The S.A.W. Files
The Sick And Wrong Junker Creations of
Fortaque Winthrope Smythe - Her Majesties Secres Service, Q Branch
Zip Gun (Mark I and II)

Synopsis: This is a basic model that can be hidden easily upon ones person when they need a lot of firepower. This device is about the same size as a pistol although it can be created with almost any shape in mind. It isn't subtle and should be used with care around people you'd rather not see injured. It's about the same size as a pistol and is intended to be used by someone with a Soul Tap or a power belt.

Ammo:
Damage 4d4 rail gun - 4 x 0.05 / 2 = 0.1 slots/bullet

Gunsmith:
Rate of Fire = 12: 30 X 0.1 = 3 slots
Range Increment = 10 yards: 4 X 0.1 = 0.4 slot
Ammo supply: 60 round clip: 0.1 X 60 / 4 = 1.5 slots
External power supply: 2 slots
Total Slots = 3 + 0.4 + 1.5 + 2 = 6.9
Frame Size is 1 (pistol, large knife or rat size)

Drain per burst: 1.2 (AP 4 version is 6)
AP must be fixed, one design (Mark II) has it set at AP 4, the other one is
set to normal Mark I) but uses frangable ammo.

Cost:
Structural: 3 + 1 = 4
Mechanical: 3
Electronic: 1
Parts value: $8 + $15 + 10 = $33
TN: 6
Time: 3d20 minutes


Zip Gun Reloader (Mark I and Mark II)

Synopsis: In this version, the ability to manufacture new slugs is added but at the expense of the rate of fire. The intent is to use this version primarily for creating ammo for use in a Mark I or Mar II Zip Gun described
above.

Ammo:
Damage 4d4 rail gun - 4 x 0.05 / 2 = 0.1 slots/bullet

Gunsmith:
Rate of Fire = 6: 20 X 0.1 = 2 slots
Range Increment = 10 yards: 4 X 0.1 = 0.4 slot
Ammo supply = 60 round clip: 0.1 X 60 / 4 = 1.5 slots
External power supply: 2 slots
Total Slots = 2 + 0.4 + 1.5 + 2 = 6.9
Ammo creator = 10 X 0.1 = 1 slot
Frame Size is 1 (pistol, large knife or rat size)

Drain per burst: 1.2/action
Drain for ammo creation: 1/action
AP must be fixed, one design has it set at AP 4, the other one is set to
normal but uses frangable ammo.

Cost:
Structural: 3 + 1 = 4
Mechanical: 3
Electronic: 1
Parts value: $8 + $15 + 10 = $33
TN: 6
Time: 3d20 minutes


Improved SMG

Synopsis: When ghost rock is scarce and you still want to give your enemies a rough time, the Improved SMG may be just what you need. With a little better range than the Zip Gun, this model throws out enough super dense ammo to take down a rhino.

Ammo:
Basic Damage: Slug 6d6, slots is (0.1 X 6 = 0.6 slots per bullet)

Gunsmmith:
ROF = 3: 0.6 X 15 = 9 slots
Range Increment = 15 yards: 0.6 X 6 = 3.6 slots
Detachable Clip of 21 bullets: 0.6 X 21 / 4 = 3.15 slots

Cost:
Structural: 5 + 1 = 6
Mechanical: 5
Electronic: 2
Parts value: $12 + $25 + $10 = $57
TN: 7
Time: 3d20 minutes
The total size is 9 + 3.6 + 3.15 = 15.75 slots.
Frame Size: 2
Available Slots = 0.75

Ammo Notes:
Fragmentary Ammo: Frame 2, TN 9 - batch of 25 costs 3 chemical and 2 structural ($27)
Normal Ammo: Frame 4, TN 9 - batch of 90 costs 6 chemical, 6 structural ($54)
AP 2 Ammo: Frame 4, TN 9 - batch of 90 costs 17 chemical, 17 structural ($153)
AP 4 Ammo: Frame 4, TN 9 - batch of 90 costs 27 chemical, 27 structural ($243)


Power Belt

Synopsis: With all the demands upon our agents, we have designed a system to monitor power usage and maximize any constant sources such as a reactor or a Soul Tap while having the excess diverted to rechargeable sources. The current model has 7 jacks. One is mounted such that a connection to the wearer's navel can be used to allow a Soul Tap to be discretely accessed. Note: The design uses it's sensor skill versus a target number of 3 to determine if the Soul Tap will be exceeded to allow any excess power need to be drawn from attached batteries. This uses a fixed set of rules that cannot be modified easily.

Sensor
Type = Energy: 4 slots
Rating = 4d6 = 4 X 0.5 = 2 slots (note the change in iron oasis)
Range = Touch: -10% slot cost and drain cost
Drain = 4/hour

Cost:
Structural: 7 + 0 = 7
Mechanical: 1
Electronic: 2
Parts value: $14 + $5 + $20 = $39
TN: 7
Time: 3d20 minutes
The total size is (4 + 2) X 90% = 5.4 slots.

Spirit Battery (removable) 60 point size
Slots = 7.5
Cost = 6 oz of Ghost Rock = $60

7 Power Jacks
The total size is 2 X 7 = 14 slots.
Cost = 7 oz of Ghost Rock + 7 structural = $84

Frame Size = 3
Available Slots = 31 - 26.9 = 4.1 slots
Total Cost = $39 + $60 + $84 = $183


"Buster"

Synopsis: This experimental weapon was originally designed as a joke in a contest between designers. When a contest was organized that rewarded the most powerful handheld weapon, this design was developed that added a VTOL unit to an oversized battlefield weapon. The VTOL unit allowed the weapon to hover, thus allowing the agent to carry it by hand. Later a set of handlebars and a seat were added to the top of the weapon to allow the agent to ride it with more comfort. Note: This weapon does vehicular damage.

Frame Size: 8
250 spaces

VTOL (note change in Iron Oasis)
Engine Size = 37.5 spaces
Driver = 32 slots
Accel = 5
Top Speed 75
Handling: 3
Durability: 15/3
Drain = 9/hour

Cost:
Structural: 26 + 4 = 0
Mechanical: 8
Electronic: 4
Parts value: $60 + $40 +$40 = $140
TN: 11

Ammo:
Damage 12d12 rail gun - 12 x 0.8 / 2 = 4.8 slots/bullet

Gunsmith:
Rate of Fire = 2: 10 X 4.8 = 48 slots
Range Increment = 25 yards: 10 X 4.8 = 48 slots
Ammo supply: 3 6 round clips: (18 X 4.8) / 4 = 21.6 slots
External power supply: 2 slots
Ammo Processor: 48 slots
Total Slots = 48 + 48 + 21.6 + 48 + 2 = 167.6 slots

Drain per shot: 5

Cost:
Structural: NA + 9 = 9
Mechanical: 50
Electronic: 17
Parts value: $18 + $250 + $170 = $438
TN: 13
Time: 2d6 hours

Available Slots: 12.9


Night Vision Goggles

Synopsis: These goggles are designed to be used by any field personnel. Note that they aren't low light goggles but truly allow the user to see in absolute darkness. The removable battery will provide 6 hours of power under normal conditions. A separate version designed for agents has a range of 500 yards and replaces the battery with an external power jack. This reduces the cost to $21 in parts.

Sensor
Enhanced Vision (darkness): 2 slots + 100% = 4 slots
Range: 100 yards (+100%)
Drain: 4/hour

Spirit Battery
24 GR removable
Slots: 3

Frame 1

Cost:
Structural: 3 + 0 = 3
Mechanical: 1
Electronic: 1
Ghost Rock: 3 oz
Parts value: $6 + $5 + $10 + $30 = $51
TN: 6
Time: 3d20 minutes


Umbrella Gun

Synopsis: Sometimes an agent needs a weapon that is versatile. If so, then this may be the weapon they seek. Combining an improved Zip Gun, mounted in the tip with an armored surface that will also keep rain off when held normally, this weapon provides firepower with protection and subtlety. During it's construction, a reinforced alloy with an extendable blade at the top was used to enhance the umbrella's ability as a melee weapon. To further enhance it's abilities, the magnetic field used in the rail gun can be used to shift weight to different parts of the umbrella to allow it to be turned and twisted quicker than would otherwise be suspected. One final modification was added at the last minute. By ionizing the air around the handle of the umbrella, the same magnetic field that powers the rail gun can be used to create a large air flow that goes through the handle of the umbrella and is directed out through the vanes. This allows the umbrella to gain the lift necessary to carry a single person into the air at a speed of up to 50 mph. During this time, the handle can be extended down to provide a place for the rider to stand. Due to the lack of comfort and safety equipment, this is only recommended for short flights.

General:
Total frame Size = 5 (weapon smith size chart, 86 slots)
External power supply: 2 slots

Base damage: STR + 2d10
Defensive Bonus: +3
Speed: 2 (reduced to 1)

Weaponsmith:
Speed reduction 1, cost is 1 drain/round: 17.2 slots

Armor: 2 points, one side only. Covers entire side (front, back, etc
depending upon orientation). 2 Raises were achieved during the roll - 13.76 slots
Wearer: 32 slots

Improved Zip Gun
Ammo:
Damage 4d4 rail gun - 4 x 0.05 / 2 = 0.1 slots/bullet
Gunsmith:
Rate of Fire = 15: 35 X 0.1 = 3.5 slots
Range Increment = 25 yards: 10 X 0.1 = 1.0 slot
Ammo supply: 2 60 round clips: 0.1 X 60 / 4 = 1.5 slots each
AP selector Switch = 1 slot
Total Slots = 3.5 + 1.0 + 3.0 + 1.0 = 7.5
Drain per burst: 1.5 (AP 4 version is 8)

VTOL - Jetpack
Acc 5, max speed 50 MPH, drain 6/hour: 12.9 slots
Controls: 5 slots

Cost:
Structural: 13 + 2 + 2 + 1 + 2 = 20
Mechanical: 2 + 3 + 3 = 8
Electronic: 2 + 1 + 2 = 5
Chemical:   2 = 2
Parts value: (20 x $2) + (8 x $5) + (5 x $10) + (2 x $7) = $144
TN: 6 (Weaponsmith), 6 (Armor), 7 (Gunsmith), 6 (VTOL)
Time: 3d20 minutes per power (4 powers)
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