Khanthavone Corps. Campaign Setting
ARMS & EQUIPMENT GUIDE
Melee Equipment (Progress level 6)					Hide/
Name	Skill	Acc	Rge	Type	Damage	Act	Clip	Mass
KC-117 Bayonet	Blade	+1	Pers	LI/O	d4+1w/d4+3w/d4+1m	3	- / -	 - / 1
KC-37CQB Bayonet	Blade	+0	Pers	LI/O	d4w/d4+2w/d4m	4	- / -	 - /. 5
KC-Combat Blade	Blade	+0	Pers	LI/O	d4+2w/d4+3w/d4+4w	4	- / -	+2/1.5
KC-Service Axe	Blade	+0	Pers	LI/O	d6+2w/d4+4w/d4+2m	2	- / -	 - / 3
KC-Service Katana	Blade	 -1	Pers	LI/O	d4+2w/d6+2w/d4+2m	3	- / -	+1/1.5
KC-Service Staff	Bludgeon	 -1	Pers	LI/O	d4+2s/d6+2s/d4+1w	3	- / -	+2/2
KC-M.P.Tong Fe	Blud-PMA	 -1	Pers	LI/O	d6s/d6+2s/d4+1w	4	- / -	+2/1
KC-107 Pulse Baton	Powered	+0	Pers	En/O	d8+1s/d4+2w/d6+2w	3	10/50	+2/3
KC-Plasma Knife	Powered	+0	Pers	En/G	d8w/d8+2w/d6m	4	5/50	+1/1.5
KC-Tonoma	Powered	+2	Pers	En/A	d4m/d4+2m/d6+2m	2	5/100	+4/ -

Ranged Weapons (Progress level 6)						Hide/
Name	Skill	Acc	Rge	Type	Damage	Act	Clip	Mass
KC-Miner's Sidekick	Pistol	+0	8/16/60	HI/O	d4+1w/d6+1w/d4m	4F	14/40	+2/1
KC-Service 11mm Ch	Pistol	+0	10/20/50	HI/O	d4+2w/d6+2w/d4+1m	3FB	12/50	+2/2
KC-Ursa Minor 10mm 	Pistol	+0	7/15/50	HI/O	d4+1w/d6+2w/d4m	4F	19/30	+3/2
KC-Zero Gravity 9mm	Pistol	+0	5/10/40	HI/O	d4+1w/d6+1w/d4m	4F	15/40	+3/1
KC-176 Defender Ch	Rifle	+0	95/190/650	HI/O	d6+1w/d6+3w/d4+2m	3FA	30/75	 - / 3
KC-K7 Service Ch	Rifle	+0	100/200/.8k	HI/O	d6+1w/d6+3w/d6+1m	3FA	30/50	 - / 4
KC-LR77 11mm Charge	Rifle	+0	80/160/500	HI/O	d4+2w/d6+2w/d6m	4FA	30/75	 - / 4
KC-Riot 12g. Shotgun	Rifle	+0	12/24/50	HI/O	d4w/d6w/d4m	4FA	3B/60	+1/2
KC-Akira 10mm Ch	SMG	+0	25/50/100	HI/O	d4+1w/d6+2w/d4m	4A	10B/75	+2/3
KC-Pup 9 Miner's	SMG	+1	30/60/120	HI/O	d4+1w/d6+2w/d8+2w	4A	5B/75	+1/2
KC-Service 9mm Ch	SMG	+0	30/75/150	HI/O	d4+1w/d6+1w/d4m	4A	10B/50	+2/3 KC-LR17 Reflex	Bow	+0	75/150/450	LI/O	d4+2w/d6+2w/d4+1m	2F	1/15	 - / 2
KC-SS4 Crossbow	Bow	+0	50/100/300	HI/O	d6+1w/d8+1w/d6m	1F	1/20	 - / 2

Heavy Weapons (Progress level 6)						Hide/
Name	Skill Acc	Rge	Type	Damage	Act	Clip	Mass
KC-AP Incendiary	Ath-Th	+1	Per STR	En/G	d4+1w/d4+3w/d6+3w	2F	- / -	+3/.5
KC-EMP Prototype	Ath-Th	+1	Per STR	En/G	d4+2s/d6+2s/d8+4s	2F	- / -	+3/.5
KC-GP Plasma	Ath-Th	+1	Per STR	En/G	d4+2w/d6+2w/d4+1m	2F	- / -	+3/.5
KC-Tactical Smoke	Ath-Th	+1	Per STR	Spec.	Special	2F	- / -	+3/.5
KC-Tactical Stun	Ath-Th	+1	Per STR	En/O	d6+2s/d8+2s/d8+4s	2F	- / -	+3/.5
KC-BFG Rail gun	Hvy-Dr	+0	300/800/2K	HI/A	d6+2w/d6+4w/d6+2m	2F	5/200	 - / 8
KC-GPMG	Hvy-Dr	 -1	200/800/2K	HI/G	d8+1w/2d6+1w/2d4m	4A	100/1K	-/30
KC-K7 Light MG 	Hvy-Dr	+0 200/400/800 HI/O	d6+1w/d6+d4w/d4+1	4A	50/450 	-/12
KC-Titan 9 Heavy MG	Hvy-Dr	 -1	350/700/1.5	HI/G	d8+2w/2d6+2w/2d4+2m 4A 100/1K -/45
KC-Lucifer Hand Flamer	Hvy-Dr	+0	6/12/30	En/O	d6w/d6+2w/d8+3w	3F	10/50	 -1/4
KC-Satan 5 Flamer	Hvy-Dr	+0	10/20/50	En/O	d6+1w/d6+3w/d8+4w	2FA 8B/200 - /12
KC-Karl Gustav RL	Hvy-IN	+0	200/750/4K	LOAD	LOAD	2F	5/Load	 - / 6
KC-Service RL	Hvy-IN	+0	100/.7K/3.5	LOAD	LOAD	2F	4/Load	 - / 5
KC-Temora RL	Hvy-IN	+0	350/1K/6K	LOAD	LOAD+1	3FA	3/Load	 - / 5
KC-Simona AA	Hvy-IN	 -2	Launcher	HI/G	d4w/d4+2w/d4m	2F	- / -	+1/2
KC-Bulldog AP6	Hvy-IN	 -1	Launcher	HI/G	d6w/d6+2w/d8+2w	2F	- / -	+1/2
KC-Bulldog AP9	Hvy-IN	+0	Launcher	En/O	d6+1w/d6+3w/d8+3w	2F	- / -	+1/2
KC-Kimono AT	Hvy-IN	 -1	Launcher	En/G	d4+1w/d4+3w/d4m	2F	- / -	+1/2
KC-Orcha AT	Hvy-IN	 -2	Launcher	HI/G	d4+2w/d4+4w/d4+1m	2F	- / -	+1/2
KC-K7GL Attachment	Hvy-IN	+0	50/100/250	LOAD	LOAD	3F	3 /Load	- / 1
KC-Phenglism GL	Hvy-IN	+0	75/250/500	LOAD	LOAD	3F	8/ -	 - / 2

Protective Equipment (Progress level 6)
Name	Skill	AP	Type	LI/HI/EN	Hide	Mass
KC-BPH Prototype	Cbt	+2	O	+1/+2/+1	-	2
KC-BPJ	Cbt	+2	O	d6/d4+2/d4+1	-	7
KC-BPJ As. Gear	Cbt	+3	O	+1/+0/+0	-	2
KC-BPV	Arm	+1	O	d6/d4+2/d4	+1	5
KC-BPV As. Gear	Cbt	+2	O	+1/+0/+0	-	2
KC-Cold Weather Coat	  -	+0	O	+1/+0/+0	-	3
KC-KM Helmet	Arm	+1	O	+1/+1/+0	-	2
KC-KM Lab Coat	  -	+0	O	d4/d4/d6-2	+3	3
KC-KM Reinforced H	Cbt	+2	O	+2/+2/+0	-	4
KC-KM Riot Shield	Cbt	+2	O	+1/+1/+1	-	3
KC-KM War Room H	Arm	+1	O	+1/+1/+0	-	3
KC-LBPV	  -	+0	O	d6/d4+1/d4-1	+2	3
KC-LBPV As. Gear	Arm	+1	O	+1/+0/+0	-	1
KC-Miner Coat	Arm	+1	O	d4+1/d4+1/d4+1	-	6

Weaponry Description
Melee Weapons
Standard Issue

KC-117 Bayonet: The standard Khanthavone-issued bayonet measuring 20 cm long has been nicknamed ‘Stiletto’ by the ground forces.  Because the Bayonet does not resemble the smaller daggers it is notoriously difficult to land the blade on the enemy. ($250.00 Controlled)

KC-37CQB Bayonet: When in close quarter combats this 10 cm blade is the last resort alternative of choice.  A comfortable balance between killing power, ease of use, and cost delivering a multipurpose weapon easily capable of taking a place in every soldier’s heart. ($100.00 Common)

KC-Combat Blade: You definitely do not want to be in a hostile zone carrying solely your firearms.  If you are caught without ammunition and your bayonet is insufficient for the job, the KC-Combat Blade can help you choose between life and death.  ($200.00 Controlled)

KC-Service Axe: Chopping wood, chopping heads… It’s all the same to the service axe.  The extremely versatile weapon/tool should be issued to at least one person in your section for the versatility that is offered.  ($150.00 Military)

KC-Service Katana: When on parade, the service katana offers the classy traditional look for the Officers.  Masterfully crafted and meticulously taken care of, these blades are not something that an enemy would like to be on the striking end of.  ($300.00 Military)

KC-Service Staff: The service staff is collapsible such that the baton itself measures 10 cm when inactive.  The top portion of the weapon has a carabiner attachable to the BDU belt loops.  When fully extended, it almost reaches 2 metres in length. 

KC-M.P.Tong Fe: The Khanthavone Military Police must use non-lethal (or at least carry it) weapons when arresting/detaining unwilling personnel.  These weapons require specialized training in the martial arts for full effectiveness or can be crudely used to beat the offenders into limp and unmoving pulp. ($100.00 Controlled)

KC-107 Pulse Baton: Quickly replacing the standard Tong-Fe in some detachments, the Pulse Baton requires less brute force and much more finesse.  Care must be taken when wielding this weapon, as a critical failure will deal the user half the user three stun points.  The battery that charges the weapon capacitors cost $50.00 every ten strikes.  ($300.00 Military)

KC-Plasma Knife:  As Khanthavone sinks more and more money into energy research his scientists come out with weapons like this.  Down the center of the ‘blade’ is a thin conducting metal wire that transmits the plasma out to 5 cm around it through anti-magnetism.  The blade itself is capable of cutting through metals as thick as the blade itself. ($1000.00 Restricted)

KC-Tonoma: The Tonoma is found as a small palm-sized oval shaped item.  A quick twist in opposite directions arms the weapon, emitting a powerful Oberon laser from one side to the other.  The caps may be moved to a total distance of 10 cm before the weapon locks and are controlled to move only in a parallel path. When used as a tool the Tonoma has enormous cutting power and versatility.  Use with extreme caution.  ($5000.00 Restricted)

Ranged Weapons
Standard Issue

KC-Miner's Sidekick: Originating on the Martian colony as a quick blasting tool, it quickly became a staple of the ‘dirt-bag’.  Not the most accurate weapon however it does have good range.  Some miners hide a second one in their boot because of the design. ($500.00 Common)

KC-Service 11mm Charge: The standard issue weapon to all Khanthavone ground and naval forces.  The soldier need not buy another weapon if they settle for this exceedingly average weapon.  Plain in design but has a wonderful burst-fire feature.  ($600.00 Common/Free)

KC-Ursa Minor 10mm Charge: The soldiers in Earth and Venusian orbit required a less bulky, more concealable, and higher magazine capacity than the 11mm Charge weapon.  The Ursa has the added advantage of being stylish in comparison to the other pistols.  ($600.00 Controlled)

KC-Zero Gravity 9mm: When a naval soldier becomes exposed to Zero-G conditions, the option of recoilless fire becomes a life-saving tool.  The soldier can fire in open space and during emergency conditions aboard their ship without the usual penalty. ($800.00 Controlled)

KC-176 Defender Charge Rifle: When a troop is on protection duties they will require a light compact rifle that comes complete with a 2X scope and optional laser sighting.  The charge weapon packs a greater punch than its cousin the Service rifle.  ($900.00 Controlled)

KC-K7 Service Charge Rifle: When a soldier is given their first job, they are issued at least the Service Rifle.  The range on the Service rifle is the greatest of the basic rifle family and the ammunition per magazine is less, however it is heavier than the Defender. ($800.00 Common)

KC-LR77 11mm Charge Rifle: The LR-77 is a fairly light rifle, capable of delivering 11mm slugs to the enemy at a faster rate than the other rifles.  A fourth burst may be made every round that an auto fire attack is made.  The weapon is based on a Gurkha design. ($1000.00 Controlled)

KC-Riot 12g. Shotgun: Originally designed for the military police it has been adapted for room clearing and general duties.  The weapon is an old mechanical action firearm and is a testament to the modern development of obsolete designs. ($800.00 Controlled)

KC-Akira 10mm Charge SMG: The Akira is the response from Khanthavone to the Gurkha 10mm Calahesin SMG.  It is capable of firing its entire magazine in fewer than 3 rounds of combat delivering a death spray in the direction of opposition. ($750.00 Controlled)

KC-Pup 9 Miner's: Martian Dirt Bag Engineers developed this SMG to stay competitive with the Gurkha presence.  The weapon is a mechanical action gun firing slugs whose intent is to damage as much of the enemy as possible – not to kill, just to suffer. ($700.00 Controlled)

KC-Service 9mm Charge SMG: Decently ranged fire and cheaply priced the standard issue weapon to those who are serving as drivers or are in military complexes has become commonplace.  Khanthavone soldiers using this weapon enjoy its light and completely ergonomic design. The weapon comes standard with a 2X sight.  ($800.00 Common)

KC-LR17 Reflex: When silence is a must, the commando option is the LR17 standard bow.  The weapon negates the benefits awarded to those using bulletproof vests (Ordinary Quality Armour) as the projectile slices through the materials like butter.  ($500.00 Common)

KC-SS4 Crossbow: The Crossbow is an amazing piece of kit.  The weapon like the Reflex bow is capable of penetrating ordinary quality armour, however the impact of the projectile is comparable with being shot with a bullet the size of an average forearm.  ($600.00 Controlled)

Heavy Weapons
Standard Issue

KC-AP Incendiary: Incendiary anti-personnel grenades are unbelievably efficient in doing what they were designed to do.  Capable of burning through flesh at close range and setting fire to flammable objects outside its radius, this is a feared deadly weapon.  ($100.00 Military)

KC-EMP Prototype: The first weapon of its kind delivers a massive electro-magnetic pulse disrupting the nervous system in living organisms.  The added effect of destroying unprotected electronic equipment can always be seen as a bonus as well, however.  ($250.00 Military)

KC-GP Plasma: General Purpose plasma grenades can be used like EMP grenades within short range, however their destructive effect can be felt out past the effective area.  The burning produced by the plasma grenade has been unparalleled since the invention of the cruel and infamous napalm.  ($150.00 Military)

KC-Tactical Smoke: The concealment offered through a smokescreen is something that Urban war farers require from time to time.  The grenade is similar to the PHB grenade in all respects except that the weapon is black and cylindrical in shape with red diagonal lines on the sides denoting danger.  ($75.00 Controlled)

KC-Tactical Stun: A lighter and more economical alternative to the prototype EMP grenade the Tactical stun grenade can deliver a shocking payload long enough to subdue resistance.  The weapon is small enough to be packed into a small pocket.  ($100.00 Military)

KC-BFG Rail gun: The rail gun accelerates the launched projectile towards the adversary at nearly light speed.  The projectile is instantly destroyed when the target is hit disintegrating with it a fairly large portion of the body. Comes with a 10X Scope.  ($5000.00 Military)

KC-GPMG: Only the most stout of soldiers on the battlefield carry the General Purpose Machine Gun.  If so desired the GPMG may be mounted onto a vehicle for increased stabilization.  The tripod is 10 kg, while the unit itself is 20 kg.  ($3500.00 Military)

KC-K7 Light MG:  While the GPMG is the staple of the heavy weapons troop a more portable machine gun exists.  The K7 has the advantages of high rapid fire with extreme portability.  Troops with this weapon also enjoy its fairly deadly damage potential.  ($1500.00 Military)

KC-Titan 9 Heavy MG: The only time this weapon will be carried around is because it is being moved from one vehicle or station to another.  It is not man portable and must be set in a static environment to be fired.  It IS however the most deadly mechanical action weapons in the possession of Khanthavone’s soldiers.  ($5000.00 Military)

KC-Lucifer Hand Flamer: For the pyrotech warrior or just for those that like burning things is the Lucifer Hand Flamer. Caution is to be used as the weapon flames in a cone and is quite efficient at removing oxygen from a sealed atmosphere.  ($975.00 Military)

KC-Satan 5 Flamer: A heavy yet self-contained unit does not require a backpack for operation.  The weapon has two drums of fluid that can be exhausted so 2 clips may be purchased and used at one time to double the listed containment.  ($2500.00 Military)

KC-Karl Gustav RL: The Karl Gustav is capable of launching a variety of Khanthavone produced rocketry.  The launcher is loaded with rocket clips of 5 rockets at a time.  This ensures complete and efficient delivery of the required firepower.  ($4500.00 Military)

KC-Service RL: Heavy weapons sections have at least one soldier issued with the service rocket launcher.  The weapon fires up to 4 rockets before it needs to be reloaded with a 4 clip rocket set.  The launcher can fire a variety of rockets.  ($3500.00 Military)

KC-Temora RL: The shining star of the Khanthavone rocket launcher production line is the Temora.  It is capable of firing its entire clip of 3 rockets at once.  The attack is so deadly that it is illegal to be used on civilians.  The launcher fires a large variety of rockets.  ($6500.00 Restricted)

KC-Simona AA: Simona rockets are loaded into shoulder firing rocket-launching systems to destroy or incapacitate aircraft.  The payload is Strontium HBX conglomeration capable of slicing through the skin of an aircraft with ease.  ($250.00 Military)

KC-Bulldog AP6:  When firing at humans or soft skinned vehicles an anti-personnel rocket such as the Bulldog AP6 crumbles the opposition.  The weapon can be configured with a delay charge if desired when firing into a room or vehicle where touch fuses are inadequate. ($150.00 Military)

KC-Bulldog AP9:  The AP9 is an improvement in destructive force over the AP6.  The weapon cannot be configured with a delay charge and takes a painful hit in the accuracy of the guidance system due to increased payload sensitivity.  ($250.00 Military)

KC-Kimono AT:  Armoured vehicles have plagued infantry for more than a century.  However the Kimono Anti-tank rocket levels the battlefield through its destructive brisance and penetrative capability.  The Kimono should be found in every HW section.  ($350.00 Military)

KC-Orcha AT:  Massive improvements in the Kimono resulted in the Orcha anti-tank rocket.  The weapon has its own guidance system improving the resulting accuracy and contains a different explosive mixture resulting in a different penetrative method.  ($400.00 Military)

KC-K7GL Attachment:  Khanthavone soldiers have the option of purchasing a Grenade Launching attachment when they buy the rank of at least Corporal.  The launcher may be loaded with any standard issue grenade and fittable with any standard Rifle/SMG.  ($800.00 Military) 

KC-Phenglism GL: Originally designed for Riot control the Grenade launcher has quickly become a sought after military weapon.  The weapon has a drum capable of storing up to 8 grenades at a time, however clips must be purchased at a cost of 8 grenades for $600.00.  The image of the weapon is quickly become a fearsome one resulting in a –1 bonus to intimidate checks for those who would instill fear before violence.  ($4000.00 Military)

Protective Equipment
Standard Issue

KC-BPH Prototype:  A new bulletproof helmet prototype that is quickly becoming a standard with all of Khanthavone soldiers.  The Carbon Filaments weaved into the helmet makes for a strong, durable, and safe helmet albeit for a large price.  ($1000 Military)

KC-BPJ:  The Bullet Proof Jacket is the standard issue protective gear awarded to those who complete the intense training that Khanthavone has to offer.  The BPJ extends below the hip to cover the genital region and over the shoulders to cover the arms.  ($1200.00 Controlled)

KC-BPJ As. Gear:  The Assault gear for the Bullet Proof Jacket offers additional protection from non-firearms and allows for a more complete battle uniform.  Attachments exist with this system to hold a second pistol, combat knife, and room for 4 pistol magazines and 5 rifle magazines.  Rappelling gear is included with the Assault gear.  ($400.00 Common)

KC-BPV:  The Bullet Proof Vest is standard issue to all Khanthavone personnel.  The Corporation pays for the basic protection that covers the chest, back, and sides of the body.  The vest has a strap to hold in a flash light, and room for sunglasses.  ($750.00 Common)

KC-BPV As. Gear:  The Assault gear for the BPV includes Carbon Filament gloves, shin guards, knee and elbow pads – just like the BPJ assault gear.  Non-military personnel traveling through combat zones wear the assault gear alongside guards.  ($400.00 Common)

KC-Cold Weather Coat:  The camouflage, black, or white cold weather coat provides a moderate defence from small weapons while keeping the user comfortable in the range of –45 Degrees Celsius to –20 Celsius.  The material is not waterproof.  ($200.00 Common)

KC-KM Helmet:  The Khanthavone Material helmet is composed of a Carbon Filament/Classified material blend strengthening the helmet and providing better than ever before head protection from shrapnel.  The helmet provides very little protection from larger bullets.  ($300.00 Common)

KC-KM Lab Coat:  Scientists working for Khanthavone Corporation must wear a Khanthavone Material Lab Coat when in lab conditions.  The coat itself is a tough material capable of stopping a 9mm bullet at medium range from doing any damage at all.  ($500.00 Common)

KC-KM Reinforced Helmet:  Soldiers who want to buy a little more protection than the bullet penetrable KM Helmet can purchase the Reinforced edition.  The helmet itself can stop some bullets however the helmet was designed to stop shrapnel from hitting the head.  As a result all grenades dealing damage is reduced by 1.  ($550.00 Controlled.)

KC-KM Riot Shield:  In extremely hostile situations where firing weapons into a crowd is unwise the Riot Shield can protect the user in a melee combat situation.  In addition, when two users stand side by side the protection from LI weapons is increased by 1.  ($250.00 Controlled.)

KC-KM War Room Helmet:  Perhaps the soldier’s best friend on the battlefield is the KM War room helmet.  Offering excellent protection it also has the following benefits:  Imbedded radio communications, Infrared and Ultraviolet detection and vision, Night vision, IFF, (Identify Friend or Foe) Friendly beacon transmission, range finder, video communication, satellite uplink, heating/cooling system and last but not least self-destruct.  ($1500.00 Military)

KC-LBPV:  Light Bullet Proof Vests are those that smaller framed personnel use.  Those that choose to buy this protection choose to do so in order to accept reduced protection in exchange for style, light weight, low cost, and maneuverability.  ($400.00 Common)

KC-LBPV As. Gear:  The assault gear for the LBPV is designed in such a way that it offers the same benefit as the previous gears except with lighter construction, and slightly less coverage.  The system still allows for maximum maneuverability.  ($300.00 Common)

KC-Miner Coat:  Asteroid miners called their working coveralls the miner coat and the name stuck.  The coat is a thick material woven all the way down to the ankle strap.  The coat is orange in colour and is striped on the back with reflective tapes.  ($500.00 Common)