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  Written By:  Mark Chase (mchase@meta-earth.com) 
   
  All material within, Copyright 2000, all rights reserved 
  Home Base 
  Meta-Earth 
  http://www.meta-earth.com 
   
   
   
   
  A Plug-in for the Fuziontm Roleplaying Game 
  
   
  Introduction 
  About Atomik Fuzion 
  Atomik Fuzion is collection of "Fuzionable Materials" developed by Mark Chase, for use 
  with any Fuzion RPG gameworld from modern-day, to sci-fi, to high fantasy.  These plug-
  ins include Atomik Magick, Atomik WAR, Atomik Deathmatch (made for Atomik WAR), 
  the mecha gameworlds of Vigilantian, Metal Storm: 2380, and world of Lodoss War RPG 
  (base on the anime), as well as generic plug-ins for LifePath, psionics, and alien creatures. 
   
  Playing Fuzion 
  So. you have this Atomik Fuzion plug-in, but how do you play Fuzion?  First, you must get a 
  set of Total Fuzion rules.  As mentioned (see side bar), the rules to create characters and 
  play the game can be found in any Fuzion RPG book, or at the Fuzion web site.  If you are 
  having trouble finding a Fuzion game book, visit your local gaming store and ask about the 
  R.Talsorian Games, Heroes Games, or Obsidian Studios product line.  I recommend 
  Shards of the Stone (a fantasy world), or Champions: The New Millennium.  For Sci-Fi, 
  you might look into getting Bubblegum Crisis or Votoms.  Eventually, a Fuzion version of 
  Cyberpunk and Mekton, will be released, which should be excellent. 
   
  Atomik Armory, Accessories, & Equipment (A.X.E) 
  The Armory, Accessories, and Equipment catalog, otherwise known as A.X.E., is a 
  modern day catalog of modern weapons, armor, and equipment for use in any modern or 
  near-future Fuzion campaign.  As of release 3.0 of Atomik WAR (A.W.E), all weapons and 
  equipment have been removed from the sourcebook and placed into this catalog, in order 
  to more modularize the two as separate entities. 
   
  A.X.E. is divided into five sections.  The first section deals primarily with Equipment (both 
  generic, civilian, and military).  Section 2 is all about armor and includes new information to 
  make armor more "Real World" compliant.  Section 3 (the most popular section) is all about 
  weapons.  In the next section weapon accessories are highlighted, and the fourth section 
  concerns itself with ammunition and ordinance.  At the very end of this sourcebook you will 
  find some information on melee and medieval weaponry and armor. 
   
   
  Disclaimer 
  Fuzion is a trademark of Hero Games and R. Talsorian Games, Inc. Fuzion is a copyright 
  1998 by Hero Games and R. Talsorian Games, Inc. All trademarks and copyrights used 
  without expressed permission. 
   
  What is Fuzion? 
       Fuzion is a unified set of 
  role-playing rules combining 
  the 
  best 
  of 
  the 
  Hero 
  System 
  (Champions) 
  and Interlock (Cyberpunk, 
  Mekton Z).  Not only can 
  Fuzion be adapted to cover 
  nearly every time, place, or 
  setting, but it also has the 
  ability to utilize existing 
  Hero 
  and 
  Interlock 
  rules and materials; if it is 
  marketed 
  as 
  Fuzion 
  Capable, it can be used as 
  part of the Fuzion system. 
        Hero 
  Games 
  and 
  R. 
  Talsorian Games, Inc., jointly 
  developed Fuzion.  Many 
  existing games systems use 
  Fuzion,including Champions: 
  The 
  New 
  Millennium, 
  Sengoku, Usagi Yojimbo, 
  Bubblegum Crisis the RPG, 
  Shards 
  of 
  the 
  Stone, 
  Dragonball Z, and many 
  more.  Fuzion uses a unique 
  Plug-In system that allows for 
  easy addition and removal of 
  rules.  For instance, to add 
  Martial Arts to your campaign, 
  you need only turn to a 
  Martial Arts plug-in. To add 
  Magic, 
  Psionics, 
  or 
  Superpowers, these too may 
  be easily plugged-in to the 
  core rules (Total Fuzion). 
   
  Where Can I Get Fuzion? 
        The basic Fuzion rules 
  (for character generation, 
  combat, game mechanics, 
  and basic plug-ins) can be 
  found in any Fuzion product 
  produced by R.Talsorian, 
  Hero Games, or Gold 
  Rush Games. However, as 
  it is, these companies were 
  kind enough to provide an 
  on-line version of their core 
  rules system.  To obtain this 
  file, please visit the following 
  URL 
  on 
  the 
  Internet 
  (provided the site does not 
  move, of course): 
             
  www.herogames.com/Fuzion/ 
   
   
  
   
  EQUIPMENT 
  "It’s the little things that are important." 
  Every character needs equipment. Using the money you got 
  from character development, or money you obtained while 
  adventuring, you can buy equipment.  Some equipment can 
  be bought in stores, while other items can only be issued by 
  a government or found in the black market.  It is nessessary 
  to point out that there are millions of little gadgets, items, 
  and other such things not listed to conserve space.  For 
  simplicity's sake, just look up the prices of real-world items 
  to get their value and basic information. 
   
  Pricing and Points 
  Within this text the actual dollar amounts for items will be 
  substituted with OP cost.  In no way should this imply that 
  you must purchase weapons and equipment with OP!  
  What this does allow for is easy porting to various game 
  worlds.  For instance, in a campaign set around  2000CE, a 
  gun might cost 5 OP, which, at 1 OP to $100 ratio, 
  translates to US$500.  That same 5 OP gun would cost 
  50,000 Yen in Japan in the year 2033CE (as per 
  Bubblegum Crisis RPG rules). 
   
  Therefore, all prices are in OP points.  Remember, 1 OP = 
  US$100.  Conversions to other monetary values (such as 
  Yen, Marks, Franks, etc.) can, of course, be found on the 
  web.  Therefore, if an item is listed as costing "4.6 OP", that 
  would mean it costs US$460 in around 2000CE.  This is just 
  the bottom-line at-price value.  Actual price could but up to 
  2x to 3x this cost, depending on the source. 
   
  Legality 
  There are only four levels of Legality - Civilian (C), Licensed 
  (L), Police/Paramilitary (P), and Military (M).  C-class items 
  can be found almost anywhere, or at least ordered by mail 
  or over the Internet, with little or no difficulty.  L-class items 
  require a licenses (to have legally), but are otherwise the 
  same as C-class (mostly these are civilian weapons which 
  require a gun licenses).   P-class (Police and Paramilitary) 
  are generally only available to police, SWAT, FBI, DEA, 
  ATF, and other government agencies, but some 
  Paramilitary groups could legally obtain such weapons as 
  well, with permits.  Finally, M-class weapons are strictly for 
  military use only. 
  Personal Equipment 
  Batteries 
  Watch battery 
  0.02 OP 
  AAA battery 
  0.01 OP 
  AA battery 
  0.005 OP 
  A battery  
  0.01 OP 
  B battery  
  0.015 OP 
  C battery  
  0.018 OP 
  D battery  
  0.02 OP 
  9 volt 
   
  0.02 OP 
  J battery 6v 
  0.03 OP 
  Car battery 
  0.40 OP 5 kgs 
  Double price for rechargeable, except for car batteries 
  which are always rechargeable. 
   
  Backpack 
  A good backpack can carry around 10-20 kilograms 
  depending on the type of back pack.  Cost 0.5 OP, weighs 1 
  kg (empty). 
   
  Concentrated Rations 
  Survival food is only to be used when you are really 
  desperate for food.  It has no taste and is never filling. 
  Someone who eats rations always feels hungry.  A day's 
  supply has vitamin supplement pills, high protein beef jerky, 
  trail mix, and crackers.  You can survive off of rations, but 
  not very well.  A week's supply cost 0.2 OP, and weighs 0.2 
  kgs. 
   
  Meals Ready to Eat 
  Highly preserved food in vacuum-sealed packets.  This also 
  contains items such as matches, plastic utensils, and 
  napkins.  Each packs roughly 3000 calories and can last 
  several years if unopened. A box of 10 Ready-to-Eat meals 
  costs 0.5 OP and weighs 3 kgs (but 0.07 OP and 0.3 kgs, 
  individually). 
   
  Flashlight 
  A small flashlight (or electric torch as it is sometimes called) 
  is usefully for finding one's way in the dark.   Halves all 
  penalties for darkness, but others can spot you real easily 
  (no penalty to spot you).  Cost 0.3 OP, 1 kgs, and requires 2 
  C batteries. 
   
  Lighter 
  Always useful.  Costs 0.005 OP and its weight is negligible. 
   
  Chapter 
  1 
  
  6 meter Rope 
  Always useful. Costs 0.05OP and 3 kgs per 6 meters. 
   
  Canteen 
  This is a small water holding device. It holds two liters of 
  water and weighs 1 kilogram.  Cost 0.15 OP, weighs 1 kg 
  (empty). 
   
  Sleeping Bag 
  A bag you sleep in.  It costs 0.40 OP, weights 2kg. 
   
  Binoculars 
  A good quality pair of x10 magnification binocs, with a 
  carrying case.  Gives a +3 Perception on distant 
  observations.  Cost 1.5 OP, 1kg. 
   
  Personal Tent 
  This is a two or three person tent. Cost 2 OP and weighs 5 
  kilograms. 
   
  Magnetic Compass 
  This is small hand held compass.  It can show your direction 
  based on magnetic north.  Costs 0.1 OP and weighs 0.1 
  kgs.  This gives a +1 to Navigation. 
   
  Inertial Compass 
  An inertial direction finder.  It always tells you which way you 
  are facing in respective to a programmed destination. Cost 
  1 OP, weighs 0.2 kgs.  This gives a +2 to Navigation. 
   
  Survival kit 
  A small 3 kg pack that holds a compass, pocket flashlight, a 
  lighter, a canteen, and five days of concentrated rations.  It 
  cost 5 OP and weighs 3kgs. 
   
  Rebreather Mask 
  This is a face mask with an oxygen rebreather.  It is capable 
  of protecting a user from gasses, chemicals, and micro-
  organisms that are harmful to breathe.  It will also prevent 
  smoke inhalation.  It will not work under water (unless used 
  with air tanks) or in a vacuum or in pressures below 0.2 
  ATM or above 4.1 ATM.  It will last for 30 minutes.  It may 
  be connected to air tanks to extend this time.  Weighs 0.3 
  kg, cost 1.5 OP. 
   
  Air Tanks 
  These are small tanks of  compressed 75% nitrogen, 25% 
  oxygen mix. They can be worn as a back or hip pack.  One 
  hour's worth weighs 1 kgs and costs about 0.3 OP.  It may 
  be hooked to a rebreather to extend use up to four hours 
  per tank. 
   
  Personal Hygienics Kit 
  This is a small kit of personal hygienics stuff.  It includes a 
  comb and brush, tooth paste, tooth brush, soap, a mirror, 
  and so on.  Cost 0.5 OP, and 1 kg. 
   
  Watch (analog) 
  It ticks!  And may even tell time.  Cost 0.3+ OP. 
   
  Watch (digital) 
  Doesn't tick, but still tells time.  May come with extra 
  features. Base watch cost 0.10OP. Stop watch/alarm, 
  +0.05. WorldTime, +0.05.  Scheduler, +0.05.  Phone 
  number holder, +0.10.  Basic calculator, +0.05. Water 
  resistant, +0.05.  Water proof, +0.10.  Shock proof, +0.10.  
  Calendar, +0.10.  Thermometer, +0.10.  Altimeter, +0.10.  
  Compass, +0.10.  Digital remote, +0.10.  64k data memory, 
  +0.10.  Computer link, +0.10.  FM radio, +0.12.  AM radio, 
  +0.12.  Phone autodailer, +0.10.  10km "Dick Tracy" radio, 
  +0.5.  (Mekton Zeta may be used to expand the functionality 
  of the Almighty Digital Watch). 
  Clothes 
  Clothes are normal civilian garments that vary, sometimes 
  greatly, in style, design, and quality.  A good set of cloths 
  might cost around 1.5 OP while a fancy set of cloths might 
  cost between 5 to 10 OP.  A full set weighs about 2 kgs. 
   
  For High style, cost x2. 
  For Flashy style, cost x3. 
  For a Wealth style, cost x5. 
   
  Western 
  Jeans, 0.20OP 
  Khakis, 0.30 OP 
  Shorts, 0.15 OP 
  Dress/Blouse, 0.40 OP or more 
  Skirt, 0.35 OP 
  T-shirt, 0.15 OP 
  Pull-over shirt, 0.20 OP 
  Denim shirt, 0.25 OP 
  Dress shirt, 0.30 OP 
  Business suit (w/ coat), 2.0 OP 
  Jacket, 0.40 OP 
  Leather Jacket, 1.0 OP (not armor) 
  Flight Jacket, 1.20 OP 
  Heavy Coat, 0.80 OP 
  Trench Coat, 1.0 OP 
  Gloves, 0.10 OP 
  Leather Gloves, 0.20 OP (0.15 for fingerless gloves) 
  Shoes, 0.50 OP (or 1.2 for brand name) 
  Boots, 0.80 OP 
  Dress shoes (or high heals), 0.60 OP 
  Socks, 0.02 OP 
  Undergarments, 0.02 OP 
  Belt, 0.03 OP 
  Neck Tie, 0.05 OP 
  Other 
  Tunic, 0.25 OP 
  Kimono, 0.30 OP 
  Cloak, 0.25 OP 
  Robes, 0.40 OP 
  Shoulder Pads, 0.10 OP 
  Shoulder Guards, 0.25 OP (not armor) 
  Turban, 0.25 OP 
  Cool shades, 0.50 OP 
  
  Tools and Toolkits 
  Utility Belt 
  The utility belt is a large belt with tools for fixing machinery.  
  It has wrenches, bolt drivers, fine tools, a welder, wire 
  cutters, about twenty spare bolts, and some wiring.  Cost 
  1.20OP, and 0.5 kg.  Gives a +1 to fix mechanical problems. 
   
  Tool Kit 
  The tool kit is a medium sized tool box with every thing in 
  the utility belt, and a lot more.  Cost 2 OP, 2 kgs.  Gives a 
  +2 to fix mechanical problems. 
   
  Electronics Kit 
  A tool kit for electronic problems. Includes dozens of spare 
  electronic parts, wires, soldering tools, and electronic repair 
  tools.  Cost 2 OP, 2 kgs.  Gives a +1 to fix electronics or 
  computers. 
   
  Lockpicks  
  The lockpick kit is a small kit of multiple devices used for 
  picking mechanical locks.  It adds a +2 to picking any 
  mechanical lock.  It cost 1 OP, weighs about 0.2 kgs. 
   
  Electronics Lockpicks 
  Like the mechanical lockpicks, but used in defeating ID 
  card, retina and fingerprint scans, and voice locks.  It adds a 
  +2 to picking any electronic lock.  It costs 10 OP, and 
  weighs 1 kg. 
   
  Crowbar 
  A big iron bar useful for B&E, assault (2DC), rioting, busting 
  open locked door...  It can sometimes be used as a tool.   
  Cost 0.06 OP, and 1 kg. 
   
  Welding Torch 
  Used for welding and hurting people (2DC).  Cost 0.6 OP, 
  and weighs 2kg. 
   
  Hammer 
  Good for driving nails, breaking glass, and hitting people 
  (2DC).  Cost 0.10, and 1 kg. 
   
  Communications Gear 
  Headset Radio 
  8km range, 0.5 kg, Cost 3 OP each. 
   
  Walkie-Talkie 
  This is basically a portable two-way radio.  Has a 10km 
  range, weighs 1 kg and costs 0.6 OP each. 
   
   
   
   
  GPS unit 
  Gives latitude, longitude, and altitude up to a 10 meters 
  accuracy.  1kg, costs 3 OP plus 0.10 OP a month for 
  service.  Gives a +3 to Navigation. 
   
  GPS unit w/ map transparencies 
  Projects your location on a small map.  1kg, 4 OP plus 0.10 
  OP a month for service.  Each regional map cost 0.02 OP.  
  The smaller the region the greater the accuracy.  Gives +5 
  to Navigation. 
   
  Portable Short-wave Radio 
  A portable radio about as big as a shoebox.  Cost 1 OP,  
  5kgs, uses a half-sized car battery for power. 
   
  Portable CLCD TV 
  An active matrix LCD television with antenna (can get about 
  4 channels), and plugs for a co-axial or RCA.  Cost 2 OP, 
  2kgs, and uses three D batteries. 
   
  Scrambler/Decoder add-on 
  A chipset that can be installed in most communications 
  devices (radios, cellphones, etc.), allowing it to scramble 
  and decode both digital and analogue signals.  Cost +4 OP. 
   
  Cellular Phone 
  The personal communications device for the 21st century 
  (may cause brain cancer if used near a nuclear detonation 
  site).  Cost 0.6 OP, and 0.5 kgs.  Additionally, there is a 0.4 
  OP monthly service charge, and variable per-use rates.  
  Check with your local cell phone service and ask "how may 
  OP they charage"... 
   
  Medical Equipment 
  Field Dressing Kit 
  A very basic medial kit, consisting only of bandages, gauze, 
  and antiseptic cream.  Cost 0.2 OP, 0.1 kgs. 
   
  Crash Kit 
  The crash kit is a simple first aid kit that holds bandages, 
  some gauze, a siring and a set of needles, pain killers, and 
  miscellaneous medical drugs.  Cost 1.6 OP, 1 kg.  Adds a 
  +1 to medical skills. 
   
  Med Kit 
  The med kit is a larger, expanded version of the crash kit.  It 
  is used by most field operatives and is standard issue to 
  almost all soldiers.  It holds 30 bandages, some gauze, a 
  scalpel, 20 skin clamps, a siring and a set of needles, pain 
  killers, and miscellaneous medical drugs.  Cost 3 OP, and 2 
  kgs.  Adds +2 medical skills. 
   
   
  
  Sensory Equipment 
   
  Motion Sensor  
  This is a small hand held device that can detect the motion 
  of objects by sensing disturbances in air current, and 
  displays its direction, speed, and baring.  It is ineffective in a 
  vaccum or through sealed areas.  Cost 2.5 OP, and 0.5 kg. 
  It lasts for a week on two AA batteries. 
   
  Thermal Imaging Goggles  
  This pair of thermal goggles allows the wearer to see heat 
  colors in darkness.  They half the penalties for darkness, but 
  you can only see in a false spectrum of heat.  This has the 
  advantage of seeing through thin walls, to a limited extent.  
  Cost 9.5 OP, and 1.0 kg. It lasts for up to four hours on a C 
  battery. 
   
  Nightvision Goggle 
  Nightvision goggles collect what little light is available and 
  use it to enhance images.  When used, these halve the 
  penalty for darkness.  The image is usually in a false color, 
  normally shades of light green.  There is no penalty for 
  detecting something brightly lit (such as a cigarette) Cost 8 
  OP, and 1.2 kg.  It lasts for four hours on a C battery. 
   
  Nightvision w/ Zoom 
  This is the same as the above with with different levels of 
  zoom capability.  For 2x zoom add +3OP and +0.1 kgs.  For 
  3x zoom add +5OP, +0.2kgs..  For 5x zoom add +8OP, 
  +0.3kgs.   
   
  UV Goggles w/ UV Light 
  This set of goggles is used to collect UV light and project it 
  as a set of false colors (usually blue, indigo, and purple) so 
  that the wearer can see.  The light (mounted on the top of 
  the goggles) is used to project an active UV light source, so 
  that all objects may be seen.  This eliminates all penalties 
  for darkness, but there is a -1 to visual perception rolls, night 
  or day, due to the odd coloration.  Cost 15 OP, and 1.8 kg. It 
  lasts for four hours on a C battery.   
   
  Haz-Mat / NBC Equipment 
  Chemical protective mask 
  A sealed Haz-Mat mask that covers the whole head. When 
  worn, it uses a filtration and scrubber system to protect the 
  wearer from inhaled chemical agents. It also comes with a 
  rubber-like hood that covers the head and neck, protecting 
  the entire head from contact chemical agents.  It may be 
  attached to air tanks to insure total protection. Weighs 0.4 
  kg, cost 1.5 OP. 
   
  Haz-Mat Suit 
  The Hazardous Materials suit is the big yellow or green 
  "space-suit" most biohazard emergency response teams 
  (and the like) use in the field. It is made of full sealed 
  rubberized material and includes a chemical protective 
  mask with an air filtration device.  Additional air tanks may 
  be purchased to make the suit fully self-contained (0.3OP, 
  +1kg per hour).  The suit comes with rubber gloves, boots, 
  and helmet/hood, protecting the whole body from contact 
  chemical/biological agents, but it does not protect against 
  radiation.  It has 1 KD of protection (2 KD on helmet and 
  boots), and can be worn over any Level II-A armor, but if 
  any damage penetrates, the suit is compromised!  Weighs 5 
  kgs, cost 3 OP. 
   
  Geiger Counter 
  A small electronic device about the size of a paper back 
  book. It detects and displays dosage of radiation in rads per 
  second. It can also give a readout of the total dosage of 
  radiation received over a period of time.  It normally displays 
  on a gauge, and makes a clicking sound that speeds up as 
  the rad count grows.  Cost 0.4 OP, and 0.5 kg 
   
  Radiac Meter 
  A small pen sized device with radiation reactive chemicals 
  inside. When held up to a light source and looked through, 
  total rad dosage can be determined by the color of the 
  internal chemicals. Radiac meters are worn as a bracelet, 
  badge, or other small item, and based on the color shown, 
  can give the wearer a rough estimate of the level of 
  radiation (such as low, medium, high, critical, and fatal). 
  Cost 0.2 OP, and negligible weight. The radiac meter does 
  not detect rads per turn, just total dosage. 
   
  Biodetector 
  A biodetector is an electronic device the size of an average 
  toaster. It can detect the presence of airborne biological 
  agents. When it does detect an airborne biological agents it 
  emits a high pitched alarm.  Weighs 1.2 kgs, cost 10 OP. 
   
  Chemical detector 
  Much like the biodetector, this electronic piece of equipment 
  can detect chemical agents in the air and gives off an 
  audible alarm when it does.  Weighs 1 kg, cost 10 OP. 
   
  Chemical Decontamination Kit 
  A kit filled with individually packaged towlettes saturated 
  with a chemical neutralizer. It cannot be used until after the 
  attack is completed and the immediate effects are passed.  
  One kit can go though 20 uses.  Weighs 0.4 kgs, cost 2 OP. 
   
   
   
   
   
  
  ARMOR 
  "The best defense is an unbeatable defense." 
  About Armor 
  Legalities 
  The armor listed below is not only available to law 
  enforcement and military force, but also to private 
  individuals.  In the United States there are no laws 
  restricting armor, thus, all armor is legality Class-C.  
  However, other nations may have laws restricting armor 
  above Level II-A, and some restrict all armor, so consult 
  your local law enforcement for details. 
   
  Encumbrance Penalty 
  Armor is cumbersome, and thus, penalizes actions.  
  However, PEN. does not subtract directly from REF or DEX.  
  Instead, it only causes a restriction on certain actions 
  (mostly, physical and combat actions).  Some of these are 
  Acrobatics, Athletics, Climbing, and Defensive Values (to 
  actively evade, dive for cover, etc.).  It does not subtract 
  from the use of weapons (shooting a gun, punching, etc.) 
  nor your standard defense DV (only when you make an 
  active defense of some sort).   
   
  Modern Body Armor 
  Almost all modern day (1970s to 2000s) bodyarmor is made 
  from aramid polyethylene fibers, the most famous of which 
  is DuPont's Kevlar.  Such ballistic fibers have strength five 
  times greater than steel, good flexibility, and lightweight.  
  They are usually woven into a multilayered fabric for 3-
  dimentional mesh, designed so as to stop the projectile and 
  distribute the force of the impact across a wide area of the 
  body, minimizing trauma.  More ridged forms of "plastic"-like 
  Kevlar are used for plate inserts, and it is not uncommon for 
  some body armor to have steel or ceramic armor plate 
  inserts as well. 
   
  NIJ Threat Level Rating 
  The most widely recognized federal certification test for 
  body armor has been established by the National Institute of 
  Justice (NIJ).  In 1972, with the rise in the popularity of body 
  armor, the U.S. National Institute of Law Enforcement and 
  Criminal Justice created a standard for ballistic performance 
  of body armor.  This standard (call the  "NIJ Threat Level") 
  categorizes armor into various levels of protection, reflecting 
  the type of ammunition the armor will protect against. These 
  categories rate armor into Levels I to IV, with Level I being 
  the lowest and Level IV being the highest. The table to the 
  below lists the threats that each Level protects against. 
  Threat Level I protects against .22 Long Rifle rounds, .38 (standard), and 
  smaller calibers (such as .32 and .25).  It provides an equivelent of 8KD of 
  protection (≈2DC). 
  Threat Level II-A protects against .357 Magnum JSP, 9mm FMJ, and some 
  .45 caliber rounds. It provides an equivelent of 12KD of protection (≈3DC). 
  Threat Level II protects against .357 JHP and FMJ, more powerful 9mms, 
  and weaker .44 Magnum rounds. It provides an equivelent of 16KD of 
  protection (≈4DC). 
  Threat Level III-A protects against .44 Magnums and the most powerful 
  9mm rounds. It provides an equivelent of 20KD of protection (≈5DC). 
  Threat Level III protects against 7.62mm, 5.56mm, .223, .30 rounds, and 12 
  Guage slugs. It provides an equivelent of 25KD of protection (≈6DC). 
  Threat Level IV protects against anything up to a 30-06 round. It provides 
  an equivelent of 30KD of protection (≈7DC).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Chapter 
  2 
  
  The Armor Shop 
  The armor below is "Piecemeal", that is, each body location 
  can conceivable have a different type of armor protection.  
  This added realism also complicates combat.  If you feel the 
  trade off is not worth the added complexity, please feel free 
  to use the default armor presented in other Fuzion books. 
   
  Leather Gear 
  Leather has been the used as armor since human first 
  began killing each other.  Today, leather serves more as a 
  clothing or fashion material, but heavier leathers can still 
  offer some protection.  Leather armor cannot stop a bullet. 
   
  Leather Jacket 
  This leather jacket is a heavy, think 
  leather (black or tan) popular with 
  bikers and street punks, but more 
  sophisticated fashions are available 
  for casual wear.  It offers 3KD of 
  protection to the body and arms. 
   
  Leather Pants 
  Leather pants are most popular in glossy back for the 
  ladies, but less glossy leathers come in men's styles and for 
  the old rough and tumble ranchers and rodeos, stitched 
  seam rawhide leather pants can still be purchased today.  
  This offers 2KD of protection to the thighs and legs. 
   
  Leather Gloves 
  Most leather gloves offer no (or minimal) 
  protection, but these thick rawhide, 
  padded leather gloves can guard the 
  hands from cuts, tears, and abrasions.  
  They offer 2KD of protection to the 
  hands. 
   
  Leather Boots 
  Leather boots are very common, used 
  for everything from hiking, to combat, to 
  casual streetwear.  Because they are 
  made from tough, boiled rawhide and 
  leather, they do offer a fair amount of 
  protection, 4KD to the feet.  They also 
  grant a +1KD proteciton to the legs. 
   
   
  Biker Gear 
  Motorcycle enthusiasts, whether they be street bikers, off-
  road motor-sports competitors, or Harley-Davidson fans, 
  always need good protection to save their skins from a bad 
  spill.  That is why so many companies manufacture light 
  Kevlar armor for motorcycles.  Though such armor is deadly 
  insufficent to stop a bullet, they do offer some protection.  
  It's not very much, but at least it's something. 
   
  Biker Kevlar Jacket (Belstaff) 
  This Belstaff jacket is a Kevlar lined 
  and reinforced leather jacket, with a 
  Belflex outercoating, and is stylishly 
  designed for the streets of LA and NY.  
  It is also water proofed (to protect the 
  Kevlar) and has a DuPont Hytrel 
  membrane for superb air circulation 
  and "breathability".  It offers 8KD of protection (placing it into 
  the Threat Level I armor category) to the body and 3KD to 
  the arms. 
   
  Biker Kevlar Pants 
  These pants are made of DuPont Cordura and Kevlar with a 
  waterproof, breathable Permatex membrane.  They have an 
  elastic waistband, but loops for a belt as well, and Velcro 
  fasteners on the leg bottom for a total fit.  It offers 6KD of 
  protection to the legs and thighs. 
   
  Biker Hvy Kneepads 
  These hardened plastic and Kevlar enforced kneepads can 
  be strapped on over leather or Kevlar pants (of Level II-A or 
  less) with Cordura elastic mesh bands on the backside, 
  which do not sacrifice movability for protection.  They add 
  +2KD protection to the legs (or provid 5KD of armor if 
  directly hit). 
   
  Biker Elbow Guards 
  These hardened plastic and Kevlar enforced elbow guards 
  can be strapped on over sleeves (leather or armor of Level 
  II-A or less) with Cordura elastic mesh bands on the 
  backside.  They add +1KD protection to the arms (or provid 
  4KD of armor if directly hit). 
   
  Biker Kevlar Gloves 
  Probably some of the toughest gloves 
  made 
  for 
  public 
  use 
  (or 
  law 
  enforcement) are these Belstaff Max 
  Carbon Gloves.  These are thick, 
  padded leather gloves with a Kevlar layer 
  throughout and carbon inserts on the tops, 
  knuckles, and palm.  They provid 6KD of 
  protection to the hands.  However, their  
  thickness gives a -2 DEX to any attempt at fine manipulation 
  and can prohibit the ability to pull a trigger (cutting off the 
  index finger will fix this, if you want to ruin a $150 glove and 
  can manage somehow to cut it). 
   
  Biker Helmet 
  This is a typical biker's helmet, worn 
  primarily to prevent head injuries and 
  trauma in case of a spill.  This type of 
  helmet has good padding inside, and 
  excellent visability through the visor.  It is 
  made of a tough Kevlar/fiberglass 
  material, giving 8KD of protection to the 
  head (Threat Level I armor category), 
  and the Plexiglas visor gives 2KD to the face. 
   
  
  Armor of War, from WWII to 2000 
  During the first half of the 20th century, wars and greater 
  wars tore Europe appart.  And yet, though these were the 
  most terrible and body wars seen in all of human history, 
  they were fought by soldiers who were, for all practical 
  purposes, without armor.  For over three hundred years, 
  traditional armor had been made obsolete by firearms, and 
  until the mid-20th centure, there was nothing but heavy 
  steel allows to stop bullets.  But there were some attempts, 
  and these ventage bodyarmors can be found in army 
  surplus or in the hands of collectors.  This section will 
  highlight some of the military armor from WWII to the 
  present day (it would be impracticle to cover everything). 
   
  1920's Bulletproof Vest 
  From the Great War to the gangster wars of the 1920's, 
  soldiers and police alike have sought a way to make 
  themselves "bulletproof".  This vest, made of nylon-material 
  with woven in steel plates, was developed in an attempt to 
  armor a man against deadly bullets.  However, technology 
  was not high enough to allow the vest any measure of 
  protection from bullets larger than .22LR -- most rounds, 
  especially rifle rounds, could punch straight through.  
  Nevertheless, it sometimes could make a difference. 
   
  WWII Flak Vest 
  This experimental vest was used in 
  WWII, also know as the T64 Flak 
  Vest.  It was designed in 1945 for 
  ground troops in the Pacific, but 
  was deployed too late to be of 
  any use.  By the time of the 
  Korean War better armor was 
  available, primarily, the M1952.  
  T64 vests are made of aluminum steel plates and ballistic 
  nylon, and are by far inferior to modern day Kevlar armor.  
  Nevertheless, such vests are easy to come by in military 
  surplus stores and can offer a little bit of protection from 
  small arms fire. It is mainly mentioned here for historical 
  purposes. 
   
  M1952 Flak Vest 
  The M1952 vest was developed 
  during the Korean War and used 
  in Vietnam as well.  The flak vest 
  had two front and one back panel 
  of aluminum steel and was made 
  of ballistic nylon and hard resin, 
  encased in a heat-sealed vinyl 
  film and nylon cloth.  Like the 
  earlier T64, it was primarily 
  designed to take shrapnel, flak, 
  and other slow moving projectiles, and was not sufficient to 
  stop rifle rounds (and was sadly inadequate against pistols 
  as well).  Nevertheless, having flak vests did save lives.  
  Like the T64, the M1952 can often be found in military 
  surplus.  It is mainly mentioned here for historical purposes. 
   
  Flak Pants 
  To go with flak vests such as the M1952 and later vests 
  used in Vietnam, flak pants were also developed.  However, 
  the flak pants were not very good (in fact, aircrews often sat 
  on extra flak vests to litterally save their butts), and they 
  were both bulky and extremely hot un the South Asian 
  jungles.  Thus, flak pants were rarely ever worn, as most 
  soldiers perfered their standard issue fatigues and flak vest. 
   
  M1 G.I. Helmet 
  The Government Issue Combat Helmet 
  M1, probably the most famous military 
  helmet of the 20th century.  When 
  someone thinks of combat helmets, 
  this is probably the first image to come 
  to mind.  The M1 was a good design, 
  and could deflect even rifle rounds if they 
  came it at an angle or struck on edge.  The M1 was 
  so successful it was used from WWII to 1980, when it was 
  replaced by stronger, lighter Kevlar helmets.  The M1 only 
  covers the cranium (back and top of the head), as well as 
  protecting the ears (roll 50/50 on a head hit). 
   
  PASGT Kevlar Vest 
  The PASGT Kevlar Vest (Personal 
  Armor System Ground Troops) is 
  currently the standard body armor 
  issued to all U.S. soldiers.  It is probably 
  the 
  best 
  combat 
  vest 
  available, 
  classified 
  as 
  having 
  Level 
  III-A 
  protection, able to stop all 9mm and .45 
  rounds, and some heavier rounds, and 
  fragmentation.  From the Desert Storm 
  to the urban wars of Bosnia, the PASGT 
  vest has served the United States well, and will carry them 
  well protected into the future battlefields of 21st century.  
  Armor used by other nations, such as Israel, Britain, and 
  France, are effectively the same (for game purposes). 
   
  Kevlar Gear 
  Kevlar® (Trademark of DuPont) is one of the 
  most important manmade organic fibers 
  ever developed. Because of its unique 
  combination of properties, Kevlar is used 
  today in a wide variety of industrial 
  applications. Kevlar para-aramid fibre 
  possesses a remarkable combination 
  of properties that has led to its 
  adoption in a variety of end-uses since 
  its commercial introduction in the early 
  1970's.  Fibres of Kevlar consist of long 
  molecular 
  chains 
  produced 
  from 
  poly-
  paraphenylene terephthalamide. The chains 
  are highly oriented with strong interchain bonding 
  which result in a unique combination of properties.  Kevlar 
  has High Tensile Strength at Low Weight, High Structural 
  Rigidity, High Chemical Resistance, High Toughness, and 
  High Cutting resistance, while maintaining a low rate and 
  good flexibility (from DuPont.com). 
   
  
  Hunter's Vest 
  This is a light camoflaged vest, Kevlar lined on the inside 
  and padded with comfortable quilted cloth on the inside.  
  The Hunter's Vest can be found in many hunting goods 
  stores or mail ordered at a reasonable price.  Though it 
  does offer some protection against small arms fire, it is not 
  sufficent to stop larger caliber bullets (it is only Level I).  It 
  can be worn under heavier armor, but was not exactly 
  designed for that. 
   
  Kevlar Vests 
  Currently the most common form of 
  bodyarmor in the world is the Kevlar 
  vest.  Kevlar vests are the choice 
  form of protection for police, SWAT, 
  U.S. Marshal, and armed forces 
  worldwide.  The lightest vests can be 
  concealed under every day clothing, 
  and even the heaviest vest (Level III) 
  can be covered by a jacket or coat.  Protective ratings range 
  from Level II-A to Level III (and even Level IV if "strike plate" 
  inserts are added).  The smallest type available, Level II-A, 
  can be worn under a tee-shirt, and is less than 
  half an inch thick, but can stop bullets from a 
  .32 pistol or .22 rifle.  Furthermore, Level II-
  A can be worn under heavier armor, such 
  as Level II, III-A, or III, giving superior 
  protection.  In fact, a Level III vest worn 
  aver a Level II vest gives nearly 40 KD of 
  protection, rating it a Level IV, capable of 
  stopping a .30-06 round dead in its tracks!  
  Kevlar vests come in all for major Levels of 
  protection, II-A (12KD), II (16KD), III-A 
  (20KD), and Level III (25KD). 
  OPTIONS: 
  Camouflaged: In green or tan patterns.  +$20 (+0.20OP) 
  Ordinance Pockets: Six large pockets for holding ammo, 
  supplies, and miscellaneous equipment. +$50 (+0.50OP) 
  Female Molded: Designed to more comfortably fit the 
  female form.  +$20 (+0.20OP) 
  Executive Vest: Discrete protection for the 21st century 
  executive.  This option makes any Kevlar vest appear to be 
  a business suit vests with tie. +$80 (+0.80OP) 
   
  Vest Extension 
  These are extensions for any Level III-A or III Kevlar vest, 
  which drape over the abdomen, groin, and hips, offering 
  protection to otherwise vulnerable areas.  Level III-A (20KD) 
  and III (25KD) only. 
   
  Shoulder Attachment 
  These shoulder attachments offer full Level II 
  protection to the shoulders and upper arms 
  with minimal restriction to movement or 
  hindrance of shooting ability.  This one of 
  a kind armor protective piece works in 
  concert with many different types of 
  vests, and uncompromised protection.  It gives 18KD to the 
  shoulders and adds +4 KD to the overall arm protection (or 
  alternatively, 12 KD to the upper arms). 
   
  Steel Plate Insert 
  Armor Plate Inserts (also know as Strike Plates or Strike 
  Faces) are an invaluable addition to any bodyarmor (Level 
  II-A to III) and can greatly increase is ability to absorb 
  damage.  The Steel Plate insert is a 10x12 inch plate, which 
  can be inserted in either the front or back of a Kevlar vest, 
  increasing its protective value by +8KD, increases its Level 
  by +1, and changing it from Soft or Medium type to Hard.  
  Each plate is sold separately, so you need to have two in 
  order to cover both the back and the front. 
   
  "Ablative" Ceramic Plate Insert 
  Even better than the standard steel plate is the Ceramic 
  Plate insert.  The Ceramic Plate also comes as 10x12 strike 
  face, but is made of advanced composite materials, not 
  unlike those used on some armored vehicles.  The Ceramic 
  Plate can be inserted in either the front or back of a Kevlar 
  vest, increasing its protective value by +30KD, increases its 
  Level by +2, and changing it from Soft or Medium type to 
  Hard.  Each plate is sold separately, so you need to have 
  two in order to cover both the back and the front.  This plate 
  is ceramic so it will break apart quickly an "ablate" as it 
  takes damage.  Thus, it will lose 50% of its value on each hit 
  doing greater than 5 damage.  Starting at 30KD, each hit 
  will reduce its value by half, that is to 15 on the second hit, 
  then 8, 4, 2, 1, after which point it has been broking to 
  pieces and is useless.  
   
  Kevlar Lined Coat  
  Any jacket, vest, or heavy quilted shirt can be lined with 
  Level II-A Kevlar, giving it a moderate level of protection in 
  addition to high concealability.  A standard jacked lined with 
  Kevlar gives 12KD of protection to the body (Level II-A) and 
  6 KD to the arms.  However, if the jacket already has some 
  protective quailities (such as a heavy leather jacket or 
  Kevlar biker jacket), these bonuses are added.  The cost of 
  the armor lining does not include the cost of the jacket 
  (usually just $80 to $100).  The coat can be worn over a 
  Level II or lower vest for superior protection. 
   
  Kevlar Lined Trenchcoat 
  Ever popular for both undercover P.I., federal agents, 
  Secret Service, and hitmen alike.  This is a Kevlar lined 
  trenchcoat which comes in three major Levels of protection, 
  II-A (12KD), II (16KD), and III-A (20KD).  It provides full 
  length protection from the chest, down the hips and legs, 
  however, the arms receive only half protection (that is, 6KD 
  for Level II-A, 8KD for Level II, and so forth).  The Kevlar 
  trenchcoat can be worn over a Level III-A or lower vest for 
  superior protection. 
   
  
  Kevlar Shin Guards  
  For unmatched protection to the lower 
  legs and knees, these Kevlar and 
  aluminum modeled shin guards are a 
  must.  This protective armor consists of 
  a 
  resilient 
  aluminum 
  alloy 
  plate, 
  sandwiched between two layers of 
  Kevlar.  The outer layer is of black 
  DuPont Cordura, and the inside is 
  cushioned by a comfortable layer of 
  foam rubber to help absorb impacts.  
  These shin guards come in two flavors, Level II-A (+4KD to 
  the legs) or Level II (+6 KD to the legs).  If directly hit (or 
  lower leg or knee is hit) these offer 12KD or 15KD of 
  protection, respectively.  Also good for bikers. 
   
  Kevlar Leg Chaps 
  These strap on armor pieces protect the thighs and upper 
  legs.  Much like the Kevlar Shin Guards, the Leg Chaps are 
  made of layered Kevlar and form-fitting aluminum plates.  
  The outer layer is of black DuPont Cordura, and the inside 
  is cushioned by a comfortable layer of foam rubber to help 
  absorb impacts.  They are strapped secure by Velcro tabs 
  in the back and attachments to loop them through a belt.  
  Kevlar leg chaps come in two flavors, Level II-A (+4KD to 
  the legs) or Level II (+6 KD to the legs).  If directly hit these 
  offer 12KD or 15KD of protection, respectively.  May be 
  used in conjunction with shin guards for total protection. 
   
  Steel Bracers  
  Protection for the lower arms (or arms in general) is hard to 
  come by since most consider protection of the body to be 
  foremost in consideration.  Steel bracers that protect the 
  lower arms are available, however, most are medieval 
  replica armor from craftsmen and S.C.A. shops.  If such 
  armor is needed, reinforced replica steel bracers can be 
  used.  Covered in black (or camouflaged) Cordura or other 
  material they can make the perfect addition to any SWAT or 
  special ops armor scheme.  A steel bracer offers only Level 
  I protection, giving a +3KD bonus to the arms (or 8KD if 
  directly hit). 
   
  Kevlar Bracers 
  Injury or immobility to the arms can cripple an officer or 
  soldier's ability to fight and defend himself in a critical 
  situation.  Like steel bracers, Kevlar bracers may one day 
  be manufactured for additional armor protection to SWAT 
  and law enforcement officers.  Though this type of armor is 
  not currently available, it is reasonable to assume that it will 
  be in the near future.  A Kevlar bracer offers Level II-A 
  protection, giving a +4KD bonus to the arms (or 12KD if 
  directly hit). 
   
  Modern Headgear 
  Above and beyond all parts of the body, even the heart 
  itself, the head (specifically, the brain) is the most important 
  and vital.  It was not long after ancient man began to bash 
  each others heads in, did someone learn to way to protect 
  their heads.  Helmets have served as that protection for 
  thousands of years -- from bronze and copper, to iron, to 
  steel, and finally, to Kevlar.  Though helmets cannot be 
  concealed like some armor, and is thus inappropriate for 
  undercover or "low profile" work, they can be vital in a "hot" 
  situation, such as storming an enemy holdout, where being 
  subtitle is not an issue. 
  OPTIONS: 
  Protective Goggles: Dark, polarized goggles, offering good 
  eye protection against sand, debris, and UV sunlight. 2KD 
  to eyes. +$50 (+0.5OP). 
  Full Face Visor: A full face visor of tough, transparent 
  Plexiglas, offering protection from debris and some 
  shrapnel.  5KD to face and eyes, +$150 (+1.5OP) 
  Headset/Mic: An 8km range microphone and heatset radio 
  transmitter.  +$300 (+3OP). 
  Rebreather/Gasmask: A rebreather/gasmask for use in riot 
  control, or in situations involving smoke, teargas, and so 
  forth.  It offers full protection from such gas (but no biological 
  contaminants, corrosive materials, or nuclear radiation), and 
  offers 5KD of protection to the face and jaw.+$150 (1.5 OP). 
   
  Riot Helmet 
  Used by police forces world wide, this 
  hardened plastic and steel helmet 
  offers superb protection against riot 
  conditions, and can protect an officers 
  head from injuries inflicted by bottles, 
  rocks, improvised weapons, and other 
  thrown items.  It is not rated to 
  withstand handgun fire, but can deflect 
  some low caliber shot or help absorb 
  their impact.  The helmet only covers the cranium (back and 
  top of the head), as well as protecting the ears (roll 50/50 on 
  a head hit, or determine some other way).  Most riot helmets 
  come with a full face visor (see Options).  
   
  SWAT Helmet 
  Often in situations beyond a mere, 
  SWAT teams require held and face 
  protection beyond a simple impact 
  helmet.  The typical SWAT helmet 
  offers full Level II protection (15KD) 
  capable of stopping 9mm and .357 
  handgun rounds or less, which cover 
  over 90% of all firearms encounters.  The helmet only 
  covers the cranium (back and top of the head), as well as 
  protecting the ears (roll 50/50 on a head hit, or determine 
  some other way).  Most SWAT helmets come with a full 
  face visor (see Options). 
   
  PASGT Kevlar Helmet 
  With the advent of Kevlar, steel 
  armor's days were numbered.  In 
  1980 the US Army decommissioned 
  the long revered M1 Helmet in exchange 
  for the superior Kevlar combat helmet to go 
  with the PASGT (Personal Armor System 
  Ground Troops) outfit.  Not only is this 
  helmet used by the US military, but versions of it are sold to 
  
  allied nations and law enforcement, making it a prime 
  choice for many SWAT teams.  U.N. Peacekeeper version 
  is typically white with a blue "U.N." on the front.  The 
  PASGT helmet only covers the cranium (back and top of the 
  head), as well as protecting the ears (roll 50/50 on a head 
  hit, or determine some other way). There is a riot control 
  version (used also by SWAT) which comes with a 4KD 
  Plexiglas visor.  
   
  Modern Bootwear 
  The feet are the most often overlooked area to protect, but it 
  is one of the most critical.  With serious damage to the foot 
  or leg, a combatant will be unable to retreat from a hot 
  situation, or incapable of pressing forward to finish his 
  mission.  Having good protection to the feet protects from 
  traps, broken glass and debris, stray bullets, spilled 
  chemicals, fire, and any number of other hazards. 
   
  Combat Boots 
  These are the typical General Issue military 
  combat boots -- tough leather, lace-up 
  half-leg boots with steel toe and thick 
  leather soles.  They are a comfortable 
  fit and offer superior protection for the 
  ankles while walking on rigorous 
  terrain.  These boots provide an overall 
  6KD of protection to the feet and +2KD to 
  the legs.  Gives +1 to kicking damage as well. 
   
  Armored Boots 
  Similar to standard military combat boots, these fully 
  armored combat boots are lined with Kevlar and 
  metal plating long the soles, sides, top, and toe.  
  These boots provide an overall 10KD of protection 
  to the feet and +4KD to the legs.  Gives +1 to 
  kicking damage as well. 
   
  EOD Suit 
  The Explosive Ordinance Disposal Suit 
  (EOD suit) unquestionably offers the highest 
  level of protection from explosives, shrapnel, 
  flak, and even firearms, available to a single-
  man unit.  The EOD suit featured here, the 
  SafeCo EOD 2000, is one of the latest 
  variations of the EOD suit design, with a 
  Level III-A helm, near-impenetrable chest 
  protection, and even its own closed air-circulation 
  and cooling system!  The EOD suits are designed 
  primarily to serve as protection while disarming 
  bombs and explosives by qualified personnel, but 
  they are equally resilient against firearms as well.  
  Though unwieldy in combat, one hardly needs to 
  be able to dodge and duck about when you are a 
  walking tank of Kevlar and steel plating.  The suit is 
  also heat and fire resistant (to a point), and anti-
  static. 
   
   
  The SafeCo EOD 2000 costs $15,600 as a full suit, 
  including the integrated air-circulation and cooling system, 
  but the individual components have been broken down for 
  technical specifications below. 
   
  EOD Jacket 
  The EOD Jacket, with strap on front and rear ballistic plates, 
  offers Level IV protection, able to stop projectiles moving in 
  excess 
  of 
  5000 
  feet 
  per 
  second 
  (30KD, 
  chest/stomach/groin).  Overlapping Ballistic panels wrap 
  completely around the upper torso, shoulders, neck and 
  arms eliminating providing optimumal protection. The jacket 
  features all Kevlar construction with anti-static filament cover 
  material. An articulated spine protector is build into the rear 
  panel of the jacket, designed to prevent spinal injuries.  The 
  EOD Jacket offers 30KD to the Chest, Stomach, and Groin 
  areas, 20KD to the Shoulders, and 18KD to each Arm.  The 
  Jacket itself, with full plating, weighs 16 kilograms and costs 
  $10,000.  It comes with an integrated air-circulation and 
  cooling system, which connects to the helmet and pants. 
   
  EOD Pants 
  The EOD pants feature, which are more like extremely 
  heavy duty suspenders, are design to stop projectiles from 
  mines or grenades, and offers a high level of protection from 
  fire.  Specially designed neoprene-coated Kevlar knee pads 
  provide extra durability and padded knee comfort.  The 
  EOD Jacket offers 18KD of protection to the Legs.  
   
  EOD Helmet 
  The EOD helmet is state-of-the-art, and features 
  bulletproof visor, rebreather mask (which plugs into 
  the suits air-circulation system), and radio headset.  
  The visor is rated at Level II, able to stop a .357 
  Magnum round, and the Helmet itself is Level III-A 
  (at 20KD). The helmet only covers the cranium 
  (back and top of the head), as well as 
  protecting the ears (roll 50/50 on a head hit, 
  or determine some other way), for 20KD.  
  The visor protects the face for 15KD. 
   
  EOD Gloves 
  While on the job, most EOD technicians do 
  not wear gloves, as they get in the way of 
  the delicate wire-working they have to do.  
  But the suit does come with a pair of heavy 
  Kevlar gloves.  These gloves offer 6KD of 
  protection to the Hands, but due to their  
  thickness, give a -2 DEX or TECH to any 
  attempt at fine manipulation. 
   
  EOD Boots 
  The EOD boots are more like Kevlar slippers, 
  but offer a high level of protection from 
  exposions on the ground, as well as shrapnel 
  and fire.  They give 12KD of protection to the 
  Feet.
  
  Armor Table 
  There are fifteen body locations that can be protected, not including the Vitals.  The Vitals are covered by Chest armor.   
  Areas in question are: Head(3-5), Hands(6), Arms(7-8), Shoulders(9), Chest(10-11), Stomach(12), Thighs(14), Legs(15-16), 
  and Feet(17-18), as numbered on the Standard Hit Location Chart.  Remember, Vitals(13) are protecting by Chest armor.  
  Paired items, such as gloves, boots, etc., have stats listed as if both were taken. 
  Armor 
  KD 
  Level 
  Type 
  Pen 
  Locat. 
  Coverd 
  OP val 
  Weight (kg) 
  Notes 
  Leather Jacket 
  3 
  n/a 
  S 
  -0.1 
  7 -13 
  1.5 
  1.2 
   
  Leather Pants 
  3 
  n/a 
  S 
  -0 
  14 - 16 
  1.2 
  0.6 
   
  Leather Gloves 
  2 
  n/a 
  S 
  -0 
  6 
  0.4 
  0.1 
   
  Leather Boots 
  4 
  n/a 
  S 
  -0 
  17-18 
  1.5 
  0.5 
   
  Biker Kevlar Jacket 
  8 
  I 
  S 
  -0.1 
  7-13 
  4.0 
  1.2 
  See Description 
  Biker Kevlar Pants 
  6 
  n/a 
  S 
  0 
  14-16 
  3.5 
  0.5 
   
  Biker Hvy. Kneepads 
  spcl 
  n/a 
  M 
  -0.1 
  15-16 
  0.5 
  0.2 
  See Description 
  Biker Elbow Guard 
  spcl 
  n/a 
  M 
  -0.1 
  7-8 
  0.5 
  0.2 
  See Description 
  Biker Kevlar Gloves 
  6 
  n/a 
  S 
  -0 
  6 
  1.5 
  0.1 
   
  Biker Helmet 
  8 
  I 
  M 
  -0 
  3-5 
  2.0 
  0.7 
   
  20's "Bulletproof" Vest 
  8 
  I 
  S 
  -0.4 
  10-13 
  3.0 
  2.8 
   
  WWII Flak Vest 
  10 
  I 
  M 
  -0.6 
  10-13 
  4.0 
  6.0 
   
  M1952 Vest 
  12 
  II-A 
  M 
  -0.5 
  10-13 
  6.0 
  4.2 
   
  Flak Pants 
  10 
  II-A 
  S 
  -0.8 
  15-16 
  5.0 
  4.5 
   
  M1 G.I. Helmet 
  12 
  II-A 
  M 
  -0 
  3-5 
  0.5 
  1.5 
   
  PASGT Vest 
  22 
  III-A 
  M 
  -0.4 
  10-13 
  9.5 
  3.5 
   
  Hunter's Vest 
  8 
  I 
  S 
  -0.2 
  10-13 
  2.0 
  1.5 
   
  Lt. Kevlar Vest 
  12 
  II-A 
  S 
  -0.3 
  10-13 
  4.0 
  2.2 
   
  Med. Kevlar Vest 
  16 
  II 
  M 
  -0.4 
  10-13 
  5.5 
  3.0 
   
  Hvy. Kevlar Vest 
  20 
  III-A 
  M 
  -0.5 
  10-13 
  7.0 
  3.5 
   
  L3 Kevlar Vest 
  25 
  III 
  H 
  -0.6 
  10-13 
  9.5 
  4.0 
   
  Hvy. Vest Extension 
  20 
  III-A 
  M 
  -0.2 
  14 
  3.0 
  2.1 
   
  L3 Vest Extension 
  25 
  III 
  H 
  -0.3 
  14 
  4.0 
  2.9 
   
  Shoulder Attachment 
  spcl 
  II 
  M 
  -0.2 
  9 
  2.0 
  1.0 
  See Description 
  Steel Plate Insert 
  8 
  +I 
  H 
  -0.2 
  10-13 
  3.0 
  4 
   
  Ablative Ceramic Plate 
  spcl 
  IV 
  H 
  -0.2 
  10-13 
  5.0 
  3.8 
  See Description 
  Kevlar Lined Coat 
  spcl 
  II-A 
  S 
  -0.4 
  7-16 
  7.0 
  2.6 
  Arms 6KD 
  Kevlar Lined Trenchcoat 
  12 
  II-A 
  S 
  -0.8 
  7-16 
  10.0 
  4.2 
  Arms 6KD 
  Kevlar Lined Trenchcoat 
  16 
  II 
  M 
  -1 
  7-16 
  12.0 
  5.0 
  Arms 8KD 
  Kevlar Lined Trenchcoat 
  20 
  III-A 
  M 
  -1.3 
  7-16 
  15.0 
  6.5 
  Arms 10KD 
  Kevlar Shin Guards II-A 
  spcl 
  II-A 
  M 
  -0.2 
  15-16 
  3.0 
  2.0 
  See Description 
  Kevlar Shin Guards II 
  spcl 
  II 
  H 
  -0.2 
  15-16 
  4.0 
  2.3 
  See Description 
  Kevlar Leg Chaps II-A 
  spcl 
  II-A 
  S 
  -0.2 
  15-16 
  3.0 
  2.0 
  See Description 
  Kevlar Leg Chaps II 
  spcl 
  II 
  M 
  -0.2 
  15-16 
  4.0 
  2.4 
  See Description 
  Steel Bracers 
  spcl 
  I 
  H 
  -0.1 
  7-8 
  1.5 
  1.5 
  See Description 
  Kevlar Bracers 
  spcl 
  II-A 
  H 
  -0.1 
  7-8 
  2.5 
  2.0 
  See Description 
  Riot Helmet 
  8 
  I 
  M 
  -0.1 
  3-5 
  1.5 
  1.2 
   
  SWAT Helmet 
  15 
  II-A 
  H 
  -0.1 
  3-5 
  2.0 
  1.0 
   
  PASGT Helmet 
  20 
  III-A 
  H 
  -0 
  3-5 
  4.5 
  1.2 
   
  Combat Boots 
  6 
  N/a 
  M 
  -0.1 
  17-18 
  1.0 
  1.5 
   
  Armored Boots 
  10 
  I 
  H 
  -0.2 
  17-18 
  2.0 
  3.0 
   
  EOD Jacket 
  spcl 
  IV 
  H 
  -1.5 
  7-13 
  100.0 
  16 
  See Description 
  EOD Pants 
  16 
  II 
  M 
  -1 
  14-16 
  40.0 
  4 
   
  EOD Helmet 
  20 
  III-A 
  H 
  -0.3 
  3-5 
  6.0 
  3 
   
  EOD Gloves 
  8 
  I 
  S 
  -0.1 
  6 
  3.0 
  0.2 
   
  EOD Boots 
  12 
  II-A 
  M 
  -0.2 
  17-18 
  3.0 
  1.5 
   
    Type: S = Soft, M = Medium, H = Hard 
  By this chart, a SWAT officer going into a hot zone might fit himself out with a Med. Kevlar Vest, Shoulder Attachments, 
  Kevlar Shin Guards II-A, a SWAT Helmet, and Combat Boots.  In total, this would add up to 8.5 kgs (20lbs), a cost of 13 (or 
  US$1,300), and an action Penalty of -1 (meaning he has a -1 to physical activities). 
   
  
  WEAPONS 
  "Support gun control -- Take time to aim." 
  Firearms 
  This is a listing of the most common weapons available to 
  police, military, and mercenary forces.  Some small arms 
  can be licensed to civilians for personal protection.  Almost 
  all can be found on the Black Market (except for the very 
  exotic ones). Listed in this section are descriptions of 
  various weapons, followed by a summary table listing all 
  their characteristics.  You will not find the DC for most 
  weapons shown -- instead, you will see the ammo type 
  listed.  This is because the damage is a fuciton of the 
  ammunition chosen (see Chapter 5 on Ammo). 
   
  Typically there are four ways to fire a gun - single (S), burst 
  (B), full auto (F), and extended (E).  Semi-automatic 
  weapons can only fire single shot, however, many guns can 
  fire 2 or even 3 single shots in one Action (just by clicking 
  the trigger several times).  Some automatic weapons can 
  fire a burst, usually of 3.  All automatic weapons can fire Full 
  Auto (usually 8-12 RoF), or Extended, meaning all or most 
  of the magazine.  All these is detailed in the following 
  chapter.  Essentially, an H&K G41, which has an RoF listed 
  as 3/3/15/30, means it can fire up to three single shots, 
  three burst of 3, or 15 rounds at full auto or can completely 
  empty all 30 rounds within 3 seconds. 
  Handguns 
  Beretta 92-FS 
  The Beretta 92 series is one of the best personal handgun 
  weapons.  It is safe, reliable, lightweight, and best off all, it 
  carries 15 rounds per magazine.  Most have a black finish, 
  but some may be steel or camo.  The Beretta 92 is used in 
  law enforcement, government agencies, 
  and the military. 
   
  Beretta 93R 9mm 
  The Beretta 93R is a machine pistol, 
  basically a Beretta 92 with burst fire 
  capability.  It comes with a folding stock to add support (+1 
  WA), however, this is usually discarded as the 93R is mostly 
  used by criminals or gangsters (or even police) wanting to 
  keep it hidden.  In reality, the 93R is rather impractical, 
  being terrible inaccurate when firing a three-shot burst.  It 
  works just as a 92 on semi-auto. 
   
  Colt M1911A1 Pistol 
  The Colt M1911A1 pistol has 
  served the US army, police 
  forces, and numerous other 
  groups around the world for 
  decades.  This .45 caliber is 
  only single-action weapon, as 
  opposed to the safer, double-action that must pistol now 
  use.  Thus, keeping it "ready to fire" with a round in the 
  camber is considered unsafe, and it is highly recommended 
  you do not do this with the M1911A1.  If you fall down, or 
  take some sort of sudden impact, the weapon has a 10% 
  chance of discharging.  The M1911A1 is somewhat 
  obsolete compared to modern firearms, but is still extremely 
  common. 
   
  Colt Python .357 and .38 Special 
  Colt Pythons are the most common 
  revolver weapons available.  The .357 
  and .38s are practically universal cop 
  guns.   The .357 and .38 Special hand guns can be easily 
  found in gunstores, gun shows, and in the hands of civilans 
  and criminals alike. 
   
   
  Chapter 
  3 
  
  Desert Eagle 
  The Desert Eagle is a 
  class 
  of 
  semi-auto 
  handguns ranging from the 
  .357 Magnum to the .50 
  caliber Action Express that 
  Hollywood so loves.  They 
  are very powerful and 
  highly reliable.  And of 
  course, the most powerful semi-automatic handgun 
  available is the Desert Eagle .50 AE.  And the Desert Eagle 
  Action Express is a BIG gun, massing nearly two kilos and 
  carrying an even bigger price tag.  Desert Eagles do have 
  some serious recoil, but not as much as you would imagine 
  due to their advanced gas-operated recoil compensation 
  mechanism.  Nevertheless, the kick with as much force as a 
  .44 Magnium, so handle properly. 
   
  Glock 17 / 19 
  The Glock 17 one of the best all around handguns.  It's 
  lightweight is due to the fact that incorporates rigid plastic 
  components, though this in no way hampers its 
  effectiveness.  Weighing only one kilogram, and able to hold 
  17 9mm rounds, makes this weapon an excellent small 
  arms choice.  There is also a longer 19 round magazine 
  available.  Despite what Hollywood says, the Glock 17 is not 
  invisible to X-ray scanners and metal detectors.  Even with 
  the magazine, internal barrel, and 
  firing pin removed it can be 
  detected by most modern metal 
  detectors.  The Glock 19 is similar, 
  but smaller. 
   
  Glock 18C 9mm 
  As the Beretta 93R is an automatic version of the 92, so the 
  Glock 18C is an automatic version of the Glock 17.  
  However, this machine pistol does not fire in bursts of 3, it 
  can only fire fire semi-auto or at full auto, unlike the 93R 
  which only has semi-auto and burst.  It is also lighter than 
  the 93R, and has an optional 33 round magazine.  It is 
  actually fairly easy to control, given it's extreme rate of fire. 
   
  FN Mk3  9mm 
  The Mk3, developed jointly in 
  the 
  1920s 
  by 
  FN 
  and 
  Browning, has been one of the 
  most popular and successful 
  handguns in the world.  It is 
  used by police, special agents, 
  and military forces in over 100 countries.  The Mk3 fires 
  9mm rounds, has an ambidextrous design, and numerous 
  safety mechanisms to prevent accidental discharge (such 
  as when dropped or struck).  It is, however, a single action 
  pistol, giving it a somewhat slower rate of fire. 
   
   
   
   
  FN Five-seveN, 5.7mm 
  Only once every few decades does 
  a true revolution in weaponry 
  technologies 
  come 
  along.  
  Fabrique 
  Nationale's 
  new 
  5.7x28mm aluminum-core rounds 
  are one such technology, capable 
  of penetrating Level III-A armor.  
  Already 
  implemented 
  in 
  widespread use as the P90, the the Five-seveN is the latest 
  usage of this caliber.  It packs as much punch as a 9mm, 
  but is highly armor-piercing (against S,M).  This pistol is 
  lightweight, durable, and leathal. This is, without a doubt, the 
  handgun of the 21st century.  20 rounds of 5.7 cost 0.4 OP. 
   
  H&K Mk 23 SOCom .45 ACP 
  The 
   
  SOCom 
  special 
  operations command pistol is 
  one of the finest handguns 
  available.  It comes with an 
  attachable suppressor and a 
  clip-on under-mounted laser-
  sight, and is used by the US Special Forces.  This handgun 
  is very reliable and accurate, and has a price tag to boot 
  (price includes a silencer and a laser-sight).   
   
  S&W Model 10 .38 Special 
  Not a powerful revolver by any means, the Model 10 is, 
  however, the most common revolver in the world.  It is the 
  easiest handgun to obtain, and is most often found in 
  homes and used for personal defense.  It can fit easily in a 
  glove compartment or ankle holster. 
   
  S&W .357 / .44 Magnum 
  These 
  two 
  guns 
  are 
  powerful, 
  reliable, 
  and 
  versatile revolvers, favored 
  by police, security guards, 
  and movie stars like Clint 
  Eastwood (the Magnum 
  .44 is the Dirty Harry gun).  The Magnum .44 is the most 
  powerful revolver weapon made, comparable in punch to 
  the Desert Eagle. 
   
  SIG P228 9mm 
  The SIG P228 9mm is the primary 
  weapon for Secret Service and the 
  ATF, as well as the choice weapon 
  for the FBI.  The weapon is compact, 
  concealable, and light, but at the 
  same time is highly accurate, reliable, and easy to use.  It is 
  also a common back-up pistol for SWAT, special ops, and 
  counter-terrorist teams, and is used by covert intelligence 
  agents as well due to its concealability. 
   
  Walther PPK 
  No British secret agent is complete without a Walther PPK.  
  This gun was, of course, made famous by James Bond, and 
  is worthy of the distinction.  
   
  
  Sub-Machine Guns 
  FN P90, 5.7x28mm 
  The P90 is one of the most 
  interesting 
  and 
  uniquly 
  designed weapons, it hardly 
  even looks like a gun at all.  
  It is a bullpup design and is 
  suprisingly accurate for its apperence.  The P90 also fires its 
  own custom ammuition, which is arguably as powerful as 
  5.56mm ammo, but taking up half the space.  The 
  magazine is also unique - it is transparent and feeds 
  backwards into the chamber on the top of the gun.  The gun 
  has an extremely high rate of fire (over 900rpm) and can rip 
  through its entire magazine in four seconds.  A 50 round 
  magazine of 5.7x28mm ammo costs 1OP, and is AP 
  against Soft and Medium armor. 
   
  H&K MP5 series Submachine Gun 
  The world-famous H&K MP5 is the all 
  time 
  favorite, 
  highly 
  reliable, 
  submachine gun of choice for the 
  British SAS, US Special Forces, FBI 
  Hostage Rescue, SWAT teams, the 
  Marine Corps, and most counter-
  terrorist organization. It is the best 
  weapon for close quarter fire fights.  
  There are many version of the MP5, 
  primarily the MP5A5, MP5KA5, and MP5PDW (favored by 
  the US Navy SEALS).  These weapons can fire a single 
  burst of twelve deadly chunks of hot spinning lead per 
  second, or may be switched to a semi-auto mode.  All 
  models outlined here can fire in bursts of three, as well as 
  semi-auto and full auto. It is not uncommon to have them 
  modified with silencer, flash suppressor, scopes, or a 
  flashlight.  The MP5SD6 comes with a built-in suppressor. 
   
   
  H&K MP45 UMP .45 
  The latest addition to the 
  MP series is the MP45 
  UMP (Universal Machine 
  Pistol).  The MP45 is a .45 
  caliber version of the MP5 
  series, but is lighter, as 
  most of it is plastic.  The MP45 is the culmination of 50 
  years of unparalleled SMG development.  The weapon has 
  only a few moving parts and  fires standard .45 ACP 
  rounds.  The MP45 can easily snap-on and snap-off 
  accessories, such as sights, suppressors, and flash 
  suppressor.  The MP45 is one of the choice SMGs of the 
  early 21st century. 
  Uzi series 9mm 
  This is just your friendly 
  neighborhood Mafia toy.  The 
  Uzi 9 is so common and 
  popular, in fact, that you can 
  probably rummage though the 
  dumpsters of most major 
  cities 
  and 
  find 
  one 
  (in 
  conjunction with a dead body, of course). 
   
  The Mini-Uzi is the Uzi's little brother.  It's the same as the 
  Uzi, only smaller, lighter, and more compact, almost as 
  cancelable as a pistol (it's 
  about as close as you can get 
  to being a true machine pistol).  
  However, 
  it's 
  lacking 
  on 
  accuracy 
  and 
  powers.  
  Nevertheless, this little puppy is 
  hot. 
  The newer model Micro-Uzi is even 
  smaller than the Mini-Uzi, though not by 
  much.  The Micro-Uzi is so small, 
  however, the bolt has a solid tungsten 
  core to help add weight so as to keep the 
  weapon at least reasonably stable.  Both 
  the Mini and Micro-Uzis are commonly 
  used by criminals for their easily concealability. 
   
  Intertec TEC-9 9mm 
  The TEC-9 is a small, simple, 
  cheap, and common sub-
  machinegun.  The TEC-9 was 
  never intended for military 
  use, it's just not powerful or 
  reliable enough.  The most 
  common production model is 
  the "pistol" version that only 
  fires semi-automatic and has 
  no mode selector.  In criminal hands, the TEC-9 can be 
  easily converted to full auto, though it still lacks the selector 
  switch.  A modified TEC-9 can only fire full auto, but the 
  military TEC-9 model can fire both semi-auto and full auto. 
   
  Ingram MAC 10 
  The only rival to the Uzi is the 
  American made Ingram M10.  
  Despite its compact size and 
  ease 
  of 
  concealability, 
  the 
  military never gave the weapon 
  much though.  For criminals, 
  however, it is an all time favorite.  
  It is noticeably more difficult to control than an Uzi (though 
  about the same as a Mini-Uzi), but has a higher rate of fire.  
  It can fire in semi-automatic or full auto modes. Mounted 
  with a suppressor, this can be a sweet little weapon.  With 
  two a gunman can make short work of any foe. 
   
  
  Skorpion Model 61, .32ACP 
  The Skorpion 61 is a compact 
  submachine gun, and one of the 
  smallest to be adapted to military 
  service.  The Skorpion, however, 
  lacks punch, and has several 
  shortcomings including a lack of reliability and is notoriously 
  inaccurate.  Nevertheless, this gun is extremely common in 
  the former Soviet states, Eastern Europe, and Africa.  Its 
  widely availability on global black market, making it primarily 
  a terrorist weapon. 
   
  Steyr TMP, 9mm 
  Never judge a gun by its size.  The 
  Steyr TMP (Tactical Machine Pistol) is a 
  sub-machinegun no larger than a heavy 
  pistol, with a screaming rate of fire.  
  Surprisingly, this 1.5 kg is both accurate 
  and stable, when properly held with 
  both hands.  It comes with both a 20 round magazine as 
  well as a 30 round version. 
   
   
  Rifles 
  Berrett M82A1 .50 Browning 
  The M82A1 is a semi-automatic sniping rifle, and one of the 
  best.  It should be, because it fires .50 Browning rounds, 
  powerful enough to blow a man's head into a fine red mist.  
  The M82A1 is a rugged and reliable weapon used by the 
  US Army and special forces for sniping and long range 
  attacks.  The M82A1 comes with a bipod, standard sight, 
  and large stock.  The M82A2 is similar, but designed to be 
  carried and fired from the shoulder, lacks the bipod, and has 
  a shorter stock. 
   
  Berrett M90 .50 Browning 
  The M90 is a smaller bolt action version of the M82.  It is 
  smaller, lighter, and can take almost any kind of scooping 
  device.  As it is bolt-action, the M90 is favored by hard-core, 
  old-school snipers, but it is much slower than the M82. 
   
  Browning BAR Mark 2, Semi-Auto 
  When it comes to 
  stopping power, few 
  calibers pack as much 
  punch as a .30-06 
  round.  The BAR Mark 2 is a commercial version of the 
  automatic BAR M1918A1, which is illegal for civilian use 
  (being that it is a machinegun), and it may be purchased in 
  gunstores.  The BAR semi-auto fires .30-06 rounds, and 
  features a x4 scope. 
   
  Colt AR-15 
  The 
  AR-15 
  is 
  an 
  assault carbine in the 
  M16/M4 family.  The 
  AR-15 
  is 
  a 
  semi-
  automatic, gas-operated, locking bolt rifle, with high 
  precision and reliability.  It is commonly used by law 
  enforcement and counter-terrorist forces, and can be 
  purchased with a Class III license.  It fires standard 5.56mm 
  rounds, and many parts (including the 20 or 30 round) are 
  interchangable with other weapons of the M16 family. 
   
  H&K MSG90, 7.62mm 
  The MSG90 is a long 
  range 
  sniper 
  rifle 
  based on the same 
  technology as other 
  H&K weapons.  Thus, as expected, the MSG90 is highly 
  reliable and very accurate, but has a typically high H&K 
  price tag to boot.  It is a semi-automatic weapon with only a 
  five round 7.62mm magazine, and comes with a bipod and 
  its own custom-made x4 scope (which can be replaced with 
  nearly any other sort of scope). 
   
  H&K PSG1, .308 
  The PSG1 Counter-
  Sniper Rifle is one of 
  the best designed and 
  deadliest sniper rifles.  As a weapon, it serves only one 
  purpose -- one shot, one kill.  The PSG1 is extremely 
  accurate, even at 1200 meters, and is the dream gun of 
  most SWAT and special ops snipers.   The loading 
  mechanism is silent, and with a silencer/supressor this 
  weapon is completely silent.  It comes with a x8 scope. 
   
  Remington Model 700 .223 / .308 
  Introduced in 1948, the 
  Model 700 has become 
  the most popular sporting 
  rifle in the US.  Everyone 
  from boy scouts to Marine Corps snipers use the Model 
  700, in one version or another.  This time proven bolt action 
  rifle is durable, accurate, and easy to use. 
   
  Ruger 96/22 Lever Action 
  When one thinks of sporting 
  rifles, .22 long rifles often 
  come to mind.  The Ruger 
  96/22 is one of the (if not the) most common lever-action .22 
  rifle, popular for game hunting and competition.  It is well 
  made, accurate, durable, and reliable. 
   
  Ruger Mini-14, .223 
  The Mini-14 is semi-
  automatic rifle, popular 
  with law enforcement and game hunting, and is second only 
  to the Model 700 in popularity.  It is basically a scaled down 
  M14 and is very similar to the M1 in its basic operation.  The 
  Mini-14 fires standard .223 (5.62mm) rounds, typically held 
  in a 10 round clip (though 20 and even 30 round clips are 
  available). 
  
  Springfield M1 Garand .30-06 
  The main US rifle during 
  WWII, over 4 million M1s 
  were built between the 
  years of 1942 and 1945.  
  The "Garand" long held its place as the primary military 
  weapon of the US, though was displaced by such rifles as 
  the M14 and M16.  It still serves as a sniper rifle, and firing 
  .30-06 rounds, it is very powerful. 
   
  Steyr AMR 5075 15mm 
  With limited applications, the 
  Steyr 15mm Anti-Material 
  Rifle never saw a large 
  production distribution.  The 
  AMR 5075 was designed to 
  destroy equipment, not shoot 
  personnel.  Nevertheless, this weapon carried tremendous 
  punch and can kill anyone with one hit.  The gun fires a 
  special 15mm (.60 caliber) solid tungsten fin-stabilized 
  sabot, capable of penetrating over to two inches of steel.  It 
  is still ineffective against tanks and APCs, and is overkill 
  against a single target, so its tactical usefulness is 
  questionable. Each 15mm bullet must be special ordered (1 
  OP per 20 rounds), and is armor piecing against all armor.  
  It can be special ordered by military forces from Steyr. 
   
  Soviet SVD 7.62mm Sniper 
  The 
  Sniper 
  Rifle 
  Dragunov (SVD) is a 
  gas-operated, 
  semi-
  automatic 
  weapon. 
  It 
  fires the 7.62 (Soviet) cartridge and uses a detachable 10 
  round box magazine. Its bolt mechanism and gas recovery 
  system are similar to those of the AK-47, but, because of 
  the 
  difference 
  in 
  cartridges 
  used, 
  parts 
  are 
  not 
  interchangeable 
  with 
  the 
  assault 
  rifle. 
  The 
  most 
  distinguishing features of the SVD are the open buttstock, 
  which has a cheek pad for ease in sighting, and the 
  telescopic sight mounted over the receiver. It also has a 
  combination flash suppressor/compensator and a 4x 
  telescope. It is commonly found on European and Middle-
  East black markets. 
   
  Winchester M14, 7.62mm 
  The M14, along with 
  the M1 Garand, was 
  long held as the US 
  Army's main-stay weapon in the years following WWII.  The 
  weapon was still in use during the Viatnam conflict, but was 
  replaced at about the same time by the M16.  Nevertheless, 
  the M14 is a powerful rifle, and packs more punch than the 
  M16, bullet for bullet. 
   
  Winchester Model 70 .30 
  The Winchester series 
  Model 70 bolt-action 
  rifle has undergone 
  many versions since its introduction.  This hunter's version 
  features the .30 caliber rifle round, common in most gun 
  stores and capable to taking down large game, such as 
  deer, bears, and similar animals.  It comes with a x4 scope. 
   
  Winchester Model 94 .44 Magnum 
  This is a classic of 
  American heritage, and 
  still in production today 
  for hunters and sport 
  shooters alike.  The Model 94, first introduced in 1894, is a 
  lever action rifle loaded with twelve Magnum .44 rounds, the 
  same used in .44 Magnum pistols.  It is often an invaluable 
  asset to have the same type of ammo for both your rifle and 
  pistol.  It comes with a x4 scope. 
   
  Automatic Rifles 
  Browning BAR M1918A1 .30-06 
  John 
  Browning 
  designed 
  the 
  BAR 
  (Browning Automatic 
  Rifle) for use during 
  the First World War.  
  The M1918A1, adopted by the Army in 1940, saw extensive 
  service during World War II and in Korea. It has selective 
  fire to either semi-auto or fully-auto modes. The BAR uses 
  devistating .30-06 cartridges in 20-round magazines, with 
  an effective rate of fire of 550 shots per minute.  It is still 
  available in army surplus, though unavailable to civilians.  It 
  is very rare on the Black Market, but may be acquired from 
  collectors or rebuilt by gunsmiths. 
   
  CIS Ultimax 100 Mk3 
  Though technically a light 
  machinegun, the Ultimax 
  100, 5.56mm automatic rifle 
  is small and light enough to 
  be handled just like an 
  assault rifle.  It would normal be an unremarkable, rather 
  generic weapon, if it wasn't for its one out standing feature: 
  a 100 round ammo drum.  It can be switched between full 
  automatic and semi-automatic fire in one action, but with a 
  100 round drum, who need's semi-auto mode? 
   
  Colt M16A1/A2 
  The M16 is one of the 
  most 
  war-proven 
  automatic 
  rifles 
  in 
  existence.  The latest model is the M16A2.    This is a 
  lightweight rifle, firing 5.56mm rounds, fired at a velocity of 
  853 meters per second.  The M16A1 can fire semi-auto or 
  full auto.  The M16A2 can fire semi-auto or a three round 
  bursts.  This new M16A2 also supports better accuracy and 
  stability than the M16A1, and conforms to the NATO 
  ammunition standards (so any NATO standard 5.56 ammo 
  will work in the A2, thus it is interchangeable with the SAW) 
  and will also shoot the older M16A1 ammo as well. The A2 
  made of tougher materials than the A1, and has a better 
  cartridge ejector. 
  
  As options, any M16 can be mounted with an undercarriage 
  shotgun, the Cierner Ultimate 12gauge, or an M203 40mm 
  grenade launcher. 
   
  Colt M16SP 
  The M16SP, the newist of 
  the M16 family of weapons, 
  is the shortest weapon of its 
  class available today, about 
  as 
  large 
  as 
  an 
  MP5 
  submachinegun. The lethality of the M16SP is unchallenged 
  by any other make of short 5.56mm weapon, surpassing the 
  M4 and AR-15. The key to the M16SP's accuracy is its 
  unique breach locking system, which remains open until the 
  projectile has exited the muzzle, there-by preventing any 
  recoil until after the projectile exits the muzzle (it can even 
  be fired one-handed). The M16SP serves a wide range of 
  military, security, and law enforcement applications. 
   
  Colt M4 Commando 
  The Colt M4 Commando 
  is very similar to the 
  M16A1, however, it is 
  shorter and lighter.  It 
  also has a telescoping 
  stock allowing for it to be 
  shortened even more for added mobility (making almost as 
  small as some large SMGs).  Like the M16A1, the M4 can 
  only fire in semi-auto or full auto modes.  Though he M16SP 
  is probably superior, the M4 is much more common and 
  less pricy. 
   
  H&K G11K2 
  The 
  H&K 
  G11K2 
  looks like a weapon 
  right 
  out 
  of 
  a 
  Hollywood sci-fi film, 
  and rightfully so.  The 
  G11K2 is a unique 
  weapon, but most 
  unique of all is its caseless ammunition.  Because it's 
  special 4.92mm caseless ammo the G11K2 has a much 
  higher rate of fire than ordinary weapons, as there is no 
  need for the extra stage to eject the spent shell.  In fact, 
  because it fires so fast in burst mode (firing all three in under 
  half a second) with no recoil until just after all are fired, all 
  three bullets will strike the exact same location on the target! 
   
  The G11K2 has a unique loading system.  The 45 round 
  magazine is nearly as long as the barrel, and is mounted 
  above the barrel feeding backwards into the loading 
  mechanism.  Two additional 45 round magazines are 
  located to either side of the center one allowing for easy 
  access and quick change over. 
   
  It can theoretically fire at well over 2000 rpm, and it does so 
  on a 3-round burst.  However, firing 40 rounds in one 
  second at full auto would literally throw the gun out of the 
  gunman's hands!  So the rate of fire is purposefully lowered 
  to 15 rounds per second at full auto.  It can still completely 
  empty one magazine in three seconds. 
   
  The G11K2 differs from the prototype G11 which used 
  4.7mm caseless ammo in a 50 round magazine, and the 
  two are not compatible.  Currently, the G11K2 is not in 
  active production, though there are over a thousand units 
  worldwide.  Until a large order is placed, G11K2s are only 
  available for special operations.  In a futuristic setting in 
  early to mid 21st century, they may be standard military 
  issue.  It should be noted that H&K is also developing a 
  caseless support machining gun and caseless pistol for use 
  with the G11K2s ammo.  
   
  H&K G41 (and G41-TGS) 
  The G41 type assault rifles is H&K 
  attempt at surpassing the M16.  It 
  fires 5.56mm rounds, and can 
  mount nearly any type of sight, 
  and has an optional suppressor.  The G41 can mount an 
  Ultimate 12guage shotgun, and the G41-TGS comes with 
  an undercarriage M79 grenade launcher.  It is capable of 
  semi-auto, burst, and full auto modes.  Further production of 
  the G41 has been cancelled in favor of the G36. 
   
  H&K G36  
  The G36 is the epitome of 
  years 
  of 
  research 
  and 
  development at H&K.  The 
  G36 is lighter and cheaper 
  than the G41, though not as versitle.  Like all H&K weapons, 
  it is extremely reliable and easy to use.  It's magazine holds 
  30 rounds of 5.56mm NATO, and there are a myrid of 
  scopes available.  Unlike the G41, there are no variations 
  with undercarrage shotguns or grenade launchers. 
   
  Soviet AK-47 series 
  AK-47s are one of 
  the most common 
  types of assault rifles 
  manufactured today.  
  They are cheap, reliable, and extremely common; literally 
  hundreds of weapon manufactures in third-world and 
  former-Soviet state nations churn out clones of this weapon 
  every day.  However, the AK-47 is antiquated, and certainly 
  not compliant with NATO standard munitions, sights, 
  silencers, or other accessories. 
   
  Swiss SG 551 5.56mm 
  The SG 551 is a fairly new 
  assault rifle used by the 
  Swiss Army and all over 
  the world.  Its thirty-round 
  magazine is translucent, allowing for easy assessment of 
  remained rounds available. The SG 551 is a fully 
  ambidextrous design, and is concidered on of the best 
  automatic rifles. It is capable of semi-auto, burst, and full 
  auto modes. 
  
  Steyr AUG 5.56mm Carbine 
  The Austrian AUG carbine 
  is an uniquely designed 
  assault 
  rifle, 
  often 
  depicted in movies and on 
  TV for its strange appearance.  But it is very ergonomic and 
  easy to use.  The AUG is easy to assemble and 
  disassemble, allowing for a variety of configurations.  It can 
  be quickly rebuilt to suit both right and left-handed users, 
  incorporate nearly any type of sight or silencer, and has a 
  transparent magazine.  The barrel can be switched from a 
  long, more accurate barrel (+1 WA), or a short compact 
  barrel (+0 WA).  The weapon can fired semi-auto on a light 
  trigger pull, but full auto (or burst) on a hard pull.  Internally, 
  the weapon can be set to fire a three-round burst or fully 
  automatic, but not both. 
   
  Shotguns 
   
  Beretta 1201  12ga 
  The Beretta 12ga shotgun is 
  one of the more common 
  semi-automatic 
  shotguns 
  used for police work.  Like 
  all semi-auto shotguns, the 1201's rate of fire is much higher 
  than pump-action shotgun due to the autoloading 
  mechanism.  It can hold six shells which are loaded like a 
  pump-action. 
   
  Benelli M3 Super 90 12ga 
   The new "M3 Super 90" 
  shotgun from Benelii can 
  operate in two distinct 
  modes: semiautomatic action, based on fixed  barrel inertial 
  operation, using the recoil’s kinetic energy; or manual 
  pumpaction designed in a straightforward and innovative 
  manner to be compatible with the former.  This weapon 
  holds seven 12ga shells, and can be quickly reloaded.  The 
  stock to help absorb recoil when firing. 
   
  Ciener Ultimate 12ga 
  The Ultimate 12 is designed to used with an M16, mounted 
  on the undercarriage, for use in close combat situation.  It is, 
  essentially, a modified Remington 870 pump-action 
  shotgun, with 5 shells. 
   
  Franchi SPAS-12 
  The SPAS-12 (Special 
  Purpose 
  Automatic 
  Shotgun) is one of the 
  deadliest 
  combat 
  shotguns ever made.  It is a fully-automatic shotgun (military 
  version), but the selector switch can allow for semi-auto 
  (pump action) as well.  Thus, the SPAS-12 can blast a literal 
  cloud of death into a room, killing or maiming anyone within.  
  The weapon is designed to compensate for as much recoil 
  as possible, and the well-padded stock helps quite a bit as 
  well.  The SPAS-12 requires specially built 12ga 
  ammunition.  This ammo cost 3x as much as standard 12ga 
  shells.  The "civilian" version is pump-action only and limited 
  to 6 rounds, but can be converted into a full-auto only 
  version with little difficulty. 
   
  Franchi SPAS-15 
  The SPAS-15 shotgun 
  looks almost like a large 
  assault rife, and can 
  mount a variety of scopes and has a removable six round 
  magazine.  The SPAS-15 also fires a special type of 12ga 
  ammo that is more powerful than standard 12ga shells.  
  These cost 3 times more, but gives the weapon its x2 range 
  modifier.  It can also fire standard shotgun rounds as well, 
  but the range modifier will only be x1.3. 
   
  Ithaca Model A  
  The Ithaca Model A is a 
  powerful "break-open" double-
  barrel shotgun.  This shotgun 
  was often called the Burglar gun 
  as it was designed in the early 
  1920s 
  for 
  home 
  defense, 
  however it was more often that not used by criminals 
  instead of against them.  Due to its small size and short 
  barrel, this gun is technically a pistol.  The Ithaca Model A 
  has two triggers (one for each barrel), and both may be 
  pulled at once. 
   
  Pancor Jackhammer 
  With an intimidating name, 
  the Pancor Jackhammer is 
  even more intimidating at 
  close 
  range. 
   
  The 
  Jackhammer is a rapid fire 
  assault shotgun, capable of 
  semi-auto or fully automatic fire!  The Jackhammer does not 
  have burst fire capability, but it can unload nine rounds in 
  less than three seconds.  The gun is light weight for its size, 
  made of durable plastic, fiber glass, and only a few metal 
  components.  The weapon absorbs almost all of its recoil 
  when firing, lessening what would be a catastrophic 
  kickback to about than that of an M16.  The Jackhammer 
  has a revolver-like ammo barrel in the back, which can be 
  quickly ejected and replaced with a filled one. 
   
  Remington 870 
  The Remington 870 
  has been the most 
  popular shotgun since 
  the 1950s.  This pump-action shotgun is used by police, 
  military, criminals, and sportsmen alike.  Second only to 
  handguns, the 870 is the most common police weapon in 
  America.  Countless versions exist, but all a basically 
  functionally the same.  These guns can be purchased 
  almost anywhere and are extremely reliable and accurate. 
  
  Remington Double-Barrel 
  The 
  Remington 
  double-barrel 
  was 
  one of the more 
  notorious 
  shotguns.  
  There were many different models of this weapons 
  produced during the 19th century, and used by extensively 
  by Wild West outlaws such as Billy the Kid and Doc Holiday.  
  Even today the double-barrel shotgun is an impressive 
  weapon, and though now used mostly for game hunting and 
  sporting, it can still be a very lethal weapon.  The infamous 
  "sawed-off" shotgun is usually a Remington double-barrel 
  shotgun with the wooden stock and front six inches of barrel 
  removed.  The sawed off shotgun has a shorter range, but a 
  much great spread. 
   
  Winchester 1300 
  The Winchester 1300 
  Defender is a sleek, 
  ergonomic pump-action 
  shotgun.  It has no stock, and is made of a black stainless 
  steel finish.  The 1300 is a popular shotgun in movies, due 
  to its modern design, while maintaining the romantic air of 
  the "slow-motion" pump-action cinematography. 
   
  Machine Guns 
   
  Browning MG .50 M2 
  The 
  Browning 
  M2 
  heavy machinegun is 
  the 
  classic 
  version 
  used WWII.  It fires .50 
  Browning rounds, the 
  most 
  powerful 
  machinegun caliber, at 
  an alarming 500 rounds per minute.  This weapon is no 
  longer in service, though has been replaced by the FN 
  M2HB, but these guns can still be found in military surplus 
  (not available to civilians), or in the hands of collectors with a 
  Class III license.   It must be belt feed, and the weapon does 
  overheat unless it is allowed to cool down every hundred or 
  so rounds fired. 
   
  FN M249 SAW 
  The Squad Automatic 
  Weapon is a 5.56mm 
  light 
  machine 
  gun, 
  using NATO standard 
  5.56mm ammo, so it is 
  interchangeable with M16 ammo. Most often, the SAW is 
  used as a light gun implement, either of bunkers or on 
  vehicles, but it may be carried and fired like any machine 
  gun rifle.  It uses 30 round M16 magazines, or can be fed 
  from an ammunition belt or a 200 round drum. 
   
  FN M240G  
  The 
  M240G 
  medium 
  machine 
  gun is a 7.62mm 
  gun designed to be 
  mounted on tanks 
  and light armored vehicles.  It may be used in 
  emplacements, and could also be used with a tripod, but 
  this in uncommon due to the limitation of ammo portability. 
   
  However, the weapon has three different fire control 
  regulator mechanisms to alter its rate of fire.   It takes one 
  action to change this (it is not selective fire by burst, like 
  M16 and such) and the gunner may chose from 1, 3, 5, 9, 
  10, or 15 shots per one second burst.  It takes only 1 action 
  to change to any setting.  
   
  This weapon can be modified to be a man-portable machine 
  gun (very good for backup fire support).  This includes a 
  flash suppressor, laser sight, a stock, a pistol grip, and 
  bipod.  This adds 4 kgs to the weight.  Used in this way, the 
  M240 has a WA of -2.  This is due to the increased recoil 
  when fired by hand, unassisted by a tripod. 
   
  FN M2HB 0.50 
  For taking out big things (such 
  as APCs, helicopters, legions of 
  aliens) the M2HB is the right 
  weapon for the job.  This fully 
  automatic air-cooled chain gun 
  is just the sort of thing for anti-vehicle, anti-aircraft 
  operations (and is quite effective at anti-personnel).  It may 
  be mounted on emplacements or vehicles, or on its heavy, 
  custom tripod.  The custom tripod (20kgs) is specially 
  designed to support this weapon, and its is included with the 
  package as shipped from FN Herstal.  It cannot be fired 
  hand held, unless you are a superhero (Min STR is 12). 
   
  SACO M60E3 
  The 
  M60E3 
  7.62mm 
  machine gun (which is 
  being phased out by the 
  heavier, M240G medium 
  machine gun) is a link-belt 
  fed, 
  tripod 
  mounted 
  machine gun.   It can be fired hand held, however there is 
  an additional -2 penalty to hit (in addition to penalties from 
  burst or auto fire).  This particular model comes packaged 
  with a tripod (5kgs), so one does not need to be purchased 
  separately.  This weapon can be belt feed, but has an 
  optional 200 round drum for more portable deployment. 
   
  Soviet RPK 7.62mm 
  The RPK is a variant of 
  the AK assault rifle. It has 
  a longer, heavier barrel, a 
  stamped metal bipod, and 
  a heavier type of fixed, wooden buttstock. The RPK 
  normally feeds ammunition from either a 40-round curved 
  box magazine or a 75-round spring-loaded drum magazine. 
  However, it can also use the 30-round curved box 
  
  magazine of the AK, if necessary. Some RPKs can mount 
  an infrared night-sighting device. The RPK has a maximum 
  effective range of 800 meters in either automatic or 
  semiautomatic mode. Almost all of the moving parts of the 
  RPK are interchangeable with those of the AK -47.  
   
  GEC M134, 7.62mm Minigun 
  Lead.  Lots of lead.  That's the best way to describe this 
  infamous weapon of awesome destruction.  The General 
  Electric 7.62mm, electric motor, six barreled, air-cool, 
  spinning fury of death is one of the most feared and 
  ridiculously overkilling weapons on the battle field today. 
   
  The minigun is only practical when mounted on and 
  installations, tanks, gunships, aircraft, or ships.  It is, 
  unfortunately, a rather silly weapon to haul into a firefight 
  (despite what Hollywood thinks). Miniguns are big, heavy, 
  cumbersome monsters, and when they fire, you do not want 
  to be holding on to it. You should have an STR of 10 to 
  handle the M134 unaided, and the penalty to fire it is equal 
  to your STR - 10.  Even then, the recoil will thrown the 
  gunner so much off balance that he may suffer knockback 
  and possible damage.  When fired by hand, treat the effect 
  as a 6DC+1D6 knockback, vs. the gunmans' BOD.  If 
  6DC+1D6 exceeds his BOD, use normal knockback rules, 
  and he suffer STUN damage equal to the difference 
  between the two.  For example, Munchkinman (STR 5, 
  BOD 7) heaves over an M134 and lets loose.  He is at a -5 
  penalty to hit (STR 5 minus 10 = -5).  For knockback, he 
  must also roll 1D6 and add it to 6 (6DC+1D6).  If his total is 
  10 he will be knocked back 1.5 meters and take 3DC of 
  STUN damage. Ouch! 
   
  This gun should ONLY be fired from a vehicle mount or 
  tripod (it comes with a 12 kg heavy tripod).  Because the 
  minigun is also electrically powered, it must either have a 
  gas-powered generator, battery, or some other source of 
  continuous energy to keep it firing.  It may be powered off a 
  vehicle's electrical system, or a man-portable gasoline 
  generator. The generator runs on a standard gas/oil mix, 
  and can run for 1 hour of constant use (and sounds like a 
  lawnmower).  It masses 30kgs and costs $350 (actual 
  output is 110 volts at 4 amps, or 440 watts per second).  
  Numerous batteries are also available, but the must supply 
  110 volts (or 440 watts per second).  A heavy electric 
  battery can also be used weights about 10 kgs, but only 
  lasts 10 minutes and costs about $200.  It can be recharged 
  in six hours. The more advanced super-conductive 
  hydrogen fuel cell (see experimental weapons) can also be 
  used (at a rate of 0.5 kws per burst).  
   
  Lots of ammo must also be lugged around.  Normally, this is 
  in a big metal box (50kgs, 5000 rounds) and is chain feed 
  into the gun.  Often, two people are required to handle this 
  weapon when it is used as a man-portable gun (that is, with 
  a heavy tripod).  This gun is so big and mechanical that 
  regular mechanic maintenance must be performed or else 
  the weapon will break down on the next mission. 
   
  The weapon's RoF is listed as 0/0/10/30.  However, every 
  "shot" is actually a group of 10 rounds.  The minigun fires so 
  fast, 10 bullets are counted as one single bullet for impact, 
  damage, and armor penetrating purposes doing 3 Kills (or 
  16DCs) of damage, total.  Therefore, if you have a 500 
  round ammo chain, consider this to be 50 "shots". 
  GEC M214, 5.56mm Minigun 
  The GEC M214 is a smaller, more manageable minigun, 
  and has been adapted for man-portable use.  However, its 
  most common roll is still that of a tripod or vehicle mounted 
  heavy machinegun.  Nevertheless, gun-fans everywhere will 
  recognize this gun as being the one used in the movies 
  Predator and Terminator 2. 
   
  Like the M134, the M214 comes with a 12kg heavy tripod or 
  vehicle mounting assembly, and function very similar to its 
  larger cousin, requiring loads of ammo and a constant 
  supply of energy (though somewhat less).  However, of 
  notable interest is the man-portable "Arnold" retrofit of this 
  gun, if you really want to lug it around like the Terminator. 
   
  The "Arnold" version is considerably rare, it actually has to 
  be special ordered or reworked in a gunsmith shop.  This 
  version has a grip and handle in the back, set upside-down 
  like a joystick, with the firing trigger and RoF select position 
  under the index finger and thumb, respectively.  About 
  midway down, just above the electric motor, is a padded 
  steel bar, which you must grip to hold and control the 
  weapon.  Often a sling or harness is used to support the 
  weapon over the shoulders.  This setup comes with a 
  backpack that holds a nickel-cadmium battery and 600 
  rounds of belt ammo (good for about 20 seconds of 
  continuous fire).  The battery will last through about six 
  thousand firings (or 10 belt reloads).  The entire backpack 
  itself weights 40kgs, and the gun weights 28kgs, so this is 
  not for the faint of heart (or faint of bones).  
   
  The penalty to fire the gun is equal to your STR - 8. 
  Furthermore, he may suffer from knockback and possible 
  damage. When fired as such, treat the effect as a 2DC+1D6 
  knockback, vs. the gunmans' BOD.  If 2DC+1D6 exceeds 
  his BOD, use normal knockback rules, and he suffer STUN 
  damage equal to the difference between the two.  For 
  example, Munchkinman (STR 5, BOD 7) is packing an 
  
  M214 "Arnold" and lets loose.  He is has a -3 penalty to hit 
  (STR 5 minus 8 = -3).  For knockback, he must he must roll 
  1D6 and add it to 2 (2DC+1D6).  If his total is 8, he will be 
  knocked down and take 1DC of STUN damage. 
   
  The weapon's RoF is listed as 0/0/6/18.  However, every 
  "shot" is actually a group of 5 rounds.  This minigun fires so 
  fast, 5 bullets are counted as one single bullet for impact, 
  damage, and armor penetrating purposes doing 1 Kills (or 
  14DCs) of damage, total.  Therefore, if you have a 300 
  round ammo chain, consider this to be 60 "shots". 
   
  Heavy Weapons 
  ACL-APX 80mm 
  The ACL-APX is a 
  shoulder 
  launched 
  two stage recoilless 
  cannon.  Like the 
  Miniman, the ACL 
  projectile 
  is 
  launched 
  by 
  an 
  explosive 
  charge 
  which vents through 
  the back port while sending its 80mm warhead toward the 
  target.  Once launched, the projectile's second stage kicks 
  in, firing a solid-fuel rocket blasting the warhead to nearly 
  500 meters per second (or 700mph).  The warhead is armor 
  piercing and primarily design for use against tanks and 
  APCs.  It is a single shot dumb-fire missile, but it can be 
  reloaded in 10 Phases (30 seconds).  Anyone standing 
  directly behind the launcher takes 8DC damage from the 
  blast (-2 DC per meter back).  Each 80mm round cost 20 
  OP ($2000).  It weighs 4.2 kgs. 
   
  GEC GAU-4 Vulcan 20mm Gatling Gun 
  If ever you have wondered why miniguns were called 
  "miniguns"?  Because they are miniature versions of this 
  GAU-4 Vulcan.  The Vulcan 20mm Gatling gun (also, called 
  the M61A1) is one of the most powerful "cannons" MGs 
  ever made.  It has been mounted on everything from fighter 
  jets, to warships, to attack helicopters, to tanks.   
   
  The Vulcan has a max rate of fire of 7,200 rounds per 
  minute.  That’s 120 bullets per second.  The GAU-4 is a 
  self-powered version of the M61A1 which sustains its rate of 
  fire from the exhaust gases, and only requires an 240watt 
  power source to get the barrel's spinning up (after which the 
  gun takes over).  As mentioned, this gun can be placed on a 
  wide variety of platforms, but there has yet to be a ground 
  deployment of this weapon for use on installations or tripod 
  mounts.  It is, however, theoretically possible.  Mounted on 
  a 12kg heavy tripod (similar to the one used on the M134 
  minigun), this weapon becomes the most powerful, portible 
  machinegun available on the face of the planet.  It is 
  absolutely impossible to weild this weapon in hand, or even 
  with an articulated harness.  After all, it is normally mounted 
  on tanks, ships, or fighters. 
   
  The GAU-4 (M61A1) requires special 20mm rounds, which 
  are by default only Armor Piercing.  This cost 3OP for a 
  chain of 10 shots (of 100 actual rounds).  Armor Piercing 
  Explosive costs 6 OP for a chain of 10 shots (and does 6K, 
  or 20DCs). 
   
  The weapon's RoF is listed as 0/0/4/12.  However, every 
  "shot" is actually a group of 10 rounds.  The Vulcan fires so 
  fast, 10 bullets are counted as one single bullet for impact, 
  damage, and armor penetrating purposes doing 5 Kills (or 
  18DCs) of damage, total.  Therefore, if you have a 1000 
  round ammo chain, consider this to be 100 "shots". 
   
  Oerlikon-F 20mm Conversion 
  In WWII, Oerlikon company made some of the finest aircraft 
  machinegun cannons of the war.  Though old, these 
  weapons are still among the most powerful machineguns 
  every made.  Originally designed for aircraft, this package is 
  a man-portable conversion weapon.  Using the surplus 
  aircraft guns and rebuilding them for usage on the ground 
  has made a devastating, though somewhat peculiar, 
  weapon. 
   
  The 20mm Conversion machinegun (which itself weighs 
  30kgs) is mounted on a 12kg heavy tripod (10OP) and is 
  feed from an ammo chain.  Firing 20mm (.80 caliber!) armor 
  piercing rounds, this weapon is more devastating than even 
  the best Browning machinegun.  Nevertheless, this weapon 
  has serious problems.  It overheats extremely fast, as it was 
  designed to have been cooled by airflow of the fighter flying 
  through the sky (and even on fighters it overheated quickly).  
  It can sustain fire for no more than 3 seconds straight (one 
  extended burst) at time, after which it must cool down for 
  another 12 seconds (1 Round).  It can safely sustain quick 9 
  shot bursts every few seconds, with only marginal 
  difficulties, though even at this rate it will overheat after 30 
  seconds of continuous useage.  Any critical failure made 
  while firing this weapon results it a serious mechanical 
  
  failure which can only be repaired after sevaral hours of 
  work. 
   
  Miniman Disposable 
  The Miniman is a cheap, disposable recoilless anti-armor 
  weapon.  Designed by the Swiss, this weapon is used for 
  short-range general purpose destruction against anything 
  from tanks, to APCs, to bunkers.  The 80mm HEAT round 
  (High Explosive Anti-Tank) can penetrate up to 10 inches of 
  steel (less against more advanced armor, such as that of an 
  M1A1 tank), and explode with massively destructive force.  
  The launcher, projectile, and propellant come prepackaged 
  as one unit.  After firing, the launcher is discarded and 
  cannot be reused.  It comes with its own sighting device, 
  and cannot be easily modified. Anyone standing directly 
  behind the launcher takes 8DC damage from the blast (-2 
  DC per meter back).  It weighs only 2.9 kgs.  This gun 
  requires special 20mm rounds, which are Armor Piercing 
  against all armor.  This cost 3OP for a chain of 100 rounds.  
  Each shot does 1Kill, or 14DCs, of damage. 
   
  RPG-7 
  The RPG-7 is a recoilless, 
  shoulder-fired, 
  muzzle-
  loaded, reloadable, rocket 
  propelled grenade launcher. 
  It fires an 85mm rocket-
  assisted 
  HEAT 
  grenade 
  from a smoothbore launcher tube. The RPG-7 is light 
  enough to be carried and fired by one person. The internal 
  rocket motor of the grenade ignites after traveling 
  approximately 11 meters; this gives the projectile higher 
  velocity (sustained out to 500 meters), flatter trajectory, and 
  better accuracy. The PG-7 grenade, with a shaped-charge 
  warhead, has armor penetration of 330 millimeters (3K, AP 
  all).  Each PG-7 round cost 12 OP ($1200).  This is the most 
  common RPG or LAW today, used by terrorist and armies 
  around the world.  It is fighteningly common on the global 
  black market. 
   
  RPG-18 
  The RPG-18 is a short-
  range, 
  tube-launched, 
  disposable 
  infantry 
  antitank rocket launcher, 
  somewhat similar to the 
  US LAW (M72A2). It fires a 64-mm rocket (PG-18) with an 
  effective range of 200 to 250 meters and a HEAT warhead 
  capable of penetrating up to 375 millimeters of armor (2K 
  AP all). The fuse of the HEAT grenade activates 2 to 15 
  meters after leaving the tube and self-destructs after a flight 
  time of 4 to 6 seconds.  It must be discarded after use. 
   
  M72A2 66mm LAW 
  The M72A2 Light Anti-tank Weapon is a disposable missile 
  launcher used by the United States.  It is kept collapsed for 
  easy storage (such as in a backpack or vehicle), and is 
  telescoped out and locked into position before being fired.  
  Like other such weapons, the M72 is launched from the 
  shoulder.  It fires a shaped charged HEAT rocket and the 
  launcher must be discarded after use.  It weights only 2.4 
  kgs. 
   
  M47 Dragon 
  The M47 disposable rocket launcher is an advanced man-
  portable armor-buster.  It consist of three major parts: the 
  M47 Dragon missile, the disposable launching tube, and the 
  optical guidance and targeting unit.  The M47 is fired from 
  the shoulder, and the gunman must aim through the large 
  optical tracking scope.  When the missile is launched, the 
  gunman can continue to guild the rocket using a small 
  control lever on the optics scope, when remains in contact 
  with the rocket via an infrared single.  As the range is 700 
  meters, the time in flight under three seconds, during which 
  time the gunman can steer the missile on toward its target.  
  In effect, this eliminates all range penalties.  Even though 
  the launch tube is disposable, the optical tracking unit is not, 
  and should be retained to attach on subsequent M47s.  
  Total cost is 30 CP without the optical tracking scope.  An 
  M47 tracking scope cost an additional 10CP. 
   
  M79 40mm 
  The M79 is the grenade 
  launcher used on M16s of 
  the Vietnam era.  They are 
  still common throughout the world, and many older M16s 
  still have this attachment.  M79s come as a "shotgun-like" 
  weapon with a wooden stock and ironsight, and is reloaded 
  by breaking it open much like a shotgun (it holds only one 
  40mm round).  It can be used as a single weapon, or 
  disassembled and reassembled as an attachment on an 
  M16, or similarly compatible assault rifle, such as the H&K 
  M41.  It can fire most any standard 40mm grenade.  The 
  M79 is being replaced by the newer M203.   
   
  M203 40mm Grenade Launcher 
  The M203 is designed to 
  be used with an M16 
  (mounted 
  on 
  the 
  undercarriage), but it can 
  be modified to fit other rifles (such as the M41).  It was 
  designed to replace the older M79 of the Vietnam War.  
  Unlike the M79, however, the M203 cannot be used as an 
  independent grenade launcher.  It must be attached to rife.  
  It is very much like the M79 and holds one 40mm round. 
   
  This pump action launcher fires 40mm grenades -- HEDP, 
  HEAA, smoke, flare, or gas.  The grenades are normally set 
  for "flight-range arming" or a simple timer (see grenade 
  description).  
   
  MK-19 40mm Machine Gun 
  A 
  fully 
  automatic 
  40mm 
  grenade launcher.  The key 
  here is, it doesn't fire bullets, it 
  fires grenades. Oh, what fun! 
  A fully automatic disintegrating 
  chain feed grenade launcher 
  with a cyclic rate of nearly 360 
  rounds per minute!  So what does the MK stand for?  In this 
  
  case, it must be Maximum Kill, for this weapon can unleash 
  an ungodly amount of destruction.  It can fire 40mm 
  grenade, but they must be of a specially type specific for the 
  MK-19.  They grenades come in HEDP or HEAA form, bust 
  cost x1.2 more.  There could be special ordered buckshot or 
  fléchette grenades as well. 
   
  The MK-19 is belt feed and barely man-portable.  You 
  cannot fire it hand held, at all, I don't care how big or crazy 
  your are.  It would just rip you're arms clean off (okay, at 
  STR 15+ you can do it).  It is normally mounted on a 
  vehicle, such as a tank or APC, but comes with a heavy 
  tripod for use on the field of battle.  Typically, one person will 
  carry the disassemble MK-19 to a bunker or installation, 
  while another person will carry the ammo.  It can be 
  assembled and setup in under two minutes.  A typical 
  ammo chain consists of 20 to 60 rounds.  A chain will weigh 
  about 6kgs per 20 rounds (a 60 round chain weighs 18kgs). 
   
  SSG-36 20mm 
  The SSG-36 is an 
  older gun, but still 
  very powerful.  It 
  fires 20mm steel-
  core armor-piecing 
  rounds at over 750 m/s (nearly a 1000mph).  The gun was 
  designed to be fired with the gunman lying down, his 
  shoulder against the padded stock, and looking down the 
  scoping site.  Because 20mm anti-tank weapons are no 
  longer effective against modern tanks there have been no 
  such guns built since the 1930s.  However, there are 
  occasions when such a gun might be useful.  Each 20mm 
  bullet must be special ordered from surplus warehouses in 
  Switzerland (1 OP per 10 rounds).  
  Advanced/Experimental Weapons 
  Ever since there was war, there were people who were 
  seeking an edge in war.  Now that the Cold War is over, 
  many 
  think 
  that 
  super-high-tech, 
  ultra-sophisticated 
  weaponry is unnecessary, and such programs as Strategic 
  Defense Initiative are not nothing more than a footnote in 
  history.  Others believe that such weapons are necessary, 
  especially in a limited war world. 
   
  All of these technologies are experimental or ficitonal, and 
  only a few may see real-world proction.  Of all of them, only 
  the OICW and OCSW are being feilding for use in the near-
  future.  The rest are fictional, based on plausable 
  technology.  Such fictional technology, in a ficitonal game 
  world, can only be found in advanced research labs (such 
  as Area 51 or heavily guarded military compounds).   A 
  character can only get one under the following conditions:  
  1) He steals it by breaking into the compound or "mugging" 
  the soldier who has it on the testing grounds,  2) he 
  convinces the President or some general that he needs 
  one, and that he's fighting to save the Earth (good luck...), or 
  3) the GM finds some other way to get it into his hands.   
   
  It must also be noted that the Fictonal technologies listed 
  here are for near-future campaign setting, and give GMs of 
  such campaigns an idea of what sort of weapon systems 
  might be available. 
   
  Power Systems  (fictional) 
  Many of these weapons are actually energy based.  So, 
  several forms of power are necessary.  Most are heavy, 
  bulky, and provide only a few shots before they are drained.   
  The high capacitor hip pack has 100 kilowatts of stored 
  power, cost 5 OP, and weights 10 kgs.  The high capacitor 
  backpack has 1000 kilowatts of stored power, costs 30 OP, 
  and weights 35 kgs. 
   
  The super-conductive hydrogen fuel cell hip pack has 1800 
  kilowatts of stored power, but recharges itself at 1 kilowatt 
  per second, so long as you provide it with a bit of water. 
  Costs 500 OP, and weights 12 kgs. 
   
  The super-conductive hydrogen fuel cell backpack has 
  8600 kilowatts of stored power, but recharges itself at 1 
  kilowatt per second, so long as you provide it with a bit of 
  water. Costs 2500 OP, and weights 40 kgs. 
   
  OICW Land Warrior System 
  The Objective Individual 
  Combat Weapon (OICW) 
  is 
  a 
  newly 
  designed 
  weapon system capable 
  of 
  firing 
  5.56mm 
  projectiles 
  and 
  high-
  explosive 
  airbursting 
  munitions. 
  OICW 
  combines an electronic laser rangefinder and a ballistic 
  computer with a special round to provide a lethal airburst 
  capability. This weapon will enable the soldier to defeat 
  enemies in trenches and behind barriers. In addition, the 
  OICW also employs conventional 5.56mm ammunition. As 
  the lethality component of the Army's 21st Century Land 
  Warrior program, this weapon is expected to replace the 
  current M16/M203 weapon system.  The weapon system is 
  modular, with the Kinetic Energy Gun (that is, the 5.56mm 
  rifle) detachable from the 20mm launcher.   
   
  The 5.56mm Kinetic Energy Gun is similar to the M16, 
  though lighter, more accurate, and more advanced.  It has a 
  30round magazine, and a rate of fire of 900 rounds per 
  minute.  For more even more power, OICW mounts a 
  20mm cannon, capable of firing air-bursting high explosive 
  rounds, or armor piercing anti-tank.  The HE round 
  detonates with an 10DC area-effect explosions, and the AP 
  (Armor Penetrator) round does 8DC focused area-effect, AP 
  against all armor.  Both fire to a range of about 1000 meters.  
  A clip of 6 HE or AP rounds should costs $600 (6OP). 
   
  More remarkable of all is the system's electronic sighting 
  and target range finder system.  This system includes a 
  powerful laser sight, video-display day/night vision 4x scope, 
  and a battle-computer, capable of setting the 20mm 
  detonator for air-burst above a target automatically. 
  
  Alliant Defense Systems has won the contract to complete 
  development of the OICW for the US government.  
  Deployment is scheduled for 2009.  The entire system will 
  weight about 7kgs, and cost $8000 per unit to the US army, 
  which plans to buy 50,000 units. Under existing plans, the 
  army will equip four members of a nine-strong infantry 
  squad with the OICW. 
   
  OCSW 
  The Objective Crew 
  Served 
  Weapon 
  (OCSW) 
  is 
  an 
  integrated machine 
  gun system which 
  couples 
  the 
  firepower 
  of 
  air 
  bursting 
  munitions 
  with opto-electronic 
  fire 
  control 
  to 
  provide all-environment operation and enhanced lethality. 
  The OCSW is an ultra-light, two-man portable, crew-served 
  weapon system incorporating state-of-the-art electronics, 
  advanced materials, and small arms technologies. This 
  unique weapon permits a high probability of incapacitation 
  and suppression of enemy soldiers up to 2000 meters away 
  and has a high potential to damage lightly armored vehicles, 
  water craft, and slow-moving aircraft beyond 1000 meters. 
  The OCSW is the potential replacement weapon for the 
  40mm MK19 Grenade Machine Gun and the caliber .50 M2 
  Machine Gun. 
   
  A prototype of the Objective Crew Served Weapon (OCSW) 
  is began firing trials in mid-1997. The design forms part of 
  the Objective Family of Small Arms, which includes the 
  Objective Individual Combat Weapon (OICW), a personal 
  weapon, a sniper weapon, and other mission-specific types. 
  The OCSW is planned to replace most of the US Army's M2 
  0.50-caliber heavy machine guns and Mk19 grenade 
  launchers, and may also succeed a proportion of the M60 
  machine guns.  It may enter serive around the time of the 
  OICW, between 2009 to 2011. 
   
  The OCSW fires 20mm HE and AP rounds, the same used 
  on the OICW, and has a similar targeting/range finder 
  system.  The HE round detonates with an 10DC area-effect 
  explosions, and the AP (Armor Penetrator) round does 8DC 
  focused area-effect, AP against all armor.  Both fire to a 
  range of about 1000 meters.  20 rounds of HE or AP rounds 
  should costs $2000 (20OP). 
   
  Blinding Laser  (fictional) 
  This weapon is under heavy fire from the UN ethics 
  committees on the fact that such a debilitating weapon 
  could have a terribly traumatic impact on any soldier inflicted 
  by its effects.  While this weapon does not kill, which is a 
  'pro' by the new non-lethal warfare initiative, the major point 
  of concern is the fact that it causes permanent partial or total 
  blindness to the victim.  
   
  The blinding laser is a small, rifle-like device that is plugged 
  into one of the man-portable power sources listed earlier (or  
  to a smaller 5 shot battery "magazine").  When fired, the red 
  beam is swept across the face of the attacker in an attempt 
  to hit his eyes (-6 to hit, but just -4 over all, due to the 
  weapns +2 WA).  If it is a hit, he is permanently blinded. If it 
  is a miss, nothing happens at all.  The beam drains 10 kws 
  per shot (that is, per second).  
   
  DETALAS Laser (aka the Akira Laser) (fictional) 
  The THELAS (Directed Energy Tactical Anti-personnel 
  Laser Assault System) man-portable laser systems is the 
  first practical beam weapon for troop-to-troop engagements 
  on the battlefield.  Basically a 
  miniature version of anti-ballistic 
  missile lasers, the DETALAS is 
  capable of piercing level III and 
  IV armor, and slicing through 
  flesh, muscles, bones causing 
  devastating injury.  
   
  The DETALAS is a chemical 
  laser, using a pulse of electrical 
  current to excite pellets of 
  deuterium fluoride, focusing the 
  intense light energy given off 
  though a series of mirrors and 
  zinc sulfide lenses.  The beam is invisible in daylight, but in 
  darkness (or dim light), or in smoke, the beam appears to 
  be a thin line of coherent blue-green light. 
   
  The beam is powerful enough to burn a hole through Kevlar, 
  aluminum, and other materials, in a matter of seconds, 
  creating a hole only one millimeter in diameter.  What 
  makes the energy beam lethal, however, is that the light's 
  wavelength has been modulated to that of water.  Upon 
  striking flesh, the directed energy beam causes water 
  molecules to excite, boil away, and evaporate near instantly.  
  This has the effect of causing a searing hot explosion to 
  errupt inside the body, damaging tissue and organs. 
   
  The DETALAS uses a great deal of power, a quarter 
  megawatt per DC of damage, but it is Armor Piercing 
  against Soft and Medium armor (but not Hard armor). 
  Nevertheless, when linked to a super-conductive fuel cell, 
  the laser weapon can turn out some massive damage. 
  
  Each DC of damage uses nearly 200kws. Linked to a 
  super-conductive hip pack, 10 DC is available.  This may be 
  fired all at once, or in pieces (one shot of 3DC, then one 
  shot of 5DC, and so on).  Hooked to a backpack, it has 43 
  DC (3 Kills), at its disposal!  That's enough power to cause 
  serious damage a tank. 
   
  The DETALAS also has the advantage of being its own 
  laser sight.  With a light squeeze on the trigger, the gun 
  projecting a very low powered laser for aiming purposes.  
  This acts exactly like other laser sight devices (giving a +1 
  WA).  Squeezing the trigger tighter will fire the weapon at 
  whatever power level the gunman had selected. 
   
  XMP-52 PDW Machine Pistol  (fictional) 
  The XMP-52 Personal Defense 
  Weapon is simply a pistol-
  sized, fully automatic weapon.  
  It is similar to a Barrette 93 or 
  Glock 18, but can fire like an 
  M16.  It has three settings, 
  semi-auto, to fire like any 
  ordinary pistol, burst of three, or full auto.  On fully auto it 
  has a cyclic rate of 600 rpm! 
   
  This weapon is also fully electronic. The switches and 
  trigger are not mechanical, but digital.  There is a digital 
  display on the top of the gun that has a counter for ammo 
  expenditure.  On the back of the gun is a computer interface 
  plug.  Through this, diagnostic equipment can be connected 
  to easily check for problems (and it may have a Smart-Link 
  interface).  It fires 4.92mm caseless bullets (like those of the 
  G11K2), and its comes with either a 20 round or 30 round 
  magazine (no larger than a Glock magazine).   
   
  SMG-MP6 4.92mm Sub-Machinegun (fictional) 
  Filling out the roll between 
  the G11K2 and TCR-12 and 
  the smaller 4.92mm Machine 
  Pistol, the MP6 4.92mm sub-
  machinegun is used for 
  tactical situations such as 
  hostage 
  rescue, 
  close-
  quarter urban combat, and 
  similar applications.  Like all 
  4.92mm caseless weapons, 
  it is suited to space combat, with low recoil and no brass 
  cartridges to eject.  A more advanced version, the MP6Z is 
  specifically design for Zero-G combat, with the additional of 
  rear gas-ejectors to fully compensate for recoil, and uses 
  subsonic, underpowered ammunition (only 3DC damage) 
  which has less of a chance of penetrating a hull. 
   
  Like the XMP-52, the MP6 is fully electronic.  The trigger 
  and switches are all digital as is the ammo counter display. 
  On the back of the gun is a computer interface plug.  
  Through this, diagnostic equipment can be connected to 
  easily check for problems, and for interfacing with 
  computerized optical scoping devices and image enhancers 
  (and it may have a Smart-Link interface).  It has a mode 
  selector switch for changing between Safety, to Semi-auto, 
  to 3-round burst, to full auto. 
   
  TCR-12 4.92mm Tactical Combat Rifle  (fictional) 
  The TCR-12 (pronounced 
  Tak'er 12) is an advanced 
  military assault rifle, the 
  21st century equivalent of 
  the M16.  It is fully 
  automatic, and can fire 
  semi-automatically or in short bursts.  Like other advanced 
  slug-throwers, the TCR-12 fires 4.92mm caseless rounds, 
  like those of the G11K2.   It has a maximum cyclic rate of 
  1600rpm, but this can be set to any lower value as the 
  gunman desires. 
   
  Like the XMP-52, the TCR-12 is fully electronic.  The trigger 
  and switches are all digital as is the ammo counter display. 
  On the back of the gun is a computer interface plug.  
  Through this, diagnostic equipment can be connected to 
  easily check for problems, and for interfacing with 
  computerized optical scoping devices and image enhancers 
  (and it may have a Smart-Link interface).  The TCR-12 
  comes with a Digital Image Enhancement Scope (DIES) 
  which gives a +2 bonus when aiming. 
   
  The gun can be set between semi-auto, burst, and full auto 
  using a selector switch.  As mentioned, the TCR-12s burst 
  and full auto rates of fire can be set to anything under 
  1600rpm using a small dial on the side.  Burst can be set to 
  fire 3, 4, 6, or 8 rounds with one trigger pull.  Full auto (RoF 
  mode F) can be set to fire 10, 12, 16, or 20 rounds per 
  second.  Thus, firing for a fully 3-second Phase (RoF mode 
  E) multiplies these values by 3.  So, on setting 1 the gun will 
  fire a 3 round burst or 10 rounds at Full auto, or 30 rounds 
  Extreme (3/3/10/30).  On setting 3 the gun will fire 3/6/16/48.  
  At max this weapon can fire 3/8/20/60.  
   
  HELAR XGC-1 3.2mm Gauss Gun  (fictional) 
  The 3.2mm XGC-1 Gauss Gun, as known as the HELAR 
  (High Energy Liner Accelerated Rifle) is a cutting edge man-
  portable armor-buster.  Nothing short of the backpack 
  super-conductive hydrogen fuel cell (8600 KW) can hope to 
  power this gun (you can get off one shot with the hip pack).  
  The gun is fairly large and heavy, and contains within two 
  super-cooled super-conductive electromagnetic gauss coils 
  which generate a powerful field to accelerate a single 
  3.2x90mm tungsten-ferrite needle to nearly 6000m/s (over 
  six times the speed of sound).  Unfortunately, each shot 
  requires a tremendous mount of energy (nearly 1.8 
  megawatts), and it takes about 3 seconds (1 Phase) for it to 
  charage up for each shot (sounds like a high pitched electric 
  whine).  Even with the backpack super-conductive 
  hydrogen fuel cell it can only get five shots.  The gun can 
  carry a magazine of up to 100 rounds, but due to limited 
  energy a 5 round magazine is more practical.  The gauss 
  gun is armor piercing. 
  
   
  Weapons Table 
  (List Cost is per commercial or military sales, as an OP value, x $100 for US$) 
  Use the weapon the skill Range Weapons (type) as listed 
  A Caliber shown for DC means use the damage for that type of ammo. 
   
  Handguns (Pistol) 
  WA 
  DC 
  RoF 
  Ammo 
  Range(m) 
  Weight(kg) 
  Cost(OP) 
  Leg. 
  Notes 
  Beretta 92S 9mm 
  +0 
  9mm 
  2/0/0/0 
  15 
  70 
  1.3 
  3.0 
  L 
   
  Beretta 93R 9mm 
  +0 
  9mm 
  2/3/0/0 
  20 
  70 
  1.3 
  4.6 
  P 
  Pistol/SMG 
  Colt M1911A1 .45 
  +0 
  .45 
  2/0/0/0 
  8 
  50 
  1.3 
  2.4 
  L 
   
  Colt Double Eagle .45 
  +0 
  .45 
  2/0/0/0 
  8 
  65 
  1.3 
  2.6 
  L 
   
  Colt Python .357 / .38sp 
  +0 
  .357 
  2/0/0/0 
  6 
  65 
  1.3 
  2.2 
  L 
  Revolver 
  Desert Eagle .357 
  +2 
  .357 
  3/0/0/0 
  9 
  75 
  1.6 
  5.0 
  L 
  Cool 
  Desert Eagle .44 
  +1 
  .44 
  2/0/0/0 
  8 
  80 
  1.8 
  7.2 
  L 
  Very Cool 
  Desert Eagle .50 AE 
  +0 
  .50p 
  2/0/0/0 
  7 
  90 
  2.0 
  8.5 
  L 
  God of Cool 
  Glock 17 9mm 
  +0 
  9mm 
  3/0/0/0 
  17/19 
  60 
  1.0 
  3.8 
  L 
   
  Glock 19 9mm 
  -1 
  9mm 
  2/0/0/0 
  15/17 
  60 
  0.8 
  3.0 
  L 
   
  Glock 18C 9mm 
  -1 
  9mm 
  3/0/12/33 
  17/33 
  60 
  0.8 
  4.5 
  P 
  Pistol/SMG 
  FN Mk3  9mm 
  +1 
  9mm 
  2/0/0/0 
  13 
  70 
  0.9 
  5.5 
  L 
   
  FN Five-seveN 5.7mm 
  +0 
  3DC 
  3/0/0/0 
  20 
  80 
  0.75 
  8.5 
  P 
  AP(S,M) 
  H&K Mk 23 SOCom 
  +1 
  9mm 
  3/0/0/0 
  12 
  70 
  1.2 
  15.0 
  P 
  w/ accessories 
  Intratec TEC-9 9mm 
  -1 
  9mm 
  3/0/0/0 
  20/32 
  80 
  1.7 
  2.6 
  L 
  Pistol version 
  S&W M10 .38sp 
  -1 
  .38 
  2/0/0/0 
  6 
  50 
  1.0 
  1.7 
  L 
  Revolver 
  S&W M19 .357 
  -1 
  .357 
  2/0/0/0 
  6 
  70 
  1.2 
  1.8 
  L 
  Revolver 
  S&W M29 Magnum .44 
  +1 
  .44 
  2/0/0/0 
  6 
  70 
  1.5 
  3.2 
  L 
  Revolver 
  S&W 1076 .45 
  +0 
  .45 
  2/0/0/0 
  9 
  50 
  1.3 
  2.8 
  L 
   
  SIG P228 
  +1 
  9mm 
  3/0/0/0 
  13 
  65 
  0.9 
  5.0 
  L 
   
  Walther PPK .32 
  -1 
  .32 
  3/0/0/0 
  7 
  40 
  0.6 
  1.8 
  L 
   
  Sub-Machine Guns  
  WA 
  DC 
  RoF 
  Ammo 
  Range(m) 
  Weight(kg) 
  Cost(OP) 
  Leg. 
  Notes 
  FN P90, 5.7x28mm 
  +1 
  3DC 
  3/3/16/40 
  50 
  80 
  3.0 
  12.5 
  P 
  AP(S,M) 
  H&K MP5A5 9mm 
  +1 
  9mm 
  3/3/12/30 
  30 
  175 
  2.9 
  9.0 
  P 
   
  H&K MP5KA5 9mm 
  -1 
  9mm 
  3/3/15/30 
  30 
  125 
  2.5 
  6.5 
  P 
   
  H&K MP5PDW 9mm 
  +0 
  9mm 
  3/3/15/30 
  30 
  125 
  2.8 
  7.2 
  P 
   
  H&K MP5SD6 9mm 
  +1 
  9mm 
  3/3/12/30 
  30 
  120 
  3.7 
  13.6 
  P 
  Suppressor 
  H&K MP45 UMP .45 
  +0 
  .45 
  3/3/12/25 
  25 
  150 
  2.4 
  7.5 
  P 
   
  IMI Uzi 9mm 
  +0 
  9mm 
  3/0/10/30 
  20/32 
  120 
  3.7 
  5.0 
  P 
   
  IMI Mini-Uzi 9mm 
  -1 
  9mm 
  3/0/12/32 
  20/32 
  90 
  3.0 
  5.6 
  P 
   
  IMI Micro-Uzi 9mm 
  -2 
  9mm 
  3/0/12/20 
  16/20 
  80 
  2.2 
  4.5 
  P 
   
  Intratec TEC-9 9mm 
  -1 
  9mm 
  3/0/15/32 
  20/32 
  80 
  1.7 
  3.2 
  P 
  Military Model 
  Intratec TEC-9 (Mod) 
  -1 
  9mm 
  0/0/15/32 
  20/32 
  80 
  1.7 
  2.8 
  P 
  Black Market 
  MAC Ingram M10 .45 
  -1 
  .45 
  3/0/16/32 
  32 
  90 
  3.2 
  5.8 
  P 
   
  Scorpion 61 .32 
  +0 
  .32 
  3/0/12/20 
  20 
  50 
  2.4 
  2.2 
  P 
   
  Steyr TMP 9mm 
  +1 
  9mm 
  3/0/12/30 
  20/30 
  100 
  1.5 
  6.3 
  P 
   
  Rifles (Rifle) 
  WA 
  DC 
  RoF 
  Ammo 
  Range(m) 
  Weight(kg) 
  Cost(OP) 
  Leg. 
  Notes 
  Barrett M82A1  0.50 
  +2 
  0.50B 
  3/0/0/0 
  11 
  2500 
  15.9 
  24.0 
  M 
  semi-auto 
  Barrett M82A2  0.50 
  +1 
  0.50B 
  3/0/0/0 
  11 
  2500 
  13.5 
  28.0 
  M 
  semi-auto 
  Barrett M90 0.50 
  +3 
  0.50B 
  1/0/0/0 
  5 
  1250 
  10.6 
  20.0 
  M 
  bolt-action 
  Browning BAR Mk2 
  +2 
  30-06 
  2/0/0/0 
  4 
  2000 
  5.4 
  7.2 
  L 
  Scope 
  Colt AR-15 5.56mm 
  +1 
  5.56 
  3/0/0/0 
  20/30 
  300 
  3.4 
  5.5 
  P 
  semi-auto 
  H&K MSG90 7.62mm 
  +2 
  7.62 
  3/0/0/0 
  5/20 
  1000 
  6.5 
  9.2 
  P 
  Scope 
  H&K PSG1 .308 
  +3 
  7.62 
  2/0/0/0 
  5 
  2000 
  8.1 
  15.3 
  P 
  Scope 
  Remington 700 .223 
  +2 
  5.56 
  1/0/0/0 
  6 
  1200 
  3.3 
  2.6 
  L 
  bolt-action 
  Remington 700 .308 
  +2 
  7.62 
  1/0/0/0 
  5 
  1400 
  3.3 
  3.2 
  L 
  bolt-action 
  Ruger 96/22, .22 
  +1 
  .22 
  1/0/0/0 
  10 
  800 
  2.2 
  2.6 
  L 
  lever-action 
  Ruger Mini-14, .223 
  +2 
  5.56 
  2/0/0/0 
  10 
  1000 
  3.0 
  3.0 
  L 
  semi-auto 
  Springfield M1 Garand 
  +1 
  30-06 
  2/0/0/0 
  8 
  1500 
  4.5 
  6.0 
  L 
  semi-auto 
  Steyr AMR5075, 15mm 
  +2 
  12DC 
  1/0/0/0 
  5 
  2200 
  20 
  15.0 
  M 
  AP(all), Scope 
  Soviet SVD 7.62 
  +1 
  7.62 
  2/0/0/0 
  30 
  1300 
  4.9 
  20.5 
  M 
  Full package 
  Winchester M14 
  +2 
  7.62 
  3/0/0/0 
  20 
  1200 
  4.4 
  10.0 
  L 
  Scope 
  Winchester Model 70 
  +2 
  .30 
  1/0/0/0 
  5 
  1000 
  4.5 
  7.2 
  L 
  bolt, Scope 
  Winchester Model 94 
  +1 
  .44 
  1/0/0/0 
  12 
  800 
  3.1 
  4.2 
  L 
  lever-action 
  
  Automatic Rifles (Rifle) 
  WA 
  DC 
  RoF 
  Ammo 
  Range(m) 
  Weight(kg) 
  Cost(OP) 
  Leg. 
  Notes 
  Browning BAR M1918A1 
  +1 
  30-06 
  2/0/8/20 
  20 
  600 
  5.4 
  7.6 
  P 
   
  CIS Ultimax 100 5.56 
  +0 
  5.56 
  2/0/9/27 
  100 
  340 
  4.9 
  6.5 
  P 
   
  Colt M16A1 5.56mm 
  +1 
  5.56 
  3/0/12/30 
  20/30 
  350 
  3.9 
  7.5 
  M 
   
  Colt M16A2 5.56mm 
  +1 
  5.56 
  3/3/0/0 
  20/30 
  350 
  3.9 
  7.5 
  P 
   
  Colt M16SP 5.56mm 
  +1 
  5.56 
  3/0/12/30 
  20/30 
  250 
  2.6 
  7.2 
  P 
   
  Colt M4 5.56mm 
  +0 
  5.56 
  3/0/12/30 
  20/30 
  300 
  3.3 
  5.2 
  P 
   
  H&K G11K2 
  +1 
  4.92 
  3/3/15/45 
  45 
  400 
  4.2 
  15 
  M 
  Caseless ammo 
  H&K G41 5.56mm 
  +1 
  5.56 
  3/3/14/30 
  30 
  320 
  4.7 
  10.8 
  M 
   
  H&K G36 5.56mm 
  +0 
  5.56 
  3/3/12/30 
  30 
  300 
  3.5 
  8.5 
  P 
   
  Soviet AK-47, 7.62 x 39 
  +0 
  7.62 
  3/0/8/24 
  30 
  250 
  4.8 
  4.2 
  P 
   
  SIG SG 551 5.56mm 
  +0 
  5.56 
  3/3/12/30 
  20/30 
  350 
  4.1 
  6.5 
  P 
   
  Steyr AUG Carbine  
  +1 
  5.56 
  3/3/0/0 
  30/42 
  400 
  4.0 
  6.2 
  P 
  Burst version 
  Steyr AUG Carbine  
  +1 
  5.56 
  3/0/10/30 
  30/42 
  400 
  4.0 
  6.2 
  P 
  Full Auto 
  Shotguns (Rifle) 
  WA 
  DC 
  RoF 
  Ammo 
  Range(m) 
  Weight(kg) 
  Cost(OP) 
  Leg. 
  Notes 
  Beretta 1201  12ga 
  +0 
  12ga 
  2/0/0/0 
  6 
  x1.3 
  3.2 
  4.4 
  L 
  Semi-auto 
  Benelli M3 Super 90 12ga 
  +0 
  12ga 
  2/0/0/0 
  7 
  x1.2 
  3.8 
  5.2 
  P 
  Semi-auto 
  Ciener Ultimate 12ga 
  +0 
  12ga 
  1/0/0/0 
  5 
  x1 
  2.9 
  2.8 
  P 
  for M16 
  Franchi SPAS-12 12ga 
  +0 
  12ga 
  2/0/3/9 
  9 
  x1.5 
  4.4 
  9.4 
  P 
  Full auto 
  Franchi SPAS-15 12ga 
  +0 
  12ga 
  3/0/0/0 
  6 
  x2 
  4.2 
  8.3 
  P 
  Semi-auto 
  Ithica Model A 
  -1 
  10ga 
  2/2/0/0 
  2 
  x0.5 
  3.3 
  3.2 
  L 
  2-barrel 
  Pancor Jackhammer 
  +0 
  12ga 
  2/0/4/10 
  10 
  x1.2 
  5.1 
  8.5 
  P 
  Full auto 
  Remington 870 12ga 
  +0 
  12ga 
  1/0/0/0 
  7 
  x1.2 
  4.0 
  3.2 
  L 
  Pump 
  Remington Double-Barrel 
  +0 
  12ga 
  2/2/0/0 
  2 
  x1 
  3.6 
  2.7 
  L 
  2-barrel 
  Remington Sawed-Off 
  -1 
  12ga 
  2/2/0/0 
  2 
  x0.5 
  3.1 
  2.7 
  P 
  2-barrel 
  Winchester 1300 12ga 
  +1 
  12ga 
  1/0/0/0 
  7 
  x1 
  3.4 
  3.5 
  L 
  Pump 
  MachineGuns (Heavy) 
  WA 
  DC 
  RoF 
  Ammo 
  Range(m) 
  Weight(kg) 
  Cost(OP) 
  Leg. 
  Notes 
  Browning MG .50 M2 
  +0 
  0.50B 
  0/0/8/24 
  belt 
  800 
  33.0 
  40 
  M 
   
  FN M249 SAW 5.56 
  +1 
  5.56 
  0/0/15/45 
  30/belt 
  450 
  6.8 
  24 
  P 
  200 round drum 
  FN M240G 7.62mm 
  +1 
  7.62 
  variable 
  belt 
  600 
  10.9 
  28 
  M 
  w/ accessories 
  FN M2HB 0.50 
  +1 
  0.50B 
  0/0/8/24 
  belt 
  1100 
  38.2 
  60 
  M 
   
  Saco M60E3 7.62mm 
  +0 
  7.62 
  0/0/9/27 
  belt 
  650 
  10.5 
  20 
  P 
  200 round drum 
  Soviet RPK 7.62mm 
  +0 
  7.62 
  3/0/0/9/27 
  30/75 
  800 
  7.2 
  33 
  M 
   
  M134 Minigun 7.62 
  +0 
  3K 
  0/0/10/30* 
  belt 
  600 
  38 
  100 
  M 
  whole package 
  M214 Minigun 5.56 
  -1 
  1K 
  0/0/6/18** 
  belt 
  400 
  26 
  50 
  M 
  whole package 
  Hvy Weapons (Heavy) 
  WA 
  DC 
  RoF 
  Ammo 
  Range(m) 
  Weight(kg) 
  Cost(OP) 
  Leg. 
  Notes 
  ACL-APX 80mm 
  +2 
  2K 
  1/0/0/0 
  1 
  600 
  10 
  30 
  M 
  AP (all) 
  Miniman Disposable 
  +0 
  1K 
  1/0/0/0 
  1 
  250 
  3 
  9.5 
  M 
  AP (all) 
  GEC GAU-4 Vulcan 
  +0 
  4K 
  0/0/4/12* 
  belt 
  3000 
  250 
  300 
  M 
  AP (all), RoF* 
  Oerlikon-F 20mm 
  +0 
  1K 
  0/0/8/24 
  belt 
  2300 
  26 
  30 
  M 
  AP (all) 
  RPG-7 Reusable 
  +1 
  3K 
  1/0/0/0 
  1 
  500 
  6.0 
  32 
  M 
  AP (all) 
  RPG-18 Disposable 
  +1 
  2K 
  1/0/0/0 
  1 
  250 
  4.2 
  18 
  M 
  AP (all) 
  M72A2 66mm 
  +1 
  2K 
  1/0/0/0 
  1 
  200 
  3 
  18 
  M 
  AP (all) 
  M47 Dragon 
  +2 
  4K 
  1/0/0/0 
  1 
  500 
  30 
  30 
  M 
  AP (all) 
  M79 40mm 
  +0 
  type 
  1/0/0/0 
  1 
  350 
  3.2 
  8 
  M 
  stand alone 
  M203 40mm 
  +0 
  type 
  1/0/0/0 
  1 
  350 
  +2 
  8 
  M 
  Mount on M16 
  MK19 40mm 
  +0 
  type 
  1/0/3/6 
  belt 
  1200 
  38 
  130 
  M 
   
  SSG-36 20mm 
  +2 
  1K 
  1/0/0/0 
  5 
  2000 
  36 
  20 
  M 
  AP(all), Scope 
  Advanced/Experimental 
  WA 
  DC 
  RoF 
  Ammo 
  Range(m) 
  Weight(kg) 
  Cost(OP) 
  Leg. 
  Notes 
  OICW Kinetic 5.56mm 
  +1 
  5.56 
  3/0/15/30 
  30 
  500 
  3.0 
  80 
  M 
   
  OICW 20mm HE Cannon 
  +2 
  10DC 
  1/0/0/0 
  6 
  1000 
  4.0 
  " 
  M 
  HE and TP 
  OCSW 20mm Cannon 
  +2 
  10DC 
  2/0/4/12 
  20 
  1200 
  6.2 
  120 
  M 
  HE and TP 
  Blinding Laser 
  +2 
  - 
  1/0/0/0 
  pwr 
  50 
  3.2 
  50 
  M 
  Blinding 
  DETALAS Laser 
  +2 
  var. 
  1/0/0/0 
  pwr 
  150 
  6.7 
  1200 
  M 
  AP (S,M) 
  XMP-52 PDW 4.92mm 
  -1 
  4.92 
  3/3/10/30 
  20/30 
  80 
  1.1 
  20 
  M 
  caseless ammo 
  SMG-MP6 4.92mm  
  +0 
  4.92 
  3/3/10/30 
  30 
  350 
  2.9 
  30 
  M 
  caseless ammo 
  TCR-12 4.92mm 
  +1 
  4.92 
  variable 
  60 
  500 
  4.1 
  40 
  M 
  caseless ammo 
  HELAR XGC-1 GaussGun 
  +0 
  3K 
  1/0/0/0 
  5 
  2500 
  5.8 
  2500 
  M 
  AP (all) 
   
  * indicates that the RoF is Special.  Each "shot" is in fact a group of 10 rounds counted as one (doing listed damage). 
  ** same as above, but its only a group of 5 rounds counted as one  (doing listed damage). 
    
  
   
   
  ACCESSORIES 
  "Don't leave the bunker without them." 
  Weapons Accessories 
  Gun Cleaning and Repair Kit 
  A standard gun cleaning kit with tools to assist in 
  disassembly and repair of guns as well.  It is not a complete 
  gun building kit, but is intended for general maintenance 
  purposes only.  Don’t leave the barracks without it.  2 OP, 
  1.5 kgs. 
   
  Barrel Extension 
  Many guns can have an attachable barrel extension, even a 
  pistol. However, heavy weapons, such as machineguns, 
  rocket launchers, and so forth, cannot have such 
  extensions. An extension adds +1 bonus to the weapon's 
  accuracy but it makes it far less concealable.  It is not 
  interchangeable between other guns, but is between guns 
  of the same type.  2 OP, +0.4 kgs. 
   
  Flashlight 
  A flashlight can be attached to a rifle, usual on the right or 
  left side, or undercarriage.  This allows for the gunman to 
  engage in night combat, or combat in dark places, and 
  utilize a flashlight without having to have a free hand.  
  Instead, he can hold and point the gun in the desired 
  direction.  The flashlight has a small "black spot" in the 
  center, which can be used as a crude site (like an inverse 
  laser site) but this provides no real game bonus.  1 OP, +0.3 
  kgs. 
   
  Revolver Speedloader 
  A speedloader holds six bullets in a single circular block for 
  easy insertion into the pistol's revolver chamber.  Loaded 
  speedloaders can be carried in the pocket, belt pouches, or 
  any easily accessible location.  They allow a revolver to be 
  completely reloaded in one Action. 
   
  Flash Suppressor 
  When guns go bang, they usually create a muzzle flash 
  which is detectable at night and can easily blow one's cover 
  (as if firing a gun doesn't already blow one's cover).  A flash 
  suppressor simply absorbs this flash. It adds a +3 penalty to 
  detect gunfire.  2 OP, +0.3kgs. 
   
  Suppressor (Silencer) 
  A handy device, this suppressor muffles that terrible bang a 
  gun makes when it fires.  All that is heard with such a 
  suppressor is the mechanism of the gun and the sound of 
  the bullet whizzing though the air.  Such "silencers" exist for 
  many types of guns:  pistols, rifles, and SMGs alike.  It adds 
  a +5 DV to detect gunfire. 3 OP, +0.3kgs.  Subsonic bullets 
  can make the weapon nearly inaudible. 
   
  Suppressor (combo) 
  This is a silencer/flash suppressor combo.  Such devices 
  are becoming far more common now than the separate 
  models (called, simple Suppressors). It adds a +8 penalty to 
  detect gunfire. 5 OP, +0.3 kgs. 
   
  Optical Sighting Scope 
  A simple scoping device with no or minimal telescopic zoon 
  (under x2).  This is a very common and popular sighting 
  device, and is overall worht the cost. Usage of a sighting 
  scope when aiming will give an additional +1 WA bonus.  1 
  OP, +0.3 kg. 
   
  x4 Telescopic Scope 
  A telescopic scope allows an aimer to zoom in on a target, 
  thus negating some of the range penalties.  Usage of a 
  telescopic scope when aiming will negate all range penalties 
  up to 50meters.  -1 penalty per 50 meters thereafter.  2 OP, 
  +0.5 kg. 
   
  x8 Telescopic Scope 
  Like the x4, this telescopic scope allows an aimer to zoom 
  in on a target and negating some of the range penalties.  
  Usage of this scope when aiming will negate all range 
  penalties up to 100meters.  -1 penalty per 100 meters 
  thereafter.  5 OP, +1 kg. 
   
   
  x12 Telescopic Scope 
  The x12 telescopic scope is a fairly large and expensive 
  scope.  It negating range penalties up to a range of 
  200meters.  -1 penalty per 100 meters thereafter.  10 OP, 
  +1.5 kg. 
   
   
   
  Chapter 
  4 
  
  x20 Telescopic Scope 
  The x20 telescopic scope is a huge  lense with high 
  powered telescopic capabilities.  It allows an aimer to zoom 
  in on a target and negating all range penalties up to 500 
  meters (half a kilometer!).  -1 penalty per 200 meters 
  thereafter.  20 OP, +3 kg. 
   
  Starlight Scope 
  The Starlight scope, like the goggles, collects what little light 
  is available and use it to enhance images. When used, 
  these half the penalty for darkness.  However, it cannot see 
  invisible creatures, as it uses the normal spectrum. The 
  image is usually in a false color, normally shades of light 
  green, but full color is now available.  This scope also acts 
  as an x8 telescopic scope.  15 OP, +1 kg. (20, +2 kg for 
  computer enhanced color).  It lasts for four hours of use on 
  a C battery. 
   
  UltraMag Starlight Scope 
  The UltraMag Starlight Scope is basically an enormous 20x 
  telescopic scope with starlight capabilities.  It combines the 
  best of both, and is the ultimate night-time sniper scope.  
  But it comes with a price.  The UltraMag costs 30 OP, 4 kg 
  (40, +2 kg for computer enhanced color).  It lasts for one 
  hour of use on a C battery. 
   
  Thermal Imaging Scope 
  The themal imaging scope allows the user to see heat in 
  darkness.  The cut the penalties for darkness by half, but 
  you can only see in a false spectrum of heat.  Cold objects 
  may be very difficult to see on cold backgrounds. This 
  scope may also be a able to see targets through thin walls.  
  This scope is also telescopic, and gains a +1 bonus when 
  aiming.  18 OP, +1 kg.  It lasts for four hours of on a C 
  battery. 
   
  Laser Sight 
  This can be attached to the top of a gun or under the barrel, 
  and will projects a small laser dot at the point where the 
  weapon will hit.  However, it has a range of only 200 meters.  
  It adds a +1 to the weapon's WA, and +2 WA when aiming.  
  4 OP, +0.2 kgs. 
   
  Digital Imaging Scope (fictional) 
  The digital image enhancement scope (DIES) is a new 
  computerized targeting system, developed primarily for use 
  with the TCR-12 and G11K2.   This scope looks like a small 
  rectangular box with a 40mm full color flatpannel display.  
  The gunman uses the scope as he would with older style 
  scopes.  However, the scope has several switched which he 
  can control with his left hand (or right hand for left handed 
  models) which control zoom, optics mode, and virtual 
  crosshair display.   The front of the scope has optics for 
  daylight, IR, and color Starlight, all of which are x3 
  telescopic.  On the view, in whatever mode, a virtual 
  crosshair is project on the target, its position calculated by 
  the computer to compensate for range, velocity, and 
  apparent motion.  This gives a +2 bonus when aiming. 60 
  OP, +1 kg. It lasts for two hours of use on a C battery. 
   
  XV-1 Ultrascope (fictional) 
  Though functionally less impressive than the DIES, the 
  Ultrascope has one major advantage: it sees through 
  everything.  The XV-1 uses a combination of short-wave 
  radar and lower powered X-rays to penetrate the equivalent 
  of up to 6cm of steel.  Like the DIES, it uses a digital scope, 
  and projects the view on a 40mm display along with virtual 
  crosshairs.  However, the view is only in shades of green, 
  the darker colors showing areas of higher density.  The 
  controls on the top of the sight adjust the "viewing range" to 
  a max range of 600 meters.  The x-ray projection is simply 
  not powerful enough to extend past 600 meters, and in most 
  cases will not be able to go beyond 200 or 300 meters 
  depending on the materials it must penetrate.  The 
  Ultrascope can easily see through forests up to 400 meters 
  (300 for dense forests or jungles).  It can also see through 
  most house and small buildings, inside of vehicles (even 
  tanks and APCs), and through half a foot of solid concrete.  
  The Ultrascope does have its limitations, and the denser the 
  materials it must penetrate drastically reduces its range.  
  Over all, this negates all range penalties when aiming. 150 
  OP, +1.5 kg.  It lasts for 2 minutes of use on two C battery. 
   
  Holster 
  This is a device that mounts on your belt, side, or back, and 
  is used to hold a pistol weapon.    It  must   be  made  for  a 
  specific weapons.  A holster exist for almost all hand held 
  pistol weapons, and most guns come with a holster 
  included.  0.5 OP, 0.2 kgs. 
   
  Bipod 
  A light two legged stand, used for proping a long rifle or 
  machine gun.  It can support 15kgs.  2 OP, 3 kgs. 
   
  Tripod 
  This is a weapons mount that has three legs and an 
  attachment at the top for a weapon to be mounted on.  All 
  heavy weapons must be mounted on one of these (or a 
  bipod) to be used.  It can support 30 kgs.  2 OP, 5 kgs. 
   
  Heavy Tripod 
  For those really big guns you need a really big tripod.  It can 
  support up to 100 kgs.  10OP, 12kgs. 
   
   
  
   
  ORDINANCE & AMMO 
  "Guns don't kill people; the bullets do." 
  Pistol and Rifle Ammo 
  There are many different types of ammunitions available for 
  pistols and rifles.  Below is a listing and description of these 
  types of ammunition. 
   
  Full Metal Jacketed (FMJ) 
  FMJ bullets are the standard ammunition used for 
  most small arms and rifles today.  They are simple 
  lead bullets jacketed in a thin layer of machine 
  pressed copper or steel, inside a cartridge.  Because 
  of this, they have a very slight armor piercing quality 
  against soft armor (Level I and II-A), as the bullet 
  does not lose its pointed form.  This is the only type 
  of ammunition usable by military forces in 
  accordance to the Geneva Convention.  Thus, all military 
  weapons should technically fire FMJ rounds exclusively.  
  These are mass produced, common, and very cheep. 
   
  Jacketed Soft Point 
  JSP are a very common civilian ammunition, 
  similar in most regards to Jacketed Hollow Point, 
  but without the hollow point.  JSPs are not 
  plastered by armor as JHPs are, and thus are 
  marginally more effective against harder armors. 
  Unless it is a powerful rifle round, however, it still won't 
  penetrate body armor.  Like JHPs, it does give a slight 
  mushrooming effect through the body, but not nearly as 
  great.  JSPs are a good middle-ground between JHPs and 
  FMJs, for those needing that sort of cartridge. 
   
  Jacketed Hollow Point 
  Hollow points (or "dum-dum" bullets) are the second 
  most common type of ammunition.  Hollow points 
  are semi-jacketed, that is to say, metal jacketed with 
  the front half exposed.  The tip of the bullet is 
  concave, giving it a "hollow point".  When a hollow point 
  enters the body at a high speed, its hollow tip has the effect 
  of being a "scoop" so to speak, and tends to shovel out 
  one's innards.  Furthermore, this bullet is an "expander" 
  meaning it will squash out and mushroom, causing 
  devastating trauma.  In effect, any damage that penetrates 
  armor and hits flesh does 30% (x1.3) more damage.  
  However, Hard armor protects at twice (x2) its listed value.  
  There is no damage bonus to damage against non-living 
  (SDP) material.  
  Extra Power (+P+) 
  Often manufactures of ammunition come up with +P or +P+ 
  type bullets that either pack more explosive powder or 
  enhanced blends of power to generate greater effect.  
  Companies such as Cor-Bon specialize in these (see Cor-
  Bon) but the greater majority of "generic" manufacturers 
  have a powerful but lower quality product.  JHP +P and JSP 
  +P+ are a popular round for gun enthusiasts, and they do 
  tend to give more bang for the buck.  +P+ can only be 
  added to generic FMJ, JSP, or JHP ammo (pistol or rifle).  
  You cannot get +P+ for Cor-Bon (they are already 
  supercharged) as are other unique ammo types, such as 
  Hydra-Shoks and Glasers.  +P+ gives +1DC of damage, but 
  suffers a -1 WA due to questionably reliability.  
   
  Federal Hydra-Shok® 
  Hydra-Shok® rounds are type of JHP with a unique 
  center-post design and notched jacket.  Because of 
  the notching it is able to deliver a reliable, 
  controlled expansion for efficient energy 
  transfer and stopping power.  Hydra-Shok is 
  designed for law enforcement, hunting, home defense and 
  personal protection (from Federal Cartage's homepage).  
  Hydra-Shoks, like Black Talons and Cor-Bons, are just 
  another specialized JHP round. 
   
  Olin-Winchester Black Talon 
  The Black Talon handgun bullet was introduced in 1991 
  from Winchester.  The cartrage contains a black colored 
  bullet seated in a nickle-plated case (the black paint is a 
  lubricant to keep wear off the gun barrel).   The bullet has 
  six serrations on the rim of the hollow point cavity, and six 
  "talons". The talons deploy when the bullet hits a target and 
  expands, causing further internal injury.  The ammo is not 
  armor piercing (except against very soft armor such as 
  Level I, heavy leather, and older materials), nor is it illegal to 
  buy.  However, Black Talons are more devistating than 
  hollow points after impacting the body. 
   
  Cor-Bon™ JHP +P 
  Cor-Bon™ pistol ammo is among 
  the worlds best.  Cor-Bon rounds 
  have alarming stopping power and 
  can give any gun the extra kick it 
  needs.  Cor-Bons are made for 
  nearly every type of pistol, from .38s 
  to 9mm, and as such can also be used with SMGs 
  Chapter 
  5 
  
  (primarily, 9mms).  Cor-Bon achieves the potent punch of 
  their ammo by packing the each round with extra powder 
  and giving the high-density bullet's shape a ridged, 
  concaved hollow-point form (JHP +P).  Cor-Bons are 
  available for all pistol ammo, and most rifles (only .223, 
  .308, .30-06, 5.56mm, 7.62mm). 
   
  Tri-Core™ 
  Another great innovation of Cor-Bon are Tri-Core bullets.  
  Tri-Cores are soft lead bullets which contain inside three 
  separate tungsten cores.  On impact with flesh or armor, 
  these cores separate from the expanding lead slug, each 
  inflicting a separate wound increasing the likelihood of 
  striking a vital organ, though slightly lessening its overall 
  killing punch.  Tri-Cores are available for all pistols and most 
  rifles (only .223, .308, .30-06, 5.56mm, 7.62mm).  Though 
  damage is slightly less, three (not one) traumatic wounds 
  can be created.  In game terms, this means that if the target 
  took more than 5 damage from the hit, then you roll 3 dice 
  (rather than 1) to see if there was a Truamatic Effect (that is, 
  if the Traumatic Effect occurs on a roll of 4, then however 
  many of the dice rolled 4 or better, that is how many 
  Traumatic Effect may be rolled. 
   
  Rhino (Sorry, my mistake) 
  The previous versions of Atomik WAR included the 
  Rhino Advanced Energy Transfer rounds.  Though this 
  round really does exist, my information about it was 
  incorrect.  Below is a bulletin I found on-line from the 
  North 
  Carolina 
  Constitution 
  Defense 
  Association 
  regarding this ammunition:   
  "A former Defense Department contractor, Signature 
  Products, claimed  to have developed an armor-piercing 
  and devastating handgun ammunition.  They released 
  advanced press releases telling of how these new bullets 
  would perform and how one would defeat the "ballistic 
  armor" used by police.  ABC News sought the help of the 
  H.P. White Laboratory in testing the Rhino Ammunition. 
  The results appeared on ABC’s Nightline and  the truth 
  was exposed. The Rhino bullets performed in an inferior 
  fashion to the ordinary full metal jacket .45 cal Army 
  bullets in all tests. The ATF has since approved of the 
  sale of Rhino Ammunition after finding it to be no more 
  impressive than common ammunition.  It has never 
  actually been offered for sale." 
  So you can't actually buy Rhinos, and if you did, they 
  would work just the same as standard FMJ ammo.  They 
  would just cost lot more.  But don't fret, see below: 
   
  KTW Metal Piercing Ammo 
  The truth is, there is no such thing as a 
  "cop-killer" bullet, as the media and movies 
  would like you to believe (I even fell for it 
  with the Rhinos, see above).  But there is 
  one type of ammo which is close, the KTW 
  MPA, and it was, in fact, this ammo which spawned the 
  entire "Teflon coating" myth (Teflon makes no difference 
  at all on armor penetration).  KTW ammo (from KTW 
  Company) is nothing more than a solid brass bullet 
  coated in Teflon (the green part you see) to prevent 
  fowling and wear on the gun barrel.  Brass is heavy and 
  strong (more so than FMJs) and does not deform on 
  impact, enabling it to punch through some types of soft 
  armors (Level II-A and II) and thin sheets of metal, such 
  as car doors, with much greater effect.  KTW ammo was 
  only produced for law enforcement and was never 
  available through civilian gun stores. Production of KTW 
  ammo stopped several years ago, so what remains is 
  very expensive and can only be found on the black 
  market, police storage, and in the hands of licensed 
  collectors. 
   
  Glaser™ Rounds 
  An interesting idea, but not really worth the cost, Glasers 
  are bullets that break apart on impact, and scatter deadly 
  fragments through the body. This delivers almost all of the 
  round's kinetic force to the target, and makes it nearly 
  impossible to remove all the fragments. However, Glasers 
  may not always work correctly.  Sometimes they may go off 
  prematurely, or might not break apart at all.  For all practical 
  purposes, Glasers will act as normal bullets.  If more than 
  50% of the rolled damage penetrates, the bullet will 
  fragment.  If "lodged in body" is successfully rolled  the 
  bullet will explode inside the body (if not, then it failed to do 
  so).  If the subject survives to seek medial attention, he has 
  a 50% chance of dying due to complications.  Hard and 
  Medium armor (KD) protects at x2 its listed value. Glasers 
  cost x5 (it is pretty exotic). 
   
  Rubber Bullets 
  Rubber bullets were developed as a crowd control and anti-
  riot weapon.  They are essentially under-powered munitions 
  (pistol or rifle) with a rubber bullet instead of a lead or metal 
  round.  They do a lot less damage (Stunning damage 
  instead of Lethal Damage), but even so, a rubber bullet can 
  still kill.  Remember, if a person takes 20 Stun damage, he 
  also takes 4 Hit as well (1 Hit per 5 Stun).  Hard and 
  Medium armor (KD) protects at x2 its listed value. 
   
  Subsonic Bullets 
  Subsonic bullets have less propellant that standard bullets.  
  Usually, the propellant is measured to give the bullet just 
  enough kick to fly slightly under the sound barrier, thus they 
  do not create the supersonic "lightning-crack" common to 
  most bullets.  They do less damage (-1 DC), but adds a +5 
  penalty to any attempt to detect gunfire.  Subsonic bullets 
  are often used in conjunction with a silenced weapon. 
   
  Armor-Piercing (heavy rifles) 
  These are true Armor Piercing rounds, but are made for 
  rifles, generally only for 30-06 and Browning cartridges as 
  "anti-material" rounds, and restricted to military usage for 
  that purpose.  This type of bullet contains a dense tungsten 
  core, which gives the bullet much greater mass and 
  penetrative power (as the tungsten core is usually pointed 
  like a dart).  On impact with armor, the tungsten core will 
  punch through, entering the body and inflicting damage.  
  Damage to the body is less than that of standard bullets, as 
  
  the tungsten round does not deform and often punches right 
  through, transferring only a fraction of its energy to the 
  target.  This type of bullet is Armor Piercing against all armor 
  types, but any damage which penetrates and hits flesh does 
  only half damage.  Damage to armor and hard targets is not 
  modified. 
   
  Tracer Rounds 
  Tracers rounds contain a "firework-like" combustible 
  compound inside which is lit upon firing.  As it flies, the bullet 
  burns, creating a bright yellow streak in the air to show 
  where the "stream of lead" is going.  It does have a hard 
  lead tip to inflict damage, though it is usually not as great 
  with a solid bullet.  Tracer Rounds give a +1 WA bonus to 
  hit, but there must be at least 1 for every 4 rounds shot in a 
  burst for this +1 WA to be valid. 
   
  Incendiary 
  The incendiary rounds are a steel jacketed bullets that 
  contains phosphorous, magnesium, and other burning 
  compounds.  Upon firing, these compounds are ignited, and 
  the round becomes extremely hot.  On impact, it bursts into 
  a searing chemical fire, inflicting not only impact damage, 
  but fire damage as well.  The incendiary fire will do 4DC on 
  the next Phase (or Action), then 2DC, then 1DC.  Incendiary 
  cartridges are only made for .30-06 and Browning .50, but 
  could be custom made for other cartridges of equal or 
  greater size.  API (Armor Piercing Incendiary) is a valid 
  combination in this caliber.  
   
  Silver Bullets 
  Silver bullets (and gold bullets as well) are rare and often 
  found as collectors items or prestige bullets (a certain 
  assassin or hitman's signature may be to only use silver 
  bullets, for example).  However, it is possible that there 
  maybe certain special conditions, circumstances, or 
  adversaries where a silver bullet is needed.  Normally, a 
  silver bullet will act just like an FMJ bullet. 
   
  Shotgun Ammo 
  12guage Buckshot 
  12guage buckshot shells can be had at any hunting store, 
  and even some department stores (So shop smart... Shop 
  S-Mart!).  A buckshot shell contains between 8 to 16 lead 
  pellets and can deliver a devastating blast a close range.  
  Over a distance, buckshot quickly loses its energy, but 
  spreads out over a wide area (as per standard Shotgun 
  rules). 
   
  12guage Birdshot 
  More common and easy to come by than buckshot are 
  birdshot rounds.  A birdshot shell consists of many tiny BB-
  sized lead balls.  At close range, this can be just as deadly 
  as buckshot, but at longer ranges birshot quickly loses its 
  punch, more so even than buckshot. 
   
  12guage Slug (Ball) 
  A slug is a sold lead projectile inside a shotgun shell.  This 
  projectile acts as a normal bullet, delivering the full listed 
  damage at any rage (up to the max range of the weapon).  
  However, slugs are somewhat unstable, and can miss the 
  target altogether.  Slugs are not terribly effective against 
  hard-target (see below), but can still turn a man inside inside 
  out. 
   
  12guage Slug (Steel Penetrator) 
  This is a machined steel slug, shaped like a very large 
  Browning round, which is capable of penetrating a quarter 
  inch of solid steel.  It is extremely effective against armor 
  and soft-targets alike.  It has a stable trajectory and is vast 
  improvement over the ball slug (above).  The Steel 
  Penetrator round is Armor Piercing against all armor, and 
  does a substantial amount of damage.  However, its cost is 
  x5 that of standard shotgun ammo! 
   
  12guage Incendiary 
  The incendiary slug is a steel jacketed slug (tubular shaped) 
  which contains phosphorous, magnesium, and other 
  burning compounds.  Upon firing, these compounds are 
  ignited, and the round becomes extremely hot.  On impact, 
  it bursts into a searing chemical fire, inflicting not only impact 
  damage, but fire damage as well.  The incendiary fire will do 
  4DC on the next Phase (or Action), then 2DC, then 1DC.  
  Incendiary rounds cost 0.2OP per round. 
   
  12guage Slap Jack 
  The Slap Jack shotgun round is a nylon bag filled with sand 
  or other fine powder, which on impact does minimal 
  damage to the target.  It is basically designed to stun, 
  frighten, or temporarily impair the target.  It can kill if used 
  improperly, and is extremely painful, capable of leaving a 
  severe bruise or even break a bone if it hits just right.  Slap 
  Jacks do the listed damage, but it is only Stunning.  Hard 
  and Medium armor (KD) protects at x2 its listed value. 
   
  12guage Fléchette 
  Fléchette shells are similar to buckshot shells, but instead of 
  containing lead balls, they contain about 20 to 30 tungsten-
  steel darts! Fléchettes typically do less damage than sold 
  bullets (-2 DC), however, they are Armor Piercing against 
  Soft armor (only).  Otherwise, they act as per the Shotgun 
  rules. 
   
  12guage Grenade 
  This is a grenade for a shotgun.  It is much smaller than a 
  40mm grenade, and looks just like a full metal shotgun 
  shell.  The round is in fact a miniature grenade with an 
  impact detonator, and can deliver a deadly explosion, of a 
  magnitude comparable to that of a typical 40mm grenade.  
  On impact, a 12guage Grenade will deliver an 8DC 
  explosion with an area effect out to 8 meters.  12guage 
  Grenades cost 0.5OP per round. 
   
  
  40mm Grenades 
  40mm Grenades 
  These are the type of grenade you launch from an M79 or 
  M203 (or other 40mm launcher).  Most can be set for "flight-
  range arming" or put on a timer.  On flight-range arming, the 
  grenade will arm itself after flying a certain distance 
  (normally, 10 meters minimum, but this can be lowered or 
  increased) then arm itself to detonate on impact.  Should 
  the firer blast the grenade into a nearby object by accident, it 
  will (hopefully) not go off.  However, the range could be 
  reset to zero, thus eliminating this safety (it’s a manual dial 
  on the grenade).  For a timer setting the gunner must set 
  each grenade to detonate a certain number of seconds after 
  being fired, normally five to ten seconds.  Most flares are set 
  a timer, detonating after 5 seconds (at their peak altitude). 
   
  HEDP 40mm 
  High Explosive Dual Purpose grenade is simply a standard 
  anti-personal explosive grenade.  It creates a big bang and 
  lots of shrapnel.  It is not Armor Piercing, but does do a lot of 
  damage.  On explosion, the HEPD 40mm grenade does 
  8DC of damage, and as an area of effect of 8m (using Area 
  Effect rules).  It costs 1 OP and weighs 0.3 kgs. 
   
  HEAA 40mm 
  Like the HEDP, but designed for maximum armor 
  penetration.  The High Explosive Anti-Armor 40mm grenade 
  inflicts 8DC damage, and is Armor Piercing against all 
  armor.  It has a forward focused area effect of 8 meters, 
  using Focused Area Effect rules.  It costs 1.5 OP and 
  weighs 0.3 kgs. 
   
   
  Smoke 40mm 
  This is a grenade which sprays a field of quickly expanding, 
  line-of-sight obscuring could of colored smoke (many colors 
  are available).  In the first second after activation, it covers a 
  one meter radius.  It will expand at one meter per Phase (3 
  seconds) after that, up to a radius of six meters .  All objects 
  in this area, or attempting to look through it, have full visual 
  penalties for smoke (or darkness).  It can cause 4DC 
  damage if it directly impacts something.  A smoke grenade 
  costs 0.50 OP and weighs 0.2kgs. 
   
  Flare 40mm 
  The flare grenades are used as a signaling device, or to 
  illuminate darkened areas. It will explode shortly after being 
  launched, creating enough light to illuminate the field of 
  battle with "moon-bright" light. The more flares active the 
  more light will be available.  Each flare will last just 20 
  seconds (5 Phases).  The phosphorous/magnesium 
  compound can cause damage if it directly impacts 
  something (4DC impact damage, plus 1DC burning damage 
  for 5 Phase, unless removed). Flares come in a variety of 
  colors.  A flare costs 0.3 OP and weighs 0.2 kgs. 
   
   
  Buckshot Grenades 
  Turn your M79 into one honking-huge 
  shotgun!  When the buckshot grenade is 
  fired, it blasts for 26 quarter-inch ball 
  barings capable of massive destruction.  
  With the buckshot grenade, treat the 
  weapon as a 12DC shotgun with a x0.75 
  range modifier an a +1 to-hit bonus.  Each 
  round cost 0.20 OP and weights 0.2kgs. 
   
  Fléchette Grenades 
  Another shotgun adaptation, the fléchette 
  grenade, turns you grenade launcher into a 
  meat-grinder.  When fired, 50 armor-
  piercing needle-like darts will tear out from 
  the barrel, turning any near-by targets into 
  hamburger.  When used, treat the grenade 
  launcher as a 8DC shotgun with a range 
  modifier of x1.5 and a +1 to-hit bonus.  
  This attack is considered to be Armor 
  Piercing against Soft armor (only).  It is, however, 
  expensive, due to the rarity of the ammunition. Each round 
  cost 1.5 OP and weighs 0.2 kgs. 
   
  .22 Adapter Grenade 
  Similar in many respects to the buckshot 
  and fléchette grenades, the .22 Adapter 
  Grenade is an experimental device that 
  can be used to fit a charge holding 
  eighteen .22 caliber bullets into a 
  grenade launcher.  Needless to say, this 
  is incredibly destructive.  Unlike the 
  flechettes used in the fléchette grenade, 
  the .22 ammo is very easy to come by.  Even so, the 
  weapon should be treated as a 10DC shotgun with a range 
  modifier of x2.0 and a +1 to-hit modifier.  Each round cost 
  0.5 OP and weighs 0.2 kgs. 
  Hand Grenades 
  US MK2 Fragmentation Grenade 
  This is the hand grenade popularized by WWII 
  and the Vietnam War.  Also know as the 
  "pineapple" grenade for its distinctive iron shell 
  which consists of forty fragmentation blocks.  
  This grenade acts on a three to seven second 
  fuse and an create a deadly amount of 
  shrapnel.  Most people are not killed by the explosion of the 
  MK2, but the fragmentation created by its pineapple shell. 
   
  US M68 Fragmentation Grenade 
  The M68 is an advanced hand grenade now 
  used by the US Armed Forces.  It is smaller 
  and lighter than the MK2, but arguably just as 
  good.  It is shaped somewhat like a lightbulb, 
  with the pin and clip at the top.  When the pin is 
  pulled and clip removed (by throwing it), the 
  grenade will arm itself after two seconds.  On impact it will 
  detonate, exploding and showering the area of red-hot 
  
  shrapnel.  Alternatively, the grenade can be set to a timed 
  delay between three and seven seconds (one or two 
  Phases), with or without the impact detonator active. 
   
  Smoke Grenade 
  This is a grenade which sprays a field of 
  quickly expanding, line-of-sight obscuring 
  could of colored smoke (many colors are 
  available).  In the first second after 
  activation, it covers a one meter radius.  It 
  will expand at one meter per Phase (3 
  seconds) after that, up to a radius of six 
  meters.  All objects in this area, or 
  attempting to look through it, have full visual 
  penalties for smoke (or darkness). 
   
  Flashbang Grenade 
  This is a hand thrown grenade 
  containing fast burning chemicals, 
  irritants, and magnesium.  The 
  flashbang produces an explosive 
  "bang" and a brilliant flash, 
  releasing its energy radially and 
  equally through top and base 
  ports. The grenade is not an 
  explosive itself, and remains intact (though non-functional) 
  after use.  In effect, a flashbang will blind anyone (whose 
  eyes are open and unprotected) standing within 8 meters, 
  and within LOS, and partial blindness to anyone within 16 
  meters.  This effect lasts for 1D6 Phases. 
   
  Pipe Bomb 
  A pipe bomb is an extremely simple, but deadly home-made 
  bomb.  It consists of a lead or iron pipe (about six to ten 
  inches long), threaded at both ends.  The pipe is filled with 
  an explosive compound and end caps are screwed on to 
  seal it (one cap must have a hole for the fuse).  The bomb is 
  then simply lit and thrown.  Do not try this at home. 
   
  Nail Bomb 
  A nail bomb is essentially the same as a pipe bomb, but 
  with nails taped around the pipe, or attached by coils of 
  wound wire.  Obviously, the nail bomb creates far more 
  deadly shrapnel than a plain vanilla pipe bomb.  It is armor 
  piercing against Soft armor. 
   
  Molotov Cocktail 
  A Molotov Cocktail is simple homemade firebomb in which a 
  volatile or flammable liquid (such as gasoline, kerosene, 
  methyl alcohol, etc.) is poured into a glass container (such 
  as a bear or wire bottle).  A cloth fuse, usually soaked in 
  gasoline, is then fitted tightly into the top of the bottle.  Just 
  light, throw, and run.  On impact the firebomb explodes and 
  splatters burning gasoline all over the area.  In essence, a 
  Molotov Cocktail explodes for 3DC damage with an area 
  effect of 3 meters.  Everything in that area also catches fire.  
  It will burn as a 3DC fire until its is extinguished, but could 
  also spread if on a flammable surface. 
  Bombs And Explosives 
  Bombs are common for booby-traps and sabotage.  They 
  use normal rules for blast radius and shrapnel.  All bombs 
  can be either timer or remote detonated.  Land mines are 
  set off as described. 
   
  High Explosive 
  This is a bomb that uses standard high yield, lightweight 
  explosives.  It can be placed anywhere and has an effective 
  blast radius with a fair amount of damage. Explosives do 
  10DC damage and has a blast radius of 10 meters per kg. 
  Cost 2 OP per kg. 
   
  Plastique 
  This is a malleable explosive, similar to clay in texture. It can 
  be formed to whatever shape is needed. However, the blast 
  radius is not as high as that of High Explosives.  Plastique 
  does a total of 12 DC damage per kg, but its blast raidus is 
  only 6 meters per kg (or 1 meter per 2 DC).  Plastique cost 
  4 OP per kg. 
   
  Shaped-Charge Bomb 
  Using plastique, or other similar type of explosive, this can 
  produce a focused blast to devastating effect. It can be 
  placed on walls, hulls, or heavy doors to blast though.  
  There is no blast 'radius', as the explosion is focused in one 
  direction.  Instead, use the Focused Area Effect rules.  
  Shaped-Charge bombs do 10DC damage per kg, and have 
  a Focused blased of 10 meters.  This type of bomb also 
  works as a Claymore mine.  It cost 6 OP per kg. 
   
  Land Mines 
  Land mines may use any of the above types of bombs 
  (except plastique. Plastique is impractical for mines) plus 
  the special mine equipment, listed below.  Add the price and 
  extra weight of the mine equipment to the price and weight 
  of the bomb. 
   
  Pressure Mine  
  This type of mine is set to detect any pressure on it from any 
  object over 50 kgs (or lower or higher if desired, but it must 
  be preset).  If an object of this weight come to be on top of 
  the mine, it will set the integrated bomb off.  Pressure mine 
  equipment adds 2 OP to the cost and 2 kgs to the weight. 
   
  Trip Wire Mine 
  This is a set up where a trip wire is strung low to the ground 
  across a small area (such as a forest path or a door way).  
  When someone triggers it, the mine will go off, normally 
  catching the victim(s) in the blast radius.   A trip wire can be 
  spotted on a Competent perception roll (or Heroic if the 
  mine was very well lain). Trip wire mine equipment adds 1 
  OP to the cost and 2 kgs to the weight. 
   
   
   
  
  Ammunition Tables 
   
  Grenades 
  Grenade Type 
  WA+ 
  DC 
  AP 
  Fuse 
  Cost 
  Leg. 
  Notes 
  40mm HEDP 
  +0 
  8 DC 
  N 
  impact 
  1 
  M 
   
  40mm HEAA 
  +0 
  8 DC 
  Y 
  impact 
  1.5 
  M 
  AP (all) 
  40mm Smoke 
  +0 
  - 
  N 
  3-7 sec 
  0.5 
  P 
  Smoke 
  40mm Flare 
  +0 
  - 
  N 
  3-7 sec 
  0.3 
  P 
  Flare 
  40mm Buckshot 
  +1 
  12 DC 
  N 
  none 
  0.2 
  P 
  Shotgun 
  40mm Fléchette 
  +1 
  8 DC 
  Y 
  none 
  0.6 
  M 
  AP (S) 
  40mm .22 Adapt. 
  +1 
  10 DC 
  N 
  none 
  0.5 
  M 
  Shotgun 
  US M68 
  +0 
  8 DC 
  N 
  impact 
  0.5 
  P 
  also timed 
  US MK2 
  +0 
  7 DC 
  Y 
  3-7 sec 
  0.3 
  P 
  AP (S) 
  Smoke  
  +0 
  - 
  N 
  3-7 sec 
  0.2 
  C 
  Smoke 
  Flashbang 
  +0 
  - 
  N 
  3-7 sec 
  0.2 
  L 
  Flash 
  Pipe-Bomb 
  -2 
  5 DC 
  N 
  variable 
  0.10 
  P 
   
  Nail-Bomb 
  -2 
  7 DC 
  Y 
  variable 
  0.15 
  P 
  AP (S) 
  Molotov Cocktail 
  -2 
  4 DC 
  N 
  variable 
  0.10 
  P 
  starts fire 
   
   
  Shotgun Ammo Table 
  Ammo Type 
  WA+ 
  DC 
  AP 
  Cost 
  Leg. 
  Notes 
  10ga Buckshot 
  +2 
  10DC 
  N 
  x1.5 
  C 
  10 guage 
  10ga Birdshot 
  +4 
  9DC 
  N 
  x1.5 
  C 
  10 guage 
  12ga Buckshot 
  +2 
  7DC 
  N 
  x1 
  C 
   
  12ga Birdshot 
  +4 
  6DC 
  N 
  x1 
  C 
   
  12ga Slug 
  -1 
  8DC 
  N 
  x2 
  L 
   
  12ga Penetrator 
  +0 
  8DC 
  Y 
  x5 
  P 
  AP (all) 
  12ga Incendiary 
  -1 
  8DC 
  N 
  0.2OP/per 
  P 
  ¥ 
  12ga Slap Jack 
  -1 
  8Stun 
  N 
  x2 
  C 
  § 
  12ga Fléchette 
  +2 
  4DC* 
  Y 
  x5 
  M 
  AP (S) 
  12ga Grenade 
  -1 
  7DC 
  N 
  0.5OP/per 
  M 
   
   
   
  Pistol Ammo 
  Ammo Type 
  DC 
  Threat Level 
  FPS 
  Leg. 
  Cost per 100 
  .32, 70 grain 
  2DC 
  I 
  905 
  C 
  0.10 OP 
  .38, 88 grain 
  2DC 
  I 
  990 
  C 
  0.14 OP 
  .38, 158 grain 
  3DC 
  II-A 
  1090 
  C 
  0.22 OP 
  .45, 230 grain 
  3DC 
  II-A 
  810 
  C 
  0.25 OP 
  .357mag, 158 grain 
  3DC 
  II-A 
  1250 
  C 
  0.20 OP 
  9mm, 100 grain 
  3DC 
  II-A 
  1050 
  C 
  0.25 OP 
  9mm, 147 grain 
  4DC 
  II 
  1175 
  C 
  0.45 OP 
  .44mag, 240 grain 
  4DC 
  II 
  1300 
  C 
  0.30 OP 
  .50mag, 325 grain 
  5DC 
  III-A 
  1450 
  C 
  0.50 OP 
   
  Rifle Ammo 
  Ammo Type 
  DC 
  Threat Level 
  FPS 
  Leg. 
  Cost per 100 
  .22 LR, 40 grain 
  3DC 
  I 
  1050 
  C 
  0.15 OP 
  5.56mm(.223) 55 grain 
  6DC 
  III 
  3075 
  C 
  0.30 OP 
  7.62mm(.308)150grain 
  7DC 
  III 
  2750 
  C 
  0.35 OP 
  7.62 x 39 (Rus.) 
  6DC 
  III 
  2400 
  C 
  0.32 OP 
  .30, 110 grain 
  7DC 
  III 
  1950 
  C 
  0.40 OP 
  .300 (or .30) 165 grain 
  7DC 
  III 
  2500 
  C 
  0.50 OP 
  .30-06 180 grain 
  8DC 
  III 
  2850 
  C 
  0.50 OP 
  .50 Browning 710grain 
  10DC 
  IV+ 
  2800 
  L 
  1.0 OP 
  4.92mm Caseless 
  4DC 
  II 
  3000 
  M 
  5 OP 
  
   
  Ammo Type Modifier (Both Rifles and Pistol) 
  Ammo Type 
  WA+ 
  DC+ 
  AP 
  Cost 
  Threat Level+ 
  Leg. 
  Notes 
  Full Metal Jacketed 
  +0 
  +0 
  Y 
  x1 
  +0 
  C 
  AP (S) 
  Jacketed Soft Point 
  +0 
  x1.1* 
  N 
  x1 
  +0 
  C 
  Standard 
  Jacketed Hollow Point 
  +0 
  x1.3* 
  N 
  x2 
  +0 
  C 
  Standard 
  Extra Power (+P+) 
  -1 
  +1 
  N 
  x2.5 
  +1 
  C 
  ♦ 
  Cor-Bon JHP +P 
  +0 
  +1 
  N 
  x4 
  +1 
  C 
  ¶ 
  Cor-Bon Tri-Core 
  +0 
  x0.75* 
  N 
  x5 
  +0 
  L 
  ¶ ,  £ 
  Rubber 
  -1 
  Stun 
  N 
  x0.5 
  -1 
  C 
  § 
  Subsonic 
  +0 
  -1 
  N 
  x1 
  -1 
  L 
  silent 
  Silver Bullet 
  +0 
  +0 
  N 
  x5 
  +0 
  C 
  ⊕ 
   
  Ammo Type Modifier (Pistol ONLY) 
  Ammo Type 
  WA+ 
  DC+ 
  AP 
  Cost 
  Threat Level+ 
  Leg. 
  Notes 
  Hydra-Shok 
  +0 
  x1.5* 
  N 
  x3 
  +1 
  C 
   
  Black Talon 
  +0 
  x1.5* 
  Y 
  x4.5 
  +1 
  L 
  AP (S) 
  KTW Round 
  +0 
  x1 
  Y 
  x6 
  +0 
  P 
  AP (S,M) 
  Glaser Round 
  +0 
  x1 
  N 
  x4 
  +0 
  C 
  § , ƒ 
   
  Ammo Type Modifier (Rifles ONLY) 
  Ammo Type 
  WA+ 
  DC+ 
  AP 
  Cost 
  Threat Level+ 
  Leg. 
  Notes 
  Armor Piercing 
  +0 
  x1/2* 
  Y 
  x3 
  +1 
  P 
  AP (all) 
  Tracer Round 
  spcl 
  -2 
  N 
  x2 
  -1 
  P 
  special 
  Incendiary 
  +0 
  +0 
  N 
  x5 
  +1 
  P 
  ¥ 
   
  * Modifier only effects damage that actually penetrated the armor 
  § Hard armor protect at x2 their value against Glasers, JHPs, and Rubber bullets. 
  ¶ Cor-Bons and Tri-Cores are available for all pistol ammo, and most rifles (only .223, .308, .30-06, 5.56mm, 7.62mm). 
  £ Tri-Cores allow three individual rolls to on the wound Effect Table determain critical hits. 
  ♦ "Extra Power" can be combined with other generic types, such as FMJ or JHP, but not Cor-Bons, Glasers, etc. 
  ƒ  See the discription of Glaser Rounds for more info. 
  ¥ Inncendiary fire will do 4DC on the next Phase, then 2DC on the next, then finally 1DC 
  ⊕  Some "special situations" may require the use of bullets made of silver, rather than lead 
   
   
  
   
  Melee Weapons & Fantasy Gear 
  "En Garde, ye villainous fiend!" 
   
  To better support those playing in a fantasy campaign, or even a hybrid fantasy/sci-fi campaign, this sourcebook includes 
  a chapter of typical melee weapons and gear, both historical and fantastic.  All of this comes from the Fuzion Lodoss War 
  RPG, and is only slightly modified (primiarly, the prices) to be more generic.   
   
  Skills: Usually, you must specialize in the class of melee weapon, such as Melee(Knife) or Melee(Sword). 
   
  Prices:  All prices are in generic cp (copper pieces), sp (silver pieces), and gp (gold pieces). 
   
  1 cp = $1.00 (US) 
   
  1 sp = 10cp = $10 
   
  1 gp = 100cp = $100 
   
  Lodoss War RPG has its own base currency (the Raiden) 
   
  Knifes 
  WA 
  DC 
  MinSTR 
  Price 
  Weight(kgs) 
  Notes 
  Dagger 
  +0 
  1 
  1 
  5cp 
  ¼ 
  1h 
  Small Knife 
  +1 
  1 
  1 
  1sp 
  ¼ 
  1h 
  Large Knife 
  +1 
  2 
  2 
  3sp 
  ½ 
  1h 
  Throwing Knife 
  +0 
  1 
  1 
  6sp  
  ¼ 
  1h, Ranged 
  Swords 
  WA 
  DC 
  MinSTR 
  Price 
  Weight(kg) 
  Notes 
  Rapier 
  +2 
  2 
  2 
  5gp 
  1 
  1h, AP (1/2 armor) 
  Shortsword 
  +1 
  2 
  2 
  2gp 
  1 
  1h 
  Broadsword 
  +0 
  3 
  3 
  3gp 
  1.5 
  1h 
  Longsword 
  +1 
  3 
  4 
  4gp 
  2 
  1 and 1/2-handed 
  Scimitar 
  +0 
  4 
  4 
  5gp 
  3 
  1h 
  Greatsword 
  +0 
  5 
  6 
  7gp 
  4 
  2h 
  Claymore 
  +0 
  6 
  7 
  10gp 
  5 
  2h  
  Axes 
  WA 
  DC 
  MinSTR 
  Price 
  Weight(kg) 
  Notes 
  Hand Axe 
  -1 
  2 
  2 
  2sp 
  1.5 
  1h 
  Wood Axe 
  -1 
  3 
  3 
  5sp 
  2.5 
  1h 
  Battle Axe 
  -1 
  4 
  4 
  3gp 
  3 
  2h 
  Great Axe 
  -1 
  6 
  6 
  6gp 
  4 
  2h 
  Throwing Axe 
  +0 
  4 
  4 
  6gp 
  2 
  1h, Ranged 
  Clubs 
  WA 
  DC 
  MinSTR 
  Price 
  Weight(kg) 
  Notes 
  Stick (ugly) 
  +0 
  2 
  1 
  1cp 
  ½ 
  1h, Stun Damage 
  Club 
  -1 
  4 
  3 
  3sp 
  1 
  1h, Stun Damage 
  Mace 
  +0 
  4 
  4 
  2gp 
  1.5 
  1h 
  Great Mace 
  +0 
  5 
  5 
  5gp 
  2.5 
  2h 
  Hammer 
  -1 
  2 
  3 
  2sp 
  3 
  1h 
  Maul 
  +0 
  4 
  4 
  3gp 
  4 
  2h 
  War Hammer 
  +0 
  6 
  6 
  8gp 
  5 
  2h 
  Spears 
  WA 
  DC 
  MinSTR 
  Price 
  Weight(kg) 
  Notes 
  Spear 
  +1 
  3 
  3 
  2gp 
  2 
  1h, Ranged or Melee 
  Javelin 
  +2 
  4 
  3 
  3gp 
  2.5 
  1h, Ranged or Melee 
  Long Spear  
  +1 
  5 
  4 
  5gp 
  3 
  1h, Ranged 
  Lance 
  +1 
  6 
  6 
  8gp 
  4 
  2h 
  Chapter 
  6 
  
  Pole Arms 
  WA 
  DC 
  MinSTR 
  Price 
  Weight(kg) 
  Notes 
  Quarterstaff 
  +1 
  5 
  3 
  4sp 
  1.5 
  2h, Stun Damage 
  Military Fork 
  -1 
  3 
  2 
  8sp 
  2 
  2h 
  Harpoon 
  -1 
  4 
  4 
  4gp 
  2.5 
  2h, Ranged or Melee 
  Scythe 
  -2 
  3 
  4 
  2gp 
  3 
  2h 
  Battle Scythe 
  -1 
  4 
  5 
  5gp 
  4 
  2h 
  Pole Axe 
  -1 
  5 
  4 
  6gp 
  5 
  2h, 6m reach 
  Halberd 
  +0 
  6 
  6 
  10gp 
  6 
  2h, 6m reach 
  Flail 
  WA 
  DC 
  MinSTR 
  Price 
  Weight(kg) 
  Notes 
  Fail 
  +0 
  3 
  3 
  4sp 
  3 
  1h 
  Great Fail 
  +0 
  5 
  5 
  2gp 
  4 
  2h 
  Whip 
  -1 
  1 
  1 
  3sp 
  1 
  1h 
  Barbed Whip 
  -1 
  2 
  1 
  1gp 
  1 
  1h 
  Bow 
  WA 
  DC 
  MinSTR 
  Price 
  Weight(kg) 
  Notes 
  Bow 
  +0 
  4 
  4 
  3gp  
  1 
  2h, Range STR x 20 
  Longbow 
  +1 
  6 
  6 
  6gp 
  2 
  2h, Range STR x 20 
  Cross Bow 
  WA 
  DC 
  MinSTR 
  Price 
  Weight(kg) 
  Notes 
  Crossbow 
  +1 
  4 
  3 
  8gp 
  2.5 
  2h, Range 100m 
  Heavy Crossbow 
  +1 
  6 
  5 
  12gp 
  4 
  2h, Range 200m 
   
   
   
  Armor 
  Second only to Weapons on most adventurer's shopping 
  lists is Armor.  Remember, armor is not the save-all in a 
  sword fight.  Your sword is.  Parry, strike, parry, strike, parry, 
  and strike.  Most fighters typically wear little armor.  After all, 
  the best defense is a good offence. 
   
  Armor is cumbersome, and thus, penalizes actions.  
  However, PEN does not subtract directly from REF or DEX.  
  Instead, it only causes a restriction on certain actions 
  (mostly, physical and combat actions).  Some of these are 
  Acrobatics, Athletics, Climbing, and Defensive Values (to 
  evade, dive for cover, etc.).  It does not subtract from the 
  use of weapons (punching, attacking with a sword). 
   
  Armor is placed Piecemeal, that is, each strickable location 
  can conceivable have a different type of armor protection.  
  This added realism also complicates combat.  If you feel the 
  trade off is not worth the added complexity, please feel free 
  to use the default medieval armor presented in other Fuzion 
  books. 
   
  There are fourteen body locations that can be protected, not 
  including the head (to protect the head, buy a Helm), and 
  Vitals.  Vitals are covered by Chest or Stomach armor.   
   
   
  The Armour Shoppe 
  This is armors such as you might find in any armory shop in 
  a major city or weaponsmith.  Armors are listed along with 
  what areas they protect.  Areas in question are: Head(3-5), 
  Hands(6), 
  Arms(7-8), 
  Shoulders(9), 
  Chest(10-11), 
  Stomach(12), Thighs(14), Legs(15-16), and Feet(17-18), as 
  numbered on the Hit Location chart.  Remember, Vitals are 
  protecting by Chest or Stomach armor.  Paired items, 
  such as gloves, boots, etc, have stats listed as if both 
  were taken.  All prices are in Silver Pieces (sp). 
  Armor 
  KD 
  Pen. 
  Locat. 
  Coverd 
  Price 
  Weight 
  (kg) 
  Leather Jacket 
  5 
  -0.7 
  7 -12 
  170sp 
  4.2 
  Leather Pants 
  5 
  -0.3 
  14 - 16 
  80sp 
  2 
  Leather Boots 
  5 
  -0.1 
  17 - 18 
  30sp 
  0.75 
  Leather Gloves 
  4 
  -0.1 
  6 
  20sp 
  0.5 
  Ring Shirt 
  8 
  -1.4 
  7 - 12 
  566sp 
  8.5 
  Chain Sleeves 
  10 
  -.4 
  7 - 8 
  268sp 
  3.35 
  Chain Shirt 
  10 
  -1.9 
  7 - 12 
  1100sp 
  14 
  Chain Skirt 
  10 
  -0.4 
  14 
  268sp 
  3.4 
  Chain Gloves 
  10 
  -0.3 
  6 
  200sp 
  2 
  Hauberk 
  10 
  -1.9 
  9 - 14 
  1100sp 
  14 
  Leg Greaves 
  12 
  -0.67 
  15 - 16 
  400sp 
  4 
  Bracers 
  12 
  -0.67 
  7 - 8 
  400sp 
  4 
  Pauldron 
  14 
  -0.9 
  9 
  536sp 
  5.4 
  Iron Belt 
  12 
  -0.5 
  12 
  300sp 
  3 
  Breastplate 
  12 
  -1.5 
  10 - 12 
  900sp 
  9 
  Hvy.Breastplate 
  14 
  -2 
  10 - 12 
  1200sp 
  12 
  Tassets 
  12 
  -0.67 
  14 
  400sp 
  4 
  Solleret Boots 
  12 
  -0.5 
  17 - 18 
  300sp 
  3 
  Gauntlets 
  12 
  -0.5 
  6 
  300sp 
  3 
  By this chart, a decked out knight in full plate armor 
  (referred to as being a Full Harness) would have 
  gauntlets, arm plating and leg greaves, solleret boots, 
  tassets, pauldons, a heavy breastplate, and a full helm 
  (from the helm section).  This would give about a 12 KD 
  coverage from head to toe (head would have 10KD, 
  pauldron and hvy. breastplate both grant 14KD).  The 
  total weight is 38.4kgs (76.8 lbs.), with a penalty of -6 
  (pretty severe).  It would cost a staggering 3836 silver  
  (38 gold). 
   
   
  
  Forge Your Own Armor 
  For those who wish to build their own armor, the system 
  used to create the Piecemeal Armor Componets (above) is 
  listed below. 
   
  There are two charts.  One lists the Cost/Weight/Penalty 
  multiplier for armoring a single location.  The second chart 
  lists all the available armor types (leather, chain, plate, etc.).  
  When you select a type for a location, multiply its listed cost 
  and weight by the Cost/Weight multiplier and its Penalty by 
  the Penalty multiplier for that location.  Don't worry, an 
  example for Parn will follow shortly. 
   
  Remember, you have two arms and two legs, so you must 
  buy armor for both arms, legs, thighs, shoulders, feet, and 
  hands. 
  Location 
  Cost/Weight/Pen. 
  Hands (each) 
  x1/4 
  Arms (each) 
  x1/3 
  Shoulder (each) 
  x1/3 
  Chest 
  x1 
  Stomach 
  x1/2 
  Thighs (each) 
  x1/3 
  Legs (each) 
  x1/3 
  Feet (each) 
  x1/4 
  For all Locations 
  x5.14, total 
   
  Armor 
  KD 
  Pen. 
  Price 
  Weight 
  (kg) 
  Cloth 
  2 
  0 
  10sp 
  ½ kg 
  Hvy. Cloth 
  3 
  0 
  20sp 
  0.75kg 
  Leather 
  4 
  -1/4 
  40sp 
  1 kg 
  Hvy. Leather 
  5 
  -1/4 
  60sp 
  1.5 kg 
  Stud. Leather 
  6 
  -1/3 
  100sp 
  2 kgs 
  Ringmail 
  8 
  -1/2 
  200sp 
  3 kgs 
  Scalemail 
  9 
  -1/2 
  300sp 
  4 kgs 
  Chainmail 
  10 
  -2/3 
  400sp 
  5 kgs 
  Elven Chain 
  11 
  -1/2 
  1000sp 
  4 kgs 
  Plate Armor 
  12 
  -1 
  600sp 
  6 kgs 
  Elven Plate 
  13 
  -2/3 
  1200sp 
  5 kgs 
  Hvy. Plate 
  14 
  -1.3 
  800sp 
  8 kgs 
  Dwarven Plate 
  14 
  -2/3 
  1500sp 
  6 kgs 
   
   
  For example, consider Parn's armor scheme, as outline 
  earlier.  Parn has Plate Armor covering his Shoulders, 
  Chest, Stomach, Thighs, and Feet.  Heavy cloth covers his 
  arms, hands, and legs. His Plate Armor costs 600 (listed 
  price) x (1/3 + 1/3 (shoulders) + 1 (chest) + 1/2 (stomach) + 
  1/3 + 1/3 (thighs) + 1/4 + 1/4 (feet)) for a total of 6 x 3.32 = 
  2000sp. His Hvy Cloth armor costs 20gp x (1/3 + 1/3 (arms) 
  + 1/4 + 1/4 (hands) + 1/3 + 1/3 (legs)) for a total of 20 x 1.82 
  = 36 sp.  His total cost is then 2036 silver.  Weight is 
  computed similarly, with a total of 6kgs x 3.32 + 0.75 kgs x 
  1.82, which totals about 21.4 kgs (or about 40 lbs.). 
   
  Likewise, Penalty is also computed, with a total of -1 (Plate) 
  x 3.32 + 0 (Hvy. Cloth) x 2.5, which totals out to be -3.32.  
  This can be rounded down to a -3 Penalty.  If Parn had 
  gone with Full Plate over all locations, his totals would 
  have been 31 rp, 31 kgs, and a -5 Penalty. 
   
  Feel free to experiment to find the best combination.  
  Remember, each location is protected separately, so if 
  you are hit in the Thigh, you must use the Thigh armor 
  for protection. 
   
  Helms 
  Compared to armor, helmets are really quite simple.  
  They protect the Head location, though often a precise 
  hit can penetrate to the eye (-8 penalty to target the 
  eyes).  The only odd factor to consider is Perception 
  Penalty.  Large helmets often have a big Perception 
  Penalty, as they are difficult to look out of.  Helmets are 
  listed below. 
  Helmet 
  KD 
  Percpt 
  Price 
  Weight 
  (kgs) 
  Leather Cap 
  1 
  -0 
  10 sp 
  ¼ kg 
  LeatherHelm 
  2 
  -0 
  30 sp 
  ½ kg 
  Steel Cap 
  4 
  -0 
  60 sp 
  1 kg 
  Half Helm 
  6 
  -1 
  100 sp 
  1.5kg 
  Chain  Coif 
  8 
  -2 
  200 sp 
  2 kgs 
  Full Helm 
  10 
  -3 
  300 sp 
  3 kgs 
  Great Helm 
  12 
  -4 
  400 sp 
  4 kgs 
   
  Shields and Bucklers 
  Having a shield is an excellent way to put distance 
  between yourself and your opponent. Shields add to 
  your base DV when you take a defensive action, such 
  as Evading. Shields can be used to make a Blocking 
  maneuver, while still keeping your weapon ready to 
  strike (otherwise you'll be using your sword to parry).  
  That is, you can either Evade with your shield (adding 
  the DV bonus granted by the shield), or you can use it in 
  a standard Block maneuver.  If you use it to Evade, you 
  cannot follow up with a Block (though you can still use 
  your sword to parry).  Shields are only considered 
  destroyed if they are smacked by a heavy amount of 
  damage.  However, they do get worn down.  Normal 
  shields are typically discarded after battle.  "Special" 
  shields, magical shields, or personalize shields are kept, 
  but must be repaired (half cost to repair). 
  Shield 
  DV + 
  Price 
  Weight 
  (kgs) 
  Buckler 
  +1 
  40 sp 
  ½ kg 
  Small Shield 
  +2 
  100 sp 
  1 kg 
  Md. Shield 
  +3 
  300 sp 
  2.5kgs 
  Large Shield 
  +4 
  500 sp 
  5 kgs 
   
   
  
  Weapon Accessories 
  What sword is complete without a scabbard?  What bow 
  can work without arrows?  This section covers a few 
  weapon accessories and weapon enhancements. 
   
  Scabbard 
  A rather simple item, a scabbard is a sheath for holding a 
  sword.  Worn by most warriors, a scabbard is a safe and 
  easy way to carry a blade weapon.  A standard scabbard 
  weighs about 1 kg, and has a Price of 80 sp.  Fine 
  scabbards can cost much more. 
   
  Boot Sheath 
  A favorite of thieves everywhere, the boot sheath is an 
  excellent way to sneak knives past lazy or careless guards.  
  The boot sheath can hold one blade (can come in all sizes 
  to match any type of knife) and can be made to fit snuggly 
  on your leg.  Boot Sheaths also come built in to some types 
  of boots.  Typically, the pants are pulled over the sheath so 
  as to conceal the weapon.  
   
  The practice of concealing weapons in boot sheaths has 
  become so common, guards now make regular boot 
  searches.  Recently, thieves and assassins have begun to 
  make arm sheaths, and other types of cancelable sheaths.  
  These are basically the same, just made for the arm, back, 
  or side.  A sheath weighs about ½ kg, and has a Price of 50 
  sp. 
   
  Atlatl 
  An atlatl (at' lat-el) is small device used to help throw spears 
  and javelins.  It consists of a smooth rod with a hook at the 
  back for holding the spear in place.  The spearthrower then 
  throws the spear using the atlatl as a grip.  This allows for 
  more force and better control over the spear.  Effectively, 
  the use of an Atlatl raises your STR by +1 (for throwing the 
  spear), that makes it go farther and do more damage.  
  However, using an atlatl requires a different skill than just 
  Spear.  The skill to use an atlatl is Ranged Weapon (Atlatl 
  Spear).  A good atlatl has a Price of about 60 sp, and 
  weighs ½ kg. 
   
  Fine Blade 
  Finely crafted blades are those made by the master smiths 
  of Lodoss.  Forged in he hottest fires, molded from the 
  strongest metals and alloys, fine blades are weapons to be 
  prized and wielded with honor and glory.  Most fine 
  weapons are christened with a name, usually that of its 
  owner or maker, or given a name that implies great power.  
  Fine blade are expensive.  You cannot buy a fine weapon in 
  a weapon shop, you must hire a master smith to forge it for 
  you.  This can take weeks, even months, for an extremely 
  well made weapon, and the cost for such can be 
  astronomical. 
   
  A fine blade is much shaper and better balanced, so it does 
  +1 DC damage and has a +1 Weapon Accuracy.  Fine 
  blades are also less prone to breaking (though this is just a 
  game effect).  If not cared for properly (daily cleaning, 
  sharpening, polishing, and so forth), it will lose both 
  these bonus permanently. 
   
  It costs x3 the listed Price to have a fine blade hand 
  crafted.  Fine blades are prime candidates for magical 
  enchantments. 
   
  Elven Blade 
  Elven Blades are fine blades forged by the best elven 
  weapon smiths.  They are made of Elven Steel, a metal 
  alloy that, though not magical in nature, still baffles the 
  best human and dwarven metalworkers.  The blade is 
  practically unbreakable... Elven rapiers can parry a 
  smashing war hammer or battle axe without a scratch. 
   
  Elven Blades do not increase the DC of the weapon, 
  rather, they add Armor Penetration (AP).  That is, when 
  hit by an Elven Blade, only half your armor value is used 
  (in the case of an elven rapier, the armor is ¼, as rapiers 
  are already AP weapons).  Elven Blades cannot be 
  purchased from elves, and the street price would be 
  astronomical. 
   
  Dwarven Axe 
  Dwarves are master metal workers. Though they have 
  still not learned the secret of Elven Steel, they have their 
  own special alloys that are vastly superior to man-made 
  metals.  The preferred weapon of dwarves is the axe.  
  Axes are good, strong, versatile weapons, able to chop 
  wood, bust down doors, and hack up ogres and goblins 
  alike (no one enjoys practicality more than a dwarf).  
   
  Dwarven axes are perfectly balanced weapons.  Axes 
  forged by the dwarves gains a +2 Weapon Accuracy, 
  plus automatically becomes a throwing weapon (so you 
  must have both Melee Weapon (Axe) and Ranged 
  Weapon (Axe)).  Even a great axe can be thrown with 
  staggering accuracy.  If that wasn't enough, the axe can 
  be thrown in such a way as to return to the thrower if it 
  misses (or just grazes) the opponent.  This, of course, 
  requires the thrower to roll higher than 24.  If his roll is 
  not higher than 24, or if the axe was imbedded in the 
  target, it will not return.  Even so, this is a very handily 
  ability. 
   
  Dwarven Axes cannot be purchased from the dwarves, 
  and the street price would be astronomical. 
   
   
  Quiver 
  A quiver is a small cylindrical case for holding arrows 
  (bows) or quarrels (crossbows), typically worn on the 
  back, for quickly, more natural arm action when cocking 
  the bow.  A quiver can hold twelve arrows or quarrels.  It 
  weighs about ½ kg, and has a Purchase Price of 60 sp. 
   
   
  
  Arrows (and quarrels) 
  There are many types of arrows, the most common simply 
  have a steel arrow head, long wooden staff, and feathers at 
  the end for stabilization.  But there are many other types of 
  arrows, and these new arrows can make an archer one of 
  the deadliest fighters on the battlefield. 
   
  All prices and weight are per Dozen (12), that is per Quiver.  
  Brief descriptions will follow. 
   
  Arrow/Quarrel 
  WA 
  KD 
  Price 
  Weight 
  (kgs) 
  Feathered 
  +0 
  +0 
  30sp 
  1 
  Steel Shaft 
  +1 
  +0 
  50sp 
  2 
  Whistling 
  +0 
  +0 
  40sp 
  1 
  Barbed 
  -1 
  +0 
  60sp 
  1 
  Broadhead 
  +0 
  +1 
  100sp 
  1 
  Steel/Broad 
  +1 
  +1 
  200sp 
  2 
  Elven 
  +1 
  (AP) 
  500sp 
  1 
   
  Feathered Arrows 
  Feathered Arrows are the standard arrow type. They have a 
  sharp V-shaped steel arrowhead, wooden shaft, and four 
  feather fletches in the back. 
   
  Steel Shaft Arrows 
  A steel shaft replaces the wooden shaft.  Though the arrow 
  is heavier, it is much more stable.  These arrows are more 
  expensive, but they are well worth the cost. 
   
  Whistling Arrows 
  Whistling arrows are designed with a series of holes down 
  the head of the arrow and through the shaft.  When fired, 
  they make a loud whistling sound as they streak through 
  the air.  Whistling arrows are primarily used as signaling 
  devices, but can also be used to discourage enemies.  
  They can, of course, kill just as any arrow. 
   
  Barbed Arrows 
  The arrowhead has a set of ugly-looking backward 
  facing barbs.  When a barbed arrow is extracted from a 
  victim, it will inflict 2DC of damage, and cause 
  excruciating pain.  These arrows are designed to cause 
  as much pain and suffering as possible, and are rarely 
  used by honorable archers 
   
  Broadhead Arrows 
  These arrows have a four-bladed steel arrowhead 
  (shaped like an X seen head on).  These arrows do 
  more damage than standard, two-blade arrowheads.  
  Naturally, they cost more due to the added difficulty of 
  forging the arrowheads. 
   
  Steel Shaft Broadhead Arrows 
  Considered by archers to be the ultimate in long-range 
  bow-power.  These arrows have a steel shaft and a 
  broadheaded arrowhead.  They are well stabilized and 
  inflict a great deal of damage. 
   
  Elven Arrows 
  Naturally, elves make the best arrows.  Elven arrows 
  have a wood shaft and an elven steel arrowhead.  They 
  gain a +1 WA and have Armor Piercing ability (AP). 
   
   
   
   
  
SOURCE: textdata/thevault/Fuzion System [multi]/Fuzion - Atomik Fuzion (Atomik AXE).pdf