Legacy WOA30AE EN:Actions

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Arrow up 16x16.png Legacy: War Of Ages 30th Anniversary Edition / Contents

(NOTE: This is a work in progress.)

Chapter Five: Actions

A clammy silver fog gathered dirty, decayed houses together, hung tarnished yellow halos on a pair of street lights. Occasional car tires crushed puddles on the dull glistening street. In the last hour a dozen men and women had entered the rear of a condemned apartment building. Rebecca's information was accurate.

Dominic poured himself out of a nearby doorway, slipped silent through shadows, a subtle wake in the mist. He flattened against the brick wall, shouldering his small pack and his sword, blessed Merovingian bloodsteel. Looking up, he listened. Crickets and humidity.

A swift careful climb, a broken window lock, and Dominic lowered himself into the waiting void. Only a muffled rustle like wind in curtains betrayed his landing. He moved as a ghost through the dark, empty, apartment, sensing the enclave of assassins. He drew his sword, a soft creamy metallic drawl.

Sudden white hot flash of blinding halogen. Dominic cried out, covering his eyes. Brief vision in photographic negative. A grinning black skull, shining white eyes, dazzling avalanche of kicking screaming bodies.

Without conflict, any game (or life) is boring. In Legacy, conflict can take many forms: physical, social, Psychic, even internal conflicts inside of a character's mind. Whatever form this conflict may take, it is usually resolved using a Task Roll, which fairly pits the Statistics and Abilities of the character against a violent and unfriendly world.

Noncombat

Not every waking moment will be interesting. This is what we call "noncombat time." It is unnecessary to role-play out every moment of every day. If an activity seems interesting, or an NPC (Non-Player Character) has some useful information, then these scenes should be role-played out, but it is not necessary or desirable to account for every second of every character's time. If nothing interesting is happening, then the players could role-play among themselves, or the GM could simply "fast-forward" through that time.

The Role of Dice

Where there is conflict, there must (eventually) be a resolution to that conflict. There are "diceless" games which manage to resolve conflict without any kind of random number generator, but the outcome of conflicts in these games are either completely predictable, or they depend so heavily on the judgment and skill of the GM that a fun, fair game is almost impossible to achieve. However, it is possible for an excellent Game Moderator to run an exciting game while rarely, if ever, resorting to dice rolls. There is no way to teach this style of play; it comes only with experience.

Most games, including this one, facilitate the resolution of conflict by using dice. At one end of the dice-using spectrum are games with a simple spinner or single six-sided die (the kind shaped like a cube, used in most board games). The outcome of conflict in these games generally has a very limited range of possibility, with little room for nuance. At the other end of the spectrum are games where dozens, sometimes even hundreds, of dice are needed, of every shape and size. This allows for a great deal of variety in the probability curves involved, and allows for a great range of permutations to the resolution of a conflict. However, this has a tendency to remove the emphasis of the game from the story, placing it on the outcome of dice rolls instead.

Legacy walks a line between these two extremes. Only one kind of dice is needed to play, called ten-sided dice (or "d10's"), which are available in most hobby or game stores. Only a few of these dice are required to play, and a player could even get by with possessing only a single die.

Dice rolls can add to the suspense of a game, because the player never knows whether she will succeed at what she is attempting. This uncertainty is important, because without some suspense about the outcome of the game the players quickly lose interest. However, it is equally important that the players know that they can influence the outcome of their characters' problems. Players who come up with innovative solutions to seemingly impossible tasks should be rewarded with a positive Task Modifier, even if the solution spoils the plans of the Game Moderator. Such best-laid plans will be foiled time and again by clever players, and such cleverness should not be discouraged.

Task Rolls

Task Roll = (Statistic + Ability + Task Modifier) or less


Task Modifiers
Task Modifier Description

-5 Impossible -4 Frustrating -3 Demanding -2 Difficult -1 Challenging 0 Complex 1 Involved 2 Average 3 Routine 4 Easy 5 Automatic

  1. Various Task Modifiers are cumulative unless they are redundant.


Situational Task Modifiers Table
Circumstance TMod Description

Cover or Size Full size -0 no cover (human-sized) 1/2 size -1 waist up (dog-sized) 1/4 size -2 chest up (child-sized) 1/8 size -3 head (cat-sized) 1/16 size -4 nose up (pigeon-sized) Death Blow -5 attempting to inflict the True Death upon an Immortal Excellent Equipment +1 to +3 better than minimum Inferior Equipment -1 to -3 below standard Extra Time above minimum +1 Hour +1 +6 Hours +2 +1 Day +3 +1 Week +4 +1 Month +5 +6 Months +6 Prone Target +2 target has limited mobility Range using ranged weapons (except shotguns) Short -0 Medium -1 Long -3 Extreme -5 Surprised Target +5 target unaware or helpless Unseen Target -5 located by hearing or smell


To perform a Task, the character adds together her appropriate Statistic, Ability, and the Task Modifier for the Task attempted. The player must roll this number or less on a d10.

If a character attempts to perform a Task in which she has a "0" Ability, the GM may allow the player to roll her Statistic and Task Modifier only, or not at all, at the GM's option.

A roll of "1" is normally considered an automatic success, but the GM has the option of ignoring this rule where it seems unreasonable. A roll of "10" is not an automatic failure, however.

Example:

Devon is attempting to crack a particularly difficult code. The GM determines that the minimum time it would take to attempt this is one hour. Devon decides that he will take an extra hour, so the GM gives him a +1 TMod. In addition, Devon has a military-class cipher-breaker, giving him a TMod of +2. These TMods are cumulative, giving Devon a Task Modifier of +3. If Devon were to take 6 additional hours before attempting a Task Roll (for a TMod of +2), his total TMod would be +4, not +5. Only the most significant TMod of a particular type is of any benefit.

Actions

One Turn is two seconds long, and each character gets one action per Turn. This means that the character may move and/or make one Task Roll during one Turn. If the GM specifically requests a character to make a Task Roll (i.e., a Perception Task Roll to notice something out of the corner of the character's eye), then the GM may declare that the Task Roll does not use an action or Turn by the character.

It is possible to move and make a Task Roll during a character's action, but this incurs negative Task Modifiers from -1 to -5, as the GM dictates.

Initiative

The order in which characters take their actions is important. Those who have the opportunity to use their actions first have an advantage over those who must wait. The order in which characters take their actions during a Turn is determined by their Agility, Intellect, and Psyche. The characters with a higher Rank in Agility may take their actions before those who have lower Agility scores. Of those characters whose Agility Ranks are equal, the characters with a higher Rank in the Intellect Statistic may use their actions before those of lower Intellect. If two characters have equal Agility and Intellect Statistics, then the character with the higher Psyche Rank may use her action before the character with the lower Psyche Statistic. If two characters have identical Agility, Intellect, and Psyche Statistics then the GM should randomly determine who goes first (flip a coin).

The environment always goes last in a Turn. Any falling objects (including characters) fall, and any free-rolling vehicles move, after all characters have had the opportunity to use their actions. This does not include thrown projectiles or character-controlled vehicles. If any object or vehicle is under direct control by a character, then the object or vehicle will move when that character moves it or at the end of the Turn, at the character's option. If a character chooses not to control a vehicle, then the vehicle will move at the end of the Turn.

Delaying an Action

If a character does not wish to use her action when she has the opportunity, perhaps wanting to wait and see what an opponent does, she may delay her action, with the option of using it later in the Turn. The character may then pre-empt another character's action later in the Turn, unless the other character has a higher Agility/Intellect/Psyche or the Quick-Draw Accent. If both characters have the Quick-Draw Accent, then the character with the higher Agility/Intellect/Psyche goes first. If both characters are evenly matched, then they may use their actions simultaneously or use a random method to determine who goes first, at the GM's option.

Forcing an Action

If a character wants to perform a purely defensive maneuver before she has had the opportunity to use her action in a Turn, this is known as "forcing" the character's action. The character may force any purely defensive action, such as Parrying a punch, dodging a bullet, or simply running away. The character may not force an action which the GM could construe as an attack, such as blocking a bullet with an opponent's unconscious body or running into someone. When a character forces her action, she aborts her next available action; a character may only force an action once per Turn, and she may not do so if she has already used her action during that Turn.

Sequence

Unless a character wishes to delay or force her action, each character takes and completes her action before the next character begins. If the character wants to move, then the player declares that the character is moving and to where the character is moving. After the character has completed her movement (if any), she may make an attack. If the target of the attack is aware of it, the target may choose to use or force her action to Parry or run away. The Task Modifiers for each character's maneuvers are taken into account by the GM and imposed upon the attacking character's Task Roll, who then rolls her dice.

Movement and Game Scale

Movement does not generally require a Task Roll, although the GM may require an Athletics Task Roll if there is some obstacle to the character's free movement (i.e., Physical Difficulties, distractions, inclement weather, injury, etc.). One hex on the game map represents one meter from flat side to flat side. Measurements given in meters indicate moving from the center of one hex to the center of another. Fractions are generally rounded in the character's favor.

Climbing

Climb = 1m (or from ½ m to (AGL x 1m), depending on terrain)

A typical slope or tree, with numerous protrusions or hand-holds, can be scaled at approximately one meter per Turn. Plentiful hand-holds and a shallow slope can increase the climber's speed up to her Agility in meters per Turn. A steeper incline, with few protrusions, can slow the climber's ascent to one hex every two Turns, or even slower.

Jumping

Standing = (STR x ½ m)
Running = (AGL x 4m) + (STR x ½ m)
Jump up = (STR x ½ m)

A character can make a standing leap as far as half of her Strength in meters (rounded up in the character's favor). A running start can add up to four times the character's Agility to this distance, if the sprinter has room to get up to full speed.

Running

Run (combat) = (AGL x 1m)

A character may walk her AGL in meters while performing any Task (other than additional movement), but this incurs an additional -1 Task Modifier to that Task.

Example:

Jacqueline wants to run across an alley opening while shooting at the gun smugglers down the alley. Jacqueline has an Agility of 3, so she may move 3 hexes (meters) during, before, or after shooting at the sniper. This is sufficient to get Jacqueline across the alleyway. Her Task Modifier for shooting while running is -1 (in addition for any TMods for the weapon or the target).

Run (sprint) = (AGL x 4m)

Any Task Roll attempted while sprinting incurs a -5 TMod.

Standing up does not move the character horizontally, but it incurs the same negative Task Modifiers as Running (-1).

Swimming

Swim = (AGL x 1m)

All characters are assumed to know how to swim. If for some reason a character doesn't know how to swim, she must make an Athletics Task Roll every Turn or start sinking beneath the waves. Every Turn a mortal character fails the Task Roll, she takes one point of Casual Damage. Immortals cannot drown: suffocation will only make them dizzy (-2 TMod to any Task Rolls).

Combat

Task Roll = (Statistic + Ability + TMod (- Dodge)) or less

Combat Task Rolls

In combat, the Task to attack an opponent is generally the total of the attacker's Agility plus Ability (Fisticuffs, Melee Weapon, Firearms, etc.) plus the Task Modifier of the maneuver used, minus the target's Dodge (if the opponent is mobile and aware of the attack). The attacker must roll this number or less on a d10 to hit the target with the attack.

Automatic Weapons

If the character is firing a weapon capable of firing more than one round per Turn, she may continue to attempt to hit targets by making additional Task Rolls. Each Task Roll to hit a target with automatic fire after the first Task Roll incurs a cumulative -1 TMod. Once the character can only succeed at the weapon's Task Roll (including all Task Modifiers) on a roll of 1, and the character misses the roll, she can not attempt to hit with any more attacks during that Turn.

If a character wishes to spray an area with gunfire, or wishes to aim at several targets with an automatic weapon during a single Turn, each expelled round must strike a target or hex no more than one meter (one hex) from the previous round. Keep in mind that shots fired at "empty" hexes will tend to continue moving until they hit something.

Example:

Nicholas Shaeffer is firing a modified Weir Machrone plasma assault cannon at a group of heavily armed pro-life terrorists. Because of the modifications Shaeffer has made, the Machrone has a rate of fire of six: it may fire up to six rounds in a single Turn. Three of the terrorists are in hexes adjacent to each other, while the fourth terrorist has two empty hexes between herself and her closest comrade. Shaeffer must fire at least six rounds out of the Weir Machrone to have a chance of hitting all four of the terrorists: one each for the three who are next to each other, two for the empty hexes, and one more for the fourth terrorist.

Recoil Compensators

Recoil compensators can offset the negative TMods due to automatic fire, but only up to the amount of the negative TMod. A recoil compensator with a Rank of 4 would not give an attacker a positive TMod if the attacker only fired a two-round burst (normally -1 TMod on the second shot), but the attacker would incur no negative TMods for the burst fire.

A gyro-stabilizer offsets both the TMod penalty for burst fire and the negative TMod for making a Task Roll while running, but only up to the amount of the negative TMods. A gyro-stabilizer with a Rank of 3 would not give an attacker a positive TMod if the attacker only fired a two-round burst (normally -1 TMod on the second shot) while walking (normally -1 TMod on both shots), but the attacker would incur no negative TMods for the burst fire or the movement.

Both recoil compensators and gyro-stabilizers may be retro-fitted to weapons, but adding either one decreases the concealabilty of the weapon by one level, down to Trenchcoat-concealable. A Jacket-concealable pistol would only be Trenchcoat-concealable if a gyro-stabilizer were added to it, but a Trenchcoat-concealable weapon with a gyro-stabilizer added to it would still be Trenchcoat-concealable.

"Smart" Weapons

Some advanced weaponry has "smart" targeting ability. These weapons, often called "smartguns," cycle their rate of fire to avoid hitting friendly targets, or even automatically home in on unfriendly targets, depending on the level of the smart link. Smart-targeting weapons also grant a +1 TMod bonus to the attacker's Firearms Task Roll, if the attacker has a smartgun interface. As with all cybernetics, Immortals are not able to have smartgun interfaces implanted in them, because their bodies will reject the foreign material.

A Level One smart link will cycle its rate of fire, or pause, to avoid firing on friendly targets. In the example above, if Nicholas Shaeffer had been using a Level One smart-modified Weir Machrone, he could have avoided firing into the empty hexes and avoided most of the risk of killing innocent bystanders. The Machrone would have staggered its cyclic rate of fire so that it paused between the third and fourth terrorists. Note that the effective rate of fire would have then been four shots per Turn, so Shaeffer would still have been able to shoot each terrorist only once. But as the advertisements say, "Once is enough with a Weir Machrone!"

A Level Two smart link will automatically home in on unfriendly targets. If Nicholas Shaeffer had been using a Level Two smart-modified weapon, he would merely have had to define the hexes into which he was firing, and the Weir Machrone would have fired at all unfriendlies in those hexes. Level Two smart-enabled weapons do not reduce their rate of fire when they avoid firing upon friendly targets, so Schaeffer would have been able to fire the Machrone six times at the four terrorists. Schaeffer would have chosen two of the terrorists, and those two would have been fired upon twice each.

The use of a smartgun requires special targeting electronics to be surgically implanted into the person using the weapon. It is this special targeting neuroelectronics (or "wetware") that tells the gun which targets are which, by monitoring the attacker's autonomic responses as the arc of the gun sweeps past its potential targets and by informing the weapon which targets are "friendly" and "unfriendly." No special physical connection needs to be made between the weapon and the user: a nearly microscopic subdermal transmitter is implanted into each of the individual's hands, and it is through this transmitter that the smartgun and the targeting wetware communicate.

This also allows "personal" weapons, which will only fire when held by the character who owns them. This is a relatively inexpensive modification to the standard smartlink hardware built into the character and the weapon.

A smartgun will only operate at the highest level common to both the weapon and the person firing it. If, in the previous example, Nicholas Schaeffer had a Weir Machrone Level Two Smartgun (or "Weir Machrone S2"), but only had Level One smart link wetware, the weapon would perform only as a Level One smartgun. If a smart-enabled weapon is fired by someone without any smart link wetware, the smart-targeting system is disabled and the weapon fires normally.

A weapon may be retro-fitted with a Level One smart link (S1), but adding one decreases the concealabilty of the weapon by one level, down to Trenchcoat-concealable. A Jacket-concealable pistol would only be Trenchcoat-concealable if it were given a Level One smart link retro-fit, but a Trenchcoat-concealable weapon with a Level One smart link added to it would still be Trenchcoat-concealable. A Level Two smart link must be designed into the weapon, and may not normally be added after the weapon has been built.

A smartlink operates as a sighting mechanism, so its +1 TMod is not cumulative with that granted by any other sighting device (laser sights, etc.).

Armor Piercing

Some weapons are designed to penetrate a target's defenses. These are referred to as Armor Piercing weapons. The Rank of the Armor Piercing is subtracted from the Severe Defense of the target. If the result would make the Severe Defense of the target go below zero, then the target simply has zero Severe Defense against that attack. Armor Piercing attacks do not remove the Severe Defense of the target, they simply ignore it (up to the Rank of the Armor Piercing). The Rank of the Armor Piercing is not damage; it is the amount of Severe Defense that the attack will ignore.

Explosions

Explosives are a popular method of disposing of one's problems. Since an explosion inflicts damage to an entire hex, and a certain number of hexes around the target hex, explosions may be targeted at hexes rather than the person standing in the hex (unless the would-be target is standing in mid-air). Dodge does not act as a negative TMod to the attacker's Task Roll if the attacker is aiming at the hex rather than an individual. The only way to avoid being damaged by an explosion is to be out of the area when it goes off, or to have sufficient armor to ignore the damage.

Most explosives lose one point of damage for each meter between the victim and the center of the explosion. In the target hex, an explosion will do the amount of damage listed for the explosive or weapon type. If an explosive does 3 points of Severe Damage, it will do 3 points of Severe Damage to the target hex. In the hexes adjacent to the target hex, the explosion will do one less point of damage, and so on outward until the explosion does zero points of damage.

If an explosive misses its target hex, it will land as many hexes away from the target hex as the Task Roll was missed by. If the attacker missed the Task Roll by three, the explosive would land three hexes away from the target hex in a random direction. To determine a random direction, the GM chooses one face of the target hex as "one," and rolls a die to determine in what direction the explosive went awry. If the GM gets a seven, eight, nine, or ten on this roll, the explosive went past the target in a direct line away from the attacker, landing as many hexes behind the target as the Task Roll was missed by.

Explosions may be applied against a character's average defenses rather than rolling for a specific location, as a normal attack would be. To find a character's average defense, simply add the defense of the armor in all ten Hit Locations and divide by ten (rounding up in the character's favor). Apply this average defense against explosions or attacks which evenly cover the victim, such as being doused in gasoline and set on fire.

(See also: Hit Locations)

Combat Maneuvers

Melee Combat Maneuvers Table
Maneuver TMod Effect

Parry -1 Parry 1 hand-to-hand attack each additional Parry at cumulative -1 TMod Missile Parry -4 Parry 1 thrown object each additional Parry at cumulative -4 TMod Defensive Thrust +1 -1 damage Thrust (Punch) +0 normal damage (Strength + weapon) Lunge (Kick) -1 +1 damage Running Lunge -1 +1 damage per 3 meters moved (round up) Riposte -2 Parry 1 hand-to-hand attack, normal damage Disarm -(target's STR) take away one-handed weapon from target Grapple -(target's STR) target grappled Trip -2 target falls

  1. All TMods are cumulative when combining Melee Combat maneuvers, with an additional -1 TMod for the added complexity.


Combat Maneuvers are not Abilities, and they do not require any points spent on them to use them; they are merely modifiers to the Firearms, Fisticuffs, and Melee Weapons Abilities.

The following Melee Combat Maneuvers are not exhaustive, and the players should be encouraged to make up new ones, using these as guidelines. While all Melee Combat Maneuvers may be used with Fisticuffs, some Melee Combat maneuvers may also be used with the Melee Weapons Ability. It is up to the GM whether a particular maneuver is suitable for use with a specific weapon type, but players should be rewarded for being inventive.

Melee Combat Maneuvers may be used in any combination, but the damage from any attack is inflicted only once (combining a Defensive Thrust with a Lunge only inflicts the Lunge damage). All TMods are cumulative when combining Melee Combat maneuvers, with an additional -1 TMod for the added complexity.

Parry

A Parry, if the Task Roll is successful, will prevent the damage from a Fisticuffs or Melee Weapons attack from reaching the character. It is up to player to decide how this is accomplished, although the GM should ensure that the explanation is within reason. The character could deflect the attack to the side, the character could place an object in front of the attack to take the blow, or the character could side-step the thrust. If the character obstructs or deflects the thrust with an object (including her body), it is assumed that the character's technique prevents the attack from seriously damaging the object.

After the first Parry during a Turn, the character may continue to attempt Task Rolls to Parry additional attacks during that Turn without taking an additional action, but each attempt after the first has a cumulative TMod of -1. The character may only continue to Parry during the Turn she originally used her action to Parry; at the beginning of the next Turn, she must use an action to Parry again.

If the character misses a Parry, she may continue to attempt to Parry later attacks that Turn, as long as her target Task Roll is greater than 1. Once the character can only succeed at the Parry Task Roll (including all Task Modifiers) on a roll of 1, and the character misses the roll, she can not attempt to Parry any more attacks during that Turn.

Missile Parry

A Missile Parry, if the Task Roll is successful, will prevent the damage from a muscle-powered projectile (i.e., rock, arrow, spear) from reaching the character. It is up to character to decide how this is accomplished, although the GM should ensure that the explanation is within reason. The character could deflect the attack to the side, the character could place an object in front of the attack to take the thrust, or the character could side-step the projectile. If the character obstructs or deflects the projectile with an object (including her body), it is assumed that the character's technique prevents the attack from damaging the object.

After the first Missile Parry during a Turn, the character may continue to attempt Task Rolls to Missile Parry additional projectiles during that Turn without taking an additional action, but each attempt after the first has a cumulative TMod of -4. The character may only continue to Missile Parry during the Turn she originally used her action to Missile Parry; at the beginning of the next Turn, she must use an action to Parry again.

If the character misses a Missile Parry, she may continue to attempt to Missile Parry later attacks that Turn, as long as her target Task Roll is greater than 1. Once the character can only succeed at the Missile Parry Task Roll (including all Task Modifiers) on a roll of 1, and the character misses the roll, she can not attempt to Missile Parry any more attacks during that Turn.

Defensive Thrust

A Defensive Thrust is a controlled attack, trading away damage for a careful stance. It could be an attack with a sword, a kick, a punch, or a head-butt. It is up to the player to describe the style of the attack, although a defensive head-butt is difficult to imagine.

Thrust

A Thrust is a typical attack, balancing damage with control. It could be an attack with a sword, a kick, a punch, or a head-butt; it is up to the player to describe the style of the attack.

Lunge

A Lunge is an all-out attack, sacrificing control for damage. It could be an attack with a sword, a kick, a punch, or a head-butt; it is up to the player to describe the style of the attack.

Running Lunge

A Running Lunge combines a character's momentum with her Strength to inflict more damage. The TMod for a Running Lunge is cumulative with the TMods for attempting a Task Roll while running (-1 TMod) or sprinting (-5 TMod).

Riposte

This is an example of using two maneuvers simultaneously. A Riposte is a combination of the Parry and Thrust maneuvers, yet a Riposte requires only one Task Roll for the combined Thrust and Parry. It carries all of the same limitations imposed by both Parry and Thrust, with an additional -1 TMod, for a total TMod of -2. As with all Melee Weapons attacks, the Dodge of the target is applied as a negative TMod to the Riposte Task Roll. The character performing the Riposte either succeeds at both the Parry and the Thrust, or she fails at both. Alternately, the GM may choose to impose the Dodge TMod penalty only on the Thrust component of the Riposte maneuver. It would then be possible to succeed at Parrying an opponent's attack, yet miss the opponent with the Thrust.

A character may continue to Parry after a Riposte, as with a typical Parry, but each additional attempt incurs a cumulative -2 TMod. Because it is not a purely defensive maneuver, a character may not force her next action to perform a Riposte. A character may not use a Riposte to attack more than once per Turn.

Disarm

A Disarm maneuver, if successful, takes a one-handed weapon away from an opponent. The Disarm may result either in the opponent's weapon being thrown several meters away, or it may result in the Disarming character holding the opponent's weapon in a free hand, at the Disarming character's option.

Grapple

A Grapple maneuver, if successful, pins both of an opponent's arms (or legs), preventing the opponent from using them. Attempting to Grapple an opponent incurs a negative TMod equal to the opponent's Strength. If the Task Roll is successful, the person Grappled may attempt to break out of it by attempting a Strength Task Roll, with the Fisticuffs (or Melee Weapon) Ability of the Grappling character applied as a negative Task Modifier to the Grappled character's Strength Task Roll.

Trip

If the Trip maneuver is successful, the target of the Trip maneuver ends up on the ground. Attacking a target on the ground has a +2 Task Modifier. Standing up from a prone position takes a full action. Any Task attempted while standing up incurs a -1 Task Modifier.

Virtual Combat

Through the Winternet, the characters can explore environments both familiar and foreign. These settings are not real, they are merely simulated through the use of holograms or simulated sensory input. This is called "Virtual Reality," and it revolutionized both the computer and entertainment industry.

Conflict in the Winternet is handled the same way as conflict in the physical world, with a few minor differences. Task Rolls are attempted using Intellect instead of Strength or Agility. What would appear to be physical combat in the virtual reality of the Winternet is resolved using the Computer Ability instead of Fisticuffs, Melee Weapons, or Firearms. Security is substituted for the Dodge and Stealth Abilities. Most Intellectual Abilities operate normally, with Task Modifiers imposed by the GM as she deems appropriate.

Since the virtual worlds perceived by the character are not "real" in any sense, Psychic Abilities have no effect on the simulated reality experienced through the Winternet. The other people who interact with the PCs in the Winternet are merely simulations, and so cannot be affected by Abilities such as Domination or Telepathy. The environment itself is also merely a simulation, so the Psychic PC will not be able to affect it using Abilities such as Psychokinesis or Pyrokinesis.

Damage sustained in virtual combat usually affects only the operator's current Winternet access session. Virtual Casual Damage is temporary, affecting only the users current interface session. Any virtual Casual Damage is discarded at the end of the session. Virtual Severe Damage, which can only be inflicted upon a wiretapper using a neural interface, causes physical damage to the digital-to-neural analog unit used by the wiretapper to access the Winternet, thus causing Severe Damage to the operator of the device. There are rumors of "black" EIC which can cause physical injury to the cortex of the wiretapper: enough feedback to kill the intruder. Such lethal EIC is illegal on civilian computer systems, and no corporation has successfully been prosecuted for its use.

There is not currently any defense for the neural damage inflicted by EIC or conflict with other operators.

Damage

There are two types of attacks in Legacy: physical attacks and Psychic attacks. For each of these, there are two types of damage: Casual Damage and Severe Damage.

Casual Damage (CDam)

Casual Damage is the result of temporary or superficial injury, such as would occur from a fistfight, mild electrical shock, mild sunburn, or a fall from a tree. Casual Damage heals fairly quickly, and is unlikely to cause permanent impairment or disfigurement.

Although Casual Damage can kill, it takes longer to do so than Severe Damage. Each point of Casual Damage that a character takes past her defenses over 10 is recorded as Severe Damage. A character may take a maximum of 10 points of Casual Damage.

Example:

Devon is held captive by the Daughters of Lilith, a fanatic feminist group. The Daughters have him pinned to the ground and are attempting to pummel him to death for his many misogynistic views. The blows the Daughters are raining down upon Devon's prostrate body are Casual Damage until Devon takes 10 points of Casual Damage (at which point he loses consciousness). After Devon takes 10 points of Casual Damage, each point of Casual Damage inflicted causes him one point of Severe Damage. Fortunately, the Daughters do not yet realize that Devon is an Immortal, and cannot be killed in this manner.

Severe Damage (SDam)

Severe Damage is more grim in nature than Casual Damage. It is the result of dramatic structural damage to the body, often accompanied by shock and massive bleeding. Severe Damage heals more slowly than Casual Damage.

Severe Damage may be the result of an attack such as a gunshot wound, serious burn, bad electrical shock, or a sword cut, or it may be the result of a long and bloody fistfight due to accrued Casual Damage.

If a character has taken less Casual Damage than Severe Damage, the Severe Damage will incur an equal amount of Casual Damage. At no time will the total accrued Casual Damage be less than the total accrued Severe Damage, until the character has taken 10 points of Casual Damage (the maximum for both Casual and Severe Damage).

Defenses (CDef, SDef)

The character's Strength Statistic, Casual Defense (if any), and Severe Defense (if any) is subtracted from any normal Casual Damage the character takes. Casual Defense (CDef) or Severe Defense (SDef) is not necessary for the character to subtract her Strength Statistic rank from the Casual Damage. Severe Defense is subtracted from the Severe Damage a character takes. Strength and Casual Defense are of no use in defending against Severe Damage.

The character's Psyche Statistic and Psychic Shield (if any) are subtracted from any Psychic Casual Damage the character takes. Psychic Shield (PDef) is not necessary for the character to subtract her Psyche Statistic rank from the Psychic Casual Damage. Psychic Shield (PDef) is subtracted from the Psychic Severe Damage a character takes. Psyche is of no use in defending against Psychic Severe Damage.

Casual Defense and Severe Defense are of no use against Psychic attacks, nor are Psyche and Psychic Shield of any use against physical attacks. Once defenses have been taken into account, however, it is all the same: no distinction is made between Psychic damage and physical damage.

If a character takes Severe Damage past her defenses, she will also take enough Casual Damage sufficient to bring her Casual Damage total to no less than her total accrued Severe Damage. Note that if a character takes over 10 points of Casual Damage, additional Casual Damage is recorded as Severe Damage, but Strength and Casual Defense (or Psyche and Psychic Shield, for Psychic attacks) will still defend against it. A character can take a maximum of 10 points each of CDam and SDam.

Effects of Damage

Task Modifiers Due To Injury Table
Casual Damage 1 2 3 4 5 6 7 8 9 10
TMod -0 -0 -1 -1 -2 -2 -3 -4 -5 Unconscious
Severe Damage 1 2 3 4 5 6 7 8 9 10
TMod -0 -0 -1 -1 -2 -2 -3 -4 -5 Dead


Example:

  • If a character takes 3 or 4 points of Casual Damage or 3 or 4 points of Severe Damage, the character has a -1 Task Modifier to any Task Rolls she attempts to make.
  • If a character takes 5 or 6 points of Casual Damage or 5 or 6 points of Severe Damage, the character has a -2 Task Modifier to any Task Rolls she attempts to make.
  • If a character takes 7 points of Casual Damage or 7 points of Severe Damage, the character has a -3 Task Modifier to any Task Rolls she attempts to make.
  • If a character takes 8 points of Casual Damage or 8 points of Severe Damage, the character has a -4 Task Modifier to any Task Rolls she attempts to make.
  • If a character takes 9 points of Casual Damage or 9 points of Severe Damage, the character has a -5 Task Modifier to any Task Rolls she attempts to make.

These Task Modifiers due to damage are not cumulative; only the worst (most negative) modifier will be in effect.

If a character takes 10 points of Casual Damage past her defenses, she is rendered unconscious, and she will remain unconscious until she heals down to a maximum of 9 points of Casual Damage.

If a mortal character takes 10 points of Severe Damage past her defenses, she is dead. Under some conditions, it may be possible to revive a dead mortal character, but the conditions that caused her death must no longer exist (i.e., smoke inhalation or suffocation), and the attendant physician must make a Medical Task Roll at a Task Modifier of -5.

If an Immortal character takes 10 points of Severe Damage past her defenses, she is rendered unconscious, and she will remain unconscious until she heals down to a maximum of 9 points of Severe Damage. The damage may be so extensive that any vital signs, such as breathing and pulse, are absent. Nonetheless, the Immortal's body will continue to repair itself as long as the character's spine is not severed between the head and the heart.

Hit Locations

Hit Location Effect Table Roll Location Possible Effect of Damage 1 Head +1 Damage Dizziness, nausea, temporary incapacitation 2 Left Arm +0 Damage Arm useless until healed 3 Right Arm +0 Damage Arm useless until healed 4 Chest/Upper Back +1 Damage -1 STR until healed 5 Abdomen/Middle Back +1 Damage Nausea, vomiting, temporary incapacitation 6 Groin/Lower Back +1 Damage Nausea, vomiting, temporary incapacitation 7 Left Thigh +0 Damage -1 AGL until healed 8 Right Thigh +0 Damage -1 AGL until healed 9 Calf +0 Damage (either) -1 AGL until healed 10 Foot +0 Damage (either) -2 AGL until healed


Legacy uses a simplified hit location system, based loosely on the percentage of the human body each limb represents. This is primarily to take into account the use of partial cover or piecemeal body armor. No special damage is usually caused by hitting an opponent in a specific area, but if the GM and players want to add a level of complexity to combat, the following damage modifiers may be used. The damage modifier is applied to the damage taken (if any) after any armor or other defenses, and the "Possible Effect of Damage" is completely at the GM's discretion. If an attack does not penetrate the target's defenses, the damage modifier is not applied.

Generally speaking, the most Severe Damage an extremity can take before being severed from the body is 5 SDam. If hit locations are being used, and a character is hit in an arm, thigh, calf, or foot (locations 2, 3, 7, 8, 9, and 10), the character may only take five points of SDam to the extremity before the extremity ceases to exist; additional damage to that location is ignored. However, if that location is rolled on later attacks, the attacker may re-roll the location until a valid location is determined.

Using Hit Locations modifiers will slow down play and generally impede the creative process of role-playing, so this system is, like all Legacy: War of Ages rules, completely optional. However, it is still the GM's responsibility to add spice and variety to the game by describing the effect of each wound. A table of "critical hits" is no match for the human imagination.

The True Death

Immortals can only be killed by severing completely the spinal column between the Immortal's head and heart. The reasons why this is true are unknown, and although several theories have been presented over the years, none of them have been proven.

Inflicting the True Death upon an Immortal should never be an accident. The True Death is far too important to allow random dice rolls to determine when such an occurrence takes place. The attacker must aim at these vulnerable areas in order to hit them. The Task Modifier for aiming at the neck is -5, in addition to any other modifiers the GM deems appropriate.

Even rolling a 1 while using Hit Locations is not sufficent to determine when an Immortal is given the final cut, because an Immortal can easily survive having a portion of her head damaged or removed. Only if her spine is completely severed between her head and her heart can an Immortal be killed. This vulnerable area can only be hit if the attacker specifically targets it at a TMod of -5, or through the use of an attack which damages the character's entire body, such as an explosive or incendiary device.

In order to sever the spinal column, five points of Severe Damage (before any damage modifiers for location) must be inflicted with a bladed weapon to the neck of the Immortal, or to the area of the Immortal's back above the level of the heart. Firearms (of all types) must inflict ten points of Severe Damage (before any damage modifiers for location) to have the same effect, due to the way these weapons damage tissue.

Explosives or other attacks that affect the Immortal's entire body must also inflict ten points of Severe Damage in order to sufficently damage the Immortal's spinal column to sever it, but this method of killing an Immortal is not always effective due to the unpredictable nature of an explosion's blast. It is possible for an Immortal to be reduced to a charred, smoking mass of mucle and bone, yet survive the ordeal with no lasting ill effects.

Healing

Under normal conditions (bed rest, conventional medical care, etc.) a mortal character will heal her Strength in Casual Damage points per day, and her Strength in Severe Damage points per month. Under normal conditions an Immortal character will heal her Strength in Casual Damage points per minute (thirty Turns), and her Strength in Severe Damage points per hour. Under less than optimum conditions, the time to heal may be two, three, or even four times as long as normal, at the GM's option. At no time will a character's total accrued Casual Damage points be less than the character's total accrued Severe Damage points, up to a maximum of ten points of Casual and/or Severe Damage.

An Immortal may accelerate her healing rate by focusing her will upon it. If she does nothing else during a Turn, she may expend one point of Psychic Reserve to heal each point of Casual Damage, or five points of Psychic Reserve to heal each point of Severe Damage. Healing a point of Severe Damage automatically heals one point of Casual Damage.

Under normal conditions, Psychic Reserve points are recovered at the rate of the character's Psyche every hour. If the Psychic has the Psychic Ability Auspice, each point the Psychic has in Auspice will add the Psyche Rank of the Psychic to the amount of Psychic Reserve she recovers each hour. If the Psychic has Rank 1 Auspice, she will recover twice her Psyche each hour in Psychic Reserve. If the Psychic has an Auspice of Rank 3, she will recover an amount of Psychic Reserve each hour equal to four times her Psyche.

Nanotherapy (the use of microscopic machines to repair damaged cells on a molecular level) can increase a mortal's rate of healing to STR in CDam per hour, and STR in SDam per day. Nanotherapy requires highly trained medical personnel and bulky equipment, and it costs from 5 to 10 times as much as conventional medical treatment. Nanotherapy is the only reliable way to repair damage to a mortal's central nervous system, cancer, or viral infestation. Nanotherapy is also used to facilitate the nervous system modifications necessary for the connection of a neural interface socket (see also: Computer Ability), and to speed the recovery of patients receiving cybernetic prostheses. Implantation of any neuroelectronic device without the use of nanotherapy requires from two to ten weeks of recovery time before the device is functional.

Nanotherapy can be used to prevent an Immortal's body from rejecting neuroelectronic implants, but this is prohibitively expensive. The nanotherapy must be applied at least once every two days, or the foreign material will be expelled from the Immortal's body.

Environment

Objects

Object Characteristic Table
Object SDef Structure

Dirt 0 15 Rock 3 10 Bushes 1 10 Sapling 1 5 Tree 2 8 Giant tree 3 12 Wood door 2 4 Metal door 4 6 Vault door 8 10 Plaster wall 1 2 Brick wall 3 3 Concrete wall 4 5 Reinforced wall 5 8 Vault wall 8 10 Inexpensive furniture 1 3 Crate furniture 2 5 Metal furniture 3 5 Fragile machine (computer console) 2 4 Typical machine (automobile engine) 4 6 Heavy machine (hydraulic press) 6 8 Motorcycle 2 10 Automobile 3 13 Truck 4 15 Armored car 5 17 Tank 8 19 Helicopter 4 15


Objects have Severe Defense based upon their material composition and complexity. Normal objects can take ten points of structural damage before being destroyed, but the GM may decide that a fragile object may be destroyed after taking five or even fewer points of damage. Extremely tough objects, on the other hand, may take more than ten points of damage to destroy. "Destroying" an object does not cause the material of which it is composed to vanish into thin air, but the object will no longer function as it was intended.

Objects that contain volatile materials may explode or react violently if the object takes one-half of its damage potential. The size of the explosion is dependent upon the material and the GM's estimate of its reactivity.

Velocity

Velocity Conversion Table m/s m/Turn KPH MPH 10 20 36 22 20 40 72 45 30 60 108 67 40 80 144 89 50 100 180 112 100 200 360 224 150 300 540 336 200 400 720 447 400 800 1440 895 600 1200 2160 1342 800 1600 2880 1790

Conversions between meters per second, meters per Turn, kilometers per hour, and miles per hour are fairly simple, but for fast reference this table may be used.

The relative velocity between a character and her target will affect the Task Roll necessary to hit the target. For most combat Task Rolls, the relative velocity is negligible, but when the attacker or the target is in a vehicle or falling the difference in their velocities must be taken into account.

Falling

Falling Velocity Table Turn Velocity (m/T) Total Distance (m) Damage (CDam) 1 20 20 4 2 58 78 12 3  99 177 20 4 137 314 28 5 177 491 36
  1. = This is approximately the maximum free-fall velocity of a human being.
Velocity Task Modifier Table Velocity (m/Turn) 0-50 51-100 101-200 201-400 401-800 801+ Velocity (m/s) 0-25 26-50 51-100 101-200 201-400 401+ TMod -0 -1 -2 -3 -4 -5



Falling objects, including characters, accelerate toward the earth at the rate of approximately ten meters per second per second (9.81 m/s²). An object falling moves closer to the earth, at the end of each Turn, its average velocity that Turn in meters per Turn. When a falling object strikes the ground, or some other solid surface, the object and the surface both take damage based upon the object's velocity. The damage taken and caused by a falling object is usually Casual Damage, but if either the object or the impacted surface are sharp or extremely hard the GM may declare the damage to be Severe Damage.

Using Equipment

Size and Concealability

Object Sizes S Small; object fits comfortably within a closed fist P Pocket-sized; item may be placed unobtrusively in a large pocket J Jacket-sized; item may be worn inconspicuously under a jacket T Trenchcoat-sized; item may hidden covertly under a trenchcoat N Not concealable; item is not normally concealable on a human-sized person.



Most weapons and other equipment have a Size rating. The Size and concealability of a piece of equipment is shown in the equipment lists with an initial representing where it may be hidden.

Size is not the same thing as using the Disguise Ability to hide a weapon; the item will almost always be noticed on a pat-down search (Perception TMod +4), or its outline may be spotted visually by someone actively scrutinizing the person (Perception TMod +0). If the person carrying the item wants it to be harder to spot, she must use the Disguise Ability.

Cost

The costs designated in the Equipment List are retail prices, and are subject to fluctuation. Weapons may be bought illegally (on the "black market") for anywhere from 150% to 300% of the listed cost. Black market weapons are not registered with the appropriate government agencies (of which there are several), and are more difficult to trace.

It shouldn't be necessary to keep track of every cent a character spends. Counting pennies is not much fun for most people, and it certainly isn't the central theme of a good role-playing game. A more practical method of keeping track of expenses is to role-play out the haggling or negotiation, with the player and GM both keeping a feel for the character's current financial well-being. The Game Moderator should adjudicate what expenses are within a character's means, vetoing or requiring special arrangements for purchases outside of the buyer's income bracket. Sometimes a good game may be built around performing a service to pay back a loan; the borrower rarely gets the better end of the deal in that circumstance.

Armor

Armor Coverage Table Typical Armor Coverage Helmet 1 Breastplate, Vest 4 to 5 Bikini (2-pc.) 4, 6 Jacket 2 to 5 Riot Gear 1 to 6 Trenchcoat 2 to 8 Jumpsuit 2 to 10 Greaves 9 Boots 9 to 10 Full body armor 1 to 10


Armor Material Table Armor Material Rank AGL Leather 1 -0 Ballistic Mesh 2 -0 Light Polymer 2 -0 Semimetallic Mesh 3 -1 Heavy Polymer 3 -0 Light Ceramic 4 -2 Light Polycarbide 4 -1 Semimetallic Plate 5 -3 Heavy Ceramic 5 -2 Heavy Polycarbide 6 -3


Even Immortals know the value of having some defense against the ravages of modern weaponry. Bullets may not be able to kill an Immortal, but they hurt like hell. An Immortal who has been incapacitated by gunfire is an easy mark for the final cut. In most modern cultures, armor up to Rank 2 (ballistic mesh) is legal for private citizens to own and wear. Only law enforcement agencies licensed by the state or federal government are generally allowed to wear heavier grades of armor.

Armor has two relevant characteristics: its Coverage and its Rank. The Coverage of armor describes the location where it is effective against an attack, while its Rank is the amount of Severe Defense it provides the wearer. When a character is hit by an attack, the player must roll for each hit to determine whether the attack hits an area covered by the character's armor. If the player rolls within the armor's Coverage on a d10, then the attack hits the armor and the armor's Rank (as SDef) is subtracted from the damage the character takes.

Explosions may be applied against a character's average defenses rather than rolling for a specific location, as a normal attack would be. To find a character's average defense, simply add the defense of the armor in all ten Hit Locations and divide by ten (rounding up in the character's favor). Apply this average defense against explosions or attacks which evenly cover the victim, such as being doused in gasoline and set on fire.

(See also: Explosions)

Some types of armor negatively affect the wearer's Agility. If the Armor Type has an Agility Modifier, the Modifier is applied to the Agility of the wearer for any Task she attempts while wearing the armor, if the GM dictates that the armor is covering an area that would impede the character's ability to succeed at the attempted Task.

Agility modifiers for armor are only cumulative if multiple layers of armor are worn on the same location. Multiple layers of armor may be worn, in which case the Rank of layers is added together to determine Severe Defense. However, each additional layer after the first incurs an additional cumulative -3 AGL Modifier.

Melee Weapons

For the first several thousand years of human civilization, military technology was mainly concerned with the art of more efficiently making and using bladed weapons. The shape of these weapons and the techniques used in wielding them saw tremendous changes over the centuries, as new developments were countered by advancements in armor. New types of armor demanded new weapons to combat them, continuing the cycle.

Of the various bladed weapons, such as axes, spears, and the like, swords are by far the most popular among Immortals. Even so, there is a great deal of difference among swords, depending on the time period in which the weapon was developed.

Early swords were used like heavy metal clubs, depending on brute strength more than skill. Breaking bones was the goal as much as cutting the target. During the Renaissance, when the use of armor declined, swords became lighter and thinner. This necessitated a change in fighting style, and the skill and speed of the sword wielder took precedence over the muscle mass driving the blade a medieval knight carried.

For all one-handed melee weapons, the weapon is +1 TMod when used with two hands. Two-handed weapons incur a -1 TMod when used one-handed. The character's Strength Statistic Rank is added to the Casual or Severe Damage listed for each weapon, and the Task Modifier listed for each weapon is incurred for every Task attempted with that weapon. If a weapon has a special TMod listed for a certain maneuver, that TMod is added to the standard TMod listed for the weapon when the wielder performs the specified maneuver, including Parries.

Ranged Weapons

Although there is a strong tradition among Immortals to use bladed weapons, at least when fighting other Immortals, many younger Immortals are not unwilling to use any weapon which can swing the odds in their favor. Until the wound from a shotgun heals, it will impair even an excellent fencer. This tactic is frowned upon by all but the youngest Immortals, but its results are undeniable.

Ranged weapons fall into two basic categories: projectile weapons and energy weapons. Projectile weapons have changed very little in basic design in the past century, with most modifications being refinements of the design rather than innovations. Energy weapons include both lasers and plasma weapons. Laser weapons have only recently ceased being solely a fixture of space operas and popular science magazines. With recent innovations in power cell capacity and durability, laser weapons have finally become a viable part of the well-stocked arsenal. Plasma weapons are still largely experimental, but several production models have been introduced to the market. Both lasers and plasma weapons are more popular with individuals rather than with organizations, which tend to favor the proven reliability of projectile weapons.

Projectile weapons use a caseless chemical propellant to expel the projectile, which is assumed in the statistics below to be standard ball ammunition. Projectile rounds are held in a clip or magazine, which may be replaced in one Turn or reloaded with projectiles in one minute. Projectile weapons which are listed as doing the same amount of damage are assumed for game purposes to use the same size ammunition. Special-purpose projectiles may be used, which modify the amount of damage done by the weapon.

Laser weapons fire a coherent beam of light which cuts through and superheats the target, while plasma weapons fire a magnetically encapsulated pellet of superheated ionized gas which reacts violently upon reaching the target. Both laser weapons and plasma weapons require enormous amounts of energy; the Capacity listed below assumes that the weapon is fitted with a standard Pt-90 pack, which may be replaced with a fresh pack in one Turn, or which may be recharged in ten minutes from a standard electrical receptacle.

Pistols require one hand to fire, and have a +1 TMod if used two-handed. Sub-machineguns, rifles, and shotguns require two hands to fire, and incur a -1 TMod if used one-handed. Rocket launchers, grenade launchers, etc. require two hands to fire unless otherwise noted.

Shotguns are rifles that do the listed Damage at Short Range, 75% of the listed Damage (rounded up) at Medium Range, 50% (rounded up) at Long Range, and 25% (rounded up) at Extreme Range. However, shotguns are +0/+0/-1/-3 TMod at Short, Medium, Long, and Extreme range, rather than the normal +0/-1/-3/-5. Shotgun shells are less effective against armor (x2 Severe Defense against shotgun attacks), but specialty shotgun shells are available (including ball ammunition), in which case the shotgun is treated as a normal rifle for range and damage. The base damage for ball-type shotgun shells is the same as normal shotgun shells, but the shotgun does not have the damage and range modifiers it would have with normal shotgun shells. Specialty shotgun cartridges cost twice as much as the equivalent specialty rifle cartridges.

Range is given in meters. For all ranged weapons, Extreme Range is any distance beyond the listed Long Range.

Vehicles

Impact Velocity Table m/Turn KPH MPH Damage 20 36 22 4 40 72 45 8 60 108 67 12 80 144 89 16 100 180 112 20


Inevitably, the characters will use vehicles. They may use them to run away from someone, pursue someone, or run over someone. Whatever the vehicle is used for, it is fairly simple to figure out how to use it in the game.

Vehicles have Stats, much as characters do. The most important Stat for a vehicle is its Movement (or MOV); without movement, a vehicle is just a big paperweight. The Movement of a vehicle defines how fast it can change speed. A vehicle can accelerate or decelerate up to its MOV in meters per Turn. Vehicles with a large MOV can start and stop quickly, while vehicles with a low MOV start and stop more slowly.

The second vehicle Stat is Maximum (or MAX). This value is defines how fast the vehicle can go under its own power, in inches per Turn. A vehicle can only go faster than its MAX if something is pushing it or it is falling.

Severe Defense works with vehicles the same way it works with characters. The vehicle's SDef is how many points of Severe Damage the vehicle can ignore before it takes damage. What takes damage is the vehicle's Structure (or Strc). Normal vehicles can take ten to fifteen points of structural damage before being destroyed, but the GM may decide that a fragile vehicle may be destroyed after taking five or even fewer points of damage. Extremely tough vehicles, on the other hand, may take more than fifteen points of damage to destroy. "Destroying" a vehicle does not cause the material of which it is composed to vanish into thin air, but the vehicle will no longer function as it was intended.

A moving vehicle which impacts another vehicle or a person causes damage to everything involved in the impact. Find the relative speed between the vehicle and the object it strikes, and both the vehicle and the object take damage according to the Impact Velocity Table. The impact usually causes Severe Damage.

Equipment Lists

Armor

Armor Table Armor Type SDef Locations AGL Cost Notes Civilian 2nd Option "Publican" 2 4-5 -0 200 Vest, Concealable Kojima Skintights 2 2-10 -0 550 Jumpsuit, Concealable 2nd Option "Civilian" 2 2-6 -0 450 Bodysuit, Concealable Enslin Alpha 2 2-8 -0 650 Trenchcoat Military 2nd Option "Mondo" 3 1-10 -1 800 Full body armor Enslin Beta 4 2-8 -2 1,300 Trenchcoat Kojima Protector 4 1-10 -1 1,400 Full body armor Weir BlasTech 5 1-6 -3 1,300 Riot gear Weir CombaTech 6 1-10 -3 1,700 Full body armor Environmental Kojima External 4 1-10 -2 2,100 Full body armor Reynolds X25 5 1-10 -3 2,500 Full body armor Weir GammaTech 6 1-10 -3 2,700 Full body armor


Melee Weapons

Melee Weapons Table Weapon Type TMod Damage Size Cost Notes Axes Hand Axe +0 1 SDam J 20 Throw Kama +0 1 SDam J 45 Throw Large Axe -1 2 SDam T 35 Battle Axe -1 3 SDam N 55 Great Axe +0 4 SDam N 70 2-handed Clubs & Staves Sap +1 1 CDam P 5 Sai Blunt +0 2 CDam J 35 Throw, +2 TMod Pointed +0 1 SDam J 45 w/ Parry, Disarm Jo +0 2 CDam J 25 Nunchaku -1 2 CDam J 35 +2 TMod w/ Parry Bo +1 2 CDam N 25 2-handed Quarterstaff +1 2 CDam N 25 2-handed Tonfa +1 2 CDam J 35 Club +0 3 CDam T 15 Swords & Knives Razor +0 1 SDam P 25 Knife +1 1 SDam S 30 Throw Stiletto +1 1 SDam S 30 Rank 2 Armor Piercing, Throw Cutlass T 150 + 2 SDef on Hand Blade +0 2 SDam Hilt +0 2 CDam Kris (Normal) +0 2 SDam J 50 Rapier +1 2 SDam T 250 Sabre +1 2 SDam T 100 Short Sword +1 2 SDam J 150 Wakizashi +1 2 SDam J 100 Kris (Sword) +0 3 SDam T 250 Ninja-To +0 3 SDam T 175 Scimitar +0 3 SDam N 250 Bastard Sword +0 3 SDam N 250 Broad Sword +0 3 SDam T 150 Falchion +0 3 SDam T 150 Katana +1 3 SDam T 200 2-handed Great Sword +1 4 SDam N 300 2-handed No-Daichi +1 4 SDam N 300 2-handed

Notes

CDam = Casual damage

SDam = Severe damage

Throw = Can be thrown

S = Concealable in a closed fist

P = Concealable in a large pocket

J = Concealable in a jacket

T = Concealable in a trenchcoat

N = Not concealable


Ranged Weapons

Ranged Weapons Table Weapon Type SDam Range Rate Cap Size Cost Thrown Projectiles Bo Shuriken 1 Thrown 5 — S 5 Dart 1 Thrown 1 — S 10 Small Shuriken 1 Thrown 5 — S 5 Large Shuriken 2 Thrown 1 — P 15 Bows & Crossbows Medium Bow 2 19/46/99 1 1 T 85 Heavy Bow 3 20/48/123 1 1 T 150 Medium Crossbow 3 20/48/123 1 1 N 150 Heavy Crossbow 4 20/50/150 1 1 N 200 Pistols (projectile) PSM 2 10/25/50 1 8 P 700 Beretta M92-F 3 13/34/69 1 15 J 675 Browning Hi Power 3 11/27/53 1 13 J 450 Glock 32 3 12/28/55 1 19 J 650 S & W M5906 3 11/27/53 1 15 J 500 S & W M6906 3 10/16/70 1 12 P 1,100 Walther P5 3 11/26/52 1 8 J 1,250 Walther PL65 3 14/37/69 1 10 J 1,300 Colt Black Adder 4 10/22/51 1 14 J 750 Desert Eagle 4 12/29/59 1 8 J 900 Detonics Condor Elite 4 14/33/72 1 7 J 1,200 Donovan PH-11 4 13/42/89 1 10 J 1,250 Sub-machineguns (projectile) H & K MP-2006 3 30/74/177 5 30 T 2,850 H & K MP-5 3 20/50/150 3 30 T 2,700 JATI QUICKER 3 14/37/71 4 40 T 2,300 Masada 5 3 11/25/51 3 24 J 1,800 Spectre M-6 3 19/46/90 7 50 T 2,400 Sterling L2A3 3 11/27/53 3 34 T 1,200 UZI 3 9/23/43 5 32 T 1,600 Rifles (projectile) Colt M27A1 5 144/300/583 6 60 N 1,450 FA MAS 5 100/200/400 4 25 T 800 H & K G13 5 185/372/812 7 50 T 1,400 L85B5 5 122/247/486 3 30 N 850 M16A2 5 96/171/327 5 30 N 950 SIG 554 5 243/493/972 4 30 N 1,200 FN FAL 6 116/232/465 4 20 N 600 H & K G11 6 150/300/600 3 20 N 600 Rifles (projectile, shotgun) Ithaca M39B 5 30/61/123 1 4 J 550 Mossberg M670 5 30/60/121 1 9 N 350 Remington 870 P 5 31/64/127 1 9 N 400 SPAS 19 5 29/61/124 2 8 T 750 H & K M-3 CAWS 6 47/87/161 2 12 N 1,250 Warhammer Mark 2 6 46/85/159 2 10 N 1,300



Ranged Weapons

Raned Weapons Table, continued Weapon Type SDam Range Rate Cap Size Cost Pistols (laser) Pederson GP Laser 3 100/500/1000 1 8 J 950 Rifles (laser) Madden 26P 6 500/1000/2000 1 26 J 3,950 Pederson Kipling 6 500/1000/2000 1 14 T 800 Donovan R42 6 500/1000/2000 1 16 T 1,100 Donovan R52 7 500/1000/2000 1 18 T 1,250 Rifles (plasma) Madden 24F 7 117/216/276 2 24 T 4,100 Montgomery "Old-Style" 7 63/116/148 1 14 N 1,350 Donovan K75 7 82/151/193 4 14 N 1,600 Donovan K80 7 83/153/195 8 14 N 2,150 Montgomery PC4 8 97/179/295 3 18 N 1,800 Weir Aztech S1 8 92/170/217 3 12 N 2,100 Weir Machrone S2 8 99/183/234 4 12 N 2,350 Grenades/Grenade Launchers M67A3 14X Throw 1 1 S 20 MPG-122 OS OS smoke Throw 1 1 S 20 MPG-175 smoke Throw 1 1 S 20 ARMSCOR MGL varies 20/40/80 1 5 N 1,000 M207 varies 50/100/200 1 1 J 950 Rocket Launchers Pederson Oliver varies 100/200/400 1 8 T 800 M202A3 8 100/200/400 1 4 N 800 M72B2 LAW 24 100/200/400 1 1 T 250 Weir Agatha S1 varies 100/200/400 1 4 J 750 Weir Bugtown S2 varies 100/200/400 2 6 T 1,100 Weir Republican S2 varies 100/200/400 2 12 N 1,600 Weir Sidekick S2 varies 100/200/400 1 4 J 1,350 Vehicle Weapons M-60 E5 6 144/288/577 7 100 N 3,200 30mm ASP 18 400/800/1600 3 80 N 9,000 Mark 19 Model 5 20/10X 300/600/1200 2 50 N 6,000 M-02 EAW 16 1000/2000/4000 1 60+ N 6,700 Donovan K120 12 165/310/388 8 120+ N 4,800 Weir Ultimatum 14 184/340/432 4 100+ N 5,400

Notes

CDam = Casual damage

SDam = Severe damage

Throw = Can be thrown

S = Concealable in a closed fist

P = Concealable in a large pocket

J = Concealable in a jacket

T = Concealable in a trenchcoat

N = Not concealable

X = Explosive


Ammunition & Accessories

Ammunition Table Ammunition Damage Cost Notes Ammunition (projectile) Standard Ball normal 20/50 rnds. damage as listed Armor-piercing -1 60/50 rnds. Rank 2 Armor Piercing Explosive +2 200/50 rnds. 0.1 meter diameter burst Gel-cap +2 40/50 rnds. Does CDam instead of SDam Hollowpoint +1 40/50 rnds. x2 Severe Defense Shotgun normal 20/25 rnds. x2 Severe Defense Shredder +2 80/50 rnds. x2 Severe Defense Ammunition (pocket rocket) Afflictor 10X 50 High explosive general purpose Agni 8 200 10 meter radius, 10 seconds Blitzen flash 50 Blinding flash, deafening boom Concussor 10X 75 Does CDam instead of SDam Cumulus smoke 50 500 cubic meters smoke screen Pax OS smoke 50 500 cubic meters OS smoke Penetrator 10 150 Rank 4 Armor Piercing Seeker 8 300 + 2 TMod, requires Level 2 Smartgun Super Shredder 14X 100 x2 Severe Defense Tangler 4 CDam 120 entangles target with monofilament


Accessories Table Accessories Size Cost Notes Gyroscopic stabilizer P 300 x Rank offsets recoil and movement TMods Holster S, P, J 50 custom-fit to weapon Invisible sight S 200 +1 TMod, requires lenses Laser sight S 200 +1 TMod Light-intensifier scope P 700 x20 magnification, night scope Recoil compensator P 100 x Rank offsets recoil TMods Smartlink 1 (surgical implant) S 3,500 Concealed Smartlink 2 (surgical implant) S 5,000 Concealed Smartlink retro-fit (weapon) P 500 Level 1 smart-targeting system Sound suppressor P 400 makes projectile weapon quieter Telescopic scope P 200 x20 magnification Thermographic scope P 500 x20 magnification, passive infrared



Vehicles

Vehicles Table Vehicle MOV MAX SDef Strc Cost Notes Motorcycles Harley-Davidson Cyclone 4 100 4 12 25,000 Offroad, Weapon mounts Honda Nightblade 9 160 2 9 17,000 Racing bike Kawasaki Ronin 8 140 2 10 14,500 Racing bike Cars Chevrolet Prole 2 80 2 13 7,500 Economy car Ford Mustang XTC 6 120 3 15 19,500 Sports car Mitsubishi Sidereal 7 110 3 14 24,000 Sports car Toyota Verde 4 100 6 16 65,000 Luxury car Toyota Virtuoso 8 120 3 15 45,000 Luxury sports car Military Vehicles GMC Humvee Bee 4 65 4 15 60,000 Offroad, Weapon mounts Nissan Headhunter 5 95 5 12 80,000 Weapon mounts Weir Landmaster 2 4 80 6 20 200,000 Offroad, Weapon mounts, Cargo room



Descriptions

Armor

2nd Option "Publican" SDef: 1 Cost: 200

The Publican is 2nd Option Corporation's entry-level protective vest. It is composed of a thin ballistic mesh, and is generally quite comfortable. 2nd Option has a liberal trade-up policy, where an owner of a Publican vest can buy a Civilian or a Mondo model for a reduced price.

Kojima Skintights SDef: 1 Cost: 550

Kojima Skintights are a niche product, originally marketed to undercover police officers. Skintights are made of the same ballistic mesh used in 2nd Option's Civilian and Publican models, but the material is given a special treatment, making Skintights more flexible and comfortable.

2nd Option "Civilian" SDef: 2 Cost: 450

The Civilian is 2nd Option's main entry in the protective clothing market. The Civilian is a bodysuit, covering the wearer from shoulders to groin, meant to be worn under clothing. The Civilian is quite popular in warmer climes, because it can be worn with shorts.

Enslin Alpha SDef: 2 Cost: 650

The Enslin Alpha is the first designer protective clothing. The Alpha is a tastefully styled trenchcoat suitable for a night at the opera or a back-alley firefight. It is lined with a thin polymer coating, making it both bullet-resistant and dishwasher safe.

2nd Option "Mondo" SDef: 3 Cost: 800

The Mondo is a jumpsuit and helmet made of a rigid semimetallic mesh for excellent ballistic protection and heat dispersion. The Mondo appeals to security forces, with its "in your face" styling and bright colors.

Enslin Beta SDef: 4 Cost: 1,300

Enslin Design's follow-up to the phenomenally successful Alpha is the bold and stunning Beta. The Beta has a light polycarbide matrix design with overlapping plates of light ceramic, for a combination of durability and elegance. Never has self-protection been so fashionable!

Kojima Protector SDef: 4 Cost: 1,400

Kojima Protector armor is designed for the corporate security professional. Its understated grey-on-black color scheme is intended to blend in with most corporate decor, and it has an internal catheter system so it can be worn all day without restroom breaks.

Weir BlasTech SDef: 5 Cost: 1,300

The Weir BlasTech is made of heavy ceramic plates over a light polycarbide combat chassis. The BlasTech is intended for the casual riot cop, who needs the utmost in protection but will not be wearing the armor all day.

Weir CombaTech SDef: 6 Cost: 1,700

The Weir CombaTech is a fully articulated heavy polycarbide shell over a polymerized sub-frame, intended for the full-time combat professional. The CombaTech has an internal catheter and cooling system, so the CombaTech may be worn comfortably for over forty-eight hours, even in the hottest weather.

Kojima External SDef: 3 Cost: 2,100

The Kojima External is meant for amphibious assault commandos and security forces along bodies of water. The External has all the tasteful styling of the Protector, with the added protection of a sealed environment. The External can be worn underwater for up to two hours, and can descend to a depth up to fifty meters.

Reynolds X25 SDef: 5 Cost: 2,500

Reynolds Combat Transports, Inc. has a long history of building rugged, reliable amphibious assault craft. The X25 is an experimental heavy ceramic assault armor system intended for use at depths up to 250 meters. Its self-contained air supply will last up to eight hours; with the optional "deep sea" package, it can descend up to 300 meters and stay underwater for up to twelve hours.

Weir GammaTech SDef: 6 Cost: 2,700

The Weir GammaTech is Weir Technologies' heavy assault armor. It has a heavy polycarbide chassis with reinforced seals water-resistant at depths up to 200 meters. The GammaTech is corrosion-resistant, and its self-contained atmosphere will last up to six hours. It is also capable of recharging its air tanks by filtering the external atmosphere, fresh water, or sea water.

Axes

Hand Axe SDam: 1 Cost: 20

A typical hand axe has a handle around 30 centimeters long, and has a blade weighing between one and two kilograms. More expensive brands have fiberglass or composite handles. Available at any hardware store.

Kama SDam: 1 Cost: 45

A traditional martial arts weapon, the kama has handle similar to the hand axe, but has a longer, slightly curved blade like a sickle. The kama is sometimes used in pairs, with one in each hand.

Large Axe SDam: 2 Cost: 35

A larger version of the hand axe. The handle is around one meter long, and the head is between two and three kilograms in mass. Available at any hardware store.

Battle Axe SDam: 3 Cost: 55

The battle axe is similar to the large axe, but has a longer handle and a heavier head.

Great Axe SDam: 4 Cost: 70

An enormous weapon, the great axe has a handle roughly 150 centimeters long, with a huge, double-headed blade.

Clubs & Staves

Sap CDam: 1 Cost: 5

The sap is typically a cloth or leather bag with a lead weight in the end, meant to be swung so that the weighted end will impact the skull of the target. Very concealable and easy to make, the sap has been a mainstay of thugs for hundreds of years.

Sai CDam: 2 Cost: 35

The sai is a traditional martial arts weapon. It is a slender metal club with a short handle, and it has long curved cross-guards which make the weapon resemble a small trident. It is sometimes used in pairs, with one in each hand. Traditional sai are blunt, and are meant to be used as clubs, but some sais shown in kung-fu movies have had their ends sharpened to points.

Jo CDam: 2 Cost: 25

The jo, or escrima stick, is a hardwood stick about two and a half centimeters in diameter and one hundred and twenty centimeters long. It is occasionaly seen as the weapon of ancient martial arts masters, where it can be mistaken for a walking stick. Traditionally, the jo is a weapon of subtlety, especially when compared with the bo.

Nunchaku CDam: 2 Cost: 35

Nunchaku, or "numchuks," are a traditional martial arts weapon. The weapon consists of two wooden dowels roughly forty centimeters long connected by a short length of chain. The weapon is typically swung around by the dowels and passed from hand to hand. It can be quite impressive, almost hypnotic, to watch someone skilled using nunchaku. The nunchaku's +2 TMod with Parry is cumulative with its base -1 TMod and the usual -1 TMod for the Parry maneuver, making a typical Parry with a nunchaku carry a total TMod of +0.

Bo CDam: 2 Cost: 25

The bo is a hardwood pole roughly two meters long and two and a half centimeters in diameter. It is one the few weapons which can be readily obtained in the wilderness, and it is generally useful aside from its value in combat.

Quarterstaff CDam: 2 Cost: 25

The quarterstaff is a length of hardwood similar to the bo. There is no real difference between a bo and a quarterstaff, expect perhaps in the techniques of use. Both are in the neighboorhod of two meters long.

Tonfa CDam: 2 Cost: 35

The tonfa is a traditional martial arts weapon which has seen great popularity with police and security forces. It consists of a wooden shaft fifty to sixty centimeters long with a short handle attached close to one end, making the tonfa look like a lower-case letter "y." In skilled hands, it is only slightly less impressive than a pair of nunchaku.

Club CDam: 3 Cost: 15

A typical hardwood baseball bat. Not very elegant, but it gets the point across.

Swords & Knives

Razor SDam: 1 Cost: 25

A folding straight razor with a blade roughly fifteen centimeters long. The blade is concealed inside the handle when the weapon is folded.

Knife SDam: 1 Cost: 30

The survivalist's friend. A typical knife is around twenty-five centimeters long, with a blade around fifteen centimeters long. Knives are available in a wide variety of styles and lengths, including daggers, dirks, folding knives, and knives with hollow handle compartments.

Stiletto SDam: 1 Cost: 30

A stiletto looks like a knife, but it has a much narrower, spike-like blade, making it useful for penetrating armor. Stiletto's became common in late Renaissance Italy, when assassination was a popular hobby.

Cutlass SDam: 2 Cost: 150

The cutlass is a heavy-bladed sword with a short, curved blade and a heavy metal guard surrounding the wielder's hand. It is appropriate for close combat, where its short, heavy blade (roughly forty-five centimeters long) can be used to best advantage. It is seen most frequently in pirate movies.

Kris (normal) SDam: 2 Cost: 50

The kris is a traditional Malaysian or Indonesian sword with a wavy, serpentine blade. The standard kris has a double-edged blade roughly forty centimeters long.

Rapier SDam: 2 Cost: 250

The rapier came into vogue after the use of armor declined. It is a slender sword over a meter in length, with a straight, double-edged blade, and it usually has an ornate cross-guard to protect the hand of the wielder. At one time, nearly everyone among the male European nobility wore a rapier.

Sabre SDam: 2 Cost: 100

A short, curved sword still used in ceremonies of the United States Navy. The sabre has a slightly curved blade, which is easier to pull from the target than a straight blade when the wielder is on horseback. The blade of the sabre is narrower and longer than that of the cutlass: around seventy-five centimeters long.

Short Sword SDam: 2 Cost: 150

A short sword is any sword between thirty and sixty centimeters long. The blade is typically straight, double-edged, and slightly tapered toward the point of the weapon.

Wakizashi SDam: 2 Cost: 100

The wakizashi is the traditional companion to the katana. The wakizashi is shorter than the katana: only about sixty centimeters long. Like the katana, the wakizashi is slightly curved, has a handle long enough for a two-handed grip, and has a narrow, single edged blade.

Kris (sword) SDam: 3 Cost: 250

The Kris sword is similar to the traditional kris, only longer. It has a heavy, wavy blade roughly a meter long. The blade is double-edged and comes to a point.

Ninja-To SDam: 3 Cost: 175

The ninja-to is a Japanese sword similar to the katana. The ninja-to is slightly shorter than the katana, only about eighty centimeters long, and it has a straight blade. Like the katana, the ninja-to has a handle long enough for a two-handed grip, and it has a narrow, single edged blade. Ninja-to typically have hollow handles filled with various gadgets, like throwing marbles, darts, or thin climbing twine.

Scimitar SDam: 3 Cost: 250

The scimitar is a curved sword similar to the sabre, but the blade is longer and it has a more extreme curve than the sabre.

Bastard Sword SDam: 3 Cost: 250

The bastard sword is so called because it has a handle like a great sword, but it has a smaller blade. The handle is long enough for a two-handed grip, making the bastard sword easy to control. The meter-long blade is straight, double-edged, and typically tapers toward the point.

Broad Sword SDam: 3 Cost: 150

The broad sword has a straight double-edged blade, broader and shorter than that of a bastard sword, and its grip is intended for one-handed use. Its eighty-centimeter blade is intended more for slashing and cutting than thrusting. The typical Viking sword was a broad sword.

Falchion SDam: 3 Cost: 150

The falchion is a single-edged sword similar to the sabre. It has a blade both heavier and more curved than a sabre, but shorter and not so curved as a scimitar.

Katana SDam: 3 Cost: 200

The katana is the famed Japanese samurai's sword. It saw a great deal of change over the centuries, but the most common form the katana takes today is a single-edged, slightly curved sword almost a meter long. The handle is long enough for a comfortable two-handed grip; although the katana may be used one-handed, it is traditionally used two-handed.

Great Sword SDam: 4 Cost: 300

The great sword is similar to the bastard sword. It has a long handle, with a double-edged straight blade well over a meter long. The Scottish claymore (from the Gaelic claidheamr mor, meaning literally "great sword") is a typical example of a great sword.

No-Daichi SDam: 4 Cost: 300

The no-daichi is like a giant-sized version of the katana. It is a single-edged, slightly curved sword with a blade well over a meter long.

Thrown Projectiles

Anything can be a weapon when it is thrown fast enough. The bo shuriken is little more than a spike. The dart is similar to the bo shuriken, but it has fins for added stability in flight. Normal shuriken are throwing disks with sharp outer edges, usually shaped like stars.

Bows & Crossbows

A bow is a length of fiberglass or carbon composite with a string-and-pulley system attached to each end. Pulling on the string bends the bow, placing tension on the string. Releasing the string propels the arrow away from the bow.

A crossbow is similar in design, but the bow is smaller and mounted horizontally on a rifle-like stock. The string of a crossbow is drawn mechanically, allowing greater "pull weight" and shorter bows. A crossbow can be held "cocked" for much longer than a conventional bow, and the crossbow can be fired from a prone position, which is nearly impossible with a bow.

Pistols (projectile)

PSM SDam: 2 Cost: 700

The PSM was the standard sidearm of the Russian civil and military security forces until the early twenty-first century, when it was replaced by the Pederson GP Laser. Despite the PSM's low muzzle velocity, the gun became popular among the intelligence community for its concealability, and it is still in demand on the black market.

Beretta M92-F SDam: 3 Cost: 675

The M92-F (as the M-9) replaced the M1911 as the standard United States government sidearm, until it was, in turn, replaced by the Glock 32. Other than the grips, the entire weapon is coated with a Teflon derivative to protect and lubricate the weapon, and the front of the trigger guard is serrated to assist in two-handed firing. The M92-F is still commonly found among smaller police and security units in the United States and Europe.

Browning Hi Power SDam: 3 Cost: 450

Perhaps the most popular pistol among the world's counter-terrorism units during the twentieth century, the HP-35 Mark 4 has well-designed ergonomic grips, a tough anti-glare finish, and it is extremely reliable.

Glock 32 SDam: 3 Cost: 650

The most recent modification to the intelligently designed Glock 30, the Glock 32 is more accurate, more durable, and lighter, due to extensive use of polymers and zero-G alloys in its design. Although the polycarbonate magazines designed for the Glock 32 will work in the Glock 30, the Glock 30 magazines will not fit in the Glock 32. The Glock 32 is the standard sidearm of the Federal Special Police Division.

S & W M5906 SDam: 3 Cost: 500

The Smith & Wesson Model 5906 was developed from the popular M59 pistol design, and it proved to be a rugged, reliable sidearm. The grip is wide due to the 15-round magazine, and it may be uncomfortable for people with small hands. The 5906 is stainless steel, and is usually retro-fitted with an ergonomic rubberized grip.

S & W M6906 SDam: 3 Cost: 1,100

A variation of the same design from which the M5906 was developed, the M6906 is comfortable to hold and easy to conceal. The M6906 can use the 14-round magazine of the M459, but it will protrude from the bottom of the grip.

Walther P5 SDam: 3 Cost: 1,250

The P5 is renowned for its great degree of safety. It can be carried safely with the hammer down on a chambered round, and can be put into action merely by pulling the trigger. It has been used for many years by various European police agencies, and it is easy to find on the European black market.

Walther PL65 SDam: 3 Cost: 1,300

This is the latest development of the popular Walther PL6 series. Although it is quite similar in design to the earlier PL60, the PL65 has a high-strength polymer frame and many parts made of a zero-G alloy. The PL65 is very popular among Pacific Rim military and security agencies.

Colt Black Adder SDam: 4 Cost: 750

The Black Adder is the largest pistol Colt has ever made, which has made it very popular among gang members. It is less accurate than comparable weapons from other manufacturers, but its large capacity partially makes up for this. The large size of the weapon makes it cumbersome for people with small hands, but this has only increased its "macho" appeal.

Desert Eagle SDam: 4 Cost: 900

For many years, the Desert Eagle was among the largest commercially available semiautomatic pistols. Although it has been out of production since 2006, there are several commercially-available variants on its design.

Detonics Condor Elite SDam: 4 Cost: 1,200

The most successful of the modifications to the Desert Eagle, the Condor Elite is based heavily upon the Desert Eagle's design, but its receiver and most of its frame is composed of bonded polycarbide. The result is a pistol that inflicts a punishing amount of damage, yet is relatively light and easy to handle. The Condor Elite is Detonics' most popular pistol, and it is in high demand on the black market.

Donovan PH-11 SDam: 4 Cost: 1,250

The PH-11 and the Ithaca M39B are the only chemically-propelled projectile weapons manufactured by Donovan Enterprises. The PH-11 was designed for the FSPD sidearm trials, a competition it lost to the Glock 32.

Sub-machineguns (projectile)

H & K MP 2006 SDam: 3 Cost: 2,850

The MP-2006 is the most recent development in Heckler & Koch's MP-2000 series of sub-machineguns. Modifications to the blowback mechanism have increased the MP-2006's rate of fire and its accuracy, and it has seen wide sales in the United States and Australia. The MP-2006 has an integral Level 1 smart-targeting system, while a variant, the MP-2007, has an integral Level 2 smart-targeting system. Both weapons have integral Rank 2 Gyroscopic stabilizers.

H & K MP-5 SDam: 3 Cost: 2,700

The MP-5 family of weapons is one of the most widely-used sub-machineguns in the world. Reliable, light, and with a broad range of available options, the MP-5 and its variants have seen extended use by anti-terrorist groups the world over. The fact that so many MP-5's have been sold over the years explains why the MP-5 is so common among terrorist organizations, as well.

JATI QUICKER SDam: 3 Cost: 2,300

The JATI QUICKER continues the tradition of technical innovations set by its predecessors, but it is this very fact that has limited its acceptance by conservative military forces. However, its large capacity and JATI's reputation for quality should make it grow in popularity in the near future. The QUICKER has a Level 2 smart-targeting system built in.

Masada-5 SDam: 3 Cost: 1,800

The Masada-5 replaced the legendary UZI as the primary sub-machinegun of the Israeli military. The Masada is as durable and reliable as the UZI, but it is lighter and more accurate, and is rapidly becoming the standard sub-machinegun of several of the world's militaries.

Spectre M-6 SDam: 3 Cost: 2,400

The Spectre M-6 is the most recent revision of what is still considered an innovative design. The Spectre M-6 has only minor differences from the earlier M-4 and M-5, and the magazines for each are interchangeable. Like the M-4 and M-5, the M-6 is ambidextrous, with all controls and levers being located along the center of the weapon or duplicated on each side. The M-6 has an integral Level 2 smart-targeting system, while the M-5 has a Level 1 Smart-targeting system.

Sterling L2A3 SDam: 3 Cost: 1,200

The Sterling, although no longer in commercial production, is still common on the black market due to the fact that over five million of the weapons were produced. The Sterling is light and easy to use, and the horizontally-mounted magazine allows for convenient firing from the prone position.

UZI SDam: 3 Cost: 1,600

The legendary UZI, and its variants, served as the primary sub-machinegun of many of the world's militaries for decades. Although it is no longer produced in Israel, having been replaced by the Masada-5 by that country's military, the UZI is still widely used by terrorist groups, gangs, and dozens of the world's military organizations.

Rifles (projectile)

Colt M-27A1 SDam: 5 Cost: 1,450

The Colt M-27A1 is the standard issue assault weapon of the United States military. The bullpup design allows the M-27A1 to have a relatively short body with a long barrel length, making the it an accurate and easily-controllable weapon. A variant, the M27A2, has a Rank 1 recoil compensator and a Level 1 smart-targeting system designed into the weapon, and many of the stock M27A1's have been retro-fitted with Level 1 smart-targeting systems.

FA MAS SDam: 5 Cost: 800

The FA MAS had the distinction of being the first successful bullpup design, and it was the standard issue rifle of French forces for over thirty years. The weapon may be fired either left-handed or right-handed, and includes an integral folding bipod.

H & K G13 SDam: 5 Cost: 1,400

The G13 was developed by Heckler & Koch as a successor to their widely-used G11 weapon system. The rifle incorporates many innovations, such as an extremely high rate of fire for 3-round bursts which effectively negates recoil and muzzle climb (equivalent to a Rank 3 recoil compensator). The bullpup layout gives the G13 an excellent barrel length while keeping the overall size of the weapon manageable, and the weapon has an integral Level 2 smart-targeting system.

L85B5 SDam: 5 Cost: 850

The L85B5 is the current version of the Enfield weapon system which has been in use by the British military for over forty years. The L85B5 was the first Level 2 Smartgun to be adopted by any major military force, and its success in the field prompted other weapons manufacturers to follow suit.

M16A2 SDam: 5 Cost: 950

The M16A2 was the standard assault rifle of the United States military until it was replaced by the Colt M-27A1. Although it was not designed as a Smartgun, many were retro-fitted with Level 1 smart-targeting systems.

SIG 554 SDam: 5 Cost: 1,200

The 554 is the standard Swiss assault rifle, and it has come to be standard in many other European countries. The 554 is exceptionally well-designed, having luminous inserts in the sights to facilitate night-firing, a fold-away trigger guard to allow firing with mittens on, and a Level 1 Smartgun interface built in. Incidentally, SIG 554's meant for export are manufactured in France to avoid the very strict Swiss export laws.

FN FAL SDam: 6 Cost: 600

The FN FAL has been in production, in several configurations, for nearly one hundred years. The rifle is extremely rugged and will continue to operate with little maintenance even in very poor conditions. This has made it quite popular in undeveloped countries. Although the FN FAL does not currently have a version with a Smartgun interface, the weapon's reliability and accuracy still compare favorably with more recently-designed weapons.

H & K G11 SDam: 6 Cost: 600

The most recent version of the G11 assault rifle from Heckler & Koch has a reputation for reliability and durability, and deservedly so. The long service life of the G11 makes it common among various third world countries, guerrilla groups, and the black market.

Rifles (projectile, shotgun)

Ithaca M39B SDam: 5 Cost: 550

The Ithaca M39B is actually manufactured by Donovan Enterprises, and the Ithaca M39B is one of only two chemically-propelled projectile weapons made by Donovan. The M39B looks strikingly similar to the original Ithaca M37 Stakeout, with a short barrel, pistol grip, and sling loop for carrying the weapon under a coat or long jacket. The firing mechanism of the M39B is quite different from the M37, allowing it to fire the second-generation shotgun ammunition which became common during the first decade of the twenty-first century. The M39B has a four-round removable tube magazine, and can fire either semi-automatically or as a pump shotgun.

Mossberg M670 SDam: 5 Cost: 350

The Mossberg M670 is designed for vehicle crews with limited space. The M670 has an nine-round tube-type magazine that is not removable, and reloading it takes approximately one minute. The Mossberg M670 is pump operated, has a pistol grip, and is coated with a black glare-free finish. It is popular with civil police agencies and border patrols.

Remington 870P SDam: 5 Cost: 400

The Remington 870P pump-action shotgun has been the mainstay police shotgun for over fifty years. It is reliable, rugged, light, and has demonstrated a remarkably long service life. The 870P has a folding polycarbonate stock, pistol grip, and a nine-round tubular non-removable magazine. The weapon may be fired with the stock folded, and the magazine takes approximately one minute to reload.

SPAS 19 SDam: 5 Cost: 750

This folding-stock shotgun may be fired either pump-action or semi-automatically. With the stock unfolded, it serves as an arm brace, allowing the SPAS to be fired controllably with one hand, not incurring the normal -1 TMod for one-handed firing of a rifle. The SPAS 19 has an eight-round tubular non-removable magazine which requires approximately one minute to reload, but the weapon is also available as the SPAS 19B with a six-round removable box magazine.

H & K M-3 CAWS SDam: 6 Cost: 1,250

Adopted by the United States as its new Close Assault Weapon System in 2008, the H & K M-3 CAWS is the first shotgun to use the new third-generation shotgun shells. The higher chamber pressure and muzzle velocity gives the M-3 a significantly longer range than ordinary second-generation shotguns. The M-3 continues the bullpup configuration of the earlier CAWS weapon, giving it a maneuverable size while retaining sufficient barrel length for accuracy and muzzle velocity. The M-3 has a removable box magazine, an integral Rank 2 recoil compensator, has a x1.5 optical sight built into the handle, and most of its exterior is made of a glare-free high-impact polymer.

Warhammer Mark 2 SDam: 6 Cost: 1,300

The Warhammer was designed for the 2005 CAWS weapons trials, a competition it lost to the H & K M-3 CAWS. The Warhammer is designed to use the same third-generation ammunition as the M-3, but it uses a 10-round removable drum magazine (called a "cassette") instead of a box magazine. The Warhammer is a bullpup design, like the H & K, with the magazine mounted in the stock behind the pistol grip. The unique indexing and firing mechanism gives the Warhammer excellent stability during automatic fire (equivalent to a Rank 1 recoil compensator), although the drum-in-the-stock configuration takes some getting used to.

Pistols (laser)

Pederson GP Laser SDam: 3 Cost: 950

The Pederson GP Laser has the distinction of being the only laser pistol to have been accepted by a military service as its standard sidearm. The Pederson GP replaced the PSM as the standard pistol of Russian civil and military security forces, where the GP's accuracy and extreme durability outweighed its large size, small capacity, and limited range in inclement weather. In fog or rain, all ranges for the GP are reduced to 10% normal, while in snow all ranges are reduced to 5% normal.

Rifles (laser)

Madden 26P SDam: 6 Cost: 3,950

Madden Electronics specializes in custom-made laser and plasma weapons, and the 26P laser rifle is a good example of their work. The Madden 26P takes a standard Pt-90 pack, but its highly efficient nanoelectronics allow it to squeeze almost twice as many shots from it than is possible with mass-produced weapons. The Madden 26P comes with a Level 2 Smartgun interface, is composed of high-strength polycarbonate, and has an unconditional 10-year warranty. In fog or rain, all ranges for the Madden 26P are reduced to 10% normal, while in snow all ranges are reduced to 5% normal.

Pederson Kipling SDam: 6 Cost: 800

Pederson Arms manufactures laser weapons at various plants in South America. Although quality control is not as tight as with the Donovan laser weapons, the Pederson models (of which the Kipling is typical) are consistently less expensive. This, and the tremendous range of laser weapons, has made them popular among various rebel/guerrilla groups and quite easy to come by on the black market. In fog or rain, all ranges for the Kipling are reduced to 10% normal, while in snow all ranges are reduced to 5% normal.

Donovan R42 SDam: 6 Cost: 1,100

The Donovan R42 was the first weapon commercially produced by Donovan Enterprises, and it has met with great success among snipers and sharp-shooters. The internal electronics are cast in a polymer resin, making the Donovan resistant to the kind of abuse common in combat situations, and the weapon is light and easy to handle. In fog or rain, all ranges for the R42 are reduced to 10% normal, while in snow all ranges are reduced to 5% normal.

Donovan R52 SDam: 7 Cost: 1,250

This is the most recent update to the basic R42 design. Advances in nanoelectronics have allowed to R52 to have greater output and efficiency than the R42, yet not increase in size. Additionally, the Donovan R52 has an integral Level 2 smart-targeting system. In fog or rain, all ranges for the R52 are reduced to 10% normal, while in snow all ranges are reduced to 5% normal.

Rifles (plasma)

Madden 24F SDam: 7 Cost: 4,100

Madden Electronics specializes in custom-made laser and plasma weapons, and the 24F plasma rifle is a good example of their work. The Madden 24F takes a standard Pt-90 pack, but its highly efficient nanoelectronics allow it to squeeze almost twice as many shots from it than is possible with mass-produced weapons. The Madden 24F comes with a Level 2 Smartgun interface, is composed of high-strength polycarbonate, and has an unconditional 10-year warranty.

Montgomery "Old-Style" SDam: 7 Cost: 1,350

The Montgomery M1, or "Old Style" as it has come to be called, was the first commercially-produced plasma rifle. It did not meet with great acceptance among the military due to its limited capacity and short range, but it has recently begun to find a niche as a squad-support weapon among rebel/guerrilla groups.

Donovan K75 SDam: 7 Cost: 1,600

The Donovan K75 was designed for police and security use at roadblocks, where its short range would not be a significant disadvantage. It quickly found acceptance among law enforcement agencies, who used it to blast their way into barricaded buildings. Many K75's have been retro-fitted with Level 1 Smartgun interfaces.

Donovan K80 SDam: 7 Cost: 2,150

The K80 is a significant improvement over the K75, with the redesigned exciter giving the K80 an extremely high rate of fire. The exterior focusing aperture has had a secondary intercooler added to avoid it overheating at the increased rate of fire. Additionally the K80's body has been coated with a tough anti-glare finish, streamlined, and ergonomically redesigned, making the weapon more comfortable to hold for long periods. The Donovan K80 has an integral Level 1 Smartgun interface.

Montgomery PC4 SDam: 8 Cost: 1,800

To compete with the growing success of the Donovan plasma rifles, Montgomery Corporation designed a completely new plasma rifle, using what they had learned from both the Montgomery "Old Style" and the Donovan plasma weapons. The result is the PC4: a sleek, light-weight rifle with the greatest effective range of any plasma weapon in its class. The PC4 uses an innovative closed-exciter design, which gives it remarkable range and increases its efficiency significantly. The PC4 also incorporates an integral Level 2 smart-targeting interface.

Weir Aztech S1 SDam: 8 Cost: 2,100

The Weir Aztech S1 was Weir Technologies' attempt to create a heavy squad-support weapon that would compete with the Donovan K75. The Aztech is rugged and reliable, and Weir has recently begun offering a folding stock as an option. The Aztech has seen some commercial sales in Africa and Australia, but it hasn't seen much success in the United States and Europe. The Aztech S1 incorporates a Level 1 Smartgun interface.

Weir Machrone S2 SDam: 8 Cost: 2,350

The Weir Machrone S2 was the first commercially-available plasma rifle with a Level 2 Smartgun interface. The rugged dependability of the Weir Machrone S2, along with its aggressive "chunky" look, has fostered a fierce brand loyalty among those who own the weapons. Weir Technologies has released a wide variety of accessories for the Machrone, from infrared sights to color-matched body armor.

Grenades & Grenade Launchers

M67A3 SDam: 14 Explosion Cost: 20

This is the standard fragmentation grenade of the United States Army, and as such it is the grenade most frequently encountered. The grenade is spherical, and it has a timer that may set the fuse to detonate the grenade 2, 5, or 10 seconds after the ring is pulled and the spoon-like safety lever is released. The M67A3 explosion loses one point of SDam for each meter between the victim and the center of the explosion.

MPG-122 OS Effect: OS smoke cloud Cost: 20

This is the standard irritant smoke grenade of the United States Army. The grenade is cylindrical and bright red in color, and the exterior of the cylinder has deep vertical grooves allowing the grenade to be easily identified, even in the dark. Like the M67, it has a timer that may set the fuse to detonate the grenade 2, 5, or 10 seconds after the ring is pulled and the safety lever is released. Upon detonation, MPG-122 OS instantly releases a volume of smoke-like OS dust, which will fill an area approximately equal to 500 cubic meters. Exposure to the OS smoke will cause a burning sensation to the mucous membranes within four seconds (two Turns), incurring a -3 TMod on any Task the victim attempts. Within twenty seconds (ten rounds), the victim will begin coughing, sneezing, and have difficulty breathing, incurring a -5 TMod to any Task the victim attempts. After forty seconds of exposure (twenty Turns), the victim's eyes will close, her breathing will become labored, and she will not be able to perform any actions other than crawling, gagging, and attempting to breathe.

MPG-175 Effect: smoke cloud Cost: 20

This is the standard screening smoke grenade of the United States Army. The grenade is cylindrical and bright green in color, and the exterior of the cylinder has deep horizontal grooves allowing the grenade to be easily identified, even in the dark. Like the M67, it has a timer that may set the fuse to detonate the grenade 2, 5, or 10 seconds after the ring is pulled and the safety lever is released. Upon detonation, MPG-175 instantly releases a volume of dense white smoke, which will fill an area approximately equal to 500 cubic meters. The smoke is non-toxic, but breathing it for an extended period may cause some discomfort. The smoke cloud limits visibility as though it were a heavy fog (ranges for Perception Task Rolls are 1/2/4/8).

ARMSCOR MGL SDam: varies Cost: 1,000

The ARMSCOR is typical of various rotating-drum type grenade launchers. A variety of grenade rounds are available for the ARMSCOR, which are for game purposes similar to the thrown grenades listed above.

M207 SDam: varies Cost: 950

The M207 is typical of various rifle-mounted grenade launchers, which mount on a bracket underneath the barrel of nearly any rifle. The M207 may also be fitted with a lightweight polycarbonate stock, allowing it to be used as separate unit (addition of a stock makes the M207 Trenchcoat-concealable). A variety of grenade rounds are available for the M207, which are for game purposes similar to the thrown grenades listed above.

Rocket Launchers

Pederson Oliver SDam: varies Cost: 800

The Pederson Oliver is designed to use the innovative Weir "pocket rockets." The Oliver has a bullpup configuration, quite different in appearance from the Weir pocket rocket launchers. The frame is made of a high-strength polymer, and the Oliver comes standard with an illuminated x2 telescopic LCD scope. The entire weapon is covered with a non-glare black coating, but the name "Pederson" is emblazoned in red on the stock of the weapon (where the it would presumably be covered by the arm of the user during combat). Like the Weir Republican, the Oliver uses removable magazines, and the magazines of the Republican and the Oliver are interchangeable. However, using the larger Republican magazines increases the size of the Oliver to N (not concealable).

M202A3 SDam: 8 Cost: 800

The M202A3 fires conventional incendiary rockets. The weapon is recoilless, but the backblast in the hex behind the launcher will cause 3 SDam and cover the unfortunate observer with dense plastic flakes (which are used to offset the blast of the rocket). The launcher is considered disposable once the four rockets have been fired. The rockets do 8 SDam over a 20 meter radius, and the effect lasts for ten seconds. Any person or object in the area of effect when the rocket hits will take 8 SDam once each Turn for five consecutive Turns. Conventional means of putting out the incendiary material are useless, including full immersion in water.

M72B2 LAW SDam: 24 Cost: 250

The M72 B2 LAW (for Light Antitank Weapon) was designed to give an infantry soldier antiarmor capability. The collapsible tube-rocket is light, durable, and disposable. The backblast in the hex behind the launch tube will cause 3 SDam and cover the unfortunate observer with dense plastic flakes (which are used to offset the blast of the rocket). The rocket's shaped charge does 24 SDam to the target, and 6 SDam to anyone within two meters of the detonation.

Weir Agatha S1 SDam: varies Cost: 750

The Weir "pocket rockets" were designed to give an infantry soldier increased firepower and flexibility. The Weir Agatha was the first Weir weapon designed to fire the 20mm x 250mm missiles, and it is intended to replace the M207 grenade launcher. The pocket rockets have greater range than standard 40mm grenades, and they are smaller, allowing a soldier to carry more of them. Like the M207, the Agatha is normally mounted under the barrel of a rifle, but it holds four of the small rockets to the M207's single grenade. Backblast from the diminutive missiles is negligible, and the Agatha may be reloaded with missiles in approximately one minute. The Agatha comes standard with an integral Level 1 Smartgun interface.

Weir Bugtown S2 SDam: varies Cost: 1,100

The Weir Bugtown is a pistol-style "pocket rocket" launcher designed to be fired one-handed like a pistol. The Bugtown is meant for the private security market, where its ability to fire anything from tear-gas to explosives would offset its small capacity for a sidearm. The Bugtown has a removable box magazine which attaches in front of the trigger guard under the weapon's short launch tube. The frame, magazine, and body of the weapon are composed of lightweight polymers, since it is not intended to endure the harsh abuse encountered in extended military campaigns. The Bugtown is an innovative, advanced design, which demonstrates Weir Technologies' commitment to constant improvement. All controls are ambidextrous, the Bugtown has both mechanical and nanoelectronic safeties making the missile-laden pistol very safe to carry, all moving parts are composed of a tough low-friction polymer, and the Bugtown comes standard with a Level 2 smart-targeting interface.

Weir Republican S2 SDam: varies Cost: 1,600

The Republican "pocket rocket" launcher is designed to be a replacement for such support weapons as the ARMSCOR MGL grenade launcher and the M60 machinegun, and its configuration is conventional and rifle-like to enhance its acceptance among the military. The Republican is of sturdier construction that the Weir Bugtown, and most of the weapon is composed of high-strength polymers and polycarbonate. The Republican has a polycarbonate folding stock which is similar to the one now offered on the Weir Aztech S1, and its box magazines are interchangeable with those made for the Pederson Oliver, although using the smaller magazines will not increase the concealability of the Republican significantly. The Republican S2 comes standard with an integral Level 2 Smartgun interface.

Weir Sidekick S2 SDam: varies Cost: 1,350

The Weir Sidekick is a modified version of the Agatha "pocket rocket" launcher. The Sidekick is designed to be strapped onto the forearm, and the solid-state firing mechanism is operated by the soldier's other hand unless she has a Level 2 Smartgun interface, in which case firing the missiles is point-and-shoot. The design of the Sidekick, like all Weir weapons, is ambidextrous, but the Sidekick is obviously intended for soldiers with a Level 2 Smartgun interface (who may fire the weapon one-handed at no Task Modifier penalty). The Sidekick has not caught on yet with mainstream military and security forces, since the typical soldier does not have a Smartgun interface and would have to put down her primary weapon in order to fire the missiles. However, the Sidekick is generating interest among non-conventional warfare and elite units. Like the Agatha, the Sidekick requires approximately one minute to reload. The Sidekick comes standard with an integral Level 2 Smartgun interface.

Vehicle Weapons

M-60 E5 SDam: 6 Cost: 3,200

The M-60 E5 is the standard general-purpose machinegun used by the United States military, and it has been in use, in one version or another, for nearly one hundred years. The weapon has a folding bipod for sustained fire, and has a front pistol grip to assist in hip-firing. The trigger guard may be folded out of the way for use with gloves, and the weapon overall is sturdy, reliable, and safe to operate. Ammunition is normally carried in 100-round belts.

30mm ASP SDam: 18 Cost: 9,000

The 30mm ASP machine-cannon gives ground troops almost unbelievable firepower in a man-portable weapon. The ASP may be mounted on nearly any vehicle or may be mounted on a portable tripod. The operation of the ASP is reliable and smooth, and makes the machine-cannon easy to control (equivalent to a Rank 2 recoil compensator). Ammunition is normally fed by 80-round belts, but a 60-round box magazine adapter is available.

Mark 19 Model 5 SDam: 20/10 Explosion Cost: 6,000

The Mark 19 heavy machinegun was originally designed for the United States' riverine patrol boats in the Vietnam War. It has been improved and reissued several times since then, and the current model makes extensive use of light alloys and polycarbonate in its construction. The Mark 19 is normally tripod-mounted and uses 50-round belts of high-velocity grenades as ammunition. The standard combat round used in the Mark 19 is the M437 HEDP high-velocity grenade, which does 20 SDam to the target, and has an additional 10 SDam explosive (the Mark 19 explosion does 10 SDam to the target hex, 9 SDam to hexes one meter away, 8 SDam to hexes two meters away, etc.)

M-02 EAW SDam: 16 Cost: 6,700

The M-02 EAW (for Energy Antiaircraft Weapon) is the first ground defense laser to be accepted by a major military service. The M-02 may be mounted on a vehicle, but it is designed for ground emplacements or naval vessels where it may be connected to a constant energy supply. If it is connected to a constant energy supply it may be fired indefinitely until the energy supply is removed, after which time it will run off of its Pt-240 power pack for 60 shots.

Donovan K120 SDam: 12 Cost: 4,800

The Donovan K120 is designed to be a replacement for the M-60 E5, and will fit any mounts designed for the M-60. It has met with great success, and will probably become the standard ground assault support weapon. The K120 is significantly lighter than the M-60 E5, it has a folding bipod for sustained fire, and it has a front pistol grip to assist in hip-firing. If it is connected to a constant energy supply it may be fired indefinitely until the energy supply is removed, after which time it will run off of its Pt-240 power pack for 120 shots.

Weir Ultimatum SDam: 14 Cost: 5,400

The Ultimatum mounted plasma weapon is Weir Technologies' latest entry into the military hardware market. It is in direct competition with the Donovan K120, but it has not yet seen the acceptance that the K120 has. This is due in part to the Ultimatum's large size, which makes hip-firing the weapon impractical. If it is connected to a constant energy supply it may be fired indefinitely until the energy supply is removed, after which time it will run off of its Pt-240 power pack for 100 shots. The Ultimatum was originally designed to have an integral Level 2 Smartgun interface, and several prototypes were built, but this is not present in the production model.

Ammunition (projectile)

Standard Ball Damage: normal Cost: 20/50

Standard Ball ammunition is a lead bullet seated into a block of propellant, the entire unit being called a "round" or "cartridge." The propellant explodes, and the expanding gas pushes the projectile from the barrel of the gun at a high velocity. This is the standard by which other types of projectile ammunition are measured.

Armor-piercing Damage: -1 Cost: 60/50

Armor-piercing ammunition is designed to penetrate most modern armor types. The methods by which this is accomplished varies by manufacturer, but the most common uses a low-friction zero-G alloy penetrator embedded in the lead projectile. Armor-piercing projectiles generally cause less damage than standard ball projectiles due to their lower mass, but armor-piercing projectiles are able to ignore the Severe Defense of the target (up to the Rank of the Armor Piercing). The standard armor-piercing projectile has Rank 2 Armor Piercing, which means the standard armor-piercing round will ignore up to 2 SDef.

Explosive Damage: +2 Cost: 200/50

Explosive rounds fire a small impact-detonated explosive device rather than a solid lead projectile. This results in a greater amount of trauma to the target, but it does not have an incendiary effect. Possession of explosive rounds is illegal in the United States for anyone other than the United States military. Even then, they are not supposed to be fired at living targets, only at vehicles or buildings.

Gel-cap Damage: +2 Cost: 40/50

The Gel-cap round fires a genetically-engineered protein globule instead of a lead projectile. The Gel-cap has 65% of the mass of a lead projectile, and distends without fragmenting upon impact, causing only Casual Damage instead of Severe Damage. Gel-cap rounds were designed to be used on airplanes, but they are more commonly found being used by riot police and security agencies.

Hollowpoint Damage: +1 Cost: 40/50

Hollowpoint rounds have an airspace at the tip, which is sometimes jacketed with a thin layer of copper. The hollow space causes the round to "mushroom" when it impacts the target, thus transferring its kinetic energy more efficiently. Due to the spreading of the round, it is less effective against targets wearing body armor (x2 Severe Defense).

Shotgun Damage: normal Cost: 20/25

Shotgun rounds, or "shells," are much larger than normal rifle ammunition, and may only be used in shotguns. The projectile consists of several lead pellets embedded in front of the explosive propellant block. This allows the pellets to spread out as the range to the target increases, compensating for the negative TMods due to range. However, this also reduces the amount of damage as the distance to the target increases. Shotgun shells are also less effective against armor, similar to hollowpoint ammunition (x2 Severe Defense).

Shotguns do the listed Damage at Short Range, 75% of the listed Damage (rounded up) at Medium Range, 50% (rounded up) at Long Range, and 25% (rounded up) at Extreme Range. However, shotguns are +0/+0/-1/-3 TMod at Short, Medium, Long, and Extreme range, rather than the normal +0/-1/-3/-5.

Specialty shotgun shells are available, in which case the shotgun is treated as a normal rifle in terms of range Task Modifiers and damage. Specialty shotgun cartridges cost twice as much as the equivalent specialty rifle cartridges.

Shredder Damage: +2 Cost: 80/50

Shredder rounds are a relatively recent development by the United States military in an attempt to increase the damage potential of projectile weapons, particularly pistols and shotguns. The Shredder round consists of a tightly-packed bundle of over fifty ultrasharp needles made from a zero-G alloy. Upon impact with the target, the bundle separates, sending the needles into and through the target, causing massive trauma. Shredder rounds are nearly useless against individuals wearing armor (x2 Severe Defense), which leads some to believe that the round is designed to be used against civilians. Although possession of Shredder rounds by anyone other than the military is currently illegal in the United States, several Mexican ammunition manufacturers have recently started making Shredder rounds, and they are extremely popular on the black market.

Ammunition (pocket rocket)

Afflictor SDam: 10 Explosion Cost: 50

The most common pocket rocket is the Afflictor. Like all pocket rockets, the Afflictor is 20mm in diameter and 250mm long, with pop-out stabilizing fins, and its exterior is clearly marked indicating the pocket rocket's type. On impact, the Afflictor explodes for 10 SDam in the target hex, 9 SDam in hexes one meter away, 8 SDam in hexes two meters away, and so on. The detonation of the Afflictor may ignite combustible materials in the area of the explosion, but it has no lasting incendiary effect. The fuse of the Afflictor will not arm until the missile has traveled 15 meters from the launcher to prevent the user from being in the area of the explosion, but a variant missile (the Afflictor Close) arms itself after traveling 5 meters.

Agni SDam: 8 Cost: 200

The Agni pocket rocket is used to set fires to large areas. The rocket does 8 SDam over a 10 meter radius, and the effect lasts for ten seconds. Any person or object in the area of effect when the rocket hits will take 8 SDam once each Turn for five consecutive Turns. Conventional means of putting out the incendiary material are useless, including full immersion in water. The fuse of the Agni will not arm until the missile has traveled 15 meters from the launcher to prevent the user from being in the area of the explosion, but a variant missile (the Agni Close) arms itself after traveling 5 meters.

Blitzen Effect: blindness, deafness Cost: 50

This is a modern successor to the stun grenade. Upon impact, the missile ruptures firing six submunitions in a random pattern. The detonation of the missile causes no dangerous fragmentation, and the six submunitions each have a very short fuse before their cardboard cases harmlessly detonate. The detonation of each submunition causes a several hundred thousand candela intensity flash accompanied by a 175 decibel boom. The concussion and shock cause temporary disorientation, preventing anyone exposed to the effects from taking any voluntary action. The total disorientation is short term (10 seconds, or 5 Turns), and the physiological effects fade completely within a short time. The Blitzen affects an area 20 meters in diameter, and anyone within that area when the missile detonates has a -10 TMod for any attempted Task for 5 Turns. The TMod penalty is decreased by one for each Turn after the first five, until it reaches -0 on the fourteenth Turn. The fuse of the Blitzen will not arm until the missile has traveled 15 meters from the launcher to prevent the user from being in the area of the explosion, but a variant missile (the Blitzen Close) arms itself after traveling 5 meters.

Concussor CDam: 10 Explosion Cost: 75

The Concussor pocket rocket causes a dangerous blast upon impact, but it is not accompanied by any dangerous fragmentation. The CDam of the explosion is reduced by one for each meter between the victim and the center of the explosion (9 CDam at 1 meter, 8 CDam at 2 meters, etc.). The fuse of the Concussor will not arm until the missile has traveled 15 meters from the launcher to prevent the user from being in the area of the explosion, but a variant missile (the Concussor Close) arms itself after traveling 5 meters.

Cumulus Effect: smoke cloud Cost: 50

Upon detonation, the Cumulus pocket rocket instantly releases a volume of dense white smoke, which will fill an area approximately equal to 500 cubic meters. The smoke is non-toxic, but breathing it for an extended period may cause some discomfort. The smoke cloud limits visibility as though it were a heavy fog (ranges for Perception Task Rolls are 1/2/4/8). A variant of the Cumulus contains an indelible fluorescent dye that coats everything in the area of the smoke cloud (yellow, orange, and green are available). Detonation of the Cumulus causes no dangerous fragmentation.

Pax Effect: OS smoke cloud Cost: 50

Upon detonation, the Pax pocket rocket instantly releases a volume of smoke-like OS dust, which will fill an area approximately equal to 500 cubic meters. Exposure to the OS smoke will cause a burning sensation to the mucous membranes within four seconds (two Turns), incurring a -3 TMod on any Task the victim attempts. Within twenty seconds (ten rounds), the victim will begin coughing, sneezing, and have difficulty breathing, incurring a -5 TMod to any Task the victim attempts. After forty seconds of exposure (twenty Turns), the victim's eyes will close, her breathing will become labored, and she will not be able to perform any actions other than crawling, gagging, and attempting to breathe. The fuse of the Pax missile will not arm until the missile has traveled 15 meters from the launcher to prevent the user from being in the area of the explosion, but a variant missile (the Pax Close) arms itself after traveling 5 meters. Another variant of the Pax contains an indelible fluorescent dye that coats everything in the area of the smoke cloud (yellow, orange, and green are available). Detonation of the Pax causes no dangerous fragmentation.

Penetrator SDam: 10 Cost: 150

Penetrator pocket rockets are designed to penetrate most modern armor types. The heart of the missile is an impact-detonated shaped charge which drives a zero-G alloy low-friction penetrator into the target. The armor-piercing projectile has Rank 4 Armor Piercing, which means the round will ignore up to 4 Severe Defense. Detonation of the Penetrator causes no dangerous fragmentation.

Seeker SDam: 8 Cost: 300

The Seeker pocket rocket carries less explosive than standard pocket rockets, but the remainder of the weapon's interior is occupied by targeting hardware. The Seeker is +2 TMod to hit its target, but it requires a Level 2 Smartgun interface on both the rocket launcher and the person using it for the targeting hardware to function. The Seeker causes 8 SDam from the shaped charge it contains. Detonation of the Seeker causes no dangerous fragmentation.

Super Shredder SDam: 14X Cost: 100

The Super Shredder is an anti-personnel round which most NATO countries have banned, including the United States. The Super Shredder's 3,500 ultrasharp micro-flechettes are normally sufficient to cause instant death to anyone unprotected within five meters of the detonation, and will cause near-lethal damage to individuals as far as ten meters away (14 SDam explosion, loses one point of SDam for every meter between the victim and the center of effect). Due to the relatively light mass of the fragmenting projectiles, the Super Shredder is less effective against targets with armor (x2 Severe Defense). Despite the NATO ban on the Super Shredder, several Mexican ammunition manufacturers have recently started making Super Shredder missiles, and they are becoming popular on the black market.

Tangler CDam: 4, entangling Cost: 120

The Tangler is designed for security forces, who would use the rocket to safely neutralize violent or escaping individuals without resorting to lethal force. The Tangler contains a small explosive, sufficient to cause mild injury to the target (4 CDam), but the main advantage of the Tangler is its restraining properties. Upon detonation, the Tangler fires three submunitions which then burst, each entangling the target in 75 meters of high tensile strength polymer monofilament. The monofilament has a Severe Defense of 3 and a Casual Defense of 5, but the entangled individual will normally be unable to use anything but raw Strength to break out. The monofilament itself does not normally provide enough coverage to protect the target from attacks or serve as armor for the target. All of the target's limbs will normally be tangled together and unusable, preventing the target from using any weapons or moving faster than a slow crawl. Detonation of the Tangler causes no dangerous fragmentation.

Accessories

Gyroscopic stabilizer Cost: 300 x Rank

A gyro-stabilizer offsets both the TMod penalty for burst fire and the negative TMod for making a Task Roll while running, but only up to the amount of the negative TMods. A gyro-stabilizer with a Rank of 3 would not give an attacker a positive TMod if the attacker only fired a two-round burst (normally -1 TMod on the second shot) while walking (normally -1 TMod on both shots), but the attacker would incur no negative TMods for the burst fire or the movement.

Gyro-stabilizers may be retro-fitted to weapons, but adding one decreases the concealabilty of the weapon by one level, down to Trenchcoat-concealable. A Pocket-concealable pistol would only be Jacket-concealable if a gyro-stabilizer were added to it, but a Trenchcoat-concealable weapon with a gyro-stabilizer added to it would still be Trenchcoat-concealable.

Holster Cost: 50

A holster is a custom-fitted case designed to hold a firearm inconspicuously close to the body yet keep the weapon accessible. A holster can be found for nearly any firearm up to Jacket-concealable, and holsters exists for various areas of the body (i.e., under the arm, on the calf, in the small of the back).

Invisible sight Cost: 200

The invisible sight, or "head's up" sight, was the predecessor to the modern smart-targeting system. The invisible sight consists of two pieces: a small device (6mm x 10mm) which is attached to the barrel of a firearm, and a pair of wrap-around lenses which are worn by the user. The "sight" on the weapon relays the angle and pitch of the weapon to the lenses, which clearly display a red crosshair in the wearer's field of vision indicating the weapon's line of fire. The system grants a +1 TMod bonus to the attacker's Firearms Task Roll. Thermographic and light-intensifier versions are available for an additional cost.

Laser sight Cost: 200

A laser sight is a small device (6mm x 10mm) which is attached to the barrel of a firearm. The laser sight projects a clearly visible red dot on a target in the line of sight of the weapon. The laser beam itself is not normally visible unless it passes through mist or smoke, and the wavelength and strength of the laser are such that it is completely safe. Anyone who looks directly into the laser will only be blinded momentarily. Infrared lasers are also available, which are only visible using thermographic or light-intensifier devices. The laser sight grants a +1 TMod bonus to the attacker's Firearms Task Roll.

Light-intensifier scope Cost: 700

This small device (2 cm x 6 cm) typically attaches to a mounting bracket on top of the weapon. The light-intensifier amplifies available light several thousand times, allowing near-daylight visibility even on the darkest night. The scope automatically compensates for varying lighting conditions, with no glare or "whiting out". The scope has a small illuminated LCD screen which turns on when pressure is put on the trigger of the gun. The scope may be set for x2, x5, x10, or x20 magnification.

Recoil compensator Cost: 100 x Rank

Recoil compensators can offset the negative TMods due to automatic fire, but only up to the amount of the negative TMod. A Recoil compensator with a Rank of 4 would not give an attacker a positive TMod if the attacker only fired a two-round burst (normally -1 TMod on the second shot), but the attacker would incur no negative TMods for the burst fire.

Recoil compensators may be retro-fitted to weapons, but adding one decreases the concealabilty of the weapon by one level, down to Trenchcoat-concealable. A Pocket-concealable pistol would only be Jacket-concealable if a recoil compensator were added to it, but a Trenchcoat-concealable weapon with a recoil compensator added to it would still be Trenchcoat-concealable.

Smartlink 1 and 2 Cost: 3,500 / 5,000

The use of a smartgun requires special targeting electronics to be surgically implanted into the person using the weapon. It is this special targeting neuroelectronics (or "wetware") that tells the gun which targets are which, by monitoring the attacker's autonomic responses as the arc of the gun sweeps past its potential targets and by informing the weapon which targets are "friendly" and "unfriendly." No special physical connection needs to be made between the weapon and the user: a nearly microscopic subdermal transmitter is implanted into each of the individual's hands, and it is through this transmitter that the smartgun and the targeting wetware communicate.

This also allows "personal" weapons, which will only fire when held by the character who owns them. This is a relatively inexpensive modification to the standard smartlink hardware built into the character and the weapon (500 Cr total to personalize a weapon).

Smartlink retro-fit Cost: 500

A weapon with a Level One smart link will cycle its rate of fire, or pause, to avoid firing on friendly targets, and grants a +1 TMod bonus to the attackers Firearms Task Roll. A weapon may be retro-fitted with a Level One smart link (S1), but adding one decreases the concealabilty of the weapon by one level, down to Trenchcoat-concealable. A Pocket-concealable pistol would only be Jacket-concealable if it were given a Level One smart link retro-fit, but a Trenchcoat-concealable weapon with a Level One smart link added to it would still be Trenchcoat-concealable. If a smart-enabled weapon is fired by someone without any smart link wetware, the smart-targeting system is disabled and the weapon fires normally.

Sound suppressor Cost: 400

This cylindrical device fits onto the end of the barrel of a chemically-propelled projectile weapon. The suppressor muffles the sound of the gas escaping from the weapon, making it more difficult to hear. A suppressed weapon is approximately 25% as loud as a non-suppressed weapon. Only projectile weapons may be suppressed. A sound suppressor will decrease the concealabilty of the weapon by one level, down to Trenchcoat-concealable. A Pocket-concealable pistol would only be Jacket-concealable if a sound suppressor were added to it, but a Trenchcoat-concealable weapon with a sound suppressor added to it would still be Trenchcoat-concealable. Sound suppressors are illegal in the United States.

Telescopic scope Cost: 200

This small device (2 cm x 6 cm) typically attaches to a mounting bracket on top of the weapon. The telescopic scope has a small illuminated LCD screen which turns on when pressure is put on the trigger of the gun. The scope may be set for x2, x5, x10, or x20 magnification. Telescopic scopes are extremely common.

Thermographic scope Cost: 500

This small device (2 cm x 6 cm) typically attaches to a mounting bracket on top of the weapon. The thermographic imager absorbs infrared emissions and translates them to the visible spectrum, allowing near-daylight visibility as long as there is a nearby heat source. Warm-blooded animals and other heat sources are clearly visible. The scope automatically compensates for varying temperature conditions, with no glare or "whiting out". The scope has a small illuminated LCD screen which turns on when pressure is put on the trigger of the gun. The scope may be set for x2, x5, x10, or x20 magnification.