Weapons
Copyright Dustin Evermore, 2001
Name |
AV
|
Damage
|
RoF
|
Shots
|
Accurate
Range |
Ranged X
|
Cost in
marks |
Notes
|
Hand Guns | ||||||||
Bonn Defender, 9mm Caseless Automatic Pistol |
+1
|
3D6
|
2
|
13
|
70m
|
4
|
500
|
Ammo costs 25 marks for 20 rounds. |
.40 cal Police Standard, Caseless Automatic |
0
|
4D6
|
2
|
10
|
70m
|
4
|
600
|
Ammo costs 30 marks for 20 rounds. |
.44 cal Magnum, Caseless Heavy Auto Pistol |
0
|
5D6
|
2
|
10
|
100m
|
5
|
700
|
Ammo costs 35 marks for 20 rounds. |
Colt .45 cal Double Action Revolver |
+1
|
4D6
|
1
|
6
|
50m
|
5
|
400
|
Ammo costs 20 marks for 20 rounds. |
Luxembourg Jackhammer Heavy Revolver |
0
|
8D6
|
1
|
4
|
70m
|
8
|
900
|
Requires a Minimum STR of 7. Ammo costs 45 marks for 20 rounds. |
|
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Shotguns | ||||||||
12 Ga. Shotgun |
0
|
5D6
|
1
|
6
|
40m
|
6
|
300
|
|
12 Ga. Buckshot |
-
|
-1D6/ 10m
|
-
|
-
|
-
|
6
|
5
|
Comes in a box of 20. Attacks an Area (target an area instead of a person) |
12 Ga. Slugs |
-
|
-
|
-
|
-
|
-
|
6
|
20
|
Comes in a box of 20. |
12 Ga. Flechettes |
-
|
+2D6
|
-
|
-
|
-
|
6
|
50
|
Comes in a box of 20. Attacks an Area, but any Armor worn is doubled before damage is calculated. |
10 Ga. Shotgun |
0
|
6D6
|
1
|
6
|
40m
|
7
|
500
|
|
10 Ga. Buckshot |
-
|
-1D6/ 10m
|
-
|
-
|
-
|
7
|
10
|
Comes in a box of 20. Attacks an Area (target an area instead of a person) |
10 Ga. Slugs |
-
|
-
|
-
|
-
|
-
|
7
|
40
|
Comes in a box of 20. |
10 Ga. Flechettes |
-
|
+2D6
|
-
|
-
|
-
|
7
|
100
|
Comes in a box of 20. Attacks an Area, but any Armor worn is doubled before damage is calculated. |
Close Assault Weapon (American made) |
0
|
5D6
|
2
|
12
|
40m
|
6
|
700
|
Uses the same ammunition as a standard 12 Gauge. |
|
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Submachine Guns | ||||||||
9mm Caseless H&K MP10 |
+1
|
3D6
|
20
|
30
|
100m
|
7
|
700
|
Standard issue for the SS, unless armored resistance is expected. Ammo costs 45 marks for 30 rounds. |
9mm Caseless MP10, Close Assualt |
+0
|
3D6
|
20
|
30
|
70m
|
7
|
700
|
This one is much easier to hide since it's much shorter than the standard issue. |
Machine Gun Case |
-
|
-
|
-
|
-
|
-
|
-
|
300
|
This custom made brief case is designed to fit the 9mm CA submachine gun inside. A small gun port exposes the barrel and a trigger mechanism is built into the handle so this deceptive little accessory can actually file the gun while it's still in the less conspicuous brief case. |
|
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Rifles | ||||||||
Hunting/Sniping .458 |
+3
|
10D6
|
2
|
12
|
700m
|
13
|
900
|
Ammo costs 45 marks for 20 rounds. |
G7 5.56mm caseless Assault Rifle |
+2
|
6D6
|
25
|
50
|
300m
|
11
|
1500
|
Standard issue for the Reich military, and therefore, for the Company Security. Ammo costs 75 marks for 50 rounds. |
G9 7.62mm caseless Assault Rifle |
+2
|
9D6
|
20
|
30
|
400m
|
14
|
2300
|
Ammo costs 115 marks for 30 rounds. |
|
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Machine Guns | ||||||||
.50 Cal Chain Gun |
+2
|
10D6
|
10
|
500
|
1000m
|
15
|
5000
|
Ammo costs 250 marks for 500 rounds. |
|
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Miscelaneous Weaponry | ||||||||
EMP Gun | +0 |
Special
|
1
|
10
|
50
|
6
|
700
|
See detailed writeup at below the weapon tables. |
Land Stealth Mind (LSM) |
-
|
8D6
|
1
|
Special
|
11m cone
|
14
|
1000
|
See detailed writeup at below the weapon tables. |
Zat Gun |
+1
|
(5D6)
|
1
|
10
|
40m
|
6
|
250
|
This is essentially a ranged stun gun. The darts each carry a capacitor charged by the gun. A shock is delivered upon impact. Knockout Damage only. The gun reloads consist of a Power Cell (25 marks) and pack of Darts (15 marks). |
|
||||||||
Weapon Accessories | ||||||||
8x Scope |
+2
|
-
|
-
|
-
|
-
|
-
|
50
|
Auto-zoom scope. Add +2 to Ranged X. |
Ammo, Hollow Point |
-
|
+1D6
|
-
|
-
|
-
|
-
|
x1.5
|
Cost is 1 1/2 times that of normal ammunition. It is much less effective against armor. Double the value of the Armor worn by the defender before damage is calculated. Not for Energy based guns. |
Ammo, Teflon |
-
|
-1D6
|
-
|
-
|
-
|
-
|
x1.5
|
Costs is 1 1/2 times normal. Divide Armor by 2 before damage is calculated. Not for Energy base guns. |
Laser Sight | +1 |
-
|
-
|
-
|
-
|
-
|
20
|
Add +1 to Ranged X. |
Silencer |
-
|
-
|
-
|
-
|
-
|
-
|
200
|
Silencers are not interchangeable between different types of gun. Silencers are not available for energy weapons. |
Speedloader |
10
|
|||||||
|
Melee Weapons |
AV
|
Damage
|
Min STR
|
INIT Pen
|
Cost in
marks |
Notes |
Katana* |
+1
|
4D6
|
5
|
0
|
800
|
1.5H |
Fire Axe |
-1
|
2D6
|
3
|
-1
|
100
|
The standard axe for use fighting fires. |
Police Baton |
0
|
(3D6)
|
3
|
0
|
100
|
Thrust or swing, Knockout Damage. |
Razor Sword |
+2
|
5D6
|
5
|
0
|
2000
|
|
Shock Club |
0
|
(4D6)
|
2
|
0
|
200
|
Has enough power for 20 strikes. Powered by a standard Power Cell. Knockout Damage. |
Shuriken* |
0
|
1D6
|
-
|
0
|
10
|
Range = STR x 5 meters. |
Shuriken, Electric* |
0
|
1D6+
|
-
|
0
|
40
|
Range = STR x 5 meters. This weapon releases an electric charge on impact which inflicts an additional 2d6 Knockout damage. The only defens against this effect is reigid armor or Weapon Fram Armor. |
Shuriken, Explosive* |
0
|
4D6
|
-
|
0
|
100
|
Range = STR x 5 meters. This weapon explodes on impact allowing it to do much greater damage than a regular shuriken |
Shuriken, Flaming* |
0
|
2D6+
|
-
|
0
|
200
|
Range = STR x 5 meters. This shuriken is activated by a button in the center. It then begins secreting caustic chemicals along the blades which burst into flame when the weapon strikes an object. It will burn for two Rounds beyond the initial round, burning for an additional 2D6 damage. |
Spiked Gloves |
+1
|
1D6
|
2
|
0
|
50
|
My use the Bypass Armor maneuver. |
Spiked Goves (Electric) |
+1
|
2D6
|
2
|
0
|
150
|
40 Charges on a standard Power Cell worn in a sleeve or in a Cyber Limb. Acts as a standard Spiked Glove when the Cell is dead. |
|
||||||
*Shuriken weapons and Katana are favored by the Japanese, and sometimes also used by Americans, but rarely used in Europe. Although they seem to do relatively little damage, proficient users target rarely armored locations such as the face and neck for maximum effect. | ||||||
Club, Knife, Dagger, Dirk, as per Shards at the same cost. You may also purchase quality Crossbows and Bows if you like. |
The Land Stealth Mind (LSM), a.k.a. The Blender
This is a 'stealth' landmine developed in the Reich and used to great effect against the continued Russian resistance, Dane and Norwegian dissidents as well as the Second Balkan war in April of 2007. This weapon is so hated and feared that most western nations levy mandatory jail terms on unauthorized persons caught with one in their possession. Still, they remain popular -- and effective -- assassins' tools and can sometimes be found for sale on the black market.
The Blender is a well deserved name for this vicious weapon. When a victim passes directly infront of the ultrasonic trigger mechanism within 11 meters, the mine ejects four monofilament cords. This means the mine may be placed in floors, walls, or ceilings to trap corridors. The electric motor in the base of the mine simultaneously rotates the cords at high speed, effectively slicing to pieces anything in the 11 meter long, cone-shaped area. The lack of any explosion or sound except for the whir of the motor grants this weapon its Stealth status. After three seconds, the mine retracts the monofilament lines and resets itself. This makes removing or disarming the mine extremely hazardous as it can be difficult to determine how much battery power is left in the mine. A single Power Cell can charge the mine for 3 uses. The monofilament lines may entangle or shatter on any attack total of 14 or less. Since the weapon fires its attack point blank (DV 4), it's always going to hit the area except on a critical failure (3 on 3d6). Therefore, even on an attack total of 14 or less, it will do damage to the area, although the weapon will be rendered useless thereafter.
AV 6, Dmg 8d6 Armor Piercing Deadly Attack, Range = 11 meters. Affects a cone 11 meters long and 11 meters wide at its furthest point.
EMP Gun
AV +0, Damage - Special, RoF 1, Shots 10, Range 50m, Ranged X 6, Cost 700 marks.
This weapon is used with the Energy Guns skill. This gun uses electro-magnetic pulses to disrupt electronic or cybernetic systems. Instead of doing damage, determine the location of any hit and then determine if a system failure has occurred. In cybered characters, this is figured by rolling 3D6+CON vs 10 + the total PPs he has in his cyberware. System failure occurs in one cybersystem of the players choice in the affected location if the test is failed. Unshielded electronics will automatically cease functions, and if fired from close range, the EMP can often induce fires in these systems. Most computers do have some shielding. Use 3d6 + PHY vs. 10 + the total PPs in the system in these cases. Military grade hardware may have shielding that provides a bonus to CON or PHY to prevent system failure.
This roll is meant to reflect that the more advanced a system or set of systems is, the more susceptible it becomes to EMP.
Vehicle mounted versions of this weapon, often used for riot control, have a Range of 150m and RoF 10.
RATE OF FIRE (RoF)
Rate of Fire is how many shots a person can fire in a three second round. This may be squeezing the trigger as fast as you can, or it might be how fast a particular gun can fire. You never have to shoot the maximum RoF in a round. All the automatic weapons below may be set to fire singleshot, burst or, if they have the capability, full auto up to their noted RoF. However, for every 10 shots fired, the user will suffer a -1 to their AV due to the kick. Although a character may aim and also target a particular hit location with the first bullet, subsequent shots which hit should have the location rolled randomly. The number of shots which hit are determined by how well the attack was made. For every two points over the DV the character rolled, another shot hits. It is also possible to use autofire weapons to spray a line shaped area. The total number of shots fired in the round are simply divided by the number of meters in the fire zone and that is the number of shots that might hit anyone in the zone. Each defender uses her DV against the attacker's single attack roll.
RELOADING
Most weapons take one Round to eject the magazine and slap in another. If an extra, loaded magazine is unavailable, then you are pretty much out of luck until you have time outside of combat to load the weapon.
Revolvers are a little different. If you have a speedloader (see weapon accessories) you can reload the gun in one Round, just like any other weapon. If you only have bullets, then it will take you two Rounds to pop in six bullets.
Note: The default Initiative penalty for using a ranged weapon is zero (0).