Pistols
Design Intent: Pistols should be a viable side-arm, while not delivering nearly as much damage as Rifles or Heavy Weapons. Average damage per turn should be from 15-30.
Name |
Type |
Damage |
RoF |
Short |
Medium |
Long |
Extreme |
Ammo |
Cost/Clip |
Acc |
Basic Pistol |
AP |
1D6+4 |
3 |
10 |
20 |
30 |
60 |
12 |
$1,500/$10 |
75 |
A.S.P. Pistol |
NRG |
2D6+6 |
2 |
8 |
15 |
24 |
48 |
15 |
$30,000/$1,000 |
80 |
A.S.P. Scout Pistol |
AP |
3D6+3 |
1 |
5 |
10 |
20 |
40 |
6 |
$60,000/$1,500 |
85 |
Razorwind (Pistol) |
AP |
3D6+8 |
1 |
12 |
19 |
24 |
48 |
12 |
$30,000/$250 |
100 |
Mandrake |
NRG |
5D6+12 |
1 |
5 |
9 |
12 |
-- |
1 |
$12,000/ -- |
100 |
Bolter Pistol |
NRG |
1D6+5 |
2 |
20 |
40 |
60 |
100 |
4 |
$15,000/$1,500 |
80 |
Tracker Pistol |
-- |
None |
1 |
5 |
10 |
15 |
30 |
8 |
$25,000/$8,000 |
50 |
|
|
|
|
|
|
|
|
|
|
|
Rifles
Design Intent: Rifles should do significantly more than Pistols, though not as much as Heavy Weapons. Average damage per turn should be 40-80.
Name |
Type |
Damage |
RoF |
Short |
Medium |
Long |
Extreme |
Ammo |
Cost/Clip |
Acc |
Basic Rifle |
AP |
2D6+6 |
3 |
15 |
30 |
45 |
90 |
28 |
$1,500$/10 |
75 |
A.S.P. Rifle |
AP |
3D6+12 |
2 |
15 |
32 |
55 |
110 |
32 |
$90,000/$3,000 |
100 |
Razorwhip Rifle |
AP |
2D6+12 |
3 |
20 |
40 |
60 |
80 |
24 |
$100,000$/500 |
115 |
Rocklet Rifle |
HE |
3D6+8 |
2 |
10 |
19 |
27 |
40 |
8 |
$80,000/$2,400 |
80 |
Scout’s Sniper Rifle |
AP |
5D6+15 |
1 |
30 |
60 |
120 |
400 |
2 |
$140,000/$2,000 |
140 |
Gauss Sniper Rifle |
AP |
(1D6+5)x10 |
1 |
40 |
80 |
160 |
600 |
1 |
$300,000/$2,000 |
150 |
X-Cross |
HE INC |
3D6+10 3D6+10 |
1 1 |
15 15 |
30 30 |
39 39 |
45 45 |
8 8 |
$140,000/$9,000 |
80 |
Laser Rifle |
NRG |
3D6+12 |
3 |
18 |
32 |
44 |
90 |
50 |
$36,000/$500 Solar Charged |
90 |
Stock Impeller |
AP |
3D6+8 |
3 |
30 |
40 |
45 |
50 |
12 |
$15,000/$700 |
75 |
Tyran Mark II |
AP |
5D6+12 |
2 |
4 |
8 |
12 |
15 |
12 |
$15,000/$700 |
75 |
Bolter Rifle |
NRG |
4D6+8 |
2 |
40 |
80 |
110 |
230 |
6 |
$30,000/$3,000 |
75 |
Heavy Weapons
Design Intent: Heavy weapons should do significantly more damage than Rifles, but suffer from accuracy troubles and in many cases range issues as well. Average damage per turn should be 60-100.
Name |
Type |
Damage |
RoF |
Short |
Medium |
Long |
Extreme |
Ammo |
Cost/Clip |
Acc |
Heavy Cannon |
AP HE |
6D6+12 6D6+8 |
2 2 |
12 12 |
24 24 |
34 34 |
70 70 |
6 6 |
$20,000/$100 /$200 |
70 |
Autocannon |
AP HE INC NRG |
4D6+2 4D6+8 3D6+12 6D6+3 |
4 4 4 2 |
8 8 8 10 |
17 17 17 20 |
25 25 25 40 |
50 50 50 80 |
12 12 12 12 |
$7,500/$100 /$250 /$350 /$500 |
70 70 70 90 |
Heavy Laser |
NRG |
5D6+20 |
2 |
24 |
38 |
48 |
96 |
25 |
$72,000/$500 Solar Charged |
110 |
Immolator |
INC |
4D6+16 |
1 |
15 |
30 |
48 |
96 |
3 |
$120,000/$9,000 |
90 |
A.S.P. Neutralizer |
NRG |
8D6+20 |
1 |
8 |
15 |
24 |
48 |
6 |
$400,000/$500 Solar Charged |
110 |
Gauss Rifle |
AP |
7D6+20 |
2 |
20 |
45 |
80 |
160 |
6 |
$120,000/$3,000 |
120 |
Gauss Cannon |
AP |
(1D6+8)x10 |
1 |
25 |
50 |
90 |
200 |
2 |
$400,000/$6,000 |
120 |
Suppressor |
AP |
3D6+5 |
10 |
8 |
17 |
26 |
50 |
120 |
$175,000/$1,200 |
60 |
Riftcleaver |
NRG |
5D6+9 |
7 |
10 |
20 |
30 |
60 |
14 |
$25,000/$1,400 |
100 |
Eagle-eye Lancer |
HE |
(1D6+5)x10 |
1 |
30 |
60 |
90 |
180 |
1 |
$100,000/$20,000 |
100 |
Net Launcher |
-- |
1D6 |
1 |
3 |
6 |
9 |
18 |
5 |
$25,000/$500 |
50 |
Weapon Descriptions
Pistols
Basic Pistol : The Basic Pistol is just that, a basic pistol. It is the standard sidearm for most troops starting out. It is inexpensive as are reloads, and weighs little. Weight: 1.3 Rate of Fire: 3 Damage 1D6+4 Ammo Type: Armor-piercing
A.S.P. Pistol : The A.S.P. Pistol is one of the newer weapons brought from the allies through the Gate in Australia. It utilizes a high-quality man-made synthetic crystal to focus the beam, and uses a ridiculously small amount of power, which intimates that this organization has access to better weapons technology. Weight: 2 Rate of Fire: 2 Damage: 2D6+6 Ammo Type: Energy (Laser)
A.S.P. Scout Pistol : The A.S.P. Scout Pistol combines two items most scouts rarely go into the field without: A motion scanner and a trusty pistol. The electronics of the motion scanner leave small amount of room for ammunition, but engineers have countered this by removing the necessity of a bulky power pack for the A.S.P. Pistol and instead building a motion scanner around a Gauss Pistol. The higher damage output is welcome with most scouts, though it comes at the cost of less ammunition and range. Weight: 2.5 Rate of Fire: 1 Damage: 3D6+6 Ammo Type: Armor-piercing
Razorwind Pistol : The Razor- line of weapons was inspired by early weapons research, when a clamp on an experimental rifle burst free and slammed through three walls. Our scientists took the failure of that model of rifle in stride and altered their plans to design instead a new line of weaponry that would utilize cheap ammunition made of commonly-available metals. After just a few short months the first prototype Razorwind came to be. A very small pistol, easily carried and concealed, the Razorwind is a favorite among troops seeking a solid sidearm. It fires a small sharpened disc the size of a fifty-cent piece. The pistol itself is fairly expensive, relying upon a manite-myomer spring for the power behind the discs. This spring also accounts for the hideously slow rate of fire, though the stopping power of a single shot is typically enough to overcome that obstacle. Weight: 0.75 Rate of Fire: 1 Damage: 3D6+8 Ammo Type: Armor-piercing
Mandrake Heavy Pistol : The need for a high-powered sidearm is well-known among the highest circles of the military, and they commissioned this pistol to accommodate that need. Relying upon a mega-capacitor for its massive burst of energy, the Mandrake expends that energy with a single blast. Luckily for soldiers in the field, a hip-mounted battery pack is available that can be attached to the Mandrake in its holster, slowly recharging the pistol over three turns. The battery pack contains charge enough for 4 uses, and weighs 8 pounds (1.25). Weight: 2 Rate of Fire: 1 Damage: 5D6+12 Ammo type: NRG
Bolter Pistol : The first in the “Bolter” line of weapons, the Bolter Pistol serves admirably in its role of a long-range sidearm for soldiers who do not belong in the thick of the fighting. Its high cost is almost prohibitively expensive, but for those times when a soldier must keep out of harm’s way while still providing some light fire support, the Bolter Pistol is a good choice. Its low damage means it’s not suited for a standard sidearm, especially with its small, specialized clip. But that is not an issue for most soldiers for whom the Bolter was an option, anyway. Using a high-grade crystal to burn a special fuel that is then concentrated into a thin line of fire across a long distance, the Bolter Pistol stays very light and compact, leaving more room for other weaponry or equipment. That’s a large bonus for Medics and Engineers, for whom the weapon was designed. Weight: 0.5 Rate of Fire: 2 Damage: 1D6+5 Ammo Type: NRG
Tracker Pistol : The Tracker Pistol is a highly-useful tool to nearly every team with a scout. The Tracker Pistol fires small adhesive rounds that adhere to an enemy, and highlight them to soldiers that use the special “Tracker Reticle” equipment. The Reticle costs $15,000, is slipped over the right ear and fits over the right eye. The rounds do no damage, but a target that has been “Tracked” will always be visible to those with the Tracker Reticle, and thus will lose any benefits they might have thought to gain from partial or heavy cover. In addition, visibility modifiers are negated. Tracker Pistols are a mainstay in an infiltrator-scout’s arsenal, letting them highlight targets for hidden snipers. Weight: 1.5 Rate of Fire: 1 Damage: None
Rifles
Basic Rifle : The Basic Rifle is just that, a basic rifle. It is the standard rifle for most troops just starting out. It is inexpensive as are reloads, and weighs only a moderate amount. It deals decent damage and so remains a mainstay of many squads. Weight: 3 Rate of Fire: 3 Damage: 2D6+6 Ammo Type: Armor-piercing
A.S.P. Rifle :The A.S.P. Rifle was our first look into Gauss technology. Brought by our visitors and allies through the Gate in Australia, it uses a series of magnetic coils to accelerate a projectile with a manite core at a velocity roughly equivalent in scale to a spaceship achieving orbit. With a moderate firing speed, good damage, and excellent range this weapon will likely become a staple of our forces in campaigns where our troops will be involved in numerous firefights. Weight: 6 Rate of Fire: 2 Damage:3D6+12 Ammo Type: AP/Gauss
Razorwhip Rifle : The Razorwhip was the logical follow-up to the success of the Razorwind Pistol. Firing the same discs as the Razorwind, the Razorwhip’s strength lies in its strong manite-myomer coil and rewinding mechanism. While it sacrifices some of the damage-per-shot of the Razorwind, the Razorwhip makes up for this deficiency by instead using a winding mechanism to reset the coil that allows it to fire much more rapidly that the pistol. Weight: 5 Rate of Fire: 3 Damage: 2D6+12 Ammo Type: Armor-piercing
Rocklet Rifle : The Rocklet Rifle is the ideal weapon for the team that needs additional collateral damage. Firing short rockets from a 2' long clip that sits atop the rifle before the stock, it is capable of dealing damage to a large area and is ideal for breaking an enemy’s formation. While not capable of rapid fire, it is easily capable of dealing admirable damage to several enemies at the same time. The rockets deal explosive damage over a 6' radius. Weight: 6 Rate of Fire: 2 Damage: 3D6+8 Ammo Type: High-explosive rockets
Scout’s Sniper Rifle : The Scout’s Sniper Rifle is a high-powered rifle intended for long-range fire support. Extremely unwieldy for use as a normal rifle, the user suffers a negative 35% to-hit when attempting to use this weapon when not kneeling or prone. Light-weight for a sniper rifle, it is easily disassembled and reassembly is quick and efficient as well. Disassembly takes 10 action points, and reassembly 15 action points. The weapon can not be fired in the same turn that it was reassembled. This rifle accepts box magazines that are somewhat bulky, though not extremly heavy. Box magazines weigh 1 pound, or 0.2. Weight: 3 Rate of Fire: 1 Damage: 5D6+15 Ammo Type: Armor-piercing
Gauss Sniper Rifle : The Gauss Sniper Rifle is an extremely powerful weapon capable of taking out most targets with a single hit. Like the Scout’s Sniper Rifle, the Gauss Sniper Rifle is extremely unwieldy for normal use. When the user is not prone, they suffer from a -50% to-hit penalty when attempting to fire this weapon. Unlike the Scout’s Sniper Rifle, the Gauss variant can not be disassembled in the field. It must be transported and carried whole, all 7' of its length. In addition, instead of a magazine or clip, this rifle must be muzzle-fed one round at a time. Utilizing a long solid manite bolt, the magnetic rails accelerate the projectile to twice the speed of sound as it leaves the muzzle creating a loud thunderclap that can disorient nearby allies and foes (as well as the user) if their ears are not protected. A devastating weapon, this is well worth the cost. Weight: 15 Rate of Fire: 1 Damage:(1D6+5)x10 Ammo Type: AP/Gauss
X-Cross : The X-Cross rifle is an odd weapon, suffering from ammunition feed problems even in the best of circumstances. Its versatility and damage offset this, as does its easy-to-service nature. It is an over-under double-barreled rifle, with the top barrel firing an incendiary altered-phosphorus round and the bottom barrel firing an explosive bullet. Both ammunition types have a small, contained radius that allows them to be used even in urban situations. The phosphorus incendiary has been altered so that it burns out in a mere 2 turns, causing only slight collateral damage to surrounding areas. The radius is only 3 feet for both rounds. The X-Cross’s magazine is in box form, and fits into the side of the X-Cross. Each box contains 8 rounds of both types of ammunition. The X-Cross can fire both types of ammunition once each turn, either at the same or at different targets. This allows the user an unparalleled advantage in versatility: They can use a single to-hit roll for both shots on a single target, fire both barrels separately at the same target, or fire one at one target, then the other at another target. Weight: 5 Rate of Fire: 1/1 Damage: 3D6+10/3D6+10 Ammo Type: INC/HE
Laser Rifle : The Laser Rifle is a solid choice for any soldier that will be in the field for a long time. Utilizing a rechargeable solar battery pack for ammunition, the Laser Rifle can fire 50 times before needing to be recharged. Four hours of direct sunlight on the battery pack is sufficient to recharge all 50 charges. Optionally, a soldier may carry a backpack that holds 200 charges, though it is much heavier than a battery pack and can weigh down a soldier when mobility is necessary. A battery pack weighs 3 pounds, or 0.6 in game weight, while the back pack weighs 45 pounds, or 9 in game weight. Battery packs, however, are bulky, at about 1'x2'x0.8' in size. This bulk lmits the number of battery packs a soldier may carry into battle, and so some decide that the power (back)pack is the better option. Weight: 3 Rate of Fire: 3 Damage: 3D6+12 Ammo Type: NRG
Stock Impeller : This bulky rifle is a powerful weapon in the right hands. Utilizing a bastardized Gauss/Propellant hybrid technology, this rifle is able to maintain some of the Gauss technology’s power and range, but with the rate of fire of a Basic Rifle. It has a very high muzzle velocity, however the kinetic energy is quickly dissipated, relying upon the oxygen-activated propellant in each round to carry the projectile to enemies outside twenty feet. The benefit of this technology is immediate: This weapon fires heavy-grade ammunition but does not suffer from recoil. Unfortunately, the sheer size of the projectiles reduces magazine capacity, but that is a price most soldiers consider to be trivial. Reloads are much cheaper than full-Gauss weapons, which is a major plus. Weight: 12 Rate of Fire: 3 Damage: 3D6+8 Ammo Type: Armor-piercing
Tyran Mark II : This weapon is similar in design to the Stock Impeller, but utilizes a much smaller power core reducing the range of the weapon, but also the weight. More importantly, it utilizes the same magazines as the Stock Impeller, making it the perfect companion in squads outfitted with more Impellers. Utilizing a pump-action to load new rounds into the chamber, the weapon suffers from a slower rate of fire than its cousin the Impeller. However, it maintains a similar damage output even with the slower rate of fire, delivering more kinetic force with every shot. Weight: 5 Rate of Fire: 2 Damage: 5D6+6
Bolter Rifle : The Bolter line of weaponry continues with the Bolter Rifle, emphasizing range over stopping power. The perfect weapon when targets are available at long range, the Bolter Rifle enjoys range advantages over all other rifles except for sniper rifles. Weight :2 Rate of Fire: 2 Damage: 4D6+8 Ammo Type: NRG
Heavy weapons
Heavy Cannon : The heavy cannon is a versatile weapon in the field, capable of using either armor-piercing or high-explosive rounds. One of the first heavy weapons produced after the invasion, it has proved its worth time and again, delivering solid damage output and with moderate accuracy. It is easily switched into “mortar mode”, allowing for arcing fire rather than direct fire. This makes it an invaluable tool for squads that utilize indirect fire with spotters. The heavy cannon is carried on one forearm, with the user’s forearm inserted into a cavity wherein the trigger and handle is. It is this unique design that offers the recoil compensation that makes this weapon fire smoothly with no recoil. High-Explosive rounds have a radius of 8'. Weight: 9 Rate of Fire: 2 Ammo Type: Armor-piercing, High-explosive
Autocanon : The Autocannon is a heavy weapon, and is carried in two hands. It can not be fired one-handed. A shoulder sling reduces the strain on the main arm carrying it, and it is aimed over hand with one arm while the other hand supports the weapon from below. It resembles a chaingun from popular video games and movies, except it mounts only 4 barrels. Most versions are belt-fed, but there is an Ammo Drum available for Armor-piercing rounds that reduces reload time to the standard 10 action points, though it increases the bulk of the rounds in a trooper’s inventory. The Autocannon can be fitted with an ammo drum for armor piercing rounds only, or belt-fed with 12 rounds of armor-piercing, high-explosive, incendiary, or laser bolts. The laser bolts have a longer range than the other types of ammunition, but reduce the rate of fire due to massive heat buildup. High-explosive rounds have a radius of 5'. Incendiary have a radius of 5' as well. Weight: 10 Rate of Fire: 4(2 for laser bolts) Ammo Type: Armor-piercing, high-explosive, incendiary, laser bolt Damage: Varies as to ammunition type
Heavy Laser : The heavy laser rifleuses the same technology as the standard laser rifle, but with a larger power output that necessitates a larger design. It too relies on battery packs (25 charges) or a back pack (120 charges). The battery packs and back packs are the same ones designed for use with the laser rifle, and are interchangeable. However, it must be noted that the same battery packs offer different amounts of charges for weapon fire from each weapon.
Immolator : The Immolator is a large cannon mounted on a shoulder harness. The harness is connected to large, bulky backpack that holds a “small” energy/mass converter. The backpack holds 3 canisters that act as ammunition, with a side-ejector tossing spent canisters to make room for replacements. The Immolator converts the energy and manite ore in the canisters into a highly-flammable plasma projectile. The interesting thing about the Immolator is that while it is considered an incendiary damage and does indeed set its victims ablaze, there is virtually no splash damage. The plasma sticks to its victims, burning them for 6 turns unless the hydrogen it needs to “burn” is depleted in the surrounding area. While the initial damage may look low, the lasting damage is incredible. Unfortunately, reloads for this weapon are bulky and heavy, usually making it necessary for an operator to enlist squad mates to help carry ammunition. Weight:18 Rate of Fire:1 Ammo Type: Plasma/Incendiary Damage:4D6+18 (6 turns) ***Special*** The ammunition for this weapon is large, bulky, and heavy. Each canister weighs 15lbs. (In other words, requires 3 strength points per canister carried) and takes a full turn to reload the backpack fully.
A.S.P. Neutralizer : The Neutralizer is another powerful weapon designed by A.S.P. and brought through the gate for us to use. The Neutralizer is a laser cannon mounted on a powerpack fitted on a soldier’s back, extended over the right shoulder. It has a small amount of tracking capability, and is voice-activated. Unfortunately, the Neutralizer is not fit as a primary weapon for any soldier due to its inefficient magazine design. Instead of a fixed interface with commonly-available battery packs like our lasers, the Neutralizer interface instead relies upon A.S.P. battery packs, which are not available to us on this side of the portal since they do not respond well to Gate travel. Instead, soldiers must use the field compatibility kit, or else deploy the solar panels on the back of the pack. To interface with one of our battery packs (each of which provide 2 weapon charges to the Neutralizer) a soldier must unhook a panel on the back of the Neutralizer and use the wires within to connect to the battery pack, requiring a total of 70 action points. The solar array inside the Neutralizer can recharge the weapon completely in 6 hours of sunlight. Weight: 10 Rate of Fire: 1 Damage: 8D6+20 Ammo Type: NRG
Gauss Rifle : The Gauss Rifle was our first attempt at duplicating the technology exhibited by A.S.P.’s standard-issue rifle. It utilizes powerful magnetic coils along a “rail” along the barrel and inside, and the rounds are coated thickly with manite, a rare metal that is hyper-sensitive to magnetism. The gauss rifle offers a good mix of range and stopping power. Although it is too expensive for most squads starting out, many Commanders find that having atleast one soldier with the Gauss Rifle provides a certain amount of dependable firepower at the worst of times as well as the best of times. Weight: 8 Rate of Fire: 2 Damage: 7D6+20 Ammo Type: AP/Gauss
Gauss Cannon : The Gauss Cannon is a devastating weapon, borrowing design from the Neutralizer and Gauss technology. Unlike the Neutralizer, the Gauss Cannon is not mounted in an over-the-shoulder position, nor does it use laser principles. However, to provide the massive amounts of power necessary to drive the manite-coated shell from the magazine, it requires a large magneton and capacitator which are housed in a backpack unit. A flexible coil of manite provides the connection to the cannon itself, which is mounted on slings from the forearm. Though the cannon itself does not weigh a large amount, the backpack is indeed heavy. Weight: 15 Rate of Fire: 1 Damage: (1D6+8)x10 Ammo Type: AP/Gauss
Suppressor : This is a heavy machine gun, operable only on a tripod. It’s heavy weight simply does not allow for accurate fire otherwise. It can maintain an incredibly high rate of fire for as long as it has ammunition. This weapon is most useful in times when a soldier knows where the enemy is, and knows they’ll be coming from a certain direction. Also, thanks to the tripod, it only takes 2 action points to fire a single round. It also generates recoil at half the normal rate due to the internal recoil compensation. Ammunition is belt-fed. Weight: 10 Rate of Fire: 10 Damage: 3D6+5
Rift-cleaver : The Riftcleaver is a modified Autocannon that only accepts laser bolts from a belt. The ammunition belt usually contains 14 bolts, enough for most conflicts if the trooper can handle the recoil. With the modifications to the autocannon that specializes it for laser bolts only come several bonuses: Improved accuracy, faster rate of fire, and with special heat baffles in the rotating barrels the weapon can expend an entire belt before overheating. This comes at the cost of range, but field tests show that this is of little concern to most soldiers. Weight: 17 Rate of Fire: 7 Damage: 5D6+9 Ammo Type: NRG
Eagle-Eye Lancer : The Eagle-Eye Lancer is actually two items in one: A TAG unit (see Equipment section), and a missile launcher. For guided missiles, a soldier must first use the TAG part of the Eagle-Eye, or accept a target designation from another TAG unit. Then they may fire the missile, which benefits from an addtion +20 to the firer’s to-hit roll. If instead the user would rather fire directly at a target, they may skip the target acquisition but instead gain no bonus to their die roll. The Eagle-Eye is an expensive weapon, but well worth the cost in many circumstances. The explosion’s radius is 15', and targets out to 30' must make a Reflex Save roll or be knocked down. Weight: 70 Rate of Fire: 1 Damage: (1D6+5)x10 Ammo Type: High-explosive
Net Launcher : The Net Launcher is used when a team is interested in taking prisoners. Firing small fist-sized metal balls that quickly release a compressed net upon impact that then shocks the target every turn for 10 turns for 1D6 non-lethal (stamina) damage, it is ideal for capturing or subduing foes. To escape from a net from a net launcher, the target must make a Reflex Save with a -20 penalty. Weight: 5 Rate of Fire: 1 Damage: 1D6 non-lethal(10 turns) Ammo Type: Special
Thrown Weapons
Name |
Type |
Damage |
Short |
Medium |
Long |
Extreme |
Cost |
Acc |
Basic Grenade |
HE |
2D6+12 |
5 |
15 |
30 |
60 |
$75 |
60 |
HE Grenade |
HE |
3D6+12 |
8 |
12 |
15 |
30 |
$100 |
100 |
INC Grenade |
INC |
3D6+12 |
8 |
12 |
15 |
30 |
$250 |
80 |
Concussion Grenade |
Spcl. |
3D6+20 |
8 |
12 |
15 |
30 |
$500 |
80 |
X-HE Grenade |
HE |
5D6+20 |
10 |
20 |
30 |
45 |
$500 |
80 |
Smoke Grenade |
Spcl. |
None |
20 |
40 |
60 |
-- |
$25 |
120 |
Basic Grenade : The basic grenade is a simple explosive thrown together by the boys in the lab. Simple to make, and with enough mass to be thrown a long distance... just not very accurately. Can only be set to explode upon impact. Explosion radius is confined to 5'. Weight: 0.1 Damage: 2D6+12 AP Costs: 5 to prime, 5 to throw
High-Explosive Grenade : This grenade is a little more complicated than the basic grenade, but causes more damage over a wider area and is more accurate as well. It can be set on a 3-second fuse, to detonate on impact, or 3 seconds after impact. Explosion radius is confined to 10'. Targets up to 15' away must make a Reflexes Save or be thrown to the ground. Weight: 0.1 Damage: 3D6+12 AP Costs: 8 to prime, 5 to throw
Incendiary Grenade : Fire good. The incendiary grenade is very similar in design to the high-explosive grenade, retaining the same detonation functions but with a different payload. The incendiary grenade releases a quick-burning fuel which is then ignited. The initial explosion deals damage, and targets burn for two more turns before the fuel extinguishes itself. Explosion radius is 10'. Weight: 0.2 Damage: 3D6+12 initially, 1D6 for two turns after. AP Costs: 8 to prime, 5 to throw
Concussion Grenade : The concussion grenade was designed to fill the need of soldiers for a viable non-lethal method of subduing foes, and for crowd control. It improves upon the capabilities of the HE grenade by allowing for a 5 second fuse, detonation on impact, or 5 seconds after impact. The explosive radius is 10', and saps the stamina of all caught within the blast. Damage done by the concussion grenade is subtracted from their Stamina, and not from their health. Weight: 0.2 Damage: 3D6+20 (Stamina) AP Costs: 10 to prime, 5 to throw
Extra-High-Explosive Grenade : Larger and more unwieldy than the standard grenades, the XHE grenade deals massive damage to a much larger area (20') than other grenades. However, the explosion is very contained, and targets up to 25' must make a Reflex Save or be knocked down. Weight: 0.5 (Other stats same as HE)
Smoke Grenade : Creates an obscuring cloud of smoke. Smoke lingers thickly for 5 turns, then starts to dissipate rapidly. On the sixth turn after detonation, the smoke only provides heavy cover. On the seventh, partial cover. On the eighth, visibility is returned to normal. This grenade deals no damage. The smoke radius is 15'. Weight: 0.1 AP Costs: 5 to prime, 5 to throw
Equipment
While a soldier can be the best there is at their field, without the right equipment they’re worm food. From Motion Scanners to Medikits to grenades, the modern soldier must at least have a minor understanding of how to work them to be of a benefit to the team.
Motion Scanners : Motion Scanners can be a Scout’s best friend. They detect movement (both enemy and friendly) in a radius around the scanner, and display it on a small LCD screen. There are a few models available, all very useful. The Model A Motion Scanner costs 10 action points to use, and has a scanning range of 30'. It is the most common motion scanner in use with our troops. Resembling a 5' TV screen on a short stick, it is easy to use (Mind Rating 5 or higher) and quite effective. Cost: $15,000 .... The Model B Motion Scanner is more compact than the Model A, and more complicated to use. While its range is shorter than the Model A at 20', it is available as a large flexible armband with the display mounted on the back of the hand and the wrist. This distorts the picture, making its use slightly harder. It costs 4 AP to use and has a scanning range of 20'. It also requires a Mind Rating of 15 or higher to use effectively. Cost: $30,000 ..... The Model C is a different horse all together. It can be mounted on a rifle or heavy weapon as a flattened scope, the end on the same end as the barrel contains the scanning equipment while the end facing the soldier has a small display. It is very simple to use, though it takes brains to hook it up correctly in the first place (Mind rating 5 to use, Mind rating of 40 to connect). It does not detect movement in a radius like the Models A and B, but it detects motion in a cone emitted from the tip of the Model C. The cone’s range is 15', and at that distance it is 10' wide. The distance/width ratio is maintained at all ranges below that at a 3:2 ratio. The Model C requires 2 action points to use, unless you actively scan (i.e., swing the weapon in a 180-degree range of motion in front and to the sides) which uses 6 action points.. Cost: $50,000
Medikits: Medikits are first-aid kits distributed to front-line and special operations units. They have several uses: 1) to Stabilize wounds 2) to Heal wounds 3) to augment perception of the recipient 4) to give a short boost of “Adrenol” to a target. The average Medikits contain enough supplies for 5 applications of each use.
1)Stabilize: Stabilizing a soldier’s wounds requires 10 AP, and applies a field dressing that stops the bleeding of one Wound or can heal one Injury. Multiple Wounds and Injuries require multiple uses of Stabilize.
2)Heal: By injecting painkillers and laying a rapid-regeneration salve on Stabilized Wounds, a user may Heal a fellow trooper by 1D6 Health. It takes 10 AP for one use of Heal, and Heal may only work once per Wound.
3)Augment Perception: Prescription eyesight drugs for the elderly concentrated into Battle Drugs help a soldier’s sight and Reflexes for 2 turns. They can see two times as far, their firing accuracy is increased by 5%, and their Reflexes are increased by 2D6. After the two turns expires, their eyes will momentarily fog up and muscles will ache for a single turn as the effects wear off. For one turn they will suffer -10% Firing Accuracy, and -10 Reflexes.
4)Adrenol: Adrenol is another Battle Drug created by Alliance scientists that offers lasting bonuses and only moderate side effects. All effects last 4 turns. When used, increase a soldier’s Health and Stamina by 10. Increase Speed by 10. Increase Reflexes by 10. After the 4 turns, the soldiers Health and Stamina will fall back down by 10, though if the soldier had received damage that would make this decrease in health fatal, decrease the health instead to 1. Speed will be reduced by 5 for 1 turn. Reflexes will be reduced by 20 for 1 turn.
Medikits cost $25,000. Each use of a Medikit will cost $1,000 to replenish.
Medic’s Kits : Medic’s Kits have the same basic 4 uses as the Medikit, but in a higher quantity. The Medic’s Kit is also a technological marvel, allowing Medics an easier time of healing their allies. When a Medic uses a Medic’s Kit, they receive a +20 bonus to their Mind roll, helping them to heal their comrades. Additionally, the Medic’s Kit has a fifth function unavailable to Medikits, with 10 charges. The fifth function, “Replicate”, allows the Medic to replicate additonal uses of any of the basic 4 uses of the Medikit. This allows the Medic’s Kit more versatility than the Medikit, and more use in campaigns. A Medic’s Kit costs $75,000. Each use of a Medic’s Kit costs $1,000 to replenish.
TAG : Target Acquisition Gear is a dream come true for units with fire support capable of indirect fire. For TAG to work, one soldier must use it (20 action points) and perform a to-hit roll using their base Firing Accuracy rating, and any applicable movement/terrain/visibility modifiers. The targeting information is then fed to a TA-R, or Target Acquisition Receiver. The TA-R then helps the operating soldier aim by calculating air speed, target movement, and visibility. Use of the TA-R takes 10 Action Points. Only soldiers with a Mind rating of 20 or higher may use TAG, and soldiers with a Mind rating of 5 or higher may use TA-R. When firing indirectly with TAG and TA-R, movement and visibility modifiers are negated, and the penalty for indirect fire no longer applies. TAG does not work with direct-fire weapons. TAG Cost: $30,000 TA-R Cost: $10,000