The Oracle Corporation
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Weapons and Equipment

Go down

Weapons and Equipment Empty Weapons and Equipment

Post  Admin Mon Feb 06, 2012 12:44 pm

The following posts are items that are now available on the world market in some way or another. In most cases they will be bought from the company headquarters, as they represent uncommon equipment.

The Debye Plasma Shotgun (AMS)
Class: Tactical Firearm
Damage: 1d10/3d10 (mash)
Cost: 9000
Range: Medium / Close
Rate: 1
EMPS: 7
Ammo: Energy Cells

The Debye Plasma Shotgun is a dangerous weapon to both the target and the user and is generally avoided by the more cautious divisions. However, to the agent willing to loose the odd torso every now and again it is the ideal way to deal with close combat situations.
Unlike the plasma rifle systems produced by AMS, which accelerate a small amount of plasma to high energies in a coherent beam, this monster simply generates a large amount of low to medium energy plasma and throws it out of the barrel as an almost incoherent cloud.
At medium range the weapon only deals 1d10 damage, because the cloud of plasma loses energy over very short distances. At close range, however, it deals 3D10 mashing damage which ignores armour. The 'mashing' damage in this case is not representing broken bones or the removal of large amounts of flesh, instead it is caused by horrific burns which cause blood loss even in agents.
You gain a +4 to your action total when using the shotgun within 5m of your opponent.

This weapon is available for purchase from AMS show rooms and is considered a tactical weapon for licensing purposes.

Y&S Wide Angled Volt-gun - "The Pacifier"
Class: Heavy Weapon
Damage: Stun (XS + 4 action target), does not affect agents
Cost: 10,000
Range: 12m
Rate: 1
EMPS: 8
Ammo: Energy Cells

The Pacifier is mainly used by UIG staff and local police units to calm down large scale civilian disturbances. It works on the principle of the Stun Rifle but uses a wide-band, wide-angled emitter and a much larger power source to enable the incapacitation of a large area. This weapon has a cone of fire which extends out 12m and has a dispersion angle of 45 - 60 degrees (depending on atmospheric and environmental conditions). Anyone who can take stunning damage in this area must make a Perception + Endurance roll with a (attacker's XS + 4) penalty or be stunned for 30 minutes.

This weapon is available for purchase from Y&S show rooms and is considered a heavy weapon for licensing purposes.

AMS Specialist Fletchett Rifle (SFR)
Class: Tactical Firearm
Damage: 1d6 (ignores 10AV of armour and cover) or 6d4 (armour applies to each dice)
Cost: 10,000
Range: Medium
Rate: 2
EMPS: 16

AMS technicians have worked long and hard to bring you the first civilian weapon which utilises the infamous UIG Hybrid weapon technology*. The SFR is designed to be able to cope against both armour and shield technology in equal measure without the need to bring multiple weapons with you.
The primary fire mode is designed to rapidly drain shields and cause extensive wounds to un-armoured targets using a shotgun-like blast of needle based projectiles. The weapon deals 10d4 damage, but is not a machine weapon and each dice is reduced by the target's armour, not the total. This drains shields away in no time.
The secondary mode is crafted to address armour without the use of inherently dangerous plasma. An atomically sharp, nanometre-wide needle is launched from the barrel of the rifle with enough force to pierce 10AV of armour... or anything else for that matter. This needle deals 1d6 damage and ignores all armour, it can also pass through multiple targets and cover. If a target is behind cover, the penalty to your action total is halved because the weapon ignores cover. If you are able to see the target behind cover (e.g. by using thermal imaging, x-rays, a mirror) then you receive no penalty. Please be careful firing in this mode if civilians are within the weapon's range.

*Weapon is not actually a UIG Hybrid (tm) class weapon, but simulates this ability.

This weapon is available for purchase from AMS show rooms and is considered a tactical weapon for licensing purposes.
Admin
Admin
Admin

Posts : 2785
Join date : 2012-01-16
Location : World Data Net

https://oracle.forumotion.co.uk

Back to top Go down

Weapons and Equipment Empty Stealth bags

Post  Admin Tue Feb 07, 2012 1:51 pm

Liberty Black stealth bags are now available. We will fill out online orders and custom garments can be made upon visiting a Liberty Black representative in your area for measurement and pricing.

Stealth Bags (Liberty Black)
Cost: 3000 for small container, 6000 for medium container, 9000 for a large container
EMPS: 8
When using a stealth suit or stealth skin it is difficult to carry equipment and maintain the advantage of near invisibility. Stealth Bags are made of a proprietary material which is able to disguise itself and the objects inside of it when it is in contact with a stealth suit or stealth skin. A stealth bag will not cause the user to take the -3 penalty to stealth that using a muletech does. The penalty to agility is -3/-2/-1 for the heavy/medium/light bag unless the user has the pack mule training.

The bags attach tightly to the user with a number of straps and are difficult to access (a full round action is required to take items out of a Stealth Bag) but allow someone to carry small, medium or large equipment. It is possible to carry multiple items in a Stealth Bag, but this is not recommended as each item will become difficult to retrieve.

Carrying Capacity
Small bags can hold the equivalent of one light firearm
Medium bags can hold the equivalent of one tactical fire arm
Large bags can hold the equivalent of one heavy weapon

Sadly Liberty Black cannot yet offer to upgrade Muletech bags with this technology. It is hoped that this product may be made available sometime in the coming year.


Last edited by Admin on Tue Dec 04, 2012 9:03 pm; edited 2 times in total
Admin
Admin
Admin

Posts : 2785
Join date : 2012-01-16
Location : World Data Net

https://oracle.forumotion.co.uk

Back to top Go down

Weapons and Equipment Empty Re: Weapons and Equipment

Post  Admin Mon Feb 27, 2012 1:11 pm

Y&S "Buzzsaw" - Heavy Blade Launcher Cannon
Class: Heavy Weapon
Damage: 6D6
Cost: 11,000
Range: Medium
Rate: 1
EMPS: Immune
Ammo: 3 x SMART clips

The Buzzsaw uses magnetic coils to guide a chemically propelled saw blade with terrifying accuracy. The blades launched by this weapon are 30cm in diameter and very thick, so each time the weapon is fired it uses an entire SMART clip. Up to three clips can be held in the weapon at one time, so three shots can be fired before the weapon requires reloading.
If 3 or more of the damage dice come up as 6, then the weapon is considered to have severed a random body part. However, of more importance is using called shots with this weapon. A specific body part can be targeted and if enough damage is dealt it will be severed. Consult the random severing table for more information on this ability.
Trainings that improve a user's capabilities with the tactical blade launcher can be considered to have a separate heavy weapon version. For example, this weapon can be used, with the relevant training, to perform ricochet shots off walls.
Admin
Admin
Admin

Posts : 2785
Join date : 2012-01-16
Location : World Data Net

https://oracle.forumotion.co.uk

Back to top Go down

Weapons and Equipment Empty Re: Weapons and Equipment

Post  Admin Sun Mar 25, 2012 8:23 pm

Western Aeronautics
Western Aeronautics is a spin off company created by the WF to fulfil their requirements for small drone craft. The WA sell some of their equipment on the open market, but the highest quality products will always go to the WF, as with all WF-owned weapon companies.

WA-PSD-3A - Small remote spy drone
Cost: 10,000
HP: 10
AV: 1
Weapons: None
The PSD is the size and shape of an American Football when it is folded away. When needed, an agent throws the drone into the air and the 4ft-wide wings unfurl. The drone is controlled by the agent's internal A.I on smeaker frequencies, with the same level of security based on distance. The drone sends visual data back to the agent's PDA or Anascan GUI interface using an encrypted signal that is also as secure as smeaker systems.
The drone has a sophisticated set of cameras and sensors onboard and gains a +8 bonus to spotting agents and vehicles in open terrain. The drone cannot distinguish between individual agents very well, but it may be possible to do so with a high enough level of internal A.I.
The PSD can remain airborne for 36 hours before it has to land. The drone can be recharged at the same rate as a 36HP shield and will fold back into its football shape when it lands for easy storage.
The drone's primary weakness is that it does not have any stealth capabilities and must remain high above the battlefield to evade small arms fire. Long range weapons such as sniper rifles can be used to attack the drone.
This drone can be deployed without a license.

WA-DAV(E) - Weapon platform drone
Cost: 100,000
HP: 25
AV: 5
Shields: 50
Weapons: 4 Heavy Weapons
A.I level: 4
Perception + Heavy Weapons AT: 12
The Drone Assault Vehicle (Exterminator class) is a remote controlled aircraft with a 4m wingspan. Its onboard A.I listens to an agent's commands over smeaker and attempts to obey them without a direct control interface. The drone is normally used by having it fly high above an area to be available as aerial support. It takes two rounds for the drone to position itself for a strafing run and to then fire it's weapons. The DAV will then continue to perform the same manoeuvre again (taking another two rounds) unless it is ordered not to. One a single strafing run the drone will fire all four of its heavy weapons unless ordered to only fire specific weaponry.
The drone will remain out of the range of medium-range weapons during its attack, but long range weapons such as laser rifles can be used to attack it.
In order to use the DAV(E) a special equipment license is required. The DAV(E) may not be used in heavily populated areas because its A.I is not able to reliably distinguish between armed and unarmed/civilian targets.
The DAV(E) can remain airborne for six hours before it must land and be recharged for an hour. The drone's weapons must carry their own ammunition; the drone cannot power or reload its own weapon systems.

LGT Gun - Laser Pointer Targeting System
By aiming an LGT at a target with a Perception + Support weapons roll during the rounds a DAV(E) lines up to make its attack, the drone automatically passes its to-hit roll. Buildings, vehicles and even people can be targeted with this device.
The LGT does not require a license to use.
Admin
Admin
Admin

Posts : 2785
Join date : 2012-01-16
Location : World Data Net

https://oracle.forumotion.co.uk

Back to top Go down

Weapons and Equipment Empty Re: Weapons and Equipment

Post  Admin Sun Mar 25, 2012 8:23 pm

AEGIS Gauntlet - Hand-Held Hard Ion Shield
Shield HP: 30
Cost: 5000
EMPS: 8

The Gauntlet is based on the Disc-Shield (P45 core book) but designed for use in close combat. The shield must be activated using a free action each round when used, otherwise the Gauntlet would activate to prevent any object from coming near the user. While active, the user can use the Gauntlet to block an opponent's close combat strikes, which will deal maximized damage to the shield as normal.
In the future, a proficient user may be able to train themselves to use the Gauntlet to block much faster moving things such as projectile weapons. To block the damage, the user must have assigned some of their defence to the attacker (See close combat rules) so the system will not block a successful assassination attempt or allow the user to fire at other targets while engaged in melee.
The Gauntlet does not interfere with other shields or stealth fields in use by the user. The shield has emitters placed on both arms, so only one Gauntlet system can be equipped at a time.
Admin
Admin
Admin

Posts : 2785
Join date : 2012-01-16
Location : World Data Net

https://oracle.forumotion.co.uk

Back to top Go down

Weapons and Equipment Empty AMS Bolas

Post  Admin Sun Mar 25, 2012 8:24 pm

AMS Gaucho Bolas - Throwing weapon
Class: Thrown Tactical Weapon
Damage: D6, chance of restraining
Cost: 1,000
Range: Medium
Rate: 1
EMPS: Immune
A set of solid alloy balls are connected with nano-wire reinforced nylon ropes. This classic weapon is ideal for use in capturing bounties alive.
The Bolas are thrown with a "Perception + Athletics" roll and require the Thrown Weapon training to use. When tossed the Bolas wrap around a target and there is a chance that they will be restrained and unable to either move or act. If the attack has an XS of 4-7 then the target's legs have been tied up and they may not move. Removing Bolas from the legs requires a full round action. If the attack has an XS of 8+ then the targets arms have been bound and they may not use their hands or arms except to try and escape. Either another agent must help the target for a full round or the agent can attempt to escape with a "Strength + Athletics" roll with a -6 penalty; Liberty Black flat-hands help with this roll, but all equipment must be dropped.

AMS Ayllo Grenade Bolas - Grenade Weapon
Class: Thrown Support Weapon
Damage: D6 impact, chance of grenade damage
Cost: 600
Range: Medium
Rate: 1
EMPS: Immune
A nano-wire reinforced nylon rope holds three hollow containers, each able to hold either a weight or a full-sized grenade.
The Bolas are thrown with a "Perception + Athletics" roll and require the Thrown Weapon training to use. When tossed the bolas wrap around a target and if the attack has an XS of 4+ then the grenades will detonate for maximized damage. Otherwise, the grenades will detonate as normal. If the attack misses then the bolas will fly out of the grenade's blast radius range, dealing no damage to the target. For every grenade used in the bola the attack roll will have a -1 penalty, because the weight is not ideally distributed.
Admin
Admin
Admin

Posts : 2785
Join date : 2012-01-16
Location : World Data Net

https://oracle.forumotion.co.uk

Back to top Go down

Weapons and Equipment Empty Isle of Man Armaments

Post  Admin Sun Mar 25, 2012 8:25 pm

Isle of Man Armaments

IMA weapons are made in a small fabrication facility on the Isle of Man. The company is focused on providing extremely high quality weapons to individual customers looking for something different to the offerings from AMS.
IMA are experts at producing rapid firing, small calibre weapons.
Special thanks to Hollywood Hacker from the Deniable Resources forum for creating the company and weapons. I have modified the equipment significantly to reflect my own setting and opinions.
IMA weapons are only available directly from the manufacturer, so they must be bought as a minor action. The weapons are extremely high quality and will be provided at condition 11 by default. Higher condition weapons can be commissioned, just like on the ASM Orbital.

IMA IG-10 Laochra - Assault Rifle
Class: Tactical Firearm
Damage: 2D6 (semi-auto) / 4D6 (machine) / 1D6 (club)
Cost: 9,000
Range: Medium / Medium / Close Combat
Rate: 3 / Machine / 1
EMPS: Immune
Ammo: SMART
The Laochra is built to be an efficient, reliable weapon for dealing with lightly armoured targets. By firing smaller calibre projectiles it can be fired more rapidly than a traditional assault rifle, which in the hands of an expert marksman can make it much more effective. The rifle has two firing modes: Semi-automatic and fully automatic. Furthermore, because the weapon is made from very solid materials it can be used in close combat as a club, without having to worry about it losing condition levels.

IMA S5 Wolfhound Revolver - Silent Pistol
Class: Small Firearm
Damage: D12
Cost: 900
Range: Medium
Rate: 1
EMPS: Immune
Ammo: SMART

The Wolfhound is a very small revolver that uses pneumatic firing mechanisms to fire a bullet without a sound or muzzle flash. It is ideal for use in close range assassinations even in crowded areas (with the assassination training).

IMA SCU-50 Mhilleadh - Automatic Shotgun
Class: Tactical Firearm
Damage: Special
Cost: 7000
Range: Close / Medium
Rate: Special
EMPS: Immune
Ammo: SMART

The SCU-50 is a devastating weapon when used against un-armoured groups or individuals. It is best used by shotgun experts, who will get the most out of the rapid firing capabilities of the firearm.
The weapon can be used as machine weapon or as a semi-automatic weapon. Switching between modes is a free action.
When used as a machine weapon aiming at a single target will grant a +4 bonus to hit. The weapon deals 6D6 damage in this mode at normal range, or 6D8 damage in close range. Damage is calculated as per any other machine weapon.
When used in a semi-automatic mode, the SCU-50 has a rate of 2. It deals 2D8 damage at normal range and 3D8 at close range.
Using the weapon within 5m of the target/s will grant a +4 bonus to hit in both modes of operation.
Note: It requires a training to master each mode of firing with this weapon. Mastered Weapon: Shotgun for semi-automatic and Mastered Weapon: Machine Shotgun for fully automatic.

IMA MSB-10 Unicorn - Mortar launcher
Class: Support Weapon
Damage: As per rocket
Cost: 8000
Range: Medium, Long
Rate: 1
EMPS: Immune
Ammo: Rocket

The Unicorn mortar launcher allows rockets to be fired up and over defences to attack foes indirectly and at a great distance. The mortars can reach targets up to 1km away. If the user has set up a video or satellite feed to the targeted area they can make an Intelligence + Support weapons roll to calibrate it with the launcher (this takes 3 rounds if done in combat). This will allow them to target an area in real time and gives a +6 bonus to hit a target even if it is moving. Launching a mortar is a Perception + Support weapons roll. The weapon must be deployed before firing; this takes one round.

IMA AA-90 "Elephant Gun” - Anti-tank Laser Weapon
Class: Heavy Firearm
Damage: 9D10
Cost: 25,000
Range: Long
Rate: 1
EMPS: 12
Ammo: Energy - 1 shot per clip
The "Elephant gun" is designed to be carried by a single agent (Strength 10+) or two people (Strength 10+ between them). It cannot be fired without mounting it on a specially built tripod that is carried as part of the weapon. Setting up the tripod requires three rounds for one person or two rounds for two people. When the tripod is properly configured the weapon can be fired using either Heavy Weapons or Support Weapons skills. If used with a scope (sold separately) this gun can be used as a sniper weapon with the heavy weapon skill (not support weapons).
Requires a Special Equipment License.
Admin
Admin
Admin

Posts : 2785
Join date : 2012-01-16
Location : World Data Net

https://oracle.forumotion.co.uk

Back to top Go down

Weapons and Equipment Empty Penumbra Technologies

Post  Admin Sun Mar 25, 2012 8:25 pm

Penumbra Technologies

Penumbra Technologies is a company formed by Comoros in 2545. The company operates from the island of Madagascar and is shrouded in mystery and misinformation. They are not the first company in the world to create technological devices able to channel telepathic energy for a useful purpose. However, they are the first to make such items easily available outside of Comoros.
The user does not have to be a trained telepath to use these devices.

Penumbra Telepathic Assault Rifle
Class: Tactical Firearms
Damage: 2D6
Cost: 8,000
Range: Medium
Rate: 1
EMPS: 6
Ammo: Uses 4TE to fire the weapon

Penumbra Telepathic Shield System
Shield HP: 9
Cost: 6000
EMPS: 5
Can be recharged as a free action for 6TE
Interferes with other shields and stealth fields as per a normal shield
This shield does not break when overloaded
Admin
Admin
Admin

Posts : 2785
Join date : 2012-01-16
Location : World Data Net

https://oracle.forumotion.co.uk

Back to top Go down

Weapons and Equipment Empty Y&S Under-slung weapons

Post  Admin Sun Mar 25, 2012 8:26 pm

Y&S Under-slung weapons

Y&S has noticed the rapid uptake of underslung shotguns in the market. The following weapons have been made to fit tactical and heavy weapons.

Y&S Stingray Barb - Under-slung Knock-Out Rifle
Class: Under-slung weapon
Damage: As the stun rifle
Cost: 8,000
Range: Medium
Rate: 1
EMPS: Immune
Ammo: Mini-Energy Clip, can fire twice before reloading

Y&S Raptor Claw - Under-slung Blade Launcher
Class: Under-slung weapon
Damage: 2D6
Cost: 6,000
Range: Medium
Rate: 1
EMPS: Immune
Ammo: Mini-SMART Clip, can fire twice before reloading

Y&S Cobra Fang - Under-slung Rocket launcher
Class: Under-slung weapon (fired using Support weapon skill)
Damage: As light rocket
Cost: 4,000
Range: Medium
Rate: 1
EMPS: Immune
Ammo: 1 Light Rocket

Y&S Elephant Feet - Under-slung Bipod
Class: Under-slung weapon
Cost: 2000
EMPS: Immune
This bipod can be deployed or retracted as a free action. It allows a weapon to be rested on a low wall or the ground and grants the user a +2 to hit.
Admin
Admin
Admin

Posts : 2785
Join date : 2012-01-16
Location : World Data Net

https://oracle.forumotion.co.uk

Back to top Go down

Weapons and Equipment Empty Takata Disposable Lasers

Post  Admin Sun Mar 25, 2012 8:27 pm

Takata Disposable Laser weapons

These laser weapons are built to be cheap and compact. They cannot be reloaded or recharged, but they contain more charges than a single energy clip. They look very stylish and display the glowing Takata logo on the barrel; the default finish is a bright white, smooth plastic.

Takata LD-4 - Disposable Laser Pistol
Class: Light Firearms
Damage: D8
Cost: 350
Range: Medium
Rate: 3
EMPS: 6
Ammo: 45 shots

Takata LD-5 - Disposable Laser Rifle
Class: Tactical Firearms
Damage: 2D6+1
Cost: 1100
Range: Medium
Rate: 2
EMPS: 8
Ammo: 30 shots
Admin
Admin
Admin

Posts : 2785
Join date : 2012-01-16
Location : World Data Net

https://oracle.forumotion.co.uk

Back to top Go down

Weapons and Equipment Empty Takata Laser Machine Pistol

Post  Admin Sun Mar 25, 2012 8:28 pm

Takata LP66 - Enhanced Discharge Laser Pistol
Class: Machine Pistol
Damage: 2D8
Cost: 3500
Range: Medium
Rate: 2 (Machine)
EMPS: 4
Ammo: Energy Clip (uses ammo as machine weapon)

The LP66 fires two laser bursts from the same barrel at an incredible rate and without burning out the optical systems. The lack of recoil even allows the weapon to be fired twice per round, despite being a machine weapon. The downside to this is the increased ammunition consumption.
Admin
Admin
Admin

Posts : 2785
Join date : 2012-01-16
Location : World Data Net

https://oracle.forumotion.co.uk

Back to top Go down

Weapons and Equipment Empty Eroz Basic Mechtronics Toolkit

Post  Admin Sun Mar 25, 2012 10:04 pm

Eroz Basic Mechtronics Toolkit
Cost: 100 credits
A set of basic mechtronic components and special conductive ink pens are included in a small box. Most sets also include instructions to make small toys. These kits are perfect for teaching children mechtronics and also for budget concious agents to find common components.
If an agent has the jury rigging training this toolkit can be used as a depletable mechtronics toolkit to grant a +3 bonus to a single mechtronics roll. Multiple toolkits do not stack. The Eroz kit is commonly found in academies, schools, corner stores, super markets and DIY stores. An agent without much cash can use the kit to jury-rig fuses, timers, lock picks and any number of other simple mechtronic items in seconds. Instructions for many devices can be found easily on the WDN.

Other Eroz kits are available that can be used to make more advanced devices. These will require the instructions from the WDN or a successful Intelligence + Mechtronics roll with a modifier based on the object and available kits.


Last edited by Admin on Fri Apr 13, 2012 4:13 pm; edited 1 time in total (Reason for editing : Formatting)
Admin
Admin
Admin

Posts : 2785
Join date : 2012-01-16
Location : World Data Net

https://oracle.forumotion.co.uk

Back to top Go down

Weapons and Equipment Empty Chemical Rockets

Post  Admin Fri Apr 13, 2012 4:29 pm

Chemical rockets are rockets modified to carry the equivalent of gas and chemical grenades as warheads. This allows the use of knock-out rockets, riot foam rockets etc. These are medium sized rockets, so cannot be fired from rocket pistols or under-slung rocket launchers.

Y&S KO/M/Alpha - Knock out Rocket
Cost: 500
Damage: As knock out gas grenade, plus 2D10 if a direct hit against something.

Y&S Hellrain 18/7 - Incendiary Rocket
Cost: 500
Damage: As incendiary grenade, plus 2D10 if a direct hit against something.

Y&S Encaser 750 - Riot Foam Rocket
Cost: 1000
Damage: As riot foam grenade (Eastern Bank), plus 2D10 if a direct hit against something.

Y&S Obscurer 55 - Smoke Rocket
Cost: 500
Damage: As smoke grenade (Eastern Bank), plus 2D10 if a direct hit against something.

Y&S Tornado 4D - Chemical Spray Rocket
Cost: 1000
Damage: Will spray a chemical upon detonation. To be work correctly the chemical must be effective as a gas and not require injection/ingestion. The rocket is empty and must be filled by the user. Used by military organisations to deploy nerve agents.
Admin
Admin
Admin

Posts : 2785
Join date : 2012-01-16
Location : World Data Net

https://oracle.forumotion.co.uk

Back to top Go down

Weapons and Equipment Empty Re: Weapons and Equipment

Post  Admin Thu Apr 19, 2012 1:54 pm

AMS Jupiter Range - Galvanic weapons that don't cost the Earth.

The Jupiter range is named after the research station were the weapons were developed. The AMS technicians focused on reliability and low cost components to make a more accessible selection of galvanic weapons.

AMS Himalia J10 - Galvanic pistol
Class: Light Firearm
Damage: D10 (Galvanic, but without EMP damage)
Cost: 4000
Range: Medium
Rate: 1
EMPS: Immune
Ammo: Energy Clip

The J10 is a specially tuned galvanic pistol that has been optimised to affect the human nervous system. The galvanic blast from the Himalia will not deal EMP damage, but will still cause a target without I.C.E technology to need to pass a "Perception + Endurance" roll or be knocked unconscious for D100 minutes.

AMS Amalthea J25 - Galvanic rifle
Class: Tactical Firearm
Damage: 2D6 (Galvanic, but without EMP damage)
Cost: 9,000
Range: Medium
Rate: 2
EMPS: Immune
Ammo: Energy Clip
The J25 has been configured in the same way as the J10; it will stun a target but not deal EMP damage. The J25 has also been modified with a rapid charge capacitance system which has doubled its re-fire rate.

AMS Callisto J50 - Galvanic Cannon
Class: Heavy Firearm
Damage: 4D8 (Galvanic)
Cost: 16,000
Range: Medium
Rate: 1
EMPS: Immune
Ammo: Energy Clip

The J50 is a more reliably built version of a traditional galvanic cannon. It is the first model on the market which does not cause an electrical discharge that affects the firer as much as the target. However, in order to prevent the discharge the J50 has smaller capacitors than the current market leader and deals slightly less damage.
Admin
Admin
Admin

Posts : 2785
Join date : 2012-01-16
Location : World Data Net

https://oracle.forumotion.co.uk

Back to top Go down

Weapons and Equipment Empty Eroz Freezethrower

Post  Admin Fri Jun 15, 2012 6:57 pm

Eroz Freezethrower
Class: Heavy Industrial Firearm - specific equipment licensed required outside of industrial areas
Damage: 4D6 Cryogenic damage
Cost: 6000
Range: 10m
Rate: 1
EMPS: Immune
Ammo: Eroz-brand Cryo-Mix (1000 credits to fill one backpack, which gives 10 shots)

The Freeze Thrower consists of a gun and a backpack that contains two chemicals. When mixed together the chemicals react and take an incredible amount of energy from the surrounding area, freezing pretty much anything in their path. The weapon can be fired in two modes; Focused Jet and Arc Spray.

Arc Spray: Sprays in a 3m wide arc dealing 2D6 damage and ignoring AV as if it was a plasma weapon.
Focused Jet: Hit a single target and deals 4D6 damage, ignoring AV as if it was a plasma weapon.

If the target is very well insulated against cold then it can lessen or ignore this damage. Plasma Cores also block this damage. If 2 or more of the damage dice come up as a 6 then a random limb is frozen; it is still functional, but if hit by a called shot it will shatter and effectively be pulped.
Admin
Admin
Admin

Posts : 2785
Join date : 2012-01-16
Location : World Data Net

https://oracle.forumotion.co.uk

Back to top Go down

Weapons and Equipment Empty Re: Weapons and Equipment

Post  Admin Tue Jul 10, 2012 3:25 pm

Adhesive Gloves and Foot Coverings
Cost: 1000
For the agent who wants to do more than just climb up walls. Adhesive Gloves have a special polymer surface that is infused with a life-time supply of advanced 'sticky goo'. Climbing on all but the most difficult surfaces (such as crumbling plaster walls or barbed wire) is an automatic success and the user gains a +4 bonus to climbing if not automatic.
The foot coverings are designed to be slipped on over the user's normal footwear. If both the foot coverings and the gloves are worn then an agent can climb upside down and on ceilings.
While wearing the adhesive gloves all actions that require manual dexterity (such as firing hand-held weapons, sword fighting and mechtronics) receive a -8 penalty. It takes a full round action to remove the gloves.
While wearing the foot coverings a user cannot run quickly and there is a good chance they will stick to things unintentionally. It takes a full round action to remove the foot coverings.
Admin
Admin
Admin

Posts : 2785
Join date : 2012-01-16
Location : World Data Net

https://oracle.forumotion.co.uk

Back to top Go down

Weapons and Equipment Empty "Gamechanger" Galvanic Gloves

Post  Admin Mon Oct 15, 2012 8:12 pm

AMS "Gamechanger" Galvanic Combat Gloves
Class: Light Energy Close Combat Weapon
Damage: +1d6 galvanic damage to unarmed close combat attacks
Cost: 9,000
Range: Close Combat
Rate: As unarmed attack
EMPS: Immune
Ammo: Energy Cell (30 attacks per cell)

The Gamechanger combat gloves resemble fingerless gloves with large metal pads on the back of the knuckles and hands. When used to punch an opponent the gloves discharge a galvanic shock through the pads dealing +1d6 damage (ignoring 6AV) and having the additional effects that a galvanic weapon normally has.
When equipped, the gloves prevent any other weapon being used due to their large size and weight. When equipped you are considered "armed" for defence roll purposes because it is possible to block melee attacks with them.

Weapons and Equipment Tumblr_lzwhzpgv3U1qjhttjo1_500
Admin
Admin
Admin

Posts : 2785
Join date : 2012-01-16
Location : World Data Net

https://oracle.forumotion.co.uk

Back to top Go down

Weapons and Equipment Empty AMS M65 Heavy Machine Gun

Post  Admin Tue Oct 23, 2012 11:21 pm

AMS M65 Heavy Machine Gun
Class: Heavy Kinetic Machine Weapon
Damage: 6 x 2d6 (6 x 2d8 for WF version)
Cost: 10,000
Range: Medium
Rate: Machine
EMPS: Immune
Ammo: SMART
The M65 fires larger shells than the M50 machine gun and is normally reserved for use as a mounted weapon on armoured vehicles. To fire the M65 without deploying its tripod (taking three rounds) requires a strength of 9 and dual wielding them requires a strength of 13.
Admin
Admin
Admin

Posts : 2785
Join date : 2012-01-16
Location : World Data Net

https://oracle.forumotion.co.uk

Back to top Go down

Weapons and Equipment Empty Richenbacher Arclight Dagger

Post  Admin Thu Oct 25, 2012 12:38 am

Richenbacher Arclight Dagger - Small plasma blade
Class: Light Powered Melee
Damage: D4 + strength (Ignores 2AV)
Cost: 8,000
Range: Melee
Rate: 3
EMPS: 15
The Arclight range has been expanded to include a dagger to compliment the longsword and broadsword all ready available. The Arclight dagger is ideal for use as an off-hand weapon for dual-wielding styles or as a backup weapon when facing armoured foes.
Admin
Admin
Admin

Posts : 2785
Join date : 2012-01-16
Location : World Data Net

https://oracle.forumotion.co.uk

Back to top Go down

Weapons and Equipment Empty Eroz BattleFat (tm)

Post  Admin Fri Nov 02, 2012 9:47 pm

Eroz BattleFat (tm) - Unarmed combat enhancement drug
Cost: 200 per dose
Class: C
Legality: Fully licensed combat drug

Eroz BattleFat behaves in a manner somewhat similar to Toughskin, but is much less invasive. After the drug is injected, some of the user's fat is re-purposed into shock-absorbing organic armour. This grants +1 AV for one week against blunt trauma such as unarmed combat attacks and collisions. After a week the fat-based armour is harmlessly consumed by the body's immune system. As a result, anyone using this product will require a much higher calorie intake while it is active and will find it difficult to gain muscle mass or extra fat. Constant use of this product is not advised and may have unexpected side effects.
Admin
Admin
Admin

Posts : 2785
Join date : 2012-01-16
Location : World Data Net

https://oracle.forumotion.co.uk

Back to top Go down

Weapons and Equipment Empty Heavy Flak Launcher

Post  Admin Wed Nov 21, 2012 12:15 pm

Y&S Hodag - Heavy Flak Launcher
Class: Heavy Kinetic Weapon
Damage: 8D8 / 4D8 - causes Mashing Damage
Cost: 10,000
Range: Close / Medium
Rate: 1
EMPS: Immune
Ammo: SMART Clip

The Y&S Heavy flak launcher is a brutal, simple weapon that Ai Jinn heavy weapon specialists love. Its barrel is very short, but also incredibly wide, allowing it to be reloaded with salvaged metal just like the tactical sized flak launcher can. The weapon deals a larger amount of damage at close range like a shotgun.
Admin
Admin
Admin

Posts : 2785
Join date : 2012-01-16
Location : World Data Net

https://oracle.forumotion.co.uk

Back to top Go down

Weapons and Equipment Empty Phoenix Clip Shifter

Post  Admin Wed Dec 19, 2012 9:00 pm

Phoenix Clip Shifter
Cost: 2000

The Clip Shifter is a large clip for SMART based weapons that can carry two types of round. The ammo clips are loaded into the clip shifter and can then be switched between for a free action. If both clips are just SMART clips then it effectively doubles the ammunition supply of the weapon.
The Clip Shifter sticks out from the weapon and is obvious to anyone looking at it. A targeted shot can be made at a -6 penalty to damage the Clip Shifter and cause it to jam, making the weapon unusable. Repairing the jam will take one round and an Intelligence + Mechtronics roll, and will restore the Clip Shifter to functionality.
Note: Unlike attacking a weapon, there is no minimum damage to break the Clip Shifter, just the penalty for hitting it in just the right way to cause a jam.
Weapons that get concealment bonuses will not receive these bonuses if the Clip Shifter is used with them.
Admin
Admin
Admin

Posts : 2785
Join date : 2012-01-16
Location : World Data Net

https://oracle.forumotion.co.uk

Back to top Go down

Weapons and Equipment Empty Re: Weapons and Equipment

Post  Admin Tue Dec 25, 2012 9:59 pm

Ammo Back Packs - various suppliers

Ammo backpacks are worn on the back and hold large reserves of ammunition so that a weapon does not need to be reloaded during combat. The downside is that the back pack is very large and heavy, behaving like a muletech in terms of penalties and preventing another backpack from being carried. The packs do not come with ammunition included but can be recharged/refilled easily.
Ammo back packs can be targeted with called shots at a -4 penalty. A pack has AV:5 and HP:15 for the purposes of called shots. If the pack is destroyed it will usually not explode, but it will stop providing ammunition.

AMS AmmoCan - SMART ammo back park
Cost: 4000
Capacity: 30 SMART clips
Compatible with all SMART clip based weapons.

Takata EnergyShell - Energy ammo back pack
Cost: 6000
Capacity: 30 energy clips
Compatible with all energy weapons

Y&S Tanker Pack - Chemical ammo backpack
Cost: 7000
Capacity: 10 'canisters' of chemical ammunition (e.g. napalm, liquid nitrogen, acid)
Each chemical weapon uses a custom chemical loading nozzle, which will cost 250 credits.
This backpack has a 50% chance of exploding when it is destroyed. If wearing the pack when it explodes, the user will take damage equivalent to a maximized shot from the weapon it is being used with.
Admin
Admin
Admin

Posts : 2785
Join date : 2012-01-16
Location : World Data Net

https://oracle.forumotion.co.uk

Back to top Go down

Weapons and Equipment Empty Re: Weapons and Equipment

Post  Admin Fri Feb 22, 2013 2:27 am

Richenbacher Nanowire Restraint Wand
Class: Tactical Close Combat
Damage: 1D6 + Strength (when used as a club)
Cost: 4,000
Range: Close
Rate: 2 (rate 1 when used to restrain)
EMPS: Immune

An almost invisible loop of nano-wire is held on the end of a metal pole to be used for capturing opponents. Attacks can be targeted at the opposition's limbs or neck using the severing rules, but instead of rolling damage you are considered to have made a restraining action. Your target can attempt to pull free of the nanowire, severing whichever body part you have managed to capture, or continue to fight with a -8 penalty on all of their close combat rolls. While you have someone restrained in this way they can be led around at a walking pace. They must follow you or else it is considered trying to pull away.
The Wand can also be used as a simple club to inflict more traditional forms of damage on opponents that you do not wish to capture.
Admin
Admin
Admin

Posts : 2785
Join date : 2012-01-16
Location : World Data Net

https://oracle.forumotion.co.uk

Back to top Go down

Weapons and Equipment Empty Re: Weapons and Equipment

Post  Sponsored content


Sponsored content


Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum