Weapons and Equipment
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Re: Weapons and Equipment
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.
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.
"Gamechanger" Galvanic Gloves
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.
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.
AMS M65 Heavy Machine Gun
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.
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.
Richenbacher Arclight Dagger
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.
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.
Eroz BattleFat (tm)
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.
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.
Heavy Flak Launcher
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.
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.
Phoenix Clip Shifter
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.
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.
Re: Weapons and Equipment
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.
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.
Re: Weapons and Equipment
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.
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.
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