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Weapons
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Ripper Chain
This is a length of barbed chain which entangles and lacerates it's target horribly doing massive amounts of damage and causing massive amounts of bleeding.
Damage: (Str)S
Conceal: 7
Reach: 3
Type: Whip
Cost: 1,200
By: Deathmonger
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Demo Foam
This is an aerosol dispensed foam which, when detonated, can penetrate almost anything. It has a very limited blast area, only about a meter or so, thus it is perfect for breaking open security doors and similar barriers. It comes with 6 feet of fuse.
Damage: 20D*
Conceal: 8
*Counts as armor piercing.
By: Deathmonger
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SPEAR ATGM
The SPEAR ATGM is guided by thermal signatures and can detect a 1-degree temperature difference at ranges over 3500 meters. The missile tracks minute differences between hot and cold and thus cannot be fooled by flares or other counter measures. SPEAR is fire and forget capable and nothing less than a complete change in thermal signature can throw it off course. It may be fired at slow moving flying targets (IE helicopters, drones, etc., not fixed wing aircraft.)
Type-ATGM
Damage-30D*
Conceal- 0
Mode-SS
Intelligence-12
*counts as armor piercing
By: Deathmonger
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Ares MP .50 CQB
Ares new heavy close quarter battle weapon posses the power to tack down most heavily armored targets and the portability to be used in room to room fighting. It is the only .50 caliber assault rifle ever produced. The MP .50 may not accept barrel mounted accessories.
Damage- 14D
Ammo- 10
Conceal- 2
Mode- SA/BF
Type- Assault Rifle
By: Deathmonger
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Splinter Series Weapons
These revolutionary new weapons use magnetic fields to hurl microscopic explosive crystals at great velocity. The crystals lacerate flesh and other tissues before exploding and leaving the wound wide open. Only doctors who are specially trained to treat these wounds are able to remove the crystal fragments and heal the patient effectively. It is important to note that there are almost no doctors trained to handle this kind of wound. The crystals contain a chemical called Orichalum Condensate that prevents magical healing until the fragments are removed.
Splinter Pistol
Ammo: 50
Mode: SA/BF
Conceal: 6
Damage: 9S
Type: Heavy Pistol
Splinter Rifle
Ammo: 250
Mode: SA/BF/FA
Conceal: 3
Damage: 9S
Type: Assault Rifle
Splinter Cannon
Ammo: 500
Mode: SA/BF/FA
Conceal- None
Damage: 9S
Type: LMG
Shard Cannon
Ammo: 500
Mode: SA/BF/FA
Conceal: None
Damage: 18D
Type: Assault Cannon
With the exception of the shard cannon, all splinter series weapons are
considered silent, making no noise other than a barely audible crackle. Auto
fire rate is 15 rnds per turn.
By: Deathmonger
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Ares "Wart Hog" 25mm Long Rifle
This anti-vehicle weapon is technically a sniper rifle but uses the auto cannon range table. It comes with a x20 thermal scope and a bi-pod.
Damage- 20D
Mode- SS
Conceal- None
Type- Auto Cannon
Ammo- 1
By: Deathmonger
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Mass Case Grenades
These Grenades are top of the line, and super high-powered explosives. They are made from the most stable material there is, but it is so powerful. The explosion is twice as big as C-16, and way stronger too. It has an effective range of 30 meters, with a -1 to the power for every 2 meters.
Damage: 15-D (Hardened is halved and treated as normal armor)
Conceal Ability: 8
Availability: 6
Street Index: 3
Cost: 200¥ for 3
By: El Mierdo
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The Nano-Brainbore 88
This is an ugly gun, but there is something about it. It looks like a big ball with a pipe and blades sticking out of it. It shoots small, fairly fast moving drones. Now, the way they attack a person is rather unique, for the fact is they do like the name says. It is a single shoot, auto reloading weapon; Complex to shoot it basically. First you have to target somebody; yes, it has a target tracking system. Then upon firing the weapon it launches a small drone at the person. The drone seeks their head, upon reaching the person it begins to BORE a HOLE in their skull. They can be out run, but you have to jump off a building or do something quick to get some distance between you very quickly. They move at a rate of 45 meters a turn, they have a 200-meter range. After the 200 meter range has been reached, the drone self-destructs causing a decent explosion (4-D). This is made to BORE into someone’s head and Detonate, Yes they get to resist it, they can try to shoot it with a Target# 16 to hit it.
Damage: 8-S Hardened is negated (Uses lasers to cut through armored skulls). 4-D for the explosion upon entry to the skull (No armor for the purpose of it bring in your skull). It is every 3 successes drops it a Damage Level, vise every 2 successes. (Only for the explosion, normal resistance for it boring into their head.)
Conceal: 0
Availability: 24
Street Index: 8
Cost: 75,000¥
It requires a piece of Cyberwear to be installed into the users head, this is for the users own protection. During some tests of the weapon, the target that was targeted ran at the user, causing the user to be the targeted. Well, we found a way to make that impossible, for the purpose of us not wanting to lose any of our men. So, we developed the "Nano-Exquizitor"! Most of the time they will not install this into he users, so feel very lucky if they do. Of course, you would never know until it was to late. For this purpose, the user receives the Mysterious Cyberware Flaw. So, GM's this is your opportunity to play some fun games with the PC's. It transmits a Frequency that the drone will not track; it is different for them all.
Cost: 40,00¥
Availability: Comes with gun (Maybe)
Street Index: 8
By: El Mierdo
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"The Hummingbird"
This gun is a Vehicle Mounted Weapon only, do to the weight of it, and the amount of ammo needed. It weighs about 300 pounds, without all of the ammo. It is an outstanding weapon for total annihilation of anything that stands in the way. It is a Custom weapon, meaning it is tailored to the vehicle. Only a select few can manage to use this weapon as a normal combat weapon, but with massive amounts of recoil.
It is a Super High Velocity weapon, because it can fire 98 rounds a second. (294 rounds a turn.) It takes a Complex Action to ready the weapon, meaning to get the barrels spinning at the speed needs to fire. This unique weapon uses an Air Firing Pin, which allows it to fire at such a high rate. The barrels are Gas Vented, Spring Shock absorbed, and have Shock Absorption Pads on the grip.
There are 2 different types of rounds that can be fired from this weapon; both are 50 Caliber. One is the 50 Cal. Uranium-Depleted rounds, and the other is the Standard 50 Cals: APDS, EXPLOSIVE, REGULAR. The Uranium-Depleted rounds are Treated as APDS, EXPLOSIVE rounds. They are considered an Automatic Penetration on all Standard Armors, even Gel-Pak. All Military Grade Armors are Halved and considered Regular armor. Vehicle Armor is treated the same, except for the fact that it is hardened. Meaning you add up the Damage of the bullets, and then divide the total Damage by the remaining armor of the Vehicle, then the vehicle resists that number. (Vehicle with Armor: 20 would Resist: 10-D No Armor to lower it anymore.)
Damage: 14-D (Regular rounds) 18-D (Special Rounds)
Mode of Fire: SFA (Super Full Auto)
Conceal Ability: None (Carried), 8(Vehicle Mounted)
It can not be mounted on Bikes or small boats.
Availability: 25
Street Index: 6
Cost: 120,000¥
Regular Rounds Cost per 1000: 5,000¥
Special Rounds
Availability: 20
Street Index: 6
EXP Rounds per 1000: 8,000¥
APDS per 1000: 10,000¥
Special Rounds per 1000: 25,000¥
In order to use this weapon as hand held, you must have a minimum strength of 12. This Weapons Recoil is added for every 5 bullets vise every bullet, this gives the Weapon +59 for Recoil. It comes with all the Recoil Reducers it can have, giving you a -48 Recoil; Meaning you have a +11 for recoil. (Strength can further Drop the Recoil, but count the STR points not being used to hold and carry the weapon w/Ammo. So, total weight with ammo is about 500-600 pounds.)(10,000 round belt) Gyro Mount can be used to drop the Recoil, but you only get half of the negative recoil for the gyro mount.
All Guidance Systems are compatible with this Weapon, when mounted on a Vehicle it uses a Combat Computer to fire. Meaning once you select the target, it will not stop firing until it is destroyed or out of ammo. To fire it when in a Vehicle, you can use a Datajack make a computer test of 6 to target with a Gunnery test of 8 to have it continually fire. A gunnery test will need to be made Every Turn, until target is destroyed. You can Target more then one target at a time, which then the Computer would even disperse all the rounds between the targets. You get a +1 to your Gunnery Target # for every extra Target; Combat pool can be used.
Combat Computer
Availability: comes with gun
Street Index: 6
Cost: 50,000¥
This Weapon is owned and patented by Killian Darkwater, if the improper code is entered to do Repairs or upon disassembly; all within an area of 10 meters must resist 15-D Half Armor, Hardened is Negated. No one knows about this except Killian, so when he tells them not to take it apart if it breaks, bring it back to me for repairs. You know why!
By: El Mierdo
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Hellfire Minigun
This weapon is basically a rapid-fire grenade launcher that is used to punch holes in heavily armored targets or anything else for that matter. Each weapon is custom made and only the owner is capable of using it.
Conceal: -
Availability: 10
Street Index: 8
Cost: 10,000¥
(Damage is per Grenade, and effective area of blast.) In same vicinity damage is 25-D Hardened is treated as normal, and Half Impact! Shoots Rapid Fire Mini Grenades, 10 shots a turn.
Killian Darkwater owns the patent. All designs are made to the owners specs, there for, anyone who tries to use if not equal in size, it is rendered useless. The recoil Modifications are made to the owner, it is a customized weapon, and no 2 are made alike. The unique design has made them incapable of being copied by any company out there.
By: El Mierdo
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"Hell Fire" Flame-thrower
One of the most favorite weapons among pyromaniacs, the Hell Fire is capable of shooting a stream of scorching flame up to 20 ft. It uses liquid fuel stored in a reinforced backpack. It is capable of holding up to 2 gallons at a time. The pack has a hose that connects to the gun, which is about 1 meter in length. The armor on the pack is rating 8. It is capable if shooting a sustained stream of flame or single bursts.
Conceal: N/A
Ammo: 2 Gallons
Mode: SS/FA
Damage: 10M
Weight: 20
Avail: 8/14 Days
Cost: 7,000¥
Street Index: 3
Note
The Hell Fire can become very unstable when brought under extreme outside heat. Also, the flames can make a targets' ammo and explosives go off, causing more damage.
The Hell Fire also makes armor almost completely useless. A target with an armor value less than the power of the weapon becomes damaged beyond repair, melted by the extreme heat. Use half impact to resist the damage of the Hell Fire.
By: KillJoy
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Shuriken Weapons
Shuriken weapons have a maximum autofire rate of 15 rounds per combat turn. The shuriken weapons fire monofilament disks which may be dikoted for extra damage. Hardened armor has no effect against shuriken weapons. Damage resisted from shuriken weapons is ½ impact armor. There are three types of shuriken weapons: the Shuriken Pistol, Shuriken Catapult, and the Shuriken Cannon.
Shuriken Pistol
Type: Heavy Pistol
Damage: 6M
Availability: 26/1 month
Conceal: 6
Mode: SA/BF/FA
Cost: 50,000¥
Shuriken Catapult
Type: Assault Rifle
Damage:10S
Availability: 26/1 month
Conceal: 2
Mode: SA/BF/FA
Cost: 500,000¥
Shuriken Cannon
Type: Cannon
Damage: 20D
Availability: 26/1 month
Conceal: (ha ha ha)
Mode: SA/BF/FA
Cost: 5 Mill ¥
By: Deathmonger
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Death Spinner
The death spinner fires a monofilament net that can ensnare and shred its target. This net has a range of 25 feet and is treated as armor piercing. The net is then coiled by a high powered magnet and thus reloads itself. Damage done by this is so extensive the creatures that have the power to regenerate won't get to.
Type: Special
Damage: 15D
Availability: 26/ 6 months
Conceal: -
Mode: SS
Cost: 500,000¥
By: Deathmonger
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Krigar "T" Light Cannon
This devise/weapon is a state of the art destructive tool. It is designed to take out vehicles and heavily armored personnel. Not even the best of security has this weapon. The only security force that has it is Ares and the military. The projectiles that shoot out of the cannon travels so fast that it melts armor and anything in its way for up to 3 meters, anything after it may not have to resist. The weapon comes in two versions: a anit-troop version and anti vehicle version.
Anti-personal
Conceal: -
Ammo: 1000 box
Mode: SS
Damage: 28D
Weight: 20
Availability: Classified
Cost: 10,550¥
Street index: Classified
Anti- Vehicle
Conceal: -
Ammo: 1000 box
Mode: SS
Damage: 30D
Weight: 50
Availability: Classified
Cost: 40,000¥
Street index: Classified
By: El Mierdo
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H&K TGKE-7
The TGKE-7 is the newest assault rifle from Heckler & Koch. After
years of testing it is finally here. "What does TGKE stand for?" you ask,
"THIS GUN KILLS EVERYONE". It is the most reliable assault rifle to ever be
made. The TGKE-7 comes with everything a runner could imagine, it has a
specially designed gas vent that takes almost all recoil away and with the
gun stock installed there is no recoil at all so you can stay dead on target
even in full auto, it has five types fire settings, semi-auto, 3 round
bursts, 5 round bursts, 15 round bursts, and full auto at a whopping 20 rps.
"That's it you ask" not yet the TGKE-7 has an 80 round magazine! We're even
going to give you the newest in scope technology. This scope comes with
everything you need you can switch it from regular view to inferred, and to
ultrasound. And for your sniper needs it has a built in sound suppressor.
Call your local H&K retailer now. Only while supplies last.
Conceal. 3
Ammo 80m
Mode SA,BF,FA-20
Damage 10m
Weight 20
Avail. 24\1 week
Cost ¥10,000
Street 5
* Because of its high rate of fire after 20 or so shots the gun tends to
over heat. Roll a D6 ever 20 shots if on a roll of 1-2 the gun gets too hot
and the barrel warps and you can't fire it until u get it fixed which will
cost ¥2000. 3-4 the gun over heats and jams and can't fire for 5 turns. 5-6
the gun is fine and you can continue to kill.
By: Hatchetman
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Anti-astral Grenades
These grenades act as IPE offensive anti-personal grenades except that they can hit astral targets because of their orichulum casing. Also, these grenades contain Fat Bacteria Strain III and it will continue to feed on the astral target until it either leaves astral or is killed.
Conceal: 6
Damage: 15S
Availability: 12/2 weeks
Cost: 5,000¥
Street index: 6
By: Deathmonger
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Power Fist
A large gauntlet with a power cell. It sends a large amount of energy into a target upon contact and is able to punch through most anything.
Conceal: 2
Reach: -
Damage: (Str+4)D
Weight: 5
Availability: 15/10 days
Cost: 100,000¥
Street Index: 3
By: El Mierdo
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Lictor 20k pistol
A small arm crafted by the Industrial E team over at Saeder Krupp. Used largely when weapons are not supposed to be at a meet, built with an aluminum alloy allows it to bypass security measures with ease. Includes an integrated sound suppresser, laser sight, and vision magnification system.
Conceal: 7
Ammo: 5(c)
Damage: 7M
Mode: SA
Avail: 5/24 hrs
Cost: 10,000¥
Street index: 2
By: Fallen Bishop
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Spider Arms-Adashiel Black Moon Sniper Rifle
Crafted by the now defunct Spider arms, it was used by the yakuza right up until the Star took several of its founders in on charges of Murder 1 and blackmail. It is virtually impossible to locate while broken down, but once put together; you had better kill any fraggin witnesses because this thing is huge.
Conceal: 15/-
Ammo: 1
Damage: 16S
Mode: SS
Avail: N/A
Cost: N/A
Street index: N/A
By: Fallen Bishop
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Razor Win-Combat Claw
Basically a forearm snapblade with the capability of a long rage attack, based on a 10 ft chain in its band.
Conceal: 4
Damage: (Str+2)M
Avail: 4/16hrs
Cost: 500¥
Street index: 1
By: Fallen Bishop
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Viper Needle Sniper Rifle
The Viper sniper rifle is a specially designed sniper rifle that fires a
stream a metallic or plastic needles. The slivers travel fast enough to go
through an unarmed body. This is an especially dangerous weapon because the
damage in nearly impossible for a doctor to heal. The needles leave small
holes in the target that cannot be stitched together. Internal bleeding
from a single puncture can kill a person before the doctor even finds the
wound. In addition, the Viper sniper rifle fire needles at an incredibly
fast rate. At long ranges it can fire off 30 needles before the first one
hits the target. It is especially favored by assassins because it is nearly
silent, making only a quiet hum when it fires. It can be broken down.
Unless the doctor has been specially trained to treat the wounds caused bye
a Viper (most are not) double the target number for treatment and triple
the cost. Magical healing works normally.
It comes with an integral Smartgun 2 link, mag 3 scope with thermal and low
light, built-in silencer, and shoulder guard. It can be set to fire a
single needle, a burst or six, or a fully automatic stream (maximum of 40).
Note that the Viper does not follow the standard rules for damage; the
damage level goes up by one for very six needles fired. Because of the
relatively poor armor penetration, double the rating of any armor that the
target is wearing. The rifle only gets one point of recoil for every 6
needles fired.
Type: Sniper
Conceal: N/A
Mode: SA/BF/FA
Ammo: 200
Damage: 4L
Weight: 4.5
Cost: 15,000¥
Availability: 15/10 days
Street Index: 4
By: Mist
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Radiation Grenade
The rad grenade is a rare and frightening bomb designed to throw out a huge
amount of radiation when detonated. It is about the size of a foot ball
and contains a spherical core of uranium or plutonium that is surrounded by
a shell of plastic explosives. When the bomb detonates the core is
compressed and a large amount of neutron radiation it given off. The actual
explosion is very small and will inflict 5M to anyone standing within a few
feet. The damage from radiation works as follows:
The radiation will inflict inflict 10D stun damage to any unshielded
lifeforms hit by the radiation. Combat pool and threat rating cannot be
used to resist. The damage, however, does not show up for several combat
turns. Roll 2D6 when the character is exposed to the radiation; this is the
number of minutes before the damage manifests. After the character resists,
fill in the appropriate number of boxes on their stun damage meter. The
stun damage will go away as normal. Each time a box of stun damage is taken
away fill in one box on the character's PHYSICAL damage meter. This
represents the initial disorientation followed by sever cellular damage
caused by radiation.
The power will go down 1 per 15 feet away from the blast. The radiation
will pass easily through solid objects like walls, cars, or body armor. Use
1/3 of the original impact armor or barrier rating. If the object has
hardened armor or is made of rock or concrete, use the full barrier rating.
If the barrier is made of lead use double the normal rating. This means
that a person can be hurt from a rad grenade that goes off in another room.
Materials, especially metal, in the immediate area of the blast may become
radioactive. If anyone touches a metal object that has been exposed to the
blast from a rad grenade they must resist damage. A large object (cars
sized and up) will cause moderate damage with a power equal to one half the
power that the object would have been exposed to during the blast (round
up). Damage must be resisted once every hour until the character gets rid
of the object. Small objects cause light damage. This means that a person's
guns, armor, and even jewelry can become radioactive. This also applies to
the area around the blast. Cyberware will become radioactive on a role of
4+ on a D6.
Example:
Grayson Lynx and Samurai Bob are trying to kill each other inside an
abandoned house. Unfortunately Lynx has an appointment that he can't be
late for. Not wanting Bob to get away, he takes out a rad grenade, sets the
timer for 30 seconds, and runs out. The grenade goes off when Bob is
looking for Lynx on the second floor of the house. Bob is 18 feet away and
the floor is between him and the grenade. The GM decides that the floor
would have a barrier rating of 6. Bob gets a -1 for being 15 feet away, a
-2 for having a floor between him and the grenade (1/3 of the floor's
rating of 6), and a -1 for his armor jacket (1/3 the impact armor rating of
3). Bob roles 2D6 and gets a 8. In 8 combat turns he must resist 6D stun.
When he roles to resist he gets 2 successes and brings it down to a serious
stun. Bob gets very dizzy and drops his gun. He stumbles out of the house
and flags down a taxi. On the ride home his stun damage goes away. He now
has a serious physical wound.
Two weeks later Bob goes back to find his lost gun. When he enters the
house and goes up to the room where he dropped his gun he again must resist
damage; this time 3L (light damage for being in the blast area and 1/2 the
original power of 6). He gets 2 successes and takes no damage. The gun took
damage with a power of 7 (The gun did not have protection of the armor
jacket). Bob finds the gun and picks it up. As he walks out he must resist
another 4L from the gun. After a few hours of carrying the gun Bob begins
to become dizzy again. He decides that he can afford to get a new gun and
tosses it into the river.
Note: Radiation grenades are highly illegal. Anyone caught with one will be
facing huge fines and long stays in jail. They are very difficult to
smuggle due to the fact that they are very easy to detect with radiation
sensors.
Type: Grenade
Damage: 10D stun/physical
Cost: 15,000¥
Availability: 20/ 1 month
Street Index: 3
By: Mist
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Ares UW Sentry System
The UW Sentry System is an under water version of the popular Ares Sentry
Platform (page 46 in Fields of Fire). It is usually mounted with four UW-16
Torpedoes. It is often used to guard harbors or private corporate research
facilities on the water.
Use rules for Sentry Weapons in Fields of Fire
By: Mist
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Ares UW-16 Torpedo System
The Ares UW-16 Torpedo System is a one-shot, fully portable, shoulder
launched torpedo. Can be used to destroy light water craft or underwater
installations. The missile is controlled by an on-board sonar guidance
system and will track it's target automatically. It takes 3 Complex Actions
to reload.
Note: It won't even scratch a military submarine or vessel; they all have
hull armor of 40 or more)
UW-16
Type: Torpedo (use missile range table)
Conceal: NA
Mode: Single Shot
Ammo: 1
Damage: 16D
Intelligence: 4
Weight: 6
Cost: $1,800 for launcher, $5,000 per torpedo
Availability: 12/14 days
Street Index: 4
By: Mist
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Ares UW-16 Torpedo System
The Ares UW-16 Torpedo System is a one-shot, fully portable, shoulder
launched torpedo. Can be used to destroy light water craft or underwater
installations. The missile is controlled by an on-board sonar guidance
system and will track it's target automatically. It takes 3 Complex Actions
to reload.
Note: It won't even scratch a military submarine or vessel; they all have
hull armor of 40 or more)
UW-16
Type: Torpedo (use missile range table)
Conceal: NA
Mode: Single Shot
Ammo: 1
Damage: 16D
Intelligence: 4
Weight: 6
Cost: $1,800 for launcher, $5,000 per torpedo
Availability: 12/14 days
Street Index: 4
By: Mist
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Ares UW-8 Stingray
The Ares UW-8 Stingray is a conversion of our most popular gun ever made,
the Ares Predator II. It quickly became a favorite of U.C.A.S. SEAL teams. It
has been modified to fire ceramic pellets using compressed air cartridges.
Although it was designed for underwater use, it can also be fired on dry
land.
Note: The UW-8 cannot have any accessories
UW-8
Type: Heavy Pistol (half the range when fired on land)
Conceal: 4
Mode: SA
Ammo: 15
Damage: 8M
Weight: 2.5
Cost: $3,000
Availability: 8/3 days
Street Index: 3
By: Mist
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Ares UW-4 Harpoon gun
The Ares UW-4 is a meant for when you need protection from more then the
sharks. It uses compressed air to fire a 12 inch Dicoted(tm) harpoon into
your target. The compressed air cartridges are attached to the back of the
weapon and are good for 10 shots. The auto-loading system allows you to
fire several shots in rapid succession.
Note: The UW-4 cannot have any accessories
UW-4
Type: Use heavy pistol range table
Conceal: 2
Mode: SA
Ammo: 5
Damage: 10S
Weight: 3.5
Cost: $2,000
Availability: 5/2 days
Street Index: 2
By: Mist
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Ares Man Portable Rail-gun
The Ares Man Portable Rail-gun is a scaled down version of the vehicle mounted rail-gun. At a distance, this weapon can be identified with the whip-like sound it makes when it is fired. It is not ment to be a subtile weapon. Only the richest of the world governments are able to afford the mass production of these weapons. The Man Portable Rail-gun cannot be found on the streets.
Type: Rail-gun
Conceal: N/A
Ammo: 20(c)
Damage: 15D
Weight: 8.5
Availability: Unknown
Cost: 500,000 ¥
Street index: Unknown
**Use assault cannon range table. Use half bolistic armor. The Rail-gun comes with an integeral Smartlink II. The Rail-gun may accept all top and bottom mounted accessories but not barral mounted accessories. Generates 5 points of recoil.
By: Deathmonger
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EMP Grenade
This is a weapon made to even the odds against those that are cybered and those that are not. The EMP grenade works like this. Once detonated, the EMP will send out an electronic pulse that will short out any cyberware in the immediate area, up to thirty meters. This means ALL cyberware. Cybereyes go dead and the person is rendered blind. Cyberears will go deaf. Wired reflexes will render the person helpless, unable to move. In addition to shutting down cyberware, it will also shut down any other electronic device in range.
Conceal: 6
Damage: Special
Weight: .25
Availability: 18/6 weeks
Cost: 10,000¥
Street Index: 3
Notes: Pulse will destroy all electronics in a 30m. range.
Maybe be radio detonated.
The only way to fix the effects of an EMP grenade on cyberware is to get it replaced.
By: Ænubis
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Datomizer
The Datomizer utilizes microwaves to destroy a target. This is the first design made for a weapon of this type. It is a very cumbersome weapon, but the damage it causes sort of counterbalances this. When the trigger is pulled, the microwaves will be set into motion, exiting toward the target. The Datomizer works by cooking the target from the inside. For this reason, no armor saves are allowed. Because it takes time for the microwaves to take effect, the Datomizer must be held firing on the target for about 1 minute before it must resist damage. After the target resists, they must make a willpower test to see if they can keep fighting from the extreme pain caused by the cooking of their internal organs. The GM may have the targets suffer internal damage after being shot at by the Datomizer. The Datomizer also works on nonliving targets as well, such as brick walls and wooden doors. It has a very damaging effect on metal. If it is held on a metal item, such as a support beam, for more then two minutes, the section being hit by the microwaves will explode. The damage does not go up for every 2 successes.
Type: Laser
Conceal: 0
Ammo: About 30 minutes of firing.
Mode: FA
Damage: 12S
Weight: 20
Availability: 18/2 months
Cost: 1.5 million ¥
Street Index: 5
By: El Mierdo
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Buzz Bomb
The Buzz Bomb was designed to effect mages in a large area. It is loaded with Strain IV Alpha, a new bacteria that was found to feed on the magic of metahumanity. The Buzz Bomb, also know as the “Hermetic Headache”, is used by prison guards in maximum security prisons and other places where magical riots occur.
Type: Grenade
Conceal: 6
Damage: Special
Weight: .2
Availability: 25/1 month
Cost: 120,000¥
Street Index: 5
By: KillJoy
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Derringer Scorpion Assault Rifle
The new age of assault rifles is here. Developed by Ares, the Derringer assault rifle is a multi-role weapon capable of splitting body armor with ease. The special ammo that was made for the Scorpion also increases the power of the weapon for the times you really need that extra punch.
Type: Assault
Conceal: 2
Ammo: 50(c)
Mode: SS/SA/BF/FA
Damage: 9M
Weight: 6
Availability: 6/4 days
Cost: 4,000¥
Street Index: 2
**In addition to firing normal ammo, the Scorpion can be loaded with its own special ammo.
Derringer Scorpion Special Ammo
Scorpion Explosive Ammo
Conceal: 8
Damage: +3 to weapon
Weight: .75
Availability: 6/72 hrs
Cost: 100¥
Street Index: 1
*Under extreme heat, the ammo might explode. If this happens, anyone equipped with a clip will resist 12M per clip. Use Impact to resist the explosion.
Scorpion APDS ammo
Conceal: 8
Damage: +2 to weapon
Weight: .5
Availability: 14/14 days
Cost: 100¥
Street Index: 1
Use 1/2 Ballistic armor when resisting.
By: Ash
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AM-12 Sniper Rifle
This belt action sniper rifle is commonly found in the hands of police and Federal snipers. It’s accuracy is unequaled and can consistently hit a 1 inch target at ranges of more than half a mile. Because it is so widely used among so many people, it is very easy to get. And this is something that the police will not tolerate.
Type: Sniper
Conceal: -
Ammo: 5 (internal)
Mode: SS
Damage: 14S
Weight: 10
Availability: 4/14 days
Street Index: 1.5
Special
The shoulder stock provides one point of recoil reduction, which gives the gun a +1 recoil modifier. The AM-12 comes with a Mag X telescopic sight which makes all targets seem like they are within 50 feet of the barrel. Because of this, the AM-12 ignores all target modifiers for calling shots and all targets within range are considered short range. The Mag X scope can be fitted with a smartlink for even better accuracy. The Mag X scope comes with Low-light and range finder. The AM-12 cannot accept any other accessories.
By: Deathmonger
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Barrett 240 Sniper Rifle
The Barrett 240 was designed to drop tanks. It fires special 70 caliber uranium depleted ammunition. It’s heavy caliber prevents it from carrying more than one bullet, which is located in the reinforced chamber.
Type: Sniper
Conceal: -
Ammo: 1
Mode: SS
Damage: 30D
Weight: 20
Availability: 24/3 months
Street Index: 4
Special
Treat uranium depleted ammo as armor pearcing and ignore the effects of hardened armor. The stock must be removed to reload and this requires a Complex Action to do. The Model 240 has a +2 recoil modifier when shooting. It may accept top and under barrel accessories but not barrel mounted or chamber based accessories.
By: Deathmonger
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Knight Errant “Man-Stopper” Heavy Tazer
Now presenting the weapon that won Knight Errant the five pound brick of orichulum in Dunkelzahn’s will. This high powered tazer is designed to be accurate out to 100 meters and deliver incapacitating shocks to everything from dwarves to trolls and other large and potentially dangerous assailants. It’s pump action and 8 shot magazine ensure that you’ll never be let down by an empty tazer.
Type: tazer
Conceal: 3
Ammo: 8(m)
Mode: SS
Damage: 15D Stun
Weight: 5
Avail: 6/7 days
Cost: 2,500¥
Street index: 3
*This weapon uses the shotgun range table.
By: Deathmonger
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Ken sword
This is a very powerful and strong sword made of the finest materials. It may cost a bit more than most other swords, but the strength and durability of the weapon is worth it.
Conceal: 3
Reach: 1
Damage: (Str.+4)M
Weight: 0.75
Avail: 4/48 hrs
Cost: 2,500¥
Street index: 2
By: Deathmonger
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