2000 Weight: 1.4 Size: 4 Tech Level: 26 Toug: 16 Legal Status: 5 Availability: B 12

Damage Value: STR +6 Maximum Damage: 20

Power Broadsword

Price: 6000 Weight: 2.3 Size: 5 Tech Level: 26 Toug: 18 Legal Status: 5 Availability: B 15

Damage Value: STR +8 Maximum Damage: 22

Power Two-Handed Sword

Price: 12000 Weight: 6.8 Size: 7 Tech Level: 26 Toug: 19 Legal Status: 5 Availability: B 15

Damage Value: STR +9 Maximum Damage: 23

Power Mace

Price: 1500 Weight: 4.5 Size: 5 Tech Level: 26 Toug: 16 Legal Status: 5 Availability: B 12

Damage Value: STR +6 Maximum Damage: 21

Power Flail

Price: 6000 Weight: 5.5 Size: 6 Tech Level: 26 Toug: 18 Legal Status: 5 Availability: B 15

Damage Value: STR +8 Maximum Damage: 23

Plasma Whip

Price: 40,000 Weight: 1 Size: 2 Tech Level: 26 Toug: 20 Legal Status: 6 Availability: B 17

Damage Value: STR +10 Maximum Damage: 25

When a character scores a Good success or better using a whip, she may entangle her target. the entangled opponent must generate a Strength total of 12 to break free.

An entangled character can suffer damage each when caught in a Plasma whip. At the beginning of each round that a character is entangled, regardless of which side has initiative, a character entangled in such a whip must resist damage.

Plasma whips have a damage value of 20, plus a generated bonus, against an entangled opponent.

The plasma can be used to disarm a single person up to 4 meters away. Such an attempt requires a good result or better. Attempts to disarm do not cause normal damage. The victim must make a Strength total to beat the damage result of the whip to retain the weapon.

Electropod

Price: 1000 Weight: 0.8 Size: 3 Tech Level: 25 Toug: 13 Legal Status: 2 Availability: S 12

Damage Value: 16

An electropod resembles a cattle prod. It is a powerful electromagnetic pulse (damage value 16) to anyone hit by it. If the target has no cyberware the damage is stun damage. If the target has cyberware (non EMP protected), the damage is regular damage; the electropod is designed to be an effective weapon against cyberfans. In addition, interdermal plating, body plating or any metal armour offers no protection against an electroprod.





Electroweapons

These weapons shoot a jolt of electricity into a target on contact. The weapon does normal damage, plus an additional "K" result is inflicted.

Electroweapons use a standard power cell. This requires reloading or recharging after the weapon has been in use for 20 rounds. Electroweapons may also be constructed as Monofilament or Mass Impact weapons. Melee cyberweapons, such as slicers or slashers, may be made as Electroweapons as well. The cost is $1000 times the size of the weapon, as the blade needs to be designed to incorporate the shock.

Price: $1000 x size. Weight: as weapon Size: as weapon Tech Level: 25 Toug: as weapon

Legal: 2 Availability: S 14

Monofilament Weapons

These weapons have an extremely thin polymer chain bonded to the edge of the weapon. They increase the damage and Maximum Damage of edged weapons by +1. Monofilament can not be added to power, plasma or mass impact weapons, but can be added to electro weapons.

Dagger

Price: 500 Weight: 0.4 Size: 2 Tech Level: 25 Toug: 13 Legal Status: 5 Availability: B 8

Damage Value: STR +4 Maximum Damage: 18

Combat Knife

Price: 2000 Weight: 1.4 Size: 4 Tech Level: 25 Toug: 14 Legal Status: 5 Availability: B 9

Damage Value: STR +6 Maximum Damage: 21

Broadsword

Price: 3000 Weight: 2.3 Size: 5 Tech Level: 25 Toug: 16 Legal Status: 5 Availability: B 10

Damage Value: STR +7 Maximum Damage: 23

Combat Axe

Price: 6000 Weight: 4.3 Size: 6 Tech Level: 25 Toug: 17 Legal Status: 5 Availability: B 12

Damage Value: STR +8 Maximum Damage: 31

Mono-Filament Whip

Price: 20,000 Weight: 0.3 Size: 1 Tech Level: 25 Toug: 13 Legal Status: 6 Availability: B 13

Damage Value: STR +10 Maximum Damage: 25

The mono-filament is very concealable weapon made of monofilament fibres with a weight tip to give it weight and momentum. They are very difficult to use, but very effective when they hit, being able to cut through plastics, thin metals and all organic materials. The whip user attacks at melee weapons skill -3 and suffers a self-inflicted injury if he misses the difficulty number by 10 or more points. It can also be used as a garrotte at full melee skill, but only with damage value 18. The monofilament whip cannot be used to entangle objects.

Mass Impact weapons

Impact weapons made from a polymer construction that focuses kinetic energy to the point of impact. MI clubs and staves are the standard weapons used for crowd control by Race law enforcement personnel. They increase the damage value and the Maximum Damage of impact weapons by +1.

Club

Price: 300 Weight: 1.5 Size: 5 Tech Level: 25 Toug: 14 Legal Status: 1 Availability: S 10

Damage Value: STR +4 Maximum Damage: 19

Staff

Price: 1000 Weight: 1.8 Size: 6 Tech Level: 25 Toug: 15 Legal Status: 1 Availability: S 10

Damage Value: STR +5 Maximum Damage: 20

Pain Weapons

Pain weapons are Tech 26 creations of occultechnology, channelling the trained, psychic power of the user into a Spiritual attack.

A character using a Pain Weapon must strike her opponent using the pain weapon skill. If the blow land, it does no direct damage, but the attacker now uses her Spirit instead of Strength as her effect value, adding the bonus from the attack and damage add for the weapon, if any. This does Spiritual Stun damage to the opponent. Victims of a Pain Weapon attack use their Spirit, as their Toughness to resist the attack (armour provides no protection unless magical or spiritual).





Agonizer

Price: 1 million Weight: 0.1 Size: 1 Tech Level: 26 Toug: 9 Legal Status: 6 Availability: B 25

Damage Value: Spirit -1 Maximum Damage: na

An Agonizer is a cylindrical, hand held unit, about 8mm long and 2mm in diameter.

Pain Wand

Price: 1.2 million Weight: 0.3 Size: 2 Tech Level: 26 Toug: 10 Legal Status: 6 Availability: B 25

Damage Value: Spirit + 0 Maximum Damage: na

A 50 centimetre (20 inches) long wand.

Pain Baton

Price: 1.3 million Weight: 0.8 Size: 4 Tech Level: 26 Toug: 13 Legal Status: 6 Availability: B 25

Damage Value: Spirit +3 Maximum Damage: na

A heavier, one-meter long Pain Weapon.

Pain Staff

Price: 2 million Weight: 1.8 Size: 6 Tech Level: 26 Toug: 15 Legal Status: 6 Availability: B 25

Damage Value: Spirit +5 Maximum Damage: na

A two meter staff.

Pain Whip

Price: 1.5 million Weight: 1 Size: 3 Tech Level: 26 Toug: 13 Legal Status: 6 Availability: B 25

Damage Value: STR +3 Maximum Damage: na

A two meter whip. When a character scores a Good success or better using a whip, she may entangle her target. The entangled opponent must generate a Strength total of 12 to break free.

An entangled character can suffer damage each when caught in a Pain whip. At the beginning of each round that a character is entangled, regardless of which side has initiative, a character entangled in such a whip must resist damage.

Pain whips have a damage value equal to the Spirit +3 of the user, plus a generated bonus, against an entangled opponent.



BioTech Melee Weapons

Bhelablade

Price: 500,000 Weight: 0.4 Size: 2 Tech Level: 30 Toug: 13 Legal Status: 6 Availability: B 20

Damage Value: STR +3 Maximum Damage: 20

A dagger whose blade is a bhela from the planet Salend, its actions controlled by the non-organic control device in the hilt. The bhela resembles a piece of stone, but when in combat, spines spring from it which are capable of secreting a deadly poison.

Larendi who use these as weapons commonly keep the spines withdrawn, both for safety and to give the weapon the element of surprise when fighting an opponent unfamiliar with a bhela's talents. Once the dagger has been plunged into a foe ( a successful biotech weapons hit that does a K, knockdown or wound result), the Larendi triggers the spines and the poison.

The bhela' poison does damage value 14 per round after the successful attack. A medicine total of 10 is required to neutralise the venom. Once the venom takes effect extra doses do not cause extra damage.

Bhelablades must be fed once every two weeks.

Calaki

Price: 750,000 Weight: 4.5 Size: 6 Tech Level: 30 Toug: 16 Legal Status: 6 Availability: B 21

Damage Value: STR +3 /18 Maximum Damage: 22

Vaguely resembling a chain mace, the calaki is a creature from the fiery depths of Akasha. It is serpentine, with a large, angular head and long thin body. At its tail end, it is joined to a non-organic hilt from which the user can control its actions.

The calaki can do two separate types of damage. When swung at an opponent, it will do damage by striking him. Once it has wrapped around the target, the calaki's skin heats up, burning the victim. It will do damage value 18 per round until the target removes it, an action which requires a Strength total of 8.

Calaki must be fed once a month.

Tentacle Sword

Price: 1 million Weight: 4.5 Size: 7 Tech Level: 30 Toug: 15 Legal Status: 6 Availability: B 22

Damage Value: STR +5 /12 Maximum Damage: 22

A bone sword with a golden hilt, this weapon has a unique feature by virtue of being biotech. Emerging from the hilt (via the creature housed within it) are four 1.75 meter tentacles whose purpose is to fend off attacks or to grab an opponent and draw him with range of the blade.

All four tentacles may act individually against four opponents, or may attack together using the Many-On-One Table. Their actions are determined by the wielder of the weapon, who stimulates the nervous system via studs on the hilt.

Tentacles (4)

Dexterity 10 Dodge 11, unarmed combat 13 Strength 12 Lifting 13 Toughness 11

Perception 4 trick (25) Mind 4 Test (25) Charisma 4 Charm (25) persuasion (25) taunt (25)

Spirit 4 Intimidation (25) Possibility Potential: none

Volent

Price: 300,000 Weight: 0.4 Size: 2 Tech Level: 30 Toug: 15 Legal Status: 6 Availability: B 20

Damage Value: STR +5 Maximum Damage: 21

A meter-long rod shaped creature with a hard, chitinous outer shell, the volent's primary benefit as a weapon is that it can be hidden easily. When dormant, the volent telescopes in on itself, shrinking to only 25 centimetres in length. Thus the weapon can be carried inconspicuously until the user triggers the control implants, causing it to grow to full length and serve as a mace.

Volents must be fed once every two months.

Whipfang

Price: 400,000 Weight: 0.5 Size: 2 Tech Level: 30 Toug: 14 Legal Status: 6 Availability: B 21

Damage Value: STR +4 Maximum Damage: 20

The whipfang is a hardshelled creature attached to a metallic hilt, thus resembling a knife with a 20 centimetre blade. When the user flicks the whipfang, it extends itself for up to two meters and is capable of stabbing a foe at long range, Due to the joints in its body, the whipfang can even be lashed around a corner to slay an approaching opponent.

Whipfangs must be fed once every two weeks.

Kros-Hek

Price: 800,000 Weight: 0.5 Size: 4 Tech Level: 30 Toug: 14 Legal Status: 6 Availability: B 25

Damage Value: STR +3 Maximum Damage: 16

The Kros-hek is a horrible biotech weapon, long banned by the High Council. The weapon is a long, slender shell, shaped like a cylinder, with one end tapering off into a cone, and a small hole at the point. The shell houses the kros-hek itself, a virtually mindless creature. Touching a stud set into the shell's blunt end causes the creature to extend its stinger, a long and needle like projection, through the end of the shell. The kros-hek can them be used as a stabbing weapon in battle causing damage values STR +3 /16.

The true damage done, however, may not be apparent until sometime after the attack. The kros-hek uses it stinger for the act of reproduction - while it is hermaphrodite and capable of creating the initial zygote, a living host is required for the zygote to feed upon as it develops. Any attack made with the kros-hek that causes a wound or better causes the creature to inject its embryonic young into the victim. If treatment is immediately administered (a medicine total of 13 within the first hour), the zygote can be killed. If not, the creature will spend the first hour swimming up the host's bloodstream, and attaching itself to her heart making it considerably harder to kill (Medicine difficulty of 22).

Over the next 72 hours, the zygote will begin grow at an astonishing rate, feeding off its host. The act of feeding has an increasingly detrimental effect on the host as well (TOU-1 every two hours; when TOU is at 0, the host falls into a coma). At the end of three days in the host body, the creature will burst forth from the host's chest doing damage value 25.

Within the shell, the creature is cylindrical and a pale reddish hue. Specifically bred to reproduce in that horrible manner, kros-hek were long ago ordered destroyed by the Akashan High Council. However, its gruesome efficiency has ensured its survival as a weapon.

Kros-hek must be fed once a month.

Quonal

Price: 200,000 Weight: 0.5 Size: 3 Tech Level: 30 Toug: 13 Legal Status: 6 Availability: B 17

Damage Value: STR +3 / STR+ 2 Maximum Damage: 20 / 17 Range Modifier: 1/3 of Strength

The quonal is a curious creature that doubles as both a melee and missile weapon. It is tetrapodal in shape, looking something like a four-limbed star fish. It is indigenous to land and a muddy brown in colour, with rough skin muck like sand paper. The quonal has a radius of approximately 16 centimetres from its mouth (in the centre of its body) to the tips of its tentacles. Two control studs set into the creature's body allow the wielder to place it into one of two configurations:

1) With all four tentacles extended outwards, as straight and stiff as possible, the quonal can be thrown like a shuriken. The quonal becomes rockhard in the position, going damage value STR+3 / 20.

2) Folded inward, the quonal can be wrapped around one's fist to augment the damage of a punch (damage value STR+2/17, unarmed combat skill use). In this position the quonal also provides TOU +1/ 20 protection to the wearer's fist.

When not in use, the quonal can be affixed to belts or clothing with ease as it secretes a sap-like fluid from its mouth when repose, making it easy to stick on to things. Quonals are one of the few biotech "devices" that are used as something other than a tool - many Akashans, in fact, keep them as pets. They need to be feed each two weeks.





Thrown And Missile Weapons

The range of thrown weapon is based upon the Strength of the user. The base Strength/Range chart is listed below. The thrown weapons have a Strength adjust to this range, as some are harder to throw long distances, while others are designed to go a longer distance.

The following chart is the distance a person can throw a weapon.

Point Blank three meters or unless (also adjusted by modifier)

Short Strength value is meters. I.e. if a character has 11 Strength the short range is 11 meters.

Medium Strength value times three. I.e. if a character has 11 Strength the medium range is 33 meters.

Long Strength value times five. I.e. if a character has 11 Strength the long range is 55 meters.



Throwing Dagger

Price: 100 Weight: 0.3 Size: 1 Tech Level: 7 Toug: 13 Legal Status: 1 Availability: S 3

Damage Value: STR +3 Maximum Damage: 17 Range Modifier: 1/3 of Strength

A specialised knife balanced so it can be thrown with accuracy at a target ( a standard dagger cannot be relied upon to bury its blade in an opponent when tossed). Easy to conceal, the throwing dagger has become synonymous with treachery, as they are usually found emerging from someone's back.

Spear

Price: 25 Weight: 2.3 Size: 6 Tech Level: 5 Toug: 14 Legal Status: 1 Availability: S 1

Damage Value: STR +4 Maximum Damage: 18 Range Modifier: 1 x Strength

A long wooden stick with a pointed metal head on the end, the spear can be used as a missile weapon or a melee weapon. It is at its most effective during sieges, when it can be thrown en masse are extremely difficult to evade. Spears are most frequently used by barbarians, although Ayslish troops, Vikings and dwarves have also been known to put them to use.

Net

Price: 100 Weight: 4.6 Size: 7 Tech Level: 7 Toug: 12 Legal Status: 1 Availability: S 1

Damage Value: STR +1 (stun) Maximum Damage: 15 Range Modifier: 1/4 of Strength

The net is 2 to 3.5 meters in diameter circle with weights around the edges and a trailing rope used to guide the net and pull it away. It is usually folded in such a way that it twirls open when thrown. A Good result is needed to hit the opponent and entangle him. The opponent does not get the bonus from shield when defending against a net. The opponent must make an maneuver total of 13 to escape to net. Each round the a person is entangled within the net it counts as a knockdown result, for purposes of attacking and being attacked.

Lasso

Price: 20 Weight: 4.8 Size: 5 Tech Level: 9 Toug: 10 Legal Status: 1 Availability: S 1

Damage Value: STR +1 (stun) Maximum Damage: 15 Range Modifier: 1/3 of Strength

A lasso is a length of rope with a loop at one end, tied with a knot that enables the loop to be tightened. The wielder twirls the lasso and throws the loop at the intended target. A good result is needed to hit, enabling the attacker to make the victim fall or pin the victim's arms. The victim must get a Strength of 12 to escape the lasso.

Sling

Price: 25 Weight: 0.1 Size: 1 Tech Level: 7 Toug: 10 Legal Status: 1 Availability: S 1

Damage Value: STR +3 Maximum Damage: 17 Ammo Cost: na Range Short: 3-10 Medium: 40 Long: 100

A piece of rope with a pouch in the middle. As tone or lead pellet is placed in the pouch; both ends of the rope is grasped in one hand. The rope is twirled rapidly around the head, and then, at the proper moment, one end of the rope i.e. released, sending the stone flying rapidly toward its target. A very inexpensive weapon, slings can be disguised as belts or necklaces. Their accuracy and silence make them the weapon of choice for thieves and assassins, and they are often used by House Vareth dwarves on their forays into the Land Below.

Short Bow

Price: 170 Weight: 1 Size: 5 Tech Level: 8 Toug: 8 Legal Status: 2 Availability: S 3

Damage Value: STR +5 Maximum Damage: 19 Ammo Cost: $5/1 Range Short: 3-10 Medium: 40 Long: 100

A simple wooden bow less than 1.5 meters in length. It fires wooden shafts with metallic heads, and requires the least amount of skill to use of any bow and arrow incarnation. The string of the short bow is drawn back to the breast and thus does not require the strength of it descendant, the long bow. The short bow is used by dwarves, centaurs and elves.

Long Bow

Price: 300 Weight: 1.4 Size: 7 Tech Level: 12 Toug: 8 Legal Status: 2 Availability: S 4

Damage Value: STR +6 Maximum Damage: 20 Ammo Cost: $7/1 Range Short: 3-10 Medium: 100 Long: 250

A wooden bow, greater than 1.5 meter in length, which demands both strength and skill to be used. The string of the long bow is drawn back as far as the ear, and has a greater range and can shoot arrows at a greater velocity than the short bow. Since it requires a certain amount of training to become proficient at the use of the longbow, it is most often found in the hands of Ayslish troops representing one of the Houses.

Composite Bow

Price: 400 Weight: 1.4 Size: 6 Tech Level: 13 Toug: 9 Legal Status: 2 Availability: S 5

Damage Value: STR +7 Maximum Damage: 22 Ammo Cost: $7/1 Range Short: 3-10 Medium: 60 Long: 250

A more powerful version of the short bow, the stave of the composite bow is made up of three different materials, combined so as to enhance the elastic properties of each. Thus the composite bow, while closer to the size of the short bow, can fire arrows at a greater velocity and do greater damage than the long bow. Composite bows are the most expensive available, and only expert archers will spend the money to purchase one.



Hand CrossBow

Price: 350 Weight: 1 Size: 3 Tech Level: 15 Toug: 12 Legal Status: 2 Availability: S 8

Damage Value: 13 Ammo Cost: $5/1 Range Short: 3-8 Medium: 15 Long: 25

This deadly little crossbow is a pitsol-sized weapon made with a steel tiller. It is more easily concealed than the light crossbow and its use is considered unethical in civilized society. Hand crossbows have a reloading mechanism built into the tiller. The quarrels while shorter have more metal used in their making so cost more than a normal quarrel.

Light Crossbow

Price: 150 Weight: 3.2 Size: 5 Tech Level: 10 Toug: 10 Legal Status: 2 Availability: S 4

Damage Value: 15 Ammo Cost: $4/1 Range Short: 3-10 Medium: 100 Long: 200

A crossbow consist of a bow attached to a wooden stock, which allows the weapon to be kept cocked without the effort of the fierier. Many crossbows are mechanically bent (or "spanned"), allowing for stronger pulls and thus greater power. The main advantage of a crossbow over a long bow is that they can be used effectively by less powerful archers. However, they lack the range and ability to inflict damage that the long bow possess. The light crossbow must be braced against something for the archer to successfully cock it. Crossbows are carried by Ayslish troops and some elves, and are available from Freetraders at reasonable rates.

Heavy Crossbow

Price: 250 Weight: 6.4 Size: 6 Tech Level: 11 Toug: 13 Legal Status: 2 Availability: S 7

Damage Value: 16 Ammo Cost: $8/1 Range Short: 3-10 Medium: 100 Long: 300

The heavy crossbow is able to inflict more damage at a greater range than the light crossbow, and is also considerably more durable. To cock it, the archer must place a foot in the stirrup at the end of the bow and use a small winch on the stock.

Cinlum Bow

Price: 300,000 Weight: 1 Size: 5 Tech Level: 10 Toug: 9 Legal Status: 2 Availability: C 18

Damage Value: STR +8 Maximum Damage: 23 Ammo Cost: $5/1 Range Short: 3-10 Medium: 40 Long: 100

Resembling a crossbow, the cinlum bow can fire tiny shafts at great velocity. These arrows can ride the air currents, hover, swoop down and turn around in mid flight, thanks to the floater spell focused into them. The speed of the arrows is dependent upon the effect value of the spell cast into them (if the cinlums do the rite, the speed value is commonly 13; it can vary with other wizards).

Infernas Bow

Price: 150,000 Weight: 1 Size: 5 Tech Level: 10 Toug: 9 Legal Status: 2 Availability: C 18

Damage Value: STR +8 Maximum Damage: 23 Ammo Cost: $5/1 Range Short: 3-10 Medium: 40 Long: 100

On the order of a short bow, the infernas bow fires burning shafts. Much like the infernas sword, the arrows can damage enchanted armour and creatures.

Cyprium Bow

Price: 200,000 Weight: 1 Size: 5 Tech Level: 10 Toug: 9 Legal Status: 2 Availability: C 18

Damage Value: STR +8 Maximum Damage: 23 Ammo Cost: $5/1 Range Short: 3-10 Medium: 40 Long: 100

A metallic long bow, the cypriums use this to fire electrically - charged iron arrows. This was the main weapon in their war with the aqueates, and resulted in a resounding victory for the metal faeries, as the water sprite's weapons conducted the electricity and the faeries absorbed a powerful jolt.

Aqueate Spears

Price: 50,000 Weight: 2.3 Size: 6 Tech Level: 8 Toug: 15 Legal Status: 2 Availability: C 15

Damage Value: STR +5 Maximum Damage: 20 Range Modifier: 1 x Strength

These are rarely used as weapons of war. Constructed of reeds known only by the faerie, the aqueates use them to pierce fish and other small creatures that might threaten their domain. In battle, the aqueates prefer to use their swords. The spear can be thrown underwater as if thrown through the air.

Solium Sling

Price: 100,000 Weight: 0 Size: 1 Tech Level: 8 Toug: 16 Legal Status: 1 Availability: C 15

Damage Value: STR +6 Maximum Damage: 22 Ammo Cost: na Range Short: 3-10 Medium: 40 Long: 100

This is the earth faerie's siege weapon. Made from roots that are tied together, the soliums hurl stones from behind their earth shield walls at intruders. While it would be possible to enchant such a weapon to allow it to hurl the rocks at greater velocity and cause greater damage, the faeries have been content up to now to use it without benefit of magical enhancement.

Celosia Sling

Price: 75,000 Weight: 0 Size: 2 Tech Level: 10 Toug: 9 Legal Status: 2 Availability: C 16

Damage Value: STR +4 Maximum Damage: 19 Ammo Cost: na Range Short: 3-10 Medium: 40 Long: 100

Being essentially peaceful creatures, the celosia have never put a great deal of energy into the design of weapons. Their major concession to the threat of faerie war has been the celosia sling. Made from plant stems with their buds hallowed out the celosia use the slings to hurl small pebbles, rose thorns, and burrs. While they are effective weapons up to a point, they are relatively fragile and break after only a few uses.

Spear Gun

Price: 275 Weight: 1.75 Size: 6 Tech Level: 20 Toug: 13 Legal Status: 1 Availability: S 8

Damage Value: 15 Ammo: 1 Ammo Cost: $22/1 Range Short: 3-5 Medium: 10 Long: 20

Explosive spear Head Tech 22

Damage Value: 20 Ammo: 1 Ammo Cost: $100/1 Range Short: 3-5 Medium: 10 Long: 20

The spear gun is designed to be used while under water. A metallic spear with a barbed head, is loaded into the speargun, which works like a crossbow. Some spear heads have special explosive heads, the explosives are set off once the spear strikes an object. The explosion effects the target only, and the damage is not reduced by range.

Hunting Bow

Price: 150 Weight: 1.2 Size: 7 Tech Level: 21 Toug: 10 Legal Status: 1 Availability: S 5

Damage Value: STR +7 Maximum Damage: 23 Ammo Cost: $10/1 Range Short: 3-10 Medium: 80 Long: 250



Modern Compound Bow

Price: 250 Weight: .6 Size: 7 Tech Level: 22 Toug: 10 Legal Status: 1 Availability: S 6

Damage Value: STR +7 Maximum Damage: 25 Ammo Cost: $10/1 Range Short: 3-10 Medium: 80 Long: 250



Wrist Mounted Crossbow

Price: 200 Weight: 0.75 Size: 3 Tech Level: 24 Toug: 13 Legal Status: 3 Availability: S 8

Damage Value: 15 Ammo: 6 Ammo Cost: $10/1 Range Short: 3-10 Medium: 30 Long: 50

A small dart throwing weapon mounted on the wrist or on a special gauntlet. Using compressed gases, the "crossbow" is able to shoot small, high speed projectiles in a single shot fashion. Despite its size, it has the penetrating power of a standard light pistol. The Wrist Mounted Crossbow is completing made of Plastics and Ceramic, making it a silence and hard to detect weapon.

Throwing Stars

Price: 30 Weight: 0.1 Size: 1 Tech Level: 15 Toug: 13 Legal Status: 1 Availability: S 6

Damage Value: STR +3 Maximum Damage: 17 Range Modifier: 1/3 x Strength

The dreaded "shuriken", in use for over 400 years, these are small metal discs with sharp blades emerging from the sides. They are designed to whirl as they fly through the air and then bury themselves in the target. Throwing stars are extremely easy to conceal on one's person and kill with lightning speed and in utter silence. Shuriken can be thrown three at a time thus gaining "burst fire" damage of +3.

Electro Stars

Price: 300 Weight: 0.1 Size: 1 Tech Level: 24 Toug: 13 Legal Status: 3 Availability: S 8

Damage Value: STR +5 K Maximum Damage: 18 Range Modifier: 1/3 x Strength

Shuriken with a chip that provides an electric charge to the victim. The shock inflicts an automatic "K" result which is added to the damage of the shuriken. The chip only works once before needing to be recharged.

Heat Seeking Throwing Stars

Price: 400 Weight: 0.1 Size: 1 Tech Level: 24 Toug: 13 Legal Status: 3 Availability: S 8

Damage Value: STR +3 Maximum Damage: 17 Range Modifier: 1/3 x Strength

This shuriken has a small heat sensor, courtesy of Omi Electronics. This allows the shuriken to track their target by body heat, and adds +2 to missile weapons skill when trying to hit. These shuriken are aerodynamically designed to enable them to alter course while in flight.

Sticky Net

Price: 800 Weight: 3.5 Size: 7 Tech Level: 24 Toug: 13 Legal Status: 5 Availability: B 8

Damage Value: STR +1 (stun) Maximum Damage: 15 Range Modifier: 1/4 x Strength

This net is 2 meters in diameter circle with weights around the edges. The strands are made of a synthetic spider web make material, called NetWeave. NetWeave sticks to the target once, requiring the victim within a sticky net to make a maneuver total of 17 to escape the net. A Good result is needed to hit the opponent and entangle him. Each round the a person is entangled within the net it counts as a knockdown result, for purposes of attacking and being attacked. The stickiness can be easily removed by applying an small amount of alcohol.



Electro Net

Price: 1200 Weight: 3.5 Size: 7 Tech Level: 25 Toug: 14 Legal Status: 5 Availability: B 10

Damage Value: STR +1 (stun) K/ 16 Maximum Damage: 15 Range Modifier: 1/4 x Strength

The electro net, is made of strong fibres which conduct pulses of electricity into the target. A Good result is needed to hit the opponent and entangle him. Each round the a person is entangled within the net it counts as a knockdown result, for purposes of attacking and being attacked. To escape the victim must make a maneuver total of 13. If the person fails to escape the person takes 16 (stun) from the electrical charge, each round while within the net. The electric charge is will last for 20 rounds before needed into be recharged. The power pack is controlled by a special key to turn off the pulse, thus stopping someone within the net turning off the shock damage. The control uses a load intensity laser beam.

Monofilament Net

Price: 10,000 Weight: 3.6 Size: 5 Tech Level: 26 Toug: 15 Legal Status: 6 Availability: B 15

Damage Value: STR + 8 Maximum Damage: 25 Range Modifier: 1/4 of Strength

The monofilament nets are made with a light PlasSteel strands and the monofilament molecules bonded to the strands. Thus the net will cause damage to the victim each round he moves. A Good result is needed to hit the opponent and entangle him. Each round the a person is entangled within the net it counts as a knockdown result, for purposes of attacking and being attacked. To escape the victim must make a maneuver total of 18. If the target fails the maneuver roll the net will do damage of 20. The monofilament net can be thrown as per normal, but it requires a maneuver roll of 14 to remove net from the target. Often these nets are used only once because to the difficulty it recovering the net safely.

Broken Halo

Price: 500,000 Weight: 0 Size: 2 Tech Level: 28 Toug: 15 Legal Status: 6 Availability: C 16

Damage Value: STR + 5 Maximum Damage: 22 Range Modifier: 1/3 of Strength

Broken halos are gold three quarter circles about 20cm in diameter. They are made of a metal that looks and feels like gold except that it floats. Similar to a magnet when presented with an opposite polarity, "Halo-gold" is repelled by organic metarial - such as is found in animal flesh.

The broken halo is "worn" above the head, as it floats a couple of centimeters from the wearer's skull, as a piece of decoration. But the broken halo is also a deadly weapon.

The wearer can grasp the broken halo in her hand, and throw it. The halo then straightens out into a golden spike with a length of 40 centimeters. When replaced above the head the spike returns to the broken halo shape.

Coar Spear

Price: 500,000 Weight: 2.1 Size: 6 Tech Level: 30 Toug: 15 Legal Status: 2 Availability: C 18

Damage Value: STR + 5 Maximum Damage: 20 Range Modifier: 2 x Strength

Developed by MachuCoar bioengineers for the use against the Comaghaz, the Coar spear has a limited ability to maneuver while in flight in reaction to attempts by its intended target to dodge. Use of a Coar spear adds +4 to the user's biotech weapons value. Coar spears must be fed once per every two weeks. The limited flight also increases the range of the spear.

Jiros

Price: 220,000 Weight: 1.4 Size: 5 Tech Level: 30 Toug: 8 Legal Status: 6 Availability: C 16

Damage Value: 9 Range Short: 3-100 Medium: 500 Long: 1000

This weapon welds a bizarre two-headed creature from the world of the Gudasko to inhibitor implants to create a subtle and effective snare. The two spheroid heads of the jiros are joined by a long, flexible stalk. Its highly-developed tracking ability combined with its power of flight enable it to find virtually any target once it has picked up a scent. Often, the jiros will lie in wait along a path for its target, then fly from the brush and wrap itself around its victim. A jiros can seek only one specific target at a time. Jiros must be fed once per month.

Jiros

DEXTERITY 10 Dodge 11, flight 14, maneuver 11, stealth 12, unarmed combat 12 STRENGTH 9

TOUGHNESS 8 PERCEPTION 11 Find 12, tracking 15, trick 13 MIND 5 Test (11)

CHARISMA 5 Charm (20), persuasion (20), taunt (20) SPIRIT 4 Intimidation (21)

Possibility Potential: None Natural Tools: wings, speed value 11

Larendi Bow

Price: 320,000 Weight: 1.8 Size: 6 Tech Level: 30 Toug: 13 Legal Status: 6 Availability: C 17

Damage Value: STR +8 Maximum Damage: 27 Ammo Cost: $50,000/1 Range Short: 3-40 Medium: 100 Long: 250

Favoured by the avian race of the Star Sphere, the Larendi bow is a unique combination of the living and unliving. The bow itself is made of wood, but the "arrows" are living creatures known as telesh. These beings are controlled by implants in their brains.

When fired from the bow, the telesh do standard impact damage, and then, if a wound result or better has been achieved, begin to chew through the flesh with their razor-shape teeth, doing damage value of 11 per round. They will do this until removed, which requires a successful Strength total of 9. Telesh do this automatically and need not make a skill roll to begin. Telesh will feast on the victim long after he is dead, and the Larendi are wise enough to know not to remove them from a body until they have had their fill.

Telesh are virtually mindless, and cannot be tricked, tested, taunted, or intimidated. Telesh need to feed on an opponent once per month to remain in optimum condition.

Salend Sling

Price: 240,000 Weight: 0 Size: 2 Tech Level: 30 Toug: 11 Legal Status: 6 Availability: C 16

Damage Value: STR +1 /20 Maximum Damage: 17 Ammo Cost: fed monthly Range Short: 3-40 Medium: 100 Long: 250

Another weapon favoured by the Larendi, the Salend sling is exactly what it sounds like: a form of slingshot, the bulk of which is capable of producing pellets filled with an acidic substance when its pleasure centre is stimulated through an implant. The pellets themselves do only Strength +1 damage when they strike, but the acid which is released has a damage value 20. Salends must be fed once per month.

Starshredders

Price: 450,000 Weight: .3 Size: 1 Tech Level: 30 Toug: 14 Legal Status: 6 Availability: C 18

Damage Value: STR + 4/ 20 Maximum Damage: 19 Range Modifier: 1/3 of Strength

One of the more devastating missile weapons used by the monitors, starshredders are rock-like creatures with sharp spines sticking out their flesh. They can be held in the palm of the hand, and are thrown at targets, doing standard damage. If the attack produces a wound result or better, the starshredder embeds itself in the victim's flesh. A strength total of 9 is required to remove it. If it is not removed within one round of striking, it will rapidly smell in size, doing one round of damage value 20 (past armour).

Starshredders must be fed once every two months.

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