Fibrewire
Use places the Attacker in Grapple. If the Grapple is won, the Target falls Unconscious.- Encumbrance 1
- Damage Threshold N/A
- Kill Threshold 5 (Ignores Armour)
- Damage Pain (All or None)
- Maximum Range Held, in Grapple
- No. of Hands needed 2
- Detectability Non-Metallic, Concealable
- Price 10
Cudgel or Baton
- Encumbrance 2
- Damage Threshold 5
- Kill Threshold 6
- Damage Pain
- Maximum Range Held
- No. of Hands needed 1
- Detectability Non-Metallic
- Price 20
Syringe
Can use poison (Health Damage) or tranquiliser (Tranquilised Status).Use places the Attacker in Grapple.
- Encumbrance 1
- Damage Threshold N/A
- Kill Threshold 3 (Ignores Armour)
- Damage Health/Status
- Maximum Range Held
- No. of Hands needed 1
- Detectability Non-Metallic, Concealable
- Price 50
Plastic Combat Knife
- Encumbrance 1
- Damage Threshold 4
- Kill Threshold 6
- Damage Health
- Maximum Range Held or Short (Thrown)
- No. of Hands needed 1
- Detectability Non-Metallic, Concealable
- Price 50
Longbow or Crossbow
Attacks with this weapon are silent.- Encumbrance 2
- Damage Threshold 5
- Kill Threshold 6
- Damage Health
- Ammunition Unlimited
- Maximum Range Medium
- No. of Hands needed 2
- Detectability Non-Metallic
- Price 100
9mm Pistol
- Encumbrance 1
- Damage Threshold 4
- Kill Threshold 5
- Damage Health
- Ammunition Unlimited
- Maximum Range Medium
- No. of Hands needed 1
- Detectability Metallic, Small
- Price 100
Uzi (3 shots per turn)
- Encumbrance 1
- Damage Threshold 4
- Kill Threshold 5
- Damage Health
- Ammunition Unlimited
- Maximum Range Short
- No. of Hands needed 1
- Detectability Metallic, Small
- Price 200
MP5 (3 shots per turn)
- Encumbrance 2
- Damage Threshold 3
- Kill Threshold 4
- Damage Health
- Ammunition Unlimited
- Maximum Range Short
- No. of Hands needed 2
- Detectability Metallic
- Price 300
Assault Rifle (5 shots per turn)
While the Rapid Fire mode has relatively short range, the Single Shot mode can fire accurately at up to 200 metres.- Encumbrance 2
- Damage Threshold 1
- Kill Threshold 3
- Damage Health
- Ammunition Unlimited
- Maximum Range Short (Rapid Fire) Medium (Single)
- No. of Hands needed 2
- Detectability Metallic, Large
- Price 500
Combat Shotgun
Doubles Damage if within 3 metres of the Target.- Encumbrance 2
- Damage Threshold 1
- Kill Threshold 2
- Damage Health
- Ammunition Unlimited
- Maximum Range Short
- No. of Hands needed 2
- Detectability Metallic, Large
- Price 500
Sniper Rifle
- Encumbrance 3
- Damage Threshold 0
- Kill Threshold 1
- Damage Health
- Ammunition Unlimited
- Maximum Range Long
- No. of Hands needed 2
- Detectability Metallic, Large
- Price 500
Flamethrower
Weapon cannot have a Silencer attached.- Encumbrance 5
- Damage Threshold 3
- Kill Threshold 3
- Damage Health (Successful
- Damage gives On Fire Status)
- Ammunition Unlimited
- Maximum Range Short
- No. of Hands needed 2
- Detectability Large, Metallic, Volatile
- Price 600
Smoke Grenade
Weapon cannot have a Silencer attached.- Encumbrance 1
- Damage Threshold N/A
- Kill Threshold N/A
- Damage Blindness Status
- Maximum Range Thrown
- AoE 5
- Detectability Small, Metallic
- Price 20 per unit
Explosive Charges
Weapon cannot have a Silencer attached.N.B. These are better at collapsing walls than killing people!
- Encumbrance 1
- Damage Threshold N/A
- Kill Threshold 6
- Damage Health
- Maximum Range Held
- AoE 1
- Detectability Small, Volatile
- Price 20 per unit
Grenade
Weapon cannot have a Silencer attached.- Encumbrance 1
- Damage Threshold 1
- Kill Threshold 3
- Damage Health
- Maximum Range Thrown
- AoE 3
- Detectability Small, Metallic, Volatile
- Price 15 per unit
Gas Grenade
Weapon cannot have a Silencer attached.- Encumbrance 1
- Damage Threshold N/A
- Kill Threshold N/A
- Damage Poisoned Status
- Maximum Range Thrown
- AoE 5
- Detectability Small, Metallic
- Price 30 per unit
Rocket Launcher
Weapon cannot have a Silencer attached.N.B. Only 1 Ammo!
- Encumbrance 5
- Damage Threshold -5
- Kill Threshold -5
- Damage Health
- Maximum Range Long
- AoE 5
- Detectability Large, Metallic
- Price 800
Anti-Materiel Rifle
Weapon cannot have a Silencer attached.Limited Ammunition (More can be purchased, see Equipment).
- Encumbrance 4
- Damage Threshold -5
- Kill Threshold -5
- Damage Health
- Ammunition Quantity 5
- Maximum Range Very long
- No. of Hands needed 2
- Detectability Metallic, Very Large
- Price 2000
Armour
Armour protects the wearer from damage by increasing their Damage and Kill Thresholds.Light Armour
Detectable only on a search, and not a security flag!- Encumbrance 2
- Damage Threshold +0
- Kill Threshold +2
- Damage Health
- Detectability Concealable
- Price 100
Body Armour
Visible to anyone when worn, and not usually worn by anyone except security personnel.- Encumbrance 4
- Damage Threshold +2
- Kill Threshold +3
- Damage Health
- Detectability Not Concealable
- Price 300
Misc
Name | Description | Price |
Anti-Materiel Ammo | Additional ammunition for the Anti-Materiel Rifle |
10
|
Binoculars | Allows visibility of distant objects (GM’s Discretion) |
20
|
Disguise | Allows the character to change their appearance |
100
|
Forgery Kit | +2 Larceny for forgery |
500
|
Gas Mask | Ignore gas and smoke |
50
|
Hacking Equipment | +2 Computer for hacking |
500
|
Kinetic Booster Injection | An injection that boosts your Kinetic Points for use. Gives +2 Kinetic Points but, when taken, reduces Health by 2 until the end of the mission. |
200
|
Lighter | Sets fire to things! |
5
|
Lockpicks | Electronic and Mechanical lock picks |
50
|
Medical Kit | +2 Medicine to heal injuries, contains Painkillers |
50
|
Night Vision Goggles | Allows unrestricted vision at night, ignoring Darkness Status |
30
|
Painkillers | Ignore full Pain Damage, retaining consciousness for 5 Combat Turns |
50
|
Precision Tools | +2 Engineering for electronics |
500
|
Remote Detonator | Allows remote detonation of most explosives |
100
|
Secure Radio | Allows encrypted, undetectable communication |
50 per nit
|
Silencer | Weapon-specific, attacks with this weapon are silent |
100
|
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