Difference between revisions of "GEAR"

From Karriviki

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'''M4A3 SERVICE PISTOL:''' This inexpensive 9mm pistol is the standard sidearm of the USCMC. You should always have a backup for your backup, and this pistol might as well be it.
 
'''M4A3 SERVICE PISTOL:''' This inexpensive 9mm pistol is the standard sidearm of the USCMC. You should always have a backup for your backup, and this pistol might as well be it.
 
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'''.357 MAGNUM REVOLVER:''' A classic high caliber revolver, equally popular amongst both Frontier Marshals and lowlifes.
 
'''.357 MAGNUM REVOLVER:''' A classic high caliber revolver, equally popular amongst both Frontier Marshals and lowlifes.
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'''BIONATIONAL TX-9 CHEMICAL AND BIOLOGICAL INJECTION AIR PISTOL:''' This short-range pistol fires darts that can be loaded with a variety of pharmaceuticals or toxins, including bioweapons in serum form. The pistol can also be used to deliver biochemical tracers. The tracer lasts for D6 days and can be detected with a CBRN kit from up to 30km away. Any AutoDoc can flush the trace elements out of your system, so find one and flush fast—who knows what’s tracking you out there. Armor is doubled against this weapon, and it can never cause more than one point of damage—which it also needs to do in order to deliver its payload.
 
'''BIONATIONAL TX-9 CHEMICAL AND BIOLOGICAL INJECTION AIR PISTOL:''' This short-range pistol fires darts that can be loaded with a variety of pharmaceuticals or toxins, including bioweapons in serum form. The pistol can also be used to deliver biochemical tracers. The tracer lasts for D6 days and can be detected with a CBRN kit from up to 30km away. Any AutoDoc can flush the trace elements out of your system, so find one and flush fast—who knows what’s tracking you out there. Armor is doubled against this weapon, and it can never cause more than one point of damage—which it also needs to do in order to deliver its payload.
  
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'''VP-70MA6 SEMI-AUTOMATIC PISTOL:''' This pistol is a time-honored weapon dating back nearly two hundred years. For nearly seventy years the VP70 series was only found in the hands of USCMC officers from key influential military families. Over the past decade, it has begun to supplant the outdated M4A3 as the standard Marine sidearm.
 
'''VP-70MA6 SEMI-AUTOMATIC PISTOL:''' This pistol is a time-honored weapon dating back nearly two hundred years. For nearly seventy years the VP70 series was only found in the hands of USCMC officers from key influential military families. Over the past decade, it has begun to supplant the outdated M4A3 as the standard Marine sidearm.
  
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'''WEYLAND ES-4 SEMI-AUTOMATIC ELECTROSTATIC PISTOL:''' Developed a century ago, this electrostatic kinetic energy projectile weapon uses charged elements to fire high-speed armor piercing rounds. Each bullet carries a charge that has a stunning effect. Any human target that suffers damage from an attack must make a hard '''<small>STAMINA</small>''' roll (–2, doesn’t count as an action) or be stunned for one Round, unable to act.
 
'''WEYLAND ES-4 SEMI-AUTOMATIC ELECTROSTATIC PISTOL:''' Developed a century ago, this electrostatic kinetic energy projectile weapon uses charged elements to fire high-speed armor piercing rounds. Each bullet carries a charge that has a stunning effect. Any human target that suffers damage from an attack must make a hard '''<small>STAMINA</small>''' roll (–2, doesn’t count as an action) or be stunned for one Round, unable to act.
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| Norcomm QSZ-203 Semi-Automatic Pistol || +1 || 1 || Medium || 1/2 || $400 || Armor piercing.
 
| Norcomm QSZ-203 Semi-Automatic Pistol || +1 || 1 || Medium || 1/2 || $400 || Armor piercing.
 
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=== '''RIFLES''' ===
 
=== '''RIFLES''' ===

Revision as of 10:09, 7 November 2021

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“Marine—you are only as good as your wits and your weapon. Sometimes that weapon is your own foot, sometimes it’s your pulse riflfle and sometimes it’s a goddamn nuke. Whichever it may be, be sure to clean it regularly and stick it way up the enemy’s ass.”

—SGT. PHIL WLODARCZYK, 5TH COLONIAL MARINE SPECIAL OPERATIONS REGIMENT’S “SIN EATERS” CHARLIE TEAM

You are going into the shit—and what you carry in better be something that can help get you out. You don’t want to bring a knife to a gunfight, now, do you? You don’t step into the rain without your rubbers on and you don’t go to church with your fly open. So step-up, zip-up, and see what’s what, Marine—peruse these pages and get to know your own battlefield options—as well as what the enemy’s likely to bring along to fuck your day up. Assuming they aren’t sporting metal teeth and a spiked tail, of course.

If they are, screw it—just throw a grenade and run.

WEAPONS

PISTOLS

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M4A3 SERVICE PISTOL: This inexpensive 9mm pistol is the standard sidearm of the USCMC. You should always have a backup for your backup, and this pistol might as well be it.

.357 MAGNUM REVOLVER: A classic high caliber revolver, equally popular amongst both Frontier Marshals and lowlifes.

REXIM RXF-M5 EVA PISTOL: A miniaturized and weaponized version of a Weyland-Yutani laser welder in use from the 2100-2120s. This tool was originally improvised as a weapon by the J’Har rebels during the 2106 uprising on Torin Prime. Always one to find profit in anything, Weyland-Yutani studied the modifications after the war and made them the standard self-defense armament on their commercial fleet.

WATATSUMI DV-303 BOLT GUN: The DV-303 is a construction tool that uses expanding bolts to make emergency hull repairs. The DV-303 can be turned into an improvised weapon—firing bolts like a single round shotgun—a trick first used by Frontier rebels in the early 2100s. This weapon must be reloaded (slow action) after each shot.

BIONATIONAL TX-9 CHEMICAL AND BIOLOGICAL INJECTION AIR PISTOL: This short-range pistol fires darts that can be loaded with a variety of pharmaceuticals or toxins, including bioweapons in serum form. The pistol can also be used to deliver biochemical tracers. The tracer lasts for D6 days and can be detected with a CBRN kit from up to 30km away. Any AutoDoc can flush the trace elements out of your system, so find one and flush fast—who knows what’s tracking you out there. Armor is doubled against this weapon, and it can never cause more than one point of damage—which it also needs to do in order to deliver its payload.

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VP-70MA6 SEMI-AUTOMATIC PISTOL: This pistol is a time-honored weapon dating back nearly two hundred years. For nearly seventy years the VP70 series was only found in the hands of USCMC officers from key influential military families. Over the past decade, it has begun to supplant the outdated M4A3 as the standard Marine sidearm.

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WEYLAND ES-4 SEMI-AUTOMATIC ELECTROSTATIC PISTOL: Developed a century ago, this electrostatic kinetic energy projectile weapon uses charged elements to fire high-speed armor piercing rounds. Each bullet carries a charge that has a stunning effect. Any human target that suffers damage from an attack must make a hard STAMINA roll (–2, doesn’t count as an action) or be stunned for one Round, unable to act.

The ES-4 has a tell-tale blue muzzle-flash when fired. While a quality weapon, the pistol fell out of use before the Weyland-Yutani merger due to its cost and upkeep requirements—if not cleaned properly each day (takes one Turn), a shot fired will sometimes—if two or more Stress Dice turn up facehugger symbol—stun the shooter as well.

While it can mostly be found in use amongst high level corporate security teams from the ICSC, a select number of colonial marshal offices are testing out a newer model as their standard sidearm on the Frontier—along with a pair of insulator gloves.

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NORCOMM QSZ-203 SEMI-AUTOMATIC PISTOL: A short recoil operated weapon, this Chinese manufactured pistol has been the standard sidearm of the UPP since they absorbed the CANC in 2164. Rarely available for sale on the black market, the QSZ-203 fires 5.8mm rounds that have excellent armor piercing capabilities. Also the producers of the AK-4047 Pulse Rifle, Norcomm is the UPP firearms production division of the People’s Army. Like the 4047, the 203 can be thrown off a three-story roof and still function just fine. Norcomm builds them to last.

PISTOLS
WEAPON BONUS DAMAGE RANGE WEIGHT COST COMMENT
M4A3 Service Pistol +2 1 Medium 1/2 $200
.357 Magnum Revolver +1 2 Medium 1 $300
Rexim RXF-M5 EVA Pistol +1 1 Medium 1/2 $400 Armor piercing.
Watatsumi DV-303 Bolt Gun 3 Short 1 $400 Armor piercing, single-shot.
Bionational TX-9 Chemical and Biological Injection Air Pistol +1 1 Medium 1/2 $300 Delivers toxins or bioweapons, armor doubled.
VP-70MA6 Semi-Automatic Pistol +2 1 Medium 1/2 $250
Weyland ES-4 Semi-Automatic Electrostatic Pistol +1 1 Medium 1/2 $1,000 Stun effect, armor piercing.
Norcomm QSZ-203 Semi-Automatic Pistol +1 1 Medium 1/2 $400 Armor piercing.

RIFLES

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ARMAT M41A PULSE RIFLE: The standard issue weapon of the USCMC, the M41A Pulse Rifle is a 10mm automatic assault rifle with underslung 30mm pump-action grenade launcher combined in a sturdy housing with retractable stock and optional scope. The M41A fires explosive-tip caseless standard light armor-penetrating US M309 rounds accelerated via electronic pulse. Remaining ammo is tracked via an LED counter and the rifle has two firing modes—burst and full automatic. For more about the grenade launcher, see the U1 below. An otherwise reliable weapon, the M41A can jam when fully-loaded, so partially loaded magazines are recommended. (In their downtime on mission Marines will take the time to remove a few rounds from each of the magazines they carry.) Even with this flaw, the M41A is what you want slung over your shoulder—but if you are a civilian, good luck getting a permit to own one.

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ARMAT M42A SCOPE RIFLE: Equipped with a folding bipod, muzzle flash suppressor, and a fully adjustable stock, the M42A is USCMC’s semi-automatic electronic pulse sniper rifle of choice. If you manage to see what’s lurking in the shadows before it sees you, you go ahead and take the shot.

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ARMAT MODEL 37A2 12 GAUGE PUMP ACTION SHOTGUN: A classic pump-action combat shotgun, the M37A2 is an optional weapon in use by the USCMC. Reliable and direct, the '37 is the gun you want to keep handy for close encounters.

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ARMAT XM99A PHASED PLASMA PULSE RIFLE: Another prototype being tested by the USCMC, the extremely potent XM99A can kill a man and most creatures with a single shot. The weapon has a plasma charge build-up delay upon firing—so take care in lining up your target and make sure you hold steady. If you pull the trigger and check to see why it hasn’t gone off yet, you just may accidentally redefine the term “friendly fire.” This weapon must be aimed carefully (fast action) before it’s fired. The weapon consumes a lot of electricity, and you need to make a Power Supply roll after every shot. Its battery has a Power Supply level of 5 when fully charged.

SPACESUB ASSO-400 HARPOON GRAPPLING GUN: Designed for aiding in emergency manual docking maneuvers, the ASSO-400 fires a grappling-hook-tipped harpoon that carries a tether. The ASSO-400 is used to close the distance between free-floating objects and personnel in space. On a hit with this weapon, the grappling hook attaches to the target. If the target is heavier than you, you can use the tether to rappel quickly toward the target (slow action, moves you from MEDIUM range to ENGAGED). If you are heavier, you can instead pull the target toward you (requires a STRENGTH vs. STRENGTH opposed roll if the target resists).

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ARMAT P9 S.H.A.R.P. RIFLE: The prototype Sonic Harpoon Artillery Remote Projectile is currently undergoing field trials by the USCMC. The P9 fires an array of dart types, including the 9X-E which releases a sticky explosive charge upon contact.

No roll is required to shoot a dart into a combat zone of the shooter’s choice. The charge will explode after one Round, triggering a Blast Power 9 explosion. If anyone or anything in the zone, except a fellow Marine (identified via their PDT), moves before the time runs out, the charge explodes immediately.

If the dart hits an enemy target directly (requiring a normal attack roll), it detonates within a fraction of a second. A target directly hit by the dart suffers two additional points of damage, and their Armor Rating is halved (rounding up).

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NORCOMM AK-4047 PULSE ASSAULT RIFLE: The UPP equivalent to the M41A Pulse Rifle, the AK-4047 is a cheap and reliable substitute. As such, the weapon often winds up in the hands of mercenaries and insurgents. While not as accurate as the M41, the AK-4047 is sturdier than the USCMC weapon. An AK-4047 still works after being thrown off a cliff and left underwater for a month.

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NORCOMM AK-104S PULSE ACTION SUIT GUN: This UPP weapon is a pulse grade AK-104 rifle reconfigured and built into an armored exoskeleton forearm and shoulder housing. Worn standard with the CCC5 Combat Compression Suit, this semi-automatic weapon is mounted on the user’s wrist to allow for flexibility in the field. An internal ammo belt feeds the gun from a stored ammo pack right next to the suit’s O2 tanks.

The ammo pack is the suit gun’s weakness. Take it out (–2 to hit) and you’ll not only ignite the ammo but feed the explosion with the suit’s stored oxygen, triggering a Blast Power 9 explosion and destroying both the gun and the suit.

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RMC F903WE AUTOMATIC ASSAULT RIFLE: Another reliable gun that has been around for a century, the RMC F903WE was issued to Weyland-Yutani’s first major colonization efforts at the start of the century. Today it is often found in the hands of colonial militias or mercenaries. It was most recently made famous as the weapon of choice for the Australian rebels. The F903WE is not a pulse weapon, but don’t let that fool you. While its armor piercing abilities are limited, it can still fuck up your perfect composure.

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WEYLAND-YUTANI NSG23 ASSAULT RIFLE: A successor to the old Weyland Storm Rifle of a century ago, the NSG23 or “New Storm Rifle” has a high capacity ammo drum and an underbarrel ID23 incinerator unit attachment. The primary assault rifle of the 3WE Royal Space Marines, the NSG23 is also sometimes used by W-Y troops. While the USCMC tested the weapon in the late 2170s, the corps decided to stay with the armor piercing M41Pulse Rifle—prompting W-Y to sell the design to the 3WE.

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WEYLAND-YUTANI ID23 UNDERBARREL INCINERATOR UNIT: While it has a shorter range and reduced fuel supply compared to the M240, the ID23 flamethrower easily connects to the undercarriage of an assault rifle, making it convenient in the field. Any target hit by an incinerator unit also catches fire, Intensity 7.

DIRTY BULLETS
Here’s where things start getting particularly nasty. The target of these radioactive bullets not only suffers piercing damage, but their wounds are irradiated in the process. Any ammunition type can be treated with radionuclides, but it’s going to cost you four times the cost of normal ammo. Make sure you take the proper precautionary steps when using them—dirty bullets not only leave your gun glowing in the dark, but also your shooting hand and holster hip riddled with cancer.

U-238 tipped bullets reduce the Armor Rating of any target by two, after the Armor Piercing or Armor Doubled effects have been applied. Anyone hit by a U-238 bullet suffers 1 Rad in addition to normal damage. Carrying a weapon loaded with U-238 tipped bullets gives you 1 Rad per Shift.

RIFLES
WEAPON BONUS DAMAGE RANGE WEIGHT COST COMMENT
Armat M41A Pulse Rifle +1 2 Long 1 $1,200 Armor piercing, full auto, grenade launcher.
M42A Scope Rifle +2 2 Extreme 1 $1,000 Armor piercing.
Armat Model 37A2 12 Gauge Pump Action Shotgun +2 3 Short 1 $500 Armor doubled.
SpaceSub ASSO-400 Harpoon Grappling Gun 1 Medium 1 $300 Armor doubled, single-shot.
Armat XM99A Phased Plasma Pulse Rifle 4 Extreme 2 $20,000 Armor piercing, Power Supply 5
Armat P9 S.H.A.R.P. Rifle Blast Power 9 Long 2 $15,000 Detonates after one Round, or when an enemy within the zone moves.
Norcomm AK-4047 Pulse Assault Rifle 2 Long 1 $500 Full auto.
Norcomm AK-104s Pulse Action Suit Gun 2 Long Armor piercing, full auto, included in the CCC5 Combat Compression Suit.
RMC F903WE Automatic Assault Rifle 2 Long 2 $500 Full auto.
Weyland-Yutani NSG23 Automatic Assault Rifle +2 2 Long 1 $1,500 Full auto, I23 Incinerator

Unit included.

ID23 Underbarrel Incinerator Unit 2 Medium $700 Fire Intensity 7, included in the N23 Assault Rifle.

“We got tactical smart missiles, phased plasma pulse riflfles, RPGs. We got sonic, electronic ball-breakers! We got nukes, we got knives, sharp sticks…”

—PRIVATE FIRST CLASS WILLIAM HUDSON

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HEAVY WEAPONS

ARMAT U1 GRENADE LAUNCHER: This 30mm pump-action is typically found as part of the M41A Pulse Rifle, but individual units do exist. Standard payload for the U1 is M40 High Explosive fragmentation grenades, but the launcher accommodates a variety of other grenade types from smoke and flash grenades to electronic G2 Electroshock Grenades. When facing superior numbers, the U1 is your friend—don’t enter an alien hive without one. Well, don’t enter a hive with one, either. Just stay away from the hive. Okay?

A target hit by a frag grenade suffers explosion damage (Blast Power 9) plus one extra point of damage. All other targets in the same zone suffer explosion damage. A smoke grenade causes no damage but blocks line of sight inside, into, and out of the target zone. A flash grenade forces all targets in the zone to make an immediate STAMINA roll (no action) or lose their next slow action. If a grenade misses, it lands in a random adjacent zone.

ARMAT M41AE2 HEAVY PULSE RIFLE: A USCMC Squad Automatic Weapon modification of the M41A, this electric pulse support rifle has a longer barrel in place of the U1 grenade launcher. This is the machinegun you want laying down suppressing fire to cover your ass during an evac.

M56A2 SMART GUN: The heavy firepower of every USCMC squad, the M56 Smartgun is mounted on an articulating arm and gimbal attached to an armored harness worn by the weapon’s operator. What makes the M56A2 a smart gun is its ability to choose targets for you. It is equipped with an infrared tracking system and data transmitter/receiver that homes in on potential threats and sends that information to a Head Mounted Sight. Fire control is still at your discretion, so if you are running low on ammo, pick your targets. The M56A2 fires in either bursts or full automatic. A glancing shot can sever a limb and a full burst can cut a person in half, so watch that friendly fire, Private.

THE M240 INCINERATOR UNIT: This carbine-style flamethrower uses naphtha fuel canisters to fire a thick, steady stream of flame at a target. It is in common use by the USCMC, who deploy the weapon at the squad and fireteam level. Civilian models exist too. The troops in the field have given the M240 the unceremonious nickname of “Bakea-Flake.” It’s a good standby weapon to have in a pinch, especially when facing off against hostile organisms. Most animals retreat from fire, yes? Any target hit by an incinerator unit also catches fire, Intensity 9.

UA 571-C AUTOMATED SENTRY GUN: These tripod-mounted robot sentries form an automated perimeter defense system that tracks and automatically fires upon any target that moves within range. The UA 571 series is equipped with automatic thermal and movement actuated AI targeting capabilities. The UA 571-C utilizes an M30 Autocannon. Just be mindful of your friend or foe settings before walking in front of one. Those set up with ARS—Advanced Recognition Software—can be programmed to identify friendly targets with a variable success rate. If set for motion and heat only, anything hot that moves might as well be dead. When activated, the Sentry Gun is always in overwatch position and fires with skill level 8 in RANGED COMBAT (no AGILITY). The Sentry Gun can also be operated remotely by using a Head Mounted Sight.

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ARMAT U4A2 REPEATING GRENADE LAUNCHER: Designed for CBRN sterilization teams, this rapid-fire dedicated grenade launcher is most often equipped with the U4 QTC Firebomb ammunition but it can also fire other varieties.

M5A3 RPG ROCKET PROPELLED GRENADE LAUNCHER: This shoulder-fired rocket launcher is equipped with a telescopic targeting sight.

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NORCOMM RPG122 ROCKET PROPELLED GRENADE LAUNCHER: The 122 is a bare-bones rocket launcher without a sophisticated sight, that requires a reload after each shot. Armor piercing.

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WEYLAND 72A LEW LIGHT ENERGY WEAPON: This portable directed energy cannon consists of a sighted shoulder-mounted weapon and a 15mW power pack. The LEW fires vaporized pellets of cadmium telluride. The LEW packs a serious punch at close range and slices through armor very well, but the damage done is reduced by one step for each range band beyond SHORT. It has several other disadvantages, including being cumbersome and having to recharge for two Rounds after each shot, effectively meaning it can only be fired every other Round.

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M78 PIG PHASED-PLASMA INFANTRY GUN: The USCMC favors rocket launchers over light energy weapons, but do have their own model, the M78 PIG Phased-Plasma Infantry Gun.

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UA-102-20 INDEPENDENTLY TARGETING PARTICLE BEAM PHALANX: The UA-102-20 is a close-in weapon system (CIWS) composed of twenty independently targeting particle beams working in close formation. Similar to starship-to starship combat laser arrays, the particle beam phalanx is a vehicle combat scale offensive/defensive solution to multiple incoming aggressors. The UA102-20’s computer module can instantly calculate the probability of the phalanx taking a target out, as well as what fire rate and pattern is needed.

Like a shipboard laser array, the Particle Beam Phalanx can also be focused to fire on a single target with devastating results—base damage is increased by 3 (to 7) and range to Extreme, but without the full auto option. The twenty independent particle beams are limited by their power source—on its own battery power or that of a vehicle, the PBP must recharge for two Rounds between firing cycles and cannot safely draw the power needed for a concentrated blast.

If the user attempts to do this anyway, the UA-102-20 starts to emit a high-pitched whine. Roll a Stress Die. On a facehugger symbol, the weapon explodes, triggering a Blast Power 12 explosion. If not, it fires as planned (STRESS LEVEL +1 for the user). Tapped into a city’s power grid, the 102-20 is nigh unstoppable.

You can’t buy one of these. They are illegal for civilians to own in all territories. As the firing signature of each 102-20 is unique and traceable, even the black market doesn't want to deal in them. Either your unit is assigned one or you steal it.

HEAVY WEAPONS
WEAPON BONUS DAMAGE RANGE WEIGHT COST COMMENT
Armat U1 Grenade Launcher +1 Blast 9 Long 1/2 $600 Can fire other grenade types.
Armat M41AE2 Heavy Pulse Rifle +1 3 Extreme 2 $1,500 Armor piercing, full auto.
M56A2 Smart Gun +3 3 Long 3 $6,000 Armor piercing, full auto.
M240 Incinerator Unit 2 Medium 1 $500 Fire intensity 9.
UA 571-C Sentry Gun +2 4 Extreme $12,000 Armor piercing, full auto, RANGED COMBAT 8.
Armat U4A2 Repeating Grenade Launcher +2 Varies Long 2 $1,100 Can fire different grenade types.
M5A3 RPG Launcher +1 5 Extreme 2 $1,800 Single shot, armor piercing.
Norcomm RPG122 5 Extreme 2 $1,700 Single shot, armor piercing.
Weyland 72A Light Energy Weapon +1 6 Extreme 3 $10,500 Armor piercing, damage reduced by 1 for each range beyond SHORT.
M78 PIG Phased-Plasma Infantry Gun +1 6 Extreme 3 $9,000 Armor piercing, damage reduced by for each range beyond SHORT.
UA-102-20 Independently Targeting Particle Beam Phalanx +2 4/7 Long/Extreme $25,000 Armor piercing, full auto or focused attack with increased damage and range.
AMMUNITION
One full reload for a firearm typically costs about 5% of the cost of the weapon itself.

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EXPLOSIVES AND AMMUNITION

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G2 ELECTROSHOCK GRENADE: These grenades are called “electronic ballbreakers” with good reason. When deployed, they propel themselves about 3 feet off the ground before releasing a mega-voltage electric pulse. The usually non-lethal shock is still strong enough to freeze a person’s central nervous system. These weapons are good for crowd control. When there is only one seat left on the last shuttle to leave a space station stuck in a decaying orbit around a gas giant, pop a few of these puppies into the mob, cycle that airlock closed, and strap yourself in for the ride home. All humans in the target zone must make a hard STAMINA roll (–2, doesn’t count as an action) or be stunned for one Round.

ARMAT M40 HEDP GRENADES: Designed for the U1 and U4 grenade launchers, the High Explosive Dual Purpose M40 can also be used as a hand grenade. To use these U1 rounds as a thrown explosive, the red plastic cap must be removed and the trigger under it depressed. Three seconds later, the grenade will explode. The UPP has an equivalent made by Norcomm.

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M72A1 STARSHELL FLARES: For the U1 and U4 grenade launchers. Fired straight up into the air, this intensely bright flare will illuminate one combat zone for D6 Rounds. If fired directly at a human target, any crit inflicted will be #15.

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M230 BATON ROUNDS: For the U1 and U4 grenade launchers. These non-lethal rubber projectiles are for use in urban crowd control. Baton rounds can incapacitate without killing. Armor is doubled and any critical injuries from these rounds will be #16, #24, or #33 (equal chance of each).

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M108 BUCKSHOT CANISTERS: For the U1 and U4 grenade launchers. These oversized shotgun shells can deliver a wallop at close range. They are favored by Colonial Marshals on remote backwater colonies.

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U4 QTC FIREBOMB AMMUNITION: For the U1 and U4 grenade launchers. Designed for decontamination protocols, this quinitricetyline filled cartridge incinerates everything in the target zone with Intensity 12 fire.

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ARMAT TYPE 4 ASSAULT BREACHING CHARGE: A focused, adhesive charge designed to breach a door or wall, the Type 4 can be detonated by timer or remote. The UPP has an equivalent made by Norcomm. The breaching charge has Blast Power 9. Against the immediate target, the damage is increased two steps and counts as armor piercing.

ARMAT M20 CLAYMORE MINE: This proximity (SHORT range) triggered anti-personnel mine has a laser tripwire that requires an OBSERVATION roll to notice, even when actively looking. These are readily available on the black market.

ARMAT M111 ANTI-VEHICLE MINE: These mines are pressure sensitive and can be triggered by personnel as well as vehicles. When something of a predetermined weight enters the mine’s proximity (ENGAGED range), the mine is activated. The mine has Blast Power 12. Against the immediate target, the damage is increased two steps and counts as armor piercing.

“Check it out. Independently targeting particle-beam phalanx. WHAP! Fry half a city with this puppy.”

—PRIVATE FIRST CLASS WILLIAM HUDSON

EXPLOSIVES AND AMMUNITION
WEAPON DAMAGE WEIGHT COST COMMENT
G2 Electroshock Grenade Stun 1/2 $400 Range MEDIUM when used as a hand grenade, stun effect (-2).
M40 HEDP Grenade Blast 9 1/4 $60 For U1/U4. MEDIUM range when used as a hand grenade.
M72A1 Starshell Flares 2 1/4 $50 For U1/U4. Illuminates one zone. Any critical injury inflicted will be #15.
M230 Baton Rounds 3 1/4 $30 For U1/U4. Armor doubled. Any critical injury inflicted will be #16, #24, or #33.
M108 Buckshot Canisters 3 1/4 $30 For U1/U4. Armor doubled, SHORT range.
U4 QTC Firebomb Ammunition Fire 12 1/4 $600
Armat Type 4 Assault Breaching Charge Blast 9 1 $200 Against the immediate target, damage is increased by 2 and is armor piercing.
M20 Claymore Mine Blast 9 1/2 $150 Triggered at SHORT range, OBSERVATION required to spot.
M111 Anti-Vehicle Mine Blast 12 2 $1,000 Triggered at ENGAGED range. Against the immediate target, damage is increased by 2 and is armor piercing.

CHEMICAL WEAPONS

Chemical weapons have been banned on Earth by the Geneva Convention for over 250 years. However, legal precedent was set in the 2050s that clarified that those rules only applied to Earth. As such, chem-weapons are fair game on the extrasolar colonies.

CN-20 NERVE AGENT: This deadly nerve gas has lasting results on an enemy and anyone else unlucky enough to be within its range. When there are no other options, it’s time to roll out a canister or two. A single canister will affect everything within one zone. Roll a Stress Die at the start of each Round—on a [+], the gas dissipates.

In a contaminated zone, all humans without a hazmat suit must make a STAMINA roll with a –3 modifier each Round (before performing any actions). Failure means suffering one point of damage and STRESS LEVEL +1 now, and again in each following Round, even if the victim leaves the contaminated zone. If the victim is Broken while suffering the effects of a nerve agent, they must make a Death Roll every Round. The only way to save the victim’s life at this point is a hard (–2) MEDICAL AID roll.

A NOTE FROM MU/TH/UR: This is mean stuff. Your lieutenant will only authorize the use of CN-20 as a weapon of last resort—unless he's a total dick. Nerve gas fucks with your neurotransmitters, telling them to coil up your muscles and not let go. Also, to shake a lot. You’ll start with a snotty nose and some heavy breathing, but by the time it’s all over you’ll convulse, piss, and vomit yourself into a coma or asphyxia. Keep it up and you’ll have chronic neurological damage to boot. Do yourself a favor and don’t do anything that will make someone want to use this on you.

QUINITRICETYLINE EXPLOSIVE ACCELERANT (QTC): Often called QTC for short, quinitricetyline is a volatile toxic chemical usually found in liquid form. Similar to twentieth century napalm, QTC is often mixed with a gelling agent and used to firebomb an area containing enemy forces, dangerous indigenous life forms, or infectious disease. In 2163, a single drum of QTC was dropped into a beachhead bunker during the Tientsin Campaign. The blast not only incinerated the bunker itself but put a nearby tug in drydock for four months with significant damage.

A NOTE FROM MU/TH/UR: This shit’s incendiary potential is bad enough in liquid form—when gelled it sticks to everything and burns like a supernova. Only total immersion in water will put out the flame even temporarily—within one Turn of emerging from the water, the QTC will self-ignite. Only self-consumption, careful removal of the gel, or completely cutting off its oxygen supply will quench this flame.
EXPLOSIVES AND AMMUNITION
WEAPON DAMAGE WEIGHT COST COMMENT
CN-20 Nerve Agent Canister Special 1 $1,000 See description for effects.
QTC Quinitricetyline Explosive Accelerant Fire 15 1 $200/liter Comes in 200-liter drums. See description for effects.

SUITS AND ARMOR

UNIFORMS

ACRYLIC “DOG TAGS” MILITARY ID KEY: Identifier tags issued to all branches of the UAAC (and therefore USCMC), these laser engraved clear memory-plastic tags can be encoded to allow a specific wearer access to a ship or installation’s command areas, armories, lockers, or more. They are read by swiping them through a sensor reader located at every USCMC door lock. Key tags are usually coded as per rank, so a private won’t be able to get into the officer’s mess on his own.

BATTLEDRESS UTILITIES (BDUS): These field uniforms come in colors and patterns appropriate for the mission’s operating theater. Camouflage themes include Woodland, Rain Forest, Desert Sand, Martian Plain, Arctic Glacier, Lava Flow, Deep Sea, Pitch Space, and more.

GHILLIE SUIT: A camouflage suit that is customized to a specific environment, a Ghillie suit can allow a sniper to effortlessly blend into the terrain. The suit is equipped with a portable heatsink that masks the wearer’s heat signature and protects them from infrared scanning. The suit gives a +2 bonus to MOBILITY rolls against being detected when in the proper environment.

M3B STANDARD BOOTS, M7 JUNGLE BOOTS, M8A2 THERMAL BOOTS, AND M11 PERFORMANCE ENHANCED PLATYPUS FINS: A Marine’s got to wear the right footwear for the right job. While M3Bs will do on the flight deck and in your everyday barracks, you’ll want a pair of M7s for a prolonged stay in a hot and moist environment (the alternative could be foot rot). Best strap up your M8A2s in cold weather scenarios, unless you like frostbite and aren’t too fond of keeping your toes (STAMINA +1 to resist cold). The M11s are the best if you’re going for a dip—they add +2 to underwater MOBILITY rolls.

UNIFORMS
FATIGUES WEIGHT COST COMMENT
“Dog Tags” Military ID Key $50 Contains owner's medical and personal data
BDUs $55
Ghillie Suit 1 $1,000 Grants a +2 bonus to MOBILITY rolls against being detected when in the proper environment.
MB3 Standard Boots $40
M7 Jungle Boots $60
M8A2 Thermal Boots $75 STAMINA +1 to resist cold.
Platypus Fins 1/2 $100 Grants a +2 bonus to MOBILITY rolls when underwater.

PROTECTIVE GEAR

LIFE VEST: An inflatable flotation vest included in many vehicular survival kits, a life vest will keep its occupant buoyant in most liquids. It includes a built-in flashlight and solar powered beacon transmitter that will broadcast PDT information over a two-kilometer radius.

COLD WEATHER PARKA: Sometimes it’s damn cold on whatever frigid ball you've been dropped on. Other times, your lieutenant is too cheap to warm up your frigate’s life support past bare minimums. In either case, wearing one of these heated hoodies gives a +2 bonus to STAMINA rolls made to resist the effects of severe cold.

MILITARY GRADE HAZMAT SUIT: This impermeable bodysuit acts as protection against hazardous materials. The suit protects fully against chemical and biological contaminants as long as no damage has pierced it. It also acts as armor against radiation. Each time you suffer a Radiation Point, roll six Base Dice—if you roll one or more [+], the Rad is absorbed by the suit. HAZMAT suits have a built-in comm unit and a limited air supply. They do not protect against the vacuum of space.

UDEP ULTRA DIFFUSIVE ENVIRONMENTAL PONCHO: These camouflaged rain-coverings are worn to protect from the elements, chemical spills, and more. Treated with an infrared absorbing coating, these ponchos can also make a Marine nearly invisible in the rain (STEALTH +2 in wet environments). Often worn by CBRN specialists in the field, the poncho offers a +2 STAMINA bonus to resist chemical and biological contaminants as long as no damage has pierced it.

G-SUIT: This light pilot’s jumpsuit is standard issue to starfighter pilots. Pressure plates within the legs regulate blood flow. The helmet normally connects to the craft’s life support, but has a small compressed oxygen bottle that offers an Air Supply of 1 for limited independent use.

PROTECTIVE GEAR
FATIGUES WEIGHT COST COMMENT
Life Vest 1 $65 Prevents drowning, when at the water surface.
Cold Weather Parka 1/4 $100 STAMINA +2 to resist cold.
Military Grade HAZMAT Suit 2 $1,000 Armor Rating 1, Air Supply 2. Built-in comm unit. Protects against chemical and biological contaminants and radiation.
UDEP Ultra Diffusive Environmental Poncho 1 $500 STAMINA +2 against chemical and biological contaminants, STEALTH +2 in wet environments.
G-Suit 1 $120 Air Supply 1.

BODY ARMOR

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M10 BALLISTIC HELMET: Worn as part of the M3 Personnel Armor, the helmet is equipped with a full motion tactical camera system that transmits to the squad’s APC, dropship, or ground tactical monitoring station. The helmet mounts a passive infrared sight and an Identify Friend/Foe (IFF) transmitter that will prevent automated systems like sentry guns from killing you.

KEVLAR RIOT VEST: A relatively lightweight vest made of woven metal fibers, the kevlar riot vest is the personal armor of choice for law enforcement and security details throughout the colonies. It offers limited protection from bullets, knives, shrapnel and any kind of penetrating weapon.

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ARMAT CM4 PLASTISTEEL RIOT SHIELD: This lightweight plastisteel shield is often used in urban warfare by Assault Marines as well as by Colonial Marshals. With a slow action, the shield will provide cover with Armor Rating 5, which is added to any body armor. If the user moves, the cover from the shield is lost.

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6B90 COMBAT ARMOR: Bulky and heavier than its Colonial Marine equivalent, the 6B90 is the standard personal armor of UPP troops and protects the neck, shoulders, torso, and crotch of the wearer. The 6B90 is equipped with a full motion tactical camera system that transmits video and vitals to local command.

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CCC5 COMBAT COMPRESSION SUIT: An armored compression suit similar to the Mk.50 Compression Suit, the CCC5 is less cumbersome than its USCMC equivalent but the helmet viewport is comparatively small and gives –1 to OBSERVATION rolls. Each CCC5 comes standard with an AK-104 attached.

BODY ARMOR
SUIT ARMOR RATING AIR SUPPLY WEIGHT COST COMMENT
M10 Ballistic Helmet 0 Built-in tactical camera. Included in the M3 Personnel Armor.
Kevlar Riot Vest 4 1 $600 Built-in comm unit.
Armat CM4 Plastisteel Riot Shield 5 1 $300 Gives cover after a slow action.
6B90 Combat Armor 6 2 $1,000 Built-in comm unit and tactical camera.
CCC5 Combat Compression Suit 2 5 2 $15,500 OBSERVATION –1, AK-104 attached.

OTHER EQUIPMENT

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BIMEX PERSONAL SHADES: Save the colonies and look cool doing it. Targeting lasers, atomic flash blasts, and solar radiation can cause instant blindness on the battlefield—but not while wearing a pair of BiMex sunglasses or goggles. The patented mirror refractory technology of BiMex lenses is even rumored to have reflected directed energy weapons back on their target. When wearing these, roll a Base Die if you’re hit by a laser weapon, such as the Rexim RXF-M5 EVA Pistol. On a [+], the beam is deflected and inflicts no damage. The shades, alas, are ruined in the process. Protect your eyes when you protect your country.

CBRN DETECTION KIT: This Chemical Biological Radiological and Nuclear Detection Kit includes a Geiger counter, a biological and chemical agent diagnostic device, four doses of neurotoxin inhibitors, four emergency respirators (good for one Turn each before recharging), a pair of acid proof gloves and goggles, syringes, sampling tools, chemical detection paper, and four heat resistant specimen jars. Using this kit automatically detects the current Radiation Level and any chemical or biological pathogen at the user’s location. It also gives the user a +2 modification to Sickness Rolls.

IMP INDIVIDUAL MARINE PACK: This waterproof medium backpack comes standard equipped with a medkit and Supply rating 4 worth of food and water. In addition, the IMP allows you to carry two more regular-sized items than normal without being over-encumbered.

TNR HIGH BEAM SHOULDER LAMP: A high-powered flashlight, the TNR can be carried by hand or mounted to the shoulder bracket on APE Suits, M3, Kevlar, or 6B90 armors, allowing for hands free use. The TNR removes the effect of darkness in a zone.

MUZZLE SUPPRESSOR: If you gotta shoot someone in public, pop one of these cylinders on the end of your firearm and do it real quiet like. Just remember that anyone calling it a silencer is full of shit—nothing is going to completely silence a bullet. What it does do is force your enemies to make an OBSERVATION roll to detect the shot. Muzzle Suppressors are available for a variety of firearms, ranging from pistols to sniper rifles.

FOLDING ENTRENCHING SPADE: A ground pounder’s best friend, this collapsible shovel can also be used as a close combat weapon. A smart Marine will heat up their spade with an incinerator unit, turning the shovel into a makeshift cooking pan for field grub. So, you can dig a critter out of its hole, kill it, and then fry it up—all with your damn trusty spade.

FOLDING WINCH: This tripod winch-andcable device was developed so that prospectors could inspect newly dug mining shafts with their hands free—but it works just as well for rappel and rescue ops. No MOBILITY climbing roll is required of you while hooked in and ascending or descending a chasm on a folding winch’s polymer climbing rope. Also, when whatever lives down there wraps itself around your face, your buddies can winch your ass back up, blow quarantine procedures, and put everyone at risk—just for fun.

POLYMER CLIMBING ROPE: This highpolymer abrasion-resistant coated cable comes in 45-meter coils. Just remember “abrasion resistant” only means it won’t fray easily and you won’t cut up your bare hands climbing it. Acid will still eat through it and you’ll still get a nasty rope burn sliding down it. Ain’t friction a bitch?

F3S FULL SPECTRUM SPOTTER SCOPE: Able to see in a variety of spectrums and sync with data provided by Pups, the Spotter Scope allows a Recon Rifleman to roll OBSERVATION to assist his Sniper’s aim. Each success gives a +1 bonus to the shot, as long as neither Marine moves nor is attacked. Multiple rolls are not allowed.

PDT/L PERSONAL DATA TRANSMITTER BRACELET/LOCATOR TUBE SET: One piece is a PDT wrist-worn accessory, the other is its dedicated locator. Limited to a range of under 100 meters (four zones), the locator tube digitally displays its proximity to the bracelet and beeps louder as it approaches the transmitter. If the tube is synced to an APC TAC center, full biometric data of the wearer can be accessed.

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M73PX PARAFOIL: This non-rigid delta-shaped airfoil collapses down small enough to fold up and tuck in a rucksack. They are usually used in stealth drops to silently glide into enemy territory. If for some reason you are in an exploding dropship or aerospace fighter and manage to eject without decapitating yourself, you’ll want one of these to help you make a softer landing. Donning a parafoil is a slow action, deploying it is a fast action. The PILOTING skill is used to maneuver. In flight, the parafoil has a Speed rating of 3.

OTHER EQUIPMENT
DEVICE WEIGHT COST COMMENT
BiMex Personal Shades 0 $150 Can deflect lasers.
CBRN Detection Kit 1 $800 Detects radiation and gives a +2 bonus to Sickness Rolls.
Individual Marine Pack 0 $100 Increases carrying capacity by 2.
TNR High Beam Shoulder Lamp 1/2 $60 Removes the effect of darkness in a zone.
Muzzle Suppressor 1/4 $50–$200 Enemies must roll OBSERVATION to detect the shot.
Folding Entrenching Spade 1/2 $30 Can be used as a close combat weapon (bonus +1, base damage 2)
Folding Winch 1 $40 To be used with rope, removes the need for MOBILITY rolls when

climbing.

Polymer Climbing Rope 1/2 $40 45-meter length line with abrasion resistant coating.
F3S Full Spectrum Spotter Scope 1/2 $200 Adds a bonus to coordinated sniper attacks.
PDT/L Bracelet/Locator Tube Set 1/4 $100 See description.
M73PX Parafoil 3 $1,250 Speed 3, PILOTING used to maneuver.