Difference between revisions of "Military Gear (The Reach Campaign)"

From Karriviki

Line 33: Line 33:
 
*Chemlights (10 uses)
 
*Chemlights (10 uses)
 
*Bundle of 3 ammo clips (1 round to unbundle) 1 Enc.
 
*Bundle of 3 ammo clips (1 round to unbundle) 1 Enc.
*Bundle of 3 grenades (1 round to unbundle, 2d6 rad 5) 1 Enc.
+
*Bundle of 3 grenades (1 round to unbundle) 1 Enc.
 +
**Offensive grenade (2d6, rad. 2)
 +
**Defensive grenade (3d6, rad. 5)
 
Total=4
 
Total=4
  

Revision as of 23:53, 18 October 2019


Infantry Kit

This is the basic infantry kit carried by the troops.

Minimum Gear

All Ready (Encumbrance * if not noted) Max. ½ Str

  • Flex Armor AC 15 (Armor 1 vs. explosions) Enc. 1
  • Helmet
    • Short range radio (10 km range)
    • Visor with HUD, Night vision (½ darkness penalty) and Anti-glare
    • Active hearing protection
    • Near-miss indicator (+1 to detect shooter)
    • Radiation counter
    • Combination breathing mask
  • Spacer watch (courtesy of Turku)
  • Personal datalog
  • Reach ID card
  • Multi-tool (-1 to minor repairs, no major repairs)
  • Desert clothing
  • Main weapon Enc. 2 (varies)

Total=3

Worn on Armor

All Ready (Encumbrance * if not noted) Max. ½ Str

  • Individual Medkit (+2 to first aid, one use)
  • Knife Enc. 1
  • Filtration canteen with cup Enc. 1
  • Personal mess kit
  • Magnetic compass
  • Cufftape (5 uses)
  • Chemlights (10 uses)
  • Bundle of 3 ammo clips (1 round to unbundle) 1 Enc.
  • Bundle of 3 grenades (1 round to unbundle) 1 Enc.
    • Offensive grenade (2d6, rad. 2)
    • Defensive grenade (3d6, rad. 5)

Total=4

Assault Pack

All Stowed (Encumbrance * if not noted) Max Str

  • Assault pack
  • Small gun cleaning kit (+0 for the main weapon, -1 for others)
  • Rope (20 m, 2 t capacity) 1 Enc.
  • Survival kit (+1 to Survive)
  • Saline fluid (negates 5 rounds of penalty since injury)
  • Bundle of 3 military rations (1 day) 1 Enc.
  • Ration tube (1 week) 1 Enc.
  • Water pack 1 Enc.
  • Waterproof bag
  • Language translator
  • Personal basics
  • Personal computer
  • Poncho
  • Poncho liner
  • Emergency blanket
  • Personal fire extinguisher
  • Electronic binoculars Enc. 1
  • Bundle of 3 ammo clips (1 round to unbundle) 1 Enc.

Total=6

Backpack

All Stowed (Encumbrance * if not noted) Max 2*Str

  • Large backpack
  • Bundle of 3 military rations (1 day) 1 Enc.
  • Ration tube (1 week) 1 Enc.
  • Water pack 1 Enc.
  • Inflatable sleeping pad
  • Envirobag 1 Enc.
  • Warm weather clothing
  • Cold weather clothing Enc. 1
  • Duct tape
  • Desert survival suit Enc. 1
  • Bundle of 3 ammo clips (1 round to unbundle) 1 Enc.
  • Bundle of 3 ammo clips (1 round to unbundle) 1 Enc.
  • Bundle of 3 grenades (1 round to unbundle) 1 Enc.

Total=9

Fire Team Leader

Ready or Stowed

  • Medium range radio (100 km range) 1 Enc.
  • Map Box, Nav-comp & inertial locator (+2 to navigate) 1 Enc.

Total=2

Squad Leader

Ready or Stowed

  • Medium range radio (100 km range) 1 Enc.
  • Map Box, Nav-comp & inertial locator (+2 to navigate) 1 Enc.
  • Emergency beacon 1 Enc.

Total=3

Special Gear

Ready or Stowed

Special gear is either assigned by higher command or can be requisitioned from the quartermaster.

  • 1-person pressure tent 6 Enc.
  • Shelter foam (for 2-person shelter) 1 Enc.
  • 4-person tent 1 Enc.
  • Camouflage netting (10 m2) 1 Enc.
  • Group mess kit 1 Enc.
  • Light-weight litter 1 Enc.
  • Medkit 2 Enc.
  • EW deception gear 1 Enc.
  • Chemsniffer 1 Enc.
  • Metal detector 1 Enc.
  • Breaching charge (3d10/1d10 rad 2/10) 1 Enc.
  • Entrenching tool 1 Enc.
  • Intrusion tools 1 Enc.
  • Laser torch 1 Enc.
  • Claymore mine (4d6/2d6 rad 20/40) 1 Enc.
  • Bundle of 3 multi-spectrum smoke grenades (1 round to unbundle, rad 7) 1 Enc.
  • Smart Anti-Tank grenade (2d8 AP 10, range 10/20, rad 2, can be used as a mine) 1 Enc.

Firearms

The troopers will have firearms picked from these two lists according to their role and home world. Everyone else uses the RCDC standard weapons except for the Ranuans who prefer their own superios arms to the consternation of the RCDC logistics.

All weapons are TTL9/SWNTL4 for easier maintenance.

RCDC Standard Weapons

  • For Riflemen: Defensive Works ABR-9 Advanced Battle Rifle 2 Enc.
  • For Squad/Team Leaders: Defensive Works ABC-9 Advanced Battle Carbine (very accurate and safe) 2 Enc.
  • For Machinegunners: Defensive Works AMC-9 Advanced Machine Gun (reliable, very ergonomic and safe) 2 Enc. (carries a double ammo holder)
  • For Anti-Tank Gunners: Rhinotech ATL-9 Advanced AT Missile Launcher (good quality, reliable and efficient) 3 Enc.
  • For Rocket Gunners: March Security AVLRL-9 Advanced Very Light Rocket Launcher (reliable and safe) 3 Enc.
  • For CQB: Voidustries AAS-9 Advanced Assault Shotgun (safe) 2 Enc.
  • Sidearm for low-gravity troops: Starlight Industries AVLP-9 Advanced Very Light Pistol (good quality & safe) 1 Enc.
  • Sidearm for heavy worlders: Thor-Hercules Co. AMP-9 Advanced Magnum Pistol (reliable & burdensome) 2 Enc. (can be fired one-handed if STR>13)

Superior Ranuan Weapons

  • For Riflemen: Private Steel Corp. Executioner Modified Combat Rifle (unsafe) 2 Enc.
  • For Squad/Team Leaders: Intervention Industries Tearer Basic Modified Heavy Assault Carbine (inefficient) 2 Enc.
  • For CQB: Angel Corp Eliminator Ultimate Submachinegun (reliable, light & safe) 1 Enc.
  • Sidearm for Squad/Team Leaders: Angel Corp Super-Equalizer Ultimate Pistol (good quality, reliable & efficient) 1 Enc.
  • Sidearm for Troopers: Angel Corp Equalizer Ultimate Light Pistol (reliable, efficient, light & safe) * Enc.

Firearm Statistics

Manufacturer Model Weapon Type RoF To-Hit Dmg. Short Long Cost Ammo A. Enc. Attr. Enc. TL
Intervention Ind. Tearer Basic Modified Heavy Assault Carbine-9 Projectile Longarm SB -1 2d8 500 1000 1000 12 1# Dex 2 4
Private Steel Corp. Executioner Modified Combat Rifle-9 Projectile Longarm SBF D12+2 50 150 900 24 1# Dex 2 4
Angel Corp. Equalizer Ultimate Light Pistol-9 Projectile Sidearm S +1 d8 20 50 230 20 1# Dex * 4
Angel Corp. Super-Equalizer Ultimate Pistol-9 Projectile Sidearm S +1 d10 20 50 210 16 1# Dex 1 4
Angel Corp. Eliminator Ultimate Sub Machinegun-9 Projectile Longarm S D12+2 20 50 380 34 1# Dex 1 4
Voidustries AAS-9 Advanced Assault Shotgun-9 Projectile Longarm SBF 4d4+2 200 500 1200 26 1# Dex 2 4
Rhinotech ATL-9 Advanced AT Missile Launcher-9 Projectile Heavy Weapon S +1 2d8 AP 10 Radius 5 200 500 2000 4 1 Dex 3 4
Defensive Works ABC-9 Advanced Battle Carbine-9 Projectile Longarm SB +2 d12 500 1000 640 28 1# Dex 2 4
Defensive Works ABR-9 Advanced Battle Rifle-9 Projectile Longarm SBF D12+2 500 1000 800 28 1# Dex 2 4
Defensive Works AMG-9 Advanced Machinegun-9 Projectile Heavy Weapon SBF 2d8 AP 5 500 1000 6000 2*100 1 each Dex 2 4
Thor-Hercules Co. AMP-9 Advanced Magnum Pistol-9 Projectile Sidearm S d12 50 150 330 10 1# Dex 2 4
Starlight Industries AVLP-9 Advanced Very Light Pistol-9 Projectile Sidearm SB d8 20 50 600 20 1# Dex 1 4
March Security AVLRL-9 Advanced Very Light Rocket Launcher-9 Projectile Heavy Weapon S 2d8 Radius 10 50 150 4000 14 1 Dex 3 4

Notes

Rate of Fire (RoF)

  • S = Single shot
  • B = Burst (3 rounds) To-Hit +2
  • F = Full (10 rounds) Suppressive Fire (10 m wide) with To-Hit roll required
    • Half damage
    • Evasion Save or Hard Cover avoids damage
    • Heavy Weapons don't need to roll To-Hit on Suppressive Fire, but use 20 rounds

Damage Specials

  • AP = Armor Piercing (subtract from vehicle Armor Value)
  • Radius = Area effect radius in m (Evasion Save to halve damage)