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WEAPON NAME MANUFACTURER TYPE CAL RNG (yd) DMG SHT RNDS LGL COST
CS-32 “Midnight Spec.” Colt Springfield Auto Pistol–Sml 5mm 15/30/50 0 3 15 PA 250Tn
UT-7 “Hornet” Ultratech Auto Needle–Sml 5mm 15/35/55 0 3 20N PA 350Tn
CS-40 “Defender” Colt Springfield Auto Pistol–Med 10mm 15/30/50 +1 2 15 PA 495Tn
UT-9 “Stinger” Ultratech Auto Needle–Med 10mm 15/35/55 +1 3 18N PA 650Tn
CS-32 “Peacemaker”* Colt Springfield Auto Pistol–Lrg 15mm 10/20/40 +2 1 15 P 750Tn
CS-44 “Enforcer”* Colt Springfield Auto Pistol–Lrg 15mm 12/25/45 +2 2 15C P 850Tn
MP-6A1 Heckler Koch & Sig Machine Pistol 10mm 10/20/40 +2 2 or 30C RA 1095Tn
2/1-5/15
AR-25 Colt Springfield Assault Rifle–Lt 5mm 30/75/200 +1 3 or 60C RA 1495Tn
4/1-5/30
LCG Steyr Mannlicher Aslt Gauss Rif–Lt 5mm 40/85/210 +1 3 or 90N RA 1650Tn
4/1-5/30
RG-3 Armorcorp Aslt Rail Rifle–Lt 5mm 50/95/220 +1 3 or 90N RA 1750Tn
4/1-5/30
HKS-192 Heckler Koch & Sig Assault Rifle–Hvy 9mm 25/60/170 +2 3 or 30C R 2050Tn
3/1-5/30
FN-GAL Fabrique Nationale Aslt Gauss Rif–Hvy 9mm 30/75/200 +2 3 or 60N R 2195Tn
3/1-5/30
RG-11 Armorcorp Aslt Rail Rifle–Hvy 9mm 40/85/210 +2 3 or 60N R 2250Tn
3/1-5/30
M-6 Pistol Grip Shotgun Benelli Combat Shotgun Slug 15/30/50 +3 2 10 PA 650Tn
Shot 10/20/30 +2
MP15-9 Heckler Koch & Sig Lt Submachinegun 9mm 15/30/50 +1 3 or 45 RA 1395Tn
4/1-5/30
GSL-MkII Electroarms Inc Lt SMG Gauss 9mm 25/40/60 +1 3 or 60N RA 2250Tn
4/1-5/30
SM-14 Colt Springfield Hvy SMG 10mm 10/20/40 +2 3 or 30 R 2495Tn
4/1-5/30
RMG-14 Armorcorp Hvy SMG Rail 10mm 20/40/80 +2 3 or 30N R 2795Tn
4/1-5/30
GSL-MG* Electroarms Inc Gauss MG–Med 5mm 75/450/950 +1 6/1-10/60 500N R 2450Tn

FN-MAGiC* Fabrique Nationale Machine Gun –Med 9mm 75/500/1000 +2 4/1-5/30 500C R 2950Tn
8/1-10/80
RMG-10A* Armorcorp Rail MG–Hvy 10mm 105/530/1030 +2 8/1-10/80 500N R 3495Tn
RMG-10M* Armorcorp Rail Gun–AM 20mm 100/500/750 +2 2 100N R 4995Tn
SSG-6000 Heckler Koch & Sig Sniper Rifle 9mm 75/500/1000 +3 1 12 RA 2750Tn
RG-21 Armorcorp Rail Sniper Rifle 9mm 105/530/1030 +3 2 15 RA 3950Tn
Model 18 Ultratech Advanced Taser darts 5/10/15 stun 1 5 G 395Tn
Fumigator 2000 Bugkiller LLC Pepper Spray n/a 1/2/3 stun 1 10 G 25Tn

(CAL = Caliber of Weapon, RNG = short/mid/long range, DMG = Damage of Weapon, SHT = Number of Shots per Round, RNDS =
Number and Type of Rounds, with “N” being Needles and “C” being Caseless, LGL = Legality of Weapon)

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• Large Pistols require that a shooter have a Strength of 7 or more to fire one-handed. The New Earth Government considers the following
Otherwise they requires two hands, or they can be fired once every other turn one- “standard issue” for the Armed Forces: UT-7 Hornet
handed. (Needle Pistol), CS-40 Defender (Medium Pistol),
• The M-6 Pistol Grip Shotgun fires either slugs or shot. Shot fires a spray of pellets that CS-44 Enforcer (Heavy Pistol), AR-25 (Light Assault
affect an area. At short range this burst is two feet, at mid range this burst is five Rifle), HKS-192 (Heavy Assault Rifle), M-6 (Com-
feet, and at long range this burst is ten feet. Any target caught within the burst must bat Shotgun), MP15-9 (Light SMG), SM-14 (Heavy
defend against the attack. SMG), FN-MAGiC (Medium Machinegun). These are
• Fully automatic machine guns, such as the GSL-MG, the FN-MAGiC, and the RMG- the most common of their weapon types to be issued
10A are fed by belts of 100 rounds. They must typically be mounted on some sort of to combat personnel. The CS-40 Defender, M-6, and
bipod or tripod to fire. AR-25 are also common issue for police officers.
• The FN-MAGiC can select between a low and high rate of fire.
• The RMG-10M is a belt fed anti-mech rail gun that does Hybrid Damage. It must
typically be mounted on some sort of bipod or tripod to fire.
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WEAPON NAME MANUFACTURER TYPE CAL RNG (yd) DMG SHT RNDS LGL COST
HKS-80 Grenade Launcher* Heckler Koch & Sig Pistol Grip Gren Lnch 40mm 50/100/300 GT 1 1 R 310Tn
M303 Grenade Launcher* Colt Springfield Rifle Mount Gren Lch 40mm 50/100/300 GT 1 4 R 450Tn
Deathmaster 2000* Armorcorp Auto Grenade Lnchr 40mm 50/100/300 GT 2 13 R 850Tn
RPG-7 Rocket Launcher* Ultratech Anti-Mech Rkt Lnchr 40mm 100/300/500 RPG 1 1 R 1050Tn
RPG-11 Rocket Launcher* Ultratech Anti-Mech Rkt Lnchr 70mm 100/300/500 RPG 1 1 R 1495Tn
RPG-27 Rocket Launcher* Ultratech Anti-Mech Rkt Lnchr 105mm 100/300/500 RPG 1 1 R 1995Tn
Vircator EMP-6* Armorcorp Anti-Mech Rkt Lnchr 105mm 100/300/500 EMP 1 1 R 2495Tn

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(CAL = Caliber of Weapon, RNG = short/mid/long range, DMG = Damage of Weapon; “GT” is Grenade Type and “RPG” is Rocket
Propelled Grenade Type, SHT = Number of Shots per Round, RNDS = Number of Rounds, LGL = Legality of Weapon)

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• All Grenade Launchers fire explosive rounds (see Explosives below).
• RPG-7 rocket launchers fire 40 mm anti-mech rounds that do +0 Hybrid Damage.
• RPG-11 rocket launchers fire 70 mm anti-mech rounds that do +2 Hybrid Damage.
• RPG-27 rocket launchers fire 105 mm anti-mech rounds that do +4 Hybrid Damage.
• The Vircator EMP-6 disrupts electrical systems and can momentarily incapacitate machinery. Treat as if it
does +0 Hybrid Damage when determining if its attack penetrates armor, though it does no real damage.
An attack must do at least one point of damage to cause harm. Any machine affected by the EMP loses
2 Actions per turn for one to five minutes (roll one die), which can effectively reduce a pilot’s Actions to
zero. Only one Test needs to be made per turn struck by the EMP and the effect is not cumulative. A target
may again be affected on the turn following his recovery from the last shot. 

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WEAPON NAME TYPE BURST (yd) DMG LGL COST
L7A2 Fragmentation Hand Grenade 3 primary / 3 secondary +1 R 25Tn
M100 40mm Grenade 10 primary / 5 secondary +1 R 30Tn
L9HE-1 High Explosive Hand Grenade 5 primary / 5 secondary +2 R 35Tn
L9HE-2 High Exp Hand Grenade – Lrg 3 primary / 3 secondary +3 R 50Tn
M-481 HE 40mm HE Grenade 5 primary / 5 secondary +3 R 50Tn
M-482 HEAM* 40mm HE Anti-Mech 2 +0 R 55Tn
FFB-1 Incendiary* Hand Grenade 10 +1 R 45Tn
M-486 Incendiary* 40mm Grenade 10 +1 R 50Tn
SG-11 Saren Gas* Hand Grenade 3 +6 R Issue Only
M-440 Gas Grenade* 40mm Grenade 3 +6 R Issue Only
UT-40 Smoke* Hand Grenade 6 Obscure R 20Tn
M-460 Tear Gas* 40mm Grenade 6 Obscure R 40Tn
UT-42 Flash* Hand Grenade 6 Blindness R 20Tn
UT-45 Concussion* Hand Grenade 6 Disorient R 25Tn
M-580 Parachute Flair 40mm Grenade 2 Signal RA 15Tn
Claymore II* Motion Sensor Proximity Mine 5 primary / 5 secondary +4 R 45Tn
Satchel Charge Timed Demolition Device 10 primary / 10 secondary +6 R 45Tn

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• M-482 HEAM rounds do Hybrid Damage.
• FFB-1 and M-486 rounds ignite flammable materials within their burst radius.
• SG-11 and M-440 rounds disperse nerve gas, which can be administered through skin contact as well as inhalation. Nerve gas cannot
be purchased and must be issued through or stolen from a military authority.
• UT-40 and M-460 rounds create obscuring conditions. One grenade creates partially obscuring conditions, while two in the same
burst radius will create totally obscuring conditions.
• M-460 rounds disperse tear gas, which cause debilitating pain. Anyone exposed to the gas must succeed at a Hard Tenacity Feat
Test or suffer a –3 Test Penalty to all Actions. This Test penalty lasts as long as the target is exposed to the tear gas, or for one to five
minutes when exposure ends. Targets must Test each turn they are exposed to the gas until affected and the effects of the gas are
not cumulative.
• UT-42 rounds are flash grenades, which blind anyone exposed to them. Anyone exposed to the flash must succeed at a Hard Tenac-
ity Feat Test or be blinded for the next one to ten turns (roll one die). This Test becomes Very Hard if the target is wearing technologi-
cal nightvision enhancements. Anyone blinded must use the rules for Blindfighting presented in Chapter Nine while affected. The
effects of flash grenades are not cumulative and a target may again be affected on the turn following his recover from the last blast.
• UT-45 rounds are concussion grenades, which disorient targets. Anyone caught within the blast must succeed at a Hard Tenacity
Feat Test to resist. If this Test is failed, the target suffers a –3 Test Penalty to all Actions for one to ten turns (roll one die). The effects
of concussion grenades are not cumulative and a target may again be affected on the turn following his recover from the last blast.
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WEAPON NAME TYPE DMG LGL COST
Fist Flesh and Bone -1 n/a 0Tn
Steel Knuckles Impact Weapon 0 RA 10Tn
Snap Baton Club Weapon 0 G 35Tn
Stun Baton* Charged Club Weapon 0 + Stun G 40Tn
Stun Gun* Stun Weapon Stun (5 uses) G 35Tn
Combat Knife – Stainless Bladed Weapon – Small 0 G 80Tn
Combat Knife – Composite Bladed Weapon – Small +1 PA 195Tn
Machete Bladed Weapon – Medium +1 G 20 Tn
Military Officer’s Sword Bladed Weapon – Medium +1 PA 250Tn
Sword Cane – Composite Bladed Weapon – Medium +1 P 350Tn
Staff/Pole/Club Club Weapon +1 G varies
Katana – Steel Bladed Weapon – Large +2 PA 450Tn
Katana – Composite Bladed Weapon – Large +3 RA 1200Tn
Wakizashi – Steel Bladed Weapon – Medium +1 G 195Tn
Wakizashi – Composite Bladed Weapon – Medium +2 PA 395Tn

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• In addition to doing normal damage, the Stun Baton can stun targets. If an attack penetrates armor and does at least one point of
Vitality damage, a target must succeed at a Hard Tenacity Feat Test to avoid the stun effects. If this Test is failed, the victim loses 2
Actions per turn for one to ten minutes (roll one die), which can effectively reduce a character’s Actions to zero. Only one Test needs
to be made per turn struck by the stun baton and the effect of the stun is not cumulative. A target may again be affected on the turn
following his recovery from the last shock.
• Treat as if the Stun Gun had a Damage of +0 when determining if its attack penetrates armor, though it does no real damage. An attack
must do at least one point of Vitality damage to cause harm. Anyone affected by the stun gun must succeed at a Hard Tenacity Feat Test
to resist this. If this Test is failed, the victim loses 2 Actions per turn for one to ten minutes (roll one die), which can effectively reduce a
character’s Actions to zero. Only one Test needs to be made per turn struck by the stun gun and the effect of the stun is not cumulative.
A target may again be affected on the turn following his recovery from the last shock.

If you’re looking to outfit your character with equipment that isn’t C_iY[bbWd[eki;gk_fc[dj
listed here, find the early 21st century equivalent, divide the cost 5mm Ammunition – (Standard (50 rounds) 10Tn
by 2, and multiply the total by 1.4 (Tn=($/2)*1.4). 5mm Ammunition – Needle (50 rounds) 10Tn
5mm Ammunition – Caseless (50 rounds) 15Tn
EQUIPMENT COST 9mm Ammunition – Standard (50 rounds) 10Tn
Personal Central Processing Unit 575Tn 9mm Ammunition – Needle (50 rounds) 10Tn
AR Eyeglass Monitor Display 495Tn 9mm Ammunition – Caseless (50 rounds) 15Tn
Wireless Communication Earpiece 50Tn 10mm Ammunition – Standard (50 rounds) 10Tn
(for use with PCPU) 10mm Ammunition – Needle (50 rounds) 15Tn
Portable Holo-Interface Unit (HIU) 125 Tn 10mm Ammunition – Caseless (50 rounds) 19Tn
Desktop Holo-Interface Unit (HIU) 250 Tn 15mm Ammunition – Standard (50 rounds) 10Tn
12 Gauge Ammunition – Shot (50 rounds) 20Tn
12 Gauge Ammunition – Slug (50 rounds) 25Tn
Night Vision Goggles with IR Illuminator 395Tn Weapons Permit – Level = PA 100Tn
Laser Range Finder 295Tn (Cost per year, includes background check)
Binoculars – Standard 110Tn Weapons Permit – Level = P 150Tn
Binoculars – Built in Directional Compass 125Tn (Cost per year, includes background check)
Digital Video Recorder 225Tn
Medkit with bioscanner* 375Tn
Private Use Nanofactory -Small (18 square feet) 1800Tn AHP Instant Pain Killer (1 Dose)* 110Tn
Add 400Tn for Wireless Link 2200Tn
Private Use Nanofactory - Large (45 square feet) 3900Tn Ordinary Clothing 70Tn
Add 400Tn for Wireless Link 4300Tn Fine Clothing 350Tn
Very Expensive and Cool Clothing 700Tn
D-Cell Class 1 50Tn Swiss Army Knife w/ Laser Pointer 19Tn
D-Cell Class 2 30Tn Halogen Light – requires one Class 3 D-Cell 15Tn
D-Cell Class 3 5Tn
EQUIPMENT NOTES
Concealable Holster 95Tn • Magnification from scopes decreases range increments for pur-
Belt Holster 20Tn poses of determining Test Modifiers. A low power scope decreas-
Silencer (Legal = R) 345Tn es range one category, a medium power scope decreases it two
Scope – Low Power (7X32) 245Tn categories, and a high power scope decreases it three categories
Add 100Tn for UV* 345Tn – all to a minimum of short.
Scope – Medium Power (9X40) 350Tn • Laser Sights provide a +1 Test Modifier when activated.
Add 100Tn for UV* 450Tn • A Medkit is required to stabilize patients who are Moderately
Scope – High Power (24X40) 545Tn Wounded or more.
Add 100Tn for UV* 645Tn • AHP Instant Pain Killers reduce the penalties associated with
Laser Sights* 275Tn Wound Levels one category (maximum). These effects last for one
to ten minutes (one die). Repeated users risk addiction.
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ARMOR NAME TYPE PROTECTION LGL COST
Phalanx II Security Shield* Hand-held kevtech composite polymer shield +1/+1 RA 450Tn
(vs front attack only)
Sentrytech Mk-IV Armor – Lt Concealable armored vest vs. ballistics +0/+1 G 400Tn
Sentrytech Mk-V Armor – Hvy Concealable armored vest w/ trauma plates +1/+1 G 495Tn
Spectrashield Combat – Lt* Spectra fiber combat armor w/ light trauma plt +2/+2 RA 650Tn
Spectrashield Combat – Hvy* Spectra fiber combat armor w/ hvy trauma plt +3/+3 RA 795Tn

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• Security Shields may be used in addition to any type of armor and also allow a defender to use his Armed Fighting skill to defend against pro-
jectile weapons.
• Light Combat Armor can provide a wearer with an independent air supply that protects against smoke, gas, unfit air and similar atmospheric
threats. The armor maintains a one-hour air supply, which will automatically replenish itself when exposed to clean air. The armor is not

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sealed, so wearers may still be affected by gas attacks that are absorbed through the skin (like most nerve gasses). Light combat armor is typi-
cally used in environments where speed and agility are of the essence.
• Heavy Combat Armor is a fully sealed system and provides a safe and enclosed environment, including climate control and an independent
air supply that protects against smoke, gas, unfit air, and similar atmospheric threats. The armor maintains a one-hour air supply, which will
automatically replenish itself when exposed to clean air. The armor does protect against attacks that are absorbed through the skin. However,
it is also more unwieldy than light combat armor and wearer’s suffer a –1 Penalty to any Test using Agility.

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Many New Earth Government weapon types, including para-military firearms, have found their way onto the black market – and eventually
into the hands of the NEG’s Cultist enemies. The Rapine Storm in particular has benefited from arms provided by the Chrysalis Corporation’s
subsidiary company Armorcorp. Electrokinetic rail weapons are extremely popular with the Rapine Storm, which augments its Armorcorp
weapon supply with an inferior rail gun design manufactured by Norinco Incorporated.

Modern New Earth Government firearms are uncommon among the Deep Ones of the Esoteric Order of Dagon. They prefer weapons of their
own manufacture, relying on high-quality blades for close quarters combat and their own form of needler firearm for short-ranged combat. These
Needler Pods fire volleys of up to six needles at once and a user can reload all six needles instantly through a complex feeding mechanism. 
Migou forces composed of Human “blanks” use New Earth Government firearms. However, lacking any means to resupply, their ammunition
reserves tend to run low and reprogrammed Humans often run out of ammunition in the midst of battle. The Migou themselves prefer their
own weaponry. These weapons typically require three appendages to operate and are thus unusable by anything with fewer arms. Migou hand-
guns fire magnetic projectiles containing a small neurotoxin that can cause temporary paralysis in a victim. Larger weapons are based on High
Powered Microwave (HPM) energy and use low-level lasers to acquire targets. This targeting laser ionizes the surrounding air molecules and
the HPM pulse propels the ions toward the target like a high-powered sub-molecular sand blaster. A heavy squad-level HPM weapon operates
similar to the combination of an RMG-10M and an EMP-6 when targeting mecha.

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WEAPON NAME MAKER TYPE CAL RNG (yd) DMG SHT RNDS LGL COST
NIP-10 Norinco Inc. Auto Needle–Med. 10mm 15/30/50 +1 3 15 N PA 575Tn
NIR-05 Norinco Inc. Aslt Rail Rifle–Light 5 mm 50/85/200 +1 3 or 90 N RA 500Tn
3/1-5/30
NIR-09 Norinco Inc. Aslt Rail Rifle–Hvy 9 mm 40/75/180 +2 3 or 60 N R 2000Tn
3/1-5/30
Needler Pod* EOD Needler–Med. 10mm 10/20/30 +1 or 1 or 36 N n/a n/a
volley volley
Neurotoxic Handgun* Migou Auto Needle–Med. 10mm 15/35/55 +1 3 20 N n/a n/a
HPM Rifle Migou Energy Rifle–Hvy. 10mm 25/75/200 +2 3 or
3/1-5/30 30 n/a n/a
HPM Support Weapon Migou Energy Weapon 20mm 100/500/750 +2 2 100 n/a n/a
Null Ray* Migou Energy Rifle–Hvy. n/a 10/30/50 +4 1 10 n/a n/a

WEAPON NAME TYPE DMG


Acruta Spear Deep Ones +2

7b_[dM[WfediDej[i
• The Deep One Needler Pod can fire volleys of one to six needles. A target defends once against the volley, not each needle. If hit, the Needler
Pod does the standard damage for success plus one die for each needle in the volley, against which armor is rolled only once.
• The Migou Neurotoxic Handgun fires magnetic projectiles that contain a small neurotoxin. An attack must do at least one point of Vitality
damage to administer this toxin. Those affected must succeed at a Challenging Tenacity Feat Test or lose 2 Actions each turn for one to five
minutes (roll half a die). The effects of the toxin are not cumulative and a target may again be affected on the turn following his recover from
the last dose.
• Migou HPM Weapons can do additional damage if a blast penetrated armor. Calculate damage as usual, but if armor is penetrated (an attack
does at least one damage), roll one additional die of damage against which armor is useless.
• The Null Ray is a rifle fires an energy charge that affects a 100 square foot area. In addition to damage, those affected by the Null Ray must
succeed at a Challenging Tenacity Feat Test or lose one Action the same or following turn.
• The Migou HPM Support Weapon, in addition to the normal affects of HPM weapons, provides and electro-magnetic pulse against machines
and does Hybrid Damage. An attack must do at least one point of damage for the EMP to be effective. Any machine affected by the EMP
loses 2 Actions per turn for one to five minutes (roll one die), which can effectively reduce a pilot’s Actions to zero. Only one Test needs to be
made per turn struck by the EMP and the effect is not cumulative. A target may again be affected on the turn following his recovery from the
last shot. The HPM Support Weapon typically requires a bipod or tripod to fire and is fed by an external D-Cell.

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