Dranton's Guide
to Weapons and Equipment

Cpt. Victor Dranton, Ret.

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Meta-Earth
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Copyright 2380, all rights reserved



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Table of Contents - Introduction - Chapter 1: Civilian - Weapons - Equipment - Chapter 2: Military Weapons - ITR Weapons - GSC Weapons - Chapter 3: Military Equipment - Armor - Gear - Tech
Introduction Let's face it, war's an ugly, gut busting, blood spilling business. For men like us, it's a job, maybe even a career. There's no denying the facts, we're hired killers. Military men ignore this fact, saying paid warriors are just those mercenary scum who'll raid a colony for a few thousand cred and a cargo hold of mecha parts. But don't be fooled -- Every fighting man and woman is a mercenary. We've sold ourselves to a cause, some of us to the Empire, some to the Coalition, and still others to corporations, pirates, bandits, or rebels. We all fight for something, no matter who we are or what we do. We are all guns for hire. All soldiers of fortune. For nearly two full generations this Great War has torn our Galaxy asunder. We have seen the expanse of boards, the conquest of the stars, the splitting of our Empire, the rise of the Coalition, the destruction of worlds, and the needless death of countless billions. This is not a book for the military. It's a military book for the people. For the people of both the ITR and the GSC. Indeed, I'm a captain in the ITR armed forces, and obliged not to divulge information on any of our more secretive projects. But never-the-less, I hope this book will be used to provide citizens of both sides insight and information on the various civilian and military weapons and equipment available today. Naturally, not everything is covered here, but most items of importance are mentioned. As there are dozens of brand names for civilian products, these will not be referenced, but instead a generic model of the product will be provided. Thank you, Victor Dranton, Cpt. Imperial Terran Republic, (Ret.) Chapter 1: Civilian The civilian (civvie) world is were most non-mils live and work. Compared to a battlefield, it's a peaceful place, but peaceful as it is, the civilian world is rampant with crime, violence, and strife. Every citizen must be prepared to deal with unwelcome visitors and be ready to do his or her part should enemy forces invade their world. All cost are listed in Yen Credits (¥). Shots are the number of rounds in the gun. In other words, a burst value of 5 will use up 5 shots. Range is in meters. Civilian Weapons
Civilian Weapons Table
Handguns WA Range Damage Shots BV Conc. Weight Cost
10mm Pistol -2 10-50 3d6 5 1 J 1.2 330/15 S-N-S 9mm -1 15-75 3d6 9 1 J 1.5 220/18 7mm Semi-Auto +0 15-75 2d6 12 2 J 1.4 510/20 Rifles WA Range Damage Shots BV Conc. Weight Cost
Shotgun +0 15-75 2d10 5 1 N 2.3 620/40 Pipe-Rigger -2 10-50 2d10 * * J 2.0 440/30 Sports Rifle +1 25-125 3d6 5 1 N 2.5 877/40 Hunting Rifle +2 30-150 4d6 10 1 N 2.8 1020/50 Special WA Range Damage Shots BV Conc. Weight Cost
Mug-A-Way +0 3 * 10 1 P 0.5 80 Zapper -1 6-24 * 5 1 P 1.0 150/10 Stun Gun +0 8-36 * 10 1 J 1.5 260/20 Handguns For home defense, nothing beats a pistol. At least, nothing legal. There's always the old farmer, pardon me, techno-agronomist, who will insist that there ain't noth'n better than his trust hand-crafty, black steel 12-gauge shotgun, but unloading a shotgun on intruders often makes more of a mess than it's worth. All modern day pistols fire caseless rounds in the 7 to 10mm range. Bullets are comprised of hard metal alloys which do not deform or mushroom in tissue (in accordance to law) but still pack a fatal punch. The rear of the bullet is plastique explosive cap, which fires when stimulated by a precise voltage of electricity. Only a precise voltage will fire the round. The firing cap cannot be detonated by impact, fire, heat, or electrical current over or under the designed amount, making modern day firearms safer than ever before (at least safer for the person using it). When a trigger is pulled, the weapon will shock the bullet in the chamber with a brief pulse of electricity, firing the bullet. All clips have sufficient power to fire all bullets. The 10-volt watch battery must be replaced when an old clip is reloaded. 10mm Pistol The 10mm pistol is the standard civilian firearm, and models are manufactured by nearly every weaponsmith company. The most popular 10mm is the Colt Defender-5 .40 Caliber. It has a moderate range, light weight, durable, very reliable, but has a questionable accuracy. The weapon holds 5 rounds in its small handle feed clip. It's fairly easy to register for one, and if not, they are as common on the black market as paper in a paper mill. Saterday Night Special The S-N-S 9mm is a cheep handgun, usually built by craftsman with less- than-professional ability, or by pirates, bandits, or disreputable companies. They're illegal, and can't be registered. (Game notes: If a '1' is ever rolled when firing, 1d10 must be rolled to test if the gun has a malfunction. On a 1-2, it back fires, doing 2d6 to the firer's hand. On a 3-4 it only jams, and must be repaired. 5-0 nothing happens.) 7mm Semi-Auto Pistol The 7mm autopistol is a favorite of those who want a gun that can kick out more rounds per second, although it does less damage. The most popular semi-auto today is the Glock-7. Most 7mm semi-autos can hold up to 12 rounds per clip and are equipped with a digital ammo counter, recoil absorber, and laser sight (for an 150 ¥ extra). The semi-auto pistol can be licensed with a 30 day waiting period, or purchased illegally. Rifles Like handguns, rifles use caseless ammo, and are fired electrically, with the exception of the pip-rig gun. Rifles are technically produced for civilian usage as hunting or sporting weapons. Hunting, skeet shooting, and target practice are all still legitimate sports and guns are therefore needed to participate in them. But, there are always those who misuse guns. As a rule of thumb, blasting a disk out of the air is fine, whereas shoving the barrel of a shotgun down someone's throat and pulling the trigger is not. Most rifles also have recoil absorbers, and can be equipped with a laser sight (for an 150 ¥ extra), which adds a +1 to the WA. Shotgun Shotguns come in all shapes and sizes, and a variety of colors, though steel black is the most common. Reminington makes the most popular shotgun, the fifteen millimeter semi-auto. All shotguns can fire shot (2d10 damage, shotgun rules) or slug rounds (3d10 damage), though slugs must be bought on the black market. A special explosive shell can also be purchased on the black market. This is simple a slug with second detonator, an impact explosive which is armed half a second after firing. This explosive slug will do 4d10 damage, with a blast radius of 3 meters, and cost 50 ¥ per slug. Another common trick is to dump the shot out of a shell and fill it with iron needles, then reseal the shell. These are called nail-shot, for obvious reason, and inflict 2d10, and armor is treated as having 1/2 it's SP. Nail-shot costs 10 ¥ per shell. Legal shotguns may be licensed with a thirty day waiting period. Pipe-Rigger Pipe-rigs are the S-N-S's of rifles. Slapped together by street gangs, punks, guerrillas, rebels, and brain-dead teenagers, usually at a high cost of hands and fingers, these guns are less savvy than weapons of the 17th century. Consisting of one or more 15 to 20mm pipes (for the barrel), a trigger, electrical ignitor, and sometimes a stock. Some are even tapped together. More often than not, these guns are loaded with shotgun shells, usually 'special' ones, either slugs, explosive, or nail-shot (above). Pipe-rig guns are usually compact enough to be concealed in a jacket, especially a long coat, but pay the price in its terrible accuracy. (Game notes: Pip-riggers are very unsafe, any roll of 1 will result in them exploding in your hand, usually blowing it off, along with most of your arm.) Sports Rifle Sporting rifles are used to shoot targets, generally on firing ranges and at gun shows. Of course, you can also shoot people, but that's not considered very sporting. Typically, sporting rifles use 7mm ammo (not compatible with 7mm pistol ammo), and are loaded into a small five round mini-clip that loads into either the top or the bottom of the gun. Long clips of 10, 15, or even 20 rounds are available, but any legal rifle is considered illegal once equipped with a clip of greater than ten rounds! Five rounds per clip is considered reasonable for target shooting and sports events of that sort. Legal rifles may be licensed with a thirty day waiting period. Hunting Rifle Hunting rifles are a bit more powerful and a bit more accurate than sporting rifles. They are used by game hunters to shoot deer and other game animals. Of course, there's always the kook who thinks this includes hunting people. Hunting rifles use 8mm ammo, and usually have 10 round clips (the legal max). Of course, 15, 20, and 30 round clips are also available for those who wish ill of others, and hunting rifles can even be converted to semi-auto weapons, firing a burst value of 3! This mod cost an extra 150 ¥, and is considered illegal. Legal rifles may be licensed with a thirty day waiting period. Special Special weapons are weapons which do not fall into any particular category. These mainly included chemical spray and electrical stun weapons. They are primarily used for defense, though it's a fact of nature that someone always finds a way to misuse such devices. Mug-A-Way This is a small tube of sprayable chemicals. These chemicals cause sever skin irritation, burning of the eyes, noise, and mouth, and temporary blindness (for approximately one minute) if the eyes are directly hit by the spray (glasses will shield them). A hoodlum will be at -3 to all actions while effected or -6 if blind. A can of Mug-A-Way can be used ten times. No license is needed and they can be bought anywhere. Once used up, they must be discarded, as they are not refillable. Zapper The zapper is a mini-stunner (below), which is small enough to fit in a pocket, wallet, bracelet, locket, or even a watch. Such concealing designs are not uncommon, either. For instance, a wallet can be booby- trapped -- if a crook steals a walled with a pre-set zapper, all the owner need do is yell a key word to activate the device (preferable one he normally doesn't use often). They can also be ranged, like the stun gun. A ranged zapper in a locket can be fired at an attacker up to 24 meters away. Once the power cell is empty, it must be replaced. Most zappers can get five uses off a power cell. When hit by a zapper, the target must make a stun/shock roll at -2. If he fails, he will be knocked out. Armor of greater than 10 SP (on the location hit) will block the effects of a zapper. They can be bought without a license. Stun Gun This is a larger version of the zapper, and looks much like an energy weapon. However, all stun guns have a characteristic fat blunt front, rather than a barrel, to distinguish it from a lethal weapon. Stun guns send an invisible burst of disruptive EMP which shocks the nervous system, stunning a target. When hit by a stunner, the target must make a stun/shock roll at -5. If he fails, he will be knocked out. Armor of greater than 10 SP (on the location hit) will block the effects of a stunner. There is no waiting period to buy a stun gun, but the owner must have a license. Civilian Equipment As you might guess, I'm no expert on the civilian world of pretty flashy fashions and all that in-style/out-style garbage. So, this section was written by my secretary, not me. See you in the next Chapter. Civilian Equipment by Ms. Money Nickel Clothing Clothing. Everyone should have clothing. Herein listed is a wide selection of clothing, generalized by category to conserve space in this data file, as prescribed by Cpt. Dranton, my boss. Biz Suit Anyone can look spiffy in a business suit. Many styles and cuts are available, all by a wide variety of companies, ranging from Nagano Casual Wear to Gaultier Fashion Group. The average biz suit might cost 100 to 150 ¥. A high fashion biz suit anywhere from 200 to 500 ¥. Cloak Cloaks have many uses, and on some worlds (such as Eridani and Capella) are considered typical clothing accessories. Most useful in rainy weather, or on desert worlds, cloaks provided unsurpassed protection against the elements. Decorative cloaks are also popular with royal attire or at costume balls. A typical cloak might cost 40 ¥, where as a dress cloak anywhere between 100 to 200 ¥. High Fashion The ultimate in urban flash, high fashion clothes flaunt the latest fades and styles. Of most recent trend, are Retro-Euro designs, high boots, chrome-line, light-line videofib, holofad, DazzleWear(tm), and ChromaClash(tm). A full high fashion set of clothes costs anywhere from 200 to 1000 ¥. Jacket Either a well styled fab jacket or leather flight jacket. Useful for keeping out cold or rainy weather, but can also make a fashion statement. Most are between 150 and 300 ¥. MiddleWear Your average boring set of clothes, pants or slacks, pull over or t- shirt, walking shoes, and the like. Worn by most middle-class folks on a casual, day to day basis. About 100 ¥ for a set. Noble Class Now here's the style of Imperial nobility! Not only does it keep up with the trendy side of modern fashion, but is also tailored to flaunt an air of dignity and power. Capes, large shoulder guards, sashes, floor length tunics, and even wild and outrageous costume get-ups span the extent of designs and accessories. The goal of this style is to catch the eye of your people, be the envy of your peers, and intimidate your enemies! Most clothes of this category are custom made for the individual, and no price can be set. Tech Here I've listed several common and useful item's everyone should have in his or her possession. These no modern person can live without, unless you're a Lolamian Monk. Computer No one should be without a computer. The personal computer is a collapsible, wallet-sized unit, which can, of course, interface with it's larger household cousins. This computer can be folded open to form a ten centimeter base unit, with roll-out full-size keyboard and holographic display. The personal computer cost around 300 to 700 ¥, depending on what options you take. Household computers are much larger, and much more powerful, and generally govern the operations of a house, and serve as a family's multipurpose, all in one work/entertainment system (usually wired to an A/V set). A household computer costs 2000 to 3000 ¥, and every house comes with one. A/V Set The typical audio/video set comes with a thirty to sixty centimeter video-paper screen, holographic projector, electro-acoustic speakers, game controllers, a VR set, and a standard data crystal reader. A low end system might cost 300 ¥, but for the biggest screen and best sound, plan to spend at least 3000 ¥. Full wall video paper is available at 50 ¥ per square meter coverage. I know people who've papered an entire room with it. Holodisk A holodisk is basically a portable A/V set. It is a small, hand held disk, five centimeters across and three centimeters deep. A data crystal can be fitted inside. The holodisk will project the video or data in a holographic field just above the top of the disk. Audio is played through electro-acoustics. Most holodisk cost about 50 ¥. Tool Kits Tool kits are available for a variety of applications. There are standard tool kits (50 ¥), which contain the most common tools, mechanical tool kits (200 ¥), which contain tools for machinery, electronic tool kits (200 ¥), which contain tools to repair computers and electronics, and even a robotics tool kit (300 ¥), which is a hybrid of the mechanical and electronics tool kits. All weigh 2 kgs. Scanners A wide selection of scanners are available to the general public. These range from simple electrical gauges (10 ¥), to radiation counters (30 ¥), to electronic diagnostic analyzers (60 ¥), to medical scanners (200 ¥), to all purpose multi-scanners (500 ¥). All weigh 1 kg. Watch Everyone needs a wrist watch to tell time. Most are nothing short of a full blown computer, with data base programs, calendars, auto-schedulers, video-link communicators, WebNet access, NotePad, and other such items. A typical watch, with basic features, costs about 20 to 50 ¥. A full featured watch might cost 200 to 300 ¥ 'Corder A typical data crystal 'corder consists of a small hand held video camera, digital viewing lens, and crystal writer slot (200 ¥). Smaller, concealable versions are also available (500 ¥). Bulkier holo- corder can be had for around 500 to 1000 ¥, depending on the quality, are held much like an umbrella, with the scanning sphere above (or it can simply be mounted on a tripod). CellComm No one should be without a cellcomm, especially if you're a fast paced business man. A cellcomm is small enough to fit in a pocket, and folds open like a notepad, revealing a small video display screen and a digital control touch-pad. The cellcomm can keep you in touch with your home or office, or simply link you into the world data network. Most cost around 100 ¥, with a 20 ¥ monthly service charge. Chapter 2: Military Weapons ITR Weapons The Imperial Terran Republic is equipped with the most state-of-the- art weapons and equipment. It has been estimated that military technology may be upward of a century more sophisticated than anything in the civilian areas, but I really can't say. All I can say is that such an estimate is not terribly unreasonable. As noted early, I cannot divulge detailed data on any of the more classified items. This chapter is merely a compilation of that information which is already publicly available. It should be noted that most military equipment can be found on the black market. Black market military weapons and equipment may go for anywhere between the listed price up to three or even four times that, depending on the rarity, complexity, and availability of the item. All cost are listed in Yen Credits (¥). Shots are the number of rounds in the gun. In other words, a burst value of 5 will use up 5 shots. Range is in meters.
ITR Weapons Table
Melee WA Range Damage Shots BV Conc. Weight Cost
Dagger +0 1 1d6/2[AP] na na P 0.2 20 Survival Knife +0 1 1d6+[AP] na na J 0.5 60 MonoBlade +0 1 2d6+[AP] na na J 0.5 300 MonoKatana +1 2 4d6+[AP] na na N 2.0 600 Energy Sword +1 2 4d10[AP] 20 na N 0.5 800/60 Neuro-Whip -1 3 * 10 na J 0.6 400/40 Plasma Faust +0 2 5d10 10 na N 2.2 1200/90 Handguns WA Range Damage Shots BV Conc. Weight Cost
8mm Commando +0 15-75 3d6 15 1 J 1.6 530/40 Sterner 9mm -1 20-100 3d6 12 2 J 1.7 670/40 10mm Hvy. Auto -1 20-100 2d10 12 2 J 1.9 910/20 Laser Pistol +1 18-90 1-3d6 40d6 1 J 1.0 870/60 Hvy.Lsr.Pistol +2 16-80 1-5d6 40d6 1 J 1.2 1020/60 SubMachineGuns WA Range Damage Shots BV Conc. Weight Cost
Nyron 8mm SMG -1 15-75 2d6 20 5 J 1.5 620/50 2mm Needler +0 10-50 1d10[AP] 60 8 J 1.8 840/60 H&K 10mm +1 20-100 3d6 30 6 L 2.2 1040/80 Pulse Laser +2 15-75 3d6 20 5 J 1.7 1500/130 Rifles WA Range Damage Shots BV Conc. Weight Cost
Combat Conegun +0 15-75 2d10 10 1 L 2.7 840/40 Street-Sweeper -2 15-75 2d10 20 4 L 3.2 970/80 AR-90 8mm +1 25-125 3d10 30 5* L 3.4 1040/90 BR-105G 8mm +2 30-150 6d6 30x2 6* N 4.0 1820/90 10mm Gausser +2 40-200 4d10[AP] 10 1 N 3.5 2700/100 Laser Rifle +1 35-175 1-8d6 40d6 1 L 3.2 2660/200 Laser Strafer +0 30-150 5d6 10 * L 3.3 3700/300 Heavy Weapons WA Range Damage Shots BV Conc. Weight Cost
Frag. Grenade +0 T 6d6/5m 1 na P .25 60 Conc. Grenade +0 T 4d6/2m* 1 na P .25 70 GrenadeLaunchr +0 15-50 5d6/5m 5 1 N 2.8 3000/250 X-Laser Cann. +0 150-750 5K 5 1 N 45 5100/300 GUT-15 MiniGun +0 100-500 1K 100 8 N 30 8500/200 SLAMM Missile +2 300-1500 8K 1 1 N 15 1000/500 20mm Railgun +1 150-750 2k[AP] 10 1 N 12 2200/150 Hover-Mauler +2 450-2km 10k 5 1/1 N 130* 40000/800 Hover-Syncron +2 675-4km 20k * 1/1 N 250* 180000 Melee Weapons Daggar Every soldier needs a knife, and dagger's more so. All standard issue field boots have a built in dagger sheath, for a dagger, but don't put your boot knife in your boot! That's the first place anyone will check if you get captured. Strap your dagger to your left forearm (if you're right handed). It's easier to get to and you can use it while your captor's busy searching your boots. Dagger's can be thrown or used for rough-and-rumble hand-to-hand combat. Mesh armor is treated as having 1/2 it's SP against this weapon, but hard armor provides full protection. Survival Knife The best knife for hand-to-hand is the survival knife. This weapon has a six to seven inch blade, is razor sharp on one side, and has serrated saw on the other. Not only is it intimidating, but it's effective. This knife is weighted for throwing, as well. The handle has a built-in compass and chronometers, and a compartment with a fishing line, radio beacon, and three days of ration pills. Mesh armor is treated as having 1/2 it's SP against this weapon, but hard armor provides full protection MonoBlade A monoblade is a knife, usually with a four to five inch blade with a beyond-razor-sharp edge, lined with a single monoatomic filament. This atom thick monomer chain can slice through almost all known substances, and makes short work of armor. Armor is treated as having 1/3 it's SP against this weapon. MonoKatana Like the monoblade, only this is a katana sword. The blade is approximately 1.3 meters long with a monoatomic filament stretch down one edge. Armor is treated as having 1/3 it's SP against this weapon. Energy Sword Seemingly nothing more than a blade-less sword hilt, the energy sword flares to life at the push of a button. The blade of the weapon is a four foot long, pencil thin beam of charged plasma energy, encased in a powerful magnetic field. The bean can slice through anything, so be careful where you swing this baby. The energy beam can be sustained for over a minute of constant use (20 turns), at which point the energy cell must be replaced. Armor is treated as having 1/2 it's SP against this weapon. Neuro-Whip This weapon may seem at first to be nothing more than a fancy polymer weave whip, but truly, it's much more. Down the length of the whip are thousands, if not millions, of neural-electrodes. When the whip 'cracks', the power cell in the handle discharges a burst of energy, firing the electrodes. When fired in contact with the human body, the electrodes stimulate the pain neurons of the area contacted. Granted, being hit with a whip hurts anyway, but what's that to having every muscle in your body cringe in pain, every cell scream in agony, and every fiber of your being reel in the torment of flesh that seems afire? When struck, the target must make a stun/shock roll at -4. If he fails, he will be incapacitated for 1d6 rounds. Armor of greater than 5 SP (on the location hit) will block the effects of the neuro-whip. These are great for torture. Plasma Faust This is an interesting weapon, by any standard. It was first developed for use in the cyber-gladiator arenas of the 22nd century, but have since crept their way into the military. Even so, there is no tactical reason for using one, except to scare your enemy s***less. The plasma faust is basically a large metal gauntlet, strikingly similar to those of armored medieval knights. When activated, the gauntlet is enveloped in a blasting aura of thermal-plasma energy. This allows the wearer to do incredible damage to whatever he punches, or touches! So be careful what you touch while it's active. Handguns 8mm Commando The Commando is a favored sidearm of naval officers. Despite it's glorified name, most real commandos go with the Falcon Arms 10mm Heavy, not this 'kiddy gun'. But truly, the 8mm Commando is a fine weapon, with unprecedented reliability, superb balance, ergonomic contour, and accuracy to boot. It's clip holds fifteen rounds, a fact most critics of this fine weapon seem to over look. Over all, the Commando is my personal favorite of all projectile handguns. Sterner 9mm The Sterner 9 was first introduced twelve years ago, and was, at the time, praised as being 'the best of the Commando and the Falcon 10mm combined'. I've come to conclude its the worst to the two combined. The Sterner does comparatively the same damage as the Commando, while suffering the questionable accuracy of the Falcon made 10mm Heavy Autopistol. Its design is chunky, like the Falcon 10mm (and unlike the sleek contour of the Commando). It does, however, have a better rate of fire, recoil absorbers, and a greater effective range. For those who can't decide between the Commando and the Falcon 10mm Heavy, the Sterner may be the choice weapon -- It might just force you pick another... As a side, the ammo of the Sterner is fully compatible with the 9mm ammo of the GSC's LG-11 (their answer to the Sterner). 10mm Heavy Autopistol For a weapon that really kicks, the Falcon Arms 10mm Heavy Autopistol is the weapon of choice. The only handgun more powerful is the GSC's 12mm Alpine (a pistol powerful enough to actually do damage to a mecha!). With it's powerful, micro-hydraulic recoil absorber system, the 10mm Heavy is capable of semi-auto fire. I've known marines who can unload it's entire twelve round clip in under five seconds flat. But, even in ideal combat conditions, most people can't unload that fast. It's been my experience that fire fights are 80% hiding behind cover, 15% running, and 5% shooting. Laser Pistol Laser weapons have been around for centuries, but only in this century have they become practical personal-sized weapons. The name's a misnomer (they'd have been just as well to call them Acme Death-Ray Zappers). Laser beams themselves are good for slicing and burning, but not killing. They have little kinetic force, make only a needle sized hole, and seal it up at that. Modern laser weapons are a hybrid of charge particle beams and laser light. The laser acts as a targeting tracer and armor penetrator while the stream of accelerated alpha and beta particles (raw helium atoms and electrons) pack all the punch. The standard issue laser pistol is a sleek, highly stylized (over stylized if you ask me) pistol, about the size of the commando, though a bit lighter. This laser pistol is equipped with a twenty kilovolt energy cell, which discharged in thirty amp bursts to power the gun, firing a yellow colored beam. That's a lot of energy, and likewise, it can do a lot of damage. But the amperage is adjustable, and the shooter may dial the weapon between a setting of ten amps (light damage), to twenty amps, to a full thirty amp burst (max damage). I leave mine on twenty amps -- Good damage and it won't drain the capacitor as fast. Heavy Laser Pistol This is just a larger version of the above weapon. It's capable of firing in four to fifty amp bursts, as well as lower settings. The red beam, though analogous with lower power, its colored such to accommodate better visibility, and thus greater accuracy. Because of the lower spectrum power, the beam has less range than the smaller laser pistol, but most fire fight happen within close range anyway. For convenience, this gun uses the same energy cell as the light laser pistol. That has the advantage of standardization and compatibility, but also the disadvantage that you'll only be able to get off eight shots on the maximum setting, if you're lucky. Sub-Machine Guns Nyron 8mm SMG In my book, there's no such thing as a 'sub'-machine gun. It's either mechanical or its not. But since all guns are electric these days, the idea is silly. The name, of course, originated in the 20th century to mean 'A portable, fully-automatic mini-rifle weapon which fires pistol caliber ammo'. Put simply -- machine pistols. And the Nyron 8mm is the machine pistols of machine pistols. Like the Commando, it's highly underrated. Indeed, it may not pack as much punch as the H&K 10mm, or have the range and accuracy of it's heavier counter part, but let's get one thing straight -- the Nyron weighs less than the Commando for God's sake! Further more, the Nyron uses the exact same type of ammo the Commando uses (they are both made by Israelian Arms). The Nyron also flaunts one of the best recoil absorbing systems I've seen, admirably packed into this pistol-sized firearm. The Nyron can fire a full burst of five rounds, placing little recoil force on the shooter. Even so, the weapon is inaccurate, due to its short length and poorly designed barrel. 2mm Needler Officially outlawed by Imperial law as 'needlessly cruel' (but only because of those damn public protesters), this gun can still be found in most special op outfits (oops... did I say that?). The needler guns fires a swarm of three centimeter long, 2mm diameter ferrous-titanium needles at a gut wrenching rate. The needles aren't perfectly round, instead look more like a five pointed star when viewed from the front or back. They are grooved as such to facilitate the five monoatomic edges which help to slice through armor. Against a needler gun, mesh armor is treated as having 1/3 it's SP, but hard armor is treated as only having 1/2 it's SP. H&K 10mm The H&K 10mm comes from a long tradition of small arm machine guns. This modern caseless 10mm electro-fire sub-machine gun has no rival. Massing less than a rifle, yet able to pump out a nearly equal level of destruction, the 10mm SMG is the weapon of choice for tactical squadrons. This gun may be fired singled handed, as the recoil absorbers take the front of the recoil force, or with a second hand for added stability. All have digital ammo counters, side-load clips, and hand-print security locking systems. Most are equipped with a laser sight and/or LoLite scope. Pulse Laser The pulse laser is a hybrid between the heavier autolaser (of GSC design) and the lighter laser pistols. Some say it's a glorified pistol, while others, an under rated rifle. Never-the-less, this gun is quite formidable in combat. Instead of firing a continuous stream of particle laser energy, the pulse laser fires quick bursts of energy in rapid succession. This allows for nearly 60% power conservation while maintaining most of the accuracy and concentrated damage advantages of full stream laser weapons. However, the pulse laser does not have adjustable power output, which I have found to be a grave disadvantage in tight combat situation. There are times when you don't want to risk punching a hole through the outer hull of a starship. Rifles Combat Conegun The military certainly didn't overlook the deadly potential and brute force of the age old shotgun. Of course, they couldn't call it a shotgun, the name's just not chic. So conegun it is. But you won't catch me dead calling it a conegun, nor will you hear that from any grizzled sergeant or platoon leader. To the combat veteran, such a weapon is know simply as the 'shotgun'. Or meat-masher, gut-buster, head-popper, man-grinder, or any number of equally descriptive titles which we prefer over the techno- terminology of those egghead generals. A shotgun can be a trooper's best friend. Hell, I know grunts who swear by them. The combat shotgun (okay, conegun for you rookies) is your basic heavy metal, hardball, bang bang. The combat model comes equipped with recoil absorbers and it's magazine holds twice as many rounds as the civvie model. Like all shotguns, slugs (3d10 damage) can be used instead of shot rounds. Explosive shell are also used by some marines and special ops. Such a shell is simple a slug with second detonator, an impact explosive which is armed half a second after firing. The explosive slug does 4d10 damage, with a blast radius of 3 meters. There are those who also use nail-shot (see the earlier section on shotguns), but most commanders disallow them for obvious reasons. Street-Sweeper Now here's an idea: take a shotgun and make it fully automatic. Sure, the idea may seem macho to you gung-ho types, but let me tell you something about street-sweeper (okay, auto-coneguns just to make the general's happy). First, why the hell do you need that much fire power? There is something called going overboard, and this is it! If you like this weapon, you're probably the same guy who lugs around that GUT-15 minigun on scouting missions. If you want to plaster someone, use a mecha for God's sake! That's what they're for! AR-90 8mm The AR-90 8mm assault rifle may be old, but don't think that's bad. Older just means proven. If it sucked, it wouldn't be around any more. I've been asked, God knows how many times, by recruits who want to know why these heavier automatic rifles are still employed, when the smaller machine pistols unload just as fast with comparable levels of damage. I remind them that they must use the right guns for the right job. Machine pistols and SMGs are perfect for close-in fire fights aboard ship or in urbane environments. But only a fool will go into a desert or jungle with a 10mm SMG! When it comes to range, accuracy, and reliability, nothing beats an assault rifle. The AR-90 8mm is a battle proven autorifle, and I prefer it over the more modern BR-105. The AR-90 uses Imperial standard 8mm rifle rounds, and it's clip is fully compatible and interchangeable with the B5-105 series. Like all modern firearms, it's fully electric with a digital ammo counter, hand print lock system, and adjustable burst fire. This adjustable burst fires allows the gunner to select between semi-auto (one shot), half-auto (3 shots), or full auto (5 shots). Such versatility makes the AR-90 an incredibly deadly weapon. BR-105G 8mm Battle rifles are basically assault rifles on steroids. The 8mm B5- 105G is the most recently produced autorifle, which actually works well enough for me to mention. Most recent rifles down-right suck, but I won't get into all that. The BR-105G is a good weapon, and has become standard issue to all marine troopers. The most notable characteristic of the BR-105G is the double clip feature. Copied after the GSC's 7mm Granda, this weapon can have two ammo clips loaded at one time, one in the forward clip, and one just before the stock. Each of these clips can hold thirty rounds, and with a selector switch, the gunner can choice between the clips. Usually, the clips hold different types of bullets, one of which is usually a clip of AP rounds (x4.0 ammo cost), the other being standard ammo. The BR-105G ammo is fully compatible with the AR-90. The 105G, though, is able to take better advantage of such ammo. With its longer barrel the weapon is able to fire the 8mm bullets more accurately, thus boosting its effective combat range. Studies have shown a slight increase in damage as well, but I wouldn't count my life on it. The B5-105G is fully electric with a digital ammo counter, hand print lock system, and adjustable burst fire. The adjustable burst fires allows the gunner to select between semi-auto (one shot), half-auto (3 shots), or full auto (6 shots). 10mm Gausser If you asked me what's the best, most manageable weapon for taking down battlesuit troopers, I'd say it was the gausser (seconded only by the laser strafer). The 10mm gausser is nothing less than a scaled down version of the kick-ass railgun. Indeed, its a kill weapon. Hell, the thing fires a 10cm long, 10mm diameter ferrous-titanium needle at over ten times the speed of sound! At that speed, anything can crack a heavy trooper's shell. Too bad it's not fully automatic, eh? The 10mm gausser is fully electric powered and has a digital ammo counter and a hand print lock system. Armor is treated as having 1/2 it's SP against this weapon. Laser Rifle Like all laser weapons, the laser rifle fires a beam of charged particle energy, traced by a brilliant beam of light, in this case, a blue- white laser. Though the weapon blasts out a considerably destructive lance of energy, the charge capacitors allow only for a brief pulse before having to pause to build up again. This, unfortunately, makes the weapon semi- automatic. I much prefer the laser strafer (below) as my laser gun of choice. But the laser rife, like the laser pistol, has an adjustable power output system. The gunner may dial the weapon between ten to a full eighty amps. The more amps, the more power it will drain from the capacitors, but likewise, the more devastating will be the energy beam! Being hit by a ten kilojoul particle laser is enough to plug down almost anything! Laser Strafer Ah, now here's a weapon worthy of my admiration! There's nothing quite like firing a solid, continuous beam of seething particle energy to make one's day. You heard me, a continuous beam, and that's what makes the strafer worth it's weight in gold. Just point, shoot, keep that beam on your target and watch it burn! Or just wave it around laughing maniacally as you swipe it across the enemy lines. The strafer fires a thin, but powerful, beam of particle laser energy, which phases through the spectrum from red to blue. I don't know why it does that, but it looks pretty, as the beam shifts from red to yellow to green to blue and back again, in two or three second intervals. This effect may help the gunner track his target better, but I don't buy that crap. I think the designers were just drunk when they built it. Aside from that special-effect, this weapon really kicks. (Game Notes: The laser strafer acts as an infinite burst weapon. There is no upper limit on the number of times it can strike a target, that is, if you beat the target by 10, you hit him ten times! You can also shoot into as many hexes as you wish, so long as they are within your firing arc, and the hexes are consecutive. You may shoot through empty hexes. The strafer can be fired 10 times on its power cell.) Heavy Weapons Fragmentation Grenade No soldier should be with out a couple of these puppies. Frag grenades are nasty little pineapples -- basically a ball of explosives encased in a breakable metal shell. When the grenade goes off, this shell instantly turns into an indiscriminate supersonic cloud of shrapnel. It may sound crude, but this grenade's pretty high-tech. It comes with a digital timer, which can be tuned anywhere from three seconds to a full minute, and armed at the touch of a button. Once armed, and you lift your thumb away from the setter, its impossible to unarm, so be very careful. Many a soldier has lost life and limb with this blasted contraption. Concussion Grenade Typically, these won't kill you unless they land right on top of you. The age old concussion grenade is primarily used to knock back enemy targets and stun or disorient them for a time. (Game note: Anyone caught in the explosion must make a stun/shock roll at -6 or be stunned for 1 turn. In addition, the shock wave blasts out for 5 meters. Anyone hit by this shock wave must make at stun/shock roll at -3 or be stunned for a turn as well. Everyone within a reasonable range will hear the ear-splitting bang, which is quite loud). 40mm Grenade Launcher The best way to deliver grenades is to just fire them. The all around kick-ass grenade launcher fires 40mm impact detonated grenades. Launcher holds five grenades, with a shotgun-style pump-action loader. The K-40 model is a stand alone weapon, where as the KP-401 is a standard add-on for most rifle weapons, compatible with the combat conegun, AR-90, BR-105G, and 10mm Gausser. X-Laser Cannon The man-portable X-ray laser cannon is one of the most fearsome anti- armor weapons on the battlefield today. It's less expensive than most heavy weapons, has a long range, high endurance, good mobility, and excellent damage output. It comes in three pieces - The main gun (20kgs), the tripod (15kgs), and the power pack (10kgs). It is normally transported by three people, but it can be handled by two. Setup takes ten to thirty seconds (1d6/2 x 10). True to it's nature, this weapon is primarily designed to take out large vehicles, not people. It's somewhat clumsy as a close-in attack weapon, but when a xaser gunner does start shooting at troops, watch out! (Game note: This weapon as a -6 to hit people, -3 to hit vehicles, and no modifier to hit mecha). GUT-15 MiniGun Oooh... Ahhh... There's nothing like the power and feel of minigun under your hand. Nothing like the way it kicks you back through a wall and rips off your hands from the torque while unleashing a couple hundred rounds into your own squad. Let's get one thing straight, gung-ho boy, miniguns ain't toys! They're supposed to be mounted on vehicles, not totted around like some kind of heavy-duty lead hose. Unless your a full- body cyborg, sitting in a powersuit, or are the Toughest Man On Earth, you're *not* going to be able to fire this sucker bare handed (at least to live and tell about it). That said, let me assure you there is an articulated, shock absorbing weapon harness which can be used in conjunction with the weapon (only +10 kgs and it lets the weapon fire with little ill effect to the gunner). Firing without a weapon harness, you must have at least a Bod of 15 or better (natural, cybernetic, or powered). Lower than that and you will be blown to the ground after the first burst, and the rest of the shots will go wild. (The gunner will also take 1d6 damage to each arm and be incapacitated for at least one round). But, carrying a GUT-15 into battle is very intimidating to the enemy, that's for sure. As said, a gunner can use an articulated harness, or put it on a heavy tripod (15 kgs). The ammo pack weighs an additional 20kgs and holds a thousand rounds (100 bursts, see below). (Game notes: This guns has a BV of 8, but each burst contains ten bullets. So if a target is hit by one 'round' that should be pictured as ten bullets ripping into his body. The ammo pack holds 1000 bullets, which is really 100 bursts, so this works out. The gun fires a burst of 8, which is 80 bullets. For every 8 bursts fired (80 bullets), the ammo pack's weight drops by 1.6 kgs. After 12.5 full bursts, the ammo pack will be empty. This weapon is vehicle scale, so it has a -3 to hit people, no mod for vehicles, and +3 to hit mecha). SLAMM Missile The Shoulder-Launched Anti-Mecha Missile missile, as I call it (adding the second 'missile' as a joke to those who call it the 'SLAMM Missile') is the fastest, best weapon to gain the unwanted attention of a mecha. Sure, it does a whole lotta damage, but if you don't take out that mecha on the first hit... Bye-bye to you, soldier boy. The actual launcher only weighs 5 kilos, the missile itself is 10. The launcher is supposed to be disposable, that is, you throw it away after launch. However, it can be forcibly reloaded and fired a second, or even a third time without too much trouble (takes two rounds). The missile is pretty smart, and can seek a target by radar, thermal, and magnascan. It is equally comfortable with taking out land and air targets, which is why I love this missile, despite my aversion to most other heavy weapons. (Game notes: This weapon as a -6 to hit people, -3 to hit vehicles, and no modifier to hit mecha.) 20mm Railgun Whatever sicko-minded armologist dreamt up this mother has definitely won my admiration. Not only is this gun comparatively light (only 12kgs, ammo and all), but it has no recoil or torque, as it's fired by magnetic induction. It's highly man-portable, so most big fellows can wield it around like a rifle, and perfect for taking out pesky battlesuits or those damned full-cyborg troopers. Not only that, but the needle-shaped projectile (a ten centimeter long, 20mm diameter needle...) can punch through armor at ten times the speed of sound, leaving a shock wave of rippling air in its wake. Now that's a weapon to be feared and loved! (Game notes: This weapon is man-sized, no penalty to hit people, +3 to hit vehicles, and +6 to hit mecha. Armor is treated as having 1/2 it's SP against this weapon. However, it's not designed to do large amount of damage to soft-targets. All damage inflicted on human flesh is halved (remember, 1k = 25h), as the projectile just punches through with little to no mushrooming effect.) Hover-Mauler There are guns and there are guns. Some come small, some come big. Some come down right huge. Most military analyst refer to this class of weapon as a 'man-portable, self-supporting, transportable heavy assault package' or MPSSTHAP for short (just spit, it sounds the same). Hell, I just call it artillery. The HM-90 Hover-Mauler is a mobile artillery system, design for rapid deployment and maximum combat mobility. As the name implies, the weapon is supported by electro-gravitic levitation field, produced from its primary MHD turbine. To some, it may seem to be a miniature vehicle in itself. But the hover-mauler, like all hover-weapons, is instead just a very large side-mounted cannon. The hover-mauler mass 130 kgs. The barrel is 1.5 meters in length and is attached to the weapon's fuselage, which is a meter long itself, but takes up the majority of the mass as it houses the MHD generator and firing systems. The five round clip is loadable from the side and masses an extra 20kgs. However, all of this masses is self-supporting (except for extra clips a crew or gunner might carry). It is held two-handed by a rifle-style grip (right hand) and second side-ways support grip further forward (left hand). The rifle-grip houses the trigger. A side target scope can be flipped down to facilitate aiming. When this baby fires, the MHD turbine's secondary system kicks in, focusing a large quantity of force into the loaded firing chamber. The slug is blasted out the barrel at a speed of four kilometers per second (around Mach 15). All recoil is absorbed by the system, and none is transferred to the gunner (which would be crying shame if it did). The onboard MHD power system can last two hours before shutting down, causing the weapon to stop levitating. It takes four hours to recharge from a standard power system. Many ask why such a weapon is even available. Is it not better to just go into battle with a battlesuit? This weapon's primary purpose is for an anti-mecha strike. Though it can be used by an unarmed soldier, it is most often deployed as a heavy support weapon for battlesuit troopers, and there will rarely be more than one assigned per platoon. Some consider the hover-mauler to be nothing more than a big-ass special issue super- cannon for elite battlesuit troopers, and this isn't a bad way to look at it. (Game notes: The BV of 1/1 on this weapon signifies that it may fire one round, then must wait a full round to reload before it can fire again. This weapon is at -6 to hit people, -3 to hit vehicles, and no penalty to hit mecha. However, it's not designed to do large amount of damage to soft- targets. All damage inflicted on human flesh is halved (remember, 1k = 25h), as the projectile just punches through with little to no mushrooming effect. The gun is designed on mecha scale but usable by human or roadstriker scale units. Space and weight have been reduced to 'zero', and it's CP value is 40, and 4 CP per clip. It can only take 2 kills of damage.) Hover-Syncron No matter how big your gun is, somewhere, somehow, someone has an even bigger gun. To call the HS-10 Hover-Syncron a 'gun' is like calling a mecha a 'robot'. It's the biggest bloody understatement of the century. The hover-syncron is the most devastating effigy of man-portable mass destruction to be unleashed today (which the exception of the now outlawed nuclear grenades). The hover-syncron is like the hover-mauler in that it's a self- supporting system, levitating on an MHD generated electro-gravitic field. The onboard MHD power system can last one hour before shutting down, causing the weapon to stop levitating. It takes four hours to recharge from a standard power system. The hover-syncron mass 250 kgs. The barrel is 2 meters in length and is attached to the weapon fuselage, which is a meter long, but takes up the majority of the mass as it houses the MHD generator and firing systems. On top of the weapon fuselage is a large dish, half a meter in radius. This dish is used to collect microwave laser energy to power the weapon's nuclear particle accelerator system. It is held two handed by a rifle-style grip and second side-ways support grip further forward. The rifle-grip houses the trigger. A side target scope can be flipped down to facilitate aiming, just like the hover-mauler. The most remarkable (and unfortunate) feature, is that a starship or corvette craft, equipped with a special microwave energy transmitter (40 CP, 4 kills, 0 space), must be in orbit above, or flying over the gunner (between a couple hundred meters up to one thousand kilometers above, and at no more than a sixty degree angle). The ship, or craft, beams the power to energize the gun, because no man-portable system could generate the power needed to fire this weapon. Because of this fluke, most generals scoff at the weapon, pointing to the fact that the orbiting warship could just raze the targets from orbit, rather than power some silly gun. But advocates of the weapon point out that on a battlefield, with troops from both sides hammering it out at relatively close range, it may not be wise to have a ship indiscriminately strafing the area with heavy particle fire and orbit-to-ground missiles. A secondary, fully mobile, ground-based support system can be used to cannel the ship's destructive energy more accurately to specific targets. In the hands of battlesuit trooper, this weapon can prove extremely lethal to any mecha force. It is even capable of taking out corvette crafts, but only on an excellent hit. This weapon is even more hard to get a hold of than the hover-mauler. Hell, you'd have to be an ace hero to even hope to get authorization to just dream about the silly thing... (Game notes: The BV of 1/1 on this weapon signifies that it may fire once, then must weight a full round for the system to recharge before it can fire again. This weapon is at -6 to hit people, -3 to hit vehicles, and no penalty to hit mecha. However, its not designed to do large amount of damage to soft-targets. All damage inflicted on human flesh is halved (remember, 1k = 25h), as the particle beam just punches through, releasing only a fraction of its kinetic force into the target. The gun is designed on mecha scale but usable by human or roadstriker scale units. Space and weight have been reduced to 'zero', and it's CP value is 73. It can only take 3 kills of damage.) GSC Weapons The Grand Star Coalition's technology is at least equal to the ITR. For the forty-seven years of the GSC's independence they have developed their own military technology, with weapons and equipment designed specifically to counter or equal anything the Empire chunks out. Some say the GSC's technology base has exceeded that of the ITR, while others claim the ITR still holds the upper hand. Whatever the case, there is no doubt the GSC has a formidable arsenal of weapons and equipment. All cost are listed in Yen Credits (¥). Shots are the number of rounds in the gun. In other words, a burst value of 5 will use up 5 shots. Range is in meters.
GSC Weapons Table
Melee WA Range Damage Shots BV Conc. Weight Cost
Dagger +0 1 1d6/2[AP] na na P 0.2 20 Survival Knife +0 1 1d6+[AP] na na J 0.5 60 MonoBlade +0 1 2d6+[AP] na na J 0.5 300 MonoKatana +1 2 4d6+[AP] na na N 2.0 600 Energy Sword +1 2 4d10[AP] 20 na N 0.5 800/60 Neuro-Whip -1 3 * 10 na J 0.7 400/40 Plasma Faust +0 2 5d10 10 na N 2.5 1120/90 Handguns WA Range Damage Shots BV Conc. Weight Cost
Zyman 7mm +1 15-75 2d6 12 1 J 1.4 550/35 LG-11 9mm Auto -1 15-75 3d6 12 2 J 1.6 770/30 12mm Alpine +0 20-100 4d6 9 1 J 1.8 650/30 Laser Pistol +1 18-90 1-3d6 60d6 1 J 1.2 940/100 Hvy.Lsr.Pistol +1 16-80 1-5d6 60d6 1 J 1.5 1280/100 SubMachineGuns WA Range Damage Shots BV Conc. Weight Cost
7mm AutoPistol -1 15-75 2d6 18 6 J 1.3 670/50 CaMA P-12z +0 20-100 3d6 30 5 L 2.1 1100/90 Needler 1.5mm +1 10-50 1d6[AP] 80 8 J 1.5 850/70 AutoLaser +2 18-90 3d6 24 6 J 1.9 1600/190 Rifles WA Range Damage Shots BV Conc. Weight Cost
Assault Shotgun+0 15-75 2d10 10 1 L 2.7 840/40 Auto-Shotgun -2 15-75 2d10 20 4 L 3.2 970/80 MA-22 5mm +2 30-150 4d6 32 6* L 3.3 1500/80 GR 7mm Granda +1 25-125 6d6 30x2 5* N 3.9 1790/90 Gauss Gun 8mm +2 40-200 6d6[AP] 10 2 N 3.7 3200/140 Plasma Laser +2 40-200 8d6 10 1 N 3.7 2970/1500 Strife AutoLas.+1 30-150 1-6d6 144d6 8* L 3.0 3300/300 Heavy Weapons WA Range Damage Shots BV Conc. Weight Cost
Frag. Grenade +0 T 5d6/5m 1 na P .25 60 Conc. Grenade +0 T 4d6/2m* 1 na P .25 70 GrenadeLaunchr +0 15-50 5d6/5m 5 1 N 2.8 3000/250 Laser Buster +1 150-750 4K 5 1 N 35 4800/300 Gatling Laser -1 100-500 2K 24 6 N 60 12500/900 MAASR Missile +2 300-1500 8K 1 1 N 13 1700/500 20mm Railgun +0 150-750 1k[AP] 10 1 N 12 2050/150 Cyclon-Destron +0 200-1km 8k 5 1 N 120* 30000/700 Mobile-Solean +2 500-3km 15k 1 1 N 200* 50000/8000 Melee Weapons These are pretty much the same as for the ITR melee weapons. But, because I don't want to discriminate against GSC citizens, and because my publisher pays me by the word, I'll reproduce the information in the context of the Coalition Armed Forces. Daggar As you know, its always good to have a small backup weapon, and daggers are perfect for that. Daggers are good for throwing, stabbing, slicing, slitting, and any number of other practical applications. I like making booby-traps with them, but that's just me. Some soldiers use their dagger for an all purpose utensils, for eating, shaving, or even picking teeth (but trust me, that's not a good idea when riding in an APC over rocky terrain). Mesh armor is treated as having 1/2 it's SP against this weapon, but hard armor provides full protection. Survival Knife Some say that's what its called because it comes with all sorts of nifty survival things. I say it's called a survival knife because of that seven inch, razor sharp, a serrated saw steel blade! Not only is it intimidating, but it's effective. This knife is weighted for throwing (a very handy feature if you ask me). The handle has a built-in compass and chronometers, and a compartment with a fishing line, radio beacon, and three days of ration pills. Mesh armor is treated as having 1/2 it's SP against this weapon, but hard armor provides full protection. MonoBlade A monoblade is a knife, usually with a four to five inch blade which has a beyond-razor-sharp edge, lined with a single monoatomic filament. This atom thick monomer chain can slice through almost all known substances, and makes short work of armor. Armor is treated as having 1/3 it's SP against this weapon. MonoKatana Like the monoblade, only this is a katana sword. The blade is approximately 1.3 meters long, with a monoatomic filament stretch down one edge. Armor is treated as having 1/3 it's SP against this weapon. Energy Sword Seemingly nothing more than a blade-less sword hilt, the energy sword flares to life at the push of a button. The blade of the weapon is a four foot long, pencil thin beam of charged plasma energy, encased in a powerful magnetic field. The bean can slice through anything, so be careful where you swing this baby. The energy beam can be sustained for over a minute of constant use (20 turns), at which point the energy cell must be replaced. Armor is treated as having 1/2 it's SP against this weapon. Neuro-Whip This weapon may seem at first to be nothing more than a fancy polymer weave whip, but truly, it's much more. Down the length of the whip are thousands, if not millions, of neural-electrodes. When the whip 'cracks', the power cell in the handle discharges a burst of energy, firing the electrodes. When fired in contact with the human body, the electrodes stimulate the pain neurons of the area contacted. Granted, being hit with a whip hurts anyway, but what's that to having every muscle in your body cringe in pain, every cell scream in agony, and every fiber of your being reel in the torment of flesh that seems afire? When struck, the target must make a stun/shock roll at -4. If he fails, he will be incapacitated for 1d6 rounds. Armor of greater than 5 SP (on the location hit) will block the effects of the neuro-whip. These are great for torture. Plasma Faust This is an interesting weapon, by any standard. It was first developed for use in the cyber-gladiator arenas of the 22nd century, but have since crept their way into the military. Even so, there is no tactical reason for using one, except to scare your enemy s***less. The plasma faust is basically a large metal gauntlet, strikingly similar to those of armored medieval knights. When activated, the gauntlet is enveloped in a blasting aura of thermal-plasma energy. This allows the wearer to do incredible damage to whatever he punches, or touches! So be careful what you touch while it's active. Handguns Zyman 7mm Zyman Corporation, a small but elite arms manufacture in the GSC, has devised the perfect small arms handgun. If I was a GSC officer, this would be my sidearm of choice. Small as it is, and doing only modest damage, the Zyman 7 has great accuracy for its size, excellent range, and is practically flawless in design. I know of only one case where a Zyman 7 has ever jammed. But don't neglect gun maintenance. This is a prize gun, actually a status symbol of sorts. Made famous in the '30s by a certain GSC superspy (who's now become a pop media icon), the Zyman is rarely used in combat, but does make a great show off item. A real collector's item. LG-11 9mm Auto This is the standard sidearm of the GSC. It was developed by Leing Arms, practically copied after the ITR's Sterner 9mm, which is unfortunate, since the Sterner is such a crappie weapon. This pistol notorious for jamming, which makes most officers go with the Zyman 7 or just a laser pistol. Even so, the LG-11 can still kill, and kills quite well. The ammo is fully compatible with the Sterner 9mm (go figure). 12mm Alpine This is the biggest damn handgun I've ever seen. It's more like a handcannon, actually, bigger than most SMGs. It can put a substantial dent in fully-plated mecha armor, so just imagine what it can do your chest! This is a macho man's gun, even more so since it's not designed with recoil compensators! This gun has so much kick back, I've seen people lose fingers when it tears out of their hand. Not very safe, but if you know how to handle it right, this gun can be a major killer. I watched someone plug down a full combat cyborg with only two shots. (Game notes: If you're Body is less than 5, you will have trouble. The next action, immediately after firing, is lost, as you suffer the kick- back effects and are forced to recover. If your Body is 5 or better, you suffer no such penalty, but you still feel the powerful recoil force!) Laser Pistol The standard GSC laser pistol is pretty much the same as the ITR's version. Like all laser weapons, it's really a particle beam gun. However, the GSC's laser pistols flaunt a better engineered power clip, giving it about 50% more energy than the ITR version (this power clip is not compatible with ITR guns). The laser pistol is equipped with a thirty kilovolt power clip, which discharged in thirty amp bursts to power the gun, firing a blue-green colored beam. The amperage is adjustable, and the shooter may dial the weapon between a setting of ten amps (light damage), to twenty amps, to a full thirty amp burst (max damage). Heavy Laser Pistol This is just a larger version of the above weapon. It's capable of firing in four to fifty amp bursts, as well as lower settings. The beam is red, like the ITR's heavy laser pistol, and is likewise colored such to accommodate better visibility, and thus greater accuracy. Because of the lower spectrum power, the beam has less range than the smaller laser pistol. For convenience, this gun uses the same power clip as the light laser pistol. That has the advantage of standardization and compatibility, but also the disadvantage that you'll only be able to get off eight shots on the maximum setting, if you're lucky. Sub-Machine Guns 7mm AutoPistol The GSC's 7mm autopistol is designed to be a light caliber, rapid fire sidearm for officers and personal who which to pack a discrete, but deadly weapon. Able to cough out six rounds in a single trigger pull, this weapon can take out any unarmored personal, and cause serious problems for even armored troopers. The bullets are sub-sonic, and therefore do less damage than most firearms, but it's quick rate of fire, light weight, small size, and clip capacity of eighteen rounds makes this gun deadlier than some rifles. The specially designed ammo is not compatible with other 7mm weapons. I've test fired this gun myself, and find it rather fun to use two at once (gunslinger style). Spraying a target with a pair of 7mm autos is real blast! CaMA P-12z Cavelleon Military Arms has developed the P-12z heavy autopistol as an answer to the ITR's heavier H&K 10mm. The P-12z fires five rounds per burst, powerful enough to take out most personnel in one sweep. It fires standard 10mm electo-fired caseless rounds and is a favored weapon of most tactical squadrons. This gun may be fired singled handed, as the recoil absorbers take the front of the recoil force, or with a second hand for added stability. All have digital ammo counters, forward positioned clips, and hand-print security locking systems. Most are equipped with a laser sight and/or LoLite scope. Needler 1.5mm The 1.5mm needler is probably more dangerous than the ITR's 2mm needler. Thought the 1.5mm has less kinetic force, it has significantly better armor penetration. This needler fires a swarm of two centimeter long, 1.5mm diameter ferrous-titanium needles at eight shots per burst. The needles aren't perfectly round, instead look more like a six pointed star when viewed from the front or back. They are grooved as such to facilitate the five monoatomic edges which help to slice through armor. Against this needler gun, mesh armor is treated as having 1/5 it's SP, but hard armor is treated as only having 1/2 it's SP. These needlers are not banned from GSC military use as they are in the ITR, and are still widely employed. AutoLaser The autolaser is basically a miniature version of the heavier Strife autolaser rifle. About the size of most standard SMGs, this weapon fires series of six particle laser beams, each of 0.2 second duration, with a 0.3 second pause between each beam, for a total burst duration of 2.4 seconds. This burst ability facilitates a longer firing time for the same amount of energy as a single 1.2 second beam, practically doubling the energy efficiency. With such a burst effect, the gunner may elect to strafe several targets, or fuse a single target to the nearest bulkhead wall. The autolaser does not have an adjustable beam regulator, which is unfortunate for a weapon that prides in a bigger bang for the buck. Rifles Assault Shotgun The ITR may call them coneguns, but the GSC still keeps the official designation as shotgun. And make no mistake, the assault shotgun is effectively just as dangerous as combat conegun. Actually, these two weapons are practically the same. The assault shotgun comes equipped with recoil absorbers and it's magazine holds twice as many rounds as the civvie model. Like all shotguns, slugs (3d10 damage) can be used instead of shot rounds. Explosive shell are also used by some marines and special ops. Such a shell is simple a slug with second detonator, an impact explosive which is armed half a second after firing. The explosive slug does 5d10 damage, with a blast radius of 3 meters. There are those who also use nail-shot (see the earlier section on shotguns), but most commanders disallow them for obvious reasons. Auto-Shotgun This is the GSC's version of the fully automatic, lay-out-the-lead, shotgun. In a single burst it can fire four shells, unleashing a torrential flood of hot metal pellets, able to grind apart nearly any target. Or, if desired, it could fire slugs, explosive shells, or even nail-shot (ouch!). MA-22 5mm The MA-22 is a powerful and versatile military assault rifle. Don't let the low caliber fool you, this 5mm autorifle spits out rounds at nearly six hundred meters per second, each carrying the kinetic force to knock a coin-sized hole a durasteel wall. Though the small bullet size does less damage to flesh, it's more stable, allowing for greater accuracy and a much improved range. The MA-22 uses non-standard 5mm caseless rounds. It's fully electric with a digital ammo counter, hand print lock system, and adjustable burst fire. This adjustable burst fires allows the gunner to select between semi- auto (one shot), half-auto (3 shots), or full auto (6 shots). GR 7mm Granda The 7mm Granda is one of the most powerful fully automatic rifles ever made. With ten years of battle proven reliability behind it, this is one of the best, if not the best, heavy battle rifles around. As rifle's go, this is almost a support weapon, massing just a hair under four kilos and bulkier than most rifles should be. The most notable characteristic of the Granda is, of course, the double clip feature. This weapon can have two ammo clips loaded at one time, one in the forward clip, and one just before the stock. Each of these clips can hold thirty rounds, and with a selector switch, the gunner can choice between the clips. Usually, the clips hold different types of bullets, one of which is usually a clip of AP rounds(x4.0 ammo cost), the other being standard ammo. The Granda is fully electric with a digital ammo counter, hand print lock system, and adjustable burst fire. This adjustable burst fires allows the gunner to select between semi-auto (one shot), half-auto (3 shots), or full auto (5 shots). Gauss Gun 8mm The 8mm gausser is a much improved version of the ITR's 10mm gauss gun. The 8mm gausser is automatic, able to fire repeated rounds with little trouble, thanks to the improved coil charging system. It may fire one or two shots per burst, depending on the pressure applied to the trigger. But the smaller size of the projectile means less damage. Even so, this is a formidable weapon, as it fires a 10cm long, 8mm diameter ferrous-titanium needle at ten times the speed of sound. The 8mm gausser is fully electric and has a digital ammo counter and a hand print lock system. Armor is treated as having 1/2 it's SP against this weapon. Plasma Laser As energy based weapons go, the plasma laser is one of the most energetic. The rifle accelerates a beam of superheat hydrogen gas, focusing it into a destructive particle laser at near fusion temperature. This quasi-fusion plasma beam can slice through nearly any known substance, able to cause significant damage to even heavy armor (the equivalent of 1 kill per shot). Such a powerful weapon requires an equally powerful energy source. This is supplied by a state of the art monopolar fuel cell, which cost nearly half what the weapon is actually worth. It can supply enough energy for ten shots before having to be discarded, but that's enough to waste a small army. Strife AutoLaser Though not as horrendously destructive as the continuous beam laser strafer, the strife autolaser is nearly as powerful, and three times more efficient on energy consumption. This repeating laser pulse weapon is basically a larger version of the light autolaser, but fires a much more potent particle laser pulse. However, the strife autolaser not only has an adjustable power output regulator (dialable between ten to sixty amps), but a fully controllable burst fire regulator as well. The gunner may set both the desired energy level and number of shots per round by moving a pair of digital size-dials (settings of 10-60 on the power, and 1-8 on the burst). With these functions, the gunner has at his disposal forty-eight individual settings. Most yellow-bellied newbees set their gun to 60 amps, full burst, but they quickly find their power clip empty and a nice big hole in their head. Most veterans setting on high middle ground, four amps, burst of five. Heavy Weapons Fragmentation Grenade Frag grenades are basically a ball of explosives encased in a breakable metal shell. When the grenades goes off, this shell instantly turns into an indiscriminate supersonic cloud of shrapnel. It may sound crude, but this grenade's pretty high-tech. It comes with a digital timer, which can be tuned anywhere from three seconds to a full minute, and armed at the touch of a button. Once armed, and you lift your thumb away from the setter, its impossible to unarm, so be very careful. Many a soldier has lost life and limb with this blasted contraption. Concussion Grenade Typically, these won't kill you unless they land right on top of you. The age old concussion grenade is primarily used to knock back enemy targets and stun or disorient them for a time. (Game note: Anyone caught in the explosion must make a stun/shock roll at - 6 or be stunned for 1 turn. In addition, the shock wave blasts out for 5 meters. Anyone hit by this shock wave must make at stun/shock roll at -3 or be stunned for t turn as well. Everyone within a reasonable range will hear the ear-splitting bang, which is quite loud). 40mm Grenade Launcher The best way to deliver grenades is to just fire them. The all around kick-ass grenade launcher fires 40mm impact detonated grenades. Launcher holds five grenades, with a shotgun-style pump-action loader. The GL-14 model is a stand alone weapon, where as the GL-60 is a standard add-on for most rifle weapons, compatible with the assault shotgun, MA-22, GR 7mm, and 8mm Gausser. Laser Buster The laser buster support weapon is a tripod mounted particle laser cannon, designed to take out heavy battlesuits in one shot, but can also cause sever damage to mecha or tanks. The beam is so powerful, the air literally combusts around the beam when it fires, creating a brilliant aura, which makes the beam seem much thicker than it really is. Though it does a bit less damage than the heavier X-Laser of ITR design, it's designed to take out smaller targets, and it much more accurate this job. It comes in three pieces - The main gun (15kgs), the tripod (10kgs), and the power pack (10kgs). It is normally transported by two people, but one can carry all components. Set up takes about ten seconds. (Game note: This weapon as a -3 to hit people, no modifier to hit vehicles, and +3 modifier to hit mecha). Gatling Laser This multi-barreled, air-cool fury of spinning death can sent waves of fear through any enemy... And waves of scorching particle energy as well. The gatling laser is really nothing more than six independent high-power particle laser guns, linked together on a gatling motor. As one gun fires, the others are busy charging up. The whole array is spinning furiously, at nearly a thousand RPM, and this has the effect of cooling off those barrels that get pretty darn hot. Each barrel can fire once in a typical burst (for a total of six shots per burst). The sophisticated power pack has energy for twenty-four shots, that is, four full bursts. This gun comes in three pieces - The main gun (30kgs), the tripod (15kgs), and the power pack (15kgs). It is normally transported by two or three people. Set up takes ten to thirty seconds (1d6/2 x 10). (Game note: This weapon as a -3 to hit people, no modifier to hit vehicles, and +3 modifier to hit mecha). MAASR Missile The Multipurpose Anti-Armor Strike Rocket packs the punch needed to take down most heavy armor units. If not, better load up an try again, else you're mincemeat. Unlike the ITR's SLAMM, the MAASR launcher is not disposable. Instead, it can be readily reloaded from the back (takes one full round). The launcher weighs 5 kilos, the missile itself is 8. The missile is fairly smart, able to seek a target by radar, thermal, and magnascan. As the name implies, it's equally comfortable with taking out land and air targets, and can seek out a wide variety, anything from a soldier, to a mecha, to a fighter, to a large bird. (Game notes: This weapon as a -6 to hit people, -3 to hit vehicles, and no modifier to hit mecha.) 20mm Railgun This gun is pretty much the same as the one outlined in the ITR section, but it's by no means a copy. The GSC railgun was developed three years before the ITR model, but there are no signs the ITR copied them either, despite the fact they both use 20mm rail rounds and have comparatively similar stats. However, the GSC railgun is a bit less powerful, as it uses somewhat older gauss-coil technology, and doesn't pack nearly the power. Still, its a weapon to be reckoned with. (Game notes: This weapon is man-sized, no penalty to hit people, +3 to hit vehicles, and +6 to hit mecha. Armor is treated as having 1/2 it's SP against this weapon. However, it's not designed to do large amount of damage to soft-targets. Damage inflicted on human flesh is normal, as the projectile is moving "slow" enough to cause a significant mushrooming effect, and may even start to tumble inside the body.) Cyclon-Destron The cyclon-destron is the GSC's answer to the Hover-Mauler. The CD-19 is a mobile artillery system, supported by electro-gravitic levitation field, produced by a powerful MHD turbine. The cyclon-destron mass 120 kgs. The barrel is 1.3 meters in length and is attached to the weapon's fuselage, which is a meter long itself, but takes up the majority of the mass. The five round clip is loadable from the side and masses an extra 20kgs in itself. The entire mass of the weapon is self-supporting (except for any extra clips a crew or gunner might carry). It is held two-handed by a rifle-style grip (right hand) and second side-ways support grip further forward (left hand). The rifle-grip houses the trigger. A side target scope can be flipped down to facilitate aiming. When it fires, projectile is blasted out the barrel at two kilometers per second (around Mach eight). All recoil is absorbed by the system, and none is transferred to the gunner. The onboard MHD power system can last one hours before shutting down, causing the weapon to stop levitating. It takes three hours to recharge from a standard power system. (Game notes: This weapon is at -6 to hit people, -3 to hit vehicles, and no penalty to hit mecha. However, its not designed to do large amount of damage to soft-targets. All damage inflicted on human flesh is halved (remember, 1k = 25h), as the projectile just punches through with little to no mushrooming effect. The gun is designed on mecha scale but usable by human or roadstriker scale units. Space and weight have been reduced to 'zero', and it's CP value is 35, and 3 CP per clip. It can take 2 kills of damage.) Mobile-Solean The mobile-solean is a man-portable support weapon whose power is rivaled only by the hover-syncron. Unlike the syncron, the solean does not require support from an orbital unit. Instead, it carries a powerful, highly compact capacitor system. This capacitor was developed solely for this weapon, and the key to its success. The support cannon itself masses two hundred kilograms, and is as large as a small car. Most of it, however, is nothing more than a pair of huge energy focusing arms. The majority of it's mass is contained in the fusion generator and electro-gravitic MHD system. As you might expect, the mobile-solean is supported by electro-gravitic levitation field, produced the MHD turbines. It hovers approximately two meters off the ground and is held and controlled by a sub-structure which comes down from the bottom, and contains the trigger handle and electronic targeting periscope system. Generally, a two or three man fire squad is needed to operate the weapon. One person can transport the weapon (as it supports its own weight), the other carry extra power packs and maintenance equipment. The weapon can be fired at any time, and more often than not, the gunner will elect to deploy the stationary support legs, and shut off the levitation system. When ready to fire, the weapon's forward section (which is shaped like a submarine sandwich on its side) will slip apart. Energy will build up within the space between these two halves at it nears fusion temperature. Once fusion is reached, and eletro-gravitic field will envelope the nuclear plasma and accelerate it into a fusion laser beam, which can devastate most anything. After firing the power pack is spent and it will eject itself (so duck!). Extra power pack capacitors mass 40 kgs, and can be loaded once the old one has been ejected (this takes two people, or one person with a Bod of 7+). Each capacitor is highly volatile, contain gigajouls of potential energy. If a capacitor takes more than 10 hits of damage, it will explode, doing 5 kills of damage for a three meter radius, and 1-kill for another five meters. As the beam explodes the air in a wake of destruction as it tears through the air, people near the beam may be endanger. Anything within two meters of the beam itself takes 3 kills of damage. Anything within five meters takes 1 kill from the heat. This makes it pretty neat for cutting down lines of troops! (Game notes: This weapon must charge up for one full turn before being able to fire. It has a -6 to hit people, -3 to hit vehicles, and no penalty to hit mecha. The gun is designed on mecha scale but is usable by human or roadstriker scale units. Space and weight have been reduced to 'zero', and it's CP value is 80, and 30 CP per clip. It can only take 5 kills of damage.) Chapter 3: Military Equipment This section details the major military equipment of the ITR and GSC. This includes armor, gear, and tech. Armor Uniforms Most people don't consider uniforms armor, but all uniforms have a strong layer of densely woven monofilament armor, able to stop most light firearms. The typical dress uniform has 5 SP, field uniform has 12 SP, and the work uniform has 8 SP. The dress uniform weighs 2 kgs. The field uniform weighs 3 kgs. The work uniform weighs 2 kgs. Monoweave Jacket A light armored jacket, no bigger than a typical cool weather jacket, but provides 15 SP to the torso and 12 SP to both arms. It weighs 1 kg and cost 150 ¥. Monoweave Pants Similar to the above, and used together makes a full monoweave armor suit. It provides 12 SP to both legs, weighs .6 kgs, and cost 100 ¥. Light Security Vest The light security vest covers only the torso, and provides a ridged armored plate with monoweave layering and energy ablative coatings. It provides 20 SP and weighs 0.5 kg. The LSV costs around 100 ¥. Balistic Jacket The ballistic jacket provides excellent protection from most fire arms, and even bombs to some extent. It provides 23 SP to the torso, and 18 SP to the arms. This jacket weighs 1.6 kgs and costs 240¥. Balistic Pants Made of similar material as the ballistic jacket, the ballistic pants are armor plated with monoweave mesh to protect joints and seams. It provides 20 SP to both legs, weighs 1 kgs, and cost 200 ¥. SecondSkin(tm) Body Suit This skin tight armored body suit can be worn under any other type of armor. It's very thin, only a few millimeters, and is constructed of billions of monatomic filaments woven together in a 3-D mesh at a molecular level. It comes in any color, most people take black, but some of the ladies like it pink (don't ask me why). It covers the whole body, except for the hands and head, providing 10 SP to all other areas. It weighs 1 kg for the whole thing, but costs 1200 ¥, which is why the military is so stiff about handing them out. Sampson(tm) Trooper Suit A full armored suit for the modern ground trooper. It provides 23 SP to the torso, 20 SP to both arms, 20 SP to both legs. They also come with armor plated boots and an advanced combat helmet (both below). It weighs 5.6 kgs and costs 1900 ¥ (total). However, because of the suit's bulk, the wearer suffers a -1 to Reflexes. Bomb Squad Advanced Armor Suit This suit is normally used by bomb squads and soldiers working in areas of high mine field concentration. The armor plating provides 25 SP to all locations. The suit weighs 7 kgs and cost 723 ¥. Because of the suit's bulk, the wearer suffers a -2 to Reflexes. Combat Boots Typical combat boots, rugged, tough, and, of course, colored a dark, shiny black. They provides 15 SP to the feet, weight 0.4 kgs (together), and cost 100 ¥. Armor Plated Boots These boots are designed to protect against exploding mines and grenades. Very useful, but still not as tough as they need to be. They provides 25 SP to the feet, weight 1 kg (together), and cost 200 ¥. Security Helmet This is the standard security helmet with flip down black visor. It comes with a built in communicator, low-light amps, and IR enhancers. It provides 20 SP to the head. It weighs 1.6 kgs and cost 320 ¥. Standard Combat Helmet Similar to the security helmet, but better armored. It comes with a communicator, low-light amps, and IR enhancers. It provides 23 SP to the head, weighs 1.8 kgs and cost 540 ¥. Advanced Combat Helmet Even better than the standard combat helmet is the advanced version. This comes with a communicator, low-light amps, and IR enhancers, as well as a HUD visor with GPS display, x16 zoom, image enhancer, IFF locator, and a weapons-link targeting system (giving a +1 acc to hit). It provides 25 SP to the head, weighs 2 kgs and cost 1250 ¥. Gear Backpack A pack for carrying equipment and gear. Can hold up to 40kgs. It weighs 0.5 kgs, empty, and costs 100 ¥. Rations Standard pack of carbo-waffers, protein paste, and nutribars. A full pack can last for a week (7 days, give or take a day) and weighs 1 kg, cost 50 ¥. Flashlight A portable light source. Small flashlights luminate an equally small area (.5 kgs, 40 ¥). Larger ones have a broader beam, and greater range (up to 300 meters), and weigh about 1 kg, cost 120 ¥. Canteen, Hydro This canteen operates by extracting, filtering, and condensing water straight out of the air. It can hold two quarts (about two liters) of pure, crystal clear water. The extractor system can replenish the canteen at a rate of one quart an hour in a moist environment (jungle), two hours in a temperate environment (forest, plains), or five hour in a dry environment (dry prairie, desert), and can't do squat in a vacuum or hostile environment. It weighs .2 kgs, empty, and costs 200 ¥. Tents Three types of tents are available. A small, one-man tent weighs 4 kgs, and cost 200 ¥. A medium two or three man tent, weighs 7 kgs, and costs 400 ¥. A large ten man tent (or pavilion tent), weights 50 kgs and costs 1400 ¥. You may get full environmental sealing (with air- seal entrance) by doubling the cost. Life-support system weighs an extra 5 kgs and costs +50 ¥, per person to support. Rebreather The rebreather is a mask which recycles exhaled CO2 and wasted oxygen, and processes it through a series of microfilters and electrolyses system, then feeds it back to the wearer. A person can survive in the absence of oxygen, air, or underwater, for half an hour. After that time, the carbon filter and power cell must be replaced. This cannot be used in a low or zero-pressure environment (i.e., a vacuum) as you will be unable to breath without sufficient atmospheric pressure. It weighs .2 kgs and cost 300 ¥. Air Tanks This is a small set of air tanks which may be attached to a belt or slung over the shoulders. Attached to a rebreather (above) will allow one to breath clean air for three hours. It weighs .5 kgs and cost 200 ¥. First Aid Kit The first aid kit comes with local anesthetics, syntheflesh spray, an air hypo, antiseptic, antibiotics, bandages, poison neutralizers, a shot of tranquilizer, and some stims. It weighs .5 kgs, costs 100 ¥. Trauma Kit A larger version of the above first aid kit. It has everything that is in the above kit, plus surgical tools, regeneration spray, and 3 dose of speed-heal. It weights 2 kgs, costs 500 ¥. Survival Kit A field issue survival kit. Comes with a small flashlight, 5 power cells, rebreather mask, first aid kit (above), one week of rations, an empty hydro canteen, and a personal comm. It weights 5 kgs and costs 600 ¥. Hygine Kit Contains all the little things you need: tooth brush and paste, soap, comb, toilet paper, tissue, razor, scissors, tweezers, tooth picks, etc. It weighs 1 kg, cost 70 ¥. Light Envirosuit The light envirosuit is a full body protective suit used to shield the wearer from low or high pressure environments in toxic or inhospitable atmospheres. It is not for use in a corrosive atmosphere, under water, or in a vacuum. It comes with a five hour air supply, and has 15 SP to all locations. However, you incur a -1 penalty to your Reflexes. It weighs 5 kgs, and cost 300 ¥. Heavy Envirosuit Similar to the above, but larger and better armored. It can protect the wearer from corrosive atmospheres and may operate under water. It has a 5 hour air supply, and 25 SP to all locations. However, you incur a -2 penalty to your Reflexes. It weights 8 kgs, and cost 800 ¥. Light Space Suit The light space suit is extremely compact and well fitting, hardly thicker than a diving suit. The life-support system is built into the chest, and pumps air directly into a high pressure breather mask in the helmet. There are only two hours of air available, as the suit is not designed for prolonged use in space, and it does not have a waste reclemator. The helmet acts just like the standard combat helmet (above). It has 10 SP to all locations, exept the helmet, which has 20. This suit does not have a maneuvering system; you must use a tether or a maneuvering pack (below). It weighs 2 kgs, and costs 500 ¥. Typically, the light space suit is worn in mecha while in space combat. Heavy Space Suit This is a fully pressurized space suit, capable of operating for up to six hours straight. It includes a self-contained waste reclamation system, two liters of water (with drinking straw in helmet), and an auto-regulated heating/cooling system. The helmet acts just like an advanced combat helmet (above). You incur a -2 penalty to your Reflexes while in the suit. It has 15 SP to all locations, except the helmet which has 25. Their are maneuvering thrusters in the back pack and feet, giving the wearer 6 MA for space movement. It weighs 8 kgs, and costs 2000 ¥. Armored Space Suit Exactly like the heavy space suit (above), but thickly armored with carbide plates, monoweave fabric, and energy reflective polymers. It gives 25 SP to all location, but you incur a -3 penalty to your Reflexes while in the suit. It weighs 12 kgs, and costs 3500 ¥. Tech Manuvering Pack A thruster unit which is attached to the back of a space suit, usually worn with a light space suit or any other suit which does not have a built- in thruster pack. It allows for a full range of motion and gives the user an effective MA of 3. It weighs 1 kg and cost 200 ¥. Tool Kits Tool kits are available for a variety of applications. There are standard tool kits (50 ¥), which contain the most common tools, mechanical tool kits (200 ¥), which contain tools for machinery, electronic tool kits (200 ¥), which contain tools to repair computers and electronics, and even a robotics tool kit (300 ¥), which is a hybrid of the mechanical and electronics tool kits. All weigh 2 kgs. Scanners Scanners range from simple electrical gauges (10 ¥), to radiation counters (30 ¥), to electronic diagnostic analyzers (60 ¥), to medical scanners (200 ¥), to all purpose multi-scanners (500 ¥). All weigh 1 kg. IR Specs These are infrared imaging goggles which are worn just like sunglasses. They display the world as a thermographic image on the glass's crystal matrix display. The user can see in heat, eliminating penalties for darkness, and it even allows him to follow fresh heat trails. They weigh .1 kgs and cost 300 ¥. LoLite Specs These glasses act as light amps, taking in any available light and processing the patterns through a network of nanocomputers, then displaying the image on the glass's crystal matrix. In effect, the wearer can see in near-total darkness (but never total darkness) just as if it were day (or at least dusk), and in a full range of color (computer enhanced). They weigh .1 kgs and cost 200 ¥. Global Positioning System This is a palm sized GPS system, which can display a full map of any area on the planet, detailing the user's precise location on top of a 3-d contour map. It works so long as the user is on a planet with a GPS satellite network (any major world). It weighs .2 kgs and cost 150 ¥. Pin Comm This is a short range microwave radio communicator as small as a pendent. It can be placed on the collar, or hidden in jewelry, such as a watch, locket, bracelet, etc. It has a range of 10 kms and cost 100 ¥. Weight is negligible. Personal Comm This is a standard hand held communicator, as large as a 20th century cellular phone. It has a range of 100 kms, weighs .2 kgs, and cost 200 ¥. Headset models are available. Orbital Uplink This small black box is an orbital uplink consists of a laser comm and an automatic satellite tracking system. It allows for full range communications (A/V or datalink) to any satellite or orbital space craft. It may be attached to a computer, or to a personal comm. It weighs .5 kgs and costs 600 ¥. Backpack Comm Suite This is a full sized communication package, worn on the back, with an headphone/commlink set which can be placed on the user's head. It has a hemisphere wide range and has an orbital uplink system. This comm system also packs a compete level 3 ECM and ECCM suit (sensor/comm, missile, and radar) with a range of 0.5 kms. It weighs 20 kgs and cost 3000 ¥.